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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// Assemble: "Get a random minion. Change half its text."
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//
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// Card text is a list of clauses, so changing half of it is list surgery: the base
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// card's `text.slice(0, split)` (top) or `text.slice(split)` (bottom) is replaced by
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// the same half of a donor card. Name, cost and stats stay the base's. This works
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// only because a card's behaviour is its data: the new card needs no new code.
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//
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// Hearthstone's wiki doesn't define "half". The course's `split` field is its
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// definition: each card's data says where its top half ends.
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import { hasTrigger, type CardDef, type PoolFilter } from "./card";
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import type { EntityId, PlayerId, World } from "./world";
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export type Half = "top" | "bottom";
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const HALVES: Half[] = ["top", "bottom"];
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/** Assembling `base` with `donor`'s `half` would leave the base's text unchanged. */
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export class AssembleError extends Error {
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constructor(
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readonly base: string,
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readonly donor: string,
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readonly half: Half,
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) {
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super(`assembling "${base}" with the ${half} half of "${donor}" leaves its text unchanged`);
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this.name = "AssembleError";
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}
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}
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/** JSON with object keys sorted, so two clauses written with their keys in a different order compare equal. */
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const canonical = (value: unknown): string =>
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JSON.stringify(value, (_key, v) =>
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v && typeof v === "object" && !Array.isArray(v)
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? Object.fromEntries(Object.entries(v).sort(([a], [b]) => (a < b ? -1 : 1)))
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: v,
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);
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const sameText = (a: CardDef["text"], b: CardDef["text"]): boolean => canonical(a) === canonical(b);
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/**
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* The base card with `half` of its text replaced by the same half of `donor`.
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* It keeps the base's type, cost and stats, and is named "<base> (Assembled)".
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*/
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export function assemble(base: CardDef, donor: CardDef, half: Half): CardDef {
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const topOf = (c: CardDef) => c.text.slice(0, c.split);
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const bottomOf = (c: CardDef) => c.text.slice(c.split);
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const top = half === "top" ? topOf(donor) : topOf(base);
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const bottom = half === "bottom" ? bottomOf(donor) : bottomOf(base);
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const text = [...top, ...bottom];
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if (sameText(text, base.text)) throw new AssembleError(base.name, donor.name, half);
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return { ...base, name: `${base.name} (Assembled)`, text, split: top.length };
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}
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const changes = (base: CardDef, donor: CardDef, half: Half): boolean => {
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try {
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assemble(base, donor, half);
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return true;
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} catch (e) {
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if (e instanceof AssembleError) return false;
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throw e;
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}
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};
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/**
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* Register an assembled card and return its name. If a different card already has
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* the name (an earlier Assemble of the same base), a number is added: "(Assembled 2)".
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*/
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export function registerAssembled(world: World, def: CardDef): string {
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const stem = def.name.replace(/\)$/, "");
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let name = def.name;
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// Same base, so the same name and stats: only the text can differ.
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for (let n = 2; world.hasCard(name) && !sameText(world.card(name).def.text, def.text); n++) {
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name = `${stem} ${n})`;
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}
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world.registerAssembled({ ...def, name });
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return name;
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}
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/**
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* The `assemble` effect: the owner's chooser picks a base minion from the pool
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* (filtered), a donor that changes its text, and the half to replace. The
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* Assembled minion goes to the owner's hand. Real Hearthstone picks the base at
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* random and offers two donors; here every choice is the chooser's.
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*/
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export function assembleFromPool(world: World, player: PlayerId, filter: PoolFilter): EntityId | undefined {
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const pool = world.pool();
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const bases = pool.filter((c) => filter.trigger === undefined || hasTrigger(c, filter.trigger)).map((c) => c.def.name);
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if (bases.length === 0) return undefined;
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const base = world.card(world.choose("base", bases)).def;
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const donors = pool
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.map((c) => c.def)
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.filter((d) => d.name !== base.name && HALVES.some((h) => changes(base, d, h)))
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.map((d) => d.name);
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if (donors.length === 0) return undefined;
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const donor = world.card(world.choose("donor", donors)).def;
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const half = world.choose(
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"half",
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HALVES.filter((h) => changes(base, donor, h)),
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) as Half;
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const name = registerAssembled(world, assemble(base, donor, half));
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return world.create(name, player, "hand");
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}
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