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
This commit is contained in:
Eric Wagoner
2026-08-17 22:14:57 -04:00
co-authored by Claude Fable 5
parent 06faea0c79
commit 00517e08b1
7 changed files with 140 additions and 14 deletions
+26 -9
View File
@@ -795,7 +795,7 @@ function respond(view: GameView, style: AutomatonStyle, tier: TierTraits): Comma
}
/** The best attack available against a visible target, numbers and amplify included. */
function bestAttack(view: GameView, targetId: PlayerId, tier: TierTraits): Command | null {
function bestAttack(view: GameView, targetId: PlayerId, tier: TierTraits): { cmd: Command; damage: number } | null {
const numbers = numbersInHand(view);
const biggest = numbers[numbers.length - 1];
const biggestValue = biggest ? (cardDef(biggest.cardId).value ?? 0) : 0;
@@ -852,7 +852,7 @@ function bestAttack(view: GameView, targetId: PlayerId, tier: TierTraits): Comma
};
}
}
return best?.cmd ?? null;
return best;
}
/** An affliction worth casting when no damage lands, mid number attached.
@@ -1164,7 +1164,12 @@ export function automatonCommand(
if ((!view.turn.attackUsed || (adrenalized && !view.turn.secondAttackUsed)) &&
view.turn.round > 1) {
const sighted = sightedCellsFor(view);
const visible = livingEnemies(view).filter((p) => sighted.has(cellKey(p.position)));
// A wizard under the clockwork's own BUDDY pact is off the target list:
// attacking them would tear up the pact it just paid a card for.
const pacted = (id: PlayerId) =>
view.sustained.some((s) => s.cardId === "buddy" && s.casterId === you && s.targetId === id);
const visible = livingEnemies(view)
.filter((p) => sighted.has(cellKey(p.position)) && !pacted(p.id));
if (visible.length > 0) {
const target = thief && visible.some((p) => p.id === thief.id)
? thief
@@ -1222,22 +1227,31 @@ export function automatonCommand(
}
}
const spell = bestAttack(view, target.id, tier);
if (spell) return spell;
if (spell) return spell.cmd;
const misery = tier.afflictions ? bestAffliction(view, target.id, thief?.id === target.id) : null;
if (misery) return misery;
if (cellKey(target.position) === here && style !== "worrier") {
return { type: "punch", targetId: target.id };
}
}
// Only pacted wizards in sight? A pact is torn up for one thing: a kill.
const pactedVisible = livingEnemies(view)
.filter((p) => sighted.has(cellKey(p.position)) && pacted(p.id))
.sort((a, b) => a.life - b.life);
for (const p of pactedVisible) {
const spell = bestAttack(view, p.id, tier);
if (spell && spell.damage >= p.life) return spell.cmd;
}
// AROUND THE CORNER: an enemy tucked one bend out of sight is not safe.
if (visible.length === 0 && tier.buffs) {
const corner = inHand(view, "around-the-corner");
if (corner) {
for (const p of livingEnemies(view)) {
if (pacted(p.id)) continue;
if (!bentSightFor(view, self.position, p.position)) continue;
const spell = bestAttack(view, p.id, tier);
if (spell && spell.type === "cast") {
return { ...spell, aroundCornerInstanceId: corner.instanceId };
if (spell && spell.cmd.type === "cast") {
return { ...spell.cmd, aroundCornerInstanceId: corner.instanceId };
}
}
}
@@ -1254,9 +1268,12 @@ export function automatonCommand(
}
// BUDDY after the blow: the wounded cannot come looking for payback —
// the pact holds unless the clockwork strikes them again. The berserker
// skips it; it would only break its own pact tomorrow.
if (tier.buffs && view.turn.attackUsed && style !== "berserker") {
// the pact holds unless the clockwork strikes them again. Signed only
// when the clockwork actually wants OUT of the fight (hauling gold,
// bleeding, or with other enemies left to hunt); a healthy duelist keeps
// its options, and the berserker would only break its own pact tomorrow.
if (tier.buffs && view.turn.attackUsed && style !== "berserker" &&
(self.carriedTreasureId != null || self.life <= 8 || livingEnemies(view).length > 1)) {
const pact = inHand(view, "buddy");
if (pact) {
const sighted = sightedCellsFor(view);
+9 -2
View File
@@ -2153,8 +2153,15 @@ const CARD_EFFECTS: Record<string, AttackEffect | NeutralEffect | CounterEffect>
onResolved: (ctx) => {
if (ctx.fullyStopped) return;
const [mineId, theirsId] = (ctx.stack.params!.cardId ?? "").split(";");
const mine = ctx.attacker.hand.findIndex((c) => c.cardId === mineId && cardDef(c.cardId).cardType === "object");
const theirs = ctx.defender.hand.findIndex((c) => c.cardId === theirsId && cardDef(c.cardId).cardType === "object");
// "Swap any two carried items": every movable object trades — daggers,
// rocks, wands, stones (rules rev 26; earlier games matched only
// object-typed cards and replay so).
const tradable = (id: string) =>
(ctx.state.config.deckRev ?? 1) >= 26
? isMovableObject(id)
: cardDef(id).cardType === "object";
const mine = ctx.attacker.hand.findIndex((c) => c.cardId === mineId && tradable(c.cardId));
const theirs = ctx.defender.hand.findIndex((c) => c.cardId === theirsId && tradable(c.cardId));
if (mine === -1 || theirs === -1) return;
const [a] = ctx.attacker.hand.splice(mine, 1);
const [b] = ctx.defender.hand.splice(theirs, 1);
+27
View File
@@ -439,6 +439,7 @@ describe("the fireball-then-buddy lockout", () => {
const bot = state.players.find((p) => p.id === "bot")!;
const prey = state.players.find((p) => p.id === "other")!;
prey.position = { ...bot.position };
bot.life = 8; // bleeding: the clockwork wants out of this fight
bot.hand = [
{ instanceId: "fireball#T", cardId: "fireball" },
{ instanceId: "buddy#T", cardId: "buddy" },
@@ -467,3 +468,29 @@ describe("the fireball-then-buddy lockout", () => {
)).toBe(true);
});
});
describe("a pact once signed is honored", () => {
it("will not attack the wizard it just buddied", () => {
let { state } = createGame({ playerIds: ["bot", "other"], seed: 42, sets: ["basic", "expansion1"], deckRev: 25 });
for (let guard = 0; guard < 10 && !(actingSeat(state) === "bot" && state.turn.round > 1); guard++) {
const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 });
if (!r.ok) throw new Error(r.error);
state = r.state;
}
const bot = state.players.find((p) => p.id === "bot")!;
const prey = state.players.find((p) => p.id === "other")!;
prey.position = { ...bot.position };
// The pact already stands; a fireball waits in hand as temptation.
state.sustained.push({
id: "fx-test", cardId: "buddy", casterId: "bot", targetId: "other",
turnsLeft: 1000, edge: undefined,
} as never);
bot.hand = [{ instanceId: "fireball#T", cardId: "fireball" }];
const cmd = automatonCommand(viewFor(state, "bot"), "hunter", "archmage");
// Anything but an attack on the pacted wizard: no cast at them, no punch.
expect(cmd?.type === "punch").toBe(false);
if (cmd?.type === "cast") {
expect((cmd as { target?: { playerId?: string } }).target?.playerId).not.toBe("other");
}
});
});
@@ -335,3 +335,33 @@ describe("ambushes (async interrupts)", () => {
expect(state.ambushes.length).toBe(0);
});
});
describe("swap meet trades carried items (rules rev 26)", () => {
function rig(deckRev: number) {
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev });
state = toRound2(state);
const { attacker, defender } = faceOff(state);
const sm = giveCard(state, attacker, "swap-meet");
giveCard(state, attacker, "dagger", "D", 1);
giveCard(state, defender, "blaster-wand", "W", 0);
state = must(state, attacker, {
type: "cast", instanceId: sm.instanceId,
target: { kind: "player", playerId: defender },
params: { cardId: "dagger;blaster-wand" },
});
state = must(state, defender, { type: "pass" });
return { state, attacker, defender };
}
it("a dagger trades for a wand — both are carried items", () => {
const { state, attacker, defender } = rig(26);
expect(state.players.find((p) => p.id === attacker)!.hand.some((c) => c.cardId === "blaster-wand")).toBe(true);
expect(state.players.find((p) => p.id === defender)!.hand.some((c) => c.cardId === "dagger")).toBe(true);
});
it("older revisions matched only object-typed cards and replay so", () => {
const { state, attacker, defender } = rig(25);
expect(state.players.find((p) => p.id === attacker)!.hand.some((c) => c.cardId === "dagger")).toBe(true);
expect(state.players.find((p) => p.id === defender)!.hand.some((c) => c.cardId === "blaster-wand")).toBe(true);
});
});