Rev 11: the maze has no wall at zero, and moving sectors carry everything

Relocate Sector could never land a sector west or north of the origin
— placements the physical game allows by simply sliding the whole map
across the table. The coordinate grid still cannot go negative, but
now it does not need to: a sector may land at negative coordinates
and the whole maze renormalizes, zero-anchoring on both axes (which
also pulls the maze snug when the origin corner is vacated, instead
of leaving a blank band). The client offers the new landings as ghost
slots on every side, verified slot-for-slot against engine truth.

The move also closes a real gap: remapState never carried creatures,
boobytrap tokens, glue, open safes, or dimensional warp tokens when a
sector relocated or rotated — they were left hovering at their old
coordinates. Sectors now carry everything standing on them. Both
changes ride rules rev 11; older ledgers replay their flaws intact,
as replay determinism demands.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Eric Wagoner
2026-08-16 20:07:01 -04:00
co-authored by Claude Fable 5
parent 53c84ec6cb
commit 73150a89b5
7 changed files with 157 additions and 10 deletions
+3
View File
@@ -40,6 +40,8 @@ export interface GameView {
winReason: "treasures" | "lastStanding" | null;
turn: TurnState;
activePlayerId: PlayerId;
/** The game's rules revision — the client mirrors rev-gated legality. */
deckRev: number;
/** Board with dynamic wall changes already merged in. */
board: AssembledBoard;
players: PlayerPublicView[];
@@ -120,6 +122,7 @@ export function viewFor(state: GameState, playerId: PlayerId): GameView {
revealedHands: state.phase === "finished"
? Object.fromEntries(state.players.map((p) => [p.id, p.alive ? [...p.hand] : [...(p.finalHand ?? p.hand)]]))
: null,
deckRev: state.config.deckRev ?? 1,
treasures: state.treasures.map((t) => ({ ...t })),
deckCount: state.deck.length,
discardCount: state.discard.length,