Wall of Fire takes the rim warps (rules rev 39)
A warp mouth at the maze's edge is a corridor — the wraparound connects it to the opposite rim — so the fire may bar it. It takes BOTH mouths (each with its own burn-out clock), and the crossing steps through flame for the usual 4 from either side. Older ledgers refused the cast and replay so. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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co-authored by
Claude Fable 5
parent
2afc4e3973
commit
f82e4625af
+40
-17
@@ -20,6 +20,7 @@ import {
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assembleBoard,
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cellKey,
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edgeKey,
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findWarp,
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hasLineOfSight,
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sightBetween,
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neighbor,
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@@ -1410,25 +1411,40 @@ const CARD_EFFECTS: Record<string, AttackEffect | NeutralEffect | CounterEffect>
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if (!cmd.target || cmd.target.kind !== "edge") return "wall of fire targets a corridor edge";
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const { cell, side } = cmd.target;
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const view = boardView(state);
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if (!view.cells[cellKey(cell)] || !view.cells[cellKey(neighbor(cell, side))]) {
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// A warp mouth at the maze's rim is a corridor too — the wraparound
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// connects it to the opposite edge (rev 39; older ledgers refused it
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// and replay so). The fire takes BOTH mouths, so the crossing burns
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// no matter which rim the wizard steps in from.
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const offBoard = !view.cells[cellKey(neighbor(cell, side))];
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const warp = offBoard && (state.config.deckRev ?? 1) >= 39
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? findWarp(view, cell, side) : undefined;
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if (!view.cells[cellKey(cell)] || (offBoard && !warp)) {
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return "the fire must span a corridor between two spaces";
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}
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const key = edgeKey(cell, side);
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if ((view.edges[key] ?? "open") !== "open") return "that corridor is not open";
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const farKey = warp ? edgeKey(warp.to.cell, warp.to.side) : null;
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if (farKey && (view.edges[farKey] ?? "open") !== "open") {
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return "the far mouth of that warp is sealed";
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}
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if (!losToEdge(view, caster.position, cell, side)) return "no line of sight";
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state.edgeOverrides[key] = "firewall";
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state.createdEdges[key] = true;
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const fx: SustainedEffect = {
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id: `fx-${state.nextEffectId++}`,
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cardId: "wall-of-fire",
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casterId: caster.id,
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targetId: caster.id,
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remainingTurns: Math.max(1, magnitude.duration),
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data: {},
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edge: key,
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const ignite = (k: string, at: { cell: Cell; side: Side }) => {
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state.edgeOverrides[k] = "firewall";
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state.createdEdges[k] = true;
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const fx: SustainedEffect = {
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id: `fx-${state.nextEffectId++}`,
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cardId: "wall-of-fire",
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casterId: caster.id,
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targetId: caster.id,
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remainingTurns: Math.max(1, magnitude.duration),
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data: {},
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edge: k,
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};
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state.sustained.push(fx);
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events.push({ type: "firewallCreated", caster: caster.id, edge: at, turns: fx.remainingTurns });
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};
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state.sustained.push(fx);
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events.push({ type: "firewallCreated", caster: caster.id, edge: { cell, side }, turns: fx.remainingTurns });
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ignite(key, { cell, side });
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if (warp && farKey) ignite(farKey, { cell: warp.to.cell, side: warp.to.side });
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return null;
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},
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},
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@@ -3856,10 +3872,17 @@ function doMove(prev: GameState, direction: Side, over = false): CommandResult {
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const edge = view.edges[key] ?? "open";
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const dest = neighbor(p.position, direction);
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if (!view.cells[cellKey(dest)]) {
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if (isBlinded(state, p)) return blindBump(state, events, p, direction);
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return err("blocked");
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}
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if (edge === "door" && doorIsOpen(state, key)) {
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// A fire on a warp mouth (rev 39 casts allow it): the wraparound
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// corridor still runs — through flame.
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const warp = edge === "firewall" ? findWarp(view, p.position, direction) : undefined;
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if (!warp) {
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if (isBlinded(state, p)) return blindBump(state, events, p, direction);
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return err("blocked");
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}
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p.position = { ...warp.to.cell };
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via = "warp";
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crossedFirewall = true;
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} else if (edge === "door" && doorIsOpen(state, key)) {
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p.position = dest;
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via = "step";
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} else if (edge === "firewall") {
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