Credibility pass: one voice, no scars
A three-reviewer sweep for tells of piecemeal machine generation, every finding verified against the code before touching it. No behavior changes; the full suite passes unchanged (plus two strengthened pins). Engine: removed four void-silenced fossils (a parseEdgeKey call voided where it stood, stoneEffect's ignored cardId parameter, the actualTarget remnant in doCast, a voided loop variable in shadow upkeep); fixed the initialize-then-overwrite narration in spawnCreature; replaced a filter(() => false) no-op; waterwall now rides waveFromEdge instead of carrying its own verbatim copy (and the single-caller washBack wrapper went with it); blind wall-bumps and LOS blockers each collapsed to one implementation; the wand-id list and the "permanent" duration sentinel became named constants; the ambush number local no longer shadows the imported numberValue function; assorted reviewer-aimed phrasings rewritten as the constraints they guard. Server/deploy: the protocol header now documents all eleven message types; dropped an eslint pragma with no eslint, a test script with no tests, and an rsync exclude anchored at a path that never existed (the real data/ dir now excluded); the Caddy vhost has one source of truth; stale "pending DNS" note removed — the record resolves. Web: ~90 lines of CSS swallowed verbatim into a mobile media query deduplicated; the reduced-motion guard on the board now actually stops the marked-cell pulse; one shared color module replaces two drifted palettes; an orphaned doc comment rejoined its function. Tests: the ten-times-pasted helper block became test/helpers.ts; wave-numbered files renamed for the behaviors they pin; deliberation comments and void-ed corpses of unwritten assertions deleted; silent seed-dependent early-returns now fail loudly; one assertion that compared a value to itself now pins the home-translation it meant to; the stored-log single-number command form gained the explicit compatibility test it deserved. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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Claude Fable 5
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// Shared test rig: a deterministic two-wizard game plus the moves every
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// suite makes — force a card into a hand, burn the no-combat first round,
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// stand two wizards face to face, cast-and-let-resolve.
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import {
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applyCommand,
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activePlayer,
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boardView,
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createGame,
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type Command,
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type GameState,
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type PlayerId,
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} from "../src/game";
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import { cellKey, SIDES, stepTarget, type Cell, type Side } from "../src/board";
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import type { CardInstance } from "../src/cards";
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export function newGame(seed = 42, players: PlayerId[] = ["alice", "bob"]) {
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return createGame({ playerIds: players, seed, sets: ["basic"] });
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}
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export function newExpansionGame(seed = 42, players: PlayerId[] = ["alice", "bob"]) {
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return createGame({ playerIds: players, seed, sets: ["basic", "expansion1"] });
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}
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export function must(state: GameState, player: PlayerId, command: Command): GameState {
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const result = applyCommand(state, player, command);
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if (!result.ok) throw new Error(`command failed: ${result.error}`);
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return result.state;
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}
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export function giveCard(state: GameState, playerId: PlayerId, cardId: string, tag = "T", slot = 0): CardInstance {
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const p = state.players.find((p) => p.id === playerId)!;
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const instance = { instanceId: `${cardId}#${tag}`, cardId };
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p.hand[slot] = instance;
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return instance;
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}
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/** Burn the no-combat first round: both players pass their opening turn. */
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export function toRound2(state: GameState): GameState {
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state = must(state, activePlayer(state).id, { type: "endTurn", draw: 0 });
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state = must(state, activePlayer(state).id, { type: "endTurn", draw: 0 });
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return state;
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}
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/** Stand the other wizard on the active one's square. */
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export function faceOff(state: GameState): { attacker: PlayerId; defender: PlayerId } {
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const attacker = activePlayer(state);
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const defender = state.players.find((p) => p.id !== attacker.id)!;
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defender.position = { ...attacker.position };
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return { attacker: attacker.id, defender: defender.id };
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}
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/** Cast at a player and let it resolve uncountered. */
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export function castAt(
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state: GameState, attacker: PlayerId, defender: PlayerId, card: CardInstance,
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extra: Partial<Extract<Command, { type: "cast" }>> = {},
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): GameState {
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state = must(state, attacker, {
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type: "cast", instanceId: card.instanceId,
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target: { kind: "player", playerId: defender }, ...extra,
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});
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return must(state, defender, { type: "pass" });
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}
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/** An adjacent, walkable square holding no home, treasure, or wizard. */
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export function emptyNeighborCell(state: GameState, of: Cell): { cell: Cell; side: Side } {
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const view = boardView(state);
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for (const side of SIDES) {
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const t = stepTarget(view, of, side);
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if (t.kind !== "step") continue;
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const key = cellKey(t.to);
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if (view.homes.some((h) => cellKey(h) === key)) continue;
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if (state.treasures.some((tr) => tr.position && cellKey(tr.position) === key)) continue;
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if (state.players.some((p) => cellKey(p.position) === key)) continue;
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return { cell: t.to, side };
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}
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throw new Error("no empty neighbor");
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}
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