Restore safe Duke grants in early legacy games
Verify and publish checkpoint container / container (push) Successful in 10m31s
Verify and publish checkpoint container / container (push) Successful in 10m31s
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import assert from 'node:assert/strict';
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import test from 'node:test';
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import { applyAction, createGame, joinGame, newPlayer, normalizeAutomaticGame, viewGame, type Action, type Game } from '../game/engine';
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import { acquireDuke, captureDuke } from '../game/duke-vidal';
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import { actDukeAmbassador, advanceDukeAmbassador, dukeAmbassadorClean } from './fixture-duke-ambassador';
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/** Actual Advanced setup and Harkonnen arrival, with only the unopened Spice
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* cards and the existing fixture's scalar lotteries controlled. */
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function initialArrival(): Game {
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let game = createGame('LEGACYINITIALDUKE', newPlayer('ecaz', 'Ecaz', 'ecaz'), true, ['ecaz']);
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joinGame(game, newPlayer('harkonnen', 'Harkonnen', 'harkonnen'));
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joinGame(game, newPlayer('guild', 'Guild', 'guild'));
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const act = (actor: string, action: Action) => { game = actDukeAmbassador(game, actor, action); };
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const reach = (until: (state: Game) => boolean) => { game = advanceDukeAmbassador(game, until); };
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for (const player of game.players) act(player.id, { type: 'ready' });
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act(game.host, { type: 'start', advancedPreview: true });
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reach(state => state.status === 'playing');
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const token = game.ecazAmbassadors!.tokens.find(item => item.effect === 'ecaz');
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assert.ok(token && token.zone === 'supply');
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for (const position of [0, 1]) {
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const index = game.spiceDeck.findIndex((card, i) => i >= position && 'territory' in card && !card.discovery);
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assert.ok(index >= position);
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[game.spiceDeck[position], game.spiceDeck[index]] = [game.spiceDeck[index], game.spiceDeck[position]];
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}
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reach(state => state.phase === 4 && !state.response && state.decision?.kind === 'ecazPlacement');
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act('ecaz', { type: 'decision', token: token.id, territory: 'arrakeen' });
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reach(state => state.phase === 4 && !state.response && state.decision?.kind === 'ecazPlacement');
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act('ecaz', { type: 'decision', decline: true });
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reach(state => state.phase === 5 && state.active === 'harkonnen' && dukeAmbassadorClean(state));
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act('harkonnen', { type: 'ship', amount: 1, territory: 'arrakeen', sector: 10 });
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reach(state => !state.response && state.pendingAmbassador?.stage === 'offer');
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assert.equal(game.turn, 1);
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assert.equal(game.pendingAmbassador!.token, token.id);
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assert.equal(game.dukeCaptureUncertain, false);
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delete game.dukeCaptureUncertain; // The only change simulates an older saved game.
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return game;
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}
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void test('an unstamped first-turn Advanced arrival allows the Duke and stamps only an accepted action', () => {
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const game = initialArrival();
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const original = structuredClone(game);
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assert.equal(viewGame(game, 'ecaz').ambassadorEntry?.dukeAcquisition?.blocked, null);
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assert.deepEqual(game, original, 'Viewing a legacy save does not mutate it');
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assert.throws(() => applyAction(game, 'guild', { type: 'decision', event: game.pendingAmbassador!.event,
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trigger: true, beneficiary: 'ecaz', choice: 'duke' }));
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assert.deepEqual(game, original, 'A rejected action leaves both state and marker unchanged');
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const after = applyAction(game, 'ecaz', { type: 'decision', event: game.pendingAmbassador!.event,
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trigger: true, beneficiary: 'ecaz', choice: 'duke' });
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assert.equal(after.dukeCaptureUncertain, false);
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assert.deepEqual([after.dukeVidal?.controller, after.dukeVidal?.source], ['ecaz', 'ecaz']);
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assert.deepEqual(game, original, 'Applying an action leaves the input snapshot intact');
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});
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void test('automatic continuation records first-turn public proof without mutating the source', () => {
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const game = initialArrival();
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const original = structuredClone(game);
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const after = normalizeAutomaticGame(game);
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assert.equal(after.dukeCaptureUncertain, false);
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assert.deepEqual(game, original);
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});
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void test('unstamped later games uniformly guard publicly equivalent Duke custody', () => {
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const first = initialArrival();
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for (const boundary of [{ turn: 1, phase: 6 }, { turn: 2, phase: 5 }]) {
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const free = structuredClone(first);
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Object.assign(free, boundary);
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const prior = acquireDuke(free.dukeVidal!, 'guild', free.turn, 'ecaz');
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free.dukeVidal = prior;
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const captured = structuredClone(free);
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captured.dukeVidal = captureDuke(prior, 'harkonnen', 'guild', free.turn, 'carthag');
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const freeEntry = viewGame(free, 'ecaz').ambassadorEntry;
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const capturedEntry = viewGame(captured, 'ecaz').ambassadorEntry;
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assert.ok(freeEntry && capturedEntry);
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assert.deepEqual(capturedEntry, freeEntry);
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assert.ok(freeEntry.dukeAcquisition?.blocked, 'Unknown past capture stays uniformly guarded');
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for (const game of [free, captured]) {
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const original = structuredClone(game);
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assert.throws(() => applyAction(game, 'ecaz', { type: 'decision', event: game.pendingAmbassador!.event,
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trigger: true, beneficiary: 'ecaz', choice: 'duke' }));
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assert.deepEqual(game, original);
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}
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}
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});
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