import test from 'node:test'; import assert from 'node:assert/strict'; import { applyAction, viewGame, type Action, type Game } from '../game/engine'; import { botActions } from '../game/bots'; import { DIFFICULTIES } from '../game/bot-profiles'; import { gameTerritories, validGameLocation } from '../game/board'; import { discoveryEntryDeclineAction, discoveryEntryMoveAction } from '../game/discovery-entry-options'; import { greatMakerRideAction } from '../game/great-maker-options'; import { nativeShipmentSources } from '../game/homeworld-options'; import { homeworldShipmentChoice } from '../game/homeworld-shipment-options'; import { quoteSpiceCollection } from '../game/board-resolution-quote'; import { advanceHomeworldClassicDiscovery, createHomeworldClassicDiscoveryFixture, enterHomeworldClassicDiscovery, homeworldClassicDiscoveryClean, homeworldClassicDiscoveryEntryWindow, homeworldClassicDiscoveryInventory, homeworldClassicDiscoveryPlayer, homeworldClassicDiscoveryShipmentWindow, homeworldClassicGreatMakerVoteWindow, settleHomeworldClassicDiscoveryArrival, } from './fixture-homeworld-classic-discovery'; /** Source: authorized root UNOFFICIAL_Revised_Dune_Rulebook_v.2.3_web.pdf, * physical p.22 Homeworlds (not territories; normal battle modifications; * Emperor's split shipment), physical p.23 Discovery Tokens/Great Maker * (7 cards/8 tokens; ordinary worm; storm-order majority; native reserve ride; * parent-board-only next-turn free entry; normal paid shipment at 1/force). * These programmes select original unplayed Spice positions/token lottery, * not held cards, fake casualties, free-entry frames or source receipts. */ function legalPolicies(game: Game, actor: string): void { for (const difficulty of DIFFICULTIES) { const view = viewGame(game, actor); view.players.find(player => player.id === actor)!.bot = difficulty; const actions = botActions(view); assert.ok(actions.length, `${difficulty} needs an owned minimal legal continuation.`); const done = applyAction(structuredClone(game), actor, actions[0]); homeworldClassicDiscoveryInventory(done); } } function reject(game: Game, actor: string, action: Action): void { const before = structuredClone(game); assert.throws(() => applyAction(game, actor, action)); assert.deepEqual(game, before); } void test('original Homeworld/Discovery setup admits Basic/Advanced two through six base seats with all physical cards and typed forces', () => { for (const advanced of [false, true]) for (const seats of [2, 3, 4, 5, 6] as const) { const fixture = createHomeworldClassicDiscoveryFixture({ advanced, seats }); assert.equal(fixture.game.players.length, seats); assert.equal(fixture.game.turn, 1); assert.equal(fixture.game.phase, 7); homeworldClassicDiscoveryInventory(fixture.setup); homeworldClassicDiscoveryInventory(fixture.afterSetup); homeworldClassicDiscoveryInventory(fixture.game); } }); void test('Great Maker devours the actual previous blow army before storm-order voting, with majority and tie outcomes and typed native ride', () => { for (const advanced of [false, true]) for (const majority of [false, true]) { const fixture = createHomeworldClassicDiscoveryFixture({ advanced, shipForMaker: true }); // Explicit later conserved position, not a shipment/history receipt: keep // native board counters beside the actually shipped Emperor army to exercise // the printed ordinary-worm Fremen survival before the reserve-only ride. const nativePosition = homeworldClassicDiscoveryPlayer(fixture.game, fixture.fremen); const parentKey = `${fixture.wormTerritory}:${fixture.wormSector}`, positionedElite = advanced ? 1 : 0; assert.ok(nativePosition.reserves - (nativePosition.elites?.reserves ?? 0) >= 2 - positionedElite); nativePosition.reserves -= 2; nativePosition.forces[parentKey] = (nativePosition.forces[parentKey] ?? 0) + 2; if (positionedElite) { nativePosition.elites!.reserves -= positionedElite; nativePosition.elites!.forces[parentKey] = (nativePosition.elites!.forces[parentKey] ?? 0) + positionedElite; } fixture.staging.push(`Conserved two original Fremen native-reserve counters (${positionedElite} elite) into the previous blow sector after turn-one Collection opened; no casualty, shipment or history fabricated.`); const nativeBeforeWorm = structuredClone(nativePosition); homeworldClassicDiscoveryInventory(fixture.game); const originalArmy = homeworldClassicDiscoveryPlayer(fixture.game, fixture.collector); let game = homeworldClassicGreatMakerVoteWindow(fixture); assert.equal(game.turn, 2); assert.equal(game.phase, 1); assert.equal(game.greatMaker!.territory, fixture.wormTerritory); const devoured = homeworldClassicDiscoveryPlayer(game, fixture.collector); assert.equal(devoured.forces[parentKey] ?? 0, 0); assert.equal(devoured.tanks, originalArmy.tanks + fixture.amount); assert.equal(devoured.elites?.tanks ?? 0, (originalArmy.elites?.tanks ?? 0) + fixture.elite); assert.equal(devoured.reserves, originalArmy.reserves); assert.equal(game.discoveries!.tokens.find(token => token.id === fixture.token)!.revealedTurn, null); const order = [...game.order]; for (let index = 0; index < order.length; index++) { assert.equal(game.decision?.kind, 'greatMakerVote'); assert.equal(game.decision!.player, order[index]); legalPolicies(game, order[index]); const vote: Action = { type: 'decision', event: game.decision!.event, yes: index < (majority ? 3 : 2) }; reject(game, order[(index + 1) % order.length], vote); game = applyAction(game, order[index], vote); } const survived = homeworldClassicDiscoveryPlayer(game, fixture.fremen); assert.equal(survived.forces[parentKey], nativeBeforeWorm.forces[parentKey]); assert.equal(survived.elites?.forces[parentKey] ?? 0, nativeBeforeWorm.elites?.forces[parentKey] ?? 0); assert.equal(survived.tanks, nativeBeforeWorm.tanks); assert.equal(survived.reserves, nativeBeforeWorm.reserves); assert.equal(game.nexus, majority, 'Two of four is not a majority; three is.'); assert.equal(game.decision?.kind, 'greatMakerRide'); assert.equal(game.decision!.player, fixture.fremen); legalPolicies(game, fixture.fremen); const before = structuredClone(homeworldClassicDiscoveryPlayer(game, fixture.fremen)); const view = viewGame(game, fixture.fremen), destinations = view.greatMaker!.ride!.destinations; assert.ok(destinations.every(destination => !destination.territory.startsWith('homeworld:'))); const target = destinations.find(destination => destination.territory === 'polar_sink')!; assert.ok(target); const elite = advanced ? 1 : 0, action = greatMakerRideAction(view, target.territory, target.sector, 2, elite); assert.ok(action); assert.equal(greatMakerRideAction(view, 'homeworld:fremen', 0, 2, elite), null); reject(game, fixture.fremen, { ...action, territory: 'homeworld:fremen', sector: 0 }); reject(game, fixture.fremen, { ...action, territory: fixture.parent, sector: game.storm }); reject(game, fixture.fremen, { ...action, elite: 4 }); game = applyAction(game, fixture.fremen, action); const after = homeworldClassicDiscoveryPlayer(game, fixture.fremen); assert.equal(after.reserves, before.reserves - 2); assert.equal(after.elites?.reserves ?? 0, (before.elites?.reserves ?? 0) - elite); assert.equal(after.forces[`${target.territory}:${target.sector}`], (before.forces[`${target.territory}:${target.sector}`] ?? 0) + 2); assert.equal(after.elites?.forces[`${target.territory}:${target.sector}`] ?? 0, (before.elites?.forces[`${target.territory}:${target.sector}`] ?? 0) + elite); assert.equal(after.spice, before.spice); assert.equal(after.moved, before.moved); assert.equal(after.shipped, before.shipped); const home = viewGame(game, fixture.fremen).homeworlds!.worlds!.find(world => world.native === fixture.fremen)!; assert.equal(home.forces[fixture.fremen].normal + home.forces[fixture.fremen].elite, after.reserves); assert.equal(home.forces[fixture.fremen].elite, after.elites?.reserves ?? 0); homeworldClassicDiscoveryInventory(game); } }); void test('actual next-turn free entry moves only the parent board ordinary/elite groups and leaves native pools, spice and normal allowances untouched', () => { for (const advanced of [false, true]) { const fixture = createHomeworldClassicDiscoveryFixture({ advanced }); const game = homeworldClassicDiscoveryEntryWindow(fixture), view = viewGame(game, fixture.collector); assert.equal(game.turn, 2); assert.equal(game.phase, 0); assert.equal(homeworldClassicDiscoveryPlayer(game, fixture.collector).forces[`${fixture.face}:0`] ?? 0, 0); const sources = view.discoveryEntry!.sources; assert.deepEqual(sources, [{ source: `${fixture.parent}:${fixture.parentSector}`, normal: fixture.amount - fixture.elite, elite: fixture.elite }]); legalPolicies(game, fixture.collector); const accept = discoveryEntryMoveAction(view, sources), decline = discoveryEntryDeclineAction(view); assert.ok(accept && decline); const before = structuredClone(homeworldClassicDiscoveryPlayer(game, fixture.collector)), custody = structuredClone(game.homeworlds!.custody); const declined = applyAction(structuredClone(game), fixture.collector, decline); assert.deepEqual(homeworldClassicDiscoveryPlayer(declined, fixture.collector).forces, before.forces); for (const source of ['homeworld:emperor', 'homeworld:emperor:salusa', `${fixture.face}:0`, 'arrakeen:10']) { const groups = [{ source, normal: 1, elite: 0 }]; assert.equal(discoveryEntryMoveAction(view, groups), null); reject(game, fixture.collector, { ...accept, groups }); } reject(game, fixture.fremen, accept); reject(game, fixture.collector, { ...accept, groups: [{ ...sources[0], normal: 21 }] }); const entered = applyAction(game, fixture.collector, accept), after = homeworldClassicDiscoveryPlayer(entered, fixture.collector); assert.equal(after.forces[`${fixture.face}:0`], fixture.amount); assert.equal(after.elites?.forces[`${fixture.face}:0`] ?? 0, fixture.elite); assert.equal(after.forces[`${fixture.parent}:${fixture.parentSector}`] ?? 0, 0); assert.deepEqual(entered.homeworlds!.custody, custody); assert.equal(after.reserves, before.reserves); assert.equal(after.elites?.reserves, before.elites?.reserves); assert.equal(after.spice, before.spice); assert.equal(after.shipped, before.shipped); assert.equal(after.moved, before.moved); assert.ok(gameTerritories(entered).every(territory => !territory.id.startsWith('homeworld:'))); assert.ok(entered.discoveries!.tokens.every(token => !token.territory?.startsWith('homeworld:'))); homeworldClassicDiscoveryInventory(entered); } }); void test('normal revealed nested shipment uses the original tariff and explicit Emperor Kaitain/Salusa custody; concealed sites and invalid source allocations fail', () => { for (const advanced of [false, true]) { const fixture = createHomeworldClassicDiscoveryFixture({ advanced, prepareImperialSplit: true }); const concealed = homeworldClassicDiscoveryShipmentWindow(fixture.game, fixture.collector); const hiddenShip: Action = { type: 'ship', territory: fixture.face, sector: 0, amount: 2, elite: 0, allyPayment: 0, homeworldSources: nativeShipmentSources(viewGame(concealed, fixture.collector), 2, 0) }; assert.equal(validGameLocation(concealed, fixture.face, 0), false); reject(concealed, fixture.collector, hiddenShip); let game = homeworldClassicDiscoveryShipmentWindow(enterHomeworldClassicDiscovery(fixture), fixture.collector); const view = viewGame(game, fixture.collector), before = structuredClone(homeworldClassicDiscoveryPlayer(game, fixture.collector)); const homes = structuredClone(view.homeworlds!.worlds!), salusa = game.homeworlds!.custody!.salusa && { ...game.homeworlds!.custody!.salusa }; const sources = advanced ? { 'homeworld:emperor': { normal: 1, elite: 0 }, 'homeworld:emperor:salusa': { normal: 1, elite: 0 } } : { 'homeworld:emperor': { normal: 2, elite: 0 } }; const action: Action = { type: 'ship', territory: fixture.face, sector: 0, amount: 2, elite: 0, allyPayment: 0, homeworldSources: sources }; legalPolicies(game, fixture.collector); reject(game, fixture.collector, { ...action, territory: 'shrine' }); reject(game, fixture.collector, { ...action, sector: 1 }); reject(game, fixture.collector, { ...action, homeworldSources: { 'homeworld:fremen': { normal: 2, elite: 0 } } }); reject(game, fixture.collector, { ...action, homeworldSources: { 'homeworld:emperor': { normal: 1, elite: 0 } } }); reject(game, fixture.collector, { ...action, homeworldSources: { [`${fixture.face}:0`]: { normal: 2, elite: 0 } } }); game = settleHomeworldClassicDiscoveryArrival(applyAction(game, fixture.collector, action)); const after = homeworldClassicDiscoveryPlayer(game, fixture.collector); assert.equal(after.spice, before.spice - 2, 'Printed nested tariff is one spice per shipped force.'); assert.equal(after.reserves, before.reserves - 2); assert.equal(after.elites?.reserves, before.elites?.reserves); assert.equal(after.forces[`${fixture.face}:0`], before.forces[`${fixture.face}:0`] + 2); assert.equal(after.elites?.forces[`${fixture.face}:0`], before.elites?.forces[`${fixture.face}:0`]); assert.equal(after.shipped, true); assert.equal(after.moved, before.moved); const nextHomes = viewGame(game, fixture.collector).homeworlds!.worlds!; for (const home of homes.filter(home => home.native === fixture.collector)) { const next = nextHomes.find(candidate => candidate.id === home.id)!; assert.equal(next.forces[fixture.collector].normal, home.forces[fixture.collector].normal - (sources[home.id as keyof typeof sources]?.normal ?? 0)); assert.equal(next.forces[fixture.collector].elite, home.forces[fixture.collector].elite); } if (advanced) assert.equal(game.homeworlds!.custody!.salusa!.normal, salusa!.normal - 1); homeworldClassicDiscoveryInventory(game); } }); void test('original native-home invasion remains a separate normal battle with native strength, native-only traitor calls and no Jacurutu reward', () => { for (const advanced of [false, true]) { const fixture = createHomeworldClassicDiscoveryFixture({ advanced, face: 'jacurutu-sietch' }); let game = homeworldClassicDiscoveryShipmentWindow(enterHomeworldClassicDiscovery(fixture), fixture.collector); const home = viewGame(game, fixture.collector).homeworlds!.worlds!.find(world => world.native === fixture.fremen)!; const choice = homeworldShipmentChoice(viewGame(game, fixture.collector), home.id, { 'homeworld:emperor': { normal: 1, elite: 0 } }); assert.ok(choice.action); assert.equal(choice.cost, 1); game = applyAction(game, fixture.collector, choice.action); game = advanceHomeworldClassicDiscovery(game, state => state.phase === 6 && !!state.active && homeworldClassicDiscoveryClean(state)); const actor = game.active!; assert.ok(actor === fixture.collector || actor === fixture.fremen); game = applyAction(game, actor, { type: 'chooseBattle', territory: home.id, target: actor === fixture.collector ? fixture.fremen : fixture.collector }); game = advanceHomeworldClassicDiscovery(game, state => !!state.battle && homeworldClassicDiscoveryClean(state) && !state.battle.preparation); const view = viewGame(game, fixture.collector), nativeBefore = structuredClone(homeworldClassicDiscoveryPlayer(game, fixture.fremen)); assert.equal(view.battle!.native, fixture.fremen); assert.equal(view.battle!.nativeBattleStrength, home.nativeBattleStrength); assert.deepEqual(view.battle!.traitorVoters, [fixture.fremen]); const discoveryBefore = structuredClone(game.discoveries), boardBefore = game.players.map(player => ({ id: player.id, forces: { ...player.forces } })); const collection = quoteSpiceCollection(game).receipts.find(receipt => receipt.player === fixture.fremen)!.balance - nativeBefore.spice; const invader = homeworldClassicDiscoveryPlayer(game, fixture.collector), native = homeworldClassicDiscoveryPlayer(game, fixture.fremen); const weak = [...invader.leaders].filter(leader => !leader.dead).sort((a, b) => a.strength - b.strength)[0]; const strong = [...native.leaders].filter(leader => !leader.dead).sort((a, b) => b.strength - a.strength)[0]; legalPolicies(game, fixture.collector); game = applyAction(game, fixture.collector, { type: 'battlePlan', dial: 0, support: 0, leader: weak.id }); legalPolicies(game, fixture.fremen); game = applyAction(game, fixture.fremen, { type: 'battlePlan', dial: 0, support: 0, leader: strong.id }); reject(game, fixture.collector, { type: 'traitorCall', call: true }); game = applyAction(game, fixture.fremen, { type: 'traitorCall', call: false }); game = advanceHomeworldClassicDiscovery(game, state => !state.battle && !state.homeworldBattleLoss && homeworldClassicDiscoveryClean(state)); assert.equal(game.lastBattleContext!.territory, home.id); assert.equal(game.lastBattleContext!.winner, fixture.fremen); assert.equal(homeworldClassicDiscoveryPlayer(game, fixture.collector).tanks, invader.tanks + 1); const nativeAfter = homeworldClassicDiscoveryPlayer(game, fixture.fremen); assert.equal(nativeAfter.reserves, nativeBefore.reserves); assert.equal(nativeAfter.tanks, nativeBefore.tanks); assert.equal(nativeAfter.spice, nativeBefore.spice + (game.phase === 7 ? collection : 0), 'One undialed invading loss earns no Jacurutu reward on a Homeworld.'); assert.deepEqual(game.discoveries, discoveryBefore); assert.deepEqual(game.players.map(player => ({ id: player.id, forces: player.forces })), boardBefore); homeworldClassicDiscoveryInventory(game); } });