From the first game's list. The three skills are not decoration — they are the
levers on the new track, which is why they arrived together.
PANIC, 0 to 5, up. It is the other half of Coherence and the rules page says so
in the first line, because a table that confuses them will make the wrong call
at the worst moment:
Coherence what knowing has cost you weeks 10-0, down
Panic what is happening to you NOW minutes 0-5, up
A trigger gives a point with NO ROLL. Asking for a die to find out whether you
are frightened slows the scene and tells the player how to feel; the die is for
getting rid of it, which is the interesting direction.
0 steady · 1 rattled · 2 shaken -5% · 3 losing it -10%
4 overwhelmed -20% · 5 broken
The first point is free on purpose, so the opening shock of a scene costs the
table nothing. At 5 you break — freeze, flee or fixate, choose fast — and come
back at 3, not at 0, because breaking is not a rest.
Relief is where the skills come in. A success takes one point, a special takes
two. Psychology is the only thing that steadies somebody who is NOT you.
Religion steadies you alone and does not care whether you are right. Occult is
the odd one: naming a thing correctly, out loud, helps everybody who can hear —
the department's actual work, and the only relief that reaches a room. Plus
POW×5 to steady yourself, and your anchor object once per case, which is what
that briefing scene was for.
The three skills are placed in six registers rather than left floating: Occult
to the professor and to Registry, Psychology to the doctor and to Interview,
Religion to Antiquities and Pathology.
Guards, because a track nothing reads is this project's oldest failure: the five
new rules carry spot-checks in check-rules, and check-behaviour gains nine tests
— the free first point, monotonic penalties, only 5 breaking, clamping at both
ends, breaking not clearing the track, special taking two, every band/trigger/
relief having a label, and every relief naming a skill the catalogue actually
has.
Verified in a live game: penalty reaches the roll (58 → 58 → 53 → 48 → 38 for
panic 0-4, criticals and specials recomputed with it), the full arc runs 0 → 2 →
4 → eased to 2 → pushed to 5 → breaks → 3 with no errors, the sheet shows the
band, and the rules journal has a Panic page generated from the same tables.
Version 1.1.0.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
535 lines
28 KiB
JavaScript
535 lines
28 KiB
JavaScript
/**
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* BEHAVIOURAL REGRESSION TESTS.
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*
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* The other three guards are static: they prove that the tables agree with each other
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* and that no rule is written twice. They cannot prove that a rule is READ, and every
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* defect this project has shipped was of that kind — a value computed and never used,
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* found by playing rather than by reading.
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*
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* Playing found them; this file is what stops them coming back. Every numbered defect
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* that can be reproduced without a browser gets a deterministic test here, named for
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* the finding, so the log stops being the only evidence that any of it works.
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*
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* Deterministic on purpose: R-246 was originally confirmed by rolling a hundred and
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* twenty times waiting for a 99, which is not a test, it is a hope.
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*
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* WHAT THIS FILE CANNOT REACH, and where those things are checked instead:
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* - anything inside generateCharacter, resolveContact or the sheets, because they
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* need `game`, Documents and compendia. Those are verified in a running Foundry
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* and the results recorded in docs/REVIEW_LOG.md.
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* - bonus-point eligibility and random species, for the same reason. Both were
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* confirmed against a live world: an officer's points now land only on trained
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* skills, and twelve rolls of "random" produced baseline/vesh/cadence rather
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* than twelve baselines.
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* Pretending otherwise would make this file look more complete than it is.
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*/
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import { strict as assert } from "node:assert";
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import * as RULES from "../rules.mjs";
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import { ROLES, TRADES, INDUCTION, TIERS, TRADE_BANDS, CHARACTERISTIC_DICE }
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from "../postings.mjs";
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import { STARTER_AUTHORITY, STARTER_GROUPS, STARTER_CASE, STARTER_TEAM }
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from "./scenario-starter.mjs";
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let passed = 0, failed = 0;
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// Async tests are awaited in order rather than fired off — a failure that lands after
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// the summary has printed is a failure nobody sees.
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const pending = [];
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const test = (name, fn) => {
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pending.push(async () => {
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try { await fn(); passed++; }
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catch (e) { failed++; console.error(` FAIL ${name}\n ${e.message}`); }
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});
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};
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const runAll = async () => { for (const t of pending) await t(); };
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/* ---------------------------------------------------------------- *
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* Contact — R-246: a fumbled greeting used to cost nothing
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* ---------------------------------------------------------------- */
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// The engine and this file both call impressionDeltaFor. Re-implementing it here
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// would have been the exact duplication check-rules exists to forbid — and the
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// first draft of this file did precisely that.
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const impressionAfter = (stage, level, before) =>
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before + RULES.impressionDeltaFor(stage, level);
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test("R-246 a fumbled SIGNAL lowers impression", () =>
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assert.equal(impressionAfter("signal", "fumble", 0), -1));
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test("R-246 a fumbled OFFER lowers impression by two", () =>
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assert.equal(impressionAfter("offer", "fumble", 0), -2));
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test("a successful SIGNAL does not raise impression", () =>
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assert.equal(impressionAfter("signal", "success", 0), 0));
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// READ's number counts FACTS LEARNED. Paying impression for it would reward research
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// as though it were diplomacy, which is the bug the narrow fix avoids.
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test("a successful READ does not raise impression", () =>
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assert.equal(impressionAfter("read", "success", 0), 0));
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test("a critical READ does not raise impression", () =>
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assert.equal(impressionAfter("read", "critical", 0), 0));
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test("an OFFER is the only thing that raises impression", () =>
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assert.equal(impressionAfter("offer", "success", 0), 2));
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/* ---------------------------------------------------------------- *
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* Trades — prior career does not scale with agency rank
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* ---------------------------------------------------------------- */
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test("trade bands are the same at every rank", () => {
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for (const tier of Object.keys(TIERS)) {
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assert.deepEqual(TRADE_BANDS.core, [50, 65], `core moved at ${tier}`);
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assert.deepEqual(TRADE_BANDS.support, [30, 50], `support moved at ${tier}`);
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}
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});
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test("a trade is not rated on the agency tier bands", () => {
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for (const [id, T] of Object.entries(TIERS)) {
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assert.notDeepEqual(TRADE_BANDS.core, T.core,
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`TRADE_BANDS.core is identical to tier ${id} — the coupling is back`);
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}
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});
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test("induction improves with service", () => {
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const order = ["probationary", "officer", "senior", "veteran"];
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let prev = -1;
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for (const t of order) {
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const band = INDUCTION.bandByTier[t];
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assert.ok(band, `no induction band for ${t}`);
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assert.ok(band[0] > prev, `induction does not rise at ${t}`);
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assert.ok(band[1] > band[0], `induction band inverted at ${t}`);
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prev = band[0];
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}
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});
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test("induction stays below a trade's own expertise at every rank", () => {
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for (const [t, band] of Object.entries(INDUCTION.bandByTier)) {
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assert.ok(band[0] <= TRADE_BANDS.core[0],
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`induction at ${t} starts above prior career — the halves have inverted`);
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}
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});
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/* ---------------------------------------------------------------- *
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* Registers — every posting and trade is well formed
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* ---------------------------------------------------------------- */
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const CH = new Set(Object.keys(CHARACTERISTIC_DICE));
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test("every posting and trade names a real characteristic", () => {
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for (const [id, r] of Object.entries({ ...ROLES, ...TRADES })) {
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assert.ok(CH.has(r.stat), `${id}: stat "${r.stat}" is not a characteristic key`);
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}
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});
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// "mas" and "app" are the DISPLAY names of siz and cha. A posting declaring one would
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// have passed the old hand-written guard and produced an undefined characteristic.
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test("display names are not accepted as characteristic keys", () => {
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assert.ok(!CH.has("mas") && !CH.has("app"),
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"mas/app are labels, not keys — they must never be valid stats");
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});
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test("every trade has the same shape as a posting", () => {
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for (const [id, t] of Object.entries(TRADES)) {
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for (const f of ["label", "blurb", "stat", "core", "support", "talents", "kit"]) {
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assert.ok(t[f] !== undefined, `trade ${id} has no ${f}`);
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}
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assert.equal(t.core.length, 5, `trade ${id} does not train five core skills`);
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assert.equal(t.support.length, 5, `trade ${id} does not train five support skills`);
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}
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});
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test("induction issues nothing it does not also teach the use of", () => {
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// The catalogue check lives in check-kits; this asserts the pairing exists at all.
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assert.ok(INDUCTION.skills.includes("firearm:pistol"),
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"induction issues a sidearm and must teach it");
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});
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test("the characteristic dice cover exactly the eight the sheet shows", () => {
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assert.equal(Object.keys(CHARACTERISTIC_DICE).length, 8);
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for (const f of Object.values(CHARACTERISTIC_DICE)) {
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assert.match(f, /^\d+d\d+(\+\d+)?$/, `"${f}" is not a dice formula`);
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}
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});
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/* ---------------------------------------------------------------- *
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* Rules that a play-through found, held down here instead
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* ---------------------------------------------------------------- */
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// R-231/232: the fire mode gates the burst rules.
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test("R-231 a slow weapon cannot fire a burst", () =>
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assert.deepEqual(RULES.burstSizesFor("slow"), []));
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test("R-232 `fast` is a real fire mode", () =>
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assert.equal(RULES.fireModeFor("fast").id, "fast"));
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test("an unknown fire mode falls back to single, not to undefined", () =>
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assert.equal(RULES.fireModeFor("nonsense").id, "single"));
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// R-243: a helmet does not protect your legs.
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test("R-243 a head piece does not armour a leg", () =>
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assert.equal(RULES.locationArmourFor(0, [{ points: 5, coverage: "head" }], "leg"), 0));
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test("R-243 unstated coverage still protects everything", () =>
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assert.equal(RULES.locationArmourFor(0, [{ points: 5 }], "leg"), 5));
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// The lamp rule: an unmeasured distance is not "in the light".
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test("an unknown distance is not lit", () =>
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assert.equal(RULES.lampCovers(null, 10), false));
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test("a lamp lights someone standing inside its reach", () =>
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assert.equal(RULES.lampCovers(4, 6), true));
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// Shields: armour with a switch, and wear that is actually reachable.
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test("a lowered shield is worth nothing", () =>
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assert.equal(RULES.shieldArmourFor(4, { raised: false }), 0));
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test("a broken shield is worth nothing even raised", () =>
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assert.equal(RULES.shieldArmourFor(4, { raised: true, broken: true }), 0));
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// R-245: wear must be reachable. A rule that only fires on a clean stop never fires.
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test("R-245 a special costs a shield wear", () =>
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assert.ok(RULES.shieldWearFor("special") > 0));
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test("R-245 an ordinary blow costs a shield nothing", () =>
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assert.equal(RULES.shieldWearFor("success"), 0));
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// Graded defences: only a critical stops a critical.
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test("a success against a critical still lands, one step down", () => {
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const o = RULES.defenceOutcomeFor("critical", "success");
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assert.equal(o.turnedAside, false);
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assert.equal(o.landsAt, "special");
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});
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test("a critical against a critical turns it aside", () =>
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assert.equal(RULES.defenceOutcomeFor("critical", "critical").turnedAside, true));
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/* ---------------------------------------------------------------- *
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* Borrowed Authority — a bad scope fails silently, which is the worst way
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* ---------------------------------------------------------------- */
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test("an in-scope action is in scope", () =>
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assert.equal(RULES.scopeStanceFor("routine", "routine"), "in-scope"));
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test("one tier beyond is a stretch", () =>
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assert.equal(RULES.scopeStanceFor("routine", "privileged"), "stretch"));
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test("two tiers beyond is impossible at any skill", () =>
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assert.equal(RULES.scopeStanceFor("routine", "administrative"), "impossible"));
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// An unrecognised scope ranks 0, so EVERYTHING becomes impossible and nothing says so.
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test("an unrecognised scope makes everything impossible", () =>
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assert.equal(RULES.scopeStanceFor("operate", "routine"), "impossible"));
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// A scenario may carry no credential — but one that does must name a real tier, or
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// every action through it comes back "impossible" and nothing says why.
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test("the starter's credential, if it has one, names a real scope tier", () => {
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if (!STARTER_AUTHORITY) return;
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assert.ok(RULES.SCOPE_TIERS.includes(STARTER_AUTHORITY.scope),
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`scope "${STARTER_AUTHORITY.scope}" is not a tier`);
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});
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/* ---------------------------------------------------------------- *
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* Shipped case files — a standing with no group is an unreachable subsystem
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* ---------------------------------------------------------------- */
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// resolveContact looks up a GROUP ITEM and returns null without one, so a case file
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// carrying a standing with no matching group has READ, SIGNAL and OFFER silently
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// switched off. That is how PAPER WINDOW first shipped, with the contact scene as its
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// centrepiece and no error anywhere. Asserted against the scenario DATA rather than the
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// built pack, because the pack is a LevelDB that Foundry holds open while it runs — and
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// a test that cannot read its subject must fail loudly, not skip quietly.
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test("every standing on the starter case file has a group behind it", () => {
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const groups = new Set(STARTER_GROUPS.map(g => g.groupId));
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for (const id of STARTER_CASE.standings ?? []) {
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assert.ok(groups.has(id),
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`case file has a standing for "${id}" with no group — READ/SIGNAL/OFFER cannot run`);
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}
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});
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// resolveLegDialog reads `leg.kind`. A case file that writes `kindId` falls through to
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// a regex on the terrain prose, which works right up until somebody renames a phase.
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test("starter phases name a kind the engine will read", () => {
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const kinds = ["approach", "cordon", "containment", "extraction"];
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for (const l of STARTER_CASE.legs) {
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assert.ok(kinds.includes(l.kindId), `phase "${l.label}" has kind "${l.kindId}"`);
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}
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assert.equal(STARTER_CASE.legs.at(-1).kindId, "extraction",
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"the last phase must be the extraction, or the return clock never moves");
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});
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// A floor naming a skill the catalogue does not have would silently create a skill
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// nobody can roll — the sheet would show it and no rule would ever reach it.
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test("every combat floor names a real skill", async () => {
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const { SKILL_CATALOGUE } = await import("./content.mjs");
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const known = new Set(SKILL_CATALOGUE.map(s => (s[1] ? `${s[0]}:${s[1]}` : s[0])));
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for (const t of STARTER_TEAM) {
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for (const id of Object.keys(t.floors ?? {})) {
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assert.ok(known.has(id), `${t.name}: floor "${id}" is not a skill`);
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}
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}
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});
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// The scenario promises every agent can fight. Assert the promise rather than trust it.
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test("every starter agent can fight", () => {
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for (const t of STARTER_TEAM) {
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const f = t.floors ?? {};
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const gun = Object.entries(f).find(([k]) => k.startsWith("firearm:"));
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const melee = Object.entries(f).find(([k]) => k.startsWith("melee_weapon:"));
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assert.ok(gun && gun[1] >= 40, `${t.name} has no usable firearm floor`);
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assert.ok(melee && melee[1] >= 40, `${t.name} has no usable melee floor`);
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assert.ok((f.brawl ?? 0) >= 40, `${t.name} has no usable Brawl floor`);
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assert.ok((f.dodge ?? 0) >= 40, `${t.name} has no usable Dodge floor`);
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}
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});
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test("every starter group is usable by the contact engine", () => {
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for (const g of STARTER_GROUPS) {
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assert.ok(g.groupId && g.name, "a group needs an id and a name");
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assert.ok(g.desires?.length, `${g.groupId}: a group with no desire cannot be offered anything`);
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assert.ok(g.correctOfferForm, `${g.groupId}: no correct offer form`);
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for (const t of g.taboos ?? []) {
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assert.ok(t.id && t.text, `${g.groupId}: a taboo needs an id and text`);
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}
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}
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});
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/* ---------------------------------------------------------------- *
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* R-250 — every design token used must be declared, and on :root
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* ---------------------------------------------------------------- */
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// An undefined custom property is not a CSS error. `var(--rb-nothing)` resolves to
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// "unset", so a rule half-applies: paddings land, colours vanish, and nothing anywhere
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// says so. That is exactly how the journals shipped unstyled. Read the stylesheet.
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test("every --rb- token used in the stylesheet is declared", async () => {
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const { readFile } = await import("node:fs/promises");
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const css = await readFile(new URL("../styles/ringbrp.css", import.meta.url), "utf8");
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const declared = new Set([...css.matchAll(/^\s*(--rb-[\w-]+)\s*:/gm)].map(m => m[1]));
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const used = new Set([...css.matchAll(/var\(\s*(--rb-[\w-]+)/g)].map(m => m[1]));
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const missing = [...used].filter(t => !declared.has(t));
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assert.equal(missing.length, 0,
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`used but never declared: ${missing.join(", ")}`);
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});
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test("R-250 the tokens are declared on :root, not on a component class", async () => {
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const { readFile } = await import("node:fs/promises");
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const css = await readFile(new URL("../styles/ringbrp.css", import.meta.url), "utf8");
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// The block that declares the palette must be selected by :root, so any new
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// component inherits it without having to be added to a list.
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const block = css.match(/([^{}]*)\{[^{}]*--rb-void\s*:/);
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assert.ok(block, "could not find the block declaring --rb-void");
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assert.ok(/(^|\s|,):root\s*$/.test(block[1].trim()) || block[1].trim() === ":root",
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`the palette is declared on "${block[1].trim().slice(0, 60)}" rather than :root`);
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});
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// The duty roster is ten pregens handed to players who did not build them, so a
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// wrong posting key or a missing face is not a cosmetic problem — it is a sheet
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// somebody is asked to play from. The build throws on both; this says which one
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// and why before the build gets that far.
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test("every roster agent names a real posting or trade and has a portrait on disk", async () => {
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const { ROSTER } = await import("./roster.mjs");
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const { ROLES, TRADES } = await import("../postings.mjs");
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const { existsSync } = await import("node:fs");
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assert.ok(ROSTER.length >= 10, "the roster has shrunk");
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for (const a of ROSTER) {
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const register = a.trade ? TRADES : ROLES;
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const key = a.trade ?? a.role;
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assert.ok(register[key], `${a.name}: no ${a.trade ? "trade" : "posting"} "${key}"`);
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assert.ok(existsSync(new URL(`../art/portraits/${a.portrait}.webp`, import.meta.url)),
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`${a.name}: no portrait at art/portraits/${a.portrait}.webp`);
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}
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// Both halves of character creation must be on the sheet, and neither may dwarf the
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// other, so a group choosing from it meets both without anyone having to explain them.
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// Not an exact 50/50: that was an accident of the roster being exactly ten, and
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// enforcing it would mean picking characters to satisfy a ratio.
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const trades = ROSTER.filter(a => a.trade).length;
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const postings = ROSTER.length - trades;
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assert.ok(trades > 0 && postings > 0, "the roster shows only one half of character creation");
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assert.ok(Math.max(trades, postings) <= Math.min(trades, postings) * 2,
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`${trades} trades against ${postings} postings — one half is dwarfing the other`);
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// Two agents with the same posting are two players who thought they had picked
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// different characters and did not find out until the second scene.
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const jobs = ROSTER.map(a => a.trade ?? a.role);
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assert.equal(new Set(jobs).size, jobs.length,
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`duplicate job on the roster: ${jobs.find((j, i) => jobs.indexOf(j) !== i)}`);
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});
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// The "before" set is only worth having if it is the SAME ten people, so it is keyed
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// off the roster rather than written out again. The build proves the harder property —
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// that a civilian carries nothing the department issued — because that is where the
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// expanded objects exist; this proves the table they are built from.
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test("every roster agent has a before-the-department entry, and the set covers every trade", async () => {
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const { ROSTER, BEFORE } = await import("./roster.mjs");
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const { TRADES } = await import("../postings.mjs");
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const keys = new Set(ROSTER.map(a => a.key));
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for (const a of ROSTER) {
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const b = BEFORE[a.key];
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assert.ok(b, `${a.name} has no "before" entry`);
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assert.ok(TRADES[b.trade], `${a.name} was a "${b.trade}", which is not a trade`);
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assert.ok(b.job && b.bio, `${a.name}: a before entry needs a job and a biography`);
|
|
assert.ok(b.age < a.age.chronological, `${a.name} is not younger before than after`);
|
|
}
|
|
for (const k of Object.keys(BEFORE)) assert.ok(keys.has(k), `${k} is a before with nobody after it`);
|
|
// Covering every trade is what makes this set a demonstration of the trade half of
|
|
// character creation. It was "exactly once" while the roster was exactly ten; the
|
|
// property that actually matters is that no trade is missing.
|
|
const seen = new Set(Object.values(BEFORE).map(b => b.trade));
|
|
const missing = Object.keys(TRADES).filter(t => !seen.has(t));
|
|
assert.equal(missing.length, 0, `no roster agent came out of: ${missing.join(", ")}`);
|
|
});
|
|
|
|
// A stat line in prose that disagrees with the actor the build generates is this
|
|
// project's oldest failure mode wearing a different hat: the number is written down and
|
|
// nothing reads it. LAST ADMISSION shipped with "HP 16, armour 1, shears 1d8+1" on the
|
|
// page and a 15-hit-point man carrying a 1d4+2 utility knife in the pack, so a GM running
|
|
// off the token had a different fight from the one written. Parse the page and check it.
|
|
test("LAST ADMISSION's fight numbers match the actor the build will generate", async () => {
|
|
const { LA_PAGES, LA_CAST } = await import("./scenario-lastadmission.mjs");
|
|
const { WEAPONS, hitPoints } = await import("./content.mjs");
|
|
const html = LA_PAGES.map(p => p.content).join("");
|
|
const m = html.match(/HP (\d+), armour (\d+), shears (\d+d\d+(?:\+\d+)?)/);
|
|
assert.ok(m, "the page no longer states Old Marrow's HP, armour and shear damage");
|
|
const [, hp, armour, dmg] = m;
|
|
|
|
const marrow = LA_CAST.find(c => c.name === "Old Marrow");
|
|
assert.equal(Number(hp), hitPoints(marrow.ch.con, marrow.ch.siz),
|
|
"the page's HP is not what CON and SIZ will actually generate");
|
|
assert.equal(Number(armour), marrow.naturalArmour,
|
|
"the page's armour is not the actor's natural armour");
|
|
|
|
// The shears are whichever real catalogue weapon he is issued — prose does not get to
|
|
// invent damage for an item the actor is holding.
|
|
const carried = marrow.weapons.filter(k => k !== "punch");
|
|
assert.equal(carried.length, 1, "Old Marrow should carry exactly one weapon besides his fists");
|
|
const w = WEAPONS.find(x => x.key === carried[0]);
|
|
assert.ok(w, `Old Marrow carries "${carried[0]}", which is not in the catalogue`);
|
|
assert.equal(dmg, w.dmg,
|
|
`the page says the shears do ${dmg}; the ${w.name} on his sheet does ${w.dmg}`);
|
|
});
|
|
|
|
// packFolders was written when there were ten packs and never revisited, so seven of
|
|
// seventeen sat loose in the sidebar — the same defect as always, a declaration nothing
|
|
// re-reads. Foundry does not warn: a pack missing from the declaration is simply not
|
|
// filed, and a folder naming a pack that does not exist is silently skipped.
|
|
test("every compendium pack is declared in exactly one packFolders folder", async () => {
|
|
const { readFile } = await import("node:fs/promises");
|
|
const sys = JSON.parse(await readFile(new URL("../system.json", import.meta.url), "utf8"));
|
|
const declared = [];
|
|
const walk = f => { declared.push(...(f.packs ?? [])); (f.folders ?? []).forEach(walk); };
|
|
(sys.packFolders ?? []).forEach(walk);
|
|
|
|
const packs = sys.packs.map(p => p.name);
|
|
const missing = packs.filter(n => !declared.includes(n));
|
|
assert.equal(missing.length, 0, `not in any folder, so loose in the sidebar: ${missing.join(", ")}`);
|
|
|
|
const phantom = declared.filter(n => !packs.includes(n));
|
|
assert.equal(phantom.length, 0, `folder names a pack that does not exist: ${phantom.join(", ")}`);
|
|
|
|
const dupes = declared.filter((n, i) => declared.indexOf(n) !== i);
|
|
assert.equal(dupes.length, 0, `declared in more than one folder: ${dupes.join(", ")}`);
|
|
});
|
|
|
|
// Talent and Art were added to template.json and then forgotten twice over: no
|
|
// TYPES.Item.* label, so the sheet printed the raw key under the name, and no branch in
|
|
// item-sheet.hbs, so the Detail tab was blank over a document full of real data. Eleven
|
|
// of thirteen types were handled, which is exactly the shape a human eye skips.
|
|
test("every declared document type has a label and a sheet section", async () => {
|
|
const { readFile } = await import("node:fs/promises");
|
|
const here = u => new URL(u, import.meta.url);
|
|
const tmpl = JSON.parse(await readFile(here("../template.json"), "utf8"));
|
|
const lang = JSON.parse(await readFile(here("../lang/en.json"), "utf8"));
|
|
const itemSheet = await readFile(here("../templates/item-sheet.hbs"), "utf8");
|
|
const system = await readFile(here("../ringbrp.mjs"), "utf8");
|
|
|
|
for (const doc of ["Actor", "Item"]) {
|
|
for (const t of tmpl[doc].types) {
|
|
assert.ok(lang[`TYPES.${doc}.${t}`],
|
|
`no TYPES.${doc}.${t} in en.json — the sheet prints the raw key`);
|
|
}
|
|
}
|
|
// Item types share one sheet, so each needs its own branch and the flag that drives it.
|
|
for (const t of tmpl.Item.types) {
|
|
const flag = `is${t[0].toUpperCase()}${t.slice(1)}`;
|
|
assert.ok(system.includes(`ctx.${flag} =`),
|
|
`the item sheet never sets ${flag}, so its section can never render`);
|
|
assert.ok(itemSheet.includes(`{{#if ${flag}}}`),
|
|
`item-sheet.hbs has no {{#if ${flag}}} section — Detail will be blank for ${t}`);
|
|
}
|
|
});
|
|
|
|
// Core hides the pause overlay with `#pause { display: none }` and shows it with
|
|
// `#pause.paused { display: flex }`. A system rule on the BARE #pause that sets display
|
|
// wins on specificity and the overlay never goes away — the game unpauses, play carries
|
|
// on, and GAME PAUSED sits over the table for the rest of the session. Shipped exactly
|
|
// that in 1.0.4. Anything targeting #pause must be scoped to .paused.
|
|
test("no stylesheet rule sets display on a bare #pause", async () => {
|
|
const { readFile } = await import("node:fs/promises");
|
|
const raw = await readFile(new URL("../styles/ringbrp.css", import.meta.url), "utf8");
|
|
// Comments first, or this guard reports the comment that explains the guard — which
|
|
// is precisely what the template guard did the last time round.
|
|
const css = raw.replace(/\/\*[\s\S]*?\*\//g, "");
|
|
// every rule whose selector mentions #pause, with its declaration block
|
|
for (const m of css.matchAll(/([^{}]*#pause[^{}]*)\{([^{}]*)\}/g)) {
|
|
const selector = m[1].trim().replace(/\s+/g, " ");
|
|
const body = m[2];
|
|
const scoped = selector.split(",").every(sel => !sel.includes("#pause") || /#pause[^,]*\.paused/.test(sel));
|
|
if (scoped) continue;
|
|
assert.ok(!/(^|;)\s*display\s*:/.test(body),
|
|
`"${selector}" sets display on an unscoped #pause — the overlay will not hide on unpause`);
|
|
}
|
|
});
|
|
|
|
/* ---------------------------------------------------------------- *
|
|
* Panic — the short track, added after the first game asked for it
|
|
* ---------------------------------------------------------------- */
|
|
|
|
// The first point is free ON PURPOSE: the opening shock of a scene should be colour,
|
|
// not arithmetic. If this ever starts costing, the whole track has been re-tuned.
|
|
test("panic 1 costs nothing to roll at", () =>
|
|
assert.equal(RULES.panicPenaltyFor(1), 0));
|
|
test("panic bites from 2 upward and never rewards", () => {
|
|
let prev = 1;
|
|
for (const v of [2, 3, 4, 5]) {
|
|
const pen = RULES.panicPenaltyFor(v);
|
|
assert.ok(pen <= 0, `panic ${v} gives a bonus`);
|
|
assert.ok(pen <= prev, `panic ${v} is kinder than ${v - 1}`);
|
|
prev = pen;
|
|
}
|
|
});
|
|
test("only 5 breaks you", () => {
|
|
for (const v of [0, 1, 2, 3, 4]) assert.equal(RULES.panicBreaksAt(v), false, `${v} breaks`);
|
|
assert.equal(RULES.panicBreaksAt(5), true);
|
|
});
|
|
// A track that can be pushed past its own ends is a track that will be, by a GM
|
|
// clicking + on a bad night.
|
|
test("panic cannot leave 0..5", () => {
|
|
assert.equal(RULES.panicAfter(5, 3), RULES.PANIC_MAX);
|
|
assert.equal(RULES.panicAfter(0, -3), 0);
|
|
assert.equal(RULES.panicAfter(2, 2), 4);
|
|
});
|
|
// Breaking spends it. Coming back at 0 would make breaking the cheapest way to clear
|
|
// the track, which is exactly backwards.
|
|
test("breaking does not reset you to calm", () => {
|
|
assert.ok(RULES.PANIC_AFTER_BREAK > 0, "breaking wipes the track clean");
|
|
assert.ok(RULES.PANIC_AFTER_BREAK < RULES.PANIC_MAX, "breaking leaves you still broken");
|
|
});
|
|
test("a special takes two points, a failure takes none", () => {
|
|
assert.equal(RULES.panicReliefFor("special"), 2);
|
|
assert.equal(RULES.panicReliefFor("critical"), 2);
|
|
assert.equal(RULES.panicReliefFor("success"), 1);
|
|
assert.equal(RULES.panicReliefFor("failure"), 0);
|
|
assert.equal(RULES.panicReliefFor("fumble"), 0);
|
|
});
|
|
// Every band and every trigger and relief must be sayable, or the chat card prints a key.
|
|
test("every panic band, trigger and relief has a label", async () => {
|
|
const { readFile } = await import("node:fs/promises");
|
|
const lang = JSON.parse(await readFile(new URL("../lang/en.json", import.meta.url), "utf8"));
|
|
for (const b of RULES.PANIC_BANDS) {
|
|
assert.ok(lang[b.label], `no label for panic band ${b.id}`);
|
|
assert.ok(lang[b.note], `no note for panic band ${b.id}`);
|
|
}
|
|
for (const [k, t] of Object.entries(RULES.PANIC_TRIGGERS))
|
|
assert.ok(lang[t.label], `no label for panic trigger ${k}`);
|
|
for (const [k, r] of Object.entries(RULES.PANIC_RELIEF))
|
|
assert.ok(lang[r.label], `no label for panic relief ${k}`);
|
|
});
|
|
// The reliefs name skills; a skill that is not in the catalogue is a relief nobody can
|
|
// roll. This is the same defect as a kit key with no item behind it.
|
|
test("every panic relief names a skill the catalogue has", async () => {
|
|
const { SKILL_CATALOGUE } = await import("./content.mjs");
|
|
const known = new Set(SKILL_CATALOGUE.map(r => r[0]));
|
|
for (const [k, r] of Object.entries(RULES.PANIC_RELIEF)) {
|
|
if (!r.skill) continue;
|
|
assert.ok(known.has(r.skill), `panic relief "${k}" rolls ${r.skill}, which is not a skill`);
|
|
}
|
|
});
|
|
// The three the first game asked for.
|
|
test("occult, religion and psychology exist and can be learned", async () => {
|
|
const { SKILL_CATALOGUE } = await import("./content.mjs");
|
|
for (const fam of ["occult", "religion", "psychology"]) {
|
|
const row = SKILL_CATALOGUE.find(r => r[0] === fam);
|
|
assert.ok(row, `${fam} is not in the catalogue`);
|
|
assert.ok(row[3] > 0, `${fam} has no printed base, so nobody can roll it untrained`);
|
|
assert.notEqual(row[5]?.canBeTaught, false, `${fam} cannot be taught`);
|
|
}
|
|
});
|
|
|
|
/* ---------------------------------------------------------------- */
|
|
|
|
await runAll();
|
|
|
|
if (failed) {
|
|
console.error(`check-behaviour: ${failed} failure(s), ${passed} passed`);
|
|
process.exit(1);
|
|
}
|
|
console.log(`check-behaviour: OK — ${passed} behavioural tests`);
|