import assert from 'node:assert/strict'; import test from 'node:test'; import { applyAction, viewGame, type Action, type Game } from '../game/engine'; import { botActions } from '../game/bots'; import { DIFFICULTIES } from '../game/bot-profiles'; import { createSemutaCombatForcesFixture as fixture, actSemutaCombatForces as act, passSemutaCombatForces as pass, claimSemutaCombatForces as claim, allowSemutaCombatForces as allow, finishSemutaCombatForces as finish, semutaCombatForcesPlayer as player, semutaCombatForcesInventory as inventory, semutaCombatForcesPhysical as physical, type SemutaCombatForcesFixture, } from './fixture-semuta-combat-forces'; const variants = [ { kind: 'eliteStrength' as const, eliteOwner: 'fremen' as const }, { kind: 'eliteStrength' as const, eliteOwner: 'emperor' as const }, { kind: 'fremenSupport' as const }, { kind: 'choamBattleAid' as const }, ]; const clock = (game: Game) => ({ turn: game.turn, phase: game.phase, active: game.active, order: game.order, ready: game.ready, storm: game.storm, spiceDeck: game.spiceDeck, spiceDiscard: game.spiceDiscard, movementRemaining: game.movementRemaining }); function reject(game: Game, actor: string, action: Action) { const before = structuredClone(game); assert.throws(() => applyAction(game, actor, action)); assert.deepEqual(game, before); } function nativeSource(f: SemutaCombatForcesFixture) { assert.equal(f.setup.status, 'setup'); assert.equal(f.setup.advanced, true); assert.equal(f.setup.semutaPreview, true); assert.ok(f.beforeStartingDeal.players.every(p => p.hand.length === 0)); assert.deepEqual(f.game.players.map(p => p.faction), ['richese', 'choam', 'fremen', 'emperor', 'guild']); assert.deepEqual(f.afterSetup.players.flatMap(p => p.hand.map(card => card.id)), f.deal); assert.ok(player(f.afterSetup, f.spender).hand.some(card => card.id === f.cost && card.effect === 'karama')); assert.ok(player(f.afterSetup, f.emperor).hand.some(card => card.id === f.independentKarama && card.effect === 'karama')); assert.notEqual(f.cost, f.independentKarama); assert.equal(player(f.afterSetup, f.fremen).forces['sietch_tabr:14'], 10); assert.equal(player(f.afterSetup, f.fremen).elites?.reserves, 3); assert.equal(player(f.afterSetup, f.emperor).elites?.reserves, 5); assert.equal(Object.keys(player(f.afterSetup, f.richese).forces).length, 0, 'The opposing Richese garrison must be earned by its own actual shipment'); assert.equal(f.acquisition.bid.actor, f.holder); assert.equal(f.acquisition.bid.action.amount, 1); assert.equal(player(f.acquisition.before, f.holder).spice - player(f.acquired, f.holder).spice, 1); assert.equal(player(f.acquired, f.richese).spice - player(f.acquisition.before, f.richese).spice, 1); assert.equal(f.shipments.length, 2); for (const shipment of f.shipments) { assert.ok(shipment.steps.some(step => step.actor === shipment.actor && step.action.type === 'ship' && step.action.amount === 1 && step.action.elite === shipment.elite)); assert.equal(player(shipment.before, shipment.actor).spice - player(shipment.after, shipment.actor).spice, shipment.cost); assert.equal(player(shipment.before, shipment.actor).reserves - player(shipment.after, shipment.actor).reserves, 1); assert.equal(player(shipment.after, shipment.actor).forces[f.location], 1); } assert.equal(player(f.game, f.combatant).elites?.forces[f.location], 1); assert.equal(player(f.game, f.opponent).forces[f.location], 1); assert.equal(player(f.game, f.fremen).forces['sietch_tabr:14'], 10); assert.equal(f.game.phase, 6); assert.equal(f.game.turn, f.turn); assert.equal(f.game.battle?.revealed, false); assert.deepEqual(f.game.battle?.plans, {}); assert.deepEqual(f.game.battle, f.originalBattle); assert.deepEqual(f.game.response, f.originalResponse); assert.equal(f.game.response?.kind, f.kind); assert.equal(f.game.response?.owner, f.owner); assert.equal(f.game.phaseOpening ?? null, null); assert.equal(f.game.pendingTreacheryDiscard ?? null, null); assert.equal(f.game.decision ?? null, null); assert.equal(player(f.game, f.spender).hand.filter(card => card.id === f.cost).length, 1); assert.equal(player(f.game, f.holder).hand.filter(card => card.id === f.semuta).length, 1); if (f.combatant === f.emperor) assert.notEqual(f.opponent, f.fremen, 'Sardaukar never earn their native double-strength check against Fremen'); if (f.kind === 'fremenSupport') { assert.equal(f.game.battle?.eliteBlocked?.includes(f.combatant) ?? false, false); assert.ok(f.earlierControls.steps.some(step => step.action.type === 'passResponse')); } if (f.kind === 'choamBattleAid') { assert.equal(f.turn, 2); assert.ok(f.alliance); assert.equal(f.alliance.steps.length, 2); assert.ok(f.alliance.steps.every(step => step.action.type === 'alliance')); assert.equal(player(f.game, f.holder).ally, f.emperor); assert.equal(player(f.game, f.emperor).ally, f.holder); assert.deepEqual(f.game.aid[f.holder], { recipient: f.emperor, amount: 1 }); assert.ok(f.earlierControls.steps.some(step => step.actor === f.holder && step.action.type === 'decision' && step.action.amount === 1)); assert.ok(f.earlierControls.steps.some(step => step.action.type === 'passResponse')); assert.equal(f.game.battle?.eliteBlocked?.includes(f.emperor) ?? false, false); } else assert.equal(f.alliance, null); assert.equal(f.originalInventory.length, 45); assert.deepEqual(inventory(f.game), f.originalInventory); assert.equal(f.sourceActionCount, f.actions.length); } function open(f: SemutaCombatForcesFixture) { const game = act(structuredClone(f.game), f.spender, f.action), pending = game.pendingTreacheryDiscard; assert.ok(pending); assert.equal(pending.continuation.kind, 'karamaCombatDiscard'); if (pending.continuation.kind !== 'karamaCombatDiscard') throw Error('Expected the original combat-power cost'); assert.equal(pending.batch.cause, `karama:${f.kind}`); assert.equal(pending.reaction?.stage, 'offer'); assert.deepEqual(pending.batch.entries.map(entry => ({ card: entry.card.id, by: entry.discardedBy, face: entry.publicFace })), [{ card: f.cost, by: f.spender, face: true }]); assert.deepEqual(pending.continuation.use.response, f.originalResponse); assert.deepEqual(pending.continuation.resume.response, f.originalResponse); assert.deepEqual(game.battle, f.originalBattle); assert.deepEqual(physical(game), f.originalPhysical); assert.deepEqual(clock(game), clock(f.game)); assert.equal(game.response ?? null, null); assert.equal(player(game, f.spender).hand.some(card => card.id === f.cost), false); assert.equal(game.discard.filter(card => card.id === f.cost).length, 1); assert.equal(viewGame(game, f.holder).semutaReaction?.canCommit, true); assert.deepEqual(inventory(game), f.originalInventory); return game; } function beforePlans(state: Game, f: SemutaCombatForcesFixture, canceled: boolean) { assert.equal(state.pendingTreacheryDiscard ?? null, null); assert.deepEqual(physical(state), f.originalPhysical); assert.deepEqual(state.battle?.plans, {}); assert.equal(state.battle?.revealed, false); if (canceled) { assert.deepEqual(state.battle?.powerChecks, f.expected.powerChecks); assert.deepEqual(state.response, f.expected.response); if (f.kind === 'eliteStrength') assert.deepEqual(state.battle?.eliteBlocked, [f.combatant]); if (f.kind === 'fremenSupport') assert.equal(state.battle?.fremenSupportBlocked, true); if (f.kind === 'choamBattleAid') assert.equal(state.battle?.choamAidBlocked, true); } const steps: { actor: string; action: Action }[] = [], game = finish(state, steps); assert.equal(game.response ?? null, null); assert.equal(game.decision ?? null, null); assert.equal(game.phase, 6); assert.equal(game.turn, f.turn); assert.equal(game.battle?.event, f.originalBattle.event); assert.equal(game.battle?.revealed, false); assert.deepEqual(game.battle?.plans, {}); assert.deepEqual(game.battle?.powerChecks, []); assert.deepEqual(physical(game), f.originalPhysical); assert.deepEqual(clock(game), clock(f.game)); if (f.kind === 'eliteStrength') assert.equal(game.battle?.eliteBlocked?.includes(f.combatant) ?? false, canceled); if (f.kind === 'fremenSupport') assert.equal(game.battle?.fremenSupportBlocked, canceled); if (f.kind === 'choamBattleAid') assert.equal(game.battle?.choamAidBlocked, canceled); if (f.kind === 'eliteStrength' && f.combatant === f.fremen) { assert.equal(game.battle?.fremenSupportBlocked, false); assert.ok(steps.some(step => step.action.type === 'passResponse'), 'The independent support window really receives a pass'); } assert.ok(steps.every(step => step.action.type !== 'battlePlan' && step.action.type !== 'card')); if (f.kind === 'choamBattleAid') { assert.equal(viewGame(game, f.combatant).aid.available, canceled ? 0 : 1); assert.deepEqual(game.aid, f.originalAid, 'The prior real pledge remains escrowed before any plan payment'); } if (canceled) reject(game, f.combatant, f.allowedPlan); const plan = canceled ? f.canceledPlan : f.allowedPlan; const sealed = act(structuredClone(game), f.combatant, plan); assert.equal(sealed.battle?.plans[f.combatant]?.dial, plan.dial); assert.equal(sealed.battle?.plans[f.combatant]?.support, plan.support); assert.equal(sealed.battle?.plans[f.combatant]?.allyPayment ?? 0, plan.allyPayment); assert.equal(sealed.battle?.revealed, false); assert.deepEqual(physical(sealed), f.originalPhysical); assert.deepEqual(inventory(sealed), f.originalInventory); return game; } function denied(state: Game, f: SemutaCombatForcesFixture, claimed: boolean) { const game = beforePlans(state, f, true); assert.equal(player(game, f.spender).hand.some(card => card.id === f.cost), false); assert.equal(player(game, f.holder).hand.filter(card => card.id === f.cost).length, Number(claimed)); assert.equal(game.discard.filter(card => card.id === f.cost).length, Number(!claimed)); assert.equal(player(game, f.holder).hand.filter(card => card.id === f.semuta).length, Number(!claimed)); assert.equal(game.discard.filter(card => card.id === f.semuta).length, Number(claimed)); assert.ok(player(game, f.emperor).hand.some(card => card.id === f.independentKarama)); reject(game, f.spender, f.action); assert.deepEqual(inventory(game), f.originalInventory); return game; } for (const variant of variants) for (const claimed of [false, true]) void test( `Advanced native ${variant.kind === 'eliteStrength' ? `${variant.eliteOwner} ` : ''}${variant.kind} cost Semuta ${claimed ? 'claim' : 'pass'} resumes one combat check before plans`, () => { const f = fixture(variant); nativeSource(f); const offered = open(f); denied(claimed ? claim(offered, f.holder) : pass(offered), f, claimed); }, ); void test('native force-power allowance preserves positive Fedaykin Sardaukar free support and pledged CHOAM aid plans', () => { for (const variant of variants) { const f = fixture(variant); nativeSource(f); const game = beforePlans(allow(structuredClone(f.game)), f, false); assert.ok(player(game, f.spender).hand.some(card => card.id === f.cost)); assert.ok(player(game, f.holder).hand.some(card => card.id === f.semuta)); } }); void test('native force-power cost reactions reject stale foreign and underlying declarations before flags or plans change', () => { for (const variant of variants) { const f = fixture(variant), game = open(f), event = game.pendingTreacheryDiscard!.batch.event; reject(game, f.holder, { type: 'semutaCommit', event: `${event}:stale` }); reject(game, f.spender, { type: 'semutaCommit', event }); reject(game, f.spender, f.action); reject(game, f.owner, { type: 'passResponse' }); reject(game, f.combatant, f.allowedPlan); reject(game, f.opponent, f.opponentPlan); reject(game, f.owner, { type: 'ready' }); const done = denied(pass(game), f, false); reject(done, f.holder, { type: 'semutaCommit', event }); } }); void test('all four minimal profiles legally claim or pass native elite support and CHOAM battle-aid costs', () => { for (const variant of variants) { const f = fixture(variant), offered = open(f), event = offered.pendingTreacheryDiscard!.batch.event; for (const difficulty of DIFFICULTIES) { const own = viewGame(offered, f.holder); own.players.find(p => p.id === f.holder)!.bot = difficulty; const proposed = botActions(own)[0]; assert.ok(proposed, difficulty); assert.ok(proposed.type === 'semutaPass' || proposed.type === 'semutaCommit'); assert.equal(proposed.event, event); let game = act(structuredClone(offered), f.holder, proposed); const claimed = proposed.type === 'semutaCommit'; if (game.pendingTreacheryDiscard?.reaction?.stage === 'select') { const selecting = viewGame(game, f.holder); selecting.players.find(p => p.id === f.holder)!.bot = difficulty; const selected = botActions(selecting)[0]; assert.ok(selected); assert.equal(selected.type, 'semutaSelect'); assert.equal(selected.card, f.cost); game = act(game, f.holder, selected); } else if (game.pendingTreacheryDiscard) game = pass(game); denied(game, f, claimed); } } });