feedback1 integrate: the prep dispatcher walks a snapshot of equipped items (pointed out in PR #2)
Step 5 iterated holder.items live while handlers move and destroy pieces: normal 博士投影 splices itself out (the next item on that holder was skipped) and 突变细胞 transforms its holder (the next item ran with a holder that was gone). It now walks a copy and runs an item only while it is still equipped on its still-owned holder; the rule is in the header and META.md. Tests use a synthetic spy handler after the 突变细胞 and after 博士投影.
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@@ -332,6 +332,10 @@ Dispatch order per player: `global` → `band` → `bond` (data order) → garri
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→ equipped items → EffectRefs (insertion order). `onPrice` runs the priced chess's own 特质 first (购买价格为N sets the
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price that 远见's discount and the strategies' caps then act on). Every call is isolated with try/catch (the error is
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logged once and counted in `match.dispatcher.errors`); nested dispatches are capped at depth 6.
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The equipped-items step walks a snapshot (the owned chess and each holder's items as they stand when it begins) and
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runs an item only if, when its turn comes, it is still equipped on that holder and the holder is still owned: handlers
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move and destroy pieces mid-walk (突变细胞 transforms its holder, normal 博士投影 destroys itself), so an item a handler
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took off is skipped and the item after it still runs; a piece gained or equipped meanwhile waits for the next dispatch.
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### 2.3 Garrisons (特质)
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The dispatcher calls `handler[hook] ?? handler.run` only on the hook of the garrison's `eventType` (a handler may widen
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@@ -22,7 +22,12 @@
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// 投资人 (investShip) active ⇒ SERVER_GAIN garrisons run ×2 (×3 at ≥ 100 layers) — owned by the dispatcher.
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// ctx.triggerGarrisons(uid, eventType) re-runs another piece's garrisons (铃兰, "触发…的获得时效果", 特质相同).
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// Items: onEquip / onArt / onDestroy go to the item's own handler only; every other hook runs for items equipped on
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// owned chess (ev.source.holder). Dispatch order per player: global → band → bonds → garrisons (board reading order,
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// owned chess (ev.source.holder). That step walks a snapshot — the owned chess and each holder's items as they stand
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// when it begins — and runs an item only if, when its turn comes, it is still equipped on that holder and the holder
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// is still owned: handlers move and destroy pieces mid-walk (突变细胞 transforms its holder and returns the equipment
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// to the hand; normal 博士投影 destroys itself, which splices holder.items), and a live walk skipped the next item or
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// ran it with a holder that was gone. Pieces gained or equipped during the walk wait for the next dispatch.
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// Dispatch order per player: global → band → bonds → garrisons (board reading order,
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// then hand) → equipped items → effects (insertion order); onPrice runs the priced chess's own 特质 first (购买价格为N
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// sets the price the discounts and caps of bonds / strategies then act on — user playtest #5). Every call is
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// try/catch-guarded; nested dispatch depth is capped (MAX_DEPTH) so content can never loop the server.
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@@ -207,13 +212,14 @@ export class EffectDispatcher {
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}
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// 4. garrisons (onPrice: already run as step 0)
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if (hook !== 'onPrice') this._garrisons(ps, hook, ev);
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// 5. equipped items (not for the item-specific hooks)
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// 5. equipped items (not for the item-specific hooks): a snapshot of the owned chess and of each holder's items,
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// each run only while still equipped on its still-owned holder — handlers move / destroy pieces (header)
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if (hook !== 'onEquip' && hook !== 'onArt' && hook !== 'onDestroy') {
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for (const holder of ownedChess(ps)) {
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for (const it of holder.items || []) {
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for (const it of (holder.items || []).slice()) {
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const key = `item:${itemKey(it.id)}`;
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const h = reg.get(key);
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if (h) this._call(ps, key, h, hook, { kind: 'item', key, piece: it, holder, item: this.m.gd.item(it.id) }, ev);
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if (h && stillEquipped(ps, holder, it)) this._call(ps, key, h, hook, { kind: 'item', key, piece: it, holder, item: this.m.gd.item(it.id) }, ev);
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}
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}
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}
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@@ -346,6 +352,13 @@ function ownedChess(ps) {
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return out;
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}
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/** Dispatch step 5: is `it` still equipped on `holder`, and `holder` still an owned chess of `ps`? */
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function stillEquipped(ps, holder, it) {
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if (!Array.isArray(holder.items) || !holder.items.includes(it)) return false;
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const loc = ps.find(holder.uid);
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return !!loc && loc.piece === holder;
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}
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// =====================================================================================================
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// handler context — the ONLY way content mutates player state (see docs/META.md)
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@@ -0,0 +1,112 @@
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// Prep-effect dispatcher, step 5 (equipped items; server/match/effectsMeta.js): it walks a snapshot of the owned chess
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// and of each holder's items, and an item's hook runs only while that item is still equipped on that holder and the
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// holder is still owned. Handlers move and destroy pieces mid-walk — 突变细胞 (onBattleResult) transforms its holder and
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// sends the equipment back to the hand, normal 博士投影 (onRoundStart) destroys itself and promotes its holder — so the
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// live array either skipped the next item on that holder (a splice shifts it under the loop) or ran it with a holder
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// that was no longer owned. No shipped item has a second onBattleResult / onRoundStart hook, so a synthetic spy handler
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// on an ordinary item (registered in a private registry) stands in for one. DESIGN §21.
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import { test } from 'node:test';
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import assert from 'node:assert/strict';
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import { makeMatch, give, giveItem, DATA } from './harness.js';
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import { createRegistry } from '../../server/match/effectsMeta.js';
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const QUIET = { warn() {}, error() {}, info() {} };
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const A = (k) => `chess_item_${k}_e_a`;
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const CELL = A('5_08');
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const PROJECTION = A('5_06'); // 博士投影 (normal): promotes its holder at the next round start, then is gone
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const SPY = A('1_01'); // any item: carries the synthetic spy handler
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const OK = { ok: true };
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/** Solo match in PREP R1, everything cleared, with a private registry holding `spy` on SPY. */
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function setup(spy, seed = 3) {
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const registry = createRegistry({ log: QUIET });
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registry.item(SPY, spy);
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const h = makeMatch({ mode: 'solo', humans: 1, seed, registry, fake: true }).start();
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h.toPrep(1);
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const m = h.m;
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for (const ps of m.players.values()) {
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for (const p of [...ps.board.values(), ...ps.hand.filter(Boolean), ...ps.temp.filter(Boolean)]) if (p.kind === 'chess') ps.returnCopies(p);
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ps.board.clear(); ps.hand.fill(null); ps.temp.fill(null); ps.offers.length = 0;
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ps.funds = 50; ps.layers = {}; ps.pendingFunds = 0; ps.shop.freeRefreshes = 0; ps.bandId = null;
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ps.recompute();
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}
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const ps = h.ps('p_0');
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const equip = (item, target) => m.handle('p_0', { t: 'g.equip', itemUid: item.uid, targetUid: target.uid });
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return { m, ps, equip };
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}
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/** Visible normal chess whose 特质 are all IN_BATTLE (no prep-side side effects), sorted. */
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const plain = (pred) => Object.values(DATA.chess)
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.filter((c) => c.visible && !c.isGolden && (c.garrisonIds || []).every((g) => DATA.garrisons[g].eventType === 'IN_BATTLE') && pred(c))
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.map((c) => c.chessId).sort();
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/** What the spy saw: its holder still owned, and itself still equipped on it. */
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function spyCall(ctx) {
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const { piece, holder } = ctx.source;
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return { holderOwned: !!ctx.piece(holder.uid), equipped: (holder.items || []).includes(piece) };
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}
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test('dispatcher: an item after the 突变细胞 on the same holder is not run with the transformed (gone) holder', () => {
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for (const order of ['cell first', 'spy first']) {
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const calls = [];
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const { m, ps, equip } = setup({ onBattleResult(ctx) { calls.push(spyCall(ctx)); } });
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const cid = plain((c) => c.tier === 2)[0];
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const holder = give(m, ps, cid, 'hand');
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const cell = giveItem(m, ps, CELL);
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const spy = giveItem(m, ps, SPY);
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for (const it of order === 'cell first' ? [cell, spy] : [spy, cell]) assert.deepEqual(equip(it, holder), OK);
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m.dispatch(ps, 'onBattleResult', { result: {}, lpLoss: 0, perfect: true });
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const chess = ps.hand.filter((p) => p && p.kind === 'chess');
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assert.equal(chess.length, 1, `${order}: the holder was transformed`);
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assert.equal(DATA.chess[chess[0].id].tier, 3);
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assert.ok(ps.hand.some((p) => p && p.uid === spy.uid), `${order}: the spy item is back in the hand`);
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if (order === 'cell first') {
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assert.deepEqual(calls, [], 'its holder was gone when its turn came: not run (it was run with a stale holder)');
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} else {
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assert.deepEqual(calls, [{ holderOwned: true, equipped: true }], 'run once, before the cell, on its owned holder');
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}
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}
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});
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test('dispatcher: 博士投影 destroying itself at the round start does not skip the next item on its holder', () => {
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for (const order of ['projection first', 'spy first']) {
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const calls = [];
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const { m, ps, equip } = setup({ onRoundStart(ctx) { calls.push({ ...spyCall(ctx), golden: DATA.chess[ctx.source.holder.id].isGolden }); } });
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const cid = plain((c) => c.tier === 2)[0];
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const holder = give(m, ps, cid, 'board', [10, 5]);
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const proj = giveItem(m, ps, PROJECTION);
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const spy = giveItem(m, ps, SPY);
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for (const it of order === 'projection first' ? [proj, spy] : [spy, proj]) assert.deepEqual(equip(it, holder), OK);
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m.dispatch(ps, 'onRoundStart', { round: 2 });
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assert.ok(DATA.chess[holder.id].isGolden, `${order}: 博士投影 promoted its holder`);
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assert.ok(!ps.find(proj.uid), `${order}: 博士投影 is gone`);
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assert.deepEqual(holder.items.map((it) => it.uid), [spy.uid], `${order}: the spy item stays equipped`);
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// the projection's splice shifted the spy item under the live loop: it was skipped
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assert.deepEqual(calls, [{ holderOwned: true, equipped: true, golden: order === 'projection first' }], `${order}: run exactly once`);
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}
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});
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test('dispatcher: an item whose holder an earlier item\'s handler destroyed is not run', () => {
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const calls = [];
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const registry = createRegistry({ log: QUIET });
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const KILLER = A('1_02');
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let victimUid = null;
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registry.item(KILLER, { onRoundStart(ctx) { if (victimUid != null) ctx.destroyPiece(victimUid); } });
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registry.item(SPY, { onRoundStart(ctx) { calls.push(spyCall(ctx)); } });
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const h = makeMatch({ mode: 'solo', humans: 1, seed: 5, registry, fake: true }).start();
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h.toPrep(1);
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const m = h.m;
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const ps = h.ps('p_0');
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for (const p of [...ps.board.values(), ...ps.hand.filter(Boolean), ...ps.temp.filter(Boolean)]) if (p.kind === 'chess') ps.returnCopies(p);
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ps.board.clear(); ps.hand.fill(null); ps.temp.fill(null); ps.offers.length = 0; ps.bandId = null; ps.recompute();
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const [c1, c2] = plain((c) => c.tier === 1);
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// board reading order: the killer's holder comes first
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const first = give(m, ps, c1, 'board', [9, 4]);
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const victim = give(m, ps, c2, 'hand');
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victimUid = victim.uid;
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for (const [it, holder] of [[giveItem(m, ps, KILLER), first], [giveItem(m, ps, SPY), victim]]) {
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assert.deepEqual(m.handle('p_0', { t: 'g.equip', itemUid: it.uid, targetUid: holder.uid }), OK);
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}
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m.dispatch(ps, 'onRoundStart', { round: 2 });
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assert.ok(!ps.find(victim.uid), 'the victim chess is gone');
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assert.deepEqual(calls, [], 'the spy on the destroyed holder never ran');
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});
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