IDIOT trusts the feet and yields to a jailbreak drop (rules rev 37)
The per-step steering recalculated greedily, ping-ponging between routes that tie at a corner and able to wall the victim off from the cure; rev 37 retires it — the march is the player's to honor, and the automatons steer themselves. DROP OBJECT that shakes the victim's OWN treasure out of a thief's arms is now an aid, not an attack: while carried, that treasure cannot even be stood upon, so the curse could be unsatisfiable. Older ledgers replay steered and strict. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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co-authored by
Claude Fable 5
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6adcbe23b5
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118bfd236b
@@ -1323,17 +1323,43 @@ export function automatonCommand(
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}
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}
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// IDIOT's curse: the maze no longer forces the feet (rev 37), so the
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// clockwork honors the march to its own gold itself — and when a thief
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// carries that gold, DROP OBJECT (the rev-37 carve-out) shakes it onto
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// the floor where it can finally be stood upon.
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const cursedIdiot = view.sustained.some((e) => e.cardId === "idiot" && e.targetId === view.you);
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if (cursedIdiot && view.deckRev >= 37 && view.turn.round > 1 && !view.turn.attackUsed) {
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const dropper = inHand(view, "drop-object");
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if (dropper) {
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const sighted = sightedCellsFor(view);
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const thiefOfGold = livingEnemies(view).find((p) =>
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sighted.has(cellKey(p.position)) &&
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view.treasures.some((t) => t.owner === view.you && t.carriedBy === p.id));
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if (thiefOfGold) {
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return {
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type: "cast", instanceId: dropper.instanceId,
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target: { kind: "player", playerId: thiefOfGold.id }, params: { cardId: "treasure" },
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};
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}
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}
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}
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// March. The thief-chase outranks everything; the berserker hunts wizards
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// over gold; the worrier keeps its distance; the hunter goes to the gold.
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if (view.turn.movementUsed < view.turn.movementAllowance) {
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const gold = treasureGoals(view);
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const enemyCells = new Set(livingEnemies(view).map((p) => cellKey(p.position)));
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const canUnlock = UNLOCKS.some((id) => inHand(view, id));
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const objectives = thief
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? new Set([cellKey(thief.position)])
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: style === "berserker" && !self.carriedTreasureId
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? (enemyCells.size > 0 ? enemyCells : gold)
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: gold;
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const ownGoldCells = new Set(view.treasures
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.filter((t) => t.owner === view.you && t.position && !t.carriedBy)
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.map((t) => cellKey(t.position!)));
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const objectives = cursedIdiot && ownGoldCells.size > 0
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? ownGoldCells
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: thief
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? new Set([cellKey(thief.position)])
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: style === "berserker" && !self.carriedTreasureId
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? (enemyCells.size > 0 ? enemyCells : gold)
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: gold;
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const path =
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pathToward(view, self.position, objectives, { avoidNearEnemies: style === "worrier" && !thief, canUnlock }) ??
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pathToward(view, self.position, objectives, { canUnlock }) ??
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@@ -3790,7 +3790,11 @@ function doMove(prev: GameState, direction: Side, over = false): CommandResult {
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const events: GameEvent[] = [];
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// IDIOT: every move heads for the nearest of their own treasures.
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if (sustainedOn(state, p.id, "idiot").length > 0) {
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// Rev 37 retires the steering: a greedy per-step recalculation ping-pongs
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// between routes that tie at a corner and can wall the victim off from
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// the cure entirely. The march is the player's to honor (like FEAR's
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// duty); the automatons steer themselves. Older ledgers replay steered.
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if ((state.config.deckRev ?? 1) < 37 && sustainedOn(state, p.id, "idiot").length > 0) {
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const steered = idiotSteer(state, p);
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if (steered) direction = steered;
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}
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@@ -4169,7 +4173,7 @@ const IDIOT_AIDS = new Set([
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function castingBlocked(
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state: GameState, playerId: PlayerId,
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opts?: { counteraction?: boolean; cardId?: string },
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opts?: { counteraction?: boolean; cardId?: string; targetPlayerId?: PlayerId; pickedCardId?: string },
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): string | null {
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if (sustainedOn(state, playerId, "medusa").length > 0) return "you are paralyzed by Medusa";
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if (sustainedOn(state, playerId, "no-spell").length > 0) return "No Spell — you cannot cast";
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@@ -4177,7 +4181,16 @@ function castingBlocked(
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// needed)" — and per the FAQ, spells that aid the march to the treasure.
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if (sustainedOn(state, playerId, "idiot").length > 0 &&
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!opts?.counteraction && !(opts?.cardId && IDIOT_AIDS.has(opts.cardId))) {
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return "What am I doing here...? (you can do nothing but head for your treasure)";
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// Rev 37: DROP OBJECT that shakes YOUR OWN treasure out of a thief's
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// arms serves the march — while carried, that treasure cannot even be
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// stood upon, so without this the curse can be unsatisfiable.
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const freesOwnGold = (state.config.deckRev ?? 1) >= 37 &&
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opts?.cardId === "drop-object" && opts.pickedCardId === "treasure" &&
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opts.targetPlayerId != null &&
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state.treasures.some((t) => t.owner === playerId && t.carriedBy === opts.targetPlayerId);
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if (!freesOwnGold) {
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return "What am I doing here...? (you can do nothing but head for your treasure)";
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}
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}
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return null;
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}
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@@ -4605,7 +4618,11 @@ function doCast(prev: GameState, cmd: Extract<Command, { type: "cast" }>): Comma
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// NO SPELL cast on you."
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const isSpell = def.cardType !== "object" && !NOT_SPELLS.has(inHand.cardId) && !isWand;
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if (isSpell) {
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const castBlock = castingBlocked(state, caster.id, { cardId: inHand.cardId });
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const castBlock = castingBlocked(state, caster.id, {
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cardId: inHand.cardId,
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targetPlayerId: cmd.target?.kind === "player" ? cmd.target.playerId : undefined,
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pickedCardId: cmd.params?.cardId,
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});
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if (castBlock) return err(castBlock);
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} else if (sustainedOn(state, caster.id, "medusa").length > 0) {
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return err("you are paralyzed by Medusa");
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