Implement engine core: board assembly, movement, turns, combat, victory
Pure deterministic game core in @wizwar/engine: seeded RNG (mulberry32, state in GameState so seed+commands replays identically), sector assembly with rotation, junction merging, and wraparound warps (configurable pairings; the 2p diagram crosses its side openings), movement (3 + one number card), geometric line of sight, deck building from the verified card data (asserts 125/200 totals), and the command-to-event reducer: setup with TRAP! redraw and die-roll first player, punching (no combat round 1, no self-attack, once per turn), damage/death with killer-takes-cards and forced discard, treasure stealing with both victory conditions, pick-up-ends-turn, and end-of-turn draw. Events carry full spatial detail for future replay rendering; private card knowledge rides on visibleTo events with a redaction helper. 21 tests passing. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Fable 5
parent
11209cdc5d
commit
a8884592a4
@@ -0,0 +1,308 @@
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// Board assembly: sector layouts from data/boards.json are rotated and placed
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// into one global grid. Cells are {x, y}, 0-indexed, x → east, y → south.
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// Edges between cells are 'open', 'wall', or 'door'; sector perimeters become
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// walls except the mid-edge openings, which either join two sectors or become
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// wraparound warp connections at the outer boundary.
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import boardsData from "../data/boards.json";
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export type Cell = { readonly x: number; readonly y: number };
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export type Side = "N" | "S" | "E" | "W";
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export type EdgeState = "open" | "wall" | "door";
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export type Rotation = 0 | 90 | 180 | 270;
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export interface SectorPlacement {
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boardId: string;
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/** Top-left cell of the sector in global coordinates (multiples of 5). */
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origin: Cell;
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rotation: Rotation;
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}
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export interface Warp {
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/** Leaving this cell through this side of the map... */
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from: { cell: Cell; side: Side };
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/** ...you arrive at this cell (entering through `side`). */
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to: { cell: Cell; side: Side };
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}
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export interface AssembledBoard {
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width: number;
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height: number;
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placements: SectorPlacement[];
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/** Edge states keyed by edgeKey(). Only non-open edges are stored. */
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edges: Record<string, EdgeState>;
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/** Cells that are part of the map (all cells inside placed sectors). */
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cells: Record<string, true>;
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warps: Warp[];
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/** Per player-sector info, in placement order. */
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homes: Cell[];
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treasureSpaces: Cell[][];
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}
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const SECTOR = 5;
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export function cellKey(c: Cell): string {
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return `${c.x},${c.y}`;
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}
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/**
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* Canonical key for the edge between cell c and its neighbor on `side`.
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* Every edge is expressed from its north/west cell so both cells agree.
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*/
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export function edgeKey(c: Cell, side: Side): string {
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switch (side) {
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case "E": return `V:${c.x},${c.y}`;
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case "W": return `V:${c.x - 1},${c.y}`;
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case "S": return `H:${c.x},${c.y}`;
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case "N": return `H:${c.x},${c.y - 1}`;
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}
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}
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export function neighbor(c: Cell, side: Side): Cell {
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switch (side) {
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case "N": return { x: c.x, y: c.y - 1 };
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case "S": return { x: c.x, y: c.y + 1 };
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case "E": return { x: c.x + 1, y: c.y };
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case "W": return { x: c.x - 1, y: c.y };
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}
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}
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export const SIDES: readonly Side[] = ["N", "S", "E", "W"];
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interface LayoutData {
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id: string;
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homeSpace: number[];
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treasureSpaces: number[][];
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walls: { cell: number[]; side: string }[];
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doors: { cell: number[]; side: string }[];
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}
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const layouts: Map<string, LayoutData> = new Map(
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(boardsData as { boards: LayoutData[] }).boards.map((b) => [b.id, b]),
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);
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export function layoutIds(): string[] {
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return [...layouts.keys()];
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}
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/** Rotate a sector-local cell (1-indexed [row, col]) within a 5x5 grid. */
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function rotateCell(row: number, col: number, rotation: Rotation): [number, number] {
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switch (rotation) {
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case 0: return [row, col];
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case 90: return [col, SECTOR + 1 - row]; // clockwise
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case 180: return [SECTOR + 1 - row, SECTOR + 1 - col];
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case 270: return [SECTOR + 1 - col, row];
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}
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}
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function rotateSide(side: Side, rotation: Rotation): Side {
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const order: Side[] = ["N", "E", "S", "W"];
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const idx = order.indexOf(side);
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return order[(idx + rotation / 90) % 4]!;
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}
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/** Convert sector-local (1-indexed [row, col]) to a global cell. */
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function toGlobal(origin: Cell, row: number, col: number): Cell {
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return { x: origin.x + col - 1, y: origin.y + row - 1 };
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}
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/** An outer-boundary opening, identified by placement index and map side. */
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export type OpeningRef = { sector: number; side: Side };
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export interface AssemblyOptions {
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/**
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* Explicit wraparound pairings (each pair is bidirectional). When omitted,
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* openings pair straight across the map — correct for the 4p square; the
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* standard 2p column crosses its side openings and must pass pairs.
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*/
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warpPairs?: [OpeningRef, OpeningRef][];
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}
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/**
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* Assemble sectors into one board. Interior walls and doors come from the
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* layout data; sector perimeters become walls except the centered mid-edge
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* opening on each side. Openings between two adjacent sectors line up (they
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* are always centered) and stay open; openings on the outer boundary become
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* wraparound warps ("leave at A, re-enter at A").
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*/
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export function assembleBoard(
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placements: SectorPlacement[],
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options: AssemblyOptions = {},
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): AssembledBoard {
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const edges: Record<string, EdgeState> = {};
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const cells: Record<string, true> = {};
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const homes: Cell[] = [];
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const treasureSpaces: Cell[][] = [];
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let width = 0;
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let height = 0;
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for (const p of placements) {
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const layout = layouts.get(p.boardId);
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if (!layout) throw new Error(`unknown board layout: ${p.boardId}`);
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if (p.origin.x % SECTOR !== 0 || p.origin.y % SECTOR !== 0) {
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throw new Error("sector origins must be multiples of 5");
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}
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width = Math.max(width, p.origin.x + SECTOR);
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height = Math.max(height, p.origin.y + SECTOR);
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for (let r = 1; r <= SECTOR; r++) {
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for (let c = 1; c <= SECTOR; c++) {
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cells[cellKey(toGlobal(p.origin, r, c))] = true;
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}
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}
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const [hr, hc] = rotateCell(layout.homeSpace[0]!, layout.homeSpace[1]!, p.rotation);
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homes.push(toGlobal(p.origin, hr, hc));
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treasureSpaces.push(
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layout.treasureSpaces.map((t) => {
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const [tr, tc] = rotateCell(t[0]!, t[1]!, p.rotation);
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return toGlobal(p.origin, tr, tc);
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}),
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);
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const place = (cellRC: number[], side: string, state: EdgeState) => {
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// Rotating a cell+side pair: rotate the cell, rotate the side.
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const [r0, c0] = cellRC as [number, number];
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const [r, c] = rotateCell(r0, c0, p.rotation);
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const s = rotateSide(side as Side, p.rotation);
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edges[edgeKey(toGlobal(p.origin, r, c), s)] = state;
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};
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for (const w of layout.walls) place(w.cell, w.side, "wall");
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for (const d of layout.doors) place(d.cell, d.side, "door");
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// Perimeter: wall everywhere except the centered opening (position 3) on
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// each side. Openings are rotation-invariant because they are centered.
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for (let i = 1; i <= SECTOR; i++) {
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if (i !== 3) {
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edges[edgeKey(toGlobal(p.origin, 1, i), "N")] = "wall";
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edges[edgeKey(toGlobal(p.origin, SECTOR, i), "S")] = "wall";
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edges[edgeKey(toGlobal(p.origin, i, 1), "W")] = "wall";
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edges[edgeKey(toGlobal(p.origin, i, SECTOR), "E")] = "wall";
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}
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}
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}
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// Wraparound warps. An opening that faces another sector is a corridor, not
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// a warp. The remaining outer-boundary openings pair per options.warpPairs
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// (from the setup diagram's letters) or, by default, straight across the
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// map. (L-shaped 3p aisle-warp corners are TODO.)
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const warps: Warp[] = [];
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const inMap = (c: Cell) => cells[cellKey(c)] === true;
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const openingCell = (sectorIndex: number, side: Side): Cell => {
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const origin = placements[sectorIndex]!.origin;
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switch (side) {
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case "N": return toGlobal(origin, 1, 3);
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case "S": return toGlobal(origin, SECTOR, 3);
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case "W": return toGlobal(origin, 3, 1);
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case "E": return toGlobal(origin, 3, SECTOR);
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}
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};
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const opposite = (s: Side): Side => (s === "N" ? "S" : s === "S" ? "N" : s === "E" ? "W" : "E");
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if (options.warpPairs) {
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for (const [a, b] of options.warpPairs) {
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const ca = openingCell(a.sector, a.side);
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const cb = openingCell(b.sector, b.side);
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warps.push({ from: { cell: ca, side: a.side }, to: { cell: cb, side: b.side } });
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warps.push({ from: { cell: cb, side: b.side }, to: { cell: ca, side: a.side } });
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}
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} else {
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for (let i = 0; i < placements.length; i++) {
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for (const side of SIDES) {
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const cell = openingCell(i, side);
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if (inMap(neighbor(cell, side))) continue; // joins an adjacent sector
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let probe = cell;
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while (inMap(neighbor(probe, opposite(side)))) probe = neighbor(probe, opposite(side));
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warps.push({ from: { cell, side }, to: { cell: probe, side: opposite(side) } });
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}
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}
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}
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return { width, height, placements, edges, cells, warps, homes, treasureSpaces };
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}
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export function edgeState(board: AssembledBoard, c: Cell, side: Side): EdgeState {
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return board.edges[edgeKey(c, side)] ?? "open";
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}
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export function findWarp(board: AssembledBoard, c: Cell, side: Side): Warp | undefined {
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return board.warps.find((w) => cellKey(w.from.cell) === cellKey(c) && w.from.side === side);
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}
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/**
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* Where does one step from `c` toward `side` lead?
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* - blocked: a wall or (locked) door is in the way
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* - normal step to the adjacent cell
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* - warp step through a map-edge opening
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*/
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export function stepTarget(
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board: AssembledBoard,
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c: Cell,
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side: Side,
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): { kind: "blocked"; by: EdgeState } | { kind: "step" | "warp"; to: Cell } {
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const e = edgeState(board, c, side);
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if (e !== "open") return { kind: "blocked", by: e };
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const n = neighbor(c, side);
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if (board.cells[cellKey(n)]) return { kind: "step", to: n };
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const warp = findWarp(board, c, side);
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if (warp) return { kind: "warp", to: warp.to.cell };
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return { kind: "blocked", by: "wall" };
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}
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/**
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* Line of sight from the center of `from` to the center of `to`, blocked by
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* wall/door edges the segment crosses. Grazing a wall endpoint (passing
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* exactly through a corner adjacent to a wall) counts as blocked — strict
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* reading; revisit against FAQ rulings if needed. LOS through wraparound
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* openings is not yet modeled (TODO).
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*/
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export function hasLineOfSight(board: AssembledBoard, from: Cell, to: Cell): boolean {
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if (cellKey(from) === cellKey(to)) return true;
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// Centers of cells: (x + 0.5, y + 0.5).
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const x0 = from.x + 0.5, y0 = from.y + 0.5;
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const x1 = to.x + 0.5, y1 = to.y + 0.5;
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for (const [key, state] of Object.entries(board.edges)) {
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if (state === "open") continue;
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// Reconstruct the wall segment for this edge.
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const [kind, coords] = key.split(":") as [string, string];
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const [ex, ey] = coords.split(",").map(Number) as [number, number];
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// V:x,y = edge between (x,y) and (x+1,y): vertical segment at x+1 from y to y+1.
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// H:x,y = edge between (x,y) and (x,y+1): horizontal segment at y+1 from x to x+1.
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const [ax, ay, bx, by] =
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kind === "V" ? [ex + 1, ey, ex + 1, ey + 1] : [ex, ey + 1, ex + 1, ey + 1];
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if (segmentsIntersect(x0, y0, x1, y1, ax, ay, bx, by)) return false;
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}
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return true;
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}
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/** Segment intersection where touching (colinear overlap or endpoint contact) counts. */
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function segmentsIntersect(
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p0x: number, p0y: number, p1x: number, p1y: number,
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p2x: number, p2y: number, p3x: number, p3y: number,
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): boolean {
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const d1 = cross(p2x, p2y, p3x, p3y, p0x, p0y);
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const d2 = cross(p2x, p2y, p3x, p3y, p1x, p1y);
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const d3 = cross(p0x, p0y, p1x, p1y, p2x, p2y);
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const d4 = cross(p0x, p0y, p1x, p1y, p3x, p3y);
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if (((d1 > 0 && d2 < 0) || (d1 < 0 && d2 > 0)) && ((d3 > 0 && d4 < 0) || (d3 < 0 && d4 > 0))) {
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return true;
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}
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if (d1 === 0 && onSegment(p2x, p2y, p3x, p3y, p0x, p0y)) return true;
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if (d2 === 0 && onSegment(p2x, p2y, p3x, p3y, p1x, p1y)) return true;
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if (d3 === 0 && onSegment(p0x, p0y, p1x, p1y, p2x, p2y)) return true;
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if (d4 === 0 && onSegment(p0x, p0y, p1x, p1y, p3x, p3y)) return true;
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return false;
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}
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function cross(ax: number, ay: number, bx: number, by: number, px: number, py: number): number {
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return (bx - ax) * (py - ay) - (by - ay) * (px - ax);
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}
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function onSegment(ax: number, ay: number, bx: number, by: number, px: number, py: number): boolean {
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return (
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Math.min(ax, bx) <= px && px <= Math.max(ax, bx) &&
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Math.min(ay, by) <= py && py <= Math.max(ay, by)
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);
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}
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@@ -0,0 +1,86 @@
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// Card definitions loaded from data/cards.json (verified against the owner's
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// physical 6th edition + Expansion Set #1), and physical-deck construction:
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// each printed copy of a card becomes one CardInstance with a stable id.
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import cardsData from "../data/cards.json";
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export type CardSet = "basic" | "expansion1" | "expansion2";
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export type CardType =
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| "attack"
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| "neutral"
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| "counteraction"
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| "neutral/counteraction"
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| "number"
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| "object"
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| "trap"
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| "artifact"
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| "special";
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export interface CardDef {
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id: string;
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name: string;
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set: CardSet;
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cardType: CardType | null;
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los: boolean | null;
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text: string | null;
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quantity: number | null;
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value?: number; // number cards
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alsoIn?: { set: CardSet; quantity: number }[];
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faqRulings: string[];
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}
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export interface CardInstance {
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/** e.g. "fireball#2" — stable across the whole game. */
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instanceId: string;
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cardId: string;
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}
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const defs: CardDef[] = (cardsData as { cards: CardDef[] }).cards;
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const byId = new Map(defs.map((d) => [d.id, d]));
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export function cardDef(cardId: string): CardDef {
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const def = byId.get(cardId);
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if (!def) throw new Error(`unknown card: ${cardId}`);
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return def;
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}
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export function allCardDefs(): readonly CardDef[] {
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return defs;
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}
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/**
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* Build the physical deck for the chosen sets. The 6e basic deck is exactly
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* 125 cards; adding Expansion Set #1 adds exactly 75 more (including its own
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* number cards) — both counts verified against the owner's rulebook lists.
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*/
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export function buildDeck(sets: CardSet[]): CardInstance[] {
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const instances: CardInstance[] = [];
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for (const def of defs) {
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let copies = 0;
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if (sets.includes(def.set) && def.quantity != null) copies += def.quantity;
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for (const extra of def.alsoIn ?? []) {
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if (sets.includes(extra.set)) copies += extra.quantity;
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}
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for (let i = 1; i <= copies; i++) {
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instances.push({ instanceId: `${def.id}#${i}`, cardId: def.id });
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}
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}
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return instances;
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}
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export function isNumberCard(cardId: string): boolean {
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return cardDef(cardId).cardType === "number";
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}
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export function numberValue(cardId: string): number {
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const def = cardDef(cardId);
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if (def.cardType !== "number" || def.value == null) {
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throw new Error(`${cardId} is not a number card`);
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}
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return def.value;
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}
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/** TRAP! is discarded and redrawn if it comes up during the initial deal. */
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export function isTrap(cardId: string): boolean {
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return cardId === "trap";
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}
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@@ -0,0 +1,571 @@
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// Pure game core: GameState + applyCommand(state, player, command) -> events.
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// No I/O, no clocks, no Math.random — all randomness flows through the seeded
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// RNG inside the state, so a (seed, commands) pair replays identically.
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//
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// Events deliberately carry full spatial/causal detail (who, from where, to
|
||||
// where, via what) so that replays — including the planned first-person
|
||||
// wizard's-eye renderings — can reconstruct scenes without re-deriving them.
|
||||
//
|
||||
// Implemented in this core: setup/deal, movement (3 + one number card, warps),
|
||||
// punching, damage/death, treasure stealing and both victory conditions, hand
|
||||
// management (draw up to 2 at end of turn, 7-card limit, dead player's cards
|
||||
// to the killer). Spell casting and the counteraction stack are the next
|
||||
// layer and hook in at the marked extension points.
|
||||
|
||||
import {
|
||||
type AssembledBoard,
|
||||
type Cell,
|
||||
type Side,
|
||||
cellKey,
|
||||
stepTarget,
|
||||
} from "./board";
|
||||
import { buildDeck, isNumberCard, isTrap, numberValue, type CardInstance, type CardSet } from "./cards";
|
||||
import { createRng, rollDie, shuffle, type RngState } from "./rng";
|
||||
import { setupBoard } from "./setups";
|
||||
|
||||
export type PlayerId = string;
|
||||
|
||||
export const STARTING_LIFE = 15;
|
||||
export const HAND_LIMIT = 7;
|
||||
export const BASE_MOVEMENT = 3;
|
||||
export const DRAW_PER_TURN = 2;
|
||||
|
||||
export interface TreasureState {
|
||||
id: string;
|
||||
/** The player whose home this treasure belongs to (who "protects" it). */
|
||||
owner: PlayerId;
|
||||
/** Board position, or null while carried. */
|
||||
position: Cell | null;
|
||||
carriedBy: PlayerId | null;
|
||||
}
|
||||
|
||||
export interface PlayerState {
|
||||
id: PlayerId;
|
||||
sectorIndex: number;
|
||||
home: Cell;
|
||||
position: Cell;
|
||||
life: number;
|
||||
/** false once killed OR eliminated by losing both treasures. */
|
||||
alive: boolean;
|
||||
hand: CardInstance[];
|
||||
carriedTreasureId: string | null;
|
||||
}
|
||||
|
||||
export interface TurnState {
|
||||
/** 1-based round counter; combat is forbidden during round 1. */
|
||||
round: number;
|
||||
/** Seat of the die-roll winner; rounds advance when play wraps past it. */
|
||||
firstIndex: number;
|
||||
activeIndex: number;
|
||||
movementAllowance: number;
|
||||
movementUsed: number;
|
||||
numberPlayedForMovement: boolean;
|
||||
attackUsed: boolean;
|
||||
/** Picking up any object ends your actions for the turn. */
|
||||
actionsEnded: boolean;
|
||||
}
|
||||
|
||||
export interface GameConfig {
|
||||
playerIds: PlayerId[];
|
||||
seed: number;
|
||||
sets: CardSet[];
|
||||
}
|
||||
|
||||
export interface GameState {
|
||||
config: GameConfig;
|
||||
phase: "playing" | "finished";
|
||||
board: AssembledBoard;
|
||||
players: PlayerState[];
|
||||
treasures: TreasureState[];
|
||||
deck: CardInstance[];
|
||||
discard: CardInstance[];
|
||||
turn: TurnState;
|
||||
rng: RngState;
|
||||
winner: PlayerId | null;
|
||||
/** Set when a player must discard down to HAND_LIMIT before play continues. */
|
||||
pendingDiscard: PlayerId | null;
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Events
|
||||
|
||||
export type GameEvent =
|
||||
| { type: "gameStarted"; players: PlayerId[]; firstPlayer: PlayerId; dieRolls: Record<PlayerId, number[]>; placements: AssembledBoard["placements"]; homes: Cell[] }
|
||||
| { type: "cardsDealt"; player: PlayerId; count: number }
|
||||
| { type: "cardsDealtPrivate"; visibleTo: PlayerId; player: PlayerId; cards: CardInstance[] }
|
||||
| { type: "trapRedrawnDuringDeal"; player: PlayerId }
|
||||
| { type: "turnStarted"; player: PlayerId; round: number }
|
||||
| { type: "moved"; player: PlayerId; from: Cell; to: Cell; direction: Side; via: "step" | "warp" }
|
||||
| { type: "numberPlayedForMovement"; player: PlayerId; card: CardInstance; value: number; newAllowance: number }
|
||||
| { type: "punched"; attacker: PlayerId; target: PlayerId; at: Cell }
|
||||
| { type: "damaged"; player: PlayerId; amount: number; source: string; lifeAfter: number }
|
||||
| { type: "died"; player: PlayerId; killedBy: PlayerId | null }
|
||||
| { type: "handTaken"; from: PlayerId; to: PlayerId; count: number }
|
||||
| { type: "handTakenPrivate"; visibleTo: PlayerId; cards: CardInstance[] }
|
||||
| { type: "treasurePickedUp"; player: PlayerId; treasureId: string; owner: PlayerId; at: Cell }
|
||||
| { type: "treasureDropped"; player: PlayerId; treasureId: string; at: Cell; onHomeOf: PlayerId | null }
|
||||
| { type: "playerEliminated"; player: PlayerId; reason: "killed" | "treasuresLost" }
|
||||
| { type: "cardsDiscarded"; player: PlayerId; cards: CardInstance[] }
|
||||
| { type: "cardsDrawn"; player: PlayerId; count: number }
|
||||
| { type: "cardsDrawnPrivate"; visibleTo: PlayerId; cards: CardInstance[] }
|
||||
| { type: "deckReshuffled"; size: number }
|
||||
| { type: "turnEnded"; player: PlayerId }
|
||||
| { type: "gameWon"; player: PlayerId; reason: "treasures" | "lastStanding" };
|
||||
|
||||
/** Strip private card knowledge from an event unless `viewer` may see it. */
|
||||
export function redactEvent(event: GameEvent, viewer: PlayerId): GameEvent | null {
|
||||
if ("visibleTo" in event && event.visibleTo !== viewer) return null;
|
||||
return event;
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Commands
|
||||
|
||||
export type Command =
|
||||
| { type: "move"; direction: Side }
|
||||
| { type: "playNumberForMovement"; instanceId: string }
|
||||
| { type: "punch"; targetId: PlayerId }
|
||||
| { type: "pickUpTreasure" }
|
||||
| { type: "dropTreasure" }
|
||||
| { type: "discard"; instanceIds: string[] }
|
||||
| { type: "endTurn"; draw: number };
|
||||
|
||||
export type CommandResult =
|
||||
| { ok: true; state: GameState; events: GameEvent[] }
|
||||
| { ok: false; error: string };
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Setup
|
||||
|
||||
export function createGame(config: GameConfig): { state: GameState; events: GameEvent[] } {
|
||||
const n = config.playerIds.length;
|
||||
let rng = createRng(config.seed);
|
||||
const events: GameEvent[] = [];
|
||||
|
||||
const { board, rng: rng1 } = setupBoard(n, rng);
|
||||
rng = rng1;
|
||||
|
||||
// Each player is randomly assigned one sector ("chooses one of the four
|
||||
// sectors, face down, at random").
|
||||
const [sectorOrder, rng2] = shuffle(rng, board.homes.map((_, i) => i).slice(0, n));
|
||||
rng = rng2;
|
||||
|
||||
const players: PlayerState[] = config.playerIds.map((id, i) => ({
|
||||
id,
|
||||
sectorIndex: sectorOrder[i]!,
|
||||
home: board.homes[sectorOrder[i]!]!,
|
||||
position: board.homes[sectorOrder[i]!]!,
|
||||
life: STARTING_LIFE,
|
||||
alive: true,
|
||||
hand: [],
|
||||
carriedTreasureId: null,
|
||||
}));
|
||||
|
||||
const treasures: TreasureState[] = players.flatMap((p, i) =>
|
||||
board.treasureSpaces[p.sectorIndex]!.map((cell, j) => ({
|
||||
id: `treasure-${i}-${j}`,
|
||||
owner: p.id,
|
||||
position: cell,
|
||||
carriedBy: null,
|
||||
})),
|
||||
);
|
||||
|
||||
// Shuffle and deal 7 each; a TRAP! drawn on the deal is discarded and redrawn.
|
||||
const [deckShuffled, rng3] = shuffle(rng, buildDeck(config.sets));
|
||||
rng = rng3;
|
||||
const deck = [...deckShuffled];
|
||||
const discard: CardInstance[] = [];
|
||||
for (const p of players) {
|
||||
while (p.hand.length < HAND_LIMIT) {
|
||||
const card = deck.shift();
|
||||
if (!card) throw new Error("deck exhausted during deal");
|
||||
if (isTrap(card.cardId)) {
|
||||
discard.push(card);
|
||||
events.push({ type: "trapRedrawnDuringDeal", player: p.id });
|
||||
} else {
|
||||
p.hand.push(card);
|
||||
}
|
||||
}
|
||||
events.push({ type: "cardsDealt", player: p.id, count: p.hand.length });
|
||||
events.push({ type: "cardsDealtPrivate", visibleTo: p.id, player: p.id, cards: [...p.hand] });
|
||||
}
|
||||
|
||||
// First player: highest die roll, rerolling ties among the leaders.
|
||||
const dieRolls: Record<PlayerId, number[]> = Object.fromEntries(players.map((p) => [p.id, []]));
|
||||
let contenders = players.map((_, i) => i);
|
||||
let firstIndex = contenders[0]!;
|
||||
while (contenders.length > 1) {
|
||||
const rolls = new Map<number, number>();
|
||||
for (const i of contenders) {
|
||||
const [roll, next] = rollDie(rng);
|
||||
rng = next;
|
||||
rolls.set(i, roll);
|
||||
dieRolls[players[i]!.id]!.push(roll);
|
||||
}
|
||||
const high = Math.max(...rolls.values());
|
||||
contenders = contenders.filter((i) => rolls.get(i) === high);
|
||||
firstIndex = contenders[0]!;
|
||||
}
|
||||
|
||||
const state: GameState = {
|
||||
config,
|
||||
phase: "playing",
|
||||
board,
|
||||
players,
|
||||
treasures,
|
||||
deck,
|
||||
discard,
|
||||
turn: {
|
||||
round: 1,
|
||||
firstIndex,
|
||||
activeIndex: firstIndex,
|
||||
movementAllowance: BASE_MOVEMENT,
|
||||
movementUsed: 0,
|
||||
numberPlayedForMovement: false,
|
||||
attackUsed: false,
|
||||
actionsEnded: false,
|
||||
},
|
||||
rng,
|
||||
winner: null,
|
||||
pendingDiscard: null,
|
||||
};
|
||||
|
||||
events.unshift({
|
||||
type: "gameStarted",
|
||||
players: config.playerIds,
|
||||
firstPlayer: players[firstIndex]!.id,
|
||||
dieRolls,
|
||||
placements: board.placements,
|
||||
homes: board.homes,
|
||||
});
|
||||
events.push({ type: "turnStarted", player: players[firstIndex]!.id, round: 1 });
|
||||
return { state, events };
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Command application
|
||||
|
||||
export function applyCommand(state: GameState, playerId: PlayerId, command: Command): CommandResult {
|
||||
if (state.phase !== "playing") return err("game is over");
|
||||
|
||||
if (state.pendingDiscard) {
|
||||
if (playerId !== state.pendingDiscard) return err("waiting for another player to discard");
|
||||
if (command.type !== "discard") return err("you must discard down to the hand limit first");
|
||||
} else if (activePlayer(state).id !== playerId) {
|
||||
// Out-of-turn play is only for counteractions (future casting layer).
|
||||
return err("not your turn");
|
||||
}
|
||||
|
||||
switch (command.type) {
|
||||
case "move": return doMove(state, command.direction);
|
||||
case "playNumberForMovement": return doPlayNumberForMovement(state, command.instanceId);
|
||||
case "punch": return doPunch(state, command.targetId);
|
||||
case "pickUpTreasure": return doPickUpTreasure(state);
|
||||
case "dropTreasure": return doDropTreasure(state);
|
||||
case "discard": return doDiscard(state, playerId, command.instanceIds);
|
||||
case "endTurn": return doEndTurn(state, command.draw);
|
||||
}
|
||||
}
|
||||
|
||||
function err(error: string): CommandResult {
|
||||
return { ok: false, error };
|
||||
}
|
||||
|
||||
export function activePlayer(state: GameState): PlayerState {
|
||||
return state.players[state.turn.activeIndex]!;
|
||||
}
|
||||
|
||||
function clone(state: GameState): GameState {
|
||||
return structuredClone(state);
|
||||
}
|
||||
|
||||
function requireActionsAvailable(state: GameState): string | null {
|
||||
if (state.turn.actionsEnded) return "your turn's actions ended when you picked up an object";
|
||||
return null;
|
||||
}
|
||||
|
||||
function doMove(prev: GameState, direction: Side): CommandResult {
|
||||
const blocked = requireActionsAvailable(prev);
|
||||
if (blocked) return err(blocked);
|
||||
if (prev.turn.movementUsed >= prev.turn.movementAllowance) return err("no movement left");
|
||||
|
||||
const state = clone(prev);
|
||||
const p = activePlayer(state);
|
||||
const target = stepTarget(state.board, p.position, direction);
|
||||
if (target.kind === "blocked") return err(`blocked by ${target.by}`);
|
||||
|
||||
const from = p.position;
|
||||
p.position = target.to;
|
||||
state.turn.movementUsed++;
|
||||
return {
|
||||
ok: true,
|
||||
state,
|
||||
events: [{ type: "moved", player: p.id, from, to: p.position, direction, via: target.kind }],
|
||||
};
|
||||
}
|
||||
|
||||
function doPlayNumberForMovement(prev: GameState, instanceId: string): CommandResult {
|
||||
const blocked = requireActionsAvailable(prev);
|
||||
if (blocked) return err(blocked);
|
||||
if (prev.turn.numberPlayedForMovement) return err("only one number card may boost movement per turn");
|
||||
|
||||
const state = clone(prev);
|
||||
const p = activePlayer(state);
|
||||
const idx = p.hand.findIndex((c) => c.instanceId === instanceId);
|
||||
if (idx === -1) return err("card not in hand");
|
||||
const card = p.hand[idx]!;
|
||||
if (!isNumberCard(card.cardId)) return err("not a number card");
|
||||
|
||||
const value = numberValue(card.cardId);
|
||||
p.hand.splice(idx, 1);
|
||||
state.discard.push(card);
|
||||
state.turn.movementAllowance += value;
|
||||
state.turn.numberPlayedForMovement = true;
|
||||
return {
|
||||
ok: true,
|
||||
state,
|
||||
events: [{
|
||||
type: "numberPlayedForMovement",
|
||||
player: p.id,
|
||||
card,
|
||||
value,
|
||||
newAllowance: state.turn.movementAllowance,
|
||||
}],
|
||||
};
|
||||
}
|
||||
|
||||
function doPunch(prev: GameState, targetId: PlayerId): CommandResult {
|
||||
const blocked = requireActionsAvailable(prev);
|
||||
if (blocked) return err(blocked);
|
||||
if (prev.turn.round === 1) return err("no combat during the first round of turns");
|
||||
if (prev.turn.attackUsed) return err("you may attack only once per turn");
|
||||
|
||||
const state = clone(prev);
|
||||
const attacker = activePlayer(state);
|
||||
if (targetId === attacker.id) return err("you cannot attack yourself");
|
||||
const target = state.players.find((p) => p.id === targetId);
|
||||
if (!target || !target.alive) return err("no such living player");
|
||||
if (cellKey(target.position) !== cellKey(attacker.position)) {
|
||||
return err("you must be in the same square to punch");
|
||||
}
|
||||
|
||||
state.turn.attackUsed = true;
|
||||
const events: GameEvent[] = [
|
||||
{ type: "punched", attacker: attacker.id, target: target.id, at: attacker.position },
|
||||
];
|
||||
applyDamage(state, events, target, 1, `punch from ${attacker.id}`, attacker.id);
|
||||
checkVictory(state, events);
|
||||
return { ok: true, state, events };
|
||||
}
|
||||
|
||||
/** Damage, death, killer-takes-cards, elimination — shared with future spells. */
|
||||
function applyDamage(
|
||||
state: GameState,
|
||||
events: GameEvent[],
|
||||
target: PlayerState,
|
||||
amount: number,
|
||||
source: string,
|
||||
attackerId: PlayerId | null,
|
||||
): void {
|
||||
target.life -= amount;
|
||||
events.push({ type: "damaged", player: target.id, amount, source, lifeAfter: target.life });
|
||||
if (target.life > 0) return;
|
||||
|
||||
target.alive = false;
|
||||
events.push({ type: "died", player: target.id, killedBy: attackerId });
|
||||
events.push({ type: "playerEliminated", player: target.id, reason: "killed" });
|
||||
|
||||
// A carried treasure drops where they fell.
|
||||
if (target.carriedTreasureId) {
|
||||
const t = state.treasures.find((t) => t.id === target.carriedTreasureId)!;
|
||||
t.carriedBy = null;
|
||||
t.position = target.position;
|
||||
target.carriedTreasureId = null;
|
||||
events.push({
|
||||
type: "treasureDropped",
|
||||
player: target.id,
|
||||
treasureId: t.id,
|
||||
at: target.position,
|
||||
onHomeOf: homeOwnerAt(state, target.position),
|
||||
});
|
||||
}
|
||||
|
||||
// "If you kill an opponent, you get all his cards, but you must immediately
|
||||
// discard enough to bring your hand down to seven cards."
|
||||
const killer = attackerId ? state.players.find((p) => p.id === attackerId) : undefined;
|
||||
if (killer && killer.alive && target.hand.length > 0) {
|
||||
const taken = target.hand.splice(0);
|
||||
killer.hand.push(...taken);
|
||||
events.push({ type: "handTaken", from: target.id, to: killer.id, count: taken.length });
|
||||
events.push({ type: "handTakenPrivate", visibleTo: killer.id, cards: taken });
|
||||
if (killer.hand.length > HAND_LIMIT) state.pendingDiscard = killer.id;
|
||||
} else if (target.hand.length > 0) {
|
||||
state.discard.push(...target.hand.splice(0));
|
||||
}
|
||||
}
|
||||
|
||||
function homeOwnerAt(state: GameState, cell: Cell): PlayerId | null {
|
||||
const p = state.players.find((p) => cellKey(p.home) === cellKey(cell));
|
||||
return p ? p.id : null;
|
||||
}
|
||||
|
||||
function doPickUpTreasure(prev: GameState): CommandResult {
|
||||
const blocked = requireActionsAvailable(prev);
|
||||
if (blocked) return err(blocked);
|
||||
|
||||
const state = clone(prev);
|
||||
const p = activePlayer(state);
|
||||
if (p.carriedTreasureId) return err("you can only carry one treasure at a time");
|
||||
const t = state.treasures.find(
|
||||
(t) => t.position && cellKey(t.position) === cellKey(p.position) && !t.carriedBy,
|
||||
);
|
||||
if (!t) return err("no treasure here");
|
||||
|
||||
t.carriedBy = p.id;
|
||||
t.position = null;
|
||||
p.carriedTreasureId = t.id;
|
||||
// Picking up any object ends the turn's actions (drawing is still allowed).
|
||||
state.turn.actionsEnded = true;
|
||||
return {
|
||||
ok: true,
|
||||
state,
|
||||
events: [{ type: "treasurePickedUp", player: p.id, treasureId: t.id, owner: t.owner, at: p.position }],
|
||||
};
|
||||
}
|
||||
|
||||
function doDropTreasure(prev: GameState): CommandResult {
|
||||
const state = clone(prev);
|
||||
const p = activePlayer(state);
|
||||
if (!p.carriedTreasureId) return err("you are not carrying a treasure");
|
||||
const t = state.treasures.find((t) => t.id === p.carriedTreasureId)!;
|
||||
|
||||
t.carriedBy = null;
|
||||
t.position = p.position;
|
||||
p.carriedTreasureId = null;
|
||||
const events: GameEvent[] = [{
|
||||
type: "treasureDropped",
|
||||
player: p.id,
|
||||
treasureId: t.id,
|
||||
at: p.position,
|
||||
onHomeOf: homeOwnerAt(state, p.position),
|
||||
}];
|
||||
checkVictory(state, events);
|
||||
return { ok: true, state, events };
|
||||
}
|
||||
|
||||
/** Both win conditions plus treasure-loss elimination. */
|
||||
function checkVictory(state: GameState, events: GameEvent[]): void {
|
||||
if (state.phase !== "playing") return;
|
||||
|
||||
// Elimination: both of a player's treasures sit on OTHER living players' homes.
|
||||
for (const p of state.players) {
|
||||
if (!p.alive) continue;
|
||||
const mine = state.treasures.filter((t) => t.owner === p.id);
|
||||
const lost = mine.every((t) => {
|
||||
if (!t.position) return false;
|
||||
const owner = homeOwnerAt(state, t.position);
|
||||
const ownerPlayer = owner ? state.players.find((q) => q.id === owner) : null;
|
||||
return owner !== null && owner !== p.id && ownerPlayer?.alive === true;
|
||||
});
|
||||
if (lost) {
|
||||
p.alive = false;
|
||||
state.discard.push(...p.hand.splice(0));
|
||||
events.push({ type: "playerEliminated", player: p.id, reason: "treasuresLost" });
|
||||
}
|
||||
}
|
||||
|
||||
// Win by treasures: two enemy treasures resting on your home base.
|
||||
for (const p of state.players) {
|
||||
if (!p.alive) continue;
|
||||
const stolenAtHome = state.treasures.filter(
|
||||
(t) => t.owner !== p.id && t.position && cellKey(t.position) === cellKey(p.home),
|
||||
);
|
||||
if (stolenAtHome.length >= 2) {
|
||||
state.phase = "finished";
|
||||
state.winner = p.id;
|
||||
events.push({ type: "gameWon", player: p.id, reason: "treasures" });
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Win by elimination: last wizard standing.
|
||||
const alive = state.players.filter((p) => p.alive);
|
||||
if (alive.length === 1) {
|
||||
state.phase = "finished";
|
||||
state.winner = alive[0]!.id;
|
||||
events.push({ type: "gameWon", player: alive[0]!.id, reason: "lastStanding" });
|
||||
}
|
||||
}
|
||||
|
||||
function doDiscard(prev: GameState, playerId: PlayerId, instanceIds: string[]): CommandResult {
|
||||
const state = clone(prev);
|
||||
const p = state.players.find((p) => p.id === playerId)!;
|
||||
const cards: CardInstance[] = [];
|
||||
for (const id of instanceIds) {
|
||||
const idx = p.hand.findIndex((c) => c.instanceId === id);
|
||||
if (idx === -1) return err(`card not in hand: ${id}`);
|
||||
cards.push(...p.hand.splice(idx, 1));
|
||||
}
|
||||
state.discard.push(...cards);
|
||||
if (state.pendingDiscard === playerId && p.hand.length <= HAND_LIMIT) {
|
||||
state.pendingDiscard = null;
|
||||
}
|
||||
return { ok: true, state, events: [{ type: "cardsDiscarded", player: p.id, cards }] };
|
||||
}
|
||||
|
||||
function doEndTurn(prev: GameState, draw: number): CommandResult {
|
||||
if (draw < 0 || draw > DRAW_PER_TURN) return err(`you may draw 0-${DRAW_PER_TURN} cards`);
|
||||
if (prev.pendingDiscard) return err("a discard is pending");
|
||||
|
||||
const state = clone(prev);
|
||||
const p = activePlayer(state);
|
||||
const events: GameEvent[] = [];
|
||||
|
||||
// "Draw new cards only at the end of YOUR turn ... may never have more than
|
||||
// seven cards in your hand."
|
||||
const room = HAND_LIMIT - p.hand.length;
|
||||
const count = Math.min(draw, room);
|
||||
if (count > 0) {
|
||||
const drawn: CardInstance[] = [];
|
||||
for (let i = 0; i < count; i++) {
|
||||
if (state.deck.length === 0) {
|
||||
// Reshuffle the discard pile into a fresh deck. (TODO: confirm the
|
||||
// official rule for deck exhaustion — not covered in the 6e rulebook.)
|
||||
const [reshuffled, rngNext] = shuffle(state.rng, state.discard);
|
||||
state.rng = rngNext;
|
||||
state.deck = reshuffled;
|
||||
state.discard = [];
|
||||
events.push({ type: "deckReshuffled", size: state.deck.length });
|
||||
if (state.deck.length === 0) break;
|
||||
}
|
||||
drawn.push(state.deck.shift()!);
|
||||
}
|
||||
p.hand.push(...drawn);
|
||||
events.push({ type: "cardsDrawn", player: p.id, count: drawn.length });
|
||||
events.push({ type: "cardsDrawnPrivate", visibleTo: p.id, cards: drawn });
|
||||
}
|
||||
|
||||
events.push({ type: "turnEnded", player: p.id });
|
||||
|
||||
// Advance to the next living player; a full cycle back past the first
|
||||
// player of the round increments the round counter.
|
||||
const n = state.players.length;
|
||||
let next = state.turn.activeIndex;
|
||||
do {
|
||||
next = (next + 1) % n;
|
||||
if (next === state.turn.firstIndex) state.turn.round++;
|
||||
} while (!state.players[next]!.alive);
|
||||
|
||||
state.turn = {
|
||||
round: state.turn.round,
|
||||
firstIndex: state.turn.firstIndex,
|
||||
activeIndex: next,
|
||||
movementAllowance: BASE_MOVEMENT,
|
||||
movementUsed: 0,
|
||||
numberPlayedForMovement: false,
|
||||
attackUsed: false,
|
||||
actionsEnded: false,
|
||||
};
|
||||
events.push({ type: "turnStarted", player: state.players[next]!.id, round: state.turn.round });
|
||||
return { ok: true, state, events };
|
||||
}
|
||||
@@ -1,32 +1,10 @@
|
||||
// @wizwar/engine — pure, deterministic game logic. No I/O, no timers, no
|
||||
// network: the server drives it in real time, the async mode replays it from
|
||||
// stored commands, and future AI players call it to evaluate moves.
|
||||
//
|
||||
// Card data, board layouts, and precise rule mechanics are pending
|
||||
// transcription of the 6th edition materials (see /research).
|
||||
// @wizwar/engine — pure, deterministic Wiz-War (6th edition) game logic.
|
||||
// No I/O, no timers, no network: the server drives it in real time, async
|
||||
// mode replays it from stored commands, and AI players call it to evaluate
|
||||
// moves. All game data is verified against the owner's physical 6e set.
|
||||
|
||||
export interface PlayerId {
|
||||
readonly id: string;
|
||||
}
|
||||
|
||||
/** A single square on a sector board. Walls live on edges between squares. */
|
||||
export interface Position {
|
||||
readonly x: number;
|
||||
readonly y: number;
|
||||
}
|
||||
|
||||
export type GamePhase = "setup" | "playing" | "finished";
|
||||
|
||||
export interface GameState {
|
||||
readonly phase: GamePhase;
|
||||
readonly turn: number;
|
||||
readonly activePlayer: string;
|
||||
// TODO: board (sectors, walls, doors), players (position, life, hand,
|
||||
// sustained spells, carried items/treasures), deck & discard, RNG seed.
|
||||
}
|
||||
|
||||
/** Commands are player intents; the engine validates and applies them. */
|
||||
export type Command = { type: "todo" };
|
||||
|
||||
/** Events are what actually happened; clients render from these. */
|
||||
export type GameEvent = { type: "todo" };
|
||||
export * from "./rng";
|
||||
export * from "./board";
|
||||
export * from "./cards";
|
||||
export * from "./setups";
|
||||
export * from "./game";
|
||||
|
||||
@@ -0,0 +1,45 @@
|
||||
// Deterministic RNG (mulberry32). The generator state lives inside GameState so
|
||||
// that replaying the same commands from the same seed reproduces the game
|
||||
// exactly — the foundation for async play, spectating, and replays.
|
||||
|
||||
export interface RngState {
|
||||
/** Current 32-bit mulberry32 state; advances by one per value drawn. */
|
||||
readonly a: number;
|
||||
}
|
||||
|
||||
export function createRng(seed: number): RngState {
|
||||
return { a: seed >>> 0 };
|
||||
}
|
||||
|
||||
/** Draw the next float in [0, 1). Returns the value and the advanced state. */
|
||||
export function nextFloat(state: RngState): [number, RngState] {
|
||||
const a = (state.a + 0x6d2b79f5) | 0;
|
||||
let t = Math.imul(a ^ (a >>> 15), 1 | a);
|
||||
t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t;
|
||||
const value = ((t ^ (t >>> 14)) >>> 0) / 4294967296;
|
||||
return [value, { a: a >>> 0 }];
|
||||
}
|
||||
|
||||
/** Draw an integer in [0, n). */
|
||||
export function nextInt(state: RngState, n: number): [number, RngState] {
|
||||
const [f, next] = nextFloat(state);
|
||||
return [Math.floor(f * n), next];
|
||||
}
|
||||
|
||||
/** Roll the Wiz-War die (numbered 1-4). */
|
||||
export function rollDie(state: RngState): [number, RngState] {
|
||||
const [i, next] = nextInt(state, 4);
|
||||
return [i + 1, next];
|
||||
}
|
||||
|
||||
/** Fisher-Yates shuffle. Returns a new array and the advanced state. */
|
||||
export function shuffle<T>(state: RngState, items: readonly T[]): [T[], RngState] {
|
||||
const arr = [...items];
|
||||
let rng = state;
|
||||
for (let i = arr.length - 1; i > 0; i--) {
|
||||
const [j, next] = nextInt(rng, i + 1);
|
||||
rng = next;
|
||||
[arr[i], arr[j]] = [arr[j]!, arr[i]!];
|
||||
}
|
||||
return [arr, rng];
|
||||
}
|
||||
@@ -0,0 +1,72 @@
|
||||
// Board configurations from the 6e rulebook's setup diagram. Sectors are
|
||||
// shuffled and randomly rotated, then laid out per player count; each player
|
||||
// gets the sector containing their home star.
|
||||
//
|
||||
// Implemented: 2 players (1x2 column, crossed side pairings per the diagram)
|
||||
// and 4 players (2x2 square, straight-across pairings). 3 players (L-shape
|
||||
// with the AUTO WARP corner connector) and 5+ (two sets) are TODO.
|
||||
|
||||
import {
|
||||
assembleBoard,
|
||||
type AssembledBoard,
|
||||
type Rotation,
|
||||
type SectorPlacement,
|
||||
} from "./board";
|
||||
import { layoutIds } from "./board";
|
||||
import { shuffle, nextInt, type RngState } from "./rng";
|
||||
|
||||
export const SUPPORTED_PLAYER_COUNTS = [2, 4] as const;
|
||||
|
||||
export interface SetupResult {
|
||||
board: AssembledBoard;
|
||||
rng: RngState;
|
||||
}
|
||||
|
||||
export function setupBoard(playerCount: number, rng: RngState): SetupResult {
|
||||
const [shuffled, rng1] = shuffle(rng, layoutIds());
|
||||
let rngN = rng1;
|
||||
const pick = (n: number): { id: string; rotation: Rotation }[] => {
|
||||
const chosen: { id: string; rotation: Rotation }[] = [];
|
||||
for (let i = 0; i < n; i++) {
|
||||
const [r, next] = nextInt(rngN, 4);
|
||||
rngN = next;
|
||||
chosen.push({ id: shuffled[i]!, rotation: (r * 90) as Rotation });
|
||||
}
|
||||
return chosen;
|
||||
};
|
||||
|
||||
if (playerCount === 2) {
|
||||
const picks = pick(2);
|
||||
const placements: SectorPlacement[] = [
|
||||
{ boardId: picks[0]!.id, origin: { x: 0, y: 0 }, rotation: picks[0]!.rotation },
|
||||
{ boardId: picks[1]!.id, origin: { x: 0, y: 5 }, rotation: picks[1]!.rotation },
|
||||
];
|
||||
// Diagram: top {top A, left C, right B}, bottom {left B, right C, bottom A}
|
||||
// — A wraps vertically; the side openings pair CROSSED (top-left to
|
||||
// bottom-right and top-right to bottom-left).
|
||||
const board = assembleBoard(placements, {
|
||||
warpPairs: [
|
||||
[{ sector: 0, side: "N" }, { sector: 1, side: "S" }],
|
||||
[{ sector: 0, side: "W" }, { sector: 1, side: "E" }],
|
||||
[{ sector: 0, side: "E" }, { sector: 1, side: "W" }],
|
||||
],
|
||||
});
|
||||
return { board, rng: rngN };
|
||||
}
|
||||
|
||||
if (playerCount === 4) {
|
||||
const picks = pick(4);
|
||||
const placements: SectorPlacement[] = [
|
||||
{ boardId: picks[0]!.id, origin: { x: 0, y: 0 }, rotation: picks[0]!.rotation },
|
||||
{ boardId: picks[1]!.id, origin: { x: 5, y: 0 }, rotation: picks[1]!.rotation },
|
||||
{ boardId: picks[2]!.id, origin: { x: 0, y: 5 }, rotation: picks[2]!.rotation },
|
||||
{ boardId: picks[3]!.id, origin: { x: 5, y: 5 }, rotation: picks[3]!.rotation },
|
||||
];
|
||||
// 4p square wraps straight across (left openings to right openings on the
|
||||
// same rows, top to bottom on the same columns) — the default pairing.
|
||||
const board = assembleBoard(placements);
|
||||
return { board, rng: rngN };
|
||||
}
|
||||
|
||||
throw new Error(`unsupported player count: ${playerCount} (supported: 2, 4)`);
|
||||
}
|
||||
Reference in New Issue
Block a user