A hand forced by amnesia or paralysis still casts what it completes

The default cast was chosen only when a gesture was clicked, so a hand
bound to repeat its last gesture finished its spell and let it pass.
Defaults are now chosen at the start of every turn.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
This commit is contained in:
Eric Wagoner
2026-09-22 16:07:21 -04:00
co-authored by Claude Fable 5.1
parent 0036eaf625
commit 527820ee95
2 changed files with 66 additions and 2 deletions
+15 -2
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@@ -228,9 +228,11 @@ export class Duel {
/** Opponent gestures to light up in the ledger. */
highlight = $state<Highlight | null>(null);
constructor() {
constructor(initial?: GameState) {
const saved = typeof localStorage === 'undefined' ? null : loadSaved();
if (saved) {
if (initial) {
this.state = initial;
} else if (saved) {
this.state = saved.state;
this.pins = saved.pins ?? { left: null, right: null };
this.sets = saved.sets ?? blankSets();
@@ -238,6 +240,16 @@ export class Duel {
this.monsterOrders = saved.monsterOrders ?? {};
this.release = saved.release ?? '';
}
this.syncAll();
}
/**
* Choose each hand's default cast from its gestures. A hand bound by amnesia or
* paralysis can finish a spell without the player touching it, so this must run
* at the start of every turn, not only after a click.
*/
syncAll(): void {
for (const s of SET_NAMES) for (const h of HANDS) this.syncSpell(s, h);
}
/** Rename the player for this duel and every duel after it. An empty name goes back to a drawn one. */
@@ -631,6 +643,7 @@ export class Duel {
private resetDrafts(): void {
this.sets = blankSets();
this.syncAll();
this.stabTarget = FOE;
// Monsters keep attacking what they attacked last, until told otherwise or the target is gone.
const orders: Record<string, TargetId> = {};
+51
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@@ -0,0 +1,51 @@
import { describe, expect, it } from 'vitest';
import { Duel } from './duel.svelte';
import { resolveTurn } from './resolve';
import { createGame, type GameState, type TurnInput } from './state';
import type { Gesture } from './spells';
const noop = (): TurnInput => ({ left: '-', right: '-', casts: [] });
/** A is one gesture from a lightning bolt and has just been struck by amnesia. */
function amnesiaBeforeLightning(): GameState {
let s = createGame({ A: 'You', B: 'Foe' }, 1);
const left = 'DFFD';
const foe = '-DPP';
for (let i = 0; i < 4; i++) {
s = resolveTurn(s, {
A: { ...noop(), left: left[i] as Gesture },
B: { ...noop(), left: foe[i] as Gesture, casts: i === 3 ? [{ hand: 'left', spellId: 'amnesia' }] : [] }
});
}
expect(s.wizards.A.constraints.amnesia).toBe(true);
return s;
}
describe('the duel store', () => {
it('casts the spell a forced repeat completes, without a click', () => {
const duel = new Duel(amnesiaBeforeLightning());
expect(duel.forced.left).toBe('D');
expect(duel.completions.main.left.map((c) => c.spell.id)).toContain('lightning_bolt');
expect(duel.sets.main.left.spellId).toBe('lightning_bolt');
expect(duel.ready).toBe(true);
duel.reveal();
expect(duel.foe.hp).toBe(10);
});
it('chooses a default cast at the start of the next turn as well', () => {
let s = createGame({ A: 'You', B: 'Foe' }, 1);
// A's left hand made D-F-F-D; B's amnesia lands as A makes the fourth gesture.
const left = 'DFFD';
const foe = '-DPP';
for (let i = 0; i < 3; i++) {
s = resolveTurn(s, { A: { ...noop(), left: left[i] as Gesture }, B: { ...noop(), left: foe[i] as Gesture } });
}
const duel = new Duel(s);
duel.choose('main', 'left', 'D');
duel.choose('main', 'right', '-');
// The bot is replaced by a scripted foe for this test: resolve directly, then hand the store the result.
const next = resolveTurn(s, { A: { ...noop(), left: 'D' }, B: { ...noop(), left: 'P', casts: [{ hand: 'left', spellId: 'amnesia' }] } });
const fresh = new Duel(next);
expect(fresh.sets.main.left.spellId).toBe('lightning_bolt');
});
});