Files
Dune/tests/recruits-modules.test.ts
Quintine 1ba942138d
Verify and publish checkpoint container / container (push) Successful in 10m20s
Prototype Semuta after Recruits in Basic play
2026-10-28 22:19:12 +11:00

83 lines
4.7 KiB
TypeScript

import test from 'node:test';
import assert from 'node:assert/strict';
import { applyAction, viewGame } from '../game/engine';
import { RECRUITS_CARD_ID } from '../game/recruits';
import { ownedTech } from '../game/tech-tokens';
import {
advanceRecruitsModules, assertRecruitsModulesInventory, createRecruitsModulesFixture,
recruitsModulesClean, recruitsModulesPlayer, type RecruitsModulesOptions,
} from './fixture-recruits-modules';
/**
* GF9 Ecaz & Moritani pp11,16: Recruits doubles every player's current free
* revival rate and raises the ordinary force-revival limit to seven. The
* independent-profile programme uses the real original first-Storm Axlotl
* custodian, real battle Tanks and a real Revival; Tech Tokens stay original
* and the Axlotl payout waits for that Revival phase to end.
*/
const CONFIGURATIONS: { label: string; options: RecruitsModulesOptions }[] = [
{ label: 'Basic classic', options: {} },
{ label: 'Advanced classic with Stronghold Cards', options: { advanced: true, strongholds: true } },
{ label: 'Basic native Ixian', options: { roster: 'ix-native' } },
{ label: 'Advanced native Ixian with Stronghold Cards', options: { roster: 'ix-native', advanced: true, strongholds: true } },
];
for (const { label, options } of CONFIGURATIONS) {
void test(`${label}: doubled physical revival retains its price and pays Axlotl once at phase end`, () => {
const fixture = createRecruitsModulesFixture(options);
const ordinary = new Map(fixture.game.players.map(player =>
[player.id, viewGame(fixture.game, player.id).revival.freeRemaining]));
const original = fixture.game.revivalOrder
? advanceRecruitsModules(structuredClone(fixture.game), state => state.phase === 4 &&
state.revivalOrder?.remaining[0] === fixture.owner && recruitsModulesClean(state))
: structuredClone(fixture.game);
const beforeRejected = structuredClone(original);
assert.throws(() => applyAction(original, fixture.owner, fixture.revivalAction));
assert.deepEqual(original, beforeRejected, 'The old three-force allowance cannot consume these counters');
const activated = applyAction(fixture.game, fixture.owner, fixture.playAction);
assert.equal(activated.discard.filter(card => card.id === RECRUITS_CARD_ID).length, 1);
for (const player of activated.players) {
const preview = viewGame(activated, player.id).recruitsPreview;
const rate = preview?.rates.find(entry => entry.player === player.id);
assert.equal(rate?.limit, 7);
assert.equal(rate?.freeRate, Math.min(2 * ordinary.get(player.id)!, 7),
'Every seat retains its own doubled current rate');
}
let returned = activated;
let before: ReturnType<typeof recruitsModulesPlayer> | undefined;
let afterOwner: ReturnType<typeof recruitsModulesPlayer> | undefined;
let opponentReturned: typeof returned | undefined;
for (const step of fixture.revivalSteps) {
if (step.actor === fixture.owner && step.action.type === 'revive')
before = structuredClone(recruitsModulesPlayer(returned, fixture.owner));
returned = applyAction(returned, step.actor, step.action);
if (step.actor === fixture.owner && step.action.type === 'revive')
afterOwner = structuredClone(recruitsModulesPlayer(returned, fixture.owner));
if (step.actor === fixture.opponent && step.action.type === 'revive') opponentReturned = structuredClone(returned);
}
assert.ok(before && afterOwner && opponentReturned);
const owner = recruitsModulesPlayer(returned, fixture.owner);
assert.equal(owner.revived, fixture.amount);
assert.equal(owner.freeForcesRevived, fixture.doubled.freeRate);
assert.equal(owner.reserves, before.reserves + fixture.amount);
assert.equal(owner.tanks, 0);
assert.equal(owner.spice, before.spice - 2 * (fixture.amount - fixture.doubled.freeRate),
'Only paid counters cost spice; pending token income cannot fund this request');
const accrual = ownedTech(returned.techTokens!, fixture.owner).length;
assert.equal(returned.techTokens!.axlotl.spice, accrual);
assert.equal(recruitsModulesPlayer(opponentReturned, fixture.opponent).freeForcesRevived, 1);
assert.equal(opponentReturned.techTokens!.axlotl.spice, accrual,
'Both actual free revivals share one phase income');
assert.equal(owner.spice, afterOwner.spice,
'Neither free return collects the pending income');
const settled = advanceRecruitsModules(returned, state => state.phase === 5 && recruitsModulesClean(state));
assert.equal(recruitsModulesPlayer(settled, fixture.owner).spice, owner.spice + accrual,
'The phase boundary pays the original held income exactly once');
assert.equal(settled.techTokens!.axlotl.spice, 0);
assertRecruitsModulesInventory(settled, fixture.afterSetup);
});
}