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import test from 'node:test';
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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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newPlayer,
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viewGame,
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type Game,
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type GameView,
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} from '../game/engine';
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import { botActions } from '../game/bots';
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import { DIFFICULTIES, type Difficulty } from '../game/bot-profiles';
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import { baseDeck } from '../game/cards';
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import type { FactionId } from '../game/catalog';
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import { createDukeVidal } from '../game/duke-vidal';
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function fixture(faction: FactionId = 'atreides', advanced = false) {
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const g = createGame(
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'GHOLABOTS',
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newPlayer('p', 'Player', faction),
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advanced,
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);
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g.players.push(
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newPlayer('q', 'Guild', 'guild'),
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newPlayer('r', 'Harkonnen', 'harkonnen'),
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);
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Object.assign(g, {
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status: 'playing',
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phase: 5,
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turn: 2,
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storm: 18,
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active: 'p',
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order: ['p', 'q', 'r'],
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movementRemaining: ['p', 'q', 'r'],
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deck: baseDeck(),
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});
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for (const p of g.players)
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Object.assign(p, {
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hand: [],
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forces: {},
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reserves: 20,
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spice: 20,
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traitors: [],
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traitorChoices: [],
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});
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const at = g.deck.findIndex((c) => c.effect === 'ghola');
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const card = g.deck.splice(at, 1)[0];
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g.players[0].hand.push(card);
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return { g, card };
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}
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function casualties(g: Game, tanks = 5, reserves = 0) {
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Object.assign(g.players[0], {
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tanks,
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reserves,
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forces: { 'red_chasm:7': 20 - tanks - reserves },
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});
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}
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function view(g: Game, difficulty: Difficulty) {
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const v = viewGame(g, 'p');
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v.players[0].bot = difficulty;
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return v;
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}
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function selected(g: Game, difficulty: Difficulty) {
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const v = view(g, difficulty),
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before = structuredClone(v);
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const actions = botActions(v);
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assert.deepEqual(v, before);
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assert.ok(actions.length);
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return actions[0];
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}
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function apply(g: Game, difficulty: Difficulty) {
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const a = selected(g, difficulty),
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before = structuredClone(g);
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const done = applyAction(g, 'p', a);
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assert.deepEqual(g, before);
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return { a, done };
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}
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for (const level of DIFFICULTIES) {
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void test(`${level} revives a useful own leader with Ghola and clears the earlier battle location`, () => {
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const { g, card } = fixture();
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for (const leader of g.players[0].leaders)
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Object.assign(leader, { dead: true, deaths: 1, usedAt: 'carthag' });
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const wanted = [...view(g, level).ghola.leaders].sort(
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(a, b) => b.strength - a.strength || a.id.localeCompare(b.id),
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)[0];
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const { a, done } = apply(g, level);
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assert.deepEqual(a, { type: 'card', card: card.id, leader: wanted.id });
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const revived = done.players[0].leaders.find((l) => l.id === wanted.id)!;
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assert.equal(revived.dead, false);
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assert.equal(revived.usedAt, undefined);
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assert.equal(revived.deaths, 1);
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assert.equal(done.players[0].leaderRevived, g.players[0].leaderRevived);
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assert.equal(done.players[0].spice, g.players[0].spice);
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assert.equal(done.discard.filter((c) => c.id === card.id).length, 1);
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});
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void test(`${level} revives five needed ordinary forces without using normal revival allowance`, () => {
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const { g, card } = fixture();
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casualties(g);
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const { a, done } = apply(g, level);
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assert.deepEqual(a, { type: 'card', card: card.id, amount: 5, elite: 0 });
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assert.equal(done.players[0].tanks, 0);
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assert.equal(done.players[0].reserves, 5);
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assert.equal(done.players[0].revived, g.players[0].revived);
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assert.equal(
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done.players[0].freeForcesRevived,
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g.players[0].freeForcesRevived,
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);
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assert.equal(done.players[0].spice, g.players[0].spice);
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});
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void test(`${level} uses the exact feasible mixed group when elite allowance prevents five returns`, () => {
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const { g, card } = fixture('emperor', true);
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casualties(g);
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g.players[0].elites = {
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tanks: 3,
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reserves: 0,
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revived: 0,
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forces: { 'red_chasm:7': 2 },
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};
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assert.equal(view(g, level).ghola.maxForces, 3);
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const { a, done } = apply(g, level);
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assert.deepEqual(a, { type: 'card', card: card.id, amount: 3, elite: 1 });
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assert.equal(done.players[0].elites!.revived, 1);
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assert.equal(done.players[0].elites!.tanks, 2);
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assert.equal(done.players[0].reserves, 3);
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});
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void test(`${level} can choose dead Kwisatz Haderach using the same projected target`, () => {
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const { g, card } = fixture('atreides', true);
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g.players[0].kwisatz = {
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dead: true,
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available: true,
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losses: 7,
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usedAt: 'carthag',
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} as NonNullable<Game['players'][number]['kwisatz']>;
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const { a, done } = apply(g, level);
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assert.deepEqual(a, { type: 'card', card: card.id, leader: 'kwisatz' });
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assert.equal(done.players[0].kwisatz!.dead, false);
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assert.equal(done.players[0].kwisatz!.usedAt, undefined);
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});
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}
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void test('ordinary revival actions retain priority over a discretionary Ghola at every level', () => {
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const { g } = fixture();
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g.phase = 4;
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g.active = null;
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casualties(g);
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for (const level of DIFFICULTIES) {
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const a = selected(g, level);
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assert.equal(a.type, 'revive');
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assert.ok(applyAction(g, 'p', a));
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}
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});
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void test('all profiles retain Ixian multi-cyborg Ghola revival rather than applying the base one-elite limit', () => {
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for (const level of DIFFICULTIES) {
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const { g, card } = fixture('ixians', true);
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casualties(g);
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g.players[0].elites = {
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tanks: 3,
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reserves: 0,
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revived: 0,
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forces: { 'red_chasm:7': 1 },
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};
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const { a, done } = apply(g, level);
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assert.deepEqual(a, { type: 'card', card: card.id, amount: 5, elite: 3 });
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assert.equal(done.players[0].elites!.tanks, 0);
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assert.equal(done.players[0].elites!.reserves, 3);
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}
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});
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void test('a real pre-leader combat opportunity keeps priority over stand-alone force recovery', () => {
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const { g, card } = fixture('emperor', true);
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casualties(g);
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g.phase = 6;
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g.players[2] = newPlayer('r', 'Richese', 'richese');
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g.players[1].forces = { 'red_chasm:7': 2 };
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g.players[1].reserves = 18;
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const battle = applyAction(g, 'p', {
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type: 'chooseBattle',
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territory: 'red_chasm',
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target: 'q',
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});
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assert.ok(battle.battle?.preLeader && !battle.battle.preLeader.closed);
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for (const level of DIFFICULTIES) {
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const a = selected(battle, level);
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assert.equal(a.type, 'battlePreparationReady');
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assert.notEqual(a.card, card.id);
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assert.ok(applyAction(battle, 'p', a));
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}
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});
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void test('foreign-ghola and negotiated early-revival bot candidates explicitly exclude a projected Duke', () => {
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// Projection-only legacy boundary: these controls must not infer foreign or
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// negotiated permission merely because a dead shared disc appears in a roster.
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for (const level of DIFFICULTIES) {
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const foreign = fixture('tleilaxu', true).g;
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foreign.phase = 4;
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foreign.active = null;
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foreign.players[0].leaders[0].dead = true;
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const fv = view(foreign, level);
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const deadDuke = {
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...createDukeVidal().leader,
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dead: true,
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deaths: 1,
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controller: 'q',
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};
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fv.players[1].leaders.push(deadDuke);
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assert.ok(
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botActions(fv).every(
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(a) => a.type !== 'reviveForeignGhola' || a.leader !== 'duke-vidal',
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),
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);
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const own = fixture('ecaz').g;
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own.phase = 4;
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own.active = null;
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own.players[1] = newPlayer('q', 'Tleilaxu', 'tleilaxu');
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own.players[0].leaders.slice(0, 3).forEach((l) => {
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l.dead = true;
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l.deaths = 1;
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});
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const ov = view(own, level);
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ov.players[0].leaders.push({ ...deadDuke, controller: 'p' });
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assert.ok(
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botActions(ov).every(
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(a) => a.type !== 'requestLeaderRevival' || a.leader !== 'duke-vidal',
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),
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);
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}
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});
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void test('ordinary revival prevention does not itself prevent independent Ghola recovery', () => {
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const { g, card } = fixture();
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g.phase = 4;
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g.active = null;
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casualties(g);
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g.revivalPrevention = { player: 'p', turn: g.turn };
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for (const level of DIFFICULTIES) {
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assert.equal(view(g, level).revival.prevented, true);
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const { a, done } = apply(g, level);
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assert.equal(a.card, card.id);
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assert.equal(done.players[0].reserves, 5);
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}
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});
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void test('open collection and Mentat windows can use a needed Ghola before readiness', () => {
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for (const phase of [7, 8])
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for (const level of DIFFICULTIES) {
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const { g, card } = fixture();
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g.phase = phase;
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g.active = null;
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casualties(g);
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assert.equal(apply(g, level).a.card, card.id);
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}
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});
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void test('missing, blocked, empty and withheld target projections do not produce guessed actions', () => {
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const { g, card } = fixture();
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casualties(g);
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for (const level of DIFFICULTIES) {
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for (const alter of [
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(v: GameView) => {
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v.ghola.available = false;
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},
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(v: GameView) => {
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v.ghola.cards = [];
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},
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(v: GameView) => {
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v.ghola.maxForces = 0;
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v.ghola.kwisatz = false;
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v.ghola.leaders = [];
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},
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]) {
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const v = view(g, level);
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alter(v);
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assert.ok(botActions(v).every((a) => a.card !== card.id));
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}
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}
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});
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void test('specific pending decisions, response windows, and automatic continuations retain priority', () => {
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const { g, card } = fixture();
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casualties(g);
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for (const level of DIFFICULTIES) {
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const pending = view(g, level);
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pending.decision = { kind: 'advisor', player: 'p' } as NonNullable<
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GameView['decision']
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>;
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assert.equal(botActions(pending)[0].type, 'decision');
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const response = view(g, level);
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response.response = {
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kind: 'voice',
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owner: 'q',
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passed: [],
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} as NonNullable<GameView['response']>;
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assert.ok(botActions(response).every((a) => a.card !== card.id));
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const continuation = view(g, level);
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continuation.automaticContinuationPending = true;
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assert.deepEqual(botActions(continuation), []);
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}
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});
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void test('stand-alone policy does not precede a positive shipment preparation witness', () => {
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const { g, card } = fixture();
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casualties(g);
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for (const level of DIFFICULTIES) {
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const v = view(g, level);
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const witness = { type: 'pledgeAid', amount: 0 };
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// Projection-only priority test; constructing a promise is covered by the
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// genuine shipment-promise suite, not this policy fixture.
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v.shipmentCompletion = { actions: [witness] } as NonNullable<
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GameView['shipmentCompletion']
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>;
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assert.ok(botActions(v).every((a) => a.card !== card.id));
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}
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});
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void test('the policy uses only own projected targets and is invariant to opponent private resources and identities', () => {
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const { g } = fixture();
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casualties(g);
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const changed = structuredClone(g);
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changed.players[1].hand.push(changed.deck.shift()!);
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changed.players[1].spice = 1;
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changed.players[1].traitors = [changed.players[2].leaders[0].id];
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for (const level of DIFFICULTIES) {
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assert.deepEqual(selected(g, level), selected(changed, level));
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const v = view(g, level);
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Object.defineProperty(v, 'dukeVidal', {
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get() {
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throw Error('Raw shared custody read');
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},
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});
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assert.equal(botActions(v)[0].type, 'card');
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}
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});
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