Quintine 640342527a Filter unsupported ordinary AI arrival candidates
Bots previously retried ordinary ship/move arrivals rejected by the existing Ambassador/Terror guard. A focused owner-view adapter now calls the same immutable arrival quote as authoritative preflight after source and payment selection. It preserves single reactions, faction exemptions, BG stance, actual Guild contribution income and No-Field component pricing. Specialized Homeworld, explicit Nexus and special movement routes retain their existing adapters; no simultaneous-reaction priority or module gate changes.

Independent rules/privacy review passed. Six new regressions cover all four profiles, executable alternatives, real-engine single reactions, Guild-funded contributions, BG accompaniment/intrusion, owned No-Fields, immutable JSON views and access traps on rival private data and concealed Terror faces. The adapter catches only typed arrival failures and does not sample randomness. Twenty-five focused rules and recovery cases passed, followed by types, lint and 4829 offline tests on frozen source. No UI, build, dependency, HTTP or database code changed; build and HTTP suites were not repeated.

Eighteen genuine Basic/Advanced base and expansion samples completed: 9470 accepted actions, 247 periodic JSON restores and zero rejected candidates. The original reproduction dropped forty Basic and four Advanced rejected candidates; the six expansion baseline samples dropped eighty-two more. All accepted sequences matched their same-seed predecessors after excluding trace counters and consistently mapping random UUID v4 event identifiers by first appearance. Action values, repeated identity relationships, summaries and winners were preserved. Samples do not certify all optional modules, every AI candidate or difficulty ordering.

After the reported power failure, the development server remained healthy and the existing private QA seat restored after browser refresh. All 1038 opening saved games and original seat, recovery, room-entry and handover records are unchanged. SQLite integrity and foreign keys pass. No server restart, database reset or recurring automation was needed. Full rules and publication completion gates remain closed.

Verified source tree: 75ab4624dbeff634d3bd4606b0deb4b701efca82d55c189896205cc9a576217d
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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.

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.

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.

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.

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JavaScript 0.2%
CSS 0.2%