Found on the walk: the game spells one label "jungle swamp" on both rigs' maps, and the fleet list printed it that way beside the minor list's "Jungle Swamp". Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E14m6SuuY6i1vASFeGDBeY
92 lines
3.8 KiB
JavaScript
92 lines
3.8 KiB
JavaScript
// ── Which monument labels a map draws (PLAN_REDESIGNS §4, D196) ───────────
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//
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// The admin card's half of the rule `model/map/map.model.js` applies on the
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// server: a switch per monument LABEL, the minor labels off unless somebody
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// turns them on, every other label on. A server's switch wins over the fleet's,
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// the fleet's over the built-in list.
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//
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// The form holds only the EXPLICIT switches, as the server does — `{ key: bool }`
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// — so a label nobody touched keeps following the default above it. Setting the
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// fleet back to what the built-in list says clears the row rather than storing a
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// copy of the default: the next change to the list then reaches that label.
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//
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// Pure, and free of React, so it is tested in Node.
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/** A label as its switch's key: trimmed, single-spaced, lower case. The server's rule exactly. */
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export function markerKey(label) {
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return String(label == null ? '' : label).trim().replace(/\s+/g, ' ').toLowerCase()
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}
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/** The built-in answer for one key: hidden for the minor labels, drawn for everything else. */
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export function builtIn(minorLabels, key) {
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return !(minorLabels || []).some((l) => markerKey(l) === key)
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}
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const has = (o, k) => Boolean(o) && Object.prototype.hasOwnProperty.call(o, k)
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/** Whether the fleet draws one key: its own switch, or the built-in list. */
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export function fleetShows(minorLabels, fleetMarkers, key) {
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return has(fleetMarkers, key) ? fleetMarkers[key] : builtIn(minorLabels, key)
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}
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/** Whether one server draws one key: its switch, or the fleet's answer. */
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export function serverShows(minorLabels, fleetMarkers, serverMarkers, key) {
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return has(serverMarkers, key) ? serverMarkers[key] : fleetShows(minorLabels, fleetMarkers, key)
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}
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/**
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* Every label the fleet list offers, sorted by name: each server's current
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* labels and the minor list, each once. A minor label no map has yet is still
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* listed, so it can be decided before a wipe brings it.
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*/
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export function fleetLabels(minorLabels, servers) {
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const byKey = new Map()
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// A capitalised spelling wins over the game's lower-case one ("jungle swamp").
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const add = (key, label, count) => {
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const seen = byKey.get(key)
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if (!seen) byKey.set(key, { key, label, count })
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else {
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seen.count += count
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if (seen.label === seen.label.toLowerCase() && label !== label.toLowerCase()) seen.label = label
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}
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}
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for (const s of servers || []) {
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for (const l of s.markerLabels || []) add(l.key, l.label, l.count || 0)
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}
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for (const label of minorLabels || []) add(markerKey(label), label, 0)
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return [...byKey.values()].sort((a, b) => a.label.localeCompare(b.label))
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}
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/** The fleet form after ticking one key: an explicit switch, or none where it matches the built-in list. */
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export function setFleet(minorLabels, fleetMarkers, key, shown) {
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const next = { ...(fleetMarkers || {}) }
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if (shown === builtIn(minorLabels, key)) delete next[key]
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else next[key] = shown
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return next
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}
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/** A server form after choosing one key: `null` follows the fleet, otherwise an explicit switch. */
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export function setServer(serverMarkers, key, shown) {
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const next = { ...(serverMarkers || {}) }
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if (shown === null) delete next[key]
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else next[key] = shown
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return next
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}
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/**
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* What changed between two explicit maps, as the PUT takes it: `{ key: bool }`
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* for a switch set or changed, `{ key: null }` for one cleared. Null when
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* nothing changed.
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*/
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export function markerDiff(before, now) {
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const out = {}
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const keys = new Set([...Object.keys(before || {}), ...Object.keys(now || {})])
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for (const key of keys) {
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const was = has(before, key) ? before[key] : undefined
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const is = has(now, key) ? now[key] : undefined
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if (was === is) continue
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out[key] = is === undefined ? null : is
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}
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return Object.keys(out).length ? out : null
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}
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