Announce leaderless Basic battle plans
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@@ -17,6 +17,17 @@ open mode gates.
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## Current checkpoint and work
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**Basic leaderless battle announcement — 29 October. Prototyped / Partial.**
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The publisher's Basic rules require a player without a usable leader or Cheap
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Hero to announce it. New Basic plans now make that public when sealed; other
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plan details stay private until reveal. The five-file related batch passes 31
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cases, including real Basic battle actions with staged leader availability,
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Cheap Hero, rendered controls, saved announcement and four minimal bot plans;
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type checking, lint and production build pass. Already-sealed Basic plans in
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older saves do not acquire a new announcement. Sealing may occur after the
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opponent's plan, so earlier announcement timing and deployed acceptance remain
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open. [Source and scope](RULE_DECISIONS.md#basic-leaderless-battle-announcement--29-october-2026).
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**Basic Semuta after Ixian ally replacement with independent Ecaz cards —
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29 October. Prototyped / Partial.** The existing neutral private-discard offer
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now covers a supported paid ordinary Ixian ally replacement when the independent
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@@ -1,5 +1,17 @@
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# Rule decision index
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## Basic leaderless battle announcement — 29 October 2026
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The [publisher base rulebook, printed p. 10](https://www.gf9games.com/dunegame/wp-content/uploads/Dune-Rulebook.pdf)
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requires a player unable to play a leader or Cheap Hero to announce that fact.
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New Basic leaderless plans now publish the announcement when sealed, using the
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existing Advanced timing, while the rest of the plan stays private. Sealing is
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an online interpretation of the announcement timing; it may occur after the
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other player has already sealed, which remains an open timing limitation. An
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already-sealed Basic plan from an older save is not retroactively announced.
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[Runtime](../tests/basic-leaderless-announcement.test.ts) and
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[controls](../tests/basic-leaderless-announcement-controls.test.tsx).
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## Basic Semuta after Ixian ally replacement with independent cards — 29 October 2026
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The existing private Semuta exchange now applies to the discarded card from a
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+6
-2
@@ -983,6 +983,8 @@ export type Battle = {
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attacker: string;
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defender: string;
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plans: Record<string, Plan>;
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/** Basic declarations recorded only when a new leaderless plan is sealed. */
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basicLeaderlessAnnouncements?: string[];
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revealed: boolean;
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traitorCalls: Record<string, boolean>;
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traitorDecisionPromises?: TraitorDecisionPromise[];
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@@ -47147,8 +47149,10 @@ function applyActionInner(
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'Wait for the plan requested by special prescience.',
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);
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b.plans[id] = validatePlan(g, p, action);
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if (g.advanced && b.plans[id].leader === null)
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if (b.plans[id].leader === null) {
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if (!g.advanced) (b.basicLeaderlessAnnouncements ??= []).push(id);
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log(g, `${p.name} announced a Battle Plan without a leader or Cheap Hero; no battle cards can be played.`);
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}
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if (b.fullPlan?.target === id) {
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recordFullPlanInspection(g, b.fullPlan.owner);
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}
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@@ -49029,7 +49033,7 @@ export function viewGame(state: Game, id: string, now?: number) {
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submitted: Object.keys(b.plans),
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leaderless: g.advanced
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? Object.keys(b.plans).filter(playerId => b.plans[playerId].leader === null)
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: [],
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: (b.basicLeaderlessAnnouncements ?? []).filter(playerId => b.plans[playerId]?.leader === null),
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plans: b.revealed
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? b.plans
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: b.plans[id]
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+1
-1
@@ -2839,7 +2839,7 @@ export const RULE_TOPICS: RuleTopic[] = [
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summary: 'Build a legal combination and decide what to keep after winning.',
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steps: [
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'Choose one weapon, one defense, both, or neither. A worthless card can occupy a weapon or defense slot.',
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'Choose an available leader or Cheap Hero when required. Without either, battle cards cannot be played. In Advanced, sealing a legal leaderless plan announces that fact to the whole table before reveal; its dial, spice and other choices remain sealed. Refresh retains the same announcement without submitting another plan.',
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'Choose an available leader or Cheap Hero when required. Without either, battle cards cannot be played. In Basic and Advanced, sealing a legal leaderless plan announces that fact to the whole table before reveal; its dial, spice and other choices remain sealed. Refresh retains the same announcement without submitting another plan.',
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'On Arrakis, a surviving leader remains in its battle territory for the rest of the Battle phase. A later Lasgun–Shield explosion there also kills previously surviving leader discs still present, even if a different leader fights that later battle. The Basic application is provisional; a successful Traitor call prevents the explosion.',
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'A loser normally discards all played cards. If allied with Moritani and the battle has a winner, the defeated ally may retain one played card that a winner could keep. A winner may discard selected played cards; Cheap Heroes are discarded after use.',
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],
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@@ -0,0 +1,94 @@
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import assert from 'node:assert/strict';
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import test from 'node:test';
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import { readFileSync } from 'node:fs';
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import { registerHooks } from 'node:module';
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import { createElement } from 'react';
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import { renderToStaticMarkup } from 'react-dom/server';
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import { applyAction, viewGame, type Game } from '../game/engine';
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import { createBattleTerritoryExplosionFixture } from './fixture-battle-territory-explosion';
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const aliases = registerHooks({
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resolve(specifier, context, next) {
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return next(specifier === 'next/image' ? 'vinext/shims/image' :
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specifier === 'next/link' ? 'vinext/shims/link' : specifier, context);
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},
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load(url, context, next) {
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if (!url.endsWith('.module.css')) return next(url, context);
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const css = readFileSync(new URL(url), 'utf8');
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const classes = Object.fromEntries([...css.matchAll(/\.([a-zA-Z_][\w-]*)/g)].map(match => [match[1], match[1]]));
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return {format:'module', source:`export default ${JSON.stringify(classes)}`, shortCircuit:true};
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},
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});
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const { GameTable } = await import('../components/game-table');
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aliases.deregister();
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const render = (game: Game, actor: string, busy = false) =>
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renderToStaticMarkup(createElement(GameTable, {game:viewGame(game, actor), busy,
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send:async () => { assert.fail('Reading the announcement must not submit an action.'); }, onExit() {}}));
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/** Public Basic setup, native shipments and a completed first battle create
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* the real second Guild/Emperor fight. Stage only Guild's leader availability
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* and a conserved Hero hand transfer when needed for the paired control. */
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function ready(cheapHero: boolean) {
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const f = createBattleTerritoryExplosionFixture({advanced:false});
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const game = structuredClone(f.game);
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assert.equal(game.advanced,false); assert.ok(game.battle && !game.battle.revealed);
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assert.deepEqual(new Set([game.battle.attacker,game.battle.defender]),new Set(['guild','emperor']));
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const guild = game.players.find(player => player.id === 'guild'); assert.ok(guild);
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// These living discs were already used in another territory; no deaths or
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// replacements are fabricated. The first real battle remains in history.
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for (const leader of guild.leaders) leader.usedAt = 'carthag';
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if (cheapHero) {
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let hero = guild.hand.find(card => card.kind === 'hero');
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if (!hero) {
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for (const zone of [game.deck,game.discard,...game.players.filter(player => player.id !== 'guild').map(player => player.hand)]) {
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const index = zone.findIndex(card => card.kind === 'hero');
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if (index >= 0) { [hero] = zone.splice(index,1); guild.hand.push(hero); break; }
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}
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}
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assert.ok(hero,'One real physical Cheap Hero must be available');
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return {game, hero:hero.id};
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}
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// A real cheap hero held by Guild would make a null leader illegal; return
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// any such card to the original deck rather than deleting it.
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const heroes = guild.hand.filter(card => card.kind === 'hero');
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guild.hand = guild.hand.filter(card => card.kind !== 'hero');
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game.deck.push(...heroes);
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return {game,hero:null};
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}
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void test('a Basic sealed leaderless plan announces publicly and keeps the plan private across rendering and reload', () => {
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const f = ready(false);
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const game = applyAction(f.game,'guild',{type:'battlePlan',dial:1,support:0,leader:null,weapon:null,defense:null});
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assert.ok(game.battle && !game.battle.revealed);
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assert.deepEqual(game.battle.basicLeaderlessAnnouncements,['guild']);
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assert.equal(viewGame(game,'guild').battle!.plans.guild.dial,1);
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for (const id of ['emperor','atreides']) {
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const view = viewGame(game,id);
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assert.deepEqual(view.battle!.leaderless,['guild']);
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assert.deepEqual(view.battle!.plans,{});
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assert.deepEqual(view.battle!.cards,[]);
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for (const busy of [false,true]) {
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const html = render(game,id,busy);
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assert.match(html,/Guild announced a Battle Plan without a leader or Cheap Hero\./);
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assert.match(html,/No battle cards can be played; other plan choices remain sealed\./);
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}
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}
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const saved = JSON.stringify(game), restored = JSON.parse(saved) as Game;
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assert.deepEqual(viewGame(restored,'emperor').battle!.leaderless,['guild']);
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assert.match(render(restored,'atreides'),/Guild announced a Battle Plan without a leader or Cheap Hero\./);
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assert.equal(JSON.stringify(restored),saved);
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});
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void test('a real Cheap Hero plan does not announce the faction as leaderless', () => {
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const f = ready(true); assert.ok(f.hero);
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const game = applyAction(f.game,'guild',{type:'battlePlan',dial:1,support:0,leader:f.hero,weapon:null,defense:null});
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assert.ok(game.battle && !game.battle.revealed);
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assert.ok(!game.battle.basicLeaderlessAnnouncements?.includes('guild'));
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for (const id of ['emperor','atreides']) {
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const view = viewGame(game,id);
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assert.deepEqual(view.battle!.leaderless,[]);
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assert.deepEqual(view.battle!.plans,{});
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assert.deepEqual(view.battle!.cards,[]);
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assert.doesNotMatch(render(game,id),/Guild announced a Battle Plan without a leader or Cheap Hero/);
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}
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});
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@@ -0,0 +1,97 @@
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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, viewGame, type Action, type Game } from '../game/engine';
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import { botActions } from '../game/bots';
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import { DIFFICULTIES } from '../game/bot-profiles';
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import { createBattleTerritoryExplosionFixture } from './fixture-battle-territory-explosion';
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const act = (game: Game, id: string, action: Action) => applyAction(game, id, action);
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const seat = (game: Game, id: string) => {
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const player = game.players.find(row => row.id === id); assert.ok(player); return player;
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};
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const announce = (game: Game) => game.log.filter(entry => entry.text.includes('announced a Battle Plan without a leader or Cheap Hero'));
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const leaderless: Action = {type:'battlePlan', dial:0, support:0, leader:null, weapon:null, defense:null};
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/** Public three-seat Basic source plays both entries and the first battle, then
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* chooses the real second contest in Imperial Basin. Only the Emperor's five
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* leader-use locations are staged as previously used in another territory;
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* the actual second battle, dealt hands and all plans stay native. */
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function fixture() {
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const source = createBattleTerritoryExplosionFixture({advanced:false});
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const game = structuredClone(source.game);
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assert.equal(game.status, 'playing'); assert.equal(game.advanced, false);
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assert.equal(game.phase, 6); assert.ok(game.battle && !game.battle.revealed);
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assert.deepEqual([game.battle.attacker, game.battle.defender].sort(), ['emperor', 'guild']);
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assert.equal(seat(game, 'emperor').hand.some(card => card.kind === 'hero'), false);
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for (const leader of seat(game, 'emperor').leaders) leader.usedAt = 'carthag';
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return {game, source};
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}
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void test('Basic actual battle announces the newly sealed leaderless plan without exposing its dial or hand', () => {
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const f = fixture(), initial = f.game, beforeLogs = announce(initial).length;
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let game = act(initial, 'emperor', leaderless);
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assert.equal(game.battle?.revealed, false);
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assert.deepEqual(game.battle?.basicLeaderlessAnnouncements, ['emperor']);
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assert.equal(announce(game).length, beforeLogs + 1);
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for (const viewer of ['guild', 'atreides']) {
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const battle = viewGame(game, viewer).battle!;
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assert.deepEqual(battle.leaderless, ['emperor']);
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assert.deepEqual(battle.plans, {}); assert.deepEqual(battle.cards, []);
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}
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assert.equal(viewGame(game, 'emperor').battle!.plans.emperor.dial, 0);
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const saved = JSON.stringify(game); game = JSON.parse(saved);
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assert.deepEqual(viewGame(game, 'guild').battle!.leaderless, ['emperor']);
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assert.deepEqual(viewGame(game, 'atreides').battle!.plans, {});
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assert.equal(JSON.stringify(game), saved);
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assert.throws(() => act(game, 'emperor', leaderless));
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assert.equal(JSON.stringify(game), saved);
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game = act(game, 'guild', {type:'battlePlan', dial:0, support:0,
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leader:f.source.guildLeader, weapon:null, defense:null});
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assert.equal(game.battle?.revealed, true);
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assert.equal(announce(game).length, beforeLogs + 1);
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assert.deepEqual(viewGame(game, 'atreides').battle!.leaderless, ['emperor']);
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assert.equal(viewGame(game, 'atreides').battle!.plans.emperor.dial, 0);
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});
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void test('a held Cheap Hero prevents a Basic leaderless plan and its legal use does not announce one', () => {
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const {game} = fixture();
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const heroIndex = game.deck.findIndex(card => card.kind === 'hero'); assert.ok(heroIndex >= 0);
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const [hero] = game.deck.splice(heroIndex, 1); seat(game, 'emperor').hand.push(hero);
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const before = structuredClone(game), logs = announce(game).length;
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assert.throws(() => act(game, 'emperor', leaderless));
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assert.deepEqual(game, before);
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const planned = act(game, 'emperor', {...leaderless, leader:hero.id});
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assert.equal(announce(planned).length, logs);
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assert.deepEqual(viewGame(planned, 'guild').battle!.leaderless, []);
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assert.deepEqual(viewGame(planned, 'guild').battle!.plans, {});
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});
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void test('an already-sealed Basic legacy plan receives no synthetic announcement', () => {
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const {game} = fixture();
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// Explicit legacy supplement: install the plan format an older save could
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// contain, without the new announcement receipt or a historical log entry.
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game.battle!.plans.emperor = {dial:0, support:0, leader:null, weapon:null, defense:null};
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const saved = JSON.stringify(game);
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assert.equal(game.battle!.basicLeaderlessAnnouncements, undefined);
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assert.deepEqual(viewGame(game, 'guild').battle!.leaderless, []);
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assert.deepEqual(viewGame(game, 'atreides').battle!.plans, {});
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assert.equal(JSON.stringify(game), saved);
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const restored: Game = JSON.parse(saved);
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assert.deepEqual(viewGame(restored, 'guild').battle!.leaderless, []);
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assert.equal(announce(restored).length, announce(game).length);
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});
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void test('all four minimal bot profiles seal a legal Basic leaderless plan and announce it', () => {
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const {game} = fixture();
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for (const difficulty of DIFFICULTIES) {
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const view = viewGame(game, 'emperor');
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view.players.find(player => player.id === 'emperor')!.bot = difficulty;
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const actions = botActions(view).filter(action => action.type === 'battlePlan');
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assert.ok(actions.length > 0, `${difficulty} must offer a legal plan`);
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const next = act(structuredClone(game), 'emperor', actions[0]);
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assert.equal(next.battle!.plans.emperor.leader, null);
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assert.equal(next.battle!.plans.emperor.weapon, null);
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assert.equal(next.battle!.plans.emperor.defense, null);
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assert.deepEqual(viewGame(next, 'guild').battle!.leaderless, ['emperor']);
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}
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});
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