522 lines
17 KiB
TypeScript
522 lines
17 KiB
TypeScript
import test from 'node:test';
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import assert from 'node:assert/strict';
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import { webcrypto } from 'node:crypto';
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import { readFileSync, readdirSync } from 'node:fs';
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import { DatabaseSync } from 'node:sqlite';
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import { runInNewContext } from 'node:vm';
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import ts from 'typescript';
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import * as engine from '../game/engine';
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import * as bots from '../game/bots';
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import { baseDeck } from '../game/cards';
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import type * as Rooms from '../db/rooms';
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import { createRequire } from 'node:module';
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/** Execute the production room module and SQL, with a hook immediately before its CAS. */
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function unitStore(runBots = bots.runBots) {
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const sqlite = new DatabaseSync(':memory:');
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const hooks: { beforeWrite?: () => Promise<void> } = {};
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const writes: { expected: number; changes: number }[] = [];
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for (const file of readdirSync(new URL('../drizzle/', import.meta.url))
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.filter((f) => f.endsWith('.sql'))
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.sort())
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sqlite.exec(
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readFileSync(new URL('../drizzle/' + file, import.meta.url), 'utf8'),
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);
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class Statement {
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values: (string | number | null)[] = [];
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constructor(readonly sql: string) {}
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bind(...values: (string | number | null)[]) {
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this.values = values;
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return this;
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}
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async first() {
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return sqlite.prepare(this.sql).get(...this.values) ?? null;
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}
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async run() {
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const continuation = this.sql.startsWith('UPDATE rooms SET state');
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if (continuation) await hooks.beforeWrite?.();
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const changes = Number(
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sqlite.prepare(this.sql).run(...this.values).changes,
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);
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if (continuation)
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writes.push({ expected: Number(this.values[3]), changes });
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return { meta: { changes } };
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}
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}
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const database = {
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prepare: (sql: string) => new Statement(sql),
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batch: async (statements: Statement[]) => {
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sqlite.exec('BEGIN');
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try {
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const results = [];
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for (const statement of statements) results.push(await statement.run());
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sqlite.exec('COMMIT');
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return results;
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} catch (error) {
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sqlite.exec('ROLLBACK');
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throw error;
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}
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},
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};
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function loadRooms() {
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const exports = {};
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runInNewContext(
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ts.transpileModule(
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readFileSync(new URL('../db/rooms.ts', import.meta.url), 'utf8'),
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{
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compilerOptions: {
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module: ts.ModuleKind.CommonJS,
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target: ts.ScriptTarget.ES2022,
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},
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},
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).outputText,
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{
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exports,
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crypto: webcrypto,
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TextEncoder,
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structuredClone,
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// Keep persisted JSON values in the test realm for strict structural assertions.
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JSON,
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require: (name: string) => {
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if (name === 'cloudflare:workers') return { env: { DB: database } };
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if (name === '@/game/engine') return engine;
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if (name === '@/game/bots') return { ...bots, runBots };
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throw new Error('Unexpected module ' + name);
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},
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},
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);
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return exports as typeof Rooms;
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}
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return { rooms: loadRooms(), restart: loadRooms, sqlite, hooks, writes };
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}
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const clock: Rooms.RoomsClock = { now: () => 10000, sleep: async () => {} };
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/** Observe the real dispatcher before its public wrapper drains the saved frame. */
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const observed: { applyActionInner?: typeof engine.applyAction } = {};
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runInNewContext(
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ts.transpileModule(
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readFileSync(new URL('../game/engine.ts', import.meta.url), 'utf8') +
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'\nexport { applyActionInner };\n',
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{
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compilerOptions: {
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module: ts.ModuleKind.CommonJS,
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target: ts.ScriptTarget.ES2022,
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},
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},
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).outputText,
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{
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exports: observed,
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require: createRequire(new URL('../game/engine.ts', import.meta.url)),
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crypto: webcrypto,
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structuredClone,
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TextEncoder,
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JSON,
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},
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);
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function inner(g: engine.Game, id: string, action: engine.Action): engine.Game {
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const before = structuredClone(g);
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const next = JSON.parse(
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JSON.stringify(observed.applyActionInner!(g, id, action)),
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);
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assert.deepEqual(g, before);
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return next;
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}
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type Kind = 'mandatory' | 'winner' | 'moritani';
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async function fixture(kind: Kind) {
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const store = unitStore();
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const created = await store.rooms.createRoom('Winner', 'guild', false, []);
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const code = created.view.code;
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const joined = await store.rooms.joinRoom(code, 'Loser', 'emperor');
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const observer = await store.rooms.joinRoom(code, 'Observer', 'atreides');
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const tokens = [created.token, joined.token!, observer.token!];
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const seats = await Promise.all(
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tokens.map((t) => store.restart().authenticate(code, t)),
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);
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async function act(index: number, action: engine.Action) {
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const current = await store.restart().readRoom(code);
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await store
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.restart()
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.act(code, seats[index], current.version, action, clock);
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}
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for (const index of [0, 1, 2]) await act(index, { type: 'ready' });
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await act(0, { type: 'start' });
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const setup = await store.restart().readRoom(code);
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for (const [index, p] of setup.players.entries())
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await act(index, { type: 'traitor', leader: p.traitorChoices[0] });
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let g = await store.restart().readRoom(code);
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assert.equal(g.status, 'playing');
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const [winner, loser, other] = seats.map((s) => s.playerId);
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// Internal Advanced fixture seam, preserving genuine room/seat credentials.
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// The battle and every discard below still use the authoritative action path.
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Object.assign(g, {
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advanced: true,
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turn: 2,
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phase: 6,
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storm: 18,
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order: [winner, loser, other],
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active: winner,
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response: null,
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decision: null,
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phaseOpening: null,
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deck: baseDeck(),
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discard: [],
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ready: [],
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});
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g.players[2] = engine.newPlayer(
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other,
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'Observer',
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kind === 'moritani' ? 'moritani' : 'choam',
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);
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for (const [index, p] of g.players.entries()) {
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p.hand = [];
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p.traitors = [];
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p.spice = 20;
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p.forces = index < 2 ? { 'arrakeen:10': 5 } : {};
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p.reserves = index < 2 ? 15 : 20;
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p.tanks = 0;
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for (const leader of p.leaders) leader.strength = 0;
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}
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g.players[1].leaders[0].strength = kind === 'moritani' ? 0 : 3;
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if (kind === 'moritani') {
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g.players[1].ally = other;
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g.players[2].ally = loser;
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}
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function hold(index: number, cardKind: (typeof g.deck)[number]['kind']) {
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const at = g.deck.findIndex((c) => c.kind === cardKind);
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assert.ok(at >= 0);
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const card = g.deck.splice(at, 1)[0];
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g.players[index].hand.push(card);
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return card.id;
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}
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const hero = hold(0, 'hero');
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const weapon = hold(kind === 'moritani' ? 1 : 0, 'projectile');
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const defense = hold(1, 'snooper');
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const physicalIds = inventory(g);
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g = engine.applyAction(g, winner, {
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type: 'chooseBattle',
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territory: 'arrakeen',
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target: loser,
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});
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for (let steps = 0; g.response || g.battle?.preparation; steps++) {
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assert.ok(steps < 40);
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if (g.response)
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g = engine.applyAction(
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g,
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g.players.find((p) => !g.response!.passed.includes(p.id))!.id,
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{ type: 'passResponse' },
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);
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else
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g = engine.applyAction(g, g.battle!.preparation!.owner, {
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type: 'declineBattlePower',
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});
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}
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g = engine.applyAction(g, winner, {
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type: 'battlePlan',
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dial: 2,
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support: 2,
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leader: hero,
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weapon: kind === 'moritani' ? undefined : weapon,
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});
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g = engine.applyAction(g, loser, {
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type: 'battlePlan',
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dial: 0,
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support: 0,
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leader: g.players[1].leaders[0].id,
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defense,
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weapon: kind === 'moritani' ? weapon : undefined,
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});
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g = engine.applyAction(g, winner, { type: 'traitorCall', call: false });
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g = inner(g, loser, { type: 'traitorCall', call: false });
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assert.equal(g.pendingTreacheryDiscard?.continuation.kind, 'battleResolved');
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assert.equal(g.players[0].tanks, 0);
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if (kind !== 'mandatory') {
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g = engine.normalizeAutomaticGame(g);
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g = inner(
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g,
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kind === 'winner' ? winner : loser,
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kind === 'winner'
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? { type: 'decision', discard: [weapon] }
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: { type: 'decision', keep: null },
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);
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}
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assert.equal(
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g.pendingTreacheryDiscard?.batch.cause,
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kind === 'mandatory' ? 'battle:mandatory' : `battle:${kind}`,
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);
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const continuation = g.pendingTreacheryDiscard!.continuation;
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assert.ok('event' in continuation);
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assert.equal(g.lastBattleContext?.event, continuation.event);
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const save = (state: engine.Game) =>
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store.sqlite
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.prepare('UPDATE rooms SET state=?,version=? WHERE code=?')
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.run(JSON.stringify(state), state.version, code);
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save(g);
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store.writes.length = 0;
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return {
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...store,
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code,
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seats,
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tokens,
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initial: g,
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save,
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physicalIds,
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kind,
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};
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}
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type Fixture = Awaited<ReturnType<typeof fixture>>;
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function inventory(g: engine.Game) {
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const ids = [...g.deck, ...g.discard, ...g.players.flatMap((p) => p.hand)]
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.map((c) => c.id)
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.sort();
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assert.equal(new Set(ids).size, ids.length);
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return ids;
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}
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async function checkRead(f: Fixture) {
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for (const [index, token] of f.tokens.entries()) {
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const auth = await f.restart().authenticate(f.code, token);
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const view = await f.restart().readSeatView(f.code, auth);
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assert.equal(view.automaticContinuationPending, true);
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assert.equal(f.restart().needsAutomaticRoomRecovery(view), true);
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assert.equal(view.battle, null);
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assert.equal(Object.hasOwn(view, 'pendingTreacheryDiscard'), false);
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assert.equal(Object.hasOwn(view, 'lastBattleContext'), false);
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for (const [seat, p] of view.players.entries())
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assert.deepEqual(
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p.hand,
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seat === index ? f.initial.players[seat].hand : undefined,
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);
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}
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assert.deepEqual(await f.restart().readRoom(f.code), f.initial);
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assert.equal(f.writes.length, 0);
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}
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async function raceRecovery(f: Fixture) {
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let release!: () => void,
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arrivals = 0;
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const barrier = new Promise<void>((resolve) => {
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release = resolve;
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});
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f.hooks.beforeWrite = async () => {
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if (++arrivals === 2) release();
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await barrier;
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};
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await Promise.all([
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f.restart().continueRoomAutomatic(f.code, clock),
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f.restart().continueRoomAutomatic(f.code, clock),
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]);
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f.hooks.beforeWrite = undefined;
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const after = await f.restart().readRoom(f.code);
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assert.deepEqual(
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f.writes.map((w) => w.changes).sort((a, b) => a - b),
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[0, 1],
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);
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assert.equal(after.version, f.initial.version + 1);
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assert.equal(after.pendingTreacheryDiscard, null);
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assert.equal(
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after.resolvedTreacheryDiscardSequence,
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f.initial.treacheryDiscardSequence,
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);
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assert.deepEqual(inventory(after), f.physicalIds);
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await f.restart().continueRoomAutomatic(f.code, clock);
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assert.deepEqual(await f.restart().readRoom(f.code), after);
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assert.equal(f.writes.length, 2);
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return after;
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}
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void test('real mandatory battle frame survives private reconnect and two SQL workers apply delayed casualties once', async () => {
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const f = await fixture('mandatory');
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try {
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await checkRead(f);
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assert.deepEqual(
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f.initial.pendingTreacheryDiscard!.batch.entries.map(
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(e) => e.discardedBy,
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),
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f.seats.slice(0, 2).map((s) => s.playerId),
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);
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assert.equal(f.initial.players[0].spice, 21); // support paid and three-spice bounty already earned
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assert.equal(f.initial.players[1].leaders[0].deaths, 1);
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await assert.rejects(
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f
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.restart()
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.act(
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f.code,
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f.seats[1],
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f.initial.version,
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{ type: 'traitorCall', call: false },
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clock,
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),
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/committed discard/,
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);
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assert.equal(f.writes.length, 0);
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const after = await raceRecovery(f);
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assert.equal(after.players[0].tanks, 2);
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assert.equal(after.players[1].tanks, 5);
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assert.equal(after.players[0].spice, 21);
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assert.equal(after.players[2].spice, 20); // income waits behind winner card choice
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assert.equal(after.players[1].leaders[0].deaths, 1);
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assert.equal(after.decision?.kind, 'battleCards');
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assert.equal(
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after.log.filter((l) => l.automatic?.name === 'Battle casualties').length,
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1,
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);
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} finally {
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f.sqlite.close();
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}
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});
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void test('winner discard frame restores the paid battle and credits CHOAM once under concurrent recovery', async () => {
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const f = await fixture('winner');
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try {
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await checkRead(f);
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assert.equal(f.initial.players[0].tanks, 2);
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assert.equal(f.initial.pendingChoamBattleIncome?.amount, 1);
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const after = await raceRecovery(f);
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assert.equal(after.players[2].spice, 21);
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assert.equal(after.pendingChoamBattleIncome, null);
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assert.equal(after.players[0].tanks, 2);
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assert.equal(after.players[1].leaders[0].deaths, 1);
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assert.equal(
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after.log.filter((l) =>
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l.text.includes('received 1 spice from battle force payments'),
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).length,
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1,
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);
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assert.equal(
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after.log.filter((l) =>
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l.text.includes('discarded 1 of their played battle cards'),
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).length,
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1,
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);
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await assert.rejects(
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f
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.restart()
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.act(
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f.code,
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f.seats[0],
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f.initial.version,
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{ type: 'decision', discard: [] },
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clock,
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),
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/table changed/,
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);
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assert.deepEqual(await f.restart().readRoom(f.code), after);
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} finally {
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f.sqlite.close();
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}
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});
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void test('consumed Moritani card choice restores without reoffering retention or repeating casualties', async () => {
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const f = await fixture('moritani');
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try {
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await checkRead(f);
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assert.equal(f.initial.moritaniRetention, null);
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assert.equal(f.initial.pendingTreacheryDiscard!.batch.entries.length, 2);
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assert.ok(
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f.initial.pendingTreacheryDiscard!.batch.entries.every(
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(e) => e.discardedBy === f.seats[1].playerId,
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),
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);
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const after = await raceRecovery(f);
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assert.equal(after.moritaniRetention, null);
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assert.equal(after.decision, null);
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assert.equal(after.phase, 7);
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assert.equal(after.players[0].tanks, 2);
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assert.equal(after.players[1].tanks, 5);
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assert.equal(
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after.log.filter((l) =>
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l.text.includes(
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'retained no battle card through the Moritani alliance',
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),
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).length,
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1,
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);
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await assert.rejects(
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f
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.restart()
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.act(
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f.code,
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f.seats[1],
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after.version,
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{ type: 'decision', keep: null },
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clock,
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),
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);
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assert.deepEqual(await f.restart().readRoom(f.code), after);
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} finally {
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f.sqlite.close();
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}
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});
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void test('forged battle event, casualty allocation and consumed source parent fail before any SQL write', async () => {
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for (const kind of ['mandatory', 'winner', 'moritani'] as const) {
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const f = await fixture(kind);
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try {
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const mutations: ((g: engine.Game) => void)[] = [
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(g) => {
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g.pendingTreacheryDiscard!.batch.event = 'stale-discard';
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},
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(g) => {
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g.lastBattleContext!.event = 'other-battle';
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},
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(g) => {
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const c = g.pendingTreacheryDiscard!.continuation;
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if (c.kind === 'battleResolved') c.casualties!.options[0].normal = 0;
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else if (c.kind === 'battleCleanup' && c.source === 'moritani')
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delete c.retention;
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else if (c.kind === 'battleCleanup') c.source = 'moritani';
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},
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];
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for (const mutate of mutations) {
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const malformed = structuredClone(f.initial);
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mutate(malformed);
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f.save(malformed);
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await assert.rejects(f.restart().readSeatView(f.code, f.seats[0]));
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await assert.rejects(f.restart().continueRoomAutomatic(f.code, clock));
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await assert.rejects(
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f
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.restart()
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.act(
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f.code,
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f.seats[0],
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malformed.version,
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{ type: 'ready' },
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clock,
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),
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);
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assert.deepEqual(await f.restart().readRoom(f.code), malformed);
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|
assert.equal(f.writes.length, 0);
|
|
}
|
|
} finally {
|
|
f.sqlite.close();
|
|
}
|
|
}
|
|
});
|
|
void test('reinserting a retired battle frame cannot repeat its continuation at the current room version', async () => {
|
|
const f = await fixture('winner');
|
|
try {
|
|
const done = await raceRecovery(f);
|
|
const replay = structuredClone(done);
|
|
replay.pendingTreacheryDiscard = structuredClone(
|
|
f.initial.pendingTreacheryDiscard,
|
|
);
|
|
f.save(replay);
|
|
const writes = f.writes.length;
|
|
await assert.rejects(
|
|
f.restart().continueRoomAutomatic(f.code, clock),
|
|
/sequence/,
|
|
);
|
|
await assert.rejects(
|
|
f
|
|
.restart()
|
|
.act(
|
|
f.code,
|
|
f.seats[0],
|
|
replay.version,
|
|
{ type: 'setAutopilot', difficulty: 'Easy' },
|
|
clock,
|
|
),
|
|
/sequence/,
|
|
);
|
|
assert.deepEqual(await f.restart().readRoom(f.code), replay);
|
|
assert.equal(f.writes.length, writes);
|
|
} finally {
|
|
f.sqlite.close();
|
|
}
|
|
});
|