feat: module 0 rewrite trap

Naive engine in Rust and TypeScript (immediate damage, inline triggers,
recursive Deathrattles, cards defined in the engine) with
test_00_naive_runs and the expected-fail test_00_real_rules_whirlwind_order,
plus the Module 0 lesson.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Lucas WintherandClaude Opus 5.5 committed 2026-10-29 00:07:14 +01:00
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// The naive engine for Module 0, The Rewrite Trap.
//
// It is written the "obvious" way on purpose, and it is wrong in ways worth
// studying. Read course/00-rewrite-trap/lesson.md before you change it.
// You throw this engine away at the end of Module 0.
/** What a card does, written as a plain function the engine calls directly. */
export type Effect = (game: Game, self: Minion) => void;
/** A minion is shared by reference: the board and anyone holding it see the same object. */
export interface Minion {
name: string;
attack: number;
health: number;
/** Called the moment this minion takes damage. */
onDamaged?: Effect;
/** Called the moment this minion dies. */
deathrattle?: Effect;
}
export class Game {
/** The minions on the board, left to right. There is only one player. */
board: Minion[] = [];
cardsDrawn = 0;
/** What happened, in order, as plain text. */
log: string[] = [];
/** Puts a minion on the right end of the board and returns it. */
summon(card: string): Minion {
const minion = makeMinion(card);
this.board.push(minion);
return minion;
}
cast(card: string): void {
switch (card) {
// Deal 1 damage to ALL minions.
case "Whirlwind":
for (const minion of [...this.board]) {
this.dealDamage(minion, 1);
}
break;
default:
throw new Error(`unknown spell: ${card}`);
}
}
/** Damage happens now. The damage trigger fires now. Death happens now. */
dealDamage(target: Minion, amount: number): void {
target.health -= amount;
this.log.push(`damaged ${target.name} ${amount}`);
if (target.onDamaged) {
this.log.push(`triggered ${target.name}`);
target.onDamaged(this, target);
}
if (target.health <= 0) {
this.kill(target);
}
}
/** Removes the minion and runs its Deathrattle straight away. */
private kill(target: Minion): void {
this.board = this.board.filter((minion) => minion !== target);
this.log.push(`died ${target.name}`);
if (target.deathrattle) {
this.log.push(`deathrattle ${target.name}`);
target.deathrattle(this, target);
}
}
draw(): void {
this.cardsDrawn += 1;
this.log.push("drew a card");
}
boardNames(): string[] {
return this.board.map((minion) => minion.name);
}
}
/** Every minion the game knows. A new card means a new case here. */
function makeMinion(card: string): Minion {
switch (card) {
// Whenever this minion takes damage, draw a card.
case "Acolyte of Pain":
return { name: card, attack: 1, health: 4, onDamaged: (game) => game.draw() };
// Deathrattle: Draw a card.
case "Loot Hoarder":
return { name: card, attack: 2, health: 1, deathrattle: (game) => game.draw() };
default:
throw new Error(`unknown minion: ${card}`);
}
}