Files
wizwar6e/packages/engine/test/board.test.ts
T
Eric WagonerandClaude Fable 5 8af8962330 Warp sight honors "as though they were adjacent" — diagonals included
Playtesting caught the gap with a sticky wand: a target visible
through the opening but one square off the corridor axis was refused.
The colinear-only model was stricter than the rulebook, whose actual
instruction is to treat the connected edges as adjacent boards with a
straight center-to-center line — and a straight line through a
one-cell opening may run diagonally, exactly as through a doorway.

hasWarpLineOfSight now abuts the far side virtually at the mouth
(rotating when the pairing turns a corner, as aisle warps do), finds
where the center-to-center line crosses the rim, requires that
crossing to fall strictly within the open mouth (corner-grazing stays
blocked — the strict reading), and checks the two legs against real
walls on each side of the seam. hasLineOfSight's core became a shared
segmentClear to serve both legs. The colinear corridor cases remain
as the special case they always were; a new test pins that off-axis
squares are visible through mouths.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-16 15:20:46 -04:00

266 lines
12 KiB
TypeScript

import { describe, expect, it } from "vitest";
import {
assembleBoard,
edgeState,
hasLineOfSight,
sightBetween,
layoutIds,
stepTarget,
type SectorPlacement,
} from "../src/board";
import { buildDeck } from "../src/cards";
describe("card data", () => {
it("basic deck is exactly 125 cards (official 6e rulebook)", () => {
expect(buildDeck(["basic"]).length).toBe(125);
});
it("basic + expansion1 is exactly 200 cards (125 + 75)", () => {
expect(buildDeck(["basic", "expansion1"]).length).toBe(200);
});
it("number cards follow the official distribution", () => {
const deck = buildDeck(["basic"]);
const count = (id: string) => deck.filter((c) => c.cardId === id).length;
expect(count("number-2")).toBe(12);
expect(count("number-3")).toBe(10);
expect(count("number-4")).toBe(7);
expect(count("number-5")).toBe(4);
expect(count("number-6")).toBe(1);
});
});
describe("board assembly", () => {
it("knows all six verified layouts", () => {
expect(layoutIds().sort()).toEqual(
["board-a", "board-b", "board-c", "board-d", "board-e", "board-f"].sort(),
);
});
const twoSector: SectorPlacement[] = [
{ boardId: "board-a", origin: { x: 0, y: 0 }, rotation: 0 },
{ boardId: "board-b", origin: { x: 0, y: 5 }, rotation: 0 },
];
it("merges the junction between stacked sectors into a single wall with a centered corridor", () => {
const board = assembleBoard(twoSector);
// Junction edges y=4/5: wall everywhere except the centered opening x=2.
expect(edgeState(board, { x: 0, y: 4 }, "S")).toBe("wall");
expect(edgeState(board, { x: 1, y: 4 }, "S")).toBe("wall");
expect(edgeState(board, { x: 2, y: 4 }, "S")).toBe("open");
expect(edgeState(board, { x: 3, y: 4 }, "S")).toBe("wall");
expect(edgeState(board, { x: 4, y: 4 }, "S")).toBe("wall");
const step = stepTarget(board, { x: 2, y: 4 }, "S");
expect(step).toEqual({ kind: "step", to: { x: 2, y: 5 } });
});
it("wraps the vertical openings top-to-bottom by default", () => {
const board = assembleBoard(twoSector);
const up = stepTarget(board, { x: 2, y: 0 }, "N");
expect(up).toEqual({ kind: "warp", to: { x: 2, y: 9 } });
const down = stepTarget(board, { x: 2, y: 9 }, "S");
expect(down).toEqual({ kind: "warp", to: { x: 2, y: 0 } });
});
it("honors explicit crossed pairings (2-player diagram)", () => {
const board = assembleBoard(twoSector, {
warpPairs: [
[{ sector: 0, side: "N" }, { sector: 1, side: "S" }],
[{ sector: 0, side: "W" }, { sector: 1, side: "E" }],
[{ sector: 0, side: "E" }, { sector: 1, side: "W" }],
],
});
// Leaving the top sector's west opening arrives at the bottom sector's east.
expect(stepTarget(board, { x: 0, y: 2 }, "W")).toEqual({ kind: "warp", to: { x: 4, y: 7 } });
expect(stepTarget(board, { x: 4, y: 7 }, "E")).toEqual({ kind: "warp", to: { x: 0, y: 2 } });
});
it("blocks steps through walls and doors", () => {
const board = assembleBoard([{ boardId: "board-a", origin: { x: 0, y: 0 }, rotation: 0 }]);
// Layout A wall V (2,1)|(2,2): 1-indexed row 2 col 1 east = 0-indexed (0,1) E.
expect(stepTarget(board, { x: 0, y: 1 }, "E")).toEqual({ kind: "blocked", by: "wall" });
// Layout A door H (3,2)-(4,2): 0-indexed (1,2) S.
expect(stepTarget(board, { x: 1, y: 2 }, "S")).toEqual({ kind: "blocked", by: "door" });
});
it("rotating a sector 180 degrees preserves its wall count", () => {
const flat = assembleBoard([{ boardId: "board-c", origin: { x: 0, y: 0 }, rotation: 0 }]);
const rotated = assembleBoard([{ boardId: "board-c", origin: { x: 0, y: 0 }, rotation: 180 }]);
const countWalls = (b: typeof flat) =>
Object.values(b.edges).filter((e) => e === "wall").length;
const countDoors = (b: typeof flat) =>
Object.values(b.edges).filter((e) => e === "door").length;
expect(countWalls(rotated)).toBe(countWalls(flat));
expect(countDoors(rotated)).toBe(countDoors(flat));
// Home stays centered under rotation.
expect(rotated.homes[0]).toEqual({ x: 2, y: 2 });
});
it("computes line of sight blocked by walls", () => {
const board = assembleBoard([{ boardId: "board-a", origin: { x: 0, y: 0 }, rotation: 0 }]);
// Straight down col 0 from (0,0): wall H (3,1)|(4,1) = 0-indexed (0,2) S blocks.
expect(hasLineOfSight(board, { x: 0, y: 0 }, { x: 0, y: 1 })).toBe(true);
expect(hasLineOfSight(board, { x: 0, y: 0 }, { x: 0, y: 4 })).toBe(false);
// Home (2,2) sees one cell up (open edge), but the wall between rows 1-2
// of the home column blocks sight to the top row.
expect(hasLineOfSight(board, { x: 2, y: 2 }, { x: 2, y: 1 })).toBe(true);
expect(hasLineOfSight(board, { x: 2, y: 2 }, { x: 2, y: 0 })).toBe(false);
});
});
describe("player counts 2-6", () => {
it("assembles a coherent board for every supported count", async () => {
const { setupBoard } = await import("../src/setups");
const { createRng } = await import("../src/rng");
for (const n of [2, 3, 4, 5, 6]) {
const { board } = setupBoard(n, createRng(n * 7));
expect(board.homes.length).toBe(n);
expect(board.placements.length).toBe(n);
// Every warp starts and ends on real cells, through open edges.
for (const w of board.warps) {
expect(board.cells[`${w.from.cell.x},${w.from.cell.y}`]).toBe(true);
expect(board.cells[`${w.to.cell.x},${w.to.cell.y}`]).toBe(true);
}
// No two sectors share a layout.
const ids = board.placements.map((p) => p.boardId);
expect(new Set(ids).size).toBe(n);
}
});
it("full games start at every count", async () => {
const { createGame } = await import("../src/game");
for (const n of [3, 5, 6]) {
const ids = Array.from({ length: n }, (_, i) => `w${i}`);
const { state } = createGame({ playerIds: ids, seed: 99 + n, sets: ["basic", "expansion1"] });
expect(state.players.length).toBe(n);
expect(state.treasures.length).toBe(n * 2);
}
});
});
describe("line of sight through wraparound openings", () => {
const twoSector: SectorPlacement[] = [
{ boardId: "board-a", origin: { x: 0, y: 0 }, rotation: 0 },
{ boardId: "board-b", origin: { x: 0, y: 5 }, rotation: 0 },
];
it("sees straight down the corridor, out one mouth and in the other", () => {
const board = assembleBoard(twoSector);
// (2,0) N wraps to (2,9): the mouths see each other through the join.
expect(hasLineOfSight(board, { x: 2, y: 0 }, { x: 2, y: 9 })).toBe(false);
expect(sightBetween(board, { x: 2, y: 0 }, { x: 2, y: 9 })).toBe(true);
expect(sightBetween(board, { x: 2, y: 9 }, { x: 2, y: 0 })).toBe(true);
});
it("demands a straight corridor: off-axis viewers see nothing", () => {
const board = assembleBoard(twoSector);
expect(sightBetween(board, { x: 1, y: 0 }, { x: 2, y: 9 })).toBe(false);
expect(sightBetween(board, { x: 3, y: 1 }, { x: 2, y: 9 })).toBe(false);
});
it("walls inside either corridor still block the warp sight", () => {
const board = assembleBoard(twoSector);
// Layout A: the wall between (2,0) and (2,1)'s row (home column sight is
// cut above row 2 — pinned earlier) blocks a deeper viewer's warp sight.
const deepViewer = { x: 2, y: 2 };
expect(hasLineOfSight(board, deepViewer, { x: 2, y: 0 })).toBe(false);
expect(sightBetween(board, deepViewer, { x: 2, y: 9 })).toBe(false);
});
it("a filled mouth chokes the tunnel", () => {
const board = assembleBoard(twoSector);
const stone = { "2,9": true as const };
expect(sightBetween(board, { x: 2, y: 0 }, { x: 2, y: 8 }, stone)).toBe(false);
});
});
import { createRng } from "../src/rng";
import { setupBoard as setupBoardForPins } from "../src/setups";
describe("setup diagram pairings (rulebook Set-Up Diagram)", () => {
const setupBoard = setupBoardForPins;
function onEdge(c: { x: number; y: number }, origin: { x: number; y: number }, side: string): boolean {
if (side === "N") return c.y === origin.y && c.x >= origin.x && c.x < origin.x + 5;
if (side === "S") return c.y === origin.y + 4 && c.x >= origin.x && c.x < origin.x + 5;
if (side === "W") return c.x === origin.x && c.y >= origin.y && c.y < origin.y + 5;
return c.x === origin.x + 4 && c.y >= origin.y && c.y < origin.y + 5;
}
function hasWarp(board: { warps: { from: { cell: { x: number; y: number } }; to: { cell: { x: number; y: number } } }[] },
a: { o: { x: number; y: number }; s: string }, b: { o: { x: number; y: number }; s: string }): boolean {
return board.warps.some((w) => onEdge(w.from.cell, a.o, a.s) && onEdge(w.to.cell, b.o, b.s));
}
it("3 players: the aisle-warp arc plus B, C, A letter pairs", () => {
const { board } = setupBoard(3, createRng(7));
const top = { x: 5, y: 0 }, bl = { x: 0, y: 5 }, br = { x: 5, y: 5 };
expect(hasWarp(board, { o: top, s: "W" }, { o: bl, s: "N" })).toBe(true); // Aisle Warp
expect(hasWarp(board, { o: top, s: "N" }, { o: br, s: "S" })).toBe(true); // B
expect(hasWarp(board, { o: top, s: "E" }, { o: bl, s: "S" })).toBe(true); // C
expect(hasWarp(board, { o: bl, s: "W" }, { o: br, s: "E" })).toBe(true); // A
});
it("5 players: opposite tips wrap, notch corners arc around", () => {
const { board } = setupBoard(5, createRng(7));
const n = { x: 5, y: 0 }, w = { x: 0, y: 5 }, e = { x: 10, y: 5 }, s = { x: 5, y: 10 };
expect(hasWarp(board, { o: n, s: "N" }, { o: s, s: "S" })).toBe(true); // A
expect(hasWarp(board, { o: w, s: "W" }, { o: e, s: "E" })).toBe(true); // B
expect(hasWarp(board, { o: n, s: "W" }, { o: w, s: "N" })).toBe(true); // corners
expect(hasWarp(board, { o: n, s: "E" }, { o: e, s: "N" })).toBe(true);
expect(hasWarp(board, { o: s, s: "W" }, { o: w, s: "S" })).toBe(true);
expect(hasWarp(board, { o: s, s: "E" }, { o: e, s: "S" })).toBe(true);
});
it("6 players: straight-across wrap on both axes", () => {
const { board } = setupBoard(6, createRng(7));
for (const w of board.warps) {
const colinear = w.from.cell.x === w.to.cell.x || w.from.cell.y === w.to.cell.y;
expect(colinear).toBe(true);
}
});
it("relocation discards the aisle warp: only opposite edges connect after", async () => {
const { createGame, applyCommand, activePlayer } = await import("../src/game");
let { state } = createGame({ playerIds: ["a", "b", "c"], seed: 7, sets: ["basic"], deckRev: 5 });
const bent = (warps: typeof state.board.warps) =>
warps.filter((w) => w.from.cell.x !== w.to.cell.x && w.from.cell.y !== w.to.cell.y);
expect(bent(state.board.warps).length).toBeGreaterThan(0); // the arc exists
const me = activePlayer(state);
me.hand[0] = { instanceId: "rel#1", cardId: "relocate-sector" };
// Slide the top sector from (5,0) across to (0,0): an L becomes a block.
const r = applyCommand(state, me.id, {
type: "cast", instanceId: "rel#1",
target: { kind: "cell", cell: { x: 0, y: 0 } }, params: { cell: { x: 7, y: 2 } },
});
if (!r.ok) throw new Error(r.error);
expect(bent(r.state.board.warps).length).toBe(0); // "only opposite board edges connect"
});
});
describe("sight through warps treats the boards as adjacent", () => {
const twoSector: SectorPlacement[] = [
{ boardId: "board-a", origin: { x: 0, y: 0 }, rotation: 0 },
{ boardId: "board-b", origin: { x: 0, y: 5 }, rotation: 0 },
];
it("diagonal lines pass through the one-cell mouth like any doorway", () => {
const board = assembleBoard(twoSector);
// From SOME warp mouth, at least one square off the straight corridor
// axis must be visible through the opening — the adjacency promise.
let offAxis = 0;
for (const w of board.warps) {
const mouth = w.from.cell;
const axisVertical = w.from.side === "N" || w.from.side === "S";
for (const key of Object.keys(board.cells)) {
const [x, y] = key.split(",").map(Number) as [number, number];
const onAxis = axisVertical ? x === mouth.x : y === mouth.y;
if (onAxis) continue;
if (!hasLineOfSight(board, mouth, { x, y }) && sightBetween(board, mouth, { x, y })) {
offAxis++;
}
}
}
expect(offAxis).toBeGreaterThan(0);
});
});