Files
Dune/components/truthtrance.tsx
T
Quintine 8906b41bda Connect Truthtrance questions about recorded predictions and storm knowledge
Add typed questions about the respondent's stored Bene Gesserit prediction faction/turn, active submitted storm dial and actually known native Advanced Fremen storm card. Use the same eligible private facts for authoritative validation and target-only answer projection. Preserve unknown/rephrase/save continuation, compound aggregate privacy and physical card custody. Future promises, freeform interpretation and strategic AI question selection remain incomplete; no mode or publication gate opens.

Connect four question controls with all numeric comparisons, canonical faction choices and shared input guards. All four AI profiles answer the owner-only verified scalar. Independent source/privacy review and integration checks fixed missing comparisons, parent selector mapping and invalid submission guards. Thirteen new cases and the 44-case focused union cover normal/unknown/dishonest answers, private views, JSON and authenticated SQLite restoration, interrupted storm-peek continuation, stale/duplicate/competing requests and corrupt saved predicates without writes.

Validation: types, lint, 4662 offline tests, production build and 43 HTTP tests passed with unchanged source. Two genuine-setup four-profile games completed without rejected actions: Basic 192 actions/five periodic JSON rounds and Advanced 518/fourteen. Exact Treachery/force/elite custody and all eight final restored seat views pass. Three explicitly scripted legal questions use naturally held cards, covering prediction faction, prediction turn and submitted storm dial. Forecast questioning is not exercised by these complete games; the samples do not measure autonomous AI asking strategy or strength.

The separate Advanced browser exercise uses real prediction and forecast progression, staging only physical Truthtrance acquisition by relocation. Invalid dial input is blocked; an unknown answer can be rephrased; both compound prediction clauses and the forecast comparison work. Refresh after submission and final resolution restores history unknown/Yes/Yes and the remaining Shield. Both physical Truthtrances are discarded once, unrelated resources remain unchanged and private projection passes. SQLite tests establish pending-answer restoration; the browser observation does not claim a paused pending answer after reconnect.

After the reported outage, all 767 opening games and original seat/recovery records were preserved (801 after HTTP checks). All 768 rooms and original records immediately before verification also remained unchanged. Database integrity and foreign keys passed. Reused the healthy server without restart, reset or recurring automation.

Verified source tree: 09daaac288cb91ea407f4573f853a59d307e12ed30d2eccd39e671a47336f40d
2026-09-14 01:34:47 +10:00

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'use client';
import { TERRITORIES } from '@/game/board';
import { BattleClaimFields } from './battle-promises';
import { CardCountFields } from './truthtrance-card-count';
import { KnowledgeFactFields } from './truthtrance-knowledge';
import { isKnowledgeFact, knowledgeFactInputError } from '@/game/truthtrance-knowledge';
import type { PlanClaim } from '@/game/battle-promises';
import { useId, useState } from 'react';
import Link from 'next/link';
import { Button } from '@/components/ui/button';
import { Input } from '@/components/ui/input';
import { CHEAP_HERO_TRAITOR } from '@/game/traitors';
import { shipmentPromiseModeSupported } from '@/game/shipment-promises';
import {
TRUTH_CARD_NAMES,
truthQuestionText,
type TruthFact,
type TruthQuestion,
} from '@/game/truthtrance';
import type { Action, GameView } from '@/game/engine';
import { canUseAsTruthtranceRole } from '@/game/shrine';
export function Truthtrance({
game: g,
act,
busy,
}: {
game: GameView;
act: (a: Action) => void;
busy: boolean;
}) {
const w = g.truthtrance!;
const me = g.players.find((p) => p.id === g.me)!;
const current = w.queue[0];
const truthCards =
me.hand?.filter((card) => canUseAsTruthtranceRole(g, me, card)) ?? [];
const declaration = (cards: typeof truthCards): Action => ({
type: 'card',
card: cards[0].id,
...(cards.length > 1 ? { cards: cards.slice(1).map((card) => card.id) } : {}),
...(cards.some((card) => card.effect === 'karama')
? {
shrineTruthtrance: cards
.filter((card) => card.effect === 'karama')
.map((card) => card.id),
}
: {}),
});
const [target, setTarget] = useState(
g.players.find((p) => p.id !== me.id)!.id,
);
const [kind, setKind] = useState<
'fact' | 'freeform' | 'battlePlan' | 'shipment'
>('fact');
const [shipmentTerritory, setShipmentTerritory] = useState('carthag');
const [shipmentMinimum, setShipmentMinimum] = useState(6);
const invalidShipment =
!Number.isSafeInteger(shipmentMinimum) ||
shipmentMinimum < 1 ||
shipmentMinimum > 20;
const shipmentAvailable =
shipmentPromiseModeSupported(g) &&
g.phase === 5 &&
g.active === target &&
!g.players.find((p) => p.id === target)?.shipped &&
!g.response &&
!g.decision &&
!g.phaseOpening;
const [planClauses, setPlanClauses] = useState<PlanClaim[]>([
{ kind: 'dial', compare: 'gte', value: 1 },
{ kind: 'weapon', name: null },
]);
const [scope, setScope] = useState<'fact' | 'currentTurn'>('fact');
const [text, setText] = useState('');
const [join, setJoin] = useState<'single' | 'and' | 'or'>('single');
const [clauses, setClauses] = useState<TruthFact[]>([
{ kind: 'hand', name: 'Shield' },
{ kind: 'hand', name: 'Snooper' },
]);
const factId = useId();
const invalidSpice = (fact: TruthFact) =>
(fact.kind === 'spice' ||
fact.kind === 'handCount' ||
fact.kind === 'handInventory') &&
(!Number.isSafeInteger(fact.value) || fact.value < 0);
const invalidFact = clauses
.slice(0, join === 'single' ? 1 : 2)
.some((fact) => invalidSpice(fact) || (isKnowledgeFact(fact) && !!knowledgeFactInputError(fact)));
const leaderName = (id: string) =>
id === CHEAP_HERO_TRAITOR
? 'Cheap Hero / Heroine'
: (g.allLeaders.find((l) => l.id === id)?.name ?? id);
const name = (id: string) => g.players.find((p) => p.id === id)!.name;
const question: TruthQuestion =
kind === 'fact'
? {
kind,
target,
fact: join === 'single' ? clauses[0] : { kind: join, terms: clauses },
}
: kind === 'battlePlan'
? {
kind,
target,
territory: g.battle?.territory ?? '',
claim:
join === 'single'
? planClauses[0]
: { kind: join, terms: planClauses },
}
: kind === 'shipment'
? {
kind,
target,
territory: shipmentTerritory,
minimum: shipmentMinimum,
}
: { kind, target, text, scope };
const button = (label: string, action: Action, disabled = false) => (
<Button
className="game-action"
disabled={busy || disabled}
onClick={() => act(action)}
>
{label}
</Button>
);
return (
<section className="truthtrance-panel" aria-label="Truthtrance question">
<h2>Truthtrance</h2>
<p className="fine">
<Link href="/rules#card-truthtrance">Question rules</Link> · The table
resumes its previous decision after these questions.
</p>
{w.stage === 'priority' ? (
<>
<p>
A Truthtrance has been declared. Declare yours now or pass;
questions then follow storm order.
</p>
<ul>
{g.players.map((p) => (
<li key={p.id}>
{p.name} ·{' '}
{w.queue.some((q) => q.player === p.id)
? 'Declared'
: w.passed.includes(p.id)
? 'Passed'
: 'Choosing'}
</li>
))}
</ul>
{!w.passed.includes(me.id) && (
<>
{truthCards.map((c) => (
<div key={c.id}>
{button(
c.effect === 'karama'
? 'Use my Karama as Truthtrance'
: 'Declare my Truthtrance',
declaration([c]),
)}
</div>
))}
{truthCards.length > 1 &&
button(
`Declare all ${truthCards.length} as Truthtrance`,
declaration(truthCards),
)}
{button('Pass Truthtrance priority', { type: 'truthPass' })}
</>
)}
</>
) : (
<>
<p className="eyebrow">
{name(current.player)} holds the question · {w.queue.length} pending
</p>
{w.question && (
<blockquote>
<p>{truthQuestionText(w.question, leaderName)}</p>
<p className="fine">Asked of {name(w.question.target)}</p>
</blockquote>
)}
{w.stage === 'answer' ? (
w.question!.target === me.id ? (
<>
<p>
Your answer is public. Answer truthfully about the game; a
promise can only bind decisions in this turn.
</p>
{w.question!.kind === 'shipment' ? (
<>
<p className="notice">
A definite answer binds your shipment from reserves this
turn. Available preparation includes your Ghola, Karama
and recoverable allied funding. Yes leaves the exact
count, sector and payment yours to choose; No allows a
different shipment or none.
</p>
{(g.truthShipmentAnswers ?? []).map((answer) => (
<div key={answer}>
{button(
answer === 'unknown'
? 'I don’t know yet'
: `Answer ${answer === 'yes' ? 'Yes' : 'No'}`,
{ type: 'truthAnswer', answer },
)}
</div>
))}
</>
) : w.question!.kind === 'battlePlan' ? (
<>
<p className="notice">
Choose an answer you can honor in a legal plan, including
available Ghola preparation. Earlier Truthtrance answers,
Voice and revealed prescience elements apply. An answer
about a sealed plan is already fixed.
</p>
{(g.truthBattleAnswers ?? []).map((answer) => (
<div key={answer}>
{button(
answer === 'unknown'
? 'I don’t know yet'
: `Answer ${answer === 'yes' ? 'Yes' : 'No'}`,
{ type: 'truthAnswer', answer },
)}
</div>
))}
<p className="fine">
A definite answer constrains your plan. Other plan
elements remain yours to choose.
</p>
</>
) : w.question!.kind === 'fact' ? (
<>
<p className="notice">
Your current game information establishes:{' '}
<strong>
{g.truthAnswer === 'unknown'
? 'I don’t know yet'
: g.truthAnswer === 'yes'
? 'Yes'
: 'No'}
</strong>
. Only you see this until you answer.
</p>
{button('Publish my answer', {
type: 'truthAnswer',
answer: g.truthAnswer,
})}
</>
) : (
<>
{button('Answer Yes', {
type: 'truthAnswer',
answer: 'yes',
})}
{button('Answer No', { type: 'truthAnswer', answer: 'no' })}
{button('I don’t know', {
type: 'truthAnswer',
answer: 'unknown',
})}
<p className="fine">
Use “I don’t know” for something you cannot know or
decide. The holder can ask a different question or save
the card.
</p>
</>
)}
</>
) : (
<output>Waiting for {name(w.question!.target)} to answer.</output>
)
) : current.player !== me.id ? (
<output>
Waiting for {name(current.player)} to{' '}
{w.stage === 'unknown'
? 'ask again or save the card'
: 'ask a question'}
.
</output>
) : (
<>
{w.stage === 'unknown' && (
<>
<p>
The answer could not be known. Ask a different question or
keep Truthtrance for later.
</p>
{button('Save card for later', { type: 'truthSave' })}
</>
)}
<label>
Ask which player?
<select
value={target}
onChange={(e) => setTarget(e.target.value)}
>
{g.players
.filter((p) => p.id !== me.id)
.map((p) => (
<option key={p.id} value={p.id}>
{p.name}
{p.bot ? ' · AI' : ''}
</option>
))}
</select>
</label>
<label>
Question type
<select
value={kind}
onChange={(e) => setKind(e.target.value as typeof kind)}
>
<option value="fact">
Verified current facts
</option>
<option value="shipment">
Bind a shipment from reserves
</option>
<option value="freeform">Write a game question</option>
{g.battle && (
<option value="battlePlan">
Bind a battle-plan choice
</option>
)}
</select>
</label>
{kind === 'shipment' ? (
<>
<label>
Shipment destination
<select
value={shipmentTerritory}
onChange={(e) => setShipmentTerritory(e.target.value)}
>
{TERRITORIES.map((t) => (
<option key={t.id} value={t.id}>
{t.name}
</option>
))}
</select>
</label>
<label htmlFor={`${factId}-shipment-minimum`}>
Minimum physical forces
<Input
id={`${factId}-shipment-minimum`}
type="number"
min={1}
max={20}
step={1}
required
value={
Number.isNaN(shipmentMinimum) ? '' : shipmentMinimum
}
aria-invalid={invalidShipment}
aria-describedby={`${factId}-shipment-help`}
onChange={(e) =>
setShipmentMinimum(e.currentTarget.valueAsNumber)
}
/>
</label>
<p className="fine" id={`${factId}-shipment-help`}>
Includes Fremen reinforcements and Guild transport from
southern reserves. Ground movement and transport of forces
already on the board do not count.
</p>
{!shipmentAvailable && (
<p className="notice">
Automatic enforcement currently supports the active
player’s unused shipment in base Basic games and base
Advanced games without Guild or optional modules. Select
that player and finish pending decisions first. Earlier
questions and other rules configurations remain
unfinished.
</p>
)}
<p className="notice">
{invalidShipment
? 'Enter a whole minimum of one to twenty forces.'
: truthQuestionText(question, leaderName)}
</p>
</>
) : kind === 'battlePlan' ? (
<>
<label>
Combine conditions
<select
value={join}
onChange={(e) => setJoin(e.target.value as typeof join)}
>
<option value="single">One condition</option>
<option value="and">Both · AND</option>
<option value="or">Either · OR</option>
</select>
</label>
{planClauses
.slice(0, join === 'single' ? 1 : 2)
.map((c, index) => (
<fieldset key={index}>
<legend>Condition {index + 1}</legend>
<BattleClaimFields
game={g}
value={c}
onChange={(next) =>
setPlanClauses(
planClauses.map((old, n) =>
n === index ? next : old,
),
)
}
/>
</fieldset>
))}
<p className="notice">
{truthQuestionText(question, leaderName)}
</p>
{g.battle &&
![g.battle.attacker, g.battle.defender].includes(
target,
) && <p>Select one of the combatants for this question.</p>}
</>
) : kind === 'fact' ? (
<>
<label>
Combine facts
<select
value={join}
onChange={(e) => setJoin(e.target.value as typeof join)}
>
<option value="single">One fact</option>
<option value="and">Both facts · AND</option>
<option value="or">Either fact · OR</option>
</select>
</label>
{clauses
.slice(0, join === 'single' ? 1 : 2)
.map((c, index) => (
<fieldset key={index}>
<legend>Fact {index + 1}</legend>
<label>
Fact type
<select
value={c.kind === 'prediction' ? c.field === 'faction' ? 'predictionFaction' : 'predictionTurn' : c.kind}
onChange={(e) =>
setClauses(
clauses.map((old, n) =>
n === index
? e.target.value === 'hand'
? { kind: 'hand', name: 'Shield' }
: e.target.value === 'handCount'
? {
kind: 'handCount',
name: 'Shield',
compare: 'gte',
value: 2,
}
: e.target.value === 'handInventory'
? {
kind: 'handInventory',
category: 'all',
compare: 'gte',
value: 2,
}
: e.target.value === 'predictionFaction'
? { kind: 'prediction', field: 'faction', faction: 'atreides' }
: e.target.value === 'predictionTurn'
? { kind: 'prediction', field: 'turn', compare: 'gte', value: 1 }
: e.target.value === 'stormDial'
? { kind: 'stormDial', compare: 'gte', value: 0 }
: e.target.value === 'stormForecast'
? { kind: 'stormForecast', compare: 'gte', value: 1 }
: e.target.value === 'spice'
? {
kind: 'spice',
compare: 'gte',
value: 6,
}
: {
kind: 'traitor',
leader: g.allLeaders[0].id,
}
: old,
),
)
}
>
<option value="hand">Holds a named card</option>
<option value="handCount">
Number of a named card
</option>
<option value="handInventory">
Hand size or primary card role
</option>
<option value="traitor">Selected a traitor</option>
<option value="predictionFaction">Stored faction prediction</option>
<option value="predictionTurn">Stored turn prediction</option>
<option value="stormDial">Known storm dial</option>
<option value="stormForecast">Known storm forecast</option>
<option value="spice">
Current personal spice
</option>
</select>
</label>
{c.kind === 'hand' ? (
<label>
Card name
<select
value={c.name}
onChange={(e) =>
setClauses(
clauses.map((old, n) =>
n === index
? { kind: 'hand', name: e.target.value }
: old,
),
)
}
>
{TRUTH_CARD_NAMES.map((name) => (
<option key={name}>{name}</option>
))}
</select>
</label>
) : c.kind === 'handCount' ||
c.kind === 'handInventory' ? (
<CardCountFields
value={c}
onChange={(next) =>
setClauses(
clauses.map((old, n) =>
n === index ? next : old,
),
)
}
/>
) : c.kind === 'prediction' || c.kind === 'stormDial' || c.kind === 'stormForecast' ? (
<KnowledgeFactFields
value={c}
onChange={(next) =>
setClauses(clauses.map((old, n) => n === index ? next : old))
}
/>
) : c.kind === 'spice' ? (
<>
<label>
Compare personal spice
<select
value={c.compare}
onChange={(e) =>
setClauses(
clauses.map((old, n) =>
n === index
? {
...c,
compare: e.target
.value as typeof c.compare,
}
: old,
),
)
}
>
<option value="eq">Exactly</option>
<option value="gte">At least</option>
<option value="lte">At most</option>
</select>
</label>
<label htmlFor={`${factId}-${index}-spice-amount`}>
Spice amount
<Input
id={`${factId}-${index}-spice-amount`}
type="number"
min={0}
max={Number.MAX_SAFE_INTEGER}
step={1}
required
value={Number.isNaN(c.value) ? '' : c.value}
aria-invalid={invalidSpice(c)}
aria-describedby={`${factId}-${index}-spice-help${invalidSpice(c) ? ` ${factId}-${index}-spice-error` : ''}`}
onChange={(e) =>
setClauses(
clauses.map((old, n) =>
n === index
? {
...c,
value:
e.currentTarget.valueAsNumber,
}
: old,
),
)
}
/>
</label>
<p
className="fine"
id={`${factId}-${index}-spice-help`}
>
Counts spice the player personally holds now.
Excludes pledged aid and incoming payments. This
asks about the current balance; it does not
promise future holdings or spending.
</p>
{invalidSpice(c) && (
<p
className="notice"
role="alert"
id={`${factId}-${index}-spice-error`}
>
{Number.isInteger(c.value) &&
c.value > Number.MAX_SAFE_INTEGER
? 'That spice amount is too large.'
: 'Enter a whole spice amount of zero or more.'}
</p>
)}
</>
) : (
c.kind === 'traitor' && (
<label>
Leader
<select
value={c.leader}
onChange={(e) =>
setClauses(
clauses.map((old, n) =>
n === index
? {
kind: 'traitor',
leader: e.target.value,
}
: old,
),
)
}
>
{g.allLeaders.map((l) => (
<option key={l.id} value={l.id}>
{l.name}
</option>
))}
<option value={CHEAP_HERO_TRAITOR}>
Cheap Hero / Heroine
</option>
</select>
</label>
)
)}
</fieldset>
))}
<p className="notice">
{invalidFact
? 'Enter a valid whole amount before asking this question.'
: truthQuestionText(question, leaderName)}
</p>
</>
) : (
<>
<label>
Question concerns
<select
value={scope}
onChange={(e) => setScope(e.target.value as typeof scope)}
>
<option value="fact">A game fact</option>
<option value="currentTurn">
A promise during turn {g.turn}
</option>
</select>
</label>
<label>
One yes/no question
<textarea
rows={4}
maxLength={500}
value={text}
onChange={(e) => setText(e.target.value)}
placeholder="Will you ship at least six forces to Carthag this turn?"
/>
</label>
<p className="notice">
Freeform answers rely on the players. Automatic checks for
arbitrary promises are unfinished. AI can answer structured
fact, supported shipment and battle-plan questions; it
cannot yet interpret freeform questions.
</p>
</>
)}
{button(
'Ask publicly',
{ type: 'truthAsk', question },
(kind === 'shipment' &&
(invalidShipment || !shipmentAvailable)) ||
(kind === 'freeform' && !text.trim()) ||
(kind === 'fact' && invalidFact) ||
(kind === 'battlePlan' &&
(!g.battle ||
![g.battle.attacker, g.battle.defender].includes(
target,
))),
)}
</>
)}
</>
)}
</section>
);
}
export function TruthHistory({ game: g }: { game: GameView }) {
const records = g.truthHistory.filter((r) => r.turn === g.turn);
if (!records.length) return null;
const name = (id: string) => g.players.find((p) => p.id === id)?.name ?? id;
return (
<details className="notice truthtrance-history">
<summary>Truthtrance answers · Turn {g.turn}</summary>
<p className="fine">
Structured battle-plan and supported reserve-shipment answers are
enforced. Current-turn freeform promises remain binding when possible,
but their automatic enforcement is unfinished.
</p>
<ol>
{records.map((r, i) => (
<li key={i}>
<p>
{name(r.asker)} → {name(r.question.target)}:{' '}
{truthQuestionText(r.question, (id) =>
id === CHEAP_HERO_TRAITOR
? 'Cheap Hero / Heroine'
: (g.allLeaders.find((l) => l.id === id)?.name ?? id),
)}
</p>
<strong>
{r.answer === 'unknown'
? 'I don’t know'
: r.answer === 'yes'
? 'Yes'
: 'No'}
</strong>
</li>
))}
</ol>
</details>
);
}