Files
systemic-game-design-course/course/07-rule-resolution/reference/ts/src/engine/death.ts
T
Lucas WintherandClaude Fable 5.2 429137a6ef fix(reference): Death Events remember a right-hand neighbour, not a board index
A Deathrattle summon used the dying minion's board index from before the
Death Creation Step removed anything. That index is stale when a minion to
its left dies in the same step, so the token landed one place too far right.

Each Death Event now records `before`: the nearest minion to the right that
is not dying in the same step. The position handed to the effect context is
resolved when the trigger resolves: the current index of `before`, or the
right end. Applied to the Rust and TS references of Modules 3-10.

Module 3 gains two tests, documented in scenarios.md:
test_03_summon_position_after_simultaneous_deaths (fails before the fix) and
test_03_simultaneous_summons_keep_board_order.

Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
2026-11-11 09:15:48 +01:00

30 lines
1.5 KiB
TypeScript

// The Death Creation Step: the one place minions leave play.
//
// Damage and destroy effects only mark a minion (0 or less Health, or pending
// destroy). It stays in play, and keeps triggering, until the outermost Phase
// ends. Then this step removes every marked minion at once.
import type { Event } from "./event";
import type { EntityId, World } from "./world";
/**
* Remove every mortally wounded or pending-destroy minion from play, simultaneously.
* Returns their Death Events in order of play; empty if nothing died.
*/
export function deathCreationStep(world: World): Event[] {
const dying = world.minionsInPlay().filter((id) => world.isDoomed(id));
// Every neighbour is read before anything moves: removal is simultaneous. Each Death
// Event remembers where its minion stood as a handle, the minion that stays to its
// right, not as a board index: an index goes stale as soon as a minion further left
// leaves play in the same step (Module 1: hold handles, not indexes).
const deaths = dying.map((id) => ({ type: "Destroyed" as const, id, before: survivorToTheRight(world, id) }));
for (const { id, before } of deaths) world.kill(id, before);
return deaths;
}
/** The nearest minion to the right of `id` on its board that is not leaving play in this step, if any. */
function survivorToTheRight(world: World, id: EntityId): EntityId | undefined {
const board = world.zone(world.ownerOf(id), "board");
return board.slice(board.indexOf(id) + 1).find((other) => !world.isDoomed(other));
}