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 { botActions } from '../game/bots'; import { DIFFICULTIES } from '../game/bot-profiles'; import { TERRITORIES } from '../game/board'; import { RECRUITS_CARD_ID } from '../game/recruits'; import { SEMUTA_DRUG_ID } from '../game/semuta-drug'; import { nextRicheseStrongholdsNativeStep } from './fixture-richese-strongholds'; import { basicSemutaAmbassadorClean as clean, basicSemutaAmbassadorInventory as inventory, basicSemutaAmbassadorPlayer as seat } from './fixture-basic-semuta-ambassador'; /** Public selected-deck setup, original auctions and actual Revival. Only the * initial unopened ordinary/Spice order is selected to make this journey short. */ function nativeFixture(native: 'tleilaxu' | 'ecaz') { let game = createGame('SEMUTANATIVERECRUITS', newPlayer('atreides', 'Atreides', 'atreides'), false, ['choam', 'ix', 'ecaz']); for (const faction of ['richese', 'guild', native] as const) joinGame(game, newPlayer(faction, faction, faction)); const owner = 'atreides', holder = 'guild'; const act = (actor: string, action: Action) => { game = applyAction(game, actor, action); }; const reach = (until: (state: Game) => boolean) => { for (let i = 0; i < 1600; i++) { if (until(game)) return; assert.notEqual(game.status, 'finished'); const step = nextRicheseStrongholdsNativeStep(game); assert.ok(step, `Native action required at ${game.turn}/${game.phase}/${game.decision?.kind}`); act(step.actor, step.action); } throw Error('The native Semuta/Recruits game did not reach its requested boundary.'); }; act(owner, {type:'moduleOption', module:'ecazTreachery', enabled:true}); for (const player of game.players) act(player.id, {type:'ready'}); act(owner, {type:'start'}); assert.equal(game.status, 'setup'); assert.equal(game.semutaRecruitsPreview, true); const original = inventory(game); const starting = game.deck.filter(card => ['projectile','poison','shield','snooper'].includes(card.kind)) .slice(0, game.players.length).map(card => card.id); assert.equal(starting.length, game.players.length); for (const [position, id] of [...starting, RECRUITS_CARD_ID].entries()) { const from = game.deck.findIndex(card => card.id === id); assert.ok(from >= position); [game.deck[position], game.deck[from]] = [game.deck[from], game.deck[position]]; } for (let i = 0; game.status === 'setup' && i < 100; i++) { const step = nextRicheseStrongholdsNativeStep(game); assert.ok(step); act(step.actor, step.action); } assert.equal(game.status, 'playing'); for (let position = 0; position < 4; position++) { const from = game.spiceDeck.findIndex((card, index) => index >= position && 'territory' in card && !card.discovery); assert.ok(from >= position); const card = game.spiceDeck.splice(from, 1)[0]; game.spiceDeck.splice(position, 0, card); } reach(state => !state.response && !state.phaseOpening && state.decision?.kind === 'richeseCache'); act('richese', {type:'decision', event:game.richeseBidding!.event, card:SEMUTA_DRUG_ID, method:'onceAround', direction:'counterclockwise'}); reach(state => clean(state) && !!state.richeseAuction && !state.richeseAuction.outcome); for (let i = 0; !seat(game, holder).hand.some(card => card.id === SEMUTA_DRUG_ID) && i < 8; i++) { const lot = game.richeseAuction; assert.ok(lot && lot.active && !lot.outcome); act(lot.active, {type:'richeseBid', event:lot.event, amount:lot.active === holder ? 1 : null, allyPayment:0}); reach(clean); } assert.ok(seat(game, holder).hand.some(card => card.id === SEMUTA_DRUG_ID)); reach(state => state.phase === 3 && clean(state) && state.auction?.active === owner); assert.equal(game.auction!.cards[game.auction!.index].id, RECRUITS_CARD_ID); act(owner, {type:'bid', amount:1, allyPayment:0}); reach(state => clean(state) && seat(state, owner).hand.some(card => card.id === RECRUITS_CARD_ID)); reach(state => state.phase === 5 && state.active === owner && clean(state)); const sector = game.storm % 18 + 1; const destination = TERRITORIES.find(place => place.type === 'sand' && place.sectors.includes(sector) && game.players.every(player => !Object.keys(player.forces).some(key => key.startsWith(`${place.id}:`)))); assert.ok(destination); const location = `${destination.id}:${sector}`; act(owner, {type:'ship', territory:destination.id, sector, amount:3, elite:0, allyPayment:0}); reach(state => state.turn === 2 && state.phase === 4 && clean(state)); assert.equal(seat(game, owner).forces[location], undefined); assert.equal(seat(game, owner).tanks, 3); assert.deepEqual(inventory(game), original); return {game, owner, holder, original}; } for (const native of ['tleilaxu','ecaz'] as const) for (const claim of [false,true]) { void test(`Basic ${native} selected-family Recruits discard offers Semuta: ${claim ? 'claim' : 'pass'}`, () => { const {game, owner, holder, original} = nativeFixture(native); const pending = applyAction(game, owner, {type:'card', card:RECRUITS_CARD_ID}); const frame = pending.pendingTreacheryDiscard; assert.ok(frame); assert.equal(frame.continuation.kind, 'ordinaryCardDiscard'); assert.equal(frame.reaction?.stage, 'offer'); assert.deepEqual(frame.batch.entries.map(entry => entry.card.id), [RECRUITS_CARD_ID]); assert.equal(pending.recruits?.turn, pending.turn); const event = frame.batch.event; for (const difficulty of DIFFICULTIES) { const view = viewGame(pending, holder); view.players.find(player => player.id === holder)!.bot = difficulty; assert.ok(botActions(view).some(action => action.type === 'semutaCommit' || action.type === 'semutaPass')); } let done = pending; if (claim) { done = applyAction(done, holder, {type:'semutaCommit', event}); if (done.pendingTreacheryDiscard?.reaction?.stage === 'select') done = applyAction(done, holder, {type:'semutaSelect', event, card:RECRUITS_CARD_ID}); } else for (const player of pending.players) done = applyAction(done, player.id, {type:'semutaPass', event}); assert.equal(done.pendingTreacheryDiscard, null); assert.equal(viewGame(done, owner).revival.freeRemaining, 4); assert.equal(viewGame(done, owner).revival.limit, 7); assert.equal(seat(done, holder).hand.some(card => card.id === RECRUITS_CARD_ID), claim); assert.equal(done.discard.filter(card => card.id === SEMUTA_DRUG_ID).length, Number(claim)); assert.deepEqual(inventory(done), original); const tanks = seat(done, owner).tanks, reserves = seat(done, owner).reserves; done = applyAction(done, owner, {type:'revive', amount:3, elite:0}); assert.equal(seat(done, owner).tanks, tanks - 3); assert.equal(seat(done, owner).reserves, reserves + 3); }); }