Add conserved token collection with four bank spice, owner-only stack selection, recovery proofs, controls and AI. Preserve unresolved removal and expansion release gates. Verified 3712 offline cases, types, lint, production build, 40 HTTP cases, three-seat desktop/mobile play, and unchanged 3081 preexisting saved games.
58 lines
1.7 KiB
TypeScript
58 lines
1.7 KiB
TypeScript
import type { Action, GameView } from './engine';
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/** Use the current private projection; do not reconstruct hidden Terror supply. */
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export function grummanCollectionCanAct(g: GameView): boolean {
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return !!(
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g.status === 'playing' &&
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g.grummanCollection?.player === g.me &&
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g.decision?.kind === 'grummanCollection' &&
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g.decision.player === g.me &&
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g.decision.event === g.grummanCollection.event &&
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!g.response &&
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!g.truthtrance &&
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!g.phaseOpening &&
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!g.automaticContinuationPending
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);
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}
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export function grummanCollectionChoice(
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g: GameView,
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token: string,
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territory: string,
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): { blocked: string | null; action: Action | null } {
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const offer = g.grummanCollection;
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let blocked: string | null = null;
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if (!grummanCollectionCanAct(g))
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blocked = 'Wait for the current choice to finish.';
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else if (offer!.blocked) blocked = offer!.blocked;
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else if (!offer!.tokens.some((candidate) => candidate.id === token))
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blocked = 'Choose a currently available Terror token.';
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else if (!offer!.destinations.some((candidate) => candidate.id === territory))
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blocked = 'Choose a current destination stronghold.';
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return {
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blocked,
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action: blocked
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? null
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: {
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type: 'decision',
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event: offer!.event,
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mode: 'add',
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token,
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territory,
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},
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};
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}
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export function grummanCollectionActions(g: GameView): Action[] {
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if (!grummanCollectionCanAct(g)) return [];
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const offer = g.grummanCollection!;
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const choice = grummanCollectionChoice(
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g,
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offer.tokens[0]?.id ?? '',
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offer.destinations[0]?.id ?? '',
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);
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return [
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choice.action ?? { type: 'decision', event: offer.event, decline: true },
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];
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}
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