feat: module 07 rule resolution

Adds IS NOT to the Part II parser and a resolution pass (negation, then
identity lock) that turns parsed rules into the rules in force; harness
gains activeRules() and hasProperty(). A leading NOT now breaks the
sentence instead of being ignored (carried from M6 review). Nouns say
which objects they name ("selects"), so the ALL Expansion Drop is one
line of data. Corrects lesson 06's NOT wording; harness.md M7 details.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Lucas WintherandClaude Opus 5.5 committed 2026-10-29 03:47:48 +01:00
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//! The interpreter: turns one effect, as data, into engine actions.
//!
//! This is the only place that knows what an effect *means*. A card's text is a
//! small tree (clauses holding effects holding targets); the engine walks it. The
//! effect vocabulary is closed: a card can only do what this match can do, which is
//! what makes a data card safe to load.
use super::card::{Effect, Target};
use super::queue::{Action, Ctx};
use super::world::EntityId;
/// The actions one effect performs, in order, given where and for whom it runs.
pub fn actions(effect: &Effect, ctx: &Ctx) -> Vec<Action> {
let owner = ctx.owner;
match effect {
Effect::DealDamage { target, amount } => vec![Action::Damage {
targets: targets(*target, ctx),
amount: *amount,
}],
Effect::Draw { count } => (0..*count)
.map(|_| Action::Draw { player: owner })
.collect(),
Effect::Summon { card, count } => (0..*count)
.map(|_| Action::Summon {
card: card.clone(),
player: owner,
at: summon_position(ctx),
})
.collect(),
Effect::GainArmor { amount } => vec![Action::GainArmor {
player: owner,
amount: *amount,
}],
Effect::GainAttack { target, amount } => targets(*target, ctx)
.into_iter()
.map(|id| Action::GainAttack {
id,
amount: *amount,
})
.collect(),
Effect::Destroy { target } => vec![Action::Destroy {
targets: targets(*target, ctx),
}],
Effect::Assemble { filter } => vec![Action::Assemble {
player: owner,
filter: filter.clone(),
}],
Effect::BuffHand { attack, health } => ctx
.world
.minions_in_hand(owner)
.into_iter()
.map(|id| Action::Buff {
id,
attack: *attack,
health: *health,
})
.collect(),
Effect::SpawnText { .. } => panic!("spawnText needs a grid: it is a Part III effect"),
}
}
/// The entities a target names, from where the effect runs.
fn targets(target: Target, ctx: &Ctx) -> Vec<EntityId> {
let world = ctx.world;
let others = |ids: Vec<EntityId>| -> Vec<EntityId> {
ids.into_iter()
.filter(|&id| Some(id) != ctx.source)
.collect()
};
match target {
Target::This => vec![ctx.minion()],
Target::AllMinions => world.minions_in_play(),
Target::AllOtherMinions => others(world.minions_in_play()),
Target::AllOtherCharacters => {
let mut ids = vec![world.hero(0), world.hero(1)];
ids.extend(world.minions_in_play());
others(ids)
}
Target::EnemyHero => vec![ctx.enemy_hero()],
Target::Chosen => ctx.target.into_iter().collect(),
}
}
/// Where a summon goes: to the right of a source still on the board; where a dead
/// source stood (its Death Event's position); at the right end for a spell.
fn summon_position(ctx: &Ctx) -> Option<usize> {
match ctx.source.and_then(|s| ctx.world.board_index(s)) {
Some(index) => Some(index + 1),
None => ctx.position,
}
}