Prototype Semuta after Recruits in Basic play
Verify and publish checkpoint container / container (push) Successful in 10m20s

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Quintine committed 2026-10-28 22:19:12 +11:00
1 parent 0e9209531a
commit 1ba942138d
9 files changed
+311 -18

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@@ -27,9 +27,13 @@ for (const { label, options } of CONFIGURATIONS) {
const fixture = createRecruitsModulesFixture(options);
const ordinary = new Map(fixture.game.players.map(player =>
[player.id, viewGame(fixture.game, player.id).revival.freeRemaining]));
const original = structuredClone(fixture.game);
const original = fixture.game.revivalOrder
? advanceRecruitsModules(structuredClone(fixture.game), state => state.phase === 4 &&
state.revivalOrder?.remaining[0] === fixture.owner && recruitsModulesClean(state))
: structuredClone(fixture.game);
const beforeRejected = structuredClone(original);
assert.throws(() => applyAction(original, fixture.owner, fixture.revivalAction));
assert.deepEqual(original, fixture.game, 'The old three-force allowance cannot consume these counters');
assert.deepEqual(original, beforeRejected, 'The old three-force allowance cannot consume these counters');
const activated = applyAction(fixture.game, fixture.owner, fixture.playAction);
assert.equal(activated.discard.filter(card => card.id === RECRUITS_CARD_ID).length, 1);
@@ -40,8 +44,19 @@ for (const { label, options } of CONFIGURATIONS) {
assert.equal(rate?.freeRate, Math.min(2 * ordinary.get(player.id)!, 7),
'Every seat retains its own doubled current rate');
}
const before = recruitsModulesPlayer(activated, fixture.owner);
const returned = applyAction(activated, fixture.owner, fixture.revivalAction);
let returned = activated;
let before: ReturnType<typeof recruitsModulesPlayer> | undefined;
let afterOwner: ReturnType<typeof recruitsModulesPlayer> | undefined;
let opponentReturned: typeof returned | undefined;
for (const step of fixture.revivalSteps) {
if (step.actor === fixture.owner && step.action.type === 'revive')
before = structuredClone(recruitsModulesPlayer(returned, fixture.owner));
returned = applyAction(returned, step.actor, step.action);
if (step.actor === fixture.owner && step.action.type === 'revive')
afterOwner = structuredClone(recruitsModulesPlayer(returned, fixture.owner));
if (step.actor === fixture.opponent && step.action.type === 'revive') opponentReturned = structuredClone(returned);
}
assert.ok(before && afterOwner && opponentReturned);
const owner = recruitsModulesPlayer(returned, fixture.owner);
assert.equal(owner.revived, fixture.amount);
assert.equal(owner.freeForcesRevived, fixture.doubled.freeRate);
@@ -52,14 +67,13 @@ for (const { label, options } of CONFIGURATIONS) {
const accrual = ownedTech(returned.techTokens!, fixture.owner).length;
assert.equal(returned.techTokens!.axlotl.spice, accrual);
const second = applyAction(returned, fixture.opponent, fixture.secondRevivalAction);
assert.equal(recruitsModulesPlayer(second, fixture.opponent).freeForcesRevived, 1);
assert.equal(second.techTokens!.axlotl.spice, accrual,
'A second actual free revival does not repeat income');
assert.equal(recruitsModulesPlayer(second, fixture.owner).spice, owner.spice,
assert.equal(recruitsModulesPlayer(opponentReturned, fixture.opponent).freeForcesRevived, 1);
assert.equal(opponentReturned.techTokens!.axlotl.spice, accrual,
'Both actual free revivals share one phase income');
assert.equal(owner.spice, afterOwner.spice,
'Neither free return collects the pending income');
const settled = advanceRecruitsModules(second, state => state.phase === 5 && recruitsModulesClean(state));
const settled = advanceRecruitsModules(returned, state => state.phase === 5 && recruitsModulesClean(state));
assert.equal(recruitsModulesPlayer(settled, fixture.owner).spice, owner.spice + accrual,
'The phase boundary pays the original held income exactly once');
assert.equal(settled.techTokens!.axlotl.spice, 0);