Rev 14: elimination sweeps the board by either door

Two ways out of the game, one cleanup. A wizard killed by damage took
their monsters, sustained spells, and armed ambushes with them; a
wizard eliminated by treasure loss left everything standing — a fire
imp scorching for a dead master, a Medusa still gazing at a corpse.
Both paths now share one sweep, gated at rev 14 so stored games keep
their orphans acting as recorded.

Also: Lifesaver lasts until used, carried as a near-billion-turn
sentinel — which the scoresheet printed. Durations that mean forever
no longer show a number.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Eric Wagoner
2026-08-16 22:27:14 -04:00
co-authored by Claude Fable 5
parent a60467c6fc
commit d4565006bc
5 changed files with 48 additions and 10 deletions
+13 -7
View File
@@ -3335,6 +3335,17 @@ function clone(state: GameState): GameState {
return structuredClone(state);
}
/** Everything an eliminated wizard leaves behind goes with them.
* "If you die, any monster controlled by you immediately disappears." */
function sweepEliminated(state: GameState, playerId: PlayerId): void {
state.sustained = state.sustained.filter((s) => s.targetId !== playerId && s.casterId !== playerId);
state.creatures = state.creatures.filter((c) => c.controllerId !== playerId);
for (const a of state.ambushes.filter((a) => a.ownerId === playerId)) {
state.discard.push(a.via, a.spell, ...a.numbers);
}
state.ambushes = state.ambushes.filter((a) => a.ownerId !== playerId);
}
function requireActionsAvailable(state: GameState): string | null {
if (state.turn.actionsEnded) return "your turn's actions ended when you picked up an object";
return null;
@@ -5094,13 +5105,7 @@ function applyDamage(
target.finalHand = [...target.hand];
events.push({ type: "died", player: target.id, killedBy: attackerId });
events.push({ type: "playerEliminated", player: target.id, reason: "killed" });
state.sustained = state.sustained.filter((s) => s.targetId !== target.id && s.casterId !== target.id);
// "If you die, any monster controlled by you immediately disappears."
state.creatures = state.creatures.filter((c) => c.controllerId !== target.id);
for (const a of state.ambushes.filter((a) => a.ownerId === target.id)) {
state.discard.push(a.via, a.spell, ...a.numbers);
}
state.ambushes = state.ambushes.filter((a) => a.ownerId !== target.id);
sweepEliminated(state, target.id);
if (target.carriedTreasureId) {
const t = state.treasures.find((t) => t.id === target.carriedTreasureId)!;
@@ -5281,6 +5286,7 @@ function checkVictory(state: GameState, events: GameEvent[]): void {
state.discard.push(...p.hand.splice(0));
p.displayed = [];
events.push({ type: "playerEliminated", player: p.id, reason: "treasuresLost" });
if ((state.config.deckRev ?? 1) >= 14) sweepEliminated(state, p.id);
}
}