Files
Dune/components/planetologist-movement.tsx
T

274 lines
8.9 KiB
TypeScript

'use client';
import { useId, useState } from 'react';
import type { Action, GameView } from '@/game/engine';
import {
planetologistLeader,
planetologistMovementModeSupported,
selectedOriginElites,
planetologistGatherAdvisorEntry,
type PlanetologistMoveMode,
} from '@/game/planetologist-movement';
import { botGroundMoveAllowed } from '@/game/bot-mobility';
import {
gameTerritories,
location,
splitLocation,
territory,
} from '@/game/board';
import { Button } from './ui/button';
import { Input } from './ui/input';
type Counts = Record<string, number>;
export function planetologistMoveDraft(
game: GameView,
mode: PlanetologistMoveMode,
destination: string,
sector: number,
forces: Counts,
elites: Counts,
): { action: Action | null; blocked: string | null } {
const me = game.players.find((player) => player.id === game.me);
if (!me || !planetologistLeader(game, me.id))
return {
action: null,
blocked: 'A living, uncaptured Planetologist is required.',
};
if (
!planetologistMovementModeSupported(game)
)
return {
action: null,
blocked:
'Planetologist movement with expansion factions awaits its movement audit.',
};
const selected = Object.entries(forces).filter(([, count]) => count > 0);
for (const [from, count] of selected) {
const owned = me.forces[from] ?? 0;
if (!Number.isSafeInteger(count) || count < 1 || count > owned)
return { action: null, blocked: 'Choose available whole force counts.' };
const elite = elites[from] ?? 0;
const ownedElite = me.elites?.forces[from] ?? 0;
const minimumElite = Math.max(0, count - (owned - ownedElite));
if (
!Number.isSafeInteger(elite) ||
elite < minimumElite ||
elite > Math.min(count, ownedElite)
)
return {
action: null,
blocked: 'Choose an available normal and elite mix for every source.',
};
}
const origins = new Set(
selected.map(([from]) => splitLocation(from).territory),
);
if (
(mode === 'range' && origins.size !== 1) ||
(mode === 'gather' && origins.size !== 2)
)
return {
action: null,
blocked:
mode === 'range'
? 'Select forces from one territory.'
: 'Select forces from exactly two different territories.',
};
const entry = planetologistGatherAdvisorEntry(game, me, [...origins], destination);
if (entry.blocked) return { action: null, blocked: entry.blocked };
const target = location(destination, sector);
if (
selected.some(
([from]) =>
!botGroundMoveAllowed(game, me, from, target,
selectedOriginElites(selected, elites, splitLocation(from).territory), mode),
)
)
return {
action: null,
blocked:
mode === 'range'
? 'The selected route is beyond the boosted range or is blocked.'
: 'Each selected source must reach the destination using its normal range.',
};
return {
action: {
type: 'move',
planetologist: mode,
...(entry.requiresFlip ? { fighters: true } : {}),
forces: Object.fromEntries(selected),
...(me.elites
? {
eliteForces: Object.fromEntries(
selected.map(([from]) => [from, elites[from] ?? 0]),
),
}
: {}),
territory: destination,
sector,
},
blocked: null,
};
}
export function PlanetologistMovement({
game,
act,
busy,
destination,
sector,
unavailableReason,
}: {
game: GameView;
act: (action: Action) => void;
busy: boolean;
destination: string;
sector: number;
unavailableReason?: string | null;
}) {
const id = useId();
const [mode, setMode] = useState<PlanetologistMoveMode>('range');
const [forces, setForces] = useState<Counts>({});
const [elites, setElites] = useState<Counts>({});
const me = game.players.find((player) => player.id === game.me);
const leader = me && planetologistLeader(game, me.id);
if (!me || !leader) return null;
const sources = Object.entries(me.forces).filter(([, count]) => count > 0);
const draft = planetologistMoveDraft(
game,
mode,
destination,
sector,
forces,
elites,
);
const blocked =
unavailableReason ??
(game.phase !== 5 || game.active !== me.id
? 'Planetologist movement is available only during your movement turn.'
: game.ornithopter?.active
? 'Finish the current Ornithopter movement first.'
: game.truthtrance || game.nexusTraitors?.pending
? 'Resolve the current private response first.'
: me.autopilot || game.automaticContinuationPending
? 'Wait for the current automatic action to finish.'
: draft.blocked);
const leaderName =
game.allLeaders.find((candidate) => candidate.id === leader)?.name ??
leader;
return (
<section
className="my-4 flex min-w-0 flex-col gap-3"
aria-labelledby={`${id}-heading`}
>
<h3 id={`${id}-heading`}>Planetologist movement</h3>
<p>
{leaderName} may add one territory to one movement, up to three, or
gather forces from exactly two territories into the selected
destination.
</p>
<label htmlFor={`${id}-mode`}>Movement mode</label>
<select
id={`${id}-mode`}
value={mode}
disabled={busy}
onChange={(event) =>
setMode(event.target.value as PlanetologistMoveMode)
}
>
<option value="range">One territory farther, maximum three</option>
<option value="gather">Gather from two territories</option>
</select>
<p className="fine">
Destination: {territory(destination).name}, sector {sector}. Select the
physical forces to move below.
</p>
{draft.action?.fighters === true && (
<p className="notice">
Provisional mixed-gather policy: both groups arrive as fighters. The
advisor flip is declared before either group moves. If canceled, both
groups stay in place and no movement is spent; flipping remains blocked
for that movement opportunity.
</p>
)}
{me.faction === 'ixians' && (
<p className="fine">
Each origin uses its own selected cyborgs for movement range. Cyborgs
from one territory cannot carry suboids from the other territory farther.
</p>
)}
{sources.length ? (
sources.map(([from, owned]) => {
const source = splitLocation(from);
const sourceName =
gameTerritories(game).find(
(candidate) => candidate.id === source.territory,
)?.name ?? source.territory;
const selected = forces[from] ?? 0;
const ownedElite = me.elites?.forces[from] ?? 0;
const minimumElite = Math.max(0, selected - (owned - ownedElite));
return (
<div className="grid gap-2" key={from}>
<label htmlFor={`${id}-${from}-forces`}>
{sourceName}, sector {source.sector} · {owned} forces
<Input
id={`${id}-${from}-forces`}
type="number"
min={0}
max={owned}
value={selected}
disabled={busy || source.sector === game.storm}
onChange={(event) =>
setForces({ ...forces, [from]: Number(event.target.value) })
}
/>
</label>
{me.elites && (
<label htmlFor={`${id}-${from}-elites`}>
Elite from this group · {ownedElite} available
<Input
id={`${id}-${from}-elites`}
type="number"
min={minimumElite}
max={Math.min(selected, ownedElite)}
value={elites[from] ?? 0}
disabled={busy || selected === 0}
onChange={(event) =>
setElites({
...elites,
[from]: Number(event.target.value),
})
}
/>
</label>
)}
</div>
);
})
) : (
<p className="fine">No board forces are available to move.</p>
)}
{blocked && (
<output className="notice" id={`${id}-reason`}>
{blocked}
</output>
)}
<Button
className="min-h-11 whitespace-normal motion-reduce:transition-none"
disabled={busy || !!blocked || !draft.action}
aria-describedby={blocked ? `${id}-reason` : undefined}
onClick={() => {
if (!busy && !blocked && draft.action) act(draft.action);
}}
>
Move with Planetologist
</Button>
<p className="fine">
This does not combine with a No-Field or either Ornithopter movement.
Normal movement and arrival rules still apply.
</p>
</section>
);
}