Files
systemic-game-design-course/course/09-turn-pipeline/reference/ts
Lucas WintherandClaude Opus 5.5 06a1b34c5d feat: Module 11 becomes 13; diff-tracks fuzzer; align the two reference tracks
- Rename course/11-break-your-engine to 13-break-your-engine and update every
  link and mention; start-module explains that Module 13 has no tests to start.
- tools/diff-tracks.mjs (npm run diff:tracks): stages both references of a
  module, generates a seeded random SpellGrid level and script per seed, pipes
  it to the Rust and TypeScript CLIs and diffs their output; crashes on one or
  both sides fail. stagePlay takes a module number.
- register_assembled: the TypeScript track compared only the text of an
  existing Assembled card, so a base re-registered with a new cost (or a
  different split) silently rewrote the earlier card. It now compares every
  field the engine reads, as Rust does (Modules 5-10).
  New test_05_assemble_never_rewrites_an_earlier_card.
- SpellGrid CLIs: coordinates and chooser numbers are 1-9 plain digits in both
  tracks (Rust accepted signs, TypeScript accepted "+2", "0x2", "1e0"); Rust
  quotes card names verbatim instead of with Debug escapes; Rust joins the
  minion list with "; " instead of rewriting ", ". Two new CLI tests per track.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-11 10:08:56 +01:00
..
2026-10-29 04:28:17 +01:00
2026-10-29 04:28:17 +01:00
2026-10-29 04:28:17 +01:00
2026-10-29 04:28:17 +01:00
2026-10-29 04:28:17 +01:00

Module 9 reference engine (TypeScript)

The course's own engine as of the end of Module 9. Part I's card engine is unchanged, and all of its tests still pass. The Part II engine in src/engine/puzzle/ now plays a whole turn: movement, parse, conversion, parse, hazards, win, parse. Module 8's reference was the starting point, so a diff between the two shows what this module adds.

  • cards/ (at the package root; not in this directory): Part I's card data, a copy of course/cards/ staged by tools/verify-references.mjs. Part II doesn't read it.
  • src/engine/puzzle/: the Part II engine. It names no noun: the engine's own words are the operators IS, AND, NOT, the meta-noun TEXT, the property PUSH of the base rule TEXT IS PUSH, the property YOU, which picks the objects that move, and from Module 9 the properties WIN (the win check) and FLOAT (which objects share a tile).
    • turn.ts (new): the turn. Phase, TURN (the phases in order) and Hazard (content's rule for what destroys what).
    • level.ts: a level in play. Module 9 adds Level.step, which runs the phases of TURN; the conversion phase (X IS Y in place, X IS X locks, X IS NOT X deletes, and ... IS NOT Y keeps every object it names from becoming a Y, as hasProperty settles negation per object); the hazards phase, which runs content's hazards in order; the win check; Level.sharing (the other objects on a tile at the same float level); won and lost. The Level constructor takes the hazards. moveYou is now movement, then a reparse.
    • grid.ts: Module 9 adds Board.setKind.
    • word.ts: Module 9 adds Lexicon.thingNamed (what a conversion into a noun makes).
    • movement.ts, parse.ts, resolve.ts: unchanged.
    • index.ts: the module's exports.
  • The rest of src/engine/: Part I, unchanged.
  • src/content/hazards.ts (new) and src/content/index.ts: the hazards, in the order the engine runs them: SINK, HOT/MELT, DEFEAT. What destroys what at the end of a turn is content, not engine.
  • src/content/movement.ts: unchanged.
  • src/content/words.json: Module 9 adds HOT, MELT, SINK, DEFEAT and FLOAT, and ALL, the Module 7 Expansion Drop, which the Module 9 tests need.
  • src/harness.ts: the adapter the course tests call. Module 9 adds step, won and lost on Baba.

Run it with the module's tests: node tools/verify-references.mjs 09 from the course repository.