Files
Dune/components/truthtrance.tsx
T
Quintine f0d3d9c464 Prototype Jacurutu income, Testing Station and Shrine effects
Connect automatic unambiguous Jacurutu physical-force income, a sole-occupant
Testing Station storm choice and Shrine reciprocal physical card roles to
engine actions, player controls, legal AI and saved continuation. Preserve
Weather Control exclusion, exact card/force custody, private hand boundaries
and committed effects after restart. Shared role checks cover existing ordinary
and special Karama paths; reserved cards cannot enter another pending use.

Keep Orgiz, mixed-force Jacurutu allocation and contested Cistern/Testing
Station benefits explicitly pending. These are bounded prototypes; complete
Discovery/Advanced/expansion and publication gates remain closed.

Validation: types, lint and 4,345 offline tests passed (32 added), production
build passed, and 40 HTTP tests passed. Independent cross-reviews repaired
reserved-card deadlock, physical-card selection, alternate-role permission,
storm source/token binding and public-entitlement bot ordering. The first broad
run found five failures; focused repairs preceded the stable repeated check.

Browser A5EJQ2W4 used genuine Discovery setup/reveal/free entry with targeted QA
positioning. A human increased storm movement from two to three sectors,
moving sector 6 to 9. Refresh restored station forces and the private Snooper.
This was targeted control/recovery evidence, not an unmodified full game.
All 187 opening saved rooms remained unchanged; 31 QA/HTTP rooms were added
(218 total). Reused the running server; no restart or save reset.

Source-bound report:
/home/quintine/.local/share/dune/checkpoints/20260913-discovery-location-effects/verification-final/report.json
Source fingerprint: beecb85ab7ec39319115389c115434d161591e8549802c542a6343a0fc19bea6
Durations: check 140540ms; build 6741ms; integration 24956ms.
Aggregate goal counter 63,116,444 to 64,295,091 at final verification:
1,178,647 tokens before final Git/push overhead for three bounded functions.
Standing authorization: Push all from now on.
2026-09-13 14:50:09 +10:00

725 lines
29 KiB
TypeScript
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'use client';
import { TERRITORIES } from '@/game/board';
import { BattleClaimFields } from './battle-promises';
import { CardCountFields } from './truthtrance-card-count';
import type { PlanClaim } from '@/game/battle-promises';
import { useId, useState } from 'react';
import Link from 'next/link';
import { Button } from '@/components/ui/button';
import { Input } from '@/components/ui/input';
import { CHEAP_HERO_TRAITOR } from '@/game/traitors';
import { shipmentPromiseModeSupported } from '@/game/shipment-promises';
import {
TRUTH_CARD_NAMES,
truthQuestionText,
type TruthFact,
type TruthQuestion,
} from '@/game/truthtrance';
import type { Action, GameView } from '@/game/engine';
import { canUseAsTruthtranceRole } from '@/game/shrine';
export function Truthtrance({
game: g,
act,
busy,
}: {
game: GameView;
act: (a: Action) => void;
busy: boolean;
}) {
const w = g.truthtrance!;
const me = g.players.find((p) => p.id === g.me)!;
const current = w.queue[0];
const truthCards =
me.hand?.filter((card) => canUseAsTruthtranceRole(g, me, card)) ?? [];
const declaration = (cards: typeof truthCards): Action => ({
type: 'card',
card: cards[0].id,
...(cards.length > 1 ? { cards: cards.slice(1).map((card) => card.id) } : {}),
...(cards.some((card) => card.effect === 'karama')
? {
shrineTruthtrance: cards
.filter((card) => card.effect === 'karama')
.map((card) => card.id),
}
: {}),
});
const [target, setTarget] = useState(
g.players.find((p) => p.id !== me.id)!.id,
);
const [kind, setKind] = useState<
'fact' | 'freeform' | 'battlePlan' | 'shipment'
>('fact');
const [shipmentTerritory, setShipmentTerritory] = useState('carthag');
const [shipmentMinimum, setShipmentMinimum] = useState(6);
const invalidShipment =
!Number.isSafeInteger(shipmentMinimum) ||
shipmentMinimum < 1 ||
shipmentMinimum > 20;
const shipmentAvailable =
shipmentPromiseModeSupported(g) &&
g.phase === 5 &&
g.active === target &&
!g.players.find((p) => p.id === target)?.shipped &&
!g.response &&
!g.decision &&
!g.phaseOpening;
const [planClauses, setPlanClauses] = useState<PlanClaim[]>([
{ kind: 'dial', compare: 'gte', value: 1 },
{ kind: 'weapon', name: null },
]);
const [scope, setScope] = useState<'fact' | 'currentTurn'>('fact');
const [text, setText] = useState('');
const [join, setJoin] = useState<'single' | 'and' | 'or'>('single');
const [clauses, setClauses] = useState<TruthFact[]>([
{ kind: 'hand', name: 'Shield' },
{ kind: 'hand', name: 'Snooper' },
]);
const factId = useId();
const invalidSpice = (fact: TruthFact) =>
(fact.kind === 'spice' ||
fact.kind === 'handCount' ||
fact.kind === 'handInventory') &&
(!Number.isSafeInteger(fact.value) || fact.value < 0);
const invalidFact = clauses
.slice(0, join === 'single' ? 1 : 2)
.some(invalidSpice);
const leaderName = (id: string) =>
id === CHEAP_HERO_TRAITOR
? 'Cheap Hero / Heroine'
: (g.allLeaders.find((l) => l.id === id)?.name ?? id);
const name = (id: string) => g.players.find((p) => p.id === id)!.name;
const question: TruthQuestion =
kind === 'fact'
? {
kind,
target,
fact: join === 'single' ? clauses[0] : { kind: join, terms: clauses },
}
: kind === 'battlePlan'
? {
kind,
target,
territory: g.battle?.territory ?? '',
claim:
join === 'single'
? planClauses[0]
: { kind: join, terms: planClauses },
}
: kind === 'shipment'
? {
kind,
target,
territory: shipmentTerritory,
minimum: shipmentMinimum,
}
: { kind, target, text, scope };
const button = (label: string, action: Action, disabled = false) => (
<Button
className="game-action"
disabled={busy || disabled}
onClick={() => act(action)}
>
{label}
</Button>
);
return (
<section className="truthtrance-panel" aria-label="Truthtrance question">
<h2>Truthtrance</h2>
<p className="fine">
<Link href="/rules#card-truthtrance">Question rules</Link> · The table
resumes its previous decision after these questions.
</p>
{w.stage === 'priority' ? (
<>
<p>
A Truthtrance has been declared. Declare yours now or pass;
questions then follow storm order.
</p>
<ul>
{g.players.map((p) => (
<li key={p.id}>
{p.name} ·{' '}
{w.queue.some((q) => q.player === p.id)
? 'Declared'
: w.passed.includes(p.id)
? 'Passed'
: 'Choosing'}
</li>
))}
</ul>
{!w.passed.includes(me.id) && (
<>
{truthCards.map((c) => (
<div key={c.id}>
{button(
c.effect === 'karama'
? 'Use my Karama as Truthtrance'
: 'Declare my Truthtrance',
declaration([c]),
)}
</div>
))}
{truthCards.length > 1 &&
button(
`Declare all ${truthCards.length} as Truthtrance`,
declaration(truthCards),
)}
{button('Pass Truthtrance priority', { type: 'truthPass' })}
</>
)}
</>
) : (
<>
<p className="eyebrow">
{name(current.player)} holds the question · {w.queue.length} pending
</p>
{w.question && (
<blockquote>
<p>{truthQuestionText(w.question, leaderName)}</p>
<p className="fine">Asked of {name(w.question.target)}</p>
</blockquote>
)}
{w.stage === 'answer' ? (
w.question!.target === me.id ? (
<>
<p>
Your answer is public. Answer truthfully about the game; a
promise can only bind decisions in this turn.
</p>
{w.question!.kind === 'shipment' ? (
<>
<p className="notice">
A definite answer binds your shipment from reserves this
turn. Available preparation includes your Ghola, Karama
and recoverable allied funding. Yes leaves the exact
count, sector and payment yours to choose; No allows a
different shipment or none.
</p>
{(g.truthShipmentAnswers ?? []).map((answer) => (
<div key={answer}>
{button(
answer === 'unknown'
? 'I don’t know yet'
: `Answer ${answer === 'yes' ? 'Yes' : 'No'}`,
{ type: 'truthAnswer', answer },
)}
</div>
))}
</>
) : w.question!.kind === 'battlePlan' ? (
<>
<p className="notice">
Choose an answer you can honor in a legal plan, including
available Ghola preparation. Earlier Truthtrance answers,
Voice and revealed prescience elements apply. An answer
about a sealed plan is already fixed.
</p>
{(g.truthBattleAnswers ?? []).map((answer) => (
<div key={answer}>
{button(
answer === 'unknown'
? 'I don’t know yet'
: `Answer ${answer === 'yes' ? 'Yes' : 'No'}`,
{ type: 'truthAnswer', answer },
)}
</div>
))}
<p className="fine">
A definite answer constrains your plan. Other plan
elements remain yours to choose.
</p>
</>
) : w.question!.kind === 'fact' ? (
<>
<p className="notice">
Your current game information establishes:{' '}
<strong>
{g.truthAnswer === 'unknown'
? 'I don’t know yet'
: g.truthAnswer === 'yes'
? 'Yes'
: 'No'}
</strong>
. Only you see this until you answer.
</p>
{button('Publish my answer', {
type: 'truthAnswer',
answer: g.truthAnswer,
})}
</>
) : (
<>
{button('Answer Yes', {
type: 'truthAnswer',
answer: 'yes',
})}
{button('Answer No', { type: 'truthAnswer', answer: 'no' })}
{button('I don’t know', {
type: 'truthAnswer',
answer: 'unknown',
})}
<p className="fine">
Use “I don’t know” for something you cannot know or
decide. The holder can ask a different question or save
the card.
</p>
</>
)}
</>
) : (
<output>Waiting for {name(w.question!.target)} to answer.</output>
)
) : current.player !== me.id ? (
<output>
Waiting for {name(current.player)} to{' '}
{w.stage === 'unknown'
? 'ask again or save the card'
: 'ask a question'}
.
</output>
) : (
<>
{w.stage === 'unknown' && (
<>
<p>
The answer could not be known. Ask a different question or
keep Truthtrance for later.
</p>
{button('Save card for later', { type: 'truthSave' })}
</>
)}
<label>
Ask which player?
<select
value={target}
onChange={(e) => setTarget(e.target.value)}
>
{g.players
.filter((p) => p.id !== me.id)
.map((p) => (
<option key={p.id} value={p.id}>
{p.name}
{p.bot ? ' · AI' : ''}
</option>
))}
</select>
</label>
<label>
Question type
<select
value={kind}
onChange={(e) => setKind(e.target.value as typeof kind)}
>
<option value="fact">
Verified cards, traitors or spice
</option>
<option value="shipment">
Bind a shipment from reserves
</option>
<option value="freeform">Write a game question</option>
{g.battle && (
<option value="battlePlan">
Bind a battle-plan choice
</option>
)}
</select>
</label>
{kind === 'shipment' ? (
<>
<label>
Shipment destination
<select
value={shipmentTerritory}
onChange={(e) => setShipmentTerritory(e.target.value)}
>
{TERRITORIES.map((t) => (
<option key={t.id} value={t.id}>
{t.name}
</option>
))}
</select>
</label>
<label htmlFor={`${factId}-shipment-minimum`}>
Minimum physical forces
<Input
id={`${factId}-shipment-minimum`}
type="number"
min={1}
max={20}
step={1}
required
value={
Number.isNaN(shipmentMinimum) ? '' : shipmentMinimum
}
aria-invalid={invalidShipment}
aria-describedby={`${factId}-shipment-help`}
onChange={(e) =>
setShipmentMinimum(e.currentTarget.valueAsNumber)
}
/>
</label>
<p className="fine" id={`${factId}-shipment-help`}>
Includes Fremen reinforcements and Guild transport from
southern reserves. Ground movement and transport of forces
already on the board do not count.
</p>
{!shipmentAvailable && (
<p className="notice">
Automatic enforcement currently supports the active
player’s unused shipment in base Basic games and base
Advanced games without Guild or optional modules. Select
that player and finish pending decisions first. Earlier
questions and other rules configurations remain
unfinished.
</p>
)}
<p className="notice">
{invalidShipment
? 'Enter a whole minimum of one to twenty forces.'
: truthQuestionText(question, leaderName)}
</p>
</>
) : kind === 'battlePlan' ? (
<>
<label>
Combine conditions
<select
value={join}
onChange={(e) => setJoin(e.target.value as typeof join)}
>
<option value="single">One condition</option>
<option value="and">Both · AND</option>
<option value="or">Either · OR</option>
</select>
</label>
{planClauses
.slice(0, join === 'single' ? 1 : 2)
.map((c, index) => (
<fieldset key={index}>
<legend>Condition {index + 1}</legend>
<BattleClaimFields
game={g}
value={c}
onChange={(next) =>
setPlanClauses(
planClauses.map((old, n) =>
n === index ? next : old,
),
)
}
/>
</fieldset>
))}
<p className="notice">
{truthQuestionText(question, leaderName)}
</p>
{g.battle &&
![g.battle.attacker, g.battle.defender].includes(
target,
) && <p>Select one of the combatants for this question.</p>}
</>
) : kind === 'fact' ? (
<>
<label>
Combine facts
<select
value={join}
onChange={(e) => setJoin(e.target.value as typeof join)}
>
<option value="single">One fact</option>
<option value="and">Both facts · AND</option>
<option value="or">Either fact · OR</option>
</select>
</label>
{clauses
.slice(0, join === 'single' ? 1 : 2)
.map((c, index) => (
<fieldset key={index}>
<legend>Fact {index + 1}</legend>
<label>
Fact type
<select
value={c.kind}
onChange={(e) =>
setClauses(
clauses.map((old, n) =>
n === index
? e.target.value === 'hand'
? { kind: 'hand', name: 'Shield' }
: e.target.value === 'handCount'
? {
kind: 'handCount',
name: 'Shield',
compare: 'gte',
value: 2,
}
: e.target.value === 'handInventory'
? {
kind: 'handInventory',
category: 'all',
compare: 'gte',
value: 2,
}
: e.target.value === 'spice'
? {
kind: 'spice',
compare: 'gte',
value: 6,
}
: {
kind: 'traitor',
leader: g.allLeaders[0].id,
}
: old,
),
)
}
>
<option value="hand">Holds a named card</option>
<option value="handCount">
Number of a named card
</option>
<option value="handInventory">
Hand size or primary card role
</option>
<option value="traitor">Selected a traitor</option>
<option value="spice">
Current personal spice
</option>
</select>
</label>
{c.kind === 'hand' ? (
<label>
Card name
<select
value={c.name}
onChange={(e) =>
setClauses(
clauses.map((old, n) =>
n === index
? { kind: 'hand', name: e.target.value }
: old,
),
)
}
>
{TRUTH_CARD_NAMES.map((name) => (
<option key={name}>{name}</option>
))}
</select>
</label>
) : c.kind === 'handCount' ||
c.kind === 'handInventory' ? (
<CardCountFields
value={c}
onChange={(next) =>
setClauses(
clauses.map((old, n) =>
n === index ? next : old,
),
)
}
/>
) : c.kind === 'spice' ? (
<>
<label>
Compare personal spice
<select
value={c.compare}
onChange={(e) =>
setClauses(
clauses.map((old, n) =>
n === index
? {
...c,
compare: e.target
.value as typeof c.compare,
}
: old,
),
)
}
>
<option value="eq">Exactly</option>
<option value="gte">At least</option>
<option value="lte">At most</option>
</select>
</label>
<label htmlFor={`${factId}-${index}-spice-amount`}>
Spice amount
<Input
id={`${factId}-${index}-spice-amount`}
type="number"
min={0}
max={Number.MAX_SAFE_INTEGER}
step={1}
required
value={Number.isNaN(c.value) ? '' : c.value}
aria-invalid={invalidSpice(c)}
aria-describedby={`${factId}-${index}-spice-help${invalidSpice(c) ? ` ${factId}-${index}-spice-error` : ''}`}
onChange={(e) =>
setClauses(
clauses.map((old, n) =>
n === index
? {
...c,
value:
e.currentTarget.valueAsNumber,
}
: old,
),
)
}
/>
</label>
<p
className="fine"
id={`${factId}-${index}-spice-help`}
>
Counts spice the player personally holds now.
Excludes pledged aid and incoming payments. This
asks about the current balance; it does not
promise future holdings or spending.
</p>
{invalidSpice(c) && (
<p
className="notice"
role="alert"
id={`${factId}-${index}-spice-error`}
>
{Number.isInteger(c.value) &&
c.value > Number.MAX_SAFE_INTEGER
? 'That spice amount is too large.'
: 'Enter a whole spice amount of zero or more.'}
</p>
)}
</>
) : (
c.kind === 'traitor' && (
<label>
Leader
<select
value={c.leader}
onChange={(e) =>
setClauses(
clauses.map((old, n) =>
n === index
? {
kind: 'traitor',
leader: e.target.value,
}
: old,
),
)
}
>
{g.allLeaders.map((l) => (
<option key={l.id} value={l.id}>
{l.name}
</option>
))}
<option value={CHEAP_HERO_TRAITOR}>
Cheap Hero / Heroine
</option>
</select>
</label>
)
)}
</fieldset>
))}
<p className="notice">
{invalidFact
? 'Enter a valid whole amount before asking this question.'
: truthQuestionText(question, leaderName)}
</p>
</>
) : (
<>
<label>
Question concerns
<select
value={scope}
onChange={(e) => setScope(e.target.value as typeof scope)}
>
<option value="fact">A game fact</option>
<option value="currentTurn">
A promise during turn {g.turn}
</option>
</select>
</label>
<label>
One yes/no question
<textarea
rows={4}
maxLength={500}
value={text}
onChange={(e) => setText(e.target.value)}
placeholder="Will you ship at least six forces to Carthag this turn?"
/>
</label>
<p className="notice">
Freeform answers rely on the players. Automatic checks for
arbitrary promises are unfinished. AI can answer structured
fact, supported shipment and battle-plan questions; it
cannot yet interpret freeform questions.
</p>
</>
)}
{button(
'Ask publicly',
{ type: 'truthAsk', question },
(kind === 'shipment' &&
(invalidShipment || !shipmentAvailable)) ||
(kind === 'freeform' && !text.trim()) ||
(kind === 'fact' && invalidFact) ||
(kind === 'battlePlan' &&
(!g.battle ||
![g.battle.attacker, g.battle.defender].includes(
target,
))),
)}
</>
)}
</>
)}
</section>
);
}
export function TruthHistory({ game: g }: { game: GameView }) {
const records = g.truthHistory.filter((r) => r.turn === g.turn);
if (!records.length) return null;
const name = (id: string) => g.players.find((p) => p.id === id)?.name ?? id;
return (
<details className="notice truthtrance-history">
<summary>Truthtrance answers · Turn {g.turn}</summary>
<p className="fine">
Structured battle-plan and supported reserve-shipment answers are
enforced. Current-turn freeform promises remain binding when possible,
but their automatic enforcement is unfinished.
</p>
<ol>
{records.map((r, i) => (
<li key={i}>
<p>
{name(r.asker)} → {name(r.question.target)}:{' '}
{truthQuestionText(r.question, (id) =>
id === CHEAP_HERO_TRAITOR
? 'Cheap Hero / Heroine'
: (g.allLeaders.find((l) => l.id === id)?.name ?? id),
)}
</p>
<strong>
{r.answer === 'unknown'
? 'I don’t know'
: r.answer === 'yes'
? 'Yes'
: 'No'}
</strong>
</li>
))}
</ol>
</details>
);
}