Preserve Fremen revival grant opportunity for bot allies
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@@ -40,6 +40,7 @@ export function FremenRevivalGrant({
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if (!grant || game.status !== 'playing' || game.phase !== 4 ||
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me?.faction !== 'fremen' || me.ally !== grant.recipient) return null;
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const recipient = game.players.find((player) => player.id === grant.recipient)?.name ?? 'your ally';
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const automatedAlly = game.players.find(player => player.id === grant.recipient);
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const disabled = busy || !!game.truthtrance || !!game.nexusTraitors?.pending ||
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!!grant.blocked || grant.granted;
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return (
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@@ -50,6 +51,10 @@ export function FremenRevivalGrant({
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replaces their native ordinary rate rather than adding three. Ordinary total
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revival and special-force limits still apply.
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</p>
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{!game.advanced && !game.revivalOrder && !group &&
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(automatedAlly?.bot || automatedAlly?.autopilot) && !grant.granted && !grant.blocked && (
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<p className="fine">When this grant would help your automated ally, it waits to revive forces until you grant it or select Ready for next phase.</p>
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)}
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<p className="fine">
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Provisional current-rate policy: Recruits doubles the current granted rate, including applicable bonuses,
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before caps. Without other bonuses, three becomes six.
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@@ -17,6 +17,17 @@ open mode gates.
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## Current checkpoint and work
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**Basic Fremen ally revival scheduling — 29 October. Prototyped / Partial.**
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An automated mutual ally now waits for a useful human Fremen free-revival grant
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in concurrent Basic Revival, until the grant resolves or the Fremen selects the
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existing Ready action. Karama responses remain active; other bot actions do not
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wait. The Fremen panel explains the choice. Genuine setup, battle casualties,
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Nexus alliance, grant/prevention and all four automated profiles are covered;
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the four-file related batch passes 40 cases, and type checking, lint and the
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production build pass. Ordered Revival, larger alliances,
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other opportunity races and deployed acceptance remain open.
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[Scope](FREMEN_REVIVAL_GRANT.md#human-fremen-and-an-automated-ally--29-october-2026).
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**Opt-in CHOAM market continuation — 29 October. Prototyped / Partial.**
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In supported Basic CHOAM/classic games, a human can finish a market and choose
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to skip later markets for that turn; an owner-only persistent control revokes
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@@ -1,5 +1,18 @@
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# Fremen allied free revival
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## Human Fremen and an automated ally — 29 October 2026
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**Prototyped / Partial.** During concurrent Basic Revival, an automated mutual
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ally waits to make its ordinary force return or finish Revival while a human
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Fremen has an eligible grant that would increase that ally's remaining free
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allowance and the ally has forces in the Tanks. The Fremen may use the existing
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grant action; its ordinary Karama response still resolves before the ally acts.
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The Fremen's existing Ready for next phase also releases the wait, as do an
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accepted or prevented grant. Other bot actions and responses remain available.
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The Fremen panel explains this scheduling choice. This is a provisional online
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priority policy, not a printed rule or a new mandatory confirmation. Ordered
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Revival, larger alliances and other races are not covered by this policy.
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## Staged three-member alliance — 28 October 2026
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In the unexposed Basic classic group prototype, Fremen may select each of its
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@@ -2,6 +2,7 @@ import { liveMovementExpressionPromises } from './movement-expression-promises';
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import { isAlliedShipmentVisit } from './allied-separation';
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import { discoveryBotActions } from './discovery-options';
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import { normalAuctionHandBlock } from './normal-auction';
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import { fremenRevivalGrantBlock } from './fremen-revival-grant';
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import { atreidesFullPlanAction } from './atreides-full-plan';
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import { liveMovementPromises } from './movement-promises';
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import { ecazOccupyDialChoices, ecazOccupyOwnProfile, ecazOccupyPolicyActions } from './ecaz-occupy-options';
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@@ -60,6 +61,8 @@ import { strongholdBattleEffects } from './stronghold-battle';
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import {
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eliteRevivalRemaining,
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forceRevivalPrice,
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freeRevivalRemaining,
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revivalPrevented,
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paidForceRevivalCost,
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} from './revival';
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import { controlsLeader, nativeAvailable } from './leader-control';
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@@ -4661,6 +4664,21 @@ export function botActions(g: GameView): Action[] {
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: [{ type: 'endMovement' }];
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}
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/** In concurrent Basic Revival, let a human Fremen decide its existing grant
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* before its automated ally spends or finishes. Ready is the normal way to
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* finish that decision; responses and unrelated actions remain available. */
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function waitsForHumanFremenGrant(g: Game, player: Game['players'][number]): boolean {
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if (g.status !== 'playing' || g.advanced || g.phase !== 4 || g.revivalOrder ||
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g.coalitionState || player.tanks <= 0 || revivalPrevented(g, player.id)) return false;
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const fremen = g.players.find(seat => seat.faction === 'fremen');
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if (!fremen || fremen.bot || fremen.autopilot || fremen.ally !== player.id ||
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player.ally !== fremen.id || g.ready.includes(fremen.id) ||
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fremenRevivalGrantBlock(g, fremen.id) !== null) return false;
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const current = freeRevivalRemaining(g, player);
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const granted = freeRevivalRemaining({ ...g, freeRevival: [...g.freeRevival, player.id] }, player);
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return Math.min(player.tanks, granted) > Math.min(player.tanks, current);
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}
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export function runBots(state: Game, limit = 96): Game {
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const supplier = state.players.find((p) => p.faction === 'richese');
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const unopenedAllyWindow =
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@@ -4700,6 +4718,8 @@ export function runBots(state: Game, limit = 96): Game {
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actors.sort((a, b) => Number(b.faction === 'guild') - Number(a.faction === 'guild'));
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for (const p of actors) {
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for (const action of botActions(viewGame(g, p.id))) {
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if ((action.type === 'revive' || action.type === 'ready') && waitsForHumanFremenGrant(g, p))
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continue;
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try {
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next = applyAction(g, p.id, action);
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break;
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+4
-2
@@ -6553,7 +6553,7 @@ export const RULE_TOPICS: RuleTopic[] = [
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"During Revival, Fremen may offer the current ally its ordinary free-force rate of three. The grant replaces the native ordinary rate; current bonuses, total limits and separate special-force limits still apply. It never moves counters by itself.",
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"The original owner, ally and turn remain bound while another player may prevent the grant with Karama. All-pass commits once. Under the provisional prevention policy, cancellation denies this grant for the current Revival, preserving the ally’s intrinsic free rate, Recruits and completed returns/payments. The next native Revival clears the denial.",
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"Recruits doubles the current granted rate including applicable bonuses before caps. With no other bonus, three becomes six. Provisionally accept grants before or after the card with the same calculation: deduct recorded free usage, preserve all earlier total returns and paid classifications, and give no refund. Finish a pending transaction before declaring a grant.",
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"The Fremen panel keeps status and unavailable reasons visible. Your ally’s normal revival panel supplies the actual remaining amount. Complete modes, broader combinations and final acceptance remain unfinished.",
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"The Fremen panel keeps status and unavailable reasons visible. In concurrent Basic Revival an automated ally can wait for a useful grant until the Fremen grants it or finishes the phase; the existing Karama response still applies. Your ally’s normal revival panel supplies the actual remaining amount. Complete modes, broader combinations and final acceptance remain unfinished.",
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"In the Basic group preview, Fremen can provisionally grant each ally the rate separately; each named declaration has its own Karama response. Group interactions remain incomplete."
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],
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"related": [
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@@ -6588,9 +6588,10 @@ export const RULE_TOPICS: RuleTopic[] = [
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{
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"area": "AI",
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"status": "Partial",
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"detail": "Existing-profile native/Recruits paths and staged group grants use the same projected legal permissions. Strategy and strength calibration remain deferred.",
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"detail": "Existing-profile native/Recruits paths and staged group grants use the same projected legal permissions. In concurrent Basic Revival a mutual automated ally waits for a useful human Fremen grant until it is resolved or Fremen is Ready. Strategy and strength calibration remain deferred.",
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"evidence": [
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"game/bots.ts",
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"tests/fremen-revival-grant-bot-priority.test.ts",
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"tests/recruits-controls.test.tsx",
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"docs/FREMEN_REVIVAL_GRANT.md"
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]
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@@ -6615,6 +6616,7 @@ export const RULE_TOPICS: RuleTopic[] = [
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"tests/fremen-revival-grant-engine.test.ts",
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"tests/fremen-revival-grant-quote.test.ts",
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"tests/fremen-revival-grant-controls.test.tsx",
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"tests/fremen-revival-grant-bot-priority.test.ts",
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"tests/recruits-engine.test.ts",
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"tests/recruits-controls.test.tsx"
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]
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@@ -0,0 +1,140 @@
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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, runBots } from '../game/bots';
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import { DIFFICULTIES, type Difficulty } from '../game/bot-profiles';
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import { actFremenRevivalGrant as act, advanceFremenRevivalGrant as advance,
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createFremenRevivalGrantFixture, fremenRevivalGrantClean as clean,
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fremenRevivalGrantPlayer as player, passFremenRevivalGrantResponses as pass } from './fixture-fremen-revival-grant';
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let fixture: ReturnType<typeof createFremenRevivalGrantFixture> | undefined;
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const source = () => fixture ??= createFremenRevivalGrantFixture();
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/** The source uses real public Basic setup, an actual battle with six allied
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* casualties and reciprocal Nexus consent. Handover uses the real seat action. */
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function botAlly(difficulty: Difficulty) {
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const f = source();
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const game = act(structuredClone(f.game), f.ally, {type:'setAutopilot', difficulty});
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assert.equal(game.advanced, false);
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assert.equal(game.phase, 4);
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assert.equal(player(game, f.fremen).ally, f.ally);
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assert.equal(player(game, f.ally).ally, f.fremen);
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assert.ok(player(game, f.ally).tanks >= 3);
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assert.equal(viewGame(game, f.ally).revival.freeRemaining, 2);
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assert.equal(viewGame(game, f.fremen).fremenRevivalGrant?.blocked, null);
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return {f, game};
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}
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const ownChoices = (game: Game, id: string) => botActions(viewGame(game, id));
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for (const difficulty of DIFFICULTIES) void test(
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`Basic ${difficulty} ally waits for human Fremen, then uses the granted free revival`, () => {
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const {f, game} = botAlly(difficulty);
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const spice = player(game, f.ally).spice, tanks = player(game, f.ally).tanks;
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const afterBot = runBots(game, 1);
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assert.equal(player(afterBot, f.ally).spice, spice);
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assert.equal(player(afterBot, f.ally).tanks, tanks);
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assert.equal(player(afterBot, f.ally).revived, 0);
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assert.ok(!afterBot.ready.includes(f.ally));
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let next = act(afterBot, f.fremen, f.grant);
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assert.equal(next.response?.kind, 'fremenRevivalGrant');
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assert.equal(next.freeRevival.includes(f.ally), false);
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next = pass(next);
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assert.equal(viewGame(next, f.ally).revival.freeRemaining, 3);
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const revival = ownChoices(next, f.ally).find(action => action.type === 'revive' && action.amount === 3);
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assert.ok(revival, `${difficulty} should offer its legal three-force revival`);
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next = advance(runBots(next, 1), clean);
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assert.equal(player(next, f.ally).spice, spice);
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assert.equal(player(next, f.ally).tanks, tanks - 3);
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assert.equal(player(next, f.ally).freeForcesRevived, 3);
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},
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);
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void test('Fremen’s normal Ready releases the waiting bot without granting the benefit', () => {
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const {f, game} = botAlly('Easy');
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const waiting = runBots(game, 1);
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assert.equal(player(waiting, f.ally).revived, 0);
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assert.ok(!waiting.ready.includes(f.ally));
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const next = act(waiting, f.fremen, {type:'ready'});
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assert.ok(next.ready.includes(f.fremen));
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assert.equal(next.freeRevival.includes(f.ally), false);
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const resumed = runBots(next, 1);
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assert.ok(player(resumed, f.ally).revived > 0 || resumed.ready.includes(f.ally));
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});
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void test('a real Karama prevention releases the waiting bot with its intrinsic free rate', () => {
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const {f, game} = botAlly('Medium');
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let next = act(game, f.fremen, f.grant);
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assert.equal(next.response?.kind, 'fremenRevivalGrant');
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next = act(next, f.observer, {type:'card', card:f.karama, mode:'cancel'});
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assert.equal(next.response, null);
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assert.ok(next.revivalRules?.fremenGrantBlocked?.includes(f.ally));
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assert.equal(viewGame(next, f.ally).revival.freeRemaining, 2);
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const resumed = runBots(next, 1);
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assert.ok(player(resumed, f.ally).revived > 0 || resumed.ready.includes(f.ally));
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});
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void test('the waiting ally can still pass its actual Karama response to the Fremen grant', () => {
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const {f, game} = botAlly('Easy');
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// Stage one conserved physical card exchange solely to make the allied
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// bot, rather than the original Emperor, own the response card.
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const ally = player(game, f.ally), observer = player(game, f.observer);
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const karama = observer.hand.findIndex(card => card.id === f.karama);
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assert.ok(karama >= 0 && ally.hand.length > 0);
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[ally.hand[0], observer.hand[karama]] = [observer.hand[karama], ally.hand[0]];
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let next = act(game, f.fremen, f.grant);
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assert.equal(next.response?.kind, 'fremenRevivalGrant');
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next = runBots(next, 1);
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assert.equal(next.response, null);
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assert.equal(next.freeRevival.includes(f.ally), true);
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});
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void test('a bot Fremen does not make its bot ally wait for a human grant', () => {
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const {f, game} = botAlly('Easy');
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const next = act(game, f.fremen, {type:'setAutopilot', difficulty:'Easy'});
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// Staged actor iteration order puts the allied bot first; public storm order
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// and the genuine prior game state are otherwise untouched.
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next.players = [player(next, f.ally), player(next, f.fremen), player(next, f.observer)];
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const resumed = runBots(next, 1);
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assert.ok(player(resumed, f.ally).revived > 0 || resumed.ready.includes(f.ally));
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});
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void test('a completed normal revival does not hold the bot’s Ready for an unusable grant', () => {
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// This fixture actually completes its paid/free three-force return before
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// handover; the remaining ordinary revival allowance is genuinely zero.
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const f = createFremenRevivalGrantFixture({priorRevival:true});
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const game = act(f.game, f.ally, {type:'setAutopilot', difficulty:'Easy'});
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assert.equal(viewGame(game, f.ally).revival.forcesRemaining, 0);
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const resumed = runBots(game, 1);
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assert.ok(resumed.ready.includes(f.ally));
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});
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void test('two remaining Tanks forces do not hold a bot that already has two free revivals', () => {
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const {f, game} = botAlly('Easy');
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const ally = player(game, f.ally);
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// Labelled physical-custody staging: return the surplus ordinary Tanks
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// counters to reserves, preserving the player's total force inventory.
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const surplus = ally.tanks - 2;
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assert.ok(surplus > 0);
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ally.tanks -= surplus;
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ally.reserves += surplus;
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const reserves = ally.reserves, spice = ally.spice;
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assert.equal(viewGame(game, f.ally).revival.freeRemaining, 2);
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assert.equal(viewGame(game, f.fremen).fremenRevivalGrant?.blocked, null);
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const resumed = runBots(game, 1);
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assert.equal(player(resumed, f.ally).revived, 2);
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assert.equal(player(resumed, f.ally).tanks, 0);
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assert.equal(player(resumed, f.ally).reserves, reserves + 2);
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assert.equal(player(resumed, f.ally).spice, spice);
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});
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void test('a bot barred from normal revival can Ready without waiting for a futile grant', () => {
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const {f, game} = botAlly('Easy');
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// Stage the existing current-turn native prevention receipt, without
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// changing the genuine alliance, Tanks, wallet or Fremen grant state.
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game.revivalPrevention = {player:f.ally, turn:game.turn};
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assert.equal(viewGame(game, f.ally).revival.prevented, true);
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const resumed = runBots(game, 1);
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assert.ok(resumed.ready.includes(f.ally));
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assert.equal(player(resumed, f.ally).revived, 0);
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assert.equal(player(resumed, f.ally).tanks, player(game, f.ally).tanks);
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});
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@@ -64,6 +64,14 @@ void test('native Fremen grant renders its ally and submits the original grant a
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assert.deepEqual(grant(game), [{ type: 'grantRevival' }]);
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});
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void test('the Fremen sees how an automated ally resumes without an extra confirmation', () => {
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const game = projected();
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game.players.find(player => player.id === 'a')!.autopilot = 'Easy';
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assert.match(markup(game), /waits to revive forces until you grant it or select Ready for next phase/);
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game.fremenRevivalGrant!.granted = true;
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assert.doesNotMatch(markup(game), /waits to revive forces/);
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});
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void test('the persistent grant guide names native three, provisional Recruits current rates, prior free use and no refunds', () => {
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const html = markup(projected());
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assert.match(html, /replaces their native ordinary rate rather than adding three/);
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