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
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co-authored by
Claude Fable 5
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@@ -1,6 +1,6 @@
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import { describe, expect, it } from "vitest";
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import { applyCommand, activePlayer, boardView, createGame, gameLos, sustainedOn, viewFor } from "../src";
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import { cellKey, edgeKey, type Cell } from "../src/board";
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import { cellKey, edgeKey, hasLineOfSight, sightBetween, traceSight, type Cell } from "../src/board";
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import type { CardInstance } from "../src/cards";
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import { newGame, must, giveCard, toRound2, emptyNeighborCell } from "./helpers";
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@@ -463,3 +463,40 @@ describe("junction alterations roll for their sector (rules rev 20)", () => {
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expect(createdKeys.length).toBe(1);
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});
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});
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describe("sight tracing", () => {
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it("agrees with sightBetween on every pair and pins entry/exit to the mouths", () => {
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const { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic"] });
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const board = boardView(state);
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const cells = Object.keys(board.cells).map((k) => {
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const [x, y] = k.split(",").map(Number) as [number, number];
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return { x, y };
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});
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let warped = 0;
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for (const from of cells) {
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for (const to of cells) {
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const t = traceSight(board, from, to);
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expect(t !== null).toBe(sightBetween(board, from, to));
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if (!t) continue;
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if (hasLineOfSight(board, from, to)) {
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expect(t.kind).toBe("direct");
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} else {
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expect(t.kind).toBe("warp");
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if (t.kind === "warp") {
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warped++;
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// Each crossing point lies on its mouth's one-cell rim segment.
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const onRim = (p: { x: number; y: number }, m: { cell: Cell; side: string }) => {
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if (m.side === "N") return p.y === m.cell.y && p.x > m.cell.x && p.x < m.cell.x + 1;
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if (m.side === "S") return p.y === m.cell.y + 1 && p.x > m.cell.x && p.x < m.cell.x + 1;
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if (m.side === "W") return p.x === m.cell.x && p.y > m.cell.y && p.y < m.cell.y + 1;
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return p.x === m.cell.x + 1 && p.y > m.cell.y && p.y < m.cell.y + 1;
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};
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expect(onRim(t.entry, t.mouthA)).toBe(true);
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expect(onRim(t.exit, t.mouthB)).toBe(true);
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}
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}
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}
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}
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expect(warped).toBeGreaterThan(0);
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});
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});
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