The Alter Ego casts from its own square; the first-stride cue leaves the maze
Randy raised his double, selected it, and could cast nothing through it: the card's whole point — "it may use any of the spells in your hand, and you need not be in its L.O.S." — had never been wired. A cast may now name the double, and the double's square becomes the spell's origin: sight, reach, the launch point the reel films, and the direction a knockback or rout pushes. The hand, the attack, and every answer to it stay the caster's. Spells that move the caster's own body — a goat's charge, a swap — do not travel through it. On the board, the double's sight lights the eligible squares; selecting the double and then a card aims from where it stands. A test hides the caster and fires through the double. The first-stride caption sat on the maze and hid the walls beside the wizard; it now stands above the board with a color chip for "you." Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
This commit is contained in:
co-authored by
Claude Fable 5.1
parent
5f58a0955a
commit
10d5c5815d
+57
-29
@@ -212,6 +212,9 @@ export interface CastStack {
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reflectedBase?: { damage: number; duration: number };
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/** The wraith's touch also steals a random card if damage lands. */
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creatureTouch?: "wraith" | "claw";
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/** Where the spell left from when not the attacker's own square: an
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* ALTER EGO's. Knockbacks and routs push away from here. */
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origin?: Cell;
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/** A spell freed from slime: counteractions cannot touch its caster. */
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trapped?: boolean;
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/** STRENGTH's tear: "this would be an attack" — the grab rides the stack
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@@ -836,6 +839,10 @@ export type Command =
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powerAttackPoints?: number;
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target?: CastTarget;
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params?: CastParams;
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/** ALTER EGO: the double's creature id, when the spell leaves from
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* its square — "it may use any of the spells in your hand, and you
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* need not be in its L.O.S. to do so." */
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via?: string;
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}
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| { type: "setAmbush"; instanceId: string; trigger: AmbushTrigger; spellInstanceId: string; numberInstanceIds?: string[]; cell?: Cell }
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| { type: "cancelAmbush"; ambushId: string }
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@@ -903,6 +910,8 @@ interface Magnitude {
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}
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interface ResolutionContext {
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/** The square the blow came from: the attacker's, or their double's. */
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origin: Cell;
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state: GameState;
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events: GameEvent[];
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attacker: PlayerState;
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@@ -1069,7 +1078,7 @@ const CARD_EFFECTS: Record<string, AttackEffect | NeutralEffect | CounterEffect>
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onResolved: (ctx) => {
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const knock = ctx.stack.params?.knockback ?? 0;
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if (knock <= 0 || ctx.fullyStopped || !ctx.defender.alive) return;
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knockBack(ctx.state, ctx.events, ctx.attacker, ctx.defender, knock);
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knockBack(ctx.state, ctx.events, ctx.attacker, ctx.defender, knock, ctx.origin);
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},
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},
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"sudden-death": { kind: "attack", requiresLos: true, baseDamage: () => 10 },
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@@ -1114,7 +1123,7 @@ const CARD_EFFECTS: Record<string, AttackEffect | NeutralEffect | CounterEffect>
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onResolved: (ctx) => {
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if (ctx.fullyStopped || !ctx.defender.alive) return;
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const n = ctx.stack.numberValue ?? 1;
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goAwayRout(ctx.state, ctx.events, ctx.attacker, ctx.defender, n);
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goAwayRout(ctx.state, ctx.events, ctx.attacker, ctx.defender, n, ctx.origin);
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ctx.defender.lostTurns++;
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ctx.events.push({ type: "stunned", player: ctx.defender.id, turnsLost: 1 });
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},
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@@ -5243,6 +5252,19 @@ function doCast(prev: GameState, cmd: Extract<Command, { type: "cast" }>): Comma
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const inHand = caster.hand.find((c) => c.instanceId === cmd.instanceId);
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if (!inHand) return err("card not in hand");
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const def = cardDef(inHand.cardId);
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// ALTER EGO: "It may use any of the spells in your hand, and you need
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// not be in its L.O.S. to do so." The double's square is where the
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// spell leaves from — sight, reach, and the blow's direction are its —
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// while the hand, the attack, and any answer to it stay the caster's.
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// Spells that move the caster's own body do not travel through it.
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let origin: Cell = caster.position;
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if (cmd.via) {
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const ego = state.creatures.find((c) => c.id === cmd.via);
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if (!ego || ego.kind !== "alter-ego" || ego.controllerId !== caster.id) return err("that is not your double");
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if (!cmd.target) return err("your double casts only at a target");
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if (inHand.cardId === "butt-head" || inHand.cardId === "swap") return err(`${def.name} moves your own body — not your double's to cast`);
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origin = ego.position;
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}
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const effect = CARD_EFFECTS[inHand.cardId];
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if (!effect) return err(`${def.name} is not implemented yet`);
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if (effect.kind === "counter") {
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@@ -5328,7 +5350,7 @@ function doCast(prev: GameState, cmd: Extract<Command, { type: "cast" }>): Comma
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const events: GameEvent[] = [{
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type: "spellCast", caster: caster.id, card: inHand, cardId: inHand.cardId,
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numberCards: mods.numbers, numberValue: mods.magnitude.numberValue,
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from: caster.position, target: null, targetCell: null,
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from: origin, target: null, targetCell: null,
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}];
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attachSustained(state, events, "disease", caster.id, caster.id, mods.magnitude.duration);
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return { ok: true, state, events };
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@@ -5342,12 +5364,12 @@ function doCast(prev: GameState, cmd: Extract<Command, { type: "cast" }>): Comma
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if (cmd.target?.kind === "creature") {
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const creature = state.creatures.find((c) => c.id === (cmd.target as { creatureId: string }).creatureId);
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if (!creature) return err("no such creature");
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if (effect.sameSquare && cellKey(creature.position) !== cellKey(caster.position)) {
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if (effect.sameSquare && cellKey(creature.position) !== cellKey(origin)) {
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return err("you must be in the same square");
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}
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if (effect.requiresLos && !(mods.aroundCorner
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? bentLos(state, caster, caster.position, creature.position)
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: casterLos(state, caster, caster.position, creature.position))) {
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? bentLos(state, caster, origin, creature.position)
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: casterLos(state, caster, origin, creature.position))) {
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return err("no line of sight to the creature");
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}
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const wandEvents: GameEvent[] = [];
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@@ -5362,7 +5384,7 @@ function doCast(prev: GameState, cmd: Extract<Command, { type: "cast" }>): Comma
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const events: GameEvent[] = [...wandEvents, {
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type: "spellCast", caster: caster.id, card: inHand, cardId: inHand.cardId,
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numberCards: mods.numbers, numberValue: mods.magnitude.numberValue,
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from: caster.position, target: null, targetCell: creature.position,
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from: origin, target: null, targetCell: creature.position,
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}];
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// "Any WATERBOLT or WATERWALL will destroy it" (FIRE IMP).
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if (creature.kind === "fire-imp" && inHand.cardId === "waterbolt") {
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@@ -5383,7 +5405,7 @@ function doCast(prev: GameState, cmd: Extract<Command, { type: "cast" }>): Comma
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if (cmd.target?.kind === "cell" &&
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state.squareContents[cellKey(cmd.target.cell)]?.kind === "safe") {
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const cell = cmd.target.cell;
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if (effect.sameSquare && cellKey(cell) !== cellKey(caster.position)) {
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if (effect.sameSquare && cellKey(cell) !== cellKey(origin)) {
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return err("you must be in the same square");
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}
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// castSight carries the whole sight law: straight lines, the
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@@ -5405,7 +5427,7 @@ function doCast(prev: GameState, cmd: Extract<Command, { type: "cast" }>): Comma
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const events: GameEvent[] = [...wandEvents, {
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type: "spellCast", caster: caster.id, card: inHand, cardId: inHand.cardId,
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numberCards: mods.numbers, numberValue: mods.magnitude.numberValue,
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from: caster.position, target: null, targetCell: { ...cell },
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from: origin, target: null, targetCell: { ...cell },
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}];
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const box = state.squareContents[cellKey(cell)]!;
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box.damage += dmg;
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@@ -5424,8 +5446,8 @@ function doCast(prev: GameState, cmd: Extract<Command, { type: "cast" }>): Comma
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state.squareContents[cellKey(cmd.target.cell)]?.kind === "slime") {
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const cell = cmd.target.cell;
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if (effect.requiresLos && !(mods.aroundCorner
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? bentLos(state, caster, caster.position, cell)
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: casterLos(state, caster, caster.position, cell))) {
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? bentLos(state, caster, origin, cell)
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: casterLos(state, caster, origin, cell))) {
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return err("no line of sight to the slime");
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}
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const wandEvents: GameEvent[] = [];
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@@ -5469,7 +5491,7 @@ function doCast(prev: GameState, cmd: Extract<Command, { type: "cast" }>): Comma
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if (current !== "wall" && current !== "door") {
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return err("there is no wall or door on that edge to attack");
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}
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if (effect.sameSquare && !touchesEdge(caster.position, cell, side)) {
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if (effect.sameSquare && !touchesEdge(origin, cell, side)) {
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return err("you must stand beside the wall");
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}
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if (effect.requiresLos && !castSightEdge(state, caster, cmd, view, cell, side)) {
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@@ -5495,7 +5517,7 @@ function doCast(prev: GameState, cmd: Extract<Command, { type: "cast" }>): Comma
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const events2: GameEvent[] = [...wandEvents, {
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type: "spellCast", caster: caster.id, card: inHand, cardId: inHand.cardId,
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numberCards: mods.numbers, numberValue: mods.magnitude.numberValue,
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from: caster.position, target: null, targetCell: cell,
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from: origin, target: null, targetCell: cell,
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}];
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const problem = damageWall(state, events2, caster, cell, side, dmg, inHand.cardId);
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if (problem) return err(problem);
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@@ -5524,7 +5546,7 @@ function doCast(prev: GameState, cmd: Extract<Command, { type: "cast" }>): Comma
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const events: GameEvent[] = [{
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type: "spellCast", caster: caster.id, card: inHand, cardId: inHand.cardId,
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numberCards: mods.numbers, numberValue: mods.magnitude.numberValue,
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from: caster.position, target: null, targetCell: null,
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from: origin, target: null, targetCell: null,
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}];
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const queue = turnOrderFrom(state, caster.id).filter((id) =>
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id !== caster.id && state.players.find((p) => p.id === id)!.alive);
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@@ -5536,7 +5558,7 @@ function doCast(prev: GameState, cmd: Extract<Command, { type: "cast" }>): Comma
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if (cmd.target.playerId === caster.id) return err("you cannot attack yourself");
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const target = state.players.find((p) => p.id === (cmd.target as { playerId: PlayerId }).playerId);
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if (!target || !target.alive) return err("no such living player");
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if (effect.sameSquare && cellKey(target.position) !== cellKey(caster.position)) {
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if (effect.sameSquare && cellKey(target.position) !== cellKey(origin)) {
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return err("you must be in the same square");
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}
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const statusBlock = attackBlockedByStatus(state, caster, target);
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@@ -5544,8 +5566,8 @@ function doCast(prev: GameState, cmd: Extract<Command, { type: "cast" }>): Comma
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const preEvents: GameEvent[] = [];
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if (effect.requiresLos) {
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const sighted = mods.aroundCorner
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? bentLos(state, caster, caster.position, target.position)
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: casterLos(state, caster, caster.position, target.position);
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? bentLos(state, caster, origin, target.position)
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: casterLos(state, caster, origin, target.position);
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if (!sighted) return err("no line of sight to the target");
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}
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// Attacking someone breaks any BUDDY pact you swore to them.
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@@ -5579,9 +5601,9 @@ function doCast(prev: GameState, cmd: Extract<Command, { type: "cast" }>): Comma
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// go intended distance" — if the die disagrees with the true direction,
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// the spell hits whoever lies that way, or dissipates.
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if (isBlinded(state, caster) &&
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cellKey(target.position) !== cellKey(caster.position)) {
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const dx = target.position.x - caster.position.x;
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const dy = target.position.y - caster.position.y;
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cellKey(target.position) !== cellKey(origin)) {
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const dx = target.position.x - origin.x;
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const dy = target.position.y - origin.y;
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const intended: Side =
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Math.abs(dx) >= Math.abs(dy) && dx !== 0 ? (dx > 0 ? "E" : "W") : dy > 0 ? "S" : "N";
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const [roll, rngNext] = rollDie(state.rng);
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@@ -5590,11 +5612,11 @@ function doCast(prev: GameState, cmd: Extract<Command, { type: "cast" }>): Comma
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if (rolled !== intended) {
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const along = state.players.find((p) => {
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if (!p.alive || p.id === caster.id) return false;
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const px = p.position.x - caster.position.x;
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const py = p.position.y - caster.position.y;
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const px = p.position.x - origin.x;
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const py = p.position.y - origin.y;
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const dirOf: Side | null =
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Math.abs(px) >= Math.abs(py) && px !== 0 ? (px > 0 ? "E" : "W") : py !== 0 ? (py > 0 ? "S" : "N") : null;
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return dirOf === rolled && casterLos(state, caster, caster.position, p.position);
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return dirOf === rolled && casterLos(state, caster, origin, p.position);
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});
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consumeCast(state, caster, inHand, mods, effect.keepInHand ?? false);
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state.turn.attackUsed = true;
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@@ -5616,11 +5638,12 @@ function doCast(prev: GameState, cmd: Extract<Command, { type: "cast" }>): Comma
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kind: effect.physical ? "physical" : "spell",
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counters: [],
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waitingOn: along.id,
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...(cmd.via ? { origin } : {}),
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};
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missEvents.push({
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type: "spellCast", caster: caster.id, card: inHand, cardId: inHand.cardId,
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numberCards: mods.numbers, numberValue: mods.magnitude.numberValue,
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from: caster.position, target: along.id, targetCell: along.position,
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from: origin, target: along.id, targetCell: along.position,
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});
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return { ok: true, state, events: missEvents };
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}
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@@ -5642,6 +5665,7 @@ function doCast(prev: GameState, cmd: Extract<Command, { type: "cast" }>): Comma
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counters: [],
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waitingOn: target.id,
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...(mods.aroundCorner ? { bentCorner: true as const } : {}),
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...(cmd.via ? { origin } : {}),
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};
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state.lastSpellUsed[caster.id] = inHand.cardId;
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const events: GameEvent[] = [...wandEvents, ...preEvents];
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@@ -5654,7 +5678,7 @@ function doCast(prev: GameState, cmd: Extract<Command, { type: "cast" }>): Comma
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numberCards: mods.numbers,
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numberValue: mods.magnitude.numberValue,
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amplifies: mods.amplifies.length,
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from: caster.position,
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from: origin,
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target: target.id,
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targetCell: target.position,
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});
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@@ -5674,7 +5698,7 @@ function doCast(prev: GameState, cmd: Extract<Command, { type: "cast" }>): Comma
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cardId: inHand.cardId,
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numberCards: mods.numbers,
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numberValue: mods.magnitude.numberValue,
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from: caster.position,
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from: origin,
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target: cmd.target?.kind === "player" ? cmd.target.playerId : null,
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targetCell: cmd.target?.kind === "edge" || cmd.target?.kind === "cell" ? cmd.target.cell : null,
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});
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@@ -6291,6 +6315,7 @@ function resolveStack(state: GameState, events: GameEvent[]): void {
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effect.onResolved({
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state, events,
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attacker: defender, defender: attacker,
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origin: defender.position,
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damageDealt: 0, fullyStopped: false, reversed: false, duration: 0,
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stack: { ...stack, params: { ...stack.params, cardId: chosen } },
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});
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@@ -6434,6 +6459,7 @@ function resolveStack(state: GameState, events: GameEvent[]): void {
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events,
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attacker,
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defender,
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origin: stack.origin ?? attacker.position,
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damageDealt,
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fullyStopped: pipe.fullyStopped,
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reversed: pipe.reversed,
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@@ -6472,11 +6498,12 @@ function goAwayRout(
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attacker: PlayerState,
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defender: PlayerState,
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squares: number,
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origin: Cell = attacker.position,
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): void {
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if (isLockedInPlace(state, defender.id)) return;
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const from = defender.position;
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const dist = (c: Cell) =>
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Math.abs(attacker.position.x - c.x) + Math.abs(attacker.position.y - c.y);
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Math.abs(origin.x - c.x) + Math.abs(origin.y - c.y);
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let heading: Side | null = null;
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let moved = 0;
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for (let i = 0; i < squares; i++) {
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@@ -6527,9 +6554,10 @@ function knockBack(
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attacker: PlayerState,
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defender: PlayerState,
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squares: number,
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origin: Cell = attacker.position,
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): void {
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const dx = defender.position.x - attacker.position.x;
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const dy = defender.position.y - attacker.position.y;
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const dx = defender.position.x - origin.x;
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const dy = defender.position.y - origin.y;
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let dir: Side | null = null;
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if (Math.abs(dx) >= Math.abs(dy) && dx !== 0) dir = dx > 0 ? "E" : "W";
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else if (dy !== 0) dir = dy > 0 ? "S" : "N";
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+13
-10
@@ -220,20 +220,23 @@ export function fearCells(view: GameView): Set<string> {
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* reflects what this player knows (illusion walls they believe in block it).
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* The basis for the client's "dim the ineligible squares" targeting aid.
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*/
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export function sightedCellsFor(view: GameView): Set<string> {
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export function sightedCellsFor(view: GameView, from?: Cell): Set<string> {
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const out = new Set<string>();
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const me = view.players.find((p) => p.id === view.you);
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if (!me) return out;
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// Sight is taken from the viewer's square unless a cast leaves from
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// elsewhere — an ALTER EGO's — in which case it is the double's.
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const eye = from ?? me.position;
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const { board, blockers } = sightBasis(view);
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// In a dust cloud a wizard sees only their own square (rev 19).
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if (dustAtEnd(view, me.position, me.position, true)) {
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out.add(`${me.position.x},${me.position.y}`);
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if (dustAtEnd(view, eye, eye, true)) {
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out.add(`${eye.x},${eye.y}`);
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return out;
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}
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for (const key of Object.keys(board.cells)) {
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const [x, y] = key.split(",").map(Number) as [number, number];
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if (dustAtEnd(view, me.position, { x, y })) continue;
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if (sightBetween(board, me.position, { x, y }, blockers)) out.add(key);
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if (dustAtEnd(view, eye, { x, y })) continue;
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if (sightBetween(board, eye, { x, y }, blockers)) out.add(key);
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}
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// VISIONSTONE lets its bearer see through exactly one wall or door —
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// any one — so a square is also sighted if removing a single edge
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@@ -248,7 +251,7 @@ export function sightedCellsFor(view: GameView): Set<string> {
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const opened = { ...board, edges };
|
||||
for (let i = unseen.length - 1; i >= 0; i--) {
|
||||
const [x, y] = unseen[i]!.split(",").map(Number) as [number, number];
|
||||
if (sightBetween(opened, me.position, { x, y }, blockers)) {
|
||||
if (sightBetween(opened, eye, { x, y }, blockers)) {
|
||||
out.add(unseen[i]!);
|
||||
unseen.splice(i, 1);
|
||||
}
|
||||
@@ -263,8 +266,8 @@ export function sightedCellsFor(view: GameView): Set<string> {
|
||||
* plus every square visible from one of those — the caster looks to a middle
|
||||
* cell and the spell turns there, mirroring the engine's bentLos.
|
||||
*/
|
||||
export function bentSightedCellsFor(view: GameView): Set<string> {
|
||||
const out = sightedCellsFor(view);
|
||||
export function bentSightedCellsFor(view: GameView, from?: Cell): Set<string> {
|
||||
const out = sightedCellsFor(view, from);
|
||||
const me = view.players.find((p) => p.id === view.you);
|
||||
if (!me) return out;
|
||||
const mids = [...out].map((k) => {
|
||||
@@ -431,12 +434,12 @@ const SUMMON_CARD_IDS = new Set([
|
||||
* aid — mirroring the engine's own validation from the viewer's knowledge.
|
||||
* Null = this card's eligibility is not modeled; light everything.
|
||||
*/
|
||||
export function eligibleCellsFor(view: GameView, cardId: string, bentCorner = false): Set<string> | null {
|
||||
export function eligibleCellsFor(view: GameView, cardId: string, bentCorner = false, from?: Cell): Set<string> | null {
|
||||
const me = view.players.find((p) => p.id === view.you);
|
||||
if (!me) return null;
|
||||
const cells = Object.keys(view.board.cells);
|
||||
const key = (x: number, y: number) => `${x},${y}`;
|
||||
const sighted = bentCorner ? bentSightedCellsFor(view) : sightedCellsFor(view);
|
||||
const sighted = bentCorner ? bentSightedCellsFor(view, from) : sightedCellsFor(view, from);
|
||||
|
||||
if (CREATION_CARD_IDS.has(cardId)) {
|
||||
// emptySquareTarget: on the board, unoccupied by content, home, wizard,
|
||||
|
||||
@@ -1,9 +1,10 @@
|
||||
import { describe, expect, it } from "vitest";
|
||||
import {
|
||||
type CreatureState, applyCommand, activePlayer, boardView, creatureAt, type GameState, type PlayerId, createGame } from "../src/game";
|
||||
type CreatureState, applyCommand, activePlayer, boardView, creatureAt, type GameState, type PlayerId, createGame, gameLos,
|
||||
} from "../src/game";
|
||||
import { cellKey, edgeKey, neighbor, opposite, SIDES, stepTarget, type Cell, type Side } from "../src/board";
|
||||
import type { CardInstance } from "../src/cards";
|
||||
import { newExpansionGame as newGame, must, drain, giveCard, toRound2, emptyNeighborCell, pushSustained } from "./helpers";
|
||||
import { newExpansionGame as newGame, must, drain, giveCard, toRound2, emptyNeighborCell, pushSustained, faceOff } from "./helpers";
|
||||
|
||||
/** Summon a creature next to its creator (round 2+, consumes the attack). */
|
||||
function summon(state: GameState, playerId: PlayerId, kind: string, tag = "S") {
|
||||
@@ -961,3 +962,38 @@ describe("the imp's fire is a spell (rev 8)", () => {
|
||||
expect(after.alive).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
describe("the alter ego casts from its own square", () => {
|
||||
it("a fireball leaves from the double, by the double's sight, and answers to the caster", () => {
|
||||
let { state } = newGame(42);
|
||||
state = toRound2(state);
|
||||
const { attacker, defender } = faceOff(state);
|
||||
const a = state.players.find((p) => p.id === attacker)!;
|
||||
const d = state.players.find((p) => p.id === defender)!;
|
||||
const ego = giveCard(state, attacker, "alter-ego");
|
||||
state = must(state, attacker, { type: "cast", instanceId: ego.instanceId });
|
||||
const double = state.creatures.find((c) => c.kind === "alter-ego" && c.controllerId === attacker)!;
|
||||
expect(cellKey(double.position)).toBe(cellKey(a.position));
|
||||
// The caster steps out of the defender's sight; the double keeps it.
|
||||
const view = boardView(state);
|
||||
const hidden = Object.keys(view.cells).map((k) => { const [x, y] = k.split(",").map(Number) as [number, number]; return { x, y }; })
|
||||
.find((c) => !gameLos(state, c, d.position) && !state.squareContents[cellKey(c)] && !view.homes.some((h) => cellKey(h) === cellKey(c)));
|
||||
expect(hidden).toBeDefined();
|
||||
const me = state.players.find((p) => p.id === attacker)!;
|
||||
me.position = { ...hidden! };
|
||||
const fb = giveCard(state, attacker, "fireball");
|
||||
const blind = applyCommand(state, attacker, { type: "cast", instanceId: fb.instanceId, target: { kind: "player", playerId: defender } });
|
||||
expect(blind.ok).toBe(false);
|
||||
const wrong = applyCommand(state, attacker, { type: "cast", instanceId: fb.instanceId, target: { kind: "player", playerId: defender }, via: "no-such-double" });
|
||||
expect(wrong.ok).toBe(false);
|
||||
const viaEgo = applyCommand(state, attacker, { type: "cast", instanceId: fb.instanceId, target: { kind: "player", playerId: defender }, via: double.id });
|
||||
expect(viaEgo.ok).toBe(true);
|
||||
if (!viaEgo.ok) return;
|
||||
expect(viaEgo.state.stack?.attackerId).toBe(attacker);
|
||||
expect(cellKey(viaEgo.state.stack!.origin!)).toBe(cellKey(double.position));
|
||||
const cast = viaEgo.events.find((e) => e.type === "spellCast");
|
||||
expect(cast && cast.type === "spellCast" ? cellKey(cast.from) : null).toBe(cellKey(double.position));
|
||||
const done = must(viaEgo.state, defender, { type: "pass" });
|
||||
expect(done.players.find((p) => p.id === defender)!.life).toBe(10);
|
||||
});
|
||||
});
|
||||
|
||||
+50
-14
@@ -590,8 +590,15 @@
|
||||
|
||||
/** Attachment plumbing for a cast command: the chosen mods and the
|
||||
* attached NUMBER ride along (an explicit numberInstanceIds wins). */
|
||||
/** Your ALTER EGO, when it is the selected token: casts leave from its square. */
|
||||
const castingDouble = $derived(
|
||||
selectedCreature && view
|
||||
? view.creatures.find((c) => c.id === selectedCreature && c.kind === "alter-ego" && c.controllerId === view!.you) ?? null
|
||||
: null,
|
||||
);
|
||||
function withMods<T extends Parameters<typeof net.command>[0] & { type: "cast" }>(cmd: T): T {
|
||||
applyMods(cmd);
|
||||
if (castingDouble && cmd.target) cmd.via = castingDouble.id;
|
||||
if (attachedNumber && !cmd.numberInstanceIds) {
|
||||
cmd.numberInstanceIds = [attachedNumber.instanceId];
|
||||
}
|
||||
@@ -1150,7 +1157,7 @@
|
||||
|
||||
function clickPlayer(playerId: string) {
|
||||
if (!view || !yourMoment) return;
|
||||
if (selectedCreature) {
|
||||
if (selectedCreature && !(castingDouble && selectedCard)) {
|
||||
dispatch({ type: "creatureAttack", creatureId: selectedCreature, targetId: playerId });
|
||||
selectedCreature = null;
|
||||
return;
|
||||
@@ -1540,12 +1547,9 @@
|
||||
.filter((t) => t.kind !== "blocked")
|
||||
.map((t) => cellKey(t.to));
|
||||
});
|
||||
/** The first stride of a first game gets one line on the board itself. */
|
||||
const stepCaption = $derived(
|
||||
stepLight && view && me && view.turn.round === 1 && view.turn.movementUsed === 0
|
||||
? { cell: me.position, text: "This is you — tap a lit square to walk" }
|
||||
: null,
|
||||
);
|
||||
/** The first stride of a first game gets one line above the board —
|
||||
* off the maze, so the walls around the wizard stay in plain sight. */
|
||||
const stepCaption = $derived(stepLight && view && me && view.turn.round === 1 && view.turn.movementUsed === 0);
|
||||
const litCells = $derived.by(() => {
|
||||
if (view && me && !selectedDef && stepLight) return new Set([cellKey(me.position), ...stepCells]);
|
||||
if (!view || !selectedDef || !yourMoment) return null;
|
||||
@@ -1553,10 +1557,10 @@
|
||||
if (!me) return null;
|
||||
const bent = attachedMods.some((m) => m.cardId === "around-the-corner");
|
||||
if (CELL_CARDS.has(selectedCard!.cardId)) {
|
||||
return eligibleCellsFor(view, selectedCard!.cardId, bent);
|
||||
return eligibleCellsFor(view, selectedCard!.cardId, bent, castingDouble?.position);
|
||||
}
|
||||
if (selectedDef.adjacent === true) {
|
||||
const { x, y } = me.position;
|
||||
const { x, y } = castingDouble?.position ?? me.position;
|
||||
return new Set(
|
||||
[[x, y], [x + 1, y], [x - 1, y], [x, y + 1], [x, y - 1]]
|
||||
.map(([cx, cy]) => `${cx},${cy}`)
|
||||
@@ -1564,7 +1568,7 @@
|
||||
);
|
||||
}
|
||||
if (selectedDef.los !== true) return null;
|
||||
return bent ? bentSightedCellsFor(view) : sightedCellsFor(view);
|
||||
return bent ? bentSightedCellsFor(view, castingDouble?.position) : sightedCellsFor(view, castingDouble?.position);
|
||||
});
|
||||
|
||||
/** Creatures awaiting your orders this turn (yours + any democratic monster). */
|
||||
@@ -2479,8 +2483,12 @@
|
||||
{#if selectedCreature && !selectedDef}
|
||||
{@const sc = view.creatures.find((c) => c.id === selectedCreature)}
|
||||
{#if sc}
|
||||
<span>Commanding <strong>{cardDef(sc.kind).name}</strong> — {creatureStats(sc)}.
|
||||
Tap a square beside it to march, a target in its square to attack.</span>
|
||||
{#if sc.kind === "alter-ego"}
|
||||
<span>Your <strong>double</strong> stands ready — select a card and it casts from the double's square, by the double's sight.</span>
|
||||
{:else}
|
||||
<span>Commanding <strong>{cardDef(sc.kind).name}</strong> — {creatureStats(sc)}.
|
||||
Tap a square beside it to march, a target in its square to attack.</span>
|
||||
{/if}
|
||||
{#if dmWarnCell}
|
||||
<span class="hint-alert">⚠ it will claw YOU the moment it enters your square — tap again if you mean it</span>
|
||||
{/if}
|
||||
@@ -2673,6 +2681,12 @@
|
||||
</button>
|
||||
</div>
|
||||
{/if}
|
||||
{#if stepCaption && me}
|
||||
<div class="step-caption">
|
||||
<span class="step-chip" style:background={playerColor(me.id)}></span>
|
||||
This is you — tap a lit square beside your wizard to walk
|
||||
</div>
|
||||
{/if}
|
||||
<div class="table-stack" class:fpv-primary={prefs.liveFp && !!view.you && !net.spectating}>
|
||||
{#if prefs.liveFp && view.you && !net.spectating}
|
||||
<LiveFirstPerson {view} batch={fpBatch} onhide={() => setPref("liveFp", false)}
|
||||
@@ -2712,7 +2726,6 @@
|
||||
onEdgePeek={(tip) => (peekEdge = tip)}
|
||||
{litCells}
|
||||
spotCells={stepCells}
|
||||
spotCaption={stepCaption}
|
||||
{sightTrace}
|
||||
povFacing={prefs.liveFp && view.you && !net.spectating ? fpvFacing : null}
|
||||
povCreatureId={prefs.liveFp && !net.spectating ? fpvBody : null}
|
||||
@@ -3487,8 +3500,31 @@
|
||||
margin: 0.2rem 0 0.1rem;
|
||||
}
|
||||
/* The eyes toggle floats over the board's corner so it costs the maze no height. */
|
||||
.board-zone { position: relative; }
|
||||
.board-zone { position: relative; flex-direction: column; align-items: stretch; }
|
||||
.view-toggle { position: absolute; top: 0.25rem; right: 0.25rem; z-index: 3; }
|
||||
.step-caption {
|
||||
align-self: flex-start;
|
||||
max-width: calc(100% - 11rem);
|
||||
margin: 0 0 0.4rem 0.4rem;
|
||||
padding: 0.3rem 0.8rem;
|
||||
border-radius: 999px;
|
||||
background: rgba(28, 22, 12, 0.92);
|
||||
border: 1.5px solid #f2cf5b;
|
||||
color: #f7ecc8;
|
||||
font-family: "Oswald", sans-serif;
|
||||
font-size: 0.85rem;
|
||||
letter-spacing: 0.02em;
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: 0.45rem;
|
||||
}
|
||||
.step-chip {
|
||||
display: inline-block;
|
||||
width: 0.8em;
|
||||
height: 0.8em;
|
||||
border-radius: 2px;
|
||||
border: 1.5px solid #f7ecc8;
|
||||
}
|
||||
.boxlid-tag {
|
||||
font-size: 0.95rem;
|
||||
color: #6b5a41;
|
||||
|
||||
@@ -35,7 +35,6 @@
|
||||
markedCells = null,
|
||||
litCells = null,
|
||||
spotCells = [],
|
||||
spotCaption = null,
|
||||
markedSector = null,
|
||||
ghostSlots = null,
|
||||
onGhostClick,
|
||||
@@ -70,8 +69,6 @@
|
||||
litCells?: Set<string> | null;
|
||||
/** The step light's squares: a pulsing rim on each. */
|
||||
spotCells?: string[];
|
||||
/** One line hung above a square — the first stride's cue. */
|
||||
spotCaption?: { cell: { x: number; y: number }; text: string } | null;
|
||||
/** Origin of a picked-up 5x5 sector: the whole sector outlines as taken. */
|
||||
markedSector?: { x: number; y: number } | null;
|
||||
/** Empty 5x5 slot origins a sector may land on — drawn as dashed ground
|
||||
@@ -697,17 +694,6 @@
|
||||
{@const sy = Number(key.split(",")[1])}
|
||||
<rect x={sx * CELL + 3} y={sy * CELL + 3} width={CELL - 6} height={CELL - 6} class="spot-cell" rx="5" />
|
||||
{/each}
|
||||
{#if spotCaption}
|
||||
{@const cols = Math.max(...Object.keys(view.board.cells).map((k) => Number(k.split(",")[0]))) + 1}
|
||||
{@const cw = spotCaption.text.length * 6.6 + 20}
|
||||
{@const cx = Math.min(Math.max(spotCaption.cell.x * CELL + CELL / 2, cw / 2 + 4), cols * CELL - cw / 2 - 4)}
|
||||
{@const above = spotCaption.cell.y > 0}
|
||||
{@const cy = above ? spotCaption.cell.y * CELL - 14 : (spotCaption.cell.y + 1) * CELL + 14}
|
||||
<g class="spot-caption" transform={`translate(${cx}, ${cy})`}>
|
||||
<rect x={-cw / 2} y={-12} width={cw} height={24} rx="12" />
|
||||
<text x="0" y="4">{spotCaption.text}</text>
|
||||
</g>
|
||||
{/if}
|
||||
<!-- FEAR's bubble: the three-space diamond, through walls, wrapping the rim -->
|
||||
{#each fearAura as key (key)}
|
||||
{@const bx = Number(key.split(",")[0])}
|
||||
@@ -865,15 +851,6 @@
|
||||
0%, 100% { opacity: 0.35; }
|
||||
50% { opacity: 1; }
|
||||
}
|
||||
.spot-caption { pointer-events: none; }
|
||||
.spot-caption rect { fill: rgba(28, 22, 12, 0.92); stroke: #f2cf5b; stroke-width: 1.5; }
|
||||
.spot-caption text {
|
||||
fill: #f7ecc8;
|
||||
font-size: 12px;
|
||||
font-family: "Oswald", "Helvetica Neue", Arial, sans-serif;
|
||||
letter-spacing: 0.02em;
|
||||
text-anchor: middle;
|
||||
}
|
||||
.marked-cell {
|
||||
fill: rgba(211, 133, 43, 0.18);
|
||||
stroke: #d3852b;
|
||||
|
||||
Reference in New Issue
Block a user