Connect bounded Diplomat retreat and record live deployment

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Quintine committed 2026-09-28 09:18:36 +10:00
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import assert from 'node:assert/strict';
import test from 'node:test';
import { createElement } from 'react';
import { renderToStaticMarkup } from 'react-dom/server';
import { DiplomatRetreat } from '../components/diplomat-retreat';
import { botActions } from '../game/bots';
import { DIFFICULTIES } from '../game/bot-profiles';
import { viewGame, type GameView } from '../game/engine';
import { diplomatDefenseGame } from './diplomat-defense-fixture';
function offeredView(viewer = 'a'): GameView {
const view = viewGame(diplomatDefenseGame(), viewer);
view.decision = {
kind: 'diplomatRetreat', player: 'a', event: 'retreat-event',
destinations: [
{ location: 'imperial_basin:9', choices: [
{ normal: 1, elite: 0 },
{ normal: 2, elite: 1 },
{ normal: 1, elite: 2 },
] },
{ location: 'hagga_basin:12', choices: [
{ normal: 0, elite: 1 },
{ normal: 1, elite: 1 },
] },
],
};
return view;
}
void test('only the deciding player can select every offered destination and physical count or decline', () => {
const view = offeredView();
const markup = (game: GameView, busy = false) => renderToStaticMarkup(
createElement(DiplomatRetreat, { game, act() {}, busy }),
);
const html = markup(view);
assert.match(html, /aria-label="Diplomat retreat choice"/);
assert.match(html, /Imperial Basin · sector 9/);
assert.match(html, /Hagga Basin · sector 12/);
assert.match(html, /2 ordinary · 1 elite/);
assert.match(html, /1 ordinary · 2 elite/);
assert.doesNotMatch(html, /0 ordinary · 1 elite/);
assert.match(html, /Retreat to Imperial Basin · sector 9/);
assert.match(html, /Decline Diplomat retreat/);
assert.equal(markup(offeredView('d')), '');
assert.equal((markup(view, true).match(/disabled=""/g) ?? []).length, 6);
if (view.decision?.kind !== 'diplomatRetreat') throw new Error('Expected Diplomat retreat');
view.decision.destinations.reverse();
const alternate = markup(view);
assert.match(alternate, /0 ordinary · 1 elite/);
assert.doesNotMatch(alternate, /2 ordinary · 1 elite/);
view.decision.destinations = [];
assert.match(markup(view), /No legal retreat destination and force combination/);
assert.doesNotMatch(markup(view), /Retreat to Imperial Basin/);
assert.match(markup(view), /Decline Diplomat retreat/);
});
void test('all bot profiles select the first destination and largest legal physical count, or decline if none', () => {
for (const difficulty of DIFFICULTIES) {
const view = offeredView();
view.players.find((player) => player.id === view.me)!.bot = difficulty;
assert.deepEqual(botActions(view)[0], {
type: 'decision', event: 'retreat-event',
destination: 'imperial_basin:9', normal: 2, elite: 1,
});
if (view.decision?.kind !== 'diplomatRetreat') throw new Error('Expected Diplomat retreat');
view.decision.destinations = [];
assert.deepEqual(botActions(view)[0], {
type: 'decision', event: 'retreat-event',
destination: null, normal: 0, elite: 0,
});
const observer = offeredView('d');
observer.players.find((player) => player.id === observer.me)!.bot = difficulty;
assert.deepEqual(botActions(observer), []);
}
});
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import assert from 'node:assert/strict';
import test from 'node:test';
import { applyAction, viewGame, type Game } from '../game/engine';
import { leaderSkillBattle } from './leader-skill-battle-fixture';
function losingDiplomat(elite = false, territory = 'arrakeen', sector = 10, stage?: (game: Game) => void): Game {
let game = leaderSkillBattle({ skill: 'diplomat', unsealed: true, hide: true, elite, territory, sector });
stage?.(game);
game = applyAction(game, 'a', { type: 'battlePlan', dial: 0, leader: 'emperor-0' });
game = applyAction(game, 'd', { type: 'battlePlan', dial: 5, leader: 'guild-1' });
game = applyAction(game, 'a', { type: 'traitorCall', call: false });
return applyAction(game, 'd', { type: 'traitorCall', call: false });
}
void test('surviving skilled Diplomat retreats selected undialed ordinary and elite forces, then loses the remainder', () => {
const pending = losingDiplomat(true);
const decision = pending.decision;
assert.equal(decision?.kind, 'diplomatRetreat');
if (decision?.kind !== 'diplomatRetreat') return;
assert.ok(decision.destinations[0].choices.some(choice => choice.normal === 2 && choice.elite === 2));
const destination = decision.destinations[0].location;
const restored = JSON.parse(JSON.stringify(pending)) as Game;
assert.deepEqual(viewGame(restored, 'a').decision, decision);
const resolved = applyAction(restored, 'a', {
type: 'decision', event: decision.event, destination, normal: 2, elite: 2,
});
const owner = resolved.players.find(player => player.id === 'a')!;
assert.equal(owner.forces[destination], 4);
assert.equal(owner.elites?.forces[destination], 2);
assert.equal(owner.forces['arrakeen:10'], undefined);
assert.equal(owner.tanks, 1);
assert.equal(owner.elites?.tanks, 0);
assert.equal(resolved.phase, 7);
assert.equal(resolved.battle, null);
assert.equal(resolved.decision, null);
assert.match(JSON.stringify(resolved.log), /retreated 2 normal and 2 elite/);
});
void test('Diplomat may retreat through another safe sector of its battle territory to a true adjacent territory', () => {
const pending = losingDiplomat(false, 'imperial_basin', 9);
const decision = pending.decision;
assert.equal(decision?.kind, 'diplomatRetreat');
if (decision?.kind !== 'diplomatRetreat') return;
assert.ok(decision.destinations.some(option => option.location === 'arsunt:11'));
const resolved = applyAction(pending, 'a', {
type: 'decision', event: decision.event, destination: 'arsunt:11', normal: 2, elite: 0,
});
assert.equal(resolved.players[0].forces['arsunt:11'], 2);
assert.equal(resolved.players[0].tanks, 3);
});
void test('split sectors cannot retreat counters from an origin blocked by the storm', () => {
const pending = losingDiplomat(false, 'imperial_basin', 9, game => {
game.players[0].forces = { 'imperial_basin:9': 2, 'imperial_basin:10': 3 };
game.storm = 10;
});
const decision = pending.decision;
assert.equal(decision?.kind, 'diplomatRetreat');
if (decision?.kind !== 'diplomatRetreat') return;
const exit = decision.destinations.find(option => option.location === 'oh_gap:9');
if (!exit) throw new Error('Expected an adjacent retreat exit');
assert.ok(exit.choices.some(choice => choice.normal === 2 && choice.elite === 0));
assert.equal(exit.choices.some(choice => choice.normal === 3 && choice.elite === 0), false);
assert.throws(() => applyAction(pending, 'a', {
type: 'decision', event: decision.event, destination: exit.location, normal: 3, elite: 0,
}));
const resolved = applyAction(pending, 'a', {
type: 'decision', event: decision.event, destination: exit.location, normal: 2, elite: 0,
});
assert.equal(resolved.players[0].forces['oh_gap:9'], 2);
assert.equal(resolved.players[0].tanks, 3);
});
void test('a legacy battle without retreat version resolves without a retroactive choice', () => {
const resolved = losingDiplomat(false, 'arrakeen', 10, game => {
if (game.battle) delete game.battle.diplomatRetreatVersion;
});
assert.notEqual(resolved.decision?.kind, 'diplomatRetreat');
assert.equal(resolved.players[0].forces['arrakeen:10'], undefined);
assert.equal(resolved.players[0].tanks, 5);
assert.equal(resolved.phase, 7);
});
void test('Diplomat retreat rejects stale or impossible destinations and counts without mutating the pending game', () => {
const pending = losingDiplomat();
const decision = pending.decision;
assert.equal(decision?.kind, 'diplomatRetreat');
if (decision?.kind !== 'diplomatRetreat') return;
const before = JSON.stringify(pending);
for (const action of [
{ type: 'decision', event: 'stale', destination: decision.destinations[0].location, normal: 1, elite: 0 },
{ type: 'decision', event: decision.event, destination: 'arrakeen:10', normal: 1, elite: 0 },
{ type: 'decision', event: decision.event, destination: decision.destinations[0].location, normal: 6, elite: 0 },
{ type: 'decision', event: decision.event, destination: null, normal: 1, elite: 0 },
]) {
assert.throws(() => applyAction(pending, 'a', action));
assert.equal(JSON.stringify(pending), before);
}
assert.throws(() => applyAction(pending, 'd', {
type: 'decision', event: decision.event, destination: null, normal: 0, elite: 0,
}));
const declined = applyAction(pending, 'a', {
type: 'decision', event: decision.event, destination: null, normal: 0, elite: 0,
});
assert.equal(declined.players[0].forces['arrakeen:10'], undefined);
assert.equal(declined.players[0].tanks, 5);
assert.equal(declined.phase, 7);
});
void test('a dead Diplomat has no retreat even when its faction loses', () => {
let game = leaderSkillBattle({ skill: 'diplomat', unsealed: true, hide: true, weaponKills: true });
const weapon = game.players[1].hand.find(card => card.kind === 'projectile')!;
game = applyAction(game, 'a', { type: 'battlePlan', dial: 0, leader: 'emperor-0' });
game = applyAction(game, 'd', { type: 'battlePlan', dial: 5, leader: 'guild-1', weapon: weapon.id });
game = applyAction(game, 'a', { type: 'traitorCall', call: false });
game = applyAction(game, 'd', { type: 'traitorCall', call: false });
assert.notEqual(game.decision?.kind, 'diplomatRetreat');
assert.equal(game.players[0].forces['arrakeen:10'], undefined);
});
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import assert from 'node:assert/strict';
import test from 'node:test';
import { applyAction } from '../game/engine';
import type { RoomsClock } from '../db/rooms';
import { leaderSkillBattle } from './leader-skill-battle-fixture';
import { unitStore } from './fixture-nexus-room-store';
const clock: RoomsClock = { now: () => 10000, sleep: async () => {} };
void test('two concurrent saved Diplomat retreats commit one exact physical transfer and one battle resolution', async () => {
const store = unitStore();
try {
const created = await store.rooms.createRoom('Diplomat owner', 'emperor', false, []);
const joined = await store.rooms.joinRoom(created.view.code, 'Opponent', 'guild');
const code = created.view.code;
const original = await Promise.all([created.token!, joined.token!].map(token =>
store.rooms.authenticate(code, token)));
for (const [index, seat] of original.entries())
store.sqlite.prepare('UPDATE seats SET player_id=? WHERE room_code=? AND player_id=?')
.run(index ? 'd' : 'a', code, seat.playerId);
const seats = await Promise.all([created.token!, joined.token!].map(token =>
store.restart().authenticate(code, token)));
let game = leaderSkillBattle({ skill: 'diplomat', unsealed: true, hide: true });
game = applyAction(game, 'a', { type: 'battlePlan', dial: 0, leader: 'emperor-0' });
game = applyAction(game, 'd', { type: 'battlePlan', dial: 5, leader: 'guild-1' });
game = applyAction(game, 'a', { type: 'traitorCall', call: false });
game = applyAction(game, 'd', { type: 'traitorCall', call: false });
const decision = game.decision;
assert.equal(decision?.kind, 'diplomatRetreat');
if (decision?.kind !== 'diplomatRetreat') return;
game.code = code;
game.version = (await store.rooms.readRoom(code)).version;
store.sqlite.prepare('UPDATE rooms SET state=?,version=? WHERE code=?')
.run(JSON.stringify(game), game.version, code);
store.writes.length = 0;
const destination = decision.destinations[0].location;
const action = { type: 'decision', event: decision.event, destination, normal: 5, elite: 0 };
let arrivals = 0;
let release!: () => void;
const ready = new Promise<void>(resolve => { release = resolve; });
store.hooks.beforeWrite = async () => { if (++arrivals === 2) release(); await ready; };
const results = await Promise.allSettled([
store.rooms.act(code, seats[0], game.version, action, clock),
store.restart().act(code, seats[0], game.version, action, clock),
]);
assert.equal(results.filter(result => result.status === 'fulfilled').length, 1);
assert.deepEqual(store.writes.map(write => write.changes).sort((a, b) => a - b), [0, 1]);
const restored = await store.restart().readRoom(code);
assert.equal(restored.version, game.version + 1);
const owner = restored.players.find(player => player.id === 'a')!;
assert.equal(owner.forces[destination], 5);
assert.equal(owner.forces['arrakeen:10'], undefined);
assert.equal(owner.tanks, 0);
assert.equal(restored.battle, null);
assert.equal(restored.decision, null);
assert.equal(restored.phase, 7);
} finally {
store.sqlite.close();
}
});