Sight travels through the wraparound openings
"If casting a spell, or checking line of sight through the AUTO WARP, treat it as a straight line, and the two connected boards as though they were adjacent" — and the lettered openings reconnect edges the same way. hasWarpLineOfSight models it: the line must run straight down the corridor, out one mouth, and in through the paired mouth, with both corridor legs clear and neither mouth filled solid. The new sightBetween (direct or through-a-warp) is now the game's LOS check everywhere — spells, ambush triggers, Around The Corner, the visionstone sweep, and the targeting dim on the client. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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co-authored by
Claude Fable 5
parent
fce3adc340
commit
64454ffc3e
@@ -21,6 +21,7 @@ import {
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cellKey,
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edgeKey,
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hasLineOfSight,
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sightBetween,
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neighbor,
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stepTarget,
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} from "./board";
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@@ -290,7 +291,7 @@ export function losBlockers(state: GameState): Record<string, true> {
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/** LOS including square-filling blockers. */
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export function gameLos(state: GameState, from: Cell, to: Cell): boolean {
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return hasLineOfSight(boardView(state), from, to, losBlockers(state));
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return sightBetween(boardView(state), from, to, losBlockers(state));
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}
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/** Parse an edge key back into its north/west cell and side. */
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@@ -368,13 +369,13 @@ function casterLos(
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): boolean {
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const board = perceivedBoard(state, events, caster.id, { from, to });
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const blockers = losBlockers(state);
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if (hasLineOfSight(board, from, to, blockers)) return true;
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if (sightBetween(board, from, to, blockers)) return true;
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if (!displays(caster, "visionstone")) return false;
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for (const key of Object.keys(board.edges)) {
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if ((board.edges[key] ?? "open") === "open") continue;
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const edges = { ...board.edges };
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delete edges[key];
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if (hasLineOfSight({ ...board, edges }, from, to, blockers)) return true;
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if (sightBetween({ ...board, edges }, from, to, blockers)) return true;
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}
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return false;
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}
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@@ -2752,7 +2753,7 @@ function dragToward(state: GameState, target: PlayerState, dest: Cell): void {
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function losToEdge(board: AssembledBoard, from: Cell, cell: Cell, side: Side): boolean {
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const n = neighbor(cell, side);
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return hasLineOfSight(board, from, cell) || hasLineOfSight(board, from, n);
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return sightBetween(board, from, cell) || sightBetween(board, from, n);
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}
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function isAdjacentToEdge(pos: Cell, cell: Cell, side: Side): boolean {
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