Connect Semuta in Discovery and Skills games
Verify and publish checkpoint container / container (push) Successful in 11m5s

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Quintine committed 2026-10-30 17:56:08 +11:00
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import assert from 'node:assert/strict';
import test from 'node:test';
import { applyAction, viewGame, type Game } from '../game/engine';
import { botActions } from '../game/bots';
import { DIFFICULTIES } from '../game/bot-profiles';
import { TERRITORIES } from '../game/board';
import { botGroundMoveAllowed, groundMoveRouteDistance } from '../game/bot-mobility';
import { SEMUTA_DRUG_ID } from '../game/semuta-drug';
import { basicSemutaAmbassadorInventory as inventory } from './fixture-basic-semuta-ambassador';
import { advanceSelectedIndependentNexus } from './fixture-selected-independent-nexus-cards';
import { selectedDiscoverySkillsStart, advanceDiscoverySkillsBlow } from './selected-discovery-skills-fixture';
function player(game: Game, id: string) {
const seat = game.players.find(row => row.id === id); assert.ok(seat); return seat;
}
const clean = (g: Game) => !g.phaseOpening && !g.response && !g.decision &&
!g.truthtrance && !g.pendingTreacheryDiscard;
/** Public mixed selected-deck start with real training, Discovery blow and
* Movement. Only unopened Spice order and conserved card custody are staged. */
function fixture(advanced: boolean) {
const started = selectedDiscoverySkillsStart({advanced,
factions:['richese', 'ecaz', 'ixians', 'atreides']});
assert.equal(started.setup.semutaPreview, true);
assert.ok(started.game.leaderSkills && started.game.discoveries);
let game = advanceDiscoverySkillsBlow(started.game, started.actions);
game = advanceSelectedIndependentNexus(game,
state => state.phase === 5 && state.active === 'atreides' && clean(state), started.actions);
const beforeInventory = inventory(game);
const give = (id: string, match: (card: Game['deck'][number]) => boolean) => {
const target = player(game, id);
const zones = [game.deck, game.discard, game.richeseCache!, ...game.players.map(row => row.hand)];
const source = zones.find(zone => zone.some(match)); assert.ok(source);
const [card] = source.splice(source.findIndex(match), 1);
if (target.hand.length >= 4) source.push(target.hand.pop()!);
target.hand.push(card);
return card.id;
};
give('richese', card => card.id === SEMUTA_DRUG_ID);
const hajr = give('atreides', card => card.effect === 'hajr');
assert.deepEqual(inventory(game), beforeInventory);
if (advanced) {
// The Advanced face requires an actual shipment followed by movement.
game = applyAction(game, 'atreides', {type:'ship', territory:'polar_sink', sector:0,
amount:1, elite:0, allyPayment:0});
game = advanceSelectedIndependentNexus(game,
state => state.phase === 5 && state.active === 'atreides' && clean(state), started.actions);
const own = viewGame(game, 'atreides'), seat = own.players.find(row => row.id === 'atreides'); assert.ok(seat);
const from = 'polar_sink:0';
const destination = TERRITORIES.filter(place => place.type === 'sand' &&
!game.players.some(row => Object.keys(row.forces).some(key => key.startsWith(`${place.id}:`))) &&
!Object.keys(game.spice).some(key => key.startsWith(`${place.id}:`) && game.spice[key] > 0))
.flatMap(place => place.sectors.map(sector => ({territory:place.id, sector})))
.find(place => groundMoveRouteDistance(own, seat, from, `${place.territory}:${place.sector}`) === 1 &&
botGroundMoveAllowed(own, seat, from, `${place.territory}:${place.sector}`, 0));
assert.ok(destination);
game = applyAction(game, 'atreides', {type:'move', from, ...destination, amount:1, elite:0});
game = advanceSelectedIndependentNexus(game,
state => state.phase === 5 && state.active === 'atreides' && clean(state), started.actions);
assert.equal(player(game, 'atreides').hajrWindow?.turn, game.turn);
}
return {game, hajr, beforeInventory};
}
for (const advanced of [false, true]) void test(
`${advanced ? 'Advanced' : 'Basic'} mixed Discovery Skills supports an original Hajr Semuta claim or pass`, () => {
const f = fixture(advanced);
const prior = structuredClone(f.game);
const pending = applyAction(prior, 'atreides', {type:'card', card:f.hajr});
assert.equal(pending.pendingTreacheryDiscard?.batch.cause, 'ordinary:hajr');
assert.equal(pending.pendingTreacheryDiscard?.reaction?.stage, 'offer');
const event = pending.pendingTreacheryDiscard!.batch.event;
const ownerView = viewGame(pending, 'richese');
assert.equal(ownerView.semutaReaction?.canCommit, true);
for (const difficulty of DIFFICULTIES) {
const view = viewGame(pending, 'richese');
view.players.find(row => row.id === 'richese')!.bot = difficulty;
const action = botActions(view).find(row => row.type === 'semutaCommit' || row.type === 'semutaPass');
assert.ok(action, difficulty);
assert.doesNotThrow(() => applyAction(pending, 'richese', action), difficulty);
}
for (const claim of [false, true]) {
let next = structuredClone(pending);
if (claim) next = applyAction(next, 'richese', {type:'semutaCommit', event});
else for (const seat of next.players) next = applyAction(next, seat.id, {type:'semutaPass', event});
if (next.pendingTreacheryDiscard?.reaction?.stage === 'select')
next = applyAction(next, 'richese', {type:'semutaSelect', event, card:f.hajr});
assert.equal(next.pendingTreacheryDiscard, null);
assert.equal(next.active, 'atreides');
assert.ok(next.hajr.includes('atreides'));
assert.equal(player(next, 'richese').hand.some(card => card.id === f.hajr), claim);
assert.equal(next.discard.some(card => card.id === SEMUTA_DRUG_ID), claim);
assert.deepEqual(inventory(next), f.beforeInventory);
}
});
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import assert from 'node:assert/strict';
import { createGame, joinGame, newPlayer, type Action, type Game } from '../game/engine';
import { placeAmbassador } from '../game/ecaz-ambassadors';
import { placeTerror } from '../game/moritani-terror';
import { actBasicSemutaAmbassador as act, basicSemutaAmbassadorClean as clean,
basicSemutaAmbassadorPlayer as player, nextBasicSemutaAmbassadorStep } from './fixture-basic-semuta-ambassador';
import { nextPairedChoamSkillsStep } from './fixture-paired-choam-nexus-skills';
import { nextRicheseStrongholdsNativeStep } from './fixture-richese-strongholds';
export { act, clean, player };
/** Real public mixed-family setup and skills training. Only unopened Spice
* order and original Ambassador/Terror placements are controlled. */
export function semutaDiscoverySkillsOverlapFixture(advanced: boolean) {
let game = createGame('SEMUTADISCOVERYSKILLSOVERLAP', newPlayer('ecaz', 'Ecaz', 'ecaz'), advanced,
['ecaz', 'ix', 'choam']);
for (const faction of ['moritani', 'ixians', 'richese', 'guild'] as const)
joinGame(game, newPlayer(faction, faction, faction));
game = act(game, 'ecaz', {type:'moduleOption', module:'discoveries', enabled:true});
game = act(game, 'ecaz', {type:'moduleOption', module:'leaderSkills', enabled:true});
for (const seat of game.players) game = act(game, seat.id, {type:'ready'});
const lobby = structuredClone(game);
game = act(game, 'ecaz', {type:'start', ...(advanced ? {advancedPreview:true} : {})});
const setup = structuredClone(game);
const advance = (initial: Game, until: (state: Game) => boolean) => {
let state = initial;
for (let count = 0; count < 1800; count++) {
if (until(state)) return state;
assert.notEqual(state.status, 'finished');
const step = state.status === 'setup' && state.setupStage === 'leaderSkills'
? nextPairedChoamSkillsStep(state) : !state.response && !state.phaseOpening &&
state.decision?.kind === 'richeseCache'
? nextRicheseStrongholdsNativeStep(state) : nextBasicSemutaAmbassadorStep(state);
assert.ok(step, `No original continuation at ${state.status}/${state.phase}/${state.decision?.kind}`);
state = act(state, step.actor, step.action);
}
throw Error('The mixed Discovery/Skills game did not reach its requested boundary');
};
game = advance(game, state => state.status === 'playing');
assert.equal(game.leaderSkills?.assignments.length, game.players.length);
assert.ok(game.discoveries && game.ecazAmbassadors && game.moritaniTerror);
assert.equal(game.semutaPreview, true);
assert.ok(!game.nexusCards && !game.ecazTreachery);
for (const position of advanced ? [0, 1] : [0]) {
const index = game.spiceDeck.findIndex((card, i) => i >= position && 'territory' in card &&
(position === 0 ? card.discovery === 'discovery-hagga-basin' : !card.discovery));
assert.ok(index >= position);
[game.spiceDeck[position], game.spiceDeck[index]] = [game.spiceDeck[index], game.spiceDeck[position]];
}
game = advance(game, state => state.turn === 1 && state.phase === 5 && state.active === 'guild' && clean(state));
const beforeMarkers = structuredClone(game);
const token = game.ecazAmbassadors!.tokens.find(row => row.effect === 'ecaz' && row.zone === 'supply');
const terror = game.moritaniTerror!.tokens.find(row => row.kind === 'robbery' && row.status === 'available');
assert.ok(token && terror);
const destination = 'habbanya_ridge_sietch', sector = 17;
game.ecazAmbassadors = placeAmbassador(game.ecazAmbassadors!, token.id, {
turn:game.turn, availableSpice:player(game,'ecaz').spice,
destination:{id:destination,stronghold:true,inStorm:false,allowed:true},
}).state;
game.moritaniTerror = placeTerror(game.moritaniTerror!, terror.id, destination, game.turn);
const shipment: Action = {type:'ship', territory:destination, sector, amount:1, elite:0, allyPayment:0};
return {game, lobby, setup, beforeMarkers, destination, sector, token:token.id,
terror:terror.id, shipment, advance};
}
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import assert from 'node:assert/strict';
import test from 'node:test';
import { viewGame } from '../game/engine';
import { botActions } from '../game/bots';
import { DIFFICULTIES } from '../game/bot-profiles';
import { act, player, semutaDiscoverySkillsOverlapFixture } from './semuta-discovery-skills-overlap-fixture';
for (const advanced of [false, true]) void test(
`${advanced ? 'Advanced' : 'Basic'} mixed Semuta, Discovery and Skills retain the original Ecaz/Moritani arrival`, () => {
const f = semutaDiscoverySkillsOverlapFixture(advanced);
assert.equal(f.lobby.discoveryEnabled, true);
assert.ok(f.setup.discoveries && f.setup.leaderSkills && f.setup.semutaPreview);
assert.equal(f.game.leaderSkills!.assignments.length, f.game.players.length);
assert.ok(f.beforeMarkers.spiceDiscard.flat().some(card =>
'territory' in card && card.discovery === 'discovery-hagga-basin'));
assert.equal(f.beforeMarkers.discoveries!.tokens.filter(token => token.status === 'placed').length, 1);
assert.ok(!f.game.nexusCards && !f.game.ecazTreachery);
assert.equal(f.game.semutaPreview, true);
const moritaniSpice = player(f.game, 'moritani').spice;
const duke = structuredClone(f.game.dukeVidal!.leader);
let game = act(f.game, 'guild', f.shipment);
game = f.advance(game, state => !!state.pendingArrivalOverlap);
const afterShipment = player(game, 'guild').spice;
const stolen = Math.ceil(afterShipment / 2);
assert.equal(player(game, 'guild').forces[`${f.destination}:${f.sector}`], 1);
const first = game.pendingArrivalOverlap!.first;
const responder = first === 'ambassador' ? 'ecaz' : 'moritani';
for (const difficulty of DIFFICULTIES) {
const view = viewGame(game, responder);
view.players.find(row => row.id === responder)!.bot = difficulty;
const choice = botActions(view)[0]; assert.ok(choice, difficulty);
assert.doesNotThrow(() => act(game, responder, choice), difficulty);
}
const ambassador = () => {
const entry = game.pendingAmbassador; assert.ok(entry);
assert.equal(entry.token, f.token);
game = act(game, 'ecaz', {type:'decision', event:entry.event, trigger:true, beneficiary:'ecaz', choice:'duke'});
};
const robbery = () => {
assert.equal(game.pendingTerrorEntry?.token, f.terror);
game = act(game, 'moritani', {type:'decision', reveal:true});
game = act(game, 'moritani', {type:'decision', choice:'spice'});
};
if (first === 'ambassador') { ambassador(); robbery(); }
else { robbery(); ambassador(); }
assert.equal(game.pendingArrivalOverlap ?? null, null);
assert.equal(game.pendingAmbassador ?? null, null);
assert.equal(game.pendingTerrorEntry ?? null, null);
assert.equal(player(game, 'guild').spice, afterShipment - stolen);
assert.equal(player(game, 'moritani').spice, moritaniSpice + stolen);
assert.equal(player(game, 'guild').forces[`${f.destination}:${f.sector}`], 1);
assert.equal(game.moritaniTerror!.tokens.find(row => row.id === f.terror)?.status, 'removed');
assert.equal(game.ecazAmbassadors!.tokens.find(row => row.id === f.token)?.zone, 'supply');
assert.deepEqual([game.dukeVidal?.controller, game.dukeVidal?.source], ['ecaz', 'ecaz']);
assert.deepEqual(game.dukeVidal?.leader, duke);
assert.equal(game.leaderSkills!.assignments.length, game.players.length);
},
);
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import assert from 'node:assert/strict';
import test from 'node:test';
import { applyAction, viewGame, type Game } from '../game/engine';
import { botActions } from '../game/bots';
import { DIFFICULTIES } from '../game/bot-profiles';
import { DISCOVERY_CARD_PLACEMENTS, validateDiscoveryState } from '../game/discoveries';
import { discoveryStormActions } from '../game/discovery-storm-options';
import { validateLeaderSkills } from '../game/leader-skills';
import { SEMUTA_DRUG_ID } from '../game/semuta-drug';
import { selectedDiscoverySkillsStart } from './selected-discovery-skills-fixture';
import { advanceTestingStationContest } from './fixture-testing-station-contest';
import { moveSemutaEmperorCard } from './fixture-semuta-emperor-share';
import { reactSemutaSpecial } from './fixture-semuta-special-karama';
const SAPHO = 'richese-juice-of-sapho';
const STATION = 'ecological-testing-station';
const cards = (game: Game) => [...game.deck, ...game.discard, ...(game.richeseCache ?? []),
...(game.richeseRemoved ?? []), ...game.players.flatMap(player => player.hand)].map(card => card.id).sort();
function player(game: Game, id: string) {
const seat = game.players.find(candidate => candidate.id === id);
assert.ok(seat); return seat;
}
/** Public lobby, original native setup and all14 training. The rare revealed
* Station, physical occupants and the two singleton cards are staged by
* conserved transfers; the ordinary first Storm opens the real priority. */
function fixture(advanced: boolean, mixed: boolean) {
const started = selectedDiscoverySkillsStart({advanced,
factions: mixed ? ['richese', 'ixians', 'atreides', 'emperor'] : ['richese', 'atreides', 'emperor'],
expansions: mixed ? ['choam', 'ix', 'ecaz'] : ['choam']});
let game = started.game;
assert.equal(game.semutaPreview, true, 'The public Discovery/Skills start must enable the connected Semuta reaction');
assert.equal(game.leaderSkills!.assignments.length, game.players.length);
validateLeaderSkills(game.leaderSkills!, game.players);
assert.ok(!game.nexusCards && !game.ecazTreachery);
const inventory = cards(game);
for (const seat of game.players) game.deck.push(...seat.hand.splice(0));
const token = game.discoveries!.tokens.find(candidate => candidate.face === STATION);
assert.ok(token && token.status === 'supply');
const position = Object.values(DISCOVERY_CARD_PLACEMENTS).find(candidate => candidate.type === token.type);
assert.ok(position);
Object.assign(token, {status:'placed', territory:position.territory, sector:position.sector, revealedTurn:game.turn});
validateDiscoveryState(game.discoveries!);
for (const id of ['atreides', 'emperor']) {
const seat = player(game, id); assert.ok(seat.reserves > 0);
seat.reserves--; seat.forces[`${STATION}:0`] = (seat.forces[`${STATION}:0`] ?? 0) + 1;
}
moveSemutaEmperorCard(game, SEMUTA_DRUG_ID, 'richese');
game = advanceTestingStationContest(game, state => !!state.saphoStationPriority &&
state.decision?.kind === 'ecologicalStorm');
const order = game.ecologicalStorm!.queue!.order;
assert.equal(order.length, 2);
const holder = order[1];
moveSemutaEmperorCard(game, SAPHO, holder);
assert.deepEqual(cards(game), inventory);
return {game, holder, first:order[0], order:[...order], inventory};
}
for (const advanced of [false, true]) for (const mixed of [false, true])
for (const claim of [false, true]) void test(
`${advanced ? 'Advanced' : 'Basic'} ${mixed ? 'mixed' : 'CHOAM'} Discovery/Skills restores Station after Semuta ${claim ? 'claim' : 'pass'}`, () => {
const f = fixture(advanced, mixed);
let game = f.game;
const priority = game.saphoStationPriority!;
game = applyAction(game, f.first, {type:'saphoStationPass', event:priority.event});
const option = viewGame(game, f.holder).saphoOptions.find(row => row.scope === 'testingStation' && row.mode === 'first');
assert.ok(option);
game = applyAction(game, f.holder, {type:'card', card:SAPHO, scope:option.scope, event:option.event, mode:option.mode});
assert.ok(!game.saphoStationPriority);
assert.equal(game.pendingTreacheryDiscard?.batch.cause, 'sapho:station');
assert.equal(game.pendingTreacheryDiscard?.continuation.kind, 'saphoStationDiscard');
assert.deepEqual(game.ecologicalStorm?.queue?.order, [...f.order].reverse());
assert.equal(game.ecologicalStorm?.queue?.choices.length, 0);
for (const difficulty of DIFFICULTIES) {
const view = viewGame(game, 'richese');
view.players.find(seat => seat.id === 'richese')!.bot = difficulty;
const action = botActions(view).find(row => row.type === 'semutaCommit' || row.type === 'semutaPass');
assert.ok(action, difficulty);
assert.doesNotThrow(() => applyAction(game, 'richese', action));
}
game = reactSemutaSpecial(game, 'richese', claim);
assert.equal(game.pendingTreacheryDiscard, null);
assert.equal(game.decision?.kind, 'ecologicalStorm');
assert.equal(game.decision?.player, f.holder);
assert.equal(player(game, 'richese').hand.some(card => card.id === SAPHO), claim);
assert.equal(player(game, 'richese').hand.some(card => card.id === SEMUTA_DRUG_ID), !claim);
for (let i = 0; i < 2; i++) {
const owner = game.ecologicalStorm!.owner;
const action = discoveryStormActions(viewGame(game, owner)).find(choice => choice.delta === 0);
assert.ok(action);
game = applyAction(game, owner, action);
}
assert.equal(game.ecologicalStorm?.stage, 'complete');
assert.equal(game.ecologicalStorm.queue?.choices.length, 2);
if (mixed) {
// A real first Storm with Ixians must place the HMS before Spice Blow.
const decision = game.decision;
assert.ok(decision?.kind === 'mobileStronghold' && decision.placement);
game = applyAction(game, decision.player, {type:'decision', location:'polar_sink:0'});
assert.equal(game.mobileStronghold?.location, 'polar_sink:0');
}
assert.equal(game.phase, 1);
assert.deepEqual(cards(game), f.inventory);
validateLeaderSkills(game.leaderSkills!, game.players);
validateDiscoveryState(game.discoveries!);
});
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import assert from 'node:assert/strict';
import test from 'node:test';
import { applyAction, viewGame, type Game } from '../game/engine';
import { botActions } from '../game/bots';
import { DIFFICULTIES } from '../game/bot-profiles';
import { SEMUTA_DRUG_ID } from '../game/semuta-drug';
import { semutaSkillsInventory } from './fixture-semuta-skills';
import { finishOriginalTruthQuestions, finishTruthOrder } from './fixture-sapho-truth-order';
import { selectedDiscoverySkillsStart, advanceDiscoverySkillsBlow } from './selected-discovery-skills-fixture';
const SAPHO = 'richese-juice-of-sapho';
const seat = (game: Game, id: string) => {
const player = game.players.find(row => row.id === id); assert.ok(player); return player;
};
/** Real public mixed-deck setup, training and Discovery blow. Reorder only
* unopened Spice Cards and conserve every physical Treachery Card while
* staging the two simultaneous question holders and Sapho/Semuta custody. */
function fixture(advanced: boolean) {
const started = selectedDiscoverySkillsStart({advanced,
factions:['richese', 'ecaz', 'atreides', 'emperor']});
assert.equal(started.setup.semutaPreview, true);
assert.ok(started.game.leaderSkills && started.game.discoveries);
let game = advanceDiscoverySkillsBlow(started.game, started.actions);
const inventory = semutaSkillsInventory(game);
for (const player of game.players) game.deck.push(...player.hand.splice(0));
const give = (id: string, identity: string) => {
const zones = [game.deck, game.discard, game.richeseCache!, ...game.players.map(row => row.hand)];
const source = zones.find(zone => zone.some(card => card.id === identity || card.effect === identity));
assert.ok(source, `Missing original ${identity}`);
const [card] = source.splice(source.findIndex(row => row.id === identity || row.effect === identity), 1);
seat(game, id).hand.push(card);
return card.id;
};
const ordered = game.order.filter(id => id === 'atreides' || id === 'emperor');
assert.equal(ordered.length, 2);
const [other, holder] = ordered;
give('richese', SEMUTA_DRUG_ID);
give(holder, SAPHO);
const truth = give(holder, 'truthtrance'), otherTruth = give(other, 'truthtrance');
assert.deepEqual(semutaSkillsInventory(game), inventory);
const parent = {turn:game.turn, phase:game.phase, active:game.active,
order:[...game.order], movementRemaining:structuredClone(game.movementRemaining)};
for (const [id, card] of [[holder, truth], [other, otherTruth]])
game = applyAction(game, id, {type:'card', card});
while (game.truthtrance?.stage === 'priority') {
const actor = game.players.find(row => !game.truthtrance!.passed.includes(row.id)); assert.ok(actor);
game = applyAction(game, actor.id, {type:'truthPass'});
}
assert.equal(game.truthtrance?.stage, 'order');
return {game, holder, parent, inventory};
}
for (const advanced of [false, true]) void test(
`${advanced ? 'Advanced' : 'Basic'} mixed Discovery Skills preserves Sapho Truth-order through Semuta`, () => {
const f = fixture(advanced), frame = f.game.truthtrance!.order!;
assert.ok(viewGame(f.game, f.holder).saphoTruthOrderChoices.some(choice => choice.card === SAPHO && choice.mode === 'first'));
const pending = applyAction(f.game, f.holder, {type:'saphoTruthOrder', event:frame.event,
revision:frame.revision, card:SAPHO, mode:'first'});
assert.equal(pending.pendingTreacheryDiscard?.continuation.kind, 'saphoTruthOrderDiscard');
assert.equal(pending.pendingTreacheryDiscard?.reaction?.stage, 'offer');
assert.equal(pending.truthtrance, null);
const event = pending.pendingTreacheryDiscard!.batch.event;
for (const difficulty of DIFFICULTIES) {
const view = viewGame(pending, 'richese');
view.players.find(row => row.id === 'richese')!.bot = difficulty;
const action = botActions(view).find(row => row.type === 'semutaCommit' || row.type === 'semutaPass');
assert.ok(action, difficulty);
assert.doesNotThrow(() => applyAction(pending, 'richese', action), difficulty);
}
for (const claim of [false, true]) {
let game = structuredClone(pending);
if (claim) game = applyAction(game, 'richese', {type:'semutaCommit', event});
else for (const player of game.players) game = applyAction(game, player.id, {type:'semutaPass', event});
if (game.pendingTreacheryDiscard?.reaction?.stage === 'select')
game = applyAction(game, 'richese', {type:'semutaSelect', event, card:SAPHO});
assert.equal(game.pendingTreacheryDiscard, null);
assert.equal(seat(game, 'richese').hand.some(card => card.id === SAPHO), claim);
assert.equal(seat(game, 'richese').hand.some(card => card.id === SEMUTA_DRUG_ID), !claim);
game = finishTruthOrder(game);
assert.equal(game.truthtrance!.queue[0].player, f.holder);
assert.deepEqual(game.order, f.parent.order);
assert.equal(game.turn, f.parent.turn); assert.equal(game.phase, f.parent.phase);
assert.equal(game.active, f.parent.active);
assert.deepEqual(game.movementRemaining, f.parent.movementRemaining);
game = finishOriginalTruthQuestions(game);
assert.equal(game.truthtrance, null);
assert.deepEqual(semutaSkillsInventory(game), f.inventory);
}
});