import { describe, expect, it } from "vitest"; import { applyCommand, activePlayer, createGame, boardView, sustainedOn, type Command, type GameState, type PlayerId, } from "../src/game"; import { cellKey, edgeKey, neighbor, type Side } from "../src/board"; import type { CardInstance } from "../src/cards"; function newGame(seed = 42) { return createGame({ playerIds: ["alice", "bob"], seed, sets: ["basic"] }); } function must(state: GameState, player: PlayerId, command: Command): GameState { const result = applyCommand(state, player, command); if (!result.ok) throw new Error(`command failed: ${result.error}`); return result.state; } function giveCard(state: GameState, playerId: PlayerId, cardId: string, tag = "T", slot = 0): CardInstance { const p = state.players.find((p) => p.id === playerId)!; const instance = { instanceId: `${cardId}#${tag}`, cardId }; p.hand[slot] = instance; return instance; } function toRound2(state: GameState): GameState { state = must(state, activePlayer(state).id, { type: "endTurn", draw: 0 }); state = must(state, activePlayer(state).id, { type: "endTurn", draw: 0 }); return state; } function faceOff(state: GameState): { attacker: PlayerId; defender: PlayerId } { const attacker = activePlayer(state); const defender = state.players.find((p) => p.id !== attacker.id)!; defender.position = { ...attacker.position }; return { attacker: attacker.id, defender: defender.id }; } function castAt( state: GameState, attacker: PlayerId, defender: PlayerId, card: CardInstance, extra: Partial> = {}, ): GameState { state = must(state, attacker, { type: "cast", instanceId: card.instanceId, target: { kind: "player", playerId: defender }, ...extra, }); return must(state, defender, { type: "pass" }); } describe("duration spells", () => { it("slow reduces movement to 1, blocks number cards, and halves attacks", () => { let { state } = newGame(); state = toRound2(state); const { attacker, defender } = faceOff(state); const slow = giveCard(state, attacker, "slow"); giveCard(state, attacker, "number-4", "N", 1); state = castAt(state, attacker, defender, slow, { numberInstanceIds: ["number-4#N"] }); expect(sustainedOn(state, defender, "slow").length).toBe(1); // Defender's turn: 1 movement, no number cards, no attack (1st slowed turn). state = must(state, attacker, { type: "endTurn", draw: 0 }); expect(activePlayer(state).id).toBe(defender); expect(state.turn.movementAllowance).toBe(1); expect(state.turn.attackForbidden).toBe(true); const num = giveCard(state, defender, "number-3", "M", 0); expect(applyCommand(state, defender, { type: "playNumberForMovement", instanceId: num.instanceId }).ok).toBe(false); // Second slowed turn: attack allowed again. state = must(state, defender, { type: "endTurn", draw: 0 }); state = must(state, attacker, { type: "endTurn", draw: 0 }); expect(activePlayer(state).id).toBe(defender); expect(state.turn.attackForbidden).toBe(false); }); it("duration spells expire at the start of the caster's turn", () => { let { state } = newGame(); state = toRound2(state); const { attacker, defender } = faceOff(state); const ns = giveCard(state, attacker, "no-spell"); // Duration 1 (no number card). state = castAt(state, attacker, defender, ns); expect(sustainedOn(state, defender, "no-spell").length).toBe(1); // Defender cannot cast while it lasts. const fb = giveCard(state, defender, "fireball", "F", 1); state = must(state, attacker, { type: "endTurn", draw: 0 }); const refused = applyCommand(state, defender, { type: "cast", instanceId: fb.instanceId, target: { kind: "player", playerId: attacker }, }); expect(refused.ok).toBe(false); // Back to the caster: the spell expires at their turn start. state = must(state, defender, { type: "endTurn", draw: 0 }); expect(sustainedOn(state, defender, "no-spell").length).toBe(0); }); it("medusa paralyzes and grants damage immunity", () => { let { state } = newGame(); state = toRound2(state); const { attacker, defender } = faceOff(state); const med = giveCard(state, attacker, "medusa"); giveCard(state, attacker, "number-2", "N", 1); // Duration 2 so it survives past the caster's next turn start. state = castAt(state, attacker, defender, med, { numberInstanceIds: ["number-2#N"] }); // Defender is immune to damage while paralyzed. state = must(state, attacker, { type: "endTurn", draw: 0 }); expect(activePlayer(state).id).toBe(defender); expect(applyCommand(state, defender, { type: "move", direction: "N" }).ok).toBe(false); const counter = giveCard(state, defender, "blunt", "B", 0); void counter; state = must(state, defender, { type: "endTurn", draw: 0 }); // Attacker punches the frozen defender: no damage. state = must(state, attacker, { type: "punch", targetId: defender }); // Defender cannot counteract under medusa; they pass. state = must(state, defender, { type: "pass" }); expect(state.players.find((p) => p.id === defender)!.life).toBe(15); }); it("invisible makes attacks miss 3 times out of 4 (deterministic per seed)", () => { let hits = 0, misses = 0; for (let seed = 1; seed <= 12; seed++) { let { state } = newGame(seed); state = toRound2(state); const { attacker, defender } = faceOff(state); const inv = giveCard(state, defender, "invisible", "I", 0); // Defender casts invisible on their own turn first — rearrange: give // attacker the attack, let defender cast invisible when active. // Simpler: attach directly via a cast from the defender's turn. state.players.find((p) => p.id === defender)!.hand[0] = inv; // Attacker ends turn; defender casts invisible; attacker attacks. state = must(state, attacker, { type: "endTurn", draw: 0 }); state = must(state, defender, { type: "cast", instanceId: inv.instanceId }); state = must(state, defender, { type: "endTurn", draw: 0 }); const fb = giveCard(state, attacker, "fireball", "F", 0); state = castAt(state, attacker, defender, fb); const life = state.players.find((p) => p.id === defender)!.life; if (life < 15) hits++; else misses++; } expect(hits + misses).toBe(12); expect(misses).toBeGreaterThan(hits); // 75% miss rate over 12 seeds }); }); describe("doors", () => { function findDoor(state: GameState): { cell: { x: number; y: number }; side: Side } { const view = boardView(state); for (const [key, edgeState] of Object.entries(view.edges)) { if (edgeState !== "door") continue; const [kind, coords] = key.split(":") as [string, string]; const [x, y] = coords.split(",").map(Number) as [number, number]; return kind === "V" ? { cell: { x, y }, side: "E" } : { cell: { x, y }, side: "S" }; } throw new Error("no door on this board"); } it("pick lock opens an adjacent door until end of turn", () => { let { state } = newGame(); const me = activePlayer(state); const door = findDoor(state); me.position = { ...door.cell }; const other = neighbor(door.cell, door.side); const dir = door.side; // Locked: blocked. expect(applyCommand(state, me.id, { type: "move", direction: dir }).ok).toBe(false); const pl = giveCard(state, me.id, "pick-lock"); state = must(state, me.id, { type: "cast", instanceId: pl.instanceId, target: { kind: "edge", cell: door.cell, side: door.side }, }); state = must(state, me.id, { type: "move", direction: dir }); expect(cellKey(activePlayer(state).position)).toBe(cellKey(other)); // Relocks when the turn ends. state = must(state, me.id, { type: "endTurn", draw: 0 }); state = must(state, activePlayer(state).id, { type: "endTurn", draw: 0 }); expect(state.openDoorEdges.length).toBe(0); expect(applyCommand(state, me.id, { type: "move", direction: dir === "E" ? "W" : "N" }).ok).toBe(false); }); it("remove lock is permanent; jam lock seals the door for everyone", () => { let { state } = newGame(); const me = activePlayer(state); const door = findDoor(state); me.position = { ...door.cell }; const key = edgeKey(door.cell, door.side); const rl = giveCard(state, me.id, "remove-lock"); state = must(state, me.id, { type: "cast", instanceId: rl.instanceId, target: { kind: "edge", cell: door.cell, side: door.side }, }); expect(state.doorStates[key]).toBe("removed"); state = must(state, me.id, { type: "move", direction: door.side }); // Jamming a removed lock is refused. const jl = giveCard(state, me.id, "jam-lock"); const refused = applyCommand(state, me.id, { type: "cast", instanceId: jl.instanceId, target: { kind: "edge", cell: door.cell, side: door.side }, }); expect(refused.ok).toBe(false); }); }); describe("movement spells", () => { it("teleport jumps up to four spaces through walls and ends movement", () => { let { state } = newGame(); const me = activePlayer(state); const from = me.position; const tp = giveCard(state, me.id, "teleport"); const far = { x: from.x, y: from.y >= 4 ? from.y - 4 : from.y + 4 }; state = must(state, me.id, { type: "cast", instanceId: tp.instanceId, target: { kind: "cell", cell: far }, }); expect(cellKey(activePlayer(state).position)).toBe(cellKey(far)); expect(applyCommand(state, me.id, { type: "move", direction: "N" }).ok).toBe(false); }); it("teleport refuses jumps beyond four spaces", () => { const { state } = newGame(); const me = activePlayer(state); const tp = giveCard(state, me.id, "teleport"); const tooFar = { x: me.position.x, y: me.position.y >= 5 ? me.position.y - 5 : me.position.y + 5 }; const result = applyCommand(state, me.id, { type: "cast", instanceId: tp.instanceId, target: { kind: "cell", cell: tooFar }, }); expect(result.ok).toBe(false); }); it("swap trades places and consumes movement", () => { let { state } = newGame(); state = toRound2(state); const attacker = activePlayer(state); const defender = state.players.find((p) => p.id !== attacker.id)!; const aPos = { ...attacker.position }; const bPos = { ...defender.position }; const sw = giveCard(state, attacker.id, "swap"); state = castAt(state, attacker.id, defender.id, sw); expect(cellKey(state.players.find((p) => p.id === attacker.id)!.position)).toBe(cellKey(bPos)); expect(cellKey(state.players.find((p) => p.id === defender.id)!.position)).toBe(cellKey(aPos)); expect(state.turn.movementUsed).toBe(state.turn.movementAllowance); }); it("power run trades life for movement", () => { let { state } = newGame(); const me = activePlayer(state); const pr = giveCard(state, me.id, "power-run"); state = must(state, me.id, { type: "cast", instanceId: pr.instanceId, params: { points: 3 }, }); expect(state.players.find((p) => p.id === me.id)!.life).toBe(12); expect(state.turn.movementAllowance).toBe(6); }); it("pass through wall grants a one-wall step", () => { let { state } = newGame(); const me = activePlayer(state); // Find a direction blocked by a wall with a real cell behind it. const view = boardView(state); let dir: Side | null = null; for (const side of ["N", "S", "E", "W"] as Side[]) { const k = edgeKey(me.position, side); if (view.edges[k] === "wall" && view.cells[cellKey(neighbor(me.position, side))]) { dir = side; break; } } if (!dir) return; // no adjacent wall on this seed's home; fine const ptw = giveCard(state, me.id, "pass-through-wall"); state = must(state, me.id, { type: "cast", instanceId: ptw.instanceId }); state = must(state, me.id, { type: "move", direction: dir }); expect(state.players.find((p) => p.id === me.id)!.passWallCharges).toBe(0); }); }); describe("card warfare", () => { it("card erasure discards a named card; thought steal takes two at random", () => { let { state } = newGame(); state = toRound2(state); const { attacker, defender } = faceOff(state); giveCard(state, defender, "fireball", "V", 0); const ce = giveCard(state, attacker, "card-erasure"); state = castAt(state, attacker, defender, ce, { params: { cardId: "fireball" } }); const d = state.players.find((p) => p.id === defender)!; expect(d.hand.some((c) => c.cardId === "fireball")).toBe(false); expect(d.hand.length).toBe(6); state = must(state, attacker, { type: "endTurn", draw: 0 }); state = must(state, defender, { type: "endTurn", draw: 0 }); const ts = giveCard(state, attacker, "thought-steal"); const handBefore = state.players.find((p) => p.id === attacker)!.hand.length; state = castAt(state, attacker, defender, ts); // -1 (thought steal cast) +2 stolen expect(state.players.find((p) => p.id === attacker)!.hand.length).toBe(handBefore + 1); expect(state.players.find((p) => p.id === defender)!.hand.length).toBe(4); }); it("power drain transfers life; sudden death does 10", () => { let { state } = newGame(); state = toRound2(state); const { attacker, defender } = faceOff(state); const pd = giveCard(state, attacker, "power-drain"); giveCard(state, attacker, "number-4", "N", 1); state = castAt(state, attacker, defender, pd, { numberInstanceIds: ["number-4#N"] }); expect(state.players.find((p) => p.id === defender)!.life).toBe(11); expect(state.players.find((p) => p.id === attacker)!.life).toBe(19); state = must(state, attacker, { type: "endTurn", draw: 0 }); state = must(state, defender, { type: "endTurn", draw: 0 }); const sd = giveCard(state, attacker, "sudden-death"); state = castAt(state, attacker, defender, sd); expect(state.players.find((p) => p.id === defender)!.life).toBe(1); }); it("wizardblade needs the same square, uses a number card, and stays displayed", () => { let { state } = newGame(); state = toRound2(state); const attacker = activePlayer(state); const defender = state.players.find((p) => p.id !== attacker.id)!; const wb = giveCard(state, attacker.id, "wizardblade"); giveCard(state, attacker.id, "number-3", "N", 1); // Not same square: refused. defender.position = { x: attacker.position.x, y: attacker.position.y === 0 ? 1 : attacker.position.y - 1 }; const refused = applyCommand(state, attacker.id, { type: "cast", instanceId: wb.instanceId, numberInstanceIds: ["number-3#N"], target: { kind: "player", playerId: defender.id }, }); expect(refused.ok).toBe(false); defender.position = { ...attacker.position }; state = castAt(state, attacker.id, defender.id, wb, { numberInstanceIds: ["number-3#N"] }); expect(state.players.find((p) => p.id === defender.id)!.life).toBe(12); const a = state.players.find((p) => p.id === attacker.id)!; expect(a.hand.some((c) => c.cardId === "wizardblade")).toBe(true); expect(a.displayed).toContain(wb.instanceId); }); }); describe("cast modifiers", () => { it("amplify doubles fireball; add joins two number cards", () => { let { state } = newGame(); state = toRound2(state); const { attacker, defender } = faceOff(state); const fb = giveCard(state, attacker, "fireball"); giveCard(state, attacker, "amplify", "A", 1); state = castAt(state, attacker, defender, fb, { amplifyInstanceIds: ["amplify#A"] }); expect(state.players.find((p) => p.id === defender)!.life).toBe(5); // 5 x2 state = must(state, attacker, { type: "endTurn", draw: 0 }); state = must(state, defender, { type: "endTurn", draw: 0 }); const lb = giveCard(state, attacker, "lightning-blast"); giveCard(state, attacker, "number-2", "N1", 1); giveCard(state, attacker, "number-3", "N2", 2); giveCard(state, attacker, "add", "AD", 3); // Two numbers without ADD: refused. const refused = applyCommand(state, attacker, { type: "cast", instanceId: lb.instanceId, numberInstanceIds: ["number-2#N1", "number-3#N2"], target: { kind: "player", playerId: defender }, }); expect(refused.ok).toBe(false); state = castAt(state, attacker, defender, lb, { numberInstanceIds: ["number-2#N1", "number-3#N2"], addInstanceId: "add#AD", }); expect(state.players.find((p) => p.id === defender)!.life).toBe(0); // 5 dmg on 5 life }); it("reverse turns damage into healing but keeps secondary effects", () => { let { state } = newGame(); state = toRound2(state); const { attacker, defender } = faceOff(state); const lb = giveCard(state, attacker, "lightning-blast"); giveCard(state, attacker, "number-4", "N", 1); giveCard(state, defender, "reverse", "R", 0); state = must(state, attacker, { type: "cast", instanceId: lb.instanceId, numberInstanceIds: ["number-4#N"], target: { kind: "player", playerId: defender }, }); state = must(state, defender, { type: "counteract", instanceId: "reverse#R" }); state = must(state, attacker, { type: "pass" }); state = must(state, defender, { type: "pass" }); const d = state.players.find((p) => p.id === defender)!; expect(d.life).toBe(19); // gained 4 instead of losing it expect(d.lostTurns).toBe(1); // the stun still applies }); });