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
+39
View File
@@ -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");
});
});