Credibility pass: sweep the workshop floor
Scoped to everything since the last pass (695307d). The residue of
fast iteration, removed: a reduced-motion media query that had
swallowed a full copy of the .faq-seal rules; doc comments orphaned
from their functions by inserted methods; the FAQ scrape's seams
(section headings run into ruling bodies under the wrong topics, a
next-page heading shipped as a ruling, an amputated "h", and rulings
filed under alphabetically-nearest strangers — Large Rock/Dagger now
lives on those cards; Book of Spells and Torquemada describe no card
in this set and are gone); the write-only aisle flag left behind by
the reverted rev 7; a linter-silenced dead destructure; a duplicated
median lookup; dead casts; and the fallback path that ignored the
apprentice's one-card draw.
Tests now typecheck (tsconfig includes test/), which surfaced the
missing type imports and a drifted creature literal hiding under an
as-cast. Also: a no-op self-assignment, mid-file imports hoisted, a
dynamic-import habit made static, a hedge comment replaced with a
loud setup failure, the fallback-retries-itself dead rung removed
from both bot drivers, and the twin peek scrims merged.
Deliberately kept: the TIERS lookup guard (ledger JSON is untrusted),
the wand-cost stanzas (they differ on the power-attack trade — a
rules question, not a dedup), and rollDie's coexistence with rollD4
(migrating changes visible logs; future work).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Fable 5
parent
73150a89b5
commit
3308850bb6
@@ -465,12 +465,11 @@ function selfCare(view: GameView, style: AutomatonStyle, tier: TierTraits): Comm
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return { type: "cast", instanceId: safe.instanceId, target: { kind: "cell", cell: myFloorTreasure.position! } };
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}
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const glue = inHand(view, "glue");
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const midN = numbers[Math.floor(numbers.length / 2)];
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if (glue && midN) {
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if (glue && mid) {
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return {
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type: "cast", instanceId: glue.instanceId,
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target: { kind: "cell", cell: myFloorTreasure.position! },
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numberInstanceIds: [midN.instanceId],
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numberInstanceIds: [mid.instanceId],
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};
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}
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}
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@@ -504,7 +503,7 @@ export function automatonCommand(
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style: AutomatonStyle = "hunter",
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tierName: AutomatonTier = "archmage",
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): Command | null {
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const you = view.you as PlayerId;
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const you = view.you;
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const tier = TIERS[tierName] ?? TIERS.archmage;
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if (view.phase !== "playing") return null;
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@@ -653,11 +652,11 @@ export function automatonCommand(
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}
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/** The safe fallback when the automaton's choice was refused. */
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export function automatonFallback(view: GameView): Command {
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const you = view.you as PlayerId;
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export function automatonFallback(view: GameView, tierName: AutomatonTier = "archmage"): Command {
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const you = view.you;
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if (view.pendingDiscard === you) {
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return { type: "discard", instanceIds: worstCards(view, Math.max(1, overLimit(view))) };
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}
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if (view.stack || view.chaosPending || view.outOfTurnWindow) return { type: "pass" };
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return { type: "endTurn", draw: 2 };
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return { type: "endTurn", draw: (TIERS[tierName] ?? TIERS.archmage).draw };
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}
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