Files
systemic-game-design-course/course/08-push-chains/reference/ts/src/engine/death.ts
T
Lucas WintherandClaude Opus 5.5 bd80cefbef feat: module 08 push chains
Movement planned in full, then committed: a Planner builds a plan
(moving and destroyed ids) by running content's movement responses
(OPEN/SHUT, PUSH, STOP) for every step, rolling back failed branches.
Edge of level blocks; YOU objects move furthest-ahead first; rules are
reparsed once after movement. Harness: move/move_dir(Dir), posOf,
kindsAt. Expansion Drop: PULL as one word plus one content response.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-29 04:05:42 +01:00

22 lines
1009 B
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 { 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 position is read before anything moves: removal is simultaneous, and each
// Death Event remembers where its minion stood when the step began.
const deaths = dying.map((id) => ({ type: "Destroyed" as const, id, position: world.boardIndex(id)! }));
for (const { id, position } of deaths) world.kill(id, position);
return deaths;
}