Card wave 2: durations, doors, teleports, modifiers; harden room auth
Duration system: sustained effects expire at the start of the caster's turns; SLOW (movement 1, no number cards, attack every other turn), NO SPELL, MEDUSA (paralysis + damage immunity), INVISIBLE (1-in-4 hit roll), SHRINK (50% miss, movement 2). Doors: PICK LOCK and MASTER KEY (displayed, reusable) unlock adjacent doors until end of turn, REMOVE LOCK is permanent, JAM LOCK seals a door for everyone. Movement: TELEPORT (4 spaces through walls, ends movement), PASS THROUGH WALL charges, POWER RUN (life for spaces), SWAP (consumes movement), GO AWAY (knockback + lost turn), TELEPORT OPPONENT. Card warfare: CARD ERASURE (named), THOUGHT-STEAL (2 random via seeded RNG), TELEPATH (private hand reveal), POWER DRAIN (damage feeds the caster), SUDDEN DEATH, STONE DEAD, WIZARDBLADE (same-square, number-powered, stays displayed). Cast modifiers: AMPLIFY doubles power/duration (stackable x2), ADD permits two number cards, EXTEND doubles duration; REVERSE heals instead of harms but keeps secondary effects. Counters now also halve durations (BLUNT) and split them (REFLECTION). Security (from review findings): room codes and game seeds now come from node:crypto, and every seat gets a secret token — reclaiming a name in a room requires its token, closing the impersonation hole. 29 cards implemented; 51 tests passing. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Fable 5
parent
36b3ffe9a6
commit
67743dd17e
+816
-178
File diff suppressed because it is too large
Load Diff
@@ -292,7 +292,7 @@ describe("stack discipline", () => {
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it("unimplemented cards refuse to cast with a clear error", () => {
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let { state } = newGame();
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const caster = activePlayer(state);
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const card = giveCard(state, caster.id, "medusa");
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const card = giveCard(state, caster.id, "ugly");
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const result = applyCommand(state, caster.id, { type: "cast", instanceId: card.instanceId });
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expect(result.ok).toBe(false);
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if (!result.ok) expect(result.error).toMatch(/not implemented/);
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@@ -0,0 +1,399 @@
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import { describe, expect, it } from "vitest";
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import {
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applyCommand,
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activePlayer,
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createGame,
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boardView,
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sustainedOn,
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type Command,
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type GameState,
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type PlayerId,
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} from "../src/game";
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import { cellKey, edgeKey, neighbor, type Side } from "../src/board";
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import type { CardInstance } from "../src/cards";
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function newGame(seed = 42) {
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return createGame({ playerIds: ["alice", "bob"], seed, sets: ["basic"] });
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}
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function must(state: GameState, player: PlayerId, command: Command): GameState {
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const result = applyCommand(state, player, command);
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if (!result.ok) throw new Error(`command failed: ${result.error}`);
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return result.state;
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}
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function giveCard(state: GameState, playerId: PlayerId, cardId: string, tag = "T", slot = 0): CardInstance {
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const p = state.players.find((p) => p.id === playerId)!;
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const instance = { instanceId: `${cardId}#${tag}`, cardId };
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p.hand[slot] = instance;
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return instance;
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}
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function toRound2(state: GameState): GameState {
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state = must(state, activePlayer(state).id, { type: "endTurn", draw: 0 });
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state = must(state, activePlayer(state).id, { type: "endTurn", draw: 0 });
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return state;
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}
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function faceOff(state: GameState): { attacker: PlayerId; defender: PlayerId } {
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const attacker = activePlayer(state);
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const defender = state.players.find((p) => p.id !== attacker.id)!;
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defender.position = { ...attacker.position };
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return { attacker: attacker.id, defender: defender.id };
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}
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function castAt(
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state: GameState, attacker: PlayerId, defender: PlayerId, card: CardInstance,
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extra: Partial<Extract<Command, { type: "cast" }>> = {},
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): GameState {
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state = must(state, attacker, {
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type: "cast", instanceId: card.instanceId,
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target: { kind: "player", playerId: defender }, ...extra,
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});
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return must(state, defender, { type: "pass" });
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}
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describe("duration spells", () => {
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it("slow reduces movement to 1, blocks number cards, and halves attacks", () => {
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let { state } = newGame();
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state = toRound2(state);
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const { attacker, defender } = faceOff(state);
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const slow = giveCard(state, attacker, "slow");
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giveCard(state, attacker, "number-4", "N", 1);
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state = castAt(state, attacker, defender, slow, { numberInstanceIds: ["number-4#N"] });
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expect(sustainedOn(state, defender, "slow").length).toBe(1);
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// Defender's turn: 1 movement, no number cards, no attack (1st slowed turn).
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state = must(state, attacker, { type: "endTurn", draw: 0 });
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expect(activePlayer(state).id).toBe(defender);
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expect(state.turn.movementAllowance).toBe(1);
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expect(state.turn.attackForbidden).toBe(true);
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const num = giveCard(state, defender, "number-3", "M", 0);
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expect(applyCommand(state, defender, { type: "playNumberForMovement", instanceId: num.instanceId }).ok).toBe(false);
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// Second slowed turn: attack allowed again.
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state = must(state, defender, { type: "endTurn", draw: 0 });
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state = must(state, attacker, { type: "endTurn", draw: 0 });
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expect(activePlayer(state).id).toBe(defender);
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expect(state.turn.attackForbidden).toBe(false);
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});
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it("duration spells expire at the start of the caster's turn", () => {
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let { state } = newGame();
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state = toRound2(state);
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const { attacker, defender } = faceOff(state);
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const ns = giveCard(state, attacker, "no-spell");
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// Duration 1 (no number card).
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state = castAt(state, attacker, defender, ns);
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expect(sustainedOn(state, defender, "no-spell").length).toBe(1);
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// Defender cannot cast while it lasts.
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const fb = giveCard(state, defender, "fireball", "F", 1);
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state = must(state, attacker, { type: "endTurn", draw: 0 });
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const refused = applyCommand(state, defender, {
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type: "cast", instanceId: fb.instanceId, target: { kind: "player", playerId: attacker },
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});
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expect(refused.ok).toBe(false);
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// Back to the caster: the spell expires at their turn start.
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state = must(state, defender, { type: "endTurn", draw: 0 });
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expect(sustainedOn(state, defender, "no-spell").length).toBe(0);
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});
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it("medusa paralyzes and grants damage immunity", () => {
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let { state } = newGame();
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state = toRound2(state);
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const { attacker, defender } = faceOff(state);
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const med = giveCard(state, attacker, "medusa");
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giveCard(state, attacker, "number-2", "N", 1);
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// Duration 2 so it survives past the caster's next turn start.
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state = castAt(state, attacker, defender, med, { numberInstanceIds: ["number-2#N"] });
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// Defender is immune to damage while paralyzed.
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state = must(state, attacker, { type: "endTurn", draw: 0 });
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expect(activePlayer(state).id).toBe(defender);
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expect(applyCommand(state, defender, { type: "move", direction: "N" }).ok).toBe(false);
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const counter = giveCard(state, defender, "blunt", "B", 0);
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void counter;
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state = must(state, defender, { type: "endTurn", draw: 0 });
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// Attacker punches the frozen defender: no damage.
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state = must(state, attacker, { type: "punch", targetId: defender });
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// Defender cannot counteract under medusa; they pass.
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state = must(state, defender, { type: "pass" });
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expect(state.players.find((p) => p.id === defender)!.life).toBe(15);
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});
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it("invisible makes attacks miss 3 times out of 4 (deterministic per seed)", () => {
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let hits = 0, misses = 0;
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for (let seed = 1; seed <= 12; seed++) {
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let { state } = newGame(seed);
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state = toRound2(state);
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const { attacker, defender } = faceOff(state);
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const inv = giveCard(state, defender, "invisible", "I", 0);
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// Defender casts invisible on their own turn first — rearrange: give
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// attacker the attack, let defender cast invisible when active.
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// Simpler: attach directly via a cast from the defender's turn.
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state.players.find((p) => p.id === defender)!.hand[0] = inv;
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// Attacker ends turn; defender casts invisible; attacker attacks.
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state = must(state, attacker, { type: "endTurn", draw: 0 });
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state = must(state, defender, { type: "cast", instanceId: inv.instanceId });
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state = must(state, defender, { type: "endTurn", draw: 0 });
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const fb = giveCard(state, attacker, "fireball", "F", 0);
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state = castAt(state, attacker, defender, fb);
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const life = state.players.find((p) => p.id === defender)!.life;
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if (life < 15) hits++;
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else misses++;
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}
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expect(hits + misses).toBe(12);
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expect(misses).toBeGreaterThan(hits); // 75% miss rate over 12 seeds
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});
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});
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describe("doors", () => {
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function findDoor(state: GameState): { cell: { x: number; y: number }; side: Side } {
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const view = boardView(state);
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for (const [key, edgeState] of Object.entries(view.edges)) {
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if (edgeState !== "door") continue;
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const [kind, coords] = key.split(":") as [string, string];
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const [x, y] = coords.split(",").map(Number) as [number, number];
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return kind === "V" ? { cell: { x, y }, side: "E" } : { cell: { x, y }, side: "S" };
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}
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throw new Error("no door on this board");
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}
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it("pick lock opens an adjacent door until end of turn", () => {
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let { state } = newGame();
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const me = activePlayer(state);
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const door = findDoor(state);
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me.position = { ...door.cell };
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const other = neighbor(door.cell, door.side);
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const dir = door.side;
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// Locked: blocked.
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expect(applyCommand(state, me.id, { type: "move", direction: dir }).ok).toBe(false);
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const pl = giveCard(state, me.id, "pick-lock");
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state = must(state, me.id, {
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type: "cast", instanceId: pl.instanceId,
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target: { kind: "edge", cell: door.cell, side: door.side },
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});
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state = must(state, me.id, { type: "move", direction: dir });
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expect(cellKey(activePlayer(state).position)).toBe(cellKey(other));
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// Relocks when the turn ends.
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state = must(state, me.id, { type: "endTurn", draw: 0 });
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state = must(state, activePlayer(state).id, { type: "endTurn", draw: 0 });
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expect(state.openDoorEdges.length).toBe(0);
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expect(applyCommand(state, me.id, { type: "move", direction: dir === "E" ? "W" : "N" }).ok).toBe(false);
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});
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it("remove lock is permanent; jam lock seals the door for everyone", () => {
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let { state } = newGame();
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const me = activePlayer(state);
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const door = findDoor(state);
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me.position = { ...door.cell };
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const key = edgeKey(door.cell, door.side);
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const rl = giveCard(state, me.id, "remove-lock");
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state = must(state, me.id, {
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type: "cast", instanceId: rl.instanceId,
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target: { kind: "edge", cell: door.cell, side: door.side },
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});
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expect(state.doorStates[key]).toBe("removed");
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state = must(state, me.id, { type: "move", direction: door.side });
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// Jamming a removed lock is refused.
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const jl = giveCard(state, me.id, "jam-lock");
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const refused = applyCommand(state, me.id, {
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type: "cast", instanceId: jl.instanceId,
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target: { kind: "edge", cell: door.cell, side: door.side },
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});
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expect(refused.ok).toBe(false);
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});
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});
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describe("movement spells", () => {
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it("teleport jumps up to four spaces through walls and ends movement", () => {
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let { state } = newGame();
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const me = activePlayer(state);
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const from = me.position;
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const tp = giveCard(state, me.id, "teleport");
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const far = { x: from.x, y: from.y >= 4 ? from.y - 4 : from.y + 4 };
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state = must(state, me.id, {
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type: "cast", instanceId: tp.instanceId, target: { kind: "cell", cell: far },
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});
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expect(cellKey(activePlayer(state).position)).toBe(cellKey(far));
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expect(applyCommand(state, me.id, { type: "move", direction: "N" }).ok).toBe(false);
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});
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it("teleport refuses jumps beyond four spaces", () => {
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const { state } = newGame();
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const me = activePlayer(state);
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const tp = giveCard(state, me.id, "teleport");
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const tooFar = { x: me.position.x, y: me.position.y >= 5 ? me.position.y - 5 : me.position.y + 5 };
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const result = applyCommand(state, me.id, {
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type: "cast", instanceId: tp.instanceId, target: { kind: "cell", cell: tooFar },
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});
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expect(result.ok).toBe(false);
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});
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it("swap trades places and consumes movement", () => {
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let { state } = newGame();
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state = toRound2(state);
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const attacker = activePlayer(state);
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const defender = state.players.find((p) => p.id !== attacker.id)!;
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const aPos = { ...attacker.position };
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const bPos = { ...defender.position };
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const sw = giveCard(state, attacker.id, "swap");
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state = castAt(state, attacker.id, defender.id, sw);
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expect(cellKey(state.players.find((p) => p.id === attacker.id)!.position)).toBe(cellKey(bPos));
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expect(cellKey(state.players.find((p) => p.id === defender.id)!.position)).toBe(cellKey(aPos));
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expect(state.turn.movementUsed).toBe(state.turn.movementAllowance);
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});
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it("power run trades life for movement", () => {
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let { state } = newGame();
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const me = activePlayer(state);
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const pr = giveCard(state, me.id, "power-run");
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state = must(state, me.id, {
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type: "cast", instanceId: pr.instanceId, params: { points: 3 },
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});
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expect(state.players.find((p) => p.id === me.id)!.life).toBe(12);
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expect(state.turn.movementAllowance).toBe(6);
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});
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it("pass through wall grants a one-wall step", () => {
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let { state } = newGame();
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const me = activePlayer(state);
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// Find a direction blocked by a wall with a real cell behind it.
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const view = boardView(state);
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let dir: Side | null = null;
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for (const side of ["N", "S", "E", "W"] as Side[]) {
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const k = edgeKey(me.position, side);
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if (view.edges[k] === "wall" && view.cells[cellKey(neighbor(me.position, side))]) {
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dir = side;
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break;
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}
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}
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if (!dir) return; // no adjacent wall on this seed's home; fine
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const ptw = giveCard(state, me.id, "pass-through-wall");
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state = must(state, me.id, { type: "cast", instanceId: ptw.instanceId });
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state = must(state, me.id, { type: "move", direction: dir });
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expect(state.players.find((p) => p.id === me.id)!.passWallCharges).toBe(0);
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});
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});
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describe("card warfare", () => {
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it("card erasure discards a named card; thought steal takes two at random", () => {
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let { state } = newGame();
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state = toRound2(state);
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const { attacker, defender } = faceOff(state);
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giveCard(state, defender, "fireball", "V", 0);
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const ce = giveCard(state, attacker, "card-erasure");
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state = castAt(state, attacker, defender, ce, { params: { cardId: "fireball" } });
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const d = state.players.find((p) => p.id === defender)!;
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expect(d.hand.some((c) => c.cardId === "fireball")).toBe(false);
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expect(d.hand.length).toBe(6);
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state = must(state, attacker, { type: "endTurn", draw: 0 });
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state = must(state, defender, { type: "endTurn", draw: 0 });
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const ts = giveCard(state, attacker, "thought-steal");
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const handBefore = state.players.find((p) => p.id === attacker)!.hand.length;
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state = castAt(state, attacker, defender, ts);
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// -1 (thought steal cast) +2 stolen
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expect(state.players.find((p) => p.id === attacker)!.hand.length).toBe(handBefore + 1);
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expect(state.players.find((p) => p.id === defender)!.hand.length).toBe(4);
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});
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it("power drain transfers life; sudden death does 10", () => {
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let { state } = newGame();
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state = toRound2(state);
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const { attacker, defender } = faceOff(state);
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const pd = giveCard(state, attacker, "power-drain");
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giveCard(state, attacker, "number-4", "N", 1);
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state = castAt(state, attacker, defender, pd, { numberInstanceIds: ["number-4#N"] });
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expect(state.players.find((p) => p.id === defender)!.life).toBe(11);
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expect(state.players.find((p) => p.id === attacker)!.life).toBe(19);
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state = must(state, attacker, { type: "endTurn", draw: 0 });
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state = must(state, defender, { type: "endTurn", draw: 0 });
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const sd = giveCard(state, attacker, "sudden-death");
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state = castAt(state, attacker, defender, sd);
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expect(state.players.find((p) => p.id === defender)!.life).toBe(1);
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});
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it("wizardblade needs the same square, uses a number card, and stays displayed", () => {
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let { state } = newGame();
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state = toRound2(state);
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const attacker = activePlayer(state);
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const defender = state.players.find((p) => p.id !== attacker.id)!;
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const wb = giveCard(state, attacker.id, "wizardblade");
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giveCard(state, attacker.id, "number-3", "N", 1);
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// Not same square: refused.
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defender.position = { x: attacker.position.x, y: attacker.position.y === 0 ? 1 : attacker.position.y - 1 };
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const refused = applyCommand(state, attacker.id, {
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type: "cast", instanceId: wb.instanceId, numberInstanceIds: ["number-3#N"],
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target: { kind: "player", playerId: defender.id },
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});
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expect(refused.ok).toBe(false);
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defender.position = { ...attacker.position };
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state = castAt(state, attacker.id, defender.id, wb, { numberInstanceIds: ["number-3#N"] });
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expect(state.players.find((p) => p.id === defender.id)!.life).toBe(12);
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const a = state.players.find((p) => p.id === attacker.id)!;
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expect(a.hand.some((c) => c.cardId === "wizardblade")).toBe(true);
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expect(a.displayed).toContain(wb.instanceId);
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});
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});
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describe("cast modifiers", () => {
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it("amplify doubles fireball; add joins two number cards", () => {
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let { state } = newGame();
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state = toRound2(state);
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const { attacker, defender } = faceOff(state);
|
||||
const fb = giveCard(state, attacker, "fireball");
|
||||
giveCard(state, attacker, "amplify", "A", 1);
|
||||
state = castAt(state, attacker, defender, fb, { amplifyInstanceIds: ["amplify#A"] });
|
||||
expect(state.players.find((p) => p.id === defender)!.life).toBe(5); // 5 x2
|
||||
|
||||
state = must(state, attacker, { type: "endTurn", draw: 0 });
|
||||
state = must(state, defender, { type: "endTurn", draw: 0 });
|
||||
const lb = giveCard(state, attacker, "lightning-blast");
|
||||
giveCard(state, attacker, "number-2", "N1", 1);
|
||||
giveCard(state, attacker, "number-3", "N2", 2);
|
||||
giveCard(state, attacker, "add", "AD", 3);
|
||||
// Two numbers without ADD: refused.
|
||||
const refused = applyCommand(state, attacker, {
|
||||
type: "cast", instanceId: lb.instanceId,
|
||||
numberInstanceIds: ["number-2#N1", "number-3#N2"],
|
||||
target: { kind: "player", playerId: defender },
|
||||
});
|
||||
expect(refused.ok).toBe(false);
|
||||
state = castAt(state, attacker, defender, lb, {
|
||||
numberInstanceIds: ["number-2#N1", "number-3#N2"],
|
||||
addInstanceId: "add#AD",
|
||||
});
|
||||
expect(state.players.find((p) => p.id === defender)!.life).toBe(0); // 5 dmg on 5 life
|
||||
});
|
||||
|
||||
it("reverse turns damage into healing but keeps secondary effects", () => {
|
||||
let { state } = newGame();
|
||||
state = toRound2(state);
|
||||
const { attacker, defender } = faceOff(state);
|
||||
const lb = giveCard(state, attacker, "lightning-blast");
|
||||
giveCard(state, attacker, "number-4", "N", 1);
|
||||
giveCard(state, defender, "reverse", "R", 0);
|
||||
state = must(state, attacker, {
|
||||
type: "cast", instanceId: lb.instanceId, numberInstanceIds: ["number-4#N"],
|
||||
target: { kind: "player", playerId: defender },
|
||||
});
|
||||
state = must(state, defender, { type: "counteract", instanceId: "reverse#R" });
|
||||
state = must(state, attacker, { type: "pass" });
|
||||
state = must(state, defender, { type: "pass" });
|
||||
const d = state.players.find((p) => p.id === defender)!;
|
||||
expect(d.life).toBe(19); // gained 4 instead of losing it
|
||||
expect(d.lostTurns).toBe(1); // the stun still applies
|
||||
});
|
||||
});
|
||||
Reference in New Issue
Block a user