import test from 'node:test'; import assert from 'node:assert/strict'; import { applyAction, createGame, initializeEcazOccupyGameForAudit, joinGame, newPlayer, viewGame, type Game } from '../game/engine'; import { defaultHarassWithdrawAllocation } from '../game/harass-withdraw'; import { stageEcazOccupyCard } from './fixture-ecaz-occupy'; import { NO_FIELD_HARASS, NO_FIELD_REINFORCEMENTS } from './fixture-no-field-reinforcements'; import { ecazOccupyRicheseFixture, finishOccupyRichese, nextOccupyRichese, occupyRicheseSeat, openOccupyRichese } from './fixture-ecaz-occupy-richese'; /** Select the independent physical cards before the original Basic deal. */ function basicSetup(): Game { const roster = ['ecaz', 'richese', 'guild', 'choam'] as const; let game = createGame('BASICMIXEDCARDS', newPlayer(roster[0], roster[0], roster[0]), false, ['ecaz', 'choam']); for (const faction of roster.slice(1)) joinGame(game, newPlayer(faction, faction, faction)); for (let i = roster.length - 1; i >= 0; i--) { if (viewGame(game, roster[i]).playerPositions[roster[i]] !== i + 1) game = applyAction(game, roster[i], { type: 'seatPosition', position: i + 1 }); } for (const player of game.players) game = applyAction(game, player.id, { type: 'ready' }); game.ecazTreachery = true; const descriptor = Object.getOwnPropertyDescriptor(crypto, 'getRandomValues'); crypto.getRandomValues = (array: T): T => { assert.ok(array); new Uint8Array(array.buffer, array.byteOffset, array.byteLength).fill(255); return array; }; try { return initializeEcazOccupyGameForAudit(game); } finally { if (descriptor) Object.defineProperty(crypto, 'getRandomValues', descriptor); else Reflect.deleteProperty(crypto, 'getRandomValues'); } } /** Finish real post-reveal allocation and traitor opportunities. */ function finishBattle(state: Game, owner: string, opponent: string): Game { let game = state; for (let attempt = 0; attempt < 80; attempt++) { if (game.response || game.phaseOpening) { game = nextOccupyRichese(game); continue; } if (game.decision?.kind === 'harassWithdraw') { const decision = game.decision; const allocation = viewGame(game, decision.player).battle?.harassAllocation; assert.ok(allocation); game = applyAction(game, decision.player, { type: 'decision', event: decision.event, returns: defaultHarassWithdrawAllocation(allocation.context, allocation.dial, allocation.support) }); continue; } const battle = viewGame(game, owner).battle; const voter = !game.decision && battle?.traitorVoters.find(id => !battle.traitorSubmitted.includes(id)); if (!voter) return finishOccupyRichese(game); assert.ok(voter === owner || voter === opponent || game.players.some(player => player.id === voter)); game = applyAction(game, voter, { type: 'traitorCall', call: false }); } throw Error('Basic mixed Occupy card battle did not finish its native decisions.'); } for (const lead of ['ecaz', 'ally'] as const) { void test(`Basic mixed Richese marker with ${lead} leading resolves both independent battle cards`, () => { const source = ecazOccupyRicheseFixture({ initial: basicSetup(), advanced: false, allyFaction: 'richese', opponentFaction: 'guild', marker: 3, mixedRicheseForces: 2, richeseReserves: 8 }); assert.equal(source.initial.advanced, false); assert.equal(source.initial.ecazTreachery, true); const owner = lead === 'ecaz' ? source.ecaz : source.richese; // Conserved staging: return dealt faces to their actual deck, then give // the lead the two original physical cards before choosing the battle lead. for (const seat of source.game.players) { source.game.deck.push(...seat.hand); seat.hand = []; } stageEcazOccupyCard(source.game, owner, card => card.id === NO_FIELD_HARASS); stageEcazOccupyCard(source.game, owner, card => card.id === NO_FIELD_REINFORCEMENTS); let game = openOccupyRichese(source, lead); const original = structuredClone(game); const offer = viewGame(game, owner).battle!; assert.equal(offer.harassWithdraw?.blocked, null); assert.equal(offer.reinforcements?.blocked, null); const profile = offer.ecazOccupy!.profile; assert.ok(profile); assert.equal(profile.fixedEcazDial, 3); const leader = occupyRicheseSeat(game, owner).leaders.filter(face => !face.dead && !face.usedAt) .sort((a, b) => b.strength - a.strength || a.id.localeCompare(b.id))[0]; const enemy = occupyRicheseSeat(game, source.opponent).leaders.filter(face => !face.dead && !face.usedAt) .sort((a, b) => a.strength - b.strength || a.id.localeCompare(b.id))[0]; assert.ok(leader && enemy); const marker = structuredClone(occupyRicheseSeat(game, source.richese).noField); game = applyAction(game, owner, { type: 'battlePlan', dial: 6, support: 0, leader: leader.id, weapon: NO_FIELD_REINFORCEMENTS, defense: NO_FIELD_HARASS }); assert.deepEqual(occupyRicheseSeat(game, source.richese).noField, marker); assert.equal(occupyRicheseSeat(game, source.richese).reserves, 8); game = applyAction(game, source.opponent, { type: 'battlePlan', dial: 0, support: 0, leader: enemy.id }); assert.equal(game.battle?.revealed, true); assert.equal(occupyRicheseSeat(game, source.richese).noField!.deployed, null); assert.equal(occupyRicheseSeat(game, source.richese).forces[source.location], 5); assert.equal(occupyRicheseSeat(game, source.richese).reserves, 5); game = finishBattle(game, owner, source.opponent); assert.equal(game.lastBattleContext?.result, 'normal'); assert.equal(game.lastBattleContext?.winner, owner); const ecaz = occupyRicheseSeat(game, source.ecaz); const richese = occupyRicheseSeat(game, source.richese); const returned = 2; assert.equal(occupyRicheseSeat(game, owner).reserves, occupyRicheseSeat(original, owner).reserves - (lead === 'ally' ? 3 : 0) - 3 + returned); assert.equal(ecaz.tanks - occupyRicheseSeat(original, source.ecaz).tanks, 3 + (lead === 'ecaz' ? 3 : 0)); assert.equal(richese.tanks - occupyRicheseSeat(original, source.richese).tanks, 3 + (lead === 'ally' ? 3 : 0)); assert.equal(ecaz.forces[source.location] ?? 0, lead === 'ecaz' ? 0 : 2); assert.equal(richese.forces[source.location] ?? 0, lead === 'ally' ? 0 : 2); for (const card of [NO_FIELD_REINFORCEMENTS, NO_FIELD_HARASS]) assert.equal(game.discard.filter(face => face.id === card).length, 1); }); }