160 lines
11 KiB
TypeScript
160 lines
11 KiB
TypeScript
'use client';
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import { TERRITORIES } from '@/game/board';
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import type { GameView } from '@/game/engine';
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import type { MixedActionExpression } from '@/game/mixed-action-question';
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import { parseTurnActionLeaf, TURN_ACTION_MAX_DEPTH, TURN_ACTION_MAX_LEAVES, type TurnActionLeaf } from '@/game/turn-action-promises';
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import { MixedActionFields, mixedActionInputError, type MixedActionConfig } from './mixed-action-fields';
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import { Input } from './ui/input';
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type TurnActionExpression = MixedActionExpression<TurnActionLeaf>;
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const recipients = (game: GameView, target: string) => {
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const player = game.players.find(player => player.id === target);
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return player ? game.players.filter(recipient => recipient.id !== target && recipient.id !== player.ally) : [];
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};
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/** Public faction names only; casualties, custody and native eligibility stay
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* on the server. Advanced Atreides may name their Kwisatz Haderach. */
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const leaders = (game: GameView, target: string) => {
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const faction = game.players.find(player => player.id === target)?.faction;
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return [...game.allLeaders.filter(leader => !!faction && leader.faction === faction),
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...(game.advanced && faction === 'atreides' ? [{ id: 'kwisatz', name: 'Kwisatz Haderach' }] : [])];
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};
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const currentLot = (game: GameView) => game.bidPromiseLot?.turn === game.turn ? game.bidPromiseLot : null;
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const config: MixedActionConfig<TurnActionLeaf> = {
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prefix: 'turn-action',
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legend: 'Future bids, Revival, payments, shipment and ground movements, with optional current facts',
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actionLabel: 'bid, Revival, payment, shipment or ground-movement condition',
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actionTiming: 'Future ordinary bid, Revival, payment, reserve shipment or ground move · this turn',
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actionHelp: <>Ordinary payment conditions sum future real bribes to the same recipient after the answer this turn.
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Earlier payments, gifts and ally aid do not count. The sender pays immediately; the recipient collects at the next Mentat opening.
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Payments made during Mentat Pause wait until next turn's Mentat opening; collection never counts twice.
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Ordinary bid conditions use the highest accepted future bid declaration in the named current lot, never the sum of smaller bids.
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A qualifying bid counts even if another player wins; it does not promise a purchase. Winning still requires the original payment.
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Ordinary Revival conditions count cumulative future normal and elite physical force returns, with each counter counted once,
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or an actual future return of a named native leader. Smaller ordinary force returns add together.
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Earlier returns, requests alone, Ghola, foreign leaders and special card returns do not count.
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Shipment conditions concern the single future original reserve shipment after the answer.
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Ground-movement conditions use the maximum physical forces in one actual future move to that destination; smaller moves never add together.
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Bid conditions close with their named ordinary lot; Revival conditions close with your native Revival opportunity.
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Shipment and movement close at your own Movement turn end, while payment conditions last until the actual turn ends.
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AND requires every condition; OR keeps legal alternatives. No makes the whole expression false, not every condition separately.
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Original costs, timing, cards, preparation and action rights still apply; this claim grants no extra action.</>,
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fallbackError: 'Choose a future ordinary bid, Revival, payment, reserve shipment or ground-movement condition, with optional current facts.',
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maxLeaves: TURN_ACTION_MAX_LEAVES,
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maxDepth: TURN_ACTION_MAX_DEPTH,
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requireFact: false,
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newAction: () => ({ kind: 'ship', territory: 'carthag', minimum: 1 }),
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parseAction: (input, game, target) => {
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const action = parseTurnActionLeaf(input);
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if (action.kind === 'payment' && !recipients(game, target).some(recipient => recipient.id === action.recipient))
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throw new Error('Choose a public non-allied recipient for the future ordinary payment.');
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if (action.kind === 'bid' && currentLot(game)?.lot !== action.lot)
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throw new Error('Choose the current public ordinary lot for the future bid.');
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if (action.kind === 'leader' && !leaders(game, target).some(leader => leader.id === action.leader))
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throw new Error('Choose a public native leader for the respondent’s faction.');
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return action;
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},
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renderAction: ({ value, id, game, target, disabled, onChange }) => {
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const choices = recipients(game, target), leaderChoices = leaders(game, target), lot = currentLot(game);
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return <>
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<label htmlFor={`${id}-action`}>Future action</label>
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<select id={`${id}-action`} value={value.kind} disabled={disabled} onChange={event => {
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const kind = event.currentTarget.value;
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if (kind === value.kind) return;
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const minimum = value.kind === 'leader' ? 1 : value.minimum;
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if (kind === 'payment') onChange({ kind, recipient: '', minimum });
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if (kind === 'bid') onChange({ kind, lot: lot?.lot ?? NaN, minimum });
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if (kind === 'forces') onChange({ kind, counter: 'total', minimum });
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if (kind === 'leader') onChange({ kind, leader: leaderChoices[0]?.id ?? '' });
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if (kind === 'ship' || kind === 'move') onChange({ kind,
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territory: value.kind === 'ship' || value.kind === 'move' ? value.territory : 'carthag', minimum });
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}}>
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<option value="bid">Place an ordinary-lot bid</option>
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<option value="forces">Revive ordinary physical forces</option>
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<option value="leader">Revive a named ordinary leader</option>
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<option value="payment">Make an ordinary payment</option>
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<option value="ship">Ship from reserves</option>
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<option value="move">Make ground movement</option>
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</select>
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{value.kind === 'bid' ? <>
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<label htmlFor={`${id}-lot`}>Current ordinary lot</label>
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<select id={`${id}-lot`} value={lot?.lot === value.lot ? String(value.lot) : ''} disabled={disabled}
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aria-invalid={lot?.lot !== value.lot} onChange={event => {
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const selected = event.currentTarget.value;
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if (selected === '' || lot && selected === String(lot.lot))
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onChange({ ...value, lot: selected === '' ? NaN : Number(selected) });
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}}>
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<option value="">Choose the current ordinary lot</option>
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{lot && <option value={lot.lot}>Turn {lot.turn} · Ordinary lot {lot.lot}</option>}
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</select>
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{!lot && <p className="fine">No public ordinary lot is currently available. Special auctions do not count.</p>}
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</> : value.kind === 'forces' ? <>
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<label htmlFor={`${id}-counter`}>Physical force counters</label>
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<select id={`${id}-counter`} value={value.counter} disabled={disabled} onChange={event => {
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const counter = event.currentTarget.value;
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if (counter === 'total' || counter === 'normal' || counter === 'elite') onChange({ ...value, counter });
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}}>
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<option value="total">All physical forces</option>
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<option value="normal">Normal forces</option>
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<option value="elite">Elite forces</option>
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</select>
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</> : value.kind === 'leader' ? <>
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<label htmlFor={`${id}-leader`}>Named ordinary leader</label>
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<select id={`${id}-leader`} value={leaderChoices.some(leader => leader.id === value.leader) ? value.leader : ''}
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disabled={disabled} aria-invalid={!leaderChoices.some(leader => leader.id === value.leader)} onChange={event => {
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const leader = event.currentTarget.value;
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if (leader === '' || leaderChoices.some(choice => choice.id === leader)) onChange({ ...value, leader });
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}}>
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<option value="">Choose a named leader</option>
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{leaderChoices.map(leader => <option key={leader.id} value={leader.id}>{leader.name}</option>)}
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</select>
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</> : value.kind === 'payment' ? <>
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<label htmlFor={`${id}-recipient`}>Ordinary payment recipient</label>
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<select id={`${id}-recipient`} value={choices.some(recipient => recipient.id === value.recipient) ? value.recipient : ''}
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disabled={disabled} aria-invalid={!choices.some(recipient => recipient.id === value.recipient)}
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onChange={event => {
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const recipient = event.currentTarget.value;
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if (recipient === '' || choices.some(choice => choice.id === recipient)) onChange({ ...value, recipient });
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}}>
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<option value="">Choose a recipient</option>
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{choices.map(recipient => <option key={recipient.id} value={recipient.id}>{recipient.name}</option>)}
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</select>
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</> : <>
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<label htmlFor={`${id}-territory`}>{value.kind === 'ship' ? 'Reserve-shipment destination' : 'Ground-movement destination'}</label>
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<select id={`${id}-territory`} value={TERRITORIES.some(destination => destination.id === value.territory) ? value.territory : ''}
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disabled={disabled} aria-invalid={!TERRITORIES.some(destination => destination.id === value.territory)}
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onChange={event => onChange({ ...value, territory: event.currentTarget.value })}>
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<option value="">Choose a printed Arrakis territory</option>
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{TERRITORIES.map(destination => <option key={destination.id} value={destination.id}>{destination.name}</option>)}
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</select>
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</>}
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{value.kind !== 'leader' && <>
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<label htmlFor={`${id}-minimum`}>{value.kind === 'payment' ? 'Minimum future ordinary payments in spice'
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: value.kind === 'bid' ? 'Minimum future accepted bid in spice'
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: value.kind === 'forces' ? 'Minimum future ordinary force returns'
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: `Minimum physical forces in one ${value.kind === 'ship' ? 'reserve shipment' : 'ground move'}`}</label>
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<Input id={`${id}-minimum`} type="number" min={1} max={value.kind === 'payment' || value.kind === 'bid' ? Number.MAX_SAFE_INTEGER : 20}
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step={1} required disabled={disabled} value={Number.isFinite(value.minimum) ? value.minimum : ''}
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aria-invalid={!Number.isSafeInteger(value.minimum) || value.minimum < 1 ||
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value.kind !== 'payment' && value.kind !== 'bid' && value.minimum > 20}
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onChange={event => onChange({ ...value, minimum: event.currentTarget.valueAsNumber })} />
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</>}
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</>;
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},
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};
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/** Public schema choices only; the native engine owns eligibility and funding. */
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export function turnActionInputError(value: unknown, game: GameView, target: string): string | null {
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return mixedActionInputError(value, game, target, config);
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}
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export function TurnActionFields(props: {
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value: TurnActionExpression;
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game: GameView;
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target: string;
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disabled: boolean;
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onChange: (expression: TurnActionExpression) => void;
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}) {
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return MixedActionFields({ ...props, config });
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}
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