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