Files
Dune/components/introduction.tsx
Quintine b2fcef8d51 Add Storm and Spice Blow practice
Expand the interactive introduction to thirteen lessons and eleven Basic examples. Separate storm sealing, reveal and movement; compare first-turn and later-turn ranges, wraparound, exposure and shelter. Offer four spice sequences for accumulation, storm loss, later worms and first-turn worm return, with Nexus opening only after the replacement blow finishes. Reuse existing card inspection and preserve all previous lesson identities and results through version 6 migration.

Extract unchanged storm-sector, exposure, worm-protection and spice-placement calculations into a focused module shared by engine, preflight and teaching. Existing battle-wheel defaults stay intact while storm practice supplies its minimum and accessible label. No live state schema, rules interpretation, mode gate or AI strategy changes.

All 4954 offline tests, types, lint and production build pass on stable final source. Focused tests compare all 24 offered storm dials and four spice cases with actual engine actions, verify exact ignored-worm return, and exercise every saved stage and v1–v5 migration. Independent review found no material findings. Earlier broad runs passed but were invalidated by a final rules-copy clarification and migration documentation correction; final3 verifies the stable source.

Browser checks retain the earlier Fremen revival outcome after migration, restore a sealed storm and completed Nexus across refresh, verify wrap/shelter/zero movement, exercise all four spice cases and inspect the revealed worm. Mobile controls and modal fit 390px; Escape restores the trigger. Screenshot capture remains unavailable. Full faction, Fremen-ride, Advanced/expansion teaching and complete game acceptance remain open.

All 1373 rooms, 2883 seats and auxiliary rows remain unchanged; SQLite integrity and foreign keys pass. Server reused without restart. HTTP tests not repeated because HTTP, auth, persistence and state shape are unchanged.

Private evidence: 20260921-opening-phase-practice.
Verified source tree: 6bd333ec6938904b31523f8b20042e516ba55b6ac4c63973e5bb7ee74baa71fb
2026-09-21 09:24:51 +10:00

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'use client';
import Link from 'next/link';
import { useEffect, useRef, useState, useSyncExternalStore } from 'react';
import { BattleWheel } from './battle-wheel';
import { CardInspector, CardRules } from './card-inspector';
import { PHASES } from '@/game/catalog';
import { MovementLesson, TraitorLesson } from './introduction-practice';
import { BiddingLesson } from './introduction-bidding';
import { AllianceLesson } from './introduction-alliance';
import { CharityLesson, RevivalLesson } from './introduction-resources';
import { StormLesson, SpiceBlowLesson } from './introduction-opening';
import {
INTRODUCTION_CARDS, INTRODUCTION_LEADERS, INTRODUCTION_STEPS, INTRODUCTION_STORAGE_KEY,
introductionBattle, introductionCollection, introductionShipment, newIntroduction, restoreIntroduction,
type IntroductionState,
} from '@/game/introduction';
import styles from './introduction.module.css';
const subscribeHydration = () => () => {};
const clientSnapshot = () => true;
const serverSnapshot = () => false;
export function Introduction() {
const hydrated = useSyncExternalStore(subscribeHydration, clientSnapshot, serverSnapshot);
return <main className={styles.page}>
<header className={styles.header}>
<Link href="/">← Return to Arrakis</Link>
<p className="eyebrow">LEARN TO PLAY · BASIC GAME</p>
<h1>Your first steps on Arrakis</h1>
<p>Practice the Basic phases, from the storm and spice blow to alliances, resources, bidding, movement, battle and collection, then take a seat at a real table. These are separate examples; they do not change any saved game.</p>
</header>
{/* Remount on schema changes so a development hot update also migrates old state. */}
{hydrated ? <IntroductionLessons key="v6" /> : <output>Restoring your lesson…</output>}
</main>;
}
function IntroductionLessons() {
const [{ state, storageFailed }, setProgress] = useState(() => {
try { return { state: restoreIntroduction(localStorage.getItem(INTRODUCTION_STORAGE_KEY)) ?? newIntroduction(), storageFailed: false }; }
catch { return { state: newIntroduction(), storageFailed: true }; }
});
const heading = useRef<HTMLHeadingElement>(null);
const focusNext = useRef(false);
useEffect(() => {
if (focusNext.current) { heading.current?.focus(); focusNext.current = false; }
}, [state.step]);
const update = (patch: Partial<IntroductionState>) => {
const next = { ...state, ...patch };
let failed = false;
try { localStorage.setItem(INTRODUCTION_STORAGE_KEY, JSON.stringify(next)); }
catch { failed = true; }
setProgress({ state: next, storageFailed: failed });
};
const go = (step: number) => { focusNext.current = true; update({ step }); };
const shipment = introductionShipment(state);
const battle = state.revealed ? introductionBattle(state) : null;
const collection = introductionCollection(state);
const lesson = INTRODUCTION_STEPS[state.step];
const won = battle?.winner === 'you';
const survivingForces = battle ? (won ? 6 - state.dial : 0) : 0;
return <>
<nav className={styles.steps} aria-label="Introduction lessons">
{INTRODUCTION_STEPS.map((step, index) => <button key={step.title}
aria-current={state.step === index ? 'step' : undefined} onClick={() => go(index)}>
<span>{index + 1}</span>{step.title}
</button>)}
</nav>
<section className={styles.lesson} aria-labelledby="lesson-title">
<p className="eyebrow">{state.step + 1} / {INTRODUCTION_STEPS.length}</p>
<h2 id="lesson-title" ref={heading} tabIndex={-1}>{lesson.title}</h2>
{state.step === 0 && <>
<p>Each faction has its own powers. Practice Basic bidding as Fremen, then shipping and battles as Atreides with ordinary forces. Advanced combat and expansion powers come later.</p>
<div className={styles.columns}>
<div><h3>On the table</h3><p>Everyone can see the board, forces, storm and revealed cards. Your spice, Treachery hand and Traitors stay private unless a rule reveals them.</p></div>
<div><h3>Your objective</h3><p>Normally, hold three strongholds alone or four together with your ally at the Mentat Pause. Player-count and faction victory rules can change that target; the live table shows your current victory progress.</p></div>
</div>
<h3>A turn follows these phases</h3>
<ol className={styles.phases}>{PHASES.map(phase => <li key={phase}>{phase}</li>)}</ol>
<p>The table tells you who must act. Your decisions can wait while another player seals a plan or answers a power. Automatic effects show in the chronicle.</p>
</>}
{state.step === 1 && <StormLesson state={state} update={update} />}
{state.step === 2 && <SpiceBlowLesson state={state} update={update} />}
{state.step === 3 && <AllianceLesson state={state} update={update} />}
{state.step === 4 && <CharityLesson state={state} update={update} />}
{state.step === 5 && <BiddingLesson state={state} update={update} />}
{state.step === 6 && <RevivalLesson state={state} update={update} />}
{state.step === 7 && <>
<p>You have <strong>8 spice</strong> and six available reserve forces. Ship from reserves before moving on the board. This example has no discount, storm, occupancy restriction or reacting faction power.</p>
<div className={styles.columns}>
<div className={styles.controls}>
<label htmlFor="learn-destination">Destination</label>
<select id="learn-destination" value={state.destination} onChange={e => update({ destination: e.target.value as IntroductionState['destination'], shipped: false })}>
<option value="sand">Wind Pass · 2 spice per force</option>
<option value="stronghold">Arrakeen · 1 spice per force</option>
</select>
<label htmlFor="learn-shipment">Forces to ship: {state.shipment}</label>
<input id="learn-shipment" type="range" min="1" max="6" step="1" value={state.shipment}
onChange={e => update({ shipment: Number(e.target.value), shipped: false })} />
<button disabled={!shipment.affordable || state.shipped} onClick={() => update({ shipped: true })}>Ship practice forces</button>
</div>
<div className={styles.result} aria-live="polite">
<h3>{state.shipped ? 'Shipment complete' : 'Review the cost'}</h3>
<p>{state.shipment} forces cost <strong>{shipment.cost} spice</strong>.</p>
{shipment.affordable ? <p>{state.shipped ? 'You have' : 'You would have'} {shipment.remaining} spice left.</p>
: <p>You need {shipment.cost - 8} more spice. Reduce the force count or choose the stronghold.</p>}
{state.shipped && <p>{state.shipment} forces arrived; {6 - state.shipment} of your six available reserves remain. You could now move one group already on the board, including these newly shipped forces.</p>}
</div>
</div>
<p className="fine">Ordinary movement reaches an adjacent territory. Ornithopters and faction powers can extend its range. Inspect the live destination guide before committing.</p>
</>}
{state.step === 8 && <MovementLesson state={state} update={update} />}
{state.step === 9 && <>
<p>A separate battle: you are the aggressor in Wind Pass with six ordinary forces and {INTRODUCTION_LEADERS.you.name}, strength {INTRODUCTION_LEADERS.you.strength}. Your opponent also has six forces. Neither side calls a Traitor or uses a faction power in this example.</p>
<div className={styles.columns}>
<div className={styles.controls}>
<label htmlFor="learn-dial">Forces dialed</label>
<div className={styles.wheel}><BattleWheel id="learn-dial" value={state.dial} max={6} step={1} disabled={state.revealed} onChange={dial => update({ dial })} /></div>
<label htmlFor="learn-defense">Your defense · no weapon</label>
<select id="learn-defense" value={state.defense} disabled={state.revealed} onChange={e => update({ defense: e.target.value as IntroductionState['defense'] })}>
<option value="shield">Shield</option><option value="snooper">Snooper</option>
</select>
<CardRules card={INTRODUCTION_CARDS[state.defense]} />
<CardInspector card={INTRODUCTION_CARDS[state.defense]} />
<button disabled={state.revealed} onClick={() => update({ revealed: true })}>Seal plan and reveal both</button>
</div>
<div className={styles.result} aria-live="polite">
{!battle ? <><h3>Opponent’s plan is sealed</h3><p>Choose how much to risk. In a normal victory you lose the forces you dial; in defeat you lose all your forces in this battle. In Basic play, ordinary forces need no spice support.</p><p>Your selected leader contributes strength only if they survive the weapon exchange. Plans reveal together.</p></>
: <><h3>{won ? 'You won the battle' : 'Your opponent won'}</h3>
<p>The opponent dialed 3 with {INTRODUCTION_LEADERS.opponent.name} (strength {INTRODUCTION_LEADERS.opponent.strength}), a {INTRODUCTION_CARDS.weapon.name} and no defense.</p>
<CardInspector card={INTRODUCTION_CARDS.weapon} />
<p>{battle.leaderDeaths.attacker ? 'Your Snooper stops poison, so it cannot stop this projectile weapon. Your leader dies and adds no strength.' : 'Your Shield stops the projectile weapon. Your leader survives and adds five strength.'}</p>
<p><strong>Your total: {battle.scores!.attacker}. Opponent: {battle.scores!.defender}.</strong> {battle.scores!.attacker === battle.scores!.defender && 'The aggressor wins this ordinary tie.'}</p>
<p>{6 - survivingForces} of your forces go to the Tanks; {survivingForces} remain in Wind Pass. {won ? 'The opponent loses all six forces.' : 'The opponent loses the three dialed forces and keeps three.'}</p>
<p>{won ? 'A normal winner may keep or discard the cards they used.' : 'The defeated player discards the cards used in the plan.'} {battle.bounty?.amount ? `The winner also collects ${battle.bounty.amount} spice for the killed leader.` : 'Neither leader died, so there is no leader bounty.'}</p>
<button onClick={() => update({ revealed: false })}>Try another plan</button>
</>}
</div>
</div>
</>}
{state.step === 10 && <TraitorLesson state={state} update={update} />}
{state.step === 11 && <>
<p>A fresh position has 8 spice in Wind Pass, sector 14. You have surviving forces in that same sector, outside the storm. Collection uses the forces still on the board after battles.</p>
<div className={styles.columns}>
<div className={styles.controls}>
<label htmlFor="learn-collectors">Forces at the spice: {state.collectors}</label>
<input id="learn-collectors" type="range" min="0" max="6" step="1" value={state.collectors} onChange={e => update({ collectors: Number(e.target.value), collected: false })} />
<label className={styles.checkbox}><input type="checkbox" checked={state.city} onChange={e => update({ city: e.target.checked, collected: false })} />Also occupy Arrakeen with a separate force</label>
<button disabled={state.collected} onClick={() => update({ collected: true })}>Collect practice spice</button>
</div>
<div className={styles.result} aria-live="polite"><h3>{state.collected ? 'Collection complete' : 'Collection capacity'}</h3>
<p>Each ordinary force can collect {state.city ? 3 : 2} spice{state.city ? ' because you occupy Arrakeen' : ''}.</p>
<p>{state.collected ? 'You collected' : 'You can collect'} <strong>{collection.amount} spice</strong>. {collection.remaining} {state.collected ? 'remains' : 'would remain'} on the board.</p>
<p>Spice beyond your capacity stays for a later turn. In a real table this calculation is automatic.</p>
</div>
</div>
</>}
{state.step === 12 && <>
<p>You can revisit any example. This introduction covers ordinary alliances, bidding, core resources, movement and battle choices; it does not teach every faction, card, alliance power, storm exception or expansion.</p>
<ul>
<li>Create a private room, choose a faction, and add friends or AI players. Share the room invitation.</li>
<li>Mark yourself ready after reviewing the selected rules. The host begins once all seats are ready.</li>
<li>Inspect your private Treachery hand and Traitors. Use the phase guide when a decision is unfamiliar.</li>
<li>Use <strong>Protect your saved seat</strong> and keep its recovery kit private. An invitation identifies the room; the kit restores your seat after cookie loss.</li>
</ul>
<p>Refresh restores a live game through its saved seat. If a request has an uncertain result, use the offered retry rather than repeating the game action.</p>
<div className={styles.links}><Link href="/">Create or join a game →</Link><Link href="/rules">Explore the full reference →</Link></div>
</>}
<footer className={styles.footer}>
<button disabled={state.step === 0} onClick={() => go(state.step - 1)}>Previous lesson</button>
<Link href={`/rules?topic=${lesson.topic}#${lesson.topic}`}>Read the related rules</Link>
{state.step < INTRODUCTION_STEPS.length - 1 && <button onClick={() => go(state.step + 1)}>Next lesson</button>}
</footer>
</section>
<output className={styles.saved}>{storageFailed ? 'Browser storage is unavailable. You can still practice, but a refresh may reset this lesson.' : 'Your lesson position and practice choices are saved in this browser.'}</output>
</>;
}