import assert from 'node:assert/strict'; import test from 'node:test'; import { applyAction, createGame, joinGame, newPlayer, viewGame, type Game } from '../game/engine'; import { botActions } from '../game/bots'; import { DIFFICULTIES } from '../game/bot-profiles'; import { TERRITORIES } from '../game/board'; import { botGroundMoveAllowed, groundMoveRouteDistance } from '../game/bot-mobility'; import { SEMUTA_DRUG_ID } from '../game/semuta-drug'; import { nextRicheseSkillsTechNativeStep } from './fixture-richese-skills-tech'; import { semutaSkillsInventory } from './fixture-semuta-skills'; const profiles = [ {advanced:false, tech:false, strongholds:false}, {advanced:false, tech:true, strongholds:false}, {advanced:true, tech:false, strongholds:false}, {advanced:true, tech:true, strongholds:false}, {advanced:true, tech:false, strongholds:true}, {advanced:true, tech:true, strongholds:true}, ]; const clone = (game: Game): Game => JSON.parse(JSON.stringify(game)); function player(game: Game, id: string) { const seat = game.players.find(candidate => candidate.id === id); assert.ok(seat); return seat; } function next(game: Game) { if (!game.phaseOpening && !game.response && !game.decision && game.phase === 2 && game.charityOrder) { const actor = game.charityOrder.remaining[0]; assert.ok(actor); return {actor, action:{type:'ready'}}; } return nextRicheseSkillsTechNativeStep(game); } /** Genuine public lobby and faction setup. Only unopened non-Discovery Spice * Card order and later physical card slots are controlled; no game clock, * Discovery token, wallet, force, or module owner is fabricated. */ function movement(profile: typeof profiles[number]) { let game = createGame('SEMUTADISCOVERYPUBLIC', newPlayer('r','Richese','richese'), profile.advanced, ['choam']); joinGame(game, newPlayer('a','Atreides','atreides')); joinGame(game, newPlayer('e','Emperor','emperor')); game = applyAction(game, game.host, {type:'moduleOption',module:'discoveries',enabled:true}); if (profile.tech) game = applyAction(game,game.host,{type:'techTokens',enabled:true}); if (profile.strongholds) game = applyAction(game,game.host,{type:'strongholdCards',enabled:true}); for (const seat of game.players) game = applyAction(game,seat.id,{type:'ready'}); game = applyAction(game,game.host,{type:'start',...(profile.advanced ? {advancedPreview:true} : {})}); assert.equal(game.status,'setup'); assert.equal(game.semutaPreview,true); assert.equal(game.discoveryEnabled,true); assert.equal(game.discoveries?.tokens.length,8); assert.equal(!!game.techTokens,profile.tech); assert.equal(!!game.strongholdCards,profile.strongholds); for (let n=0;game.status==='setup' && n<250;n++) { const action=next(game); assert.ok(action); game=applyAction(game,action.actor,action.action); } assert.equal(game.status,'playing'); for (const position of [0,1]) { const index=game.spiceDeck.findIndex((card,i)=>i>=position && 'territory' in card && !card.discovery); assert.ok(index>=position); game.spiceDeck.splice(position,0,game.spiceDeck.splice(index,1)[0]); } for (let n=0;n<1500 && !(game.phase===5 && !game.phaseOpening && !game.response && !game.decision);n++) { assert.equal(game.turn,1); const action=next(game); assert.ok(action); game=applyAction(game,action.actor,action.action); } assert.equal(game.phase,5); assert.ok(!game.phaseOpening && !game.response && !game.decision); for (let n=0;game.active!=='a' && n<3;n++) game=applyAction(game,game.active!,{type:'endMovement'}); assert.equal(game.active,'a'); const inventory=semutaSkillsInventory(game); const give = (id:string, identity:string) => { const target=player(game,id); const zones=[game.deck,game.discard,game.richeseCache!,...game.players.map(seat=>seat.hand)]; const source=zones.find(zone=>zone.some(card=>card.id===identity || card.effect===identity)); assert.ok(source,`Original ${identity} must remain in a physical card slot`); const index=source.findIndex(card=>card.id===identity || card.effect===identity); const [card]=source.splice(index,1); if (target.hand.length>=4) source.push(target.hand.pop()!); target.hand.push(card); return card.id; }; const semuta=give('r',SEMUTA_DRUG_ID), hajr=give('a','hajr'); assert.deepEqual(semutaSkillsInventory(game),inventory); if (profile.advanced) { // Advanced Hajr requires an actual completed Force Movement immediately // before its discard, so make a native paid shipment and adjacent move. game=applyAction(game,'a',{type:'ship',territory:'polar_sink',sector:0,amount:1,elite:0,allyPayment:0}); for (let n=0;(game.phaseOpening || game.response || game.decision) && n<100;n++) { const action=next(game); assert.ok(action); game=applyAction(game,action.actor,action.action); } const own=viewGame(game,'a'), actor=own.players.find(candidate=>candidate.id==='a')!; const from='polar_sink:0'; const destination=TERRITORIES.filter(place=>place.type==='sand' && !game.players.some(seat=>Object.keys(seat.forces).some(key=>key.startsWith(`${place.id}:`))) && !Object.keys(game.spice).some(key=>key.startsWith(`${place.id}:`) && game.spice[key]>0)) .flatMap(place=>place.sectors.map(sector=>({territory:place.id,sector}))) .find(place=>groundMoveRouteDistance(own,actor,from,`${place.territory}:${place.sector}`)===1 && botGroundMoveAllowed(own,actor,from,`${place.territory}:${place.sector}`,0)); assert.ok(destination); game=applyAction(game,'a',{type:'move',from,...destination,amount:1,elite:0}); for (let n=0;(game.phaseOpening || game.response || game.decision) && n<100;n++) { const action=next(game); assert.ok(action); game=applyAction(game,action.actor,action.action); } assert.equal(player(game,'a').hajrWindow?.turn,game.turn); assert.equal(player(game,'a').hajrWindow?.move,player(game,'a').moved); } return {game,semuta,hajr,inventory}; } for (const profile of profiles) { const label=`${profile.advanced?'Advanced':'Basic'}${profile.tech?' Tech':''}${profile.strongholds?' Strongholds':''}`; void test(`${label} public Discovery start retains the native Hajr and Semuta continuation`,()=>{ const f=movement(profile), before=clone(f.game); const pending=applyAction(clone(before),'a',{type:'card',card:f.hajr}); assert.equal(pending.pendingTreacheryDiscard?.batch.cause,'ordinary:hajr'); assert.equal(pending.pendingTreacheryDiscard?.reaction?.stage,'offer'); assert.equal(pending.active,'a'); assert.equal(pending.phase,5); const event=pending.pendingTreacheryDiscard!.batch.event; for (const claim of [false,true]) { let result=clone(pending); if (claim) result=applyAction(result,'r',{type:'semutaCommit',event}); else for (const seat of result.players) result=applyAction(result,seat.id,{type:'semutaPass',event}); assert.equal(result.pendingTreacheryDiscard,null); assert.equal(result.active,'a'); assert.equal(result.phase,5); assert.equal(result.hajr.filter(id=>id==='a').length,1); assert.equal(player(result,'r').hand.some(card=>card.id===f.hajr),claim); assert.equal(player(result,'r').hand.some(card=>card.id===f.semuta),!claim); assert.deepEqual(result.discoveries,before.discoveries); assert.deepEqual(semutaSkillsInventory(result),f.inventory); const unchanged=clone(result); assert.throws(()=>applyAction(result,'r',{type:'semutaCommit',event})); assert.deepEqual(clone(result),unchanged); } for (const level of DIFFICULTIES) { const own=viewGame(pending,'r'); own.players.find(seat=>seat.id==='r')!.bot=level; const action=botActions(own).find(candidate=>candidate.type==='semutaCommit' || candidate.type==='semutaPass'); assert.ok(action,`${level} must answer the actual reaction`); assert.doesNotThrow(()=>applyAction(clone(pending),'r',action)); } }); } void test('public Discovery without native Richese does not gain a Semuta preview',()=>{ let game=createGame('SEMUTADISCOVERYOTHER',newPlayer('c','CHOAM','choam'),false,['choam']); joinGame(game,newPlayer('a','Atreides','atreides')); joinGame(game,newPlayer('e','Emperor','emperor')); game=applyAction(game,game.host,{type:'moduleOption',module:'discoveries',enabled:true}); for (const seat of game.players) game=applyAction(game,seat.id,{type:'ready'}); game=applyAction(game,game.host,{type:'start'}); assert.equal(game.status,'setup'); assert.equal(game.discoveryEnabled,true); assert.equal(game.semutaPreview,undefined); });