Files
Dune/tests/classic-skills-stronghold-runtime.test.ts
T
Quintine 7e3bec2721 Implement the five 7 October pending rule rulings
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superseded test expectations are updated to the ruled behaviour; preserved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.
2026-10-07 21:56:17 +11:00

298 lines
21 KiB
TypeScript

import assert from 'node:assert/strict';
import test from 'node:test';
import { applyAction, createGame, joinGame, newPlayer, viewGame, type Action, type Game } from '../game/engine';
import { botActions } from '../game/bots';
import { treacheryDeck } from '../game/cards';
import { LEADER_SKILL_CARDS } from '../game/leader-skill-cards';
import { strongholdControllers } from '../game/stronghold-cards';
import { ownedTech, TECH_TOKENS } from '../game/tech-tokens';
import type { BattleResolutionQuote } from '../game/battle-resolution-quote';
import type { SukRescueOption } from '../game/suk-graduate';
import {
classicSkillsStrongholdPlayer as player, createClassicSkillsStrongholdFixture,
finishClassicSkillsStrongholdBattle, nextClassicSkillsStrongholdStep,
prepareClassicSkillsStrongholdBattle, quoteClassicSkillsStrongholdBattle,
revealClassicSkillsStrongholdBattle, type ClassicSkillsStrongholdFixture,
} from './fixture-classic-skills-stronghold';
function custody(game: Game): void {
const cards = [...game.deck, ...game.discard, ...(game.auction?.cards.slice(game.auction.index) ?? []), ...game.players.flatMap(seat => seat.hand)];
assert.deepEqual(cards.map(card => card.id).sort(), treacheryDeck([]).map(card => card.id).sort());
const skills = game.leaderSkills!;
assert.deepEqual([...skills.deck, ...skills.assignments.map(assignment => assignment.skill),
...Object.values(skills.offers).flatMap(offer => offer.cards)].sort(), LEADER_SKILL_CARDS.map(card => card.id).sort());
for (const seat of game.players) {
assert.equal(seat.reserves + seat.tanks + Object.values(seat.forces).reduce((sum, count) => sum + count, 0), 20);
if (seat.elites) {
const total = seat.faction === 'fremen' ? 3 : 5;
assert.equal(seat.elites.reserves + seat.elites.tanks + Object.values(seat.elites.forces).reduce((sum, count) => sum + count, 0), total);
for (const [key, count] of Object.entries(seat.elites.forces)) assert.ok(count <= (seat.forces[key] ?? 0));
}
}
}
function bonus(quote: BattleResolutionQuote, source: Game, actor: string) {
return source.battle!.attacker === actor ? quote.leaderSkillBonuses.attacker : quote.leaderSkillBonuses.defender;
}
function moneyBeforeCleanup(fixture: ClassicSkillsStrongholdFixture, revealed: Game, cleanup: Game) {
assert.equal(cleanup.decision?.kind, 'battleCards');
const quote = quoteClassicSkillsStrongholdBattle(revealed);
for (const seat of revealed.players) {
const debit = quote.payments.filter(payment => payment.player === seat.id).reduce((sum, payment) => sum + payment.ownPayment, 0);
const income = quote.strongholdIncome.filter(receipt => receipt.player === seat.id).reduce((sum, receipt) => sum + receipt.amount, 0);
const bounty = quote.bounty?.player === seat.id ? quote.bounty.amount : 0;
assert.equal(player(cleanup, seat.id).spice, seat.spice - debit + income + bounty,
'Actual own debit, Stronghold bank income and original killed-leader bounty settle before Collection');
}
assert.equal(cleanup.lastBattleContext!.winner, quote.winner);
assert.deepEqual(cleanup.strongholdCards, fixture.afterFirstMentat.strongholdCards,
'Battle casualties do not steal retained cards before the next END Mentat');
custody(cleanup);
return quote;
}
function reject(game: Game, actor: string, action: Action): void {
const before = structuredClone(game);
assert.throws(() => applyAction(game, actor, action));
assert.deepEqual(game, before);
}
void test('original Advanced classic two-through-six-seat inventories survive real setup and first END Mentat custody without redeal', () => {
for (let count = 2; count <= 6; count++) {
const fixture = createClassicSkillsStrongholdFixture({ seatIds: Array.from({ length: count }, (_, index) => `classic-${count}-${index}`), optionalTech: count >= 3 });
custody(fixture.initial); custody(fixture.afterSetup); custody(fixture.beforeBattle);
const settled = applyAction(fixture.beforeFirstMentat, fixture.firstMentatStep.actor, fixture.firstMentatStep.action);
assert.equal(settled.turn, 2);
assert.equal(settled.strongholdCards!.owners.arrakeen, fixture.owner);
assert.deepEqual(settled.strongholdCards!.owners, strongholdControllers(fixture.beforeFirstMentat.players, false));
assert.deepEqual(settled.strongholdCards, fixture.afterFirstMentat.strongholdCards);
assert.deepEqual(fixture.beforeBattle.players.map(seat => seat.id), fixture.initial.players.map(seat => seat.id));
if (count >= 3) {
assert.deepEqual(TECH_TOKENS.map(token => fixture.beforeBattle.techTokens![token.id].owner),
TECH_TOKENS.map(token => fixture.afterFirstMentat.techTokens![token.id].owner));
assert.ok(TECH_TOKENS.every(token => fixture.beforeBattle.players.some(seat => seat.id === fixture.beforeBattle.techTokens![token.id].owner)));
}
}
});
void test('a fresh authenticated original lobby retains human IDs and input state while composing Strongholds, all fourteen Skills and optional Tech', () => {
let lobby = createGame('AUTHCLASSIC', newPlayer('human-emperor', 'Emperor', 'emperor'), true);
joinGame(lobby, newPlayer('human-guild', 'Guild', 'guild'));
joinGame(lobby, newPlayer('human-atreides', 'Atreides', 'atreides'));
lobby = applyAction(lobby, lobby.host, { type: 'strongholdCards', enabled: true });
lobby = applyAction(lobby, lobby.host, { type: 'techTokens', enabled: true });
const original = structuredClone(lobby);
const fixture = createClassicSkillsStrongholdFixture({ initial: lobby, optionalTech: true, bankerIncome: true, ownerDial: 6, support: 6 });
assert.deepEqual(lobby, original);
assert.deepEqual(fixture.initial.players.map(seat => seat.id), original.players.map(seat => seat.id));
assert.equal(fixture.owner, 'human-guild');
assert.equal(fixture.banker, 'human-atreides');
assert.equal(fixture.afterFirstMentat.strongholdCards!.owners.arrakeen, 'human-guild');
const rescue = finishClassicSkillsStrongholdBattle(revealClassicSkillsStrongholdBattle(fixture), { stop: 'skill' });
assert.equal(rescue.decision?.kind, 'sukRescue');
assert.deepEqual(viewGame(rescue, 'human-atreides').spiceBankerIncome!.deferred, [{ owner: 'human-atreides', amount: 1 }]);
custody(rescue);
});
for (const scenario of [
{ support: 0, dial: 4, own: 0, casualties: 8 },
{ support: 2, dial: 4, own: 0, casualties: 6 },
{ support: 5, dial: 6, own: 3, casualties: 7 },
{ support: 6, dial: 6, own: 4, casualties: 6 },
]) {
void test(`Arrakeen original support ${scenario.support}: actual own ${scenario.own}, not bank-funded support, controls Banker while trained Suk rescues physical losses`, () => {
const fixture = createClassicSkillsStrongholdFixture({ bankerIncome: true, skill: 'suk-graduate', band: 'skilled',
ownerDial: scenario.dial, support: scenario.support, ownerWeapon: 'projectile', ownerDefense: 'shield', opponentWeapon: 'projectile' });
const revealed = revealClassicSkillsStrongholdBattle(fixture);
const quote = quoteClassicSkillsStrongholdBattle(revealed);
const payment = quote.payments.find(receipt => receipt.player === fixture.owner)!;
assert.equal(payment.bankSupport, Math.min(2, scenario.support));
assert.equal(payment.ownPayment, scenario.own);
assert.equal(quote.casualties!.options[0].normal, scenario.casualties);
assert.equal(quote.sukGraduate?.mode, 'skilled');
const before = player(revealed, fixture.owner);
const bankerBalance = player(revealed, fixture.banker!).spice;
let game = finishClassicSkillsStrongholdBattle(revealed, { stop: 'skill' });
const decision = game.decision; assert.ok(decision?.kind === 'sukRescue');
assert.equal(player(game, fixture.owner).spice, before.spice - scenario.own + 3,
'The bank share is not spendable currency and rescue does not refund originally committed support');
assert.equal(player(game, fixture.banker!).spice, bankerBalance);
assert.deepEqual(viewGame(game, fixture.banker!).spiceBankerIncome!.deferred,
scenario.own === 4 ? [{ owner: fixture.banker!, amount: 1 }] : []);
const source = game.spiceBankerIncome!.sources.find(receipt => receipt.source.kind === 'battle-support' && receipt.source.bankLegs.some(leg => leg.payer === fixture.owner));
if (scenario.own) assert.deepEqual(source!.source.bankLegs, [{ payer: fixture.owner, amount: scenario.own }]);
else assert.equal(source, undefined, 'Zero actual payer debit produces no qualifying bank source');
const choice = decision.options.findIndex(option => option.normal === 3 && option.elite === 0 && option.kept?.key === fixture.key);
assert.ok(choice >= 0);
const action: Action = { type: 'decision', event: decision.event, choice };
reject(game, fixture.opponent, action);
reject(game, fixture.owner, { ...action, event: `${decision.event}-old` });
game = applyAction(game, fixture.owner, action);
assert.equal(player(game, fixture.owner).forces[fixture.key], 8 - scenario.casualties + 1);
assert.equal(player(game, fixture.owner).reserves, before.reserves + 2);
assert.equal(player(game, fixture.owner).tanks, before.tanks + scenario.casualties - 3);
// User ruling 7 October 2026: rescued counters still count toward the
// seven Kwisatz Haderach losses, so the counter gains every dialed casualty.
assert.equal(player(game, fixture.owner).battleLosses, before.battleLosses + scenario.casualties);
moneyBeforeCleanup(fixture, revealed, game);
reject(game, fixture.owner, action);
});
}
void test('four real policies physically choose original Suk rescue before winner-card cleanup and the actual losing-owner Tech reward', () => {
const fixture = createClassicSkillsStrongholdFixture({ optionalTech: true, bankerIncome: true, skill: 'suk-graduate', band: 'skilled',
ownerDial: 6, support: 6, ownerWeapon: 'projectile', ownerDefense: 'shield', opponentWeapon: 'projectile' });
const revealed = revealClassicSkillsStrongholdBattle(fixture);
const originalTokens = ownedTech(revealed.techTokens, fixture.opponent);
assert.equal(originalTokens.length, 1, 'Original three-seat assignment supplies a real losing-owner token');
const originalOwner = player(revealed, fixture.owner);
const originalEnemy = player(revealed, fixture.opponent);
const window = finishClassicSkillsStrongholdBattle(revealed, { stop: 'skill' });
assert.deepEqual(window.techTokens, revealed.techTokens);
assert.equal(player(window, fixture.opponent).tanks, originalEnemy.tanks + 8);
assert.equal(player(window, fixture.opponent).leaders.find(leader => leader.id === fixture.planActions[1].action.leader)!.dead, true);
assert.ok(window.discard.some(card => card.id === fixture.planActions[1].action.weapon), 'Loser played-card cleanup precedes winner rescue');
assert.ok(window.decision?.kind === 'sukRescue');
for (const difficulty of ['Easy', 'Medium', 'Hard', 'Brutal'] as const) {
const view = viewGame(window, fixture.owner);
view.players.find(seat => seat.id === fixture.owner)!.bot = difficulty;
const action = botActions(view).find(candidate => candidate.type === 'decision');
assert.ok(action && typeof action.choice === 'number');
const rescue: SukRescueOption = window.decision.options[action.choice];
assert.equal(rescue.normal, 3); assert.equal(rescue.elite, 0); assert.equal(rescue.kept?.key, fixture.key);
const cleanup = applyAction(window, fixture.owner, action);
assert.equal(player(cleanup, fixture.owner).forces[fixture.key], 3);
assert.equal(player(cleanup, fixture.owner).reserves, originalOwner.reserves + 2);
assert.equal(player(cleanup, fixture.owner).tanks, originalOwner.tanks + 3);
assert.equal(player(cleanup, fixture.owner).spice, originalOwner.spice - 4 + 3);
assert.equal(cleanup.decision?.kind, 'battleCards');
assert.deepEqual(cleanup.techTokens, revealed.techTokens, 'The original reward waits for actual winner cleanup');
const resolved = finishClassicSkillsStrongholdBattle(cleanup);
assert.equal(resolved.techTokens![originalTokens[0]].owner, fixture.owner);
assert.deepEqual(ownedTech(resolved.techTokens, fixture.opponent), []);
assert.deepEqual(TECH_TOKENS.filter(token => resolved.techTokens![token.id].owner !== revealed.techTokens![token.id].owner).map(token => token.id), originalTokens);
assert.equal(resolved.lastBattleContext!.winner, fixture.owner);
assert.equal(resolved.lastBattleContext!.sukRescue!.completed, true);
custody(resolved);
}
});
void test('Carthag actual non-poison Shield saves the normal Prana Bindu-trained disc, whose matching physical defense bonus decides the win', () => {
const fixture = createClassicSkillsStrongholdFixture({ kind: 'carthag', skill: 'prana-bindu-adept', band: 'normal',
ownerDefense: 'shield', opponentWeapon: 'poison', ownerDial: 0.5, opponentDial: 1, opponentSupport: 1 });
const revealed = revealClassicSkillsStrongholdBattle(fixture);
const cleanup = finishClassicSkillsStrongholdBattle(revealed, { stop: 'cleanup' });
const quote = moneyBeforeCleanup(fixture, revealed, cleanup);
assert.deepEqual(bonus(quote, revealed, fixture.owner), { bonus: 1, applied: [{ skill: 'prana-bindu-adept', amount: 1, mode: 'normal' }] });
assert.equal(quote.effects!.defenderDead, false);
assert.equal(quote.leaderDeaths.defender, false);
assert.equal(player(cleanup, fixture.owner).leaders.find(leader => leader.id === fixture.planActions[0].action.leader)!.dead, false);
assert.equal(quote.winner, fixture.owner);
assert.equal(quote.scores!.defender, 4.5);
assert.equal(quote.scores!.attacker, 4);
const unclaimed = createClassicSkillsStrongholdFixture({ kind: 'carthag', cardHolder: 'unclaimed', skill: 'prana-bindu-adept', band: 'normal',
ownerDefense: 'shield', opponentWeapon: 'poison', ownerDial: 0.5, opponentDial: 1, opponentSupport: 1 });
const poisoned = finishClassicSkillsStrongholdBattle(revealClassicSkillsStrongholdBattle(unclaimed), { stop: 'cleanup' });
assert.equal(player(poisoned, unclaimed.owner).leaders.find(leader => leader.id === unclaimed.planActions[0].action.leader)!.dead, true);
assert.equal(poisoned.lastBattleContext!.winner, unclaimed.opponent);
});
void test('Habbanya holder-only priority resolves the tie created by the actual normal Warmaster Worthless modifier, never a lower score', () => {
for (const holder of ['owner', 'unclaimed'] as const) {
const fixture = createClassicSkillsStrongholdFixture({ kind: 'habbanya_ridge_sietch', cardHolder: holder,
skill: 'warmaster', band: 'normal', ownerWeapon: 'worthless', ownerDefense: 'shield', opponentDefense: 'shield', opponentDial: 1 });
const revealed = revealClassicSkillsStrongholdBattle(fixture);
assert.equal(revealed.battle!.defender, fixture.owner);
const cleanup = finishClassicSkillsStrongholdBattle(revealed, { stop: 'cleanup' });
const quote = moneyBeforeCleanup(fixture, revealed, cleanup);
assert.equal(bonus(quote, revealed, fixture.owner).bonus, 1);
assert.deepEqual(quote.scores, { attacker: 4, defender: 4 });
assert.equal(quote.winner, holder === 'owner' ? fixture.owner : fixture.opponent);
if (holder === 'owner') {
let lower = prepareClassicSkillsStrongholdBattle(fixture);
lower = applyAction(lower, fixture.owner, { ...fixture.planActions[0].action, weapon: null });
lower = applyAction(lower, fixture.opponent, fixture.planActions[1].action);
const loser = finishClassicSkillsStrongholdBattle(lower, { stop: 'cleanup' });
assert.equal(loser.lastBattleContext!.winner, fixture.opponent, 'Retained Habbanya custody does not turn a Warmaster-less lower total into a tie');
}
}
});
void test('Sietch Tabr pays the actual opposing declared dial only after the surviving skilled Mentat bonus makes its holder the winner', () => {
const fixture = createClassicSkillsStrongholdFixture({ kind: 'sietch_tabr', skill: 'mentat', band: 'skilled',
ownerDial: 0.5, opponentDial: 2, opponentSupport: 2, opponentLeaderStrength: 5, ownerDefense: 'shield', opponentDefense: 'shield' });
const revealed = revealClassicSkillsStrongholdBattle(fixture);
const cleanup = finishClassicSkillsStrongholdBattle(revealed, { stop: 'cleanup' });
const quote = moneyBeforeCleanup(fixture, revealed, cleanup);
assert.deepEqual(bonus(quote, revealed, fixture.owner), { bonus: 2, applied: [{ skill: 'mentat', amount: 2, mode: 'skilled' }] });
assert.deepEqual(quote.scores, { attacker: 7, defender: 7.5 });
assert.equal(quote.winner, fixture.owner);
assert.deepEqual(quote.strongholdIncome, [{ player: fixture.owner, amount: 2 }]);
let normal = prepareClassicSkillsStrongholdBattle(fixture);
const otherDisc = player(normal, fixture.owner).leaders.find(leader => leader.strength === 3)!;
normal = applyAction(normal, fixture.owner, { ...fixture.planActions[0].action, leader: otherDisc.id });
normal = applyAction(normal, fixture.opponent, fixture.planActions[1].action);
const lost = finishClassicSkillsStrongholdBattle(normal, { stop: 'cleanup' });
assert.equal(lost.lastBattleContext!.winner, fixture.opponent);
assert.equal(player(lost, fixture.owner).spice, player(normal, fixture.owner).spice,
'The holder gets no Tabr income on the actual loss without its trained Mentat total');
});
void test('Tuek pays each actually played Worthless card on both Warmaster-modified wins and losses, but mutual traitors exclude income and comparison', () => {
for (const losing of [false, true]) {
const fixture = createClassicSkillsStrongholdFixture({ kind: 'tueks_sietch', skill: 'warmaster', band: 'normal',
ownerWeapon: 'worthless', ownerDefense: losing ? 'worthless' : 'shield', opponentDefense: 'shield',
opponentDial: losing ? 2 : 0, opponentSupport: losing ? 2 : 0 });
const revealed = revealClassicSkillsStrongholdBattle(fixture);
const cleanup = finishClassicSkillsStrongholdBattle(revealed, { stop: 'cleanup' });
const quote = moneyBeforeCleanup(fixture, revealed, cleanup);
assert.deepEqual(bonus(quote, revealed, fixture.owner), { bonus: 1, applied: [{ skill: 'warmaster', amount: 1, mode: 'normal' }] });
assert.equal(quote.winner, losing ? fixture.opponent : fixture.owner);
assert.deepEqual(quote.strongholdIncome, [{ player: fixture.owner, amount: losing ? 4 : 2 }]);
if (losing) for (const slot of ['weapon', 'defense'] as const)
assert.ok(cleanup.discard.some(card => card.id === fixture.planActions[0].action[slot]), 'Loss physically discards each paid Worthless card');
}
const mutual = createClassicSkillsStrongholdFixture({ kind: 'tueks_sietch', skill: 'warmaster', band: 'normal',
ownerWeapon: 'worthless', ownerDefense: 'worthless', traitors: 'both', ownerDial: 1, support: 1 });
const revealed = revealClassicSkillsStrongholdBattle(mutual);
const ended = finishClassicSkillsStrongholdBattle(revealed, { callers: [mutual.owner, mutual.opponent] });
assert.equal(ended.lastBattleContext!.winner, null);
assert.equal(player(ended, mutual.owner).spice, player(revealed, mutual.owner).spice - Number(mutual.planActions[0].action.support),
'Mutual traitors retain the original support debit and earn neither played-Worthless income nor killed-leader bounty');
assert.equal(player(ended, mutual.owner).forces[mutual.key] ?? 0, 0);
assert.equal(player(ended, mutual.opponent).forces[mutual.key] ?? 0, 0);
for (const slot of ['weapon', 'defense'] as const)
assert.ok(ended.discard.some(card => card.id === mutual.planActions[0].action[slot]));
custody(ended);
});
void test('four legal own-seat policies seal an affordable original Arrakeen plan without spending the bank contribution or a future Suk/Tech reward', () => {
const fixture = createClassicSkillsStrongholdFixture({ kind: 'arrakeen', skill: 'suk-graduate', band: 'skilled', optionalTech: true });
let game = prepareClassicSkillsStrongholdBattle(fixture);
const gift = Math.max(1, player(game, fixture.owner).spice - 5);
game = applyAction(game, fixture.owner, { type: 'bribe', target: fixture.opponent, amount: gift });
const balance = player(game, fixture.owner).spice;
reject(game, fixture.owner, { ...fixture.planActions[0].action, dial: 8, support: 8 });
for (const difficulty of ['Easy', 'Medium', 'Hard', 'Brutal'] as const) {
const view = viewGame(game, fixture.owner);
view.players.find(seat => seat.id === fixture.owner)!.bot = difficulty;
const action = botActions(view).find(candidate => candidate.type === 'battlePlan');
assert.ok(action);
const sealed = applyAction(game, fixture.owner, action);
assert.equal(player(sealed, fixture.owner).spice, balance, 'Native plans commit support but debit only on resolution');
assert.deepEqual(sealed.techTokens, game.techTokens);
let revealed = sealed;
while (revealed.response || revealed.phaseOpening || revealed.decision?.kind === 'fullPlanOffer') {
const next = nextClassicSkillsStrongholdStep(revealed); assert.ok(next);
revealed = applyAction(revealed, next.actor, next.action);
}
revealed = applyAction(revealed, fixture.opponent, fixture.planActions[1].action);
const quote = quoteClassicSkillsStrongholdBattle(revealed);
const payment = quote.payments.find(receipt => receipt.player === fixture.owner)!;
assert.equal(payment.bankSupport, Math.min(2, Number(action.support ?? 0)));
assert.equal(payment.ownPayment, Math.max(0, Number(action.support ?? 0) - 2));
assert.ok(payment.ownPayment <= balance);
const ended = finishClassicSkillsStrongholdBattle(revealed);
assert.equal(ended.lastBattleContext!.winner, quote.winner);
custody(ended);
}
});