import assert from 'node:assert/strict'; import test from 'node:test'; import { viewGame, type Game } from '../game/engine'; import { botActions } from '../game/bots'; import { DIFFICULTIES } from '../game/bot-profiles'; import { act, advanceAlliedCompanions as advance, clean, createNoFieldAlliedCompanionsFixture as fixture, inventory, player } from './fixture-no-field-allied-companions'; function ship(f: ReturnType): Game { const before = structuredClone(f.game); let game = act(f.game, f.actor, f.ship); assert.deepEqual(f.game, before); if (game.response) assert.equal(game.response.kind, 'richeseNoField'); game = advance(game, state => clean(state) && !state.pendingShipment); const own = player(game, f.actor); assert.equal(player(before, f.actor).spice - own.spice, 4 - f.allyPayment); assert.equal(own.reserves, player(before, f.actor).reserves - f.companions); assert.equal(own.forces['imperial_basin:9'], f.baseline + f.companions); assert.equal(own.noField!.deployed!.tokenId, f.token); const warning = viewGame(game, f.actor).basicAlliedShipment; assert.ok(warning); assert.equal(warning.normal, f.companions); assert.equal(warning.elite, 0); assert.equal(warning.noField, true); assert.equal(viewGame(game, f.ally).basicAlliedShipment, null); assert.equal(viewGame(game, f.ally).richeseNoField?.private, null); assert.deepEqual(inventory(game), f.original); return game; } for (const value of [0, 3, 5] as const) { void test(`Basic allied paid companion and marker ${value} may leave together`, () => { const f = fixture(value); let game = ship(f); const event = player(game, f.actor).noFieldEvent; assert.ok(event); game = act(game, f.actor, {type: 'move', noField: f.token, event, forces: {'imperial_basin:9': f.companions}, territory: 'polar_sink', sector: 0}); game = advance(game, clean); assert.deepEqual(player(game, f.actor).noField!.deployed!.location, {territory: 'polar_sink', sector: 0}); assert.equal(viewGame(game, f.actor).basicAlliedShipment, null); game = act(game, f.actor, {type: 'endMovement'}); assert.ok(player(game, f.actor).noField!.deployed); assert.equal(player(game, f.actor).forces['imperial_basin:9'], f.baseline); assert.equal(player(game, f.actor).forces['polar_sink:0'], f.companions); assert.equal(player(game, f.ally).forces['imperial_basin:11'], 1); assert.deepEqual(inventory(game), f.original); }); void test(`Basic allied paid companion and marker ${value} remaining at turn end are lost`, () => { const f = fixture(value), game = ship(f), before = player(game, f.actor); const reserves = before.reserves, tanks = before.tanks, event = before.noFieldEvent; const after = act(game, f.actor, {type: 'endMovement'}); const own = player(after, f.actor), revealed = Math.min(value, reserves); assert.equal(own.noField!.deployed, null); assert.notEqual(own.noFieldEvent, event); assert.equal(own.noField!.lastShipped, f.token); assert.equal(own.reserves, reserves - revealed); assert.equal(own.tanks, tanks + revealed + f.companions); assert.equal(own.forces['imperial_basin:9'], f.baseline); assert.equal(player(after, f.ally).forces['imperial_basin:11'], 1); assert.equal(viewGame(after, f.actor).basicAlliedShipment, null); assert.deepEqual(inventory(after), f.original); }); } void test('voluntary reveal adds actual marker forces to the paid companion obligation', () => { const f = fixture(3); let game = ship(f); const event = player(game, f.actor).noFieldEvent; assert.ok(event); game = act(game, f.actor, {type: 'revealNoField', event, token: f.token}); const revealedEvent = player(game, f.actor).noFieldEvent; assert.equal(player(game, f.actor).forces['imperial_basin:9'], f.baseline + f.companions + 3); assert.equal(viewGame(game, f.actor).basicAlliedShipment?.normal, f.companions + 3); game = act(game, f.actor, {type: 'endMovement'}); assert.equal(player(game, f.actor).noFieldEvent, revealedEvent); assert.equal(player(game, f.actor).forces['imperial_basin:9'], f.baseline); assert.equal(player(game, f.actor).tanks, f.companions + 3); assert.equal(player(game, f.ally).forces['imperial_basin:11'], 1); assert.deepEqual(inventory(game), f.original); }); void test('opponent Karama cancels the combined invoice before payment or custody', () => { const f = fixture(3), before = structuredClone(f.game); let game = act(f.game, f.actor, f.ship); assert.equal(game.response?.kind, 'richeseNoField'); game = act(game, f.other, {type: 'card', mode: 'cancel', card: f.karama}); game = advance(game, state => clean(state) && !state.pendingShipment); assert.equal(player(game, f.actor).spice, player(before, f.actor).spice); assert.equal(player(game, f.actor).reserves, player(before, f.actor).reserves); assert.deepEqual(player(game, f.actor).noField, player(before, f.actor).noField); assert.equal(player(game, f.actor).shipped, false); assert.equal(player(game, f.actor).forces['imperial_basin:9'], f.baseline); assert.equal(player(game, f.ally).forces['imperial_basin:11'], 1); assert.deepEqual(game.aid, before.aid); assert.ok(game.basicAlliedShipment == null); assert.equal(game.discard.filter(card => card.id === f.karama).length, 1); assert.deepEqual(inventory(game), f.original); }); void test('each AI profile legally moves the marker and paid companion together without visitor losses', () => { const f = fixture(3), source = ship(f); for (const difficulty of DIFFICULTIES) { let game = structuredClone(source); const tanks = player(game, f.actor).tanks; const view = viewGame(game, f.actor); view.players.find(seat => seat.id === f.actor)!.bot = difficulty; const departure = botActions(view)[0]; assert.ok(departure, `${difficulty} must choose a legal departure`); assert.equal(departure.type, 'move'); assert.equal(departure.noField, f.token); assert.equal((departure.forces as Record)['imperial_basin:9'], f.companions); game = act(game, f.actor, departure); game = advance(game, clean); assert.notEqual(departure.territory, 'imperial_basin'); assert.deepEqual(player(game, f.actor).noField!.deployed!.location, {territory: departure.territory, sector: departure.sector}); assert.equal(viewGame(game, f.actor).basicAlliedShipment, null); for (let count = 0; game.phase === 5 && game.active === f.actor && count < 60; count++) { if (!clean(game)) { game = advance(game, clean); continue; } const nextView = viewGame(game, f.actor); nextView.players.find(seat => seat.id === f.actor)!.bot = difficulty; const next = botActions(nextView)[0]; assert.ok(next); game = act(game, f.actor, next); } assert.notEqual(game.active, f.actor, `${difficulty} must finish its visiting turn`); assert.equal(player(game, f.actor).tanks, tanks); assert.equal(player(game, f.ally).forces['imperial_basin:11'], 1); assert.deepEqual(inventory(game), f.original); } });