Respect storm sector for rides into mobile stronghold
Verify and publish checkpoint container / container (push) Failing after 10m28s
Verify and publish checkpoint container / container (push) Failing after 10m28s
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import assert from 'node:assert/strict';
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import test from 'node:test';
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import { applyAction, createGame, newPlayer, viewGame, type Action, 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 { MOBILE_LOCATION, MOBILE_STRONGHOLD, location, territory } from '../game/board';
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import { fremenCunningPublicDestinationBlock } from '../game/nexus-fremen-cunning';
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import { greatMakerRideAction } from '../game/great-maker-options';
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import { createFremenCunningModulesFixture, completeFremenCunningModules } from './fixture-fremen-cunning-modules';
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import { advanceNativeHomeworld, createNativeHomeworldDiscoveryProgramme } from './fixture-homeworld-native-e1e2-modules';
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const source = location('the_great_flat', territory('the_great_flat').sectors[0]);
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const ride = (destination: string): Action => ({ type: 'decision', accept: true,
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territory: destination, sector: 0, forces: { [source]: 4 } });
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/** Conserved staged supplement to the real action path: Fremen, Ixians, and
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* Emperor use Basic Ix, with a placed mobile stronghold and worm decision.
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* The worm, placement and earlier chronology are staged, not replayed. */
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function fixture(pointer = 'arsunt:11', storm = 11): Game {
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const game = createGame('WORMHMS', newPlayer('f', 'Fremen', 'fremen'), false, ['ix']);
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game.players.push(newPlayer('i', 'Ixians', 'ixians'), newPlayer('e', 'Emperor', 'emperor'));
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Object.assign(game, { status: 'playing', phase: 1, turn: 2, storm, active: 'f',
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order: ['f', 'i', 'e'], spiceSequence: { pile: 1, skipped: [] }, wormRides: [],
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decision: { kind: 'wormRide', player: 'f', territory: 'the_great_flat' },
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mobileStronghold: { location: pointer } });
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for (const player of game.players) Object.assign(player, { hand: [], forces: {}, reserves: 20, spice: 10 });
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game.players[0].forces = { [source]: 4 };
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game.players[0].reserves = 16;
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return game;
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}
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void test('a worm ride cannot enter the mobile stronghold through its storm-covered pointer', () => {
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const game = fixture(), before = structuredClone(game);
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assert.throws(() => applyAction(game, 'f', ride(MOBILE_STRONGHOLD)), /storm/i);
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assert.deepEqual(game, before, 'rejection preserves the pending ride and all counters');
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const sink = applyAction(game, 'f', ride('polar_sink'));
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assert.equal(sink.players[0].forces['polar_sink:0'], 4);
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assert.equal(sink.players[0].reserves, 16);
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});
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void test('a clear pointed sector permits the ride, including a pointer at Polar Sink', () => {
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for (const game of [fixture('arsunt:11', 12), fixture('polar_sink:0', 11)]) {
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const next = applyAction(game, 'f', ride(MOBILE_STRONGHOLD));
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assert.equal(next.players[0].forces[MOBILE_LOCATION], 4);
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assert.equal(next.players[0].forces[source] ?? 0, 0);
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assert.equal(next.players[0].reserves, 16);
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assert.equal(next.mobileStronghold?.location, game.mobileStronghold?.location);
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}
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});
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void test('all four bot profiles omit storm-blocked mobile arrivals and offer legal rides', () => {
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for (const difficulty of DIFFICULTIES) {
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for (const game of [fixture(), fixture('arsunt:11', 12)]) {
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const view = viewGame(game, 'f');
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view.players.find(player => player.id === 'f')!.bot = difficulty;
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const before = structuredClone(view), actions = botActions(view);
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assert.deepEqual(view, before);
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const accepted = actions.filter(action => action.type === 'decision' && action.accept === true);
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assert.ok(accepted.length, `${difficulty} needs a legal ride`);
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assert.ok(actions.some(action => action.type === 'decision' && action.accept === false));
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if (game.storm === 11)
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assert.ok(accepted.every(action => action.territory !== MOBILE_STRONGHOLD), difficulty);
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for (const action of actions)
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assert.doesNotThrow(() => applyAction(game, 'f', action), `${difficulty}: ${JSON.stringify(action)}`);
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}
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}
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});
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void test('the native Fremen Cunning ride uses the same public storm quote for the placed Ixian stronghold', () => {
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const native = createFremenCunningModulesFixture({ expansions: ['ix', 'ecaz'],
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factions: ['fremen', 'guild', 'emperor', 'ixians'], hmsAtSource: true });
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assert.equal(native.hmsPlacement?.after.mobileStronghold?.location, 'wind_pass:14');
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const game = completeFremenCunningModules(native).beforeRide;
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assert.equal(game.decision?.kind, 'nexusFremenCunningRide');
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assert.equal(game.mobileStronghold?.location, 'wind_pass:14');
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// Stage a conserved move within Wind Pass so the ride source remains clear
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// while the stronghold's original pointing sector is under the storm. The
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// worm, Cunning card and Ix placement come from the native chronology.
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const staged = structuredClone(game), rider = staged.players.find(p => p.id === 'fremen')!;
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const oldSource = native.sourceKey, newSource = 'wind_pass:16';
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const count = rider.forces[oldSource], elite = rider.elites?.forces[oldSource] ?? 0;
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assert.equal(count, 3); assert.equal(rider.forces[newSource] ?? 0, 0);
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delete rider.forces[oldSource]; rider.forces[newSource] = count;
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if (rider.elites && elite) {
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delete rider.elites.forces[oldSource]; rider.elites.forces[newSource] = elite;
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}
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const blocked = structuredClone(staged), clear = structuredClone(staged);
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blocked.storm = 14; clear.storm = 15;
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const destination = { territory: MOBILE_STRONGHOLD, sector: 0 };
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assert.match(fremenCunningPublicDestinationBlock(blocked, 'fremen', 'wind_pass', destination) ?? '', /storm/i);
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assert.equal(fremenCunningPublicDestinationBlock(clear, 'fremen', 'wind_pass', destination), null);
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assert.match(fremenCunningPublicDestinationBlock(viewGame(blocked, 'fremen'), 'fremen', 'wind_pass', destination) ?? '', /storm/i);
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assert.equal(fremenCunningPublicDestinationBlock(viewGame(clear, 'fremen'), 'fremen', 'wind_pass', destination), null);
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assert.ok(blocked.decision?.kind === 'nexusFremenCunningRide');
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const action: Action = { type: 'decision', event: blocked.decision.event, accept: true,
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source: 'wind_pass', forces: { [newSource]: { normal: count - elite, elite } },
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territory: MOBILE_STRONGHOLD, sector: 0 };
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const before = structuredClone(blocked);
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assert.throws(() => applyAction(blocked, 'fremen', action), /storm/i);
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assert.deepEqual(blocked, before);
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const next = applyAction(clear, 'fremen', action);
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const moved = next.players.find(p => p.id === 'fremen')!;
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assert.equal(moved.forces[MOBILE_LOCATION], count);
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assert.equal(moved.forces[newSource] ?? 0, 0);
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assert.equal(moved.elites?.forces[MOBILE_LOCATION] ?? 0, elite);
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});
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void test('a native Great Maker ride hides the storm-covered mobile destination and rejects it at execution', () => {
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const native = createNativeHomeworldDiscoveryProgramme({ maker: true, face: 'cistern', tech: true });
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let game = advanceNativeHomeworld(native.game, state => state.decision?.kind === 'greatMakerVote');
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while (game.decision?.kind === 'greatMakerVote')
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game = applyAction(game, game.decision.player, { type: 'decision', event: game.decision.event, yes: false });
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assert.equal(game.decision?.kind, 'greatMakerRide');
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assert.ok(game.mobileStronghold?.location);
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// The native encounter and votes are real. This comparison stages only the
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// already-placed stronghold pointer and storm to isolate the shared gate.
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const blocked = structuredClone(game), clear = structuredClone(game);
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blocked.mobileStronghold!.location = 'arsunt:11'; blocked.storm = 11;
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clear.mobileStronghold!.location = 'arsunt:11'; clear.storm = 12;
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const blockedView = viewGame(blocked, 'fremen'), clearView = viewGame(clear, 'fremen');
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assert.equal(blockedView.greatMaker!.ride!.destinations.some(d => d.territory === MOBILE_STRONGHOLD), false);
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assert.equal(greatMakerRideAction(blockedView, MOBILE_STRONGHOLD, 0, 1, 0), null);
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assert.ok(blocked.decision?.kind === 'greatMakerRide');
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const forbidden: Action = { type: 'decision', event: blocked.decision.event, accept: true,
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territory: MOBILE_STRONGHOLD, sector: 0, amount: 1, elite: 0 };
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const before = structuredClone(blocked);
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assert.throws(() => applyAction(blocked, 'fremen', forbidden));
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assert.deepEqual(blocked, before);
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assert.ok(clearView.greatMaker!.ride!.destinations.some(d => d.territory === MOBILE_STRONGHOLD));
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const allowed = greatMakerRideAction(clearView, MOBILE_STRONGHOLD, 0, 1, 0); assert.ok(allowed);
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const next = applyAction(clear, 'fremen', allowed);
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assert.equal(next.players.find(p => p.id === 'fremen')!.forces[MOBILE_LOCATION], 1);
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});
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