Files
Dune/game/leader-skill-combat.ts
T
Quintine 6e6fecc9d4 Prototype Leader Skills setup, battle disciplines and capture
Connect all fourteen physical skills and private setup to five card-role battle
modifiers, public posture, Harkonnen skilled capture, death return and optional
own-leader revival through controls, legal AI and persisted room actions.
Nine skill effects and combined-mode/publication acceptance remain unfinished.
Captured replacement entitlement and foreign ghola integration stay guarded.

Fresh publisher/designer research supports skilled-capture publicity through
its unique known physical card; this is recorded as a component inference.
Independent review found and fixed Voice/must-use-leader and invalid saved
assignment/offer cases. A pre-existing Discovery privacy assertion confused
card ID prefixes; the corrected deterministic physical-pair scenario was
independently reviewed. The first broad run was 4410/4411; corrected final
verification passes types/lint, all 4411 offline tests, build and 43 HTTP tests.
Final durations: check 149741ms, build 6659ms, integration 28274ms.
Source fingerprint: aef655ac1ebc0eb2f64294e13d3d27337167312cf8ab17568a166ee9c39f6a85.
Private final report: 20260913-leader-skills/checks-final/report.json.

Three seeded prototype games completed with no rejected bot candidates. Browser
setup/card inspection/refresh passed. Another user-reported power outage stopped
the server; backup and necessary restart restored the same private seat. All
292 games at restart and their original application records remain unchanged;
33 isolated HTTP-test rooms bring the current total to 325. No database reset.

Efficiency: one shared setup/lifecycle implementation supports five connected
role effects; selective existing agents handled catalog/UI/tests/research and
independent reviews. One repeated broad check was required by the reproduced
ID-prefix assertion failure. Aggregate goal counter rose from 65529766 to
67313673 through this checkpoint (1783907), including inherited context and
coordination; this is not a billing or savings estimate. Full goal remains active.
2026-09-13 17:31:37 +10:00

96 lines
2.9 KiB
TypeScript

import type { Card } from './cards';
import { defenseTypes, weaponTypes } from './battle-cards';
import type { LeaderSkillId } from './leader-skill-cards';
export type DirectLeaderSkillId =
| 'warmaster'
| 'master-of-assassins'
| 'swordmaster-of-ginaz'
| 'killer-medic'
| 'prana-bindu-adept';
export type BattleLeaderSkill = {
skill: LeaderSkillId;
leader: string;
/** Ordinary assignments are publicly face up until deliberately concealed. */
faceUp: boolean;
/** A captured skill grants only its attached leader's lower battle effect. */
captured: boolean;
};
export type AppliedLeaderSkill = {
skill: DirectLeaderSkillId;
amount: 1 | 3;
mode: 'normal' | 'skilled';
};
export type LeaderSkillBattleBonus = {
bonus: number;
applied: AppliedLeaderSkill[];
};
const directSkills = new Set<LeaderSkillId>([
'warmaster',
'master-of-assassins',
'swordmaster-of-ginaz',
'killer-medic',
'prana-bindu-adept',
]);
function isDirectSkill(skill: string): skill is DirectLeaderSkillId {
return directSkills.has(skill as LeaderSkillId);
}
function qualifies(
skill: DirectLeaderSkillId,
weapon: Card | undefined,
defense: Card | undefined,
) {
if (skill === 'warmaster')
return [weapon, defense].some((card) => card?.kind === 'worthless');
if (skill === 'master-of-assassins')
return weaponTypes(weapon).includes('poison');
if (skill === 'swordmaster-of-ginaz')
return weaponTypes(weapon).includes('projectile');
if (skill === 'killer-medic')
return defenseTypes(defense).includes('snooper');
return defenseTypes(defense).includes('shield');
}
/**
* Quote the five card-role strength families after weapon survival is known.
* Printed disc strength and bounty remain outside this additive score receipt.
*/
export function leaderSkillBattleBonus(input: {
assignments: readonly BattleLeaderSkill[];
/** Cheap Hero substitutes for another leader for normal +1 training only. */
selectedLeader: { id: string; kind: 'disc' | 'hero' } | undefined;
weapon: Card | undefined;
defense: Card | undefined;
skilledLeaderSurvives: boolean;
}): LeaderSkillBattleBonus {
if (!input.selectedLeader) return { bonus: 0, applied: [] };
const applied: AppliedLeaderSkill[] = [];
for (const assignment of input.assignments) {
if (!isDirectSkill(assignment.skill)) continue;
if (!qualifies(assignment.skill, input.weapon, input.defense)) continue;
if (
input.selectedLeader.kind === 'disc' &&
assignment.leader === input.selectedLeader.id &&
(!assignment.faceUp || assignment.captured) &&
input.skilledLeaderSurvives
)
applied.push({ skill: assignment.skill, amount: 3, mode: 'skilled' });
else if (
assignment.leader !== input.selectedLeader.id &&
assignment.faceUp &&
!assignment.captured
)
applied.push({ skill: assignment.skill, amount: 1, mode: 'normal' });
}
return {
bonus: applied.reduce((sum, receipt) => sum + receipt.amount, 0),
applied,
};
}