import assert from 'node:assert/strict'; import { applyAction, createGame, newPlayer, type Action, type Game } from '../game/engine'; import { baseDeck } from '../game/cards'; import { createAmbassadors, placeAmbassador, type AmbassadorEffect } from '../game/ecaz-ambassadors'; import { createTerrorState, placeTerror } from '../game/moritani-terror'; export type WormSneakKind = 'direct' | 'overlap' | 'ambassador'; export type WormOrder = 'terror' | 'ambassador'; export const player = (game: Game, id: string) => { const result = game.players.find(p => p.id === id); assert.ok(result); return result; }; export const act = (game: Game, id: string, action: Action) => applyAction(structuredClone(game), id, action); /** Controlled Advanced worm position based on the existing overlap-worm * fixture. Seats, forces, card deck, physical markers and the first and second * rider decisions are staged; the accepted first ride and every subsequent * force placement and decision are actual engine actions. */ export function advancedSneakWormFixture(kind: WormSneakKind, first: WormOrder = 'terror', withBG = false) { const game = createGame('ADVANCEDSNEAKWORM', newPlayer('ec', 'Ecaz', 'ecaz'), true, ['ecaz']); game.players.push(newPlayer('m', 'Moritani', 'moritani'), newPlayer('in', 'Rider', 'fremen')); if (withBG) game.players.push(newPlayer('bg', 'Bene Gesserit', 'beneGesserit')); const order = first === 'terror' ? ['m','ec','in'] : ['ec','m','in']; if (withBG) order.push('bg'); Object.assign(game, {status:'playing', phase:1, turn:3, storm:18, active:null, order, movementRemaining:[...order], deck:baseDeck()}); for (const seat of game.players) Object.assign(seat, {hand:[], spice:20, forces:{}, reserves:20}); player(game,'in').forces = {'imperial_basin:10':3, 'hagga_basin:12':1}; player(game,'in').reserves = 16; const ambassadors = createAmbassadors(() => 0.2); const effect: AmbassadorEffect = kind === 'direct' ? 'fremen' : kind === 'overlap' ? 'emperor' : 'guild'; const token = ambassadors.tokens.find(row => row.effect === effect); assert.ok(token); ambassadors.cohort = [token.id,...ambassadors.tokens.filter(row => row.effect !== 'ecaz' && row.id !== token.id) .slice(0,4).map(row => row.id)]; for (const row of ambassadors.tokens) { row.zone = row.effect === 'ecaz' || ambassadors.cohort.includes(row.id) ? 'supply' : 'pool'; row.location = null; } game.ecazAmbassadors = placeAmbassador(ambassadors, token.id, {turn:2, availableSpice:20, destination:{id:'arrakeen',stronghold:true,inStorm:false,allowed:true}}).state; const terror = createTerrorState(() => 0.2), sneak = terror.tokens.find(row => row.kind === 'sneakAttack'); assert.ok(sneak); const childTerritory = kind === 'ambassador' ? 'carthag' : 'arrakeen'; const childSector = kind === 'ambassador' ? 11 : 10; game.moritaniTerror = placeTerror(terror, sneak.id, childTerritory, 1); game.decision = {kind:'wormRide', player:'in', territory:'imperial_basin'}; game.wormRides = ['hagga_basin']; const entry = act(game, 'in', {type:'decision', accept:true, territory:'arrakeen', sector:10, forces:{'imperial_basin:10':2}}); return {game:entry, token:token.id, sneak:sneak.id, kind, first, withBG, childTerritory, childSector, nextRide:{kind:'wormRide',player:'in',territory:'hagga_basin'} as const}; }