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wizwar6e/packages/engine/test/game.test.ts
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Eric WagonerandClaude Fable 5 a8884592a4 Implement engine core: board assembly, movement, turns, combat, victory
Pure deterministic game core in @wizwar/engine: seeded RNG (mulberry32,
state in GameState so seed+commands replays identically), sector
assembly with rotation, junction merging, and wraparound warps
(configurable pairings; the 2p diagram crosses its side openings),
movement (3 + one number card), geometric line of sight, deck building
from the verified card data (asserts 125/200 totals), and the
command-to-event reducer: setup with TRAP! redraw and die-roll first
player, punching (no combat round 1, no self-attack, once per turn),
damage/death with killer-takes-cards and forced discard, treasure
stealing with both victory conditions, pick-up-ends-turn, and
end-of-turn draw. Events carry full spatial detail for future replay
rendering; private card knowledge rides on visibleTo events with a
redaction helper. 21 tests passing.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-15 19:39:50 -04:00

229 lines
9.2 KiB
TypeScript

import { describe, expect, it } from "vitest";
import {
applyCommand,
activePlayer,
createGame,
redactEvent,
BASE_MOVEMENT,
HAND_LIMIT,
STARTING_LIFE,
type Command,
type GameState,
type PlayerId,
} from "../src/game";
import { cellKey, stepTarget, SIDES, type Side } from "../src/board";
import { isNumberCard } from "../src/cards";
function newGame(seed = 42, players = ["alice", "bob"]) {
return createGame({ playerIds: players, seed, sets: ["basic"] });
}
function must(state: GameState, player: PlayerId, command: Command): GameState {
const result = applyCommand(state, player, command);
if (!result.ok) throw new Error(`command failed: ${result.error}`);
return result.state;
}
/** Find a direction the active player can actually step. */
function openDirection(state: GameState): Side {
const p = activePlayer(state);
for (const side of SIDES) {
if (stepTarget(state.board, p.position, side).kind !== "blocked") return side;
}
throw new Error("no open direction");
}
describe("game setup", () => {
it("is deterministic for a given seed", () => {
const a = newGame(7);
const b = newGame(7);
expect(JSON.stringify(a.state)).toEqual(JSON.stringify(b.state));
expect(a.events).toEqual(b.events);
});
it("deals 7 non-TRAP cards to each player, 15 life, wizard on home star", () => {
const { state } = newGame();
for (const p of state.players) {
expect(p.hand.length).toBe(HAND_LIMIT);
expect(p.hand.some((c) => c.cardId === "trap")).toBe(false);
expect(p.life).toBe(STARTING_LIFE);
expect(cellKey(p.position)).toBe(cellKey(p.home));
}
// Two treasures per player, on the sector's treasure spaces.
expect(state.treasures.length).toBe(4);
// Full deck conservation: deck + discard + hands = 125.
const total =
state.deck.length + state.discard.length +
state.players.reduce((sum, p) => sum + p.hand.length, 0);
expect(total).toBe(125);
});
it("redacts private deal events for other players", () => {
const { events } = newGame();
const alicePrivate = events.find(
(e) => e.type === "cardsDealtPrivate" && e.visibleTo === "alice",
)!;
expect(redactEvent(alicePrivate, "bob")).toBeNull();
expect(redactEvent(alicePrivate, "alice")).toBe(alicePrivate);
});
});
describe("movement", () => {
it("allows 3 steps, then stops until a number card is played", () => {
let { state } = newGame();
const me = activePlayer(state).id;
for (let i = 0; i < BASE_MOVEMENT; i++) {
state = must(state, me, { type: "move", direction: openDirection(state) });
}
const refused = applyCommand(state, me, { type: "move", direction: openDirection(state) });
expect(refused.ok).toBe(false);
const numberCard = activePlayer(state).hand.find((c) => isNumberCard(c.cardId));
if (numberCard) {
state = must(state, me, { type: "playNumberForMovement", instanceId: numberCard.instanceId });
const again = applyCommand(state, me, { type: "move", direction: openDirection(state) });
expect(again.ok).toBe(true);
}
});
it("rejects out-of-turn commands", () => {
const { state } = newGame();
const notMe = state.players.find((p) => p.id !== activePlayer(state).id)!.id;
const result = applyCommand(state, notMe, { type: "move", direction: "N" });
expect(result.ok).toBe(false);
});
});
describe("turns and combat", () => {
it("forbids combat in round 1, allows punching in round 2 in the same square", () => {
let { state } = newGame();
// Round 1: even a hypothetical punch is refused before target checks.
const r1 = applyCommand(state, activePlayer(state).id, {
type: "punch",
targetId: state.players.find((p) => p.id !== activePlayer(state).id)!.id,
});
expect(r1.ok).toBe(false);
expect((r1 as { error: string }).error).toMatch(/first round/);
// March both players' turns forward into round 2.
state = must(state, activePlayer(state).id, { type: "endTurn", draw: 0 });
state = must(state, activePlayer(state).id, { type: "endTurn", draw: 0 });
expect(state.turn.round).toBe(2);
// Teleport the opponent into the active player's square (test surgery),
// then punch: 1 damage, and a second punch the same turn is refused.
const attacker = activePlayer(state);
const victim = state.players.find((p) => p.id !== attacker.id)!;
victim.position = { ...attacker.position };
const afterPunch = applyCommand(state, attacker.id, { type: "punch", targetId: victim.id });
expect(afterPunch.ok).toBe(true);
if (afterPunch.ok) {
const v = afterPunch.state.players.find((p) => p.id === victim.id)!;
expect(v.life).toBe(STARTING_LIFE - 1);
const secondPunch = applyCommand(afterPunch.state, attacker.id, {
type: "punch",
targetId: victim.id,
});
expect(secondPunch.ok).toBe(false);
}
});
it("cannot punch yourself", () => {
let { state } = newGame();
state = must(state, activePlayer(state).id, { type: "endTurn", draw: 0 });
state = must(state, activePlayer(state).id, { type: "endTurn", draw: 0 });
const me = activePlayer(state).id;
const result = applyCommand(state, me, { type: "punch", targetId: me });
expect(result.ok).toBe(false);
});
it("kill transfers the dead player's cards and forces a discard to 7", () => {
let { state } = newGame();
state = must(state, activePlayer(state).id, { type: "endTurn", draw: 0 });
state = must(state, activePlayer(state).id, { type: "endTurn", draw: 0 });
const attacker = activePlayer(state);
const victim = state.players.find((p) => p.id !== attacker.id)!;
victim.position = { ...attacker.position };
victim.life = 1; // test surgery: one punch kills
const result = applyCommand(state, attacker.id, { type: "punch", targetId: victim.id });
expect(result.ok).toBe(true);
if (!result.ok) return;
const s = result.state;
expect(s.players.find((p) => p.id === victim.id)!.alive).toBe(false);
const a = s.players.find((p) => p.id === attacker.id)!;
expect(a.hand.length).toBe(14);
expect(s.pendingDiscard).toBe(attacker.id);
// Game over check: 2 players, one dead -> last standing wins.
expect(s.phase).toBe("finished");
expect(s.winner).toBe(attacker.id);
});
it("draws up to two cards at end of turn, respecting the hand limit", () => {
let { state } = newGame();
const me = activePlayer(state).id;
const deckBefore = state.deck.length;
// Hand is full (7): drawing 2 is capped to 0.
state = must(state, me, { type: "endTurn", draw: 2 });
expect(state.deck.length).toBe(deckBefore);
// Next player discards one, then ends turn drawing 2 -> capped to 1.
const p2 = activePlayer(state);
const discardOne = p2.hand[0]!.instanceId;
state = must(state, p2.id, { type: "discard", instanceIds: [discardOne] });
state = must(state, p2.id, { type: "endTurn", draw: 2 });
const p2After = state.players.find((p) => p.id === p2.id)!;
expect(p2After.hand.length).toBe(HAND_LIMIT);
});
});
describe("treasures and victory", () => {
it("stealing two enemy treasures to your home wins the game", () => {
let { state } = newGame();
const me = activePlayer(state);
const enemy = state.players.find((p) => p.id !== me.id)!;
const [t1, t2] = state.treasures.filter((t) => t.owner === enemy.id);
// Test surgery: place the wizard on an enemy treasure, pick it up (which
// ends the turn's actions), walk it home across turns via direct position
// edits (movement itself is tested elsewhere).
me.position = { ...t1!.position! };
state = must(state, me.id, { type: "pickUpTreasure" });
// Actions ended: further movement refused.
expect(applyCommand(state, me.id, { type: "move", direction: "N" }).ok).toBe(false);
state = must(state, me.id, { type: "endTurn", draw: 0 });
state = must(state, activePlayer(state).id, { type: "endTurn", draw: 0 });
let p = state.players.find((p) => p.id === me.id)!;
p.position = { ...p.home };
state = must(state, me.id, { type: "dropTreasure" });
expect(state.phase).toBe("playing");
p = state.players.find((p) => p.id === me.id)!;
p.position = { ...t2!.position! };
state = must(state, me.id, { type: "pickUpTreasure" });
state = must(state, me.id, { type: "endTurn", draw: 0 });
state = must(state, activePlayer(state).id, { type: "endTurn", draw: 0 });
p = state.players.find((p) => p.id === me.id)!;
p.position = { ...p.home };
state = must(state, me.id, { type: "dropTreasure" });
expect(state.phase).toBe("finished");
expect(state.winner).toBe(me.id);
});
it("only one treasure may be carried at a time", () => {
const { state } = newGame();
const me = activePlayer(state);
const enemy = state.players.find((p) => p.id !== me.id)!;
const [t1, t2] = state.treasures.filter((t) => t.owner === enemy.id);
me.position = { ...t1!.position! };
const s1 = must(state, me.id, { type: "pickUpTreasure" });
const p = s1.players.find((p) => p.id === me.id)!;
p.position = { ...t2!.position! };
p; // actions ended by pickup — but even without that, a second pickup is illegal:
const result = applyCommand(s1, me.id, { type: "pickUpTreasure" });
expect(result.ok).toBe(false);
});
});