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
+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);
});
});