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>
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co-authored by
Claude Fable 5
parent
36b3ffe9a6
commit
67743dd17e
@@ -84,9 +84,10 @@ wss.on("connection", (socket) => {
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case "create": {
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const name = String(msg.name ?? "").trim();
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if (!name) return send(socket, { type: "error", message: "name required" });
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const room = createRoom(name);
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const { room, token } = createRoom(name);
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session.playerId = name;
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session.roomId = room.id;
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send(socket, { type: "seat", playerId: name, token });
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broadcastRoomState(room);
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break;
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}
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@@ -96,10 +97,11 @@ wss.on("connection", (socket) => {
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if (!name || !roomId) return send(socket, { type: "error", message: "name and roomId required" });
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const room = getRoom(roomId);
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if (!room) return send(socket, { type: "error", message: "no such room" });
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const problem = joinRoom(room, name);
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if (problem) return send(socket, { type: "error", message: problem });
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const result = joinRoom(room, name, typeof msg.token === "string" ? msg.token : null);
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if ("error" in result) return send(socket, { type: "error", message: result.error });
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session.playerId = name;
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session.roomId = room.id;
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send(socket, { type: "seat", playerId: name, token: result.token });
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broadcastRoomState(room);
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break;
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}
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@@ -2,6 +2,7 @@
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// the append-only command log (the seed + log IS the game — the basis for
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// replays and async play). Clients get per-player redacted views and events.
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import { randomBytes, randomInt } from "node:crypto";
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import {
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applyCommand,
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createGame,
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@@ -25,6 +26,8 @@ export interface Room {
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id: string;
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hostId: PlayerId;
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players: PlayerId[]; // join order
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/** Per-player secrets: reclaiming a seat requires the matching token. */
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tokens: Map<PlayerId, string>;
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seed: number;
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state: GameState | null; // null until started
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log: LoggedCommand[];
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@@ -38,35 +41,47 @@ const ROOM_CODE_ALPHABET = "ABCDEFGHJKLMNPQRSTUVWXYZ23456789";
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function makeRoomCode(): string {
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let code = "";
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for (let i = 0; i < 4; i++) {
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code += ROOM_CODE_ALPHABET[Math.floor(Math.random() * ROOM_CODE_ALPHABET.length)];
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code += ROOM_CODE_ALPHABET[randomInt(ROOM_CODE_ALPHABET.length)];
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}
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return rooms.has(code) ? makeRoomCode() : code;
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}
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export function createRoom(hostId: PlayerId): Room {
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export function createRoom(hostId: PlayerId): { room: Room; token: string } {
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const token = randomBytes(16).toString("hex");
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const room: Room = {
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id: makeRoomCode(),
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hostId,
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players: [hostId],
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seed: Math.floor(Math.random() * 0xffffffff),
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tokens: new Map([[hostId, token]]),
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seed: randomInt(0, 0xffffffff),
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state: null,
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log: [],
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events: [],
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};
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rooms.set(room.id, room);
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return room;
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return { room, token };
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}
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export function getRoom(id: string): Room | undefined {
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return rooms.get(id.toUpperCase());
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}
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export function joinRoom(room: Room, playerId: PlayerId): string | null {
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if (room.state) return "game already started";
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if (room.players.includes(playerId)) return null; // rejoin is fine
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if (room.players.length >= 4) return "room is full";
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export function joinRoom(
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room: Room,
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playerId: PlayerId,
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token: string | null,
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): { token: string } | { error: string } {
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if (room.players.includes(playerId)) {
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// Reclaiming an existing seat requires that seat's secret.
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if (token && room.tokens.get(playerId) === token) return { token };
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return { error: "that wizard name is taken in this room" };
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}
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if (room.state) return { error: "game already started" };
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if (room.players.length >= 4) return { error: "room is full" };
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const fresh = randomBytes(16).toString("hex");
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room.players.push(playerId);
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return null;
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room.tokens.set(playerId, fresh);
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return { token: fresh };
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}
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export function startGame(room: Room): { events: GameEvent[] } | { error: string } {
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