FEAR stains the forbidden ground in the cockpit too
The aura's warp-walking diamond — dreadDistance ≤ 3, extracted to one shared fearCells so the board's dashed ring, the cockpit's floor stain, and the engine's refusal can never disagree — now tints the flagstones violet in first person, breathing like the board's aura, beneath the dread ring already at the bearer's feet. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
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co-authored by
Claude Fable 5
parent
203b6101bd
commit
19888f9e84
@@ -16,6 +16,7 @@ import {
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type SustainedEffect,
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type TreasureState,
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type TurnState,
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dreadDistance,
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} from "./game";
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export interface PlayerPublicView {
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@@ -193,6 +194,22 @@ export function viewFor(state: GameState, playerId: PlayerId): GameView {
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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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/** Every square inside a living FEAR-bearer's aura — dreadDistance walks
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* through warps, the engine's own yardstick, so the painted aura and the
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* movement refusal can never disagree. */
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export function fearCells(view: GameView): Set<string> {
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const out = new Set<string>();
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for (const fp of view.players) {
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if (!fp.alive) continue;
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if (!view.sustained.some((e) => e.cardId === "fear" && e.targetId === fp.id)) continue;
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for (const k of Object.keys(view.board.cells)) {
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const [x, y] = k.split(",").map(Number) as [number, number];
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if (dreadDistance(view.board, fp.position, { x, y }) <= 3) out.add(k);
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}
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}
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return out;
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}
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export function sightedCellsFor(view: GameView): 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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@@ -2,7 +2,7 @@
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import type { Component } from "svelte";
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import type { GameView, SightTrace } from "@wizwar/engine";
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import type { Side } from "@wizwar/engine";
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import { dreadDistance } from "@wizwar/engine";
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import { fearCells } from "@wizwar/engine";
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import type { BoardFx } from "./fx";
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import { colorIndexOf as sharedColorIndex, wizardColor } from "./colors";
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import { CREATURE_ART, objectArt, TERRAIN_ART, tokenArt } from "./art";
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@@ -212,18 +212,7 @@
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// ("even if walls separate you"), never diagonally — and the maze wraps,
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// so the diamond continues from the opposite rim. The engine's own
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// yardstick, so the aura and the refusal can never disagree.
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const fearCells = $derived.by(() => {
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const out = new Set<string>();
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for (const fp of view.players) {
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if (!fp.alive) continue;
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if (!view.sustained.some((e) => e.cardId === "fear" && e.targetId === fp.id)) continue;
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for (const k of Object.keys(view.board.cells)) {
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const [x, y] = k.split(",").map(Number) as [number, number];
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if (dreadDistance(view.board, fp.position, { x, y }) <= 3) out.add(k);
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}
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}
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return out;
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});
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const fearAura = $derived(fearCells(view));
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// Warp pairs share a letter, like the printed openings on the real boards.
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const warpLetters = $derived.by(() => {
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@@ -692,7 +681,7 @@
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{/each}
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{/if}
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<!-- FEAR's bubble: the three-space diamond, through walls, wrapping the rim -->
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{#each fearCells as key (key)}
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{#each fearAura as key (key)}
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{@const bx = Number(key.split(",")[0])}
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{@const by = Number(key.split(",")[1])}
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<rect x={bx * CELL + 1.5} y={by * CELL + 1.5} width={CELL - 3} height={CELL - 3}
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@@ -9,6 +9,7 @@
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import { terrainFallback, TERRAIN3D } from "./terrain3d";
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import { tokenArt } from "../art";
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import { PLAYER_COLORS } from "../colors";
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import { fearCells } from "@wizwar/engine";
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import type { GameView } from "@wizwar/engine";
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let {
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@@ -120,6 +121,23 @@
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}
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return px;
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}
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// The dread-stained squares, rasterized once per view (null = no fear).
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const dreadCache = new WeakMap<object, Uint8Array | null>();
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function dreadGridOf(v: GameView): Uint8Array | null {
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if (dreadCache.has(v)) return dreadCache.get(v)!;
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const cells = fearCells(v);
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let grid: Uint8Array | null = null;
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if (cells.size > 0) {
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grid = new Uint8Array(v.board.width * v.board.height);
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for (const k of cells) {
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const [fx, fy] = k.split(",").map(Number) as [number, number];
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if (fx >= 0 && fy >= 0 && fx < v.board.width && fy < v.board.height) grid[fy * v.board.width + fx] = 1;
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}
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}
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dreadCache.set(v, grid);
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return grid;
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}
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let frame: ImageData | null = null;
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// The floor wears decals: home emblems in their owners' colors, pits
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@@ -222,6 +240,10 @@
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if (lx >= 0 && ly >= 0 && lx < litBw && ly < litBh) litGrid[ly * litBw + lx] = 1;
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}
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}
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// FEAR's aura stains the forbidden ground itself, as the board draws
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// its dashed diamond — the same warp-walking yardstick behind both.
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const dreadGrid = dreadGridOf(view);
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const dreadBlend = dreadGrid ? 0.16 + 0.07 * Math.sin(time / 400) : 0;
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for (let row = 0; row < H; row++) {
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const below = row > half;
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const dz = below ? row - half : half - row;
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@@ -260,6 +282,14 @@
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const gx = (wx - u) | 0, gy = (wy - v) | 0;
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if (gx < 0 || gy < 0 || gx >= litBw || gy >= litBh || !litGrid[gy * litBw + gx]) sh *= 0.3;
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}
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if (dreadGrid && below) {
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const gx = (wx - u) | 0, gy = (wy - v) | 0;
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if (gx >= 0 && gy >= 0 && gx < litBw && gy < litBh && dreadGrid[gy * litBw + gx]) {
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r = r * (1 - dreadBlend) + 122 * dreadBlend;
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g = g * (1 - dreadBlend) + 74 * dreadBlend;
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b = b * (1 - dreadBlend) + 138 * dreadBlend;
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}
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}
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if (dec) {
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const hx = (wx - u) | 0, hy = (wy - v) | 0;
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if (hx >= 0 && hy >= 0 && hx < dec.bw && hy < dec.bh) {
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