- Capture attacker/defender snapshot (id, civ, type, start position) in combat events so the UI can reconstruct them after resolution - Add `animateCombat()` that plays sequential lunge/retreat animations for each combat, death flash/shrink for the loser, and optional victory glide for unopposed winners stepping onto the cleared tile - Add `animateUnitsAlong()` to glide AI civ units between before/after snapshots, enabling the same "resolve now, animate after" pattern for AI turns - Track unit containers in `unitContainers` map for lookup by unitId - When player unit encounters combat mid-path, animate the peaceful leg first then play the clash - Add `collectNewCombatEvents()` to pick up and mark consumed combat events - Add `isTileVisible()` helper for filtering AI combat to visible tiles - Update tests to verify advance-after-kill and combat event shape |
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|---|---|---|
| .. | ||
| buildCommonWords.js | ||
| fetchStarControlAssets.js | ||
| genDotLink.js | ||
| genJumble.js | ||
| genKatamino.js | ||
| genMiniCrossword.js | ||
| genPeggleLevels.js | ||
| genPuddingMonsters.js | ||
| genRushHour.js | ||
| genSpireClimbCreatures.js | ||
| genZuma.js | ||
| verifyBalatro.js | ||
| verifyBejeweled.js | ||
| verifyBlockFighter.js | ||
| verifyBookwork.js | ||
| verifyCanasta.js | ||
| verifyCivilization.js | ||
| verifyColoradoDefense.js | ||
| verifyCribbage.js | ||
| verifyDotLink.js | ||
| verifyDungeonBoss.js | ||
| verifyGinRummy.js | ||
| verifyJewelQuest.js | ||
| verifyJumble.js | ||
| verifyMahjong.js | ||
| verifyMahjongMatch.js | ||
| verifyMiniMotorways.js | ||
| verifyPaiGowPoker.js | ||
| verifyPeggle.js | ||
| verifyRisk.js | ||
| verifyRummikub.js | ||
| verifySWDBG.js | ||
| verifySlots.js | ||
| verifySpireClimb.js | ||
| verifyStarControl.js | ||
| verifyZuma.js | ||