import assert from 'node:assert/strict'; import { applyAction, createGame, initializeSemutaGameForAudit, joinGame, newPlayer, viewGame, type Action, type Game, type Player, } from '../game/engine'; import { nextRicheseSkillsTechNativeStep } from './fixture-richese-skills-tech'; import { SEMUTA_DRUG_ID } from '../game/semuta-drug'; export type SemutaEmperorShareKind = 'emperorGift' | 'emperorRevival'; export type SemutaEmperorShareFixture = { game: Game; owner: string; holder: string; recipient: string; karama: string; karamaCard: { id: string; name: string; kind: string; effect?: string }; semuta: string; kind: SemutaEmperorShareKind; declare: Action; cancel: Action; }; export function semutaEmperorPlayer(game: Game, id: string): Player { const player = game.players.find(seat => seat.id === id); assert.ok(player, `Missing original ${id} seat`); return player; } /** Locate one existing physical card identity across the original zones. */ export function semutaEmperorCardId(game: Game, match: (card: { id: string; effect?: string; kind?: string }) => boolean): string { for (const zone of [game.deck, game.discard, game.richeseCache ?? [], game.richeseRemoved ?? [], ...game.players.map(p => p.hand)]) { const card = zone.find(candidate => match(candidate)); if (card) return card.id; } throw new Error('The requested original physical card is unavailable'); } /** Move one existing physical card between zones; never duplicate a face. */ export function moveSemutaEmperorCard(game: Game, id: string, to: string): string { for (const zone of [game.deck, game.discard, game.richeseCache ?? [], game.richeseRemoved ?? [], ...game.players.map(p => p.hand)]) { const index = zone.findIndex(card => card.id === id); if (index < 0) continue; const card = zone.splice(index, 1)[0]; semutaEmperorPlayer(game, to).hand.push(card); return card.id; } throw new Error(`Missing original physical ${id}`); } /** Original native setup, first turn and actual worm alliance precede the share. * Later hands/Tanks are staged by conserved moves; clocks, wallets and decks remain native. */ export function createSemutaEmperorShareFixture(kind: SemutaEmperorShareKind): SemutaEmperorShareFixture { let game = createGame('SEMUTAEMPEROR', newPlayer('r', 'Richese', 'richese'), false, ['choam']); joinGame(game, newPlayer('e', 'Emperor', 'emperor')); joinGame(game, newPlayer('a', 'Atreides', 'atreides')); for (const player of game.players) game = applyAction(game, player.id, { type: 'ready' }); game = initializeSemutaGameForAudit(game); const clean = () => !game.phaseOpening && !game.response && !game.decision; const reach = (until: () => boolean) => { for (let n = 0; !until() && n < 1800; n++) { assert.notEqual(game.status, 'finished', 'Original native actions must reach the share'); const pending = game.pendingTreacheryDiscard; const reaction = pending?.reaction; const next = reaction?.stage === 'offer' && pending ? { actor: game.players.find(p => !reaction.passed.includes(p.id))!.id, action: { type: 'semutaPass', event: pending.batch.event } } : nextRicheseSkillsTechNativeStep(game); game = applyAction(game, next.actor, next.action); } assert.ok(until(), 'Original native actions must reach the requested boundary'); }; const orderUnplayedSpice = (kinds: ('land' | 'worm')[]) => { for (const [position, type] of kinds.entries()) { const index = game.spiceDeck.findIndex((card, i) => i >= position && (type === 'land' ? 'territory' in card : 'worm' in card)); assert.ok(index >= position, 'An original unplayed Spice Card must remain'); game.spiceDeck.splice(position, 0, game.spiceDeck.splice(index, 1)[0]); } }; reach(() => game.status === 'playing'); orderUnplayedSpice(['land', 'land']); reach(() => game.phase === 5 && clean()); for (const player of game.players) { player.reserves += Object.values(player.forces).reduce((total, amount) => total + amount, 0); player.forces = {}; } reach(() => game.turn === 2 && game.phase === 1 && clean()); orderUnplayedSpice(['worm', 'land', 'land']); reach(() => game.nexus && !game.spiceWindow && !game.spiceResolution && clean()); game = applyAction(game, 'e', { type: 'alliance', target: 'a' }); game = applyAction(game, 'a', { type: 'alliance', target: 'e' }); reach(() => game.phase === (kind === 'emperorRevival' ? 4 : 2) && clean()); const owner = semutaEmperorPlayer(game, 'e'), holder = semutaEmperorPlayer(game, 'r'); const recipient = semutaEmperorPlayer(game, 'a'); for (const player of game.players) game.deck.push(...player.hand.splice(0)); assert.ok(recipient.reserves >= 3); recipient.reserves -= 3; recipient.tanks += 3; const karamaId = moveSemutaEmperorCard(game, semutaEmperorCardId(game, card => card.effect === 'karama'), recipient.id); const semuta = moveSemutaEmperorCard(game, SEMUTA_DRUG_ID, holder.id); const karamaCard = recipient.hand.find(card => card.id === karamaId)!; const declare: Action = kind === 'emperorGift' ? { type: 'emperorGift', amount: 3 } : { type: 'emperorRevival', amount: 2 }; return { game, owner: owner.id, holder: holder.id, recipient: recipient.id, karama: karamaId, karamaCard, semuta, kind, declare, cancel: { type: 'card', mode: 'cancel', card: karamaId }, }; } /** Resolve the neutral offer: a real commit (singleton completes directly) or all passes. */ export function reactSemutaEmperorShare( state: Game, fixture: SemutaEmperorShareFixture, claim: boolean, ): Game { const event = state.pendingTreacheryDiscard!.batch.event; if (claim) return applyAction(state, fixture.holder, { type: 'semutaCommit', event }); let game = state; for (const player of state.players) game = applyAction(game, player.id, { type: 'semutaPass', event }); return game; } export function semutaEmperorSharePhysical(game: Game) { return game.players.map(player => ({ id: player.id, faction: player.faction, spice: player.spice, forces: player.forces, reserves: player.reserves, tanks: player.tanks, elites: player.elites, moved: player.moved, revived: player.revived, })); } export function semutaEmperorShareViews(game: Game): void { for (const player of game.players) viewGame(game, player.id); } /** Pass only original special costs/results; never skip a committed private selection. */ export function passSemutaSpecialDiscards( state: Game, actions?: { actor: string; action: Action }[], ): Game { let game = state; for (let n = 0; game.pendingTreacheryDiscard?.batch.cause.startsWith('specialKarama:') && n < 20; n++) { const pending = game.pendingTreacheryDiscard; const reaction = pending.reaction; assert.ok(reaction?.stage === 'offer'); const event = pending.batch.event; for (const seat of game.players.filter(p => !reaction.passed.includes(p.id))) { const action: Action = { type: 'semutaPass', event }; actions?.push({ actor: seat.id, action }); game = applyAction(game, seat.id, action); } } assert.ok(!game.pendingTreacheryDiscard?.batch.cause.startsWith('specialKarama:'), 'The native special discard continuation must actually retire.'); return game; }