import assert from 'node:assert/strict'; import test from 'node:test'; import { viewGame, type Game } from '../game/engine'; import { act, createKullBattleSemutaFixture, inventory, player } from './fixture-kull-battle-semuta'; const reload = (game: Game): Game => JSON.parse(JSON.stringify(game)); type Fixture = ReturnType; const held = (game: Game, id: string, card: string) => player(game, id).hand.some(item => item.id === card); function attempt(f: Fixture) { const game = act(reload(f.game), f.actor, { type: 'card', mode: 'cancel', card: f.karama }); assert.equal(game.pendingKull?.stage, 'offer'); const choice = viewGame(game, f.reactor).kullReaction; assert.ok(choice); assert.ok(choice.plays.some(row => row.source === 'printed' && row.card.id === f.kull && !row.blocked), `Kull is missing in the actual Voice frame: ${JSON.stringify({ preLeader: game.battle?.preLeader, preparation: game.battle?.preparation, frame: game.pendingKull?.intent, resume: game.pendingKull?.resume })}`); assert.ok(held(game, f.actor, f.karama)); return game; } function declare(f: Fixture, game: Game) { const choice = viewGame(game, f.reactor).kullReaction; assert.ok(choice); const next = act(game, f.reactor, { type: 'kullDecision', event: choice.event, source: 'printed', card: f.kull }); assert.equal(next.pendingKull?.stage, 'counter'); return next; } function passResponsesUntilDiscard(game: Game) { for (let count = 0; count < 16 && !game.pendingTreacheryDiscard; count++) { assert.ok(game.response, 'The native Kull counter must finish before its discard.'); const actor = game.players.find(row => !game.response!.passed.includes(row.id)); assert.ok(actor); game = act(game, actor.id, { type: 'passResponse' }); } assert.equal(game.pendingTreacheryDiscard?.reaction?.stage, 'offer'); return game; } function react(game: Game, f: Fixture, expectedCard: string, claim: boolean) { const pending = game.pendingTreacheryDiscard; assert.ok(pending); const event = pending.batch.event; const hadSemuta = held(game, f.holder, f.semuta); assert.deepEqual(pending.batch.entries.map(entry => entry.card.id), [expectedCard]); if (claim) { assert.equal(viewGame(game, f.holder).semutaReaction?.canCommit, true); game = act(game, f.holder, { type: 'semutaCommit', event }); if (game.pendingTreacheryDiscard?.reaction?.stage === 'select') game = act(game, f.holder, { type: 'semutaSelect', event, card: expectedCard }); } else { for (let count = 0; game.pendingTreacheryDiscard?.batch.event === event && count < game.players.length; count++) { const reaction = game.pendingTreacheryDiscard!.reaction; assert.ok(reaction?.stage === 'offer'); const actor = game.players.find(row => !reaction.passed.includes(row.id)); assert.ok(actor); game = act(game, actor.id, { type: 'semutaPass', event }); } } assert.notEqual(game.pendingTreacheryDiscard?.batch.event, event); assert.equal(held(game, f.holder, expectedCard), claim); assert.equal(held(game, f.holder, f.semuta), claim ? false : hadSemuta); assert.deepEqual(inventory(game), f.originalCards); assert.throws(() => act(game, f.holder, { type: 'semutaCommit', event })); return game; } /** Finish only native responses and readiness, then seal real no-card plans. * This proves the same battle remains actionable without replaying its setup. */ function continueBattle(game: Game, f: Fixture, powerApplies: boolean) { for (let count = 0; game.response && count < 16; count++) { const actor = game.players.find(row => !game.response!.passed.includes(row.id)); assert.ok(actor); game = act(game, actor.id, { type: 'passResponse' }); } assert.equal(game.response, null); assert.ok(game.battle); assert.equal(game.battle.territory, f.target.territory); if (f.power === 'voice') assert.equal(!!game.battle.voice, powerApplies); else assert.equal(!!game.battle.prescience, powerApplies); for (let count = 0; game.battle?.preparation && count < 4; count++) { const preparation = game.battle.preparation; game = act(game, preparation.owner, preparation.kind === 'prescienceAnswer' ? { type: 'prescienceAnswer', value: 0 } : { type: 'declineBattlePower' }); } const event = game.battle!.event; for (const actor of [f.actor, f.owner]) { if (game.battle?.preLeader && !game.battle.preLeader.closed && !game.battle.preLeader.ready.includes(actor)) game = act(game, actor, { type: 'battlePreparationReady', event }); } for (const actor of [f.actor, f.owner]) { const leader = player(game, actor).leaders.find(row => !row.dead && !row.capturedBy); assert.ok(leader); game = act(game, actor, { type: 'battlePlan', leader: leader.id, dial: 0, support: 0 }); } assert.ok(game.battle?.plans[f.actor] && game.battle.plans[f.owner]); assert.equal(game.battle.event, event); for (const actor of [f.actor, f.owner]) game = act(game, actor, { type: 'traitorCall', call: false }); assert.equal(game.battle?.revealed, true); assert.deepEqual(inventory(game), f.originalCards); return game; } for (const claim of [false, true]) { void test(`Basic Kull stops Prescience Karama with one combatant ready and Semuta ${claim ? 'claims' : 'passes'} Kull`, () => { const f = createKullBattleSemutaFixture({ power: 'prescience', preReady: true }); assert.deepEqual(f.game.battle!.preLeader!.ready, [f.actor]); const pending = passResponsesUntilDiscard(declare(f, attempt(f))); assert.equal(pending.pendingTreacheryDiscard?.continuation.kind, 'kullSuccessDiscard'); assert.deepEqual(pending.battle!.preLeader!.ready, [f.actor]); const game = react(pending, f, f.kull, claim); assert.ok(held(game, f.actor, f.karama)); assert.deepEqual(game.battle!.preLeader!.ready, [f.actor]); continueBattle(game, f, true); }); } for (const claim of [false, true]) { void test(`Basic Prescience Kull counter preserves readiness and Semuta ${claim ? 'claims' : 'passes'} the counter`, () => { const f = createKullBattleSemutaFixture({ power: 'prescience', preReady: true }); const declared = declare(f, attempt(f)); let game = act(declared, f.counterOwner, { type: 'card', mode: 'cancel', card: f.counter }); assert.equal(game.pendingTreacheryDiscard?.continuation.kind, 'kullCounterDiscard'); assert.deepEqual(game.battle!.preLeader!.ready, [f.actor]); game = react(game, f, f.counter, claim); if (game.pendingTreacheryDiscard) game = react(game, f, f.karama, !claim); assert.equal(game.pendingKull, null); assert.equal(held(game, f.actor, f.karama), false); assert.deepEqual(game.battle!.preLeader!.ready, [f.actor]); continueBattle(game, f, false); }); } for (const claim of [false, true]) { void test(`Basic Kull stops battle Karama and Semuta ${claim ? 'claims' : 'passes'} Kull`, () => { const f = createKullBattleSemutaFixture(); const pending = passResponsesUntilDiscard(declare(f, attempt(f))); assert.equal(pending.pendingTreacheryDiscard?.continuation.kind, 'kullSuccessDiscard'); assert.ok(held(pending, f.actor, f.karama)); const game = react(pending, f, f.kull, claim); assert.ok(held(game, f.actor, f.karama)); assert.equal(game.pendingKull, null); assert.ok(viewGame(game, f.actor).karamaBlocked); continueBattle(game, f, true); }); } void test('declining Kull permits the original battle Karama and its fresh Semuta reaction', () => { const f = createKullBattleSemutaFixture(); let game = attempt(f); const event = game.pendingKull!.event; game = act(game, f.reactor, { type: 'kullDecision', event, decline: true }); assert.equal(game.pendingTreacheryDiscard?.reaction?.stage, 'offer'); assert.equal(game.pendingTreacheryDiscard?.continuation.kind, 'karamaCombatDiscard'); game = react(game, f, f.karama, true); assert.ok(held(game, f.reactor, f.kull)); assert.equal(game.pendingKull, null); continueBattle(game, f, false); }); for (const claim of [false, true]) { void test(`a distinct counter stops battle Kull, then Semuta ${claim ? 'claims' : 'passes'} the counter`, () => { const f = createKullBattleSemutaFixture(); const declared = declare(f, attempt(f)); assert.ok(viewGame(declared, f.counterOwner).responseControls?.cancelCards.includes(f.counter)); let game = act(declared, f.counterOwner, { type: 'card', mode: 'cancel', card: f.counter }); assert.equal(game.pendingTreacheryDiscard?.continuation.kind, 'kullCounterDiscard'); assert.ok(held(game, f.reactor, f.kull)); game = react(game, f, f.counter, claim); assert.ok(held(game, f.reactor, f.kull)); // The original attempted Karama is a separate fresh discard if its native // combat cost resumes. It cannot reuse the already-spent Semuta card. if (game.pendingTreacheryDiscard) game = react(game, f, f.karama, !claim); assert.equal(game.pendingKull, null); assert.equal(held(game, f.actor, f.karama), false); continueBattle(game, f, false); }); }