Files
wizwar6e/packages/engine/test/creatures.test.ts
T
Eric WagonerandClaude Fable 5 695307daa8 Credibility pass: one voice, no scars
A three-reviewer sweep for tells of piecemeal machine generation,
every finding verified against the code before touching it. No
behavior changes; the full suite passes unchanged (plus two
strengthened pins).

Engine: removed four void-silenced fossils (a parseEdgeKey call
voided where it stood, stoneEffect's ignored cardId parameter, the
actualTarget remnant in doCast, a voided loop variable in shadow
upkeep); fixed the initialize-then-overwrite narration in
spawnCreature; replaced a filter(() => false) no-op; waterwall now
rides waveFromEdge instead of carrying its own verbatim copy (and the
single-caller washBack wrapper went with it); blind wall-bumps and
LOS blockers each collapsed to one implementation; the wand-id list
and the "permanent" duration sentinel became named constants; the
ambush number local no longer shadows the imported numberValue
function; assorted reviewer-aimed phrasings rewritten as the
constraints they guard.

Server/deploy: the protocol header now documents all eleven message
types; dropped an eslint pragma with no eslint, a test script with no
tests, and an rsync exclude anchored at a path that never existed
(the real data/ dir now excluded); the Caddy vhost has one source of
truth; stale "pending DNS" note removed — the record resolves.

Web: ~90 lines of CSS swallowed verbatim into a mobile media query
deduplicated; the reduced-motion guard on the board now actually
stops the marked-cell pulse; one shared color module replaces two
drifted palettes; an orphaned doc comment rejoined its function.

Tests: the ten-times-pasted helper block became test/helpers.ts;
wave-numbered files renamed for the behaviors they pin; deliberation
comments and void-ed corpses of unwritten assertions deleted; silent
seed-dependent early-returns now fail loudly; one assertion that
compared a value to itself now pins the home-translation it meant to;
the stored-log single-number command form gained the explicit
compatibility test it deserved.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-16 11:56:55 -04:00

285 lines
12 KiB
TypeScript

import { describe, expect, it } from "vitest";
import { applyCommand, activePlayer, boardView, creatureAt, type GameState, type PlayerId } from "../src/game";
import { cellKey, SIDES, stepTarget, type Side } from "../src/board";
import type { CardInstance } from "../src/cards";
import { newExpansionGame as newGame, must, giveCard, toRound2, emptyNeighborCell } from "./helpers";
/** Summon a creature next to its creator (round 2+, consumes the attack). */
function summon(state: GameState, playerId: PlayerId, kind: string, tag = "S") {
const me = state.players.find((p) => p.id === playerId)!;
const spot = emptyNeighborCell(state, me.position);
const card = giveCard(state, playerId, kind, tag);
const next = must(state, playerId, {
type: "cast", instanceId: card.instanceId, target: { kind: "cell", cell: spot.cell },
});
return { state: next, at: spot.cell };
}
describe("expansion deck", () => {
it("basic + expansion1 builds the full 200-card game", () => {
const { state } = newGame();
const total = state.deck.length + state.discard.length +
state.players.reduce((s, p) => s + p.hand.length, 0);
expect(total).toBe(200);
});
});
describe("monsters", () => {
it("summoning uses your attack; the monster moves now but attacks next turn", () => {
let { state } = newGame();
state = toRound2(state);
const me = activePlayer(state).id;
const r = summon(state, me, "skeleton");
state = r.state;
const skeleton = creatureAt(state, r.at)!;
expect(skeleton.kind).toBe("skeleton");
expect(state.turn.attackUsed).toBe(true);
// It can move on the creation turn...
const view = boardView(state);
for (const side of SIDES) {
if (stepTarget(view, skeleton.position, side).kind === "step") {
state = must(state, me, { type: "moveCreature", creatureId: skeleton.id, direction: side });
break;
}
}
// ...but cannot attack until next turn.
const other = state.players.find((p) => p.id !== me)!;
other.position = { ...state.creatures[0]!.position };
const refused = applyCommand(state, me, {
type: "creatureAttack", creatureId: state.creatures[0]!.id, targetId: other.id,
});
expect(refused.ok).toBe(false);
// Next turn: the skeleton punches for 2.
state = must(state, me, { type: "endTurn", draw: 0 });
state = must(state, other.id, { type: "endTurn", draw: 0 });
const victim = state.players.find((p) => p.id !== me)!;
victim.position = { ...state.creatures[0]!.position };
state = must(state, me, {
type: "creatureAttack", creatureId: state.creatures[0]!.id, targetId: victim.id,
});
expect(state.players.find((p) => p.id !== me)!.life).toBe(13);
});
it("a monster will not obey the enemy and will not strike its creator", () => {
let { state } = newGame();
state = toRound2(state);
const me = activePlayer(state).id;
const r = summon(state, me, "skeleton");
state = r.state;
const id = state.creatures[0]!.id;
const other = state.players.find((p) => p.id !== me)!.id;
state = must(state, me, { type: "endTurn", draw: 0 });
expect(applyCommand(state, other, { type: "moveCreature", creatureId: id, direction: "N" }).ok).toBe(false);
state = must(state, other, { type: "endTurn", draw: 0 });
const creator = state.players.find((p) => p.id === me)!;
creator.position = { ...state.creatures[0]!.position };
expect(applyCommand(state, me, { type: "creatureAttack", creatureId: id, targetId: me }).ok).toBe(false);
});
it("the troll rolls a D4 for damage and regenerates at its creator's turn end", () => {
let { state } = newGame();
state = toRound2(state);
const me = activePlayer(state).id;
const r = summon(state, me, "troll");
state = r.state;
const troll = state.creatures[0]!;
// Hurt the troll, then watch a point come back at end of turn.
const fb = giveCard(state, me, "fireball", "F", 1);
// (can't attack again this turn — adrenaline not in play — so wound it via
// test surgery instead)
void fb;
troll.damage = 3;
state = must(state, me, { type: "endTurn", draw: 0 });
expect(state.creatures[0]!.damage).toBe(2);
});
it("the wraith slips through one wall per turn and its touch steals cards", () => {
let { state } = newGame();
state = toRound2(state);
const me = activePlayer(state).id;
const r = summon(state, me, "wraith");
state = r.state;
const wraith = state.creatures[0]!;
// Walk it through a wall if one is adjacent.
const view = boardView(state);
for (const side of SIDES) {
const t = stepTarget(view, wraith.position, side);
if (t.kind === "blocked" && t.by === "wall") {
const dest = { x: wraith.position.x + (side === "E" ? 1 : side === "W" ? -1 : 0),
y: wraith.position.y + (side === "S" ? 1 : side === "N" ? -1 : 0) };
if (!view.cells[cellKey(dest)]) continue;
state = must(state, me, { type: "moveCreature", creatureId: wraith.id, direction: side });
expect(state.creatures[0]!.wallPassUsed).toBe(1);
break;
}
}
// Its touch: 2 damage and a random card lost. March it onto the enemy.
state = must(state, me, { type: "endTurn", draw: 0 });
const enemy = state.players.find((p) => p.id !== me)!;
state = must(state, enemy.id, { type: "endTurn", draw: 0 });
const w = state.creatures[0]!;
const enemy2 = state.players.find((p) => p.id !== me)!;
enemy2.position = { ...w.position };
// A touch requires the WRAITH to enter the square — step it away and back.
const view2 = boardView(state);
for (const side of SIDES) {
const t = stepTarget(view2, w.position, side);
if (t.kind === "step") {
const back: Side = side === "N" ? "S" : side === "S" ? "N" : side === "E" ? "W" : "E";
state = must(state, me, { type: "moveCreature", creatureId: w.id, direction: side });
state = must(state, me, { type: "moveCreature", creatureId: w.id, direction: back });
break;
}
}
const bitten = state.players.find((p) => p.id !== me)!;
expect(bitten.life).toBe(13);
expect(bitten.hand.length).toBe(6);
});
it("the fire imp scorches on sight and dies only to water", () => {
let { state } = newGame();
state = toRound2(state);
const me = activePlayer(state).id;
const r = summon(state, me, "fire-imp");
state = r.state;
const imp = state.creatures[0]!;
// Fireball cannot destroy it...
state = must(state, me, { type: "endTurn", draw: 0 });
const enemy = state.players.find((p) => p.id !== me)!;
// (enemy may have been scorched at turn start if in LOS — note life)
const enemyNow = state.players.find((p) => p.id !== me)!;
enemyNow.position = { ...imp.position }; // stand at the imp for clear sight
const fb = giveCard(state, enemy.id, "fireball", "F", 0);
state = must(state, enemy.id, {
type: "cast", instanceId: fb.instanceId, target: { kind: "creature", creatureId: imp.id },
});
expect(state.creatures.length).toBe(1);
// ...but a waterbolt douses it instantly.
state = must(state, enemy.id, { type: "endTurn", draw: 0 });
state = must(state, me, { type: "endTurn", draw: 0 });
state.players.find((p) => p.id !== me)!.position = { ...state.creatures[0]!.position };
const wb = giveCard(state, enemy.id, "waterbolt", "W", 0);
state = must(state, enemy.id, {
type: "cast", instanceId: wb.instanceId, target: { kind: "creature", creatureId: imp.id },
});
expect(state.creatures.length).toBe(0);
});
it("the democratic monster is moved by every player", () => {
let { state } = newGame();
state = toRound2(state);
const me = activePlayer(state).id;
const r = summon(state, me, "democratic-monster");
state = r.state;
const id = state.creatures[0]!.id;
state = must(state, me, { type: "endTurn", draw: 0 });
const other = activePlayer(state).id;
expect(other).not.toBe(me);
const view = boardView(state);
for (const side of SIDES) {
if (stepTarget(view, state.creatures[0]!.position, side).kind === "step") {
const result = applyCommand(state, other, { type: "moveCreature", creatureId: id, direction: side });
expect(result.ok).toBe(true);
break;
}
}
});
it("mega-monster doubles a monster's toughness; dispel un-creates it", () => {
let { state } = newGame();
state = toRound2(state);
const me = activePlayer(state).id;
const r = summon(state, me, "skeleton");
state = r.state;
const id = state.creatures[0]!.id;
const mm = giveCard(state, me, "mega-monster", "MM", 1);
state = must(state, me, {
type: "cast", instanceId: mm.instanceId, target: { kind: "creature", creatureId: id },
});
expect(state.creatures[0]!.maxDamage).toBe(8);
const dc = giveCard(state, me, "dispel-creation", "DC", 2);
state = must(state, me, {
type: "cast", instanceId: dc.instanceId, target: { kind: "cell", cell: state.creatures[0]!.position },
});
expect(state.creatures.length).toBe(0);
});
it("monsters vanish when their creator dies", () => {
let { state } = newGame();
state = toRound2(state);
const me = activePlayer(state).id;
const r = summon(state, me, "skeleton");
state = r.state;
const creator = state.players.find((p) => p.id === me)!;
const enemy = state.players.find((p) => p.id !== me)!;
creator.life = 1;
enemy.position = { ...creator.position };
state = must(state, me, { type: "endTurn", draw: 0 });
state = must(state, enemy.id, { type: "punch", targetId: me });
state = must(state, me, { type: "pass" });
expect(state.players.find((p) => p.id === me)!.alive).toBe(false);
expect(state.creatures.length).toBe(0);
});
});
describe("expansion support cards", () => {
it("adrenaline allows a second attack in one turn", () => {
let { state } = newGame();
state = toRound2(state);
const attacker = activePlayer(state);
const defender = state.players.find((p) => p.id !== attacker.id)!;
defender.position = { ...attacker.position };
const adr = giveCard(state, attacker.id, "adrenaline");
giveCard(state, attacker.id, "number-2", "N", 1);
state = must(state, attacker.id, {
type: "cast", instanceId: adr.instanceId, numberInstanceIds: ["number-2#N"],
});
const fb1 = giveCard(state, attacker.id, "fireball", "F1", 0);
state = must(state, attacker.id, { type: "cast", instanceId: fb1.instanceId, target: { kind: "player", playerId: defender.id } });
state = must(state, defender.id, { type: "pass" });
const fb2 = giveCard(state, attacker.id, "fireball", "F2", 0);
state = must(state, attacker.id, { type: "cast", instanceId: fb2.instanceId, target: { kind: "player", playerId: defender.id } });
state = must(state, defender.id, { type: "pass" });
expect(state.players.find((p) => p.id === defender.id)!.life).toBe(5);
// A third is refused.
const fb3 = giveCard(state, attacker.id, "fireball", "F3", 0);
expect(applyCommand(state, attacker.id, {
type: "cast", instanceId: fb3.instanceId, target: { kind: "player", playerId: defender.id },
}).ok).toBe(false);
});
it("shadow costs a life point per turn and dies to any damage", () => {
let { state } = newGame();
state = toRound2(state);
const me = activePlayer(state).id;
const r = summon(state, me, "shadow");
state = r.state;
expect(state.creatures[0]!.kind).toBe("shadow");
const lifeBefore = state.players.find((p) => p.id === me)!.life;
// Around to my next turn: upkeep costs 1.
state = must(state, me, { type: "endTurn", draw: 0 });
state = must(state, activePlayer(state).id, { type: "endTurn", draw: 0 });
expect(state.players.find((p) => p.id === me)!.life).toBe(lifeBefore - 1);
// Any damage destroys it.
const enemy = state.players.find((p) => p.id !== me)!.id;
state = must(state, me, { type: "endTurn", draw: 0 });
state.players.find((p) => p.id === enemy)!.position = { ...state.creatures[0]!.position };
const fb = giveCard(state, enemy, "fireball", "F", 0);
state = must(state, enemy, {
type: "cast", instanceId: fb.instanceId,
target: { kind: "creature", creatureId: state.creatures[0]!.id },
});
expect(state.creatures.length).toBe(0);
});
});