Files
Dune/game/advisor-automatic-flip.ts
T
Quintine d0f52c7bae Preserve committed Guild transport through advisor conversion responses
Offer mandatory advisor conversion prevention after Guild cross-shipment and reserve returns. Keep original permission/rate/income, payment, physical pieces and shipment use; bind the exact group to one transport parent and resume original arrival/Intrusion once. Ordinary movement stays unused and the existing provisional continuously-alone duration remains. Preserve old ground receipts, private projection behavior and all transport/module guards.

Validation: 17 files243/243, types/lint/build, eight native transport/response/GameTable SSR journeys and eight existing-profile paths. Genuine36/42-action sources earn original counters/cards and actual paid-shipment Intrusion. Preserve the unaffordable full-price cross outcome and prove the affordable return. No saved-room/D1/restart/deployment operation; broader producers, full modes and browser/deployed acceptance remain open.
2026-10-24 19:58:56 +11:00

194 lines
8.7 KiB
TypeScript

import type { FactionId } from './catalog';
import { gameTerritories, splitLocation, type MobileBoard } from './board';
import { presenceAt, type ForcePresence } from './force-presence';
export type AdvisorStance = {
lockedTurn?: number;
aloneFlipHold?: string;
};
export type AutomaticAdvisorTransport = {
event: string;
player: string;
origin: string;
to: string;
sector: number;
amount: number;
elite: number;
group: Record<string, number>;
};
export type AutomaticAdvisorFlipSource = {
event: string;
owner: string;
territory: string;
turn: number;
phase: number;
forces: Record<string, number>;
} & (
| { producer: 'groundMovement'; mover: string; move: number }
| { producer: 'guildTransport'; transport: AutomaticAdvisorTransport }
);
export type AutomaticAdvisorFlipPlayer = ForcePresence & {
id: string;
faction: FactionId;
advisors?: Readonly<Record<string, AdvisorStance>>;
moved?: number;
shipped?: boolean;
reserves?: number;
};
export type AdvisorSettlementContext = {
advanced: boolean;
players: readonly AutomaticAdvisorFlipPlayer[];
};
export type AutomaticAdvisorFlipContext = AdvisorSettlementContext & MobileBoard & {
status: string;
turn: number;
phase: number;
};
export class AutomaticAdvisorFlipError extends Error {
constructor(message: string) {
super(message);
this.name = 'AutomaticAdvisorFlipError';
}
}
const identifier = (value: unknown): value is string =>
typeof value === 'string' && value.trim().length > 0;
const positive = (value: unknown): value is number =>
Number.isSafeInteger(value) && (value as number) > 0;
const nonnegative = (value: unknown): value is number =>
Number.isSafeInteger(value) && (value as number) >= 0;
const record = (value: unknown): value is Record<string, unknown> =>
!!value && typeof value === 'object' && !Array.isArray(value);
function requireFlip(value: unknown, message: string): asserts value {
if (!value) throw new AutomaticAdvisorFlipError(message);
}
function physicalGroup(player: AutomaticAdvisorFlipPlayer, territory: string): Record<string, number> {
return Object.fromEntries(Object.entries(player.forces).filter(
([key, count]) => splitLocation(key).territory === territory && count > 0,
));
}
function otherPresence(ctx: AdvisorSettlementContext, player: AutomaticAdvisorFlipPlayer, territory: string) {
return ctx.players.some((other) => other.id !== player.id && presenceAt(other, territory) > 0);
}
function currentWindow(ctx: AutomaticAdvisorFlipContext) {
return ctx.advanced === true && ctx.status === 'playing' && ctx.phase === 5 && positive(ctx.turn);
}
/** A supported committed producer opens a response for these current groups.
* No cards, resources, leaders or hidden marker values determine eligibility. */
export function quoteAutomaticAdvisorFlips(ctx: AutomaticAdvisorFlipContext): {
player: string;
territory: string;
forces: Record<string, number>;
}[] {
if (!currentWindow(ctx)) return [];
const flips: { player: string; territory: string; forces: Record<string, number> }[] = [];
for (const player of ctx.players) {
if (player.faction !== 'beneGesserit') continue;
for (const [territory, stance] of Object.entries(player.advisors ?? {})) {
if (stance.aloneFlipHold !== undefined || otherPresence(ctx, player, territory)) continue;
const forces = physicalGroup(player, territory);
if (Object.keys(forces).length) flips.push({ player: player.id, territory, forces });
}
}
return flips;
}
/** Keep a prevented alone occurrence until physical emptiness or foreign entry.
* With no occurrence hold, retain the legacy automatic conversion, including setup. */
export function advisorStanceAfterSettlement(
ctx: AdvisorSettlementContext,
player: AutomaticAdvisorFlipPlayer | string,
territory: string,
): AdvisorStance | undefined {
const current = ctx.players.find((candidate) => candidate.id === (typeof player === 'string' ? player : player.id));
const stance = current?.advisors?.[territory];
if (!current || current.faction !== 'beneGesserit' || !stance) return undefined;
if (!ctx.advanced) return { ...stance };
if (!Object.keys(physicalGroup(current, territory)).length) return undefined;
if (otherPresence(ctx, current, territory)) {
const remaining = { ...stance };
delete remaining.aloneFlipHold;
return remaining;
}
return stance.aloneFlipHold !== undefined ? { ...stance } : undefined;
}
function validateTransportSource(
ctx: AutomaticAdvisorFlipContext,
source: Extract<AutomaticAdvisorFlipSource, { producer: 'guildTransport' }>,
) {
const transport = source.transport;
requireFlip(record(transport) &&
Object.keys(transport).sort().join(',') === 'amount,elite,event,group,origin,player,sector,to' &&
identifier(transport.event) && identifier(transport.player) && identifier(transport.origin) &&
identifier(transport.to) && nonnegative(transport.sector) && transport.sector <= 18 &&
positive(transport.amount) && nonnegative(transport.elite) && transport.elite <= transport.amount &&
record(transport.group) && Object.values(transport.group).every(positive) &&
Object.values(transport.group).reduce((total, count) => total + count, 0) === transport.amount,
'Automatic advisor conversion lost its exact committed Guild transport metadata.');
const places = gameTerritories(ctx);
const origin = places.find((place) => place.id === transport.origin);
const destination = places.find((place) => place.id === transport.to);
requireFlip(origin && (transport.to === 'reserves' ||
(destination && destination.sectors.includes(transport.sector))) &&
Object.keys(transport.group).every((key) => {
const point = splitLocation(key);
return key === `${point.territory}:${point.sector}` && point.territory === transport.origin &&
origin.sectors.includes(point.sector);
}) && (source.territory === transport.origin ||
(transport.to !== 'reserves' && source.territory === transport.to)),
'Automatic advisor conversion must belong to the original transport origin or destination.');
const actors = ctx.players.filter((player) => player.id === transport.player);
const actor = actors[0];
requireFlip(actors.length === 1 && actor.shipped === true,
'Automatic advisor conversion lost its completed native transport slot.');
const deposited = transport.to === 'reserves'
? actor.reserves : actor.forces[`${transport.to}:${transport.sector}`];
requireFlip(nonnegative(deposited) && deposited >= transport.amount,
'Automatic advisor conversion lost the original transported physical counters.');
}
/** Validate the same committed producer and exact held group before either response outcome. */
export function validateAutomaticAdvisorFlip(
ctx: AutomaticAdvisorFlipContext,
source: AutomaticAdvisorFlipSource,
): void {
requireFlip(record(source) &&
((source.producer === 'groundMovement' && identifier(source.mover) &&
Object.keys(source).sort().join(',') === 'event,forces,move,mover,owner,phase,producer,territory,turn') ||
(source.producer === 'guildTransport' &&
Object.keys(source).sort().join(',') === 'event,forces,owner,phase,producer,territory,transport,turn')) &&
identifier(source.event) && identifier(source.owner) && identifier(source.territory) &&
positive(source.turn) && source.turn === ctx.turn && source.phase === 5 &&
currentWindow(ctx) && source.phase === ctx.phase,
'Automatic advisor conversion lost its original current-turn ground movement or Guild transport.');
const owners = ctx.players.filter((player) => player.id === source.owner);
const owner = owners[0];
requireFlip(owners.length === 1 && owner?.faction === 'beneGesserit' &&
owner.advisors?.[source.territory]?.aloneFlipHold === source.event,
'Automatic advisor conversion needs its original native owner and held occurrence.');
requireFlip(!otherPresence(ctx, owner, source.territory),
'Automatic advisor conversion requires the original group to remain alone.');
if (source.producer === 'groundMovement') {
const movers = ctx.players.filter((player) => player.id === source.mover);
requireFlip(movers.length === 1 && positive(source.move) && movers[0].moved === source.move,
'Automatic advisor conversion lost its original completed movement.');
} else validateTransportSource(ctx, source);
const forces = physicalGroup(owner, source.territory);
requireFlip(record(source.forces) && Object.keys(forces).length > 0 &&
Object.values(forces).every(positive) && Object.values(source.forces).every(positive) &&
Object.keys(forces).sort().join(',') === Object.keys(source.forces).sort().join(',') &&
Object.entries(forces).every(([key, count]) => source.forces[key] === count),
'Automatic advisor conversion needs the same complete physical advisor group.');
}