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/**
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* Life Journey — pure game reducer.
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*
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* reduce(state, action) -> newState is the ONLY way state changes, and it never
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* generates randomness itself: the die value is generated by the server and
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* travels inside the ROLL action payload, so server and client can both apply
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* the exact same action through this exact same function and land on identical
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* state. Illegal transitions throw rather than no-op — the server is expected
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* to gate intents with getLegalIntents()/isPlayersTurn() before ever
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* constructing an action, so a throw here means that gate was bypassed.
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*/
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import { board, walkForward } from './board.js';
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const DEFAULT_CONFIG = { minPlayers: 2, maxPlayers: 6, diceSides: 6, startingCash: 0 };
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const LOG_LIMIT = 50;
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export function createInitialState(config = {}) {
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return {
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boardId: board.id,
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config: { ...DEFAULT_CONFIG, ...config },
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status: 'lobby',
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turnOrder: [],
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turnIndex: 0,
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currentTurn: null,
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winnerId: null,
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players: {},
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log: [],
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};
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}
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export function reduce(state, action) {
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switch (action.type) {
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case 'JOIN':
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return applyJoin(state, action);
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case 'START_GAME':
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return applyStart(state, action);
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case 'ROLL':
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return applyRoll(state, action);
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case 'CHOOSE':
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return applyChoose(state, action);
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default:
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throw new Error(`Unknown action type: ${action.type}`);
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}
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}
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/** What intents (if any) `playerId` may legally send right now — the single
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* source of truth used by both server-side validation and client-side UI. */
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export function getLegalIntents(state, playerId) {
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const player = state.players[playerId];
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if (!player) return [];
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if (state.status === 'lobby') {
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const count = Object.keys(state.players).length;
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return count >= state.config.minPlayers ? ['REQUEST_START'] : [];
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}
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if (state.status !== 'active' || state.currentTurn !== playerId) return [];
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return player.pendingChoice ? ['REQUEST_CHOOSE'] : ['REQUEST_ROLL'];
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}
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export function isPlayersTurn(state, playerId) {
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return state.status === 'active' && state.currentTurn === playerId;
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}
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// --- internals -------------------------------------------------------------
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function assertLobby(state) {
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if (state.status !== 'lobby') throw new Error('Game is not in lobby');
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}
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function assertActive(state) {
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if (state.status !== 'active') throw new Error('Game is not active');
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}
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function assertPlayersTurn(state, playerId) {
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if (state.currentTurn !== playerId) throw new Error('Not your turn');
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}
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function applyJoin(state, { playerId, name, seat, color }) {
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assertLobby(state);
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if (state.players[playerId]) throw new Error('Player already joined');
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if (Object.keys(state.players).length >= state.config.maxPlayers) {
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throw new Error('Game is full');
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}
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if (Object.values(state.players).some((p) => p.seat === seat)) {
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throw new Error('Seat already taken');
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}
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const player = {
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id: playerId,
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name,
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seat,
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color,
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position: board.startSpaceId,
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cash: state.config.startingCash,
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pendingChoice: null,
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finished: false,
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};
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return { ...state, players: { ...state.players, [playerId]: player } };
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}
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function applyStart(state) {
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assertLobby(state);
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const players = Object.values(state.players).sort((a, b) => a.seat - b.seat);
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if (players.length < state.config.minPlayers) {
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throw new Error('Not enough players to start');
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}
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const turnOrder = players.map((p) => p.id);
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return { ...state, status: 'active', turnOrder, turnIndex: 0, currentTurn: turnOrder[0] };
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}
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function applyRoll(state, { playerId, value }) {
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assertActive(state);
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assertPlayersTurn(state, playerId);
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const player = state.players[playerId];
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if (player.pendingChoice) throw new Error('Resolve pending choice before rolling');
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const landed = walkForward(player.position, value);
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return landOn(state, playerId, landed, { type: 'ROLL', value });
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}
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function applyChoose(state, { playerId, spaceId }) {
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assertActive(state);
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assertPlayersTurn(state, playerId);
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const player = state.players[playerId];
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const pending = player.pendingChoice;
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if (!pending) throw new Error('No pending choice');
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if (!pending.options.includes(spaceId)) throw new Error('Illegal choice');
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return landOn(state, playerId, spaceId, { type: 'CHOOSE' });
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}
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/** Shared landing logic for both a ROLL's terminal space and a CHOOSE's
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* resolved branch: apply the space's effect, then either leave the turn
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* open (choice pending), end the game (finish), or advance to the next player. */
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function landOn(state, playerId, spaceId, logMeta) {
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const space = board.spaces[spaceId];
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const cashDelta = space.cash ?? 0;
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const priorPlayer = state.players[playerId];
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const nextPlayer = {
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...priorPlayer,
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position: spaceId,
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cash: priorPlayer.cash + cashDelta,
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pendingChoice: space.type === 'choice' ? { atSpace: spaceId, options: space.choices } : null,
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finished: space.type === 'finish',
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};
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let newState = { ...state, players: { ...state.players, [playerId]: nextPlayer } };
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newState.log = appendLog(state.log, {
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playerId,
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landedOn: spaceId,
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label: space.label,
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cashDelta,
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...logMeta,
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});
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if (space.type === 'finish') {
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newState.status = 'finished';
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newState.winnerId = playerId;
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newState.currentTurn = null;
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return newState;
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}
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if (nextPlayer.pendingChoice) return newState; // turn stays with this player
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return advanceTurn(newState);
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}
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function advanceTurn(state) {
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const turnIndex = (state.turnIndex + 1) % state.turnOrder.length;
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return { ...state, turnIndex, currentTurn: state.turnOrder[turnIndex] };
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}
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function appendLog(log, entry) {
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const next = [...log, entry];
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return next.length > LOG_LIMIT ? next.slice(next.length - LOG_LIMIT) : next;
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}
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