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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@@ -786,6 +786,13 @@
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confirmTeleport();
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return;
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}
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if (selectedCard && (selectedCard.cardId === "pick-lock" || selectedCard.cardId === "master-key") &&
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view.squareContents[cellKey(cell)]?.kind === "safe") {
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// A key aimed at a SAFE's square opens the box, not a door.
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dispatch(withMods({ type: "cast", instanceId: selectedCard.instanceId, target: { kind: "cell", cell } }));
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clearSelection();
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return;
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}
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if (selectedCard?.cardId === "relocate-sector") {
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// Any board click (re-)picks the sector; the landing is chosen from the
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// dashed ghost slots beyond the maze, since every on-board slot is taken.
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