Connect optional Smuggler reserve shipment and saved interception
Prototype one free accompanying force into an empty territory with explicit opt-out, shared human/AI pricing, physical elite custody and Guild recipient accounting. Bind pending quotes to their unique saved Guild decision; preserve legacy unstamped full-price declarations. Smuggler battle collection and combined modules remain unfinished and gated. Repair a randomly dealt-out Karama fixture by relocating its actual physical card without changing inventory. Validation: 70 focused tests; typecheck, lint, 4477 offline tests, production build and 43 HTTP tests passed. Independent rules/persistence review completed, including interruption and cancellation. Browser checked the price toggle, three arrivals for two spice, and refresh with unchanged private cards. Two genuine four-profile Basic/Advanced samples completed without rejected candidates but did not use Smuggler. Preserved all 427 opening rooms and original seat/recovery rows (461 rooms after QA/HTTP). SQLite integrity and foreign keys passed. Server remained healthy after the reported power outage; no restart or reset. Verified source tree: bf6e02bf6873ca6d6b01c83481489f55b2c7db0184a7056364343440dae88803
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import assert from 'node:assert/strict';
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import { mock } from 'node:test';
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import {
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applyAction,
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createGame,
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newPlayer,
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joinGame,
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initializeLeaderSkillsGameForAudit,
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viewGame,
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type Game,
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} from '../game/engine';
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import { LEADER_SKILL_CARDS } from '../game/leader-skill-cards';
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import type { FactionId } from '../game/catalog';
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import { botActions } from '../game/bots';
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/** Genuine module setup followed by a conserved, explicitly staged shipment turn. */
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export function smugglerShipmentGame(
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faction: FactionId = 'emperor',
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advanced = false,
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): Game {
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let g = createGame('SMUGSHIP', newPlayer('p', 'Smuggler', faction), advanced);
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joinGame(
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g,
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newPlayer('h', 'Opponent', faction === 'guild' ? 'emperor' : 'guild'),
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);
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for (const p of g.players) g = applyAction(g, p.id, { type: 'ready' });
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const index = LEADER_SKILL_CARDS.findIndex((c) => c.id === 'smuggler');
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let cursor = LEADER_SKILL_CARDS.length - 1;
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mock.method(globalThis.crypto, 'getRandomValues', (array: Uint32Array) => {
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array[0] = cursor-- === index ? 0 : 0xffffffff;
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return array;
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});
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try {
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g = initializeLeaderSkillsGameForAudit(g);
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} finally {
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mock.restoreAll();
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}
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for (let i = 0; g.status === 'setup' && i < 60; i++) {
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let accepted = false;
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for (const p of g.players) {
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const view = viewGame(g, p.id);
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const skills = view.leaderSkills!;
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const options =
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g.setupStage === 'leaderSkills' && skills.offer
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? [
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{
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type: 'leaderSkill',
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event: skills.offer.event,
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skill: p.id === 'p' ? 'smuggler' : skills.offer.cards[0],
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leader: skills.eligibleLeaders[0].id,
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},
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]
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: g.setupStage === 'traitors' && p.traitorChoices.length
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? [{ type: 'traitor', leader: p.traitorChoices[0] }]
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: g.setupStage === 'prediction' && p.faction === 'beneGesserit'
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? [{ type: 'predict', faction: g.players[1].faction, turn: 3 }]
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: g.setupStage === 'forces' &&
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p.faction === 'fremen' &&
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p.reserves === 20
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? [
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{
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type: 'fremenSetup',
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placements: {
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sietch_tabr: 10,
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false_wall_south: 0,
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false_wall_west: 0,
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},
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},
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]
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: g.setupStage === 'forces' &&
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p.faction === 'beneGesserit' &&
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!p.advisorSetup
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? [
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{
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type: 'advisorSetup',
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territory: 'arrakeen',
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sector: 10,
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},
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]
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: botActions(view);
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for (const a of options) {
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try {
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g = applyAction(g, p.id, a);
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accepted = true;
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break;
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} catch {
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/* Other seats can be waiting. */
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}
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}
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if (accepted) break;
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}
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assert.ok(accepted, `setup ${g.setupStage}`);
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}
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assert.equal(g.status, 'playing');
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Object.assign(g, {
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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', 'h'],
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movementRemaining: ['p', 'h'],
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ready: [],
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response: null,
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decision: null,
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phaseOpening: null,
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});
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for (const p of g.players) {
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g.deck.push(...p.hand);
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p.hand = [];
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p.forces = {};
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p.reserves = 20;
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p.tanks = 0;
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p.shipped = false;
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p.moved = 0;
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p.advisors = {};
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if (p.elites) p.elites = { ...p.elites, forces: {}, reserves: 5, tanks: 0 };
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}
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return g;
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}
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