Juice of Sapho can change the remaining Battle-phase chooser order at clean boundaries. A chooser may occupy the physical defender slot and select the actual other combatant. Physical storm order, attackers, defenders and tie advantage remain intact. Full-roster phase priority survives aftermath, newly eligible Face Dancers and saved continuation. Controls and all four AI profiles consume the same projected choices. Independent review verified private options, public geometry, exact physical disposal, rejected-action immutability, phase expiry and boundary-bound saved chooser integrity. Actual Basic/Advanced Face Dance regressions verify later replacement priority. Authenticated SQLite tests cover duplicate concurrent card requests, private restore and battle completion. Chooser/aggressor separation and phase duration remain explicit implementation interpretations; the separate aggressor mode and unresolved timing stay gated. Reinforcements remains disabled pending the documented reserve-cost question. Types, lint, 4792 offline tests, build and 43 HTTP tests pass with unchanged source. Six fixed genuine Basic/Advanced faction samples finish in 3672 accepted actions and 97 periodic private JSON restores. They retain 82 rejected candidates at existing guarded arrival combinations; subsequent legal candidates finish. This is bounded playability evidence, not complete compliance or AI calibration. The browser used Sapho first from a later physical circle, chose Emperor, sealed and resolved a battle, then refreshed into its next choice. Emperor retained the tie win. All 9 accepted actions replay exactly using the recorded random battle event; physical custody, all private JSON views and the original seat row pass. A private harness initially needed random-event replay binding and SQLite-row prototype normalization; no production fix or game reset was required. After the reported outage, the server responded and the staged QA game restored exactly. All 970 opening games and their original seat/recovery records remain preserved (1004 after checks), including all 971 rooms present immediately before checks. SQLite integrity and foreign keys pass. No restart, database reset or recurring automation was needed. Verified source tree: b699f80600f8e297595a8e756edf367a607ddd99707474c03231e6479bd2f389
449 lines
15 KiB
TypeScript
449 lines
15 KiB
TypeScript
import assert from 'node:assert/strict';
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import test from 'node:test';
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import {
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applyAction,
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normalizeAutomaticGame,
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viewGame,
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type Action,
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type Game,
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} from '../game/engine';
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import {
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battleChooserEvent,
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quoteBattleChoosers,
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reorderBattleChoosers,
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} from '../game/battle-chooser-order';
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import {
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saphoFaceDanceGame,
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saphoFaceDanceCustody,
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} from './fixture-sapho-face-dance';
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import {
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chooseSaphoBattleAction,
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nextSaphoBattleAction,
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resolveSaphoBattle,
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saphoBattleCustody,
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saphoBattleOrderAction,
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saphoBattleOrderGame,
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takeSaphoBattleCard,
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SAPHO_BATTLE_CARD,
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} from './fixture-sapho-battle-order';
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function reject(
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g: Game,
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player: string,
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action: Action,
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reason = /Sapho|battle|chooser|opportunity|scope|scheduling/i,
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) {
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const before = JSON.stringify(g);
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assert.throws(() => applyAction(g, player, action), reason);
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assert.equal(JSON.stringify(g), before);
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}
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function restore(g: Game) {
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const reloaded: Game = JSON.parse(JSON.stringify(g));
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for (const p of g.players)
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assert.deepEqual(viewGame(reloaded, p.id), viewGame(g, p.id));
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saphoBattleCustody(reloaded);
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return reloaded;
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}
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function choose(g: Game) {
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const next = chooseSaphoBattleAction(g);
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return applyAction(g, next.player, next.action);
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}
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const pairs = (g: Game) =>
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viewGame(g, 'a')
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.battleChoices.map(({ territory, attacker, defender }) =>
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JSON.stringify([territory, attacker, defender]),
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)
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.sort();
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void test('first and last reorder Basic/Advanced remaining choosers without changing public battle geometry or physical circles', () => {
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for (const advanced of [false, true])
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for (const [owner, mode] of [
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['c', 'first'],
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['a', 'last'],
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] as const) {
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const g = saphoBattleOrderGame({ advanced, holder: owner });
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const before = structuredClone(g),
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geometry = pairs(g);
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const next = applyAction(
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g,
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owner,
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saphoBattleOrderAction(g, owner, mode),
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);
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assert.deepEqual(g, before);
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assert.deepEqual(next.order, g.order);
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assert.deepEqual(next.playerPositions, g.playerPositions);
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assert.deepEqual(pairs(next), geometry);
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assert.equal(next.active, mode === 'first' ? 'c' : 'b');
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for (const p of next.players) {
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const old = g.players.find((other) => other.id === p.id)!;
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assert.deepEqual({ ...p, hand: [] }, { ...old, hand: [] });
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assert.deepEqual(
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p.hand,
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old.hand.filter((c) => c.id !== SAPHO_BATTLE_CARD),
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);
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}
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assert.equal(
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next.discard.filter((c) => c.id === SAPHO_BATTLE_CARD).length,
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1,
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);
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assert.equal(next.battleOrder!.uses.length, 1);
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assert.deepEqual(
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viewGame(next, 'r').battleOrder!.remaining,
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mode === 'first' ? ['c', 'a', 'b'] : ['b', 'c', 'a'],
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);
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restore(next);
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}
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});
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void test('a later physical defender chooses its opponent while original combat roles, powers and tie owner stay fixed', () => {
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for (const advanced of [false, true]) {
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let g = saphoBattleOrderGame({ advanced });
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g = applyAction(g, 'c', saphoBattleOrderAction(g, 'c', 'first'));
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const request = chooseSaphoBattleAction(g);
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assert.equal(request.player, 'c');
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assert.equal(request.action.target, 'a');
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g = applyAction(g, request.player, request.action);
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assert.equal(g.battle!.chooser, 'c');
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assert.equal(g.battle!.attacker, 'a');
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assert.equal(g.battle!.defender, 'c');
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assert.equal(viewGame(g, 'c').battle!.tieWinner, 'a');
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assert.ok(g.log.at(-1)!.text.includes('chose the battle between'));
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assert.ok(g.log.at(-1)!.text.includes('Emperor remains the aggressor'));
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assert.deepEqual(viewGame(g, 'c').saphoOptions, []);
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assert.ok(g.battle!.preLeader && !g.battle!.preLeader.closed);
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// The original Atreides benefit still belongs to the actual Atreides seat.
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for (
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let step = 0;
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g.battle?.preLeader && !g.battle.preLeader.closed && step < 10;
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step++
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) {
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const next = nextSaphoBattleAction(g)!;
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g = applyAction(g, next.player, next.action);
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}
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assert.equal(g.battle?.preparation?.owner, 'c');
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assert.equal(g.battle?.preparation?.kind, 'prescience');
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g = resolveSaphoBattle(restore(g));
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const completed = JSON.stringify([
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g.lastBattleContext!.territory,
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...g.lastBattleContext!.combatants,
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]);
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assert.ok(!pairs(g).includes(completed));
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assert.equal(g.active, viewGame(g, 'a').battleOrder!.current);
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restore(g);
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}
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});
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void test('accepted phase priority survives every remaining battle and expires only on leaving Battle', () => {
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for (const advanced of [false, true]) {
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let g = saphoBattleOrderGame({ advanced, holder: 'a' });
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g = applyAction(g, 'a', saphoBattleOrderAction(g, 'a', 'last'));
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const phaseOrder = [...g.battleOrder!.priority],
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events: string[] = [],
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completed = new Set<string>();
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for (let count = 0; g.phase === 6 && count < 12; count++) {
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const before = viewGame(g, 'a').battleOrder!;
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assert.deepEqual(g.battleOrder!.priority, phaseOrder);
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assert.equal(g.active, before.current);
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assert.equal(
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before.remaining.includes('a') ? before.remaining.at(-1) : 'a',
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'a',
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);
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events.push(before.event);
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g = choose(g);
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const identity = JSON.stringify([
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g.battle!.territory,
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g.battle!.attacker,
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g.battle!.defender,
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]);
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assert.ok(
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!completed.has(identity),
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'A completed pair cannot be reopened.',
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);
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completed.add(identity);
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g = resolveSaphoBattle(restore(g));
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restore(g);
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}
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assert.equal(g.phase, 7);
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assert.ok(completed.size >= 3);
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assert.equal(new Set(events).size, events.length);
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assert.equal(g.battleOrder, undefined);
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assert.equal(g.battleOrderUseEvents, undefined);
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assert.equal(viewGame(g, 'a').battleOrder, null);
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assert.deepEqual(g.order, ['a', 'b', 'c', 'r']);
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}
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});
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void test('Nullentropy can recover the physical Sapho for a fresh opportunity without replaying the consumed event', () => {
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let g = saphoBattleOrderGame();
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const box = g.richeseCache!.find((c) => c.effect === 'nullentropyBox')!;
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takeSaphoBattleCard(g, 'c', box.id);
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// A second conserved, staged discard makes the Box selection a real choice.
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g.discard.push(g.deck.pop()!);
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const old = saphoBattleOrderAction(g, 'c', 'first');
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g = applyAction(g, 'c', old);
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const savedOrder = structuredClone(g.battleOrder);
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g = applyAction(g, 'c', { type: 'card', card: box.id });
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assert.ok(g.pendingNullentropy);
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assert.deepEqual(viewGame(g, 'c').saphoOptions, []);
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g = applyAction(restore(g), 'c', {
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type: 'decision',
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event: g.pendingNullentropy.event,
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card: SAPHO_BATTLE_CARD,
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});
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assert.deepEqual(g.battleOrder, savedOrder);
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assert.ok(g.players[2].hand.some((c) => c.id === SAPHO_BATTLE_CARD));
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reject(g, 'c', old);
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const fresh = saphoBattleOrderAction(g, 'c', 'last');
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assert.notEqual(fresh.event, old.event);
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g = applyAction(g, 'c', fresh);
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assert.equal(g.battleOrder!.uses.length, 2);
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assert.equal(g.battleOrder!.priority.at(-1), 'c');
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assert.equal(g.players[2].spice, 28);
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assert.equal(g.discard.filter((c) => c.id === SAPHO_BATTLE_CARD).length, 1);
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restore(g);
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});
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void test('a clean later boundary accepts remaining battles without reopening the already completed pair', () => {
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let g = saphoBattleOrderGame({ holder: 'b' });
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const expired = saphoBattleOrderAction(g, 'b', 'first');
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g = choose(g);
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const current = structuredClone(g.battle);
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reject(g, 'b', expired);
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assert.deepEqual(g.battle, current);
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g = resolveSaphoBattle(g);
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assert.ok(g.players[1].hand.some((c) => c.id === SAPHO_BATTLE_CARD));
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reject(g, 'b', expired);
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const completed = structuredClone(g.lastBattleContext);
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const mode = viewGame(g, 'b').saphoOptions.find(
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(o) => o.scope === 'battleOrder',
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)!.mode;
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g = applyAction(g, 'b', saphoBattleOrderAction(g, 'b', mode));
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assert.deepEqual(g.lastBattleContext, completed);
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restore(g);
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});
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void test('only a currently involved owner sees available order actions; private rival cards cannot affect eligibility', () => {
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const g = saphoBattleOrderGame();
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const changed = structuredClone(g);
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takeSaphoBattleCard(changed, 'b', changed.deck[0].id);
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for (const id of ['a', 'b', 'c', 'r']) {
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assert.deepEqual(
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viewGame(g, id).saphoOptions,
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viewGame(changed, id).saphoOptions,
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);
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assert.deepEqual(
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viewGame(g, id).battleOrder,
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viewGame(changed, id).battleOrder,
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);
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assert.deepEqual(
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viewGame(g, id).battleChoices,
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viewGame(changed, id).battleChoices,
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);
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}
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const ownerless = saphoBattleOrderGame({ holder: 'r' });
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assert.deepEqual(viewGame(ownerless, 'r').saphoOptions, []);
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reject(ownerless, 'r', {
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type: 'card',
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card: SAPHO_BATTLE_CARD,
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scope: 'battleOrder',
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mode: 'first',
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event: viewGame(ownerless, 'r').battleOrder!.event,
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});
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const action = saphoBattleOrderAction(g, 'c', 'first');
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reject(g, 'a', action, /card|hand|Sapho|opportunity/i);
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reject(g, 'c', { ...action, extra: true });
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reject(g, 'c', { ...action, mode: 'aggressor' });
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});
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void test('malformed order, markers, physical custody and selected chooser reject every read and continuation immutably', () => {
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let g = saphoBattleOrderGame();
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g = applyAction(g, 'c', saphoBattleOrderAction(g, 'c', 'first'));
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const bad: Game[] = [];
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const mutate = (change: (state: Game) => void) => {
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const state = structuredClone(g);
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change(state);
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bad.push(state);
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};
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mutate((s) => {
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s.battleOrder!.priority.reverse();
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});
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mutate((s) => {
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delete s.battleOrder;
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});
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mutate((s) => {
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delete s.battleOrderUseEvents;
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});
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mutate((s) => {
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s.battleOrder!.uses[0].eligible.push('foreign');
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});
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mutate((s) => {
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s.battleOrder!.uses[0].event = 'expired';
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});
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mutate((s) => {
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s.turn++;
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});
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mutate((s) => {
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s.phase = 7;
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});
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mutate((s) => {
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s.active = 'b';
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});
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mutate((s) => {
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s.discard.push({ ...s.discard.find((c) => c.id === SAPHO_BATTLE_CARD)! });
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});
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g = choose(g);
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mutate((s) => {
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delete s.battle!.chooser;
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});
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mutate((s) => {
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s.battle!.chooser = 'a';
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});
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mutate((s) => {
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s.battle!.chooserEvent = 'expired';
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});
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for (const state of bad) {
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const before = JSON.stringify(state);
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for (const p of state.players) assert.throws(() => viewGame(state, p.id));
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assert.throws(() => normalizeAutomaticGame(state));
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reject(
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state,
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'c',
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{ type: 'setAutopilot', difficulty: 'Easy' },
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/Sapho|battle|chooser|opportunity|scheduling|physical/i,
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);
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reject(
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state,
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'c',
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{ type: 'advanceBots' },
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/Sapho|battle|chooser|opportunity|scheduling|physical/i,
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);
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assert.equal(JSON.stringify(state), before);
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}
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});
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void test('full phase priority keeps a last holder behind a newly battle-relevant Face Dancer seat', () => {
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const physicalOrder = ['a', 'b', 't'];
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const state = reorderBattleChoosers({
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physicalOrder,
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turn: 2,
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afterBattle: null,
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pairs: [{ territory: 'arrakeen', attacker: 'a', defender: 'b' }],
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event: battleChooserEvent(2, null, 0),
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player: 'a',
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mode: 'last',
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});
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assert.deepEqual(state.priority, ['b', 't', 'a']);
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const afterFaceDance = quoteBattleChoosers(
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[{ territory: 'arrakeen', attacker: 'a', defender: 't' }],
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physicalOrder,
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state.priority,
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);
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assert.equal(afterFaceDance.current, 't');
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assert.deepEqual(afterFaceDance.choices[0], {
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territory: 'arrakeen',
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attacker: 'a',
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defender: 't',
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chooser: 't',
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});
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assert.deepEqual(quoteBattleChoosers([], physicalOrder, state.priority), {
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choices: [],
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remaining: [],
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current: null,
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});
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});
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void test('actual Basic/Advanced Face Dance brings a new chooser ahead of the surviving Sapho-last bystander', () => {
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for (const advanced of [false, true]) {
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const fixture = saphoFaceDanceGame(advanced);
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let g = fixture.game;
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g = applyAction(g, 'a', saphoBattleOrderAction(g, 'a', 'last'));
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assert.equal(g.active, 'b');
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assert.ok(!viewGame(g, 'a').battleOrder!.remaining.includes('t'));
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g = applyAction(g, 'b', {
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type: 'chooseBattle',
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territory: 'arrakeen',
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target: 'c',
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});
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for (let step = 0; g.decision?.kind !== 'faceDance' && step < 60; step++) {
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const b = g.battle;
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if (
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b &&
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!g.response &&
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!g.decision &&
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!b.preparation &&
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(!b.preLeader || b.preLeader.closed)
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) {
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const unsealed = [b.attacker, b.defender].find((id) => !b.plans[id]);
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if (unsealed) {
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g = applyAction(g, unsealed, {
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type: 'battlePlan',
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dial: 0,
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support: 0,
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leader:
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unsealed === 'b' ? fixture.winnerLeader : fixture.loserLeader,
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});
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continue;
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}
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const voter = [b.attacker, b.defender].find(
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(id) => b.traitorCalls[id] === undefined,
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);
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if (voter) {
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g = applyAction(g, voter, { type: 'traitorCall', call: false });
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continue;
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}
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}
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const next = nextSaphoBattleAction(g);
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assert.ok(next);
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g = applyAction(g, next.player, next.action);
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}
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assert.equal(g.decision?.kind, 'faceDance');
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assert.equal(g.lastBattleContext!.winner, 'b');
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assert.equal(viewGame(g, 'a').battleOrder!.current, null);
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assert.deepEqual(viewGame(g, 'a').saphoOptions, []);
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const event = g.lastBattleContext!.event,
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priority = [...g.battleOrder!.priority];
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for (const p of g.players)
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assert.deepEqual(
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viewGame(JSON.parse(JSON.stringify(g)), p.id),
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viewGame(g, p.id),
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);
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g = applyAction(JSON.parse(JSON.stringify(g)), 't', {
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type: 'decision',
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reveal: true,
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sources: { reserves: 1 },
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sector: 10,
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});
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assert.equal(g.players[0].forces['arrakeen:10'], 3);
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assert.equal(g.players[1].reserves, 20);
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assert.equal(g.players[4].forces['arrakeen:10'], 1);
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assert.equal(g.players[4].reserves, 19);
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assert.equal(g.active, 't');
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assert.deepEqual(g.battleOrder!.priority, priority);
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assert.equal(g.lastBattleContext!.event, event);
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assert.deepEqual(viewGame(g, 'a').battleOrder!.remaining, ['t', 'a']);
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const next = viewGame(g, 't').battleChoices.find(
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(choice) => choice.chooser === 't',
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)!;
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assert.deepEqual(next, {
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territory: 'arrakeen',
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attacker: 'a',
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defender: 't',
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chooser: 't',
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});
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saphoFaceDanceCustody(g);
|
|
for (const p of g.players)
|
|
assert.deepEqual(
|
|
viewGame(JSON.parse(JSON.stringify(g)), p.id),
|
|
viewGame(g, p.id),
|
|
);
|
|
g = applyAction(g, 't', {
|
|
type: 'chooseBattle',
|
|
territory: 'arrakeen',
|
|
target: 'a',
|
|
});
|
|
assert.equal(g.battle!.chooser, 't');
|
|
assert.equal(g.battle!.attacker, 'a');
|
|
assert.equal(g.battle!.defender, 't');
|
|
}
|
|
});
|