fix(reference): Death Events remember a right-hand neighbour, not a board index
A Deathrattle summon used the dying minion's board index from before the Death Creation Step removed anything. That index is stale when a minion to its left dies in the same step, so the token landed one place too far right. Each Death Event now records `before`: the nearest minion to the right that is not dying in the same step. The position handed to the effect context is resolved when the trigger resolves: the current index of `before`, or the right end. Applied to the Rust and TS references of Modules 3-10. Module 3 gains two tests, documented in scenarios.md: test_03_summon_position_after_simultaneous_deaths (fails before the fix) and test_03_simultaneous_summons_keep_board_order. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
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@@ -5,26 +5,37 @@
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//! ends. Then this step removes every marked minion at once.
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use super::event::Event;
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use super::world::World;
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use super::world::{EntityId, World, Zone};
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/// Remove every mortally wounded or pending-destroy minion from play, simultaneously.
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/// Returns their Death Events in order of play; empty if nothing died.
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pub fn death_creation_step(world: &mut World) -> Vec<Event> {
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// Every position is read before anything moves: removal is simultaneous, and each
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// Death Event remembers where its minion stood when the step began.
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// Every neighbour is read before anything moves: removal is simultaneous. Each Death
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// Event remembers where its minion stood as a handle, the minion that stays to its
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// right, not as a board index: an index goes stale as soon as a minion further left
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// leaves play in the same step (Module 1: hold handles, not indexes).
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let mut deaths = Vec::new();
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for id in world.minions_in_play() {
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if world.is_doomed(id) {
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let position = world
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.board_index(id)
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.expect("a minion in play is on the board");
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deaths.push(Event::Destroyed { id, position });
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let before = survivor_to_the_right(world, id);
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deaths.push(Event::Destroyed { id, before });
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}
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}
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for death in &deaths {
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if let Event::Destroyed { id, position } = *death {
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world.kill(id, position);
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if let Event::Destroyed { id, before } = *death {
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world.kill(id, before);
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}
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}
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deaths
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}
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/// The nearest minion to the right of `id` on its board that is not leaving play in this step, if any.
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fn survivor_to_the_right(world: &World, id: EntityId) -> Option<EntityId> {
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world
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.zone(world.owner_of(id), Zone::Board)
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.iter()
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.copied()
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.skip_while(|&other| other != id)
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.skip(1)
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.find(|&other| !world.is_doomed(other))
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}
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@@ -36,10 +36,12 @@ pub enum Event {
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card: String,
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},
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/// A Death Event: the Death Creation Step moved `id` from play to the graveyard.
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/// `position` is the board index it had when the step began; its Deathrattle summons there.
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/// `before` is the nearest minion to its right that did not die in the same step, if any:
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/// its Deathrattle summons immediately left of that minion, or at the right end. It is a
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/// handle because a board index goes stale when a minion further left dies in the same step.
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Destroyed {
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id: EntityId,
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position: usize,
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before: Option<EntityId>,
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},
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DeathPhase {
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round: u32,
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@@ -59,8 +59,8 @@ pub struct Ctx<'a> {
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pub source: Option<EntityId>,
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/// The chosen target, if any.
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pub target: Option<EntityId>,
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/// The source's board position. For a Deathrattle, the source has left play,
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/// and this is the position its Death Event remembered.
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/// The source's board position. For a Deathrattle, the source has left play, and
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/// this is where it stood: immediately left of the minion its Death Event remembers.
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pub position: Option<usize>,
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}
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@@ -167,7 +167,9 @@ fn react(world: &mut World, events: &[Event]) {
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on: trigger.on,
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});
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let position = match *event {
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Event::Destroyed { id, position } if id == source => Some(position),
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Event::Destroyed { id, before } if id == source => {
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Some(position_left_of(world, world.owner_of(source), before))
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}
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_ => world.board_index(source),
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};
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let ctx = Ctx {
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@@ -185,6 +187,16 @@ fn react(world: &mut World, events: &[Event]) {
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}
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}
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/// The board index, right now, immediately left of `before` on `owner`'s board; the
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/// right end if `before` is `None` or no longer there. A Death Event remembers the
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/// minion, not an index, so this still holds after other minions have left or arrived.
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fn position_left_of(world: &World, owner: PlayerId, before: Option<EntityId>) -> usize {
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let board = world.zone(owner, Zone::Board);
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before
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.and_then(|before| board.iter().position(|&id| id == before))
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.unwrap_or(board.len())
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}
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/// Who may respond to `event`, in order of play: every minion in play and, for a
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/// Death Event, the minion that died. It has left play, but its Deathrattle still answers.
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fn listeners(world: &World, event: &Event) -> Vec<EntityId> {
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@@ -276,10 +276,10 @@ impl World {
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}
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/// Move a minion from play to its owner's graveyard, recording its Death Event.
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pub fn kill(&mut self, id: EntityId, position: usize) {
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pub fn kill(&mut self, id: EntityId, before: Option<EntityId>) {
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self.entity_mut(id).pending_destroy = false;
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self.move_to(id, Zone::Graveyard);
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self.record(Event::Destroyed { id, position });
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self.record(Event::Destroyed { id, before });
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}
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pub fn gain_armor(&mut self, player: PlayerId, amount: i32) {
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@@ -5,7 +5,7 @@
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// ends. Then this step removes every marked minion at once.
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import type { Event } from "./event";
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import type { World } from "./world";
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import type { EntityId, World } from "./world";
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/**
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* Remove every mortally wounded or pending-destroy minion from play, simultaneously.
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@@ -13,9 +13,17 @@ import type { World } from "./world";
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*/
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export function deathCreationStep(world: World): Event[] {
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const dying = world.minionsInPlay().filter((id) => world.isDoomed(id));
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// Every position is read before anything moves: removal is simultaneous, and each
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// Death Event remembers where its minion stood when the step began.
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const deaths = dying.map((id) => ({ type: "Destroyed" as const, id, position: world.boardIndex(id)! }));
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for (const { id, position } of deaths) world.kill(id, position);
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// Every neighbour is read before anything moves: removal is simultaneous. Each Death
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// Event remembers where its minion stood as a handle, the minion that stays to its
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// right, not as a board index: an index goes stale as soon as a minion further left
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// leaves play in the same step (Module 1: hold handles, not indexes).
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const deaths = dying.map((id) => ({ type: "Destroyed" as const, id, before: survivorToTheRight(world, id) }));
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for (const { id, before } of deaths) world.kill(id, before);
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return deaths;
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}
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/** The nearest minion to the right of `id` on its board that is not leaving play in this step, if any. */
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function survivorToTheRight(world: World, id: EntityId): EntityId | undefined {
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const board = world.zone(world.ownerOf(id), "board");
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return board.slice(board.indexOf(id) + 1).find((other) => !world.isDoomed(other));
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}
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@@ -14,7 +14,9 @@ export type Event =
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| { type: "SpellCast"; card: string }
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/**
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* A Death Event: the Death Creation Step moved `id` from play to the graveyard.
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* `position` is the board index it had when the step began; its Deathrattle summons there.
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* `before` is the nearest minion to its right that did not die in the same step, if any:
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* its Deathrattle summons immediately left of that minion, or at the right end. It is a
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* handle because a board index goes stale when a minion further left dies in the same step.
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*/
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| { type: "Destroyed"; id: EntityId; position: number }
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| { type: "Destroyed"; id: EntityId; before: EntityId | undefined }
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| { type: "DeathPhase"; round: number };
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@@ -38,8 +38,8 @@ export class Ctx {
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/** The chosen target, if any. */
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readonly target?: EntityId,
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/**
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* The source's board position. For a Deathrattle, the source has left play,
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* and this is the position its Death Event remembered.
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* The source's board position. For a Deathrattle, the source has left play, and
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* this is where it stood: immediately left of the minion its Death Event remembers.
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*/
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readonly position?: number,
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) {}
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@@ -129,13 +129,27 @@ function react(world: World, events: Event[]): void {
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// The Queue is now locked: nothing that happens below adds to it.
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for (const [source, trigger, event] of queue) {
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world.record({ type: "Triggered", source, on: trigger.on });
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const position = event.type === "Destroyed" && event.id === source ? event.position : world.boardIndex(source);
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const position =
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event.type === "Destroyed" && event.id === source
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? positionLeftOf(world, world.ownerOf(source), event.before)
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: world.boardIndex(source);
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const actions = trigger.effect(new Ctx(world, world.ownerOf(source), source, undefined, position));
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// Depth-first: each action, and every reaction it causes, finishes before the next.
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for (const action of actions) perform(world, action);
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}
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}
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/**
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* The board index, right now, immediately left of `before` on `owner`'s board; the
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* right end if `before` is undefined or no longer there. A Death Event remembers the
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* minion, not an index, so this still holds after other minions have left or arrived.
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*/
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function positionLeftOf(world: World, owner: PlayerId, before: EntityId | undefined): number {
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const board = world.zone(owner, "board");
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const index = before === undefined ? -1 : board.indexOf(before);
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return index < 0 ? board.length : index;
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}
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/**
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* Who may respond to `event`, in order of play: every minion in play and, for a
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* Death Event, the minion that died. It has left play, but its Deathrattle still answers.
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@@ -208,10 +208,10 @@ export class World {
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}
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/** Move a minion from play to its owner's graveyard, recording its Death Event. */
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kill(id: EntityId, position: number): void {
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kill(id: EntityId, before: EntityId | undefined): void {
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this.entity(id).pendingDestroy = false;
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this.moveTo(id, "graveyard");
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this.record({ type: "Destroyed", id, position });
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this.record({ type: "Destroyed", id, before });
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}
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gainArmor(player: PlayerId, amount: number): void {
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