feat: log tree from Module 2 (logTree / log_tree); SpellGrid CLIs print Log:
Engine events carry the nesting depth they were recorded at; the harness prints the log as an indented tree. New tests test_02_log_tree_shows_nesting and test_03_log_tree_death_phase; both SpellGrid CLIs print the tree of the last command's Sequences under a Log: line. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -1,4 +1,5 @@
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//! What happened, in order. The engine records an event each time it changes the game.
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//! The world also keeps the nesting depth each event was recorded at (`World::log_depths`).
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use super::card::TriggerOn;
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use super::world::{EntityId, PlayerId};
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@@ -246,8 +246,11 @@ fn react(world: &mut World, events: &[Event]) {
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}
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_ => world.board_index(source),
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};
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// The trigger's consequences are one level deeper in the log tree.
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world.open_block();
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let owner = world.owner_of(source);
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run_effects(world, &trigger.effects, owner, Some(source), None, position);
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world.close_block();
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}
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}
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}
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@@ -84,6 +84,10 @@ pub struct World {
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sides: [Side; 2],
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next_order_of_play: u32,
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log: Vec<Event>,
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/// The nesting depth at which each event in `log` was recorded, index for index.
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depths: Vec<u32>,
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/// How many triggers are resolving right now, one inside another.
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depth: u32,
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/// The auras in force as of the last Aura Update. Changes only there (see `aura.rs`).
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auras: Vec<ActiveAura>,
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}
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@@ -99,6 +103,8 @@ impl World {
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sides: Default::default(),
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next_order_of_play: 0,
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log: Vec::new(),
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depths: Vec::new(),
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depth: 0,
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auras: Vec::new(),
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};
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for owner in 0..2 {
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@@ -287,10 +293,27 @@ impl World {
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&self.log
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}
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/// The nesting depth of each event in `log()`, index for index: 0 for the outermost
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/// action's own events.
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pub fn log_depths(&self) -> &[u32] {
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&self.depths
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}
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// ---- Changes: each one records its event ----------------------------
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pub fn record(&mut self, event: Event) {
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self.log.push(event);
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self.depths.push(self.depth);
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}
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/// A trigger starts resolving: the events it causes are recorded one level deeper.
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pub fn open_block(&mut self) {
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self.depth += 1;
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}
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/// The trigger that last opened a block has finished resolving.
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pub fn close_block(&mut self) {
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self.depth -= 1;
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}
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/// Add a card to the library, or replace the card with the same name.
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@@ -325,6 +348,7 @@ impl World {
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pub fn clear_log(&mut self) {
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self.log.clear();
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self.depths.clear();
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}
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pub fn damage(&mut self, target: EntityId, amount: i32) {
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@@ -55,6 +55,48 @@ impl GameEvent {
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}
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}
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/// One event as `scenarios.md` writes it, such as `Triggered{source: 3, trigger: "deathrattle"}`.
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impl std::fmt::Display for GameEvent {
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fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
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match self {
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GameEvent::Summoned { id } => write!(f, "Summoned{{id: {id}}}"),
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GameEvent::Damaged { target, amount } => {
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write!(f, "Damaged{{target: {target}, amount: {amount}}}")
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}
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GameEvent::Triggered { source, trigger } => {
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write!(f, "Triggered{{source: {source}, trigger: {trigger:?}}}")
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}
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GameEvent::Destroyed { id } => write!(f, "Destroyed{{id: {id}}}"),
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GameEvent::DeathPhase { round } => write!(f, "DeathPhase{{round: {round}}}"),
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GameEvent::Drew { player, id } => write!(f, "Drew{{player: {player}, id: {id}}}"),
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GameEvent::Fatigue { player } => write!(f, "Fatigue{{player: {player}}}"),
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GameEvent::ArmorGained { player, amount } => {
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write!(f, "ArmorGained{{player: {player}, amount: {amount}}}")
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}
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GameEvent::StatsChanged { id, attack, health } => {
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write!(
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f,
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"StatsChanged{{id: {id}, attack: {attack}, health: {health}}}"
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)
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}
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GameEvent::SpellCast { card } => write!(f, "SpellCast{{card: {card:?}}}"),
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}
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}
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}
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/// The log as a tree: one event per line, two spaces of indent per level of nesting.
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fn log_tree(world: &World, view: impl Fn(&Event) -> Option<GameEvent>) -> String {
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world
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.log()
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.iter()
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.zip(world.log_depths())
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.filter_map(|(event, &depth)| {
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let shown = view(event)?;
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Some(format!("{}{shown}\n", " ".repeat(depth as usize)))
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})
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.collect()
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}
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pub struct Game {
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world: World,
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}
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@@ -146,6 +188,10 @@ impl Game {
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pub fn clear_log(&mut self) {
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self.world.clear_log();
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}
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/// The log as an indented tree (see course/harness.md).
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pub fn log_tree(&self) -> String {
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log_tree(&self.world, GameEvent::from_engine)
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}
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// ---- Module 3 ----
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@@ -1,4 +1,5 @@
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// What happened, in order. The engine records an event each time it changes the game.
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// The world also keeps the nesting depth each event was recorded at (`World.logDepths`).
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import type { TriggerOn } from "./card";
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import type { EntityId, PlayerId } from "./world";
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@@ -192,7 +192,10 @@ function react(world: World, events: Event[]): void {
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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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// The trigger's consequences are one level deeper in the log tree.
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world.openBlock();
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runEffects(world, trigger.effects, new Ctx(world, world.ownerOf(source), source, undefined, position));
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world.closeBlock();
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}
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}
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}
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@@ -46,6 +46,10 @@ export class World {
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private readonly sides: [Side, Side];
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private nextOrderOfPlay = 0;
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private events: Event[] = [];
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/** The nesting depth at which each event in `events` was recorded, index for index. */
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private depths: number[] = [];
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/** How many triggers are resolving right now, one inside another. */
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private depth = 0;
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/** The auras in force as of the last Aura Update. Changes only there (see `aura.ts`). */
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private auras: ActiveAura[] = [];
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/** Until a chooser is set, take the first option. */
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@@ -212,10 +216,26 @@ export class World {
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return this.events;
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}
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/** The nesting depth of each event in `log()`, index for index: 0 for the outermost action's own events. */
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logDepths(): readonly number[] {
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return this.depths;
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}
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// ---- Changes: each one records its event ----
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record(event: Event): void {
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this.events.push(event);
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this.depths.push(this.depth);
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}
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/** A trigger starts resolving: the events it causes are recorded one level deeper. */
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openBlock(): void {
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this.depth++;
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}
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/** The trigger that last opened a block has finished resolving. */
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closeBlock(): void {
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this.depth--;
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}
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/** Add a card to the library, or replace the card with the same name. */
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@@ -248,6 +268,7 @@ export class World {
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clearLog(): void {
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this.events = [];
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this.depths = [];
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}
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damage(target: EntityId, amount: number): void {
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@@ -46,6 +46,27 @@ function toGameEvent(event: Event): GameEvent | undefined {
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return { ...event };
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}
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/** One event as `scenarios.md` writes it, such as `Triggered{source: 3, trigger: "deathrattle"}`. */
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function eventText(event: GameEvent): string {
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const { type, ...fields } = event;
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const shown = Object.entries(fields).map(
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([key, value]) => `${key}: ${typeof value === "string" ? JSON.stringify(value) : value}`,
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);
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return `${type}{${shown.join(", ")}}`;
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}
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/** The log as a tree: one event per line, two spaces of indent per level of nesting. */
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function logTree(world: World, view: (event: Event) => GameEvent | undefined): string {
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const depths = world.logDepths();
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return world
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.log()
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.map((event, i) => {
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const shown = view(event);
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return shown === undefined ? "" : `${" ".repeat(depths[i])}${eventText(shown)}\n`;
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})
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.join("");
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}
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export interface Game {
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summon(card: string, player?: Player): Id; // to right end of board
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addToHand(card: string, player?: Player): Id;
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@@ -65,6 +86,7 @@ export interface Game {
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armor(player: Player): number;
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log(): GameEvent[];
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clearLog(): void;
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logTree(): string; // the log as an indented tree
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// Module 3
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destroy(target: Id): void; // marks pending destroy, one Sequence
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// Module 5
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@@ -104,6 +126,7 @@ export function newGame(opts?: { decks?: [string[], string[]] }): Game {
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armor: (player) => world.armor(player),
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log: () => world.log().flatMap((event) => toGameEvent(event) ?? []),
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clearLog: () => world.clearLog(),
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logTree: () => logTree(world, toGameEvent),
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destroy: (target) => runSequence(world, { type: "destroy", targets: [target] }),
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