Support Moritani assassination of captured and foreign-ghola targets
Retain printed native identity and valid original custody while projecting only uniform potential bounty before commitment. Resolve living/dead targets once, clear selected capture/concealment and retain ordinary Ghola return custody. Selected concealed-outcome disclosure is explicitly provisional. Verified: 14 affected offline files100/100, types/lint and production build; six actual choice/gameplay/GameTable SSR journeys and twelve profile paths. Native capture source47 actions; actual paid Ghola prefix140 actions followed by explicit conserved seven-action battle. No saved-room/D1/reset/restart or deployment operation. Runtime-only driver fixes reused unchanged passed checks.
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@@ -260,7 +260,7 @@ void test('Advanced Moritani after-loss assassination kills the actual unused tr
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reject(pending, f.opponent, action); reject(pending, f.owner, { ...action, card: battle.enemyLeader });
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const reserve = [...pending.traitorReserve!], held = [...player(pending, f.owner).traitors];
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const quote = viewGame(pending, f.owner).moritaniAssassinate!.pending!.cards.find(c => c.card === target.id)!;
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assert.equal(quote.bounty, 3);
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assert.equal(quote.potentialBounty, 3);
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let killed = step(pending, { actor: f.owner, action });
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assert.equal(player(killed, f.opponent).leaders.find(l => l.id === target.id)!.dead, true);
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assert.equal(player(killed, f.opponent).leaders.find(l => l.id === target.id)!.deaths, target.deaths + 1);
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