Files
Dune/tests/planetologist-movement.test.ts

405 lines
14 KiB
TypeScript

import assert from 'node:assert/strict';
import test, { mock } from 'node:test';
import {
applyAction,
createGame,
newPlayer,
joinGame,
initializeLeaderSkillsGameForAudit,
viewGame,
normalizeAutomaticGame,
type Game,
type Action,
} from '../game/engine';
import { LEADER_SKILL_CARDS } from '../game/leader-skill-cards';
import type { FactionId } from '../game/catalog';
import { botActions } from '../game/bots';
import { TERRITORIES, distance, splitLocation, location } from '../game/board';
import { baseDeck } from '../game/cards';
import { placeFixtureHand } from './fixture-hand';
import { planetologistLeader } from '../game/planetologist-movement';
const source = 'red_chasm:7';
const restore = (g: Game): Game => JSON.parse(JSON.stringify(g));
const route = (from: string, to: string) =>
distance(from, to, (key) => splitLocation(key).sector === 18);
const sand = TERRITORIES.filter((t) => t.type === 'sand').flatMap((t) =>
t.sectors.filter((s) => s !== 18).map((s) => location(t.id, s)),
);
function target(range: number, from = source) {
const to = sand.find((key) => route(from, key) === range);
assert.ok(to, `route ${range} from ${from}`);
return to;
}
function move(range: number, mode?: 'range' | 'gather'): Action {
const to = splitLocation(target(range));
return {
type: 'move',
from: source,
amount: 3,
territory: to.territory,
sector: to.sector,
...(mode ? { planetologist: mode } : {}),
};
}
function fixture(faction: FactionId = 'emperor', advanced = false): Game {
let g = createGame(
'PLANETMOVE',
newPlayer('p', 'Planetologist', faction),
advanced,
);
joinGame(g, newPlayer('h', 'Harkonnen', 'harkonnen'));
for (const p of g.players) g = applyAction(g, p.id, { type: 'ready' });
const index = LEADER_SKILL_CARDS.findIndex((c) => c.id === 'planetologist');
let cursor = LEADER_SKILL_CARDS.length - 1;
mock.method(globalThis.crypto, 'getRandomValues', (array: Uint32Array) => {
array[0] = cursor-- === index ? 0 : 0xffffffff;
return array;
});
try {
g = initializeLeaderSkillsGameForAudit(g);
} finally {
mock.restoreAll();
}
for (let i = 0; g.status === 'setup' && i < 60; i++) {
let accepted = false;
for (const p of g.players) {
const view = viewGame(g, p.id);
const skills = view.leaderSkills!;
const options =
g.setupStage === 'leaderSkills' && skills.offer
? [
{
type: 'leaderSkill',
event: skills.offer.event,
skill: p.id === 'p' ? 'planetologist' : skills.offer.cards[0],
leader: skills.eligibleLeaders[0].id,
},
]
: g.setupStage === 'traitors' && p.traitorChoices.length
? [{ type: 'traitor', leader: p.traitorChoices[0] }]
: g.setupStage === 'prediction' && p.faction === 'beneGesserit'
? [{ type: 'predict', faction: 'harkonnen', turn: 3 }]
: g.setupStage === 'forces' &&
p.faction === 'fremen' &&
p.reserves === 20
? [
{
type: 'fremenSetup',
placements: {
sietch_tabr: 10,
false_wall_south: 0,
false_wall_west: 0,
},
},
]
: g.setupStage === 'forces' &&
p.faction === 'beneGesserit' &&
!p.advisorSetup
? [
{
type: 'advisorSetup',
territory: 'arrakeen',
sector: 10,
},
]
: botActions(view);
for (const a of options) {
try {
g = applyAction(g, p.id, a);
accepted = true;
break;
} catch {
/* Other seats can be waiting. */
}
}
if (accepted) break;
}
assert.ok(accepted, `setup ${g.setupStage}`);
}
assert.equal(g.status, 'playing');
assert.ok(planetologistLeader(g, 'p'));
Object.assign(g, {
phase: 5,
turn: 2,
storm: 18,
active: 'p',
order: ['p', 'h'],
movementRemaining: ['p', 'h'],
ready: [],
response: null,
decision: null,
phaseOpening: null,
});
for (const p of g.players) {
g.deck.push(...p.hand);
p.hand = [];
p.forces = {};
p.reserves = 20;
p.tanks = 0;
p.shipped = true;
p.moved = 0;
p.advisors = {};
if (p.elites) p.elites = { ...p.elites, forces: {}, reserves: 3, tanks: 0 };
}
g.players[0].forces = { [source]: 3 };
g.players[0].reserves = 17;
return g;
}
function unchanged(g: Game, a: Action, error: RegExp) {
const before = structuredClone(g);
assert.throws(() => applyAction(g, 'p', a), error);
assert.deepEqual(g, before);
}
function custody(g: Game) {
for (const p of g.players)
assert.equal(
p.reserves + p.tanks + Object.values(p.forces).reduce((a, b) => a + b, 0),
20,
);
const ids = [
...g.deck,
...g.discard,
...g.players.flatMap((p) => p.hand),
].map((c) => c.id);
assert.equal(ids.length, 33);
assert.equal(new Set(ids).size, 33);
}
function gather(g: Game, destinationKey?: string, range = 1) {
const to =
destinationKey ??
sand.find(
(dest) =>
new Set(
sand
.filter(
(key) =>
route(key, dest) === range &&
splitLocation(key).territory !== splitLocation(dest).territory,
)
.map((key) => splitLocation(key).territory),
).size >= 2,
)!;
const origins = sand.filter(
(key) =>
route(key, to) === range &&
splitLocation(key).territory !== splitLocation(to).territory,
);
const first = origins[0];
const second = origins.find(
(key) => splitLocation(key).territory !== splitLocation(first).territory,
)!;
assert.ok(first && second);
g.players[0].forces = { [first]: 3, [second]: 2 };
g.players[0].reserves = 15;
const destination = splitLocation(to);
return {
a: {
type: 'move',
planetologist: 'gather',
forces: { [first]: 2, [second]: 1 },
territory: destination.territory,
sector: destination.sector,
} as Action,
first,
second,
to,
};
}
void test('Planetologist range is explicit, capped at three, and moves physical forces once', () => {
for (const advanced of [false, true]) {
const g = fixture('emperor', advanced);
unchanged(g, move(2), /more than 1/);
unchanged(g, move(3, 'range'), /more than 2/);
const next = applyAction(restore(g), 'p', move(2, 'range'));
assert.equal(next.players[0].forces[target(2)], 3);
assert.equal(next.players[0].moved, 1);
custody(next);
assert.deepEqual(normalizeAutomaticGame(restore(next)), next);
const city = fixture();
city.players[0].forces['arrakeen:10'] = 1;
city.players[0].reserves--;
unchanged(city, move(4, 'range'), /more than 3/);
assert.equal(applyAction(city, 'p', move(3, 'range')).players[0].moved, 1);
}
});
void test('two-origin movement keeps separate sources and elites, one shared arrival and one movement use', () => {
const g = fixture('emperor', true);
const { a, first, second, to } = gather(g);
g.players[0].elites!.forces = { [first]: 1, [second]: 1 };
g.players[0].elites!.reserves = 1;
a.eliteForces = { [first]: 1, [second]: 1 };
const next = applyAction(restore(g), 'p', a);
assert.equal(next.players[0].forces[to], 3);
assert.equal(next.players[0].forces[first], 1);
assert.equal(next.players[0].forces[second], 1);
assert.equal(next.players[0].elites!.forces[to], 2);
assert.equal(next.players[0].elites!.reserves, 1);
assert.equal(next.players[0].moved, 1);
custody(next);
assert.match(next.log.map((e) => e.text).join('\n'), / and /);
const without = { ...a };
delete without.planetologist;
unchanged(g, without, /one territory/);
unchanged(g, { ...a, planetologist: 'range' }, /one territory/);
unchanged(g, { ...a, forces: { [first]: 2 } }, /exactly two/);
const far = fixture();
const selected = gather(far, undefined, 2);
unchanged(far, selected.a, /Each selected origin.*own movement range/);
});
void test('Fremen extra range preserves a real Karama response and replacement keeps Planetologist', () => {
for (const advanced of [false, true]) {
const g = fixture('fremen', advanced);
const karama = baseDeck().find((c) => c.effect === 'karama')!;
placeFixtureHand(g, 1, [karama]);
const ordinaryBonus = applyAction(g, 'p', move(2, 'range'));
assert.equal(ordinaryBonus.response, null);
assert.equal(ordinaryBonus.players[0].moved, 1);
const pending = applyAction(g, 'p', move(3, 'range'));
assert.equal(pending.response?.kind, 'fremenMovement');
assert.equal(pending.players[0].moved, 0);
assert.deepEqual(pending.pendingFremenMove?.order.planetologist, {
leader: planetologistLeader(g, 'p'),
mode: 'range',
});
const allowed = applyAction(restore(pending), 'h', {
type: 'passResponse',
});
assert.equal(allowed.players[0].forces[target(3)], 3);
assert.equal(allowed.players[0].moved, 1);
custody(allowed);
const canceled = applyAction(restore(pending), 'h', {
type: 'card',
card: karama.id,
mode: 'cancel',
});
assert.deepEqual(canceled.players[0].forces, g.players[0].forces);
assert.equal(canceled.players[0].moved, 0);
unchanged(canceled, move(3, 'range'), /more than 2/);
const replacement = applyAction(restore(canceled), 'p', move(2, 'range'));
assert.equal(replacement.players[0].forces[target(2)], 3);
assert.equal(replacement.players[0].moved, 1);
custody(replacement);
assert.equal(
replacement.discard.filter((c) => c.id === karama.id).length,
1,
);
}
});
void test('Fremen gather response restores both origins and rejects stale or forged skill receipts before payment', () => {
const g = fixture('fremen', true);
const { a, to } = gather(g, undefined, 2);
const karama = baseDeck().find((c) => c.effect === 'karama')!;
placeFixtureHand(g, 1, [karama]);
const pending = applyAction(g, 'p', a);
assert.equal(pending.response?.kind, 'fremenMovement');
assert.equal(pending.pendingFremenMove?.order.origins?.length, 2);
const saved = restore(pending);
const allowed = applyAction(saved, 'h', { type: 'passResponse' });
assert.equal(allowed.players[0].forces[to], 3);
assert.equal(allowed.players[0].moved, 1);
custody(allowed);
for (const corrupt of [
(s: Game) => {
s.pendingFremenMove!.order.planetologist!.leader = 'harkonnen-0';
},
(s: Game) => {
s.pendingFremenMove!.order.origins!.pop();
},
(s: Game) => {
s.pendingFremenMove!.order.planetologist!.mode = 'range';
},
]) {
const stale = restore(pending);
corrupt(stale);
const before = structuredClone(stale);
assert.throws(() =>
applyAction(stale, 'h', {
type: 'card',
card: karama.id,
mode: 'cancel',
}),
);
assert.deepEqual(stale, before);
}
});
void test('captured or dead Planetologist gives neither side a native movement benefit; invalid modes are immutable', () => {
const g = fixture();
const leader = g.players[0].leaders.find(
(l) => l.id === planetologistLeader(g, 'p'),
)!;
unchanged(
g,
{
...move(2, 'range'),
planetologist: { leader: leader.id, mode: 'range' },
},
/available Planetologist/,
);
unchanged(
g,
{ ...move(2, 'range'), origins: ['red_chasm'] },
/available Planetologist/,
);
leader.capturedBy = 'h';
assert.equal(planetologistLeader(g, 'p'), null);
assert.equal(planetologistLeader(g, 'h'), null);
unchanged(g, move(2, 'range'), /available Planetologist/);
delete leader.capturedBy;
leader.dead = true;
assert.equal(planetologistLeader(g, 'p'), null);
unchanged(g, move(2, 'range'), /dead or missing leader/);
});
void test('Bene Gesserit gather resolves determined mixed-source stances and preserves advisor locks', () => {
for (const existingAdvisors of [false, true]) {
const g = fixture('beneGesserit', true);
const { a, first, second, to } = gather(g);
const origin = splitLocation(first).territory,
destination = splitLocation(to).territory;
g.players[0].advisors = { [origin]: {} };
// Keep the source advisors beside another faction so normalization cannot retire their stance.
g.players[1].forces = { [first]: 1 };
g.players[1].reserves = 19;
if (existingAdvisors) {
g.players[0].forces[to] = 1;
g.players[0].reserves--;
g.players[0].advisors[destination] = {};
g.players[1].forces[to] = 1;
g.players[1].reserves--;
}
const next = applyAction(restore(g), 'p', a);
assert.equal(!!next.players[0].advisors?.[destination], existingAdvisors);
assert.equal(next.players[0].forces[to], existingAdvisors ? 4 : 3);
assert.equal(next.players[0].forces[first], 1);
assert.equal(next.players[0].forces[second], 1);
custody(next);
}
const uniform = fixture('beneGesserit', true);
const draft = gather(uniform);
uniform.players[0].advisors = {
[splitLocation(draft.first).territory]: { lockedTurn: 2 },
[splitLocation(draft.second).territory]: {},
};
uniform.players[1].forces = {
[draft.first]: 1,
[draft.second]: 1,
[draft.to]: 1,
};
uniform.players[1].reserves = 17;
unchanged(uniform, { ...draft.a, fighters: true }, /cannot flip/);
const advisors = applyAction(restore(uniform), 'p', draft.a);
assert.equal(
advisors.players[0].advisors?.[splitLocation(draft.to).territory]
?.lockedTurn,
2,
);
assert.equal(advisors.players[0].forces[draft.to], 3);
custody(advisors);
});