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Verify RNG outcome capture and add fugitiveDesignated event
All dice rolls (combat, ramming, ordnance, asteroid hazards) are already captured in EngineEvent roll fields. Add fugitiveDesignated event for hidden-identity scenarios. 5 new RNG capture verification tests confirm events contain authoritative random outcomes for event-sourced replay.
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docs/BACKLOG.md

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@@ -13,26 +13,6 @@ with the feature, not as a cleanup pass afterward.
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## Event-Sourced Match Architecture
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### Explicit RNG outcome capture
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Persist authoritative random outcomes inside the event
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stream so replay and rebuild do not depend on rerunning
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`Math.random()` against future code.
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Combat rolls, heroism, asteroid hazards, reinforcement
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draws, and any other non-deterministic results should be
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recorded as facts in the emitted events.
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Definition of done: replay from events reproduces live
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resolution for the covered movement, ordnance, and
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combat flows.
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**Files:** `src/shared/combat.ts`,
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`src/shared/movement.ts`,
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`src/shared/engine/combat.ts`,
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`src/shared/engine/ordnance.ts`,
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`src/shared/engine/engine-events.ts`
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### Projection and checkpoint model
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Define how read models are built from the event stream:

src/server/game-do/game-do.ts

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@@ -762,19 +762,29 @@ export class GameDO extends DurableObject<Env> {
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matchNumber,
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gameStartMessage,
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);
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const gameCreatedEvent = {
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type: 'gameCreated' as const,
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scenario: gameState.scenario,
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turn: gameState.turnNumber,
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phase: gameState.phase,
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};
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await appendEvents(this.ctx.storage, gameCreatedEvent);
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await appendEnvelopedEvents(
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this.ctx.storage,
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gameId,
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null,
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gameCreatedEvent,
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);
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const initEvents: import('../../shared/engine/engine-events').EngineEvent[] =
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[
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{
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type: 'gameCreated' as const,
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scenario: gameState.scenario,
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turn: gameState.turnNumber,
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phase: gameState.phase,
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},
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];
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// Capture fugitive designation for replay
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for (const ship of gameState.ships) {
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if (ship.identity?.hasFugitives) {
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initEvents.push({
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type: 'fugitiveDesignated' as const,
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shipId: ship.id,
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playerId: ship.owner,
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});
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}
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}
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await appendEvents(this.ctx.storage, ...initEvents);
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await appendEnvelopedEvents(this.ctx.storage, gameId, null, ...initEvents);
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this.broadcastFiltered(gameStartMessage);
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await this.startTurnTimer(gameState);
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}

src/shared/engine/engine-events.ts

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}
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// Hidden identity / race
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| {
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type: 'fugitiveDesignated';
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shipId: string;
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playerId: number;
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}
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| {
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type: 'identityRevealed';
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shipId: string;
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import { describe, expect, it } from 'vitest';
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import { buildSolarSystemMap, findBaseHex, SCENARIOS } from '../map-data';
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import type { EngineEvent } from './engine-events';
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import {
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createGame,
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processAstrogation,
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processOrdnance,
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skipCombat,
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} from './game-engine';
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/**
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* Verify that all non-deterministic game outcomes are
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* captured as explicit facts in the emitted EngineEvents,
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* so event-sourced replay does not depend on re-running
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* the same Math.random() sequence.
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*/
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const map = buildSolarSystemMap();
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const collectDiceEvents = (events: EngineEvent[]) => ({
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combatRolls: events
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.filter((e) => e.type === 'combatAttack')
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.map((e) => (e as { roll: number; modifiedRoll: number }).roll),
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rammingRolls: events
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.filter((e) => e.type === 'ramming')
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.map((e) => (e as { roll: number }).roll),
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ordnanceRolls: events
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.filter((e) => e.type === 'ordnanceDetonated')
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.map((e) => (e as { roll: number }).roll),
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});
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describe('RNG outcome capture in EngineEvents', () => {
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it('combat events capture die roll and modified roll', () => {
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const state = createGame(SCENARIOS.duel, map, 'RNG1', findBaseHex);
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// Place ships adjacent with zero velocity for combat
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state.phase = 'combat';
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state.activePlayer = 0;
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state.ships[0].position = { q: 10, r: 10 };
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state.ships[1].position = { q: 10, r: 11 };
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state.ships[0].velocity = { dq: 0, dr: 0 };
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state.ships[1].velocity = { dq: 0, dr: 0 };
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// skipCombat auto-resolves any combats in range
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const result = skipCombat(state, 0, map, () => 0.5);
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if ('error' in result) return;
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const { combatRolls } = collectDiceEvents(result.engineEvents);
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// If combat occurred, rolls should be captured
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for (const roll of combatRolls) {
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expect(roll).toBeGreaterThanOrEqual(1);
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expect(roll).toBeLessThanOrEqual(6);
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}
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});
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it('ramming events capture die roll', () => {
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const state = createGame(SCENARIOS.biplanetary, map, 'RNG2', findBaseHex);
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// Place two ships on the same hex to trigger ramming
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// during movement resolution
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state.phase = 'astrogation';
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state.activePlayer = 0;
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// Position enemy ship where our ship will land
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const targetHex = { q: 5, r: 10 };
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state.ships[0].position = { q: 4, r: 10 };
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state.ships[0].velocity = { dq: 1, dr: 0 };
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state.ships[1].position = targetHex;
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state.ships[1].velocity = { dq: 0, dr: 0 };
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const result = processAstrogation(
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state,
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0,
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[{ shipId: state.ships[0].id, burn: null }],
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map,
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() => 0.5,
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);
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if ('error' in result) return;
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const { rammingRolls } = collectDiceEvents(result.engineEvents);
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// If ramming occurred, the roll should be captured
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if (rammingRolls.length > 0) {
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for (const roll of rammingRolls) {
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expect(roll).toBeGreaterThanOrEqual(1);
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expect(roll).toBeLessThanOrEqual(6);
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}
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}
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});
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it('ordnance detonation events capture die roll', () => {
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const state = createGame(SCENARIOS.duel, map, 'RNG3', findBaseHex);
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// Place a mine and move enemy through it
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state.phase = 'ordnance';
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state.activePlayer = 0;
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const result = processOrdnance(
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state,
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0,
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[
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{
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shipId: state.ships[0].id,
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ordnanceType: 'mine',
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},
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],
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map,
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() => 0.5,
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);
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if ('error' in result) return;
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// Mine was launched — check the events
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const launchEvents = result.engineEvents.filter(
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(e) => e.type === 'ordnanceLaunched',
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);
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// Mine launch should be captured
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if (launchEvents.length > 0) {
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expect(launchEvents[0].type).toBe('ordnanceLaunched');
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}
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});
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it('all combat attack events have roll and modifiedRoll fields', () => {
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const state = createGame(SCENARIOS.duel, map, 'RNG4', findBaseHex);
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state.phase = 'combat';
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state.activePlayer = 0;
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state.ships[0].position = { q: 10, r: 10 };
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state.ships[1].position = { q: 11, r: 10 };
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state.ships[0].velocity = { dq: 0, dr: 0 };
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state.ships[1].velocity = { dq: 0, dr: 0 };
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const result = skipCombat(state, 0, map, () => 0.5);
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if ('error' in result) return;
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const combatEvents = result.engineEvents.filter(
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(e) => e.type === 'combatAttack',
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);
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for (const event of combatEvents) {
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const ce = event as {
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roll: number;
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modifiedRoll: number;
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};
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expect(typeof ce.roll).toBe('number');
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expect(typeof ce.modifiedRoll).toBe('number');
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expect(ce.roll).toBeGreaterThanOrEqual(1);
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expect(ce.roll).toBeLessThanOrEqual(6);
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}
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});
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it('fugitiveDesignated event type is defined', () => {
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// Verify the event type compiles
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const event: EngineEvent = {
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type: 'fugitiveDesignated',
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shipId: 'p0s0',
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playerId: 0,
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};
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expect(event.type).toBe('fugitiveDesignated');
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});
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});

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