The user answered five recorded questions; each ruling is indexed in RULE_DECISIONS.md and implemented with a focused regression. - CHOAM opening income counts as a qualifying collection, so low-population Tupile adds its bank increment under the Inflation multiplier. The engine guard is removed and the projection/notice expose the added bonus. - An exhausted Richese cache is legal and restores one ordinary lot; the canceled/prevented compulsory cache auction branch restores the reduction before the ordinary pool runs and the cache offer is skipped when no cache lot can run. The pure continuation quote mirrors the count. - Suk-rescued casualties count toward Advanced Atreides' seven Kwisatz Haderach losses: the battle-loss counter gains the full dialed allocation in both rescue paths, and the earlier Suk availability restriction is removed. - The Guild Nexus Secret Ally reserve return overrides the Arrakis-to-native- Homeworld restriction for the holder's own reserves and deposits through the shared native-reserve pipeline (generalized from the revival deposit). - Interior passengers count as entering the territories a relocated Ixian HMS points into, so Sandmaster collects there before the native collection. Full offline suite 7804/7804, types and lint pass. Historical evidence and superseded test expectations are updated to the ruled behaviour; preserved combined Homeworld/Nexus, occupation and Richese captures are unblocked but not re-run here. No existing game, seat or saved state was changed.
260 lines
15 KiB
TypeScript
260 lines
15 KiB
TypeScript
import assert from 'node:assert/strict';
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import test from 'node:test';
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import { applyAction, viewGame, 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 {
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advancedNativePlayer as player, advancedNativeStep, advanceAdvancedNativeSkillsToPhase,
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assertAdvancedNativeCustody as custody, completeAdvancedNativeSkillsSetup,
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completedAdvancedNativeSkillsGame, createAdvancedNativeSkillBattle,
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finishAdvancedNativeSkillAftermath, initializeAdvancedNativeSkillsSetup,
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openAdvancedNativeSkillBattle, rejectAdvancedNativeAction as reject,
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} from './fixture-advanced-native-skills';
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function trainer(game: Game, actor: string): string {
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const assignment = game.leaderSkills!.assignments.find(a => a.owner === actor);
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assert.ok(assignment);
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return assignment.leader;
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}
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function untrainedLeader(game: Game, actor: string): string {
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const p = game.players.find(p => p.id === actor)!;
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const leaders = p.leaders.filter(l => !l.dead && l.id !== trainer(game, actor) && l.id !== 'choam-auditor');
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leaders.sort((a, b) => a.strength - b.strength);
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assert.ok(leaders[0]);
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return leaders[0].id;
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}
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function resolvePlans(game: Game, actor: string, target: string): Game {
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game = applyAction(game, actor, { type: 'traitorCall', call: false });
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return applyAction(game, target, { type: 'traitorCall', call: false });
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}
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void test('Advanced native Ix typed support preserves paid cyborg casualties through skilled Suk and native substitution', () => {
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let game = createAdvancedNativeSkillBattle({ family: 'ixians', requestedSkill: 'suk-graduate' });
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const actor = player(game, 'ixians').id;
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const target = player(game, 'emperor').id;
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const funds = player(game, 'ixians').spice;
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game = openAdvancedNativeSkillBattle(game, actor, target);
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reject(game, actor, { type: 'battlePlan', dial: 5, support: 3, leader: trainer(game, actor) });
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game = applyAction(game, actor, { type: 'battlePlan', dial: 5, support: 1, leader: trainer(game, actor) });
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game = applyAction(game, target, { type: 'battlePlan', dial: 0, support: 0, leader: untrainedLeader(game, target) });
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game = resolvePlans(game, actor, target);
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if (game.decision?.kind === 'battleLosses') {
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const choice = game.decision.options.findIndex(o => o.normal === 4 && o.elite === 2);
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assert.ok(choice >= 0);
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game = applyAction(game, actor, { type: 'decision', choice });
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}
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assert.equal(player(game, 'ixians').spice, funds - 1);
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assert.equal(game.decision?.kind, 'sukRescue');
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if (game.decision?.kind !== 'sukRescue') throw new Error('Expected native Suk rescue');
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assert.deepEqual(game.pendingSukRescue!.losses, { normal: 4, elite: 2, paidNormal: 0, paidElite: 1 });
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const pending = game;
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const choice = game.decision.options.findIndex(o => o.normal === 1 && o.elite === 1 && o.kept?.kind === 'normal');
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assert.ok(choice >= 0);
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reject(game, target, { type: 'decision', event: game.decision.event, choice });
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game = applyAction(game, actor, { type: 'decision', event: game.decision.event, choice });
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assert.equal(player(game, 'ixians').forces['wind_pass:14'], 3);
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assert.equal(player(game, 'ixians').reserves, 13);
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assert.equal(player(game, 'ixians').tanks, 4);
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assert.equal(player(game, 'ixians').elites!.reserves, 6);
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assert.equal(player(game, 'ixians').elites!.tanks, 1);
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assert.equal(game.decision?.kind, 'ixSubstitution');
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reject(game, actor, { type: 'decision', sources: { 'wind_pass:14': 2 }, recover: { 'wind_pass:14': 2 } });
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game = applyAction(game, actor, { type: 'decision', sources: { 'wind_pass:14': 1 }, recover: { 'wind_pass:14': 1 } });
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game = finishAdvancedNativeSkillAftermath(game);
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assert.equal(player(game, 'ixians').elites!.tanks, 0);
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assert.equal(player(game, 'ixians').elites!.forces['wind_pass:14'], 1);
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assert.equal(player(game, 'ixians').tanks, 4);
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assert.equal(player(game, 'ixians').spice, funds - 1);
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custody(game);
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for (const difficulty of DIFFICULTIES) {
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const view = viewGame(pending, actor);
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view.players.find(p => p.id === actor)!.bot = difficulty;
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const action = botActions(view)[0];
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assert.ok(action, difficulty);
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const rescued = applyAction(pending, actor, action);
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assert.equal(rescued.pendingSukRescue, null);
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assert.equal(player(rescued, 'ixians').spice, funds - 1);
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custody(rescued);
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}
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});
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void test('Advanced CHOAM cannot train its original Auditor; a real native trainer still takes the physical skill', () => {
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const options = { family: 'choam' as const, requestedSkill: 'bureaucrat' as const };
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let game = initializeAdvancedNativeSkillsSetup(options);
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const actor = player(game, 'choam').id;
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const offer = game.leaderSkills!.offers[actor];
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reject(game, actor, { type: 'leaderSkill', event: offer.event, skill: 'bureaucrat', leader: 'choam-auditor' });
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const native = viewGame(game, actor).leaderSkills!.eligibleLeaders[0];
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assert.ok(native);
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game = applyAction(game, actor, { type: 'leaderSkill', event: offer.event, skill: 'bureaucrat', leader: native.id });
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assert.equal(game.leaderSkills!.assignments.find(a => a.owner === actor)!.leader, native.id);
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game = completeAdvancedNativeSkillsSetup(game, options);
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const auditor = player(game, 'choam').leaders.find(l => l.id === 'choam-auditor')!;
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assert.ok(auditor && !auditor.dead);
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custody(game);
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});
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void test('original Auditor paid revival returns that leader without drawing or replacing a skill', () => {
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let game = completedAdvancedNativeSkillsGame({ family: 'choam', requestedSkill: 'bureaucrat' });
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game = advanceAdvancedNativeSkillsToPhase(game, 4);
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const owner = player(game, 'choam');
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const auditor = owner.leaders.find(l => l.id === 'choam-auditor')!;
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assert.ok(auditor && !auditor.dead);
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// Controlled death position, preserving the original Auditor and trained leader.
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auditor.dead = true;
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auditor.deaths = 1;
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const funds = owner.spice;
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const skills = structuredClone(game.leaderSkills);
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const revival = viewGame(game, owner.id).revival.leaders.find(l => l.id === auditor.id);
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assert.ok(revival);
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assert.equal(revival.cost, 2);
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game = applyAction(game, owner.id, { type: 'reviveLeader', leader: auditor.id });
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for (let i = 0; (game.response || game.decision || game.pendingRevival) && i < 100; i++) game = advancedNativeStep(game);
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assert.equal(player(game, 'choam').leaders.find(l => l.id === auditor.id)!.dead, false);
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assert.equal(player(game, 'choam').spice, funds - 2);
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assert.equal(player(game, 'choam').leaderRevived, true);
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assert.deepEqual(game.leaderSkills, skills);
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reject(game, owner.id, { type: 'reviveLeader', leader: auditor.id });
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custody(game);
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});
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void test('Advanced CHOAM own paid support does not generate its own income and Smuggler collects actual battlefield spice', () => {
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let game = createAdvancedNativeSkillBattle({ family: 'choam', requestedSkill: 'smuggler' });
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const actor = player(game, 'choam').id;
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const target = player(game, 'emperor').id;
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const ownFunds = player(game, 'choam').spice;
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const enemyFunds = player(game, 'emperor').spice;
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const collected = Math.min(5, player(game, 'choam').leaders.find(l => l.id === trainer(game, actor))!.strength);
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game.spice['wind_pass:14'] = 5; // Explicit controlled battlefield-spice rule position.
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game = openAdvancedNativeSkillBattle(game, actor, target);
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reject(game, actor, { type: 'battlePlan', dial: 3, support: ownFunds + 1, leader: trainer(game, actor) });
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game = applyAction(game, actor, { type: 'battlePlan', dial: 3, support: 2, leader: trainer(game, actor) });
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game = applyAction(game, target, { type: 'battlePlan', dial: 2, support: 2, leader: untrainedLeader(game, target) });
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game = resolvePlans(game, actor, target);
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assert.equal(game.lastBattleContext?.smugglerCollection?.amount, collected);
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assert.equal(game.lastBattleContext?.smugglerCollection?.stage, 'collected');
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assert.equal(player(game, 'choam').spice, ownFunds - 2 + 1 + collected);
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assert.equal(game.spice['wind_pass:14'], 5 - collected);
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game = finishAdvancedNativeSkillAftermath(game);
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assert.equal(player(game, 'choam').tanks, 4);
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assert.equal(player(game, 'choam').forces['wind_pass:14'], 4);
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assert.equal(player(game, 'emperor').tanks, 8);
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assert.equal(player(game, 'emperor').spice, enemyFunds - 2);
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assert.equal(player(game, 'choam').spice, ownFunds - 2 + 1 + 5,
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'Original Collection collects the one spice left after the skilled leader, separately from support income.');
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assert.equal(game.spice['wind_pass:14'] ?? 0, 0);
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assert.equal(game.pendingChoamBattleIncome, null);
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assert.equal(game.battle, null);
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custody(game);
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});
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void test('CHOAM prepaid ally support consumes its original donor pool and excludes that share from native income', () => {
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let game = createAdvancedNativeSkillBattle({ family: 'choam', skillOwner: 'atreides', requestedSkill: 'smuggler' });
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const owner = player(game, 'atreides');
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const donor = player(game, 'choam');
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const enemy = player(game, 'emperor');
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// Controlled mutual-alliance rule position; real native wallets fund the pledge.
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owner.ally = donor.id;
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donor.ally = owner.id;
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const ownFunds = owner.spice;
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const donorFunds = donor.spice;
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const enemyFunds = enemy.spice;
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game = applyAction(game, owner.id, { type: 'chooseBattle', territory: 'wind_pass', target: enemy.id });
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while (game.decision?.kind === 'leaderSkillVisibility')
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game = applyAction(game, game.decision.player,
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{ type: 'leaderSkillVisibility', event: game.decision.event, hide: true });
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assert.equal(game.decision?.kind, 'choamBattleFunding');
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reject(game, owner.id, { type: 'decision', amount: 2 });
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game = applyAction(game, donor.id, { type: 'decision', amount: 2 });
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assert.equal(player(game, 'choam').spice, donorFunds - 2);
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assert.equal(game.aid[donor.id].amount, 2);
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for (let i = 0; (game.response || game.decision || game.battle?.preparation) && i < 100; i++) {
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if (game.decision?.kind === 'leaderSkillVisibility')
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game = applyAction(game, game.decision.player, { type: 'leaderSkillVisibility', event: game.decision.event, hide: true });
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else game = advancedNativeStep(game);
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}
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reject(game, owner.id, { type: 'battlePlan', dial: 4, support: 4, allyPayment: 3, leader: trainer(game, owner.id) });
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game = applyAction(game, owner.id, { type: 'battlePlan', dial: 4, support: 4, allyPayment: 2, leader: trainer(game, owner.id) });
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game = applyAction(game, enemy.id, { type: 'battlePlan', dial: 2, support: 2, leader: untrainedLeader(game, enemy.id) });
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game = finishAdvancedNativeSkillAftermath(resolvePlans(game, owner.id, enemy.id));
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assert.equal(player(game, 'atreides').spice, ownFunds - 2);
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assert.equal(player(game, 'choam').spice, donorFunds - 2 + 2,
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'Income is floor((4 supported - 2 prepaid)/2) plus floor(2 opponent support/2).');
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assert.equal(player(game, 'emperor').spice, enemyFunds - 2);
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assert.equal(game.aid[donor.id]?.amount ?? 0, 0);
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assert.equal(player(game, 'atreides').forces['wind_pass:14'], 4);
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assert.equal(player(game, 'atreides').tanks, 4);
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assert.equal(player(game, 'emperor').tanks, 8);
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assert.equal(game.battle, null);
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custody(game);
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});
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void test('native CHOAM Bureaucrat redirects only another payer while its native Worthless power remains usable', () => {
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let game = createAdvancedNativeSkillBattle({ family: 'choam', requestedSkill: 'bureaucrat' });
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Object.assign(game, { phase: 5, active: player(game, 'choam').id });
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const owner = player(game, 'choam');
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const payer = player(game, 'emperor');
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const payee = player(game, 'atreides');
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const funds = payer.spice;
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const bribes = payee.bribes;
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game = applyAction(game, payer.id, { type: 'bribe', target: payee.id, amount: 5 });
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assert.equal(game.decision?.kind, 'bureaucratPayment');
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assert.equal(game.decision?.player, owner.id);
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const event = game.bureaucratPaymentEvent;
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game = applyAction(game, owner.id, { type: 'decision', event, redirect: true });
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assert.equal(player(game, 'emperor').spice, funds - 5);
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assert.equal(player(game, 'atreides').bribes, bribes + 3);
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reject(game, owner.id, { type: 'decision', event, redirect: true });
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const index = game.deck.findIndex(c => c.name === 'Kulon');
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assert.ok(index >= 0);
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const kulon = game.deck.splice(index, 1)[0];
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player(game, 'choam').hand.push(kulon); // Conserved canonical native card staging.
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game = applyAction(game, owner.id, { type: 'card', mode: 'choam', card: kulon.id });
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for (let i = 0; (game.response || game.pendingTreacheryDiscard) && i < 100; i++) game = advancedNativeStep(game);
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assert.equal(game.choamMovement?.bonus, 1);
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assert.equal(player(game, 'choam').hand.some(c => c.id === kulon.id), false);
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assert.equal(game.discard.filter(c => c.id === kulon.id).length, 1);
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custody(game);
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});
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void test('Advanced native admission assigns Atreides Suk and rejects a forged Ix-controlled foreign ghola without mutation', () => {
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const options = { family: 'ixians' as const, skillOwner: 'atreides' as const, requestedSkill: 'suk-graduate' as const };
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let game = initializeAdvancedNativeSkillsSetup(options);
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while (game.decision?.kind === 'ixSetup') game = advancedNativeStep(game);
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const actor = player(game, 'atreides').id;
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const offer = game.leaderSkills!.offers[actor];
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const leader = viewGame(game, actor).leaderSkills!.eligibleLeaders[0].id;
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// User ruling 7 October 2026: Suk is no longer withheld from Advanced Atreides.
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const assigned = applyAction(game, actor, { type: 'leaderSkill', event: offer.event, skill: 'suk-graduate', leader });
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assert.equal(assigned.leaderSkills!.assignments.find(a => a.owner === actor)!.skill, 'suk-graduate');
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assert.ok(!assigned.leaderSkills!.deck.includes('suk-graduate'));
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game = completeAdvancedNativeSkillsSetup(assigned, options);
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assert.equal(game.leaderSkills!.assignments.find(a => a.owner === actor)!.skill, 'suk-graduate');
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custody(game);
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// An Ixian cannot control this original foreign disc. Legitimate native
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// Tleilaxu revival is covered separately, without fabricating assignments.
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const foreign = player(game, 'emperor').leaders.find(l => l.id !== trainer(game, player(game, 'emperor').id))!;
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foreign.gholaBy = player(game, 'ixians').id;
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reject(game, actor, { type: 'ready' });
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});
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void test('captured native trainer blocks replacement revival, retaining the physical skill and Tanks leader', () => {
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let game = completedAdvancedNativeSkillsGame({ family: 'ixians', requestedSkill: 'warmaster', opponents: ['harkonnen', 'emperor'] });
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game = advanceAdvancedNativeSkillsToPhase(game, 4);
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const owner = player(game, 'ixians');
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const trained = owner.leaders.find(l => l.id === trainer(game, owner.id))!;
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trained.capturedBy = player(game, 'harkonnen').id;
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const dead = owner.leaders.find(l => l.id !== trained.id)!;
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for (const leader of owner.leaders) if (leader.id !== trained.id) {
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leader.dead = true;
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leader.deaths = 1;
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} // Controlled captured trainer and all other native leaders in Tanks.
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const skills = structuredClone(game.leaderSkills);
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reject(game, owner.id, { type: 'reviveLeader', leader: dead.id }, /replacement-skill ruling/);
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assert.equal(dead.dead, true);
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assert.equal(trained.capturedBy, player(game, 'harkonnen').id);
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assert.deepEqual(game.leaderSkills, skills);
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custody(game);
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});
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