Connect automatic unambiguous Jacurutu physical-force income, a sole-occupant Testing Station storm choice and Shrine reciprocal physical card roles to engine actions, player controls, legal AI and saved continuation. Preserve Weather Control exclusion, exact card/force custody, private hand boundaries and committed effects after restart. Shared role checks cover existing ordinary and special Karama paths; reserved cards cannot enter another pending use. Keep Orgiz, mixed-force Jacurutu allocation and contested Cistern/Testing Station benefits explicitly pending. These are bounded prototypes; complete Discovery/Advanced/expansion and publication gates remain closed. Validation: types, lint and 4,345 offline tests passed (32 added), production build passed, and 40 HTTP tests passed. Independent cross-reviews repaired reserved-card deadlock, physical-card selection, alternate-role permission, storm source/token binding and public-entitlement bot ordering. The first broad run found five failures; focused repairs preceded the stable repeated check. Browser A5EJQ2W4 used genuine Discovery setup/reveal/free entry with targeted QA positioning. A human increased storm movement from two to three sectors, moving sector 6 to 9. Refresh restored station forces and the private Snooper. This was targeted control/recovery evidence, not an unmodified full game. All 187 opening saved rooms remained unchanged; 31 QA/HTTP rooms were added (218 total). Reused the running server; no restart or save reset. Source-bound report: /home/quintine/.local/share/dune/checkpoints/20260913-discovery-location-effects/verification-final/report.json Source fingerprint: beecb85ab7ec39319115389c115434d161591e8549802c542a6343a0fc19bea6 Durations: check 140540ms; build 6741ms; integration 24956ms. Aggregate goal counter 63,116,444 to 64,295,091 at final verification: 1,178,647 tokens before final Git/push overhead for three bounded functions. Standing authorization: Push all from now on.
126 lines
3.6 KiB
TypeScript
126 lines
3.6 KiB
TypeScript
import {
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casualtyOptions,
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validCombatForces,
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type Casualties,
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type CombatForces,
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} from './combat';
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import { JACURUTU_SIETCH } from './discoveries';
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/** GF9 Ecaz & Moritani rulebook, p. 13. */
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export const JACURUTU_BATTLE_INCOME_RULE =
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'If you win a battle in Jacurutu Sietch, gain one spice for each opposing undialed force sent to the Tanks.';
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export type JacurutuTankLosses = Readonly<{
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normal: number;
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elite: number;
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}>;
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export type JacurutuBattleIncomeQuote =
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| Readonly<{
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kind: 'income';
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winner: string;
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opponent: string;
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amount: number;
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sentToTanks: JacurutuTankLosses;
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dialed: readonly Casualties[];
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}>
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| Readonly<{
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kind: 'allocationRequired';
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winner: string;
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opponent: string;
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sentToTanks: JacurutuTankLosses;
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choices: readonly Readonly<{ dialed: Casualties; amount: number }>[];
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}>;
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export type JacurutuBattleIncomeInput = Readonly<{
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territory: string;
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jacurutuRevealed: boolean;
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winner: string | null;
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opponent: string | null;
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opponentForces: CombatForces | null;
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opponentDial: number | null;
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opponentSupport: number | null;
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/** Actual opposing counters destroyed by this battle, after any future
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* withdrawal or other non-Tanks movement has been removed from the pool. */
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sentToTanks: JacurutuTankLosses | null;
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}>;
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export class JacurutuBattleIncomeError extends Error {
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constructor(message: string) {
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super(message);
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this.name = 'JacurutuBattleIncomeError';
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}
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}
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function whole(value: number): boolean {
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return Number.isSafeInteger(value) && value >= 0;
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}
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/**
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* Quotes the automatic bank income from exact settled-battle evidence.
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*
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* A numeric Battle Wheel dial is not a physical counter count in Advanced
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* combat. When different legal ordinary/elite dial allocations would change
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* the income, the quote preserves those choices instead of inventing one.
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*/
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export function quoteJacurutuBattleIncome(
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input: JacurutuBattleIncomeInput,
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): JacurutuBattleIncomeQuote | null {
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if (
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input.territory !== JACURUTU_SIETCH ||
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!input.jacurutuRevealed ||
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input.winner === null
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)
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return null;
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const forces = input.opponentForces;
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const sent = input.sentToTanks;
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if (
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!input.opponent ||
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input.opponent === input.winner ||
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!forces ||
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!validCombatForces(forces) ||
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input.opponentDial === null ||
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input.opponentSupport === null ||
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!sent ||
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!whole(sent.normal) ||
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!whole(sent.elite) ||
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sent.normal > forces.normal ||
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sent.elite > forces.elite
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)
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throw new JacurutuBattleIncomeError(
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'Jacurutu income needs the opposing plan and exact forces sent to the Tanks.',
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);
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const dialed = casualtyOptions(
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forces,
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input.opponentDial,
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input.opponentSupport,
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).filter(
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(choice) => choice.normal <= sent.normal && choice.elite <= sent.elite,
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);
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if (!dialed.length)
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throw new JacurutuBattleIncomeError(
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'Jacurutu income has no physical dial allocation matching the settled Tanks losses.',
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);
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const choices = dialed.map((choice) => ({
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dialed: { ...choice },
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amount: sent.normal + sent.elite - choice.normal - choice.elite,
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}));
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const amounts = new Set(choices.map((choice) => choice.amount));
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if (amounts.size > 1)
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return {
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kind: 'allocationRequired',
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winner: input.winner,
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opponent: input.opponent,
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sentToTanks: { ...sent },
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choices,
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};
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return {
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kind: 'income',
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winner: input.winner,
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opponent: input.opponent,
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amount: choices[0].amount,
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sentToTanks: { ...sent },
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dialed: choices.map((choice) => choice.dialed),
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};
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}
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