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
@@ -327,7 +327,6 @@ describe("6e card-face corrections", () => {
params: { damage: 4, knockback: 0 },
});
state = must(state, defender.id, { type: "counteract", instanceId: "wall-of-fire#WOF" });
// The fire is a total stop: the attacker's pass settles it.
state = must(state, attacker.id, { type: "pass" });
expect(state.players.find((p) => p.id === defender.id)!.life).toBe(15);
@@ -343,14 +342,14 @@ describe("6e card-face corrections", () => {
});
});
describe("relocation past the origin (rules rev 11)", () => {
function rev11Game() {
describe("relocation past the origin", () => {
function freshGame() {
const { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic"] });
return state;
}
it("a sector may land at negative coordinates — the maze renormalizes", () => {
let state = rev11Game();
let state = freshGame();
const me = activePlayer(state);
const other = state.players.find((p) => p.id !== me.id)!;
const idx = state.board.placements.findIndex(
@@ -384,8 +383,8 @@ describe("relocation past the origin (rules rev 11)", () => {
});
});
it("older revisions still refuse the negative landing", () => {
let { state } = newGame(); // helper default: rev-ungated (1)
it("a diagonal landing breaks adjacency and is refused", () => {
let { state } = newGame();
const me = activePlayer(state);
const idx = state.board.placements.findIndex(
(p) => me.position.y >= p.origin.y && me.position.y < p.origin.y + 5,
@@ -401,7 +400,7 @@ describe("relocation past the origin (rules rev 11)", () => {
});
it("a moving sector carries its creature, glue, warp tokens, and traps", () => {
let state = rev11Game();
let state = freshGame();
const me = activePlayer(state);
const idx = state.board.placements.findIndex(
(p) => me.position.y >= p.origin.y && me.position.y < p.origin.y + 5,
@@ -444,7 +443,7 @@ describe("relocation past the origin (rules rev 11)", () => {
});
});
describe("junction alterations roll for their sector (rules rev 20)", () => {
describe("junction alterations roll for their sector", () => {
it("a conjured wall on the seam obeys the die: 1-2 stays, 3-4 travels", () => {
const { state: fresh } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic"] });
let state = toRound2(fresh);
@@ -509,7 +508,7 @@ describe("sight tracing", () => {
});
});
describe("illusions are tested by choice (rules rev 29)", () => {
describe("illusions are tested by choice", () => {
function shimmerRig() {
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic"] });
state = toRound2(state);