Rev 17: the wave carries monsters as it carries wizards

Stone to Water's wave (and every waterwall collapse) washed wizards
back and crushed them against the maze — while a skeleton in the
same water stood dry. The wave only knew creatures well enough to
drown fire imps. From rev 17 it carries them all: washed back along
the surge, one point of crush per space the maze refuses, fire imps
still destroyed outright. Earlier ledgers keep their dry monsters
and replay so.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Eric Wagoner
2026-08-17 15:07:34 -04:00
co-authored by Claude Fable 5
parent aef88d892a
commit e57307efbe
4 changed files with 68 additions and 4 deletions
+27 -2
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@@ -2347,8 +2347,11 @@ function waveFromEdge(state: GameState, events: GameEvent[], cell: Cell, side: S
if (p.alive && cellKey(p.position) === cellKey(probe)) washBackN(state, events, p, dir, range);
}
for (const c of [...state.creatures]) {
if (c.kind === "fire-imp" && cellKey(c.position) === cellKey(probe)) {
if (cellKey(c.position) !== cellKey(probe)) continue;
if (c.kind === "fire-imp") {
destroyCreature(state, events, c, reason);
} else if ((state.config.deckRev ?? 1) >= 17) {
washBackCreature(state, events, c, dir, range);
}
}
if (state.squareContents[cellKey(probe)]?.kind === "slime") {
@@ -2371,8 +2374,11 @@ function waveFromCell(state: GameState, events: GameEvent[], center: Cell, range
if (p.alive && cellKey(p.position) === cellKey(probe)) washBackN(state, events, p, dir, range);
}
for (const c of [...state.creatures]) {
if (c.kind === "fire-imp" && cellKey(c.position) === cellKey(probe)) {
if (cellKey(c.position) !== cellKey(probe)) continue;
if (c.kind === "fire-imp") {
destroyCreature(state, events, c, "rushing water");
} else if ((state.config.deckRev ?? 1) >= 17) {
washBackCreature(state, events, c, dir, range);
}
}
}
@@ -2473,6 +2479,25 @@ function washBackN(state: GameState, events: GameEvent[], p: PlayerState, dir: S
}
}
/** The wave carries monsters as it carries wizards (rules rev 17): washed
* back, and crushed a point per space the maze refuses them. Fire imps
* never reach this — water destroys them outright. */
function washBackCreature(state: GameState, events: GameEvent[], c: CreatureState, dir: Side, range: number): void {
const view = boardView(state);
let moved = 0;
for (let i = 0; i < range; i++) {
const step = stepTarget(view, c.position, dir);
if (step.kind === "blocked") break;
if (state.squareContents[cellKey(step.to)]?.kind === "stone") break;
c.position = step.to;
moved++;
}
const blockedSpaces = range - moved;
if (blockedSpaces > 0) {
damageCreature(state, events, c, blockedSpaces, "waterwall crush");
}
}
// ---------------------------------------------------------------------------
// Creatures
+39
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@@ -550,3 +550,42 @@ describe("creatures walk open doorways", () => {
throw new Error("setup: seed 42 grew a maze with no doors");
});
});
describe("the wave carries monsters (rules rev 17)", () => {
it("a cornered skeleton takes the waterwall crush", () => {
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic", "expansion1"], deckRev: 17 });
state = toRound2(state);
const caster = activePlayer(state);
// A skeleton pinned against solid stone, one square from the wave's edge.
const view = boardView(state);
for (const [key, edge] of Object.entries(view.edges)) {
if (edge !== "wall") continue;
const [kind, coords] = key.split(":") as [string, string];
if (kind !== "H") continue;
const [x, y] = coords.split(",").map(Number) as [number, number];
// Wave from this wall southward washes the square below.
const below = { x, y: y + 1 };
if (!view.cells[cellKey(below)]) continue;
state.creatures.push({
id: "sk1", kind: "skeleton", controllerId: caster.id,
position: { ...below }, damage: 0, maxDamage: 4, movesPerTurn: 3,
movementUsed: 0, attackUsed: false, justCreated: false,
wallPassesPerTurn: 0, wallPassUsed: 0, scorchedThisTurn: [],
});
// Pin it: stone directly south of it.
state.squareContents[cellKey({ x, y: y + 2 })] = { kind: "stone", damage: 0, createdBy: caster.id };
caster.position = { x, y };
const stw = giveCard(state, caster.id, "stone-to-water");
const r = applyCommand(state, caster.id, {
type: "cast", instanceId: stw.instanceId,
target: { kind: "edge", cell: { x, y }, side: "S" },
});
if (!r.ok) throw new Error(r.error);
const sk = r.state.creatures.find((c) => c.id === "sk1");
// Washed against the stone: it took crush damage (or died of it).
if (sk) expect(sk.damage).toBeGreaterThan(0);
return;
}
throw new Error("setup: no horizontal wall with a floor below");
});
});
+1 -1
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@@ -54,7 +54,7 @@ export interface Room {
const rooms = new Map<string, Room>();
/** Rules revision new games are dealt under (stored games keep their own). */
const RULES_REV = 16;
const RULES_REV = 17;
const ROOM_CODE_ALPHABET = "ABCDEFGHJKLMNPQRSTUVWXYZ23456789";
+1 -1
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@@ -136,7 +136,7 @@ class LocalGame {
seed,
sets: expansion ? ["basic", "expansion1"] : ["basic"],
...(colors ? { colors } : {}),
deckRev: 16,
deckRev: 17,
};
const { state, events } = createGame(config);
for (const e of events) {