Extend Advanced Semuta to CHOAM and Residual Poison
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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, 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 { SEMUTA_DRUG_ID } from '../game/semuta-drug';
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import { nextRicheseStrongholdsNativeStep } from './fixture-richese-strongholds';
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import { basicSemutaAmbassadorInventory as inventory, basicSemutaAmbassadorPlayer as seat } from './fixture-basic-semuta-ambassador';
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import { moveSemutaEmperorCard } from './fixture-semuta-emperor-share';
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type Kind = 'sale' | 'kulon' | 'laLaLa' | 'baliset' | 'gamont' | 'jubba';
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const names: Record<Kind, string> = {sale:'Baliset',kulon:'Kulon',laLaLa:'La La La',
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baliset:'Baliset',gamont:'Trip to Gamont',jubba:'Jubba Cloak'};
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const act = (game: Game, actor: string, action: Action) => applyAction(game, actor, action);
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/** Native public Advanced setup; the relevant physical cards and later
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* phase/board position are explicitly staged. The power, cancellation queue,
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* payment, Semuta and continuation are all original actions. */
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function fixture(kind: Kind) {
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let game = createGame('ADVSEMUTACHOAM', newPlayer('c','CHOAM','choam'), true, ['choam']);
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for (const faction of ['richese','atreides'] as const)
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joinGame(game,newPlayer(faction,faction,faction));
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for (const p of game.players) game = act(game,p.id,{type:'ready'});
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game = act(game,'c',{type:'start',advancedPreview:true});
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assert.equal(game.status,'setup'); assert.equal(game.semutaAdvancedOrdinaryPreview,true);
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for (let n=0; game.status==='setup' && n<160; n++) {
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const next = nextRicheseStrongholdsNativeStep(game); assert.ok(next);
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game = act(game,next.actor,next.action);
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}
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assert.equal(game.status,'playing');
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const cards = inventory(game);
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const card = [game.deck,game.discard,game.richeseCache!,...game.players.map(p=>p.hand)]
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.flat().find(item=>item.name===names[kind]); assert.ok(card);
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moveSemutaEmperorCard(game,SEMUTA_DRUG_ID,'richese');
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moveSemutaEmperorCard(game,card.id,'c');
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assert.deepEqual(inventory(game),cards);
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if (kind==='sale') {
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for (let n=0;game.decision?.kind!=='choamMarket' && n<160;n++) {
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const next=nextRicheseStrongholdsNativeStep(game); assert.ok(next);
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game=act(game,next.actor,next.action);
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}
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assert.equal(game.decision?.kind,'choamMarket');
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return {game, card:card.id, cards, action:{type:'decision',mode:'sell',card:card.id} as Action};
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}
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for (const p of game.players) {
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p.reserves += Object.values(p.forces).reduce((sum,n)=>sum+n,0);
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p.forces={};
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}
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seat(game,'c').reserves--;seat(game,'c').forces['red_chasm:7']=1;
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seat(game,'atreides').reserves--;seat(game,'atreides').forces['imperial_basin:10']=1;
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Object.assign(game,{turn:2,phase:kind==='laLaLa'?4:kind==='gamont'?8:kind==='jubba'?0:5,
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storm:6,active:'c',ready:[],response:null,decision:null,phaseOpening:null,
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choamMarket:null,movementRemaining:['c','richese','atreides']});
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for (const p of game.players) {p.shipped=false;p.moved=0;}
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if (kind==='jubba') {
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game.stormPending=1;
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game.stormResolution={from:6,distance:1,traversed:0,pending:[]};
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game.decision={kind:'choamStorm',player:'c',
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territories:[{territory:'red_chasm',amount:1,sectors:[7]}],protected:[]};
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}
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const selection: Partial<Record<'target'|'territory'|'from'|'elite',string|number>> =
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kind==='laLaLa' ? {target:'atreides'} : kind==='baliset' ? {target:'atreides',territory:'red_chasm'} :
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kind==='gamont' ? {target:'atreides',from:'imperial_basin:10',elite:0} :
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kind==='jubba' ? {territory:'red_chasm'} : {};
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return {game,card:card.id,cards,action:{type:'card',mode:'choam',card:card.id,...selection} as Action};
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}
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function offer(f: ReturnType<typeof fixture>) {
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let game=act(f.game,'c',f.action);
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for (let n=0;game.response && n<32;n++) {
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const p=game.players.find(row=>!game.response!.passed.includes(row.id));assert.ok(p);
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game=act(game,p.id,{type:'passResponse'});
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}
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assert.equal(game.response??null,null);
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return game;
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}
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for (const kind of ['sale','kulon','laLaLa','baliset','gamont','jubba'] as const)
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for (const claim of [false,true]) void test(`Advanced public CHOAM ${kind}: Semuta ${claim?'claim':'pass'} preserves the printed effect`,()=>{
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const f=fixture(kind), before=structuredClone(f.game), pending=offer(f);
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assert.deepEqual(f.game,before);
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const batch=pending.pendingTreacheryDiscard; assert.ok(batch?.reaction);
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assert.equal(batch.reaction.stage,'offer');
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assert.deepEqual(batch.batch.entries.map(entry=>entry.card.id),[f.card]);
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assert.equal(viewGame(pending,'richese').semutaReaction?.canCommit,true);
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assert.deepEqual(viewGame(pending,'richese').semutaReaction?.candidates,[]);
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assert.equal(viewGame(pending,'atreides').semutaReaction?.canCommit,false);
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assert.deepEqual(viewGame(pending,'atreides').semutaReaction?.candidates,[]);
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if (kind==='sale') assert.equal(seat(pending,'c').spice,seat(f.game,'c').spice+2);
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if (kind==='kulon') for (const difficulty of DIFFICULTIES) {
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const view=viewGame(pending,'richese');view.players.find(p=>p.id==='richese')!.bot=difficulty;
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assert.ok(botActions(view).some(action=>action.type==='semutaCommit'||action.type==='semutaPass'));
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}
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const event=batch.batch.event;
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let done=pending;
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if (claim) {
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done=act(done,'richese',{type:'semutaCommit',event});
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if(done.pendingTreacheryDiscard?.reaction?.stage==='select')
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done=act(done,'richese',{type:'semutaSelect',event,card:f.card});
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} else for (const p of pending.players) done=act(done,p.id,{type:'semutaPass',event});
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assert.equal(done.pendingTreacheryDiscard,null);
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assert.equal(seat(done,'richese').hand.some(card=>card.id===f.card),claim);
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assert.equal(done.discard.some(card=>card.id===f.card),!claim);
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assert.equal(done.discard.some(card=>card.id===SEMUTA_DRUG_ID),claim);
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assert.deepEqual(inventory(done),f.cards);
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if (kind==='sale') {
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assert.equal(seat(done,'c').spice,seat(f.game,'c').spice+2);
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assert.equal(done.decision?.kind,'choamMarket');
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} else if (kind==='kulon') assert.equal(viewGame(done,'c').choamMovementBonus,1);
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else if (kind==='laLaLa') assert.equal(viewGame(done,'atreides').revival.freeBlocked,true);
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else if (kind==='baliset') assert.ok(viewGame(done,'atreides').balisetRestrictions.some(row=>row.territory==='red_chasm'));
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else if (kind==='gamont') {
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assert.equal(seat(done,'atreides').reserves,seat(f.game,'atreides').reserves+1);
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assert.equal(seat(done,'atreides').forces['imperial_basin:10']??0,0);
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} else assert.equal(seat(done,'c').forces['red_chasm:7'],1);
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assert.throws(()=>act(done,'richese',{type:'semutaCommit',event}));
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});
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@@ -34,7 +34,7 @@ void test('public Advanced Richese setup displays the limited ordinary Semuta no
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const html = renderToStaticMarkup(createElement(GameTable, {
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game:view, busy:false, send:async () => {}, onExit() {},
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}));
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assert.match(html, /Advanced Semuta preview: supported Hajr, Ghola, Harvester, Weather Control, completed Box, Distrans and simple Truthtrance discards can be claimed/);
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assert.match(html, /Advanced Semuta preview: supported Hajr, Ghola, Harvester, Weather Control, completed Box, Distrans, simple Truthtrance, Residual Poison and CHOAM sale or Worthless discards can be claimed/);
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assert.match(html, /supported battle cleanup/);
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assert.match(html, /Other discard opportunities remain unfinished/);
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assert.doesNotMatch(html, /Semuta Drug development preview/);
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@@ -0,0 +1,144 @@
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import assert from 'node:assert/strict';
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import test from 'node:test';
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import { botActions } from '../game/bots';
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import { DIFFICULTIES } from '../game/bot-profiles';
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import { applyAction, createGame, joinGame, newPlayer, viewGame, type Action, type Game } from '../game/engine';
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import { SEMUTA_DRUG_ID } from '../game/semuta-drug';
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import { nextRicheseStrongholdsNativeStep } from './fixture-richese-strongholds';
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const act = (game: Game, id: string, action: Action) => applyAction(game, id, action);
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const player = (game: Game, id: string) => game.players.find(seat => seat.id === id)!;
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function inventory(game: Game): string[] {
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const cards = [game.deck, game.discard, game.richeseCache ?? [], game.richeseRemoved ?? [],
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...game.players.map(seat => seat.hand)].flat().map(card => card.id).sort();
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assert.equal(new Set(cards).size, cards.length);
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return cards;
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}
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/** A genuine Advanced public start followed by native setup. Only the later
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* card custody, board counters and battle phase are staged; Poison, readiness,
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* Semuta and battle resolution use the actual actions. */
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function fixture() {
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let game = createGame('ADVSEMUTARESIDUAL', newPlayer('e', 'Emperor', 'emperor'), true, ['choam']);
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for (const [id, faction] of [['a', 'atreides'], ['r', 'richese'], ['g', 'guild']] as const)
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joinGame(game, newPlayer(id, faction, faction));
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for (const seat of game.players) game = act(game, seat.id, {type:'ready'});
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game = act(game, 'e', {type:'start', advancedPreview:true});
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assert.equal(game.semutaAdvancedOrdinaryPreview, true);
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assert.equal(game.semutaPreview, undefined);
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for (let count = 0; game.status === 'setup' && count < 150; count++) {
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const next = nextRicheseStrongholdsNativeStep(game); assert.ok(next);
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game = act(game, next.actor, next.action);
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}
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assert.equal(game.status, 'playing');
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const original = inventory(game);
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for (const seat of game.players) game.deck.push(...seat.hand.splice(0));
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const take = (predicate: (card: Game['deck'][number]) => boolean) => {
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for (const zone of [game.deck, game.discard, game.richeseCache!]) {
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const index = zone.findIndex(predicate);
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if (index >= 0) return zone.splice(index, 1)[0];
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}
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throw Error('Missing an original physical card.');
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};
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const poison = take(card => card.effect === 'residualPoison');
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const semuta = take(card => card.id === SEMUTA_DRUG_ID);
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player(game, 'e').hand.push(poison);
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player(game, 'g').hand.push(semuta);
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for (const id of ['e', 'a']) {
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const seat = player(game, id);
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seat.reserves += Object.values(seat.forces).reduce((total, amount) => total + amount, 0);
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seat.forces = {};
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if (seat.elites) {
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seat.elites.reserves += Object.values(seat.elites.forces).reduce((total, amount) => total + amount, 0);
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seat.elites.forces = {};
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}
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seat.reserves -= 3;
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seat.forces['red_chasm:7'] = 3;
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}
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Object.assign(game, {turn:2, phase:6, storm:18, active:'e', order:['e','a','r','g'],
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ready:[], response:null, decision:null, phaseOpening:null, battle:null, movementRemaining:[]});
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assert.deepEqual(inventory(game), original);
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game = act(game, 'e', {type:'chooseBattle', territory:'red_chasm', target:'a'});
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for (let count = 0; count < 80; count++) {
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if (game.battle?.preLeader && !game.battle.preLeader.closed && !game.response &&
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!game.decision && !game.phaseOpening && !game.battle.preparation) break;
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if (game.response) {
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const next = game.players.find(seat => !game.response!.passed.includes(seat.id)); assert.ok(next);
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game = act(game, next.id, {type:'passResponse'});
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} else if (game.decision?.kind === 'fullPlanOffer') {
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game = act(game, game.decision.player, {type:'decision', decline:true});
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} else if (game.battle?.preparation) {
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game = act(game, game.battle.preparation.owner, {type:'declineBattlePower'});
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} else {
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const next = nextRicheseStrongholdsNativeStep(game); assert.ok(next);
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game = act(game, next.actor, next.action);
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}
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}
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assert.ok(game.battle?.preLeader && !game.battle.preLeader.closed);
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const quote = viewGame(game, 'e').residualPoison;
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assert.ok(quote && !quote.blocked && quote.event && quote.target);
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return {game, poison:poison.id, event:game.battle.event!, original,
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action:{type:'card', card:poison.id, target:quote.target, event:quote.event} as Action};
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}
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function finishBattle(state: Game): Game {
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let game = state;
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const battleEvent = game.battle!.event!;
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for (const id of ['e', 'a']) if (!game.battle!.preLeader!.ready.includes(id))
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game = act(game, id, {type:'battlePreparationReady', event:battleEvent});
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const emperor = player(game, 'e').leaders.filter(leader => !leader.dead && !leader.usedAt)
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.sort((a, b) => b.strength - a.strength)[0]!;
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const atreides = player(game, 'a').leaders.filter(leader => !leader.dead && !leader.usedAt)
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.sort((a, b) => a.strength - b.strength)[0]!;
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game = act(game, 'e', {type:'battlePlan', dial:3, support:3, leader:emperor.id, weapon:null, defense:null});
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game = act(game, 'a', {type:'battlePlan', dial:0, support:0, leader:atreides.id, weapon:null, defense:null});
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for (let count = 0; count < 400 && !(game.phase >= 7 && !game.response && !game.decision && !game.phaseOpening); count++) {
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const next = nextRicheseStrongholdsNativeStep(game); assert.ok(next);
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game = act(game, next.actor, next.action);
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}
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assert.ok(game.phase >= 7 && !game.response && !game.decision && !game.phaseOpening);
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return game;
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}
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for (const ready of ['owner', 'opponent'] as const) for (const claim of [false, true])
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void test(`Advanced public Residual Poison ${ready}-ready Semuta ${claim ? 'claim' : 'pass'} resumes battle`, () => {
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const f = fixture(), readyPlayer = ready === 'owner' ? 'e' : 'a';
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let game = act(f.game, readyPlayer, {type:'battlePreparationReady', event:f.event});
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const before = structuredClone(game);
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const dead = new Set(player(game, 'a').leaders.filter(leader => leader.dead).map(leader => leader.id));
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game = act(game, 'e', f.action);
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const pending = game.pendingTreacheryDiscard; assert.ok(pending?.reaction);
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assert.equal(pending.continuation.kind, 'residualPoisonDiscard');
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assert.deepEqual(pending.batch.entries.map(entry => [entry.card.id, entry.discardedBy, entry.publicFace]),
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[[f.poison, 'e', true]]);
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assert.deepEqual(game.battle!.preLeader!.ready, [readyPlayer]);
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const victims = player(game, 'a').leaders.filter(leader => leader.dead && !dead.has(leader.id));
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assert.equal(victims.length, 1);
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for (const difficulty of DIFFICULTIES) {
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const botGame = structuredClone(game);
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player(botGame, 'g').bot = difficulty;
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const action = botActions(viewGame(botGame, 'g')).find(candidate =>
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candidate.type === 'semutaCommit' || candidate.type === 'semutaPass');
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assert.ok(action, difficulty);
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assert.doesNotThrow(() => act(botGame, 'g', action), difficulty);
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}
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const event = pending.batch.event;
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if (claim) {
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game = act(game, 'g', {type:'semutaCommit', event});
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if (game.pendingTreacheryDiscard?.reaction?.stage === 'select')
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game = act(game, 'g', {type:'semutaSelect', event, card:f.poison});
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} else for (const seat of game.players) game = act(game, seat.id, {type:'semutaPass', event});
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assert.equal(game.pendingTreacheryDiscard, null);
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assert.deepEqual(game.battle!.preLeader!.ready, ready === 'owner' ? [] : ['a']);
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assert.deepEqual(game.battle!.plans, before.battle!.plans);
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assert.equal(player(game, 'a').leaders.find(leader => leader.id === victims[0].id)?.dead, true);
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assert.equal(player(game, 'g').hand.some(card => card.id === f.poison), claim);
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assert.equal(game.discard.some(card => card.id === SEMUTA_DRUG_ID), claim);
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assert.equal(game.discard.some(card => card.id === f.poison), !claim);
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assert.deepEqual(inventory(game), f.original);
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assert.throws(() => act(game, 'g', {type:'semutaCommit', event}));
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game = finishBattle(game);
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assert.equal(player(game, 'a').leaders.find(leader => leader.id === victims[0].id)?.dead, true);
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assert.deepEqual(inventory(game), f.original);
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});
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