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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Claude Fable 5
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@@ -208,6 +208,11 @@ export function fxForEvents(
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push({ kind: "portal-cell", at: e.to }, 150);
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beat++;
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break;
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case "warpOpened":
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push({ kind: "portal", cell: e.a.cell, side: e.a.side });
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push({ kind: "portal", cell: e.b.cell, side: e.b.side }, 200);
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beat++;
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break;
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case "wallCreated":
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case "wallDestroyed":
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push({ kind: "edge-dust", cell: e.edge.cell, side: e.edge.side });
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