Three blind reviews over the first-person arc, every finding verified against the source. History-narrating comments made timeless or cut; the stacked BUDDY comment collapsed to one voice. Dead code out: the orphaned FACE copy, the DIR_ANGLE duplicate, the dead loop-counter poke, the impossible-state sentinel. The never-produced "warp" hit kind resolved the right way — warp mouths now hang a translucent veil of the painted warp texture, so art that never rendered finally does. Types tightened (SlabStrike named once, ShareData rides CatchUpStep, botTier loses its casts), the gallery reads MATERIALS instead of a hand-copied list, the chronicle resets through one helper, a superseded share mint rejects instead of stranding, and the conjured safe gains the growth key its siblings had. Tests lose a triple assignment, a tautology, and two self-swallowing regex alternatives. The sprite spec — which still told the artist to paint for additive compositing the renderer no longer uses — now describes the renderer that exists. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
677 lines
33 KiB
TypeScript
677 lines
33 KiB
TypeScript
import { describe, expect, it } from "vitest";
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import { applyCommand, activePlayer, boardView, createGame, gameLos, sustainedOn } from "../src/game";
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import { cellKey, edgeKey, stepTarget } from "../src/board";
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import type { CardInstance } from "../src/cards";
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import { newExpansionGame as newGame, must, giveCard, toRound2, faceOff, castAt } from "./helpers";
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describe("expansion combat cards", () => {
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it("power attack burns life for extra damage", () => {
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let { state } = newGame();
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state = toRound2(state);
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const { attacker, defender } = faceOff(state);
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const fb = giveCard(state, attacker, "fireball");
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giveCard(state, attacker, "power-attack", "PA", 1);
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state = castAt(state, attacker, defender, fb, {
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powerAttackInstanceId: "power-attack#PA", powerAttackPoints: 3,
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});
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expect(state.players.find((p) => p.id === defender)!.life).toBe(7); // 5+3
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expect(state.players.find((p) => p.id === attacker)!.life).toBe(12);
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});
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it("weakness doubles damage taken and forbids carrying treasure", () => {
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let { state } = newGame();
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state = toRound2(state);
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const { attacker, defender } = faceOff(state);
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const wk = giveCard(state, attacker, "weakness");
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giveCard(state, attacker, "number-3", "N", 1);
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state = castAt(state, attacker, defender, wk, { numberInstanceIds: ["number-3#N"] });
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expect(sustainedOn(state, defender, "weakness").length).toBe(1);
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state = must(state, attacker, { type: "endTurn", draw: 0 });
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const t = state.treasures.find((t) => t.owner === attacker && t.position)!;
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const d = state.players.find((p) => p.id === defender)!;
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d.position = { ...t.position! };
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expect(applyCommand(state, defender, { type: "pickUpTreasure" }).ok).toBe(false);
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state = must(state, defender, { type: "endTurn", draw: 0 });
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const fb = giveCard(state, attacker, "fireball", "F", 0);
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const d2 = state.players.find((p) => p.id === defender)!;
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d2.position = { ...state.players.find((p) => p.id === attacker)!.position };
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state = castAt(state, attacker, defender, fb);
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expect(state.players.find((p) => p.id === defender)!.life).toBe(5); // 5x2
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});
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it("walking dead bleeds half a point per space walked", () => {
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let { state } = newGame();
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state = toRound2(state);
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const { attacker, defender } = faceOff(state);
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const wd = giveCard(state, attacker, "walking-dead");
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state = castAt(state, attacker, defender, wd);
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state = must(state, attacker, { type: "endTurn", draw: 0 });
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// Defender walks: every second step costs a point.
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let lifeStart = state.players.find((p) => p.id === defender)!.life;
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let steps = 0;
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for (const dir of ["N", "S", "E", "W", "N", "S"] as const) {
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const r = applyCommand(state, defender, { type: "move", direction: dir });
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if (r.ok) { state = r.state; steps++; }
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if (steps === 2) break;
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}
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expect(steps).toBe(2);
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expect(state.players.find((p) => p.id === defender)!.life).toBe(lifeStart - 1);
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});
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it("mental swap trades entire hands", () => {
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let { state } = newGame();
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state = toRound2(state);
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const { attacker, defender } = faceOff(state);
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const ms = giveCard(state, attacker, "mental-swap");
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const aCards = state.players.find((p) => p.id === attacker)!.hand.map((c) => c.instanceId);
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const dCards = state.players.find((p) => p.id === defender)!.hand.map((c) => c.instanceId);
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state = castAt(state, attacker, defender, ms);
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const aAfter = state.players.find((p) => p.id === attacker)!.hand.map((c) => c.instanceId);
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expect(aAfter).toEqual(dCards);
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// (the swap card itself was consumed from the attacker's hand pre-swap)
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expect(state.players.find((p) => p.id === defender)!.hand.map((c) => c.instanceId))
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.toEqual(aCards.filter((id) => id !== ms.instanceId));
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});
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it("butt-head rams for the distance charged", () => {
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let { state } = newGame();
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state = toRound2(state);
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const attacker = activePlayer(state);
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const defender = state.players.find((p) => p.id !== attacker.id)!;
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// Stand them 3 apart on the same column if possible; else same square +N.
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defender.position = { x: attacker.position.x, y: attacker.position.y >= 3 ? attacker.position.y - 3 : attacker.position.y + 3 };
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const bh = giveCard(state, attacker.id, "butt-head");
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state = castAt(state, attacker.id, defender.id, bh);
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const a = state.players.find((p) => p.id === attacker.id)!;
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const d = state.players.find((p) => p.id === defender.id)!;
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expect(cellKey(a.position)).toBe(cellKey(d.position));
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expect(d.life).toBe(12); // 3 spaces = 3 damage
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});
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it("empathy turns an attack back on its caster as well", () => {
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let { state } = newGame();
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state = toRound2(state);
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const { attacker, defender } = faceOff(state);
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// Defender raises empathy on their own turn.
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state = must(state, attacker, { type: "endTurn", draw: 0 });
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const em = giveCard(state, defender, "empathy", "E", 0);
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giveCard(state, defender, "number-3", "N", 1);
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state = must(state, defender, {
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type: "cast", instanceId: em.instanceId, numberInstanceIds: ["number-3#N"],
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});
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state = must(state, defender, { type: "endTurn", draw: 0 });
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const fb = giveCard(state, attacker, "fireball", "F", 0);
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state = castAt(state, attacker, defender, fb);
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expect(state.players.find((p) => p.id === defender)!.life).toBe(10);
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expect(state.players.find((p) => p.id === attacker)!.life).toBe(10);
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});
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it("ward springs in the moment: the grab hangs on the owner's choice", () => {
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let { state } = newGame();
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const me = activePlayer(state);
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const enemy = state.players.find((p) => p.id !== me.id)!;
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giveCard(state, enemy.id, "ward", "W", 0);
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const treasure = state.treasures.find((t) => t.owner === enemy.id && t.position)!;
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me.position = { ...treasure.position! };
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state = must(state, me.id, { type: "pickUpTreasure" });
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expect(state.wardPending).toEqual({ ownerId: enemy.id, takerId: me.id });
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state = must(state, enemy.id, { type: "wardChoice", play: true });
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expect(state.players.find((p) => p.id === me.id)!.life).toBe(12);
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expect(state.players.find((p) => p.id === enemy.id)!.hand.some((c) => c.cardId === "ward")).toBe(false);
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});
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it("opportunity fire opens an out-of-turn attack window", () => {
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let { state } = newGame();
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state = toRound2(state);
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const active = activePlayer(state).id;
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const lurker = state.players.find((p) => p.id !== active)!;
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lurker.position = { ...state.players.find((p) => p.id === active)!.position };
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const of_ = giveCard(state, lurker.id, "opportunity-fire", "OF", 0);
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const fb = giveCard(state, lurker.id, "fireball", "F", 1);
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// Out of turn: play opportunity fire, then the attack.
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state = must(state, lurker.id, { type: "cast", instanceId: of_.instanceId });
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expect(state.outOfTurnWindow?.playerId).toBe(lurker.id);
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state = must(state, lurker.id, {
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type: "cast", instanceId: fb.instanceId, target: { kind: "player", playerId: active },
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});
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state = must(state, active, { type: "pass" });
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expect(state.players.find((p) => p.id === active)!.life).toBe(10);
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// Turn structure is intact: the original player is still active.
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expect(activePlayer(state).id).toBe(active);
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expect(state.outOfTurnWindow).toBeNull();
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});
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it("idiot marches its victim toward their own treasure and forbids casting", () => {
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let { state } = newGame();
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state = toRound2(state);
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const { attacker, defender } = faceOff(state);
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const id = giveCard(state, attacker, "idiot");
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state = castAt(state, attacker, defender, id);
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expect(sustainedOn(state, defender, "idiot").length).toBe(1);
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state = must(state, attacker, { type: "endTurn", draw: 0 });
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// Casting is refused; moving is steered (any direction request works).
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const fb = giveCard(state, defender, "fireball", "F", 0);
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expect(applyCommand(state, defender, {
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type: "cast", instanceId: fb.instanceId, target: { kind: "player", playerId: attacker },
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}).ok).toBe(false);
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const before = state.players.find((p) => p.id === defender)!.position;
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const r = applyCommand(state, defender, { type: "move", direction: "N" });
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if (r.ok) {
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const after = r.state.players.find((p) => p.id === defender)!.position;
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expect(cellKey(after)).not.toBe(cellKey(before));
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} else {
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expect(r.error).toMatch(/blocked/);
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}
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});
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it("idiot forbids item handling and punches but allows counteractions", () => {
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let { state } = createGame({
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playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"],
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});
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state = toRound2(state);
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const { attacker, defender } = faceOff(state);
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// The victim carries an OPPONENT'S treasure into the spell.
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const d = state.players.find((p) => p.id === defender)!;
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const stolen = state.treasures.find((t) => t.owner === attacker)!;
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stolen.carriedBy = defender;
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stolen.position = null;
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d.carriedTreasureId = stolen.id;
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const id = giveCard(state, attacker, "idiot");
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state = castAt(state, attacker, defender, id);
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expect(sustainedOn(state, defender, "idiot").length).toBe(1);
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state = must(state, attacker, { type: "endTurn", draw: 0 });
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// No dropping the carried treasure (no capturing it on your home, either).
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const drop = applyCommand(state, defender, { type: "dropTreasure" });
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expect(drop.ok).toBe(false);
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if (!drop.ok) expect(drop.error).toMatch(/treasure/);
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// No punching the tormentor.
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expect(applyCommand(state, defender, { type: "punch", targetId: attacker }).ok).toBe(false);
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// Goal-aiding spells stay castable (FAQ: "You could, however, destroy a wall").
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const sp = giveCard(state, defender, "speed", "SP", 0);
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expect(applyCommand(state, defender, { type: "cast", instanceId: sp.instanceId }).ok).toBe(true);
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// Counteractions are expressly allowed: absorb an incoming fireball.
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state = must(state, defender, { type: "endTurn", draw: 0 });
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const fb = giveCard(state, attacker, "fireball", "F", 0);
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state = must(state, attacker, {
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type: "cast", instanceId: fb.instanceId, target: { kind: "player", playerId: defender },
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});
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giveCard(state, defender, "absorb-spell", "AB", 1);
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expect(applyCommand(state, defender, { type: "counteract", instanceId: "absorb-spell#AB" }).ok).toBe(true);
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});
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it("idiot never steers the march — the step goes where asked", () => {
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let { state } = createGame({
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playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"],
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});
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state = toRound2(state);
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const { attacker, defender } = faceOff(state);
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const id = giveCard(state, attacker, "idiot");
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state = castAt(state, attacker, defender, id);
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expect(sustainedOn(state, defender, "idiot").length).toBe(1);
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state = must(state, attacker, { type: "endTurn", draw: 0 });
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const d = state.players.find((p) => p.id === defender)!;
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const board = boardView(state);
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const open = (["N", "S", "E", "W"] as const)
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.filter((s) => stepTarget(board, d.position, s).kind === "step");
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expect(open.length).toBeGreaterThanOrEqual(2);
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// Plant the victim's own gold one step out one way; walk the other way.
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const toward = stepTarget(board, d.position, open[0]!);
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const away = stepTarget(board, d.position, open[1]!);
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if (toward.kind === "blocked" || away.kind === "blocked") throw new Error("unreachable");
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const own = state.treasures.find((t) => t.owner === defender)!;
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own.carriedBy = null;
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own.position = toward.to;
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state = must(state, defender, { type: "move", direction: open[1]! });
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expect(cellKey(state.players.find((p) => p.id === defender)!.position)).toBe(cellKey(away.to));
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});
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it("idiot permits DROP OBJECT that frees the victim's own treasure", () => {
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let { state } = createGame({
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playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"],
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});
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state = toRound2(state);
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const { attacker, defender } = faceOff(state);
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const thief = state.players.find((p) => p.id === attacker)!;
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const own = state.treasures.find((t) => t.owner === defender)!;
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own.carriedBy = attacker;
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own.position = null;
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thief.carriedTreasureId = own.id;
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const id = giveCard(state, attacker, "idiot");
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state = castAt(state, attacker, defender, id);
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state = must(state, attacker, { type: "endTurn", draw: 0 });
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// An attack for its own sake stays forbidden.
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const fb = giveCard(state, defender, "fireball", "F", 0);
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expect(applyCommand(state, defender, {
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type: "cast", instanceId: fb.instanceId, target: { kind: "player", playerId: attacker },
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}).ok).toBe(false);
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// Shaking YOUR OWN gold out of the thief's arms serves the march —
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// while carried it cannot be stood upon.
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const dr = giveCard(state, defender, "drop-object", "D", 1);
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const r = applyCommand(state, defender, {
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type: "cast", instanceId: dr.instanceId,
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target: { kind: "player", playerId: attacker }, params: { cardId: "treasure" },
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});
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expect(r.ok).toBe(true);
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});
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it("idiot has no effect on a victim carrying their own treasure", () => {
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let { state } = createGame({
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playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"],
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});
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state = toRound2(state);
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const { attacker, defender } = faceOff(state);
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const d = state.players.find((p) => p.id === defender)!;
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const own = state.treasures.find((t) => t.owner === defender)!;
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own.carriedBy = defender;
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own.position = null;
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d.carriedTreasureId = own.id;
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const id = giveCard(state, attacker, "idiot");
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state = castAt(state, attacker, defender, id);
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expect(sustainedOn(state, defender, "idiot").length).toBe(0);
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});
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});
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describe("swap home bases", () => {
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it("trades homes when both bases hold equal treasures", () => {
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let { state } = newGame();
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const me = activePlayer(state);
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const other = state.players.find((p) => p.id !== me.id)!;
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other.position = { ...me.position }; // LOS guaranteed
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const myHome = { ...me.home };
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const theirHome = { ...other.home };
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const shb = giveCard(state, me.id, "swap-home-bases");
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state = must(state, me.id, {
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type: "cast", instanceId: shb.instanceId, target: { kind: "player", playerId: other.id },
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});
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expect(cellKey(state.players.find((p) => p.id === me.id)!.home)).toBe(cellKey(theirHome));
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expect(cellKey(state.players.find((p) => p.id === other.id)!.home)).toBe(cellKey(myHome));
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});
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});
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describe("thumb of god (divine meteor)", () => {
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it("scatters every token near where the die lands", () => {
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let { state } = newGame();
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state = toRound2(state);
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const me = activePlayer(state);
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// Sprinkle the blast zone: a ground object and the enemy nearby.
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const enemy = state.players.find((p) => p.id !== me.id)!;
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enemy.position = { ...me.position };
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state.groundObjects[cellKey(me.position)] = [{ instanceId: "dagger#G", cardId: "dagger" }];
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const tog = giveCard(state, me.id, "thumb-of-god");
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state = must(state, me.id, {
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type: "cast", instanceId: tog.instanceId, target: { kind: "cell", cell: me.position },
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});
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expect(state.turn.attackUsed).toBe(true);
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// The dagger moved somewhere on the board.
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const allObjects = Object.values(state.groundObjects).flat();
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expect(allObjects.some((c) => c.cardId === "dagger")).toBe(true);
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});
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});
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describe("add for movement", () => {
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it("an ADD permits a second number card on movement, once", () => {
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let { state } = newGame();
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const me = activePlayer(state).id;
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giveCard(state, me, "number-3", "N1", 0);
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giveCard(state, me, "number-2", "N2", 1);
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giveCard(state, me, "add", "A", 2);
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giveCard(state, me, "number-4", "N3", 3);
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state = must(state, me, { type: "playNumberForMovement", instanceId: "number-3#N1" });
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expect(state.turn.movementAllowance).toBe(6);
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// Second without ADD: refused.
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expect(applyCommand(state, me, { type: "playNumberForMovement", instanceId: "number-2#N2" }).ok).toBe(false);
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// With ADD: allowed.
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state = must(state, me, { type: "playNumberForMovement", instanceId: "number-2#N2", addInstanceId: "add#A" });
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expect(state.turn.movementAllowance).toBe(8);
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// A third is refused even with another add wished for.
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expect(applyCommand(state, me, { type: "playNumberForMovement", instanceId: "number-4#N3" }).ok).toBe(false);
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});
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});
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describe("ambushes (async interrupts)", () => {
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it("an armed Opportunity Fire springs when prey walks into sight", () => {
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let { state } = newGame();
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state = toRound2(state);
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const owner = activePlayer(state);
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const of_ = giveCard(state, owner.id, "opportunity-fire", "OF", 0);
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const fb = giveCard(state, owner.id, "fireball", "FB", 1);
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state = must(state, owner.id, {
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type: "setAmbush", instanceId: of_.instanceId, trigger: { kind: "los" },
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spellInstanceId: fb.instanceId,
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});
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const o = state.players.find((p) => p.id === owner.id)!;
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expect(o.hand.some((c) => c.cardId === "fireball")).toBe(false);
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expect(state.ambushes.length).toBe(1);
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state = must(state, owner.id, { type: "endTurn", draw: 0 });
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const preyNow = state.players.find((p) => p.id !== owner.id)!;
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const ownerNow = state.players.find((p) => p.id === owner.id)!;
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// Find a step that goes from a no-LOS cell into a LOS cell.
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let found: { from: { x: number; y: number }; side: "N" | "S" | "E" | "W" } | null = null;
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outer: for (const key of Object.keys(state.board.cells)) {
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const [x, y] = key.split(",").map(Number) as [number, number];
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const cell = { x, y };
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if (!gameLos(state, ownerNow.position, cell)) continue;
|
|
for (const side of ["N", "S", "E", "W"] as const) {
|
|
const dx = side === "E" ? 1 : side === "W" ? -1 : 0;
|
|
const dy = side === "S" ? 1 : side === "N" ? -1 : 0;
|
|
const from = { x: x - dx, y: y - dy };
|
|
if (!state.board.cells[cellKey(from)]) continue;
|
|
if (gameLos(state, ownerNow.position, from)) continue;
|
|
const st = stepTarget(boardView(state), from, side);
|
|
if (st.kind === "step" && cellKey(st.to) === key) { found = { from, side }; break outer; }
|
|
}
|
|
}
|
|
expect(found).not.toBeNull();
|
|
preyNow.position = found!.from;
|
|
state = must(state, preyNow.id, { type: "move", direction: found!.side });
|
|
expect(state.stack).not.toBeNull();
|
|
expect(state.stack!.attackerId).toBe(owner.id);
|
|
expect(state.stack!.attackCard!.cardId).toBe("fireball");
|
|
expect(state.ambushes.length).toBe(0);
|
|
state = must(state, preyNow.id, { type: "pass" });
|
|
expect(state.players.find((p) => p.id === preyNow.id)!.life).toBe(10);
|
|
});
|
|
|
|
it("cancelling an ambush returns the committed cards", () => {
|
|
let { state } = newGame();
|
|
const owner = activePlayer(state);
|
|
const int_ = giveCard(state, owner.id, "interrupt", "I", 0);
|
|
const lb = giveCard(state, owner.id, "lightning-blast", "LB", 1);
|
|
giveCard(state, owner.id, "number-3", "N", 2);
|
|
state = must(state, owner.id, {
|
|
type: "setAmbush", instanceId: int_.instanceId, trigger: { kind: "near" },
|
|
spellInstanceId: lb.instanceId, numberInstanceIds: ["number-3#N"],
|
|
});
|
|
const id = state.ambushes[0]!.id;
|
|
state = must(state, owner.id, { type: "cancelAmbush", ambushId: id });
|
|
const o = state.players.find((p) => p.id === owner.id)!;
|
|
expect(o.hand.some((c) => c.cardId === "interrupt")).toBe(true);
|
|
expect(o.hand.some((c) => c.cardId === "lightning-blast")).toBe(true);
|
|
expect(state.ambushes.length).toBe(0);
|
|
});
|
|
});
|
|
|
|
describe("strength tears treasures from wizards' arms", () => {
|
|
function grip(seed: number) {
|
|
let { state } = createGame({ playerIds: ["alice", "bob"], seed, sets: ["basic", "expansion1"] });
|
|
state = toRound2(state);
|
|
const { attacker, defender } = faceOff(state);
|
|
const d = state.players.find((p) => p.id === defender)!;
|
|
// The defender carries the ATTACKER's own treasure (no ward window).
|
|
const stolen = state.treasures.find((t) => t.owner === attacker)!;
|
|
stolen.carriedBy = defender;
|
|
stolen.position = null;
|
|
d.carriedTreasureId = stolen.id;
|
|
const st = giveCard(state, attacker, "strength");
|
|
giveCard(state, attacker, "number-2", "N", 1);
|
|
state = must(state, attacker, {
|
|
type: "cast", instanceId: st.instanceId, numberInstanceIds: ["number-2#N"],
|
|
});
|
|
return { state, attacker, defender, treasure: stolen.id };
|
|
}
|
|
|
|
it("the grip is an attack: the victim keeps the treasure only on a 1", () => {
|
|
let torn = 0, kept = 0;
|
|
for (let seed = 1; seed <= 12; seed++) {
|
|
const { state, attacker, defender, treasure } = grip(seed);
|
|
const r = applyCommand(state, attacker, { type: "tearTreasure", targetId: defender });
|
|
if (!r.ok) throw new Error(r.error);
|
|
expect(r.state.turn.attackUsed).toBe(true);
|
|
// FAQ: tearing is not picking up — the turn's actions continue.
|
|
expect(r.state.turn.actionsEnded).toBe(false);
|
|
const a = r.state.players.find((p) => p.id === attacker)!;
|
|
const d = r.state.players.find((p) => p.id === defender)!;
|
|
if (a.carriedTreasureId === treasure) {
|
|
torn++;
|
|
expect(d.carriedTreasureId).toBeNull();
|
|
} else {
|
|
kept++;
|
|
expect(d.carriedTreasureId).toBe(treasure);
|
|
}
|
|
// One attack per turn: a second wrench is refused.
|
|
expect(applyCommand(r.state, attacker, { type: "tearTreasure", targetId: defender }).ok).toBe(false);
|
|
}
|
|
expect(torn).toBeGreaterThan(0);
|
|
expect(kept).toBeGreaterThan(0);
|
|
});
|
|
|
|
it("without STRENGTH the grip is refused", () => {
|
|
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"] });
|
|
state = toRound2(state);
|
|
const { attacker, defender } = faceOff(state);
|
|
const d = state.players.find((p) => p.id === defender)!;
|
|
const t = state.treasures.find((t) => t.owner === attacker)!;
|
|
t.carriedBy = defender;
|
|
t.position = null;
|
|
d.carriedTreasureId = t.id;
|
|
const r = applyCommand(state, attacker, { type: "tearTreasure", targetId: defender });
|
|
expect(r.ok).toBe(false);
|
|
});
|
|
|
|
it("laden arms tear it loose onto the floor — and the ward's owner gets their window", () => {
|
|
for (let seed = 1; seed <= 12; seed++) {
|
|
let { state } = createGame({ playerIds: ["alice", "bob", "cara"], seed, sets: ["basic", "expansion1"] });
|
|
state = toRound2(state);
|
|
while (activePlayer(state).id !== "alice") {
|
|
state = must(state, activePlayer(state).id, { type: "endTurn", draw: 0 });
|
|
}
|
|
const alice = state.players.find((p) => p.id === "alice")!;
|
|
const bob = state.players.find((p) => p.id === "bob")!;
|
|
bob.position = { ...alice.position };
|
|
// Alice already hauls her own gold; Bob carries CARA's — and Cara
|
|
// holds a WARD over it.
|
|
const mine = state.treasures.find((t) => t.owner === "alice")!;
|
|
mine.carriedBy = "alice";
|
|
mine.position = null;
|
|
alice.carriedTreasureId = mine.id;
|
|
const caras = state.treasures.find((t) => t.owner === "cara")!;
|
|
caras.carriedBy = "bob";
|
|
caras.position = null;
|
|
bob.carriedTreasureId = caras.id;
|
|
giveCard(state, "cara", "ward", "W", 0);
|
|
const st = giveCard(state, "alice", "strength");
|
|
giveCard(state, "alice", "number-2", "N", 1);
|
|
state = must(state, "alice", {
|
|
type: "cast", instanceId: st.instanceId, numberInstanceIds: ["number-2#N"],
|
|
});
|
|
const r = applyCommand(state, "alice", { type: "tearTreasure", targetId: "bob" });
|
|
if (!r.ok) throw new Error(r.error);
|
|
const after = r.state.treasures.find((t) => t.id === caras.id)!;
|
|
if (after.carriedBy === "bob") continue; // Bob rolled his 1 — try again
|
|
// Torn loose: Alice's arms are full, so it lands at her feet…
|
|
expect(after.position).toEqual(alice.position);
|
|
expect(r.state.players.find((p) => p.id === "alice")!.carriedTreasureId).toBe(mine.id);
|
|
// …and the seizure hangs on Cara's ward.
|
|
expect(r.state.wardPending).toEqual({ ownerId: "cara", takerId: "alice" });
|
|
return;
|
|
}
|
|
throw new Error("every seed rolled a 1 — the rig is wrong");
|
|
});
|
|
});
|
|
|
|
describe("swap meet trades carried items", () => {
|
|
function rig() {
|
|
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"] });
|
|
state = toRound2(state);
|
|
const { attacker, defender } = faceOff(state);
|
|
const sm = giveCard(state, attacker, "swap-meet");
|
|
giveCard(state, attacker, "dagger", "D", 1);
|
|
giveCard(state, defender, "blaster-wand", "W", 0);
|
|
state = must(state, attacker, {
|
|
type: "cast", instanceId: sm.instanceId,
|
|
target: { kind: "player", playerId: defender },
|
|
params: { cardId: "dagger;blaster-wand" },
|
|
});
|
|
state = must(state, defender, { type: "pass" });
|
|
return { state, attacker, defender };
|
|
}
|
|
|
|
it("a dagger trades for a wand — both are carried items", () => {
|
|
const { state, attacker, defender } = rig();
|
|
expect(state.players.find((p) => p.id === attacker)!.hand.some((c) => c.cardId === "blaster-wand")).toBe(true);
|
|
expect(state.players.find((p) => p.id === defender)!.hand.some((c) => c.cardId === "dagger")).toBe(true);
|
|
});
|
|
});
|
|
|
|
describe("swap meet trades treasures too", () => {
|
|
function treasureRig(theirsToken: string, mineToken: string) {
|
|
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"] });
|
|
state = toRound2(state);
|
|
const { attacker, defender } = faceOff(state);
|
|
const a = state.players.find((p) => p.id === attacker)!;
|
|
const d = state.players.find((p) => p.id === defender)!;
|
|
// The defender hauls one of the attacker's own treasures.
|
|
const stolen = state.treasures.find((t) => t.owner === attacker)!;
|
|
stolen.position = null; stolen.carriedBy = defender; d.carriedTreasureId = stolen.id;
|
|
const sm = giveCard(state, attacker, "swap-meet");
|
|
giveCard(state, attacker, "dagger", "D", 1);
|
|
state = must(state, attacker, {
|
|
type: "cast", instanceId: sm.instanceId,
|
|
target: { kind: "player", playerId: defender },
|
|
params: { cardId: `${mineToken};${theirsToken}` },
|
|
});
|
|
state = must(state, defender, { type: "pass" });
|
|
return { state, attacker, defender, a, d, stolen };
|
|
}
|
|
|
|
it("a dagger buys back the treasure in the thief's arms", () => {
|
|
const { state, attacker, defender } = treasureRig("treasure", "dagger");
|
|
const a = state.players.find((p) => p.id === attacker)!;
|
|
const d = state.players.find((p) => p.id === defender)!;
|
|
const t = state.treasures.find((tr) => tr.owner === attacker && tr.carriedBy)!;
|
|
expect(a.carriedTreasureId).toBe(t.id);
|
|
expect(t.carriedBy).toBe(attacker);
|
|
expect(d.carriedTreasureId).toBeNull();
|
|
expect(d.hand.some((c) => c.cardId === "dagger")).toBe(true);
|
|
});
|
|
|
|
it("the trade refuses to overload full arms", () => {
|
|
// The attacker also carries a treasure: claiming theirs with a dagger
|
|
// would mean two in hand — the swap quietly cannot happen.
|
|
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"] });
|
|
state = toRound2(state);
|
|
const { attacker, defender } = faceOff(state);
|
|
const a = state.players.find((p) => p.id === attacker)!;
|
|
const d = state.players.find((p) => p.id === defender)!;
|
|
const t1 = state.treasures.find((t) => t.owner === attacker)!;
|
|
t1.position = null; t1.carriedBy = attacker; a.carriedTreasureId = t1.id;
|
|
const t2 = state.treasures.find((t) => t.owner === defender)!;
|
|
t2.position = null; t2.carriedBy = defender; d.carriedTreasureId = t2.id;
|
|
const sm = giveCard(state, attacker, "swap-meet");
|
|
giveCard(state, attacker, "dagger", "D", 1);
|
|
state = must(state, attacker, {
|
|
type: "cast", instanceId: sm.instanceId,
|
|
target: { kind: "player", playerId: defender },
|
|
params: { cardId: "dagger;treasure" },
|
|
});
|
|
state = must(state, defender, { type: "pass" });
|
|
expect(state.players.find((p) => p.id === attacker)!.carriedTreasureId).toBe(t1.id);
|
|
expect(state.players.find((p) => p.id === defender)!.carriedTreasureId).toBe(t2.id);
|
|
});
|
|
|
|
it("treasure for treasure trades both armfuls", () => {
|
|
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"] });
|
|
state = toRound2(state);
|
|
const { attacker, defender } = faceOff(state);
|
|
const a = state.players.find((p) => p.id === attacker)!;
|
|
const d = state.players.find((p) => p.id === defender)!;
|
|
const t1 = state.treasures.find((t) => t.owner === attacker)!;
|
|
t1.position = null; t1.carriedBy = attacker; a.carriedTreasureId = t1.id;
|
|
const t2 = state.treasures.find((t) => t.owner === defender)!;
|
|
t2.position = null; t2.carriedBy = defender; d.carriedTreasureId = t2.id;
|
|
const sm = giveCard(state, attacker, "swap-meet");
|
|
state = must(state, attacker, {
|
|
type: "cast", instanceId: sm.instanceId,
|
|
target: { kind: "player", playerId: defender },
|
|
params: { cardId: "treasure;treasure" },
|
|
});
|
|
state = must(state, defender, { type: "pass" });
|
|
expect(state.players.find((p) => p.id === attacker)!.carriedTreasureId).toBe(t2.id);
|
|
expect(state.players.find((p) => p.id === defender)!.carriedTreasureId).toBe(t1.id);
|
|
expect(state.treasures.find((t) => t.id === t1.id)!.carriedBy).toBe(defender);
|
|
expect(state.treasures.find((t) => t.id === t2.id)!.carriedBy).toBe(attacker);
|
|
});
|
|
});
|
|
|
|
describe("full reflection hands the swap meet choice to the reflector", () => {
|
|
function reflectedSwapRig(reflectorChoice?: string) {
|
|
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"] });
|
|
state = toRound2(state);
|
|
const { attacker, defender } = faceOff(state);
|
|
const a = state.players.find((p) => p.id === attacker)!;
|
|
// The caster carries a treasure and offers a dagger; the reflector may
|
|
// instead demand the trade of their own choosing.
|
|
const t = state.treasures.find((t) => t.owner === attacker)!;
|
|
t.position = null; t.carriedBy = attacker; a.carriedTreasureId = t.id;
|
|
const sm = giveCard(state, attacker, "swap-meet");
|
|
giveCard(state, attacker, "dagger", "D", 1);
|
|
giveCard(state, defender, "full-reflection", "FR", 0);
|
|
giveCard(state, defender, "large-rock", "R", 1);
|
|
state = must(state, attacker, {
|
|
type: "cast", instanceId: sm.instanceId,
|
|
target: { kind: "player", playerId: defender },
|
|
params: { cardId: "dagger;large-rock" },
|
|
});
|
|
state = must(state, defender, {
|
|
type: "counteract", instanceId: "full-reflection#FR",
|
|
...(reflectorChoice ? { params: { cardId: reflectorChoice } } : {}),
|
|
});
|
|
state = must(state, attacker, { type: "pass" });
|
|
return { state, attacker, defender, treasureId: t.id };
|
|
}
|
|
|
|
it("the reflector rewrites the trade: their rock for the caster's treasure", () => {
|
|
const { state, attacker, defender, treasureId } = reflectedSwapRig("large-rock;treasure");
|
|
const d = state.players.find((p) => p.id === defender)!;
|
|
expect(d.carriedTreasureId).toBe(treasureId);
|
|
expect(state.players.find((p) => p.id === attacker)!.hand.some((c) => c.cardId === "large-rock")).toBe(true);
|
|
expect(state.players.find((p) => p.id === attacker)!.carriedTreasureId).toBeNull();
|
|
});
|
|
|
|
it("the reflector may decline: 'none' trades nothing", () => {
|
|
const { state, attacker, defender, treasureId } = reflectedSwapRig("none");
|
|
expect(state.players.find((p) => p.id === attacker)!.carriedTreasureId).toBe(treasureId);
|
|
expect(state.players.find((p) => p.id === defender)!.hand.some((c) => c.cardId === "large-rock")).toBe(true);
|
|
});
|
|
|
|
it("a bare full reflection with no choice trades nothing", () => {
|
|
const { state, attacker } = reflectedSwapRig(undefined);
|
|
expect(state.players.find((p) => p.id === attacker)!.hand.some((c) => c.cardId === "dagger")).toBe(true);
|
|
});
|
|
});
|
|
|
|
describe("go away routs around walls", () => {
|
|
it("a victim against a wall bends the line instead of standing still", () => {
|
|
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"] });
|
|
state = toRound2(state);
|
|
const { attacker, defender } = faceOff(state);
|
|
const a = state.players.find((p) => p.id === attacker)!;
|
|
const d = state.players.find((p) => p.id === defender)!;
|
|
// Attacker west of the victim, a wall hard against the victim's east:
|
|
// the straight line away is blocked from the first step.
|
|
a.position = { x: 1, y: 5 };
|
|
d.position = { x: 2, y: 5 };
|
|
state.edgeOverrides[edgeKey({ x: 1, y: 5 }, "E")] = "open";
|
|
state.edgeOverrides[edgeKey({ x: 2, y: 5 }, "E")] = "wall";
|
|
state.edgeOverrides[edgeKey({ x: 2, y: 5 }, "N")] = "open";
|
|
state.edgeOverrides[edgeKey({ x: 2, y: 5 }, "S")] = "open";
|
|
state.edgeOverrides[edgeKey({ x: 2, y: 4 }, "N")] = "open";
|
|
state.edgeOverrides[edgeKey({ x: 2, y: 6 }, "S")] = "open";
|
|
const ga = giveCard(state, attacker, "go-away");
|
|
giveCard(state, attacker, "number-3", "N3", 1);
|
|
state = must(state, attacker, {
|
|
type: "cast", instanceId: ga.instanceId, numberInstanceIds: ["number-3#N3"],
|
|
target: { kind: "player", playerId: defender },
|
|
});
|
|
state = must(state, defender, { type: "pass" });
|
|
const after = state.players.find((p) => p.id === defender)!;
|
|
const dist = Math.abs(after.position.x - 1) + Math.abs(after.position.y - 5);
|
|
// Three routed spaces: strictly farther than where they stood.
|
|
expect(dist).toBeGreaterThanOrEqual(3);
|
|
expect(after.lostTurns).toBe(1);
|
|
});
|
|
});
|