import assert from 'node:assert/strict'; import test from 'node:test'; import { applyAction, normalizeAutomaticGame, viewGame, type Action, type Game } from '../game/engine'; import { isAdvisor, fighterCount } from '../game/advisors'; import { botActions } from '../game/bots'; import { DIFFICULTIES } from '../game/bot-profiles'; import { createAdvisorStormFlipFixture as fixture, actAdvisorStormFlip as act, commitAdvisorStormFlip as commit, finishAdvisorStormFlip as finish, advisorStormFlipPlayer as player, advisorStormFlipInventory as inventory, } from './fixture-advisor-storm-flip'; function allow(g: Game) { for (let count = 0; g.response?.automaticAdvisorFlip && count < 30; count++) { const actor = g.players.find(p => !g.response!.passed.includes(p.id)); assert.ok(actor); g = act(g, actor.id, { type: 'passResponse' }); } assert.ok(!g.response?.automaticAdvisorFlip); return g; } function rejected(g: Game, actor: string, action: Action) { const before = structuredClone(g); assert.throws(() => applyAction(g, actor, action)); assert.deepEqual(g, before); } const physical = (g: Game) => g.players.map(p => ({ id: p.id, forces: p.forces, reserves: p.reserves, tanks: p.tanks, spice: p.spice })); for (const continues of [false, true]) for (const canceled of [false, true]) { void test(`native ${continues ? 'continuing' : 'ending'} storm ${canceled ? 'prevention' : 'allowance'} preserves current losses and resumes only remaining sectors`, () => { const f = fixture({ continues }), before = structuredClone(f.game), pending = commit(f.game, f).game; assert.deepEqual(f.game, before); assert.equal(pending.phase, 0); assert.equal(pending.storm, f.from); assert.equal(pending.stormResolution?.traversed, 3); assert.deepEqual(pending.stormResolution?.pending, []); assert.equal(pending.decision, null); const source = pending.response?.automaticAdvisorFlip; assert.ok(source?.producer === 'storm'); assert.equal(source.storm.from, f.from); assert.equal(source.storm.distance, f.distance); assert.equal(source.storm.traversed, 3); assert.equal(source.storm.sector, 9); assert.deepEqual(Object.keys(source.storm).sort(), ['distance', 'event', 'from', 'sector', 'traversed']); assert.deepEqual(pending.stormMovementSource, f.stormSource); assert.equal(player(pending, f.holder).forces[f.outsiderLocation], undefined); assert.equal(player(pending, f.holder).tanks, player(before, f.holder).tanks + 1); assert.equal(player(pending, f.bg).forces[f.location], 1); assert.equal(fighterCount(player(pending, f.bg), f.territory), 0); assert.equal(pending.pendingAutomaticAdvisorStorm?.ready, true); assert.ok(viewGame(pending, f.holder).responseControls?.cancelCards.includes(f.karama)); assert.ok(!JSON.stringify(viewGame(pending, f.holder).response).includes('cursor')); const committed = physical(pending); for (let read = 0; read < 3; read++) { const stable = normalizeAutomaticGame(pending); assert.deepEqual(stable.stormResolution, pending.stormResolution); assert.deepEqual(physical(stable), committed); assert.equal(fighterCount(player(stable, f.bg), f.territory), 0); } let done = canceled ? act(pending, f.holder, { type: 'card', card: f.karama, mode: 'cancel' }) : allow(pending); assert.equal(done.pendingAutomaticAdvisorStorm, undefined); assert.equal(done.pendingAutomaticAdvisorFlips, undefined); done = finish(done); assert.equal(done.phase, 1); assert.equal(done.storm, continues ? 10 : 9); assert.equal(done.stormResolution, null); assert.equal(done.stormMovementSource, undefined); assert.equal(player(done, f.holder).tanks, player(before, f.holder).tanks + 1); assert.equal(player(done, f.holder).forces[f.outsiderLocation], undefined); assert.equal(player(done, f.bg).forces[f.location] ?? 0, continues ? 0 : 1); assert.equal(player(done, f.bg).tanks, player(before, f.bg).tanks + (continues ? 1 : 0)); assert.equal(isAdvisor(player(done, f.bg), f.territory), !continues && canceled); assert.equal(done.log.filter(entry => entry.text === `Storm moved ${f.distance} sectors to sector ${continues ? 10 : 9}.`).length, 1); assert.equal(done.discard.filter(c => c.id === f.karama).length, canceled ? 1 : 0); assert.deepEqual(inventory(done), f.originalInventory); }); } void test('a native same-sector storm destroys both counters without manufacturing a conversion', () => { const f = fixture({ sameSector: true }), done = finish(commit(f.game, f).game); assert.equal(done.pendingAutomaticAdvisorStorm, undefined); assert.equal(done.pendingAutomaticAdvisorFlips, undefined); assert.equal(done.response?.automaticAdvisorFlip, undefined); assert.equal(player(done, f.bg).forces[f.location], undefined); assert.equal(player(done, f.bg).tanks, player(f.game, f.bg).tanks + 1); assert.equal(player(done, f.holder).tanks, player(f.game, f.holder).tanks + 1); assert.ok(player(done, f.holder).hand.some(c => c.id === f.karama)); assert.equal(done.phase, 1); assert.equal(done.storm, 9); assert.deepEqual(inventory(done), f.originalInventory); }); void test('a changed private storm cursor rejects before a conversion counter spends its card', () => { const f = fixture(), pending = commit(f.game, f).game; pending.pendingAutomaticAdvisorStorm!.cursor = 'different-original-sector'; rejected(pending, f.holder, { type: 'card', card: f.karama, mode: 'cancel' }); assert.ok(player(pending, f.holder).hand.some(c => c.id === f.karama)); assert.equal(player(pending, f.holder).tanks, player(f.game, f.holder).tanks + 1); }); void test('all four existing profiles resolve ending and continuing storm conversions legally', () => { for (const continues of [false, true]) for (const profile of DIFFICULTIES) { const f = fixture({ continues }), pending = commit(f.game, f).game, own = viewGame(pending, f.holder); own.players.find(p => p.id === f.holder)!.bot = profile; const actions = botActions(own); assert.ok(actions.length); const done = finish(allow(act(pending, f.holder, actions[0]))); assert.equal(done.pendingAutomaticAdvisorStorm, undefined); assert.equal(done.phase, 1); assert.equal(done.storm, continues ? 10 : 9); assert.equal(player(done, f.holder).tanks, player(pending, f.holder).tanks); assert.deepEqual(inventory(done), f.originalInventory); } });