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
This commit is contained in:
Eric Wagoner
2026-09-01 09:22:56 -04:00
co-authored by Claude Fable 5
parent 12ece6065a
commit eabc10f18c
6 changed files with 119 additions and 3 deletions
+7
View File
@@ -786,6 +786,13 @@
confirmTeleport();
return;
}
if (selectedCard && (selectedCard.cardId === "pick-lock" || selectedCard.cardId === "master-key") &&
view.squareContents[cellKey(cell)]?.kind === "safe") {
// A key aimed at a SAFE's square opens the box, not a door.
dispatch(withMods({ type: "cast", instanceId: selectedCard.instanceId, target: { kind: "cell", cell } }));
clearSelection();
return;
}
if (selectedCard?.cardId === "relocate-sector") {
// Any board click (re-)picks the sector; the landing is chosen from the
// dashed ghost slots beyond the maze, since every on-board slot is taken.