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:
co-authored by
Claude Fable 5
parent
4528c66057
commit
d2b40ec6f8
@@ -118,7 +118,7 @@ describe("automaton vs automaton", () => {
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});
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describe("the clockwork does not waste counters on pointless targets", () => {
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function underAttack(attackId: string, defenderHand: { instanceId: string; cardId: string }[], rig?: (s: any, defender: string) => void) {
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function underAttack(attackId: string, defenderHand: { instanceId: string; cardId: string }[], rig?: (s: GameState, defender: string) => void) {
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let { state } = createGame({ playerIds: ["human", "bot"], seed: 42, sets: ["basic", "expansion1"], deckRev: 13 });
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// burn round 1
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for (let i = 0; i < 2; i++) {
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@@ -131,8 +131,8 @@ describe("the clockwork does not waste counters on pointless targets", () => {
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if (!r.ok) throw new Error(`setup: ${r.error}`);
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state = r.state;
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}
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const human = state.players.find((p: { id: string }) => p.id === "human")!;
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const bot = state.players.find((p: { id: string }) => p.id === "bot")!;
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const human = state.players.find((p) => p.id === "human")!;
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const bot = state.players.find((p) => p.id === "bot")!;
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bot.position = { ...human.position };
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defenderHand.forEach((c, i) => { bot.hand[i] = c; });
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human.hand[0] = { instanceId: `${attackId}#A`, cardId: attackId };
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@@ -160,8 +160,8 @@ describe("the clockwork does not waste counters on pointless targets", () => {
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{ instanceId: "full-shield#T", cardId: "full-shield" },
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{ instanceId: "dagger#T", cardId: "dagger" },
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], (s, defender) => {
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const d = s.players.find((p: { id: string }) => p.id === defender)!;
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const t = s.treasures.find((t: { owner: string }) => t.owner !== defender)!;
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const d = s.players.find((p) => p.id === defender)!;
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const t = s.treasures.find((t) => t.owner !== defender)!;
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t.position = null; t.carriedBy = defender; d.carriedTreasureId = t.id;
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});
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const cmd = automatonCommand(viewFor(state, "bot"), "hunter", "archmage");
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