Resolve ambiguous Stone battles with sealed physical totals

Add a provisional post-reveal physical-count commitment for new outcome-changing Basic/Advanced Stone and copied Mirror battles. Keep all original sides sealed until complete and retain matching later typed losses. Preserve legacy, ordinary and invariant-winner timing. Carry the same constraint through card cleanup and native casualty consumers.

Validation: frozen 16 files146/146, types/lint/build and14 original-action/rendered-control programmes; four minimal policies make both owned choices legally. Source timing is explicitly provisional. Wider combinations, assurance and deployed acceptance remain open. No saved-game, reset, restart or deployment operation.
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Quintine committed 2026-10-18 12:13:06 +11:00
1 parent 677ad7aa3c
commit 6ccfaa1b4d
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import { casualtyOptions, type CombatForces } from './combat';
/** Printed physical commitments survive later card disposal and native aftercare. */
export type BattleCasualtyConstraint = {
fullyCommitted?: true;
physicalLossCount?: number;
};
export function casualtyConstraintFields(constraint: BattleCasualtyConstraint) {
return {
...(constraint.fullyCommitted ? {fullyCommitted:true as const} : {}),
...(constraint.physicalLossCount !== undefined ? {physicalLossCount:constraint.physicalLossCount} : {}),
};
}
export function committedCasualtyOptions(forces: CombatForces, dial: number, support: number,
constraint: BattleCasualtyConstraint = {}) {
const {fullyCommitted, physicalLossCount} = constraint;
if ((fullyCommitted !== undefined && fullyCommitted !== true) ||
(physicalLossCount !== undefined && (!Number.isSafeInteger(physicalLossCount) ||
physicalLossCount < 0 || physicalLossCount > forces.normal + forces.elite))) return [];
return casualtyOptions(forces, dial, support).filter(option =>
(!fullyCommitted || option.normal === forces.normal && option.elite === forces.elite) &&
(physicalLossCount === undefined || option.normal + option.elite === physicalLossCount));
}