Idiot enforces its card (rev 23) + attack sight-line tracing

Rules rev 23 — IDIOT, per the card and FAQ:
- No handling items: pick up / drop of treasures and objects refused
  (dropping was the exploit: capturing a stolen treasure on your own home,
  or dropping your own treasure underfoot for an instant cure)
- No punching, no thrown dagger / large rock (attacks on players)
- No effect on a victim already carrying one of their own treasures
Ungated (permissive): counteractions are now castable while idiotized (the
one thing the card expressly allows — the gate wrongly blocked them), and
goal-aiding spells (IDIOT_AIDS: destroy-wall, teleport, mad-dash, ...) per
the FAQ's 'you could, however, destroy a wall'.

Sight tracing: while an LOS attack sits on the stack, the board draws the
line it traveled — straight when direct, leg by leg through both warp
mouths (with pulsing rings) when the maze's wraparound carried it. Engine
traceSight/traceSightFor/stackSightTrace; overlay in Board.svelte; shown
live and in replays. Verified against H3PC's cross-board Idiot cast.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
This commit is contained in:
Eric Wagoner
2026-08-17 19:03:09 -04:00
co-authored by Claude Fable 5
parent 7372bfc5e8
commit cdeb3d5103
10 changed files with 290 additions and 24 deletions
+43 -2
View File
@@ -360,6 +360,41 @@ export function hasWarpLineOfSight(
to: Cell,
blockedCells?: Record<string, true>,
): boolean {
return warpSightTrace(board, from, to, blockedCells) !== null;
}
/**
* How a sight line reached its target — the material for drawing it. A warp
* trace carries the two mouths and the exact rim-crossing points (in board
* coordinates, where cell (x,y) spans [x,x+1]) so a renderer can draw the
* near leg to `entry` and the far leg from `exit`.
*/
export type SightTrace =
| { kind: "direct" }
| {
kind: "warp";
mouthA: { cell: Cell; side: Side };
mouthB: { cell: Cell; side: Side };
entry: { x: number; y: number };
exit: { x: number; y: number };
};
export function traceSight(
board: AssembledBoard,
from: Cell,
to: Cell,
blockedCells?: Record<string, true>,
): SightTrace | null {
if (hasLineOfSight(board, from, to, blockedCells)) return { kind: "direct" };
return warpSightTrace(board, from, to, blockedCells);
}
function warpSightTrace(
board: AssembledBoard,
from: Cell,
to: Cell,
blockedCells?: Record<string, true>,
): Extract<SightTrace, { kind: "warp" }> | null {
const DIR: Record<Side, { x: number; y: number }> = {
N: { x: 0, y: -1 }, S: { x: 0, y: 1 }, E: { x: 1, y: 0 }, W: { x: -1, y: 0 },
};
@@ -423,10 +458,16 @@ export function hasWarpLineOfSight(
segmentClear(board, Pfar.x, Pfar.y, to.x + 0.5, to.y + 0.5, blockedCells,
[cellKey(to), cellKey(mouthB)])
) {
return true;
return {
kind: "warp",
mouthA: { cell: mouthA, side: sideA },
mouthB: { cell: mouthB, side: w.to.side },
entry: P,
exit: Pfar,
};
}
}
return false;
return null;
}
/** The game's full line-of-sight check: direct, or through a wraparound opening. */