import assert from 'node:assert/strict'; import { applyAction, createGame, joinGame, newPlayer, viewGame, type Action, type Game } from '../game/engine'; import { TERRITORIES, MOBILE_STRONGHOLD, location, territory } from '../game/board'; import type { FactionId } from '../game/catalog'; import { withNativeShipmentSources } from '../game/homeworld-options'; import { LEADER_SKILL_CARDS, type LeaderSkillId } from '../game/leader-skill-cards'; import { actAdvisorPreparation } from './fixture-advisor-preparation'; import { nextRicheseStrongholdsNativeStep } from './fixture-richese-strongholds'; import { skillOfferRolls } from './fixture-independent-card-modules'; export type MixedPhaseModulesStep = { actor: string; action: Action }; export type MixedPhaseModulesTransition = { before: Game; steps: MixedPhaseModulesStep[]; after: Game }; export type MixedPhaseModulesOptions = { factions: readonly FactionId[]; expansions: Game['expansions']; advanced?: boolean; tech?: boolean; strongholds?: boolean; independent?: boolean; homeworlds?: boolean; skills?: boolean; training?: Partial>; nexus?: boolean; discoveries?: boolean; }; export const MIXED_PHASE_NATIVE_FACTIONS = ['ixians', 'tleilaxu', 'choam', 'richese', 'ecaz', 'moritani'] as const; export const actMixedPhaseModules = actAdvisorPreparation; export const mixedPhaseModulesPlayer = (game: Game, actor: string) => { const player = game.players.find(player => player.id === actor); assert.ok(player); return player; }; export const mixedPhaseModulesClean = (game: Game) => !game.phaseOpening && !game.response && !game.decision && !game.pendingTreacheryDiscard && !game.pendingRevival && !game.truthtrance && !game.pendingShipment && !game.pendingKarama && !game.currentAuctionSale && game.nexusCards?.phase?.stage !== 'drawing'; /** Current physical zones, excluding the ordinary auction's historical aliases. */ export function mixedPhaseModulesInventory(game: Game): string[] { const ids = [...game.deck, ...game.discard, ...(game.richeseCache ?? []), ...(game.richeseRemoved ?? []), ...(game.ixSetupCards ?? []), ...(game.ixAuction?.cards ?? []), ...(game.auction?.cards.slice(game.auction.index + Number(game.currentAuctionSale?.origin === 'normal')) ?? []), ...game.players.flatMap(player => player.hand)].map(card => card.id).sort(); assert.equal(new Set(ids).size, ids.length, 'Each original physical Treachery Card has one current slot'); return ids; } /** Native decisions only. Optional Terror placement is declined so the positive * shipment source does not depend on a separately selected Terror effect. */ export function nextMixedPhaseModules(game: Game): MixedPhaseModulesStep | null { if (!game.phaseOpening && !game.response && !game.decision && !game.truthtrance && !game.pendingTreacheryDiscard && game.nexusCards?.phase?.stage === 'drawing') { const phase = game.nexusCards.phase, actor = phase.eligible.find(id => !phase.done.includes(id)); assert.ok(actor); return { actor, action: { type: 'nexusCardChoice', turn: game.turn, card: game.nexusCards.cards!.hands[actor] ?? null, choice: 'keep', ownRedraws: 0 } }; } if (!game.phaseOpening && !game.response && !game.pendingTreacheryDiscard && game.decision) { const d = game.decision; if (d.kind === 'discoveryEntry' || d.kind === 'greatMakerRide') return { actor: d.player, action: { type: 'decision', event: d.event, accept: false } }; if (d.kind === 'greatMakerVote') return { actor: d.player, action: { type: 'decision', event: d.event, yes: false } }; if (d.kind === 'moritaniSetup') return { actor: d.player, action: { type: 'decision', territory: 'carthag', sector: territory('carthag').sectors[0] } }; if (d.kind === 'moritaniPlacement' || d.kind === 'choamStorm' || d.kind === 'choamMovement' || d.kind === 'revivalStop') return { actor: d.player, action: { type: 'decision', decline: true } }; if (d.kind === 'guildTiming') return { actor: d.player, action: { type: 'decision', take: false } }; if (d.kind === 'techToken') return { actor: d.player, action: { type: 'decision', token: d.choices[0] } }; if (d.kind === 'richeseUnbid') return { actor: d.player, action: { type: 'decision', event: game.richeseBidding!.event, keep: false } }; } return nextRicheseStrongholdsNativeStep(game); } export function advanceMixedPhaseModules(game: Game, until: (state: Game) => boolean, actions: MixedPhaseModulesStep[] = []): Game { for (let count = 0; count < 1800; count++) { if (until(game)) return game; assert.notEqual(game.status, 'finished', 'The original phase-module source ended before its requested boundary'); const step = nextMixedPhaseModules(game); assert.ok(step, `Original continuation required at ${game.status}/${game.turn}/${game.phase}/${game.decision?.kind}`); game = actMixedPhaseModules(game, step.actor, step.action, actions); } throw Error('The original phase-module source did not reach its finite boundary'); } export function finishMixedPhaseModules(game: Game, actions: MixedPhaseModulesStep[] = []): Game { const phase = game.phase, turn = game.turn; return advanceMixedPhaseModules(game, state => (state.phase !== phase || state.turn !== turn) && mixedPhaseModulesClean(state), actions); } /** Choose only the original undealt skill lottery. Native UUID/byte entropy * stays native, and later scalar draws retain the existing source policy. */ function startWithSkillOffers(game: Game, actor: string, action: Action, training: Partial>, actions: MixedPhaseModulesStep[]): Game { const rolls = skillOfferRolls(game, training), descriptor = Object.getOwnPropertyDescriptor(crypto, 'getRandomValues'); const original = crypto.getRandomValues.bind(crypto); let cursor = 0; crypto.getRandomValues = (array: T): T => { if (array instanceof Uint32Array && array.length === 1) array[0] = rolls[cursor++] ?? 0xffffffff; else Reflect.apply(original, crypto, [array]); return array; }; try { const next = applyAction(game, actor, action); actions.push({ actor, action: structuredClone(action) }); return next; } finally { if (descriptor) Object.defineProperty(crypto, 'getRandomValues', descriptor); else Reflect.deleteProperty(crypto, 'getRandomValues'); } } /** Public module selections, ready/start and every original setup decision. * Only scalar lotteries and unopened Spice positions are selected. No played * card, force, wallet, Tanks, phase, token or Stronghold owner is installed. */ export function createMixedPhaseModulesFixture(options: MixedPhaseModulesOptions) { const [host, ...others] = options.factions; assert.ok(host); let game = createGame('MIXEDPHASEMODULES', newPlayer(host, host, host), options.advanced ?? false, options.expansions); for (const faction of others) joinGame(game, newPlayer(faction, faction, faction)); const initial = structuredClone(game), actions: MixedPhaseModulesStep[] = []; const act = (actor: string, action: Action) => { game = actMixedPhaseModules(game, actor, action, actions); }; if (options.homeworlds) act(host, { type: 'homeworlds', enabled: true }); if (options.skills) act(host, { type: 'moduleOption', module: 'leaderSkills', enabled: true }); if (options.nexus) act(host, { type: 'moduleOption', module: 'nexusCards', enabled: true }); if (options.discoveries) act(host, { type: 'moduleOption', module: 'discoveries', enabled: true }); if (options.independent) act(host, { type: 'moduleOption', module: 'ecazTreachery', enabled: true }); if (options.tech) act(host, { type: 'techTokens', enabled: true }); if (options.strongholds) act(host, { type: 'strongholdCards', enabled: true }); for (const player of game.players) act(player.id, { type: 'ready' }); const lobby = structuredClone(game); // Fill unspecified seats without consuming a role requested for a later // seat. The resulting full map still selects only the original lottery. let training: Partial> | undefined; if (options.skills && options.training) { training = {}; const requested = game.players.flatMap(player => options.training?.[player.faction] ?? []); const chosen = new Set(); for (const player of game.players) { const skill = options.training[player.faction] ?? LEADER_SKILL_CARDS.find(card => !requested.includes(card.id) && !chosen.has(card.id))?.id; assert.ok(skill && !chosen.has(skill), 'Choose distinct original skill offers'); training[player.faction] = skill; chosen.add(skill); } } const start: Action = options.advanced ? { type: 'start', advancedPreview: true } : { type: 'start' }; if (training) game = startWithSkillOffers(game, host, start, training, actions); else act(host, start); const setup = structuredClone(game); assert.equal(game.status, 'setup'); if (!options.skills) assert.ok(game.players.every(player => !player.hand.length)); const originalInventory = mixedPhaseModulesInventory(game); if (options.skills) { for (let count = 0; game.status === 'setup' && count < 300; count++) { if (!game.decision && !game.response && !game.phaseOpening && game.setupStage === 'leaderSkills') { const actor = Object.keys(game.leaderSkills!.offers)[0]; assert.ok(actor); const own = viewGame(game, actor).leaderSkills!; const player = mixedPhaseModulesPlayer(game, actor); const skill = training?.[player.faction] ?? own.offer?.cards.find(card => !own.unavailableSkills?.[card]); const leader = own.eligibleLeaders[0]; assert.ok(own.offer && skill && own.offer.cards.includes(skill) && !own.unavailableSkills?.[skill] && leader, 'Choose one currently offered original skill and an eligible own leader'); act(actor, { type: 'leaderSkill', event: own.offer.event, skill, leader: leader.id }); } else { const next = nextMixedPhaseModules(game); assert.ok(next); act(next.actor, next.action); } } assert.equal(game.status, 'playing'); } else game = advanceMixedPhaseModules(game, state => state.status === 'playing', actions); const afterSetup = structuredClone(game); const originalSpice = game.spiceDeck.map(card => JSON.stringify(card)).sort(); const spiceOrder = [0, 1, 2, 3].map(position => { const from = game.spiceDeck.findIndex((card, index) => index >= position && 'territory' in card && !card.discovery); assert.ok(from >= position); const card = game.spiceDeck.splice(from, 1)[0]; game.spiceDeck.splice(position, 0, card); return { position, from, card: structuredClone(card) }; }); assert.deepEqual(game.spiceDeck.map(card => JSON.stringify(card)).sort(), originalSpice); game = advanceMixedPhaseModules(game, state => state.phase === 1 && mixedPhaseModulesClean(state), actions); const firstStorm = structuredClone(game); assert.deepEqual(mixedPhaseModulesInventory(game), originalInventory); return { game, sourceGame: structuredClone(game), independent: options.independent ?? false, homeworlds: options.homeworlds ?? false, skills: options.skills ?? false, nexus: options.nexus ?? false, discoveries: options.discoveries ?? false, initial, lobby, setup, afterSetup, firstStorm, originalInventory, originalSpice, spiceOrder, actions, sourceActions: structuredClone(actions), sourceActionCount: actions.length, staging: [] as string[] }; } /** Actual all-six-native two-turn programme. The first two positive shipments * accrue Heighliners once; native first Mentat claims precede a real later * Storm casualty (Basic dials2 / Advanced card1) and that owner's free return. Sources remain ordinary public * entry plus original native choices, with no played-state installation. */ export function createMixedPhaseModulesProgramme(options: { advanced?: boolean; strongholds?: boolean; independent?: boolean; homeworlds?: boolean; skills?: boolean; training?: Partial>; nexus?: boolean; discoveries?: boolean; } = {}) { const advanced = options.advanced ?? false, strongholds = options.strongholds ?? advanced; const source = createMixedPhaseModulesFixture({ factions: MIXED_PHASE_NATIVE_FACTIONS, expansions: ['ix', 'choam', 'ecaz'], advanced, tech: true, strongholds, independent: options.independent, homeworlds: options.homeworlds, skills: options.skills, training: options.training, nexus: options.nexus, discoveries: options.discoveries }); let game = source.game; const actions = [...source.actions]; const act = (actor: string, action: Action) => { game = actMixedPhaseModules(game, actor, action, actions); }; const ship = (actor: string, action: Action) => { const selected = game.homeworlds ? withNativeShipmentSources(viewGame(game, actor), action) : action; assert.ok(selected, 'The current native World pools must fund the exact typed shipment'); act(actor, selected); }; const reach = (until: (state: Game) => boolean) => { game = advanceMixedPhaseModules(game, until, actions); }; const transition = (run: () => void): MixedPhaseModulesTransition => { const before = structuredClone(game), from = actions.length; run(); return { before, steps: structuredClone(actions.slice(from)), after: structuredClone(game) }; }; reach(state => state.turn === 1 && state.phase === 5 && state.active === 'choam' && mixedPhaseModulesClean(state)); const tabr = territory('sietch_tabr').sectors[0], choamLocation = location('sietch_tabr', tabr); assert.ok(game.players.every(player => !player.forces[choamLocation])); const choamShipment = transition(() => { ship('choam', { type: 'ship', territory: 'sietch_tabr', sector: tabr, amount: 1, elite: 0, allyPayment: 0 }); reach(mixedPhaseModulesClean); }); reach(state => state.turn === 1 && state.phase === 5 && state.active === 'moritani' && mixedPhaseModulesClean(state)); const sector = game.storm % 18 + 1; const target = TERRITORIES.find(t => t.type === 'sand' && t.id !== 'imperial_basin' && t.sectors.includes(sector) && game.players.every(player => !Object.entries(player.forces).some(([key, count]) => count > 0 && key.startsWith(`${t.id}:`)))); assert.ok(target, 'The next original Storm sector has an empty desert shipment destination'); const casualtyLocation = location(target.id, sector); const moritaniShipment = transition(() => { ship('moritani', { type: 'ship', territory: target.id, sector, amount: 1, elite: 0, allyPayment: 0 }); reach(mixedPhaseModulesClean); }); // Capture the actual phase-closing action, rather than folding later income // into the Heighliners receipt. reach(state => state.phase === 5 && mixedPhaseModulesClean(state) && state.order.at(-1) === state.active); const shipmentPayout = transition(() => { act(game.active!, { type: 'endMovement' }); reach(state => state.phase !== 5); }); reach(state => state.turn === 1 && state.phase === 8 && mixedPhaseModulesClean(state)); const mentat = transition(() => { reach(state => state.turn === 2 && state.phase === 0 && state.stormPending !== null && mixedPhaseModulesClean(state)); }); assert.equal(game.stormMovementSource?.kind, advanced ? 'card' : 'dials'); assert.equal(game.stormPending, advanced ? 1 : 2); const storm = transition(() => { reach(state => state.turn === 2 && state.phase === 1 && mixedPhaseModulesClean(state)); }); assert.equal(mixedPhaseModulesPlayer(game, 'moritani').forces[casualtyLocation], undefined); assert.equal(mixedPhaseModulesPlayer(game, 'moritani').tanks, 1); reach(state => state.turn === 2 && state.phase === 4 && mixedPhaseModulesClean(state) && (!state.revivalOrder || state.revivalOrder.remaining[0] === 'moritani')); const revival = transition(() => { act('moritani', { type: 'revive', amount: 1, elite: 0 }); reach(mixedPhaseModulesClean); }); // Complete earlier/remaining owned opportunities with the original ready // controls, and expose only the final phase-end token payout as its receipt. reach(state => state.phase === 4 && mixedPhaseModulesClean(state) && (state.revivalOrder ? state.revivalOrder.remaining.length === 1 : state.ready.length === state.players.length - 1)); const revivalPayout = transition(() => { const step = nextMixedPhaseModules(game); assert.ok(step); act(step.actor, step.action); reach(state => state.phase === 5 && mixedPhaseModulesClean(state)); }); assert.equal(game.phase, 5); reach(state => state.phase === 5 && mixedPhaseModulesClean(state)); assert.deepEqual(mixedPhaseModulesInventory(game), source.originalInventory); if (strongholds) { assert.equal(mentat.after.strongholdCards?.owners.carthag, 'moritani'); assert.equal(mentat.after.strongholdCards?.owners.sietch_tabr, 'choam'); assert.equal(mentat.after.strongholdCards?.owners[MOBILE_STRONGHOLD], 'ixians'); } return { ...source, game, sourceGame: structuredClone(game), advanced, strongholds, choamLocation, casualtyLocation, choamShipment, moritaniShipment, shipmentPayout, mentat, storm, revival, revivalPayout, actions, sourceActions: structuredClone(actions), sourceActionCount: actions.length }; }