Difficulty without stupidity: apprentice, adept, archmage

Tiers degrade resources and repertoire, never judgment — the design
constraint was that no tier may ever look dumb. The APPRENTICE draws
one card a turn instead of two (a poorer wizard, not a worse one),
spends counters only on heavy hits (thrift, not blindness), and
carries a modest spellbook: damage, summons, stones, keys, and
treasure play, with no afflictions, amplifies, ambushes, guarding
tricks, or deja-vu. The ADEPT draws fully and knows everything except
ambushes and amplify. The ARCHMAGE is the full curriculum. Every card
any tier plays, it plays correctly.

The lobby workshop gains a tier picker beside the temperaments
(default adept); the tier persists with the seat, shows in roster and
scoresheet ("⚙ apprentice mystery"), and rides the drive loop.
Measured where it should matter: in berserker combat mirrors the
archmage beats the apprentice two to one, while pure treasure races
stay honest — the handicap lives in the card exchanges a human
actually feels, pinned deterministically in the tournament suite.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Eric Wagoner
2026-08-16 17:59:11 -04:00
co-authored by Claude Fable 5
parent a6ede6ca1e
commit b9c784a10c
7 changed files with 115 additions and 36 deletions
+17 -6
View File
@@ -21,7 +21,9 @@ import {
automatonCommand,
automatonFallback,
AUTOMATON_STYLES,
AUTOMATON_TIERS,
type AutomatonStyle,
type AutomatonTier,
} from "@wizwar/engine";
export interface LoggedCommand {
@@ -47,8 +49,8 @@ export interface Room {
events: GameEvent[]; // full history (unredacted — redact per recipient)
/** Table talk, persisted with the room (public to all seats). */
chat: { player: PlayerId; text: string; at: string }[];
/** Seats the server itself plays: temperament, and whether it is told. */
bots: Map<PlayerId, { style: AutomatonStyle; secret: boolean }>;
/** Seats the server itself plays: temperament, tier, and secrecy. */
bots: Map<PlayerId, { style: AutomatonStyle; secret: boolean; tier: AutomatonTier }>;
}
const rooms = new Map<string, Room>();
@@ -242,7 +244,11 @@ export function addChat(room: Room, playerId: PlayerId, rawText: string): { text
const AUTOMATON_NAMES = ["Automaton", "Automaton II", "Automaton III", "Automaton IV", "Automaton V"];
/** Seat a clockwork wizard (host's choice, before the game starts). */
export function addAutomaton(room: Room, styleWanted?: string): { name: PlayerId } | { error: string } {
export function addAutomaton(
room: Room,
styleWanted?: string,
tierWanted?: string,
): { name: PlayerId } | { error: string } {
if (room.state) return { error: "the game has started" };
if (room.players.length >= 6) return { error: "room is full" };
const name = AUTOMATON_NAMES.find((n) => !room.players.includes(n));
@@ -252,9 +258,12 @@ export function addAutomaton(room: Room, styleWanted?: string): { name: PlayerId
? (styleWanted as AutomatonStyle)
: AUTOMATON_STYLES[randomInt(AUTOMATON_STYLES.length)]!;
const secret = !known; // the mystery machine keeps its mood to itself
const tier: AutomatonTier = AUTOMATON_TIERS.includes(tierWanted as AutomatonTier)
? (tierWanted as AutomatonTier)
: "adept";
room.players.push(name);
room.bots.set(name, { style, secret });
appendLine(room.id, { kind: "join", name, bot: true, style, ...(secret ? { secret: true } : {}) });
room.bots.set(name, { style, secret, tier });
appendLine(room.id, { kind: "join", name, bot: true, style, tier, ...(secret ? { secret: true } : {}) });
return { name };
}
@@ -279,7 +288,8 @@ export function driveOneAutomaton(room: Room): { seat: PlayerId; events: GameEve
const seat = actingSeat(room);
if (!seat || !room.bots.has(seat)) return null;
const view = viewFor(room.state!, seat);
const cmd = automatonCommand(view, room.bots.get(seat)?.style) ?? automatonFallback(view);
const bot = room.bots.get(seat);
const cmd = automatonCommand(view, bot?.style, bot?.tier) ?? automatonFallback(view);
let r = runCommand(room, seat, cmd);
if ("error" in r) {
r = runCommand(room, seat, automatonFallback(view));
@@ -499,6 +509,7 @@ export function loadPersistedRooms(): void {
room.bots.set(line.name, {
style: (line.style as AutomatonStyle) ?? "hunter",
secret: line.secret === true,
tier: (line.tier as AutomatonTier) ?? "archmage",
});
} else {
const joinHash = line.tokenHash ?? (line.token ? hashToken(line.token) : null);