521 lines
19 KiB
TypeScript
521 lines
19 KiB
TypeScript
import test from 'node:test';
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import assert from 'node:assert/strict';
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import {
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applyAction,
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createGame,
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newPlayer,
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viewGame,
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normalizeAutomaticGame,
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type Game,
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type Action,
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} from '../game/engine';
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import { baseDeck } from '../game/cards';
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import { TERRITORIES, gameDistance, splitLocation } from '../game/board';
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import { botActions } from '../game/bots';
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import { DIFFICULTIES } from '../game/bot-profiles';
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import { richeseCards } from '../game/richese-cards';
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import { SEMUTA_DRUG_ID } from '../game/semuta-drug';
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const p = (g: Game, id: string) => g.players.find((p) => p.id === id)!;
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const send = (g: Game, id: string, a: Action) => applyAction(g, id, a);
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function hold(g: Game, id: string, name: string) {
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const i = g.deck.findIndex((c) => c.name === name);
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assert.ok(i >= 0, name);
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const card = g.deck.splice(i, 1)[0];
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p(g, id).hand.push(card);
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return card.id;
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}
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function fixture(advanced = false, distance = 1) {
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const g = createGame('BALISET2', newPlayer('c', 'CHOAM', 'choam'), advanced, [
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'choam',
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]);
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g.players.push(
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newPlayer('e', 'Emperor', 'emperor'),
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newPlayer('b', 'Bene Gesserit', 'beneGesserit'),
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);
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g.status = 'playing';
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g.phase = 5;
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g.order = ['e', 'c', 'b'];
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g.active = 'e';
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g.storm = 18;
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g.deck = baseDeck();
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for (const player of g.players) {
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player.forces = {};
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player.spice = 20;
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player.reserves = 20;
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}
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p(g, 'e').forces = { 'red_chasm:7': 3 };
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p(g, 'e').reserves = 17;
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const key = TERRITORIES.flatMap((t) =>
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t.sectors.map((s) => `${t.id}:${s}`),
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).find(
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(key) =>
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splitLocation(key).territory !== 'red_chasm' &&
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splitLocation(key).sector !== 18 &&
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gameDistance(
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g,
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'red_chasm:7',
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key,
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(k) => splitLocation(k).sector === 18,
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) === distance,
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)!;
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assert.ok(key);
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p(g, 'c').forces[key] = 1;
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p(g, 'c').reserves = 19;
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hold(g, 'c', 'Baliset');
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return g;
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}
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const dest = (g: Game) => splitLocation(Object.keys(p(g, 'c').forces)[0]);
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const move = (g: Game, extra: Partial<Action> = {}) =>
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send(g, 'e', {
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type: 'move',
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from: 'red_chasm:7',
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amount: 2,
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...dest(g),
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...extra,
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});
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const play = (g: Game, extra: Partial<Action> = {}) =>
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send(g, 'c', {
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type: 'card',
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mode: 'choam',
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card: p(g, 'c').hand.find((c) => c.name === 'Baliset')!.id,
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target: 'e',
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territory: dest(g).territory,
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...extra,
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});
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function contest(g: Game, id = 'e') {
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hold(g, id, 'Karama');
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return g;
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}
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function allow(state: Game) {
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let g = state;
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for (let i = 0; g.response && i < 30; i++)
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g = send(
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g,
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g.players.find(
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(p) =>
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!viewGame(g, p.id).responseControls?.hasPassed &&
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!!viewGame(g, p.id).responseControls?.cancelCards.length,
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)!.id,
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{
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type: 'passResponse',
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},
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);
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assert.equal(g.response, null);
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return g;
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}
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void test('CHOAM movement window reveals the same intent with or without Baliset', () => {
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const initial = fixture();
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const empty = structuredClone(initial);
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p(empty, 'c').hand = [];
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const g = move(initial),
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h = move(empty);
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assert.deepEqual(g.decision, h.decision);
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assert.equal(g.decision?.kind, 'choamMovement');
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assert.equal(p(g, 'e').forces['red_chasm:7'], 3);
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assert.equal(p(g, 'e').moved, 0);
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assert.throws(
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() => send(g, 'e', { type: 'endMovement' }),
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/pending decision/,
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);
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assert.equal(viewGame(g, 'e').choamWorthless, null);
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assert.equal('pendingChoamMove' in viewGame(g, 'e'), false);
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assert.deepEqual(
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JSON.parse(JSON.stringify(viewGame(g, 'e'))).decision,
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viewGame(g, 'e').decision,
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);
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});
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void test('allowing a CHOAM response resumes the original movement once', () => {
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let g = move(fixture());
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g = send(g, 'c', { type: 'decision', decline: true });
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assert.equal(p(g, 'e').forces['red_chasm:7'], 1);
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assert.equal(p(g, 'e').moved, 1);
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assert.equal(g.pendingChoamMove, null);
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assert.throws(() => send(g, 'c', { type: 'decision', decline: true }));
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});
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void test('Baliset blocks a declared move atomically in basic and advanced games', () => {
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for (const advanced of [false, true]) {
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let g = contest(fixture(advanced));
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const key = Object.keys(p(g, 'c').forces)[0];
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g = play(move(g));
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assert.equal(g.response?.kind, 'choamWorthless');
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assert.equal(g.response?.recipient, 'e');
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assert.equal(g.response?.location, key);
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assert.equal(p(g, 'c').hand.length, 1);
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g = allow(JSON.parse(JSON.stringify(g)));
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assert.equal(p(g, 'c').hand.length, 0);
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assert.equal(p(g, 'e').moved, 0);
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assert.equal(p(g, 'e').forces['red_chasm:7'], 3);
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assert.equal(p(g, 'e').forces[key], undefined);
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assert.equal(g.pendingChoamMove, null);
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assert.throws(() => move(g), /Baliset prevents/);
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}
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});
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void test('canceling Baliset keeps the card and resumes exact elite custody', () => {
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const initial = fixture(true);
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p(initial, 'e').elites = {
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forces: { 'red_chasm:7': 2 },
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reserves: 3,
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tanks: 0,
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revived: 0,
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};
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const card = hold(initial, 'e', 'Karama');
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let g = play(move(initial, { elite: 1 }));
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g = send(g, 'e', { type: 'card', mode: 'cancel', card });
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const key = Object.keys(p(g, 'c').forces)[0];
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assert.equal(p(g, 'e').elites!.forces[key], 1);
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assert.equal(p(g, 'e').elites!.forces['red_chasm:7'], 1);
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assert.equal(p(g, 'e').moved, 1);
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assert.equal(p(g, 'c').hand.length, 1);
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assert.deepEqual(viewGame(g, 'e').balisetRestrictions, []);
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assert.throws(() => play(g), /blocked this phase/);
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});
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void test('proactive Baliset restricts only the selected player and territory', () => {
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let g = allow(play(fixture()));
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const key = Object.keys(p(g, 'c').forces)[0];
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p(g, 'b').forces = { 'red_chasm:7': 1 };
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g.active = 'b';
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g = send(g, 'b', {
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type: 'move',
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from: 'red_chasm:7',
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amount: 1,
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...dest(g),
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});
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assert.equal(g.decision?.kind, 'choamMovement');
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g = send(g, 'c', { type: 'decision', decline: true });
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assert.equal(p(g, 'b').forces[key], 1);
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g.active = 'e';
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assert.throws(() => move(g), /Baliset prevents/);
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});
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void test('clean proactive Baliset discard offers Semuta before one territory restriction', () => {
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const initial = fixture();
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initial.players[1] = newPlayer('e', 'Richese', 'richese');
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p(initial, 'e').forces = { 'red_chasm:7': 3 };
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p(initial, 'e').reserves = 17;
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initial.richeseCache = richeseCards();
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initial.semutaPreview = true;
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const index = initial.richeseCache.findIndex(card => card.id === SEMUTA_DRUG_ID);
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assert.ok(index >= 0);
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const semuta = initial.richeseCache.splice(index, 1)[0];
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p(initial, 'e').hand.push(semuta);
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contest(initial, 'b');
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const card = p(initial, 'c').hand.find(card => card.name === 'Baliset')!.id;
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const territory = dest(initial).territory;
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const physical = (state: Game) => [
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...state.deck, ...state.discard, ...state.richeseCache!,
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...state.players.flatMap(player => player.hand),
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].map(card => card.id).sort();
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const original = physical(initial);
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const absent = structuredClone(initial);
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p(absent, 'e').hand = [absent.richeseCache!.splice(0, 1)[0]];
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absent.richeseCache!.push(semuta);
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const pending = allow(play(initial)), neutral = allow(play(absent));
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const event = pending.pendingTreacheryDiscard!.batch.event;
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assert.equal(pending.pendingTreacheryDiscard?.continuation.kind, 'choamBalisetDiscard');
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assert.equal(pending.pendingTreacheryDiscard?.reaction?.stage, 'offer');
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assert.equal(neutral.pendingTreacheryDiscard?.reaction?.stage, 'offer');
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assert.equal(pending.choamBaliset, undefined);
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assert.equal(pending.discard.filter(used => used.id === card).length, 1);
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assert.deepEqual(viewGame(pending, 'c'), viewGame(neutral, 'c'));
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assert.deepEqual(viewGame(pending, 'b'), viewGame(neutral, 'b'));
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assert.equal(viewGame(pending, 'e').semutaReaction?.canCommit, true);
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assert.equal(botActions(viewGame(pending, 'e'))[0]?.type, 'semutaCommit');
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assert.deepEqual(normalizeAutomaticGame(JSON.parse(JSON.stringify(pending))), pending);
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for (const change of [
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(state: Game) => {
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const c = state.pendingTreacheryDiscard!.continuation;
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if (c.kind === 'choamBalisetDiscard') c.territory = 'red_chasm';
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},
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(state: Game) => {
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const c = state.pendingTreacheryDiscard!.continuation;
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if (c.kind === 'choamBalisetDiscard') c.target = 'b';
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},
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(state: Game) => { p(state, 'c').forces = {}; },
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(state: Game) => { state.choamBaliset = [{ turn: state.turn, player: 'e', territory }]; },
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(state: Game) => { state.pendingTreacheryDiscard!.batch.entries[0].card.name = 'Forgery'; },
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]) {
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const corrupt: Game = JSON.parse(JSON.stringify(pending));
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change(corrupt);
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const before = JSON.stringify(corrupt);
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assert.throws(() => send(corrupt, 'e', { type: 'semutaCommit', event }));
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assert.equal(JSON.stringify(corrupt), before);
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}
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let declined: Game = JSON.parse(JSON.stringify(pending));
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for (const id of ['c', 'b', 'e'])
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declined = send(declined, id, { type: 'semutaPass', event });
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const claimed = send(JSON.parse(JSON.stringify(pending)), 'e',
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{ type: 'semutaCommit', event });
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for (const state of [declined, claimed]) {
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assert.equal(state.pendingTreacheryDiscard, null);
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assert.deepEqual(state.choamBaliset, [{ turn: state.turn, player: 'e', territory }]);
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assert.equal(viewGame(state, 'e').balisetRestrictions.length, 1);
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assert.throws(() => move(state), /Baliset prevents/);
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assert.deepEqual(physical(state), original);
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assert.throws(() => send(state, 'e', { type: 'semutaCommit', event }));
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}
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assert.equal(declined.discard.filter(used => used.id === card).length, 1);
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assert.equal(p(claimed, 'e').hand.filter(used => used.id === card).length, 1);
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assert.equal(claimed.discard.filter(used => used.id === semuta.id).length, 1);
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});
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void test('Baliset permits ordinary shipment into the restricted territory', () => {
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let g = allow(play(fixture()));
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g = send(g, 'e', { type: 'ship', amount: 1, ...dest(g) });
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assert.equal(p(g, 'e').forces[Object.keys(p(g, 'c').forces)[0]], 1);
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assert.equal(g.decision?.kind, 'advisor');
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});
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void test('restrictions expire with the phase/turn and cease while CHOAM is absent', () => {
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const initial = allow(play(fixture()));
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const absent = structuredClone(initial);
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p(absent, 'c').forces = {};
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const destination = dest(initial);
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const moved = send(absent, 'e', {
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type: 'move',
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from: 'red_chasm:7',
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amount: 1,
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...destination,
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});
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assert.equal(p(moved, 'e').moved, 1);
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const next = structuredClone(initial);
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next.turn++;
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assert.equal(move(next).decision?.kind, 'choamMovement');
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initial.phase = 6;
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assert.deepEqual(viewGame(initial, 'e').balisetRestrictions, []);
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});
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void test('invalid target, unoccupied territory and wrong phase never discard Baliset', () => {
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const g = fixture();
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assert.throws(() => play(g, { target: 'c' }), /another player/);
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assert.throws(() => play(g, { territory: 'arrakeen' }), /CHOAM occupies/);
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g.phase = 4;
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assert.throws(() => play(g), /Shipment and Movement/);
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assert.equal(p(g, 'c').hand.length, 1);
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});
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void test('storm and force validation occur before exposing a CHOAM window', () => {
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const g = fixture();
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g.storm = dest(g).sector;
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assert.throws(() => move(g));
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assert.equal(g.decision, null);
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g.storm = 18;
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assert.throws(() => move(g, { amount: 4 }));
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assert.equal(g.decision, null);
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});
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void test('cashing in a pending Baliset resumes movement without imposing a restriction', () => {
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const initial = fixture(true);
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contest(initial);
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const card = hold(initial, 'c', 'Karama');
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const baliset = p(initial, 'c').hand.find((c) => c.name === 'Baliset')!.id;
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let g = play(move(initial));
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g = send(g, 'c', { type: 'card', mode: 'special', card, cards: [baliset] });
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g = allow(g);
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assert.equal(p(g, 'e').moved, 1);
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assert.deepEqual(viewGame(g, 'e').balisetRestrictions, []);
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assert.equal(p(g, 'c').spice, 23);
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});
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void test('resumption rechecks force custody and routes without spending an invalid move', () => {
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for (const change of ['forces', 'storm']) {
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let g = move(fixture());
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if (change === 'forces') p(g, 'e').forces = {};
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else g.storm = dest(g).sector;
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g = send(g, 'c', { type: 'decision', decline: true });
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assert.equal(p(g, 'e').moved, 0);
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assert.equal(g.pendingChoamMove, null);
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}
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});
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void test('CHOAM losing occupation during the response cancels the effect without discarding', () => {
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let g = play(move(contest(fixture())));
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p(g, 'c').forces = {};
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g = allow(g);
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assert.equal(p(g, 'e').moved, 1);
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assert.equal(p(g, 'c').hand.length, 1);
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assert.deepEqual(viewGame(g, 'e').balisetRestrictions, []);
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});
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void test('all four AI levels can block an enemy and pass with an empty hand', () => {
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for (const difficulty of DIFFICULTIES) {
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const g = move(fixture());
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p(g, 'c').bot = difficulty;
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const action = botActions(viewGame(g, 'c'))[0];
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assert.equal(action.type, 'card');
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const blocked = send(g, 'c', action);
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assert.equal(blocked.response, null);
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assert.equal(p(blocked, 'e').moved, 0);
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assert.equal(p(blocked, 'c').hand.length, 0);
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p(g, 'c').hand = [];
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assert.equal(
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send(g, 'c', botActions(viewGame(g, 'c'))[0]).players.find(
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(p) => p.id === 'e',
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)!.moved,
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1,
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);
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}
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});
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void test('Ixian cyborg transport responds before the CHOAM destination decision', () => {
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let g = fixture(false, 2);
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p(g, 'e').faction = 'ixians';
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p(g, 'e').elites = {
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forces: { 'red_chasm:7': 1 },
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reserves: 6,
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tanks: 0,
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revived: 0,
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};
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contest(g, 'b');
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g = move(g, { elite: 1 });
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assert.equal(g.response?.kind, 'ixMovement');
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assert.equal(g.decision, null);
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g = allow(g);
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assert.equal(g.decision?.kind, 'choamMovement');
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g = allow(play(g));
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assert.equal(p(g, 'e').moved, 0);
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assert.equal(p(g, 'e').elites?.forces['red_chasm:7'], 1);
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});
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void test('Baliset does not prevent moving between sectors inside the occupied territory', () => {
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let g = fixture();
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const t = TERRITORIES.find(
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(t) => t.sectors.length > 1 && !t.sectors.includes(18),
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)!;
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p(g, 'c').forces = { [`${t.id}:${t.sectors[0]}`]: 1 };
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p(g, 'e').forces = { [`${t.id}:${t.sectors[0]}`]: 2 };
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g = allow(play(g));
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g = send(g, 'e', {
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type: 'move',
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from: `${t.id}:${t.sectors[0]}`,
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amount: 1,
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territory: t.id,
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sector: t.sectors[1],
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});
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assert.equal(p(g, 'e').moved, 1);
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assert.equal(g.decision, null);
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});
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void test('AI excludes restricted movement destinations while retaining shipment candidates', () => {
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const g = allow(play(fixture()));
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const target = dest(g).territory;
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p(g, 'e').bot = 'Brutal';
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g.spice[Object.keys(p(g, 'c').forces)[0]] = 100;
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const actions = botActions(viewGame(g, 'e'));
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assert.ok(actions.some((a) => a.type === 'ship' && a.territory === target));
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assert.ok(!actions.some((a) => a.type === 'move' && a.territory === target));
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});
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void test('AI considers its remaining Hajr movement and Kulon plus ornithopter range', () => {
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const g = fixture();
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p(g, 'c').forces = { 'red_chasm:7': 3, 'arrakeen:10': 1 };
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p(g, 'c').bot = 'Brutal';
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p(g, 'c').shipped = true;
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p(g, 'c').moved = 1;
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g.hajr = ['c'];
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g.active = 'c';
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g.choamMovement = { turn: g.turn, bonus: 1 };
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const target = TERRITORIES.flatMap((t) =>
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t.sectors.map((s) => `${t.id}:${s}`),
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).find(
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(k) =>
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gameDistance(
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g,
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'red_chasm:7',
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k,
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(k) => splitLocation(k).sector === 18,
|
|
) === 4,
|
|
)!;
|
|
assert.ok(target);
|
|
g.spice[target] = 100;
|
|
const to = splitLocation(target);
|
|
const action = botActions(viewGame(g, 'c')).find(
|
|
(a) =>
|
|
a.type === 'move' &&
|
|
a.from === 'red_chasm:7' &&
|
|
a.territory === to.territory &&
|
|
a.sector === to.sector,
|
|
);
|
|
assert.ok(action);
|
|
const after = send(g, 'c', action);
|
|
assert.equal(p(after, 'c').moved, 2);
|
|
});
|
|
void test('a cash-poor CHOAM AI keeps Baliset to answer an enemy movement', () => {
|
|
const initial = fixture(true);
|
|
hold(initial, 'c', 'Karama');
|
|
p(initial, 'c').spice = 0;
|
|
p(initial, 'c').bot = 'Brutal';
|
|
const g = move(initial);
|
|
assert.equal(botActions(viewGame(g, 'c'))[0].mode, 'choam');
|
|
});
|
|
void test('Bene Gesserit Worthless-as-Karama resumes Baliset movement through its counter window', () => {
|
|
const initial = fixture(true);
|
|
const card = hold(initial, 'b', 'Kulon');
|
|
contest(initial);
|
|
let g = play(move(initial));
|
|
g = send(g, 'b', { type: 'card', mode: 'cancel', card });
|
|
assert.equal(g.response?.kind, 'worthlessKarama');
|
|
g = allow(JSON.parse(JSON.stringify(g)));
|
|
assert.equal(p(g, 'e').moved, 1);
|
|
assert.equal(p(g, 'c').hand.length, 1);
|
|
assert.equal(g.pendingChoamMove, null);
|
|
});
|
|
void test('countering the Bene Gesserit conversion returns to the pending Baliset response', () => {
|
|
const initial = fixture(true);
|
|
const card = hold(initial, 'b', 'Kulon');
|
|
const counter = hold(initial, 'c', 'Karama');
|
|
hold(initial, 'b', 'La La La');
|
|
let g = play(move(initial));
|
|
g = send(g, 'b', { type: 'card', mode: 'cancel', card });
|
|
g = send(g, 'c', { type: 'card', mode: 'cancel', card: counter });
|
|
assert.equal(g.response?.kind, 'choamWorthless');
|
|
g = allow(g);
|
|
assert.equal(p(g, 'e').moved, 0);
|
|
assert.equal(p(g, 'e').forces['red_chasm:7'], 3);
|
|
assert.equal(g.pendingChoamMove, null);
|
|
});
|
|
void test('resuming a multisector group preserves selected elites in every source', () => {
|
|
const initial = fixture(true);
|
|
const t = TERRITORIES.find(
|
|
(t) => t.sectors.length > 1 && !t.sectors.includes(18),
|
|
)!;
|
|
const sources = t.sectors.slice(0, 2).map((s) => `${t.id}:${s}`);
|
|
const destination = TERRITORIES.flatMap((t) =>
|
|
t.sectors.map((s) => `${t.id}:${s}`),
|
|
).find(
|
|
(k) =>
|
|
splitLocation(k).territory !== t.id &&
|
|
splitLocation(k).sector !== 18 &&
|
|
sources.every(
|
|
(from) =>
|
|
gameDistance(
|
|
initial,
|
|
from,
|
|
k,
|
|
(k) => splitLocation(k).sector === 18,
|
|
) <= 1,
|
|
),
|
|
)!;
|
|
assert.ok(destination);
|
|
p(initial, 'c').forces = { [destination]: 1 };
|
|
p(initial, 'e').forces = Object.fromEntries(sources.map((k) => [k, 3]));
|
|
p(initial, 'e').elites = {
|
|
reserves: 2,
|
|
tanks: 0,
|
|
revived: 0,
|
|
forces: { [sources[0]]: 2, [sources[1]]: 1 },
|
|
};
|
|
let g = send(initial, 'e', {
|
|
type: 'move',
|
|
forces: { [sources[0]]: 2, [sources[1]]: 1 },
|
|
eliteForces: { [sources[0]]: 1, [sources[1]]: 1 },
|
|
...splitLocation(destination),
|
|
});
|
|
g = send(JSON.parse(JSON.stringify(g)), 'c', {
|
|
type: 'decision',
|
|
decline: true,
|
|
});
|
|
assert.equal(p(g, 'e').forces[destination], 3);
|
|
assert.equal(p(g, 'e').elites?.forces[destination], 2);
|
|
assert.equal(p(g, 'e').elites?.forces[sources[0]], 1);
|
|
assert.equal(p(g, 'e').elites?.forces[sources[1]] ?? 0, 0);
|
|
});
|
|
void test('Bene Gesserit advisors keep advisor status and arrival lock after CHOAM allows movement', () => {
|
|
let g = fixture(true);
|
|
p(g, 'b').faction = 'guild';
|
|
p(g, 'e').faction = 'beneGesserit';
|
|
p(g, 'e').advisors = { red_chasm: { lockedTurn: g.turn } };
|
|
const target = dest(g).territory;
|
|
g = move(g);
|
|
g = send(g, 'c', { type: 'decision', decline: true });
|
|
assert.equal(p(g, 'e').advisors?.[target].lockedTurn, g.turn);
|
|
assert.equal(p(g, 'e').moved, 1);
|
|
});
|