Files
Dune/tests/skills-tech-battle-runtime.test.ts
Quintine 7e3bec2721 Implement the five 7 October pending rule rulings
The user answered five recorded questions; each ruling is indexed in
RULE_DECISIONS.md and implemented with a focused regression.

- CHOAM opening income counts as a qualifying collection, so low-population
  Tupile adds its bank increment under the Inflation multiplier. The engine
  guard is removed and the projection/notice expose the added bonus.
- An exhausted Richese cache is legal and restores one ordinary lot; the
  canceled/prevented compulsory cache auction branch restores the reduction
  before the ordinary pool runs and the cache offer is skipped when no cache
  lot can run. The pure continuation quote mirrors the count.
- Suk-rescued casualties count toward Advanced Atreides' seven Kwisatz
  Haderach losses: the battle-loss counter gains the full dialed allocation in
  both rescue paths, and the earlier Suk availability restriction is removed.
- The Guild Nexus Secret Ally reserve return overrides the Arrakis-to-native-
  Homeworld restriction for the holder's own reserves and deposits through the
  shared native-reserve pipeline (generalized from the revival deposit).
- Interior passengers count as entering the territories a relocated Ixian HMS
  points into, so Sandmaster collects there before the native collection.

Full offline suite 7804/7804, types and lint pass. Historical evidence and
superseded test expectations are updated to the ruled behaviour; preserved
combined Homeworld/Nexus, occupation and Richese captures are unblocked but
not re-run here. No existing game, seat or saved state was changed.
2026-10-07 21:56:17 +11:00

177 lines
11 KiB
TypeScript

import assert from 'node:assert/strict';
import test from 'node:test';
import { applyAction, viewGame, type Action, type Game } from '../game/engine';
import { botActions } from '../game/bots';
import { quoteSpiceCollection } from '../game/board-resolution-quote';
import { ownedTech, TECH_TOKENS } from '../game/tech-tokens';
import {
createSkillsTechBattleFixture, finishSkillsTechBattle, openSkillsTechBattle,
skillsTechBattlePlayer, type SkillsTechBattleFixture,
} from './fixture-skills-tech-battle';
function reveal(fixture: SkillsTechBattleFixture): Game {
let game = openSkillsTechBattle(fixture.game, fixture.owner, fixture.opponent, fixture.territory, fixture.band === 'skilled');
game = applyAction(game, fixture.owner, fixture.ownerPlan);
game = applyAction(game, fixture.opponent, fixture.opponentPlan);
return finishSkillsTechBattle(game, 'skill');
}
function reject(game: Game, actor: string, action: Action): void {
const before = structuredClone(game);
assert.throws(() => applyAction(game, actor, action));
assert.deepEqual(game, before);
}
function conserveForces(game: Game): void {
for (const player of game.players) {
assert.equal(player.reserves + player.tanks + Object.values(player.forces).reduce((sum, n) => sum + n, 0), 20);
if (player.elites) {
assert.equal(player.elites.reserves + player.elites.tanks + Object.values(player.elites.forces).reduce((sum, n) => sum + n, 0), 5);
for (const [key, amount] of Object.entries(player.elites.forces)) assert.ok(amount <= (player.forces[key] ?? 0));
}
}
}
function tokenChanges(before: Game, after: Game): string[] {
return TECH_TOKENS.filter(token => before.techTokens![token.id].owner !== after.techTokens![token.id].owner).map(token => token.id);
}
function assertLoserCleanup(game: Game, fixture: SkillsTechBattleFixture): void {
assert.equal(skillsTechBattlePlayer(game, fixture.opponent).hand.some(card => card.id === fixture.losingCard), false);
assert.equal(game.discard.filter(card => card.id === fixture.losingCard).length, 1);
assert.equal(skillsTechBattlePlayer(game, fixture.opponent).leaders.find(l => l.id === fixture.losingLeader)!.dead, true);
}
for (const advanced of [false, true]) for (const band of ['normal', 'skilled'] as const) {
void test(`${advanced ? 'Advanced' : 'Basic'} ${band} Suk physically rescues before cleanup and one original automatic Tech reward`, () => {
const fixture = createSkillsTechBattleFixture({ advanced, band });
const before = fixture.game;
const ownerBefore = skillsTechBattlePlayer(before, fixture.owner);
const enemyBefore = skillsTechBattlePlayer(before, fixture.opponent);
const bounty = enemyBefore.leaders.find(l => l.id === fixture.losingLeader)!.strength;
let game = reveal(fixture);
assert.equal(game.lastBattleContext!.winner, fixture.owner);
assertLoserCleanup(game, fixture);
assert.equal(skillsTechBattlePlayer(game, fixture.opponent).tanks, enemyBefore.tanks + 8);
assert.equal(skillsTechBattlePlayer(game, fixture.opponent).forces[fixture.key] ?? 0, 0);
assert.deepEqual(tokenChanges(before, game), [], 'Rescue/played-card cleanup precede token reward.');
assert.equal(skillsTechBattlePlayer(game, fixture.owner).spice, ownerBefore.spice - (advanced ? 4 : 0) + bounty);
if (band === 'skilled') {
const decision = game.decision;
assert.ok(decision?.kind === 'sukRescue');
assert.equal(decision.mode, 'skilled');
assert.equal(skillsTechBattlePlayer(game, fixture.owner).forces[fixture.key], 8);
assert.equal(skillsTechBattlePlayer(game, fixture.owner).tanks, ownerBefore.tanks);
const choice = decision.options.findIndex(option => option.normal === 3 && option.elite === 0 && option.kept?.key === fixture.key);
assert.ok(choice >= 0);
reject(game, fixture.opponent, { type: 'decision', event: decision.event, choice });
reject(game, fixture.owner, { type: 'decision', event: `${decision.event}-stale`, choice });
const action: Action = { type: 'decision', event: decision.event, choice };
game = applyAction(game, fixture.owner, action);
reject(game, fixture.owner, action);
}
const rescued = skillsTechBattlePlayer(game, fixture.owner);
assert.equal(rescued.forces[fixture.key], band === 'skilled' ? 5 : 4);
assert.equal(rescued.reserves, ownerBefore.reserves + (band === 'skilled' ? 2 : 1));
assert.equal(rescued.tanks, ownerBefore.tanks + (band === 'skilled' ? 1 : 3));
// User ruling 7 October 2026: rescued counters still count toward the seven
// Kwisatz Haderach losses, so the counter gains the full dialed allocation.
assert.equal(
rescued.battleLosses,
ownerBefore.battleLosses +
(rescued.tanks - ownerBefore.tanks) +
(band === 'skilled' ? 3 : 1),
);
assert.equal(game.lastBattleContext!.sukRescue!.completed, true);
assert.equal(game.pendingSukRescue, null);
assert.equal(game.decision?.kind, 'battleCards');
const walletAfterReward = rescued.spice;
const collected = quoteSpiceCollection(game).receipts.find(receipt => receipt.player === fixture.owner)!.collected;
const token = ownedTech(before.techTokens, fixture.opponent)[0];
assert.ok(token);
game = finishSkillsTechBattle(game);
assert.deepEqual(tokenChanges(before, game), [token]);
assert.equal(game.techTokens![token].owner, fixture.owner);
assert.equal(ownedTech(game.techTokens, fixture.opponent).length, 0);
assert.equal(game.pendingTech, null);
assert.equal(skillsTechBattlePlayer(game, fixture.owner).spice, walletAfterReward + collected,
'Ordinary leader bounty remains; subsequent Collection is independently quoted.');
assert.deepEqual(skillsTechBattlePlayer(game, fixture.owner).hand.map(card => card.id).sort(), [fixture.weapon, fixture.defense].sort());
assertLoserCleanup(game, fixture);
conserveForces(game);
});
}
for (const advanced of [false, true]) {
void test(`${advanced ? 'Advanced' : 'Basic'} Sandmaster adds exactly three board spice before choosing one of two genuinely won Tech Tokens`, () => {
const fixture = createSkillsTechBattleFixture({ advanced, skill: 'sandmaster', reward: 'selection' });
const before = fixture.game;
const originalPile = before.spice[fixture.key];
const ownerBefore = skillsTechBattlePlayer(before, fixture.owner);
const enemyBefore = skillsTechBattlePlayer(before, fixture.opponent);
const bounty = enemyBefore.leaders.find(l => l.id === fixture.losingLeader)!.strength;
let game = reveal(fixture);
assertLoserCleanup(game, fixture);
assert.equal(game.spice[fixture.key], originalPile + 3);
assert.deepEqual(game.lastBattleContext!.sandmaster, { leader: fixture.trainer, key: fixture.key, before: originalPile, after: originalPile + 3 });
assert.equal(skillsTechBattlePlayer(game, fixture.owner).spice, ownerBefore.spice - (advanced ? 4 : 0) + bounty,
'Sandmaster deposits board spice, not immediate faction income.');
assert.equal(skillsTechBattlePlayer(game, fixture.owner).forces[fixture.key], 4);
assert.equal(skillsTechBattlePlayer(game, fixture.owner).tanks, ownerBefore.tanks + 4);
assert.equal(skillsTechBattlePlayer(game, fixture.opponent).tanks, enemyBefore.tanks + 8);
assert.deepEqual(tokenChanges(before, game), []);
game = finishSkillsTechBattle(game, 'tech');
const decision = game.decision;
assert.ok(decision?.kind === 'techToken');
assert.equal(decision.choices.length, 2);
assert.deepEqual(new Set(decision.choices), new Set(ownedTech(before.techTokens, fixture.opponent)));
const other = TECH_TOKENS.find(token => !decision.choices.includes(token.id))!;
reject(game, fixture.owner, { type: 'decision', token: other.id });
reject(game, fixture.opponent, { type: 'decision', token: decision.choices[0] });
// Each real legal policy chooses an owned token and transfers precisely one.
for (const difficulty of ['Easy', 'Medium', 'Hard', 'Brutal'] as const) {
const view = viewGame(game, fixture.owner);
view.players.find(p => p.id === fixture.owner)!.bot = difficulty;
const action = botActions(view).find(candidate => candidate.type === 'decision');
assert.ok(action && typeof action.token === 'string' && decision.choices.includes(action.token as typeof decision.choices[number]));
const wallet = skillsTechBattlePlayer(game, fixture.owner).spice;
const collected = quoteSpiceCollection(game).receipts.find(receipt => receipt.player === fixture.owner)!.collected;
const paid = finishSkillsTechBattle(applyAction(game, fixture.owner, action));
assert.deepEqual(tokenChanges(before, paid), [action.token]);
assert.equal(ownedTech(paid.techTokens, fixture.opponent).length, 1);
assert.equal(paid.pendingTech, null);
assert.equal(skillsTechBattlePlayer(paid, fixture.owner).spice, wallet + collected);
assert.equal(paid.lastBattleContext!.sandmaster!.after, originalPile + 3);
assertLoserCleanup(paid, fixture);
conserveForces(paid);
reject(paid, fixture.owner, action);
}
});
}
void test('a real preliminary loss leaves the later loser with no token, so native aftermath skips Tech and keeps the winner cards', () => {
const fixture = createSkillsTechBattleFixture({ advanced: true, reward: 'absent' });
assert.equal(ownedTech(fixture.game.techTokens, fixture.opponent).length, 0);
const game = finishSkillsTechBattle(reveal(fixture));
assert.deepEqual(tokenChanges(fixture.game, game), []);
assert.equal(game.pendingTech, null);
assert.equal(game.lastBattleContext!.winner, fixture.owner);
assert.equal(skillsTechBattlePlayer(game, fixture.owner).forces[fixture.key], 5);
assertLoserCleanup(game, fixture);
assert.deepEqual(skillsTechBattlePlayer(game, fixture.owner).hand.map(card => card.id).sort(), [fixture.weapon, fixture.defense].sort());
conserveForces(game);
});
void test('Advanced own-seat legal policies cannot finance battle support with a future bounty, rescue or Tech reward', () => {
const fixture = createSkillsTechBattleFixture({ advanced: true });
const game = openSkillsTechBattle(fixture.game, fixture.owner, fixture.opponent, fixture.territory);
const wallet = skillsTechBattlePlayer(game, fixture.owner).spice;
reject(game, fixture.owner, { ...fixture.ownerPlan, support: wallet + 1 });
for (const difficulty of ['Easy', 'Medium', 'Hard', 'Brutal'] as const) {
const view = viewGame(game, fixture.owner);
view.players.find(p => p.id === fixture.owner)!.bot = difficulty;
const plan = botActions(view).find(action => action.type === 'battlePlan');
assert.ok(plan);
assert.ok(Number(plan.support ?? 0) + Number(plan.bankerSpice ?? 0) <= wallet);
const committed = applyAction(game, fixture.owner, plan);
assert.equal(skillsTechBattlePlayer(committed, fixture.owner).spice, wallet);
assert.deepEqual(tokenChanges(game, committed), []);
}
});