import test from 'node:test'; import assert from 'node:assert/strict'; import { applyAction, createGame, initializeSemutaGameForAudit, joinGame, newPlayer, normalizeAutomaticGame, viewGame, type Game } from '../game/engine'; import { botActions } from '../game/bots'; import { SEMUTA_DRUG_ID } from '../game/semuta-drug'; const reload = (g: Game): Game => JSON.parse(JSON.stringify(g)); const player = (g: Game, id: string) => g.players.find(p => p.id === id)!; function take(g: Game, id: string) { const zones = [g.deck, g.discard, g.richeseCache!, ...g.players.map(p => p.hand)]; for (const zone of zones) { const index = zone.findIndex(card => card.id === id || card.effect === id); if (index >= 0) return zone.splice(index, 1)[0]; } throw new Error(`Missing physical ${id}`); } function inventory(g: Game) { const ids = [...g.deck, ...g.discard, ...g.richeseCache!, ...g.players.flatMap(p => p.hand)].map(card => card.id).sort(); assert.equal(new Set(ids).size, ids.length); return ids; } function fixture() { let g = createGame('SEMUTAQ2', newPlayer('r', 'Richese', 'richese'), false, ['choam']); joinGame(g, newPlayer('a', 'Atreides', 'atreides')); joinGame(g, newPlayer('e', 'Emperor', 'emperor')); for (const p of g.players) { p.bot = 'Medium'; p.ready = true; } g = initializeSemutaGameForAudit(g); for (let step = 0; g.status === 'setup' && step < 80; step++) { let next: Game | undefined; for (const p of g.players) { const action = botActions(viewGame(g, p.id))[0]; if (action) { next = applyAction(g, p.id, action); break; } } assert.ok(next, 'genuine setup must have a legal AI choice'); g = next; } assert.equal(g.status, 'playing'); const semuta = take(g, SEMUTA_DRUG_ID), hajr = take(g, 'hajr'); g.deck.push(...g.players.flatMap(p => p.hand)); for (const p of g.players) p.hand = []; player(g, 'r').hand.push(semuta); player(g, 'a').hand.push(hajr); Object.assign(g, { turn: 2, phase: 5, active: 'a', storm: 18, ready: [], decision: null, response: null, phaseOpening: null, stormPending: null, movementRemaining: ['a', 'r', 'e'] }); return { g, semuta, hajr }; } void test('a clean public discard offers every seat the same event, then a committed sole Semuta claim resumes once across JSON', () => { const { g, semuta, hajr } = fixture(); const original = inventory(g); const pending = applyAction(g, 'a', { type: 'card', card: hajr.id }); const event = pending.pendingTreacheryDiscard?.batch.event; assert.equal(pending.pendingTreacheryDiscard?.reaction?.stage, 'offer'); assert.ok(event); const from = viewGame(pending, 'a').semutaReaction!, to = viewGame(pending, 'r').semutaReaction!; assert.equal(from.event, to.event); assert.equal(from.canCommit, false); assert.equal(to.canCommit, true); assert.deepEqual(from.candidates, []); assert.deepEqual(to.candidates, []); assert.equal(viewGame(pending, 'e').semutaReaction?.event, event); assert.deepEqual(normalizeAutomaticGame(reload(pending)), reload(pending)); assert.throws(() => applyAction(pending, 'a', { type: 'move', from: 'imperial_basin:10', amount: 1, territory: 'arrakeen', sector: 10 })); const before = JSON.stringify(pending); assert.throws(() => applyAction(pending, 'a', { type: 'semutaCommit', event })); assert.throws(() => applyAction(pending, 'r', { type: 'semutaSelect', event, card: hajr.id })); assert.equal(JSON.stringify(pending), before); const passed = applyAction(reload(pending), 'a', { type: 'semutaPass', event }); assert.equal(viewGame(passed, 'a').semutaReaction?.passed, true); assert.equal(viewGame(passed, 'r').semutaReaction?.passed, false); assert.deepEqual(normalizeAutomaticGame(reload(passed)), reload(passed)); const botChoice = botActions(viewGame(passed, 'r'))[0]; assert.ok(botChoice); const claimed = applyAction(reload(passed), 'r', botChoice); assert.equal(claimed.pendingTreacheryDiscard, null); assert.equal(claimed.resolvedTreacheryDiscardSequence, claimed.treacheryDiscardSequence); assert.equal(player(claimed, 'r').hand.filter(card => card.id === hajr.id).length, 1); assert.equal(player(claimed, 'r').hand.some(card => card.id === semuta.id), false); assert.equal(claimed.discard.filter(card => card.id === semuta.id).length, 1); assert.equal(claimed.discard.some(card => card.id === hajr.id), false); assert.equal(claimed.hajr.filter(id => id === 'a').length, 1); assert.deepEqual(inventory(claimed), original); for (const p of claimed.players) assert.deepEqual(viewGame(reload(claimed), p.id), viewGame(claimed, p.id)); assert.deepEqual(normalizeAutomaticGame(reload(claimed)), reload(claimed)); assert.throws(() => applyAction(claimed, 'r', { type: 'semutaCommit', event })); }); void test('neutral Semuta passes do not reveal hidden possession and resume a declined effect exactly once', () => { const { g, semuta, hajr } = fixture(); const without = reload(g); player(without, 'r').hand = []; without.richeseCache!.push(semuta); player(without, 'r').hand.push(take(without, 'richese-distrans')); const held = applyAction(g, 'a', { type: 'card', card: hajr.id }); const absent = applyAction(without, 'a', { type: 'card', card: hajr.id }); const event = held.pendingTreacheryDiscard!.batch.event; assert.equal(absent.pendingTreacheryDiscard!.batch.event, event); for (const id of ['a', 'e']) assert.deepEqual(viewGame(held, id), viewGame(absent, id)); assert.equal(viewGame(absent, 'r').semutaReaction?.canCommit, false); assert.deepEqual(normalizeAutomaticGame(reload(absent)), reload(absent)); let declined = reload(held); for (const id of ['e', 'r', 'a']) { declined = applyAction(declined, id, { type: 'semutaPass', event }); assert.deepEqual(inventory(declined), inventory(held)); } assert.equal(declined.pendingTreacheryDiscard, null); assert.equal(declined.hajr.filter(id => id === 'a').length, 1); assert.equal(declined.discard.filter(card => card.id === hajr.id).length, 1); assert.equal(player(declined, 'r').hand.some(card => card.id === semuta.id), true); assert.deepEqual(normalizeAutomaticGame(reload(declined)), reload(declined)); }); void test('the provisional free-slot guard is private and never spends a full-hand Semuta', () => { const { g, semuta, hajr } = fixture(); for (let n = 0; n < 3; n++) player(g, 'r').hand.push(g.deck.shift()!); const pending = applyAction(g, 'a', { type: 'card', card: hajr.id }); const event = pending.pendingTreacheryDiscard!.batch.event; const richese = viewGame(pending, 'r').semutaReaction!; assert.equal(richese.canCommit, false); assert.match(richese.blocked ?? '', /free hand slot/); assert.equal(viewGame(pending, 'a').semutaReaction?.blocked, null); const before = JSON.stringify(pending); assert.throws(() => applyAction(pending, 'r', { type: 'semutaCommit', event })); assert.equal(JSON.stringify(pending), before); assert.equal(player(pending, 'r').hand.some(card => card.id === semuta.id), true); }); void test('a saved neutral reaction cannot be deleted to auto-retire the fresh discard', () => { const { g, hajr } = fixture(); const pending = applyAction(g, 'a', { type: 'card', card: hajr.id }); const corrupt = reload(pending); delete corrupt.pendingTreacheryDiscard!.reaction; const before = JSON.stringify(corrupt); assert.throws(() => viewGame(corrupt, 'r')); assert.throws(() => normalizeAutomaticGame(corrupt)); assert.throws(() => applyAction(corrupt, 'a', { type: 'advanceBots' })); assert.equal(JSON.stringify(corrupt), before); }); void test('duplicate physical Semuta custody cannot survive projection or commit', () => { const { g, semuta, hajr } = fixture(); const pending = applyAction(g, 'a', { type: 'card', card: hajr.id }); const corrupt = reload(pending); corrupt.richeseCache!.push(structuredClone(semuta)); const before = JSON.stringify(corrupt); assert.throws(() => viewGame(corrupt, 'r')); assert.throws(() => applyAction(corrupt, 'r', { type: 'semutaCommit', event: corrupt.pendingTreacheryDiscard!.batch.event, })); assert.equal(JSON.stringify(corrupt), before); }); void test('an impossible saved all-passed offer rejects instead of waiting forever', () => { const { g, hajr } = fixture(); const pending = applyAction(g, 'a', { type: 'card', card: hajr.id }); const corrupt = reload(pending); const reaction = corrupt.pendingTreacheryDiscard!.reaction; assert.equal(reaction?.stage, 'offer'); if (reaction?.stage !== 'offer') return; reaction.passed = corrupt.players.map(player => player.id); const before = JSON.stringify(corrupt); assert.throws(() => viewGame(corrupt, 'r')); assert.throws(() => normalizeAutomaticGame(corrupt)); assert.equal(JSON.stringify(corrupt), before); });