Files
Dune/tests/advanced-native-skills.test.ts
Quintine adb00358dd Let captured Leader Skill owners revive other leaders
User ruling 13 October 2026: the original faction keeps its existing Skill
assignment while its trained leader is captured. Reviving a different eligible
own leader is legal and simply draws no replacement card while that assignment
exists (selected reading of authorized supplied Advanced physical p21 "if you
have no Leader Skill Card"). Not a new publisher ruling; captor lower-band use,
card movement and death-return unchanged.

Remove the replacement-question veto that suppressed the entire ordinary/Ghola
revival: leaderSkillRevivalBlocked/requireLeaderSkillRevival, the gholaLeaders
early return, the view revival.leaders: [] filter and the beginRevival/Ghola/
Emperor-special-Karama call sites are gone. offerRevivedLeaderSkill is
unchanged and still suppresses a second assignment or draw.

Rewrote the two committed rejection assertions
(tests/advanced-native-skills.test.ts, tests/leader-skills-capture.test.ts) and
added native regressions covering ordinary paid, held-Ghola and Emperor special
Karama revival from a genuinely captured skilled state: exact cost, no draw or
offer, retained captive/card/controller and a conserved all14 deck.

Docs: RULE_DECISIONS, LEADER_SKILLS_CAPTURE, LEADER_SKILLS_RULES,
LEADER_SKILLS_RUNTIME, NEXUS_CARD_RULES, CURRENT_STATUS, IMPLEMENTATION_STATUS
and the game/reference.ts leader-skills topic.
2026-10-13 20:11:55 +11:00

275 lines
16 KiB
TypeScript

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 {
advancedNativePlayer as player, advancedNativeStep, advanceAdvancedNativeSkillsToPhase,
assertAdvancedNativeCustody as custody, completeAdvancedNativeSkillsSetup,
completedAdvancedNativeSkillsGame, createAdvancedNativeSkillBattle,
finishAdvancedNativeSkillAftermath, initializeAdvancedNativeSkillsSetup,
openAdvancedNativeSkillBattle, rejectAdvancedNativeAction as reject,
} from './fixture-advanced-native-skills';
function trainer(game: Game, actor: string): string {
const assignment = game.leaderSkills!.assignments.find(a => a.owner === actor);
assert.ok(assignment);
return assignment.leader;
}
function untrainedLeader(game: Game, actor: string): string {
const p = game.players.find(p => p.id === actor)!;
const leaders = p.leaders.filter(l => !l.dead && l.id !== trainer(game, actor) && l.id !== 'choam-auditor');
leaders.sort((a, b) => a.strength - b.strength);
assert.ok(leaders[0]);
return leaders[0].id;
}
function resolvePlans(game: Game, actor: string, target: string): Game {
game = applyAction(game, actor, { type: 'traitorCall', call: false });
return applyAction(game, target, { type: 'traitorCall', call: false });
}
void test('Advanced native Ix typed support preserves paid cyborg casualties through skilled Suk and native substitution', () => {
let game = createAdvancedNativeSkillBattle({ family: 'ixians', requestedSkill: 'suk-graduate' });
const actor = player(game, 'ixians').id;
const target = player(game, 'emperor').id;
const funds = player(game, 'ixians').spice;
game = openAdvancedNativeSkillBattle(game, actor, target);
reject(game, actor, { type: 'battlePlan', dial: 5, support: 3, leader: trainer(game, actor) });
game = applyAction(game, actor, { type: 'battlePlan', dial: 5, support: 1, leader: trainer(game, actor) });
game = applyAction(game, target, { type: 'battlePlan', dial: 0, support: 0, leader: untrainedLeader(game, target) });
game = resolvePlans(game, actor, target);
if (game.decision?.kind === 'battleLosses') {
const choice = game.decision.options.findIndex(o => o.normal === 4 && o.elite === 2);
assert.ok(choice >= 0);
game = applyAction(game, actor, { type: 'decision', choice });
}
assert.equal(player(game, 'ixians').spice, funds - 1);
assert.equal(game.decision?.kind, 'sukRescue');
if (game.decision?.kind !== 'sukRescue') throw new Error('Expected native Suk rescue');
assert.deepEqual(game.pendingSukRescue!.losses, { normal: 4, elite: 2, paidNormal: 0, paidElite: 1 });
const pending = game;
const choice = game.decision.options.findIndex(o => o.normal === 1 && o.elite === 1 && o.kept?.kind === 'normal');
assert.ok(choice >= 0);
reject(game, target, { type: 'decision', event: game.decision.event, choice });
game = applyAction(game, actor, { type: 'decision', event: game.decision.event, choice });
assert.equal(player(game, 'ixians').forces['wind_pass:14'], 3);
assert.equal(player(game, 'ixians').reserves, 13);
assert.equal(player(game, 'ixians').tanks, 4);
assert.equal(player(game, 'ixians').elites!.reserves, 6);
assert.equal(player(game, 'ixians').elites!.tanks, 1);
assert.equal(game.decision?.kind, 'ixSubstitution');
reject(game, actor, { type: 'decision', sources: { 'wind_pass:14': 2 }, recover: { 'wind_pass:14': 2 } });
game = applyAction(game, actor, { type: 'decision', sources: { 'wind_pass:14': 1 }, recover: { 'wind_pass:14': 1 } });
game = finishAdvancedNativeSkillAftermath(game);
assert.equal(player(game, 'ixians').elites!.tanks, 0);
assert.equal(player(game, 'ixians').elites!.forces['wind_pass:14'], 1);
assert.equal(player(game, 'ixians').tanks, 4);
assert.equal(player(game, 'ixians').spice, funds - 1);
custody(game);
for (const difficulty of DIFFICULTIES) {
const view = viewGame(pending, actor);
view.players.find(p => p.id === actor)!.bot = difficulty;
const action = botActions(view)[0];
assert.ok(action, difficulty);
const rescued = applyAction(pending, actor, action);
assert.equal(rescued.pendingSukRescue, null);
assert.equal(player(rescued, 'ixians').spice, funds - 1);
custody(rescued);
}
});
void test('Advanced CHOAM cannot train its original Auditor; a real native trainer still takes the physical skill', () => {
const options = { family: 'choam' as const, requestedSkill: 'bureaucrat' as const };
let game = initializeAdvancedNativeSkillsSetup(options);
const actor = player(game, 'choam').id;
const offer = game.leaderSkills!.offers[actor];
reject(game, actor, { type: 'leaderSkill', event: offer.event, skill: 'bureaucrat', leader: 'choam-auditor' });
const native = viewGame(game, actor).leaderSkills!.eligibleLeaders[0];
assert.ok(native);
game = applyAction(game, actor, { type: 'leaderSkill', event: offer.event, skill: 'bureaucrat', leader: native.id });
assert.equal(game.leaderSkills!.assignments.find(a => a.owner === actor)!.leader, native.id);
game = completeAdvancedNativeSkillsSetup(game, options);
const auditor = player(game, 'choam').leaders.find(l => l.id === 'choam-auditor')!;
assert.ok(auditor && !auditor.dead);
custody(game);
});
void test('original Auditor paid revival returns that leader without drawing or replacing a skill', () => {
let game = completedAdvancedNativeSkillsGame({ family: 'choam', requestedSkill: 'bureaucrat' });
game = advanceAdvancedNativeSkillsToPhase(game, 4);
const owner = player(game, 'choam');
const auditor = owner.leaders.find(l => l.id === 'choam-auditor')!;
assert.ok(auditor && !auditor.dead);
// Controlled death position, preserving the original Auditor and trained leader.
auditor.dead = true;
auditor.deaths = 1;
const funds = owner.spice;
const skills = structuredClone(game.leaderSkills);
const revival = viewGame(game, owner.id).revival.leaders.find(l => l.id === auditor.id);
assert.ok(revival);
assert.equal(revival.cost, 2);
game = applyAction(game, owner.id, { type: 'reviveLeader', leader: auditor.id });
for (let i = 0; (game.response || game.decision || game.pendingRevival) && i < 100; i++) game = advancedNativeStep(game);
assert.equal(player(game, 'choam').leaders.find(l => l.id === auditor.id)!.dead, false);
assert.equal(player(game, 'choam').spice, funds - 2);
assert.equal(player(game, 'choam').leaderRevived, true);
assert.deepEqual(game.leaderSkills, skills);
reject(game, owner.id, { type: 'reviveLeader', leader: auditor.id });
custody(game);
});
void test('Advanced CHOAM own paid support does not generate its own income and Smuggler collects actual battlefield spice', () => {
let game = createAdvancedNativeSkillBattle({ family: 'choam', requestedSkill: 'smuggler' });
const actor = player(game, 'choam').id;
const target = player(game, 'emperor').id;
const ownFunds = player(game, 'choam').spice;
const enemyFunds = player(game, 'emperor').spice;
const collected = Math.min(5, player(game, 'choam').leaders.find(l => l.id === trainer(game, actor))!.strength);
game.spice['wind_pass:14'] = 5; // Explicit controlled battlefield-spice rule position.
game = openAdvancedNativeSkillBattle(game, actor, target);
reject(game, actor, { type: 'battlePlan', dial: 3, support: ownFunds + 1, leader: trainer(game, actor) });
game = applyAction(game, actor, { type: 'battlePlan', dial: 3, support: 2, leader: trainer(game, actor) });
game = applyAction(game, target, { type: 'battlePlan', dial: 2, support: 2, leader: untrainedLeader(game, target) });
game = resolvePlans(game, actor, target);
assert.equal(game.lastBattleContext?.smugglerCollection?.amount, collected);
assert.equal(game.lastBattleContext?.smugglerCollection?.stage, 'collected');
assert.equal(player(game, 'choam').spice, ownFunds - 2 + 1 + collected);
assert.equal(game.spice['wind_pass:14'], 5 - collected);
game = finishAdvancedNativeSkillAftermath(game);
assert.equal(player(game, 'choam').tanks, 4);
assert.equal(player(game, 'choam').forces['wind_pass:14'], 4);
assert.equal(player(game, 'emperor').tanks, 8);
assert.equal(player(game, 'emperor').spice, enemyFunds - 2);
assert.equal(player(game, 'choam').spice, ownFunds - 2 + 1 + 5,
'Original Collection collects the one spice left after the skilled leader, separately from support income.');
assert.equal(game.spice['wind_pass:14'] ?? 0, 0);
assert.equal(game.pendingChoamBattleIncome, null);
assert.equal(game.battle, null);
custody(game);
});
void test('CHOAM prepaid ally support consumes its original donor pool and excludes that share from native income', () => {
let game = createAdvancedNativeSkillBattle({ family: 'choam', skillOwner: 'atreides', requestedSkill: 'smuggler' });
const owner = player(game, 'atreides');
const donor = player(game, 'choam');
const enemy = player(game, 'emperor');
// Controlled mutual-alliance rule position; real native wallets fund the pledge.
owner.ally = donor.id;
donor.ally = owner.id;
const ownFunds = owner.spice;
const donorFunds = donor.spice;
const enemyFunds = enemy.spice;
game = applyAction(game, owner.id, { type: 'chooseBattle', territory: 'wind_pass', target: enemy.id });
if (game.decision?.kind === 'mentatQuestion')
game = applyAction(game, game.decision.player, {
type: 'decision', event: game.decision.event, decline: true,
});
while (game.decision?.kind === 'leaderSkillVisibility')
game = applyAction(game, game.decision.player,
{ type: 'leaderSkillVisibility', event: game.decision.event, hide: true });
assert.equal(game.decision?.kind, 'choamBattleFunding');
reject(game, owner.id, { type: 'decision', amount: 2 });
game = applyAction(game, donor.id, { type: 'decision', amount: 2 });
assert.equal(player(game, 'choam').spice, donorFunds - 2);
assert.equal(game.aid[donor.id].amount, 2);
for (let i = 0; (game.response || game.decision || game.battle?.preparation) && i < 100; i++) {
if (game.decision?.kind === 'leaderSkillVisibility')
game = applyAction(game, game.decision.player, { type: 'leaderSkillVisibility', event: game.decision.event, hide: true });
else game = advancedNativeStep(game);
}
reject(game, owner.id, { type: 'battlePlan', dial: 4, support: 4, allyPayment: 3, leader: trainer(game, owner.id) });
game = applyAction(game, owner.id, { type: 'battlePlan', dial: 4, support: 4, allyPayment: 2, leader: trainer(game, owner.id) });
game = applyAction(game, enemy.id, { type: 'battlePlan', dial: 2, support: 2, leader: untrainedLeader(game, enemy.id) });
game = finishAdvancedNativeSkillAftermath(resolvePlans(game, owner.id, enemy.id));
assert.equal(player(game, 'atreides').spice, ownFunds - 2);
assert.equal(player(game, 'choam').spice, donorFunds - 2 + 2,
'Income is floor((4 supported - 2 prepaid)/2) plus floor(2 opponent support/2).');
assert.equal(player(game, 'emperor').spice, enemyFunds - 2);
assert.equal(game.aid[donor.id]?.amount ?? 0, 0);
assert.equal(player(game, 'atreides').forces['wind_pass:14'], 4);
assert.equal(player(game, 'atreides').tanks, 4);
assert.equal(player(game, 'emperor').tanks, 8);
assert.equal(game.battle, null);
custody(game);
});
void test('native CHOAM Bureaucrat redirects only another payer while its native Worthless power remains usable', () => {
let game = createAdvancedNativeSkillBattle({ family: 'choam', requestedSkill: 'bureaucrat' });
Object.assign(game, { phase: 5, active: player(game, 'choam').id });
const owner = player(game, 'choam');
const payer = player(game, 'emperor');
const payee = player(game, 'atreides');
const funds = payer.spice;
const bribes = payee.bribes;
game = applyAction(game, payer.id, { type: 'bribe', target: payee.id, amount: 5 });
assert.equal(game.decision?.kind, 'bureaucratPayment');
assert.equal(game.decision?.player, owner.id);
const event = game.bureaucratPaymentEvent;
game = applyAction(game, owner.id, { type: 'decision', event, redirect: true });
assert.equal(player(game, 'emperor').spice, funds - 5);
assert.equal(player(game, 'atreides').bribes, bribes + 3);
reject(game, owner.id, { type: 'decision', event, redirect: true });
const index = game.deck.findIndex(c => c.name === 'Kulon');
assert.ok(index >= 0);
const kulon = game.deck.splice(index, 1)[0];
player(game, 'choam').hand.push(kulon); // Conserved canonical native card staging.
game = applyAction(game, owner.id, { type: 'card', mode: 'choam', card: kulon.id });
for (let i = 0; (game.response || game.pendingTreacheryDiscard) && i < 100; i++) game = advancedNativeStep(game);
assert.equal(game.choamMovement?.bonus, 1);
assert.equal(player(game, 'choam').hand.some(c => c.id === kulon.id), false);
assert.equal(game.discard.filter(c => c.id === kulon.id).length, 1);
custody(game);
});
void test('Advanced native admission assigns Atreides Suk and rejects a forged Ix-controlled foreign ghola without mutation', () => {
const options = { family: 'ixians' as const, skillOwner: 'atreides' as const, requestedSkill: 'suk-graduate' as const };
let game = initializeAdvancedNativeSkillsSetup(options);
while (game.decision?.kind === 'ixSetup') game = advancedNativeStep(game);
const actor = player(game, 'atreides').id;
const offer = game.leaderSkills!.offers[actor];
const leader = viewGame(game, actor).leaderSkills!.eligibleLeaders[0].id;
// User ruling 7 October 2026: Suk is no longer withheld from Advanced Atreides.
const assigned = applyAction(game, actor, { type: 'leaderSkill', event: offer.event, skill: 'suk-graduate', leader });
assert.equal(assigned.leaderSkills!.assignments.find(a => a.owner === actor)!.skill, 'suk-graduate');
assert.ok(!assigned.leaderSkills!.deck.includes('suk-graduate'));
game = completeAdvancedNativeSkillsSetup(assigned, options);
assert.equal(game.leaderSkills!.assignments.find(a => a.owner === actor)!.skill, 'suk-graduate');
custody(game);
// An Ixian cannot control this original foreign disc. Legitimate native
// Tleilaxu revival is covered separately, without fabricating assignments.
const foreign = player(game, 'emperor').leaders.find(l => l.id !== trainer(game, player(game, 'emperor').id))!;
foreign.gholaBy = player(game, 'ixians').id;
reject(game, actor, { type: 'ready' });
});
void test('a captured native trainer keeps its physical skill while another own leader revives with no replacement offer', () => {
let game = completedAdvancedNativeSkillsGame({ family: 'ixians', requestedSkill: 'warmaster', opponents: ['harkonnen', 'emperor'] });
game = advanceAdvancedNativeSkillsToPhase(game, 4);
const owner = player(game, 'ixians');
const trained = owner.leaders.find(l => l.id === trainer(game, owner.id))!;
trained.capturedBy = player(game, 'harkonnen').id;
const dead = owner.leaders.find(l => l.id !== trained.id)!;
for (const leader of owner.leaders) if (leader.id !== trained.id) {
leader.dead = true;
leader.deaths = 1;
} // Controlled captured trainer and all other native leaders in Tanks.
owner.spice = 20;
owner.leaderRevived = false;
// User ruling 13 October 2026: the original assignment survives the capture;
// only the replacement draw is suppressed, so the ordinary revival is legal.
assert.ok(viewGame(game, owner.id).revival.leaders.some(l => l.id === dead.id));
const skills = structuredClone(game.leaderSkills);
let revived = applyAction(game, owner.id, { type: 'reviveLeader', leader: dead.id });
while (revived.response) {
const responder = revived.players.find(p => !revived.response!.passed.includes(p.id));
assert.ok(responder);
revived = applyAction(revived, responder.id, { type: 'passResponse' });
}
assert.equal(player(revived, 'ixians').leaders.find(l => l.id === dead.id)!.dead, false);
assert.equal(player(revived, 'ixians').leaders.find(l => l.id === trained.id)!.capturedBy, player(revived, 'harkonnen').id);
assert.deepEqual(revived.leaderSkills, skills);
assert.equal(revived.leaderSkills!.offers[owner.id], undefined);
custody(revived);
});