Credibility pass: the code reads as one hand's work. Dead plumbing and copies removed, four claims the source does not support corrected, and inherited kit text re-read for this game
Engine: the facade re-exports the board in one block; describe() and the dead letters preference, void ply, the King-taken line, the identity maps and the unused imports are gone; SIDE_NAMES is the one spelling of a side; the drake's hunter comment no longer claims only four kinds reach the air. Prose: no shatranj and no sitting duck, which Gygax never wrote; the Thief statistic and the Basilisk's "one trick" are gone; lessons say what the board shows instead of repeating the panel; a Thief's leap counts four. Browser: one keyboard walk, in BoardArtwork; the lesson board and page share one game and one inspected piece; the chronicle's possessive is told, not patched by a regex; the chronicle colours and the reading layout are global rules instead of three copies; the guide and the about panel say what the code and the article actually do. Server and docs: the room server states that it is the kit's, kept whole; the skills, the deploy README and the share card name files that exist. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01CCLa2PaEeCj8njQZSWGqHx
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@@ -1,6 +1,7 @@
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import { describe, expect, it } from 'vitest';
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import { SCENES, sceneCells } from './lessons';
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import { frozen, hasLegalMove, inCheck, kindOf, legalMovesFrom, movesFrom, other, playOn, square } from './board';
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import { frozen, hasLegalMove, inCheck, kindOf, legalMovesFrom, movesFrom, playOn, square } from './board';
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import { CALLOUTS, TOLD_MOVES, toldStates } from './told';
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describe('the lessons', () => {
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it('every scene’s move is legal for the side to move, and only the asked-for moves count', () => {
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@@ -29,7 +30,7 @@ describe('the lessons', () => {
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return { cells, after: playOn(cells, square(from), square(to)), s };
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};
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// The Warrior's step is blocked and its capture is not.
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expect(movesFrom(sceneCells(at('warrior')), square('2c2')).map((i) => i)).toEqual([square('2d3')]);
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expect(movesFrom(sceneCells(at('warrior')), square('2c2'))).toEqual([square('2d3')]);
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// The Hero leaps the Warrior and takes the Mage.
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expect(play('hero').after.captured).toBe('M');
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// The Mage comes down two boards onto the Basilisk.
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@@ -51,7 +52,7 @@ describe('the lessons', () => {
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// The King is in check before it moves, and out of it after either move; up or down leaves it off the land.
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const king = sceneCells(at('king'));
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expect(inCheck(king, 'gold')).toBe(true);
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expect(legalMovesFrom(king, square('2g1'), 'printed').map((i) => i).sort()).toEqual([square('1g1'), square('2f1'), square('2h1'), square('3g1')].sort());
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expect(legalMovesFrom(king, square('2g1'), 'printed').sort()).toEqual([square('1g1'), square('2f1'), square('2h1'), square('3g1')].sort());
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// The last scene is mate in one by either listed move, and by no other.
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const mate = play('mate');
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for (const [from, to] of mate.s.moves) {
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@@ -67,13 +68,11 @@ describe('the lessons', () => {
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}
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expect(kindOf(mate.cells[square('2d4')])).toBe('K');
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expect(frozen(mate.cells, square('2d4'))).toBe(true);
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void other;
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});
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});
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describe('the game told', () => {
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it('plays through the engine from the opening to a checkmate, and every callout sits on a move', async () => {
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const { toldStates, TOLD_MOVES, CALLOUTS } = await import('./told');
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it('plays through the engine from the opening to a checkmate, and every callout sits on a move', () => {
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const states = toldStates();
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expect(states).toHaveLength(TOLD_MOVES.length + 1);
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const last = states[states.length - 1];
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