Zero-damage attacks stop lying about being stopped

DROP OBJECT resolved correctly — the treasure fell — but the
chronicle announced "The attack is completely stopped," because the
attackResolved event branded any attack that dealt zero damage as
stopped. Utility attacks deal zero by design; only an attack that was
TRYING to wound counts as stopped when nothing lands. Tests pin both
sides: uncountered DROP OBJECT reports unstopped and drops the
treasure; FULL SHIELD reports stopped and the treasure stays carried.

Not deployed — a live game is in progress.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Eric Wagoner
2026-08-16 12:58:16 -04:00
co-authored by Claude Fable 5
parent 7e3e00bf97
commit b210cffa76
2 changed files with 51 additions and 1 deletions
+4 -1
View File
@@ -4497,6 +4497,9 @@ function resolveStack(state: GameState, events: GameEvent[]): void {
? (stack.numberValue ?? 1) * stack.amplifyFactor * stack.extendFactor
: 0;
// Whether this attack even tries to wound: utility attacks (DROP OBJECT,
// TELEPORT OPPONENT) deal 0 by design, and dealing 0 is not being stopped.
const dealsDamage = base > 0;
const pipe: DamagePipeline = {
damage: base,
duration: baseDuration,
@@ -4578,7 +4581,7 @@ function resolveStack(state: GameState, events: GameEvent[]): void {
attackCardId: attackId,
damageDealt,
reflectedDamage: pipe.redirected ? pipe.damage : pipe.reflectedDamage,
fullyStopped: pipe.fullyStopped || (damageDealt === 0 && !pipe.redirected && !effect?.sustains),
fullyStopped: pipe.fullyStopped || (dealsDamage && damageDealt === 0 && !pipe.redirected && !effect?.sustains),
redirected: pipe.redirected,
});
+47
View File
@@ -487,3 +487,50 @@ describe("rules revision 3", () => {
expect(state.players.find((p) => p.id === thief.id)!.life).toBe(12);
});
});
describe("zero-damage utility attacks", () => {
it("an uncountered DROP OBJECT is not reported as stopped — and the treasure falls", () => {
let { state } = newGame();
state = toRound2(state);
const { attacker, defender } = faceOff(state);
const d = state.players.find((p) => p.id === defender)!;
const treasure = state.treasures.find((t) => t.owner !== defender)!;
treasure.carriedBy = defender;
treasure.position = null;
d.carriedTreasureId = treasure.id;
const dob = giveCard(state, attacker, "drop-object");
state = must(state, attacker, {
type: "cast", instanceId: dob.instanceId, params: { cardId: "treasure" },
target: { kind: "player", playerId: defender },
});
const result = applyCommand(state, defender, { type: "pass" });
if (!result.ok) throw new Error(result.error);
const resolved = result.events.find((e) => e.type === "attackResolved");
expect(resolved && "fullyStopped" in resolved && resolved.fullyStopped).toBe(false);
expect(result.state.players.find((p) => p.id === defender)!.carriedTreasureId).toBeNull();
});
it("FULL SHIELD genuinely stops it — the treasure stays carried", () => {
let { state } = newGame();
state = toRound2(state);
const { attacker, defender } = faceOff(state);
const d = state.players.find((p) => p.id === defender)!;
const treasure = state.treasures.find((t) => t.owner !== defender)!;
treasure.carriedBy = defender;
treasure.position = null;
d.carriedTreasureId = treasure.id;
const dob = giveCard(state, attacker, "drop-object");
giveCard(state, defender, "full-shield", "FS", 0);
state = must(state, attacker, {
type: "cast", instanceId: dob.instanceId, params: { cardId: "treasure" },
target: { kind: "player", playerId: defender },
});
state = must(state, defender, { type: "counteract", instanceId: "full-shield#FS" });
state = must(state, attacker, { type: "pass" });
const result = applyCommand(state, defender, { type: "pass" });
if (!result.ok) throw new Error(result.error);
const resolved = result.events.find((e) => e.type === "attackResolved");
expect(resolved && "fullyStopped" in resolved && resolved.fullyStopped).toBe(true);
expect(result.state.players.find((p) => p.id === defender)!.carriedTreasureId).toBe(treasure.id);
});
});