Relocate Sector gets ground to land on
The card asked for a destination click that did not exist: a sector relocates onto an EMPTY 5x5 slot, and empty slots have no floor to click — the board only rendered cells that are part of the maze. Now lifting a sector outlines the whole 5x5 (not one square) and dashed green landings appear beyond the maze edge, one per legal slot; the svg canvas grows to hold them. Clicking a landing completes the cast. The landings mirror the engine's own relocateSector law — on the 5-grid, non-negative, vacant, every sector still adjacent to at least one other — verified slot-for-slot against engine ground truth across 2p and 4p boards. Clicking the maze again re-picks the sector, and a sector with nowhere legal to go says so in the hint bar. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Fable 5
parent
18d3142f95
commit
53c84ec6cb
+61
-11
@@ -119,6 +119,55 @@
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? (view.creatures.find((c) => c.id === selectedCreature) ?? null)
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: null,
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);
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/** The 5x5 sector a picked-up square belongs to (its origin), or null. */
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const pendingSectorOrigin = $derived.by(() => {
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if (!view || !pendingSectorFrom) return null;
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const p = view.board.placements.find(
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(p) =>
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pendingSectorFrom!.x >= p.origin.x && pendingSectorFrom!.x < p.origin.x + 5 &&
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pendingSectorFrom!.y >= p.origin.y && pendingSectorFrom!.y < p.origin.y + 5,
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);
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return p ? p.origin : null;
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});
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/** Legal empty slots the lifted sector may land on — mirroring the
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* engine's relocateSector checks: on the 5-grid, non-negative, vacant,
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* and leaving every sector adjacent to at least one other. */
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const relocateGhosts = $derived.by(() => {
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if (!view || selectedCard?.cardId !== "relocate-sector" || !pendingSectorOrigin) return null;
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const origins = view.board.placements.map((p) => p.origin);
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const idx = origins.findIndex(
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(o) => o.x === pendingSectorOrigin!.x && o.y === pendingSectorOrigin!.y,
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);
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const adjacent = (a: { x: number; y: number }, b: { x: number; y: number }) =>
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(Math.abs(a.x - b.x) === 5 && a.y === b.y) || (Math.abs(a.y - b.y) === 5 && a.x === b.x);
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const seen = new Set<string>();
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const out: { x: number; y: number }[] = [];
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for (let i = 0; i < origins.length; i++) {
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if (i === idx) continue;
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for (const [dx, dy] of [[5, 0], [-5, 0], [0, 5], [0, -5]] as const) {
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const c = { x: origins[i]!.x + dx, y: origins[i]!.y + dy };
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const k = `${c.x},${c.y}`;
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if (seen.has(k)) continue;
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seen.add(k);
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if (c.x < 0 || c.y < 0) continue;
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if (origins.some((o) => o.x === c.x && o.y === c.y)) continue;
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const next = origins.map((o, j) => (j === idx ? c : o));
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if (next.every((o, j) => next.some((p, m) => m !== j && adjacent(o, p)))) out.push(c);
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}
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}
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return out;
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});
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function clickGhostSlot(origin: { x: number; y: number }) {
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if (!selectedCard || !pendingSectorFrom) return;
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dispatch({
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type: "cast", instanceId: selectedCard.instanceId,
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target: { kind: "cell", cell: origin }, params: { cell: pendingSectorFrom },
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});
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clearSelection();
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}
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const holdingWard = $derived(view?.yourHand.some((c) => c.cardId === "ward") ?? false);
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/** A live moment to interrupt: another wizard acts, no attack is pending. */
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const canInterruptNow = $derived(
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@@ -364,15 +413,9 @@
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return;
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}
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if (selectedCard?.cardId === "relocate-sector") {
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if (!pendingSectorFrom) {
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pendingSectorFrom = cell; // first click: the sector to move
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return;
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}
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dispatch({
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type: "cast", instanceId: selectedCard.instanceId,
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target: { kind: "cell", cell }, params: { cell: pendingSectorFrom },
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});
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clearSelection();
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// Any board click (re-)picks the sector; the landing is chosen from the
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// dashed ghost slots beyond the maze, since every on-board slot is taken.
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pendingSectorFrom = cell;
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return;
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}
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if (selectedCard?.cardId === "boobytrap") {
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@@ -1115,7 +1158,10 @@
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onPlayerClick={clickPlayer}
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onCreatureClick={clickCreature}
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onWarpClick={clickWarp}
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markedCell={tradeFrom ?? pendingSectorFrom}
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markedCell={tradeFrom}
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markedSector={pendingSectorOrigin}
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ghostSlots={relocateGhosts}
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onGhostClick={clickGhostSlot}
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onCellPeek={(c) => peekAt(c)}
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{litCells}
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/>
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@@ -1345,7 +1391,11 @@
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<span>— click the sector</span>
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{/if}
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{#if selectedCard?.cardId === "relocate-sector"}
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<span>{pendingSectorFrom ? "— now the destination area" : "— click the sector to move"}</span>
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<span>{pendingSectorFrom
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? (relocateGhosts?.length
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? "— now tap a dashed landing beside the maze"
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: "— that sector has nowhere legal to go; pick another")
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: "— click the sector to move"}</span>
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{/if}
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{#if selectedCard && NAMED_CARDS.has(selectedCard.cardId)}
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<label class="inline">name <input class="text-input" list="card-name-options" bind:value={nameInput} placeholder="e.g. Fireball" /></label>
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@@ -18,6 +18,9 @@
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onCellPeek,
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markedCell = null,
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litCells = null,
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markedSector = null,
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ghostSlots = null,
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onGhostClick,
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}: {
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view: GameView;
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edgeSelectMode?: boolean;
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@@ -33,8 +36,23 @@
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markedCell?: { x: number; y: number } | null;
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/** When set, squares NOT in this set dim — the targeting aid. */
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litCells?: Set<string> | null;
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/** Origin of a picked-up 5x5 sector: the whole sector outlines as taken. */
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markedSector?: { x: number; y: number } | null;
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/** Empty 5x5 slot origins a sector may land on — drawn as dashed ground
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* beyond the maze, since an empty slot has no floor of its own to click. */
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ghostSlots?: { x: number; y: number }[] | null;
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onGhostClick?: (origin: { x: number; y: number }) => void;
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} = $props();
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const SECTOR = 5;
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/** Ghost slots can lie beyond the assembled maze; the canvas grows to hold them. */
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const boundsW = $derived(
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Math.max(view.board.width, ...(ghostSlots ?? []).map((g) => g.x + SECTOR)) * CELL + 16,
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);
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const boundsH = $derived(
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Math.max(view.board.height, ...(ghostSlots ?? []).map((g) => g.y + SECTOR)) * CELL + 16,
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);
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// Press-and-hold peeks the square's card; a fired hold swallows the click.
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let peekTimer: ReturnType<typeof setTimeout> | null = null;
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@@ -153,11 +171,23 @@
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derive one from the viewBox alone and collapses the board to 0x0 inside
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a max-height flex column. Doubled so CSS max-* caps still govern. -->
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<svg
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viewBox={`-8 -8 ${view.board.width * CELL + 16} ${view.board.height * CELL + 16}`}
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width={(view.board.width * CELL + 16) * 2}
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height={(view.board.height * CELL + 16) * 2}
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viewBox={`-8 -8 ${boundsW} ${boundsH}`}
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width={boundsW * 2}
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height={boundsH * 2}
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class="board"
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>
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<!-- open ground a relocated sector may claim -->
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{#each ghostSlots ?? [] as g (`${g.x},${g.y}`)}
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<rect
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x={g.x * CELL + 2} y={g.y * CELL + 2}
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width={SECTOR * CELL - 4} height={SECTOR * CELL - 4}
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class="ghost-slot"
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role="button" tabindex="-1"
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onclick={() => onGhostClick?.(g)}
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onkeydown={() => {}}
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/>
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{/each}
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<!-- floor -->
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{#each cells as c (`${c.x},${c.y}`)}
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<rect
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@@ -388,6 +418,15 @@
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/>
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{/if}
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<!-- the sector picked up, awaiting its new ground -->
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{#if markedSector}
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<rect
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x={markedSector.x * CELL + 3} y={markedSector.y * CELL + 3}
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width={SECTOR * CELL - 6} height={SECTOR * CELL - 6}
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rx="8" class="marked-sector"
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/>
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{/if}
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<!-- wizards -->
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{#each [...wizardsByCell.entries()] as [key, group] (key)}
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{#each group as p, i (p.id)}
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@@ -607,6 +646,23 @@
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pointer-events: none;
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animation: warp-pulse 1.6s ease-in-out infinite;
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}
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.marked-sector {
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fill: rgba(211, 133, 43, 0.12);
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stroke: #d3852b;
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stroke-width: 3;
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stroke-dasharray: 10 6;
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pointer-events: none;
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animation: warp-pulse 1.6s ease-in-out infinite;
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}
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.ghost-slot {
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fill: rgba(122, 162, 122, 0.10);
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stroke: #7aa27a;
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stroke-width: 2.5;
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stroke-dasharray: 10 6;
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cursor: pointer;
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animation: warp-pulse 1.6s ease-in-out infinite;
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}
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.ghost-slot:hover { fill: rgba(122, 162, 122, 0.22); }
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.warp-dest {
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fill: none;
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stroke: #2e7d32;
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@@ -620,7 +676,7 @@
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50% { opacity: 0.35; }
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}
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@media (prefers-reduced-motion: reduce) {
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.marked-cell, .warp-dest { animation: none; }
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.marked-cell, .marked-sector, .ghost-slot, .warp-dest { animation: none; }
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}
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.wizard { cursor: pointer; }
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.wizard-label {
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