Files
Dune/tests/semuta-engine.test.ts
T

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8.6 KiB
TypeScript

import test from 'node:test';
import assert from 'node:assert/strict';
import { applyAction, createGame, initializeSemutaGameForAudit, joinGame, newPlayer, normalizeAutomaticGame, viewGame, type Game } from '../game/engine';
import { botActions } from '../game/bots';
import { SEMUTA_DRUG_ID } from '../game/semuta-drug';
const reload = (g: Game): Game => JSON.parse(JSON.stringify(g));
const player = (g: Game, id: string) => g.players.find(p => p.id === id)!;
function take(g: Game, id: string) {
const zones = [g.deck, g.discard, g.richeseCache!, ...g.players.map(p => p.hand)];
for (const zone of zones) {
const index = zone.findIndex(card => card.id === id || card.effect === id);
if (index >= 0) return zone.splice(index, 1)[0];
}
throw new Error(`Missing physical ${id}`);
}
function inventory(g: Game) {
const ids = [...g.deck, ...g.discard, ...g.richeseCache!, ...g.players.flatMap(p => p.hand)].map(card => card.id).sort();
assert.equal(new Set(ids).size, ids.length);
return ids;
}
function fixture() {
let g = createGame('SEMUTAQ2', newPlayer('r', 'Richese', 'richese'), false, ['choam']);
joinGame(g, newPlayer('a', 'Atreides', 'atreides'));
joinGame(g, newPlayer('e', 'Emperor', 'emperor'));
for (const p of g.players) { p.bot = 'Medium'; p.ready = true; }
g = initializeSemutaGameForAudit(g);
for (let step = 0; g.status === 'setup' && step < 80; step++) {
let next: Game | undefined;
for (const p of g.players) {
const action = botActions(viewGame(g, p.id))[0];
if (action) { next = applyAction(g, p.id, action); break; }
}
assert.ok(next, 'genuine setup must have a legal AI choice');
g = next;
}
assert.equal(g.status, 'playing');
const semuta = take(g, SEMUTA_DRUG_ID), hajr = take(g, 'hajr');
g.deck.push(...g.players.flatMap(p => p.hand));
for (const p of g.players) p.hand = [];
player(g, 'r').hand.push(semuta);
player(g, 'a').hand.push(hajr);
Object.assign(g, { turn: 2, phase: 5, active: 'a', storm: 18, ready: [], decision: null,
response: null, phaseOpening: null, stormPending: null, movementRemaining: ['a', 'r', 'e'] });
return { g, semuta, hajr };
}
void test('a clean public discard offers every seat the same event, then a committed sole Semuta claim resumes once across JSON', () => {
const { g, semuta, hajr } = fixture();
const original = inventory(g);
const pending = applyAction(g, 'a', { type: 'card', card: hajr.id });
const event = pending.pendingTreacheryDiscard?.batch.event;
assert.equal(pending.pendingTreacheryDiscard?.reaction?.stage, 'offer');
assert.ok(event);
const from = viewGame(pending, 'a').semutaReaction!, to = viewGame(pending, 'r').semutaReaction!;
assert.equal(from.event, to.event);
assert.equal(from.canCommit, false);
assert.equal(to.canCommit, true);
assert.deepEqual(from.candidates, []);
assert.deepEqual(to.candidates, []);
assert.equal(viewGame(pending, 'e').semutaReaction?.event, event);
assert.deepEqual(normalizeAutomaticGame(reload(pending)), reload(pending));
assert.throws(() => applyAction(pending, 'a', { type: 'move', from: 'imperial_basin:10', amount: 1,
territory: 'arrakeen', sector: 10 }));
const before = JSON.stringify(pending);
assert.throws(() => applyAction(pending, 'a', { type: 'semutaCommit', event }));
assert.throws(() => applyAction(pending, 'r', { type: 'semutaSelect', event, card: hajr.id }));
assert.equal(JSON.stringify(pending), before);
const passed = applyAction(reload(pending), 'a', { type: 'semutaPass', event });
assert.equal(viewGame(passed, 'a').semutaReaction?.passed, true);
assert.equal(viewGame(passed, 'r').semutaReaction?.passed, false);
assert.deepEqual(normalizeAutomaticGame(reload(passed)), reload(passed));
const botChoice = botActions(viewGame(passed, 'r'))[0];
assert.ok(botChoice);
const claimed = applyAction(reload(passed), 'r', botChoice);
assert.equal(claimed.pendingTreacheryDiscard, null);
assert.equal(claimed.resolvedTreacheryDiscardSequence, claimed.treacheryDiscardSequence);
assert.equal(player(claimed, 'r').hand.filter(card => card.id === hajr.id).length, 1);
assert.equal(player(claimed, 'r').hand.some(card => card.id === semuta.id), false);
assert.equal(claimed.discard.filter(card => card.id === semuta.id).length, 1);
assert.equal(claimed.discard.some(card => card.id === hajr.id), false);
assert.equal(claimed.hajr.filter(id => id === 'a').length, 1);
assert.deepEqual(inventory(claimed), original);
for (const p of claimed.players)
assert.deepEqual(viewGame(reload(claimed), p.id), viewGame(claimed, p.id));
assert.deepEqual(normalizeAutomaticGame(reload(claimed)), reload(claimed));
assert.throws(() => applyAction(claimed, 'r', { type: 'semutaCommit', event }));
});
void test('neutral Semuta passes do not reveal hidden possession and resume a declined effect exactly once', () => {
const { g, semuta, hajr } = fixture();
const without = reload(g);
player(without, 'r').hand = [];
without.richeseCache!.push(semuta);
player(without, 'r').hand.push(take(without, 'richese-distrans'));
const held = applyAction(g, 'a', { type: 'card', card: hajr.id });
const absent = applyAction(without, 'a', { type: 'card', card: hajr.id });
const event = held.pendingTreacheryDiscard!.batch.event;
assert.equal(absent.pendingTreacheryDiscard!.batch.event, event);
for (const id of ['a', 'e'])
assert.deepEqual(viewGame(held, id), viewGame(absent, id));
assert.equal(viewGame(absent, 'r').semutaReaction?.canCommit, false);
assert.deepEqual(normalizeAutomaticGame(reload(absent)), reload(absent));
let declined = reload(held);
for (const id of ['e', 'r', 'a']) {
declined = applyAction(declined, id, { type: 'semutaPass', event });
assert.deepEqual(inventory(declined), inventory(held));
}
assert.equal(declined.pendingTreacheryDiscard, null);
assert.equal(declined.hajr.filter(id => id === 'a').length, 1);
assert.equal(declined.discard.filter(card => card.id === hajr.id).length, 1);
assert.equal(player(declined, 'r').hand.some(card => card.id === semuta.id), true);
assert.deepEqual(normalizeAutomaticGame(reload(declined)), reload(declined));
});
void test('the provisional free-slot guard is private and never spends a full-hand Semuta', () => {
const { g, semuta, hajr } = fixture();
for (let n = 0; n < 3; n++) player(g, 'r').hand.push(g.deck.shift()!);
const pending = applyAction(g, 'a', { type: 'card', card: hajr.id });
const event = pending.pendingTreacheryDiscard!.batch.event;
const richese = viewGame(pending, 'r').semutaReaction!;
assert.equal(richese.canCommit, false);
assert.match(richese.blocked ?? '', /free hand slot/);
assert.equal(viewGame(pending, 'a').semutaReaction?.blocked, null);
const before = JSON.stringify(pending);
assert.throws(() => applyAction(pending, 'r', { type: 'semutaCommit', event }));
assert.equal(JSON.stringify(pending), before);
assert.equal(player(pending, 'r').hand.some(card => card.id === semuta.id), true);
});
void test('a saved neutral reaction cannot be deleted to auto-retire the fresh discard', () => {
const { g, hajr } = fixture();
const pending = applyAction(g, 'a', { type: 'card', card: hajr.id });
const corrupt = reload(pending);
delete corrupt.pendingTreacheryDiscard!.reaction;
const before = JSON.stringify(corrupt);
assert.throws(() => viewGame(corrupt, 'r'));
assert.throws(() => normalizeAutomaticGame(corrupt));
assert.throws(() => applyAction(corrupt, 'a', { type: 'advanceBots' }));
assert.equal(JSON.stringify(corrupt), before);
});
void test('duplicate physical Semuta custody cannot survive projection or commit', () => {
const { g, semuta, hajr } = fixture();
const pending = applyAction(g, 'a', { type: 'card', card: hajr.id });
const corrupt = reload(pending);
corrupt.richeseCache!.push(structuredClone(semuta));
const before = JSON.stringify(corrupt);
assert.throws(() => viewGame(corrupt, 'r'));
assert.throws(() => applyAction(corrupt, 'r', {
type: 'semutaCommit', event: corrupt.pendingTreacheryDiscard!.batch.event,
}));
assert.equal(JSON.stringify(corrupt), before);
});
void test('an impossible saved all-passed offer rejects instead of waiting forever', () => {
const { g, hajr } = fixture();
const pending = applyAction(g, 'a', { type: 'card', card: hajr.id });
const corrupt = reload(pending);
const reaction = corrupt.pendingTreacheryDiscard!.reaction;
assert.equal(reaction?.stage, 'offer');
if (reaction?.stage !== 'offer') return;
reaction.passed = corrupt.players.map(player => player.id);
const before = JSON.stringify(corrupt);
assert.throws(() => viewGame(corrupt, 'r'));
assert.throws(() => normalizeAutomaticGame(corrupt));
assert.equal(JSON.stringify(corrupt), before);
});