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:
Eric Wagoner
2026-08-21 12:04:27 -04:00
co-authored by Claude Fable 5
parent f82e4625af
commit e8df6efcde
4 changed files with 248 additions and 9 deletions
+41 -1
View File
@@ -1,5 +1,5 @@
import { describe, expect, it } from "vitest";
import { applyCommand, activePlayer, boardView } from "../src/game";
import { applyCommand, activePlayer, boardView, createGame } from "../src/game";
import { cellKey, edgeKey, SIDES, type Cell, type Side } from "../src/board";
import type { CardInstance } from "../src/cards";
import { newExpansionGame as newGame, must, giveCard, toRound2, faceOff } from "./helpers";
@@ -143,6 +143,46 @@ describe("magic wands", () => {
expect(boardView(state).edges[key]).toBe("wall");
});
it("warp wand bores the rim for one turn from rev 40 — a temporary wraparound", () => {
let { state } = createGame({
playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev: 40,
});
const me = activePlayer(state);
const view = boardView(state);
// A plain rim wall: off-board neighbor, no existing warp mouth.
let rim: { cell: Cell; side: Side } | null = null;
outer: for (const k of Object.keys(view.cells)) {
const [x, y] = k.split(",").map(Number) as [number, number];
for (const side of SIDES) {
const dest = { x: x + (side === "E" ? 1 : side === "W" ? -1 : 0),
y: y + (side === "S" ? 1 : side === "N" ? -1 : 0) };
if (view.cells[cellKey(dest)]) continue;
if (view.edges[edgeKey({ x, y }, side)] !== "wall") continue;
if (state.board.warps.some((w) => cellKey(w.from.cell) === k && w.from.side === side)) continue;
rim = { cell: { x, y }, side };
break outer;
}
}
if (!rim) throw new Error("setup: no plain rim wall found");
me.position = { ...rim.cell };
const warpsBefore = state.board.warps.length;
const wand = giveCard(state, me.id, "warp-wand");
giveCard(state, me.id, "number-2", "N", 1);
state = must(state, me.id, {
type: "cast", instanceId: wand.instanceId, numberInstanceIds: ["number-2#N"],
target: { kind: "edge", cell: rim.cell, side: rim.side },
});
expect(state.board.warps.length).toBe(warpsBefore + 2);
// The wraparound runs: step off the rim and land on the opposite edge.
state = must(state, me.id, { type: "move", direction: rim.side });
const across = state.players.find((p) => p.id === me.id)!.position;
expect(cellKey(across)).not.toBe(cellKey(rim.cell));
// Turn's end: the walls return and the warp closes with them.
state = must(state, me.id, { type: "endTurn", draw: 0 });
expect(boardView(state).edges[edgeKey(rim.cell, rim.side)]).toBe("wall");
expect(state.board.warps.length).toBe(warpsBefore);
});
it("deja-vu retrieves from the discard, but never a wand", () => {
let { state } = newGame();
const me = activePlayer(state);