Connect physical Jacurutu allocation and cumulative station choices
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import assert from 'node:assert/strict';
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import {
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applyAction,
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createGame,
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initializeDiscoveryGameForAudit,
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joinGame,
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newPlayer,
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viewGame,
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type Action,
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type Game,
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} from '../game/engine';
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import { fighterCount } from '../game/advisors';
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import { DISCOVERY_CARD_PLACEMENTS, type DiscoveryTokenFace } from '../game/discoveries';
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import { discoveryStormActions } from '../game/discovery-storm-options';
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import { PLAYER_CIRCLE_SECTORS } from '../game/player-positions';
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import { nextSpiceBankerIncomeNativeStep } from './fixture-spice-banker-income';
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export type TestingStationContestStep = { actor: string; action: Action };
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export type TestingStationContestFixture = {
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initial: Game;
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setup: Game;
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afterSetup: Game;
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/** Natural turn-3 Storm phase with two actual occupants and the ordinary source. */
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game: Game;
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/** The same turn-3 Storm phase before any dial, card or ready: the ordinary window. */
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beforeStorm: Game;
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actions: TestingStationContestStep[];
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staging: string[];
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owner: string;
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second: string;
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token: string;
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parent: string;
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parentSector: number;
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source: { turn: number; kind: string; distance: number };
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/** The two occupants in original storm order. */
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order: [string, string];
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event: string;
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};
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const STATION = 'ecological-testing-station';
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/** Printed player-circle storm order for the board's current storm position. */
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export function testingStationStormOrder(
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game: Game,
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ids: readonly string[],
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): string[] {
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const distance = (id: string) =>
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(PLAYER_CIRCLE_SECTORS[game.playerPositions![id] - 1] - game.storm + 18) %
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18 || 18;
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return [...ids].sort((a, b) => distance(a) - distance(b));
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}
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export function testingStationOccupants(game: Game): string[] {
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return game.order.filter((id) => {
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const player = game.players.find((candidate) => candidate.id === id);
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return !!player && fighterCount(player, STATION) > 0;
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});
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}
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const clean = (game: Game) =>
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!game.response && !game.phaseOpening && !game.decision;
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/** Real native continuations; only the target turn-three station window stays open. */
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export function nextTestingStationContestStep(
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game: Game,
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): TestingStationContestStep | null {
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if (game.status === 'finished') return null;
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if (game.decision?.kind === 'ecologicalStorm') {
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if (game.turn >= 3) return null;
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const actor = game.decision.player;
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const action = discoveryStormActions(viewGame(game,actor)).find(choice => choice.delta === 0);
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assert.ok(action, 'Earlier natural station opportunities must preserve the ordinary distance.');
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return {actor,action};
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}
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if (game.decision?.kind === 'discoveryEntry') {
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const decision = game.decision;
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const offer = viewGame(game, decision.player).discoveryEntry;
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return {
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actor: decision.player,
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action:
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offer && !offer.blocked && offer.sources.length
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? {
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type: 'decision',
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event: decision.event,
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accept: true,
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groups: offer.sources,
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}
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: { type: 'decision', event: decision.event, accept: false },
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};
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}
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// Optional native offers stay declined so no unrelated ride, Ambassador or
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// Battle can change the two-occupant board under audit.
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if (game.decision?.kind === 'wormRide')
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return { actor: game.decision.player, action: { type: 'decision', accept: false } };
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if (
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game.decision?.kind === 'ecazPlacement' ||
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game.decision?.kind === 'ecazAmbassador'
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)
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return { actor: game.decision.player, action: { type: 'decision', decline: true } };
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return nextSpiceBankerIncomeNativeStep(game);
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}
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function step(
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game: Game,
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actions?: TestingStationContestStep[],
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): Game {
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const next = nextTestingStationContestStep(game);
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assert.ok(
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next,
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`Original Discovery/Ecaz continuation stopped at ${game.status}/${game.turn}/${game.phase}/${game.decision?.kind}`,
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);
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actions?.push(structuredClone(next));
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return applyAction(game, next.actor, next.action);
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}
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export function advanceTestingStationContest(
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state: Game,
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until: (game: Game) => boolean,
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actions?: TestingStationContestStep[],
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): Game {
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let game = state;
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for (let n = 0; n < 2600; n++) {
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if (until(game)) return game;
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assert.notEqual(game.status, 'finished');
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game = step(game, actions);
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}
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throw Error('Original Discovery/Ecaz chronology did not reach its boundary.');
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}
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/** Conserved staging only: original unplayed Spice Cards move to the front. */
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function frontCard(
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game: Game,
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position: number,
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matches: (card: Game['spiceDeck'][number]) => boolean,
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): void {
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const index = game.spiceDeck.findIndex(
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(card, i) => i >= position && matches(card),
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);
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assert.ok(
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index >= position,
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'The original unplayed Spice Card must remain available.',
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);
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game.spiceDeck.splice(position, 0, game.spiceDeck.splice(index, 1)[0]);
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}
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/** Only the actual Hiereg supply lottery is selected; token identity stays real. */
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function selectedTokenLottery<T>(
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game: Game,
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face: DiscoveryTokenFace,
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operation: () => T,
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): T {
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const pool = game
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.discoveries!.tokens.filter(
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(token) => token.status === 'supply' && token.type === 'hiereg',
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)
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.map((token) => token.face);
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const index = pool.indexOf(face);
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assert.ok(index >= 0, 'The station Hiereg token must remain in supply.');
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const scalar = Math.floor(((index + 0.5) / pool.length) * 0x100000000);
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const descriptor = Object.getOwnPropertyDescriptor(
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crypto,
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'getRandomValues',
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);
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const native = crypto.getRandomValues.bind(crypto);
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crypto.getRandomValues = <V extends ArrayBufferView | null>(array: V): V => {
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if (array instanceof Uint32Array && array.length === 1) {
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array[0] = scalar;
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return array;
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}
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return Reflect.apply(native, crypto, [array]) as V;
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};
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try {
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return operation();
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} finally {
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if (descriptor) Object.defineProperty(crypto, 'getRandomValues', descriptor);
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else Reflect.deleteProperty(crypto, 'getRandomValues');
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}
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}
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/** Held-card staging only: a real unplayed Weather Control card moves to a hand. */
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export function holdTestingStationStormCard(
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game: Game,
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owner: string,
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effect: string,
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) {
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const card = [...game.deck, ...game.discard, ...game.players.flatMap((p) => p.hand)]
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.find((candidate) => candidate.effect === effect);
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assert.ok(card, 'The original Treachery deck must still hold that card.');
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game.deck = game.deck.filter((candidate) => candidate.id !== card.id);
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game.discard = game.discard.filter((candidate) => candidate.id !== card.id);
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for (const player of game.players)
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player.hand = player.hand.filter((candidate) => candidate.id !== card.id);
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game.players.find((player) => player.id === owner)!.hand.push(card);
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return card;
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}
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/** Original fresh Ecaz/Guild/Fremen/Emperor Discovery setup. Two distinct
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* non-advisor occupants reach the revealed station through real controls: the
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* first free-enters from the printed Hagga Basin destination, a real worm Nexus
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* forms the reciprocal alliance, and the ally then pays the ordinary stronghold
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* rate to ship in. No force, phase, source, token or frame is fabricated. */
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export function createTestingStationContestFixture(
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options: { advanced?: boolean } = {},
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): TestingStationContestFixture {
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const advanced = options.advanced ?? false;
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let game = createGame(
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'TESTINGSTATIONCONTEST',
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newPlayer('ecaz', 'Ecaz', 'ecaz'),
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advanced,
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['ecaz'],
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);
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for (const faction of ['guild', 'fremen', 'emperor'] as const)
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joinGame(game, newPlayer(faction, faction, faction));
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game.discoveryEnabled = true;
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for (const player of game.players)
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if (!player.ready) game = applyAction(game, player.id, { type: 'ready' });
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const ecaz = game.players.find((player) => player.faction === 'ecaz')!.id;
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const guild = game.players.find((player) => player.faction === 'guild')!.id;
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assert.notEqual(ecaz, guild);
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const initial = structuredClone(game);
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const actions: TestingStationContestStep[] = [];
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const staging: string[] = [];
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game = initializeDiscoveryGameForAudit(game);
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const setup = structuredClone(game);
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game = advanceTestingStationContest(game, (state) => state.status === 'playing', actions);
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// Printed Hagga Basin Discovery blow on turn one; a real ordinary worm on turn
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// two; everything else stays an original unplayed card of the same deck.
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const wormPosition = advanced ? 2 : 1;
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frontCard(game, 0, (card) => 'territory' in card && card.discovery === 'discovery-hagga-basin');
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if (advanced)
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frontCard(game, 1, (card) => 'territory' in card && !card.discovery);
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frontCard(game, wormPosition, (card) => 'worm' in card && !card.greatMaker);
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for (let position = wormPosition + 1; position < wormPosition + 3; position++)
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frontCard(game, position, (card) => 'territory' in card && !card.discovery);
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staging.push(
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'Reordered original unplayed Spice Cards only: the printed Hagga Basin Discovery first, then an ordinary Shai-Hulud for turn two.',
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);
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const afterSetup = structuredClone(game);
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game = selectedTokenLottery(game, 'ecological-testing-station', () =>
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advanceTestingStationContest(
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game,
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(state) =>
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state.discoveries!.tokens.some(
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(token) => token.face === 'ecological-testing-station' && token.status === 'placed',
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),
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actions,
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),
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);
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const token = game.discoveries!.tokens.find(
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(candidate) => candidate.face === 'ecological-testing-station',
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)!;
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const placement = DISCOVERY_CARD_PLACEMENTS['discovery-hagga-basin'];
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assert.equal(token.status, 'placed');
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assert.equal(token.territory, placement.territory);
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assert.equal(token.sector, placement.sector);
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staging.push(
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'Selected the actual Hiereg supply lottery; the station token itself was placed by the printed card.',
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);
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// Turn one: the collector ships to the token's printed destination, then
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// inspects and reveals the token during the ordinary Collection phase.
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game = advanceTestingStationContest(
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game,
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(state) => state.phase === 5 && state.active === ecaz && clean(state),
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actions,
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);
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const shipment: TestingStationContestStep = {
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actor: ecaz,
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action: {
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type: 'ship',
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territory: placement.territory,
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sector: placement.sector,
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amount: 2,
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elite: 0,
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allyPayment: 0,
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},
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};
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actions.push(structuredClone(shipment));
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game = applyAction(game, shipment.actor, shipment.action);
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game = advanceTestingStationContest(
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game,
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(state) => state.phase === 7 && clean(state) && !state.pendingShipment,
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actions,
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);
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assert.equal(game.turn, 1);
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assert.ok(viewGame(game, ecaz).discoveries!.canInspect.includes(token.id));
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const inspect: TestingStationContestStep = {
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actor: ecaz,
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action: { type: 'discovery', token: token.id, reveal: false },
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};
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const reveal: TestingStationContestStep = {
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actor: ecaz,
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action: { type: 'discovery', token: token.id, reveal: true },
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};
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for (const next of [inspect, reveal]) {
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actions.push(structuredClone(next));
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game = applyAction(game, next.actor, next.action);
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}
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assert.equal(
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game.discoveries!.tokens.find((candidate) => candidate.id === token.id)!.revealedTurn,
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1,
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);
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staging.push(
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'Ordinary paid shipment to the printed destination followed by that seat’s real Collection inspection and public reveal.',
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);
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// Turn two: the location's own next-turn free entry, then a real worm Nexus
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// and reciprocal alliance, then the ally's ordinary paid shipment.
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game = advanceTestingStationContest(
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game,
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(state) =>
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state.turn === 2 &&
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state.decision?.kind === 'discoveryEntry' &&
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state.decision.player === ecaz,
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actions,
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);
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const entry = nextTestingStationContestStep(game);
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assert.ok(entry, 'The station occupant must receive its real free-entry choice.');
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assert.equal(entry.action.type, 'decision');
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assert.equal(entry.action.accept, true);
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actions.push(structuredClone(entry));
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game = applyAction(game, entry.actor, entry.action);
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assert.equal(fighterCount(game.players.find((p) => p.id === ecaz)!, STATION), 2);
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staging.push(
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'The station occupant entered through the printed next-turn free entry; no force was placed there directly.',
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);
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game = advanceTestingStationContest(
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game,
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(state) =>
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state.turn === 2 &&
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state.phase === 1 &&
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!!state.nexus &&
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!state.spiceWindow &&
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!state.spiceResolution &&
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clean(state),
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actions,
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);
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const offer: TestingStationContestStep = { actor: ecaz, action: { type: 'alliance', target: guild } };
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const accept: TestingStationContestStep = { actor: guild, action: { type: 'alliance', target: ecaz } };
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for (const next of [offer, accept]) {
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actions.push(structuredClone(next));
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game = applyAction(game, next.actor, next.action);
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}
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assert.equal(game.players.find((player) => player.id === ecaz)!.ally, guild);
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assert.equal(game.players.find((player) => player.id === guild)!.ally, ecaz);
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game = advanceTestingStationContest(
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game,
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(state) => state.phase === 5 && state.active === guild && clean(state),
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actions,
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);
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const secondShipment: TestingStationContestStep = {
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actor: guild,
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action: {
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type: 'ship',
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territory: STATION,
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sector: 0,
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amount: 1,
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elite: 0,
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allyPayment: 0,
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},
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};
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actions.push(structuredClone(secondShipment));
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game = applyAction(game, secondShipment.actor, secondShipment.action);
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game = advanceTestingStationContest(game,clean,actions);
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assert.equal(fighterCount(game.players.find((p) => p.id === guild)!, STATION), 1);
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staging.push(
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'A real worm Nexus produced the reciprocal Ecaz/Guild alliance; the ally then used its own ordinary paid shipment into the occupied revealed location.',
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);
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game = advanceTestingStationContest(
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game,
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(state) => state.turn === 3 && state.phase === 0 && clean(state),
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actions,
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);
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const beforeStorm = structuredClone(game);
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game = advanceTestingStationContest(
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game,
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(state) => state.turn === 3 && state.phase === 0 && state.decision?.kind === 'ecologicalStorm',
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actions,
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);
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const frame = game.ecologicalStorm!;
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assert.ok(
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actions.some((next) => next.action.type === 'ship') &&
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actions.some((next) => next.action.type === 'alliance') &&
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actions.some((next) => next.action.type === 'discovery') &&
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actions.some(
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(next) => next.action.type === 'decision' && next.action.accept === true,
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),
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'The contested station must be reached through real controls only.',
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);
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const occupants = testingStationOccupants(game);
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assert.equal(occupants.length, 2);
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assert.deepEqual(frame.queue?.order, occupants);
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assert.deepEqual(
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occupants,
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testingStationStormOrder(game, occupants),
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'Both occupants must queue in original storm order.',
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);
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const seats = game.players
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.map((player) => player.id)
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.filter((id) => occupants.includes(id));
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if (JSON.stringify(seats) !== JSON.stringify(testingStationStormOrder(game, seats)))
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assert.notDeepEqual(
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occupants,
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seats,
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'The contested queue must use the printed storm order, never seat order.',
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);
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assert.equal(frame.owner, occupants[0]);
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assert.equal(game.decision!.player, frame.owner);
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assert.ok(game.decision?.kind === 'ecologicalStorm');
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assert.equal(frame.event, game.decision!.event);
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assert.notEqual(game.stormMovementSource?.kind, 'weather');
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assert.equal(game.stormMovementSource?.turn, 3);
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assert.equal(game.stormPending, game.stormMovementSource!.distance);
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assert.equal(game.ecologicalStorm!.base, game.stormPending);
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return {
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initial,
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setup,
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afterSetup,
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game,
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beforeStorm,
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actions,
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staging,
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owner: occupants[0],
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second: occupants[1],
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token: token.id,
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parent: placement.territory,
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parentSector: placement.sector,
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source: {
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turn: game.stormMovementSource!.turn,
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kind: game.stormMovementSource!.kind,
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distance: game.stormMovementSource!.distance,
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},
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order: [occupants[0], occupants[1]],
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event: frame.event,
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};
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}
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Block a user