A wizard eliminated by treasuresLost took any carried treasure into the void with them — the killed path drops it, but checkVictory's branch never did. At rev 30 the treasure lands where they stood, with the usual treasureDropped event (onHomeOf included, so a capture completed by the falling is honored in the same breath). Stored games replay the vanishing unchanged. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
265 lines
11 KiB
TypeScript
265 lines
11 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 };
|
|
state = must(state, attacker.id, { type: "punch", targetId: victim.id });
|
|
// Punches enter the counteraction stack (BLUNT/ABSORB work on physical
|
|
// damage); the defender passes and the punch resolves.
|
|
state = must(state, victim.id, { type: "pass" });
|
|
const v = state.players.find((p) => p.id === victim.id)!;
|
|
expect(v.life).toBe(STARTING_LIFE - 1);
|
|
const secondPunch = applyCommand(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
|
|
state = must(state, attacker.id, { type: "punch", targetId: victim.id });
|
|
state = must(state, victim.id, { type: "pass" });
|
|
|
|
const s = 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" });
|
|
// Stand on the second treasure: the pickup is still refused ("one at a time").
|
|
s1.players.find((p) => p.id === me.id)!.position = { ...t2!.position! };
|
|
const result = applyCommand(s1, me.id, { type: "pickUpTreasure" });
|
|
expect(result.ok).toBe(false);
|
|
});
|
|
});
|
|
|
|
describe("elimination by lost treasures drops what the fallen carried (rev 30)", () => {
|
|
it("the carried treasure lands where the wizard stood", () => {
|
|
let { state } = createGame({ playerIds: ["a", "b", "c"], seed: 42, sets: ["basic"], deckRev: 30 });
|
|
const A = state.players.find((p) => p.id === "a")!;
|
|
const B = state.players.find((p) => p.id === "b")!;
|
|
const C = state.players.find((p) => p.id === "c")!;
|
|
// C's first treasure already sits captured on B's home...
|
|
const c1 = state.treasures.filter((t) => t.owner === "c")[0]!;
|
|
c1.position = { ...B.home };
|
|
// ...C carries one of B's treasures...
|
|
const bt = state.treasures.filter((t) => t.owner === "b")[0]!;
|
|
bt.position = null;
|
|
bt.carriedBy = "c";
|
|
C.carriedTreasureId = bt.id;
|
|
// ...and A, standing on their own home, drops C's second treasure there.
|
|
const c2 = state.treasures.filter((t) => t.owner === "c")[1]!;
|
|
c2.position = null;
|
|
c2.carriedBy = "a";
|
|
A.carriedTreasureId = c2.id;
|
|
A.position = { ...A.home };
|
|
while (state.players[state.turn.activeIndex]!.id !== "a") {
|
|
const r = applyCommand(state, state.players[state.turn.activeIndex]!.id, { type: "endTurn", draw: 0 });
|
|
if (!r.ok) throw new Error(r.error);
|
|
state = r.state;
|
|
}
|
|
const r = applyCommand(state, "a", { type: "dropTreasure" });
|
|
if (!r.ok) throw new Error(r.error);
|
|
state = r.state;
|
|
// C is eliminated by lost treasures — and B's treasure lies where C stood.
|
|
const cAfter = state.players.find((p) => p.id === "c")!;
|
|
expect(cAfter.alive).toBe(false);
|
|
expect(cAfter.carriedTreasureId).toBeNull();
|
|
const btAfter = state.treasures.find((t) => t.id === bt.id)!;
|
|
expect(btAfter.carriedBy).toBeNull();
|
|
expect(btAfter.position).toEqual(cAfter.position);
|
|
});
|
|
});
|