Files
Dune/tests/fixture-semuta-homeworld-guild-income.ts
T

198 lines
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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 { nativeShipmentSources } from '../game/homeworld-options';
import { homeworldShipmentChoice } from '../game/homeworld-shipment-options';
import { reserveShipmentCost } from '../game/shipment-price';
import { quoteHomeworldPaymentIncome } from '../game/homeworld-payment-income';
import { SEMUTA_DRUG_ID } from '../game/semuta-drug';
import type { Card } from '../game/cards';
import { nextSemutaGuildIncomeNativeStep, semutaGuildIncomeInventory } from './fixture-semuta-guild-income';
import {
moveSemutaEmperorCard, semutaEmperorCardId, semutaEmperorPlayer,
} from './fixture-semuta-emperor-share';
import type { RicheseSkillsTechStep } from './fixture-richese-skills-tech';
export type SemutaHomeworldGuildOptions = { advanced?: boolean; occupied?: boolean; fullHand?: boolean };
export type SemutaHomeworldGuildFixture = {
game: Game;
income: Game;
setup: Game;
beforeStaging: Game;
beforeInvasion: Game | null;
occupied: Game | null;
actions: RicheseSkillsTechStep[];
occupationActions: RicheseSkillsTechStep[];
producerActions: RicheseSkillsTechStep[];
staging: string[];
owner: string;
payer: string;
holder: string;
canceller: string;
karama: Card;
semuta: string;
ship: Action;
cancel: Action;
amount: number;
cost: number;
key: string;
nativeIncome: number;
occupiedReceiver: string | null;
allocation: { actor: string; ownAmount: number } | null;
};
/** Elites are subsets of native reserves/Arrakis forces, not extra counters.
* Foreign Homeworld visitors are outside their owner's native reserve count. */
export function semutaHomeworldGuildCounters(game: Game) {
return game.players.map(player => ({ id: player.id, total: player.reserves + player.tanks +
Object.values(player.forces).reduce((sum, amount) => sum + amount, 0) +
Object.values(game.homeworlds!.custody!.visitors).reduce((sum, visitors) =>
sum + (visitors[player.id]?.normal ?? 0) + (visitors[player.id]?.elite ?? 0), 0),
}));
}
/** Hands/discard and cancellation continuation are excluded; original paid
* mechanics, native controls and occupation authority must remain unchanged. */
export function semutaHomeworldGuildPosition(game: Game) {
return {
turn: game.turn, phase: game.phase, active: game.active, order: game.order,
movementRemaining: game.movementRemaining, pendingShipment: game.pendingShipment,
homeworlds: game.homeworlds, history: game.homeworldOccupationHistory,
players: game.players.map(player => ({ id: player.id, faction: player.faction,
ally: player.ally, spice: player.spice, reserves: player.reserves, tanks: player.tanks,
forces: player.forces, elites: player.elites, shipped: player.shipped, moved: player.moved,
})),
};
}
/** Original fresh Homeworld entry, setup/Storm/auctions/Movement. Only conserved
* later physical positions and still-unplayed Spice order isolate the source.
* Occupied Junction is ALWAYS established by the real native invasion action. */
export function createSemutaHomeworldGuildIncomeFixture(
options: SemutaHomeworldGuildOptions = {},
): SemutaHomeworldGuildFixture {
const advanced = options.advanced ?? false, occupiedSource = options.occupied ?? false;
assert.ok(!occupiedSource || advanced, 'This fixture never manufactures a Basic occupation epoch');
let game = createGame('SEMUTAHOMEWORLDGUILD', newPlayer('r', 'Richese', 'richese'), advanced, ['choam']);
joinGame(game, newPlayer('g', 'Guild', 'guild'));
joinGame(game, newPlayer('a', 'Atreides', 'atreides'));
joinGame(game, newPlayer('e', 'Emperor', 'emperor'));
game = applyAction(game, 'r', { type: 'homeworlds', enabled: true });
for (const player of game.players) game = applyAction(game, player.id, { type: 'ready' });
game = initializeSemutaGameForAudit(game);
const stock = semutaGuildIncomeInventory(game);
const actions: RicheseSkillsTechStep[] = [], occupationActions: RicheseSkillsTechStep[] = [];
const staging: string[] = [];
const act = (step: RicheseSkillsTechStep, invasion = false) => {
actions.push(step);
if (invasion) occupationActions.push(step);
game = applyAction(game, step.actor, step.action);
};
const clean = () => !game.phaseOpening && !game.response && !game.decision && !game.pendingTreacheryDiscard;
const reach = (until: () => boolean) => {
for (let n = 0; !until() && n < 2400; n++) {
assert.notEqual(game.status, 'finished', 'Original native phases must reach the paid source');
const decision = game.decision;
const step = decision?.kind === 'homeworldShipmentGuild'
? { actor: decision.player, action: { type: 'decision', event: decision.event, allow: true } as Action }
: nextSemutaGuildIncomeNativeStep(game);
act(step, decision?.kind === 'homeworldShipmentGuild');
}
assert.ok(until(), 'Original native phase driver must reach the requested boundary');
};
const nonWormBlows = (count: number) => {
for (let position = 0; position < count; position++) {
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.status === 'playing');
const setup = structuredClone(game);
nonWormBlows(4);
reach(() => game.phase === 5 && clean());
// Later physical Arrakis counters return to their original native pools.
// Emperor's elite subset follows its counters; Salusa custody is untouched.
for (const player of game.players) {
player.reserves += Object.values(player.forces).reduce((sum, amount) => sum + amount, 0);
player.forces = {};
if (player.elites) {
player.elites.reserves += Object.values(player.elites.forces).reduce((sum, amount) => sum + amount, 0);
player.elites.forces = {};
}
}
const guild = semutaEmperorPlayer(game, 'g'), retained = occupiedSource ? 0 : 4;
guild.forces['polar_sink:0'] = guild.reserves - retained;
guild.reserves = retained;
staging.push(`Conserved later Arrakis forces into their native reserves, then moved Guild's original counters to Polar Sink leaving ${retained} at Junction; no wallet, visitor or occupation history is assigned.`);
let beforeInvasion: Game | null = null, occupied: Game | null = null;
if (occupiedSource) {
reach(() => game.phase === 5 && game.active === 'r' && clean());
beforeInvasion = structuredClone(game);
const invasion = homeworldShipmentChoice(viewGame(game, 'r'), 'homeworld:guild',
{ 'homeworld:richese': { normal: 1, elite: 0 } });
assert.ok(invasion.action, invasion.blocked ?? undefined);
act({ actor: 'r', action: invasion.action }, true);
reach(clean);
assert.equal(game.homeworlds!.custody!.visitors['homeworld:guild']?.r?.normal, 1);
assert.ok(game.homeworldOccupationHistory!.qualifications.some(row =>
row.world === 'homeworld:guild' && row.player === 'r' && row.cause === 'sole'));
occupied = structuredClone(game);
reach(() => game.turn === 2 && game.phase === 5 && game.active === 'a' && clean());
} else reach(() => game.phase === 5 && game.active === 'a' && clean());
const beforeStaging = structuredClone(game), position = semutaHomeworldGuildPosition(game);
for (const player of game.players) game.deck.push(...player.hand.splice(0));
const karamaId = moveSemutaEmperorCard(game, semutaEmperorCardId(game,
card => card.kind === 'special' && card.effect === 'karama'), 'e');
const semuta = moveSemutaEmperorCard(game, SEMUTA_DRUG_ID, 'r');
const karama = semutaEmperorPlayer(game, 'e').hand.find(card => card.id === karamaId)!;
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);
}
assert.equal(holder.hand.length, 4);
}
staging.push(`Conserved original ${semuta} in Richese's ${options.fullHand ? 'four-card' : 'one-card'} hand and distinct printed ${karamaId} in Emperor's hand after native auctions.`);
assert.deepEqual(semutaHomeworldGuildPosition(game), position);
assert.deepEqual(semutaGuildIncomeInventory(game), stock);
assert.ok(semutaHomeworldGuildCounters(game).every(row => row.total === 20));
const own = viewGame(game, 'a'), payer = own.players.find(player => player.id === 'a')!;
const destination = TERRITORIES.find(t => t.type === 'stronghold' && !t.sectors.includes(game.storm) &&
!game.players.some(player => Object.keys(player.forces).some(key => key.startsWith(`${t.id}:`))) &&
botEntryAllowed(own, payer, t.id, t.sectors[0], 'ship'));
assert.ok(destination, 'An original legal empty stronghold must remain for an odd five-spice shipment');
const amount = 5, cost = reserveShipmentCost({ faction: payer.faction, halfRate: false }, destination.type, amount);
assert.equal(cost, 5);
const homeworldSources = nativeShipmentSources(own, amount, 0);
assert.deepEqual(homeworldSources, { 'homeworld:atreides': { normal: amount, elite: 0 } });
assert.ok(payer.reserves >= amount && (payer.spice ?? 0) >= cost);
const nativeIncome = quoteHomeworldPaymentIncome(game, 'g', 'shipment', cost).income;
assert.equal(nativeIncome, 3);
const ship: Action = { type: 'ship', territory: destination.id, sector: destination.sectors[0],
amount, elite: 0, allyPayment: 0, homeworldSources };
const producerActions: RicheseSkillsTechStep[] = [{ actor: 'a', action: ship }];
let income = applyAction(game, 'a', ship);
if (advanced) {
assert.equal(income.decision?.kind, 'guildShipment');
const allow: RicheseSkillsTechStep = { actor: 'g', action: { type: 'decision', allow: true } };
producerActions.push(allow);
income = applyAction(income, allow.actor, allow.action);
}
assert.equal(income.response?.kind, 'guildIncome');
assert.equal(income.response.owner, 'g');
assert.equal(income.response.amount, cost);
return { game, income, setup, beforeStaging, beforeInvasion, occupied, actions, occupationActions,
producerActions, staging, owner: 'g', payer: 'a', holder: 'r', canceller: 'e', karama, semuta,
ship, cancel: { type: 'card', mode: 'cancel', card: karamaId }, amount, cost,
key: `${destination.id}:${destination.sectors[0]}`, nativeIncome,
occupiedReceiver: occupiedSource ? 'r' : null,
allocation: occupiedSource ? { actor: 'r', ownAmount: 2 } : null };
}