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systemic-game-design-course/course/10-spellgrid/reference/ts/README.md
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Lucas WintherandClaude Opus 5.5 6f576940b7 fix: module 10 review round 1 (module-local SpellGrid cards, cast target check, CLI without panic hook)
- SpellGrid cards move to course/10-spellgrid/cards; start-module and
  verify-references stage course/cards plus module-local cards up to the module,
  so M5-M9 workspaces get exactly the pre-M10 card set.
- cast() rejects a chosen-target spell without a target (checkCast/checkPlay);
  new test_10_targeted_spell_needs_target.
- Rust CLI pre-validates instead of swapping the global panic hook.
- Catalog: CRIER noun; DEATHRATTLE/BATTLECRY note on lexicon vs catalog role.
- Lesson: design note on mid-movement reparse.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-29 05:11:09 +01:00

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Module 10 reference engine (TypeScript)

The course's own engine as of the end of Module 10: Part I's card engine and Part II's grid engine, joined by SpellGrid. Every test from Modules 1–9 still passes. Module 9's reference was the starting point, so a diff between the two shows what this module adds.

  • cards/ and levels/ (at the package root; not in this directory): copies of course/cards/ plus course/10-spellgrid/cards/ (SpellGrid's own cards, which only Module 10 on receives), and of course/10-spellgrid/levels/, staged by tools/verify-references.mjs.
  • src/engine/spellgrid.ts (new): the only file that imports both engines. SpellGrid keeps a World and a puzzle.Level in step through the three seams: ruleAuras (rules in force → auras), the destroy function (hazard victims → one destroy Sequence → the Death Creation Step), and sequence (after each Sequence: write TextSpawned text, take dead minions off the grid, reparse). It also keeps one id space: a minion's id is its grid object's id.
  • Part I (src/engine/, outside puzzle/):
    • queue.ts: END_OF_PHASE (["deathCreation", "auraUpdate"]) is the list of steps at the end of the outermost Phase, read from the world. The spawnText action records a TextSpawned event.
    • world.ts: setRuleAuras/ruleAuras (auras that no minion carries), setEndOfPhase/endOfPhase, entityCount.
    • aura.ts: an Aura Update adds the rule auras for both players; activations applies a triggerCap.
    • card.ts: the triggerCap aura (not in the card format: only SpellGrid makes it).
    • effect.ts: spawnText is an action, not an error. event.ts: TextSpawned.
  • Part II (src/engine/puzzle/):
    • level.ts: Destroy and removeAll. step and moveYou take an optional Destroy, which movement, conversion (X IS NOT X) and hazards hand their victims to. reparse is public.
    • grid.ts: Board.reserveId, and cards/hand in LevelDef (read only by SpellGrid).
  • src/content/seams.json and seams() (new): which nouns name a trigger (DEATHRATTLE) and which properties multiply one (DOUBLE, twice, stacking: "max"). words.json adds the SpellGrid nouns, DEATHRATTLE and DOUBLE. index.ts now reads cards/ with node:fs, so the command line, which runs without Vite, reads the same cards.
  • src/harness.ts: Module 10 adds newSpellGrid and the SpellGrid interface, including the test hook withNaiveAuraTiming(), which reverses END_OF_PHASE for one game.
  • src/cli.ts (new): the command line, npx tsx src/cli.ts levels/l1-double-tap.json from a staged workspace (it needs cards/ and levels/). w a s d move, c <card> [x y] casts a spell (at the minion on that tile) or plays a minion (onto that empty tile), q quits. tests/cli.test.ts plays it from a script; it is the reference's own check, not a course test.

Run it with the module's tests: node tools/verify-references.mjs 10 from the course repository.