import assert from 'node:assert/strict'; import { applyAction, createGame, initializeSemutaGameForAudit, joinGame, newPlayer, viewGame, type Game } from '../game/engine'; import { botActions } from '../game/bots'; import { SEMUTA_DRUG_ID } from '../game/semuta-drug'; /** Genuine original lobby/setup/first Storm; later battle components are staged by conserved moves. */ export function initializeSemutaTechGame(advanced = false): Game { let game = createGame('SEMUTATECH', newPlayer('r', 'Richese', 'richese'), advanced, ['choam', 'ix']); joinGame(game, newPlayer('a', 'Atreides', 'atreides')); joinGame(game, newPlayer('e', 'Tleilaxu', 'tleilaxu')); game = applyAction(game, 'r', { type: 'techTokens', enabled: true }); for (const player of game.players) { player.bot = 'Medium'; player.ready = true; } game = initializeSemutaGameForAudit(game); for (let step = 0; (game.status === 'setup' || Object.values(game.techTokens!).some(token => !token.owner)) && step < 160; step++) { let next: Game | undefined; for (const player of game.players) { const action = botActions(viewGame(game, player.id))[0]; if (action) { next = applyAction(game, player.id, action); break; } } assert.ok(next, 'Original setup and first Storm need a legal native continuation.'); game = next; } assert.equal(game.status, 'playing'); assert.ok(Object.values(game.techTokens!).every(token => token.owner)); assert.equal(game.techTokens!.axlotl.owner, 'e'); return game; } export function semutaTechBattleFixture(advanced = false): { game: Game; semuta: string; weapon: string; defense: string; cards: string[] } { const game = initializeSemutaTechGame(advanced); game.deck.push(...game.players.flatMap(player => player.hand)); for (const player of game.players) player.hand = []; const take = (id: string) => { for (const zone of [game.deck, game.discard, game.richeseCache!]) { const index = zone.findIndex(card => card.id === id); if (index >= 0) return zone.splice(index, 1)[0]; } throw new Error(`Missing physical ${id}`); }; const semuta = take(SEMUTA_DRUG_ID); const weapon = take(game.deck.find(card => card.kind === 'projectile')!.id); const defense = take(game.deck.find(card => card.kind === 'snooper')!.id); game.players.find(player => player.id === 'r')!.hand.push(semuta); game.players.find(player => player.id === 'a')!.hand.push(weapon); game.players.find(player => player.id === 'e')!.hand.push(defense); for (const player of game.players) { Object.assign(player, { forces: player.id === 'r' ? {} : { 'arrakeen:10': 5 }, reserves: player.id === 'r' ? 20 : 15, tanks: 0 }); } // Stage two public tokens with the loser to exercise the original owned choice; // all three physical tokens and their existing ledgers remain original. game.techTokens!.heighliners.owner = 'e'; game.techTokens!.production.owner = 'r'; Object.assign(game, { turn: 2, phase: 6, active: 'a', order: ['a', 'e', 'r'], ready: [], response: null, decision: null, phaseOpening: null, movementRemaining: [] }); const cards = [...game.deck, ...game.discard, ...game.richeseCache!, ...game.players.flatMap(player => player.hand)].map(card => card.id).sort(); assert.equal(new Set(cards).size, cards.length); return { game, semuta: semuta.id, weapon: weapon.id, defense: defense.id, cards }; }