import assert from 'node:assert/strict'; import test from 'node:test'; import { applyAction, viewGame, type Action, type Game } from '../game/engine'; import { botActions } from '../game/bots'; import type { Difficulty } from '../game/bot-profiles'; import { actOrnithopterEmperorWorld as act, createOrnithopterEmperorWorldFixture as fixture, ornithopterEmperorWorldPlayer as p, ornithopterEmperorWorldArmy as army, ornithopterEmperorWorldInventory as inventory, ornithopterEmperorWorldReload as reload, ornithopterEmperorWorldMove as worldMove, ornithopterEmperorGroundMove as groundMove, settleOrnithopterEmperorWorld as settle } from './fixture-ornithopter-emperor-world'; function reject(game: Game, actor: string, action: Action) { const before = structuredClone(game); assert.throws(() => applyAction(game, actor, action)); assert.deepEqual(game, before); } function aggregate(game: Game, owner: string) { const own = p(game, owner); return { reserves: own.reserves, tanks: own.tanks, eliteReserves: own.elites!.reserves, eliteTanks: own.elites!.tanks, spice: own.spice }; } function completed(f: ReturnType, game: Game) { assert.equal(game.ornithopter ?? null, null); assert.equal(game.discard.filter(card => card.id === f.card).length, 1); assert.equal(p(game, f.owner).hand.some(card => card.id === f.card), false); assert.equal(game.pendingTreacheryDiscard ?? null, null); assert.deepEqual(inventory(game), f.original); } void test('public Advanced Emperor World source pays for its original cache card and typed ground army without Semuta', () => { const f = fixture(); assert.equal(f.initial.status, 'lobby'); assert.equal(f.setup.status, 'setup'); assert.equal(Boolean(f.game.semutaPreview), false); const optIn = f.sourceActions.findIndex(step => step.action.type === 'homeworlds' && step.action.enabled); const ready = f.sourceActions.findIndex(step => step.action.type === 'ready'); assert.ok(optIn >= 0 && optIn < ready); assert.equal(f.sourceCounts.setup, f.setupActions.length); assert.equal(f.sourceCounts.source, f.sourceActions.length); assert.equal(f.sourceCounts.acquisition, f.acquisition.steps.length); assert.ok(f.shipment); assert.equal(f.acquisition.bid.actor, f.owner); assert.equal(f.acquisition.bid.action.amount, 1); assert.equal(p(f.acquisition.before, f.owner).spice - p(f.acquisition.after, f.owner).spice, 1); assert.equal(p(f.shipment.before, f.owner).spice - p(f.shipment.after, f.owner).spice, 2); assert.deepEqual(army(f.afterSetup, 'homeworld:emperor'), { normal: 15, elite: 0 }); assert.deepEqual(army(f.game, 'homeworld:emperor'), { normal: 14, elite: 0 }); assert.deepEqual(army(f.game, 'homeworld:emperor:salusa'), { normal: 0, elite: 5 }); assert.equal(p(f.game, f.owner).forces[f.source], 1); assert.equal(p(f.game, f.owner).moved, 0); assert.deepEqual(inventory(f.game), f.original); }); void test('World first then real ground second share one physical two-group flight and earn only its completed extra credit', () => { const f = fixture(), before = aggregate(f.game, f.owner); let game = settle(act(reload(f.game), f.owner, worldMove(f.game, 'homeworld:emperor', 1, 0, 'twoGroups'))); assert.equal(game.ornithopter?.completed, 1); assert.equal(game.ornithopter?.homeworldCohort, true); assert.equal(p(game, f.owner).moved, 1); assert.equal(p(game, f.owner).ornithopterExtraMoves ?? 0, 0); assert.deepEqual(aggregate(game, f.owner), before); assert.deepEqual(army(game, 'homeworld:emperor:salusa'), { normal: 1, elite: 5 }); const event = game.ornithopter!.event, second = groundMove(game); assert.equal(second.ornithopterEvent, event); game = settle(act(game, f.owner, second)); completed(f, game); assert.equal(p(game, f.owner).moved, 2); assert.equal(p(game, f.owner).ornithopterExtraMoves, 1); assert.equal(p(game, f.owner).forces[f.source] ?? 0, 0); assert.equal(p(game, f.owner).forces[f.groundDestination], 1); assert.deepEqual(aggregate(game, f.owner), before); }); void test('ground first then World second uses the original typed World cohort and discards once after the last World group', () => { const f = fixture(), before = aggregate(f.game, f.owner); let game = settle(act(reload(f.game), f.owner, groundMove(f.game, 'twoGroups'))); assert.equal(game.ornithopter?.completed, 1); assert.equal(game.ornithopter?.homeworldCohort, true); const last = worldMove(game, 'homeworld:emperor:salusa', 0, 1); assert.equal(last.ornithopterEvent, game.ornithopter!.event); assert.equal(last.movementCard, undefined); game = settle(act(game, f.owner, last)); completed(f, game); assert.deepEqual(army(game, 'homeworld:emperor'), { normal: 14, elite: 1 }); assert.deepEqual(army(game, 'homeworld:emperor:salusa'), { normal: 0, elite: 4 }); assert.deepEqual(aggregate(game, f.owner), before); assert.equal(p(game, f.owner).moved, 2); assert.equal(p(game, f.owner).ornithopterExtraMoves, 1); }); void test('two World groups cannot reuse arriving normals and may move only the original Salusa stars after a typed merge', () => { const f = fixture({ groundArmy: false }), before = aggregate(f.game, f.owner); assert.equal(p(f.game, f.owner).shipped, false); let game = settle(act(reload(f.game), f.owner, worldMove(f.game, 'homeworld:emperor', 15, 0, 'twoGroups'))); assert.equal(p(game, f.owner).shipped, true); assert.equal(p(game, f.owner).moved, 1); assert.deepEqual(army(game, 'homeworld:emperor:salusa'), { normal: 15, elite: 5 }); reject(game, f.owner, worldMove(game, 'homeworld:emperor:salusa', 1, 0)); game = settle(act(game, f.owner, worldMove(game, 'homeworld:emperor:salusa', 0, 1))); completed(f, game); assert.deepEqual(army(game, 'homeworld:emperor'), { normal: 0, elite: 1 }); assert.deepEqual(army(game, 'homeworld:emperor:salusa'), { normal: 15, elite: 4 }); assert.deepEqual(aggregate(game, f.owner), before); assert.equal(p(game, f.owner).moved, 2); assert.equal(p(game, f.owner).ornithopterExtraMoves, 1); }); void test('range-three World use completes its single native route without creating a foreign World or Arrakis route', () => { const f = fixture({ groundArmy: false }), first = worldMove(f.game, 'homeworld:emperor', 1, 0, 'range3'); reject(f.game, f.owner, { ...first, origin: 'homeworld:atreides' }); reject(f.game, f.owner, { ...first, destination: 'homeworld:atreides' }); reject(f.game, f.owner, { ...first, territory: 'imperial_basin', sector: 9 }); const before = aggregate(f.game, f.owner), game = settle(act(reload(f.game), f.owner, first)); completed(f, game); assert.equal(p(game, f.owner).moved, 1); assert.equal(p(game, f.owner).ornithopterExtraMoves ?? 0, 0); assert.equal(p(game, f.owner).shipped, true); assert.deepEqual(aggregate(game, f.owner), before); assert.deepEqual(army(game, 'homeworld:emperor:salusa'), { normal: 1, elite: 5 }); reject(game, f.owner, worldMove(game, 'homeworld:emperor:salusa', 0, 1)); }); void test('stale foreign and forged World flight packets reject before movement or printed-card cost', () => { const f = fixture(), first = worldMove(f.game, 'homeworld:emperor', 1, 0, 'twoGroups'); reject(f.game, f.observer, first); reject(f.game, f.owner, { ...first, event: 'old-world-custody' }); reject(f.game, f.owner, { ...first, movementCard: 'foreign-card' }); reject(f.game, f.owner, { ...first, ornithopter: 'both' }); let game = settle(act(reload(f.game), f.owner, first)); const next = worldMove(game, 'homeworld:emperor:salusa', 0, 1); reject(game, f.owner, { ...next, ornithopterEvent: 'old-flight' }); reject(game, f.owner, { ...next, event: first.event }); reject(game, f.owner, { ...next, movementCard: f.card, ornithopter: 'twoGroups' }); game = settle(act(game, f.owner, next)); completed(f, game); }); void test('ending after one real World group disposes the physical flight without inventing a completed extra move', () => { const f = fixture({ groundArmy: false }); let game = settle(act(reload(f.game), f.owner, worldMove(f.game, 'homeworld:emperor', 1, 0, 'twoGroups'))); assert.equal(game.ornithopter?.completed, 1); assert.equal(p(game, f.owner).ornithopterExtraMoves ?? 0, 0); game = settle(act(game, f.owner, { type: 'endMovement' })); completed(f, game); assert.notEqual(game.active, f.owner); assert.equal(p(game, f.owner).moved, 1); assert.equal(p(game, f.owner).ornithopterExtraMoves ?? 0, 0); assert.deepEqual(army(game, 'homeworld:emperor:salusa'), { normal: 1, elite: 5 }); }); void test('original dealt Hajr follows the completed World flight and grants one separate ordinary World movement', () => { const f = fixture({ groundArmy: false, hajr: true }); assert.ok(f.hajr); let game = settle(act(reload(f.game), f.owner, worldMove(f.game, 'homeworld:emperor', 1, 0, 'twoGroups'))); game = settle(act(game, f.owner, worldMove(game, 'homeworld:emperor:salusa', 0, 1))); completed(f, game); game = settle(act(game, f.owner, { type: 'card', card: f.hajr })); game = settle(act(game, f.owner, worldMove(game, 'homeworld:emperor', 0, 1))); assert.equal(p(game, f.owner).moved, 3); assert.equal(p(game, f.owner).ornithopterExtraMoves, 1); assert.equal(game.discard.filter(card => card.id === f.card).length, 1); assert.equal(game.discard.filter(card => card.id === f.hajr).length, 1); assert.deepEqual(army(game, 'homeworld:emperor'), { normal: 14, elite: 0 }); assert.deepEqual(army(game, 'homeworld:emperor:salusa'), { normal: 1, elite: 5 }); assert.deepEqual(inventory(game), f.original); }); void test('all four minimal policies start and legally finish an owned World flight without a fabricated ground route', () => { const f = fixture({ groundArmy: false }); for (const difficulty of ['Easy', 'Medium', 'Hard', 'Brutal'] satisfies Difficulty[]) { const view = viewGame(f.game, f.owner); view.players.find(player => player.id === f.owner)!.bot = difficulty; const first = botActions(view).find(action => action.type === 'emperorHomeworldMove' && action.movementCard === f.card); assert.ok(first, `${difficulty} supplies the printed owned World flight option`); let game = settle(act(reload(f.game), f.owner, first)); if (game.ornithopter) { const pending = viewGame(game, f.owner); pending.players.find(player => player.id === f.owner)!.bot = difficulty; const next = botActions(pending).find(action => action.type === 'emperorHomeworldMove' && action.ornithopterEvent === game.ornithopter!.event) ?? botActions(pending).find(action => action.type === 'endMovement'); assert.ok(next); game = settle(act(game, f.owner, next)); } completed(f, game); assert.equal(p(game, f.owner).reserves, p(f.game, f.owner).reserves); assert.equal(p(game, f.owner).tanks, 0); } });