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Dune/components/introduction.tsx
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'use client';
import { useEffect, useRef, useState, useSyncExternalStore } from 'react';
import { BattleWheel } from './battle-wheel';
import { CardInspector, CardRules } from './card-inspector';
import { PHASES } from '@/game/catalog';
import { MovementLesson, TraitorLesson } from './introduction-practice';
import { BiddingLesson } from './introduction-bidding';
import { AllianceLesson } from './introduction-alliance';
import { CharityLesson, RevivalLesson } from './introduction-resources';
import { StormLesson, SpiceBlowLesson } from './introduction-opening';
import {
INTRODUCTION_CARDS, INTRODUCTION_LEADERS, INTRODUCTION_STEPS, INTRODUCTION_STORAGE_KEY,
introductionBattle, introductionCollection, introductionShipment, newIntroduction, restoreIntroduction,
type IntroductionState,
} from '@/game/introduction';
import styles from './introduction.module.css';
const subscribeHydration = () => () => {};
const clientSnapshot = () => true;
const serverSnapshot = () => false;
export function Introduction() {
const hydrated = useSyncExternalStore(subscribeHydration, clientSnapshot, serverSnapshot);
return <main className={styles.page}>
<header className={styles.header}>
<a href="/">← Return to Arrakis</a>
<p className="eyebrow">LEARN TO PLAY · BASIC GAME</p>
<h1>Your first steps on Arrakis</h1>
<p>Practice the Basic phases, from the storm and spice blow to alliances, resources, bidding, movement, battle and collection, then take a seat at a real table. These are separate examples; they do not change any saved game.</p>
</header>
{/* Remount on schema changes so a development hot update also migrates old state. */}
{hydrated ? <IntroductionLessons key="v6" /> : <output>Restoring your lesson…</output>}
</main>;
}
function IntroductionLessons() {
const [{ state, storageFailed }, setProgress] = useState(() => {
try { return { state: restoreIntroduction(localStorage.getItem(INTRODUCTION_STORAGE_KEY)) ?? newIntroduction(), storageFailed: false }; }
catch { return { state: newIntroduction(), storageFailed: true }; }
});
const heading = useRef<HTMLHeadingElement>(null);
const focusNext = useRef(false);
useEffect(() => {
if (focusNext.current) { heading.current?.focus(); focusNext.current = false; }
}, [state.step]);
const update = (patch: Partial<IntroductionState>) => {
const next = { ...state, ...patch };
let failed = false;
try { localStorage.setItem(INTRODUCTION_STORAGE_KEY, JSON.stringify(next)); }
catch { failed = true; }
setProgress({ state: next, storageFailed: failed });
};
const go = (step: number) => { focusNext.current = true; update({ step }); };
const shipment = introductionShipment(state);
const battle = state.revealed ? introductionBattle(state) : null;
const collection = introductionCollection(state);
const lesson = INTRODUCTION_STEPS[state.step];
const won = battle?.winner === 'you';
const survivingForces = battle ? (won ? 6 - state.dial : 0) : 0;
return <>
<nav className={styles.steps} aria-label="Introduction lessons">
{INTRODUCTION_STEPS.map((step, index) => <button key={step.title}
aria-current={state.step === index ? 'step' : undefined} onClick={() => go(index)}>
<span>{index + 1}</span>{step.title}
</button>)}
</nav>
<section className={styles.lesson} aria-labelledby="lesson-title">
<p className="eyebrow">{state.step + 1} / {INTRODUCTION_STEPS.length}</p>
<h2 id="lesson-title" ref={heading} tabIndex={-1}>{lesson.title}</h2>
{state.step === 0 && <>
<p>Each faction has its own powers. Practice Basic bidding as Fremen, then shipping and battles as Atreides with ordinary forces. Advanced combat and expansion powers come later.</p>
<div className={styles.columns}>
<div><h3>On the table</h3><p>Everyone can see the board, forces, storm and revealed cards. Your spice, Treachery hand and Traitors stay private unless a rule reveals them.</p></div>
<div><h3>Your objective</h3><p>Normally, hold three strongholds alone or four together with your ally at the Mentat Pause. Player-count and faction victory rules can change that target; the live table shows your current victory progress.</p></div>
</div>
<h3>A turn follows these phases</h3>
<ol className={styles.phases}>{PHASES.map(phase => <li key={phase}>{phase}</li>)}</ol>
<p>The table tells you who must act. Your decisions can wait while another player seals a plan or answers a power. Automatic effects show in the chronicle.</p>
</>}
{state.step === 1 && <StormLesson state={state} update={update} />}
{state.step === 2 && <SpiceBlowLesson state={state} update={update} />}
{state.step === 3 && <AllianceLesson state={state} update={update} />}
{state.step === 4 && <CharityLesson state={state} update={update} />}
{state.step === 5 && <BiddingLesson state={state} update={update} />}
{state.step === 6 && <RevivalLesson state={state} update={update} />}
{state.step === 7 && <>
<p>You have <strong>8 spice</strong> and six available reserve forces. Ship from reserves before moving on the board. This example has no discount, storm, occupancy restriction or reacting faction power.</p>
<div className={styles.columns}>
<div className={styles.controls}>
<label htmlFor="learn-destination">Destination</label>
<select id="learn-destination" value={state.destination} onChange={e => update({ destination: e.target.value as IntroductionState['destination'], shipped: false })}>
<option value="sand">Wind Pass · 2 spice per force</option>
<option value="stronghold">Arrakeen · 1 spice per force</option>
</select>
<label htmlFor="learn-shipment">Forces to ship: {state.shipment}</label>
<input id="learn-shipment" type="range" min="1" max="6" step="1" value={state.shipment}
onChange={e => update({ shipment: Number(e.target.value), shipped: false })} />
<button disabled={!shipment.affordable || state.shipped} onClick={() => update({ shipped: true })}>Ship practice forces</button>
</div>
<div className={styles.result} aria-live="polite">
<h3>{state.shipped ? 'Shipment complete' : 'Review the cost'}</h3>
<p>{state.shipment} forces cost <strong>{shipment.cost} spice</strong>.</p>
{shipment.affordable ? <p>{state.shipped ? 'You have' : 'You would have'} {shipment.remaining} spice left.</p>
: <p>You need {shipment.cost - 8} more spice. Reduce the force count or choose the stronghold.</p>}
{state.shipped && <p>{state.shipment} forces arrived; {6 - state.shipment} of your six available reserves remain. You could now move one group already on the board, including these newly shipped forces.</p>}
</div>
</div>
<p className="fine">Ordinary movement reaches an adjacent territory. Ornithopters and faction powers can extend its range. Inspect the live destination guide before committing.</p>
</>}
{state.step === 8 && <MovementLesson state={state} update={update} />}
{state.step === 9 && <>
<p>A separate battle: you are the aggressor in Wind Pass with six ordinary forces and {INTRODUCTION_LEADERS.you.name}, strength {INTRODUCTION_LEADERS.you.strength}. Your opponent also has six forces. Neither side calls a Traitor or uses a faction power in this example.</p>
<div className={styles.columns}>
<div className={styles.controls}>
<label htmlFor="learn-dial">Forces dialed</label>
<div className={styles.wheel}><BattleWheel id="learn-dial" value={state.dial} max={6} step={1} disabled={state.revealed} onChange={dial => update({ dial })} /></div>
<label htmlFor="learn-defense">Your defense · no weapon</label>
<select id="learn-defense" value={state.defense} disabled={state.revealed} onChange={e => update({ defense: e.target.value as IntroductionState['defense'] })}>
<option value="shield">Shield</option><option value="snooper">Snooper</option>
</select>
<CardRules card={INTRODUCTION_CARDS[state.defense]} />
<CardInspector card={INTRODUCTION_CARDS[state.defense]} />
<button disabled={state.revealed} onClick={() => update({ revealed: true })}>Seal plan and reveal both</button>
</div>
<div className={styles.result} aria-live="polite">
{!battle ? <><h3>Opponent’s plan is sealed</h3><p>Choose how much to risk. In a normal victory you lose the forces you dial; in defeat you lose all your forces in this battle. In Basic play, ordinary forces need no spice support.</p><p>Your selected leader contributes strength only if they survive the weapon exchange. Plans reveal together.</p></>
: <><h3>{won ? 'You won the battle' : 'Your opponent won'}</h3>
<p>The opponent dialed 3 with {INTRODUCTION_LEADERS.opponent.name} (strength {INTRODUCTION_LEADERS.opponent.strength}), a {INTRODUCTION_CARDS.weapon.name} and no defense.</p>
<CardInspector card={INTRODUCTION_CARDS.weapon} />
<p>{battle.leaderDeaths.attacker ? 'Your Snooper stops poison, so it cannot stop this projectile weapon. Your leader dies and adds no strength.' : 'Your Shield stops the projectile weapon. Your leader survives and adds five strength.'}</p>
<p><strong>Your total: {battle.scores!.attacker}. Opponent: {battle.scores!.defender}.</strong> {battle.scores!.attacker === battle.scores!.defender && 'The aggressor wins this ordinary tie.'}</p>
<p>{6 - survivingForces} of your forces go to the Tanks; {survivingForces} remain in Wind Pass. {won ? 'The opponent loses all six forces.' : 'The opponent loses the three dialed forces and keeps three.'}</p>
<p>{won ? 'A normal winner may keep or discard the cards they used.' : 'The defeated player discards the cards used in the plan.'} {battle.bounty?.amount ? `The winner also collects ${battle.bounty.amount} spice for the killed leader.` : 'Neither leader died, so there is no leader bounty.'}</p>
<button onClick={() => update({ revealed: false })}>Try another plan</button>
</>}
</div>
</div>
</>}
{state.step === 10 && <TraitorLesson state={state} update={update} />}
{state.step === 11 && <>
<p>A fresh position has 8 spice in Wind Pass, sector 14. You have surviving forces in that same sector, outside the storm. Collection uses the forces still on the board after battles.</p>
<div className={styles.columns}>
<div className={styles.controls}>
<label htmlFor="learn-collectors">Forces at the spice: {state.collectors}</label>
<input id="learn-collectors" type="range" min="0" max="6" step="1" value={state.collectors} onChange={e => update({ collectors: Number(e.target.value), collected: false })} />
<label className={styles.checkbox}><input type="checkbox" checked={state.city} onChange={e => update({ city: e.target.checked, collected: false })} />Also occupy Arrakeen with a separate force</label>
<button disabled={state.collected} onClick={() => update({ collected: true })}>Collect practice spice</button>
</div>
<div className={styles.result} aria-live="polite"><h3>{state.collected ? 'Collection complete' : 'Collection capacity'}</h3>
<p>Each ordinary force can collect {state.city ? 3 : 2} spice{state.city ? ' because you occupy Arrakeen' : ''}.</p>
<p>{state.collected ? 'You collected' : 'You can collect'} <strong>{collection.amount} spice</strong>. {collection.remaining} {state.collected ? 'remains' : 'would remain'} on the board.</p>
<p>Spice beyond your capacity stays for a later turn. In a real table this calculation is automatic.</p>
</div>
</div>
</>}
{state.step === 12 && <>
<p>You can revisit any example. This introduction covers ordinary alliances, bidding, core resources, movement and battle choices; it does not teach every faction, card, alliance power, storm exception or expansion.</p>
<ul>
<li>Create a private room, choose a faction, and add friends or AI players. Share the room invitation.</li>
<li>Mark yourself ready after reviewing the selected rules. The host begins once all seats are ready.</li>
<li>Inspect your private Treachery hand and Traitors. Use the phase guide when a decision is unfamiliar.</li>
<li>Use <strong>Protect your saved seat</strong> and keep its recovery kit private. An invitation identifies the room; the kit restores your seat after cookie loss.</li>
</ul>
<p>Refresh restores a live game through its saved seat. If a request has an uncertain result, use the offered retry rather than repeating the game action.</p>
<div className={styles.links}><a href="/">Create or join a game →</a><a href="/rules">Explore the full reference →</a></div>
</>}
<footer className={styles.footer}>
<button disabled={state.step === 0} onClick={() => go(state.step - 1)}>Previous lesson</button>
<a href={`/rules?topic=${lesson.topic}#${lesson.topic}`}>Read the related rules</a>
{state.step < INTRODUCTION_STEPS.length - 1 && <button onClick={() => go(state.step + 1)}>Next lesson</button>}
</footer>
</section>
<output className={styles.saved}>{storageFailed ? 'Browser storage is unavailable. You can still practice, but a refresh may reset this lesson.' : 'Your lesson position and practice choices are saved in this browser.'}</output>
</>;
}