# Harness contract
The harness is the thin adapter between the course tests and your engine. Tests only ever call harness functions. TypeScript signatures are canonical; Rust uses the same names in snake_case on `pub struct Game` / `pub struct Baba` / `pub struct SpellGrid` in `src/harness.rs`, with `pub type Id = u32;`, `pub type Player = u8;`, and events as `pub enum GameEvent`. Rust has no default arguments, so optional parameters (`player`, `target`) are explicit there.
Rust tests: `use engine::harness::*;`. TS tests: `from "../src/harness"`.
Each module adds functions; `start-module` prints the line for the module you start.
## Part I (`Game`): additions per module
- M1: `newGame(opts?: { decks?: [string[], string[]] }): Game`; `summon(card: string, player?: 0|1): Id` (to right end of board); `addToHand(card, player?)`, `addToDeck(card, player?)`; `play(handId: Id): void` (Expansion Drop; required from M4); `zoneOf(id): "deck"|"hand"|"board"|"graveyard"`; `board(player): Id[]` (left to right); `hand(player): Id[]`; `orderOfPlay(id): number`; `nameOf(id): string`.
- M2: `hero(player): Id`; `dealDamage(target: Id, amount: number): void` (one Sequence); `cast(card: string, player?, target?: Id): void`; `health(id)`, `attack(id)`, `armor(player)`; `log(): GameEvent[]`; `clearLog()`.
- M3: `destroy(target: Id): void` (marks pending-destroy, one Sequence).
- M4: no new functions; `play(handId)` (the M1 Expansion Drop) is now required: it runs one Sequence in which the minion enters the right end of its owner's board (`Summoned{id}`), then its Battlecry resolves (`Triggered{source, trigger: "battlecry"}`). The M4 tests also use `Baron Rivendare`, `Novice Engineer` and `Twisting Nether` (the M3 Expansion Drop card).
- M5: `registerCards(defs: CardDef[]): void`; `assemble(base: string, donor: string, half: "top"|"bottom"): string` (registers and returns new card name `" (Assembled)"`; throws `AssembleError` if text unchanged).
### Side by side (Part I)
| Module | TypeScript | Rust (`impl Game` unless noted) |
|---|---|---|
| M1 | `newGame(opts?)` | `new_game(opts: GameOpts) -> Game` (free function) |
| M1 | `summon(card, player?): Id` | `summon(&mut self, card: &str, player: Player) -> Id` |
| M1 | `addToHand(card, player?)` | `add_to_hand(&mut self, card: &str, player: Player) -> Id` |
| M1 | `addToDeck(card, player?)` | `add_to_deck(&mut self, card: &str, player: Player) -> Id` |
| M1 | `play(handId)` | `play(&mut self, hand_id: Id)` |
| M1 | `zoneOf(id)` | `zone_of(&self, id: Id) -> Zone` |
| M1 | `board(player)` / `hand(player)` | `board(&self, player) -> Vec` / `hand(...)` |
| M1 | `orderOfPlay(id)` | `order_of_play(&self, id: Id) -> u32` |
| M1 | `nameOf(id)` | `name_of(&self, id: Id) -> String` |
| M2 | `hero(player)` | `hero(&self, player) -> Id` |
| M2 | `dealDamage(target, amount)` | `deal_damage(&mut self, target: Id, amount: i32)` |
| M2 | `cast(card, player?, target?)` | `cast(&mut self, card: &str, player: Player, target: Option)` |
| M2 | `health(id)`, `attack(id)`, `armor(player)` | `health`, `attack`, `armor` |
| M2 | `log()`, `clearLog()` | `log(&self) -> Vec`, `clear_log(&mut self)` |
| M3 | `destroy(target)` | `destroy(&mut self, target: Id)` |
| M4 | `play(handId)` now required (one Sequence; Battlecry) | `play(&mut self, hand_id: Id)` |
| M5 | `registerCards(defs)` | `register_cards(&mut self, defs: Vec)` |
| M5 | `assemble(base, donor, half)` (throws `AssembleError`) | `assemble(...) -> Result` |
### `GameEvent`
Tagged by `type`: `Summoned{id}`, `Damaged{target, amount}`, `Triggered{source, trigger}` (`trigger`: `"deathrattle"|"battlecry"|"damaged"|...`), `Destroyed{id}` (removed in a Death Creation Step), `DeathPhase{round}`, `Drew{player, id}`, `Fatigue{player}`, `ArmorGained{player, amount}`, `StatsChanged{id, attack, health}`, `SpellCast{card}`.
Drawing from an empty deck logs `Fatigue{player}` and does nothing else; the engine must not panic.
Rust shape (settled in Module 2), defined in `src/harness.rs` with `#[derive(Debug, Clone, PartialEq, Eq)]`:
```rust
pub enum GameEvent {
Summoned { id: Id },
Damaged { target: Id, amount: i32 },
Triggered { source: Id, trigger: String },
Destroyed { id: Id },
DeathPhase { round: u32 },
Drew { player: Player, id: Id },
Fatigue { player: Player },
ArmorGained { player: Player, amount: i32 },
StatsChanged { id: Id, attack: i32, health: i32 },
SpellCast { card: String },
}
```
In TypeScript each event is a plain object with a `type` field, for example `{ type: "Damaged", target, amount }`. Health, Attack, Armor and damage amounts are `i32` in Rust (Health can go to 0 or below). Each player has a hero with 30 Health from the start of the game; `hero(player)` returns its id. Heroes are in play but are not in `board(player)`, which lists minions only. `cast` takes the card name; a spell is not an entity.
## Part II (`Baba`): additions per module
- M6: `newBaba(level: LevelDef): Baba`; `place(kind: string, x, y): Id` (kind `"baba"` or `"text:BABA"`); `rules(): string[]` (sorted, normalised `"BABA IS YOU"`, includes `"TEXT IS PUSH"`).
- M7: `hasProperty(id, prop: string): boolean`; `activeRules(): string[]` (after NOT/identity post-pass).
- M8: `move(dir: "up"|"down"|"left"|"right"): void` (movement only, then reparse); `posOf(id): [number, number] | null` (null once destroyed); `kindsAt(x, y): string[]` (sorted).
- M9: `step(dir): void` (full simplified turn); `won(): boolean`; `lost(): boolean` (no YOU objects remain).
Grid coordinates: `x` grows right, `y` grows down; vertical sentences read top-to-bottom.
### Side by side (Part II)
| Module | TypeScript | Rust (`impl Baba` unless noted) |
|---|---|---|
| M6 | `newBaba(level)` | `new_baba(level: LevelDef) -> Baba` (free function) |
| M6 | `place(kind, x, y): Id` | `place(&mut self, kind: &str, x: i32, y: i32) -> Id` |
| M6 | `rules()` | `rules(&self) -> Vec` |
| M7 | `hasProperty(id, prop)` | `has_property(&self, id: Id, prop: &str) -> bool` |
| M7 | `activeRules()` | `active_rules(&self) -> Vec` |
| M8 | `move(dir)` | `move_dir(&mut self, dir: Dir)` (`move` is a Rust keyword) |
| M8 | `posOf(id)` | `pos_of(&self, id: Id) -> Option<(i32, i32)>` |
| M8 | `kindsAt(x, y)` | `kinds_at(&self, x: i32, y: i32) -> Vec` |
| M9 | `step(dir)` | `step(&mut self, dir: Dir)` |
| M9 | `won()`, `lost()` | `won(&self) -> bool`, `lost(&self) -> bool` |
## Part III (`SpellGrid`)
- M10: `newSpellGrid(level: LevelDef, cards: CardDef[]): SpellGrid` exposing all of Part II plus `cast`, `health`, `log`, `hero`, `won`. Minions are grid objects whose noun is their card's `"noun"` field.
Rust: `new_spell_grid(level: LevelDef, cards: Vec) -> SpellGrid`.