The clockwork stops absorbing nothing
An automaton answered DROP OBJECT with an Absorb, then a Blunt — two counters drained against a spell that carries no points. The brain's price table listed only the classic damage spells; anything unknown was guessed at 2 points, which tripped every damage-counter rung. Utility attacks (dropping, dragging, swapping, peeking) now route past those rungs entirely: the bot passes, or spends a full stop when the effect actually threatens something — a shield for the treasure it carries, a worrier's refusal to be dragged. Stone Dead, Butt Head, Heave-Ho, and Illusionary Attack join the price table while the hood is up. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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Claude Fable 5
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@@ -116,3 +116,52 @@ describe("automaton vs automaton", () => {
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}
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});
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});
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describe("the clockwork does not waste counters on pointless targets", () => {
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function underAttack(attackId: string, defenderHand: { instanceId: string; cardId: string }[], rig?: (s: any, defender: string) => void) {
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let { state } = createGame({ playerIds: ["human", "bot"], seed: 42, sets: ["basic", "expansion1"], deckRev: 13 });
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// burn round 1
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for (let i = 0; i < 2; i++) {
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const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 });
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state = r.state;
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}
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while (actingSeat(state) !== "human") {
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state = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 }).state;
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}
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const human = state.players.find((p: { id: string }) => p.id === "human")!;
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const bot = state.players.find((p: { id: string }) => p.id === "bot")!;
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bot.position = { ...human.position };
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defenderHand.forEach((c, i) => { bot.hand[i] = c; });
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human.hand[0] = { instanceId: `${attackId}#A`, cardId: attackId };
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rig?.(state, "bot");
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const r = applyCommand(state, "human", {
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type: "cast", instanceId: `${attackId}#A`, target: { kind: "player", playerId: "bot" },
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...(attackId === "drop-object" ? { params: { cardId: "dagger" } } : {}),
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});
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if (!r.ok) throw new Error(`setup: ${r.error}`);
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return r.state;
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}
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it("passes on drop-object rather than absorbing nothing", () => {
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const state = underAttack("drop-object", [
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{ instanceId: "absorb#T", cardId: "absorb" },
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{ instanceId: "blunt#T", cardId: "blunt" },
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{ instanceId: "dagger#T", cardId: "dagger" },
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]);
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const cmd = automatonCommand(viewFor(state, "bot"), "hunter", "archmage");
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expect(cmd).toEqual({ type: "pass" });
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});
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it("shields a drop-object aimed at its carried treasure", () => {
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const state = underAttack("drop-object", [
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{ instanceId: "full-shield#T", cardId: "full-shield" },
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{ instanceId: "dagger#T", cardId: "dagger" },
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], (s, defender) => {
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const d = s.players.find((p: { id: string }) => p.id === defender)!;
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const t = s.treasures.find((t: { owner: string }) => t.owner !== defender)!;
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t.position = null; t.carriedBy = defender; d.carriedTreasureId = t.id;
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});
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const cmd = automatonCommand(viewFor(state, "bot"), "hunter", "archmage");
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expect(cmd).toEqual({ type: "counteract", instanceId: "full-shield#T" });
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});
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});
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