import assert from 'node:assert/strict'; import test from 'node:test'; import { applyAction, handLimit, viewGame, type Action, type Game } from '../game/engine'; import { SEMUTA_DRUG_ID } from '../game/semuta-drug'; import { actSaphoCharityOrder as act, advanceSaphoCharityOrder as advance, createSaphoCharitySemutaFixture as fixture, reactSaphoCharitySemuta as react, saphoCharityOrderClean as clean, saphoCharityOrderInventory as inventory, saphoCharityOrderPlayer as player, } from './fixture-sapho-charity-order'; function reject(game: Game, actor: string, action: Action) { const before = structuredClone(game); assert.throws(() => applyAction(game, actor, action)); assert.deepEqual(game, before); } /** CONTROLLED supplemental custody: the inherited setup conserves original * Sapho/Semuta cards rather than earning their purchase, then only the one * physical Sapho is transferred to the eventual native Charity claimant. If * that hand is full, one ordinary held card is exchanged to the donor so both * retain legal hand counts. The bribe, Charity claim and all later actions are * executed by the real engine. */ function claimedSource() { const f = fixture(); assert.equal(f.nativeAcquisition, false); assert.ok(f.staging.some(row => row.includes('CONTROLLED'))); const originalQueue = f.game.charityOrder!.remaining; const actor = originalQueue.slice(0, -1).find(id => id !== f.holder && id !== f.owner); assert.ok(actor, 'A non-Semuta, non-donor claimant retains a later opportunity'); let game = advance(structuredClone(f.game), state => clean(state) && state.phase === 2 && state.charityOrder?.remaining[0] === actor); const donor = player(game, f.owner), claimant = player(game, actor); const index = donor.hand.findIndex(card => card.id === f.card); assert.ok(index >= 0); const [sapho] = donor.hand.splice(index, 1); if (claimant.hand.length >= handLimit(claimant)) { const swap = claimant.hand.findIndex(card => card.id !== SEMUTA_DRUG_ID); assert.ok(swap >= 0); donor.hand.push(...claimant.hand.splice(swap, 1)); } claimant.hand.push(sapho); assert.ok(donor.hand.length <= handLimit(donor)); assert.ok(claimant.hand.length <= handLimit(claimant)); assert.deepEqual(inventory(game), f.originalInventory); const recipient = game.players.find(seat => seat.id !== actor)!.id; const paid = claimant.spice; assert.ok(paid > 0, 'The claimant makes an actual bribe before Charity'); game = act(game, actor, { type: 'bribe', target: recipient, amount: paid }); assert.equal(player(game, actor).spice, 0); game = act(game, actor, { type: 'charity' }); game = advance(game, clean); assert.equal(player(game, actor).charityTurn, game.turn); const option = viewGame(game, actor).saphoOptions.find(row => row.scope === 'charity' && row.mode === 'last'); assert.ok(option && option.scope === 'charity' && option.resumeOwn); return { f, game, actor, action: { type: 'card', card: f.card, scope: 'charity', event: option.event, mode: 'last' } satisfies Action }; } for (const claim of [false, true]) void test( `controlled own Charity Sapho suspension survives Semuta ${claim ? 'claim' : 'pass'} without repeating the claim`, () => { const { f, game: original, actor, action } = claimedSource(); const before = structuredClone(player(original, actor)); const paused = act(original, actor, action); assert.equal(paused.pendingTreacheryDiscard?.continuation?.kind, 'saphoCharityDiscard'); assert.equal(paused.pendingTreacheryDiscard?.reaction?.stage, 'offer'); assert.ok(paused.charityOrder?.version === 3); assert.deepEqual(paused.charityOrder.paused, [actor]); assert.equal(paused.charityOrder.remaining.at(-1), actor); assert.equal(player(paused, actor).spice, before.spice); assert.equal(player(paused, actor).charityTurn, before.charityTurn); assert.equal(viewGame(paused, f.holder).semutaReaction?.canCommit, true); reject(paused, actor, { type: 'ready' }); const frame = structuredClone(paused.charityOrder), ready = [...paused.ready]; let game = react(paused, f.holder, claim); game = advance(game, clean); assert.deepEqual(game.charityOrder, frame); assert.deepEqual(game.ready, ready); assert.equal(game.active, frame.remaining[0]); assert.equal(player(game, actor).spice, before.spice); assert.equal(player(game, actor).charityTurn, before.charityTurn); assert.deepEqual(inventory(game), f.originalInventory); assert.equal(player(game, f.holder).hand.some(card => card.id === f.card), claim); assert.equal(game.discard.some(card => card.id === f.card), !claim); if (claim) assert.equal(game.discard.filter(card => card.id === SEMUTA_DRUG_ID).length, 1); game = advance(game, state => state.phase === 2 && clean(state) && state.charityOrder?.remaining[0] === actor); assert.ok(game.charityOrder?.version === 3 && game.charityOrder.started); assert.equal(player(game, actor).spice, before.spice); reject(game, actor, { type: 'charity' }); game = act(game, actor, { type: 'ready' }); assert.deepEqual(inventory(game), f.originalInventory); }, );