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
@@ -1,7 +1,7 @@
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<script lang="ts">
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import Board from "./Board.svelte";
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import { humanize } from "./net.svelte";
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import { fxForEvents, fxTtl, type BoardFx } from "./fx";
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import { scheduleFx, type BoardFx } from "./fx";
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import type { GameEvent, GameView } from "@wizwar/engine";
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let {
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@@ -26,14 +26,12 @@
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$effect(() => {
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const step = steps[Math.min(idx, steps.length - 1)];
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if (!step) return;
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const timers: ReturnType<typeof setTimeout>[] = [];
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for (const { fx, delay } of fxForEvents(step.events, step.view)) {
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timers.push(setTimeout(() => {
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boardFx = [...boardFx, fx];
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timers.push(setTimeout(() => (boardFx = boardFx.filter((f) => f.id !== fx.id)), fxTtl(fx.kind)));
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}, delay));
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}
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return () => { timers.forEach(clearTimeout); boardFx = []; };
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const cancel = scheduleFx(
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step.events, step.view,
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(fx) => (boardFx = [...boardFx, fx]),
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(id) => (boardFx = boardFx.filter((f) => f.id !== id)),
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);
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return () => { cancel(); boardFx = []; };
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});
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$effect(() => {
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