feat: module 05 assemble
Cards become JSON data in course/cards (one file per card, validated against card.schema.json and the catalog); the M5 references load them via registerCards and interpret effects, replacing content closures. Adds assemble(base, donor, half), the assemble/buffHand effects with an injected chooser, Fleshshape as the data-only Expansion Drop, and stages course/cards in verify-references and start-module. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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//! Auras, and the one routine that applies trigger multipliers.
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//!
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//! An aura is data on a card: a continuous effect its minion has while in play.
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//! The engine never asks "is that card on the board?" in the middle of resolving
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//! something. It takes a snapshot of the auras in force at defined points (an Aura
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//! Update) and every rule reads the snapshot.
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//!
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//! Hearthstone runs two kinds of Aura Update when the outermost Phase ends: one for
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//! Health/Attack auras before the Death Creation Step, and one for every other aura
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//! after it. Trigger multipliers are "Other" auras, so a minion that dies in a Death
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//! Creation Step no longer multiplies the Deathrattles of that step's Death Phase.
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//! Summoning a minion also runs an Aura Update.
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use super::card::{Aura, Stacking, TriggerOn};
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use super::world::{ActiveAura, PlayerId, World};
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/// Aura Update (Other): replace the snapshot with the auras of every minion now in play.
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pub fn aura_update_other(world: &mut World) {
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let mut active = Vec::new();
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for id in world.minions_in_play() {
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for &aura in &world.card(world.card_name(id)).auras {
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active.push(ActiveAura {
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owner: world.owner_of(id),
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aura,
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});
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}
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}
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world.set_active_auras(active);
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}
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/// How many times a trigger listening for `on`, on a minion `owner` controls, activates
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/// when it resolves. Reads the snapshot from the last Aura Update. With no multiplier in
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/// force the answer is 1. Multipliers with `Stacking::Max` contribute their largest
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/// `times`; each `Stacking::Additive` one adds `times - 1` extra activations.
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pub fn activations(world: &World, owner: PlayerId, on: TriggerOn) -> u32 {
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let mut max = 1;
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let mut extra = 0;
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for active in world.active_auras() {
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let Aura::TriggerMultiplier {
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trigger,
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times,
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stacking,
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} = active.aura;
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if active.owner != owner || trigger != on {
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continue;
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}
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match stacking {
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Stacking::Max => max = max.max(times),
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Stacking::Additive => extra += times - 1,
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}
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}
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max + extra
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}
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