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>
442 lines
19 KiB
TypeScript
442 lines
19 KiB
TypeScript
import { describe, expect, it } from "vitest";
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import { applyCommand, activePlayer, boardView, creatureAt, type GameState, type PlayerId, createGame } from "../src/game";
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import { cellKey, SIDES, stepTarget, type Cell, type Side } from "../src/board";
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import type { CardInstance } from "../src/cards";
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import { newExpansionGame as newGame, must, giveCard, toRound2, emptyNeighborCell } from "./helpers";
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/** Summon a creature next to its creator (round 2+, consumes the attack). */
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function summon(state: GameState, playerId: PlayerId, kind: string, tag = "S") {
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const me = state.players.find((p) => p.id === playerId)!;
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const spot = emptyNeighborCell(state, me.position);
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const card = giveCard(state, playerId, kind, tag);
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const next = must(state, playerId, {
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type: "cast", instanceId: card.instanceId, target: { kind: "cell", cell: spot.cell },
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});
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return { state: next, at: spot.cell };
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}
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describe("expansion deck", () => {
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it("basic + expansion1 builds the full 200-card game", () => {
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const { state } = newGame();
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const total = state.deck.length + state.discard.length +
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state.players.reduce((s, p) => s + p.hand.length, 0);
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expect(total).toBe(200);
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});
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});
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describe("monsters", () => {
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it("summoning uses your attack; the monster moves now but attacks next turn", () => {
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let { state } = newGame();
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state = toRound2(state);
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const me = activePlayer(state).id;
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const r = summon(state, me, "skeleton");
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state = r.state;
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const skeleton = creatureAt(state, r.at)!;
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expect(skeleton.kind).toBe("skeleton");
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expect(state.turn.attackUsed).toBe(true);
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// It can move on the creation turn...
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const view = boardView(state);
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for (const side of SIDES) {
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if (stepTarget(view, skeleton.position, side).kind === "step") {
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state = must(state, me, { type: "moveCreature", creatureId: skeleton.id, direction: side });
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break;
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}
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}
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// ...but cannot attack until next turn.
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const other = state.players.find((p) => p.id !== me)!;
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other.position = { ...state.creatures[0]!.position };
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const refused = applyCommand(state, me, {
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type: "creatureAttack", creatureId: state.creatures[0]!.id, targetId: other.id,
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});
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expect(refused.ok).toBe(false);
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// Next turn: the skeleton punches for 2.
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state = must(state, me, { type: "endTurn", draw: 0 });
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state = must(state, other.id, { type: "endTurn", draw: 0 });
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const victim = state.players.find((p) => p.id !== me)!;
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victim.position = { ...state.creatures[0]!.position };
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state = must(state, me, {
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type: "creatureAttack", creatureId: state.creatures[0]!.id, targetId: victim.id,
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});
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expect(state.players.find((p) => p.id !== me)!.life).toBe(13);
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});
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it("a monster will not obey the enemy and will not strike its creator", () => {
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let { state } = newGame();
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state = toRound2(state);
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const me = activePlayer(state).id;
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const r = summon(state, me, "skeleton");
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state = r.state;
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const id = state.creatures[0]!.id;
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const other = state.players.find((p) => p.id !== me)!.id;
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state = must(state, me, { type: "endTurn", draw: 0 });
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expect(applyCommand(state, other, { type: "moveCreature", creatureId: id, direction: "N" }).ok).toBe(false);
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state = must(state, other, { type: "endTurn", draw: 0 });
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const creator = state.players.find((p) => p.id === me)!;
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creator.position = { ...state.creatures[0]!.position };
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expect(applyCommand(state, me, { type: "creatureAttack", creatureId: id, targetId: me }).ok).toBe(false);
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});
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it("the troll rolls a D4 for damage and regenerates at its creator's turn end", () => {
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let { state } = newGame();
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state = toRound2(state);
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const me = activePlayer(state).id;
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const r = summon(state, me, "troll");
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state = r.state;
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const troll = state.creatures[0]!;
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// Hurt the troll, then watch a point come back at end of turn.
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const fb = giveCard(state, me, "fireball", "F", 1);
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// (can't attack again this turn — adrenaline not in play — so wound it via
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// test surgery instead)
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void fb;
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troll.damage = 3;
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state = must(state, me, { type: "endTurn", draw: 0 });
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expect(state.creatures[0]!.damage).toBe(2);
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});
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it("the wraith slips through one wall per turn and its touch steals cards", () => {
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let { state } = newGame();
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state = toRound2(state);
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const me = activePlayer(state).id;
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const r = summon(state, me, "wraith");
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state = r.state;
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const wraith = state.creatures[0]!;
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// Walk it through a wall if one is adjacent.
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const view = boardView(state);
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for (const side of SIDES) {
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const t = stepTarget(view, wraith.position, side);
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if (t.kind === "blocked" && t.by === "wall") {
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const dest = { x: wraith.position.x + (side === "E" ? 1 : side === "W" ? -1 : 0),
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y: wraith.position.y + (side === "S" ? 1 : side === "N" ? -1 : 0) };
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if (!view.cells[cellKey(dest)]) continue;
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state = must(state, me, { type: "moveCreature", creatureId: wraith.id, direction: side });
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expect(state.creatures[0]!.wallPassUsed).toBe(1);
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break;
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}
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}
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// Its touch: 2 damage and a random card lost. March it onto the enemy.
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state = must(state, me, { type: "endTurn", draw: 0 });
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const enemy = state.players.find((p) => p.id !== me)!;
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state = must(state, enemy.id, { type: "endTurn", draw: 0 });
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const w = state.creatures[0]!;
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const enemy2 = state.players.find((p) => p.id !== me)!;
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enemy2.position = { ...w.position };
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// A touch requires the WRAITH to enter the square — step it away and back.
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const view2 = boardView(state);
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for (const side of SIDES) {
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const t = stepTarget(view2, w.position, side);
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if (t.kind === "step") {
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const back: Side = side === "N" ? "S" : side === "S" ? "N" : side === "E" ? "W" : "E";
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state = must(state, me, { type: "moveCreature", creatureId: w.id, direction: side });
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state = must(state, me, { type: "moveCreature", creatureId: w.id, direction: back });
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break;
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}
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}
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const bitten = state.players.find((p) => p.id !== me)!;
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expect(bitten.life).toBe(13);
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expect(bitten.hand.length).toBe(6);
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});
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it("the fire imp scorches on sight and dies only to water", () => {
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let { state } = newGame();
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state = toRound2(state);
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const me = activePlayer(state).id;
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const r = summon(state, me, "fire-imp");
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state = r.state;
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const imp = state.creatures[0]!;
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// Fireball cannot destroy it...
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state = must(state, me, { type: "endTurn", draw: 0 });
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const enemy = state.players.find((p) => p.id !== me)!;
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// (enemy may have been scorched at turn start if in LOS — note life)
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const enemyNow = state.players.find((p) => p.id !== me)!;
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enemyNow.position = { ...imp.position }; // stand at the imp for clear sight
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const fb = giveCard(state, enemy.id, "fireball", "F", 0);
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state = must(state, enemy.id, {
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type: "cast", instanceId: fb.instanceId, target: { kind: "creature", creatureId: imp.id },
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});
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expect(state.creatures.length).toBe(1);
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// ...but a waterbolt douses it instantly.
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state = must(state, enemy.id, { type: "endTurn", draw: 0 });
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state = must(state, me, { type: "endTurn", draw: 0 });
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state.players.find((p) => p.id !== me)!.position = { ...state.creatures[0]!.position };
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const wb = giveCard(state, enemy.id, "waterbolt", "W", 0);
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state = must(state, enemy.id, {
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type: "cast", instanceId: wb.instanceId, target: { kind: "creature", creatureId: imp.id },
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});
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expect(state.creatures.length).toBe(0);
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});
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it("the democratic monster is moved by every player", () => {
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let { state } = newGame();
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state = toRound2(state);
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const me = activePlayer(state).id;
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const r = summon(state, me, "democratic-monster");
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state = r.state;
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const id = state.creatures[0]!.id;
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state = must(state, me, { type: "endTurn", draw: 0 });
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const other = activePlayer(state).id;
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expect(other).not.toBe(me);
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const view = boardView(state);
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for (const side of SIDES) {
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if (stepTarget(view, state.creatures[0]!.position, side).kind === "step") {
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const result = applyCommand(state, other, { type: "moveCreature", creatureId: id, direction: side });
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expect(result.ok).toBe(true);
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break;
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}
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}
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});
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it("mega-monster doubles a monster's toughness; dispel un-creates it", () => {
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let { state } = newGame();
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state = toRound2(state);
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const me = activePlayer(state).id;
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const r = summon(state, me, "skeleton");
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state = r.state;
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const id = state.creatures[0]!.id;
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const mm = giveCard(state, me, "mega-monster", "MM", 1);
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state = must(state, me, {
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type: "cast", instanceId: mm.instanceId, target: { kind: "creature", creatureId: id },
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});
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expect(state.creatures[0]!.maxDamage).toBe(8);
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const dc = giveCard(state, me, "dispel-creation", "DC", 2);
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state = must(state, me, {
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type: "cast", instanceId: dc.instanceId, target: { kind: "cell", cell: state.creatures[0]!.position },
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});
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expect(state.creatures.length).toBe(0);
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});
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it("monsters vanish when their creator dies", () => {
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let { state } = newGame();
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state = toRound2(state);
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const me = activePlayer(state).id;
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const r = summon(state, me, "skeleton");
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state = r.state;
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const creator = state.players.find((p) => p.id === me)!;
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const enemy = state.players.find((p) => p.id !== me)!;
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creator.life = 1;
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enemy.position = { ...creator.position };
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state = must(state, me, { type: "endTurn", draw: 0 });
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state = must(state, enemy.id, { type: "punch", targetId: me });
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state = must(state, me, { type: "pass" });
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expect(state.players.find((p) => p.id === me)!.alive).toBe(false);
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expect(state.creatures.length).toBe(0);
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});
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});
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describe("expansion support cards", () => {
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it("adrenaline allows a second attack in one turn", () => {
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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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defender.position = { ...attacker.position };
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const adr = giveCard(state, attacker.id, "adrenaline");
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giveCard(state, attacker.id, "number-2", "N", 1);
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state = must(state, attacker.id, {
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type: "cast", instanceId: adr.instanceId, numberInstanceIds: ["number-2#N"],
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});
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const fb1 = giveCard(state, attacker.id, "fireball", "F1", 0);
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state = must(state, attacker.id, { type: "cast", instanceId: fb1.instanceId, target: { kind: "player", playerId: defender.id } });
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state = must(state, defender.id, { type: "pass" });
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const fb2 = giveCard(state, attacker.id, "fireball", "F2", 0);
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state = must(state, attacker.id, { type: "cast", instanceId: fb2.instanceId, target: { kind: "player", playerId: defender.id } });
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state = must(state, defender.id, { type: "pass" });
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expect(state.players.find((p) => p.id === defender.id)!.life).toBe(5);
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// A third is refused.
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const fb3 = giveCard(state, attacker.id, "fireball", "F3", 0);
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expect(applyCommand(state, attacker.id, {
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type: "cast", instanceId: fb3.instanceId, target: { kind: "player", playerId: defender.id },
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}).ok).toBe(false);
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});
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it("shadow costs a life point per turn and dies to any damage", () => {
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let { state } = newGame();
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state = toRound2(state);
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const me = activePlayer(state).id;
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const r = summon(state, me, "shadow");
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state = r.state;
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expect(state.creatures[0]!.kind).toBe("shadow");
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const lifeBefore = state.players.find((p) => p.id === me)!.life;
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// Around to my next turn: upkeep costs 1.
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state = must(state, me, { type: "endTurn", draw: 0 });
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state = must(state, activePlayer(state).id, { type: "endTurn", draw: 0 });
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expect(state.players.find((p) => p.id === me)!.life).toBe(lifeBefore - 1);
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// Any damage destroys it.
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const enemy = state.players.find((p) => p.id !== me)!.id;
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state = must(state, me, { type: "endTurn", draw: 0 });
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state.players.find((p) => p.id === enemy)!.position = { ...state.creatures[0]!.position };
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const fb = giveCard(state, enemy, "fireball", "F", 0);
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state = must(state, enemy, {
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type: "cast", instanceId: fb.instanceId,
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target: { kind: "creature", creatureId: state.creatures[0]!.id },
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});
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expect(state.creatures.length).toBe(0);
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});
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});
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describe("counteracting a creature's blow (rules rev 4)", () => {
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function rev4() {
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return createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev: 4 });
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}
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function wraithOnVictim(state: GameState) {
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state = toRound2(state);
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const controller = activePlayer(state);
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const victim = state.players.find((p) => p.id !== controller.id)!;
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const spot = emptyNeighborCell(state, controller.position);
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state.creatures.push({
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id: "w1", kind: "wraith", controllerId: controller.id, position: { ...controller.position },
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damage: 0, maxDamage: 4, movesPerTurn: 3, movementUsed: 0,
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wallPassesPerTurn: 1, wallPassUsed: 0, attackUsed: false, justCreated: false, scorchedThisTurn: [],
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});
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victim.position = { ...spot.cell };
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return { state, controller: controller.id, victim: victim.id, side: spot.side };
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}
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it("BLUNT halves the wraith's touch; the card theft still lands", () => {
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let { state } = rev4();
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const rig = wraithOnVictim(state);
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state = rig.state;
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giveCard(state, rig.victim, "blunt", "B", 0);
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const handBefore = state.players.find((p) => p.id === rig.victim)!.hand.filter(Boolean).length;
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state = must(state, rig.controller, { type: "moveCreature", creatureId: "w1", direction: rig.side });
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expect(state.stack?.creatureId).toBe("w1");
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state = must(state, rig.victim, { type: "counteract", instanceId: "blunt#B" });
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state = must(state, rig.controller, { type: "pass" });
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state = must(state, rig.victim, { type: "pass" });
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const v = state.players.find((p) => p.id === rig.victim)!;
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expect(v.life).toBe(14); // 2 halved up to 1
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expect(v.hand.length).toBe(handBefore - 2); // blunt spent + a card stolen
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});
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it("FULL REFLECTION turns the touch back on the wraith, theft and all", () => {
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let { state } = rev4();
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const rig = wraithOnVictim(state);
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state = rig.state;
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giveCard(state, rig.victim, "full-reflection", "FR", 0);
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state = must(state, rig.controller, { type: "moveCreature", creatureId: "w1", direction: rig.side });
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state = must(state, rig.victim, { type: "counteract", instanceId: "full-reflection#FR" });
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state = must(state, rig.controller, { type: "pass" });
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state = must(state, rig.victim, { type: "pass" });
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const v = state.players.find((p) => p.id === rig.victim)!;
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expect(v.life).toBe(15);
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const wraith = state.creatures.find((c) => c.id === "w1")!;
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expect(wraith.damage).toBe(2);
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});
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it("legacy games (rev < 4) keep the instant touch", () => {
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let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"] });
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const rig = wraithOnVictim(state);
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state = rig.state;
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state = must(state, rig.controller, { type: "moveCreature", creatureId: "w1", direction: rig.side });
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expect(state.stack).toBeNull();
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expect(state.players.find((p) => p.id === rig.victim)!.life).toBe(13);
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});
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});
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describe("big man (rules rev 5)", () => {
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function bigRig() {
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let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev: 5 });
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state = toRound2(state);
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const giant = activePlayer(state);
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state.sustained.push({
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id: "fx-big", cardId: "big-man", casterId: giant.id, targetId: giant.id,
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remainingTurns: 9, data: {},
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});
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return { state, giant };
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}
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/** Any square with two open steps in a straight line (test surgery spot). */
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function straightRun(state: GameState): { at: Cell; side: Side; mid: Cell; far: Cell } {
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const view = boardView(state);
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for (const key of Object.keys(view.cells)) {
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const [x, y] = key.split(",").map(Number) as [number, number];
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const at = { x, y };
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if (view.homes.some((h) => cellKey(h) === key)) continue;
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for (const side of SIDES) {
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const t1 = stepTarget(view, at, side);
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if (t1.kind !== "step") continue;
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const t2 = stepTarget(view, t1.to, side);
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if (t2.kind !== "step") continue;
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return { at, side, mid: t1.to, far: t2.to };
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}
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}
|
|
throw new Error("no straight corridor anywhere — impossible");
|
|
}
|
|
|
|
it("pushes a wizard down the corridor as he advances", () => {
|
|
const rig = bigRig();
|
|
let state = rig.state;
|
|
const victim = state.players.find((p) => p.id !== rig.giant.id)!;
|
|
const run = straightRun(state);
|
|
const giant = state.players.find((p) => p.id === rig.giant.id)!;
|
|
giant.position = { ...run.at };
|
|
victim.position = { ...run.mid };
|
|
state = must(state, rig.giant.id, { type: "move", direction: run.side });
|
|
const after = state.players.find((p) => p.id !== rig.giant.id)!;
|
|
expect(cellKey(after.position)).toBe(cellKey(run.far));
|
|
expect(cellKey(state.players.find((p) => p.id === rig.giant.id)!.position)).toBe(cellKey(run.mid));
|
|
});
|
|
|
|
it("no room to shove means no way forward", () => {
|
|
const rig = bigRig();
|
|
const state = rig.state;
|
|
const victim = state.players.find((p) => p.id !== rig.giant.id)!;
|
|
const view = boardView(state);
|
|
// Find a step whose far side is walled: victim there cannot be pushed.
|
|
for (const side of SIDES) {
|
|
const t1 = stepTarget(view, rig.giant.position, side);
|
|
if (t1.kind !== "step") continue;
|
|
const t2 = stepTarget(view, t1.to, side);
|
|
if (t2.kind === "step") continue;
|
|
victim.position = { ...t1.to };
|
|
const r = applyCommand(state, rig.giant.id, { type: "move", direction: side });
|
|
expect(r.ok).toBe(false);
|
|
return;
|
|
}
|
|
throw new Error("setup: seed offered no walled pocket beside the home");
|
|
});
|
|
|
|
it("monsters cannot enter the giant's square", () => {
|
|
const rig = bigRig();
|
|
let state = rig.state;
|
|
const view = boardView(state);
|
|
const spot = emptyNeighborCell(state, rig.giant.position);
|
|
state.creatures.push({
|
|
id: "t1", kind: "troll", controllerId: state.players.find((p) => p.id !== rig.giant.id)!.id,
|
|
position: { ...spot.cell },
|
|
damage: 0, maxDamage: 8, movesPerTurn: 3, movementUsed: 0,
|
|
wallPassesPerTurn: 0, wallPassUsed: 0, attackUsed: false, justCreated: false, scorchedThisTurn: [],
|
|
});
|
|
state = must(state, rig.giant.id, { type: "endTurn", draw: 0 });
|
|
const controller = activePlayer(state).id;
|
|
const back = (["N", "S", "E", "W"] as const).find((d) => {
|
|
const t = stepTarget(view, spot.cell, d);
|
|
return t.kind === "step" && cellKey(t.to) === cellKey(rig.giant.position);
|
|
})!;
|
|
const r = applyCommand(state, controller, { type: "moveCreature", creatureId: "t1", direction: back });
|
|
expect(r.ok).toBe(false);
|
|
});
|
|
|
|
it("steps over a pit for two movement points, never entering it", () => {
|
|
const rig = bigRig();
|
|
let state = rig.state;
|
|
const run = straightRun(state);
|
|
state.players.find((p) => p.id === rig.giant.id)!.position = { ...run.at };
|
|
state.squareContents[cellKey(run.mid)] = { kind: "pit", damage: 0, createdBy: rig.giant.id };
|
|
state = must(state, rig.giant.id, { type: "move", direction: run.side, over: true });
|
|
const g = state.players.find((p) => p.id === rig.giant.id)!;
|
|
expect(cellKey(g.position)).toBe(cellKey(run.far));
|
|
expect(state.turn.movementUsed).toBe(2);
|
|
expect(g.inPit).toBe(false);
|
|
});
|
|
});
|