Support Planetologist range for concealed Richese No-Fields

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Quintine committed 2026-10-26 09:30:02 +11:00
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commit f6e6671ac5
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@@ -4,145 +4,61 @@ import { useId, useState } from 'react';
import type { Action, GameView } from '@/game/engine';
import {
planetologistLeader,
planetologistMovementModeSupported,
selectedOriginElites,
planetologistGatherAdvisorEntry,
type PlanetologistMoveMode,
} from '@/game/planetologist-movement';
import { botGroundMoveAllowed } from '@/game/bot-mobility';
import { isAdvisor } from '@/game/advisors';
import { quoteAdvisorGatherMatching, AdvisorGatherMatchingError } from '@/game/advisor-gather-matching';
import {
gameTerritories,
location,
splitLocation,
territory,
} from '@/game/board';
import { Button } from './ui/button';
import {
PlanetologistMovementAction,
planetologistMoveDraft,
planetologistMovementBlocked,
planetologistNoFieldMarker,
} from './planetologist-movement-action';
import { Input } from './ui/input';
export { planetologistMoveDraft } from './planetologist-movement-action';
type Counts = Record<string, number>;
export function planetologistMoveDraft(
game: GameView,
mode: PlanetologistMoveMode,
destination: string,
sector: number,
forces: Counts,
elites: Counts,
): { action: Action | null; blocked: string | null } {
const me = game.players.find((player) => player.id === game.me);
if (!me || !planetologistLeader(game, me.id))
return {
action: null,
blocked: 'A living, uncaptured Planetologist is required.',
};
if (
!planetologistMovementModeSupported(game)
)
return {
action: null,
blocked:
'Planetologist movement with expansion factions awaits its movement audit.',
};
const selected = Object.entries(forces).filter(([, count]) => count > 0);
for (const [from, count] of selected) {
const owned = me.forces[from] ?? 0;
if (!Number.isSafeInteger(count) || count < 1 || count > owned)
return { action: null, blocked: 'Choose available whole force counts.' };
const elite = elites[from] ?? 0;
const ownedElite = me.elites?.forces[from] ?? 0;
const minimumElite = Math.max(0, count - (owned - ownedElite));
if (
!Number.isSafeInteger(elite) ||
elite < minimumElite ||
elite > Math.min(count, ownedElite)
)
return {
action: null,
blocked: 'Choose an available normal and elite mix for every source.',
};
}
const origins = new Set(
selected.map(([from]) => splitLocation(from).territory),
);
if (
(mode === 'range' && origins.size !== 1) ||
(mode === 'gather' && origins.size !== 2)
)
return {
action: null,
blocked:
mode === 'range'
? 'Select forces from one territory.'
: 'Select forces from exactly two different territories.',
};
const entry = planetologistGatherAdvisorEntry(game, me, [...origins], destination);
if (entry.blocked) return { action: null, blocked: entry.blocked };
const target = location(destination, sector);
if (
selected.some(
([from]) =>
!botGroundMoveAllowed(game, me, from, target,
selectedOriginElites(selected, elites, splitLocation(from).territory), mode),
)
)
return {
action: null,
blocked:
mode === 'range'
? 'The selected route is beyond the boosted range or is blocked.'
: 'Each selected source must reach the destination using its normal range.',
};
if(mode==='gather'){
try{
quoteAdvisorGatherMatching(game,{owner:me.id,move:me.moved??0,destination,sector,
advisors:isAdvisor(me,destination),group:Object.fromEntries(selected)});
}catch(error){if(!(error instanceof AdvisorGatherMatchingError))throw error;return {action:null,blocked:error.message};}
}
return {
action: {
type: 'move',
planetologist: mode,
...(entry.requiresFlip ? { fighters: true } : {}),
forces: Object.fromEntries(selected),
...(me.elites
? {
eliteForces: Object.fromEntries(
selected.map(([from]) => [from, elites[from] ?? 0]),
),
}
: {}),
territory: destination,
sector,
},
blocked: null,
};
}
export function PlanetologistMovement({
game,
act,
busy,
destination,
sector,
unavailableReason,
}: {
type Props = {
game: GameView;
act: (action: Action) => void;
busy: boolean;
destination: string;
sector: number;
unavailableReason?: string | null;
}) {
};
export function PlanetologistMovement(props: Props) {
const marker = planetologistNoFieldMarker(props.game);
const me = props.game.players.find(player => player.id === props.game.me);
return <PlanetologistMovementDraft
key={JSON.stringify([props.game.me, props.game.turn, me?.moved, marker?.tokenId, marker?.event, marker?.location])}
{...props}
/>;
}
function PlanetologistMovementDraft({
game,
act,
busy,
destination,
sector,
unavailableReason,
}: Props) {
const id = useId();
const [mode, setMode] = useState<PlanetologistMoveMode>('range');
const [forces, setForces] = useState<Counts>({});
const [elites, setElites] = useState<Counts>({});
const [includeNoField, setIncludeNoField] = useState(false);
const me = game.players.find((player) => player.id === game.me);
const leader = me && planetologistLeader(game, me.id);
if (!me || !leader) return null;
const sources = Object.entries(me.forces).filter(([, count]) => count > 0);
const marker = planetologistNoFieldMarker(game);
const draft = planetologistMoveDraft(
game,
mode,
@@ -150,18 +66,9 @@ export function PlanetologistMovement({
sector,
forces,
elites,
includeNoField,
);
const blocked =
unavailableReason ??
(game.phase !== 5 || game.active !== me.id
? 'Planetologist movement is available only during your movement turn.'
: game.ornithopter?.active
? 'Finish the current Ornithopter movement first.'
: game.truthtrance || game.nexusTraitors?.pending
? 'Resolve the current private response first.'
: me.autopilot || game.automaticContinuationPending
? 'Wait for the current automatic action to finish.'
: draft.blocked);
const blocked = planetologistMovementBlocked(game, draft, unavailableReason);
const leaderName =
game.allLeaders.find((candidate) => candidate.id === leader)?.name ??
leader;
@@ -184,9 +91,11 @@ export function PlanetologistMovement({
id={`${id}-mode`}
value={mode}
disabled={busy}
onChange={(event) =>
setMode(event.target.value as PlanetologistMoveMode)
}
onChange={(event) => {
const nextMode = event.target.value as PlanetologistMoveMode;
setMode(nextMode);
if (nextMode !== 'range') setIncludeNoField(false);
}}
>
<option value="range">One territory farther, maximum three</option>
<option value="gather">Gather from two territories</option>
@@ -195,6 +104,29 @@ export function PlanetologistMovement({
Destination: {territory(destination).name}, sector {sector}. Select the
physical forces to move below.
</p>
{marker && (
<>
<label className="flex min-h-11 items-center gap-3" htmlFor={`${id}-no-field`}>
<input
id={`${id}-no-field`}
type="checkbox"
checked={includeNoField}
disabled={busy || mode !== 'range' || !!game.homeworldMobility?.noFieldMovementBlocked}
onChange={(event) => setIncludeNoField(event.target.checked)}
/>
Include your concealed No-Field from {territory(marker.location.territory).name}, sector {marker.location.sector}
</label>
<p className="fine" aria-label="Provisional Planetologist No-Field range">
Provisional range composition: the concealed marker moves as one
force with Planetologist’s extra range, up to three territories.
Move it alone or with physical forces from its own territory; its
value stays concealed. No direct joint FAQ settles this combination.
</p>
{game.homeworldMobility?.noFieldMovementBlocked && (
<p className="notice">{game.homeworldMobility.noFieldMovementBlocked}</p>
)}
</>
)}
{draft.action?.fighters === true && (
<p className="notice">
Provisional mixed-gather policy: both groups arrive as fighters. The
@@ -258,25 +190,21 @@ export function PlanetologistMovement({
);
})
) : (
<p className="fine">No board forces are available to move.</p>
<p className="fine">No physical board forces are available to move.</p>
)}
{blocked && (
<output className="notice" id={`${id}-reason`}>
{blocked}
</output>
)}
<Button
className="min-h-11 whitespace-normal motion-reduce:transition-none"
disabled={busy || !!blocked || !draft.action}
aria-describedby={blocked ? `${id}-reason` : undefined}
onClick={() => {
if (!busy && !blocked && draft.action) act(draft.action);
}}
>
Move with Planetologist
</Button>
<PlanetologistMovementAction
game={game} mode={mode} destination={destination} sector={sector}
forces={forces} elites={elites} includeNoField={includeNoField}
busy={busy} unavailableReason={unavailableReason} reasonId={`${id}-reason`} act={act}
/>
<p className="fine">
This does not combine with a No-Field or either Ornithopter movement.
Concealed No-Fields cannot join gather, either Ornithopter card movement
or Discovery flight.
Normal movement and arrival rules still apply.
</p>
</section>