Around the Corner bends every spell, hairpins included
Two holes, found when a SAFE cast at a treasure 'around the 180 degree corner' refused with no line of sight (room LZ5R). First: the bend was honored only in the attack path — every neutral resolve (creations, summons, utilities, edge targets) checked straight sight and ignored the attached card, though the card says 'any line of sight spell'. castSight/castSightEdge now thread the bend through all of them, and the chronicle narrates the neutral bend too. Second: the bend itself pivoted only at cell centers, so the card's flagship shot — doubling back up to 180 degrees around a wall's end — never resolved: both legs graze the corner and die. The pivot may now sit in the wall's open gap itself (bentSightThroughGap), which is what rounding a corner physically is. Closed doors still block; two corners still refuse. The client lights bent-reachable squares for real now instead of the old one-step-adjacency guess, creations included. Pure widening, so no rev bump: every one of these casts was refused before, so no ledger holds one. All 26 production ledgers replay clean; the LZ5R moment itself replayed and the exact refused cast now lands. 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
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@@ -2,7 +2,7 @@
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// The server sends this after every state change; clients never see the
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// deck order or other players' hands.
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import { SIDES, edgeKey, sightBetween, traceSight, type AssembledBoard, type Cell, type SightTrace } from "./board";
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import { SIDES, edgeKey, sightBetween, bentSightThroughGap, traceSight, type AssembledBoard, type Cell, type SightTrace } from "./board";
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import { cardDef, type CardInstance } from "./cards";
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import {
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boardView,
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@@ -223,6 +223,32 @@ export function sightedCellsFor(view: GameView): Set<string> {
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return out;
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}
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/**
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* Sight with an AROUND THE CORNER attached: every square straightly sighted,
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* plus every square visible from one of those — the caster looks to a middle
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* cell and the spell turns there, mirroring the engine's bentLos.
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*/
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export function bentSightedCellsFor(view: GameView): Set<string> {
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const out = sightedCellsFor(view);
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const me = view.players.find((p) => p.id === view.you);
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if (!me) return out;
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const mids = [...out].map((k) => {
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const [x, y] = k.split(",").map(Number) as [number, number];
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return { x, y };
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});
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const { board, blockers } = sightBasis(view);
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for (const key of Object.keys(board.cells)) {
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if (out.has(key)) continue;
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const [x, y] = key.split(",").map(Number) as [number, number];
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const cell = { x, y };
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if (mids.some((mid) => sightBetween(board, mid, cell, blockers)) ||
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bentSightThroughGap(board, me.position, cell, blockers)) {
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out.add(key);
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}
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}
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return out;
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}
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/** The board-as-seen and sight blockers this view's sight rules run against. */
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function sightBasis(view: GameView): { board: GameView["board"]; blockers: Record<string, true> } {
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// Held-open doors are open doorways to every eye. Beyond them, the
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@@ -337,12 +363,12 @@ const SUMMON_CARD_IDS = new Set([
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* aid — mirroring the engine's own validation from the viewer's knowledge.
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* Null = this card's eligibility is not modeled; light everything.
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*/
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export function eligibleCellsFor(view: GameView, cardId: string): Set<string> | null {
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export function eligibleCellsFor(view: GameView, cardId: string, bentCorner = false): Set<string> | null {
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const me = view.players.find((p) => p.id === view.you);
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if (!me) return null;
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const cells = Object.keys(view.board.cells);
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const key = (x: number, y: number) => `${x},${y}`;
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const sighted = sightedCellsFor(view);
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const sighted = bentCorner ? bentSightedCellsFor(view) : sightedCellsFor(view);
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if (CREATION_CARD_IDS.has(cardId)) {
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// emptySquareTarget: on the board, unoccupied by content, home, wizard,
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