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.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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