import assert from 'node:assert/strict'; import test from 'node:test'; import { applyAction, viewGame, type Game } from '../game/engine'; import { botActions } from '../game/bots'; import { DIFFICULTIES } from '../game/bot-profiles'; import { placeAmbassador } from '../game/ecaz-ambassadors'; import { SEMUTA_DRUG_ID } from '../game/semuta-drug'; import { basicSemutaAmbassadorInventory as inventory } from './fixture-basic-semuta-ambassador'; import { semutaDiscoverySkillsOverlapFixture, act, clean, player } from './semuta-discovery-skills-overlap-fixture'; /** Stage physical cards and the original Ambassador cohort on a fresh public * Discovery + Skills setup. No cards or tokens are created or destroyed. The * arrival, Ambassador decision, discard and reaction are actual game actions. */ function fixture(effect: 'choam' | 'ixians') { const source = semutaDiscoverySkillsOverlapFixture(false); let game = structuredClone(source.beforeMarkers); const originalCards = inventory(game); const ambassadors = game.ecazAmbassadors!; const token = ambassadors.tokens.find(row => row.effect === effect)!; if (token.zone === 'pool') { const replacement = ambassadors.tokens.find(row => row.zone === 'supply' && row.effect !== 'ecaz')!; assert.ok(replacement); const position = ambassadors.cohort.indexOf(replacement.id); assert.ok(position >= 0); ambassadors.cohort[position] = token.id; token.zone = 'supply'; replacement.zone = 'pool'; } assert.equal(token.zone, 'supply'); const originalTokenIds = ambassadors.tokens.map(row => row.id).sort(); // Choose Semuta from the actual physical cache, deck, discard or a hand; // exchange it with an existing Richese card if necessary. const holders = [game.deck, game.discard, game.richeseCache!, ...game.players.map(row => row.hand)]; const richese = player(game, 'richese'); const semutaSource = holders.find(cards => cards.some(card => card.id === SEMUTA_DRUG_ID)); assert.ok(semutaSource); if (semutaSource !== richese.hand) { const index = semutaSource.findIndex(card => card.id === SEMUTA_DRUG_ID); const [semuta] = semutaSource.splice(index, 1); if (richese.hand.length >= 4) semutaSource.push(richese.hand.pop()!); richese.hand.push(semuta); } const ecaz = player(game, 'ecaz'); while (ecaz.hand.length < 2) { const card = game.deck.shift(); assert.ok(card); ecaz.hand.push(card); } assert.deepEqual(inventory(game), originalCards); const territory = source.destination, sector = source.sector; assert.notEqual(game.storm, sector); game.ecazAmbassadors = placeAmbassador(ambassadors, token.id, { turn: game.turn, availableSpice: ecaz.spice, destination: { id: territory, stronghold: true, inStorm: false, allowed: true }, }).state; // A normal shipment followed by actual movement into the stronghold tests // resumption of the original movement instead of merely an entry snapshot. game = act(game, 'guild', {type:'ship', territory:'habbanya_ridge_flat', sector, amount:1, elite:0, allyPayment:0}); game = source.advance(game, state => state.phase === 5 && state.active === 'guild' && clean(state)); game = act(game, 'guild', {type:'move', from:`habbanya_ridge_flat:${sector}`, territory, sector, amount:1}); game = source.advance(game, state => !state.response && state.pendingAmbassador?.stage === 'offer'); const event = game.pendingAmbassador!.event; assert.equal(game.pendingAmbassador!.arrivalCause, 'movement'); assert.equal(game.pendingAmbassador!.token, token.id); game = act(game, 'ecaz', {type:'decision', event, trigger:true, beneficiary:'ecaz', choice:'effect'}); assert.equal(game.pendingAmbassador?.stage, 'cards'); assert.equal(game.pendingAmbassador?.effect, effect); const chosen = player(game, 'ecaz').hand.slice(0, effect === 'choam' ? 2 : 1).map(card => card.id); assert.equal(chosen.length, effect === 'choam' ? 2 : 1); return {game, event, chosen, originalCards, originalTokenIds, advance:source.advance, location:`${territory}:${sector}`}; } for (const effect of ['choam', 'ixians'] as const) void test( `Basic Discovery + Skills native ${effect} Ambassador discard offers Semuta and resumes movement`, () => { const f = fixture(effect), source = structuredClone(f.game); const ecazSpice = player(source, 'ecaz').spice; const pending = act(source, 'ecaz', {type:'decision', event:f.event, cards:f.chosen}); assert.deepEqual(source, f.game); const receipt = pending.pendingTreacheryDiscard!; assert.equal(receipt?.reaction?.stage, 'offer'); assert.equal(receipt.continuation.kind, 'ambassador'); assert.equal(receipt.batch.cause, `ambassador:${effect}`); assert.deepEqual(receipt.batch.entries.map(row => row.card.id), f.chosen); assert.ok(receipt.batch.entries.every(row => !row.publicFace && row.discardedBy === 'ecaz')); assert.equal(player(pending, 'ecaz').spice, ecazSpice + (effect === 'choam' ? 6 : 0)); assert.deepEqual(pending.deck, source.deck); const event = receipt.batch.event; for (const difficulty of DIFFICULTIES) { const view = viewGame(pending, 'richese'); view.players.find(row => row.id === 'richese')!.bot = difficulty; const choice = botActions(view).find(row => row.type === 'semutaCommit' || row.type === 'semutaPass'); assert.ok(choice, difficulty); assert.doesNotThrow(() => applyAction(pending, 'richese', choice), difficulty); } for (const claim of [false, true]) { let resumed: Game = structuredClone(pending); if (claim) { resumed = act(resumed, 'richese', {type:'semutaCommit', event}); if (resumed.pendingTreacheryDiscard?.reaction?.stage === 'select') resumed = act(resumed, 'richese', {type:'semutaSelect', event, card:f.chosen[0]}); } else for (const seat of resumed.players) resumed = act(resumed, seat.id, {type:'semutaPass', event}); assert.equal(resumed.pendingTreacheryDiscard, null); assert.equal(resumed.pendingAmbassador, null); assert.equal(resumed.active, 'guild'); assert.equal(player(resumed, 'guild').moved, 1); assert.equal(player(resumed, 'guild').forces[f.location], 1); assert.equal(player(resumed, 'ecaz').spice, ecazSpice + (effect === 'choam' ? 6 : 0)); assert.equal(player(resumed, 'richese').hand.some(card => card.id === f.chosen[0]), claim); assert.equal(resumed.discard.some(card => card.id === SEMUTA_DRUG_ID), claim); assert.equal(resumed.discard.some(card => card.id === f.chosen[0]), !claim); if (effect === 'ixians') { assert.ok(player(resumed, 'ecaz').hand.some(card => card.id === source.deck[0].id)); assert.deepEqual(resumed.deck.map(card => card.id), source.deck.slice(1).map(card => card.id)); } else assert.deepEqual(resumed.deck, source.deck); assert.deepEqual(inventory(resumed), f.originalCards); assert.deepEqual(resumed.ecazAmbassadors!.tokens.map(row => row.id).sort(), f.originalTokenIds); resumed = f.advance(resumed, state => clean(state)); resumed = act(resumed, 'guild', {type:'endMovement'}); assert.ok(!resumed.movementRemaining?.includes('guild')); assert.deepEqual(inventory(resumed), f.originalCards); } }); for (const effect of ['choam', 'ixians'] as const) void test( `legacy Basic Discovery + Skills ${effect} Ambassador receipt without a reaction continues automatically`, () => { const f = fixture(effect), originalSpice = player(f.game, 'ecaz').spice; const pending = act(f.game, 'ecaz', {type:'decision', event:f.event, cards:f.chosen}); assert.equal(pending.pendingTreacheryDiscard?.continuation.kind, 'ambassador'); assert.ok(pending.pendingTreacheryDiscard?.reaction); // Model the serialized shape of an older already-committed receipt; the // actual discard, payout, token and continuation are left untouched. const legacy = structuredClone(pending); delete legacy.pendingTreacheryDiscard!.reaction; assert.equal(viewGame(legacy, 'guild').automaticContinuationPending, true); const resumed = applyAction(legacy, 'guild', {type:'advanceBots'}); assert.equal(resumed.pendingTreacheryDiscard, null); assert.equal(resumed.pendingAmbassador, null); assert.equal(resumed.active, 'guild'); assert.equal(player(resumed, 'guild').moved, 1); assert.equal(player(resumed, 'guild').forces[f.location], 1); assert.equal(player(resumed, 'ecaz').spice, originalSpice + (effect === 'choam' ? 6 : 0)); assert.ok(player(resumed, 'richese').hand.some(card => card.id === SEMUTA_DRUG_ID)); assert.ok(f.chosen.every(id => resumed.discard.filter(card => card.id === id).length === 1)); if (effect === 'ixians') { assert.ok(player(resumed, 'ecaz').hand.some(card => card.id === f.game.deck[0].id)); assert.deepEqual(resumed.deck.map(card => card.id), f.game.deck.slice(1).map(card => card.id)); } else assert.deepEqual(resumed.deck, f.game.deck); assert.deepEqual(inventory(resumed), f.originalCards); assert.deepEqual(resumed.ecazAmbassadors!.tokens.map(row => row.id).sort(), f.originalTokenIds); const finished = act(f.advance(resumed, state => clean(state)), 'guild', {type:'endMovement'}); assert.ok(!finished.movementRemaining?.includes('guild')); assert.deepEqual(inventory(finished), f.originalCards); });