Applying a Damage to one target now runs DAMAGE_STEPS = [redirect, armor]
first. A damageRedirect aura (Bolf Ramshield, fetched from the wiki) sends
damage meant for its owner's hero to the oldest such minion; Armor absorbs
damage to a hero before Health, logged as the new ArmorLost{player, amount}
just before a full-amount Damaged. Four new Module 4 tests; propagated to the
references of Modules 4-10 in both tracks; card schema, catalog, card JSON,
harness.md, Lessons 2, 4 and 5 updated.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
28 lines
1.5 KiB
TypeScript
28 lines
1.5 KiB
TypeScript
// What happened, in order. The engine records an event each time it changes the game.
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// The world also keeps the nesting depth each event was recorded at (`World.logDepths`).
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import type { TriggerOn } from "./card";
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import type { EntityId, PlayerId } from "./world";
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export type Event =
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| { type: "Summoned"; id: EntityId }
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| { type: "Damaged"; target: EntityId; amount: number }
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| { type: "Triggered"; source: EntityId; on: TriggerOn }
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| { type: "Drew"; player: PlayerId; id: EntityId }
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| { type: "Fatigue"; player: PlayerId }
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| { type: "ArmorGained"; player: PlayerId; amount: number }
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/** Armor absorbed `amount` of a Damage to `player`'s hero. The `Damaged` that follows shows the full amount. */
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| { type: "ArmorLost"; player: PlayerId; amount: number }
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| { type: "StatsChanged"; id: EntityId; attack: number; health: number }
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| { type: "SpellCast"; card: string }
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/**
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* A Death Event: the Death Creation Step moved `id` from play to the graveyard.
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* `before` is the nearest minion to its right that did not die in the same step, if any:
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* its Deathrattle summons immediately left of that minion, or at the right end. It is a
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* handle because a board index goes stale when a minion further left dies in the same step.
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*/
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| { type: "Destroyed"; id: EntityId; before: EntityId | undefined }
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| { type: "DeathPhase"; round: number }
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/** A minion was played from hand (it has just entered the board). Its Battlecry answers this. */
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| { type: "Played"; id: EntityId };
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