import assert from 'node:assert/strict'; import test from 'node:test'; import { botActions } from '../game/bots'; import { DIFFICULTIES } from '../game/bot-profiles'; import { applyAction, createGame, joinGame, newPlayer, viewGame, type Action, type Game } from '../game/engine'; import { SEMUTA_DRUG_ID } from '../game/semuta-drug'; import { nextRicheseStrongholdsNativeStep } from './fixture-richese-strongholds'; import { basicSemutaAmbassadorInventory as inventory, basicSemutaAmbassadorPlayer as player } from './fixture-basic-semuta-ambassador'; const act = (g: Game, id: string, action: Action) => applyAction(g, id, action); type Native = 'tleilaxu' | 'ecaz'; /** Public selected-family setup; the later forces and held physical cards are * deliberately moved between their original pools. Battle selection and both * preparation controls, Poison and Semuta are actual actions. */ function fixture(native: Native) { let game = createGame('SEMUTANATIVERESIDUAL', newPlayer(native, native, native), false, ['choam', 'ix', 'ecaz']); for (const faction of ['atreides', 'richese', 'guild'] as const) joinGame(game, newPlayer(faction, faction, faction)); game = act(game, native, {type:'moduleOption', module:'ecazTreachery', enabled:true}); for (const seat of game.players) game = act(game, seat.id, {type:'ready'}); game = act(game, native, {type:'start'}); assert.equal(game.semutaRecruitsPreview, true); for (let count = 0; game.status === 'setup' && count < 150; count++) { const next = nextRicheseStrongholdsNativeStep(game); assert.ok(next); game = act(game, next.actor, next.action); } assert.equal(game.status, 'playing'); const original = inventory(game); for (const seat of game.players) { game.deck.push(...seat.hand); seat.hand = []; seat.reserves += seat.tanks + Object.values(seat.forces).reduce((sum, n) => sum + n, 0); seat.tanks = 0; seat.forces = {}; seat.shipped = false; seat.moved = 0; } const take = (id: string) => { for (const zone of [game.deck, game.discard, game.richeseCache!]) { const index = zone.findIndex(card => card.id === id); if (index >= 0) return zone.splice(index, 1)[0]; } throw Error(`Missing physical card ${id}`); }; const poisonId = game.richeseCache!.find(card => card.effect === 'residualPoison')!.id; player(game, native).hand.push(take(poisonId)); player(game, 'guild').hand.push(take(SEMUTA_DRUG_ID)); const location = 'red_chasm:7'; for (const id of [native, 'atreides']) { player(game, id).reserves -= 3; player(game, id).forces[location] = 3; } Object.assign(game, {turn:2, phase:6, storm:18, active:native, order:[native, 'atreides', 'richese', 'guild'], ready:[], response:null, decision:null, phaseOpening:null, movementRemaining:[]}); assert.deepEqual(inventory(game), original); game = act(game, native, {type:'chooseBattle', territory:'red_chasm', target:'atreides'}); for (let count = 0; count < 30; count++) { if (game.response) { const next = game.players.find(seat => !game.response!.passed.includes(seat.id)); assert.ok(next); game = act(game, next.id, {type:'passResponse'}); } else if (game.battle?.preparation) { game = act(game, game.battle.preparation.owner, {type:'declineBattlePower'}); } else if (game.decision?.kind === 'fullPlanOffer') { game = act(game, game.decision.player, {type:'decision', decline:true}); } else break; } assert.ok(game.battle?.preLeader && !game.battle.preLeader.closed); const quote = viewGame(game, native).residualPoison; assert.ok(quote && !quote.blocked && quote.event && quote.target); return {game, native, holder:'guild', poisonId, event:game.battle.event!, original, poisonAction:{type:'card', card:poisonId, target:quote.target, event:quote.event} as Action}; } for (const native of ['tleilaxu', 'ecaz'] as const) for (const ready of ['owner', 'opponent'] as const) for (const claim of [false, true]) { void test(`Basic ${native} Residual Poison ${ready}-ready Semuta ${claim ? 'claim' : 'pass'} resumes preparation`, () => { const f = fixture(native), readyPlayer = ready === 'owner' ? native : 'atreides'; let game = act(f.game, readyPlayer, {type:'battlePreparationReady', event:f.event}); const before = structuredClone(game), deaths = player(game, 'atreides').leaders.filter(leader => leader.dead).map(leader => leader.id); game = act(game, native, f.poisonAction); const pending = game.pendingTreacheryDiscard; assert.ok(pending?.reaction); assert.equal(pending.continuation.kind, 'residualPoisonDiscard'); assert.deepEqual(pending.batch.entries.map(entry => [entry.card.id, entry.discardedBy, entry.publicFace]), [[f.poisonId, native, true]]); assert.deepEqual(game.battle!.preLeader!.ready, [readyPlayer]); const newlyDead = player(game, 'atreides').leaders.filter(leader => leader.dead && !deaths.includes(leader.id)); assert.equal(newlyDead.length, 1); for (const seat of game.players) { const view = viewGame(game, seat.id); assert.deepEqual(view.semutaReaction?.candidates, []); assert.equal(view.semutaReaction?.canCommit, seat.id === f.holder); } if (ready === 'opponent') for (const difficulty of DIFFICULTIES) { const view = viewGame(game, f.holder); view.players.find(seat => seat.id === f.holder)!.bot = difficulty; const action = botActions(view).find(row => row.type === 'semutaCommit' || row.type === 'semutaPass'); assert.ok(action); assert.doesNotThrow(() => act(game, f.holder, action)); } const event = pending.batch.event; if (claim) { game = act(game, f.holder, {type:'semutaCommit', event}); if (game.pendingTreacheryDiscard?.reaction?.stage === 'select') game = act(game, f.holder, {type:'semutaSelect', event, card:f.poisonId}); } else for (const seat of game.players) game = act(game, seat.id, {type:'semutaPass', event}); assert.equal(game.pendingTreacheryDiscard, null); assert.deepEqual(game.battle!.preLeader!.ready, ready === 'owner' ? [] : ['atreides']); assert.deepEqual(game.battle!.plans, before.battle!.plans); assert.equal(player(game, 'atreides').leaders.find(leader => leader.id === newlyDead[0].id)?.dead, true); assert.equal(player(game, f.holder).hand.some(card => card.id === f.poisonId), claim); assert.equal(game.discard.some(card => card.id === SEMUTA_DRUG_ID), claim); assert.equal(game.discard.some(card => card.id === f.poisonId), !claim); assert.deepEqual(inventory(game), f.original); assert.throws(() => act(game, f.holder, {type:'semutaCommit', event})); }); }