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.
153 lines
4.7 KiB
TypeScript
153 lines
4.7 KiB
TypeScript
'use client';
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import { useState } from 'react';
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import { territory, splitLocation } from '@/game/board';
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import type { Action, GameView } from '@/game/engine';
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import { Button } from './ui/button';
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import { Input } from './ui/input';
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export function FaceDanceDecision({
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game: g,
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act,
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busy,
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}: {
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game: GameView;
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act: (a: Action) => void;
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busy: boolean;
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}) {
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const d = g.decision;
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const me = g.players.find((p) => p.id === g.me)!;
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const world =
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d?.kind === 'faceDance'
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? g.combatLocations?.find(
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(place) => place.id === d.territory && place.kind === 'homeworld',
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)
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: undefined;
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const foreign =
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d?.kind === 'faceDance' ? world?.forces?.[d.winner] : undefined;
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const maximum =
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d?.kind === 'faceDance'
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? world
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? (foreign?.normal ?? 0) + (foreign?.elite ?? 0)
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: Object.entries(g.players.find((p) => p.id === d.winner)!.forces)
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.filter(([key]) => splitLocation(key).territory === d.territory)
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.reduce((sum, [, count]) => sum + count, 0)
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: 0;
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const [sources, setSources] = useState<Record<string, number>>(
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world
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? {}
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: {
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reserves: Math.min(me.reserves, maximum),
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},
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);
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const [sector, setSector] = useState(
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d?.kind === 'faceDance' && !world ? territory(d.territory).sectors[0] : 0,
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);
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if (d?.kind !== 'faceDance') return null;
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const held = me.faceDancers?.some(
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(c) => !c.revealed && c.leader === d.identity,
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);
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const total = Object.values(sources).reduce((sum, n) => sum + n, 0);
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const availableSources = world
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? me.forces
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: { reserves: me.reserves, ...me.forces };
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return (
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<>
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<h2>Face Dancer opportunity</h2>
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<p>
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{g.players.find((p) => p.id === d.winner)?.name} won in{' '}
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{world?.name ?? territory(d.territory).name}. Their battle rewards
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remain theirs.
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</p>
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{d.blocked && (
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<output className="notice block">
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{d.blocked}
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</output>
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)}
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{held ? (
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<>
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<p>
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Return the winner’s {maximum} remaining forces to reserves. Replace
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up to {maximum} with your forces. Their leader goes to the tanks
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without a spice bounty.
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</p>
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{world && (
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<p>
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Your native forces already at {world.name} remain there. Choose
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any additional replacement forces from your positions on Arrakis,
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or reveal with zero additional forces.
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</p>
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)}
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{Object.entries(availableSources).map(([key, available]) => (
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<label key={key} htmlFor={`face-source-${key}`}>
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{key === 'reserves'
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? 'Reserves'
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: `${territory(splitLocation(key).territory).name} · sector ${splitLocation(key).sector}`}{' '}
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({available} available)
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<Input
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id={`face-source-${key}`}
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type="number"
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min={0}
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max={Math.min(available, maximum)}
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value={sources[key] ?? 0}
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onChange={(e) =>
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setSources({ ...sources, [key]: Number(e.target.value) })
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}
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/>
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</label>
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))}
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{!world && (
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<label htmlFor="face-sector">
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Replacement sector
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<select
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id="face-sector"
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value={sector}
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onChange={(e) => setSector(Number(e.target.value))}
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>
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{territory(d.territory).sectors.map((s) => (
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<option value={s} key={s}>
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{s === 0 ? 'Polar Sink' : `Sector ${s}`}
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</option>
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))}
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</select>
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</label>
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)}
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<p>
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{total} / {maximum} replacement forces selected
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</p>
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<Button
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disabled={
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busy ||
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!!d.blocked ||
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total > maximum ||
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Object.entries(sources).some(
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([key, n]) =>
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n < 0 ||
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!Number.isSafeInteger(n) ||
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n > (availableSources[key] ?? 0),
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)
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}
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onClick={() =>
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act({
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type: 'decision',
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reveal: true,
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sources,
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...(world ? {} : { sector }),
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})
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}
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>
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Reveal Face Dancer
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</Button>
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</>
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) : (
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<p>You have no unrevealed Face Dancer matching the winning leader.</p>
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)}
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<Button
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variant="outline"
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disabled={busy}
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onClick={() => act({ type: 'decision', reveal: false })}
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>
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Decline Face Dancer
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</Button>
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</>
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);
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}
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