Rev 9: REDIRECTION connects the exits you choose
Playtesting read the card right and the engine had it wrong. "Placing the A tokens on one set of exits & the B tokens on the other" means the two exits you mark BECOME a pair — and their former partners pair with each other — not that the two exits trade destinations. Under rev 9, click the exit and then the exit you want it to connect TO (the hint now says so); already-connected exits are refused. Earlier games keep the swap their logs were validated against. Test pins the full four-way rewiring. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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co-authored by
Claude Fable 5
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2c3e622ce5
@@ -2105,16 +2105,31 @@ const CARD_EFFECTS: Record<string, AttackEffect | NeutralEffect | CounterEffect>
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},
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redirection: {
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kind: "neutral",
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// "Swap two external sector exits" — their wraparound destinations trade.
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// "Signify their new directions by placing the A tokens on one set of
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// exits & the B tokens on the other" — the two exits you choose become a
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// pair (rules rev 9), and their former partners pair with each other.
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// Earlier revisions swapped the two exits' destinations instead.
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resolve: (state, events, caster, cmd) => {
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const a = cmd.params?.cell;
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const bT = cmd.target;
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if (!a || !bT || bT.kind !== "cell") return "pick the two exits to swap";
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if (!a || !bT || bT.kind !== "cell") return "pick the two exits to connect";
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const b = bT.cell;
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const wa = state.board.warps.find((w) => cellKey(w.from.cell) === cellKey(a));
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const wb = state.board.warps.find((w) => cellKey(w.from.cell) === cellKey(b));
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if (!wa || !wb || wa === wb) return "pick two different outer exits";
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// Swap destinations and fix the reciprocal warps to match.
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if ((state.config.deckRev ?? 1) >= 9) {
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if (cellKey(wa.to.cell) === cellKey(wb.from.cell)) return "those exits already connect";
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const pa = state.board.warps.find((w) => cellKey(w.from.cell) === cellKey(wa.to.cell));
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const pb = state.board.warps.find((w) => cellKey(w.from.cell) === cellKey(wb.to.cell));
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// The chosen exits join (A tokens); their old partners join (B tokens).
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wa.to = { cell: { ...wb.from.cell }, side: wb.from.side };
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wb.to = { cell: { ...wa.from.cell }, side: wa.from.side };
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if (pa && pb) {
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pa.to = { cell: { ...pb.from.cell }, side: pb.from.side };
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pb.to = { cell: { ...pa.from.cell }, side: pa.from.side };
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}
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} else {
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// Legacy: swap destinations and fix the reciprocal warps to match.
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const destA = { ...wa.to };
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const destB = { ...wb.to };
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wa.to = destB;
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@@ -2123,6 +2138,7 @@ const CARD_EFFECTS: Record<string, AttackEffect | NeutralEffect | CounterEffect>
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if (cellKey(w.from.cell) === cellKey(destA.cell)) w.to = { cell: { ...wb.from.cell }, side: wb.from.side };
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if (cellKey(w.from.cell) === cellKey(destB.cell)) w.to = { cell: { ...wa.from.cell }, side: wa.from.side };
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}
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}
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events.push({ type: "exitsRedirected", caster: caster.id });
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return null;
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},
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@@ -769,3 +769,28 @@ describe("rules revision 8", () => {
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if (!r.ok) expect(r.error).toMatch(/warp shimmers/);
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});
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});
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describe("redirection (rules rev 9)", () => {
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it("the two chosen exits connect; their old partners pair with each other", () => {
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let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic"], deckRev: 9 });
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state = toRound2(state);
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const me = activePlayer(state);
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// Pick two exits that are NOT already partners.
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const warps = state.board.warps;
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const wa = warps[0]!;
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const wb = warps.find((w) => cellKey(w.from.cell) !== cellKey(wa.from.cell) &&
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cellKey(w.from.cell) !== cellKey(wa.to.cell))!;
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const paCell = { ...wa.to.cell };
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const pbCell = { ...wb.to.cell };
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const rd = giveCard(state, me.id, "redirection", "RD", 0);
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state = must(state, me.id, {
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type: "cast", instanceId: rd.instanceId,
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target: { kind: "cell", cell: wb.from.cell }, params: { cell: wa.from.cell },
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});
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const after = (from: Cell) => state.board.warps.find((w) => cellKey(w.from.cell) === cellKey(from))!;
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expect(cellKey(after(wa.from.cell).to.cell)).toBe(cellKey(wb.from.cell));
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expect(cellKey(after(wb.from.cell).to.cell)).toBe(cellKey(wa.from.cell));
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expect(cellKey(after(paCell).to.cell)).toBe(cellKey(pbCell));
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expect(cellKey(after(pbCell).to.cell)).toBe(cellKey(paCell));
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});
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});
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@@ -46,7 +46,7 @@ export interface Room {
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const rooms = new Map<string, Room>();
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/** Rules revision new games are dealt under (stored games keep their own). */
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const RULES_REV = 8;
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const RULES_REV = 9;
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const ROOM_CODE_ALPHABET = "ABCDEFGHJKLMNPQRSTUVWXYZ23456789";
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@@ -1282,7 +1282,9 @@
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{#if selectedCard?.cardId === "boobytrap"}
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<span>— place 4 tokens ({trapCells.length}/4; the first is real)</span>
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{/if}
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{#if selectedCard && TWO_CELL_CARDS.has(selectedCard.cardId)}
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{#if selectedCard?.cardId === "redirection"}
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<span>{tradeFrom ? "— now the exit it should connect TO" : "— click the first exit"}</span>
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{:else if selectedCard && TWO_CELL_CARDS.has(selectedCard.cardId)}
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<span>{tradeFrom ? "— now the second square" : "— click the first square"}</span>
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{/if}
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{#if selectedCard?.cardId === "rotate-sector"}
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@@ -132,7 +132,7 @@ class LocalGame {
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seed,
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sets: expansion ? ["basic", "expansion1"] : ["basic"],
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...(colors ? { colors } : {}),
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deckRev: 8,
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deckRev: 9,
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};
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const { state, events } = createGame(config);
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this.config = config;
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