Commit Graph
54 Commits
Author SHA1 Message Date
Eric WagonerandClaude Fable 5 2d88b4ab40 Card wave 3: terrain, thrown objects, drag, and control spells
Terrain layer: FILL SQUARE WITH STONE (impassable, blocks LOS via new
cell-blocking sight checks), THORNBUSH (enter = 1 damage + turn ends +
next turn lost; no attacking in or into a bush), WALL OF FIRE (new
firewall edge state — passable for 4 magical damage, blocks LOS,
expires with its duration), WATERWALL (instant wave: players within
two spaces washed back two, 1 damage per blocked space), and DISPEL
CREATION with provenance tracking (only conjured walls/fire/stone/
bushes dispel — printed maze is safe). Objects: DAGGER (3) and LARGE
ROCK (2) are physical throws Full Shield cannot stop; they land on the
floor and anyone may pick them up (ending their turn's actions, hand
limit enforced); DROP OBJECT forces a named object or carried treasure
to the ground; DRAG pulls floor objects, treasures, or players
straight toward the caster. Control: LOCK IN PLACE (no moving or
being moved — teleports, swaps, knockbacks and drags all respect it),
BUDDY (a pact the caster breaks by attacking), MIST-BODY (through
walls and doors, cannot attack or be attacked, still burns in
firewalls), REUSE SPELL (retrieve your last spell). Client renders
terrain, firewalls, and ground objects, with cell/edge/two-stage
targeting and card-name inputs. 40 cards implemented; 63 tests pass.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-15 20:13:14 -04:00
Eric WagonerandClaude Fable 5 67743dd17e Card wave 2: durations, doors, teleports, modifiers; harden room auth
Duration system: sustained effects expire at the start of the caster's
turns; SLOW (movement 1, no number cards, attack every other turn),
NO SPELL, MEDUSA (paralysis + damage immunity), INVISIBLE (1-in-4 hit
roll), SHRINK (50% miss, movement 2). Doors: PICK LOCK and MASTER KEY
(displayed, reusable) unlock adjacent doors until end of turn, REMOVE
LOCK is permanent, JAM LOCK seals a door for everyone. Movement:
TELEPORT (4 spaces through walls, ends movement), PASS THROUGH WALL
charges, POWER RUN (life for spaces), SWAP (consumes movement),
GO AWAY (knockback + lost turn), TELEPORT OPPONENT. Card warfare:
CARD ERASURE (named), THOUGHT-STEAL (2 random via seeded RNG),
TELEPATH (private hand reveal), POWER DRAIN (damage feeds the caster),
SUDDEN DEATH, STONE DEAD, WIZARDBLADE (same-square, number-powered,
stays displayed). Cast modifiers: AMPLIFY doubles power/duration
(stackable x2), ADD permits two number cards, EXTEND doubles duration;
REVERSE heals instead of harms but keeps secondary effects. Counters
now also halve durations (BLUNT) and split them (REFLECTION).

Security (from review findings): room codes and game seeds now come
from node:crypto, and every seat gets a secret token — reclaiming a
name in a room requires its token, closing the impersonation hole.

29 cards implemented; 51 tests passing.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-15 20:04:44 -04:00
Eric WagonerandClaude Fable 5 7c607ad5c7 Implement casting layer: attack stack, counteraction chain, first effects
The attack/counteraction stack: casting an attack (or punching) opens a
stack; the defender counteracts or passes, the attacker may respond
(ANTI-ANTI nullifies a counter), and resolution runs the damage
pipeline in play order. First effect wave, encoded from verified card
text: Fireball (flat 5 + destroys carried magic stones if damage gets
through), Lightning Blast (number damage + stun unless fully stopped),
Powerthrust (2 + optional number), Waterbolt (caster-chosen
damage/knockback split with push-away movement), Blunt (halve, round
result up), Absorb (-3), Full Shield (spell-only stop), Reflection
(half to both), Full Reflection (redirect), Absorb Spell (nullify and
steal the attack card), Create/Destroy Wall (dynamic edge overrides
layered over the board; collapse deals 4 to adjacent squares), Speed
(extra turn), and TRAP! on draw (lose next turn, redraw). Lost turns
skip on advance; unimplemented cards refuse to cast with a clear
error. 35 tests passing.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-15 19:47:06 -04:00
Eric WagonerandClaude Fable 5 a8884592a4 Implement engine core: board assembly, movement, turns, combat, victory
Pure deterministic game core in @wizwar/engine: seeded RNG (mulberry32,
state in GameState so seed+commands replays identically), sector
assembly with rotation, junction merging, and wraparound warps
(configurable pairings; the 2p diagram crosses its side openings),
movement (3 + one number card), geometric line of sight, deck building
from the verified card data (asserts 125/200 totals), and the
command-to-event reducer: setup with TRAP! redraw and die-roll first
player, punching (no combat round 1, no self-attack, once per turn),
damage/death with killer-takes-cards and forced discard, treasure
stealing with both victory conditions, pick-up-ends-turn, and
end-of-turn draw. Events carry full spatial detail for future replay
rendering; private card knowledge rides on visibleTo events with a
redaction helper. 21 tests passing.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-15 19:39:50 -04:00