Credibility pass: session residue swept from the rev-10 run

War-story comments become timeless constraints (carrier rule, boobytrap
tell, remove-curse prescription); the rev changelog reunites under
GameConfig.deckRev; three hand-copied cardless stack literals fold into
openCardlessStack; the visionstone one-edge loop is shared via
throughOneEdge with the edge-target hairpin exclusion stated; drain()
moves to test helpers and replaces four inline copies; the butt-head
sweep test loses its dead scaffolding and its expect(refused || true)
tautology and now asserts both branches; a process-named suite is
renamed for the behavior it pins; dead .bezel-spacer CSS and the fx
effect's fossilized cleanup story go. No behavior changes: 304 engine
tests pass, 36/36 ledgers replay, web typecheck clean.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
This commit is contained in:
Eric Wagoner
2026-08-29 19:14:03 -04:00
co-authored by Claude Fable 5
parent f2af1e26f8
commit e93bcc15a2
11 changed files with 107 additions and 139 deletions
+2 -2
View File
@@ -3,7 +3,7 @@ import { applyCommand, activePlayer, boardView, createGame, type GameState } fro
import { cellKey, edgeKey, hasLineOfSight, neighbor, type Cell, type Side, SIDES, stepTarget } from "../src/board";
import type { CardInstance } from "../src/cards";
import { sightedCellsFor, stackSightTrace, viewFor } from "../src/view";
import { newGame, must, giveCard, toRound2, faceOff } from "./helpers";
import { newGame, must, drain, giveCard, toRound2, faceOff } from "./helpers";
/** Test surgery: put a specific card into a player's hand (swapping one out). */
/** Advance past round 1 (both players just end their turns). */
@@ -398,7 +398,7 @@ describe("the ward window and chaos shields", () => {
expect(state.wardPending).toEqual({ ownerId: owner.id, takerId: thief.id });
// Spring it: the thief bleeds 3 and the ward is spent.
state = must(state, owner.id, { type: "wardChoice", play: true });
while (state.stack) state = must(state, state.stack.waitingOn, { type: "pass" });
state = drain(state);
expect(state.players.find((p) => p.id === thief.id)!.life).toBe(12);
expect(state.players.find((p) => p.id === owner.id)!.hand.some((c) => c.cardId === "ward")).toBe(false);
});