Announce leaderless native Basic battles before plans
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Quintine committed 2026-10-29 20:33:33 +11:00
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import assert from 'node:assert/strict';
import test from 'node:test';
import { applyAction, viewGame, type Action, type Game } from '../game/engine';
import { botActions } from '../game/bots';
import { DIFFICULTIES } from '../game/bot-profiles';
import { advanceNativeLeaderless, basicNativeLeaderlessFixture, nativeLeaderlessClean,
nativeLeaderlessPlayer, type NativeLeaderlessFaction } from './fixture-basic-native-early-leaderless';
const act = (game: Game, player: string, action: Action) => applyAction(game, player, action);
const noLeader: Action = {type:'battlePlan', leader:null, dial:0, support:0, weapon:null, defense:null};
const announcements = (game: Game, player: string) => game.log.filter(entry => entry.text ===
`${nativeLeaderlessPlayer(game, player).name} has no available leader or Cheap Hero for this battle.`);
function atPlanning(faction: NativeLeaderlessFaction, options: {dead?: boolean; hero?: boolean; ghola?: boolean} = {}) {
const fixture = basicNativeLeaderlessFixture(faction, options);
const game = advanceNativeLeaderless(fixture.game, state => !!state.battle && nativeLeaderlessClean(state) &&
!state.battle.preparation && (!state.battle.preLeader || state.battle.preLeader.closed));
assert.ok(game.battle && !game.battle.revealed);
return {...fixture, game};
}
function opponentPlan(game: Game, opponent: string, territory: string): Action {
const leader = nativeLeaderlessPlayer(game, opponent).leaders.find(candidate =>
!candidate.dead && !candidate.capturedBy && (!candidate.usedAt || candidate.usedAt === territory));
assert.ok(leader);
return {type:'battlePlan', leader:leader.id, dial:0, support:0, weapon:null, defense:null};
}
for (const faction of ['ixians','tleilaxu','choam','richese','ecaz','moritani'] as const)
for (const first of ['native','opponent'] as const) void test(
`Basic ${faction} announces no eligible leader before ${first} seals a real public battle`, () => {
const {game: initial, opponent, territory} = atPlanning(faction);
let game = initial;
assert.deepEqual(game.battle!.plans, {});
assert.ok(game.battle!.basicEarlyLeaderless?.includes(faction));
assert.equal(announcements(game, faction).length, 1);
assert.ok(viewGame(game, opponent).battle!.earlyLeaderless?.includes(faction));
const other = opponentPlan(game, opponent, territory);
game = act(game, first === 'native' ? faction : opponent, first === 'native' ? noLeader : other);
assert.equal(game.battle!.revealed, false);
assert.equal(announcements(game, faction).length, 1);
game = act(game, first === 'native' ? opponent : faction, first === 'native' ? other : noLeader);
assert.equal(game.battle!.revealed, true);
assert.ok(viewGame(game, opponent).battle!.leaderless?.includes(faction));
assert.equal(announcements(game, faction).length, 1);
});
void test('Basic native Cheap Hero prevents early leaderless announcement and remains a legal plan', () => {
const {game: initial, faction, opponent} = atPlanning('richese', {hero:true});
let game = initial;
const hero = nativeLeaderlessPlayer(game, faction).hand.find(card => card.kind === 'hero'); assert.ok(hero);
assert.equal(announcements(game, faction).length, 0);
assert.ok(!(viewGame(game, opponent).battle!.earlyLeaderless ?? []).includes(faction));
game = act(game, faction, {...noLeader, leader:hero.id});
assert.equal(game.battle!.plans[faction].leader, hero.id);
});
void test('Basic native dead-leader preparation lets Ghola revive before the sealed plans', () => {
const fixture = basicNativeLeaderlessFixture('moritani', {dead:true, ghola:true});
let game = advanceNativeLeaderless(fixture.game, state => !!state.battle && nativeLeaderlessClean(state) &&
!state.battle.preparation && !!state.battle.preLeader && !state.battle.preLeader.closed);
const faction = fixture.faction, event = game.battle!.preLeader!.event;
assert.equal(announcements(game, faction).length, 0);
for (const difficulty of DIFFICULTIES) {
const view = viewGame(game, faction); view.players.find(player => player.id === faction)!.bot = difficulty;
const action = botActions(view).find(candidate => candidate.type === 'battlePreparationReady');
assert.ok(action, difficulty);
assert.doesNotThrow(() => act(game, faction, action));
}
game = act(game, faction, {type:'battlePreparationReady', event});
assert.equal(announcements(game, faction).length, 1);
const player = nativeLeaderlessPlayer(game, faction), leader = player.leaders.find(item => item.dead);
const ghola = player.hand.find(card => card.effect === 'ghola'); assert.ok(leader && ghola);
game = act(game, faction, {type:'card', card:ghola.id, leader:leader.id});
assert.equal(nativeLeaderlessPlayer(game, faction).leaders.find(item => item.id === leader.id)!.dead, false);
assert.ok(!(viewGame(game, fixture.opponent).battle!.earlyLeaderless ?? []).includes(faction));
assert.equal(announcements(game, faction).length, 1);
game = act(game, faction, {...noLeader, leader:leader.id});
game = act(game, fixture.opponent, opponentPlan(game, fixture.opponent, fixture.territory));
assert.equal(game.battle!.revealed, true);
});
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import assert from 'node:assert/strict';
import test from 'node:test';
import { viewGame } from '../game/engine';
import { basicNativeLeaderlessOccupy, basicOccupyNoRicheseLeaderless, finishOccupyLeaderlessPreparation } from './fixture-basic-native-leaderless-occupy';
for (const lead of ['ecaz', 'ally'] as const) for (const dead of ['selected', 'opponent'] as const)
void test(`Basic Ecaz Occupy ${lead} lead opens public dead-leader preparation for ${dead} after lead settles`, () => {
const f = basicNativeLeaderlessOccupy({ lead, dead });
const b = f.game.battle!;
assert.equal(b.ecazOccupy?.lead, f.selected);
assert.ok([b.attacker, b.defender].includes(f.selected));
assert.ok(![b.attacker, b.defender].includes(f.unselected));
assert.equal(b.basicEarlyLeaderlessVersion, 1);
assert.equal(b.basicDeadLeaderPreparation, true);
assert.ok(b.preLeader && !b.preLeader.closed);
assert.ok(!b.preLeader.ready.includes(f.dead!));
assert.ok(b.preLeader.ready.every(id => [b.attacker, b.defender].includes(id)));
assert.deepEqual(b.plans, {});
const game = finishOccupyLeaderlessPreparation(f.game);
assert.ok(game.battle);
assert.deepEqual(game.battle.plans, {});
assert.ok(game.battle.basicEarlyLeaderless?.includes(f.dead!));
for (const viewer of game.players)
assert.ok(viewGame(game, viewer.id).battle!.earlyLeaderless?.includes(f.dead!));
});
for (const lead of ['ecaz', 'ally'] as const)
void test(`Basic Ecaz Occupy ${lead} lead does not open dead-leader preparation for a nonleading ally`, () => {
const f = basicNativeLeaderlessOccupy({ lead, dead: 'unselected' });
assert.ok(f.game.battle);
assert.equal(f.game.battle.basicDeadLeaderPreparation, undefined);
assert.ok(f.game.battle.preLeader && !f.game.battle.preLeader.closed,
'The original Richese shared preparation is retained');
const game = finishOccupyLeaderlessPreparation(f.game);
assert.ok(game.battle?.basicEarlyLeaderless?.includes(f.selected));
assert.ok(!game.battle?.basicEarlyLeaderless?.includes(f.unselected));
});
void test('An available shared Duke prevents the Ecaz lead from announcing no leader', () => {
const f = basicNativeLeaderlessOccupy({ lead: 'ecaz', dead: 'none', duke: true });
const game = finishOccupyLeaderlessPreparation(f.game);
assert.equal(game.dukeVidal?.controller, f.fixture.ecaz);
assert.ok(!game.battle?.basicEarlyLeaderless?.includes(f.fixture.ecaz));
assert.ok(game.battle?.basicEarlyLeaderless?.includes(f.fixture.opponent));
});
void test('An available Duke still prevents a notice when every Ecaz native leader is dead', () => {
const f = basicNativeLeaderlessOccupy({ lead: 'ecaz', dead: 'selected', duke: true });
assert.ok(f.game.battle?.preLeader && !f.game.battle.preLeader.closed,
'The original Richese shared preparation remains available');
const game = finishOccupyLeaderlessPreparation(f.game);
assert.ok(!game.battle?.basicEarlyLeaderless?.includes(f.fixture.ecaz));
assert.ok(game.battle?.basicEarlyLeaderless?.includes(f.fixture.opponent));
});
void test('Canceled Ecaz Occupy retains the selected lead and its pre-leader opportunity', () => {
const f = basicNativeLeaderlessOccupy({ lead: 'ally', dead: 'selected', cancel: true });
assert.equal(f.game.battle?.ecazOccupy?.canceled, true);
assert.equal(f.game.battle?.ecazOccupy?.lead, f.selected);
assert.equal(f.game.battle?.basicDeadLeaderPreparation, true);
const game = finishOccupyLeaderlessPreparation(f.game);
assert.ok(game.battle?.basicEarlyLeaderless?.includes(f.selected));
});
void test('Audit-entry Basic Occupy without Richese creates neutral preparation for the final dead-leader combatant', () => {
const f = basicOccupyNoRicheseLeaderless();
const b = f.game.battle!;
assert.equal(b.saphoTimingVersion, undefined);
assert.equal(b.ecazOccupy?.lead, f.fixture.ecaz);
assert.equal(b.basicDeadLeaderPreparation, true);
assert.ok(b.preLeader && !b.preLeader.closed);
assert.ok(!b.preLeader.ready.includes(f.fixture.ecaz));
assert.ok(b.preLeader.ready.includes(f.fixture.opponent));
const game = finishOccupyLeaderlessPreparation(f.game);
assert.ok(game.battle?.basicEarlyLeaderless?.includes(f.fixture.ecaz));
});
void test('Audit-entry Occupy with an available Duke does not add an unnecessary dead-leader preparation', () => {
const f = basicOccupyNoRicheseLeaderless(true);
assert.equal(f.game.battle?.ecazOccupy?.lead, f.fixture.ecaz);
assert.equal(f.game.battle?.basicDeadLeaderPreparation, undefined);
assert.equal(f.game.battle?.preLeader, undefined);
assert.ok(!f.game.battle?.basicEarlyLeaderless?.includes(f.fixture.ecaz));
});
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import assert from 'node:assert/strict';
import test from 'node:test';
import { applyAction, viewGame, type Game } from '../game/engine';
import { advanceNativeLeaderless, basicNativeLeaderlessFixture, nativeLeaderlessClean,
nativeLeaderlessPlayer as player } from './fixture-basic-native-early-leaderless';
import { advanceBasicSemutaAmbassador, basicSemutaAmbassadorInventory } from './fixture-basic-semuta-ambassador';
const announce = (game: Game, id: string) => game.log.filter(entry =>
entry.text === `${player(game, id).name} has no available leader or Cheap Hero for this battle.`);
/** Public setup, real movement and battle choice come from the native fixture.
* The tests stage only prior leader use/death and conserved physical cards. */
void test('Basic Richese keeps its shared preparation when a battle leader is dead', () => {
const fixture = basicNativeLeaderlessFixture('richese', {dead: true, ghola: true});
let game = advanceNativeLeaderless(fixture.game, state => !!state.battle && nativeLeaderlessClean(state) &&
!state.battle.preparation && !!state.battle.preLeader && !state.battle.preLeader.closed);
const battle = game.battle!;
assert.equal(battle.basicEarlyLeaderlessVersion, 1);
assert.equal(battle.basicDeadLeaderPreparation, true);
assert.deepEqual(battle.preLeader!.ready, [], 'Richese Sapho preparation keeps both combatants involved');
assert.equal(announce(game, 'richese').length, 0);
const event = battle.preLeader!.event;
game = applyAction(game, 'richese', {type:'battlePreparationReady', event});
assert.equal(game.battle!.preLeader!.closed, false);
assert.equal(announce(game, 'richese').length, 0);
game = applyAction(game, 'guild', {type:'battlePreparationReady', event});
assert.equal(game.battle!.preLeader!.closed, true);
assert.equal(announce(game, 'richese').length, 1);
const richese = player(game, 'richese'), ghola = richese.hand.find(card => card.effect === 'ghola');
const leader = richese.leaders.find(item => item.dead); assert.ok(ghola && leader);
game = applyAction(game, 'richese', {type:'card', card:ghola.id, leader:leader.id});
game = advanceBasicSemutaAmbassador(game, state => !!state.battle && nativeLeaderlessClean(state));
assert.equal(player(game, 'richese').leaders.find(item => item.id === leader.id)!.dead, false);
assert.ok(!(viewGame(game, 'guild').battle!.earlyLeaderless ?? []).includes('richese'));
});
void test('Basic Distrans receipt of a Cheap Hero corrects an unsealed early announcement', () => {
const fixture = basicNativeLeaderlessFixture('richese');
let game = structuredClone(fixture.beforeBattle);
const recipient = player(game, 'guild'), donor = player(game, 'emperor');
for (const leader of recipient.leaders) {
assert.ok(!leader.dead && !leader.capturedBy);
leader.usedAt = fixture.territory === 'carthag' ? 'arrakeen' : 'carthag';
}
// Keep the recipient below its hand limit with no existing Hero, then move
// the original Distrans and Hero into the donor's hand without creating a card.
for (let i = recipient.hand.length - 1; i >= 0; i--)
if (recipient.hand[i].kind === 'hero' || recipient.hand.length >= 4)
game.deck.push(...recipient.hand.splice(i, 1));
while (donor.hand.length > 2) game.deck.push(donor.hand.pop()!);
const distransIndex = game.richeseCache!.findIndex(card => card.effect === 'distrans');
assert.ok(distransIndex >= 0);
const distrans = game.richeseCache!.splice(distransIndex, 1)[0];
const heroIndex = game.deck.findIndex(card => card.kind === 'hero'); assert.ok(heroIndex >= 0);
const hero = game.deck.splice(heroIndex, 1)[0];
donor.hand.push(distrans, hero);
const inventory = basicSemutaAmbassadorInventory(game);
game = applyAction(game, fixture.chooser, fixture.choose);
game = advanceNativeLeaderless(game, state => !!state.battle && nativeLeaderlessClean(state) &&
!state.battle.preparation && (!state.battle.preLeader || state.battle.preLeader.closed));
assert.ok(viewGame(game, 'richese').battle!.earlyLeaderless?.includes('guild'));
assert.equal(announce(game, 'guild').length, 1);
assert.equal(viewGame(game, 'emperor').distrans?.blocked, null);
game = applyAction(game, 'emperor', {type:'card', card:distrans.id, target:'guild', give:hero.id});
game = advanceBasicSemutaAmbassador(game, state => !!state.battle && nativeLeaderlessClean(state));
assert.ok(player(game, 'guild').hand.some(card => card.id === hero.id));
assert.ok(!(viewGame(game, 'richese').battle!.earlyLeaderless ?? []).includes('guild'));
assert.equal(game.log.filter(entry => entry.text ===
`${player(game, 'guild').name} now has an available Cheap Hero for this battle.`).length, 1);
assert.deepEqual(basicSemutaAmbassadorInventory(game), inventory);
game = applyAction(game, 'guild', {type:'battlePlan', leader:hero.id, dial:0, support:0, weapon:null, defense:null});
assert.equal(game.battle!.plans.guild.leader, hero.id);
});
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import assert from 'node:assert/strict';
import { createGame, joinGame, newPlayer, viewGame, type Action, type Game } from '../game/engine';
import type { FactionId } from '../game/catalog';
import { actBasicSemutaAmbassador as act } from './fixture-basic-semuta-ambassador';
import { nextRicheseStrongholdsNativeStep } from './fixture-richese-strongholds';
import { withClassicDiscoveryNexusLottery } from './fixture-discovery-classic-nexus';
export type NativeLeaderlessFaction = Extract<FactionId, 'ixians' | 'tleilaxu' | 'choam' | 'richese' | 'ecaz' | 'moritani'>;
export const nativeLeaderlessPlayer = (game: Game, id: string) => {
const player = game.players.find(candidate => candidate.id === id); assert.ok(player); return player;
};
export const nativeLeaderlessClean = (game: Game) => !game.response && !game.phaseOpening && !game.decision &&
!game.truthtrance && !game.pendingTreacheryDiscard;
export function advanceNativeLeaderless(game: Game, until: (state: Game) => boolean): Game {
for (let count = 0; count < 1600; count++) {
if (until(game)) return game;
assert.notEqual(game.status, 'finished');
const step = nextRicheseStrongholdsNativeStep(game);
assert.ok(step, `No native continuation at ${game.status}/${game.phase}/${game.decision?.kind}`);
game = act(game, step.actor, step.action);
}
throw Error('The native public battle did not reach the requested boundary');
}
/** Fresh public selected-deck setup, original phase progression and paid
* shipments create the battle. Only private leader-use/death and conserved
* hand/deck history are staged before the genuine chooseBattle action. */
export function basicNativeLeaderlessFixture(faction: NativeLeaderlessFaction,
options: { dead?: boolean; hero?: boolean; ghola?: boolean } = {}) {
const expansions = faction === 'ixians' || faction === 'tleilaxu' ? ['ix'] :
faction === 'choam' || faction === 'richese' ? ['choam'] : ['ecaz'];
let game = withClassicDiscoveryNexusLottery(() => createGame(`NATIVELEADERLESS-${faction}`,
newPlayer(faction, faction, faction), false, expansions));
for (const other of ['guild', 'emperor'] as const) joinGame(game, newPlayer(other, other, other));
for (const seat of game.players) game = act(game, seat.id, {type:'ready'});
game = act(game, faction, {type:'start'});
const setup = structuredClone(game);
game = advanceNativeLeaderless(game, state => state.status === 'playing' && state.phase === 5 && nativeLeaderlessClean(state));
const selected = ['pasty_mesa', 'false_wall_west', 'shield_wall'].map(id => {
const sectors: Record<string, number[]> = { pasty_mesa:[5,6,7,8], false_wall_west:[16,17,18], shield_wall:[8,9] };
return {territory:id, sector:sectors[id].find(value => value !== game.storm)};
}).find(row => row.sector !== undefined && game.players.every(player =>
Object.keys(player.forces).every(key => !key.startsWith(`${row.territory}:`))));
assert.ok(selected && selected.sector !== undefined);
const territory = selected.territory, sector = selected.sector;
while (game.phase === 5) {
if (!nativeLeaderlessClean(game)) {
game = advanceNativeLeaderless(game, state => state.phase !== 5 || nativeLeaderlessClean(state));
continue;
}
const actor = game.active!;
if (actor === faction || actor === 'guild') {
game = act(game, actor, {type:'ship', territory, sector, amount:1, elite:0, allyPayment:0});
game = advanceNativeLeaderless(game, state => state.phase !== 5 || state.active === actor && nativeLeaderlessClean(state));
}
if (game.phase === 5) game = act(game, actor, {type:'endMovement'});
}
game = advanceNativeLeaderless(game, state => state.phase === 6 && nativeLeaderlessClean(state) && !state.battle && !!state.active);
const player = nativeLeaderlessPlayer(game, faction);
for (const leader of player.leaders) {
assert.ok(!leader.dead && !leader.capturedBy);
leader.usedAt = territory === 'carthag' ? 'arrakeen' : 'carthag';
}
if (options.dead) {
player.leaders[0].dead = true; player.leaders[0].deaths = Math.max(1, player.leaders[0].deaths ?? 0);
delete player.leaders[0].usedAt;
}
// Exchange exact original physical cards with the remaining deck; never
// create an extra card or increase the player's hand size.
const swap = (handIndex: number, predicate: (card: Game['deck'][number]) => boolean) => {
const index = game.deck.findIndex(predicate); assert.ok(index >= 0);
[player.hand[handIndex], game.deck[index]] = [game.deck[index], player.hand[handIndex]];
};
for (let i = 0; i < player.hand.length; i++) if (player.hand[i].kind === 'hero')
swap(i, card => card.kind !== 'hero' && (!options.ghola || card.effect !== 'ghola'));
if (options.hero || options.ghola) {
assert.ok(player.hand.length > 0);
swap(0, card => options.hero ? card.kind === 'hero' : card.effect === 'ghola');
}
const chooser = game.active!;
const choice = viewGame(game, chooser).battleChoices.find(row => row.territory === territory &&
[row.attacker, row.defender].includes(faction) && [row.attacker, row.defender].includes('guild'));
assert.ok(choice);
const choose: Action = {type:'chooseBattle', territory, target:choice.attacker === chooser ? choice.defender : choice.attacker};
const beforeBattle = structuredClone(game);
game = act(game, chooser, choose);
return {game, setup, beforeBattle, faction, opponent:'guild', territory, sector, chooser, choose};
}
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import assert from 'node:assert/strict';
import { applyAction, viewGame, type Game } from '../game/engine';
import { acquireDuke } from '../game/duke-vidal';
import { basicEcazNativeFixture, nextBasicEcazNativeStep } from './fixture-basic-ecaz-native';
import { basicEcazOccupyBattleAction, basicEcazOccupyFixture } from './fixture-basic-ecaz-occupy';
import { leaderlessSeat, stageLeaderlessCard } from './fixture-basic-leaderless-harkonnen';
export type OccupyLeaderlessOptions = {
lead: 'ecaz' | 'ally';
dead: 'selected' | 'opponent' | 'unselected' | 'none';
duke?: boolean;
cancel?: boolean;
};
/** Public Basic selected-deck setup and original alliance/coalition admission.
* The shared fixture stages conserved board pieces and wallets. This fixture
* stages native public leader history and conserves the physical hands. */
export function basicNativeLeaderlessOccupy(options: OccupyLeaderlessOptions) {
const fixture = basicEcazNativeFixture({ allyFaction: 'choam', opponentFaction: 'guild' });
let game = structuredClone(fixture.beforeBattle);
const selected = options.lead === 'ecaz' ? fixture.ecaz : fixture.ally;
const unselected = options.lead === 'ecaz' ? fixture.ally : fixture.ecaz;
const dead = options.dead === 'selected' ? selected : options.dead === 'opponent' ? fixture.opponent :
options.dead === 'unselected' ? unselected : null;
for (const actor of [fixture.ecaz, fixture.ally, fixture.opponent]) {
stageLeaderlessCard(game, actor, 'none');
for (const leader of leaderlessSeat(game, actor).leaders) {
leader.dead = actor === dead;
leader.deaths = actor === dead ? Math.max(1, leader.deaths) : leader.deaths;
if (actor !== dead) leader.usedAt = 'arrakeen';
else delete leader.usedAt;
}
}
if (options.duke) {
assert.ok(game.dukeVidal);
game.dukeVidal = acquireDuke(game.dukeVidal, fixture.ecaz, game.turn, 'ecaz');
}
const choice = viewGame(game, game.active!).battleChoices.find(row => row.territory === fixture.territory);
assert.ok(choice);
game = applyAction(game, choice.chooser, { type: 'chooseBattle', territory: fixture.territory,
target: choice.attacker === choice.chooser ? choice.defender : choice.attacker });
assert.equal(game.decision?.kind, 'ecazBattleLead');
const event = game.decision.event;
game = applyAction(game, game.decision.player, { type: 'decision', event, lead: selected });
if (options.cancel) {
const card = leaderlessSeat(game, fixture.opponent).hand.find(c => c.effect === 'karama');
assert.ok(card);
game = applyAction(game, fixture.opponent, { type: 'card', mode: 'cancel', card: card.id });
}
for (let attempts = 0; attempts < 100 && (game.pendingTreacheryDiscard || game.response || game.phaseOpening || game.decision); attempts++) {
const next = nextBasicEcazNativeStep(game); assert.ok(next);
game = applyAction(game, next.actor, next.action);
}
assert.ok(game.battle && !game.pendingTreacheryDiscard && !game.response && !game.phaseOpening && !game.decision);
return { fixture, game, selected, unselected, dead, event };
}
/** Resolve existing Richese/shared preparation without submitting battle plans. */
export function finishOccupyLeaderlessPreparation(state: Game): Game {
let game = state;
for (let attempts = 0; attempts < 100; attempts++) {
if (game.battle && !game.battle.preparation && (!game.battle.preLeader || game.battle.preLeader.closed) &&
!game.pendingTreacheryDiscard && !game.response && !game.phaseOpening && !game.decision) return game;
const next = nextBasicEcazNativeStep(game); assert.ok(next);
game = applyAction(game, next.actor, next.action);
}
throw new Error('Native Occupy leader preparation did not finish');
}
/** Supplemental audit-entry fixture without Richese: original setup, worm
* alliance and shipments, plus labelled conserved rival and leader staging. */
export function basicOccupyNoRicheseLeaderless(duke = false) {
const fixture = basicEcazOccupyFixture({ chooseBattle: false });
let game = structuredClone(fixture.game);
assert.ok(!game.players.some(player => player.faction === 'richese'));
stageLeaderlessCard(game, fixture.ecaz, 'none');
for (const leader of leaderlessSeat(game, fixture.ecaz).leaders) {
leader.dead = true;
leader.deaths = Math.max(1, leader.deaths);
delete leader.usedAt;
}
if (duke) {
assert.ok(game.dukeVidal);
game.dukeVidal = acquireDuke(game.dukeVidal, fixture.ecaz, game.turn, 'ecaz');
}
const chosen = basicEcazOccupyBattleAction({ ...fixture, game });
game = applyAction(game, chosen.actor, chosen.action);
assert.equal(game.decision?.kind, 'ecazBattleLead');
game = applyAction(game, game.decision.player,
{ type: 'decision', event: game.decision.event, lead: fixture.ecaz });
for (let attempts = 0; attempts < 100 && (game.pendingTreacheryDiscard || game.response || game.decision); attempts++) {
const next = nextBasicEcazNativeStep(game); assert.ok(next);
game = applyAction(game, next.actor, next.action);
}
assert.ok(game.battle && !game.pendingTreacheryDiscard && !game.response && !game.decision);
return { fixture, game };
}