Files
Dune/game/sandmaster-movement.ts

435 lines
18 KiB
TypeScript

import { ordinaryLeaderSkillModeSupported } from './leader-skill-profile';
import type { Action, Game, GameView } from './engine';
import { GRAPH, location, mobileRouteDistance, splitLocation, MOBILE_LOCATION, validGameLocation } from './board';
import { isAdvisor } from './advisors';
import { strongholdPathBlocked } from './occupancy';
import { botMovementRange } from './bot-mobility';
import { planetologistFlightSelection as movementFlightSelection } from './planetologist-flight';
import { validateCohortSelection, type MovementMarker, type OrnithopterMode } from './ornithopter';
import { isBoardNoFieldLocation } from './richese-no-field';
export class SandmasterMovementError extends Error {}
export type SandmasterChoice = {
routes: Record<string, string[]>;
collect: string[];
};
export type SandmasterOrder = {
group: [string, number][];
eliteGroup: Record<string, number>;
elite: number;
origin: string;
to: string;
sector: number;
range: number;
noField?: MovementMarker;
flight?: SandmasterFlight;
};
export type SandmasterFlight =
| { kind: 'physical'; card: string; mode: OrnithopterMode; completed: number; event?: string }
| { kind: 'discovery'; token: string; acquiredTurn: number };
/** A marker and physical counters in the same sector share one declared route. */
export function sandmasterOrderSources(order: SandmasterOrder): string[] {
return [...new Set([...order.group.map(([key]) => key), ...(order.noField ? [order.noField.from] : [])])];
}
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<string, unknown> =>
!!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 type SandmasterDestinationCollection = {
leader: string;
key: string | null;
before: number;
piles: { key: string; before: number }[];
blocked: string | null;
};
/** Direct relocation enters only its destination, never an invented route. */
export function sandmasterDestinationCollection(
game: Game | GameView,
player: string,
origin: string,
destination: string,
sector: number,
selectedPile?: string,
): SandmasterDestinationCollection | null {
const leader = sandmasterLeader(game, player);
if (!leader) return null;
const blocked = (reason: string): SandmasterDestinationCollection =>
({ leader, key: null, before: 0, piles: [], blocked: reason });
if (!sandmasterModeSupported(game))
return blocked('Sandmaster collection with this configuration is still being integrated.');
if (origin === destination || !validGameLocation(game, destination, sector) ||
sector === game.storm)
return blocked('Choose a different legal destination territory for Sandmaster collection.');
const piles: { key: string; before: number }[] = [];
for (const pile in game.spice) {
const at = splitLocation(pile);
if (at.territory !== destination) continue;
const amount = game.spice[pile];
if (!validGameLocation(game, at.territory, at.sector) ||
pile !== location(at.territory, at.sector) ||
!Number.isSafeInteger(amount) || amount < 0)
return blocked('Sandmaster needs a valid destination spice pile.');
if (!amount) continue;
piles.push({ key: pile, before: amount });
}
if (!piles.length) return blocked('There is no spice to collect at this destination.');
piles.sort((a, b) => a.key.localeCompare(b.key));
const chosen = selectedPile === undefined ? piles[0] : piles.find(pile => pile.key === selectedPile);
if (!chosen) return blocked('Choose an existing positive spice pile at this destination.');
const spice = game.players.find(p => p.id === player)?.spice;
if (!Number.isSafeInteger(spice) || !Number.isSafeInteger(spice! + 1))
return blocked('Sandmaster collection needs a valid spice balance.');
return { leader, key: chosen.key, before: chosen.before, piles, blocked: 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, string[]>,
): 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] : [];
}),
),
),
];
}
/** Optional collection chooses at most one existing pile in each entered territory. */
export function sandmasterCollectionPiles(
g: Game | GameView,
routes: Record<string, string[]>,
): Record<string, string[]> {
const choices: Record<string, string[]> = {};
const keys = Object.keys(g.spice);
for (const id of sandmasterEnteredTerritories(routes)) {
const piles = keys.filter(key => splitLocation(key).territory === id && g.spice[key] > 0).sort();
if (piles.length) choices[id] = piles;
}
return choices;
}
export function quoteSandmasterStronghold(game: Game | GameView, player: string, route: string[]) {
const seat = game.players.find(p => p.id === player);
const leader = sandmasterLeader(game, player);
if (!leader || !sandmasterModeSupported(game) || seat?.faction !== 'ixians' ||
!(seat.forces[MOBILE_LOCATION] > 0)) return null;
const piles = sandmasterCollectionPiles(game, { interior: route });
return { leader, piles, collect: Object.values(piles).map(keys => keys[0]) };
}
/** Native collection remains separate; this selects only the skill's one spice per territory. */
export function validateSandmasterStronghold(
game: Game | GameView, player: string, route: string[], selection: unknown, enabled = true,
): string[] {
if (!enabled) {
requireMove(selection === undefined || (Array.isArray(selection) && selection.length === 0),
'Declining stronghold collection cannot take Sandmaster spice.');
return [];
}
const quote = quoteSandmasterStronghold(game, player, route);
if (selection === undefined) {
requireMove(!quote || Object.values(quote.piles).every(keys => keys.length === 1),
'Choose the Sandmaster debit pile for each entered territory, or decline its collection.');
return quote?.collect ?? [];
}
requireMove(Array.isArray(selection) && selection.every(key => typeof key === 'string'),
'Choose Sandmaster pile keys for this stronghold route.');
requireMove(selection.length === 0 || !!quote,
'Stronghold Sandmaster collection needs its living native trainer and passengers.');
requireMove(selection.every(key => quote?.piles[splitLocation(key).territory]?.includes(key) &&
Number.isSafeInteger(game.spice[key]) && game.spice[key] > 0) &&
new Set(selection.map(key => splitLocation(key).territory)).size === selection.length,
'Collect from at most one positive pile per entered territory.');
return [...selection];
}
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 physical = move.group.map(([key]) => key);
const sources = sandmasterOrderSources(move);
requireMove(
sources.length > 0 &&
new Set(physical).size === physical.length &&
JSON.stringify(Object.keys(value.routes).sort()) ===
JSON.stringify([...sources].sort()),
'Every moving source sector needs its own Sandmaster route.',
);
const routes: Record<string, string[]> = {};
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 offered = sandmasterCollectionPiles(g, routes);
requireMove(
collect.every(key => typeof key === 'string' &&
offered[splitLocation(key).territory]?.includes(key)) &&
new Set(collect.map(key => splitLocation(key).territory)).size === collect.length,
'Choose at most one positive pile per entered territory, or decline its 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 || player !== g.me ||
action.type !== 'move' ||
action.planetologist !== undefined
)
return null;
const kind = action.discoveryOrnithopter !== undefined ? 'discovery'
: action.movementCard !== undefined ? action.ornithopter : 'ordinary';
if (kind !== 'ordinary' && kind !== 'discovery' && kind !== 'range3' && kind !== 'twoGroups') return null;
const transport = movementFlightSelection(g, kind);
if (transport.blocked || ['movementCard', 'ornithopter', 'ornithopterEvent', 'discoveryOrnithopter']
.some(key => action[key] !== transport.fields[key])) return null;
const entries = action.forces !== undefined
? record(action.forces) ? Object.entries(action.forces) : null
: typeof action.from === 'string' ? [[action.from, action.amount] as const] : null;
if (!entries || typeof action.territory !== 'string' || !Number.isSafeInteger(action.sector) ||
!validGameLocation(g, action.territory, action.sector as number)) return null;
const group: [string, number][] = [], eliteGroup: Record<string, number> = {};
for (const [key, count] of entries) {
const at = splitLocation(key), owned = p.forces[key] ?? 0, ownedElite = p.elites?.forces[key] ?? 0;
if (!Number.isSafeInteger(count) || (count as number) < 0 || (count as number) > owned ||
key !== location(at.territory, at.sector) || !validGameLocation(g, at.territory, at.sector)) return null;
if (!count) continue;
const minimum = Math.max(0, (count as number) - (owned - ownedElite));
const elite = (action.forces !== undefined
? record(action.eliteForces) ? action.eliteForces[key] : undefined : action.elite) ?? minimum;
if (!Number.isSafeInteger(elite) || (elite as number) < minimum ||
(elite as number) > Math.min(count as number, ownedElite)) return null;
group.push([key, count as number]); eliteGroup[key] = elite as number;
}
const info = g.richeseNoField?.owner === player ? g.richeseNoField : null;
const marker = info?.private?.deployed;
const noField: MovementMarker | undefined = action.noField === undefined ? undefined
: info && marker?.controller === player && isBoardNoFieldLocation(marker.location) && marker.tokenId === action.noField && info.event === action.event
? { tokenId: marker.tokenId, event: info.event,
from: location(marker.location.territory, marker.location.sector) } : undefined;
if (action.noField !== undefined && (!noField || g.homeworldMobility?.noFieldMovementBlocked)) return null;
const origins = new Set([...group.map(([key]) => splitLocation(key).territory),
...(noField ? [splitLocation(noField.from).territory] : [])]);
if (origins.size !== 1) return null;
if (transport.cohort) {
try { validateCohortSelection(transport.cohort, p.forces, p.elites?.forces ?? {},
Object.fromEntries(group), eliteGroup, noField); }
catch { return null; }
}
const elite = Object.values(eliteGroup).reduce((a, b) => a + b, 0);
const frame = g.ornithopter;
const flight: SandmasterFlight | undefined = typeof transport.fields.discoveryOrnithopter === 'string'
? { kind: 'discovery', token: transport.fields.discoveryOrnithopter,
acquiredTurn: g.discoveryOrnithopter!.acquiredTurn }
: typeof transport.fields.movementCard === 'string' || typeof transport.fields.ornithopterEvent === 'string'
? { kind: 'physical', card: frame!.card.id,
mode: frame!.active?.mode ?? kind as OrnithopterMode,
completed: frame!.active?.completed ?? 0,
...(frame!.active ? { event: frame!.active.event } : {}) } : undefined;
return {
group,
eliteGroup,
elite,
origin: [...origins][0],
to: action.territory,
sector: action.sector as number,
range: transport.rangeOverride ?? botMovementRange(g, p, elite),
...(noField ? { noField } : {}),
...(flight ? { flight } : {}),
};
}
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<string, string[]> = {};
for (const from of sandmasterOrderSources(move)) {
const route = sandmasterShortestRoute(
g,
player,
from,
location(move.to, move.sector),
move.range,
);
if (!route) return null;
routes[from] = route;
}
return { routes, collect: Object.values(sandmasterCollectionPiles(g, routes)).map(piles => piles[0]) };
}