Credibility pass: the collapse loses its scaffolding

Blind reviews over the rev-37..40 features and the gate collapse. The
scripted surgery's scars come out: bare brace blocks unwrapped (with one
hiding an unreachable scrambleHands), the amputated comment healed, the
dead events parameter unthreaded from the illusion-sight chain, the
laziness probe in perceivedBoard collapsed to the rule it always produced,
GameView.deckRev retired with its last reader, the ward's arming stub
told honestly, and every comment or test title still citing the retired
revision numbering reworded to the rule it guards. Rim mechanics unify on
rimWarpMouth and breachRim; the test suite gains plainRimWall and
pushSustained and loses its loop-shaped scars and rev-named helpers.
No behavior changes; 255 tests pass unchanged.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Eric Wagoner
2026-08-21 13:04:01 -04:00
co-authored by Claude Fable 5
parent 8a50ff7f36
commit 4a91d56d24
17 changed files with 367 additions and 452 deletions
+25 -1
View File
@@ -11,8 +11,9 @@ import {
type GameState,
type PlayerId,
} from "../src/game";
import { cellKey, SIDES, stepTarget, type Cell, type Side } from "../src/board";
import { cellKey, edgeKey, neighbor, SIDES, stepTarget, type Cell, type Side } from "../src/board";
import type { CardInstance } from "../src/cards";
import type { SustainedEffect } from "../src/game";
export function newGame(seed = 42, players: PlayerId[] = ["alice", "bob"]) {
return createGame({ playerIds: players, seed, sets: ["basic"] });
@@ -76,3 +77,26 @@ export function emptyNeighborCell(state: GameState, of: Cell): { cell: Cell; sid
}
throw new Error("no empty neighbor");
}
/** Some off-board edge that is a bare stone wall — no warp behind it. */
export function plainRimWall(state: GameState): { cell: Cell; side: Side } {
const board = boardView(state);
for (const k of Object.keys(board.cells)) {
const [x, y] = k.split(",").map(Number) as [number, number];
for (const side of SIDES) {
if (board.cells[cellKey(neighbor({ x, y }, side))]) continue;
if (board.edges[edgeKey({ x, y }, side)] !== "wall") continue;
if (board.warps.some((w) => cellKey(w.from.cell) === k && w.from.side === side)) continue;
return { cell: { x, y }, side };
}
}
throw new Error("setup: no plain rim wall on this board");
}
/** Rig a duration spell directly, sparing the cast ceremony. */
export function pushSustained(
state: GameState,
fx: Omit<SustainedEffect, "data"> & { data?: SustainedEffect["data"] },
): void {
state.sustained.push({ data: {}, ...fx });
}