feat: module 09 turn pipeline
Module 9 lesson, scenarios, tests (8, both tracks), reference engines (TURN phase list, conversion, content-registered hazards, win/lost), WEAK Expansion Drop, harness.md M9 semantics, research notes (WEAK page, baba-is-auto Game::MovePlayer, X IS NOT X placement reading). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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//! Engine core: generic rules machinery. Never name a specific card here.
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//!
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//! Module 1: every card in the game is an entity addressed by an id handle.
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//! The engine knows which zone each entity is in, who owns it, and when it
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//! entered play.
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//!
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//! Module 2: heroes, Health, Attack and Armor; triggered abilities; and the
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//! action queue that resolves a Sequence depth-first, recording an event log.
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//!
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//! Module 3: deferred death. Damage and destroy effects only mark minions; the
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//! Death Creation Step removes them when the outermost Phase ends, and Death
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//! Phases resolve their Deathrattles until no new deaths occur.
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//!
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//! Module 4: auras as card data, Aura Updates at defined points, and one
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//! routine that decides how many times a queued trigger activates. Playing a
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//! minion from hand, and Battlecries.
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//!
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//! Module 5: behaviour as data. Cards are definitions in the course's card format,
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//! loaded from JSON; one interpreter turns their effects into actions. Assemble
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//! builds a new card by swapping half of one card's text for half of another's.
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//!
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//! Part II lives in `puzzle`: a second engine, for the rule-writing puzzle game,
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//! beside the first.
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//! Module 6: the grid, the lexer and the parser.
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//! Module 7: `IS NOT`, and the resolution pass that turns parsed rules into rules in force.
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//! Module 8: movement, planned in full and then committed; push chains.
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mod assemble;
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mod aura;
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mod card;
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mod death;
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mod effect;
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mod event;
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pub mod puzzle;
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mod queue;
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mod world;
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pub use assemble::{assemble, register_assembled, AssembleError, Half};
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pub use card::{
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Aura, Card, CardDef, CardLibrary, CardType, Clause, Effect, PoolFilter, Stacking, Target,
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Trigger, TriggerOn,
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};
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pub use event::Event;
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pub use queue::{run_sequence, summon, Action, Ctx};
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pub use world::{Chooser, EntityId, PlayerId, World, Zone, HERO_HEALTH};
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