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'use client';
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import { useId } from 'react';
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import type { Action, GameView } from '@/game/engine';
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import { Button } from './ui/button';
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import { CardInspector, CardRules } from './card-inspector';
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type PreparationProps = {
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game: GameView;
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act: (action: Action) => void;
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busy: boolean;
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};
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export function ResidualPoison({ game, act, busy }: PreparationProps) {
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const id = useId();
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const poison = game.residualPoison;
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if (!poison) return null;
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const target = game.players.find((player) => player.id === poison.target);
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const reason =
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poison.blocked ??
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(!target || !poison.event
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? 'Use this card against your opponent before battle leaders are chosen.'
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: null);
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return (
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<details className="my-4 min-w-0">
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<summary className="min-h-11 cursor-pointer py-3">
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Residual Poison: before choosing leaders
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</summary>
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<div className="flex min-w-0 flex-col gap-4 py-3">
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<p>
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Play against your actual battle opponent. One available opposing
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leader is randomly sent to the Tanks, with no spice bounty, then
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Residual Poison is discarded. You do not choose the leader.
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</p>
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<CardRules card={poison.card} />
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<CardInspector card={poison.card} />
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{reason && (
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<p className="notice" id={`${id}-reason`}>
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{reason}
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</p>
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)}
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<Button
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className="min-h-11 whitespace-normal motion-reduce:transition-none"
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disabled={busy || !!reason}
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aria-describedby={reason ? `${id}-reason` : undefined}
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onClick={() => {
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if (!busy && !reason && poison.target && poison.event)
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act({
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type: 'card',
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card: poison.card.id,
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target: poison.target,
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event: poison.event,
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});
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}}
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>
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Play Residual Poison against {target?.name ?? 'your battle opponent'}
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</Button>
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</div>
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</details>
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);
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}
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/** Neutral public timing controls must never depend on either player's hand. */
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export function BattleLeaderOpportunity({ game, act, busy }: PreparationProps) {
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const id = useId(),
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battle = game.battle,
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stage = battle?.preLeader;
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if (!battle || !stage || stage.closed) return null;
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const combatants = [battle.attacker, battle.defender];
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const mine = combatants.includes(game.me),
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ready = stage.ready.includes(game.me);
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const interrupted = !!(
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game.truthtrance ||
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game.response ||
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game.decision ||
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game.phaseOpening
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);
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return (
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<section
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className="my-4 flex min-w-0 flex-col gap-3"
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aria-labelledby={`${id}-heading`}
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>
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<h3 id={`${id}-heading`}>Before choosing battle leaders</h3>
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<p>
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Both combatants have an opportunity to use available preparations before
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either commits a leader. Continue when you are ready to choose leaders.
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</p>
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<ul>
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{combatants.map((player) => (
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<li key={player}>
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{game.players.find((p) => p.id === player)?.name ?? 'Combatant'}:{' '}
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{stage.ready.includes(player)
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? 'Ready to choose leaders'
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: 'Preparing'}
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</li>
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))}
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</ul>
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{mine &&
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(!ready ? (
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<>
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{interrupted && (
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<p className="notice" id={`${id}-reason`}>
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Resolve the current interaction before continuing.
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</p>
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)}
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<Button
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className="min-h-11 whitespace-normal motion-reduce:transition-none"
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disabled={busy || interrupted}
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aria-describedby={interrupted ? `${id}-reason` : undefined}
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onClick={() => {
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if (!busy && !interrupted)
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act({ type: 'battlePreparationReady', event: stage.event });
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}}
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>
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Ready to choose leaders
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</Button>
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</>
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) : (
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<p className="fine">
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You are ready. Waiting for the other combatant.
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</p>
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))}
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{!mine && (
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<p className="fine">
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Waiting for the combatants to finish preparation.
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</p>
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)}
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</section>
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);
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}
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