92 lines
5.0 KiB
TypeScript
92 lines
5.0 KiB
TypeScript
import assert from 'node:assert/strict';
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import test from 'node:test';
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import { registerHooks } from 'node:module';
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import { readFileSync } from 'node:fs';
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import { createElement } from 'react';
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import { renderToStaticMarkup } from 'react-dom/server';
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import { handLimit, viewGame, type Action, type GameView } from '../game/engine';
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import { act, finishRevival, inventory, player } from './fixture-kull-revival-semuta';
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import { createSemutaRevivalBenefitsForcesFixture } from './fixture-semuta-revival-benefits-forces';
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const aliases = registerHooks({
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resolve(specifier, context, next) {
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return next(specifier === 'next/image' ? 'vinext/shims/image' :
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specifier === 'next/link' ? 'vinext/shims/link' : specifier, context);
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},
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load(url, context, next) {
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if (!url.endsWith('.module.css')) return next(url, context);
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const css = readFileSync(new URL(url),'utf8');
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const classes = Object.fromEntries([...css.matchAll(/\.([a-zA-Z_][\w-]*)/g)].map(match => [match[1],match[1]]));
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return {format:'module',source:`export default ${JSON.stringify(classes)}`,shortCircuit:true};
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},
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});
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const {GameTable} = await import('../components/game-table');
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const {Truthtrance} = await import('../components/truthtrance');
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const {RevivalPromiseGuideButton} = await import('../components/revival-promises');
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aliases.deregister();
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const table = (game:GameView) => renderToStaticMarkup(createElement(GameTable,
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{game,busy:false,send:async () => {},onExit() {}}));
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const truth = (game:GameView) => renderToStaticMarkup(createElement(Truthtrance,
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{game,busy:false,act() {}}));
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/** The native Basic source actually buys Semuta, ships four CHOAM forces and
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* loses them to Storm. Only an original physical Truthtrance is reassigned to
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* the asker; no phase, force, purse, pending decision or promise is installed. */
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void test('the Kull and Richese table renders a real Revival question, answer and owned return guide',()=>{
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const source = createSemutaRevivalBenefitsForcesFixture({kind:'choamRevival',advanced:false});
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let game = structuredClone(source.beforeRevival);
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assert.ok(game.kullPreview && game.semutaPreview);
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assert.equal(player(game,'choam').tanks,4);
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const originalCards = inventory(game);
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const zones = [game.deck,game.discard,...(game.richeseCache ? [game.richeseCache] : []),
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...(game.richeseRemoved ? [game.richeseRemoved] : []),...game.players.map(seat=>seat.hand)];
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const zone = zones.find(cards=>cards.some(card=>card.effect === 'truthtrance')); assert.ok(zone);
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const [card] = zone.splice(zone.findIndex(row=>row.effect === 'truthtrance'),1);
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const asker = player(game,'atreides'); assert.ok(asker.hand.length < handLimit(asker));
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asker.hand.push(card);
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assert.deepEqual(inventory(game),originalCards);
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game = act(game,'atreides',{type:'card',card:card.id});
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while (game.truthtrance?.stage === 'priority') {
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const next = game.players.find(seat=>!game.truthtrance!.passed.includes(seat.id)); assert.ok(next);
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game = act(game,next.id,{type:'truthPass'});
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}
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const asking = viewGame(game,'atreides');
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assert.ok(asking.truthRevivalTargets.includes('choam'));
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assert.match(truth(asking), /<option value="revival">Bind ordinary force revivals this turn<\/option>/);
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assert.match(table(asking), /Bind ordinary force revivals this turn/);
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game = act(game,'atreides',{type:'truthAsk',question:{kind:'revival',target:'choam',
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turn:game.turn,counter:'total',minimum:3}});
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const respondent = viewGame(game,'choam');
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assert.ok(respondent.truthRevivalAnswers?.includes('yes'));
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assert.ok(respondent.truthRevivalAnswers?.includes('no'));
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assert.equal(viewGame(game,'atreides').truthRevivalAnswers,null);
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assert.match(truth(respondent),/Answer Yes/);
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assert.match(truth(respondent),/Answer No/);
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assert.match(table(respondent),/Answer Yes/);
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assert.match(table(respondent),/Answer No/);
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game = act(game,'choam',{type:'truthAnswer',answer:'yes'});
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const pending = game.pendingTreacheryDiscard; assert.ok(pending?.reaction);
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const event = pending.batch.event;
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for (let count=0;game.pendingTreacheryDiscard?.batch.event === event && count<game.players.length;count++) {
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const reaction = game.pendingTreacheryDiscard!.reaction; assert.ok(reaction?.stage === 'offer');
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const next = game.players.find(seat=>!reaction.passed.includes(seat.id)); assert.ok(next);
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game = act(game,next.id,{type:'semutaPass',event});
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}
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assert.notEqual(game.pendingTreacheryDiscard?.batch.event,event);
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const own = viewGame(game,'choam'), sent:Action[] = [];
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assert.ok(own.revivalPromiseGuide);
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assert.match(table(own),/Revive 3 forces while honoring your answers/);
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const button = RevivalPromiseGuideButton({game:own,busy:false,send(action) {sent.push(action);}});
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assert.ok(button); assert.equal(button.props.disabled,false); button.props.onClick();
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assert.deepEqual(sent,[own.revivalPromiseGuide.action]);
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game = act(game,'choam',sent[0]);
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game = finishRevival(game);
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assert.ok(game.revivalPromises?.some(row=>row.player === 'choam' && row.fulfilled));
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assert.equal(player(game,'choam').tanks,1);
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assert.deepEqual(inventory(game),originalCards);
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});
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