Files
Dune/game/bots.ts
T
Quintine 28ba1618ba Implement Homeworld mechanics through Caladan reinforcement checkpoint
Connect typed Homeworld custody, transport, battle, income, revival and Caladan reinforcement flows with private multiplayer recovery and controls. Preserve the optimized test workflow and keep unfinished rules modes gated. Verified with 3682 offline tests, typecheck, lint, production build and 40 HTTP tests; existing saved games remain unchanged.
2026-09-10 08:12:26 +10:00

3406 lines
115 KiB
TypeScript

import { biddingEndActions, choamMarketPolicy } from './bidding-end-options';
import { homeworldRevivalActionBlock, homeworldRevivalDeploymentActions } from './homeworld-revival-deployment-options';
import { caladanReinforcementActions } from './caladan-reinforcement-options';
import { botHomeworldShipmentPaymentAllowed } from './homeworld-payment-options';
import { guildHomeworldShipmentActions } from './guild-homeworld-shipment-options';
import { choamSaleGholaTiming } from './choam-market-ghola';
import { junctionTransportActions } from './junction-transport-options';
import { currentJunctionOffer, junctionSponsor } from './junction-offer';
import { homeworldShipmentActions } from './homeworld-shipment-options';
import {
emperorHomeworldMoveActions,
withNativeShipmentSources,
} from './homeworld-options';
import { matchesPlanClaim, respectsBattlePromises } from './battle-promises';
import { ecazOccupancyRelation } from './ecaz-occupy';
import { territoryEntryBlock, strongholdPathBlocked } from './occupancy';
import { strongholdBattleEffects } from './stronghold-battle';
import {
eliteRevivalRemaining,
forceRevivalPrice,
paidForceRevivalCost,
} from './revival';
import { controlsLeader, nativeAvailable } from './leader-control';
import { CHEAP_HERO_TRAITOR, matchingTraitor } from './traitors';
import {
treacheryDeck,
battleLeaderStrength,
harvesterAvailable,
} from './cards';
import {
isWeaponCard,
isStoneBurner,
isDefenseCard,
validBattleCardPair,
defaultVoiceMatch,
playedVoiceMatch,
weaponKills,
battleWeaponsExplode,
isShield,
} from './battle-cards';
import { ownedTech } from './tech-tokens';
import type { StrongholdProgress } from './victory-progress';
import { canUseAsKarama } from './karama';
import { reserveShipmentCost } from './shipment-price';
import { liveShipmentPromises, matchesShipment } from './shipment-promises';
import {
botEntryAllowed,
botGroundMoveAllowed,
fremenReserveEntry,
guildTransportCost,
} from './bot-mobility';
import { richeseCardDefinition } from './richese-cards';
import { presenceAt } from './force-presence';
import { validateCohortSelection, type OrnithopterMode } from './ornithopter';
import { fighterCount, isAdvisor } from './advisors';
import { casualtyOptions, type CombatForces } from './combat';
import { stoneBurnerPlanBlock, stoneBurnerComparison } from './stone-burner';
import {
applyAction,
normalizeAutomaticGame,
RuleError,
viewGame,
type Action,
type Game,
type GameView,
type Plan,
} from './engine';
import {
TERRITORIES,
gameTerritories,
gameDistance,
MOBILE_LOCATION,
MOBILE_STRONGHOLD,
mobileRoutes,
splitLocation,
location,
territory,
} from './board';
import { DIFFICULTIES } from './bot-profiles';
import { botBattleChoices } from './bot-battle-choices';
const countAt = (p: GameView['players'][number], t: string) =>
Object.entries(p.forces)
.filter(([key]) => splitLocation(key).territory === t)
.reduce((n, [, count]) => n + count, 0);
const rank = (g: GameView) => {
const me = g.players.find((p) => p.id === g.me)!;
return DIFFICULTIES.indexOf(me.bot ?? me.autopilot ?? 'Medium');
};
const variation = (g: GameView, salt: string) => {
let n = 2166136261;
for (const c of `${g.code}-${g.me}-${g.turn}-${g.phase}-${salt}`)
n = Math.imul(n ^ c.charCodeAt(0), 16777619);
return (n >>> 0) / 4294967296;
};
function alliedNoFieldOffer(g: GameView): Action | null {
const me = g.players.find((p) => p.id === g.me)!;
const level = rank(g);
const alliedNoField = g.richeseNoField;
if (
alliedNoField?.owner === me.id &&
alliedNoField.canOfferAlly &&
!alliedNoField.allyDeclined &&
alliedNoField.private
) {
const inventory = alliedNoField.private;
const oldMarker = inventory.deployed;
const oldValue =
inventory.tokens.find((token) => token.id === oldMarker?.tokenId)
?.value ?? 0;
// Do not spend an ally's unprojected spice or erase an empty bluff to offer aid.
if (!oldMarker || Math.min(oldValue, me.reserves) > 0) {
const preferred = level === 0 ? 3 : 5;
const token = [...inventory.tokens]
.filter(
(token) => token.value > 0 && token.id !== inventory.lastShipped,
)
.sort(
(a, b) =>
Math.abs(a.value - preferred) - Math.abs(b.value - preferred),
)[0];
const targets = TERRITORIES.flatMap((t) =>
t.sectors
.filter((sector) => sector !== g.storm)
.map((sector) => ({
t,
sector,
score:
(t.type === 'stronghold' ? 20 : 0) +
(g.spice[location(t.id, sector)] ?? 0) +
(level === 0 ? variation(g, location(t.id, sector)) : 0),
})),
)
.filter(
({ t }) =>
g.players.every((p) => presenceAt(p, t.id) === 0) &&
!g.moritaniTerror?.tokens.some(
(token) => token.status === 'placed' && token.location === t.id,
) &&
!g.ambassadors?.tokens.some(
(token) => token.zone === 'placed' && token.location === t.id,
),
)
.sort((a, b) => b.score - a.score);
if (token) {
const target = targets.find(
({ t }) => (t.type === 'stronghold' ? 1 : 2) <= (me.spice ?? 0),
);
if (target)
return {
type: 'offerRicheseNoField',
token: token.id,
event: alliedNoField.event,
territory: target.t.id,
sector: target.sector,
payer: me.id,
};
}
}
}
return null;
}
function technologyCardValue(
g: GameView,
card: { id: string; kind: string; effect?: string },
): number {
if (rank(g) === 0) return variation(g, card.id);
if (card.kind === 'worthless') return 0;
if (card.effect === 'karama') return 10;
if (['shield', 'snooper', 'shieldSnooper'].includes(card.kind)) return 8;
if (
['projectile', 'poison', 'poisonBlade', 'lasgun', 'poisonTooth'].includes(
card.kind,
)
)
return 7;
if (card.kind === 'hero') return 2;
return 5;
}
function closeToStrongholdVictory(row: StrongholdProgress | undefined) {
return (
!!row &&
(row.strongholds.length + Number(row.techStronghold) >= row.target - 1 ||
(row.occupyTarget !== null &&
row.jointlyOccupied.length >= row.occupyTarget - 1))
);
}
function destinations(g: GameView, allowStorm = false) {
const me = g.players.find((p) => p.id === g.me)!;
const level = rank(g);
const rivals = g.players.filter((p) => p.id !== me.id && p.id !== me.ally);
const ownProgress = g.victoryProgress?.find((row) => row.player === me.id);
return gameTerritories(g)
.flatMap((t) =>
t.sectors
.filter((s) => s === 0 || s !== g.storm || allowStorm)
.map((s) => {
const key = location(t.id, s);
const enemy = rivals.reduce((n, p) => n + fighterCount(p, t.id), 0);
const enemyOwner = rivals.find((p) => fighterCount(p, t.id));
const enemyThreat = closeToStrongholdVictory(
g.victoryProgress?.find((row) => row.player === enemyOwner?.id),
);
const joinsEcazAlly =
ownProgress?.occupyTarget !== null &&
ownProgress?.occupyTarget !== undefined &&
t.type === 'stronghold' &&
!fighterCount(me, t.id) &&
g.players.some((p) => p.id === me.ally && fighterCount(p, t.id));
const allyBlocked =
me.ally &&
g.players.some((p) => p.id === me.ally && presenceAt(p, t.id)) &&
ecazOccupancyRelation(g.players, me.id, me.ally, {
kind: 'territory',
id: t.id,
}) !== 'ecazAlliance';
const score =
level === 0
? variation(g, key) * 15
: (t.type === 'stronghold' ? 18 : 0) +
(g.spice[key] ?? 0) * ((me.spice ?? 0) < 5 ? 2 : 0.7) -
enemy * (level === 1 ? 2 : 1) +
(enemyOwner && ownedTech(g.techTokens, enemyOwner.id).length
? ownedTech(g.techTokens, me.id).length === 2
? 14
: 4
: 0) -
(presenceAt(me, t.id) ? 10 : 0) +
(level === 3 && enemyThreat && t.type === 'stronghold'
? 22
: 0) +
(level >= 2 && joinsEcazAlly
? ownProgress!.jointlyOccupied.length >= 2
? 30
: 14
: 0) -
(t.type === 'polar' ? 15 : 0);
return {
t: t.id,
s,
key,
enemy,
score: allyBlocked && t.type !== 'polar' ? -1000 : score,
};
}),
)
.sort((a, b) => b.score - a.score);
}
function guildAmbassadorShipments(g: GameView): Action[] {
const entry = g.ambassadorEntry;
if (entry?.stage !== 'ship' || !entry.shipment || entry.beneficiary !== g.me)
return [];
const me = g.players.find((p) => p.id === g.me)!;
const descriptor = entry.shipment;
const level = rank(g);
const available = Math.min(descriptor.maximum, me.reserves);
const destinations = descriptor.destinations.filter((d) => !d.blocked);
if (available < 1 || !destinations.length)
return [{ type: 'decision', event: entry.event, amount: 0 }];
const score = (d: (typeof destinations)[number]) => {
const key = location(d.territory, d.sector);
if (level === 0) return variation(g, key);
const enemy = g.players
.filter((p) => p.id !== me.id && p.id !== me.ally)
.reduce((n, p) => n + fighterCount(p, d.territory), 0);
return (
(territory(d.territory).type === 'stronghold' ? 20 : 0) +
(g.spice[key] ?? 0) -
enemy * 2 -
(presenceAt(me, d.territory) ? 8 : 0) -
(d.advisors ? 3 : 0)
);
};
destinations.sort((a, b) => score(b) - score(a));
const destination = destinations[0];
const amount = Math.min(available, destination.maximum ?? available);
const minimum = Math.max(0, amount - (me.reserves - descriptor.eliteReserves));
const elite = level === 0 ? minimum : Math.min(amount, descriptor.eliteReserves);
return [
{
type: 'decision',
event: entry.event,
amount,
elite,
territory: destination.territory,
sector: destination.sector,
},
];
}
function fremenAmbassadorMoves(g: GameView): Action[] {
const entry = g.ambassadorEntry;
if (entry?.stage !== 'move' || !entry.movement || entry.beneficiary !== g.me)
return [];
const me = g.players.find((p) => p.id === g.me)!;
const level = rank(g);
const candidates: { action: Action; score: number }[] = [];
for (const source of entry.movement.sources) {
for (const destination of source.destinations.filter((d) => !d.blocked)) {
const target = location(destination.territory, destination.sector);
const sectors = source.sectors.filter((s) => s.key !== target);
const physical = sectors.reduce((n, s) => n + s.forces, 0);
const marker =
!physical &&
source.marker &&
location(source.territory, source.marker.sector) !== target
? source.marker
: null;
if (!physical && !marker) continue;
const keepsSource =
source.territory !== destination.territory &&
territory(source.territory).type === 'stronghold' &&
physical > 1 &&
presenceAt(me, source.territory) === physical;
let remaining = Math.min(
physical - (keepsSource ? 1 : 0),
destination.maximum ?? physical,
);
const forces: Record<string, number> = {};
const eliteForces: Record<string, number> = {};
for (const s of sectors) {
const n = Math.min(remaining, s.forces);
if (!n) continue;
remaining -= n;
forces[s.key] = n;
eliteForces[s.key] =
level === 0
? Math.max(0, n - (s.forces - s.elites))
: Math.min(n, s.elites);
}
const amount =
Object.values(forces).reduce((n, value) => n + value, 0) +
Number(!!marker);
const enemy = g.players
.filter((p) => p.id !== me.id && p.id !== me.ally)
.reduce((n, p) => n + fighterCount(p, destination.territory), 0);
const abandons =
source.territory !== destination.territory &&
territory(source.territory).type === 'stronghold' &&
presenceAt(me, source.territory) === amount;
const score =
level === 0
? variation(g, `${source.territory}:${target}`)
: (territory(destination.territory).type === 'stronghold' ? 20 : 0) +
(g.spice[target] ?? 0) -
enemy * 2 +
Math.min(amount - enemy, 4) -
(presenceAt(me, destination.territory) ? 8 : 0) -
(abandons ? 25 : 0) -
(destination.advisors ? 3 : 0);
candidates.push({
score,
action: {
type: 'decision',
event: entry.event,
forces,
eliteForces,
territory: destination.territory,
sector: destination.sector,
...(marker
? { noField: { tokenId: marker.tokenId, event: marker.event } }
: {}),
},
});
}
}
candidates.sort((a, b) => b.score - a.score);
return candidates.length ? [candidates[0].action] : [];
}
function ornithopterMoves(g: GameView): Action[] {
const flight = g.ornithopter;
if (!flight || flight.blocked) return [];
const me = g.players.find((p) => p.id === g.me)!;
const level = rank(g),
active = flight.active,
cohort = active?.cohort;
const noField = g.richeseNoField?.owner === me.id ? g.richeseNoField : null;
const marker = noField?.private?.deployed;
const markerSource = marker
? location(marker.location.territory, marker.location.sector)
: null;
const permittedMarker =
marker &&
!g.homeworldMobility?.noFieldMovementBlocked &&
(!cohort ||
(cohort.noField?.tokenId === marker.tokenId &&
cohort.noField.event === noField?.event &&
cohort.noField.from === markerSource));
const sources = Object.entries(me.forces)
.map(([from, n]) => {
const currentElite = me.elites?.forces[from] ?? 0;
const elite = Math.min(
currentElite,
cohort ? (cohort.elites[from] ?? 0) : currentElite,
);
const normal = Math.min(
n - currentElite,
cohort
? (cohort.forces[from] ?? 0) - (cohort.elites[from] ?? 0)
: n - currentElite,
);
return { from, normal, elite };
})
.filter((source) => source.normal + source.elite > 0);
const total =
sources.reduce((n, s) => n + s.normal + s.elite, 0) +
(permittedMarker ? 1 : 0);
const modes: OrnithopterMode[] = active
? [active.mode]
: level === 0
? ['range3', 'twoGroups']
: ['twoGroups', 'range3'];
const result: Action[] = [];
const pathsBlocked = (key: string) => {
const loc = splitLocation(key);
return (
loc.sector === g.storm ||
strongholdPathBlocked(g.players, me.id, loc.territory)
);
};
const targets = destinations(g).filter(
(to) =>
to.t !== MOBILE_STRONGHOLD &&
to.score > -1000 &&
to.t !== marker?.location.territory,
);
for (const mode of modes) {
if (
!active &&
(flight.modes.find((option) => option.mode === mode)?.blocked ||
(mode === 'twoGroups' && total < 2))
)
continue;
const candidates = [
...sources.map((source) => ({ ...source, marker: false })),
...(permittedMarker && markerSource
? [{ from: markerSource, normal: 0, elite: 0, marker: true }]
: []),
];
for (const to of targets)
for (const source of candidates) {
const origin = splitLocation(source.from);
if (
source.from === to.key ||
origin.sector === g.storm ||
isAdvisor(me, origin.territory) ||
(origin.territory !== to.t &&
g.balisetRestrictions.some(
(b) => b.player === me.id && b.territory === to.t,
) &&
g.players.some(
(p) => p.faction === 'choam' && countAt(p, to.t) > 0,
))
)
continue;
if (source.marker && (to.enemy > 0 || countAt(me, to.t) > 0)) continue;
let amount = source.normal + source.elite;
if (!active && mode === 'twoGroups' && amount === total)
amount = Math.ceil(amount / 2);
const elite = Math.min(
source.elite,
level === 0 ? Math.max(0, amount - source.normal) : amount,
);
const normalRange =
(fighterCount(me, 'arrakeen') || fighterCount(me, 'carthag')
? 3
: (me.faction === 'fremen' && !me.fremenMovementBlocked) ||
(me.faction === 'ixians' && elite > 0 && !me.ixMovementBlocked)
? 2
: 1) + (me.faction === 'choam' ? g.choamMovementBonus : 0);
const distance = gameDistance(g, source.from, to.key, pathsBlocked);
if (
distance > (mode === 'range3' ? 3 : normalRange) ||
(!active && mode === 'range3' && distance <= normalRange)
)
continue;
const action: Action = source.marker
? {
type: 'move',
forces: {},
noField: marker!.tokenId,
event: noField!.event,
territory: to.t,
sector: to.s,
}
: {
type: 'move',
from: source.from,
amount,
elite,
territory: to.t,
sector: to.s,
};
if (cohort) {
try {
validateCohortSelection(
cohort,
me.forces,
me.elites?.forces ?? {},
source.marker ? {} : { [source.from]: amount },
source.marker ? {} : { [source.from]: elite },
source.marker
? {
tokenId: marker!.tokenId,
event: noField!.event,
from: source.from,
}
: undefined,
);
} catch {
continue;
}
}
result.push({
...action,
...(active
? { ornithopterEvent: active.event }
: { movementCard: flight.card.id, ornithopter: mode }),
});
}
}
return result;
}
function candidatePlan(a: Action): Plan {
return {
dial: Number(a.dial),
support: Number(a.support ?? 0),
leader: typeof a.leader === 'string' ? a.leader : null,
weapon: typeof a.weapon === 'string' ? a.weapon : null,
defense: typeof a.defense === 'string' ? a.defense : null,
kwisatz: a.kwisatz === true,
};
}
function plans(g: GameView): Action[] {
const me = g.players.find((p) => p.id === g.me)!;
const b = g.battle!;
const other = g.players.find(
(p) => p.id === (b.attacker === me.id ? b.defender : b.attacker),
)!;
const level = rank(g);
const actual = countAt(me, b.territory);
const elite = Object.entries(me.elites?.forces ?? {})
.filter(([key]) => splitLocation(key).territory === b.territory)
.reduce((sum, [, n]) => sum + n, 0);
const forces: CombatForces = b.ownForces ?? {
normal: actual - elite,
normalFixedHalf: me.faction === 'ixians',
elite,
eliteStrength:
(!g.advanced && me.faction !== 'ixians') ||
(b.eliteBlocked.includes(me.id) &&
!(g.advanced && me.faction === 'ixians')) ||
(me.faction === 'emperor' && other.faction === 'fremen')
? 1
: 2,
freeSupport:
!g.advanced || (me.faction === 'fremen' && !b.fremenSupportBlocked),
};
const own = forces.normal + forces.elite;
const typedForces = g.advanced || me.faction === 'ixians';
const ownStrength = typedForces
? forces.normal * (forces.normalFixedHalf ? 0.5 : 1) +
forces.elite * forces.eliteStrength
: own;
const supportCache = new Map<
number,
{ support: number; cost: number } | null
>();
const supporting = (dial: number) => {
if (supportCache.has(dial)) return supportCache.get(dial)!;
const choices = Array.from(
{
length:
(g.advanced
? Math.min(
own,
(me.spice ?? 0) +
g.aid.available +
(b.strongholdEffects[me.id] === 'arrakeen' ? 2 : 0),
)
: 0) + 1,
},
(_, support) =>
casualtyOptions(forces, dial, support).map((loss) => ({
support,
cost:
Math.max(
0,
support - (b.strongholdEffects[me.id] === 'arrakeen' ? 2 : 0),
) *
(level === 0 ? 3 : 0.7) +
loss.normal +
loss.elite * 2.5,
})),
)
.flat()
.sort((a, b) => a.cost - b.cost);
const result = choices[0] ?? null;
supportCache.set(dial, result);
return result;
};
// Include affordable bank-supported dials even when the estimated winning
// dial exceeds the budget; otherwise a large army can miss its free support.
const bankSupportedDials =
g.advanced && b.strongholdEffects[me.id] === 'arrakeen'
? Array.from(
{ length: Math.floor(ownStrength * 2) + 1 },
(_, i) => i / 2,
).filter((dial) => (supporting(dial)?.support ?? 0) > 0)
: [];
const freeEliteDials = forces.eliteFreeSupport
? Array.from(
{ length: Math.floor(ownStrength * 2) + 1 },
(_, i) => i / 2,
).filter((dial) => casualtyOptions(forces, dial, 0).length > 0)
: [];
const enemies = b.opponentForces
? b.opponentForces.normal + b.opponentForces.elite
: presenceAt(other, b.territory);
const ownNativeBonus = b.native === me.id ? b.nativeBattleStrength : 0;
const enemyNativeBonus = b.native === other.id ? b.nativeBattleStrength : 0;
const enemyCapacity = b.opponentForces
? b.opponentForces.normal * (b.opponentForces.normalFixedHalf ? 0.5 : 1) +
b.opponentForces.elite * b.opponentForces.eliteStrength
: enemies;
const insight = b.insight;
const revealedCard =
insight && ['weapon', 'defense'].includes(insight.field)
? treacheryDeck(['ix']).find((c) => c.id === insight.value)
: undefined;
const inspected =
b.fullPlanInsight?.target === other.id ? b.fullPlanInsight : null;
const enemyWeapon = inspected?.cards.find(
(c) => c.id === inspected.plan.weapon,
);
const enemyDefense = inspected?.cards.find(
(c) => c.id === inspected.plan.defense,
);
const committed = b.prescience?.player !== me.id ? insight : null;
const fixed = (field: string, value: string | null) =>
committed?.field !== field || committed.value === value;
const weapons = [
null,
...(me.hand ?? []).filter(isWeaponCard).map((c) => c.id),
].filter((id) => fixed('weapon', id));
const defenses = [
null,
...(me.hand ?? []).filter(isDefenseCard).map((c) => c.id),
].filter((id) => fixed('defense', id));
const availableLeaders = me.leaders.filter(
(l) =>
!l.dead &&
controlsLeader(me, l) &&
(!l.usedAt || l.usedAt === b.territory),
);
const heroes = (me.hand ?? []).filter((c) => c.kind === 'hero');
const voice = b.voice?.target === me.id ? b.voice : null;
const mayOmitLeader =
!availableLeaders.length &&
(!heroes.length || (voice?.kind === 'hero' && !voice.must));
const leaders = [
...(mayOmitLeader ? [null] : []),
...availableLeaders.map((l) => l.id),
...heroes.map((c) => c.id),
].filter((id) => fixed('leader', id));
const voiceApplies =
!!voice &&
(availableLeaders.length > 0 || heroes.length > 0) &&
(me.hand ?? []).some((c) => defaultVoiceMatch(c, voice.kind));
const knownEnemyLeader =
insight?.field === 'leader' && b.prescience?.player === me.id
? g.allLeaders.find((l) => l.id === insight.value)
: undefined;
const expectedLeader = inspected
? (g.allLeaders.find((l) => l.id === inspected.plan.leader)?.strength ??
0) + (inspected.plan.kwisatz ? 2 : 0)
: (knownEnemyLeader?.strength ??
(level >= 2
? Math.max(
0,
...other.leaders
.filter((l) => !l.dead && controlsLeader(other, l))
.map((l) => l.strength),
)
: 3));
const expectedDial = inspected
? inspected.plan.dial
: insight?.field === 'dial' && b.prescience?.player === me.id
? Number(insight.value)
: Math.ceil(enemyCapacity * [0.25, 0.4, 0.6, 0.75][level]);
const options: { action: Action; score: number }[] = [];
for (const leader of leaders)
for (const weapon of weapons)
for (const defense of defenses) {
const kwisatz =
!!leader &&
!!me.kwisatz?.active &&
!me.kwisatz.dead &&
!b.kwisatzBlocked &&
(!me.kwisatz.usedAt || me.kwisatz.usedAt === b.territory);
const myLeader = me.leaders.find((l) => l.id === leader);
const enemyDisc = inspected
? g.allLeaders.find((l) => l.id === inspected.plan.leader)
: knownEnemyLeader;
const expectedEnemyStrength =
inspected || knownEnemyLeader
? battleLeaderStrength(enemyDisc, myLeader) +
(inspected?.plan.kwisatz ? 2 : 0)
: level >= 2 &&
other.leaders.some(
(l) =>
l.id === 'tleilaxu-0' &&
!l.dead &&
controlsLeader(other, l),
)
? Math.max(expectedLeader, myLeader?.strength ?? 0)
: expectedLeader;
const strength =
battleLeaderStrength(
me.leaders.find((l) => l.id === leader),
inspected
? g.allLeaders.find((l) => l.id === inspected.plan.leader)
: { strength: expectedLeader },
) + (kwisatz ? 2 : 0);
const w = me.hand?.find((c) => c.id === weapon);
const d = me.hand?.find((c) => c.id === defense);
const stoneBattle =
isStoneBurner(w) || (inspected && isStoneBurner(enemyWeapon));
if ((!leader && (weapon || defense)) || !validBattleCardPair(w, d))
continue;
if (voice) {
const used =
playedVoiceMatch(
me.hand?.find((c) => c.id === leader),
'leader',
voice.kind,
) ||
playedVoiceMatch(w, 'weapon', voice.kind) ||
playedVoiceMatch(d, 'defense', voice.kind);
if (voice.must ? voiceApplies && !used : used) continue;
}
const safeLeader =
kwisatz ||
!!matchingTraitor(
me.traitors ?? [],
leader,
me.hand?.find((c) => c.id === leader),
);
const traitorHolders = [
other,
...g.players.filter(
(p) => p.faction === 'harkonnen' && p.ally === other.id,
),
].filter((holder) => !b.native || holder.id === b.native);
const exposedLeader =
!kwisatz &&
traitorHolders.some((p) =>
matchingTraitor(
p.revealedTraitors,
leader,
me.hand?.find((c) => c.id === leader),
),
);
const effects = strongholdBattleEffects(
w,
d,
inspected ? enemyWeapon : undefined,
inspected ? enemyDefense : undefined,
true,
true,
b.strongholdEffects[me.id],
b.strongholdEffects[other.id],
);
const ownSurvivingStrength =
effects.stunned || effects.attackerDead ? 0 : strength;
const enemySurvivingStrength =
effects.stunned || (inspected && effects.defenderDead)
? 0
: expectedEnemyStrength;
const ideal = stoneBattle
? 0
: level === 0
? Math.floor(variation(g, `${leader}-${weapon}`) * (own + 1))
: Math.min(
ownStrength,
Math.max(
0,
enemySurvivingStrength +
expectedDial -
ownSurvivingStrength +
enemyNativeBonus -
ownNativeBonus +
(b.tieWinner === me.id ? 0 : typedForces ? 0.5 : 1),
),
);
for (const dial of new Set([
ideal,
...bankSupportedDials,
...freeEliteDials,
0,
...(typedForces ? [0.5] : []),
Math.max(0, ownStrength - 1),
ownStrength,
])) {
const action: Action = {
type: 'battlePlan',
kwisatz,
dial,
leader,
weapon,
defense,
};
if (committed?.field === 'dial') action.dial = committed.value;
const commitment = typedForces
? supporting(Number(action.dial))
: null;
if (typedForces && !commitment) continue;
if (commitment) action.support = commitment.support;
const stonePlan = isStoneBurner(
me.hand?.find((c) => c.id === action.weapon),
);
if (stonePlan && !action.leader) continue;
if (
stonePlan &&
(!b.stoneBurnerContext ||
b.stoneBurnerContext.blocked ||
!b.stoneBurnerContext.opponentPools.length ||
b.stoneBurnerContext.opponentPools.some((pool) =>
stoneBurnerPlanBlock(
forces,
Number(action.dial),
Number(action.support ?? 0),
pool,
b.attacker === me.id ? 'attacker' : 'defender',
b.tieWinner === b.attacker ? 'attacker' : 'defender',
),
))
)
continue;
const effectiveWeapon = w && w.kind !== 'worthless' ? 6 : 0;
const effectiveDefense = d && d.kind !== 'worthless' ? 4 : 0;
const selfExplosion = battleWeaponsExplode(w, d);
const correctDefense = inspected
? weaponKills(enemyWeapon) && !weaponKills(enemyWeapon, d)
: insight?.field === 'weapon' &&
!!revealedCard &&
weaponKills(revealedCard) &&
!weaponKills(revealedCard, d);
const explosionRisk = inspected
? battleWeaponsExplode(w, d, enemyWeapon, enemyDefense)
: (insight?.field === 'defense' &&
isShield(revealedCard) &&
w?.kind === 'lasgun') ||
(insight?.field === 'weapon' &&
revealedCard?.kind === 'lasgun' &&
isShield(d));
const undialed = stoneBattle
? Math.min(
...casualtyOptions(
forces,
Number(action.dial),
Number(action.support ?? 0),
).map((loss) => own - loss.normal - loss.elite),
)
: 0;
const enemyUndialed = stoneBattle
? Math.max(
0,
...(b.stoneBurnerContext?.opponentPools ?? []).flatMap(
(pool) =>
inspected
? casualtyOptions(
pool,
inspected.plan.dial,
inspected.plan.support,
).map(
(loss) =>
pool.normal + pool.elite - loss.normal - loss.elite,
)
: [pool.normal + pool.elite],
),
)
: 0;
const score = stoneBattle
? (undialed - enemyUndialed) * 6 +
undialed * 2 +
(undialed > enemyUndialed ||
(undialed === enemyUndialed && b.tieWinner === me.id)
? 30
: -30) -
Number(action.dial) * 2 +
(stonePlan ? 6 : 0) +
(effectiveDefense ? 2 : 0)
: level === 0
? variation(g, `${leader}-${weapon}-${defense}-${dial}`) * 100
: ownSurvivingStrength * 2 +
(inspected && enemySurvivingStrength === 0 ? 10 : 0) +
effectiveWeapon +
effectiveDefense +
(safeLeader && level >= 2 ? 5 : 0) -
Math.abs(Number(action.dial) - ideal) * 2 +
(correctDefense ? 10 : 0) -
(selfExplosion || explosionRisk ? 80 : 0) -
(exposedLeader ? 100 : 0);
options.push({
action,
score: score - (commitment?.cost ?? 0) * 0.2,
});
}
}
const ranked = options
.sort((a, b) => b.score - a.score)
.map((x) => x.action)
.filter((a) =>
respectsBattlePromises(
b.truthPromises,
me.id,
candidatePlan(a),
me.hand ?? [],
),
);
if (b.compliantPlan) ranked.push({ type: 'battlePlan', ...b.compliantPlan });
return ranked;
}
// This policy receives a personalized view, never the authoritative decks or rival hands.
function gamontAction(g: GameView): Action | undefined {
const me = g.players.find((p) => p.id === g.me)!;
const card = g.choamWorthless?.cards.find((c) => c.name === 'Trip to Gamont');
if (!card || g.phase !== 8) return;
const options = g
.choamWorthless!.gamont.filter((o) => o.target !== me.ally)
.map((o) => {
const owner = g.players.find((p) => p.id === o.target)!;
const t = gameTerritories(g).find(
(t) => t.id === splitLocation(o.key).territory,
)!;
const count = countAt(owner, t.id);
const threatenedWin = closeToStrongholdVictory(
g.victoryProgress?.find((row) => row.player === owner.id),
);
const score =
rank(g) === 0
? variation(g, o.key + o.target) * 10
: (t.type === 'stronghold' && count === 1
? 30 + (threatenedWin ? 30 : 0)
: 0) +
o.elite * 8 +
(fighterCount(owner, t.id) ? 2 : 0);
return { ...o, score };
})
.sort((a, b) => b.score - a.score);
const choice = options[0];
if (choice)
return {
type: 'card',
mode: 'choam',
card: card.id,
target: choice.target,
from: choice.key,
elite: choice.elite,
};
}
/** Supported, server-derived timing only; no rival hand or sealed bid is inspected. */
function saphoAction(g: GameView): Action | null {
const me = g.players.find((p) => p.id === g.me)!;
const card = me.hand?.find(
(c) => richeseCardDefinition(c)?.card.effect === 'juiceOfSapho',
);
const options = g.saphoOptions;
if (!card || !options?.length) return null;
const earlySpice =
me.reserves >= 3 &&
(me.faction === 'fremen' || (me.spice ?? 0) >= 3) &&
Object.values(g.spice).some((amount) => amount >= 6);
const preferred =
options[0].scope === 'movement' && earlySpice ? 'first' : 'last';
const option =
options.find((candidate) => candidate.mode === preferred) ?? options[0];
return { type: 'card', card: card.id, ...option };
}
function policyActions(g: GameView): Action[] {
const me = g.players.find((p) => p.id === g.me)!;
const level = rank(g);
if (!(me.bot ?? me.autopilot) || g.status === 'finished') return [];
if (g.status === 'lobby') return me.ready ? [] : [{ type: 'ready' }];
if (g.decision?.kind === 'nullentropy') {
if (g.decision.player !== me.id) return [];
const search = g.nullentropy?.search;
if (!search) return [];
const ordered = [...search.cards].sort((a, b) => {
const score = (card: typeof a) => {
const richese = richeseCardDefinition(card);
const unfinished =
richese &&
![
'karama',
'distrans',
'ornithopter',
'residualPoison',
'portableSnooper',
'stoneBurner',
'juiceOfSapho',
].includes(richese.card.effect);
return unfinished ? -100 : technologyCardValue(g, card);
};
return score(b) - score(a);
});
return ordered[0]
? [{ type: 'decision', event: search.event, card: ordered[0].id }]
: [];
}
if (g.truthtrance) {
const w = g.truthtrance;
if (w.stage === 'priority')
return w.passed.includes(me.id) ? [] : [{ type: 'truthPass' }];
if (w.stage === 'answer') {
if (w.question?.target !== me.id) return [];
if (w.question.kind === 'shipment') {
const question = w.question;
const choices = g.truthShipmentAnswers ?? [];
const target = gameTerritories(g).find(
(t) => t.id === question.territory,
);
const spice = Object.entries(g.spice)
.filter(
([key]) => splitLocation(key).territory === question.territory,
)
.reduce((sum, [, amount]) => sum + amount, 0);
// Destination value and own reserve commitment guide strategy. The
// server's complete answer set, never sampled moves, decides feasibility.
const preferYes =
(target?.type === 'stronghold' || spice >= question.minimum) &&
question.minimum <= Math.max(0, me.reserves - [0, 1, 2, 3][level]);
const preferred = preferYes ? 'yes' : 'no';
const answer = choices.includes(preferred)
? preferred
: (choices.find((choice) => choice === 'yes' || choice === 'no') ??
choices[0] ??
'unknown');
return [{ type: 'truthAnswer', answer }];
}
if (w.question.kind === 'battlePlan') {
const choices = g.truthBattleAnswers ?? ['unknown'];
const claim = w.question.claim;
const preferred = plans(g)
.map((plan) =>
matchesPlanClaim(claim, candidatePlan(plan), me.hand ?? [])
? 'yes'
: 'no',
)
.find((answer) => choices.includes(answer));
return [{ type: 'truthAnswer', answer: preferred ?? choices[0] }];
}
return [{ type: 'truthAnswer', answer: g.truthAnswer ?? 'unknown' }];
}
if (w.queue[0]?.player !== me.id) return [];
if (w.stage === 'unknown') return [{ type: 'truthSave' }];
const other =
g.players.find(
(p) =>
p.id !== me.id &&
(p.id === g.battle?.attacker || p.id === g.battle?.defender),
) ?? g.players.find((p) => p.id !== me.id)!;
const leader = [...me.leaders]
.filter((l) => !l.dead)
.sort((a, b) => b.strength - a.strength)[0];
return [
{
type: 'truthAsk',
question: {
kind: 'fact',
target: other.id,
fact: leader
? { kind: 'traitor', leader: leader.id }
: { kind: 'hand', name: 'Shield' },
},
},
];
}
if (g.status === 'setup' && !g.decision) {
const choosingTraitors = !g.setupStage || g.setupStage === 'traitors';
const placingForces = !g.setupStage || g.setupStage === 'forces';
const makingPrediction = !g.setupStage || g.setupStage === 'prediction';
if (choosingTraitors && me.traitorChoices?.length) {
const choices = [...me.traitorChoices].sort((a, b) => {
const score = (id: string) => {
if (id === CHEAP_HERO_TRAITOR)
return level === 0 ? variation(g, id) : 4;
const l = g.allLeaders.find((l) => l.id === id)!;
return level === 0
? variation(g, id)
: l.strength + (l.faction === me.faction ? -5 : 0);
};
return score(b) - score(a);
});
return [{ type: 'traitor', leader: choices[0] }];
}
if (placingForces && me.faction === 'fremen' && me.reserves === 20)
return [
{
type: 'fremenSetup',
placements: {
sietch_tabr: level === 0 ? 10 : 7,
false_wall_south: level === 0 ? 0 : 3,
false_wall_west: 0,
},
},
];
if (
placingForces &&
g.advanced &&
me.faction === 'beneGesserit' &&
!me.advisorSetup &&
me.reserves === 20 &&
g.players.every((p) => p.faction !== 'fremen' || p.reserves === 10)
)
return destinations(g, true)
.filter((to) => to.t !== MOBILE_STRONGHOLD)
.map((to) => ({
type: 'advisorSetup',
territory: to.t,
sector: to.s,
}));
if (makingPrediction && me.faction === 'beneGesserit' && !me.prediction)
return [
{
type: 'predict',
faction: g.players.find((p) => p.id !== me.id)!.faction,
turn: 3 + Math.floor(variation(g, 'prediction') * 5),
},
];
return [];
}
if (
!g.battle &&
g.choamCashIn?.karamas.length &&
(me.spice ?? 0) < (level === 0 ? 2 : 5)
) {
const card = g.choamCashIn.karamas[0];
const preserve =
g.choamWorthless?.pending ??
(g.decision?.kind === 'choamMovement'
? g.choamWorthless?.cards.find((c) => c.name === 'Baliset')?.id
: g.decision?.kind === 'choamStorm'
? g.choamWorthless?.cards.find((c) => c.name === 'Jubba Cloak')?.id
: gamontAction(g)?.card);
const selected = g.choamCashIn.cards.filter(
(c) => c.kind === 'worthless' && c.id !== card.id && c.id !== preserve,
);
if (
selected.length &&
(!g.auction ||
g.auction.bidder !== me.id ||
g.auction.bid <=
(me.spice ?? 0) + selected.length * 3 + (g.auction.allyPayment ?? 0))
)
return [
{
type: 'card',
mode: 'special',
card: card.id,
cards: selected.map((c) => c.id),
},
];
}
if (g.phaseOpening) {
if (g.phaseOpening.passed.includes(me.id)) return [];
const amal = me.hand?.find((c) => c.effect === 'amal');
// Rival spice is private. Low own losses inform this choice.
if (
amal &&
g.turn > 1 &&
(me.spice ?? 0) <= (level === 0 ? 4 : 2) &&
(level > 0 || variation(g, 'amal') > 0.4)
)
return [{ type: 'card', card: amal.id }];
return [{ type: 'ready' }];
}
const sapho = saphoAction(g);
if (sapho) return [sapho];
const specialCard =
!g.choamMarket &&
(!g.revival.pending ||
(me.faction === 'tleilaxu' && g.decision?.kind === 'revivalStop')) &&
g.advanced &&
!me.specialKaramaUsed &&
me.hand?.find((c) => c.effect === 'karama');
if (
specialCard &&
me.faction === 'ixians' &&
g.phase === 5 &&
g.active === me.id &&
!g.response &&
!g.decision &&
g.mobileStronghold?.location &&
!g.homeworldMobility?.mobileStrongholdBlocked &&
(me.forces[MOBILE_LOCATION] ?? 0) > 0
) {
const capacity = (me.forces[MOBILE_LOCATION] ?? 0) * 2;
const route = mobileRoutes(g, 2)
.map((route) => ({
route,
value: route.reduce(
(sum, key) => sum + Math.min(g.spice[key] ?? 0, capacity),
0,
),
}))
.sort((a, b) => b.value - a.value)[0];
if (route && route.value >= [4, 5, 6, 6][level])
return [
{
type: 'card',
mode: 'special',
card: specialCard.id,
route: route.route,
},
];
}
if (
specialCard &&
me.faction === 'fremen' &&
g.phase === 1 &&
!g.summonedWorm
) {
const targets = TERRITORIES.filter((t) => t.type === 'sand')
.map((t) => ({
territory: t.id,
enemy: g.players
.filter((p) => p.id !== me.id && p.id !== me.ally)
.reduce((sum, p) => sum + countAt(p, t.id), 0),
own: countAt(me, t.id),
}))
.sort((a, b) => b.enemy * 3 + b.own - (a.enemy * 3 + a.own));
const choice = targets[0];
if (
choice &&
(choice.enemy >= (level === 0 ? 1 : 3) ||
(choice.own >= 5 && g.turn >= 3))
)
return [
{
type: 'card',
mode: 'special',
card: specialCard.id,
territory: choice.territory,
},
];
}
if (specialCard && me.faction === 'harkonnen' && g.phase === 3) {
const victim = g.players
.filter((p) => p.id !== me.id && (p.handCount ?? 0) > 0)
.sort(
(a, b) =>
(b.ally === me.id ? -10 : 0) +
(b.handCount ?? 0) -
((a.ally === me.id ? -10 : 0) + (a.handCount ?? 0)),
)[0];
if (victim)
return [
{
type: 'card',
mode: 'special',
card: specialCard.id,
target: victim.id,
amount: Math.min(level === 0 ? 1 : 4, victim.handCount!),
},
];
}
if (specialCard && me.faction === 'emperor' && g.phase === 4) {
const dead = me.leaders
.filter((l) => l.dead && !l.capturedBy && !l.gholaBy)
.sort((a, b) => b.strength - a.strength)[0];
if (dead && (level === 0 || dead.strength >= 4))
return [
{
type: 'card',
mode: 'special',
card: specialCard.id,
leader: dead.id,
},
];
const elite = Math.min(
me.elites?.tanks ?? 0,
eliteRevivalRemaining(me, g.advanced),
);
const amount = Math.min(3, me.tanks - (me.elites?.tanks ?? 0) + elite);
if (amount === 3 || (level === 0 && amount > 0))
return [
{ type: 'card', mode: 'special', card: specialCard.id, amount, elite },
];
}
if (g.response) {
const benefitEnemy =
g.response.owner !== me.id && g.response.owner !== me.ally;
const combatant =
!!g.battle && [g.battle.attacker, g.battle.defender].includes(me.id);
const targeted =
combatant &&
((g.response.kind === 'voice' && g.battle!.voice?.target === me.id) ||
(g.response.kind === 'prescience' &&
g.battle!.prescience?.player !== me.id) ||
g.response.kind === 'harkonnenTraitor' ||
g.response.kind === 'eliteStrength' ||
g.response.kind === 'fremenSupport' ||
g.response.kind === 'choamBattleAid');
const auditThreat =
g.response.kind === 'choamAudit' &&
g.auditor?.opponent === me.id &&
(g.auditor.count ?? 0) > 0;
const movementThreat =
g.response.kind === 'fremenMovement' &&
!!g.response.location &&
fighterCount(me, splitLocation(g.response.location).territory) > 0;
const card = me.hand?.find((c) =>
g.responseControls?.cancelCards.includes(c.id),
);
if (
card &&
benefitEnemy &&
((level >= 2 && (targeted || movementThreat || auditThreat)) ||
(level === 3 &&
([
'harkonnenBonus',
'choamCharity',
'choamBattleIncome',
'ecazCollection',
].includes(g.response.kind) ||
(g.response.kind === 'choamInflation' &&
g.response.intent === 'double'))))
)
return [{ type: 'card', card: card.id, mode: 'cancel' }];
return !g.responseControls?.cancelCards.length ||
g.responseControls.hasPassed
? []
: [{ type: 'passResponse' }];
}
if (g.biddingEnd && !g.decision)
return biddingEndActions(
g, level, (card) => technologyCardValue(g, card), gamontAction(g)?.card,
);
if (g.decision) {
if (g.decision.player !== me.id) return [];
const d = g.decision;
if (d.kind === 'choamAudit')
return [{ type: 'decision', event: d.event, audit: true }];
if (d.kind === 'choamAuditPayment') {
const count = g.auditor?.count ?? 0;
// Only the AI's own hand and public spice inform the value of secrecy.
const valuable =
me.hand?.filter((c) => c.kind !== 'worthless').length ?? 0;
const pay =
count > 0 &&
(me.spice ?? 0) >= count &&
level > 0 &&
valuable > 0 &&
(me.spice ?? 0) >= count + (level === 1 ? 6 : 3);
return [
{ type: 'decision', event: d.event, pay, ...(pay ? { count } : {}) },
];
}
if (d.kind === 'strongholdCopy') {
const score = (id: string) =>
id === 'arrakeen'
? (me.spice ?? 0) < 3
? 12
: 7
: id === 'carthag'
? me.hand?.some(
(c) => c.kind === 'shield' || c.kind === 'weirdingWay',
)
? 9
: 2
: id === 'habbanya_ridge_sietch'
? g.battle?.defender === me.id
? 8
: 1
: id === 'sietch_tabr'
? 6
: (me.hand?.filter((c) => c.kind === 'worthless').length ?? 0) *
4;
const choices = [...d.choices].sort((a, b) =>
level === 0 ? variation(g, a) - variation(g, b) : score(b) - score(a),
);
return choices.map((stronghold) => ({
type: 'decision',
event: d.event,
stronghold,
}));
}
if (d.kind === 'richeseAllyOpportunity') {
const offer = alliedNoFieldOffer(g);
return offer
? [offer, { type: 'decision', decline: true }]
: [{ type: 'decision', decline: true }];
}
if (d.kind === 'richeseAllyShipment') {
const offer = g.richeseNoField?.allyOffer;
if (!offer || offer.recipient !== me.id) return [];
if (
offer.blocked ||
offer.amount <= 0 ||
(offer.payer === me.id && (me.spice ?? 0) < offer.cost)
)
return [{ type: 'decision', event: offer.event, decline: true }];
return [
{
type: 'decision',
event: offer.event,
accept: true,
elite: level === 0 ? offer.eliteMin : offer.eliteMax,
},
// A supported-looking offer can fail its authoritative arrival preflight.
// Keep a legal exit without deriving private balances or token data.
{ type: 'decision', event: offer.event, decline: true },
];
}
if (d.kind === 'ecazSpice') {
if (!g.ecazSpice?.allocation) return [];
const allocation = g.ecazSpice.allocation;
const lot = allocation.lots[allocation.index];
const offer = allocation.offer;
const ownShare = offer
? me.id === lot.ecaz
? offer.ecazShare
: lot.amount - offer.ecazShare
: 0;
const fairShare =
me.id === lot.ecaz
? Math.floor(lot.amount / 2)
: Math.ceil(lot.amount / 2);
return [
{
type: 'decision',
event: g.ecazSpice.event,
allocation:
offer && ownShare >= fairShare
? { kind: 'accept' }
: { kind: 'equal' },
},
];
}
if (d.kind === 'ecazPlacement') {
const ambassadors = g.ambassadors;
if (
ambassadors &&
!ambassadors.blocked &&
ambassadors.nextCost <= (me.spice ?? 0)
) {
const token = ambassadors.tokens.find((t) => t.zone === 'supply');
const target = gameTerritories(g).find(
(t) =>
t.type === 'stronghold' &&
t.id !== MOBILE_STRONGHOLD &&
!t.sectors.includes(g.storm) &&
!ambassadors.tokens.some(
(a) => a.zone === 'placed' && a.location === t.id,
),
);
if (token && target)
return [{ type: 'decision', token: token.id, territory: target.id }];
}
return [{ type: 'decision', decline: true }];
}
if (d.kind === 'moritaniRetention') {
const candidates = (me.hand ?? [])
.filter((card) => d.cards.includes(card.id))
.sort((a, b) => technologyCardValue(g, b) - technologyCardValue(g, a));
return [{ type: 'decision', keep: candidates[0]?.id ?? null }];
}
if (d.kind === 'moritaniTerror') {
const entry = g.terrorEntry;
if (!entry) return [];
if (entry.stage === 'allianceReply') {
const moritani = g.players.find(
(player) => player.faction === 'moritani',
)!;
const previous = me.ally
? g.players.find((player) => player.id === me.ally)
: undefined;
const strength = (player: typeof me) =>
Object.values(player.forces).reduce((sum, count) => sum + count, 0);
return [
{
type: 'decision',
accept:
level > 0 &&
(!previous || strength(moritani) >= strength(previous)),
},
];
}
if (
entry.stage === 'offer' &&
entry.canOfferAlliance &&
!(
entry.kind === 'sneakAttack' &&
(entry.sneakAttack?.blocked || entry.sneakAttack?.maximum === 0)
) &&
level > 0 &&
!me.ally &&
g.players.find((player) => player.id === entry.entrant)?.ally === null
)
return [{ type: 'decision', alliance: true }];
if (entry.stage === 'offer')
return [
{
type: 'decision',
...(entry.canReveal &&
!(
entry.kind === 'sneakAttack' &&
(entry.sneakAttack?.blocked || entry.sneakAttack?.maximum === 0)
)
? { reveal: true }
: { decline: true }),
},
];
if (entry.stage === 'sneakAttack')
return [
{
type: 'decision',
amount: entry.sneakAttack?.blocked
? 0
: (entry.sneakAttack?.maximum ?? 0),
},
];
if (entry.stage === 'robbery')
return [
{
type: 'decision',
choice: (me.hand?.length ?? 0) < me.handLimit ? 'card' : 'spice',
},
];
if (entry.stage === 'gift') return [{ type: 'decision', decline: true }];
const cards = [...(me.hand ?? [])];
const card = cards.find((c) => c.kind === 'worthless') ?? cards[0];
return card ? [{ type: 'decision', card: card.id }] : [];
}
if (d.kind === 'richeseBlackMarket')
return [
{ type: 'decision', event: g.richeseBidding!.event, decline: true },
];
if (d.kind === 'richeseDeclaration')
return [
{
type: 'decision',
event: g.richeseBidding!.event,
position: level >= 2 ? 'last' : 'first',
},
];
if (d.kind === 'richeseCache') {
const cards = [...(g.richeseBidding?.cache ?? [])].sort(
(a, b) => technologyCardValue(g, a) - technologyCardValue(g, b),
);
return cards.length
? [
{
type: 'decision',
event: g.richeseBidding!.event,
card: cards[0].id,
method: level === 0 ? 'silent' : 'onceAround',
direction: 'clockwise',
},
]
: [];
}
if (d.kind === 'richeseUnbid')
return [
{
type: 'decision',
event: g.richeseBidding!.event,
keep: (me.hand?.length ?? 0) < me.handLimit,
},
];
if (d.kind === 'ecazAmbassador') {
const entry = g.ambassadorEntry;
if (!entry) return [];
const action = { type: 'decision' as const, event: entry.event };
const canBuyRichese =
(me.spice ?? 0) >= 3 &&
(me.hand?.length ?? me.handLimit) < me.handLimit;
const hasFremenGroup =
Object.entries(me.forces).some(
([key, count]) =>
count > 0 &&
(splitLocation(key).sector === 0 ||
splitLocation(key).sector !== g.storm),
) ||
!!(
me.noField?.deployed &&
(me.noField.deployed.location.sector === 0 ||
me.noField.deployed.location.sector !== g.storm)
);
if (entry.stage === 'allianceReply') return [{ ...action, accept: true }];
if (entry.stage === 'offer') {
if (entry.effect === 'ecaz')
return [
entry.allianceOffer && !entry.allianceOffer.blocked
? {
...action,
trigger: true,
beneficiary: entry.owner,
choice: 'alliance',
}
: entry.dukeAcquisition && !entry.dukeAcquisition.blocked
? {
...action,
trigger: true,
beneficiary: entry.owner,
choice: 'duke',
}
: { ...action, decline: true },
];
const available = entry.beneficiaries.filter(
(option) =>
!option.blocked &&
(entry.effect !== 'richese' ||
option.player !== me.id ||
canBuyRichese) &&
(entry.effect !== 'fremen' ||
option.player !== me.id ||
hasFremenGroup) &&
(entry.effect !== 'guild' ||
option.player !== me.id ||
me.reserves > 0),
);
const beneficiary =
available.find((option) => option.player === me.id) ?? available[0];
return [
beneficiary
? { ...action, trigger: true, beneficiary: beneficiary.player }
: { ...action, decline: true },
];
}
if (entry.stage === 'copy') {
const available = entry.copies.filter((option) => !option.blocked);
const useful = available.filter(
(option) =>
(option.effect !== 'richese' || canBuyRichese) &&
(option.effect !== 'fremen' || hasFremenGroup) &&
(option.effect !== 'guild' || me.reserves > 0),
);
const choices = useful.length ? useful : available;
const order = [
'emperor',
...(me.hand?.some((card) => card.kind === 'worthless')
? ['choam']
: []),
'atreides',
'harkonnen',
'ixians',
'fremen',
'guild',
'richese',
'choam',
];
choices.sort((a, b) =>
level === 0
? variation(g, a.effect) - variation(g, b.effect)
: order.indexOf(a.effect) - order.indexOf(b.effect),
);
return choices.length ? [{ ...action, effect: choices[0].effect }] : [];
}
if (entry.stage === 'move') return fremenAmbassadorMoves(g);
if (entry.stage === 'ship') return guildAmbassadorShipments(g);
if (entry.stage !== 'cards') return [];
const cards = (me.hand ?? []).filter((card) =>
entry.cards.some(
(option) => option.card === card.id && !option.blocked,
),
);
if (entry.effect === 'choam')
return [
{
...action,
cards: cards
.filter(
(card) =>
card.kind === 'worthless' ||
(level > 0 && card.kind === 'hero' && (me.spice ?? 0) < 5),
)
.map((card) => card.id),
},
];
cards.sort(
(a, b) => technologyCardValue(g, a) - technologyCardValue(g, b),
);
return cards.length ? [{ ...action, cards: [cards[0].id] }] : [];
}
if (d.kind === 'moritaniSetup') {
const choices = TERRITORIES.filter((t) =>
g.players.every((p) => countAt(p, t.id) === 0),
);
const target =
(level > 0
? choices.find((t) => t.type === 'stronghold')
: undefined) ?? choices[0];
return target
? [
{
type: 'decision',
territory: target.id,
sector: target.sectors[0],
},
]
: [];
}
if (d.kind === 'moritaniPlacement') {
const tokens = g.moritaniTerror?.tokens ?? [];
const destinations = TERRITORIES.filter(
(t) =>
t.type === 'stronghold' &&
!tokens.some(
(token) => token.status === 'placed' && token.location === t.id,
),
);
const token =
tokens.find(
(token) => token.status === 'available' && 'kind' in token,
) ??
tokens.find((token) => token.status === 'placed' && 'kind' in token);
const target =
(level > 0
? destinations.find((t) =>
g.players.some(
(p) =>
p.id !== me.id && p.id !== me.ally && countAt(p, t.id) > 0,
),
)
: undefined) ?? destinations[0];
return token && target
? [{ type: 'decision', token: token.id, territory: target.id }]
: [{ type: 'decision', decline: true }];
}
if (d.kind === 'choamStorm') {
const card = g.choamWorthless?.cards.find(
(c) => c.name === 'Jubba Cloak',
);
const target = [...d.territories].sort(
(a, b) => b.amount - a.amount || a.territory.localeCompare(b.territory),
)[0];
return [
card && target
? {
type: 'card',
mode: 'choam',
card: card.id,
territory: target.territory,
}
: { type: 'decision', decline: true },
];
}
if (d.kind === 'choamMovement') {
const card = g.choamWorthless?.cards.find((c) => c.name === 'Baliset');
return [
card && d.mover !== me.ally
? { type: 'card', mode: 'choam', card: card.id }
: { type: 'decision', decline: true },
];
}
if (d.kind === 'choamMentat')
return [gamontAction(g) ?? { type: 'decision', done: true }];
if (d.kind === 'choamFreeRevival') {
const card = g.choamWorthless?.cards.find((c) => c.name === 'La La La');
if (card && d.recipient !== me.ally && level > 0)
return [{ type: 'card', mode: 'choam', card: card.id }];
return [{ type: 'decision', decline: true }];
}
if (d.kind === 'choamBattleFunding') {
const ally = g.players.find((p) => p.id === me.ally)!;
const pool = g.combatLocations?.find(
(place) => place.id === g.battle!.territory,
)?.forces?.[ally.id];
const forces = pool
? pool.normal + pool.elite
: countAt(ally, g.battle!.territory);
const total = (me.spice ?? 0) + g.aid.pledged;
const amount = Math.max(
g.aid.pledged,
Math.min(forces, Math.max(0, total - (level === 0 ? 4 : 2))),
);
return [{ type: 'decision', amount }];
}
if (d.kind === 'choamMarket')
return [choamMarketPolicy(
g, (card) => technologyCardValue(g, card), gamontAction(g)?.card,
)];
if (d.kind === 'choamTradeReply') {
const returned = [...(me.hand ?? [])].sort(
(a, b) => technologyCardValue(g, a) - technologyCardValue(g, b),
)[0];
return returned && g.choamMarket?.offered
? [{ type: 'decision', card: returned.id }]
: [{ type: 'decision', decline: true }];
}
if (d.kind === 'choamTradeConfirm') {
const market = g.choamMarket!;
return market.offered &&
market.returned &&
(level === 0 ||
technologyCardValue(g, market.returned) >=
technologyCardValue(g, market.offered))
? [{ type: 'decision', accept: true }]
: [{ type: 'decision', decline: true }];
}
if (d.kind === 'ixSetup' || d.kind === 'ixAuction') {
const cards =
d.kind === 'ixSetup' ? g.ixTechnology?.setup : g.ixTechnology?.pool;
const sorted = [...(cards ?? [])].sort(
(a, b) => technologyCardValue(g, b) - technologyCardValue(g, a),
);
if (!sorted.length) return [];
return [
{
type: 'decision',
card: (d.kind === 'ixSetup' ? sorted[0] : sorted.at(-1)!).id,
position: 'bottom',
},
];
}
if (d.kind === 'ixTechnology') {
const offered = [...(me.hand ?? [])].sort(
(a, b) => technologyCardValue(g, a) - technologyCardValue(g, b),
)[0];
const known = g.ixTechnology?.known ?? [];
const expected = known.length
? known.reduce((sum, c) => sum + technologyCardValue(g, c), 0) /
known.length
: 5;
return offered &&
technologyCardValue(g, offered) < expected - (level === 0 ? 0 : 1)
? [{ type: 'decision', card: offered.id }]
: [{ type: 'decision', decline: true }];
}
if (d.kind === 'ixAllyCard')
return [
{
type: 'decision',
accept:
!!g.ixPurchased &&
technologyCardValue(g, g.ixPurchased) < (level === 0 ? 0.5 : 4),
},
];
if (d.kind === 'mobileStronghold') {
if (!d.placement && g.homeworldMobility?.mobileStrongholdBlocked)
return [{type: 'decision', decline: true}];
if (d.placement)
return TERRITORIES.filter((t) => t.type !== 'stronghold')
.flatMap((t) =>
t.sectors.map((s) => ({
type: 'decision',
location: location(t.id, s),
})),
)
.sort(
(a, b) =>
(splitLocation(a.location).sector === g.storm ? 1 : 0) -
(splitLocation(b.location).sector === g.storm ? 1 : 0) ||
variation(g, b.location) - variation(g, a.location),
);
const capacity = (me.forces[MOBILE_LOCATION] ?? 0) * 2;
const routes = mobileRoutes(g, 3)
.map((route) => ({
route,
score: route.reduce(
(sum, key) => sum + Math.min(g.spice[key] ?? 0, capacity),
0,
),
}))
.sort((a, b) => b.score - a.score);
return [
...routes
.filter((r) => r.score > 0)
.map((r) => ({ type: 'decision', route: r.route })),
{ type: 'decision', decline: true },
];
}
if (d.kind === 'ixSubstitution') {
const world = g.combatLocations?.find(
(place) => place.id === d.territory && place.kind === 'homeworld',
);
const sourceEntries = world
? [[world.id, world.forces?.[me.id]?.normal ?? 0] as const]
: Object.entries(me.forces)
.filter(([key]) => splitLocation(key).territory === d.territory)
.map(
([key, n]) => [key, n - (me.elites?.forces[key] ?? 0)] as const,
);
const max = Math.min(
Object.values(d.losses).reduce((a, b) => a + b, 0),
sourceEntries.reduce((sum, [, n]) => sum + n, 0),
);
const count = level === 0 ? Math.min(1, max) : max;
if (!count) return [{ type: 'decision', decline: true }];
const take = (
entries: [string, number][] | (readonly [string, number])[],
) => {
let remaining = count;
const result: Record<string, number> = {};
for (const [key, n] of entries) {
const selected = Math.min(n, remaining);
if (selected) result[key] = selected;
remaining -= selected;
}
return result;
};
return [
{
type: 'decision',
sources: take(sourceEntries),
recover: take(Object.entries(d.losses)),
},
];
}
if (d.kind === 'revivalStop') {
const target = g.players.find((p) => p.id === d.recipient)!;
const noLeader = !target.leaders.some(
(l) => !l.dead && controlsLeader(target, l),
);
const shouldStop =
target.id !== me.ally &&
(target.tanks >= [12, 8, 5, 3][level] ||
(level > 0 && d.revival === 'leader' && noLeader));
if (specialCard && shouldStop && !g.revival.specialKaramaBlock)
return [
{
type: 'card',
mode: 'special',
card: specialCard.id,
target: target.id,
},
];
return [{ type: 'decision', decline: true }];
}
if (d.kind === 'faceDance') {
if (
d.blocked ||
!me.faceDancers?.some((c) => !c.revealed && c.leader === d.identity) ||
me.ally === d.winner
)
return [{ type: 'decision', reveal: false }];
const winner = g.players.find((p) => p.id === d.winner)!;
const world = g.combatLocations?.find(
(place) => place.id === d.territory && place.kind === 'homeworld',
);
const pool = world?.forces?.[winner.id];
let needed = world
? (pool?.normal ?? 0) + (pool?.elite ?? 0)
: countAt(winner, d.territory);
const sources: Record<string, number> = world
? {}
: {
reserves: Math.min(me.reserves, needed),
};
needed -= sources.reserves ?? 0;
for (const [key, amount] of Object.entries(me.forces).sort(
([a], [b]) =>
(territory(splitLocation(a).territory).type === 'stronghold'
? 1
: 0) -
(territory(splitLocation(b).territory).type === 'stronghold' ? 1 : 0),
)) {
const take = Math.min(
needed,
Math.max(
0,
amount -
(territory(splitLocation(key).territory).type === 'stronghold'
? 1
: 0),
),
);
if (take) sources[key] = take;
needed -= take;
}
return [
{
type: 'decision',
reveal: true,
sources,
...(world
? {}
: {
sector:
territory(d.territory).sectors.find((s) => s !== g.storm) ??
territory(d.territory).sectors[0],
}),
},
];
}
if (d.kind === 'homeworldDefense') {
const b = g.battle!;
const own = b.plans[me.id];
const opponentId = b.attacker === me.id ? b.defender : b.attacker;
const opponent = b.plans[opponentId];
const snooper = me.hand?.find(
(card) =>
richeseCardDefinition(card)?.card.effect === 'portableSnooper',
);
const card = (id: string | null) =>
b.cards.find((held) => held.id === id);
const dead = (late: boolean) =>
strongholdBattleEffects(
card(own.weapon),
late ? snooper : card(b.lateDefense[me.id] ?? own.defense),
card(opponent.weapon),
card(b.lateDefense[opponentId] ?? opponent.defense),
b.poisonTooth[me.id] ?? true,
b.poisonTooth[opponentId] ?? true,
b.strongholdEffects[me.id],
b.strongholdEffects[opponentId],
).attackerDead;
const hasLeader =
g.allLeaders.some((leader) => leader.id === own.leader) ||
(!!own.kwisatz && card(own.leader)?.kind === 'hero');
return [
{
type: 'decision',
event: d.event,
use: !!snooper && hasLeader && dead(false) && !dead(true),
},
];
}
if (d.kind === 'homeworldExplosion') {
const choices = d.options
.map((loss, choice) => ({
choice,
cost:
level === 0
? variation(g, `homeworld-explosion-${choice}`)
: loss.normal + loss.elite * 2.5,
}))
.sort((a, b) => a.cost - b.cost);
return choices.length
? [{ type: 'decision', event: d.event, choice: choices[0].choice }]
: [];
}
if (d.kind === 'techToken') {
const token = [...d.choices].sort((a, b) =>
level === 0
? variation(g, a) - variation(g, b)
: ['heighliners', 'production', 'axlotl'].indexOf(a) -
['heighliners', 'production', 'axlotl'].indexOf(b),
)[0];
return [{ type: 'decision', token }];
}
if (d.kind === 'stoneBurner') {
const b = g.battle!,
own = b.plans[me.id];
const enemy = me.id === b.attacker ? b.defender : b.attacker;
const other = b.plans[enemy];
const card = (id: string | null) => b.cards.find((c) => c.id === id);
const ownDisc = g.allLeaders.find((l) => l.id === own.leader);
const otherDisc = g.allLeaders.find((l) => l.id === other.leader);
const alreadyWinsByTraitor =
b.traitorVoters.includes(me.id) &&
!other.kwisatz &&
!!matchingTraitor(me.traitors ?? [], other.leader, card(other.leader));
const side = me.id === b.attacker ? 'attacker' : 'defender';
const pools = b.stoneBurnerContext?.opponentPools ?? [];
const winners = b.ownForces
? pools.map((pool) =>
side === 'attacker'
? stoneBurnerComparison(
b.ownForces!,
own.dial,
own.support,
pool,
other.dial,
other.support,
b.tieWinner === b.attacker ? 'attacker' : 'defender',
).winner
: stoneBurnerComparison(
pool,
other.dial,
other.support,
b.ownForces!,
own.dial,
own.support,
b.tieWinner === b.attacker ? 'attacker' : 'defender',
).winner,
)
: [];
const winning =
winners.length > 0 && winners.every((winner) => winner === side);
const effects = strongholdBattleEffects(
card(own.weapon),
card(b.lateDefense[me.id] ?? own.defense),
card(other.weapon),
card(b.lateDefense[enemy] ?? other.defense),
b.poisonTooth[me.id] ?? true,
b.poisonTooth[enemy] ?? true,
b.strongholdEffects[me.id],
b.strongholdEffects[enemy],
);
const ownValue = battleLeaderStrength(ownDisc, otherDisc);
const otherValue = battleLeaderStrength(otherDisc, ownDisc);
const ownAdditional = effects.attackerDead ? 0 : ownValue;
const otherAdditional = effects.defenderDead ? 0 : otherValue;
const bounty = effects.noBounty ? 0 : ownAdditional + otherAdditional;
const explosion = battleWeaponsExplode(
card(own.weapon),
card(b.lateDefense[me.id] ?? own.defense),
card(other.weapon),
card(b.lateDefense[enemy] ?? other.defense),
);
const benefit =
otherAdditional -
ownAdditional * [1.25, 1.5, 2, 2.5][level] +
(winning ? bounty : -bounty) * 0.5;
return [
{
type: 'decision',
event: d.event,
mode:
!alreadyWinsByTraitor && !explosion && benefit > 0
? 'kill'
: 'ignore',
},
];
}
if (d.kind === 'poisonTooth') {
const b = g.battle!;
const a = b.plans[b.attacker],
opponent = b.plans[b.defender];
const c = (id: string | null) => b.cards.find((card) => card.id === id);
const score = (activate: boolean) => {
const effects = strongholdBattleEffects(
c(a.weapon),
c(b.lateDefense[b.attacker] ?? a.defense),
c(opponent.weapon),
c(b.lateDefense[b.defender] ?? opponent.defense),
me.id === b.attacker ? activate : (b.poisonTooth[b.attacker] ?? true),
me.id === b.defender ? activate : (b.poisonTooth[b.defender] ?? true),
b.strongholdEffects[b.attacker],
b.strongholdEffects[b.defender],
);
const strength = (id: string, dead: boolean) =>
dead || effects.stunned
? 0
: battleLeaderStrength(
g.allLeaders.find((l) => l.id === b.plans[id].leader),
g.allLeaders.find(
(l) =>
l.id ===
b.plans[id === b.attacker ? b.defender : b.attacker].leader,
),
) + (b.plans[id].kwisatz ? 2 : 0);
const av =
a.dial +
strength(b.attacker, effects.attackerDead) +
(b.native === b.attacker ? b.nativeBattleStrength : 0),
dv =
opponent.dial +
strength(b.defender, effects.defenderDead) +
(b.native === b.defender ? b.nativeBattleStrength : 0);
const winsA = av > dv || (av === dv && b.tieWinner === b.attacker);
const wins = winsA === (me.id === b.attacker);
const ownDead =
me.id === b.attacker ? effects.attackerDead : effects.defenderDead;
const enemyDead =
me.id === b.attacker ? effects.defenderDead : effects.attackerDead;
return (
(wins ? 100 : 0) +
(ownDead ? 0 : 15) +
(enemyDead ? 3 : 0) -
(activate ? 2 : 0)
);
};
return [
{
type: 'decision',
activate:
level === 0
? variation(g, 'tooth') > 0.5
: score(true) > score(false),
},
];
}
if (d.kind === 'fullPlanOffer') {
const b = g.battle!;
const beneficiary = [b.attacker, b.defender].includes(me.id)
? me.id
: me.ally;
if (
specialCard &&
beneficiary &&
[b.attacker, b.defender].includes(beneficiary)
)
return [
{
type: 'card',
mode: 'special',
card: specialCard.id,
target: b.attacker === beneficiary ? b.defender : b.attacker,
},
];
return [{ type: 'decision', decline: true }];
}
// A legacy inspection gate is cleared by authoritative normalization.
if (d.kind === 'fullPlanRead') return [];
if (d.kind === 'homeworldShipmentGuild') {
const world = g.homeworlds?.worlds?.find((home) => home.id === d.destination);
const enemy = d.shipper !== me.id && d.shipper !== me.ally;
const threatened = world?.native === me.id || !!world?.forces[me.id];
if (specialCard && enemy && (level === 0 || threatened || (level >= 2 && d.amount >= 5)))
return [{ type: 'card', mode: 'special', card: specialCard.id }];
return [{ type: 'decision', event: d.event, allow: true }];
}
if (d.kind === 'guildShipment') {
const enemy = d.shipper !== me.id && d.shipper !== me.ally;
const threatened = fighterCount(me, d.territory) > 0;
const stronghold = territory(d.territory).type === 'stronghold';
if (
specialCard &&
enemy &&
(level === 0 ||
threatened ||
(level >= 2 && stronghold && d.amount >= 3))
)
return [{ type: 'card', mode: 'special', card: specialCard.id }];
return [{ type: 'decision', allow: true }];
}
if (d.kind === 'handExchange') {
const value = (c: NonNullable<typeof me.hand>[number]) =>
level === 0
? variation(g, c.id)
: c.kind === 'worthless'
? 0
: c.kind === 'hero'
? 2
: c.effect === 'karama'
? 8
: ['shield', 'snooper'].includes(c.kind)
? 7
: 6;
const returnCards = [...(me.hand ?? [])]
.sort((a, b) => value(a) - value(b))
.slice(0, d.count)
.map((c) => c.id);
return [{ type: 'decision', returnCards }];
}
if (d.kind === 'captureOffer') return [{ type: 'decision', accept: true }];
if (d.kind === 'capturedLeader') {
const captive = me.leaders.find((l) => l.id === d.leader);
const ownLiving = me.leaders.some(
(l) => l.faction === me.faction && !l.dead,
);
return [
{
type: 'decision',
mode:
ownLiving && level > 0 && (captive?.strength ?? 0) >= 3
? 'keep'
: 'execute',
},
];
}
if (d.kind === 'guildTiming') {
const urgent = g.players.some(
(p) =>
p.id !== me.id &&
p.id !== me.ally &&
closeToStrongholdVictory(
g.victoryProgress?.find((row) => row.player === p.id),
),
);
return [
{
type: 'decision',
take:
level === 0 ||
(level === 1
? d.next === me.id
: level === 3 && urgent && (me.spice ?? 0) >= 3),
},
];
}
if (d.kind === 'intrusion') {
const enemies = g.players
.filter((p) => p.id !== me.id && p.id !== me.ally)
.reduce((n, p) => n + fighterCount(p, d.territory), 0);
return [
{
type: 'decision',
accept: level === 0 || enemies >= countAt(me, d.territory),
},
];
}
if (d.kind === 'advisorBattle') {
const targets = d.territories.filter(
(t) =>
level > 0 &&
g.players
.filter((p) => p.id !== me.id && p.id !== me.ally)
.every((p) => fighterCount(p, t) < countAt(me, t)),
);
return [
...targets.map((territory) => ({
type: 'decision',
accept: true,
territory,
})),
{ type: 'decision', accept: false },
];
}
if (d.kind === 'advisor' && g.guildAmbassadorAdvisorChoices) {
const choices = g.guildAmbassadorAdvisorChoices.choices.filter(
(choice) => !choice.blocked,
);
return [
...choices.map((choice) => ({
type: 'decision',
accept: true,
accompany: choice.accompany,
territory: choice.territory,
sector: choice.sector,
amount: choice.amount,
})),
{ type: 'decision', accept: false },
];
}
if (d.kind === 'advisor')
return [
...(g.advanced && d.destination && (g.homeworldMobility?.advisorAccompanyMaximum ?? 1) > 0
? [{ type: 'decision', accept: true, accompany: true }]
: []),
...((g.homeworldMobility?.advisorSinkMaximum ?? 1) > 0
? [{ type: 'decision', accept: true, amount: level === 0 ? 1 : (g.homeworldMobility?.advisorSinkMaximum ?? 1) }] : []),
{ type: 'decision', accept: false },
];
if (d.kind === 'wormProtection')
return [{ type: 'decision', accept: true }];
if (d.kind === 'stormLosses')
return [
{ type: 'decision', elite: level === 0 ? d.maxElite : d.minElite },
];
if (d.kind === 'wormPlacement') {
const targets = TERRITORIES.filter((t) => t.type === 'sand')
.map((t) => ({
t: t.id,
score:
g.players
.filter((p) => p.id !== me.id && p.id !== me.ally)
.reduce((sum, p) => sum + countAt(p, t.id) * 3, 0) +
Object.entries(g.spice)
.filter(([key]) => splitLocation(key).territory === t.id)
.reduce((sum, [, n]) => sum + n, 0),
}))
.sort((a, b) => b.score - a.score);
return [
{ type: 'decision', accept: true, territory: targets[0].t },
{ type: 'decision', accept: false },
];
}
if (d.kind === 'battleLosses') {
const choices = d.options
.map((o, choice) => ({
choice,
score: o.normal + o.elite * (level > 0 ? 2.5 : 1),
}))
.sort((a, b) => a.score - b.score);
return choices.map(({ choice }) => ({ type: 'decision', choice }));
}
if (d.kind === 'auctionPayment') {
const karama = me.hand?.find((c) =>
canUseAsKarama(g.advanced, me.faction, c),
);
const use =
!!karama &&
((g.auction?.bid ?? 0) > (me.spice ?? 0) + g.aid.available ||
(level >= 1 && (g.auction?.bid ?? 0) >= 4));
return [
{ type: 'decision', karama: use },
{ type: 'decision', karama: !!karama },
];
}
if (d.kind === 'homeworldRevivalDeployment')
return homeworldRevivalDeploymentActions(g);
if (d.kind === 'caladanReinforcement')
return caladanReinforcementActions(g);
if (d.kind === 'battleCards')
return [
{
type: 'decision',
discard: d.cards.filter(
(id) => me.hand?.find((c) => c.id === id)?.kind === 'worthless',
),
},
];
return [
...destinations(g)
.filter(
(to) =>
to.t !== d.territory && botEntryAllowed(g, me, to.t, to.s, 'move'),
)
.slice(0, 16)
.map(
(to): Action => ({
type: 'decision',
accept: true,
territory: to.t,
sector: to.s,
forces: Object.fromEntries(
Object.entries(me.forces).filter(
([key]) =>
splitLocation(key).territory === d.territory &&
splitLocation(key).sector !== g.storm,
),
),
}),
),
{ type: 'decision', accept: false },
];
}
const box = g.nullentropy;
if (
box &&
!box.blocked &&
!box.search &&
(me.spice ?? 0) >= [5, 6, 7, 8][level]
)
return [{ type: 'card', card: box.card.id }];
const distrans = g.distrans;
if (distrans && !distrans.blocked) {
const ally = g.players.find((player) => player.id === me.ally);
const choice = distrans.choices.find(
(candidate) => candidate.recipient === ally?.id && !candidate.blocked,
);
if (ally && choice) {
let given =
!['beneGesserit', 'choam'].includes(me.faction) &&
['beneGesserit', 'choam'].includes(ally.faction)
? choice.cards.find((card) => card.kind === 'worthless')
: undefined;
if (!given && (me.hand?.length ?? 0) >= me.handLimit) {
given = choice.cards.find((card) => {
const ordinary = [
'projectile',
'poison',
'shield',
'snooper',
].includes(card.kind);
const karama =
card.effect === 'karama' &&
canUseAsKarama(g.advanced, me.faction, card);
return (
(ordinary || karama) &&
me.hand?.some(
(other) =>
other.id !== card.id &&
other.id !== distrans.card.id &&
(ordinary
? other.kind === card.kind
: other.effect === 'karama' &&
canUseAsKarama(g.advanced, me.faction, other)),
)
);
});
}
if (given)
return [
{
type: 'card',
card: distrans.card.id,
target: ally.id,
give: given.id,
},
];
}
}
const gift = g.richeseGift;
if (
gift?.owner === me.id &&
!gift.blocked &&
!gift.pending &&
g.phase === 3
) {
const ally = g.players.find(
(player) => player.id === gift.recipient && player.id === me.ally,
);
const ownCount = me.hand?.length ?? 0;
// Other hands' contents stay private. Only Bidding projects their card counts;
// make space in a full hand, rather than assume an ally needs our sole Karama.
if (
ally?.handCount !== undefined &&
ownCount >= me.handLimit &&
ally.handCount < ownCount &&
ally.handCount < ally.handLimit
) {
const card = gift.cards.find(
(candidate) =>
richeseCardDefinition(candidate)?.card.effect === 'karama',
);
if (card) return [{ type: 'richeseGift', card: card.id }];
}
}
const richesePurchase = g.richeseSpecialKarama;
if (
richesePurchase &&
!richesePurchase.blocked &&
richesePurchase.karamas.length &&
(me.spice ?? 0) >= [6, 7, 8, 8][level]
) {
// Until the other cache effects are enabled, acquire only the usable
// canonical Karama. Keep a spice reserve and never inspect a hidden cache.
const choice = richesePurchase.cards.find(
(card) => richeseCardDefinition(card)?.card.effect === 'karama',
);
if (choice)
return [
{
type: 'card',
mode: 'special',
card: richesePurchase.karamas[0].id,
acquire: choice.id,
},
];
}
if (g.phase === 0) {
if (g.stormPending !== null)
return g.ready.includes(me.id) ? [] : [{ type: 'ready' }];
if (g.stormDialers.includes(me.id) && !g.stormSubmitted.includes(me.id))
return [
{
type: 'stormDial',
amount:
g.turn === 1
? Math.floor(variation(g, 'storm') * 21)
: 1 + Math.floor(variation(g, 'storm') * 3),
},
];
return [];
}
if (g.phase === 1) {
const thumper = me.hand?.find((c) => c.effect === 'thumper');
const prior = g.spiceDiscardTop[0];
if (
thumper &&
g.beforeSpiceDraw &&
g.turn > 1 &&
prior &&
'territory' in prior
) {
const exposed = (p: GameView['players'][number]) =>
p.faction === 'fremen' ? 0 : countAt(p, prior.territory);
const enemy = g.players
.filter((p) => p.id !== me.id && p.id !== me.ally)
.reduce((n, p) => n + exposed(p), 0);
const friends =
exposed(me) +
(me.ally ? exposed(g.players.find((p) => p.id === me.ally)!) : 0);
if (
!g.sandtrout &&
(level === 0 ? variation(g, 'thumper') > 0.5 : enemy > friends)
)
return [{ type: 'card', card: thumper.id }];
}
if (
g.spiceWindow &&
harvesterAvailable(g.spiceWindow) &&
countAt(me, g.spiceWindow.territory)
) {
const card = me.hand?.find((c) => c.effect === 'harvester');
if (card) return [{ type: 'card', card: card.id }];
}
if (g.nexus && !g.spiceWindow && !me.ally) {
const offer = Object.entries(g.allianceOffers).find(
([id, target]) => id !== me.id && target === me.id && !g.homeworldAllianceBlocks?.[id],
);
if (offer && level > 0) return [{ type: 'alliance', target: offer[0] }];
}
return g.ready.includes(me.id) ? [] : [{ type: 'ready' }];
}
if (
g.phase === 2 &&
!me.charityClaimed &&
!g.charity.incomePending &&
g.charity.amount > 0
)
return [{ type: 'charity' }];
if (g.phase === 3) {
const lot = g.richeseAuction;
if (lot) {
if (
lot.outcome ||
!lot.eligible.includes(me.id) ||
(lot.method === 'silent'
? lot.submitted.includes(me.id)
: lot.active !== me.id)
)
return [];
const pass: Action = {
type: 'richeseBid',
event: lot.event,
amount: lot.method === 'silent' ? 0 : null,
allyPayment: 0,
};
if (lot.source === 'blackMarket' && lot.owner === me.id) return [pass];
const value = lot.card ? technologyCardValue(g, lot.card) : 5;
const budget = Math.min(
lot.ownAvailable + lot.allyAvailable,
[1, 3, 5, 7][level] + ((me.hand?.length ?? 0) === 0 ? 2 : 0),
level === 0 ? 3 : Math.max(0, Math.floor(value)),
);
const amount = lot.method === 'silent' ? budget : lot.bid + 1;
if (amount <= 0 || amount > budget) return [pass];
return [
{
type: 'richeseBid',
event: lot.event,
amount,
allyPayment: Math.max(0, amount - lot.ownAvailable),
},
...(lot.method === 'silent' ? [] : [pass]),
];
}
if (g.auction?.active !== me.id) return [];
const budget = Math.min(
(me.spice ?? 0) + g.aid.available,
[1, 3, 5, 7][level] + ((me.hand?.length ?? 0) === 0 ? 2 : 0),
);
return g.auction.bid < budget
? [{ type: 'bid', amount: g.auction.bid + 1 }, { type: 'passBid' }]
: [{ type: 'passBid' }];
}
if (g.phase === 4) {
if (g.revival.prevented)
return g.ready.includes(me.id) ? [] : [{ type: 'ready' }];
const actions: Action[] = [];
const tleilaxu = g.players.find((p) => p.faction === 'tleilaxu');
const ordinaryLeaderAvailable = g.revival.leaders.some((l) => !l.early);
if (me.faction === 'tleilaxu') {
if (
g.advanced &&
me.leaders.filter((l) => !l.dead && controlsLeader(me, l)).length < 5
) {
const candidates = g.players
.filter((p) => p.id !== me.id)
.flatMap((p) => p.leaders)
.filter(
(l) =>
l.faction !== me.faction &&
l.dead &&
!l.capturedBy &&
l.id !== 'duke-vidal' &&
l.id !== 'choam-auditor' &&
!me.gholaBlocked?.includes(l.id),
)
.sort((a, b) => b.strength - a.strength);
for (const leader of candidates)
if (
(g.revival.discount
? Math.ceil(leader.strength / 2)
: leader.strength) <=
(me.spice ?? 0) - [5, 3, 2, 1][level]
)
actions.push({ type: 'reviveForeignGhola', leader: leader.id });
}
for (const [player, request] of Object.entries(g.revivalRequests)) {
if (request.price === null && !request.declined) {
const value =
g.allLeaders.find((l) => l.id === request.leader)?.strength ?? 2;
actions.push({
type: 'quoteLeaderRevival',
target: player,
amount: me.ally === player ? 0 : value,
});
}
}
if (
me.ally &&
!g.revivalRules.discountBlocked &&
g.revivalRules.allyDiscount !== me.ally
)
actions.push({ type: 'tleilaxuAllyDiscount' });
if (!g.revivalRules.limitBlocked)
for (const player of g.players)
if (
player.id !== me.id &&
player.tanks > 3 &&
!g.revivalRules.expanded.includes(player.id)
)
actions.push({ type: 'tleilaxuRevivalLimit', target: player.id });
} else if (tleilaxu && !me.leaderRevived) {
const request = g.revivalRequests[me.id];
if (
request &&
!request.declined &&
request.price !== null &&
request.price <= (me.spice ?? 0)
)
actions.push({ type: 'acceptLeaderRevival' });
if (
!request &&
me.leaders.filter((l) => l.faction === me.faction && nativeAvailable(l))
.length <= 2 &&
(me.leaders.some(
(l) => l.faction === me.faction && nativeAvailable(l),
) ||
me.leaders.some((l) => l.dead && l.gholaBy))
) {
const dead = me.leaders
.filter(
(l) =>
l.dead &&
l.id !== 'duke-vidal' &&
l.faction === me.faction &&
!l.capturedBy &&
(l.gholaBy ||
(!ordinaryLeaderAvailable &&
me.leaders.some(
(leader) =>
leader.faction === me.faction && nativeAvailable(leader),
))) &&
!g.revivalRules.earlyBlocked.includes(`${me.id}:${l.id}`),
)
.sort((a, b) => b.strength - a.strength)[0];
if (dead && (me.spice ?? 0) >= dead.strength)
actions.push({ type: 'requestLeaderRevival', leader: dead.id });
}
}
if (me.faction === 'fremen' && me.ally && !g.freeRevival.includes(me.ally))
actions.push({ type: 'grantRevival' });
if (me.faction === 'emperor' && me.ally && level > 0) {
const ally = g.players.find((p) => p.id === me.ally)!;
const extra =
g.revivalPrevention?.player === ally.id
? 0
: Math.min(
ally.tanks -
(ally.elites?.tanks ?? 0) +
Math.min(
ally.elites?.tanks ?? 0,
eliteRevivalRemaining(ally, g.advanced),
),
3 - (g.emperorExtra[ally.id] ?? 0),
Math.floor(Math.max(0, (me.spice ?? 0) - 3) / 2),
);
for (let amount = extra; amount > 0; amount--) {
const minimumElite = Math.max(
0,
amount - (ally.tanks - (ally.elites?.tanks ?? 0)),
);
for (const elite of new Set([
Math.min(amount, eliteRevivalRemaining(ally, g.advanced)),
minimumElite,
]))
if (paidForceRevivalCost(ally, amount, elite) <= (me.spice ?? 0) - 3)
actions.push({ type: 'emperorRevival', amount, elite });
}
}
const freeRemaining = g.revival.freeRemaining;
const eliteAllowance = Math.min(
me.elites?.tanks ?? 0,
eliteRevivalRemaining(me, g.advanced),
);
const maximum = Math.min(
me.tanks - (me.elites?.tanks ?? 0) + eliteAllowance,
g.revival.forcesRemaining,
);
for (let amount = maximum; amount > 0; amount--) {
const minimumElite = Math.max(
0,
amount - (me.tanks - (me.elites?.tanks ?? 0)),
);
const preferredElite =
level > 0 ? Math.min(amount, eliteAllowance) : minimumElite;
for (const elite of new Set([preferredElite, minimumElite])) {
const quote = forceRevivalPrice(
me.faction,
amount,
elite,
Math.min(amount, freeRemaining),
g.revival.discount,
undefined,
g.revival.choamBlocked,
);
if (
quote.cost === 0 ||
quote.cost <= (me.spice ?? 0) - [5, 3, 2, 1][level]
)
actions.push({ type: 'revive', amount, elite });
}
}
if (g.revival.kwisatz?.affordable) actions.push({ type: 'reviveKwisatz' });
for (const leader of g.revival.leaders.filter((l) => l.affordable))
actions.push({ type: 'reviveLeader', leader: leader.id });
if (
!g.ready.includes(me.id) &&
!(
g.revivalRequests[me.id]?.price === null &&
!g.revivalRequests[me.id]?.declined
)
)
actions.push({ type: 'ready' });
return actions;
}
if (g.phase === 5) {
const kulon = g.choamWorthless?.cards.find((c) => c.name === 'Kulon');
if (
kulon &&
g.active === me.id &&
Object.keys(me.forces).length &&
(me.moved ?? 0) < (me.movesAllowed ?? 1)
)
return [{ type: 'card', mode: 'choam', card: kulon.id }];
if (g.active !== me.id) return [];
const cardMoves = ornithopterMoves(g);
if (
cardMoves.length &&
(g.ornithopter?.active || me.shipped || me.reserves === 0)
)
return cardMoves;
if (g.ornithopter?.active && me.shipped) return [{ type: 'endMovement' }];
const actions: Action[] = [...guildHomeworldShipmentActions(g, level), ...homeworldShipmentActions(g, level)];
const targets = destinations(g);
const halfRate =
me.faction === 'guild' ||
g.players.some((p) => p.faction === 'guild' && p.id === me.ally) ||
g.karamaShipping?.player === me.id;
const shipmentBudget = (me.spice ?? 0) + g.aid.available;
const noField = g.richeseNoField;
const ownNoField = noField?.owner === me.id ? noField.private : null;
const marker = ownNoField?.deployed;
const deployedToken = ownNoField?.tokens.find(
(token) => token.id === marker?.tokenId,
);
const materialized = Math.min(deployedToken?.value ?? 0, me.reserves);
const reveal =
noField?.canReveal && marker && materialized > 0
? { type: 'revealNoField', token: marker.tokenId, event: noField.event }
: null;
if (reveal && (!me.shipped || (me.moved ?? 0) >= (me.movesAllowed ?? 1)))
return [reveal];
const markerTargets = targets.filter(
(to) =>
to.t !== MOBILE_STRONGHOLD &&
countAt(me, to.t) === 0 &&
!territoryEntryBlock(g.players, me.id, to.t),
);
if (noField?.canShip && ownNoField && !marker && !me.shipped) {
const tokens = ownNoField.tokens.filter(
(token) => token.id !== ownNoField.lastShipped,
);
const preferred = me.reserves === 0 ? 0 : level === 0 ? 3 : 5;
const selected = [...tokens].sort(
(a, b) =>
Math.abs(a.value - preferred) - Math.abs(b.value - preferred) ||
b.value - a.value,
)[0];
if (selected)
for (const to of markerTargets.slice(0, 24)) {
if (Math.min(selected.value, me.reserves) === 0 && to.enemy > 0)
continue;
const cost = reserveShipmentCost(
{ faction: me.faction, halfRate },
territory(to.t).type,
1,
);
if (cost > shipmentBudget) continue;
actions.push({
type: 'ship',
noField: selected.id,
event: noField.event,
territory: to.t,
sector: to.s,
allyPayment: Math.max(0, cost - (me.spice ?? 0)),
});
}
}
if (marker && noField && !g.homeworldMobility?.noFieldMovementBlocked && (me.moved ?? 0) < (me.movesAllowed ?? 1)) {
const from = location(marker.location.territory, marker.location.sector);
const range =
fighterCount(me, 'arrakeen') || fighterCount(me, 'carthag') ? 3 : 1;
if (marker.location.sector !== g.storm)
for (const to of markerTargets.slice(0, 24)) {
if (from === to.key || (materialized === 0 && to.enemy > 0)) continue;
if (
g.balisetRestrictions.some(
(b) => b.player === me.id && b.territory === to.t,
) &&
marker.location.territory !== to.t
)
continue;
if (
gameDistance(g, from, to.key, (key) => {
const loc = splitLocation(key);
return (
loc.sector === g.storm ||
strongholdPathBlocked(g.players, me.id, loc.territory)
);
}) > range
)
continue;
actions.push({
type: 'move',
forces: {},
noField: marker.tokenId,
event: noField.event,
territory: to.t,
sector: to.s,
});
}
}
if (!me.shipped && me.reserves > 0)
for (const to of destinations(g, g.advanced && me.faction === 'fremen')
.filter(
(to) =>
botEntryAllowed(g, me, to.t, to.s, 'ship') &&
(me.faction !== 'fremen' || fremenReserveEntry(to.t)),
)
.slice(0, 24)) {
if (marker?.location.territory === to.t) continue;
const desired = Math.min(
me.reserves,
level === 0 ? 1 : Math.max([1, 3, 4, 5][level], to.enemy + 2),
);
for (const amount of new Set([desired, Math.min(desired, 3), 1])) {
if (
reserveShipmentCost(
{ faction: me.faction, halfRate },
territory(to.t).type,
amount,
) > shipmentBudget
)
continue;
actions.push({
type: 'ship',
territory: to.t,
sector: to.s,
amount,
...(level > 0
? { elite: Math.min(amount, me.elites?.reserves ?? 0) }
: {}),
});
}
}
const guildTransport =
me.faction === 'guild' ||
g.players.some((p) => p.faction === 'guild' && p.id === me.ally);
if (!me.shipped && guildTransport)
for (const to of targets
.filter((to) => botEntryAllowed(g, me, to.t, to.s, 'guildShip'))
.slice(0, 16)) {
if (marker?.location.territory === to.t) continue;
if (
me.faction === 'fremen' &&
me.reserves > 0 &&
guildTransportCost(
to.t,
Math.min(me.reserves, level === 0 ? 1 : 4),
) <= shipmentBudget
)
actions.push({
type: 'guildShip',
from: 'reserves',
territory: to.t,
sector: to.s,
amount: Math.min(me.reserves, level === 0 ? 1 : 4),
});
for (const [from, n] of Object.entries(me.forces)) {
const origin = gameTerritories(g).find(
(t) => t.id === splitLocation(from).territory,
)!;
const amount =
n -
(level > 0 &&
origin.type === 'stronghold' &&
!isAdvisor(me, origin.id)
? 1
: 0);
if (
amount > 0 &&
origin.id !== to.t &&
splitLocation(from).sector !== g.storm &&
botEntryAllowed(g, me, to.t, to.s, 'guildShip', origin.id) &&
guildTransportCost(to.t, amount) <= shipmentBudget &&
gameDistance(g, from, to.key) > 3
)
actions.push({
type: 'guildShip',
from,
territory: to.t,
sector: to.s,
amount,
});
}
}
const movingSources = Object.entries(me.forces)
.map(([from, n]) => {
const origin = splitLocation(from).territory;
const retained =
level > 0 &&
territory(origin).type === 'stronghold' &&
!isAdvisor(me, origin)
? 1
: 0;
const amount = n - retained;
const availableElite = me.elites?.forces[from] ?? 0;
const elite =
level > 0
? Math.min(amount, availableElite)
: Math.max(0, amount - (n - availableElite));
return { from, amount, elite };
})
.filter((source) => source.amount > 0);
if ((me.moved ?? 0) < (me.movesAllowed ?? 1))
for (const to of targets
.filter(
(to) =>
marker?.location.territory !== to.t &&
movingSources.some((source) =>
botGroundMoveAllowed(g, me, source.from, to.key, source.elite),
),
)
.slice(0, 24))
for (const { from, amount, elite } of movingSources) {
if (botGroundMoveAllowed(g, me, from, to.key, elite))
actions.push({
type: 'move',
from,
territory: to.t,
sector: to.s,
amount,
elite,
});
}
if (reveal && !actions.length) actions.push(reveal);
if (me.shipped || !actions.some((action) => action.type === 'ship' || action.type === 'homeworldShip'))
actions.unshift(...emperorHomeworldMoveActions(g));
actions.push({ type: 'endMovement' });
return g.ornithopter?.active
? actions.filter((action) => action.type !== 'move')
: actions;
}
if (g.phase === 6) {
const b = g.battle;
const poison = g.residualPoison;
const opponent =
b?.attacker === me.id
? b.defender
: b?.defender === me.id
? b.attacker
: null;
if (
poison &&
!poison.blocked &&
poison.event === b?.event &&
poison.target === opponent &&
opponent
)
return [
{
type: 'card',
card: poison.card.id,
target: opponent,
event: poison.event,
},
];
if (b?.preLeader && !b.preLeader.closed) {
if (!opponent || b.preLeader.ready.includes(me.id)) return [];
return [{ type: 'battlePreparationReady', event: b.preLeader.event }];
}
const preparation = b?.compliantPreparation?.actions[0];
if (preparation) return [preparation];
if (!b) return botBattleChoices(g);
if (b.preparation) {
if (b.preparation.owner !== me.id) return [];
if (b.preparation.kind === 'voice')
return level === 0
? [{ type: 'declineBattlePower' }]
: [
{
type: 'voice',
kind: variation(g, 'voice') > 0.5 ? 'shield' : 'snooper',
must: false,
},
];
if (b.preparation.kind === 'prescience') {
const target =
b.preparation.beneficiary === b.attacker ? b.defender : b.attacker;
return [
{
type: 'prescience',
field:
level >= 2 || b.noFieldPlayers.includes(target)
? 'weapon'
: 'dial',
},
];
}
const field = b.prescience!.field;
// Candidate completions are legal-checked by the server; no rival secrets enter this choice.
return plans(g).map((p) => ({
type: 'prescienceAnswer',
value: p[field],
}));
}
if (b.revealed) {
const ownsTraitorDecision =
b.traitorVoters.includes(me.id) && !b.traitorSubmitted.includes(me.id);
const beneficiary = [b.attacker, b.defender].includes(me.id)
? me.id
: me.ally;
const enemy = b.attacker === beneficiary ? b.defender : b.attacker;
const call =
ownsTraitorDecision &&
!b.plans[enemy].kwisatz &&
!!matchingTraitor(
me.traitors ?? [],
b.plans[enemy].leader,
b.cards.find((c) => c.id === b.plans[enemy].leader),
);
const portable = g.portableSnooper;
if (
!call &&
portable &&
!portable.blocked &&
portable.event === b.event &&
[b.attacker, b.defender].includes(me.id)
) {
const card = (id: string | null) => b.cards.find((c) => c.id === id);
const ownPlan = b.plans[me.id];
const ownLeader = g.allLeaders.find((l) => l.id === ownPlan.leader);
const protectsKwisatzHero =
!!ownPlan.kwisatz && card(ownPlan.leader)?.kind === 'hero';
const protection = (late: boolean) => {
const defense = (id: string) =>
late && id === me.id
? portable.card
: card(b.lateDefense[id] ?? b.plans[id].defense);
const effects = strongholdBattleEffects(
card(b.plans[b.attacker].weapon),
defense(b.attacker),
card(b.plans[b.defender].weapon),
defense(b.defender),
b.poisonTooth[b.attacker] ?? true,
b.poisonTooth[b.defender] ?? true,
b.strongholdEffects[b.attacker],
b.strongholdEffects[b.defender],
);
return me.id === b.attacker
? effects.attackerDead
: effects.defenderDead;
};
if (
(ownLeader || protectsKwisatzHero) &&
protection(false) &&
!protection(true)
)
return [
{
type: 'portableSnooper',
card: portable.card.id,
event: portable.event,
},
];
}
if (!ownsTraitorDecision) return [];
return [
{
type: 'traitorCall',
call,
},
];
}
if (
b.fullPlan &&
!b.submitted.includes(b.fullPlan.target) &&
b.fullPlan.target !== me.id
)
return [];
return [b.attacker, b.defender].includes(me.id) &&
!b.submitted.includes(me.id)
? plans(g)
: [];
}
if (g.phase === 8) {
const gamont = gamontAction(g);
if (gamont) return [gamont];
}
if (
g.phase === 8 &&
me.faction === 'choam' &&
!g.inflationUsed &&
!g.inflationAttempted
) {
const doubleFirst =
level === 0
? variation(g, 'inflation') > 0.5
: (me.spice ?? 0) < 12 || me.tanks > me.reserves;
return [
{ type: 'choamInflation', side: doubleFirst ? 'double' : 'cancel' },
];
}
if (g.phase === 8 && me.faction === 'tleilaxu' && !me.faceDancerReplaced) {
const candidate = me.faceDancers?.find(
(c) =>
!c.revealed &&
g.players.flatMap((p) => p.leaders).find((l) => l.id === c.leader)
?.dead,
);
if (candidate)
return [{ type: 'replaceFaceDancer', leader: candidate.leader }];
}
return g.ready.includes(me.id) ? [] : [{ type: 'ready' }];
}
/** A voluntary recovery before ordinary passing or movement. Specific decisions,
* free/paid revival actions and authoritative preparation witnesses keep priority. */
function standaloneGholaAction(g: GameView, ordinary: Action[]): Action | null {
const me = g.players.find((p) => p.id === g.me)!;
const options = g.ghola;
const duringSale = choamSaleGholaTiming(g);
if (
!(me.bot ?? me.autopilot) ||
g.status !== 'playing' ||
!options?.available ||
g.battle ||
(g.response && !duringSale) ||
g.decision ||
g.truthtrance ||
g.phaseOpening ||
g.automaticContinuationPending ||
g.auction ||
g.richeseAuction ||
g.phase <= 1 ||
(g.ready.includes(me.id) && !duringSale) ||
([5, 6].includes(g.phase) && g.active !== me.id && !duringSale) ||
g.shipmentCompletion?.actions.length ||
(!duringSale && ordinary[0] &&
![
'ready',
'ship',
'guildShip',
'homeworldShip',
'guildHomeworldShip',
'junctionShip',
'move',
'endMovement',
'chooseBattle',
'passBid',
].includes(ordinary[0].type))
)
return null;
const card = me.hand?.find(
(candidate) =>
candidate.effect === 'ghola' && options.cards.includes(candidate.id),
);
if (!card) return null;
const level = rank(g);
const living = me.leaders.filter(
(leader) => !leader.dead && controlsLeader(me, leader),
);
const leader = [...options.leaders].sort(
(a, b) => b.strength - a.strength || a.id.localeCompare(b.id),
)[0];
const bestLiving = Math.max(
0,
...living.map((candidate) => candidate.strength),
);
if (
leader &&
(living.length <= [1, 2, 2, 2][level] ||
(level > 0 && leader.strength > bestLiving))
)
return { type: 'card', card: card.id, leader: leader.id };
if (options.kwisatz && living.length)
return { type: 'card', card: card.id, leader: 'kwisatz' };
const amount = options.maxForces;
if (
amount > 0 &&
(amount >= [3, 4, 4, 5][level] || me.reserves === 0) &&
me.reserves <= [5, 7, 9, 10][level]
) {
const minimumElite = Math.max(
0,
amount - (me.tanks - (me.elites?.tanks ?? 0)),
);
const elite =
level === 0 ? minimumElite : Math.min(amount, options.eliteRemaining);
if (elite >= minimumElite)
return { type: 'card', card: card.id, amount, elite };
}
return null;
}
/** Obligations apply across policy branches, including choosing to move first. */
export function botActions(g: GameView): Action[] {
if (g.automaticContinuationPending) return [];
const actions = [...junctionTransportActions(g, rank(g)), ...policyActions(g)].flatMap((action) => {
const sourced = withNativeShipmentSources(g, action);
return sourced && botHomeworldShipmentPaymentAllowed(g, sourced) && !homeworldRevivalActionBlock(g, sourced) ? [sourced] : [];
});
const me = g.players.find((p) => p.id === g.me)!;
const ghola = standaloneGholaAction(g, actions);
if (ghola && !homeworldRevivalActionBlock(g, ghola)) return [ghola];
if (
g.phase !== 5 ||
g.active !== me.id ||
me.shipped ||
g.truthtrance ||
g.response ||
g.decision ||
g.phaseOpening
)
return actions;
const promises = liveShipmentPromises(
g.shipmentPromises ?? [],
me.id,
g.turn,
);
if (!promises.length) return actions;
const filtered = actions.filter((action) => {
if (
![
'ship',
'guildShip',
'homeworldShip',
'guildHomeworldShip',
'junctionShip',
'move',
'emperorHomeworldMove',
'endMovement',
].includes(action.type)
)
return true;
const junctionNative = action.type === 'junctionShip' &&
typeof action.destination === 'string' && !action.destination.startsWith('homeworld:') &&
!!action.sources && Object.keys(action.sources as object).every((source) =>
g.homeworlds?.worlds?.some((world) => world.id === source && world.native === me.id));
const fromReserves =
action.type === 'ship' ||
(action.type === 'guildShip' && action.from === 'reserves');
const shipment = junctionNative
? {territory: splitLocation(String(action.destination)).territory,
amount: Object.values(action.sources as Record<string, {normal: number; elite: number}>).reduce((n, source) => n + source.normal + source.elite, 0)}
: fromReserves
? { territory: String(action.territory), amount: Number(action.amount) }
: null;
return promises.every(
(promise) => matchesShipment(promise, shipment) === promise.answer,
);
});
const witness = g.shipmentCompletion?.actions[0];
if (promises.some((promise) => promise.answer) && witness) {
// A completion is a sequence, not interchangeable alternatives. Reproject
// after its first preparation before offering the later funded shipment.
return [
witness,
...filtered.filter(
(action) => JSON.stringify(action) !== JSON.stringify(witness),
),
];
}
return filtered.length || promises.some((promise) => promise.answer)
? filtered
: [{ type: 'endMovement' }];
}
export function runBots(state: Game, limit = 96): Game {
const supplier = state.players.find((p) => p.faction === 'richese');
const unopenedAllyWindow =
state.phase === 5 &&
supplier?.noField &&
supplier.ally === state.active &&
!(
state.richeseAllyOpportunity?.turn === state.turn &&
state.richeseAllyOpportunity.recipient === supplier.ally
);
let g =
state.pendingTreacheryDiscard || state.response || unopenedAllyWindow
? normalizeAutomaticGame(state)
: structuredClone(state);
for (let step = 0; step < limit; step++) {
let next: Game | undefined;
const actors = g.players.filter((p) => p.bot ?? p.autopilot);
// Give an automated optional supplier a chance before a seated-earlier
// recipient spends the shipment. Humans retain their ordinary actions.
if (g.phase === 5 && junctionSponsor(g) && !currentJunctionOffer(g))
actors.sort((a, b) => Number(b.faction === 'guild') - Number(a.faction === 'guild'));
for (const p of actors) {
for (const action of botActions(viewGame(g, p.id))) {
try {
next = applyAction(g, p.id, action);
break;
} catch (error) {
if (!(error instanceof RuleError)) throw error;
}
}
if (next) break;
}
if (!next) {
g.botsPending = false;
return g;
}
g = next;
if (g.status === 'finished') {
g.botsPending = false;
return g;
}
}
g.botsPending = true;
return g;
}