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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co-authored by
Claude Fable 5.1
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85690f0e23
commit
6e49fc9020
@@ -461,15 +461,11 @@
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{@const wx = Number(key.split(":")[1]?.split(",")[0])}
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{@const wy = Number(key.split(":")[1]?.split(",")[1])}
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{@const frac = Math.min(1, dmg / 20)}
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{#if kind === "V"}
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<path d={edgeScar((wx+1)*CELL, wy*CELL+3, (wx+1)*CELL, (wy+1)*CELL-3, frac)} class="crack-shadow" style:opacity={0.35 + frac * 0.65} />
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<path d={edgeScar((wx+1)*CELL, wy*CELL+3, (wx+1)*CELL, (wy+1)*CELL-3, frac)}
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class="crack" style:opacity={0.35 + frac * 0.65}><title>battle-scarred — {dmg} damage taken</title></path>
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{:else}
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<path d={edgeScar(wx*CELL+3, (wy+1)*CELL, (wx+1)*CELL-3, (wy+1)*CELL, frac)} class="crack-shadow" style:opacity={0.35 + frac * 0.65} />
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<path d={edgeScar(wx*CELL+3, (wy+1)*CELL, (wx+1)*CELL-3, (wy+1)*CELL, frac)}
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class="crack" style:opacity={0.35 + frac * 0.65}><title>battle-scarred — {dmg} damage taken</title></path>
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{/if}
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{@const scar = kind === "V"
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? edgeScar((wx + 1) * CELL, wy * CELL + 3, (wx + 1) * CELL, (wy + 1) * CELL - 3, frac)
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: edgeScar(wx * CELL + 3, (wy + 1) * CELL, (wx + 1) * CELL - 3, (wy + 1) * CELL, frac)}
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<path d={scar} class="crack-shadow" style:opacity={0.35 + frac * 0.65} />
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<path d={scar} class="crack" style:opacity={0.35 + frac * 0.65}><title>battle-scarred — {dmg} damage taken</title></path>
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{/each}
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<!-- illusions YOU know are fake: ghostly dashed lines -->
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@@ -910,7 +906,6 @@
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stroke: rgba(240, 231, 209, 0.9);
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stroke-width: 1.25;
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stroke-linecap: round;
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pointer-events: none;
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}
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.warp-dest {
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fill: none;
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