The telepath audit becomes a guard test, and the audits get a skill
ui-coverage.test.ts fails the suite the moment an engine event has no client handling (allowlist entries require a written reason) or a cell/edge-targeting card is missing from the board's aim sets — the one-at-a-time bug reports become a red test instead. The wizwar-audits skill documents the three house audits (UI coverage, ledger inspection by room code, the determinism gate); .claude/skills/ joins the repo so they travel with it. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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Claude Fable 5
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// The telepath guard: every event the engine emits must reach the player —
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// a log line, an effect, or a modal — and every targeted cast must be
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// aimable on the board. A new event or card that slips past the client
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// fails here, instead of surfacing one puzzled bug report at a time.
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import { readFileSync } from "node:fs";
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import { join } from "node:path";
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import { describe, expect, it } from "vitest";
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const ENGINE = join(__dirname, "..", "src");
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const WEB = join(__dirname, "..", "..", "web", "src");
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const game = readFileSync(join(ENGINE, "game.ts"), "utf8");
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const app = readFileSync(join(WEB, "App.svelte"), "utf8");
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const clientSources = ["net.svelte.ts", "fx.ts", "local.svelte.ts", "Replay.svelte", "hints.ts"]
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.map((f) => readFileSync(join(WEB, f), "utf8"))
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.concat(app)
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.join("\n");
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/** Events whose information reaches the player another way — each with the
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* reason. Add here ONLY with a reason; "I'll wire it later" is not one. */
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const SILENT_BY_DESIGN: Record<string, string> = {
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cardsDealt: "the opening deal: the hand tray is the reveal",
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cardsDealtPrivate: "same — your opening hand appears in the tray",
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boobytrapPlacedPrivate: "the board marks the caster's real token from the view",
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};
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function eventTypes(): string[] {
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const start = game.indexOf("export type GameEvent =");
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const block = game.slice(start, game.indexOf("\nexport ", start + 10));
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return [...new Set([...block.matchAll(/\| \{ type: "([a-zA-Z]+)"/g)].map((m) => m[1]!))];
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}
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describe("every engine event reaches the player", () => {
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it("is humanized, animated, handled in a modal, or silent by design", () => {
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const handled = new Set<string>();
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for (const m of clientSources.matchAll(/case "([a-zA-Z]+)"/g)) handled.add(m[1]!);
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for (const m of clientSources.matchAll(/type === "([a-zA-Z]+)"/g)) handled.add(m[1]!);
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const orphans = eventTypes().filter((e) => !handled.has(e) && !(e in SILENT_BY_DESIGN));
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expect(orphans, `events no client code touches: ${orphans.join(", ")}`).toEqual([]);
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});
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it("keeps the silent-by-design list honest (no stale entries)", () => {
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const known = new Set(eventTypes());
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const stale = Object.keys(SILENT_BY_DESIGN).filter((e) => !known.has(e));
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expect(stale, `allowlisted events the engine no longer emits: ${stale.join(", ")}`).toEqual([]);
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});
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});
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describe("every targeted cast is aimable on the board", () => {
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/** A card's resolver demanding a cell/edge target must appear in App's
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* click-targeting sets, or selecting the card leaves it uncastable. */
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it("cell- and edge-demanding resolvers appear in CELL_CARDS / EDGE_CARDS", () => {
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const start = game.indexOf("const CARD_EFFECTS");
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const end = game.indexOf("\n};", start); // the table's own closing brace
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const entries = game.slice(start, end).split(/\n (?="?[a-z][a-z0-9-]*"?: \{)/);
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const appSet = (name: string) =>
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new Set([...(app.match(new RegExp(`${name} = new Set\\(\\[([^\\]]*)\\]`))?.[1] ?? "")
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.matchAll(/"([a-z-]+)"/g)].map((m) => m[1]!));
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const cellCards = appSet("CELL_CARDS");
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const edgeCards = appSet("EDGE_CARDS");
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const missing: string[] = [];
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for (const entry of entries) {
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const id = entry.match(/^"?([a-z][a-z0-9-]*)"?: \{/)?.[1];
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if (!id) continue;
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// Only demands stated as refusals bind: `target.kind !== "cell"` etc.
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// (an optional `target?.kind === ...` branch is not a requirement).
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if (/target \|\| cmd\.target\.kind !== "cell"|!cmd\.target \|\| cmd\.target\.kind !== "cell"/.test(entry) &&
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!cellCards.has(id)) missing.push(`${id} (cell)`);
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if (/target \|\| cmd\.target\.kind !== "edge"|!cmd\.target \|\| cmd\.target\.kind !== "edge"/.test(entry) &&
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!edgeCards.has(id)) missing.push(`${id} (edge)`);
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}
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expect(missing, `casts the board cannot aim: ${missing.join(", ")}`).toEqual([]);
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});
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});
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