29 lines
1.7 KiB
TypeScript
29 lines
1.7 KiB
TypeScript
import type { Game, ResponseWindow } from './engine';
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import { location, validGameLocation } from './board';
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/** A completed ground move keeps its original arrival behind mandatory
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* conversion. This validates that deposited group without moving it again. */
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export function semutaAdvisorArrivalSupported(g: Game, response: ResponseWindow): boolean {
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const arrivals = g.pendingArrivalReaction;
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if (!arrivals?.length) return true;
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const source = response.automaticAdvisorFlip;
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if (response.kind !== 'advisorFlip' || source?.producer !== 'groundMovement' ||
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!g.advanced || g.phase !== 5 || !Array.isArray(arrivals) || arrivals.length !== 1) return false;
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const entry = arrivals[0];
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if (!entry || Object.keys(entry).sort().join(',') !==
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'amount,cause,elite,entrant,phase,resume,sector,territory,turn' ||
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entry.turn !== g.turn || entry.phase !== g.phase ||
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entry.cause !== 'movement' || entry.resume !== 'none' ||
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entry.entrant !== source.mover || entry.entrant !== g.active ||
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!Number.isSafeInteger(entry.amount) || entry.amount <= 0 || entry.amount > 20 ||
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!Number.isSafeInteger(entry.elite) || entry.elite < 0 || entry.elite > entry.amount ||
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!validGameLocation(g,entry.territory,entry.sector)) return false;
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const mover = g.players.find(p => p.id === source.mover);
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if (!mover || mover.shipped !== true || mover.moved !== source.move ||
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!g.movementRemaining?.includes(mover.id)) return false;
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const key = location(entry.territory,entry.sector), total = mover.forces[key] ?? 0,
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elite = mover.elites?.forces[key] ?? 0;
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return total >= entry.amount && elite >= entry.elite &&
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total - elite >= entry.amount - entry.elite;
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}
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