import assert from 'node:assert/strict'; import { createGame, joinGame, newPlayer, type Action, type Game } from '../game/engine'; import { placeAmbassador } from '../game/ecaz-ambassadors'; import { placeTerror } from '../game/moritani-terror'; import { actBasicSemutaAmbassador as act, basicSemutaAmbassadorClean as clean, basicSemutaAmbassadorPlayer as player, nextBasicSemutaAmbassadorStep } from './fixture-basic-semuta-ambassador'; import { nextPairedChoamSkillsStep } from './fixture-paired-choam-nexus-skills'; export { act, clean, player }; /** Real public mixed-family setup and skills training. Only unopened Spice * order and original Ambassador/Terror placements are controlled. */ export function selectedDiscoverySkillsOverlapFixture(advanced: boolean) { let game = createGame('DISCOVERYSKILLSOVERLAP', newPlayer('ecaz', 'Ecaz', 'ecaz'), advanced, ['ecaz', 'ix', 'choam']); for (const faction of ['moritani', 'ixians', 'choam', 'guild'] as const) joinGame(game, newPlayer(faction, faction, faction)); game = act(game, 'ecaz', {type:'moduleOption', module:'kullPreview', enabled:false}); game = act(game, 'ecaz', {type:'moduleOption', module:'discoveries', enabled:true}); game = act(game, 'ecaz', {type:'moduleOption', module:'leaderSkills', enabled:true}); for (const seat of game.players) game = act(game, seat.id, {type:'ready'}); const lobby = structuredClone(game); game = act(game, 'ecaz', {type:'start', ...(advanced ? {advancedPreview:true} : {})}); const setup = structuredClone(game); const advance = (initial: Game, until: (state: Game) => boolean) => { let state = initial; for (let count = 0; count < 1800; count++) { if (until(state)) return state; assert.notEqual(state.status, 'finished'); const step = state.status === 'setup' && state.setupStage === 'leaderSkills' ? nextPairedChoamSkillsStep(state) : nextBasicSemutaAmbassadorStep(state); assert.ok(step, `No original continuation at ${state.status}/${state.phase}/${state.decision?.kind}`); state = act(state, step.actor, step.action); } throw Error('The mixed Discovery/Skills game did not reach its requested boundary'); }; game = advance(game, state => state.status === 'playing'); assert.equal(game.leaderSkills?.assignments.length, game.players.length); assert.ok(game.discoveries && game.ecazAmbassadors && game.moritaniTerror); assert.ok(!game.nexusCards && !game.ecazTreachery); for (const position of advanced ? [0, 1] : [0]) { const index = game.spiceDeck.findIndex((card, i) => i >= position && 'territory' in card && (position === 0 ? card.discovery === 'discovery-hagga-basin' : !card.discovery)); assert.ok(index >= position); [game.spiceDeck[position], game.spiceDeck[index]] = [game.spiceDeck[index], game.spiceDeck[position]]; } game = advance(game, state => state.turn === 1 && state.phase === 5 && state.active === 'guild' && clean(state)); const beforeMarkers = structuredClone(game); const token = game.ecazAmbassadors!.tokens.find(row => row.effect === 'ecaz' && row.zone === 'supply'); const terror = game.moritaniTerror!.tokens.find(row => row.kind === 'robbery' && row.status === 'available'); assert.ok(token && terror); const destination = 'habbanya_ridge_sietch', sector = 17; game.ecazAmbassadors = placeAmbassador(game.ecazAmbassadors!, token.id, { turn:game.turn, availableSpice:player(game,'ecaz').spice, destination:{id:destination,stronghold:true,inStorm:false,allowed:true}, }).state; game.moritaniTerror = placeTerror(game.moritaniTerror!, terror.id, destination, game.turn); const shipment: Action = {type:'ship', territory:destination, sector, amount:1, elite:0, allyPayment:0}; return {game, lobby, setup, beforeMarkers, destination, sector, token:token.id, terror:terror.id, shipment, advance}; }