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.
430 lines
14 KiB
TypeScript
430 lines
14 KiB
TypeScript
import type { Action, Game, Player } from './engine';
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import {
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gameTerritories,
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location,
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MOBILE_STRONGHOLD,
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splitLocation,
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validLocation,
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} from './board';
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import { arrivalAsAdvisor } from './advisors';
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import { presenceAt } from './force-presence';
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import { territoryEntryBlock } from './occupancy';
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import { ecazOccupancyRelation } from './ecaz-occupy';
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import { homeworldNoFieldMovementBlock } from './homeworld-mobility';
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export class FremenAmbassadorMoveError extends Error {
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constructor(message: string) {
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super(message);
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this.name = 'FremenAmbassadorMoveError';
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}
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}
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export type FremenAmbassadorMove = {
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player: string;
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group: [string, number][];
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eliteGroup: Record<string, number>;
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elite: number;
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origin: string;
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total: number;
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to: string;
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sector: number;
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advisors: boolean;
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wantsFighters: boolean;
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lockedTurn?: number;
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noField?: { tokenId: string; event: string; from: string };
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};
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export type FremenAmbassadorMovement = {
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sources: {
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territory: string;
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sectors: { key: string; forces: number; elites: number }[];
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marker: { tokenId: string; event: string; sector: number } | null;
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destinations: {
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territory: string;
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sector: number;
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advisors: boolean;
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/** Whether an arriving advisor group can request a flip to fighters. */
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canFight: boolean;
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}[];
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}[];
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};
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function requireMove(value: unknown, message: string): asserts value {
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if (!value) throw new FremenAmbassadorMoveError(message);
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}
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function count(value: unknown): value is number {
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return typeof value === 'number' && Number.isSafeInteger(value) && value >= 0;
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}
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function record(value: unknown): value is Record<string, unknown> {
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return !!value && typeof value === 'object' && !Array.isArray(value);
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}
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function clear(g: Game, sector: number) {
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return sector === 0 || sector !== g.storm;
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}
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function usableLocation(g: Game, key: string) {
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const at = splitLocation(key);
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return (
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location(at.territory, at.sector) === key &&
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validLocation(at.territory, at.sector) &&
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(at.territory !== MOBILE_STRONGHOLD || !!g.mobileStronghold?.location)
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);
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}
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function playerFor(g: Game, id: string) {
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requireMove(
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Array.isArray(g.players) &&
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g.players.length > 0 &&
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new Set(g.players.map((p) => p.id)).size === g.players.length,
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'Relocation requires unique seated players.',
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);
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requireMove(
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count(g.turn) &&
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g.turn > 0 &&
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count(g.phase) &&
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g.phase <= 8 &&
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count(g.storm) &&
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g.storm <= 18,
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'The relocation turn or storm is invalid.',
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);
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requireMove(
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!g.mobileStronghold?.location ||
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(usableLocation(g, g.mobileStronghold.location) &&
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splitLocation(g.mobileStronghold.location).territory !==
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MOBILE_STRONGHOLD),
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'The mobile stronghold must point to a board territory.',
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);
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for (const p of g.players) {
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requireMove(
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typeof p.id === 'string' &&
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p.id.length > 0 &&
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(!p.ally ||
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g.players.some((other) => other.id === p.ally && other.id !== p.id)),
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'The relocation player or alliance is invalid.',
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);
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requireMove(
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record(p.forces) && (!p.elites || record(p.elites.forces)),
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'Relocation requires a valid physical force inventory.',
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);
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for (const [key, n] of Object.entries(p.forces))
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requireMove(
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usableLocation(g, key) && count(n),
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'Invalid board force location or quantity.',
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);
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for (const [key, n] of Object.entries(p.elites?.forces ?? {}))
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requireMove(
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usableLocation(g, key) && count(n) && n <= (p.forces[key] ?? 0),
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'Elite forces must be part of the physical force inventory.',
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);
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const marker = p.noField?.deployed;
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requireMove(
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!marker ||
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usableLocation(
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g,
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location(marker.location.territory, marker.location.sector),
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),
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'The concealed marker has an invalid board location.',
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);
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for (const [t, stance] of Object.entries(p.advisors ?? {}))
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requireMove(
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gameTerritories(g).some((candidate) => candidate.id === t) &&
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record(stance) &&
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(stance.lockedTurn === undefined || count(stance.lockedTurn)),
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'The advisor stance or lock is invalid.',
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);
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}
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const p = g.players.find((candidate) => candidate.id === id);
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requireMove(p, 'The beneficiary is not seated.');
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return p;
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}
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function ownMarker(p: Player) {
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const marker = p.noField?.deployed;
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if (!marker) return null;
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requireMove(
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p.faction === 'richese' &&
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marker.controller === p.id &&
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typeof marker.tokenId === 'string' &&
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marker.tokenId.length > 0 &&
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typeof p.noFieldEvent === 'string' &&
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p.noFieldEvent.length > 0,
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'The concealed marker custody is not current.',
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);
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return {
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tokenId: marker.tokenId,
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event: p.noFieldEvent,
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from: location(marker.location.territory, marker.location.sector),
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};
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}
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/** Pure board relocation only. The caller binds the Ambassador event, actor and
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* saved continuation. This never inspects cards, promises or marker denomination,
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* moves units, consumes movement, samples a draw, or creates an event. */
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export function quoteFremenAmbassadorMove(
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g: Game,
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beneficiaryId: string,
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action: Action,
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): FremenAmbassadorMove {
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const p = playerFor(g, beneficiaryId);
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requireMove(
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record(action.forces),
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'Choose a physical force group from one territory.',
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);
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requireMove(
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action.eliteForces === undefined || record(action.eliteForces),
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'Choose an elite allocation for the force group.',
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);
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requireMove(
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action.fighters === undefined || typeof action.fighters === 'boolean',
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'Choose whether arriving advisors request fighters.',
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);
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const group: [string, number][] = [];
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const eliteGroup: Record<string, number> = {};
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let origin: string | undefined;
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let noField: FremenAmbassadorMove['noField'];
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if (action.noField !== undefined) {
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const blocked = homeworldNoFieldMovementBlock(g, p.id);
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requireMove(!blocked, blocked ?? 'This No-Field cannot move.');
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const marker = ownMarker(p);
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requireMove(
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record(action.noField) &&
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marker &&
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action.noField.tokenId === marker.tokenId &&
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action.noField.event === marker.event,
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'The selected concealed marker is no longer current.',
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);
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noField = marker;
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origin = splitLocation(marker.from).territory;
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requireMove(
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clear(g, splitLocation(marker.from).sector),
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'The concealed marker cannot leave a sector in storm.',
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);
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}
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for (const [key, value] of Object.entries(action.forces)) {
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requireMove(
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usableLocation(g, key) && count(value) && value <= (p.forces[key] ?? 0),
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'Select available physical forces from valid sectors.',
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);
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if (!value) continue;
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const at = splitLocation(key);
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requireMove(
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!origin || origin === at.territory,
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'A force group must come from one territory.',
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);
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requireMove(clear(g, at.sector), 'Forces cannot leave a sector in storm.');
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origin = at.territory;
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const available = p.forces[key],
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eliteAvailable = p.elites?.forces[key] ?? 0;
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const minimum = Math.max(0, value - (available - eliteAvailable));
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const selectedElite =
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(action.eliteForces as Record<string, unknown> | undefined)?.[key] ??
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minimum;
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requireMove(
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count(selectedElite) &&
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selectedElite >= minimum &&
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selectedElite <= Math.min(value, eliteAvailable),
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'Choose an available elite allocation within the selected physical forces.',
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);
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group.push([key, value]);
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eliteGroup[key] = selectedElite;
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}
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for (const [key, value] of Object.entries(action.eliteForces ?? {}))
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requireMove(
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count(value) && (value === 0 || group.some(([source]) => source === key)),
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'Elite allocations must belong to selected physical forces.',
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);
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requireMove(
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origin && (group.length > 0 || noField),
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'Choose at least one physical force or the concealed marker.',
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);
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const to = action.territory,
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sector = action.sector;
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requireMove(
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typeof to === 'string' &&
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count(sector) &&
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usableLocation(g, location(to, sector)),
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'Choose a sector belonging to an available destination territory.',
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);
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requireMove(clear(g, sector), 'The destination sector is in storm.');
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const target = location(to, sector);
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requireMove(
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[...group.map(([key]) => key), ...(noField ? [noField.from] : [])].every(
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(key) => key !== target,
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),
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'Select forces or a marker that actually change location.',
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);
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requireMove(
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to !== MOBILE_STRONGHOLD ||
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p.faction === 'ixians' ||
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origin === splitLocation(g.mobileStronghold?.location ?? '').territory,
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'Enter the mobile stronghold from the territory it points to.',
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);
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const advisors = arrivalAsAdvisor(g, p, to, origin);
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const lockedTurn = p.advisors?.[origin]?.lockedTurn;
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requireMove(
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advisors ||
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lockedTurn !== g.turn ||
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!g.players.some((other) => other.id !== p.id && presenceAt(other, to)),
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'New advisors cannot become fighters this turn.',
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);
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const wantsFighters = advisors && action.fighters === true;
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requireMove(
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!wantsFighters ||
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(lockedTurn !== g.turn &&
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!presenceAt(p, to) &&
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(!(
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p.ally &&
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presenceAt(
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g.players.find((other) => other.id === p.ally)!,
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to,
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)
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) ||
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ecazOccupancyRelation(g.players, p.id, p.ally!, {
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kind: 'territory',
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id: to,
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}) === 'ecazAlliance')),
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'These advisors cannot flip to fighters on arrival.',
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);
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try {
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const blocked = territoryEntryBlock(
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g.players,
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p.id,
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to,
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advisors && !wantsFighters,
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);
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requireMove(!blocked, blocked ?? 'This destination cannot be entered.');
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} catch (error) {
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if (error instanceof FremenAmbassadorMoveError) throw error;
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throw new FremenAmbassadorMoveError(
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error instanceof Error ? error.message : 'Invalid territory occupancy.',
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);
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}
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const choam = g.players.find((other) => other.faction === 'choam');
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requireMove(
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!(
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g.phase === 5 &&
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origin !== to &&
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choam &&
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presenceAt(choam, to) > 0 &&
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g.choamBaliset?.some(
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(entry) =>
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entry.turn === g.turn &&
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entry.player === p.id &&
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entry.territory === to,
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)
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),
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'Baliset prevents movement into that CHOAM territory.',
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);
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const physical = group.reduce((sum, [, n]) => sum + n, 0);
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const elite = Object.values(eliteGroup).reduce((sum, n) => sum + n, 0);
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const total = physical + (noField ? 1 : 0);
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requireMove(
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count(total) &&
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count(elite) &&
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count((p.forces[target] ?? 0) + physical) &&
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count((p.elites?.forces[target] ?? 0) + elite),
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'The resulting force quantity is invalid.',
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);
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return {
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player: p.id,
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group,
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eliteGroup,
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elite,
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origin,
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total,
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to,
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sector,
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advisors,
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wantsFighters,
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...(lockedTurn === undefined ? {} : { lockedTurn }),
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...(noField ? { noField } : {}),
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};
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}
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/** Finite existential source/destination domain; one minimum physical force or
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* marker witnesses each destination. No enumeration of force subsets is needed. */
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export function fremenAmbassadorMovement(
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g: Game,
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beneficiaryId: string,
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): FremenAmbassadorMovement {
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const p = playerFor(g, beneficiaryId);
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const marker = homeworldNoFieldMovementBlock(g, p.id) ? null : ownMarker(p);
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const sources: FremenAmbassadorMovement['sources'] = [];
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for (const t of gameTerritories(g)) {
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const sectors = Object.entries(p.forces)
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.filter(
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([key, n]) =>
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n > 0 &&
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splitLocation(key).territory === t.id &&
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clear(g, splitLocation(key).sector),
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)
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.map(([key, forces]) => ({
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key,
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forces,
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elites: p.elites?.forces[key] ?? 0,
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}));
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const sourceMarker =
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marker &&
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splitLocation(marker.from).territory === t.id &&
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clear(g, splitLocation(marker.from).sector)
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? {
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tokenId: marker.tokenId,
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event: marker.event,
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sector: splitLocation(marker.from).sector,
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}
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: null;
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if (!sectors.length && !sourceMarker) continue;
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const destinations: FremenAmbassadorMovement['sources'][number]['destinations'] =
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[];
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for (const to of gameTerritories(g))
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for (const sector of to.sectors) {
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if (!clear(g, sector)) continue;
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const target = location(to.id, sector);
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const source = sectors.find((candidate) => candidate.key !== target);
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const selectedMarker =
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!source && sourceMarker && marker!.from !== target
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? sourceMarker
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: null;
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if (!source && !selectedMarker) continue;
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const action: Action = {
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type: 'decision',
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territory: to.id,
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sector,
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forces: source ? { [source.key]: 1 } : {},
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...(selectedMarker
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? {
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noField: {
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tokenId: selectedMarker.tokenId,
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event: selectedMarker.event,
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},
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}
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: {}),
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};
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try {
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const quote = quoteFremenAmbassadorMove(g, p.id, action);
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let canFight = false;
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if (quote.advisors) {
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try {
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canFight = quoteFremenAmbassadorMove(g, p.id, {
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...action,
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fighters: true,
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}).wantsFighters;
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} catch (error) {
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if (!(error instanceof FremenAmbassadorMoveError)) throw error;
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}
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}
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destinations.push({
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territory: to.id,
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sector,
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advisors: quote.advisors,
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canFight,
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});
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} catch (error) {
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if (!(error instanceof FremenAmbassadorMoveError)) throw error;
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}
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}
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if (destinations.length)
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sources.push({
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territory: t.id,
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sectors,
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marker: sourceMarker,
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destinations,
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});
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}
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return { sources };
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}
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