fix(puzzle): an object steps once per movement phase; negated conversion is settled per object
Bug 1 (modules 08-10): a YOU object pulled by an earlier mover took a second step of its own. Level movement now keeps the ids that stepped in a committed plan this phase; such a YOU object starts no move, and Planner try_move answers no for it. Regression: test_08x_pulled_you_moves_once (Module 8 Expansion Drop). Bug 2 (modules 09-10): convert honoured negation only per rule, so ALL IS ROCK beat BABA IS NOT ROCK. A target Y is now skipped for an object if any active negated rule IS NOT Y names it. Module 9 and 10 references (and their drop solutions) now carry ALL, the Module 7 Expansion Drop. Regression: test_09_negated_conversion_beats_group. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
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@@ -141,6 +141,10 @@ export class Level {
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* The `YOU` objects move one at a time, the one furthest ahead in `dir` first
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* (oldest first on a tie); each one's move is planned in full, then committed,
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* before the next is planned. Every move uses the rules in force before the first.
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*
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* An object steps at most once in a movement phase. A `YOU` object that an
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* earlier move already carried along (pushed, or moved by any other response)
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* doesn't start a move of its own, and no later move can make it step again.
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*/
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private movement(dir: Dir): void {
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const [dx, dy] = delta(dir);
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@@ -150,10 +154,15 @@ export class Level {
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.filter((o) => this.hasProperty(o.id, YOU))
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.sort((a, b) => ahead(b) - ahead(a) || a.id - b.id)
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.map((o) => o.id);
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const stepped = new Set<ObjectId>();
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for (const id of you) {
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if (this.board.find(id) === undefined) continue; // destroyed by an earlier move
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const planner = new Planner(this, dir);
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if (planner.tryMove(id)) this.commit(planner.result(), dir);
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if (stepped.has(id)) continue; // already moved, by an earlier move
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const planner = new Planner(this, dir, stepped);
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if (!planner.tryMove(id)) continue;
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const plan = planner.result();
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this.commit(plan, dir);
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for (const moved of plan.moving) if (!plan.destroyed.has(moved)) stepped.add(moved);
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}
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}
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@@ -169,6 +178,10 @@ export class Level {
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* this. An object named by `X IS NOT X` is deleted, and still makes its `Y`s,
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* as new objects: the negation cancelled `X IS X`.
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*
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* Negation is settled per object, as in `hasProperty`: an object doesn't become
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* a `Y` if any active `... IS NOT Y` names it, whatever noun gave it the
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* conversion (`ALL IS Y` with `X IS NOT Y` leaves every X an X).
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*
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* Every object is decided from the board as movement left it, before any
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* changes, so `X IS Y` and `Y IS X` swap the Xs and the Ys.
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*/
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@@ -182,6 +195,7 @@ export class Level {
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if (!locked) {
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for (const r of aboutIt) {
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if (r.negated || !isConversion(r)) continue;
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if (aboutIt.some((n) => n.negated && n.complement === r.complement)) continue;
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const kind = this.lexicon.thingNamed(r.complement);
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if (kind === undefined) continue;
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const same = (k: Kind) => Kind.format(k) === Kind.format(kind);
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