100 lines
3.0 KiB
TypeScript
100 lines
3.0 KiB
TypeScript
import { MOBILE_STRONGHOLD, splitLocation } from './board';
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import { ecazOccupancyRelation } from './ecaz-occupy';
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import { presenceAt, type ForcePresence } from './force-presence';
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import type { OccupancySeat } from './occupancy';
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/** Physical baseline distinguishes this turn's visitors from old co-occupation. */
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export type BasicAlliedShipment = Readonly<{
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player: string;
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ally: string;
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turn: number;
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territory: string;
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baseline: Readonly<{ normal: number; elite: number }>;
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}>;
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/** Ordinary reserve arrivals only; movement endpoints keep their guard. */
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export function isAlliedShipmentVisit(
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context: Readonly<{
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phase: number;
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active: string | null;
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players: readonly OccupancySeat[];
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}>,
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player: OccupancySeat & Readonly<{ shipped?: boolean; moved?: number }>,
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to: string,
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): boolean {
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if (context.phase !== 5 || context.active !== player.id ||
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player.shipped !== false || player.moved !== 0 || to === 'polar_sink' ||
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to === MOBILE_STRONGHOLD) return false;
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const ally = context.players.find(seat => seat.id === player.ally);
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return !!ally && ally.ally === player.id && presenceAt(ally, to) > 0 &&
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ecazOccupancyRelation(context.players, player.id, ally.id, {
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kind: 'territory', id: to,
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}) !== 'ecazAlliance';
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}
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export function alliedShipmentPhysicalPool(
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player: ForcePresence & { elites?: { forces: Readonly<Record<string, number>> } },
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to: string,
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): { normal: number; elite: number } {
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let normal = 0;
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let elite = 0;
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for (const key in player.forces) {
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if (splitLocation(key).territory !== to) continue;
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const special = player.elites?.forces[key] ?? 0;
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elite += special;
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normal += player.forces[key] - special;
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}
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return { normal, elite };
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}
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export type AlliedSeparationQuoteContext = Readonly<{
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advanced: boolean;
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turn: number;
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player: string;
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ally: string | null;
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playerAllySinceTurn?: number;
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allySinceTurn?: number;
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remaining: readonly string[];
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territories: readonly Readonly<{
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territory: string;
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polar: boolean;
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ownPresent: boolean;
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allyPresent: boolean;
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ownAdvisors: boolean;
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allyAdvisors: boolean;
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ecazCoexist: boolean;
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}>[];
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}>;
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/**
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* Quote the ending player's loss territories, not casualties or force custody.
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* The engine supplies canonical presence, advisor stance and Ecaz coexistence.
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* Advanced separates at every player's end; Basic retains its legacy timing.
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*/
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export function quoteAlliedSeparation(
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context: AlliedSeparationQuoteContext,
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): string[] {
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if (!context.ally) return [];
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if (
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!context.advanced &&
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(context.remaining.includes(context.ally) ||
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(context.playerAllySinceTurn === context.turn &&
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context.allySinceTurn === context.turn))
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)
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return [];
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const territories: string[] = [];
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for (const group of context.territories) {
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if (
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group.polar ||
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!group.ownPresent ||
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!group.allyPresent ||
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group.ecazCoexist ||
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(context.advanced && (group.ownAdvisors || group.allyAdvisors))
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)
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continue;
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territories.push(group.territory);
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}
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return territories;
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}
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