Files
Dune/game/battle-resolution-quote.ts
T
Quintine f067950f5e Prototype native Diplomat base-defense copying
Allow one committed Worthless to copy an opposing base Shield or Snooper when no actual defense is played, including protection of the selected native trained leader. Expose an optional named public choice after both plans reveal, before traitor calls, and show the activated protection in revealed plans. Discard the chosen physical Worthless once after battle, including winner and traitor-preempted outcomes. Original physical card identities and plans stay intact. Timing and explicit-discard precedence are documented implementation inferences; lower retreat, modified defenses, combined modes and public starts remain guarded.

Reuse legal Worthless planning candidates and add a public-information decision path for all four AI profiles. Bind new battle choices to revealed plans, public skill stance, canonical card custody and an independent event, validate saved continuations before reads/actions, omit internal proof fields from views, and retain unmarked legacy-battle behavior. Independent rules/privacy/persistence review found no blocker.

Validation: focused Diplomat rules/UI/bot/JSON/SQLite checks plus 80 related legacy checks passed; typecheck, lint, 4537 offline tests, production build and 43 HTTP tests passed. Concurrent copy versus decline, stale/corrupt decisions, self-protection and mandatory traitor-winner discard are covered. Browser genuine assignment and a conserved staged battle exercised human plan submission, refresh of the pending choice, actual Snooper copying with Baliset, Hasimir survival, exactly one Baliset discard, ordinary Crysknife retention and final refresh with private cards and four board forces, fifteen reserves, one Tank and eight spice. Basic/Advanced four-profile samples completed in 210/223 actions with six/seven JSON restores and no rejected candidates; neither encountered an eligible copy, so targeted checks establish the effect.

The server was healthy after the power outage. All 563 opening rooms and original seat/recovery records were preserved (597 after QA/HTTP); SQLite integrity and foreign keys passed. No restart, reset or automation was needed.

Verified source tree: 868bb7484cef244e6ab20f8d08d62e118629e257870cf91a436bf42651b968f5
2026-09-13 22:05:03 +10:00

820 lines
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TypeScript
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import {
battleLeaderStrength,
isAuditorLeader,
type Card,
type Leader,
} from './cards';
import type { FactionId } from './catalog';
import { battleWeaponsExplode, isStoneBurner } from './battle-cards';
import {
casualtyOptions,
validCombatForces,
type Casualties,
type CombatForces,
} from './combat';
import { strongholdBattleEffects } from './stronghold-battle';
import {
strongholdBattleIncome,
strongholdSupportCost,
type StrongholdId,
} from './stronghold-cards';
import {
canRetainBattleCard,
type MoritaniRetention,
} from './moritani-retention';
import {
stoneBurnerComparison,
type StoneBurnerComparison,
} from './stone-burner';
import { matchingTraitor } from './traitors';
import { auditCount } from './choam-auditor';
import { sukGraduateSkill, type SukGraduateSkill } from './suk-graduate';
import { validateSpiceBankerSpend } from './spice-banker';
import { rihaniVictorySkill, type RihaniSkill } from './rihani-decipherer';
import { copiedDiplomatDefense, quoteDiplomatDefense, type DiplomatDefenseQuote } from './diplomat-defense';
import {
quoteHomeworldBattleRules,
type HomeworldBattleRules,
type HomeworldExplosionLosses,
} from './homeworld-battle-rules';
import {
PLANETOLOGIST_BASE_SPECIALS,
canUsePlanetologistBattleSpecial,
isPlanetologistBattleSpecialCard,
leaderSkillBattleBonus,
bureaucratBattlePenalty,
usesSurvivingSkilledLeader,
type BattleLeaderSkill,
type LeaderSkillBattleBonus,
} from './leader-skill-combat';
export class BattleResolutionQuoteError extends Error {
constructor(message: string) {
super(message);
this.name = 'BattleResolutionQuoteError';
}
}
export type ResolutionPlan = {
bankerSpice?: number;
dial: number;
support: number;
allyPayment?: number;
leader: string | null;
weapon: string | null;
defense: string | null;
kwisatz?: boolean;
};
export type ResolutionParticipant = {
id: string;
faction: FactionId;
ally?: string | null;
/** A marker still concealed in this battle territory; other territories do not count. */
noFieldAtTerritory?: boolean;
};
export type ResolutionCombatant = ResolutionParticipant & {
diplomatDefense?: Pick<DiplomatDefenseQuote, 'leader' | 'source' | 'kind'> & { card: string };
spice: number;
hand: readonly Card[];
plan: ResolutionPlan;
/** Resolve controlled/captured/shared leader custody in the engine adapter. */
leader?: Leader;
/** Capture canceled elite/Fremen bonuses before clearing the live battle. */
forces: CombatForces;
stronghold?: StrongholdId | null;
lateDefense?: string;
poisonTooth?: boolean;
stoneMode?: 'kill' | 'ignore';
/** Current authorized assignments only; captured assignments grant no normal band. */
leaderSkills?: readonly BattleLeaderSkill[];
/** Public distinct occupation, including contested strongholds but excluding advisors. */
occupiedStrongholds?: number;
/** The current aidFor result: this escrow has already left the donor's balance. */
aid?: { donor: string; amount: number };
};
export type BattleResolutionInput = {
advanced: boolean;
/** Preserve physical counter choices in Basic Homeworlds without granting Advanced strength. */
typedCasualties?: boolean;
turn: number;
territory: string;
/** Off-planet rules are explicit; a Homeworld is never a stronghold terrain. */
homeworld?: HomeworldBattleRules;
attacker: ResolutionCombatant;
defender: ResolutionCombatant;
/** Exact traitorVoters order, with the canceled allied call substituted false. */
voters: readonly {
id: string;
beneficiary: string;
called: boolean;
traitors: readonly string[];
}[];
participants: readonly ResolutionParticipant[];
/** Live physical zones only, excluding historical receipts and knowledge aliases. */
physicalCards: readonly { id: string }[];
pendingAuditorPresent: boolean;
pendingRetentionPresent: boolean;
};
export type BattleSupportPayment = {
player: string;
cost: number;
ownPayment: number;
allyPayment: number;
donor: string | null;
bankSupport: number;
freeByTraitor: boolean;
};
export type BattleResolutionQuote = {
result: 'normal' | 'traitor' | 'mutualTraitors' | 'explosion';
winner: string | null;
attackerTraitor: boolean;
defenderTraitor: boolean;
revelations: { player: string; identity: string }[];
leaderStrengths: { attacker: number; defender: number };
leaderSkillBonuses: {
attacker: LeaderSkillBattleBonus;
defender: LeaderSkillBattleBonus;
};
leaderDeaths: { attacker: boolean; defender: boolean };
scores: { attacker: number; defender: number } | null;
stone: StoneBurnerComparison | null;
effects: ReturnType<typeof strongholdBattleEffects> | null;
explosion: boolean;
payments: BattleSupportPayment[];
spiceBankerPayments?: { player: string; amount: number; waivedByTraitor: boolean }[];
choamIncome: { owner: string; amount: number } | null;
bounty: { player: string; amount: number } | null;
strongholdIncome: { player: string; amount: number }[];
/** Includes noncombatants only for an actual non-traitor explosion. */
destroyedArmies: string[];
/** Native Lasgun/Shield losses replace destruction, including when the
* native is a noncombatant at an invaders' battle. Commit one chosen option. */
homeworldExplosion?: HomeworldExplosionLosses;
/** Basic ordinary winners lose their dial immediately; Advanced/Ix defer typed losses. */
basicWinnerLosses: number | null;
leaderSkillPenalties?: { attacker: number; defender: number };
sukGraduate?: SukGraduateSkill;
rihani?: RihaniSkill;
sandmaster?: string;
casualties: {
forces: CombatForces;
dial: number;
support: number;
options: Casualties[];
} | null;
played: { attacker: string[]; defender: string[] };
discarded: { player: string; card: string }[];
winnerCards: string[];
retention: MoritaniRetention | null;
/** Event allocation and mutable audit lifecycle belong to the live caller. */
auditor: {
owner: string;
opponent: string;
territory: string;
turn: number;
survived: boolean;
usedCards: string[];
stage: 'offer';
} | null;
};
function requireQuote(condition: unknown, message: string): asserts condition {
if (!condition) throw new BattleResolutionQuoteError(message);
}
const id = (value: unknown): value is string =>
typeof value === 'string' && value.trim().length > 0;
const whole = (value: number) => Number.isSafeInteger(value) && value >= 0;
function validateCombatant(
side: ResolutionCombatant,
physical: readonly { id: string }[],
) {
const f = side.forces,
p = side.plan;
requireQuote(
id(side.id) &&
Array.isArray(side.hand) &&
p &&
f &&
whole(side.spice) &&
validCombatForces(f) &&
Number.isFinite(p.dial) &&
p.dial >= 0 &&
Number.isSafeInteger(p.dial * 2) &&
whole(p.support) &&
whole(p.allyPayment ?? 0),
'The revealed battle needs valid force, dial and payment quantities.',
);
try {
validateSpiceBankerSpend(side.leaderSkills ?? [], side.leader && !side.leader.dead ? side.leader.id : undefined,
p.bankerSpice, side.spice, strongholdSupportCost(side.stronghold, p.support) - (p.allyPayment ?? 0));
} catch (error) {
throw new BattleResolutionQuoteError(error instanceof Error ? error.message : 'Invalid Spice Banker commitment.');
}
const selected = [p.weapon, p.defense, p.leader, side.lateDefense].filter(
(value): value is string => value != null,
);
requireQuote(
selected.every(id) && new Set(selected).size === selected.length,
'The revealed battle roles must use distinct physical cards or leaders.',
);
const played: string[] = [];
for (const selectedId of selected) {
const held = side.hand.filter((card) => card.id === selectedId);
if (selectedId === p.leader && side.leader?.id === selectedId) {
requireQuote(
held.length === 0,
'A leader disc cannot also be a physical treachery card.',
);
continue;
}
requireQuote(
held.length === 1 &&
physical.filter((card) => card.id === selectedId).length === 1,
'Played battle cards must remain available with unique physical custody.',
);
played.push(selectedId);
}
requireQuote(
!side.leader ||
(side.leader.id === p.leader && Number.isFinite(side.leader.strength)),
'The controlled leader must match the revealed plan.',
);
const selectedPlanetologistCards = [
p.weapon,
p.defense,
p.leader,
side.lateDefense,
].filter(
(selectedId): selectedId is string =>
!!selectedId &&
PLANETOLOGIST_BASE_SPECIALS.some(
(card) => card.id === selectedId,
),
);
requireQuote(
selectedPlanetologistCards.every((selectedId) => {
const selectedCard = side.hand.find((card) => card.id === selectedId);
return (
selectedId === p.weapon &&
side.leader?.id === p.leader &&
!side.leader.dead &&
isPlanetologistBattleSpecialCard(selectedCard) &&
canUsePlanetologistBattleSpecial({
assignments: side.leaderSkills ?? [],
selectedLeader: p.leader,
card: selectedCard,
})
);
}),
'A green Special may replace only the assigned Planetologist leader’s weapon.',
);
return played;
}
/**
* The calculations and rejection prerequisites of the existing resolveBattle.
* No state, card, leader, escrow, random stream or event is changed. Callers
* resolve current custody/force modifiers first and commit this quote once.
* Later capture/technology/Face Dance/phase continuations remain engine work.
*/
export function quoteBattleResolution(
input: BattleResolutionInput,
): BattleResolutionQuote {
try {
return calculate(input);
} catch (error) {
if (error instanceof BattleResolutionQuoteError) throw error;
if (error instanceof Error)
throw new BattleResolutionQuoteError(error.message);
throw error;
}
}
function calculate(input: BattleResolutionInput): BattleResolutionQuote {
const a = input.attacker,
d = input.defender;
requireQuote(
typeof input.advanced === 'boolean' &&
whole(input.turn) &&
input.turn > 0 &&
id(input.territory) &&
Array.isArray(input.participants) &&
Array.isArray(input.physicalCards) &&
input.participants.every((p) => id(p.id)) &&
new Set(input.participants.map((p) => p.id)).size ===
input.participants.length &&
a.id !== d.id &&
[a, d].every((s) =>
input.participants.some(
(p) => p.id === s.id && p.faction === s.faction,
),
),
'The battle resolution needs two distinct seated combatants and its current territory.',
);
const played = {
attacker: validateCombatant(a, input.physicalCards),
defender: validateCombatant(d, input.physicalCards),
};
requireQuote(
!!input.homeworld === input.territory.startsWith('homeworld:'),
'A Homeworld battle must carry its explicit native location rules.',
);
const homeworld = input.homeworld
? quoteHomeworldBattleRules(
input.territory,
input.participants,
input.homeworld,
)
: null;
if (homeworld) {
requireQuote(
input.advanced || input.homeworld!.card !== 'salusa_secundus',
'Salusa Secundus is used only in Advanced Homeworld games.',
);
requireQuote(
!a.stronghold && !d.stronghold &&
!input.participants.some((p) => p.noFieldAtTerritory),
'Homeworld combat does not inherit stronghold effects or unresolved concealed No-Field combat.',
);
const native = [a, d].find((side) => side.id === homeworld.native);
requireQuote(
!native ||
(native.forces.normal === input.homeworld!.nativeForces.normal &&
native.forces.elite === input.homeworld!.nativeForces.elite),
'The native battle army must match its Homeworld custody.',
);
}
const card = (
side: ResolutionCombatant,
selected: string | null | undefined,
) => side.hand.find((c) => c.id === selected);
const aw = card(a, a.plan.weapon),
dw = card(d, d.plan.weapon),
ad = card(a, a.lateDefense ?? a.plan.defense),
dd = card(d, d.lateDefense ?? d.plan.defense);
const effectiveDefense = (side: ResolutionCombatant, other: ResolutionCombatant, defense: Card | undefined) => {
const copy = side.diplomatDefense;
if (copy === undefined) return defense;
const quote = quoteDiplomatDefense({ assignments: side.leaderSkills ?? [], selectedLeader: side.plan.leader,
weapon: card(side, side.plan.weapon), defense: card(side, side.plan.defense),
opposingDefense: card(other, other.plan.defense) });
requireQuote(copy && quote && !side.lateDefense && !other.lateDefense &&
!side.stronghold && !other.stronghold && !input.homeworld &&
copy.leader === quote.leader && copy.source === quote.source && copy.kind === quote.kind && quote.cards.includes(copy.card),
'The copied Diplomat defense lost its native trainer, committed Worthless or opposing base defense.');
return copiedDiplomatDefense(quote, copy.card);
};
const effectiveAd = effectiveDefense(a, d, ad), effectiveDd = effectiveDefense(d, a, dd);
const tie =
d.stronghold === 'habbanya_ridge_sietch' ? 'defender' : 'attacker';
const stone =
isStoneBurner(aw) || isStoneBurner(dw)
? stoneBurnerComparison(
a.forces,
a.plan.dial,
a.plan.support,
d.forces,
d.plan.dial,
d.plan.support,
tie,
)
: null;
if (stone) {
requireQuote(
!!stone.winner,
'Stone Burner has an unresolved physical casualty allocation. No battle resources were spent.',
);
for (const [side, weapon] of [
[a, aw],
[d, dw],
] as const)
requireQuote(
!isStoneBurner(weapon) ||
['kill', 'ignore'].includes(side.stoneMode ?? ''),
'Choose Stone Burner’s revealed mode before resolving battle.',
);
}
requireQuote(
Array.isArray(input.voters) &&
new Set(input.voters.map((v) => v.id)).size === input.voters.length &&
[a, d].filter((s) => !homeworld || s.id === homeworld.native).every((s) =>
input.voters.some((v) => v.id === s.id && v.beneficiary === s.id),
) &&
(!homeworld || input.voters.every((v) =>
v.id === homeworld.native && v.beneficiary === homeworld.native,
)),
'The battle needs its complete distinct traitor voters.',
);
const revelations: BattleResolutionQuote['revelations'] = [];
for (const voter of input.voters) {
requireQuote(
typeof voter.called === 'boolean' &&
Array.isArray(voter.traitors) &&
input.participants.some((p) => p.id === voter.id) &&
[a.id, d.id].includes(voter.beneficiary),
'The saved traitor voter or beneficiary is invalid.',
);
if (!voter.called) continue;
const target = voter.beneficiary === a.id ? d : a;
const identity = matchingTraitor(
voter.traitors,
target.plan.leader,
card(target, target.plan.leader),
);
requireQuote(
identity && !target.plan.kwisatz,
'The called traitor must match the opposing leader without Kwisatz Haderach protection.',
);
revelations.push({ player: voter.id, identity });
}
const ac = input.voters.some(
(v) => v.called && !d.plan.kwisatz && v.beneficiary === a.id,
),
dc = input.voters.some(
(v) => v.called && !a.plan.kwisatz && v.beneficiary === d.id,
);
const payments: BattleSupportPayment[] = [];
const spiceBankerPayments = [a, d].filter(side => (side.plan.bankerSpice ?? 0) > 0).map(side => {
const waivedByTraitor = side === a ? ac && !dc : dc && !ac;
return { player: side.id, amount: waivedByTraitor ? 0 : side.plan.bankerSpice!, waivedByTraitor };
});
const credits = new Map<string, number>();
if (input.advanced)
for (const [side, free] of [
[a, ac && !dc],
[d, dc && !ac],
] as const) {
if (free) {
payments.push({
player: side.id,
cost: 0,
ownPayment: 0,
allyPayment: 0,
donor: null,
bankSupport: 0,
freeByTraitor: true,
});
continue;
}
const cost = strongholdSupportCost(side.stronghold, side.plan.support),
allyPayment = side.plan.allyPayment ?? 0;
requireQuote(
allyPayment <= cost &&
(!side.aid || (id(side.aid.donor) && whole(side.aid.amount))),
'The revealed battle support split is invalid.',
);
const available = side.aid
? (credits.get(side.aid.donor) ?? side.aid.amount)
: 0;
requireQuote(
side.spice >= cost - allyPayment && available >= allyPayment,
'The payment is no longer funded.',
);
if (side.aid) credits.set(side.aid.donor, available - allyPayment);
payments.push({
player: side.id,
cost,
ownPayment: cost - allyPayment,
allyPayment,
donor: allyPayment ? side.aid!.donor : null,
bankSupport: side.plan.support - cost,
freeByTraitor: false,
});
}
const choam = input.participants.find((p) => p.faction === 'choam');
// Preserve existing source-backed income, including Stronghold bank support;
// CHOAM's prepaid ally contribution is excluded from this receipt.
const choamAmount =
input.advanced && choam && !ac && !dc
? [a, d].reduce(
(sum, s) =>
sum +
(s.id === choam.id
? 0
: Math.floor((s.plan.support - (s.plan.allyPayment ?? 0)) / 2)),
0,
)
: 0;
const explosion = battleWeaponsExplode(aw, ad, dw, dd);
const result =
ac && dc
? 'mutualTraitors'
: ac || dc
? 'traitor'
: explosion
? 'explosion'
: 'normal';
const strengths = {
attacker: battleLeaderStrength(a.leader, d.leader),
defender: battleLeaderStrength(d.leader, a.leader),
};
let winner: ResolutionCombatant | null = null;
let effects: BattleResolutionQuote['effects'] = null;
let scores: BattleResolutionQuote['scores'] = null;
let deaths = { attacker: false, defender: false };
let bounty: BattleResolutionQuote['bounty'] = null;
let leaderSkillPenalties: BattleResolutionQuote['leaderSkillPenalties'];
let leaderSkillBonuses: BattleResolutionQuote['leaderSkillBonuses'] = {
attacker: { bonus: 0, applied: [] },
defender: { bonus: 0, applied: [] },
};
if (result === 'mutualTraitors' || result === 'explosion')
deaths = { attacker: true, defender: true };
else if (result === 'traitor') {
winner = ac ? a : d;
deaths = { attacker: dc, defender: ac };
bounty = {
player: winner.id,
amount: ac ? strengths.defender : strengths.attacker,
};
} else {
effects = strongholdBattleEffects(
aw,
effectiveAd,
dw,
effectiveDd,
a.poisonTooth,
d.poisonTooth,
a.stronghold,
d.stronghold,
);
const stoneKills = !!stone && [a.stoneMode, d.stoneMode].includes('kill');
deaths = {
attacker: effects.attackerDead || stoneKills,
defender: effects.defenderDead || stoneKills,
};
const selectedLeader = (side: ResolutionCombatant) =>
side.leader
? { id: side.leader.id, kind: 'disc' as const }
: card(side, side.plan.leader)?.kind === 'hero'
? { id: side.plan.leader!, kind: 'hero' as const }
: undefined;
leaderSkillBonuses = {
attacker: leaderSkillBattleBonus({
assignments: a.leaderSkills ?? [],
selectedLeader: selectedLeader(a),
weapon: aw,
defense: ad,
effectiveDefense: effectiveAd,
skilledLeaderSurvives: !deaths.attacker,
bankerSpice: a.plan.bankerSpice,
}),
defender: leaderSkillBattleBonus({
assignments: d.leaderSkills ?? [],
selectedLeader: selectedLeader(d),
weapon: dw,
defense: dd,
effectiveDefense: effectiveDd,
skilledLeaderSurvives: !deaths.defender,
bankerSpice: d.plan.bankerSpice,
}),
};
const attackerPenalty = bureaucratBattlePenalty(d.leaderSkills ?? [], d.leader?.id,
!deaths.defender, a.occupiedStrongholds);
const defenderPenalty = bureaucratBattlePenalty(a.leaderSkills ?? [], a.leader?.id,
!deaths.attacker, d.occupiedStrongholds);
if (attackerPenalty || defenderPenalty)
leaderSkillPenalties = { attacker: attackerPenalty, defender: defenderPenalty };
scores = {
attacker:
a.plan.dial - attackerPenalty +
(a.id === homeworld?.native ? homeworld.strength : 0) +
(deaths.attacker || effects.stunned
? 0
: strengths.attacker +
leaderSkillBonuses.attacker.bonus +
(a.plan.kwisatz ? 2 : 0)),
defender:
d.plan.dial - defenderPenalty +
(d.id === homeworld?.native ? homeworld.strength : 0) +
(deaths.defender || effects.stunned
? 0
: strengths.defender +
leaderSkillBonuses.defender.bonus +
(d.plan.kwisatz ? 2 : 0)),
};
winner = stone
? stone.winner === 'attacker'
? a
: d
: scores.attacker > scores.defender ||
(scores.attacker === scores.defender && tie === 'attacker')
? a
: d;
if (!effects.noBounty)
bounty = {
player: winner.id,
amount:
(deaths.attacker ? strengths.attacker : 0) +
(deaths.defender ? strengths.defender : 0),
};
}
const destroyedArmies =
result === 'explosion'
? input.participants.filter((p) => p.id !== homeworld?.native).map((p) => p.id)
: winner
? [winner.id === a.id ? d.id : a.id]
: [a.id, d.id];
requireQuote(
!input.participants.some(
(p) => destroyedArmies.includes(p.id) && p.noFieldAtTerritory,
),
'This removal of a concealed No-Field awaits its specific reveal and casualty rules.',
);
let casualties: BattleResolutionQuote['casualties'] = null;
let basicWinnerLosses: number | null = null;
const sukGraduate = winner && result === 'normal' && winner.plan.dial > 0
? sukGraduateSkill(winner.leaderSkills ?? [], winner.leader,
!(winner === a ? deaths.attacker : deaths.defender))
: null;
const rihani = winner ? rihaniVictorySkill(winner.leaderSkills ?? [], winner.leader?.id,
!(winner === a ? deaths.attacker : deaths.defender)) : null;
const sandmaster = winner && usesSurvivingSkilledLeader(winner.leaderSkills ?? [], 'sandmaster', winner.leader?.id,
!(winner === a ? deaths.attacker : deaths.defender)) ? winner.leader!.id : null;
if (winner && result === 'normal') {
if (
input.advanced ||
input.typedCasualties ||
sukGraduate ||
homeworld ||
winner.faction === 'ixians'
) {
const options = casualtyOptions(
winner.forces,
winner.plan.dial,
winner.plan.support,
);
requireQuote(
options.length > 0,
'No valid casualty choice remains for this battle.',
);
casualties = {
forces: { ...winner.forces },
dial: winner.plan.dial,
support: winner.plan.support,
options,
};
} else {
requireQuote(
!input.participants.some(
(p) => p.id === winner.id && p.noFieldAtTerritory,
),
'This removal of a concealed No-Field awaits its specific reveal and casualty rules.',
);
basicWinnerLosses = winner.plan.dial;
}
}
const strongholdIncome =
result === 'mutualTraitors'
? []
: [a, d].flatMap((s) => {
const other = s === a ? d : a;
const count = [s.plan.weapon, s.plan.defense].filter(
(selected) => card(s, selected)?.kind === 'worthless',
).length;
const amount = strongholdBattleIncome(
s.stronghold,
winner?.id === s.id,
other.plan.dial,
count,
);
return amount ? [{ player: s.id, amount }] : [];
});
let auditor: BattleResolutionQuote['auditor'] = null;
const auditing = input.advanced
? [a, d].find(
(s) => s.faction === 'choam' && s.leader && isAuditorLeader(s.leader),
)
: undefined;
if (auditing) {
requireQuote(
!input.pendingAuditorPresent,
'Finish the preceding audit before another battle.',
);
const other = auditing === a ? d : a;
auditor = {
owner: auditing.id,
opponent: other.id,
territory: input.territory,
turn: input.turn,
survived:
!auditing.leader!.dead &&
!(auditing === a ? deaths.attacker : deaths.defender),
usedCards: [...(other === a ? played.attacker : played.defender)],
stage: 'offer',
};
// Used cards are excluded regardless of later retention/disposal; validate
// the same private candidate pool now, without sampling an audited card.
auditCount(other.hand, auditor.usedCards, auditor.survived);
}
let retention: MoritaniRetention | null = null;
const mandatoryPlanetologistDiscard = (
side: ResolutionCombatant,
selected: string,
) =>
selected === side.plan.weapon &&
canUsePlanetologistBattleSpecial({
assignments: side.leaderSkills ?? [],
selectedLeader: side.plan.leader,
card: card(side, selected),
});
const mandatorySkillDiscard = (side: ResolutionCombatant, selected: string) =>
mandatoryPlanetologistDiscard(side, selected) || side.diplomatDefense?.card === selected;
const moritani = input.participants.find((p) => p.faction === 'moritani');
if (winner && moritani) {
const loser = winner === a ? d : a,
loserPlayed = loser === a ? played.attacker : played.defender;
const retainablePlayed = loserPlayed.filter(
(selected) => !mandatorySkillDiscard(loser, selected),
);
const eligible = retainablePlayed.filter(
(selected) =>
canRetainBattleCard(
card(loser, selected)!,
ac || dc,
!!loser.poisonTooth,
),
);
if (
loser.id !== moritani.id &&
loser.ally === moritani.id &&
moritani.ally === loser.id &&
eligible.length
) {
requireQuote(
!input.pendingRetentionPresent,
'Finish the previous alliance card cleanup first.',
);
retention = {
owner: moritani.id,
player: loser.id,
territory: input.territory,
turn: input.turn,
played: [...retainablePlayed],
eligible,
stage: 'choose',
};
}
}
const discarded = [a, d].flatMap((s) =>
(s === a ? played.attacker : played.defender)
.filter(
(selected) =>
!(
retention?.player === s.id &&
retention.played.includes(selected) &&
!mandatorySkillDiscard(s, selected)
) &&
(mandatorySkillDiscard(s, selected) ||
winner !== s ||
!canRetainBattleCard(
card(s, selected)!,
ac || dc,
!!s.poisonTooth,
)),
)
.map((selected) => ({ player: s.id, card: selected })),
);
const winnerCards = winner
? [...(winner === a ? played.attacker : played.defender)].filter(
(selected) =>
!discarded.some(
(entry) => entry.player === winner.id && entry.card === selected,
),
)
: [];
return {
result,
winner: winner?.id ?? null,
attackerTraitor: ac,
defenderTraitor: dc,
revelations,
leaderStrengths: strengths,
leaderSkillBonuses,
leaderDeaths: deaths,
scores,
stone,
effects,
explosion,
payments,
...(spiceBankerPayments.length ? { spiceBankerPayments } : {}),
choamIncome:
choam && choamAmount > 0
? { owner: choam.id, amount: choamAmount }
: null,
bounty,
strongholdIncome,
destroyedArmies,
...(result === 'explosion' && homeworld
? { homeworldExplosion: homeworld.explosion }
: {}),
basicWinnerLosses,
...(leaderSkillPenalties ? { leaderSkillPenalties } : {}),
...(sukGraduate ? { sukGraduate } : {}),
...(rihani ? { rihani } : {}),
...(sandmaster ? { sandmaster } : {}),
casualties,
played,
discarded,
winnerCards,
retention,
auditor,
};
}