79 lines
2.5 KiB
TypeScript
79 lines
2.5 KiB
TypeScript
import type { FactionId } from './catalog';
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import { territory } from './board';
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import { fighterCount } from './advisors';
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import { presenceAt, type ForcePresence } from './force-presence';
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import { ecazOccupancyIdentity, ecazOccupancyRelation } from './ecaz-occupy';
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/** Public board information only: a concealed No-Field contributes presence,
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* never its hidden denomination. Advisor groups do not fill strongholds. */
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export type OccupancySeat = ForcePresence & {
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id: string;
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faction: FactionId;
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ally?: string | null;
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advisors?: Readonly<Record<string, { lockedTurn?: number }>>;
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};
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/** Count the occupying factions after admitting a fighter from enteringId.
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* Ecaz and its reciprocal ally share a faction for board occupancy. Physical
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* forces and player ownership remain separate. This is not a combat side. */
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export function occupyingFactionCount(
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players: readonly OccupancySeat[],
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to: string,
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enteringId?: string,
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) {
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const where = { kind: 'territory' as const, id: to };
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const sides = new Set(
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players
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.filter((p) => fighterCount(p, to) > 0)
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.map((p) => ecazOccupancyIdentity(players, p.id, where).key),
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);
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if (enteringId)
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sides.add(ecazOccupancyIdentity(players, enteringId, where).key);
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return sides.size;
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}
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export function territoryEntryBlock(
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players: readonly OccupancySeat[],
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playerId: string,
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to: string,
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advisors = false,
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temporaryAlliedShipment = false,
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): string | null {
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// Validate the complete identity roster even for an empty destination.
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ecazOccupancyIdentity(players, playerId, { kind: 'territory', id: to });
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if (advisors) return null;
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const player = players.find((p) => p.id === playerId)!;
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const ally = players.find((p) => p.id === player.ally);
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if (
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!temporaryAlliedShipment &&
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to !== 'polar_sink' &&
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ally &&
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presenceAt(ally, to) > 0 &&
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ecazOccupancyRelation(players, playerId, ally.id, {
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kind: 'territory',
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id: to,
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}) !== 'ecazAlliance'
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)
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return 'You cannot enter a territory occupied by your ally.';
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if (
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territory(to).type === 'stronghold' &&
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occupyingFactionCount(players, to, playerId) > 2
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)
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return 'A stronghold cannot contain three occupying factions.';
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return null;
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}
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/** Passing through a stronghold uses capacity, not allied destination rules. */
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export function strongholdPathBlocked(
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players: readonly OccupancySeat[],
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playerId: string,
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to: string,
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advisors = false,
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) {
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return (
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!advisors &&
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territory(to).type === 'stronghold' &&
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occupyingFactionCount(players, to, playerId) > 2
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);
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}
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