Three blind reviews over the first-person arc, every finding verified against the source. History-narrating comments made timeless or cut; the stacked BUDDY comment collapsed to one voice. Dead code out: the orphaned FACE copy, the DIR_ANGLE duplicate, the dead loop-counter poke, the impossible-state sentinel. The never-produced "warp" hit kind resolved the right way — warp mouths now hang a translucent veil of the painted warp texture, so art that never rendered finally does. Types tightened (SlabStrike named once, ShareData rides CatchUpStep, botTier loses its casts), the gallery reads MATERIALS instead of a hand-copied list, the chronicle resets through one helper, a superseded share mint rejects instead of stranding, and the conjured safe gains the growth key its siblings had. Tests lose a triple assignment, a tautology, and two self-swallowing regex alternatives. The sprite spec — which still told the artist to paint for additive compositing the renderer no longer uses — now describes the renderer that exists. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2.8 KiB
name, description
| name | description |
|---|---|
| wizwar-audits | Run the Wiz-War health audits — UI coverage of engine events/cards (the "telepath audit"), live-game ledger inspection by room code, and the pre-deploy determinism gate. Use when asked to audit, when adding cards or events, or when a player reports "the engine did X but I never saw it". |
Wiz-War audits
Three recurring audits keep the maze honest. The first is self-enforcing; the other two are on-demand.
1. UI coverage — "the telepath audit" (automated)
packages/engine/test/ui-coverage.test.ts runs with every npm test and
fails when:
- a GameEvent type has no client handling (no
humanizecase innet.svelte.ts, no fx infx.ts, no modal check inApp.svelte) and is not in the test'sSILENT_BY_DESIGNallowlist — each allowlist entry needs a reason for why the player sees the information another way; - a card resolver demanding a cell/edge target is missing from App's
CELL_CARDS/EDGE_CARDSclick-targeting sets (an unaimable cast).
When adding an event: give it a humanize line at minimum. Private
info (visibleTo events carrying cards) deserves the cardReveal modal
in App.svelte — see handRevealedPrivate / cardsStolenPrivate /
handTakenPrivate for the pattern. When adding a card with a cell or
edge target, add it to the App targeting set; with params, wire the
named-card picker (NAMED_CARDS + suggestions) or a bespoke control.
The one axis the test cannot judge: whether a params-taking card's
input UI actually offers sensible choices. Check that by hand when adding
one (thief → target's steallables, deja-vu → discard contents, etc.).
2. Live-game audit by room code
Fetch and replay production ledgers (details in auto-memory
wizwar-fetch-game-files):
scp root@104.236.96.198:/var/lib/wizwar/rooms/<CODE>.jsonl <scratchpad>/
Replay with createGame({playerIds, seed, sets, colors, deckRev}) +
applyCommand per command line (see deploy/replay-verify.mjs). Stop at
any seq to inspect full state. To ask why a bot did something, rebuild
the state at its turn and call automatonCommand(viewFor(state, id), style, tier) — and if its choice differs from the ledger, the engine
refused it and the fallback burned the turn.
For "which games are open/stalled" sweeps: fetch all *.jsonl, replay
each, and report phase / round / humans vs bots / last command's at.
3. Determinism gate (before deploying engine changes)
deploy/verify-ledgers.sh 104.236.96.198
Strict-replays every production ledger against the local engine; one
refused command fails. A room whose ledger no longer replays becomes
unreachable after restart. Rules changes while games are live need a
deckRev bump plus an engine gate. Production deckRev is currently 1,
so low numbers are not stale.