Files
Dune/tests/choam-baliset.test.ts
T

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