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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Claude Fable 5
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@@ -151,7 +151,8 @@
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const k = `${c.x},${c.y}`;
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if (seen.has(k)) continue;
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seen.add(k);
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if (c.x < 0 || c.y < 0) continue;
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// Before rev 11 the grid stopped at zero; newer games renormalize.
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if (view!.deckRev < 11 && (c.x < 0 || c.y < 0)) continue;
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if (origins.some((o) => o.x === c.x && o.y === c.y)) continue;
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const next = origins.map((o, j) => (j === idx ? c : o));
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if (next.every((o, j) => next.some((p, m) => m !== j && adjacent(o, p)))) out.push(c);
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