Fear's spaces are walked, not flown — warps carry the dread

The owner caught the metric: a wizard eight squares away as the crow
flies stood three WALKED spaces away through a warp, and the manhattan
check waved it through (while falsely blocking approaches manhattan-
near through solid walls). fearRepels now measures walkingDistance —
the same BFS the maze walks, warps included, walls respected. The
board's aura follows suit: the diamond becomes a violet wash on every
square within three walked spaces, computed by the same BFS, warp
mouths included. No rev-32 ledger existed yet, so the metric corrects
inside rev 32.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
This commit is contained in:
Eric Wagoner
2026-08-19 21:34:15 -04:00
co-authored by Claude Fable 5
parent 644d651ae0
commit 410ebc0135
3 changed files with 39 additions and 12 deletions
+4 -2
View File
@@ -3726,8 +3726,10 @@ function fearRepels(state: GameState, moverId: PlayerId | null, from: Cell, to:
for (const other of state.players) {
if (!other.alive || other.id === moverId) continue;
if (sustainedOn(state, other.id, "fear").length === 0) continue;
const d = Math.abs(other.position.x - to.x) + Math.abs(other.position.y - to.y);
const dBefore = Math.abs(other.position.x - from.x) + Math.abs(other.position.y - from.y);
// "Spaces" are counted through the maze — warps included, walls
// respected — exactly as feet would walk them.
const d = walkingDistance(state, other.position, to);
const dBefore = walkingDistance(state, other.position, from);
if (d <= 3 && d < dBefore) return true;
}
return false;
+1 -1
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@@ -739,7 +739,7 @@ describe("fear holds off monsters and unwilling feet alike (rules rev 32)", () =
wallPassesPerTurn: 0, wallPassUsed: 0, attackUsed: false, justCreated: false,
scorchedThisTurn: [],
} as never);
state.edgeOverrides[edgeKey({ x: 2, y: 8 }, "S")] = "open";
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 });
if (!r.ok) throw new Error(r.error);
+34 -9
View File
@@ -1,5 +1,6 @@
<script lang="ts">
import type { Component } from "svelte";
import { stepTarget } from "@wizwar/engine";
import type { GameView, SightTrace } from "@wizwar/engine";
import type { Side } from "@wizwar/engine";
import type { BoardFx } from "./fx";
@@ -180,6 +181,33 @@
return boxes;
});
// FEAR's dread reaches three WALKED spaces (through warps, around walls) —
// the same BFS the engine's refusal runs, so the wash never lies.
const fearCells = $derived.by(() => {
const out = new Set<string>();
for (const fp of view.players) {
if (!fp.alive) continue;
if (!view.sustained.some((e) => e.cardId === "fear" && e.targetId === fp.id)) continue;
const seen = new Map<string, number>([[`${fp.position.x},${fp.position.y}`, 0]]);
const queue = [fp.position];
while (queue.length > 0) {
const cur = queue.shift()!;
const d = seen.get(`${cur.x},${cur.y}`)!;
if (d >= 3) continue;
for (const side of ["N", "S", "E", "W"] as const) {
const t = stepTarget(view.board, cur, side);
if (t.kind === "blocked") continue;
const k = `${t.to.x},${t.to.y}`;
if (seen.has(k) || view.squareContents[k]?.kind === "stone") continue;
seen.set(k, d + 1);
queue.push(t.to);
}
}
for (const k of seen.keys()) out.add(k);
}
return out;
});
// Warp pairs share a letter, like the printed openings on the real boards.
const warpLetters = $derived.by(() => {
const letters = new Map<string, string>();
@@ -633,15 +661,12 @@
{/if}
{/each}
{/if}
<!-- FEAR's bubble: no willing step crosses this line toward its center -->
{#each view.players.filter((p) => p.alive && view.sustained.some((e) => e.cardId === "fear" && e.targetId === p.id)) as fp (fp.id)}
{@const fx = fp.position.x * CELL + CELL / 2}
{@const fy = fp.position.y * CELL + CELL / 2}
{@const r = 3.5 * CELL}
<path
d={`M ${fx} ${fy - r} L ${fx + r} ${fy} L ${fx} ${fy + r} L ${fx - r} ${fy} Z`}
class="fear-aura"
/>
<!-- FEAR's bubble: every square within three WALKED spaces (warps count) -->
{#each fearCells as key (key)}
{@const bx = Number(key.split(",")[0])}
{@const by = Number(key.split(",")[1])}
<rect x={bx * CELL + 1.5} y={by * CELL + 1.5} width={CELL - 3} height={CELL - 3}
class="fear-aura" rx="4" />
{/each}
<!-- the sight line an attack traveled, leg by leg through any warp mouth -->