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
+1 -1
View File
@@ -132,7 +132,7 @@ class LocalGame {
seed,
sets: expansion ? ["basic", "expansion1"] : ["basic"],
...(colors ? { colors } : {}),
deckRev: 10,
deckRev: 11,
};
const { state, events } = createGame(config);
this.config = config;