'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
  1. {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    Acceptance is unavailable while any participants are allied; the offer may still be declined or withdrawn.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) && }
    } {canAct && deal.status === 'offered' && deal.from === game.me && } {canAct && deal.status === 'active' && party && }
  2. ; })}
; } 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 &&
{ event.preventDefault(); if (!disabled && offer) act(offer); }}>
Deal recipients {targets.map(player => { const checked = selected.includes(player.id); const conflicts = !!me && (allied(me, player) || selectedPlayers.some(other => other.id !== player.id && allied(other, player))); return ; })}