Files
Dune/tests/fixture-ecaz-duke-ally.ts
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TypeScript

import assert from 'node:assert/strict';
import { createGame, joinGame, newPlayer, type Action, type Game } from '../game/engine';
import { DUKE_VIDAL_ID } from '../game/duke-vidal';
import { validateNexusCards, NEXUS_FACTIONS } from '../game/nexus-cards';
import { actDukeAmbassador, dukeAmbassadorClean, dukeAmbassadorPlayer,
nextDukeAmbassadorStep } from './fixture-duke-ambassador';
import { advisorPreparationInventory } from './fixture-advisor-preparation';
export type EcazDukeAllyStep = { actor: string; action: Action };
export const actEcazDukeAlly = actDukeAmbassador;
export const ecazDukeAllyClean = dukeAmbassadorClean;
export const ecazDukeAllyPlayer = dukeAmbassadorPlayer;
export function ecazDukeAllyInventory(game: Game) {
const treachery = advisorPreparationInventory(game);
assert.equal(treachery.length, 33, 'The source retains the original base deck without selecting E3 Treachery');
assert.ok(game.nexusCards?.cards);
validateNexusCards(game.nexusCards.cards, game.players);
const cards = game.nexusCards.cards, nexus = [...cards.deck, ...cards.discard,
...Object.values(cards.hands).filter(card => card !== null)].sort();
assert.deepEqual(nexus, [...NEXUS_FACTIONS].sort());
assert.ok(game.players.every(player => !player.leaders.some(leader => leader.id === DUKE_VIDAL_ID)));
assert.ok(!(game.traitorReserve ?? []).includes(DUKE_VIDAL_ID));
assert.ok(game.players.every(player => ![...player.traitors, ...player.traitorChoices].includes(DUKE_VIDAL_ID)));
return { treachery, nexus };
}
export function ecazDukeAllyPhysical(game: Game) {
return { active: game.active, movementRemaining: [...(game.movementRemaining ?? [])],
players: game.players.map(player => ({ id: player.id, spice: player.spice, forces: structuredClone(player.forces),
reserves: player.reserves, tanks: player.tanks, elites: structuredClone(player.elites),
shipped: player.shipped, moved: player.moved })) };
}
export function nextEcazDukeAllyStep(game: Game): EcazDukeAllyStep | null {
if (ecazDukeAllyClean(game) && game.nexusCards?.phase?.stage === 'drawing') {
const actor = game.nexusCards.phase.eligible.find(id => !game.nexusCards!.phase!.done.includes(id));
assert.ok(actor);
return { actor, action: { type: 'nexusCardChoice', turn: game.turn,
card: game.nexusCards.cards!.hands[actor], choice: 'keep', ownRedraws: 0 } };
}
return nextDukeAmbassadorStep(game);
}
export function advanceEcazDukeAlly(game: Game, until: (state: Game) => boolean,
actions: EcazDukeAllyStep[] = []): Game {
for (let count = 0; count < 1800; count++) {
if (until(game)) return game;
assert.notEqual(game.status, 'finished', 'The native existing-ally Duke source ended before its owned boundary');
const step = nextEcazDukeAllyStep(game);
assert.ok(step, `Choose the actual ${game.turn}/${game.phase}/${game.decision?.kind} before continuing`);
game = actEcazDukeAlly(game, step.actor, step.action, actions);
}
throw Error('The native existing-ally Duke source did not reach its finite boundary');
}
function orderSpice(game: Game, names: readonly string[]) {
const cards = names.map(name => {
const at = game.spiceDeck.findIndex(card => name === 'worm'
? 'worm' in card && !card.greatMaker && !card.thumper && !card.suppressed
: 'territory' in card && !card.discovery && card.territory === name);
assert.ok(at >= 0, `The original ${name} Spice Card must remain unopened`);
return game.spiceDeck.splice(at, 1)[0];
});
game.spiceDeck.unshift(...cards);
}
/** Native self-acquisition is deliberately left unused through Mentat. A real
* next-turn Nexus forms the alliance before the reusable token is placed and
* a different nonally entry earns the existing-ally beneficiary offer. */
export function createEcazDukeAllyFixture(options: { advanced?: boolean } = {}) {
const advanced = options.advanced ?? false;
let game = createGame('ECAZDUKEALLY', newPlayer('ecaz', 'Ecaz', 'ecaz'), advanced, ['ecaz']);
for (const faction of ['atreides', 'emperor', 'guild'] as const)
joinGame(game, newPlayer(faction, faction, faction));
const actions: EcazDukeAllyStep[] = [];
const act = (actor: string, action: Action) => { game = actEcazDukeAlly(game, actor, action, actions); };
const reach = (until: (state: Game) => boolean) => { game = advanceEcazDukeAlly(game, until, actions); };
act(game.host, { type: 'moduleOption', module: 'nexusCards', enabled: true });
for (const player of game.players) act(player.id, { type: 'ready' });
const initial = structuredClone(game);
act(game.host, advanced ? { type: 'start', advancedPreview: true } : { type: 'start' });
const setup = structuredClone(game);
reach(state => state.status === 'playing');
const afterSetup = structuredClone(game), originalInventory = ecazDukeAllyInventory(game);
const token = game.ecazAmbassadors!.tokens.find(token => token.effect === 'ecaz');
assert.ok(token && token.zone === 'supply');
const cohort = [...game.ecazAmbassadors!.cohort];
orderSpice(game, ['broken_land', ...(advanced ? ['south_mesa'] : [])]);
const placements: { before: Game; action: Action; after: Game }[] = [];
const place = (territory: string) => {
reach(state => !state.response && !state.phaseOpening && state.decision?.kind === 'ecazPlacement');
const before = structuredClone(game), action: Action = { type: 'decision', token: token.id, territory };
act('ecaz', action);
reach(state => !state.response && !state.phaseOpening && state.decision?.kind === 'ecazPlacement');
placements.push({ before, action, after: structuredClone(game) });
act('ecaz', { type: 'decision', decline: true });
};
const shipments: { before: Game; step: EcazDukeAllyStep; after: Game }[] = [];
const ship = (actor: string, territory: string, sector: number, offer: boolean) => {
reach(state => state.phase === 5 && state.active === actor && ecazDukeAllyClean(state));
const before = structuredClone(game), step: EcazDukeAllyStep = { actor,
action: { type: 'ship', territory, sector, amount: 1, elite: 0, allyPayment: 0 } };
act(actor, step.action);
reach(state => offer
? !state.response && !state.phaseOpening && state.pendingAmbassador?.stage === 'offer'
: ecazDukeAllyClean(state));
shipments.push({ before, step, after: structuredClone(game) });
};
place('habbanya_ridge_sietch');
ship('emperor', 'habbanya_ridge_sietch', 17, true);
const beforeSelf = structuredClone(game), selfAction: Action = { type: 'decision',
event: game.pendingAmbassador!.event, trigger: true, beneficiary: 'ecaz', choice: 'duke' };
act('ecaz', selfAction); reach(ecazDukeAllyClean);
const afterSelf = structuredClone(game);
assert.deepEqual([game.dukeVidal!.controller, game.dukeVidal!.source, game.dukeVidal!.acquiredTurn], ['ecaz', 'ecaz', 1]);
assert.equal(game.ecazAmbassadors!.tokens.find(current => current.id === token.id)!.zone, 'supply');
reach(state => state.turn === 2 && state.phase === 1 && ecazDukeAllyClean(state));
const afterMentat = structuredClone(game);
assert.equal(game.dukeVidal!.controller, 'ecaz', 'The unused ordinary Ecaz acquisition persists across the turn boundary');
orderSpice(game, ['worm', 'hagga_basin', ...(advanced ? ['red_chasm'] : [])]);
reach(state => state.nexus && !state.spiceWindow && !state.spiceResolution && ecazDukeAllyClean(state));
const beforeAlliance = structuredClone(game), allianceStart = actions.length;
act('ecaz', { type: 'alliance', target: 'atreides' });
act('atreides', { type: 'alliance', target: 'ecaz' });
const alliance = { before: beforeAlliance, actions: structuredClone(actions.slice(allianceStart)), after: structuredClone(game) };
place('carthag');
ship('atreides', 'carthag', 11, false);
ship('emperor', 'carthag', 11, true);
assert.equal(game.turn, 2);
assert.equal(game.pendingAmbassador!.owner, 'ecaz');
assert.equal(game.pendingAmbassador!.entrant, 'emperor');
assert.equal(game.pendingAmbassador!.token, token.id);
assert.equal(game.dukeVidal!.controller, 'ecaz');
const event = game.pendingAmbassador!.event;
const action: Action = { type: 'decision', event, trigger: true, beneficiary: 'atreides', choice: 'duke' };
return { game, advanced, owner: 'ecaz', holder: 'ecaz', ally: 'atreides', recipient: 'atreides', entrant: 'emperor',
opponent: 'emperor', duke: DUKE_VIDAL_ID, token: token.id, event, action, initial, setup, afterSetup,
originalInventory, cohort, placements, shipments, beforeSelf, selfAction, afterSelf, afterMentat, alliance,
originalDuke: structuredClone(game.dukeVidal!), originalParent: structuredClone(game.pendingAmbassador),
originalPhysical: ecazDukeAllyPhysical(game), actions, sourceActionCount: actions.length,
staging: ['Only original unopened Spice positions and native scalar lotteries are selected. Two actual Ecaz-token placements, Emperor entries, native self-acquisition, full unused Mentat, real worm/Nexus alliance and Atreides opposing shipment create this source.'] };
}
export type EcazDukeAllyFixture = ReturnType<typeof createEcazDukeAllyFixture>;
export function grantEcazDukeAlly(fixture: EcazDukeAllyFixture, game = structuredClone(fixture.game),
actions: EcazDukeAllyStep[] = []) {
return actEcazDukeAlly(game, fixture.owner, fixture.action, actions);
}
export function finishEcazDukeAlly(fixture: EcazDukeAllyFixture, game: Game,
actions: EcazDukeAllyStep[] = []) {
return advanceEcazDukeAlly(game, state => state.turn === fixture.game.turn && !state.pendingAmbassador && ecazDukeAllyClean(state), actions);
}
export function battleEcazDukeAlly(fixture: EcazDukeAllyFixture, game: Game,
actions: EcazDukeAllyStep[] = [], options: { useDuke?: boolean } = {}) {
game = advanceEcazDukeAlly(game, state => state.phase === 6 && ecazDukeAllyClean(state), actions);
assert.ok(game.active === fixture.ally || game.active === fixture.opponent);
const chooser = game.active;
game = actEcazDukeAlly(game, chooser, { type: 'chooseBattle', territory: 'carthag',
target: chooser === fixture.ally ? fixture.opponent : fixture.ally }, actions);
game = advanceEcazDukeAlly(game, state => !!state.battle && (!state.battle.preLeader || state.battle.preLeader.closed) &&
!state.battle.preparation && ecazDukeAllyClean(state), actions);
const beforePlans = structuredClone(game), opponent = [...ecazDukeAllyPlayer(game, fixture.opponent).leaders]
.filter(leader => !leader.dead && !leader.usedAt).sort((a, b) => a.strength - b.strength)[0];
const native = [...ecazDukeAllyPlayer(game, fixture.ally).leaders]
.filter(leader => !leader.dead && !leader.usedAt).sort((a, b) => b.strength - a.strength)[0];
const useDuke = options.useDuke ?? true;
assert.ok(opponent && native && (useDuke ? 6 : native.strength) > opponent.strength);
const plans: EcazDukeAllyStep[] = [
{ actor: fixture.ally, action: { type: 'battlePlan', leader: useDuke ? DUKE_VIDAL_ID : native.id, dial: 0, support: 0 } },
{ actor: fixture.opponent, action: { type: 'battlePlan', leader: opponent.id, dial: 0, support: 0 } },
];
for (const step of plans) game = actEcazDukeAlly(game, step.actor, step.action, actions);
const sealed = structuredClone(game);
game = advanceEcazDukeAlly(game, state => !state.battle && ecazDukeAllyClean(state), actions);
return { game, beforePlans, sealed, plans, actions };
}