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wizwar6e/.claude/skills/wizwar-audits/SKILL.md
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Eric WagonerandClaude Fable 5 7a32370ccb Credibility pass: the reel's scars sanded, the veil finally hung
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superseded share mint rejects instead of stranding, and the conjured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>
2026-08-23 21:41:11 -04:00

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 humanize case in net.svelte.ts, no fx in fx.ts, no modal check in App.svelte) and is not in the test's SILENT_BY_DESIGN allowlist — 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_CARDS click-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.