Blind reviews over the rev-37..40 features and the gate collapse. The scripted surgery's scars come out: bare brace blocks unwrapped (with one hiding an unreachable scrambleHands), the amputated comment healed, the dead events parameter unthreaded from the illusion-sight chain, the laziness probe in perceivedBoard collapsed to the rule it always produced, GameView.deckRev retired with its last reader, the ward's arming stub told honestly, and every comment or test title still citing the retired revision numbering reworded to the rule it guards. Rim mechanics unify on rimWarpMouth and breachRim; the test suite gains plainRimWall and pushSustained and loses its loop-shaped scars and rev-named helpers. No behavior changes; 255 tests pass unchanged. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
579 lines
28 KiB
TypeScript
579 lines
28 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;
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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("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);
|
|
});
|
|
});
|