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>
This commit is contained in:
Eric Wagoner
2026-08-21 11:53:08 -04:00
co-authored by Claude Fable 5
parent 2afc4e3973
commit f82e4625af
3 changed files with 70 additions and 18 deletions
+40 -17
View File
@@ -20,6 +20,7 @@ import {
assembleBoard,
cellKey,
edgeKey,
findWarp,
hasLineOfSight,
sightBetween,
neighbor,
@@ -1410,25 +1411,40 @@ const CARD_EFFECTS: Record<string, AttackEffect | NeutralEffect | CounterEffect>
if (!cmd.target || cmd.target.kind !== "edge") return "wall of fire targets a corridor edge";
const { cell, side } = cmd.target;
const view = boardView(state);
if (!view.cells[cellKey(cell)] || !view.cells[cellKey(neighbor(cell, side))]) {
// A warp mouth at the maze's rim is a corridor too — the wraparound
// connects it to the opposite edge (rev 39; older ledgers refused it
// and replay so). The fire takes BOTH mouths, so the crossing burns
// no matter which rim the wizard steps in from.
const offBoard = !view.cells[cellKey(neighbor(cell, side))];
const warp = offBoard && (state.config.deckRev ?? 1) >= 39
? findWarp(view, cell, side) : undefined;
if (!view.cells[cellKey(cell)] || (offBoard && !warp)) {
return "the fire must span a corridor between two spaces";
}
const key = edgeKey(cell, side);
if ((view.edges[key] ?? "open") !== "open") return "that corridor is not open";
const farKey = warp ? edgeKey(warp.to.cell, warp.to.side) : null;
if (farKey && (view.edges[farKey] ?? "open") !== "open") {
return "the far mouth of that warp is sealed";
}
if (!losToEdge(view, caster.position, cell, side)) return "no line of sight";
state.edgeOverrides[key] = "firewall";
state.createdEdges[key] = true;
const fx: SustainedEffect = {
id: `fx-${state.nextEffectId++}`,
cardId: "wall-of-fire",
casterId: caster.id,
targetId: caster.id,
remainingTurns: Math.max(1, magnitude.duration),
data: {},
edge: key,
const ignite = (k: string, at: { cell: Cell; side: Side }) => {
state.edgeOverrides[k] = "firewall";
state.createdEdges[k] = true;
const fx: SustainedEffect = {
id: `fx-${state.nextEffectId++}`,
cardId: "wall-of-fire",
casterId: caster.id,
targetId: caster.id,
remainingTurns: Math.max(1, magnitude.duration),
data: {},
edge: k,
};
state.sustained.push(fx);
events.push({ type: "firewallCreated", caster: caster.id, edge: at, turns: fx.remainingTurns });
};
state.sustained.push(fx);
events.push({ type: "firewallCreated", caster: caster.id, edge: { cell, side }, turns: fx.remainingTurns });
ignite(key, { cell, side });
if (warp && farKey) ignite(farKey, { cell: warp.to.cell, side: warp.to.side });
return null;
},
},
@@ -3856,10 +3872,17 @@ function doMove(prev: GameState, direction: Side, over = false): CommandResult {
const edge = view.edges[key] ?? "open";
const dest = neighbor(p.position, direction);
if (!view.cells[cellKey(dest)]) {
if (isBlinded(state, p)) return blindBump(state, events, p, direction);
return err("blocked");
}
if (edge === "door" && doorIsOpen(state, key)) {
// A fire on a warp mouth (rev 39 casts allow it): the wraparound
// corridor still runs — through flame.
const warp = edge === "firewall" ? findWarp(view, p.position, direction) : undefined;
if (!warp) {
if (isBlinded(state, p)) return blindBump(state, events, p, direction);
return err("blocked");
}
p.position = { ...warp.to.cell };
via = "warp";
crossedFirewall = true;
} else if (edge === "door" && doorIsOpen(state, key)) {
p.position = dest;
via = "step";
} else if (edge === "firewall") {
@@ -162,6 +162,35 @@ describe("expansion terrain", () => {
// Wave side effects vary by geometry; the melt itself is the pinned behavior.
});
it("wall of fire takes a rim warp from rev 39 — both mouths burn the crossing", () => {
for (const deckRev of [38, 39]) {
let { state } = createGame({
playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev,
});
const me = activePlayer(state);
const warp = state.board.warps[0]!;
me.position = { ...warp.from.cell };
const wof = giveCard(state, me.id, "wall-of-fire", "WF", 0);
const r = applyCommand(state, me.id, {
type: "cast", instanceId: wof.instanceId,
target: { kind: "edge", cell: warp.from.cell, side: warp.from.side },
});
expect(r.ok).toBe(deckRev >= 39);
if (!r.ok) continue;
state = r.state;
const nearKey = edgeKey(warp.from.cell, warp.from.side);
const farKey = edgeKey(warp.to.cell, warp.to.side);
expect(boardView(state).edges[nearKey]).toBe("firewall");
expect(boardView(state).edges[farKey]).toBe("firewall");
// The corridor still runs — through flame: the crossing lands on the
// far rim and burns for 4.
state = must(state, me.id, { type: "move", direction: warp.from.side });
const after = state.players.find((p) => p.id === me.id)!;
expect(cellKey(after.position)).toBe(cellKey(warp.to.cell));
expect(after.life).toBe(11);
}
});
it("stone to water melts a door from rev 38 — a small entryway in a stone wall", () => {
for (const deckRev of [37, 38]) {
const { state } = createGame({
+1 -1
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@@ -54,7 +54,7 @@ export interface Room {
const rooms = new Map<string, Room>();
/** Rules revision new games are dealt under (stored games keep their own). */
const RULES_REV = 38;
const RULES_REV = 39;
const ROOM_CODE_ALPHABET = "ABCDEFGHJKLMNPQRSTUVWXYZ23456789";