Pacts are honored; Swap Meet trades items, not card names (rev 26)
The pact fix: a clockwork no longer attacks a wizard it holds a BUDDY pact on — Eric watched one sign the pact and punch him the next turn. A pact is torn up for exactly one thing: a kill. And the post-attack pact is signed only by a wizard who wants OUT of the fight (hauling gold, bleeding, or with other enemies left) — a healthy duelist keeps its options, and mutual-pact stalemates stay out of bot wars. Swap Meet drops the 'name a card' prompt for a real trade picker: click the other trader, choose one of your carried items, then claim one of their displayed items. Rules rev 26 widens the engine's match from object-typed cards to every movable object (daggers, rocks, wands, stones); older games matched narrowly and replay so. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
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co-authored by
Claude Fable 5
parent
06faea0c79
commit
00517e08b1
@@ -795,7 +795,7 @@ function respond(view: GameView, style: AutomatonStyle, tier: TierTraits): Comma
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}
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/** The best attack available against a visible target, numbers and amplify included. */
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function bestAttack(view: GameView, targetId: PlayerId, tier: TierTraits): Command | null {
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function bestAttack(view: GameView, targetId: PlayerId, tier: TierTraits): { cmd: Command; damage: number } | null {
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const numbers = numbersInHand(view);
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const biggest = numbers[numbers.length - 1];
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const biggestValue = biggest ? (cardDef(biggest.cardId).value ?? 0) : 0;
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@@ -852,7 +852,7 @@ function bestAttack(view: GameView, targetId: PlayerId, tier: TierTraits): Comma
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};
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}
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}
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return best?.cmd ?? null;
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return best;
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}
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/** An affliction worth casting when no damage lands, mid number attached.
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@@ -1164,7 +1164,12 @@ export function automatonCommand(
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if ((!view.turn.attackUsed || (adrenalized && !view.turn.secondAttackUsed)) &&
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view.turn.round > 1) {
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const sighted = sightedCellsFor(view);
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const visible = livingEnemies(view).filter((p) => sighted.has(cellKey(p.position)));
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// A wizard under the clockwork's own BUDDY pact is off the target list:
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// attacking them would tear up the pact it just paid a card for.
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const pacted = (id: PlayerId) =>
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view.sustained.some((s) => s.cardId === "buddy" && s.casterId === you && s.targetId === id);
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const visible = livingEnemies(view)
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.filter((p) => sighted.has(cellKey(p.position)) && !pacted(p.id));
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if (visible.length > 0) {
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const target = thief && visible.some((p) => p.id === thief.id)
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? thief
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@@ -1222,22 +1227,31 @@ export function automatonCommand(
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}
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}
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const spell = bestAttack(view, target.id, tier);
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if (spell) return spell;
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if (spell) return spell.cmd;
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const misery = tier.afflictions ? bestAffliction(view, target.id, thief?.id === target.id) : null;
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if (misery) return misery;
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if (cellKey(target.position) === here && style !== "worrier") {
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return { type: "punch", targetId: target.id };
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}
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}
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// Only pacted wizards in sight? A pact is torn up for one thing: a kill.
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const pactedVisible = livingEnemies(view)
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.filter((p) => sighted.has(cellKey(p.position)) && pacted(p.id))
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.sort((a, b) => a.life - b.life);
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for (const p of pactedVisible) {
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const spell = bestAttack(view, p.id, tier);
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if (spell && spell.damage >= p.life) return spell.cmd;
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}
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// AROUND THE CORNER: an enemy tucked one bend out of sight is not safe.
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if (visible.length === 0 && tier.buffs) {
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const corner = inHand(view, "around-the-corner");
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if (corner) {
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for (const p of livingEnemies(view)) {
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if (pacted(p.id)) continue;
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if (!bentSightFor(view, self.position, p.position)) continue;
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const spell = bestAttack(view, p.id, tier);
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if (spell && spell.type === "cast") {
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return { ...spell, aroundCornerInstanceId: corner.instanceId };
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if (spell && spell.cmd.type === "cast") {
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return { ...spell.cmd, aroundCornerInstanceId: corner.instanceId };
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}
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}
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}
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@@ -1254,9 +1268,12 @@ export function automatonCommand(
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}
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// BUDDY after the blow: the wounded cannot come looking for payback —
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// the pact holds unless the clockwork strikes them again. The berserker
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// skips it; it would only break its own pact tomorrow.
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if (tier.buffs && view.turn.attackUsed && style !== "berserker") {
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// the pact holds unless the clockwork strikes them again. Signed only
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// when the clockwork actually wants OUT of the fight (hauling gold,
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// bleeding, or with other enemies left to hunt); a healthy duelist keeps
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// its options, and the berserker would only break its own pact tomorrow.
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if (tier.buffs && view.turn.attackUsed && style !== "berserker" &&
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(self.carriedTreasureId != null || self.life <= 8 || livingEnemies(view).length > 1)) {
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const pact = inHand(view, "buddy");
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if (pact) {
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const sighted = sightedCellsFor(view);
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@@ -2153,8 +2153,15 @@ const CARD_EFFECTS: Record<string, AttackEffect | NeutralEffect | CounterEffect>
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onResolved: (ctx) => {
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if (ctx.fullyStopped) return;
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const [mineId, theirsId] = (ctx.stack.params!.cardId ?? "").split(";");
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const mine = ctx.attacker.hand.findIndex((c) => c.cardId === mineId && cardDef(c.cardId).cardType === "object");
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const theirs = ctx.defender.hand.findIndex((c) => c.cardId === theirsId && cardDef(c.cardId).cardType === "object");
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// "Swap any two carried items": every movable object trades — daggers,
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// rocks, wands, stones (rules rev 26; earlier games matched only
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// object-typed cards and replay so).
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const tradable = (id: string) =>
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(ctx.state.config.deckRev ?? 1) >= 26
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? isMovableObject(id)
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: cardDef(id).cardType === "object";
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const mine = ctx.attacker.hand.findIndex((c) => c.cardId === mineId && tradable(c.cardId));
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const theirs = ctx.defender.hand.findIndex((c) => c.cardId === theirsId && tradable(c.cardId));
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if (mine === -1 || theirs === -1) return;
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const [a] = ctx.attacker.hand.splice(mine, 1);
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const [b] = ctx.defender.hand.splice(theirs, 1);
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@@ -439,6 +439,7 @@ describe("the fireball-then-buddy lockout", () => {
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const bot = state.players.find((p) => p.id === "bot")!;
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const prey = state.players.find((p) => p.id === "other")!;
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prey.position = { ...bot.position };
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bot.life = 8; // bleeding: the clockwork wants out of this fight
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bot.hand = [
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{ instanceId: "fireball#T", cardId: "fireball" },
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{ instanceId: "buddy#T", cardId: "buddy" },
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@@ -467,3 +468,29 @@ describe("the fireball-then-buddy lockout", () => {
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)).toBe(true);
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});
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});
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describe("a pact once signed is honored", () => {
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it("will not attack the wizard it just buddied", () => {
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let { state } = createGame({ playerIds: ["bot", "other"], seed: 42, sets: ["basic", "expansion1"], deckRev: 25 });
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for (let guard = 0; guard < 10 && !(actingSeat(state) === "bot" && state.turn.round > 1); guard++) {
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const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 });
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if (!r.ok) throw new Error(r.error);
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state = r.state;
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}
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const bot = state.players.find((p) => p.id === "bot")!;
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const prey = state.players.find((p) => p.id === "other")!;
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prey.position = { ...bot.position };
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// The pact already stands; a fireball waits in hand as temptation.
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state.sustained.push({
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id: "fx-test", cardId: "buddy", casterId: "bot", targetId: "other",
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turnsLeft: 1000, edge: undefined,
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} as never);
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bot.hand = [{ instanceId: "fireball#T", cardId: "fireball" }];
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const cmd = automatonCommand(viewFor(state, "bot"), "hunter", "archmage");
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// Anything but an attack on the pacted wizard: no cast at them, no punch.
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expect(cmd?.type === "punch").toBe(false);
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if (cmd?.type === "cast") {
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expect((cmd as { target?: { playerId?: string } }).target?.playerId).not.toBe("other");
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}
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});
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});
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@@ -335,3 +335,33 @@ describe("ambushes (async interrupts)", () => {
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expect(state.ambushes.length).toBe(0);
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});
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});
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describe("swap meet trades carried items (rules rev 26)", () => {
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function rig(deckRev: number) {
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let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev });
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state = toRound2(state);
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const { attacker, defender } = faceOff(state);
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const sm = giveCard(state, attacker, "swap-meet");
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giveCard(state, attacker, "dagger", "D", 1);
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giveCard(state, defender, "blaster-wand", "W", 0);
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state = must(state, attacker, {
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type: "cast", instanceId: sm.instanceId,
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target: { kind: "player", playerId: defender },
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params: { cardId: "dagger;blaster-wand" },
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});
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state = must(state, defender, { type: "pass" });
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return { state, attacker, defender };
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}
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it("a dagger trades for a wand — both are carried items", () => {
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const { state, attacker, defender } = rig(26);
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expect(state.players.find((p) => p.id === attacker)!.hand.some((c) => c.cardId === "blaster-wand")).toBe(true);
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expect(state.players.find((p) => p.id === defender)!.hand.some((c) => c.cardId === "dagger")).toBe(true);
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});
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it("older revisions matched only object-typed cards and replay so", () => {
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const { state, attacker, defender } = rig(25);
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expect(state.players.find((p) => p.id === attacker)!.hand.some((c) => c.cardId === "dagger")).toBe(true);
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expect(state.players.find((p) => p.id === defender)!.hand.some((c) => c.cardId === "blaster-wand")).toBe(true);
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});
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});
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@@ -54,7 +54,7 @@ export interface Room {
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const rooms = new Map<string, Room>();
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/** Rules revision new games are dealt under (stored games keep their own). */
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const RULES_REV = 25;
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const RULES_REV = 26;
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const ROOM_CODE_ALPHABET = "ABCDEFGHJKLMNPQRSTUVWXYZ23456789";
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@@ -290,7 +290,7 @@
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const CREATURE_TARGET_CARDS = new Set(["mega-monster"]);
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const MODIFIER_CARDS = new Set(["amplify", "add", "extend", "around-the-corner"]);
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const NAMED_CARDS = new Set(["card-erasure", "drop-object", "deja-vu", "thief", "swap-meet", "remove-curse", "swarthmores-enchantment", "illusionary-attack"]);
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const NAMED_CARDS = new Set(["card-erasure", "drop-object", "deja-vu", "thief", "remove-curse", "swarthmores-enchantment", "illusionary-attack"]);
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const attackVsWall = $derived(
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selectedCard != null && cardDef(selectedCard.cardId).cardType === "attack" && !EDGE_CARDS.has(selectedCard.cardId),
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);
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@@ -309,6 +309,8 @@
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function clearSelection() {
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punchWallMode = false;
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swapMeetTarget = null;
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swapMine = null;
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ambushVia = null;
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ambushTrigger = null;
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ambushSpell = null;
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@@ -797,6 +799,10 @@
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pendingCellFor = playerId;
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return; // next: click the destination cell
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}
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if (selectedCard.cardId === "swap-meet") {
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swapMeetTarget = playerId;
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return; // next: pick your item, then theirs
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}
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const cmd: Parameters<typeof net.command>[0] = {
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type: "cast",
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instanceId: selectedCard.instanceId,
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@@ -827,6 +833,26 @@
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dispatch({ type: "endTurn", draw: drawCount });
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}
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// SWAP MEET: pick one of your carried items, then one of theirs you can
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// see (their displayed items — hidden hand cards are not on the table).
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let swapMeetTarget = $state<string | null>(null);
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let swapMine = $state<string | null>(null);
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const myTradables = $derived(view ? view.yourHand.filter((c) => isMovableObject(c.cardId)) : []);
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const theirTradables = $derived.by(() => {
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if (!view || !swapMeetTarget) return [];
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const t = view.players.find((p) => p.id === swapMeetTarget);
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return t ? t.displayed.filter((c) => isMovableObject(c.cardId)) : [];
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});
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function castSwapMeet(theirs: string) {
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if (!selectedCard || !swapMeetTarget || !swapMine) return;
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dispatch({
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type: "cast", instanceId: selectedCard.instanceId,
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target: { kind: "player", playerId: swapMeetTarget },
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params: { cardId: `${swapMine};${theirs}` },
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});
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clearSelection();
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}
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let pickChoice = $state(false);
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function pickUp() {
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if (treasuresHere.length > 1) { pickChoice = true; return; }
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@@ -1673,6 +1699,25 @@
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<span>— then click the target</span>
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{/if}
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{/if}
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{#if selectedCard?.cardId === "swap-meet"}
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{#if !swapMeetTarget}
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<span>— click the other trader</span>
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{:else if myTradables.length === 0}
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<span>— you carry no items to trade</span>
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{:else if !swapMine}
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<span>— trade away your:</span>
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{#each myTradables as c (c.instanceId)}
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<button class="stamp tiny" onclick={() => (swapMine = c.cardId)}>{cardDef(c.cardId).name}</button>
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{/each}
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{:else if theirTradables.length === 0}
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<span>— they show no item you could claim</span>
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{:else}
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<span>— and take their:</span>
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{#each theirTradables as c (c.instanceId)}
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<button class="stamp tiny" onclick={() => castSwapMeet(c.cardId)}>{cardDef(c.cardId).name}</button>
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{/each}
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{/if}
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{/if}
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{#if selectedCard?.cardId === "waterbolt"}
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<label class="inline">damage <input class="num-input" type="number" min="0" max={numberTotal} bind:value={wbDamage} /></label>
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<span>(knockback {numberTotal - wbDamage})</span>
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@@ -136,7 +136,7 @@ class LocalGame {
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seed,
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sets: expansion ? ["basic", "expansion1"] : ["basic"],
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...(colors ? { colors } : {}),
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deckRev: 25,
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deckRev: 26,
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};
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const { state, events } = createGame(config);
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for (const e of events) {
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