Preserve Fremen revival grant opportunity for bot allies
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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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