366 lines
12 KiB
TypeScript
366 lines
12 KiB
TypeScript
import { ordinaryLeaderSkillModeSupported } from './leader-skill-profile';
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import type { Action, Game, GameView } from './engine';
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import { GRAPH, location, mobileRouteDistance, splitLocation, MOBILE_LOCATION, validGameLocation } from './board';
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import { isAdvisor } from './advisors';
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import { strongholdPathBlocked } from './occupancy';
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import { botMovementRange } from './bot-mobility';
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export class SandmasterMovementError extends Error {}
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export type SandmasterChoice = {
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routes: Record<string, string[]>;
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collect: string[];
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};
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export type SandmasterOrder = {
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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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to: string;
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sector: number;
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range: number;
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};
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export type SandmasterMovement = SandmasterChoice & {
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leader: string;
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turn: number;
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move: number;
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order: string;
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piles: { key: string; before: number }[];
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};
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function requireMove(ok: unknown, message: string): asserts ok {
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if (!ok) throw new SandmasterMovementError(message);
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}
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const record = (value: unknown): value is Record<string, unknown> =>
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!!value && typeof value === 'object' && !Array.isArray(value);
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export function sandmasterModeSupported(g: Game | GameView): boolean {
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return ordinaryLeaderSkillModeSupported(g);
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}
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export function sandmasterLeader(
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g: Game | GameView,
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player: string,
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): string | null {
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const skill = g.leaderSkills?.assignments.find(
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(a) => a.owner === player && a.skill === 'sandmaster',
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);
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if (
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!skill ||
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('controller' in skill && skill.controller !== player) ||
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('faceUp' in skill && !skill.faceUp)
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)
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return null;
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const leader = g.players
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.find((p) => p.id === player)
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?.leaders.find((l) => l.id === skill.leader);
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return leader && !leader.dead && !leader.capturedBy && !leader.gholaBy
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? leader.id
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: null;
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}
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export type SandmasterDestinationCollection = {
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leader: string;
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key: string | null;
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before: number;
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blocked: string | null;
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};
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/** Direct relocation enters only its destination, never an invented route. */
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export function sandmasterDestinationCollection(
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game: Game | GameView,
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player: string,
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origin: string,
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destination: string,
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sector: number,
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): SandmasterDestinationCollection | null {
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const leader = sandmasterLeader(game, player);
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if (!leader) return null;
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const blocked = (reason: string): SandmasterDestinationCollection =>
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({ leader, key: null, before: 0, blocked: reason });
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if (!sandmasterModeSupported(game))
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return blocked('Sandmaster collection with this configuration is still being integrated.');
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if (origin === destination || !validGameLocation(game, destination, sector) ||
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sector === game.storm)
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return blocked('Choose a different legal destination territory for Sandmaster collection.');
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let key: string | null = null;
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let before = 0;
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for (const pile in game.spice) {
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const at = splitLocation(pile);
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if (at.territory !== destination) continue;
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const amount = game.spice[pile];
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if (!validGameLocation(game, at.territory, at.sector) ||
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pile !== location(at.territory, at.sector) ||
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!Number.isSafeInteger(amount) || amount < 0)
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return blocked('Sandmaster needs a valid destination spice pile.');
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if (!amount) continue;
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if (key) return blocked('Sandmaster collection among multiple spice piles awaits its allocation ruling.');
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key = pile;
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before = amount;
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}
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if (!key) return blocked('There is no spice to collect at this destination.');
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const spice = game.players.find(p => p.id === player)?.spice;
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if (!Number.isSafeInteger(spice) || !Number.isSafeInteger(spice! + 1))
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return blocked('Sandmaster collection needs a valid spice balance.');
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return { leader, key, before, blocked: null };
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}
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export function sandmasterPathBlocked(
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g: Game | GameView,
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player: string,
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from: string,
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key: string,
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): boolean {
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const p = g.players.find((p) => p.id === player);
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const pointer = g.mobileStronghold?.location;
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if (!p || (!Object.hasOwn(GRAPH, key) && key !== MOBILE_LOCATION)) return true;
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if (key === MOBILE_LOCATION && (!pointer || !Object.hasOwn(GRAPH, pointer) ||
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(!!splitLocation(pointer).sector && splitLocation(pointer).sector === g.storm))) return true;
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const at = splitLocation(key);
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return (
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(!!at.sector && at.sector === g.storm) ||
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strongholdPathBlocked(
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g.players,
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player,
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at.territory,
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isAdvisor(p, splitLocation(from).territory),
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)
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);
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}
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/** The HMS interior is a room-local dead end connected only through its pointer. */
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export function sandmasterAdjacent(g: Game | GameView, key: string): string[] {
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const pointer = g.mobileStronghold?.location;
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if (key === MOBILE_LOCATION) return pointer && Object.hasOwn(GRAPH, pointer) ? [pointer] : [];
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return [...(GRAPH[key] ?? []), ...(pointer === key ? [MOBILE_LOCATION] : [])];
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}
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/** Ordinary forces may enter or leave HMS; this never relocates its pointer. */
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export function sandmasterRouteDistance(g: Game | GameView, route: string[]): number {
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if (!route.includes(MOBILE_LOCATION)) return mobileRouteDistance(route);
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if (!route.length || route.length > Object.keys(GRAPH).length + 1 ||
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new Set(route).size !== route.length || route.slice(1, -1).includes(MOBILE_LOCATION)) return Infinity;
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let steps = 0;
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for (let index = 0; index < route.length; index++) {
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const key = route[index];
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if (key !== MOBILE_LOCATION && !Object.hasOwn(GRAPH, key)) return Infinity;
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if (key === MOBILE_LOCATION && !sandmasterAdjacent(g, key).length) return Infinity;
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if (!index) continue;
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if (!sandmasterAdjacent(g, route[index - 1]).includes(key)) return Infinity;
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steps += Number(splitLocation(route[index - 1]).territory !== splitLocation(key).territory);
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}
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return steps;
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}
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/** Only crossing a territory boundary enters a new collection opportunity. */
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export function sandmasterEnteredTerritories(
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routes: Record<string, string[]>,
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): string[] {
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return [
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...new Set(
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Object.values(routes).flatMap((route) =>
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route.slice(1).flatMap((key, i) => {
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const id = splitLocation(key).territory;
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return id !== splitLocation(route[i]).territory ? [id] : [];
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}),
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),
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),
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];
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}
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/** Multiple piles retain the existing unresolved physical-pile boundary. */
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export function sandmasterCollectible(
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g: Game | GameView,
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routes: Record<string, string[]>,
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): string[] {
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return sandmasterEnteredTerritories(routes).flatMap((id) => {
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const piles = Object.entries(g.spice).filter(
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([key, n]) => splitLocation(key).territory === id && n > 0,
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);
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return piles.length === 1 ? [piles[0][0]] : [];
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});
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}
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export function quoteSandmasterMovement(
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g: Game | GameView,
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player: string,
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move: SandmasterOrder,
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value: unknown,
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): SandmasterMovement {
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const p = g.players.find((p) => p.id === player),
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leader = sandmasterLeader(g, player);
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requireMove(
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sandmasterModeSupported(g) &&
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leader &&
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p &&
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g.phase === 5 &&
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g.active === player,
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'Sandmaster collection needs its living native trainer and an ordinary supported movement.',
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);
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requireMove(
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record(value) &&
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Object.keys(value).sort().join(',') === 'collect,routes' &&
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record(value.routes) &&
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Array.isArray(value.collect),
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'Choose Sandmaster routes and optional collection territories.',
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);
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const sources = move.group.map(([key]) => key);
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requireMove(
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sources.length > 0 &&
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new Set(sources).size === sources.length &&
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JSON.stringify(Object.keys(value.routes).sort()) ===
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JSON.stringify([...sources].sort()),
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'Every moving source sector needs its own Sandmaster route.',
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);
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const routes: Record<string, string[]> = {};
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for (const from of sources) {
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const route = value.routes[from];
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requireMove(
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Array.isArray(route) &&
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route.every((k) => typeof k === 'string') &&
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route[0] === from &&
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route.at(-1) === location(move.to, move.sector) &&
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sandmasterRouteDistance(g, route) <= move.range &&
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route.every((key) => !sandmasterPathBlocked(g, player, from, key)),
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'Sandmaster needs a connected route within movement range, outside blocked sectors.',
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);
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routes[from] = [...route];
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}
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const collect = value.collect;
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const available = sandmasterCollectible(g, routes);
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requireMove(
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collect.every(
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(key) => typeof key === 'string' && available.includes(key),
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) && new Set(collect).size === collect.length,
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'Collect once per entered territory with one unambiguous spice pile, or decline that collection.',
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);
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return {
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leader,
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turn: g.turn,
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move: p.moved ?? 0,
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order: JSON.stringify(move),
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routes,
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collect: [...collect],
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piles: collect.map((key) => ({ key, before: g.spice[key] })),
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};
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}
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export function validateSandmasterMovement(
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g: Game,
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player: string,
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move: SandmasterOrder,
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saved: SandmasterMovement,
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): void {
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requireMove(record(saved), 'The saved Sandmaster movement is missing.');
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const current = quoteSandmasterMovement(g, player, move, {
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routes: saved.routes,
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collect: saved.collect,
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});
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requireMove(
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JSON.stringify(saved) === JSON.stringify(current),
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'The saved Sandmaster movement or board spice has changed.',
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);
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}
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/** A deterministic shortest route is a default; humans can choose a different legal route. */
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export function sandmasterShortestRoute(
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g: Game | GameView,
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player: string,
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from: string,
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to: string,
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range: number,
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): string[] | null {
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if (sandmasterPathBlocked(g, player, from, from)) return null;
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const queue = [{ route: [from], cost: 0 }],
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best = new Map([[from, 0]]);
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while (queue.length) {
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queue.sort((a, b) => a.cost - b.cost || a.route.length - b.route.length);
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const { route, cost } = queue.shift()!,
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last = route.at(-1)!;
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if (cost !== best.get(last)) continue;
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if (last === to) return route;
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for (const key of sandmasterAdjacent(g, last)) {
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if (sandmasterPathBlocked(g, player, from, key)) continue;
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const next =
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cost +
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Number(splitLocation(last).territory !== splitLocation(key).territory);
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if (next <= range && next < (best.get(key) ?? Infinity)) {
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best.set(key, next);
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queue.push({ route: [...route, key], cost: next });
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}
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}
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}
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return null;
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}
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export function sandmasterActionOrder(
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g: GameView,
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player: string,
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action: Action,
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): SandmasterOrder | null {
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const p = g.players.find((p) => p.id === player);
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if (
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!p ||
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action.type !== 'move' ||
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action.noField !== undefined ||
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action.planetologist !== undefined ||
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action.movementCard !== undefined ||
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action.ornithopterEvent !== undefined ||
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action.discoveryOrnithopter !== undefined ||
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g.ornithopter?.active
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)
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return null;
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const group: [string, number][] = record(action.forces)
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? (Object.entries(action.forces).filter(
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([, n]) => typeof n === 'number' && n > 0,
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) as [string, number][])
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: typeof action.from === 'string' && typeof action.amount === 'number'
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? [[action.from, action.amount]]
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: [];
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if (
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!group.length ||
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group.some(
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([key, n]) =>
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!Number.isSafeInteger(n) || n <= 0 || n > (p.forces[key] ?? 0),
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) ||
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new Set(group.map(([key]) => splitLocation(key).territory)).size !== 1 ||
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typeof action.territory !== 'string' ||
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typeof action.sector !== 'number'
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)
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return null;
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const eliteGroup = Object.fromEntries(
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group.map(([key]) => [
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key,
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Number(
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record(action.eliteForces)
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? (action.eliteForces[key] ?? 0)
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: (action.elite ?? 0),
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),
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]),
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);
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const elite = Object.values(eliteGroup).reduce((a, b) => a + b, 0);
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return {
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group,
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eliteGroup,
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elite,
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origin: splitLocation(group[0][0]).territory,
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to: action.territory,
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sector: action.sector,
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range: botMovementRange(g, p, elite),
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};
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}
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export function sandmasterDefaultChoice(
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g: GameView,
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player: string,
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action: Action,
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): SandmasterChoice | null {
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if (!sandmasterModeSupported(g) || !sandmasterLeader(g, player)) return null;
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const move = sandmasterActionOrder(g, player, action);
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if (!move) return null;
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const routes: Record<string, string[]> = {};
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for (const [from] of move.group) {
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const route = sandmasterShortestRoute(
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g,
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player,
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from,
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location(move.to, move.sector),
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move.range,
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);
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if (!route) return null;
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routes[from] = route;
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}
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return { routes, collect: sandmasterCollectible(g, routes) };
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}
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