import assert from 'node:assert/strict'; import test from 'node:test'; import { registerHooks } from 'node:module'; import { readFileSync } from 'node:fs'; import { createElement, isValidElement, type ReactElement, type ReactNode } from 'react'; import { renderToStaticMarkup } from 'react-dom/server'; import { RevivalClaimFields, revivalClaimInputError } from '../components/revival-claim-fields'; import { RevivalPromises, RevivalPromiseGuideButton } from '../components/revival-promises'; import { createGame, joinGame, newPlayer, viewGame, type Action, type GameView } from '../game/engine'; import type { RevivalClaim } from '../game/revival-promises'; import { createTechTokens } from '../game/tech-tokens'; import { createTruthRevivalFixture, bindTruthRevival, actTruthRevival, settleTruthRevival } from './fixture-truth-revival'; const aliases = registerHooks({ resolve(specifier, context, next) { return next(specifier === 'next/image' ? 'vinext/shims/image' : specifier === 'next/link' ? 'vinext/shims/link' : specifier, context); }, load(url, context, next) { if (!url.endsWith('.module.css')) return next(url, context); const css = readFileSync(new URL(url), 'utf8'); const classes = Object.fromEntries([...css.matchAll(/\.([a-zA-Z_][\w-]*)/g)].map(match => [match[1], match[1]])); return { format: 'module', source: `export default ${JSON.stringify(classes)}`, shortCircuit: true }; }, }); const { Truthtrance } = await import('../components/truthtrance'); aliases.deregister(); type ElementProps = { children?: ReactNode; [key: string]: unknown }; type Element = ReactElement; function elements(node: ReactNode): Element[] { if (Array.isArray(node)) return node.flatMap(elements); if (!isValidElement(node)) return []; return [node, ...elements(node.props.children)]; } function field(props: Parameters[0], id: string) { const found = elements(RevivalClaimFields(props)).find(element => element.props.id === id && typeof element.props.onChange === 'function'); assert.ok(found); return found; } function minimum(props: Parameters[0], value: number) { (field(props, 'truth-revival-minimum').props.onChange as (event: { currentTarget: { valueAsNumber: number } }) => void)( { currentTarget: { valueAsNumber: value } }); } function counter(props: Parameters[0], value: string) { (field(props, 'truth-revival-counter').props.onChange as (event: { currentTarget: { value: string } }) => void)( { currentTarget: { value } }); } function guide(props: Parameters[0]) { const button = RevivalPromiseGuideButton(props); assert.ok(button); return button; } const press = (button: ReturnType) => button.props.onClick(); const markup = (game: GameView, busy = false) => renderToStaticMarkup(createElement(RevivalPromises, { game, busy, send() {} })); /** Controlled entitled projections exercise UI guards only. The source-earned * producer below supplies actual ordinary returns and cumulative progress. */ function projected(action: 'revive' | 'ready' = 'revive', advanced = false): GameView { const source = createGame('TRUTHREVIVALCONTROLS', newPlayer('p', 'Respondent', 'emperor'), advanced); joinGame(source, newPlayer('a', 'Asker', 'atreides')); const game = viewGame(source, 'p'); game.status = 'playing'; game.phase = 4; game.turn = 2; game.ready = []; game.revivalOrder = advanced ? { version: 1, turn: 2, original: ['p', 'a'], remaining: ['p', 'a'], completed: [], started: false } : null; game.active = advanced ? 'p' : null; game.revivalPromises = [{ event: 'controlled-revival-event', player: 'p', asker: 'a', turn: 2, counter: 'total', minimum: 3, answer: action === 'revive', progress: 1 }]; game.revivalPromiseGuide = { phase: 4, action: action === 'revive' ? { type: 'revive', amount: 2, elite: 0, freeElite: 0, revivalPromiseEvent: 'controlled-revival-event' } : { type: 'ready', revivalPromiseEvent: 'controlled-revival-event' } }; return game; } void test('Revival claim fields preserve the turn and author only parser-valid physical counter types and whole minima1 through20', () => { const value: RevivalClaim = { turn: 2, counter: 'total', minimum: 3 }, changes: RevivalClaim[] = []; const props = { value, onChange(next: RevivalClaim) { changes.push(next); } }; const html = renderToStaticMarkup(createElement(RevivalClaimFields, props)); assert.match(html, /Turn 2/); assert.match(html, /min="1"/); assert.match(html, /max="20"/); for (const type of ['total', 'normal', 'elite']) assert.match(html, new RegExp(`value="${type}"`)); assert.match(html, /each physical counter counts once/); assert.match(html, /Earlier returns, card effects, Ghola and Emperor extra revivals do not count/); minimum(props, 1); minimum(props, 20); counter(props, 'normal'); counter(props, 'elite'); assert.deepEqual(changes, [{ ...value, minimum: 1 }, { ...value, minimum: 20 }, { ...value, counter: 'normal' }, { ...value, counter: 'elite' }]); for (const next of [0, 21, -1, 1.5, NaN, Infinity]) { assert.ok(revivalClaimInputError({ ...value, minimum: next })); minimum(props, next); } counter(props, 'strength'); counter(props, ''); assert.equal(changes.length, 4); minimum({ ...props, disabled: true }, 2); counter({ ...props, disabled: true }, 'normal'); minimum({ ...props, value: { ...value, turn: 0 } }, 2); assert.equal(changes.length, 4); assert.match(renderToStaticMarkup(createElement(RevivalClaimFields, { ...props, value: { ...value, minimum: 0 } })), /role="alert"/); }); void test('own Revival obligations persist with cumulative typed progress, exclusions and completion/release status', () => { const game = projected('revive', true); game.revivalPromises.push( { event: 'no-event', player: 'p', asker: 'a', turn: 2, counter: 'elite', minimum: 2, answer: false, progress: 1 }, { event: 'fulfilled-event', player: 'p', asker: 'a', turn: 2, counter: 'normal', minimum: 1, answer: true, progress: 1, fulfilled: true }, { event: 'released-event', player: 'p', asker: 'a', turn: 2, counter: 'total', minimum: 9, answer: true, progress: 0, released: true }, { event: 'foreign-event', player: 'a', asker: 'p', turn: 2, counter: 'normal', minimum: 19, answer: true, progress: 0 }, ); game.revivalOrder!.remaining = ['a', 'p']; game.active = 'a'; game.revivalPromiseGuide = null; const before = structuredClone(game); for (let render = 0; render < 2; render++) { const html = markup(game); assert.match(html, /Your Revival promises/); assert.match(html, /Recorded future ordinary returns: 1 physical force/); assert.match(html, /Recorded future ordinary returns: 1 elite force/); assert.match(html, /No keeps your cumulative future returns below that minimum, including across smaller split requests/); assert.match(html, /Prior returns, card effects, Ghola and Emperor extra revivals do not count/); assert.match(html, /Original revival costs, limits and turn order still apply/); assert.match(html, /Fulfilled: this commitment is complete/); assert.match(html, /Released: this commitment is no longer possible/); assert.match(html, /Your Revival opportunity is still ahead/); assert.match(html, /href="\/rules#truthtrance-revival"/); assert.doesNotMatch(html, /at least 19|foreign-event|controlled-revival-event/); } assert.deepEqual(game, before); assert.equal(RevivalPromises({ game: { ...game, me: 'missing' }, busy: false, send() {} }), null); }); void test('actual Basic and ordered Advanced guide callbacks forward native revive or Ready packets unchanged', () => { for (const advanced of [false, true]) for (const action of ['revive', 'ready'] as const) { const game = projected(action, advanced), sent: Action[] = []; const props = { game, busy: false, send(next: Action) { sent.push(next); } }; const button = guide(props); assert.equal(button.props.disabled, false); press(button); assert.deepEqual(sent, [game.revivalPromiseGuide!.action]); assert.equal(sent[0], game.revivalPromiseGuide!.action); press(guide({ ...props, busy: true })); assert.equal(sent.length, 1); } }); void test('stale Revival guides guard readiness, current ordered actor, event, quote and native action windows', () => { const changes: ((game: GameView) => void)[] = [ game => { game.me = 'a'; }, game => { game.turn = 3; }, game => { game.phase = 5; }, game => { game.status = 'setup'; }, game => { game.ready = ['p']; }, game => { game.revivalOrder!.remaining = ['a', 'p']; game.active = 'a'; }, game => { game.revivalOrder!.turn = 1; }, game => { game.active = null; }, game => { game.revivalOrder = null; }, game => { game.revivalOrder = { ...game.revivalOrder!, remaining: ['p', 'a'] }; }, game => { game.revivalPromiseGuide = { phase: 4, action: { ...game.revivalPromiseGuide!.action } }; }, game => { game.revivalPromiseGuide = null; }, game => { game.revivalPromiseGuide!.action.amount = 3; }, game => { game.revivalPromises[0].event = 'another-event'; }, game => { game.revivalPromises[0].player = 'a'; }, game => { game.revivalPromises[0].fulfilled = true; }, game => { game.revivalPromises[0].released = true; }, game => { game.revivalPromises = []; }, game => { game.phaseOpening = { passed: [] }; }, game => { game.decision = { kind: 'revivalStop', player: 'a', recipient: 'p', revival: 'forces' }; }, game => { game.response = { kind: 'revivalIncome', owner: 'a', amount: 1, passed: [] }; }, game => { game.automaticContinuationPending = true; }, game => { game.players.find(player => player.id === game.me)!.autopilot = 'Easy'; }, game => { game.roomControl = { paused: true, joinLocked: false, revision: 1, updatedAt: null }; }, game => { game.roomControl = { paused: false, closed: true, joinLocked: false, revision: 1, updatedAt: null }; }, game => { game.techTokens = createTechTokens(); }, game => { game.truthtrance = { stage: 'ask', queue: [{ player: 'a', card: 'controlled-card' }], passed: [], question: null }; }, ]; for (const change of changes) { const game = projected('revive', true), sent: Action[] = []; const props = { game, busy: false, send(action: Action) { sent.push(action); } }; const button = guide(props); change(game); press(button); assert.deepEqual(sent, []); } const props = { game: projected(), busy: false, send() { assert.fail('A now-busy guide cannot dispatch'); } }; const button = guide(props); props.busy = true; press(button); }); void test('Revival guidance never reconstructs eligibility from private hands or rival physical pools', () => { const game = projected(), sent: Action[] = []; for (const seat of game.players) for (const key of ['hand', 'traitors', 'faceDancers', 'reserves', 'tanks', 'elites']) Object.defineProperty(seat, key, { get() { throw Error(`No private or unneeded ${key} inspection`); }, configurable: true }); assert.match(markup(game), /Revive 2 forces while honoring your answers/); press(guide({ game, busy: false, send(action) { sent.push(action); } })); assert.deepEqual(sent, [game.revivalPromiseGuide!.action]); }); void test('source-earned Basic and Advanced Revival views connect the actual guide callback to completed ordinary progress', () => { for (const advanced of [false, true]) { const f = createTruthRevivalFixture({ advanced, window: 'active' }); const bound = bindTruthRevival(f, 'yes', 3, 'total'); const respondent = viewGame(bound.asked, f.target); assert.ok(respondent.truthRevivalAnswers?.includes('yes')); assert.equal(viewGame(bound.asked, f.asker).truthRevivalAnswers, null); const answers = renderToStaticMarkup(createElement(Truthtrance, { game: respondent, busy: false, act() {} })); assert.match(answers, /Answer Yes/); assert.match(answers, /Answer No/); const game = viewGame(bound.game, f.target), sent: Action[] = []; if (advanced) assert.equal(game.revivalOrder?.remaining[0], f.target); else assert.equal(game.revivalOrder, null); assert.match(markup(game), /Your Revival promises/); assert.match(markup(game), /Recorded future ordinary returns: 0 physical forces/); const next = game.revivalPromiseGuide; assert.ok(next); press(guide({ game, busy: false, send(action) { sent.push(action); } })); assert.deepEqual(sent, [next.action]); const after = settleTruthRevival(actTruthRevival(bound.game, f.target, sent[0])); const promise = after.revivalPromises?.find(promise => promise.event === next.action.revivalPromiseEvent); assert.ok(promise); assert.equal(promise.progress, 3); assert.equal(promise.fulfilled, true); assert.equal(after.players.find(player => player.id === f.target)!.tanks, 0); assert.match(markup(viewGame(after, f.target)), /Fulfilled: this commitment is complete/); assert.equal(RevivalPromiseGuideButton({ game: viewGame(after, f.target), busy: false, send() {} }), null); assert.equal(RevivalPromises({ game: viewGame(after, f.asker), busy: false, send() {} }), null); } });