feat: module 06 parser
First Part II module. The cumulative reference adds a second engine (src/engine/puzzle: grid, lexer, parser) beside Part I's; nouns and properties are data in src/content/words.json, and the engine names only IS/AND/NOT/TEXT and the base rule TEXT IS PUSH. Rules are recompiled from the board on every change; rules() is a sorted set. Adds the M6 scenarios and tests (rows, columns, shared IS, AND distribution, stacked text, base rule), the HOT word as a data-only Expansion Drop, the lesson with the Part II bridge, and the Rust LevelDef shape in harness.md. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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// Auras, and the one routine that applies trigger multipliers.
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//
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// An aura is data on a card: a continuous effect its minion has while in play.
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// The engine never asks "is that card on the board?" in the middle of resolving
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// something. It takes a snapshot of the auras in force at defined points (an Aura
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// Update) and every rule reads the snapshot.
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//
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// Hearthstone runs two kinds of Aura Update when the outermost Phase ends: one for
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// Health/Attack auras before the Death Creation Step, and one for every other aura
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// after it. Trigger multipliers are "Other" auras, so a minion that dies in a Death
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// Creation Step no longer multiplies the Deathrattles of that step's Death Phase.
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// Summoning a minion also runs an Aura Update.
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import type { TriggerOn } from "./card";
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import type { PlayerId, World } from "./world";
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/** Aura Update (Other): replace the snapshot with the auras of every minion now in play. */
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export function auraUpdateOther(world: World): void {
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world.setActiveAuras(
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world.minionsInPlay().flatMap((id) =>
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world.card(world.cardName(id)).auras.map((aura) => ({ owner: world.ownerOf(id), aura })),
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),
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);
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}
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/**
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* How many times a trigger listening for `on`, on a minion `owner` controls, activates
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* when it resolves. Reads the snapshot from the last Aura Update. With no multiplier in
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* force the answer is 1. Multipliers with `stacking: "max"` contribute their largest
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* `times`; each `"additive"` one adds `times - 1` extra activations.
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*/
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export function activations(world: World, owner: PlayerId, on: TriggerOn): number {
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let max = 1;
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let extra = 0;
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for (const active of world.activeAuras()) {
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const { trigger, times, stacking } = active.aura;
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if (active.owner !== owner || trigger !== on) continue;
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if (stacking === "max") max = Math.max(max, times);
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else extra += times - 1;
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}
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return max + extra;
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}
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