import assert from 'node:assert/strict'; import { applyAction, createGame, handLimit, initializeLeaderSkillsGameForAudit, joinGame, newPlayer, viewGame, type Action, type Game, type Player, } from '../game/engine'; import { territory } from '../game/board'; import type { Card } from '../game/cards'; import type { FactionId } from '../game/catalog'; import { LEADER_SKILL_CARDS, type LeaderSkillId } from '../game/leader-skill-cards'; import { leaderSkillStrongholdCount } from '../game/leader-skill-battle-board'; import { createStrongholdCards, strongholdControllers, type StrongholdId } from '../game/stronghold-cards'; import { createTechTokens } from '../game/tech-tokens'; import { quoteBattleResolution, type ResolutionCombatant } from '../game/battle-resolution-quote'; import { nextStrongholdFactionsNativeStep } from './fixture-stronghold-factions'; export type ClassicSkillsStrongholdStep = { actor: string; action: Action }; export type ClassicSkillsStrongholdOptions = { /** Fresh authenticated Advanced classic lobby; original IDs/order survive. */ initial?: Game; seatIds?: string[]; optionalTech?: boolean; kind?: Exclude; skill?: LeaderSkillId; band?: 'normal' | 'skilled'; ownerFaction?: FactionId; opponentFaction?: FactionId; cardHolder?: 'owner' | 'opponent' | 'unclaimed'; ownerDial?: number; support?: number; opponentDial?: number; opponentSupport?: number; ownerLeaderStrength?: number; opponentLeaderStrength?: number; ownerWeapon?: Card['kind']; ownerDefense?: Card['kind']; opponentWeapon?: Card['kind']; opponentDefense?: Card['kind']; traitors?: 'owner' | 'both'; }; export type ClassicSkillsStrongholdFixture = { initial: Game; afterSetup: Game; beforeFirstMentat: Game; firstMentatStep: ClassicSkillsStrongholdStep; afterFirstMentat: Game; beforeBattle: Game; battleAction: Action; game: Game; actor: string; owner: string; opponent: string; banker?: string; trainer: string; kind: StrongholdId; key: string; skill: LeaderSkillId; band: 'normal' | 'skilled'; planActions: ClassicSkillsStrongholdStep[]; staging: string[]; }; export function classicSkillsStrongholdPlayer(game: Game, id: string): Player { const player = game.players.find(p => p.id === id); assert.ok(player, `Missing original classic seat ${id}`); return player; } /** Control only the original fourteen-card shuffle, before any native deal. */ function withOffers(selected: LeaderSkillId[], initialize: () => T): T { assert.equal(new Set(selected).size, selected.length); const working: LeaderSkillId[] = LEADER_SKILL_CARDS.map(card => card.id); const remainder = working.filter(skill => !selected.includes(skill)); const desired = selected.flatMap(skill => [skill, remainder.shift()!]); desired.push(...remainder); const rolls: number[] = []; for (let i = working.length - 1; i > 0; i--) { const j = working.indexOf(desired[i]); assert.ok(j >= 0 && j <= i); rolls.push(Math.floor((j + 0.5) * 0x100000000 / (i + 1))); [working[i], working[j]] = [working[j], working[i]]; } const descriptor = Object.getOwnPropertyDescriptor(crypto, 'getRandomValues'); const native = crypto.getRandomValues.bind(crypto); let cursor = 0; crypto.getRandomValues = (array: V): V => { if (cursor < rolls.length) { assert.ok(array instanceof Uint32Array && array.length === 1); array[0] = rolls[cursor++]; } else Reflect.apply(native, crypto, [array]); return array; }; try { return initialize(); } finally { if (descriptor) Object.defineProperty(crypto, 'getRandomValues', descriptor); else Reflect.deleteProperty(crypto, 'getRandomValues'); } } /** The existing native policy owns readiness and projected response passes. * In particular, a phase opening must close before a response can be passed. */ export function nextClassicSkillsStrongholdStep(game: Game): ClassicSkillsStrongholdStep | null { if (!game.phaseOpening && !game.response) { const decision = game.decision; if (decision?.kind === 'leaderSkillVisibility') return { actor: decision.player, action: { type: 'leaderSkillVisibility', event: decision.event, hide: false } }; if (decision?.kind === 'mentatQuestion') return { actor: decision.player, action: { type: 'decision', event: decision.event, decline: true } }; if (decision?.kind === 'techToken') return { actor: decision.player, action: { type: 'decision', token: decision.choices[0] } }; if (decision?.kind === 'sukRescue') { const choice = decision.options.map((option, index) => ({ index, saved: option.normal + option.elite, kept: !!option.kept })) .sort((a, b) => b.saved - a.saved || Number(b.kept) - Number(a.kept))[0].index; return { actor: decision.player, action: { type: 'decision', event: decision.event, choice } }; } } return nextStrongholdFactionsNativeStep(game); } function step(game: Game): Game { const next = nextClassicSkillsStrongholdStep(game); assert.ok(next, 'Native continuation stopped at an unsealed human plan'); return applyAction(game, next.actor, next.action); } const clean = (game: Game) => !game.phaseOpening && !game.response && !game.decision; function advance(game: Game, predicate: (state: Game) => boolean): Game { for (let count = 0; count < 1800; count++) { if (predicate(game)) return game; assert.equal(game.status, 'playing'); game = step(game); } throw Error('Original classic continuation did not reach its requested boundary'); } function reserveBoard(game: Game): void { for (const player of game.players) { player.reserves += Object.values(player.forces).reduce((sum, count) => sum + count, 0); player.forces = {}; if (player.elites) { player.elites.reserves += Object.values(player.elites.forces).reduce((sum, count) => sum + count, 0); player.elites.forces = {}; } if (player.advisors) player.advisors = {}; } } function place(game: Game, actor: string, key: string, count: number): void { const player = classicSkillsStrongholdPlayer(game, actor); assert.ok(player.reserves - (player.elites?.reserves ?? 0) >= count, 'Stage ordinary physical counters, not hidden elite counters'); player.reserves -= count; player.forces[key] = (player.forces[key] ?? 0) + count; } function heldCard(game: Game, actor: string, matches: (card: Card) => boolean, staging: string[], used: string[] = []): Card { const player = classicSkillsStrongholdPlayer(game, actor); const held = player.hand.find(card => matches(card) && !used.includes(card.id)); if (held) return held; const index = game.deck.findIndex(card => matches(card) && !used.includes(card.id)); const donor = index < 0 ? game.players.find(p => p.id !== actor && p.hand.some(card => matches(card) && !used.includes(card.id))) : undefined; assert.ok(index >= 0 || donor, 'Required original card must retain actual deck/hand custody'); assert.ok(player.hand.length < handLimit(player)); const card = index >= 0 ? game.deck.splice(index, 1)[0] : donor!.hand.splice(donor!.hand.findIndex(card => matches(card) && !used.includes(card.id)), 1)[0]; player.hand.push(card); staging.push(`Conserved ${card.id}: native ${donor?.id ?? 'deck'} custody → ${actor}'s hand`); return card; } function conserveTraitor(game: Game, actor: string, identity: string, staging: string[]): void { const player = classicSkillsStrongholdPlayer(game, actor); if (player.traitors.includes(identity)) return; const returned = player.traitors[0]; const index = game.traitorReserve?.indexOf(identity) ?? -1; const donor = game.players.find(p => p.id !== actor && p.traitors.includes(identity)); assert.ok(returned && (index >= 0 || donor), 'Conserved original traitor must remain in native custody'); if (index >= 0) game.traitorReserve!.splice(index, 1, returned); else donor!.traitors[donor!.traitors.indexOf(identity)] = returned; player.traitors[0] = identity; staging.push(`Conserved traitor ${identity}: native ${donor?.id ?? 'reserve'} custody exchanged for ${actor}'s ${returned}`); } /** Real original setup and first END Mentat acquisition. Labeled staging only * conserves physical board/cards and orders unplayed Spice Cards. No phase, * turn, wallet, Stronghold/Tech owner, plan, quote or earned receipt is assigned. */ export function createClassicSkillsStrongholdFixture(options: ClassicSkillsStrongholdOptions = {}): ClassicSkillsStrongholdFixture { const skill = options.skill ?? 'suk-graduate'; const band = options.band ?? 'skilled'; const kind = options.kind ?? 'arrakeen'; const staging: string[] = []; let game: Game; if (options.initial) game = structuredClone(options.initial); else { const ids = options.seatIds ?? ['emperor', 'guild', 'atreides']; assert.ok(ids.length >= 2 && ids.length <= 6 && new Set(ids).size === ids.length); const factions: FactionId[] = ['emperor', 'guild', 'atreides', 'fremen', 'harkonnen', 'beneGesserit']; game = createGame('CLASSICSKILLSSTRONGHOLD', newPlayer(ids[0], factions[0], factions[0]), true); for (let index = 1; index < ids.length; index++) joinGame(game, newPlayer(ids[index], factions[index], factions[index])); } assert.equal(game.status, 'lobby', 'Only the original fresh authenticated undealt lobby is accepted'); assert.equal(game.advanced, true); assert.deepEqual(game.expansions, []); assert.ok(game.players.length >= 2 && game.players.length <= 6); const owner = game.players.find(p => p.faction === (options.ownerFaction ?? 'guild'))?.id; const opponent = game.players.find(p => p.faction === (options.opponentFaction ?? 'emperor'))?.id; assert.ok(owner && opponent && owner !== opponent); const banker = game.players.find(p => p.faction === 'atreides' && p.id !== owner && p.id !== opponent)?.id; if (!game.strongholdCards) game = applyAction(game, game.host, { type: 'strongholdCards', enabled: true }); assert.deepEqual(game.strongholdCards, createStrongholdCards()); if (options.optionalTech) { assert.ok(game.players.length >= 3); if (!game.techTokens) game = applyAction(game, game.host, { type: 'techTokens', enabled: true }); } if (game.techTokens) assert.deepEqual(game.techTokens, createTechTokens()); for (const player of game.players) if (!player.ready) game = applyAction(game, player.id, { type: 'ready' }); const passive: LeaderSkillId[] = (['sandmaster', 'smuggler', 'rihani-decipherer', 'prana-bindu-adept', 'killer-medic', 'master-of-assassins'] as const) .filter(candidate => candidate !== skill); const selected = game.players.map(player => player.id === owner ? skill : player.id === banker ? 'spice-banker' as const : passive.shift()!); game = withOffers(selected, () => initializeLeaderSkillsGameForAudit(game)); const initial = structuredClone(game); for (let count = 0; game.status === 'setup' && count < 200; count++) { if (game.setupStage === 'leaderSkills') { const actor = Object.keys(game.leaderSkills!.offers)[0]; const offer = game.leaderSkills!.offers[actor]; const wanted = selected[game.players.findIndex(player => player.id === actor)]; const view = viewGame(game, actor).leaderSkills!; assert.ok(offer.cards.includes(wanted) && !view.unavailableSkills?.[wanted]); const eligible = new Set(view.eligibleLeaders.map(leader => leader.id)); const leader = classicSkillsStrongholdPlayer(game, actor).leaders.filter(leader => eligible.has(leader.id)) .sort((a, b) => b.strength - a.strength)[0]; assert.ok(leader); game = applyAction(game, actor, { type: 'leaderSkill', event: offer.event, skill: wanted, leader: leader.id }); } else game = step(game); } assert.equal(game.status, 'playing'); const afterSetup = structuredClone(game); // Four conserved unplayed non-worm blows keep the two-turn suffix out of Nexus. const blows = game.spiceDeck.filter(card => 'territory' in card).slice(0, 4); for (let index = 0; index < blows.length; index++) { const from = game.spiceDeck.indexOf(blows[index]); game.spiceDeck.splice(index, 0, game.spiceDeck.splice(from, 1)[0]); } staging.push('Controlled original unplayed Spice Card order: four non-worm blows; not a natural shuffle history'); game = advance(game, state => state.phase === 8 && clean(state)); reserveBoard(game); const key = `${kind}:${territory(kind).sectors[0]}`; const holder = options.cardHolder === 'opponent' ? opponent : options.cardHolder === 'unclaimed' ? undefined : owner; if (holder) place(game, holder, key, 1); staging.push('Before genuine first END Mentat: conserved board counters through their own reserves; only the labeled card claimant occupies one stronghold'); let beforeFirstMentat: Game | undefined; let firstMentatStep: ClassicSkillsStrongholdStep | undefined; for (let count = 0; game.turn === 1 && count < 200; count++) { const next = nextClassicSkillsStrongholdStep(game); assert.ok(next); const before = structuredClone(game); game = applyAction(game, next.actor, next.action); if (game.turn === 2) { beforeFirstMentat = before; firstMentatStep = next; } } assert.ok(beforeFirstMentat && firstMentatStep); assert.equal(game.turn, 2); assert.equal(game.strongholdCards!.owners[kind], holder ?? null); assert.deepEqual(game.strongholdCards!.owners, strongholdControllers(beforeFirstMentat.players, false)); const afterFirstMentat = structuredClone(game); // Use the actual physical Weather Control card rather than fabricate a storm. // It also makes physical attacker/defender deterministic from retained circles. const weather = heldCard(game, owner, card => card.effect === 'weather', staging); game = advance(game, state => state.phase === 0 && clean(state)); game = applyAction(game, owner, { type: 'card', card: weather.id, amount: 0 }); game = advance(game, state => state.phase === 5 && clean(state)); reserveBoard(game); for (const actor of [owner, opponent]) place(game, actor, key, 8); staging.push('Before genuine turn-two movement completion: conserve eight ordinary counters per combatant; retained first-Mentat card custody is unchanged'); assert.ok(!territory(kind).sectors.includes(game.storm), 'Original storm must leave the battle territory available'); const used: string[] = []; const card = (actor: string, face: Card['kind'] | undefined): string | null => { if (!face) return null; const held = heldCard(game, actor, physical => physical.kind === face, staging, used); used.push(held.id); return held.id; }; const ownerWeapon = card(owner, options.ownerWeapon); const ownerDefense = card(owner, options.ownerDefense); const opponentWeapon = card(opponent, options.opponentWeapon); const opponentDefense = card(opponent, options.opponentDefense); const trainer = game.leaderSkills!.assignments.find(assignment => assignment.owner === owner)!.leader; const untrained = (actor: string, strength: number | undefined) => { const candidates = classicSkillsStrongholdPlayer(game, actor).leaders.filter(leader => !leader.dead && !leader.usedAt && !game.leaderSkills!.assignments.some(assignment => assignment.leader === leader.id)); const leader = strength === undefined ? candidates.find(leader => leader.strength === 3) ?? candidates[0] : candidates.find(leader => leader.strength === strength); assert.ok(leader, 'Requested original untrained printed disc must exist'); return leader.id; }; const ownerLeader = band === 'skilled' ? trainer : untrained(owner, options.ownerLeaderStrength); const opponentLeader = untrained(opponent, options.opponentLeaderStrength); if (options.traitors) { conserveTraitor(game, owner, opponentLeader, staging); if (options.traitors === 'both') conserveTraitor(game, opponent, ownerLeader, staging); } game = advance(game, state => state.phase === 6 && clean(state)); const beforeBattle = structuredClone(game); const actor = game.active!; assert.ok(actor === owner || actor === opponent); const battleAction: Action = { type: 'chooseBattle', territory: kind, target: actor === owner ? opponent : owner }; game = applyAction(game, actor, battleAction); const planActions: ClassicSkillsStrongholdStep[] = [ { actor: owner, action: { type: 'battlePlan', dial: options.ownerDial ?? 0, support: options.support ?? 0, leader: ownerLeader, weapon: ownerWeapon, defense: ownerDefense } }, { actor: opponent, action: { type: 'battlePlan', dial: options.opponentDial ?? 0, support: options.opponentSupport ?? 0, leader: opponentLeader, weapon: opponentWeapon, defense: opponentDefense } }, ]; return { initial, afterSetup, beforeFirstMentat, firstMentatStep, afterFirstMentat, beforeBattle, battleAction, game, actor, owner, opponent, banker, trainer, kind, key, skill, band, planActions, staging }; } /** Human UI can stop at the original pre-plan state; runtime proof deliberately * passes native windows and chooses the requested legal normal/skilled band. */ export function prepareClassicSkillsStrongholdBattle(fixture: ClassicSkillsStrongholdFixture, state = fixture.game): Game { let game = structuredClone(state); for (let count = 0; count < 160; count++) { const next = nextClassicSkillsStrongholdStep(game); if (!next) { assert.ok(game.battle && !game.battle.revealed); return game; } if (next.action.type === 'leaderSkillVisibility') next.action.hide = next.actor === fixture.owner && fixture.band === 'skilled'; game = applyAction(game, next.actor, next.action); } throw Error('Original classic plan boundary did not open'); } export function revealClassicSkillsStrongholdBattle(fixture: ClassicSkillsStrongholdFixture): Game { let game = prepareClassicSkillsStrongholdBattle(fixture); for (const plan of fixture.planActions) { game = applyAction(game, plan.actor, plan.action); while (game.response || game.phaseOpening || game.decision?.kind === 'fullPlanOffer') game = step(game); } assert.ok(game.battle?.revealed); return game; } export function finishClassicSkillsStrongholdBattle(state: Game, options: { stop?: 'skill' | 'cleanup' | 'tech'; callers?: string[] } = {}): Game { let game = structuredClone(state); for (let count = 0; count < 240; count++) { if (options.stop === 'skill' && game.decision?.kind === 'sukRescue') return game; if (options.stop === 'cleanup' && game.decision?.kind === 'battleCards') return game; if (options.stop === 'tech' && game.decision?.kind === 'techToken') return game; if (!game.battle && clean(game) && !game.pendingTreacheryDiscard) return game; const next = nextClassicSkillsStrongholdStep(game); assert.ok(next); if (next.action.type === 'traitorCall') next.action.call = options.callers?.includes(next.actor) ?? false; game = applyAction(game, next.actor, next.action); } throw Error('Original classic skill/Stronghold battle suffix did not finish'); } /** Quote the actual revealed source, with both native physical support and * assigned skill bands. Do not use the standalone Stronghold quote adapter, * which intentionally has no Leader Skill inputs. */ export function quoteClassicSkillsStrongholdBattle(game: Game) { const battle = game.battle; assert.ok(battle?.revealed); const combatant = (actor: string): ResolutionCombatant => { const player = classicSkillsStrongholdPlayer(game, actor); const view = viewGame(game, actor).battle!; assert.ok(view.ownForces); return { id: actor, faction: player.faction, ally: player.ally, spice: player.spice, hand: player.hand, plan: battle.plans[actor], leader: player.leaders.find(leader => leader.id === battle.plans[actor].leader), forces: view.ownForces, stronghold: view.strongholdEffects[actor], poisonTooth: battle.poisonTooth?.[actor], lateDefense: battle.lateDefense?.[actor], stoneMode: battle.stoneBurner?.[actor], leaderSkills: game.leaderSkills!.assignments.filter(assignment => assignment.owner === actor) .map(assignment => ({ skill: assignment.skill, leader: assignment.leader, faceUp: !battle.leaderSkillHidden?.[actor], captured: false })), occupiedStrongholds: leaderSkillStrongholdCount(game, player), }; }; return quoteBattleResolution({ advanced: game.advanced, turn: game.turn, territory: battle.territory, aggressor: viewGame(game, game.host).battle!.aggressor, attacker: combatant(battle.attacker), defender: combatant(battle.defender), voters: viewGame(game, game.host).battle!.traitorVoters.map(actor => ({ id: actor, beneficiary: [battle.attacker, battle.defender].includes(actor) ? actor : classicSkillsStrongholdPlayer(game, actor).ally!, called: battle.traitorCalls[actor] ?? false, traitors: classicSkillsStrongholdPlayer(game, actor).traitors })), participants: game.players, physicalCards: [...game.deck, ...game.discard, ...game.players.flatMap(player => player.hand)], pendingAuditorPresent: false, pendingRetentionPresent: false, }); }