import assert from 'node:assert/strict'; import { viewGame, type Action, type Game } from '../game/engine'; import type { MixedActionExpression } from '../game/mixed-action-question'; import type { RevivalExpressionLeaf } from '../game/revival-expression-promises'; import type { TruthFact, TruthQuestion } from '../game/truthtrance'; import { actTruthBid, createTruthBidFixture, nextTruthBid, truthBidClean, truthBidInventory, truthBidPlayer, type TruthBidStep, } from './fixture-truth-bid'; import { createTruthMixedRevivalFixture, nextTruthMixedRevival } from './fixture-truth-mixed-revival'; import { createTruthRevivalEarlyFixture, reachTruthRevivalEarlyOpportunity } from './fixture-truth-revival-early'; import type { TruthTurnActionClaim } from './fixture-truth-turn-action'; export type TruthTurnPreparationLeaf = TruthTurnActionClaim | { kind: 'bid'; lot: number; minimum: number } | RevivalExpressionLeaf; export type TruthTurnPreparationExpression = MixedActionExpression; export type TruthTurnPreparationStep = TruthBidStep; export const actTruthTurnPreparation = actTruthBid; export const truthTurnPreparationInventory = truthBidInventory; export const truthTurnPreparationPlayer = truthBidPlayer; export const truthTurnPreparationClean = (game: Game) => truthBidClean(game) && !game.pendingShipment && !game.pendingRevival; export const truthTurnPreparationFact = (fact: TruthFact): TruthTurnPreparationExpression => ({ kind: 'fact', fact }); export const truthTurnPreparationBid = (lot = 1, minimum = 3): TruthTurnPreparationExpression => ({ kind: 'action', action: { kind: 'bid', lot, minimum } }); export const truthTurnPreparationForce = (minimum = 2, counter: 'total' | 'normal' | 'elite' = 'total'): TruthTurnPreparationExpression => ({ kind: 'action', action: { kind: 'forces', counter, minimum } }); export const truthTurnPreparationLeader = (leader: string): TruthTurnPreparationExpression => ({ kind: 'action', action: { kind: 'leader', leader } }); export const truthTurnPreparationPayment = (recipient: string, minimum = 2): TruthTurnPreparationExpression => ({ kind: 'action', action: { kind: 'payment', recipient, minimum } }); export const truthTurnPreparationShip = (territory = 'polar_sink', minimum = 1): TruthTurnPreparationExpression => ({ kind: 'action', action: { kind: 'ship', territory, minimum } }); export const truthTurnPreparationGroup = (kind: 'and' | 'or', ...terms: TruthTurnPreparationExpression[]): TruthTurnPreparationExpression => ({ kind, terms }); /** Existing genuinely dealt two-Truth sources only. The bid adapter adds a * real Harkonnen bid and Atreides pass so the Emperor can declare while a real * opposing bidder still owns the next turn. Force casualties and Hidar's death * remain the source's actual shipment/Storm and original projectile history. */ export function createTruthTurnPreparationFixture(options: { source?: 'bid' | 'forces' | 'leader'; advanced?: boolean; mixed?: TruthTurnPreparationExpression; beforeRevival?: boolean; targetKarama?: boolean; } = {}) { const sourceKind = options.source ?? 'bid'; const bidSource = sourceKind === 'bid' ? createTruthBidFixture({ window: 'waiting', advanced: options.advanced, targetKarama: options.targetKarama }) : null; const forceSource = sourceKind === 'forces' ? createTruthRevivalEarlyFixture({ phase: 3, advanced: options.advanced, targetKarama: options.targetKarama }) : null; const leaderSource = sourceKind === 'leader' ? createTruthMixedRevivalFixture({ advanced: options.advanced }) : null; const original = bidSource ?? forceSource ?? leaderSource!; const actions = structuredClone(original.sourceActions), inheritedCount = actions.length; let game = structuredClone(original.game); if (bidSource) { game = actTruthTurnPreparation(game, bidSource.asker, { type: 'bid', amount: 1, allyPayment: 0 }, actions); game = actTruthTurnPreparation(game, bidSource.opponent, { type: 'passBid' }, actions); assert.equal(game.auction?.active, bidSource.target); assert.ok(!game.auction?.passed.includes(bidSource.asker)); } if (forceSource && !options.beforeRevival) game = reachTruthRevivalEarlyOpportunity(game, forceSource.target, actions); const asker = original.asker, target = original.target, recipient = asker; const observer = game.players.find(candidate => candidate.id !== asker && candidate.id !== target)!.id; const truths = structuredClone(original.truths), lot = game.auction ? game.auction.index + 1 : null; const mixed = structuredClone(options.mixed ?? (bidSource ? truthTurnPreparationGroup('and', truthTurnPreparationBid(lot!), truthTurnPreparationPayment(recipient), truthTurnPreparationShip()) : forceSource ? truthTurnPreparationGroup('and', truthTurnPreparationForce(), truthTurnPreparationPayment(recipient)) : truthTurnPreparationGroup('and', truthTurnPreparationLeader(leaderSource!.leader), truthTurnPreparationPayment(recipient)))); const question = { kind: 'turnActions', target, turn: game.turn, mixed } satisfies TruthQuestion; assert.ok(truthTurnPreparationClean(game)); assert.equal(game.turnActionPromises?.length ?? 0, 0); assert.ok(truths.every(truth => truthBidPlayer(game, asker).hand.some(card => card.id === truth))); assert.deepEqual(truthBidInventory(game), original.originalCards); return { game, source: structuredClone(game), sourceKind, bidSource, forceSource, leaderSource, asker, target, recipient, observer, truths, truth: truths[0], lot, mixed, question, setup: original.setup, afterSetup: original.afterSetup, beforeStartingDeal: original.beforeStartingDeal, originalCards: original.originalCards, originalSpice: original.originalSpice, actions, sourceActions: actions, sourceActionCount: actions.length, sourceCounts: { inherited: inheritedCount, nativeContinuation: actions.length - inheritedCount, selected: actions.length }, bid: { type: 'bid', amount: 3, allyPayment: 0 } satisfies Action, payment: { type: 'bribe', target: recipient, amount: 2 } satisfies Action, shipment: { type: 'ship', territory: 'polar_sink', sector: 0, amount: 1, elite: 0, allyPayment: 0 } satisfies Action, forceAction: { type: 'revive', amount: 1, elite: 0 } satisfies Action, leader: leaderSource?.leader ?? null, leaderAction: leaderSource ? structuredClone(leaderSource.revivalAction) : null, sourceDisclosure: `${original.sourceDisclosure} This adapter retains only native recorded continuations and changes the raw question. ` + 'Bid maxima describe actual future declarations in this original ordinary lot, and Revival counts describe actual ordinary future returns. ' + 'No played hand, card, cash, force, death, clock, promise, frozen fact or event progress is installed.', }; } export type TruthTurnPreparationFixture = ReturnType; export function declareTruthTurnPreparation(f: TruthTurnPreparationFixture, source = f.game, copy: 0 | 1 = 0, actions: TruthTurnPreparationStep[] = []) { const before = structuredClone(source), from = actions.length; let game = actTruthTurnPreparation(source, f.asker, { type: 'card', card: f.truths[copy] }, actions); while (game.truthtrance?.stage === 'priority') { const actor = game.players.find(candidate => !game.truthtrance!.passed.includes(candidate.id)); assert.ok(actor); game = actTruthTurnPreparation(game, actor.id, { type: 'truthPass' }, actions); } assert.equal(game.truthtrance?.stage, 'ask'); return { game, before, actions, actionCount: actions.length - from }; } export function askTruthTurnPreparation(game: Game, asker: string, target: string, mixed: TruthTurnPreparationExpression, actions: TruthTurnPreparationStep[] = []): Game { return actTruthTurnPreparation(game, asker, { type: 'truthAsk', question: { kind: 'turnActions', target, turn: game.turn, mixed: structuredClone(mixed), } }, actions); } export function answerTruthTurnPreparation(game: Game, target: string, answer: 'yes' | 'no', actions: TruthTurnPreparationStep[] = []): Game { return actTruthTurnPreparation(game, target, { type: 'truthAnswer', answer }, actions); } export function bindTruthTurnPreparation(f: TruthTurnPreparationFixture, answer: 'yes' | 'no' = 'yes', mixed = f.mixed, source = f.game, copy: 0 | 1 = 0, actions: TruthTurnPreparationStep[] = []) { const from = actions.length, declared = declareTruthTurnPreparation(f, source, copy, actions); const asked = askTruthTurnPreparation(declared.game, f.asker, f.target, mixed, actions); const game = answerTruthTurnPreparation(asked, f.target, answer, actions); return { game, declared, asked, actions, actionCount: actions.length - from }; } export function truthTurnPreparationPromise(game: Game, target = game.turnActionPromises?.[0]?.player ?? game.players[0].id) { const promise = viewGame(game, target).turnActionPromises.find(row => row.player === target); assert.ok(promise); return promise; } export function nextTruthTurnPreparationNative(game: Game): TruthTurnPreparationStep | null { return game.expansions.includes('ix') ? nextTruthMixedRevival(game) : nextTruthBid(game); } export function nextTruthTurnPreparation(game: Game): TruthTurnPreparationStep | null { if (game.truthtrance) return null; for (const player of game.players) { const guide = viewGame(game, player.id).turnActionGuide; if (guide) return { actor: player.id, action: guide.action }; } return nextTruthTurnPreparationNative(game); } export function advanceTruthTurnPreparation(game: Game, until: (state: Game) => boolean, actions: TruthTurnPreparationStep[] = [], nativeOnly = false): Game { for (let count = 0; count < 1800; count++) { if (until(game)) return game; assert.notEqual(game.status, 'finished', 'The original native preparation source ended before its requested boundary'); const step = nativeOnly ? nextTruthTurnPreparationNative(game) : nextTruthTurnPreparation(game); assert.ok(step, 'Supply the real current Truthtrance question or answer before continuing'); game = actTruthTurnPreparation(game, step.actor, step.action, actions); } throw Error('The genuine preparation source did not reach its finite boundary'); } export function settleTruthTurnPreparation(game: Game, actions: TruthTurnPreparationStep[] = []): Game { return advanceTruthTurnPreparation(game, truthTurnPreparationClean, actions); } export function finishTruthTurnPreparation(game: Game, actions: TruthTurnPreparationStep[] = []): Game { const turn = game.turn; return advanceTruthTurnPreparation(game, state => state.turn === turn + 1 && state.phase === 0 && truthTurnPreparationClean(state), actions); }