import assert from 'node:assert/strict'; import test from 'node:test'; import { applyAction, viewGame, type Action, type Game } from '../game/engine'; import { botActions } from '../game/bots'; import { DIFFICULTIES } from '../game/bot-profiles'; import { advanceSemutaAdvisorBattle, createSemutaAdvisorBattleFixture, semutaAdvisorBattleInventory, semutaAdvisorBattlePlayer, } from './fixture-semuta-advisor-battle'; /** Original Advanced setup, shipments and battle choice. The explicit test * supplement forms a BG/Harkonnen alliance and moves existing physical cards * between zones; it does not claim these acquisitions occurred naturally. */ function source(names: string[]) { const fixture = createSemutaAdvisorBattleFixture(); let game = structuredClone(fixture.beforeBattle); const bg = semutaAdvisorBattlePlayer(game, fixture.bg); const ally = semutaAdvisorBattlePlayer(game, fixture.harkonnen); const target = semutaAdvisorBattlePlayer(game, fixture.atreides); assert.equal(bg.ally, null); assert.equal(ally.ally, null); bg.ally = ally.id; ally.ally = bg.id; const original = semutaAdvisorBattleInventory(game); // Return the target's actual cards before staging the requested original // physical cards, so the named-absence cases do not depend on a shuffled deal. game.deck.push(...target.hand.splice(0)); const pools = [game.richeseCache!, game.richeseRemoved ?? [], game.deck, game.discard, ...game.players.map(player => player.hand)]; const ids = names.map(name => { const pool = pools.find(cards => cards.some(card => card.name === name && !target.hand.some(held => held.id === card.id))); assert.ok(pool, `An original physical ${name} card must exist`); const index = pool.findIndex(card => card.name === name && !target.hand.some(held => held.id === card.id)); const card = pool.splice(index, 1)[0]; target.hand.push(card); return card.id; }); assert.deepEqual(semutaAdvisorBattleInventory(game), original); game = applyAction(game, fixture.choice.chooser, fixture.battleAction); game = advanceSemutaAdvisorBattle(game, state => state.battle?.preparation?.kind === 'voice' && !state.response && !state.decision && !state.phaseOpening); assert.equal(game.battle!.preparation!.owner, fixture.bg); assert.equal(game.battle!.preparation!.beneficiary, fixture.harkonnen); return { game, target: fixture.atreides, ally: fixture.harkonnen, bg: fixture.bg, ids, original }; } function command(game: Game, actor: string, kind: string, must: boolean) { game = applyAction(game, actor, { type: 'voice', kind, must }); return advanceSemutaAdvisorBattle(game, state => !!state.battle && !state.response && !state.decision && !state.phaseOpening && !state.battle.preparation && state.battle.preLeader?.closed !== false); } function plan(game: Game, actor: string, fields: Partial<{ leader: string | null; weapon: string | null; defense: string | null }> = {}): Action { const player = semutaAdvisorBattlePlayer(game, actor); const leader = player.leaders.find(candidate => !candidate.dead && !candidate.capturedBy); return { type: 'battlePlan', dial: 0, support: 0, leader: leader?.id ?? null, weapon: null, defense: null, ...fields }; } function reject(game: Game, actor: string, action: Action, reason?: RegExp) { const before = structuredClone(game); if (reason) assert.throws(() => applyAction(game, actor, action), reason); else assert.throws(() => applyAction(game, actor, action)); assert.deepEqual(game, before); } void test('Advanced Voice requires or forbids one named projectile without conflating another', () => { const { game: initial, bg, target, ids: [maula, crysknife], original } = source(['Maula Pistol', 'Crysknife']); const required = command(initial, bg, 'named:Maula Pistol', true); assert.deepEqual(required.battle!.voice, { target, kind: 'named:Maula Pistol', must: true }); reject(required, target, plan(required, target)); reject(required, target, plan(required, target, { weapon: crysknife })); const complied = applyAction(required, target, plan(required, target, { weapon: maula })); assert.equal(complied.battle!.plans[target].weapon, maula); assert.deepEqual(semutaAdvisorBattleInventory(complied), original); const forbidden = command(initial, bg, 'named:Maula Pistol', false); reject(forbidden, target, plan(forbidden, target, { weapon: maula })); const other = applyAction(forbidden, target, plan(forbidden, target, { weapon: crysknife })); assert.equal(other.battle!.plans[target].weapon, crysknife); assert.deepEqual(semutaAdvisorBattleInventory(other), original); }); void test('missing a named card permits another projectile, while the old generic command still matches both', () => { const { game: initial, bg, target, ids: [crysknife], original } = source(['Crysknife']); const required = command(initial, bg, 'named:Maula Pistol', true); const accepted = applyAction(required, target, plan(required, target, { weapon: crysknife })); assert.equal(accepted.battle!.plans[target].weapon, crysknife); assert.deepEqual(semutaAdvisorBattleInventory(accepted), original); const category = command(initial, bg, 'projectile', false); reject(category, target, plan(category, target, { weapon: crysknife })); assert.doesNotThrow(() => applyAction(category, target, plan(category, target))); }); void test('a named Worthless command accepts its physical card in either legal battle slot', () => { const { game: initial, bg, target, ids: [baliset, kulon] } = source(['Baliset', 'Kulon']); const required = command(initial, bg, 'named:Baliset', true); reject(required, target, plan(required, target, { weapon: kulon })); const weapon = applyAction(required, target, plan(required, target, { weapon: baliset })); assert.equal(weapon.battle!.plans[target].weapon, baliset); const defense = applyAction(required, target, plan(required, target, { defense: baliset })); assert.equal(defense.battle!.plans[target].defense, baliset); const forbidden = command(initial, bg, 'named:Baliset', false); reject(forbidden, target, plan(forbidden, target, { defense: baliset })); assert.doesNotThrow(() => applyAction(forbidden, target, plan(forbidden, target, { defense: kulon }))); }); void test('a named Cheap Hero prohibition preserves a different hero and permits no leader when none is legal', () => { const pair = source(['Cheap Hero', 'Cheap Heroine']); const forbidden = command(pair.game, pair.bg, 'named:Cheap Hero', false); const controlled = structuredClone(forbidden); for (const leader of semutaAdvisorBattlePlayer(controlled, pair.target).leaders) { leader.dead = true; leader.deaths = Math.max(leader.deaths, 1); } reject(controlled, pair.target, plan(controlled, pair.target, { leader: pair.ids[0] })); reject(controlled, pair.target, plan(controlled, pair.target, { leader: null })); const heroine = applyAction(controlled, pair.target, plan(controlled, pair.target, { leader: pair.ids[1] })); assert.equal(heroine.battle!.plans[pair.target].leader, pair.ids[1]); const one = source(['Cheap Hero']); const lastHero = command(one.game, one.bg, 'named:Cheap Hero', false); for (const leader of semutaAdvisorBattlePlayer(lastHero, one.target).leaders) { leader.dead = true; leader.deaths = Math.max(leader.deaths, 1); } const noLeader = applyAction(lastHero, one.target, plan(lastHero, one.target, { leader: null })); assert.equal(noLeader.battle!.plans[one.target].leader, null); }); void test('named Shield means the printed name, so either physical copy satisfies the requirement', () => { const { game: initial, bg, target, ids: [first, second] } = source(['Shield', 'Shield']); assert.notEqual(first, second); const required = command(initial, bg, 'named:Shield', true); reject(required, target, plan(required, target)); for (const defense of [first, second]) { const next = applyAction(required, target, plan(required, target, { defense })); assert.equal(next.battle!.plans[target].defense, defense); } }); void test('Basic rejects a named card command before committing Voice', () => { // Controlled mode downgrade at the genuine Voice boundary isolates the new // mode gate; it does not claim this Advanced fixture is a native Basic game. const { game, bg } = source(['Maula Pistol']); game.advanced = false; reject(game, bg, { type: 'voice', kind: 'named:Maula Pistol', must: true }, /Naming an individual card requires Advanced rules/); }); void test('all bot profiles can make legal plans under a named projectile command', () => { const { game: initial, bg, target, ids: [maula] } = source(['Maula Pistol', 'Crysknife']); for (const must of [true, false]) { const voiced = command(initial, bg, 'named:Maula Pistol', must); for (const difficulty of DIFFICULTIES) { const view = viewGame(voiced, target); view.players.find(player => player.id === target)!.bot = difficulty; const actions = botActions(view).filter(action => action.type === 'battlePlan'); assert.ok(actions.length, `${difficulty} can make a plan under named Voice`); if (must) assert.ok(actions.every(action => action.weapon === maula)); else assert.ok(actions.every(action => action.weapon !== maula)); for (const action of actions) assert.doesNotThrow(() => applyAction(voiced, target, action)); } } });