import { describe, expect, it } from "vitest"; import { applyCommand, activePlayer, boardView, createGame, gameLos } from "../src/game"; import { cellKey, edgeKey, SIDES, stepTarget, type Cell, type Side } from "../src/board"; import type { CardInstance } from "../src/cards"; import { eligibleCellsFor, sightedCellsFor, viewFor } from "../src/view"; import { newExpansionGame as newGame, must, giveCard, emptyNeighborCell } from "./helpers"; describe("expansion terrain", () => { it("killer ooze burns on entry and can drop you on your face", () => { // Across seeds we should see both slips and clean crossings. let slips = 0, crossings = 0; for (let seed = 1; seed <= 10; seed++) { let { state } = newGame(seed); const me = activePlayer(state); const spot = emptyNeighborCell(state, me.position); const oz = giveCard(state, me.id, "killer-ooze"); state = must(state, me.id, { type: "cast", instanceId: oz.instanceId, target: { kind: "cell", cell: spot.cell }, }); state = must(state, me.id, { type: "move", direction: spot.side }); const p = state.players.find((p) => p.id === me.id)!; if (p.fallenInOoze) { slips++; expect(p.life).toBe(12); } // 1 + 2 else { crossings++; expect(p.life).toBe(14); } } expect(slips + crossings).toBe(10); expect(slips).toBeGreaterThan(0); expect(crossings).toBeGreaterThan(0); }); it("a pit is jumped on 2-4 and fallen into on a 1", () => { let falls = 0, jumps = 0, teeters = 0; for (let seed = 1; seed <= 12; seed++) { let { state } = newGame(seed); const me = activePlayer(state); const spot = emptyNeighborCell(state, me.position); const pit = giveCard(state, me.id, "create-pit"); state = must(state, me.id, { type: "cast", instanceId: pit.instanceId, target: { kind: "cell", cell: spot.cell }, }); state = must(state, me.id, { type: "move", direction: spot.side }); const p = state.players.find((p) => p.id === me.id)!; if (p.inPit) { falls++; expect(p.life).toBe(13); } else if (cellKey(p.position) === cellKey(me.position)) teeters++; else jumps++; } expect(falls + jumps + teeters).toBe(12); expect(falls).toBeGreaterThan(0); }); it("dust cloud blinds anyone standing inside it", () => { let { state } = newGame(); const me = activePlayer(state); const spot = emptyNeighborCell(state, me.position); const dc = giveCard(state, me.id, "dust-cloud"); state = must(state, me.id, { type: "cast", instanceId: dc.instanceId, target: { kind: "cell", cell: spot.cell }, }); // LOS through the cloud is blocked. const view = boardView(state); const beyond = { x: spot.cell.x + (spot.cell.x - me.position.x), y: spot.cell.y + (spot.cell.y - me.position.y) }; if (view.cells[cellKey(beyond)]) { expect(gameLos(state, activePlayer(state).position, beyond)).toBe(false); } }); it("glue pins a treasure to the floor until it wears off", () => { let { state } = newGame(); const me = activePlayer(state); const treasure = state.treasures.find((t) => t.position && t.owner !== me.id)!; me.position = { ...treasure.position! }; const gl = giveCard(state, me.id, "glue"); giveCard(state, me.id, "number-2", "N", 1); state = must(state, me.id, { type: "cast", instanceId: gl.instanceId, numberInstanceIds: ["number-2#N"], target: { kind: "cell", cell: treasure.position! }, }); expect(applyCommand(state, me.id, { type: "pickUpTreasure" }).ok).toBe(false); // 2 x 2 = 4 of the caster's turns later, the glue dries out. for (let i = 0; i < 8; i++) { state = must(state, activePlayer(state).id, { type: "endTurn", draw: 0 }); } state.players.find((p) => p.id === me.id)!.position = { ...treasure.position! }; expect(applyCommand(state, me.id, { type: "pickUpTreasure" }).ok).toBe(true); }); it("a safe locks a treasure away from everyone but its creator", () => { let { state } = newGame(); const me = activePlayer(state); const enemy = state.players.find((p) => p.id !== me.id)!; const treasure = state.treasures.find((t) => t.position && t.owner === enemy.id)!; me.position = { ...treasure.position! }; const sf = giveCard(state, me.id, "safe"); state = must(state, me.id, { type: "cast", instanceId: sf.instanceId, target: { kind: "cell", cell: treasure.position! }, }); // The enemy cannot take it... state = must(state, me.id, { type: "endTurn", draw: 0 }); const e = state.players.find((p) => p.id === enemy.id)!; e.position = { ...treasure.position! }; expect(applyCommand(state, enemy.id, { type: "pickUpTreasure" }).ok).toBe(false); // ...but the creator knows the combination. state = must(state, enemy.id, { type: "endTurn", draw: 0 }); state.players.find((p) => p.id === me.id)!.position = { ...treasure.position! }; expect(applyCommand(state, me.id, { type: "pickUpTreasure" }).ok).toBe(true); }); it("boobytrap detonates only under its real token, never under the caster", () => { let { state } = newGame(); const me = activePlayer(state); const enemy = state.players.find((p) => p.id !== me.id)!; // Four distinct empty-ish cells: use home-adjacent floor cells of the board. const view = boardView(state); const open: Cell[] = []; for (const key of Object.keys(view.cells)) { const [x, y] = key.split(",").map(Number) as [number, number]; const c = { x, y }; if (state.squareContents[key]) continue; open.push(c); if (open.length === 4) break; } const bt = giveCard(state, me.id, "boobytrap"); state = must(state, me.id, { type: "cast", instanceId: bt.instanceId, params: { cells: open }, }); // Caster strolls across the real token unharmed. const caster = state.players.find((p) => p.id === me.id)!; caster.position = { ...open[0]! }; // (position set directly — trap only triggers on a move; simulate enemy) state = must(state, me.id, { type: "endTurn", draw: 0 }); const e = state.players.find((p) => p.id === enemy.id)!; // Stand the enemy adjacent to the real token and step onto it. for (const side of SIDES) { const from = { x: open[0]!.x + (side === "E" ? -1 : side === "W" ? 1 : 0), y: open[0]!.y + (side === "S" ? -1 : side === "N" ? 1 : 0) }; if (!view.cells[cellKey(from)]) continue; const t = stepTarget(view, from, side); if (t.kind === "step" && cellKey(t.to) === cellKey(open[0]!)) { e.position = from; state = must(state, enemy.id, { type: "move", direction: side }); const hurt = state.players.find((p) => p.id === enemy.id)!; expect(hurt.life).toBeLessThanOrEqual(11); expect(state.boobytraps.length).toBe(0); return; } } throw new Error("setup: seed 42 offers no approach to the trap"); }); it("stone to water melts a stone block into a crashing wave", () => { let { state } = newGame(); const me = activePlayer(state); const spot = emptyNeighborCell(state, me.position); const fs = giveCard(state, me.id, "fill-square-with-stone"); state = must(state, me.id, { type: "cast", instanceId: fs.instanceId, target: { kind: "cell", cell: spot.cell }, }); const stw = giveCard(state, me.id, "stone-to-water", "SW", 1); state = must(state, me.id, { type: "cast", instanceId: stw.instanceId, target: { kind: "cell", cell: spot.cell }, }); expect(state.squareContents[cellKey(spot.cell)]).toBeUndefined(); // Wave side effects vary by geometry; the melt itself is the pinned behavior. }); it("wall of fire takes a rim warp from rev 39 — both mouths burn the crossing", () => { for (const deckRev of [38, 39]) { let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev, }); const me = activePlayer(state); const warp = state.board.warps[0]!; me.position = { ...warp.from.cell }; const wof = giveCard(state, me.id, "wall-of-fire", "WF", 0); const r = applyCommand(state, me.id, { type: "cast", instanceId: wof.instanceId, target: { kind: "edge", cell: warp.from.cell, side: warp.from.side }, }); expect(r.ok).toBe(deckRev >= 39); if (!r.ok) continue; state = r.state; const nearKey = edgeKey(warp.from.cell, warp.from.side); const farKey = edgeKey(warp.to.cell, warp.to.side); expect(boardView(state).edges[nearKey]).toBe("firewall"); expect(boardView(state).edges[farKey]).toBe("firewall"); // The corridor still runs — through flame: the crossing lands on the // far rim and burns for 4. state = must(state, me.id, { type: "move", direction: warp.from.side }); const after = state.players.find((p) => p.id === me.id)!; expect(cellKey(after.position)).toBe(cellKey(warp.to.cell)); expect(after.life).toBe(11); } }); it("waterwall takes a rim warp from rev 40 — the collapse washes both rims", () => { for (const deckRev of [39, 40]) { let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev, }); const me = activePlayer(state); const other = state.players.find((p) => p.id !== me.id)!; const warp = state.board.warps[0]!; me.position = { ...warp.from.cell }; other.position = { ...warp.to.cell }; const ww = giveCard(state, me.id, "waterwall", "WW", 0); const r = applyCommand(state, me.id, { type: "cast", instanceId: ww.instanceId, target: { kind: "edge", cell: warp.from.cell, side: warp.from.side }, }); expect(r.ok).toBe(deckRev >= 40); if (!r.ok) continue; // Both wizards stood in the mouths; the collapse washed both inward. const meAfter = r.state.players.find((p) => p.id === me.id)!; const otherAfter = r.state.players.find((p) => p.id === other.id)!; expect(cellKey(meAfter.position)).not.toBe(cellKey(warp.from.cell)); expect(cellKey(otherAfter.position)).not.toBe(cellKey(warp.to.cell)); } }); it("illusion wall hangs on a rim warp mouth from rev 40", () => { for (const deckRev of [39, 40]) { const { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev, }); const me = activePlayer(state); const warp = state.board.warps[0]!; me.position = { ...warp.from.cell }; const il = giveCard(state, me.id, "illusion-wall", "IL", 0); const r = applyCommand(state, me.id, { type: "cast", instanceId: il.instanceId, target: { kind: "edge", cell: warp.from.cell, side: warp.from.side }, }); expect(r.ok).toBe(deckRev >= 40); if (r.ok) { expect(r.state.illusionWalls[edgeKey(warp.from.cell, warp.from.side)]).toBeDefined(); } } }); it("stone to water breaches the outer rim from rev 40, opening a warp", () => { for (const deckRev of [39, 40]) { let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev, }); const me = activePlayer(state); const board = boardView(state); // Stand at a plain rim wall (an off-board edge that is no warp mouth). let rim: { cell: Cell; side: Side } | null = null; outer: for (const k of Object.keys(board.cells)) { const [x, y] = k.split(",").map(Number) as [number, number]; for (const side of SIDES) { const n = { x: x + (side === "E" ? 1 : side === "W" ? -1 : 0), y: y + (side === "S" ? 1 : side === "N" ? -1 : 0) }; if (board.cells[cellKey(n)]) continue; if (board.edges[edgeKey({ x, y }, side)] !== "wall") continue; if (state.board.warps.some((w) => cellKey(w.from.cell) === k && w.from.side === side)) continue; rim = { cell: { x, y }, side }; break outer; } } if (!rim) throw new Error("setup: no plain rim wall found"); me.position = { ...rim.cell }; const warpsBefore = state.board.warps.length; const stw = giveCard(state, me.id, "stone-to-water", "SW", 0); state = must(state, me.id, { type: "cast", instanceId: stw.instanceId, target: { kind: "edge", cell: rim.cell, side: rim.side }, }); if (deckRev >= 40) { // The far rim melted with it and the wraparound now runs. expect(state.board.warps.length).toBe(warpsBefore + 2); } else { // Older vintages left a dangling opening and replay so. expect(state.board.warps.length).toBe(warpsBefore); } } }); it("no doors through the rim from rev 40", () => { for (const deckRev of [39, 40]) { const { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev, }); const me = activePlayer(state); const board = boardView(state); let rim: { cell: Cell; side: Side } | null = null; outer: for (const k of Object.keys(board.cells)) { const [x, y] = k.split(",").map(Number) as [number, number]; for (const side of SIDES) { const n = { x: x + (side === "E" ? 1 : side === "W" ? -1 : 0), y: y + (side === "S" ? 1 : side === "N" ? -1 : 0) }; if (!board.cells[cellKey(n)] && board.edges[edgeKey({ x, y }, side)] === "wall") { rim = { cell: { x, y }, side }; break outer; } } } if (!rim) throw new Error("setup: no rim wall found"); me.position = { ...rim.cell }; const cd = giveCard(state, me.id, "create-door", "CD", 0); const r = applyCommand(state, me.id, { type: "cast", instanceId: cd.instanceId, target: { kind: "edge", cell: rim.cell, side: rim.side }, }); // Rev 39 hung a dead door there (and replays so); rev 40 refuses. expect(r.ok).toBe(deckRev < 40); } }); it("stone to water melts a door from rev 38 — a small entryway in a stone wall", () => { for (const deckRev of [37, 38]) { const { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev, }); const me = activePlayer(state); const board = boardView(state); // Stand the caster at some door and melt it point-blank. let doorAt: { cell: Cell; side: Side } | null = null; outer: for (const k of Object.keys(board.cells)) { const [x, y] = k.split(",").map(Number) as [number, number]; for (const side of SIDES) { if (board.edges[edgeKey({ x, y }, side)] === "door") { doorAt = { cell: { x, y }, side }; break outer; } } } if (!doorAt) throw new Error("setup: no door on this board"); me.position = { ...doorAt.cell }; const stw = giveCard(state, me.id, "stone-to-water", "SW", 0); const r = applyCommand(state, me.id, { type: "cast", instanceId: stw.instanceId, target: { kind: "edge", cell: doorAt.cell, side: doorAt.side }, }); expect(r.ok).toBe(deckRev >= 38); if (r.ok) { const key = edgeKey(doorAt.cell, doorAt.side); expect(boardView(r.state).edges[key] ?? "open").toBe("open"); expect(r.state.doorStates[key]).toBeUndefined(); } } }); }); describe("eligibility dimming mirrors the engine", () => { it("boobytrap tokens go anywhere but solid stone, sight be damned", () => { let { state } = newGame(); const caster = activePlayer(state).id; const view = viewFor(state, caster); const lit = eligibleCellsFor(view, "boobytrap")!; // Every board square is fair game (the fresh maze holds no solid stone), // including squares far outside the caster's sight. expect(lit.size).toBe(Object.keys(view.board.cells).length); }); it("glue lights only sighted squares that hold something", () => { let { state } = newGame(); const caster = activePlayer(state); // Drop a dagger at the caster's feet — the one guaranteed-sighted object. const here = { ...caster.position }; state.groundObjects[cellKey(here)] = [{ instanceId: "dagger#G", cardId: "dagger" }]; const lit = eligibleCellsFor(viewFor(state, caster.id), "glue")!; expect(lit.has(cellKey(here))).toBe(true); // Empty squares stay dim — glue needs something to glue down. const view = viewFor(state, caster.id); for (const k of lit) { const held = (view.groundObjects[k] ?? []).length > 0 || view.treasures.some((t) => t.position && cellKey(t.position) === k); expect(held).toBe(true); } }); it("dispel dimming lights creatures and demands sight, whoever made them", () => { let { state } = newGame(); const caster = activePlayer(state); const other = state.players.find((p) => p.id !== caster.id)!; // An enemy wraith beside the caster: created by the OTHER wizard. state.creatures.push({ id: "w1", kind: "wraith", controllerId: other.id, position: { x: caster.position.x, y: caster.position.y }, damage: 0, maxDamage: Infinity, movesPerTurn: 3, movementUsed: 0, attackUsed: false, justCreated: false, wallPassesPerTurn: 1, wallPassUsed: 0, scorchedThisTurn: [], }); const lit = eligibleCellsFor(viewFor(state, caster.id), "dispel-creation")!; expect(lit.has(cellKey(caster.position))).toBe(true); // Everything lit is created AND sighted. const view = viewFor(state, caster.id); const seen = sightedCellsFor(view); for (const k of lit) expect(seen.has(k)).toBe(true); }); }); describe("a wave's force is spent as it travels (rules rev 24)", () => { /** Caster at B, one cell above A; the target wall is A's south edge, so * the range-2 wave covers A (dist 0) and B (dist 1). */ function rig(deckRev: number, behind: "open" | "wall") { const { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic", "expansion1"], deckRev }); const me = activePlayer(state); const A = { x: 4, y: 5 }, B = { x: 4, y: 4 }, Bn = { x: 4, y: 3 }, Bnn = { x: 4, y: 2 }; for (const c of [A, B, Bn, Bnn]) expect(boardView(state).cells[cellKey(c)]).toBeTruthy(); state.edgeOverrides[edgeKey(A, "S")] = "wall"; state.edgeOverrides[edgeKey(A, "N")] = "open"; state.edgeOverrides[edgeKey(B, "N")] = behind; state.edgeOverrides[edgeKey(Bn, "N")] = "open"; me.position = { ...B }; // The other wizard waits far outside the wave. state.players.find((p) => p.id !== me.id)!.position = { x: 0, y: 9 }; const stw = giveCard(state, me.id, "stone-to-water", "SW", 0); const after = must(state, me.id, { type: "cast", instanceId: stw.instanceId, target: { kind: "edge", cell: A, side: "S" }, }); return { me: after.players.find((p) => p.id === me.id)!, B, Bn, Bnn }; } it("a victim at the wave's far edge is carried one space, unhurt", () => { const { me, Bn } = rig(24, "open"); expect(cellKey(me.position)).toBe(cellKey(Bn)); expect(me.life).toBe(15); }); it("only unspent force crushes: one space of push blocked is one damage", () => { const { me, B } = rig(24, "wall"); expect(cellKey(me.position)).toBe(cellKey(B)); expect(me.life).toBe(14); }); it("older revisions keep the flat full-range wash for replay fidelity", () => { const { me, Bnn } = rig(23, "open"); expect(cellKey(me.position)).toBe(cellKey(Bnn)); expect(me.life).toBe(15); }); });