import assert from 'node:assert/strict'; import test from 'node:test'; import { applyAction, createGame, joinGame, newPlayer, viewGame, type Action, type Game } from '../game/engine'; import { placeAmbassador } from '../game/ecaz-ambassadors'; import { botActions } from '../game/bots'; import { DIFFICULTIES } from '../game/bot-profiles'; import { SEMUTA_DRUG_ID } from '../game/semuta-drug'; import { basicSemutaAmbassadorInventory as inventory, nextBasicSemutaAmbassadorStep } from './fixture-basic-semuta-ambassador'; const seat = (game: Game, id: string) => { const found = game.players.find(player => player.id === id); assert.ok(found); return found; }; const act = (game: Game, id: string, action: Action) => applyAction(game, id, action); /** Original public selected-family setup and physical component inventory. * The later board, wallets, selected Ambassador cohort/token and physical hand * transfers are staged; shipment, trigger, discard and reactions are actions. */ function fixture(effect: 'choam' | 'ixians') { let game = createGame('SEMUTAINDAMBASSADOR', newPlayer('ecaz','Ecaz','ecaz'), false, ['choam','ix','ecaz']); for (const faction of ['richese','guild','emperor'] as const) joinGame(game,newPlayer(faction,faction,faction)); game = act(game,'ecaz',{type:'moduleOption',module:'ecazTreachery',enabled:true}); for (const player of game.players) game = act(game,player.id,{type:'ready'}); game = act(game,'ecaz',{type:'start'}); assert.equal(game.status,'setup'); assert.equal(game.semutaRecruitsPreview,true); for (let count = 0; game.status === 'setup' && count < 150; count++) { const step = nextBasicSemutaAmbassadorStep(game); assert.ok(step); game = act(game,step.actor,step.action); } assert.equal(game.status,'playing'); const original = inventory(game); for (const player of game.players) { game.deck.push(...player.hand); player.hand = []; player.reserves += player.tanks + Object.values(player.forces).reduce((sum,n) => sum+n,0); player.forces = {}; player.tanks = 0; if (player.elites) { player.elites.reserves += player.elites.tanks + Object.values(player.elites.forces).reduce((sum,n) => sum+n,0); player.elites.forces = {}; player.elites.tanks = 0; } Object.assign(player,{spice:20,shipped:false,moved:0}); } const take = (predicate: (card: Game['deck'][number]) => boolean) => { for (const zone of [game.deck,game.discard,game.richeseCache!]) { const index = zone.findIndex(predicate); if (index >= 0) return zone.splice(index,1)[0]; } throw Error('The original physical card is unavailable.'); }; seat(game,'guild').hand.push(take(card => card.id === SEMUTA_DRUG_ID)); seat(game,'ecaz').hand.push(take(card => card.kind === 'projectile'),take(card => card.kind === 'shield')); const state = structuredClone(game.ecazAmbassadors!); const token = state.tokens.find(item => item.effect === effect); assert.ok(token); if (!state.cohort.includes(token.id)) { const replaced = state.tokens.find(item => item.id === state.cohort[0]); assert.ok(replaced); replaced.zone = 'pool'; token.zone = 'supply'; state.cohort[0] = token.id; } game.ecazAmbassadors = placeAmbassador(state,token.id,{turn:1,availableSpice:20, destination:{id:'arrakeen',stronghold:true,inStorm:false,allowed:true}}).state; Object.assign(game,{turn:2,phase:5,storm:18,active:'emperor',order:['emperor','ecaz','richese','guild'], movementRemaining:['emperor','ecaz','richese','guild'],ready:[],response:null,decision:null, phaseOpening:null,stormPending:null,nexus:false}); assert.deepEqual(inventory(game),original); game = act(game,'emperor',{type:'ship',territory:'arrakeen',sector:10,amount:1,elite:0,allyPayment:0}); for (let count=0;game.response && count<20;count++) { const actor = game.players.find(player => !game.response!.passed.includes(player.id)); assert.ok(actor); game = act(game,actor.id,{type:'passResponse'}); } assert.equal(game.pendingAmbassador?.stage,'offer'); const event = game.pendingAmbassador!.event; game = act(game,'ecaz',{type:'decision',event,trigger:true,beneficiary:'ecaz',choice:'effect'}); assert.equal(game.pendingAmbassador?.stage,'cards'); const chosen = seat(game,'ecaz').hand.slice(0,effect === 'choam' ? 2 : 1).map(card => card.id); assert.equal(chosen.length,effect === 'choam' ? 2 : 1); const deckTop = game.deck[0]?.id; assert.ok(deckTop); return {game,event,chosen,deckTop,original}; } for (const effect of ['choam','ixians'] as const) for (const claim of [false,true]) { void test(`Basic independent cards: ${effect} Ambassador discard offers Semuta ${claim ? 'claim' : 'pass'}`, () => { const f = fixture(effect), before = structuredClone(f.game), spice = seat(f.game,'ecaz').spice; let game = act(f.game,'ecaz',{type:'decision',event:f.event,cards:f.chosen}); assert.deepEqual(f.game,before); const pending = game.pendingTreacheryDiscard; assert.ok(pending?.reaction); assert.equal(pending.continuation.kind,'ambassador'); assert.deepEqual(pending.batch.entries.map(entry => entry.card.id),f.chosen); assert.ok(pending.batch.entries.every(entry => !entry.publicFace && entry.discardedBy === 'ecaz')); assert.equal(seat(game,'ecaz').spice,spice + (effect === 'choam' ? 3*f.chosen.length : 0)); assert.deepEqual(game.deck,before.deck); for (const player of game.players) assert.deepEqual(viewGame(game,player.id).semutaReaction?.candidates,[]); for (const difficulty of DIFFICULTIES) { const view = viewGame(game,'guild'); const owner = view.players.find(player => player.id === 'guild'); assert.ok(owner); owner.bot = difficulty; assert.ok(botActions(view).some(action => action.type === 'semutaCommit' || action.type === 'semutaPass')); } const event = pending.batch.event; if (claim) { game = act(game,'guild',{type:'semutaCommit',event}); if (game.pendingTreacheryDiscard?.reaction?.stage === 'select') { assert.deepEqual(viewGame(game,'guild').semutaReaction!.candidates.map(card => card.id),f.chosen); assert.deepEqual(viewGame(game,'ecaz').semutaReaction!.candidates,[]); game = act(game,'guild',{type:'semutaSelect',event,card:f.chosen[0]}); } } else for (const player of game.players) game = act(game,player.id,{type:'semutaPass',event}); assert.equal(game.pendingTreacheryDiscard,null); assert.equal(game.pendingAmbassador,null); assert.equal(seat(game,'ecaz').spice,spice + (effect === 'choam' ? 3*f.chosen.length : 0)); assert.equal(seat(game,'guild').hand.some(card => card.id === f.chosen[0]),claim); if (effect === 'ixians') { assert.ok(seat(game,'ecaz').hand.some(card => card.id === f.deckTop)); assert.deepEqual(game.deck.map(card => card.id),before.deck.slice(1).map(card => card.id)); } else assert.deepEqual(game.deck,before.deck); assert.equal(game.discard.some(card => card.id === SEMUTA_DRUG_ID),claim); assert.deepEqual(inventory(game),f.original); assert.throws(() => act(game,'guild',{type:'semutaCommit',event})); game = act(game,'emperor',{type:'endMovement'}); assert.ok(!game.movementRemaining?.includes('emperor')); }); }