Enable Basic Kull preview with Tech Tokens
Verify and publish checkpoint container / container (push) Canceled after 0s

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Quintine committed 2026-10-29 05:10:06 +11:00
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import test from 'node:test';
import assert from 'node:assert/strict';
import { applyAction, createGame, initializeEcazOccupyGameForAudit, joinGame,
newPlayer, viewGame, type Game } from '../game/engine';
import { defaultHarassWithdrawAllocation } from '../game/harass-withdraw';
import { stageEcazOccupyCard } from './fixture-ecaz-occupy';
import { NO_FIELD_HARASS, NO_FIELD_REINFORCEMENTS } from './fixture-no-field-reinforcements';
import { ecazOccupyRicheseFixture, finishOccupyRichese, nextOccupyRichese,
occupyRicheseSeat, openOccupyRichese } from './fixture-ecaz-occupy-richese';
/** Select the independent physical cards before the original Basic deal. */
function basicSetup(): Game {
const roster = ['ecaz', 'richese', 'guild', 'choam'] as const;
let game = createGame('BASICMIXEDCARDS', newPlayer(roster[0], roster[0], roster[0]),
false, ['ecaz', 'choam']);
for (const faction of roster.slice(1)) joinGame(game, newPlayer(faction, faction, faction));
for (let i = roster.length - 1; i >= 0; i--) {
if (viewGame(game, roster[i]).playerPositions[roster[i]] !== i + 1)
game = applyAction(game, roster[i], { type: 'seatPosition', position: i + 1 });
}
for (const player of game.players) game = applyAction(game, player.id, { type: 'ready' });
game.ecazTreachery = true;
const descriptor = Object.getOwnPropertyDescriptor(crypto, 'getRandomValues');
crypto.getRandomValues = <T extends ArrayBufferView | null>(array: T): T => {
assert.ok(array);
new Uint8Array(array.buffer, array.byteOffset, array.byteLength).fill(255);
return array;
};
try { return initializeEcazOccupyGameForAudit(game); }
finally {
if (descriptor) Object.defineProperty(crypto, 'getRandomValues', descriptor);
else Reflect.deleteProperty(crypto, 'getRandomValues');
}
}
/** Finish real post-reveal allocation and traitor opportunities. */
function finishBattle(state: Game, owner: string, opponent: string): Game {
let game = state;
for (let attempt = 0; attempt < 80; attempt++) {
if (game.response || game.phaseOpening) {
game = nextOccupyRichese(game);
continue;
}
if (game.decision?.kind === 'harassWithdraw') {
const decision = game.decision;
const allocation = viewGame(game, decision.player).battle?.harassAllocation;
assert.ok(allocation);
game = applyAction(game, decision.player, { type: 'decision', event: decision.event,
returns: defaultHarassWithdrawAllocation(allocation.context, allocation.dial, allocation.support) });
continue;
}
const battle = viewGame(game, owner).battle;
const voter = !game.decision && battle?.traitorVoters.find(id => !battle.traitorSubmitted.includes(id));
if (!voter) return finishOccupyRichese(game);
assert.ok(voter === owner || voter === opponent || game.players.some(player => player.id === voter));
game = applyAction(game, voter, { type: 'traitorCall', call: false });
}
throw Error('Basic mixed Occupy card battle did not finish its native decisions.');
}
for (const lead of ['ecaz', 'ally'] as const) {
void test(`Basic mixed Richese marker with ${lead} leading resolves both independent battle cards`, () => {
const source = ecazOccupyRicheseFixture({ initial: basicSetup(), advanced: false,
allyFaction: 'richese', opponentFaction: 'guild', marker: 3,
mixedRicheseForces: 2, richeseReserves: 8 });
assert.equal(source.initial.advanced, false);
assert.equal(source.initial.ecazTreachery, true);
const owner = lead === 'ecaz' ? source.ecaz : source.richese;
// Conserved staging: return dealt faces to their actual deck, then give
// the lead the two original physical cards before choosing the battle lead.
for (const seat of source.game.players) {
source.game.deck.push(...seat.hand);
seat.hand = [];
}
stageEcazOccupyCard(source.game, owner, card => card.id === NO_FIELD_HARASS);
stageEcazOccupyCard(source.game, owner, card => card.id === NO_FIELD_REINFORCEMENTS);
let game = openOccupyRichese(source, lead);
const original = structuredClone(game);
const offer = viewGame(game, owner).battle!;
assert.equal(offer.harassWithdraw?.blocked, null);
assert.equal(offer.reinforcements?.blocked, null);
const profile = offer.ecazOccupy!.profile;
assert.ok(profile);
assert.equal(profile.fixedEcazDial, 3);
const leader = occupyRicheseSeat(game, owner).leaders.filter(face => !face.dead && !face.usedAt)
.sort((a, b) => b.strength - a.strength || a.id.localeCompare(b.id))[0];
const enemy = occupyRicheseSeat(game, source.opponent).leaders.filter(face => !face.dead && !face.usedAt)
.sort((a, b) => a.strength - b.strength || a.id.localeCompare(b.id))[0];
assert.ok(leader && enemy);
const marker = structuredClone(occupyRicheseSeat(game, source.richese).noField);
game = applyAction(game, owner, { type: 'battlePlan', dial: 6, support: 0,
leader: leader.id, weapon: NO_FIELD_REINFORCEMENTS, defense: NO_FIELD_HARASS });
assert.deepEqual(occupyRicheseSeat(game, source.richese).noField, marker);
assert.equal(occupyRicheseSeat(game, source.richese).reserves, 8);
game = applyAction(game, source.opponent, { type: 'battlePlan', dial: 0, support: 0, leader: enemy.id });
assert.equal(game.battle?.revealed, true);
assert.equal(occupyRicheseSeat(game, source.richese).noField!.deployed, null);
assert.equal(occupyRicheseSeat(game, source.richese).forces[source.location], 5);
assert.equal(occupyRicheseSeat(game, source.richese).reserves, 5);
game = finishBattle(game, owner, source.opponent);
assert.equal(game.lastBattleContext?.result, 'normal');
assert.equal(game.lastBattleContext?.winner, owner);
const ecaz = occupyRicheseSeat(game, source.ecaz);
const richese = occupyRicheseSeat(game, source.richese);
const returned = 2;
assert.equal(occupyRicheseSeat(game, owner).reserves,
occupyRicheseSeat(original, owner).reserves - (lead === 'ally' ? 3 : 0) - 3 + returned);
assert.equal(ecaz.tanks - occupyRicheseSeat(original, source.ecaz).tanks, 3 + (lead === 'ecaz' ? 3 : 0));
assert.equal(richese.tanks - occupyRicheseSeat(original, source.richese).tanks, 3 + (lead === 'ally' ? 3 : 0));
assert.equal(ecaz.forces[source.location] ?? 0, lead === 'ecaz' ? 0 : 2);
assert.equal(richese.forces[source.location] ?? 0, lead === 'ally' ? 0 : 2);
for (const card of [NO_FIELD_REINFORCEMENTS, NO_FIELD_HARASS])
assert.equal(game.discard.filter(face => face.id === card).length, 1);
});
}
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import assert from 'node:assert/strict';
import test from 'node:test';
import { kullDefaultEligible, kullDefaultProfile, type KullDefaultProfile } from '../game/kull-default-profile';
import { nativeFactionTechProfile } from '../game/faction-module-profile';
const lobby: KullDefaultProfile = {
status: 'lobby', advanced: false, expansions: ['choam', 'ix'],
@@ -65,6 +66,24 @@ void test('public eligibility does not change when the host chooses an opt-out',
assert.equal(kullDefaultEligible({ ...lobby, lobbyOptions: selectedOn }), true);
});
void test('Basic Tech Kull has a narrow three-to-six-seat CHOAM and classic roster', () => {
const tech = { ...lobby, players: [{ faction: 'choam' }, { faction: 'atreides' }, { faction: 'guild' }], techTokens: {} };
assert.equal(kullDefaultEligible(tech), true);
assert.equal(nativeFactionTechProfile({ ...tech, kullPreview: true }), true);
for (const variant of [
{ players: tech.players.slice(0, 2) },
{ players: [{ faction: 'choam' }, { faction: 'ixians' }, { faction: 'guild' }] },
{ expansions: ['ix', 'choam', 'ecaz'] },
{ lobbyOptions: { ecazTreachery: true } },
{ lobbyModules: { ecazTreachery: true } },
{ homeworlds: {} }, { nexusCards: {} }, { leaderSkills: {} }, { advanced: true },
]) assert.equal(kullDefaultEligible({ ...tech, ...variant }), false);
assert.equal(nativeFactionTechProfile({ ...tech, kullPreview: true, sandtrout: true }), false);
assert.equal(nativeFactionTechProfile({ ...tech, kullPreview: true, ecazTreachery: true }), false);
assert.equal(nativeFactionTechProfile({ ...tech, kullPreview: true, advanced: true }), false);
assert.equal(nativeFactionTechProfile({ ...tech, kullPreview: true }, true), false);
});
void test('profile reads only public faction and configuration data, never hidden hands or spice', () => {
const player = { faction: 'choam', get hand() { throw Error('private hand read'); },
get spice() { throw Error('private spice read'); } };
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import test from 'node:test';
import assert from 'node:assert/strict';
import { applyAction, createGame, joinGame, newPlayer, viewGame, type Game } from '../game/engine';
import { botActions } from '../game/bots';
import { DIFFICULTIES } from '../game/bot-profiles';
import { ownedTech, TECH_TOKENS } from '../game/tech-tokens';
import { defaultKullInventory } from './fixture-default-choam-kull';
import { kullPurposeClean, nextKullPurposeStep } from './fixture-kull-purpose';
const player = (game: Game, id: string) => {
const result = game.players.find(seat => seat.id === id);
assert.ok(result);
return result;
};
const held = (game: Game, id: string, card: string) =>
player(game, id).hand.some(item => item.id === card);
/** Continue actual setup, first Storm, auctions and turns. Tech's public choice
* takes priority; the existing native driver handles the remaining decisions. */
function advance(game: Game, until: (game: Game) => boolean) {
for (let count = 0; count < 1600; count++) {
if (until(game)) return game;
assert.notEqual(game.status, 'finished');
const decision = game.decision;
const step = !game.phaseOpening && !game.response && decision?.kind === 'techToken'
? { actor: decision.player, action: { type: 'decision' as const, token: decision.choices[0] } }
: nextKullPurposeStep(game);
assert.ok(step, 'Native setup or turn requires a legal next action');
game = applyAction(game, step.actor, step.action);
}
throw new Error('Native Tech/Kull programme did not reach its boundary');
}
/** Three-seat, public Basic setup and native actions throughout. Only unopened
* starting-deck order and one safe unopened Spice card are selected. No played
* game hands, wallets, Tech ownership, phases or turn order are staged. */
function fixture() {
let game = createGame('KULLTECH', newPlayer('choam', 'CHOAM', 'choam'), false, ['choam', 'ix']);
for (const faction of ['emperor', 'guild'] as const)
joinGame(game, newPlayer(faction, faction, faction));
game = applyAction(game, 'choam', { type: 'techTokens', enabled: true });
assert.equal(viewGame(game, 'choam').lobbyModules?.kullDefault, true);
assert.equal(viewGame(game, 'choam').lobbyModules?.kullPreview, true);
for (const seat of game.players) game = applyAction(game, seat.id, { type: 'ready' });
game = applyAction(game, 'choam', { type: 'start' });
assert.equal(game.status, 'setup');
assert.equal(game.kullPreview, true);
assert.ok(game.techTokens);
assert.ok(game.players.every(seat => seat.hand.length === 0));
const cards = defaultKullInventory(game);
const selected: Game['deck'] = [];
for (const kind of ['kull', 'karama', 'karama']) {
const index = game.deck.findIndex(card => kind === 'kull' ? card.id === 'ix-kull-wahad' : card.effect === 'karama');
assert.ok(index >= 0);
selected.push(game.deck.splice(index, 1)[0]);
}
game.deck.unshift(...selected);
const [kull, karama, counter] = selected.map(card => card.id);
game = advance(game, state => state.status === 'playing');
assert.ok(held(game, 'choam', kull));
assert.ok(held(game, 'emperor', karama));
assert.ok(held(game, 'guild', counter));
const safe = game.spiceDeck.findIndex(card => 'territory' in card && !card.discovery);
assert.ok(safe >= 0);
game.spiceDeck.unshift(game.spiceDeck.splice(safe, 1)[0]);
game = advance(game, state => state.phase === 5 && state.active === 'emperor' && kullPurposeClean(state));
const owners = TECH_TOKENS.map(token => game.techTokens![token.id].owner);
assert.equal(new Set(owners).size, 3, 'The real first Storm assigned all three physical Tech tokens');
assert.ok(owners.every(id => game.players.some(seat => seat.id === id)));
assert.deepEqual(defaultKullInventory(game), cards);
return { game, cards, kull, karama, counter, tech: structuredClone(game.techTokens!) };
}
type Fixture = ReturnType<typeof fixture>;
function offer(f: Fixture) {
const game = applyAction(f.game, 'emperor', {
type: 'card', mode: 'shipment', card: f.karama, target: 'emperor',
});
assert.equal(game.pendingKull?.stage, 'offer');
assert.ok(held(game, 'emperor', f.karama));
assert.deepEqual(game.techTokens, f.tech);
const reaction = viewGame(game, 'choam').kullReaction;
assert.ok(reaction?.plays.some(play => play.source === 'printed' && play.card.id === f.kull && !play.blocked));
return game;
}
function declare(f: Fixture, game: Game) {
const reaction = viewGame(game, 'choam').kullReaction;
assert.ok(reaction);
return applyAction(game, 'choam', { type: 'kullDecision', event: reaction.event, source: 'printed', card: f.kull });
}
function shipAndCheckTech(game: Game, f: Fixture) {
const before = player(game, 'emperor');
const reserves = before.reserves;
const owner = game.techTokens!.heighliners.owner!;
const existing = game.techTokens!.heighliners.triggeredTurn === game.turn;
const expectedSpice = existing ? game.techTokens!.heighliners.spice : ownedTech(game.techTokens, owner).length;
game = applyAction(game, 'emperor', { type: 'ship', territory: 'arrakeen', sector: 10, amount: 1 });
game = advance(game, state => kullPurposeClean(state));
assert.equal(player(game, 'emperor').reserves, reserves - 1);
assert.equal(game.techTokens!.heighliners.owner, owner);
assert.equal(game.techTokens!.heighliners.spice, expectedSpice);
assert.equal(game.techTokens!.heighliners.triggeredTurn, game.turn);
assert.deepEqual(defaultKullInventory(game), f.cards);
}
void test('fresh Basic Tech selection keeps the default Kull offer and four legal bot responses', () => {
const f = fixture(), pending = offer(f);
for (const difficulty of DIFFICULTIES) {
const view = viewGame(pending, 'choam');
view.players.find(seat => seat.id === 'choam')!.bot = difficulty;
const action = botActions(view)[0];
assert.ok(action, difficulty);
assert.equal(action.type, 'kullDecision');
assert.doesNotThrow(() => applyAction(pending, 'choam', action));
}
});
void test('the host can opt out of default Kull in a fresh Tech lobby', () => {
let game = createGame('KULLTECHOFF', newPlayer('choam', 'CHOAM', 'choam'), false, ['choam', 'ix']);
for (const faction of ['emperor', 'guild'] as const)
joinGame(game, newPlayer(faction, faction, faction));
game = applyAction(game, 'choam', { type: 'techTokens', enabled: true });
game = applyAction(game, 'choam', { type: 'moduleOption', module: 'kullPreview', enabled: false });
assert.equal(viewGame(game, 'choam').lobbyModules?.kullPreview, false);
for (const seat of game.players) game = applyAction(game, seat.id, { type: 'ready' });
game = applyAction(game, 'choam', { type: 'start' });
assert.equal(game.kullPreview ?? false, false);
assert.ok(game.techTokens);
});
void test('declining Kull resumes the original Karama and an actual Tech-bearing shipment', () => {
const f = fixture(), pending = offer(f);
let game = applyAction(pending, 'choam', { type: 'kullDecision', event: pending.pendingKull!.event, decline: true });
game = advance(game, kullPurposeClean);
assert.equal(game.karamaShipping?.owner, 'emperor');
assert.ok(held(game, 'choam', f.kull));
assert.equal(game.discard.filter(card => card.id === f.karama).length, 1);
assert.deepEqual(game.techTokens, f.tech);
shipAndCheckTech(game, f);
});
void test('successful Kull retains the attempted Karama and an ordinary shipment still earns Tech income', () => {
const f = fixture();
const game = advance(declare(f, offer(f)), kullPurposeClean);
assert.equal(game.karamaShipping, null);
assert.ok(held(game, 'emperor', f.karama));
assert.equal(game.discard.filter(card => card.id === f.kull).length, 1);
assert.ok(viewGame(game, 'emperor').karamaBlocked);
assert.deepEqual(game.techTokens, f.tech);
shipAndCheckTech(game, f);
});
void test('a distinct Karama counters Kull without replacing Tech custody or the original shipment', () => {
const f = fixture(), pending = declare(f, offer(f));
assert.ok(viewGame(pending, 'guild').responseControls?.cancelCards.includes(f.counter));
let game = applyAction(pending, 'guild', { type: 'card', mode: 'cancel', card: f.counter });
game = advance(game, kullPurposeClean);
assert.equal(game.karamaShipping?.owner, 'emperor');
assert.ok(held(game, 'choam', f.kull));
assert.equal(game.discard.filter(card => card.id === f.karama).length, 1);
assert.equal(game.discard.filter(card => card.id === f.counter).length, 1);
assert.deepEqual(game.techTokens, f.tech);
shipAndCheckTech(game, f);
});