Credibility pass: the duels leave the code, staying in the ledgers

Third pass, scoped from 7a32370. Three blind reviewers (engine, web,
server/tools) each concluded the work is coherent engineering with
seam-level tells; every finding was verified before touching a line.

Session biography left the comments: the bot brain's heuristics no
longer cite the opponent who taught them, the RNRX coma parenthetical
and the thief-chase citation are gone, the seat-wallet comments state
their invariants without the war stories, and process-named test
groups now name the behaviors they pin. The incident record lives
where history belongs — commit messages and the ledgers.

Structural dedup: one VISIONSTONE one-edge-sight loop serves both
LOS paths; one creature-arrival touch handler serves walking and
warp-stepping (error text aligned); one facingWedge helper draws both
keymap ribbons; one spriteVisibleInCol rule serves the draw pass and
the hover test (which also stops re-sorting per pointermove); and
deepestFacing joins the director, replacing four copied scans.

Test hardening exposed real rot the tells were hiding: the tight
CreatureState cast caught two literals with a bogus field masking
three missing ones; the number-hoarding rig had NEVER run (its
column didn't exist on seed 42 — it now carves its own geometry);
the bank-guard rig now drives the whole table to an arrival
assertion; the bent-trace test walls off straight sight so the bend
must answer. Silent `return`-on-rig-failure became loud throws, and
can-never-fail assertions were removed.

Sweep-up: the eyeTurn ghost comment, the stacked leave() doc
comments (leave now delegates to leaveLocal), the dead ternary in
the seat client, the kick handler's name-coercion drift, kick ledger
lines gain timestamps, archiveRoomFile reuses fileFor, the RULES_REV
alias retires in favor of the engine constant, hitTest un-exports,
the NUL-sentinel hover shape becomes an honest "none" variant, and
the steering holds get named constants. The bezel's stride cluster
also centers per the table's note.

288 tests, 24 ledgers verified, all workspaces typecheck.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
This commit is contained in:
Eric Wagoner
2026-08-27 15:43:24 -04:00
co-authored by Claude Fable 5
parent 7bd8eff11c
commit 3bd7e3c81d
17 changed files with 254 additions and 234 deletions
+12 -11
View File
@@ -296,13 +296,13 @@ function pathDenial(view: GameView): Command | null {
}
// Enemy gold banked at MY home: my score, snatchable by anyone. A
// raider closing on the bank gets the same road-lengthening treatment.
const me2 = me(view);
const self = me(view);
const banked = view.treasures.find(
(t) => t.owner !== view.you && t.position && cellKey(t.position) === cellKey(me2.home));
(t) => t.owner !== view.you && t.position && cellKey(t.position) === cellKey(self.home));
if (banked) {
for (const e of livingEnemies(view)) {
const d = Math.abs(e.position.x - me2.home.x) + Math.abs(e.position.y - me2.home.y);
if (d <= 6) threats.push({ enemy: e.position, goal: me2.home });
const d = Math.abs(e.position.x - self.home.x) + Math.abs(e.position.y - self.home.y);
if (d <= 6) threats.push({ enemy: e.position, goal: self.home });
}
}
if (threats.length === 0) return null;
@@ -758,9 +758,8 @@ function respond(view: GameView, style: AutomatonStyle, tier: TierTraits): Comma
}
// The LAST counter in hand is a treasure of its own: at a healthy life
// total it waits for something big rather than answering every jab
// patience the clockwork's best opponent taught it, three counters at
// a time. (Lethal blows override this below.)
// total it waits for something big rather than answering every jab.
// (Lethal blows override this below.)
const counterCount = view.yourHand.filter((c) => {
const t = cardDef(c.cardId).cardType;
return t === "counteraction" || t === "neutral/counteraction";
@@ -797,6 +796,8 @@ function respond(view: GameView, style: AutomatonStyle, tier: TierTraits): Comma
// when the incoming points reach the clockwork's life, any counter
// that can save it is cheap at the price.
const lethal = !affliction && incoming >= me(view).life;
// 9 clears every thrift threshold below: a killing blow is answered
// with whatever can answer it, price be damned.
const weight = lethal ? Math.max(incoming, 9) : incoming;
if (stack.kind === "spell") {
// REVERSE eats points; a pure duration offers it nothing.
@@ -943,6 +944,7 @@ function bestAttack(view: GameView, targetId: PlayerId, tier: TierTraits): { cmd
if (sd && biggest) {
const shown = target.displayed.filter((c) => STONES.has(c.cardId)).length;
const dmg = biggestValue * shown;
// `best` is assigned only inside offer(), so TS narrows it to null here.
const cur = best as BestPick | null;
if (dmg >= 4 && (!cur || (dmg >= target.life && !cur.kill) || dmg > cur.damage)) {
best = {
@@ -1132,9 +1134,8 @@ function selfCare(view: GameView, style: AutomatonStyle, tier: TierTraits): Comm
}
}
// INFRASTRUCTURE: a wormhole anchored beside home turns every future
// delivery into a three-move stroll — the pattern that won its best
// opponent two games. Placed early, from home's doorstep, far mouth
// by the richest distant gold.
// delivery into a three-move stroll. Placed early, from home's
// doorstep, far mouth by the richest distant gold.
{
const dwarp = inHand(view, "dimensional-warp");
const nearHome = Math.abs(self.position.x - self.home.x) + Math.abs(self.position.y - self.home.y) <= 1;
@@ -1547,7 +1548,7 @@ export function automatonCommand(
const bankedCount = view.treasures.filter(
(t) => t.owner !== you && t.position && cellKey(t.position) === cellKey(self.home)).length;
// The predicate reads only ENEMY positions — my own steps must not
// flip it mid-march or the walker shuttles (the thief-chase lesson).
// flip it mid-march or the walker shuttles between goals.
const bankThreatened = bankedCount > 0 && !self.carriedTreasureId &&
livingEnemies(view).some((p) =>
!p.carriedTreasureId &&
+46 -54
View File
@@ -389,13 +389,11 @@ function doorsAjar(state: GameState, viewerId: PlayerId | undefined, board: Asse
}
/** LOS including square-filling blockers. */
function losWith(state: GameState, from: Cell, to: Cell, viewerId: PlayerId | undefined, stone: boolean): boolean {
const board = doorsAjar(state, viewerId, openedDoors(state, boardView(state)));
const blockers = losBlockers(state);
if (sightBetween(board, from, to, blockers)) return true;
if (!stone) return false;
const viewer = viewerId ? state.players.find((p) => p.id === viewerId) : undefined;
if (!viewer || !viewer.alive || !displays(viewer, "visionstone")) return false;
/** Sight granted by removing any ONE closed edge the VISIONSTONE's
* whole power, shared by every path that honors it. */
function sightThroughOneEdge(
board: AssembledBoard, from: Cell, to: Cell, blockers: Record<string, true>,
): boolean {
for (const key of Object.keys(board.edges)) {
if ((board.edges[key] ?? "open") === "open") continue;
const edges = { ...board.edges };
@@ -405,11 +403,21 @@ function losWith(state: GameState, from: Cell, to: Cell, viewerId: PlayerId | un
return false;
}
function losWith(state: GameState, from: Cell, to: Cell, viewerId: PlayerId | undefined, stone: boolean): boolean {
const board = doorsAjar(state, viewerId, openedDoors(state, boardView(state)));
const blockers = losBlockers(state);
if (sightBetween(board, from, to, blockers)) return true;
if (!stone) return false;
const viewer = viewerId ? state.players.find((p) => p.id === viewerId) : undefined;
if (!viewer || !viewer.alive || !displays(viewer, "visionstone")) return false;
return sightThroughOneEdge(board, from, to, blockers);
}
/** LOS including square-filling blockers. VISIONSTONE is the bearer's
* sight wherever sight is asked of them creations, dispels, utility
* spells not just attacks: one wall or door, any type, falls away.
* Safe at every revision: widening what a cast may target never changes
* how a recorded command replays. */
* Ungated by design: validation may widen without a rev bump, because
* refused commands never entered any ledger. */
export function gameLos(state: GameState, from: Cell, to: Cell, viewerId?: PlayerId): boolean {
return losWith(state, from, to, viewerId, true);
}
@@ -472,13 +480,7 @@ function casterLos(
const blockers = losBlockers(state);
if (sightBetween(board, from, to, blockers)) return true;
if (!displays(caster, "visionstone")) return false;
for (const key of Object.keys(board.edges)) {
if ((board.edges[key] ?? "open") === "open") continue;
const edges = { ...board.edges };
delete edges[key];
if (sightBetween({ ...board, edges }, from, to, blockers)) return true;
}
return false;
return sightThroughOneEdge(board, from, to, blockers);
}
/** Bent LOS for AROUND THE CORNER: caster sees a middle cell, which sees the target. */
@@ -2941,6 +2943,31 @@ function impCheck(state: GameState, events: GameEvent[], onlyPlayer?: PlayerId):
checkVictory(state, events);
}
/** A creature arriving in a player's square touches: the wraith's chill
* and the democratic monster's claw open a counteraction window ("REFLECTIONs
* used on the wraith's touch will damage the wraith" the card assumes
* exactly this window). True = a stack opened and the turn should return.
* "May attack only one player per round of turns" spends attackUsed. */
function creatureTouchOnArrival(state: GameState, events: GameEvent[], creature: CreatureState): boolean {
for (const p of state.players) {
if (!p.alive || cellKey(p.position) !== cellKey(creature.position)) continue;
if (p.id === creature.controllerId && creature.kind !== "democratic-monster") continue; // won't hurt creator
if (creature.kind === "wraith" && !creature.attackUsed) {
creature.attackUsed = true;
events.push({ type: "creatureTouched", creatureId: creature.id, kind: creature.kind, player: p.id });
openCreatureStack(state, creature, p, 2, "wraith");
return true;
}
if (creature.kind === "democratic-monster" && !creature.attackUsed && !creature.justCreated) {
creature.attackUsed = true;
events.push({ type: "creatureTouched", creatureId: creature.id, kind: creature.kind, player: p.id });
openCreatureStack(state, creature, p, 2, "claw");
return true;
}
}
return false;
}
/** A creature standing on a DIMENSIONAL WARP token steps through it like
* any walker: its commander spends one of its moves, solid stone on the
* far side refuses it, and a monster is no braver than a wizard about
@@ -2964,7 +2991,7 @@ function doCreatureWarpStep(prev: GameState, creatureId: string): CommandResult
if (state.squareContents[cellKey(dest)]?.kind === "stone") return err("the far side is solid stone");
if (state.players.some((o) => o.alive && cellKey(o.position) === cellKey(dest) &&
sustainedOn(state, o.id, "big-man").length > 0)) {
return err("a giant fills that square");
return err("a giant fills that corridor");
}
const from = creature.position;
// FEAR holds monsters off too: "no player or monster".
@@ -2972,23 +2999,7 @@ function doCreatureWarpStep(prev: GameState, creatureId: string): CommandResult
creature.position = { ...dest };
creature.movementUsed++;
const events: GameEvent[] = [{ type: "creatureWarpStepped", creatureId, from, to: creature.position, by: active.id }];
// Touch effects on arriving in a player's square, as any step has.
for (const p of state.players) {
if (!p.alive || cellKey(p.position) !== cellKey(creature.position)) continue;
if (p.id === creature.controllerId && creature.kind !== "democratic-monster") continue;
if (creature.kind === "wraith" && !creature.attackUsed) {
creature.attackUsed = true;
events.push({ type: "creatureTouched", creatureId: creature.id, kind: creature.kind, player: p.id });
openCreatureStack(state, creature, p, 2, "wraith");
return { ok: true, state, events };
}
if (creature.kind === "democratic-monster" && !creature.attackUsed && !creature.justCreated) {
creature.attackUsed = true;
events.push({ type: "creatureTouched", creatureId: creature.id, kind: creature.kind, player: p.id });
openCreatureStack(state, creature, p, 2, "claw");
return { ok: true, state, events };
}
}
creatureTouchOnArrival(state, events, creature);
return { ok: true, state, events };
}
@@ -3046,26 +3057,7 @@ function doMoveCreature(prev: GameState, creatureId: string, direction: Side): C
}
creature.movementUsed++;
events.push({ type: "creatureMoved", creatureId: creature.id, from, to: creature.position, direction, by: active.id });
// Touch effects on entering a player's square.
for (const p of state.players) {
if (!p.alive || cellKey(p.position) !== cellKey(creature.position)) continue;
if (p.id === creature.controllerId && creature.kind !== "democratic-monster") continue; // won't hurt creator
if (creature.kind === "wraith" && !creature.attackUsed) {
creature.attackUsed = true;
events.push({ type: "creatureTouched", creatureId: creature.id, kind: creature.kind, player: p.id });
// The victim may counteract ("REFLECTIONs used on the wraith's touch
// will damage the wraith" — the card assumes exactly this window).
openCreatureStack(state, creature, p, 2, "wraith");
return { ok: true, state, events };
}
if (creature.kind === "democratic-monster" && !creature.attackUsed && !creature.justCreated) {
creature.attackUsed = true; // "may attack only one player per round of turns"
events.push({ type: "creatureTouched", creatureId: creature.id, kind: creature.kind, player: p.id });
openCreatureStack(state, creature, p, 2, "claw");
return { ok: true, state, events };
}
}
if (creatureTouchOnArrival(state, events, creature)) return { ok: true, state, events };
checkVictory(state, events);
return { ok: true, state, events };
}
+56 -31
View File
@@ -757,7 +757,7 @@ describe("the thief-chase holds one goal per turn", () => {
state.edgeOverrides[edgeKey({ x: 2, y: 4 }, "S")] = "open";
// A number card and no attacks: the blow the chase serves cannot land.
bot.hand = [];
bot.hand.push({ cardId: "number-2", instanceId: "N2" } as never);
bot.hand.push({ cardId: "number-2", instanceId: "N2" });
const visited = [cellKey(bot.position)];
for (let guard = 0; guard < 40; guard++) {
const view = viewFor(state, "bot");
@@ -776,8 +776,9 @@ describe("the thief-chase holds one goal per turn", () => {
});
});
describe("the archmage's sharpened instincts", () => {
function botTurn(seed = 42) {
describe("the archmage's key, shield, and race discipline", () => {
function botTurn() {
const seed = 42;
let { state } = createGame({ playerIds: ["foe", "bot"], seed, sets: ["basic", "expansion1"] });
while (state.turn.round < 2 || state.players[state.turn.activeIndex]!.id !== "bot") {
const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 });
@@ -790,7 +791,7 @@ describe("the archmage's sharpened instincts", () => {
it("a MASTER KEY drawn goes straight on display", () => {
const state = botTurn();
const bot = state.players.find((p) => p.id === "bot")!;
bot.hand.push({ cardId: "master-key", instanceId: "MK" } as never);
bot.hand.push({ cardId: "master-key", instanceId: "MK" });
const cmd = automatonCommand(viewFor(state, "bot"), "hunter", "archmage");
expect(cmd).toEqual({ type: "cast", instanceId: "MK" });
});
@@ -806,8 +807,8 @@ describe("the archmage's sharpened instincts", () => {
const bot = state.players.find((p) => p.id === "bot")!;
bot.position = { ...foe.position };
bot.life = 2;
bot.hand = [{ cardId: "full-shield", instanceId: "FS" } as never];
foe.hand.push({ cardId: "fireball", instanceId: "FB" } as never);
bot.hand = [{ cardId: "full-shield", instanceId: "FS" }];
foe.hand.push({ cardId: "fireball", instanceId: "FB" });
const r = applyCommand(state, "foe", {
type: "cast", instanceId: "FB", target: { kind: "player", playerId: "bot" },
});
@@ -833,15 +834,20 @@ describe("the archmage's sharpened instincts", () => {
gold[1]!.position = null;
bot.carriedTreasureId = gold[1]!.id;
foe.position = { ...bot.home }; // a foe in sight: the war chest would hoard
bot.hand = [
{ cardId: "fireball", instanceId: "FB" } as never,
{ cardId: "number-3", instanceId: "N3" } as never,
];
// Stand the bot a straight, open four squares from home.
// Legs only: an attack in hand would fire at the foe in sight and
// open a stack this single-seat loop cannot answer.
bot.hand = [{ cardId: "number-3", instanceId: "N3" }];
// Carve a straight, open four-square run to home; the rig owns its
// geometry rather than praying the seed provides it.
const home = bot.home;
const column = [0, 1, 2, 3, 4].map((d) => ({ x: home.x, y: home.y + d }));
if (!column.every((c) => viewFor(state, "bot").board.cells[cellKey(c)])) return;
bot.position = { ...column[4]! };
const column = [4, 3, 2, 1, 0].map((d) => ({ x: home.x, y: home.y - d }));
for (const c of column) {
if (!viewFor(state, "bot").board.cells[cellKey(c)]) {
throw new Error("setup: the column north of home runs off the board");
}
delete state.squareContents[cellKey(c)];
}
bot.position = { ...column[0]! };
for (const c of column.slice(0, 4)) state.edgeOverrides[edgeKey(c, "S")] = "open";
for (let guard = 0; guard < 12; guard++) {
const view = viewFor(state, "bot");
@@ -857,8 +863,9 @@ describe("the archmage's sharpened instincts", () => {
});
});
describe("lessons from the human duels", () => {
function rig(players = ["foe", "bot"]) {
describe("bank guarding, teleport delivery, and turn theft", () => {
function rig() {
const players = ["foe", "bot"];
let { state } = createGame({ playerIds: players, seed: 42, sets: ["basic", "expansion1"] });
while (state.turn.round < 2 || state.players[state.turn.activeIndex]!.id !== "bot") {
const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 });
@@ -878,9 +885,28 @@ describe("lessons from the human duels", () => {
foe.position = { x: bot.home.x, y: bot.home.y + 1 };
bot.position = { ...foe.home };
bot.hand = [];
const cmd = automatonCommand(viewFor(state, "bot"), "hunter", "archmage");
// Whatever step it picks, the march must be TOWARD home, not the gold map.
expect(cmd?.type).toBe("move");
// The march may wind through the maze; what matters is that it ENDS
// at the threatened bank, not out on the gold map.
let cur = state;
for (let guard = 0; guard < 60; guard++) {
const seat = actingSeat(cur);
if (seat !== "bot") {
// The foe answers stacks with a pass and burns its turns.
let r2 = applyCommand(cur, seat, { type: "pass" });
if (!r2.ok) r2 = applyCommand(cur, seat, { type: "endTurn", draw: 0 });
if (!r2.ok) throw new Error(`foe stuck: ${r2.error}`);
cur = r2.state;
continue;
}
const view = viewFor(cur, "bot");
const cmd = automatonCommand(view, "hunter", "archmage") ?? automatonFallback(view, "archmage");
const r = applyCommand(cur, "bot", cmd);
if (!r.ok) throw new Error(`refused: ${JSON.stringify(cmd)}${r.error}`);
cur = r.state;
const at = cur.players.find((p) => p.id === "bot")!;
if (cellKey(at.position) === cellKey(bot.home)) return;
}
throw new Error("the clockwork never came home to its threatened bank");
});
it("carrying with home a blink away, it teleports the delivery", () => {
@@ -895,7 +921,7 @@ describe("lessons from the human duels", () => {
for (const side of ["N", "S", "E", "W"] as const) {
state.edgeOverrides[edgeKey(bot.position, side)] = "wall";
}
bot.hand = [{ cardId: "teleport", instanceId: "TP" } as never];
bot.hand = [{ cardId: "teleport", instanceId: "TP" }];
const cmd = automatonCommand(viewFor(state, "bot"), "hunter", "archmage");
expect(cmd).toEqual({ type: "cast", instanceId: "TP", target: { kind: "cell", cell: { ...bot.home } } });
});
@@ -908,15 +934,15 @@ describe("lessons from the human duels", () => {
const banked = state.treasures.find((t) => t.owner === "bot")!;
banked.position = { ...foe.home };
const carried = state.treasures.filter((t) => t.owner === "bot")[1];
if (!carried) return;
if (!carried) throw new Error("setup: the bot owns fewer than two treasures");
carried.carriedBy = "foe";
carried.position = null;
foe.carriedTreasureId = carried.id;
foe.position = { ...bot.position };
bot.hand = [
{ cardId: "fireball", instanceId: "FB" } as never,
{ cardId: "lightning-blast", instanceId: "LB" } as never,
{ cardId: "number-4", instanceId: "N4" } as never,
{ cardId: "fireball", instanceId: "FB" },
{ cardId: "lightning-blast", instanceId: "LB" },
{ cardId: "number-4", instanceId: "N4" },
];
const cmd = automatonCommand(viewFor(state, "bot"), "hunter", "archmage");
expect(cmd).toMatchObject({ type: "cast", instanceId: "LB" });
@@ -924,10 +950,10 @@ describe("lessons from the human duels", () => {
});
describe("the denial planner offers only castable blocks", () => {
it("tacks at range are never proposed — the RNRX coma", () => {
// Room RNRX froze Automaton II for three turns: pathDenial proposed
// scattering tacks four squares away, the engine refused ("you must
// be adjacent"), and the refusal-fallback loop read as a coma.
it("tacks are offered only at the caster's feet", () => {
// TACKS demand adjacency; a planner that proposes them at range has
// its cast refused every turn, and the refusal-fallback loop reads
// as an idle bot.
let { state } = createGame({ playerIds: ["foe", "bot"], seed: 42, sets: ["basic", "expansion1"] });
while (state.turn.round < 2 || state.players[state.turn.activeIndex]!.id !== "bot") {
const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 });
@@ -941,14 +967,13 @@ describe("the denial planner offers only castable blocks", () => {
const gold = state.treasures.find((t) => t.owner === "bot" && t.position)!;
foe.position = { ...gold.position! };
bot.position = { ...bot.home };
bot.hand = [{ cardId: "handful-of-tacks", instanceId: "HT" } as never];
bot.hand = [{ cardId: "handful-of-tacks", instanceId: "HT" }];
for (let guard = 0; guard < 6; guard++) {
const cmd = automatonCommand(viewFor(state, "bot"), "hunter", "archmage");
if (!cmd) break;
const r = applyCommand(state, "bot", cmd);
// Whatever the brain proposes, the engine must accept it.
expect(r.ok, `refused: ${JSON.stringify(cmd)}${!r.ok ? r.error : ""}`).toBe(true);
if (!r.ok) break;
if (!r.ok) throw new Error(`brain proposed a refused command: ${JSON.stringify(cmd)}${r.error}`);
state = r.state;
if (cmd.type === "endTurn") break;
}
+6 -5
View File
@@ -1186,12 +1186,13 @@ describe("the bent sight-trace shows AROUND THE CORNER's legs", () => {
powerAttackPoints: 0, params: null, kind: "spell",
counters: [], waitingOn: d.id, bentCorner: true,
};
// Wall the straight diagonal shut so only the bend can answer.
state.edgeOverrides[edgeKey({ x: 2, y: 2 }, "S")] = "wall";
state.edgeOverrides[edgeKey({ x: 2, y: 3 }, "E")] = "wall";
const traced = stackSightTrace(viewFor(state, d.id));
expect(traced).not.toBeNull();
if (traced) {
// Whether sight ran straight (free-angle found a gap) or bent, the
// overlay has something to draw; a bend names its middle square.
if (traced.bend) expect(traced.bend.mid).toBeDefined();
}
// The engine promises A workable corner, not which one.
expect(traced?.bend).toBeDefined();
expect(traced?.bend?.mid).toBeDefined();
});
});
+9 -9
View File
@@ -1,5 +1,6 @@
import { describe, expect, it } from "vitest";
import { applyCommand, activePlayer, boardView, creatureAt, type GameState, type PlayerId, createGame } from "../src/game";
import {
type CreatureState, applyCommand, activePlayer, boardView, creatureAt, type GameState, type PlayerId, createGame } from "../src/game";
import { cellKey, edgeKey, SIDES, stepTarget, type Cell, type Side } from "../src/board";
import type { CardInstance } from "../src/cards";
import { newExpansionGame as newGame, must, giveCard, toRound2, emptyNeighborCell, pushSustained } from "./helpers";
@@ -709,7 +710,7 @@ describe("fear holds off monsters and unwilling feet alike", () => {
damage: 0, maxDamage: 6, movesPerTurn: 3, movementUsed: 0,
wallPassesPerTurn: 0, wallPassUsed: 0, attackUsed: false, justCreated: false,
scorchedThisTurn: [],
} as never);
});
for (const y of [5, 6, 7, 8]) state.edgeOverrides[edgeKey({ x: 2, y }, "S")] = "open";
while (state.players[state.turn.activeIndex]!.id !== "a") {
const r = applyCommand(state, state.players[state.turn.activeIndex]!.id, { type: "endTurn", draw: 0 });
@@ -749,7 +750,6 @@ describe("fear holds off monsters and unwilling feet alike", () => {
// The closer step is the only way out: permitted.
const r = applyCommand(state, "a", { type: "move", direction: "S" });
if (!r.ok) throw new Error("escape step refused: " + r.error);
expect(r.ok).toBe(true);
});
});
@@ -760,9 +760,9 @@ describe("creatures and the dimensional warp", () => {
state.dimWarps.push({ a: { x: 1, y: 1 }, b: { x: 3, y: 8 } });
state.creatures.push({
id: "troll-w", kind: "troll", controllerId: you, position: { x: 1, y: 1 },
life: 6, movesPerTurn: 2, movementUsed: 0, attackUsed: false,
justCreated: false, wallPassesPerTurn: 0, wallPassUsed: 0,
} as never);
damage: 0, maxDamage: 6, movesPerTurn: 2, movementUsed: 0, attackUsed: false,
justCreated: false, wallPassesPerTurn: 0, wallPassUsed: 0, scorchedThisTurn: [],
});
const r = applyCommand(state, you, { type: "creatureWarpStep", creatureId: "troll-w" });
expect(r.ok).toBe(true);
if (r.ok) {
@@ -779,9 +779,9 @@ describe("creatures and the dimensional warp", () => {
state.squareContents[cellKey({ x: 3, y: 8 })] = { kind: "stone", damage: 0, createdBy: "b" };
state.creatures.push({
id: "troll-w", kind: "troll", controllerId: you, position: { x: 1, y: 1 },
life: 6, movesPerTurn: 2, movementUsed: 0, attackUsed: false,
justCreated: false, wallPassesPerTurn: 0, wallPassUsed: 0,
} as never);
damage: 0, maxDamage: 6, movesPerTurn: 2, movementUsed: 0, attackUsed: false,
justCreated: false, wallPassesPerTurn: 0, wallPassUsed: 0, scorchedThisTurn: [],
});
const r = applyCommand(state, you, { type: "creatureWarpStep", creatureId: "troll-w" });
expect(r.ok).toBe(false);
if (!r.ok) expect(r.error).toContain("stone");
@@ -488,7 +488,9 @@ describe("a held door is an open doorway to the eye", () => {
// no longer on their threshold; clear their path to the doorway.
const near = neighbor(cell, side);
const far = neighbor(near, side);
if (!boardView(state).cells[cellKey(far)]) return; // the maze ends here; geometry unavailable
if (!boardView(state).cells[cellKey(far)]) {
throw new Error("setup: seed 42 lost the hallway this rig stands in");
}
state.players.find((p) => p.id === pursuer)!.position = far;
state.edgeOverrides[edgeKey(near, side)] = "open";
const rm = giveCard(state, holder, "remove-lock");