Support Moritani assassination of captured and foreign-ghola targets

Retain printed native identity and valid original custody while projecting only
uniform potential bounty before commitment. Resolve living/dead targets once,
clear selected capture/concealment and retain ordinary Ghola return custody.
Selected concealed-outcome disclosure is explicitly provisional.

Verified: 14 affected offline files100/100, types/lint and production build;
six actual choice/gameplay/GameTable SSR journeys and twelve profile paths.
Native capture source47 actions; actual paid Ghola prefix140 actions followed
by explicit conserved seven-action battle. No saved-room/D1/reset/restart or
deployment operation. Runtime-only driver fixes reused unchanged passed checks.
This commit is contained in:
Quintine committed 2026-10-24 19:03:03 +11:00
1 parent 61828150b9
commit eff668b202
25 files changed
+1041 -57

No files matched your search

+12 -5
View File
@@ -62,7 +62,7 @@ import { captureFremenCunningOccurrence, quoteFremenCunning, quoteFremenCunningR
import { fremenNexusModeSupported } from './fremen-nexus-profile';
import { createNexusFremenProtection, currentNexusFremenProtectionOwner, answerNexusFremenProtection, validateNexusFremenProtection, type NexusFremenProtectionFrame, type NexusFremenProtectionInput } from './nexus-fremen-protection';
import { truthKnowledgeOf } from './truthtrance-knowledge';
import { createMoritaniAssassinateOpportunity, moritaniAssassinateTrigger, moritaniAssassinateChoices, quoteMoritaniAssassinate, moritaniAssassinateSignature, validateMoritaniAssassinate, type MoritaniAssassinateState, type MoritaniAssassinateReceipt } from './moritani-assassinate';
import { createMoritaniAssassinateOpportunity, moritaniAssassinateTrigger, projectedMoritaniAssassinateChoices, quoteMoritaniAssassinate, moritaniAssassinateSignature, validateMoritaniAssassinate, type MoritaniAssassinateState, type MoritaniAssassinateReceipt } from './moritani-assassinate';
import { moritaniTerrorAssassinationPool, moritaniTerrorAssassinationValue } from './moritani-terror-assassination';
import { createNexusGuildSecretAlly, validateNexusGuildSecretAlly, quoteNexusGuildSecretShipment, type NexusGuildSecretAllyReceipt } from './nexus-guild-secret-ally';
import { shipmentAvailable } from './shipment-opportunity';
@@ -8845,7 +8845,7 @@ function moritaniAssassinateModeSupported(g: Game) {
function moritaniAssassinateContext(g: Game, receipt: MoritaniAssassinateReceipt) {
const p = getPlayer(g,receipt.owner), opponent = getPlayer(g,receipt.opponent);
return {state:g.moritaniAssassinate!,receipt,held:p.traitors,
normallyRevealed:p.revealedTraitors ?? [],leaders:opponent.leaders};
normallyRevealed:p.revealedTraitors ?? [],leaders:opponent.leaders,custodians:g.players};
}
function moritaniAssassinateIntegrity(g: Game) {
const state = g.moritaniAssassinate, resume = g.moritaniAssassinateResume;
@@ -8945,7 +8945,7 @@ function projectedMoritaniAssassinate(g: Game, viewer: string) {
if (!state) return null;
const pending = state.opportunities.find(r => r.stage === 'choice');
const own = viewer === state.owner;
const choices = pending && own ? nexusRule(() => moritaniAssassinateChoices(moritaniAssassinateContext(g,pending))) : null;
const choices = pending && own ? nexusRule(() => projectedMoritaniAssassinateChoices(moritaniAssassinateContext(g,pending))) : null;
return {owner:state.owner,blocked:own && state.normalTraitorCall
? 'Moritani forfeited Assassinate Leaders for the rest of this game after revealing its Traitor Card normally.' : null,
pending:pending ? {event:pending.event,opponent:pending.opponent,territory:pending.territory,
@@ -8973,9 +8973,16 @@ function actMoritaniAssassinate(g: Game, decision: Extract<Decision,{kind:'morit
target.dead = true;
target.deaths++;
delete target.usedAt;
if (getPlayer(g, r.opponent).faction === 'harkonnen') returnCaptives(g, getPlayer(g, r.opponent));
finishLeaderSkillCustody(g);
}
// The selected public reveal settles this original disc even if a hidden
// execution already killed it. Ordinary foreign-ghola return custody stays.
delete target.capturedBy;
delete target.concealed;
if (quote.kill) {
const harkonnen = byFaction(g, 'harkonnen');
if (harkonnen) returnCaptives(g, harkonnen);
}
finishLeaderSkillCustody(g);
const owner = getPlayer(g,r.owner);
requireRule(Number.isSafeInteger(owner.spice + quote.bounty), 'Assassination income exceeds the supported spice balance.');
owner.spice += quote.bounty;