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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Lucas WintherandClaude Opus 5.5 committed 2026-10-29 05:01:27 +01:00
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// The action queue: how one player action (a Sequence) resolves.
//
// Performing an action changes the world and produces events. Every trigger that
// responds to those events goes into one Queue, oldest listener first, and the Queue
// is locked. Each queued trigger then resolves completely, including everything
// its own actions cause, before the next one starts: depth-first.
//
// Module 3: nothing leaves play mid-Sequence. When the outermost Phase ends, the
// Death Creation Step removes the dead, and a Death Phase resolves their
// Deathrattles. That repeats until a step finds no new deaths.
//
// Module 4: a queued trigger may activate more than once. How many times is
// decided by one routine, `activations` in `aura.ts`, from aura data on cards.
// Nothing here knows which cards multiply which triggers.
//
// Module 5: a card's effects are data. Each one is interpreted (`effect.ts`) and
// its actions performed before the next effect of the same ability is read, so
// "Assemble a minion. Give all minions in your hand +2/+2." buffs the new minion.
//
// Module 10: the steps at the end of the outermost Phase are a list, `END_OF_PHASE`,
// read from the world, as Part II's turn is a list of phases. SpellGrid's tests run
// the same Sequence with the list reversed, to show what the order decides.
import { assembleFromPool } from "./assemble";
import { activations, auraUpdateOther } from "./aura";
import type { Effect, PoolFilter, Trigger, TriggerOn } from "./card";
import { deathCreationStep } from "./death";
import { actions } from "./effect";
import type { Event } from "./event";
import type { EntityId, PlayerId, World } from "./world";
/** Something the engine can do. Card effects return these instead of changing the world. */
export type Action =
/** Deal `amount` to each target at once: all damage first, then the reactions. */
| { type: "damage"; targets: EntityId[]; amount: number }
| { type: "draw"; player: PlayerId }
| { type: "gainArmor"; player: PlayerId; amount: number }
| { type: "gainAttack"; id: EntityId; amount: number }
| { type: "cast"; card: string; player: PlayerId; target?: EntityId }
/** Mark each target pending destroy. They leave play in the next Death Creation Step. */
| { type: "destroy"; targets: EntityId[] }
/** Summon `card` for `player` at board index `at`, or at the right end if `at` is undefined. */
| { type: "summon"; card: string; player: PlayerId; at?: number }
/** Play a minion from its owner's hand: it enters the right end of the board, then its Battlecry resolves. */
| { type: "play"; id: EntityId }
/** Put an Assembled minion into `player`'s hand (see `assemble.ts`). */
| { type: "assemble"; player: PlayerId; filter: PoolFilter }
/** Give one entity +attack/+health. */
| { type: "buff"; id: EntityId; attack: number; health: number }
/** Ask for `word` to be written on `source`'s grid tile (Module 10). Part I only records it. */
| { type: "spawnText"; source: EntityId; word: string };
/**
* A step that runs when the outermost Phase ends:
* - `"deathCreation"`: the Death Creation Step (Module 3);
* - `"auraUpdate"`: an Aura Update (Other) (Module 4).
*/
export type EndOfPhaseStep = "deathCreation" | "auraUpdate";
/**
* The end of the outermost Phase, in Hearthstone's order: the dead leave play first,
* then the auras are read again, so a minion that just died multiplies nothing in
* the Death Phase that follows.
*/
export const END_OF_PHASE: readonly EndOfPhaseStep[] = ["deathCreation", "auraUpdate"];
/** What an effect may look at when it runs. */
export class Ctx {
constructor(
readonly world: World,
/** The player the effect works for. */
readonly owner: PlayerId,
/** The minion whose trigger is resolving; undefined for a spell. */
readonly source?: EntityId,
/** The chosen target, if any. */
readonly target?: EntityId,
/**
* The source's board position. For a Deathrattle, the source has left play,
* and this is the position its Death Event remembered.
*/
readonly position?: number,
) {}
/** The minion whose trigger is resolving. */
minion(): EntityId {
if (this.source === undefined) throw new Error("only a triggered ability has a source");
return this.source;
}
enemyHero(): EntityId {
return this.world.hero(this.owner === 0 ? 1 : 0);
}
}
/** Run one Sequence: a player action and everything it causes. */
export function runSequence(world: World, action: Action): void {
perform(world, action);
// The outermost Phase has ended. Each Death Phase is itself an outermost
// Phase, so the end-of-Phase steps run again after it, until nothing dies.
let deaths = endOfOutermostPhase(world);
for (let round = 1; deaths.length > 0; round++) {
world.record({ type: "DeathPhase", round });
react(world, deaths);
deaths = endOfOutermostPhase(world);
}
}
/**
* The steps that run only when the outermost Phase ends, in the world's order
* (`END_OF_PHASE` unless changed); returns the Death Events. Hearthstone runs an
* Aura Update (Health/Attack) first. The course has no Health/Attack auras, so that
* step has nothing to do and is left out.
*/
function endOfOutermostPhase(world: World): Event[] {
let deaths: Event[] = [];
for (const step of world.endOfPhase()) {
switch (step) {
case "deathCreation":
deaths = deathCreationStep(world);
break;
case "auraUpdate":
auraUpdateOther(world);
break;
}
}
return deaths;
}
/** Summon `card` for `player` at board index `at` (or the right end). Summoning runs an Aura Update. */
export function summon(world: World, card: string, player: PlayerId, at?: number): EntityId {
const id = world.create(card, player, "board", at);
auraUpdateOther(world);
return id;
}
function perform(world: World, action: Action): void {
switch (action.type) {
case "damage": {
// Area damage: every Damage Event is created, in order of play, before any reaction.
const targets = [...action.targets].sort((a, b) => world.orderOfPlay(a)! - world.orderOfPlay(b)!);
const events: Event[] = [];
for (const target of targets) {
world.damage(target, action.amount);
events.push({ type: "Damaged", target, amount: action.amount });
}
react(world, events);
break;
}
case "draw":
world.draw(action.player);
break;
case "gainArmor":
world.gainArmor(action.player, action.amount);
break;
case "gainAttack":
world.gainAttack(action.id, action.amount);
break;
case "destroy":
for (const target of action.targets) world.markDestroyed(target);
break;
case "summon":
summon(world, action.card, action.player, action.at);
break;
case "play": {
if (world.zoneOf(action.id) !== "hand") throw new Error(`play: entity ${action.id} is not in a hand`);
// Playing is not summoning: no Aura Update here. The played minion's own
// auras join at the end of the outermost Phase.
world.moveTo(action.id, "board");
const played: Event = { type: "Played", id: action.id };
world.record(played);
react(world, [played]);
break;
}
case "cast": {
const spell = world.card(action.card);
if (spell.def.type !== "spell") throw new Error(`"${action.card}" is not a spell`);
world.record({ type: "SpellCast", card: action.card });
runEffects(world, spell.onCast, new Ctx(world, action.player, undefined, action.target));
break;
}
case "assemble":
assembleFromPool(world, action.player, action.filter);
break;
case "buff":
world.buff(action.id, action.attack, action.health);
break;
case "spawnText":
world.record({ type: "TextSpawned", source: action.source, word: action.word });
break;
}
}
/**
* Interpret and perform an ability's effects in printed order. Each effect sees the
* world as the effects before it left it. Depth-first: each action, and every
* reaction it causes, finishes before the next.
*/
function runEffects(world: World, effects: Effect[], ctx: Ctx): void {
for (const effect of effects) {
for (const action of actions(effect, ctx)) perform(world, action);
}
}
/** A Phase: queue every trigger that responds to `events`, then resolve them one by one. */
function react(world: World, events: Event[]): void {
// Fill the Queue: for each event (already in order of play), each listener in order of play.
const queue: [EntityId, Trigger, Event][] = [];
for (const event of events) {
for (const listener of listeners(world, event)) {
for (const trigger of world.card(world.cardName(listener)).triggers) {
if (responds(world, trigger.on, listener, event)) queue.push([listener, trigger, event]);
}
}
}
// The Queue is now locked: nothing that happens below adds to it.
for (const [source, trigger, event] of queue) {
// The interceptor: the entry was queued once; the auras in force when it
// starts decide how many times it activates, back to back.
const times = activations(world, world.ownerOf(source), trigger.on);
for (let i = 0; i < times; i++) {
world.record({ type: "Triggered", source, on: trigger.on });
const position = event.type === "Destroyed" && event.id === source ? event.position : world.boardIndex(source);
runEffects(world, trigger.effects, new Ctx(world, world.ownerOf(source), source, undefined, position));
}
}
}
/**
* Who may respond to `event`, in order of play: every minion in play and, for a
* Death Event, the minion that died. It has left play, but its Deathrattle still answers.
*/
function listeners(world: World, event: Event): EntityId[] {
const inPlay = world.minionsInPlay();
if (event.type !== "Destroyed") return inPlay;
return [...inPlay, event.id].sort((a, b) => world.orderOfPlay(a)! - world.orderOfPlay(b)!);
}
/** Does a trigger listening for `on`, belonging to `listener`, respond to `event`? */
function responds(world: World, on: TriggerOn, listener: EntityId, event: Event): boolean {
if (event.type === "Destroyed") return on === "deathrattle" && event.id === listener;
if (event.type === "Played") return on === "battlecry" && event.id === listener;
if (event.type !== "Damaged") return false;
const isMinion = !world.isHero(event.target);
switch (on) {
case "selfDamaged":
return event.target === listener;
case "friendlyMinionDamaged":
return isMinion && world.ownerOf(event.target) === world.ownerOf(listener);
case "anyMinionDamaged":
return isMinion;
case "heroDamaged":
return !isMinion;
case "deathrattle":
case "battlecry":
case "endOfTurn":
return false;
}
}