'use client'; import { TERRITORIES } from '@/game/board'; import type { GameView } from '@/game/engine'; import type { MixedActionExpression } from '@/game/mixed-action-question'; import { parseBattleActionClaim } from '@/game/mixed-battle-question'; import { parseTurnActionLeaf, TURN_ACTION_MAX_DEPTH, TURN_ACTION_MAX_LEAVES, type TurnActionLeaf } from '@/game/turn-action-promises'; import { BattleClaimFields } from './battle-promises'; import { MixedActionFields, mixedActionInputError, type MixedActionConfig } from './mixed-action-fields'; import { Input } from './ui/input'; type TurnActionExpression = MixedActionExpression; const recipients = (game: GameView, target: string) => { const player = game.players.find(player => player.id === target); return player ? game.players.filter(recipient => recipient.id !== target && recipient.id !== player.ally) : []; }; /** Public faction names only; casualties, custody and native eligibility stay * on the server. Advanced Atreides may name their Kwisatz Haderach. */ const leaders = (game: GameView, target: string) => { const faction = game.players.find(player => player.id === target)?.faction; return [...game.allLeaders.filter(leader => !!faction && leader.faction === faction), ...(game.advanced && faction === 'atreides' ? [{ id: 'kwisatz', name: 'Kwisatz Haderach' }] : [])]; }; const currentLot = (game: GameView) => game.bidPromiseLot?.turn === game.turn ? game.bidPromiseLot : null; const partners = (game: GameView, target: string) => game.players.some(player => player.id === target) ? game.players.filter(player => player.id !== target) : []; const currentNexus = (game: GameView, target: string) => game.status === 'playing' && game.phase === 1 && game.nexus && !game.spiceWindow && game.alliancePromiseNexus?.turn === game.turn && game.truthMixedAllianceTargets.includes(target) && !game.response && !game.decision && !game.phaseOpening && !game.automaticContinuationPending; const currentBattle = (game: GameView, target: string, kind: 'battlePlan' | 'traitorCall') => { const battle = game.battle; if (game.status !== 'playing' || game.phase !== 6 || !battle || !battle.event || game.response || game.decision || game.phaseOpening || game.automaticContinuationPending) return null; if (kind === 'battlePlan') return game.truthMixedBattleTargets.includes(target) && [battle.attacker, battle.defender].includes(target) ? battle : null; return battle.revealed && game.truthMixedTraitorTargets.includes(target) && battle.traitorVoters.includes(target) && !battle.traitorSubmitted.includes(target) ? battle : null; }; const config: MixedActionConfig = { prefix: 'turn-action', legend: 'Current battle and this-turn action conditions, with optional current facts', actionLabel: 'battle, alliance, bid, Revival, payment, shipment or ground-movement condition', actionTiming: 'Current battle or future native action · this turn', actionHelp: <>Ordinary payment conditions sum future real bribes to the same recipient after the answer this turn. Earlier payments, gifts and ally aid do not count. The sender pays immediately; the recipient collects at the next Mentat opening. Payments made during Mentat Pause wait until next turn's Mentat opening; collection never counts twice. Ordinary bid conditions use the highest accepted future bid declaration in the named current lot, never the sum of smaller bids. A qualifying bid counts even if another player wins; it does not promise a purchase. Winning still requires the original payment. Ordinary Revival conditions count cumulative future normal and elite physical force returns, with each counter counted once, or an actual future return of a named native leader. Smaller ordinary force returns add together. Earlier returns, requests alone, Ghola, foreign leaders and special card returns do not count. Alliance conditions concern actual final membership when this current Nexus closes. Offers alone are not alliances. A remaining alliance condition settles at the actual close; forming an alliance does not fulfill it early. No can allow temporary membership followed by a break before the close. You cannot promise another player's consent. Battle-plan conditions concern one actual native plan in this current battle, including a plan already sealed or revealed. An open plan commitment settles when both plans are revealed, not merely when your own plan is sealed. Traitor conditions concern one original Reveal or decline declaration in the current revealed battle. The declaration counts before a later Karama or betrayal response can prevent its effect. Shipment conditions concern the single future original reserve shipment after the answer. Ground-movement conditions use the maximum physical forces in one actual future move to that destination; smaller moves never add together. Bid conditions close with their named ordinary lot; Revival conditions close with your native Revival opportunity. Shipment and movement close at your own Movement turn end, while payment conditions last until the actual turn ends. AND requires every condition; OR keeps legal alternatives. No makes the whole expression false, not every condition separately. Original costs, timing, cards, preparation and action rights still apply; this claim grants no extra action., fallbackError: 'Choose a current battle or future native action condition, with optional current facts.', maxLeaves: TURN_ACTION_MAX_LEAVES, maxDepth: TURN_ACTION_MAX_DEPTH, requireFact: false, newAction: () => ({ kind: 'ship', territory: 'carthag', minimum: 1 }), parseAction: (input, game, target) => { const action = parseTurnActionLeaf(input); if (action.kind === 'payment' && !recipients(game, target).some(recipient => recipient.id === action.recipient)) throw new Error('Choose a public non-allied recipient for the future ordinary payment.'); if (action.kind === 'bid' && currentLot(game)?.lot !== action.lot) throw new Error('Choose the current public ordinary lot for the future bid.'); if (action.kind === 'leader' && !leaders(game, target).some(leader => leader.id === action.leader)) throw new Error('Choose a public native leader for the respondent’s faction.'); if (action.kind === 'alliance' && (!currentNexus(game, target) || !partners(game, target).some(partner => partner.id === action.partner))) throw new Error('Choose a public other partner during the current open Nexus.'); if (action.kind === 'battlePlan' || action.kind === 'traitorCall') { const battle = currentBattle(game, target, action.kind); if (!battle || action.battle !== battle.event || action.territory !== battle.territory) throw new Error('Choose this player’s current native battle or unsubmitted Traitor declaration.'); if (action.kind === 'battlePlan') parseBattleActionClaim(action.claim, game.allLeaders.map(leader => leader.id)); } return action; }, renderAction: ({ value, id, game, target, disabled, onChange }) => { const choices = recipients(game, target), leaderChoices = leaders(game, target), lot = currentLot(game), partnerChoices = partners(game, target); return <> {value.kind === 'battlePlan' || value.kind === 'traitorCall' ? <> {value.kind === 'battlePlan' ?
{ if (!disabled && !('terms' in claim)) onChange({ ...value, claim }); }} />
: <> } : value.kind === 'alliance' ? <> {!currentNexus(game, target) &&

Alliance conditions require the current open Nexus.

} : value.kind === 'bid' ? <> {!lot &&

No public ordinary lot is currently available. Special auctions do not count.

} : value.kind === 'forces' ? <> : value.kind === 'leader' ? <> : value.kind === 'payment' ? <> : <> } {'minimum' in value && <> 20} onChange={event => onChange({ ...value, minimum: event.currentTarget.valueAsNumber })} /> } ; }, }; /** Public schema choices only; the native engine owns eligibility and funding. */ export function turnActionInputError(value: unknown, game: GameView, target: string): string | null { return mixedActionInputError(value, game, target, config); } export function TurnActionFields(props: { value: TurnActionExpression; game: GameView; target: string; disabled: boolean; onChange: (expression: TurnActionExpression) => void; }) { return MixedActionFields({ ...props, config }); }