Files
Dune/game/advisor-automatic-flip.ts
T
Quintine d83db397c0 Resolve advisor conversion after battle losses before optional cleanup
Preserve committed casualties, payments and mandatory disposal when battle
losses leave BG bystanders alone. Bind the public phase-six receipt to the
original battle and resume its private winner/aftermath cursor once. Record
provisional priority; explosions with no surviving advisors create no response.

Repair stale Semuta fixtures to acknowledge the existing final battle window;
a representative failure reproduces against unchanged base035be51. Production
Semuta guards stay intact.

Validation: 16 affected files264/264, types/lint/build, five native battle and
GameTable SSR journeys, eight existing-profile response paths. Genuine44-action
sources earn original cards/forces and actual Collection outcomes. Broader
combinations and complete modes remain unfinished. Not deployed; no room/D1,
reset or restart operation. Runtime fingerprint
665defe51a1f46a6b5992b6e1e4b034203f91e7101acf860eb549f5bf9865151;
checkpoint prose/reference overlays are reviewed separately.
2026-10-24 20:37:09 +11:00

289 lines
13 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 AutomaticAdvisorGamont = {
event: string;
player: string;
target: string;
location: string;
elite: number;
returned: boolean;
mentat: boolean;
};
export type AutomaticAdvisorBattle = {
event: string;
turn: number;
territory: string;
combatants: string[];
winner: string | null;
result: 'normal' | 'traitor' | 'mutualTraitors' | 'explosion';
};
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 }
| { producer: 'gamont'; gamont: AutomaticAdvisorGamont }
| { producer: 'battleLosses'; battle: AutomaticAdvisorBattle }
);
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;
choamMentatPending?: boolean;
lastBattleContext?: {
event: string;
turn: number;
territory: string;
combatants: readonly string[];
winner: string | null;
result: string;
} | null;
battle?: unknown;
};
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 || ctx.phase === 6 || ctx.phase === 8) && 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.');
}
function validateGamontSource(
ctx: AutomaticAdvisorFlipContext,
source: Extract<AutomaticAdvisorFlipSource, { producer: 'gamont' }>,
) {
const receipt = source.gamont;
requireFlip(record(receipt) &&
Object.keys(receipt).sort().join(',') === 'elite,event,location,mentat,player,returned,target' &&
identifier(receipt.event) && identifier(receipt.player) && identifier(receipt.target) &&
identifier(receipt.location) && (receipt.elite === 0 || receipt.elite === 1) &&
typeof receipt.returned === 'boolean' && typeof receipt.mentat === 'boolean',
'Automatic advisor conversion lost its exact public Trip to Gamont receipt.');
const point = splitLocation(receipt.location);
requireFlip(receipt.location === `${point.territory}:${point.sector}` &&
gameTerritories(ctx).some((place) => place.id === point.territory && place.sectors.includes(point.sector)) &&
source.territory === point.territory,
'Automatic advisor conversion must use the original current Gamont location.');
const actors = ctx.players.filter((player) => player.id === receipt.player);
const targets = ctx.players.filter((player) => player.id === receipt.target);
requireFlip(actors.length === 1 && actors[0].faction === 'choam' &&
targets.length === 1 && receipt.target !== receipt.player,
'Automatic advisor conversion needs the original native CHOAM actor and distinct Gamont target.');
if (receipt.returned)
requireFlip(nonnegative(targets[0].reserves) && targets[0].reserves >= 1,
'Automatic advisor conversion lost the returned Gamont counter.');
requireFlip(!receipt.mentat || ctx.choamMentatPending === true,
'Automatic advisor conversion lost its final CHOAM Mentat opportunity.');
}
function validateBattleSource(
ctx: AutomaticAdvisorFlipContext,
source: Extract<AutomaticAdvisorFlipSource, { producer: 'battleLosses' }>,
) {
const receipt = source.battle;
requireFlip(record(receipt) &&
Object.keys(receipt).sort().join(',') === 'combatants,event,result,territory,turn,winner' &&
identifier(receipt.event) && positive(receipt.turn) && receipt.turn === source.turn &&
identifier(receipt.territory) && receipt.territory === source.territory &&
Array.isArray(receipt.combatants) && receipt.combatants.length === 2 &&
receipt.combatants.every(identifier) && new Set(receipt.combatants).size === 2 &&
receipt.combatants.every((id) => ctx.players.filter((player) => player.id === id).length === 1) &&
!receipt.combatants.includes(source.owner) &&
['normal', 'traitor', 'mutualTraitors', 'explosion'].includes(receipt.result) &&
(receipt.result === 'normal' || receipt.result === 'traitor'
? identifier(receipt.winner) && receipt.combatants.includes(receipt.winner)
: receipt.winner === null) &&
gameTerritories(ctx).some((place) => place.id === receipt.territory),
'Automatic advisor conversion needs the original public battle result and bystander group.');
const current = ctx.lastBattleContext;
requireFlip(!ctx.battle && record(current) && current.event === receipt.event &&
current.turn === receipt.turn && current.territory === receipt.territory &&
current.winner === receipt.winner && current.result === receipt.result &&
Array.isArray(current.combatants) && current.combatants.length === receipt.combatants.length &&
current.combatants.every((id, index) => id === receipt.combatants[index]),
'Automatic advisor conversion lost its original completed battle context.');
}
/** 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') ||
(source.producer === 'gamont' &&
Object.keys(source).sort().join(',') === 'event,forces,gamont,owner,phase,producer,territory,turn') ||
(source.producer === 'battleLosses' &&
Object.keys(source).sort().join(',') === 'battle,event,forces,owner,phase,producer,territory,turn')) &&
identifier(source.event) && identifier(source.owner) && identifier(source.territory) &&
positive(source.turn) && source.turn === ctx.turn &&
source.phase === (source.producer === 'gamont' ? 8 : source.producer === 'battleLosses' ? 6 : 5) &&
currentWindow(ctx) && source.phase === ctx.phase,
'Automatic advisor conversion lost its original current-turn committed producer.');
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 if (source.producer === 'guildTransport') validateTransportSource(ctx, source);
else if (source.producer === 'gamont') validateGamontSource(ctx, source);
else validateBattleSource(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.');
}