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