Offer Semuta before optional winner battle cleanup

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Quintine committed 2026-09-30 09:20:58 +10:00
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@@ -8,22 +8,23 @@ Expansion starts and full rules/publication acceptance remain gated.**
The explicit [Semuta development preview](SEMUTA_SOURCE_UPDATE_20260907.md#30-september-2026--bounded-clean-discard-runtime)
pauses clean public ordinary-card, paid Box, retired Ornithopter,
private Distrans, final definite Truthtrance, movement-order Sapho
and winner-selected battle-card discards without pending rewards.
private Distrans, final definite Truthtrance, movement-order Sapho,
mandatory winner or later optional winner battle-card discards without
pending rewards. The two winner batches are separate: a claim on the
mandatory Hero can resume the winner's optional weapon choice once.
Every seat sees a neutral offer regardless of hidden Semuta possession.
A sole eligible card transfers on commitment; a simultaneous
winner-card batch first requires public commitment, then reveals
only to that holder the eligible fresh faces to select exactly one.
Other cards remain in the pile and the resolved battle resumes once.
The early-ended flight queue, completed-flight arrival, private gift,
answer history and Sapho order also resume without replay. Minimal
legal AI, exact JSON/SQLite continuation and competing-room CAS are
connected. Phone width showed owned Commit and rival Continue without
a private card face. Mixed arrivals, auction/battle Sapho, queued or
promise-bound Truthtrance, mandatory or reward-pending battle batches,
other discard producers, full-hand ordering, normal Richese starts
and deployed acceptance remain unfinished. Neutral passes and the
free-slot guard are product safety choices, not publisher rulings.
A sole eligible card transfers on commitment; a simultaneous winner
batch first requires public commitment, then reveals eligible faces
only to the holder for one-card selection. Other cards remain in the
pile and the resolved battle resumes once. The flight queue, committed
arrival, private gift, answer history and Sapho order also resume
without replay. Minimal legal AI, exact JSON/SQLite continuation and
competing-room CAS are connected. Mixed arrivals, auction/battle
Sapho, queued or promise-bound Truthtrance, loser/mixed-owner battle
batches, pending battle rewards, other discard producers, full-hand
ordering, normal Richese starts and deployed acceptance remain
unfinished. Neutral passes and free-slot guard are product safety
choices, not publisher rulings.
One [natural Advanced Moritani assassination](MORITANI_ASSASSINATE_LEADERS.md#29-september-2026--natural-revealed-card-game)
now proceeds from genuine battle loss to a dead-target Traitor reveal,
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@@ -1,5 +1,35 @@
# Dune implementation status
## 30 September 2026 — Semuta between mandatory and optional winner cleanup
The explicit Richese Semuta preview now pauses a clean public
`winnerMandatoryDiscard` frame after the loser/battle discard but
before optional winning-card cleanup. A physically used Hero is
already in the ordinary pile; every seat receives the same neutral
offer. Another holder with free hand capacity may recover that one
Hero and discard Semuta. All-seat decline leaves it on the pile.
The committed casualty counts and winner remain fixed; `finishWinner`
continues once to the still-held optional weapon decision. Its later
discard is a distinct fresh batch, not another chance at the Hero.
Genuine setup covers two combatants, preparation, Hero plus retained
projectile, the mandatory Hero offer, neutral passes, legal AI claim,
JSON continuation and exact physical census. An isolated migrated
SQLite room restores that offer, authenticates the Hero claim, then
opens and declines the later optional weapon batch without repeating
Semuta disposal or battle rewards. Loser/mixed-owner mandatory cleanup,
pending battle rewards, full-hand ordering, normal Richese starts
and deployed acceptance remain gated.
Independent rules/continuation and privacy/recovery reviews found no
scoped defect. A direct production-engine run completed genuine AI
setup, a mandatory Hero discard, neutral offer and bot claim, then
showed the retained projectile in the original winner's optional
card decision. Phone-width local rules rendered the two-batch boundary
as Partial. `npm run check` passed typecheck, lint and 5,810/5,810
offline cases; `npm run build` and all 55 Vite development HTTP
cases passed. No deployed revision was exercised.
## 30 September 2026 — Semuta choice among simultaneous winner cards
The explicit Richese Semuta preview now recognizes a clean batch of
+9 -9
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@@ -12,7 +12,7 @@ Audited 6 September 2026. The ten physical identities and their readable face in
- Player controls show both original plans, exact undialed counts or honest possible totals, the mode choice and a complete internal guide. No victim/death confirmation is added. The card stays physically reserved until standard cleanup; stale events, duplicate requests and corrupted source custody fail before resources change. All four AI profiles use public force possibilities, legal low-dial plans and revealed leader/bounty information. They preserve leader value when Artillery suppresses bounty and leave traitor/explosion precedence intact.
- Semuta Drug has an explicit bounded development preview for clean public ordinary-card, paid Box, retired Ornithopter, private Distrans, final definite Truthtrance, movement-order Sapho and winner-selected battle-card batches. A multi-card winner batch exposes candidates only after holder commitment and transfers one physical card. Private gifts, unresolved promises, reactive arrivals, auction/battle Sapho and mandatory/reward-pending battle batches remain outside scope. Other producers, full-hand ordering and normal Richese starts remain unfinished. Mirror Weapon and Juice of Sapho have separate bounded paths, not complete combined-mode certification. Other unfinished systems, mobile acceptance, difficulty calibration and complete Advanced/expansion games still prevent goal completion. No start gate was removed.
- Semuta Drug has an explicit bounded development preview for clean public ordinary-card, paid Box, retired Ornithopter, private Distrans, final definite Truthtrance, movement-order Sapho and separate mandatory/optional winner battle-card batches. A multi-card winner batch exposes candidates only after holder commitment and transfers one physical card. Private gifts, unresolved promises, reactive arrivals, auction/battle Sapho, loser/mixed-owner battle batches and pending battle rewards remain outside scope. Other producers, full-hand ordering and normal Richese starts remain unfinished. Mirror Weapon and Juice of Sapho have separate bounded paths, not complete combined-mode certification. Other unfinished systems, mobile acceptance, difficulty calibration and complete Advanced/expansion games still prevent goal completion. No start gate was removed.
The complete integrated validation checkpoint is recorded in [IMPLEMENTATION_STATUS.md](IMPLEMENTATION_STATUS.md).
@@ -111,12 +111,12 @@ The [bounded Semuta runtime](SEMUTA_SOURCE_UPDATE_20260907.md#30-september-2026-
supersedes the older inactive-card observations above for one
explicitly opted-in Richese development profile. Neutral all-seat
responses, physical one-card recovery, a provisional free-slot guard,
minimal legal AI and saved continuation now work after clean public
minimal legal AI and saved continuation work after clean public
ordinary-card, paid Box, retired Ornithopter, private Distrans, final
definite Truthtrance, movement-order Sapho and winner-selected
battle-card discards, including a committed owner-only multi-card
choice. Queued questions, promise-bound answers, reactive arrivals,
auction/battle Sapho, mandatory or reward-pending battle batches
and other semantic discard families remain unconnected. Full-hand
ordering, ten-card inventory, cache custody and public expansion
start gate are unchanged.
definite Truthtrance, movement-order Sapho and separate mandatory
and optional winner battle-card batches, including committed
owner-only multi-card selection. Queued questions, promise-bound
answers, reactive arrivals, auction/battle Sapho, loser or mixed-owner
battle batches and pending battle rewards remain unconnected.
Full-hand ordering, ten-card inventory, cache custody and public
expansion start gate are unchanged.
+10 -8
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@@ -35,14 +35,16 @@ sources. The final forces and move counter are held in the existing
bound flight frame; claim or decline retires that frame and logs the
arrival once. Mixed entry reactions remain unsupported for Semuta.
Winner-selected public played cards now pause as one `battleCleanup`
batch after the battle is resolved and any earlier mandatory discard
has retired. The winner, combatants and all selected card identities
remain bound. Every seat sees the same neutral offer; only a committed
holder inspects the eligible batch and selects one of multiple cards.
The others remain in the pile before `finishBattle` runs once. Moritani
loser retention and pending Auditor, capture, tech, Face Dance or
CHOAM rewards remain automatic without this reaction.
Mandatory winner cleanup now pauses at `winnerMandatoryDiscard`
after any earlier loser/battle batch has retired; a Hero already in
the public pile can be claimed before the exact optional winner
choice resumes. If the winner then selects other played cards,
their public disposal is a separate `battleCleanup` batch. Each
stage has a neutral all-seat offer; only a committed holder inspects
multiple eligible cards, selects one, and leaves the others in the
pile. No battle award or card cost repeats. Moritani loser retention
and pending Auditor, capture, tech, Face Dance or CHOAM rewards
remain automatic without this reaction.
## Main findings
+11 -8
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@@ -66,16 +66,19 @@ without opening ordinary expansion starts. It interrupts **one public
ordinary-card discard, the used Box after a paid Nullentropy search,
either retirement of a played Ornithopter in a clean flight, the used
Distrans after a private transfer, a final definite Truthtrance,
movement-order Juice of Sapho, or a winner-selected battle-card batch
without pending battle rewards**, provided the parent transaction is
clean. Every seat sees a neutral fresh-discard opportunity regardless
movement-order Juice of Sapho, mandatory winning-card cleanup, or a
later winner-selected battle-card batch without pending rewards**,
provided the parent transaction is clean. Every seat sees a neutral
fresh-discard opportunity regardless
of hidden Semuta possession. An early-ended Ornithopter advances its
saved movement queue; a completed flight has committed its forces
and resumes its one arrival only without BG, Ecaz or Moritani entry
reactions. Distrans's gift stays private with its recipient. The
Truthtrance answer/history and Sapho first/last queue are bound.
The winner's chosen played cards are already in one public fresh
batch; its resolved battle and remaining phase transition resume once.
Mandatory winning cards form one public fresh batch after the
previous loser cleanup, and any later optional winner selection is a
separate batch. Neither a Semuta claim nor all-seat decline replays
casualties or re-discards an already claimed card.
Each seat can Continue; only the canonical holder with a free hand
slot and a card discarded by another player can commit. A sole
@@ -93,9 +96,9 @@ free-slot requirement is a provisional safety guard, not the printed
resolution of full-hand take-before-discard. Auction, CHOAM market,
pending gifts, competing responses, completed Ornithopter arrivals
with BG intrusion, Ecaz Ambassador or Moritani Terror, queued or
promise-bound Truthtrance, auction/battle Sapho, mandatory/reward-pending
battle batches and other typed producers retain their automatic
continuation; Semuta cannot claim those events yet.
promise-bound Truthtrance, auction/battle Sapho, loser or mixed-owner
mandatory battle batches and pending battle rewards retain their
automatic continuation; Semuta cannot claim those events yet.
The completed Box's selected search card stays private and its paid
shuffle is not repeated when another seat takes the used Box.
No source ruling is inferred from this omission. The
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@@ -5754,6 +5754,7 @@ function semutaOfferSupported(
continuation.kind !== 'distransDiscard' &&
continuation.kind !== 'saphoMovementDiscard' &&
!(continuation.kind === 'battleCleanup' && continuation.source === 'winner') &&
continuation.kind !== 'winnerMandatoryDiscard' &&
!(continuation.kind === 'ornithopterDiscard' &&
(continuation.source === 'end' ||
(continuation.source === 'move' &&
@@ -5763,7 +5764,8 @@ function semutaOfferSupported(
!(continuation.kind === 'truthtranceDiscard' &&
continuation.consumed.source === undefined &&
continuation.remaining === null && continuation.promise === null)) return false;
if (continuation.kind === 'battleCleanup' &&
if ((continuation.kind === 'battleCleanup' ||
continuation.kind === 'winnerMandatoryDiscard') &&
(g.pendingAuditor || g.pendingCapture || g.pendingTech ||
g.pendingFaceDance || g.pendingChoamBattleIncome ||
g.pendingWinnerDiscards || g.moritaniRetention ||
@@ -5777,10 +5779,12 @@ function semutaOfferSupported(
return g.semutaPreview === true && g.status === 'playing' &&
g.players.some(p => p.faction === 'richese') &&
entries.length > 0 &&
(continuation.kind === 'battleCleanup'
(continuation.kind === 'battleCleanup' ||
continuation.kind === 'winnerMandatoryDiscard'
? entries.every(entry => entry.publicFace)
: entries.length === 1 && entries[0].publicFace) &&
(continuation.kind === 'battleCleanup' ||
continuation.kind === 'winnerMandatoryDiscard' ||
(!continuation.resume.response && !continuation.resume.decision &&
!continuation.resume.pendingKarama && !continuation.resume.phaseOpening)) &&
!g.karamaShipping && !g.auction && !g.richeseAuction && !g.battle &&
+4 -4
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@@ -1156,7 +1156,7 @@ export const RULE_TOPICS: RuleTopic[] = [
: definition.card.effect === 'portableSnooper'
? 'Choose Portable Snooper as your ordinary poison defense, or use the late-defense panel after reveal before your own traitor decision. It uses ordinary winner retention and cannot stop Poison Tooth.'
: definition.card.effect === 'semutaDrug'
? 'In an explicitly opted-in Richese development game, every seat sees a neutral response after a clean public ordinary-card discard, paid Box search, retired Ornithopter, private Distrans transfer, final definite Truthtrance answer, movement-order Sapho discard or winner-selected battle-card batch with no pending rewards. Continue or commit held Semuta with a free hand slot. One fresh card transfers automatically; for several winner-discarded cards, commit first, then privately choose exactly one. The original flight arrival, private gift, answered history, reordered movement or resolved battle resumes once. BG/Ecaz/Moritani arrivals, other multi-card sources, competing transactions, full-hand sequencing and normal Richese starts remain unfinished.'
? 'In an explicitly opted-in Richese development game, every seat sees a neutral response after clean public ordinary-card, paid Box, retired Ornithopter, private Distrans, final Truthtrance, movement-order Sapho or winner battle-card discards without pending rewards. Mandatory winning cards and later optional winner discards are separate fresh batches. Continue or commit held Semuta with a free hand slot; a sole card transfers automatically. For several cards, commit first, then privately select exactly one. The original effect or battle suffix resumes once. BG/Ecaz/Moritani arrivals, loser and mixed-owner mandatory battle batches, competing transactions, full-hand sequencing and normal Richese starts remain unfinished.'
: 'Reference component only: this Richese card’s game actions are not enabled.',
],
...(definition.card.effect === 'semutaDrug'
@@ -1166,7 +1166,7 @@ export const RULE_TOPICS: RuleTopic[] = [
area: 'Implementation' as const,
status: 'Partial' as const,
detail:
'An explicitly opted-in Richese profile interrupts clean public ordinary-card, paid Box, retired Ornithopter, private Distrans, final definite Truthtrance, movement-order Sapho and winner-selected battle-card discards with a neutral all-seat offer. A committed sole eligible card transfers immediately; several public winner cards open only the holder’s one-card selection. Semuta is discarded once and the original effect resumes once. Mixed arrivals, other multi-card sources, pending battle rewards, other typed producers and full-hand exchange remain unfinished.',
'An explicitly opted-in Richese profile interrupts clean public ordinary-card, paid Box, retired Ornithopter, private Distrans, final Truthtrance, movement-order Sapho, mandatory winner and optional winner battle-card discards with a neutral all-seat offer. Mandatory and later optional winner cards are separate batches; committed multi-card candidates belong only to the holder. Semuta transfers one other-player card, is discarded once and resumes the original effect once. Mixed arrivals, loser battle batches, pending rewards, other typed producers and full-hand exchange remain unfinished.',
},
{
area: 'Player controls' as const,
@@ -1184,13 +1184,13 @@ export const RULE_TOPICS: RuleTopic[] = [
area: 'Documentation' as const,
status: 'Partial' as const,
detail:
'The guide distinguishes bounded public ordinary-card, paid Box, clean Ornithopter, Distrans, final definite Truthtrance, movement-order Sapho and winner-selected multi-card previews, privacy-neutral acknowledgements and conservative free-slot policy from unresolved full-hand sequencing and other discard sources.',
'The guide distinguishes bounded public ordinary-card, paid Box, clean Ornithopter, Distrans, final Truthtrance, movement-order Sapho and mandatory/optional winner battle batches from privacy-neutral acknowledgements, provisional free-slot policy and remaining discard sources.',
},
{
area: 'Verification' as const,
status: 'Partial' as const,
detail:
'Genuine setup, exact physical custody, neutral hidden-hand parity, JSON, authenticated SQLite CAS and legal AI participation cover clean ordinary-card, paid Box, Ornithopter, Distrans, final definite Truthtrance, movement-order Sapho and winner-selected single/multi-card reactions. Other battle batches, full games and live deployment remain unverified.',
'Genuine setup, physical custody, hidden-hand parity, saved JSON, authenticated SQLite CAS and legal AI participation cover clean ordinary-card, paid Box, Ornithopter, Distrans, final Truthtrance, movement-order Sapho and consecutive mandatory/optional winner battle reactions. Loser and mixed-owner batches, full games and live deployment remain unverified.',
evidence: [
'tests/semuta-engine.test.ts',
'tests/semuta-recovery.test.ts',
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@@ -600,3 +600,69 @@ void test('clean winner-selected battle cards allow one committed Semuta choice
assert.deepEqual(inventory(alternate), original);
assert.deepEqual(settled(alternate), settled(declined));
});
void test('a mandatory winner Hero discard can be claimed before optional battle cleanup', () => {
const { g, semuta, hajr } = fixture();
player(g, 'a').hand = [];
g.deck.push(hajr);
const [hero] = g.deck.splice(g.deck.findIndex(card => card.kind === 'hero'), 1);
const [weapon] = g.deck.splice(g.deck.findIndex(card => card.kind === 'projectile'), 1);
const [defense] = g.deck.splice(g.deck.findIndex(card => card.kind === 'snooper'), 1);
assert.ok(hero && weapon && defense);
player(g, 'a').hand.push(hero, weapon);
player(g, 'e').hand.push(defense);
for (const id of ['a', 'e']) {
player(g, id).forces = { 'arrakeen:10': 5 };
player(g, id).reserves = 15;
for (const leader of player(g, id).leaders) leader.strength = 0;
}
Object.assign(g, { phase: 6, active: 'a', order: ['a', 'e', 'r'],
response: null, decision: null, phaseOpening: null, ready: [] });
const original = inventory(g);
let battle = applyAction(g, 'a', { type: 'chooseBattle', territory: 'arrakeen', target: 'e' });
for (let step = 0; step < 40; step++) {
if (battle.response) {
const p = battle.players.find(p => !battle.response!.passed.includes(p.id))!;
battle = applyAction(battle, p.id, { type: 'passResponse' });
} else if (battle.battle?.preparation)
battle = applyAction(battle, battle.battle.preparation.owner, { type: 'declineBattlePower' });
else break;
}
if (battle.battle?.preLeader && !battle.battle.preLeader.closed)
for (const id of ['a', 'e'])
battle = applyAction(battle, id, {
type: 'battlePreparationReady', event: battle.battle!.preLeader!.event,
});
battle = applyAction(battle, 'a', { type: 'battlePlan', dial: 2, support: 2,
leader: hero.id, weapon: weapon.id });
battle = applyAction(battle, 'e', { type: 'battlePlan', dial: 0, support: 0,
leader: player(battle, 'e').leaders[0].id, defense: defense.id });
battle = applyAction(battle, 'a', { type: 'traitorCall', call: false });
const pending = applyAction(battle, 'e', { type: 'traitorCall', call: false });
assert.equal(pending.pendingTreacheryDiscard?.continuation.kind, 'winnerMandatoryDiscard');
assert.equal(pending.pendingTreacheryDiscard?.reaction?.stage, 'offer');
assert.deepEqual(pending.pendingTreacheryDiscard?.batch.entries.map(entry => entry.card.id), [hero.id]);
assert.equal(pending.discard.filter(card => card.id === hero.id).length, 1);
const event = pending.pendingTreacheryDiscard!.batch.event;
assert.equal(viewGame(pending, 'r').semutaReaction?.canCommit, true);
assert.deepEqual(normalizeAutomaticGame(reload(pending)), reload(pending));
let declined = reload(pending);
for (const id of ['e', 'a', 'r'])
declined = applyAction(declined, id, { type: 'semutaPass', event });
assert.equal(declined.pendingTreacheryDiscard, null);
assert.equal(declined.decision?.kind, 'battleCards');
assert.equal(declined.discard.filter(card => card.id === hero.id).length, 1);
assert.deepEqual(inventory(declined), original);
const claimed = applyAction(reload(pending), 'r', botActions(viewGame(pending, 'r'))[0]!);
assert.equal(claimed.pendingTreacheryDiscard, null);
assert.equal(claimed.decision?.kind, 'battleCards');
assert.equal(player(claimed, 'a').hand.some(card => card.id === weapon.id), true);
assert.equal(player(claimed, 'r').hand.filter(card => card.id === hero.id).length, 1);
assert.equal(claimed.discard.filter(card => card.id === semuta.id).length, 1);
assert.equal(claimed.discard.some(card => card.id === hero.id), false);
assert.deepEqual(inventory(claimed), original);
assert.deepEqual(claimed.lastBattle, declined.lastBattle);
for (const p of claimed.players)
assert.deepEqual(viewGame(reload(claimed), p.id), viewGame(claimed, p.id));
assert.throws(() => applyAction(claimed, 'r', { type: 'semutaCommit', event }));
});
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@@ -388,5 +388,81 @@ void test('authenticated clean Semuta producers claim once through restart and r
assert.deepEqual(f.sqlite.prepare('SELECT * FROM seats').all(), originalSeats);
for (const auth of auths)
assert.deepEqual(await f.restart().readSeatView(code, auth), viewGame(battleClaim, auth.playerId));
const mandatoryStart = structuredClone(battleClaim);
const heroSemuta = take(mandatoryStart, SEMUTA_DRUG_ID);
mandatoryStart.deck.push(take(mandatoryStart, shield.id));
seat(mandatoryStart, ids[0]).hand.push(heroSemuta);
const hero = mandatoryStart.deck.splice(
mandatoryStart.deck.findIndex(card => card.kind === 'hero'), 1)[0];
const nextWeapon = mandatoryStart.deck.splice(
mandatoryStart.deck.findIndex(card => card.kind === 'projectile'), 1)[0];
const nextDefense = mandatoryStart.deck.splice(
mandatoryStart.deck.findIndex(card => card.kind === 'snooper'), 1)[0];
assert.ok(hero && nextWeapon && nextDefense);
seat(mandatoryStart, ids[1]).hand.push(hero, nextWeapon);
seat(mandatoryStart, ids[2]).hand.push(nextDefense);
for (const id of [ids[1], ids[2]]) {
const p = seat(mandatoryStart, id);
p.reserves += Object.values(p.forces).reduce((sum, n) => sum + n, 0) - 5;
p.forces = { 'arrakeen:10': 5 };
for (const leader of p.leaders) leader.strength = 0;
}
Object.assign(mandatoryStart, { turn: 10, phase: 6, active: ids[1],
order: [ids[1], ids[2], ids[0]], ready: [],
decision: null, response: null, phaseOpening: null, stormPending: null,
lastBattle: [], lastBattleContext: null });
mandatoryStart.version = battleClaim.version + 1;
assert.equal(f.sqlite.prepare('UPDATE rooms SET state=?,version=? WHERE code=? AND version=?')
.run(JSON.stringify(mandatoryStart), mandatoryStart.version, code, battleClaim.version).changes, 1);
let mandatoryBattle = await act(1, { type: 'chooseBattle', territory: 'arrakeen', target: ids[2] });
for (let step = 0; step < 40; step++) {
if (mandatoryBattle.response) {
const p = mandatoryBattle.players.find(p => !mandatoryBattle.response!.passed.includes(p.id))!;
mandatoryBattle = await act(ids.indexOf(p.id), { type: 'passResponse' });
} else if (mandatoryBattle.battle?.preparation)
mandatoryBattle = await act(ids.indexOf(mandatoryBattle.battle.preparation.owner),
{ type: 'declineBattlePower' });
else break;
}
if (mandatoryBattle.battle?.preLeader && !mandatoryBattle.battle.preLeader.closed)
for (const index of [1, 2])
mandatoryBattle = await act(index, {
type: 'battlePreparationReady', event: mandatoryBattle.battle!.preLeader!.event,
});
mandatoryBattle = await act(1, { type: 'battlePlan', dial: 2, support: 2,
leader: hero.id, weapon: nextWeapon.id });
mandatoryBattle = await act(2, { type: 'battlePlan', dial: 0, support: 0,
leader: seat(mandatoryBattle, ids[2]).leaders.find(leader => !leader.dead)!.id,
defense: nextDefense.id });
mandatoryBattle = await act(1, { type: 'traitorCall', call: false });
const heroOffer = await act(2, { type: 'traitorCall', call: false });
assert.equal(heroOffer.pendingTreacheryDiscard?.continuation.kind, 'winnerMandatoryDiscard');
assert.equal(heroOffer.pendingTreacheryDiscard?.reaction?.stage, 'offer');
assert.equal(heroOffer.discard.filter(card => card.id === hero.id).length, 1);
await f.restart().continueRoomAutomatic(code, clock);
assert.equal((await f.restart().readRoom(code)).version, heroOffer.version);
assert.equal((await f.restart().readSeatView(code, auths[0])).semutaReaction?.canCommit, true);
const heroClaim = await act(0, { type: 'semutaCommit',
event: heroOffer.pendingTreacheryDiscard!.batch.event });
assert.equal(heroClaim.pendingTreacheryDiscard, null);
assert.equal(heroClaim.decision?.kind, 'battleCards');
assert.equal(seat(heroClaim, ids[1]).hand.some(card => card.id === nextWeapon.id), true);
assert.equal(seat(heroClaim, ids[0]).hand.filter(card => card.id === hero.id).length, 1);
assert.equal(heroClaim.discard.filter(card => card.id === SEMUTA_DRUG_ID).length, 1);
assert.equal(heroClaim.discard.some(card => card.id === hero.id), false);
assert.deepEqual(f.sqlite.prepare('SELECT * FROM seats').all(), originalSeats);
for (const auth of auths)
assert.deepEqual(await f.restart().readSeatView(code, auth), viewGame(heroClaim, auth.playerId));
let optional = await act(1, { type: 'decision', discard: [nextWeapon.id] });
assert.equal(optional.pendingTreacheryDiscard?.batch.cause, 'battle:winner');
assert.equal(optional.pendingTreacheryDiscard?.reaction?.stage, 'offer');
const optionalEvent = optional.pendingTreacheryDiscard!.batch.event;
for (const index of [2, 0, 1])
optional = await act(index, { type: 'semutaPass', event: optionalEvent });
assert.equal(optional.pendingTreacheryDiscard, null);
assert.equal(optional.discard.filter(card => card.id === nextWeapon.id).length, 1);
assert.equal(optional.discard.filter(card => card.id === SEMUTA_DRUG_ID).length, 1);
assert.equal(seat(optional, ids[0]).hand.filter(card => card.id === hero.id).length, 1);
} finally { f.sqlite.close(); }
});