import assert from 'node:assert/strict'; import { applyAction, viewGame, type Game } from '../game/engine'; import type { Card } from '../game/cards'; import { createIndependentCardModulesFixture, type IndependentCardModulesStep } from './fixture-independent-card-modules'; import { nextRicheseStrongholdsNativeStep } from './fixture-richese-strongholds'; export const NATIVE_MODULE_STONE = 'richese-stone-burner'; export const NATIVE_MODULE_MIRROR = 'richese-mirror-weapon'; export const NATIVE_MODULE_TOOTH = 'ix-poison-tooth'; export const NATIVE_MODULE_REINFORCEMENTS = 'ecaz-reinforcements'; export type NativeStoneModulesStep = IndependentCardModulesStep; export type NativeStoneModulesOptions = { advanced?: boolean; tech?: boolean; strongholds?: boolean; kind?: 'original' | 'mirror'; independent?: boolean; }; export const nativeStoneModulesClean = (game: Game) => !game.phaseOpening && !game.response && !game.decision && !game.pendingTreacheryDiscard; export function nativeStoneModulesPlayer(game: Game, actor: string) { const player = game.players.find(p => p.id === actor); assert.ok(player); return player; } export function advanceNativeStoneModules(game: Game, until: (state: Game) => boolean, steps: NativeStoneModulesStep[] = []): Game { for (let count = 0; count < 1800; count++) { if (until(game)) return game; assert.notEqual(game.status, 'finished', 'Original native programme ended before its requested boundary'); const step = nextRicheseStrongholdsNativeStep(game); assert.ok(step, 'Supply the real unsealed battle plans'); // Real opening dials put Storm at7; every later native distance leaves // Ix before Richese in battle order. Habbanya can then decide their tie. if (game.turn === 1 && step.action.type === 'stormDial') step.action.amount = 3; steps.push(structuredClone(step)); game = applyAction(game, step.actor, step.action); } throw Error('Original native Stone module programme did not reach its requested boundary'); } function positionPhysicalCard(game: Game, actor: string, id: string, staging: string[]) { const player = nativeStoneModulesPlayer(game, actor); if (player.hand.some(card => card.id === id)) return; const zones: { label: string; cards: Card[] }[] = [ { label: 'remaining original deck', cards: game.deck }, { label: 'original discard', cards: game.discard }, { label: 'separate original Richese cache', cards: game.richeseCache ?? [] }, ...game.players.filter(p => p.id !== actor).map(p => ({ label: `${p.id}'s hand`, cards: p.hand })), ]; const source = zones.find(zone => zone.cards.some(card => card.id === id)); assert.ok(source, `Missing original physical ${id}`); assert.ok(player.hand.length < 4, 'The native physical hand must retain its printed limit'); player.hand.push(source.cards.splice(source.cards.findIndex(card => card.id === id), 1)[0]); staging.push(`Conserved physical ${id}: ${source.label} → ${actor}'s hand; not a new purchase or face.`); } /** Original selected setup/cache acquisition → paid concealed shipment → earned * END-Mentat custody → next-turn paid typed attack → actual native battle. * Only explicitly recorded physical cards move outside the real action trail. */ export function createNativeStoneModulesFixture(options: NativeStoneModulesOptions = {}) { const advanced = options.advanced ?? true; const strongholds = options.strongholds ?? advanced; const kind = options.kind ?? 'original'; const source = createIndependentCardModulesFixture({ advanced, tech: options.tech ?? true, strongholds, independent: options.independent, factions: ['ixians', 'richese', 'atreides'], expansions: ['ix', 'choam'] }); let game = source.game; const initial = source.initial, afterSetup = structuredClone(game); const steps = source.steps, staging: string[] = []; const owner = 'richese', opponent = 'ixians'; const territory = 'habbanya_ridge_sietch', sector = 17; const act = (step: NativeStoneModulesStep): Game => { steps.push(structuredClone(step)); game = applyAction(game, step.actor, step.action); return game; }; const advance = (until: (state: Game) => boolean) => { game = advanceNativeStoneModules(game, until, steps); }; advance(g => g.decision?.kind === 'richeseCache'); const acquisitionBefore = structuredClone(game); const acquisitionStart = steps.length; advance(g => nativeStoneModulesPlayer(g, owner).hand.some(c => c.id === NATIVE_MODULE_STONE)); const acquisition = { before: acquisitionBefore, after: structuredClone(game), steps: steps.slice(acquisitionStart) }; advance(g => g.turn === 1 && g.phase === 5 && g.active === owner && nativeStoneModulesClean(g)); const token = nativeStoneModulesPlayer(game, owner).noField!.tokens.find(t => t.value === 5)!; const beforeShipment = structuredClone(game); const shipmentStep: NativeStoneModulesStep = { actor: owner, action: { type: 'ship', territory, sector, noField: token.id, event: nativeStoneModulesPlayer(game, owner).noFieldEvent } }; act(shipmentStep); advance(g => g.turn === 1 && g.phase === 8 && nativeStoneModulesClean(g)); let beforeMentat: Game | undefined, mentatStep: NativeStoneModulesStep | undefined; for (let count = 0; game.turn === 1 && count < 100; count++) { const next = nextRicheseStrongholdsNativeStep(game); assert.ok(next); const before = structuredClone(game), after = act(next); if (after.turn === 2) { beforeMentat = before; mentatStep = next; } } assert.ok(beforeMentat && mentatStep); if (strongholds) assert.equal(game.strongholdCards!.owners[territory], owner); const afterMentat = structuredClone(game); advance(g => g.turn === 2 && g.phase === 5 && g.active === opponent && nativeStoneModulesClean(g)); const beforeAttack = structuredClone(game); const attackStep: NativeStoneModulesStep = { actor: opponent, action: { type: 'ship', territory, sector, amount: 3, elite: 1 } }; act(attackStep); advance(g => g.phase === 6 && nativeStoneModulesClean(g)); const beforeBattle = structuredClone(game); const choice = viewGame(game, game.active!).battleChoices.find(b => b.territory === territory); assert.ok(choice); const battleStep: NativeStoneModulesStep = { actor: choice.chooser, action: { type: 'chooseBattle', territory, target: choice.attacker === choice.chooser ? choice.defender : choice.attacker } }; act(battleStep); advance(g => !!g.battle && !g.battle.preparation && (!g.battle.preLeader || g.battle.preLeader.closed) && nativeStoneModulesClean(g)); if (game.ecazTreachery) positionPhysicalCard(game, owner, NATIVE_MODULE_REINFORCEMENTS, staging); if (kind === 'mirror') { positionPhysicalCard(game, opponent, NATIVE_MODULE_STONE, staging); positionPhysicalCard(game, owner, NATIVE_MODULE_MIRROR, staging); } else positionPhysicalCard(game, opponent, NATIVE_MODULE_TOOTH, staging); const strongest = nativeStoneModulesPlayer(game, owner).leaders.filter(l => !l.dead) .sort((a, b) => b.strength - a.strength || a.id.localeCompare(b.id))[0]; const weakest = nativeStoneModulesPlayer(game, opponent).leaders.filter(l => !l.dead) .sort((a, b) => a.strength - b.strength || a.id.localeCompare(b.id))[0]; assert.ok(strongest && weakest); const dial = advanced ? 2 : 1; const plans: NativeStoneModulesStep[] = [ { actor: owner, action: { type: 'battlePlan', dial, support: advanced ? dial : 0, leader: strongest.id, weapon: kind === 'mirror' ? NATIVE_MODULE_MIRROR : NATIVE_MODULE_STONE, defense: game.ecazTreachery ? NATIVE_MODULE_REINFORCEMENTS : null } }, { actor: opponent, action: { type: 'battlePlan', dial: 0, support: 0, leader: weakest.id, weapon: kind === 'mirror' ? NATIVE_MODULE_STONE : NATIVE_MODULE_TOOTH } }, ]; return { initial, afterSetup, acquisition, beforeShipment, shipmentStep, beforeMentat, mentatStep, afterMentat, beforeAttack, attackStep, beforeBattle, battleStep, game, owner, opponent, territory, location: `${territory}:${sector}`, kind, advanced, plans, steps, staging }; }