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.
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import type { Game, GameView } from './engine';
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export type PlanetologistMoveMode = 'range' | 'gather';
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export type PlanetologistMovement = {
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leader: string;
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mode: PlanetologistMoveMode;
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};
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/** Public component ownership suffices; a captive never grants the upper band. */
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export function planetologistLeader(
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g: Game | GameView,
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player: string,
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): string | null {
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const assignment = g.leaderSkills?.assignments.find(
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(a) => a.owner === player && a.skill === 'planetologist',
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);
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if (
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!assignment ||
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('controller' in assignment && assignment.controller !== player) ||
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('faceUp' in assignment && assignment.faceUp === false)
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)
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return null;
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const leader = g.players
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.find((p) => p.id === player)
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?.leaders.find((l) => l.id === assignment.leader);
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if (!leader || leader.dead || leader.capturedBy || leader.gholaBy)
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return null;
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return leader.id;
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}
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/** The cap belongs to the extra-range alternative, not the two-origin one. */
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export function planetologistRange(
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base: number,
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mode?: PlanetologistMoveMode,
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): number {
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return mode === 'range' ? Math.min(3, base + 1) : base;
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}
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