feat: module 08 push chains
Movement planned in full, then committed: a Planner builds a plan (moving and destroyed ids) by running content's movement responses (OPEN/SHUT, PUSH, STOP) for every step, rolling back failed branches. Edge of level blocks; YOU objects move furthest-ahead first; rules are reparsed once after movement. Harness: move/move_dir(Dir), posOf, kindsAt. Expansion Drop: PULL as one word plus one content response. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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// Part II: what each property does when an object moves. The engine plans a move
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// one step at a time and runs these responses for every step, in this order (the
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// order of the wiki's movement checks: OPEN/SHUT, then PUSH and PULL, then STOP). A new
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// movement property is one more response here.
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import { puzzle } from "../engine";
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type Planner = puzzle.Planner;
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type Step = puzzle.Step;
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/**
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* An OPEN object stepping onto a SHUT one (or a SHUT one onto an OPEN one)
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* destroys both, and that object doesn't block the step. One partner per step:
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* the oldest.
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*/
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function openShut(p: Planner, s: Step): boolean {
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for (const [mine, theirs] of [
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["OPEN", "SHUT"],
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["SHUT", "OPEN"],
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]) {
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if (!p.has(s.mover, mine)) continue;
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const partner = p.stayingAt(s.to).find((o) => p.has(o, theirs));
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if (partner !== undefined) {
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p.destroy(partner);
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p.destroy(s.mover);
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return true;
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}
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}
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return true;
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}
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/** Every PUSH object on the tile ahead must step the same way, or the step fails. */
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function push(p: Planner, s: Step): boolean {
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return p.stayingAt(s.to).every((o) => !p.has(o, "PUSH") || p.tryMove(o));
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}
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/**
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* A PULL object on the tile ahead blocks the step, as STOP does. A PULL object
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* directly behind the mover tries to follow it; if it can't, it stays behind and
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* the mover still moves.
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*/
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function pull(p: Planner, s: Step): boolean {
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if (p.stayingAt(s.to).some((o) => p.has(o, "PULL"))) return false;
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const [dx, dy] = puzzle.delta(s.dir);
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for (const o of p.stayingAt([s.from[0] - dx, s.from[1] - dy])) {
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if (p.has(o, "PULL")) p.tryMove(o); // whether it follows doesn't decide the mover's step
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}
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return true;
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}
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/** A STOP object still on the tile ahead blocks the step. */
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function stop(p: Planner, s: Step): boolean {
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return !p.stayingAt(s.to).some((o) => p.has(o, "STOP"));
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}
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/** The movement responses, in the order the engine runs them. */
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export function responses(): puzzle.Response[] {
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return [openShut, push, pull, stop];
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}
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