Reflected Swap Meet: the reflector chooses the trade (rev 27)

'FULL REFLECTION lets the other player decide which objects, if any,
will be swapped' — the reflector's choice now rides their counteract
(params.cardId, reflector's item first), resolved with the roles
swapped when the reflection settles; 'none' or no choice trades
nothing. The client walks the reflector through the same give-and-take
picker, with a 'swap nothing' refusal.

Also from room XRT7: the trade picker now honors each room's own rules
revision (older rooms trade only object-typed cards), so it can no
longer offer a wizardblade a rev-25 engine will quietly refuse — and a
fizzled swap finally says so in the log instead of vanishing.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
This commit is contained in:
Eric Wagoner
2026-08-17 22:36:00 -04:00
co-authored by Claude Fable 5
parent 3aef6694f3
commit 2bb2ca62d8
6 changed files with 161 additions and 12 deletions
+42 -7
View File
@@ -183,7 +183,9 @@ export interface CastStack {
powerAttackPoints: number;
params: CastParams | null;
kind: "spell" | "physical";
counters: { player: PlayerId; card: CardInstance; nullified: boolean; cell?: Cell }[];
counters: { player: PlayerId; card: CardInstance; nullified: boolean; cell?: Cell;
/** FULL REFLECTION vs SWAP MEET: the reflector's chosen trade (rev 27). */
cardId?: string }[];
waitingOn: PlayerId;
/** CHAOS only: the defender's FULL SHIELD sat them out rather than stopping it. */
defenderShielded?: boolean;
@@ -579,6 +581,7 @@ export type GameEvent =
| { type: "illusionBelieved"; player: PlayerId; cardId: string; believed: boolean }
| { type: "itemStolen"; from: PlayerId; to: PlayerId; cardId: string }
| { type: "itemsSwapped"; a: PlayerId; b: PlayerId }
| { type: "swapFizzled"; player: PlayerId }
| { type: "wardSprung"; owner: PlayerId; victim: PlayerId }
| { type: "wardSet"; player: PlayerId; armed: boolean; visibleTo: PlayerId }
| { type: "chaosShielded"; player: PlayerId }
@@ -669,7 +672,7 @@ export type Command =
}
| { type: "setAmbush"; instanceId: string; trigger: AmbushTrigger; spellInstanceId: string; numberInstanceIds?: string[] }
| { type: "cancelAmbush"; ambushId: string }
| { type: "counteract"; instanceId: string; params?: { cell?: Cell }; numberInstanceIds?: string[] }
| { type: "counteract"; instanceId: string; params?: { cell?: Cell; cardId?: string }; numberInstanceIds?: string[] }
| { type: "pass" }
| { type: "pickUpTreasure"; treasureId?: string }
| { type: "pickUpObject"; instanceId: string }
@@ -2167,16 +2170,17 @@ const CARD_EFFECTS: Record<string, AttackEffect | NeutralEffect | CounterEffect>
const idx = p.hand.findIndex((c) => c.cardId === id && tradable(c.cardId));
return idx === -1 ? null : { kind: "card", idx };
};
const fizzle = () => ctx.events.push({ type: "swapFizzled", player: ctx.attacker.id });
const mine = side(ctx.attacker, mineId ?? "");
const theirs = side(ctx.defender, theirsId ?? "");
if (!mine || !theirs) return;
if (!mine || !theirs) return fizzle();
// A one-way treasure needs an open carry slot and an able back:
// "you are too weak to carry treasure" holds in a trade as at a grab.
const weak = (p: PlayerState) => sustainedOn(ctx.state, p.id, "weakness").length > 0;
if (mine.kind === "treasure" && theirs.kind !== "treasure" &&
(ctx.defender.carriedTreasureId != null || weak(ctx.defender))) return;
(ctx.defender.carriedTreasureId != null || weak(ctx.defender))) return fizzle();
if (theirs.kind === "treasure" && mine.kind !== "treasure" &&
(ctx.attacker.carriedTreasureId != null || weak(ctx.attacker))) return;
(ctx.attacker.carriedTreasureId != null || weak(ctx.attacker))) return fizzle();
const giveTreasure = (from: PlayerState, to: PlayerState) => {
const t = ctx.state.treasures.find((t) => t.id === from.carriedTreasureId)!;
from.carriedTreasureId = null;
@@ -4950,7 +4954,7 @@ function counterDuration(state: GameState, player: PlayerState, numberInstanceId
function doCounteract(
prev: GameState, playerId: PlayerId, instanceId: string,
params?: { cell?: Cell }, numberInstanceIds?: string[],
params?: { cell?: Cell; cardId?: string }, numberInstanceIds?: string[],
): CommandResult {
const state = clone(prev);
const stack = state.stack!;
@@ -5101,7 +5105,12 @@ function doCounteract(
}
takeFromHand(player, instanceId);
state.discard.push(card);
stack.counters.push({ player: playerId, card, nullified: false });
stack.counters.push({
player: playerId, card, nullified: false,
// "FULL REFLECTION lets the other player decide which objects, if
// any, will be swapped" — the reflector's choice rides the counter.
...(card.cardId === "full-reflection" && params?.cardId ? { cardId: params.cardId } : {}),
});
stack.waitingOn = stack.attackerId;
return {
ok: true,
@@ -5352,6 +5361,32 @@ function resolveStack(state: GameState, events: GameEvent[]): void {
? state.creatures.find((c) => c.id === stack.creatureId)
: undefined;
if (pipe.redirected) {
// SWAP MEET turned: "FULL REFLECTION lets the other player decide which
// objects, if any, will be swapped" (rules rev 27). The reflector's
// choice rode their counter — absent, or "none", nothing trades.
if (attackId === "swap-meet" && (state.config.deckRev ?? 1) >= 27) {
const fr = stack.counters.find((c) => !c.nullified && c.card.cardId === "full-reflection");
const chosen = fr?.cardId;
if (chosen && chosen !== "none" && effect?.onResolved && !attackingCreature) {
effect.onResolved({
state, events,
attacker: defender, defender: attacker,
damageDealt: 0, fullyStopped: false, duration: 0,
stack: { ...stack, params: { ...stack.params, cardId: chosen } },
});
}
events.push({
type: "attackResolved",
attacker: attacker.id,
defender: defender.id,
attackCardId: attackId,
damageDealt: 0,
reflectedDamage: 0,
fullyStopped: false,
redirected: true,
});
return;
}
// The returned spell is a fresh attack on its own caster — who gets a
// defender's counteraction window against it (rules rev 25). Earlier
// revisions land the blow instantly and stored games replay so.