Files
Dune/tests/fixture-semuta-guild-income.ts
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TypeScript

import assert from 'node:assert/strict';
import {
applyAction, createGame, handLimit, initializeSemutaGameForAudit, joinGame,
newPlayer, viewGame, type Action, type Game,
} from '../game/engine';
import { TERRITORIES } from '../game/board';
import { botEntryAllowed } from '../game/bot-mobility';
import { reserveShipmentCost } from '../game/shipment-price';
import { SEMUTA_DRUG_ID } from '../game/semuta-drug';
import type { Card } from '../game/cards';
import { nextRicheseSkillsTechNativeStep, type RicheseSkillsTechStep } from './fixture-richese-skills-tech';
import {
moveSemutaEmperorCard, semutaEmperorCardId, semutaEmperorPlayer,
} from './fixture-semuta-emperor-share';
export type SemutaGuildIncomeOptions = { advanced?: boolean; fullHand?: boolean };
export type SemutaGuildIncomeFixture = {
game: Game;
income: Game;
initial: Game;
setup: Game;
afterSetup: Game;
afterFirstStorm: Game;
beforeStaging: Game;
actions: RicheseSkillsTechStep[];
producerActions: RicheseSkillsTechStep[];
staging: string[];
owner: string;
payer: string;
holder: string;
canceller: string;
karama: Card;
semuta: string;
territory: string;
key: string;
amount: number;
cost: number;
ship: Action;
cancel: Action;
};
export function semutaGuildIncomeInventory(game: Game): string[] {
const ids = [...game.deck, ...game.discard, ...(game.richeseCache ?? []),
...(game.richeseRemoved ?? []), ...(game.auction?.cards.slice(game.auction.index) ?? []),
...game.players.flatMap(player => player.hand)].map(card => card.id).sort();
assert.equal(new Set(ids).size, ids.length, 'One physical slot per original Treachery identity');
return ids;
}
export function semutaGuildIncomeCounters(game: Game) {
return game.players.map(player => ({
id: player.id,
total: player.reserves + player.tanks + Object.values(player.forces).reduce((sum, n) => sum + n, 0),
elite: player.elites ? player.elites.reserves + player.elites.tanks +
Object.values(player.elites.forces).reduce((sum, n) => sum + n, 0) : 0,
}));
}
/** Exclude only hands from the already-paid shipment snapshot. Semuta changes
* custody, never wallets, force pools, shipment flags or Movement ownership. */
export function semutaGuildIncomePosition(game: Game) {
return {
status: game.status, turn: game.turn, phase: game.phase, active: game.active,
order: game.order, ready: game.ready, movementRemaining: game.movementRemaining,
pendingShipment: game.pendingShipment, guildRateBlocked: game.guildRateBlocked,
players: game.players.map(player => ({
id: player.id, faction: player.faction, ally: player.ally, spice: player.spice,
forces: player.forces, reserves: player.reserves, tanks: player.tanks,
elites: player.elites, leaders: player.leaders,
shipped: player.shipped, moved: player.moved, revived: player.revived,
})),
};
}
const clean = (game: Game) => !game.phaseOpening && !game.response && !game.decision && !game.pendingTreacheryDiscard;
/** Existing no-spend native setup/phase policy, with neutral passes for any
* fresh discard encountered on the way. No clock, wallet or turn is staged. */
export function nextSemutaGuildIncomeNativeStep(game: Game): RicheseSkillsTechStep {
const pending = game.pendingTreacheryDiscard;
const reaction = pending?.reaction;
if (reaction?.stage === 'offer' && pending) {
const actor = game.players.find(player => !reaction.passed.includes(player.id));
assert.ok(actor);
return { actor: actor.id, action: { type: 'semutaPass', event: pending.batch.event } };
}
return nextRicheseSkillsTechNativeStep(game);
}
/** Fresh Richese/Guild/classic setup, original first Storm and actual first-turn
* Movement. Only still-unplayed Spice order and conserved later hands change.
* Original board, leaders, wallets, reserve stocks and native order stay intact. */
export function createSemutaGuildIncomeFixture(options: SemutaGuildIncomeOptions = {}): SemutaGuildIncomeFixture {
let game = createGame('SEMUTAGUILDINCOME', newPlayer('r', 'Richese', 'richese'), options.advanced ?? false, ['choam']);
joinGame(game, newPlayer('g', 'Guild', 'guild'));
joinGame(game, newPlayer('a', 'Atreides', 'atreides'));
joinGame(game, newPlayer('e', 'Emperor', 'emperor'));
for (const seat of game.players) game = applyAction(game, seat.id, { type: 'ready' });
const initial = structuredClone(game), actions: RicheseSkillsTechStep[] = [];
game = initializeSemutaGameForAudit(game);
const setup = structuredClone(game), inventory = semutaGuildIncomeInventory(game);
const reach = (until: () => boolean) => {
for (let n = 0; !until() && n < 1200; n++) {
assert.notEqual(game.status, 'finished', 'Original native actions must reach Movement');
const next = nextSemutaGuildIncomeNativeStep(game);
actions.push(next);
game = applyAction(game, next.actor, next.action);
}
assert.ok(until(), 'The genuine native phase path must reach its requested boundary');
};
reach(() => game.status === 'playing');
const afterSetup = structuredClone(game);
const counters = semutaGuildIncomeCounters(game);
// Prevent an incidental first-turn worm by reordering original unplayed cards.
for (const position of [0, 1]) {
const index = game.spiceDeck.findIndex((card, i) => i >= position && 'territory' in card);
assert.ok(index >= position);
game.spiceDeck.splice(position, 0, game.spiceDeck.splice(index, 1)[0]);
}
reach(() => game.phase === 1 && clean(game));
const afterFirstStorm = structuredClone(game);
reach(() => game.phase === 5 && game.active === 'a' && clean(game));
assert.equal(game.turn, 1);
const beforeStaging = structuredClone(game), position = semutaGuildIncomePosition(game);
for (const player of game.players) game.deck.push(...player.hand.splice(0));
const staging = [
'Reordered only the first two original unplayed Spice Cards to non-worm blows.',
'At actual first-turn Atreides Movement, returned original held Treachery Cards to the same deck; no board, reserve, leader or wallet staging.',
];
const karamaId = moveSemutaEmperorCard(game, semutaEmperorCardId(game, card => card.effect === 'karama'), 'e');
const semuta = moveSemutaEmperorCard(game, SEMUTA_DRUG_ID, 'r');
const karama = semutaEmperorPlayer(game, 'e').hand.find(card => card.id === karamaId)!;
staging.push(`Conserved original ${karamaId} to Emperor and canonical ${semuta} to Richese; neither is a replacement card.`);
if (options.fullHand) {
const holder = semutaEmperorPlayer(game, 'r');
while (holder.hand.length < handLimit(holder)) {
const id = semutaEmperorCardId(game, card => card.id !== semuta && card.id !== karamaId &&
card.effect !== 'karama' && !holder.hand.some(held => held.id === card.id));
moveSemutaEmperorCard(game, id, holder.id);
staging.push(`Conserved original ${id} into Richese's full-hand exchange position.`);
}
}
assert.deepEqual(semutaGuildIncomePosition(game), position);
assert.deepEqual(semutaGuildIncomeInventory(game), inventory);
assert.deepEqual(semutaGuildIncomeCounters(game), counters);
const own = viewGame(game, 'a'), payer = own.players.find(player => player.id === 'a')!;
// Empty ordinary sand isolates the paid shipment from battle/arrival parents.
// The consumer's original entry and tariff helpers choose the actual action.
const destination = TERRITORIES.find(t => t.type === 'sand' && !t.sectors.includes(game.storm) &&
!game.players.some(player => Object.keys(player.forces).some(key => key.startsWith(`${t.id}:`))) &&
botEntryAllowed(own, payer, t.id, t.sectors[0], 'ship'));
assert.ok(destination, 'An original legal empty sand destination must remain');
const amount = 3, sector = destination.sectors[0];
const cost = reserveShipmentCost({ faction: payer.faction, halfRate: false }, destination.type, amount);
assert.ok(payer.reserves >= amount && (payer.spice ?? 0) >= cost);
const ship: Action = { type: 'ship', territory: destination.id, sector, amount, elite: 0, allyPayment: 0 };
const producerActions: RicheseSkillsTechStep[] = [{ actor: 'a', action: ship }];
if (game.advanced) producerActions.push({ actor: 'g', action: { type: 'decision', allow: true } });
const fixture: Omit<SemutaGuildIncomeFixture, 'income'> = {
game, initial, setup, afterSetup, afterFirstStorm, beforeStaging, actions, producerActions, staging,
owner: 'g', payer: 'a', holder: 'r', canceller: 'e', karama, semuta,
territory: destination.id, key: `${destination.id}:${sector}`, amount, cost, ship,
cancel: { type: 'card', mode: 'cancel', card: karamaId },
};
return { ...fixture, income: shipSemutaGuildIncome(fixture) };
}
/** Issue the real reserve shipment; Advanced's original Guild special-stop
* decision must explicitly allow it before any payment or force arrival. */
export function shipSemutaGuildIncome(
fixture: Pick<SemutaGuildIncomeFixture, 'game' | 'payer' | 'owner' | 'ship' | 'cost'>,
): Game {
let game = applyAction(fixture.game, fixture.payer, fixture.ship);
if (fixture.game.advanced) {
assert.equal(game.decision?.kind, 'guildShipment');
assert.equal(game.decision?.player, fixture.owner);
assert.deepEqual(semutaGuildIncomePosition(game), semutaGuildIncomePosition({
...fixture.game, pendingShipment: game.pendingShipment,
}));
game = applyAction(game, fixture.owner, { type: 'decision', allow: true });
}
assert.equal(game.response?.kind, 'guildIncome', 'This is paid Guild income, not a rate or shipment-stop cancellation');
assert.equal(game.response.owner, fixture.owner);
assert.equal(game.response.amount, fixture.cost);
assert.equal(semutaEmperorPlayer(game, fixture.payer).shipped, true);
return game;
}
export function reactSemutaGuildIncome(state: Game, fixture: SemutaGuildIncomeFixture, claim: boolean): Game {
const event = state.pendingTreacheryDiscard!.batch.event;
if (claim) return applyAction(state, fixture.holder, { type: 'semutaCommit', event });
let game = state;
for (const seat of state.players) game = applyAction(game, seat.id, { type: 'semutaPass', event });
return game;
}