import assert from 'node:assert/strict'; import { viewGame, type Action, type Game } from '../game/engine'; import { actTruthBid, createTruthBidFixture, nextTruthBid, truthBidClean, truthBidInventory, truthBidPlayer, type TruthBidStep, } from './fixture-truth-bid'; export type TruthBribeStep = TruthBidStep; export type TruthBribeTransition = { before: Game; steps: TruthBribeStep[]; after: Game }; export const actTruthBribe = actTruthBid; export const truthBribeClean = truthBidClean; export const truthBribeInventory = truthBidInventory; export const truthBribePlayer = truthBidPlayer; export const truthBribeBalances = (game: Game) => Object.fromEntries(game.players.map(player => [player.id, player.spice])); export const truthBribeDeferred = (game: Game) => Object.fromEntries(game.players.map(player => [player.id, player.bribes])); export function nextTruthBribe(game: Game): TruthBribeStep | null { if (game.truthtrance) return null; for (const player of game.players) { const view = viewGame(game, player.id); if (view.bribePromiseGuide) return { actor: player.id, action: view.bribePromiseGuide.action }; if (view.bidPromiseGuide) return { actor: player.id, action: view.bidPromiseGuide.action }; if (view.revivalPromiseGuide?.phase === game.phase) return { actor: player.id, action: view.revivalPromiseGuide.action }; } return nextTruthBid(game); } export function advanceTruthBribe(game: Game, until: (state: Game) => boolean, actions: TruthBribeStep[] = []): Game { for (let count = 0; count < 1200; count++) { if (until(game)) return game; assert.notEqual(game.status, 'finished', 'The genuine bribe source ended before its native control'); const next = nextTruthBribe(game); assert.ok(next, 'The original Truthtrance question and answer belong to their callers'); game = actTruthBribe(game, next.actor, next.action, actions); } throw Error('The genuine bribe source did not reach its finite boundary'); } export function settleTruthBribe(game: Game, actions: TruthBribeStep[] = []): Game { return advanceTruthBribe(game, truthBribeClean, actions); } export function finishTruthBribe(game: Game, actions: TruthBribeStep[] = []): Game { const turn = game.turn; return advanceTruthBribe(game, state => state.turn === turn + 1 && state.phase === 0 && truthBribeClean(state), actions); } /** The original public H/A/E source supplies both physical Truthtrances and * ten actually available Emperor spice. No optional modules or alliances are * introduced. Phase7 is earned through real quiet phase actions and original * Collection, never a clock/wallet/army/hand/question/promise installation. */ export function createTruthBribeFixture(options: { advanced?: boolean; window?: 'waiting' | 'active'; recipient?: 'harkonnen' | 'atreides'; minimum?: number; phase?: 3 | 7; } = {}) { const base = createTruthBidFixture({ advanced: options.advanced, window: options.window ?? 'waiting' }); const recipient = options.recipient ?? base.asker, minimum = options.minimum ?? 3, phase = options.phase ?? 3; let game = structuredClone(base.game); const actions = structuredClone(base.sourceActions); if (phase === 7) game = advanceTruthBribe(game, state => state.phase === 7 && truthBribeClean(state), actions); assert.equal(game.phase, phase); assert.equal(truthBribePlayer(game, base.target).spice, 10); assert.equal(truthBribePlayer(game, recipient).ally, null); assert.deepEqual(truthBribeInventory(game), base.originalCards); const question = { kind: 'bribe' as const, target: base.target, turn: game.turn, recipient, minimum }; return { ...base, game, sourceGame: structuredClone(game), base, recipient, minimum, phase, payer: base.target, question, questionAction: { type: 'truthAsk', question } as Action, bribeAction: { type: 'bribe', target: recipient, amount: minimum } as Action, originalBalances: truthBribeBalances(game), originalDeferred: truthBribeDeferred(game), actions, sourceActions: structuredClone(actions), sourceActionCount: actions.length, staging: [] as string[], sourceDisclosure: 'Genuine public original H/A/E base33 setup and ordinary auction; H holds both original Truthtrances, E its original Shield and10spice. Only inherited unopened deal/lot/Spice positions and scalar lotteries are selected. Phase7, if requested, follows actual native controls/Collection. Ordinary bribes debit the payer now and credit the named nonally only at actual Mentat. No played state or promise is installed.' }; } export type TruthBribeFixture = ReturnType; type TruthBribeSource = { game: Game; asker: string; target: string; truths: string[] }; export function declareTruthBribe(f: TruthBribeSource, state = f.game, options: { copies?: 1 | 2 } = {}) { let game = state; const before = structuredClone(game), actions: TruthBribeStep[] = []; const declaration: Action = { type: 'card', card: f.truths[0], ...(options.copies === 2 ? { cards: [f.truths[1]] } : {}) }; game = actTruthBribe(game, f.asker, declaration, actions); for (let count = 0; game.truthtrance?.stage === 'priority' && count < game.players.length; count++) { const actor = game.players.find(player => !game.truthtrance!.passed.includes(player.id)); assert.ok(actor); game = actTruthBribe(game, actor.id, { type: 'truthPass' }, actions); } assert.equal(game.truthtrance?.stage, 'ask'); return { game, before, declaration, actions, actionCount: actions.length }; } export function askTruthBribe(game: Game, asker: string, target: string, recipient: string, minimum = 3, actions: TruthBribeStep[] = []): Game { return actTruthBribe(game, asker, { type: 'truthAsk', question: { kind: 'bribe', target, turn: game.turn, recipient, minimum } }, actions); } export function answerTruthBribe(game: Game, target: string, answer: 'yes' | 'no', actions: TruthBribeStep[] = []): Game { return actTruthBribe(game, target, { type: 'truthAnswer', answer }, actions); } export function bindTruthBribe(f: TruthBribeFixture, answer: 'yes' | 'no' = 'yes', minimum = f.minimum, recipient = f.recipient, state = f.game) { const declared = declareTruthBribe(f, state), actions = [...declared.actions]; const asked = askTruthBribe(declared.game, f.asker, f.target, recipient, minimum, actions); const game = answerTruthBribe(asked, f.target, answer, actions); return { game, declared, asked, actions, actionCount: actions.length }; } /** Isolate deferred payment from ordinary Collection first, then enter the * actual Mentat that credits it. A final real turn boundary permits callers to * inspect the old No's expiration without installing a new clock. */ export function completeTruthBribe(f: TruthBribeFixture, state = f.game) { let game = state; const actions: TruthBribeStep[] = []; const transition = (until: (state: Game) => boolean): TruthBribeTransition => { const before = structuredClone(game), from = actions.length; game = advanceTruthBribe(game, until, actions); return { before, steps: structuredClone(actions.slice(from)), after: structuredClone(game) }; }; const collection = transition(state => state.phase === 7 && truthBribeClean(state)); const mentat = transition(state => state.phase === 8 && truthBribeClean(state)); const nextTurn = transition(state => state.turn === f.game.turn + 1 && state.phase === 0 && truthBribeClean(state)); assert.deepEqual(truthBribeInventory(game), f.originalCards); return { game, collection, mentat, nextTurn, actions, actionCount: actions.length }; }