Safes finally open to keys — and the clockwork stops clawing at the lid
'All LOCK-type cards will work on it' was never wired: openSafes was reset every turn and filled by nothing. A PICK LOCK or MASTER KEY aimed at a safe's square (underfoot or beside) now opens it until turn's end, with its own chronicle line; the dead never-emitted safeOpened variant and its null humanize go. The automaton — H4EN's Automaton II spent six turns grabbing at a locked lid saying 'I meant to do that' — now cracks the box first (key or DISPEL CREATION, which it held the whole time) and drops unopenable safes from its goals rather than marching to one forever. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
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Claude Fable 5
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@@ -652,6 +652,17 @@ function treasureGoals(view: GameView): Set<string> {
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}
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for (const t of view.treasures) {
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if (!t.position || t.carriedBy) continue;
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// A chest inside someone else's SAFE is no goal without a way in — a
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// lock card turns the combination, DISPEL CREATION removes the box.
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// Marching to an unopenable safe stalls the clockwork on it forever.
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const boxKey = cellKey(t.position);
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if (view.squareContents[boxKey]?.kind === "safe" &&
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view.squareContents[boxKey]!.createdBy !== view.you &&
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!view.openSafes.includes(boxKey) &&
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!inHand(view, "pick-lock") && !inHand(view, "master-key") &&
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!inHand(view, "dispel-creation")) {
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continue;
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}
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if (t.owner === view.you) {
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// REPOSSESSION: my own gold banked at an enemy's home is a point on
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// THEIR scoreboard. Marching to take it back is worth the detour
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@@ -1302,7 +1313,17 @@ export function automatonCommand(
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// Repossessing my own gold off an enemy's home square.
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view.players.some((p) => p.id !== you && cellKey(p.home) === here)),
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);
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if (prize) return { type: "pickUpTreasure", treasureId: prize.id };
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if (prize) {
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// A SAFE over the prize: turn the combination (or dispel the box)
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// before reaching for the gold — the grab itself would be refused.
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const boxed = view.squareContents[here]?.kind === "safe" &&
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view.squareContents[here]!.createdBy !== you && !view.openSafes.includes(here);
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if (!boxed) return { type: "pickUpTreasure", treasureId: prize.id };
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const key = inHand(view, "pick-lock") ?? inHand(view, "master-key");
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if (key) return { type: "cast", instanceId: key.instanceId, target: { kind: "cell", cell: self.position } };
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const dispel = inHand(view, "dispel-creation");
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if (dispel) return { type: "cast", instanceId: dispel.instanceId, target: { kind: "cell", cell: self.position } };
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}
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}
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// Wounded clockwork teleports clear of visible hunters.
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