import assert from 'node:assert/strict'; import test from 'node:test'; import { applyAction, viewGame, type Action, type Game } from '../game/engine'; import { territory } from '../game/board'; import { botGroundMoveAllowed, groundMoveRouteDistance } from '../game/bot-mobility'; import { botActions } from '../game/bots'; import { DIFFICULTIES } from '../game/bot-profiles'; import { planetologistLeader } from '../game/planetologist-movement'; import { presenceAt } from '../game/force-presence'; import { actPlanetologistNoField as act, createPlanetologistNoFieldFixture as fixture, finishPlanetologistNoField as finish, movePlanetologistNoField as move, planetologistNoFieldInventory as inventory, planetologistNoFieldPhysical as physical, planetologistNoFieldPlayer as player, type PlanetologistNoFieldFixture, } from './fixture-planetologist-no-field'; function rejected(game: Game, actor: string, action: Action) { const before = structuredClone(game); assert.throws(() => applyAction(game, actor, action)); assert.deepEqual(game, before); } function source(f: PlanetologistNoFieldFixture) { assert.equal(f.game.status, 'playing'); assert.equal(f.game.advanced, f.advanced); assert.equal(f.game.turn, f.companions ? 2 : 1); assert.equal(f.game.phase, 5); assert.equal(f.game.active, f.actor); assert.deepEqual(f.game.expansions, ['choam']); assert.deepEqual(f.game.players.map(seat => seat.faction), ['richese', 'atreides', 'emperor']); assert.ok(f.game.leaderSkills); assert.ok(!f.game.homeworlds && !f.game.nexusCards && !f.game.techTokens && !f.game.strongholdCards && !f.game.discoveryEnabled && !f.game.ecazTreachery); assert.equal(f.game.phaseOpening ?? null, null); assert.equal(f.game.response ?? null, null); assert.equal(f.game.decision ?? null, null); assert.equal(f.game.pendingTreacheryDiscard ?? null, null); assert.ok(f.actions.some(step => step.action.type === 'moduleOption' && step.action.module === 'leaderSkills' && step.action.enabled === true)); assert.ok(f.actions.some(step => step.action.type === 'start')); assert.ok(f.actions.some(step => step.actor === f.actor && step.action.type === 'leaderSkill' && step.action.skill === 'planetologist' && step.action.leader === f.trainer)); assert.equal(planetologistLeader(f.game, f.actor), f.trainer); assert.equal(player(f.game, f.actor).shipped, true); assert.equal(player(f.game, f.actor).moved, 0); assert.equal(player(f.game, f.actor).forces[f.source] ?? 0, f.companions); assert.equal(territory(f.sourceLocation.territory).type, 'rock'); assert.equal(territory(f.target.territory).type, 'rock'); assert.equal(player(f.game, f.actor).noField!.deployed!.tokenId, f.token.id); assert.equal(player(f.game, f.actor).noField!.lastShipped, f.token.id); assert.deepEqual(player(f.game, f.actor).noField!.deployed!.location, f.sourceLocation); assert.equal(player(f.game, f.actor).noField!.tokens.find(token => token.id === f.token.id)!.value, f.value); assert.equal(f.shipmentStep.action.type, 'ship'); assert.equal(f.shipmentStep.action.noField, f.token.id); assert.equal(f.shipmentStep.action.territory, f.sourceLocation.territory); assert.equal(player(f.beforeShipment, f.actor).spice - player(f.game, f.actor).spice, 2); assert.equal(player(f.beforeShipment, f.actor).reserves, player(f.game, f.actor).reserves); const view = viewGame(f.game, f.actor), me = view.players.find(seat => seat.id === f.actor)!; assert.equal(groundMoveRouteDistance(view, me, f.source, f.targetLocation), 2); assert.equal(groundMoveRouteDistance(view, me, f.source, f.tooFarLocation), 3); assert.equal(botGroundMoveAllowed(view, me, f.source, f.targetLocation, 0), false); assert.equal(botGroundMoveAllowed(view, me, f.source, f.targetLocation, 0, 'range'), true); assert.equal(botGroundMoveAllowed(view, me, f.source, f.tooFarLocation, 0, 'range'), false); if (f.companions) { assert.ok(f.companionShipment); assert.equal(f.companionShipment.before.turn, 1); assert.equal(f.companionShipment.step.action.type, 'ship'); assert.equal(f.companionShipment.step.action.amount, f.companions); assert.equal(player(f.companionShipment.after, f.actor).forces[f.source], f.companions); assert.equal(player(f.companionShipment.before, f.actor).reserves - player(f.companionShipment.after, f.actor).reserves, f.companions); assert.ok(f.actions.some(step => step.actor === f.actor && step.action.type === 'endMovement')); } else assert.equal(f.companionShipment, null); assert.equal(f.sourceActionCount, f.actions.length); assert.deepEqual(inventory(f.game), f.originalInventory); } function moved(f: PlanetologistNoFieldFixture, game: Game) { const before = player(f.game, f.actor), after = player(game, f.actor); assert.deepEqual(after.noField!.tokens, f.originalNoField.tokens); assert.equal(after.noField!.lastShipped, f.originalNoField.lastShipped); assert.deepEqual(after.noField!.deployed, { ...f.originalNoField.deployed!, location: f.target }); assert.notEqual(after.noFieldEvent, f.originalEvent); assert.equal(after.moved, before.moved + 1); assert.equal(after.shipped, true); assert.equal(after.reserves, before.reserves); assert.equal(after.tanks, before.tanks); assert.equal(after.spice, before.spice); assert.equal(after.forces[f.source] ?? 0, 0); assert.equal(after.forces[f.targetLocation] ?? 0, f.companions); assert.equal(presenceAt(after, f.target.territory), 1 + f.companions, 'Every concealed denomination remains one marker beside only the actual selected counters'); assert.equal(planetologistLeader(game, f.actor), f.trainer); assert.deepEqual(game.leaderSkills, f.game.leaderSkills); assert.deepEqual(after.leaders, before.leaders); assert.deepEqual(after.hand, before.hand); const observed = viewGame(game, f.observer).richeseNoField!; assert.equal(observed.private, null); assert.deepEqual(observed.public.deployed, { controller: f.actor, location: f.target, effectiveForces: 1 }); assert.deepEqual(inventory(game), f.originalInventory); } for (const advanced of [false, true]) for (const value of [0, 3, 5] as const) for (const companions of [0, 1] as const) { void test(`public ${advanced ? 'Advanced' : 'Basic'} concealed${value} ${companions ? 'with a genuinely shipped companion' : 'marker-only'} moves distance two through its original Planetologist`, () => { const f = fixture({ advanced, value, companions }); source(f); rejected(f.game, f.actor, f.ordinary); rejected(f.game, f.actor, f.tooFarAction); const before = structuredClone(f.game); let game = move(f); assert.deepEqual(f.game, before); moved(f, game); if (!companions) assert.deepEqual(physical(game), f.originalPhysical, 'Marker-only movement does not materialize any physical force, change a wallet or consume a card'); rejected(game, f.actor, f.action); const relocated = structuredClone(player(game, f.actor).noField), newEvent = player(game, f.actor).noFieldEvent; const continuation: { actor: string; action: Action }[] = []; game = finish(f, game, continuation); assert.equal(game.turn, f.game.turn); assert.equal(game.phase, 7); assert.ok(continuation.some(step => step.actor === f.actor && step.action.type === 'endMovement')); moved(f, game); assert.deepEqual(player(game, f.actor).noField, relocated); assert.equal(player(game, f.actor).noFieldEvent, newEvent); }); } void test('original Planetologist marker movement rejects foreign or stale selections and keeps unsupported route combinations fenced', () => { const f = fixture(); source(f); rejected(f.game, f.opponent, f.action); rejected(f.game, f.actor, { ...f.action, event: 'stale-native-marker-event' }); const other = player(f.game, f.actor).noField!.tokens.find(token => token.id !== f.token.id)!; rejected(f.game, f.actor, { ...f.action, noField: other.id }); rejected(f.game, f.actor, { ...f.action, forces: { 'arrakeen:10': 1 } }); rejected(f.game, f.actor, { ...f.action, planetologist: 'gather' }); rejected(f.game, f.actor, { ...f.action, planetologist: { leader: f.trainer, mode: 'range' } }); rejected(f.game, f.actor, { ...f.action, discoveryFlight: { event: 'foreign-flight' } }); rejected(f.game, f.actor, { ...f.action, ornithopterEvent: 'foreign-card-movement' }); assert.deepEqual(physical(f.game), f.originalPhysical); assert.deepEqual(player(f.game, f.actor).noField, f.originalNoField); assert.equal(player(f.game, f.actor).noFieldEvent, f.originalEvent); assert.deepEqual(inventory(f.game), f.originalInventory); }); void test('controlled eligibility supplements deny No-Field extra range after the native trainer is dead or captured', () => { const f = fixture(); source(f); // These deliberately controlled eligibility inputs do not claim a played // death/capture chronology; the public positive sources above remain intact. for (const state of ['dead', 'captured'] as const) { const controlled = structuredClone(f.game), leader = player(controlled, f.actor).leaders.find(disc => disc.id === f.trainer)!; if (state === 'dead') leader.dead = true; else leader.capturedBy = f.observer; assert.equal(planetologistLeader(controlled, f.actor), null); rejected(controlled, f.actor, f.action); } assert.deepEqual(physical(f.game), f.originalPhysical); }); void test('all four minimal policies offer a legal boosted original No-Field move', () => { for (const advanced of [false, true]) for (const value of [0, 3, 5] as const) { const f = fixture({ advanced, value }); source(f); for (const difficulty of DIFFICULTIES) { const view = viewGame(f.game, f.actor); view.players.find(seat => seat.id === f.actor)!.bot = difficulty; const candidates = botActions(view).filter(action => action.type === 'move' && action.planetologist === 'range' && action.noField === f.token.id); assert.ok(candidates.length, `${difficulty} offers an actual boosted concealed${value} candidate`); const action = candidates[0]; assert.equal(typeof action.territory, 'string'); assert.equal(typeof action.sector, 'number'); const destination = { territory: action.territory as string, sector: action.sector as number }; assert.deepEqual(action.forces, {}); assert.equal(action.event, f.originalEvent); const me = view.players.find(seat => seat.id === f.actor)!; assert.equal(groundMoveRouteDistance(view, me, f.source, `${destination.territory}:${destination.sector}`), 2); const game = act(f.game, f.actor, action), after = player(game, f.actor); assert.equal(after.noField!.deployed!.tokenId, f.token.id); assert.deepEqual(after.noField!.deployed!.location, destination); assert.equal(after.noField!.lastShipped, f.token.id); assert.equal(after.reserves, player(f.game, f.actor).reserves); assert.equal(after.spice, player(f.game, f.actor).spice); assert.deepEqual(after.forces, player(f.game, f.actor).forces); assert.equal(after.moved, 1); assert.deepEqual(inventory(game), f.originalInventory); } } });