Offer Semuta before optional winner battle cleanup
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@@ -600,3 +600,69 @@ void test('clean winner-selected battle cards allow one committed Semuta choice
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assert.deepEqual(inventory(alternate), original);
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assert.deepEqual(settled(alternate), settled(declined));
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});
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void test('a mandatory winner Hero discard can be claimed before optional battle cleanup', () => {
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const { g, semuta, hajr } = fixture();
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player(g, 'a').hand = [];
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g.deck.push(hajr);
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const [hero] = g.deck.splice(g.deck.findIndex(card => card.kind === 'hero'), 1);
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const [weapon] = g.deck.splice(g.deck.findIndex(card => card.kind === 'projectile'), 1);
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const [defense] = g.deck.splice(g.deck.findIndex(card => card.kind === 'snooper'), 1);
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assert.ok(hero && weapon && defense);
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player(g, 'a').hand.push(hero, weapon);
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player(g, 'e').hand.push(defense);
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for (const id of ['a', 'e']) {
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player(g, id).forces = { 'arrakeen:10': 5 };
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player(g, id).reserves = 15;
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for (const leader of player(g, id).leaders) leader.strength = 0;
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}
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Object.assign(g, { phase: 6, active: 'a', order: ['a', 'e', 'r'],
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response: null, decision: null, phaseOpening: null, ready: [] });
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const original = inventory(g);
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let battle = applyAction(g, 'a', { type: 'chooseBattle', territory: 'arrakeen', target: 'e' });
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for (let step = 0; step < 40; step++) {
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if (battle.response) {
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const p = battle.players.find(p => !battle.response!.passed.includes(p.id))!;
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battle = applyAction(battle, p.id, { type: 'passResponse' });
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} else if (battle.battle?.preparation)
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battle = applyAction(battle, battle.battle.preparation.owner, { type: 'declineBattlePower' });
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else break;
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}
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if (battle.battle?.preLeader && !battle.battle.preLeader.closed)
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for (const id of ['a', 'e'])
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battle = applyAction(battle, id, {
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type: 'battlePreparationReady', event: battle.battle!.preLeader!.event,
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});
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battle = applyAction(battle, 'a', { type: 'battlePlan', dial: 2, support: 2,
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leader: hero.id, weapon: weapon.id });
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battle = applyAction(battle, 'e', { type: 'battlePlan', dial: 0, support: 0,
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leader: player(battle, 'e').leaders[0].id, defense: defense.id });
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battle = applyAction(battle, 'a', { type: 'traitorCall', call: false });
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const pending = applyAction(battle, 'e', { type: 'traitorCall', call: false });
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assert.equal(pending.pendingTreacheryDiscard?.continuation.kind, 'winnerMandatoryDiscard');
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assert.equal(pending.pendingTreacheryDiscard?.reaction?.stage, 'offer');
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assert.deepEqual(pending.pendingTreacheryDiscard?.batch.entries.map(entry => entry.card.id), [hero.id]);
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assert.equal(pending.discard.filter(card => card.id === hero.id).length, 1);
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const event = pending.pendingTreacheryDiscard!.batch.event;
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assert.equal(viewGame(pending, 'r').semutaReaction?.canCommit, true);
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assert.deepEqual(normalizeAutomaticGame(reload(pending)), reload(pending));
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let declined = reload(pending);
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for (const id of ['e', 'a', 'r'])
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declined = applyAction(declined, id, { type: 'semutaPass', event });
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assert.equal(declined.pendingTreacheryDiscard, null);
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assert.equal(declined.decision?.kind, 'battleCards');
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assert.equal(declined.discard.filter(card => card.id === hero.id).length, 1);
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assert.deepEqual(inventory(declined), original);
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const claimed = applyAction(reload(pending), 'r', botActions(viewGame(pending, 'r'))[0]!);
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assert.equal(claimed.pendingTreacheryDiscard, null);
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assert.equal(claimed.decision?.kind, 'battleCards');
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assert.equal(player(claimed, 'a').hand.some(card => card.id === weapon.id), true);
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assert.equal(player(claimed, 'r').hand.filter(card => card.id === hero.id).length, 1);
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assert.equal(claimed.discard.filter(card => card.id === semuta.id).length, 1);
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assert.equal(claimed.discard.some(card => card.id === hero.id), false);
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assert.deepEqual(inventory(claimed), original);
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assert.deepEqual(claimed.lastBattle, declined.lastBattle);
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for (const p of claimed.players)
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assert.deepEqual(viewGame(reload(claimed), p.id), viewGame(claimed, p.id));
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assert.throws(() => applyAction(claimed, 'r', { type: 'semutaCommit', event }));
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});
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