Add server-derived physical draw counts above the board after setup begins. Counts exclude hands, auction pools, faction caches and discards; the client receives only two numbers, without deck identities or order. Lobby counts are absent, zero remains explicit and existing refill/custody rules are unchanged. An internal guide explains pile boundaries, empty/refill behavior, first-turn worm return and existing authorized inspection. Nexus counts remain separate. Independent review found no material issue. Six focused cases cover genuine Basic setup, every viewer, private-field exclusion, JSON/input immutability, actual auction draws and refill, physical custody, Spice refill with Thumper annotations excluded, skipped worm return and connected busy/empty/lobby UI. The initial refill assertion assumed a single card; it was corrected to account for a legal randomized chain of worms before a territory. The original broad check caught seven view-equality failures in privacy fixtures that also changed the now-public deck count. Their four test files now vary hidden allocations/identities at fixed public counts, retain whole-view assertions and check physical custody. The Sapho fixture now returns its swapped card rather than losing it. A reviewed CHOAM correction keeps its owner empty during donor1to2 by staging a hidden discard; the original oracle test remains intact. All70 affected focused tests pass. Types, lint, all 4990 offline tests, production build and 49 HTTP tests passed on stable source. Browser QA reused the existing three-human Basic Nexus without any game action. Treachery29 and Spice19 matched saved physical arrays; 390px layout fit within339px without internal overflow, with16px body/14px labels. The internal guide worked by click and Enter, and Back/refresh restored the same counts. Normal viewport restored and preview retained. Screenshot capture timed out; full visual, screen-reader,200% text and combined-game acceptance stay open. All 1499 opening rooms, 3171 seats and auxiliary rows are unchanged. SQLite integrity and foreign keys pass; isolated HTTP rooms are new. Healthy server reused without restart, migration, reset or recurring automation. Full AI refinement remains deferred and no mode/publication gate was opened. Private evidence: 20260921-deck-status. Verified source tree: 091be8f49f9b637b9a79da43271cbffdff5cf8c9f653484afa7041c71af88e98
325 lines
11 KiB
TypeScript
325 lines
11 KiB
TypeScript
import test from 'node:test';
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import assert from 'node:assert/strict';
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import {
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applyAction,
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createGame,
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newPlayer,
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normalizeAutomaticGame,
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viewGame,
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type Game,
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} from '../game/engine';
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import { baseDeck } from '../game/cards';
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import { richeseCards } from '../game/richese-cards';
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import { botActions } from '../game/bots';
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import { DIFFICULTIES } from '../game/bot-profiles';
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function fixture(advanced = false) {
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const g = createGame(
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'MARKETAUTO',
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newPlayer('c', 'CHOAM', 'choam'),
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advanced,
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['choam'],
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);
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g.players.push(
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newPlayer('e', 'Emperor', 'emperor'),
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newPlayer('b', 'Bene Gesserit', 'beneGesserit'),
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);
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g.status = 'playing';
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g.phase = 3;
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g.turn = 2;
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g.order = ['c', 'e', 'b'];
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g.choamCharity = { turn: 2, canceled: false };
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g.deck = baseDeck();
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for (const p of g.players) {
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p.hand = [];
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p.spice = 20;
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p.forces = {};
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p.traitorChoices = [];
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}
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return g;
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}
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function hold(g: Game, id: string, name: string) {
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const index = g.deck.findIndex((c) => c.name === name);
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assert.ok(index >= 0, name);
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const card = g.deck.splice(index, 1)[0];
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g.players.find((p) => p.id === id)!.hand.push(card);
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return card;
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}
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function cacheCard(g: Game, id: string, effect: string) {
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g.richeseCache ??= richeseCards();
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const index = g.richeseCache.findIndex((c) => c.effect === effect);
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assert.ok(index >= 0, effect);
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const card = g.richeseCache.splice(index, 1)[0];
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g.players.find((p) => p.id === id)!.hand.push(card);
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return card;
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}
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function ready(state: Game) {
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if (state.phase === 3)
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return normalizeAutomaticGame(savedMarket(structuredClone(state)));
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return state.players.reduce(
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(g, p) => applyAction(g, p.id, { type: 'ready' }),
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state,
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);
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}
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const reload = (g: Game): Game => JSON.parse(JSON.stringify(g));
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const inventory = (g: Game) =>
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[
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...g.deck,
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...g.discard,
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...g.players.flatMap((p) => p.hand),
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...(g.richeseCache ?? []),
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...(g.auction?.cards ?? []),
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]
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.map((c) => c.id)
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.sort();
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function savedMarket(g: Game) {
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g.choamMarket = { owner: 'c', resume: 'phase', blocked: [] };
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g.decision = { kind: 'choamMarket', player: 'c' };
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return g;
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}
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void test('empty CHOAM closes the Bidding market and refunds allied escrow once using public hand counts', () => {
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for (const advanced of [false, true]) {
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const g = fixture(advanced);
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hold(g, 'e', 'Shield');
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hold(g, 'b', 'Snooper');
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g.aid = { c: { recipient: 'e', amount: 3 } };
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g.players[0].spice = 17;
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g.active = 'c';
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g.auction = {
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cards: [g.deck.shift()!],
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index: 0,
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bid: 0,
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bidder: null,
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active: 'c',
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passed: [],
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opener: 0,
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};
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const before = structuredClone(g),
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next = g.players.reduce(
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(state, p) => applyAction(state, p.id, { type: 'passBid' }),
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g,
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);
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assert.deepEqual(g, before);
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assert.equal(next.phase, 4);
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assert.equal(next.auction, null);
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assert.equal(next.choamMarket, null);
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assert.equal(next.players[0].spice, 20);
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assert.deepEqual(next.aid, {});
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assert.deepEqual(inventory(next), inventory(g));
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assert.deepEqual(normalizeAutomaticGame(reload(next)), reload(next));
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assert.throws(() =>
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applyAction(next, 'c', { type: 'decision', done: true }),
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);
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}
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});
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void test('empty storm and skipped battle markets keep manual completion outside Bidding', () => {
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let storm = fixture();
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storm.phase = 0;
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storm.stormPending = 0;
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storm = ready(storm);
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assert.equal(storm.phase, 0);
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assert.equal(storm.choamMarket?.resume, 'storm');
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assert.deepEqual(normalizeAutomaticGame(reload(storm)), reload(storm));
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storm = applyAction(storm, 'c', { type: 'decision', done: true });
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assert.equal(storm.phase, 1);
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assert.equal(storm.choamMarket, null);
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const movement = fixture();
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movement.phase = 5;
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movement.active = 'c';
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movement.movementRemaining = ['c'];
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let next = applyAction(movement, 'c', { type: 'endMovement' });
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assert.equal(next.phase, 5);
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assert.equal(next.decision?.kind, 'choamMarket');
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next = applyAction(next, 'c', { type: 'decision', done: true });
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assert.equal(next.phase, 6);
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assert.equal(next.decision?.kind, 'choamMarket');
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assert.deepEqual(normalizeAutomaticGame(reload(next)), reload(next));
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next = applyAction(next, 'c', { type: 'decision', done: true });
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assert.equal(next.phase, 7);
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assert.equal(next.choamMarket, null);
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});
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void test('all non-Bidding markets preserve identical opposing views across hidden owner and donor hand-count changes', () => {
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for (const phase of [0, 1, 2, 4, 5, 6, 7, 8])
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for (const changed of ['c', 'e']) {
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const a = savedMarket(fixture());
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a.phase = phase;
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if (phase === 0) a.choamMarket!.resume = 'storm';
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if (changed === 'e') hold(a, 'e', 'Shield');
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// Keep public draws fixed and vary only the tested hidden hand. In the
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// donor branch CHOAM must stay empty, exposing any automatic-close oracle.
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const hidden = a.deck.findIndex(c => c.name === 'Snooper');
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assert.ok(hidden >= 0);
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a.discard.push(...a.deck.splice(hidden, 1));
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const b = structuredClone(a);
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b.players.find(p => p.id === changed)!.hand.push(b.discard.pop()!);
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if (changed === 'e') {
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assert.equal(a.players[0].hand.length, 0);
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assert.equal(b.players[0].hand.length, 0);
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}
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assert.deepEqual(a.deck, b.deck);
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assert.deepEqual(inventory(a), inventory(b));
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assert.deepEqual(viewGame(a, 'b'), viewGame(b, 'b'));
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const first = normalizeAutomaticGame(reload(a)),
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second = normalizeAutomaticGame(reload(b));
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assert.deepEqual(first, a);
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assert.deepEqual(second, b);
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assert.deepEqual(viewGame(first, 'b'), viewGame(second, 'b'));
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assert.equal(first.decision?.kind, 'choamMarket');
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assert.equal(first.phase, phase);
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}
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});
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void test('nonempty unsaleable and saleable hands both retain a private market; other two-card hands conservatively retain empty markets', () => {
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for (const name of ['Shield', 'Baliset']) {
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const g = fixture();
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hold(g, 'c', name);
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const next = ready(g);
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assert.equal(next.phase, 3);
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assert.equal(next.decision?.kind, 'choamMarket');
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assert.deepEqual(viewGame(next, 'e').choamMarket, { owner: 'c' });
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assert.equal(
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viewGame(next, 'e').players.find((p) => p.id === 'c')!.hand,
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undefined,
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);
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}
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for (const incoming of [false, true]) {
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const g = fixture();
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hold(g, 'e', 'Shield');
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if (incoming) cacheCard(g, 'e', 'distrans');
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else hold(g, 'e', 'Snooper');
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const next = ready(g);
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assert.equal(next.phase, 3);
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assert.equal(next.decision?.kind, 'choamMarket');
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assert.deepEqual(normalizeAutomaticGame(reload(next)), reload(next));
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}
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});
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void test('an empty market retains a legal incoming Distrans gift and its same-phase sale', () => {
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const g = fixture(),
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card = hold(g, 'e', 'Baliset'),
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distrans = cacheCard(g, 'e', 'distrans');
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let next = ready(g);
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next = applyAction(next, 'e', {
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type: 'card',
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card: distrans.id,
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target: 'c',
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give: card.id,
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});
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assert.equal(next.phase, 3);
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assert.equal(next.decision?.kind, 'choamMarket');
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assert.equal(viewGame(next, 'c').choamMarket?.sales?.[0].card, card.id);
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next = applyAction(reload(next), 'c', {
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type: 'decision',
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mode: 'sell',
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card: card.id,
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});
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assert.equal(next.phase, 4);
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assert.equal(next.players[0].spice, 22);
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assert.deepEqual(next.players[0].hand, []);
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assert.deepEqual(inventory(next), inventory(g));
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});
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void test('a reciprocal Richese ally with one card retains the gift opportunity without testing its hidden identity', () => {
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for (const richese of [false, true])
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for (const mutual of [false, true]) {
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const g = fixture();
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g.players[1].faction = richese ? 'richese' : 'emperor';
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if (richese) g.richeseCache = richeseCards();
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g.players[0].ally = 'e';
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if (mutual) g.players[1].ally = 'c';
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hold(g, 'e', 'Shield');
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const next = ready(g);
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assert.equal(next.phase, richese && mutual ? 3 : 4);
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}
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const g = fixture();
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g.players[1].faction = 'richese';
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g.players[0].ally = 'e';
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g.players[1].ally = 'c';
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const card = cacheCard(g, 'e', 'distrans');
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const next = applyAction(ready(g), 'e', {
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type: 'richeseGift',
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card: card.id,
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});
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assert.equal(next.phase, 3);
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assert.equal(next.decision?.kind, 'choamMarket');
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assert.deepEqual(next.players[0].hand, [card]);
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assert.equal(next.pendingRicheseGift, null);
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});
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void test('a nonempty unsaleable Box can prepare an end-phase sale and its paid search is never auto-closed', () => {
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const g = fixture(),
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box = cacheCard(g, 'c', 'nullentropyBox');
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const chosen = hold(g, 'e', 'Baliset'),
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other = hold(g, 'e', 'Shield');
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g.players[1].hand = [];
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g.discard = [chosen, other];
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let next = applyAction(ready(g), 'c', { type: 'card', card: box.id });
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assert.equal(next.decision?.kind, 'nullentropy');
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assert.deepEqual(normalizeAutomaticGame(reload(next)), reload(next));
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next = applyAction(next, 'c', {
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type: 'decision',
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event: next.pendingNullentropy!.event,
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card: chosen.id,
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});
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assert.equal(next.phase, 3);
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assert.equal(next.decision?.kind, 'choamMarket');
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next = applyAction(next, 'c', {
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type: 'decision',
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mode: 'sell',
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card: chosen.id,
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});
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assert.equal(next.phase, 4);
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assert.equal(next.players[0].spice, 20);
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assert.deepEqual(inventory(next), inventory(g));
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});
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void test('live sale, allied trade replies and Truthtrance take precedence over automatic completion', () => {
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const g = fixture(),
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card = hold(g, 'c', 'Baliset');
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const index = g.deck.findIndex((c) => c.effect === 'karama');
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g.players[1].hand.push(g.deck.splice(index, 1)[0]);
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const sale = applyAction(ready(g), 'c', {
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type: 'decision',
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mode: 'sell',
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card: card.id,
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});
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assert.equal(sale.response?.kind, 'choamSale');
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assert.deepEqual(normalizeAutomaticGame(reload(sale)), reload(sale));
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const traded = fixture();
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traded.players[0].ally = 'e';
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traded.players[1].ally = 'c';
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const offered = hold(traded, 'c', 'Shield');
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hold(traded, 'e', 'Snooper');
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const reply = applyAction(ready(traded), 'c', {
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type: 'decision',
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mode: 'trade',
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card: offered.id,
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});
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assert.equal(reply.decision?.kind, 'choamTradeReply');
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assert.deepEqual(normalizeAutomaticGame(reload(reply)), reload(reply));
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const empty = savedMarket(fixture()),
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truth = hold(empty, 'e', 'Truthtrance');
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const question = applyAction(empty, 'e', { type: 'card', card: truth.id });
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assert.ok(question.truthtrance);
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assert.equal(question.phase, 3);
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assert.deepEqual(normalizeAutomaticGame(reload(question)), reload(question));
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});
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void test('all four bot profiles sell the final Bidding-phase card and need no extra empty-market action', () => {
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for (const difficulty of DIFFICULTIES) {
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const g = fixture();
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g.players[0].bot = difficulty;
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hold(g, 'c', 'Baliset');
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const market = ready(g),
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action = botActions(viewGame(market, 'c'))[0];
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assert.equal(action.mode, 'sell', difficulty);
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const next = applyAction(market, 'c', action);
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assert.equal(next.phase, 4, difficulty);
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assert.equal(next.choamMarket, null);
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assert.equal(next.players[0].spice, 22, difficulty);
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}
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});
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