Ambushes: the async-native form of Interrupt and Opportunity Fire
Eric's diagnosis: "in the moment" interruption cards are worthless in correspondence play — there is no moment. The answer was already in the game: WARD is a contingency card, and ambushes generalize it. On your turn, playing Interrupt or Opportunity Fire now arms an ambush: commit it with an attack from your hand (plus an optional number card) and a trigger — an opponent entering your line of sight, coming beside you, or grabbing a treasure — and it springs automatically when the condition occurs, whether you are watching or asleep. The sprung attack opens the normal counteraction stack, so the victim gets their defense (asynchronously, like any attack). Committed cards leave your hand until the trap springs or you disarm it; ambushes are invisible to everyone but their owner (view-level redaction), die with their owner, stay armed if the shot is momentarily illegal, and honor the no-combat first round. Live play in the moment still works too — and the client now actually offers it (the old UI never let you click those cards out of turn). The rail shows your armed traps with a disarm control; the chronicle announces AMBUSH! when one springs. 124 tests passing. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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co-authored by
Claude Fable 5
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@@ -2,13 +2,15 @@ import { describe, expect, it } from "vitest";
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import {
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applyCommand,
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activePlayer,
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boardView,
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createGame,
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gameLos,
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sustainedOn,
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type Command,
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type GameState,
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type PlayerId,
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} from "../src/game";
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import { cellKey } from "../src/board";
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import { cellKey, stepTarget } from "../src/board";
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import type { CardInstance } from "../src/cards";
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function newGame(seed = 42) {
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@@ -266,3 +268,67 @@ describe("add for movement", () => {
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expect(applyCommand(state, me, { type: "playNumberForMovement", instanceId: "number-4#N3" }).ok).toBe(false);
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});
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});
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describe("ambushes (async interrupts)", () => {
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it("an armed Opportunity Fire springs when prey walks into sight", () => {
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let { state } = newGame();
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state = toRound2(state);
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const owner = activePlayer(state);
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const of_ = giveCard(state, owner.id, "opportunity-fire", "OF", 0);
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const fb = giveCard(state, owner.id, "fireball", "FB", 1);
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state = must(state, owner.id, {
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type: "setAmbush", instanceId: of_.instanceId, trigger: { kind: "los" },
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spellInstanceId: fb.instanceId,
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});
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const o = state.players.find((p) => p.id === owner.id)!;
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expect(o.hand.some((c) => c.cardId === "fireball")).toBe(false);
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expect(state.ambushes.length).toBe(1);
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state = must(state, owner.id, { type: "endTurn", draw: 0 });
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const preyNow = state.players.find((p) => p.id !== owner.id)!;
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const ownerNow = state.players.find((p) => p.id === owner.id)!;
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// Find a step that goes from a no-LOS cell into a LOS cell.
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let found: { from: { x: number; y: number }; side: "N" | "S" | "E" | "W" } | null = null;
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outer: for (const key of Object.keys(state.board.cells)) {
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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 (!gameLos(state, ownerNow.position, cell)) continue;
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for (const side of ["N", "S", "E", "W"] as const) {
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const dx = side === "E" ? 1 : side === "W" ? -1 : 0;
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const dy = side === "S" ? 1 : side === "N" ? -1 : 0;
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const from = { x: x - dx, y: y - dy };
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if (!state.board.cells[cellKey(from)]) continue;
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if (gameLos(state, ownerNow.position, from)) continue;
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const st = stepTarget(boardView(state), from, side);
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if (st.kind === "step" && cellKey(st.to) === key) { found = { from, side }; break outer; }
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}
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}
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expect(found).not.toBeNull();
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preyNow.position = found!.from;
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state = must(state, preyNow.id, { type: "move", direction: found!.side });
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expect(state.stack).not.toBeNull();
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expect(state.stack!.attackerId).toBe(owner.id);
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expect(state.stack!.attackCard!.cardId).toBe("fireball");
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expect(state.ambushes.length).toBe(0);
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state = must(state, preyNow.id, { type: "pass" });
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expect(state.players.find((p) => p.id === preyNow.id)!.life).toBe(10);
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});
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it("cancelling an ambush returns the committed cards", () => {
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let { state } = newGame();
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const owner = activePlayer(state);
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const int_ = giveCard(state, owner.id, "interrupt", "I", 0);
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const lb = giveCard(state, owner.id, "lightning-blast", "LB", 1);
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giveCard(state, owner.id, "number-3", "N", 2);
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state = must(state, owner.id, {
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type: "setAmbush", instanceId: int_.instanceId, trigger: { kind: "near" },
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spellInstanceId: lb.instanceId, numberInstanceIds: ["number-3#N"],
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});
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const id = state.ambushes[0]!.id;
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state = must(state, owner.id, { type: "cancelAmbush", ambushId: id });
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const o = state.players.find((p) => p.id === owner.id)!;
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expect(o.hand.some((c) => c.cardId === "interrupt")).toBe(true);
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expect(o.hand.some((c) => c.cardId === "lightning-blast")).toBe(true);
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expect(state.ambushes.length).toBe(0);
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});
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});
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