Files
Dune/game/bots.ts
T
Quintine ab0ab52849 Prototype Discovery free entry, Cistern income and carried flight
Connect next-turn optional entry before storm/HMS movement, with typed
multi-sector groups, normal source-storm/occupancy checks, legal bot and human
choices, signed saved arrivals and Bene Gesserit reaction continuation.
Cistern pays its sole occupant two bank spice through canonical Collection.
A carried Ornithopter grants fixed range three on a later-turn actual movement,
preserves pending responses and independent Treachery/No-Field custody, and is
removed only after the selected group moves.

Independent reviews bind pending entry destination baselines, typed custody and
exact reaction continuations. Browser QA caught and fixed an incorrect decision
heading. Orgiz remains disabled pending the stacked-Blow ruling; Jacurutu battle
income, Ecological Testing Station and Shrine remain missing. Mode and publication
gates stay closed; this checkpoint does not certify full Discovery compliance.

Verification: types/lint and 4,313 offline tests passed (49 added), production
build passed, and 40 HTTP tests passed. Final stable run durations: check
139145ms, build 6530ms, integration 24421ms. An earlier run found one stale
Discovery notice assertion, now updated; the next run was interrupted by a
user-confirmed power outage. No interrupted result is claimed as success.

Targeted browser room CA782FQE used genuine human Atreides and two-AI setup,
then physical QA positioning for partial free entry and a three-territory
Ornithopter move. Refresh preserved its private hand, forces, spice and token
removal. The power outage stopped both server and checks; the absent server was
restarted after a private backup. The same browser seat restored correctly and
all 157 pre-restart rooms were unchanged. Final preservation: all 156 opening
rooms unchanged, 31 added QA/integration rooms, total 187. No database reset.

Source fingerprint:
7b639d7f6559a88b00f3cbf913cfa7e6c400bfabb8c392e7b732e8ea77f6dcbc
Private report:
/home/quintine/.local/share/dune/checkpoints/20260913-discovery-entry-flight/verification-recovered/report.json
Aggregate goal counter 61,819,586 -> 63,110,032 at completed verification:
1,290,446 tokens before final Git overhead for three connected functions,
including helper coordination, reviews, browser QA and interrupted checks.
2026-09-13 14:13:40 +10:00

3536 lines
125 KiB
TypeScript

import { discoveryBotActions } from './discovery-options';
import { discoveryFlightBotActions } from './discovery-flight-options';
import { discoveryEntryBotActions } from './discovery-entry-options';
import { greatMakerBotActions } from './great-maker-options';
import { nexusChoamTradeBotActions } from './nexus-choam-trade-options';
import { nexusGuildCunningAction, nexusGuildCunningActive, nexusGuildHajrAction, nexusGuildMovementAvailable, nexusGuildShipmentAvailable, nexusGuildSkipShipmentAction } from './nexus-guild-cunning-options';
import { nexusMoritaniBotActions } from './nexus-moritani-options';
import { choamPowerAction, choamPowerBotPlay } from './choam-power-options';
import { nexusCardBotActions } from './nexus-card-options';
import { nexusTraitorBotActions } from './nexus-traitor-options';
import { nexusTleilaxuBotActions } from './nexus-tleilaxu-options';
import { nexusSuboidBotActions } from './nexus-suboid-options';
import { nexusAdvisorBotActions } from './nexus-advisor-options';
import { nexusSardaukarBotActions } from './nexus-sardaukar-options';
import { tupileIntelligenceActions } from './tupile-intelligence-options';
import { biddingEndActions, choamMarketPolicy } from './bidding-end-options';
import { homeworldRevivalActionBlock, homeworldRevivalDeploymentActions } from './homeworld-revival-deployment-options';
import { caladanReinforcementActions } from './caladan-reinforcement-options';
import { grummanCollectionActions } from './grumman-collection-options';
import { botHomeworldShipmentPaymentAllowed } from './homeworld-payment-options';
import { guildHomeworldShipmentActions } from './guild-homeworld-shipment-options';
import { choamSaleGholaTiming } from './choam-market-ghola';
import { junctionTransportActions } from './junction-transport-options';
import { currentJunctionOffer, junctionSponsor } from './junction-offer';
import { homeworldShipmentActions } from './homeworld-shipment-options';
import {
emperorHomeworldMoveActions,
withNativeShipmentSources,
} from './homeworld-options';
import { matchesPlanClaim, respectsBattlePromises } from './battle-promises';
import { ecazOccupancyRelation } from './ecaz-occupy';
import { territoryEntryBlock, strongholdPathBlocked } from './occupancy';
import { strongholdBattleEffects } from './stronghold-battle';
import {
eliteRevivalRemaining,
forceRevivalPrice,
paidForceRevivalCost,
} from './revival';
import { controlsLeader, nativeAvailable } from './leader-control';
import { CHEAP_HERO_TRAITOR, matchingTraitor } from './traitors';
import {
treacheryDeck,
battleLeaderStrength,
harvesterAvailable,
} from './cards';
import {
isWeaponCard,
isStoneBurner,
isDefenseCard,
validBattleCardPair,
defaultVoiceMatch,
playedVoiceMatch,
weaponKills,
battleWeaponsExplode,
isShield,
} from './battle-cards';
import { ownedTech } from './tech-tokens';
import type { StrongholdProgress } from './victory-progress';
import { canUseAsKarama } from './karama';
import { reserveShipmentCost } from './shipment-price';
import { nexusGuildSecretAllyAction, nexusGuildSecretAllyCanAct, nexusGuildSecretAllyQuote } from './nexus-guild-secret-ally-options';
import { nexusRicheseAction, nexusRicheseQuote } from './nexus-richese-options';
import { liveShipmentPromises, matchesShipment } from './shipment-promises';
import {
botEntryAllowed,
botGroundMoveAllowed,
fremenReserveEntry,
guildTransportCost,
} from './bot-mobility';
import { richeseCardDefinition } from './richese-cards';
import { presenceAt } from './force-presence';
import { validateCohortSelection, type OrnithopterMode } from './ornithopter';
import { fighterCount, isAdvisor } from './advisors';
import { casualtyOptions, maxCombatDial, maxCombatSupport, type CombatForces } from './combat';
import { stoneBurnerPlanBlock, stoneBurnerComparison } from './stone-burner';
import {
applyAction,
normalizeAutomaticGame,
RuleError,
viewGame,
type Action,
type Game,
type GameView,
type Plan,
} from './engine';
import {
TERRITORIES,
gameTerritories,
gameDistance,
MOBILE_LOCATION,
MOBILE_STRONGHOLD,
mobileRoutes,
splitLocation,
location,
territory,
} from './board';
import { DIFFICULTIES } from './bot-profiles';
import { botBattleChoices } from './bot-battle-choices';
const countAt = (p: GameView['players'][number], t: string) =>
Object.entries(p.forces)
.filter(([key]) => splitLocation(key).territory === t)
.reduce((n, [, count]) => n + count, 0);
const rank = (g: GameView) => {
const me = g.players.find((p) => p.id === g.me)!;
return DIFFICULTIES.indexOf(me.bot ?? me.autopilot ?? 'Medium');
};
const variation = (g: GameView, salt: string) => {
let n = 2166136261;
for (const c of `${g.code}-${g.me}-${g.turn}-${g.phase}-${salt}`)
n = Math.imul(n ^ c.charCodeAt(0), 16777619);
return (n >>> 0) / 4294967296;
};
function alliedNoFieldOffer(g: GameView): Action | null {
const me = g.players.find((p) => p.id === g.me)!;
const level = rank(g);
const alliedNoField = g.richeseNoField;
if (
alliedNoField?.owner === me.id &&
alliedNoField.canOfferAlly &&
!alliedNoField.allyDeclined &&
alliedNoField.private
) {
const inventory = alliedNoField.private;
const oldMarker = inventory.deployed;
const oldValue =
inventory.tokens.find((token) => token.id === oldMarker?.tokenId)
?.value ?? 0;
// Do not spend an ally's unprojected spice or erase an empty bluff to offer aid.
if (!oldMarker || Math.min(oldValue, me.reserves) > 0) {
const preferred = level === 0 ? 3 : 5;
const token = [...inventory.tokens]
.filter(
(token) => token.value > 0 && token.id !== inventory.lastShipped,
)
.sort(
(a, b) =>
Math.abs(a.value - preferred) - Math.abs(b.value - preferred),
)[0];
const targets = TERRITORIES.flatMap((t) =>
t.sectors
.filter((sector) => sector !== g.storm)
.map((sector) => ({
t,
sector,
score:
(t.type === 'stronghold' ? 20 : 0) +
(g.spice[location(t.id, sector)] ?? 0) +
(level === 0 ? variation(g, location(t.id, sector)) : 0),
})),
)
.filter(
({ t }) =>
g.players.every((p) => presenceAt(p, t.id) === 0) &&
!g.moritaniTerror?.tokens.some(
(token) => token.status === 'placed' && token.location === t.id,
) &&
!g.ambassadors?.tokens.some(
(token) => token.zone === 'placed' && token.location === t.id,
),
)
.sort((a, b) => b.score - a.score);
if (token) {
const target = targets.find(
({ t }) => (t.type === 'stronghold' ? 1 : 2) <= (me.spice ?? 0),
);
if (target)
return {
type: 'offerRicheseNoField',
token: token.id,
event: alliedNoField.event,
territory: target.t.id,
sector: target.sector,
payer: me.id,
};
}
}
}
return null;
}
function technologyCardValue(
g: GameView,
card: { id: string; kind: string; effect?: string },
): number {
if (rank(g) === 0) return variation(g, card.id);
if (card.kind === 'worthless') return 0;
if (card.effect === 'karama') return 10;
if (['shield', 'snooper', 'shieldSnooper'].includes(card.kind)) return 8;
if (
['projectile', 'poison', 'poisonBlade', 'lasgun', 'poisonTooth'].includes(
card.kind,
)
)
return 7;
if (card.kind === 'hero') return 2;
return 5;
}
function closeToStrongholdVictory(row: StrongholdProgress | undefined) {
return (
!!row &&
(row.strongholds.length + Number(row.techStronghold) >= row.target - 1 ||
(row.occupyTarget !== null &&
row.jointlyOccupied.length >= row.occupyTarget - 1))
);
}
function destinations(g: GameView, allowStorm = false) {
const me = g.players.find((p) => p.id === g.me)!;
const level = rank(g);
const rivals = g.players.filter((p) => p.id !== me.id && p.id !== me.ally);
const ownProgress = g.victoryProgress?.find((row) => row.player === me.id);
return gameTerritories(g)
.flatMap((t) =>
t.sectors
.filter((s) => s === 0 || s !== g.storm || allowStorm)
.map((s) => {
const key = location(t.id, s);
const enemy = rivals.reduce((n, p) => n + fighterCount(p, t.id), 0);
const enemyOwner = rivals.find((p) => fighterCount(p, t.id));
const enemyThreat = closeToStrongholdVictory(
g.victoryProgress?.find((row) => row.player === enemyOwner?.id),
);
const joinsEcazAlly =
ownProgress?.occupyTarget !== null &&
ownProgress?.occupyTarget !== undefined &&
t.type === 'stronghold' &&
!fighterCount(me, t.id) &&
g.players.some((p) => p.id === me.ally && fighterCount(p, t.id));
const allyBlocked =
me.ally &&
g.players.some((p) => p.id === me.ally && presenceAt(p, t.id)) &&
ecazOccupancyRelation(g.players, me.id, me.ally, {
kind: 'territory',
id: t.id,
}) !== 'ecazAlliance';
const score =
level === 0
? variation(g, key) * 15
: (t.type === 'stronghold' ? 18 : 0) +
(g.spice[key] ?? 0) * ((me.spice ?? 0) < 5 ? 2 : 0.7) -
enemy * (level === 1 ? 2 : 1) +
(enemyOwner && ownedTech(g.techTokens, enemyOwner.id).length
? ownedTech(g.techTokens, me.id).length === 2
? 14
: 4
: 0) -
(presenceAt(me, t.id) ? 10 : 0) +
(level === 3 && enemyThreat && t.type === 'stronghold'
? 22
: 0) +
(level >= 2 && joinsEcazAlly
? ownProgress!.jointlyOccupied.length >= 2
? 30
: 14
: 0) -
(t.type === 'polar' ? 15 : 0);
return {
t: t.id,
s,
key,
enemy,
score: allyBlocked && t.type !== 'polar' ? -1000 : score,
};
}),
)
.sort((a, b) => b.score - a.score);
}
function guildAmbassadorShipments(g: GameView): Action[] {
const entry = g.ambassadorEntry;
if (entry?.stage !== 'ship' || !entry.shipment || entry.beneficiary !== g.me)
return [];
const me = g.players.find((p) => p.id === g.me)!;
const descriptor = entry.shipment;
const level = rank(g);
const available = Math.min(descriptor.maximum, me.reserves);
const destinations = descriptor.destinations.filter((d) => !d.blocked);
if (available < 1 || !destinations.length)
return [{ type: 'decision', event: entry.event, amount: 0 }];
const score = (d: (typeof destinations)[number]) => {
const key = location(d.territory, d.sector);
if (level === 0) return variation(g, key);
const enemy = g.players
.filter((p) => p.id !== me.id && p.id !== me.ally)
.reduce((n, p) => n + fighterCount(p, d.territory), 0);
return (
(territory(d.territory).type === 'stronghold' ? 20 : 0) +
(g.spice[key] ?? 0) -
enemy * 2 -
(presenceAt(me, d.territory) ? 8 : 0) -
(d.advisors ? 3 : 0)
);
};
destinations.sort((a, b) => score(b) - score(a));
const destination = destinations[0];
const amount = Math.min(available, destination.maximum ?? available);
const minimum = Math.max(0, amount - (me.reserves - descriptor.eliteReserves));
const elite = level === 0 ? minimum : Math.min(amount, descriptor.eliteReserves);
return [
{
type: 'decision',
event: entry.event,
amount,
elite,
territory: destination.territory,
sector: destination.sector,
},
];
}
function fremenAmbassadorMoves(g: GameView): Action[] {
const entry = g.ambassadorEntry;
if (entry?.stage !== 'move' || !entry.movement || entry.beneficiary !== g.me)
return [];
const me = g.players.find((p) => p.id === g.me)!;
const level = rank(g);
const candidates: { action: Action; score: number }[] = [];
for (const source of entry.movement.sources) {
for (const destination of source.destinations.filter((d) => !d.blocked)) {
const target = location(destination.territory, destination.sector);
const sectors = source.sectors.filter((s) => s.key !== target);
const physical = sectors.reduce((n, s) => n + s.forces, 0);
const marker =
!physical &&
source.marker &&
location(source.territory, source.marker.sector) !== target
? source.marker
: null;
if (!physical && !marker) continue;
const keepsSource =
source.territory !== destination.territory &&
territory(source.territory).type === 'stronghold' &&
physical > 1 &&
presenceAt(me, source.territory) === physical;
let remaining = Math.min(
physical - (keepsSource ? 1 : 0),
destination.maximum ?? physical,
);
const forces: Record<string, number> = {};
const eliteForces: Record<string, number> = {};
for (const s of sectors) {
const n = Math.min(remaining, s.forces);
if (!n) continue;
remaining -= n;
forces[s.key] = n;
eliteForces[s.key] =
level === 0
? Math.max(0, n - (s.forces - s.elites))
: Math.min(n, s.elites);
}
const amount =
Object.values(forces).reduce((n, value) => n + value, 0) +
Number(!!marker);
const enemy = g.players
.filter((p) => p.id !== me.id && p.id !== me.ally)
.reduce((n, p) => n + fighterCount(p, destination.territory), 0);
const abandons =
source.territory !== destination.territory &&
territory(source.territory).type === 'stronghold' &&
presenceAt(me, source.territory) === amount;
const score =
level === 0
? variation(g, `${source.territory}:${target}`)
: (territory(destination.territory).type === 'stronghold' ? 20 : 0) +
(g.spice[target] ?? 0) -
enemy * 2 +
Math.min(amount - enemy, 4) -
(presenceAt(me, destination.territory) ? 8 : 0) -
(abandons ? 25 : 0) -
(destination.advisors ? 3 : 0);
candidates.push({
score,
action: {
type: 'decision',
event: entry.event,
forces,
eliteForces,
territory: destination.territory,
sector: destination.sector,
...(marker
? { noField: { tokenId: marker.tokenId, event: marker.event } }
: {}),
},
});
}
}
candidates.sort((a, b) => b.score - a.score);
return candidates.length ? [candidates[0].action] : [];
}
function ornithopterMoves(g: GameView): Action[] {
const flight = g.ornithopter;
if (!flight || flight.blocked) return [];
const me = g.players.find((p) => p.id === g.me)!;
const level = rank(g),
active = flight.active,
cohort = active?.cohort;
const noField = g.richeseNoField?.owner === me.id ? g.richeseNoField : null;
const marker = noField?.private?.deployed;
const markerSource = marker
? location(marker.location.territory, marker.location.sector)
: null;
const permittedMarker =
marker &&
!g.homeworldMobility?.noFieldMovementBlocked &&
(!cohort ||
(cohort.noField?.tokenId === marker.tokenId &&
cohort.noField.event === noField?.event &&
cohort.noField.from === markerSource));
const sources = Object.entries(me.forces)
.map(([from, n]) => {
const currentElite = me.elites?.forces[from] ?? 0;
const elite = Math.min(
currentElite,
cohort ? (cohort.elites[from] ?? 0) : currentElite,
);
const normal = Math.min(
n - currentElite,
cohort
? (cohort.forces[from] ?? 0) - (cohort.elites[from] ?? 0)
: n - currentElite,
);
return { from, normal, elite };
})
.filter((source) => source.normal + source.elite > 0);
const total =
sources.reduce((n, s) => n + s.normal + s.elite, 0) +
(permittedMarker ? 1 : 0);
const modes: OrnithopterMode[] = active
? [active.mode]
: level === 0
? ['range3', 'twoGroups']
: ['twoGroups', 'range3'];
const result: Action[] = [];
const pathsBlocked = (key: string) => {
const loc = splitLocation(key);
return (
loc.sector === g.storm ||
strongholdPathBlocked(g.players, me.id, loc.territory)
);
};
const targets = destinations(g).filter(
(to) =>
to.t !== MOBILE_STRONGHOLD &&
to.score > -1000 &&
to.t !== marker?.location.territory,
);
for (const mode of modes) {
if (
!active &&
(flight.modes.find((option) => option.mode === mode)?.blocked ||
(mode === 'twoGroups' && total < 2))
)
continue;
const candidates = [
...sources.map((source) => ({ ...source, marker: false })),
...(permittedMarker && markerSource
? [{ from: markerSource, normal: 0, elite: 0, marker: true }]
: []),
];
for (const to of targets)
for (const source of candidates) {
const origin = splitLocation(source.from);
if (
source.from === to.key ||
origin.sector === g.storm ||
isAdvisor(me, origin.territory) ||
(origin.territory !== to.t &&
g.balisetRestrictions.some(
(b) => b.player === me.id && b.territory === to.t,
) &&
g.players.some(
(p) => p.faction === 'choam' && countAt(p, to.t) > 0,
))
)
continue;
if (source.marker && (to.enemy > 0 || countAt(me, to.t) > 0)) continue;
let amount = source.normal + source.elite;
if (!active && mode === 'twoGroups' && amount === total)
amount = Math.ceil(amount / 2);
const elite = Math.min(
source.elite,
level === 0 ? Math.max(0, amount - source.normal) : amount,
);
const normalRange =
(fighterCount(me, 'arrakeen') || fighterCount(me, 'carthag')
? 3
: (me.faction === 'fremen' && !me.fremenMovementBlocked) ||
(me.faction === 'ixians' && elite > 0 && !me.ixMovementBlocked)
? 2
: 1) + (me.faction === 'choam' ? g.choamMovementBonus : 0);
const distance = gameDistance(g, source.from, to.key, pathsBlocked);
if (
distance > (mode === 'range3' ? 3 : normalRange) ||
(!active && mode === 'range3' && distance <= normalRange)
)
continue;
const action: Action = source.marker
? {
type: 'move',
forces: {},
noField: marker!.tokenId,
event: noField!.event,
territory: to.t,
sector: to.s,
}
: {
type: 'move',
from: source.from,
amount,
elite,
territory: to.t,
sector: to.s,
};
if (cohort) {
try {
validateCohortSelection(
cohort,
me.forces,
me.elites?.forces ?? {},
source.marker ? {} : { [source.from]: amount },
source.marker ? {} : { [source.from]: elite },
source.marker
? {
tokenId: marker!.tokenId,
event: noField!.event,
from: source.from,
}
: undefined,
);
} catch {
continue;
}
}
result.push({
...action,
...(active
? { ornithopterEvent: active.event }
: { movementCard: flight.card.id, ornithopter: mode }),
});
}
}
return result;
}
function candidatePlan(a: Action): Plan {
return {
dial: Number(a.dial),
support: Number(a.support ?? 0),
leader: typeof a.leader === 'string' ? a.leader : null,
weapon: typeof a.weapon === 'string' ? a.weapon : null,
defense: typeof a.defense === 'string' ? a.defense : null,
kwisatz: a.kwisatz === true,
};
}
function plans(g: GameView): Action[] {
const me = g.players.find((p) => p.id === g.me)!;
const b = g.battle!;
const other = g.players.find(
(p) => p.id === (b.attacker === me.id ? b.defender : b.attacker),
)!;
const level = rank(g);
const actual = countAt(me, b.territory);
const elite = Object.entries(me.elites?.forces ?? {})
.filter(([key]) => splitLocation(key).territory === b.territory)
.reduce((sum, [, n]) => sum + n, 0);
const forces: CombatForces = b.ownForces ?? {
normal: actual - elite,
normalFixedHalf: me.faction === 'ixians',
elite,
eliteStrength:
(!g.advanced && me.faction !== 'ixians') ||
(b.eliteBlocked.includes(me.id) &&
!(g.advanced && me.faction === 'ixians')) ||
(me.faction === 'emperor' && other.faction === 'fremen')
? 1
: 2,
freeSupport:
!g.advanced || (me.faction === 'fremen' && !b.fremenSupportBlocked),
};
const own = forces.normal + forces.elite;
const typedForces = g.advanced || me.faction === 'ixians';
const ownStrength = typedForces
? maxCombatDial(forces)
: own;
const supportCache = new Map<
number,
{ support: number; cost: number } | null
>();
const supporting = (dial: number) => {
if (supportCache.has(dial)) return supportCache.get(dial)!;
const choices = Array.from(
{
length:
(g.advanced
? Math.min(
maxCombatSupport(forces),
(me.spice ?? 0) +
g.aid.available +
(b.strongholdEffects[me.id] === 'arrakeen' ? 2 : 0),
)
: 0) + 1,
},
(_, support) =>
casualtyOptions(forces, dial, support).map((loss) => ({
support,
cost:
Math.max(
0,
support - (b.strongholdEffects[me.id] === 'arrakeen' ? 2 : 0),
) *
(level === 0 ? 3 : 0.7) +
loss.normal +
loss.elite * 2.5,
})),
)
.flat()
.sort((a, b) => a.cost - b.cost);
const result = choices[0] ?? null;
supportCache.set(dial, result);
return result;
};
// Include affordable bank-supported dials even when the estimated winning
// dial exceeds the budget; otherwise a large army can miss its free support.
const bankSupportedDials =
g.advanced && b.strongholdEffects[me.id] === 'arrakeen'
? Array.from(
{ length: Math.floor(ownStrength * 2) + 1 },
(_, i) => i / 2,
).filter((dial) => (supporting(dial)?.support ?? 0) > 0)
: [];
const freeEliteDials = forces.eliteFreeSupport
? Array.from(
{ length: Math.floor(ownStrength * 2) + 1 },
(_, i) => i / 2,
).filter((dial) => casualtyOptions(forces, dial, 0).length > 0)
: [];
const enemies = b.opponentForces
? b.opponentForces.normal + b.opponentForces.elite
: presenceAt(other, b.territory);
const ownNativeBonus = b.native === me.id ? b.nativeBattleStrength : 0;
const enemyNativeBonus = b.native === other.id ? b.nativeBattleStrength : 0;
const enemyCapacity = b.opponentForces
? maxCombatDial(b.opponentForces)
: enemies;
const insights = [
...(b.insight && b.prescience?.player === me.id ? [b.insight] : []),
...(b.nexusInspection?.owner === me.id
? b.nexusInsights.filter((insight) => insight.active)
: []),
];
const known = (field: string) =>
insights.find((insight) => insight.field === field);
const knownCards = treacheryDeck(['ix']);
const revealedWeapon = knownCards.find((c) => c.id === known('weapon')?.value);
const revealedDefense = knownCards.find((c) => c.id === known('defense')?.value);
const inspected =
b.fullPlanInsight?.target === other.id ? b.fullPlanInsight : null;
const enemyWeapon = inspected?.cards.find(
(c) => c.id === inspected.plan.weapon,
);
const enemyDefense = inspected?.cards.find(
(c) => c.id === inspected.plan.defense,
);
const commitments = b.ownCommitments.filter(
(element) => element.target === me.id,
);
const fixed = (field: string, value: string | number | null) =>
commitments.every(
(element) => element.field !== field || element.value === value,
);
const weapons = [
null,
...(me.hand ?? []).filter(isWeaponCard).map((c) => c.id),
].filter((id) => fixed('weapon', id));
const defenses = [
null,
...(me.hand ?? []).filter(isDefenseCard).map((c) => c.id),
].filter((id) => fixed('defense', id));
const availableLeaders = me.leaders.filter(
(l) =>
!l.dead &&
controlsLeader(me, l) &&
(!l.usedAt || l.usedAt === b.territory),
);
const heroes = (me.hand ?? []).filter((c) => c.kind === 'hero');
const voice = b.voice?.target === me.id ? b.voice : null;
const mayOmitLeader =
!availableLeaders.length &&
(!heroes.length || (voice?.kind === 'hero' && !voice.must));
const leaders = [
...(mayOmitLeader ? [null] : []),
...availableLeaders.map((l) => l.id),
...heroes.map((c) => c.id),
].filter((id) => fixed('leader', id));
const voiceApplies =
!!voice &&
(availableLeaders.length > 0 || heroes.length > 0) &&
(me.hand ?? []).some((c) => defaultVoiceMatch(c, voice.kind));
const knownEnemyLeader = g.allLeaders.find((l) => l.id === known('leader')?.value);
const expectedLeader = inspected
? (g.allLeaders.find((l) => l.id === inspected.plan.leader)?.strength ??
0) + (inspected.plan.kwisatz ? 2 : 0)
: (knownEnemyLeader?.strength ??
(level >= 2
? Math.max(
0,
...other.leaders
.filter((l) => !l.dead && controlsLeader(other, l))
.map((l) => l.strength),
)
: 3));
const expectedDial = inspected
? inspected.plan.dial
: known('dial')
? Number(known('dial')!.value)
: Math.ceil(enemyCapacity * [0.25, 0.4, 0.6, 0.75][level]);
const options: { action: Action; score: number }[] = [];
for (const leader of leaders)
for (const weapon of weapons)
for (const defense of defenses) {
const kwisatz =
!!leader &&
!!me.kwisatz?.active &&
!me.kwisatz.dead &&
!b.kwisatzBlocked &&
(!me.kwisatz.usedAt || me.kwisatz.usedAt === b.territory);
const myLeader = me.leaders.find((l) => l.id === leader);
const enemyDisc = inspected
? g.allLeaders.find((l) => l.id === inspected.plan.leader)
: knownEnemyLeader;
const expectedEnemyStrength =
inspected || knownEnemyLeader
? battleLeaderStrength(enemyDisc, myLeader) +
(inspected?.plan.kwisatz ? 2 : 0)
: level >= 2 &&
other.leaders.some(
(l) =>
l.id === 'tleilaxu-0' &&
!l.dead &&
controlsLeader(other, l),
)
? Math.max(expectedLeader, myLeader?.strength ?? 0)
: expectedLeader;
const strength =
battleLeaderStrength(
me.leaders.find((l) => l.id === leader),
inspected
? g.allLeaders.find((l) => l.id === inspected.plan.leader)
: { strength: expectedLeader },
) + (kwisatz ? 2 : 0);
const w = me.hand?.find((c) => c.id === weapon);
const d = me.hand?.find((c) => c.id === defense);
const stoneBattle =
isStoneBurner(w) || (inspected && isStoneBurner(enemyWeapon));
if ((!leader && (weapon || defense)) || !validBattleCardPair(w, d))
continue;
if (voice) {
const used =
playedVoiceMatch(
me.hand?.find((c) => c.id === leader),
'leader',
voice.kind,
) ||
playedVoiceMatch(w, 'weapon', voice.kind) ||
playedVoiceMatch(d, 'defense', voice.kind);
if (voice.must ? voiceApplies && !used : used) continue;
}
const safeLeader =
kwisatz ||
!!matchingTraitor(
me.traitors ?? [],
leader,
me.hand?.find((c) => c.id === leader),
);
const traitorHolders = [
other,
...g.players.filter(
(p) => p.faction === 'harkonnen' && p.ally === other.id,
),
].filter((holder) => !b.native || holder.id === b.native);
const exposedLeader =
!kwisatz &&
traitorHolders.some((p) =>
matchingTraitor(
p.revealedTraitors,
leader,
me.hand?.find((c) => c.id === leader),
),
);
const effects = strongholdBattleEffects(
w,
d,
inspected ? enemyWeapon : undefined,
inspected ? enemyDefense : undefined,
true,
true,
b.strongholdEffects[me.id],
b.strongholdEffects[other.id],
);
const ownSurvivingStrength =
effects.stunned || effects.attackerDead ? 0 : strength;
const enemySurvivingStrength =
effects.stunned || (inspected && effects.defenderDead)
? 0
: expectedEnemyStrength;
const ideal = stoneBattle
? 0
: level === 0
? Math.floor(variation(g, `${leader}-${weapon}`) * (own + 1))
: Math.min(
ownStrength,
Math.max(
0,
enemySurvivingStrength +
expectedDial -
ownSurvivingStrength +
enemyNativeBonus -
ownNativeBonus +
(b.tieWinner === me.id ? 0 : typedForces ? 0.5 : 1),
),
);
for (const dial of new Set([
ideal,
...bankSupportedDials,
...freeEliteDials,
0,
...(typedForces ? [0.5] : []),
Math.max(0, ownStrength - 1),
ownStrength,
])) {
const action: Action = {
type: 'battlePlan',
kwisatz,
dial,
leader,
weapon,
defense,
};
const committedDial = commitments.find(
(element) => element.field === 'dial',
);
if (committedDial) action.dial = committedDial.value;
if (!fixed('dial', Number(action.dial))) continue;
const commitment = typedForces
? supporting(Number(action.dial))
: null;
if (typedForces && !commitment) continue;
if (commitment) action.support = commitment.support;
const stonePlan = isStoneBurner(
me.hand?.find((c) => c.id === action.weapon),
);
if (stonePlan && !action.leader) continue;
if (
stonePlan &&
(!b.stoneBurnerContext ||
b.stoneBurnerContext.blocked ||
!b.stoneBurnerContext.opponentPools.length ||
b.stoneBurnerContext.opponentPools.some((pool) =>
stoneBurnerPlanBlock(
forces,
Number(action.dial),
Number(action.support ?? 0),
pool,
b.attacker === me.id ? 'attacker' : 'defender',
b.tieWinner === b.attacker ? 'attacker' : 'defender',
),
))
)
continue;
const effectiveWeapon = w && w.kind !== 'worthless' ? 6 : 0;
const effectiveDefense = d && d.kind !== 'worthless' ? 4 : 0;
const selfExplosion = battleWeaponsExplode(w, d);
const correctDefense = inspected
? weaponKills(enemyWeapon) && !weaponKills(enemyWeapon, d)
: !!revealedWeapon &&
weaponKills(revealedWeapon) &&
!weaponKills(revealedWeapon, d);
const explosionRisk = inspected
? battleWeaponsExplode(w, d, enemyWeapon, enemyDefense)
: (isShield(revealedDefense) && w?.kind === 'lasgun') ||
(revealedWeapon?.kind === 'lasgun' && isShield(d));
const undialed = stoneBattle
? Math.min(
...casualtyOptions(
forces,
Number(action.dial),
Number(action.support ?? 0),
).map((loss) => own - loss.normal - loss.elite),
)
: 0;
const enemyUndialed = stoneBattle
? Math.max(
0,
...(b.stoneBurnerContext?.opponentPools ?? []).flatMap(
(pool) =>
inspected
? casualtyOptions(
pool,
inspected.plan.dial,
inspected.plan.support,
).map(
(loss) =>
pool.normal + pool.elite - loss.normal - loss.elite,
)
: [pool.normal + pool.elite],
),
)
: 0;
const score = stoneBattle
? (undialed - enemyUndialed) * 6 +
undialed * 2 +
(undialed > enemyUndialed ||
(undialed === enemyUndialed && b.tieWinner === me.id)
? 30
: -30) -
Number(action.dial) * 2 +
(stonePlan ? 6 : 0) +
(effectiveDefense ? 2 : 0)
: level === 0
? variation(g, `${leader}-${weapon}-${defense}-${dial}`) * 100
: ownSurvivingStrength * 2 +
(inspected && enemySurvivingStrength === 0 ? 10 : 0) +
effectiveWeapon +
effectiveDefense +
(safeLeader && level >= 2 ? 5 : 0) -
Math.abs(Number(action.dial) - ideal) * 2 +
(correctDefense ? 10 : 0) -
(selfExplosion || explosionRisk ? 80 : 0) -
(exposedLeader ? 100 : 0);
options.push({
action,
score: score - (commitment?.cost ?? 0) * 0.2,
});
}
}
const ranked = options
.sort((a, b) => b.score - a.score)
.map((x) => x.action)
.filter((a) =>
respectsBattlePromises(
b.truthPromises,
me.id,
candidatePlan(a),
me.hand ?? [],
),
);
if (b.compliantPlan && commitments.every(
(element) => b.compliantPlan![element.field] === element.value,
)) ranked.push({ type: 'battlePlan', ...b.compliantPlan });
return ranked;
}
// This policy receives a personalized view, never the authoritative decks or rival hands.
function gamontAction(g: GameView): Action | undefined {
const me = g.players.find((p) => p.id === g.me)!;
const play = choamPowerBotPlay(g, 'gamont', (card) => technologyCardValue(g, card));
if (!play || g.phase !== 8) return;
const options = g
.choamWorthless!.gamont.filter((o) => o.target !== me.ally)
.map((o) => {
const owner = g.players.find((p) => p.id === o.target)!;
const t = gameTerritories(g).find(
(t) => t.id === splitLocation(o.key).territory,
)!;
const count = countAt(owner, t.id);
const threatenedWin = closeToStrongholdVictory(
g.victoryProgress?.find((row) => row.player === owner.id),
);
const score =
rank(g) === 0
? variation(g, o.key + o.target) * 10
: (t.type === 'stronghold' && count === 1
? 30 + (threatenedWin ? 30 : 0)
: 0) +
o.elite * 8 +
(fighterCount(owner, t.id) ? 2 : 0);
return { ...o, score };
})
.sort((a, b) => b.score - a.score);
const choice = options[0];
if (choice)
return choamPowerAction(g, play, {
target: choice.target, from: choice.key, elite: choice.elite,
}) ?? undefined;
}
/** Supported, server-derived timing only; no rival hand or sealed bid is inspected. */
function saphoAction(g: GameView): Action | null {
const me = g.players.find((p) => p.id === g.me)!;
const card = me.hand?.find(
(c) => richeseCardDefinition(c)?.card.effect === 'juiceOfSapho',
);
const options = g.saphoOptions;
if (!card || !options?.length) return null;
const earlySpice =
me.reserves >= 3 &&
(me.faction === 'fremen' || (me.spice ?? 0) >= 3) &&
Object.values(g.spice).some((amount) => amount >= 6);
const preferred =
options[0].scope === 'movement' && earlySpice ? 'first' : 'last';
const option =
options.find((candidate) => candidate.mode === preferred) ?? options[0];
return { type: 'card', card: card.id, ...option };
}
function policyActions(g: GameView): Action[] {
const me = g.players.find((p) => p.id === g.me)!;
const level = rank(g);
if (!(me.bot ?? me.autopilot) || g.status === 'finished') return [];
if (g.status === 'lobby') return me.ready ? [] : [{ type: 'ready' }];
if (g.decision?.kind === 'nullentropy') {
if (g.decision.player !== me.id) return [];
const search = g.nullentropy?.search;
if (!search) return [];
const ordered = [...search.cards].sort((a, b) => {
const score = (card: typeof a) => {
const richese = richeseCardDefinition(card);
const unfinished =
richese &&
![
'karama',
'distrans',
'ornithopter',
'residualPoison',
'portableSnooper',
'stoneBurner',
'juiceOfSapho',
].includes(richese.card.effect);
return unfinished ? -100 : technologyCardValue(g, card);
};
return score(b) - score(a);
});
return ordered[0]
? [{ type: 'decision', event: search.event, card: ordered[0].id }]
: [];
}
if (g.truthtrance) {
const w = g.truthtrance;
if (w.stage === 'priority')
return w.passed.includes(me.id) ? [] : [{ type: 'truthPass' }];
if (w.stage === 'answer') {
if (w.question?.target !== me.id) return [];
if (w.question.kind === 'shipment') {
const question = w.question;
const choices = g.truthShipmentAnswers ?? [];
const target = gameTerritories(g).find(
(t) => t.id === question.territory,
);
const spice = Object.entries(g.spice)
.filter(
([key]) => splitLocation(key).territory === question.territory,
)
.reduce((sum, [, amount]) => sum + amount, 0);
// Destination value and own reserve commitment guide strategy. The
// server's complete answer set, never sampled moves, decides feasibility.
const preferYes =
(target?.type === 'stronghold' || spice >= question.minimum) &&
question.minimum <= Math.max(0, me.reserves - [0, 1, 2, 3][level]);
const preferred = preferYes ? 'yes' : 'no';
const answer = choices.includes(preferred)
? preferred
: (choices.find((choice) => choice === 'yes' || choice === 'no') ??
choices[0] ??
'unknown');
return [{ type: 'truthAnswer', answer }];
}
if (w.question.kind === 'battlePlan') {
const choices = g.truthBattleAnswers ?? ['unknown'];
const claim = w.question.claim;
const preferred = plans(g)
.map((plan) =>
matchesPlanClaim(claim, candidatePlan(plan), me.hand ?? [])
? 'yes'
: 'no',
)
.find((answer) => choices.includes(answer));
return [{ type: 'truthAnswer', answer: preferred ?? choices[0] }];
}
return [{ type: 'truthAnswer', answer: g.truthAnswer ?? 'unknown' }];
}
if (w.queue[0]?.player !== me.id) return [];
if (w.stage === 'unknown') return [{ type: 'truthSave' }];
const other =
g.players.find(
(p) =>
p.id !== me.id &&
(p.id === g.battle?.attacker || p.id === g.battle?.defender),
) ?? g.players.find((p) => p.id !== me.id)!;
const leader = [...me.leaders]
.filter((l) => !l.dead)
.sort((a, b) => b.strength - a.strength)[0];
return [
{
type: 'truthAsk',
question: {
kind: 'fact',
target: other.id,
fact: leader
? { kind: 'traitor', leader: leader.id }
: { kind: 'hand', name: 'Shield' },
},
},
];
}
if (g.status === 'setup' && !g.decision) {
const choosingTraitors = !g.setupStage || g.setupStage === 'traitors';
const placingForces = !g.setupStage || g.setupStage === 'forces';
const makingPrediction = !g.setupStage || g.setupStage === 'prediction';
if (choosingTraitors && me.traitorChoices?.length) {
const choices = [...me.traitorChoices].sort((a, b) => {
const score = (id: string) => {
if (id === CHEAP_HERO_TRAITOR)
return level === 0 ? variation(g, id) : 4;
const l = g.allLeaders.find((l) => l.id === id)!;
return level === 0
? variation(g, id)
: l.strength + (l.faction === me.faction ? -5 : 0);
};
return score(b) - score(a);
});
return [{ type: 'traitor', leader: choices[0] }];
}
if (placingForces && me.faction === 'fremen' && me.reserves === 20)
return [
{
type: 'fremenSetup',
placements: {
sietch_tabr: level === 0 ? 10 : 7,
false_wall_south: level === 0 ? 0 : 3,
false_wall_west: 0,
},
},
];
if (
placingForces &&
g.advanced &&
me.faction === 'beneGesserit' &&
!me.advisorSetup &&
me.reserves === 20 &&
g.players.every((p) => p.faction !== 'fremen' || p.reserves === 10)
)
return destinations(g, true)
.filter((to) => to.t !== MOBILE_STRONGHOLD)
.map((to) => ({
type: 'advisorSetup',
territory: to.t,
sector: to.s,
}));
if (makingPrediction && me.faction === 'beneGesserit' && !me.prediction)
return [
{
type: 'predict',
faction: g.players.find((p) => p.id !== me.id)!.faction,
turn: 3 + Math.floor(variation(g, 'prediction') * 5),
},
];
return [];
}
if (
!g.battle &&
g.choamCashIn?.karamas.length &&
(me.spice ?? 0) < (level === 0 ? 2 : 5)
) {
const card = g.choamCashIn.karamas[0];
const preserve =
g.choamWorthless?.pending ??
(g.decision?.kind === 'choamMovement'
? choamPowerBotPlay(g, 'baliset', (card) => technologyCardValue(g, card))?.card.id
: g.decision?.kind === 'choamStorm'
? choamPowerBotPlay(g, 'jubba', (card) => technologyCardValue(g, card))?.card.id
: (gamontAction(g)?.card ?? g.choamWorthless?.cards.find((card) => card.name === 'Trip to Gamont')?.id));
const selected = g.choamCashIn.cards.filter(
(c) => c.kind === 'worthless' && c.id !== card.id && c.id !== preserve,
);
if (
selected.length &&
(!g.auction ||
g.auction.bidder !== me.id ||
g.auction.bid <=
(me.spice ?? 0) + selected.length * 3 + (g.auction.allyPayment ?? 0))
)
return [
{
type: 'card',
mode: 'special',
card: card.id,
cards: selected.map((c) => c.id),
},
];
}
if (g.phaseOpening) {
if (g.phaseOpening.passed.includes(me.id)) return [];
const amal = me.hand?.find((c) => c.effect === 'amal');
// Rival spice is private. Low own losses inform this choice.
if (
amal &&
g.turn > 1 &&
(me.spice ?? 0) <= (level === 0 ? 4 : 2) &&
(level > 0 || variation(g, 'amal') > 0.4)
)
return [{ type: 'card', card: amal.id }];
return [{ type: 'ready' }];
}
const sapho = saphoAction(g);
if (sapho) return [sapho];
const specialCard =
!g.choamMarket &&
(!g.revival.pending ||
(me.faction === 'tleilaxu' && g.decision?.kind === 'revivalStop')) &&
g.advanced &&
!me.specialKaramaUsed &&
me.hand?.find((c) => c.effect === 'karama');
if (
specialCard &&
me.faction === 'ixians' &&
g.phase === 5 &&
g.active === me.id &&
!g.response &&
!g.decision &&
g.mobileStronghold?.location &&
!g.homeworldMobility?.mobileStrongholdBlocked &&
(me.forces[MOBILE_LOCATION] ?? 0) > 0
) {
const capacity = (me.forces[MOBILE_LOCATION] ?? 0) * 2;
const route = mobileRoutes(g, 2)
.map((route) => ({
route,
value: route.reduce(
(sum, key) => sum + Math.min(g.spice[key] ?? 0, capacity),
0,
),
}))
.sort((a, b) => b.value - a.value)[0];
if (route && route.value >= [4, 5, 6, 6][level])
return [
{
type: 'card',
mode: 'special',
card: specialCard.id,
route: route.route,
},
];
}
if (
specialCard &&
me.faction === 'fremen' &&
g.phase === 1 &&
!g.summonedWorm
) {
const targets = TERRITORIES.filter((t) => t.type === 'sand')
.map((t) => ({
territory: t.id,
enemy: g.players
.filter((p) => p.id !== me.id && p.id !== me.ally)
.reduce((sum, p) => sum + countAt(p, t.id), 0),
own: countAt(me, t.id),
}))
.sort((a, b) => b.enemy * 3 + b.own - (a.enemy * 3 + a.own));
const choice = targets[0];
if (
choice &&
(choice.enemy >= (level === 0 ? 1 : 3) ||
(choice.own >= 5 && g.turn >= 3))
)
return [
{
type: 'card',
mode: 'special',
card: specialCard.id,
territory: choice.territory,
},
];
}
if (specialCard && me.faction === 'harkonnen' && g.phase === 3) {
const victim = g.players
.filter((p) => p.id !== me.id && (p.handCount ?? 0) > 0)
.sort(
(a, b) =>
(b.ally === me.id ? -10 : 0) +
(b.handCount ?? 0) -
((a.ally === me.id ? -10 : 0) + (a.handCount ?? 0)),
)[0];
if (victim)
return [
{
type: 'card',
mode: 'special',
card: specialCard.id,
target: victim.id,
amount: Math.min(level === 0 ? 1 : 4, victim.handCount!),
},
];
}
if (specialCard && me.faction === 'emperor' && g.phase === 4) {
const dead = me.leaders
.filter((l) => l.dead && !l.capturedBy && !l.gholaBy)
.sort((a, b) => b.strength - a.strength)[0];
if (dead && (level === 0 || dead.strength >= 4))
return [
{
type: 'card',
mode: 'special',
card: specialCard.id,
leader: dead.id,
},
];
const elite = Math.min(
me.elites?.tanks ?? 0,
eliteRevivalRemaining(me, g.advanced),
);
const amount = Math.min(3, me.tanks - (me.elites?.tanks ?? 0) + elite);
if (amount === 3 || (level === 0 && amount > 0))
return [
{ type: 'card', mode: 'special', card: specialCard.id, amount, elite },
];
}
if (g.response) {
const benefitEnemy =
g.response.owner !== me.id && g.response.owner !== me.ally;
const combatant =
!!g.battle && [g.battle.attacker, g.battle.defender].includes(me.id);
const targeted =
combatant &&
((g.response.kind === 'voice' && g.battle!.voice?.target === me.id) ||
(g.response.kind === 'prescience' &&
g.battle!.prescience?.player !== me.id) ||
(g.response.kind === 'nexusPrescience' &&
g.battle!.nexusInspection?.target === me.id) ||
g.response.kind === 'harkonnenTraitor' ||
g.response.kind === 'eliteStrength' ||
g.response.kind === 'fremenSupport' ||
g.response.kind === 'nexusSardaukar' ||
g.response.kind === 'choamBattleAid');
const auditThreat =
g.response.kind === 'choamAudit' &&
g.auditor?.opponent === me.id &&
(g.auditor.count ?? 0) > 0;
const movementThreat =
(g.response.kind === 'fremenMovement' &&
!!g.response.location &&
fighterCount(me, splitLocation(g.response.location).territory) > 0) ||
(g.response.kind === 'nexusAdvisorFlip' &&
!!g.nexusAdvisors?.pending?.territories.some((territory) => fighterCount(me, territory) > 0));
const card = me.hand?.find((c) =>
g.responseControls?.cancelCards.includes(c.id),
);
if (
card &&
benefitEnemy &&
((level >= 2 && (targeted || movementThreat || auditThreat)) ||
(level === 3 &&
([
'harkonnenBonus',
'choamCharity',
'choamBattleIncome',
'ecazCollection',
].includes(g.response.kind) ||
(g.response.kind === 'choamInflation' &&
g.response.intent === 'double'))))
)
return [{ type: 'card', card: card.id, mode: 'cancel' }];
return !g.responseControls?.cancelCards.length ||
g.responseControls.hasPassed
? []
: [{ type: 'passResponse' }];
}
if (g.biddingEnd && !g.decision)
return biddingEndActions(
g, level, (card) => technologyCardValue(g, card), (gamontAction(g)?.card ?? g.choamWorthless?.cards.find((card) => card.name === 'Trip to Gamont')?.id),
);
if (g.decision) {
if (g.decision.player !== me.id) return [];
const d = g.decision;
if (d.kind === 'choamAudit')
return [{ type: 'decision', event: d.event, audit: true }];
if (d.kind === 'choamAuditPayment') {
const count = g.auditor?.count ?? 0;
// Only the AI's own hand and public spice inform the value of secrecy.
const valuable =
me.hand?.filter((c) => c.kind !== 'worthless').length ?? 0;
const pay =
count > 0 &&
(me.spice ?? 0) >= count &&
level > 0 &&
valuable > 0 &&
(me.spice ?? 0) >= count + (level === 1 ? 6 : 3);
return [
{ type: 'decision', event: d.event, pay, ...(pay ? { count } : {}) },
];
}
if (d.kind === 'strongholdCopy') {
const score = (id: string) =>
id === 'arrakeen'
? (me.spice ?? 0) < 3
? 12
: 7
: id === 'carthag'
? me.hand?.some(
(c) => c.kind === 'shield' || c.kind === 'weirdingWay',
)
? 9
: 2
: id === 'habbanya_ridge_sietch'
? g.battle?.defender === me.id
? 8
: 1
: id === 'sietch_tabr'
? 6
: (me.hand?.filter((c) => c.kind === 'worthless').length ?? 0) *
4;
const choices = [...d.choices].sort((a, b) =>
level === 0 ? variation(g, a) - variation(g, b) : score(b) - score(a),
);
return choices.map((stronghold) => ({
type: 'decision',
event: d.event,
stronghold,
}));
}
if (d.kind === 'richeseAllyOpportunity') {
const offer = alliedNoFieldOffer(g);
return offer
? [offer, { type: 'decision', decline: true }]
: [{ type: 'decision', decline: true }];
}
if (d.kind === 'richeseAllyShipment') {
const offer = g.richeseNoField?.allyOffer;
if (!offer || offer.recipient !== me.id) return [];
if (
offer.blocked ||
offer.amount <= 0 ||
(offer.payer === me.id && (me.spice ?? 0) < offer.cost)
)
return [{ type: 'decision', event: offer.event, decline: true }];
return [
{
type: 'decision',
event: offer.event,
accept: true,
elite: level === 0 ? offer.eliteMin : offer.eliteMax,
},
// A supported-looking offer can fail its authoritative arrival preflight.
// Keep a legal exit without deriving private balances or token data.
{ type: 'decision', event: offer.event, decline: true },
];
}
if (d.kind === 'ecazSpice') {
if (!g.ecazSpice?.allocation) return [];
const allocation = g.ecazSpice.allocation;
const lot = allocation.lots[allocation.index];
const offer = allocation.offer;
const ownShare = offer
? me.id === lot.ecaz
? offer.ecazShare
: lot.amount - offer.ecazShare
: 0;
const fairShare =
me.id === lot.ecaz
? Math.floor(lot.amount / 2)
: Math.ceil(lot.amount / 2);
return [
{
type: 'decision',
event: g.ecazSpice.event,
allocation:
offer && ownShare >= fairShare
? { kind: 'accept' }
: { kind: 'equal' },
},
];
}
if (d.kind === 'ecazPlacement') {
const ambassadors = g.ambassadors;
if (
ambassadors &&
!ambassadors.blocked &&
ambassadors.nextCost <= (me.spice ?? 0)
) {
const token = ambassadors.tokens.find((t) => t.zone === 'supply');
const target = gameTerritories(g).find(
(t) =>
t.type === 'stronghold' &&
t.id !== MOBILE_STRONGHOLD &&
!t.sectors.includes(g.storm) &&
!ambassadors.tokens.some(
(a) => a.zone === 'placed' && a.location === t.id,
),
);
if (token && target)
return [{ type: 'decision', token: token.id, territory: target.id }];
}
return [{ type: 'decision', decline: true }];
}
if (d.kind === 'moritaniRetention') {
const candidates = (me.hand ?? [])
.filter((card) => d.cards.includes(card.id))
.sort((a, b) => technologyCardValue(g, b) - technologyCardValue(g, a));
return [{ type: 'decision', keep: candidates[0]?.id ?? null }];
}
if (d.kind === 'moritaniTerror') {
const entry = g.terrorEntry;
if (!entry) return [];
if (entry.stage === 'select') {
const candidate = entry.candidates?.find((candidate) => candidate.canReveal || candidate.canOfferAlliance);
return [candidate ? { type: 'decision', token: candidate.token } : { type: 'decision', decline: true }];
}
if (entry.stage === 'allianceReply') {
const moritani = g.players.find(
(player) => player.faction === 'moritani',
)!;
const previous = me.ally
? g.players.find((player) => player.id === me.ally)
: undefined;
const strength = (player: typeof me) =>
Object.values(player.forces).reduce((sum, count) => sum + count, 0);
return [
{
type: 'decision',
accept:
level > 0 &&
(!previous || strength(moritani) >= strength(previous)),
},
];
}
if (
entry.stage === 'offer' &&
entry.canOfferAlliance &&
!(
entry.kind === 'sneakAttack' &&
(entry.sneakAttack?.blocked || entry.sneakAttack?.maximum === 0)
) &&
level > 0 &&
!me.ally &&
g.players.find((player) => player.id === entry.entrant)?.ally === null
)
return [{ type: 'decision', alliance: true }];
if (entry.stage === 'offer')
return [
{
type: 'decision',
...(entry.canReveal &&
!(
entry.kind === 'sneakAttack' &&
(entry.sneakAttack?.blocked || entry.sneakAttack?.maximum === 0)
)
? { reveal: true }
: { decline: true }),
},
];
if (entry.stage === 'sneakAttack')
return [
{
type: 'decision',
amount: entry.sneakAttack?.blocked
? 0
: (entry.sneakAttack?.maximum ?? 0),
},
];
if (entry.stage === 'robbery')
return [
{
type: 'decision',
choice: (me.hand?.length ?? 0) < me.handLimit ? 'card' : 'spice',
},
];
if (entry.stage === 'gift') return [{ type: 'decision', decline: true }];
const cards = [...(me.hand ?? [])];
const card = cards.find((c) => c.kind === 'worthless') ?? cards[0];
return card ? [{ type: 'decision', card: card.id }] : [];
}
if (d.kind === 'richeseBlackMarket')
return [
{ type: 'decision', event: g.richeseBidding!.event, decline: true },
];
if (d.kind === 'richeseDeclaration')
return [
{
type: 'decision',
event: g.richeseBidding!.event,
position: level >= 2 ? 'last' : 'first',
},
];
if (d.kind === 'richeseCache') {
const cards = [...(g.richeseBidding?.cache ?? [])].sort(
(a, b) => technologyCardValue(g, a) - technologyCardValue(g, b),
);
return cards.length
? [
{
type: 'decision',
event: g.richeseBidding!.event,
card: cards[0].id,
method: level === 0 ? 'silent' : 'onceAround',
direction: 'clockwise',
},
]
: [];
}
if (d.kind === 'richeseUnbid')
return [
{
type: 'decision',
event: g.richeseBidding!.event,
keep: (me.hand?.length ?? 0) < me.handLimit,
},
];
if (d.kind === 'ecazAmbassador') {
const entry = g.ambassadorEntry;
if (!entry) return [];
const action = { type: 'decision' as const, event: entry.event };
const canBuyRichese =
(me.spice ?? 0) >= 3 &&
(me.hand?.length ?? me.handLimit) < me.handLimit;
const hasFremenGroup =
Object.entries(me.forces).some(
([key, count]) =>
count > 0 &&
(splitLocation(key).sector === 0 ||
splitLocation(key).sector !== g.storm),
) ||
!!(
me.noField?.deployed &&
(me.noField.deployed.location.sector === 0 ||
me.noField.deployed.location.sector !== g.storm)
);
if (entry.stage === 'allianceReply') return [{ ...action, accept: true }];
if (entry.stage === 'offer') {
if (entry.effect === 'ecaz')
return [
entry.allianceOffer && !entry.allianceOffer.blocked
? {
...action,
trigger: true,
beneficiary: entry.owner,
choice: 'alliance',
}
: entry.dukeAcquisition && !entry.dukeAcquisition.blocked
? {
...action,
trigger: true,
beneficiary: entry.owner,
choice: 'duke',
}
: { ...action, decline: true },
];
const available = entry.beneficiaries.filter(
(option) =>
!option.blocked &&
(entry.effect !== 'richese' ||
option.player !== me.id ||
canBuyRichese) &&
(entry.effect !== 'fremen' ||
option.player !== me.id ||
hasFremenGroup) &&
(entry.effect !== 'guild' ||
option.player !== me.id ||
me.reserves > 0),
);
const beneficiary =
available.find((option) => option.player === me.id) ?? available[0];
return [
beneficiary
? { ...action, trigger: true, beneficiary: beneficiary.player }
: { ...action, decline: true },
];
}
if (entry.stage === 'copy') {
const available = entry.copies.filter((option) => !option.blocked);
const useful = available.filter(
(option) =>
(option.effect !== 'richese' || canBuyRichese) &&
(option.effect !== 'fremen' || hasFremenGroup) &&
(option.effect !== 'guild' || me.reserves > 0),
);
const choices = useful.length ? useful : available;
const order = [
'emperor',
...(me.hand?.some((card) => card.kind === 'worthless')
? ['choam']
: []),
'atreides',
'harkonnen',
'ixians',
'fremen',
'guild',
'richese',
'choam',
];
choices.sort((a, b) =>
level === 0
? variation(g, a.effect) - variation(g, b.effect)
: order.indexOf(a.effect) - order.indexOf(b.effect),
);
return choices.length ? [{ ...action, effect: choices[0].effect }] : [];
}
if (entry.stage === 'move') return fremenAmbassadorMoves(g);
if (entry.stage === 'ship') return guildAmbassadorShipments(g);
if (entry.stage !== 'cards') return [];
const cards = (me.hand ?? []).filter((card) =>
entry.cards.some(
(option) => option.card === card.id && !option.blocked,
),
);
if (entry.effect === 'choam')
return [
{
...action,
cards: cards
.filter(
(card) =>
card.kind === 'worthless' ||
(level > 0 && card.kind === 'hero' && (me.spice ?? 0) < 5),
)
.map((card) => card.id),
},
];
cards.sort(
(a, b) => technologyCardValue(g, a) - technologyCardValue(g, b),
);
return cards.length ? [{ ...action, cards: [cards[0].id] }] : [];
}
if (d.kind === 'moritaniSetup') {
const choices = TERRITORIES.filter((t) =>
g.players.every((p) => countAt(p, t.id) === 0),
);
const target =
(level > 0
? choices.find((t) => t.type === 'stronghold')
: undefined) ?? choices[0];
return target
? [
{
type: 'decision',
territory: target.id,
sector: target.sectors[0],
},
]
: [];
}
if (d.kind === 'moritaniPlacement') {
const cunning = nexusMoritaniBotActions(g);
if (cunning.length) return cunning;
const tokens = g.moritaniTerror?.tokens ?? [];
const destinations = TERRITORIES.filter(
(t) =>
t.type === 'stronghold' &&
!tokens.some(
(token) => token.status === 'placed' && token.location === t.id,
),
);
const token =
tokens.find(
(token) => token.status === 'available' && 'kind' in token,
) ??
tokens.find((token) => token.status === 'placed' && 'kind' in token);
const target =
(level > 0
? destinations.find((t) =>
g.players.some(
(p) =>
p.id !== me.id && p.id !== me.ally && countAt(p, t.id) > 0,
),
)
: undefined) ?? destinations[0];
return token && target
? [{ type: 'decision', token: token.id, territory: target.id }]
: [{ type: 'decision', decline: true }];
}
if (d.kind === 'choamStorm') {
const play = choamPowerBotPlay(g, 'jubba', (card) => technologyCardValue(g, card));
const target = [...d.territories].sort(
(a, b) => b.amount - a.amount || a.territory.localeCompare(b.territory),
)[0];
const action = play && target ? choamPowerAction(g, play, { territory: target.territory }) : null;
return [action ?? { type: 'decision', decline: true }];
}
if (d.kind === 'choamMovement') {
const play = choamPowerBotPlay(g, 'baliset', (card) => technologyCardValue(g, card));
const action = play && d.mover !== me.ally ? choamPowerAction(g, play) : null;
return [action ?? { type: 'decision', decline: true }];
}
if (d.kind === 'choamMentat')
return [gamontAction(g) ?? { type: 'decision', done: true }];
if (d.kind === 'choamFreeRevival') {
const play = choamPowerBotPlay(g, 'laLaLa', (card) => technologyCardValue(g, card));
const action = play && d.recipient !== me.ally && level > 0 ? choamPowerAction(g, play) : null;
return [action ?? { type: 'decision', decline: true }];
}
if (d.kind === 'choamBattleFunding') {
const ally = g.players.find((p) => p.id === me.ally)!;
const pool = g.combatLocations?.find(
(place) => place.id === g.battle!.territory,
)?.forces?.[ally.id];
const forces = pool
? pool.normal + pool.elite
: countAt(ally, g.battle!.territory);
const total = (me.spice ?? 0) + g.aid.pledged;
const amount = Math.max(
g.aid.pledged,
Math.min(forces, Math.max(0, total - (level === 0 ? 4 : 2))),
);
return [{ type: 'decision', amount }];
}
if (d.kind === 'choamMarket')
return [choamMarketPolicy(
g, (card) => technologyCardValue(g, card), (gamontAction(g)?.card ?? g.choamWorthless?.cards.find((card) => card.name === 'Trip to Gamont')?.id),
)];
if (d.kind === 'choamTradeReply') {
const returned = [...(me.hand ?? [])].sort(
(a, b) => technologyCardValue(g, a) - technologyCardValue(g, b),
)[0];
return returned && g.choamMarket?.offered
? [{ type: 'decision', card: returned.id }]
: [{ type: 'decision', decline: true }];
}
if (d.kind === 'choamTradeConfirm') {
const market = g.choamMarket!;
return market.offered &&
market.returned &&
(level === 0 ||
technologyCardValue(g, market.returned) >=
technologyCardValue(g, market.offered))
? [{ type: 'decision', accept: true }]
: [{ type: 'decision', decline: true }];
}
if (d.kind === 'ixSetup' || d.kind === 'ixAuction') {
const cards =
d.kind === 'ixSetup' ? g.ixTechnology?.setup : g.ixTechnology?.pool;
const sorted = [...(cards ?? [])].sort(
(a, b) => technologyCardValue(g, b) - technologyCardValue(g, a),
);
if (!sorted.length) return [];
return [
{
type: 'decision',
card: (d.kind === 'ixSetup' ? sorted[0] : sorted.at(-1)!).id,
position: 'bottom',
},
];
}
if (d.kind === 'ixTechnology') {
const offered = [...(me.hand ?? [])].sort(
(a, b) => technologyCardValue(g, a) - technologyCardValue(g, b),
)[0];
const known = g.ixTechnology?.known ?? [];
const expected = known.length
? known.reduce((sum, c) => sum + technologyCardValue(g, c), 0) /
known.length
: 5;
return offered &&
technologyCardValue(g, offered) < expected - (level === 0 ? 0 : 1)
? [{ type: 'decision', card: offered.id }]
: [{ type: 'decision', decline: true }];
}
if (d.kind === 'ixAllyCard')
return [
{
type: 'decision',
accept:
!!g.ixPurchased &&
technologyCardValue(g, g.ixPurchased) < (level === 0 ? 0.5 : 4),
},
];
if (d.kind === 'mobileStronghold') {
if (!d.placement && g.homeworldMobility?.mobileStrongholdBlocked)
return [{type: 'decision', decline: true}];
if (d.placement)
return TERRITORIES.filter((t) => t.type !== 'stronghold')
.flatMap((t) =>
t.sectors.map((s) => ({
type: 'decision',
location: location(t.id, s),
})),
)
.sort(
(a, b) =>
(splitLocation(a.location).sector === g.storm ? 1 : 0) -
(splitLocation(b.location).sector === g.storm ? 1 : 0) ||
variation(g, b.location) - variation(g, a.location),
);
const capacity = (me.forces[MOBILE_LOCATION] ?? 0) * 2;
const routes = mobileRoutes(g, 3)
.map((route) => ({
route,
score: route.reduce(
(sum, key) => sum + Math.min(g.spice[key] ?? 0, capacity),
0,
),
}))
.sort((a, b) => b.score - a.score);
return [
...routes
.filter((r) => r.score > 0)
.map((r) => ({ type: 'decision', route: r.route })),
{ type: 'decision', decline: true },
];
}
if (d.kind === 'ixSubstitution') {
const world = g.combatLocations?.find(
(place) => place.id === d.territory && place.kind === 'homeworld',
);
const sourceEntries = world
? [[world.id, world.forces?.[me.id]?.normal ?? 0] as const]
: Object.entries(me.forces)
.filter(([key]) => splitLocation(key).territory === d.territory)
.map(
([key, n]) => [key, n - (me.elites?.forces[key] ?? 0)] as const,
);
const max = Math.min(
Object.values(d.losses).reduce((a, b) => a + b, 0),
sourceEntries.reduce((sum, [, n]) => sum + n, 0),
);
const count = level === 0 ? Math.min(1, max) : max;
if (!count) return [{ type: 'decision', decline: true }];
const take = (
entries: [string, number][] | (readonly [string, number])[],
) => {
let remaining = count;
const result: Record<string, number> = {};
for (const [key, n] of entries) {
const selected = Math.min(n, remaining);
if (selected) result[key] = selected;
remaining -= selected;
}
return result;
};
return [
{
type: 'decision',
sources: take(sourceEntries),
recover: take(Object.entries(d.losses)),
},
];
}
if (d.kind === 'revivalStop') {
const target = g.players.find((p) => p.id === d.recipient)!;
const noLeader = !target.leaders.some(
(l) => !l.dead && controlsLeader(target, l),
);
const shouldStop =
target.id !== me.ally &&
(target.tanks >= [12, 8, 5, 3][level] ||
(level > 0 && d.revival === 'leader' && noLeader));
if (specialCard && shouldStop && !g.revival.specialKaramaBlock)
return [
{
type: 'card',
mode: 'special',
card: specialCard.id,
target: target.id,
},
];
return [{ type: 'decision', decline: true }];
}
if (d.kind === 'faceDance') {
if (
d.blocked ||
!me.faceDancers?.some((c) => !c.revealed && c.leader === d.identity) ||
me.ally === d.winner
)
return [{ type: 'decision', reveal: false }];
const winner = g.players.find((p) => p.id === d.winner)!;
const world = g.combatLocations?.find(
(place) => place.id === d.territory && place.kind === 'homeworld',
);
const pool = world?.forces?.[winner.id];
let needed = world
? (pool?.normal ?? 0) + (pool?.elite ?? 0)
: countAt(winner, d.territory);
const sources: Record<string, number> = world
? {}
: {
reserves: Math.min(me.reserves, needed),
};
needed -= sources.reserves ?? 0;
for (const [key, amount] of Object.entries(me.forces).sort(
([a], [b]) =>
(territory(splitLocation(a).territory).type === 'stronghold'
? 1
: 0) -
(territory(splitLocation(b).territory).type === 'stronghold' ? 1 : 0),
)) {
const take = Math.min(
needed,
Math.max(
0,
amount -
(territory(splitLocation(key).territory).type === 'stronghold'
? 1
: 0),
),
);
if (take) sources[key] = take;
needed -= take;
}
return [
{
type: 'decision',
reveal: true,
sources,
...(world
? {}
: {
sector:
territory(d.territory).sectors.find((s) => s !== g.storm) ??
territory(d.territory).sectors[0],
}),
},
];
}
if (d.kind === 'homeworldDefense') {
const b = g.battle!;
const own = b.plans[me.id];
const opponentId = b.attacker === me.id ? b.defender : b.attacker;
const opponent = b.plans[opponentId];
const snooper = me.hand?.find(
(card) =>
richeseCardDefinition(card)?.card.effect === 'portableSnooper',
);
const card = (id: string | null) =>
b.cards.find((held) => held.id === id);
const dead = (late: boolean) =>
strongholdBattleEffects(
card(own.weapon),
late ? snooper : card(b.lateDefense[me.id] ?? own.defense),
card(opponent.weapon),
card(b.lateDefense[opponentId] ?? opponent.defense),
b.poisonTooth[me.id] ?? true,
b.poisonTooth[opponentId] ?? true,
b.strongholdEffects[me.id],
b.strongholdEffects[opponentId],
).attackerDead;
const hasLeader =
g.allLeaders.some((leader) => leader.id === own.leader) ||
(!!own.kwisatz && card(own.leader)?.kind === 'hero');
return [
{
type: 'decision',
event: d.event,
use: !!snooper && hasLeader && dead(false) && !dead(true),
},
];
}
if (d.kind === 'homeworldExplosion') {
const choices = d.options
.map((loss, choice) => ({
choice,
cost:
level === 0
? variation(g, `homeworld-explosion-${choice}`)
: loss.normal + loss.elite * 2.5,
}))
.sort((a, b) => a.cost - b.cost);
return choices.length
? [{ type: 'decision', event: d.event, choice: choices[0].choice }]
: [];
}
if (d.kind === 'techToken') {
const token = [...d.choices].sort((a, b) =>
level === 0
? variation(g, a) - variation(g, b)
: ['heighliners', 'production', 'axlotl'].indexOf(a) -
['heighliners', 'production', 'axlotl'].indexOf(b),
)[0];
return [{ type: 'decision', token }];
}
if (d.kind === 'stoneBurner') {
const b = g.battle!,
own = b.plans[me.id];
const enemy = me.id === b.attacker ? b.defender : b.attacker;
const other = b.plans[enemy];
const card = (id: string | null) => b.cards.find((c) => c.id === id);
const ownDisc = g.allLeaders.find((l) => l.id === own.leader);
const otherDisc = g.allLeaders.find((l) => l.id === other.leader);
const alreadyWinsByTraitor =
b.traitorVoters.includes(me.id) &&
!other.kwisatz &&
!!matchingTraitor(me.traitors ?? [], other.leader, card(other.leader));
const side = me.id === b.attacker ? 'attacker' : 'defender';
const pools = b.stoneBurnerContext?.opponentPools ?? [];
const winners = b.ownForces
? pools.map((pool) =>
side === 'attacker'
? stoneBurnerComparison(
b.ownForces!,
own.dial,
own.support,
pool,
other.dial,
other.support,
b.tieWinner === b.attacker ? 'attacker' : 'defender',
).winner
: stoneBurnerComparison(
pool,
other.dial,
other.support,
b.ownForces!,
own.dial,
own.support,
b.tieWinner === b.attacker ? 'attacker' : 'defender',
).winner,
)
: [];
const winning =
winners.length > 0 && winners.every((winner) => winner === side);
const effects = strongholdBattleEffects(
card(own.weapon),
card(b.lateDefense[me.id] ?? own.defense),
card(other.weapon),
card(b.lateDefense[enemy] ?? other.defense),
b.poisonTooth[me.id] ?? true,
b.poisonTooth[enemy] ?? true,
b.strongholdEffects[me.id],
b.strongholdEffects[enemy],
);
const ownValue = battleLeaderStrength(ownDisc, otherDisc);
const otherValue = battleLeaderStrength(otherDisc, ownDisc);
const ownAdditional = effects.attackerDead ? 0 : ownValue;
const otherAdditional = effects.defenderDead ? 0 : otherValue;
const bounty = effects.noBounty ? 0 : ownAdditional + otherAdditional;
const explosion = battleWeaponsExplode(
card(own.weapon),
card(b.lateDefense[me.id] ?? own.defense),
card(other.weapon),
card(b.lateDefense[enemy] ?? other.defense),
);
const benefit =
otherAdditional -
ownAdditional * [1.25, 1.5, 2, 2.5][level] +
(winning ? bounty : -bounty) * 0.5;
return [
{
type: 'decision',
event: d.event,
mode:
!alreadyWinsByTraitor && !explosion && benefit > 0
? 'kill'
: 'ignore',
},
];
}
if (d.kind === 'poisonTooth') {
const b = g.battle!;
const a = b.plans[b.attacker],
opponent = b.plans[b.defender];
const c = (id: string | null) => b.cards.find((card) => card.id === id);
const score = (activate: boolean) => {
const effects = strongholdBattleEffects(
c(a.weapon),
c(b.lateDefense[b.attacker] ?? a.defense),
c(opponent.weapon),
c(b.lateDefense[b.defender] ?? opponent.defense),
me.id === b.attacker ? activate : (b.poisonTooth[b.attacker] ?? true),
me.id === b.defender ? activate : (b.poisonTooth[b.defender] ?? true),
b.strongholdEffects[b.attacker],
b.strongholdEffects[b.defender],
);
const strength = (id: string, dead: boolean) =>
dead || effects.stunned
? 0
: battleLeaderStrength(
g.allLeaders.find((l) => l.id === b.plans[id].leader),
g.allLeaders.find(
(l) =>
l.id ===
b.plans[id === b.attacker ? b.defender : b.attacker].leader,
),
) + (b.plans[id].kwisatz ? 2 : 0);
const av =
a.dial +
strength(b.attacker, effects.attackerDead) +
(b.native === b.attacker ? b.nativeBattleStrength : 0),
dv =
opponent.dial +
strength(b.defender, effects.defenderDead) +
(b.native === b.defender ? b.nativeBattleStrength : 0);
const winsA = av > dv || (av === dv && b.tieWinner === b.attacker);
const wins = winsA === (me.id === b.attacker);
const ownDead =
me.id === b.attacker ? effects.attackerDead : effects.defenderDead;
const enemyDead =
me.id === b.attacker ? effects.defenderDead : effects.attackerDead;
return (
(wins ? 100 : 0) +
(ownDead ? 0 : 15) +
(enemyDead ? 3 : 0) -
(activate ? 2 : 0)
);
};
return [
{
type: 'decision',
activate:
level === 0
? variation(g, 'tooth') > 0.5
: score(true) > score(false),
},
];
}
if (d.kind === 'fullPlanOffer') {
const b = g.battle!;
const beneficiary = [b.attacker, b.defender].includes(me.id)
? me.id
: me.ally;
if (
specialCard &&
beneficiary &&
[b.attacker, b.defender].includes(beneficiary)
)
return [
{
type: 'card',
mode: 'special',
card: specialCard.id,
target: b.attacker === beneficiary ? b.defender : b.attacker,
},
];
return [{ type: 'decision', decline: true }];
}
// A legacy inspection gate is cleared by authoritative normalization.
if (d.kind === 'fullPlanRead') return [];
if (d.kind === 'homeworldShipmentGuild') {
const world = g.homeworlds?.worlds?.find((home) => home.id === d.destination);
const enemy = d.shipper !== me.id && d.shipper !== me.ally;
const threatened = world?.native === me.id || !!world?.forces[me.id];
if (specialCard && enemy && (level === 0 || threatened || (level >= 2 && d.amount >= 5)))
return [{ type: 'card', mode: 'special', card: specialCard.id }];
return [{ type: 'decision', event: d.event, allow: true }];
}
if (d.kind === 'guildShipment') {
const enemy = d.shipper !== me.id && d.shipper !== me.ally;
const threatened = fighterCount(me, d.territory) > 0;
const stronghold = territory(d.territory).type === 'stronghold';
if (
specialCard &&
enemy &&
(level === 0 ||
threatened ||
(level >= 2 && stronghold && d.amount >= 3))
)
return [{ type: 'card', mode: 'special', card: specialCard.id }];
return [{ type: 'decision', allow: true }];
}
if (d.kind === 'handExchange') {
const value = (c: NonNullable<typeof me.hand>[number]) =>
level === 0
? variation(g, c.id)
: c.kind === 'worthless'
? 0
: c.kind === 'hero'
? 2
: c.effect === 'karama'
? 8
: ['shield', 'snooper'].includes(c.kind)
? 7
: 6;
const returnCards = [...(me.hand ?? [])]
.sort((a, b) => value(a) - value(b))
.slice(0, d.count)
.map((c) => c.id);
return [{ type: 'decision', returnCards }];
}
if (d.kind === 'captureOffer') return [{ type: 'decision', accept: true }];
if (d.kind === 'capturedLeader') {
const captive = me.leaders.find((l) => l.id === d.leader);
const ownLiving = me.leaders.some(
(l) => l.faction === me.faction && !l.dead,
);
return [
{
type: 'decision',
mode:
ownLiving && level > 0 && (captive?.strength ?? 0) >= 3
? 'keep'
: 'execute',
},
];
}
if (d.kind === 'guildTiming') {
const urgent = g.players.some(
(p) =>
p.id !== me.id &&
p.id !== me.ally &&
closeToStrongholdVictory(
g.victoryProgress?.find((row) => row.player === p.id),
),
);
return [
{
type: 'decision',
take:
level === 0 ||
(level === 1
? d.next === me.id
: level === 3 && urgent && (me.spice ?? 0) >= 3),
},
];
}
if (d.kind === 'intrusion') {
const enemies = g.players
.filter((p) => p.id !== me.id && p.id !== me.ally)
.reduce((n, p) => n + fighterCount(p, d.territory), 0);
return [
{
type: 'decision',
accept: level === 0 || enemies >= countAt(me, d.territory),
},
];
}
if (d.kind === 'advisorBattle') {
const targets = d.territories.filter(
(t) =>
level > 0 &&
g.players
.filter((p) => p.id !== me.id && p.id !== me.ally)
.every((p) => fighterCount(p, t) < countAt(me, t)),
);
return [
...targets.map((territory) => ({
type: 'decision',
accept: true,
territory,
})),
{ type: 'decision', accept: false },
];
}
if (d.kind === 'advisor' && g.guildAmbassadorAdvisorChoices) {
const choices = g.guildAmbassadorAdvisorChoices.choices.filter(
(choice) => !choice.blocked,
);
return [
...choices.map((choice) => ({
type: 'decision',
accept: true,
accompany: choice.accompany,
territory: choice.territory,
sector: choice.sector,
amount: choice.amount,
})),
{ type: 'decision', accept: false },
];
}
if (d.kind === 'advisor')
return [
...(g.advanced && d.destination && (g.homeworldMobility?.advisorAccompanyMaximum ?? 1) > 0
? [{ type: 'decision', accept: true, accompany: true }]
: []),
...((g.homeworldMobility?.advisorSinkMaximum ?? 1) > 0
? [{ type: 'decision', accept: true, amount: level === 0 ? 1 : (g.homeworldMobility?.advisorSinkMaximum ?? 1) }] : []),
{ type: 'decision', accept: false },
];
if (d.kind === 'discoveryDiscard') return discoveryBotActions(g);
if (d.kind === 'discoveryEntry') return discoveryEntryBotActions(g);
if (d.kind === 'greatMakerVote' || d.kind === 'greatMakerRide') return greatMakerBotActions(g);
if (d.kind === 'wormProtection')
return [{ type: 'decision', accept: true }];
if (d.kind === 'stormLosses')
return [
{ type: 'decision', elite: level === 0 ? d.maxElite : d.minElite },
];
if (d.kind === 'wormPlacement') {
const targets = TERRITORIES.filter((t) => t.type === 'sand')
.map((t) => ({
t: t.id,
score:
g.players
.filter((p) => p.id !== me.id && p.id !== me.ally)
.reduce((sum, p) => sum + countAt(p, t.id) * 3, 0) +
Object.entries(g.spice)
.filter(([key]) => splitLocation(key).territory === t.id)
.reduce((sum, [, n]) => sum + n, 0),
}))
.sort((a, b) => b.score - a.score);
return [
{ type: 'decision', accept: true, territory: targets[0].t },
{ type: 'decision', accept: false },
];
}
if (d.kind === 'battleLosses') {
const choices = d.options
.map((o, choice) => ({
choice,
score: o.normal + o.elite * (level > 0 ? 2.5 : 1),
}))
.sort((a, b) => a.score - b.score);
return choices.map(({ choice }) => ({ type: 'decision', choice }));
}
if (d.kind === 'auctionPayment') {
const karama = me.hand?.find((c) =>
canUseAsKarama(g.advanced, me.faction, c),
);
const use =
!!karama &&
((g.auction?.bid ?? 0) > (me.spice ?? 0) + g.aid.available ||
(level >= 1 && (g.auction?.bid ?? 0) >= 4));
return [
{ type: 'decision', karama: use },
{ type: 'decision', karama: !!karama },
];
}
if (d.kind === 'homeworldRevivalDeployment')
return homeworldRevivalDeploymentActions(g);
if (d.kind === 'caladanReinforcement')
return caladanReinforcementActions(g);
if (d.kind === 'grummanCollection')
return grummanCollectionActions(g);
if (d.kind === 'battleCards')
return [
{
type: 'decision',
discard: d.cards.filter(
(id) => me.hand?.find((c) => c.id === id)?.kind === 'worthless',
),
},
];
return [
...destinations(g)
.filter(
(to) =>
to.t !== d.territory && botEntryAllowed(g, me, to.t, to.s, 'move'),
)
.slice(0, 16)
.map(
(to): Action => ({
type: 'decision',
accept: true,
territory: to.t,
sector: to.s,
forces: Object.fromEntries(
Object.entries(me.forces).filter(
([key]) =>
splitLocation(key).territory === d.territory &&
splitLocation(key).sector !== g.storm,
),
),
}),
),
{ type: 'decision', accept: false },
];
}
const box = g.nullentropy;
if (
box &&
!box.blocked &&
!box.search &&
(me.spice ?? 0) >= [5, 6, 7, 8][level]
)
return [{ type: 'card', card: box.card.id }];
const distrans = g.distrans;
if (distrans && !distrans.blocked) {
const ally = g.players.find((player) => player.id === me.ally);
const choice = distrans.choices.find(
(candidate) => candidate.recipient === ally?.id && !candidate.blocked,
);
if (ally && choice) {
let given =
!['beneGesserit', 'choam'].includes(me.faction) &&
['beneGesserit', 'choam'].includes(ally.faction)
? choice.cards.find((card) => card.kind === 'worthless')
: undefined;
if (!given && (me.hand?.length ?? 0) >= me.handLimit) {
given = choice.cards.find((card) => {
const ordinary = [
'projectile',
'poison',
'shield',
'snooper',
].includes(card.kind);
const karama =
card.effect === 'karama' &&
canUseAsKarama(g.advanced, me.faction, card);
return (
(ordinary || karama) &&
me.hand?.some(
(other) =>
other.id !== card.id &&
other.id !== distrans.card.id &&
(ordinary
? other.kind === card.kind
: other.effect === 'karama' &&
canUseAsKarama(g.advanced, me.faction, other)),
)
);
});
}
if (given)
return [
{
type: 'card',
card: distrans.card.id,
target: ally.id,
give: given.id,
},
];
}
}
const gift = g.richeseGift;
if (
gift?.owner === me.id &&
!gift.blocked &&
!gift.pending &&
g.phase === 3
) {
const ally = g.players.find(
(player) => player.id === gift.recipient && player.id === me.ally,
);
const ownCount = me.hand?.length ?? 0;
// Other hands' contents stay private. Only Bidding projects their card counts;
// make space in a full hand, rather than assume an ally needs our sole Karama.
if (
ally?.handCount !== undefined &&
ownCount >= me.handLimit &&
ally.handCount < ownCount &&
ally.handCount < ally.handLimit
) {
const card = gift.cards.find(
(candidate) =>
richeseCardDefinition(candidate)?.card.effect === 'karama',
);
if (card) return [{ type: 'richeseGift', card: card.id }];
}
}
const richesePurchase = g.richeseSpecialKarama;
if (
richesePurchase &&
!richesePurchase.blocked &&
richesePurchase.karamas.length &&
(me.spice ?? 0) >= [6, 7, 8, 8][level]
) {
// Until the other cache effects are enabled, acquire only the usable
// canonical Karama. Keep a spice reserve and never inspect a hidden cache.
const choice = richesePurchase.cards.find(
(card) => richeseCardDefinition(card)?.card.effect === 'karama',
);
if (choice)
return [
{
type: 'card',
mode: 'special',
card: richesePurchase.karamas[0].id,
acquire: choice.id,
},
];
}
if (g.phase === 0) {
if (g.stormPending !== null)
return g.ready.includes(me.id) ? [] : [{ type: 'ready' }];
if (g.stormDialers.includes(me.id) && !g.stormSubmitted.includes(me.id))
return [
{
type: 'stormDial',
amount:
g.turn === 1
? Math.floor(variation(g, 'storm') * 21)
: 1 + Math.floor(variation(g, 'storm') * 3),
},
];
return [];
}
if (g.phase === 1) {
const thumper = me.hand?.find((c) => c.effect === 'thumper');
const prior = g.spiceDiscardTop[0];
if (
thumper &&
g.beforeSpiceDraw &&
g.turn > 1 &&
prior &&
'territory' in prior
) {
const exposed = (p: GameView['players'][number]) =>
p.faction === 'fremen' ? 0 : countAt(p, prior.territory);
const enemy = g.players
.filter((p) => p.id !== me.id && p.id !== me.ally)
.reduce((n, p) => n + exposed(p), 0);
const friends =
exposed(me) +
(me.ally ? exposed(g.players.find((p) => p.id === me.ally)!) : 0);
if (
!g.sandtrout &&
(level === 0 ? variation(g, 'thumper') > 0.5 : enemy > friends)
)
return [{ type: 'card', card: thumper.id }];
}
if (
g.spiceWindow &&
harvesterAvailable(g.spiceWindow) &&
countAt(me, g.spiceWindow.territory)
) {
const card = me.hand?.find((c) => c.effect === 'harvester');
if (card) return [{ type: 'card', card: card.id }];
}
if (g.nexus && !g.spiceWindow && !me.ally) {
const offer = Object.entries(g.allianceOffers).find(
([id, target]) => id !== me.id && target === me.id && !g.homeworldAllianceBlocks?.[id],
);
if (offer && level > 0) return [{ type: 'alliance', target: offer[0] }];
}
return g.ready.includes(me.id) ? [] : [{ type: 'ready' }];
}
if (
g.phase === 2 &&
!me.charityClaimed &&
!g.charity.incomePending &&
g.charity.amount > 0
)
return [{ type: 'charity' }];
if (g.phase === 3) {
const lot = g.richeseAuction;
if (lot) {
if (
lot.outcome ||
!lot.eligible.includes(me.id) ||
(lot.method === 'silent'
? lot.submitted.includes(me.id)
: lot.active !== me.id)
)
return [];
const pass: Action = {
type: 'richeseBid',
event: lot.event,
amount: lot.method === 'silent' ? 0 : null,
allyPayment: 0,
};
if (lot.source === 'blackMarket' && lot.owner === me.id) return [pass];
const value = lot.card ? technologyCardValue(g, lot.card) : 5;
const budget = Math.min(
lot.ownAvailable + lot.allyAvailable,
[1, 3, 5, 7][level] + ((me.hand?.length ?? 0) === 0 ? 2 : 0),
level === 0 ? 3 : Math.max(0, Math.floor(value)),
);
const amount = lot.method === 'silent' ? budget : lot.bid + 1;
if (amount <= 0 || amount > budget) return [pass];
return [
{
type: 'richeseBid',
event: lot.event,
amount,
allyPayment: Math.max(0, amount - lot.ownAvailable),
},
...(lot.method === 'silent' ? [] : [pass]),
];
}
if (g.auction?.active !== me.id) return [];
const budget = Math.min(
(me.spice ?? 0) + g.aid.available,
[1, 3, 5, 7][level] + ((me.hand?.length ?? 0) === 0 ? 2 : 0),
);
return g.auction.bid < budget
? [{ type: 'bid', amount: g.auction.bid + 1 }, { type: 'passBid' }]
: [{ type: 'passBid' }];
}
if (g.phase === 4) {
if (g.revival.prevented)
return g.ready.includes(me.id) ? [] : [{ type: 'ready' }];
const actions: Action[] = [];
const tleilaxu = g.players.find((p) => p.faction === 'tleilaxu');
const ordinaryLeaderAvailable = g.revival.leaders.some((l) => !l.early);
if (me.faction === 'tleilaxu') {
if (
g.advanced &&
me.leaders.filter((l) => !l.dead && controlsLeader(me, l)).length < 5
) {
const candidates = g.players
.filter((p) => p.id !== me.id)
.flatMap((p) => p.leaders)
.filter(
(l) =>
l.faction !== me.faction &&
l.dead &&
!l.capturedBy &&
l.id !== 'duke-vidal' &&
l.id !== 'choam-auditor' &&
!me.gholaBlocked?.includes(l.id),
)
.sort((a, b) => b.strength - a.strength);
for (const leader of candidates)
if (
(g.revival.discount
? Math.ceil(leader.strength / 2)
: leader.strength) <=
(me.spice ?? 0) - [5, 3, 2, 1][level]
)
actions.push({ type: 'reviveForeignGhola', leader: leader.id });
}
for (const [player, request] of Object.entries(g.revivalRequests)) {
if (request.price === null && !request.declined) {
const value =
g.allLeaders.find((l) => l.id === request.leader)?.strength ?? 2;
actions.push({
type: 'quoteLeaderRevival',
target: player,
amount: me.ally === player ? 0 : value,
});
}
}
if (
me.ally &&
!g.revivalRules.discountBlocked &&
g.revivalRules.allyDiscount !== me.ally
)
actions.push({ type: 'tleilaxuAllyDiscount' });
if (!g.revivalRules.limitBlocked)
for (const player of g.players)
if (
player.id !== me.id &&
player.tanks > 3 &&
!g.revivalRules.expanded.includes(player.id)
)
actions.push({ type: 'tleilaxuRevivalLimit', target: player.id });
} else if (tleilaxu && !me.leaderRevived) {
const request = g.revivalRequests[me.id];
if (
request &&
!request.declined &&
request.price !== null &&
request.price <= (me.spice ?? 0)
)
actions.push({ type: 'acceptLeaderRevival' });
if (
!request &&
me.leaders.filter((l) => l.faction === me.faction && nativeAvailable(l))
.length <= 2 &&
(me.leaders.some(
(l) => l.faction === me.faction && nativeAvailable(l),
) ||
me.leaders.some((l) => l.dead && l.gholaBy))
) {
const dead = me.leaders
.filter(
(l) =>
l.dead &&
l.id !== 'duke-vidal' &&
l.faction === me.faction &&
!l.capturedBy &&
(l.gholaBy ||
(!ordinaryLeaderAvailable &&
me.leaders.some(
(leader) =>
leader.faction === me.faction && nativeAvailable(leader),
))) &&
!g.revivalRules.earlyBlocked.includes(`${me.id}:${l.id}`),
)
.sort((a, b) => b.strength - a.strength)[0];
if (dead && (me.spice ?? 0) >= dead.strength)
actions.push({ type: 'requestLeaderRevival', leader: dead.id });
}
}
if (me.faction === 'fremen' && me.ally && !g.freeRevival.includes(me.ally))
actions.push({ type: 'grantRevival' });
if (me.faction === 'emperor' && me.ally && level > 0) {
const ally = g.players.find((p) => p.id === me.ally)!;
const extra =
g.revivalPrevention?.player === ally.id
? 0
: Math.min(
ally.tanks -
(ally.elites?.tanks ?? 0) +
Math.min(
ally.elites?.tanks ?? 0,
eliteRevivalRemaining(ally, g.advanced),
),
3 - (g.emperorExtra[ally.id] ?? 0),
Math.floor(Math.max(0, (me.spice ?? 0) - 3) / 2),
);
for (let amount = extra; amount > 0; amount--) {
const minimumElite = Math.max(
0,
amount - (ally.tanks - (ally.elites?.tanks ?? 0)),
);
for (const elite of new Set([
Math.min(amount, eliteRevivalRemaining(ally, g.advanced)),
minimumElite,
]))
if (paidForceRevivalCost(ally, amount, elite) <= (me.spice ?? 0) - 3)
actions.push({ type: 'emperorRevival', amount, elite });
}
}
const freeRemaining = g.revival.freeRemaining;
const eliteAllowance = Math.min(
me.elites?.tanks ?? 0,
eliteRevivalRemaining(me, g.advanced),
);
const maximum = Math.min(
me.tanks - (me.elites?.tanks ?? 0) + eliteAllowance,
g.revival.forcesRemaining,
);
for (let amount = maximum; amount > 0; amount--) {
const minimumElite = Math.max(
0,
amount - (me.tanks - (me.elites?.tanks ?? 0)),
);
const preferredElite =
level > 0 ? Math.min(amount, eliteAllowance) : minimumElite;
for (const elite of new Set([preferredElite, minimumElite])) {
const quote = forceRevivalPrice(
me.faction,
amount,
elite,
Math.min(amount, freeRemaining),
g.revival.discount,
undefined,
g.revival.choamBlocked,
);
if (
quote.cost === 0 ||
quote.cost <= (me.spice ?? 0) - [5, 3, 2, 1][level]
)
actions.push({ type: 'revive', amount, elite });
}
}
if (g.revival.kwisatz?.affordable) actions.push({ type: 'reviveKwisatz' });
for (const leader of g.revival.leaders.filter((l) => l.affordable))
actions.push({ type: 'reviveLeader', leader: leader.id });
if (
!g.ready.includes(me.id) &&
!(
g.revivalRequests[me.id]?.price === null &&
!g.revivalRequests[me.id]?.declined
)
)
actions.push({ type: 'ready' });
return actions;
}
if (g.phase === 5) {
const kulon = choamPowerBotPlay(g, 'kulon', (card) => technologyCardValue(g, card));
if (
kulon &&
g.active === me.id &&
Object.keys(me.forces).length &&
(me.moved ?? 0) < (me.movesAllowed ?? 1)
)
return [choamPowerAction(g, kulon)!];
if (g.active !== me.id) return [];
const shipmentAvailable = nexusGuildShipmentAvailable(g);
const movementAvailable = nexusGuildMovementAvailable(g);
const hajr = nexusGuildHajrAction(g);
if (hajr) return [hajr];
const cardMoves = nexusGuildCunningActive(g) ? [] : ornithopterMoves(g);
const discoveryMoves = g.discoveryOrnithopter && !g.discoveryOrnithopter.blocked
? discoveryFlightBotActions(g,
destinations(g).filter(target => target.score > -1000)
.map(target => ({ territory: target.t, sector: target.s })))
: [];
if (discoveryMoves.length && (me.shipped || me.reserves === 0))
return discoveryMoves;
if (
cardMoves.length &&
(g.ornithopter?.active || me.shipped || me.reserves === 0)
)
return cardMoves;
if (g.ornithopter?.active && me.shipped) return [{ type: 'endMovement' }];
const actions: Action[] = [...guildHomeworldShipmentActions(g, level), ...homeworldShipmentActions(g, level)];
const targets = destinations(g);
const halfRate =
me.faction === 'guild' ||
g.players.some((p) => p.faction === 'guild' && p.id === me.ally) ||
g.karamaShipping?.player === me.id;
const shipmentBudget = (me.spice ?? 0) + g.aid.available;
const guildSecret = nexusGuildSecretAllyCanAct(g);
const noField = g.richeseNoField;
const ownNoField = noField?.owner === me.id ? noField.private : null;
const marker = ownNoField?.deployed;
const deployedToken = ownNoField?.tokens.find(
(token) => token.id === marker?.tokenId,
);
const materialized = Math.min(deployedToken?.value ?? 0, me.reserves);
const reveal =
noField?.canReveal && marker && materialized > 0
? { type: 'revealNoField', token: marker.tokenId, event: noField.event }
: null;
if (reveal && (!me.shipped || (me.moved ?? 0) >= (me.movesAllowed ?? 1)))
return [reveal];
const markerTargets = targets.filter(
(to) =>
to.t !== MOBILE_STRONGHOLD &&
countAt(me, to.t) === 0 &&
!territoryEntryBlock(g.players, me.id, to.t),
);
if (noField?.canShip && ownNoField && !marker && !me.shipped) {
const tokens = ownNoField.tokens.filter(
(token) => token.id !== ownNoField.lastShipped,
);
const preferred = me.reserves === 0 ? 0 : level === 0 ? 3 : 5;
const selected = [...tokens].sort(
(a, b) =>
Math.abs(a.value - preferred) - Math.abs(b.value - preferred) ||
b.value - a.value,
)[0];
if (selected)
for (const to of markerTargets.slice(0, 24)) {
if (Math.min(selected.value, me.reserves) === 0 && to.enemy > 0)
continue;
const cost = reserveShipmentCost(
{ faction: me.faction, halfRate },
territory(to.t).type,
1,
);
if (cost > shipmentBudget) continue;
actions.push({
type: 'ship',
noField: selected.id,
event: noField.event,
territory: to.t,
sector: to.s,
allyPayment: Math.max(0, cost - (me.spice ?? 0)),
});
}
}
if (marker && noField && !g.homeworldMobility?.noFieldMovementBlocked && (me.moved ?? 0) < (me.movesAllowed ?? 1)) {
const from = location(marker.location.territory, marker.location.sector);
const range =
fighterCount(me, 'arrakeen') || fighterCount(me, 'carthag') ? 3 : 1;
if (marker.location.sector !== g.storm)
for (const to of markerTargets.slice(0, 24)) {
if (from === to.key || (materialized === 0 && to.enemy > 0)) continue;
if (
g.balisetRestrictions.some(
(b) => b.player === me.id && b.territory === to.t,
) &&
marker.location.territory !== to.t
)
continue;
if (
gameDistance(g, from, to.key, (key) => {
const loc = splitLocation(key);
return (
loc.sector === g.storm ||
strongholdPathBlocked(g.players, me.id, loc.territory)
);
}) > range
)
continue;
actions.push({
type: 'move',
forces: {},
noField: marker.tokenId,
event: noField.event,
territory: to.t,
sector: to.s,
});
}
}
// Generate paid Guild-source candidates before applying ordinary prices or Fremen range.
if (shipmentAvailable && guildSecret && me.reserves > 0)
for (const to of targets.filter(to => botEntryAllowed(g, me, to.t, to.s, 'guildShip')).slice(0, 24)) {
if (marker?.location.territory === to.t) continue;
const desired = Math.min(me.reserves, Math.max([3, 4, 5, 6][level], to.enemy + 2));
for (const amount of new Set([desired, Math.min(desired, shipmentBudget * (territory(to.t).type === 'stronghold' ? 2 : 1))])) {
const quote = nexusGuildSecretAllyQuote(g, to.t, amount);
if (!quote || quote.cost > shipmentBudget ||
(me.faction === 'fremen' && fremenReserveEntry(to.t)) ||
(me.faction !== 'fremen' && quote.cost >= reserveShipmentCost({faction: me.faction, halfRate}, territory(to.t).type, amount))) continue;
const candidate = nexusGuildSecretAllyAction(g, g.nexusGuildSecretAlly!.event, {
type: 'ship', territory: to.t, sector: to.s, amount,
elite: level > 0 ? Math.min(amount, me.elites?.reserves ?? 0) : Math.max(0, amount - (me.reserves - (me.elites?.reserves ?? 0))),
});
if (candidate) actions.push(candidate);
}
}
if (shipmentAvailable && me.reserves > 0)
for (const to of destinations(g, g.advanced && me.faction === 'fremen')
.filter(
(to) =>
botEntryAllowed(g, me, to.t, to.s, 'ship') &&
(me.faction !== 'fremen' || fremenReserveEntry(to.t)),
)
.slice(0, 24)) {
if (marker?.location.territory === to.t) continue;
const desired = Math.min(
me.reserves,
level === 0 ? 1 : Math.max([1, 3, 4, 5][level], to.enemy + 2),
);
// Quote the discounted candidate independently of ordinary affordability.
const richeseAmount = Math.min(me.reserves, 5, g.nexusRichese?.maxForces ?? 0);
const richeseQuote = nexusRicheseQuote(g, to.t, richeseAmount);
if (richeseQuote && richeseAmount > 1 && richeseQuote.cost <= shipmentBudget &&
richeseQuote.cost < reserveShipmentCost({ faction: me.faction, halfRate }, territory(to.t).type, richeseAmount)) {
const candidate = nexusRicheseAction(g, g.nexusRichese!.event, {
type: 'ship', territory: to.t, sector: to.s, amount: richeseAmount,
elite: level > 0 ? Math.min(richeseAmount, me.elites?.reserves ?? 0) :
Math.max(0, richeseAmount - (me.reserves - (me.elites?.reserves ?? 0))),
});
if (candidate) actions.push(candidate);
}
for (const amount of new Set([desired, Math.min(desired, 3), 1])) {
if (
reserveShipmentCost(
{ faction: me.faction, halfRate },
territory(to.t).type,
amount,
) > shipmentBudget
)
continue;
actions.push({
type: 'ship',
territory: to.t,
sector: to.s,
amount,
...(level > 0
? { elite: Math.min(amount, me.elites?.reserves ?? 0) }
: {}),
});
}
}
const guildTransport =
guildSecret ||
me.faction === 'guild' ||
g.players.some((p) => p.faction === 'guild' && p.id === me.ally);
if (shipmentAvailable && guildTransport)
for (const to of targets
.filter((to) => botEntryAllowed(g, me, to.t, to.s, 'guildShip'))
.slice(0, 16)) {
if (marker?.location.territory === to.t) continue;
if (
!guildSecret && me.faction === 'fremen' &&
me.reserves > 0 &&
guildTransportCost(
to.t,
Math.min(me.reserves, level === 0 ? 1 : 4),
) <= shipmentBudget
)
actions.push({
type: 'guildShip',
from: 'reserves',
territory: to.t,
sector: to.s,
amount: Math.min(me.reserves, level === 0 ? 1 : 4),
});
for (const [from, n] of Object.entries(me.forces)) {
const origin = gameTerritories(g).find(
(t) => t.id === splitLocation(from).territory,
)!;
const amount =
n -
(level > 0 &&
origin.type === 'stronghold' &&
!isAdvisor(me, origin.id)
? 1
: 0);
if (
amount > 0 &&
origin.id !== to.t &&
splitLocation(from).sector !== g.storm &&
botEntryAllowed(g, me, to.t, to.s, 'guildShip', origin.id) &&
guildTransportCost(to.t, amount) <= shipmentBudget &&
gameDistance(g, from, to.key) > 3
)
actions.push({
type: 'guildShip',
...(guildSecret ? {nexus: g.nexusGuildSecretAlly!.event} : {}),
from,
territory: to.t,
sector: to.s,
amount,
});
}
}
if (shipmentAvailable && guildSecret && !g.homeworlds?.worlds?.length)
for (const [from, amount] of Object.entries(me.forces)) {
const source = splitLocation(from);
if (source.sector === g.storm || !g.players.some(p => p.id !== me.id && countAt(p, source.territory) > countAt(me, source.territory))) continue;
const quote = nexusGuildSecretAllyQuote(g, 'reserves', amount);
if (!quote || quote.cost > shipmentBudget) continue;
const candidate = nexusGuildSecretAllyAction(g, g.nexusGuildSecretAlly!.event, {type:'guildShip', from, amount, territory:'reserves'});
if (candidate) actions.push(candidate);
}
const movingSources = Object.entries(me.forces)
.map(([from, n]) => {
const origin = splitLocation(from).territory;
const retained =
level > 0 &&
territory(origin).type === 'stronghold' &&
!isAdvisor(me, origin)
? 1
: 0;
const amount = n - retained;
const availableElite = me.elites?.forces[from] ?? 0;
const elite =
level > 0
? Math.min(amount, availableElite)
: Math.max(0, amount - (n - availableElite));
return { from, amount, elite };
})
.filter((source) => source.amount > 0);
if (movementAvailable)
for (const to of targets
.filter(
(to) =>
marker?.location.territory !== to.t &&
movingSources.some((source) =>
botGroundMoveAllowed(g, me, source.from, to.key, source.elite),
),
)
.slice(0, 24))
for (const { from, amount, elite } of movingSources) {
if (botGroundMoveAllowed(g, me, from, to.key, elite))
actions.push({
type: 'move',
from,
territory: to.t,
sector: to.s,
amount,
elite,
});
}
if (reveal && !actions.length) actions.push(reveal);
if (me.shipped || !actions.some((action) => action.type === 'ship' || action.type === 'homeworldShip'))
actions.unshift(...emperorHomeworldMoveActions(g));
const activeCunning = nexusGuildCunningActive(g);
if (activeCunning?.stage === 'secondShipment' && activeCunning.hajrAvailable &&
me.hand?.some(card => card.effect === 'hajr') &&
!actions.some(action => ['ship', 'guildShip', 'homeworldShip', 'guildHomeworldShip'].includes(action.type))) {
const skip = nexusGuildSkipShipmentAction(g, activeCunning.event);
if (skip) actions.push(skip);
}
const cunning = g.nexusGuildCunning?.offer && nexusGuildCunningAction(g, g.nexusGuildCunning.offer.event);
if (cunning && (me.reserves > 0 || Object.values(me.forces).some(n => n > 0))) actions.push(cunning);
actions.push({ type: 'endMovement' });
return g.ornithopter?.active
? actions.filter((action) => action.type !== 'move')
: actions;
}
if (g.phase === 6) {
const b = g.battle;
const poison = g.residualPoison;
const opponent =
b?.attacker === me.id
? b.defender
: b?.defender === me.id
? b.attacker
: null;
if (
poison &&
!poison.blocked &&
poison.event === b?.event &&
poison.target === opponent &&
opponent
)
return [
{
type: 'card',
card: poison.card.id,
target: opponent,
event: poison.event,
},
];
if (b?.preLeader && !b.preLeader.closed) {
if (!opponent || b.preLeader.ready.includes(me.id)) return [];
return [{ type: 'battlePreparationReady', event: b.preLeader.event }];
}
const preparation = b?.compliantPreparation?.actions[0];
if (preparation) return [preparation];
if (!b) return botBattleChoices(g);
if (b.preparation) {
if (b.preparation.owner !== me.id) return [];
if (b.preparation.kind === 'voice')
return level === 0
? [{ type: 'declineBattlePower' }]
: [
{
type: 'voice',
kind: variation(g, 'voice') > 0.5 ? 'shield' : 'snooper',
must: false,
},
];
if (b.preparation.kind === 'prescience') {
const target =
b.preparation.beneficiary === b.attacker ? b.defender : b.attacker;
return [
{
type: 'prescience',
field:
level >= 2 || b.noFieldPlayers.includes(target)
? 'weapon'
: 'dial',
},
];
}
const nexus = b.preparation.kind === 'nexusPrescienceAnswer'
? b.nexusInspection
: null;
if (
b.preparation.kind === 'nexusPrescienceAnswer' &&
(!nexus || nexus.target !== me.id || nexus.event !== b.event || nexus.stage !== 'answer')
) return [];
const field = nexus ? nexus.field : b.prescience!.field;
// Candidate completions are legal-checked by the server; no rival secrets enter this choice.
return plans(g).map((p) => ({
type: nexus ? 'nexusPrescienceAnswer' : 'prescienceAnswer',
...(nexus ? { event: nexus.event } : {}),
value: p[field],
}));
}
if (b.revealed) {
const ownsTraitorDecision =
b.traitorVoters.includes(me.id) && !b.traitorSubmitted.includes(me.id);
const beneficiary = [b.attacker, b.defender].includes(me.id)
? me.id
: me.ally;
const enemy = b.attacker === beneficiary ? b.defender : b.attacker;
const call =
ownsTraitorDecision &&
!b.plans[enemy].kwisatz &&
!!matchingTraitor(
me.traitors ?? [],
b.plans[enemy].leader,
b.cards.find((c) => c.id === b.plans[enemy].leader),
);
const portable = g.portableSnooper;
if (
!call &&
portable &&
!portable.blocked &&
portable.event === b.event &&
[b.attacker, b.defender].includes(me.id)
) {
const card = (id: string | null) => b.cards.find((c) => c.id === id);
const ownPlan = b.plans[me.id];
const ownLeader = g.allLeaders.find((l) => l.id === ownPlan.leader);
const protectsKwisatzHero =
!!ownPlan.kwisatz && card(ownPlan.leader)?.kind === 'hero';
const protection = (late: boolean) => {
const defense = (id: string) =>
late && id === me.id
? portable.card
: card(b.lateDefense[id] ?? b.plans[id].defense);
const effects = strongholdBattleEffects(
card(b.plans[b.attacker].weapon),
defense(b.attacker),
card(b.plans[b.defender].weapon),
defense(b.defender),
b.poisonTooth[b.attacker] ?? true,
b.poisonTooth[b.defender] ?? true,
b.strongholdEffects[b.attacker],
b.strongholdEffects[b.defender],
);
return me.id === b.attacker
? effects.attackerDead
: effects.defenderDead;
};
if (
(ownLeader || protectsKwisatzHero) &&
protection(false) &&
!protection(true)
)
return [
{
type: 'portableSnooper',
card: portable.card.id,
event: portable.event,
},
];
}
if (!ownsTraitorDecision) return [];
return [
{
type: 'traitorCall',
call,
},
];
}
if (
b.fullPlan &&
!b.submitted.includes(b.fullPlan.target) &&
b.fullPlan.target !== me.id
)
return [];
return [b.attacker, b.defender].includes(me.id) &&
!b.submitted.includes(me.id)
? plans(g)
: [];
}
if (g.phase === 8) {
const gamont = gamontAction(g);
if (gamont) return [gamont];
}
if (
g.phase === 8 &&
me.faction === 'choam' &&
!g.inflationUsed &&
!g.inflationAttempted
) {
const doubleFirst =
level === 0
? variation(g, 'inflation') > 0.5
: (me.spice ?? 0) < 12 || me.tanks > me.reserves;
return [
{ type: 'choamInflation', side: doubleFirst ? 'double' : 'cancel' },
];
}
if (g.phase === 8 && me.faction === 'tleilaxu' && !me.faceDancerReplaced) {
const candidate = me.faceDancers?.find(
(c) =>
!c.revealed &&
g.players.flatMap((p) => p.leaders).find((l) => l.id === c.leader)
?.dead,
);
if (candidate)
return [{ type: 'replaceFaceDancer', leader: candidate.leader }];
}
return g.ready.includes(me.id) ? [] : [{ type: 'ready' }];
}
/** A voluntary recovery before ordinary passing or movement. Specific decisions,
* free/paid revival actions and authoritative preparation witnesses keep priority. */
function standaloneGholaAction(g: GameView, ordinary: Action[]): Action | null {
const me = g.players.find((p) => p.id === g.me)!;
const options = g.ghola;
const duringSale = choamSaleGholaTiming(g);
if (
!(me.bot ?? me.autopilot) ||
g.status !== 'playing' ||
!options?.available ||
g.battle ||
(g.response && !duringSale) ||
g.decision ||
g.truthtrance ||
g.phaseOpening ||
g.automaticContinuationPending ||
g.auction ||
g.richeseAuction ||
g.phase <= 1 ||
(g.ready.includes(me.id) && !duringSale) ||
([5, 6].includes(g.phase) && g.active !== me.id && !duringSale) ||
g.shipmentCompletion?.actions.length ||
(!duringSale && ordinary[0] &&
![
'ready',
'ship',
'guildShip',
'homeworldShip',
'guildHomeworldShip',
'junctionShip',
'move',
'endMovement',
'chooseBattle',
'passBid',
].includes(ordinary[0].type))
)
return null;
const card = me.hand?.find(
(candidate) =>
candidate.effect === 'ghola' && options.cards.includes(candidate.id),
);
if (!card) return null;
const level = rank(g);
const living = me.leaders.filter(
(leader) => !leader.dead && controlsLeader(me, leader),
);
const leader = [...options.leaders].sort(
(a, b) => b.strength - a.strength || a.id.localeCompare(b.id),
)[0];
const bestLiving = Math.max(
0,
...living.map((candidate) => candidate.strength),
);
if (
leader &&
(living.length <= [1, 2, 2, 2][level] ||
(level > 0 && leader.strength > bestLiving))
)
return { type: 'card', card: card.id, leader: leader.id };
if (options.kwisatz && living.length)
return { type: 'card', card: card.id, leader: 'kwisatz' };
const amount = options.maxForces;
if (
amount > 0 &&
(amount >= [3, 4, 4, 5][level] || me.reserves === 0) &&
me.reserves <= [5, 7, 9, 10][level]
) {
const minimumElite = Math.max(
0,
amount - (me.tanks - (me.elites?.tanks ?? 0)),
);
const elite =
level === 0 ? minimumElite : Math.min(amount, options.eliteRemaining);
if (elite >= minimumElite)
return { type: 'card', card: card.id, amount, elite };
}
return null;
}
/** Obligations apply across policy branches, including choosing to move first. */
export function botActions(g: GameView): Action[] {
if (g.nexusTraitors?.pending)
return g.truthtrance
? policyActions({ ...g, decision: null })
: nexusTraitorBotActions(g);
if (g.automaticContinuationPending) return [];
if (g.nexusCards?.waiting.length) return nexusCardBotActions(g);
const discoveryEntry = discoveryEntryBotActions(g);
if (discoveryEntry.length) return discoveryEntry;
const discovery = discoveryBotActions(g);
if (discovery.length) return discovery;
const trade = nexusChoamTradeBotActions(g);
if (trade.length) return trade;
const sardaukar = nexusSardaukarBotActions(g);
if (sardaukar.length) return sardaukar;
const advisorConversion = nexusAdvisorBotActions(g);
if (advisorConversion.length) return advisorConversion;
const suboids = nexusSuboidBotActions(g);
if (suboids.length) return suboids;
const faceDancers = nexusTleilaxuBotActions(g);
if (faceDancers.length) return faceDancers;
const traitorExchange = nexusTraitorBotActions(g);
if (traitorExchange.length) return traitorExchange;
const nexus = g.nexusAtreides;
if (
g.status === 'playing' && g.phase === 6 && nexus && !nexus.blocked &&
g.nexusCards?.card === 'atreides' && nexus.event === g.battle?.event &&
!g.truthtrance && !g.phaseOpening && !g.decision &&
(nexus.mode === 'betrayal' || !g.response)
) {
if (nexus.mode === 'betrayal')
return [{ type: 'nexusAtreides', event: nexus.event, mode: nexus.mode }];
const preferences = nexus.mode === 'cunning' || rank(g) >= 2
? ['weapon', 'defense', 'leader', 'dial'] as const
: ['dial', 'weapon', 'defense', 'leader'] as const;
const field = preferences.find((field) => nexus.fields.includes(field));
if (field)
return [{ type: 'nexusAtreides', event: nexus.event, mode: nexus.mode, field }];
}
const intelligence = tupileIntelligenceActions(g);
if (intelligence.length) return intelligence;
const actions = [...junctionTransportActions(g, rank(g)), ...policyActions(g)].flatMap((action) => {
if (action.type === 'move' && nexusGuildCunningActive(g) && !nexusGuildMovementAvailable(g)) return [];
const sourced = withNativeShipmentSources(g, action);
return sourced && botHomeworldShipmentPaymentAllowed(g, sourced) && !homeworldRevivalActionBlock(g, sourced) ? [sourced] : [];
});
const me = g.players.find((p) => p.id === g.me)!;
const ghola = standaloneGholaAction(g, actions);
if (ghola && !homeworldRevivalActionBlock(g, ghola)) return [ghola];
if (
g.phase !== 5 ||
g.active !== me.id ||
!nexusGuildShipmentAvailable(g) ||
g.truthtrance ||
g.response ||
g.decision ||
g.phaseOpening
)
return actions;
const promises = liveShipmentPromises(
g.shipmentPromises ?? [],
me.id,
g.turn,
);
if (!promises.length) return actions;
const filtered = actions.filter((action) => {
if (
![
'ship',
'guildShip',
'homeworldShip',
'guildHomeworldShip',
'junctionShip',
'move',
'emperorHomeworldMove',
'endMovement',
].includes(action.type)
)
return true;
const junctionNative = action.type === 'junctionShip' &&
typeof action.destination === 'string' && !action.destination.startsWith('homeworld:') &&
!!action.sources && Object.keys(action.sources as object).every((source) =>
g.homeworlds?.worlds?.some((world) => world.id === source && world.native === me.id));
const fromReserves =
action.type === 'ship' ||
(action.type === 'guildShip' && action.from === 'reserves');
const shipment = junctionNative
? {territory: splitLocation(String(action.destination)).territory,
amount: Object.values(action.sources as Record<string, {normal: number; elite: number}>).reduce((n, source) => n + source.normal + source.elite, 0)}
: fromReserves
? { territory: String(action.territory), amount: Number(action.amount) }
: null;
return promises.every(
(promise) => matchesShipment(promise, shipment) === promise.answer,
);
});
const witness = g.shipmentCompletion?.actions[0];
if (promises.some((promise) => promise.answer) && witness) {
// A completion is a sequence, not interchangeable alternatives. Reproject
// after its first preparation before offering the later funded shipment.
return [
witness,
...filtered.filter(
(action) => JSON.stringify(action) !== JSON.stringify(witness),
),
];
}
return filtered.length || promises.some((promise) => promise.answer)
? filtered
: [{ type: 'endMovement' }];
}
export function runBots(state: Game, limit = 96): Game {
const supplier = state.players.find((p) => p.faction === 'richese');
const unopenedAllyWindow =
state.phase === 5 &&
supplier?.noField &&
supplier.ally === state.active &&
!(
state.richeseAllyOpportunity?.turn === state.turn &&
state.richeseAllyOpportunity.recipient === supplier.ally
);
let g =
state.pendingTreacheryDiscard || state.response || unopenedAllyWindow
? normalizeAutomaticGame(state)
: structuredClone(state);
for (let step = 0; step < limit; step++) {
let next: Game | undefined;
const actors = g.players.filter((p) => p.bot ?? p.autopilot);
// Give an automated optional supplier a chance before a seated-earlier
// recipient spends the shipment. Humans retain their ordinary actions.
if (g.phase === 5 && junctionSponsor(g) && !currentJunctionOffer(g))
actors.sort((a, b) => Number(b.faction === 'guild') - Number(a.faction === 'guild'));
for (const p of actors) {
for (const action of botActions(viewGame(g, p.id))) {
try {
next = applyAction(g, p.id, action);
break;
} catch (error) {
if (!(error instanceof RuleError)) throw error;
}
}
if (next) break;
}
if (!next) {
g.botsPending = false;
return g;
}
g = next;
if (g.status === 'finished') {
g.botsPending = false;
return g;
}
}
g.botsPending = true;
return g;
}