Bind Truthtrance card plays to original Storm and spice windows

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Quintine committed 2026-10-27 02:25:46 +11:00
1 parent 09a81a9b65
commit e88f871385
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+2 -1
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@@ -581,7 +581,7 @@ export function Truthtrance({
<option value="mixedBid">Combine current facts and ordinary bids</option>
<option value="traitorCall">Bind this battle’s Traitor declaration</option>
<option value="mixedTraitorCall">Combine current facts and this Traitor declaration</option>
<option value="turnActions">Combine native battle powers, Hajr/Ghola plays and this turn’s other actions</option>
<option value="turnActions">Combine printed card plays, native battle powers and this turn’s other actions</option>
<option value="travel">Combine this turn’s shipment and ground movements</option>
<option value="shipment">
Bind a shipment from reserves
@@ -603,6 +603,7 @@ export function Truthtrance({
<TurnActionFields value={turnActions} game={g} target={target}
disabled={busy || !g.truthTurnActionTargets.includes(target)} onChange={setTurnActions} />
{!g.truthTurnActionTargets.includes(target) && <p className="notice">Choose a player with supported native Voice or Prescience, printed card plays, current battle, Traitor declaration, alliance, ordinary bid, Revival, payment, shipment or ground-movement opportunities this turn.
Weather Control, Family Atomics and Harvester refer only to their original current Storm or fresh spice-blow window.
Ordinary payments may remain available after their Shipment and Movement opportunity ends.</p>}
<p className="notice" aria-label="Public turn-action question preview">{turnActionsError ?? truthQuestionText(question, leaderName, locationName, name)}</p>
</>
+41
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@@ -6,6 +6,7 @@ import type { MixedActionExpression } from '@/game/mixed-action-question';
import { parseBattleActionClaim } from '@/game/mixed-battle-question';
import { battlePowerOf, nativeBattlePowerOpportunity, type BattlePowerClaim } from '@/game/battle-power-question';
import { battleCardLabel, VOICE_KINDS } from '@/game/battle-cards';
import { windowCardOpportunity, type WindowCardEffect } from '@/game/window-card-play';
import { parseTurnActionLeaf, TURN_ACTION_MAX_DEPTH, TURN_ACTION_MAX_LEAVES, type TurnActionLeaf } from '@/game/turn-action-promises';
import { BattleClaimFields } from './battle-promises';
import { MixedActionFields, mixedActionInputError, type MixedActionConfig } from './mixed-action-fields';
@@ -46,6 +47,8 @@ const newPowerClaim = (game: GameView, target: string): BattlePowerClaim =>
nativeBattlePowerOpportunity(game, target, 'voice') ? { kind: 'voice', use: true }
: nativeBattlePowerOpportunity(game, target, 'prescience') ? { kind: 'prescience', use: true }
: { kind: 'voice', use: true };
const windowEffects: WindowCardEffect[] = ['weather', 'atomics', 'harvester'];
const windowRoleNames: Record<WindowCardEffect, string> = { weather: 'Weather Control', atomics: 'Family Atomics', harvester: 'Harvester' };
const config: MixedActionConfig<TurnActionLeaf> = {
prefix: 'turn-action',
legend: 'Current battle and this-turn action conditions, with optional current facts',
@@ -74,6 +77,9 @@ const config: MixedActionConfig<TurnActionLeaf> = {
An earlier play, discard, sale, Karama role or recovery alone does not count; an actual later replay after Box recovery does.
Hajr counts when played even if its extra movement is unused. Tleilaxu Ghola is a card play, separate from ordinary Revival.
Hajr conditions close at your own Movement turn end; Tleilaxu Ghola conditions close at the actual turn end.
Weather Control, Family Atomics and Harvester conditions count an actual accepted future printed-role play after this answer
in the original open Storm or fresh spice-blow window. Earlier plays, disposal, other roles and recovery alone do not count.
They do not ask for a selected storm distance or resulting spice amount. Each condition closes only when its original native window closes.
Shipment conditions concern the single future original reserve shipment after the answer.
Ground-movement conditions use the maximum physical forces in one actual future move to that destination; smaller moves never add together.
Bid conditions close with their named ordinary lot; Revival conditions close with your native Revival opportunity.
@@ -106,11 +112,17 @@ const config: MixedActionConfig<TurnActionLeaf> = {
if (!opportunity || action.battle !== opportunity.event || action.territory !== opportunity.territory)
throw new Error('Choose this player’s original native Voice or Prescience opportunity in the current battle.');
}
if (action.kind === 'windowCardPlay') {
const opportunity = windowCardOpportunity(game, action.effect);
if (!opportunity || opportunity.turn !== game.turn || action.source !== opportunity.source)
throw new Error('Choose the original currently open Storm or fresh spice-blow window for this printed role.');
}
return action;
},
renderAction: ({ value, id, game, target, disabled, onChange }) => {
const choices = recipients(game, target), leaderChoices = leaders(game, target), lot = currentLot(game), partnerChoices = partners(game, target);
const currentPower = value.kind === 'battlePower' ? powerOpportunity(game, target, value.claim) : null;
const currentWindow = value.kind === 'windowCardPlay' ? windowCardOpportunity(game, value.effect) : null;
return <>
<label htmlFor={`${id}-action`}>Future action</label>
<select id={`${id}-action`} value={value.kind} disabled={disabled} onChange={event => {
@@ -118,6 +130,10 @@ const config: MixedActionConfig<TurnActionLeaf> = {
if (kind === value.kind) return;
const minimum = 'minimum' in value ? value.minimum : 1;
if (kind === 'cardPlay') onChange({ kind, effect: 'hajr' });
if (kind === 'windowCardPlay') {
const effect = windowEffects.find(effect => windowCardOpportunity(game, effect)) ?? 'weather';
onChange({ kind, effect, source: windowCardOpportunity(game, effect)?.source ?? '' });
}
if (kind === 'battlePower') {
const claim = newPowerClaim(game, target), opportunity = powerOpportunity(game, target, claim);
onChange({ kind, battle: opportunity?.event ?? '', territory: opportunity?.territory ?? '', claim });
@@ -134,6 +150,7 @@ const config: MixedActionConfig<TurnActionLeaf> = {
territory: value.kind === 'ship' || value.kind === 'move' ? value.territory : 'carthag', minimum });
}}>
<option value="cardPlay">Play Hajr or Tleilaxu Ghola in its printed role</option>
<option value="windowCardPlay">Play Weather Control, Family Atomics or Harvester in this window</option>
<option value="battlePower">Declare native Voice or Prescience in this battle</option>
<option value="battlePlan">Use an actual current battle-plan choice</option>
<option value="traitorCall">Make the current Traitor declaration</option>
@@ -155,6 +172,30 @@ const config: MixedActionConfig<TurnActionLeaf> = {
<option value="hajr">Play Hajr in its printed role after this answer this turn</option>
<option value="ghola">Play Tleilaxu Ghola in its printed role after this answer this turn</option>
</select>
</> : value.kind === 'windowCardPlay' ? <>
<label htmlFor={`${id}-window-effect`}>Printed role in the original window</label>
<select id={`${id}-window-effect`} value={windowEffects.includes(value.effect) ? value.effect : ''}
disabled={disabled} aria-invalid={!windowEffects.includes(value.effect)} onChange={event => {
const effect = event.currentTarget.value;
if (effect === 'weather' || effect === 'atomics' || effect === 'harvester')
onChange({ kind: 'windowCardPlay', effect, source: windowCardOpportunity(game, effect)?.source ?? '' });
}}>
<option value="">Choose a printed role</option>
{windowEffects.map(effect => <option key={effect} value={effect}>{windowRoleNames[effect]}</option>)}
</select>
<label htmlFor={`${id}-window-source`}>Original native window</label>
<select id={`${id}-window-source`} value={currentWindow?.source === value.source ? value.source : ''}
disabled={disabled} aria-invalid={!currentWindow || currentWindow.source !== value.source} onChange={event => {
const opportunity = windowCardOpportunity(game, value.effect);
if (event.currentTarget.value === '') onChange({ ...value, source: '' });
else if (opportunity?.source === event.currentTarget.value) onChange({ ...value, source: opportunity.source });
}}>
<option value="">Choose the original open window</option>
{currentWindow && <option value={currentWindow.source}>{value.effect === 'harvester'
? `Turn ${currentWindow.turn} · Fresh spice blow in ${game.combatLocations.find(location => location.id === game.spiceWindow?.territory)?.name ?? game.spiceWindow?.territory}`
: `Turn ${currentWindow.turn} · Before this Storm movement`}</option>}
</select>
{!currentWindow && <p className="fine">This printed role has no current original open native window.</p>}
</> : value.kind === 'battlePower' ? <>
<label htmlFor={`${id}-power-claim`}>Original native declaration</label>
<select id={`${id}-power-claim`} value={value.claim.kind} disabled={disabled} onChange={event => {
+64 -3
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@@ -9,6 +9,9 @@ import { ordinaryCardAvailability } from '@/game/card-availability';
import { gholaForcePreparations } from '@/game/ghola-force-preparation';
import { nativeBattlePowerOpportunity, type NativeBattlePower } from '@/game/battle-power-question';
import { battleCardLabel, VOICE_KINDS } from '@/game/battle-cards';
import { windowCardOpportunity, type WindowCardEffect } from '@/game/window-card-play';
import type { TurnActionLeaf } from '@/game/turn-action-promises';
import type { MixedActionExpression } from '@/game/mixed-action-question';
import { truthQuestionText, type TruthAnswer } from '@/game/truthtrance';
import { CHEAP_HERO_TRAITOR } from '@/game/traitors';
import { Button } from './ui/button';
@@ -23,6 +26,11 @@ const publicBattleContext = (game: GameView) => game.battle && ({
preparation: game.battle.preparation,
traitorVoters: game.battle.traitorVoters, traitorSubmitted: game.battle.traitorSubmitted,
});
const isWindowEffect = (effect: unknown): effect is WindowCardEffect => effect === 'weather' || effect === 'atomics' || effect === 'harvester';
const windowRoleNames: Record<WindowCardEffect, string> = { weather: 'Weather Control', atomics: 'Family Atomics', harvester: 'Harvester' };
const namesWindow = (mixed: MixedActionExpression<TurnActionLeaf>, effect: WindowCardEffect, source: string): boolean =>
mixed.kind === 'action' ? mixed.action.kind === 'windowCardPlay' && mixed.action.effect === effect && mixed.action.source === source
: mixed.kind !== 'fact' && mixed.terms.some(term => namesWindow(term, effect, source));
/** One projected native packet; no client branch selection or completion solver. */
export function TurnActionGuideButton(props: TurnActionProps) {
@@ -56,6 +64,24 @@ export function TurnActionGuideButton(props: TurnActionProps) {
const cardOwner = action.type === 'card' ? game.players.find(player => player.id === actor) : undefined;
const heldCard = cardOwner?.hand?.find(card => card.id === action.card);
const cardSignature = heldCard && JSON.stringify({ id: heldCard.id, kind: heldCard.kind, effect: heldCard.effect });
const windowEffect = isWindowEffect(heldCard?.effect) ? heldCard.effect : null;
const cardWindow = windowEffect ? windowCardOpportunity(game, windowEffect) : null;
const earlyWindowReadyAction = action.type === 'ready' && (phase === 0 || phase === 1);
const windowPromise = action.type === 'card' || earlyWindowReadyAction
? game.turnActionPromises.find(promise => promise.event === event && promise.player === actor && promise.turn === turn) : null;
const windowQuestion = windowPromise && JSON.stringify(windowPromise.mixed);
const publicWindowState = (current: GameView) => JSON.stringify({
opportunity: windowEffect ? windowCardOpportunity(current, windowEffect)
: (['weather', 'atomics', 'harvester'] as const).map(effect => windowCardOpportunity(current, effect)),
stormOpen: current.stormCardWindowOpen,
stormPending: current.stormPending, wallDestroyed: current.shieldWallDestroyed,
blow: current.spiceWindow,
...(windowEffect === 'atomics' ? { forces: current.players.find(player => player.id === actor)?.forces,
advisors: current.players.find(player => player.id === actor)?.advisors } : {}),
});
const windowSignature = windowEffect || heldCard?.effect === 'nullentropyBox' || earlyWindowReadyAction ? publicWindowState(game) : null;
const originalBlow = windowEffect === 'harvester' || earlyWindowReadyAction && phase === 1 ? game.spiceWindow : null;
const earlyBoxSignature = box && JSON.stringify({ card: box.card.id, blocked: box.blocked, search: box.search?.event });
const ghola = heldCard?.effect === 'ghola' ? game.ghola : null, gholaSignature = JSON.stringify(ghola);
const hajrSource = (current: GameView) => {
const player = current.players.find(player => player.id === actor);
@@ -83,7 +109,37 @@ export function TurnActionGuideButton(props: TurnActionProps) {
const printedGhola = gholaSource && !!ghola && (action.leader !== undefined
? typeof action.leader === 'string' && (action.leader === 'kwisatz' ? ghola.kwisatz : ghola.leaders.some(leader => leader.id === action.leader))
: action.elite === undefined ? forceChoices.length === 1 : forceChoices.some(choice => choice.elite === action.elite));
const genericCard = ownCard && !!heldCard && heldCard.effect !== 'ghola' && heldCard.effect !== 'hajr';
const windowPacket = Object.keys(action).every(key => ['type', 'card', 'turnActionPromiseEvent', 'turnActionPromisePhase',
...(windowEffect === 'weather' ? ['amount'] : [])].includes(key)) &&
(windowEffect !== 'weather' || typeof action.amount === 'number' && Number.isSafeInteger(action.amount) && action.amount >= 0 && action.amount <= 10);
const printedWindow = ownCard && !!heldCard && heldCard.kind === 'special' && !!windowEffect && !!cardWindow &&
action.mode === undefined && windowPacket && !!windowPromise &&
current.turnActionPromises.includes(windowPromise) && JSON.stringify(windowPromise.mixed) === windowQuestion &&
namesWindow(windowPromise.mixed, windowEffect, cardWindow.source) &&
(windowEffect !== 'harvester' || current.spiceWindow === originalBlow) && publicWindowState(current) === windowSignature &&
ordinaryCardAvailability(current, heldCard.id, windowEffect === 'weather' ? { amount: action.amount } : undefined)?.available === true;
const genericCard = ownCard && !!heldCard && heldCard.effect !== 'ghola' && heldCard.effect !== 'hajr' && !isWindowEffect(heldCard.effect);
const earlyWindowBox = (phase === 0 || phase === 1) && genericCard && heldCard?.effect === 'nullentropyBox' &&
action.mode === undefined && Object.keys(action).every(key => ['type', 'card', 'turnActionPromiseEvent', 'turnActionPromisePhase'].includes(key)) &&
!!box && current.nullentropy === box &&
JSON.stringify({ card: box.card.id, blocked: box.blocked, search: box.search?.event }) === earlyBoxSignature &&
!box.blocked && !box.search && box.card.id === heldCard.id &&
!!windowPromise && current.turnActionPromises.includes(windowPromise) && JSON.stringify(windowPromise.mixed) === windowQuestion &&
(['weather', 'atomics', 'harvester'] as const).some(effect => {
const opportunity = windowCardOpportunity(current, effect);
return !!opportunity && namesWindow(windowPromise.mixed, effect, opportunity.source);
}) && publicWindowState(current) === windowSignature;
const earlyWindowReady = earlyWindowReadyAction && !current.ready.includes(actor) &&
Object.keys(action).every(key => ['type', 'turnActionPromiseEvent', 'turnActionPromisePhase'].includes(key)) &&
!!windowPromise && current.turnActionPromises.includes(windowPromise) && JSON.stringify(windowPromise.mixed) === windowQuestion &&
publicWindowState(current) === windowSignature &&
(phase === 0 ? current.stormPending !== null && (['weather', 'atomics'] as const).some(effect => {
const opportunity = windowCardOpportunity(current, effect);
return !!opportunity && namesWindow(windowPromise.mixed, effect, opportunity.source);
}) : current.spiceWindow === originalBlow && (() => {
const opportunity = windowCardOpportunity(current, 'harvester');
return !!opportunity && namesWindow(windowPromise.mixed, 'harvester', opportunity.source);
})());
const options = current.bribeOptions;
const target = action.type === 'bribe' && typeof action.target === 'string'
? current.players.find(player => player.id === action.target) : undefined;
@@ -140,7 +196,7 @@ export function TurnActionGuideButton(props: TurnActionProps) {
const battlePreparation = genericCard && planWindow;
const declaration = action.type === 'traitorCall' && typeof action.call === 'boolean' && !!battle && currentBattle && battle.revealed &&
battle.traitorVoters.includes(actor) && !battle.traitorSubmitted.includes(actor);
const opportunity = ownedPower || payment || paidBox || printedHajr || printedGhola || plan || battlePreparation || declaration || nexusWindow && (ownedAlliance || action.type === 'ready') || (phase === 2
const opportunity = earlyWindowReady || earlyWindowBox || printedWindow || ownedPower || payment || paidBox || printedHajr || printedGhola || plan || battlePreparation || declaration || nexusWindow && (ownedAlliance || action.type === 'ready') || (phase === 2
? !current.ready.includes(actor) && (['charity', 'ready'].includes(action.type) || genericCard)
: phase === 3
? invoice || nativePass || requiredBid || action.type === 'passBid' && !current.richeseAuction && currentAuction && current.auction?.active === actor
@@ -173,6 +229,7 @@ export function TurnActionGuideButton(props: TurnActionProps) {
: action.type === 'card' && heldCard?.effect === 'ghola' ? action.leader !== undefined
? `Play Tleilaxu Ghola to return ${gholaLeader} while honoring your whole answer`
: `Play Tleilaxu Ghola to return ${amount} physical forces while honoring your whole answer`
: action.type === 'card' && windowEffect ? `Play ${windowRoleNames[windowEffect]} in its original native window${windowEffect === 'weather' ? ` with storm distance ${amount}` : ''} while honoring your whole answer`
: action.type === 'battlePlan' ? 'Fill the quoted battle plan for review before sealing'
: action.type === 'voice' ? `Declare native Voice: opponent ${action.must ? 'must' : 'cannot'} play ${battleCardLabel(String(action.kind))}`
: action.type === 'prescience' ? `Request the ${String(action.field)} field with native Prescience while honoring your whole answer`
@@ -184,7 +241,8 @@ export function TurnActionGuideButton(props: TurnActionProps) {
: `Accept ${recipient}’s alliance invitation while preserving your whole answer`
: action.type === 'charity' ? 'Claim Charity while preserving your whole answer'
: action.type === 'ready' ? phase === 8 ? 'Ready to end this turn while honoring your whole answer'
: phase === 1 ? 'Confirm Ready for this Nexus while preserving your whole answer'
: earlyWindowReadyAction && (phase === 0 || !!game.spiceWindow) ? `Accept this ${phase === 0 ? 'Storm' : 'fresh spice-blow'} window while preserving your whole answer`
: phase === 1 ? 'Confirm Ready for this Nexus while preserving your whole answer'
: 'Finish this preparation phase while preserving your whole answer'
: action.type === 'passBid' ? 'Pass this bid while preserving your whole answer'
: action.type === 'bid' ? `Place the required bid of ${amount} while preserving your whole answer`
@@ -253,6 +311,9 @@ export function TurnActionPromises(props: TurnActionProps) {
Earlier plays, discards, sales, Karama roles and recovery alone do not count; an actual later Box replay does.
Hajr counts even if its extra movement is unused and closes at your own Movement turn end.
Tleilaxu Ghola is separate from ordinary Revival and remains open until the actual turn ends.
Weather Control, Family Atomics and Harvester conditions count an actual accepted future printed-role play after the answer
in the original open Storm or fresh spice-blow window. Earlier plays, disposal, other roles and recovery alone do not count.
They do not promise a selected storm distance or resulting spice amount. Each condition closes only when its original native window closes.
Shipment conditions concern one future original reserve shipment. Ground-movement conditions count the maximum physical forces in one actual future move,
never the sum of smaller moves. Earlier shipment and movement do not count.
Bid conditions close with their named ordinary lot; Revival conditions close with your native Revival opportunity.