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:
Eric Wagoner
2026-08-15 20:04:44 -04:00
co-authored by Claude Fable 5
parent 36b3ffe9a6
commit 67743dd17e
6 changed files with 1272 additions and 192 deletions
+24 -9
View File
@@ -2,6 +2,7 @@
// the append-only command log (the seed + log IS the game — the basis for
// replays and async play). Clients get per-player redacted views and events.
import { randomBytes, randomInt } from "node:crypto";
import {
applyCommand,
createGame,
@@ -25,6 +26,8 @@ export interface Room {
id: string;
hostId: PlayerId;
players: PlayerId[]; // join order
/** Per-player secrets: reclaiming a seat requires the matching token. */
tokens: Map<PlayerId, string>;
seed: number;
state: GameState | null; // null until started
log: LoggedCommand[];
@@ -38,35 +41,47 @@ const ROOM_CODE_ALPHABET = "ABCDEFGHJKLMNPQRSTUVWXYZ23456789";
function makeRoomCode(): string {
let code = "";
for (let i = 0; i < 4; i++) {
code += ROOM_CODE_ALPHABET[Math.floor(Math.random() * ROOM_CODE_ALPHABET.length)];
code += ROOM_CODE_ALPHABET[randomInt(ROOM_CODE_ALPHABET.length)];
}
return rooms.has(code) ? makeRoomCode() : code;
}
export function createRoom(hostId: PlayerId): Room {
export function createRoom(hostId: PlayerId): { room: Room; token: string } {
const token = randomBytes(16).toString("hex");
const room: Room = {
id: makeRoomCode(),
hostId,
players: [hostId],
seed: Math.floor(Math.random() * 0xffffffff),
tokens: new Map([[hostId, token]]),
seed: randomInt(0, 0xffffffff),
state: null,
log: [],
events: [],
};
rooms.set(room.id, room);
return room;
return { room, token };
}
export function getRoom(id: string): Room | undefined {
return rooms.get(id.toUpperCase());
}
export function joinRoom(room: Room, playerId: PlayerId): string | null {
if (room.state) return "game already started";
if (room.players.includes(playerId)) return null; // rejoin is fine
if (room.players.length >= 4) return "room is full";
export function joinRoom(
room: Room,
playerId: PlayerId,
token: string | null,
): { token: string } | { error: string } {
if (room.players.includes(playerId)) {
// Reclaiming an existing seat requires that seat's secret.
if (token && room.tokens.get(playerId) === token) return { token };
return { error: "that wizard name is taken in this room" };
}
if (room.state) return { error: "game already started" };
if (room.players.length >= 4) return { error: "room is full" };
const fresh = randomBytes(16).toString("hex");
room.players.push(playerId);
return null;
room.tokens.set(playerId, fresh);
return { token: fresh };
}
export function startGame(room: Room): { events: GameEvent[] } | { error: string } {