import assert from 'node:assert/strict'; import { createGame, joinGame, newPlayer, type Action, type Game } from '../game/engine'; import { TERRITORIES } from '../game/board'; import { SEMUTA_DRUG_ID } from '../game/semuta-drug'; import { nextRicheseStrongholdsNativeStep } from './fixture-richese-strongholds'; import { actBasicSemutaAmbassador, basicSemutaAmbassadorClean, basicSemutaAmbassadorInventory, basicSemutaAmbassadorPlayer, type BasicSemutaAmbassadorStep, } from './fixture-basic-semuta-ambassador'; export const actIndependentOrdinary = actBasicSemutaAmbassador; export const independentOrdinaryInventory = basicSemutaAmbassadorInventory; export const independentOrdinaryPlayer = basicSemutaAmbassadorPlayer; export const independentOrdinaryClean = basicSemutaAmbassadorClean; function next(game: Game): BasicSemutaAmbassadorStep | null { if (game.pendingTreacheryDiscard?.reaction?.stage === 'offer') { const reaction = game.pendingTreacheryDiscard.reaction; const actor = game.players.find(player => !reaction.passed.includes(player.id)); assert.ok(actor); return { actor: actor.id, action: {type: 'semutaPass', event: game.pendingTreacheryDiscard.batch.event} }; } return nextRicheseStrongholdsNativeStep(game); } /** Continue the original phase using native player actions, never a staged jump. */ export function advanceIndependentOrdinary(game: Game, until: (state: Game) => boolean): Game { for (let count = 0; count < 1600; count++) { if (until(game)) return game; const step = next(game); assert.ok(step, `Native continuation required at ${game.turn}/${game.phase}`); game = actIndependentOrdinary(game, step.actor, step.action); } throw Error('The original Semuta phase did not reach its requested boundary.'); } /** Genuine public setup and auctions: only unopened deal and Spice order are * selected; Guild buys Semuta and Atreides buys the relevant physical card. */ export function createIndependentOrdinaryFixture(effect: 'hajr' | 'ghola' | 'weather' | 'harvester' | 'atomics') { let game = createGame('SEMUTARECRUITS', newPlayer('atreides', 'Atreides', 'atreides'), false, ['choam']); for (const faction of ['emperor', 'richese', 'guild'] as const) joinGame(game, newPlayer(faction, faction, faction)); const owner = 'atreides', holder = 'guild', actions: BasicSemutaAmbassadorStep[] = []; const act = (actor: string, action: Action) => { game = actIndependentOrdinary(game, actor, action, actions); }; const reach = (until: (state: Game) => boolean) => { for (let count = 0; count < 1600; count++) { if (until(game)) return; assert.notEqual(game.status, 'finished'); const step = next(game); assert.ok(step, `Native action required at ${game.turn}/${game.phase}/${game.decision?.kind}`); act(step.actor, step.action); } throw Error('The original Semuta source did not reach its requested boundary.'); }; act(owner, { type: 'moduleOption', module: 'ecazTreachery', enabled: true }); for (const player of game.players) act(player.id, { type: 'ready' }); act(owner, { type: 'start' }); assert.equal(game.status, 'setup'); assert.equal(game.semutaRecruitsPreview, true); assert.ok(game.ecazTreachery && !game.techTokens && !game.leaderSkills && !game.nexusCards && !game.homeworlds); const originalInventory = independentOrdinaryInventory(game); const starting = game.deck.filter(card => ['projectile', 'poison', 'shield', 'snooper'].includes(card.kind)) .slice(0, game.players.length).map(card => card.id); assert.equal(starting.length, game.players.length); const card = game.deck.find(item => item.effect === effect); assert.ok(card); const selectedDeal = [...starting, card.id]; for (let position = 0; position < selectedDeal.length; position++) { const from = game.deck.findIndex(card => card.id === selectedDeal[position]); assert.ok(from >= position); [game.deck[position], game.deck[from]] = [game.deck[from], game.deck[position]]; } for (let count = 0; game.status === 'setup' && count < 100; count++) { const step = next(game); assert.ok(step); act(step.actor, step.action); } assert.equal(game.status, 'playing'); for (let position = 0; position < 4; position++) { const from = game.spiceDeck.findIndex((card, index) => index >= position && 'territory' in card && !card.discovery); assert.ok(from >= position); const card = game.spiceDeck.splice(from, 1)[0]; game.spiceDeck.splice(position, 0, card); } reach(state => !state.response && !state.phaseOpening && state.decision?.kind === 'richeseCache'); act('richese', { type: 'decision', event: game.richeseBidding!.event, card: SEMUTA_DRUG_ID, method: 'onceAround', direction: 'counterclockwise' }); reach(state => independentOrdinaryClean(state) && !!state.richeseAuction && !state.richeseAuction.outcome); for (let count = 0; !independentOrdinaryPlayer(game, holder).hand.some(card => card.id === SEMUTA_DRUG_ID) && count < 8; count++) { const lot = game.richeseAuction; assert.ok(lot && lot.active && !lot.outcome); act(lot.active, { type: 'richeseBid', event: lot.event, amount: lot.active === holder ? 1 : null, allyPayment: 0 }); reach(independentOrdinaryClean); } assert.ok(independentOrdinaryPlayer(game, holder).hand.some(card => card.id === SEMUTA_DRUG_ID)); reach(state => state.phase === 3 && independentOrdinaryClean(state) && state.auction?.active === owner); assert.equal(game.auction!.cards[game.auction!.index].id, card.id); act(owner, { type: 'bid', amount: 1, allyPayment: 0 }); reach(state => independentOrdinaryClean(state) && independentOrdinaryPlayer(state, owner).hand.some(held => held.id === card.id)); reach(state => state.phase === 5 && state.active === owner && independentOrdinaryClean(state)); if (effect === 'hajr') return { game, owner, holder, card: card.id, originalInventory, actions, play: {type: 'card', card: card.id} as Action }; const sector = effect === 'atomics' ? [8, 9].find(value => value !== game.storm)! : game.storm % 18 + 1; const destination = TERRITORIES.find(place => (effect === 'atomics' ? place.id === 'shield_wall' : place.type === 'sand') && place.sectors.includes(sector) && game.players.every(player => !Object.keys(player.forces).some(key => key.startsWith(`${place.id}:`)))); assert.ok(destination, 'The next Storm path has an empty legal sand sector'); const casualtyLocation = `${destination.id}:${sector}`; act(owner, { type: 'ship', territory: destination.id, sector, amount: 3, elite: 0, allyPayment: 0 }); if (effect === 'weather' || effect === 'atomics') { reach(state => state.turn === 2 && state.phase === 0 && state.stormPending !== null && independentOrdinaryClean(state)); } else if (effect === 'harvester') { reach(state => state.turn === 2 && state.phase === 1 && !!state.spiceWindow && !state.spiceWindow.harvested && independentOrdinaryClean(state)); } else { reach(state => state.turn === 2 && state.phase === 4 && independentOrdinaryClean(state)); assert.equal(independentOrdinaryPlayer(game, owner).forces[casualtyLocation], undefined); assert.equal(independentOrdinaryPlayer(game, owner).tanks, 3); } assert.deepEqual(independentOrdinaryInventory(game), originalInventory); return { game, owner, holder, card: card.id, originalInventory, actions, casualtyLocation, play: (effect === 'weather' ? {type: 'card', card: card.id, amount: 1} : effect === 'ghola' ? {type: 'card', card: card.id, amount: 3, elite: 0} : {type: 'card', card: card.id}) as Action }; }