import assert from 'node:assert/strict'; import test from 'node:test'; import { applyAction, viewGame, type Action, type Game } from '../game/engine'; import { isAdvisor } from '../game/advisors'; import { botActions } from '../game/bots'; import { DIFFICULTIES } from '../game/bot-profiles'; import { createSemutaAdvisorTransportFixture as fixture, actSemutaAdvisorTransport as act, passSemutaAdvisorTransport as pass, claimSemutaAdvisorTransport as claim, allowSemutaAdvisorTransport as allow, finishSemutaAdvisorTransport as finish, semutaAdvisorTransportPlayer as player, semutaAdvisorTransportInventory as inventory, semutaAdvisorTransportPhysical as physical, type SemutaAdvisorTransportFixture, } from './fixture-semuta-advisor-transport'; const transportLogs = (game: Game) => game.log.filter(row => row.text.includes('used Guild transport for 5 forces.')).length; function reject(game: Game, actor: string, action: Action) { const before = structuredClone(game); assert.throws(() => applyAction(game, actor, action)); assert.deepEqual(game, before); } function nativeSource(f: SemutaAdvisorTransportFixture) { assert.equal(f.setup.status, 'setup'); assert.equal(f.setup.advanced, true); assert.equal(f.setup.semutaPreview, true); assert.ok(f.beforeStartingDeal.players.every(player => player.hand.length === 0)); assert.deepEqual(f.game.players.map(player => player.faction), ['richese', 'choam', 'beneGesserit', 'atreides', 'guild']); assert.ok(player(f.afterSetup, f.spender).hand.some(card => card.id === f.cost && card.effect === 'karama')); assert.ok(f.actions.some(step => step.actor === f.owner && step.action.type === 'predict' && step.action.faction === 'atreides')); assert.ok(f.actions.some(step => step.actor === f.owner && step.action.type === 'advisorSetup' && step.action.territory === f.territory && step.action.sector === f.sector)); assert.equal(player(f.afterSetup, f.owner).forces[f.from], 1); assert.equal(player(f.afterSetup, f.guild).forces[f.from], 5); assert.equal(isAdvisor(player(f.afterSetup, f.owner), f.territory), true); assert.equal(f.acquisition.price, 1); assert.ok(f.acquisition.steps.some(step => step.actor === f.holder && step.action.type === 'richeseBid' && step.action.amount === 1)); assert.equal(player(f.acquisition.before, f.holder).spice - player(f.acquisition.after, f.holder).spice, 1); assert.equal(player(f.acquisition.after, f.richese).spice - player(f.acquisition.before, f.richese).spice, 1); assert.equal(f.openingOffer.decision?.kind, 'advisorBattle'); assert.ok(f.declinedPreparation.steps.some(step => step.actor === f.owner && step.action.type === 'decision' && step.action.accept === false)); assert.equal(f.transport.before.active, f.guild); assert.equal(player(f.transport.before, f.guild).shipped, false); assert.deepEqual(f.transport.steps[0], { actor: f.guild, action: f.nativeAction }); assert.ok(f.price > 0); assert.equal(f.transport.price, f.price); assert.equal(player(f.game, f.guild).spice, player(f.transport.before, f.guild).spice - f.price); assert.equal(player(f.game, f.guild).forces[f.from], undefined); if (f.kind === 'return') assert.equal(player(f.game, f.guild).reserves, player(f.transport.before, f.guild).reserves + 5); else assert.equal(player(f.game, f.guild).forces[f.to], 5); assert.equal(player(f.game, f.guild).shipped, true); assert.equal(player(f.game, f.guild).moved, 0); assert.equal(f.game.active, f.guild); assert.equal(f.game.turn, 1); assert.equal(f.game.phase, 5); assert.deepEqual(f.game.response, f.originalResponse); assert.ok(f.originalAutomaticSource.producer === 'guildTransport'); assert.deepEqual(f.originalAutomaticSource.transport, f.originalParent); assert.deepEqual(f.originalQueue, [f.originalAutomaticSource]); assert.equal(f.originalParent.player, f.guild); assert.equal(f.originalParent.origin, f.territory); assert.equal(f.originalParent.to, f.kind === 'return' ? 'reserves' : 'imperial_basin'); assert.equal(f.originalParent.amount, 5); assert.equal(f.originalParent.elite, 0); assert.deepEqual(f.originalParent.group, { [f.from]: 5 }); assert.equal(f.originalHeldStance.aloneFlipHold, f.originalAutomaticSource.event); assert.equal(transportLogs(f.game) - transportLogs(f.transport.before), 1); assert.deepEqual(physical(f.game), f.originalPhysical); assert.equal(f.sourceActionCount, f.actions.length); assert.deepEqual(inventory(f.game), f.originalInventory); } function open(f: SemutaAdvisorTransportFixture) { const game = act(structuredClone(f.game), f.spender, f.action), pending = game.pendingTreacheryDiscard; assert.ok(pending); assert.equal(pending.continuation.kind, 'karamaAdvisorFlipDiscard'); assert.equal(pending.reaction?.stage, 'offer'); assert.equal(pending.batch.cause, 'karama:advisorFlip'); assert.deepEqual(pending.batch.entries.map(entry => ({ card: entry.card.id, by: entry.discardedBy, face: entry.publicFace })), [{ card: f.cost, by: f.spender, face: true }]); if (pending.continuation.kind !== 'karamaAdvisorFlipDiscard') throw Error('Use the original native advisor-flip cost'); assert.deepEqual(pending.continuation.use.response, f.originalResponse); assert.deepEqual(pending.continuation.resume.response, f.originalResponse); assert.equal(game.response ?? null, null); assert.equal(game.decision ?? null, null); assert.deepEqual(game.pendingAutomaticAdvisorTransport, f.originalParent); assert.deepEqual(game.pendingAutomaticAdvisorFlips, f.originalQueue); assert.deepEqual(game.pendingArrivalReaction ?? null, f.originalArrival); assert.deepEqual(player(game, f.owner).advisors?.[f.territory], f.originalHeldStance); assert.deepEqual(physical(game), f.originalPhysical); assert.equal(player(game, f.spender).hand.some(card => card.id === f.cost), false); assert.equal(game.discard.filter(card => card.id === f.cost).length, 1); assert.equal(viewGame(game, f.holder).semutaReaction?.canCommit, true); assert.deepEqual(inventory(game), f.originalInventory); return game; } function settled(game: Game, f: SemutaAdvisorTransportFixture, canceled: boolean) { assert.equal(game.pendingTreacheryDiscard ?? null, null); assert.equal(game.pendingKarama ?? null, null); assert.equal(game.pendingAutomaticAdvisorTransport, undefined); assert.equal(game.pendingAutomaticAdvisorFlips, undefined); assert.equal(game.pendingArrivalReaction ?? null, null); assert.equal(game.pendingGuildTransport ?? null, null); assert.equal(game.response ?? null, null); assert.equal(game.decision ?? null, null); assert.equal(game.phaseOpening ?? null, null); assert.deepEqual(physical(game), f.originalPhysical); assert.equal(isAdvisor(player(game, f.owner), f.territory), canceled); if (canceled) assert.deepEqual(player(game, f.owner).advisors?.[f.territory], f.originalHeldStance); else assert.equal(player(game, f.owner).advisors?.[f.territory], undefined); assert.equal(transportLogs(game), transportLogs(f.game)); assert.deepEqual(inventory(game), f.originalInventory); return game; } function prevented(game: Game, f: SemutaAdvisorTransportFixture, claimed: boolean) { game = settled(game, f, true); assert.equal(player(game, f.spender).hand.some(card => card.id === f.cost), false); assert.equal(player(game, f.holder).hand.filter(card => card.id === f.cost).length, Number(claimed)); assert.equal(game.discard.filter(card => card.id === f.cost).length, Number(!claimed)); assert.equal(player(game, f.holder).hand.filter(card => card.id === f.semuta).length, Number(!claimed)); assert.equal(game.discard.filter(card => card.id === f.semuta).length, Number(claimed)); return game; } function closeOriginalTurn(game: Game, f: SemutaAdvisorTransportFixture, canceled: boolean) { const steps: { actor: string; action: Action }[] = [], guild = structuredClone(player(game, f.guild)); const result = finish(game, steps); assert.deepEqual(steps, [{ actor: f.guild, action: { type: 'endMovement' } }]); assert.ok(!result.movementRemaining?.includes(f.guild)); assert.equal(player(result, f.guild).spice, guild.spice); assert.deepEqual(player(result, f.guild).forces, guild.forces); assert.equal(player(result, f.guild).reserves, guild.reserves); assert.equal(player(result, f.guild).moved, 0); assert.equal(isAdvisor(player(result, f.owner), f.territory), canceled); assert.equal(result.pendingAutomaticAdvisorTransport, undefined); assert.equal(result.pendingAutomaticAdvisorFlips, undefined); assert.equal(transportLogs(result), transportLogs(f.game)); assert.deepEqual(inventory(result), f.originalInventory); return result; } for (const kind of ['cross', 'return'] as const) for (const claimed of [false, true]) void test( `Advanced native ${kind} transport advisor conversion used cancellation cost ${claimed ? 'claim' : 'pass'} retains the paid shipment and resumes its arrival once`, () => { const f = fixture({ kind }); nativeSource(f); const offered = open(f), event = offered.pendingTreacheryDiscard!.batch.event; const game = prevented(claimed ? claim(offered, f.holder) : pass(offered), f, claimed); reject(game, f.holder, { type: 'semutaCommit', event }); reject(game, f.holder, { type: 'semutaPass', event }); closeOriginalTurn(game, f, true); }); for (const kind of ['cross', 'return'] as const) void test( `Advanced native ${kind} transport advisor conversion allowance flips only the stranded group after the original payment`, () => { const f = fixture({ kind }); nativeSource(f); const game = settled(allow(structuredClone(f.game)), f, false); assert.ok(player(game, f.spender).hand.some(card => card.id === f.cost)); assert.ok(player(game, f.holder).hand.some(card => card.id === f.semuta)); closeOriginalTurn(game, f, false); }); for (const kind of ['cross', 'return'] as const) void test( `fresh ${kind} transport conversion costs reject stale and underlying controls while the committed parent stays parked`, () => { const f = fixture({ kind }), game = open(f), event = game.pendingTreacheryDiscard!.batch.event; reject(game, f.holder, { type: 'semutaCommit', event: `${event}:stale` }); reject(game, f.spender, { type: 'semutaCommit', event }); reject(game, f.spender, f.action); reject(game, f.owner, { type: 'passResponse' }); reject(game, f.guild, f.nativeAction); reject(game, f.guild, { type: 'endMovement' }); assert.deepEqual(game.pendingAutomaticAdvisorTransport, f.originalParent); assert.deepEqual(game.pendingAutomaticAdvisorFlips, f.originalQueue); assert.deepEqual(physical(game), f.originalPhysical); prevented(pass(game), f, false); }); void test('changed committed transport evidence rejects before cost and before a fresh Semuta answer', () => { const f = fixture({ kind: 'cross' }), beforeCost = structuredClone(f.game); assert.ok(beforeCost.pendingAutomaticAdvisorTransport); beforeCost.pendingAutomaticAdvisorTransport.amount--; reject(beforeCost, f.spender, f.action); assert.ok(player(beforeCost, f.spender).hand.some(card => card.id === f.cost)); assert.equal(beforeCost.discard.some(card => card.id === f.cost), false); const afterCost = open(f); assert.ok(afterCost.pendingAutomaticAdvisorTransport); afterCost.pendingAutomaticAdvisorTransport.amount--; reject(afterCost, f.holder, { type: 'semutaCommit', event: afterCost.pendingTreacheryDiscard!.batch.event }); }); void test('all four minimal policies answer both actual committed transport conversion costs legally', () => { for (const kind of ['cross', 'return'] as const) { const f = fixture({ kind }), offered = open(f), event = offered.pendingTreacheryDiscard!.batch.event; for (const difficulty of DIFFICULTIES) { const own = viewGame(offered, f.holder); own.players.find(player => player.id === f.holder)!.bot = difficulty; const before = structuredClone(own), action = botActions(own)[0]; assert.ok(action, difficulty); assert.deepEqual(own, before); assert.ok(action.type === 'semutaCommit' || action.type === 'semutaPass'); assert.equal(action.event, event); let game = act(structuredClone(offered), f.holder, action); const claimed = action.type === 'semutaCommit'; if (game.pendingTreacheryDiscard?.reaction?.stage === 'select') { const choosing = viewGame(game, f.holder); choosing.players.find(player => player.id === f.holder)!.bot = difficulty; const selected = botActions(choosing)[0]; assert.ok(selected); assert.equal(selected.type, 'semutaSelect'); assert.equal(selected.card, f.cost); game = act(game, f.holder, selected); } else if (game.pendingTreacheryDiscard) game = pass(game); closeOriginalTurn(prevented(game, f, claimed), f, true); } } });