import assert from 'node:assert/strict'; import { applyAction, createGame, handLimit, initializeSemutaGameForAudit, joinGame, newPlayer, viewGame, type Action, type Game, type Player, } from '../game/engine'; import { gameDistance, splitLocation, TERRITORIES } from '../game/board'; import type { Card } from '../game/cards'; import { choamPowerAction, choamPowerPlays } from '../game/choam-power-options'; import { validateNexusCards } from '../game/nexus-cards'; import { SEMUTA_DRUG_ID } from '../game/semuta-drug'; import { nextRicheseSkillsTechNativeStep } from './fixture-richese-skills-tech'; export type SemutaNexusCunningStep = { actor: string; action: Action }; export type SemutaNexusCunningOptions = { initial?: Game; advanced?: boolean; skills?: boolean; tech?: boolean; strongholds?: boolean; fullHand?: boolean; costKind?: 'projectile' | 'snooper' | 'special'; }; export type SemutaNexusCunningFixture = { game: Game; initial: Game; setup: Game; afterFirstStorm: Game; drawBefore: Game; drawAfter: Game; actions: SemutaNexusCunningStep[]; staging: string[]; owner: string; holder: string; target: string; other: string; cost: Card; semuta: string; cards: string[]; }; export type SemutaNexusCunningProactiveFixture = SemutaNexusCunningFixture & { effect: 'kulon' | 'gamont'; action: Action; selection: Record; from: string; move?: Action; elite: 0 | 1; karama: string; }; export function gamePlayer(game: Game, id: string): Player { const player = game.players.find(p => p.id === id); assert.ok(player, `Missing original ${id} seat`); return player; } export function semutaNexusCunningInventory(game: Game): string[] { const cards = [...game.deck, ...game.discard, ...(game.richeseCache ?? []), ...(game.richeseRemoved ?? []), ...(game.auction?.cards.slice(game.auction.index) ?? []), ...game.players.flatMap(p => p.hand)].map(c => c.id).sort(); assert.equal(new Set(cards).size, cards.length, 'Each original Treachery Card keeps one physical slot'); validateNexusCards(game.nexusCards!.cards!, game.players); return cards; } const clean = (game: Game) => !game.phaseOpening && !game.response && !game.decision; /** Original no-spend phase policy, actual training, and neutral acknowledgements. * In particular this never spends a secretly held Nexus while seeking a window. */ export function nextSemutaNexusCunningStep(game: Game): SemutaNexusCunningStep { const pending = game.pendingTreacheryDiscard, reaction = pending?.reaction; if (reaction?.stage === 'offer' && pending) { const actor = game.players.find(p => !reaction.passed.includes(p.id))!.id; return { actor, action: { type: 'semutaPass', event: pending.batch.event } }; } if (clean(game) && game.nexusCards?.phase?.stage === 'drawing') { const actor = game.nexusCards.phase.eligible.find(id => !game.nexusCards!.phase!.done.includes(id)); assert.ok(actor); return { actor, action: { type: 'nexusCardChoice', turn: game.turn, card: game.nexusCards.cards!.hands[actor], choice: 'keep', ownRedraws: 0 } }; } if (game.status === 'setup' && game.setupStage === 'leaderSkills') { const actor = Object.keys(game.leaderSkills!.offers)[0]; const offer = game.leaderSkills!.offers[actor], own = viewGame(game, actor).leaderSkills!; const safe = ['warmaster', 'swordmaster-of-ginaz', 'killer-medic', 'prana-bindu-adept']; const skill = offer.cards.find(c => safe.includes(c) && !own.unavailableSkills?.[c]) ?? offer.cards.find(c => !own.unavailableSkills?.[c]); assert.ok(skill && own.eligibleLeaders[0], 'Actual original training must have a legal offered skill and leader'); return { actor, action: { type: 'leaderSkill', event: offer.event, skill, leader: own.eligibleLeaders[0].id } }; } if (!game.phaseOpening && !game.response && (game.decision?.kind === 'choamMarket' || game.decision?.kind === 'choamMentat')) return { actor: game.decision.player, action: { type: 'decision', done: true } }; return nextRicheseSkillsTechNativeStep(game); } export function advanceSemutaNexusCunning( state: Game, until: (game: Game) => boolean, actions: SemutaNexusCunningStep[] = [], ): Game { let game = state; for (let n = 0; n < 1800; n++) { if (until(game)) return game; assert.notEqual(game.status, 'finished', 'The original native path must reach its requested boundary'); const next = nextSemutaNexusCunningStep(game); actions.push(next); game = applyAction(game, next.actor, next.action); } throw Error('Original Semuta Cunning actions did not reach the requested boundary'); } function orderUnplayedSpice(game: Game, kinds: ('land' | 'worm')[], staging: string[]): void { for (const [position, kind] of kinds.entries()) { const index = game.spiceDeck.findIndex((c, i) => i >= position && (kind === 'land' ? 'territory' in c : 'worm' in c)); assert.ok(index >= position, `An original unplayed ${kind} Spice Card must remain`); game.spiceDeck.splice(position, 0, game.spiceDeck.splice(index, 1)[0]); } staging.push(`Conserved original unplayed Spice order: ${kinds.join(', ')}.`); } export function reserveSemutaNexusCunningBoard(game: Game, staging: string[]): void { for (const player of game.players) { // Main force and reserve totals include the separately tracked elite subset. const total = Object.values(player.forces).reduce((sum, n) => sum + n, 0); const elites = Object.values(player.elites?.forces ?? {}).reduce((sum, n) => sum + n, 0); player.reserves += total; player.forces = {}; if (player.elites) { player.elites.reserves += elites; player.elites.forces = {}; } } staging.push('Later original board counters returned to their own normal/elite reserves; clocks, wallets and losses unchanged.'); } export function holdSemutaNexusCunningCard( game: Game, actor: string, predicate: (card: Card) => boolean, staging: string[] = [], ): Card { const player = gamePlayer(game, actor), held = player.hand.find(predicate); if (held) return held; assert.ok(player.hand.length < handLimit(player)); for (const zone of [game.deck, game.discard, game.richeseCache!, ...game.players.filter(p => p.id !== actor).map(p => p.hand)]) { const index = zone.findIndex(predicate); if (index < 0) continue; const card = zone.splice(index, 1)[0]; player.hand.push(card); staging.push(`Conserved canonical ${card.id} into ${actor}'s hand.`); return card; } throw Error('The requested original physical Treachery Card is unavailable'); } function swapDrawnChoam(game: Game, owner: string): void { const cards = game.nexusCards!.cards!, previous = cards.hands[owner]; assert.ok(previous, 'Native CHOAM must earn its actual closing Nexus draw before any identity staging'); if (previous === 'choam') return; const donor = Object.keys(cards.hands).find(id => cards.hands[id] === 'choam'); if (donor) cards.hands[donor] = previous; else { const zone = cards.deck.includes('choam') ? cards.deck : cards.discard; const index = zone.indexOf('choam'); assert.ok(index >= 0); zone[index] = previous; } cards.hands[owner] = 'choam'; validateNexusCards(cards, game.players); } /** Fresh paired native setup, first Storm/Mentat and real turn-two worm. Atreides * and Emperor ally; unallied CHOAM draws and Richese declines. Only after that * earned draw do original Nexus/Treachery identities move between physical slots. */ export function createSemutaNexusCunningStart(options: SemutaNexusCunningOptions = {}): SemutaNexusCunningFixture { let game = options.initial ? structuredClone(options.initial) : createGame('SEMUTANEXUSCUNNING', newPlayer('r', 'Richese', 'richese'), options.advanced ?? false, ['choam']); if (!options.initial) { joinGame(game, newPlayer('e', 'CHOAM', 'choam')); joinGame(game, newPlayer('a', 'Atreides', 'atreides')); joinGame(game, newPlayer('b', 'Emperor', 'emperor')); } assert.equal(game.status, 'lobby'); assert.deepEqual(game.expansions, ['choam']); assert.equal(game.players.length, 4); if (options.advanced !== undefined) assert.equal(game.advanced, options.advanced); const idFor = (faction: Player['faction']) => { const player = game.players.find(p => p.faction === faction); assert.ok(player); return player.id; }; const owner = idFor('choam'), holder = idFor('richese'), target = idFor('atreides'), other = idFor('emperor'); if (options.tech !== undefined) game = applyAction(game, game.host, { type: 'techTokens', enabled: options.tech }); if (options.strongholds !== undefined) game = applyAction(game, game.host, { type: 'strongholdCards', enabled: options.strongholds }); for (const player of game.players) if (!player.ready) game = applyAction(game, player.id, { type: 'ready' }); // Existing fresh lobby module selection: the initializer, not this fixture, deals the packet. game.nexusCards ??= { cards: null, phase: null }; assert.equal(game.nexusCards.cards, null); assert.equal(game.nexusCards.phase, null); const initial = structuredClone(game), actions: SemutaNexusCunningStep[] = [], staging: string[] = []; game = initializeSemutaGameForAudit(game, options.skills ?? false); const setup = structuredClone(game); game = advanceSemutaNexusCunning(game, g => g.status === 'playing', actions); assert.ok(Object.values(game.nexusCards!.cards!.hands).every(card => card === null), 'No starting Nexus hand'); const cards = semutaNexusCunningInventory(game); game = advanceSemutaNexusCunning(game, g => g.phase === 1 && clean(g), actions); const afterFirstStorm = structuredClone(game); orderUnplayedSpice(game, ['land', 'land'], staging); game = advanceSemutaNexusCunning(game, g => g.phase === 5 && clean(g), actions); reserveSemutaNexusCunningBoard(game, staging); game = advanceSemutaNexusCunning(game, g => g.turn === 2 && g.phase === 1 && clean(g), actions); assert.ok(Object.values(game.nexusCards!.cards!.hands).every(card => card === null)); orderUnplayedSpice(game, ['worm', 'land', 'land'], staging); game = advanceSemutaNexusCunning(game, g => g.nexus && !g.spiceWindow && !g.spiceResolution && clean(g), actions); for (const [actor, targetId] of [[target, other], [other, target]]) { const action: Action = { type: 'alliance', target: targetId }; actions.push({ actor, action }); game = applyAction(game, actor, action); } game = advanceSemutaNexusCunning(game, g => g.nexusCards?.phase?.stage === 'drawing', actions); assert.deepEqual([...game.nexusCards!.phase!.eligible].sort(), [owner, holder].sort()); const drawBefore = structuredClone(game); for (const actor of game.nexusCards!.phase!.eligible) { const action: Action = { type: 'nexusCardChoice', turn: game.turn, card: game.nexusCards!.cards!.hands[actor], choice: actor === owner ? 'draw' : 'keep', ownRedraws: 0 }; actions.push({ actor, action }); game = applyAction(game, actor, action); } assert.equal(game.nexusCards!.phase!.stage, 'complete'); const drawAfter = structuredClone(game); swapDrawnChoam(game, owner); staging.push('Only after real turn-two qualifying draw, exchanged its identity with the existing CHOAM Nexus slot.'); game = advanceSemutaNexusCunning(game, g => g.phase === 2 && clean(g), actions); const wallets = game.players.map(p => p.spice); for (const player of game.players) game.deck.push(...player.hand.splice(0)); staging.push('At real Charity, returned original held Treachery Cards to deck before conserving later Semuta/fuel positions.'); const semuta = holdSemutaNexusCunningCard(game, holder, c => c.id === SEMUTA_DRUG_ID, staging).id; const kind = options.costKind ?? 'projectile'; const cost = holdSemutaNexusCunningCard(game, owner, c => c.kind === kind && (kind !== 'special' || c.effect === 'hajr'), staging); if (options.fullHand) { const player = gamePlayer(game, holder); while (player.hand.length < handLimit(player)) holdSemutaNexusCunningCard(game, holder, c => c.kind !== 'worthless' && !player.hand.some(h => h.id === c.id), staging); } assert.deepEqual(semutaNexusCunningInventory(game), cards); assert.deepEqual(game.players.map(p => p.spice), wallets); return { game, initial, setup, afterFirstStorm, drawBefore, drawAfter, actions, staging, owner, holder, target, other, cost: structuredClone(cost), semuta, cards }; } export function reactSemutaNexusCunning(state: Game, fixture: SemutaNexusCunningFixture, 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 quoteSemutaNexusCunningAction( game: Game, fixture: SemutaNexusCunningFixture, effect: 'kulon' | 'gamont', selection: Record = {}, ): Action { const own = viewGame(game, fixture.owner); const play = choamPowerPlays(own, effect).find(p => p.source === 'nexus' && p.card.id === fixture.cost.id); assert.ok(play && !play.blocked, 'Original private Cunning quote must offer the actual canonical fuel'); const action = choamPowerAction(own, play, selection); assert.ok(action); return action; } export function allowSemutaNexusCunning(state: Game, actions: SemutaNexusCunningStep[] = []): Game { let game = state; for (let n = 0; game.response && n < 30; n++) { const actor = game.players.find(p => { const controls = viewGame(game, p.id).responseControls; return controls && !controls.hasPassed && controls.cancelCards.length > 0; })?.id; assert.ok(actor, 'Original ordinary CHOAM response needs a legal remaining responder'); const action: Action = { type: 'passResponse' }; actions.push({ actor, action }); game = applyAction(game, actor, action); } assert.equal(game.response, null); return game; } export function createSemutaNexusCunningProactive( effect: 'kulon' | 'gamont', options: SemutaNexusCunningOptions & { elite?: boolean } = {}, ): SemutaNexusCunningProactiveFixture { const f = createSemutaNexusCunningStart(options); let game = advanceSemutaNexusCunning(f.game, g => g.phase === 5 && clean(g), f.actions); reserveSemutaNexusCunningBoard(game, f.staging); let from: string, move: Action | undefined, elite: 0 | 1 = 0; let selection: Record = {}; if (effect === 'kulon') { game = advanceSemutaNexusCunning(game, g => g.phase === 5 && g.active === f.owner && clean(g), f.actions); const keys = TERRITORIES.filter(t => t.type !== 'stronghold').flatMap(t => t.sectors.map(s => `${t.id}:${s}`)); const source = keys.find(key => splitLocation(key).sector !== game.storm && keys.some(to => splitLocation(to).territory !== splitLocation(key).territory && splitLocation(to).sector !== game.storm && gameDistance(game, key, to, k => splitLocation(k).sector === game.storm) === 2)); assert.ok(source); from = source; const to = keys.find(key => splitLocation(key).territory !== splitLocation(from).territory && splitLocation(key).sector !== game.storm && gameDistance(game, from, key, k => splitLocation(k).sector === game.storm) === 2)!; const owner = gamePlayer(game, f.owner); assert.ok(owner.reserves >= 2); owner.reserves -= 2; owner.forces[from] = 2; move = { type: 'move', forces: { [from]: 1 }, ...splitLocation(to) }; f.staging.push('At original CHOAM Movement, conserved two normal reserve forces into one desert origin, with a genuine distance-two destination.'); } else { game = advanceSemutaNexusCunning(game, g => g.phase === 7 && clean(g), f.actions); const territory = TERRITORIES.find(t => t.id === 'arrakeen')!; from = `${territory.id}:${territory.sectors[0]}`; const target = gamePlayer(game, options.elite ? f.other : f.target); elite = options.elite ? 1 : 0; assert.ok(target.reserves > 0); target.reserves--; if (elite) { assert.ok(target.elites && target.elites.reserves > 0); target.elites.reserves--; target.elites.forces[from] = 1; } target.forces[from] = 1; f.staging.push(`At real Collection, conserved one original ${elite ? 'Emperor elite' : 'Atreides normal'} force at Arrakeen before the closing Mentat window.`); game = advanceSemutaNexusCunning(game, g => g.phase === 8 && g.decision?.kind === 'choamMentat', f.actions); assert.equal(game.decision!.player, f.owner); selection = { target: target.id, from, elite }; } const karama = holdSemutaNexusCunningCard(game, f.other, c => c.effect === 'karama', f.staging).id; const action = quoteSemutaNexusCunningAction(game, f, effect, selection); return { ...f, game, effect, action, selection, from, move, elite, karama }; }