161 lines
12 KiB
TypeScript
161 lines
12 KiB
TypeScript
import assert from 'node:assert/strict';
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import test from 'node:test';
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import { applyAction, viewGame, type Action, type Game } from '../game/engine';
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import { botActions } from '../game/bots';
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import { DIFFICULTIES } from '../game/bot-profiles';
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import { fighterCount, isAdvisor } from '../game/advisors';
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import { quoteAutomaticAdvisorFlips } from '../game/advisor-automatic-flip';
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import {
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createSemutaAdvisorAloneFixture as fixture, actSemutaAdvisorAlone as act,
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passSemutaAdvisorAlone as pass, claimSemutaAdvisorAlone as claim,
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allowSemutaAdvisorAlone as allow, finishSemutaAdvisorAlone as finish,
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advanceSemutaAdvisorAlone as advance, semutaAdvisorAloneClean as clean,
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semutaAdvisorAlonePlayer as player, semutaAdvisorAloneInventory as inventory,
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semutaAdvisorAlonePhysical as physical, type SemutaAdvisorAloneFixture,
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} from './fixture-semuta-advisor-alone';
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function reject(game: Game, actor: string, action: Action) {
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const before = structuredClone(game); assert.throws(() => applyAction(game, actor, action)); assert.deepEqual(game, before);
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}
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function nativeSource(f: SemutaAdvisorAloneFixture) {
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assert.equal(f.setup.status, 'setup'); assert.equal(f.setup.advanced, true); assert.equal(f.setup.semutaPreview, true);
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assert.deepEqual(f.setup.expansions, ['choam']); assert.ok(f.beforeStartingDeal.players.every(p => p.hand.length === 0));
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assert.deepEqual(f.game.players.map(p => p.faction), ['richese', 'choam', 'beneGesserit', 'atreides', 'emperor']);
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assert.deepEqual(f.afterSetup.players.flatMap(p => p.hand.map(card => card.id)), f.deal);
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assert.ok(player(f.afterSetup, f.spender).hand.some(card => card.id === f.cost && card.effect === 'karama'));
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assert.ok(f.setupChoices.steps.some(step => step.actor === f.owner && step.action.type === 'predict'));
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assert.ok(f.setupChoices.steps.some(step => step.actor === f.owner && step.action.type === 'advisorSetup' &&
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step.action.territory === f.territory && step.action.sector === f.sector));
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assert.equal(player(f.afterSetup, f.mover).forces[f.from], 10);
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assert.equal(player(f.afterSetup, f.owner).forces[f.from], 1);
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assert.ok(player(f.afterSetup, f.owner).advisors?.[f.territory]);
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assert.equal(f.acquisition.bid.actor, f.holder); assert.equal(f.acquisition.bid.action.amount, 1);
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assert.equal(player(f.acquisition.before, f.holder).spice - player(f.acquisition.after, f.holder).spice, 1);
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assert.equal(player(f.acquisition.after, f.richese).spice - player(f.acquisition.before, f.richese).spice, 1);
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assert.ok(f.movementOpening.steps.some(step => step.actor === f.owner && step.action.type === 'decision' && step.action.accept === false));
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assert.deepEqual(f.departure.steps, [{ actor: f.mover, action: f.moveAction }]);
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assert.equal(player(f.departure.before, f.mover).forces[f.from], 10);
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assert.equal(player(f.departure.before, f.mover).moved, 0);
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assert.equal(player(f.departure.before, f.mover).shipped, false);
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assert.equal(player(f.game, f.mover).forces[f.from] ?? 0, 0); assert.equal(player(f.game, f.mover).forces[f.to], 10);
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assert.equal(player(f.game, f.mover).moved, 1); assert.equal(player(f.game, f.mover).shipped, true);
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assert.equal(f.game.active, f.mover); assert.equal(f.game.turn, 1); assert.equal(f.game.phase, 5);
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assert.equal(f.originalAutomaticSource.producer, 'groundMovement');
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assert.equal(f.originalAutomaticSource.mover, f.mover); assert.equal(f.originalAutomaticSource.move, 1);
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assert.equal(f.originalAutomaticSource.owner, f.owner); assert.equal(f.originalAutomaticSource.territory, f.territory);
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assert.deepEqual(f.originalAutomaticSource.forces, { [f.from]: 1 });
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assert.deepEqual(f.originalQueue, [f.originalAutomaticSource]);
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assert.equal(player(f.game, f.owner).advisors?.[f.territory]?.aloneFlipHold, f.originalAutomaticSource.event);
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assert.equal(isAdvisor(player(f.game, f.owner), f.territory), true);
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assert.equal(fighterCount(player(f.game, f.owner), f.territory), 0);
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assert.equal(f.game.response?.kind, 'advisorFlip'); assert.deepEqual(f.game.response, f.originalResponse);
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assert.equal(f.game.pendingTreacheryDiscard ?? null, null); assert.equal(f.game.decision ?? null, null);
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assert.equal(f.originalInventory.length, 45); assert.deepEqual(inventory(f.game), f.originalInventory);
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assert.equal(f.sourceActionCount, f.actions.length);
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}
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function open(f: SemutaAdvisorAloneFixture) {
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const game = act(structuredClone(f.game), f.spender, f.action), pending = game.pendingTreacheryDiscard;
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assert.ok(pending); assert.equal(pending.continuation.kind, 'karamaAdvisorFlipDiscard');
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if (pending.continuation.kind !== 'karamaAdvisorFlipDiscard') throw Error('Use the original mandatory ground flip cost');
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assert.equal(pending.batch.cause, 'karama:advisorFlip'); assert.equal(pending.reaction?.stage, 'offer');
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assert.deepEqual(pending.batch.entries.map(entry => ({ card: entry.card.id, by: entry.discardedBy, face: entry.publicFace })),
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[{ card: f.cost, by: f.spender, face: true }]);
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assert.deepEqual(pending.continuation.use.response, f.originalResponse);
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assert.deepEqual(pending.continuation.resume.response, f.originalResponse);
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assert.deepEqual(game.pendingAutomaticAdvisorFlips, f.originalQueue);
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assert.deepEqual(player(game, f.owner).advisors, f.originalStance);
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assert.deepEqual(physical(game), f.originalPhysical);
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assert.equal(game.response ?? null, null); assert.equal(game.decision ?? null, null);
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assert.equal(player(game, f.spender).hand.some(card => card.id === f.cost), false);
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assert.equal(game.discard.filter(card => card.id === f.cost).length, 1);
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assert.equal(viewGame(game, f.holder).semutaReaction?.canCommit, true);
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assert.deepEqual(inventory(game), f.originalInventory); return game;
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}
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function settled(state: Game, f: SemutaAdvisorAloneFixture, prevented: boolean) {
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const steps: { actor: string; action: Action }[] = [], game = finish(state, steps);
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assert.equal(game.pendingTreacheryDiscard ?? null, null); assert.equal(game.response ?? null, null);
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assert.equal(game.pendingAutomaticAdvisorFlips, undefined); assert.equal(game.pendingArrivalReaction?.length ?? 0, 0);
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assert.deepEqual(physical(game), f.originalPhysical);
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assert.equal(game.active, f.originalMovement.active); assert.equal(player(game, f.mover).moved, f.originalMovement.moved);
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assert.equal(player(game, f.mover).shipped, f.originalMovement.shipped);
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assert.deepEqual(player(game, f.mover).forces, f.originalMovement.forces);
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assert.equal(isAdvisor(player(game, f.owner), f.territory), prevented);
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assert.equal(fighterCount(player(game, f.owner), f.territory), prevented ? 0 : 1);
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if (prevented) {
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assert.deepEqual(player(game, f.owner).advisors, f.originalStance);
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assert.equal(player(game, f.owner).advisors?.[f.territory]?.aloneFlipHold, f.originalAutomaticSource.event);
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} else assert.equal(player(game, f.owner).advisors?.[f.territory], undefined);
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assert.deepEqual(quoteAutomaticAdvisorFlips(game), [], 'The completed occurrence cannot reopen as another mandatory request');
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assert.ok(steps.every(step => !['move', 'ship', 'endMovement', 'card'].includes(step.action.type)));
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assert.deepEqual(inventory(game), f.originalInventory); return game;
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}
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function canceled(state: Game, f: SemutaAdvisorAloneFixture, claimed: boolean) {
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const game = settled(state, f, true);
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assert.equal(player(game, f.holder).hand.filter(card => card.id === f.cost).length, Number(claimed));
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assert.equal(game.discard.filter(card => card.id === f.cost).length, Number(!claimed));
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assert.equal(player(game, f.holder).hand.filter(card => card.id === f.semuta).length, Number(!claimed));
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assert.equal(game.discard.filter(card => card.id === f.semuta).length, Number(claimed));
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reject(game, f.spender, f.action); reject(game, f.mover, f.moveAction);
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return game;
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}
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function continueMovement(state: Game, f: SemutaAdvisorAloneFixture, prevented: boolean) {
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const steps: { actor: string; action: Action }[] = [];
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let game = act(state, f.mover, { type: 'endMovement' }, steps);
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game = advance(game, current => current.phase >= 6 && current.phase <= 7 && clean(current), steps);
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assert.equal(steps.filter(step => step.actor === f.mover && step.action.type === 'endMovement').length, 1);
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assert.ok(steps.every(step => !['move', 'ship', 'card', 'prepareAdvisors'].includes(step.action.type)));
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assert.equal(game.pendingAutomaticAdvisorFlips, undefined); assert.equal(game.response?.automaticAdvisorFlip, undefined);
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assert.equal(player(game, f.mover).forces[f.to], 10); assert.equal(player(game, f.mover).forces[f.from] ?? 0, 0);
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assert.equal(player(game, f.mover).moved, 1); assert.equal(player(game, f.owner).forces[f.from], 1);
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assert.equal(isAdvisor(player(game, f.owner), f.territory), prevented);
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if (prevented) assert.equal(player(game, f.owner).advisors?.[f.territory]?.aloneFlipHold, f.originalAutomaticSource.event);
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assert.deepEqual(inventory(game), f.originalInventory); return game;
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}
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for (const claimed of [false, true]) void test(
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`Advanced native ground-departure mandatory advisor conversion cost Semuta ${claimed ? 'claim' : 'pass'} preserves the real move and continuously-alone footprint hold`, () => {
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const f = fixture(); nativeSource(f); const offered = open(f), event = offered.pendingTreacheryDiscard!.batch.event;
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const game = canceled(claimed ? claim(offered, f.holder) : pass(offered), f, claimed);
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reject(game, f.holder, { type: 'semutaCommit', event }); reject(game, f.holder, { type: 'semutaPass', event });
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continueMovement(game, f, true);
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},
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);
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void test('native mandatory ground conversion allowance turns the actual BG advisor into a fighter without replaying Atreides departure', () => {
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const f = fixture(); nativeSource(f); const game = settled(allow(structuredClone(f.game)), f, false);
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assert.ok(player(game, f.spender).hand.some(card => card.id === f.cost));
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assert.ok(player(game, f.holder).hand.some(card => card.id === f.semuta));
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continueMovement(game, f, false);
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});
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void test('fresh automatic ground-conversion cost rejects stale and underlying actions with the exact original queue still held', () => {
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const f = fixture(), game = open(f), event = game.pendingTreacheryDiscard!.batch.event;
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reject(game, f.holder, { type: 'semutaCommit', event: `${event}:stale` });
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reject(game, f.spender, { type: 'semutaCommit', event }); reject(game, f.spender, f.action);
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reject(game, f.owner, { type: 'passResponse' }); reject(game, f.mover, f.moveAction);
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reject(game, f.mover, { type: 'endMovement' }); reject(game, f.owner, { type: 'prepareAdvisors', territory: f.territory });
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reject(game, f.owner, { type: 'decision', accept: true });
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assert.deepEqual(game.pendingAutomaticAdvisorFlips, f.originalQueue);
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assert.deepEqual(player(game, f.owner).advisors, f.originalStance); assert.deepEqual(physical(game), f.originalPhysical);
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canceled(pass(game), f, false);
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});
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void test('all four minimal profiles legally answer the real ground-departure mandatory-conversion used cost', () => {
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const f = fixture(), offered = open(f), event = offered.pendingTreacheryDiscard!.batch.event;
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for (const difficulty of DIFFICULTIES) {
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const own = viewGame(offered, f.holder); own.players.find(p => p.id === f.holder)!.bot = difficulty;
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const before = structuredClone(own), action = botActions(own)[0]; assert.ok(action, difficulty);
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assert.deepEqual(own, before); assert.ok(action.type === 'semutaPass' || action.type === 'semutaCommit');
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assert.equal(action.event, event);
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let game = act(structuredClone(offered), f.holder, action);
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const claimed = action.type === 'semutaCommit';
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if (game.pendingTreacheryDiscard?.reaction?.stage === 'select') {
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const selecting = viewGame(game, f.holder); selecting.players.find(p => p.id === f.holder)!.bot = difficulty;
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const selected = botActions(selecting)[0]; assert.ok(selected);
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assert.equal(selected.type, 'semutaSelect'); assert.equal(selected.card, f.cost);
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game = act(game, f.holder, selected);
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} else if (game.pendingTreacheryDiscard) game = pass(game);
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canceled(game, f, claimed);
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}
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});
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