114 lines
6.8 KiB
TypeScript
114 lines
6.8 KiB
TypeScript
import assert from 'node:assert/strict';
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import test from 'node:test';
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import { applyAction, createGame, joinGame, newPlayer, viewGame, type Action, type Game } from '../game/engine';
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import { botActions } from '../game/bots';
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import { DIFFICULTIES } from '../game/bot-profiles';
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import { TERRITORIES } from '../game/board';
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import { RECRUITS_CARD_ID } from '../game/recruits';
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import { SEMUTA_DRUG_ID } from '../game/semuta-drug';
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import { nextRicheseStrongholdsNativeStep } from './fixture-richese-strongholds';
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import { basicSemutaAmbassadorClean as clean, basicSemutaAmbassadorInventory as inventory,
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basicSemutaAmbassadorPlayer as seat } from './fixture-basic-semuta-ambassador';
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/** Public selected-deck setup, original auctions and actual Revival. Only the
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* initial unopened ordinary/Spice order is selected to make this journey short. */
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function nativeFixture(native: 'tleilaxu' | 'ecaz') {
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let game = createGame('SEMUTANATIVERECRUITS', newPlayer('atreides', 'Atreides', 'atreides'), false,
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['choam', 'ix', 'ecaz']);
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for (const faction of ['richese', 'guild', native] as const)
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joinGame(game, newPlayer(faction, faction, faction));
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const owner = 'atreides', holder = 'guild';
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const act = (actor: string, action: Action) => { game = applyAction(game, actor, action); };
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const reach = (until: (state: Game) => boolean) => {
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for (let i = 0; i < 1600; i++) {
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if (until(game)) return;
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assert.notEqual(game.status, 'finished');
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const step = nextRicheseStrongholdsNativeStep(game);
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assert.ok(step, `Native action required at ${game.turn}/${game.phase}/${game.decision?.kind}`);
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act(step.actor, step.action);
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}
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throw Error('The native Semuta/Recruits game did not reach its requested boundary.');
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};
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act(owner, {type:'moduleOption', module:'ecazTreachery', enabled:true});
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for (const player of game.players) act(player.id, {type:'ready'});
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act(owner, {type:'start'});
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assert.equal(game.status, 'setup');
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assert.equal(game.semutaRecruitsPreview, true);
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const original = inventory(game);
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const starting = game.deck.filter(card => ['projectile','poison','shield','snooper'].includes(card.kind))
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.slice(0, game.players.length).map(card => card.id);
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assert.equal(starting.length, game.players.length);
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for (const [position, id] of [...starting, RECRUITS_CARD_ID].entries()) {
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const from = game.deck.findIndex(card => card.id === id); assert.ok(from >= position);
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[game.deck[position], game.deck[from]] = [game.deck[from], game.deck[position]];
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}
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for (let i = 0; game.status === 'setup' && i < 100; i++) {
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const step = nextRicheseStrongholdsNativeStep(game); assert.ok(step); act(step.actor, step.action);
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}
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assert.equal(game.status, 'playing');
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for (let position = 0; position < 4; position++) {
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const from = game.spiceDeck.findIndex((card, index) => index >= position && 'territory' in card && !card.discovery);
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assert.ok(from >= position);
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const card = game.spiceDeck.splice(from, 1)[0]; game.spiceDeck.splice(position, 0, card);
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}
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reach(state => !state.response && !state.phaseOpening && state.decision?.kind === 'richeseCache');
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act('richese', {type:'decision', event:game.richeseBidding!.event, card:SEMUTA_DRUG_ID,
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method:'onceAround', direction:'counterclockwise'});
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reach(state => clean(state) && !!state.richeseAuction && !state.richeseAuction.outcome);
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for (let i = 0; !seat(game, holder).hand.some(card => card.id === SEMUTA_DRUG_ID) && i < 8; i++) {
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const lot = game.richeseAuction; assert.ok(lot && lot.active && !lot.outcome);
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act(lot.active, {type:'richeseBid', event:lot.event, amount:lot.active === holder ? 1 : null, allyPayment:0});
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reach(clean);
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}
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assert.ok(seat(game, holder).hand.some(card => card.id === SEMUTA_DRUG_ID));
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reach(state => state.phase === 3 && clean(state) && state.auction?.active === owner);
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assert.equal(game.auction!.cards[game.auction!.index].id, RECRUITS_CARD_ID);
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act(owner, {type:'bid', amount:1, allyPayment:0});
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reach(state => clean(state) && seat(state, owner).hand.some(card => card.id === RECRUITS_CARD_ID));
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reach(state => state.phase === 5 && state.active === owner && clean(state));
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const sector = game.storm % 18 + 1;
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const destination = TERRITORIES.find(place => place.type === 'sand' && place.sectors.includes(sector) &&
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game.players.every(player => !Object.keys(player.forces).some(key => key.startsWith(`${place.id}:`))));
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assert.ok(destination);
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const location = `${destination.id}:${sector}`;
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act(owner, {type:'ship', territory:destination.id, sector, amount:3, elite:0, allyPayment:0});
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reach(state => state.turn === 2 && state.phase === 4 && clean(state));
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assert.equal(seat(game, owner).forces[location], undefined);
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assert.equal(seat(game, owner).tanks, 3);
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assert.deepEqual(inventory(game), original);
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return {game, owner, holder, original};
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}
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for (const native of ['tleilaxu','ecaz'] as const) for (const claim of [false,true]) {
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void test(`Basic ${native} selected-family Recruits discard offers Semuta: ${claim ? 'claim' : 'pass'}`, () => {
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const {game, owner, holder, original} = nativeFixture(native);
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const pending = applyAction(game, owner, {type:'card', card:RECRUITS_CARD_ID});
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const frame = pending.pendingTreacheryDiscard; assert.ok(frame);
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assert.equal(frame.continuation.kind, 'ordinaryCardDiscard');
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assert.equal(frame.reaction?.stage, 'offer');
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assert.deepEqual(frame.batch.entries.map(entry => entry.card.id), [RECRUITS_CARD_ID]);
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assert.equal(pending.recruits?.turn, pending.turn);
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const event = frame.batch.event;
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for (const difficulty of DIFFICULTIES) {
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const view = viewGame(pending, holder); view.players.find(player => player.id === holder)!.bot = difficulty;
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assert.ok(botActions(view).some(action => action.type === 'semutaCommit' || action.type === 'semutaPass'));
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}
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let done = pending;
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if (claim) {
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done = applyAction(done, holder, {type:'semutaCommit', event});
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if (done.pendingTreacheryDiscard?.reaction?.stage === 'select')
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done = applyAction(done, holder, {type:'semutaSelect', event, card:RECRUITS_CARD_ID});
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} else for (const player of pending.players) done = applyAction(done, player.id, {type:'semutaPass', event});
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assert.equal(done.pendingTreacheryDiscard, null);
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assert.equal(viewGame(done, owner).revival.freeRemaining, 4);
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assert.equal(viewGame(done, owner).revival.limit, 7);
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assert.equal(seat(done, holder).hand.some(card => card.id === RECRUITS_CARD_ID), claim);
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assert.equal(done.discard.filter(card => card.id === SEMUTA_DRUG_ID).length, Number(claim));
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assert.deepEqual(inventory(done), original);
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const tanks = seat(done, owner).tanks, reserves = seat(done, owner).reserves;
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done = applyAction(done, owner, {type:'revive', amount:3, elite:0});
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assert.equal(seat(done, owner).tanks, tanks - 3);
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assert.equal(seat(done, owner).reserves, reserves + 3);
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});
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}
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