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
parent
7372bfc5e8
commit
cdeb3d5103
@@ -10,7 +10,7 @@
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import { scheduleFx, type BoardFx } from "./fx";
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import { CREATURE_ART, objectArt, TERRAIN_ART, tokenArt } from "./art";
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import { local } from "./local.svelte";
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import { allCardDefs, cardDef, isNumberCard, isPermanentDuration, SIDES, stepTarget, cellKey, isMovableObject, sightedCellsFor, type GameView, eligibleCellsFor } from "@wizwar/engine";
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import { allCardDefs, cardDef, isNumberCard, isPermanentDuration, SIDES, stepTarget, cellKey, isMovableObject, sightedCellsFor, stackSightTrace, type GameView, eligibleCellsFor } from "@wizwar/engine";
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import type { CardInstance, Side } from "@wizwar/engine";
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net.connect();
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@@ -854,6 +854,10 @@
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t.position.y === me.position.y && !t.carriedBy),
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);
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/** Squares a selected L.O.S./ADJACENT card can reach; null = no dimming. */
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// While an LOS attack sits on the stack, draw the line it traveled — the
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// answer to "how can he even see me?" when sight ran through a warp mouth.
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const sightTrace = $derived(view ? stackSightTrace(view) : null);
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const litCells = $derived.by(() => {
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if (!view || !selectedDef || !yourMoment) return null;
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if (ambushVia || ambushSpell || ambushTrigger) return null; // ambushes aim at the future
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@@ -1386,6 +1390,7 @@
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onGhostClick={clickGhostSlot}
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onCellPeek={(c) => peekAt(c)}
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{litCells}
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{sightTrace}
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/>
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</section>
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@@ -1,6 +1,6 @@
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<script lang="ts">
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import type { Component } from "svelte";
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import type { GameView } from "@wizwar/engine";
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import type { GameView, SightTrace } from "@wizwar/engine";
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import type { Side } from "@wizwar/engine";
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import type { BoardFx } from "./fx";
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import { colorIndexOf as sharedColorIndex, wizardColor } from "./colors";
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@@ -28,6 +28,7 @@
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ghostSlots = null,
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onGhostClick,
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effects = null,
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sightTrace = null,
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}: {
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view: GameView;
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edgeSelectMode?: boolean;
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@@ -54,6 +55,9 @@
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onGhostClick?: (origin: { x: number; y: number }) => void;
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/** Short-lived spell flourishes; purely cosmetic. */
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effects?: BoardFx[] | null;
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/** The sight line an attack in progress traveled — proof against "how
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* can he even see me?", drawn leg by leg through any warp mouth. */
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sightTrace?: { from: { x: number; y: number }; to: { x: number; y: number }; trace: SightTrace } | null;
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} = $props();
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@@ -601,6 +605,23 @@
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{/if}
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{/each}
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{/if}
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<!-- the sight line an attack traveled, leg by leg through any warp mouth -->
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{#if sightTrace}
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{@const A = { x: sightTrace.from.x * CELL + CELL / 2, y: sightTrace.from.y * CELL + CELL * 0.36 }}
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{@const B = { x: sightTrace.to.x * CELL + CELL / 2, y: sightTrace.to.y * CELL + CELL * 0.36 }}
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<g class="sight-layer" aria-hidden="true">
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{#if sightTrace.trace.kind === "direct"}
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<line x1={A.x} y1={A.y} x2={B.x} y2={B.y} class="sight-line" />
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{:else}
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{@const entry = { x: sightTrace.trace.entry.x * CELL, y: sightTrace.trace.entry.y * CELL }}
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{@const exit = { x: sightTrace.trace.exit.x * CELL, y: sightTrace.trace.exit.y * CELL }}
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<line x1={A.x} y1={A.y} x2={entry.x} y2={entry.y} class="sight-line" />
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<line x1={exit.x} y1={exit.y} x2={B.x} y2={B.y} class="sight-line" />
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<circle cx={entry.x} cy={entry.y} r={7} class="sight-mouth" />
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<circle cx={exit.x} cy={exit.y} r={7} class="sight-mouth" />
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{/if}
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</g>
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{/if}
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<!-- spell flourishes: one sprite component per effect (src/fx-sprites/) -->
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<g class="fx-layer" aria-hidden="true">
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{#each effects ?? [] as fx (fx.id)}
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@@ -757,6 +778,24 @@
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.ghost-slot:hover { fill: rgba(122, 162, 122, 0.22); }
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.fx-layer { pointer-events: none; }
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.sight-layer { pointer-events: none; }
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.sight-line {
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stroke: #c9a72a;
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stroke-width: 2.5;
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stroke-linecap: round;
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stroke-dasharray: 7 6;
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opacity: 0.85;
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animation: sight-march 0.8s linear infinite;
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}
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.sight-mouth {
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fill: none;
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stroke: #c9a72a;
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stroke-width: 2;
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animation: warp-pulse 1.6s ease-in-out infinite;
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}
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@keyframes sight-march {
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to { stroke-dashoffset: -13; }
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}
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.mover { transition: transform 260ms cubic-bezier(0.25, 0.8, 0.35, 1); }
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.mover.snap { transition: none; }
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@@ -783,6 +822,7 @@
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}
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@media (prefers-reduced-motion: reduce) {
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.marked-cell, .marked-sector, .ghost-slot, .warp-dest { animation: none; }
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.sight-line, .sight-mouth { animation: none; }
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.fx-layer { display: none; }
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.firewall, :global(.token-art.ghosted) { animation: none; }
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.mover { transition: none; }
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@@ -2,6 +2,7 @@
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import Board from "./Board.svelte";
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import { humanize } from "./net.svelte";
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import { scheduleFx, type BoardFx } from "./fx";
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import { stackSightTrace } from "@wizwar/engine";
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import type { GameEvent, GameView } from "@wizwar/engine";
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let {
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@@ -21,6 +22,10 @@
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);
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const atEnd = $derived(idx >= steps.length - 1);
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// The reel draws the same sight line the live table shows for an LOS
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// attack in progress, so a replay-watcher can see how a spell reached them.
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const sightTrace = $derived(stackSightTrace(step.view));
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/** Each step's spells flare on the reel exactly as they did at the table. */
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let boardFx = $state<BoardFx[]>([]);
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$effect(() => {
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@@ -61,7 +66,7 @@
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<button class="replay-skip" onclick={onclose}>{atEnd ? "back to the game" : "skip to now"}</button>
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</header>
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<div class="replay-board">
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<Board view={step.view} effects={boardFx} />
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<Board view={step.view} effects={boardFx} {sightTrace} />
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</div>
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<div class="replay-caption">
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<strong>{step.actor}</strong>
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@@ -136,7 +136,7 @@ class LocalGame {
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seed,
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sets: expansion ? ["basic", "expansion1"] : ["basic"],
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...(colors ? { colors } : {}),
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deckRev: 22,
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deckRev: 23,
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};
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const { state, events } = createGame(config);
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for (const e of events) {
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