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
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Claude Fable 5
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@@ -3,7 +3,7 @@ import {
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type CreatureState, applyCommand, activePlayer, boardView, creatureAt, type GameState, type PlayerId, createGame } from "../src/game";
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import { cellKey, edgeKey, SIDES, stepTarget, type Cell, type Side } from "../src/board";
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import type { CardInstance } from "../src/cards";
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import { newExpansionGame as newGame, must, giveCard, toRound2, emptyNeighborCell, pushSustained } from "./helpers";
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import { newExpansionGame as newGame, must, drain, giveCard, toRound2, emptyNeighborCell, pushSustained } from "./helpers";
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/** Summon a creature next to its creator (round 2+, consumes the attack). */
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function summon(state: GameState, playerId: PlayerId, kind: string, tag = "S") {
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@@ -146,14 +146,6 @@ describe("monsters", () => {
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expect(bitten.hand.length).toBe(6);
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});
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/** Rev 8: scorches open counteraction windows — wave them through. */
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function drain(state: GameState): GameState {
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while (state.stack) {
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state = must(state, state.stack.waitingOn, { type: "pass" });
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}
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return state;
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}
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it("the fire imp scorches on sight and dies only to water", () => {
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let { state } = newGame();
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state = toRound2(state);
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@@ -824,7 +816,7 @@ describe("the imp's fire is a spell (rev 8)", () => {
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expect(state.stack?.kind).toBe("spell");
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giveCard(state, "mark", "full-shield", "FS", 0);
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state = must(state, "mark", { type: "counteract", instanceId: "full-shield#FS" });
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while (state.stack) state = must(state, state.stack.waitingOn, { type: "pass" });
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state = drain(state);
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expect(state.players.find((p) => p.id === "mark")!.life).toBe(15);
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});
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@@ -845,7 +837,7 @@ describe("the imp's fire is a spell (rev 8)", () => {
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state = r.state;
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if (!state.stack) state = must(state, "imp-owner", { type: "endTurn", draw: 0 });
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expect(state.stack?.kind).toBe("spell");
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while (state.stack) state = must(state, state.stack.waitingOn, { type: "pass" });
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state = drain(state);
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const after = state.players.find((p) => p.id === "mark")!;
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expect(after.life).toBe(2);
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expect(after.alive).toBe(true);
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