Support AI opponents in two-faction games
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@@ -2,13 +2,14 @@
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import { useState } from 'react';
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import { FACTIONS } from '@/game/catalog';
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import { DIFFICULTIES, type Difficulty } from '@/game/bot-profiles';
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import type { GameView } from '@/game/engine';
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import { Button } from '@/components/ui/button';
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import { Input } from '@/components/ui/input';
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export function TwoPlayerControls({
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game, disabled, pendingEntry, entryRoom, entryProblem, retryDisabled,
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onModeChange, onSwitch, onAdd, onRetry,
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onModeChange, onSwitch, onAdd, onRetry, onAddBot, onAddControlledBot,
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}: {
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game: GameView;
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disabled: boolean;
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@@ -20,12 +21,22 @@ export function TwoPlayerControls({
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onSwitch: (seat: string) => void;
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onAdd: (name: string, faction: string) => void;
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onRetry: () => void;
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onAddBot: (faction: string, difficulty: Difficulty) => void;
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onAddControlledBot: (controllerId: string, faction: string, difficulty: Difficulty) => void;
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}) {
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const [name, setName] = useState(() => game.players.find((player) => player.id === game.me)?.name ?? '');
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const [choice, setChoice] = useState('');
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const [botChoice, setBotChoice] = useState('');
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const [botDifficulty, setBotDifficulty] = useState<Difficulty>('Medium');
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const mode = game.twoPlayerControllers;
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const controlled = game.controlledFactionSeats ?? [];
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const modeLocked = !!mode?.controllers.some((controller) => controller.seats.length > 1);
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const botController = mode?.controllers.find((controller) =>
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controller.seats.length === 1 && game.players.some((player) =>
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player.id === controller.id && !!player.bot));
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const canAddBotController = !!mode && mode.controllers.length < 2;
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const showBotForm = game.status === 'lobby' && game.host === game.me &&
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!!mode && (canAddBotController || !!botController);
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const available = FACTIONS.filter((item) =>
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(item.expansion === 'base' || game.expansions.includes(item.expansion)) &&
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!game.players.some((player) => player.faction === item.id),
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@@ -39,13 +50,13 @@ export function TwoPlayerControls({
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Two players, two factions each
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</label>
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)}
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{game.status === 'lobby' && game.host === game.me && modeLocked && <p className="fine">This mode cannot be turned off after a second faction has been added.</p>}
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{game.status === 'lobby' && game.host === game.me && modeLocked && <p className="fine">This mode cannot be turned off while a player controls two factions.</p>}
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{mode && <>
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<h2>Two-player factions</h2>
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<p>Each player controls two separate factions. They act independently and are not automatically allied; this interpretation is provisional. Switch between your faction seats to make their decisions and mark each one ready.</p>
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{game.status === 'lobby' && <ul>
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{mode.controllers.map((controller, index) => <li key={controller.id}>
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Player {index + 1}: {controller.seats.map((id) => {
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Player {index + 1}{game.players.some((player) => player.id === controller.id && !!player.bot) ? ' (AI)' : ''}: {controller.seats.map((id) => {
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const player = game.players.find((item) => item.id === id);
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return player ? `${FACTIONS.find((item) => item.id === player.faction)?.name ?? player.faction}${player.ready ? ' (ready)' : ' (not ready)'}` : 'unknown faction';
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}).join(', ')}{controller.seats.length < 2 ? ' — needs a second faction' : ''}
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@@ -72,6 +83,23 @@ export function TwoPlayerControls({
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</select></label>
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<Button type="submit" disabled={disabled || !name.trim() || !available.some((item) => item.id === choice)}>Add second faction</Button>
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</form>}
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{showBotForm && <form onSubmit={(event) => {
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event.preventDefault();
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if (disabled || !available.some((item) => item.id === botChoice)) return;
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if (botController) onAddControlledBot(botController.id, botChoice, botDifficulty);
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else if (canAddBotController) onAddBot(botChoice, botDifficulty);
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}}>
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<h3>{botController ? 'Add the AI player’s second faction' : 'Add an AI player'}</h3>
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<p className="fine">The AI plays each faction independently. Choose a difficulty for this faction; its settings can be changed in the lobby.</p>
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<label>AI faction <select value={botChoice} disabled={disabled} onChange={(event) => setBotChoice(event.target.value)}>
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<option value="">Choose a faction</option>
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{available.map((item) => <option key={item.id} value={item.id}>{item.name}</option>)}
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</select></label>
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<label>AI difficulty <select value={botDifficulty} disabled={disabled} onChange={(event) => setBotDifficulty(event.target.value as Difficulty)}>
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{DIFFICULTIES.map((difficulty) => <option key={difficulty} value={difficulty}>{difficulty}</option>)}
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</select></label>
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<Button type="submit" disabled={disabled || !available.some((item) => item.id === botChoice)}>{botController ? 'Add AI second faction' : 'Add AI player'}</Button>
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</form>}
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</>}
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{pendingEntry && <div>
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<output>A second-faction request for room {entryRoom} is saved in this tab. Retry the same request to confirm its result; it is never retried automatically.</output>
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