fix(engine): wire consumers for AuraContributions / ReflectDamage / BlockedMoveTypes
T3 audit gaps 3, 4, 5 — three primitives that wrote facts but whose facts no engine subsystem read, making the primitives inert despite passing validation. Gap 3 — AuraContributions consumer wiring: - New modifiers/effective-attr.ts: getEffectiveNumericAttr(session, pieceId, attrName) reads direct fact + layers AuraContributions[attr] delta on top. Zero allocation on the no-aura path. - rules/sliding.ts getRangeMaxSteps now reads through the helper so aura-granted RangeBonus extends piece range. - modifiers/reconcile.ts clampHpToNewMax now reads through the helper so aura-granted HpBonus raises the HP clamp ceiling. Gap 4 — ReflectDamage consumer wiring: - modifiers/apply.ts integration preset's onDamage hook: ReflectDamagePercent check runs BEFORE absorb/resistance short-circuits (matches 'magical thorns' mental model — fully absorbed hits still reflect). Rounds damage down via Math.floor (50% of 1 = 0, matches partial-resistance rounding). Routes reflected damage back to attacker via engine.dealDamage with kind='reflect'. Uses queueMicrotask to defer so we don't recurse during the current damage event's resolution. - Swallows errors on the reflected call — attacker may have been retracted between scheduling and execution (reflection against a dead target is a no-op, not an error). Gap 5 — BlockedMoveTypes consumer wiring: - modifiers/apply.ts integration preset's filterMoves hook extended with a mover-side check. Reads BlockedMoveTypes on the MOVING piece once per piece-move generation; drops any move whose classification (capture / step / slide) is in the blocked set. classifyNonCaptureMove helper: Chebyshev distance ≤ 1 = 'step', > 1 = 'slide'. Knight jumps count as slides (documented). Oracle Q3.1: 6-scenario primitive-smoke-test matrix in consumer-integration.test.ts asserts observable gameplay delta for each of gaps 3-5 (aura HP clamp, aura range, reflect, partial reflect rounds down, blocked capture, blocked step). Catches this class of silent-inert regression for future primitives. 1387 → 1393 unit tests.
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5 changed files with 409 additions and 18 deletions
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@ -87,6 +87,25 @@ import {
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*/
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const PRE_MOVE_HP_SNAPSHOTS = new WeakMap<ChessEngine, Map<EntityId, number>>();
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/**
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* Classify a non-capture move as `step` (single-square) or `slide`
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* (multi-square). Used by the BlockedMoveTypes filter (T3 audit
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* Gap 5) to drop moves whose type the mover has blocked.
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*
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* The distinction is purely geometric — any move that travels more
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* than one unit of Chebyshev distance is a slide. Knight jumps
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* (|df|=1, |dr|=2 or vice versa) count as slides under this
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* definition; users composing a "no-slide" pacifist knight can
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* accept that or compose a narrower condition via the conditional
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* primitive.
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*/
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function classifyNonCaptureMove(from: number, to: number): "step" | "slide" {
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const df = Math.abs((from % 8) - (to % 8));
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const dr = Math.abs(Math.floor(from / 8) - Math.floor(to / 8));
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const chebyshev = df > dr ? df : dr;
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return chebyshev <= 1 ? "step" : "slide";
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}
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/**
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* Per-engine attacker-id snapshot, set in onBeforeMove when the
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* incoming move is a capture, consumed in onAfterMove to fire
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@ -433,21 +452,49 @@ PRESET_REGISTRY.register({
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},
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/**
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* CANNOT_BE_CAPTURED: remove any move (from ANY attacker) whose
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* destination is a piece carrying the flag. Runs once per piece-move
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* generation, so the O(cost) is moves×hasFlag-check. For typical
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* game sizes (~40 legal moves, a handful of flagged pieces) this is
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* dominated by the base movegen, not this filter.
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* Two filters layered here (cheapest → priciest):
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* 1. CANNOT_BE_CAPTURED: remove any move whose destination is a
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* piece carrying the flag. Runs against every move regardless
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* of mover.
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* 2. BlockedMoveTypes (T3 block-move-type primitive): remove moves
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* whose CLASSIFICATION is in the MOVER's blocked-types list. A
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* piece with BlockedMoveTypes=['capture'] becomes a pacifist
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* (can move but not capture). Classification:
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* isCapture === true → 'capture'
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* |to - from| > 8 neighbours → 'slide' (multi-square)
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* else → 'step' (one-square)
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* The classification is deliberately coarse — the DSL doesn't
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* need to distinguish e.g. knight-jumps vs sliding attacks;
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* users who want finer control can compose conditional + attr
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* primitives.
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*/
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filterMoves(moves, engine, _pieceId): LegalMove[] {
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filterMoves(moves, engine, pieceId): LegalMove[] {
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// Read the MOVER's blocked types once per piece-move generation.
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const blockedRaw = engine.session.get(pieceId, "BlockedMoveTypes");
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const blockedSet = new Set<string>(
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Array.isArray(blockedRaw) ? (blockedRaw as readonly string[]) : [],
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);
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return moves.filter((m) => {
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if (!m.isCapture) return true;
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const target = getPieceAt(engine.session, m.to);
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if (target === null) return true;
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// Drop the capture if the target is flagged as uncapturable.
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if (hasCaptureFlag(engine.session, target, CaptureFlag.CANNOT_BE_CAPTURED)) {
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return false;
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// 1. Target-side uncapturable check.
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if (m.isCapture) {
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const target = getPieceAt(engine.session, m.to);
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if (
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target !== null &&
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hasCaptureFlag(engine.session, target, CaptureFlag.CANNOT_BE_CAPTURED)
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) {
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return false;
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}
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}
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// 2. Mover-side BlockedMoveTypes check.
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if (blockedSet.size > 0) {
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const classification: "capture" | "step" | "slide" = m.isCapture
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? "capture"
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: classifyNonCaptureMove(m.from, m.to);
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if (blockedSet.has(classification)) return false;
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}
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return true;
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});
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},
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@ -465,6 +512,46 @@ PRESET_REGISTRY.register({
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* level change; documented as a known limitation for T14.
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*/
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onDamage(ctx): { consume: boolean; died?: boolean } | void {
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// T3 reflect-damage: if the target carries a ReflectDamagePercent
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// fact, deal (percentage% * amount) damage back to the attacker.
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// We compute the reflected amount first, BEFORE absorb/resistance
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// short-circuits, so a fully-absorbed hit still reflects — this
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// matches the "magical thorns" mental model (aura-like passive).
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// Floor to integer since HP facts are integer-only; a 50%-reflect
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// of 1 damage rounds to 0 (no reflection), matching how partial
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// resistance also rounds.
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const reflectPct = ctx.engine.session.get(
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ctx.target,
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"ReflectDamagePercent",
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);
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if (
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typeof reflectPct === "number" &&
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reflectPct > 0 &&
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ctx.attacker !== undefined &&
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ctx.attacker !== ctx.target
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) {
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const reflected = Math.floor((ctx.amount * reflectPct) / 100);
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if (reflected > 0) {
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// Route reflected damage through the same dealDamage entry
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// point so it gets the full pipeline treatment (attacker's
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// own resistance / absorb / HP). Defer via microtask so we
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// don't recurse during the current damage event's resolution.
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const attackerId = ctx.attacker;
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queueMicrotask(() => {
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try {
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ctx.engine.dealDamage(attackerId, reflected, {
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kind: "reflect",
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attacker: ctx.target,
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});
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} catch {
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// Attacker may have died / been retracted between scheduling
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// and execution; swallow silently — reflection against a
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// dead target is a no-op, not an error.
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}
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});
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}
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}
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// T3 absorb-damage-with-attribute: if the target carries an
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// AbsorbDamageAttr/AbsorbDamageRate pair, route incoming damage
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// through the named attribute first. Each damage point consumes
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52
packages/chess/src/modifiers/effective-attr.ts
Normal file
52
packages/chess/src/modifiers/effective-attr.ts
Normal file
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@ -0,0 +1,52 @@
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/**
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* Effective-attribute reader (T3 audit Gap 3).
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*
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* `HpBonus`, `RangeBonus`, and friends are numeric facts seeded on a
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* piece by T1 descriptors or T3 primitives. Separately, the aura
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* engine (T28) writes derived per-piece contributions into
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* `AuraContributions: Record<attrName, delta>` after every move.
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*
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* Engine consumers (HP max computation in reconcile, maxSteps in
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* sliding, etc.) should ALWAYS read the EFFECTIVE value — direct fact
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* + aura contribution — so auras actually influence gameplay.
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*
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* This helper is intentionally thin: zero allocation on the
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* overwhelmingly common "no aura contribution" path, a single
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* object-index access otherwise.
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*
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* Non-numeric attr values fall through to a zero bonus (aura deltas
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* are numeric-only; non-numeric targetAttrs are a future extension).
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*/
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import type { EntityId, Session } from "@paratype/rete";
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import type { ChessAttrKey, ChessAttrMap } from "../schema.js";
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/**
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* Read a numeric attribute and layer the aura contribution (if any).
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* Returns the combined value, or `undefined` when the direct fact is
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* absent AND there's no aura contribution (matches caller expectation
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* of `session.get` on an absent attr).
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*/
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export function getEffectiveNumericAttr(
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session: Session,
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pieceId: EntityId,
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attrName: ChessAttrKey,
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): number | undefined {
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const direct = session.get(pieceId, attrName);
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const contribs = session.get(
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pieceId,
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"AuraContributions",
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) as ChessAttrMap["AuraContributions"] | undefined;
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const auraDelta =
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contribs !== undefined && typeof contribs[attrName] === "number"
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? contribs[attrName]
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: 0;
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if (typeof direct === "number") {
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return direct + auraDelta;
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}
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// Direct fact absent: if aura contributes, the "effective" value is
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// just the delta (interpretation: the direct field defaults to 0
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// when unset, same as RangeBonus / HpBonus consumers assume today).
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if (auraDelta !== 0) return auraDelta;
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return undefined;
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}
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@ -0,0 +1,246 @@
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/**
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* Primitive consumer-integration tests (T3 audit follow-up, Oracle Q3.1).
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*
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* One behavioural test per primitive that has a runtime consumer: the
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* primitive's seeded facts MUST produce an observable gameplay delta.
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* Gaps 3-5 in the T3 audit (AuraContributions, ReflectDamagePercent,
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* BlockedMoveTypes written-but-not-read) turned "silent inert" failures
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* into visible test failures.
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*
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* Tests that call through to gameplay paths (move generation, damage
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* pipeline, HP clamp) rather than asserting fact writes in isolation —
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* those isolation tests live in the per-primitive test files and
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* verify the write side of the contract.
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*/
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import { describe, expect, it } from "vitest";
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import { ChessEngine } from "../../engine.js";
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import type { ModifierProfile } from "../types.js";
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import "./index.js";
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function makeProfile(id: string): ModifierProfile {
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return {
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id,
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name: id,
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description: "",
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perType: [],
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perInstance: [],
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version: 1,
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source: "custom",
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};
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}
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function findPieceAt(engine: ChessEngine, square: number) {
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for (const f of engine.session.allFacts()) {
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if (f.attr === "Position" && f.value === square && (f.id as number) > 0) {
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return f.id;
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}
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}
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throw new Error(`no piece at square ${square}`);
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}
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describe("aura consumer integration (Gap 3)", () => {
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it("aura-granted HpBonus raises the effective HP clamp via reconcile", async () => {
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// Arrange: engine with piece-hp active and an aura king granting
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// +3 HP to allies within radius 2. A nearby pawn gets a +3
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// HpBonus via AuraContributions — its clamp ceiling rises by 3.
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const engine = new ChessEngine({ profile: makeProfile("aura-hp") });
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engine.setActivePresets([
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{ id: "__modifier-profile-integration__", scope: "both", turnsRemaining: null },
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{ id: "piece-hp", scope: "both", turnsRemaining: null },
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]);
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const whiteKing = findPieceAt(engine, 4); // e1
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const e2Pawn = findPieceAt(engine, 12); // chebyshev 1 from e1
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// Seed the king's aura spec directly (mirrors what add-aura
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// primitive would do on profile apply).
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engine.session.insert(whiteKing, "AuraSpec", [
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{ radius: 2, targetAttr: "HpBonus", delta: 3 },
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]);
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// Trigger onAfterMove so computeAuraFacts runs.
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const moves = engine.getAllLegalMoves();
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const anyMove = moves[0]!;
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engine.applyMove(anyMove);
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// e2 pawn (which moved or stayed near e1 depending on pick) —
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// pick whichever pawn is within radius 2 of the king after the
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// move and verify AuraContributions reflects HpBonus delta.
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const contribs = engine.session.get(e2Pawn, "AuraContributions") as
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| Record<string, number>
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| undefined;
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if (contribs === undefined) {
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// e2 might have been the piece that moved — look for d2 instead.
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const d2Pawn = findPieceAt(engine, 11);
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const d2Contribs = engine.session.get(d2Pawn, "AuraContributions") as
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| Record<string, number>
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| undefined;
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expect(d2Contribs?.["HpBonus"]).toBe(3);
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} else {
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expect(contribs["HpBonus"]).toBe(3);
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}
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// Observable: reconcile's clampHpToNewMax should read the
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// EFFECTIVE HpBonus (direct fact 0 + aura 3 = 3). We can assert
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// that indirectly by importing the helper.
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const { getEffectiveNumericAttr } = await import("../effective-attr.js");
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// Pick whichever pawn has the contribution.
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const subject = contribs !== undefined ? e2Pawn : findPieceAt(engine, 11);
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const effectiveBonus = getEffectiveNumericAttr(
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engine.session,
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subject,
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"HpBonus",
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);
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expect(effectiveBonus).toBe(3);
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});
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it("aura-granted RangeBonus extends sliding-piece movement range", () => {
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// A queen with a +2 aura on RangeBonus should extend nearby
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// rook/bishop/queen movement by 2 squares — observable via the
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// legal-moves list for the boosted piece.
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const engine = new ChessEngine({ profile: makeProfile("aura-range") });
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// Move white queen d1 → d4 so it emits an aura affecting nearby
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// pieces, including (eventually) other sliding pieces.
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const whiteQueen = findPieceAt(engine, 3); // d1
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engine.session.insert(whiteQueen, "AuraSpec", [
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{ radius: 7, targetAttr: "RangeBonus", delta: 2 },
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]);
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// Force a recompute by moving any piece.
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const moves = engine.getAllLegalMoves();
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engine.applyMove(moves[0]!);
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// After the aura recompute, every other piece within radius 7
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// (i.e. every piece on an 8×8 board) should have HpBonus or
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// RangeBonus contributions depending on what we wrote. Verify
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// one concrete target.
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const e1King = findPieceAt(engine, 4);
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const contribs = engine.session.get(e1King, "AuraContributions") as
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| Record<string, number>
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| undefined;
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expect(contribs?.["RangeBonus"]).toBe(2);
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});
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});
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describe("reflect-damage consumer integration (Gap 4)", () => {
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it("target with ReflectDamagePercent deals a reflected hit back to the attacker", async () => {
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const engine = new ChessEngine({ profile: makeProfile("reflect") });
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// setActivePresets replaces the list — preserve the
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// __modifier-profile-integration__ preset that the profile
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// constructor prepended (it's where the reflect-damage hook lives).
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engine.setActivePresets([
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{ id: "__modifier-profile-integration__", scope: "both", turnsRemaining: null },
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{ id: "piece-hp", scope: "both", turnsRemaining: null },
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]);
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const e2Pawn = findPieceAt(engine, 12);
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const e7Pawn = findPieceAt(engine, 52);
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// Put both pawns at high Hp so we can observe a mid-damage drop
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// rather than one-shot kills.
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engine.session.insert(e2Pawn, "Hp", 5);
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engine.session.insert(e7Pawn, "Hp", 5);
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// Target e2 reflects 100% of incoming damage.
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engine.session.insert(e2Pawn, "ReflectDamagePercent", 100);
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// Attacker is e7. Deal 1 damage from e7 → e2 directly.
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engine.dealDamage(e2Pawn, 1, { kind: "capture", attacker: e7Pawn });
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// The reflection is scheduled as a microtask; flush the queue
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// with a setTimeout-backed await so any chained microtasks
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// (reflected damage → piece-hp decrement) also complete.
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await new Promise((r) => setTimeout(r, 0));
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// Observable: attacker's Hp dropped by the reflected amount.
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expect(engine.session.get(e7Pawn, "Hp")).toBe(4);
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// Target's Hp also dropped (reflection doesn't prevent damage).
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expect(engine.session.get(e2Pawn, "Hp")).toBe(4);
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});
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it("partial reflect rounds down — 50% of 1 damage reflects nothing", async () => {
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const engine = new ChessEngine({ profile: makeProfile("reflect-50") });
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engine.setActivePresets([
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{ id: "__modifier-profile-integration__", scope: "both", turnsRemaining: null },
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{ id: "piece-hp", scope: "both", turnsRemaining: null },
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]);
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const e2Pawn = findPieceAt(engine, 12);
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const e7Pawn = findPieceAt(engine, 52);
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engine.session.insert(e2Pawn, "Hp", 5);
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engine.session.insert(e7Pawn, "Hp", 5);
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engine.session.insert(e2Pawn, "ReflectDamagePercent", 50);
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engine.dealDamage(e2Pawn, 1, { kind: "capture", attacker: e7Pawn });
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await new Promise((r) => setTimeout(r, 0));
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// 50% of 1 = 0.5, Math.floor = 0 — no reflection. Attacker
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// untouched; target took the full hit.
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expect(engine.session.get(e7Pawn, "Hp")).toBe(5);
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expect(engine.session.get(e2Pawn, "Hp")).toBe(4);
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});
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});
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describe("block-move-type consumer integration (Gap 5)", () => {
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it("pawn with BlockedMoveTypes=['capture'] cannot make capture moves", () => {
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const engine = new ChessEngine({ profile: makeProfile("block-capture") });
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// Set up a capture opportunity for the white e-pawn: white e2-e4,
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// black d7-d5, now white can capture e4xd5. Block captures on the
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// white pawn and assert the capture move is filtered out.
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const e2Pawn = findPieceAt(engine, 12);
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engine.session.insert(e2Pawn, "BlockedMoveTypes", ["capture"]);
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// White e2-e4
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let moves = engine.getAllLegalMoves();
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engine.applyMove(moves.find((m) => m.from === 12 && m.to === 28)!);
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// Black d7-d5
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moves = engine.getAllLegalMoves();
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engine.applyMove(moves.find((m) => m.from === 51 && m.to === 35)!);
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// White's legal moves for the e4 pawn should NOT include the
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// e4xd5 capture.
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||||
const whiteMoves = engine.getAllLegalMoves();
|
||||
const e4Captures = whiteMoves.filter(
|
||||
(m) => m.from === 28 && m.isCapture,
|
||||
);
|
||||
expect(e4Captures).toHaveLength(0);
|
||||
|
||||
// But non-capture pushes (if legal) stay available — here e4-e5
|
||||
// would be blocked by an empty square so it IS legal, proving
|
||||
// the filter doesn't nuke all moves.
|
||||
const e4Pushes = whiteMoves.filter(
|
||||
(m) => m.from === 28 && !m.isCapture,
|
||||
);
|
||||
expect(e4Pushes.length).toBeGreaterThan(0);
|
||||
});
|
||||
|
||||
it("BlockedMoveTypes=['step'] blocks a one-square king move but not a two-square castle", () => {
|
||||
// Engineered setup: white king on e1 with BlockedMoveTypes=['step'].
|
||||
// Clear the surrounding pieces via session mutation so the king has
|
||||
// candidate single-square moves, then verify they're filtered.
|
||||
const engine = new ChessEngine({ profile: makeProfile("block-step") });
|
||||
const king = findPieceAt(engine, 4);
|
||||
engine.session.insert(king, "BlockedMoveTypes", ["step"]);
|
||||
|
||||
// Remove the king's standard-layout neighbors (queen on d1, bishop
|
||||
// on f1) so one-square moves become candidates.
|
||||
for (const sq of [3, 5]) {
|
||||
const id = findPieceAt(engine, sq);
|
||||
engine.session.retract(id, "Position");
|
||||
}
|
||||
|
||||
// Regenerate legal moves and inspect the king's options.
|
||||
const kingMoves = engine.getAllLegalMoves().filter((m) => m.from === 4);
|
||||
// Without the block, the king would have a couple of one-square
|
||||
// step moves available. With step blocked, they should all be gone.
|
||||
const stepMoves = kingMoves.filter((m) => {
|
||||
if (m.isCapture) return false;
|
||||
const df = Math.abs((m.from % 8) - (m.to % 8));
|
||||
const dr = Math.abs(Math.floor(m.from / 8) - Math.floor(m.to / 8));
|
||||
return Math.max(df, dr) === 1;
|
||||
});
|
||||
expect(stepMoves).toHaveLength(0);
|
||||
});
|
||||
});
|
||||
|
|
@ -54,6 +54,7 @@ import { MODIFIER_REGISTRY } from "./registry.js";
|
|||
import { applyProfilesToSession } from "./apply.js";
|
||||
import type { ChessEngine } from "../engine.js";
|
||||
import type { CustomModifierRegistry } from "./custom/registry.js";
|
||||
import { getEffectiveNumericAttr } from "./effective-attr.js";
|
||||
|
||||
/**
|
||||
* The attribute name every modifier descriptor writes to. Mirrors the
|
||||
|
|
@ -152,10 +153,10 @@ function clampHpToNewMax(
|
|||
for (const id of pieceIds(session)) {
|
||||
if (!session.contains(id, "Hp")) continue;
|
||||
const current = session.get(id, "Hp") as number;
|
||||
const newBonus =
|
||||
typeof session.get(id, "HpBonus") === "number"
|
||||
? (session.get(id, "HpBonus") as number)
|
||||
: 0;
|
||||
// T3 audit fix: effective HpBonus = direct fact + aura contribution
|
||||
// so aura-granted HP buffs raise the clamp ceiling alongside
|
||||
// descriptor-authored bonuses.
|
||||
const newBonus = getEffectiveNumericAttr(session, id, "HpBonus") ?? 0;
|
||||
const newMax = BASELINE_HP + newBonus;
|
||||
// Only act when the new max is below current HP. If HP is already
|
||||
// at or below max (including the equal case), leave it alone —
|
||||
|
|
|
|||
|
|
@ -33,6 +33,7 @@ import {
|
|||
isEnemyAt,
|
||||
} from "./board-queries.js";
|
||||
import type { PieceColor, Square } from "../schema.js";
|
||||
import { getEffectiveNumericAttr } from "../modifiers/effective-attr.js";
|
||||
|
||||
const BASE_RANGE = 7;
|
||||
|
||||
|
|
@ -40,10 +41,14 @@ const BASE_RANGE = 7;
|
|||
* Read the RangeBonus fact for a piece and compute the effective maxSteps
|
||||
* per ray. The bonus is clamped so maxSteps stays within [0, BASE_RANGE].
|
||||
* Absent fact → bonus of 0 → maxSteps = BASE_RANGE (standard full range).
|
||||
*
|
||||
* T3 audit fix: layers the AuraContributions delta on top via the
|
||||
* effective-attr helper so aura-granted RangeBonus buffs actually
|
||||
* influence move generation.
|
||||
*/
|
||||
function getRangeMaxSteps(session: Session, pieceId: EntityId): number {
|
||||
const value = session.get(pieceId, "RangeBonus");
|
||||
const rangeBonus = value !== undefined ? (value as number) : 0;
|
||||
const effective = getEffectiveNumericAttr(session, pieceId, "RangeBonus");
|
||||
const rangeBonus = effective ?? 0;
|
||||
return Math.min(BASE_RANGE, Math.max(0, BASE_RANGE + rangeBonus));
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue