The guard-the-gold rung cast SAFE/GLUE at a floor treasure with no line-of-sight check; the engine refused the cast and the fallback burned the bot's whole turn. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
604 lines
26 KiB
TypeScript
604 lines
26 KiB
TypeScript
import { describe, expect, it } from "vitest";
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import {
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applyCommand,
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createGame,
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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, edgeKey } from "../src/board";
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import { sightedCellsFor, viewFor } from "../src/view";
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import { automatonCommand, automatonFallback, type AutomatonStyle, type AutomatonTier } from "../src/automaton";
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/** Whose input does the maze want right now? */
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function actingSeat(state: GameState): PlayerId {
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return (
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state.stack?.waitingOn ??
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state.pendingDiscard ??
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state.chaosPending?.queue[0] ??
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state.outOfTurnWindow?.playerId ??
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state.players[state.turn.activeIndex]!.id
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);
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}
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/** Drive a full bot-vs-bot game; returns the final state and command count. */
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function playOut(
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seed: number, players: number, expansion = true,
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styles: AutomatonStyle[] = [], tiers: AutomatonTier[] = [],
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) {
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const ids = Array.from({ length: players }, (_, i) => `bot${i + 1}`);
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const styleOf = new Map(ids.map((id, i) => [id, styles[i] ?? "hunter"]));
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const tierOf = new Map(ids.map((id, i) => [id, tiers[i] ?? "archmage"]));
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let { state } = createGame({
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playerIds: ids,
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seed,
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sets: expansion ? ["basic", "expansion1"] : ["basic"],
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deckRev: 8,
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});
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let commands = 0;
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let stuck = 0;
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const CAP = 4000;
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while (state.phase === "playing" && commands < CAP) {
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const seat = actingSeat(state);
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const view = viewFor(state, seat);
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const tier = tierOf.get(seat);
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const chosen = automatonCommand(view, styleOf.get(seat), tier);
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const cmd = chosen ?? automatonFallback(view, tier);
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let r = applyCommand(state, seat, cmd);
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if (!r.ok) {
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// Retry with the fallback only if the fallback was not what just failed.
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const fb = automatonFallback(view, tier);
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if (chosen) r = applyCommand(state, seat, fb);
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if (!r.ok) {
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stuck++;
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if (stuck > 3) {
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throw new Error(
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`automaton stuck at seat ${seat} after ${commands} commands: ` +
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`${JSON.stringify(cmd)} -> ${JSON.stringify(fb)} both refused (${r.error})`,
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);
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}
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// Last-ditch: burn the turn structure forward.
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r = applyCommand(state, seat, { type: "endTurn", draw: 0 });
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if (!r.ok) r = applyCommand(state, seat, { type: "pass" });
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if (!r.ok) throw new Error(`unrecoverable at ${seat}: ${r.error}`);
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}
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} else {
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stuck = 0;
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}
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state = r.state;
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commands++;
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}
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return { state, commands };
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}
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describe("automaton vs automaton", () => {
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it("two clockwork wizards fight a game to its end", () => {
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const { state } = playOut(11, 2);
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expect(state.phase).toBe("finished");
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expect(state.winner).not.toBeNull();
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});
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it("holds up across many seeds without wedging", () => {
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let finished = 0;
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for (const seed of [1, 2, 3, 5, 8, 13, 21, 34]) {
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const { state } = playOut(seed, 2);
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if (state.phase === "finished") finished++;
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}
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// Cautious clockwork can stall a maze; most games must still conclude.
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expect(finished).toBeGreaterThanOrEqual(6);
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});
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it("a full table of four automatons concludes", () => {
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const { state } = playOut(7, 4);
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expect(state.phase).toBe("finished");
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});
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it("the apprentice handicap bites where cards decide: combat mirrors", () => {
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// Deterministic across these seeds: same brains, same dice.
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let arch = 0, appr = 0;
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for (const seed of [1, 2, 3, 5, 8, 13, 21, 34, 55, 89, 144, 233]) {
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const { state } = playOut(seed, 2, true,
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["berserker", "berserker"], ["archmage", "apprentice"]);
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if (state.winner === "bot1") arch++;
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if (state.winner === "bot2") appr++;
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}
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expect(arch).toBeGreaterThan(appr);
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});
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it("every temperament finishes its wars", () => {
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for (const styles of [
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["berserker", "hunter"], ["worrier", "hunter"], ["berserker", "worrier"],
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] as AutomatonStyle[][]) {
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let finished = 0;
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for (const seed of [3, 17, 29]) {
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const { state } = playOut(seed, 2, true, styles);
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if (state.phase === "finished") finished++;
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}
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expect(finished).toBeGreaterThanOrEqual(2);
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}
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});
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});
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function underAttackShared(attackId: string, defenderHand: { instanceId: string; cardId: string }[], rig?: (s: GameState, defender: string) => void) {
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let { state } = createGame({ playerIds: ["human", "bot"], seed: 42, sets: ["basic", "expansion1"], deckRev: 13 });
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// burn round 1
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for (let i = 0; i < 2; i++) {
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const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 });
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if (!r.ok) throw new Error(`setup: ${r.error}`);
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state = r.state;
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}
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while (actingSeat(state) !== "human") {
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const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 });
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if (!r.ok) throw new Error(`setup: ${r.error}`);
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state = r.state;
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}
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const human = state.players.find((p) => p.id === "human")!;
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const bot = state.players.find((p) => p.id === "bot")!;
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bot.position = { ...human.position };
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defenderHand.forEach((c, i) => { bot.hand[i] = c; });
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human.hand[0] = { instanceId: `${attackId}#A`, cardId: attackId };
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rig?.(state, "bot");
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const r = applyCommand(state, "human", {
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type: "cast", instanceId: `${attackId}#A`, target: { kind: "player", playerId: "bot" },
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...(attackId === "drop-object" ? { params: { cardId: "dagger" } } : {}),
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});
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if (!r.ok) throw new Error(`setup: ${r.error}`);
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return r.state;
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}
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describe("the clockwork does not waste counters on pointless targets", () => {
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it("passes on drop-object rather than absorbing nothing", () => {
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const state = underAttackShared("drop-object", [
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{ instanceId: "absorb#T", cardId: "absorb" },
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{ instanceId: "blunt#T", cardId: "blunt" },
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{ instanceId: "dagger#T", cardId: "dagger" },
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]);
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const cmd = automatonCommand(viewFor(state, "bot"), "hunter", "archmage");
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expect(cmd).toEqual({ type: "pass" });
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});
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it("shields a drop-object aimed at its carried treasure", () => {
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const state = underAttackShared("drop-object", [
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{ instanceId: "full-shield#T", cardId: "full-shield" },
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{ instanceId: "dagger#T", cardId: "dagger" },
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], (s, defender) => {
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const d = s.players.find((p) => p.id === defender)!;
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const t = s.treasures.find((t) => t.owner !== defender)!;
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t.position = null; t.carriedBy = defender; d.carriedTreasureId = t.id;
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});
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const cmd = automatonCommand(viewFor(state, "bot"), "hunter", "archmage");
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expect(cmd).toEqual({ type: "counteract", instanceId: "full-shield#T" });
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});
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});
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describe("the clockwork guards gold only within sight", () => {
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// Game X2XN: the bot blind-cast SAFE at a treasure it could not see, the
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// engine refused it, and the fallback burned the whole turn.
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function goldOnTheFloor() {
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let { state } = createGame({ playerIds: ["bot", "foe"], seed: 7, sets: ["basic", "expansion1"], deckRev: 36 });
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while (actingSeat(state) !== "bot") {
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const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 });
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if (!r.ok) throw new Error(r.error);
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state = r.state;
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}
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const bot = state.players.find((p) => p.id === "bot")!;
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const foe = state.players.find((p) => p.id === "foe")!;
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foe.position = { ...bot.position };
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bot.hand = [{ instanceId: "safe#T", cardId: "safe" }];
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const gold = state.treasures.find((t) => t.owner === "bot")!;
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gold.carriedBy = null;
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return { state, bot, gold };
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}
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it("never blind-casts SAFE at a treasure out of sight", () => {
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const { state, bot, gold } = goldOnTheFloor();
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const sighted = sightedCellsFor(viewFor(state, "bot"));
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const hidden = Object.keys(state.board.cells).find(
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(k) => !sighted.has(k) && !state.squareContents[k],
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)!;
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const [x, y] = hidden.split(",").map(Number);
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gold.position = { x: x!, y: y! };
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const cmd = automatonCommand(viewFor(state, "bot"), "hunter", "archmage");
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// Whatever the brain picks, the engine must accept it — a refusal
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// forfeits the bot's turn.
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const chosen = cmd ?? automatonFallback(viewFor(state, "bot"), "archmage");
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expect(applyCommand(state, "bot", chosen).ok).toBe(true);
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});
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it("still locks up gold it can see", () => {
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const { state, bot, gold } = goldOnTheFloor();
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const sighted = sightedCellsFor(viewFor(state, "bot"));
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const seen = [...sighted].find(
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(k) => k !== cellKey(bot.position) && !state.squareContents[k],
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)!;
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const [x, y] = seen.split(",").map(Number);
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gold.position = { x: x!, y: y! };
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const cmd = automatonCommand(viewFor(state, "bot"), "hunter", "archmage");
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expect(cmd).toEqual({
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type: "cast", instanceId: "safe#T",
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target: { kind: "cell", cell: gold.position },
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});
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expect(applyCommand(state, "bot", cmd!).ok).toBe(true);
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});
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});
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describe("a clogged hand gets shed, not hoarded", () => {
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it("the bot discards dead weight so the end-of-turn draw has room", () => {
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let { state } = createGame({ playerIds: ["bot", "other"], seed: 42, sets: ["basic"], deckRev: 13 });
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while (actingSeat(state) !== "bot") {
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const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 });
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if (!r.ok) throw new Error(r.error);
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state = r.state;
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}
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const bot = state.players.find((p) => p.id === "bot")!;
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// Seven situational neutrals the brain has no play for: a dead hand.
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bot.hand = Array.from({ length: 7 }, (_, i) => (
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{ instanceId: `rotate-sector#${i}`, cardId: "rotate-sector" }
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));
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// Walk the bot's turn until it wants to end: it must shed before drawing.
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for (let guard = 0; guard < 30; guard++) {
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const view = viewFor(state, "bot");
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const cmd = automatonCommand(view, "hunter", "archmage")!;
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if (cmd.type === "discard") {
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expect(cmd.instanceIds.length).toBe(2);
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const r = applyCommand(state, "bot", cmd);
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if (!r.ok) throw new Error(r.error);
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state = r.state;
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const next = automatonCommand(viewFor(state, "bot"), "hunter", "archmage")!;
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expect(next).toEqual({ type: "endTurn", draw: 2 });
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return;
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}
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if (cmd.type === "endTurn") throw new Error("ended the turn without shedding a dead hand");
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const r = applyCommand(state, "bot", cmd);
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if (!r.ok) throw new Error(`${cmd.type}: ${r.error}`);
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state = r.state;
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}
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throw new Error("never reached the end of the turn");
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});
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});
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describe("the clockwork honors absorb's fine print", () => {
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it("answers NO SPELL with blunt, never absorb — durations soak no points", () => {
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const state = underAttackShared("no-spell", [
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{ instanceId: "absorb#T", cardId: "absorb" },
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{ instanceId: "blunt#T", cardId: "blunt" },
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]);
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const cmd = automatonCommand(viewFor(state, "bot"), "hunter", "archmage");
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expect(cmd).toEqual({ type: "counteract", instanceId: "blunt#T" });
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});
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});
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describe("the clockwork wields destroy wall", () => {
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it("blasts its way out when no road leads to the gold", () => {
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let { state } = createGame({ playerIds: ["bot", "other"], seed: 42, sets: ["basic"], deckRev: 24 });
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while (actingSeat(state) !== "bot") {
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const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 });
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if (!r.ok) throw new Error(r.error);
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state = r.state;
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}
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const bot = state.players.find((p) => p.id === "bot")!;
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// Brick the bot into a one-square cell far from everything.
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bot.position = { x: 4, y: 4 };
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for (const side of ["N", "S", "E", "W"] as const) {
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state.edgeOverrides[edgeKey(bot.position, side)] = "wall";
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}
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state.players.find((p) => p.id === "other")!.position = { x: 0, y: 0 };
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bot.hand[0] = { instanceId: "destroy-wall#T", cardId: "destroy-wall" };
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const cmd = automatonCommand(viewFor(state, "bot"), "hunter", "archmage");
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expect(cmd).toMatchObject({ type: "cast", instanceId: "destroy-wall#T" });
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// And the engine accepts the blast it chose.
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const r = applyCommand(state, "bot", cmd!);
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expect(r.ok).toBe(true);
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});
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it("values destroy wall above the chaff when forced to discard", () => {
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let { state } = createGame({ playerIds: ["bot", "other"], seed: 42, sets: ["basic"], deckRev: 24 });
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const bot = state.players.find((p) => p.id === "bot")!;
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bot.hand = [
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{ instanceId: "destroy-wall#T", cardId: "destroy-wall" },
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{ instanceId: "trader#T", cardId: "trader" },
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{ instanceId: "strength#T", cardId: "strength" },
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{ instanceId: "adrenaline#T", cardId: "adrenaline" },
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{ instanceId: "full-shield#T", cardId: "full-shield" },
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{ instanceId: "fireball#T", cardId: "fireball" },
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{ instanceId: "number-3#T", cardId: "number-3" },
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{ instanceId: "troll#T", cardId: "troll" },
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];
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state.pendingDiscard = "bot";
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const cmd = automatonCommand(viewFor(state, "bot"), "hunter", "archmage");
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expect(cmd?.type).toBe("discard");
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if (cmd?.type === "discard") {
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expect(cmd.instanceIds).not.toContain("destroy-wall#T");
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}
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});
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});
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describe("the clockwork wields pass through wall", () => {
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it("banks a crossing when bricked in, then steps through the wall", () => {
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let { state } = createGame({ playerIds: ["bot", "other"], seed: 42, sets: ["basic"], deckRev: 24 });
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while (actingSeat(state) !== "bot") {
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const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 });
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if (!r.ok) throw new Error(r.error);
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state = r.state;
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}
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const bot = state.players.find((p) => p.id === "bot")!;
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bot.position = { x: 4, y: 4 };
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for (const side of ["N", "S", "E", "W"] as const) {
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state.edgeOverrides[edgeKey(bot.position, side)] = "wall";
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}
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state.players.find((p) => p.id === "other")!.position = { x: 0, y: 0 };
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bot.hand[0] = { instanceId: "pass-through-wall#T", cardId: "pass-through-wall" };
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const cast = automatonCommand(viewFor(state, "bot"), "hunter", "archmage");
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expect(cast).toMatchObject({ type: "cast", instanceId: "pass-through-wall#T" });
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let r = applyCommand(state, "bot", cast!);
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if (!r.ok) throw new Error(r.error);
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state = r.state;
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expect(state.players.find((p) => p.id === "bot")!.passWallCharges).toBe(1);
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// The charge is spent on a step through the bricks.
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const step = automatonCommand(viewFor(state, "bot"), "hunter", "archmage");
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expect(step?.type).toBe("move");
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r = applyCommand(state, "bot", step!);
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if (!r.ok) throw new Error(r.error);
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const after = r.state.players.find((p) => p.id === "bot")!;
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expect(cellKey(after.position)).not.toBe(cellKey({ x: 4, y: 4 }));
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expect(after.passWallCharges).toBe(0);
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});
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});
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describe("the clockwork denies the road", () => {
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it("walls a thief's corridor when its treasure is being carried home", () => {
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let { state } = createGame({ playerIds: ["bot", "other"], seed: 42, sets: ["basic"], deckRev: 24 });
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while (actingSeat(state) !== "bot") {
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const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 });
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if (!r.ok) throw new Error(r.error);
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state = r.state;
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}
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const bot = state.players.find((p) => p.id === "bot")!;
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const thief = state.players.find((p) => p.id === "other")!;
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// The thief carries the bot's treasure down a one-lane tube to its home.
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const t = state.treasures.find((t) => t.owner === "bot")!;
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t.position = null;
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t.carriedBy = "other";
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thief.carriedTreasureId = t.id;
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thief.position = { x: 4, y: 2 };
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thief.home = { x: 4, y: 6 };
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for (let y = 2; y <= 6; y++) {
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state.edgeOverrides[edgeKey({ x: 4, y }, "E")] = "wall";
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state.edgeOverrides[edgeKey({ x: 4, y }, "W")] = "wall";
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}
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state.edgeOverrides[edgeKey({ x: 4, y: 6 }, "S")] = "wall";
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for (let y = 2; y <= 5; y++) {
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state.edgeOverrides[edgeKey({ x: 4, y }, "S")] = "open";
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}
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bot.position = { x: 4, y: 4 };
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bot.hand = [{ instanceId: "create-wall#T", cardId: "create-wall" }];
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const cmd = automatonCommand(viewFor(state, "bot"), "hunter", "archmage");
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expect(cmd).toMatchObject({ type: "cast", instanceId: "create-wall#T" });
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const r = applyCommand(state, "bot", cmd!);
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if (!r.ok) throw new Error(r.error);
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// The blockade must actually sever the thief's road home.
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const target = (cmd as { target: { cell: { x: number; y: number }; side: string } }).target;
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expect(["N", "S"]).toContain(target.side);
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expect(target.cell.x).toBe(4);
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});
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});
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describe("the widened spellbook", () => {
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it("dispels a conjured wall standing between it and the only road", () => {
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let { state } = createGame({ playerIds: ["bot", "other"], seed: 42, sets: ["basic", "expansion1"], deckRev: 24 });
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while (actingSeat(state) !== "bot") {
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const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 });
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if (!r.ok) throw new Error(r.error);
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state = r.state;
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}
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const bot = state.players.find((p) => p.id === "bot")!;
|
|
bot.position = { x: 4, y: 4 };
|
|
for (const side of ["N", "S", "E", "W"] as const) {
|
|
const k = edgeKey(bot.position, side);
|
|
state.edgeOverrides[k] = "wall";
|
|
state.createdEdges[k] = true;
|
|
}
|
|
state.players.find((p) => p.id === "other")!.position = { x: 0, y: 0 };
|
|
bot.hand = [{ instanceId: "dispel-creation#T", cardId: "dispel-creation" }];
|
|
const cmd = automatonCommand(viewFor(state, "bot"), "hunter", "archmage");
|
|
expect(cmd).toMatchObject({ type: "cast", instanceId: "dispel-creation#T" });
|
|
const r = applyCommand(state, "bot", cmd!);
|
|
if (!r.ok) throw new Error(r.error);
|
|
});
|
|
|
|
it("offers a buddy pact to the hound at its heels", () => {
|
|
let { state } = createGame({ playerIds: ["bot", "other"], seed: 42, sets: ["basic", "expansion1"], deckRev: 24 });
|
|
while (actingSeat(state) !== "bot") {
|
|
const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 });
|
|
if (!r.ok) throw new Error(r.error);
|
|
state = r.state;
|
|
}
|
|
const bot = state.players.find((p) => p.id === "bot")!;
|
|
const hound = state.players.find((p) => p.id === "other")!;
|
|
hound.position = { ...bot.position };
|
|
bot.hand = [{ instanceId: "buddy#T", cardId: "buddy" }];
|
|
const cmd = automatonCommand(viewFor(state, "bot"), "worrier", "archmage");
|
|
expect(cmd).toEqual({
|
|
type: "cast", instanceId: "buddy#T",
|
|
target: { kind: "player", playerId: "other" },
|
|
});
|
|
const r = applyCommand(state, "bot", cmd!);
|
|
if (!r.ok) throw new Error(r.error);
|
|
});
|
|
});
|
|
|
|
describe("round two of the owner's tactics", () => {
|
|
it("exiles a thief carrying its gold to the far end of nowhere", () => {
|
|
let { state } = createGame({ playerIds: ["bot", "other"], seed: 42, sets: ["basic", "expansion1"], deckRev: 24 });
|
|
// burn round 1 and reach the bot's turn
|
|
for (let guard = 0; guard < 10 && !(actingSeat(state) === "bot" && state.turn.round > 1); guard++) {
|
|
const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 });
|
|
if (!r.ok) throw new Error(r.error);
|
|
state = r.state;
|
|
}
|
|
const bot = state.players.find((p) => p.id === "bot")!;
|
|
const thief = state.players.find((p) => p.id === "other")!;
|
|
const t = state.treasures.find((t) => t.owner === "bot")!;
|
|
t.position = null;
|
|
t.carriedBy = "other";
|
|
thief.carriedTreasureId = t.id;
|
|
// The thief is a step from delivering; the bot watches from beside them.
|
|
thief.position = { x: thief.home.x, y: thief.home.y === 0 ? 1 : thief.home.y - 1 };
|
|
bot.position = { ...thief.position };
|
|
bot.hand = [{ instanceId: "teleport-opponent#T", cardId: "teleport-opponent" }];
|
|
const cmd = automatonCommand(viewFor(state, "bot"), "hunter", "archmage");
|
|
expect(cmd).toMatchObject({ type: "cast", instanceId: "teleport-opponent#T" });
|
|
const dest = (cmd as { params: { cell: { x: number; y: number } } }).params.cell;
|
|
// The chosen square is a long march from the thief's own home.
|
|
const d = Math.abs(dest.x - thief.home.x) + Math.abs(dest.y - thief.home.y);
|
|
expect(d).toBeGreaterThanOrEqual(5);
|
|
const r = applyCommand(state, "bot", cmd!);
|
|
if (!r.ok) throw new Error(r.error);
|
|
});
|
|
|
|
it("casts adrenaline when two blows finish what one cannot", () => {
|
|
let { state } = createGame({ playerIds: ["bot", "other"], seed: 42, sets: ["basic", "expansion1"], deckRev: 24 });
|
|
for (let guard = 0; guard < 10 && !(actingSeat(state) === "bot" && state.turn.round > 1); guard++) {
|
|
const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 });
|
|
if (!r.ok) throw new Error(r.error);
|
|
state = r.state;
|
|
}
|
|
const bot = state.players.find((p) => p.id === "bot")!;
|
|
const prey = state.players.find((p) => p.id === "other")!;
|
|
prey.position = { ...bot.position };
|
|
prey.life = 7; // fireball (5) alone cannot; fireball + dagger (3) can
|
|
bot.hand = [
|
|
{ instanceId: "adrenaline#T", cardId: "adrenaline" },
|
|
{ instanceId: "fireball#T", cardId: "fireball" },
|
|
{ instanceId: "dagger#T", cardId: "dagger" },
|
|
{ instanceId: "number-2#T", cardId: "number-2" },
|
|
];
|
|
const cmd = automatonCommand(viewFor(state, "bot"), "berserker", "archmage");
|
|
expect(cmd).toMatchObject({ type: "cast", instanceId: "adrenaline#T" });
|
|
const r = applyCommand(state, "bot", cmd!);
|
|
if (!r.ok) throw new Error(r.error);
|
|
});
|
|
});
|
|
|
|
describe("the fireball-then-buddy lockout", () => {
|
|
it("burns the target, then signs the pact so they cannot hit back", () => {
|
|
let { state } = createGame({ playerIds: ["bot", "other"], seed: 42, sets: ["basic", "expansion1"], deckRev: 24 });
|
|
for (let guard = 0; guard < 10 && !(actingSeat(state) === "bot" && state.turn.round > 1); guard++) {
|
|
const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 });
|
|
if (!r.ok) throw new Error(r.error);
|
|
state = r.state;
|
|
}
|
|
const bot = state.players.find((p) => p.id === "bot")!;
|
|
const prey = state.players.find((p) => p.id === "other")!;
|
|
prey.position = { ...bot.position };
|
|
bot.life = 8; // bleeding: the clockwork wants out of this fight
|
|
bot.hand = [
|
|
{ instanceId: "fireball#T", cardId: "fireball" },
|
|
{ instanceId: "buddy#T", cardId: "buddy" },
|
|
];
|
|
// First: the blow.
|
|
let cmd = automatonCommand(viewFor(state, "bot"), "hunter", "archmage");
|
|
expect(cmd).toMatchObject({ type: "cast", instanceId: "fireball#T" });
|
|
let r = applyCommand(state, "bot", cmd!);
|
|
if (!r.ok) throw new Error(r.error);
|
|
state = r.state;
|
|
r = applyCommand(state, "other", { type: "pass" });
|
|
if (!r.ok) throw new Error(r.error);
|
|
state = r.state;
|
|
// Then: the pact.
|
|
cmd = automatonCommand(viewFor(state, "bot"), "hunter", "archmage");
|
|
expect(cmd).toEqual({
|
|
type: "cast", instanceId: "buddy#T",
|
|
target: { kind: "player", playerId: "other" },
|
|
});
|
|
r = applyCommand(state, "bot", cmd!);
|
|
if (!r.ok) throw new Error(r.error);
|
|
state = r.state;
|
|
// The pact holds: the victim cannot strike their tormentor.
|
|
expect(state.sustained.some(
|
|
(s) => s.cardId === "buddy" && s.casterId === "bot" && s.targetId === "other",
|
|
)).toBe(true);
|
|
});
|
|
});
|
|
|
|
describe("a pact once signed is honored", () => {
|
|
it("will not attack the wizard it just buddied", () => {
|
|
let { state } = createGame({ playerIds: ["bot", "other"], seed: 42, sets: ["basic", "expansion1"], deckRev: 25 });
|
|
for (let guard = 0; guard < 10 && !(actingSeat(state) === "bot" && state.turn.round > 1); guard++) {
|
|
const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 });
|
|
if (!r.ok) throw new Error(r.error);
|
|
state = r.state;
|
|
}
|
|
const bot = state.players.find((p) => p.id === "bot")!;
|
|
const prey = state.players.find((p) => p.id === "other")!;
|
|
prey.position = { ...bot.position };
|
|
// The pact already stands; a fireball waits in hand as temptation.
|
|
state.sustained.push({
|
|
id: "fx-test", cardId: "buddy", casterId: "bot", targetId: "other",
|
|
turnsLeft: 1000, edge: undefined,
|
|
} as never);
|
|
bot.hand = [{ instanceId: "fireball#T", cardId: "fireball" }];
|
|
const cmd = automatonCommand(viewFor(state, "bot"), "hunter", "archmage");
|
|
// Anything but an attack on the pacted wizard: no cast at them, no punch.
|
|
expect(cmd?.type === "punch").toBe(false);
|
|
if (cmd?.type === "cast") {
|
|
expect((cmd as { target?: { playerId?: string } }).target?.playerId).not.toBe("other");
|
|
}
|
|
});
|
|
});
|
|
|
|
describe("no number is wasted on a turn that ends at a grab", () => {
|
|
it("gold two free steps away: the berserker charges without spending its 5", () => {
|
|
let { state } = createGame({ playerIds: ["bot", "other"], seed: 42, sets: ["basic", "expansion1"], deckRev: 29 });
|
|
for (let guard = 0; guard < 10 && !(actingSeat(state) === "bot" && state.turn.round > 1); guard++) {
|
|
const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 });
|
|
if (!r.ok) throw new Error(r.error);
|
|
state = r.state;
|
|
}
|
|
const bot = state.players.find((p) => p.id === "bot")!;
|
|
const prey = state.players.find((p) => p.id === "other")!;
|
|
// Enemy far across the maze; their treasure lies one step from the bot.
|
|
prey.position = { x: 0, y: 0 };
|
|
bot.position = { x: 5, y: 5 };
|
|
const t = state.treasures.find((t) => t.owner === "other")!;
|
|
t.position = { x: 5, y: 6 };
|
|
t.carriedBy = null;
|
|
state.edgeOverrides[edgeKey({ x: 5, y: 5 }, "S")] = "open";
|
|
bot.hand = [
|
|
{ instanceId: "number-5#T", cardId: "number-5" },
|
|
{ instanceId: "number-2#T", cardId: "number-2" },
|
|
];
|
|
const cmd = automatonCommand(viewFor(state, "bot"), "berserker", "archmage");
|
|
expect(cmd?.type).not.toBe("playNumberForMovement");
|
|
});
|
|
});
|
|
|
|
describe("the clockwork flees the dread", () => {
|
|
it("caught in FEAR's bubble, it spends its legs moving away", () => {
|
|
let { state } = createGame({ playerIds: ["bot", "grim"], seed: 42, sets: ["basic"], deckRev: 32 });
|
|
for (let guard = 0; guard < 10 && !(actingSeat(state) === "bot" && state.turn.round > 1); guard++) {
|
|
const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 });
|
|
if (!r.ok) throw new Error(r.error);
|
|
state = r.state;
|
|
}
|
|
const bot = state.players.find((p) => p.id === "bot")!;
|
|
const grim = state.players.find((p) => p.id === "grim")!;
|
|
grim.position = { x: 2, y: 5 };
|
|
bot.position = { x: 2, y: 7 }; // two spaces inside the dread
|
|
state.sustained.push({
|
|
id: "fx-fear", cardId: "fear", casterId: "grim", targetId: "grim",
|
|
remainingTurns: 5, data: {},
|
|
} as never);
|
|
const cmd = automatonCommand(viewFor(state, "bot"), "berserker", "archmage");
|
|
expect(cmd?.type).toBe("move");
|
|
if (cmd?.type === "move") {
|
|
const r = applyCommand(state, "bot", cmd);
|
|
if (!r.ok) throw new Error(r.error);
|
|
const after = r.state.players.find((p) => p.id === "bot")!;
|
|
const d = Math.abs(after.position.x - grim.position.x) + Math.abs(after.position.y - grim.position.y);
|
|
expect(d).toBeGreaterThan(2);
|
|
}
|
|
});
|
|
});
|