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 if (!tier.buffs) return null; // the apprentice's book ends at the stones
// A curse on the clockwork gets scrubbed off. // A curse on the clockwork gets scrubbed off. The engine wants the
// The engine wants the whole prescription — patient and ailment both — // whole prescription — patient and ailment both — or it refuses the cast.
// or the cast is refused and the fallback reads as an idle bot.
const myCurse = view.sustained.find( const myCurse = view.sustained.find(
(e) => e.targetId === view.you && e.casterId !== view.you && AFFLICTIONS[e.cardId] != null, (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 && const strikeLive = !view.turn.attackUsed && !view.turn.attackForbidden &&
!view.turn.actionsEnded && view.yourHand.some((c) => ATTACKS[c.cardId] != null); !view.turn.actionsEnded && view.yourHand.some((c) => ATTACKS[c.cardId] != null);
// A carrier never chases: the delivery in hand outranks the gold in // A carrier never chases: the delivery in hand outranks the gold in
// someone else's. Chasing while laden once marched a bot across the // someone else's.
// whole board, four steps from a winning drop.
const chasing = thief !== null && strikeLive && !self.carriedTreasureId; const chasing = thief !== null && strikeLive && !self.carriedTreasureId;
// BANK GUARD: enemy gold delivered to my home is my scoreboard, and // 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 // 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; hold?: boolean;
} }
/** The revision new games are dealt under; GameConfig.deckRev pins it per game. /** 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. */
export const CURRENT_RULES_REV = 10; export const CURRENT_RULES_REV = 10;
export interface GameConfig { export interface GameConfig {
@@ -267,6 +257,19 @@ export interface GameConfig {
* it; unpassed, it relocks at turn's end as before. * it; unpassed, it relocks at turn's end as before.
* Rev 5: MENTAL FORCE refuses a destination the victim cannot walk to * Rev 5: MENTAL FORCE refuses a destination the victim cannot walk to
* in three spaces, instead of eating the card silently at resolution. * 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; deckRev?: number;
} }
@@ -402,21 +405,25 @@ function doorsAjar(state: GameState, viewerId: PlayerId | undefined, board: Asse
return edges ? { ...board, edges } : board; return edges ? { ...board, edges } : board;
} }
/** LOS including square-filling blockers. */
/** Sight granted by removing any ONE closed edge the VISIONSTONE's /** Sight granted by removing any ONE closed edge the VISIONSTONE's
* whole power, shared by every path that honors it. */ * whole power, shared by every path that honors it. `sees` judges the
function sightThroughOneEdge( * board with the candidate edge gone. */
board: AssembledBoard, from: Cell, to: Cell, blockers: Record<string, true>, function throughOneEdge(board: AssembledBoard, sees: (b: AssembledBoard) => boolean): boolean {
): boolean {
for (const key of Object.keys(board.edges)) { for (const key of Object.keys(board.edges)) {
if ((board.edges[key] ?? "open") === "open") continue; if ((board.edges[key] ?? "open") === "open") continue;
const edges = { ...board.edges }; const edges = { ...board.edges };
delete edges[key]; delete edges[key];
if (sightBetween({ ...board, edges }, from, to, blockers)) return true; if (sees({ ...board, edges })) return true;
} }
return false; 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 { function losWith(state: GameState, from: Cell, to: Cell, viewerId: PlayerId | undefined, stone: boolean): boolean {
const board = doorsAjar(state, viewerId, openedDoors(state, boardView(state))); const board = doorsAjar(state, viewerId, openedDoors(state, boardView(state)));
const blockers = losBlockers(state); const blockers = losBlockers(state);
@@ -539,15 +546,13 @@ function castSightEdge(
side: Side, side: Side,
): boolean { ): boolean {
if (losToEdge(board, caster.position, cell, side)) return true; if (losToEdge(board, caster.position, cell, side)) return true;
if (displays(caster, "visionstone")) { if (displays(caster, "visionstone") &&
for (const [key, edge] of Object.entries(board.edges)) { throughOneEdge(board, (b) => losToEdge(b, caster.position, cell, side))) {
if (edge === "open") continue; return true;
const edges = { ...board.edges };
delete edges[key];
if (losToEdge({ ...board, edges }, caster.position, cell, side)) return true;
}
} }
if (!cmd.aroundCornerInstanceId) return false; 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)) { for (const key of Object.keys(board.cells)) {
const [mx, my] = key.split(",").map(Number) as [number, number]; const [mx, my] = key.split(",").map(Number) as [number, number];
const mid = { x: mx, y: my }; 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 // The FIRST cell in the command is the real trap — but that truth
// lives only in realKey. Stored and broadcast in canonical order, // lives only in realKey. Stored and broadcast in canonical order,
// the tokens carry no tell: position must never whisper which one // 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))); const laid = [...cells].sort((a, b) => cellKey(a).localeCompare(cellKey(b)));
state.boobytraps.push({ casterId: caster.id, cells: laid, realKey: cellKey(cells[0]!) }); state.boobytraps.push({ casterId: caster.id, cells: laid, realKey: cellKey(cells[0]!) });
events.push({ type: "boobytrapPlaced", caster: caster.id, cells: laid.map((c) => ({ ...c })) }); events.push({ type: "boobytrapPlaced", caster: caster.id, cells: laid.map((c) => ({ ...c })) });
@@ -3220,21 +3225,34 @@ function openCreatureStack(
damage: number, damage: number,
touch?: "wraith" | "claw", touch?: "wraith" | "claw",
kind: "physical" | "spell" = "physical", 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 { ): void {
state.stack = { state.stack = {
attackerId: creature.controllerId, attackerId,
defenderId: victim.id, defenderId,
attackCard: null, attackCard: null,
numberValue: null, numberValue: null,
amplifyFactor: 1, amplifyFactor: 1,
extendFactor: 1, extendFactor: 1,
powerAttackPoints: 0, powerAttackPoints: 0,
params: { damage },
kind,
counters: [], counters: [],
waitingOn: victim.id, waitingOn: defenderId,
creatureId: creature.id, ...opts,
...(touch ? { creatureTouch: touch } : {}),
}; };
} }
@@ -4608,20 +4626,9 @@ function doWardChoice(prev: GameState, play: boolean): CommandResult {
// nothing a counter does can touch the Ward's caster. Older games // nothing a counter does can touch the Ward's caster. Older games
// recorded the instant bite and replay it. // recorded the instant bite and replay it.
if ((state.config.deckRev ?? 1) >= 9) { if ((state.config.deckRev ?? 1) >= 9) {
state.stack = { openCardlessStack(state, owner.id, taker.id, {
attackerId: owner.id, params: { damage: 3 }, kind: "spell", trapped: true,
defenderId: taker.id, });
attackCard: null,
numberValue: null,
amplifyFactor: 1,
extendFactor: 1,
powerAttackPoints: 0,
params: { damage: 3 },
kind: "spell",
counters: [],
waitingOn: taker.id,
trapped: true,
};
} else { } else {
applyDamage(state, events, taker, 3, "warded treasure", null); applyDamage(state, events, taker, 3, "warded treasure", null);
checkVictory(state, events); 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 // Rev 6: "this would be an attack" — the grab opens a counteraction
// window like any punch; the clutch roll waits for the counters. // window like any punch; the clutch roll waits for the counters.
if ((state.config.deckRev ?? 1) >= 6) { if ((state.config.deckRev ?? 1) >= 6) {
state.stack = { openCardlessStack(state, attacker.id, target.id, {
attackerId: attacker.id, params: null, kind: "physical", tearTreasure: true,
defenderId: target.id, });
attackCard: null,
numberValue: null,
amplifyFactor: 1,
extendFactor: 1,
powerAttackPoints: 0,
params: null,
kind: "physical",
counters: [],
waitingOn: target.id,
tearTreasure: true,
};
events.push({ type: "treasureTearAttempted", attacker: attacker.id, defender: target.id }); events.push({ type: "treasureTearAttempted", attacker: attacker.id, defender: target.id });
return { ok: true, state, events }; return { ok: true, state, events };
} }
+1 -1
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@@ -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 { function toBot(state: GameState): GameState {
while (state.turn.round < 2 || state.players[state.turn.activeIndex]!.id !== "bot") { while (state.turn.round < 2 || state.players[state.turn.activeIndex]!.id !== "bot") {
const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 }); const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 });
+2 -2
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@@ -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 { cellKey, edgeKey, hasLineOfSight, neighbor, type Cell, type Side, SIDES, stepTarget } from "../src/board";
import type { CardInstance } from "../src/cards"; import type { CardInstance } from "../src/cards";
import { sightedCellsFor, stackSightTrace, viewFor } from "../src/view"; 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). */ /** Test surgery: put a specific card into a player's hand (swapping one out). */
/** Advance past round 1 (both players just end their turns). */ /** 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 }); expect(state.wardPending).toEqual({ ownerId: owner.id, takerId: thief.id });
// Spring it: the thief bleeds 3 and the ward is spent. // Spring it: the thief bleeds 3 and the ward is spent.
state = must(state, owner.id, { type: "wardChoice", play: true }); 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 === thief.id)!.life).toBe(12);
expect(state.players.find((p) => p.id === owner.id)!.hand.some((c) => c.cardId === "ward")).toBe(false); expect(state.players.find((p) => p.id === owner.id)!.hand.some((c) => c.cardId === "ward")).toBe(false);
}); });
+3 -11
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@@ -3,7 +3,7 @@ import {
type CreatureState, applyCommand, activePlayer, boardView, creatureAt, type GameState, type PlayerId, createGame } from "../src/game"; 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 { cellKey, edgeKey, SIDES, stepTarget, type Cell, type Side } from "../src/board";
import type { CardInstance } from "../src/cards"; 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). */ /** Summon a creature next to its creator (round 2+, consumes the attack). */
function summon(state: GameState, playerId: PlayerId, kind: string, tag = "S") { function summon(state: GameState, playerId: PlayerId, kind: string, tag = "S") {
@@ -146,14 +146,6 @@ describe("monsters", () => {
expect(bitten.hand.length).toBe(6); 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", () => { it("the fire imp scorches on sight and dies only to water", () => {
let { state } = newGame(); let { state } = newGame();
state = toRound2(state); state = toRound2(state);
@@ -824,7 +816,7 @@ describe("the imp's fire is a spell (rev 8)", () => {
expect(state.stack?.kind).toBe("spell"); expect(state.stack?.kind).toBe("spell");
giveCard(state, "mark", "full-shield", "FS", 0); giveCard(state, "mark", "full-shield", "FS", 0);
state = must(state, "mark", { type: "counteract", instanceId: "full-shield#FS" }); 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); 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; state = r.state;
if (!state.stack) state = must(state, "imp-owner", { type: "endTurn", draw: 0 }); if (!state.stack) state = must(state, "imp-owner", { type: "endTurn", draw: 0 });
expect(state.stack?.kind).toBe("spell"); 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")!; const after = state.players.find((p) => p.id === "mark")!;
expect(after.life).toBe(2); expect(after.life).toBe(2);
expect(after.alive).toBe(true); 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 { applyCommand, activePlayer, boardView, createGame, gameLos, sustainedOn } from "../src/game";
import { cellKey, edgeKey, stepTarget } from "../src/board"; import { cellKey, edgeKey, stepTarget } from "../src/board";
import type { CardInstance } from "../src/cards"; 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", () => { describe("expansion combat cards", () => {
it("power attack burns life for extra damage", () => { it("power attack burns life for extra damage", () => {
@@ -116,7 +116,7 @@ describe("expansion combat cards", () => {
state = must(state, me.id, { type: "pickUpTreasure" }); state = must(state, me.id, { type: "pickUpTreasure" });
expect(state.wardPending).toEqual({ ownerId: enemy.id, takerId: me.id }); expect(state.wardPending).toEqual({ ownerId: enemy.id, takerId: me.id });
state = must(state, enemy.id, { type: "wardChoice", play: true }); 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 === me.id)!.life).toBe(12);
expect(state.players.find((p) => p.id === enemy.id)!.hand.some((c) => c.cardId === "ward")).toBe(false); 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)", () => { 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(); let { state } = newGame();
state = toRound2(state); state = toRound2(state);
const attacker = activePlayer(state); const attacker = activePlayer(state);
const defender = state.players.find((p) => p.id !== attacker.id)!; 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"); const bh = giveCard(state, attacker.id, "butt-head");
let refused = false; // The engine is the oracle: every other square is either within the
for (const key of Object.keys(view.cells)) { // 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]; const [x, y] = key.split(",").map(Number) as [number, number];
defender.position = { x, y }; defender.position = { x, y };
const r = applyCommand(state, attacker.id, { const r = applyCommand(state, attacker.id, {
type: "cast", instanceId: bh.instanceId, target: { kind: "player", playerId: defender.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) {
if (r.ok) { if (/legs, not wings/.test(r.error)) refusals += 1;
// In reach: the charge spends movement equal to the walked distance. continue;
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;
} }
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. expect(refusals).toBeGreaterThan(0);
if (!refused) { expect(rams).toBeGreaterThan(0);
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);
}); });
}); });
+5 -5
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@@ -1,5 +1,5 @@
import { describe, expect, it } from "vitest"; import { describe, expect, it } from "vitest";
import { giveCard } from "./helpers"; import { drain, giveCard } from "./helpers";
import { edgeKey } from "../src/board"; import { edgeKey } from "../src/board";
import { import {
applyCommand, applyCommand,
@@ -288,11 +288,11 @@ describe("the Ward is played in the moment", () => {
expect(state.wardPending).toEqual({ ownerId: "owner", takerId: "thief" }); expect(state.wardPending).toEqual({ ownerId: "owner", takerId: "thief" });
// Nobody else may act while it hangs. // Nobody else may act while it hangs.
expect(applyCommand(state, "thief", { type: "endTurn", draw: 0 }).ok).toBe(false); expect(applyCommand(state, "thief", { type: "endTurn", draw: 0 }).ok).toBe(false);
let r = applyCommand(state, "owner", { type: "wardChoice", play: true }); const 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" });
if (!r.ok) throw new Error(r.error); 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.wardPending).toBeNull();
expect(state.players.find((p) => p.id === "thief")!.life).toBe(12); 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); expect(state.players.find((p) => p.id === "owner")!.hand.some((c) => c.cardId === "ward")).toBe(false);
+8
View File
@@ -29,6 +29,14 @@ export function must(state: GameState, player: PlayerId, command: Command): Game
return result.state; 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 { export function giveCard(state: GameState, playerId: PlayerId, cardId: string, tag = "T", slot = 0): CardInstance {
const p = state.players.find((p) => p.id === playerId)!; const p = state.players.find((p) => p.id === playerId)!;
const instance = { instanceId: `${cardId}#${tag}`, cardId }; const instance = { instanceId: `${cardId}#${tag}`, cardId };
+4 -8
View File
@@ -423,8 +423,8 @@
} }
} }
/** Every targeted cast goes out through here so attachments never drop — /** Attachment plumbing for a cast command: the chosen mods and the
* the attached NUMBER included, unless the call site already carried it. */ * attached NUMBER ride along (an explicit numberInstanceIds wins). */
function withMods<T extends Parameters<typeof net.command>[0] & { type: "cast" }>(cmd: T): T { function withMods<T extends Parameters<typeof net.command>[0] & { type: "cast" }>(cmd: T): T {
applyMods(cmd); applyMods(cmd);
if (attachedNumber && !cmd.numberInstanceIds) { if (attachedNumber && !cmd.numberInstanceIds) {
@@ -695,7 +695,6 @@
dispatch(withMods({ dispatch(withMods({
type: "cast", instanceId: selectedCard.instanceId, type: "cast", instanceId: selectedCard.instanceId,
target: { kind: "cell", cell }, target: { kind: "cell", cell },
...(attachedNumber ? { numberInstanceIds: [attachedNumber.instanceId] } : {}),
})); }));
clearSelection(); clearSelection();
return; return;
@@ -880,7 +879,6 @@
target: { kind: "edge", cell, side }, target: { kind: "edge", cell, side },
...(holdDoor && (selectedCard.cardId === "pick-lock" || selectedCard.cardId === "master-key") ...(holdDoor && (selectedCard.cardId === "pick-lock" || selectedCard.cardId === "master-key")
? { params: { hold: true } } : {}), ? { params: { hold: true } } : {}),
...(attachedNumber ? { numberInstanceIds: [attachedNumber.instanceId] } : {}),
})); }));
clearSelection(); clearSelection();
} }
@@ -901,7 +899,6 @@
type: "cast", instanceId: selectedCard.instanceId, type: "cast", instanceId: selectedCard.instanceId,
target: { kind: "creature", creatureId }, target: { kind: "creature", creatureId },
...(selectedCard.cardId === "mega-monster" ? { params: { boost: megaBoost } } : {}), ...(selectedCard.cardId === "mega-monster" ? { params: { boost: megaBoost } } : {}),
...(attachedNumber ? { numberInstanceIds: [attachedNumber.instanceId] } : {}),
})); }));
clearSelection(); clearSelection();
return; return;
@@ -958,13 +955,12 @@
swapMeetTarget = playerId; swapMeetTarget = playerId;
return; // next: pick your item, then theirs return; // next: pick your item, then theirs
} }
const cmd: Parameters<typeof net.command>[0] = { const cmd: Parameters<typeof net.command>[0] & { type: "cast" } = {
type: "cast", type: "cast",
instanceId: selectedCard.instanceId, instanceId: selectedCard.instanceId,
target: { kind: "player", playerId }, target: { kind: "player", playerId },
}; };
if (attachedNumber) cmd.numberInstanceIds = [attachedNumber.instanceId]; withMods(cmd);
applyMods(cmd);
if (selectedCard.cardId === "waterbolt") { if (selectedCard.cardId === "waterbolt") {
cmd.params = { damage: wbDamage, knockback: numberTotal - wbDamage }; cmd.params = { damage: wbDamage, knockback: numberTotal - wbDamage };
} }
-1
View File
@@ -87,7 +87,6 @@
: { x1: x * CELL, y1: (y + 1) * CELL, x2: (x + 1) * CELL, y2: (y + 1) * CELL }; : { x1: x * CELL, y1: (y + 1) * CELL, x2: (x + 1) * CELL, y2: (y + 1) * CELL };
} }
const SECTOR = 5; const SECTOR = 5;
/** Ghost slots can lie beyond the assembled maze — on any side, including /** Ghost slots can lie beyond the assembled maze — on any side, including
* negative coordinates (the maze renormalizes after the landing). The * negative coordinates (the maze renormalizes after the landing). The
+6 -9
View File
@@ -14,7 +14,7 @@
import { castRay, SIDE_ANGLE, OPPOSITE } from "./fpv/raycast"; import { castRay, SIDE_ANGLE, OPPOSITE } from "./fpv/raycast";
import { deepestFacing } from "./fpv/director"; import { deepestFacing } from "./fpv/director";
import { aimOfEvents, gatherGlides, hurledIn, shortestArc } from "./fpv/director"; import { aimOfEvents, gatherGlides, hurledIn, shortestArc } from "./fpv/director";
import { untrack } from "svelte"; import { onDestroy, untrack } from "svelte";
import type { GameEvent, GameView, Side } from "@wizwar/engine"; import type { GameEvent, GameView, Side } from "@wizwar/engine";
let { view, batch, onhide, onstride = null, canStride = false, ontarget = null, onfacing = null, litCells = null, edgeSelect = false, onpickup = null, onCreatureMove = null, onCreatureAttack = null, onbody = null, onWarpStep = null }: { let { view, batch, onhide, onstride = null, canStride = false, ontarget = null, onfacing = null, litCells = null, edgeSelect = false, onpickup = null, onCreatureMove = null, onCreatureAttack = null, onbody = null, onWarpStep = null }: {
@@ -224,11 +224,10 @@
let actorPos = $state<Record<string, { x: number; y: number }>>({}); let actorPos = $state<Record<string, { x: number; y: number }>>({});
// --- The fx: each batch plays once, on its own beat. ----------------- // --- The fx: each batch plays once, on its own beat. -----------------
// The effect must track ONLY the batch: the server sends `events` then // Track ONLY the batch: the server sends `events` then `state` back to
// `state` back to back, so anything else in the dependency set (me, the // back, so a wider dependency set re-runs this within the same frame,
// view) re-runs this before a zero-delay timer can fire — and an eager // before a zero-delay timer can fire. No per-run cleanup for the same
// cleanup would cancel every spell before it left the wand. Timers die // reason — timers die only with the component.
// only with the component.
let playedBatch = 0; let playedBatch = 0;
const fxTimers = new Set<ReturnType<typeof setTimeout>>(); const fxTimers = new Set<ReturnType<typeof setTimeout>>();
$effect(() => { $effect(() => {
@@ -250,9 +249,8 @@
fxTimers.add(starter); fxTimers.add(starter);
} }
}); });
return undefined;
}); });
$effect(() => () => fxTimers.forEach(clearTimeout)); onDestroy(() => fxTimers.forEach(clearTimeout));
// --- Other bodies glide between views. ------------------------------- // --- Other bodies glide between views. -------------------------------
let prevView: GameView | null = null; let prevView: GameView | null = null;
@@ -528,7 +526,6 @@
} }
.bezel-top { border-bottom: 1px solid #2a2620; } .bezel-top { border-bottom: 1px solid #2a2620; }
.bezel-bottom { border-top: 1px solid #2a2620; } .bezel-bottom { border-top: 1px solid #2a2620; }
.bezel-spacer { flex: 1; }
.bezel-zone { flex: 1; display: flex; align-items: center; gap: 8px; } .bezel-zone { flex: 1; display: flex; align-items: center; gap: 8px; }
.bezel-center { justify-content: center; } .bezel-center { justify-content: center; }
.bezel-right { justify-content: flex-end; } .bezel-right { justify-content: flex-end; }