Ambushed teleports carry their destination; room 59UN unstuck (rev 35)

An ambush springing TELEPORT OPPONENT opened a stack with params null —
the spring bypasses cast validation and nothing ever asked where the
victim goes — and resolution crashed on the missing cell, wedging the
room 'waiting on Automaton'. Three layers:
- Crash guards: teleport-opponent and mental-force fizzle gracefully on
  a destination-less stack (ungated: no stored command had resolved one).
- The trap commits its destination when laid: setAmbush carries a cell
  ('wherever you say', said in advance), the spring passes it into the
  stack, and the client's arming flow asks for the click.
- Rev 35 refuses arming those spells without a destination; older
  ledgers armed blind and their springs fizzle.
All ledgers verified before deploy.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
This commit is contained in:
Eric Wagoner
2026-08-20 10:51:16 -04:00
co-authored by Claude Fable 5
parent e8c25ddc19
commit 76dd019d5d
5 changed files with 86 additions and 7 deletions
+19 -4
View File
@@ -103,6 +103,9 @@ export interface AmbushState {
/** The committed attack and its number cards, held out of the hand. */
spell: CardInstance;
numbers: CardInstance[];
/** Destination chosen at arm time for cell-needing spells ("wherever
* you say", said in advance): teleport-opponent, mental-force. */
cell?: Cell;
}
/** A summoned creature (or SHADOW/ALTER EGO double). */
@@ -683,7 +686,7 @@ export type Command =
target?: CastTarget;
params?: CastParams;
}
| { type: "setAmbush"; instanceId: string; trigger: AmbushTrigger; spellInstanceId: string; numberInstanceIds?: string[] }
| { type: "setAmbush"; instanceId: string; trigger: AmbushTrigger; spellInstanceId: string; numberInstanceIds?: string[]; cell?: Cell }
| { type: "cancelAmbush"; ambushId: string }
| { type: "counteract"; instanceId: string; params?: { cell?: Cell; cardId?: string }; numberInstanceIds?: string[] }
| { type: "pass" }
@@ -950,7 +953,8 @@ const CARD_EFFECTS: Record<string, AttackEffect | NeutralEffect | CounterEffect>
onResolved: (ctx) => {
if (ctx.fullyStopped || !ctx.defender.alive) return;
if (isLockedInPlace(ctx.state, ctx.defender.id)) return;
const to = ctx.stack.params!.cell!;
const to = ctx.stack.params?.cell;
if (!to) return; // an old ambush sprang it with no destination: fizzle
const from = ctx.defender.position;
ctx.defender.position = to;
ctx.events.push({
@@ -2068,7 +2072,8 @@ const CARD_EFFECTS: Record<string, AttackEffect | NeutralEffect | CounterEffect>
onResolved: (ctx) => {
if (ctx.fullyStopped || !ctx.defender.alive) return;
if (isLockedInPlace(ctx.state, ctx.defender.id)) return;
const to = ctx.stack.params!.cell!;
const to = ctx.stack.params?.cell;
if (!to) return; // an old ambush sprang it with no destination: fizzle
if (walkingDistance(ctx.state, ctx.defender.position, to) > 3) return;
const from = ctx.defender.position;
ctx.defender.position = to;
@@ -4959,6 +4964,15 @@ function doSetAmbush(prev: GameState, cmd: Extract<Command, { type: "setAmbush"
numbers.push(c);
}
if (numbers.length > 1) return err("one number card per action");
// Cell-needing spells commit their destination when the trap is laid
// (rules rev 35; older games armed them blind and their springs fizzle).
const needsCell = spell.cardId === "teleport-opponent" || spell.cardId === "mental-force";
if (needsCell && (prev.config.deckRev ?? 1) >= 35) {
if (!cmd.cell) return err("choose where the ambush will send them");
const v = boardView(state);
if (!v.cells[cellKey(cmd.cell)]) return err("that destination is off the board");
if (state.squareContents[cellKey(cmd.cell)]?.kind === "stone") return err("that destination is solid stone");
}
if (!cmd.trigger || !["los", "near", "treasure"].includes(cmd.trigger.kind)) {
return err("choose a trigger: line of sight, close approach, or treasure");
}
@@ -4974,6 +4988,7 @@ function doSetAmbush(prev: GameState, cmd: Extract<Command, { type: "setAmbush"
trigger: cmd.trigger,
spell,
numbers,
...(cmd.cell ? { cell: { ...cmd.cell } } : {}),
};
state.ambushes.push(ambush);
return {
@@ -5058,7 +5073,7 @@ function checkAmbushes(
amplifyFactor: 1,
extendFactor: 1,
powerAttackPoints: 0,
params: null,
params: ambush.cell ? { cell: { ...ambush.cell } } : null,
kind: fx.physical ? "physical" : "spell",
counters: [],
waitingOn: actor.id,
+48
View File
@@ -1,5 +1,6 @@
import { describe, expect, it } from "vitest";
import { giveCard } from "./helpers";
import { edgeKey } from "../src/board";
import {
applyCommand,
activePlayer,
@@ -312,3 +313,50 @@ describe("the Ward is played in the moment (rules rev 31)", () => {
expect(r.ok).toBe(false);
});
});
describe("an ambushed teleport carries its destination (rules rev 35)", () => {
it("the trap springs and the victim lands where the trapper said", () => {
let { state } = createGame({ playerIds: ["trapper", "prey"], seed: 42, sets: ["basic", "expansion1"], deckRev: 35 });
for (let guard = 0; guard < 10 && !(state.players[state.turn.activeIndex]!.id === "trapper" && state.turn.round > 1); guard++) {
const r = applyCommand(state, state.players[state.turn.activeIndex]!.id, { type: "endTurn", draw: 0 });
if (!r.ok) throw new Error(r.error);
state = r.state;
}
const trapper = state.players.find((p) => p.id === "trapper")!;
const prey = state.players.find((p) => p.id === "prey")!;
giveCard(state, "trapper", "interrupt", "I", 0);
giveCard(state, "trapper", "teleport-opponent", "TO", 1);
// Arming without a destination is refused; with one it is stored.
const bad = applyCommand(state, "trapper", {
type: "setAmbush", instanceId: "interrupt#I", trigger: { kind: "near" },
spellInstanceId: "teleport-opponent#TO",
});
expect(bad.ok).toBe(false);
const dest = { x: trapper.home.x, y: trapper.home.y === 0 ? 1 : trapper.home.y - 1 };
let r = applyCommand(state, "trapper", {
type: "setAmbush", instanceId: "interrupt#I", trigger: { kind: "near" },
spellInstanceId: "teleport-opponent#TO", cell: dest,
});
if (!r.ok) throw new Error(r.error);
state = r.state;
state = applyCommand(state, "trapper", { type: "endTurn", draw: 0 }).ok
? (applyCommand(state, "trapper", { type: "endTurn", draw: 0 }) as { state: typeof state }).state : state;
// The prey walks adjacent; the trap springs; the prey passes; they land
// at dest. (Re-find both: applyCommand clones made the handles stale.)
const trapperNow = state.players.find((p) => p.id === "trapper")!;
const preyNow = state.players.find((p) => p.id === "prey")!;
const below = trapperNow.position.y >= 2;
preyNow.position = { x: trapperNow.position.x, y: trapperNow.position.y + (below ? -2 : 2) };
const dir = below ? "S" : "N";
state.edgeOverrides[edgeKey(preyNow.position, dir)] = "open";
r = applyCommand(state, "prey", { type: "move", direction: dir });
if (!r.ok) throw new Error(r.error);
state = r.state;
expect(state.stack?.attackCard?.cardId).toBe("teleport-opponent");
expect(state.stack?.params?.cell).toEqual(dest);
r = applyCommand(state, "prey", { type: "pass" });
if (!r.ok) throw new Error(r.error);
state = r.state;
expect(state.players.find((p) => p.id === "prey")!.position).toEqual(dest);
});
});
+1 -1
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@@ -54,7 +54,7 @@ export interface Room {
const rooms = new Map<string, Room>();
/** Rules revision new games are dealt under (stored games keep their own). */
const RULES_REV = 34;
const RULES_REV = 35;
const ROOM_CODE_ALPHABET = "ABCDEFGHJKLMNPQRSTUVWXYZ23456789";
+17 -1
View File
@@ -321,6 +321,7 @@
ambushVia = null;
ambushTrigger = null;
ambushSpell = null;
ambushCell = null;
trapCells = [];
tradeFrom = null;
selectedCreature = null;
@@ -499,14 +500,21 @@
clearSelection();
}
/** Cell-needing ambush spells choose their destination when laid. */
const ambushNeedsCell = $derived(
ambushSpell != null &&
(ambushSpell.cardId === "teleport-opponent" || ambushSpell.cardId === "mental-force"));
let ambushCell = $state<{ x: number; y: number } | null>(null);
function armAmbush() {
if (!ambushVia || !ambushTrigger || !ambushSpell) return;
if (ambushNeedsCell && !ambushCell) return;
dispatch({
type: "setAmbush",
instanceId: ambushVia.instanceId,
trigger: { kind: ambushTrigger },
spellInstanceId: ambushSpell.instanceId,
...(attachedNumber ? { numberInstanceIds: [attachedNumber.instanceId] } : {}),
...(ambushCell ? { cell: ambushCell } : {}),
});
clearSelection();
}
@@ -519,6 +527,12 @@
function clickCell(cell: { x: number; y: number }) {
if (!view) return;
// Laying an ambush with a cell-needing spell: this click is the trap's
// destination, chosen in advance ("wherever you say").
if (ambushSpell && ambushNeedsCell && !ambushCell) {
ambushCell = cell;
return;
}
if (youMustRespond && selectedCard?.cardId === "teleport") {
// Mark first, jump on the second tap: an escape spent on a misclick
// is an escape wasted.
@@ -1887,8 +1901,10 @@
<button class="stamp tiny" onclick={() => (ambushTrigger = "treasure")}>grabs a treasure</button>
{:else if !ambushSpell}
<span>— now tap the attack card to commit</span>
{:else if ambushNeedsCell && !ambushCell}
<span>{cardDef(ambushSpell.cardId).name} — click where the trap will send them</span>
{:else}
<span>{cardDef(ambushSpell.cardId).name}{attachedNumber ? ` with a ${numberTotal}` : " (tap a number to power it)"}</span>
<span>{cardDef(ambushSpell.cardId).name}{ambushCell ? ` → (${ambushCell.x}, ${ambushCell.y})` : ""}{attachedNumber ? ` with a ${numberTotal}` : " (tap a number to power it)"}</span>
<button class="stamp tiny" onclick={armAmbush}>Arm the ambush</button>
{/if}
<button class="hint-cancel" onclick={clearSelection}>cancel</button>
+1 -1
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@@ -136,7 +136,7 @@ class LocalGame {
seed,
sets: expansion ? ["basic", "expansion1"] : ["basic"],
...(colors ? { colors } : {}),
deckRev: 34,
deckRev: 35,
};
const { state, events } = createGame(config);
for (const e of events) {