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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// Entities, zones, order of play, stats and the event log: the game's state.
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// The rules for resolving actions live in `queue.ts`.
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import type { Aura, Card, CardDef, CardLibrary } from "./card";
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import type { Event } from "./event";
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/** A handle to an entity. Ids are never reused and stay valid when the entity changes zone. */
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export type EntityId = number;
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export type PlayerId = 0 | 1;
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export type Zone = "deck" | "hand" | "board" | "graveyard";
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/** Starting Health of each hero. */
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export const HERO_HEALTH = 30;
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interface Entity {
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card: string;
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owner: PlayerId;
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zone: Zone;
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/** Stamped each time the entity enters the board; undefined until it first does. */
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orderOfPlay?: number;
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attack: number;
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/** Current Health. At 0 or below the entity is mortally wounded: still in play until the Death Creation Step. */
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health: number;
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/** Hit by a destroy effect: still in play until the Death Creation Step. */
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pendingDestroy: boolean;
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}
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/** An aura in force: which player's minion has it. */
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export interface ActiveAura {
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owner: PlayerId;
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aura: Aura;
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}
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/**
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* Makes a player's choices: called with what is being chosen and the options, it
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* returns one of the options. Hearthstone would ask the player or pick at random.
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*/
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export type Chooser = (kind: string, options: readonly string[]) => string;
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/** One player's zones (each an ordered list of ids; the board is left to right), hero and Armor. */
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type Side = Record<Zone, EntityId[]> & { hero: EntityId; armor: number };
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export class World {
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/** Indexed by EntityId. */
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private readonly entities: Entity[] = [];
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private readonly sides: [Side, Side];
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private nextOrderOfPlay = 0;
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private events: Event[] = [];
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/** The auras in force as of the last Aura Update. Changes only there (see `aura.ts`). */
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private auras: ActiveAura[] = [];
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/** Until a chooser is set, take the first option. */
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private chooser: Chooser = (_kind, options) => options[0];
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/** A new game: both heroes are in play from the start, so they are the oldest entities. */
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constructor(private readonly library: CardLibrary) {
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const side = (owner: PlayerId): Side => {
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const hero = this.entities.length;
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this.entities.push({
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card: "Hero",
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owner,
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zone: "board",
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orderOfPlay: ++this.nextOrderOfPlay,
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attack: 0,
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health: HERO_HEALTH,
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pendingDestroy: false,
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});
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// In play, but not on the board list: the board holds minions only.
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return { deck: [], hand: [], board: [], graveyard: [], hero, armor: 0 };
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};
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this.sides = [side(0), side(1)];
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}
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/**
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* Create an entity of `card` for `owner` in `zone`: at the end (the right end for the board),
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* or at index `at` when given (clamped to the zone's length).
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*/
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create(card: string, owner: PlayerId, zone: Zone, at?: number): EntityId {
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if (owner !== 0 && owner !== 1) throw new Error(`no player ${owner}`);
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const { def } = this.library.get(card);
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const id = this.entities.length;
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this.entities.push({
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card: def.name,
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owner,
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zone,
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attack: def.attack ?? 0,
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health: def.health ?? 0,
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pendingDestroy: false,
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});
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this.enter(id, zone, at);
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return id;
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}
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/** Move an entity to the end of `zone` on its owner's side, keeping its id. */
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moveTo(id: EntityId, zone: Zone): void {
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const { owner, zone: from } = this.entity(id);
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const list = this.sides[owner][from];
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list.splice(list.indexOf(id), 1);
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this.enter(id, zone);
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}
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/** The single place an entity arrives in a zone. Entering the board starts a new order of play. */
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private enter(id: EntityId, zone: Zone, at?: number): void {
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const entity = this.entity(id);
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const list = this.sides[entity.owner][zone];
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list.splice(at === undefined ? list.length : Math.min(at, list.length), 0, id);
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entity.zone = zone;
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if (zone === "board") {
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entity.orderOfPlay = ++this.nextOrderOfPlay;
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this.record({ type: "Summoned", id });
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}
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}
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private entity(id: EntityId): Entity {
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const entity = this.entities[id];
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if (!entity) throw new Error(`unknown entity id ${id}`);
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return entity;
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}
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// ---- Queries ----
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card(name: string): Card {
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return this.library.get(name);
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}
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hasCard(name: string): boolean {
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return this.library.has(name);
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}
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/** The cards an Assemble may offer, sorted by name. */
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pool(): Card[] {
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return this.library.pool();
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}
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zoneOf(id: EntityId): Zone {
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return this.entity(id).zone;
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}
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cardName(id: EntityId): string {
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return this.entity(id).card;
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}
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ownerOf(id: EntityId): PlayerId {
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return this.entity(id).owner;
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}
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/** When the entity last entered the board (larger is later); undefined if it never has. */
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orderOfPlay(id: EntityId): number | undefined {
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return this.entity(id).orderOfPlay;
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}
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/** The ids in one player's zone, in zone order (left to right for the board). */
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zone(owner: PlayerId, zone: Zone): readonly EntityId[] {
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if (owner !== 0 && owner !== 1) throw new Error(`no player ${owner}`);
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return this.sides[owner][zone];
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}
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hero(owner: PlayerId): EntityId {
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if (owner !== 0 && owner !== 1) throw new Error(`no player ${owner}`);
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return this.sides[owner].hero;
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}
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isHero(id: EntityId): boolean {
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return this.sides.some((s) => s.hero === id);
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}
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/** Every minion on either board, oldest first (order of play). */
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minionsInPlay(): EntityId[] {
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return [...this.sides[0].board, ...this.sides[1].board].sort(
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(a, b) => this.orderOfPlay(a)! - this.orderOfPlay(b)!,
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);
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}
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attack(id: EntityId): number {
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return this.entity(id).attack;
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}
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health(id: EntityId): number {
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return this.entity(id).health;
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}
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/** The cost printed on the entity's card. */
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cost(id: EntityId): number {
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return this.card(this.cardName(id)).def.cost;
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}
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/** The minions in a player's hand, in hand order. */
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minionsInHand(owner: PlayerId): EntityId[] {
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return this.zone(owner, "hand").filter((id) => this.card(this.cardName(id)).def.type === "minion");
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}
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/** Mortally wounded (0 or less Health) or pending destroy: it leaves play at the next Death Creation Step. */
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isDoomed(id: EntityId): boolean {
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const entity = this.entity(id);
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return entity.health <= 0 || entity.pendingDestroy;
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}
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/** Index of a minion on its owner's board, left to right; undefined if it is not on the board. */
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boardIndex(id: EntityId): number | undefined {
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const index = this.sides[this.ownerOf(id)].board.indexOf(id);
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return index < 0 ? undefined : index;
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}
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armor(owner: PlayerId): number {
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return this.sides[owner].armor;
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}
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activeAuras(): readonly ActiveAura[] {
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return this.auras;
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}
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log(): readonly Event[] {
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return this.events;
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}
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// ---- Changes: each one records its event ----
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record(event: Event): void {
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this.events.push(event);
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}
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/** Add a card to the library, or replace the card with the same name. */
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register(def: CardDef): void {
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this.library.register(def);
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}
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/** Add a card made by Assemble (see `assemble.ts`). */
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registerAssembled(def: CardDef): void {
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this.library.registerAssembled(def);
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}
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setChooser(chooser: Chooser): void {
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this.chooser = chooser;
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}
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/** Ask the chooser to pick one of `options` (not empty). Throws if it answers something that isn't an option. */
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choose(kind: string, options: readonly string[]): string {
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const answer = this.chooser(kind, options);
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if (!options.includes(answer)) {
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throw new Error(`chooser answered "${answer}" for "${kind}"; the options were ${JSON.stringify(options)}`);
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}
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return answer;
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}
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/** Only an Aura Update calls this. */
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setActiveAuras(auras: ActiveAura[]): void {
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this.auras = auras;
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}
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clearLog(): void {
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this.events = [];
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}
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damage(target: EntityId, amount: number): void {
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this.entity(target).health -= amount;
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this.record({ type: "Damaged", target, amount });
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}
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/**
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* Draw the top card of `player`'s deck (the first in the list). An empty deck
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* records `Fatigue` and changes nothing else.
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*/
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draw(player: PlayerId): void {
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const id = this.zone(player, "deck")[0];
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if (id === undefined) {
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this.record({ type: "Fatigue", player });
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return;
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}
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this.moveTo(id, "hand");
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this.record({ type: "Drew", player, id });
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}
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/** Mark for destruction. Nothing leaves play until the Death Creation Step. */
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markDestroyed(id: EntityId): void {
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this.entity(id).pendingDestroy = true;
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}
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/** Move a minion from play to its owner's graveyard, recording its Death Event. */
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kill(id: EntityId, position: number): void {
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this.entity(id).pendingDestroy = false;
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this.moveTo(id, "graveyard");
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this.record({ type: "Destroyed", id, position });
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}
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gainArmor(player: PlayerId, amount: number): void {
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this.sides[player].armor += amount;
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this.record({ type: "ArmorGained", player, amount });
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}
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buff(id: EntityId, attack: number, health: number): void {
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const entity = this.entity(id);
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entity.attack += attack;
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entity.health += health;
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this.record({ type: "StatsChanged", id, attack: entity.attack, health: entity.health });
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}
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gainAttack(id: EntityId, amount: number): void {
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const entity = this.entity(id);
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entity.attack += amount;
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this.record({ type: "StatsChanged", id, attack: entity.attack, health: entity.health });
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}
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}
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