Scoped to everything since the last pass (695307d). The residue of
fast iteration, removed: a reduced-motion media query that had
swallowed a full copy of the .faq-seal rules; doc comments orphaned
from their functions by inserted methods; the FAQ scrape's seams
(section headings run into ruling bodies under the wrong topics, a
next-page heading shipped as a ruling, an amputated "h", and rulings
filed under alphabetically-nearest strangers — Large Rock/Dagger now
lives on those cards; Book of Spells and Torquemada describe no card
in this set and are gone); the write-only aisle flag left behind by
the reverted rev 7; a linter-silenced dead destructure; a duplicated
median lookup; dead casts; and the fallback path that ignored the
apprentice's one-card draw.
Tests now typecheck (tsconfig includes test/), which surfaced the
missing type imports and a drifted creature literal hiding under an
as-cast. Also: a no-op self-assignment, mid-file imports hoisted, a
dynamic-import habit made static, a hedge comment replaced with a
loud setup failure, the fallback-retries-itself dead rung removed
from both bot drivers, and the twin peek scrims merged.
Deliberately kept: the TIERS lookup guard (ledger JSON is untrusted),
the wand-cost stanzas (they differ on the power-attack trade — a
rules question, not a dedup), and rollDie's coexistence with rollD4
(migrating changes visible logs; future work).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
119 lines
4.0 KiB
TypeScript
119 lines
4.0 KiB
TypeScript
import { describe, expect, it } from "vitest";
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import {
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applyCommand,
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createGame,
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type GameState,
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type PlayerId,
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} from "../src/game";
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import { viewFor } from "../src/view";
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import { automatonCommand, automatonFallback, type AutomatonStyle, type AutomatonTier } from "../src/automaton";
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/** Whose input does the maze want right now? */
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function actingSeat(state: GameState): PlayerId {
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return (
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state.stack?.waitingOn ??
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state.pendingDiscard ??
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state.chaosPending?.queue[0] ??
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state.outOfTurnWindow?.playerId ??
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state.players[state.turn.activeIndex]!.id
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);
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}
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/** Drive a full bot-vs-bot game; returns the final state and command count. */
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function playOut(
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seed: number, players: number, expansion = true,
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styles: AutomatonStyle[] = [], tiers: AutomatonTier[] = [],
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) {
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const ids = Array.from({ length: players }, (_, i) => `bot${i + 1}`);
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const styleOf = new Map(ids.map((id, i) => [id, styles[i] ?? "hunter"]));
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const tierOf = new Map(ids.map((id, i) => [id, tiers[i] ?? "archmage"]));
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let { state } = createGame({
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playerIds: ids,
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seed,
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sets: expansion ? ["basic", "expansion1"] : ["basic"],
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deckRev: 8,
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});
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let commands = 0;
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let stuck = 0;
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const CAP = 4000;
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while (state.phase === "playing" && commands < CAP) {
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const seat = actingSeat(state);
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const view = viewFor(state, seat);
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const tier = tierOf.get(seat);
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const chosen = automatonCommand(view, styleOf.get(seat), tier);
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const cmd = chosen ?? automatonFallback(view, tier);
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let r = applyCommand(state, seat, cmd);
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if (!r.ok) {
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// Retry with the fallback only if the fallback was not what just failed.
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const fb = automatonFallback(view, tier);
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if (chosen) r = applyCommand(state, seat, fb);
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if (!r.ok) {
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stuck++;
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if (stuck > 3) {
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throw new Error(
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`automaton stuck at seat ${seat} after ${commands} commands: ` +
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`${JSON.stringify(cmd)} -> ${JSON.stringify(fb)} both refused (${r.error})`,
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);
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}
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// Last-ditch: burn the turn structure forward.
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r = applyCommand(state, seat, { type: "endTurn", draw: 0 });
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if (!r.ok) r = applyCommand(state, seat, { type: "pass" });
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if (!r.ok) throw new Error(`unrecoverable at ${seat}: ${r.error}`);
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}
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} else {
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stuck = 0;
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}
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state = r.state;
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commands++;
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}
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return { state, commands };
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}
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describe("automaton vs automaton", () => {
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it("two clockwork wizards fight a game to its end", () => {
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const { state } = playOut(11, 2);
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expect(state.phase).toBe("finished");
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expect(state.winner).not.toBeNull();
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});
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it("holds up across many seeds without wedging", () => {
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let finished = 0;
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for (const seed of [1, 2, 3, 5, 8, 13, 21, 34]) {
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const { state } = playOut(seed, 2);
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if (state.phase === "finished") finished++;
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}
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// Cautious clockwork can stall a maze; most games must still conclude.
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expect(finished).toBeGreaterThanOrEqual(6);
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});
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it("a full table of four automatons concludes", () => {
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const { state } = playOut(7, 4);
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expect(state.phase).toBe("finished");
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});
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it("the apprentice handicap bites where cards decide: combat mirrors", () => {
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// Deterministic across these seeds: same brains, same dice.
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let arch = 0, appr = 0;
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for (const seed of [1, 2, 3, 5, 8, 13, 21, 34, 55, 89, 144, 233]) {
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const { state } = playOut(seed, 2, true,
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["berserker", "berserker"], ["archmage", "apprentice"]);
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if (state.winner === "bot1") arch++;
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if (state.winner === "bot2") appr++;
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}
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expect(arch).toBeGreaterThan(appr);
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});
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it("every temperament finishes its wars", () => {
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for (const styles of [
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["berserker", "hunter"], ["worrier", "hunter"], ["berserker", "worrier"],
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] as AutomatonStyle[][]) {
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let finished = 0;
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for (const seed of [3, 17, 29]) {
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const { state } = playOut(seed, 2, true, styles);
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if (state.phase === "finished") finished++;
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}
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expect(finished).toBeGreaterThanOrEqual(2);
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}
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});
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});
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