import assert from 'node:assert/strict'; import test from 'node:test'; import { viewGame } from '../game/engine'; import { SEMUTA_DRUG_ID } from '../game/semuta-drug'; import { passArrivalOrder, passCurrentSemuta } from './fixture-semuta-arrival-overlap'; import { act, player, semutaDiscoverySkillsOverlapFixture } from './semuta-discovery-skills-overlap-fixture'; // Select a legal Ambassador cohort and prior card acquisitions at the clean // pre-arrival boundary. The shipment, Ambassador grant, discard and Terror // continuation are all original player actions, never installed as receipts. for (const effect of ['choam', 'ixians'] as const) for (const outcome of ['claim', 'pass'] as const) void test(`Basic Discovery and Skills: ${effect} Ambassador ${outcome} resumes original Terror`, () => { const f = semutaDiscoverySkillsOverlapFixture(false); let game = f.game; const ambassadors = game.ecazAmbassadors!; const previous = ambassadors.tokens.find(t => t.id === f.token)!; const marker = ambassadors.tokens.find(t => t.effect === effect)!; if (!ambassadors.cohort.includes(marker.id)) { const replacedId = ambassadors.cohort[0]; const replaced = ambassadors.tokens.find(t => t.id === replacedId)!; assert.equal(replaced.zone, 'supply'); replaced.zone = 'pool'; marker.zone = 'supply'; ambassadors.cohort[0] = marker.id; } assert.equal(previous.zone, 'placed'); assert.equal(marker.zone, 'supply'); previous.zone = 'supply'; previous.location = null; marker.zone = 'placed'; marker.location = f.destination; const cache = game.richeseCache!; const semutaIndex = cache.findIndex(card => card.id === SEMUTA_DRUG_ID); assert.ok(semutaIndex >= 0); player(game, 'richese').hand.push(cache.splice(semutaIndex, 1)[0]); const owner = player(game, 'ecaz'); while (owner.hand.length < 2) { const card = game.deck.shift(); assert.ok(card); owner.hand.push(card); } const chosen = owner.hand.slice(0, effect === 'choam' ? 2 : 1).map(card => card.id); game = passArrivalOrder(act(game, 'guild', f.shipment)); game = f.advance(game, state => !!state.pendingAmbassador || !!state.pendingTerrorEntry); assert.equal(game.pendingArrivalOverlap?.first, 'ambassador'); assert.equal(game.pendingAmbassador?.token, marker.id); game = act(game, 'ecaz', {type:'decision', event:game.pendingAmbassador!.event, trigger:true, beneficiary:'ecaz', choice:'effect'}); assert.equal(game.pendingAmbassador?.stage, 'cards'); const balance = player(game, 'ecaz').spice; const deckSize = game.deck.length, replacement = game.deck[0]?.id; game = act(game, 'ecaz', {type:'decision', event:game.pendingAmbassador!.event, cards:chosen}); assert.equal(game.pendingTreacheryDiscard?.continuation.kind, 'ambassador'); assert.equal(game.pendingTreacheryDiscard?.reaction?.stage, 'offer'); assert.equal(game.pendingArrivalOverlap?.stage, 'first'); assert.deepEqual(viewGame(game, 'guild').semutaReaction!.candidates, []); assert.deepEqual(viewGame(game, 'richese').semutaReaction!.candidates, []); assert.equal(player(game, 'ecaz').spice, balance + (effect === 'choam' ? 6 : 0)); assert.equal(game.deck.length, deckSize, 'The Ixian replacement must wait for the discard reaction'); if (outcome === 'claim') { const event = game.pendingTreacheryDiscard!.batch.event; game = act(game, 'richese', {type:'semutaCommit', event}); if (game.pendingTreacheryDiscard?.reaction?.stage === 'select') { assert.deepEqual(viewGame(game, 'richese').semutaReaction!.candidates.map(card => card.id), chosen); assert.deepEqual(viewGame(game, 'guild').semutaReaction!.candidates, []); game = act(game, 'richese', {type:'semutaSelect', event, card:chosen[0]}); } assert.ok(player(game, 'richese').hand.some(card => card.id === chosen[0])); } else game = passCurrentSemuta(game); assert.equal(player(game, 'ecaz').spice, balance + (effect === 'choam' ? 6 : 0)); assert.equal(game.deck.length, deckSize - Number(effect === 'ixians')); if (effect === 'ixians') assert.ok(player(game, 'ecaz').hand.some(card => card.id === replacement)); assert.equal(game.pendingArrivalOverlap?.stage, 'second'); assert.equal(game.pendingTerrorEntry?.token, f.terror); game = act(game, 'moritani', {type:'decision', reveal:true}); game = act(game, 'moritani', {type:'decision', choice:'spice'}); assert.equal(game.pendingArrivalOverlap ?? null, null); assert.equal(game.pendingTreacheryDiscard ?? null, null); assert.equal(player(game, 'guild').forces[`${f.destination}:${f.sector}`], 1); assert.equal(game.moritaniTerror!.tokens.find(token => token.id === f.terror)?.status, 'removed'); });