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Dune/tests/fixture-paired-ix-nexus-skills.ts
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TypeScript

import assert from 'node:assert/strict';
import {
applyAction, createGame, handLimit, initializeLeaderSkillsGameForAudit, joinGame, newPlayer,
viewGame, type Action, type Game, type Player,
} from '../game/engine';
import { territory } from '../game/board';
import type { Card } from '../game/cards';
import { LEADER_SKILL_CARDS, type LeaderSkillId } from '../game/leader-skill-cards';
import { pairedNexusLeaderSkillsProfile, selectedDeckLeaderSkillsProfile } from '../game/leader-skill-profile';
import { quoteBattleResolution, type ResolutionCombatant } from '../game/battle-resolution-quote';
import { traitorDeck } from '../game/traitors';
import { nextStrongholdFactionsNativeStep } from './fixture-stronghold-factions';
import { skillOfferRolls } from './fixture-independent-card-modules';
export type PairedIxNexusSkillsStep = { actor: string; action: Action };
export type PairedIxNexusSkillsOptions = {
/** Genuine fresh lobby or original turn-one/phase-zero setup with zero assignments.
* Existing first hands, offers, actor IDs and stock are authoritative. */
initial?: Game;
advanced?: boolean;
/** Default selects the original Nexus Cards module; `false` starts the same
* roster and all14 lottery from the plain Leader Skills module instead. */
nexus?: boolean;
program?: 'suboids' | 'faceDance';
skill?: LeaderSkillId;
band?: 'normal' | 'skilled';
dial?: number;
support?: number;
secondBattle?: boolean;
};
export type PairedIxNexusSkillsFixture = {
initial: Game;
offered: Game;
afterSetup: Game;
afterFirstStorm: Game;
beforeFirstMentat: Game;
firstMentatStep: PairedIxNexusSkillsStep;
afterFirstMentat: Game;
beforeAlliance: Game;
allianceActions: PairedIxNexusSkillsStep[];
beforeNexusDraw: Game;
drawActions: PairedIxNexusSkillsStep[];
afterNexusDraw: Game;
beforeBattle: Game;
battleStep: PairedIxNexusSkillsStep;
game: Game;
ixians: string;
tleilaxu: string;
opponent: string;
partners: [string, string];
trainer: string;
skill: LeaderSkillId;
band: 'normal' | 'skilled';
program: 'suboids' | 'faceDance';
kind: 'arrakeen' | 'sietch_tabr';
location: string;
replacementSource: string;
secondLocation?: string;
planActions: PairedIxNexusSkillsStep[];
actions: PairedIxNexusSkillsStep[];
staging: string[];
};
/** The no-Nexus producer has no drawing frame at all: the three Nexus-draw
* fields are genuinely absent rather than empty or fabricated. */
export type PairedIxSkillsFixture = Omit<PairedIxNexusSkillsFixture, 'beforeNexusDraw' | 'drawActions' | 'afterNexusDraw'>;
export function pairedIxNexusSkillsPlayer(game: Game, actor: string): Player {
const player = game.players.find(p => p.id === actor);
assert.ok(player, `Missing original E1 seat ${actor}`);
return player;
}
const clean = (game: Game) => !game.phaseOpening && !game.response && !game.decision;
/** Control native shuffles only, never fabricate dealt cards. Non-word entropy
* forwards through the bound original method and always returns its input array. */
function entropy<T>(operation: () => T, rolls: number[] = []): T {
const descriptor = Object.getOwnPropertyDescriptor(crypto, 'getRandomValues');
const original = crypto.getRandomValues.bind(crypto);
let cursor = 0;
crypto.getRandomValues = <V extends ArrayBufferView | null>(array: V): V => {
if (array instanceof Uint32Array) {
for (let i = 0; i < array.length; i++) array[i] = rolls[cursor++] ?? 0xffffffff;
} else Reflect.apply(original, crypto, [array]);
return array;
};
try { return operation(); }
finally {
if (descriptor) Object.defineProperty(crypto, 'getRandomValues', descriptor);
else Reflect.deleteProperty(crypto, 'getRandomValues');
}
}
function shuffleRolls(source: string[], desired: string[]): number[] {
const working = [...source], rolls: number[] = [];
assert.deepEqual([...source].sort(), [...desired].sort());
for (let i = working.length - 1; i > 0; i--) {
const from = working.indexOf(desired[i]); assert.ok(from >= 0 && from <= i);
rolls.push(Math.floor((from + 0.5) * 0x100000000 / (i + 1)));
[working[i], working[from]] = [working[from], working[i]];
}
return rolls;
}
function skillRolls(selected: LeaderSkillId[]): number[] {
const source = LEADER_SKILL_CARDS.map(c => c.id);
const remainder = source.filter(c => !selected.includes(c));
const desired = selected.flatMap(c => [c, remainder.shift()!]);
return shuffleRolls(source, [...desired, ...remainder]);
}
/** Original default continuation declines native Face Dance; callers can stop
* at its real window before choosing a matching-stock reveal. Private plans remain explicit. */
export function nextPairedIxNexusSkillsStep(game: Game): PairedIxNexusSkillsStep | null {
if (clean(game) && game.nexusCards?.phase?.stage === 'drawing') {
const phase = game.nexusCards.phase, actor = phase.eligible.find(id => !phase.done.includes(id));
assert.ok(actor);
return { actor, action: { type: 'nexusCardChoice', turn: game.turn,
card: game.nexusCards.cards!.hands[actor] ?? null, choice: 'keep', ownRedraws: 0 } };
}
if (!game.phaseOpening && !game.response) {
const d = game.decision;
if (d?.kind === 'faceDance') return { actor: d.player, action: { type: 'decision', reveal: false } };
if (d?.kind === 'leaderSkillVisibility') return { actor: d.player,
action: { type: 'leaderSkillVisibility', event: d.event, hide: false } };
if (d?.kind === 'mentatQuestion') return { actor: d.player,
action: { type: 'decision', event: d.event, decline: true } };
if (d?.kind === 'rihani') return { actor: d.player,
action: { type: 'decision', event: d.event, draw: false } };
if (d?.kind === 'sukRescue') {
const best = d.options.map((o, choice) => ({ choice, count: o.normal + o.elite, kept: !!o.kept }))
.sort((a, b) => b.count - a.count || Number(b.kept) - Number(a.kept))[0];
return { actor: d.player, action: { type: 'decision', event: d.event, choice: best.choice } };
}
}
return nextStrongholdFactionsNativeStep(game);
}
export function stepPairedIxNexusSkills(game: Game, step = nextPairedIxNexusSkillsStep(game)): Game {
assert.ok(step, 'Original human plan or matching-stock Face Dance is required');
return entropy(() => applyAction(game, step.actor, step.action));
}
export function advancePairedIxNexusSkills(state: Game, until: (game: Game) => boolean,
actions: PairedIxNexusSkillsStep[] = []): Game {
let game = structuredClone(state);
for (let i = 0; i < 2400; i++) {
if (until(game)) return game;
assert.notEqual(game.status, 'finished');
const step = nextPairedIxNexusSkillsStep(game); assert.ok(step, 'Native explicit human choice before requested boundary');
actions.push(structuredClone(step)); game = stepPairedIxNexusSkills(game, step);
}
throw Error('Paired E1 Nexus/Skills continuation did not reach its native boundary');
}
function reserveBoard(game: Game): void {
for (const p of game.players) {
p.reserves += Object.values(p.forces).reduce((sum, n) => sum + n, 0); p.forces = {};
if (p.elites) {
p.elites.reserves += Object.values(p.elites.forces).reduce((sum, n) => sum + n, 0); p.elites.forces = {};
}
if (p.advisors) p.advisors = {};
}
}
function place(game: Game, actor: string, key: string, total: number, elite = 0): void {
const p = pairedIxNexusSkillsPlayer(game, actor);
assert.ok(total >= elite && p.reserves - (p.elites?.reserves ?? 0) >= total - elite && (p.elites?.reserves ?? 0) >= elite);
p.reserves -= total; p.forces[key] = (p.forces[key] ?? 0) + total;
if (elite) { p.elites!.reserves -= elite; p.elites!.forces[key] = (p.elites!.forces[key] ?? 0) + elite; }
}
function hold(game: Game, actor: string, kind: Card['kind'], staging: string[]): string {
const p = pairedIxNexusSkillsPlayer(game, actor), held = p.hand.find(c => c.kind === kind);
if (held) return held.id;
const index = game.deck.findIndex(c => c.kind === kind);
const donor = index < 0 ? game.players.find(other => other.id !== actor && other.hand.some(c => c.kind === kind)) : undefined;
assert.ok(index >= 0 || donor, 'Required original physical card has a deck/hand custodian');
assert.ok(p.hand.length < handLimit(p), 'Preserve actual starting hands and require real capacity');
const card = index >= 0 ? game.deck.splice(index, 1)[0] : donor!.hand.splice(donor!.hand.findIndex(c => c.kind === kind), 1)[0];
p.hand.push(card); staging.push(`Conserved ${card.id}: ${donor?.id ?? 'original remaining deck'} → ${actor} hand after native deals`);
return card.id;
}
function orderSpice(game: Game, kinds: ('land' | 'worm')[], staging: string[]): void {
const remaining = [...game.spiceDeck];
const ordered = kinds.map(kind => {
const at = remaining.findIndex(c => kind === 'land' ? 'territory' in c : 'worm' in c && !c.greatMaker && !c.suppressed);
assert.ok(at >= 0); return remaining.splice(at, 1)[0];
});
game.spiceDeck = [...ordered, ...remaining];
staging.push(`Conserved original undealt Spice order: ${kinds.join(', ')}; not natural shuffle history`);
}
/** Original 47/14/12 native setup → Storm → real Mentat → conserved worm →
* real alliance → real closing native draws. The original Nexus Cards module is
* selected by default; `nexus: false` starts the identical roster and all14
* lottery from the plain module, so no Nexus state is fabricated or erased.
* Board/card relocation is explicit; wallets, phases, turns, effects, stock and
* sealed plans are never assigned. */
export function createPairedIxNexusSkillsFixture(options?: PairedIxNexusSkillsOptions & { nexus?: true }): PairedIxNexusSkillsFixture;
export function createPairedIxNexusSkillsFixture(options: PairedIxNexusSkillsOptions & { nexus: false }): PairedIxSkillsFixture;
export function createPairedIxNexusSkillsFixture(options: PairedIxNexusSkillsOptions): PairedIxSkillsFixture;
export function createPairedIxNexusSkillsFixture(options: PairedIxNexusSkillsOptions = {}): PairedIxSkillsFixture {
const advanced = options.advanced ?? options.initial?.advanced ?? true;
const nexus = options.nexus ?? true;
const program = options.program ?? 'suboids', band = options.band ?? 'skilled';
let game = options.initial ? structuredClone(options.initial)
: createGame('PAIREDIXNEXUSSKILLS', newPlayer('ixians', 'Ixians', 'ixians'), advanced, ['ix']);
if (!options.initial) for (const faction of ['tleilaxu', 'guild', 'emperor'] as const)
joinGame(game, newPlayer(faction, faction, faction));
assert.equal(game.advanced, advanced); assert.deepEqual(game.expansions, ['ix']);
assert.ok(!game.techTokens && !game.strongholdCards && !game.homeworlds);
assert.ok(game.players.length >= 4 && game.players.length <= 6,
'Both native Cunning draws require two separate classic alliance partners; use four through six original seats');
const ixians = game.players.find(p => p.faction === 'ixians')?.id;
const tleilaxu = game.players.find(p => p.faction === 'tleilaxu')?.id;
assert.ok(ixians && tleilaxu);
const classics = game.players.filter(p => p.id !== ixians && p.id !== tleilaxu);
const opponent = classics.find(p => p.faction === 'guild')?.id ?? classics[0].id;
const partners: [string, string] = [classics[0].id, classics[1].id];
const actions: PairedIxNexusSkillsStep[] = [], staging: string[] = [];
const requested = options.skill ?? 'suk-graduate';
const passives: LeaderSkillId[] = (['sandmaster', 'smuggler', 'rihani-decipherer', 'prana-bindu-adept', 'killer-medic', 'master-of-assassins'] as LeaderSkillId[])
.filter(skill => skill !== requested);
const selected = game.players.map(p => p.id === ixians ? requested : passives.shift()!);
const supplied = !!options.initial;
const initial = structuredClone(game);
if (game.status === 'lobby') {
assert.ok(!game.leaderSkills, 'Original all14 custody cannot be replaced');
if (nexus) {
game.nexusCards ??= { cards: null, phase: null };
assert.deepEqual(game.nexusCards, { cards: null, phase: null });
} else {
assert.equal(game.nexusCards, undefined, 'A no-Nexus programme must begin without selected or played Nexus Cards');
const step: PairedIxNexusSkillsStep = { actor: game.host,
action: { type: 'moduleOption', module: 'leaderSkills', enabled: true } };
actions.push(step); game = applyAction(game, step.actor, step.action);
}
for (const p of game.players) if (!p.ready) {
const step: PairedIxNexusSkillsStep = { actor: p.id, action: { type: 'ready' } };
actions.push(step); game = stepPairedIxNexusSkills(game, step);
}
if (nexus) game = entropy(() => initializeLeaderSkillsGameForAudit(game), skillRolls(selected));
else {
const training = Object.fromEntries(game.players.map((p, index) => [p.faction, selected[index]]));
const step: PairedIxNexusSkillsStep = { actor: game.host,
action: advanced ? { type: 'start', advancedPreview: true } : { type: 'start' } };
actions.push(step); game = entropy(() => applyAction(game, step.actor, step.action), skillOfferRolls(game, training));
}
staging.push('Scoped original all14 shuffle selects native offers before starting Treachery deals; no offers are replaced');
}
assert.ok(nexus ? pairedNexusLeaderSkillsProfile(game) : selectedDeckLeaderSkillsProfile(game));
if (!nexus) assert.equal(game.nexusCards, undefined);
assert.equal(game.status, 'setup'); assert.equal(game.turn, 1); assert.equal(game.phase, 0);
assert.equal(game.leaderSkills!.assignments.length, 0);
let offered = structuredClone(game), trainer = '';
for (let i = 0; game.status === 'setup' && i < 240; i++) {
let step: PairedIxNexusSkillsStep;
if (game.setupStage === 'leaderSkills') {
offered = trainer ? offered : structuredClone(game);
const actor: string = Object.keys(game.leaderSkills!.offers)[0];
const offer: NonNullable<Game['leaderSkills']>['offers'][string] = game.leaderSkills!.offers[actor];
const projection = viewGame(game, actor).leaderSkills!;
const legal: LeaderSkillId[] = offer.cards.filter(c => !projection.unavailableSkills?.[c]);
const desired: LeaderSkillId = selected[game.players.findIndex(p => p.id === actor)];
const skill: LeaderSkillId | undefined = actor === ixians && options.skill ? legal.find(c => c === options.skill)
: !supplied && legal.includes(desired) ? desired : legal[0];
assert.ok(skill, 'Explicit requested skill must genuinely exist in the original saved offer');
const eligible = new Set(projection.eligibleLeaders.map(l => l.id));
const leader = pairedIxNexusSkillsPlayer(game, actor).leaders.filter(l => eligible.has(l.id)).sort((a, b) => b.strength - a.strength)[0];
assert.ok(leader);
if (actor === ixians) trainer = leader.id;
step = { actor, action: { type: 'leaderSkill', event: offer.event, skill, leader: leader.id } };
} else {
const native = nextPairedIxNexusSkillsStep(game); assert.ok(native); step = native;
if (!supplied && game.setupStage === 'traitors' && step.action.type === 'traitor') {
const choices = pairedIxNexusSkillsPlayer(game, step.actor).traitorChoices;
const card = choices.find(id => id !== trainer); assert.ok(card); step.action.leader = card;
}
}
actions.push(structuredClone(step));
if (!supplied && game.setupStage === 'forces') {
const held = new Set(game.players.flatMap(p => p.traitors));
const source = traitorDeck(game.players, true).filter(id => !held.has(id));
assert.ok(source.includes(trainer), 'Original trained Ix identity must remain undealt');
game = entropy(() => applyAction(game, step.actor, step.action), shuffleRolls(source, [trainer, ...source.filter(id => id !== trainer)]));
} else game = supplied ? applyAction(game, step.actor, step.action) : stepPairedIxNexusSkills(game, step);
}
assert.equal(game.status, 'playing');
const afterSetup = structuredClone(game);
const assignment = game.leaderSkills!.assignments.find(a => a.owner === ixians)!;
trainer = assignment.leader; const skill = assignment.skill;
game = advancePairedIxNexusSkills(game, g => g.phase === 1 && clean(g), actions);
const afterFirstStorm = structuredClone(game);
orderSpice(game, ['land', 'land'], staging);
game = advancePairedIxNexusSkills(game, g => g.phase === 5 && clean(g), actions);
if (nexus) {
reserveBoard(game); staging.push('After native starting placements: conserved board counters returned to original reserves before first movement completion');
}
game = advancePairedIxNexusSkills(game, g => g.phase === 8 && clean(g), actions);
let beforeFirstMentat!: Game, firstMentatStep!: PairedIxNexusSkillsStep;
while (game.turn === 1) {
const step = nextPairedIxNexusSkillsStep(game); assert.ok(step);
const before = structuredClone(game); actions.push(structuredClone(step)); game = stepPairedIxNexusSkills(game, step);
if (game.turn === 2) { beforeFirstMentat = before; firstMentatStep = step; }
}
const afterFirstMentat = structuredClone(game);
game = advancePairedIxNexusSkills(game, g => g.phase === 1 && clean(g), actions);
orderSpice(game, ['worm', 'land', 'land'], staging);
game = advancePairedIxNexusSkills(game, g => !!g.nexus && !g.spiceWindow && !g.spiceResolution && clean(g), actions);
const beforeAlliance = structuredClone(game);
const allianceActions: PairedIxNexusSkillsStep[] = partners.map((actor, i) => ({ actor, action: { type: 'alliance', target: partners[1 - i] } }));
for (const step of allianceActions) { actions.push(step); game = stepPairedIxNexusSkills(game, step); }
let drawing: Pick<PairedIxNexusSkillsFixture, 'beforeNexusDraw' | 'drawActions' | 'afterNexusDraw'> | undefined;
if (nexus) {
game = advancePairedIxNexusSkills(game, g => g.nexusCards?.phase?.stage === 'drawing', actions);
const cards = game.nexusCards!.cards!;
assert.ok(cards.deck.includes('ixians') && cards.deck.includes('tleilaxu'));
cards.deck = ['ixians', 'tleilaxu', ...cards.deck.filter(c => c !== 'ixians' && c !== 'tleilaxu')];
staging.push('Order conserved unused Ix/Tleilaxu Nexus singletons; only real closing draws grant the two native hands');
const beforeNexusDraw = structuredClone(game);
const drawActions: PairedIxNexusSkillsStep[] = [ixians, tleilaxu].map(actor => ({ actor,
action: { type: 'nexusCardChoice', turn: game.turn, card: cards.hands[actor], choice: 'draw', ownRedraws: 0 } }));
for (const step of drawActions) { actions.push(step); game = stepPairedIxNexusSkills(game, step); }
game = advancePairedIxNexusSkills(game, g => g.nexusCards?.phase?.stage !== 'drawing', actions);
drawing = { beforeNexusDraw, drawActions, afterNexusDraw: structuredClone(game) };
}
game = advancePairedIxNexusSkills(game, g => g.phase === 5 && clean(g), actions);
reserveBoard(game);
const kind = program === 'faceDance' ? 'sietch_tabr' : 'arrakeen';
const location = `${kind}:${territory(kind).sectors[0]}`, replacementSource = `arrakeen:${territory('arrakeen').sectors[0]}`;
place(game, ixians, location, 6, 3); place(game, opponent, location, 6);
if (program === 'faceDance') place(game, tleilaxu, replacementSource, 3);
const secondLocation = options.secondBattle ? `carthag:${territory('carthag').sectors[0]}` : undefined;
if (secondLocation) { place(game, ixians, secondLocation, 3); place(game, opponent, secondLocation, 2); }
staging.push('Before native movement completion: conserved six Ix counters (three Cyborg/three Suboid), six ordinary opponents and optional physical replacement/second-battle sources; no phase, wallet or stock mutation');
const ix = pairedIxNexusSkillsPlayer(game, ixians), stock = pairedIxNexusSkillsPlayer(game, tleilaxu).faceDancers!;
const untrained = (p: Player) => p.leaders.filter(l => !l.dead && !l.usedAt && !l.gholaBy && !l.capturedBy &&
!game.leaderSkills!.assignments.some(a => a.leader === l.id));
const leader = band === 'skilled' ? ix.leaders.find(l => l.id === trainer)! : untrained(ix)
.filter(l => program !== 'faceDance' || stock.some(c => c.leader === l.id && !c.revealed)).sort((a, b) => b.strength - a.strength)[0];
assert.ok(leader && (program !== 'faceDance' || stock.some(c => c.leader === leader.id && !c.revealed)),
'Infeasible original stock: this band requires a matching living original Ix disc; no stock is fabricated or exchanged');
const enemy = untrained(pairedIxNexusSkillsPlayer(game, opponent)).sort((a, b) => a.strength - b.strength)[0]; assert.ok(enemy);
const weapon = skill === 'warmaster' ? hold(game, ixians, 'worthless', staging)
: program === 'faceDance' ? hold(game, ixians, 'projectile', staging) : null;
const defense = program === 'faceDance' ? hold(game, ixians, 'shield', staging) : null;
game = advancePairedIxNexusSkills(game, g => g.phase === 6 && clean(g), actions);
const beforeBattle = structuredClone(game), actor = game.active!; assert.ok(actor === ixians || actor === opponent);
const battleStep: PairedIxNexusSkillsStep = { actor, action: { type: 'chooseBattle', territory: kind, target: actor === ixians ? opponent : ixians } };
actions.push(battleStep); game = stepPairedIxNexusSkills(game, battleStep);
const planActions: PairedIxNexusSkillsStep[] = [
{ actor: ixians, action: { type: 'battlePlan', leader: leader.id, dial: options.dial ?? (advanced ? 4 : 6),
support: advanced ? options.support ?? 1 : 0, weapon, defense } },
{ actor: opponent, action: { type: 'battlePlan', leader: enemy.id, dial: 0, support: 0, weapon: null, defense: null } },
];
return { initial, offered, afterSetup, afterFirstStorm, beforeFirstMentat, firstMentatStep, afterFirstMentat,
beforeAlliance, allianceActions, ...drawing, beforeBattle, battleStep,
game, ixians, tleilaxu, opponent, partners, trainer, skill, band, program, kind, location, replacementSource,
secondLocation, planActions, actions, staging };
}
export function preparePairedIxNexusSkillsBattle(f: PairedIxSkillsFixture, state = f.game): Game {
let game = structuredClone(state);
for (let i = 0; i < 160; i++) {
const step = nextPairedIxNexusSkillsStep(game);
if (!step) { assert.ok(game.battle && !game.battle.revealed); return game; }
if (step.action.type === 'leaderSkillVisibility') step.action.hide = step.actor === f.ixians && f.band === 'skilled';
game = stepPairedIxNexusSkills(game, step);
}
throw Error('Paired E1 native skill posture did not reach private plans');
}
export function beginPairedIxNexusSkillsCunning(f: PairedIxSkillsFixture, state = preparePairedIxNexusSkillsBattle(f)): Game {
const offer = viewGame(state, f.ixians).nexusSuboids?.offer;
assert.ok(offer); assert.equal(offer.blocked, null);
return stepPairedIxNexusSkills(state, { actor: f.ixians, action: { type: 'nexusSuboids', event: offer.event } });
}
export function revealPairedIxNexusSkillsBattle(f: PairedIxSkillsFixture,
options: { state?: Game; cunning?: boolean; plans?: PairedIxNexusSkillsStep[] } = {}): Game {
let game = preparePairedIxNexusSkillsBattle(f, options.state ?? f.game);
if (options.cunning) game = advancePairedIxNexusSkills(beginPairedIxNexusSkillsCunning(f, game), clean);
for (const step of options.plans ?? f.planActions) {
game = stepPairedIxNexusSkills(game, step);
while (game.response || game.phaseOpening || game.decision?.kind === 'fullPlanOffer') game = stepPairedIxNexusSkills(game);
}
assert.ok(game.battle?.revealed); return game;
}
export function finishPairedIxNexusSkillsBattle(state: Game,
stop: 'losses' | 'rescue' | 'substitution' | 'cards' | 'faceDance' | 'complete' = 'complete'): Game {
const kinds = { losses: 'battleLosses', rescue: 'sukRescue', substitution: 'ixSubstitution', cards: 'battleCards', faceDance: 'faceDance', complete: '' };
return advancePairedIxNexusSkills(state, g => g.decision?.kind === kinds[stop] || !g.battle && clean(g) && !g.pendingTreacheryDiscard);
}
export function finishPairedIxNexusSkillsTurn(state: Game): Game {
return advancePairedIxNexusSkills(state, g => g.turn > state.turn);
}
export function choosePairedIxNexusSkillsSecondBattle(f: PairedIxSkillsFixture, state: Game): Game {
assert.ok(f.secondLocation);
let game = advancePairedIxNexusSkills(state, g => g.phase === 6 && clean(g) && !!g.active);
const actor = game.active!; assert.ok(actor === f.ixians || actor === f.opponent);
game = stepPairedIxNexusSkills(game, { actor, action: { type: 'chooseBattle', territory: 'carthag', target: actor === f.ixians ? f.opponent : f.ixians } });
return preparePairedIxNexusSkillsBattle(f, game);
}
export function preparePairedIxNexusSkillsExpiryBattle(f: PairedIxSkillsFixture, state: Game): Game {
let game = advancePairedIxNexusSkills(state, g => g.phase === 5 && clean(g));
reserveBoard(game); place(game, f.ixians, f.location, 3); place(game, f.tleilaxu, f.location, 2);
game = advancePairedIxNexusSkills(game, g => g.phase === 6 && clean(g));
const actor = game.active!; assert.ok(actor === f.ixians || actor === f.tleilaxu);
game = stepPairedIxNexusSkills(game, { actor, action: { type: 'chooseBattle', territory: f.kind, target: actor === f.ixians ? f.tleilaxu : f.ixians } });
return preparePairedIxNexusSkillsBattle(f, game);
}
/** Actual skill posture and actual native Cunning force flags, not inferred cap arithmetic. */
export function quotePairedIxNexusSkillsBattle(game: Game) {
const battle = game.battle; assert.ok(battle?.revealed);
const side = (actor: string): ResolutionCombatant => {
const p = pairedIxNexusSkillsPlayer(game, actor), view = viewGame(game, actor).battle!; assert.ok(view.ownForces);
return { id: actor, faction: p.faction, ally: p.ally, spice: p.spice, hand: p.hand, plan: battle.plans[actor],
leader: p.leaders.find(l => l.id === battle.plans[actor].leader), forces: view.ownForces,
stronghold: view.strongholdEffects[actor], leaderSkills: game.leaderSkills!.assignments.filter(a => a.owner === actor)
.map(a => ({ skill: a.skill, leader: a.leader, faceUp: !battle.leaderSkillHidden?.[actor], captured: false })) };
};
return quoteBattleResolution({ advanced: game.advanced, turn: game.turn, territory: battle.territory,
aggressor: viewGame(game, game.host).battle!.aggressor, attacker: side(battle.attacker), defender: side(battle.defender),
voters: viewGame(game, game.host).battle!.traitorVoters.map(actor => ({ id: actor,
beneficiary: [battle.attacker, battle.defender].includes(actor) ? actor : pairedIxNexusSkillsPlayer(game, actor).ally!,
called: battle.traitorCalls[actor] ?? false, traitors: pairedIxNexusSkillsPlayer(game, actor).traitors })),
participants: game.players, physicalCards: [...game.deck, ...game.discard, ...game.players.flatMap(p => p.hand)],
pendingAuditorPresent: false, pendingRetentionPresent: false });
}