Fear repels every willing step (rules rev 32)
Room QD3S: Kestrel cast Fear and a Democratic Monster warp-stepped from eight squares away to ONE — moveCreature never knew the card existed. 'No player or monster will move to within 3 spaces of you' now guards every willing move: walking wizards (as before), commanded monsters (walks, wall-passes, and warp mouths alike), dimensional warp-steps, and self-teleports. Forced movement — knockback, waves, Mental Force, Teleport Opponent — is not willing, and still throws you anywhere. The shared fearRepels helper replaces the inline wizard-only check. 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
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@@ -1234,6 +1234,10 @@ const CARD_EFFECTS: Record<string, AttackEffect | NeutralEffect | CounterEffect>
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if (wallIgnoringDistance(view, caster.position, to) > 4) {
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return "teleport reaches at most four spaces";
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}
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// A teleport is a willing move: FEAR's bubble refuses it (rev 32).
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if ((state.config.deckRev ?? 1) >= 32 && fearRepels(state, caster.id, caster.position, to)) {
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return "an unnatural dread keeps you away";
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}
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const from = caster.position;
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caster.position = to;
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state.turn.movementUsed = state.turn.movementAllowance; // movement ends
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@@ -2867,6 +2871,12 @@ function doMoveCreature(prev: GameState, creatureId: string, direction: Side): C
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}
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creature.position = target.to;
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}
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// FEAR holds monsters off too (rules rev 32): "no player or monster".
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if ((state.config.deckRev ?? 1) >= 32 && fearRepels(state, null, from, creature.position)) {
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creature.position = from;
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if (creature.wallPassUsed > 0) creature.wallPassUsed--;
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return err("an unnatural dread stops the beast");
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}
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creature.movementUsed++;
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events.push({ type: "creatureMoved", creatureId: creature.id, from, to: creature.position, direction, by: active.id });
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@@ -3706,6 +3716,23 @@ function takeFromHand(p: PlayerState, instanceId: string): CardInstance | null {
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// --- Movement ---------------------------------------------------------------
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/**
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* FEAR: "no player or monster will move to within 3 spaces of you." True
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* for every WILLING move — walking, warp steps, self-teleports, commanded
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* monsters (rules rev 32 widened it beyond walking wizards; forced movement
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* such as knockback or a wave is not willing and passes).
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*/
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function fearRepels(state: GameState, moverId: PlayerId | null, from: Cell, to: Cell): boolean {
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for (const other of state.players) {
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if (!other.alive || other.id === moverId) continue;
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if (sustainedOn(state, other.id, "fear").length === 0) continue;
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const d = Math.abs(other.position.x - to.x) + Math.abs(other.position.y - to.y);
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const dBefore = Math.abs(other.position.x - from.x) + Math.abs(other.position.y - from.y);
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if (d <= 3 && d < dBefore) return true;
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}
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return false;
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}
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/** A blind wizard's wasted lurch into a wall still costs a movement point. */
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function blindBump(state: GameState, events: GameEvent[], p: PlayerState, direction: Side): CommandResult {
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state.turn.movementUsed++;
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@@ -3860,15 +3887,9 @@ function doMove(prev: GameState, direction: Side, over = false): CommandResult {
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}
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}
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// FEAR: no one moves within 3 spaces of the fearsome one.
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for (const other of state.players) {
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if (other.id === p.id || !other.alive) continue;
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if (sustainedOn(state, other.id, "fear").length === 0) continue;
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const d = Math.abs(other.position.x - p.position.x) + Math.abs(other.position.y - p.position.y);
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const dBefore = Math.abs(other.position.x - from.x) + Math.abs(other.position.y - from.y);
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if (d <= 3 && d < dBefore) {
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p.position = from;
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return err("an unnatural dread keeps you away");
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}
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if (fearRepels(state, p.id, from, p.position)) {
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p.position = from;
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return err("an unnatural dread keeps you away");
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}
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// CREATE PIT: stepping onto a pit is a jump attempt — roll D4; on a 1 you
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@@ -4029,6 +4050,9 @@ function doWarpStep(prev: GameState): CommandResult {
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const dest = cellKey(pair.a) === here ? pair.b : pair.a;
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if (state.squareContents[cellKey(dest)]?.kind === "stone") return err("the far side is solid stone");
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const from = p.position;
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if ((state.config.deckRev ?? 1) >= 32 && fearRepels(state, p.id, from, dest)) {
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return err("an unnatural dread keeps you away");
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}
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p.position = { ...dest };
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state.turn.movementUsed++;
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return { ok: true, state, events: [{ type: "warpStepped", player: p.id, from, to: p.position }] };
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