Files
Dune/tests/planetologist-battle.test.ts
T
Quintine af360c836b Connect Suk Graduate casualty rescues and saved continuation
Implement both rescue bands with legal physical casualty routing, owner controls,
all four bot profiles and durable battle receipts. Preserve paid support, elite
identity, killed/returned leader custody and replay rejection. New Advanced
Atreides skill choices exclude Suk while the KH loss-count ruling is pending;
legacy assigned combinations retain their preflight guard. Public gates remain.

Independent review fixed stale dead trainer assignments and detached rescue
receipts. Final focused Suk/Leader Skills union: 46 passed. Typecheck, lint,
4,452 offline tests, production build and 43 HTTP tests passed on unchanged
source tree 3b76239a46d0ba874299495e64295a5eaaa8f2415c3e9a041bee944bbce50c5a.

Actual browser rescue and refresh retained counters, private hand and pending
winner card cleanup. Two four-profile Basic/Advanced smoke games completed
with JSON restoration and no rejected actions; neither exercised a Suk rescue.
After the outage report the server was healthy. All 360 pre-check rooms and
original seat/recovery records are unchanged; checks added 33 rooms. SQLite
integrity and foreign-key checks pass. No server restart or database reset.
2026-09-13 19:02:32 +10:00

515 lines
14 KiB
TypeScript

import assert from 'node:assert/strict';
import test, { mock } from 'node:test';
import { baseDeck, ixBattleCards, leaders, type Card } from '../game/cards';
import {
PLANETOLOGIST_BASE_SPECIALS,
canUsePlanetologistBattleSpecial,
isPlanetologistBattleSpecialCard,
type BattleLeaderSkill,
} from '../game/leader-skill-combat';
import {
BattleResolutionQuoteError,
quoteBattleResolution,
type BattleResolutionInput,
type ResolutionCombatant,
} from '../game/battle-resolution-quote';
import {
applyAction,
createGame,
initializeLeaderSkillsGameForAudit,
joinGame,
newPlayer,
viewGame,
type Action,
type Game,
} from '../game/engine';
import { LEADER_SKILL_CARDS } from '../game/leader-skill-cards';
import { botActions } from '../game/bots';
import { DIFFICULTIES } from '../game/bot-profiles';
function special(effect = 'atomics') {
const card = baseDeck().find((candidate) => candidate.effect === effect);
assert.ok(card);
return card;
}
const assignment = (
leader: string,
faceUp = false,
captured = false,
): BattleLeaderSkill => ({
skill: 'planetologist',
leader,
faceUp,
captured,
});
void test('the alternate battle role is bound to the nine exact base green Specials', () => {
const eligible = baseDeck().filter(isPlanetologistBattleSpecialCard);
assert.deepEqual(
eligible.map((card) => card.id),
PLANETOLOGIST_BASE_SPECIALS.map((card) => card.id),
);
assert.deepEqual(
eligible.map((card) => card.name),
[
'Family Atomics',
'Weather Control',
'Hajr',
'Tleilaxu Ghola',
'Harvester',
'Karama',
'Karama',
'Truthtrance',
'Truthtrance',
],
);
assert.equal(
baseDeck()
.filter((card) => card.kind === 'hero')
.some(isPlanetologistBattleSpecialCard),
false,
);
assert.equal(ixBattleCards().some(isPlanetologistBattleSpecialCard), false);
assert.equal(
isPlanetologistBattleSpecialCard({
...special(),
id: 'forged-green-special',
}),
false,
);
});
void test('only the actual concealed or captured assigned leader may use the physical substitute', () => {
const card = special();
assert.equal(
canUsePlanetologistBattleSpecial({
assignments: [assignment('leader')],
selectedLeader: 'leader',
card,
}),
true,
);
assert.equal(
canUsePlanetologistBattleSpecial({
assignments: [assignment('leader', false, true)],
selectedLeader: 'leader',
card,
}),
true,
);
for (const input of [
{
assignments: [assignment('leader')],
selectedLeader: 'other',
card,
},
{
assignments: [assignment('leader', true)],
selectedLeader: 'leader',
card,
},
{
assignments: [
{
...assignment('leader'),
skill: 'warmaster' as const,
},
],
selectedLeader: 'leader',
card,
},
])
assert.equal(canUsePlanetologistBattleSpecial(input), false);
});
function battle(): BattleResolutionInput {
const side = (
id: string,
faction: 'emperor' | 'guild',
): ResolutionCombatant => {
const leader = { ...leaders(faction)[0] };
return {
id,
faction,
spice: 10,
hand: [],
leader,
plan: {
dial: id === 'a' ? 1 : 0,
support: 0,
leader: leader.id,
weapon: null,
defense: null,
},
forces: {
normal: 5,
elite: 0,
eliteStrength: 2,
freeSupport: false,
},
};
};
return {
advanced: false,
turn: 2,
territory: 'arrakeen',
attacker: side('a', 'emperor'),
defender: side('d', 'guild'),
voters: [
{ id: 'a', beneficiary: 'a', called: false, traitors: [] },
{ id: 'd', beneficiary: 'd', called: false, traitors: [] },
],
participants: [
{ id: 'a', faction: 'emperor' },
{ id: 'd', faction: 'guild' },
],
physicalCards: baseDeck(),
pendingAuditorPresent: false,
pendingRetentionPresent: false,
};
}
function playPlanetologist(input: BattleResolutionInput, card = special()) {
input.attacker.hand = [card];
input.attacker.plan.weapon = card.id;
input.attacker.leaderSkills = [assignment(input.attacker.plan.leader!)];
return card;
}
void test('a surviving skilled disc gains two without activating the Special and discards it after winning', () => {
const input = battle();
const card = playPlanetologist(input);
const before = structuredClone(input);
const quote = quoteBattleResolution(input);
assert.deepEqual(quote.leaderSkillBonuses.attacker, {
bonus: 2,
applied: [{ skill: 'planetologist', amount: 2, mode: 'skilled' }],
});
assert.equal(quote.effects?.defenderDead, false);
assert.equal(quote.winner, 'a');
assert.deepEqual(quote.discarded, [{ player: 'a', card: card.id }]);
assert.deepEqual(quote.winnerCards, []);
assert.deepEqual(input, before);
});
void test('leader death suppresses the two-point band but never releases the revealed Special', () => {
const input = battle();
const card = playPlanetologist(input, special('weather'));
const poison = baseDeck().find((candidate) => candidate.kind === 'poison')!;
input.defender.hand = [poison];
input.defender.plan.weapon = poison.id;
const quote = quoteBattleResolution(input);
assert.equal(quote.leaderDeaths.attacker, true);
assert.equal(quote.leaderSkillBonuses.attacker.bonus, 0);
assert.ok(
quote.discarded.some(
(entry) => entry.player === 'a' && entry.card === card.id,
),
);
});
void test('the later discard instruction also binds a successful traitor caller', () => {
const input = battle();
const card = playPlanetologist(input, special('hajr'));
input.voters = [
{
id: 'a',
beneficiary: 'a',
called: true,
traitors: [input.defender.plan.leader!],
},
input.voters[1],
];
const quote = quoteBattleResolution(input);
assert.equal(quote.result, 'traitor');
assert.equal(quote.winner, 'a');
assert.deepEqual(quote.discarded, [{ player: 'a', card: card.id }]);
assert.deepEqual(quote.winnerCards, []);
});
void test('Moritani cleanup cannot retain or reserve the mandatory Planetologist discard', () => {
const input = battle();
const card = playPlanetologist(input, special('truthtrance'));
const worthless = baseDeck().find(
(candidate) => candidate.kind === 'worthless',
)!;
const poison = baseDeck().find(
(candidate) => candidate.kind === 'poison',
)!;
input.attacker.ally = 'm';
input.attacker.hand = [card, worthless];
input.attacker.plan.defense = worthless.id;
input.defender.hand = [poison];
input.defender.plan.weapon = poison.id;
input.participants = [
...input.participants,
{ id: 'm', faction: 'moritani', ally: 'a' },
];
const quote = quoteBattleResolution(input);
assert.equal(quote.winner, 'd');
assert.deepEqual(quote.retention?.played, [worthless.id]);
assert.deepEqual(quote.retention?.eligible, [worthless.id]);
assert.ok(
quote.discarded.some(
(entry) => entry.player === 'a' && entry.card === card.id,
),
);
});
void test('quote validation rejects the Special in another role or with another leader without mutation', () => {
for (const mutate of [
(input: BattleResolutionInput, card: Card) => {
input.attacker.plan.weapon = null;
input.attacker.plan.defense = card.id;
},
(input: BattleResolutionInput) => {
input.attacker.leaderSkills = [assignment('some-other-leader')];
},
(input: BattleResolutionInput) => {
input.attacker.leaderSkills = [assignment(input.attacker.plan.leader!, true)];
},
(input: BattleResolutionInput, card: Card) => {
input.attacker.hand = [{ ...card, name: 'Forged Special' }];
},
(input: BattleResolutionInput) => {
input.attacker.leader!.dead = true;
},
(input: BattleResolutionInput) => {
delete input.attacker.leader;
},
]) {
const input = battle();
const card = playPlanetologist(input);
mutate(input, card);
const before = structuredClone(input);
assert.throws(
() => quoteBattleResolution(input),
BattleResolutionQuoteError,
);
assert.deepEqual(input, before);
}
});
function finishSetup(state: Game) {
let game = state;
for (let step = 0; game.status === 'setup' && step < 10; step += 1) {
const owner = game.players.find((player) => player.traitorChoices.length);
assert.ok(owner, `setup stalled at ${game.setupStage}`);
game = applyAction(game, owner.id, {
type: 'traitor',
leader: owner.traitorChoices[0],
});
}
assert.equal(game.status, 'playing');
return game;
}
function engineBattle(hide: boolean) {
let game = createGame('PLANETBATTLE', newPlayer('a', 'A', 'emperor'));
joinGame(game, newPlayer('d', 'D', 'guild'));
for (const player of game.players)
game = applyAction(game, player.id, { type: 'ready' });
const targetIndex = LEADER_SKILL_CARDS.findIndex(
(card) => card.id === 'planetologist',
);
let shuffleIndex = LEADER_SKILL_CARDS.length - 1;
mock.method(globalThis.crypto, 'getRandomValues', (array: Uint32Array) => {
array[0] = shuffleIndex-- === targetIndex ? 0 : 0xffffffff;
return array;
});
try {
game = initializeLeaderSkillsGameForAudit(game);
} finally {
mock.restoreAll();
}
const attackerOffer = game.leaderSkills!.offers.a;
assert.equal(attackerOffer.cards[0], 'planetologist');
game = applyAction(game, 'a', {
type: 'leaderSkill',
event: attackerOffer.event,
skill: 'planetologist',
leader: 'emperor-0',
});
const defenderOffer = game.leaderSkills!.offers.d;
game = applyAction(game, 'd', {
type: 'leaderSkill',
event: defenderOffer.event,
skill: defenderOffer.cards[0],
leader: 'guild-0',
});
game = finishSetup(game);
for (const player of game.players) {
game.deck.push(...player.hand);
player.hand = [];
player.forces = { 'arrakeen:10': 5 };
player.reserves = 15;
}
const index = game.deck.findIndex((card) => card.effect === 'atomics');
assert.ok(index >= 0);
const [card] = game.deck.splice(index, 1);
game.players[0].hand.push(card);
Object.assign(game, {
phase: 6,
storm: 18,
order: ['a', 'd'],
active: 'a',
ready: [],
decision: null,
response: null,
phaseOpening: null,
});
game = applyAction(game, 'a', {
type: 'chooseBattle',
territory: 'arrakeen',
target: 'd',
});
while (game.decision?.kind === 'leaderSkillVisibility') {
const decision = game.decision;
game = applyAction(game, decision.player, {
type: 'leaderSkillVisibility',
event: decision.event,
hide: decision.player === 'a' ? hide : false,
});
}
while (game.battle?.preparation)
game = applyAction(game, game.battle.preparation.owner, {
type: 'declineBattlePower',
});
return { game, card };
}
function unchanged(game: Game, player: string, action: Action, error: RegExp) {
const before = structuredClone(game);
assert.throws(() => applyAction(game, player, action), error);
assert.deepEqual(game, before);
}
void test('the real engine accepts only a concealed Planetologist plan and preserves actual-Weapon Voice', () => {
const publicSkill = engineBattle(false);
unchanged(
publicSkill.game,
'a',
{
type: 'battlePlan',
dial: 0,
leader: 'emperor-0',
weapon: publicSkill.card.id,
},
/behind the shield/,
);
const { game, card } = engineBattle(true);
unchanged(
game,
'a',
{
type: 'battlePlan',
dial: 0,
leader: 'emperor-1',
weapon: card.id,
},
/eligible Planetologist Special/,
);
const poisonIndex = game.deck.findIndex(
(candidate) => candidate.kind === 'poison',
);
assert.ok(poisonIndex >= 0);
const [poison] = game.deck.splice(poisonIndex, 1);
game.players[0].hand.push(poison);
game.battle!.voice = { target: 'a', kind: 'poison', must: true };
unchanged(
game,
'a',
{
type: 'battlePlan',
dial: 0,
leader: 'emperor-0',
weapon: card.id,
},
/comply with the Voice/,
);
delete game.battle!.voice;
const planned = applyAction(game, 'a', {
type: 'battlePlan',
dial: 0,
leader: 'emperor-0',
weapon: card.id,
});
assert.equal(planned.battle!.plans.a.weapon, card.id);
assert.equal(planned.storm, game.storm, 'Family Atomics utility did not fire');
});
void test('all four bot profiles offer a legal physical Planetologist battle plan', () => {
const { game, card } = engineBattle(true);
for (const difficulty of DIFFICULTIES) {
const view = viewGame(game, 'a');
view.players.find((player) => player.id === 'a')!.bot = difficulty;
const plans = botActions(view).filter(
(action) =>
action.type === 'battlePlan' &&
action.leader === 'emperor-0' &&
action.weapon === card.id,
);
assert.ok(plans.length, `${difficulty} omitted the physical Special`);
assert.doesNotThrow(
() => applyAction(game, 'a', plans[0]),
`${difficulty} emitted an invalid Planetologist plan`,
);
}
});
void test('the real engine resolves and discards a winning Planetologist Special exactly once', () => {
const { game: battleState, card } = engineBattle(true);
let game = applyAction(battleState, 'a', {
type: 'battlePlan',
dial: 0,
leader: 'emperor-0',
weapon: card.id,
});
game = applyAction(game, 'd', {
type: 'battlePlan',
dial: 0,
leader: 'guild-1',
});
game = applyAction(game, 'a', { type: 'traitorCall', call: false });
game = applyAction(game, 'd', { type: 'traitorCall', call: false });
assert.equal(
game.discard.filter((candidate) => candidate.id === card.id).length,
1,
);
assert.equal(
game.players[0].hand.some((candidate) => candidate.id === card.id),
false,
);
assert.equal(game.pendingWinnerDiscards, null);
assert.equal(game.lastBattleContext?.winnerDiscards?.completed, true);
});
void test('a skilled disc that dies between traitor votes cannot supply a stale Planetologist plan', () => {
const { game: battleState, card } = engineBattle(true);
let game = applyAction(battleState, 'a', {
type: 'battlePlan',
dial: 0,
leader: 'emperor-0',
weapon: card.id,
});
game = applyAction(game, 'd', {
type: 'battlePlan',
dial: 0,
leader: 'guild-1',
});
game = applyAction(game, 'a', { type: 'traitorCall', call: false });
const skilled = game.players[0].leaders.find(
(leader) => leader.id === 'emperor-0',
)!;
skilled.dead = true;
skilled.deaths += 1;
unchanged(
game,
'd',
{ type: 'traitorCall', call: false },
/dead or missing leader/,
);
});