import assert from 'node:assert/strict'; import { applyAction, createGame, initializeNexusGameForAudit, joinGame, newPlayer, viewGame, type Action, type Game } from '../game/engine'; import type { FactionId } from '../game/catalog'; import { location, territory } from '../game/board'; import { SPICE_CARDS } from '../game/cards'; import { DISCOVERY_CARD_PLACEMENTS, DISCOVERY_SPICE_CARDS } from '../game/discoveries'; import { discoveryEntryMoveAction } from '../game/discovery-entry-options'; import { nativeShipmentSources } from '../game/homeworld-options'; import { homeworldGameIntegrity } from '../game/homeworld-game'; import type { NativeReserveSelections } from '../game/homeworld-native-reserves'; import { classicNexusModulesProfile } from '../game/nexus-module-profile'; import { reserveShipmentCost } from '../game/shipment-price'; import { nexusInventory } from './fixture-nexus-cards'; import { classicDiscoveryNexusClean, classicDiscoveryNexusPlayer, nextClassicDiscoveryNexusStep, withClassicDiscoveryNexusLottery, withClassicDiscoveryNexusToken, type ClassicDiscoveryNexusStep } from './fixture-discovery-classic-nexus'; export type HomeworldClassicDiscoveryNexusStep = ClassicDiscoveryNexusStep; export type HomeworldClassicDiscoveryNexusOptions = { /** Original fresh lobby or its undealt native setup; never a played save. */ initial?: Game; gameId?: string; seatIds?: string[]; seats?: 2 | 3 | 4 | 5 | 6; advanced?: boolean; /** Original Discovery Spice Cards/tokens/Great Maker. Off keeps the plain Nexus deck. */ discovery?: boolean; tech?: boolean; strongholds?: boolean; /** An actual original Shai-Hulud immediately before the Great Maker, not a Nexus flag write. */ ordinaryWormFirst?: boolean; }; export type HomeworldClassicDiscoveryNexusShipment = { actor: string; amount: number; elite: number; cost: number; territory: string; sector: number; homeworldSources: NativeReserveSelections; }; export type HomeworldClassicDiscoveryNexusMentat = { before: Game; step: HomeworldClassicDiscoveryNexusStep; after: Game; }; export type HomeworldClassicDiscoveryNexusFixture = { initial: Game; setup: Game; afterSetup: Game; firstStorm: Game; afterBlow: Game; beforeShipment: Game; afterShipments: Game; collection: Game; firstMentat: HomeworldClassicDiscoveryNexusMentat; game: Game; collector: string; victim: string; fremen: string | null; token: string | null; parent: string; parentSector: number; blowKey: string; blowAmount: number; wormTerritory: string; wormSource: string; amount: number; elite: number; shipments: HomeworldClassicDiscoveryNexusShipment[]; actions: HomeworldClassicDiscoveryNexusStep[]; staging: string[]; }; export const homeworldClassicDiscoveryNexusClean = classicDiscoveryNexusClean; export const homeworldClassicDiscoveryNexusPlayer = classicDiscoveryNexusPlayer; /** Preserve the army under both original Guild interception producers; the * original Discovery/Nexus native owner policy keeps every other decision. */ export function nextHomeworldClassicDiscoveryNexusStep(game: Game): HomeworldClassicDiscoveryNexusStep | null { if (!game.phaseOpening && !game.response && !game.pendingTreacheryDiscard && (game.decision?.kind === 'guildShipment' || game.decision?.kind === 'homeworldShipmentGuild')) return { actor: game.decision.player, action: { type: 'decision', allow: true, ...(game.decision.kind === 'homeworldShipmentGuild' ? { event: game.decision.event } : {}) } }; return nextClassicDiscoveryNexusStep(game); } export function applyHomeworldClassicDiscoveryNexusStep(game: Game, step: HomeworldClassicDiscoveryNexusStep, actions?: HomeworldClassicDiscoveryNexusStep[]): Game { actions?.push(structuredClone(step)); return withClassicDiscoveryNexusLottery(() => applyAction(game, step.actor, step.action)); } export function advanceHomeworldClassicDiscoveryNexus(game: Game, until: (game: Game) => boolean, actions?: HomeworldClassicDiscoveryNexusStep[]): Game { for (let count = 0; count < 1800; count++) { if (until(game)) return game; assert.notEqual(game.status, 'finished', 'The original lifecycle ended before its owned boundary.'); const step = nextHomeworldClassicDiscoveryNexusStep(game); assert.ok(step, 'The original continuation requires a human sealed Battle Plan.'); game = applyHomeworldClassicDiscoveryNexusStep(game, step, actions); } throw new Error('The original Homeworld/Nexus lifecycle did not reach its owned boundary.'); } /** Physical conservation of cards, ordinary counters, encountered frames and spice. */ export function homeworldClassicDiscoveryNexusInventory(game: Game): void { homeworldGameIntegrity(game); nexusInventory(game); const spice = [...game.spiceDeck, ...game.spiceDiscard.flat(), ...(game.spiceResolution?.skipped ?? []), ...(game.spiceSequence?.skipped ?? [])]; if (game.discoveries) { assert.equal(spice.length, 28); assert.equal(spice.filter(card => 'territory' in card && !!card.discovery).length, 6); assert.equal(spice.filter(card => 'worm' in card && !!card.greatMaker).length, 1); assert.equal(game.discoveries.tokens.length, 8); } else { assert.equal(spice.length, 21); assert.ok(spice.every(card => !('territory' in card) || !card.discovery)); } assert.ok(!(game.discoveryEntry && game.nexusCards!.phase?.stage === 'drawing')); assert.ok(!(game.greatMaker?.stage === 'vote' && game.nexusCards!.phase?.stage === 'drawing')); } type SpicePlan = { blow: { territory: string; sector: number; amount: number; discovery: string | null }; parent: { territory: string; sector: number }; spare: readonly { territory: string; sector: number }[]; }; /** First three conserved original spare land blows, clear of the storm and of * the printed blow/parent territories, so no spare doubles a harvest site. */ function originalSpareBlows(blow: string, parent: string, storm: number): { territory: string; sector: number }[] { return SPICE_CARDS .filter(([id, , sector]) => id !== blow && id !== parent && sector !== storm) .slice(0, 3) .map(([id, , sector]) => ({ territory: id, sector })); } /** Conserve the original physical blow/spare positions while keeping both * printed sectors clear of the actual storm, so the real blow and its harvest * are observable rather than storm-lost. */ function planOriginalSpice(game: Game, discovery: boolean): SpicePlan { const storm = game.storm; if (discovery) { const card = DISCOVERY_SPICE_CARDS.find(candidate => DISCOVERY_CARD_PLACEMENTS[candidate.discovery].sector !== storm && candidate.sector !== storm); assert.ok(card, 'An original undealt Discovery blow must keep its printed sector out of the storm.'); const placement = DISCOVERY_CARD_PLACEMENTS[card.discovery]; return { blow: { territory: card.territory, sector: card.sector, amount: card.amount, discovery: card.discovery }, parent: { territory: placement.territory, sector: placement.sector }, spare: originalSpareBlows(card.territory, placement.territory, storm) }; } const blow = SPICE_CARDS.find(([, , sector]) => sector !== storm); assert.ok(blow, 'An original undealt plain blow must keep its printed sector out of the storm.'); const parent = SPICE_CARDS.find(([id, , sector]) => id !== blow[0] && sector !== storm); assert.ok(parent); return { blow: { territory: blow[0], sector: blow[2], amount: blow[1], discovery: null }, parent: { territory: parent[0], sector: parent[2] }, spare: originalSpareBlows(blow[0], parent[0], storm) }; } function orderOriginalSpice(game: Game, plan: SpicePlan, options: HomeworldClassicDiscoveryNexusOptions): void { const discovery = !!game.discoveryEnabled; const take = (choose: (card: Game['spiceDeck'][number]) => boolean) => { const index = game.spiceDeck.findIndex(choose); assert.ok(index >= 0, 'Each selected physical Spice Card must remain undealt.'); return game.spiceDeck.splice(index, 1)[0]; }; const plain = (id: string) => (card: Game['spiceDeck'][number]) => 'territory' in card && !card.discovery && card.territory === id; // Advanced consumes one spare as the turn-one second pile; Basic consumes none. const front = [take(card => 'territory' in card && (discovery ? card.discovery === plan.blow.discovery : !card.discovery && card.territory === plan.blow.territory))]; if (game.advanced) front.push(take(plain(plan.spare[0].territory))); if (!discovery || options.ordinaryWormFirst) front.push(take(card => 'worm' in card && !card.greatMaker)); if (discovery) front.push(take(card => 'worm' in card && !!card.greatMaker)); front.push(take(plain(plan.spare[1].territory)), take(plain(plan.spare[2].territory))); game.spiceDeck.unshift(...front); } export function finishHomeworldClassicDiscoveryNexusMentat(game: Game, actions?: HomeworldClassicDiscoveryNexusStep[]): HomeworldClassicDiscoveryNexusMentat { const turn = game.turn; game = advanceHomeworldClassicDiscoveryNexus(game, state => state.phase === 8 && homeworldClassicDiscoveryNexusClean(state), actions); for (let count = 0; count < 100; count++) { const before = structuredClone(game), step = nextHomeworldClassicDiscoveryNexusStep(game); assert.ok(step); game = applyHomeworldClassicDiscoveryNexusStep(game, step, actions); if (game.turn !== turn || game.status === 'finished') return { before, step, after: game }; } throw new Error('The original Mentat controls failed to close the owned turn.'); } /** Original next-turn parent-board free entry; the reveal control decides it. */ export function enterHomeworldClassicDiscoveryNexus(game: Game, actor: string, actions?: HomeworldClassicDiscoveryNexusStep[]): Game { assert.equal(game.decision?.kind, 'discoveryEntry'); assert.equal(game.decision!.player, actor); const view = viewGame(game, actor), action = discoveryEntryMoveAction(view, view.discoveryEntry!.sources); assert.ok(action, 'The revealed parent-board army must be a legal original free entry.'); return applyHomeworldClassicDiscoveryNexusStep(game, { actor, action }, actions); } /** Original create/join/ready/audit initializer, real source-qualified native * shipments, the printed blow and the Collection reveal. No hand, custody, * clock, alliance, casualty, wallet or outcome field is written by staging. */ export function createHomeworldClassicDiscoveryNexusFixture( options: HomeworldClassicDiscoveryNexusOptions = {}, ): HomeworldClassicDiscoveryNexusFixture { let game: Game; if (options.initial) game = structuredClone(options.initial); else { const factions: FactionId[] = ['emperor', 'atreides', 'fremen', 'harkonnen', 'beneGesserit', 'guild']; const seats = options.seats ?? options.seatIds?.length ?? 3; assert.ok(seats >= 2 && seats <= 6); if (options.seatIds) assert.equal(options.seatIds.length, seats); game = createGame(options.gameId ?? 'HWCLASSICDISCOVERYNEXUS', newPlayer(options.seatIds?.[0] ?? 'emperor', 'Emperor', 'emperor'), options.advanced ?? !!options.strongholds); for (let seat = 1; seat < seats; seat++) joinGame(game, newPlayer(options.seatIds?.[seat] ?? factions[seat], factions[seat], factions[seat])); } assert.deepEqual(game.expansions, []); assert.ok(!game.leaderSkills && !game.ecazTreachery && !game.spiceBankerIncomePreview); assert.ok(game.status === 'lobby' || (game.status === 'setup' && game.turn === 1 && game.phase === 0 && ['prediction', 'traitors'].includes(game.setupStage!) && game.players.every(player => !player.hand.length && !player.traitors.length))); if (options.advanced !== undefined) assert.equal(game.advanced, options.advanced); const collector = game.players.find(player => player.faction === 'emperor')?.id; const victim = game.players.find(player => player.faction === 'atreides')?.id; assert.ok(collector && victim, 'This original programme needs its Emperor split source and an Atreides army.'); const actions: HomeworldClassicDiscoveryNexusStep[] = []; const fresh = !options.initial; const wantDiscovery = options.discovery ?? (fresh || !!game.discoveryEnabled); const wantTech = options.tech ?? (fresh || !!game.techTokens); const wantStrongholds = options.strongholds ?? (fresh ? game.advanced : !!game.strongholdCards); if (game.status === 'lobby') { if (!game.homeworlds) game = applyHomeworldClassicDiscoveryNexusStep(game, { actor: game.host, action: { type: 'homeworlds', enabled: true } }, actions); if (wantTech && !game.techTokens) game = applyHomeworldClassicDiscoveryNexusStep(game, { actor: game.host, action: { type: 'techTokens', enabled: true } }, actions); if (wantStrongholds && !game.strongholdCards) game = applyHomeworldClassicDiscoveryNexusStep(game, { actor: game.host, action: { type: 'strongholdCards', enabled: true } }, actions); game.discoveryEnabled = wantDiscovery; game.nexusCards ??= { cards: null, phase: null }; for (const player of game.players) if (!player.ready) game = applyHomeworldClassicDiscoveryNexusStep(game, { actor: player.id, action: { type: 'ready' } }, actions); } assert.ok(game.homeworlds && game.nexusCards, 'This programme needs the original Homeworld and Nexus modules.'); assert.equal(!!game.discoveryEnabled, wantDiscovery); assert.equal(!!game.techTokens, wantTech); assert.equal(!!game.strongholdCards, wantStrongholds); assert.ok(classicNexusModulesProfile(game)); const initial = structuredClone(game); if (game.status === 'lobby') game = withClassicDiscoveryNexusLottery(() => initializeNexusGameForAudit(game)); const setup = structuredClone(game); game = advanceHomeworldClassicDiscoveryNexus(game, state => state.status === 'playing', actions); const afterSetup = structuredClone(game); homeworldClassicDiscoveryNexusInventory(afterSetup); game = advanceHomeworldClassicDiscoveryNexus(game, state => state.phase === 1 && homeworldClassicDiscoveryNexusClean(state), actions); const firstStorm = structuredClone(game); const plan = planOriginalSpice(game, wantDiscovery); orderOriginalSpice(game, plan, options); // The physical token lottery must surround the real Spice Blow action. if (wantDiscovery) for (let count = 0; !game.discoveries!.tokens.some(token => token.face === 'cistern' && token.status === 'placed') && count < 100; count++) { const step = nextHomeworldClassicDiscoveryNexusStep(game); assert.ok(step); actions.push(structuredClone(step)); game = withClassicDiscoveryNexusToken(game, 'cistern', () => applyAction(game, step.actor, step.action)); } const afterBlow = structuredClone(game), blowKey = location(plan.blow.territory, plan.blow.sector); const amount = game.advanced ? 3 : 2, elite = game.advanced ? 1 : 0; game = advanceHomeworldClassicDiscoveryNexus(game, state => state.phase === 5 && homeworldClassicDiscoveryNexusClean(state), actions); const beforeShipment = structuredClone(game), shipments: HomeworldClassicDiscoveryNexusShipment[] = []; let afterShipments: Game | null = null; for (let count = 0; game.phase === 5 && count < 240; count++) { const actor = game.active; if (homeworldClassicDiscoveryNexusClean(game) && actor && !shipments.some(row => row.actor === actor) && (actor === collector || actor === victim)) { const total = actor === collector ? amount : 2, starred = actor === collector ? elite : 0; const sources = nativeShipmentSources(viewGame(game, actor), total, starred); assert.ok(sources, `Original ${actor} native reserve sources must cover ${total} physical counters.`); const target = actor === collector ? plan.parent : plan.blow; const shipment: HomeworldClassicDiscoveryNexusShipment = { actor, amount: total, elite: starred, territory: target.territory, sector: target.sector, homeworldSources: sources, cost: reserveShipmentCost({ faction: homeworldClassicDiscoveryNexusPlayer(game, actor).faction, halfRate: false }, territory(target.territory).type, total) }; shipments.push(shipment); game = applyHomeworldClassicDiscoveryNexusStep(game, { actor, action: { type: 'ship', territory: target.territory, sector: target.sector, amount: total, elite: starred, allyPayment: 0, homeworldSources: sources } }, actions); if (shipments.length === 2) afterShipments = structuredClone(game); } else { const step = nextHomeworldClassicDiscoveryNexusStep(game); assert.ok(step); game = applyHomeworldClassicDiscoveryNexusStep(game, step, actions); } } assert.equal(shipments.length, 2); assert.ok(afterShipments, 'Both original native shipments must be declared.'); game = advanceHomeworldClassicDiscoveryNexus(game, state => state.phase === 7 && homeworldClassicDiscoveryNexusClean(state), actions); const collection = structuredClone(game); const token = game.discoveries?.tokens.find(candidate => candidate.face === 'cistern')?.id ?? null; if (token) { if (viewGame(game, collector).discoveries!.canInspect.includes(token)) game = applyHomeworldClassicDiscoveryNexusStep(game, { actor: collector, action: { type: 'discovery', token, reveal: false } }, actions); assert.ok(viewGame(game, collector).discoveries!.canReveal.includes(token), 'The finder holding the parent-board army may reveal the placed original token.'); game = applyHomeworldClassicDiscoveryNexusStep(game, { actor: collector, action: { type: 'discovery', token, reveal: true } }, actions); } const firstMentat = finishHomeworldClassicDiscoveryNexusMentat(game, actions); game = firstMentat.after; assert.equal(game.turn, 2); homeworldClassicDiscoveryNexusInventory(game); return { initial, setup, afterSetup, firstStorm, afterBlow, beforeShipment, afterShipments, collection, firstMentat, game, collector, victim, fremen: game.players.find(player => player.faction === 'fremen')?.id ?? null, token, parent: plan.parent.territory, parentSector: plan.parent.sector, blowKey, blowAmount: plan.blow.amount, wormTerritory: plan.blow.territory, wormSource: blowKey, amount, elite, shipments, actions, staging: [ 'Original Homeworld + Nexus opt-in with no Skills; original native setup retained.', wantDiscovery ? 'Original seven Spice Cards/eight Discovery tokens; the Cistern supply lottery is selected around the real blow.' : 'Original plain Spice deck; this composition has no Great Maker card at all.', 'Conserved original unplayed Spice order only: the printed blow, the Advanced second pile, and the turn-two worm/Great Maker, each kept out of the actual storm.', 'Only real source-qualified native reserve shipments place the two board armies; no wallet, clock, casualty or outcome is assigned.'] }; } /** Enter or decline the real encounter without silently voting, riding or paying. */ export function openHomeworldClassicDiscoveryNexusEncounter(fixture: HomeworldClassicDiscoveryNexusFixture, enter = true): Game { let game = fixture.game; if (game.decision?.kind === 'discoveryEntry') game = enter ? enterHomeworldClassicDiscoveryNexus(game, fixture.collector, fixture.actions) : applyHomeworldClassicDiscoveryNexusStep(game, { actor: fixture.collector, action: { type: 'decision', event: game.decision.event, accept: false } }, fixture.actions); return advanceHomeworldClassicDiscoveryNexus(game, state => fixture.token ? state.greatMaker?.stage === 'vote' : !!state.nexus, fixture.actions); } export function voteHomeworldClassicDiscoveryNexus(game: Game, votes: readonly boolean[], actions?: HomeworldClassicDiscoveryNexusStep[]): Game { for (const yes of votes) { assert.equal(game.decision?.kind, 'greatMakerVote'); game = applyHomeworldClassicDiscoveryNexusStep(game, { actor: game.decision!.player, action: { type: 'decision', event: game.decision!.event, yes } }, actions); } return game; } /** Real settled alliance, then the single original closing Nexus draw. */ export function closeHomeworldClassicDiscoveryNexusAlliance(fixture: HomeworldClassicDiscoveryNexusFixture, game: Game, card: 'guild' | 'ecaz' = 'ecaz'): { alliance: Game; drawing: Game; after: Game; draw: Action } { game = advanceHomeworldClassicDiscoveryNexus(game, state => state.nexus && !state.spiceWindow && !state.spiceResolution && homeworldClassicDiscoveryNexusClean(state), fixture.actions); assert.ok(fixture.fremen, 'A settled alliance needs two original seated owners.'); for (const [actor, target] of [[fixture.victim, fixture.fremen], [fixture.fremen, fixture.victim]]) game = applyHomeworldClassicDiscoveryNexusStep(game, { actor, action: { type: 'alliance', target } }, fixture.actions); const alliance = structuredClone(game); game = advanceHomeworldClassicDiscoveryNexus(game, state => state.nexusCards!.phase?.stage === 'drawing', fixture.actions); const deck = game.nexusCards!.cards!.deck, index = deck.indexOf(card); assert.ok(index >= 0); deck.unshift(deck.splice(index, 1)[0]); fixture.staging.push(`Ordered the conserved original undealt ${card} Nexus singleton before its real closing draw; no hand assigned.`); const drawing = structuredClone(game); const draw: Action = { type: 'nexusCardChoice', turn: game.turn, card: game.nexusCards!.cards!.hands[fixture.collector], choice: 'draw', ownRedraws: 0 }; game = applyHomeworldClassicDiscoveryNexusStep(game, { actor: fixture.collector, action: draw }, fixture.actions); return { alliance, drawing, after: game, draw }; }