Credibility pass: the collapse loses its scaffolding

Blind reviews over the rev-37..40 features and the gate collapse. The
scripted surgery's scars come out: bare brace blocks unwrapped (with one
hiding an unreachable scrambleHands), the amputated comment healed, the
dead events parameter unthreaded from the illusion-sight chain, the
laziness probe in perceivedBoard collapsed to the rule it always produced,
GameView.deckRev retired with its last reader, the ward's arming stub
told honestly, and every comment or test title still citing the retired
revision numbering reworded to the rule it guards. Rim mechanics unify on
rimWarpMouth and breachRim; the test suite gains plainRimWall and
pushSustained and loses its loop-shaped scars and rev-named helpers.
No behavior changes; 255 tests pass unchanged.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Eric Wagoner
2026-08-21 13:04:01 -04:00
co-authored by Claude Fable 5
parent 8a50ff7f36
commit 4a91d56d24
17 changed files with 367 additions and 452 deletions
+5 -5
View File
@@ -227,7 +227,7 @@ describe("treasures and victory", () => {
});
});
describe("elimination by lost treasures drops what the fallen carried (rev 30)", () => {
describe("elimination by lost treasures drops what the fallen carried", () => {
it("the carried treasure lands where the wizard stood", () => {
let { state } = createGame({ playerIds: ["a", "b", "c"], seed: 42, sets: ["basic"] });
const A = state.players.find((p) => p.id === "a")!;
@@ -265,7 +265,7 @@ describe("elimination by lost treasures drops what the fallen carried (rev 30)",
});
});
describe("the Ward is played in the moment (rules rev 31)", () => {
describe("the Ward is played in the moment", () => {
function grabRig() {
let { state } = createGame({ playerIds: ["thief", "owner"], seed: 42, sets: ["basic"] });
const thief = state.players.find((p) => p.id === "thief")!;
@@ -306,15 +306,15 @@ describe("the Ward is played in the moment (rules rev 31)", () => {
expect(applyCommand(state, "thief", { type: "endTurn", draw: 0 }).ok).toBe(true);
});
it("arming is refused in this vintage", () => {
it("arming ahead is refused the ward waits for the grab", () => {
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic"] });
giveCard(state, state.players[state.turn.activeIndex]!.id, "ward", "W", 0);
const r = applyCommand(state, state.players[state.turn.activeIndex]!.id, { type: "armWard", armed: true });
const r = applyCommand(state, state.players[state.turn.activeIndex]!.id, { type: "armWard" });
expect(r.ok).toBe(false);
});
});
describe("an ambushed teleport carries its destination (rules rev 35)", () => {
describe("an ambushed teleport carries its destination", () => {
it("the trap springs and the victim lands where the trapper said", () => {
let { state } = createGame({ playerIds: ["trapper", "prey"], seed: 42, sets: ["basic", "expansion1"] });
for (let guard = 0; guard < 10 && !(state.players[state.turn.activeIndex]!.id === "trapper" && state.turn.round > 1); guard++) {