import assert from 'node:assert/strict'; import test from 'node:test'; import { applyAction, viewGame, type Action, type Game } from '../game/engine'; import { location } from '../game/board'; import { botActions } from '../game/bots'; import { DIFFICULTIES } from '../game/bot-profiles'; import { createSemutaFremenGuildMovementFixture as fixture, actSemutaFremenGuildMovement as act, passSemutaFremenGuildMovement as pass, claimSemutaFremenGuildMovement as claim, allowSemutaFremenGuildMovement as allow, replaceSemutaFremenMovement as replace, semutaFremenGuildMovementInventory as inventory, semutaFremenGuildMovementPlayer as player, type SemutaFremenGuildMovementFixture, } from './fixture-semuta-fremen-guild-movement'; const variants = [ { kind: 'fremenMovement' as const, advanced: false }, { kind: 'fremenMovement' as const, advanced: true }, { kind: 'guildTiming' as const, advanced: true, take: true }, { kind: 'guildTiming' as const, advanced: true, take: false }, ]; const physical = (game: Game) => ({ players: game.players.map(player => ({ id: player.id, spice: player.spice, reserves: player.reserves, tanks: player.tanks, forces: player.forces, elites: player.elites, moved: player.moved, shipped: player.shipped, revived: player.revived, ally: player.ally })), turn: game.turn, phase: game.phase, storm: game.storm, order: game.order, spiceDeck: game.spiceDeck, spiceDiscard: game.spiceDiscard, }); function reject(game: Game, actor: string, action: Action) { const before = structuredClone(game); assert.throws(() => applyAction(game, actor, action)); assert.deepEqual(game, before); } function nativeSource(f: SemutaFremenGuildMovementFixture) { assert.equal(f.setup.status, 'setup'); assert.equal(f.setup.semutaPreview, true); assert.ok(f.beforeStartingDeal.players.every(player => player.hand.length === 0)); assert.ok(player(f.afterSetup, f.spender).hand.some(card => card.id === f.cost && card.effect === 'karama')); assert.equal(player(f.afterSetup, f.fremen).forces['sietch_tabr:14'], 10); assert.ok(f.actions.some(step => step.actor === f.fremen && step.action.type === 'fremenSetup')); assert.equal(f.acquisition.price, 1); assert.ok(f.acquisition.steps.some(step => step.actor === f.holder && step.action.type === 'richeseBid' && step.action.amount === 1)); assert.equal(player(f.acquisition.before, f.holder).spice - player(f.acquisition.after, f.holder).spice, 1); assert.equal(player(f.acquisition.after, f.richese).spice - player(f.acquisition.before, f.richese).spice, 1); assert.ok(player(f.game, f.holder).hand.some(card => card.id === f.semuta)); assert.ok(player(f.game, f.spender).hand.some(card => card.id === f.cost)); assert.equal(f.game.phase, 5); assert.equal(f.game.turn, 1); assert.equal(f.game.response?.kind, f.kind); assert.equal(f.game.response?.owner, f.owner); assert.equal(f.game.phaseOpening ?? null, null); assert.equal(f.game.decision ?? null, null); assert.equal(f.sourceActionCount, f.actions.length); assert.deepEqual(inventory(f.game), f.originalInventory); if (f.kind === 'fremenMovement') { assert.ok(f.shipment && f.pending); assert.equal(player(f.game, f.owner).shipped, true); assert.equal(player(f.game, f.owner).moved, 0); assert.equal(player(f.game, f.owner).forces['the_great_flat:15'], 1); assert.equal(player(f.game, f.owner).spice, player(f.shipment.before, f.owner).spice); assert.equal(f.pending.turn, f.game.turn); assert.equal(f.pending.move, 0); assert.deepEqual(f.pending.order.group, [['sietch_tabr:14', 1]]); assert.equal(f.pending.order.elite, 0); assert.deepEqual(player(f.game, f.owner), player(f.beforeDeclaration, f.owner)); } else { assert.equal(f.game.response?.take, f.take); assert.equal(f.game.active, null); assert.equal(f.game.movementRemaining![0] === f.guild, !f.take); assert.equal(f.game.guildTimingGranted, false); assert.equal(f.game.guildTimingLocked, false); assert.deepEqual(physical(f.game), physical(f.beforeDeclaration)); if (!f.take) { assert.equal(f.game.storm, 7); assert.equal(f.game.playerPositions![f.guild], 3); assert.deepEqual(f.actions.filter(step => step.action.type === 'stormDial').map(step => step.action.amount).sort((a,b) => Number(a)-Number(b)), [0, 6]); assert.equal(f.actions.filter(step => step.action.type === 'seatPosition').length, 3); } } } function open(f: SemutaFremenGuildMovementFixture) { const game = act(structuredClone(f.game), f.spender, f.action), pending = game.pendingTreacheryDiscard; assert.ok(pending); assert.equal(pending.reaction?.stage, 'offer'); assert.equal(pending.continuation.kind, 'karamaMovementDiscard'); assert.equal(pending.batch.cause, `karama:${f.kind}`); assert.deepEqual(pending.batch.entries.map(entry => ({ id: entry.card.id, by: entry.discardedBy, public: entry.publicFace })), [{ id: f.cost, by: f.spender, public: true }]); assert.equal(game.discard.filter(card => card.id === f.cost).length, 1); assert.equal(player(game, f.spender).hand.some(card => card.id === f.cost), false); assert.equal(game.response ?? null, null); if (pending.continuation.kind !== 'karamaMovementDiscard') throw Error('Use the exact native movement-cost continuation'); assert.equal(pending.continuation.player, f.spender); assert.equal(pending.continuation.card, f.cost); assert.equal(pending.continuation.use.kind, 'cancel'); assert.equal(pending.continuation.use.response.kind, f.kind); assert.deepEqual(pending.continuation.resume.response, f.originalResponse); assert.deepEqual(physical(game), physical(f.game)); assert.deepEqual(game.movementRemaining, f.originalRemaining); assert.equal(game.active, f.originalActive); assert.equal(game.guildTimingGranted, f.game.guildTimingGranted); assert.equal(game.guildTimingLocked, f.game.guildTimingLocked); assert.deepEqual(game.pendingFremenMove ?? null, f.pending); assert.equal(viewGame(game, f.holder).semutaReaction?.canCommit, true); assert.deepEqual(inventory(game), f.originalInventory); return game; } function prevented(game: Game, f: SemutaFremenGuildMovementFixture, claimed: boolean) { assert.equal(game.pendingTreacheryDiscard ?? null, null); assert.equal(game.response ?? null, null); assert.equal(game.decision ?? null, null); assert.equal(game.phaseOpening ?? null, null); assert.equal(game.pendingKarama ?? null, null); assert.deepEqual(physical(game), physical(f.game)); assert.deepEqual(game.movementRemaining, f.originalRemaining); assert.equal(player(game, f.spender).hand.some(card => card.id === f.cost), false); assert.equal(player(game, f.holder).hand.filter(card => card.id === f.cost).length, Number(claimed)); assert.equal(game.discard.filter(card => card.id === f.cost).length, Number(!claimed)); assert.equal(player(game, f.holder).hand.filter(card => card.id === f.semuta).length, Number(!claimed)); assert.equal(game.discard.filter(card => card.id === f.semuta).length, Number(claimed)); if (f.kind === 'fremenMovement') { assert.equal(game.pendingFremenMove ?? null, null); assert.equal(game.active, f.fremen); assert.equal(player(game, f.fremen).moved, 0); assert.deepEqual(player(game, f.fremen).fremenMovementBlocked, { turn: game.turn, move: 0 }); assert.deepEqual(player(game, f.fremen).forces, player(f.beforeDeclaration, f.fremen).forces); reject(game, f.fremen, f.nativeAction); } else { assert.equal(game.active, f.originalRemaining[0]); assert.equal(game.guildTimingLocked, true); assert.equal(game.guildTimingGranted, false); assert.ok(game.players.every(player => !player.shipped && player.moved === 0)); } assert.deepEqual(inventory(game), f.originalInventory); return game; } function finishReplacement(game: Game, f: SemutaFremenGuildMovementFixture) { const result = replace(game, f), destination = location(result.replacement.territory as string, result.replacement.sector as number); assert.equal(player(result.afterReplacement, f.fremen).moved, 1); assert.equal(player(result.afterReplacement, f.fremen).forces['sietch_tabr:14'], player(game, f.fremen).forces['sietch_tabr:14'] - 1); assert.equal(player(result.afterReplacement, f.fremen).forces[destination], (player(game, f.fremen).forces[destination] ?? 0) + 1); assert.equal(player(result.afterReplacement, f.fremen).spice, player(game, f.fremen).spice); assert.equal(player(result.afterReplacement, f.fremen).shipped, true); assert.equal(result.end.type, 'endMovement'); assert.ok(!result.game.movementRemaining!.includes(f.fremen)); assert.deepEqual(inventory(result.game), f.originalInventory); } for (const variant of variants) for (const claimed of [false, true]) void test( `${variant.advanced ? 'Advanced' : 'Basic'} ${variant.kind}${variant.kind === 'guildTiming' ? variant.take ? ' TAKE' : ' WAIT' : ''} printed cost is ${claimed ? 'claimed' : 'passed'} before native prevention`, () => { const f = fixture(variant); nativeSource(f); const pending = open(f), event = pending.pendingTreacheryDiscard!.batch.event; const game = prevented(claimed ? claim(pending, f.holder) : pass(pending), f, claimed); reject(game, f.holder, { type: 'semutaCommit', event }); reject(game, f.holder, { type: 'semutaPass', event }); if (f.kind === 'fremenMovement') finishReplacement(game, f); }); void test('native allowance controls commit the original range-two group or the exact Guild timing once without card costs', () => { for (const variant of variants) { const f = fixture(variant); nativeSource(f); const game = allow(structuredClone(f.game)); assert.equal(game.pendingTreacheryDiscard ?? null, null); assert.ok(player(game, f.spender).hand.some(card => card.id === f.cost)); assert.ok(player(game, f.holder).hand.some(card => card.id === f.semuta)); if (f.kind === 'fremenMovement') { const to = location(f.nativeAction.territory as string, f.nativeAction.sector as number); assert.equal(game.pendingFremenMove ?? null, null); assert.equal(player(game, f.fremen).moved, 1); assert.equal(player(game, f.fremen).shipped, true); assert.equal(player(game, f.fremen).forces['sietch_tabr:14'], player(f.game, f.fremen).forces['sietch_tabr:14'] - 1); assert.equal(player(game, f.fremen).forces[to], (player(f.game, f.fremen).forces[to] ?? 0) + 1); assert.equal(player(game, f.fremen).fremenMovementBlocked ?? null, null); } else { assert.deepEqual(physical(game), physical(f.game)); assert.equal(game.guildTimingGranted, true); assert.equal(game.guildTimingLocked, false); const expected = f.take ? f.originalRemaining : [...f.originalRemaining.filter(id => id !== f.guild), f.guild]; assert.deepEqual(game.movementRemaining, expected); assert.equal(game.active, f.take ? f.guild : expected[0]); } assert.deepEqual(inventory(game), f.originalInventory); } }); void test('the exact fresh movement cost rejects underlying declarations and stale reactions without repeating physical settlement', () => { for (const variant of variants) { const f = fixture(variant), pending = open(f), event = pending.pendingTreacheryDiscard!.batch.event; reject(pending, f.spender, f.action); reject(pending, f.owner, f.nativeAction); reject(pending, f.owner, { type: 'passResponse' }); const game = prevented(claim(pending, f.holder), f, true); reject(game, f.holder, { type: 'semutaCommit', event }); reject(game, f.holder, { type: 'semutaPass', event }); } }); void test('all four minimal policies answer every original Fremen/Guild movement-cost source legally', () => { for (const variant of variants) { const f = fixture(variant), pending = open(f), event = pending.pendingTreacheryDiscard!.batch.event; for (const difficulty of DIFFICULTIES) { const own = viewGame(pending, f.holder); own.players.find(player => player.id === f.holder)!.bot = difficulty; const before = structuredClone(own), action = botActions(own)[0]; assert.ok(action, difficulty); assert.deepEqual(own, before); assert.ok(action.type === 'semutaCommit' || action.type === 'semutaPass'); assert.equal(action.event, event); let game = act(structuredClone(pending), f.holder, action); const claimed = action.type === 'semutaCommit'; if (game.pendingTreacheryDiscard?.reaction?.stage === 'select') { const selecting = viewGame(game, f.holder); selecting.players.find(player => player.id === f.holder)!.bot = difficulty; const selected = botActions(selecting)[0]; assert.ok(selected); assert.equal(selected.type, 'semutaSelect'); assert.equal(selected.card, f.cost); game = act(game, f.holder, selected); } else if (game.pendingTreacheryDiscard) game = pass(game); prevented(game, f, claimed); } } });