The clockwork learns three lessons from losing to Kestrel
Game six's table play, distilled into rungs. LOCK IN PLACE now roots
an enemy carrier closing on their home — the tempo theft that opened
game five, turned against the table. A pressed carrier of ANY
temperament casts MIST-BODY with its biggest number: an untouchable
delivery beats fear's radius, as the winning heist demonstrated. And
the pathfinder learns the thornbush is a jail, not a wade — entering
ends the turn, eats the next, and stings — so only a wizard with no
road at all dives in ("few will dive into one unless they are
desperate"). Also acquits Automaton II of game-six dithering: replay
showed its loop-de-loop was the true 13-step shortest path through a
walled quadrant.
Brains ship ungated; all 28 ledgers replay clean.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
This commit is contained in:
co-authored by
Claude Fable 5
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3c70b9aedc
commit
cbd4d80dea
@@ -586,7 +586,7 @@ function pathToward(
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view: GameView,
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from: Cell,
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goals: Set<string>,
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opts: { avoidNearEnemies?: boolean; canUnlock?: boolean; throughHazards?: boolean } = {},
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opts: { avoidNearEnemies?: boolean; canUnlock?: boolean; throughHazards?: boolean; throughJails?: boolean } = {},
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): PathResult | null {
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if (goals.size === 0 || goals.has(cellKey(from))) return null;
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const enemyCells = livingEnemies(view).map((p) => p.position);
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@@ -611,9 +611,14 @@ function pathToward(
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cameBy.set(k, { prev: cellKey(c), dir, viaDoor });
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if (goals.has(k)) { found = k; break; }
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// Hazards end a clean path but are waded through when asked to.
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// THORNBUSH is never a wade: entering ends the turn, eats the NEXT
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// turn, and stings — a jail with foliage. Only a wizard with no
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// road at all (throughJails) dives in. "Few will dive into one
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// unless they are desperate."
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const hazard = view.squareContents[k]?.kind;
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if (hazard === "thornbush" && !opts.throughJails) continue;
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if (!opts.throughHazards &&
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(hazard === "pit" || hazard === "ooze" || hazard === "thornbush" ||
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(hazard === "pit" || hazard === "ooze" ||
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hazard === "rosebush" || hazard === "slime" || hazard === "tacks")) continue;
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if (opts.avoidNearEnemies && nearEnemy(to)) continue;
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next.push(to);
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@@ -1100,6 +1105,19 @@ function selfCare(view: GameView, style: AutomatonStyle, tier: TierTraits): Comm
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// wizard hauling gold, anyone bleeding out.
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const pressed = enemyNear &&
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(style === "worrier" || self.carriedTreasureId != null || self.life <= 5);
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// MIST-BODY turns a pressed carrier into an untouchable delivery — no
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// attack, drop, exile, or thief finds fog. Any temperament takes this
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// armor, and the biggest number rides it so the whole haul fits inside.
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if (pressed && self.carriedTreasureId) {
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const fog = inHand(view, "mist-body");
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if (fog && !view.sustained.some((s) => s.cardId === "mist-body" && s.targetId === view.you)) {
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const biggest = numbersInHand(view).at(-1);
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return {
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type: "cast", instanceId: fog.instanceId,
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...(biggest ? { numberInstanceIds: [biggest.instanceId] } : {}),
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};
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}
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}
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if (pressed && style !== "berserker") {
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// FEAR keeps every pursuer three spaces off.
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const scare = inHand(view, "fear");
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@@ -1367,6 +1385,22 @@ export function automatonCommand(
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};
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}
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}
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// LOCK IN PLACE roots a delivery mid-stride: a carrier closing on
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// their home loses a whole turn of legs and warp-steps.
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{
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const root = inHand(view, "lock-in-place");
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const runner = root ? visible.find((p) =>
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p.carriedTreasureId != null &&
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Math.abs(p.position.x - p.home.x) + Math.abs(p.position.y - p.home.y) <= 7) : undefined;
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if (root && runner) {
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const smallest = numbersInHand(view)[0];
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return {
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type: "cast", instanceId: root.instanceId,
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target: { kind: "player", playerId: runner.id },
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...(smallest ? { numberInstanceIds: [smallest.instanceId] } : {}),
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};
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}
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}
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if (tier.buffs && !view.turn.attackUsed) {
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const smallest = numbersInHand(view)[0];
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// ADRENALINE: when no single blow finishes the target but two would.
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@@ -1575,7 +1609,10 @@ export function automatonCommand(
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pathToward(view, self.position, enemyCells, { canUnlock }) ??
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// No clean road to anything: grit the teeth and wade the hazards,
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// as any wizard would rather than stand in a pocket forever.
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pathToward(view, self.position, enemyCells, { canUnlock, throughHazards: true });
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pathToward(view, self.position, enemyCells, { canUnlock, throughHazards: true }) ??
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// And only when even the hazard roads are severed does desperation
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// dive through a thornbush jail.
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pathToward(view, self.position, objectives, { canUnlock, throughHazards: true, throughJails: true });
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// A shimmering illusion on the best crossing costs nothing to doubt:
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// roll the free test before spending any card on that wall.
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const doubted = bestWallCrossing(view, self, objectives, canUnlock);
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