Support Sapho ordering during Advanced Revival

This commit is contained in:
Quintine committed 2026-10-26 10:48:38 +11:00
1 parent 011b6aa096
commit 82370d906f
15 files changed
+1092 -28

No files matched your search

+4
View File
@@ -153,6 +153,10 @@ export function completeSaphoExtortion(fixture: SaphoExtortionFixture, mode: 'fi
const actions: SaphoExtortionStep[] = [], answers: { before: Game; step: SaphoExtortionStep; after: Game }[] = [];
const previous = saphoExtortionAnswer(game, false), action = saphoExtortionAction(game, mode);
game = actSaphoExtortion(game, fixture.owner, action, actions);
// Public Basic Richese now keeps its actual Semuta discard opportunity.
// Complete those native all-seat passes before answering the same payer.
if (game.pendingTreacheryDiscard)
game = advanceSaphoExtortion(game,saphoExtortionPending,actions);
const ordered = structuredClone(game);
for (let count = 0; game.moritaniExtortion && count < fixture.game.players.length; count++) {
assert.ok(saphoExtortionPending(game));
+188
View File
@@ -0,0 +1,188 @@
import assert from 'node:assert/strict';
import { createGame, joinGame, newPlayer, viewGame, type Action, type Game } from '../game/engine';
import { TERRITORIES, location } from '../game/board';
import { PLAYER_CIRCLE_SECTORS } from '../game/player-positions';
import { actAdvisorPreparation } from './fixture-advisor-preparation';
import { nextRicheseStrongholdsNativeStep } from './fixture-richese-strongholds';
import { saphoStartedMovementInventory } from './fixture-sapho-started-movement';
import { advancedRevivalOrderStocks } from './fixture-advanced-revival-order';
import { createSemutaHomeworldSaphoFixture } from './fixture-semuta-homeworld-sapho';
import { reactSemutaHomeworldChoam } from './fixture-semuta-homeworld-choam';
export const REVIVAL_SAPHO = 'richese-juice-of-sapho';
export type SaphoRevivalOrderStep = { actor: string; action: Action };
export type SaphoRevivalOrderTransition = { before: Game; steps: SaphoRevivalOrderStep[]; after: Game };
export const actSaphoRevivalOrder = actAdvisorPreparation;
export const saphoRevivalOrderInventory = saphoStartedMovementInventory;
export const saphoRevivalOrderStocks = advancedRevivalOrderStocks;
export const saphoRevivalOrderPlayer = (game: Game, actor: string) => {
const player = game.players.find(player => player.id === actor); assert.ok(player); return player;
};
export const saphoRevivalOrderClean = (game: Game) => !game.response && !game.phaseOpening &&
!game.decision && !game.pendingRevival && !game.truthtrance && !game.pendingTreacheryDiscard;
/** Only native pending controls are consumed. No voluntary revival or Sapho
* use is selected, and completed participants are never reintroduced. */
export function nextSaphoRevivalOrder(game: Game): SaphoRevivalOrderStep | null {
if (saphoRevivalOrderClean(game) && game.status === 'playing' && game.turn === 1 &&
game.phase === 0 && game.stormPending === null) {
const actor = game.stormDialers.find(id => game.stormDials[id] === undefined);
if (actor) {
const position = game.playerPositions?.richese; assert.ok(position);
const circle = PLAYER_CIRCLE_SECTORS[position - 1];
// Stop two sectors before the actual Richese circle. The next original
// card1 then stops one sector before it, preserving the same First Player.
const destination = ((circle - 3 + 18) % 18) + 1;
const distance = (destination - game.storm + 18) % 18;
return { actor, action: { type: 'stormDial', amount: game.stormDialers.indexOf(actor) === 0 ? distance : 0 } };
}
}
if (saphoRevivalOrderClean(game) && game.phase === 4 && game.revivalOrder?.remaining[0])
return { actor: game.revivalOrder.remaining[0], action: { type: 'ready' } };
if (!game.response && !game.phaseOpening && !game.pendingTreacheryDiscard && game.decision) {
const d = game.decision;
if (d.kind === 'guildTiming') return { actor: d.player, action: { type: 'decision', take: false } };
if (d.kind === 'revivalStop') return { actor: d.player, action: { type: 'decision', decline: true } };
if (d.kind === 'richeseCache') {
const card = game.richeseCache?.find(card => card.id === REVIVAL_SAPHO) ?? game.richeseCache?.[0]; assert.ok(card);
return { actor: d.player, action: { type: 'decision', event: game.richeseBidding!.event,
card: card.id, method: 'onceAround', direction: 'clockwise' } };
}
if (d.kind === 'richeseUnbid') return { actor: d.player,
action: { type: 'decision', event: game.richeseBidding!.event, keep: false } };
}
const lot = game.richeseAuction;
if (saphoRevivalOrderClean(game) && lot?.cardId === REVIVAL_SAPHO && !lot.outcome &&
lot.active === 'emperor' && lot.bid === 0)
return { actor: 'emperor', action: { type: 'richeseBid', event: lot.event, amount: 1, allyPayment: 0 } };
return nextRicheseStrongholdsNativeStep(game);
}
export function advanceSaphoRevivalOrder(game: Game, until: (state: Game) => boolean,
actions: SaphoRevivalOrderStep[] = []): Game {
for (let count = 0; count < 1800; count++) {
if (until(game)) return game;
assert.notEqual(game.status, 'finished', 'The original Sapho/Revival source ended before its next control');
const step = nextSaphoRevivalOrder(game);
assert.ok(step, `Choose the original control at ${game.status}/${game.turn}/${game.phase}/${game.decision?.kind}`);
game = actSaphoRevivalOrder(game, step.actor, step.action, actions);
}
throw Error('The original Sapho/Revival source did not reach its finite boundary');
}
export function finishSaphoRevivalOrder(game: Game, actions: SaphoRevivalOrderStep[] = []): Game {
return advanceSaphoRevivalOrder(game, state => state.phase === 5 && saphoRevivalOrderClean(state), actions);
}
export function saphoRevivalOrderAction(game: Game, mode: 'first' | 'last', owner = 'emperor'): Action {
const option = viewGame(game, owner).saphoOptions.find(option => option.scope === 'revival' && option.mode === mode);
assert.ok(option, `The original remaining Revival queue offers ${mode}`);
return { type: 'card', card: REVIVAL_SAPHO, scope: option.scope, event: option.event, mode: option.mode };
}
/** Original public R/A/E/G +choam setup and actual cache1 purchase give Emperor
* its one physical Sapho. started:true additionally earns a Richese normal1
* desert shipment, next native card Storm death and actual free1 return.
* Legal original first-Storm dials stop two sectors before Richese's circle,
* retaining its first opportunity through the later original card1.
* Only unopened starting-deal/Spice positions and scalar lotteries are chosen;
* no played card, force, wallet, phase, queue or started flag is installed. */
export function createSaphoRevivalOrderFixture(options: { started?: boolean } = {}) {
const owner = 'emperor', current = 'richese', started = options.started ?? false;
let game = createGame('SAPHOREVIVALORDER', newPlayer(current, 'Richese', 'richese'), true, ['choam']);
for (const faction of ['atreides', 'emperor', 'guild'] as const) joinGame(game, newPlayer(faction, faction, faction));
const initial = structuredClone(game), actions: SaphoRevivalOrderStep[] = [];
const act = (actor: string, action: Action) => { game = actSaphoRevivalOrder(game, actor, action, actions); };
const reach = (until: (state: Game) => boolean) => { game = advanceSaphoRevivalOrder(game, until, actions); };
const transition = (run: () => void): SaphoRevivalOrderTransition => {
const before = structuredClone(game), from = actions.length; run();
return { before, steps: structuredClone(actions.slice(from)), after: structuredClone(game) };
};
for (const player of game.players) act(player.id, { type: 'ready' });
const lobby = structuredClone(game); act(game.host, { type: 'start', advancedPreview: true });
const setup = structuredClone(game); assert.equal(game.status, 'setup');
assert.ok(game.players.every(player => !player.hand.length));
const originalInventory = saphoRevivalOrderInventory(game); assert.equal(originalInventory.length, 45);
const counterIndex = game.deck.findIndex(card => card.effect === 'karama'); assert.ok(counterIndex >= 0);
[game.deck[1], game.deck[counterIndex]] = [game.deck[counterIndex], game.deck[1]];
const counter = game.deck[1].id, beforeStartingDeal = structuredClone(game);
reach(state => state.status === 'playing'); const afterSetup = structuredClone(game);
assert.ok(saphoRevivalOrderPlayer(game, 'atreides').hand.some(card => card.id === counter));
const originalSpice = game.spiceDeck.map(card => JSON.stringify(card)).sort();
const spiceOrder = [0, 1, 2, 3].map(position => {
const from = game.spiceDeck.findIndex((card, index) => index >= position && 'territory' in card && !card.discovery);
assert.ok(from >= position); const card = game.spiceDeck.splice(from, 1)[0];
game.spiceDeck.splice(position, 0, card); return { position, from, card: structuredClone(card) };
});
assert.deepEqual(game.spiceDeck.map(card => JSON.stringify(card)).sort(), originalSpice);
let beforeBid: Game | undefined, bid: SaphoRevivalOrderStep | undefined, bidAt = -1;
for (let count = 0; !saphoRevivalOrderPlayer(game, owner).hand.some(card => card.id === REVIVAL_SAPHO) && count < 900; count++) {
const step = nextSaphoRevivalOrder(game); assert.ok(step);
if (step.actor === owner && step.action.type === 'richeseBid' && step.action.amount === 1) {
beforeBid = structuredClone(game); bid = structuredClone(step); bidAt = actions.length;
}
act(step.actor, step.action);
}
assert.ok(beforeBid && bid && bidAt >= 0);
const acquisition = { before: beforeBid, bid, steps: structuredClone(actions.slice(bidAt)), after: structuredClone(game) };
assert.equal(saphoRevivalOrderPlayer(beforeBid, owner).spice - saphoRevivalOrderPlayer(game, owner).spice, 1);
assert.equal(saphoRevivalOrderPlayer(game, current).spice - saphoRevivalOrderPlayer(beforeBid, current).spice, 1);
reach(state => state.turn === 1 && state.phase === 4 && saphoRevivalOrderClean(state));
const firstRevival = structuredClone(game);
const richesePosition = game.playerPositions?.richese; assert.ok(richesePosition);
const richeseCircle = PLAYER_CIRCLE_SECTORS[richesePosition - 1];
assert.equal(game.storm, ((richeseCircle - 3 + 18) % 18) + 1);
let shipment: SaphoRevivalOrderTransition | null = null, storm: SaphoRevivalOrderTransition | null = null;
let revival: SaphoRevivalOrderTransition | null = null, casualtyLocation: string | null = null;
if (started) {
reach(state => state.turn === 1 && state.phase === 5 && state.active === current && saphoRevivalOrderClean(state));
// The scoped scalar lottery keeps the original later Storm card at1.
const sector = game.storm % 18 + 1;
const target = TERRITORIES.find(t => t.type === 'sand' && t.id !== 'imperial_basin' && t.sectors.includes(sector) &&
game.players.every(player => !Object.entries(player.forces).some(([key, count]) => count > 0 && key.startsWith(`${t.id}:`))));
assert.ok(target, 'An original empty sand territory lies in the next Storm sector');
casualtyLocation = location(target.id, sector);
shipment = transition(() => {
act(current, { type: 'ship', territory: target.id, sector, amount: 1, elite: 0, allyPayment: 0 });
reach(saphoRevivalOrderClean);
});
assert.equal(saphoRevivalOrderPlayer(game, current).forces[casualtyLocation], 1);
assert.equal(saphoRevivalOrderPlayer(shipment.before, current).spice - saphoRevivalOrderPlayer(game, current).spice, 2);
reach(state => state.turn === 2 && state.phase === 0 && saphoRevivalOrderClean(state));
assert.equal(game.stormMovementSource?.kind, 'card'); assert.equal(game.stormPending, 1);
storm = transition(() => { reach(state => state.turn === 2 && state.phase === 1); });
assert.equal(saphoRevivalOrderPlayer(game, current).forces[casualtyLocation], undefined);
assert.equal(saphoRevivalOrderPlayer(game, current).tanks, 1);
reach(state => state.turn === 2 && state.phase === 4 && saphoRevivalOrderClean(state));
assert.equal(game.revivalOrder?.remaining[0], current);
revival = transition(() => { act(current, { type: 'revive', amount: 1, elite: 0 }); reach(saphoRevivalOrderClean); });
assert.equal(saphoRevivalOrderPlayer(game, current).tanks, 0);
assert.equal(saphoRevivalOrderPlayer(game, current).revived, 1);
assert.equal(game.revivalOrder?.started, true);
}
assert.equal(game.revivalOrder?.remaining[0], current);
assert.deepEqual(saphoRevivalOrderInventory(game), originalInventory);
assert.ok(viewGame(game, owner).saphoOptions.some(option => option.scope === 'revival' && option.mode === 'first'));
assert.ok(viewGame(game, owner).saphoOptions.some(option => option.scope === 'revival' && option.mode === 'last'));
return { game, sourceGame: structuredClone(game), owner, current, actor: current, card: REVIVAL_SAPHO,
started, initial, lobby, setup, beforeStartingDeal, afterSetup, firstRevival, richeseCircle, acquisition,
shipment, storm, revival, casualtyLocation, counter, originalInventory, originalSpice, spiceOrder,
actions, sourceActions: structuredClone(actions), sourceActionCount: actions.length, staging: [] as string[] };
}
/** CONTROLLED physical-card supplement only. The inherited opted-in Semuta
* fixture conserves Sapho/Semuta between original zones; it does not earn their
* acquisitions. Its later phase progression and new discard/claim are actual.
* No added force, wallet, phase, queue or receipt is installed here. */
export function createSaphoRevivalSemutaFixture() {
const inherited = createSemutaHomeworldSaphoFixture('movement', 'last', true);
const actions = [...inherited.actions];
const game = advanceSaphoRevivalOrder(inherited.game,
state => state.turn === 2 && state.phase === 4 && saphoRevivalOrderClean(state), actions);
const option = viewGame(game, inherited.owner).saphoOptions.find(option => option.scope === 'revival'); assert.ok(option);
assert.ok(option.mode === 'first' || option.mode === 'last');
const action = saphoRevivalOrderAction(game, option.mode, inherited.owner);
return { game, sourceGame: structuredClone(game), owner: inherited.owner, holder: inherited.holder,
current: game.revivalOrder!.remaining[0], card: REVIVAL_SAPHO, mode: option.mode, action,
originalInventory: saphoRevivalOrderInventory(game), actions, sourceActionCount: actions.length,
nativeAcquisition: false, staging: [...inherited.staging,
'CONTROLLED conserved Sapho/Semuta acquisition remains supplemental. Actual original continuation reaches fresh Advanced turn-two Revival before the new card discard.'] };
}
export const reactSaphoRevivalSemuta = reactSemutaHomeworldChoam;
+211
View File
@@ -0,0 +1,211 @@
import assert from 'node:assert/strict';
import test from 'node:test';
import { registerHooks } from 'node:module';
import { readFileSync } from 'node:fs';
import { createElement } from 'react';
import { renderToStaticMarkup } from 'react-dom/server';
import { RevivalTurn, FinishRevivalTurn } from '../components/revival-turn';
import { createGame, joinGame, newPlayer, viewGame, type Action, type GameView } from '../game/engine';
import { richeseCards } from '../game/richese-cards';
import { createSaphoRevivalOrderFixture, actSaphoRevivalOrder, saphoRevivalOrderAction } from './fixture-sapho-revival-order';
const aliases = registerHooks({
resolve(specifier, context, next) {
return next(specifier === 'next/image' ? 'vinext/shims/image' : specifier === 'next/link' ? 'vinext/shims/link' : specifier, context);
},
load(url, context, next) {
if (!url.endsWith('.module.css')) return next(url, context);
const css = readFileSync(new URL(url), 'utf8');
const classes = Object.fromEntries([...css.matchAll(/\.([a-zA-Z_][\w-]*)/g)].map(match => [match[1], match[1]]));
return { format: 'module', source: `export default ${JSON.stringify(classes)}`, shortCircuit: true };
},
});
const { JuiceOfSapho, SaphoOrderButton } = await import('../components/juice-of-sapho');
aliases.deregister();
const sapho = richeseCards().find(card => card.effect === 'juiceOfSapho'); assert.ok(sapho);
type Option = NonNullable<GameView['saphoOptions']>[number];
// Controlled public order/entitled-card projections supplement the native
// producer below. They install no authoritative queue, card custody or outcome.
// React renders the stateful panel; only actual hook-free buttons are invoked.
function projected(mode: 'first' | 'last' = 'first', queued = false): GameView {
const source = createGame('SAPHOREVIVALCONTROLS', newPlayer('holder', 'Sapho holder', 'atreides'), true, ['choam']);
joinGame(source, newPlayer('active', 'Active Emperor', 'emperor'));
joinGame(source, newPlayer('early', 'Earlier Richese', 'richese'));
joinGame(source, newPlayer('late', 'Later Guild', 'guild'));
const game = viewGame(source, 'holder');
game.status = 'playing'; game.phase = 4; game.turn = 2; game.active = 'active';
game.players.find(player => player.id === game.me)!.hand = [{ ...sapho! }];
const order = ['active', 'early', 'holder', 'late'];
game.revivalOrder = { version: 1, turn: 2, original: order, remaining: [...order], completed: [], started: queued };
game.revival.orderBlocked = 'Wait for Active Emperor to finish their Revival turn.';
game.saphoOptions = [{ scope: 'revival', event: 'controlled-revival-order-event', mode,
...(queued ? { afterCurrent: 'active' } : {}) }];
return game;
}
function panel(game: GameView, busy = false) {
return renderToStaticMarkup(createElement(JuiceOfSapho, { game, busy, act() {} }));
}
function revival(game: GameView, busy = false) {
return renderToStaticMarkup(createElement(RevivalTurn, { game, busy, act() {} }));
}
function press(option: Option, busy = false, card = sapho!.id): Action[] {
const actions: Action[] = [];
SaphoOrderButton({ card, option, busy, act(action) { actions.push(action); } }).props.onClick();
return actions;
}
void test('clean first and last Revival choices use their own labels and preserve completed-turn guidance', () => {
for (const mode of ['first', 'last'] as const) {
const game = projected(mode), before = structuredClone(game);
for (let render = 0; render < 2; render++) {
const html = panel(game);
assert.match(html, new RegExp(`Take your Revival turn ${mode} and discard Juice of Sapho`));
assert.match(html, new RegExp(`Take the ${mode} remaining Revival turn`));
assert.match(html, /Completed Revival turns stay finished/);
assert.match(html, /without granting another revival, resetting allowances or returning completed players to the queue/);
assert.doesNotMatch(html, /Provisional queued Revival order|Take your movement turn (first|last) and discard/);
}
assert.deepEqual(game, before);
}
});
void test('queued first and last persistently name the started actor and label later-tail timing provisional', () => {
for (const mode of ['first', 'last'] as const) {
const game = projected(mode, true);
for (let render = 0; render < 2; render++) {
const html = panel(game);
assert.match(html, /aria-label="Provisional queued Revival order"/);
assert.match(html, /Active Emperor finishes the current Revival turn unchanged/);
assert.match(html, new RegExp(`Your ${mode} position applies among later unstarted Revival turns`));
assert.match(html, /Completed turns, returned pieces, payments and revival allowances stay unchanged/);
assert.doesNotMatch(html, /Provisional queued movement order|combined shipment and movement turn unchanged/);
}
}
});
void test('actual clean and queued callbacks send only the original five action fields and busy cannot dispatch', () => {
for (const queued of [false, true]) for (const mode of ['first', 'last'] as const) {
const option = projected(mode, queued).saphoOptions[0];
const expected: Action = { type: 'card', card: sapho!.id, scope: 'revival', event: option.event, mode };
assert.deepEqual(press(option), [expected]);
assert.deepEqual(Object.keys(press(option)[0]).sort(), ['card', 'event', 'mode', 'scope', 'type']);
assert.deepEqual(press(option, true), []);
assert.match(panel(projected(mode, queued), true), new RegExp(`disabled=""[^>]*>Take your Revival turn ${mode} and discard Juice of Sapho`));
}
});
void test('Basic unstamped and completed controlled views offer no Revival order button even with stale projected options', () => {
const basic = projected(); basic.advanced = false; basic.revivalOrder = null;
const legacy = projected(); legacy.revivalOrder = null;
const complete = projected(); complete.revivalOrder!.completed = ['holder'];
complete.revivalOrder!.remaining = ['active', 'early', 'late'];
for (const game of [basic, legacy, complete]) {
const html = panel(game);
assert.doesNotMatch(html, /Take your Revival turn (first|last) and discard/);
assert.match(html, /existing timing|Completed turns stay finished/);
}
assert.equal(revival(basic), ''); assert.equal(revival(legacy), '');
const absent = projected(); absent.players.find(player => player.id === absent.me)!.hand = [];
assert.equal(panel(absent), '');
});
void test('unavailable ordered Revival guidance keeps completed turns and the current started actor intact', () => {
const game = projected(); game.saphoOptions = [];
const html = panel(game);
assert.match(html, /only among remaining unstarted Revival turns/);
assert.match(html, /A player who has started finishes their Revival choices unchanged/);
assert.match(html, /already-held positions and committed cards are unavailable/);
assert.match(revival(game), /Juice of Sapho may change the remaining order; completed Revival turns stay finished/);
});
void test('existing movement and auction buttons keep their original scope labels and payloads', () => {
const game = projected();
for (const option of [
{ scope: 'movement', event: 'original-movement', mode: 'first' },
{ scope: 'onceAround', event: 'original-auction', mode: 'last' },
] as const) {
game.saphoOptions = [option];
assert.deepEqual(press(option), [{ type: 'card', card: sapho!.id, ...option }]);
assert.match(panel(game), option.scope === 'movement'
? /Take your movement turn first and discard Juice of Sapho/
: /Bid last and discard Juice of Sapho/);
}
});
void test('Revival controls do not inspect raw order history rival hands or private return stocks', () => {
const game = projected('last', true);
Object.defineProperty(game.revivalOrder!, 'uses', { get() { throw Error('Controls inspected raw Sapho history'); } });
for (const player of game.players) {
const fields = ['traitors', 'faceDancers', 'spice', 'reserves', 'leaders', 'forces', 'tanks', ...(player.id === game.me ? [] : ['hand'])];
for (const field of fields)
Object.defineProperty(player, field, { get() { throw Error(`Controls inspected private ${player.id}.${field}`); } });
}
assert.match(panel(game), /Provisional queued Revival order/);
assert.match(revival(game), /Current Revival actor: Active Emperor/);
assert.deepEqual(press(game.saphoOptions[0]), [{ type: 'card', card: sapho!.id,
scope: 'revival', event: 'controlled-revival-order-event', mode: 'last' }]);
});
const nativeSources = new Map<boolean, ReturnType<typeof createSaphoRevivalOrderFixture>>();
function native(started: boolean) {
let source = nativeSources.get(started);
if (!source) { source = createSaphoRevivalOrderFixture({ started }); nativeSources.set(started, source); }
return { ...source, game: structuredClone(source.game) };
}
void test('earned native clean and queued first/last options render and their actual button actions apply the same selected scope', () => {
for (const started of [false, true]) for (const mode of ['first', 'last'] as const) {
const source = native(started), game = viewGame(source.game, source.owner);
const card = game.players.find(player => player.id === source.owner)!.hand!.find(candidate => candidate.id === source.card);
assert.ok(card);
const option = game.saphoOptions.find(candidate => candidate.scope === 'revival' && candidate.mode === mode);
assert.ok(option?.scope === 'revival');
const html = panel(game);
assert.match(html, new RegExp(`Take your Revival turn ${mode} and discard Juice of Sapho`));
if (started) {
assert.equal(option.afterCurrent, source.current);
const currentName = game.players.find(player => player.id === source.current)!.name;
assert.ok(html.includes(`${currentName} finishes the current Revival turn unchanged`));
assert.match(html, /Provisional queued Revival order/);
} else {
assert.equal(option.afterCurrent, undefined);
assert.doesNotMatch(html, /Provisional queued Revival order/);
}
const sent = press(option, false, card.id);
assert.deepEqual(sent, [saphoRevivalOrderAction(source.game, mode, source.owner)]);
assert.deepEqual(press(option, true, card.id), []);
const priorCompleted = [...source.game.revivalOrder!.completed];
const after = actSaphoRevivalOrder(source.game, source.owner, sent[0]);
assert.equal(after.revivalOrder!.version, 2);
assert.deepEqual(after.revivalOrder!.completed, priorCompleted);
if (started) assert.equal(after.active, source.current);
else if (mode === 'first') assert.equal(after.active, source.owner);
}
});
void test('actual v2 Revival views preserve remaining/completed display and permit only the current Finish callback', () => {
for (const started of [false, true]) for (const mode of ['first', 'last'] as const) {
const source = native(started);
const after = actSaphoRevivalOrder(source.game, source.owner, saphoRevivalOrderAction(source.game, mode, source.owner));
const actor = after.revivalOrder!.remaining[0], game = viewGame(after, actor), sent: Action[] = [];
assert.equal(game.revivalOrder!.version, 2);
Object.defineProperty(game.revivalOrder!, 'uses', { get() { throw Error('Revival display inspected validated order history'); } });
const html = revival(game);
assert.match(html, /Remaining Revival turns:/);
assert.match(html, /Completed Revival turns:/);
assert.match(html, /Juice of Sapho may change the remaining order/);
const leaf = FinishRevivalTurn({ game, busy: false, act(action) { sent.push(action); } });
assert.equal(leaf.props.disabled, false);
FinishRevivalTurn({ game, busy: true, act(action) { sent.push(action); } }).props.onClick();
assert.deepEqual(sent, []);
leaf.props.onClick(); assert.deepEqual(sent, [{ type: 'ready' }]);
const next = actSaphoRevivalOrder(after, actor, sent[0]);
assert.ok(next.revivalOrder!.completed.includes(actor));
const completed = viewGame(next, actor), rejected: Action[] = [];
const finished = FinishRevivalTurn({ game: completed, busy: false, act(action) { rejected.push(action); } });
assert.equal(finished.props.disabled, true); finished.props.onClick();
assert.deepEqual(rejected, []);
assert.match(revival(completed), /Your Revival turn is finished/);
}
});
+156
View File
@@ -0,0 +1,156 @@
import assert from 'node:assert/strict';
import test from 'node:test';
import { applyAction, viewGame, type Action, type Game } from '../game/engine';
import { botActions } from '../game/bots';
import { SEMUTA_DRUG_ID } from '../game/semuta-drug';
import {
actSaphoRevivalOrder as act, advanceSaphoRevivalOrder as advance,
createSaphoRevivalOrderFixture as fixture, createSaphoRevivalSemutaFixture,
finishSaphoRevivalOrder as finish, reactSaphoRevivalSemuta,
saphoRevivalOrderAction as action, saphoRevivalOrderClean as clean,
saphoRevivalOrderInventory as inventory, saphoRevivalOrderPlayer as player,
saphoRevivalOrderStocks as stocks,
} from './fixture-sapho-revival-order';
const reload = (game: Game): Game => JSON.parse(JSON.stringify(game));
function reject(game: Game, actor: string, proposed: Action) {
const before = structuredClone(game); assert.throws(() => applyAction(game, actor, proposed));
assert.deepEqual(game, before);
}
function expected(game: Game, owner: string, mode: 'first' | 'last') {
const frame = game.revivalOrder; assert.ok(frame);
const locked = frame.started ? [frame.remaining[0]] : [];
const other = frame.remaining.filter(id => id !== owner && !locked.includes(id));
return [...locked, ...(mode === 'first' ? [owner, ...other] : [...other, owner])];
}
function assertNativeSource(f: ReturnType<typeof fixture>) {
assert.equal(f.initial.status, 'lobby'); assert.equal(f.setup.status, 'setup');
assert.ok(f.beforeStartingDeal.players.every(seat => !seat.hand.length));
assert.equal(f.acquisition.bid.actor, f.owner); assert.equal(f.acquisition.bid.action.amount, 1);
assert.equal(player(f.acquisition.before, f.owner).spice - player(f.acquisition.after, f.owner).spice, 1);
assert.equal(player(f.acquisition.after, 'richese').spice - player(f.acquisition.before, 'richese').spice, 1);
assert.equal(f.sourceActionCount, f.sourceActions.length); assert.ok(f.sourceActionCount > 20);
const dials = f.sourceActions.filter(step => step.action.type === 'stormDial');
assert.equal(dials.length, 2);
assert.ok(dials.every(step => typeof step.action.amount === 'number' && step.action.amount >= 0 && step.action.amount <= 20));
assert.equal(f.firstRevival.storm, ((f.richeseCircle - 3 + 18) % 18) + 1);
assert.deepEqual(f.staging, []); assert.deepEqual(inventory(f.game), f.originalInventory);
assert.equal(f.game.active, f.current); assert.equal(f.game.revivalOrder?.started, f.started);
if (f.started) {
assert.ok(f.shipment && f.storm && f.revival && f.casualtyLocation);
assert.equal(player(f.shipment.after, f.current).forces[f.casualtyLocation], 1);
assert.equal(f.storm.before.stormMovementSource?.kind, 'card');
assert.equal(player(f.storm.after, f.current).tanks, 1);
assert.equal(player(f.game, f.current).tanks, 0); assert.equal(player(f.game, f.current).revived, 1);
}
}
for (const started of [false, true]) for (const mode of ['first', 'last'] as const) {
void test(`native Sapho Revival ${mode} ${started ? 'queues behind an actual returned-force owner' : 'reorders clean unstarted turns'} and completes once`, () => {
const f = fixture({ started }); assertNativeSource(f);
const proposed = action(f.game, mode), option = viewGame(f.game, f.owner).saphoOptions.find(o =>
o.scope === 'revival' && o.mode === mode); assert.ok(option);
assert.deepEqual(Object.keys(proposed).sort(), ['card', 'event', 'mode', 'scope', 'type']);
assert.equal('afterCurrent' in proposed, false);
if (started) assert.equal((option as typeof option & { afterCurrent?: string }).afterCurrent, f.current);
const before = stocks(f.game), physicalOrder = [...f.game.order];
const wanted = expected(f.game, f.owner, mode);
let game = act(f.game, f.owner, proposed);
assert.equal(game.revivalOrder?.version, 2);
assert.deepEqual(game.revivalOrder?.original, physicalOrder);
assert.deepEqual(game.revivalOrder?.remaining, wanted);
assert.deepEqual(game.revivalOrder?.completed, []);
assert.equal(game.revivalOrder?.started, started);
assert.equal(game.active, wanted[0]); assert.deepEqual(game.order, physicalOrder);
assert.deepEqual(stocks(game), before);
assert.equal(player(game, f.owner).hand.some(card => card.id === f.card), false);
assert.equal(game.discard.filter(card => card.id === f.card).length, 1);
assert.deepEqual(inventory(game), f.originalInventory);
reject(game, f.owner, proposed);
const completions: string[] = [];
game = reload(game);
while (game.phase === 4 && game.revivalOrder?.remaining.length) {
assert.ok(clean(game)); const actor = game.revivalOrder.remaining[0]; completions.push(actor);
game = act(game, actor, { type: 'ready' });
}
game = finish(game);
assert.deepEqual(completions, wanted); assert.equal(new Set(completions).size, wanted.length);
assert.equal(game.phase, 5); assert.deepEqual(game.order, physicalOrder);
assert.deepEqual(inventory(game), f.originalInventory);
assert.equal(game.discard.filter(card => card.id === f.card).length, 1);
assert.deepEqual(stocks(game), before);
});
}
void test('native completed holder keeps its physical Sapho without reopening its finished Revival', () => {
const f = fixture(), old = action(f.game, 'last');
let game = advance(f.game, state => clean(state) && state.revivalOrder?.remaining[0] === f.owner);
game = act(game, f.owner, { type: 'ready' });
assert.ok(game.revivalOrder?.completed.includes(f.owner));
assert.ok(player(game, f.owner).hand.some(card => card.id === f.card));
assert.deepEqual(viewGame(game, f.owner).saphoOptions.filter(option => option.scope === 'revival'), []);
reject(game, f.owner, old);
game = finish(game); assert.equal(game.phase, 5);
});
void test('native Sapho Revival rejects forged display metadata and a changed event before disposal', () => {
const f = fixture({ started: true }), proposed = action(f.game, 'first');
reject(f.game, f.owner, { ...proposed, afterCurrent: f.current });
reject(f.game, f.owner, { ...proposed, event: 'stale-revival-event' });
reject(f.game, 'atreides', proposed);
assert.equal(f.game.discard.filter(card => card.id === f.card).length, 0);
assert.equal(player(f.game, f.current).revived, 1);
});
void test('all four minimal profiles propose an accepted native queued Revival order change', () => {
const f = fixture({ started: true });
for (const level of ['Easy', 'Medium', 'Hard', 'Brutal'] as const) {
const view = viewGame(f.game, f.owner); view.players.find(seat => seat.id === f.owner)!.bot = level;
const proposed = botActions(view).find(candidate => candidate.type === 'card' && candidate.scope === 'revival');
assert.ok(proposed, `${level} offers the physical owned card's legal Revival path`);
const game = act(f.game, f.owner, proposed);
assert.equal(game.active, f.current); assert.equal(game.revivalOrder?.started, true);
assert.equal(game.discard.filter(card => card.id === f.card).length, 1);
}
});
void test('controlled conserved-card supplement refuses to split the genuine started owner opportunity', () => {
const f = fixture({ started: true }), game = structuredClone(f.game);
// This supplement conserves the actual paid card but does not claim a native
// transfer to Richese. Its force return and started opportunity remain native.
const donor = player(game, f.owner), index = donor.hand.findIndex(card => card.id === f.card); assert.ok(index >= 0);
player(game, f.current).hand.push(donor.hand.splice(index, 1)[0]);
assert.equal(game.revivalOrder?.started, true);
assert.deepEqual(inventory(game), f.originalInventory);
assert.deepEqual(viewGame(game, f.current).saphoOptions.filter(option => option.scope === 'revival'), []);
const borrowed = action(f.game, 'last');
reject(game, f.current, borrowed);
});
for (const claim of [false, true]) {
void test(`controlled Semuta acquisition supplement ${claim ? 'claims the actual Sapho discard' : 'passes the actual Sapho discard'} and restores the same Revival scope`, () => {
const f = createSaphoRevivalSemutaFixture();
assert.equal(f.nativeAcquisition, false); assert.ok(f.staging.length > 0);
const before = stocks(f.game), original = [...f.game.order];
const paused = act(f.game, f.owner, f.action);
assert.equal(paused.pendingTreacheryDiscard?.continuation?.kind, 'saphoRevivalDiscard');
assert.ok(paused.pendingTreacheryDiscard?.reaction);
const queue = structuredClone(paused.revivalOrder), requests = structuredClone(paused.revivalRequests);
for (const seat of paused.players)
assert.deepEqual(viewGame(paused, seat.id).saphoOptions.filter(option => option.scope === 'revival'), [],
'The live discard reaction supplies no competing Revival reorder');
let game = reactSaphoRevivalSemuta(reload(paused), f.holder, claim);
game = advance(game, clean);
assert.deepEqual(game.revivalOrder, queue); assert.deepEqual(game.revivalRequests, requests);
assert.equal(game.active, queue?.remaining[0]); assert.deepEqual(game.order, original);
assert.deepEqual(stocks(game), before); assert.deepEqual(inventory(game), f.originalInventory);
assert.equal(player(game, f.owner).hand.some(card => card.id === f.card), false);
if (claim) {
assert.ok(player(game, f.holder).hand.some(card => card.id === f.card));
assert.equal(player(game, f.holder).hand.some(card => card.id === SEMUTA_DRUG_ID), false);
assert.equal(game.discard.filter(card => card.id === SEMUTA_DRUG_ID).length, 1);
} else assert.equal(game.discard.filter(card => card.id === f.card).length, 1);
game = finish(game);
assert.equal(game.phase, 5); assert.deepEqual(inventory(game), f.originalInventory);
});
}
+145
View File
@@ -0,0 +1,145 @@
import assert from 'node:assert/strict';
import test from 'node:test';
import {
createRevivalOrder as create, finishRevivalOrder as finish, startRevivalOrder as start,
validateRevivalOrder as validate, revivalOrderBlock as block,
saphoRevivalOrderEvent as event, reorderSaphoRevivalOrder as reorder,
RevivalOrderError, type RevivalOrder, type RevivalOrderContext,
} from '../game/revival-order';
const context = (ready: string[] = []): RevivalOrderContext => ({ turn: 5,
order: ['a', 'b', 'c', 'd'], ready });
function use(ctx: RevivalOrderContext, frame: RevivalOrder, player: string, mode: 'first' | 'last') {
return reorder(ctx, frame, { event: event(ctx, frame), player, mode });
}
function rejects(ctx: RevivalOrderContext, frame: RevivalOrder, run: () => unknown) {
const before = structuredClone({ ctx, frame });
assert.throws(run, RevivalOrderError); assert.deepEqual({ ctx, frame }, before);
}
void test('ordinary Revival creation, partial start and finish keep exact version-one bytes without a Sapho history', () => {
const ctx = context(), frame = create(ctx);
assert.equal(JSON.stringify(frame), '{"version":1,"turn":5,"original":["a","b","c","d"],"remaining":["a","b","c","d"],"completed":[],"started":false}');
const started = start(ctx, frame, 'a'); assert.equal(started.version, 1);
assert.equal(Object.hasOwn(started, 'uses'), false); assert.equal(started.started, true);
const done = finish(ctx, started, 'a'); validate(context(['a']), done);
assert.equal(JSON.stringify(done), '{"version":1,"turn":5,"original":["a","b","c","d"],"remaining":["b","c","d"],"completed":["a"],"started":false}');
assert.deepEqual(create(context(['a'])), done); assert.equal(frame.started, false);
});
void test('Sapho first upgrades only an actual changed opportunity and preserves every physical seat', () => {
const ctx = context(), frame = create(ctx), beforeEvent = event(ctx, frame);
const result = use(ctx, frame, 'd', 'first');
assert.equal(result.order.version, 2); assert.equal(result.afterCurrent, undefined);
assert.deepEqual(result.order.remaining, ['d', 'a', 'b', 'c']); assert.deepEqual(result.order.original, ctx.order);
assert.deepEqual(result.order.completed, []); validate(ctx, result.order);
assert.ok(result.order.version === 2);
assert.deepEqual(result.order.uses, [{ event: beforeEvent, player: 'd', mode: 'first', completed: [], started: false }]);
assert.notEqual(event(ctx, result.order), beforeEvent);
rejects(ctx, result.order, () => reorder(ctx, result.order, { event: beforeEvent, player: 'b', mode: 'last' }));
assert.equal(frame.version, 1); assert.deepEqual(frame.remaining, ctx.order);
});
void test('Sapho last moves the whole unstarted opportunity and rejects already-held, completed and foreign positions', () => {
const ctx = context(), frame = create(ctx), result = use(ctx, frame, 'a', 'last');
assert.deepEqual(result.order.remaining, ['b', 'c', 'd', 'a']); validate(ctx, result.order);
rejects(ctx, frame, () => use(ctx, frame, 'a', 'first'));
rejects(ctx, frame, () => use(ctx, frame, 'd', 'last'));
rejects(ctx, frame, () => use(ctx, frame, 'foreign', 'first'));
const later = context(['a']), laterFrame = create(later);
rejects(later, laterFrame, () => use(later, laterFrame, 'a', 'first'));
const done = create(context(['a', 'b', 'c', 'd']));
rejects(context(['a', 'b', 'c', 'd']), done, () => use(context(['a', 'b', 'c', 'd']), done, 'd', 'first'));
});
void test('a started current actor locks its entire opportunity while another faction can become first after it', () => {
const ctx = context(), fresh = create(ctx), old = event(ctx, fresh), frame = start(ctx, fresh, 'a');
assert.notEqual(event(ctx, frame), old);
rejects(ctx, frame, () => reorder(ctx, frame, { event: old, player: 'd', mode: 'first' }));
rejects(ctx, frame, () => use(ctx, frame, 'a', 'first'));
rejects(ctx, frame, () => use(ctx, frame, 'a', 'last'));
const first = use(ctx, frame, 'd', 'first');
assert.equal(first.afterCurrent, 'a'); assert.equal(first.order.started, true);
assert.deepEqual(first.order.remaining, ['a', 'd', 'b', 'c']);
assert.equal(block(ctx, first.order, 'a'), null); assert.match(block(ctx, first.order, 'd')!, /Wait/);
rejects(ctx, first.order, () => use(ctx, first.order, 'd', 'first'));
const last = use(ctx, first.order, 'b', 'last');
assert.equal(last.afterCurrent, 'a'); assert.deepEqual(last.order.remaining, ['a', 'd', 'c', 'b']);
validate(ctx, last.order); assert.equal(start(ctx, last.order, 'a').started, true);
});
void test('later Sapho uses advance only the actual changed completion prefix and never reopen a finished faction', () => {
const ctx = context(), first = use(ctx, create(ctx), 'd', 'first').order;
const afterD = finish(ctx, start(ctx, first, 'd'), 'd'), later = context(['d']);
validate(later, afterD); assert.deepEqual(afterD.remaining, ['a', 'b', 'c']);
const afterUse = use(later, afterD, 'a', 'last').order;
validate(later, afterUse); assert.deepEqual(afterUse.remaining, ['b', 'c', 'a']);
assert.ok(afterUse.version === 2); assert.deepEqual(afterUse.uses[1].completed, ['d']);
rejects(later, afterUse, () => use(later, afterUse, 'd', 'first'));
rejects(ctx, first, () => validate(context(['a']), { ...afterD, completed: ['a'] }));
const afterB = finish(later, afterUse, 'b'), finalContext = context(['d', 'b']);
validate(finalContext, afterB); assert.deepEqual(afterB.remaining, ['c', 'a']);
rejects(finalContext, afterB, () => validate(context(['b', 'd']), { ...afterB, completed: ['b', 'd'] }));
});
void test('genuine repeated recovered-card uses retain independent history revisions and survive JSON without an arbitrary cap', () => {
const ctx = context(); let frame = create(ctx);
// Physical card recovery/spend is authorized by the engine, outside this pure
// scheduling helper. Each supplied declaration names a fresh current event.
for (let index = 0; index < 6; index++) frame = use(ctx, frame, 'b', index % 2 ? 'last' : 'first').order;
assert.ok(frame.version === 2); assert.equal(frame.uses.length, 6);
assert.equal(new Set(frame.uses.map(use => use.event)).size, 6);
const restored = JSON.parse(JSON.stringify(frame)) as RevivalOrder;
validate(ctx, restored); assert.equal(event(ctx, restored), event(ctx, frame));
const started = start(ctx, restored, 'a');
assert.ok(started.version === 2); assert.deepEqual(started.uses, frame.uses);
const done = finish(ctx, started, 'a'); validate(context(['a']), done);
assert.ok(done.version === 2); assert.deepEqual(done.uses, frame.uses);
});
void test('recorded started actors cannot be unlocked by later history entries or a changed final frame before completion', () => {
const ctx = context(), first = use(ctx, start(ctx, create(ctx), 'a'), 'd', 'first').order;
const second = use(ctx, first, 'b', 'last').order; assert.ok(second.version === 2);
rejects(ctx, second, () => validate(ctx, { ...second, started: false }));
const forged = structuredClone(second); forged.uses[1].started = false;
// Even a matching replacement event cannot erase the earlier started lock.
forged.uses[1].event = `saphoRevival:${JSON.stringify([5, ctx.order, first.remaining, [], false, 1])}`;
forged.started = false;
rejects(ctx, second, () => validate(ctx, forged));
const completed = finish(ctx, second, 'a'), later = context(['a']);
validate(later, completed); assert.equal(completed.started, false);
const changed = use(later, completed, 'c', 'first').order;
validate(later, changed); assert.deepEqual(changed.remaining, ['c', 'd', 'b']);
});
void test('malformed history, stale boundaries and altered queues reject without repairing or mutating either input', () => {
const ctx = context(), frame = use(ctx, create(ctx), 'd', 'first').order; assert.ok(frame.version === 2);
const originalUse = frame.uses[0];
for (const value of [
{ ...frame, uses: [] }, { ...frame, uses: null }, { ...frame, extra: true },
{ ...frame, uses: [{ ...originalUse, extra: true }] },
{ ...frame, uses: [{ ...originalUse, completed: ['b'] }] },
{ ...frame, uses: [{ ...originalUse, completed: ['a', 'a'] }] },
{ ...frame, uses: [{ ...originalUse, player: 'foreign' }] },
{ ...frame, uses: [{ ...originalUse, mode: 'last' }] },
{ ...frame, uses: [{ ...originalUse, event: `${originalUse.event}:stale` }] },
{ ...frame, remaining: ['d', 'b', 'a', 'c'] },
{ ...frame, remaining: ['d', 'a', 'b', 'b'] },
{ ...frame, completed: ['d'], remaining: ['a', 'b', 'c'] },
]) rejects(ctx, frame, () => validate(ctx, value as unknown as RevivalOrder));
rejects(ctx, frame, () => validate({ ...ctx, turn: 6 }, frame));
rejects(ctx, frame, () => reorder(ctx, frame, { event: event(ctx, frame), player: 'c', mode: 'middle' } as never));
rejects(ctx, frame, () => reorder(ctx, frame, { event: event(ctx, frame), player: 'c', mode: 'first', extra: true } as never));
});
void test('reordered snapshots and start/finish copies preserve independent original, queue and per-use arrays', () => {
const ctx = context(), frame = use(ctx, create(ctx), 'd', 'first').order;
const changed = use(ctx, frame, 'a', 'last').order;
assert.ok(frame.version === 2 && changed.version === 2);
assert.notEqual(changed.original, frame.original); assert.notEqual(changed.remaining, frame.remaining);
assert.notEqual(changed.completed, frame.completed); assert.notEqual(changed.uses, frame.uses);
assert.notEqual(changed.uses[0], frame.uses[0]); assert.notEqual(changed.uses[0].completed, frame.uses[0].completed);
changed.original.pop(); changed.remaining.pop(); changed.completed.push('output-only'); changed.uses[0].completed.push('output-only');
validate(ctx, frame); assert.deepEqual(frame.remaining, ['d', 'a', 'b', 'c']);
assert.deepEqual(frame.uses[0].completed, []); assert.deepEqual(ctx.order, ['a', 'b', 'c', 'd']);
});