Files
Dune/components/leader-skills.tsx
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

314 lines
10 KiB
TypeScript

'use client';
import { useState } from 'react';
import type { Action } from '@/game/engine';
import { leaderSkillCard, type LeaderSkillId } from '@/game/leader-skill-cards';
import type { LeaderSkillsView } from '@/game/leader-skills';
import { Button } from '@/components/ui/button';
type NamedIdentity = Readonly<{ id: string; name: string }>;
export type LeaderSkillsPanelProps = {
skills: LeaderSkillsView | null;
leaders: readonly NamedIdentity[];
players: readonly NamedIdentity[];
act: (action: Action) => void;
busy: boolean;
};
function LeaderSkillCard({
skill,
context,
}: {
skill: LeaderSkillId;
context?: string;
}) {
const card = leaderSkillCard(skill);
return (
<article
aria-label={`${card.name} Leader Skill card`}
className="min-w-0 overflow-hidden rounded-xl border border-[#a88b60] bg-[#20271f] text-[#f2e8d3] shadow-lg"
>
<header className="border-b border-[#a88b60]/40 px-4 py-3">
<p className="m-0 text-xs uppercase tracking-widest">Leader Skill</p>
<h4 className="m-0 break-words font-serif text-xl">{card.name}</h4>
{context && (
<p className="m-0 mt-1 break-words text-sm text-[#edcc8c]">
{context}
</p>
)}
</header>
<details className="group px-4 py-3">
<summary className="min-h-11 cursor-pointer py-2 font-semibold">
Inspect {card.name}
</summary>
<div className="space-y-4 pb-2">
<section
aria-label={`${card.name} normal effect`}
className="space-y-2"
>
<h5 className="m-0 font-serif text-lg">Normal effect</h5>
{card.normal.map((line) => (
<p key={line} className="m-0 leading-7">
{line}
</p>
))}
</section>
<section
aria-label={`${card.name} battle effect`}
className="space-y-2"
>
<h5 className="m-0 font-serif text-lg">Skilled leader in battle</h5>
{card.battle.map((line) => (
<p key={line} className="m-0 leading-7">
{line}
</p>
))}
</section>
</div>
</details>
</article>
);
}
export function LeaderSkillsPanel({
skills,
leaders,
players,
act,
busy,
}: LeaderSkillsPanelProps) {
const [selectedSkill, setSelectedSkill] = useState<LeaderSkillId | null>(
null,
);
const [selectedLeader, setSelectedLeader] = useState<string | null>(null);
if (!skills) return null;
const offer = skills.offer;
const availableSkills =
offer?.cards.filter((skill) => !skills.unavailableSkills?.[skill]) ?? [];
const activeSkill =
availableSkills.find((skill) => skill === selectedSkill) ??
availableSkills[0] ??
null;
const activeLeader =
offer?.leader ??
skills.eligibleLeaders.find((leader) => leader.id === selectedLeader)?.id ??
skills.eligibleLeaders[0]?.id ??
null;
const leaderName = (id: string) =>
leaders.find((leader) => leader.id === id)?.name ?? id;
const playerName = (id: string) =>
players.find((player) => player.id === id)?.name ?? id;
return (
<section
aria-label="Leader Skills"
className="space-y-4 rounded-lg border border-[#a88b60]/50 p-3"
>
<div className="space-y-2">
<h3>Leader Skills</h3>
<p className="fine">
This development-only module currently connects the card-role strength
modifiers for Warmaster, Master of Assassins, Swordmaster of Ginaz,
Killer Medic and Prana-Bindu Adept, plus Planetologist movement and
Special-card battle use, Suk Graduate force rescue, Mentat and
Bureaucrat battle scores, Sandmaster ground-route collection and
victory spice, Rihani inspections and exchanges, optional Smuggler
reserve shipping, Spice Banker battle spending, and Diplomat copying
an opposing base defense with a committed Worthless card after plans
are revealed. Other Leader Skill effects are unfinished.
</p>
</div>
{!!skills.assignments.length && (
<div aria-label="Public Leader Skill assignments" className="space-y-3">
<h4>Public assignments</h4>
<div className="grid gap-3">
{skills.assignments.map((assignment) => (
<LeaderSkillCard
key={`${assignment.owner}:${assignment.leader}`}
skill={assignment.skill}
context={`${playerName(assignment.controller)} · ${leaderName(assignment.leader)} · ${assignment.captured ? 'Captured · battle effect only' : assignment.faceUp ? 'Face up' : 'Behind shield'}`}
/>
))}
</div>
</div>
)}
{offer && offer.cards.length === 0 && offer.leader && (
<section
aria-label="Revived leader skill choice"
className="notice space-y-3"
>
<div>
<h4>Skill for {leaderName(offer.leader)}</h4>
<p>
Decide whether to draw before seeing either private card. Drawing
two requires you to keep one.
</p>
</div>
<div className="flex flex-wrap gap-2">
<Button
className="game-action min-h-11 whitespace-normal"
disabled={busy}
onClick={() =>
act({ type: 'leaderSkill', event: offer.event, mode: 'draw' })
}
>
Draw two skills
</Button>
<Button
variant="outline"
className="game-action min-h-11 whitespace-normal"
disabled={busy}
onClick={() =>
act({
type: 'leaderSkill',
event: offer.event,
mode: 'decline',
})
}
>
Continue without a skill
</Button>
</div>
</section>
)}
{offer && offer.cards.length > 0 && (
<form
aria-label="Choose a Leader Skill"
className="notice space-y-4"
onSubmit={(event) => {
event.preventDefault();
if (!busy && activeSkill && activeLeader)
act({
type: 'leaderSkill',
event: offer.event,
skill: activeSkill,
leader: activeLeader,
});
}}
>
<div>
<h4>Choose one private skill</h4>
<p>
Keep one physical card and return the other unseen card to the
skill deck.
</p>
</div>
<fieldset className="space-y-3">
<legend className="font-semibold">Choose a skill card</legend>
<div className="grid gap-3">
{offer.cards.map((skill) => {
const card = leaderSkillCard(skill);
const unavailable = skills.unavailableSkills?.[skill];
return (
<div key={skill} className="space-y-2">
<label className="flex min-h-11 items-center gap-2">
<input
type="radio"
name="leader-skill-card"
value={skill}
checked={activeSkill === skill}
disabled={busy || !!unavailable}
onChange={() => setSelectedSkill(skill)}
/>
Keep {card.name}
</label>
{unavailable && <p className="fine">{unavailable}</p>}
<LeaderSkillCard
skill={skill}
context={unavailable ? 'Your private offer · Unavailable' : 'Your private offer'}
/>
</div>
);
})}
</div>
</fieldset>
{offer.leader ? (
<p>
Assigned leader: <strong>{leaderName(offer.leader)}</strong>
</p>
) : (
<label className="block max-w-xl space-y-1">
<span>Assign to an eligible leader</span>
<select
aria-label="Eligible Leader Skill leader"
className="min-h-11 w-full"
value={activeLeader ?? ''}
disabled={busy || !skills.eligibleLeaders.length}
onChange={(event) => setSelectedLeader(event.target.value)}
>
{skills.eligibleLeaders.map((leader) => (
<option key={leader.id} value={leader.id}>
{leader.name}
</option>
))}
</select>
</label>
)}
<Button
type="submit"
className="game-action min-h-11 whitespace-normal"
disabled={busy || !activeSkill || !activeLeader}
>
Assign selected skill
</Button>
<p className="fine">
Once these cards are shown, choosing one is mandatory; there is no
decline action.
</p>
</form>
)}
{skills.battleChoice && (
<section
aria-label="Leader Skill battle visibility"
className="notice space-y-3"
>
<div>
<h4>{leaderName(skills.battleChoice.leader)} in this battle</h4>
<p>
Choose publicly whether the skilled leader remains face up or
moves behind your shield before selecting a Battle Plan leader.
</p>
</div>
<div className="flex flex-wrap gap-2">
<Button
variant="outline"
className="game-action min-h-11 whitespace-normal"
disabled={busy}
onClick={() =>
act({
type: 'leaderSkillVisibility',
event: skills.battleChoice!.event,
hide: false,
})
}
>
Keep leader face up
</Button>
<Button
className="game-action min-h-11 whitespace-normal"
disabled={busy}
onClick={() =>
act({
type: 'leaderSkillVisibility',
event: skills.battleChoice!.event,
hide: true,
})
}
>
Move leader behind shield
</Button>
</div>
</section>
)}
</section>
);
}