Connect typed Homeworld custody, transport, battle, income, revival and Caladan reinforcement flows with private multiplayer recovery and controls. Preserve the optimized test workflow and keep unfinished rules modes gated. Verified with 3682 offline tests, typecheck, lint, production build and 40 HTTP tests; existing saved games remain unchanged.
109 lines
3.3 KiB
TypeScript
109 lines
3.3 KiB
TypeScript
'use client';
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import { useState } from 'react';
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import type { Action, GameView } from '@/game/engine';
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import { splitLocation } from '@/game/board';
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import { Button } from './ui/button';
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import { Input } from './ui/input';
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export function IxSubstitution({
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game: g,
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act,
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busy,
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}: {
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game: GameView;
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act: (action: Action) => void;
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busy: boolean;
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}) {
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const [sources, setSources] = useState<Record<string, number>>({});
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const [recover, setRecover] = useState<Record<string, number>>({});
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if (g.decision?.kind !== 'ixSubstitution') return null;
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const d = g.decision;
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const me = g.players.find((p) => p.id === g.me)!;
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const world = g.combatLocations?.find(
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(place) => place.id === d.territory && place.kind === 'homeworld',
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);
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const available = (
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world
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? [[world.id, world.forces?.[me.id]?.normal ?? 0] as const]
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: Object.entries(me.forces)
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.filter(([key]) => splitLocation(key).territory === d.territory)
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.map(
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([key, count]) =>
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[key, count - (me.elites?.forces[key] ?? 0)] as const,
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)
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).filter(([, count]) => count > 0);
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const total = (value: Record<string, number>) =>
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Object.values(value).reduce((a, b) => a + b, 0);
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const invalid = (
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selected: Record<string, number>,
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limits: Record<string, number>,
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) =>
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Object.entries(selected).some(
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([key, count]) =>
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!Number.isSafeInteger(count) || count < 0 || count > (limits[key] ?? 0),
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);
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return (
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<>
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<p>
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Exchange surviving suboids, one for one, to retain cyborgs lost in this
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battle. Retained cyborgs return to{' '}
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{world ? world.name : 'their casualty sectors'}. Opponents may cancel
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this substitution with Karama.
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</p>
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<h3>Suboids to sacrifice</h3>
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{available.map(([key, max]) => (
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<label key={key}>
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{world ? world.name : `Sector ${splitLocation(key).sector}`} · {max}{' '}
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suboids available
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<Input
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type="number"
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min={0}
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max={max}
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value={sources[key] ?? 0}
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onChange={(e) =>
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setSources({ ...sources, [key]: Number(e.target.value) })
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}
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/>
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</label>
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))}
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<h3>Cyborgs to retain</h3>
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{Object.entries(d.losses).map(([key, max]) => (
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<label key={key}>
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{world ? world.name : `Sector ${splitLocation(key).sector}`} · {max}{' '}
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cyborgs lost
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<Input
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type="number"
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min={0}
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max={max}
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value={recover[key] ?? 0}
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onChange={(e) =>
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setRecover({ ...recover, [key]: Number(e.target.value) })
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}
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/>
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</label>
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))}
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<p>
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{total(sources)} suboids for {total(recover)} cyborgs
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</p>
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<Button
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disabled={
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busy ||
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!total(sources) ||
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total(sources) !== total(recover) ||
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invalid(sources, Object.fromEntries(available)) ||
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invalid(recover, d.losses)
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}
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onClick={() => act({ type: 'decision', sources, recover })}
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>
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Confirm substitution
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</Button>
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<Button
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variant="outline"
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disabled={busy}
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onClick={() => act({ type: 'decision', decline: true })}
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>
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Keep these casualties
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</Button>
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</>
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);
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}
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