The MVP is playable: a turn screen, a career retrospective, an optional feedback widget, local-storage autosave with file export/import, and a build that flattens everything into one self-contained HTML file. A turn has two phases — the scenario and its options, then what the choice did and, separately, what the day cost regardless. Numbers that move without the player seeing why are most of what makes them meaningless. Locked options are shown greyed with the requirement spelled out rather than hidden, so a player can see the door they cannot open yet. The interface is named entirely by the pack. `pack.display` maps a state path to a label, a format and an order, which is why the header reads "Standing" for a path called `reputation` and why debt disappears while it is zero. The first playtest then found three things, all of them fair. *"Wasn't clear what daily drain was for."* The ledger was labelling changes by the path that moved — "Money −$18" — when the upkeep entry that caused them had a perfectly good name. It now says "Coffee, transit, lunch". The labels were in the data the whole time and never reached the screen. *"Should probably pay rent weekly / get paid every other week… would be good to have day of week and week # shown."* Packs can now declare a calendar, and the engine derives the day name, cycle and index from the turn number before the event is drawn — so content can require a Friday and the header can say "Thursday · Week 2 · Day 12". Upkeep entries take `every` and `offset`, making wages fall on alternate Fridays and rent every Monday. The turn screen carries a diary line — "Wages tomorrow · Rent in 4 days" — computed generically from whatever a pack schedules. *"Always in debt — could never get ahead."* The old economy bled $25 a day regardless of play. It is now roughly break-even at baseline, with a `spare_shift` event that appears *because* you are broke: the way out of a hole should be visible from inside it. Across archetypes a careful player ends around $1,400, an unplanned one treads water, and a careless one sinks into real debt. That retune broke the coverage test, usefully. Random play stopped reaching hard times at all, which made the entire debt branch look dead — it was not, since random play is not a plausible player. Coverage is now the union across five archetypes, including one that is broke *and* well-liked, because the "ask a friend for money" options sit in a state no single-axis strategy reaches. Not covered by any of this: styling and dark mode, which only a human with a browser can check. This machine has none that can render a page. 109 tests. Reasoning in docs/DECISIONS.md §14-21. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01VMSFHyVPitUoosW5wyEADj
252 lines
11 KiB
JavaScript
252 lines
11 KiB
JavaScript
import { test } from 'node:test';
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import assert from 'node:assert/strict';
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import { startGame, currentTurn, takeTurn, MoveError } from '../src/engine/game.js';
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import { getPath, setPath } from '../src/engine/paths.js';
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import { testPack } from './fixtures/test-pack.js';
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/** Play `turns` turns, always taking the first available option. */
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function playThrough(seed, turns, chooser = (options) => options.find((o) => o.available).option.id) {
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let state = startGame(testPack, { seed });
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const records = [];
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for (let i = 0; i < turns; i++) {
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const turn = currentTurn(testPack, state);
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const result = takeTurn(testPack, state, chooser(turn.options, turn.event, state));
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state = result.state;
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records.push(result.record);
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}
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return { state, records };
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}
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test('a new game starts on turn one with the pack defaults', () => {
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const state = startGame(testPack, { seed: 'start' });
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assert.equal(state.turn, 1);
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assert.equal(state.stage, 'floor');
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assert.equal(state.money, 100);
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assert.equal(state.skills.talking, 1);
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assert.equal(state.relationships.chief.likes_you, 50);
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assert.equal(state.relationships.pat.fears_you, 50);
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assert.ok(state.meta.currentEventId, 'an event is waiting before the first turn');
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});
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test('relationship state is generated per character, so adding one adds its stats', () => {
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const state = startGame(testPack, { seed: 'chars' });
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assert.deepEqual(Object.keys(state.relationships).sort(), ['chief', 'pat']);
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assert.deepEqual(Object.keys(state.relationships.chief).sort(), ['fears_you', 'likes_you']);
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});
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test('taking a turn applies effects and advances the clock', () => {
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let state = startGame(testPack, { seed: 'turn' });
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const before = state.money;
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const result = takeTurn(testPack, state, currentTurn(testPack, state).options[0].option.id);
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assert.equal(result.state.turn, 2);
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assert.notEqual(result.state.meta.currentEventId, undefined);
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assert.ok(result.state.money !== before || result.record.changes.length >= 0);
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});
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test('the same seed and the same choices replay identically', () => {
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const a = playThrough('replay', 40);
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const b = playThrough('replay', 40);
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assert.deepEqual(a.state, b.state);
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assert.deepEqual(a.records, b.records);
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});
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test('different seeds produce different runs', () => {
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const a = playThrough('seed-a', 40);
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const b = playThrough('seed-b', 40);
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assert.notDeepEqual(a.records.map((r) => r.eventId), b.records.map((r) => r.eventId));
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});
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test('a saved game resumes into exactly the run it left', () => {
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const uninterrupted = playThrough('save', 30);
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let state = startGame(testPack, { seed: 'save' });
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for (let i = 0; i < 15; i++) {
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const turn = currentTurn(testPack, state);
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state = takeTurn(testPack, state, turn.options.find((o) => o.available).option.id).state;
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}
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// The whole save is one JSON round trip; nothing lives outside it.
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state = JSON.parse(JSON.stringify(state));
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for (let i = 0; i < 15; i++) {
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const turn = currentTurn(testPack, state);
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state = takeTurn(testPack, state, turn.options.find((o) => o.available).option.id).state;
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}
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assert.deepEqual(state, uninterrupted.state);
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});
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test('a once-only event fires exactly once across a long run', () => {
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const { records } = playThrough('once', 60);
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assert.equal(records.filter((r) => r.eventId === 'first_day').length, 1);
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assert.equal(records[0].eventId, 'first_day', 'its weight makes it the opener');
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});
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test('a locked option cannot be played', () => {
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const state = startGame(testPack, { seed: 'locked' });
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let probe = state;
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// Walk to a turn that offers the gated option.
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for (let i = 0; i < 10; i++) {
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const turn = currentTurn(testPack, probe);
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const charm = turn.options.find((o) => o.option.id === 'charm');
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if (charm) {
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assert.equal(charm.available, false);
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assert.throws(() => takeTurn(testPack, probe, 'charm'), MoveError);
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return;
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}
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probe = takeTurn(testPack, probe, turn.options.find((o) => o.available).option.id).state;
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}
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assert.fail('the gated option never came up');
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});
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test('an unknown option id is rejected', () => {
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const state = startGame(testPack, { seed: 'bogus' });
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assert.throws(() => takeTurn(testPack, state, 'no_such_option'), /has no option/);
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});
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test('a skill grows from choices and eventually unlocks its gate', () => {
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const talkative = (options) => {
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const practice = options.find((o) => o.option.id === 'practice' && o.available);
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return (practice ?? options.find((o) => o.available)).option.id;
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};
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const { state } = playThrough('skill', 20, talkative);
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assert.ok(state.skills.talking >= 3, `expected talking to grow, got ${state.skills.talking}`);
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});
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test('money going negative brings the hard-times branch into the pool', () => {
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const spendy = (options) => {
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const practice = options.find((o) => o.option.id === 'practice' && o.available);
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return (practice ?? options.find((o) => o.available)).option.id;
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};
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let state = startGame(testPack, { seed: 'broke' });
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let sawHardTimes = false;
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for (let i = 0; i < 120; i++) {
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const turn = currentTurn(testPack, state);
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if (turn.event.id === 'hard_times') { sawHardTimes = true; break; }
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state = takeTurn(testPack, state, spendy(turn.options, turn.event, state)).state;
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}
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assert.ok(state.money < 0 || sawHardTimes, 'the run should have gone broke');
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assert.ok(sawHardTimes, 'hard times should surface once money is negative — the game never ends');
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});
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test('the turn record carries the diff and the options the player could not take', () => {
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let state = startGame(testPack, { seed: 'record' });
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state = takeTurn(testPack, state, currentTurn(testPack, state).options[0].option.id).state;
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const turn = currentTurn(testPack, state);
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const { record } = takeTurn(testPack, state, 'work');
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assert.equal(record.eventId, turn.event.id);
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assert.equal(record.optionId, 'work');
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assert.deepEqual(record.changes.map((c) => c.path), ['money', 'relationships.chief.likes_you']);
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assert.equal(record.changes[0].from + 10, record.changes[0].to);
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const locked = record.offered.find((o) => o.id === 'charm');
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assert.equal(locked.available, false);
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assert.equal(locked.failed[0].path, 'skills.talking');
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});
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test('history accumulates every turn and is what the retrospective reads', () => {
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const { state, records } = playThrough('history', 12);
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assert.equal(state.history.length, 12);
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assert.deepEqual(state.history, records);
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});
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test('a stat cannot be pushed past its declared bound', () => {
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const { state } = playThrough('clamp', 80, (options) => {
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const practice = options.find((o) => o.option.id === 'practice' && o.available);
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return (practice ?? options.find((o) => o.available)).option.id;
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});
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assert.ok(state.skills.talking <= 10, 'talking is capped at 10');
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assert.ok(state.relationships.pat.likes_you <= 100, 'relationship stats are capped at 100');
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});
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test('the run never ends on its own', () => {
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const { state } = playThrough('endless', 200);
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assert.equal(state.turn, 201);
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assert.ok(currentTurn(testPack, state).options.some((o) => o.available), 'there is always something to do');
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});
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test('upkeep runs every turn and is recorded separately from the choice', () => {
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const upkeepPack = structuredClone(testPack);
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upkeepPack.upkeep = [
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{ label: 'wage', effects: [{ path: 'money', op: 'add', value: 20 }] },
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{
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label: 'debt service',
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requires: [{ path: 'flags.in_debt', op: '==', value: true }],
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effects: [{ path: 'money', op: 'add', value: -5 }],
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},
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];
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let state = startGame(upkeepPack, { seed: 'upkeep' });
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const before = state.money;
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const first = takeTurn(upkeepPack, state, currentTurn(upkeepPack, state).options[0].option.id);
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assert.equal(first.record.upkeep.length, 1, 'the conditional entry is skipped while it does not apply');
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assert.equal(first.record.upkeep[0].label, 'wage');
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const fromChoice = first.record.changes
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.filter((c) => c.path === 'money')
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.reduce((sum, c) => sum + (c.to - c.from), 0);
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assert.equal(first.state.money, before + fromChoice + 20);
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// Once the flag is set, the conditional entry starts applying.
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const nowIndebted = setPath(first.state, 'flags.in_debt', true);
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const nextOption = currentTurn(upkeepPack, nowIndebted).options.find((o) => o.available).option.id;
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const indebted = takeTurn(upkeepPack, nowIndebted, nextOption);
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assert.deepEqual(indebted.record.upkeep.map((c) => c.label), ['wage', 'debt service']);
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});
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test('a character can start somewhere other than the pack default', () => {
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const pack = structuredClone(testPack);
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pack.characters.find((c) => c.id === 'pat').startingRelationship = { likes_you: 20 };
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const state = startGame(pack, { seed: 'starts' });
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assert.equal(state.relationships.pat.likes_you, 20, 'the override applies');
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assert.equal(state.relationships.pat.fears_you, 50, 'unnamed stats keep the pack default');
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assert.equal(state.relationships.chief.likes_you, 50, 'other characters are unaffected');
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});
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test('a pack with a calendar gets day-of-cycle state it can gate on', () => {
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const dated = structuredClone(testPack);
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dated.calendar = { cycleLength: 7, cycleName: 'Week', unitNames: ['Mon', 'Tue', 'Wed', 'Thu', 'Fri', 'Sat', 'Sun'] };
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let state = startGame(dated, { seed: 'calendar' });
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assert.deepEqual(
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{ index: state.calendar.index, cycle: state.calendar.cycle, name: state.calendar.name },
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{ index: 0, cycle: 1, name: 'Mon' },
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);
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for (let i = 0; i < 7; i++) {
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state = takeTurn(dated, state, currentTurn(dated, state).options.find((o) => o.available).option.id).state;
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}
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assert.equal(state.turn, 8);
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assert.deepEqual(
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{ index: state.calendar.index, cycle: state.calendar.cycle, name: state.calendar.name },
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{ index: 0, cycle: 2, name: 'Mon' },
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);
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});
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test('a pack with no calendar has none: the engine imposes no week', () => {
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const state = startGame(testPack, { seed: 'no-calendar' });
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assert.deepEqual(state.calendar, {});
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});
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test('scheduled upkeep falls due on its own period, not every turn', () => {
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const scheduled = structuredClone(testPack);
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scheduled.upkeep = [
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{ label: 'daily', effects: [{ path: 'money', op: 'add', value: -1 }] },
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{ label: 'weekly rent', every: 7, offset: 6, effects: [{ path: 'money', op: 'add', value: -50 }] },
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{ label: 'fortnightly pay', every: 14, offset: 6, effects: [{ path: 'money', op: 'add', value: 200 }] },
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];
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let state = startGame(scheduled, { seed: 'schedule' });
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const dueOn = [];
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for (let turn = 1; turn <= 22; turn++) {
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const result = takeTurn(scheduled, state, currentTurn(scheduled, state).options.find((o) => o.available).option.id);
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dueOn.push(result.record.upkeep.map((c) => c.label));
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state = result.state;
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}
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assert.deepEqual(dueOn[0], ['daily'], 'turn 1 is an ordinary day');
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assert.deepEqual(dueOn[6], ['daily', 'weekly rent', 'fortnightly pay'], 'turn 7 is rent and payday');
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assert.deepEqual(dueOn[13], ['daily', 'weekly rent'], 'turn 14 is rent only');
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assert.deepEqual(dueOn[20], ['daily', 'weekly rent', 'fortnightly pay'], 'turn 21 is both again');
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});
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