Prototype Planetologist movement and Special-card battles

Connect capped extra range, two-origin gathering, Fremen cancellation and
saved replacement choices. Add human controls and actual first-choice AI
paths for all four profiles. Admit the exact nine base green Specials in
the actual skilled leader's weapon slot for +2 on survival, with mandatory
physical discard and no native utility effect. Reject stale dead-disc plans.

Independent movement/battle review closed after the saved-dead-disc fix.
84 focused tests passed. Two four-profile Basic/Advanced samples completed
(194/186 accepted actions, six JSON restorations each, zero rejected actions).
Basic used both movement branches; Advanced used added range. Browser genuine
setup/gather/refresh and a separate targeted Special/traitor-loss fixture passed.

Required verification: types, lint, 4435 offline tests, build and 43 HTTP tests
passed. First attempt stopped at missing explicit test promise markers;
corrected before the successful broad run. Final check/build/HTTP durations:
144157/6638/25048 ms. Source fingerprint (1260 files):
bb7be69cf3e925bf7338ea444f77279ed7b37faadc3c44ed7db01b941f27b861
Private report: checkpoints/20260913-planetologist/checks-final/report.json.

Preserved all 325 opening games and all original application/seat/recovery
records; 359 rooms after 34 new QA/HTTP rooms. SQLite quick_check ok and zero
foreign-key violations. Healthy existing server reused; no reset/restart.

Boundaries: eight other Leader Skills, enemy-only mixed BG gather response,
expansion roster/green-card/optional-module combinations remain unfinished.
Winning traitor caller discard remains a documented card-specific inference.
No mode or publication gates opened.

Efficiency measure: aggregate goal counter 67321978 -> 68710948 (1388970),
including context and coordination; not billing tokens or a savings claim.
One skill's three connected effects, selective implementation/research/review,
one interrupted lint attempt followed by the required complete verification.
This commit is contained in:
Quintine committed 2026-09-13 18:16:36 +10:00
1 parent 6e6fecc9d4
commit 5082c81353
22 files changed
+2473 -93

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@@ -51,6 +51,7 @@ import { LeaderSkillsPanel } from './leader-skills';
import { NullentropyBox, NullentropySearch } from './nullentropy-box';
import { OrnithopterMovement } from './ornithopter-movement';
import { DiscoveryOrnithopterMovement } from './discovery-flight-movement';
import { PlanetologistMovement } from './planetologist-movement';
import { ResidualPoison, BattleLeaderOpportunity } from './residual-poison';
import { PortableSnooper } from './portable-snooper';
import {
@@ -141,6 +142,8 @@ import { Button } from '@/components/ui/button';
import { Input } from '@/components/ui/input';
import { BattlePreparation, battlePlanCommitments, bindBattlePlanCommitments, NexusInspectionHistory } from './battle-preparation';
import { PrivateBattlePlan } from './private-battle-plan';
import { canUsePlanetologistBattleSpecial, validLeaderSkillBattleCardPair } from '../game/leader-skill-combat';
import type { Card } from '../game/cards';
import { RevealedBattle } from './revealed-battle';
import { EliteCount } from './elite-count';
import { HelpTip } from './help-tip';
@@ -404,6 +407,12 @@ export function GameTable({
const [discardCards, setDiscardCards] = useState<Record<string, boolean>>({});
const stormLosses = g.decision?.kind === 'stormLosses' ? g.decision : null;
const committed = battlePlanCommitments(g);
const planetologistSpecial = (card: Card) => canUsePlanetologistBattleSpecial({
assignments: g.leaderSkills?.assignments.filter(a => a.controller === me.id) ?? [],
selectedLeader: committed.leader ? String(committed.leader.value ?? '') : leader,
card,
});
const selectedBattleWeapon = me.hand?.find(c => c.id === (committed.weapon ? committed.weapon.value : weapon));
const selectedStone = me.hand?.find(
(c) =>
c.id === (committed.weapon ? committed.weapon.value : weapon) &&
@@ -4010,6 +4019,28 @@ export function GameTable({
}
}
/>
<PlanetologistMovement
game={g}
act={act}
busy={busy}
destination={selected}
sector={sector}
unavailableReason={
!movementAvailable
? 'No ordinary movement is currently available.'
: (me.moved ?? 0) >= (me.movesAllowed ?? 1)
? 'No ordinary movement remains this turn.'
: selectedDestinationInStorm
? 'Choose a destination outside the storm.'
: liveShipmentPromises(
g.shipmentPromises,
me.id,
g.turn,
).some((promise) => promise.answer)
? 'Complete the promised shipment before moving.'
: null
}
/>
<p className="fine">
{guildCunning?.stage === 'secondShipment'
? 'Choose or decline the second shipment before any Hajr movement.'
@@ -4430,17 +4461,24 @@ export function GameTable({
{me.hand
?.filter((c) =>
name === 'Defense'
? isDefenseCard(c)
: isWeaponCard(c),
? isDefenseCard(c) && (!selectedBattleWeapon || !planetologistSpecial(selectedBattleWeapon) || validLeaderSkillBattleCardPair(selectedBattleWeapon,c,true))
: isWeaponCard(c) || planetologistSpecial(c),
)
.map((c) => (
<option key={c.id} value={c.id}>
{c.name}
{c.name}{name === 'Weapon' && planetologistSpecial(c) ? ' · Planetologist +2, discard after battle' : ''}
</option>
))}
</select>
</label>
))}
{selectedBattleWeapon && planetologistSpecial(selectedBattleWeapon) && (
<p className="notice">
{selectedBattleWeapon.name} adds 2 to the surviving Planetologist leader.
It makes no weapon attack and does not use its normal effect.
Discard it after this battle, even if you win.
</p>
)}
{selectedStone && (
<div className="my-3 flex flex-col gap-3">
<p>