Implement Harkonnen Nexus exchanges with durable traitor declarations
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@@ -10,6 +10,7 @@ import { CaladanReinforcement } from './caladan-reinforcement';
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import { GrummanCollection } from './grumman-collection';
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import { TupileIntelligence } from './tupile-intelligence';
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import { NexusCards } from './nexus-cards';
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import { NexusTraitors } from './nexus-traitors';
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import { TerrorBoardMarkers } from './terror-board-markers';
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import { homeworldRevivalActionBlock } from '@/game/homeworld-revival-deployment-options';
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import { GuildHomeworldShipment } from './guild-homeworld-shipment';
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@@ -669,7 +670,7 @@ export function GameTable({
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.filter(Boolean)
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.join(' ') || undefined
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}
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disabled={busy || !!g.truthtrance || disabled || shipmentBlocked}
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disabled={busy || !!g.truthtrance || !!g.nexusTraitors?.pending || disabled || shipmentBlocked}
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onClick={() => act(a)}
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>
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{text}
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@@ -1414,6 +1415,7 @@ export function GameTable({
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</div>
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<PrivateBattlePlan game={g} />
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<NexusCards game={g} act={act} busy={busy} />
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<NexusTraitors game={g} act={act} busy={transportBusy || !!me.autopilot} />
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{!g.nexusCards?.waiting.length && <TupileIntelligence game={g} act={act} busy={busy} />}
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{g.biddingEnd && <BiddingEnd game={g} act={act} busy={busy} />}
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{g.junctionTransport && [g.junctionTransport.owner, g.junctionTransport.recipient].includes(me.id) && (
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@@ -0,0 +1,214 @@
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'use client';
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import { useState } from 'react';
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import type { Action, GameView } from '@/game/engine';
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import { faction } from '@/game/catalog';
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import { leaderStrengthLabel } from '@/game/cards';
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import { CHEAP_HERO_TRAITOR } from '@/game/traitors';
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import {
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nexusTraitorDrawAction,
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nexusTraitorReturnAction,
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} from '@/game/nexus-traitor-options';
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import {
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LeaderInspector,
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type LeaderDisplayIdentity,
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} from './leader-inspector';
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import { Button } from './ui/button';
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type Props = { game: GameView; act: (action: Action) => void; busy: boolean };
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function identityFor(game: GameView, id: string): LeaderDisplayIdentity | null {
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if (id === CHEAP_HERO_TRAITOR)
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return {
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name: 'Cheap Hero / Heroine',
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factionName: 'Any faction',
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strength: 0,
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cheapHero: true,
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};
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const leader = game.allLeaders.find((leader) => leader.id === id);
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return leader
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? {
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id: leader.id,
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name: leader.name,
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factionName: faction(leader.faction).name,
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strength: leaderStrengthLabel(leader),
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}
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: null;
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}
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export function NexusTraitors({ game, act, busy }: Props) {
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const state = game.nexusTraitors;
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if (!state) return null;
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if (state.pending) {
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// Branch on the public owner before touching private choice identities.
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if (state.pending.owner !== game.me)
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return (
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<section aria-label="Harkonnen Nexus exchange">
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<p className="notice">
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Waiting for{' '}
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{game.players.find((player) => player.id === state.pending!.owner)
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?.name ?? 'the card holder'}{' '}
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to return {state.pending.count}{' '}
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{state.pending.count === 1 ? 'card' : 'cards'} privately.
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</p>
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</section>
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);
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return (
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<ReturnCards
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key={state.pending.event}
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game={game}
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act={act}
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busy={busy}
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/>
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);
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}
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const offer = state.offer;
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if (!offer) return null;
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const action = nexusTraitorDrawAction(game, offer.event, offer.mode);
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const dancers =
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game.players.find((player) => player.id === game.me)?.faction ===
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'tleilaxu';
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const label = dancers ? 'Face Dancer' : 'Traitor';
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return (
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<section
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aria-label="Harkonnen Nexus exchange"
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className="space-y-3 rounded-lg border border-[#a88b60]/50 p-3"
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>
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<h3>
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Harkonnen Nexus ·{' '}
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{offer.mode === 'cunning'
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? 'Cunning'
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: offer.mode === 'secretAlly'
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? 'Secret Ally'
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: 'Betrayal'}
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</h3>
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{offer.blocked ? (
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<p className="fine">{offer.blocked}</p>
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) : offer.mode === 'betrayal' ? (
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<p className="fine">
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The traitor cancellation response is not available yet.
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</p>
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) : (
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<>
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<p>
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Draw {offer.draw} {label} {offer.draw === 1 ? 'card' : 'cards'},
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then choose {offer.draw} from your hand to shuffle back. Newly drawn
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cards may be returned.
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</p>
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<p className="fine">
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This uses your Harkonnen Nexus card. Your selections remain private.
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</p>
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<Button
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className="game-action min-h-11 whitespace-normal"
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disabled={busy || !action}
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onClick={() => {
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if (!busy && action) act(action);
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}}
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>
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Draw {offer.draw} {label} {offer.draw === 1 ? 'card' : 'cards'}
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</Button>
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</>
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)}
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</section>
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);
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}
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function ReturnCards({ game, act, busy }: Props) {
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const pending = game.nexusTraitors!.pending!;
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const [selected, setSelected] = useState<string[]>([]);
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const dancers =
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game.players.find((player) => player.id === game.me)?.faction ===
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'tleilaxu';
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const label = dancers ? 'Face Dancer' : 'Traitor';
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const action = nexusTraitorReturnAction(game, pending.event, selected);
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const blocked = busy || !!game.truthtrance;
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return (
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<section
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aria-label="Choose Nexus cards to return"
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className="space-y-3 rounded-lg border border-[#a88b60]/50 p-3"
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>
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<h3>
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Return {pending.count} {label} {pending.count === 1 ? 'card' : 'cards'}
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</h3>
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<p>
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Choose exactly {pending.count} to shuffle into the Traitor Deck. Your
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other cards stay in your hand.
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</p>
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<p className="fine">
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The previous game action is paused until this return finishes.
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</p>
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{dancers && (
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<p className="fine">
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Previously revealed Face Dancers are not available for this return.
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</p>
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)}
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<div className="space-y-2">
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{pending.choices.map((choice) => {
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const identity = identityFor(game, choice.id);
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if (!identity)
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return (
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<p key={choice.id} className="notice">
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This card’s identity is unavailable. Refresh before choosing it.
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</p>
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);
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const checked = selected.includes(choice.id);
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return (
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<div
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key={choice.id}
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className="flex flex-col items-start gap-2 rounded border border-[#a88b60]/40 p-3"
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>
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<label
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aria-label={`Return ${identity.name}, ${identity.factionName}, strength ${identity.strength}`}
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className="flex min-h-11 w-full cursor-pointer items-center gap-3 text-sm"
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>
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<input
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type="checkbox"
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className="shrink-0"
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checked={checked}
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disabled={
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blocked || (!checked && selected.length >= pending.count)
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}
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onChange={() =>
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setSelected((old) =>
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old.includes(choice.id)
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? old.filter((id) => id !== choice.id)
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: [...old, choice.id],
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)
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}
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/>
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<span>
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<strong>{identity.name}</strong>
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<span className="block text-sm text-[#b6b6a4]">
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{identity.factionName} · Strength {identity.strength}
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{choice.drawn ? ' · Newly drawn' : ''}
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{choice.revealed ? ' · Previously revealed' : ''}
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</span>
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</span>
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</label>
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<LeaderInspector
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identity={identity}
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kind={dancers ? 'faceDancer' : 'traitor'}
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/>
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</div>
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);
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})}
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</div>
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<p className="fine" aria-live="polite">
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{selected.length} of {pending.count} selected.
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</p>
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{game.truthtrance && (
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<p className="notice">
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Finish Truthtrance before returning these cards.
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</p>
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)}
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<Button
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className="game-action min-h-11 whitespace-normal"
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disabled={blocked || !action}
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onClick={() => {
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if (!blocked && action) act(action);
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}}
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>
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Return selected {pending.count === 1 ? 'card' : 'cards'}
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</Button>
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</section>
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);
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}
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