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
+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
View File
@@ -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) {