import { ordinaryLeaderSkillModeSupported } from './leader-skill-profile'; import type { Action, Game, GameView } from './engine'; import { GRAPH, location, mobileRouteDistance, splitLocation, MOBILE_LOCATION } from './board'; import { isAdvisor } from './advisors'; import { strongholdPathBlocked } from './occupancy'; import { botMovementRange } from './bot-mobility'; export class SandmasterMovementError extends Error {} export type SandmasterChoice = { routes: Record; collect: string[]; }; export type SandmasterOrder = { group: [string, number][]; eliteGroup: Record; elite: number; origin: string; to: string; sector: number; range: number; }; export type SandmasterMovement = SandmasterChoice & { leader: string; turn: number; move: number; order: string; piles: { key: string; before: number }[]; }; function requireMove(ok: unknown, message: string): asserts ok { if (!ok) throw new SandmasterMovementError(message); } const record = (value: unknown): value is Record => !!value && typeof value === 'object' && !Array.isArray(value); export function sandmasterModeSupported(g: Game | GameView): boolean { return ordinaryLeaderSkillModeSupported(g); } export function sandmasterLeader( g: Game | GameView, player: string, ): string | null { const skill = g.leaderSkills?.assignments.find( (a) => a.owner === player && a.skill === 'sandmaster', ); if ( !skill || ('controller' in skill && skill.controller !== player) || ('faceUp' in skill && !skill.faceUp) ) return null; const leader = g.players .find((p) => p.id === player) ?.leaders.find((l) => l.id === skill.leader); return leader && !leader.dead && !leader.capturedBy && !leader.gholaBy ? leader.id : null; } export function sandmasterPathBlocked( g: Game | GameView, player: string, from: string, key: string, ): boolean { const p = g.players.find((p) => p.id === player); const pointer = g.mobileStronghold?.location; if (!p || (!Object.hasOwn(GRAPH, key) && key !== MOBILE_LOCATION)) return true; if (key === MOBILE_LOCATION && (!pointer || !Object.hasOwn(GRAPH, pointer) || (!!splitLocation(pointer).sector && splitLocation(pointer).sector === g.storm))) return true; const at = splitLocation(key); return ( (!!at.sector && at.sector === g.storm) || strongholdPathBlocked( g.players, player, at.territory, isAdvisor(p, splitLocation(from).territory), ) ); } /** The HMS interior is a room-local dead end connected only through its pointer. */ export function sandmasterAdjacent(g: Game | GameView, key: string): string[] { const pointer = g.mobileStronghold?.location; if (key === MOBILE_LOCATION) return pointer && Object.hasOwn(GRAPH, pointer) ? [pointer] : []; return [...(GRAPH[key] ?? []), ...(pointer === key ? [MOBILE_LOCATION] : [])]; } /** Ordinary forces may enter or leave HMS; this never relocates its pointer. */ export function sandmasterRouteDistance(g: Game | GameView, route: string[]): number { if (!route.includes(MOBILE_LOCATION)) return mobileRouteDistance(route); if (!route.length || route.length > Object.keys(GRAPH).length + 1 || new Set(route).size !== route.length || route.slice(1, -1).includes(MOBILE_LOCATION)) return Infinity; let steps = 0; for (let index = 0; index < route.length; index++) { const key = route[index]; if (key !== MOBILE_LOCATION && !Object.hasOwn(GRAPH, key)) return Infinity; if (key === MOBILE_LOCATION && !sandmasterAdjacent(g, key).length) return Infinity; if (!index) continue; if (!sandmasterAdjacent(g, route[index - 1]).includes(key)) return Infinity; steps += Number(splitLocation(route[index - 1]).territory !== splitLocation(key).territory); } return steps; } /** Only crossing a territory boundary enters a new collection opportunity. */ export function sandmasterEnteredTerritories( routes: Record, ): string[] { return [ ...new Set( Object.values(routes).flatMap((route) => route.slice(1).flatMap((key, i) => { const id = splitLocation(key).territory; return id !== splitLocation(route[i]).territory ? [id] : []; }), ), ), ]; } /** Multiple piles retain the existing unresolved physical-pile boundary. */ export function sandmasterCollectible( g: Game | GameView, routes: Record, ): string[] { return sandmasterEnteredTerritories(routes).flatMap((id) => { const piles = Object.entries(g.spice).filter( ([key, n]) => splitLocation(key).territory === id && n > 0, ); return piles.length === 1 ? [piles[0][0]] : []; }); } export function quoteSandmasterMovement( g: Game | GameView, player: string, move: SandmasterOrder, value: unknown, ): SandmasterMovement { const p = g.players.find((p) => p.id === player), leader = sandmasterLeader(g, player); requireMove( sandmasterModeSupported(g) && leader && p && g.phase === 5 && g.active === player, 'Sandmaster collection needs its living native trainer and an ordinary supported movement.', ); requireMove( record(value) && Object.keys(value).sort().join(',') === 'collect,routes' && record(value.routes) && Array.isArray(value.collect), 'Choose Sandmaster routes and optional collection territories.', ); const sources = move.group.map(([key]) => key); requireMove( sources.length > 0 && new Set(sources).size === sources.length && JSON.stringify(Object.keys(value.routes).sort()) === JSON.stringify([...sources].sort()), 'Every moving source sector needs its own Sandmaster route.', ); const routes: Record = {}; for (const from of sources) { const route = value.routes[from]; requireMove( Array.isArray(route) && route.every((k) => typeof k === 'string') && route[0] === from && route.at(-1) === location(move.to, move.sector) && sandmasterRouteDistance(g, route) <= move.range && route.every((key) => !sandmasterPathBlocked(g, player, from, key)), 'Sandmaster needs a connected route within movement range, outside blocked sectors.', ); routes[from] = [...route]; } const collect = value.collect; const available = sandmasterCollectible(g, routes); requireMove( collect.every( (key) => typeof key === 'string' && available.includes(key), ) && new Set(collect).size === collect.length, 'Collect once per entered territory with one unambiguous spice pile, or decline that collection.', ); return { leader, turn: g.turn, move: p.moved ?? 0, order: JSON.stringify(move), routes, collect: [...collect], piles: collect.map((key) => ({ key, before: g.spice[key] })), }; } export function validateSandmasterMovement( g: Game, player: string, move: SandmasterOrder, saved: SandmasterMovement, ): void { requireMove(record(saved), 'The saved Sandmaster movement is missing.'); const current = quoteSandmasterMovement(g, player, move, { routes: saved.routes, collect: saved.collect, }); requireMove( JSON.stringify(saved) === JSON.stringify(current), 'The saved Sandmaster movement or board spice has changed.', ); } /** A deterministic shortest route is a default; humans can choose a different legal route. */ export function sandmasterShortestRoute( g: Game | GameView, player: string, from: string, to: string, range: number, ): string[] | null { if (sandmasterPathBlocked(g, player, from, from)) return null; const queue = [{ route: [from], cost: 0 }], best = new Map([[from, 0]]); while (queue.length) { queue.sort((a, b) => a.cost - b.cost || a.route.length - b.route.length); const { route, cost } = queue.shift()!, last = route.at(-1)!; if (cost !== best.get(last)) continue; if (last === to) return route; for (const key of sandmasterAdjacent(g, last)) { if (sandmasterPathBlocked(g, player, from, key)) continue; const next = cost + Number(splitLocation(last).territory !== splitLocation(key).territory); if (next <= range && next < (best.get(key) ?? Infinity)) { best.set(key, next); queue.push({ route: [...route, key], cost: next }); } } } return null; } export function sandmasterActionOrder( g: GameView, player: string, action: Action, ): SandmasterOrder | null { const p = g.players.find((p) => p.id === player); if ( !p || action.type !== 'move' || action.noField !== undefined || action.planetologist !== undefined || action.movementCard !== undefined || action.ornithopterEvent !== undefined || action.discoveryOrnithopter !== undefined || g.ornithopter?.active ) return null; const group: [string, number][] = record(action.forces) ? (Object.entries(action.forces).filter( ([, n]) => typeof n === 'number' && n > 0, ) as [string, number][]) : typeof action.from === 'string' && typeof action.amount === 'number' ? [[action.from, action.amount]] : []; if ( !group.length || group.some( ([key, n]) => !Number.isSafeInteger(n) || n <= 0 || n > (p.forces[key] ?? 0), ) || new Set(group.map(([key]) => splitLocation(key).territory)).size !== 1 || typeof action.territory !== 'string' || typeof action.sector !== 'number' ) return null; const eliteGroup = Object.fromEntries( group.map(([key]) => [ key, Number( record(action.eliteForces) ? (action.eliteForces[key] ?? 0) : (action.elite ?? 0), ), ]), ); const elite = Object.values(eliteGroup).reduce((a, b) => a + b, 0); return { group, eliteGroup, elite, origin: splitLocation(group[0][0]).territory, to: action.territory, sector: action.sector, range: botMovementRange(g, p, elite), }; } export function sandmasterDefaultChoice( g: GameView, player: string, action: Action, ): SandmasterChoice | null { if (!sandmasterModeSupported(g) || !sandmasterLeader(g, player)) return null; const move = sandmasterActionOrder(g, player, action); if (!move) return null; const routes: Record = {}; for (const [from] of move.group) { const route = sandmasterShortestRoute( g, player, from, location(move.to, move.sector), move.range, ); if (!route) return null; routes[from] = route; } return { routes, collect: sandmasterCollectible(g, routes) }; }