Rev 7: sight passes only through the aisle warps

The cards settle what the morning's feature got wrong. DIMENSIONAL
WARP: "There is no L.O.S. through the warp." The AUTO WARP: "for all
purposes, treat the connected board edges as though they are
adjacent" — an explicit grant, for edges that physically meet at a
corner. The lettered wraparounds get no grant at all: their rule is
about walking. So the pattern is that warps carry movement, not
sight, unless the text says otherwise — and only the aisle corners
say otherwise.

Warps now carry an aisle flag (the 3-player AUTO WARP and the
5-player corner arcs); hasWarpLineOfSight honors only those, with
the adjacency geometry — diagonals through the corner mouth —
unchanged from this morning where it rightfully applies. Games begun
before rev 7 keep the wider sight their logged commands were
validated against, via a legacy flag boardView stamps from the
game's rules revision. Tests pin all three states: lettered mouths
see nothing, aisle mouths see the corner fan, legacy games see
everything they used to.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Eric Wagoner
2026-08-16 15:25:00 -04:00
co-authored by Claude Fable 5
parent 8af8962330
commit 493f3bc567
7 changed files with 131 additions and 60 deletions
+13 -2
View File
@@ -218,6 +218,8 @@ export interface GameConfig {
* BIG MAN pushes occupants ahead, steps over floor hazards for 2 points,
* and bars monsters from his square. Rev 6: ANTI-ANTI cannot pin a
* teleport escape ("does not work against escape" — the card face).
* Rev 7: sight passes only through aisle-warp corners, not the lettered
* wraparounds ("no rule grants it; DIMENSIONAL WARP explicitly denies it").
*/
deckRev?: number;
}
@@ -290,8 +292,17 @@ export interface GameState {
/** The board with dynamic wall changes applied — use for movement and LOS. */
export function boardView(state: GameState): AssembledBoard {
if (Object.keys(state.edgeOverrides).length === 0) return state.board;
return { ...state.board, edges: { ...state.board.edges, ...state.edgeOverrides } };
// Rev 7 restricts warp sight to the aisle corners; earlier games keep the
// wider sight their commands were validated against.
const legacySight = (state.config.deckRev ?? 1) < 7;
if (Object.keys(state.edgeOverrides).length === 0) {
return legacySight ? { ...state.board, sightThroughAllWarps: true } : state.board;
}
return {
...state.board,
edges: { ...state.board.edges, ...state.edgeOverrides },
...(legacySight ? { sightThroughAllWarps: true } : {}),
};
}
export function sustainedOn(state: GameState, playerId: PlayerId, cardId?: string): SustainedEffect[] {