Quintine 537da4a12c Add public force counter inspectors and all-faction gallery
Each player summary opens enlarged original counter diagrams and public physical
pools. The inventory separates reserves, Tanks, board locations and foreign
Homeworld deployments. Native Homeworlds break down existing reserves; elites
and advisor stances remain subsets. The reference gallery covers all twelve
factions, including Suboids/Cyborgs, Sardaukar, Fedaykin and BG advisor faces.

Actual force keys retain unplaced Mobile Stronghold and Discovery groups.
Basic Homeworld special identity comes from public typed pools, not mode alone.
Concealed No-Fields expose only a separate marker/location; no value or future
materialization is inferred. Temporary battle strength creates no physical
counter. Invalid projections show a refresh notice instead of invented totals.
Inspection updates from current props and submits no action or saved mutation.

Independent review found no material issue and clarified No-Field wording:
revelation draws from reserves available then, without earmarking counters.
Eleven new focused cases cover faction identity, typed pools, advisors, genuine
Basic Homeworld public views, native/foreign splits, genuine Ix setup before HMS
placement, a controlled Discovery position, JSON continuation, input immutability,
concealed0/3/5 equivalence, named controls and malformed projection feedback.
A test-only Homeworld projection initially omitted its card identity; corrected
before final checks. Lint's semantic status element was corrected to output.

Types, lint, all 4984 offline tests and production build passed on stable
source. No HTTP/auth/schema/persistence behavior changed, so no additional HTTP
suite was required. Browser QA reused an isolated existing three-human Basic
Nexus without game actions. All three public inspectors showed correct pools;
Escape restored trigger focus, Enter opened inspection and PageDown scrolled the
labelled region. At390px the dialog359px fit, body text16px and Close44px high.
All twelve gallery choices rendered named160px diagrams without gallery overflow.
Internal guide, Back and refresh worked; viewport reset and preview retained.
Screenshot capture timed out. Full visual/screen-reader/200% zoom, manufactured
component fidelity and all-configuration browser acceptance remain open.

All 1499 original rooms, 3171 seats and auxiliary rows are
unchanged; SQLite integrity and foreign keys pass. The healthy server was reused
without restart, migration, reset or automation. AI strategy/calibration remains
deferred until non-AI features are complete; no mode/publication gate was opened.

Private evidence: 20260921-force-inspection.
Verified source tree: 5d7ffd471229faa13224fd5a87d33c3ac5af866446241a7881926a54c1ee49eb
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Dune — Arrakis Table

An unofficial multiplayer adaptation of Gale Force Nine’s classic 2019 Dune, built with React, TypeScript, Vinext, and Cloudflare Workers/D1. Development is ongoing; this is not yet a complete rules implementation. Advanced and unfinished expansion starts remain disabled. Start with current status for implemented systems, remaining requirements and release gates; detailed historical evidence remains in the implementation log.

Run locally

Use Node.js 22.13 or newer and npm. Install the locked dependencies and apply local migrations before starting the server:

npm ci
npm run db:local
npm run dev -- --host 0.0.0.0

Open http://localhost:3000. Create a room, share its eight-character invitation, and add human or AI seats. The host can configure Easy, Medium, Hard and Brutal AI opponents. Current calibration demonstrates a substantially weaker Easy policy; it does not yet demonstrate a consistent ordering among the upper three levels.

Before starting, open Configure on an AI seat to change its difficulty, faction or player circle without replacing it. Changes save immediately and clear human readiness. See lobby AI configuration.

Full AI implementation and tuning wait until all non-AI game features are complete. The AI development plan then targets approximately 75% higher-tier wins for Medium/Easy, Hard/Medium and Brutal/Hard. Until that stage, AI work focuses on minimal legal participation and critical playability fixes.

Choose Learn to play for the interactive introduction at /learn. Practice storm dials, spice blows, alliances, charity, bidding, revival, shipping, movement, battle plans, Traitor calls and collection before entering a room; lesson progress stays in your browser and does not change saved games.

Local games persist in .wrangler/state. Keep this directory across restarts. Apply new additive migrations before running code that depends on them. Never delete the local database to resolve a connection or rules problem. .openai/hosting.json belongs to the existing Sites project; do not recreate the hosting project.

Saved seats and reconnecting

The room cookie identifies your seat. Refreshing or reopening the invitation with that cookie restores your private hand and pending decisions. A failed restoration offers an explicit retry. Requests time out after 15 seconds; uncertain game actions are reconciled with a read rather than automatically repeated.

Use Protect your saved seat to generate and privately save a recovery kit before enabling its key. Keep the complete kit separate from the invitation. Recover a saved seat uses that kit to restore the same faction after cookie loss and revokes the previous browser sessions for that seat. Recovery keeps existing forces, resources and sealed commitments. Anyone holding the kit can control that seat and see its private information.

If recovery receives no confirmed response, keep the page open and retry the same recovery request. The server recognizes the receipt and does not rotate twice. Replacing the recovery key invalidates the older kit. Host-initiated takeover remains unfinished. An owning human seat can enable or disable its own AI control during a started game.

For a planned absence, Let a player start AI for your seat grants one named human player permission to start your chosen difficulty once within 24 hours. They can activate it while you are online, but receive no private seat access. You can revoke unused permission or take back control. Recovering or transferring either seat invalidates the grant. See AI permission for saved retries and limits.

New create/join requests save a private, tab-scoped retry record before sending. If the response is uncertain, keep the tab open and use the explicit retry; refresh preserves the same request. Confirmed success removes that record. Clearly rejected first requests return to the form for correction. A retry can recover the original room and seat without creating duplicates, but closing the tab or clearing its data can lose the proof. This record is separate from the long-term seat recovery kit.

An uncertain saved-kit recovery keeps its exact retry details in memory and prevents conflicting navigation. If that recovery has become obsolete, deliberate abandonment releases the controls after explaining that it cannot undo a completed recovery. Keep a valid saved kit before discarding retry details.

Use Pass your seat to another player for a voluntary one-time transfer. The private offer lasts 24 hours; acceptance preserves progress and revokes the old owner’s sessions and recovery kits. The recipient uses Accept a seat handover on the home page, then creates their own recovery kit. Keep the tab open until acceptance is confirmed; exact private retry details survive refresh in that tab. See seat handover for cancellation, retry behavior and current limits.

Use Table discussion below the board for public conversation or private messages to another human seat. Messages survive refresh; exact retries avoid duplicates. Private history follows the seat through recovery or handover. Messages do not execute game actions, and AI opponents do not answer them yet. See table discussion.

Use Bribes beneath the table to pay a non-allied faction. The recipient's share becomes spendable at the next Mentat Pause; the panel shows your own incoming bribes and the current payment limit. See bribe controls.

At a Nexus, an unanswered alliance offer names its recipient and offers Withdraw your alliance offer. Formed alliances keep the separate Break alliance action. See Nexus offers.

Use Inspect forces under any player to enlarge their counters and read public reserves, Tanks and deployed groups, including Homeworld reserve breakdowns. See force inspection.

The table header offers optional Sound effects, with mute, volume and a test sample. Short cues mark phase changes and automatic action notices. Sound starts off; preferences stay in your browser. See table sounds for activation, background behavior and prototype limits.

Verify changes

Use the development guide for architecture, focused tests and the repeatable verification tools. Tests are discovered automatically; the default suite includes in-memory persistence recovery and needs no server:

npm test -- ecaz-collection ecaz-spice
npm run check
npm run build

Run npm run test:integration against a development server for HTTP/session changes. npm run test:multiplayer remains available for recovery plus HTTP checks; npm run test:recovery runs only in-memory persistence tests. All test commands accept filename fragments and --list after --.

The production build is written to dist. npm start runs that build with Wrangler; apply its database migrations to the intended storage environment before use. The included local migration command targets the development database, not a remote deployment.

Reproduce the current AI study with:

node --import tsx tools/ai-calibration.ts --games 120 --seed 20260907 --out /tmp/dune-ai-calibration.json

See AI calibration, multiplayer audit, component inventory, and visual playtest for scope and limitations. Passing subsystem tests does not certify every rules combination.

Development maintenance

The user-authorized 13 September 2026 local reset established a fresh saved-game baseline; see the reset record. Preserve all games created after that checkpoint.

Reuse the running development server. Restart only when a code or configuration change, or an observed server condition, makes leaving it running likely to cause issues; use judgment rather than an hourly schedule. Preserve database state, warn before interrupting human play, and defer until a safe decision point. Verify server health and restoration after a necessary restart. No recurring automation is installed; the user requested leaving it removed. Fix causes of crashes and lost progress rather than relying on restarts.

The application bundles its artwork, fonts and rules guidance. Source provenance and third-party notices live in developer documentation; the player-facing reference uses internal links. Publication remains gated on completion and integrated verification of the requested rules, expansions and critical player journeys.

Languages
TypeScript 99.6%
JavaScript 0.2%
CSS 0.2%