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## Problem
Patches sending the `spawn` intent over the game WebSocket while a match
is underway:
```js
ws.send(JSON.stringify({ type: "intent", intent: { type: "spawn", tile: tileRef } }));
```
The server relays it like any intent, and `SpawnExecution.tick()` then
**relinquishes the player's entire territory and re-conquers it at the
target tile** — instant teleport anywhere on the map.
The root cause is that `SpawnExecution.tick()` had no spawn-phase gate
(only a random-spawn re-roll guard), and the engine ticks the execution
**both during and after** the spawn phase (`activeDuringSpawnPhase()` is
`true`, and after the phase `!inSpawnPhase()` is also `true`).
## Fix
Ignore a spawn intent when the game is no longer in the spawn phase
**and** the player has already spawned:
```js
if (!this.mg.inSpawnPhase() && player.hasSpawned()) {
return;
}
```
Because `inSpawnPhase()` / `hasSpawned()` are deterministic game state,
the intent becomes a no-op identically on every client — no desync.
Unaffected:
- First-time spawns (`hasSpawned()` is false)
- In-phase spawn picks and re-picks (`inSpawnPhase()` is true)
- Existing random-spawn re-roll protection (kept as-is)
## Tests
- Added `Spawn intent after the spawn phase cannot relocate territory
(anti-teleport)` — establishes a player, then asserts a later `spawn`
intent leaves `spawnTile()` and `numTilesOwned()` unchanged.
- Simplified `Spawn on specific tile` to a single first spawn (the
previous version relied on an out-of-phase re-pick, which this fix now
correctly forbids).
- Full `tests/core` suite green (259 tests).
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>