Credibility pass: the seams get sanded

Scoped to everything since the last pass (3308850). Three blind
reviews, every finding verified before touching anything.

Confirmed and fixed: two identical comment-splitting insertions left
doc comments orphaned from their fields (net and local alike); a
51-line CSS fossil of the pre-extraction inline effects survived in
Board.svelte; the rev-13 miss-roll test asserted tautologies while
its comment claimed a check the code never made — it now proves the
die was consumed, and the skeleton is no longer returned as trollId;
the sprite registry's `as never` silently disabled the completeness
its annotation advertised (now a mapped type, one cast at the
dispatch seam); a dead ternary guarded a union that doesn't exist;
Bolt carried a duplicate .fork rule from a color iteration; fxTtl
contradicted three sprites' real animation lengths; the permanence
sentinel was reinvented as a magic 9000 (the engine now exports
isPermanentDuration); CELL was declared thrice (fx.ts now imports
it); App and Replay ran two divergent fx schedulers (one scheduleFx
now, cancellable — stale flourishes can no longer fire after leaving
a game); TokenArt retried missing files forever; the anti-anti
escape guards merge with the gate asymmetry explained; wall-of-fire's
rev-12 carve-out is marked; overLimit ignored a displayed BRAINSTONE
(bots over-discarded by two); botRemark's header mis-stated its own
branches; deliverGold fired on any drop, not a home-base delivery;
escape and win banter never fired from the steps that carry them.

Rejected: "as a human would" (house voice); FxGallery's dev-harness
framing (trimmed one plea, kept the facts).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Eric Wagoner
2026-08-17 12:12:03 -04:00
co-authored by Claude Fable 5
parent 4528c66057
commit d2b40ec6f8
16 changed files with 116 additions and 130 deletions
+8 -4
View File
@@ -232,18 +232,22 @@ function thiefOfMine(view: GameView) {
return livingEnemies(view).find((p) => carriers.has(p.id)) ?? null;
}
function overLimit(view: GameView): number {
return Math.max(0, view.yourHand.length - 7);
/** The hand limit as this seat experiences it (a displayed BRAINSTONE
* raises it by two — mirrors the engine's handLimit). */
function handLimitOf(view: GameView): number {
return me(view).displayed.some((c) => c.cardId === "brainstone") ? 9 : 7;
}
function overLimit(view: GameView): number {
return Math.max(0, view.yourHand.length - handLimitOf(view));
}
/** End the turn drawing fully — shedding dead weight first if the hand is
* too full to take the draw. doEndTurn caps the draw by the room left, so a
* clogged hand never refreshes; only cards the brain has no play for are
* shed (good counters and attacks are hoarded, as a human would). */
function endTurnDrawing(view: GameView, tier: TierTraits): Command {
const limit = me(view).displayed.some((c) => c.cardId === "brainstone") ? 9 : 7;
const deficit = tier.draw - (limit - view.yourHand.length);
const deficit = tier.draw - (handLimitOf(view) - view.yourHand.length);
if (tier.sheds && deficit > 0) {
const shed = [...view.yourHand]
.filter((c) => discardValue(c) <= 3)
+11 -5
View File
@@ -138,6 +138,10 @@ const WAND_CARD_IDS = ["blaster-wand", "shift-wand", "sticky-wand", "warp-wand"]
/** Duration meaning "for the rest of the game" ("This card is permanent."). */
const PERMANENT_TURNS = 1_000_000_000;
/** Whether a sustained duration means "until used/removed", not a count. */
export function isPermanentDuration(turns: number): boolean {
return turns >= PERMANENT_TURNS / 2;
}
/** Which square contents block line of sight. */
export const LOS_BLOCKING_CONTENT: Record<SquareContent["kind"], boolean> = {
@@ -4760,11 +4764,11 @@ function doCounteract(
if (card.cardId !== "anti-anti") return err("only ANTI-ANTI or ABSORB SPELL can answer a counteraction");
if (!targetCounter) return err("no counteraction to nullify");
// "Does not work against escape, such as SHRINK, TELEPORT, or INVISIBLE"
// (the card face; rules rev 6 — earlier games replay their old chains).
if ((state.config.deckRev ?? 1) >= 6 && targetCounter.card.cardId === "teleport") {
return err("ANTI-ANTI does not work against escape");
}
if (targetCounter.card.cardId === "invisible") {
// (the card face). Teleport is rev-6-gated — earlier games replay their
// old chains; invisible needs no gate, since no earlier engine ever
// accepted it as a counteraction for a ledger to contain.
if (targetCounter.card.cardId === "invisible" ||
((state.config.deckRev ?? 1) >= 6 && targetCounter.card.cardId === "teleport")) {
return err("ANTI-ANTI does not work against escape");
}
takeFromHand(player, instanceId);
@@ -4801,6 +4805,8 @@ function doPass(prev: GameState, playerId: PlayerId): CommandResult {
stack.counters.some((c) =>
!c.nullified &&
(TOTAL_STOP_COUNTERS.has(c.card.cardId) ||
// Wall-of-fire counters pre-date the total-stop rule; their stored
// exchanges bounced, and replay so (rules rev 12).
(rev >= 12 && c.card.cardId === "wall-of-fire")) &&
(stack.kind === "spell" || c.card.cardId === "teleport"));
if (!totalStop) {
+5 -5
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@@ -118,7 +118,7 @@ describe("automaton vs automaton", () => {
});
describe("the clockwork does not waste counters on pointless targets", () => {
function underAttack(attackId: string, defenderHand: { instanceId: string; cardId: string }[], rig?: (s: any, defender: string) => void) {
function underAttack(attackId: string, defenderHand: { instanceId: string; cardId: string }[], rig?: (s: GameState, defender: string) => void) {
let { state } = createGame({ playerIds: ["human", "bot"], seed: 42, sets: ["basic", "expansion1"], deckRev: 13 });
// burn round 1
for (let i = 0; i < 2; i++) {
@@ -131,8 +131,8 @@ describe("the clockwork does not waste counters on pointless targets", () => {
if (!r.ok) throw new Error(`setup: ${r.error}`);
state = r.state;
}
const human = state.players.find((p: { id: string }) => p.id === "human")!;
const bot = state.players.find((p: { id: string }) => p.id === "bot")!;
const human = state.players.find((p) => p.id === "human")!;
const bot = state.players.find((p) => p.id === "bot")!;
bot.position = { ...human.position };
defenderHand.forEach((c, i) => { bot.hand[i] = c; });
human.hand[0] = { instanceId: `${attackId}#A`, cardId: attackId };
@@ -160,8 +160,8 @@ describe("the clockwork does not waste counters on pointless targets", () => {
{ instanceId: "full-shield#T", cardId: "full-shield" },
{ instanceId: "dagger#T", cardId: "dagger" },
], (s, defender) => {
const d = s.players.find((p: { id: string }) => p.id === defender)!;
const t = s.treasures.find((t: { owner: string }) => t.owner !== defender)!;
const d = s.players.find((p) => p.id === defender)!;
const t = s.treasures.find((t) => t.owner !== defender)!;
t.position = null; t.carriedBy = defender; d.carriedTreasureId = t.id;
});
const cmd = automatonCommand(viewFor(state, "bot"), "hunter", "archmage");
+8 -13
View File
@@ -466,28 +466,23 @@ describe("monsters roll to hit the hidden (rules rev 13)", () => {
id: "fx1", cardId: "invisible", casterId: victim.id, targetId: victim.id,
remainingTurns: 3, data: {},
});
return { state, me, victim, trollId: bones.id };
return { state, me, victim, skeletonId: bones.id };
}
it("rev 13: the skeleton's blow takes the 1-in-4 roll — 'any attack' means any", () => {
// Deterministic seed: this particular swing misses and the blow dissipates.
let { state, me, victim, trollId } = creatureVsInvisible(13);
const lifeBefore = state.players.find((p) => p.id === victim.id)!.life;
state = must(state, me, { type: "creatureAttack", creatureId: trollId, targetId: victim.id });
let { state, me, victim, skeletonId } = creatureVsInvisible(13);
const rngBefore = JSON.stringify(state.rng);
state = must(state, me, { type: "creatureAttack", creatureId: skeletonId, targetId: victim.id });
state = must(state, victim.id, { type: "pass" });
const rolled = state.rng;
expect(rolled).toBeDefined();
const after = state.players.find((p) => p.id === victim.id)!;
const missed = after.life === lifeBefore;
// Whichever way seed 42's die lands, the roll HAPPENED: a die event is in the chronicle.
expect(missed || after.life < lifeBefore).toBe(true);
// The die was consumed, whichever way it landed.
expect(JSON.stringify(state.rng)).not.toBe(rngBefore);
});
it("earlier revisions keep the old certainty: no roll, the blow just lands", () => {
let { state, me, victim, trollId } = creatureVsInvisible(12);
let { state, me, victim, skeletonId } = creatureVsInvisible(12);
const lifeBefore = state.players.find((p) => p.id === victim.id)!.life;
const rngBefore = JSON.stringify(state.rng);
state = must(state, me, { type: "creatureAttack", creatureId: trollId, targetId: victim.id });
state = must(state, me, { type: "creatureAttack", creatureId: skeletonId, targetId: victim.id });
state = must(state, victim.id, { type: "pass" });
expect(state.players.find((p) => p.id === victim.id)!.life).toBeLessThan(lifeBefore);
// No die was consumed on the way.