import assert from 'node:assert/strict'; import test from 'node:test'; import { viewGame, type Action, type Game } from '../game/engine'; import { botActions } from '../game/bots'; import { DIFFICULTIES } from '../game/bot-profiles'; import { futureBattleLeaderTiming } from '../game/future-battle-leader'; import { advanceTruthRevival, nextTruthRevival, truthRevivalClean, truthRevivalInventory, truthRevivalPlayer } from './fixture-truth-revival'; import { actFutureBattleCharity as act, askFutureBattleCharity as ask, createFutureBattleCharityFixture, futureBattleCharityRecords as records, reachFutureBattleCharityBattle as reachBattle, reachFutureBattleCharityWindow as reachMovement, } from './fixture-truth-future-battle-charity'; /** Original turn-two Storm and its pre-Spice draw window: no played hand, * army, phase or promise is installed to manufacture these opportunities. */ function fixture(phase: 0 | 1) { const source = createFutureBattleCharityFixture(); const game = structuredClone(phase === 0 ? source.base.storm.before : source.base.storm.after); assert.equal(game.phase, phase); assert.equal(game.turn, source.game.turn); assert.ok(truthRevivalClean(game)); assert.ok(truthRevivalPlayer(game, source.asker).hand.some(card => card.id === source.truth)); assert.deepEqual(truthRevivalInventory(game), source.originalCards); assert.ok(viewGame(game, source.asker).truthFutureBattleLeaderTargets.includes(source.target)); return { ...source, game }; } function finishBattle(game: Game, f: ReturnType, answer: 'yes' | 'no') { const plan = (leader: string): Action => ({type: 'battlePlan', leader, dial: 0, support: 0, weapon: null, defense: null}); const before = structuredClone(game); assert.throws(() => act(game, f.target, plan(answer === 'yes' ? f.alternative : f.leader))); assert.deepEqual(game, before); game = act(game, f.target, plan(answer === 'yes' ? f.leader : f.alternative)); const opponent = game.battle!.attacker === f.target ? game.battle!.defender : game.battle!.attacker; const other = truthRevivalPlayer(game, opponent).leaders.find(leader => !leader.dead && !leader.capturedBy && !leader.gholaBy && !leader.usedAt); assert.ok(other); game = act(game, opponent, plan(other.id)); assert.ok(game.battle?.revealed); assert.equal(records(game)[0].status, 'settled'); return game; } for (const phase of [0, 1] as const) { const window = phase === 0 ? 'Storm' : 'Spice Blow'; for (const answer of ['yes', 'no'] as const) { void test(`Basic ${window} future-battle ${answer} preserves its native continuation and binds the later battle`, () => { const f = fixture(phase); const storm = f.game.storm, pending = f.game.stormPending; const spiceDeck = structuredClone(f.game.spiceDeck); const forces = structuredClone(truthRevivalPlayer(f.game, f.target).forces); let game = act(ask(f), f.target, {type: 'truthAnswer', answer}); assert.equal(game.phase, phase); assert.equal(game.storm, storm); assert.equal(game.stormPending, pending); assert.deepEqual(game.spiceDeck, spiceDeck); assert.deepEqual(truthRevivalPlayer(game, f.target).forces, forces); assert.equal(records(game)[0].status, 'waiting'); game = reachMovement(game, f); assert.equal(truthRevivalPlayer(game, f.target).forces[f.base.location], undefined); assert.equal(truthRevivalPlayer(game, f.target).tanks, 3); assert.ok(game.spiceDeck.length < spiceDeck.length, 'The original Spice Blow must actually draw.'); game = reachBattle(game, f); assert.equal(records(game)[0].status, 'bound'); game = finishBattle(game, f, answer); assert.equal(game.discard.filter(card => card.id === f.truth).length, 1); assert.deepEqual(truthRevivalInventory(game), f.originalCards); }); } void test(`Basic ${window} conditional leader answer expires without a later battle`, () => { const f = fixture(phase); let game = act(ask(f), f.target, {type: 'truthAnswer', answer: 'yes'}); game = reachMovement(game, f); assert.ok(Object.values(truthRevivalPlayer(game, f.target).forces).every(amount => amount === 0)); for (let count = 0; count < 1200 && game.turn === f.game.turn && game.phase <= 6 && game.status === 'playing'; count++) { if (game.phase === 5 && game.active && truthRevivalClean(game)) { game = act(game, game.active, {type: 'endMovement'}); continue; } const next = nextTruthRevival(game); assert.ok(next); game = act(game, next.actor, next.action); } assert.equal(records(game)[0].status, 'expired'); assert.equal(game.discard.filter(card => card.id === f.truth).length, 1); }); void test(`each AI difficulty can legally answer the Basic ${window} question`, () => { for (const difficulty of DIFFICULTIES) { const f = fixture(phase); const asked = ask(f); truthRevivalPlayer(asked, f.target).bot = difficulty; const answer = botActions(viewGame(asked, f.target)).find(action => action.type === 'truthAnswer'); assert.ok(answer); const game = act(asked, f.target, answer); assert.equal(records(game)[0].status, 'waiting'); } }); } void test('early timing rejects controlled unsupported Storm and Spice parents', () => { const cases: {phase: 0 | 1; name: string; set: (game: Game) => void}[] = [ {phase: 0, name: 'unresolved Storm dials', set: game => { game.stormPending = null; }}, {phase: 0, name: 'Storm resolution', set: game => { game.stormResolution = {from: game.storm, distance: 1, traversed: 0, pending: []}; }}, {phase: 1, name: 'Spice resolution', set: game => { game.spiceResolution = {skipped: []}; }}, {phase: 1, name: 'Spice sequence', set: game => { game.spiceSequence = {pile: 0, skipped: []}; }}, {phase: 1, name: 'active Spice window', set: game => { game.spiceWindow = {territory: 'red_chasm', sector: 7, amount: 1, harvested: false}; }}, {phase: 1, name: 'Nexus', set: game => { game.nexus = true; }}, {phase: 1, name: 'worm ride', set: game => { game.wormRides = ['red_chasm']; }}, ]; for (const entry of cases) { const f = fixture(entry.phase); // Controlled parent probes: these fields represent continuations that are // outside the permitted quiet window, not an original full-game journey. entry.set(f.game); assert.equal(futureBattleLeaderTiming(f.game), false, entry.name); } }); void test('real pre-dial Storm and active Spice Blow hide targets and reject the early question', () => { const source = fixture(0); const storm = advanceTruthRevival(structuredClone(source.base.continuation.before), state => state.turn === source.game.turn && state.phase === 0 && state.stormPending === null && truthRevivalClean(state)); const spiceSource = fixture(1); const spice = advanceTruthRevival(structuredClone(spiceSource.game), state => state.turn === spiceSource.game.turn && state.phase === 1 && !!state.spiceWindow && truthRevivalClean(state)); for (const [f, game] of [[source, storm], [spiceSource, spice]] as const) { assert.deepEqual(viewGame(game, f.asker).truthFutureBattleLeaderTargets, []); const before = structuredClone(game); assert.throws(() => ask({ ...f, game }), /supported quiet/); assert.deepEqual(game, before); } });