import assert from 'node:assert/strict'; import test from 'node:test'; import { createElement } from 'react'; import { renderToStaticMarkup } from 'react-dom/server'; import { registerHooks } from 'node:module'; import { applyAction, createGame, joinGame, newPlayer, viewGame, type Game } from '../game/engine'; import { bribeAction } from '../game/bribe-options'; import { territory } from '../game/board'; import { createTruthTurnAmalFixture } from './fixture-truth-turn-amal'; import { nextStrongholdFactionsNativeStep } from './fixture-stronghold-factions'; import { placeTerror } from '../game/moritani-terror'; const aliases = registerHooks({ resolve(specifier, context, next) { return next(specifier === 'next/link' ? 'vinext/shims/link' : specifier, context); } }); const { Bribes } = await import('../components/bribes'); aliases.deregister(); const act = (game: Game, actor: string, action: Parameters[2]) => applyAction(game, actor, action); const seat = (game: Game, id: string) => { const player = game.players.find(row => row.id === id); assert.ok(player); return player; }; const render = (game: Game, actor: string, busy = false) => renderToStaticMarkup(createElement(Bribes, { game: viewGame(game, actor), busy, act() {} })); void test('actual Basic Ix Mentat opening offers a bribe for the upcoming initialization', () => { const f = createTruthTurnAmalFixture({phase:8, incoming:4}); let game = f.game; assert.deepEqual(game.phaseOpening, {passed:[], initialize:true}); const quote = viewGame(game, 'harkonnen').bribeOptions; assert.equal(quote.receiptTiming, 'upcoming'); assert.equal(quote.blocked, null); assert.ok(quote.targets.some(target => target.id === 'emperor' && target.maximum >= 1)); const html = render(game, 'harkonnen'); assert.match(html, /This payment will be collected at the upcoming Mentat Pause\./); assert.match(html, /]*disabled)[^>]*>/); assert.match(html, /Emperor/); assert.match(html, /]*disabled=""[^>]*>Pay bribe<\/button>/); assert.match(render(game, 'harkonnen', true), /]*disabled=""/); const action = bribeAction(quote, 'emperor', 1); assert.deepEqual(action, {type:'bribe', target:'emperor', amount:1}); const before = {cash:seat(game,'emperor').spice, incoming:seat(game,'emperor').bribes}; game = act(game, 'harkonnen', action!); assert.equal(seat(game,'emperor').spice, before.cash); assert.equal(seat(game,'emperor').bribes, before.incoming + 1); assert.deepEqual(game.phaseOpening, {passed:[], initialize:true}); for (const id of ['harkonnen','atreides','emperor']) game = act(game, id, {type:'ready'}); assert.equal(game.phaseOpening, null); assert.equal(seat(game,'emperor').bribes, 0); assert.equal(seat(game,'emperor').spice, before.cash + before.incoming + 1); const late = viewGame(game, 'harkonnen').bribeOptions; assert.equal(late.receiptTiming, 'nextTurn'); assert.equal(late.blocked, null); assert.match(render(game,'harkonnen'), /This payment will be collected at the start of next turn’s Mentat Pause\./); }); /** Public E3 setup and actual native controls reach Moritani's first Mentat * placement; no pending decision or funds are manufactured by the test. */ function moritaniPlacement(): Game { let game = createGame('BRIBENATIVE', newPlayer('moritani','Moritani','moritani'), false, ['ecaz']); joinGame(game, newPlayer('atreides','Atreides','atreides')); joinGame(game, newPlayer('emperor','Emperor','emperor')); for (const p of game.players) game = act(game,p.id,{type:'ready'}); game = act(game,'moritani',{type:'start'}); for (let i = 0; i < 1800; i++) { if (game.phase === 8 && game.decision?.kind === 'moritaniPlacement') return game; assert.notEqual(game.status,'finished'); const next = game.decision?.kind === 'moritaniSetup' ? {actor:'moritani', action:{type:'decision' as const, territory:'sietch_tabr', sector:territory('sietch_tabr').sectors[0]}} : nextStrongholdFactionsNativeStep(game); assert.ok(next, 'Native setup and turns must reach the original Mentat placement'); game = act(game,next.actor,next.action); } throw Error('Native Mentat placement did not open'); } void test('a different pending Mentat decision stays blocked with next-turn receipt timing', () => { const game = moritaniPlacement(); assert.equal(game.decision?.kind, 'moritaniPlacement'); const quote = viewGame(game, 'atreides').bribeOptions; assert.equal(quote.receiptTiming,'nextTurn'); assert.ok(quote.blocked); assert.equal(bribeAction(quote,'emperor',1),null); const html = render(game,'atreides'); assert.match(html,/This payment will be collected at the start of next turn’s Mentat Pause\./); assert.match(html,/]*disabled=""/); }); /** Public E3 setup and real shipment/Extortion reveal. The later clean movement * boundary and prior physical token placement are explicitly staged. */ function moritaniExtortion(): Game { let game = createGame('BRIBEEXTORTION', newPlayer('moritani','Moritani','moritani'), false, ['ecaz']); for (const faction of ['emperor','atreides','harkonnen'] as const) joinGame(game,newPlayer(faction,faction,faction)); for (const p of game.players) game = act(game,p.id,{type:'ready'}); game = act(game,'moritani',{type:'start'}); for (let i = 0; i < 100 && game.status === 'setup'; i++) { const next = game.decision?.kind === 'moritaniSetup' ? {actor:'moritani', action:{type:'decision' as const, territory:'sietch_tabr', sector:territory('sietch_tabr').sectors[0]}} : nextStrongholdFactionsNativeStep(game); assert.ok(next); game = act(game,next.actor,next.action); } assert.equal(game.status,'playing'); const token = game.moritaniTerror!.tokens.find(row => row.kind === 'extortion'); assert.ok(token); game.moritaniTerror = placeTerror(game.moritaniTerror!,token.id,'habbanya_ridge_sietch',1); Object.assign(game,{phase:5,turn:2,storm:18,order:['emperor','atreides','harkonnen','moritani'], active:'emperor',movementRemaining:['emperor','atreides','harkonnen','moritani'], response:null,decision:null,phaseOpening:null,ready:[]}); game = act(game,'emperor',{type:'ship',territory:'habbanya_ridge_sietch',sector:17,amount:1}); assert.equal(game.decision?.kind,'moritaniTerror'); game = act(game,'moritani',{type:'decision',reveal:true}); game.phase = 7; game.ready = []; for (const p of game.players) game = act(game,p.id,{type:'ready'}); assert.equal(game.decision?.kind,'moritaniPlacement'); game = act(game,'moritani',{type:'decision',decline:true}); assert.equal(game.decision?.kind,'moritaniExtortion'); return game; } void test('an actual Basic Extortion decision has its own next-turn bribe quote', () => { const game = moritaniExtortion(); assert.equal(game.phase,8); assert.equal(game.decision?.kind,'moritaniExtortion'); const quote = viewGame(game,'emperor').bribeOptions; assert.equal(quote.receiptTiming,'nextTurn'); assert.equal(quote.blocked,null); const target = quote.targets.find(candidate => candidate.maximum >= 1); assert.ok(target); assert.deepEqual(bribeAction(quote,target.id,1), {type:'bribe',target:target.id,amount:1}); const html = render(game,'emperor'); assert.match(html,/This payment will be collected at the start of next turn’s Mentat Pause\./); assert.match(html,/]*disabled)[^>]*>/); assert.match(render(game,'emperor',true),/]*disabled=""/); const paid = act(game,'emperor',bribeAction(quote,target.id,1)!); assert.deepEqual(paid.decision,game.decision); assert.equal(seat(paid,target.id).bribes,seat(game,target.id).bribes + 1); });