Connect next-turn optional entry before storm/HMS movement, with typed multi-sector groups, normal source-storm/occupancy checks, legal bot and human choices, signed saved arrivals and Bene Gesserit reaction continuation. Cistern pays its sole occupant two bank spice through canonical Collection. A carried Ornithopter grants fixed range three on a later-turn actual movement, preserves pending responses and independent Treachery/No-Field custody, and is removed only after the selected group moves. Independent reviews bind pending entry destination baselines, typed custody and exact reaction continuations. Browser QA caught and fixed an incorrect decision heading. Orgiz remains disabled pending the stacked-Blow ruling; Jacurutu battle income, Ecological Testing Station and Shrine remain missing. Mode and publication gates stay closed; this checkpoint does not certify full Discovery compliance. Verification: types/lint and 4,313 offline tests passed (49 added), production build passed, and 40 HTTP tests passed. Final stable run durations: check 139145ms, build 6530ms, integration 24421ms. An earlier run found one stale Discovery notice assertion, now updated; the next run was interrupted by a user-confirmed power outage. No interrupted result is claimed as success. Targeted browser room CA782FQE used genuine human Atreides and two-AI setup, then physical QA positioning for partial free entry and a three-territory Ornithopter move. Refresh preserved its private hand, forces, spice and token removal. The power outage stopped both server and checks; the absent server was restarted after a private backup. The same browser seat restored correctly and all 157 pre-restart rooms were unchanged. Final preservation: all 156 opening rooms unchanged, 31 added QA/integration rooms, total 187. No database reset. Source fingerprint: 7b639d7f6559a88b00f3cbf913cfa7e6c400bfabb8c392e7b732e8ea77f6dcbc Private report: /home/quintine/.local/share/dune/checkpoints/20260913-discovery-entry-flight/verification-recovered/report.json Aggregate goal counter 61,819,586 -> 63,110,032 at completed verification: 1,290,446 tokens before final Git overhead for three connected functions, including helper coordination, reviews, browser QA and interrupted checks.
213 lines
6.6 KiB
TypeScript
213 lines
6.6 KiB
TypeScript
'use client';
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import { useId, useState } from 'react';
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import type { Action, GameView } from '@/game/engine';
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import { splitLocation, territory } from '@/game/board';
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import { DISCOVERY_LOCATION_BY_ID } from '@/game/discoveries';
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import { specialForceName } from '@/game/combat';
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import {
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discoveryEntryDeclineAction,
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discoveryEntryMoveAction,
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} from '@/game/discovery-entry-options';
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import type { DiscoveryEntrySource } from '@/game/discovery-entry';
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import { Button } from './ui/button';
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import { Input } from './ui/input';
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type Props = {
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game: GameView;
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act: (action: Action) => void;
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busy: boolean;
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};
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type Counts = Record<string, { normal: number; elite: number }>;
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export function DiscoveryEntryDecision({ game, act, busy }: Props) {
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const decision = game.decision,
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offer = game.discoveryEntry;
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if (
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decision?.kind !== 'discoveryEntry' ||
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decision.player !== game.me ||
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!offer ||
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offer.owner !== game.me ||
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offer.event !== decision.event
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)
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return null;
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return (
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<DiscoveryEntryChoice
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key={`${offer.event}:${offer.token}:${offer.owner}`}
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game={game}
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act={act}
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busy={busy}
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/>
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);
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}
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function DiscoveryEntryChoice({ game, act, busy }: Props) {
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const controlId = useId();
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const offer = game.discoveryEntry!;
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const [counts, setCounts] = useState<Counts>(() =>
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Object.fromEntries(
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offer.sources.map((source) => [
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source.source,
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{ normal: source.normal, elite: source.elite },
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]),
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),
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);
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const me = game.players.find((player) => player.id === game.me)!;
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const eliteName = specialForceName(me.faction);
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const groups: DiscoveryEntrySource[] = offer.sources.flatMap((source) => {
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const selected = counts[source.source] ?? { normal: 0, elite: 0 };
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return selected.normal + selected.elite > 0
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? [{ source: source.source, ...selected }]
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: [];
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});
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const amount = groups.reduce(
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(sum, group) => sum + group.normal + group.elite,
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0,
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);
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const move = discoveryEntryMoveAction(game, groups);
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const decline = discoveryEntryDeclineAction(game);
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const disabled = busy || !!me.autopilot || !!offer.blocked;
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const setCount = (
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source: DiscoveryEntrySource,
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kind: 'normal' | 'elite',
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value: number,
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) => {
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const maximum = source[kind];
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const next = Number.isFinite(value)
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? Math.max(0, Math.min(maximum, Math.floor(value)))
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: 0;
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setCounts((current) => ({
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...current,
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[source.source]: {
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...(current[source.source] ?? { normal: 0, elite: 0 }),
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[kind]: next,
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},
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}));
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};
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const selectAll = (selected: boolean) =>
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setCounts(
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Object.fromEntries(
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offer.sources.map((source) => [
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source.source,
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selected
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? { normal: source.normal, elite: source.elite }
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: { normal: 0, elite: 0 },
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]),
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),
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);
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return (
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<section aria-label="Discovery location entry" className="space-y-4">
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<div>
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<h3>Enter {DISCOVERY_LOCATION_BY_ID[offer.destination].name}</h3>
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<p>
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Move any number of your non-advisor forces from{' '}
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{territory(offer.parent).name} into this newly revealed location.
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This free entry happens before the storm and does not use shipment or
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movement.
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</p>
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</div>
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{offer.blocked && (
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<p className="notice" aria-live="polite">
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{offer.blocked}
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</p>
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)}
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<div className="flex flex-wrap gap-2">
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<Button
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type="button"
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variant="outline"
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disabled={disabled || !offer.sources.length}
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onClick={() => selectAll(true)}
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>
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Select all forces
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</Button>
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<Button
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type="button"
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variant="outline"
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disabled={disabled || !offer.sources.length}
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onClick={() => selectAll(false)}
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>
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Clear selection
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</Button>
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</div>
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<div className="space-y-3">
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{offer.sources.map((source) => {
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const selected = counts[source.source] ?? { normal: 0, elite: 0 };
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const where = splitLocation(source.source);
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const sourceId = `${controlId}-${source.source.replace(/[^a-z0-9_-]/gi, '-')}`;
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return (
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<fieldset
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key={source.source}
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className="space-y-2 rounded-lg border border-[#a88b60]/40 p-3"
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>
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<legend className="px-1 font-semibold">
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{territory(where.territory).name} · sector {where.sector}
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</legend>
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<p className="fine">
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Available: {source.normal} ordinary
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{source.elite > 0
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? ` · ${source.elite} ${eliteName}`
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: ''}
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</p>
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<label className="grid gap-1" htmlFor={`${sourceId}-normal`}>
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<span>Ordinary forces</span>
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<Input
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id={`${sourceId}-normal`}
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aria-label={`${source.source} ordinary forces`}
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type="number"
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min={0}
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max={source.normal}
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value={selected.normal}
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disabled={disabled}
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onChange={(event) =>
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setCount(source, 'normal', Number(event.target.value))
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}
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/>
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</label>
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{source.elite > 0 && (
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<label className="grid gap-1" htmlFor={`${sourceId}-elite`}>
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<span>{eliteName}</span>
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<Input
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id={`${sourceId}-elite`}
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aria-label={`${source.source} ${eliteName}`}
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type="number"
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min={0}
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max={source.elite}
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value={selected.elite}
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disabled={disabled}
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onChange={(event) =>
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setCount(source, 'elite', Number(event.target.value))
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}
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/>
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</label>
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)}
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</fieldset>
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);
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})}
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</div>
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<div className="flex flex-wrap gap-2">
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<Button
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className="game-action"
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disabled={disabled || !move}
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onClick={() => {
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if (move) act(move);
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}}
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>
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Move {amount} {amount === 1 ? 'force' : 'forces'} inside
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</Button>
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<Button
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className="game-action"
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variant="outline"
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disabled={busy || !!me.autopilot || !decline}
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onClick={() => {
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if (decline) act(decline);
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}}
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>
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Leave forces outside
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</Button>
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</div>
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</section>
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);
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}
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