Enable Sandmaster collection on flight and marker routes
This commit is contained in:
1 parent
4af90e547c
commit
ec549028ba
20 files changed
+1623
-165
No files matched your search
@@ -8,75 +8,31 @@ import {
|
||||
splitLocation,
|
||||
} from '@/game/board';
|
||||
import {
|
||||
quoteSandmasterMovement,
|
||||
sandmasterActionOrder,
|
||||
sandmasterCollectionPiles,
|
||||
sandmasterDefaultChoice,
|
||||
sandmasterLeader,
|
||||
sandmasterModeSupported,
|
||||
sandmasterPathBlocked,
|
||||
sandmasterAdjacent,
|
||||
sandmasterRouteDistance,
|
||||
type SandmasterChoice,
|
||||
} from '@/game/sandmaster-movement';
|
||||
import {
|
||||
planetologistFlightSelection as movementFlightSelection,
|
||||
type PlanetologistFlight as MovementFlight,
|
||||
} from '@/game/planetologist-flight';
|
||||
import {
|
||||
SandmasterMovementAction, sandmasterMoveDraft, sandmasterMovementBlocked, sandmasterMovementSelection,
|
||||
} from './sandmaster-movement-action';
|
||||
import { Button } from './ui/button';
|
||||
|
||||
export { sandmasterMoveDraft } from './sandmaster-movement-action';
|
||||
|
||||
type RouteDraft = {
|
||||
key: string;
|
||||
routes: Record<string, string[]>;
|
||||
declined: string[];
|
||||
};
|
||||
|
||||
export function sandmasterMoveDraft(
|
||||
game: GameView,
|
||||
move: Action,
|
||||
routes?: Record<string, string[]>,
|
||||
declined: readonly string[] = [],
|
||||
): {
|
||||
action: Action | null;
|
||||
choice: SandmasterChoice | null;
|
||||
collectible: string[];
|
||||
blocked: string | null;
|
||||
} {
|
||||
const defaults = sandmasterDefaultChoice(game, game.me, move);
|
||||
const order = sandmasterActionOrder(game, game.me, move);
|
||||
if (!defaults || !order)
|
||||
return {
|
||||
action: null,
|
||||
choice: null,
|
||||
collectible: [],
|
||||
blocked:
|
||||
'Sandmaster needs a supported ordinary force movement and its living native trainer.',
|
||||
};
|
||||
const selectedRoutes = routes ?? defaults.routes;
|
||||
const offered = sandmasterCollectionPiles(game, selectedRoutes);
|
||||
const collectible = Object.values(offered).flat();
|
||||
const choice = {
|
||||
routes: selectedRoutes,
|
||||
collect: Object.values(offered).map(piles => piles.find(key => !declined.includes(key)))
|
||||
.filter((key): key is string => key !== undefined),
|
||||
};
|
||||
try {
|
||||
quoteSandmasterMovement(game, game.me, order, choice);
|
||||
return {
|
||||
action: { ...move, sandmaster: choice },
|
||||
choice,
|
||||
collectible,
|
||||
blocked: null,
|
||||
};
|
||||
} catch (error) {
|
||||
return {
|
||||
action: null,
|
||||
choice,
|
||||
collectible,
|
||||
blocked:
|
||||
error instanceof Error
|
||||
? error.message
|
||||
: 'Choose a legal Sandmaster route.',
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
function placeName(game: GameView, key: string) {
|
||||
const at = splitLocation(key);
|
||||
const name =
|
||||
@@ -85,28 +41,43 @@ function placeName(game: GameView, key: string) {
|
||||
return `${name}, sector ${at.sector}`;
|
||||
}
|
||||
|
||||
export function SandmasterMovement({
|
||||
game,
|
||||
move,
|
||||
act,
|
||||
busy,
|
||||
unavailableReason,
|
||||
}: {
|
||||
type Props = {
|
||||
game: GameView;
|
||||
move: Action | null;
|
||||
act: (action: Action) => void;
|
||||
busy: boolean;
|
||||
unavailableReason?: string | null;
|
||||
}) {
|
||||
};
|
||||
|
||||
export function SandmasterMovement(props: Props) {
|
||||
const me = props.game.players.find(player => player.id === props.game.me);
|
||||
return <SandmasterMovementDraft
|
||||
key={JSON.stringify([props.game.me, props.game.turn, me?.moved,
|
||||
props.game.ornithopter?.card?.id, props.game.ornithopter?.active?.event,
|
||||
props.game.ornithopter?.active?.completed, props.game.discoveryOrnithopter?.token,
|
||||
props.game.richeseNoField?.owner === props.game.me ? props.game.richeseNoField.event : null])}
|
||||
{...props}
|
||||
/>;
|
||||
}
|
||||
|
||||
function SandmasterMovementDraft({
|
||||
game,
|
||||
move,
|
||||
act,
|
||||
busy,
|
||||
unavailableReason,
|
||||
}: Props) {
|
||||
const id = useId();
|
||||
const [flight, setFlight] = useState<MovementFlight | undefined>(undefined);
|
||||
const me = game.players.find((player) => player.id === game.me);
|
||||
const leader = sandmasterLeader(game, game.me);
|
||||
const defaults = move ? sandmasterDefaultChoice(game, game.me, move) : null;
|
||||
const order = move ? sandmasterActionOrder(game, game.me, move) : null;
|
||||
const selected = sandmasterMovementSelection(game, move, flight);
|
||||
const defaults = selected.move ? sandmasterDefaultChoice(game, game.me, selected.move) : null;
|
||||
const order = selected.move ? sandmasterActionOrder(game, game.me, selected.move) : null;
|
||||
const draftKey = JSON.stringify([
|
||||
game.turn,
|
||||
me?.moved ?? 0,
|
||||
move,
|
||||
selected.move,
|
||||
defaults?.routes,
|
||||
]);
|
||||
const [saved, setSaved] = useState<RouteDraft | null>(null);
|
||||
@@ -114,21 +85,19 @@ export function SandmasterMovement({
|
||||
!me ||
|
||||
!leader ||
|
||||
!sandmasterModeSupported(game) ||
|
||||
!move ||
|
||||
!defaults ||
|
||||
!order
|
||||
!move
|
||||
)
|
||||
return null;
|
||||
const routes = saved?.key === draftKey ? saved.routes : defaults.routes;
|
||||
const routes = saved?.key === draftKey ? saved.routes : defaults?.routes ?? {};
|
||||
const declined = saved?.key === draftKey ? saved.declined : [];
|
||||
const draft = sandmasterMoveDraft(game, move, routes, declined);
|
||||
const draft = sandmasterMoveDraft(game, move, Object.keys(routes).length ? routes : undefined, declined, flight);
|
||||
const updateRoutes = (next: Record<string, string[]>) =>
|
||||
setSaved({ key: draftKey, routes: next, declined });
|
||||
const blocked = unavailableReason ?? draft.blocked;
|
||||
const blocked = sandmasterMovementBlocked(game, draft, unavailableReason, selected.flight);
|
||||
const leaderName =
|
||||
game.allLeaders.find((candidate) => candidate.id === leader)?.name ??
|
||||
leader;
|
||||
const destination = location(order.to, order.sector);
|
||||
const destination = order ? location(order.to, order.sector) : null;
|
||||
return (
|
||||
<section
|
||||
className="my-4 flex min-w-0 flex-col gap-3"
|
||||
@@ -141,7 +110,42 @@ export function SandmasterMovement({
|
||||
that collection, and select the exact sector route for every source.
|
||||
</p>
|
||||
<p className="fine">Provisional multi-pile policy: you choose which sector supplies the one spice; this is not a publisher allocation ruling.</p>
|
||||
{order.group.map(([from]) => {
|
||||
{(game.ornithopter || game.discoveryOrnithopter) && (
|
||||
<>
|
||||
<label htmlFor={`${id}-flight`}>Movement transport</label>
|
||||
<select id={`${id}-flight`} value={game.ornithopter?.active?.mode ?? selected.flight}
|
||||
disabled={busy || !!game.ornithopter?.active}
|
||||
onChange={event => setFlight(event.target.value as MovementFlight)}>
|
||||
{(['ordinary', 'range3', 'twoGroups', 'discovery'] as const).map(choice => {
|
||||
const offer = movementFlightSelection(game, choice);
|
||||
const label = choice === 'ordinary' ? 'Ordinary movement' : choice === 'range3'
|
||||
? 'Ornithopter card: fixed range three' : choice === 'twoGroups'
|
||||
? 'Ornithopter card: two different movements' : 'Carried Discovery Ornithopter';
|
||||
return <option key={choice} value={choice} disabled={!!offer.blocked}>
|
||||
{label}{offer.blocked ? ' — unavailable' : ''}
|
||||
</option>;
|
||||
})}
|
||||
</select>
|
||||
<p className="fine" aria-label="Provisional Sandmaster flight composition">
|
||||
Provisional flight composition: the fixed-range card and Discovery
|
||||
flight allow routes up to three territories. Each two-group card
|
||||
movement keeps normal range and uses different original forces.
|
||||
Choose each actual route and optional spice collection before moving.
|
||||
Only one flight source may be used; Planetologist remains separate.
|
||||
</p>
|
||||
{game.ornithopter?.active && !selected.transport.blocked && <p className="notice">
|
||||
{game.ornithopter.active.completed} card movements completed ·{' '}
|
||||
{game.ornithopter.active.remaining} remaining. Use the original unmoved cohort.
|
||||
</p>}
|
||||
</>
|
||||
)}
|
||||
{order?.noField && <p className="fine" aria-label="Provisional Sandmaster concealed marker">
|
||||
Provisional marker composition: your concealed No-Field moves as one
|
||||
force, including zero, and may collect along its route without revealing
|
||||
its value. A marker and physical forces in the same source sector share
|
||||
one route and collect only once per entered territory.
|
||||
</p>}
|
||||
{order && Object.keys(defaults?.routes ?? routes).map((from) => {
|
||||
const route = routes[from] ?? [from];
|
||||
const last = route.at(-1)!;
|
||||
const extensions =
|
||||
@@ -185,10 +189,10 @@ export function SandmasterMovement({
|
||||
disabled={
|
||||
busy ||
|
||||
JSON.stringify(route) ===
|
||||
JSON.stringify(defaults.routes[from])
|
||||
JSON.stringify(defaults?.routes[from])
|
||||
}
|
||||
onClick={() =>
|
||||
updateRoutes({ ...routes, [from]: defaults.routes[from] })
|
||||
defaults && updateRoutes({ ...routes, [from]: defaults.routes[from] })
|
||||
}
|
||||
>
|
||||
Use shortest route
|
||||
@@ -259,16 +263,9 @@ export function SandmasterMovement({
|
||||
{blocked}
|
||||
</output>
|
||||
)}
|
||||
<Button
|
||||
className="min-h-11 whitespace-normal motion-reduce:transition-none"
|
||||
disabled={busy || !!blocked || !draft.action}
|
||||
aria-describedby={blocked ? `${id}-reason` : undefined}
|
||||
onClick={() => {
|
||||
if (!busy && !blocked && draft.action) act(draft.action);
|
||||
}}
|
||||
>
|
||||
Move with Sandmaster
|
||||
</Button>
|
||||
<SandmasterMovementAction game={game} move={move} routes={Object.keys(routes).length ? routes : undefined}
|
||||
declined={declined} flight={flight} busy={busy} unavailableReason={unavailableReason}
|
||||
reasonId={`${id}-reason`} act={act} />
|
||||
<p className="fine">
|
||||
Use the normal Move forces button to decline Sandmaster. A canceled
|
||||
movement collects no spice.
|
||||
|
||||
Reference in new issue
Block a user