Combine current facts with future ground movement
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@@ -42,7 +42,9 @@ export function MovementExpressionPromiseGuideButton(props: MovementExpressionPr
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Number.isSafeInteger(phase) && phase >= 0 && phase <= 5 && current.phase === phase && current.turn === turn && current.me === actor &&
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current.movementExpressionPromiseGuide === guide && current.movementExpressionPromiseGuide.phase === phase &&
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current.movementExpressionPromiseGuide.action === action && JSON.stringify(action) === signature && opportunity &&
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typeof event === 'string' && liveMovementExpressionPromises(current.movementExpressionPromises, actor, turn).some(promise => promise.event === event) &&
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typeof event === 'string' && (liveMovementExpressionPromises(current.movementExpressionPromises, actor, turn).some(promise => promise.event === event) ||
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current.mixedMovementPromises.some(promise => promise.event === event && promise.player === actor && promise.turn === turn &&
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!promise.fulfilled && !promise.released)) &&
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!!me && !me.autopilot && !current.truthtrance && !current.response && (!current.decision || paidBox || payment) &&
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!current.phaseOpening && !current.automaticContinuationPending && !current.roomControl?.paused && !current.roomControl?.closed;
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};
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@@ -113,6 +115,6 @@ export function MovementExpressionPromises(props: MovementExpressionPromiseProps
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{game.phase < 5 && ' Complete any current preparation below before confirming readiness.'}
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{game.decision?.kind === 'nullentropy' && game.decision.player === game.me && ' Your already-paid Box search can finish now.'}
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</p>}
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{!liveMovementPromises(game.movementPromises ?? [], game.me, game.turn).length && <MovementExpressionPromiseGuideButton {...props} />}
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{live && !liveMovementPromises(game.movementPromises ?? [], game.me, game.turn).length && <MovementExpressionPromiseGuideButton {...props} />}
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</section>;
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}
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