Files
Dune/components/truthtrance.tsx
T
Quintine 7454456755 Add verified Truthtrance hand inventory questions
Players can ask total-hand and primary-role card-count comparisons using the
existing count controls and compound facts. Component presentation shares the
same default-role classification, including canonical Richese cards, Ix alternate
uses, and Ecaz slot-only specials. Only the respondent receives the verified
aggregate answer; current facts do not impose future custody promises.

Eight new tests cover all 60 catalog cards, real engine actions, malformed input,
private worlds, all four bots, JSON continuation, and a legal custody transfer.
Expanded production-room SQLite cases cover restored total/category/compound
facts, suspended auction state, and one winning concurrent answer/discard.
Independent review's two copy issues were fixed before broad verification.

Validation: types, lint and 4,200 offline tests passed; production build passed;
40 HTTP tests passed. One stable broad run (check 123036 ms, build 6505 ms,
integration 23467 ms). Browser room LC3E55GY verified combined role counts,
total hand size, invalid-input feedback and refresh at 390px phone width.
All 33 pre-integration rooms preserved unchanged; HTTP checks added 30 rooms.
No complete-mode, full-game or publication gate opened.

Private report: 20260913-hand-inventory-final/report.json
Source fingerprint: c6a69a9e69941cdd1e5734d92afedbf10d31fda36c91d26ca7e15f4fb7c59b18
Efficiency pilot milestone 3: aggregate counter 58,695,053 to 59,144,653 at
completed verification = 449,600 tokens, including context/coordination overhead.
Two bounded workhorse-model helpers, reused UI and SQLite fixtures, one browser
room. Counter is not monetary cost and this differently sized batch does not
establish a savings percentage. Final Git/push overhead follows this sample.
2026-09-13 11:29:05 +10:00

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