Credibility pass: the seams get sanded

Scoped to everything since the last pass (3308850). Three blind
reviews, every finding verified before touching anything.

Confirmed and fixed: two identical comment-splitting insertions left
doc comments orphaned from their fields (net and local alike); a
51-line CSS fossil of the pre-extraction inline effects survived in
Board.svelte; the rev-13 miss-roll test asserted tautologies while
its comment claimed a check the code never made — it now proves the
die was consumed, and the skeleton is no longer returned as trollId;
the sprite registry's `as never` silently disabled the completeness
its annotation advertised (now a mapped type, one cast at the
dispatch seam); a dead ternary guarded a union that doesn't exist;
Bolt carried a duplicate .fork rule from a color iteration; fxTtl
contradicted three sprites' real animation lengths; the permanence
sentinel was reinvented as a magic 9000 (the engine now exports
isPermanentDuration); CELL was declared thrice (fx.ts now imports
it); App and Replay ran two divergent fx schedulers (one scheduleFx
now, cancellable — stale flourishes can no longer fire after leaving
a game); TokenArt retried missing files forever; the anti-anti
escape guards merge with the gate asymmetry explained; wall-of-fire's
rev-12 carve-out is marked; overLimit ignored a displayed BRAINSTONE
(bots over-discarded by two); botRemark's header mis-stated its own
branches; deliverGold fired on any drop, not a home-base delivery;
escape and win banter never fired from the steps that carry them.

Rejected: "as a human would" (house voice); FxGallery's dev-harness
framing (trimmed one plea, kept the facts).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Eric Wagoner
2026-08-17 12:12:03 -04:00
co-authored by Claude Fable 5
parent 4528c66057
commit d2b40ec6f8
16 changed files with 116 additions and 130 deletions
+8 -4
View File
@@ -232,18 +232,22 @@ function thiefOfMine(view: GameView) {
return livingEnemies(view).find((p) => carriers.has(p.id)) ?? null;
}
function overLimit(view: GameView): number {
return Math.max(0, view.yourHand.length - 7);
/** The hand limit as this seat experiences it (a displayed BRAINSTONE
* raises it by two — mirrors the engine's handLimit). */
function handLimitOf(view: GameView): number {
return me(view).displayed.some((c) => c.cardId === "brainstone") ? 9 : 7;
}
function overLimit(view: GameView): number {
return Math.max(0, view.yourHand.length - handLimitOf(view));
}
/** End the turn drawing fully — shedding dead weight first if the hand is
* too full to take the draw. doEndTurn caps the draw by the room left, so a
* clogged hand never refreshes; only cards the brain has no play for are
* shed (good counters and attacks are hoarded, as a human would). */
function endTurnDrawing(view: GameView, tier: TierTraits): Command {
const limit = me(view).displayed.some((c) => c.cardId === "brainstone") ? 9 : 7;
const deficit = tier.draw - (limit - view.yourHand.length);
const deficit = tier.draw - (handLimitOf(view) - view.yourHand.length);
if (tier.sheds && deficit > 0) {
const shed = [...view.yourHand]
.filter((c) => discardValue(c) <= 3)