Files
wizwar6e/packages/engine/test/automaton.test.ts
T
Eric WagonerandClaude Fable 5 3308850bb6 Credibility pass: sweep the workshop floor
Scoped to everything since the last pass (695307d). The residue of
fast iteration, removed: a reduced-motion media query that had
swallowed a full copy of the .faq-seal rules; doc comments orphaned
from their functions by inserted methods; the FAQ scrape's seams
(section headings run into ruling bodies under the wrong topics, a
next-page heading shipped as a ruling, an amputated "h", and rulings
filed under alphabetically-nearest strangers — Large Rock/Dagger now
lives on those cards; Book of Spells and Torquemada describe no card
in this set and are gone); the write-only aisle flag left behind by
the reverted rev 7; a linter-silenced dead destructure; a duplicated
median lookup; dead casts; and the fallback path that ignored the
apprentice's one-card draw.

Tests now typecheck (tsconfig includes test/), which surfaced the
missing type imports and a drifted creature literal hiding under an
as-cast. Also: a no-op self-assignment, mid-file imports hoisted, a
dynamic-import habit made static, a hedge comment replaced with a
loud setup failure, the fallback-retries-itself dead rung removed
from both bot drivers, and the twin peek scrims merged.

Deliberately kept: the TIERS lookup guard (ledger JSON is untrusted),
the wand-cost stanzas (they differ on the power-attack trade — a
rules question, not a dedup), and rollDie's coexistence with rollD4
(migrating changes visible logs; future work).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-16 20:20:37 -04:00

119 lines
4.0 KiB
TypeScript

import { describe, expect, it } from "vitest";
import {
applyCommand,
createGame,
type GameState,
type PlayerId,
} from "../src/game";
import { viewFor } from "../src/view";
import { automatonCommand, automatonFallback, type AutomatonStyle, type AutomatonTier } from "../src/automaton";
/** Whose input does the maze want right now? */
function actingSeat(state: GameState): PlayerId {
return (
state.stack?.waitingOn ??
state.pendingDiscard ??
state.chaosPending?.queue[0] ??
state.outOfTurnWindow?.playerId ??
state.players[state.turn.activeIndex]!.id
);
}
/** Drive a full bot-vs-bot game; returns the final state and command count. */
function playOut(
seed: number, players: number, expansion = true,
styles: AutomatonStyle[] = [], tiers: AutomatonTier[] = [],
) {
const ids = Array.from({ length: players }, (_, i) => `bot${i + 1}`);
const styleOf = new Map(ids.map((id, i) => [id, styles[i] ?? "hunter"]));
const tierOf = new Map(ids.map((id, i) => [id, tiers[i] ?? "archmage"]));
let { state } = createGame({
playerIds: ids,
seed,
sets: expansion ? ["basic", "expansion1"] : ["basic"],
deckRev: 8,
});
let commands = 0;
let stuck = 0;
const CAP = 4000;
while (state.phase === "playing" && commands < CAP) {
const seat = actingSeat(state);
const view = viewFor(state, seat);
const tier = tierOf.get(seat);
const chosen = automatonCommand(view, styleOf.get(seat), tier);
const cmd = chosen ?? automatonFallback(view, tier);
let r = applyCommand(state, seat, cmd);
if (!r.ok) {
// Retry with the fallback only if the fallback was not what just failed.
const fb = automatonFallback(view, tier);
if (chosen) r = applyCommand(state, seat, fb);
if (!r.ok) {
stuck++;
if (stuck > 3) {
throw new Error(
`automaton stuck at seat ${seat} after ${commands} commands: ` +
`${JSON.stringify(cmd)} -> ${JSON.stringify(fb)} both refused (${r.error})`,
);
}
// Last-ditch: burn the turn structure forward.
r = applyCommand(state, seat, { type: "endTurn", draw: 0 });
if (!r.ok) r = applyCommand(state, seat, { type: "pass" });
if (!r.ok) throw new Error(`unrecoverable at ${seat}: ${r.error}`);
}
} else {
stuck = 0;
}
state = r.state;
commands++;
}
return { state, commands };
}
describe("automaton vs automaton", () => {
it("two clockwork wizards fight a game to its end", () => {
const { state } = playOut(11, 2);
expect(state.phase).toBe("finished");
expect(state.winner).not.toBeNull();
});
it("holds up across many seeds without wedging", () => {
let finished = 0;
for (const seed of [1, 2, 3, 5, 8, 13, 21, 34]) {
const { state } = playOut(seed, 2);
if (state.phase === "finished") finished++;
}
// Cautious clockwork can stall a maze; most games must still conclude.
expect(finished).toBeGreaterThanOrEqual(6);
});
it("a full table of four automatons concludes", () => {
const { state } = playOut(7, 4);
expect(state.phase).toBe("finished");
});
it("the apprentice handicap bites where cards decide: combat mirrors", () => {
// Deterministic across these seeds: same brains, same dice.
let arch = 0, appr = 0;
for (const seed of [1, 2, 3, 5, 8, 13, 21, 34, 55, 89, 144, 233]) {
const { state } = playOut(seed, 2, true,
["berserker", "berserker"], ["archmage", "apprentice"]);
if (state.winner === "bot1") arch++;
if (state.winner === "bot2") appr++;
}
expect(arch).toBeGreaterThan(appr);
});
it("every temperament finishes its wars", () => {
for (const styles of [
["berserker", "hunter"], ["worrier", "hunter"], ["berserker", "worrier"],
] as AutomatonStyle[][]) {
let finished = 0;
for (const seed of [3, 17, 29]) {
const { state } = playOut(seed, 2, true, styles);
if (state.phase === "finished") finished++;
}
expect(finished).toBeGreaterThanOrEqual(2);
}
});
});