Allow one committed Worthless to copy an opposing base Shield or Snooper when no actual defense is played, including protection of the selected native trained leader. Expose an optional named public choice after both plans reveal, before traitor calls, and show the activated protection in revealed plans. Discard the chosen physical Worthless once after battle, including winner and traitor-preempted outcomes. Original physical card identities and plans stay intact. Timing and explicit-discard precedence are documented implementation inferences; lower retreat, modified defenses, combined modes and public starts remain guarded. Reuse legal Worthless planning candidates and add a public-information decision path for all four AI profiles. Bind new battle choices to revealed plans, public skill stance, canonical card custody and an independent event, validate saved continuations before reads/actions, omit internal proof fields from views, and retain unmarked legacy-battle behavior. Independent rules/privacy/persistence review found no blocker. Validation: focused Diplomat rules/UI/bot/JSON/SQLite checks plus 80 related legacy checks passed; typecheck, lint, 4537 offline tests, production build and 43 HTTP tests passed. Concurrent copy versus decline, stale/corrupt decisions, self-protection and mandatory traitor-winner discard are covered. Browser genuine assignment and a conserved staged battle exercised human plan submission, refresh of the pending choice, actual Snooper copying with Baliset, Hasimir survival, exactly one Baliset discard, ordinary Crysknife retention and final refresh with private cards and four board forces, fifteen reserves, one Tank and eight spice. Basic/Advanced four-profile samples completed in 210/223 actions with six/seven JSON restores and no rejected candidates; neither encountered an eligible copy, so targeted checks establish the effect. The server was healthy after the power outage. All 563 opening rooms and original seat/recovery records were preserved (597 after QA/HTTP); SQLite integrity and foreign keys passed. No restart, reset or automation was needed. Verified source tree: 868bb7484cef244e6ab20f8d08d62e118629e257870cf91a436bf42651b968f5
404 lines
12 KiB
TypeScript
404 lines
12 KiB
TypeScript
import assert from 'node:assert/strict';
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import test from 'node:test';
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import type { DatabaseSync } from 'node:sqlite';
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import type { RoomsClock } from '../db/rooms';
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import * as engine from '../game/engine';
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import { unitStore } from './fixture-nexus-room-store';
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import {
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diplomatDefenseGame,
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revealDiplomatPlans,
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} from './diplomat-defense-fixture';
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const clock: RoomsClock = { now: () => 10000, sleep: async () => {} };
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async function fixture(hide = true) {
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const store = unitStore();
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const sqlite: DatabaseSync = store.sqlite;
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const created = await store.rooms.createRoom(
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'Diplomat owner',
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'emperor',
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false,
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[],
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);
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const joined = await store.rooms.joinRoom(
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created.view.code,
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'Diplomat opponent',
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'guild',
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);
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const code = created.view.code;
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const tokens = [created.token!, joined.token!];
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const original = await Promise.all(
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tokens.map((token) => store.rooms.authenticate(code, token)),
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);
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for (const [index, seat] of original.entries())
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sqlite
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.prepare('UPDATE seats SET player_id=? WHERE room_code=? AND player_id=?')
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.run(index ? 'd' : 'a', code, seat.playerId);
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const seats = await Promise.all(
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tokens.map((token) => store.restart().authenticate(code, token)),
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);
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const state = diplomatDefenseGame(hide);
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state.code = code;
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state.version = (await store.rooms.readRoom(code)).version;
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const save = (game: engine.Game) =>
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sqlite
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.prepare('UPDATE rooms SET state=?,version=? WHERE code=?')
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.run(JSON.stringify(game), game.version, code);
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save(state);
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store.writes.length = 0;
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const worthless = state.players[0].hand.find(
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(card) => card.kind === 'worthless',
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)!;
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const poison = state.players[1].hand.find((card) => card.kind === 'poison')!;
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const snooper = state.players[1].hand.find(
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(card) => card.kind === 'snooper',
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)!;
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assert.ok(worthless && poison && snooper);
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return {
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...store,
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sqlite,
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code,
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seats,
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state,
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save,
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worthless,
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poison,
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snooper,
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};
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}
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function ownerPlan(f: Awaited<ReturnType<typeof fixture>>): engine.Action {
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return {
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type: 'battlePlan',
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dial: 0,
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leader: f.state.battle!.leaderSkillHidden?.a ? 'emperor-0' : 'emperor-1',
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defense: f.worthless.id,
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};
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}
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function opponentPlan(f: Awaited<ReturnType<typeof fixture>>): engine.Action {
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return {
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type: 'battlePlan',
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dial: 0,
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leader: 'guild-1',
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weapon: f.poison.id,
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defense: f.snooper.id,
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};
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}
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function barrier() {
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let release!: () => void;
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const ready = new Promise<void>((resolve) => {
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release = resolve;
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});
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let arrivals = 0;
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return async () => {
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if (++arrivals === 2) release();
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await ready;
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};
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}
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function committedOnce(
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results: PromiseSettledResult<unknown>[],
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writes: { changes: number }[],
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) {
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assert.equal(
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results.filter((result) => result.status === 'fulfilled').length,
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1,
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);
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assert.equal(
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results.filter((result) => result.status === 'rejected').length,
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1,
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);
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assert.deepEqual(
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writes.map((write) => write.changes).sort((a, b) => a - b),
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[0, 1],
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);
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}
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void test('restart conceals the sealed Worthless, publishes the revealed Diplomat offer, and concurrent copies save the selected trainer once', async () => {
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const f = await fixture(true);
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try {
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await f.rooms.act(f.code, f.seats[0], f.state.version, ownerPlan(f), clock);
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const sealed = await f.restart().readRoom(f.code);
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const owner = await f.restart().readSeatView(f.code, f.seats[0]);
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const observer = await f.restart().readSeatView(f.code, f.seats[1]);
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assert.equal(owner.battle!.plans.a.defense, f.worthless.id);
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assert.equal(observer.battle!.plans.a, undefined);
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assert.equal(
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JSON.stringify(observer.battle).includes(f.worthless.id),
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false,
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);
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await f
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.restart()
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.act(f.code, f.seats[1], sealed.version, opponentPlan(f), clock);
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const offered = await f.restart().readRoom(f.code);
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assert.equal(offered.decision?.kind, 'diplomatDefense');
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assert.equal(offered.battle!.diplomatDefense?.stage, 'offered');
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assert.deepEqual(offered.battle!.diplomatDefense?.cards, [f.worthless.id]);
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for (const seat of f.seats) {
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const view = await f.restart().readSeatView(f.code, seat);
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assert.deepEqual(view.decision, offered.decision);
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assert.equal(view.battle!.diplomatDefense?.stage, 'offered');
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const publicReceipt = JSON.stringify(view.battle!.diplomatDefense);
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assert.equal(publicReceipt.includes('signature'), false);
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assert.equal(publicReceipt.includes('frame'), false);
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}
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f.writes.length = 0;
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f.hooks.beforeWrite = barrier();
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const choice: engine.Action = {
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type: 'decision',
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event: offered.decision!.event,
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card: f.worthless.id,
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};
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const choices = await Promise.allSettled([
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f.rooms.act(f.code, f.seats[0], offered.version, choice, clock),
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f.restart().act(f.code, f.seats[0], offered.version, choice, clock),
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]);
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delete f.hooks.beforeWrite;
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committedOnce(choices, f.writes);
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let selected = await f.restart().readRoom(f.code);
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assert.equal(selected.battle!.diplomatDefense?.stage, 'copied');
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assert.equal(selected.battle!.diplomatDefense?.card, f.worthless.id);
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assert.equal(
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selected.players[0].hand.filter((card) => card.id === f.worthless.id)
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.length,
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1,
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);
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assert.equal(
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selected.discard.some((card) => card.id === f.worthless.id),
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false,
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);
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await f
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.restart()
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.act(
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f.code,
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f.seats[0],
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selected.version,
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{ type: 'traitorCall', call: false },
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clock,
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);
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selected = await f.restart().readRoom(f.code);
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await f
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.restart()
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.act(
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f.code,
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f.seats[1],
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selected.version,
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{ type: 'traitorCall', call: false },
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clock,
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);
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const resolved = await f.restart().readRoom(f.code);
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assert.equal(
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resolved.players[0].leaders.find((leader) => leader.id === 'emperor-0')!
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.dead,
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false,
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);
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assert.equal(
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resolved.discard.filter((card) => card.id === f.worthless.id).length,
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1,
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);
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assert.equal(
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resolved.players.some((player) =>
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player.hand.some((card) => card.id === f.worthless.id),
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),
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false,
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);
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} finally {
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f.sqlite.close();
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}
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});
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void test('concurrent restored copy and decline commit one public choice without moving the Worthless early', async () => {
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const f = await fixture(false);
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try {
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const offered = revealDiplomatPlans(f.state, 'weapon');
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f.save(offered);
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assert.equal(offered.decision?.kind, 'diplomatDefense');
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f.writes.length = 0;
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f.hooks.beforeWrite = barrier();
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const event = offered.decision.event;
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const results = await Promise.allSettled([
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f.rooms.act(
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f.code,
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f.seats[0],
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offered.version,
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{ type: 'decision', event, card: f.worthless.id },
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clock,
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),
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f
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.restart()
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.act(
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f.code,
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f.seats[0],
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offered.version,
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{ type: 'decision', event, card: null },
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clock,
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),
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]);
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delete f.hooks.beforeWrite;
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committedOnce(results, f.writes);
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const current = await f.restart().readRoom(f.code);
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const copied = results[0].status === 'fulfilled';
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assert.equal(
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current.battle!.diplomatDefense?.stage,
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copied ? 'copied' : 'declined',
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);
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assert.equal(
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current.battle!.diplomatDefense?.card,
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copied ? f.worthless.id : null,
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);
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assert.equal(
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current.players[0].hand.filter((card) => card.id === f.worthless.id)
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.length,
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1,
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);
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assert.equal(
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current.discard.some((card) => card.id === f.worthless.id),
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false,
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);
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} finally {
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f.sqlite.close();
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}
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});
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void test('a restored activated copy still discards its exact Worthless after a successful Traitor call', async () => {
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const f = await fixture(true);
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try {
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const owner = f.state.players[0];
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const old = owner.traitors[0];
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const identity = 'guild-1';
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if (old !== identity) {
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const holder = f.state.players.find((player) =>
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player.traitors.includes(identity),
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);
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if (holder) holder.traitors[holder.traitors.indexOf(identity)] = old;
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else {
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const reserve = f.state.traitorReserve!.indexOf(identity);
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assert.ok(reserve >= 0);
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f.state.traitorReserve![reserve] = old;
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}
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owner.traitors[0] = identity;
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}
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const offered = revealDiplomatPlans(f.state);
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assert.equal(offered.decision?.kind, 'diplomatDefense');
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const copied = engine.applyAction(offered, 'a', {
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type: 'decision',
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event: offered.decision.event,
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card: f.worthless.id,
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});
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f.save(copied);
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await f
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.restart()
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.act(
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f.code,
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f.seats[0],
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copied.version,
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{ type: 'traitorCall', call: true },
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clock,
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);
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const called = await f.restart().readRoom(f.code);
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await f
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.restart()
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.act(
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f.code,
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f.seats[1],
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called.version,
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{ type: 'traitorCall', call: false },
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clock,
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);
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const resolved = await f.restart().readRoom(f.code);
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assert.equal(resolved.lastBattleContext?.result, 'traitor');
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assert.equal(resolved.lastBattleContext?.winner, 'a');
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assert.equal(
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resolved.discard.filter((card) => card.id === f.worthless.id).length,
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1,
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);
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assert.equal(
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resolved.players.some((player) =>
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player.hand.some((card) => card.id === f.worthless.id),
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),
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false,
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);
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} finally {
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f.sqlite.close();
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}
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});
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void test('corrupted restored receipt, decision, or independent battle marker rejects views and actions without mutation', async () => {
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const f = await fixture();
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try {
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const original = revealDiplomatPlans(f.state);
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assert.equal(original.decision?.kind, 'diplomatDefense');
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const action: engine.Action = {
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type: 'decision',
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event: original.decision.event,
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card: f.worthless.id,
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};
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const corruptions: ((game: engine.Game) => void)[] = [
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(game) => {
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game.battle!.diplomatDefense!.frame += '-changed';
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},
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(game) => {
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if (game.decision?.kind === 'diplomatDefense')
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game.decision.source = 'wrong-defense';
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},
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(game) => {
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delete game.battle!.diplomatDefenseVersion;
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},
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(game) => {
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delete game.battle!.diplomatDefenseEvent;
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},
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];
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for (const corrupt of corruptions) {
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const bad = structuredClone(original);
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corrupt(bad);
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f.save(bad);
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f.writes.length = 0;
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for (const seat of f.seats)
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await assert.rejects(f.restart().readSeatView(f.code, seat));
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await assert.rejects(
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f.restart().act(f.code, f.seats[0], bad.version, action, clock),
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);
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const snapshot = structuredClone(bad);
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assert.throws(() => engine.normalizeAutomaticGame(bad));
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assert.deepEqual(bad, snapshot);
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assert.equal(f.writes.length, 0);
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assert.deepEqual(await f.rooms.readRoom(f.code), snapshot);
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}
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} finally {
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f.sqlite.close();
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}
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});
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void test('a restored legacy revealed battle without a Diplomat marker keeps its existing traitor continuation', async () => {
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const f = await fixture();
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try {
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const legacy = revealDiplomatPlans(f.state);
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delete legacy.battle!.diplomatDefenseVersion;
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delete legacy.battle!.diplomatDefenseEvent;
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delete legacy.battle!.diplomatDefense;
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legacy.decision = null;
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f.save(legacy);
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const view = await f.restart().readSeatView(f.code, f.seats[0]);
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assert.equal(view.decision, null);
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await f
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.restart()
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.act(
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f.code,
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f.seats[0],
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legacy.version,
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{ type: 'traitorCall', call: false },
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clock,
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);
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const continued = await f.restart().readRoom(f.code);
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assert.equal(continued.battle!.traitorCalls.a, false);
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assert.equal(continued.battle!.diplomatDefense, undefined);
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} finally {
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f.sqlite.close();
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}
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});
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