Files
Dune/tests/stone-burner-review.test.ts
T
Quintine 6ccfaa1b4d Resolve ambiguous Stone battles with sealed physical totals
Add a provisional post-reveal physical-count commitment for new outcome-changing Basic/Advanced Stone and copied Mirror battles. Keep all original sides sealed until complete and retain matching later typed losses. Preserve legacy, ordinary and invariant-winner timing. Carry the same constraint through card cleanup and native casualty consumers.

Validation: frozen 16 files146/146, types/lint/build and14 original-action/rendered-control programmes; four minimal policies make both owned choices legally. Source timing is explicitly provisional. Wider combinations, assurance and deployed acceptance remain open. No saved-game, reset, restart or deployment operation.
2026-10-18 12:13:06 +11:00

489 lines
16 KiB
TypeScript

import test from 'node:test';
import assert from 'node:assert/strict';
import {
applyAction,
createGame,
newPlayer,
viewGame,
normalizeAutomaticGame,
type Game,
type Action,
} from '../game/engine';
import { baseDeck, leaders } from '../game/cards';
import { richeseCards } from '../game/richese-cards';
import {
createRicheseNoField,
deployRicheseNoField,
} from '../game/richese-no-field';
const stone = 'richese-stone-burner';
function fixture() {
const g = createGame(
'STONEREVIEW',
newPlayer('r', 'Richese', 'richese'),
false,
['choam'],
);
g.players.push(
newPlayer('g', 'Guild', 'guild'),
newPlayer('e', 'Emperor', 'emperor'),
);
Object.assign(g, {
status: 'playing',
phase: 6,
turn: 2,
active: 'r',
order: ['r', 'g', 'e'],
storm: 18,
deck: baseDeck(),
richeseCache: richeseCards(),
});
for (const p of g.players) {
p.hand = [];
p.spice = 10;
p.forces = {};
p.reserves = 20;
p.traitors = [];
}
for (const p of g.players.slice(0, 2)) {
p.forces = { 'arrakeen:10': 5 };
p.reserves = 15;
}
hold(g, 'r', 'Stone Burner');
return g;
}
function hold(g: Game, id: string, name: string) {
const source = g.richeseCache!.some((c) => c.name === name)
? g.richeseCache!
: g.deck;
const i = source.findIndex((c) => c.name === name);
assert.ok(i >= 0, name);
const c = source.splice(i, 1)[0];
g.players.find((p) => p.id === id)!.hand.push(c);
return c.id;
}
const send = (g: Game, id: string, a: Action) => applyAction(g, id, a),
reload = (g: Game): Game => JSON.parse(JSON.stringify(g));
const start = (g: Game) =>
send(g, 'r', { type: 'chooseBattle', territory: 'arrakeen', target: 'g' });
function prepare(g: Game) {
while (g.battle?.preparation)
g = send(g, g.battle.preparation.owner, { type: 'declineBattlePower' });
if (g.decision?.kind === 'fullPlanOffer')
g = send(g, g.decision.player, { type: 'decision', decline: true });
for (const id of ['r', 'g'])
g = send(g, id, { type: 'battlePreparationReady', event: g.battle!.event });
return g;
}
const plan = (g: Game, id: string, extra: Partial<Action> = {}) =>
send(g, id, {
type: 'battlePlan',
leader: g.players.find((p) => p.id === id)!.leaders[0].id,
dial: id === 'r' ? 1 : 3,
support: 0,
...(id === 'r' ? { weapon: stone } : {}),
...extra,
});
const reveal = (
g: Game,
own: Partial<Action> = {},
other: Partial<Action> = {},
) => plan(plan(prepare(start(g)), 'r', own), 'g', other);
const mode = (g: Game, choice = 'kill') =>
send(g, 'r', { type: 'decision', event: g.battle!.event, mode: choice });
function finish(g: Game, traitor?: string) {
for (const id of ['r', 'g'])
if (g.battle)
g = send(g, id, { type: 'traitorCall', call: id === traitor });
return g;
}
function cleanup(g: Game) {
for (
let i = 0;
g.decision &&
['battleCards', 'battleLosses', 'ixSubstitution'].includes(
g.decision.kind,
) &&
i < 5;
i++
)
g = send(
g,
g.decision.player,
g.decision.kind === 'battleCards'
? { type: 'decision', discard: [] }
: g.decision.kind === 'battleLosses'
? { type: 'decision', choice: 0 }
: { type: 'decision', amount: 0 },
);
return g;
}
const inventory = (g: Game) =>
[
...g.deck,
...g.discard,
...g.richeseCache!,
...g.players.flatMap((p) => p.hand),
]
.map((c) => c.id)
.sort();
void test('forged Stone roles reject before any hidden plan commitment', () => {
for (const patch of [
{ id: 'forged-stone' },
{ name: 'Other Stone' },
{ effect: 'other' },
{ kind: 'poison' as const },
]) {
let g = fixture();
Object.assign(g.players[0].hand[0], patch);
g = prepare(start(g));
const before = structuredClone(g);
assert.throws(
() => plan(g, 'r', { weapon: g.players[0].hand[0].id }),
/weapon|canonical/,
);
assert.deepEqual(g, before);
}
});
void test('legacy Advanced Emperor guard remains hidden-plan independent while new battles admit later physical commitments', () => {
let g = fixture();
g.advanced = true;
g.players[0].faction = 'emperor';
g.players[0].leaders = leaders('emperor');
g.players[2] = newPlayer('e', 'Richese', 'richese');
g.players[0].forces = { 'arrakeen:10': 6 };
g.players[0].reserves = 14;
g.players[0].elites = {
forces: { 'arrakeen:10': 1 },
reserves: 4,
tanks: 0,
revived: 0,
};
g = prepare(start(g));
for (const state of [g, ...[0, 1, 2].map(dial => plan(g, 'g', {dial}))])
assert.ok(plan(state, 'r', {dial: 3, support: 1}).battle!.plans.r);
delete g.battle!.stoneAllocationVersion;
const attempt = (state: Game) => {
try {
plan(state, 'r', { dial: 3, support: 1 });
assert.fail('ambiguous commitment accepted');
} catch (error) {
return String(error);
}
};
const before = attempt(g);
for (const dial of [0, 1, 2]) {
const hidden = plan(g, 'g', { dial });
assert.equal(attempt(hidden), before);
assert.equal(hidden.battle!.plans.r, undefined);
}
assert.match(before, /allocation timing/);
const valid = plan(g, 'r', { dial: 0, support: 0 });
assert.ok(valid.battle!.plans.r);
});
void test('legacy zero-spice compulsion guard remains custody independent while new Stone has a finishable later commitment', () => {
let g = fixture();
g.advanced = true;
g.players[0].forces = { 'arrakeen:10': 1 };
g.players[0].reserves = 19;
g.players[0].spice = 0;
g.players[1].faction = 'emperor';
g.players[1].leaders = leaders('emperor');
g.players[1].forces = { 'arrakeen:10': 6 };
g.players[1].reserves = 14;
g.players[1].elites = {
forces: { 'arrakeen:10': 1 },
reserves: 4,
tanks: 0,
revived: 0,
};
g.players[2] = newPlayer('e', 'Bene Gesserit', 'beneGesserit');
g.players[2].ally = 'g';
g.players[1].ally = 'e';
g = start(g);
const withoutStone = reload(g);
withoutStone.richeseCache!.push(withoutStone.players[0].hand.pop()!);
for (const state of [g, withoutStone]) assert.doesNotThrow(() =>
send(state, 'e', {type: 'voice', kind: 'stoneBurner', must: true}));
delete g.battle!.stoneAllocationVersion;
const error = (state: Game) => {
try {
send(state, 'e', { type: 'voice', kind: 'stoneBurner', must: true });
assert.fail('unfinishable compulsion accepted');
} catch (e) {
return String(e);
}
};
const present = error(g),
absent = reload(g);
absent.richeseCache!.push(absent.players[0].hand.pop()!);
assert.equal(error(absent), present);
assert.match(present, /zero-spice plan/);
g = send(g, 'e', { type: 'declineBattlePower' });
for (const id of ['r', 'g'])
g = send(g, id, { type: 'battlePreparationReady', event: g.battle!.event });
assert.ok(plan(g, 'r', { weapon: null, dial: 0 }).battle!.plans.r);
});
void test('required Mirror Voice preserves the legacy guard and new count capability without testing card possession', () => {
let g = fixture();
g.advanced = true;
g.richeseCache!.push(g.players[0].hand.pop()!);
hold(g, 'r', 'Mirror Weapon');
g.players[0].forces = { 'arrakeen:10': 1 };
g.players[0].reserves = 19;
g.players[0].spice = 0;
g.players[1].faction = 'emperor';
g.players[1].leaders = leaders('emperor');
g.players[1].forces = { 'arrakeen:10': 6 };
g.players[1].reserves = 14;
g.players[1].elites = {
forces: { 'arrakeen:10': 1 }, reserves: 4, tanks: 0, revived: 0,
};
g.players[2] = newPlayer('e', 'Bene Gesserit', 'beneGesserit');
g.players[2].ally = 'g';
g.players[1].ally = 'e';
g = start(g);
const withoutMirror = reload(g);
withoutMirror.richeseCache!.push(withoutMirror.players[0].hand.pop()!);
for (const state of [g, withoutMirror]) {
assert.doesNotThrow(() => send(state, 'e', {
type: 'voice', kind: 'mirrorWeapon', must: true,
}));
delete state.battle!.stoneAllocationVersion;
const before = structuredClone(state);
assert.throws(() => send(state, 'e', {
type: 'voice', kind: 'mirrorWeapon', must: true,
}));
assert.deepEqual(state, before);
}
g = send(g, 'e', { type: 'declineBattlePower' });
for (const id of ['r', 'g'])
g = send(g, id, { type: 'battlePreparationReady', event: g.battle!.event });
assert.ok(plan(g, 'r', { weapon: null, dial: 0 }).battle!.plans.r);
});
void test('foreign No-Field values produce identical public Stone preflight context and accept the same own commitment', () => {
const contexts: unknown[] = [];
for (const value of [0, 3, 5]) {
let g = fixture();
g.players[0].faction = 'guild';
g.players[0].leaders = leaders('guild');
g.players[1].faction = 'richese';
g.players[1].leaders = leaders('richese');
g.players[1].forces = {};
g.players[1].reserves = 20;
const state = createRicheseNoField(['opaque-a', 'opaque-b', 'opaque-c']);
g.players[1].noField = deployRicheseNoField(state, {
tokenId: state.tokens.find((t) => t.value === value)!.id,
controller: 'g',
location: { territory: 'arrakeen', sector: 10 },
});
g.players[1].noFieldEvent = 'marker';
g = prepare(start(g));
contexts.push(viewGame(g, 'r').battle!.stoneBurnerContext);
g = plan(g, 'r', { dial: 0 });
assert.equal(g.battle!.plans.r.weapon, stone);
assert.equal(g.players[1].noField!.deployed !== null, true);
}
assert.deepEqual(contexts[1], contexts[0]);
assert.deepEqual(contexts[2], contexts[0]);
});
void test('traitor and Lasgun explosion precedence preserve exact deaths, KH and Stone disposal', () => {
let traitor = fixture();
traitor.players[1].traitors = [traitor.players[0].leaders[0].id];
traitor = finish(mode(reveal(traitor)), 'g');
assert.equal(traitor.players[0].leaders[0].dead, true);
assert.equal(traitor.players[1].leaders[0].dead, false);
assert.equal(traitor.discard.filter((c) => c.id === stone).length, 1);
assert.equal(traitor.players[1].tanks, 0);
let g = fixture();
g.advanced = true;
g.players[0].faction = 'atreides';
g.players[0].leaders = leaders('atreides');
g.players[0].battleLosses = 7;
g.players[0].kwisatz = { dead: false };
g.players[2] = newPlayer('e', 'Richese', 'richese');
const shield = hold(g, 'r', 'Shield'),
lasgun = hold(g, 'g', 'Lasgun');
g = reveal(
g,
{ dial: 0, kwisatz: true, defense: shield },
{ dial: 1, weapon: lasgun },
);
g = finish(mode(g));
assert.equal(g.players[0].kwisatz!.dead, true);
assert.equal(g.players[0].leaders[0].deaths, 1);
assert.equal(g.players[1].leaders[0].deaths, 1);
assert.deepEqual(
g.players.slice(0, 2).map((p) => p.tanks),
[5, 5],
);
assert.deepEqual(
g.players.slice(0, 2).map((p) => p.spice),
[10, 10],
);
assert.equal(g.discard.filter((c) => c.id === stone).length, 1);
});
void test('Stone kill keeps KH alive, awards normal bounty and resumes standard winner card retention', () => {
let g = fixture();
g.advanced = true;
g.players[0].faction = 'atreides';
g.players[0].leaders = leaders('atreides');
g.players[0].battleLosses = 7;
g.players[0].kwisatz = { dead: false };
g.players[2] = newPlayer('e', 'Richese', 'richese');
const bounty =
g.players[0].leaders[0].strength + g.players[1].leaders[0].strength,
before = inventory(g);
g = reveal(g, { dial: 0, kwisatz: true }, { dial: 1 });
g = finish(mode(reload(g)));
assert.equal(g.players[0].kwisatz!.dead, false);
assert.equal(g.players[0].spice, 10 + bounty);
assert.equal(g.players[0].leaders[0].deaths, 1);
assert.equal(g.players[1].leaders[0].deaths, 1);
g = cleanup(g);
assert.ok(g.players[0].hand.some((c) => c.id === stone));
assert.deepEqual(inventory(g), before);
});
void test('a defeated Moritani ally can retain played Stone after the undialed comparison and committed source cannot be transferred', () => {
let g = fixture();
g.players[2] = newPlayer('e', 'Moritani', 'moritani');
g.players[2].ally = 'r';
g.players[0].ally = 'e';
hold(g, 'r', 'Distrans');
const before = inventory(g);
g = reveal(g, { dial: 3 }, { dial: 1 });
const pending = structuredClone(g);
assert.throws(() =>
send(g, 'r', {
type: 'card',
card: 'richese-distrans',
give: stone,
target: 'e',
}),
);
assert.deepEqual(g, pending);
g = mode(g, 'ignore');
assert.throws(
() => send(g, 'r', { type: 'richeseGift', card: stone }),
/committed|sealed|played/,
);
g = cleanup(finish(g));
assert.equal(g.decision?.kind, 'moritaniRetention');
assert.ok(g.moritaniRetention!.eligible.includes(stone));
g = send(reload(g), 'r', { type: 'decision', keep: stone });
assert.ok(g.players[0].hand.some((c) => c.id === stone));
assert.deepEqual(inventory(g), before);
});
void test('revealed mode is event-bound and owner-only with no random projection or replay', (t) => {
let g = reveal(fixture());
const before = structuredClone(g);
t.mock.method(crypto, 'getRandomValues', () => {
throw new Error('unexpected RNG');
});
assert.equal(viewGame(g, 'e').decision?.kind, 'stoneBurner');
assert.deepEqual(viewGame(g, 'e').battle!.stoneBurner, {});
assert.throws(() =>
send(g, 'g', { type: 'decision', event: g.battle!.event, mode: 'kill' }),
);
assert.throws(
() => send(g, 'r', { type: 'decision', event: 'old', mode: 'kill' }),
/exact/,
);
assert.deepEqual(g, before);
g = mode(reload(g), 'ignore');
assert.equal(g.battle!.stoneBurner!.r, 'ignore');
assert.throws(() => mode(g, 'kill'));
assert.deepEqual(normalizeAutomaticGame(reload(g)), reload(g));
});
void test('accepted invariant Emperor victory preserves all three later physical casualty choices with one payment and bounty', () => {
let g = fixture();
g.advanced = true;
g.players[0].faction = 'emperor';
g.players[0].leaders = leaders('emperor');
// Leave a separate battle pending so retaining the weapon cannot yet trigger
// the next phase's automatic advanced city income.
g.players[0].forces = { 'arrakeen:10': 6, 'carthag:11': 1 };
g.players[0].reserves = 13;
g.players[0].elites = {
forces: { 'arrakeen:10': 1 },
reserves: 4,
tanks: 0,
revived: 0,
};
g.players[1].forces = { 'arrakeen:10': 1 };
g.players[1].reserves = 19;
g.players[2] = newPlayer('e', 'Richese', 'richese');
g.players[2].forces = { 'carthag:11': 1 };
g.players[2].reserves = 19;
const physicalInventory = inventory(g);
const bounty =
g.players[0].leaders[0].strength + g.players[1].leaders[0].strength;
g = reveal(g, { dial: 3, support: 1 }, { dial: 0, support: 0 });
const revealedPlans = structuredClone(g.battle!.plans);
assert.equal(g.decision?.kind, 'stoneBurner');
g = mode(reload(g));
assert.deepEqual(g.battle!.plans, revealedPlans);
g = finish(g);
assert.equal(g.decision?.kind, 'battleLosses');
assert.ok(g.decision?.kind === 'battleLosses');
assert.equal(g.decision.player, 'r');
const options = g.decision.options;
assert.deepEqual(
options.map((o) => o.normal + o.elite).sort((a, b) => a - b),
[3, 4, 5],
);
assert.equal(g.players[0].forces['arrakeen:10'], 6);
assert.equal(g.players[0].tanks, 0);
assert.equal(g.players[1].tanks, 1);
assert.equal(g.players[0].spice, 9 + bounty);
const settledSpice = g.players.map((p) => p.spice);
const settledDeaths = g.players.slice(0, 2).map((p) => p.leaders[0].deaths);
assert.deepEqual(settledDeaths, [1, 1]);
const remaining: number[] = [];
for (let choice = 0; choice < options.length; choice++) {
const loss = options[choice];
let branch = send(reload(g), 'r', { type: 'decision', choice });
assert.equal(branch.players[0].tanks, loss.normal + loss.elite);
assert.equal(branch.players[0].elites!.tanks, loss.elite);
assert.equal(
branch.players[0].forces['arrakeen:10'],
6 - loss.normal - loss.elite,
);
assert.equal(
branch.players[0].elites!.forces['arrakeen:10'] ?? 0,
1 - loss.elite,
);
assert.equal(branch.decision?.kind, 'battleCards');
branch = send(reload(branch), 'r', { type: 'decision', discard: [] });
assert.deepEqual(
branch.players.map((p) => p.spice),
settledSpice,
);
assert.deepEqual(
branch.players.slice(0, 2).map((p) => p.leaders[0].deaths),
settledDeaths,
);
assert.ok(branch.players[0].hand.some((c) => c.id === stone));
assert.equal(
branch.discard.some((c) => c.id === stone),
false,
);
assert.deepEqual(inventory(branch), physicalInventory);
remaining.push(branch.players[0].forces['arrakeen:10']);
}
assert.deepEqual(
remaining.sort((a, b) => a - b),
[1, 2, 3],
);
});