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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 { richeseCards } from '../game/richese-cards';
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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 { stoneBurnerPlanBlock } from '../game/stone-burner';
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import { baseDeck, ixBattleCards } from '../game/cards';
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const stone = () => richeseCards().find((c) => c.effect === 'stoneBurner')!;
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function fixture(advanced = false, reverse = false) {
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let g = createGame('STONEBOT', newPlayer('p', 'Pilot', 'emperor'), advanced, [
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'choam',
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]);
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g.players.push(
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newPlayer('q', 'Opponent', 'guild'),
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newPlayer('r', 'Richese', 'richese'),
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);
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g.status = 'playing';
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g.phase = 6;
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g.turn = 2;
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g.active = reverse ? 'q' : 'p';
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g.order = reverse ? ['q', 'p', 'r'] : ['p', 'q', 'r'];
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g.storm = 18;
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for (const p of g.players) {
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p.hand = [];
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p.forces = {};
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p.reserves = 20;
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p.spice = 20;
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p.traitors = [];
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}
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g.players[0].forces = { 'pasty_mesa:5': 8 };
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g.players[0].reserves = 12;
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g.players[1].forces = { 'pasty_mesa:5': 3 };
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g.players[1].reserves = 17;
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g.players[0].hand = [stone()];
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g.richeseCache = richeseCards().filter((c) => c.id !== stone().id);
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g = applyAction(g, g.active, {
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type: 'chooseBattle',
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territory: 'pasty_mesa',
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target: reverse ? 'p' : 'q',
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});
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for (const id of ['p', 'q'])
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g = applyAction(g, id, {
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type: 'battlePreparationReady',
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event: g.battle!.event,
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});
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return g;
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}
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function view(g: Game, difficulty: Difficulty, id = 'p') {
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const v = viewGame(g, id);
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v.players.find((p) => p.id === id)!.bot = difficulty;
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return v;
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}
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function reveal(g: Game, own = 'emperor-4', other = 'guild-0') {
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g = applyAction(g, 'p', {
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type: 'battlePlan',
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dial: 0,
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leader: own,
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weapon: stone().id,
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});
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return applyAction(g, 'q', { type: 'battlePlan', dial: 0, leader: other });
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}
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void test('all profiles offer guarded low-dial Stone plans on both sides in Basic and Advanced, with legal physical custody', () => {
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for (const difficulty of DIFFICULTIES)
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for (const advanced of [false, true])
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for (const reverse of [false, true]) {
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const g = fixture(advanced, reverse),
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v = view(g, difficulty),
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snapshot = structuredClone(v);
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const actions = botActions(v).filter(
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(a) => a.type === 'battlePlan' && a.weapon === stone().id,
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);
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assert.ok(actions.length);
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assert.equal(actions[0].dial, 0);
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for (const a of actions) {
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assert.ok(a.leader);
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assert.doesNotThrow(() => applyAction(g, 'p', a));
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}
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assert.deepEqual(v, snapshot);
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const next = applyAction(g, 'p', actions[0]);
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assert.equal(next.battle!.plans.p.weapon, stone().id);
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}
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});
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void test('every public pool is checked and blocked, missing or noncanonical Stone inputs are not emitted', () => {
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for (const difficulty of DIFFICULTIES) {
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const g = fixture(true, true),
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v = view(g, difficulty);
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v.battle!.ownForces = {
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normal: 2,
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elite: 1,
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eliteStrength: 2,
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freeSupport: false,
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};
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v.battle!.stoneBurnerContext!.opponentPools = [
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{ normal: 0, elite: 0, eliteStrength: 1, freeSupport: false },
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{ normal: 1, elite: 0, eliteStrength: 1, freeSupport: false },
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];
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const actions = botActions(v).filter((a) => a.weapon === stone().id);
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for (const a of actions)
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for (const pool of v.battle!.stoneBurnerContext!.opponentPools)
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assert.equal(
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stoneBurnerPlanBlock(
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v.battle!.ownForces,
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Number(a.dial),
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Number(a.support ?? 0),
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pool,
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'defender',
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),
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null,
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);
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assert.ok(
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actions.every((a) => !(a.dial === 1 && Number(a.support ?? 0) === 0)),
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);
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for (const change of [
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(x: GameView) => {
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x.battle!.stoneBurnerContext!.blocked = 'Ix timing awaits a ruling.';
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},
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(x: GameView) => {
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x.battle!.stoneBurnerContext = null;
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},
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(x: GameView) => {
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x.battle!.stoneBurnerContext!.opponentPools = [];
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},
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(x: GameView) => {
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x.players[0].hand = [{ ...stone(), name: 'Forged Stone' }];
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},
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]) {
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const x = view(g, difficulty);
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change(x);
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assert.ok(botActions(x).every((a) => a.weapon !== stone().id));
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}
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}
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});
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void test('all profiles choose public leader preservation versus bounty without changing the undialed winner, and resume exactly once', () => {
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for (const difficulty of DIFFICULTIES)
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for (const reverse of [false, true])
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for (const mode of ['kill', 'ignore'] as const) {
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const g = reveal(
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fixture(true, reverse),
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mode === 'kill' ? 'emperor-4' : 'emperor-0',
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mode === 'kill' ? 'guild-0' : 'guild-4',
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);
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assert.equal(g.decision?.kind, 'stoneBurner');
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assert.deepEqual(botActions(view(g, difficulty, 'q')), []);
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const v = view(g, difficulty),
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snapshot = structuredClone(v),
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a = botActions(v)[0];
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assert.deepEqual(a, { type: 'decision', event: g.battle!.event, mode });
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assert.deepEqual(v, snapshot);
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let next = applyAction(g, 'p', a);
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assert.equal(
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next.players[0].leaders.some((l) => l.dead),
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false,
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);
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assert.throws(() => applyAction(next, 'p', a));
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next = JSON.parse(JSON.stringify(next));
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next = applyAction(next, 'p', { type: 'traitorCall', call: false });
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next = applyAction(next, 'q', { type: 'traitorCall', call: false });
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assert.equal(next.players[0].forces['pasty_mesa:5'], 8);
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assert.equal(next.players[1].tanks, 3);
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assert.equal(
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next.players[0].leaders.some((l) => l.dead),
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mode === 'kill',
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);
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assert.equal(
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next.players[0].hand.some((c) => c.id === stone().id),
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true,
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);
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assert.equal(next.players[0].spice, mode === 'kill' ? 27 : 20);
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}
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});
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void test('Stone policy uses entitled public plans/pools and preserves Truth, response and traitor precedence', () => {
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for (const difficulty of DIFFICULTIES) {
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const g = reveal(fixture()),
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v = view(g, difficulty),
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a = botActions(v)[0];
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v.players[1].hand = richeseCards();
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v.players[1].spice = 999;
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assert.deepEqual(botActions(v)[0], a);
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const ownTraitor = view(g, difficulty);
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ownTraitor.players[0].traitors = ['guild-0'];
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assert.equal(botActions(ownTraitor)[0].mode, 'ignore');
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const truth = view(g, difficulty);
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truth.truthtrance = {
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stage: 'priority',
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queue: [],
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passed: [],
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} as unknown as NonNullable<GameView['truthtrance']>;
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assert.equal(botActions(truth)[0].type, 'truthPass');
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const response = view(g, difficulty);
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response.response = { kind: 'emperorIncome', owner: 'q', passed: [] };
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assert.ok(
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botActions(response).every(
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(a) => a.mode !== 'kill' && a.mode !== 'ignore',
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),
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);
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}
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});
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void test('all profiles preserve a valuable leader when Artillery suppresses the apparent Stone bounty', () => {
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for (const difficulty of DIFFICULTIES) {
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let g = fixture();
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const shields = baseDeck().filter((card) => card.kind === 'shield');
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const artillery = ixBattleCards().find(
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(card) => card.kind === 'artillery',
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)!;
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g.players[0].hand.push(shields[0]);
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g.players[1].hand = [artillery, shields[1]];
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const held = new Set(
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g.players.flatMap((p) => p.hand.map((card) => card.id)),
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);
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g.deck = g.deck.filter((card) => !held.has(card.id));
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g = applyAction(g, 'p', {
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type: 'battlePlan',
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dial: 0,
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leader: 'emperor-0',
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weapon: stone().id,
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defense: shields[0].id,
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});
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g = applyAction(g, 'q', {
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type: 'battlePlan',
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dial: 0,
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leader: 'guild-0',
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weapon: artillery.id,
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defense: shields[1].id,
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});
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assert.equal(g.decision?.kind, 'stoneBurner');
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const action = botActions(view(g, difficulty))[0];
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assert.equal(action.mode, 'ignore');
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g = applyAction(g, 'p', action);
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g = applyAction(g, 'p', { type: 'traitorCall', call: false });
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g = applyAction(g, 'q', { type: 'traitorCall', call: false });
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assert.equal(
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g.players[0].leaders.find((leader) => leader.id === 'emperor-0')!.dead,
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false,
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);
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assert.equal(g.players[0].spice, 20);
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}
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});
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