fix: module 10 review round 1 (module-local SpellGrid cards, cast target check, CLI without panic hook)
- SpellGrid cards move to course/10-spellgrid/cards; start-module and verify-references stage course/cards plus module-local cards up to the module, so M5-M9 workspaces get exactly the pre-M10 card set. - cast() rejects a chosen-target spell without a target (checkCast/checkPlay); new test_10_targeted_spell_needs_target. - Rust CLI pre-validates instead of swapping the global panic hook. - Catalog: CRIER noun; DEATHRATTLE/BATTLECRY note on lexicon vs catalog role. - Lesson: design note on mid-movement reparse. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -152,4 +152,4 @@ From M10, `LevelDef` has two more optional fields, `cards: { card, x, y }[]` and
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SpellGrid has one id space: a minion's id is its grid object's id, so `posOf`, `hasProperty` and `health` take the same id, and `log()` reports it. A hero or a card in hand gets an id that no grid object has; a card played from hand gets its grid object's id (returned by `play`). `cast(card, target?)` casts a spell from player 0's hand as one Sequence (target: a minion's id); `play(card, x, y)` plays a minion from player 0's hand onto an empty tile as one Sequence (it enters the board, then its Battlecry). Both are errors for a card not in the hand, and `play` for a tile that holds anything. Casting is not a turn: `won()` changes only in `step`.
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The three seams: (1) a rule in force `<TRIGGER> IS <MULTIPLIER>` (`DEATHRATTLE IS DOUBLE`) is an aura like Baron Rivendare's for both players (`DOUBLE`: twice, `stacking: "max"`), and `<TRIGGER> IS NOT <MULTIPLIER>` caps that trigger at one activation, whatever multiplies it; rule auras join the snapshot at the next Aura Update. (2) A minion that a turn destroys (hazards, `OPEN`/`SHUT`, `X IS NOT X`) is marked pending destroy in one Sequence, and the Death Creation Step removes it. (3) When a Sequence ends, text its effects asked for (`spawnText`) is written on the minion's tile, minions that died leave the grid, and the rules are reparsed. `withNaiveAuraTiming()` reverses the two end-of-Phase steps (Aura Update, then Death Creation Step) for that game; only `test_10_level_3_naive_would_differ` uses it.
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The three seams: (1) a rule in force `<TRIGGER> IS <MULTIPLIER>` (`DEATHRATTLE IS DOUBLE`) is an aura like Baron Rivendare's for both players (`DOUBLE`: twice, `stacking: "max"`), and `<TRIGGER> IS NOT <MULTIPLIER>` caps that trigger at one activation, whatever multiplies it; rule auras join the snapshot at the next Aura Update. (2) A minion that a turn destroys (hazards, `OPEN`/`SHUT`, `X IS NOT X`) is marked pending destroy in one Sequence, and the Death Creation Step removes it. (3) When a Sequence ends, text its effects asked for (`spawnText`) is written on the minion's tile, minions that died leave the grid, and the rules are reparsed. Trigger words (`DEATHRATTLE`, and `BATTLECRY` after the Expansion Drop) are nouns in the lexicon (`words.json`), so they can be the subject of a rule, but `role: "meta"` in `course/catalog.json`: they name the engine's own triggers, and the coupling audit checks only role-noun words. `checkCast(card, target?)` and `checkPlay(card, x, y)` (Rust: `check_cast`, `check_play`, returning `Result<(), String>`) say why `cast`/`play` would fail, or `null`/`Ok`; the command line uses them, the tests don't. `withNaiveAuraTiming()` reverses the two end-of-Phase steps (Aura Update, then Death Creation Step) for that game; only `test_10_level_3_naive_would_differ` uses it.
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