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>
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@@ -56,7 +56,7 @@ export interface Room {
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const rooms = new Map<string, Room>();
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/** Rules revision new games are dealt under (stored games keep their own). */
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const RULES_REV = 10;
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const RULES_REV = 11;
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const ROOM_CODE_ALPHABET = "ABCDEFGHJKLMNPQRSTUVWXYZ23456789";
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