Rev 19: breaching the rim opens a new warp across the maze
Destroying a wall on the board's outer edge used to leave a one-sided hole into nothing. The table's physics prevail: the outer rim wraps, so the breach goes clean through — the opposite perimeter wall in the same row or column crumbles too (collapse damage and all), and a new warp pair opens between the two edges, shimmering at both mouths. Rev-gated: stored games hold one-sided breaches and replay so. Sector moves recompute the wraparounds and forget improvised openings, as the maze's own reshaping always has. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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co-authored by
Claude Fable 5
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766ec0a726
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@@ -9,6 +9,7 @@ import {
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type SectorPlacement,
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} from "../src/board";
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import { buildDeck } from "../src/cards";
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import { edgeKey, type Side } from "../src/board";
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import { activePlayer, applyCommand, boardView, createGame, gameLos } from "../src/game";
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import { createRng } from "../src/rng";
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import { setupBoard } from "../src/setups";
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@@ -279,3 +280,38 @@ describe("bricking over a warp mouth", () => {
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expect(stepTarget(boardView(r2.state), w.from.cell, w.from.side).kind).toBe("warp");
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});
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});
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describe("breaching the rim (rules rev 19)", () => {
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it("destroying a perimeter wall opens both sides as a new warp", () => {
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let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic"], deckRev: 19 });
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for (let i = 0; i < 2; i++) {
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const r = applyCommand(state, activePlayer(state).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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// Find a rim wall with a wrap counterpart that is NOT already an opening.
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const view = boardView(state);
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for (const key of Object.keys(view.cells)) {
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const [x, y] = key.split(",").map(Number) as [number, number];
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for (const side of ["N", "E", "S", "W"] as Side[]) {
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const n = { x: x + (side === "E" ? 1 : side === "W" ? -1 : 0), y: y + (side === "S" ? 1 : side === "N" ? -1 : 0) };
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if (view.cells[`${n.x},${n.y}`]) continue;
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if ((view.edges[edgeKey({ x, y }, side)] ?? "open") !== "wall") continue;
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const caster = activePlayer(state);
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caster.position = { x, y };
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caster.hand[0] = { instanceId: "dw#1", cardId: "destroy-wall" };
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const warpsBefore = state.board.warps.length;
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const r = applyCommand(state, caster.id, {
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type: "cast", instanceId: "dw#1", target: { kind: "edge", cell: { x, y }, side },
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});
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if (!r.ok) throw new Error(r.error);
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if (r.state.board.warps.length === warpsBefore) continue; // no counterpart in this row
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expect(r.state.board.warps.length).toBe(warpsBefore + 2);
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const w = r.state.board.warps[warpsBefore]!;
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expect(stepTarget(boardView(r.state), w.from.cell, w.from.side).kind).toBe("warp");
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return;
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}
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}
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throw new Error("setup: no breachable rim wall found");
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});
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});
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