Every wall card learns the rim (rules rev 40)
The full audit Wall of Fire started: WATERWALL crashes on a warp mouth, washing both rims inward; ILLUSION WALL hangs its scrim on a mouth (the create-wall bluff); STONE TO WATER melts a brick over a warp at both ends and breaches a plain rim wall exactly as DESTROY WALL does — far side washes out, a warp opens, the wave floods the fresh tunnel; the WARP WAND bores a temporary wraparound that closes when its wall returns; and CREATE DOOR stops hanging dead doors onto the void. Older ledgers keep their refusals and danglings, and replay so. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Fable 5
parent
f82e4625af
commit
e8df6efcde
@@ -289,7 +289,12 @@ export interface GameState {
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/** Remaining charges per wand card instance (set on first use). */
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wandCharges: Record<string, number>;
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/** WARP WAND: walls opened for this turn only, with their prior state. */
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tempWarpEdges: { key: string; prior: EdgeState | null }[];
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tempWarpEdges: {
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key: string;
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prior: EdgeState | null;
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/** A rim wall warped open bores a temporary wraparound; unwind it too. */
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unwarp?: { a: Cell; aSide: Side; b: Cell; bSide: Side };
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}[];
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/** BOOBYTRAP: four face-down tokens, one real (its cell key is secret). */
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boobytraps: { casterId: PlayerId; cells: Cell[]; realKey: string }[];
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/** GLUE: object cells that cannot be picked up from, by cell key. */
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@@ -1456,7 +1461,11 @@ const CARD_EFFECTS: Record<string, AttackEffect | NeutralEffect | CounterEffect>
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if (!cmd.target || cmd.target.kind !== "edge") return "waterwall targets a corridor edge";
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const { cell, side } = cmd.target;
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const view = boardView(state);
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if (!view.cells[cellKey(cell)] || !view.cells[cellKey(neighbor(cell, side))]) {
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// A rim warp mouth is a corridor too (rev 40): the collapse washes
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// both rims inward (waveFromEdge follows the tunnel).
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const offBoard = !view.cells[cellKey(neighbor(cell, side))];
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const warpMouth = offBoard && (state.config.deckRev ?? 1) >= 40 && findWarp(view, cell, side);
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if (!view.cells[cellKey(cell)] || (offBoard && !warpMouth)) {
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return "the wave must span a corridor between two spaces";
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}
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if (!losToEdge(view, caster.position, cell, side)) return "no line of sight";
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@@ -1615,7 +1624,12 @@ const CARD_EFFECTS: Record<string, AttackEffect | NeutralEffect | CounterEffect>
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if (!cmd.target || cmd.target.kind !== "edge") return "illusion wall targets a wall edge";
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const { cell, side } = cmd.target;
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const view = boardView(state);
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if (!view.cells[cellKey(cell)] || !view.cells[cellKey(neighbor(cell, side))]) {
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// A rim warp mouth takes the scrim too (rev 40) — the bluff of
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// create-wall's brick-over. The illusion hangs on the mouth it was
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// painted on; the far mouth shows nothing (nothing physical exists).
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const offBoard = !view.cells[cellKey(neighbor(cell, side))];
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const warpMouth = offBoard && (state.config.deckRev ?? 1) >= 40 && findWarp(view, cell, side);
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if (!view.cells[cellKey(cell)] || (offBoard && !warpMouth)) {
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return "the illusion must span two spaces on the board";
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}
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const key = edgeKey(cell, side);
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@@ -1788,6 +1802,27 @@ const CARD_EFFECTS: Record<string, AttackEffect | NeutralEffect | CounterEffect>
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state.tempWarpEdges.push({ key, prior: state.edgeOverrides[key] ?? null });
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state.edgeOverrides[key] = "open";
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events.push({ type: "wallWarpedOpen", player: caster.id, edge: { cell, side } });
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// A rim wall warped open bores a temporary wraparound (rev 40): the
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// far rim wall vanishes with it and a warp runs until turn's end.
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// (Pre-40 rim casts opened a dead edge and replay so.)
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const offBoard = !view.cells[cellKey(neighbor(cell, side))];
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if ((state.config.deckRev ?? 1) >= 40 && offBoard && !findWarp(view, cell, side)) {
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const far = oppositePerimeter(view, cell, side);
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const farKey = far ? edgeKey(far.cell, far.side) : "";
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if (far && (view.edges[farKey] ?? "open") === "wall") {
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state.tempWarpEdges.push({
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key: farKey, prior: state.edgeOverrides[farKey] ?? null,
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unwarp: { a: cell, aSide: side, b: far.cell, bSide: far.side },
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});
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state.edgeOverrides[farKey] = "open";
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events.push({ type: "wallWarpedOpen", player: caster.id, edge: far });
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state.board.warps.push(
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{ from: { cell, side }, to: { cell: far.cell, side: far.side } },
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{ from: { cell: far.cell, side: far.side }, to: { cell, side } },
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);
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events.push({ type: "warpOpened", a: { cell, side }, b: far });
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}
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}
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return null;
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},
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},
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@@ -1841,6 +1876,11 @@ const CARD_EFFECTS: Record<string, AttackEffect | NeutralEffect | CounterEffect>
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const { cell, side } = cmd.target;
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const key = edgeKey(cell, side);
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const view = boardView(state);
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// No doors through the maze's rim (rev 40): a rim door would open onto
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// nothing traversable — the wraparound belongs to breaches, not doors.
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if ((state.config.deckRev ?? 1) >= 40 && !view.cells[cellKey(neighbor(cell, side))]) {
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return "the door must stand between two spaces";
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}
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if ((view.edges[key] ?? "open") === "open") {
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if (!view.cells[cellKey(cell)] || !view.cells[cellKey(neighbor(cell, side))]) {
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return "the door must stand between two spaces";
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@@ -1964,6 +2004,35 @@ const CARD_EFFECTS: Record<string, AttackEffect | NeutralEffect | CounterEffect>
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delete state.doorStates[key];
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delete state.createdEdges[key];
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events.push({ type: "stoneTurnedToWater", caster: caster.id, at: null, edge: { cell, side } });
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if ((state.config.deckRev ?? 1) >= 40) {
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// A brick over a warp mouth melts at BOTH ends — the tunnel is one
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// wall line (rev 40, mirroring DESTROY WALL's pair rule).
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const pair = pairedWarpMouth(view, cell, side);
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const pairKey = pair ? edgeKey(pair.cell, pair.side) : "";
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if (pair && state.createdEdges[pairKey]) {
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state.edgeOverrides[pairKey] = "open";
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delete state.createdEdges[pairKey];
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events.push({ type: "stoneTurnedToWater", caster: caster.id, at: null, edge: pair });
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}
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// Melting the maze's outer rim breaches it like DESTROY WALL does:
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// the far rim wall washes out too and a new warp opens, so the
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// wave below pours through the fresh tunnel onto both rims.
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const offBoard = !view.cells[cellKey(neighbor(cell, side))];
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if (offBoard && !pair) {
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const far = oppositePerimeter(view, cell, side);
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const farKey = far ? edgeKey(far.cell, far.side) : "";
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if (far && (boardView(state).edges[farKey] ?? "open") === "wall") {
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state.edgeOverrides[farKey] = "open";
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delete state.createdEdges[farKey];
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events.push({ type: "stoneTurnedToWater", caster: caster.id, at: null, edge: far });
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state.board.warps.push(
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{ from: { cell, side }, to: { cell: far.cell, side: far.side } },
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{ from: { cell: far.cell, side: far.side }, to: { cell, side } },
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);
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events.push({ type: "warpOpened", a: { cell, side }, b: far });
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}
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}
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}
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// "Wall turns into a WATERWALL with a range and damage of 2."
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waveFromEdge(state, events, cell, side, 2);
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checkVictory(state, events);
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@@ -2608,10 +2677,21 @@ function waveForce(state: GameState, range: number, dist: number): number {
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/** A collapsing waterwall wave from an edge: wash players back `range`. */
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function waveFromEdge(state: GameState, events: GameEvent[], cell: Cell, side: Side, range: number, reason = "rushing water"): void {
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const pushes: { start: Cell; dir: Side }[] = [
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{ start: cell, dir: opposite(side) },
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{ start: neighbor(cell, side), dir: side },
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];
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// A warp mouth's "far side" is the opposite rim: the collapse washes both
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// mouths inward (rev 40; older ledgers' rim waves pushed into the void
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// and replay so). A plain edge washes its two adjacent cells apart.
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const warp = (state.config.deckRev ?? 1) >= 40 &&
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!boardView(state).cells[cellKey(neighbor(cell, side))]
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? findWarp(boardView(state), cell, side) : undefined;
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const pushes: { start: Cell; dir: Side }[] = warp
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? [
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{ start: cell, dir: opposite(side) },
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{ start: warp.to.cell, dir: opposite(warp.to.side) },
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]
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: [
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{ start: cell, dir: opposite(side) },
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{ start: neighbor(cell, side), dir: side },
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];
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for (const { start, dir } of pushes) {
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let probe = start;
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for (let dist = 0; dist < range; dist++) {
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@@ -6308,6 +6388,12 @@ function doEndTurn(prev: GameState, draw: number): CommandResult {
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for (const t of state.tempWarpEdges) {
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if (t.prior === null) delete state.edgeOverrides[t.key];
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else state.edgeOverrides[t.key] = t.prior;
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if (t.unwarp) {
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const { a, aSide, b, bSide } = t.unwarp;
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state.board.warps = state.board.warps.filter((w) =>
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!(cellKey(w.from.cell) === cellKey(a) && w.from.side === aSide) &&
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!(cellKey(w.from.cell) === cellKey(b) && w.from.side === bSide));
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}
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}
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events.push({ type: "wallsWarpedBack", count: state.tempWarpEdges.length });
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state.tempWarpEdges = [];
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@@ -191,6 +191,119 @@ describe("expansion terrain", () => {
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}
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});
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it("waterwall takes a rim warp from rev 40 — the collapse washes both rims", () => {
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for (const deckRev of [39, 40]) {
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let { state } = createGame({
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playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev,
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});
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const me = activePlayer(state);
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const other = state.players.find((p) => p.id !== me.id)!;
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const warp = state.board.warps[0]!;
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me.position = { ...warp.from.cell };
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other.position = { ...warp.to.cell };
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const ww = giveCard(state, me.id, "waterwall", "WW", 0);
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const r = applyCommand(state, me.id, {
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type: "cast", instanceId: ww.instanceId,
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target: { kind: "edge", cell: warp.from.cell, side: warp.from.side },
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});
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expect(r.ok).toBe(deckRev >= 40);
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if (!r.ok) continue;
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// Both wizards stood in the mouths; the collapse washed both inward.
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const meAfter = r.state.players.find((p) => p.id === me.id)!;
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const otherAfter = r.state.players.find((p) => p.id === other.id)!;
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expect(cellKey(meAfter.position)).not.toBe(cellKey(warp.from.cell));
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expect(cellKey(otherAfter.position)).not.toBe(cellKey(warp.to.cell));
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}
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});
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it("illusion wall hangs on a rim warp mouth from rev 40", () => {
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for (const deckRev of [39, 40]) {
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const { state } = createGame({
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playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev,
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});
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const me = activePlayer(state);
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const warp = state.board.warps[0]!;
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me.position = { ...warp.from.cell };
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const il = giveCard(state, me.id, "illusion-wall", "IL", 0);
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const r = applyCommand(state, me.id, {
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type: "cast", instanceId: il.instanceId,
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target: { kind: "edge", cell: warp.from.cell, side: warp.from.side },
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});
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expect(r.ok).toBe(deckRev >= 40);
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if (r.ok) {
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expect(r.state.illusionWalls[edgeKey(warp.from.cell, warp.from.side)]).toBeDefined();
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}
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}
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});
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it("stone to water breaches the outer rim from rev 40, opening a warp", () => {
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for (const deckRev of [39, 40]) {
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let { state } = createGame({
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playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev,
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});
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const me = activePlayer(state);
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const board = boardView(state);
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// Stand at a plain rim wall (an off-board edge that is no warp mouth).
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let rim: { cell: Cell; side: Side } | null = null;
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outer: for (const k of Object.keys(board.cells)) {
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const [x, y] = k.split(",").map(Number) as [number, number];
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for (const side of SIDES) {
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const n = { x: x + (side === "E" ? 1 : side === "W" ? -1 : 0), y: y + (side === "S" ? 1 : side === "N" ? -1 : 0) };
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if (board.cells[cellKey(n)]) continue;
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if (board.edges[edgeKey({ x, y }, side)] !== "wall") continue;
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if (state.board.warps.some((w) => cellKey(w.from.cell) === k && w.from.side === side)) continue;
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rim = { cell: { x, y }, side };
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break outer;
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}
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}
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if (!rim) throw new Error("setup: no plain rim wall found");
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me.position = { ...rim.cell };
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const warpsBefore = state.board.warps.length;
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const stw = giveCard(state, me.id, "stone-to-water", "SW", 0);
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state = must(state, me.id, {
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type: "cast", instanceId: stw.instanceId,
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target: { kind: "edge", cell: rim.cell, side: rim.side },
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});
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if (deckRev >= 40) {
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// The far rim melted with it and the wraparound now runs.
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expect(state.board.warps.length).toBe(warpsBefore + 2);
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} else {
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// Older vintages left a dangling opening and replay so.
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expect(state.board.warps.length).toBe(warpsBefore);
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}
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}
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});
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it("no doors through the rim from rev 40", () => {
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for (const deckRev of [39, 40]) {
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const { state } = createGame({
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playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev,
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});
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const me = activePlayer(state);
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const board = boardView(state);
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let rim: { cell: Cell; side: Side } | null = null;
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outer: for (const k of Object.keys(board.cells)) {
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const [x, y] = k.split(",").map(Number) as [number, number];
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for (const side of SIDES) {
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const n = { x: x + (side === "E" ? 1 : side === "W" ? -1 : 0), y: y + (side === "S" ? 1 : side === "N" ? -1 : 0) };
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if (!board.cells[cellKey(n)] && board.edges[edgeKey({ x, y }, side)] === "wall") {
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rim = { cell: { x, y }, side };
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break outer;
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}
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}
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}
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if (!rim) throw new Error("setup: no rim wall found");
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me.position = { ...rim.cell };
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const cd = giveCard(state, me.id, "create-door", "CD", 0);
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const r = applyCommand(state, me.id, {
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type: "cast", instanceId: cd.instanceId,
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target: { kind: "edge", cell: rim.cell, side: rim.side },
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});
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// Rev 39 hung a dead door there (and replays so); rev 40 refuses.
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expect(r.ok).toBe(deckRev < 40);
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}
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});
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it("stone to water melts a door from rev 38 — a small entryway in a stone wall", () => {
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for (const deckRev of [37, 38]) {
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const { state } = createGame({
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@@ -1,5 +1,5 @@
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import { describe, expect, it } from "vitest";
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import { applyCommand, activePlayer, boardView } from "../src/game";
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import { applyCommand, activePlayer, boardView, createGame } from "../src/game";
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import { cellKey, edgeKey, SIDES, type Cell, type Side } from "../src/board";
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import type { CardInstance } from "../src/cards";
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import { newExpansionGame as newGame, must, giveCard, toRound2, faceOff } from "./helpers";
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@@ -143,6 +143,46 @@ describe("magic wands", () => {
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expect(boardView(state).edges[key]).toBe("wall");
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});
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it("warp wand bores the rim for one turn from rev 40 — a temporary wraparound", () => {
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let { state } = createGame({
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playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev: 40,
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});
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const me = activePlayer(state);
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const view = boardView(state);
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// A plain rim wall: off-board neighbor, no existing warp mouth.
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let rim: { cell: Cell; side: Side } | null = null;
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outer: for (const k of Object.keys(view.cells)) {
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const [x, y] = k.split(",").map(Number) as [number, number];
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for (const side of SIDES) {
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const dest = { x: x + (side === "E" ? 1 : side === "W" ? -1 : 0),
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y: y + (side === "S" ? 1 : side === "N" ? -1 : 0) };
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if (view.cells[cellKey(dest)]) continue;
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if (view.edges[edgeKey({ x, y }, side)] !== "wall") continue;
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if (state.board.warps.some((w) => cellKey(w.from.cell) === k && w.from.side === side)) continue;
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rim = { cell: { x, y }, side };
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break outer;
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}
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}
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if (!rim) throw new Error("setup: no plain rim wall found");
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me.position = { ...rim.cell };
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const warpsBefore = state.board.warps.length;
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const wand = giveCard(state, me.id, "warp-wand");
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giveCard(state, me.id, "number-2", "N", 1);
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state = must(state, me.id, {
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type: "cast", instanceId: wand.instanceId, numberInstanceIds: ["number-2#N"],
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target: { kind: "edge", cell: rim.cell, side: rim.side },
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});
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expect(state.board.warps.length).toBe(warpsBefore + 2);
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// The wraparound runs: step off the rim and land on the opposite edge.
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state = must(state, me.id, { type: "move", direction: rim.side });
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const across = state.players.find((p) => p.id === me.id)!.position;
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expect(cellKey(across)).not.toBe(cellKey(rim.cell));
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// Turn's end: the walls return and the warp closes with them.
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state = must(state, me.id, { type: "endTurn", draw: 0 });
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expect(boardView(state).edges[edgeKey(rim.cell, rim.side)]).toBe("wall");
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expect(state.board.warps.length).toBe(warpsBefore);
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});
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it("deja-vu retrieves from the discard, but never a wand", () => {
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let { state } = newGame();
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const me = activePlayer(state);
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@@ -54,7 +54,7 @@ export interface Room {
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const rooms = new Map<string, Room>();
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/** Rules revision new games are dealt under (stored games keep their own). */
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const RULES_REV = 39;
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const RULES_REV = 40;
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const ROOM_CODE_ALPHABET = "ABCDEFGHJKLMNPQRSTUVWXYZ23456789";
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