Enable Sandmaster collection on flight and marker routes
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'use client';
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import type { Action, GameView } from '@/game/engine';
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import {
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quoteSandmasterMovement, sandmasterActionOrder, sandmasterCollectionPiles, sandmasterDefaultChoice,
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type SandmasterChoice,
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} from '@/game/sandmaster-movement';
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import {
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planetologistFlightSelection as movementFlightSelection,
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type PlanetologistFlight as MovementFlight,
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} from '@/game/planetologist-flight';
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import { nexusGuildMovementAvailable } from '@/game/nexus-guild-cunning-options';
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import { Button } from './ui/button';
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export type { PlanetologistFlight as MovementFlight } from '@/game/planetologist-flight';
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const flightFields = ['movementCard', 'ornithopter', 'ornithopterEvent', 'discoveryOrnithopter'] as const;
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/** Apply only the currently projected selected transport to the parent's group. */
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export function sandmasterMovementSelection(game: GameView, move: Action | null, flight?: MovementFlight) {
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const movementMode = move?.ornithopter;
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const selectedFlight: MovementFlight = flight ?? (move?.discoveryOrnithopter !== undefined ? 'discovery'
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: movementMode === 'range3' || movementMode === 'twoGroups' ? movementMode : 'ordinary');
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const transport = movementFlightSelection(game, selectedFlight);
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const fail = (blocked: string) => ({ move: null, flight: selectedFlight, transport, blocked });
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if (!move || move.type !== 'move') return fail('Select a current movement group and destination.');
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if (move.planetologist !== undefined) return fail('Use Sandmaster without combining it with Planetologist.');
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if (transport.blocked) return fail(transport.blocked);
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if (flightFields.some(key => move[key] !== undefined && move[key] !== transport.fields[key]))
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return fail('Choose one current flight source, card mode or active movement event.');
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const selected: Action = { ...move, ...transport.fields };
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delete selected.sandmaster;
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return { move: selected, flight: selectedFlight, transport, blocked: null };
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}
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export function sandmasterMoveDraft(game: GameView, move: Action,
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routes?: Record<string, string[]>, declined: readonly string[] = [], flight?: MovementFlight): {
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action: Action | null; choice: SandmasterChoice | null; collectible: string[]; blocked: string | null;
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} {
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const selected = sandmasterMovementSelection(game, move, flight);
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if (!selected.move) return { action: null, choice: null, collectible: [], blocked: selected.blocked };
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const defaults = sandmasterDefaultChoice(game, game.me, selected.move);
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const order = sandmasterActionOrder(game, game.me, selected.move);
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if (!defaults || !order) return { action: null, choice: null, collectible: [],
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blocked: 'Sandmaster needs a current legal force or owned marker group, route and living native trainer.' };
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const selectedRoutes = routes ?? defaults.routes;
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const offered = sandmasterCollectionPiles(game, selectedRoutes);
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const collectible = Object.values(offered).flat();
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const choice = { routes: selectedRoutes,
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collect: Object.values(offered).map(piles => piles.find(key => !declined.includes(key)))
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.filter((key): key is string => key !== undefined) };
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try {
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quoteSandmasterMovement(game, game.me, order, choice);
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return { action: { ...selected.move, sandmaster: choice }, choice, collectible, blocked: null };
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} catch (error) {
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return { action: null, choice, collectible,
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blocked: error instanceof Error ? error.message : 'Choose a legal Sandmaster route.' };
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}
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}
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export function sandmasterMovementBlocked(game: GameView,
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draft: ReturnType<typeof sandmasterMoveDraft>, unavailableReason?: string | null,
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flight: MovementFlight = 'ordinary'): string | null {
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const me = game.players.find(player => player.id === game.me);
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const transport = movementFlightSelection(game, flight);
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const currentCard = !transport.blocked && typeof transport.fields.ornithopterEvent === 'string';
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return unavailableReason ||
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(!me || game.status !== 'playing' || game.phase !== 5 || game.active !== me.id
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? 'Sandmaster movement is available only during your movement turn.'
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: game.response || game.decision || game.phaseOpening || game.truthtrance ||
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game.nexusTraitors?.pending || game.nexusCards?.waiting.length
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? 'Resolve the current response or decision first.'
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: me.autopilot || game.automaticContinuationPending
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? 'Wait for the current automatic action to finish.'
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: transport.blocked
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? transport.blocked
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: !currentCard && !nexusGuildMovementAvailable(game)
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? 'No movement remains this turn.' : draft.blocked);
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}
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export interface SandmasterMovementActionProps {
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game: GameView;
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move: Action | null;
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routes?: Record<string, string[]>;
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declined?: readonly string[];
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flight?: MovementFlight;
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busy: boolean;
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unavailableReason?: string | null;
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reasonId?: string;
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act: (action: Action) => void;
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}
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function receipt(game: GameView, draft: ReturnType<typeof sandmasterMoveDraft>) {
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if (!draft.action || !draft.choice) return null;
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const order = sandmasterActionOrder(game, game.me, draft.action);
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if (!order) return null;
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try { return JSON.stringify(quoteSandmasterMovement(game, game.me, order, draft.choice)); }
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catch { return null; }
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}
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/** Hook-free actual submit leaf, including current route/pile/frame proof. */
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export function SandmasterMovementAction({ game, move, routes, declined = [], flight,
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busy, unavailableReason, reasonId, act }: SandmasterMovementActionProps) {
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const selected = sandmasterMovementSelection(game, move, flight);
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const draft = move ? sandmasterMoveDraft(game, move, routes, declined, flight)
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: { action: null, choice: null, collectible: [], blocked: selected.blocked };
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const blocked = sandmasterMovementBlocked(game, draft, unavailableReason, selected.flight);
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const snapshot = receipt(game, draft);
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return <Button
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className="min-h-11 whitespace-normal motion-reduce:transition-none"
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data-testid="sandmaster-move"
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disabled={busy || !!blocked || !draft.action || !snapshot}
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aria-describedby={blocked ? reasonId : undefined}
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onClick={() => {
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if (busy || blocked || !move || !draft.action || !snapshot) return;
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const current = sandmasterMoveDraft(game, move, routes, declined, flight);
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if (sandmasterMovementBlocked(game, current, unavailableReason, selected.flight) || !current.action) return;
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const next = sandmasterMovementSelection(game, move, flight);
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if (JSON.stringify(next.transport.fields) !== JSON.stringify(selected.transport.fields) ||
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receipt(game, current) !== snapshot) return;
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act(current.action);
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}}
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>Move with Sandmaster</Button>;
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}
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