Admit genuine Basic Ixian setup with the full fourteen-skill deck, real starting-card choice, optional Tleilaxu/base opponents and first-Storm HMS. Keep public starts, Advanced and other module combinations gated. Share per-origin cyborg movement range across engine, controls and legal bots. Preserve independent Planetologist range after native Karama cancellation. Connect Sandmaster force routes through room-local HMS pointer adjacency. Retain canceled movement's no-op contract while validating actual execution. Resolve Suk rescue before substitution with explicit ambiguous cyborg rescue origins and exact remaining Tank losses. Finish Rihani before native substitution, bind saved physical losses and declared exchange, and resume mandatory/optional winner disposal on allow, decline or cancellation. Admit exact green Ix Thumper, Harvester and Amal as Planetologist substitutes. Validation: types, lint, 5,082 offline tests and production build passed. Five genuine 2-6 player games completed with zero rejected actions and 54 JSON restores. Authenticated in-memory concurrent starting-card recovery, private setup, physical card/force custody and independent review passed. Browser FLGHBSA4 completed real setup, first Storm/HMS placement and a conserved staged Suk battle. Mobile rescue, refresh and one-for-one substitution passed. Screenshot capture timed out; full visual acceptance remains open. All 1,582 prior rooms, 3,350 human seats and auxiliary records were preserved; one new QA room/seat remains. No restart, reset or automation. AI work remains limited to legal participation until every non-AI feature is complete, then targets roughly 75% higher-tier wins for each adjacent pair.
273 lines
8.4 KiB
TypeScript
273 lines
8.4 KiB
TypeScript
'use client';
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import { useId, useState } from 'react';
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import type { Action, GameView } from '@/game/engine';
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import {
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gameTerritories,
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location,
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splitLocation,
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} from '@/game/board';
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import {
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quoteSandmasterMovement,
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sandmasterActionOrder,
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sandmasterCollectible,
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sandmasterDefaultChoice,
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sandmasterLeader,
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sandmasterModeSupported,
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sandmasterPathBlocked,
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sandmasterAdjacent,
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sandmasterRouteDistance,
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type SandmasterChoice,
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} from '@/game/sandmaster-movement';
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import { Button } from './ui/button';
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type RouteDraft = {
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key: string;
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routes: Record<string, string[]>;
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declined: string[];
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};
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export function sandmasterMoveDraft(
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game: GameView,
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move: Action,
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routes?: Record<string, string[]>,
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declined: readonly string[] = [],
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): {
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action: Action | null;
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choice: SandmasterChoice | null;
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collectible: string[];
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blocked: string | null;
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} {
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const defaults = sandmasterDefaultChoice(game, game.me, move);
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const order = sandmasterActionOrder(game, game.me, move);
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if (!defaults || !order)
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return {
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action: null,
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choice: null,
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collectible: [],
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blocked:
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'Sandmaster needs a supported ordinary force movement and its living native trainer.',
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};
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const selectedRoutes = routes ?? defaults.routes;
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const collectible = sandmasterCollectible(game, selectedRoutes);
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const choice = {
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routes: selectedRoutes,
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collect: collectible.filter((key) => !declined.includes(key)),
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};
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try {
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quoteSandmasterMovement(game, game.me, order, choice);
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return {
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action: { ...move, sandmaster: choice },
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choice,
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collectible,
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blocked: null,
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};
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} catch (error) {
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return {
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action: null,
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choice,
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collectible,
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blocked:
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error instanceof Error
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? error.message
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: 'Choose a legal Sandmaster route.',
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};
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}
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}
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function placeName(game: GameView, key: string) {
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const at = splitLocation(key);
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const name =
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gameTerritories(game).find((candidate) => candidate.id === at.territory)
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?.name ?? at.territory;
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return `${name}, sector ${at.sector}`;
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}
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export function SandmasterMovement({
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game,
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move,
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act,
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busy,
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unavailableReason,
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}: {
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game: GameView;
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move: Action | null;
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act: (action: Action) => void;
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busy: boolean;
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unavailableReason?: string | null;
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}) {
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const id = useId();
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const me = game.players.find((player) => player.id === game.me);
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const leader = sandmasterLeader(game, game.me);
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const defaults = move ? sandmasterDefaultChoice(game, game.me, move) : null;
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const order = move ? sandmasterActionOrder(game, game.me, move) : null;
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const draftKey = JSON.stringify([
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game.turn,
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me?.moved ?? 0,
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move,
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defaults?.routes,
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]);
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const [saved, setSaved] = useState<RouteDraft | null>(null);
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if (
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!me ||
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!leader ||
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!sandmasterModeSupported(game) ||
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!move ||
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!defaults ||
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!order
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)
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return null;
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const routes = saved?.key === draftKey ? saved.routes : defaults.routes;
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const declined = saved?.key === draftKey ? saved.declined : [];
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const draft = sandmasterMoveDraft(game, move, routes, declined);
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const updateRoutes = (next: Record<string, string[]>) =>
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setSaved({ key: draftKey, routes: next, declined });
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const blocked = unavailableReason ?? draft.blocked;
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const leaderName =
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game.allLeaders.find((candidate) => candidate.id === leader)?.name ??
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leader;
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const destination = location(order.to, order.sector);
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return (
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<section
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className="my-4 flex min-w-0 flex-col gap-3"
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aria-labelledby={`${id}-heading`}
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>
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<h3 id={`${id}-heading`}>Sandmaster movement</h3>
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<p>
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{leaderName} may collect 1 spice from one unambiguous pile in each
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distinct territory these forces enter or pass through. Choose the exact
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sector route for every moving source.
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</p>
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{order.group.map(([from]) => {
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const route = routes[from] ?? [from];
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const last = route.at(-1)!;
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const extensions =
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last === destination
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? []
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: sandmasterAdjacent(game, last).filter(
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(next) =>
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!route.includes(next) &&
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!sandmasterPathBlocked(game, game.me, from, next) &&
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sandmasterRouteDistance(game, [...route, next]) <= order.range,
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);
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return (
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<fieldset className="space-y-2" key={from}>
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<legend>{placeName(game, from)} route</legend>
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<p className="fine">
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{route.map((key) => placeName(game, key)).join(' → ')} ·{' '}
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{sandmasterRouteDistance(game, route)} / {order.range} territories
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</p>
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<div className="flex flex-wrap gap-2">
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<Button
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type="button"
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variant="outline"
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disabled={busy || route.length === 1}
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onClick={() =>
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updateRoutes({ ...routes, [from]: route.slice(0, -1) })
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}
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>
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Remove last route step
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</Button>
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<Button
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type="button"
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variant="outline"
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disabled={busy || route.length === 1}
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onClick={() => updateRoutes({ ...routes, [from]: [from] })}
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>
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Reset route to source
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</Button>
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<Button
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type="button"
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variant="outline"
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disabled={
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busy ||
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JSON.stringify(route) ===
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JSON.stringify(defaults.routes[from])
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}
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onClick={() =>
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updateRoutes({ ...routes, [from]: defaults.routes[from] })
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}
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>
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Use shortest route
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</Button>
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</div>
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{last !== destination && (
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<label htmlFor={`${id}-${from}-next`}>
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Add connected sector
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<select
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id={`${id}-${from}-next`}
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value=""
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disabled={busy || extensions.length === 0}
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onChange={(event) => {
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if (!event.target.value) return;
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updateRoutes({
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...routes,
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[from]: [...route, event.target.value],
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});
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}}
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>
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<option value="">Choose the next sector</option>
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{extensions.map((next) => (
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<option key={next} value={next}>
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{placeName(game, next)}
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</option>
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))}
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</select>
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</label>
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)}
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</fieldset>
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);
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})}
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{draft.collectible.length ? (
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<fieldset className="space-y-2">
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<legend>Optional spice collection</legend>
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{draft.collectible.map((key) => (
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<label className="decision-checkbox" key={key}>
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<input
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type="checkbox"
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checked={!declined.includes(key)}
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disabled={busy}
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onChange={(event) =>
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setSaved({
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key: draftKey,
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routes,
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declined: event.target.checked
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? declined.filter((candidate) => candidate !== key)
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: [...new Set([...declined, key])],
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})
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}
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/>
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Collect 1 spice in {placeName(game, key)} ({game.spice[key]} on
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the pile)
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</label>
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))}
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</fieldset>
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) : (
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<p className="fine">
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This route enters no territory with one unambiguous positive spice
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pile. You may still declare the route without collecting.
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</p>
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)}
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{blocked && (
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<output className="notice" id={`${id}-reason`}>
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{blocked}
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</output>
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)}
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<Button
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className="min-h-11 whitespace-normal motion-reduce:transition-none"
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disabled={busy || !!blocked || !draft.action}
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aria-describedby={blocked ? `${id}-reason` : undefined}
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onClick={() => {
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if (!busy && !blocked && draft.action) act(draft.action);
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}}
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>
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Move with Sandmaster
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</Button>
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<p className="fine">
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Use the normal Move forces button to decline Sandmaster. A canceled
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movement collects no spice.
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</p>
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</section>
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);
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}
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