Creatures walk open doorways, and the interruption gets its fanfare
Player movement asked the full question of a door — removed, keyed this turn, or held — while creature movement only saw "door" and refused, so a skeleton balked at a doorway its master had unlocked for good. One doorIsOpen() now answers for both, and an open doorway costs a wraith none of its wall passes. And the interruption window earns the modal it deserved: "The maze holds its breath" — the card shown, the instruction plain, dismissed with "Seize it". No more hunting the rail for a slip while time stands parted. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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Claude Fable 5
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@@ -521,3 +521,32 @@ describe("elimination sweeps the board either way (rules rev 14)", () => {
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expect(state.sustained.some((s) => s.targetId === "c")).toBe(false);
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});
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});
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describe("creatures walk open doorways", () => {
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it("a skeleton passes a door whose lock was removed", () => {
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let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic", "expansion1"], deckRev: 16 });
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state = toRound2(state);
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const view = boardView(state);
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for (const [key, edge] of Object.entries(view.edges)) {
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if (edge !== "door") continue;
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const [kind, coords] = key.split(",").length ? key.split(":") as [string, string] : ["", ""];
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const [x, y] = coords.split(",").map(Number) as [number, number];
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const side = kind === "V" ? ("E" as Side) : ("S" as Side);
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state.doorStates[key] = "removed";
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state.creatures.push({
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id: "sk1", kind: "skeleton", controllerId: activePlayer(state).id,
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position: { x, y }, damage: 0, maxDamage: 4, movesPerTurn: 3,
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movementUsed: 0, attackUsed: false, justCreated: false,
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wallPassesPerTurn: 0, wallPassUsed: 0, scorchedThisTurn: [],
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});
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const r = applyCommand(state, activePlayer(state).id, {
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type: "moveCreature", creatureId: "sk1", direction: side,
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});
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if (!r.ok) throw new Error(r.error);
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const sk = r.state.creatures.find((c) => c.id === "sk1")!;
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expect(cellKey(sk.position)).toBe(cellKey({ x: x + (side === "E" ? 1 : 0), y: y + (side === "S" ? 1 : 0) }));
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return;
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}
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throw new Error("setup: seed 42 grew a maze with no doors");
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});
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});
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