Support native Basic Ambassador and Terror arrivals
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import assert from 'node:assert/strict';
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import test from 'node:test';
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import { viewGame, type Game } from '../game/engine';
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import { botActions } from '../game/bots';
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import { DIFFICULTIES } from '../game/bot-profiles';
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import { act, player, createBasicNativeOverlapFixture, type First, type Native } from './fixture-basic-native-overlap';
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function decline(game:Game, owner:First):Game {
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if (owner==='ambassador') {
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const pending=game.pendingAmbassador; assert.ok(pending);
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return act(game,'ecaz',{type:'decision',event:pending.event,decline:true});
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}
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assert.ok(game.pendingTerrorEntry);
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return act(game,'moritani',{type:'decision',decline:true});
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}
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for (const native of ['ixians','tleilaxu'] as const satisfies readonly Native[])
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for (const first of ['ambassador','terror'] as const satisfies readonly First[]) {
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void test(`Basic ${native} native roster preserves the original shipment through ${first}-first overlapping arrivals`,()=>{
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const f=createBasicNativeOverlapFixture(native,first),initial=f.game;
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const spice=player(initial,f.entrant).spice,reserves=player(initial,f.entrant).reserves;
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const offered=act(initial,f.entrant,f.shipment);
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assert.equal(player(offered,f.entrant).spice,spice-1);
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assert.equal(player(offered,f.entrant).reserves,reserves-1);
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assert.equal(player(offered,f.entrant).forces[`${f.destination}:${f.sector}`],1);
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assert.equal(player(offered,f.entrant).shipped,true);
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assert.equal(offered.pendingArrivalOverlap?.first,first);
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assert.equal(offered.pendingArrivalOverlap?.stage,'first');
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assert.equal(offered.pendingArrivalOverlap?.entrant,f.entrant);
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assert.equal(viewGame(offered,f.entrant).arrivalOverlap?.first,first);
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const other:First=first==='ambassador'?'terror':'ambassador';
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const second=decline(offered,first);
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assert.equal(second.pendingArrivalOverlap?.first,first);
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assert.equal(second.pendingArrivalOverlap?.stage,'second');
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assert.equal(player(second,f.entrant).spice,spice-1);
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assert.equal(player(second,f.entrant).forces[`${f.destination}:${f.sector}`],1);
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const settled=decline(second,other);
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assert.equal(settled.pendingArrivalOverlap,null);
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assert.equal(settled.pendingAmbassador,null);
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assert.equal(settled.pendingTerrorEntry,null);
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assert.equal(player(settled,f.entrant).spice,spice-1);
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assert.equal(player(settled,f.entrant).reserves,reserves-1);
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assert.equal(player(settled,f.entrant).forces[`${f.destination}:${f.sector}`],1);
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assert.equal(settled.ecazAmbassadors?.tokens.find(t=>t.id===f.token)?.zone,'placed');
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assert.equal(settled.moritaniTerror?.tokens.find(t=>t.id===f.terror)?.status,'placed');
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});
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}
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void test('all minimal bot profiles can legally handle the first mixed-native overlap decision',()=>{
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const f=createBasicNativeOverlapFixture('ixians','ambassador');
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const offered=act(f.game,f.entrant,f.shipment);
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for(const difficulty of DIFFICULTIES){
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const view=viewGame(offered,'ecaz');
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view.players.find(p=>p.id==='ecaz')!.bot=difficulty;
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const action=botActions(view)[0]; assert.ok(action,difficulty);
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const after=act(offered,'ecaz',action);
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assert.ok(after.pendingArrivalOverlap || after.pendingTerrorEntry || after.pendingAmbassador,
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'The bot choice enters the same real arrival continuation');
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}
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});
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for (const first of ['ambassador','terror'] as const satisfies readonly First[]) {
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void test(`Basic mixed-native ${first}-first arrival settles Duke acquisition and Robbery once`,()=>{
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const f=createBasicNativeOverlapFixture('tleilaxu',first);
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const guildBefore=player(f.game,f.entrant).spice;
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const moritaniBefore=player(f.game,f.moritani).spice;
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let game=act(f.game,f.entrant,f.shipment);
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const afterInvoice=guildBefore-1, stolen=Math.ceil(afterInvoice/2);
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for(const owner of [first,first==='ambassador'?'terror':'ambassador'] as const){
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if(owner==='ambassador'){
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const entry=game.pendingAmbassador; assert.ok(entry);
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game=act(game,f.owner,{type:'decision',event:entry.event,trigger:true,
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beneficiary:f.owner,choice:'duke'});
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assert.equal(game.dukeVidal?.controller,f.owner);
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assert.equal(game.ecazAmbassadors?.tokens.find(t=>t.id===f.token)?.zone,'supply');
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}else{
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assert.equal(game.pendingTerrorEntry?.stage,'offer');
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game=act(game,f.moritani,{type:'decision',reveal:true});
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assert.equal(game.pendingTerrorEntry?.stage,'robbery');
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game=act(game,f.moritani,{type:'decision',choice:'spice'});
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assert.equal(player(game,f.entrant).spice,afterInvoice-stolen);
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assert.equal(player(game,f.moritani).spice,moritaniBefore+stolen);
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}
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}
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assert.equal(game.pendingArrivalOverlap,null);
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assert.equal(game.moritaniTerror?.tokens.find(t=>t.id===f.terror)?.status,'removed');
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assert.equal(player(game,f.entrant).forces[`${f.destination}:${f.sector}`],1);
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assert.equal(player(game,f.entrant).shipped,true);
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});
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}
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void test('a real native Tleilaxu shipment triggers both reactions and resumes with physical forces',()=>{
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const f=createBasicNativeOverlapFixture('tleilaxu','terror','native');
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const initial=f.game, before=player(initial,f.entrant).spice;
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let game=act(initial,f.entrant,f.shipment);
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assert.equal(game.pendingArrivalOverlap?.entrant,'tleilaxu');
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assert.equal(game.pendingArrivalOverlap?.first,'terror');
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assert.equal(player(game,f.entrant).spice,before-1);
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assert.equal(player(game,f.entrant).forces[`${f.destination}:${f.sector}`],1);
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game=act(game,f.moritani,{type:'decision',reveal:true});
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assert.equal(game.pendingTerrorEntry?.stage,'robbery');
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game=act(game,f.moritani,{type:'decision',choice:'spice'});
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const pending=game.pendingAmbassador; assert.ok(pending);
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game=act(game,f.owner,{type:'decision',event:pending.event,trigger:true,
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beneficiary:f.owner,choice:'duke'});
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assert.equal(game.dukeVidal?.controller,f.owner);
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assert.equal(game.pendingArrivalOverlap,null);
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assert.equal(player(game,f.entrant).forces[`${f.destination}:${f.sector}`],1);
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assert.equal(player(game,f.entrant).shipped,true);
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});
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@@ -0,0 +1,63 @@
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import assert from 'node:assert/strict';
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import { createGame, joinGame, newPlayer, type Action, type Game } from '../game/engine';
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import { placeAmbassador } from '../game/ecaz-ambassadors';
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import { placeTerror } from '../game/moritani-terror';
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import { actBasicSemutaAmbassador, advanceBasicSemutaAmbassador, basicSemutaAmbassadorClean,
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basicSemutaAmbassadorPlayer, type BasicSemutaAmbassadorStep } from './fixture-basic-semuta-ambassador';
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export const act = actBasicSemutaAmbassador;
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export const player = basicSemutaAmbassadorPlayer;
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export const advance = advanceBasicSemutaAmbassador;
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export type Native = 'ixians' | 'tleilaxu';
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export type First = 'ambassador' | 'terror';
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/** A real public five-seat selected-deck Basic start. All actual setup, phase
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* choices and owned shipment are native. At the original first movement turn,
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* two legal marker placements are explicitly controlled on their existing
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* physical tokens; no resource, force, pending reaction or receipt is staged. */
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export function createBasicNativeOverlapFixture(native: Native, first: First, entrantKind: 'guild' | 'native' = 'guild') {
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const entrant = entrantKind === 'native' ? native : 'guild';
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let game = createGame('BASICNATIVEOVERLAP',newPlayer('ecaz','Ecaz','ecaz'),false,['ecaz','choam','ix']);
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for (const faction of ['choam',native,'guild','moritani'] as const)
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joinGame(game,newPlayer(faction,faction,faction));
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const actions: BasicSemutaAmbassadorStep[] = [];
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const send = (actor: string, action: Action) => {game=act(game,actor,action,actions);};
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const reach = (until: (g: Game)=>boolean) => {game=advance(game,until,actions);};
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// The real lobby circle choices choose the storm ordering; no saved order is edited.
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send('guild',{type:'seatPosition',position:6});
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if (first === 'terror') send('moritani',{type:'seatPosition',position:4});
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send('ecaz',{type:'seatPosition',position:first === 'ambassador' ? 4 : 5});
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send('choam',{type:'seatPosition',position:1});
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send(native,{type:'seatPosition',position:2});
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for (const seat of game.players) send(seat.id,{type:'ready'});
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const lobby=structuredClone(game);
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send('ecaz',{type:'start'});
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const setup=structuredClone(game);
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assert.equal(game.status,'setup');
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assert.equal(game.advanced,false);
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assert.ok(!game.semutaPreview && !game.kullPreview && !game.nexusCards && !game.leaderSkills && !game.homeworlds);
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reach(g=>g.status==='playing');
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const afterSetup=structuredClone(game);
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assert.ok(game.ecazAmbassadors && game.moritaniTerror);
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// Pick a known ordinary unopened Spice draw; this does not stage its result.
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const spice=game.spiceDeck.findIndex(card=>'territory' in card && !card.discovery);
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assert.ok(spice>=0);
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game.spiceDeck.unshift(game.spiceDeck.splice(spice,1)[0]);
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reach(g=>g.turn===1 && g.phase===5 && g.active===entrant && basicSemutaAmbassadorClean(g));
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assert.equal(game.order.indexOf('ecaz')<game.order.indexOf('moritani'),first==='ambassador');
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const beforeMarkers=structuredClone(game);
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const token=game.ecazAmbassadors!.tokens.find(t=>t.effect==='ecaz' && t.zone==='supply');
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const terror=game.moritaniTerror!.tokens.find(t=>t.kind==='robbery' && t.status==='available');
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assert.ok(token && terror);
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const destination='habbanya_ridge_sietch',sector=17;
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game.ecazAmbassadors=placeAmbassador(game.ecazAmbassadors!,token.id,{
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turn:game.turn,availableSpice:player(game,'ecaz').spice,
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destination:{id:destination,stronghold:true,inStorm:false,allowed:true},
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}).state;
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game.moritaniTerror=placeTerror(game.moritaniTerror!,terror.id,destination,game.turn);
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const source=structuredClone(game);
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const shipment: Action={type:'ship',territory:destination,sector,amount:1,elite:0,allyPayment:0};
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return {game,source,lobby,setup,afterSetup,beforeMarkers,actions,first,native,
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entrant,owner:'ecaz',moritani:'moritani',destination,sector,token:token.id,terror:terror.id,shipment,
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staging:'Actual public lobby, setup and turn-one native controls. Two existing supply tokens are placed by their native pure placement helpers at the clean entrant turn; no receipt, pending action, force, purse, seat or order is staged. One unopened ordinary Spice card is selected.'};
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}
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