import assert from 'node:assert/strict'; import test from 'node:test'; import { type Game, viewGame } from '../game/engine'; import { botActions } from '../game/bots'; import { DIFFICULTIES } from '../game/bot-profiles'; import { SEMUTA_DRUG_ID } from '../game/semuta-drug'; import { act, clean, createIndependentSemutaBattleFixture as fixture, inventory, player } from './fixture-semuta-independent-battle'; import { nextRicheseStrongholdsNativeStep } from './fixture-richese-strongholds'; import { finishSemutaBattleOutcome } from './fixture-semuta-homeworld-choam'; function react(game: Game, holder: string, claim: boolean, selected: string) { const pending = game.pendingTreacheryDiscard; assert.ok(pending?.reaction); const event = pending.batch.event; if (!claim) { for (const seat of game.players) game = act(game, seat.id, {type:'semutaPass', event}); return game; } game = act(game, holder, {type:'semutaCommit', event}); return game.pendingTreacheryDiscard?.reaction?.stage === 'select' ? act(game, holder, {type:'semutaSelect', event, card:selected}) : game; } function advance(game: Game, until: (state: Game) => boolean): Game { for (let count = 0; count < 600 && !until(game); count++) { if (game.pendingTreacheryDiscard?.reaction?.stage === 'offer') { game = react(game, '', false, ''); continue; } const next = nextRicheseStrongholdsNativeStep(game); assert.ok(next); game = act(game, next.actor, next.action); } assert.ok(until(game)); return game; } for (const kind of ['loser-reinforcements', 'loser-harass', 'winner-mandatory', 'winner-selected'] as const) for (const claim of [false, true]) void test(`Basic independent battle ${kind}: ${claim ? 'claim' : 'pass'} without replay`, () => { const f = fixture(kind); let game = finishSemutaBattleOutcome(act(f.game, f.finalActor, f.finalAction)); if (kind === 'winner-selected') { assert.equal(game.pendingTreacheryDiscard?.batch.cause, 'battle:mandatory'); game = react(game, f.holder, false, f.card); game = advance(game, state => state.decision?.kind === 'battleCards' && state.decision.player === f.winner); assert.ok(player(game, f.winner).hand.some(card => card.id === f.shield)); game = act(game, f.winner, {type:'decision', discard:[f.shield]}); } const pending = game.pendingTreacheryDiscard; assert.ok(pending?.reaction); assert.equal(pending.batch.cause, kind === 'winner-selected' ? 'battle:winner' : kind === 'winner-mandatory' ? 'battle:winnerMandatory' : 'battle:mandatory'); const card = kind === 'winner-selected' ? f.shield : f.card; assert.ok(pending.batch.entries.some(entry => entry.card.id === card)); const before = structuredClone(game); const ownTanks = player(before, f.winner).tanks; const ownForces = player(before, f.winner).forces[f.location] ?? 0; const casualties = pending.continuation.kind === 'battleResolved' ? pending.continuation.casualties : undefined; const immediateLoss = casualties?.options.length === 1 ? casualties.options[0].normal + casualties.options[0].elite : 0; game = react(game, f.holder, claim, card); assert.equal(game.pendingTreacheryDiscard, null); assert.equal(player(game, f.loser).tanks, player(before, f.loser).tanks); assert.equal(player(game, f.winner).tanks, ownTanks + immediateLoss); assert.equal(player(game, f.winner).forces[f.location] ?? 0, ownForces - immediateLoss); assert.equal(game.lastBattleContext?.event, before.lastBattleContext?.event); for (const seat of game.players) assert.equal(seat.spice, player(before, seat.id).spice); assert.equal(player(game, f.holder).hand.some(held => held.id === card), claim); assert.equal(game.discard.some(discarded => discarded.id === card), !claim); assert.equal(game.discard.some(discarded => discarded.id === SEMUTA_DRUG_ID), claim); assert.deepEqual(inventory(game), f.originalInventory); assert.throws(() => act(game, f.holder, {type:'semutaCommit', event:pending.batch.event})); game = advance(game, state => state.phase >= 7 && clean(state)); assert.equal(game.turn, 1); assert.equal(player(game, f.winner).tanks, player(f.game, f.winner).tanks + 1 + (kind === 'winner-mandatory' ? 3 : 0)); if (kind === 'winner-mandatory') assert.equal(player(game, f.winner).reserves, player(f.game, f.winner).reserves - 3); assert.equal(player(game, f.winner).forces[f.location], 3); }); void test('each AI profile may legally answer the native independent battle discard', () => { const f = fixture('loser-reinforcements'), pending = finishSemutaBattleOutcome(act(f.game, f.finalActor, f.finalAction)); for (const difficulty of DIFFICULTIES) { const game = structuredClone(pending); player(game, f.holder).bot = difficulty; const action = botActions(viewGame(game, f.holder)).find(candidate => candidate.type === 'semutaCommit' || candidate.type === 'semutaPass'); assert.ok(action); assert.doesNotThrow(() => act(game, f.holder, action)); } }); void test('an earlier pending battle discard resumes automatically without creating an offer', () => { const f = fixture('loser-reinforcements'); const produced = finishSemutaBattleOutcome(act(f.game, f.finalActor, f.finalAction)); assert.equal(produced.pendingTreacheryDiscard?.batch.cause, 'battle:mandatory'); assert.ok(produced.pendingTreacheryDiscard?.reaction); // Model a saved automatic continuation created before this battle source was // admitted to the independent-card Semuta preview; all other facts are real. const saved = structuredClone(produced); delete saved.pendingTreacheryDiscard!.reaction; assert.equal(viewGame(saved, f.holder).automaticContinuationPending, true); assert.equal(viewGame(saved, f.holder).semutaReaction, null); const resumed = act(saved, f.holder, {type:'advanceBots'}); assert.equal(resumed.pendingTreacheryDiscard, null); assert.equal(viewGame(resumed, f.holder).semutaReaction, null); assert.equal(resumed.discard.filter(card => card.id === f.card).length, 1); assert.equal(player(resumed, f.holder).hand.filter(card => card.id === SEMUTA_DRUG_ID).length, 1); assert.equal(player(resumed, f.loser).tanks, player(saved, f.loser).tanks); const continuation = saved.pendingTreacheryDiscard!.continuation; const casualties = continuation.kind === 'battleResolved' ? continuation.casualties : undefined; const immediateLoss = casualties?.options.length === 1 ? casualties.options[0].normal + casualties.options[0].elite : 0; assert.equal(player(resumed, f.winner).tanks, player(saved, f.winner).tanks + immediateLoss); assert.equal(resumed.lastBattleContext?.event, saved.lastBattleContext?.event); assert.deepEqual(inventory(resumed), f.originalInventory); });