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
+3 -2
View File
@@ -208,8 +208,9 @@
});
/** Legal empty slots the lifted sector may land on — mirroring the
* engine's relocateSector checks: on the 5-grid, non-negative, vacant,
* and leaving every sector adjacent to at least one other. */
* engine's relocateSector checks: on the 5-grid, vacant, and leaving
* every sector adjacent to at least one other (negative landings are
* fine; the maze renormalizes). */
const relocateGhosts = $derived.by(() => {
if (!view || selectedCard?.cardId !== "relocate-sector" || !pendingSectorOrigin) return null;
const origins = view.board.placements.map((p) => p.origin);
+2 -2
View File
@@ -162,7 +162,6 @@ export function humanize(e: GameEvent): string | null {
case "treasurePickedUp": return `${e.player} grabs ${e.owner}'s treasure!`;
case "objectDropped": return `${e.player} sets down the ${cardDef(e.card.cardId).name}${e.forced ? " (forced)" : ""}.`;
case "objectPickedUp": return `${e.player} picks up the ${cardDef(e.card.cardId).name} — actions over.`;
case "wardSet": return e.armed ? "Your ward is set — the next thief bleeds." : "Your ward stands down.";
case "chaosShielded": return `${e.player} raises a FULL SHIELD and sits out the chaos.`;
case "tableTalk": return `\u{1F4AC} ${e.player}: ${e.text}`;
case "dieRolled": return `\u{1F3B2} ${e.player ?? "The maze"} rolls a ${e.roll}${e.purpose}.`;
@@ -421,7 +420,8 @@ class Net {
// A seat the server answered for but did not list is gone — the
// room was deleted (or the seat's token voided). Quietly drop it
// from the ledger rather than showing "unreachable" forever.
// (The server checks at most 50 seats per ask; never prune blind.)
// (The server checks at most MAX_MYGAMES_SEATS = 50 per ask;
// never prune blind past that cap.)
if (this.seats.length <= 50) {
const listed = new Set((msg.games as GameSummary[]).map((g) => `${g.roomId}:${g.name}`));
const kept = this.seats.filter((s) => listed.has(`${s.roomId}:${s.name}`));