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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// What happened, in order. The engine records an event each time it changes the game.
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import type { TriggerOn } from "./card";
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import type { EntityId, PlayerId } from "./world";
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export type Event =
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| { type: "Summoned"; id: EntityId }
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| { type: "Damaged"; target: EntityId; amount: number }
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| { type: "Triggered"; source: EntityId; on: TriggerOn }
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| { type: "Drew"; player: PlayerId; id: EntityId }
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| { type: "Fatigue"; player: PlayerId }
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| { type: "ArmorGained"; player: PlayerId; amount: number }
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| { type: "StatsChanged"; id: EntityId; attack: number; health: number }
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| { type: "SpellCast"; card: string }
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/**
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* A Death Event: the Death Creation Step moved `id` from play to the graveyard.
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* `position` is the board index it had when the step began; its Deathrattle summons there.
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*/
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| { type: "Destroyed"; id: EntityId; position: number }
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| { type: "DeathPhase"; round: number }
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/** A minion was played from hand (it has just entered the board). Its Battlecry answers this. */
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| { type: "Played"; id: EntityId };
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