Files
Dune/game/suk-graduate.ts
T
Quintine 6ccfaa1b4d Resolve ambiguous Stone battles with sealed physical totals
Add a provisional post-reveal physical-count commitment for new outcome-changing Basic/Advanced Stone and copied Mirror battles. Keep all original sides sealed until complete and retain matching later typed losses. Preserve legacy, ordinary and invariant-winner timing. Carry the same constraint through card cleanup and native casualty consumers.

Validation: frozen 16 files146/146, types/lint/build and14 original-action/rendered-control programmes; four minimal policies make both owned choices legally. Source timing is explicitly provisional. Wider combinations, assurance and deployed acceptance remain open. No saved-game, reset, restart or deployment operation.
2026-10-18 12:13:06 +11:00

273 lines
14 KiB
TypeScript

import type { Casualties, CombatForces } from './combat';
import type { BattleLeaderSkill } from './leader-skill-combat';
import { homeworldForceGroups, quoteHomeworldCustody, type HomeworldCustody, type HomeworldForces } from './homeworld-custody';
import { quoteHomeworldCombatLoss, type HomeworldCombatLossContext, type HomeworldCombatLossPlayer } from './homeworld-combat-loss';
import type { NativeReserveSelections } from './homeworld-native-reserves';
export type SukGraduateSkill = { leader: string; mode: 'normal' | 'skilled' };
export type SukForceGroup = { key: string; normal: number; elite: number };
export type SukRescueOption = {
normal: number;
elite: number;
/** The saved counter never leaves its original sector. */
kept: { key: string; kind: 'normal' | 'elite' } | null;
/** Distinct rescued cyborg origins when later Ixian substitution needs them. */
eliteReserves?: Record<string, number>;
};
export type SukRescueReceipt = {
event: string;
turn: number;
player: string;
territory: string;
skill: SukGraduateSkill;
commitment: { forces: CombatForces; dial: number; support: number; options: Casualties[];
fullyCommitted?: true; physicalLossCount?: number };
/** Ecaz-led Occupy settles the ally's variable losses before this own-force rescue. */
occupyCasualties?: { owner: string; forces: CombatForces; dial: number; support: number; options: Casualties[];
fullyCommitted?: true; physicalLossCount?: number };
pool: SukForceGroup[];
cards: string[];
physical: string;
losses: Casualties | null;
/** New Ixian receipts preserve the actual per-sector cyborg Tank losses. */
eliteOrigins?: true;
signature: string;
};
/** Non-revival placement choice for counters returning from Arrakis or a foreign
* Homeworld. It never relocates rescued counters already in native reserves. */
export type SukReserveDestinations = NativeReserveSelections;
export type SukPhysicalRescueRequest = {
player: string;
territory: string;
skill: SukGraduateSkill;
pool: readonly SukForceGroup[];
losses: Casualties;
option: SukRescueOption;
destinations?: SukReserveDestinations;
/** Preserve actual per-source Cyborg Tank losses for subsequent substitution. */
eliteOrigins?: true;
};
export type SukPhysicalRescueReceipt = {
player: string;
territory: string;
source: 'arrakis' | 'native-homeworld' | 'visitor-homeworld';
saved: HomeworldForces;
kept: SukRescueOption['kept'];
destinations: Record<string, HomeworldForces>;
tanks: HomeworldForces;
};
export type SukPhysicalRescueQuote = {
custody: HomeworldCustody;
players: HomeworldCombatLossPlayer[];
removed: SukForceGroup[];
receipt: SukPhysicalRescueReceipt;
eliteTanks?: Record<string, number>;
};
export function sukReceiptSignature(receipt: SukRescueReceipt): string {
const { signature: _signature, ...value } = receipt;
return JSON.stringify(value);
}
/** Freeze entitlement while the revealed plan and captured controller still exist. */
export function sukGraduateSkill(
assignments: readonly BattleLeaderSkill[],
leader: { id: string; dead: boolean } | undefined,
survives: boolean,
): SukGraduateSkill | null {
const skill = assignments.find((a) => a.skill === 'suk-graduate');
if (!skill) return null;
if (skill.leader === leader?.id)
return !leader.dead && survives && (!skill.faceUp || skill.captured)
? { leader: skill.leader, mode: 'skilled' }
: null;
return skill.faceUp && !skill.captured
? { leader: skill.leader, mode: 'normal' }
: null;
}
/** Match the engine's ordinary physical casualty allocation in location order. */
export function sukCasualtyGroups(pool: readonly SukForceGroup[], losses: Casualties): SukForceGroup[] {
let normal = losses.normal, elite = losses.elite;
if (![normal, elite, ...pool.flatMap((g) => [g.normal, g.elite])].every((n) => Number.isSafeInteger(n) && n >= 0) ||
new Set(pool.map((g) => g.key)).size !== pool.length)
throw new Error('Invalid Suk Graduate physical casualty pool.');
const groups = pool.map((g) => {
const n = Math.min(normal, g.normal), e = Math.min(elite, g.elite);
normal -= n; elite -= e;
return { key: g.key, normal: n, elite: e };
});
if (normal || elite) throw new Error('The Suk Graduate casualties are no longer available.');
return groups;
}
/** Only the actual dialed counters can be rescued; the two bands never add. */
export function sukRescueOptions(skill: SukGraduateSkill, pool: readonly SukForceGroup[], losses: Casualties, eliteOrigins = false): SukRescueOption[] {
const groups = sukCasualtyGroups(pool, losses);
const total = losses.normal + losses.elite;
if (!total) return [];
const options: SukRescueOption[] = [];
if (skill.mode === 'skilled') options.push({ normal: 0, elite: 0, kept: null });
const maximum = skill.mode === 'normal' ? 1 : Math.min(3, total);
for (let saved = 1; saved <= maximum; saved++) {
for (let elite = 0; elite <= Math.min(saved, losses.elite); elite++) {
const normal = saved - elite;
if (normal > losses.normal) continue;
if (skill.mode === 'normal') options.push({ normal, elite, kept: null });
else for (const group of groups)
for (const kind of ['normal', 'elite'] as const)
if (group[kind] > 0 && (kind === 'normal' ? normal : elite) > 0)
options.push({ normal, elite, kept: { key: group.key, kind } });
}
}
if (!eliteOrigins) return options;
return options.flatMap(option => {
const allocations = rescuedEliteOrigins(groups, option);
return allocations.length > 1
? allocations.map(eliteReserves => ({ ...option, eliteReserves })) : [option];
});
}
/** Enumerate physical reserve rescues, excluding the counter kept on the board. */
function rescuedEliteOrigins(groups: readonly SukForceGroup[], option: SukRescueOption): Record<string, number>[] {
const remaining = option.elite - (option.kept?.kind === 'elite' ? 1 : 0);
const result: Record<string, number>[] = [];
const visit = (index: number, left: number, selected: Record<string, number>) => {
if (index === groups.length) {
if (!left) result.push(selected);
return;
}
const group = groups[index];
const available = group.elite - (option.kept?.key === group.key && option.kept.kind === 'elite' ? 1 : 0);
for (let count = 0; count <= Math.min(left, available); count++)
visit(index + 1, left - count, count ? { ...selected, [group.key]: count } : selected);
};
visit(0, remaining, {});
return result;
}
/** Quote removals and destinations without touching tanks, reserves or battle-loss counters. */
export function quoteSukRescue(skill: SukGraduateSkill, pool: readonly SukForceGroup[], losses: Casualties, option: SukRescueOption, eliteOrigins = false) {
if (!sukRescueOptions(skill, pool, losses, eliteOrigins).some((o) => JSON.stringify(o) === JSON.stringify(option)))
throw new Error('Choose an available Suk Graduate rescue.');
const groups = sukCasualtyGroups(pool, losses);
const rescued = eliteOrigins ? option.eliteReserves ?? rescuedEliteOrigins(groups, option)[0] : null;
return {
...(rescued ? { eliteTanks: Object.fromEntries(groups.map(group => [group.key,
group.elite - (rescued[group.key] ?? 0) - (option.kept?.key === group.key && option.kept.kind === 'elite' ? 1 : 0),
]).filter(([, count]) => Number(count) > 0)) as Record<string, number> } : {}),
removed: groups.map((g) => ({ ...g,
normal: g.normal - (option.kept?.key === g.key && option.kept.kind === 'normal' ? 1 : 0),
elite: g.elite - (option.kept?.key === g.key && option.kept.kind === 'elite' ? 1 : 0),
})),
reserves: {
normal: option.normal - (option.kept?.kind === 'normal' ? 1 : 0),
elite: option.elite - (option.kept?.kind === 'elite' ? 1 : 0),
},
tanks: { normal: losses.normal - option.normal, elite: losses.elite - option.elite },
};
}
export class SukPhysicalRescueError extends Error {
constructor(message: string) {
super(message);
this.name = 'SukPhysicalRescueError';
}
}
/** Detached Homeworld settlement, including Arrakis rescue returns.
* Printed Suk saves only real casualties. Native Homeworld forces already ARE
* reserves, so every saved native counter remains in its original pool.
*
* For external returns the single native home is unambiguous. The application
* asks the player for a typed allocation when two homes exist; this is not the
* printed Emperor revival placement rule or a ruling on other return routes. */
export function quoteSukPhysicalRescue(
context: HomeworldCombatLossContext,
custody: HomeworldCustody,
request: SukPhysicalRescueRequest,
): SukPhysicalRescueQuote {
const homes = homeworldForceGroups(context, custody);
const nativeHomes = homes.filter(home => home.native === request.player);
if (!nativeHomes.length) throw new SukPhysicalRescueError('Suk Graduate needs a seated native reserve owner.');
// Reuse the existing complete twenty-counter and special-identity validator.
quoteHomeworldCombatLoss(context, custody, {
location: nativeHomes[0].id, player: request.player, losses: { normal: 0, elite: 0 },
});
const rescue = quoteSukRescue(request.skill, request.pool, request.losses, request.option, request.eliteOrigins);
const home = homes.find(candidate => candidate.id === request.territory);
if (request.territory.startsWith('homeworld:') && !home)
throw new SukPhysicalRescueError('Suk Graduate needs its original canonical battle Homeworld.');
const native = home?.native === request.player;
if (home) {
const army = home.forces[request.player] ?? { normal: 0, elite: 0 };
if (request.pool.length !== 1 || request.pool[0].key !== home.id ||
request.pool[0].normal !== army.normal || request.pool[0].elite !== army.elite)
throw new SukPhysicalRescueError('Suk Graduate needs the exact native or visitor battle army.');
} else if (request.pool.some(group => group.key.startsWith('homeworld:')))
throw new SukPhysicalRescueError('Arrakis Suk Graduate casualties cannot borrow Homeworld pools.');
const returned = native ? { normal: 0, elite: 0 } : rescue.reserves;
const destinations: Record<string, HomeworldForces> = {};
if (request.destinations !== undefined) {
if (!request.destinations || typeof request.destinations !== 'object' || Array.isArray(request.destinations))
throw new SukPhysicalRescueError('Choose a typed Suk Graduate native-home allocation.');
for (const [location, forces] of Object.entries(request.destinations)) {
if (!nativeHomes.some(candidate => candidate.id === location) ||
!forces || typeof forces !== 'object' || Array.isArray(forces) ||
Object.keys(forces).length !== 2 ||
!Object.hasOwn(forces, 'normal') || !Object.hasOwn(forces, 'elite') ||
![forces.normal, forces.elite].every(value => Number.isSafeInteger(value) && value >= 0))
throw new SukPhysicalRescueError('Suk Graduate reserve destinations must be exact typed native Homeworlds.');
destinations[location] = { normal: forces.normal, elite: forces.elite };
}
const total = Object.values(destinations).reduce((sum, forces) => ({
normal: sum.normal + forces.normal, elite: sum.elite + forces.elite,
}), { normal: 0, elite: 0 });
if (total.normal !== returned.normal || total.elite !== returned.elite)
throw new SukPhysicalRescueError('Suk Graduate destinations must match only the counters actually returning to reserves.');
} else if (returned.normal + returned.elite) {
if (nativeHomes.length !== 1)
throw new SukPhysicalRescueError('Choose the Suk Graduate return allocation between your native Homeworlds.');
destinations[nativeHomes[0].id] = { ...returned };
}
const removed = native
? [{ key: request.territory, ...rescue.tanks }]
: rescue.removed;
const removedTotal = removed.reduce((sum, group) => ({
normal: sum.normal + group.normal, elite: sum.elite + group.elite,
}), { normal: 0, elite: 0 });
const transaction = quoteHomeworldCustody(context, custody, [
...(home ? [{ homeworld: home.id, player: request.player,
withdraw: removedTotal, deposit: { normal: 0, elite: 0 } }] : []),
...Object.entries(destinations).filter(([, forces]) => forces.normal + forces.elite > 0)
.map(([homeworld, deposit]) => ({
homeworld, player: request.player, withdraw: { normal: 0, elite: 0 }, deposit,
})),
]);
const players: HomeworldCombatLossPlayer[] = context.players.map((player, index) => ({
...transaction.players[index],
tanks: player.tanks + (player.id === request.player ? rescue.tanks.normal + rescue.tanks.elite : 0),
eliteTanks: player.eliteTanks + (player.id === request.player ? rescue.tanks.elite : 0),
battleLosses: player.battleLosses + (player.id === request.player
? request.losses.normal + request.losses.elite : 0),
boardForces: !home && player.id === request.player
? { normal: player.boardForces.normal - removedTotal.normal, elite: player.boardForces.elite - removedTotal.elite }
: { ...player.boardForces },
}));
quoteHomeworldCombatLoss({ advanced: context.advanced, players }, transaction.state, {
location: nativeHomes[0].id, player: request.player, losses: { normal: 0, elite: 0 },
});
return {
custody: transaction.state, players, removed, eliteTanks: rescue.eliteTanks,
receipt: {
player: request.player, territory: request.territory,
source: home ? native ? 'native-homeworld' : 'visitor-homeworld' : 'arrakis',
saved: { normal: request.option.normal, elite: request.option.elite },
kept: request.option.kept ? { ...request.option.kept } : null,
destinations, tanks: { ...rescue.tanks },
},
};
}