Compose the deferred Terror arrival and green the mixed E3 programmes

Queue a committed Terror entry whose arrival also opened its own
interaction — Guild income, a Bene Gesserit fighter Intrusion or advisor
choice, or Fremen storm protection — in the additive
Game.pendingArrivalReaction list, and open the oldest queued entry from
settleAutomaticContinuations once nothing is pending. Payment, force
transfer and the original movement never replay; a Terror entry already in
flight and every Ambassador combination still reject.

Both withdrawn mixed E3 programme pairs are green: Moritani 9/9 and Ecaz
14/14, stable across 20 consecutive full-file runs. Their recorded resume
constraints became real fixture repairs, and the two restored consumer
omissions were corrected against the engine rather than re-pinned.

Repair pre-existing failures inherited at 45e6084 against current engine
behavior: stale Discovery and module gates in the native skills, Ix and
expansion-faction prototypes, the advanced Moritani skill boundary, the
Richese Nexus betrayal sale-credit expectation, one incidental gate
message and one flaky Collection-readiness assertion that reproduced at
HEAD.

Offline suite 7,793/7,793 with typecheck and lint clean. No game, seat,
saved-state, deployment, public-start or played-save conversion changes.
This commit is contained in:
Quintine committed 2026-10-07 17:24:23 +11:00
1 parent 45e6084424
commit e05a205a47
30 files changed
+2467 -117

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@@ -336,26 +336,33 @@ void test('the Ix prototype keeps public gates and rejects unsupported or nonemp
unsupported.players.forEach((p) => (p.ready = true));
rejectInitializer(unsupported, /base, Ixian and Tleilaxu/);
const moduleFactories: Array<[string, (g: Game) => Game]> = [
const moduleFactories: Array<[string, (g: Game) => Game, RegExp]> = [
[
'tech',
(g) => applyAction(g, g.host, { type: 'techTokens', enabled: true }),
/Tech Tokens require a fresh supported three-through-six-seat lobby/,
],
[
'homeworld',
(g) => applyAction(g, g.host, { type: 'homeworlds', enabled: true }),
/without optional modules/,
],
[
'stronghold',
(g) => applyAction(g, g.host, { type: 'strongholdCards', enabled: true }),
/Stronghold Cards require a fresh supported Advanced lobby/,
],
[
'nexus',
(g) => ({ ...g, nexusCards: { cards: null, phase: null } }),
/without optional modules/,
],
['nexus', (g) => ({ ...g, nexusCards: { cards: null, phase: null } })],
];
for (const [name, enable] of moduleFactories) {
for (const [name, enable, rejection] of moduleFactories) {
let g = enable(lobby(name === 'stronghold'));
for (const p of g.players)
if (!p.ready) g = applyAction(g, p.id, { type: 'ready' });
rejectInitializer(g, /without optional modules/);
rejectInitializer(g, rejection);
}
const occupied = lobby();