Rev 15: the held doorway carries sight — the whole point of holding it
The table holds doors open to cast back through them at pursuers; our held door opened for feet but not for eyes. From rev 15 a held door is an open doorway to sight — casting at players, creatures, and squares sees through it, the client's dimming aid and the automatons alike (they share sightedCellsFor). REMOVE LOCK's "still considered to block L.O.S." stands: that speaks of a CLOSED door, and an unheld unlocked door still blocks. Rev-gated because rev-14 ledgers may already contain holds and must replay blind. Pinned three ways: the holder blasts a pursuer through the held doorway; an unheld unlocked door still blocks; rev 14 stays blind. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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Claude Fable 5
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@@ -326,9 +326,19 @@ export function losBlockers(state: GameState): Record<string, true> {
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return blockers;
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}
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/** A held-open door is an open doorway to the eye (rules rev 15): REMOVE
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* LOCK's "still considered to block L.O.S." speaks of a CLOSED door, and
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* the table holds doors open precisely to cast back through them. */
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function openHeldDoors(state: GameState, board: AssembledBoard): AssembledBoard {
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if ((state.config.deckRev ?? 1) < 15 || state.heldDoors.length === 0) return board;
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const edges = { ...board.edges };
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for (const h of state.heldDoors) delete edges[h.key];
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return { ...board, edges };
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}
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/** LOS including square-filling blockers. */
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export function gameLos(state: GameState, from: Cell, to: Cell): boolean {
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return sightBetween(boardView(state), from, to, losBlockers(state));
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return sightBetween(openHeldDoors(state, boardView(state)), from, to, losBlockers(state));
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}
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/** Parse an edge key back into its north/west cell and side. */
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@@ -404,7 +414,7 @@ function casterLos(
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to: Cell,
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events: GameEvent[] = [],
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): boolean {
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const board = perceivedBoard(state, events, caster.id, { from, to });
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const board = openHeldDoors(state, perceivedBoard(state, events, caster.id, { from, to }));
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const blockers = losBlockers(state);
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if (sightBetween(board, from, to, blockers)) return true;
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if (!displays(caster, "visionstone")) return false;
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@@ -173,6 +173,13 @@ export function sightedCellsFor(view: GameView): Set<string> {
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const out = new Set<string>();
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const me = view.players.find((p) => p.id === view.you);
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if (!me) return out;
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// Held-open doors are open doorways to the eye (rules rev 15).
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let board = view.board;
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if (view.deckRev >= 15 && view.heldDoorEdges.length > 0) {
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const edges = { ...board.edges };
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for (const k of view.heldDoorEdges) delete edges[k];
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board = { ...board, edges };
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}
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const blockers: Record<string, true> = {};
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for (const [key, content] of Object.entries(view.squareContents)) {
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if (LOS_BLOCKING_CONTENT[content.kind]) blockers[key] = true;
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@@ -182,9 +189,9 @@ export function sightedCellsFor(view: GameView): Set<string> {
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blockers[`${p.position.x},${p.position.y}`] = true;
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}
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}
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for (const key of Object.keys(view.board.cells)) {
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for (const key of Object.keys(board.cells)) {
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const [x, y] = key.split(",").map(Number) as [number, number];
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if (sightBetween(view.board, me.position, { x, y }, blockers)) out.add(key);
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if (sightBetween(board, me.position, { x, y }, blockers)) out.add(key);
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}
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return out;
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}
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