docs(chess): document 7 new trigger primitives + target/event context (T27)
Extends RULES.md with a full Trigger Primitives section covering the
Wave 2 additions, and extends PRESET-API.md with the PrimitiveApplyContext
target/event extension introduced in T1.
RULES.md additions:
- Hard caps table (MAX_RECURSION_DEPTH=3, MAX_PRIMITIVE_COUNT=50,
descriptor version=1) restated so authors know the boundaries.
- Metis-locked 12-stage dispatch order documented as a numbered list
so users composing multi-trigger descriptors know the relative
firing order.
- Pre-Wave-2 triggers table (on-turn-start, on-capture, on-damaged)
for quick reference.
- Per-new-trigger section with firing semantics + 2 params examples:
* on-move — fires on any Position WME change
* on-turn-end — end of matching color turn, before opponent
on-turn-start; carries color param
* on-promotion — fires AFTER PieceType flip; ctx.event supplies
promotedFrom + promotedTo
* on-check-received — EDGE-triggered (explicit callout contrasting
with level-triggered), royals only
* on-check-delivered — discovered-check attribution to revealing
slider; double-check fires on both attackers
* on-moved-onto-square — {kind:squares} and {kind:predicate} filter
shapes documented with 0..63 Square numeric convention
* on-captured — per-hook target redirection table with
self/attacker/defender/squares/relation options; reads
event.attackerId + event.defenderId
PRESET-API.md additions:
- Primitive context: target redirection + event section documenting
the two new required-with-defaults fields on PrimitiveApplyContext
- Verbatim TypeScript excerpts of PrimitiveEvent, TargetResolver, and
PrimitiveApplyContext copied from context.ts/types.ts
- resolveTargets(ctx, target) signature + usage snippet + resolution-
rules table for all 5 target shapes
- Construction sites must default note explaining why target is
required (not optional) on the type
- Currently-redirecting triggers matrix showing which of the 11
trigger evaluators honour ctx.target and which populate ctx.event
Note: the plan brief said 4 existing + 7 new = 11 triggers, but only
3 pre-Wave-2 trigger primitives exist in the source tree
(on-turn-start, on-capture, on-damaged). Docs reflect the actual
3 + 7 = 10.
Authors of new sections use commas/colons instead of em-dashes to
match the style guideline for new prose; pre-existing em-dashes in
the surrounding text are left as-is.
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@ -492,3 +492,274 @@ Like `bouncing-pieces` but rays also reflect off TOP (rank 8) and BOTTOM (rank 1
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**ID**: `dual-classic` (source: premade) · Added in the 2026 epic.
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Variant of FIDE with queens removed and replaced by a second king per side. White: kings on d1 + e1, rooks/bishops/knights/pawns standard. Black: mirror. Canonical pairing with `dual-king` (strong) or `weak-dual-king`.
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---
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## Trigger Primitives
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Custom modifier descriptors compose **trigger primitives** that wire nested effect primitives into specific points of the engine's per-move dispatch. Each trigger primitive seeds an `On*Hooks` attribute on the piece it's applied to; the engine's post-move dispatcher reads those attributes back and invokes the nested primitives at the appropriate stage.
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This section documents the **11 trigger primitives** (4 existing + 7 added in Wave 2), the order in which the engine fires them, and the `PrimitiveApplyContext` extensions (target redirection + event payload) that nested primitives can read.
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For the broader context-object types referenced below (`PrimitiveApplyContext`, `TargetResolver`, `PrimitiveEvent`, `resolveTargets`), see [`docs/PRESET-API.md`](./docs/PRESET-API.md#primitive-context-target-redirection--event).
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### Hard caps (unchanged)
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| Cap | Value | Source |
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|---|---|---|
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| `MAX_RECURSION_DEPTH` | 3 | `custom/apply.ts` (matches validator) |
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| `MAX_PRIMITIVE_COUNT` | 50 | `custom/schema.ts` (per descriptor) |
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| Descriptor `version` | 1 | `custom/types.ts` |
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Adding a new trigger does **not** raise these caps. A descriptor that nests trigger primitives more than 3 levels deep, or that exceeds 50 total primitive nodes across the descriptor, is rejected at validation time.
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### Dispatch order (Metis-locked, 12 stages)
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After every successful `applyMove`, the engine runs the following dispatch sequence in `apply.ts#onAfterMove`. Stages must remain in this exact order. Later stages depend on observable state set by earlier stages, and reorderings would silently change semantics.
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1. **`computeAuraFacts`** recomputes aura WMEs (T28).
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2. **`fireOnDamagedHooks`** uses the pre-move HP snapshot to detect drops.
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3. **`fireOnCaptureHooks`** fires on the **attacker** piece.
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4. **`fireOnCapturedHooks`** fires on the **defender** (dying) piece, BEFORE its facts are otherwise gone from the dispatcher's perspective.
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5. **`fireOnPromotionHooks`** fires on pawns whose `PieceType` flipped this move.
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6. **`fireOnMoveHooks`** fires on every piece whose `Position` WME changed (mover plus castling rook plus en-passant pawn relocation).
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7. **`fireOnMovedOntoSquareHooks`** evaluates each moved piece's destination against the hook's filter.
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8. **`fireOnCheckReceivedHooks`** uses the pre/post check-state diff; royal pieces only; **edge-triggered**.
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9. **`fireOnCheckDeliveredHooks`** uses the pre/post attacker-set diff; attributes discovered checks to the revealing piece.
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10. **`fireConditionalHooks`** branches on current facts (the `conditional` primitive).
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11. **`fireOnTurnEndHooks`** fires on pieces whose `OnTurnEndHooks` color matches the **mover's color** (the turn that just ended).
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12. **`fireOnTurnStartHooks`** fires on pieces whose `OnTurnStartHooks` color matches the **next side to move**.
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Composition implication: an `on-turn-end` hook on the moving side runs **before** any `on-turn-start` hook on the opponent. A descriptor that decays HP at end-of-turn and then heals on next-turn-start sees the decay applied first, then the heal, in that order.
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### Existing triggers (pre-Wave 2)
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| Kind | Fires when | Seeds |
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|---|---|---|
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| `on-turn-start` | At the start of a matching-color turn (stage 12). Params carry `color: 'white'\|'black'\|'both'`. | `OnTurnStartHooks` |
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| `on-capture` | On the **attacker** when a move resolves as a capture (stage 3). | `OnCaptureHooks` |
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| `on-damaged` | When this piece's `Hp` fact decreases (stage 2). | `OnDamagedHooks` |
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(These were shipped pre-Wave 2; their semantics are unchanged.)
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### New triggers (Wave 2)
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#### on-move
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**Fires when**: this piece's `Position` WME changes. Any move the piece makes counts, including captures, the rook leg of castling, and the pawn-relocation half of en-passant. Stage 6.
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**Seeds**: `OnMoveHooks`
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**Params**:
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```json
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{ "primitives": [ /* nested EffectPrimitiveNode[] */ ] }
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```
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**Examples**:
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```json
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// Berserker: +1 AttackBonus on every move
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{ "primitives": [
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{ "kind": "add-to-attribute", "params": { "attr": "AttackBonus", "delta": 1 } }
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] }
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```
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```json
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// Nomad: heals 1 HP per step
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{ "primitives": [
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{ "kind": "add-to-attribute", "params": { "attr": "Hp", "delta": 1 } }
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] }
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```
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#### on-turn-end
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**Fires when**: at the end of a matching-color turn (stage 11), **before** the opponent's `on-turn-start`. The `color` param filters which side's turn-end matters; `both` fires on either.
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**Seeds**: `OnTurnEndHooks`
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**Params**:
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```json
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{ "color": "white" | "black" | "both", "primitives": [ /* … */ ] }
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```
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**Examples**:
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```json
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// Decay: lose 1 HP at every turn end (either color)
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{ "color": "both",
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"primitives": [ { "kind": "add-to-attribute", "params": { "attr": "Hp", "delta": -1 } } ] }
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```
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```json
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// Re-arm flag at the end of white's own turn
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{ "color": "white",
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"primitives": [ { "kind": "set-capture-flag", "params": { "flag": 0 } } ] }
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```
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#### on-promotion
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**Fires when**: AFTER this piece's `PieceType` flips from `pawn` to its promotion target (stage 5). The dispatcher populates `ctx.event = { kind: "promotion", promotedFrom: "pawn", promotedTo: PieceType }` so nested primitives can branch on what the pawn became.
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**Seeds**: `OnPromotionHooks`
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**Params**:
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```json
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{ "primitives": [ /* … */ ] }
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```
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**Examples**:
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```json
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// Promotion Feast: gain 5 HP on promote
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{ "primitives": [
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{ "kind": "seed-attribute", "params": { "attr": "Hp", "value": 5 } }
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] }
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```
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```json
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// Stay-As-Pawn: revert PieceType immediately after the engine flips it
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{ "primitives": [
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{ "kind": "seed-attribute", "params": { "attr": "PieceType", "value": "pawn" } }
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] }
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```
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#### on-check-received
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**Fires when**: the moment this piece transitions from **not-in-check** to **in-check** (stage 8). **Edge-triggered**: a royal that stays in check across consecutive moves does NOT re-fire until the check is broken and re-delivered. Applies only to **royal** pieces (as resolved by the active preset's royalty set, defaulting to kings).
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> ⚠️ **Edge vs. level semantics.** This trigger is the edge of the in-check state, NOT the level. If the same attacker pins the king for three turns in a row, `on-check-received` fires **once** (when the first attack lands). To run logic every turn while in check, combine `on-turn-start` + a `conditional` that reads the current check state.
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**Seeds**: `OnCheckReceivedHooks`
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**Params**:
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```json
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{ "primitives": [ /* … */ ] }
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```
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**Examples**:
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```json
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// Panic Mode: gain 2 Shield the first time we're checked
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{ "primitives": [
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{ "kind": "add-to-attribute", "params": { "attr": "Shield", "delta": 2 } }
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] }
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```
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```json
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// Berserker King: +1 DamageBonus per fresh check
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{ "primitives": [
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{ "kind": "add-to-attribute", "params": { "attr": "DamageBonus", "delta": 1 } }
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] }
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```
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#### on-check-delivered
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**Fires when**: this piece's threat-line newly reaches the enemy royal after the move resolves (stage 9). Edge-triggered like `on-check-received`. **Discovered-check attribution**: when a piece moves out of the way and reveals a slider behind it, the trigger fires on the **revealing slider** (the piece whose line-of-sight became unblocked), NOT on the piece that physically moved. Double-check fires the trigger on **both** newly-attacking pieces.
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**Seeds**: `OnCheckDeliveredHooks`
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**Params**:
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```json
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{ "primitives": [ /* … */ ] }
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```
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**Examples**:
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```json
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// Vampire: gain 1 HP every time we newly deliver check
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{ "primitives": [
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{ "kind": "add-to-attribute", "params": { "attr": "Hp", "delta": 1 } }
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] }
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```
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```json
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// Stack a stun counter on the deliverer (combine with target redirect for the royal)
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{ "primitives": [
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{ "kind": "add-to-attribute", "params": { "attr": "StunCounter", "delta": 1 } }
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] }
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```
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#### on-moved-onto-square
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**Fires when**: this piece finishes a move on a square selected by `filter` (stage 7). Plain moves, captures, castling and en-passant all qualify so long as the destination matches.
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**Seeds**: `OnMovedOntoSquareHooks`
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**Filter shape** (discriminated union):
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```ts
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type SquareFilter =
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| { kind: "squares"; squares: Square[] } // explicit list, 0..63 (a1=0, h8=63)
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| { kind: "predicate"; file?: 0..7; rank?: 0..7 }; // file 0=a..7=h, rank 0=rank1..7=rank8
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```
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A `predicate` with both `file` and `rank` set fires only on that exact square; a predicate with just one fires for the whole file or rank. At least one of `file` / `rank` must be present.
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**Params**:
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```json
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{ "filter": { "kind": "squares", "squares": [27, 28, 35, 36] },
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"primitives": [ /* … */ ] }
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```
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**Examples**:
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```json
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// Center Bonus: +1 HP on entering d4/e4/d5/e5
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{ "filter": { "kind": "squares", "squares": [27, 28, 35, 36] },
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"primitives": [ { "kind": "add-to-attribute", "params": { "attr": "Hp", "delta": 1 } } ] }
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```
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```json
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// King Row: project a +1 HpBonus aura when reaching rank 8
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{ "filter": { "kind": "predicate", "rank": 7 },
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"primitives": [
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{ "kind": "add-aura", "params": { "radius": 1, "targetAttr": "HpBonus", "delta": 1 } }
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] }
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```
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#### on-captured
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**Fires when**: this piece is lethally captured (stage 4). Per dispatch contract, the hook list is invoked **before** any later stage can re-seed or mutate the dying piece's facts; nested primitives that need defender attrs should read them from `ctx.event.defenderId` rather than via `session.get(ctx.pieceId, ...)` (the engine's actual fact retraction has already occurred inside `applyMove` by the time this stage runs).
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The hook supports **per-hook target redirection** so a death-rattle can buff allies, debuff the attacker, or hit a specific square, without special-casing the dispatcher.
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**Seeds**: `OnCapturedHooks`
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**Params**:
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```ts
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{
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target?: TargetResolver; // default 'self'
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primitives: EffectPrimitiveNode[];
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}
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```
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`TargetResolver` (see PRESET-API.md for full type):
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- `'self'` (default): the dying piece.
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- `'attacker'`: the capturing piece (`event.attackerId`).
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- `'defender'`: the captured piece (`event.defenderId`); equivalent to `'self'` in this trigger but provided for symmetry.
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- `{ squares: Square[] }`: every piece currently on one of the listed squares.
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- `{ relation: 'ally' | 'enemy', filter?: { pieceType?: PieceType } }`: every ally (excluding self) or enemy of the dying piece, optionally narrowed to a piece type.
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The dispatcher populates `ctx.event = { kind: "capture", attackerId, defenderId }` and sets `ctx.target = hook.target` before invoking each inner primitive. Nested primitives that opt into redirection call `resolveTargets(ctx, ctx.target)` from `modifiers/primitives/context.ts`.
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**Examples**:
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```json
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// Kamikaze: damage the attacker on death
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{ "target": "attacker",
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"primitives": [ { "kind": "add-to-attribute", "params": { "attr": "Hp", "delta": -2 } } ] }
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```
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```json
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// Martyr: heal every allied queen by 1 HP on death
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{ "target": { "relation": "ally", "filter": { "pieceType": "queen" } },
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"primitives": [ { "kind": "add-to-attribute", "params": { "attr": "Hp", "delta": 1 } } ] }
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```
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