Credibility pass: comments say what the code can't, and the seams are gone
Engine: pit-rim exits live in one helper (pitRimExits) shared by the resolver and the automaton; chargeReach names the six-stride cap; dust sight is inDust + dustAtEnd; PushPending is exported once; the force-field counter builds its events in one list; drawUnderSlowDeath says what it draws under. Test groups are named for the rule they pin, not the revision that introduced it. Client: one smoothstep; one edgeScar per battle-scarred edge; one board-zone rule (which also seats the caption strip on phones); the compass names live in SIDE_NAMES; net.flash() is the one toast; MediaQuery replaces two hand-rolled matchMedia listeners; sprites carry their sizes as plain numbers and their CSS in one rule each; canvas helpers are formatted like the rest of the tree. Comments that told how a cel or a fallback used to look now say what it draws. The actions-over notice no longer blames a pickup when slime ended the turn. Server and ops: dataRoot() is the one data directory; headlineOf builds its deeds without a cast; the rollup and skills read the same way the code behaves. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
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Claude Fable 5.1
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85690f0e23
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6e49fc9020
@@ -8,7 +8,7 @@ import {
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} from "../src/game";
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import { cellKey, edgeKey } from "../src/board";
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import { sightedCellsFor, viewFor } from "../src/view";
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import { automatonCommand, automatonFallback, drawUnderCurses, pathToward, type AutomatonStyle, type AutomatonTier } from "../src/automaton";
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import { automatonCommand, automatonFallback, drawUnderSlowDeath, pathToward, type AutomatonStyle, type AutomatonTier } from "../src/automaton";
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import { pushSustained } from "./helpers";
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/** Whose input does the maze want right now? */
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@@ -1129,14 +1129,14 @@ describe("the clockwork under a curse, and before a pit", () => {
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const state = botsTurn();
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const bot = state.players.find((p) => p.id === "bot")!;
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const plain = viewFor(state, "bot");
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expect(drawUnderCurses(plain, 2)).toBe(2);
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expect(drawUnderSlowDeath(plain, 2)).toBe(2);
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pushSustained(state, { id: "sd", cardId: "slow-death", casterId: "human", targetId: "bot", remainingTurns: 1e9 });
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bot.life = 7;
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expect(drawUnderCurses(viewFor(state, "bot"), 2)).toBe(2);
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expect(drawUnderSlowDeath(viewFor(state, "bot"), 2)).toBe(2);
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bot.life = 5;
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expect(drawUnderCurses(viewFor(state, "bot"), 2)).toBe(1);
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expect(drawUnderSlowDeath(viewFor(state, "bot"), 2)).toBe(1);
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bot.life = 4;
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expect(drawUnderCurses(viewFor(state, "bot"), 2)).toBe(0);
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expect(drawUnderSlowDeath(viewFor(state, "bot"), 2)).toBe(0);
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});
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it("raises no SHADOW while bleeding, nor with little blood to spare", () => {
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@@ -1152,7 +1152,7 @@ describe("the clockwork under a curse, and before a pit", () => {
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for (let guard = 0; guard < 30 && actingSeat(state) === "bot"; guard++) {
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const view = viewFor(state, "bot");
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const cmd = automatonCommand(view, "berserker", "archmage") ?? automatonFallback(view, "archmage");
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expect(JSON.stringify(cmd)).not.toContain("shadow#T");
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expect(cmd.type === "cast" && cmd.instanceId === "shadow#T").toBe(false);
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const r = applyCommand(state, "bot", cmd);
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if (!r.ok) break;
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state = r.state;
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