import assert from 'node:assert/strict'; import test from 'node:test'; import { registerHooks } from 'node:module'; import { readFileSync } from 'node:fs'; import { createElement } from 'react'; import { renderToStaticMarkup } from 'react-dom/server'; import { baseDeck } from '../game/cards'; import { coalitionOf, emptyCoalitionState } from '../game/coalition-alliance'; import { applyAction, createGame, newPlayer, viewGame, type Action, type Game } from '../game/engine'; import { guildTransportQuote } from '../game/transport-quote'; const aliases = registerHooks({ resolve(specifier, context, next) { return next(specifier === 'next/image' ? 'vinext/shims/image' : specifier === 'next/link' ? 'vinext/shims/link' : specifier, context); }, load(url, context, next) { if (!url.endsWith('.module.css')) return next(url, context); const css = readFileSync(new URL(url), 'utf8'); const classes = Object.fromEntries([...css.matchAll(/\.([a-zA-Z_][\w-]*)/g)].map(match => [match[1], match[1]])); return {format:'module', source:`export default ${JSON.stringify(classes)}`, shortCircuit:true}; }, }); const {GameTable} = await import('../components/game-table'); aliases.deregister(); const act = (game: Game, actor: string, action: Action) => applyAction(game, actor, action); const seat = (game: Game, id: string) => game.players.find(player => player.id === id)!; /** Group entry is not exposed in the lobby. Stage an empty ledger and a later * physical movement position; form the group and the positive Truthtrance * commitment through their native actions. Card transfers come from the deck. */ function committedGroup(advanced: boolean): Game { let game = createGame('GROUPGUILDCOMMITMENT', newPlayer('g', 'Guild', 'guild'), advanced); game.players.push(newPlayer('e', 'Emperor', 'emperor'), newPlayer('f', 'Fremen', 'fremen'), newPlayer('h', 'Harkonnen', 'harkonnen')); Object.assign(game, {status:'playing', phase:1, turn:2, nexus:true, order:['g','e','f','h'], ready:[], storm:18, deck:baseDeck(), response:null, decision:null, phaseOpening:null}); game.coalitionState = emptyCoalitionState(); game = act(game, 'g', {type:'alliance', target:'e'}); game = act(game, 'e', {type:'alliance', target:'g'}); const pair = coalitionOf(game.players, game.coalitionState, 'g'); assert.ok(pair); game = act(game, 'g', {type:'coalitionPropose', groupId:pair.id, entrant:'f', expectedRevision:game.coalitionState!.revision}); for (const id of ['e','f']) { const proposal = game.coalitionState!.proposal!; game = act(game, id, {type:'coalitionAnswer', event:proposal.event, nexus:proposal.nexus, turn:proposal.turn, accept:true, expectedRevision:game.coalitionState!.revision}); } Object.assign(game, {phase:5, nexus:false, active:'e', ready:[], movementRemaining:['e','g','f','h'], guildTimingGranted:false, guildTimingLocked:false}); for (const player of game.players) { player.forces = {}; player.reserves = 20; player.tanks = 0; player.spice = 10; player.hand = []; player.traitors = []; player.traitorChoices = []; player.shipped = false; player.moved = 0; } seat(game, 'e').forces = {'imperial_basin:10':3}; seat(game, 'e').reserves = 17; for (const effect of ['truthtrance','karama']) { const index = game.deck.findIndex(card => card.effect === effect); assert.ok(index >= 0); seat(game, 'h').hand.push(...game.deck.splice(index, 1)); } const truth = seat(game, 'h').hand.find(card => card.effect === 'truthtrance')!; game = act(game, 'h', {type:'card', card:truth.id}); while (game.truthtrance?.stage === 'priority') { const player = game.players.find(row => !game.truthtrance!.passed.includes(row.id)); assert.ok(player); game = act(game, player.id, {type:'truthPass'}); } game = act(game, 'h', {type:'truthAsk', question:{kind:'bribe', target:'f', turn:game.turn, recipient:'h', minimum:1}}); game = act(game, 'f', {type:'truthAnswer', answer:'yes'}); assert.equal(game.truthtrance, null); return game; } const transport: Action = {type:'guildShip', forces:{'imperial_basin:10':3}, territory:'red_chasm', sector:7, allyPayment:0}; for (const advanced of [false, true]) { void test(`${advanced ? 'Advanced' : 'Basic'} group ally can self-fund Guild transport while another ally has a positive bribe promise`, () => { let game = committedGroup(advanced); assert.ok(game.bribePromises?.some(promise => promise.player === 'f' && promise.answer && !promise.fulfilled && !promise.released)); const view = viewGame(game, 'e'); assert.equal(view.coalitionFunding, null); const quote = guildTransportQuote(view, transport); assert.deepEqual(quote.unavailableReasons, []); assert.deepEqual(quote.quote, {cost:3, normalCost:3, ownPayment:3, pledgedPayment:0}); const markup = renderToStaticMarkup(createElement(GameTable, {game:view, busy:false, send:async () => {}, onExit() {}})); assert.match(markup, /]*>(?:(?!<\/button>)[\s\S])*Guild transport(?:(?!<\/button>)[\s\S])*<\/button>/); const insufficient = structuredClone(view); insufficient.players.find(player => player.id === 'e')!.spice = 2; assert.ok(guildTransportQuote(insufficient, transport).unavailableReasons.some(reason => reason.includes('spice'))); const unavailable = guildTransportQuote(view, {...transport, coalitionContributions:[{donor:'g',amount:1}]}); assert.ok(unavailable.unavailableReasons.length); game = act(game, 'e', transport); assert.equal(game.response?.kind, 'guildTransportPermission'); for (let i = 0; game.response && i < 32; i++) { const player = game.players.find(row => !game.response!.passed.includes(row.id)); assert.ok(player); game = act(game, player.id, {type:'passResponse'}); } assert.equal(game.response ?? null, null); assert.equal(seat(game, 'e').forces['red_chasm:7'], 3); assert.equal(seat(game, 'e').forces['imperial_basin:10'] ?? 0, 0); assert.equal(seat(game, 'e').spice, 7); assert.equal(seat(game, 'g').spice, 13); assert.ok(game.bribePromises?.some(promise => promise.player === 'f' && promise.answer && !promise.fulfilled && !promise.released)); game = act(game, 'f', {type:'bribe', target:'h', amount:1}); assert.ok(game.bribePromises?.some(promise => promise.player === 'f' && promise.fulfilled)); }); }