import assert from 'node:assert/strict'; import { createGame, joinGame, newPlayer, type Action, type Game } from '../game/engine'; import { territory } from '../game/board'; import { actKullPurpose, kullPurposeClean, kullPurposePlayer, nextKullPurposeStep, type KullPurposeStep } from './fixture-kull-purpose'; import { publicKullInventory } from './fixture-public-choam-kull'; export const act = actKullPurpose; export const clean = kullPurposeClean; export const player = kullPurposePlayer; export const inventory = publicKullInventory; export type E3NativeRoster = 'ecaz' | 'moritani' | 'both'; export type E3NativeTarget = 'ecaz' | 'moritani'; /** Make only ordinary native decisions, declining optional placements and * effects unless the caller has stopped at the requested original control. */ function step(game: Game): KullPurposeStep | null { if (!game.phaseOpening && !game.response && game.decision) { const d = game.decision; if (d.kind === 'moritaniSetup') return { actor: d.player, action: { type: 'decision', territory: 'carthag', sector: territory('carthag').sectors[0] } }; if (d.kind === 'ecazPlacement' || d.kind === 'moritaniPlacement') return { actor: d.player, action: { type: 'decision', decline: true } }; if (d.kind === 'ecazAmbassador') return { actor: d.player, action: { type: 'decision', event: game.pendingAmbassador!.event, decline: true } }; } return nextKullPurposeStep(game); } export function advance(game: Game, until: (state: Game) => boolean, actions: KullPurposeStep[] = []): Game { for (let n = 0; n < 1800; n++) { if (until(game)) return game; assert.notEqual(game.status,'finished','The native E3 Kull programme ended before the requested window'); const next = step(game); assert.ok(next,`A native continuation is required at ${game.status}/${game.turn}/${game.phase}/${game.decision?.kind}`); game = act(game,next.actor,next.action,actions); } throw Error('The native E3 Kull programme did not reach its finite boundary'); } /** Real public Basic start; only original unopened Treachery and Spice * positions are chosen before native deal. No force, wallet, token or phase is * staged. Every subsequent placement and cancellation uses native actions. */ export function createKullNativeE3Fixture(roster: E3NativeRoster, target: E3NativeTarget = roster === 'moritani' ? 'moritani' : 'ecaz') { assert.ok(roster === 'both' || roster === target); let game = createGame('KULLE3',newPlayer('choam','CHOAM','choam'),false,['choam','ix','ecaz']); const natives = roster === 'both' ? ['ecaz','moritani'] as const : [roster] as const; for (const faction of natives) joinGame(game,newPlayer(faction,faction,faction)); for (const faction of ['emperor','guild'] as const) joinGame(game,newPlayer(faction,faction,faction)); const actions: KullPurposeStep[] = []; const send = (actor: string, action: Action) => { game = act(game,actor,action,actions); }; const reach = (predicate: (state: Game) => boolean) => { game = advance(game,predicate,actions); }; send('choam',{type:'moduleOption',module:'kullPreview',enabled:true}); for (const seat of game.players) send(seat.id,{type:'ready'}); const lobby = structuredClone(game); send('choam',{type:'start'}); assert.equal(game.status,'setup'); assert.equal(game.kullPreview,true); const setup = structuredClone(game), originalCards = game.deck.map(card => card.id).sort(); const kinds = roster === 'both' ? ['kull','truth','filler','karama','karama'] : ['kull','truth','karama','karama']; const chosen: Game['deck'] = []; for (const kind of kinds) { const index = game.deck.findIndex(card => kind === 'kull' ? card.id === 'ix-kull-wahad' : kind === 'truth' ? card.effect === 'truthtrance' : kind === 'karama' ? card.effect === 'karama' : card.kind === 'worthless' && card.id !== 'ix-kull-wahad'); assert.ok(index >= 0); chosen.push(game.deck.splice(index,1)[0]); } game.deck.unshift(...chosen); const beforeDeal = structuredClone(game); reach(state => state.status === 'playing'); const afterSetup = structuredClone(game), kull = 'ix-kull-wahad'; const karama = player(game,'emperor').hand.find(card => card.effect === 'karama')?.id; const counter = player(game,'guild').hand.find(card => card.effect === 'karama')?.id; const asker = roster === 'moritani' ? 'moritani' : 'ecaz'; const truth = player(game,asker).hand.find(card => card.effect === 'truthtrance')?.id; assert.ok(karama && counter && truth && karama !== counter); assert.ok(player(game,'choam').hand.some(card => card.id === kull)); assert.deepEqual(inventory(game),originalCards); if (roster !== 'moritani') assert.ok(game.ecazAmbassadors && game.ecazOccupyPreview); if (roster !== 'ecaz') assert.ok(game.moritaniTerror); const spice = game.spiceDeck.findIndex(card => 'territory' in card && !card.discovery); assert.ok(spice >= 0); game.spiceDeck.unshift(game.spiceDeck.splice(spice,1)[0]); reach(state => state.phase <= 1 && clean(state)); const early = structuredClone(game); const phase = target === 'ecaz' ? 4 : 8; const decision = target === 'ecaz' ? 'ecazPlacement' : 'moritaniPlacement'; reach(state => state.phase === phase && state.decision?.kind === decision && !state.response && !state.phaseOpening); const beforePlacement = structuredClone(game); const token = target === 'ecaz' ? game.ecazAmbassadors!.tokens.find(row => row.effect === 'ecaz' && row.zone === 'supply') : game.moritaniTerror!.tokens.find(row => row.status === 'available'); assert.ok(token); send(target,{type:'decision',token:token.id,territory:'carthag'}); assert.equal(game.response?.kind,decision); assert.deepEqual(inventory(game),originalCards); return { game, early, beforePlacement, lobby, setup, beforeDeal, afterSetup, actions, originalCards, actor:'emperor', reactor:'choam', counterOwner:'guild', asker, target, token:token.id, kull, karama, counter, truth }; } export type KullNativeE3Fixture = ReturnType;