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Dune/tests/mobile-stronghold-collection-runtime.test.ts
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TypeScript

import assert from 'node:assert/strict';
import test from 'node:test';
import { type Action, type Game } from '../game/engine';
import { MOBILE_LOCATION, mobileRoutes, splitLocation, territory } from '../game/board';
import { createSemutaIxianMovementFixture as fixture, actSemutaIxianMovement as act,
allowSemutaIxianMovement as allow, passSemutaIxianMovement as pass,
semutaIxianMovementPlayer as player, semutaIxianMovementInventory as inventory } from './fixture-semuta-ixian-movement';
function reject(game: Game, actor: string, action: Action) {
const before=structuredClone(game); assert.throws(() => act(game,actor,action)); assert.deepEqual(game,before);
}
function totalSpice(game: Game) { return Object.values(game.spice).reduce((sum,value) => sum+value,0); }
function selections(route: readonly string[], chosen: Readonly<Record<string,number>> = {}) {
return route.map(location => ({location,amount:chosen[location] ?? 0}));
}
/** The source's actual turn-2 native route and forces are retained. For two
* sector-choice tests only, redistribute existing board spice into two sand
* sectors of one valid distinct-sector route. The total is conserved; the
* resulting pile locations are a controlled setup, not earned Spice Blows. */
function twoPiles(game: Game) {
const staged=structuredClone(game), before=totalSpice(staged);
assert.ok(before >= 5, 'The real preceding blow supplies at least five spice');
const route=mobileRoutes(staged,3).find(candidate =>
candidate.filter(key => territory(splitLocation(key).territory).type === 'sand').length >= 2);
assert.ok(route, 'A native connected route must visit two sand sectors');
const [first,second]=route.filter(key => territory(splitLocation(key).territory).type === 'sand');
const original=Object.keys(staged.spice)[0]; assert.ok(original);
staged.spice={ [first]:3, [second]:2 };
staged.spice[original]=(staged.spice[original] ?? 0)+before-5;
assert.equal(totalSpice(staged),before); assert.notEqual(first,second);
return {game:staged,route,first,second};
}
for (const advanced of [false,true]) {
const mode=advanced ? 'Advanced' : 'Basic';
void test(`${mode} the actual prior-blow route accepts a partial native collection and keeps omitted legacy behavior`, () => {
const f=fixture({kind:'mobileStronghold',advanced});
const source=structuredClone(f.beforeDeclaration), route=f.route!;
const pile=f.collection[0].location, sourceSpice=structuredClone(source.spice);
assert.ok((source.spice[pile] ?? 0)>0); assert.equal(player(source,f.owner).forces[MOBILE_LOCATION],6);
const records=selections(route,{[pile]:1});
let pending=act(source,f.owner,{type:'decision',route,collect:true,collections:records});
assert.equal(pending.response?.kind,'mobileStronghold');
assert.deepEqual(pending.pendingMobileMove?.route,route);
assert.deepEqual(pending.spice,sourceSpice,'A pending cancelable move spends no board spice');
let done=allow(pending);
assert.equal(player(done,f.owner).spice,player(source,f.owner).spice+1);
assert.equal(done.spice[pile] ?? 0,sourceSpice[pile]-1);
for (const [key,amount] of Object.entries(sourceSpice)) if (key !== pile) assert.equal(done.spice[key] ?? 0,amount);
assert.equal(done.mobileStronghold?.location,route.at(-1));
assert.deepEqual(inventory(done),f.originalInventory);
// Legacy `collect:true` keeps the historical complete per-sector harvest.
pending=act(source,f.owner,{type:'decision',route,collect:true}); done=allow(pending);
assert.equal(player(done,f.owner).spice,player(source,f.owner).spice+f.collectionAmount);
assert.deepEqual(inventory(done),f.originalInventory);
// Legacy explicit false declines every native route collection.
pending=act(source,f.owner,{type:'decision',route,collect:false}); done=allow(pending);
assert.equal(player(done,f.owner).spice,player(source,f.owner).spice);
assert.deepEqual(done.spice,sourceSpice);
});
void test(`${mode} ordered route choices can take from one sector and leave another`, () => {
const f=fixture({kind:'mobileStronghold',advanced}), staged=twoPiles(f.beforeDeclaration);
const before=structuredClone(staged.game), records=selections(staged.route,{[staged.first]:2});
let game=act(staged.game,f.owner,{type:'decision',route:staged.route,collect:true,collections:records});
assert.equal(game.response?.kind,'mobileStronghold');
assert.deepEqual(game.spice,before.spice);
game=allow(game);
assert.equal(player(game,f.owner).spice,player(before,f.owner).spice+2);
assert.equal(game.spice[staged.first] ?? 0,before.spice[staged.first]-2);
assert.equal(game.spice[staged.second],before.spice[staged.second]);
assert.equal(totalSpice(game),totalSpice(before)-2);
assert.deepEqual(inventory(game),f.originalInventory);
});
void test(`${mode} malformed route allocations and repeated routes reject without mutation`, () => {
const f=fixture({kind:'mobileStronghold',advanced}), staged=twoPiles(f.beforeDeclaration);
const {game,route,first,second}=staged;
const valid=selections(route,{[first]:1,[second]:1});
const action=(collections:unknown,customRoute=route,collect=true): Action =>
({type:'decision',route:customRoute,collect,collections});
reject(game,f.owner,action(valid.slice(1)));
reject(game,f.owner,action([...valid,{location:first,amount:0}]));
const wrong=structuredClone(valid); wrong[0].location=first; if (route[0] === first) wrong[0].location=second;
reject(game,f.owner,action(wrong));
const neg=structuredClone(valid); neg[route.indexOf(first)].amount=-1; reject(game,f.owner,action(neg));
const fractional=structuredClone(valid); fractional[route.indexOf(first)].amount=0.5; reject(game,f.owner,action(fractional));
const oversized=structuredClone(valid); oversized[route.indexOf(first)].amount=game.spice[first]+1; reject(game,f.owner,action(oversized));
reject(game,f.owner,action(valid,route,false));
const repeated=[...route,route[route.length-2]];
reject(game,f.owner,action(selections(repeated),repeated));
assert.deepEqual(inventory(game),f.originalInventory);
});
void test(`${mode} selection respects the per-force sector cap and the original Karama cancel`, () => {
const f=fixture({kind:'mobileStronghold',advanced}), staged=twoPiles(f.beforeDeclaration);
// Controlled force-custody supplement: move five original Ixian counters
// from the HMS to reserves, retaining one of the original three Cyborgs.
// Totals and the typed seven-Cyborg inventory remain unchanged.
const reduced=structuredClone(staged.game), ix=player(reduced,f.owner);
assert.equal(ix.forces[MOBILE_LOCATION],6); assert.equal(ix.elites!.forces[MOBILE_LOCATION],3);
ix.forces[MOBILE_LOCATION]=1; ix.reserves+=5;
ix.elites!.forces[MOBILE_LOCATION]=1; ix.elites!.reserves+=2;
assert.ok(reduced.spice[staged.first] >= 3);
const tooMuch=selections(staged.route,{[staged.first]:3});
reject(reduced,f.owner,{type:'decision',route:staged.route,collect:true,collections:tooMuch});
const records=selections(staged.route,{[staged.first]:2,[staged.second]:1});
let game=act(reduced,f.owner,{type:'decision',route:staged.route,collect:true,collections:records});
assert.equal(game.response?.kind,'mobileStronghold');
assert.deepEqual(game.spice,reduced.spice); assert.equal(player(game,f.owner).spice,ix.spice);
game=act(game,f.spender,f.action);
// Fresh Basic CHOAM/Ix setup now enables printed Kull by default. Decline
// its real intervening offer; the original Karama then reaches Semuta.
if (game.pendingKull?.stage === 'offer') {
const frame=game.pendingKull;
game=act(game,frame.player,{type:'kullDecision',event:frame.event,decline:true});
}
assert.ok(game.pendingTreacheryDiscard?.reaction,'The actual Karama cost offers its native Semuta continuation');
game=pass(game);
assert.equal(game.pendingMobileMove ?? null,null);
assert.equal(game.mobileStronghold?.location,reduced.mobileStronghold?.location);
assert.deepEqual(game.spice,reduced.spice); assert.equal(player(game,f.owner).spice,ix.spice);
assert.deepEqual(inventory(game),f.originalInventory);
});
}