'use client';
import { useEffect, useRef, useState } from 'react';
import { faction } from '@/game/catalog';
import { publicDealAcceptVotes, publicDealParticipants } from '@/game/public-deals';
import type { Action, GameView } from '@/game/engine';
import { Button } from '@/components/ui/button';
type Deal = GameView['deals'][number];
/** Keep the legacy single-recipient wire packet when only one seat is chosen. */
export function publicDealOfferAction(targets: readonly string[], terms: string): Action | null {
const text = terms.trim();
if (!targets.length || targets.length > 5 || new Set(targets).size !== targets.length || !text || text.length > 500) return null;
return targets.length === 1
? { type: 'dealOffer', target: targets[0], terms: text }
: { type: 'dealOffer', targets: [...targets], terms: text };
}
/** The whole table can read an offer and its history; only its parties act. */
export function PublicDealList({ game, act, disabled }: {
game: GameView;
act: (action: Action) => void;
disabled: boolean;
}) {
const name = (id: string) => {
const player = game.players.find(candidate => candidate.id === id);
return player ? `${player.name} (${faction(player.faction).name})` : 'Unknown player';
};
const canAct = game.status === 'playing' && !game.players.find(player => player.id === game.me)?.bot;
const deals: Deal[] = game.deals ?? [];
if (!deals.length) return
No public deals have been proposed.
;
return
{deals.map(deal => {
const participants = publicDealParticipants(deal);
const accepted = publicDealAcceptVotes(deal);
const party = participants.includes(game.me);
const voted = deal.releaseVotes.includes(game.me);
const recipient = party && game.me !== deal.from;
const seats = participants.map(id => game.players.find(player => player.id === id));
const eligible = seats.every((player, index) => player && seats.slice(index + 1).every(other =>
other && player.ally !== other.id && other.ally !== player.id));
return
{name(deal.from)} → {participants.filter(id => id !== deal.from).map(name).join(', ')} · Turn {deal.turn} · {deal.status}
{deal.terms}
{deal.status === 'offered' &&
Accepted by {accepted.map(name).join(', ')}. Waiting for {participants.filter(id => !accepted.includes(id)).map(name).join(', ')}.
}
{deal.status === 'offered' && !eligible && Acceptance is unavailable while any participants are allied; the offer may still be declined or withdrawn.
}
{deal.status === 'active' && deal.releaseVotes.length > 0 &&
Release requested by {deal.releaseVotes.map(name).join(', ')}. All parties must agree to release the deal.
}
{canAct && deal.status === 'offered' && recipient &&
{!accepted.includes(game.me) && act({ type: 'dealRespond', deal: deal.id, accept: true })}>Accept deal }
act({ type: 'dealRespond', deal: deal.id, accept: false })}>Decline deal
}
{canAct && deal.status === 'offered' && deal.from === game.me && act({ type: 'dealWithdraw', deal: deal.id })}>Withdraw offer }
{canAct && deal.status === 'active' && party && act({ type: 'dealRelease', deal: deal.id, agree: !voted })}>
{voted ? 'Withdraw release request' : deal.releaseVotes.length > 0 ? 'Agree to release deal' : 'Request release of deal'}
}
;
})}
;
}
export function PublicDeals({ game, act, busy }: {
game: GameView;
act: (action: Action) => void;
busy: boolean;
}) {
const [selected, setSelected] = useState([]);
const [terms, setTerms] = useState('');
const requests = game.status === 'playing' ? game.deals.flatMap(deal => {
const participant = publicDealParticipants(deal).includes(game.me);
if (deal.status === 'offered' && participant && deal.from !== game.me && !publicDealAcceptVotes(deal).includes(game.me))
return [['offer', deal.id]];
if (deal.status === 'active' && participant && !deal.releaseVotes.includes(game.me) && deal.releaseVotes.length > 0)
return [['release', deal.id, ...deal.releaseVotes]];
return [];
}) : [];
const needsResponse = requests.length > 0;
const requestKey = JSON.stringify(requests);
const panel = useRef(null);
useEffect(() => { if (requestKey !== '[]' && panel.current) panel.current.open = true; }, [requestKey]);
if (game.status !== 'playing' && game.status !== 'finished') return null;
const me = game.players.find(player => player.id === game.me);
const targets = game.players.filter(player => me && player.id !== me.id && !player.bot);
const selectedPlayers = targets.filter(player => selected.includes(player.id));
const allied = (a: typeof game.players[number], b: typeof game.players[number]) =>
a.ally === b.id || b.ally === a.id;
const legalSelection = !!me && selected.length > 0 && selected.length === selectedPlayers.length &&
selectedPlayers.every((player, index) => !allied(me, player) &&
selectedPlayers.slice(index + 1).every(other => !allied(player, other)));
const offer = legalSelection ? publicDealOfferAction(selected, terms) : null;
const disabled = busy || !!game.roomControl?.paused || !!game.roomControl?.closed || !!me?.autopilot;
const mayOffer = game.status === 'playing' && me && !me.bot;
return
Public deals{needsResponse ? ' · your response requested' : game.deals?.some(deal => deal.status === 'offered' || deal.status === 'active') ? ' · proposals or active deals' : ''}
Deals are public. Every recipient must accept an offer. Players must honor valid terms; an impossible part is void, and all parties can agree to release a deal. The game records the terms but cannot automatically enforce free-text promises or determine when they become impossible.
Do not trade cards, forces, leaders or faction powers, or make terms that contradict the rules or faction powers. A deal does not automatically transfer spice; use the Bribes control to make an eligible payment. Bribe rules
{mayOffer && }
Deal history
;
}