Prototype Jacurutu income, Testing Station and Shrine effects
Connect automatic unambiguous Jacurutu physical-force income, a sole-occupant Testing Station storm choice and Shrine reciprocal physical card roles to engine actions, player controls, legal AI and saved continuation. Preserve Weather Control exclusion, exact card/force custody, private hand boundaries and committed effects after restart. Shared role checks cover existing ordinary and special Karama paths; reserved cards cannot enter another pending use. Keep Orgiz, mixed-force Jacurutu allocation and contested Cistern/Testing Station benefits explicitly pending. These are bounded prototypes; complete Discovery/Advanced/expansion and publication gates remain closed. Validation: types, lint and 4,345 offline tests passed (32 added), production build passed, and 40 HTTP tests passed. Independent cross-reviews repaired reserved-card deadlock, physical-card selection, alternate-role permission, storm source/token binding and public-entitlement bot ordering. The first broad run found five failures; focused repairs preceded the stable repeated check. Browser A5EJQ2W4 used genuine Discovery setup/reveal/free entry with targeted QA positioning. A human increased storm movement from two to three sectors, moving sector 6 to 9. Refresh restored station forces and the private Snooper. This was targeted control/recovery evidence, not an unmodified full game. All 187 opening saved rooms remained unchanged; 31 QA/HTTP rooms were added (218 total). Reused the running server; no restart or save reset. Source-bound report: /home/quintine/.local/share/dune/checkpoints/20260913-discovery-location-effects/verification-final/report.json Source fingerprint: beecb85ab7ec39319115389c115434d161591e8549802c542a6343a0fc19bea6 Durations: check 140540ms; build 6741ms; integration 24956ms. Aggregate goal counter 63,116,444 to 64,295,091 at final verification: 1,178,647 tokens before final Git/push overhead for three bounded functions. Standing authorization: Push all from now on.
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import assert from 'node:assert/strict';
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import { applyAction, viewGame, type Game } from '../game/engine';
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import {
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discoveryFixture,
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enterDiscoveryCollection,
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} from './fixture-discovery';
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/** Genuine module setup, physical reveal and next-turn entry; positions are
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* arranged for a focused storm rather than an unmodified complete game. */
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export function discoveryStormFixture(
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advanced = false,
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ids: [string, string, string] = ['a', 'g', 'f'],
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) {
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let g = discoveryFixture(advanced, ids);
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const token = enterDiscoveryCollection(
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g,
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'ecological-testing-station',
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ids[0],
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);
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if (viewGame(g, ids[0]).discoveries!.canInspect.includes(token.id))
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g = applyAction(g, ids[0], {
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type: 'discovery',
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token: token.id,
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reveal: false,
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});
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g = applyAction(g, ids[0], {
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type: 'discovery',
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token: token.id,
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reveal: true,
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});
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Object.assign(g, {
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phase: 8,
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ready: [],
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decision: null,
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response: null,
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phaseOpening: null,
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stormCard: 2,
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});
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for (const p of g.players) g = applyAction(g, p.id, { type: 'ready' });
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assert.equal(g.decision?.kind, 'discoveryEntry');
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const offer = viewGame(g, ids[0]).discoveryEntry!;
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g = applyAction(g, ids[0], {
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type: 'decision',
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event: offer.event,
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accept: true,
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groups: offer.sources,
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});
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assert.equal(g.discoveryEntry, undefined);
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g.storm = 6;
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if (!advanced)
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for (const id of g.stormDialers)
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g = applyAction(g, id, { type: 'stormDial', amount: 1 });
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assert.equal(g.stormPending, 2);
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return g;
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}
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export function confirmDiscoveryStorm(g: Game) {
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for (const p of g.players) g = applyAction(g, p.id, { type: 'ready' });
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return g;
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}
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export function holdStormCard(g: Game, owner: string, effect: string) {
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const card = [
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...g.deck,
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...g.discard,
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...g.players.flatMap((p) => p.hand),
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].find((c) => c.effect === effect)!;
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assert.ok(card);
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g.deck = g.deck.filter((c) => c.id !== card.id);
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g.discard = g.discard.filter((c) => c.id !== card.id);
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for (const p of g.players) p.hand = p.hand.filter((c) => c.id !== card.id);
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g.players.find((p) => p.id === owner)!.hand.push(card);
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return card;
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}
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