import assert from 'node:assert/strict'; import { viewGame, type Action, type Game } from '../game/engine'; import type { RevivalClaim } from '../game/revival-promises'; import { actTruthRevival, answerTruthRevival, askTruthRevival, bindTruthRevival, createTruthRevivalFixture, declareTruthRevival, nextTruthRevival, settleTruthRevival, truthRevivalClean, truthRevivalInventory, truthRevivalPlayer, type TruthRevivalStep, type TruthRevivalTransition, } from './fixture-truth-revival'; export type TruthRevivalEarlyStep = TruthRevivalStep; export const actTruthRevivalEarly = actTruthRevival; export const truthRevivalEarlyClean = truthRevivalClean; export const truthRevivalEarlyInventory = truthRevivalInventory; export const truthRevivalEarlyPlayer = truthRevivalPlayer; export const askTruthRevivalEarly = askTruthRevival; export const answerTruthRevivalEarly = answerTruthRevival; export const settleTruthRevivalEarly = settleTruthRevival; export function nextTruthRevivalEarly(game: Game): TruthRevivalEarlyStep | null { if (game.truthtrance) return null; for (const player of game.players) { const view = viewGame(game, player.id); if (game.phase === 3 && view.bidPromiseGuide) return { actor: player.id, action: view.bidPromiseGuide.action }; const guide = view.revivalPromiseGuide; if (guide && guide.phase === game.phase) return { actor: player.id, action: guide.action }; } return nextTruthRevival(game); } export function advanceTruthRevivalEarly(game: Game, until: (state: Game) => boolean, actions: TruthRevivalEarlyStep[] = []): Game { for (let count = 0; count < 1500; count++) { if (until(game)) return game; assert.notEqual(game.status, 'finished', 'The earned early Revival source ended before its owned control'); const next = nextTruthRevivalEarly(game); assert.ok(next, 'Answer the actual original Truthtrance before continuing'); game = actTruthRevivalEarly(game, next.actor, next.action, actions); } throw Error('The earned early Revival source did not reach its finite boundary'); } export function atTruthRevivalEarlyOpportunity(game: Game, target: string) { return game.phase === 4 && truthRevivalEarlyClean(game) && (!game.revivalOrder || game.revivalOrder.remaining[0] === target); } export function reachTruthRevivalEarlyOpportunity(game: Game, target = 'emperor', actions: TruthRevivalEarlyStep[] = []) { return advanceTruthRevivalEarly(game, state => atTruthRevivalEarlyOpportunity(state, target), actions); } export function finishTruthRevivalEarly(game: Game, actions: TruthRevivalEarlyStep[] = []): Game { const turn = game.turn; return advanceTruthRevivalEarly(game, state => state.turn === turn && state.phase === 5 && truthRevivalEarlyClean(state), actions); } /** Reuse only the actual post-Storm snapshot and its exact original action * prefix. The already constructed later Revival suffix is excluded. Phase0 * additionally completes a genuine turn; its optional prior return uses a real * free request and deliberately leaves that old ledger visible until next4. */ export function createTruthRevivalEarlyFixture(options: { advanced?: boolean; phase?: 0 | 1 | 2 | 3; poor?: boolean; stopper?: boolean; phase0PriorReturn?: boolean; targetKarama?: boolean; } = {}) { const advanced = options.advanced ?? false, phase = options.phase ?? 1; const base = createTruthRevivalFixture({ advanced, stopper: options.stopper, targetKarama: options.targetKarama, window: 'waiting' }); const prefixCount = base.sourceActionCount - base.arrival.steps.length; const actions = structuredClone(base.sourceActions.slice(0, prefixCount)); assert.deepEqual(actions.at(-1), base.storm.steps.at(-1)); let game = structuredClone(base.storm.after); const postStorm = structuredClone(game); const act = (actor: string, action: Action) => { game = actTruthRevivalEarly(game, actor, action, actions); }; const reach = (until: (state: Game) => boolean) => { game = advanceTruthRevivalEarly(game, until, actions); }; const transition = (run: () => void): TruthRevivalTransition => { const before = structuredClone(game), from = actions.length; run(); return { before, steps: structuredClone(actions.slice(from)), after: structuredClone(game) }; }; assert.equal(game.turn, 2); assert.equal(game.phase, 1); assert.equal(truthRevivalEarlyPlayer(game, base.target).tanks, 3); let priorReturn: TruthRevivalTransition | null = null; if (phase === 0) { if (options.phase0PriorReturn) { reach(state => atTruthRevivalEarlyOpportunity(state, base.target)); priorReturn = transition(() => { act(base.target, { type: 'revive', amount: 1, elite: 0 }); game = settleTruthRevivalEarly(game, actions); }); } reach(state => state.turn === 3 && state.phase === 0 && truthRevivalEarlyClean(state)); } else if (phase !== 1) reach(state => state.turn === 2 && state.phase === phase && truthRevivalEarlyClean(state)); assert.equal(game.phase, phase); // These still-unopened ordinary cards keep the following early-phase path // separate from an unrelated worm/alliance or Sandtrout programme. const futureSpiceOrder: { position: number; from: number; card: Game['spiceDeck'][number] }[] = []; if (phase === 0) for (const position of [0, 1]) { const from = game.spiceDeck.findIndex((card, index) => index >= position && 'territory' in card && !card.discovery && card.sector >= 7); assert.ok(from >= position); const card = game.spiceDeck.splice(from, 1)[0]; game.spiceDeck.splice(position, 0, card); futureSpiceOrder.push({ position, from, card: structuredClone(card) }); } let funding: TruthRevivalTransition | null = null; if (options.poor) { assert.equal(phase, 2, 'The earned Charity witness begins at quiet actual Charity'); assert.equal(truthRevivalEarlyPlayer(game, base.target).spice, 4); funding = transition(() => { act(base.target, { type: 'bribe', target: base.asker, amount: 4 }); }); assert.equal(truthRevivalEarlyPlayer(game, base.target).spice, 0); } assert.deepEqual(truthRevivalEarlyInventory(game), base.originalCards); const question = { kind: 'revival' as const, target: base.target, turn: game.turn, counter: 'total' as const, minimum: options.poor || options.phase0PriorReturn ? 2 : 3 }; return { ...base, game, sourceGame: structuredClone(game), base, advanced, phase, originalPostStorm: postStorm, postStormActionCount: prefixCount, excludedArrivalSteps: base.arrival.steps, priorReturn, futureSpiceOrder, funding, poor: options.poor ?? false, question, questionAction: { type: 'truthAsk', question } as Action, actions, sourceActions: structuredClone(actions), sourceActionCount: actions.length, staging: [] as string[], sourceDisclosure: 'Only the original earned Storm snapshot and its actual action prefix are reused; the later Revival suffix is removed from the source log. Phase0 completes a real extra turn and can earn a prior free return. Charity poverty uses an actual four-spice bribe before Truth. Questions, guides, bids, invoices, Charity and ordinary returns remain actual caller actions; no played state or promise is installed.' }; } export type TruthRevivalEarlyFixture = ReturnType; export function declareTruthRevivalEarly(f: TruthRevivalEarlyFixture, state = f.game, options: { copies?: 1 | 2 } = {}) { return declareTruthRevival(f, state, options); } export function bindTruthRevivalEarly(f: TruthRevivalEarlyFixture, answer: 'yes' | 'no' = 'yes', minimum = f.question.minimum, counter: RevivalClaim['counter'] = 'total', state = f.game) { return bindTruthRevival(f, answer, minimum, counter, state); } /** Every intervening phase follows native controls or its own exact projected * commitment guide. Stop before the actual current ordinary return, not after * an invented future action. */ export function completeTruthRevivalEarly(f: TruthRevivalEarlyFixture, state = f.game) { const actions: TruthRevivalEarlyStep[] = []; const game = reachTruthRevivalEarlyOpportunity(state, f.target, actions); return { game, before: structuredClone(state), actions, actionCount: actions.length }; }