Extend Semuta ordinary discards to native factions
Verify and publish checkpoint container / container (push) Canceled after 0s
Verify and publish checkpoint container / container (push) Canceled after 0s
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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 { TERRITORIES } from '../game/board';
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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 { basicSemutaAmbassadorClean as clean, basicSemutaAmbassadorInventory as inventory,
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basicSemutaAmbassadorPlayer as seat } from './fixture-basic-semuta-ambassador';
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type Effect = 'hajr' | 'ghola' | 'weather' | 'harvester' | 'atomics';
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type Native = 'tleilaxu' | 'ecaz';
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const act = (game: Game, player: string, action: Action) => applyAction(game, player, action);
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/** Real public selected-family setup, cache purchase, ordinary auction and
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* shipment. Unopened main/Spice order is selected to shorten the route. When
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* the native faction is the actor, the bought physical card moves between
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* hands after the auction to exercise that faction's own control. */
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function nativeFixture(effect: Effect, native: Native, actor: 'atreides' | Native = 'atreides') {
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let game = createGame('SEMUTANATIVEORDINARY', newPlayer('atreides', 'Atreides', 'atreides'), false,
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['choam', 'ix', 'ecaz']);
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for (const faction of ['richese', 'guild', native] as const)
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joinGame(game, newPlayer(faction, faction, faction));
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const owner = actor, buyer = 'atreides', holder = 'guild';
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const send = (actor: string, action: Action) => { game = act(game, actor, action); };
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const reach = (until: (state: Game) => boolean) => {
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for (let count = 0; count < 1600; count++) {
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if (until(game)) return;
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assert.notEqual(game.status, 'finished');
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const reaction = game.pendingTreacheryDiscard?.reaction;
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if (reaction?.stage === 'offer') {
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const responder = game.players.find(player => !reaction.passed.includes(player.id)); assert.ok(responder);
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send(responder.id, {type:'semutaPass', event:game.pendingTreacheryDiscard!.batch.event});
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continue;
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}
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const step = nextRicheseStrongholdsNativeStep(game);
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assert.ok(step, `Native action required at ${game.turn}/${game.phase}/${game.decision?.kind}`);
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send(step.actor, step.action);
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}
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throw Error('The selected native Semuta fixture did not reach its boundary.');
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};
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send(buyer, {type:'moduleOption', module:'ecazTreachery', enabled:true});
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for (const player of game.players) send(player.id, {type:'ready'});
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send(buyer, {type:'start'});
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assert.equal(game.status, 'setup');
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assert.equal(game.semutaRecruitsPreview, true);
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const original = inventory(game);
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const starting = game.deck.filter(card => ['projectile','poison','shield','snooper'].includes(card.kind))
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.slice(0, game.players.length).map(card => card.id);
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assert.equal(starting.length, game.players.length);
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const card = game.deck.find(item => item.effect === effect); assert.ok(card);
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for (const [position, id] of [...starting, card.id].entries()) {
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const from = game.deck.findIndex(candidate => candidate.id === id); assert.ok(from >= position);
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[game.deck[position], game.deck[from]] = [game.deck[from], game.deck[position]];
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}
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for (let count = 0; game.status === 'setup' && count < 100; count++) {
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const step = nextRicheseStrongholdsNativeStep(game); assert.ok(step); send(step.actor, step.action);
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}
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assert.equal(game.status, 'playing');
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for (let position = 0; position < 4; position++) {
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const from = game.spiceDeck.findIndex((item, index) => index >= position && 'territory' in item && !item.discovery);
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assert.ok(from >= position);
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const item = game.spiceDeck.splice(from, 1)[0]; game.spiceDeck.splice(position, 0, item);
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}
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reach(state => !state.response && !state.phaseOpening && state.decision?.kind === 'richeseCache');
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send('richese', {type:'decision', event:game.richeseBidding!.event, card:SEMUTA_DRUG_ID,
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method:'onceAround', direction:'counterclockwise'});
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reach(state => clean(state) && !!state.richeseAuction && !state.richeseAuction.outcome);
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for (let count = 0; !seat(game, holder).hand.some(item => item.id === SEMUTA_DRUG_ID) && count < 8; count++) {
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const lot = game.richeseAuction; assert.ok(lot && lot.active && !lot.outcome);
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send(lot.active, {type:'richeseBid', event:lot.event, amount:lot.active === holder ? 1 : null, allyPayment:0});
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reach(clean);
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}
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assert.ok(seat(game, holder).hand.some(item => item.id === SEMUTA_DRUG_ID));
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reach(state => state.phase === 3 && clean(state) && state.auction?.active === buyer);
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assert.equal(game.auction!.cards[game.auction!.index].id, card.id);
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send(buyer, {type:'bid', amount:1, allyPayment:0});
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reach(state => clean(state) && seat(state, buyer).hand.some(item => item.id === card.id));
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if (owner !== buyer) {
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const source = seat(game, buyer), recipient = seat(game, owner);
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const index = source.hand.findIndex(item => item.id === card.id); assert.ok(index >= 0);
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recipient.hand.push(...source.hand.splice(index, 1));
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assert.deepEqual(inventory(game), original);
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}
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reach(state => state.phase === 5 && state.active === owner && clean(state));
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if (effect === 'hajr') return {game, owner, holder, card:card.id, original, play:{type:'card',card:card.id} as Action};
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const sector = effect === 'atomics' ? [8,9].find(value => value !== game.storm)! : game.storm % 18 + 1;
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const target = TERRITORIES.find(place => (effect === 'atomics' ? place.id === 'shield_wall' : place.type === 'sand') &&
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place.sectors.includes(sector) && game.players.every(player =>
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!Object.keys(player.forces).some(key => key.startsWith(`${place.id}:`))));
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assert.ok(target);
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const casualty = `${target.id}:${sector}`;
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send(owner, {type:'ship', territory:target.id, sector, amount:3, elite:0, allyPayment:0});
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if (effect === 'weather' || effect === 'atomics')
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reach(state => state.turn === 2 && state.phase === 0 && state.stormPending !== null && clean(state));
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else if (effect === 'harvester')
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reach(state => state.turn === 2 && state.phase === 1 && !!state.spiceWindow && !state.spiceWindow.harvested && clean(state));
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else {
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reach(state => state.turn === 2 && state.phase === 4 && clean(state));
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assert.equal(seat(game, owner).forces[casualty], undefined);
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assert.equal(seat(game, owner).tanks, 3);
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}
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assert.deepEqual(inventory(game), original);
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const play = (effect === 'weather' ? {type:'card',card:card.id,amount:1}
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: effect === 'ghola' ? {type:'card',card:card.id,amount:3,elite:0}
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: {type:'card',card:card.id}) as Action;
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return {game, owner, holder, card:card.id, original, play, casualty};
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}
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for (const native of ['tleilaxu','ecaz'] as const) {
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void test(`Basic native ${native} plays Hajr and Semuta resumes its actual movement`, () => {
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const f = nativeFixture('hajr', native, native);
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const pending = act(f.game, native, f.play);
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const frame = pending.pendingTreacheryDiscard; assert.ok(frame);
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assert.equal(frame.reaction?.stage, 'offer');
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assert.equal(frame.continuation.kind, 'ordinaryCardDiscard');
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assert.equal(frame.continuation.player, native);
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assert.ok(pending.hajr.includes(native));
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assert.equal(viewGame(pending, f.holder).semutaReaction?.canCommit, true);
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let done = act(pending, f.holder, {type:'semutaCommit',event:frame.batch.event});
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if (done.pendingTreacheryDiscard?.reaction?.stage === 'select')
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done = act(done, f.holder, {type:'semutaSelect',event:frame.batch.event,card:f.card});
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assert.equal(done.pendingTreacheryDiscard, null);
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assert.ok(done.hajr.includes(native));
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assert.equal(seat(done, f.holder).hand.some(item => item.id === f.card), true);
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assert.deepEqual(inventory(done), f.original);
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done = act(done, native, {type:'endMovement'});
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assert.ok(!done.movementRemaining?.includes(native));
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});
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}
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for (const effect of ['hajr','ghola','weather','harvester','atomics'] as const) {
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for (const native of ['tleilaxu','ecaz'] as const) for (const claim of [false,true]) {
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void test(`Basic ${native} ${effect} discard offers Semuta ${claim ? 'claim' : 'pass'} without replay`, () => {
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const f = nativeFixture(effect, native), original = structuredClone(f.game);
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const prior = seat(f.game, f.owner);
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let game = act(f.game, f.owner, f.play);
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assert.deepEqual(f.game, original);
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const frame = game.pendingTreacheryDiscard; assert.ok(frame);
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assert.equal(frame.reaction?.stage, 'offer');
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assert.equal(frame.continuation.kind, 'ordinaryCardDiscard');
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assert.deepEqual(frame.batch.entries.map(entry => entry.card.id), [f.card]);
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if (effect === 'hajr') assert.ok(game.hajr.includes(f.owner));
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if (effect === 'ghola') {
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assert.equal(seat(game, f.owner).reserves, prior.reserves + 3);
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assert.equal(seat(game, f.owner).tanks, prior.tanks - 3);
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}
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if (effect === 'weather') assert.equal(game.stormPending, 1);
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if (effect === 'harvester') {
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assert.equal(game.spiceWindow!.amount, f.game.spiceWindow!.amount * 2);
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assert.equal(game.spiceWindow!.harvested, true);
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}
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if (effect === 'atomics') {
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assert.equal(game.shieldWallDestroyed, true);
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assert.equal(seat(game, f.owner).forces[f.casualty!], undefined);
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assert.equal(seat(game, f.owner).tanks, prior.tanks + 3);
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}
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const committed = {phase:game.phase, turn:game.turn, storm:game.storm, stormPending:game.stormPending,
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hajr:game.hajr, spice:game.spice, spiceWindow:game.spiceWindow,
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shieldWallDestroyed:game.shieldWallDestroyed, forces:seat(game, f.owner).forces,
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reserves:seat(game, f.owner).reserves, tanks:seat(game, f.owner).tanks};
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if (effect === 'hajr' && native === 'tleilaxu') for (const difficulty of DIFFICULTIES) {
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const view = viewGame(game, f.holder); view.players.find(player => player.id === f.holder)!.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 = frame.batch.event;
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if (claim) {
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game = act(game, f.holder, {type:'semutaCommit',event});
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if (game.pendingTreacheryDiscard?.reaction?.stage === 'select')
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game = act(game, f.holder, {type:'semutaSelect',event,card:f.card});
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} else for (const player of game.players) game = act(game, player.id, {type:'semutaPass',event});
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assert.equal(game.pendingTreacheryDiscard, null);
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assert.deepEqual({phase:game.phase, turn:game.turn, storm:game.storm, stormPending:game.stormPending,
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hajr:game.hajr, spice:game.spice, spiceWindow:game.spiceWindow,
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shieldWallDestroyed:game.shieldWallDestroyed, forces:seat(game, f.owner).forces,
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reserves:seat(game, f.owner).reserves, tanks:seat(game, f.owner).tanks}, committed);
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assert.equal(seat(game, f.holder).hand.some(item => item.id === f.card), claim);
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assert.equal(game.discard.some(item => item.id === f.card), !claim);
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assert.equal(game.discard.some(item => item.id === SEMUTA_DRUG_ID), claim);
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assert.deepEqual(inventory(game), f.original);
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assert.throws(() => act(game, f.holder, {type:'semutaCommit',event}));
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});
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}
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}
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