import assert from 'node:assert/strict'; import { applyAction, createGame, initializeEcazTreacheryGameForAudit, joinGame, newPlayer, viewGame, type Game, } from '../game/engine'; import { territory } from '../game/board'; import { type NativeReserveSelections } from '../game/homeworld-native-reserves'; import { nativeShipmentSources } from '../game/homeworld-options'; import { traitorDeck } from '../game/traitors'; import { REINFORCEMENTS_CARD } from '../game/reinforcements'; import { HARASS_WITHDRAW_CARD, type HarassWithdrawSelection } from '../game/harass-withdraw'; import { advanceHarassHomeworldArrakis, createHarassHomeworldArrakisFixture, harassHomeworldArrakisClean, harassHomeworldArrakisPlayer, nextHarassHomeworldArrakisStep, type HarassHomeworldArrakisStep, } from './fixture-harass-homeworld-arrakis'; import { finishHarassPreparation, takeHarassCard } from './fixture-harass-withdraw'; import { assertRecruitsHomeworldInventory } from './fixture-recruits-homeworld'; export type ReinforcementsHomeworldArrakisStep = HarassHomeworldArrakisStep; export type ReinforcementsHomeworldArrakisOptions = { advanced?: boolean; slot?: 'weapon' | 'defense'; /** Emperor ships 3N4E; Fremen free-ship 6N, 7N or 7N1E respectively. */ reserves?: 'normal' | 'mixed' | 'elite' | 'shortage'; outcome?: 'winner' | 'loser'; harass?: boolean; traitor?: 'owner' | 'opponent' | 'both'; explosion?: boolean; seatIds?: [string, string]; /** Fresh undealt classic Emperor/Guild or Fremen/Guild lobby. */ initial?: Game; }; export type ReinforcementsHomeworldArrakisFixture = { initial: Game; afterSetup: Game; beforeBattle: Game; game: Game; owner: string; opponent: string; territory: string; location: string; planActions: [ReinforcementsHomeworldArrakisStep, ReinforcementsHomeworldArrakisStep]; battleStep: ReinforcementsHomeworldArrakisStep; shipments: { before: Game; after: Game; step: ReinforcementsHomeworldArrakisStep }[]; nativeSteps: ReinforcementsHomeworldArrakisStep[]; staging: string[]; fee: { normal: number; elite: number }; sources: NativeReserveSelections; }; export const reinforcementsHomeworldArrakisPlayer = harassHomeworldArrakisPlayer; export const reinforcementsHomeworldArrakisClean = harassHomeworldArrakisClean; /** All counters remain in original native homes, original Arrakis armies or * Tanks. This programme has no visitors. Includes the original three Fedaykin * (not five invented stars), Sardaukar, physical 36-card deck and Traitor pack. */ export function assertReinforcementsHomeworldArrakisInventory(game: Game): void { assertRecruitsHomeworldInventory(game); assert.deepEqual(game.homeworlds!.custody!.visitors, {}); assert.deepEqual([...game.traitorReserve!, ...game.players.flatMap(p => [...p.traitors, ...p.traitorChoices])].sort(), traitorDeck(game.players).sort()); } function initialize(game: Game): Game { const descriptor = Object.getOwnPropertyDescriptor(crypto, 'getRandomValues'); crypto.getRandomValues = (array: T): T => { assert.ok(array); new Uint8Array(array.buffer, array.byteOffset, array.byteLength).fill(255); return array; }; try { return initializeEcazTreacheryGameForAudit(game); } finally { if (descriptor) Object.defineProperty(crypto, 'getRandomValues', descriptor); else Reflect.deleteProperty(crypto, 'getRandomValues'); } } function exchangeTraitor(game: Game, actor: string, identity: string, staging: string[]): void { const player = reinforcementsHomeworldArrakisPlayer(game, actor); if (player.traitors.includes(identity)) return; const returned = player.traitors[0]; assert.ok(returned); const index = game.traitorReserve!.indexOf(identity); const donor = game.players.find(p => p.id !== actor && p.traitors.includes(identity)); assert.ok(index >= 0 || donor, 'Only exchange an original physical Traitor'); if (index >= 0) game.traitorReserve![index] = returned; else donor!.traitors[donor!.traitors.indexOf(identity)] = returned; player.traitors[0] = identity; staging.push(`Conserved original Traitor ${identity} exchanged with ${returned} into ${actor}'s hand.`); } function freshFremenProgramme(options: ReinforcementsHomeworldArrakisOptions) { const ids = options.seatIds ?? ['fremen', 'guild']; let game = options.initial ? structuredClone(options.initial) : createGame('REINFORCEMENTSWORLDARRAKIS', newPlayer(ids[0], 'Fremen', 'fremen'), options.advanced ?? false); if (!options.initial) joinGame(game, newPlayer(ids[1], 'Guild', 'guild')); assert.equal(game.status, 'lobby'); assert.deepEqual(game.expansions, []); assert.deepEqual(game.players.map(p => p.faction).sort(), ['fremen', 'guild']); assert.equal(game.advanced, options.advanced ?? game.advanced); const nativeSteps: ReinforcementsHomeworldArrakisStep[] = []; const act = (step: ReinforcementsHomeworldArrakisStep) => { nativeSteps.push(structuredClone(step)); game = applyAction(game, step.actor, step.action); }; if (!game.homeworlds) act({ actor: game.host, action: { type: 'homeworlds', enabled: true } }); for (const p of game.players) if (!p.ready) act({ actor: p.id, action: { type: 'ready' } }); const initial = structuredClone(game); game = initialize(game); for (let n = 0; n < 180 && game.status !== 'playing'; n++) { const step = nextHarassHomeworldArrakisStep(game); assert.ok(step); if (step.action.type === 'fremenSetup') step.action = { type: 'fremenSetup', placements: { [`sietch_tabr:${territory('sietch_tabr').sectors[0]}`]: 10 }, elitePlacements: {} }; act(step); } assert.equal(game.status, 'playing', 'Finish every original setup choice'); const afterSetup = structuredClone(game); const owner = game.players.find(p => p.faction === 'fremen')!.id; const opponent = game.players.find(p => p.faction === 'guild')!.id; const staging = ['Original classic Fremen/Guild Homeworld setup; only conserved hands and unopened Spice Cards are positioned. No counters, wallets, phases, history or receipts are assigned.']; // Keep turn-one Blow away from unrelated worm-riding decisions by positioning // original unopened non-worm Spice Cards, as in the native Recruits programme. for (let i = 0; i < (game.advanced ? 4 : 2); i++) { const at = game.spiceDeck.findIndex((card, index) => index >= i && 'territory' in card && !card.discovery); assert.ok(at >= 0); game.spiceDeck.splice(i, 0, game.spiceDeck.splice(at, 1)[0]); } staging.push('Position unopened original first-Blow non-worm Spice Cards; no draw, phase or army is fabricated.'); const locationTerritory = 'sietch_tabr', sector = territory(locationTerritory).sectors[0]; const location = `${locationTerritory}:${sector}`; const shipments: ReinforcementsHomeworldArrakisFixture['shipments'] = []; const waiting = new Set([owner, opponent]); const until = (predicate: (state: Game) => boolean) => { game = advanceHarassHomeworldArrakis(game, predicate, nativeSteps); }; until(g => g.phase === 5 && harassHomeworldArrakisClean(g)); while (waiting.size) { const actor = game.active!; assert.ok(waiting.has(actor)); const isFremen = actor === owner; const amount = isFremen ? options.reserves === 'mixed' ? 6 : options.reserves === 'shortage' ? 8 : 7 : options.outcome === 'loser' ? 3 : 2; const elite = isFremen && options.reserves === 'shortage' ? 1 : 0; const sources = nativeShipmentSources(viewGame(game, actor), amount, elite); assert.ok(sources); const step: ReinforcementsHomeworldArrakisStep = { actor, action: { type: 'ship', territory: locationTerritory, sector, amount, elite, homeworldSources: sources, allyPayment: 0 } }; const before = structuredClone(game); act(step); until(harassHomeworldArrakisClean); shipments.push({ before, after: structuredClone(game), step }); waiting.delete(actor); act({ actor, action: { type: 'endMovement' } }); until(g => (g.phase === 5 || g.phase === 6) && harassHomeworldArrakisClean(g)); } until(g => g.phase === 6 && harassHomeworldArrakisClean(g)); const beforeBattle = structuredClone(game); const choice = viewGame(game, game.active!).battleChoices.find(c => c.territory === locationTerritory); assert.ok(choice); const battleStep: ReinforcementsHomeworldArrakisStep = { actor: choice.chooser, action: { type: 'chooseBattle', territory: locationTerritory, target: choice.attacker === choice.chooser ? choice.defender : choice.attacker } }; act(battleStep); game = finishHarassPreparation(game); return { initial, afterSetup, beforeBattle, game, owner, opponent, territory: locationTerritory, location, battleStep, shipments, nativeSteps, staging }; } /** Real turn-one native setup, shipment and battle admission. Emperor uses the * existing genuine 3N4E Tuek programme. Fremen free-shipping removes real normal * reserves and leaves real Fedaykin in their native World; never assign a pool. * All physical hand/Traitor staging is explicit and conserved. */ export function createReinforcementsHomeworldArrakisFixture( options: ReinforcementsHomeworldArrakisOptions = {}, ): ReinforcementsHomeworldArrakisFixture { const base = options.reserves && options.reserves !== 'normal' ? freshFremenProgramme(options) : createHarassHomeworldArrakisFixture({ advanced: options.advanced, initial: options.initial, seatIds: options.seatIds, outcome: options.outcome, slot: options.slot }); const { owner, opponent, location } = base; const game = base.game; const staging = [...base.staging]; for (const p of game.players) { game.deck.push(...p.hand); p.hand = []; } takeHarassCard(game, owner, REINFORCEMENTS_CARD); if (options.harass) takeHarassCard(game, owner, HARASS_WITHDRAW_CARD); staging.push(`After genuine shipments/battle admission, conserve original hands into the remaining deck and place physical Reinforcements${options.harass ? ' plus Harass & Withdraw' : ''} into ${owner}'s hand.`); const own = reinforcementsHomeworldArrakisPlayer(game, owner); const other = reinforcementsHomeworldArrakisPlayer(game, opponent); const ownLeader = own.leaders.filter(l => !l.dead).sort((a, b) => a.strength - b.strength || a.id.localeCompare(b.id))[0]; const otherLeader = other.leaders.filter(l => !l.dead).sort((a, b) => b.strength - a.strength || a.id.localeCompare(b.id))[0]; if (options.traitor === 'owner' || options.traitor === 'both') exchangeTraitor(game, owner, otherLeader.id, staging); if (options.traitor === 'opponent' || options.traitor === 'both') exchangeTraitor(game, opponent, ownLeader.id, staging); const normal = Math.min(3, own.reserves - (own.elites?.reserves ?? 0)); const fee = { normal, elite: 3 - normal }; const sources: NativeReserveSelections = { [`homeworld:${own.faction}`]: { ...fee } }; const slot = options.slot ?? 'weapon'; const planActions: ReinforcementsHomeworldArrakisFixture['planActions'] = [ { actor: owner, action: { type: 'battlePlan', dial: 2, support: game.advanced && own.faction !== 'fremen' ? 1 : 0, leader: ownLeader.id, weapon: slot === 'weapon' ? REINFORCEMENTS_CARD : options.harass ? HARASS_WITHDRAW_CARD : null, defense: slot === 'defense' ? REINFORCEMENTS_CARD : options.harass ? HARASS_WITHDRAW_CARD : null, reinforcementsSources: sources } }, { actor: opponent, action: { type: 'battlePlan', dial: options.outcome === 'loser' ? 3 : 0, support: options.outcome === 'loser' && game.advanced ? 3 : 0, leader: otherLeader.id } }, ]; if (options.explosion) { // The opposing side can naturally play its own Lasgun + Shield together, // leaving both of the utility user's physical slots available for R + H. for (const kind of ['lasgun', 'shield'] as const) { const card = game.deck.find(c => c.kind === kind); assert.ok(card); takeHarassCard(game, opponent, card.id); planActions[1].action[kind === 'lasgun' ? 'weapon' : 'defense'] = card.id; } staging.push('Conserve the original Lasgun and Shield from remaining deck into the opposing hand for an actual explosion plan.'); } assertReinforcementsHomeworldArrakisInventory(game); return { ...base, game, planActions, staging, fee, sources, location }; } export function sealReinforcementsHomeworldArrakisPlan(game: Game, step: ReinforcementsHomeworldArrakisStep): Game { return finishHarassPreparation(applyAction(game, step.actor, step.action)); } export function revealReinforcementsHomeworldArrakisBattle(fixture: ReinforcementsHomeworldArrakisFixture): Game { let game = structuredClone(fixture.game); for (const step of fixture.planActions) game = sealReinforcementsHomeworldArrakisPlan(game, step); assert.equal(game.battle?.revealed, true); return game; } /** Keeps Harass allocation and typed losses explicit human choices; normal * native continuation handles actual calls, retention and mandatory disposal. */ export function finishReinforcementsHomeworldArrakisBattle(state: Game, options: { callers?: string[]; returns?: HarassWithdrawSelection; losses?: { normal: number; elite: number } } = {}, actions?: ReinforcementsHomeworldArrakisStep[]): Game { let game = state; for (let n = 0; n < 200; n++) { if (!game.battle && harassHomeworldArrakisClean(game)) return game; let step: ReinforcementsHomeworldArrakisStep | null; if (!game.response && !game.phaseOpening && game.decision?.kind === 'harassWithdraw') { assert.ok(options.returns, 'Choose actual revealed physical Harass returns'); step = { actor: game.decision.player, action: { type: 'decision', event: game.decision.event, returns: options.returns } }; } else if (!game.response && !game.phaseOpening && game.decision?.kind === 'battleLosses' && options.losses) { const choice = game.decision.options.findIndex(c => c.normal === options.losses!.normal && c.elite === options.losses!.elite); assert.ok(choice >= 0, 'Selected typed casualties must be an actual original commitment'); step = { actor: game.decision.player, action: { type: 'decision', choice } }; } else step = nextHarassHomeworldArrakisStep(game); assert.ok(step); if (step.action.type === 'traitorCall') step.action.call = options.callers?.includes(step.actor) ?? false; actions?.push(structuredClone(step)); game = applyAction(game, step.actor, step.action); } throw Error('Native Arrakis Reinforcements aftermath did not finish'); }