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