import assert from 'node:assert/strict'; import { applyAction, createGame, initializeNexusGameForAudit, joinGame, newPlayer, viewGame, type Action, type Game, type Player, } from '../game/engine'; import type { FactionId } from '../game/catalog'; import { DISCOVERY_CARD_PLACEMENTS, DISCOVERY_TOKEN_BY_ID, type DiscoveryTokenFace } from '../game/discoveries'; import { discoveryEntryMoveAction } from '../game/discovery-entry-options'; import { classicDiscoveryNexusProfile } from '../game/discovery-module-profile'; import { nextNexusSkillsModulesPaymentsNativeStep } from './fixture-nexus-skills-modules-payments'; export type ClassicDiscoveryNexusStep = { actor: string; action: Action }; export type ClassicDiscoveryNexusOptions = { /** Authenticated fresh lobby or its undealt original staged setup; never a played save. */ initial?: Game; gameId?: string; seatIds?: string[]; seats?: 2 | 3 | 4 | 5 | 6; advanced?: boolean; tech?: boolean; strongholds?: boolean; /** Actual ordinary worm immediately before the Great Maker, not a Nexus flag assignment. */ ordinaryWormFirst?: boolean; /** Actual ten-spice Emperor shipment to an empty desert makes next-turn charity relevant. */ techCharity?: boolean; }; export type ClassicDiscoveryNexusMentat = { before: Game; step: ClassicDiscoveryNexusStep; after: Game; }; export type ClassicDiscoveryNexusFixture = { initial: Game; setup: Game; collection: Game; game: Game; firstMentat: ClassicDiscoveryNexusMentat; collector: string; opponent: string; fremen: string | null; token: string; parent: string; parentSector: number; wormSource: string; actions: ClassicDiscoveryNexusStep[]; staging: string[]; }; export const classicDiscoveryNexusClean = (game: Game): boolean => !game.phaseOpening && !game.response && !game.decision && !game.truthtrance && !game.pendingTreacheryDiscard; export function classicDiscoveryNexusPlayer(game: Game, id: string): Player { const player = game.players.find(candidate => candidate.id === id); assert.ok(player, `Missing original classic seat ${id}`); return player; } /** Explicit scalar lottery position: preserve the original shuffled arrays. * This also selects original Storm Card 1 first, rather than assigning a clock * or storm distance. UUID/byte-array entropy remains native. */ export function withClassicDiscoveryNexusLottery(operation: () => T): T { const native = crypto.getRandomValues.bind(crypto); const descriptor = Object.getOwnPropertyDescriptor(crypto, 'getRandomValues'); crypto.getRandomValues = (array: V): V => { if (array instanceof Uint32Array && array.length === 1) array[0] = 0xffffffff; else Reflect.apply(native, crypto, [array]); return array; }; try { return operation(); } finally { if (descriptor) Object.defineProperty(crypto, 'getRandomValues', descriptor); else Reflect.deleteProperty(crypto, 'getRandomValues'); } } /** No optional spending, shipment, movement, card play, alliance or sealed * Battle Plan is invented by this driver. Every step belongs to a live owner. * Shared original controls retain priority over the optional Discovery choices. */ export function nextClassicDiscoveryNexusStep(game: Game): ClassicDiscoveryNexusStep | null { if (!game.phaseOpening && !game.response && !game.pendingTreacheryDiscard) { const decision = game.decision; if (decision?.kind === 'discoveryEntry' || decision?.kind === 'greatMakerRide') return { actor: decision.player, action: { type: 'decision', event: decision.event, accept: false } }; if (decision?.kind === 'greatMakerVote') return { actor: decision.player, action: { type: 'decision', event: decision.event, yes: false } }; if (decision?.kind === 'wormRide' || decision?.kind === 'wormPlacement') return { actor: decision.player, action: { type: 'decision', accept: false } }; if (decision?.kind === 'wormProtection') return { actor: decision.player, action: { type: 'decision', accept: true } }; if (decision?.kind === 'advisor' || decision?.kind === 'intrusion') return { actor: decision.player, action: { type: 'decision', accept: false } }; if (decision?.kind === 'discoveryDiscard') { const card = classicDiscoveryNexusPlayer(game, decision.player).hand[0]; assert.ok(card); return { actor: decision.player, action: { type: 'decision', event: decision.event, card: card.id } }; } } return nextNexusSkillsModulesPaymentsNativeStep(game); } export function applyClassicDiscoveryNexusStep(game: Game, step: ClassicDiscoveryNexusStep, actions?: ClassicDiscoveryNexusStep[]): Game { actions?.push(structuredClone(step)); return withClassicDiscoveryNexusLottery(() => applyAction(game, step.actor, step.action)); } export function advanceClassicDiscoveryNexus(game: Game, until: (game: Game) => boolean, actions?: ClassicDiscoveryNexusStep[]): Game { for (let count = 0; count < 1800; count++) { if (until(game)) return game; assert.notEqual(game.status, 'finished', 'The original lifecycle ended before its requested continuation.'); const step = nextClassicDiscoveryNexusStep(game); assert.ok(step, 'The original continuation needs a human sealed Battle Plan.'); game = applyClassicDiscoveryNexusStep(game, step, actions); } throw new Error('The original Nexus/Discovery lifecycle did not reach its owned continuation.'); } /** Physical supply-token lottery only; never writes a token location or face. */ export function withClassicDiscoveryNexusToken(game: Game, face: DiscoveryTokenFace, operation: () => T): T { const eligible = game.discoveries!.tokens.filter(token => token.status === 'supply' && token.type === DISCOVERY_TOKEN_BY_ID[face].type); const index = eligible.findIndex(token => token.face === face); assert.ok(index >= 0, 'The requested physical token must remain in its original supply.'); const native = crypto.getRandomValues.bind(crypto); const descriptor = Object.getOwnPropertyDescriptor(crypto, 'getRandomValues'); crypto.getRandomValues = (array: V): V => { if (array instanceof Uint32Array && array.length === 1) array[0] = Math.floor((index + 0.5) / eligible.length * 0x100000000); else Reflect.apply(native, crypto, [array]); return array; }; try { return operation(); } finally { if (descriptor) Object.defineProperty(crypto, 'getRandomValues', descriptor); else Reflect.deleteProperty(crypto, 'getRandomValues'); } } function orderSpice(game: Game, options: ClassicDiscoveryNexusOptions): void { const take = (matches: (card: Game['spiceDeck'][number]) => boolean) => { const index = game.spiceDeck.findIndex(matches); assert.ok(index >= 0, 'Each selected physical Spice Card must still be undealt.'); return game.spiceDeck.splice(index, 1)[0]; }; const front = [take(card => 'territory' in card && card.discovery === 'discovery-hagga-basin')]; if (game.advanced) front.push(take(card => 'territory' in card && !card.discovery && card.territory === 'broken_land')); if (options.ordinaryWormFirst) front.push(take(card => 'worm' in card && !card.greatMaker)); front.push(take(card => 'worm' in card && !!card.greatMaker)); front.push(take(card => 'territory' in card && card.discovery === 'discovery-sihaya-ridge')); if (game.advanced) front.push(take(card => 'territory' in card && !card.discovery && card.territory === 'rock_outcroppings')); game.spiceDeck.unshift(...front); } export function revealClassicDiscoveryNexus(game: Game, owner: string, token: string, actions?: ClassicDiscoveryNexusStep[]): Game { if (viewGame(game, owner).discoveries!.canInspect.some(id => id === token)) game = applyClassicDiscoveryNexusStep(game, { actor: owner, action: { type: 'discovery', token, reveal: false } }, actions); return applyClassicDiscoveryNexusStep(game, { actor: owner, action: { type: 'discovery', token, reveal: true } }, actions); } export function finishClassicDiscoveryNexusMentat(game: Game, actions?: ClassicDiscoveryNexusStep[]): ClassicDiscoveryNexusMentat { const turn = game.turn; game = advanceClassicDiscoveryNexus(game, state => state.phase === 8 && classicDiscoveryNexusClean(state), actions); for (let count = 0; count < 100; count++) { const before = structuredClone(game), step = nextClassicDiscoveryNexusStep(game); assert.ok(step); game = applyClassicDiscoveryNexusStep(game, step, actions); if (game.turn !== turn || game.status === 'finished') return { before, step, after: game }; } throw new Error('The original Mentat controls failed to close the turn.'); } export function enterClassicDiscoveryNexus(game: Game, owner: string, amount = 1, actions?: ClassicDiscoveryNexusStep[]): Game { assert.ok(game.decision?.kind === 'discoveryEntry'); assert.equal(game.decision.player, owner); const view = viewGame(game, owner), source = view.discoveryEntry!.sources.find(source => source.normal >= amount); assert.ok(source, 'Select physically available ordinary source counters.'); const action = discoveryEntryMoveAction(view, [{ source: source.source, normal: amount, elite: 0 }]); assert.ok(action); return applyClassicDiscoveryNexusStep(game, { actor: owner, action }, actions); } /** Original base33/all12 Nexus + seven Spice Cards/eight Discovery tokens. * All clocks, wallets, board counters and pending frames arise from native * staged setup and actions. Only undealt cards and supply/Storm lotteries are * positioned explicitly. The returned human window is before turn-two Storm. */ export function createClassicDiscoveryNexusFixture(options: ClassicDiscoveryNexusOptions = {}): ClassicDiscoveryNexusFixture { let game: Game; if (options.initial) game = structuredClone(options.initial); else { const factions: FactionId[] = ['guild', 'emperor', 'fremen', 'atreides', 'harkonnen', 'beneGesserit']; const count = options.seats ?? options.seatIds?.length ?? 3; assert.ok(count >= 2 && count <= 6); if (options.seatIds) assert.equal(options.seatIds.length, count); const ids = options.seatIds ?? factions; game = createGame(options.gameId ?? 'CLASSICDISCOVERYNEXUS', newPlayer(ids[0], 'Guild', 'guild'), options.advanced ?? false); for (let seat = 1; seat < count; seat++) joinGame(game, newPlayer(ids[seat], factions[seat], factions[seat])); } assert.deepEqual(game.expansions, []); assert.ok(!game.homeworlds && !game.leaderSkills && !game.ecazTreachery && !game.spiceBankerIncomePreview); assert.ok(game.status === 'lobby' || (game.status === 'setup' && game.turn === 1 && game.phase === 0 && ['prediction', 'traitors'].includes(game.setupStage!) && game.players.every(player => !player.hand.length && !player.traitors.length))); if (options.advanced !== undefined) assert.equal(game.advanced, options.advanced); const collector = game.players.find(player => player.faction === 'guild')?.id; const opponent = game.players.find(player => player.faction === 'emperor')?.id; assert.ok(collector && opponent, 'This original human recipe needs its Guild collector and Emperor source army.'); const actions: ClassicDiscoveryNexusStep[] = []; if (game.status === 'lobby') { if (options.tech && !game.techTokens) game = applyAction(game, game.host, { type: 'techTokens', enabled: true }); if (options.strongholds && !game.strongholdCards) game = applyAction(game, game.host, { type: 'strongholdCards', enabled: true }); game.discoveryEnabled = true; game.nexusCards ??= { cards: null, phase: null }; for (const player of game.players) if (!player.ready) game = applyAction(game, player.id, { type: 'ready' }); } const initial = structuredClone(game); if (game.status === 'lobby') game = withClassicDiscoveryNexusLottery(() => initializeNexusGameForAudit(game)); assert.ok(game.discoveryEnabled && game.discoveries && game.nexusCards?.cards); assert.ok(classicDiscoveryNexusProfile(game)); const setup = structuredClone(game); game = advanceClassicDiscoveryNexus(game, state => state.status === 'playing', actions); orderSpice(game, options); game = advanceClassicDiscoveryNexus(game, state => state.phase === 1 && classicDiscoveryNexusClean(state), actions); // Token selection must surround the real Spice Blow action, not the generic // scalar-lottery wrapper that would otherwise own that same random draw. for (let count = 0; !game.discoveries!.tokens.some(token => token.face === 'cistern' && token.status === 'placed') && count < 100; count++) { const step = nextClassicDiscoveryNexusStep(game); assert.ok(step); actions.push(structuredClone(step)); game = withClassicDiscoveryNexusToken(game, 'cistern', () => applyAction(game, step.actor, step.action)); } assert.ok(game.discoveries!.tokens.some(token => token.face === 'cistern' && token.status === 'placed')); const placement = DISCOVERY_CARD_PLACEMENTS['discovery-hagga-basin']; const shipped = new Set(); game = advanceClassicDiscoveryNexus(game, state => state.phase === 5 && classicDiscoveryNexusClean(state), actions); for (let count = 0; game.phase === 5 && count < 200; count++) { if (classicDiscoveryNexusClean(game) && game.active && !shipped.has(game.active) && [collector, opponent].includes(game.active)) { const actor = game.active; const action: Action = actor === collector ? { type: 'ship', territory: placement.territory, sector: placement.sector, amount: 3, elite: 0, allyPayment: 0 } : { type: 'ship', territory: options.techCharity ? 'rock_outcroppings' : 'hagga_basin', sector: options.techCharity ? 13 : 12, amount: options.techCharity ? 5 : 3, elite: 0, allyPayment: 0 }; game = applyClassicDiscoveryNexusStep(game, { actor, action }, actions); shipped.add(actor); } else { const step = nextClassicDiscoveryNexusStep(game); assert.ok(step); game = applyClassicDiscoveryNexusStep(game, step, actions); } } assert.equal(shipped.size, 2); game = advanceClassicDiscoveryNexus(game, state => state.phase === 7 && classicDiscoveryNexusClean(state), actions); const token = game.discoveries!.tokens.find(token => token.face === 'cistern')!; const collection = structuredClone(game); game = revealClassicDiscoveryNexus(game, collector, token.id, actions); const firstMentat = finishClassicDiscoveryNexusMentat(game, actions); game = firstMentat.after; assert.equal(game.turn, 2); assert.ok(game.decision?.kind === 'discoveryEntry'); assert.equal(game.decision.player, collector); return { initial, setup, collection, firstMentat, game, collector, opponent, fremen: game.players.find(player => player.faction === 'fremen')?.id ?? null, token: token.id, parent: placement.territory, parentSector: placement.sector, wormSource: 'hagga_basin:12', actions, staging: ['Conserved undealt Spice positions: turn-one Hagga Basin Discovery, optional Advanced Broken Land; turn-two optional ordinary Shai-Hulud, Great Maker, Sihaya Ridge Discovery, optional Advanced Rock Outcroppings.', 'Selected original Cistern supply-token lottery; original scalar shuffle/Storm lottery positions. No phases, wallets, armies or pending frames assigned.', options.techCharity ? 'Native Emperor five-force/ten-spice Rock Outcroppings shipment supplies actual later charity.' : 'Native Emperor three-force Hagga Basin shipment supplies actual Great Maker worm casualties.'] }; } /** Continue into the real encounter without silently voting, riding or entering. */ export function openClassicDiscoveryNexusEncounter(fixture: ClassicDiscoveryNexusFixture, enter = true): Game { assert.ok(fixture.game.decision?.kind === 'discoveryEntry'); const game = enter ? enterClassicDiscoveryNexus(fixture.game, fixture.collector) : applyClassicDiscoveryNexusStep(fixture.game, { actor: fixture.collector, action: { type: 'decision', event: fixture.game.decision!.event, accept: false } }); return advanceClassicDiscoveryNexus(game, state => state.greatMaker?.stage === 'vote'); } export function voteClassicDiscoveryNexus(game: Game, votes: readonly boolean[], actions?: ClassicDiscoveryNexusStep[]): Game { for (const yes of votes) { assert.ok(game.decision?.kind === 'greatMakerVote'); game = applyClassicDiscoveryNexusStep(game, { actor: game.decision.player, action: { type: 'decision', event: game.decision.event, yes } }, actions); } return game; } export function openClassicDiscoveryNexusAlliance(game: Game): Game { return advanceClassicDiscoveryNexus(game, state => state.nexus && !state.spiceWindow && !state.spiceResolution && classicDiscoveryNexusClean(state)); } export function formClassicDiscoveryNexusAlliance(game: Game, first: string, second: string): Game { game = applyClassicDiscoveryNexusStep(game, { actor: first, action: { type: 'alliance', target: second } }); return applyClassicDiscoveryNexusStep(game, { actor: second, action: { type: 'alliance', target: first } }); }