Allow native Ecaz Skills coalitions without unrelated modules
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@@ -31,11 +31,16 @@ export function nextHomeworldEcazStep(game: Game): HomeworldEcazStep | null {
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return null;
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}
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/** Fresh native World setup, a real worm alliance and paid Arrakis shipments.
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* Only the unopened Spice order is staged; no armies, wallets, phases, alliances
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* or World custody are assigned. The selected skill offers remain the real deal. */
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export function createHomeworldEcazOccupyFixture(options: { advanced?: boolean; skills?: boolean } = {}): HomeworldEcazOccupyFixture {
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/** Fresh native setup (Worlds enabled by default), a real worm alliance and paid
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* Arrakis shipments. Only unopened Spice order is staged; armies, wallets,
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* phases, alliances, World custody and offered skills follow the real actions. */
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export function createHomeworldEcazOccupyFixture(options: {
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advanced?: boolean; skills?: boolean;
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/** No-World control uses the same genuine alliance/Arrakis route. */
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homeworlds?: boolean;
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} = {}): HomeworldEcazOccupyFixture {
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const advanced = options.advanced ?? true;
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const homeworlds = options.homeworlds ?? true;
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let game = createGame('WORLDECAZOCCUPY', newPlayer('ecaz', 'Ecaz', 'ecaz'), advanced, ['ecaz']);
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joinGame(game, newPlayer('emperor', 'Emperor', 'emperor'));
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joinGame(game, newPlayer('guild', 'Guild', 'guild'));
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@@ -44,7 +49,7 @@ export function createHomeworldEcazOccupyFixture(options: { advanced?: boolean;
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actions.push({ actor, action: structuredClone(action) });
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game = applyAction(game, actor, action);
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};
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act('ecaz', { type: 'homeworlds', enabled: true });
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if (homeworlds) act('ecaz', { type: 'homeworlds', enabled: true });
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if (options.skills) act('ecaz', { type: 'moduleOption', module: 'leaderSkills', enabled: true });
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for (const player of game.players) act(player.id, { type: 'ready' });
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act('ecaz', advanced ? { type: 'start', advancedPreview: true } : { type: 'start' });
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@@ -91,7 +96,8 @@ export function createHomeworldEcazOccupyFixture(options: { advanced?: boolean;
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const actor = game.active!;
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if (!shipped.has(actor)) {
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act(actor, { type: 'ship', territory: battleTerritory, sector,
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amount: actor === 'guild' ? 2 : 4, elite: actor === 'emperor' ? 2 : 0, allyPayment: 0 });
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amount: actor === 'guild' ? 2 : 4,
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elite: actor === 'emperor' && (advanced || homeworlds) ? 2 : 0, allyPayment: 0 });
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shipped.add(actor);
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reach(homeworldEcazClean);
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}
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@@ -10,6 +10,15 @@ import { createHomeworldEcazOccupyFixture, homeworldEcazClean, nextHomeworldEcaz
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const player = (game: Game, id: string) => game.players.find(p => p.id === id)!;
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const leader = (game: Game, id: string, strongest: boolean) => player(game, id).leaders
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.filter(l => !l.dead && !l.usedAt).sort((a, b) => strongest ? b.strength - a.strength : a.strength - b.strength)[0].id;
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/** Keep the real shuffles deterministic; node:test restores the crypto method
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* after each case, including failures. Event UUIDs do not affect bot variation. */
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function fixedEntropy(t: test.TestContext): void {
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t.mock.method(crypto, 'getRandomValues', <T extends ArrayBufferView | null>(array: T): T => {
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assert.ok(array instanceof Uint32Array);
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array.fill(0);
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return array;
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});
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}
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function revealAndFinish(state: Game, mixedLoss = false): Game {
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let game = state;
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while (game.battle) {
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@@ -35,7 +44,8 @@ function revealAndFinish(state: Game, mixedLoss = false): Game {
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}
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for (const advanced of [false, true]) for (const lead of ['ecaz', 'ally'] as const)
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void test(`${advanced ? 'Advanced' : 'Basic'} native Worlds ${lead} lead keeps separate typed Arrakis Occupy losses and original World custody`, () => {
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void test(`${advanced ? 'Advanced' : 'Basic'} native Worlds ${lead} lead keeps separate typed Arrakis Occupy losses and original World custody`, t => {
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fixedEntropy(t);
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const f = createHomeworldEcazOccupyFixture({ advanced });
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const actor = lead === 'ecaz' ? f.ecaz : f.ally;
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let game = openEcazOccupyPlans(chooseEcazOccupyLead(f, lead));
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@@ -62,7 +72,8 @@ for (const advanced of [false, true]) for (const lead of ['ecaz', 'ally'] as con
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});
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for (const lead of ['ecaz', 'ally'] as const)
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void test(`native World Karama prevention keeps ${lead} as lead and spares the excluded allied army`, () => {
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void test(`native World Karama prevention keeps ${lead} as lead and spares the excluded allied army`, t => {
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fixedEntropy(t);
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const f = createHomeworldEcazOccupyFixture();
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const actor = lead === 'ecaz' ? f.ecaz : f.ally;
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const excluded = actor === f.ecaz ? f.ally : f.ecaz;
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@@ -88,9 +99,11 @@ for (const lead of ['ecaz', 'ally'] as const)
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assert.deepEqual(game.homeworlds!.custody, before.homeworlds!.custody);
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});
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void test('all four legal profiles complete the native World Skills coalition and retain physical source integrity', () => {
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for (const advanced of [false, true]) for (const homeworlds of [false, true])
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void test(`all four ${advanced ? 'Advanced' : 'Basic'} Ecaz Skills profiles complete a coalition ${homeworlds ? 'with' : 'without'} Worlds`, t => {
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fixedEntropy(t);
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for (const difficulty of DIFFICULTIES) {
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const f = createHomeworldEcazOccupyFixture({ skills: true });
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const f = createHomeworldEcazOccupyFixture({ advanced, skills: true, homeworlds });
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let game = f.game;
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for (let n = 0; n < 150 && game.phase === 6; n++) {
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let next;
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@@ -106,6 +119,11 @@ void test('all four legal profiles complete the native World Skills coalition an
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assert.equal(game.phase, 7, difficulty);
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assert.ok(game.lastBattleContext!.combatants.includes(f.opponent));
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assert.equal(game.battle, null);
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homeworldGameIntegrity(game);
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for (const p of game.players) {
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assert.equal(p.reserves + p.tanks + Object.values(p.forces).reduce((sum, n) => sum + n, 0), 20);
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if (p.elites) assert.equal(p.elites.reserves + p.elites.tanks +
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Object.values(p.elites.forces).reduce((sum, n) => sum + n, 0), 5);
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}
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if (homeworlds) homeworldGameIntegrity(game);
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}
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});
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