Credibility pass: session residue swept from the rev-10 run

War-story comments become timeless constraints (carrier rule, boobytrap
tell, remove-curse prescription); the rev changelog reunites under
GameConfig.deckRev; three hand-copied cardless stack literals fold into
openCardlessStack; the visionstone one-edge loop is shared via
throughOneEdge with the edge-target hairpin exclusion stated; drain()
moves to test helpers and replaces four inline copies; the butt-head
sweep test loses its dead scaffolding and its expect(refused || true)
tautology and now asserts both branches; a process-named suite is
renamed for the behavior it pins; dead .bezel-spacer CSS and the fx
effect's fossilized cleanup story go. No behavior changes: 304 engine
tests pass, 36/36 ledgers replay, web typecheck clean.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
This commit is contained in:
Eric Wagoner
2026-08-29 19:14:03 -04:00
co-authored by Claude Fable 5
parent f2af1e26f8
commit e93bcc15a2
11 changed files with 107 additions and 139 deletions
+3 -5
View File
@@ -1070,9 +1070,8 @@ function selfCare(view: GameView, style: AutomatonStyle, tier: TierTraits): Comm
}
}
if (!tier.buffs) return null; // the apprentice's book ends at the stones
// A curse on the clockwork gets scrubbed off.
// The engine wants the whole prescription — patient and ailment both —
// or the cast is refused and the fallback reads as an idle bot.
// A curse on the clockwork gets scrubbed off. The engine wants the
// whole prescription — patient and ailment both — or it refuses the cast.
const myCurse = view.sustained.find(
(e) => e.targetId === view.you && e.casterId !== view.you && AFFLICTIONS[e.cardId] != null,
);
@@ -1594,8 +1593,7 @@ export function automatonCommand(
const strikeLive = !view.turn.attackUsed && !view.turn.attackForbidden &&
!view.turn.actionsEnded && view.yourHand.some((c) => ATTACKS[c.cardId] != null);
// A carrier never chases: the delivery in hand outranks the gold in
// someone else's. Chasing while laden once marched a bot across the
// whole board, four steps from a winning drop.
// someone else's.
const chasing = thief !== null && strikeLive && !self.carriedTreasureId;
// BANK GUARD: enemy gold delivered to my home is my scoreboard, and
// anyone may snatch it off the floor. A raider nearer my bank than I
+56 -60
View File
@@ -232,17 +232,7 @@ export interface CastParams {
hold?: boolean;
}
/** The revision new games are dealt under; GameConfig.deckRev pins it per game.
* Rev 6: STRENGTH's treasure-tear opens a counteraction window ("this would
* be an attack") instead of resolving instantly.
* Rev 7: DISEASE is a self-cast plague ("You're the carrier!") the caster
* carries it, sharing a square bites both directions, no counteraction.
* Rev 8: the fire imp's scorch is a SPELL (FAQ) counteractable, magical
* and SOULSTONE's floor holds even at 3 life or below.
* Rev 9: the WARD's bite is counteractable ("COUNTERACTIONs ... otherwise
* work as written"), though nothing a counter does touches its caster.
* Rev 10: BUTT-HEAD's ram is MOVEMENT the charge walks real corridors on
* the turn's legal legs (three plus numbers) and spends them. */
/** The revision new games are dealt under; GameConfig.deckRev pins it per game. */
export const CURRENT_RULES_REV = 10;
export interface GameConfig {
@@ -267,6 +257,19 @@ export interface GameConfig {
* it; unpassed, it relocks at turn's end as before.
* Rev 5: MENTAL FORCE refuses a destination the victim cannot walk to
* in three spaces, instead of eating the card silently at resolution.
* Rev 6: STRENGTH's treasure-tear opens a counteraction window ("this
* would be an attack") instead of resolving instantly.
* Rev 7: DISEASE is a self-cast plague ("You're the carrier!") the
* caster carries it, sharing a square bites both directions, no
* counteraction.
* Rev 8: the fire imp's scorch is a SPELL (FAQ) counteractable,
* magical and SOULSTONE's floor holds even at 3 life or below.
* Rev 9: the WARD's bite is counteractable ("COUNTERACTIONs ...
* otherwise work as written"), though nothing a counter does touches
* its caster.
* Rev 10: BUTT-HEAD's ram is MOVEMENT the charge walks real
* corridors on the turn's legal legs (three plus numbers) and spends
* them.
*/
deckRev?: number;
}
@@ -402,21 +405,25 @@ function doorsAjar(state: GameState, viewerId: PlayerId | undefined, board: Asse
return edges ? { ...board, edges } : board;
}
/** LOS including square-filling blockers. */
/** Sight granted by removing any ONE closed edge the VISIONSTONE's
* whole power, shared by every path that honors it. */
function sightThroughOneEdge(
board: AssembledBoard, from: Cell, to: Cell, blockers: Record<string, true>,
): boolean {
* whole power, shared by every path that honors it. `sees` judges the
* board with the candidate edge gone. */
function throughOneEdge(board: AssembledBoard, sees: (b: AssembledBoard) => boolean): boolean {
for (const key of Object.keys(board.edges)) {
if ((board.edges[key] ?? "open") === "open") continue;
const edges = { ...board.edges };
delete edges[key];
if (sightBetween({ ...board, edges }, from, to, blockers)) return true;
if (sees({ ...board, edges })) return true;
}
return false;
}
function sightThroughOneEdge(
board: AssembledBoard, from: Cell, to: Cell, blockers: Record<string, true>,
): boolean {
return throughOneEdge(board, (b) => sightBetween(b, from, to, blockers));
}
function losWith(state: GameState, from: Cell, to: Cell, viewerId: PlayerId | undefined, stone: boolean): boolean {
const board = doorsAjar(state, viewerId, openedDoors(state, boardView(state)));
const blockers = losBlockers(state);
@@ -539,15 +546,13 @@ function castSightEdge(
side: Side,
): boolean {
if (losToEdge(board, caster.position, cell, side)) return true;
if (displays(caster, "visionstone")) {
for (const [key, edge] of Object.entries(board.edges)) {
if (edge === "open") continue;
const edges = { ...board.edges };
delete edges[key];
if (losToEdge({ ...board, edges }, caster.position, cell, side)) return true;
}
if (displays(caster, "visionstone") &&
throughOneEdge(board, (b) => losToEdge(b, caster.position, cell, side))) {
return true;
}
if (!cmd.aroundCornerInstanceId) return false;
// The bend pivots in a seen middle SQUARE; the gap-pivot hairpin is
// square-to-square geometry, so an edge target gets no 180-degree bend.
for (const key of Object.keys(board.cells)) {
const [mx, my] = key.split(",").map(Number) as [number, number];
const mid = { x: mx, y: my };
@@ -2016,7 +2021,7 @@ const CARD_EFFECTS: Record<string, AttackEffect | NeutralEffect | CounterEffect>
// The FIRST cell in the command is the real trap — but that truth
// lives only in realKey. Stored and broadcast in canonical order,
// the tokens carry no tell: position must never whisper which one
// bites (the placement order once did, to anyone reading events).
// bites.
const laid = [...cells].sort((a, b) => cellKey(a).localeCompare(cellKey(b)));
state.boobytraps.push({ casterId: caster.id, cells: laid, realKey: cellKey(cells[0]!) });
events.push({ type: "boobytrapPlaced", caster: caster.id, cells: laid.map((c) => ({ ...c })) });
@@ -3220,21 +3225,34 @@ function openCreatureStack(
damage: number,
touch?: "wraith" | "claw",
kind: "physical" | "spell" = "physical",
): void {
openCardlessStack(state, creature.controllerId, victim.id, {
params: { damage },
kind,
creatureId: creature.id,
...(touch ? { creatureTouch: touch } : {}),
});
}
/** A counteraction stack with no attack card behind it a creature's
* blow, the WARD's bite, STRENGTH's tear. Counters ride it as usual. */
function openCardlessStack(
state: GameState,
attackerId: PlayerId,
defenderId: PlayerId,
opts: Pick<CastStack, "params" | "kind"> & Partial<CastStack>,
): void {
state.stack = {
attackerId: creature.controllerId,
defenderId: victim.id,
attackerId,
defenderId,
attackCard: null,
numberValue: null,
amplifyFactor: 1,
extendFactor: 1,
powerAttackPoints: 0,
params: { damage },
kind,
counters: [],
waitingOn: victim.id,
creatureId: creature.id,
...(touch ? { creatureTouch: touch } : {}),
waitingOn: defenderId,
...opts,
};
}
@@ -4608,20 +4626,9 @@ function doWardChoice(prev: GameState, play: boolean): CommandResult {
// nothing a counter does can touch the Ward's caster. Older games
// recorded the instant bite and replay it.
if ((state.config.deckRev ?? 1) >= 9) {
state.stack = {
attackerId: owner.id,
defenderId: taker.id,
attackCard: null,
numberValue: null,
amplifyFactor: 1,
extendFactor: 1,
powerAttackPoints: 0,
params: { damage: 3 },
kind: "spell",
counters: [],
waitingOn: taker.id,
trapped: true,
};
openCardlessStack(state, owner.id, taker.id, {
params: { damage: 3 }, kind: "spell", trapped: true,
});
} else {
applyDamage(state, events, taker, 3, "warded treasure", null);
checkVictory(state, events);
@@ -4746,20 +4753,9 @@ function doTearTreasure(prev: GameState, targetId: PlayerId): CommandResult {
// Rev 6: "this would be an attack" — the grab opens a counteraction
// window like any punch; the clutch roll waits for the counters.
if ((state.config.deckRev ?? 1) >= 6) {
state.stack = {
attackerId: attacker.id,
defenderId: target.id,
attackCard: null,
numberValue: null,
amplifyFactor: 1,
extendFactor: 1,
powerAttackPoints: 0,
params: null,
kind: "physical",
counters: [],
waitingOn: target.id,
tearTreasure: true,
};
openCardlessStack(state, attacker.id, target.id, {
params: null, kind: "physical", tearTreasure: true,
});
events.push({ type: "treasureTearAttempted", attacker: attacker.id, defender: target.id });
return { ok: true, state, events };
}
+1 -1
View File
@@ -980,7 +980,7 @@ describe("the denial planner offers only castable blocks", () => {
});
});
describe("game-six lessons from the table", () => {
describe("interception, escape, and hazard sense", () => {
function toBot(state: GameState): GameState {
while (state.turn.round < 2 || state.players[state.turn.activeIndex]!.id !== "bot") {
const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 });
+2 -2
View File
@@ -3,7 +3,7 @@ import { applyCommand, activePlayer, boardView, createGame, type GameState } fro
import { cellKey, edgeKey, hasLineOfSight, neighbor, type Cell, type Side, SIDES, stepTarget } from "../src/board";
import type { CardInstance } from "../src/cards";
import { sightedCellsFor, stackSightTrace, viewFor } from "../src/view";
import { newGame, must, giveCard, toRound2, faceOff } from "./helpers";
import { newGame, must, drain, giveCard, toRound2, faceOff } from "./helpers";
/** Test surgery: put a specific card into a player's hand (swapping one out). */
/** Advance past round 1 (both players just end their turns). */
@@ -398,7 +398,7 @@ describe("the ward window and chaos shields", () => {
expect(state.wardPending).toEqual({ ownerId: owner.id, takerId: thief.id });
// Spring it: the thief bleeds 3 and the ward is spent.
state = must(state, owner.id, { type: "wardChoice", play: true });
while (state.stack) state = must(state, state.stack.waitingOn, { type: "pass" });
state = drain(state);
expect(state.players.find((p) => p.id === thief.id)!.life).toBe(12);
expect(state.players.find((p) => p.id === owner.id)!.hand.some((c) => c.cardId === "ward")).toBe(false);
});
+3 -11
View File
@@ -3,7 +3,7 @@ import {
type CreatureState, applyCommand, activePlayer, boardView, creatureAt, type GameState, type PlayerId, createGame } from "../src/game";
import { cellKey, edgeKey, SIDES, stepTarget, type Cell, type Side } from "../src/board";
import type { CardInstance } from "../src/cards";
import { newExpansionGame as newGame, must, giveCard, toRound2, emptyNeighborCell, pushSustained } from "./helpers";
import { newExpansionGame as newGame, must, drain, giveCard, toRound2, emptyNeighborCell, pushSustained } from "./helpers";
/** Summon a creature next to its creator (round 2+, consumes the attack). */
function summon(state: GameState, playerId: PlayerId, kind: string, tag = "S") {
@@ -146,14 +146,6 @@ describe("monsters", () => {
expect(bitten.hand.length).toBe(6);
});
/** Rev 8: scorches open counteraction windows — wave them through. */
function drain(state: GameState): GameState {
while (state.stack) {
state = must(state, state.stack.waitingOn, { type: "pass" });
}
return state;
}
it("the fire imp scorches on sight and dies only to water", () => {
let { state } = newGame();
state = toRound2(state);
@@ -824,7 +816,7 @@ describe("the imp's fire is a spell (rev 8)", () => {
expect(state.stack?.kind).toBe("spell");
giveCard(state, "mark", "full-shield", "FS", 0);
state = must(state, "mark", { type: "counteract", instanceId: "full-shield#FS" });
while (state.stack) state = must(state, state.stack.waitingOn, { type: "pass" });
state = drain(state);
expect(state.players.find((p) => p.id === "mark")!.life).toBe(15);
});
@@ -845,7 +837,7 @@ describe("the imp's fire is a spell (rev 8)", () => {
state = r.state;
if (!state.stack) state = must(state, "imp-owner", { type: "endTurn", draw: 0 });
expect(state.stack?.kind).toBe("spell");
while (state.stack) state = must(state, state.stack.waitingOn, { type: "pass" });
state = drain(state);
const after = state.players.find((p) => p.id === "mark")!;
expect(after.life).toBe(2);
expect(after.alive).toBe(true);
+19 -37
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@@ -2,7 +2,7 @@ import { describe, expect, it } from "vitest";
import { applyCommand, activePlayer, boardView, createGame, gameLos, sustainedOn } from "../src/game";
import { cellKey, edgeKey, stepTarget } from "../src/board";
import type { CardInstance } from "../src/cards";
import { newExpansionGame as newGame, must, giveCard, toRound2, faceOff, castAt } from "./helpers";
import { newExpansionGame as newGame, must, drain, giveCard, toRound2, faceOff, castAt } from "./helpers";
describe("expansion combat cards", () => {
it("power attack burns life for extra damage", () => {
@@ -116,7 +116,7 @@ describe("expansion combat cards", () => {
state = must(state, me.id, { type: "pickUpTreasure" });
expect(state.wardPending).toEqual({ ownerId: enemy.id, takerId: me.id });
state = must(state, enemy.id, { type: "wardChoice", play: true });
while (state.stack) state = must(state, state.stack.waitingOn, { type: "pass" });
state = drain(state);
expect(state.players.find((p) => p.id === me.id)!.life).toBe(12);
expect(state.players.find((p) => p.id === enemy.id)!.hand.some((c) => c.cardId === "ward")).toBe(false);
});
@@ -684,52 +684,34 @@ describe("go away routs around walls", () => {
});
describe("the goat charges on legs, not wings (rev 10)", () => {
it("a ram beyond the turn's legal movement is refused", () => {
it("the charge walks real corridors: in reach it spends legs, beyond them it is refused", () => {
let { state } = newGame();
state = toRound2(state);
const attacker = activePlayer(state);
const defender = state.players.find((p) => p.id !== attacker.id)!;
// Find a cell more than 3 walked steps away and park the victim there.
const view = boardView(state);
let farCell: { x: number; y: number } | null = null;
for (const key of Object.keys(view.cells)) {
const [x, y] = key.split(",").map(Number) as [number, number];
const r0 = applyCommand(state, attacker.id, { type: "endTurn", draw: 0 });
void r0;
break;
}
// Use the engine itself as the oracle: try every cell until one refuses.
const bh = giveCard(state, attacker.id, "butt-head");
let refused = false;
for (const key of Object.keys(view.cells)) {
// The engine is the oracle: every other square is either within the
// turn's legal movement or beyond it, and this maze holds both kinds.
let refusals = 0;
let rams = 0;
for (const key of Object.keys(boardView(state).cells)) {
if (key === cellKey(attacker.position)) continue;
const [x, y] = key.split(",").map(Number) as [number, number];
defender.position = { x, y };
const r = applyCommand(state, attacker.id, {
type: "cast", instanceId: bh.instanceId, target: { kind: "player", playerId: defender.id },
});
if (!r.ok && /legs, not wings/.test(r.error)) { refused = true; break; }
if (r.ok) {
// In reach: the charge spends movement equal to the walked distance.
let st = r.state;
while (st.stack) {
const rr = applyCommand(st, st.stack.waitingOn, { type: "pass" });
if (!rr.ok) throw new Error(rr.error);
st = rr.state;
}
const a = st.players.find((p) => p.id === attacker.id)!;
expect(a.position).toEqual(st.players.find((p) => p.id === defender.id)!.position);
expect(st.turn.movementUsed).toBeGreaterThan(0);
break;
if (!r.ok) {
if (/legs, not wings/.test(r.error)) refusals += 1;
continue;
}
const st = drain(r.state);
const a = st.players.find((p) => p.id === attacker.id)!;
expect(a.position).toEqual(st.players.find((p) => p.id === defender.id)!.position);
expect(st.turn.movementUsed).toBeGreaterThan(0);
rams += 1;
}
// Whichever branch ran, exercise the other with the far corner.
if (!refused) {
defender.position = { x: 0, y: 9 };
const r = applyCommand(state, attacker.id, {
type: "cast", instanceId: bh.instanceId, target: { kind: "player", playerId: defender.id },
});
if (!r.ok) refused = /legs, not wings/.test(r.error);
}
expect(refused || true).toBe(true);
expect(refusals).toBeGreaterThan(0);
expect(rams).toBeGreaterThan(0);
});
});
+5 -5
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@@ -1,5 +1,5 @@
import { describe, expect, it } from "vitest";
import { giveCard } from "./helpers";
import { drain, giveCard } from "./helpers";
import { edgeKey } from "../src/board";
import {
applyCommand,
@@ -288,11 +288,11 @@ describe("the Ward is played in the moment", () => {
expect(state.wardPending).toEqual({ ownerId: "owner", takerId: "thief" });
// Nobody else may act while it hangs.
expect(applyCommand(state, "thief", { type: "endTurn", draw: 0 }).ok).toBe(false);
let r = applyCommand(state, "owner", { type: "wardChoice", play: true });
// Rev 9: the bite rides the stack — wave the counteraction window through.
if (r.ok && r.state.stack) r = applyCommand(r.state, r.state.stack.waitingOn, { type: "pass" });
const r = applyCommand(state, "owner", { type: "wardChoice", play: true });
if (!r.ok) throw new Error(r.error);
state = r.state;
// The bite rides the stack: a counteraction window opens for the thief.
expect(r.state.stack).toBeTruthy();
state = drain(r.state);
expect(state.wardPending).toBeNull();
expect(state.players.find((p) => p.id === "thief")!.life).toBe(12);
expect(state.players.find((p) => p.id === "owner")!.hand.some((c) => c.cardId === "ward")).toBe(false);
+8
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@@ -29,6 +29,14 @@ export function must(state: GameState, player: PlayerId, command: Command): Game
return result.state;
}
/** Wave every pending counteraction window through unanswered. */
export function drain(state: GameState): GameState {
while (state.stack) {
state = must(state, state.stack.waitingOn, { type: "pass" });
}
return state;
}
export function giveCard(state: GameState, playerId: PlayerId, cardId: string, tag = "T", slot = 0): CardInstance {
const p = state.players.find((p) => p.id === playerId)!;
const instance = { instanceId: `${cardId}#${tag}`, cardId };