Files
Dune/tests/fixture-no-field-full-plan.ts

274 lines
14 KiB
TypeScript

import assert from 'node:assert/strict';
import {
applyAction, createGame, initializeFactionExpansionsGameForAudit, joinGame,
newPlayer, viewGame, type Action, type Game,
} from '../game/engine';
import { botActions } from '../game/bots';
import type { Card } from '../game/cards';
import type { NoFieldValue } from '../game/richese-no-field';
import { nextRicheseStrongholdsNativeStep } from './fixture-richese-strongholds';
export type NoFieldFullPlanStep = { actor: string; action: Action };
export type NoFieldFullPlanOptions = {
initial?: Game;
seatIds?: [string, string, string];
marker?: NoFieldValue;
/** Own physical reserves immediately before the original shipment. */
reserves?: number;
ordinaryAtMarker?: number;
ordinaryOtherSector?: number;
dial?: number;
support?: number;
ordinaryField?: 'leader' | 'weapon' | 'defense';
traitor?: 'owner' | 'atreides';
};
export type NoFieldFullPlanFixture = {
options: NoFieldFullPlanOptions;
initial: Game;
afterSetup: Game;
beforeShipment: Game;
shipmentStep: NoFieldFullPlanStep;
afterShipment: Game;
beforeBattle: Game;
battleStep: NoFieldFullPlanStep;
/** Original ordinary prescience, with native pre-leader preparation closed. */
beforePrescience: Game;
prescienceStep: NoFieldFullPlanStep;
beforeAnswer: Game;
answerStep: NoFieldFullPlanStep;
/** Original fullPlanOffer, not consumed by a generic continuation driver. */
game: Game;
owner: string;
atreides: string;
opponent: string;
observer: string;
territory: string;
location: string;
otherLocation: string;
token: { id: string; value: NoFieldValue };
materializes: number;
cards: { karama: Card; spareKarama: Card; weapon: Card; defense: Card; atreidesDefense: Card };
inspectStep: NoFieldFullPlanStep;
declineStep: NoFieldFullPlanStep;
planActions: [NoFieldFullPlanStep, NoFieldFullPlanStep];
nativeSteps: NoFieldFullPlanStep[];
staging: string[];
};
export function noFieldFullPlanPlayer(game: Game, actor: string) {
const player = game.players.find(p => p.id === actor);
assert.ok(player, `Missing original full-plan seat ${actor}`);
return player;
}
const clean = (game: Game) => !game.phaseOpening && !game.response && !game.decision;
function initialize(game: Game): Game {
// Scope deterministic dealer randomness to the original fresh initializer only.
const descriptor = Object.getOwnPropertyDescriptor(crypto, 'getRandomValues');
crypto.getRandomValues = <T extends ArrayBufferView | null>(array: T): T => {
assert.ok(array);
new Uint8Array(array.buffer, array.byteOffset, array.byteLength).fill(255);
return array;
};
try { return initializeFactionExpansionsGameForAudit(game); }
finally {
if (descriptor) Object.defineProperty(crypto, 'getRandomValues', descriptor);
else Reflect.deleteProperty(crypto, 'getRandomValues');
}
}
function place(game: Game, actor: string, location: string, amount: number) {
const player = noFieldFullPlanPlayer(game, actor);
assert.ok(Number.isSafeInteger(amount) && amount >= 0 && amount <= player.reserves);
player.reserves -= amount;
if (amount) player.forces[location] = (player.forces[location] ?? 0) + amount;
}
function take(game: Game, actor: string, matches: (card: Card) => boolean): Card {
const player = noFieldFullPlanPlayer(game, actor);
assert.ok(player.hand.length < 4);
const at = game.deck.findIndex(matches);
assert.ok(at >= 0, 'Move only a physical card from the originally selected native deck');
const card = game.deck.splice(at, 1)[0];
player.hand.push(card);
return structuredClone(card);
}
function exchangeTraitor(game: Game, actor: string, identity: string, staging: string[]) {
const player = noFieldFullPlanPlayer(game, actor);
if (player.traitors.includes(identity)) return;
const returned = player.traitors[0];
assert.ok(returned);
const at = game.traitorReserve?.indexOf(identity) ?? -1;
const donor = game.players.find(p => p.id !== actor && p.traitors.includes(identity));
assert.ok(at >= 0 || donor, 'Exchange an original physical Traitor, never fabricate one');
if (at >= 0) game.traitorReserve!.splice(at, 1, returned);
else donor!.traitors[donor!.traitors.indexOf(identity)] = returned;
player.traitors[0] = identity;
staging.push(`Conserved original Traitor ${identity} exchanged for ${returned} into ${actor}'s hand.`);
}
/** Original Advanced faction setup, native CHOAM-selected deck and separate
* Richese cache. Only labeled conserved board/hand/bank staging follows setup;
* shipment, chooser, pre-leader readiness, prescience and offer are real actions. */
export function createNoFieldFullPlanFixture(options: NoFieldFullPlanOptions = {}): NoFieldFullPlanFixture {
let game: Game;
if (options.initial) {
game = structuredClone(options.initial);
assert.ok(game.status === 'lobby' || game.status === 'setup' && game.turn === 1 && game.phase === 0 && game.players.every(p => !p.hand.length));
assert.equal(game.advanced, true);
assert.deepEqual(game.expansions, ['choam']);
assert.deepEqual(game.players.map(p => p.faction).sort(), ['atreides', 'guild', 'richese']);
assert.equal(game.ecazTreachery, undefined);
} else {
const ids = options.seatIds ?? ['richese', 'atreides', 'guild'];
game = createGame('NOFIELDFULLPLAN', newPlayer(ids[0], 'Richese', 'richese'), true, ['choam']);
joinGame(game, newPlayer(ids[1], 'Atreides', 'atreides'));
joinGame(game, newPlayer(ids[2], 'Guild', 'guild'));
}
if (game.status === 'lobby') {
for (const player of game.players) if (!player.ready) game = applyAction(game, player.id, { type: 'ready' });
game = initialize(game);
}
const initial = structuredClone(game);
for (let count = 0; game.status === 'setup' && count < 200; count++) {
let step: NoFieldFullPlanStep | undefined;
for (const player of game.players) {
const view = viewGame(game, player.id);
view.players.find(p => p.id === player.id)!.bot = 'Easy';
const action = botActions(view)[0];
if (action) { step = { actor: player.id, action }; break; }
}
assert.ok(step, `Original full-plan setup stalled at ${game.setupStage}`);
game = applyAction(game, step.actor, step.action);
}
assert.equal(game.status, 'playing');
const afterSetup = structuredClone(game);
const owner = game.players.find(p => p.faction === 'richese')!.id;
const atreides = game.players.find(p => p.faction === 'atreides')!.id;
const observer = game.players.find(p => p.faction === 'guild')!.id;
const territory = 'imperial_basin', sector = 9;
const location = `${territory}:${sector}`, otherLocation = `${territory}:10`;
const staging: string[] = [], nativeSteps: NoFieldFullPlanStep[] = [];
const act = (step: NoFieldFullPlanStep) => {
nativeSteps.push(structuredClone(step));
game = applyAction(game, step.actor, step.action);
};
const advance = (predicate: (state: Game) => boolean) => {
for (let count = 0; count < 1600; count++) {
if (predicate(game)) return;
// Never silently decline ordinary prescience or the special inspection.
assert.notEqual(game.decision?.kind, 'fullPlanOffer');
assert.ok(!game.battle?.preparation || game.response || game.battle.preLeader && !game.battle.preLeader.closed);
const step = nextRicheseStrongholdsNativeStep(game);
assert.ok(step, 'Native continuation stops before either human plan');
if (game.turn === 1 && step.action.type === 'stormDial') step.action.amount = 0;
act(step);
}
throw Error('Native full-plan continuation did not reach its boundary');
};
for (const player of game.players) {
player.reserves += Object.values(player.forces).reduce((sum, n) => sum + n, 0);
player.forces = {};
player.spice = 30;
}
staging.push('After actual faction setup: return each original board counter to its own reserves and stage thirty-spice bank balances.');
advance(g => g.phase === 5 && g.active === owner && clean(g));
const ordinary = (options.ordinaryAtMarker ?? 0) + (options.ordinaryOtherSector ?? 0);
const reserves = options.reserves ?? 20 - ordinary;
assert.ok(Number.isSafeInteger(reserves) && reserves >= 0 && reserves + ordinary <= 20);
place(game, owner, location, options.ordinaryAtMarker ?? 0);
place(game, owner, otherLocation, options.ordinaryOtherSector ?? 0);
place(game, owner, 'polar_sink:0', 20 - reserves - ordinary);
place(game, atreides, location, 5);
staging.push(`Before actual shipment: conserve ${ordinary} ordinary Richese battle counters, ${reserves} own reserves, the remainder in Polar Sink and five opposing Atreides counters at ${location}.`);
const beforeShipment = structuredClone(game);
const token = structuredClone(noFieldFullPlanPlayer(game, owner).noField!.tokens.find(t => t.value === (options.marker ?? 3))!);
assert.ok(token);
const shipmentStep: NoFieldFullPlanStep = { actor: owner, action: {
type: 'ship', territory, sector, noField: token.id,
event: noFieldFullPlanPlayer(game, owner).noFieldEvent,
} };
act(shipmentStep);
advance(clean);
const afterShipment = structuredClone(game);
advance(g => g.phase === 6 && clean(g));
for (const player of game.players) { game.deck.push(...player.hand); player.hand = []; }
const cards = {
karama: take(game, atreides, c => c.effect === 'karama'),
spareKarama: take(game, atreides, c => c.effect === 'karama'),
weapon: take(game, owner, c => c.kind === 'poison'),
defense: take(game, owner, c => c.kind === 'shield'),
atreidesDefense: take(game, atreides, c => c.kind === 'snooper'),
};
staging.push('Before actual battle admission: return original dealt hands to their original deck; transfer two physical Karama and Snooper to Atreides, poison weapon and Shield to Richese. Cache/removed custody is unchanged; no hand exceeds four.');
const ownLeader = noFieldFullPlanPlayer(game, owner).leaders.filter(l => !l.dead).sort((a, b) => a.strength - b.strength || a.id.localeCompare(b.id))[0];
const otherLeader = noFieldFullPlanPlayer(game, atreides).leaders.filter(l => !l.dead).sort((a, b) => b.strength - a.strength || a.id.localeCompare(b.id))[0];
assert.ok(ownLeader && otherLeader);
if (options.traitor === 'owner') exchangeTraitor(game, owner, otherLeader.id, staging);
if (options.traitor === 'atreides') exchangeTraitor(game, atreides, ownLeader.id, staging);
const materializes = Math.min(token.value, reserves);
const dial = options.dial ?? Math.min(2, ordinary + materializes);
const planActions: [NoFieldFullPlanStep, NoFieldFullPlanStep] = [
{ actor: owner, action: { type: 'battlePlan', dial, support: options.support ?? dial,
leader: ownLeader.id, weapon: cards.weapon.id, defense: cards.defense.id } },
{ actor: atreides, action: { type: 'battlePlan', dial: 5, support: 5,
leader: otherLeader.id, defense: cards.atreidesDefense.id } },
];
const beforeBattle = structuredClone(game);
const choice = viewGame(game, game.active!).battleChoices.find(b => b.territory === territory);
assert.ok(choice, 'A genuine concealed zero must still enter an ordinary battle');
const battleStep: NoFieldFullPlanStep = { actor: choice.chooser, action: {
type: 'chooseBattle', territory,
target: choice.attacker === choice.chooser ? choice.defender : choice.attacker,
} };
act(battleStep);
// Stop at original ordinary prescience rather than letting the shared driver decline it.
advance(g => g.battle?.preparation?.kind === 'prescience' && !g.response && !g.decision && !!g.battle.preLeader?.closed);
const beforePrescience = structuredClone(game);
const field = options.ordinaryField ?? 'leader';
const prescienceStep: NoFieldFullPlanStep = { actor: atreides, action: { type: 'prescience', field } };
act(prescienceStep);
while (game.response) {
const next = nextRicheseStrongholdsNativeStep(game); assert.ok(next); act(next);
}
const beforeAnswer = structuredClone(game);
const answerStep: NoFieldFullPlanStep = { actor: owner, action: {
type: 'prescienceAnswer', value: field === 'leader' ? ownLeader.id : cards[field].id,
} };
act(answerStep);
assert.ok(game.decision?.kind === 'fullPlanOffer');
assert.equal(game.decision.player, atreides);
assert.equal(game.battle?.preparation, undefined);
assert.deepEqual(game.battle?.plans, {});
return { options: { ...options, initial: undefined }, initial, afterSetup,
beforeShipment, shipmentStep, afterShipment, beforeBattle, battleStep,
beforePrescience, prescienceStep, beforeAnswer, answerStep, game,
owner, atreides, opponent: atreides, observer, territory, location, otherLocation,
token, materializes, cards,
inspectStep: { actor: atreides, action: { type: 'card', mode: 'special', card: cards.karama.id, target: owner } },
declineStep: { actor: atreides, action: { type: 'decision', decline: true } },
planActions, nativeSteps, staging };
}
export function applyNoFieldFullPlanStep(game: Game, step: NoFieldFullPlanStep): Game {
return applyAction(game, step.actor, step.action);
}
/** Consume only actual response queues; never decide a power or seal a plan. */
export function finishNoFieldFullPlanResponses(game: Game): Game {
for (let count = 0; game.response && count < 80; count++) {
const step = nextRicheseStrongholdsNativeStep(game); assert.ok(step);
game = applyNoFieldFullPlanStep(game, step);
}
assert.equal(game.response, null);
return game;
}
/** Original Traitor declarations, native loss allocation, cards and aftermath. */
export function finishNoFieldFullPlanBattle(game: Game, callers: string[] = []): Game {
assert.ok(game.battle?.revealed, 'Both original plans must already be sealed');
for (let count = 0; count < 160; count++) {
if (!game.battle && clean(game) && !game.pendingTreacheryDiscard) return game;
const step = nextRicheseStrongholdsNativeStep(game);
assert.ok(step, 'Native aftermath cannot invent a battle plan');
if (step.action.type === 'traitorCall') step.action.call = callers.includes(step.actor);
game = applyNoFieldFullPlanStep(game, step);
}
throw Error('Original full-plan No-Field battle did not finish');
}