Files
wizwar6e/packages/engine/test/casting.test.ts
T
Eric WagonerandClaude Fable 5 e8c25ddc19 Stone Dead counts only the stones in play (rules rev 34)
Same reading as fireball's rev 33: 'carrying' means displayed. Counting
hidden hand stones both inflated the damage and broadcast the secret
count in the total. The automatons' estimate (displayed as the visible
floor) is now simply the truth. All production ledgers verified clean
before deploy.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-19 22:22:45 -04:00

1109 lines
54 KiB
TypeScript

import { describe, expect, it } from "vitest";
import { applyCommand, activePlayer, boardView, createGame, type GameState } from "../src/game";
import { cellKey, edgeKey, hasLineOfSight, neighbor, type Cell, type Side, SIDES, stepTarget } from "../src/board";
import type { CardInstance } from "../src/cards";
import { viewFor } from "../src/view";
import { newGame, must, giveCard, toRound2, faceOff } from "./helpers";
/** Test surgery: put a specific card into a player's hand (swapping one out). */
/** Advance past round 1 (both players just end their turns). */
/** Put attacker and defender in mutual LOS (same square works for spells too). */
describe("attack spells", () => {
it("fireball does 5 flat damage when unopposed", () => {
let { state } = newGame();
state = toRound2(state);
const { attacker, defender } = faceOff(state);
const fb = giveCard(state, attacker, "fireball");
state = must(state, attacker, { type: "cast", instanceId: fb.instanceId, target: { kind: "player", playerId: defender } });
expect(state.stack).not.toBeNull();
state = must(state, defender, { type: "pass" });
expect(state.stack).toBeNull();
expect(state.players.find((p) => p.id === defender)!.life).toBe(10);
});
it("fireball destroys carried magic stones only if damage gets through", () => {
let { state } = newGame();
state = toRound2(state);
const { attacker, defender } = faceOff(state);
const fb = giveCard(state, attacker, "fireball");
const d = state.players.find((p) => p.id === defender)!;
d.hand[0] = { instanceId: "powerstone#T", cardId: "powerstone" };
d.hand[1] = { instanceId: "full-shield#T", cardId: "full-shield" };
state = must(state, attacker, { type: "cast", instanceId: fb.instanceId, target: { kind: "player", playerId: defender } });
// Full shield stops everything -> stones survive.
state = must(state, defender, { type: "counteract", instanceId: "full-shield#T" });
state = must(state, attacker, { type: "pass" });
state = must(state, defender, { type: "pass" });
const after = state.players.find((p) => p.id === defender)!;
expect(after.life).toBe(15);
expect(after.hand.some((c) => c.cardId === "powerstone")).toBe(true);
});
it("lightning blast deals number-card damage and stuns", () => {
let { state } = newGame();
state = toRound2(state);
const { attacker, defender } = faceOff(state);
const lb = giveCard(state, attacker, "lightning-blast");
const a = state.players.find((p) => p.id === attacker)!;
a.hand[1] = { instanceId: "number-4#T", cardId: "number-4" };
state = must(state, attacker, {
type: "cast", instanceId: lb.instanceId, numberInstanceId: "number-4#T",
target: { kind: "player", playerId: defender },
});
state = must(state, defender, { type: "pass" });
const d = state.players.find((p) => p.id === defender)!;
expect(d.life).toBe(11);
expect(d.lostTurns).toBe(1);
// The stunned player's next turn is skipped.
state = must(state, attacker, { type: "endTurn", draw: 0 });
expect(activePlayer(state).id).toBe(attacker); // defender was skipped
});
it("blunt halves damage rounding the result up; absorb takes 3 off", () => {
let { state } = newGame();
state = toRound2(state);
const { attacker, defender } = faceOff(state);
const fb = giveCard(state, attacker, "fireball");
const d = state.players.find((p) => p.id === defender)!;
d.hand[0] = { instanceId: "blunt#T", cardId: "blunt" };
d.hand[1] = { instanceId: "absorb#T", cardId: "absorb" };
state = must(state, attacker, { type: "cast", instanceId: fb.instanceId, target: { kind: "player", playerId: defender } });
state = must(state, defender, { type: "counteract", instanceId: "blunt#T" });
state = must(state, attacker, { type: "pass" });
state = must(state, defender, { type: "counteract", instanceId: "absorb#T" });
state = must(state, attacker, { type: "pass" });
state = must(state, defender, { type: "pass" });
// 5 -> blunt -> ceil(2.5)=3 -> absorb -> 0
expect(state.players.find((p) => p.id === defender)!.life).toBe(15);
// All damage stopped -> no stones logic, no stun, attack fully spent.
});
it("anti-anti nullifies a counteraction", () => {
let { state } = newGame();
state = toRound2(state);
const { attacker, defender } = faceOff(state);
const fb = giveCard(state, attacker, "fireball");
const a = state.players.find((p) => p.id === attacker)!;
a.hand[1] = { instanceId: "anti-anti#T", cardId: "anti-anti" };
const d = state.players.find((p) => p.id === defender)!;
d.hand[0] = { instanceId: "full-shield#T", cardId: "full-shield" };
state = must(state, attacker, { type: "cast", instanceId: fb.instanceId, target: { kind: "player", playerId: defender } });
state = must(state, defender, { type: "counteract", instanceId: "full-shield#T" });
state = must(state, attacker, { type: "counteract", instanceId: "anti-anti#T" });
state = must(state, defender, { type: "pass" });
// Shield nullified: full 5 damage lands.
expect(state.players.find((p) => p.id === defender)!.life).toBe(10);
});
it("full reflection sends the whole spell back at the caster", () => {
let { state } = newGame();
state = toRound2(state);
const { attacker, defender } = faceOff(state);
const fb = giveCard(state, attacker, "fireball");
const d = state.players.find((p) => p.id === defender)!;
d.hand[0] = { instanceId: "full-reflection#T", cardId: "full-reflection" };
state = must(state, attacker, { type: "cast", instanceId: fb.instanceId, target: { kind: "player", playerId: defender } });
state = must(state, defender, { type: "counteract", instanceId: "full-reflection#T" });
state = must(state, attacker, { type: "pass" });
state = must(state, defender, { type: "pass" });
expect(state.players.find((p) => p.id === defender)!.life).toBe(15);
expect(state.players.find((p) => p.id === attacker)!.life).toBe(10);
});
it("absorb spell nullifies the attack and takes the card into hand", () => {
let { state } = newGame();
state = toRound2(state);
const { attacker, defender } = faceOff(state);
const fb = giveCard(state, attacker, "fireball");
const d = state.players.find((p) => p.id === defender)!;
d.hand[0] = { instanceId: "absorb-spell#T", cardId: "absorb-spell" };
state = must(state, attacker, { type: "cast", instanceId: fb.instanceId, target: { kind: "player", playerId: defender } });
state = must(state, defender, { type: "counteract", instanceId: "absorb-spell#T" });
const after = state.players.find((p) => p.id === defender)!;
expect(after.life).toBe(15);
expect(after.hand.some((c) => c.cardId === "fireball")).toBe(true);
expect(state.stack).toBeNull();
});
it("waterbolt splits number value between damage and knockback", () => {
let { state } = newGame();
state = toRound2(state);
const attacker = activePlayer(state);
const defender = state.players.find((p) => p.id !== attacker.id)!;
// Same square: waterbolt needs a legal target; knockback is the engine's problem.
defender.position = { ...attacker.position };
const wb = giveCard(state, attacker.id, "waterbolt");
const a = state.players.find((p) => p.id === attacker.id)!;
a.hand[1] = { instanceId: "number-4#T", cardId: "number-4" };
const bad = applyCommand(state, attacker.id, {
type: "cast", instanceId: wb.instanceId, numberInstanceId: "number-4#T",
target: { kind: "player", playerId: defender.id },
params: { damage: 1, knockback: 1 },
});
expect(bad.ok).toBe(false); // must total 4
state = must(state, attacker.id, {
type: "cast", instanceId: wb.instanceId, numberInstanceId: "number-4#T",
target: { kind: "player", playerId: defender.id },
params: { damage: 3, knockback: 1 },
});
state = must(state, defender.id, { type: "pass" });
expect(state.players.find((p) => p.id === defender.id)!.life).toBe(12);
});
it("requires line of sight for LOS attacks", () => {
let { state } = newGame();
state = toRound2(state);
const attacker = activePlayer(state);
const defender = state.players.find((p) => p.id !== attacker.id)!;
// Find any cell without LOS from the attacker.
const view = boardView(state);
let hidden = null;
for (const key of Object.keys(view.cells)) {
const [x, y] = key.split(",").map(Number);
if (!hasLineOfSight(view, attacker.position, { x: x!, y: y! })) { hidden = { x: x!, y: y! }; break; }
}
expect(hidden).not.toBeNull();
defender.position = hidden!;
const fb = giveCard(state, attacker.id, "fireball");
const result = applyCommand(state, attacker.id, {
type: "cast", instanceId: fb.instanceId, target: { kind: "player", playerId: defender.id },
});
expect(result.ok).toBe(false);
});
});
describe("neutral spells", () => {
it("create wall then destroy wall, with collapse damage", () => {
let { state } = newGame();
const caster = activePlayer(state);
// Find an open edge adjacent to the caster.
const view = boardView(state);
let edge: { cell: typeof caster.position; side: Side } | null = null;
for (const side of ["N", "S", "E", "W"] as Side[]) {
const n = neighbor(caster.position, side);
if (view.cells[cellKey(n)] && !(edgeKey(caster.position, side) in view.edges)) {
edge = { cell: caster.position, side };
break;
}
}
expect(edge).not.toBeNull();
const cw = giveCard(state, caster.id, "create-wall");
state = must(state, caster.id, {
type: "cast", instanceId: cw.instanceId,
target: { kind: "edge", cell: edge!.cell, side: edge!.side },
});
expect(boardView(state).edges[edgeKey(edge!.cell, edge!.side)]).toBe("wall");
// Destroying it hurts anyone standing beside it — the caster is adjacent.
const dw = giveCard(state, caster.id, "destroy-wall");
state = must(state, caster.id, {
type: "cast", instanceId: dw.instanceId,
target: { kind: "edge", cell: edge!.cell, side: edge!.side },
});
expect(boardView(state).edges[edgeKey(edge!.cell, edge!.side)]).toBe("open");
expect(state.players.find((p) => p.id === caster.id)!.life).toBe(11);
});
it("neutrals do not consume the attack and multiple can be cast", () => {
let { state } = newGame();
const caster = activePlayer(state);
const s1 = giveCard(state, caster.id, "speed", "T1");
state = must(state, caster.id, { type: "cast", instanceId: s1.instanceId });
expect(state.turn.attackUsed).toBe(false);
const s2 = giveCard(state, caster.id, "speed", "T2");
state = must(state, caster.id, { type: "cast", instanceId: s2.instanceId });
expect(state.players.find((p) => p.id === caster.id)!.extraTurns).toBe(2);
});
it("speed grants an extra turn before play passes", () => {
let { state } = newGame();
const caster = activePlayer(state);
const sp = giveCard(state, caster.id, "speed");
state = must(state, caster.id, { type: "cast", instanceId: sp.instanceId });
state = must(state, caster.id, { type: "endTurn", draw: 0 });
expect(activePlayer(state).id).toBe(caster.id); // extra turn, same player
state = must(state, caster.id, { type: "endTurn", draw: 0 });
expect(activePlayer(state).id).not.toBe(caster.id);
});
});
describe("stack discipline", () => {
it("locks other commands while an attack is unresolved", () => {
let { state } = newGame();
state = toRound2(state);
const { attacker, defender } = faceOff(state);
const fb = giveCard(state, attacker, "fireball");
state = must(state, attacker, { type: "cast", instanceId: fb.instanceId, target: { kind: "player", playerId: defender } });
// Attacker cannot move while awaiting the defender.
expect(applyCommand(state, attacker, { type: "move", direction: "N" }).ok).toBe(false);
// Defender cannot move either — only counteract or pass.
expect(applyCommand(state, defender, { type: "move", direction: "N" }).ok).toBe(false);
});
});
describe("speedstone", () => {
it("displaying it grants the extra movement point immediately", () => {
let { state } = newGame();
state = toRound2(state);
const who = activePlayer(state).id;
giveCard(state, who, "speedstone");
expect(state.turn.movementAllowance).toBe(3);
state = must(state, who, { type: "cast", instanceId: "speedstone#T" });
expect(state.turn.movementAllowance).toBe(4);
// And it persists into later turns via the displayed stone.
state = must(state, who, { type: "endTurn", draw: 0 });
state = must(state, activePlayer(state).id, { type: "endTurn", draw: 0 });
expect(activePlayer(state).id).toBe(who);
expect(state.turn.movementAllowance).toBe(4);
});
});
describe("the post-game reveal", () => {
it("shows an eliminated player's hand as they fell, not their emptied one", () => {
let { state } = newGame();
state = toRound2(state);
const attacker = activePlayer(state);
const defender = state.players.find((p) => p.id !== attacker.id)!;
defender.position = { ...attacker.position };
defender.life = 1;
defender.hand = [
{ instanceId: "fireball#J", cardId: "fireball" },
{ instanceId: "number-6#J", cardId: "number-6" },
];
state = must(state, attacker.id, { type: "punch", targetId: defender.id });
state = must(state, defender.id, { type: "pass" });
expect(state.phase).toBe("finished");
// The killer took the cards — but the reveal remembers the fallen hand.
const view = viewFor(state, attacker.id);
const fallen = view.revealedHands?.[defender.id] ?? [];
expect(fallen.map((c) => c.cardId).sort()).toEqual(["fireball", "number-6"]);
});
});
describe("stored-log compatibility", () => {
it("replays the single-number command form older logs contain", () => {
let { state } = newGame();
state = toRound2(state);
const { attacker, defender } = faceOff(state);
const fb = giveCard(state, attacker, "fireball");
giveCard(state, attacker, "number-3", "N", 1);
state = must(state, attacker, {
type: "cast", instanceId: fb.instanceId, numberInstanceId: "number-3#N",
target: { kind: "player", playerId: defender },
});
state = must(state, defender, { type: "pass" });
expect(state.players.find((p) => p.id === defender)!.life).toBe(15 - 5); // fireball: 2 + the 3
});
});
describe("deck revisions", () => {
it("revision 2 removes LIFESAVER at two players, and only there", () => {
const two = createGame({ playerIds: ["a", "b"], seed: 9, sets: ["basic", "expansion1"], deckRev: 2 });
const inGame = (s: typeof two.state) =>
[...s.deck, ...s.discard, ...s.players.flatMap((p) => p.hand)].some((c) => c.cardId === "lifesaver");
expect(inGame(two.state)).toBe(false);
// Three players keep it; old two-player games (no deckRev) keep it too.
const three = createGame({ playerIds: ["a", "b", "c"], seed: 9, sets: ["basic", "expansion1"], deckRev: 2 });
expect(inGame(three.state)).toBe(true);
const legacy = createGame({ playerIds: ["a", "b"], seed: 9, sets: ["basic", "expansion1"] });
expect(inGame(legacy.state)).toBe(true);
});
});
describe("attacking walls and doors", () => {
function wallBeside(state: GameState): { cell: Cell; side: Side } {
const me = activePlayer(state);
const view = boardView(state);
for (const side of SIDES) {
if (view.edges[edgeKey(me.position, side)] === "wall") return { cell: me.position, side };
}
throw new Error("setup: seed 42 lost its adjacent wall");
}
it("punches chip a wall for 1 and spend the turn's attack", () => {
let { state } = newGame();
state = toRound2(state);
const me = activePlayer(state);
const { cell, side } = wallBeside(state);
state = must(state, me.id, { type: "punchWall", cell, side });
expect(state.wallDamage[edgeKey(cell, side)]).toBe(1);
expect(state.turn.attackUsed).toBe(true);
expect(applyCommand(state, me.id, { type: "punchWall", cell, side }).ok).toBe(false);
});
it("repeated fireballs bring a wall down at 20 accumulated damage", () => {
let { state } = newGame();
state = toRound2(state);
let me = activePlayer(state);
const { cell, side } = wallBeside(state);
const key = edgeKey(cell, side);
// Fireball is a flat 5: four castings accumulate 5, 10, 15, then 20 fells it.
for (let round = 0; round < 4; round++) {
me = activePlayer(state);
const fb = giveCard(state, me.id, "fireball", `F${round}`, 0);
state = must(state, me.id, {
type: "cast", instanceId: fb.instanceId,
target: { kind: "edge", cell, side },
});
if (round < 3) {
expect(state.wallDamage[key]).toBe(5 * (round + 1));
state = must(state, me.id, { type: "endTurn", draw: 0 });
state = must(state, activePlayer(state).id, { type: "endTurn", draw: 0 });
}
}
expect(state.wallDamage[key]).toBeUndefined();
expect(boardView(state).edges[key]).toBe("open");
// The way is open: walk through where the wall stood.
state = must(state, me.id, { type: "move", direction: side });
expect(cellKey(activePlayer(state).position)).toBe(cellKey(neighbor(cell, side)));
});
it("open corridors and firewalls are not punchable", () => {
let { state } = newGame();
state = toRound2(state);
const me = activePlayer(state);
const view = boardView(state);
const openSide = SIDES.find((s) => (view.edges[edgeKey(me.position, s)] ?? "open") === "open")!;
const r = applyCommand(state, me.id, { type: "punchWall", cell: me.position, side: openSide });
expect(r.ok).toBe(false);
});
});
describe("ward arming and chaos shields (rules rev 3)", () => {
function rev3Game(seed = 42) {
return createGame({ playerIds: ["alice", "bob", "cara"], seed, sets: ["basic", "expansion1"], deckRev: 3 });
}
it("ward springs only when its owner armed it", () => {
let { state } = rev3Game();
state = toRound2(state);
state = must(state, activePlayer(state).id, { type: "endTurn", draw: 0 });
const thief = activePlayer(state);
const owner = state.players.find((p) => p.id !== thief.id)!;
giveCard(state, owner.id, "ward", "W", 0);
const treasure = state.treasures.find((t) => t.owner === owner.id)!;
// Unarmed: the grab goes unpunished.
thief.position = { ...treasure.position! };
let s2 = must(state, thief.id, { type: "pickUpTreasure" });
expect(s2.players.find((p) => p.id === thief.id)!.life).toBe(15);
expect(s2.players.find((p) => p.id === owner.id)!.hand.some((c) => c.cardId === "ward")).toBe(true);
// Armed (on the owner's own turn): the trap bites for 3.
const ownerTurnState = (() => {
let s = state;
while (activePlayer(s).id !== owner.id) s = must(s, activePlayer(s).id, { type: "endTurn", draw: 0 });
return s;
})();
let s3 = must(ownerTurnState, owner.id, { type: "armWard", armed: true });
while (activePlayer(s3).id !== thief.id) s3 = must(s3, activePlayer(s3).id, { type: "endTurn", draw: 0 });
s3.players.find((p) => p.id === thief.id)!.position = { ...treasure.position! };
s3 = must(s3, thief.id, { type: "pickUpTreasure" });
expect(s3.players.find((p) => p.id === thief.id)!.life).toBe(12);
expect(s3.wardArmed).not.toContain(owner.id);
});
it("chaos: bystanders may shield out, reflections are refused", () => {
let { state } = rev3Game();
state = toRound2(state);
state = must(state, activePlayer(state).id, { type: "endTurn", draw: 0 });
const caster = activePlayer(state);
const defender = state.players.find((p) => p.id !== caster.id)!;
const bystander = state.players.find((p) => p.id !== caster.id && p.id !== defender.id)!;
const chaos = giveCard(state, caster.id, "chaos", "C", 0);
giveCard(state, defender.id, "full-reflection", "R", 0);
giveCard(state, bystander.id, "full-shield", "S", 0);
const bystanderHand = bystander.hand.map((c) => c.instanceId).sort();
state = must(state, caster.id, {
type: "cast", instanceId: chaos.instanceId, target: { kind: "player", playerId: defender.id },
});
// "REFLECTIONS have no effect."
expect(applyCommand(state, defender.id, { type: "counteract", instanceId: "full-reflection#R" }).ok).toBe(false);
state = must(state, defender.id, { type: "pass" });
// Now the bystander's window: they shield out and keep their hand.
expect(state.chaosPending?.queue[0]).toBe(bystander.id);
state = must(state, bystander.id, { type: "counteract", instanceId: "full-shield#S" });
expect(state.chaosPending).toBeNull();
const after = state.players.find((p) => p.id === bystander.id)!;
expect(after.hand.map((c) => c.instanceId).sort()).toEqual(
bystanderHand.filter((id) => id !== "full-shield#S").sort());
});
it("chaos: the defender's full shield sits them out without stopping it", () => {
let { state } = rev3Game();
state = toRound2(state);
state = must(state, activePlayer(state).id, { type: "endTurn", draw: 0 });
const caster = activePlayer(state);
const defender = state.players.find((p) => p.id !== caster.id)!;
const bystander = state.players.find((p) => p.id !== caster.id && p.id !== defender.id)!;
const chaos = giveCard(state, caster.id, "chaos", "C", 0);
giveCard(state, defender.id, "full-shield", "S", 0);
const defenderHand = () => state.players.find((p) => p.id === defender.id)!.hand.map((c) => c.instanceId).sort();
const kept = defenderHand().filter((id) => id !== "full-shield#S").sort();
state = must(state, caster.id, {
type: "cast", instanceId: chaos.instanceId, target: { kind: "player", playerId: defender.id },
});
state = must(state, defender.id, { type: "counteract", instanceId: "full-shield#S" });
state = must(state, caster.id, { type: "pass" }); // caster declines to anti-anti
state = must(state, defender.id, { type: "pass" }); // defender rests on the shield
// Bystander declines; the scramble happens without the defender.
expect(state.chaosPending?.queue[0]).toBe(bystander.id);
state = must(state, bystander.id, { type: "pass" });
expect(state.chaosPending).toBeNull();
expect(defenderHand()).toEqual(kept);
});
it("legacy games (rev < 3) keep the automatic ward", () => {
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic"] });
state = toRound2(state);
const thief = activePlayer(state);
const owner = state.players.find((p) => p.id !== thief.id)!;
giveCard(state, owner.id, "ward", "W", 0);
const treasure = state.treasures.find((t) => t.owner === owner.id)!;
thief.position = { ...treasure.position! };
state = must(state, thief.id, { type: "pickUpTreasure" });
expect(state.players.find((p) => p.id === thief.id)!.life).toBe(12);
});
});
describe("zero-damage utility attacks", () => {
it("an uncountered DROP OBJECT is not reported as stopped — and the treasure falls", () => {
let { state } = newGame();
state = toRound2(state);
const { attacker, defender } = faceOff(state);
const d = state.players.find((p) => p.id === defender)!;
const treasure = state.treasures.find((t) => t.owner !== defender)!;
treasure.carriedBy = defender;
treasure.position = null;
d.carriedTreasureId = treasure.id;
const dob = giveCard(state, attacker, "drop-object");
state = must(state, attacker, {
type: "cast", instanceId: dob.instanceId, params: { cardId: "treasure" },
target: { kind: "player", playerId: defender },
});
const result = applyCommand(state, defender, { type: "pass" });
if (!result.ok) throw new Error(result.error);
const resolved = result.events.find((e) => e.type === "attackResolved");
expect(resolved && "fullyStopped" in resolved && resolved.fullyStopped).toBe(false);
expect(result.state.players.find((p) => p.id === defender)!.carriedTreasureId).toBeNull();
});
it("FULL SHIELD genuinely stops it — the treasure stays carried", () => {
let { state } = newGame();
state = toRound2(state);
const { attacker, defender } = faceOff(state);
const d = state.players.find((p) => p.id === defender)!;
const treasure = state.treasures.find((t) => t.owner !== defender)!;
treasure.carriedBy = defender;
treasure.position = null;
d.carriedTreasureId = treasure.id;
const dob = giveCard(state, attacker, "drop-object");
giveCard(state, defender, "full-shield", "FS", 0);
state = must(state, attacker, {
type: "cast", instanceId: dob.instanceId, params: { cardId: "treasure" },
target: { kind: "player", playerId: defender },
});
state = must(state, defender, { type: "counteract", instanceId: "full-shield#FS" });
state = must(state, attacker, { type: "pass" });
const result = applyCommand(state, defender, { type: "pass" });
if (!result.ok) throw new Error(result.error);
const resolved = result.events.find((e) => e.type === "attackResolved");
expect(resolved && "fullyStopped" in resolved && resolved.fullyStopped).toBe(true);
expect(result.state.players.find((p) => p.id === defender)!.carriedTreasureId).toBe(treasure.id);
});
});
describe("teleport as a counteraction", () => {
it("the attack has no chance of hitting you — you are simply elsewhere", () => {
let { state } = newGame();
state = toRound2(state);
const { attacker, defender } = faceOff(state);
const fb = giveCard(state, attacker, "fireball");
const tp = giveCard(state, defender, "teleport", "TP", 0);
const d = state.players.find((p) => p.id === defender)!;
const escape = { x: d.position.x, y: d.position.y + 1 };
state = must(state, attacker, {
type: "cast", instanceId: fb.instanceId, target: { kind: "player", playerId: defender },
});
state = must(state, defender, { type: "counteract", instanceId: tp.instanceId, params: { cell: escape } });
state = must(state, attacker, { type: "pass" });
state = must(state, defender, { type: "pass" });
const after = state.players.find((p) => p.id === defender)!;
expect(after.life).toBe(15);
expect(cellKey(after.position)).toBe(cellKey(escape));
});
it("ANTI-ANTI pins the boots in pre-rev-6 games (their stored chains replay)", () => {
let { state } = newGame();
state = toRound2(state);
const { attacker, defender } = faceOff(state);
const fb = giveCard(state, attacker, "fireball");
const aa = giveCard(state, attacker, "anti-anti", "AA", 1);
const tp = giveCard(state, defender, "teleport", "TP", 0);
const d = state.players.find((p) => p.id === defender)!;
const home = { ...d.position };
state = must(state, attacker, {
type: "cast", instanceId: fb.instanceId, target: { kind: "player", playerId: defender },
});
state = must(state, defender, { type: "counteract", instanceId: tp.instanceId, params: { cell: { x: home.x, y: home.y + 1 } } });
state = must(state, attacker, { type: "counteract", instanceId: aa.instanceId });
state = must(state, defender, { type: "pass" });
const after = state.players.find((p) => p.id === defender)!;
expect(cellKey(after.position)).toBe(cellKey(home));
expect(after.life).toBe(10);
});
it("reaches at most four spaces", () => {
let { state } = newGame();
state = toRound2(state);
const { attacker, defender } = faceOff(state);
const fb = giveCard(state, attacker, "fireball");
const tp = giveCard(state, defender, "teleport", "TP", 0);
const d = state.players.find((p) => p.id === defender)!;
state = must(state, attacker, {
type: "cast", instanceId: fb.instanceId, target: { kind: "player", playerId: defender },
});
const far = { x: d.position.x, y: d.position.y + 5 };
expect(applyCommand(state, defender, {
type: "counteract", instanceId: tp.instanceId, params: { cell: far },
}).ok).toBe(false);
});
});
describe("slime holds spells", () => {
function slimeRig() {
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev: 5 });
state = toRound2(state);
const caster = activePlayer(state);
const victim = state.players.find((p) => p.id !== caster.id)!;
// A slime square beside the victim, with the victim adjacent to walk in.
const spot = { x: victim.position.x, y: victim.position.y };
const cellBeside = (() => {
const view = boardView(state);
for (const side of SIDES) {
const t = stepTarget(view, spot, side);
if (t.kind === "step" && !state.players.some((p) => cellKey(p.position) === cellKey(t.to)) &&
!boardView(state).homes.some((h) => cellKey(h) === cellKey(t.to))) {
return { cell: t.to, side };
}
}
throw new Error("setup: no free square beside the victim");
})();
state.squareContents[cellKey(cellBeside.cell)] = { kind: "slime", damage: 0, createdBy: caster.id };
// The caster stands with the victim: one open edge to the slime = clear LOS.
caster.position = { ...victim.position };
return { state, caster: caster.id, victim: victim.id, slimeAt: cellBeside };
}
it("a fireball cast at the slime waits, then goes off on the next visitor", () => {
const rig = slimeRig();
let state = rig.state;
const fb = giveCard(state, rig.caster, "fireball");
state = must(state, rig.caster, {
type: "cast", instanceId: fb.instanceId, target: { kind: "cell", cell: rig.slimeAt.cell },
});
expect(Object.keys(state.slimeTraps).length).toBe(1);
state = must(state, rig.caster, { type: "endTurn", draw: 0 });
// The victim walks in: stuck, and the fireball erupts.
state = must(state, rig.victim, { type: "move", direction: rig.slimeAt.side });
expect(state.stack?.attackCard?.cardId).toBe("fireball");
expect(state.stack?.trapped).toBe(true);
state = must(state, rig.victim, { type: "pass" });
expect(state.players.find((p) => p.id === rig.victim)!.life).toBe(10);
expect(Object.keys(state.slimeTraps).length).toBe(0);
});
it("reflections off a trapped spell never touch its caster", () => {
const rig = slimeRig();
let state = rig.state;
const fb = giveCard(state, rig.caster, "fireball");
giveCard(state, rig.victim, "full-reflection", "FR", 0);
state = must(state, rig.caster, {
type: "cast", instanceId: fb.instanceId, target: { kind: "cell", cell: rig.slimeAt.cell },
});
state = must(state, rig.caster, { type: "endTurn", draw: 0 });
state = must(state, rig.victim, { type: "move", direction: rig.slimeAt.side });
state = must(state, rig.victim, { type: "counteract", instanceId: "full-reflection#FR" });
state = must(state, rig.caster, { type: "pass" });
state = must(state, rig.victim, { type: "pass" });
expect(state.players.find((p) => p.id === rig.caster)!.life).toBe(15);
expect(state.players.find((p) => p.id === rig.victim)!.life).toBe(15);
});
it("a five-point waterbolt washes the slime (and its cargo) away", () => {
const rig = slimeRig();
let state = rig.state;
const fb = giveCard(state, rig.caster, "fireball");
state = must(state, rig.caster, {
type: "cast", instanceId: fb.instanceId, target: { kind: "cell", cell: rig.slimeAt.cell },
});
state = must(state, rig.caster, { type: "endTurn", draw: 0 });
const wb = giveCard(state, rig.victim, "waterbolt", "WB", 0);
giveCard(state, rig.victim, "number-5", "N", 1);
state = must(state, rig.victim, {
type: "cast", instanceId: wb.instanceId, numberInstanceIds: ["number-5#N"],
target: { kind: "cell", cell: rig.slimeAt.cell },
});
expect(state.squareContents[cellKey(rig.slimeAt.cell)]).toBeUndefined();
expect(Object.keys(state.slimeTraps).length).toBe(0);
});
});
describe("answering counteractions (FAQ rulings)", () => {
function rev6() {
return createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic"], deckRev: 6 });
}
it("ABSORB SPELL steals a FULL REFLECTION out of the air", () => {
let { state } = rev6();
state = toRound2(state);
const { attacker, defender } = faceOff(state);
const fb = giveCard(state, attacker, "fireball");
const ab = giveCard(state, attacker, "absorb-spell", "AB", 1);
giveCard(state, defender, "full-reflection", "FR", 0);
state = must(state, attacker, {
type: "cast", instanceId: fb.instanceId, target: { kind: "player", playerId: defender },
});
state = must(state, defender, { type: "counteract", instanceId: "full-reflection#FR" });
state = must(state, attacker, { type: "counteract", instanceId: ab.instanceId });
state = must(state, defender, { type: "pass" });
const a = state.players.find((p) => p.id === attacker)!;
const d = state.players.find((p) => p.id === defender)!;
expect(a.hand.some((c) => c.instanceId === "full-reflection#FR")).toBe(true);
expect(a.life).toBe(15); // nothing reflected
expect(d.life).toBe(10); // the fireball lands after all
});
it("FULL SHIELD cannot be absorbed — it is not cast at you", () => {
let { state } = rev6();
state = toRound2(state);
const { attacker, defender } = faceOff(state);
const fb = giveCard(state, attacker, "fireball");
const ab = giveCard(state, attacker, "absorb-spell", "AB", 1);
giveCard(state, defender, "full-shield", "FS", 0);
state = must(state, attacker, {
type: "cast", instanceId: fb.instanceId, target: { kind: "player", playerId: defender },
});
state = must(state, defender, { type: "counteract", instanceId: "full-shield#FS" });
const r = applyCommand(state, attacker, { type: "counteract", instanceId: ab.instanceId });
expect(r.ok).toBe(false);
if (!r.ok) expect(r.error).toMatch(/cannot be absorbed/);
});
it("ANTI-ANTI does not work against a teleport escape (rev 6)", () => {
let { state } = rev6();
state = toRound2(state);
const { attacker, defender } = faceOff(state);
const fb = giveCard(state, attacker, "fireball");
const aa = giveCard(state, attacker, "anti-anti", "AA", 1);
const tp = giveCard(state, defender, "teleport", "TP", 0);
const d = state.players.find((p) => p.id === defender)!;
const escape = { x: d.position.x, y: d.position.y + 1 };
state = must(state, attacker, {
type: "cast", instanceId: fb.instanceId, target: { kind: "player", playerId: defender },
});
state = must(state, defender, { type: "counteract", instanceId: tp.instanceId, params: { cell: escape } });
const r = applyCommand(state, attacker, { type: "counteract", instanceId: aa.instanceId });
expect(r.ok).toBe(false);
state = must(state, attacker, { type: "pass" });
state = must(state, defender, { type: "pass" });
const after = state.players.find((p) => p.id === defender)!;
expect(after.life).toBe(15);
expect(cellKey(after.position)).toBe(cellKey(escape));
});
});
describe("speed and warp-token creation (rules rev 8)", () => {
it("a SPEED bonus turn burns a turn of durations on the hastened wizard", () => {
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic"], deckRev: 8 });
state = toRound2(state);
const me = activePlayer(state);
const other = state.players.find((p) => p.id !== me.id)!;
state.sustained.push({
id: "fx-blind", cardId: "blind", casterId: other.id, targetId: me.id,
remainingTurns: 2, data: {},
});
giveCard(state, me.id, "speed", "SP", 0);
state = must(state, me.id, { type: "cast", instanceId: "speed#SP" });
state = must(state, me.id, { type: "endTurn", draw: 0 });
// The bonus turn began: one duration turn burned, recipient-counted.
expect(activePlayer(state).id).toBe(me.id);
expect(state.sustained.find((s) => s.id === "fx-blind")!.remainingTurns).toBe(1);
state = must(state, me.id, { type: "endTurn", draw: 0 });
expect(activePlayer(state).id).toBe(other.id);
});
it("nothing can be created on a dimensional warp token", () => {
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev: 8 });
state = toRound2(state);
const me = activePlayer(state);
const spot = { x: me.position.x + 1, y: me.position.y };
state.dimWarps.push({ a: spot, b: { x: 0, y: 0 } });
const tb = giveCard(state, me.id, "thornbush", "T", 0);
const r = applyCommand(state, me.id, {
type: "cast", instanceId: tb.instanceId, target: { kind: "cell", cell: spot },
});
expect(r.ok).toBe(false);
if (!r.ok) expect(r.error).toMatch(/warp shimmers/);
});
});
describe("redirection (rules rev 9)", () => {
it("the two chosen exits connect; their old partners pair with each other", () => {
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic"], deckRev: 9 });
state = toRound2(state);
const me = activePlayer(state);
// Pick two exits that are NOT already partners.
const warps = state.board.warps;
const wa = warps[0]!;
const wb = warps.find((w) => cellKey(w.from.cell) !== cellKey(wa.from.cell) &&
cellKey(w.from.cell) !== cellKey(wa.to.cell))!;
const paCell = { ...wa.to.cell };
const pbCell = { ...wb.to.cell };
const rd = giveCard(state, me.id, "redirection", "RD", 0);
state = must(state, me.id, {
type: "cast", instanceId: rd.instanceId,
target: { kind: "cell", cell: wb.from.cell }, params: { cell: wa.from.cell },
});
const after = (from: Cell) => state.board.warps.find((w) => cellKey(w.from.cell) === cellKey(from))!;
expect(cellKey(after(wa.from.cell).to.cell)).toBe(cellKey(wb.from.cell));
expect(cellKey(after(wb.from.cell).to.cell)).toBe(cellKey(wa.from.cell));
expect(cellKey(after(paCell).to.cell)).toBe(cellKey(pbCell));
expect(cellKey(after(pbCell).to.cell)).toBe(cellKey(paCell));
});
});
describe("total stops end the exchange (rules rev 10)", () => {
function rev10Game() {
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic"], deckRev: 10 });
state = toRound2(state);
const { attacker, defender } = faceOff(state);
return { state, attacker, defender };
}
it("a declined answer to Force Field resolves at once — no goading re-prompt", () => {
let { state, attacker, defender } = rev10Game();
const fb = giveCard(state, attacker, "fireball");
const d = state.players.find((p) => p.id === defender)!;
const lifeBefore = d.life;
d.hand[0] = { instanceId: "force-field#T", cardId: "force-field" };
state = must(state, attacker, { type: "cast", instanceId: fb.instanceId, target: { kind: "player", playerId: defender } });
state = must(state, defender, { type: "counteract", instanceId: "force-field#T" });
state = must(state, attacker, { type: "pass" });
expect(state.stack).toBeNull();
expect(state.players.find((p) => p.id === defender)!.life).toBe(lifeBefore);
});
it("a partial counter still invites the defender to stack more", () => {
let { state, attacker, defender } = rev10Game();
const fb = giveCard(state, attacker, "fireball");
const d = state.players.find((p) => p.id === defender)!;
d.hand[0] = { instanceId: "blunt#T", cardId: "blunt" };
state = must(state, attacker, { type: "cast", instanceId: fb.instanceId, target: { kind: "player", playerId: defender } });
state = must(state, defender, { type: "counteract", instanceId: "blunt#T" });
state = must(state, attacker, { type: "pass" });
expect(state.stack).not.toBeNull();
expect(state.stack!.waitingOn).toBe(defender);
});
it("a nullified shield is no stop — the exchange returns to the defender", () => {
let { state, attacker, defender } = rev10Game();
const fb = giveCard(state, attacker, "fireball");
const a = state.players.find((p) => p.id === attacker)!;
const d = state.players.find((p) => p.id === defender)!;
a.hand[1] = { instanceId: "anti-anti#T", cardId: "anti-anti" };
d.hand[0] = { instanceId: "full-shield#T", cardId: "full-shield" };
state = must(state, attacker, { type: "cast", instanceId: fb.instanceId, target: { kind: "player", playerId: defender } });
state = must(state, defender, { type: "counteract", instanceId: "full-shield#T" });
state = must(state, attacker, { type: "counteract", instanceId: "anti-anti#T" });
state = must(state, defender, { type: "pass" });
expect(state.players.find((p) => p.id === defender)!.life).toBeLessThan(15);
});
});
describe("escapes and elemental walls as counteractions", () => {
function rigged(attackId: string, defenderCards: { instanceId: string; cardId: string }[]) {
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic"], deckRev: 12 });
state = toRound2(state);
const { attacker, defender } = faceOff(state);
const atk = giveCard(state, attacker, attackId);
const d = state.players.find((p) => p.id === defender)!;
defenderCards.forEach((c, i) => { d.hand[i] = c; });
state = must(state, attacker, {
type: "cast", instanceId: atk.instanceId, target: { kind: "player", playerId: defender },
});
return { state, attacker, defender, atk };
}
it("invisible vanishes mid-stack: the sustained goes up, the hit needs a 1", () => {
let { state, defender } = rigged("fireball", [
{ instanceId: "invisible#T", cardId: "invisible" },
{ instanceId: "number-3#T", cardId: "number-3" },
]);
state = must(state, defender, {
type: "counteract", instanceId: "invisible#T", numberInstanceIds: ["number-3#T"],
});
const fx = state.sustained.find((s) => s.cardId === "invisible" && s.targetId === defender);
expect(fx).toBeDefined();
expect(fx!.remainingTurns).toBe(3);
// The attached number left the hand with the spell.
const d = state.players.find((p) => p.id === defender)!;
expect(d.hand.some((c) => c.instanceId === "number-3#T")).toBe(false);
});
it("anti-anti cannot pin the vanishing — escape is escape", () => {
let { state, attacker, defender } = rigged("fireball", [
{ instanceId: "invisible#T", cardId: "invisible" },
]);
state = must(state, defender, { type: "counteract", instanceId: "invisible#T" });
const a = state.players.find((p) => p.id === attacker)!;
a.hand[1] = { instanceId: "anti-anti#T", cardId: "anti-anti" };
const refused = applyCommand(state, attacker, { type: "counteract", instanceId: "anti-anti#T" });
expect(refused.ok).toBe(false);
});
it("waterwall meets the fireball and stops it whole", () => {
let { state, attacker, defender } = rigged("fireball", [
{ instanceId: "waterwall#T", cardId: "waterwall" },
]);
const lifeBefore = state.players.find((p) => p.id === defender)!.life;
state = must(state, defender, { type: "counteract", instanceId: "waterwall#T" });
state = must(state, attacker, { type: "pass" });
// A total stop: the attacker's declined answer resolves at once (rev 10+).
expect(state.stack).toBeNull();
expect(state.players.find((p) => p.id === defender)!.life).toBe(lifeBefore);
});
it("waterwall refuses everything that is not a fireball", () => {
let { state, defender } = rigged("dagger", [
{ instanceId: "waterwall#T", cardId: "waterwall" },
]);
const refused = applyCommand(state, defender, { type: "counteract", instanceId: "waterwall#T" });
expect(refused.ok).toBe(false);
});
});
describe("empathy as a counteraction", () => {
function empathyRig() {
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev: 15 });
state = toRound2(state);
const { attacker, defender } = faceOff(state);
const fb = giveCard(state, attacker, "fireball");
const d = state.players.find((p) => p.id === defender)!;
d.hand[0] = { instanceId: "empathy#T", cardId: "empathy" };
d.hand[1] = { instanceId: "number-3#T", cardId: "number-3" };
state = must(state, attacker, {
type: "cast", instanceId: fb.instanceId, target: { kind: "player", playerId: defender },
});
return { state, attacker, defender };
}
it("the blow lands on both — and the link lingers its number's turns", () => {
let { state, attacker, defender } = empathyRig();
state = must(state, defender, {
type: "counteract", instanceId: "empathy#T", numberInstanceIds: ["number-3#T"],
});
state = must(state, attacker, { type: "pass" });
state = must(state, defender, { type: "pass" });
expect(state.players.find((p) => p.id === defender)!.life).toBe(10);
expect(state.players.find((p) => p.id === attacker)!.life).toBe(10);
const fx = state.sustained.find((f) => f.cardId === "empathy" && f.targetId === defender);
expect(fx?.remainingTurns).toBe(3);
});
it("anti-anti severs the link: no mirror, no lingering spell", () => {
let { state, attacker, defender } = empathyRig();
state = must(state, defender, { type: "counteract", instanceId: "empathy#T" });
const a = state.players.find((p) => p.id === attacker)!;
a.hand[1] = { instanceId: "anti-anti#T", cardId: "anti-anti" };
state = must(state, attacker, { type: "counteract", instanceId: "anti-anti#T" });
state = must(state, defender, { type: "pass" });
expect(state.players.find((p) => p.id === defender)!.life).toBe(10);
expect(state.players.find((p) => p.id === attacker)!.life).toBe(15);
expect(state.sustained.some((f) => f.cardId === "empathy" && f.targetId === defender)).toBe(false);
});
});
describe("empathy mirrors resolution-hook blows (rules rev 16)", () => {
it("a believed illusion bites both wizards", () => {
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev: 16 });
state = toRound2(state);
const { attacker, defender } = faceOff(state);
const ill = giveCard(state, attacker, "illusionary-attack");
const d = state.players.find((p) => p.id === defender)!;
d.hand[0] = { instanceId: "empathy#T", cardId: "empathy" };
state = must(state, attacker, {
type: "cast", instanceId: ill.instanceId,
target: { kind: "player", playerId: defender },
params: { cardId: "fireball" },
});
state = must(state, defender, { type: "counteract", instanceId: "empathy#T" });
state = must(state, attacker, { type: "pass" });
state = must(state, defender, { type: "pass" });
const dAfter = state.players.find((p) => p.id === defender)!;
const aAfter = state.players.find((p) => p.id === attacker)!;
// Whichever way belief rolled, the two lives moved in lockstep.
expect(15 - aAfter.life).toBe(15 - dAfter.life);
});
});
describe("the reflected-attack window (rules rev 25)", () => {
function reflectRig() {
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic"], deckRev: 25 });
state = toRound2(state);
const { attacker, defender } = faceOff(state);
const sd = giveCard(state, attacker, "sudden-death");
giveCard(state, defender, "full-reflection", "FR", 0);
state = must(state, attacker, {
type: "cast", instanceId: sd.instanceId, target: { kind: "player", playerId: defender },
});
state = must(state, defender, { type: "counteract", instanceId: "full-reflection#FR" });
// The attacker's pass meets the total stop and settles the reflection —
// which opens the returned spell's window, waiting on the caster.
state = must(state, attacker, { type: "pass" });
return { state, attacker, defender };
}
it("the returned spell opens a window: absorb soaks the reflected blast", () => {
let { state, attacker, defender } = reflectRig();
// The reflection settled into a NEW stack: the caster now defends.
expect(state.stack).not.toBeNull();
expect(state.stack!.defenderId).toBe(attacker);
expect(state.stack!.reflectedBase).toEqual({ damage: 10, duration: 0 });
giveCard(state, attacker, "absorb", "AB", 0);
state = must(state, attacker, { type: "counteract", instanceId: "absorb#AB" });
state = must(state, defender, { type: "pass" });
state = must(state, attacker, { type: "pass" });
// 10 reflected minus absorb's 3.
expect(state.players.find((p) => p.id === attacker)!.life).toBe(8);
expect(state.players.find((p) => p.id === defender)!.life).toBe(15);
});
it("a second full reflection turns it around again — the ping-pong war", () => {
let { state, attacker, defender } = reflectRig();
giveCard(state, attacker, "full-reflection", "FR2", 0);
state = must(state, attacker, { type: "counteract", instanceId: "full-reflection#FR2" });
state = must(state, defender, { type: "pass" });
// Turned around again: now the original defender must answer it.
expect(state.stack).not.toBeNull();
expect(state.stack!.defenderId).toBe(defender);
state = must(state, defender, { type: "pass" });
expect(state.players.find((p) => p.id === defender)!.life).toBe(5);
expect(state.players.find((p) => p.id === attacker)!.life).toBe(15);
});
it("rev 24 lands the reflected blow instantly, as stored games replay", () => {
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic"], deckRev: 24 });
state = toRound2(state);
const { attacker, defender } = faceOff(state);
const sd = giveCard(state, attacker, "sudden-death");
giveCard(state, defender, "full-reflection", "FR", 0);
state = must(state, attacker, {
type: "cast", instanceId: sd.instanceId, target: { kind: "player", playerId: defender },
});
state = must(state, defender, { type: "counteract", instanceId: "full-reflection#FR" });
state = must(state, attacker, { type: "pass" });
expect(state.stack).toBeNull();
expect(state.players.find((p) => p.id === attacker)!.life).toBe(5);
});
});
describe("a reflected lightning blast ends the caster's turn (rules rev 28)", () => {
function boltRig(deckRev: number) {
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic"], deckRev });
state = toRound2(state);
const { attacker, defender } = faceOff(state);
const lb = giveCard(state, attacker, "lightning-blast");
giveCard(state, attacker, "number-3", "N", 1);
giveCard(state, defender, "full-reflection", "FR", 0);
state = must(state, attacker, {
type: "cast", instanceId: lb.instanceId, numberInstanceIds: ["number-3#N"],
target: { kind: "player", playerId: defender },
});
state = must(state, defender, { type: "counteract", instanceId: "full-reflection#FR" });
state = must(state, attacker, { type: "pass" });
// rev 25+: the returned bolt opens its window; the caster declines to answer.
if (state.stack) state = must(state, attacker, { type: "pass" });
return { state, attacker, defender };
}
it("FAQ: 'you lose the rest of your turn and can't draw cards'", () => {
let { state, attacker } = boltRig(28);
expect(state.players.find((p) => p.id === attacker)!.life).toBe(12);
expect(state.turn.actionsEnded).toBe(true);
// No more marching, and the end-of-turn draw comes up empty.
expect(applyCommand(state, attacker, { type: "move", direction: "N" }).ok).toBe(false);
const before = state.players.find((p) => p.id === attacker)!.hand.length;
state = must(state, attacker, { type: "endTurn", draw: 2 });
expect(state.players.find((p) => p.id === attacker)!.hand.length).toBe(before);
// And the stun still costs the next turn.
expect(state.players.find((p) => p.id === attacker)!.lostTurns
+ (activePlayer(state).id === attacker ? 1 : 0)).toBeGreaterThanOrEqual(1);
});
it("rev 27 keeps the old behavior: the caster plays on and draws", () => {
let { state, attacker } = boltRig(27);
expect(state.turn.actionsEnded).toBe(false);
const before = state.players.find((p) => p.id === attacker)!.hand.length;
state = must(state, attacker, { type: "endTurn", draw: 2 });
expect(state.players.find((p) => p.id === attacker)!.hand.length).toBeGreaterThan(before);
});
});
describe("fireball burns only the stones in play (rules rev 33)", () => {
it("a displayed stone dies; a hidden one stays secret and safe", () => {
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic"], deckRev: 33 });
state = toRound2(state);
const { attacker, defender } = faceOff(state);
const fb = giveCard(state, attacker, "fireball");
const d = state.players.find((p) => p.id === defender)!;
d.hand[0] = { instanceId: "powerstone#T", cardId: "powerstone" };
d.hand[1] = { instanceId: "speedstone#T", cardId: "speedstone" };
d.displayed = ["powerstone#T"]; // only the powerstone is on the table
state = must(state, attacker, { type: "cast", instanceId: fb.instanceId, target: { kind: "player", playerId: defender } });
state = must(state, defender, { type: "pass" });
const after = state.players.find((p) => p.id === defender)!;
expect(after.hand.some((c) => c.instanceId === "powerstone#T")).toBe(false);
expect(after.hand.some((c) => c.instanceId === "speedstone#T")).toBe(true);
});
});
describe("stone dead counts only the stones in play (rules rev 34)", () => {
it("hidden stones neither add damage nor betray their count", () => {
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic", "expansion1"], deckRev: 34 });
state = toRound2(state);
const { attacker, defender } = faceOff(state);
const sd = giveCard(state, attacker, "stone-dead");
giveCard(state, attacker, "number-3", "N", 1);
const d = state.players.find((p) => p.id === defender)!;
d.hand[0] = { instanceId: "powerstone#T", cardId: "powerstone" };
d.hand[1] = { instanceId: "speedstone#T", cardId: "speedstone" };
d.hand[2] = { instanceId: "bloodstone#T", cardId: "bloodstone" };
d.displayed = ["powerstone#T"]; // one on the table, two secret
state = must(state, attacker, {
type: "cast", instanceId: sd.instanceId, numberInstanceIds: ["number-3#N"],
target: { kind: "player", playerId: defender },
});
state = must(state, defender, { type: "pass" });
// 3 x 1 displayed = 3 damage... minus the displayed bloodstone? It is
// hidden, so no soak either: 15 - 3 = 12.
expect(state.players.find((p) => p.id === defender)!.life).toBe(12);
});
});