Who is involved in the prisoner transfer?

In the previous sections, we did a lot of exploring in the domain to get a view of what has to be done to make actions in the system happen. With this knowledge, we can now get a clear-cut concept of how a prisoner transfer should happen. The tests we created earlier specify some behavior and collaborators we are aware of in the domain. We represent them as basic JavaScript objects that contain the properties necessary to satisfy the tests; we, for example, know that a dungeon needs a message inbox to be notified, but we don't know any properties for the prisoner yet. The following code provides some simple functions to let us describe the type of object we are using, as the code grows and our knowledge ...

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