feat: module 10 spellgrid
SpellGrid capstone: Part I's card engine and Part II's grid engine joined at three seams (rules -> aura data, hazard victims -> one destroy Sequence, Sequence end -> write text, remove the dead, reparse). Three levels with scripted solutions, a naive-timing test via a harness-only hook that reverses the END_OF_PHASE list, CLIs in both tracks, the BATTLECRY IS DOUBLE Expansion Drop, SpellGrid cards and words in course/cards and the catalog, level schema cards/hand, and tools staging/copying of module levels. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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// The action queue: how one player action (a Sequence) resolves.
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//
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// Performing an action changes the world and produces events. Every trigger that
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// responds to those events goes into one Queue, oldest listener first, and the Queue
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// is locked. Each queued trigger then resolves completely, including everything
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// its own actions cause, before the next one starts: depth-first.
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//
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// Module 3: nothing leaves play mid-Sequence. When the outermost Phase ends, the
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// Death Creation Step removes the dead, and a Death Phase resolves their
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// Deathrattles. That repeats until a step finds no new deaths.
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//
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// Module 4: a queued trigger may activate more than once. How many times is
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// decided by one routine, `activations` in `aura.ts`, from aura data on cards.
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// Nothing here knows which cards multiply which triggers.
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//
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// Module 5: a card's effects are data. Each one is interpreted (`effect.ts`) and
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// its actions performed before the next effect of the same ability is read, so
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// "Assemble a minion. Give all minions in your hand +2/+2." buffs the new minion.
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//
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// Module 10: the steps at the end of the outermost Phase are a list, `END_OF_PHASE`,
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// read from the world, as Part II's turn is a list of phases. SpellGrid's tests run
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// the same Sequence with the list reversed, to show what the order decides.
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import { assembleFromPool } from "./assemble";
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import { activations, auraUpdateOther } from "./aura";
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import type { Effect, PoolFilter, Trigger, TriggerOn } from "./card";
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import { deathCreationStep } from "./death";
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import { actions } from "./effect";
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import type { Event } from "./event";
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import type { EntityId, PlayerId, World } from "./world";
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/** Something the engine can do. Card effects return these instead of changing the world. */
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export type Action =
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/** Deal `amount` to each target at once: all damage first, then the reactions. */
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| { type: "damage"; targets: EntityId[]; amount: number }
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| { type: "draw"; player: PlayerId }
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| { type: "gainArmor"; player: PlayerId; amount: number }
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| { type: "gainAttack"; id: EntityId; amount: number }
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| { type: "cast"; card: string; player: PlayerId; target?: EntityId }
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/** Mark each target pending destroy. They leave play in the next Death Creation Step. */
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| { type: "destroy"; targets: EntityId[] }
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/** Summon `card` for `player` at board index `at`, or at the right end if `at` is undefined. */
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| { type: "summon"; card: string; player: PlayerId; at?: number }
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/** Play a minion from its owner's hand: it enters the right end of the board, then its Battlecry resolves. */
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| { type: "play"; id: EntityId }
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/** Put an Assembled minion into `player`'s hand (see `assemble.ts`). */
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| { type: "assemble"; player: PlayerId; filter: PoolFilter }
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/** Give one entity +attack/+health. */
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| { type: "buff"; id: EntityId; attack: number; health: number }
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/** Ask for `word` to be written on `source`'s grid tile (Module 10). Part I only records it. */
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| { type: "spawnText"; source: EntityId; word: string };
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/**
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* A step that runs when the outermost Phase ends:
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* - `"deathCreation"`: the Death Creation Step (Module 3);
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* - `"auraUpdate"`: an Aura Update (Other) (Module 4).
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*/
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export type EndOfPhaseStep = "deathCreation" | "auraUpdate";
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/**
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* The end of the outermost Phase, in Hearthstone's order: the dead leave play first,
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* then the auras are read again, so a minion that just died multiplies nothing in
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* the Death Phase that follows.
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*/
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export const END_OF_PHASE: readonly EndOfPhaseStep[] = ["deathCreation", "auraUpdate"];
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/** What an effect may look at when it runs. */
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export class Ctx {
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constructor(
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readonly world: World,
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/** The player the effect works for. */
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readonly owner: PlayerId,
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/** The minion whose trigger is resolving; undefined for a spell. */
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readonly source?: EntityId,
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/** The chosen target, if any. */
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readonly target?: EntityId,
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/**
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* The source's board position. For a Deathrattle, the source has left play,
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* and this is the position its Death Event remembered.
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*/
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readonly position?: number,
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) {}
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/** The minion whose trigger is resolving. */
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minion(): EntityId {
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if (this.source === undefined) throw new Error("only a triggered ability has a source");
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return this.source;
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}
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enemyHero(): EntityId {
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return this.world.hero(this.owner === 0 ? 1 : 0);
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}
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}
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/** Run one Sequence: a player action and everything it causes. */
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export function runSequence(world: World, action: Action): void {
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perform(world, action);
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// The outermost Phase has ended. Each Death Phase is itself an outermost
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// Phase, so the end-of-Phase steps run again after it, until nothing dies.
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let deaths = endOfOutermostPhase(world);
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for (let round = 1; deaths.length > 0; round++) {
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world.record({ type: "DeathPhase", round });
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react(world, deaths);
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deaths = endOfOutermostPhase(world);
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}
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}
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/**
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* The steps that run only when the outermost Phase ends, in the world's order
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* (`END_OF_PHASE` unless changed); returns the Death Events. Hearthstone runs an
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* Aura Update (Health/Attack) first. The course has no Health/Attack auras, so that
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* step has nothing to do and is left out.
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*/
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function endOfOutermostPhase(world: World): Event[] {
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let deaths: Event[] = [];
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for (const step of world.endOfPhase()) {
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switch (step) {
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case "deathCreation":
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deaths = deathCreationStep(world);
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break;
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case "auraUpdate":
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auraUpdateOther(world);
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break;
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}
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}
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return deaths;
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}
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/** Summon `card` for `player` at board index `at` (or the right end). Summoning runs an Aura Update. */
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export function summon(world: World, card: string, player: PlayerId, at?: number): EntityId {
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const id = world.create(card, player, "board", at);
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auraUpdateOther(world);
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return id;
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}
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function perform(world: World, action: Action): void {
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switch (action.type) {
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case "damage": {
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// Area damage: every Damage Event is created, in order of play, before any reaction.
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const targets = [...action.targets].sort((a, b) => world.orderOfPlay(a)! - world.orderOfPlay(b)!);
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const events: Event[] = [];
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for (const target of targets) {
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world.damage(target, action.amount);
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events.push({ type: "Damaged", target, amount: action.amount });
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}
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react(world, events);
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break;
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}
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case "draw":
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world.draw(action.player);
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break;
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case "gainArmor":
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world.gainArmor(action.player, action.amount);
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break;
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case "gainAttack":
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world.gainAttack(action.id, action.amount);
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break;
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case "destroy":
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for (const target of action.targets) world.markDestroyed(target);
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break;
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case "summon":
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summon(world, action.card, action.player, action.at);
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break;
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case "play": {
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if (world.zoneOf(action.id) !== "hand") throw new Error(`play: entity ${action.id} is not in a hand`);
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// Playing is not summoning: no Aura Update here. The played minion's own
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// auras join at the end of the outermost Phase.
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world.moveTo(action.id, "board");
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const played: Event = { type: "Played", id: action.id };
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world.record(played);
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react(world, [played]);
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break;
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}
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case "cast": {
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const spell = world.card(action.card);
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if (spell.def.type !== "spell") throw new Error(`"${action.card}" is not a spell`);
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world.record({ type: "SpellCast", card: action.card });
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runEffects(world, spell.onCast, new Ctx(world, action.player, undefined, action.target));
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break;
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}
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case "assemble":
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assembleFromPool(world, action.player, action.filter);
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break;
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case "buff":
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world.buff(action.id, action.attack, action.health);
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break;
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case "spawnText":
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world.record({ type: "TextSpawned", source: action.source, word: action.word });
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break;
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}
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}
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/**
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* Interpret and perform an ability's effects in printed order. Each effect sees the
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* world as the effects before it left it. Depth-first: each action, and every
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* reaction it causes, finishes before the next.
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*/
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function runEffects(world: World, effects: Effect[], ctx: Ctx): void {
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for (const effect of effects) {
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for (const action of actions(effect, ctx)) perform(world, action);
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}
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}
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/** A Phase: queue every trigger that responds to `events`, then resolve them one by one. */
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function react(world: World, events: Event[]): void {
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// Fill the Queue: for each event (already in order of play), each listener in order of play.
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const queue: [EntityId, Trigger, Event][] = [];
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for (const event of events) {
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for (const listener of listeners(world, event)) {
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for (const trigger of world.card(world.cardName(listener)).triggers) {
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if (responds(world, trigger.on, listener, event)) queue.push([listener, trigger, event]);
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}
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}
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}
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// The Queue is now locked: nothing that happens below adds to it.
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for (const [source, trigger, event] of queue) {
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// The interceptor: the entry was queued once; the auras in force when it
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// starts decide how many times it activates, back to back.
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const times = activations(world, world.ownerOf(source), trigger.on);
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for (let i = 0; i < times; i++) {
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world.record({ type: "Triggered", source, on: trigger.on });
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const position = event.type === "Destroyed" && event.id === source ? event.position : world.boardIndex(source);
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runEffects(world, trigger.effects, new Ctx(world, world.ownerOf(source), source, undefined, position));
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}
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}
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}
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/**
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* Who may respond to `event`, in order of play: every minion in play and, for a
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* Death Event, the minion that died. It has left play, but its Deathrattle still answers.
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*/
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function listeners(world: World, event: Event): EntityId[] {
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const inPlay = world.minionsInPlay();
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if (event.type !== "Destroyed") return inPlay;
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return [...inPlay, event.id].sort((a, b) => world.orderOfPlay(a)! - world.orderOfPlay(b)!);
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}
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/** Does a trigger listening for `on`, belonging to `listener`, respond to `event`? */
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function responds(world: World, on: TriggerOn, listener: EntityId, event: Event): boolean {
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if (event.type === "Destroyed") return on === "deathrattle" && event.id === listener;
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if (event.type === "Played") return on === "battlecry" && event.id === listener;
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if (event.type !== "Damaged") return false;
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const isMinion = !world.isHero(event.target);
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switch (on) {
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case "selfDamaged":
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return event.target === listener;
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case "friendlyMinionDamaged":
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return isMinion && world.ownerOf(event.target) === world.ownerOf(listener);
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case "anyMinionDamaged":
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return isMinion;
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case "heroDamaged":
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return !isMinion;
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case "deathrattle":
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case "battlecry":
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case "endOfTurn":
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return false;
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}
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}
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