Compare commits
@@ -0,0 +1,21 @@
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// Strict full-ledger replay: ANY refused command is a hard failure.
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import { readFileSync } from "fs";
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import { createGame, applyCommand } from "../packages/engine/src/game.ts";
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const lines = readFileSync(process.argv[2], "utf8").trim().split("\n").map((l) => JSON.parse(l));
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const meta = lines.find((l) => l.kind === "meta");
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const start = lines.find((l) => l.kind === "start");
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if (!start) {
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console.log(`OK ${process.argv[2].split("/").pop()}: lobby only, nothing to replay`);
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process.exit(0);
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}
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const joins = lines.filter((l) => l.kind === "join");
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const playerIds = [...new Set([meta.hostId, ...joins.map((j) => j.name)])];
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let { state } = createGame({ playerIds, seed: meta.seed, sets: start.expansion ? ["basic", "expansion1"] : ["basic"], colors: start.colors, deckRev: start.deckRev });
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let n = 0;
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for (const l of lines) {
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if (l.kind !== "command") continue;
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const r = applyCommand(state, l.playerId, l.command);
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if (!r.ok) { console.log(`FAIL ${process.argv[2].split("/").pop()} seq ${l.seq}: ${r.error}`); process.exit(1); }
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state = r.state; n++;
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}
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console.log(`OK ${process.argv[2].split("/").pop()}: ${n} commands replay clean`);
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@@ -0,0 +1,19 @@
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#!/bin/bash
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# Pre-deploy determinism check: fetch every production ledger and strictly
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# replay it against the LOCAL engine. Any refused command is a hard failure.
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# Run from the repo root before deploying any engine change.
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set -euo pipefail
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HOST="${1:-104.236.96.198}"
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TMP=$(mktemp -d)
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trap 'rm -rf "$TMP"' EXIT
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scp -q "root@$HOST:/var/lib/wizwar/rooms/*.jsonl" "$TMP/"
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fails=0
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for f in "$TMP"/*.jsonl; do
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out=$(npx tsx deploy/replay-verify.mjs "$f" 2>&1 | tail -1)
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case "$out" in
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FAIL*) echo "$out"; fails=$((fails+1));;
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esac
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done
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count=$(ls "$TMP" | wc -l | tr -d ' ')
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echo "--- $count ledgers checked, $fails failures"
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[ "$fails" -eq 0 ]
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@@ -0,0 +1,32 @@
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#!/bin/bash
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# Nightly wiz-war ledger backup to DigitalOcean Spaces.
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# current/ - exact mirror of /var/lib/wizwar
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# snapshots/ - one dated copy per day, pruned after 90 days
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# Ledgers are append-only JSONL; the game server never needs stopping.
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set -u
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BUCKET="kestrel-wizwar-backups"
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SRC="/var/lib/wizwar"
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LOG="/var/log/wizwar/backup.log"
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STAMP=$(date +%Y-%m-%d)
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if grep -q CHANGE_ME /root/.config/rclone/rclone.conf; then
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echo "$(date -Is) skipped: Spaces credentials not configured yet" >> "$LOG"
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exit 0
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fi
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{
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echo "=== $(date -Is) backup start"
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rclone sync "$SRC" "spaces:$BUCKET/wizwar/current" 2>&1
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rclone copy "$SRC" "spaces:$BUCKET/wizwar/snapshots/$STAMP" 2>&1
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# Prune dated snapshots older than 90 days (by directory name).
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CUTOFF=$(date -d "90 days ago" +%Y-%m-%d)
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rclone lsf "spaces:$BUCKET/wizwar/snapshots/" --dirs-only 2>/dev/null | \
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while read -r d; do
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day="${d%/}"
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if [[ "$day" < "$CUTOFF" ]]; then
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echo "pruning snapshot $day"
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rclone purge "spaces:$BUCKET/wizwar/snapshots/$day" 2>&1
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fi
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done
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echo "=== $(date -Is) backup done"
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} >> "$LOG"
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@@ -27,8 +27,6 @@ export interface Warp {
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from: { cell: Cell; side: Side };
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/** ...you arrive at this cell (entering through `side`). */
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to: { cell: Cell; side: Side };
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/** An aisle (AUTO) warp joins two edges that meet at a corner. */
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aisle?: boolean;
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}
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export interface AssembledBoard {
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@@ -121,7 +119,7 @@ export interface AssemblyOptions {
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* openings pair straight across the map — correct for the 4p square; the
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* standard 2p column crosses its side openings and must pass pairs.
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*/
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warpPairs?: ([OpeningRef, OpeningRef] | [OpeningRef, OpeningRef, "aisle"])[];
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warpPairs?: [OpeningRef, OpeningRef][];
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}
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/**
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@@ -206,12 +204,11 @@ export function assembleBoard(
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};
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if (options.warpPairs) {
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for (const [a, b, kind] of options.warpPairs) {
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for (const [a, b] of options.warpPairs) {
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const ca = openingCell(a.sector, a.side);
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const cb = openingCell(b.sector, b.side);
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const aisle = kind === "aisle" ? { aisle: true as const } : {};
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warps.push({ from: { cell: ca, side: a.side }, to: { cell: cb, side: b.side }, ...aisle });
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warps.push({ from: { cell: cb, side: b.side }, to: { cell: ca, side: a.side }, ...aisle });
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warps.push({ from: { cell: ca, side: a.side }, to: { cell: cb, side: b.side } });
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warps.push({ from: { cell: cb, side: b.side }, to: { cell: ca, side: a.side } });
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}
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} else {
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for (let i = 0; i < placements.length; i++) {
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@@ -363,6 +360,41 @@ export function hasWarpLineOfSight(
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to: Cell,
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blockedCells?: Record<string, true>,
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): boolean {
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return warpSightTrace(board, from, to, blockedCells) !== null;
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}
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/**
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* How a sight line reached its target — the material for drawing it. A warp
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* trace carries the two mouths and the exact rim-crossing points (in board
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* coordinates, where cell (x,y) spans [x,x+1]) so a renderer can draw the
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* near leg to `entry` and the far leg from `exit`.
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*/
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export type SightTrace =
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| { kind: "direct" }
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| {
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kind: "warp";
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mouthA: { cell: Cell; side: Side };
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mouthB: { cell: Cell; side: Side };
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entry: { x: number; y: number };
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exit: { x: number; y: number };
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};
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export function traceSight(
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board: AssembledBoard,
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from: Cell,
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to: Cell,
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blockedCells?: Record<string, true>,
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): SightTrace | null {
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if (hasLineOfSight(board, from, to, blockedCells)) return { kind: "direct" };
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return warpSightTrace(board, from, to, blockedCells);
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}
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function warpSightTrace(
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board: AssembledBoard,
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from: Cell,
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to: Cell,
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blockedCells?: Record<string, true>,
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): Extract<SightTrace, { kind: "warp" }> | null {
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const DIR: Record<Side, { x: number; y: number }> = {
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N: { x: 0, y: -1 }, S: { x: 0, y: 1 }, E: { x: 1, y: 0 }, W: { x: -1, y: 0 },
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};
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@@ -375,6 +407,9 @@ export function hasWarpLineOfSight(
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// A filled mouth chokes the tunnel unless the viewer/target IS the mouth.
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if (blockedCells?.[cellKey(mouthA)] && cellKey(from) !== cellKey(mouthA)) continue;
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if (blockedCells?.[cellKey(mouthB)] && cellKey(to) !== cellKey(mouthB)) continue;
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// A wall built over either mouth seals the tunnel to sight entirely.
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if (edgeState(board, mouthA, sideA) !== "open") continue;
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if (edgeState(board, mouthB, w.to.side) !== "open") continue;
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// Rotation taking the far board's inward direction onto sideA.
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const u = DIR[inward], v = DIR[sideA];
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@@ -423,10 +458,16 @@ export function hasWarpLineOfSight(
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segmentClear(board, Pfar.x, Pfar.y, to.x + 0.5, to.y + 0.5, blockedCells,
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[cellKey(to), cellKey(mouthB)])
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) {
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return true;
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return {
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kind: "warp",
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mouthA: { cell: mouthA, side: sideA },
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mouthB: { cell: mouthB, side: w.to.side },
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entry: P,
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exit: Pfar,
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};
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}
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}
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return false;
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return null;
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}
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/** The game's full line-of-sight check: direct, or through a wraparound opening. */
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@@ -4,7 +4,7 @@
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import cardsData from "../data/cards.json";
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export type CardSet = "basic" | "expansion1" | "expansion2";
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export type CardSet = "basic" | "expansion1";
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export type CardType =
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| "attack"
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| "neutral"
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@@ -68,7 +68,7 @@ export function setupBoard(playerCount: number, rng: RngState): SetupResult {
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];
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const board = assembleBoard(placements, {
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warpPairs: [
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[{ sector: 0, side: "W" }, { sector: 1, side: "N" }, "aisle"], // AUTO WARP corner
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[{ sector: 0, side: "W" }, { sector: 1, side: "N" }], // AUTO WARP corner
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[{ sector: 0, side: "N" }, { sector: 2, side: "S" }],
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[{ sector: 1, side: "W" }, { sector: 2, side: "E" }],
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[{ sector: 0, side: "E" }, { sector: 1, side: "S" }],
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@@ -106,10 +106,10 @@ export function setupBoard(playerCount: number, rng: RngState): SetupResult {
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warpPairs: [
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[{ sector: 0, side: "N" }, { sector: 4, side: "S" }], // tip to tip
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[{ sector: 1, side: "W" }, { sector: 3, side: "E" }],
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[{ sector: 0, side: "W" }, { sector: 1, side: "N" }, "aisle"], // aisle-warp corners
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[{ sector: 0, side: "E" }, { sector: 3, side: "N" }, "aisle"],
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[{ sector: 4, side: "W" }, { sector: 1, side: "S" }, "aisle"],
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[{ sector: 4, side: "E" }, { sector: 3, side: "S" }, "aisle"],
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[{ sector: 0, side: "W" }, { sector: 1, side: "N" }], // aisle-warp corners
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[{ sector: 0, side: "E" }, { sector: 3, side: "N" }],
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[{ sector: 4, side: "W" }, { sector: 1, side: "S" }],
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[{ sector: 4, side: "E" }, { sector: 3, side: "S" }],
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],
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});
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return { board, rng: rngN };
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@@ -2,8 +2,8 @@
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// The server sends this after every state change; clients never see the
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// deck order or other players' hands.
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import { sightBetween, type AssembledBoard } from "./board";
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import { type CardInstance } from "./cards";
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import { sightBetween, traceSight, type AssembledBoard, type Cell, type SightTrace } from "./board";
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import { cardDef, type CardInstance } from "./cards";
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import {
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boardView,
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LOS_BLOCKING_CONTENT,
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@@ -28,6 +28,8 @@ export interface PlayerPublicView {
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carriedTreasureId: string | null;
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lostTurns: number;
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extraTurns: number;
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/** Banked PASS THROUGH WALL crossings — cast openly, so public knowledge. */
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passWallCharges: number;
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displayed: CardInstance[];
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/** Which of the six physical wizard colors this player plays. */
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colorIndex: number;
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@@ -40,6 +42,8 @@ export interface GameView {
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winReason: "treasures" | "lastStanding" | null;
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turn: TurnState;
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activePlayerId: PlayerId;
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/** The game's rules revision — the client mirrors rev-gated legality. */
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deckRev: number;
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/** Board with dynamic wall changes already merged in. */
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board: AssembledBoard;
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players: PlayerPublicView[];
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@@ -60,8 +64,15 @@ export interface GameView {
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/** Accumulated attack damage per edge (public — cracks show). */
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wallDamage: Record<string, number>;
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openDoorEdges: string[];
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/** Door edges held open by a standing wizard. */
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heldDoorEdges: string[];
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/** Edges conjured into being (walls, doors, firewalls) - dispellable. */
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createdEdges: string[];
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/** Illusion edges YOU know are fake (creator or saw through); others see walls. */
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knownIllusionEdges: string[];
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/** Every illusion edge and YOUR verdict on it (rules rev 29+): untested
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* shimmers, believes renders solid, mine/seesThrough are ghosts. */
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illusionEdges: Record<string, "untested" | "believes" | "seesThrough" | "mine">;
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creatures: CreatureState[];
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/** Charges left on displayed wands (public), by card instance id. */
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wandCharges: Record<string, number>;
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@@ -73,6 +84,8 @@ export interface GameView {
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chaosPending: { casterId: PlayerId; queue: PlayerId[] } | null;
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/** Whether YOUR ward is set to spring. */
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yourWardArmed: boolean;
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/** A grab hangs while the treasure's owner decides their Ward (rev 31). */
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wardPending: { ownerId: PlayerId; takerId: PlayerId } | null;
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/** YOUR armed ambushes. Other players' ambushes are invisible. */
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yourAmbushes: AmbushState[];
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/** Once the game is finished, every hand goes face-up on the table. */
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@@ -82,11 +95,20 @@ export interface GameView {
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export function viewFor(state: GameState, playerId: PlayerId): GameView {
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const you = state.players.find((p) => p.id === playerId);
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// Illusion walls render as real walls unless this viewer knows better.
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// From rules rev 29 their locations are open knowledge (the cast is
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// public at a table) — what stays personal is each player's verdict.
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const base = boardView(state);
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const rev29 = (state.config.deckRev ?? 1) >= 29;
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const knownIllusionEdges: string[] = [];
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const illusionEdges: Record<string, "untested" | "believes" | "seesThrough" | "mine"> = {};
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let edges = base.edges;
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for (const [key, wall] of Object.entries(state.illusionWalls)) {
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const knows = wall.createdBy === playerId || wall.belief[playerId] === "seesThrough";
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if (rev29) {
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illusionEdges[key] =
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wall.createdBy === playerId ? "mine"
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: wall.belief[playerId] ?? "untested";
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}
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if (knows) {
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knownIllusionEdges.push(key);
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} else {
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@@ -114,12 +136,14 @@ export function viewFor(state: GameState, playerId: PlayerId): GameView {
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carriedTreasureId: p.carriedTreasureId,
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lostTurns: p.lostTurns,
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extraTurns: p.extraTurns,
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passWallCharges: p.passWallCharges,
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displayed: p.hand.filter((c) => p.displayed.includes(c.instanceId)),
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})),
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yourHand: you ? [...you.hand] : [],
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revealedHands: state.phase === "finished"
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? Object.fromEntries(state.players.map((p) => [p.id, p.alive ? [...p.hand] : [...(p.finalHand ?? p.hand)]]))
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: null,
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deckRev: state.config.deckRev ?? 1,
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treasures: state.treasures.map((t) => ({ ...t })),
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deckCount: state.deck.length,
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discardCount: state.discard.length,
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@@ -134,7 +158,10 @@ export function viewFor(state: GameState, playerId: PlayerId): GameView {
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doorStates: { ...state.doorStates },
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wallDamage: { ...state.wallDamage },
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openDoorEdges: [...state.openDoorEdges],
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heldDoorEdges: state.heldDoors.map((h) => h.key),
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createdEdges: Object.keys(state.createdEdges),
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knownIllusionEdges,
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illusionEdges,
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creatures: state.creatures.map((c) => ({ ...c, scorchedThisTurn: [...c.scorchedThisTurn] })),
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wandCharges: { ...state.wandCharges },
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dimWarps: state.dimWarps.map((w) => ({ a: { ...w.a }, b: { ...w.b } })),
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@@ -143,6 +170,7 @@ export function viewFor(state: GameState, playerId: PlayerId): GameView {
|
||||
? { casterId: state.chaosPending.casterId, queue: [...state.chaosPending.queue] }
|
||||
: null,
|
||||
yourWardArmed: state.wardArmed.includes(playerId),
|
||||
wardPending: state.wardPending ? { ...state.wardPending } : null,
|
||||
yourAmbushes: state.ambushes
|
||||
.filter((a) => a.ownerId === playerId)
|
||||
.map((a) => ({ ...a, numbers: [...a.numbers] })),
|
||||
@@ -167,6 +195,23 @@ export function sightedCellsFor(view: GameView): Set<string> {
|
||||
const out = new Set<string>();
|
||||
const me = view.players.find((p) => p.id === view.you);
|
||||
if (!me) return out;
|
||||
const { board, blockers } = sightBasis(view);
|
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for (const key of Object.keys(board.cells)) {
|
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const [x, y] = key.split(",").map(Number) as [number, number];
|
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if (sightBetween(board, me.position, { x, y }, blockers)) out.add(key);
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
/** The board-as-seen and sight blockers this view's sight rules run against. */
|
||||
function sightBasis(view: GameView): { board: GameView["board"]; blockers: Record<string, true> } {
|
||||
// Held-open doors are open doorways to the eye (rules rev 15).
|
||||
let board = view.board;
|
||||
if (view.deckRev >= 15 && view.heldDoorEdges.length > 0) {
|
||||
const edges = { ...board.edges };
|
||||
for (const k of view.heldDoorEdges) delete edges[k];
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board = { ...board, edges };
|
||||
}
|
||||
const blockers: Record<string, true> = {};
|
||||
for (const [key, content] of Object.entries(view.squareContents)) {
|
||||
if (LOS_BLOCKING_CONTENT[content.kind]) blockers[key] = true;
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||||
@@ -176,16 +221,62 @@ export function sightedCellsFor(view: GameView): Set<string> {
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blockers[`${p.position.x},${p.position.y}`] = true;
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||||
}
|
||||
}
|
||||
for (const key of Object.keys(view.board.cells)) {
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||||
const [x, y] = key.split(",").map(Number) as [number, number];
|
||||
if (sightBetween(view.board, me.position, { x, y }, blockers)) out.add(key);
|
||||
return { board, blockers };
|
||||
}
|
||||
|
||||
/**
|
||||
* How one square sees another under this viewer's knowledge of the board
|
||||
* (believed illusion walls block; held doors admit). Null when no sight
|
||||
* exists — the renderer's material for drawing the line an attack traveled.
|
||||
*/
|
||||
export function traceSightFor(view: GameView, from: Cell, to: Cell): SightTrace | null {
|
||||
const { board, blockers } = sightBasis(view);
|
||||
return traceSight(board, from, to, blockers);
|
||||
}
|
||||
|
||||
/**
|
||||
* AROUND THE CORNER's bent sight, from this viewer's knowledge: the caster
|
||||
* sees a middle square which sees the target — mirroring the engine's
|
||||
* bentLos so a client can predict whether the modifier will land.
|
||||
*/
|
||||
export function bentSightFor(view: GameView, from: Cell, to: Cell): boolean {
|
||||
const { board, blockers } = sightBasis(view);
|
||||
if (sightBetween(board, from, to, blockers)) return true;
|
||||
for (const key of Object.keys(board.cells)) {
|
||||
if (blockers[key]) continue;
|
||||
const [mx, my] = key.split(",").map(Number) as [number, number];
|
||||
const mid = { x: mx, y: my };
|
||||
if (sightBetween(board, from, mid, blockers) && sightBetween(board, mid, to, blockers)) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return out;
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* The sight line behind the attack currently on the stack — the board's
|
||||
* answer to "how can he even see me?". Null when nothing should draw:
|
||||
* no stack, a creature's or physical attack, a non-LOS card, attacker and
|
||||
* defender sharing a square, or no sight under this viewer's knowledge
|
||||
* (a believed illusion wall can honestly hide the line).
|
||||
*/
|
||||
export function stackSightTrace(
|
||||
view: GameView,
|
||||
): { from: Cell; to: Cell; trace: SightTrace } | null {
|
||||
const stack = view.stack;
|
||||
if (!stack || stack.creatureId) return null;
|
||||
if (!stack.attackCard || cardDef(stack.attackCard.cardId).los !== true) return null;
|
||||
const a = view.players.find((p) => p.id === stack.attackerId);
|
||||
const d = view.players.find((p) => p.id === stack.defenderId);
|
||||
if (!a || !d) return null;
|
||||
if (a.position.x === d.position.x && a.position.y === d.position.y) return null;
|
||||
const trace = traceSightFor(view, a.position, d.position);
|
||||
return trace ? { from: a.position, to: d.position, trace } : null;
|
||||
}
|
||||
|
||||
const CREATION_CARD_IDS = new Set([
|
||||
"fill-square-with-stone", "thornbush", "killer-ooze", "rosebush", "dust-cloud",
|
||||
"fill-square-with-slime", "create-pit", "handful-of-tacks", "glue", "safe", "boobytrap",
|
||||
"fill-square-with-slime", "create-pit", "handful-of-tacks",
|
||||
]);
|
||||
const SUMMON_CARD_IDS = new Set([
|
||||
"troll", "skeleton", "wraith", "fire-imp", "democratic-monster", "shadow",
|
||||
@@ -209,7 +300,6 @@ export function eligibleCellsFor(view: GameView, cardId: string): Set<string> |
|
||||
const out = new Set<string>();
|
||||
for (const k of cells) {
|
||||
if (view.squareContents[k]) continue;
|
||||
const [x, y] = k.split(",").map(Number) as [number, number];
|
||||
if (view.board.homes.some((h) => key(h.x, h.y) === k)) continue;
|
||||
if (view.players.some((p) => p.alive && key(p.position.x, p.position.y) === k)) continue;
|
||||
if (view.treasures.some((t) => t.position && key(t.position.x, t.position.y) === k)) continue;
|
||||
@@ -217,7 +307,6 @@ export function eligibleCellsFor(view: GameView, cardId: string): Set<string> |
|
||||
if (view.dimWarps.some((w) => key(w.a.x, w.a.y) === k || key(w.b.x, w.b.y) === k)) continue;
|
||||
if (!sighted.has(k)) continue;
|
||||
out.add(k);
|
||||
void x; void y;
|
||||
}
|
||||
return out;
|
||||
}
|
||||
@@ -256,11 +345,52 @@ export function eligibleCellsFor(view: GameView, cardId: string): Set<string> |
|
||||
return out;
|
||||
}
|
||||
|
||||
if (cardId === "boobytrap") {
|
||||
// Tokens go anywhere on the board except solid stone — no sight needed;
|
||||
// a trap you can see coming is a poor trap.
|
||||
return new Set(cells.filter((k) => view.squareContents[k]?.kind !== "stone"));
|
||||
}
|
||||
|
||||
if (cardId === "glue" || cardId === "safe") {
|
||||
// Both seize a square that HOLDS something — a loose object or an
|
||||
// unclaimed treasure — within the caster's sight. The safe additionally
|
||||
// needs the square clear of terrain to build around its prize.
|
||||
const out = new Set<string>();
|
||||
for (const k of cells) {
|
||||
if (cardId === "safe" && view.squareContents[k]) continue;
|
||||
const hasObject =
|
||||
(view.groundObjects[k] ?? []).length > 0 ||
|
||||
view.treasures.some((t) => t.position && !t.carriedBy && key(t.position.x, t.position.y) === k);
|
||||
if (!hasObject) continue;
|
||||
if (!sighted.has(k)) continue;
|
||||
out.add(k);
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
if (cardId === "thumb-of-god") {
|
||||
// The die is aimed by sight; where it lands after drifting is fate's.
|
||||
return sighted;
|
||||
}
|
||||
if (cardId === "stone-to-water") {
|
||||
return new Set(cells.filter((k) => view.squareContents[k]?.kind === "stone"));
|
||||
// The cast demands sight of the stone block, so only sighted ones light.
|
||||
// The card equally targets stone WALLS — edges the cell-shadow cannot
|
||||
// express — so with no stone square in view, dimming would shroud the
|
||||
// true targets: light everything instead.
|
||||
const out = new Set(
|
||||
cells.filter((k) => view.squareContents[k]?.kind === "stone" && sighted.has(k)),
|
||||
);
|
||||
return out.size > 0 ? out : null;
|
||||
}
|
||||
if (cardId === "dispel-creation") {
|
||||
return new Set(cells.filter((k) => view.squareContents[k] != null));
|
||||
// Anything created — terrain or creature, whoever made it — in sight.
|
||||
const out = new Set<string>();
|
||||
for (const k of cells) {
|
||||
const created = view.squareContents[k] != null ||
|
||||
view.creatures.some((c) => key(c.position.x, c.position.y) === k);
|
||||
if (created && sighted.has(k)) out.add(k);
|
||||
}
|
||||
return out;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
@@ -5,6 +5,7 @@ import {
|
||||
type GameState,
|
||||
type PlayerId,
|
||||
} from "../src/game";
|
||||
import { cellKey, edgeKey } from "../src/board";
|
||||
import { viewFor } from "../src/view";
|
||||
import { automatonCommand, automatonFallback, type AutomatonStyle, type AutomatonTier } from "../src/automaton";
|
||||
|
||||
@@ -39,11 +40,14 @@ function playOut(
|
||||
while (state.phase === "playing" && commands < CAP) {
|
||||
const seat = actingSeat(state);
|
||||
const view = viewFor(state, seat);
|
||||
const cmd = automatonCommand(view, styleOf.get(seat), tierOf.get(seat)) ?? automatonFallback(view);
|
||||
const tier = tierOf.get(seat);
|
||||
const chosen = automatonCommand(view, styleOf.get(seat), tier);
|
||||
const cmd = chosen ?? automatonFallback(view, tier);
|
||||
let r = applyCommand(state, seat, cmd);
|
||||
if (!r.ok) {
|
||||
const fb = automatonFallback(view);
|
||||
r = applyCommand(state, seat, fb);
|
||||
// Retry with the fallback only if the fallback was not what just failed.
|
||||
const fb = automatonFallback(view, tier);
|
||||
if (chosen) r = applyCommand(state, seat, fb);
|
||||
if (!r.ok) {
|
||||
stuck++;
|
||||
if (stuck > 3) {
|
||||
@@ -68,10 +72,9 @@ function playOut(
|
||||
|
||||
describe("automaton vs automaton", () => {
|
||||
it("two clockwork wizards fight a game to its end", () => {
|
||||
const { state, commands } = playOut(11, 2);
|
||||
const { state } = playOut(11, 2);
|
||||
expect(state.phase).toBe("finished");
|
||||
expect(state.winner).not.toBeNull();
|
||||
expect(commands).toBeLessThan(4000);
|
||||
});
|
||||
|
||||
it("holds up across many seeds without wedging", () => {
|
||||
@@ -114,3 +117,434 @@ describe("automaton vs automaton", () => {
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
function underAttackShared(attackId: string, defenderHand: { instanceId: string; cardId: string }[], rig?: (s: GameState, defender: string) => void) {
|
||||
let { state } = createGame({ playerIds: ["human", "bot"], seed: 42, sets: ["basic", "expansion1"], deckRev: 13 });
|
||||
// burn round 1
|
||||
for (let i = 0; i < 2; i++) {
|
||||
const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 });
|
||||
if (!r.ok) throw new Error(`setup: ${r.error}`);
|
||||
state = r.state;
|
||||
}
|
||||
while (actingSeat(state) !== "human") {
|
||||
const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 });
|
||||
if (!r.ok) throw new Error(`setup: ${r.error}`);
|
||||
state = r.state;
|
||||
}
|
||||
const human = state.players.find((p) => p.id === "human")!;
|
||||
const bot = state.players.find((p) => p.id === "bot")!;
|
||||
bot.position = { ...human.position };
|
||||
defenderHand.forEach((c, i) => { bot.hand[i] = c; });
|
||||
human.hand[0] = { instanceId: `${attackId}#A`, cardId: attackId };
|
||||
rig?.(state, "bot");
|
||||
const r = applyCommand(state, "human", {
|
||||
type: "cast", instanceId: `${attackId}#A`, target: { kind: "player", playerId: "bot" },
|
||||
...(attackId === "drop-object" ? { params: { cardId: "dagger" } } : {}),
|
||||
});
|
||||
if (!r.ok) throw new Error(`setup: ${r.error}`);
|
||||
return r.state;
|
||||
}
|
||||
|
||||
describe("the clockwork does not waste counters on pointless targets", () => {
|
||||
it("passes on drop-object rather than absorbing nothing", () => {
|
||||
const state = underAttackShared("drop-object", [
|
||||
{ instanceId: "absorb#T", cardId: "absorb" },
|
||||
{ instanceId: "blunt#T", cardId: "blunt" },
|
||||
{ instanceId: "dagger#T", cardId: "dagger" },
|
||||
]);
|
||||
const cmd = automatonCommand(viewFor(state, "bot"), "hunter", "archmage");
|
||||
expect(cmd).toEqual({ type: "pass" });
|
||||
});
|
||||
|
||||
it("shields a drop-object aimed at its carried treasure", () => {
|
||||
const state = underAttackShared("drop-object", [
|
||||
{ instanceId: "full-shield#T", cardId: "full-shield" },
|
||||
{ instanceId: "dagger#T", cardId: "dagger" },
|
||||
], (s, defender) => {
|
||||
const d = s.players.find((p) => p.id === defender)!;
|
||||
const t = s.treasures.find((t) => t.owner !== defender)!;
|
||||
t.position = null; t.carriedBy = defender; d.carriedTreasureId = t.id;
|
||||
});
|
||||
const cmd = automatonCommand(viewFor(state, "bot"), "hunter", "archmage");
|
||||
expect(cmd).toEqual({ type: "counteract", instanceId: "full-shield#T" });
|
||||
});
|
||||
});
|
||||
|
||||
describe("a clogged hand gets shed, not hoarded", () => {
|
||||
it("the bot discards dead weight so the end-of-turn draw has room", () => {
|
||||
let { state } = createGame({ playerIds: ["bot", "other"], seed: 42, sets: ["basic"], deckRev: 13 });
|
||||
while (actingSeat(state) !== "bot") {
|
||||
const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 });
|
||||
if (!r.ok) throw new Error(r.error);
|
||||
state = r.state;
|
||||
}
|
||||
const bot = state.players.find((p) => p.id === "bot")!;
|
||||
// Seven situational neutrals the brain has no play for: a dead hand.
|
||||
bot.hand = Array.from({ length: 7 }, (_, i) => (
|
||||
{ instanceId: `rotate-sector#${i}`, cardId: "rotate-sector" }
|
||||
));
|
||||
// Walk the bot's turn until it wants to end: it must shed before drawing.
|
||||
for (let guard = 0; guard < 30; guard++) {
|
||||
const view = viewFor(state, "bot");
|
||||
const cmd = automatonCommand(view, "hunter", "archmage")!;
|
||||
if (cmd.type === "discard") {
|
||||
expect(cmd.instanceIds.length).toBe(2);
|
||||
const r = applyCommand(state, "bot", cmd);
|
||||
if (!r.ok) throw new Error(r.error);
|
||||
state = r.state;
|
||||
const next = automatonCommand(viewFor(state, "bot"), "hunter", "archmage")!;
|
||||
expect(next).toEqual({ type: "endTurn", draw: 2 });
|
||||
return;
|
||||
}
|
||||
if (cmd.type === "endTurn") throw new Error("ended the turn without shedding a dead hand");
|
||||
const r = applyCommand(state, "bot", cmd);
|
||||
if (!r.ok) throw new Error(`${cmd.type}: ${r.error}`);
|
||||
state = r.state;
|
||||
}
|
||||
throw new Error("never reached the end of the turn");
|
||||
});
|
||||
});
|
||||
|
||||
describe("the clockwork honors absorb's fine print", () => {
|
||||
it("answers NO SPELL with blunt, never absorb — durations soak no points", () => {
|
||||
const state = underAttackShared("no-spell", [
|
||||
{ instanceId: "absorb#T", cardId: "absorb" },
|
||||
{ instanceId: "blunt#T", cardId: "blunt" },
|
||||
]);
|
||||
const cmd = automatonCommand(viewFor(state, "bot"), "hunter", "archmage");
|
||||
expect(cmd).toEqual({ type: "counteract", instanceId: "blunt#T" });
|
||||
});
|
||||
});
|
||||
|
||||
describe("the clockwork wields destroy wall", () => {
|
||||
it("blasts its way out when no road leads to the gold", () => {
|
||||
let { state } = createGame({ playerIds: ["bot", "other"], seed: 42, sets: ["basic"], deckRev: 24 });
|
||||
while (actingSeat(state) !== "bot") {
|
||||
const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 });
|
||||
if (!r.ok) throw new Error(r.error);
|
||||
state = r.state;
|
||||
}
|
||||
const bot = state.players.find((p) => p.id === "bot")!;
|
||||
// Brick the bot into a one-square cell far from everything.
|
||||
bot.position = { x: 4, y: 4 };
|
||||
for (const side of ["N", "S", "E", "W"] as const) {
|
||||
state.edgeOverrides[edgeKey(bot.position, side)] = "wall";
|
||||
}
|
||||
state.players.find((p) => p.id === "other")!.position = { x: 0, y: 0 };
|
||||
bot.hand[0] = { instanceId: "destroy-wall#T", cardId: "destroy-wall" };
|
||||
const cmd = automatonCommand(viewFor(state, "bot"), "hunter", "archmage");
|
||||
expect(cmd).toMatchObject({ type: "cast", instanceId: "destroy-wall#T" });
|
||||
// And the engine accepts the blast it chose.
|
||||
const r = applyCommand(state, "bot", cmd!);
|
||||
expect(r.ok).toBe(true);
|
||||
});
|
||||
|
||||
it("values destroy wall above the chaff when forced to discard", () => {
|
||||
let { state } = createGame({ playerIds: ["bot", "other"], seed: 42, sets: ["basic"], deckRev: 24 });
|
||||
const bot = state.players.find((p) => p.id === "bot")!;
|
||||
bot.hand = [
|
||||
{ instanceId: "destroy-wall#T", cardId: "destroy-wall" },
|
||||
{ instanceId: "trader#T", cardId: "trader" },
|
||||
{ instanceId: "strength#T", cardId: "strength" },
|
||||
{ instanceId: "adrenaline#T", cardId: "adrenaline" },
|
||||
{ instanceId: "full-shield#T", cardId: "full-shield" },
|
||||
{ instanceId: "fireball#T", cardId: "fireball" },
|
||||
{ instanceId: "number-3#T", cardId: "number-3" },
|
||||
{ instanceId: "troll#T", cardId: "troll" },
|
||||
];
|
||||
state.pendingDiscard = "bot";
|
||||
const cmd = automatonCommand(viewFor(state, "bot"), "hunter", "archmage");
|
||||
expect(cmd?.type).toBe("discard");
|
||||
if (cmd?.type === "discard") {
|
||||
expect(cmd.instanceIds).not.toContain("destroy-wall#T");
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
describe("the clockwork wields pass through wall", () => {
|
||||
it("banks a crossing when bricked in, then steps through the wall", () => {
|
||||
let { state } = createGame({ playerIds: ["bot", "other"], seed: 42, sets: ["basic"], deckRev: 24 });
|
||||
while (actingSeat(state) !== "bot") {
|
||||
const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 });
|
||||
if (!r.ok) throw new Error(r.error);
|
||||
state = r.state;
|
||||
}
|
||||
const bot = state.players.find((p) => p.id === "bot")!;
|
||||
bot.position = { x: 4, y: 4 };
|
||||
for (const side of ["N", "S", "E", "W"] as const) {
|
||||
state.edgeOverrides[edgeKey(bot.position, side)] = "wall";
|
||||
}
|
||||
state.players.find((p) => p.id === "other")!.position = { x: 0, y: 0 };
|
||||
bot.hand[0] = { instanceId: "pass-through-wall#T", cardId: "pass-through-wall" };
|
||||
const cast = automatonCommand(viewFor(state, "bot"), "hunter", "archmage");
|
||||
expect(cast).toMatchObject({ type: "cast", instanceId: "pass-through-wall#T" });
|
||||
let r = applyCommand(state, "bot", cast!);
|
||||
if (!r.ok) throw new Error(r.error);
|
||||
state = r.state;
|
||||
expect(state.players.find((p) => p.id === "bot")!.passWallCharges).toBe(1);
|
||||
// The charge is spent on a step through the bricks.
|
||||
const step = automatonCommand(viewFor(state, "bot"), "hunter", "archmage");
|
||||
expect(step?.type).toBe("move");
|
||||
r = applyCommand(state, "bot", step!);
|
||||
if (!r.ok) throw new Error(r.error);
|
||||
const after = r.state.players.find((p) => p.id === "bot")!;
|
||||
expect(cellKey(after.position)).not.toBe(cellKey({ x: 4, y: 4 }));
|
||||
expect(after.passWallCharges).toBe(0);
|
||||
});
|
||||
});
|
||||
|
||||
describe("the clockwork denies the road", () => {
|
||||
it("walls a thief's corridor when its treasure is being carried home", () => {
|
||||
let { state } = createGame({ playerIds: ["bot", "other"], seed: 42, sets: ["basic"], deckRev: 24 });
|
||||
while (actingSeat(state) !== "bot") {
|
||||
const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 });
|
||||
if (!r.ok) throw new Error(r.error);
|
||||
state = r.state;
|
||||
}
|
||||
const bot = state.players.find((p) => p.id === "bot")!;
|
||||
const thief = state.players.find((p) => p.id === "other")!;
|
||||
// The thief carries the bot's treasure down a one-lane tube to its home.
|
||||
const t = state.treasures.find((t) => t.owner === "bot")!;
|
||||
t.position = null;
|
||||
t.carriedBy = "other";
|
||||
thief.carriedTreasureId = t.id;
|
||||
thief.position = { x: 4, y: 2 };
|
||||
thief.home = { x: 4, y: 6 };
|
||||
for (let y = 2; y <= 6; y++) {
|
||||
state.edgeOverrides[edgeKey({ x: 4, y }, "E")] = "wall";
|
||||
state.edgeOverrides[edgeKey({ x: 4, y }, "W")] = "wall";
|
||||
}
|
||||
state.edgeOverrides[edgeKey({ x: 4, y: 6 }, "S")] = "wall";
|
||||
for (let y = 2; y <= 5; y++) {
|
||||
state.edgeOverrides[edgeKey({ x: 4, y }, "S")] = "open";
|
||||
}
|
||||
bot.position = { x: 4, y: 4 };
|
||||
bot.hand = [{ instanceId: "create-wall#T", cardId: "create-wall" }];
|
||||
const cmd = automatonCommand(viewFor(state, "bot"), "hunter", "archmage");
|
||||
expect(cmd).toMatchObject({ type: "cast", instanceId: "create-wall#T" });
|
||||
const r = applyCommand(state, "bot", cmd!);
|
||||
if (!r.ok) throw new Error(r.error);
|
||||
// The blockade must actually sever the thief's road home.
|
||||
const target = (cmd as { target: { cell: { x: number; y: number }; side: string } }).target;
|
||||
expect(["N", "S"]).toContain(target.side);
|
||||
expect(target.cell.x).toBe(4);
|
||||
});
|
||||
});
|
||||
|
||||
describe("the widened spellbook", () => {
|
||||
it("dispels a conjured wall standing between it and the only road", () => {
|
||||
let { state } = createGame({ playerIds: ["bot", "other"], seed: 42, sets: ["basic", "expansion1"], deckRev: 24 });
|
||||
while (actingSeat(state) !== "bot") {
|
||||
const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 });
|
||||
if (!r.ok) throw new Error(r.error);
|
||||
state = r.state;
|
||||
}
|
||||
const bot = state.players.find((p) => p.id === "bot")!;
|
||||
bot.position = { x: 4, y: 4 };
|
||||
for (const side of ["N", "S", "E", "W"] as const) {
|
||||
const k = edgeKey(bot.position, side);
|
||||
state.edgeOverrides[k] = "wall";
|
||||
state.createdEdges[k] = true;
|
||||
}
|
||||
state.players.find((p) => p.id === "other")!.position = { x: 0, y: 0 };
|
||||
bot.hand = [{ instanceId: "dispel-creation#T", cardId: "dispel-creation" }];
|
||||
const cmd = automatonCommand(viewFor(state, "bot"), "hunter", "archmage");
|
||||
expect(cmd).toMatchObject({ type: "cast", instanceId: "dispel-creation#T" });
|
||||
const r = applyCommand(state, "bot", cmd!);
|
||||
if (!r.ok) throw new Error(r.error);
|
||||
});
|
||||
|
||||
it("offers a buddy pact to the hound at its heels", () => {
|
||||
let { state } = createGame({ playerIds: ["bot", "other"], seed: 42, sets: ["basic", "expansion1"], deckRev: 24 });
|
||||
while (actingSeat(state) !== "bot") {
|
||||
const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 });
|
||||
if (!r.ok) throw new Error(r.error);
|
||||
state = r.state;
|
||||
}
|
||||
const bot = state.players.find((p) => p.id === "bot")!;
|
||||
const hound = state.players.find((p) => p.id === "other")!;
|
||||
hound.position = { ...bot.position };
|
||||
bot.hand = [{ instanceId: "buddy#T", cardId: "buddy" }];
|
||||
const cmd = automatonCommand(viewFor(state, "bot"), "worrier", "archmage");
|
||||
expect(cmd).toEqual({
|
||||
type: "cast", instanceId: "buddy#T",
|
||||
target: { kind: "player", playerId: "other" },
|
||||
});
|
||||
const r = applyCommand(state, "bot", cmd!);
|
||||
if (!r.ok) throw new Error(r.error);
|
||||
});
|
||||
});
|
||||
|
||||
describe("round two of the owner's tactics", () => {
|
||||
it("exiles a thief carrying its gold to the far end of nowhere", () => {
|
||||
let { state } = createGame({ playerIds: ["bot", "other"], seed: 42, sets: ["basic", "expansion1"], deckRev: 24 });
|
||||
// burn round 1 and reach the bot's turn
|
||||
for (let guard = 0; guard < 10 && !(actingSeat(state) === "bot" && state.turn.round > 1); guard++) {
|
||||
const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 });
|
||||
if (!r.ok) throw new Error(r.error);
|
||||
state = r.state;
|
||||
}
|
||||
const bot = state.players.find((p) => p.id === "bot")!;
|
||||
const thief = state.players.find((p) => p.id === "other")!;
|
||||
const t = state.treasures.find((t) => t.owner === "bot")!;
|
||||
t.position = null;
|
||||
t.carriedBy = "other";
|
||||
thief.carriedTreasureId = t.id;
|
||||
// The thief is a step from delivering; the bot watches from beside them.
|
||||
thief.position = { x: thief.home.x, y: thief.home.y === 0 ? 1 : thief.home.y - 1 };
|
||||
bot.position = { ...thief.position };
|
||||
bot.hand = [{ instanceId: "teleport-opponent#T", cardId: "teleport-opponent" }];
|
||||
const cmd = automatonCommand(viewFor(state, "bot"), "hunter", "archmage");
|
||||
expect(cmd).toMatchObject({ type: "cast", instanceId: "teleport-opponent#T" });
|
||||
const dest = (cmd as { params: { cell: { x: number; y: number } } }).params.cell;
|
||||
// The chosen square is a long march from the thief's own home.
|
||||
const d = Math.abs(dest.x - thief.home.x) + Math.abs(dest.y - thief.home.y);
|
||||
expect(d).toBeGreaterThanOrEqual(5);
|
||||
const r = applyCommand(state, "bot", cmd!);
|
||||
if (!r.ok) throw new Error(r.error);
|
||||
});
|
||||
|
||||
it("casts adrenaline when two blows finish what one cannot", () => {
|
||||
let { state } = createGame({ playerIds: ["bot", "other"], seed: 42, sets: ["basic", "expansion1"], deckRev: 24 });
|
||||
for (let guard = 0; guard < 10 && !(actingSeat(state) === "bot" && state.turn.round > 1); guard++) {
|
||||
const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 });
|
||||
if (!r.ok) throw new Error(r.error);
|
||||
state = r.state;
|
||||
}
|
||||
const bot = state.players.find((p) => p.id === "bot")!;
|
||||
const prey = state.players.find((p) => p.id === "other")!;
|
||||
prey.position = { ...bot.position };
|
||||
prey.life = 7; // fireball (5) alone cannot; fireball + dagger (3) can
|
||||
bot.hand = [
|
||||
{ instanceId: "adrenaline#T", cardId: "adrenaline" },
|
||||
{ instanceId: "fireball#T", cardId: "fireball" },
|
||||
{ instanceId: "dagger#T", cardId: "dagger" },
|
||||
{ instanceId: "number-2#T", cardId: "number-2" },
|
||||
];
|
||||
const cmd = automatonCommand(viewFor(state, "bot"), "berserker", "archmage");
|
||||
expect(cmd).toMatchObject({ type: "cast", instanceId: "adrenaline#T" });
|
||||
const r = applyCommand(state, "bot", cmd!);
|
||||
if (!r.ok) throw new Error(r.error);
|
||||
});
|
||||
});
|
||||
|
||||
describe("the fireball-then-buddy lockout", () => {
|
||||
it("burns the target, then signs the pact so they cannot hit back", () => {
|
||||
let { state } = createGame({ playerIds: ["bot", "other"], seed: 42, sets: ["basic", "expansion1"], deckRev: 24 });
|
||||
for (let guard = 0; guard < 10 && !(actingSeat(state) === "bot" && state.turn.round > 1); guard++) {
|
||||
const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 });
|
||||
if (!r.ok) throw new Error(r.error);
|
||||
state = r.state;
|
||||
}
|
||||
const bot = state.players.find((p) => p.id === "bot")!;
|
||||
const prey = state.players.find((p) => p.id === "other")!;
|
||||
prey.position = { ...bot.position };
|
||||
bot.life = 8; // bleeding: the clockwork wants out of this fight
|
||||
bot.hand = [
|
||||
{ instanceId: "fireball#T", cardId: "fireball" },
|
||||
{ instanceId: "buddy#T", cardId: "buddy" },
|
||||
];
|
||||
// First: the blow.
|
||||
let cmd = automatonCommand(viewFor(state, "bot"), "hunter", "archmage");
|
||||
expect(cmd).toMatchObject({ type: "cast", instanceId: "fireball#T" });
|
||||
let r = applyCommand(state, "bot", cmd!);
|
||||
if (!r.ok) throw new Error(r.error);
|
||||
state = r.state;
|
||||
r = applyCommand(state, "other", { type: "pass" });
|
||||
if (!r.ok) throw new Error(r.error);
|
||||
state = r.state;
|
||||
// Then: the pact.
|
||||
cmd = automatonCommand(viewFor(state, "bot"), "hunter", "archmage");
|
||||
expect(cmd).toEqual({
|
||||
type: "cast", instanceId: "buddy#T",
|
||||
target: { kind: "player", playerId: "other" },
|
||||
});
|
||||
r = applyCommand(state, "bot", cmd!);
|
||||
if (!r.ok) throw new Error(r.error);
|
||||
state = r.state;
|
||||
// The pact holds: the victim cannot strike their tormentor.
|
||||
expect(state.sustained.some(
|
||||
(s) => s.cardId === "buddy" && s.casterId === "bot" && s.targetId === "other",
|
||||
)).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
describe("a pact once signed is honored", () => {
|
||||
it("will not attack the wizard it just buddied", () => {
|
||||
let { state } = createGame({ playerIds: ["bot", "other"], seed: 42, sets: ["basic", "expansion1"], deckRev: 25 });
|
||||
for (let guard = 0; guard < 10 && !(actingSeat(state) === "bot" && state.turn.round > 1); guard++) {
|
||||
const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 });
|
||||
if (!r.ok) throw new Error(r.error);
|
||||
state = r.state;
|
||||
}
|
||||
const bot = state.players.find((p) => p.id === "bot")!;
|
||||
const prey = state.players.find((p) => p.id === "other")!;
|
||||
prey.position = { ...bot.position };
|
||||
// The pact already stands; a fireball waits in hand as temptation.
|
||||
state.sustained.push({
|
||||
id: "fx-test", cardId: "buddy", casterId: "bot", targetId: "other",
|
||||
turnsLeft: 1000, edge: undefined,
|
||||
} as never);
|
||||
bot.hand = [{ instanceId: "fireball#T", cardId: "fireball" }];
|
||||
const cmd = automatonCommand(viewFor(state, "bot"), "hunter", "archmage");
|
||||
// Anything but an attack on the pacted wizard: no cast at them, no punch.
|
||||
expect(cmd?.type === "punch").toBe(false);
|
||||
if (cmd?.type === "cast") {
|
||||
expect((cmd as { target?: { playerId?: string } }).target?.playerId).not.toBe("other");
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
describe("no number is wasted on a turn that ends at a grab", () => {
|
||||
it("gold two free steps away: the berserker charges without spending its 5", () => {
|
||||
let { state } = createGame({ playerIds: ["bot", "other"], seed: 42, sets: ["basic", "expansion1"], deckRev: 29 });
|
||||
for (let guard = 0; guard < 10 && !(actingSeat(state) === "bot" && state.turn.round > 1); guard++) {
|
||||
const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 });
|
||||
if (!r.ok) throw new Error(r.error);
|
||||
state = r.state;
|
||||
}
|
||||
const bot = state.players.find((p) => p.id === "bot")!;
|
||||
const prey = state.players.find((p) => p.id === "other")!;
|
||||
// Enemy far across the maze; their treasure lies one step from the bot.
|
||||
prey.position = { x: 0, y: 0 };
|
||||
bot.position = { x: 5, y: 5 };
|
||||
const t = state.treasures.find((t) => t.owner === "other")!;
|
||||
t.position = { x: 5, y: 6 };
|
||||
t.carriedBy = null;
|
||||
state.edgeOverrides[edgeKey({ x: 5, y: 5 }, "S")] = "open";
|
||||
bot.hand = [
|
||||
{ instanceId: "number-5#T", cardId: "number-5" },
|
||||
{ instanceId: "number-2#T", cardId: "number-2" },
|
||||
];
|
||||
const cmd = automatonCommand(viewFor(state, "bot"), "berserker", "archmage");
|
||||
expect(cmd?.type).not.toBe("playNumberForMovement");
|
||||
});
|
||||
});
|
||||
|
||||
describe("the clockwork flees the dread", () => {
|
||||
it("caught in FEAR's bubble, it spends its legs moving away", () => {
|
||||
let { state } = createGame({ playerIds: ["bot", "grim"], seed: 42, sets: ["basic"], deckRev: 32 });
|
||||
for (let guard = 0; guard < 10 && !(actingSeat(state) === "bot" && state.turn.round > 1); guard++) {
|
||||
const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 });
|
||||
if (!r.ok) throw new Error(r.error);
|
||||
state = r.state;
|
||||
}
|
||||
const bot = state.players.find((p) => p.id === "bot")!;
|
||||
const grim = state.players.find((p) => p.id === "grim")!;
|
||||
grim.position = { x: 2, y: 5 };
|
||||
bot.position = { x: 2, y: 7 }; // two spaces inside the dread
|
||||
state.sustained.push({
|
||||
id: "fx-fear", cardId: "fear", casterId: "grim", targetId: "grim",
|
||||
remainingTurns: 5, data: {},
|
||||
} as never);
|
||||
const cmd = automatonCommand(viewFor(state, "bot"), "berserker", "archmage");
|
||||
expect(cmd?.type).toBe("move");
|
||||
if (cmd?.type === "move") {
|
||||
const r = applyCommand(state, "bot", cmd);
|
||||
if (!r.ok) throw new Error(r.error);
|
||||
const after = r.state.players.find((p) => p.id === "bot")!;
|
||||
const d = Math.abs(after.position.x - grim.position.x) + Math.abs(after.position.y - grim.position.y);
|
||||
expect(d).toBeGreaterThan(2);
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
@@ -9,6 +9,11 @@ import {
|
||||
type SectorPlacement,
|
||||
} from "../src/board";
|
||||
import { buildDeck } from "../src/cards";
|
||||
import { edgeKey, type Side } from "../src/board";
|
||||
import { activePlayer, applyCommand, boardView, createGame, gameLos } from "../src/game";
|
||||
import { createRng } from "../src/rng";
|
||||
import { setupBoard } from "../src/setups";
|
||||
import { giveCard } from "./helpers";
|
||||
|
||||
describe("card data", () => {
|
||||
it("basic deck is exactly 125 cards (official 6e rulebook)", () => {
|
||||
@@ -109,9 +114,7 @@ describe("board assembly", () => {
|
||||
});
|
||||
|
||||
describe("player counts 2-6", () => {
|
||||
it("assembles a coherent board for every supported count", async () => {
|
||||
const { setupBoard } = await import("../src/setups");
|
||||
const { createRng } = await import("../src/rng");
|
||||
it("assembles a coherent board for every supported count", () => {
|
||||
for (const n of [2, 3, 4, 5, 6]) {
|
||||
const { board } = setupBoard(n, createRng(n * 7));
|
||||
expect(board.homes.length).toBe(n);
|
||||
@@ -127,8 +130,7 @@ describe("player counts 2-6", () => {
|
||||
}
|
||||
});
|
||||
|
||||
it("full games start at every count", async () => {
|
||||
const { createGame } = await import("../src/game");
|
||||
it("full games start at every count", () => {
|
||||
for (const n of [3, 5, 6]) {
|
||||
const ids = Array.from({ length: n }, (_, i) => `w${i}`);
|
||||
const { state } = createGame({ playerIds: ids, seed: 99 + n, sets: ["basic", "expansion1"] });
|
||||
@@ -158,12 +160,7 @@ describe("sight and the wraparound openings", () => {
|
||||
});
|
||||
});
|
||||
|
||||
import { createRng } from "../src/rng";
|
||||
import { setupBoard as setupBoardForPins } from "../src/setups";
|
||||
|
||||
describe("setup diagram pairings (rulebook Set-Up Diagram)", () => {
|
||||
const setupBoard = setupBoardForPins;
|
||||
|
||||
function onEdge(c: { x: number; y: number }, origin: { x: number; y: number }, side: string): boolean {
|
||||
if (side === "N") return c.y === origin.y && c.x >= origin.x && c.x < origin.x + 5;
|
||||
if (side === "S") return c.y === origin.y + 4 && c.x >= origin.x && c.x < origin.x + 5;
|
||||
@@ -203,17 +200,16 @@ describe("setup diagram pairings (rulebook Set-Up Diagram)", () => {
|
||||
}
|
||||
});
|
||||
|
||||
it("relocation discards the aisle warp: only opposite edges connect after", async () => {
|
||||
const { createGame, applyCommand, activePlayer } = await import("../src/game");
|
||||
it("relocation discards the aisle warp: only opposite edges connect after", () => {
|
||||
let { state } = createGame({ playerIds: ["a", "b", "c"], seed: 7, sets: ["basic"], deckRev: 5 });
|
||||
const bent = (warps: typeof state.board.warps) =>
|
||||
warps.filter((w) => w.from.cell.x !== w.to.cell.x && w.from.cell.y !== w.to.cell.y);
|
||||
expect(bent(state.board.warps).length).toBeGreaterThan(0); // the arc exists
|
||||
const me = activePlayer(state);
|
||||
me.hand[0] = { instanceId: "rel#1", cardId: "relocate-sector" };
|
||||
const rel = giveCard(state, me.id, "relocate-sector");
|
||||
// Slide the top sector from (5,0) across to (0,0): an L becomes a block.
|
||||
const r = applyCommand(state, me.id, {
|
||||
type: "cast", instanceId: "rel#1",
|
||||
type: "cast", instanceId: rel.instanceId,
|
||||
target: { kind: "cell", cell: { x: 0, y: 0 } }, params: { cell: { x: 7, y: 2 } },
|
||||
});
|
||||
if (!r.ok) throw new Error(r.error);
|
||||
@@ -223,8 +219,10 @@ describe("setup diagram pairings (rulebook Set-Up Diagram)", () => {
|
||||
|
||||
describe("the aisle warp treats its corner as adjacent — sight included", () => {
|
||||
it("sight passes through the AUTO WARP, diagonals and all", () => {
|
||||
const { board } = setupBoardForPins(3, createRng(7));
|
||||
const aisle = board.warps.find((w) => w.aisle)!;
|
||||
const { board } = setupBoard(3, createRng(7));
|
||||
const aisle = board.warps.find(
|
||||
(w) => w.from.cell.x !== w.to.cell.x && w.from.cell.y !== w.to.cell.y,
|
||||
)!;
|
||||
expect(aisle).toBeDefined();
|
||||
// From the aisle mouth, squares beyond the corner are visible — including
|
||||
// at least one OFF the straight axis (the adjacency promise).
|
||||
@@ -243,3 +241,77 @@ describe("the aisle warp treats its corner as adjacent — sight included", () =
|
||||
expect(offAxis).toBeGreaterThan(0);
|
||||
});
|
||||
});
|
||||
|
||||
describe("bricking over a warp mouth", () => {
|
||||
it("create wall seals a lettered opening: no passage, no sight", () => {
|
||||
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic"], deckRev: 18 });
|
||||
// round 1 passes
|
||||
for (let i = 0; i < 2; i++) {
|
||||
const r = applyCommand(state, activePlayer(state).id, { type: "endTurn", draw: 0 });
|
||||
if (!r.ok) throw new Error(r.error);
|
||||
state = r.state;
|
||||
}
|
||||
const w = state.board.warps[0]!;
|
||||
const caster = activePlayer(state);
|
||||
caster.position = { ...w.from.cell };
|
||||
caster.hand[0] = { instanceId: "cw#1", cardId: "create-wall" };
|
||||
const r = applyCommand(state, caster.id, {
|
||||
type: "cast", instanceId: "cw#1",
|
||||
target: { kind: "edge", cell: w.from.cell, side: w.from.side },
|
||||
});
|
||||
if (!r.ok) throw new Error(r.error);
|
||||
state = r.state;
|
||||
// Passage: stepping into the warp is now a wall.
|
||||
const step = stepTarget(boardView(state), w.from.cell, w.from.side);
|
||||
expect(step.kind).toBe("blocked");
|
||||
// Sight: the far mouth no longer carries warp sight.
|
||||
expect(gameLos(state, w.from.cell, w.to.cell)).toBe(false);
|
||||
// One tunnel: the FAR mouth is walled too, and unwalling it reopens both.
|
||||
const farStep = stepTarget(boardView(state), w.to.cell, w.to.side);
|
||||
expect(farStep.kind).toBe("blocked");
|
||||
const caster2 = activePlayer(state);
|
||||
caster2.position = { ...w.to.cell };
|
||||
caster2.hand[0] = { instanceId: "dw#1", cardId: "destroy-wall" };
|
||||
const r2 = applyCommand(state, caster2.id, {
|
||||
type: "cast", instanceId: "dw#1",
|
||||
target: { kind: "edge", cell: w.to.cell, side: w.to.side },
|
||||
});
|
||||
if (!r2.ok) throw new Error(r2.error);
|
||||
expect(stepTarget(boardView(r2.state), w.from.cell, w.from.side).kind).toBe("warp");
|
||||
});
|
||||
});
|
||||
|
||||
describe("breaching the rim (rules rev 19)", () => {
|
||||
it("destroying a perimeter wall opens both sides as a new warp", () => {
|
||||
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic"], deckRev: 19 });
|
||||
for (let i = 0; i < 2; i++) {
|
||||
const r = applyCommand(state, activePlayer(state).id, { type: "endTurn", draw: 0 });
|
||||
if (!r.ok) throw new Error(r.error);
|
||||
state = r.state;
|
||||
}
|
||||
// Find a rim wall with a wrap counterpart that is NOT already an opening.
|
||||
const view = boardView(state);
|
||||
for (const key of Object.keys(view.cells)) {
|
||||
const [x, y] = key.split(",").map(Number) as [number, number];
|
||||
for (const side of ["N", "E", "S", "W"] as Side[]) {
|
||||
const n = { x: x + (side === "E" ? 1 : side === "W" ? -1 : 0), y: y + (side === "S" ? 1 : side === "N" ? -1 : 0) };
|
||||
if (view.cells[`${n.x},${n.y}`]) continue;
|
||||
if ((view.edges[edgeKey({ x, y }, side)] ?? "open") !== "wall") continue;
|
||||
const caster = activePlayer(state);
|
||||
caster.position = { x, y };
|
||||
caster.hand[0] = { instanceId: "dw#1", cardId: "destroy-wall" };
|
||||
const warpsBefore = state.board.warps.length;
|
||||
const r = applyCommand(state, caster.id, {
|
||||
type: "cast", instanceId: "dw#1", target: { kind: "edge", cell: { x, y }, side },
|
||||
});
|
||||
if (!r.ok) throw new Error(r.error);
|
||||
if (r.state.board.warps.length === warpsBefore) continue; // no counterpart in this row
|
||||
expect(r.state.board.warps.length).toBe(warpsBefore + 2);
|
||||
const w = r.state.board.warps[warpsBefore]!;
|
||||
expect(stepTarget(boardView(r.state), w.from.cell, w.from.side).kind).toBe("warp");
|
||||
return;
|
||||
}
|
||||
}
|
||||
throw new Error("setup: no breachable rim wall found");
|
||||
});
|
||||
});
|
||||
|
||||
@@ -1,7 +1,8 @@
|
||||
import { describe, expect, it } from "vitest";
|
||||
import { applyCommand, activePlayer, boardView, createGame } from "../src/game";
|
||||
import { cellKey, edgeKey, hasLineOfSight, neighbor, type Side, SIDES, stepTarget } from "../src/board";
|
||||
import { applyCommand, activePlayer, boardView, createGame, type GameState } from "../src/game";
|
||||
import { cellKey, edgeKey, hasLineOfSight, neighbor, type Cell, type Side, SIDES, stepTarget } from "../src/board";
|
||||
import type { CardInstance } from "../src/cards";
|
||||
import { viewFor } from "../src/view";
|
||||
import { newGame, must, giveCard, toRound2, faceOff } from "./helpers";
|
||||
|
||||
/** Test surgery: put a specific card into a player's hand (swapping one out). */
|
||||
@@ -249,14 +250,6 @@ describe("stack discipline", () => {
|
||||
expect(applyCommand(state, defender, { type: "move", direction: "N" }).ok).toBe(false);
|
||||
});
|
||||
|
||||
it("unimplemented cards refuse to cast with a clear error", () => {
|
||||
let { state } = newGame();
|
||||
const caster = activePlayer(state);
|
||||
const card = giveCard(state, caster.id, "bomb"); // expansion2: historical, never implemented
|
||||
const result = applyCommand(state, caster.id, { type: "cast", instanceId: card.instanceId });
|
||||
expect(result.ok).toBe(false);
|
||||
if (!result.ok) expect(result.error).toMatch(/not implemented/);
|
||||
});
|
||||
});
|
||||
|
||||
describe("speedstone", () => {
|
||||
@@ -277,8 +270,7 @@ describe("speedstone", () => {
|
||||
});
|
||||
|
||||
describe("the post-game reveal", () => {
|
||||
it("shows an eliminated player's hand as they fell, not their emptied one", async () => {
|
||||
const { viewFor } = await import("../src/view");
|
||||
it("shows an eliminated player's hand as they fell, not their emptied one", () => {
|
||||
let { state } = newGame();
|
||||
state = toRound2(state);
|
||||
const attacker = activePlayer(state);
|
||||
@@ -350,7 +342,7 @@ describe("attacking walls and doors", () => {
|
||||
expect(applyCommand(state, me.id, { type: "punchWall", cell, side }).ok).toBe(false);
|
||||
});
|
||||
|
||||
it("a powered fireball brings a wall down at 20 accumulated damage", () => {
|
||||
it("repeated fireballs bring a wall down at 20 accumulated damage", () => {
|
||||
let { state } = newGame();
|
||||
state = toRound2(state);
|
||||
let me = activePlayer(state);
|
||||
@@ -388,7 +380,7 @@ describe("attacking walls and doors", () => {
|
||||
});
|
||||
});
|
||||
|
||||
describe("rules revision 3", () => {
|
||||
describe("ward arming and chaos shields (rules rev 3)", () => {
|
||||
function rev3Game(seed = 42) {
|
||||
return createGame({ playerIds: ["alice", "bob", "cara"], seed, sets: ["basic", "expansion1"], deckRev: 3 });
|
||||
}
|
||||
@@ -409,7 +401,6 @@ describe("rules revision 3", () => {
|
||||
expect(s2.players.find((p) => p.id === owner.id)!.hand.some((c) => c.cardId === "ward")).toBe(true);
|
||||
|
||||
// Armed (on the owner's own turn): the trap bites for 3.
|
||||
state.players[state.turn.activeIndex] = state.players[state.turn.activeIndex]!;
|
||||
const ownerTurnState = (() => {
|
||||
let s = state;
|
||||
while (activePlayer(s).id !== owner.id) s = must(s, activePlayer(s).id, { type: "endTurn", draw: 0 });
|
||||
@@ -735,7 +726,7 @@ describe("answering counteractions (FAQ rulings)", () => {
|
||||
});
|
||||
});
|
||||
|
||||
describe("rules revision 8", () => {
|
||||
describe("speed and warp-token creation (rules rev 8)", () => {
|
||||
it("a SPEED bonus turn burns a turn of durations on the hastened wizard", () => {
|
||||
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic"], deckRev: 8 });
|
||||
state = toRound2(state);
|
||||
@@ -794,3 +785,324 @@ describe("redirection (rules rev 9)", () => {
|
||||
expect(cellKey(after(pbCell).to.cell)).toBe(cellKey(paCell));
|
||||
});
|
||||
});
|
||||
|
||||
describe("total stops end the exchange (rules rev 10)", () => {
|
||||
function rev10Game() {
|
||||
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic"], deckRev: 10 });
|
||||
state = toRound2(state);
|
||||
const { attacker, defender } = faceOff(state);
|
||||
return { state, attacker, defender };
|
||||
}
|
||||
|
||||
it("a declined answer to Force Field resolves at once — no goading re-prompt", () => {
|
||||
let { state, attacker, defender } = rev10Game();
|
||||
const fb = giveCard(state, attacker, "fireball");
|
||||
const d = state.players.find((p) => p.id === defender)!;
|
||||
const lifeBefore = d.life;
|
||||
d.hand[0] = { instanceId: "force-field#T", cardId: "force-field" };
|
||||
|
||||
state = must(state, attacker, { type: "cast", instanceId: fb.instanceId, target: { kind: "player", playerId: defender } });
|
||||
state = must(state, defender, { type: "counteract", instanceId: "force-field#T" });
|
||||
state = must(state, attacker, { type: "pass" });
|
||||
expect(state.stack).toBeNull();
|
||||
expect(state.players.find((p) => p.id === defender)!.life).toBe(lifeBefore);
|
||||
});
|
||||
|
||||
it("a partial counter still invites the defender to stack more", () => {
|
||||
let { state, attacker, defender } = rev10Game();
|
||||
const fb = giveCard(state, attacker, "fireball");
|
||||
const d = state.players.find((p) => p.id === defender)!;
|
||||
d.hand[0] = { instanceId: "blunt#T", cardId: "blunt" };
|
||||
|
||||
state = must(state, attacker, { type: "cast", instanceId: fb.instanceId, target: { kind: "player", playerId: defender } });
|
||||
state = must(state, defender, { type: "counteract", instanceId: "blunt#T" });
|
||||
state = must(state, attacker, { type: "pass" });
|
||||
expect(state.stack).not.toBeNull();
|
||||
expect(state.stack!.waitingOn).toBe(defender);
|
||||
});
|
||||
|
||||
it("a nullified shield is no stop — the exchange returns to the defender", () => {
|
||||
let { state, attacker, defender } = rev10Game();
|
||||
const fb = giveCard(state, attacker, "fireball");
|
||||
const a = state.players.find((p) => p.id === attacker)!;
|
||||
const d = state.players.find((p) => p.id === defender)!;
|
||||
a.hand[1] = { instanceId: "anti-anti#T", cardId: "anti-anti" };
|
||||
d.hand[0] = { instanceId: "full-shield#T", cardId: "full-shield" };
|
||||
|
||||
state = must(state, attacker, { type: "cast", instanceId: fb.instanceId, target: { kind: "player", playerId: defender } });
|
||||
state = must(state, defender, { type: "counteract", instanceId: "full-shield#T" });
|
||||
state = must(state, attacker, { type: "counteract", instanceId: "anti-anti#T" });
|
||||
state = must(state, defender, { type: "pass" });
|
||||
expect(state.players.find((p) => p.id === defender)!.life).toBeLessThan(15);
|
||||
});
|
||||
});
|
||||
|
||||
describe("escapes and elemental walls as counteractions", () => {
|
||||
function rigged(attackId: string, defenderCards: { instanceId: string; cardId: string }[]) {
|
||||
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic"], deckRev: 12 });
|
||||
state = toRound2(state);
|
||||
const { attacker, defender } = faceOff(state);
|
||||
const atk = giveCard(state, attacker, attackId);
|
||||
const d = state.players.find((p) => p.id === defender)!;
|
||||
defenderCards.forEach((c, i) => { d.hand[i] = c; });
|
||||
state = must(state, attacker, {
|
||||
type: "cast", instanceId: atk.instanceId, target: { kind: "player", playerId: defender },
|
||||
});
|
||||
return { state, attacker, defender, atk };
|
||||
}
|
||||
|
||||
it("invisible vanishes mid-stack: the sustained goes up, the hit needs a 1", () => {
|
||||
let { state, defender } = rigged("fireball", [
|
||||
{ instanceId: "invisible#T", cardId: "invisible" },
|
||||
{ instanceId: "number-3#T", cardId: "number-3" },
|
||||
]);
|
||||
state = must(state, defender, {
|
||||
type: "counteract", instanceId: "invisible#T", numberInstanceIds: ["number-3#T"],
|
||||
});
|
||||
const fx = state.sustained.find((s) => s.cardId === "invisible" && s.targetId === defender);
|
||||
expect(fx).toBeDefined();
|
||||
expect(fx!.remainingTurns).toBe(3);
|
||||
// The attached number left the hand with the spell.
|
||||
const d = state.players.find((p) => p.id === defender)!;
|
||||
expect(d.hand.some((c) => c.instanceId === "number-3#T")).toBe(false);
|
||||
});
|
||||
|
||||
it("anti-anti cannot pin the vanishing — escape is escape", () => {
|
||||
let { state, attacker, defender } = rigged("fireball", [
|
||||
{ instanceId: "invisible#T", cardId: "invisible" },
|
||||
]);
|
||||
state = must(state, defender, { type: "counteract", instanceId: "invisible#T" });
|
||||
const a = state.players.find((p) => p.id === attacker)!;
|
||||
a.hand[1] = { instanceId: "anti-anti#T", cardId: "anti-anti" };
|
||||
const refused = applyCommand(state, attacker, { type: "counteract", instanceId: "anti-anti#T" });
|
||||
expect(refused.ok).toBe(false);
|
||||
});
|
||||
|
||||
it("waterwall meets the fireball and stops it whole", () => {
|
||||
let { state, attacker, defender } = rigged("fireball", [
|
||||
{ instanceId: "waterwall#T", cardId: "waterwall" },
|
||||
]);
|
||||
const lifeBefore = state.players.find((p) => p.id === defender)!.life;
|
||||
state = must(state, defender, { type: "counteract", instanceId: "waterwall#T" });
|
||||
state = must(state, attacker, { type: "pass" });
|
||||
// A total stop: the attacker's declined answer resolves at once (rev 10+).
|
||||
expect(state.stack).toBeNull();
|
||||
expect(state.players.find((p) => p.id === defender)!.life).toBe(lifeBefore);
|
||||
});
|
||||
|
||||
it("waterwall refuses everything that is not a fireball", () => {
|
||||
let { state, defender } = rigged("dagger", [
|
||||
{ instanceId: "waterwall#T", cardId: "waterwall" },
|
||||
]);
|
||||
const refused = applyCommand(state, defender, { type: "counteract", instanceId: "waterwall#T" });
|
||||
expect(refused.ok).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
describe("empathy as a counteraction", () => {
|
||||
function empathyRig() {
|
||||
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev: 15 });
|
||||
state = toRound2(state);
|
||||
const { attacker, defender } = faceOff(state);
|
||||
const fb = giveCard(state, attacker, "fireball");
|
||||
const d = state.players.find((p) => p.id === defender)!;
|
||||
d.hand[0] = { instanceId: "empathy#T", cardId: "empathy" };
|
||||
d.hand[1] = { instanceId: "number-3#T", cardId: "number-3" };
|
||||
state = must(state, attacker, {
|
||||
type: "cast", instanceId: fb.instanceId, target: { kind: "player", playerId: defender },
|
||||
});
|
||||
return { state, attacker, defender };
|
||||
}
|
||||
|
||||
it("the blow lands on both — and the link lingers its number's turns", () => {
|
||||
let { state, attacker, defender } = empathyRig();
|
||||
state = must(state, defender, {
|
||||
type: "counteract", instanceId: "empathy#T", numberInstanceIds: ["number-3#T"],
|
||||
});
|
||||
state = must(state, attacker, { type: "pass" });
|
||||
state = must(state, defender, { type: "pass" });
|
||||
expect(state.players.find((p) => p.id === defender)!.life).toBe(10);
|
||||
expect(state.players.find((p) => p.id === attacker)!.life).toBe(10);
|
||||
const fx = state.sustained.find((f) => f.cardId === "empathy" && f.targetId === defender);
|
||||
expect(fx?.remainingTurns).toBe(3);
|
||||
});
|
||||
|
||||
it("anti-anti severs the link: no mirror, no lingering spell", () => {
|
||||
let { state, attacker, defender } = empathyRig();
|
||||
state = must(state, defender, { type: "counteract", instanceId: "empathy#T" });
|
||||
const a = state.players.find((p) => p.id === attacker)!;
|
||||
a.hand[1] = { instanceId: "anti-anti#T", cardId: "anti-anti" };
|
||||
state = must(state, attacker, { type: "counteract", instanceId: "anti-anti#T" });
|
||||
state = must(state, defender, { type: "pass" });
|
||||
expect(state.players.find((p) => p.id === defender)!.life).toBe(10);
|
||||
expect(state.players.find((p) => p.id === attacker)!.life).toBe(15);
|
||||
expect(state.sustained.some((f) => f.cardId === "empathy" && f.targetId === defender)).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
describe("empathy mirrors resolution-hook blows (rules rev 16)", () => {
|
||||
it("a believed illusion bites both wizards", () => {
|
||||
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev: 16 });
|
||||
state = toRound2(state);
|
||||
const { attacker, defender } = faceOff(state);
|
||||
const ill = giveCard(state, attacker, "illusionary-attack");
|
||||
const d = state.players.find((p) => p.id === defender)!;
|
||||
d.hand[0] = { instanceId: "empathy#T", cardId: "empathy" };
|
||||
state = must(state, attacker, {
|
||||
type: "cast", instanceId: ill.instanceId,
|
||||
target: { kind: "player", playerId: defender },
|
||||
params: { cardId: "fireball" },
|
||||
});
|
||||
state = must(state, defender, { type: "counteract", instanceId: "empathy#T" });
|
||||
state = must(state, attacker, { type: "pass" });
|
||||
state = must(state, defender, { type: "pass" });
|
||||
const dAfter = state.players.find((p) => p.id === defender)!;
|
||||
const aAfter = state.players.find((p) => p.id === attacker)!;
|
||||
// Whichever way belief rolled, the two lives moved in lockstep.
|
||||
expect(15 - aAfter.life).toBe(15 - dAfter.life);
|
||||
});
|
||||
});
|
||||
|
||||
describe("the reflected-attack window (rules rev 25)", () => {
|
||||
function reflectRig() {
|
||||
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic"], deckRev: 25 });
|
||||
state = toRound2(state);
|
||||
const { attacker, defender } = faceOff(state);
|
||||
const sd = giveCard(state, attacker, "sudden-death");
|
||||
giveCard(state, defender, "full-reflection", "FR", 0);
|
||||
state = must(state, attacker, {
|
||||
type: "cast", instanceId: sd.instanceId, target: { kind: "player", playerId: defender },
|
||||
});
|
||||
state = must(state, defender, { type: "counteract", instanceId: "full-reflection#FR" });
|
||||
// The attacker's pass meets the total stop and settles the reflection —
|
||||
// which opens the returned spell's window, waiting on the caster.
|
||||
state = must(state, attacker, { type: "pass" });
|
||||
return { state, attacker, defender };
|
||||
}
|
||||
|
||||
it("the returned spell opens a window: absorb soaks the reflected blast", () => {
|
||||
let { state, attacker, defender } = reflectRig();
|
||||
// The reflection settled into a NEW stack: the caster now defends.
|
||||
expect(state.stack).not.toBeNull();
|
||||
expect(state.stack!.defenderId).toBe(attacker);
|
||||
expect(state.stack!.reflectedBase).toEqual({ damage: 10, duration: 0 });
|
||||
giveCard(state, attacker, "absorb", "AB", 0);
|
||||
state = must(state, attacker, { type: "counteract", instanceId: "absorb#AB" });
|
||||
state = must(state, defender, { type: "pass" });
|
||||
state = must(state, attacker, { type: "pass" });
|
||||
// 10 reflected minus absorb's 3.
|
||||
expect(state.players.find((p) => p.id === attacker)!.life).toBe(8);
|
||||
expect(state.players.find((p) => p.id === defender)!.life).toBe(15);
|
||||
});
|
||||
|
||||
it("a second full reflection turns it around again — the ping-pong war", () => {
|
||||
let { state, attacker, defender } = reflectRig();
|
||||
giveCard(state, attacker, "full-reflection", "FR2", 0);
|
||||
state = must(state, attacker, { type: "counteract", instanceId: "full-reflection#FR2" });
|
||||
state = must(state, defender, { type: "pass" });
|
||||
// Turned around again: now the original defender must answer it.
|
||||
expect(state.stack).not.toBeNull();
|
||||
expect(state.stack!.defenderId).toBe(defender);
|
||||
state = must(state, defender, { type: "pass" });
|
||||
expect(state.players.find((p) => p.id === defender)!.life).toBe(5);
|
||||
expect(state.players.find((p) => p.id === attacker)!.life).toBe(15);
|
||||
});
|
||||
|
||||
it("rev 24 lands the reflected blow instantly, as stored games replay", () => {
|
||||
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic"], deckRev: 24 });
|
||||
state = toRound2(state);
|
||||
const { attacker, defender } = faceOff(state);
|
||||
const sd = giveCard(state, attacker, "sudden-death");
|
||||
giveCard(state, defender, "full-reflection", "FR", 0);
|
||||
state = must(state, attacker, {
|
||||
type: "cast", instanceId: sd.instanceId, target: { kind: "player", playerId: defender },
|
||||
});
|
||||
state = must(state, defender, { type: "counteract", instanceId: "full-reflection#FR" });
|
||||
state = must(state, attacker, { type: "pass" });
|
||||
expect(state.stack).toBeNull();
|
||||
expect(state.players.find((p) => p.id === attacker)!.life).toBe(5);
|
||||
});
|
||||
});
|
||||
|
||||
describe("a reflected lightning blast ends the caster's turn (rules rev 28)", () => {
|
||||
function boltRig(deckRev: number) {
|
||||
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic"], deckRev });
|
||||
state = toRound2(state);
|
||||
const { attacker, defender } = faceOff(state);
|
||||
const lb = giveCard(state, attacker, "lightning-blast");
|
||||
giveCard(state, attacker, "number-3", "N", 1);
|
||||
giveCard(state, defender, "full-reflection", "FR", 0);
|
||||
state = must(state, attacker, {
|
||||
type: "cast", instanceId: lb.instanceId, numberInstanceIds: ["number-3#N"],
|
||||
target: { kind: "player", playerId: defender },
|
||||
});
|
||||
state = must(state, defender, { type: "counteract", instanceId: "full-reflection#FR" });
|
||||
state = must(state, attacker, { type: "pass" });
|
||||
// rev 25+: the returned bolt opens its window; the caster declines to answer.
|
||||
if (state.stack) state = must(state, attacker, { type: "pass" });
|
||||
return { state, attacker, defender };
|
||||
}
|
||||
|
||||
it("FAQ: 'you lose the rest of your turn and can't draw cards'", () => {
|
||||
let { state, attacker } = boltRig(28);
|
||||
expect(state.players.find((p) => p.id === attacker)!.life).toBe(12);
|
||||
expect(state.turn.actionsEnded).toBe(true);
|
||||
// No more marching, and the end-of-turn draw comes up empty.
|
||||
expect(applyCommand(state, attacker, { type: "move", direction: "N" }).ok).toBe(false);
|
||||
const before = state.players.find((p) => p.id === attacker)!.hand.length;
|
||||
state = must(state, attacker, { type: "endTurn", draw: 2 });
|
||||
expect(state.players.find((p) => p.id === attacker)!.hand.length).toBe(before);
|
||||
// And the stun still costs the next turn.
|
||||
expect(state.players.find((p) => p.id === attacker)!.lostTurns
|
||||
+ (activePlayer(state).id === attacker ? 1 : 0)).toBeGreaterThanOrEqual(1);
|
||||
});
|
||||
|
||||
it("rev 27 keeps the old behavior: the caster plays on and draws", () => {
|
||||
let { state, attacker } = boltRig(27);
|
||||
expect(state.turn.actionsEnded).toBe(false);
|
||||
const before = state.players.find((p) => p.id === attacker)!.hand.length;
|
||||
state = must(state, attacker, { type: "endTurn", draw: 2 });
|
||||
expect(state.players.find((p) => p.id === attacker)!.hand.length).toBeGreaterThan(before);
|
||||
});
|
||||
});
|
||||
|
||||
describe("fireball burns only the stones in play (rules rev 33)", () => {
|
||||
it("a displayed stone dies; a hidden one stays secret and safe", () => {
|
||||
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic"], deckRev: 33 });
|
||||
state = toRound2(state);
|
||||
const { attacker, defender } = faceOff(state);
|
||||
const fb = giveCard(state, attacker, "fireball");
|
||||
const d = state.players.find((p) => p.id === defender)!;
|
||||
d.hand[0] = { instanceId: "powerstone#T", cardId: "powerstone" };
|
||||
d.hand[1] = { instanceId: "speedstone#T", cardId: "speedstone" };
|
||||
d.displayed = ["powerstone#T"]; // only the powerstone is on the table
|
||||
state = must(state, attacker, { type: "cast", instanceId: fb.instanceId, target: { kind: "player", playerId: defender } });
|
||||
state = must(state, defender, { type: "pass" });
|
||||
const after = state.players.find((p) => p.id === defender)!;
|
||||
expect(after.hand.some((c) => c.instanceId === "powerstone#T")).toBe(false);
|
||||
expect(after.hand.some((c) => c.instanceId === "speedstone#T")).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
describe("stone dead counts only the stones in play (rules rev 34)", () => {
|
||||
it("hidden stones neither add damage nor betray their count", () => {
|
||||
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic", "expansion1"], deckRev: 34 });
|
||||
state = toRound2(state);
|
||||
const { attacker, defender } = faceOff(state);
|
||||
const sd = giveCard(state, attacker, "stone-dead");
|
||||
giveCard(state, attacker, "number-3", "N", 1);
|
||||
const d = state.players.find((p) => p.id === defender)!;
|
||||
d.hand[0] = { instanceId: "powerstone#T", cardId: "powerstone" };
|
||||
d.hand[1] = { instanceId: "speedstone#T", cardId: "speedstone" };
|
||||
d.hand[2] = { instanceId: "bloodstone#T", cardId: "bloodstone" };
|
||||
d.displayed = ["powerstone#T"]; // one on the table, two secret
|
||||
state = must(state, attacker, {
|
||||
type: "cast", instanceId: sd.instanceId, numberInstanceIds: ["number-3#N"],
|
||||
target: { kind: "player", playerId: defender },
|
||||
});
|
||||
state = must(state, defender, { type: "pass" });
|
||||
// 3 x 1 displayed = 3 damage... minus the displayed bloodstone? It is
|
||||
// hidden, so no soak either: 15 - 3 = 12.
|
||||
expect(state.players.find((p) => p.id === defender)!.life).toBe(12);
|
||||
});
|
||||
});
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
import { describe, expect, it } from "vitest";
|
||||
import { applyCommand, activePlayer, boardView, creatureAt, type GameState, type PlayerId, createGame } from "../src/game";
|
||||
import { cellKey, SIDES, stepTarget, type Side } from "../src/board";
|
||||
import { cellKey, edgeKey, SIDES, stepTarget, type Cell, type Side } from "../src/board";
|
||||
import type { CardInstance } from "../src/cards";
|
||||
import { newExpansionGame as newGame, must, giveCard, toRound2, emptyNeighborCell } from "./helpers";
|
||||
|
||||
@@ -205,6 +205,16 @@ describe("monsters", () => {
|
||||
});
|
||||
expect(state.creatures[0]!.maxDamage).toBe(8);
|
||||
|
||||
// "Doubles the existing life-points OR movement rate" — the other choice.
|
||||
const movesBefore = state.creatures[0]!.movesPerTurn;
|
||||
const mm2 = giveCard(state, me, "mega-monster", "MM2", 3);
|
||||
state = must(state, me, {
|
||||
type: "cast", instanceId: mm2.instanceId, target: { kind: "creature", creatureId: id },
|
||||
params: { boost: "movement" },
|
||||
});
|
||||
expect(state.creatures[0]!.movesPerTurn).toBe(movesBefore * 2);
|
||||
expect(state.creatures[0]!.maxDamage).toBe(8);
|
||||
|
||||
const dc = giveCard(state, me, "dispel-creation", "DC", 2);
|
||||
state = must(state, me, {
|
||||
type: "cast", instanceId: dc.instanceId, target: { kind: "cell", cell: state.creatures[0]!.position },
|
||||
@@ -402,8 +412,7 @@ describe("big man (rules rev 5)", () => {
|
||||
expect(r.ok).toBe(false);
|
||||
return;
|
||||
}
|
||||
// Seed offered no walled pocket beside the home; that is fine — the
|
||||
// pushable case above pins the mechanism.
|
||||
throw new Error("setup: seed offered no walled pocket beside the home");
|
||||
});
|
||||
|
||||
it("monsters cannot enter the giant's square", () => {
|
||||
@@ -440,3 +449,304 @@ describe("big man (rules rev 5)", () => {
|
||||
expect(g.inPit).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
describe("monsters roll to hit the hidden (rules rev 13)", () => {
|
||||
function creatureVsInvisible(deckRev: number) {
|
||||
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev });
|
||||
state = toRound2(state);
|
||||
const me = activePlayer(state).id;
|
||||
const victim = state.players.find((p) => p.id !== me)!;
|
||||
const r = summon(state, me, "skeleton");
|
||||
state = r.state;
|
||||
const bones = state.creatures[0]!;
|
||||
bones.justCreated = false;
|
||||
bones.attackUsed = false;
|
||||
bones.position = { ...victim.position };
|
||||
state.sustained.push({
|
||||
id: "fx1", cardId: "invisible", casterId: victim.id, targetId: victim.id,
|
||||
remainingTurns: 3, data: {},
|
||||
});
|
||||
return { state, me, victim, skeletonId: bones.id };
|
||||
}
|
||||
|
||||
it("rev 13: the skeleton's blow takes the 1-in-4 roll — 'any attack' means any", () => {
|
||||
let { state, me, victim, skeletonId } = creatureVsInvisible(13);
|
||||
const rngBefore = JSON.stringify(state.rng);
|
||||
state = must(state, me, { type: "creatureAttack", creatureId: skeletonId, targetId: victim.id });
|
||||
state = must(state, victim.id, { type: "pass" });
|
||||
// The die was consumed, whichever way it landed.
|
||||
expect(JSON.stringify(state.rng)).not.toBe(rngBefore);
|
||||
});
|
||||
|
||||
it("earlier revisions keep the old certainty: no roll, the blow just lands", () => {
|
||||
let { state, me, victim, skeletonId } = creatureVsInvisible(12);
|
||||
const lifeBefore = state.players.find((p) => p.id === victim.id)!.life;
|
||||
const rngBefore = JSON.stringify(state.rng);
|
||||
state = must(state, me, { type: "creatureAttack", creatureId: skeletonId, targetId: victim.id });
|
||||
state = must(state, victim.id, { type: "pass" });
|
||||
expect(state.players.find((p) => p.id === victim.id)!.life).toBeLessThan(lifeBefore);
|
||||
// No die was consumed on the way.
|
||||
expect(JSON.stringify(state.rng)).toBe(rngBefore);
|
||||
});
|
||||
});
|
||||
|
||||
describe("elimination sweeps the board either way (rules rev 14)", () => {
|
||||
it("a treasure-eliminated wizard's fire imp vanishes with them", () => {
|
||||
let { state } = createGame({ playerIds: ["a", "b", "c"], seed: 42, sets: ["basic", "expansion1"], deckRev: 14 });
|
||||
const victim = state.players.find((p) => p.id === "c")!;
|
||||
state.creatures.push({
|
||||
id: "imp1", kind: "fire-imp", controllerId: "c",
|
||||
position: { ...victim.position },
|
||||
damage: 0, maxDamage: 5, movesPerTurn: 0, movementUsed: 0,
|
||||
attackUsed: false, justCreated: false,
|
||||
wallPassesPerTurn: 0, wallPassUsed: 0, scorchedThisTurn: [],
|
||||
});
|
||||
state.sustained.push({
|
||||
id: "fx-med", cardId: "medusa", casterId: "a", targetId: "c",
|
||||
remainingTurns: 3, data: {},
|
||||
});
|
||||
// Both of c's treasures sit captured on living enemies' home bases.
|
||||
const mine = state.treasures.filter((t) => t.owner === "c");
|
||||
expect(mine.length).toBe(2);
|
||||
mine[0]!.position = { ...state.players.find((p) => p.id === "a")!.home };
|
||||
mine[0]!.carriedBy = null;
|
||||
mine[1]!.position = { ...state.players.find((p) => p.id === "b")!.home };
|
||||
mine[1]!.carriedBy = null;
|
||||
const active = activePlayer(state).id;
|
||||
const r = applyCommand(state, active, { type: "endTurn", draw: 0 });
|
||||
if (!r.ok) throw new Error(r.error);
|
||||
state = r.state;
|
||||
expect(state.players.find((p) => p.id === "c")!.alive).toBe(false);
|
||||
expect(state.creatures.some((c) => c.controllerId === "c")).toBe(false);
|
||||
expect(state.sustained.some((s) => s.targetId === "c")).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
describe("creatures walk open doorways", () => {
|
||||
it("a skeleton passes a door whose lock was removed", () => {
|
||||
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic", "expansion1"], deckRev: 16 });
|
||||
state = toRound2(state);
|
||||
const view = boardView(state);
|
||||
for (const [key, edge] of Object.entries(view.edges)) {
|
||||
if (edge !== "door") continue;
|
||||
const [kind, coords] = key.split(",").length ? key.split(":") as [string, string] : ["", ""];
|
||||
const [x, y] = coords.split(",").map(Number) as [number, number];
|
||||
const side = kind === "V" ? ("E" as Side) : ("S" as Side);
|
||||
state.doorStates[key] = "removed";
|
||||
state.creatures.push({
|
||||
id: "sk1", kind: "skeleton", controllerId: activePlayer(state).id,
|
||||
position: { x, y }, damage: 0, maxDamage: 4, movesPerTurn: 3,
|
||||
movementUsed: 0, attackUsed: false, justCreated: false,
|
||||
wallPassesPerTurn: 0, wallPassUsed: 0, scorchedThisTurn: [],
|
||||
});
|
||||
const r = applyCommand(state, activePlayer(state).id, {
|
||||
type: "moveCreature", creatureId: "sk1", direction: side,
|
||||
});
|
||||
if (!r.ok) throw new Error(r.error);
|
||||
const sk = r.state.creatures.find((c) => c.id === "sk1")!;
|
||||
expect(cellKey(sk.position)).toBe(cellKey({ x: x + (side === "E" ? 1 : 0), y: y + (side === "S" ? 1 : 0) }));
|
||||
return;
|
||||
}
|
||||
throw new Error("setup: seed 42 grew a maze with no doors");
|
||||
});
|
||||
});
|
||||
|
||||
describe("the wave carries monsters (rules rev 17)", () => {
|
||||
it("a cornered skeleton takes the waterwall crush", () => {
|
||||
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic", "expansion1"], deckRev: 17 });
|
||||
state = toRound2(state);
|
||||
const caster = activePlayer(state);
|
||||
// A skeleton pinned against solid stone, one square from the wave's edge.
|
||||
const view = boardView(state);
|
||||
for (const [key, edge] of Object.entries(view.edges)) {
|
||||
if (edge !== "wall") continue;
|
||||
const [kind, coords] = key.split(":") as [string, string];
|
||||
if (kind !== "H") continue;
|
||||
const [x, y] = coords.split(",").map(Number) as [number, number];
|
||||
// Wave from this wall southward washes the square below.
|
||||
const below = { x, y: y + 1 };
|
||||
if (!view.cells[cellKey(below)]) continue;
|
||||
state.creatures.push({
|
||||
id: "sk1", kind: "skeleton", controllerId: caster.id,
|
||||
position: { ...below }, damage: 0, maxDamage: 4, movesPerTurn: 3,
|
||||
movementUsed: 0, attackUsed: false, justCreated: false,
|
||||
wallPassesPerTurn: 0, wallPassUsed: 0, scorchedThisTurn: [],
|
||||
});
|
||||
// Pin it: stone directly south of it.
|
||||
state.squareContents[cellKey({ x, y: y + 2 })] = { kind: "stone", damage: 0, createdBy: caster.id };
|
||||
caster.position = { x, y };
|
||||
const stw = giveCard(state, caster.id, "stone-to-water");
|
||||
const r = applyCommand(state, caster.id, {
|
||||
type: "cast", instanceId: stw.instanceId,
|
||||
target: { kind: "edge", cell: { x, y }, side: "S" },
|
||||
});
|
||||
if (!r.ok) throw new Error(r.error);
|
||||
const sk = r.state.creatures.find((c) => c.id === "sk1");
|
||||
// Washed against the stone: it took crush damage (or died of it).
|
||||
if (sk) expect(sk.damage).toBeGreaterThan(0);
|
||||
return;
|
||||
}
|
||||
throw new Error("setup: no horizontal wall with a floor below");
|
||||
});
|
||||
});
|
||||
|
||||
describe("the democratic monster's claw survives the first wizard's death (rules rev 18)", () => {
|
||||
it("refreshes each round even with the roll-off winner dead", () => {
|
||||
let { state } = createGame({ playerIds: ["a", "b", "c"], seed: 42, sets: ["basic", "expansion1"], deckRev: 18 });
|
||||
state = toRound2(state);
|
||||
const firstId = state.players[state.turn.firstIndex]!.id;
|
||||
const dm = {
|
||||
id: "dm1", kind: "democratic-monster" as const, controllerId: state.players[0]!.id,
|
||||
position: { x: 0, y: 0 }, damage: 0, maxDamage: 5, movesPerTurn: 3,
|
||||
movementUsed: 0, attackUsed: true, justCreated: false,
|
||||
wallPassesPerTurn: 0, wallPassUsed: 0, scorchedThisTurn: [] as string[],
|
||||
};
|
||||
state.creatures.push(dm);
|
||||
// The roll-off winner falls.
|
||||
const first = state.players.find((p) => p.id === firstId)!;
|
||||
first.alive = false;
|
||||
first.finalHand = [...first.hand];
|
||||
// Walk a full round of the survivors: the claw must refresh.
|
||||
for (let i = 0; i < 4 && state.creatures[0]!.attackUsed; i++) {
|
||||
const active = activePlayer(state);
|
||||
const r = applyCommand(state, active.id, { type: "endTurn", draw: 0 });
|
||||
if (!r.ok) throw new Error(r.error);
|
||||
state = r.state;
|
||||
}
|
||||
expect(state.creatures[0]!.attackUsed).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
describe("a mid-round democratic monster claws on the next turn (rules rev 18)", () => {
|
||||
it("creation spends the turn, not the round", () => {
|
||||
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic", "expansion1"], deckRev: 18 });
|
||||
state = toRound2(state);
|
||||
const creator = activePlayer(state);
|
||||
const r0 = summon(state, creator.id, "democratic-monster");
|
||||
state = r0.state;
|
||||
const dm = state.creatures.find((c) => c.kind === "democratic-monster")!;
|
||||
expect(dm.attackUsed).toBe(false);
|
||||
expect(dm.justCreated).toBe(true);
|
||||
// Next player's turn: justCreated clears; the claw is live.
|
||||
state = must(state, creator.id, { type: "endTurn", draw: 0 });
|
||||
const mover = activePlayer(state);
|
||||
const victim = state.players.find((p) => p.id !== mover.id)!;
|
||||
const fresh = state.creatures.find((c) => c.kind === "democratic-monster")!;
|
||||
expect(fresh.justCreated).toBe(false);
|
||||
// March it onto the victim: the touch must open.
|
||||
fresh.position = { x: victim.position.x - 1, y: victim.position.y };
|
||||
const r = applyCommand(state, mover.id, { type: "moveCreature", creatureId: fresh.id, direction: "E" });
|
||||
if (!r.ok) throw new Error(r.error);
|
||||
expect(r.state.stack?.creatureId ?? null).toBe(fresh.id);
|
||||
});
|
||||
});
|
||||
|
||||
describe("collapsing walls crush monsters too (rules rev 21)", () => {
|
||||
function wallRig(deckRev: number) {
|
||||
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic", "expansion1"], deckRev });
|
||||
state = toRound2(state);
|
||||
const view = boardView(state);
|
||||
for (const [key, edge] of Object.entries(view.edges)) {
|
||||
if (edge !== "wall") continue;
|
||||
const [kind, coords] = key.split(":") as [string, string];
|
||||
const [x, y] = coords.split(",").map(Number) as [number, number];
|
||||
const side = kind === "V" ? ("E" as Side) : ("S" as Side);
|
||||
const other = { x: x + (side === "E" ? 1 : 0), y: y + (side === "S" ? 1 : 0) };
|
||||
if (!view.cells[cellKey(other)]) continue;
|
||||
const caster = activePlayer(state);
|
||||
caster.position = { x, y };
|
||||
state.creatures.push({
|
||||
id: "tr1", kind: "troll", controllerId: caster.id,
|
||||
position: { ...other }, damage: 0, maxDamage: 6, movesPerTurn: 3,
|
||||
movementUsed: 0, attackUsed: false, justCreated: false,
|
||||
wallPassesPerTurn: 0, wallPassUsed: 0, scorchedThisTurn: [],
|
||||
});
|
||||
const dw = giveCard(state, caster.id, "destroy-wall");
|
||||
const r = applyCommand(state, caster.id, {
|
||||
type: "cast", instanceId: dw.instanceId, target: { kind: "edge", cell: { x, y }, side },
|
||||
});
|
||||
if (!r.ok) throw new Error(r.error);
|
||||
return r.state;
|
||||
}
|
||||
throw new Error("setup: no interior wall found");
|
||||
}
|
||||
|
||||
it("rev 21: the adjacent troll takes the four points", () => {
|
||||
const state = wallRig(21);
|
||||
const troll = state.creatures.find((c) => c.id === "tr1");
|
||||
// Four points on a six-point troll: hurt but standing (or regenerating).
|
||||
expect(troll?.damage).toBe(4);
|
||||
});
|
||||
|
||||
it("earlier revisions leave the troll dusty but unharmed", () => {
|
||||
const state = wallRig(20);
|
||||
expect(state.creatures.find((c) => c.id === "tr1")!.damage).toBe(0);
|
||||
});
|
||||
});
|
||||
|
||||
describe("the self-stack resolves on a pass (rules rev 22)", () => {
|
||||
function selfTouch(deckRev: number) {
|
||||
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic", "expansion1"], deckRev });
|
||||
state = toRound2(state);
|
||||
const creator = activePlayer(state);
|
||||
state.creatures.push({
|
||||
id: "dm1", kind: "democratic-monster", controllerId: creator.id,
|
||||
position: { x: creator.position.x - 1, y: creator.position.y },
|
||||
damage: 0, maxDamage: 5, movesPerTurn: 3, movementUsed: 0,
|
||||
attackUsed: false, justCreated: false,
|
||||
wallPassesPerTurn: 0, wallPassUsed: 0, scorchedThisTurn: [],
|
||||
});
|
||||
const r = applyCommand(state, creator.id, { type: "moveCreature", creatureId: "dm1", direction: "E" });
|
||||
if (!r.ok) throw new Error(r.error);
|
||||
return { state: r.state, creator: creator.id };
|
||||
}
|
||||
|
||||
it("rev 22: passing your own monster's touch takes the claw and moves on", () => {
|
||||
const { state, creator } = selfTouch(22);
|
||||
if (!state.stack) return; // a wall between: the touch never opened
|
||||
expect(state.stack.attackerId).toBe(creator);
|
||||
expect(state.stack.defenderId).toBe(creator);
|
||||
const r = applyCommand(state, creator, { type: "pass" });
|
||||
if (!r.ok) throw new Error(r.error);
|
||||
expect(r.state.stack).toBeNull();
|
||||
expect(r.state.players.find((p) => p.id === creator)!.life).toBe(13);
|
||||
});
|
||||
|
||||
it("rev 21 keeps its recorded bounce, no-op as it was", () => {
|
||||
const { state, creator } = selfTouch(21);
|
||||
if (!state.stack) return;
|
||||
const r = applyCommand(state, creator, { type: "pass" });
|
||||
if (!r.ok) throw new Error(r.error);
|
||||
expect(r.state.stack).not.toBeNull();
|
||||
});
|
||||
});
|
||||
|
||||
describe("fear holds off monsters and unwilling feet alike (rules rev 32)", () => {
|
||||
it("a commanded monster cannot close within three of the fearsome", () => {
|
||||
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic", "expansion1"], deckRev: 32 });
|
||||
const a = state.players.find((p) => p.id === "a")!;
|
||||
const b = state.players.find((p) => p.id === "b")!;
|
||||
// b radiates fear; a's troll stands exactly four away, aimed straight at b.
|
||||
state.sustained.push({
|
||||
id: "fx-fear", cardId: "fear", casterId: "b", targetId: "b",
|
||||
remainingTurns: 5, data: {},
|
||||
} as never);
|
||||
b.position = { x: 2, y: 5 };
|
||||
a.position = { x: 0, y: 0 };
|
||||
state.creatures.push({
|
||||
id: "troll-1", kind: "troll", controllerId: "a", position: { x: 2, y: 9 },
|
||||
damage: 0, maxDamage: 6, movesPerTurn: 3, movementUsed: 0,
|
||||
wallPassesPerTurn: 0, wallPassUsed: 0, attackUsed: false, justCreated: false,
|
||||
scorchedThisTurn: [],
|
||||
} as never);
|
||||
for (const y of [5, 6, 7, 8]) state.edgeOverrides[edgeKey({ x: 2, y }, "S")] = "open";
|
||||
while (state.players[state.turn.activeIndex]!.id !== "a") {
|
||||
const r = applyCommand(state, state.players[state.turn.activeIndex]!.id, { type: "endTurn", draw: 0 });
|
||||
if (!r.ok) throw new Error(r.error);
|
||||
state = r.state;
|
||||
}
|
||||
const r = applyCommand(state, "a", { type: "moveCreature", creatureId: "troll-1", direction: "N" });
|
||||
expect(r.ok).toBe(false);
|
||||
if (!r.ok) expect(r.error).toContain("dread");
|
||||
});
|
||||
});
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
import { describe, expect, it } from "vitest";
|
||||
import { applyCommand, activePlayer, boardView, sustainedOn, type GameState } from "../src/game";
|
||||
import { applyCommand, activePlayer, boardView, createGame, sustainedOn, type GameState } from "../src/game";
|
||||
import { cellKey, edgeKey, neighbor, type Side } from "../src/board";
|
||||
import type { CardInstance } from "../src/cards";
|
||||
import { newGame, must, giveCard, toRound2, faceOff, castAt } from "./helpers";
|
||||
@@ -346,3 +346,131 @@ describe("cast modifiers", () => {
|
||||
expect(d.lostTurns).toBe(1); // the stun still applies
|
||||
});
|
||||
});
|
||||
|
||||
describe("holding the door open (Pick Lock / Master Key)", () => {
|
||||
function doorRig() {
|
||||
let { state } = createGame({ playerIds: ["holder", "guest"], seed: 42, sets: ["basic"], deckRev: 14 });
|
||||
state = toRound2(state);
|
||||
// Find a door edge; stand the acting player beside it.
|
||||
const view = boardView(state);
|
||||
for (const [key, edge] of Object.entries(view.edges)) {
|
||||
if (edge !== "door") continue;
|
||||
const [kind, coords] = key.split(":") as [string, string];
|
||||
const [x, y] = coords.split(",").map(Number) as [number, number];
|
||||
const cell = { x, y };
|
||||
const side = kind === "V" ? ("E" as Side) : ("S" as Side);
|
||||
const holder = activePlayer(state);
|
||||
holder.position = { ...cell };
|
||||
return { state, key, cell, side, holder: holder.id };
|
||||
}
|
||||
throw new Error("setup: seed 42 grew a maze with no doors");
|
||||
}
|
||||
|
||||
it("a held door outlives the turn and admits another wizard", () => {
|
||||
let { state, key, cell, side, holder } = doorRig();
|
||||
const pick = giveCard(state, holder, "pick-lock");
|
||||
state = must(state, holder, {
|
||||
type: "cast", instanceId: pick.instanceId,
|
||||
target: { kind: "edge", cell, side }, params: { hold: true },
|
||||
});
|
||||
state = must(state, holder, { type: "endTurn", draw: 0 });
|
||||
expect(state.heldDoors.some((h) => h.key === key)).toBe(true);
|
||||
const guest = state.players.find((p) => p.id !== holder)!;
|
||||
guest.position = { ...cell };
|
||||
const r = applyCommand(state, guest.id, { type: "move", direction: side });
|
||||
if (!r.ok) throw new Error(r.error);
|
||||
const through = r.state.players.find((p) => p.id === guest.id)!;
|
||||
expect(cellKey(through.position)).toBe(cellKey(neighbor(cell, side)));
|
||||
});
|
||||
|
||||
it("the door swings shut the moment the holder steps away", () => {
|
||||
let { state, key, cell, side, holder } = doorRig();
|
||||
const pick = giveCard(state, holder, "pick-lock");
|
||||
state = must(state, holder, {
|
||||
type: "cast", instanceId: pick.instanceId,
|
||||
target: { kind: "edge", cell, side }, params: { hold: true },
|
||||
});
|
||||
expect(state.heldDoors.some((h) => h.key === key)).toBe(true);
|
||||
// March the holder until adjacency breaks; the sweep must release.
|
||||
let walked = state;
|
||||
let released = false;
|
||||
const dirs: Side[] = ["N", "E", "S", "W"];
|
||||
for (const d1 of dirs) {
|
||||
const r1 = applyCommand(walked, holder, { type: "move", direction: d1 });
|
||||
if (!r1.ok) continue;
|
||||
if (!r1.state.heldDoors.some((h) => h.key === key)) { released = true; break; }
|
||||
for (const d2 of dirs) {
|
||||
const r2 = applyCommand(r1.state, holder, { type: "move", direction: d2 });
|
||||
if (!r2.ok) continue;
|
||||
if (!r2.state.heldDoors.some((h) => h.key === key)) { released = true; break; }
|
||||
}
|
||||
if (released) break;
|
||||
}
|
||||
expect(released).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
describe("a held door is an open doorway to the eye (rules rev 15)", () => {
|
||||
function sightRig(deckRev: number) {
|
||||
let { state } = createGame({ playerIds: ["holder", "pursuer"], seed: 42, sets: ["basic"], deckRev });
|
||||
state = toRound2(state);
|
||||
const view = boardView(state);
|
||||
for (const [key, edge] of Object.entries(view.edges)) {
|
||||
if (edge !== "door") continue;
|
||||
const [kind, coords] = key.split(":") as [string, string];
|
||||
const [x, y] = coords.split(",").map(Number) as [number, number];
|
||||
const cell = { x, y };
|
||||
const side = kind === "V" ? ("E" as Side) : ("S" as Side);
|
||||
const holder = activePlayer(state);
|
||||
const pursuer = state.players.find((p) => p.id !== holder.id)!;
|
||||
holder.position = { ...cell };
|
||||
pursuer.position = neighbor(cell, side);
|
||||
return { state, cell, side, holder: holder.id, pursuer: pursuer.id };
|
||||
}
|
||||
throw new Error("setup: seed 42 grew a maze with no doors");
|
||||
}
|
||||
|
||||
it("rev 15: the holder blasts the pursuer through the doorway", () => {
|
||||
let { state, cell, side, holder, pursuer } = sightRig(15);
|
||||
const pick = giveCard(state, holder, "pick-lock");
|
||||
state = must(state, holder, {
|
||||
type: "cast", instanceId: pick.instanceId,
|
||||
target: { kind: "edge", cell, side }, params: { hold: true },
|
||||
});
|
||||
const fb = giveCard(state, holder, "fireball", "FB", 1);
|
||||
const lifeBefore = state.players.find((p) => p.id === pursuer)!.life;
|
||||
state = must(state, holder, {
|
||||
type: "cast", instanceId: fb.instanceId, target: { kind: "player", playerId: pursuer },
|
||||
});
|
||||
state = must(state, pursuer, { type: "pass" });
|
||||
expect(state.players.find((p) => p.id === pursuer)!.life).toBeLessThan(lifeBefore);
|
||||
});
|
||||
|
||||
it("an unheld unlocked door still blocks sight", () => {
|
||||
let { state, cell, side, holder, pursuer } = sightRig(15);
|
||||
const pick = giveCard(state, holder, "pick-lock");
|
||||
state = must(state, holder, {
|
||||
type: "cast", instanceId: pick.instanceId,
|
||||
target: { kind: "edge", cell, side },
|
||||
});
|
||||
const fb = giveCard(state, holder, "fireball", "FB", 1);
|
||||
const refused = applyCommand(state, holder, {
|
||||
type: "cast", instanceId: fb.instanceId, target: { kind: "player", playerId: pursuer },
|
||||
});
|
||||
expect(refused.ok).toBe(false);
|
||||
});
|
||||
|
||||
it("earlier revisions keep the blocked sightline, hold or no", () => {
|
||||
let { state, cell, side, holder, pursuer } = sightRig(14);
|
||||
const pick = giveCard(state, holder, "pick-lock");
|
||||
state = must(state, holder, {
|
||||
type: "cast", instanceId: pick.instanceId,
|
||||
target: { kind: "edge", cell, side }, params: { hold: true },
|
||||
});
|
||||
const fb = giveCard(state, holder, "fireball", "FB", 1);
|
||||
const refused = applyCommand(state, holder, {
|
||||
type: "cast", instanceId: fb.instanceId, target: { kind: "player", playerId: pursuer },
|
||||
});
|
||||
expect(refused.ok).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
import { describe, expect, it } from "vitest";
|
||||
import { applyCommand, activePlayer, boardView, gameLos, sustainedOn } from "../src/game";
|
||||
import { cellKey, stepTarget } from "../src/board";
|
||||
import { applyCommand, activePlayer, boardView, createGame, gameLos, sustainedOn } from "../src/game";
|
||||
import { cellKey, edgeKey, stepTarget } from "../src/board";
|
||||
import type { CardInstance } from "../src/cards";
|
||||
import { newExpansionGame as newGame, must, giveCard, toRound2, faceOff, castAt } from "./helpers";
|
||||
|
||||
@@ -161,6 +161,58 @@ describe("expansion combat cards", () => {
|
||||
expect(r.error).toMatch(/blocked/);
|
||||
}
|
||||
});
|
||||
|
||||
it("idiot at rev 23 forbids item handling and punches but allows counteractions", () => {
|
||||
let { state } = createGame({
|
||||
playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev: 23,
|
||||
});
|
||||
state = toRound2(state);
|
||||
const { attacker, defender } = faceOff(state);
|
||||
// The victim carries an OPPONENT'S treasure into the spell.
|
||||
const d = state.players.find((p) => p.id === defender)!;
|
||||
const stolen = state.treasures.find((t) => t.owner === attacker)!;
|
||||
stolen.carriedBy = defender;
|
||||
stolen.position = null;
|
||||
d.carriedTreasureId = stolen.id;
|
||||
const id = giveCard(state, attacker, "idiot");
|
||||
state = castAt(state, attacker, defender, id);
|
||||
expect(sustainedOn(state, defender, "idiot").length).toBe(1);
|
||||
state = must(state, attacker, { type: "endTurn", draw: 0 });
|
||||
|
||||
// No dropping the carried treasure (no capturing it on your home, either).
|
||||
const drop = applyCommand(state, defender, { type: "dropTreasure" });
|
||||
expect(drop.ok).toBe(false);
|
||||
if (!drop.ok) expect(drop.error).toMatch(/treasure/);
|
||||
// No punching the tormentor.
|
||||
expect(applyCommand(state, defender, { type: "punch", targetId: attacker }).ok).toBe(false);
|
||||
// Goal-aiding spells stay castable (FAQ: "You could, however, destroy a wall").
|
||||
const sp = giveCard(state, defender, "speed", "SP", 0);
|
||||
expect(applyCommand(state, defender, { type: "cast", instanceId: sp.instanceId }).ok).toBe(true);
|
||||
// Counteractions are expressly allowed: absorb an incoming fireball.
|
||||
state = must(state, defender, { type: "endTurn", draw: 0 });
|
||||
const fb = giveCard(state, attacker, "fireball", "F", 0);
|
||||
state = must(state, attacker, {
|
||||
type: "cast", instanceId: fb.instanceId, target: { kind: "player", playerId: defender },
|
||||
});
|
||||
giveCard(state, defender, "absorb-spell", "AB", 1);
|
||||
expect(applyCommand(state, defender, { type: "counteract", instanceId: "absorb-spell#AB" }).ok).toBe(true);
|
||||
});
|
||||
|
||||
it("idiot at rev 23 has no effect on a victim carrying their own treasure", () => {
|
||||
let { state } = createGame({
|
||||
playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev: 23,
|
||||
});
|
||||
state = toRound2(state);
|
||||
const { attacker, defender } = faceOff(state);
|
||||
const d = state.players.find((p) => p.id === defender)!;
|
||||
const own = state.treasures.find((t) => t.owner === defender)!;
|
||||
own.carriedBy = defender;
|
||||
own.position = null;
|
||||
d.carriedTreasureId = own.id;
|
||||
const id = giveCard(state, attacker, "idiot");
|
||||
state = castAt(state, attacker, defender, id);
|
||||
expect(sustainedOn(state, defender, "idiot").length).toBe(0);
|
||||
});
|
||||
});
|
||||
|
||||
describe("swap home bases", () => {
|
||||
@@ -283,3 +335,192 @@ describe("ambushes (async interrupts)", () => {
|
||||
expect(state.ambushes.length).toBe(0);
|
||||
});
|
||||
});
|
||||
|
||||
describe("swap meet trades carried items (rules rev 26)", () => {
|
||||
function rig(deckRev: number) {
|
||||
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev });
|
||||
state = toRound2(state);
|
||||
const { attacker, defender } = faceOff(state);
|
||||
const sm = giveCard(state, attacker, "swap-meet");
|
||||
giveCard(state, attacker, "dagger", "D", 1);
|
||||
giveCard(state, defender, "blaster-wand", "W", 0);
|
||||
state = must(state, attacker, {
|
||||
type: "cast", instanceId: sm.instanceId,
|
||||
target: { kind: "player", playerId: defender },
|
||||
params: { cardId: "dagger;blaster-wand" },
|
||||
});
|
||||
state = must(state, defender, { type: "pass" });
|
||||
return { state, attacker, defender };
|
||||
}
|
||||
|
||||
it("a dagger trades for a wand — both are carried items", () => {
|
||||
const { state, attacker, defender } = rig(26);
|
||||
expect(state.players.find((p) => p.id === attacker)!.hand.some((c) => c.cardId === "blaster-wand")).toBe(true);
|
||||
expect(state.players.find((p) => p.id === defender)!.hand.some((c) => c.cardId === "dagger")).toBe(true);
|
||||
});
|
||||
|
||||
it("older revisions matched only object-typed cards and replay so", () => {
|
||||
const { state, attacker, defender } = rig(25);
|
||||
expect(state.players.find((p) => p.id === attacker)!.hand.some((c) => c.cardId === "dagger")).toBe(true);
|
||||
expect(state.players.find((p) => p.id === defender)!.hand.some((c) => c.cardId === "blaster-wand")).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
describe("swap meet trades treasures too", () => {
|
||||
function treasureRig(theirsToken: string, mineToken: string) {
|
||||
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev: 26 });
|
||||
state = toRound2(state);
|
||||
const { attacker, defender } = faceOff(state);
|
||||
const a = state.players.find((p) => p.id === attacker)!;
|
||||
const d = state.players.find((p) => p.id === defender)!;
|
||||
// The defender hauls one of the attacker's own treasures.
|
||||
const stolen = state.treasures.find((t) => t.owner === attacker)!;
|
||||
stolen.position = null; stolen.carriedBy = defender; d.carriedTreasureId = stolen.id;
|
||||
const sm = giveCard(state, attacker, "swap-meet");
|
||||
giveCard(state, attacker, "dagger", "D", 1);
|
||||
state = must(state, attacker, {
|
||||
type: "cast", instanceId: sm.instanceId,
|
||||
target: { kind: "player", playerId: defender },
|
||||
params: { cardId: `${mineToken};${theirsToken}` },
|
||||
});
|
||||
state = must(state, defender, { type: "pass" });
|
||||
return { state, attacker, defender, a, d, stolen };
|
||||
}
|
||||
|
||||
it("a dagger buys back the treasure in the thief's arms", () => {
|
||||
const { state, attacker, defender } = treasureRig("treasure", "dagger");
|
||||
const a = state.players.find((p) => p.id === attacker)!;
|
||||
const d = state.players.find((p) => p.id === defender)!;
|
||||
const t = state.treasures.find((tr) => tr.owner === attacker && tr.carriedBy)!;
|
||||
expect(a.carriedTreasureId).toBe(t.id);
|
||||
expect(t.carriedBy).toBe(attacker);
|
||||
expect(d.carriedTreasureId).toBeNull();
|
||||
expect(d.hand.some((c) => c.cardId === "dagger")).toBe(true);
|
||||
});
|
||||
|
||||
it("the trade refuses to overload full arms", () => {
|
||||
// The attacker also carries a treasure: claiming theirs with a dagger
|
||||
// would mean two in hand — the swap quietly cannot happen.
|
||||
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev: 26 });
|
||||
state = toRound2(state);
|
||||
const { attacker, defender } = faceOff(state);
|
||||
const a = state.players.find((p) => p.id === attacker)!;
|
||||
const d = state.players.find((p) => p.id === defender)!;
|
||||
const t1 = state.treasures.find((t) => t.owner === attacker)!;
|
||||
t1.position = null; t1.carriedBy = attacker; a.carriedTreasureId = t1.id;
|
||||
const t2 = state.treasures.find((t) => t.owner === defender)!;
|
||||
t2.position = null; t2.carriedBy = defender; d.carriedTreasureId = t2.id;
|
||||
const sm = giveCard(state, attacker, "swap-meet");
|
||||
giveCard(state, attacker, "dagger", "D", 1);
|
||||
state = must(state, attacker, {
|
||||
type: "cast", instanceId: sm.instanceId,
|
||||
target: { kind: "player", playerId: defender },
|
||||
params: { cardId: "dagger;treasure" },
|
||||
});
|
||||
state = must(state, defender, { type: "pass" });
|
||||
expect(state.players.find((p) => p.id === attacker)!.carriedTreasureId).toBe(t1.id);
|
||||
expect(state.players.find((p) => p.id === defender)!.carriedTreasureId).toBe(t2.id);
|
||||
});
|
||||
|
||||
it("treasure for treasure trades both armfuls", () => {
|
||||
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev: 26 });
|
||||
state = toRound2(state);
|
||||
const { attacker, defender } = faceOff(state);
|
||||
const a = state.players.find((p) => p.id === attacker)!;
|
||||
const d = state.players.find((p) => p.id === defender)!;
|
||||
const t1 = state.treasures.find((t) => t.owner === attacker)!;
|
||||
t1.position = null; t1.carriedBy = attacker; a.carriedTreasureId = t1.id;
|
||||
const t2 = state.treasures.find((t) => t.owner === defender)!;
|
||||
t2.position = null; t2.carriedBy = defender; d.carriedTreasureId = t2.id;
|
||||
const sm = giveCard(state, attacker, "swap-meet");
|
||||
state = must(state, attacker, {
|
||||
type: "cast", instanceId: sm.instanceId,
|
||||
target: { kind: "player", playerId: defender },
|
||||
params: { cardId: "treasure;treasure" },
|
||||
});
|
||||
state = must(state, defender, { type: "pass" });
|
||||
expect(state.players.find((p) => p.id === attacker)!.carriedTreasureId).toBe(t2.id);
|
||||
expect(state.players.find((p) => p.id === defender)!.carriedTreasureId).toBe(t1.id);
|
||||
expect(state.treasures.find((t) => t.id === t1.id)!.carriedBy).toBe(defender);
|
||||
expect(state.treasures.find((t) => t.id === t2.id)!.carriedBy).toBe(attacker);
|
||||
});
|
||||
});
|
||||
|
||||
describe("full reflection hands the swap meet choice to the reflector (rev 27)", () => {
|
||||
function reflectedSwapRig(reflectorChoice?: string) {
|
||||
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev: 27 });
|
||||
state = toRound2(state);
|
||||
const { attacker, defender } = faceOff(state);
|
||||
const a = state.players.find((p) => p.id === attacker)!;
|
||||
// The caster carries a treasure and offers a dagger; the reflector may
|
||||
// instead demand the trade of their own choosing.
|
||||
const t = state.treasures.find((t) => t.owner === attacker)!;
|
||||
t.position = null; t.carriedBy = attacker; a.carriedTreasureId = t.id;
|
||||
const sm = giveCard(state, attacker, "swap-meet");
|
||||
giveCard(state, attacker, "dagger", "D", 1);
|
||||
giveCard(state, defender, "full-reflection", "FR", 0);
|
||||
giveCard(state, defender, "large-rock", "R", 1);
|
||||
state = must(state, attacker, {
|
||||
type: "cast", instanceId: sm.instanceId,
|
||||
target: { kind: "player", playerId: defender },
|
||||
params: { cardId: "dagger;large-rock" },
|
||||
});
|
||||
state = must(state, defender, {
|
||||
type: "counteract", instanceId: "full-reflection#FR",
|
||||
...(reflectorChoice ? { params: { cardId: reflectorChoice } } : {}),
|
||||
});
|
||||
state = must(state, attacker, { type: "pass" });
|
||||
return { state, attacker, defender, treasureId: t.id };
|
||||
}
|
||||
|
||||
it("the reflector rewrites the trade: their rock for the caster's treasure", () => {
|
||||
const { state, attacker, defender, treasureId } = reflectedSwapRig("large-rock;treasure");
|
||||
const d = state.players.find((p) => p.id === defender)!;
|
||||
expect(d.carriedTreasureId).toBe(treasureId);
|
||||
expect(state.players.find((p) => p.id === attacker)!.hand.some((c) => c.cardId === "large-rock")).toBe(true);
|
||||
expect(state.players.find((p) => p.id === attacker)!.carriedTreasureId).toBeNull();
|
||||
});
|
||||
|
||||
it("the reflector may decline: 'none' trades nothing", () => {
|
||||
const { state, attacker, defender, treasureId } = reflectedSwapRig("none");
|
||||
expect(state.players.find((p) => p.id === attacker)!.carriedTreasureId).toBe(treasureId);
|
||||
expect(state.players.find((p) => p.id === defender)!.hand.some((c) => c.cardId === "large-rock")).toBe(true);
|
||||
});
|
||||
|
||||
it("a bare full reflection with no choice trades nothing", () => {
|
||||
const { state, attacker } = reflectedSwapRig(undefined);
|
||||
expect(state.players.find((p) => p.id === attacker)!.hand.some((c) => c.cardId === "dagger")).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
describe("go away routs around walls (rules rev 36)", () => {
|
||||
it("a victim against a wall bends the line instead of standing still", () => {
|
||||
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev: 36 });
|
||||
state = toRound2(state);
|
||||
const { attacker, defender } = faceOff(state);
|
||||
const a = state.players.find((p) => p.id === attacker)!;
|
||||
const d = state.players.find((p) => p.id === defender)!;
|
||||
// Attacker west of the victim, a wall hard against the victim's east:
|
||||
// the straight line away is blocked from the first step.
|
||||
a.position = { x: 1, y: 5 };
|
||||
d.position = { x: 2, y: 5 };
|
||||
state.edgeOverrides[edgeKey({ x: 1, y: 5 }, "E")] = "open";
|
||||
state.edgeOverrides[edgeKey({ x: 2, y: 5 }, "E")] = "wall";
|
||||
state.edgeOverrides[edgeKey({ x: 2, y: 5 }, "N")] = "open";
|
||||
state.edgeOverrides[edgeKey({ x: 2, y: 5 }, "S")] = "open";
|
||||
state.edgeOverrides[edgeKey({ x: 2, y: 4 }, "N")] = "open";
|
||||
state.edgeOverrides[edgeKey({ x: 2, y: 6 }, "S")] = "open";
|
||||
const ga = giveCard(state, attacker, "go-away");
|
||||
giveCard(state, attacker, "number-3", "N3", 1);
|
||||
state = must(state, attacker, {
|
||||
type: "cast", instanceId: ga.instanceId, numberInstanceIds: ["number-3#N3"],
|
||||
target: { kind: "player", playerId: defender },
|
||||
});
|
||||
state = must(state, defender, { type: "pass" });
|
||||
const after = state.players.find((p) => p.id === defender)!;
|
||||
const dist = Math.abs(after.position.x - 1) + Math.abs(after.position.y - 5);
|
||||
// Three routed spaces: strictly farther than where they stood.
|
||||
expect(dist).toBeGreaterThanOrEqual(3);
|
||||
expect(after.lostTurns).toBe(1);
|
||||
});
|
||||
});
|
||||
|
||||
@@ -1,7 +1,8 @@
|
||||
import { describe, expect, it } from "vitest";
|
||||
import { applyCommand, activePlayer, boardView, gameLos } from "../src/game";
|
||||
import { cellKey, SIDES, stepTarget, type Cell } from "../src/board";
|
||||
import { applyCommand, activePlayer, boardView, createGame, gameLos } from "../src/game";
|
||||
import { cellKey, edgeKey, SIDES, stepTarget, type Cell } from "../src/board";
|
||||
import type { CardInstance } from "../src/cards";
|
||||
import { eligibleCellsFor, sightedCellsFor, viewFor } from "../src/view";
|
||||
import { newExpansionGame as newGame, must, giveCard, emptyNeighborCell } from "./helpers";
|
||||
|
||||
describe("expansion terrain", () => {
|
||||
@@ -161,3 +162,94 @@ describe("expansion terrain", () => {
|
||||
// Wave side effects vary by geometry; the melt itself is the pinned behavior.
|
||||
});
|
||||
});
|
||||
|
||||
describe("eligibility dimming mirrors the engine", () => {
|
||||
it("boobytrap tokens go anywhere but solid stone, sight be damned", () => {
|
||||
let { state } = newGame();
|
||||
const caster = activePlayer(state).id;
|
||||
const view = viewFor(state, caster);
|
||||
const lit = eligibleCellsFor(view, "boobytrap")!;
|
||||
// Every board square is fair game (the fresh maze holds no solid stone),
|
||||
// including squares far outside the caster's sight.
|
||||
expect(lit.size).toBe(Object.keys(view.board.cells).length);
|
||||
});
|
||||
|
||||
it("glue lights only sighted squares that hold something", () => {
|
||||
let { state } = newGame();
|
||||
const caster = activePlayer(state);
|
||||
// Drop a dagger at the caster's feet — the one guaranteed-sighted object.
|
||||
const here = { ...caster.position };
|
||||
state.groundObjects[cellKey(here)] = [{ instanceId: "dagger#G", cardId: "dagger" }];
|
||||
const lit = eligibleCellsFor(viewFor(state, caster.id), "glue")!;
|
||||
expect(lit.has(cellKey(here))).toBe(true);
|
||||
// Empty squares stay dim — glue needs something to glue down.
|
||||
const view = viewFor(state, caster.id);
|
||||
for (const k of lit) {
|
||||
const held =
|
||||
(view.groundObjects[k] ?? []).length > 0 ||
|
||||
view.treasures.some((t) => t.position && cellKey(t.position) === k);
|
||||
expect(held).toBe(true);
|
||||
}
|
||||
});
|
||||
|
||||
it("dispel dimming lights creatures and demands sight, whoever made them", () => {
|
||||
let { state } = newGame();
|
||||
const caster = activePlayer(state);
|
||||
const other = state.players.find((p) => p.id !== caster.id)!;
|
||||
// An enemy wraith beside the caster: created by the OTHER wizard.
|
||||
state.creatures.push({
|
||||
id: "w1", kind: "wraith", controllerId: other.id,
|
||||
position: { x: caster.position.x, y: caster.position.y },
|
||||
damage: 0, maxDamage: Infinity, movesPerTurn: 3, movementUsed: 0,
|
||||
attackUsed: false, justCreated: false,
|
||||
wallPassesPerTurn: 1, wallPassUsed: 0, scorchedThisTurn: [],
|
||||
});
|
||||
const lit = eligibleCellsFor(viewFor(state, caster.id), "dispel-creation")!;
|
||||
expect(lit.has(cellKey(caster.position))).toBe(true);
|
||||
// Everything lit is created AND sighted.
|
||||
const view = viewFor(state, caster.id);
|
||||
const seen = sightedCellsFor(view);
|
||||
for (const k of lit) expect(seen.has(k)).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
describe("a wave's force is spent as it travels (rules rev 24)", () => {
|
||||
/** Caster at B, one cell above A; the target wall is A's south edge, so
|
||||
* the range-2 wave covers A (dist 0) and B (dist 1). */
|
||||
function rig(deckRev: number, behind: "open" | "wall") {
|
||||
const { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic", "expansion1"], deckRev });
|
||||
const me = activePlayer(state);
|
||||
const A = { x: 4, y: 5 }, B = { x: 4, y: 4 }, Bn = { x: 4, y: 3 }, Bnn = { x: 4, y: 2 };
|
||||
for (const c of [A, B, Bn, Bnn]) expect(boardView(state).cells[cellKey(c)]).toBeTruthy();
|
||||
state.edgeOverrides[edgeKey(A, "S")] = "wall";
|
||||
state.edgeOverrides[edgeKey(A, "N")] = "open";
|
||||
state.edgeOverrides[edgeKey(B, "N")] = behind;
|
||||
state.edgeOverrides[edgeKey(Bn, "N")] = "open";
|
||||
me.position = { ...B };
|
||||
// The other wizard waits far outside the wave.
|
||||
state.players.find((p) => p.id !== me.id)!.position = { x: 0, y: 9 };
|
||||
const stw = giveCard(state, me.id, "stone-to-water", "SW", 0);
|
||||
const after = must(state, me.id, {
|
||||
type: "cast", instanceId: stw.instanceId, target: { kind: "edge", cell: A, side: "S" },
|
||||
});
|
||||
return { me: after.players.find((p) => p.id === me.id)!, B, Bn, Bnn };
|
||||
}
|
||||
|
||||
it("a victim at the wave's far edge is carried one space, unhurt", () => {
|
||||
const { me, Bn } = rig(24, "open");
|
||||
expect(cellKey(me.position)).toBe(cellKey(Bn));
|
||||
expect(me.life).toBe(15);
|
||||
});
|
||||
|
||||
it("only unspent force crushes: one space of push blocked is one damage", () => {
|
||||
const { me, B } = rig(24, "wall");
|
||||
expect(cellKey(me.position)).toBe(cellKey(B));
|
||||
expect(me.life).toBe(14);
|
||||
});
|
||||
|
||||
it("older revisions keep the flat full-range wash for replay fidelity", () => {
|
||||
const { me, Bnn } = rig(23, "open");
|
||||
expect(cellKey(me.position)).toBe(cellKey(Bnn));
|
||||
expect(me.life).toBe(15);
|
||||
});
|
||||
});
|
||||
|
||||
@@ -1,4 +1,6 @@
|
||||
import { describe, expect, it } from "vitest";
|
||||
import { giveCard } from "./helpers";
|
||||
import { edgeKey } from "../src/board";
|
||||
import {
|
||||
applyCommand,
|
||||
activePlayer,
|
||||
@@ -224,3 +226,137 @@ describe("treasures and victory", () => {
|
||||
expect(result.ok).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
describe("elimination by lost treasures drops what the fallen carried (rev 30)", () => {
|
||||
it("the carried treasure lands where the wizard stood", () => {
|
||||
let { state } = createGame({ playerIds: ["a", "b", "c"], seed: 42, sets: ["basic"], deckRev: 30 });
|
||||
const A = state.players.find((p) => p.id === "a")!;
|
||||
const B = state.players.find((p) => p.id === "b")!;
|
||||
const C = state.players.find((p) => p.id === "c")!;
|
||||
// C's first treasure already sits captured on B's home...
|
||||
const c1 = state.treasures.filter((t) => t.owner === "c")[0]!;
|
||||
c1.position = { ...B.home };
|
||||
// ...C carries one of B's treasures...
|
||||
const bt = state.treasures.filter((t) => t.owner === "b")[0]!;
|
||||
bt.position = null;
|
||||
bt.carriedBy = "c";
|
||||
C.carriedTreasureId = bt.id;
|
||||
// ...and A, standing on their own home, drops C's second treasure there.
|
||||
const c2 = state.treasures.filter((t) => t.owner === "c")[1]!;
|
||||
c2.position = null;
|
||||
c2.carriedBy = "a";
|
||||
A.carriedTreasureId = c2.id;
|
||||
A.position = { ...A.home };
|
||||
while (state.players[state.turn.activeIndex]!.id !== "a") {
|
||||
const r = applyCommand(state, state.players[state.turn.activeIndex]!.id, { type: "endTurn", draw: 0 });
|
||||
if (!r.ok) throw new Error(r.error);
|
||||
state = r.state;
|
||||
}
|
||||
const r = applyCommand(state, "a", { type: "dropTreasure" });
|
||||
if (!r.ok) throw new Error(r.error);
|
||||
state = r.state;
|
||||
// C is eliminated by lost treasures — and B's treasure lies where C stood.
|
||||
const cAfter = state.players.find((p) => p.id === "c")!;
|
||||
expect(cAfter.alive).toBe(false);
|
||||
expect(cAfter.carriedTreasureId).toBeNull();
|
||||
const btAfter = state.treasures.find((t) => t.id === bt.id)!;
|
||||
expect(btAfter.carriedBy).toBeNull();
|
||||
expect(btAfter.position).toEqual(cAfter.position);
|
||||
});
|
||||
});
|
||||
|
||||
describe("the Ward is played in the moment (rules rev 31)", () => {
|
||||
function grabRig() {
|
||||
let { state } = createGame({ playerIds: ["thief", "owner"], seed: 42, sets: ["basic"], deckRev: 31 });
|
||||
const thief = state.players.find((p) => p.id === "thief")!;
|
||||
const owner = state.players.find((p) => p.id === "owner")!;
|
||||
giveCard(state, "owner", "ward", "W", 0);
|
||||
const t = state.treasures.find((t) => t.owner === "owner" && t.position)!;
|
||||
thief.position = { ...t.position! };
|
||||
while (state.players[state.turn.activeIndex]!.id !== "thief") {
|
||||
const r = applyCommand(state, state.players[state.turn.activeIndex]!.id, { type: "endTurn", draw: 0 });
|
||||
if (!r.ok) throw new Error(r.error);
|
||||
state = r.state;
|
||||
}
|
||||
const r = applyCommand(state, "thief", { type: "pickUpTreasure" });
|
||||
if (!r.ok) throw new Error(r.error);
|
||||
return { state: r.state, owner, thief };
|
||||
}
|
||||
|
||||
it("the grab hangs on the owner; springing costs the thief 3 and the card", () => {
|
||||
let { state } = grabRig();
|
||||
expect(state.wardPending).toEqual({ ownerId: "owner", takerId: "thief" });
|
||||
// Nobody else may act while it hangs.
|
||||
expect(applyCommand(state, "thief", { type: "endTurn", draw: 0 }).ok).toBe(false);
|
||||
const r = applyCommand(state, "owner", { type: "wardChoice", play: true });
|
||||
if (!r.ok) throw new Error(r.error);
|
||||
state = r.state;
|
||||
expect(state.wardPending).toBeNull();
|
||||
expect(state.players.find((p) => p.id === "thief")!.life).toBe(12);
|
||||
expect(state.players.find((p) => p.id === "owner")!.hand.some((c) => c.cardId === "ward")).toBe(false);
|
||||
});
|
||||
|
||||
it("declining lets the thief go, Ward still in hand", () => {
|
||||
let { state } = grabRig();
|
||||
const r = applyCommand(state, "owner", { type: "wardChoice", play: false });
|
||||
if (!r.ok) throw new Error(r.error);
|
||||
state = r.state;
|
||||
expect(state.players.find((p) => p.id === "thief")!.life).toBe(15);
|
||||
expect(state.players.find((p) => p.id === "owner")!.hand.some((c) => c.cardId === "ward")).toBe(true);
|
||||
expect(applyCommand(state, "thief", { type: "endTurn", draw: 0 }).ok).toBe(true);
|
||||
});
|
||||
|
||||
it("arming is refused in this vintage", () => {
|
||||
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic"], deckRev: 31 });
|
||||
giveCard(state, state.players[state.turn.activeIndex]!.id, "ward", "W", 0);
|
||||
const r = applyCommand(state, state.players[state.turn.activeIndex]!.id, { type: "armWard", armed: true });
|
||||
expect(r.ok).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
describe("an ambushed teleport carries its destination (rules rev 35)", () => {
|
||||
it("the trap springs and the victim lands where the trapper said", () => {
|
||||
let { state } = createGame({ playerIds: ["trapper", "prey"], seed: 42, sets: ["basic", "expansion1"], deckRev: 35 });
|
||||
for (let guard = 0; guard < 10 && !(state.players[state.turn.activeIndex]!.id === "trapper" && state.turn.round > 1); guard++) {
|
||||
const r = applyCommand(state, state.players[state.turn.activeIndex]!.id, { type: "endTurn", draw: 0 });
|
||||
if (!r.ok) throw new Error(r.error);
|
||||
state = r.state;
|
||||
}
|
||||
const trapper = state.players.find((p) => p.id === "trapper")!;
|
||||
const prey = state.players.find((p) => p.id === "prey")!;
|
||||
giveCard(state, "trapper", "interrupt", "I", 0);
|
||||
giveCard(state, "trapper", "teleport-opponent", "TO", 1);
|
||||
// Arming without a destination is refused; with one it is stored.
|
||||
const bad = applyCommand(state, "trapper", {
|
||||
type: "setAmbush", instanceId: "interrupt#I", trigger: { kind: "near" },
|
||||
spellInstanceId: "teleport-opponent#TO",
|
||||
});
|
||||
expect(bad.ok).toBe(false);
|
||||
const dest = { x: trapper.home.x, y: trapper.home.y === 0 ? 1 : trapper.home.y - 1 };
|
||||
let r = applyCommand(state, "trapper", {
|
||||
type: "setAmbush", instanceId: "interrupt#I", trigger: { kind: "near" },
|
||||
spellInstanceId: "teleport-opponent#TO", cell: dest,
|
||||
});
|
||||
if (!r.ok) throw new Error(r.error);
|
||||
state = r.state;
|
||||
state = applyCommand(state, "trapper", { type: "endTurn", draw: 0 }).ok
|
||||
? (applyCommand(state, "trapper", { type: "endTurn", draw: 0 }) as { state: typeof state }).state : state;
|
||||
// The prey walks adjacent; the trap springs; the prey passes; they land
|
||||
// at dest. (Re-find both: applyCommand clones made the handles stale.)
|
||||
const trapperNow = state.players.find((p) => p.id === "trapper")!;
|
||||
const preyNow = state.players.find((p) => p.id === "prey")!;
|
||||
const below = trapperNow.position.y >= 2;
|
||||
preyNow.position = { x: trapperNow.position.x, y: trapperNow.position.y + (below ? -2 : 2) };
|
||||
const dir = below ? "S" : "N";
|
||||
state.edgeOverrides[edgeKey(preyNow.position, dir)] = "open";
|
||||
r = applyCommand(state, "prey", { type: "move", direction: dir });
|
||||
if (!r.ok) throw new Error(r.error);
|
||||
state = r.state;
|
||||
expect(state.stack?.attackCard?.cardId).toBe("teleport-opponent");
|
||||
expect(state.stack?.params?.cell).toEqual(dest);
|
||||
r = applyCommand(state, "prey", { type: "pass" });
|
||||
if (!r.ok) throw new Error(r.error);
|
||||
state = r.state;
|
||||
expect(state.players.find((p) => p.id === "prey")!.position).toEqual(dest);
|
||||
});
|
||||
});
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
import { describe, expect, it } from "vitest";
|
||||
import { applyCommand, activePlayer, boardView, gameLos, sustainedOn, viewFor } from "../src";
|
||||
import { cellKey, edgeKey, type Cell } from "../src/board";
|
||||
import { applyCommand, activePlayer, boardView, createGame, gameLos, sustainedOn, viewFor } from "../src";
|
||||
import { cellKey, edgeKey, hasLineOfSight, sightBetween, traceSight, type Cell } from "../src/board";
|
||||
import type { CardInstance } from "../src/cards";
|
||||
import { newGame, must, giveCard, toRound2, emptyNeighborCell } from "./helpers";
|
||||
|
||||
@@ -334,3 +334,227 @@ describe("6e card-face corrections", () => {
|
||||
expect(applyCommand(state, defender.id, { type: "counteract", instanceId: "wall-of-fire#WOF2" }).ok).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
describe("relocation past the origin (rules rev 11)", () => {
|
||||
function rev11Game() {
|
||||
const { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic"], deckRev: 11 });
|
||||
return state;
|
||||
}
|
||||
|
||||
it("a sector may land at negative coordinates — the maze renormalizes", () => {
|
||||
let state = rev11Game();
|
||||
const me = activePlayer(state);
|
||||
const other = state.players.find((p) => p.id !== me.id)!;
|
||||
const idx = state.board.placements.findIndex(
|
||||
(p) => me.position.y >= p.origin.y && me.position.y < p.origin.y + 5,
|
||||
);
|
||||
const otherIdx = idx === 0 ? 1 : 0;
|
||||
const otherOrigin = state.board.placements[otherIdx]!.origin;
|
||||
// Land WEST of the other sector: x = otherOrigin.x - 5, likely negative.
|
||||
const dest = { x: otherOrigin.x - 5, y: otherOrigin.y };
|
||||
const otherPosBefore = { ...other.position };
|
||||
const rel = giveCard(state, me.id, "relocate-sector");
|
||||
state = must(state, me.id, {
|
||||
type: "cast", instanceId: rel.instanceId,
|
||||
target: { kind: "cell", cell: dest }, params: { cell: me.position },
|
||||
});
|
||||
// The maze zero-anchors: origins snug against both axes.
|
||||
const origins = state.board.placements.map((p: { origin: Cell }) => p.origin);
|
||||
expect(Math.min(...origins.map((o: Cell) => o.x))).toBe(0);
|
||||
expect(Math.min(...origins.map((o: Cell) => o.y))).toBe(0);
|
||||
// Everyone stands on a cell the reassembled board knows.
|
||||
for (const p of state.players) {
|
||||
expect(state.board.cells[cellKey(p.position)]).toBe(true);
|
||||
expect(state.board.cells[cellKey(p.home)]).toBe(true);
|
||||
}
|
||||
// The static sector's tenant rode the renormalization shift exactly.
|
||||
const finalOther = state.board.placements[otherIdx]!.origin;
|
||||
const shifted = state.players.find((p: { id: string }) => p.id === other.id)!;
|
||||
expect(shifted.position).toEqual({
|
||||
x: otherPosBefore.x + (finalOther.x - otherOrigin.x),
|
||||
y: otherPosBefore.y + (finalOther.y - otherOrigin.y),
|
||||
});
|
||||
});
|
||||
|
||||
it("older revisions still refuse the negative landing", () => {
|
||||
let { state } = newGame(); // helper default: rev-ungated (1)
|
||||
const me = activePlayer(state);
|
||||
const idx = state.board.placements.findIndex(
|
||||
(p) => me.position.y >= p.origin.y && me.position.y < p.origin.y + 5,
|
||||
);
|
||||
const otherOrigin = state.board.placements[idx === 0 ? 1 : 0]!.origin;
|
||||
const rel = giveCard(state, me.id, "relocate-sector");
|
||||
const refused = applyCommand(state, me.id, {
|
||||
type: "cast", instanceId: rel.instanceId,
|
||||
target: { kind: "cell", cell: { x: otherOrigin.x - 5, y: otherOrigin.y - 5 } },
|
||||
params: { cell: me.position },
|
||||
});
|
||||
expect(refused.ok).toBe(false);
|
||||
});
|
||||
|
||||
it("a moving sector carries its creature, glue, warp tokens, and traps", () => {
|
||||
let state = rev11Game();
|
||||
const me = activePlayer(state);
|
||||
const idx = state.board.placements.findIndex(
|
||||
(p) => me.position.y >= p.origin.y && me.position.y < p.origin.y + 5,
|
||||
);
|
||||
const myOrigin = state.board.placements[idx]!.origin;
|
||||
const otherOrigin = state.board.placements[idx === 0 ? 1 : 0]!.origin;
|
||||
const inMine = (c: Cell) =>
|
||||
c.x >= myOrigin.x && c.x < myOrigin.x + 5 && c.y >= myOrigin.y && c.y < myOrigin.y + 5;
|
||||
// Seed passengers on the moving sector.
|
||||
const spot = { x: myOrigin.x + 2, y: myOrigin.y + 2 };
|
||||
expect(inMine(spot)).toBe(true);
|
||||
state.creatures.push({
|
||||
id: "c1", kind: "troll", controllerId: me.id, position: { ...spot },
|
||||
damage: 0, maxDamage: 5, movesPerTurn: 3, movementUsed: 0,
|
||||
attackUsed: false, justCreated: false,
|
||||
wallPassesPerTurn: 0, wallPassUsed: 0, scorchedThisTurn: [],
|
||||
});
|
||||
state.gluedCells[cellKey(spot)] = true;
|
||||
state.dimWarps.push({ a: { ...spot }, b: { x: otherOrigin.x + 1, y: otherOrigin.y + 1 } });
|
||||
state.boobytraps.push({ casterId: me.id, cells: [{ ...spot }], realKey: cellKey(spot) });
|
||||
|
||||
const dest = { x: otherOrigin.x + 5, y: otherOrigin.y };
|
||||
const rel = giveCard(state, me.id, "relocate-sector");
|
||||
state = must(state, me.id, {
|
||||
type: "cast", instanceId: rel.instanceId,
|
||||
target: { kind: "cell", cell: dest }, params: { cell: me.position },
|
||||
});
|
||||
// Expected coordinates follow the final placements (move + zero-anchor).
|
||||
const finalMine = state.board.placements[idx]!.origin;
|
||||
const finalOther = state.board.placements[idx === 0 ? 1 : 0]!.origin;
|
||||
const moved = { x: spot.x + finalMine.x - myOrigin.x, y: spot.y + finalMine.y - myOrigin.y };
|
||||
// The warp's far token sat one square inside the static sector.
|
||||
const staticShifted = { x: finalOther.x + 1, y: finalOther.y + 1 };
|
||||
expect(state.creatures[0]!.position).toEqual(moved);
|
||||
expect(state.gluedCells[cellKey(moved)]).toBe(true);
|
||||
expect(state.dimWarps[0]!.a).toEqual(moved);
|
||||
expect(state.dimWarps[0]!.b).toEqual(staticShifted);
|
||||
expect(state.boobytraps[0]!.cells[0]).toEqual(moved);
|
||||
expect(state.boobytraps[0]!.realKey).toBe(cellKey(moved));
|
||||
});
|
||||
});
|
||||
|
||||
describe("junction alterations roll for their sector (rules rev 20)", () => {
|
||||
it("a conjured wall on the seam obeys the die: 1-2 stays, 3-4 travels", () => {
|
||||
const { state: fresh } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic"], deckRev: 20 });
|
||||
let state = toRound2(fresh);
|
||||
// The 2p board is two sectors stacked: the seam runs between them.
|
||||
const [p0, p1] = state.board.placements;
|
||||
const seamY = Math.max(p0!.origin.y, p1!.origin.y) - 1;
|
||||
const seamCell = { x: p0!.origin.x + 2, y: seamY };
|
||||
const key = edgeKey(seamCell, "S");
|
||||
// Conjure a wall on the seam (state surgery: the cast needs LOS we may lack).
|
||||
state.edgeOverrides[key] = "wall";
|
||||
state.createdEdges[key] = true;
|
||||
const caster = activePlayer(state);
|
||||
const rot = giveCard(state, caster.id, "rotate-sector");
|
||||
const rngBefore = JSON.stringify(state.rng);
|
||||
state = must(state, caster.id, {
|
||||
type: "cast", instanceId: rot.instanceId,
|
||||
target: { kind: "cell", cell: { x: p1!.origin.x + 2, y: p1!.origin.y + 2 } },
|
||||
params: { clockwise: true },
|
||||
});
|
||||
// A die was consumed for the seam wall.
|
||||
expect(JSON.stringify(state.rng)).not.toBe(rngBefore);
|
||||
// The wall is somewhere: either the old seam key or a remapped edge.
|
||||
const createdKeys = Object.keys(state.createdEdges);
|
||||
expect(createdKeys.length).toBe(1);
|
||||
});
|
||||
});
|
||||
|
||||
describe("sight tracing", () => {
|
||||
it("agrees with sightBetween on every pair and pins entry/exit to the mouths", () => {
|
||||
const { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic"] });
|
||||
const board = boardView(state);
|
||||
const cells = Object.keys(board.cells).map((k) => {
|
||||
const [x, y] = k.split(",").map(Number) as [number, number];
|
||||
return { x, y };
|
||||
});
|
||||
let warped = 0;
|
||||
for (const from of cells) {
|
||||
for (const to of cells) {
|
||||
const t = traceSight(board, from, to);
|
||||
expect(t !== null).toBe(sightBetween(board, from, to));
|
||||
if (!t) continue;
|
||||
if (hasLineOfSight(board, from, to)) {
|
||||
expect(t.kind).toBe("direct");
|
||||
} else {
|
||||
expect(t.kind).toBe("warp");
|
||||
if (t.kind === "warp") {
|
||||
warped++;
|
||||
// Each crossing point lies on its mouth's one-cell rim segment.
|
||||
const onRim = (p: { x: number; y: number }, m: { cell: Cell; side: string }) => {
|
||||
if (m.side === "N") return p.y === m.cell.y && p.x > m.cell.x && p.x < m.cell.x + 1;
|
||||
if (m.side === "S") return p.y === m.cell.y + 1 && p.x > m.cell.x && p.x < m.cell.x + 1;
|
||||
if (m.side === "W") return p.x === m.cell.x && p.y > m.cell.y && p.y < m.cell.y + 1;
|
||||
return p.x === m.cell.x + 1 && p.y > m.cell.y && p.y < m.cell.y + 1;
|
||||
};
|
||||
expect(onRim(t.entry, t.mouthA)).toBe(true);
|
||||
expect(onRim(t.exit, t.mouthB)).toBe(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
expect(warped).toBeGreaterThan(0);
|
||||
});
|
||||
});
|
||||
|
||||
describe("illusions are tested by choice (rules rev 29)", () => {
|
||||
function shimmerRig() {
|
||||
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic"], deckRev: 29 });
|
||||
state = toRound2(state);
|
||||
const caster = activePlayer(state);
|
||||
const mark = state.players.find((p) => p.id !== caster.id)!;
|
||||
// Conjure the illusion on an OPEN edge beside the victim (state surgery
|
||||
// for a deterministic spot; the cast itself is tested elsewhere).
|
||||
const spot = emptyNeighborCell(state, mark.position);
|
||||
const key = edgeKey(mark.position, spot.side);
|
||||
state.illusionWalls[key] = { createdBy: caster.id, belief: {} };
|
||||
state = must(state, caster.id, { type: "endTurn", draw: 0 });
|
||||
return {
|
||||
state, caster: caster.id, victim: mark.id, side: spot.side,
|
||||
cell: { ...state.players.find((p) => p.id === mark.id)!.position },
|
||||
};
|
||||
}
|
||||
|
||||
it("an untested shimmer blocks the walker with its own message, no die rolled", () => {
|
||||
const { state, victim, side } = shimmerRig();
|
||||
const rngBefore = JSON.stringify(state.rng);
|
||||
const r = applyCommand(state, victim, { type: "move", direction: side });
|
||||
expect(r.ok).toBe(false);
|
||||
if (!r.ok) expect(r.error).toContain("shimmers");
|
||||
expect(JSON.stringify(state.rng)).toBe(rngBefore);
|
||||
});
|
||||
|
||||
it("the belief test is an explicit roll; the verdict then governs the wall", () => {
|
||||
let { state, victim, cell, side } = shimmerRig();
|
||||
state = must(state, victim, { type: "testIllusion", cell, side });
|
||||
const verdict = state.illusionWalls[edgeKey(cell, side)]!.belief[victim];
|
||||
expect(verdict === "believes" || verdict === "seesThrough").toBe(true);
|
||||
const r = applyCommand(state, victim, { type: "move", direction: side });
|
||||
if (verdict === "seesThrough") {
|
||||
expect(r.ok).toBe(true);
|
||||
} else {
|
||||
expect(r.ok).toBe(false);
|
||||
if (!r.ok) expect(r.error).toBe("blocked by wall");
|
||||
}
|
||||
// A second test is refused: eyes rule once.
|
||||
expect(applyCommand(state, victim, { type: "testIllusion", cell, side }).ok).toBe(false);
|
||||
});
|
||||
|
||||
it("the creator strolls through their own fake without any test", () => {
|
||||
let { state, caster } = shimmerRig();
|
||||
// Skip to the caster's turn; the wall never blocks its maker.
|
||||
while (activePlayer(state).id !== caster) {
|
||||
state = must(state, activePlayer(state).id, { type: "endTurn", draw: 0 });
|
||||
}
|
||||
const me = state.players.find((p) => p.id === caster)!;
|
||||
const other = state.players.find((p) => p.id !== caster)!;
|
||||
me.position = { ...other.position };
|
||||
const r = applyCommand(state, caster, { type: "move", direction: "E" });
|
||||
// Blocked only if some REAL edge stands there; the illusion itself never objects.
|
||||
if (!r.ok) expect(r.error).not.toContain("shimmers");
|
||||
});
|
||||
});
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
import { describe, expect, it } from "vitest";
|
||||
import { applyCommand, activePlayer, boardView, gameLos, sustainedOn } from "../src/game";
|
||||
import { applyCommand, activePlayer, boardView, createGame, gameLos, sustainedOn } from "../src/game";
|
||||
import { cellKey, edgeKey, neighbor, SIDES } from "../src/board";
|
||||
import type { CardInstance } from "../src/cards";
|
||||
import { newGame, must, giveCard, toRound2, faceOff, castAt, emptyNeighborCell } from "./helpers";
|
||||
@@ -277,3 +277,17 @@ describe("control effects", () => {
|
||||
expect(state.players.find((p) => p.id === me.id)!.hand.some((c) => c.cardId === "create-wall")).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
describe("picking one of two treasures", () => {
|
||||
it("a named treasure is the one taken", () => {
|
||||
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic"], deckRev: 16 });
|
||||
state = toRound2(state);
|
||||
const p = activePlayer(state);
|
||||
const [t1, t2] = state.treasures.filter((t) => t.owner !== p.id);
|
||||
t1!.position = { ...p.position }; t1!.carriedBy = null;
|
||||
t2!.position = { ...p.position }; t2!.carriedBy = null;
|
||||
const r = applyCommand(state, p.id, { type: "pickUpTreasure", treasureId: t2!.id });
|
||||
if (!r.ok) throw new Error(r.error);
|
||||
expect(r.state.players.find((q) => q.id === p.id)!.carriedTreasureId).toBe(t2!.id);
|
||||
});
|
||||
});
|
||||
|
||||
@@ -12,11 +12,6 @@ describe("magic wands", () => {
|
||||
const wand = giveCard(state, attacker, "blaster-wand");
|
||||
giveCard(state, attacker, "number-2", "N", 1);
|
||||
|
||||
// First use without a number card is refused.
|
||||
expect(applyCommand(state, attacker, {
|
||||
type: "cast", instanceId: wand.instanceId, target: { kind: "player", playerId: defender },
|
||||
}).ok).toBe(false);
|
||||
|
||||
// Charged with a 2: fires (3 damage), one charge left, wand displayed.
|
||||
state = must(state, attacker, {
|
||||
type: "cast", instanceId: wand.instanceId, numberInstanceIds: ["number-2#N"],
|
||||
@@ -210,3 +205,20 @@ describe("dropping objects", () => {
|
||||
expect(refused.ok).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
describe("a bare wand lights a single charge", () => {
|
||||
it("'played without a number card, its power is only 1': one shot, then dust", () => {
|
||||
let { state } = newGame();
|
||||
state = toRound2(state);
|
||||
const { attacker, defender } = faceOff(state);
|
||||
const bw = giveCard(state, attacker, "blaster-wand");
|
||||
state = must(state, attacker, {
|
||||
type: "cast", instanceId: bw.instanceId, target: { kind: "player", playerId: defender },
|
||||
});
|
||||
state = must(state, defender, { type: "pass" });
|
||||
// The single charge fired (3 flat damage) and the wand crumbled.
|
||||
expect(state.players.find((p) => p.id === defender)!.life).toBe(12);
|
||||
expect(state.players.find((p) => p.id === attacker)!.hand.some((c) => c.cardId === "blaster-wand")).toBe(false);
|
||||
expect(state.wandCharges[bw.instanceId]).toBeUndefined();
|
||||
});
|
||||
});
|
||||
|
||||
@@ -3,5 +3,5 @@
|
||||
"compilerOptions": {
|
||||
"noEmit": true
|
||||
},
|
||||
"include": ["src"]
|
||||
"include": ["src", "test"]
|
||||
}
|
||||
|
||||
@@ -0,0 +1,119 @@
|
||||
// The automatons' table talk, one voice per temperament. Edit freely — the
|
||||
// server picks from these pools at random, sparingly (menace over chatter).
|
||||
//
|
||||
// Triggers: grabGold (picked up a treasure), deliverGold (dropped one on a
|
||||
// home base), dealPain (hurt somebody), takePain (got hurt), kill, die,
|
||||
// summon (created a creature), buildWall, escape (self-teleported away),
|
||||
// springTrap (drew a TRAP card), dodge (an attack missed them), win.
|
||||
|
||||
import type { AutomatonStyle } from "@wizwar/engine";
|
||||
|
||||
export type BanterTrigger =
|
||||
| "grabGold" | "deliverGold" | "dealPain" | "takePain" | "kill" | "die"
|
||||
| "summon" | "buildWall" | "escape" | "springTrap" | "dodge" | "win";
|
||||
|
||||
export const BOT_LINES: Record<AutomatonStyle, Partial<Record<BanterTrigger, string[]>>> = {
|
||||
hunter: {
|
||||
grabGold: [
|
||||
"ACQUISITION COMPLETE.",
|
||||
"YOUR GOLD HAS BEEN REALLOCATED.",
|
||||
"ASSET SECURED.",
|
||||
"APPRAISAL: ADEQUATE. TAKING IT ANYWAY.",
|
||||
],
|
||||
deliverGold: [
|
||||
"DELIVERY CONFIRMED. PLEASURE DOING BUSINESS.",
|
||||
"LOGISTICS IS MY LOVE LANGUAGE.",
|
||||
"RECEIPT AVAILABLE UPON REQUEST.",
|
||||
],
|
||||
dealPain: [
|
||||
"AN INEFFICIENT USE OF YOUR TURN.",
|
||||
"COSTS HAVE BEEN PASSED TO THE CONSUMER.",
|
||||
"THIS IS BILLABLE.",
|
||||
],
|
||||
takePain: [
|
||||
"DAMAGE NOTED. INVOICE PENDING.",
|
||||
"THAT COMES OUT OF YOUR ESTATE.",
|
||||
],
|
||||
kill: [
|
||||
"INVENTORY TRANSFERRED. CONDOLENCES.",
|
||||
"ACCOUNT CLOSED.",
|
||||
],
|
||||
die: [
|
||||
"FILING FOR BANKRUPTCY.",
|
||||
"THE MARKET HAS CORRECTED.",
|
||||
],
|
||||
summon: ["A SUBCONTRACTOR HAS BEEN RETAINED."],
|
||||
buildWall: ["ZONING APPROVED."],
|
||||
escape: ["RELOCATION EXPENSES: JUSTIFIED."],
|
||||
springTrap: ["AN UNFORESEEN LIABILITY."],
|
||||
dodge: ["PROJECTIONS SAID YOU WOULD MISS."],
|
||||
win: ["PLEASURE DOING BUSINESS WITH ALL OF YOU."],
|
||||
},
|
||||
berserker: {
|
||||
grabGold: [
|
||||
"GOLD IS MERELY BAIT.",
|
||||
"SHINY. IRRELEVANT.",
|
||||
],
|
||||
dealPain: [
|
||||
"YES. AGAIN.",
|
||||
"PAIN RECEIPT PRINTED.",
|
||||
"HOLD STILL. THIS IS THE FUN PART.",
|
||||
"THE MAZE PROVIDES.",
|
||||
],
|
||||
takePain: [
|
||||
"GOOD. NOW IT IS INTERESTING.",
|
||||
"I FELT THAT. DO IT AGAIN.",
|
||||
],
|
||||
kill: [
|
||||
"SCHEDULED DEMISE: DELIVERED.",
|
||||
"NEXT.",
|
||||
"THE PILE GROWS.",
|
||||
],
|
||||
die: [
|
||||
"SAVE MY SEAT.",
|
||||
"I WILL BE BACK FOR THE REMATCH.",
|
||||
],
|
||||
summon: [
|
||||
"I HAVE MADE YOU A FRIEND. IT IS NOT FRIENDLY.",
|
||||
"IT EATS WHAT I TELL IT TO EAT.",
|
||||
],
|
||||
buildWall: ["MORE CORNERS TO TRAP YOU IN."],
|
||||
escape: ["A TACTICAL LEAP. NOT A RETREAT."],
|
||||
springTrap: ["WHO PUT THAT THERE. RESPECT."],
|
||||
dodge: ["SWING HARDER."],
|
||||
win: ["LAST ONE STANDING. AS FORETOLD."],
|
||||
},
|
||||
worrier: {
|
||||
grabGold: [
|
||||
"taking this. sorry. sorry.",
|
||||
"borrowing it. permanently. sorry.",
|
||||
],
|
||||
deliverGold: ["home. safe. breathe."],
|
||||
dealPain: [
|
||||
"ow. logged.",
|
||||
"unnecessary!",
|
||||
"that looked like it hurt. it was supposed to. i think.",
|
||||
],
|
||||
takePain: [
|
||||
"rude.",
|
||||
"i wrote it down. the list is long.",
|
||||
],
|
||||
kill: [
|
||||
"oh no. oh no. it worked?",
|
||||
"i'm not proud. mostly.",
|
||||
],
|
||||
die: [
|
||||
"called it.",
|
||||
"this is fine. this is fine. this is not fine.",
|
||||
],
|
||||
summon: ["please be nice to it. actually don't."],
|
||||
buildWall: [
|
||||
"good wall. safe wall.",
|
||||
"one more wall between me and everything.",
|
||||
],
|
||||
escape: ["nope nope nope."],
|
||||
springTrap: ["i knew the floor was suspicious."],
|
||||
dodge: ["missed me. oh thank goodness. i mean: ha."],
|
||||
win: ["wait. me? check again."],
|
||||
},
|
||||
};
|
||||
@@ -35,6 +35,7 @@ import {
|
||||
getRoom,
|
||||
joinRoom,
|
||||
loadPersistedRooms,
|
||||
runningRooms,
|
||||
addAutomaton,
|
||||
addChat,
|
||||
driveOneAutomaton,
|
||||
@@ -49,6 +50,7 @@ import {
|
||||
type Room,
|
||||
} from "./rooms";
|
||||
import { engagementStats, recordHotseat } from "./stats";
|
||||
import { BOT_LINES, type BanterTrigger } from "./banter";
|
||||
|
||||
// --- Abuse limits: this is a public server on a small box. -----------------
|
||||
const MAX_SOCKETS = 300; // concurrent connections
|
||||
@@ -69,6 +71,11 @@ const port = Number(process.env.PORT ?? 8787);
|
||||
// is not reachable from the internet. Dev default stays LAN-friendly.
|
||||
const host = process.env.HOST ?? "0.0.0.0";
|
||||
loadPersistedRooms();
|
||||
// A restart can land mid-bot-turn: without a kick, a restored room whose
|
||||
// current actor is an automaton waits forever for a human to poke it.
|
||||
setTimeout(() => {
|
||||
for (const room of runningRooms()) runBots(room);
|
||||
}, 2000);
|
||||
|
||||
// One process serves both the built client and the websocket, so production
|
||||
// needs only a TLS proxy in front (or nothing, on a LAN).
|
||||
@@ -173,7 +180,14 @@ function roomInfo(room: Room) {
|
||||
started: room.state !== null,
|
||||
colors: Object.fromEntries(room.colorChoices),
|
||||
bots: Object.fromEntries(
|
||||
[...room.bots].map(([name, b]) => [name, `${b.tier} ${b.secret ? "mystery" : b.style}`]),
|
||||
// A mystery machine keeps its mood only while the game lives: once it
|
||||
// ends, the hands go face-up and so does the temperament.
|
||||
[...room.bots].map(([name, b]) => [
|
||||
name,
|
||||
room.state?.phase === "finished"
|
||||
? `${b.tier} ${b.style}${b.secret ? " 🎭" : ""}`
|
||||
: `${b.tier} ${b.secret ? "mystery" : b.style}`,
|
||||
]),
|
||||
),
|
||||
};
|
||||
}
|
||||
@@ -190,51 +204,49 @@ function broadcast(room: Room, makeMessage: (playerId: PlayerId) => unknown): vo
|
||||
* The clockwork plays at a watchable pace: one command every beat, each
|
||||
* broadcast as it lands, until the maze wants a human again.
|
||||
*/
|
||||
const BOT_STEP_MS = 1500;
|
||||
const BOT_STEP_MS = 1000;
|
||||
|
||||
/** The clockwork occasionally speaks. Sparingly — menace over chatter. */
|
||||
const BOT_LINES: Record<string, Record<string, string[]>> = {
|
||||
hunter: {
|
||||
treasurePickedUp: ["ACQUISITION COMPLETE.", "YOUR GOLD HAS BEEN REALLOCATED."],
|
||||
treasureDropped: ["DELIVERY CONFIRMED. PLEASURE DOING BUSINESS."],
|
||||
damaged: ["AN INEFFICIENT USE OF YOUR TURN."],
|
||||
died: ["INVENTORY TRANSFERRED. CONDOLENCES."],
|
||||
},
|
||||
berserker: {
|
||||
treasurePickedUp: ["GOLD IS MERELY BAIT."],
|
||||
damaged: ["YES. AGAIN.", "PAIN RECEIPT PRINTED."],
|
||||
died: ["SCHEDULED DEMISE: DELIVERED.", "NEXT."],
|
||||
creatureCreated: ["I HAVE MADE YOU A FRIEND. IT IS NOT FRIENDLY."],
|
||||
},
|
||||
worrier: {
|
||||
treasurePickedUp: ["taking this. sorry. sorry."],
|
||||
damaged: ["ow. logged.", "unnecessary!"],
|
||||
wallCreated: ["good wall. safe wall."],
|
||||
died: ["oh no. oh no. it worked?"],
|
||||
},
|
||||
};
|
||||
/** What a step's event means to this bot — its own deeds when it acted,
|
||||
* its own suffering whoever caused it. Null: nothing worth a word. */
|
||||
function banterTrigger(
|
||||
e: { type: string; [k: string]: unknown }, seat: string, actor: string,
|
||||
): BanterTrigger | null {
|
||||
if (actor === seat) {
|
||||
if (e.type === "treasurePickedUp" && e.player === seat) return "grabGold";
|
||||
if (e.type === "treasureDropped" && e.player === seat && e.onHomeOf != null) return "deliverGold";
|
||||
if (e.type === "damaged" && e.player !== seat) return "dealPain";
|
||||
if (e.type === "died" && e.killedBy === seat && e.player !== seat) return "kill";
|
||||
if (e.type === "creatureCreated" && e.controller === seat) return "summon";
|
||||
if (e.type === "wallCreated" && e.caster === seat) return "buildWall";
|
||||
if (e.type === "trapSprung" && e.player === seat) return "springTrap";
|
||||
}
|
||||
// A counter-teleport escape resolves during the ATTACKER's step, and a
|
||||
// last-standing win can land on the victim's turn: self-referential
|
||||
// triggers hold whoever acted.
|
||||
if (e.type === "teleported" && e.player === seat && e.by === seat) return "escape";
|
||||
if (e.type === "gameWon" && e.player === seat) return "win";
|
||||
if (e.type === "damaged" && e.player === seat) return "takePain";
|
||||
if (e.type === "died" && e.player === seat) return "die";
|
||||
if (e.type === "attackMissed" && e.defender === seat) return "dodge";
|
||||
return null;
|
||||
}
|
||||
|
||||
function botRemark(room: Room, seat: string, events: { type: string; [k: string]: unknown }[]): void {
|
||||
const bot = room.bots.get(seat);
|
||||
if (!bot) return;
|
||||
const lines = BOT_LINES[bot.style] ?? {};
|
||||
for (const e of events) {
|
||||
// Speak only about its own deeds, and rarely.
|
||||
const mine =
|
||||
(e.type === "treasurePickedUp" && e.player === seat) ||
|
||||
(e.type === "treasureDropped" && e.player === seat) ||
|
||||
(e.type === "damaged" && e.player !== seat) ||
|
||||
(e.type === "died" && e.killedBy === seat) ||
|
||||
(e.type === "creatureCreated" && e.controller === seat) ||
|
||||
(e.type === "wallCreated" && e.caster === seat);
|
||||
const pool = lines[e.type];
|
||||
if (!mine || !pool || Math.random() > 0.5) continue;
|
||||
const text = pool[Math.floor(Math.random() * pool.length)]!;
|
||||
const said = addChat(room, seat, text);
|
||||
if (!("error" in said)) {
|
||||
broadcast(room, () => ({ type: "chat", player: seat, text: said.text, at: said.at }));
|
||||
/** Every seated bot gets a chance to remark on the step — the actor on its
|
||||
* deeds, bystanders on their suffering. Rarely, and one voice at most. */
|
||||
function botRemark(room: Room, actor: string, events: { type: string; [k: string]: unknown }[]): void {
|
||||
for (const [seat, bot] of room.bots) {
|
||||
const lines = BOT_LINES[bot.style] ?? {};
|
||||
for (const e of events) {
|
||||
const trigger = banterTrigger(e, seat, actor);
|
||||
const pool = trigger ? lines[trigger] : undefined;
|
||||
if (!pool || Math.random() > 0.5) continue;
|
||||
const text = pool[Math.floor(Math.random() * pool.length)]!;
|
||||
const said = addChat(room, seat, text);
|
||||
if (!("error" in said)) {
|
||||
broadcast(room, () => ({ type: "chat", player: seat, text: said.text, at: said.at }));
|
||||
}
|
||||
return; // one remark per step, whole table
|
||||
}
|
||||
return; // one remark per step at most
|
||||
}
|
||||
}
|
||||
const pumping = new Set<string>();
|
||||
@@ -249,6 +261,8 @@ function runBots(room: Room): void {
|
||||
}
|
||||
broadcast(room, (playerId) => ({ type: "events", events: redactFor(step.events, playerId) }));
|
||||
broadcast(room, (playerId) => ({ type: "state", view: viewForPlayer(room, playerId), seq: room.log.length }));
|
||||
// The game's end unmasks the mystery machines in the roster.
|
||||
if (room.state?.phase === "finished") broadcast(room, () => roomInfo(room));
|
||||
botRemark(room, step.seat, step.events as { type: string }[]);
|
||||
setTimeout(tick, BOT_STEP_MS);
|
||||
};
|
||||
@@ -319,9 +333,11 @@ wss.on("connection", (socket) => {
|
||||
session.roomId = room.id;
|
||||
session.token = result.token;
|
||||
send(socket, { type: "seat", playerId: name, token: result.token });
|
||||
// Rejoining a running game: replay the chronicle so far.
|
||||
// Rejoining a running game: replay the chronicle so far. The
|
||||
// replayed flag keeps one-time fanfare (the opening roll-off)
|
||||
// from firing again on every return to the room.
|
||||
if (room.state) {
|
||||
send(socket, { type: "events", events: redactFor(room.events, name) });
|
||||
send(socket, { type: "events", events: redactFor(room.events, name), replayed: true });
|
||||
}
|
||||
broadcastRoomState(room);
|
||||
runBots(room);
|
||||
@@ -361,6 +377,8 @@ wss.on("connection", (socket) => {
|
||||
if ("error" in result) return send(socket, { type: "error", message: result.error });
|
||||
broadcast(room, (playerId) => ({ type: "events", events: redactFor(result.events, playerId) }));
|
||||
broadcast(room, (playerId) => ({ type: "state", view: viewForPlayer(room, playerId), seq: room.log.length }));
|
||||
if (room.state?.phase === "finished") broadcast(room, () => roomInfo(room));
|
||||
botRemark(room, session.playerId, result.events as { type: string }[]);
|
||||
runBots(room);
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -6,9 +6,15 @@
|
||||
import { createHash, randomBytes, randomInt, timingSafeEqual } from "node:crypto";
|
||||
import {
|
||||
applyCommand,
|
||||
automatonCommand,
|
||||
automatonFallback,
|
||||
AUTOMATON_STYLES,
|
||||
AUTOMATON_TIERS,
|
||||
createGame,
|
||||
redactEvent,
|
||||
viewFor,
|
||||
type AutomatonStyle,
|
||||
type AutomatonTier,
|
||||
type Command,
|
||||
type GameEvent,
|
||||
type GameState,
|
||||
@@ -17,14 +23,6 @@ import {
|
||||
} from "@wizwar/engine";
|
||||
import { appendLine, ensureDataDir, readAllRooms, roomFileExists, type RoomLine } from "./store";
|
||||
import { recordRoom } from "./stats";
|
||||
import {
|
||||
automatonCommand,
|
||||
automatonFallback,
|
||||
AUTOMATON_STYLES,
|
||||
AUTOMATON_TIERS,
|
||||
type AutomatonStyle,
|
||||
type AutomatonTier,
|
||||
} from "@wizwar/engine";
|
||||
|
||||
export interface LoggedCommand {
|
||||
seq: number;
|
||||
@@ -56,7 +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 = 9;
|
||||
const RULES_REV = 36;
|
||||
|
||||
const ROOM_CODE_ALPHABET = "ABCDEFGHJKLMNPQRSTUVWXYZ23456789";
|
||||
|
||||
@@ -93,6 +91,11 @@ export function roomCount(): number {
|
||||
return rooms.size;
|
||||
}
|
||||
|
||||
/** Every restored, still-running room — so boot can wake their bot pumps. */
|
||||
export function runningRooms(): Room[] {
|
||||
return [...rooms.values()].filter((r) => r.state && r.state.phase === "playing");
|
||||
}
|
||||
|
||||
export function createRoom(hostId: PlayerId): { room: Room; token: string } {
|
||||
const token = randomBytes(16).toString("hex");
|
||||
const room: Room = {
|
||||
@@ -272,6 +275,7 @@ function actingSeat(room: Room): PlayerId | null {
|
||||
const s = room.state;
|
||||
if (!s || s.phase !== "playing") return null;
|
||||
return (
|
||||
s.wardPending?.ownerId ??
|
||||
s.stack?.waitingOn ??
|
||||
s.pendingDiscard ??
|
||||
s.chaosPending?.queue[0] ??
|
||||
@@ -289,10 +293,12 @@ export function driveOneAutomaton(room: Room): { seat: PlayerId; events: GameEve
|
||||
if (!seat || !room.bots.has(seat)) return null;
|
||||
const view = viewFor(room.state!, seat);
|
||||
const bot = room.bots.get(seat);
|
||||
const cmd = automatonCommand(view, bot?.style, bot?.tier) ?? automatonFallback(view);
|
||||
let r = runCommand(room, seat, cmd);
|
||||
const chosen = automatonCommand(view, bot?.style, bot?.tier);
|
||||
let r = runCommand(room, seat, chosen ?? automatonFallback(view, bot?.tier));
|
||||
if ("error" in r) {
|
||||
r = runCommand(room, seat, automatonFallback(view));
|
||||
// A refused choice retries with the fallback — unless the fallback IS
|
||||
// what just failed — then burns down the ladder to endTurn and pass.
|
||||
if (chosen) r = runCommand(room, seat, automatonFallback(view, bot?.tier));
|
||||
if ("error" in r) r = runCommand(room, seat, { type: "endTurn", draw: 0 });
|
||||
if ("error" in r) r = runCommand(room, seat, { type: "pass" });
|
||||
if ("error" in r) {
|
||||
@@ -509,6 +515,8 @@ export function loadPersistedRooms(): void {
|
||||
room.bots.set(line.name, {
|
||||
style: (line.style as AutomatonStyle) ?? "hunter",
|
||||
secret: line.secret === true,
|
||||
// Tier-less join lines predate tiers, when every automaton
|
||||
// played the full repertoire — not the "adept" lobby default.
|
||||
tier: (line.tier as AutomatonTier) ?? "archmage",
|
||||
});
|
||||
} else {
|
||||
|
||||
@@ -0,0 +1,12 @@
|
||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144 150" role="img" aria-label="Alter Ego token">
|
||||
<defs>
|
||||
<filter id="w"><feTurbulence baseFrequency=".035" numOctaves="2" seed="4" result="n"/><feDisplacementMap in="SourceGraphic" in2="n" scale=".65"/></filter>
|
||||
<filter id="s"><feGaussianBlur stdDeviation="2"/></filter>
|
||||
<pattern id="paper" width="12" height="12" patternUnits="userSpaceOnUse"><rect width="12" height="12" fill="#f4efd9"/><circle cx="2" cy="4" r=".45" fill="#c8bfa4" opacity=".28"/><path d="M1 10l7-1" stroke="#d8cfb8" stroke-width=".35" opacity=".35"/></pattern>
|
||||
</defs>
|
||||
<rect x="2" y="2" width="140" height="146" rx="3" fill="url(#paper)" stroke="#242822" stroke-width="2"/>
|
||||
<text x="72" y="19" text-anchor="middle" font-family="Trebuchet MS,Arial,sans-serif" font-weight="700" font-size="14" fill="#20251f">Alter Ego</text>
|
||||
<g filter="url(#w)" stroke="#252923" stroke-width="2.4" stroke-linecap="round" stroke-linejoin="round"><path d="M35 52 Q65 40 80 66 Q86 88 67 105 Q45 111 31 90Z" fill="#e7c3a1"/>
|
||||
<path d="M40 73q9 -10 19 0M62 70q8 -7 15 1" fill="none"/><circle cx="53" cy="75" r="2.4" fill="#20251f" stroke="none"/><path d="M64 78q-8 8 3 11q-9 9 -19 2" fill="none"/><path d="M111 52 Q81 40 66 66 Q60 88 79 105 Q101 111 115 90Z" fill="#d9b08e"/>
|
||||
<path d="M106 73q9 -10 19 0M84 70q8 -7 15 1" fill="none"/><circle cx="93" cy="75" r="2.4" fill="#20251f" stroke="none"/><path d="M82 78q8 8 3 11q9 9 19 2" fill="none"/><path d="M69 48q4-12 8 0M47 115q25-14 51 0" fill="none"/><path d="M24 67l-10-6m108 5l9-8" fill="none"/></g>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 1.5 KiB |
@@ -0,0 +1,10 @@
|
||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144 150" role="img" aria-label="Boobytrap token">
|
||||
<defs>
|
||||
<filter id="w"><feTurbulence baseFrequency=".035" numOctaves="2" seed="4" result="n"/><feDisplacementMap in="SourceGraphic" in2="n" scale=".65"/></filter>
|
||||
<filter id="s"><feGaussianBlur stdDeviation="2"/></filter>
|
||||
<pattern id="paper" width="12" height="12" patternUnits="userSpaceOnUse"><rect width="12" height="12" fill="#f4efd9"/><circle cx="2" cy="4" r=".45" fill="#c8bfa4" opacity=".28"/><path d="M1 10l7-1" stroke="#d8cfb8" stroke-width=".35" opacity=".35"/></pattern>
|
||||
</defs>
|
||||
<rect x="2" y="2" width="140" height="146" rx="3" fill="url(#paper)" stroke="#242822" stroke-width="2"/>
|
||||
<text x="72" y="19" text-anchor="middle" font-family="Trebuchet MS,Arial,sans-serif" font-weight="700" font-size="14" fill="#20251f">Boobytrap</text>
|
||||
<g filter="url(#w)" stroke="#252923" stroke-width="2.4" stroke-linecap="round" stroke-linejoin="round"><path d="M28 105L70 49l43 56Z" fill="#f2ca4f"/><path d="M44 96l26-35 25 35Z" fill="#df5b36"/><path d="M71 70v14m0 7v2" stroke="#fff8da" stroke-width="5"/><path d="M25 62l12 5-9 8m92-11l-11 4 8 9" fill="none"/></g>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 1.1 KiB |
@@ -0,0 +1,10 @@
|
||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144 150" role="img" aria-label="Dagger token">
|
||||
<defs>
|
||||
<filter id="w"><feTurbulence baseFrequency=".035" numOctaves="2" seed="4" result="n"/><feDisplacementMap in="SourceGraphic" in2="n" scale=".65"/></filter>
|
||||
<filter id="s"><feGaussianBlur stdDeviation="2"/></filter>
|
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<text x="72" y="19" text-anchor="middle" font-family="Trebuchet MS,Arial,sans-serif" font-weight="700" font-size="14" fill="#20251f">Dagger</text>
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<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144 150" role="img" aria-label="Democratic Monster token">
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<defs>
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<filter id="w"><feTurbulence baseFrequency=".035" numOctaves="2" seed="4" result="n"/><feDisplacementMap in="SourceGraphic" in2="n" scale=".65"/></filter>
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<rect x="2" y="2" width="140" height="146" rx="3" fill="url(#paper)" stroke="#242822" stroke-width="2"/>
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<text x="72" y="19" text-anchor="middle" font-family="Trebuchet MS,Arial,sans-serif" font-weight="700" font-size="12" fill="#20251f">Democratic Monster</text>
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<g filter="url(#w)" stroke="#252923" stroke-width="2.4" stroke-linecap="round" stroke-linejoin="round"><path d="M71 120Q28 108 44 72q-18-14 1-25 17-8 26 8 12-23 29-10 14 13-2 29 20 29-27 46Z" fill="#df3f37"/><path d="M43 83l-20 8 18 7m57-16l23 10-21 8" fill="#df3f37"/><circle cx="62" cy="65" r="7" fill="#fff"/><circle cx="82" cy="63" r="7" fill="#fff"/><circle cx="64" cy="66" r="2"/><circle cx="80" cy="64" r="2"/><path d="M56 87q17 13 31-2" fill="none"/></g>
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</svg>
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After Width: | Height: | Size: 1.3 KiB |
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<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144 150" role="img" aria-label="Dimensional Warp token">
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<defs>
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<filter id="w"><feTurbulence baseFrequency=".035" numOctaves="2" seed="4" result="n"/><feDisplacementMap in="SourceGraphic" in2="n" scale=".65"/></filter>
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<filter id="s"><feGaussianBlur stdDeviation="2"/></filter>
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<rect x="2" y="2" width="140" height="146" rx="3" fill="url(#paper)" stroke="#242822" stroke-width="2"/>
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<text x="72" y="19" text-anchor="middle" font-family="Trebuchet MS,Arial,sans-serif" font-weight="700" font-size="14" fill="#20251f">Dimensional Warp</text>
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<g filter="url(#w)" stroke="#252923" stroke-width="2.4" stroke-linecap="round" stroke-linejoin="round"><ellipse cx="72" cy="80" rx="47" ry="22" fill="#5c369b"/><ellipse cx="72" cy="80" rx="34" ry="14" fill="#e4bdff"/><ellipse cx="72" cy="80" rx="20" ry="7" fill="#252036"/><path d="M22 52q13-14 26-17m72 18q-13-14-27-17M22 108q13 14 27 17m71-17q-13 14-27 17" fill="none" stroke="#7849b1"/></g>
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</svg>
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|
After Width: | Height: | Size: 1.2 KiB |
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<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144 150" role="img" aria-label="Dustcloud token">
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<defs>
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<filter id="w"><feTurbulence baseFrequency=".035" numOctaves="2" seed="4" result="n"/><feDisplacementMap in="SourceGraphic" in2="n" scale=".65"/></filter>
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<rect x="2" y="2" width="140" height="146" rx="3" fill="url(#paper)" stroke="#242822" stroke-width="2"/>
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<text x="72" y="19" text-anchor="middle" font-family="Trebuchet MS,Arial,sans-serif" font-weight="700" font-size="14" fill="#20251f">Dustcloud</text>
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<g filter="url(#w)" stroke="#252923" stroke-width="2.4" stroke-linecap="round" stroke-linejoin="round"><path d="M27 105q-15-17 7-27-9-24 18-24 8-23 30-9 19-10 28 9 24 2 16 25 17 18-5 30-35 15-74-4Z" fill="#68675d"/><path d="M42 80q15-14 27 1m12-12q15-9 26 5m-61 20q17-12 31 2" fill="none" stroke="#989383"/><circle cx="31" cy="117" r="3"/><circle cx="117" cy="118" r="2"/></g>
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</svg>
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|
After Width: | Height: | Size: 1.2 KiB |
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<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144 150" role="img" aria-label="Fire Imp token">
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<defs>
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<filter id="w"><feTurbulence baseFrequency=".035" numOctaves="2" seed="4" result="n"/><feDisplacementMap in="SourceGraphic" in2="n" scale=".65"/></filter>
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<filter id="s"><feGaussianBlur stdDeviation="2"/></filter>
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<pattern id="paper" width="12" height="12" patternUnits="userSpaceOnUse"><rect width="12" height="12" fill="#f4efd9"/><circle cx="2" cy="4" r=".45" fill="#c8bfa4" opacity=".28"/><path d="M1 10l7-1" stroke="#d8cfb8" stroke-width=".35" opacity=".35"/></pattern>
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</defs>
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<rect x="2" y="2" width="140" height="146" rx="3" fill="url(#paper)" stroke="#242822" stroke-width="2"/>
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<text x="72" y="19" text-anchor="middle" font-family="Trebuchet MS,Arial,sans-serif" font-weight="700" font-size="14" fill="#20251f">Fire Imp</text>
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<g filter="url(#w)" stroke="#252923" stroke-width="2.4" stroke-linecap="round" stroke-linejoin="round"><path d="M71 119q-29-9-26-42-14-16 5-21-2-23 19-12 18-20 24 7 22 8 7 27 8 32-29 41Z" fill="#e8494a"/><path d="M52 52L39 34l23 12m29 4l16-18-6 25" fill="#e8494a"/><circle cx="63" cy="70" r="5" fill="#ffe15a"/><circle cx="84" cy="68" r="5" fill="#ffe15a"/><path d="M59 91q14 10 28-3" fill="none"/><path d="M42 102l-20 13m79-14l20 13" fill="none" stroke="#e8494a" stroke-width="7"/></g>
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</svg>
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|
After Width: | Height: | Size: 1.3 KiB |
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<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144 150" role="img" aria-label="Killer Ooze token">
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<defs>
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<filter id="w"><feTurbulence baseFrequency=".035" numOctaves="2" seed="4" result="n"/><feDisplacementMap in="SourceGraphic" in2="n" scale=".65"/></filter>
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<filter id="s"><feGaussianBlur stdDeviation="2"/></filter>
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<pattern id="paper" width="12" height="12" patternUnits="userSpaceOnUse"><rect width="12" height="12" fill="#f4efd9"/><circle cx="2" cy="4" r=".45" fill="#c8bfa4" opacity=".28"/><path d="M1 10l7-1" stroke="#d8cfb8" stroke-width=".35" opacity=".35"/></pattern>
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</defs>
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<rect x="2" y="2" width="140" height="146" rx="3" fill="url(#paper)" stroke="#242822" stroke-width="2"/>
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<text x="72" y="19" text-anchor="middle" font-family="Trebuchet MS,Arial,sans-serif" font-weight="700" font-size="14" fill="#20251f">Killer Ooze</text>
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<g filter="url(#w)" stroke="#252923" stroke-width="2.4" stroke-linecap="round" stroke-linejoin="round"><path d="M26 115q-2-24 15-27-10-29 12-33 7-29 26-5 26-15 30 17 21 14 4 37 3 21-25 14-19 13-32-2-17 11-30-1Z" fill="#16834f"/><ellipse cx="60" cy="73" rx="10" ry="14" fill="#fff"/><ellipse cx="86" cy="72" rx="10" ry="14" fill="#fff"/><circle cx="64" cy="78" r="3"/><circle cx="82" cy="78" r="3"/><path d="M48 96q25-18 48 1l-8 15-8-11-9 12-8-12-8 11Z" fill="#173b2a"/></g>
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</svg>
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|
After Width: | Height: | Size: 1.3 KiB |
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<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144 150" role="img" aria-label="Magic Stone token">
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<defs>
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<filter id="w"><feTurbulence baseFrequency=".035" numOctaves="2" seed="4" result="n"/><feDisplacementMap in="SourceGraphic" in2="n" scale=".65"/></filter>
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<rect x="2" y="2" width="140" height="146" rx="3" fill="url(#paper)" stroke="#242822" stroke-width="2"/>
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<text x="72" y="19" text-anchor="middle" font-family="Trebuchet MS,Arial,sans-serif" font-weight="700" font-size="14" fill="#20251f">Magic Stone</text>
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<g filter="url(#w)" stroke="#252923" stroke-width="2.4" stroke-linecap="round" stroke-linejoin="round"><path d="M72 46l25 23-11 37-32 6-18-31 14-30Z" fill="#d72e78"/><path d="M50 51l20 31 27-13M70 82l16 24M37 81l33 1" fill="none" stroke="#ff83b5"/><path d="M28 55l-12-13m95 16l15-12M25 109l-13 12m100-13l14 12" fill="none" stroke="#29252d" stroke-width="5"/></g>
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</svg>
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|
After Width: | Height: | Size: 1.2 KiB |
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<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144 150" role="img" aria-label="Magic Wand token">
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<defs>
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<filter id="w"><feTurbulence baseFrequency=".035" numOctaves="2" seed="4" result="n"/><feDisplacementMap in="SourceGraphic" in2="n" scale=".65"/></filter>
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<pattern id="paper" width="12" height="12" patternUnits="userSpaceOnUse"><rect width="12" height="12" fill="#f4efd9"/><circle cx="2" cy="4" r=".45" fill="#c8bfa4" opacity=".28"/><path d="M1 10l7-1" stroke="#d8cfb8" stroke-width=".35" opacity=".35"/></pattern>
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<rect x="2" y="2" width="140" height="146" rx="3" fill="url(#paper)" stroke="#242822" stroke-width="2"/>
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<text x="72" y="19" text-anchor="middle" font-family="Trebuchet MS,Arial,sans-serif" font-weight="700" font-size="14" fill="#20251f">Magic Wand</text>
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<g filter="url(#w)" stroke="#252923" stroke-width="2.4" stroke-linecap="round" stroke-linejoin="round"><path d="M37 111L94 50" stroke="#4a3a2a" stroke-width="9"/><path d="M34 114L91 53" stroke="#d8c6a7" stroke-width="3"/><circle cx="99" cy="43" r="14" fill="#f0c83e"/><path d="M99 23v-9m0 58v-9M79 43h-9m58 0h-9M85 29l-7-7m42 42l-7-7m0-28l7-7M85 57l-7 7" fill="none" stroke="#e7a81f"/></g>
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</svg>
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|
After Width: | Height: | Size: 1.2 KiB |
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<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144 150" role="img" aria-label="Master Key token">
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<defs>
|
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<filter id="w"><feTurbulence baseFrequency=".035" numOctaves="2" seed="4" result="n"/><feDisplacementMap in="SourceGraphic" in2="n" scale=".65"/></filter>
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</defs>
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<text x="72" y="19" text-anchor="middle" font-family="Trebuchet MS,Arial,sans-serif" font-weight="700" font-size="14" fill="#20251f">Master Key</text>
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<g filter="url(#w)" stroke="#252923" stroke-width="2.4" stroke-linecap="round" stroke-linejoin="round"><circle cx="91" cy="63" r="27" fill="#d6d4c8"/><circle cx="91" cy="63" r="11" fill="#f4efd9"/><path d="M72 79L32 119" stroke="#c9c7bc" stroke-width="11"/><path d="M42 109l-13-13m24 2l-12-12"/><path d="M76 45l30 31M75 78l33-31" fill="none" stroke="#83857e"/></g>
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</svg>
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|
After Width: | Height: | Size: 1.2 KiB |
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<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144 150" role="img" aria-label="Pit token">
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<defs>
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<filter id="w"><feTurbulence baseFrequency=".035" numOctaves="2" seed="4" result="n"/><feDisplacementMap in="SourceGraphic" in2="n" scale=".65"/></filter>
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<text x="72" y="19" text-anchor="middle" font-family="Trebuchet MS,Arial,sans-serif" font-weight="700" font-size="14" fill="#20251f">Pit</text>
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<g filter="url(#w)" stroke="#252923" stroke-width="2.4" stroke-linecap="round" stroke-linejoin="round"><path d="M24 77l55-28 43 28-52 42Z" fill="#45484b"/><path d="M35 77l43-19 32 19-40 29Z" fill="#171b20"/><path d="M35 77l35 29m8-48l-8 48m40-29l-40 29" fill="none" stroke="#737980"/></g>
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</svg>
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|
After Width: | Height: | Size: 1.1 KiB |
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<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144 150" role="img" aria-label="Rock token">
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<defs>
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<filter id="w"><feTurbulence baseFrequency=".035" numOctaves="2" seed="4" result="n"/><feDisplacementMap in="SourceGraphic" in2="n" scale=".65"/></filter>
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</defs>
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<text x="72" y="19" text-anchor="middle" font-family="Trebuchet MS,Arial,sans-serif" font-weight="700" font-size="14" fill="#20251f">Rock</text>
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</svg>
|
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|
After Width: | Height: | Size: 1.2 KiB |
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<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144 150" role="img" aria-label="Rosebush token">
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<defs>
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<filter id="w"><feTurbulence baseFrequency=".035" numOctaves="2" seed="4" result="n"/><feDisplacementMap in="SourceGraphic" in2="n" scale=".65"/></filter>
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<rect x="2" y="2" width="140" height="146" rx="3" fill="url(#paper)" stroke="#242822" stroke-width="2"/>
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<text x="72" y="19" text-anchor="middle" font-family="Trebuchet MS,Arial,sans-serif" font-weight="700" font-size="14" fill="#20251f">Rosebush</text>
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<g filter="url(#w)" stroke="#252923" stroke-width="2.4" stroke-linecap="round" stroke-linejoin="round"><path d="M29 114q8-47 40-40-4-31 19-16 29-5 29 28 21 24-11 34Z" fill="#237148"/><path d="M42 111l52-47M50 72l45 39" fill="none" stroke="#174e32" stroke-width="5"/><g fill="#d6336c"><circle cx="45" cy="83" r="8"/><circle cx="78" cy="61" r="8"/><circle cx="102" cy="88" r="9"/><circle cx="75" cy="103" r="7"/></g></g>
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</svg>
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|
After Width: | Height: | Size: 1.2 KiB |
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<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144 150" role="img" aria-label="Safe token">
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<defs>
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<filter id="w"><feTurbulence baseFrequency=".035" numOctaves="2" seed="4" result="n"/><feDisplacementMap in="SourceGraphic" in2="n" scale=".65"/></filter>
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<g filter="url(#w)" stroke="#252923" stroke-width="2.4" stroke-linecap="round" stroke-linejoin="round"><path d="M38 53l61-12 14 71-66 11Z" fill="#767e80"/><path d="M51 62l40-7 8 49-43 8Z" fill="#aab1b0"/><circle cx="74" cy="82" r="13" fill="none"/><path d="M74 69v26M61 82h26m-13 0l11-8m-11 8l-9 10" fill="none"/><path d="M45 121l-2 8m62-18l4 9"/></g>
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</svg>
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|
After Width: | Height: | Size: 1.2 KiB |
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<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144 150" role="img" aria-label="Shadow token">
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<defs>
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<filter id="w"><feTurbulence baseFrequency=".035" numOctaves="2" seed="4" result="n"/><feDisplacementMap in="SourceGraphic" in2="n" scale=".65"/></filter>
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After Width: | Height: | Size: 1.2 KiB |
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<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144 150" role="img" aria-label="Skeleton token">
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<defs>
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<text x="72" y="19" text-anchor="middle" font-family="Trebuchet MS,Arial,sans-serif" font-weight="700" font-size="14" fill="#20251f">Skeleton</text>
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<g filter="url(#w)" stroke="#252923" stroke-width="2.4" stroke-linecap="round" stroke-linejoin="round"><circle cx="72" cy="62" r="22" fill="#eee8d5"/><circle cx="64" cy="58" r="6"/><circle cx="81" cy="58" r="6"/><path d="M69 71l3-6 4 6m-14 8h21M72 84v33M53 94l19 9 20-10M72 117l-17 13m17-13l18 13" fill="none"/><path d="M30 62l-10-9m94 10l11-11M29 98l-13 7m99-7l14 8" fill="none"/></g>
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</svg>
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|
After Width: | Height: | Size: 1.2 KiB |
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<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144 150" role="img" aria-label="Slime token">
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<defs>
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<filter id="w"><feTurbulence baseFrequency=".035" numOctaves="2" seed="4" result="n"/><feDisplacementMap in="SourceGraphic" in2="n" scale=".65"/></filter>
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<filter id="s"><feGaussianBlur stdDeviation="2"/></filter>
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<rect x="2" y="2" width="140" height="146" rx="3" fill="url(#paper)" stroke="#242822" stroke-width="2"/>
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<text x="72" y="19" text-anchor="middle" font-family="Trebuchet MS,Arial,sans-serif" font-weight="700" font-size="14" fill="#20251f">Slime</text>
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<g filter="url(#w)" stroke="#252923" stroke-width="2.4" stroke-linecap="round" stroke-linejoin="round"><path d="M25 56q23-14 48-3 24-12 47 4v46q-8 19-22 3-12 26-27 1-14 19-25 0-13 13-21-3Z" fill="#0e754a"/><path d="M25 56q23 9 48-3 24 10 47 4" fill="none" stroke="#55ac76"/><path d="M43 103v18m34-15v25m27-29v17" fill="none" stroke="#0e754a" stroke-width="8"/><ellipse cx="73" cy="129" rx="51" ry="7" fill="#3a9667" opacity=".6"/></g>
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</svg>
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|
After Width: | Height: | Size: 1.3 KiB |
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<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144 150" role="img" aria-label="Solid Stone token">
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<defs>
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<filter id="w"><feTurbulence baseFrequency=".035" numOctaves="2" seed="4" result="n"/><feDisplacementMap in="SourceGraphic" in2="n" scale=".65"/></filter>
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<filter id="s"><feGaussianBlur stdDeviation="2"/></filter>
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<pattern id="paper" width="12" height="12" patternUnits="userSpaceOnUse"><rect width="12" height="12" fill="#f4efd9"/><circle cx="2" cy="4" r=".45" fill="#c8bfa4" opacity=".28"/><path d="M1 10l7-1" stroke="#d8cfb8" stroke-width=".35" opacity=".35"/></pattern>
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</defs>
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<rect x="2" y="2" width="140" height="146" rx="3" fill="url(#paper)" stroke="#242822" stroke-width="2"/>
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<text x="72" y="19" text-anchor="middle" font-family="Trebuchet MS,Arial,sans-serif" font-weight="700" font-size="14" fill="#20251f">Solid Stone</text>
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<g filter="url(#w)" stroke="#252923" stroke-width="2.4" stroke-linecap="round" stroke-linejoin="round"><path d="M24 111l9-48 19-17 47 2 20 18-5 48Z" fill="#9da09a"/><path d="M33 63l28 9 38-24M61 72l-7 41m7-41l29 42m9-66l-9 66" fill="none" stroke="#666a66"/><path d="M25 111q44 8 89 3" fill="none"/></g>
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</svg>
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|
After Width: | Height: | Size: 1.1 KiB |
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<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144 150" role="img" aria-label="Tacks token">
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<defs>
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<filter id="w"><feTurbulence baseFrequency=".035" numOctaves="2" seed="4" result="n"/><feDisplacementMap in="SourceGraphic" in2="n" scale=".65"/></filter>
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<filter id="s"><feGaussianBlur stdDeviation="2"/></filter>
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<pattern id="paper" width="12" height="12" patternUnits="userSpaceOnUse"><rect width="12" height="12" fill="#f4efd9"/><circle cx="2" cy="4" r=".45" fill="#c8bfa4" opacity=".28"/><path d="M1 10l7-1" stroke="#d8cfb8" stroke-width=".35" opacity=".35"/></pattern>
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</defs>
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<rect x="2" y="2" width="140" height="146" rx="3" fill="url(#paper)" stroke="#242822" stroke-width="2"/>
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<text x="72" y="19" text-anchor="middle" font-family="Trebuchet MS,Arial,sans-serif" font-weight="700" font-size="14" fill="#20251f">Tacks</text>
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<g filter="url(#w)" stroke="#252923" stroke-width="2.4" stroke-linecap="round" stroke-linejoin="round"><g fill="#c9c7b9"><path d="M35 60l15 7-11 5 2 28-7-26-12 1Z"/><path d="M82 50l16 8-12 5 2 28-7-26-12 1Z"/><path d="M61 91l15 7-11 5 2 27-7-25-12 1Z"/><path d="M108 84l14 7-10 5 1 25-6-23-11 1Z"/></g><path d="M21 112q50 12 107 1" fill="none" stroke="#9b7d4b"/></g>
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</svg>
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|
After Width: | Height: | Size: 1.2 KiB |
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<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144 150" role="img" aria-label="Thorn Bush token">
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<defs>
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<filter id="w"><feTurbulence baseFrequency=".035" numOctaves="2" seed="4" result="n"/><feDisplacementMap in="SourceGraphic" in2="n" scale=".65"/></filter>
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<filter id="s"><feGaussianBlur stdDeviation="2"/></filter>
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<pattern id="paper" width="12" height="12" patternUnits="userSpaceOnUse"><rect width="12" height="12" fill="#f4efd9"/><circle cx="2" cy="4" r=".45" fill="#c8bfa4" opacity=".28"/><path d="M1 10l7-1" stroke="#d8cfb8" stroke-width=".35" opacity=".35"/></pattern>
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</defs>
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<rect x="2" y="2" width="140" height="146" rx="3" fill="url(#paper)" stroke="#242822" stroke-width="2"/>
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<text x="72" y="19" text-anchor="middle" font-family="Trebuchet MS,Arial,sans-serif" font-weight="700" font-size="14" fill="#20251f">Thorn Bush</text>
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<g filter="url(#w)" stroke="#252923" stroke-width="2.4" stroke-linecap="round" stroke-linejoin="round"><path d="M27 111q4-43 34-35-2-31 19-16 27-11 27 19 26 15 8 39Z" fill="#247348"/><path d="M39 106l55-41M47 73l51 40" fill="none" stroke="#174b31" stroke-width="5"/><path d="M41 90l-13-8m28 3l-5-16m33 11l8-16m-2 34l18-4m-50 17l-7 16" fill="none" stroke="#eee8d5"/></g>
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</svg>
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|
After Width: | Height: | Size: 1.2 KiB |
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<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144 150" role="img" aria-label="Treasure token">
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<defs>
|
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<filter id="w"><feTurbulence baseFrequency=".035" numOctaves="2" seed="4" result="n"/><feDisplacementMap in="SourceGraphic" in2="n" scale=".65"/></filter>
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<filter id="s"><feGaussianBlur stdDeviation="2"/></filter>
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<pattern id="paper" width="12" height="12" patternUnits="userSpaceOnUse"><rect width="12" height="12" fill="#f4efd9"/><circle cx="2" cy="4" r=".45" fill="#c8bfa4" opacity=".28"/><path d="M1 10l7-1" stroke="#d8cfb8" stroke-width=".35" opacity=".35"/></pattern>
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</defs>
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<rect x="2" y="2" width="140" height="146" rx="3" fill="url(#paper)" stroke="#242822" stroke-width="2"/>
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<text x="72" y="19" text-anchor="middle" font-family="Trebuchet MS,Arial,sans-serif" font-weight="700" font-size="14" fill="#20251f">Treasure</text>
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<g filter="url(#w)" stroke="#252923" stroke-width="2.4" stroke-linecap="round" stroke-linejoin="round"><path d="M35 67q37-25 74 0v20H35Z" fill="#329664"/><path d="M31 87h82v34H31Z" fill="#6d4a2b"/><path d="M35 93h74M51 88v32m42-32v32" fill="none" stroke="#e8c068"/><rect x="65" y="84" width="14" height="18" rx="2" fill="#f1c64d"/><circle cx="72" cy="78" r="7" fill="#ffd84d"/><path d="M43 91l-12 17m69-17l13 16M56 91l-5 24m37-24l6 23" fill="none" stroke="#d69d23"/></g>
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</svg>
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|
After Width: | Height: | Size: 1.3 KiB |
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<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144 150" role="img" aria-label="Treasure token">
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<defs>
|
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<filter id="w"><feTurbulence baseFrequency=".035" numOctaves="2" seed="4" result="n"/><feDisplacementMap in="SourceGraphic" in2="n" scale=".65"/></filter>
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<filter id="s"><feGaussianBlur stdDeviation="2"/></filter>
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<pattern id="paper" width="12" height="12" patternUnits="userSpaceOnUse"><rect width="12" height="12" fill="#f4efd9"/><circle cx="2" cy="4" r=".45" fill="#c8bfa4" opacity=".28"/><path d="M1 10l7-1" stroke="#d8cfb8" stroke-width=".35" opacity=".35"/></pattern>
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</defs>
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<rect x="2" y="2" width="140" height="146" rx="3" fill="url(#paper)" stroke="#242822" stroke-width="2"/>
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<text x="72" y="19" text-anchor="middle" font-family="Trebuchet MS,Arial,sans-serif" font-weight="700" font-size="14" fill="#20251f">Treasure</text>
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<g filter="url(#w)" stroke="#252923" stroke-width="2.4" stroke-linecap="round" stroke-linejoin="round"><path d="M35 67q37-25 74 0v20H35Z" fill="#e34a44"/><path d="M31 87h82v34H31Z" fill="#6d4a2b"/><path d="M35 93h74M51 88v32m42-32v32" fill="none" stroke="#e8c068"/><rect x="65" y="84" width="14" height="18" rx="2" fill="#f1c64d"/></g>
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</svg>
|
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|
After Width: | Height: | Size: 1.2 KiB |
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<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144 150" role="img" aria-label="Treasure token">
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<defs>
|
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<filter id="w"><feTurbulence baseFrequency=".035" numOctaves="2" seed="4" result="n"/><feDisplacementMap in="SourceGraphic" in2="n" scale=".65"/></filter>
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<filter id="s"><feGaussianBlur stdDeviation="2"/></filter>
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<pattern id="paper" width="12" height="12" patternUnits="userSpaceOnUse"><rect width="12" height="12" fill="#f4efd9"/><circle cx="2" cy="4" r=".45" fill="#c8bfa4" opacity=".28"/><path d="M1 10l7-1" stroke="#d8cfb8" stroke-width=".35" opacity=".35"/></pattern>
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</defs>
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<rect x="2" y="2" width="140" height="146" rx="3" fill="url(#paper)" stroke="#242822" stroke-width="2"/>
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<text x="72" y="19" text-anchor="middle" font-family="Trebuchet MS,Arial,sans-serif" font-weight="700" font-size="14" fill="#20251f">Treasure</text>
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<g filter="url(#w)" stroke="#252923" stroke-width="2.4" stroke-linecap="round" stroke-linejoin="round"><path d="M35 67q37-25 74 0v20H35Z" fill="#b72d6b"/><path d="M31 87h82v34H31Z" fill="#6d4a2b"/><path d="M35 93h74M51 88v32m42-32v32" fill="none" stroke="#e8c068"/><rect x="65" y="84" width="14" height="18" rx="2" fill="#f1c64d"/></g>
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</svg>
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|
After Width: | Height: | Size: 1.2 KiB |
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<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144 150" role="img" aria-label="Treasure token">
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<defs>
|
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<filter id="w"><feTurbulence baseFrequency=".035" numOctaves="2" seed="4" result="n"/><feDisplacementMap in="SourceGraphic" in2="n" scale=".65"/></filter>
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<filter id="s"><feGaussianBlur stdDeviation="2"/></filter>
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<pattern id="paper" width="12" height="12" patternUnits="userSpaceOnUse"><rect width="12" height="12" fill="#f4efd9"/><circle cx="2" cy="4" r=".45" fill="#c8bfa4" opacity=".28"/><path d="M1 10l7-1" stroke="#d8cfb8" stroke-width=".35" opacity=".35"/></pattern>
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<text x="72" y="19" text-anchor="middle" font-family="Trebuchet MS,Arial,sans-serif" font-weight="700" font-size="14" fill="#20251f">Treasure</text>
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<g filter="url(#w)" stroke="#252923" stroke-width="2.4" stroke-linecap="round" stroke-linejoin="round"><path d="M35 67q37-25 74 0v20H35Z" fill="#6c3eae"/><path d="M31 87h82v34H31Z" fill="#6d4a2b"/><path d="M35 93h74M51 88v32m42-32v32" fill="none" stroke="#e8c068"/><rect x="65" y="84" width="14" height="18" rx="2" fill="#f1c64d"/><circle cx="72" cy="78" r="7" fill="#ffd84d"/><path d="M43 91l-12 17m69-17l13 16M56 91l-5 24m37-24l6 23" fill="none" stroke="#d69d23"/></g>
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</svg>
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|
After Width: | Height: | Size: 1.3 KiB |
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<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144 150" role="img" aria-label="Treasure token">
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<defs>
|
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<filter id="w"><feTurbulence baseFrequency=".035" numOctaves="2" seed="4" result="n"/><feDisplacementMap in="SourceGraphic" in2="n" scale=".65"/></filter>
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<filter id="s"><feGaussianBlur stdDeviation="2"/></filter>
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<pattern id="paper" width="12" height="12" patternUnits="userSpaceOnUse"><rect width="12" height="12" fill="#f4efd9"/><circle cx="2" cy="4" r=".45" fill="#c8bfa4" opacity=".28"/><path d="M1 10l7-1" stroke="#d8cfb8" stroke-width=".35" opacity=".35"/></pattern>
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</defs>
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<rect x="2" y="2" width="140" height="146" rx="3" fill="url(#paper)" stroke="#242822" stroke-width="2"/>
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<text x="72" y="19" text-anchor="middle" font-family="Trebuchet MS,Arial,sans-serif" font-weight="700" font-size="14" fill="#20251f">Treasure</text>
|
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<g filter="url(#w)" stroke="#252923" stroke-width="2.4" stroke-linecap="round" stroke-linejoin="round"><path d="M35 67q37-25 74 0v20H35Z" fill="#2389a9"/><path d="M31 87h82v34H31Z" fill="#6d4a2b"/><path d="M35 93h74M51 88v32m42-32v32" fill="none" stroke="#e8c068"/><rect x="65" y="84" width="14" height="18" rx="2" fill="#f1c64d"/><circle cx="72" cy="78" r="7" fill="#ffd84d"/><path d="M43 91l-12 17m69-17l13 16M56 91l-5 24m37-24l6 23" fill="none" stroke="#d69d23"/></g>
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</svg>
|
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|
After Width: | Height: | Size: 1.3 KiB |
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<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144 150" role="img" aria-label="Treasure token">
|
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<defs>
|
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<filter id="w"><feTurbulence baseFrequency=".035" numOctaves="2" seed="4" result="n"/><feDisplacementMap in="SourceGraphic" in2="n" scale=".65"/></filter>
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<filter id="s"><feGaussianBlur stdDeviation="2"/></filter>
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<pattern id="paper" width="12" height="12" patternUnits="userSpaceOnUse"><rect width="12" height="12" fill="#f4efd9"/><circle cx="2" cy="4" r=".45" fill="#c8bfa4" opacity=".28"/><path d="M1 10l7-1" stroke="#d8cfb8" stroke-width=".35" opacity=".35"/></pattern>
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</defs>
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<rect x="2" y="2" width="140" height="146" rx="3" fill="url(#paper)" stroke="#242822" stroke-width="2"/>
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<text x="72" y="19" text-anchor="middle" font-family="Trebuchet MS,Arial,sans-serif" font-weight="700" font-size="14" fill="#20251f">Treasure</text>
|
||||
<g filter="url(#w)" stroke="#252923" stroke-width="2.4" stroke-linecap="round" stroke-linejoin="round"><path d="M35 67q37-25 74 0v20H35Z" fill="#e3bd26"/><path d="M31 87h82v34H31Z" fill="#6d4a2b"/><path d="M35 93h74M51 88v32m42-32v32" fill="none" stroke="#e8c068"/><rect x="65" y="84" width="14" height="18" rx="2" fill="#f1c64d"/></g>
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</svg>
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|
After Width: | Height: | Size: 1.2 KiB |
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<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144 150" role="img" aria-label="Troll token">
|
||||
<defs>
|
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<filter id="w"><feTurbulence baseFrequency=".035" numOctaves="2" seed="4" result="n"/><feDisplacementMap in="SourceGraphic" in2="n" scale=".65"/></filter>
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<filter id="s"><feGaussianBlur stdDeviation="2"/></filter>
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<pattern id="paper" width="12" height="12" patternUnits="userSpaceOnUse"><rect width="12" height="12" fill="#f4efd9"/><circle cx="2" cy="4" r=".45" fill="#c8bfa4" opacity=".28"/><path d="M1 10l7-1" stroke="#d8cfb8" stroke-width=".35" opacity=".35"/></pattern>
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</defs>
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<rect x="2" y="2" width="140" height="146" rx="3" fill="url(#paper)" stroke="#242822" stroke-width="2"/>
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<text x="72" y="19" text-anchor="middle" font-family="Trebuchet MS,Arial,sans-serif" font-weight="700" font-size="14" fill="#20251f">Troll</text>
|
||||
<g filter="url(#w)" stroke="#252923" stroke-width="2.4" stroke-linecap="round" stroke-linejoin="round"><path d="M30 112q8-46 30-45-9-25 14-31 27 3 18 31 24 3 25 44Z" fill="#d4d5b8"/><path d="M49 53l-17-15 7 27m56-12l18-15-8 28" fill="#d4d5b8"/><circle cx="62" cy="71" r="4"/><circle cx="85" cy="71" r="4"/><path d="M49 91q24 16 48 0" fill="none"/><path d="M52 94l7 11 7-8 8 12 8-12 8 9 7-13" fill="#fff"/><path d="M48 47q24-25 50 0" fill="none" stroke="#64328f" stroke-width="10"/></g>
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</svg>
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|
After Width: | Height: | Size: 1.3 KiB |
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<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144 150" role="img" aria-label="Wizard token">
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<defs>
|
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<filter id="w"><feTurbulence baseFrequency=".035" numOctaves="2" seed="4" result="n"/><feDisplacementMap in="SourceGraphic" in2="n" scale=".65"/></filter>
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</defs>
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<text x="72" y="19" text-anchor="middle" font-family="Trebuchet MS,Arial,sans-serif" font-weight="700" font-size="14" fill="#20251f">Wizard</text>
|
||||
<g filter="url(#w)" stroke="#252923" stroke-width="2.4" stroke-linecap="round" stroke-linejoin="round"><path d="M41 124q31-28 62 0" fill="#23764b"/><ellipse cx="72" cy="76" rx="25" ry="30" fill="#edc9a8"/>
|
||||
<path d="M46 66q25-32 51 0v-8L38 25 38 61Z" fill="#23764b"/><path d="M49 69q23-14 47 0" fill="none" stroke="#f4d467" stroke-width="4"/>
|
||||
<path d="M52 74q8-11 16 0m9 0q8-11 15 0" fill="none"/><circle cx="63" cy="78" r="2.3"/><circle cx="84" cy="78" r="2.3"/>
|
||||
<path d="M73 81q-7 9 2 11m-12 8q11 5 22-1" fill="none"/><path d="M48 73q-7 21 8 35M96 71q8 23-9 38" fill="none" stroke="#e9e2c8" stroke-width="8"/>
|
||||
<path d="M40 56l-10-7m72 9l12-7M35 84l-13 3m83-2l15 4" fill="none" stroke="#23764b"/></g>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 1.5 KiB |
@@ -0,0 +1,14 @@
|
||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144 150" role="img" aria-label="Wizard token">
|
||||
<defs>
|
||||
<filter id="w"><feTurbulence baseFrequency=".035" numOctaves="2" seed="4" result="n"/><feDisplacementMap in="SourceGraphic" in2="n" scale=".65"/></filter>
|
||||
<filter id="s"><feGaussianBlur stdDeviation="2"/></filter>
|
||||
<pattern id="paper" width="12" height="12" patternUnits="userSpaceOnUse"><rect width="12" height="12" fill="#f4efd9"/><circle cx="2" cy="4" r=".45" fill="#c8bfa4" opacity=".28"/><path d="M1 10l7-1" stroke="#d8cfb8" stroke-width=".35" opacity=".35"/></pattern>
|
||||
</defs>
|
||||
<rect x="2" y="2" width="140" height="146" rx="3" fill="url(#paper)" stroke="#242822" stroke-width="2"/>
|
||||
<text x="72" y="19" text-anchor="middle" font-family="Trebuchet MS,Arial,sans-serif" font-weight="700" font-size="14" fill="#20251f">Wizard</text>
|
||||
<g filter="url(#w)" stroke="#252923" stroke-width="2.4" stroke-linecap="round" stroke-linejoin="round"><path d="M41 124q31-28 62 0" fill="#d54835"/><ellipse cx="72" cy="76" rx="25" ry="30" fill="#edc9a8"/>
|
||||
<path d="M46 66q25-32 51 0v-8L45 25 38 61Z" fill="#d54835"/><path d="M49 69q23-14 47 0" fill="none" stroke="#f4d467" stroke-width="4"/>
|
||||
<path d="M52 74q8-11 16 0m9 0q8-11 15 0" fill="none"/><circle cx="63" cy="78" r="2.3"/><circle cx="84" cy="78" r="2.3"/>
|
||||
<path d="M73 81q-7 9 2 11m-12 8q11 6 22-1" fill="none"/><path d="M48 73q-7 21 8 35M96 71q8 23-9 38" fill="none" stroke="#7e2b1f" stroke-width="8"/>
|
||||
<path d="M40 56l-10-7m72 9l12-7M35 84l-13 3m83-2l15 4" fill="none" stroke="#d54835"/></g>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 1.5 KiB |
@@ -0,0 +1,14 @@
|
||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144 150" role="img" aria-label="Wizard token">
|
||||
<defs>
|
||||
<filter id="w"><feTurbulence baseFrequency=".035" numOctaves="2" seed="4" result="n"/><feDisplacementMap in="SourceGraphic" in2="n" scale=".65"/></filter>
|
||||
<filter id="s"><feGaussianBlur stdDeviation="2"/></filter>
|
||||
<pattern id="paper" width="12" height="12" patternUnits="userSpaceOnUse"><rect width="12" height="12" fill="#f4efd9"/><circle cx="2" cy="4" r=".45" fill="#c8bfa4" opacity=".28"/><path d="M1 10l7-1" stroke="#d8cfb8" stroke-width=".35" opacity=".35"/></pattern>
|
||||
</defs>
|
||||
<rect x="2" y="2" width="140" height="146" rx="3" fill="url(#paper)" stroke="#242822" stroke-width="2"/>
|
||||
<text x="72" y="19" text-anchor="middle" font-family="Trebuchet MS,Arial,sans-serif" font-weight="700" font-size="14" fill="#20251f">Wizard</text>
|
||||
<g filter="url(#w)" stroke="#252923" stroke-width="2.4" stroke-linecap="round" stroke-linejoin="round"><path d="M41 124q31-28 62 0" fill="#b62f75"/><ellipse cx="72" cy="76" rx="25" ry="30" fill="#edc9a8"/>
|
||||
<path d="M46 66q25-32 51 0v-8L52 25 38 61Z" fill="#b62f75"/><path d="M49 69q23-14 47 0" fill="none" stroke="#f4d467" stroke-width="4"/>
|
||||
<path d="M52 74q8-11 16 0m9 0q8-11 15 0" fill="none"/><circle cx="63" cy="78" r="2.3"/><circle cx="84" cy="78" r="2.3"/>
|
||||
<path d="M73 81q-7 9 2 11m-12 8q11 7 22-1" fill="none"/><path d="M48 73q-7 21 8 35M96 71q8 23-9 38" fill="none" stroke="#9c235d" stroke-width="8"/>
|
||||
<path d="M40 56l-10-7m72 9l12-7M35 84l-13 3m83-2l15 4" fill="none" stroke="#b62f75"/></g>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 1.5 KiB |
@@ -0,0 +1,14 @@
|
||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144 150" role="img" aria-label="Wizard token">
|
||||
<defs>
|
||||
<filter id="w"><feTurbulence baseFrequency=".035" numOctaves="2" seed="4" result="n"/><feDisplacementMap in="SourceGraphic" in2="n" scale=".65"/></filter>
|
||||
<filter id="s"><feGaussianBlur stdDeviation="2"/></filter>
|
||||
<pattern id="paper" width="12" height="12" patternUnits="userSpaceOnUse"><rect width="12" height="12" fill="#f4efd9"/><circle cx="2" cy="4" r=".45" fill="#c8bfa4" opacity=".28"/><path d="M1 10l7-1" stroke="#d8cfb8" stroke-width=".35" opacity=".35"/></pattern>
|
||||
</defs>
|
||||
<rect x="2" y="2" width="140" height="146" rx="3" fill="url(#paper)" stroke="#242822" stroke-width="2"/>
|
||||
<text x="72" y="19" text-anchor="middle" font-family="Trebuchet MS,Arial,sans-serif" font-weight="700" font-size="14" fill="#20251f">Wizard</text>
|
||||
<g filter="url(#w)" stroke="#252923" stroke-width="2.4" stroke-linecap="round" stroke-linejoin="round"><path d="M41 124q31-28 62 0" fill="#29345f"/><ellipse cx="72" cy="76" rx="25" ry="30" fill="#edc9a8"/>
|
||||
<path d="M46 66q25-32 51 0v-8L38 25 38 61Z" fill="#29345f"/><path d="M49 69q23-14 47 0" fill="none" stroke="#f4d467" stroke-width="4"/>
|
||||
<path d="M52 74q8-11 16 0m9 0q8-11 15 0" fill="none"/><circle cx="63" cy="78" r="2.3"/><circle cx="84" cy="78" r="2.3"/>
|
||||
<path d="M73 81q-7 9 2 11m-12 8q11 5 22-1" fill="none"/><path d="M48 73q-7 21 8 35M96 71q8 23-9 38" fill="none" stroke="#25282b" stroke-width="8"/>
|
||||
<path d="M40 56l-10-7m72 9l12-7M35 84l-13 3m83-2l15 4" fill="none" stroke="#29345f"/></g>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 1.5 KiB |
@@ -0,0 +1,14 @@
|
||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144 150" role="img" aria-label="Wizard token">
|
||||
<defs>
|
||||
<filter id="w"><feTurbulence baseFrequency=".035" numOctaves="2" seed="4" result="n"/><feDisplacementMap in="SourceGraphic" in2="n" scale=".65"/></filter>
|
||||
<filter id="s"><feGaussianBlur stdDeviation="2"/></filter>
|
||||
<pattern id="paper" width="12" height="12" patternUnits="userSpaceOnUse"><rect width="12" height="12" fill="#f4efd9"/><circle cx="2" cy="4" r=".45" fill="#c8bfa4" opacity=".28"/><path d="M1 10l7-1" stroke="#d8cfb8" stroke-width=".35" opacity=".35"/></pattern>
|
||||
</defs>
|
||||
<rect x="2" y="2" width="140" height="146" rx="3" fill="url(#paper)" stroke="#242822" stroke-width="2"/>
|
||||
<text x="72" y="19" text-anchor="middle" font-family="Trebuchet MS,Arial,sans-serif" font-weight="700" font-size="14" fill="#20251f">Wizard</text>
|
||||
<g filter="url(#w)" stroke="#252923" stroke-width="2.4" stroke-linecap="round" stroke-linejoin="round"><path d="M41 124q31-28 62 0" fill="#1683a6"/><ellipse cx="72" cy="76" rx="25" ry="30" fill="#edc9a8"/>
|
||||
<path d="M46 66q25-32 51 0v-8L45 25 38 61Z" fill="#1683a6"/><path d="M49 69q23-14 47 0" fill="none" stroke="#f4d467" stroke-width="4"/>
|
||||
<path d="M52 74q8-11 16 0m9 0q8-11 15 0" fill="none"/><circle cx="63" cy="78" r="2.3"/><circle cx="84" cy="78" r="2.3"/>
|
||||
<path d="M73 81q-7 9 2 11m-12 8q11 6 22-1" fill="none"/><path d="M48 73q-7 21 8 35M96 71q8 23-9 38" fill="none" stroke="#e7e2cf" stroke-width="8"/>
|
||||
<path d="M40 56l-10-7m72 9l12-7M35 84l-13 3m83-2l15 4" fill="none" stroke="#1683a6"/></g>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 1.5 KiB |
@@ -0,0 +1,14 @@
|
||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144 150" role="img" aria-label="Wizard token">
|
||||
<defs>
|
||||
<filter id="w"><feTurbulence baseFrequency=".035" numOctaves="2" seed="4" result="n"/><feDisplacementMap in="SourceGraphic" in2="n" scale=".65"/></filter>
|
||||
<filter id="s"><feGaussianBlur stdDeviation="2"/></filter>
|
||||
<pattern id="paper" width="12" height="12" patternUnits="userSpaceOnUse"><rect width="12" height="12" fill="#f4efd9"/><circle cx="2" cy="4" r=".45" fill="#c8bfa4" opacity=".28"/><path d="M1 10l7-1" stroke="#d8cfb8" stroke-width=".35" opacity=".35"/></pattern>
|
||||
</defs>
|
||||
<rect x="2" y="2" width="140" height="146" rx="3" fill="url(#paper)" stroke="#242822" stroke-width="2"/>
|
||||
<text x="72" y="19" text-anchor="middle" font-family="Trebuchet MS,Arial,sans-serif" font-weight="700" font-size="14" fill="#20251f">Wizard</text>
|
||||
<g filter="url(#w)" stroke="#252923" stroke-width="2.4" stroke-linecap="round" stroke-linejoin="round"><path d="M41 124q31-28 62 0" fill="#e0a733"/><ellipse cx="72" cy="76" rx="25" ry="30" fill="#edc9a8"/>
|
||||
<path d="M46 66q25-32 51 0v-8L52 25 38 61Z" fill="#e0a733"/><path d="M49 69q23-14 47 0" fill="none" stroke="#f4d467" stroke-width="4"/>
|
||||
<path d="M52 74q8-11 16 0m9 0q8-11 15 0" fill="none"/><circle cx="63" cy="78" r="2.3"/><circle cx="84" cy="78" r="2.3"/>
|
||||
<path d="M73 81q-7 9 2 11m-12 8q11 7 22-1" fill="none"/><path d="M48 73q-7 21 8 35M96 71q8 23-9 38" fill="none" stroke="#292723" stroke-width="8"/>
|
||||
<path d="M40 56l-10-7m72 9l12-7M35 84l-13 3m83-2l15 4" fill="none" stroke="#e0a733"/></g>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 1.5 KiB |
@@ -0,0 +1,10 @@
|
||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144 150" role="img" aria-label="Wraith token">
|
||||
<defs>
|
||||
<filter id="w"><feTurbulence baseFrequency=".035" numOctaves="2" seed="4" result="n"/><feDisplacementMap in="SourceGraphic" in2="n" scale=".65"/></filter>
|
||||
<filter id="s"><feGaussianBlur stdDeviation="2"/></filter>
|
||||
<pattern id="paper" width="12" height="12" patternUnits="userSpaceOnUse"><rect width="12" height="12" fill="#f4efd9"/><circle cx="2" cy="4" r=".45" fill="#c8bfa4" opacity=".28"/><path d="M1 10l7-1" stroke="#d8cfb8" stroke-width=".35" opacity=".35"/></pattern>
|
||||
</defs>
|
||||
<rect x="2" y="2" width="140" height="146" rx="3" fill="url(#paper)" stroke="#242822" stroke-width="2"/>
|
||||
<text x="72" y="19" text-anchor="middle" font-family="Trebuchet MS,Arial,sans-serif" font-weight="700" font-size="14" fill="#20251f">Wraith</text>
|
||||
<g filter="url(#w)" stroke="#252923" stroke-width="2.4" stroke-linecap="round" stroke-linejoin="round"><path d="M72 38q24 2 25 30 22 9 18 32-13-7-20 7-9 25-23 30-15-7-22-30-8-15-22-7-4-23 19-32 0-27 25-30Z" fill="#172521"/><circle cx="64" cy="63" r="4" fill="#f5edc4" stroke="none"/><circle cx="81" cy="63" r="4" fill="#f5edc4" stroke="none"/><path d="M46 83L20 96m79-13l25 13" fill="none" stroke="#172521" stroke-width="13"/></g>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 1.3 KiB |
|
Before Width: | Height: | Size: 73 KiB |
|
Before Width: | Height: | Size: 45 KiB After Width: | Height: | Size: 45 KiB |
|
Before Width: | Height: | Size: 60 KiB |
|
Before Width: | Height: | Size: 43 KiB |
|
Before Width: | Height: | Size: 60 KiB |
|
Before Width: | Height: | Size: 34 KiB |
|
Before Width: | Height: | Size: 58 KiB |
|
Before Width: | Height: | Size: 39 KiB |
|
Before Width: | Height: | Size: 37 KiB |
|
Before Width: | Height: | Size: 58 KiB |
|
Before Width: | Height: | Size: 33 KiB |
@@ -1,7 +1,16 @@
|
||||
<script lang="ts">
|
||||
import type { GameView } from "@wizwar/engine";
|
||||
import type { Component } from "svelte";
|
||||
import type { GameView, SightTrace } from "@wizwar/engine";
|
||||
import type { Side } from "@wizwar/engine";
|
||||
import type { BoardFx } from "./fx";
|
||||
import { colorIndexOf as sharedColorIndex, wizardColor } from "./colors";
|
||||
import { CREATURE_ART, objectArt, TERRAIN_ART, tokenArt } from "./art";
|
||||
import EdgeGlyph from "./EdgeGlyph.svelte";
|
||||
import FirewallEdge from "./FirewallEdge.svelte";
|
||||
import IllusionShimmer from "./IllusionShimmer.svelte";
|
||||
import SightTraceOverlay from "./SightTraceOverlay.svelte";
|
||||
import TokenArt from "./TokenArt.svelte";
|
||||
import { FX_SPRITES } from "./fx-sprites";
|
||||
|
||||
const CELL = 48;
|
||||
const WALL = 7;
|
||||
@@ -16,8 +25,16 @@
|
||||
onCreatureClick,
|
||||
onWarpClick,
|
||||
onCellPeek,
|
||||
onIllusionClick,
|
||||
onEdgePeek,
|
||||
markedCell = null,
|
||||
markedCells = null,
|
||||
litCells = null,
|
||||
markedSector = null,
|
||||
ghostSlots = null,
|
||||
onGhostClick,
|
||||
effects = null,
|
||||
sightTrace = null,
|
||||
}: {
|
||||
view: GameView;
|
||||
edgeSelectMode?: boolean;
|
||||
@@ -29,13 +46,45 @@
|
||||
onWarpClick?: (cell: { x: number; y: number }, side: Side) => void;
|
||||
/** Long-press on a square: read the card behind whatever occupies it. */
|
||||
onCellPeek?: (cell: { x: number; y: number }) => void;
|
||||
/** Tap on a shimmering (untested) illusion wall: offer the belief test. */
|
||||
onIllusionClick?: (cell: { x: number; y: number }, side: Side) => void;
|
||||
/** Press-and-hold a wall/door/fire segment: its tooltip, for touch. */
|
||||
onEdgePeek?: (tip: string) => void;
|
||||
/** First square of a two-square spell: marked so the click reads as taken. */
|
||||
markedCell?: { x: number; y: number } | null;
|
||||
/** A multi-square placement in progress (boobytrap tokens), in click
|
||||
* order — the first is the real trap, so each mark shows its number. */
|
||||
markedCells?: { x: number; y: number }[] | null;
|
||||
/** When set, squares NOT in this set dim — the targeting aid. */
|
||||
litCells?: Set<string> | null;
|
||||
/** Origin of a picked-up 5x5 sector: the whole sector outlines as taken. */
|
||||
markedSector?: { x: number; y: number } | null;
|
||||
/** Empty 5x5 slot origins a sector may land on — drawn as dashed ground
|
||||
* beyond the maze, since an empty slot has no floor of its own to click. */
|
||||
ghostSlots?: { x: number; y: number }[] | null;
|
||||
onGhostClick?: (origin: { x: number; y: number }) => void;
|
||||
/** Short-lived spell flourishes; purely cosmetic. */
|
||||
effects?: BoardFx[] | null;
|
||||
/** The sight line an attack in progress traveled — proof against "how
|
||||
* can he even see me?", drawn leg by leg through any warp mouth. */
|
||||
sightTrace?: { from: { x: number; y: number }; to: { x: number; y: number }; trace: SightTrace } | null;
|
||||
} = $props();
|
||||
|
||||
|
||||
const SECTOR = 5;
|
||||
/** Ghost slots can lie beyond the assembled maze — on any side, including
|
||||
* negative coordinates (the maze renormalizes after the landing). The
|
||||
* canvas grows in whichever direction holds them. */
|
||||
const minBx = $derived(Math.min(0, ...(ghostSlots ?? []).map((g) => g.x)) * CELL - 8);
|
||||
const minBy = $derived(Math.min(0, ...(ghostSlots ?? []).map((g) => g.y)) * CELL - 8);
|
||||
const boundsW = $derived(
|
||||
Math.max(view.board.width, ...(ghostSlots ?? []).map((g) => g.x + SECTOR)) * CELL + 8 - minBx,
|
||||
);
|
||||
const boundsH = $derived(
|
||||
Math.max(view.board.height, ...(ghostSlots ?? []).map((g) => g.y + SECTOR)) * CELL + 8 - minBy,
|
||||
);
|
||||
|
||||
|
||||
// Press-and-hold peeks the square's card; a fired hold swallows the click.
|
||||
let peekTimer: ReturnType<typeof setTimeout> | null = null;
|
||||
let peekFired = false;
|
||||
@@ -56,24 +105,12 @@
|
||||
// Real token art, cropped from the owner's physical set (public/tokens/).
|
||||
// Anything without an entry falls back to the vector rendering below.
|
||||
const USE_TOKEN_ART = true;
|
||||
const TERRAIN_ART: Record<string, string> = {
|
||||
stone: "solid-stone", thornbush: "thorn-bush", rosebush: "rosebush",
|
||||
ooze: "killer-ooze", dust: "dustcloud", slime: "slime",
|
||||
tacks: "tacks", pit: "pit", safe: "safe",
|
||||
};
|
||||
const CREATURE_ART: Record<string, string> = {
|
||||
skeleton: "skeleton", troll: "troll", wraith: "wraith",
|
||||
"fire-imp": "fire-imp", "democratic-monster": "democratic-monster",
|
||||
shadow: "shadow", "alter-ego": "alter-ego",
|
||||
};
|
||||
function objectArt(cardId: string): string | null {
|
||||
if (cardId === "dagger") return "dagger";
|
||||
if (cardId === "large-rock") return "rock";
|
||||
if (cardId === "master-key") return "master-key";
|
||||
if (cardId.endsWith("stone")) return "magic-stone";
|
||||
if (cardId.endsWith("-wand")) return "magic-wand";
|
||||
return null;
|
||||
// Ongoing spells wear their look: ghostly when unseen, webbed when caught,
|
||||
// stone-gray under Medusa's gaze.
|
||||
function hasSpell(id: string, cardId: string): boolean {
|
||||
return view.sustained.some((e) => e.cardId === cardId && e.targetId === id);
|
||||
}
|
||||
|
||||
// BIG MAN towers; SHRINK dwindles. The token says so at a glance.
|
||||
function wizardScale(id: string): number {
|
||||
if (view.sustained.some((e) => e.cardId === "big-man" && e.targetId === id)) return 1.5;
|
||||
@@ -81,10 +118,10 @@
|
||||
return 1;
|
||||
}
|
||||
function wizardArt(id: string): string {
|
||||
return `/tokens/wizard-${sharedColorIndex(view, id) % 6}.png`;
|
||||
return tokenArt(`wizard-${sharedColorIndex(view, id) % 6}`, "players");
|
||||
}
|
||||
function treasureArt(owner: string): string {
|
||||
return `/tokens/treasure-${sharedColorIndex(view, owner) % 6}.png`;
|
||||
return tokenArt(`treasure-${sharedColorIndex(view, owner) % 6}`, "objects");
|
||||
}
|
||||
|
||||
function playerColor(id: string): string {
|
||||
@@ -104,7 +141,14 @@
|
||||
.map(([key, state]) => {
|
||||
const [kind, coords] = key.split(":") as [string, string];
|
||||
const [x, y] = coords.split(",").map(Number) as [number, number];
|
||||
return { kind, x, y, state };
|
||||
// A door's lock can be gone for good, jammed shut, or picked open
|
||||
// for the turn — each earns its own look.
|
||||
const lock = state === "door"
|
||||
? (view.doorStates[key] ??
|
||||
(view.heldDoorEdges.includes(key) ? "held"
|
||||
: view.openDoorEdges.includes(key) ? "ajar" : null))
|
||||
: null;
|
||||
return { kind, x, y, state, lock };
|
||||
}),
|
||||
);
|
||||
|
||||
@@ -120,9 +164,45 @@
|
||||
boxes.push({ cell: c, side: "S", x: c.x * CELL + 4, y: (c.y + 1) * CELL - 6, w: CELL - 8, h: 12 });
|
||||
}
|
||||
}
|
||||
// Warp mouths sit on the perimeter, with no far cell: still wallable.
|
||||
const seen = new Set(boxes.map((b) => `${b.cell.x},${b.cell.y},${b.side}`));
|
||||
for (const w of view.board.warps) {
|
||||
const c = w.from.cell;
|
||||
const side = w.from.side;
|
||||
const k = `${c.x},${c.y},${side}`;
|
||||
if (seen.has(k)) continue;
|
||||
seen.add(k);
|
||||
if (side === "E") boxes.push({ cell: c, side, x: (c.x + 1) * CELL - 6, y: c.y * CELL + 4, w: 12, h: CELL - 8 });
|
||||
if (side === "W") boxes.push({ cell: c, side, x: c.x * CELL - 6, y: c.y * CELL + 4, w: 12, h: CELL - 8 });
|
||||
if (side === "S") boxes.push({ cell: c, side, x: c.x * CELL + 4, y: (c.y + 1) * CELL - 6, w: CELL - 8, h: 12 });
|
||||
if (side === "N") boxes.push({ cell: c, side, x: c.x * CELL + 4, y: c.y * CELL - 6, w: CELL - 8, h: 12 });
|
||||
}
|
||||
return boxes;
|
||||
});
|
||||
|
||||
// FEAR's dread: three spaces in every direction, straight through walls
|
||||
// ("even if walls separate you"), never diagonally — and the maze wraps,
|
||||
// so the diamond continues from the opposite rim. Same measure the
|
||||
// engine's refusal takes.
|
||||
const fearCells = $derived.by(() => {
|
||||
const out = new Set<string>();
|
||||
const W = view.board.width;
|
||||
const H = view.board.height;
|
||||
for (const fp of view.players) {
|
||||
if (!fp.alive) continue;
|
||||
if (!view.sustained.some((e) => e.cardId === "fear" && e.targetId === fp.id)) continue;
|
||||
for (let dx = -3; dx <= 3; dx++) {
|
||||
for (let dy = -3 + Math.abs(dx); dy <= 3 - Math.abs(dx); dy++) {
|
||||
const wx = ((fp.position.x + dx) % W + W) % W;
|
||||
const wy = ((fp.position.y + dy) % H + H) % H;
|
||||
const k = `${wx},${wy}`;
|
||||
if (view.board.cells[k]) out.add(k);
|
||||
}
|
||||
}
|
||||
}
|
||||
return out;
|
||||
});
|
||||
|
||||
// Warp pairs share a letter, like the printed openings on the real boards.
|
||||
const warpLetters = $derived.by(() => {
|
||||
const letters = new Map<string, string>();
|
||||
@@ -137,6 +217,27 @@
|
||||
return letters;
|
||||
});
|
||||
|
||||
// Tokens glide between adjacent squares; anything farther — teleports,
|
||||
// warps, drags, sector moves — snaps, because sliding a wizard across the
|
||||
// whole maze would tell a false story. Keyed by identity so the DOM node
|
||||
// survives the move.
|
||||
const lastAt = new Map<string, { x: number; y: number }>();
|
||||
function snapsTo(id: string, x: number, y: number): boolean {
|
||||
const prev = lastAt.get(id);
|
||||
lastAt.set(id, { x, y });
|
||||
if (!prev) return true;
|
||||
return Math.abs(prev.x - x) + Math.abs(prev.y - y) > CELL * 1.6;
|
||||
}
|
||||
|
||||
const creaturesByCell = $derived.by(() => {
|
||||
const map = new Map<string, typeof view.creatures>();
|
||||
for (const c of view.creatures) {
|
||||
const k = `${c.position.x},${c.position.y}`;
|
||||
map.set(k, [...(map.get(k) ?? []), c]);
|
||||
}
|
||||
return map;
|
||||
});
|
||||
|
||||
// Group players by cell so co-located wizards fan out.
|
||||
const wizardsByCell = $derived.by(() => {
|
||||
const map = new Map<string, typeof view.players>();
|
||||
@@ -149,10 +250,27 @@
|
||||
});
|
||||
</script>
|
||||
|
||||
<!-- Explicit width/height give the svg an intrinsic size: Safari cannot
|
||||
derive one from the viewBox alone and collapses the board to 0x0 inside
|
||||
a max-height flex column. Doubled so CSS max-* caps still govern. -->
|
||||
<svg
|
||||
viewBox={`-8 -8 ${view.board.width * CELL + 16} ${view.board.height * CELL + 16}`}
|
||||
viewBox={`${minBx} ${minBy} ${boundsW} ${boundsH}`}
|
||||
width={boundsW * 2}
|
||||
height={boundsH * 2}
|
||||
class="board"
|
||||
>
|
||||
<!-- open ground a relocated sector may claim -->
|
||||
{#each ghostSlots ?? [] as g (`${g.x},${g.y}`)}
|
||||
<rect
|
||||
x={g.x * CELL + 2} y={g.y * CELL + 2}
|
||||
width={SECTOR * CELL - 4} height={SECTOR * CELL - 4}
|
||||
class="ghost-slot"
|
||||
role="button" tabindex="-1"
|
||||
onclick={() => onGhostClick?.(g)}
|
||||
onkeydown={() => {}}
|
||||
/>
|
||||
{/each}
|
||||
|
||||
<!-- floor -->
|
||||
{#each cells as c (`${c.x},${c.y}`)}
|
||||
<rect
|
||||
@@ -193,12 +311,11 @@
|
||||
{@const tx = t.position.x * CELL + CELL / 2 + (group.length > 1 ? (ti - (group.length - 1) / 2) * CELL * 0.3 : 0)}
|
||||
{@const ty = t.position.y * CELL + CELL * 0.72}
|
||||
{#if USE_TOKEN_ART}
|
||||
<image
|
||||
<TokenArt
|
||||
href={treasureArt(t.owner)}
|
||||
x={tx - CELL * 0.26} y={ty - CELL * 0.26}
|
||||
width={CELL * 0.52} height={CELL * 0.52}
|
||||
preserveAspectRatio="xMidYMid slice"
|
||||
class="token-art small"
|
||||
cls="token-art small"
|
||||
/>
|
||||
{:else}
|
||||
<g class="treasure-g">
|
||||
@@ -216,12 +333,11 @@
|
||||
{@const sx = Number(key.split(",")[0])}
|
||||
{@const sy = Number(key.split(",")[1])}
|
||||
{#if USE_TOKEN_ART && TERRAIN_ART[content.kind]}
|
||||
<image
|
||||
href={`/tokens/${TERRAIN_ART[content.kind]}.png`}
|
||||
<TokenArt
|
||||
href={tokenArt(TERRAIN_ART[content.kind]!, "terrain")}
|
||||
x={sx * CELL + 3} y={sy * CELL + 3}
|
||||
width={CELL - 6} height={CELL - 6}
|
||||
preserveAspectRatio="xMidYMid slice"
|
||||
class="token-art"
|
||||
cls="token-art"
|
||||
/>
|
||||
{:else if content.kind === "stone"}
|
||||
<rect x={sx * CELL + 2} y={sy * CELL + 2} width={CELL - 4} height={CELL - 4} class="stone" rx="4" />
|
||||
@@ -246,11 +362,11 @@
|
||||
{#each view.dimWarps as w, wi (wi)}
|
||||
{#each [w.a, w.b] as tok, i (i)}
|
||||
{#if USE_TOKEN_ART}
|
||||
<image
|
||||
href="/tokens/dimensional-warp.png"
|
||||
<TokenArt
|
||||
href={tokenArt("dimensional-warp", "terrain")}
|
||||
x={tok.x * CELL + CELL * 0.04} y={tok.y * CELL + CELL * 0.04}
|
||||
width={CELL * 0.44} height={CELL * 0.44}
|
||||
preserveAspectRatio="xMidYMid slice" class="token-art"
|
||||
cls="token-art"
|
||||
/>
|
||||
{:else}
|
||||
<circle cx={tok.x * CELL + CELL * 0.5} cy={tok.y * CELL + CELL * 0.5} r={CELL * 0.3}
|
||||
@@ -275,7 +391,7 @@
|
||||
{@const art = USE_TOKEN_ART ? objectArt(o.cardId) : null}
|
||||
{#if art}
|
||||
<image
|
||||
href={`/tokens/${art}.png`}
|
||||
href={tokenArt(art, "objects")}
|
||||
x={gx * CELL + 4 + i * 9} y={gy * CELL + CELL - CELL * 0.42 - 3}
|
||||
width={CELL * 0.4} height={CELL * 0.4}
|
||||
preserveAspectRatio="xMidYMid slice"
|
||||
@@ -296,19 +412,18 @@
|
||||
|
||||
<!-- walls & doors & firewalls -->
|
||||
{#each edges as e (`${e.kind}:${e.x},${e.y}`)}
|
||||
{@const cls = e.state === "door" ? "door" : e.state === "firewall" ? "firewall" : "wall"}
|
||||
{#if e.kind === "V"}
|
||||
<rect
|
||||
x={(e.x + 1) * CELL - WALL / 2} y={e.y * CELL - WALL / 2}
|
||||
width={WALL} height={CELL + WALL}
|
||||
class={cls}
|
||||
/>
|
||||
{#if e.state === "firewall"}
|
||||
<FirewallEdge x={e.x} y={e.y} kind={e.kind === "V" ? "V" : "H"} onpeek={onEdgePeek} />
|
||||
{:else}
|
||||
<rect
|
||||
x={e.x * CELL - WALL / 2} y={(e.y + 1) * CELL - WALL / 2}
|
||||
width={CELL + WALL} height={WALL}
|
||||
class={cls}
|
||||
/>
|
||||
{@const lockTitle = e.lock === "removed" ? "lock removed — swings free"
|
||||
: e.lock === "jammed" ? "lock jammed — sealed for good"
|
||||
: e.lock === "held" ? "held open by a standing wizard"
|
||||
: e.lock === "ajar" ? "unlocked until end of turn" : null}
|
||||
<EdgeGlyph x={e.x} y={e.y} kind={e.kind === "V" ? "V" : "H"}
|
||||
state={e.state === "door" ? "door" : "wall"}
|
||||
lock={(e.lock ?? null) as "removed" | "jammed" | "held" | "ajar" | null}
|
||||
title={lockTitle} damage={view.wallDamage[`${e.kind}:${e.x},${e.y}`] ?? 0}
|
||||
onpeek={onEdgePeek} />
|
||||
{/if}
|
||||
{/each}
|
||||
|
||||
@@ -320,10 +435,10 @@
|
||||
{@const frac = Math.min(1, dmg / 20)}
|
||||
{#if kind === "V"}
|
||||
<line x1={(wx + 1) * CELL} y1={wy * CELL + 3} x2={(wx + 1) * CELL} y2={(wy + 1) * CELL - 3}
|
||||
class="crack" style:opacity={0.35 + frac * 0.65} />
|
||||
class="crack" style:opacity={0.35 + frac * 0.65}><title>battle-scarred — {dmg} damage taken</title></line>
|
||||
{:else}
|
||||
<line x1={wx * CELL + 3} y1={(wy + 1) * CELL} x2={(wx + 1) * CELL - 3} y2={(wy + 1) * CELL}
|
||||
class="crack" style:opacity={0.35 + frac * 0.65} />
|
||||
class="crack" style:opacity={0.35 + frac * 0.65}><title>battle-scarred — {dmg} damage taken</title></line>
|
||||
{/if}
|
||||
{/each}
|
||||
|
||||
@@ -333,9 +448,20 @@
|
||||
{@const ix = Number(key.split(":")[1]?.split(",")[0])}
|
||||
{@const iy = Number(key.split(":")[1]?.split(",")[1])}
|
||||
{#if kind === "V"}
|
||||
<line x1={(ix + 1) * CELL} y1={iy * CELL} x2={(ix + 1) * CELL} y2={(iy + 1) * CELL} class="illusion" />
|
||||
<line x1={(ix + 1) * CELL} y1={iy * CELL} x2={(ix + 1) * CELL} y2={(iy + 1) * CELL} class="illusion"><title>an illusion — your eyes see through it</title></line>
|
||||
{:else}
|
||||
<line x1={ix * CELL} y1={(iy + 1) * CELL} x2={(ix + 1) * CELL} y2={(iy + 1) * CELL} class="illusion" />
|
||||
<line x1={ix * CELL} y1={(iy + 1) * CELL} x2={(ix + 1) * CELL} y2={(iy + 1) * CELL} class="illusion"><title>an illusion — your eyes see through it</title></line>
|
||||
{/if}
|
||||
{/each}
|
||||
|
||||
<!-- untested illusions: the wall stands, but it shimmers — click to doubt it -->
|
||||
{#each Object.entries(view.illusionEdges) as [key, verdict] (key)}
|
||||
{#if verdict === "untested"}
|
||||
{@const kind = key.split(":")[0] === "V" ? "V" as const : "H" as const}
|
||||
{@const ix = Number(key.split(":")[1]?.split(",")[0])}
|
||||
{@const iy = Number(key.split(":")[1]?.split(",")[1])}
|
||||
<IllusionShimmer x={ix} y={iy} {kind}
|
||||
onclick={() => onIllusionClick?.({ x: ix, y: iy }, kind === "V" ? "E" : "S")} />
|
||||
{/if}
|
||||
{/each}
|
||||
|
||||
@@ -383,11 +509,35 @@
|
||||
/>
|
||||
{/if}
|
||||
|
||||
<!-- wizards -->
|
||||
{#each [...wizardsByCell.entries()] as [key, group] (key)}
|
||||
{#each group as p, i (p.id)}
|
||||
{@const cx = p.position.x * CELL + CELL / 2 + (group.length > 1 ? (i - (group.length - 1) / 2) * 14 : 0)}
|
||||
{@const cy = p.position.y * CELL + CELL * 0.36}
|
||||
<!-- placements so far of a multi-square spell, numbered in click order -->
|
||||
{#each markedCells ?? [] as m, i (`${m.x},${m.y}`)}
|
||||
<rect
|
||||
x={m.x * CELL + 3} y={m.y * CELL + 3}
|
||||
width={CELL - 6} height={CELL - 6}
|
||||
rx="6" class="marked-cell"
|
||||
/>
|
||||
<text
|
||||
x={m.x * CELL + CELL / 2} y={m.y * CELL + CELL / 2}
|
||||
class="marked-count" text-anchor="middle" dominant-baseline="central"
|
||||
>{i + 1}</text>
|
||||
{/each}
|
||||
|
||||
<!-- the sector picked up, awaiting its new ground -->
|
||||
{#if markedSector}
|
||||
<rect
|
||||
x={markedSector.x * CELL + 3} y={markedSector.y * CELL + 3}
|
||||
width={SECTOR * CELL - 6} height={SECTOR * CELL - 6}
|
||||
rx="8" class="marked-sector"
|
||||
/>
|
||||
{/if}
|
||||
|
||||
<!-- wizards: identity-keyed movers, so steps glide square to square -->
|
||||
{#each view.players.filter((p) => p.alive) as p (p.id)}
|
||||
{@const group = wizardsByCell.get(`${p.position.x},${p.position.y}`) ?? [p]}
|
||||
{@const gi = group.findIndex((q) => q.id === p.id)}
|
||||
{@const cx = p.position.x * CELL + CELL / 2 + (group.length > 1 ? (gi - (group.length - 1) / 2) * 14 : 0)}
|
||||
{@const cy = p.position.y * CELL + CELL * 0.36}
|
||||
<g class="mover" class:snap={snapsTo(`w:${p.id}`, cx, cy)} style={`transform: translate(${cx}px, ${cy}px)`}>
|
||||
<g
|
||||
role="button" tabindex="-1"
|
||||
onclick={(ev) => { ev.stopPropagation(); if (peekFired) { peekFired = false; return; } onPlayerClick?.(p.id); }}
|
||||
@@ -399,78 +549,91 @@
|
||||
>
|
||||
{#if USE_TOKEN_ART}
|
||||
{@const half = CELL * 0.3 * wizardScale(p.id)}
|
||||
<image
|
||||
<TokenArt
|
||||
href={wizardArt(p.id)}
|
||||
x={cx - half} y={cy - half}
|
||||
x={-half} y={-half}
|
||||
width={half * 2} height={half * 2}
|
||||
preserveAspectRatio="xMidYMid slice"
|
||||
class="token-art hit"
|
||||
cls={`token-art hit${hasSpell(p.id, "invisible") || hasSpell(p.id, "mist-body") ? " ghosted" : ""}${hasSpell(p.id, "medusa") ? " stone-gazed" : ""}`}
|
||||
/>
|
||||
<rect
|
||||
x={cx - half} y={cy - half}
|
||||
x={-half} y={-half}
|
||||
width={half * 2} height={half * 2}
|
||||
class="wizard-ring" stroke={playerColor(p.id)}
|
||||
/>
|
||||
{#if hasSpell(p.id, "sticky-web")}
|
||||
<g class="webbing">
|
||||
<line x1={-half} y1={-half * 0.4} x2={half} y2={half * 0.5} />
|
||||
<line x1={-half * 0.6} y1={half} x2={half * 0.7} y2={-half} />
|
||||
<line x1={-half} y1={half * 0.7} x2={half} y2={-half * 0.2} />
|
||||
</g>
|
||||
{/if}
|
||||
{:else}
|
||||
<circle {cx} {cy} r={12 * wizardScale(p.id)} fill={playerColor(p.id)} stroke="#2b2218" stroke-width="2" />
|
||||
<text x={cx} y={cy + 4} class="wizard-label">{p.id[0]?.toUpperCase()}</text>
|
||||
<circle cx="0" cy="0" r={12 * wizardScale(p.id)} fill={playerColor(p.id)} stroke="#2b2218" stroke-width="2" />
|
||||
<text x="0" y="4" class="wizard-label">{p.id[0]?.toUpperCase()}</text>
|
||||
{/if}
|
||||
{#if p.carriedTreasureId}
|
||||
<circle cx={cx + CELL * 0.26} cy={cy + CELL * 0.26} r={5} class="carried" />
|
||||
{@const carriedT = view.treasures.find((t) => t.id === p.carriedTreasureId)}
|
||||
{#if carriedT}
|
||||
<!-- Whose gold: the owner's chest rides the carrier's shoulder.
|
||||
Always the drawn chest — legible at badge size, either art mode. -->
|
||||
<TokenArt
|
||||
href={`/tokens-svg/treasure-${sharedColorIndex(view, carriedT.owner) % 6}.svg`}
|
||||
x={CELL * 0.10} y={CELL * 0.06}
|
||||
width={CELL * 0.36} height={CELL * 0.36}
|
||||
cls="carried-chest"
|
||||
/>
|
||||
{:else}
|
||||
<circle cx={CELL * 0.26} cy={CELL * 0.26} r={5} class="carried" />
|
||||
{/if}
|
||||
{/if}
|
||||
</g>
|
||||
{/each}
|
||||
{/each}
|
||||
|
||||
<!-- creatures (fanned when several share a square) -->
|
||||
{#each [...view.creatures.reduce((m, c) => {
|
||||
const k = `${c.position.x},${c.position.y}`;
|
||||
m.set(k, [...(m.get(k) ?? []), c]);
|
||||
return m;
|
||||
}, new Map()).entries()] as [cKey, cGroup] (cKey)}
|
||||
{#each cGroup as c, ci (c.id)}
|
||||
{@const ccx = c.position.x * CELL + CELL * 0.72 - (cGroup.length > 1 ? ci * CELL * 0.26 : 0)}
|
||||
{@const ccy = c.position.y * CELL + CELL * 0.7}
|
||||
<g
|
||||
role="button" tabindex="-1" class="creature"
|
||||
onclick={(ev) => { ev.stopPropagation(); if (peekFired) { peekFired = false; return; } onCreatureClick?.(c.id); }}
|
||||
onpointerdown={() => pressCell(c.position)}
|
||||
onpointerup={releasePress}
|
||||
onpointerleave={releasePress}
|
||||
onkeydown={() => {}}
|
||||
>
|
||||
{#if USE_TOKEN_ART && CREATURE_ART[c.kind]}
|
||||
<image
|
||||
href={`/tokens/${CREATURE_ART[c.kind]}.png`}
|
||||
x={ccx - CELL * 0.26} y={ccy - CELL * 0.26}
|
||||
width={CELL * 0.52} height={CELL * 0.52}
|
||||
preserveAspectRatio="xMidYMid slice"
|
||||
class="token-art hit"
|
||||
class:selected-art={c.id === selectedCreatureId}
|
||||
>
|
||||
<title>{c.kind} ({c.controllerId}) — {c.damage}/{Number.isFinite(c.maxDamage) ? c.maxDamage : "∞"} dmg</title>
|
||||
</image>
|
||||
<rect
|
||||
x={ccx - CELL * 0.26} y={ccy - CELL * 0.26}
|
||||
width={CELL * 0.52} height={CELL * 0.52}
|
||||
class="creature-ring"
|
||||
class:selected={c.id === selectedCreatureId}
|
||||
stroke={playerColor(c.controllerId)}
|
||||
/>
|
||||
{:else}
|
||||
<rect
|
||||
x={ccx - 10} y={ccy - 10} width={20} height={20} rx="3"
|
||||
transform={`rotate(45 ${ccx} ${ccy})`}
|
||||
class="creature-body"
|
||||
class:selected={c.id === selectedCreatureId}
|
||||
stroke={playerColor(c.controllerId)}
|
||||
>
|
||||
<title>{c.kind} ({c.controllerId}) — {c.damage}/{Number.isFinite(c.maxDamage) ? c.maxDamage : "∞"} dmg</title>
|
||||
</rect>
|
||||
<text x={ccx} y={ccy + 4} class="creature-label">{c.kind === "fire-imp" ? "I" : c.kind === "democratic-monster" ? "D" : c.kind[0]?.toUpperCase()}</text>
|
||||
{/if}
|
||||
</g>
|
||||
{/each}
|
||||
|
||||
<!-- creatures: identity-keyed movers, fanned when several share a square -->
|
||||
{#each view.creatures as c (c.id)}
|
||||
{@const cGroup = creaturesByCell.get(`${c.position.x},${c.position.y}`) ?? [c]}
|
||||
{@const ci = cGroup.findIndex((q) => q.id === c.id)}
|
||||
{@const ccx = c.position.x * CELL + CELL * 0.72 - (cGroup.length > 1 ? ci * CELL * 0.26 : 0)}
|
||||
{@const ccy = c.position.y * CELL + CELL * 0.7}
|
||||
<g class="mover" class:snap={snapsTo(`c:${c.id}`, ccx, ccy)} style={`transform: translate(${ccx}px, ${ccy}px)`}>
|
||||
<g
|
||||
role="button" tabindex="-1" class="creature"
|
||||
onclick={(ev) => { ev.stopPropagation(); if (peekFired) { peekFired = false; return; } onCreatureClick?.(c.id); }}
|
||||
onpointerdown={() => pressCell(c.position)}
|
||||
onpointerup={releasePress}
|
||||
onpointerleave={releasePress}
|
||||
onkeydown={() => {}}
|
||||
>
|
||||
{#if USE_TOKEN_ART && CREATURE_ART[c.kind]}
|
||||
<TokenArt
|
||||
href={tokenArt(CREATURE_ART[c.kind]!, "creatures")}
|
||||
x={-CELL * 0.26} y={-CELL * 0.26}
|
||||
width={CELL * 0.52} height={CELL * 0.52}
|
||||
cls={`token-art hit${c.id === selectedCreatureId ? " selected-art" : ""}`}
|
||||
title={`${c.kind} (${c.controllerId}) — ${c.damage}/${Number.isFinite(c.maxDamage) ? c.maxDamage : "∞"} dmg`}
|
||||
/>
|
||||
<rect
|
||||
x={-CELL * 0.26} y={-CELL * 0.26}
|
||||
width={CELL * 0.52} height={CELL * 0.52}
|
||||
class="creature-ring"
|
||||
class:selected={c.id === selectedCreatureId}
|
||||
stroke={playerColor(c.controllerId)}
|
||||
/>
|
||||
{:else}
|
||||
<rect
|
||||
x={-10} y={-10} width={20} height={20} rx="3"
|
||||
transform="rotate(45 0 0)"
|
||||
class="creature-body"
|
||||
class:selected={c.id === selectedCreatureId}
|
||||
stroke={playerColor(c.controllerId)}
|
||||
>
|
||||
<title>{c.kind} ({c.controllerId}) — {c.damage}/{Number.isFinite(c.maxDamage) ? c.maxDamage : "∞"} dmg</title>
|
||||
</rect>
|
||||
<text x="0" y="4" class="creature-label">{c.kind === "fire-imp" ? "I" : c.kind === "democratic-monster" ? "D" : c.kind[0]?.toUpperCase()}</text>
|
||||
{/if}
|
||||
</g>
|
||||
</g>
|
||||
{/each}
|
||||
|
||||
<!-- edge selection hitboxes -->
|
||||
@@ -493,6 +656,26 @@
|
||||
{/if}
|
||||
{/each}
|
||||
{/if}
|
||||
<!-- FEAR's bubble: every square within three WALKED spaces (warps count) -->
|
||||
{#each fearCells as key (key)}
|
||||
{@const bx = Number(key.split(",")[0])}
|
||||
{@const by = Number(key.split(",")[1])}
|
||||
<rect x={bx * CELL + 1.5} y={by * CELL + 1.5} width={CELL - 3} height={CELL - 3}
|
||||
class="fear-aura" rx="4" />
|
||||
{/each}
|
||||
|
||||
<!-- the sight line an attack traveled, leg by leg through any warp mouth -->
|
||||
{#if sightTrace}
|
||||
<SightTraceOverlay from={sightTrace.from} to={sightTrace.to} trace={sightTrace.trace} />
|
||||
{/if}
|
||||
<!-- spell flourishes: one sprite component per effect (src/fx-sprites/) -->
|
||||
<g class="fx-layer" aria-hidden="true">
|
||||
{#each effects ?? [] as fx (fx.id)}
|
||||
<!-- One cast at the dispatch seam; the registry stays exhaustive. -->
|
||||
{@const Sprite = FX_SPRITES[fx.kind] as Component<{ fx: BoardFx }>}
|
||||
<Sprite {fx} />
|
||||
{/each}
|
||||
</g>
|
||||
</svg>
|
||||
|
||||
<style>
|
||||
@@ -518,22 +701,6 @@
|
||||
cursor: pointer;
|
||||
}
|
||||
.floor:hover { fill: #efe8d2; }
|
||||
.wall {
|
||||
fill: #f2ecd8;
|
||||
stroke: #2b2218;
|
||||
stroke-width: 1.6;
|
||||
}
|
||||
.door {
|
||||
fill: #8b5a2b;
|
||||
stroke: #2b2218;
|
||||
stroke-width: 1.4;
|
||||
rx: 2;
|
||||
}
|
||||
.firewall {
|
||||
fill: #d0342c;
|
||||
stroke: #7c1a14;
|
||||
stroke-width: 1.2;
|
||||
}
|
||||
.stone { fill: #6a6458; stroke: #3a362e; stroke-width: 2; }
|
||||
.bush { fill: #2e7d32; stroke: #1b4d1e; stroke-width: 2; }
|
||||
.rose { fill: #2e7d32; stroke: #b0245a; stroke-width: 3; }
|
||||
@@ -546,11 +713,11 @@
|
||||
.trap-token { fill: #513c22; stroke: #201709; stroke-width: 1.5; }
|
||||
.trap-real { stroke: #d3352b; stroke-width: 2.5; }
|
||||
.dimwarp { fill: none; stroke: #5b3f9e; stroke-width: 3.5; stroke-dasharray: 4 3; }
|
||||
.token-art {
|
||||
:global(.token-art) {
|
||||
filter: drop-shadow(0.5px 1.5px 1.5px rgba(10, 8, 4, 0.5));
|
||||
pointer-events: none;
|
||||
}
|
||||
.token-art.hit { pointer-events: auto; cursor: pointer; }
|
||||
:global(.token-art.hit) { pointer-events: auto; cursor: pointer; }
|
||||
.creature-ring, .wizard-ring {
|
||||
fill: none;
|
||||
stroke-width: 2.5;
|
||||
@@ -602,6 +769,56 @@
|
||||
pointer-events: none;
|
||||
animation: warp-pulse 1.6s ease-in-out infinite;
|
||||
}
|
||||
.marked-count {
|
||||
font-family: "Oswald", sans-serif;
|
||||
font-size: 15px;
|
||||
font-weight: 600;
|
||||
fill: #d3852b;
|
||||
pointer-events: none;
|
||||
}
|
||||
.marked-sector {
|
||||
fill: rgba(211, 133, 43, 0.12);
|
||||
stroke: #d3852b;
|
||||
stroke-width: 3;
|
||||
stroke-dasharray: 10 6;
|
||||
pointer-events: none;
|
||||
animation: warp-pulse 1.6s ease-in-out infinite;
|
||||
}
|
||||
.ghost-slot {
|
||||
fill: rgba(122, 162, 122, 0.10);
|
||||
stroke: #7aa27a;
|
||||
stroke-width: 2.5;
|
||||
stroke-dasharray: 10 6;
|
||||
cursor: pointer;
|
||||
animation: warp-pulse 1.6s ease-in-out infinite;
|
||||
}
|
||||
.ghost-slot:hover { fill: rgba(122, 162, 122, 0.22); }
|
||||
|
||||
.fx-layer { pointer-events: none; }
|
||||
.fear-aura {
|
||||
fill: rgba(90, 44, 110, 0.05);
|
||||
stroke: #7a4a8a;
|
||||
stroke-width: 2;
|
||||
stroke-dasharray: 8 6;
|
||||
pointer-events: none;
|
||||
animation: fear-breathe 2.4s ease-in-out infinite;
|
||||
}
|
||||
@keyframes fear-breathe {
|
||||
0%, 100% { opacity: 0.65; }
|
||||
50% { opacity: 0.3; }
|
||||
}
|
||||
.mover { transition: transform 260ms cubic-bezier(0.25, 0.8, 0.35, 1); }
|
||||
.mover.snap { transition: none; }
|
||||
|
||||
/* --- persistent ambiance: ongoing spells wear their look ------------ */
|
||||
:global(.token-art.ghosted) { opacity: 0.4; animation: ghost-breathe 2.6s ease-in-out infinite; }
|
||||
@keyframes -global-ghost-breathe { 50% { opacity: 0.22; } }
|
||||
:global(.token-art.stone-gazed) { filter: grayscale(0.9) brightness(0.8); }
|
||||
.webbing line {
|
||||
stroke: rgba(220, 218, 205, 0.85);
|
||||
stroke-width: 1.6;
|
||||
pointer-events: none;
|
||||
}
|
||||
.warp-dest {
|
||||
fill: none;
|
||||
stroke: #2e7d32;
|
||||
@@ -615,7 +832,10 @@
|
||||
50% { opacity: 0.35; }
|
||||
}
|
||||
@media (prefers-reduced-motion: reduce) {
|
||||
.marked-cell, .warp-dest { animation: none; }
|
||||
.marked-cell, .marked-sector, .ghost-slot, .warp-dest, .fear-aura { animation: none; }
|
||||
.fx-layer { display: none; }
|
||||
:global(.token-art.ghosted) { animation: none; }
|
||||
.mover { transition: none; }
|
||||
}
|
||||
.wizard { cursor: pointer; }
|
||||
.wizard-label {
|
||||
@@ -624,6 +844,10 @@
|
||||
text-anchor: middle; pointer-events: none;
|
||||
}
|
||||
.carried { fill: gold; stroke: #111; stroke-width: 1; }
|
||||
:global(.carried-chest) {
|
||||
filter: drop-shadow(0.5px 1px 1px rgba(0, 0, 0, 0.55));
|
||||
pointer-events: none;
|
||||
}
|
||||
.crack {
|
||||
stroke: #efe8d4;
|
||||
stroke-width: 2;
|
||||
|
||||
@@ -236,22 +236,7 @@
|
||||
50% { box-shadow: 0 0 0 2px #c9a72a, 0 0 6px 1px rgba(201, 167, 42, 0.3); }
|
||||
}
|
||||
@media (prefers-reduced-motion: reduce) {
|
||||
.faq-seal {
|
||||
position: absolute;
|
||||
bottom: 0.15rem;
|
||||
right: 0.2rem;
|
||||
background: #2b2218;
|
||||
color: #e8dfc6;
|
||||
font-family: "Oswald", sans-serif;
|
||||
font-size: 0.42rem;
|
||||
letter-spacing: 0.12em;
|
||||
padding: 0.1rem 0.25rem;
|
||||
border-radius: 2px;
|
||||
cursor: pointer;
|
||||
opacity: 0.85;
|
||||
}
|
||||
.faq-seal:hover { opacity: 1; }
|
||||
.card.glowing { animation: none; }
|
||||
.card.glowing { animation: none; }
|
||||
.card { transition: none; }
|
||||
.card:hover, .card.selected, .card.attached { transform: none; }
|
||||
}
|
||||
|
||||
@@ -0,0 +1,74 @@
|
||||
<script lang="ts">
|
||||
// A wall or door on an edge, exactly as the board draws it. Wall-segment
|
||||
// effects (locks picked, jammed, removed; doors held) are color states of
|
||||
// this one glyph — the game has never used tokens for them.
|
||||
let { x, y, kind, state, lock = null, title = null, damage = 0, onpeek }: {
|
||||
x: number; y: number; kind: "V" | "H";
|
||||
state: "wall" | "door";
|
||||
lock?: "removed" | "jammed" | "held" | "ajar" | null;
|
||||
title?: string | null;
|
||||
/** Battle damage taken so far (walls fall at 20, doors at 15). */
|
||||
damage?: number;
|
||||
/** Press-and-hold (touch has no hover): report the tooltip's text. */
|
||||
onpeek?: (tip: string) => void;
|
||||
} = $props();
|
||||
const CELL = 48;
|
||||
const WALL = 7;
|
||||
const cls = $derived(state === "door" ? `door${lock ? ` ${lock}` : ""}` : "wall");
|
||||
// Every segment tells its points — the game's own word: "A wall takes 20
|
||||
// points of damage to destroy; a door takes 15."
|
||||
const needed = $derived(state === "door" ? 15 : 20);
|
||||
const hp = $derived(damage > 0
|
||||
? `${Math.max(0, needed - damage)} of ${needed} points left`
|
||||
: `${needed} points to destroy`);
|
||||
const tip = $derived(`${title ?? (state === "door" ? "a locked door" : "a wall")} — ${hp}`);
|
||||
|
||||
// Press-and-hold peeks the segment, mirroring the board's cell gesture.
|
||||
let timer: ReturnType<typeof setTimeout> | null = null;
|
||||
function press() {
|
||||
if (!onpeek) return;
|
||||
timer = setTimeout(() => onpeek?.(tip), 450);
|
||||
}
|
||||
function release() {
|
||||
if (timer) clearTimeout(timer);
|
||||
timer = null;
|
||||
}
|
||||
</script>
|
||||
|
||||
{#if kind === "V"}
|
||||
<rect
|
||||
x={(x + 1) * CELL - WALL / 2} y={y * CELL - WALL / 2}
|
||||
width={WALL} height={CELL + WALL}
|
||||
class={cls}
|
||||
role="img" onpointerdown={press} onpointerup={release} onpointerleave={release}
|
||||
><title>{tip}</title></rect>
|
||||
{:else}
|
||||
<rect
|
||||
x={x * CELL - WALL / 2} y={(y + 1) * CELL - WALL / 2}
|
||||
width={CELL + WALL} height={WALL}
|
||||
class={cls}
|
||||
role="img" onpointerdown={press} onpointerup={release} onpointerleave={release}
|
||||
><title>{tip}</title></rect>
|
||||
{/if}
|
||||
|
||||
<style>
|
||||
.wall {
|
||||
fill: #f2ecd8;
|
||||
stroke: #2b2218;
|
||||
stroke-width: 1.6;
|
||||
}
|
||||
.door {
|
||||
fill: #8b5a2b;
|
||||
stroke: #2b2218;
|
||||
stroke-width: 1.4;
|
||||
rx: 2;
|
||||
}
|
||||
/* Lock removed: pale, an open doorway forever. */
|
||||
.door.removed { fill: #d4bd8e; }
|
||||
/* Lock jammed: near-black, sealed. */
|
||||
.door.jammed { fill: #3a2a18; stroke: #14100b; }
|
||||
/* Picked or keyed open until end of turn. */
|
||||
.door.ajar { fill: #d4bd8e; stroke-dasharray: 5 3; }
|
||||
/* Held open: a wizard stands propping it. */
|
||||
.door.held { fill: #d4bd8e; stroke: #2e7d32; }
|
||||
</style>
|
||||
@@ -0,0 +1,117 @@
|
||||
<script lang="ts">
|
||||
// A standing WALL OF FIRE: board furniture, not a flourish — it burns for
|
||||
// as long as the spell holds, so the animation is pure CSS on a handful
|
||||
// of shapes (no turbulence filters; those are budgeted for one-shot fx).
|
||||
let { x, y, kind, onpeek }: {
|
||||
x: number; y: number; kind: "V" | "H";
|
||||
/** Press-and-hold (touch has no hover): report what this fire is. */
|
||||
onpeek?: (tip: string) => void;
|
||||
} = $props();
|
||||
const TIP = "a wall of fire — passing through burns for 4";
|
||||
let peekTimer: ReturnType<typeof setTimeout> | null = null;
|
||||
function press() {
|
||||
if (!onpeek) return;
|
||||
peekTimer = setTimeout(() => onpeek?.(TIP), 450);
|
||||
}
|
||||
function release() {
|
||||
if (peekTimer) clearTimeout(peekTimer);
|
||||
peekTimer = null;
|
||||
}
|
||||
const uid = $props.id();
|
||||
const CELL = 48;
|
||||
const WALL = 7;
|
||||
const cx = $derived(kind === "V" ? (x + 1) * CELL : x * CELL + CELL / 2);
|
||||
const cy = $derived(kind === "V" ? y * CELL + CELL / 2 : (y + 1) * CELL);
|
||||
// Tongues sit along the edge's axis; every flame rises screen-up.
|
||||
const TONGUES = [
|
||||
{ t: -0.38, h: 11, d: 0.0 },
|
||||
{ t: -0.19, h: 15, d: 0.45 },
|
||||
{ t: 0.0, h: 18, d: 0.15 },
|
||||
{ t: 0.21, h: 13, d: 0.6 },
|
||||
{ t: 0.4, h: 16, d: 0.3 },
|
||||
];
|
||||
const EMBERS = [
|
||||
{ t: -0.28, d: 0.0 },
|
||||
{ t: 0.08, d: 0.9 },
|
||||
{ t: 0.33, d: 1.7 },
|
||||
];
|
||||
const px = (t: number) => (kind === "V" ? 0 : t * CELL);
|
||||
const py = (t: number) => (kind === "V" ? t * CELL : 0);
|
||||
</script>
|
||||
|
||||
<g transform={`translate(${cx} ${cy})`} class="fw">
|
||||
<title>a wall of fire — passing through burns for 4</title>
|
||||
<defs>
|
||||
<linearGradient id={`fw-bar-${uid}`} x1="0" y1="1" x2="0" y2="0">
|
||||
<stop offset="0" stop-color="#7c1a14" />
|
||||
<stop offset="0.5" stop-color="#ef3b08" />
|
||||
<stop offset="1" stop-color="#ffad22" />
|
||||
</linearGradient>
|
||||
<linearGradient id={`fw-tongue-${uid}`} x1="0" y1="1" x2="0" y2="0">
|
||||
<stop offset="0" stop-color="#ef3b08" />
|
||||
<stop offset="0.55" stop-color="#ff9d16" />
|
||||
<stop offset="1" stop-color="#fff09a" />
|
||||
</linearGradient>
|
||||
</defs>
|
||||
<!-- the burning bar itself, seated on the wall line -->
|
||||
{#if kind === "V"}
|
||||
<rect x={-WALL / 2} y={-CELL / 2 - 2} width={WALL} height={CELL + 4} rx="3"
|
||||
fill={`url(#fw-bar-${uid})`} class="fw-bar"
|
||||
role="img" onpointerdown={press} onpointerup={release} onpointerleave={release} />
|
||||
{:else}
|
||||
<rect x={-CELL / 2 - 2} y={-WALL / 2} width={CELL + 4} height={WALL} rx="3"
|
||||
fill={`url(#fw-bar-${uid})`} class="fw-bar"
|
||||
role="img" onpointerdown={press} onpointerup={release} onpointerleave={release} />
|
||||
{/if}
|
||||
<!-- tongues of flame, each licking on its own beat -->
|
||||
{#each TONGUES as f (f.t)}
|
||||
<path
|
||||
d={`M ${px(f.t) - 3.4} ${py(f.t) + 1}
|
||||
C ${px(f.t) - 3.6} ${py(f.t) - f.h * 0.45}, ${px(f.t) - 1.4} ${py(f.t) - f.h * 0.7}, ${px(f.t)} ${py(f.t) - f.h}
|
||||
C ${px(f.t) + 1.4} ${py(f.t) - f.h * 0.7}, ${px(f.t) + 3.6} ${py(f.t) - f.h * 0.45}, ${px(f.t) + 3.4} ${py(f.t) + 1} Z`}
|
||||
fill={`url(#fw-tongue-${uid})`}
|
||||
class="fw-tongue"
|
||||
style={`transform-origin: ${px(f.t)}px ${py(f.t) + 1}px; animation-delay: ${f.d}s`}
|
||||
/>
|
||||
{/each}
|
||||
<!-- embers drifting off the top -->
|
||||
{#each EMBERS as em (em.t)}
|
||||
<circle cx={px(em.t)} cy={py(em.t) - 6} r="1.4" class="fw-ember"
|
||||
style={`animation-delay: ${em.d}s`} />
|
||||
{/each}
|
||||
</g>
|
||||
|
||||
<style>
|
||||
.fw-tongue, .fw-ember { pointer-events: none; }
|
||||
.fw-bar {
|
||||
stroke: #7c1a14;
|
||||
stroke-width: 1;
|
||||
filter: drop-shadow(0 0 3px rgba(255, 140, 30, 0.7));
|
||||
animation: fw-glow 1.3s ease-in-out infinite alternate;
|
||||
}
|
||||
.fw-tongue {
|
||||
animation: fw-lick 0.9s ease-in-out infinite alternate;
|
||||
}
|
||||
.fw-ember {
|
||||
fill: #ffd166;
|
||||
opacity: 0;
|
||||
animation: fw-rise 2.6s ease-out infinite;
|
||||
}
|
||||
@keyframes fw-glow {
|
||||
from { filter: drop-shadow(0 0 2px rgba(255, 120, 20, 0.5)); }
|
||||
to { filter: drop-shadow(0 0 6px rgba(255, 150, 40, 0.95)); }
|
||||
}
|
||||
@keyframes fw-lick {
|
||||
from { transform: scale(0.95, 0.72); opacity: 0.82; }
|
||||
to { transform: scale(1.04, 1.12); opacity: 1; }
|
||||
}
|
||||
@keyframes fw-rise {
|
||||
0% { opacity: 0; transform: translateY(0); }
|
||||
15% { opacity: 0.9; }
|
||||
100% { opacity: 0; transform: translateY(-16px); }
|
||||
}
|
||||
@media (prefers-reduced-motion: reduce) {
|
||||
.fw-bar, .fw-tongue, .fw-ember { animation: none; }
|
||||
.fw-ember { opacity: 0.6; }
|
||||
}
|
||||
</style>
|
||||
@@ -0,0 +1,192 @@
|
||||
<script lang="ts">
|
||||
// The flourish workshop: every effect sprite on a loop, labeled, against a
|
||||
// mini-maze. Open with /?fx while `npm run dev` runs — edits to any sprite
|
||||
// file hot-reload here mid-animation.
|
||||
import type { Component } from "svelte";
|
||||
import { FX_SPRITES } from "./fx-sprites";
|
||||
import type { BoardFx, FxShape } from "./fx";
|
||||
import FirewallEdge from "./FirewallEdge.svelte";
|
||||
import IllusionShimmer from "./IllusionShimmer.svelte";
|
||||
import SightTraceOverlay from "./SightTraceOverlay.svelte";
|
||||
|
||||
let tick = $state(0);
|
||||
$effect(() => {
|
||||
const t = setInterval(() => (tick += 1), 2200);
|
||||
return () => clearInterval(t);
|
||||
});
|
||||
|
||||
// One representative of every kind, staged on a 3x3 (sectors on a 5x5).
|
||||
const mid = { x: 1, y: 1 };
|
||||
const SAMPLES: BoardFx[] = ([
|
||||
{ kind: "fireball", a: { x: 24, y: 72 }, b: { x: 120, y: 72 } },
|
||||
{ kind: "waterbolt", a: { x: 24, y: 72 }, b: { x: 120, y: 72 } },
|
||||
{ kind: "bolt", a: { x: 24, y: 24 }, b: { x: 120, y: 120 } },
|
||||
{ kind: "burst", at: mid },
|
||||
{ kind: "splash", at: mid },
|
||||
{ kind: "shimmer", at: mid },
|
||||
{ kind: "shield", at: mid },
|
||||
{ kind: "sparkle", at: mid },
|
||||
{ kind: "whiff", at: mid },
|
||||
{ kind: "hit", at: mid },
|
||||
{ kind: "pow", at: mid },
|
||||
{ kind: "claw", at: mid },
|
||||
{ kind: "absorb", at: mid },
|
||||
{ kind: "portal", cell: mid, side: "E" },
|
||||
{ kind: "portal-cell", at: mid },
|
||||
{ kind: "streak", a: { x: 24, y: 120 }, b: { x: 120, y: 24 } },
|
||||
{ kind: "soul", at: { x: 1, y: 2 } },
|
||||
{ kind: "fireworks", at: mid },
|
||||
{ kind: "chaos-swirl", at: mid },
|
||||
{ kind: "die-drop", at: { x: 1, y: 1 }, aim: { x: 0, y: 2 } },
|
||||
{ kind: "pit-fall", at: mid },
|
||||
{ kind: "ooze-slip", at: mid },
|
||||
{ kind: "tacks-ow", at: mid },
|
||||
{ kind: "thorn-snap", at: mid },
|
||||
{ kind: "slime-stuck", at: mid },
|
||||
{ kind: "dust-puff", at: mid },
|
||||
{ kind: "edge-dust", cell: mid, side: "S" },
|
||||
{ kind: "sector-spin", origin: { x: 0, y: 0 }, clockwise: true },
|
||||
{ kind: "sector-slide", from: { x: 0, y: 0 }, to: { x: 1, y: 0 } },
|
||||
] as FxShape[]).map((f, i): BoardFx => ({ ...f, id: i + 1 }));
|
||||
|
||||
const isSector = (k: string) => k.startsWith("sector-");
|
||||
</script>
|
||||
|
||||
<div class="gallery">
|
||||
<h1>The Flourish Workshop</h1>
|
||||
<p class="sub">
|
||||
Every effect replays each beat. Edit a file in <code>src/fx-sprites/</code>
|
||||
and it hot-reloads here.
|
||||
<a class="cross" href="/?tokens">→ the token workshop</a>
|
||||
</p>
|
||||
<div class="grid">
|
||||
{#each SAMPLES as fx (fx.kind)}
|
||||
{@const Sprite = FX_SPRITES[fx.kind] as Component<{ fx: BoardFx }>}
|
||||
<figure>
|
||||
<svg viewBox={isSector(fx.kind) ? "-4 -4 296 296" : "-4 -4 152 152"}>
|
||||
{#each Array.from({ length: isSector(fx.kind) ? 6 : 3 }, (_, cy) => cy) as cy (cy)}
|
||||
{#each Array.from({ length: isSector(fx.kind) ? 6 : 3 }, (_, cx) => cx) as cx (cx)}
|
||||
<rect x={cx * 48} y={cy * 48} width="48" height="48" class="cell" />
|
||||
{/each}
|
||||
{/each}
|
||||
{#key tick}
|
||||
<g class="fx-layer"><Sprite {fx} /></g>
|
||||
{/key}
|
||||
</svg>
|
||||
<figcaption>{fx.kind}</figcaption>
|
||||
</figure>
|
||||
{/each}
|
||||
</div>
|
||||
|
||||
<h1 class="furniture-head">The standing fires</h1>
|
||||
<p class="sub">
|
||||
Board furniture that burns as long as its spell holds — these loop by
|
||||
nature, no beat needed. Same components the live board mounts.
|
||||
</p>
|
||||
<div class="grid">
|
||||
<figure>
|
||||
<svg viewBox="-4 -4 152 152">
|
||||
{#each [0, 1, 2] as cy (cy)}{#each [0, 1, 2] as cx (cx)}
|
||||
<rect x={cx * 48} y={cy * 48} width="48" height="48" class="cell" />
|
||||
{/each}{/each}
|
||||
<FirewallEdge x={1} y={0} kind="H" />
|
||||
</svg>
|
||||
<figcaption>wall of fire (H)</figcaption>
|
||||
</figure>
|
||||
<figure>
|
||||
<svg viewBox="-4 -4 152 152">
|
||||
{#each [0, 1, 2] as cy (cy)}{#each [0, 1, 2] as cx (cx)}
|
||||
<rect x={cx * 48} y={cy * 48} width="48" height="48" class="cell" />
|
||||
{/each}{/each}
|
||||
<FirewallEdge x={0} y={1} kind="V" />
|
||||
</svg>
|
||||
<figcaption>wall of fire (V)</figcaption>
|
||||
</figure>
|
||||
<figure>
|
||||
<svg viewBox="-4 -4 152 152">
|
||||
{#each [0, 1, 2] as cy (cy)}{#each [0, 1, 2] as cx (cx)}
|
||||
<rect x={cx * 48} y={cy * 48} width="48" height="48" class="cell" />
|
||||
{/each}{/each}
|
||||
<rect x={93.5} y={44.5} width={7} height={55} class="demo-wall" />
|
||||
<IllusionShimmer x={1} y={1} kind="V" />
|
||||
</svg>
|
||||
<figcaption>illusion shimmer</figcaption>
|
||||
</figure>
|
||||
<figure>
|
||||
<svg viewBox="-4 -4 152 152">
|
||||
{#each [0, 1, 2] as cy (cy)}{#each [0, 1, 2] as cx (cx)}
|
||||
<rect x={cx * 48} y={cy * 48} width="48" height="48" class="cell" />
|
||||
{/each}{/each}
|
||||
<SightTraceOverlay from={{ x: 0, y: 2 }} to={{ x: 2, y: 0 }} trace={{ kind: "direct" }} />
|
||||
</svg>
|
||||
<figcaption>sight trace (direct)</figcaption>
|
||||
</figure>
|
||||
<figure>
|
||||
<svg viewBox="-4 -4 152 152">
|
||||
{#each [0, 1, 2] as cy (cy)}{#each [0, 1, 2] as cx (cx)}
|
||||
<rect x={cx * 48} y={cy * 48} width="48" height="48" class="cell" />
|
||||
{/each}{/each}
|
||||
<SightTraceOverlay from={{ x: 0, y: 2 }} to={{ x: 2, y: 1 }}
|
||||
trace={{ kind: "warp", mouthA: { cell: { x: 1, y: 0 }, side: "N" },
|
||||
mouthB: { cell: { x: 1, y: 2 }, side: "S" },
|
||||
entry: { x: 1.5, y: 0 }, exit: { x: 1.5, y: 3 } }} />
|
||||
</svg>
|
||||
<figcaption>sight trace (through a warp)</figcaption>
|
||||
</figure>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<style>
|
||||
.gallery {
|
||||
min-height: 100vh;
|
||||
background: #171a20;
|
||||
color: #d8d2c0;
|
||||
font-family: "Archivo Narrow", system-ui, sans-serif;
|
||||
padding: 1.5rem;
|
||||
}
|
||||
h1 {
|
||||
font-family: "Oswald", sans-serif;
|
||||
text-transform: uppercase;
|
||||
letter-spacing: 0.14em;
|
||||
font-size: 1.2rem;
|
||||
color: #e9e1cb;
|
||||
margin: 0 0 0.2rem;
|
||||
}
|
||||
.sub { color: #8d8672; margin: 0 0 1.2rem; }
|
||||
.furniture-head {
|
||||
font-family: "Oswald", sans-serif;
|
||||
text-transform: uppercase;
|
||||
letter-spacing: 0.14em;
|
||||
font-size: 1.2rem;
|
||||
color: #e9e1cb;
|
||||
margin: 1.6rem 0 0.2rem;
|
||||
}
|
||||
.demo-wall { fill: #4d4438; }
|
||||
.sub code { color: #c9a72a; }
|
||||
.sub .cross { color: #c9a72a; }
|
||||
.grid {
|
||||
display: grid;
|
||||
grid-template-columns: repeat(auto-fill, minmax(160px, 1fr));
|
||||
gap: 1rem;
|
||||
}
|
||||
figure {
|
||||
margin: 0;
|
||||
background: #efe8d4;
|
||||
border-radius: 4px;
|
||||
padding: 0.5rem;
|
||||
}
|
||||
svg { width: 100%; display: block; }
|
||||
.cell {
|
||||
fill: #efe8d4;
|
||||
stroke: rgba(95, 74, 51, 0.25);
|
||||
stroke-width: 1;
|
||||
}
|
||||
.fx-layer { pointer-events: none; }
|
||||
figcaption {
|
||||
font-family: "Courier Prime", monospace;
|
||||
font-size: 0.75rem;
|
||||
color: #43331f;
|
||||
text-align: center;
|
||||
padding-top: 0.3rem;
|
||||
}
|
||||
</style>
|
||||
@@ -4,6 +4,7 @@
|
||||
import Faq from "./Faq.svelte";
|
||||
import { HOW_TO_PLAY, RULES_SECTIONS } from "./rules";
|
||||
import { FAQ_GENERAL } from "./faq-general";
|
||||
import { RULEBOOK_BASE, RULEBOOK_EXPANSION, RULEBOOK_COPYRIGHT } from "./rulebook";
|
||||
|
||||
let {
|
||||
onclose,
|
||||
@@ -174,6 +175,19 @@
|
||||
<h3>{section.title}</h3>
|
||||
{#each section.body as p, i (i)}<p>{p}</p>{/each}
|
||||
{/each}
|
||||
<h2 class="faq-divider">The rulebook, verbatim</h2>
|
||||
<p class="colophon">
|
||||
The full text, word for word, for settling table disputes. {RULEBOOK_COPYRIGHT}
|
||||
</p>
|
||||
{#each RULEBOOK_BASE as section (section.title)}
|
||||
<h3>{section.title}</h3>
|
||||
{#each section.paragraphs as p, i (i)}<p>{p}</p>{/each}
|
||||
{/each}
|
||||
<h2 class="faq-divider">Expansion Set 1 — verbatim</h2>
|
||||
{#each RULEBOOK_EXPANSION as section (section.title)}
|
||||
<h3>{section.title}</h3>
|
||||
{#each section.paragraphs as p, i (i)}<p>{p}</p>{/each}
|
||||
{/each}
|
||||
<h2 class="faq-divider">Official FAQ — general rulings</h2>
|
||||
<p class="colophon">
|
||||
Tom Jolly's own answers (wizwar.com, September 2002), verbatim. Rulings
|
||||
|
||||
@@ -0,0 +1,42 @@
|
||||
<script lang="ts">
|
||||
// An UNTESTED illusion wall: the wall renders solid underneath (it is a
|
||||
// wall to you until your eyes rule) — this is the tell-tale shimmer laid
|
||||
// over it, and the tap target that offers the belief test.
|
||||
let { x, y, kind, onclick }: {
|
||||
x: number; y: number; kind: "V" | "H";
|
||||
onclick?: () => void;
|
||||
} = $props();
|
||||
const CELL = 48;
|
||||
const x1 = $derived(kind === "V" ? (x + 1) * CELL : x * CELL + 2);
|
||||
const y1 = $derived(kind === "V" ? y * CELL + 2 : (y + 1) * CELL);
|
||||
const x2 = $derived(kind === "V" ? (x + 1) * CELL : (x + 1) * CELL - 2);
|
||||
const y2 = $derived(kind === "V" ? (y + 1) * CELL - 2 : (y + 1) * CELL);
|
||||
</script>
|
||||
|
||||
<line {x1} {y1} {x2} {y2} class="illusion-shimmer" />
|
||||
{#if onclick}
|
||||
<line {x1} {y1} {x2} {y2} class="illusion-hit"
|
||||
role="button" tabindex="-1" aria-label="a shimmering wall — test your eyes"
|
||||
onclick={(ev) => { ev.stopPropagation(); onclick?.(); }}
|
||||
onkeydown={() => {}}><title>this wall shimmers oddly — tap to test your eyes</title></line>
|
||||
{/if}
|
||||
|
||||
<style>
|
||||
.illusion-shimmer {
|
||||
stroke: #cfc3f0;
|
||||
stroke-width: 3;
|
||||
stroke-dasharray: 4 5;
|
||||
stroke-linecap: round;
|
||||
pointer-events: none;
|
||||
animation: shimmer-drift 1.4s linear infinite;
|
||||
}
|
||||
.illusion-hit { stroke: transparent; stroke-width: 14; cursor: pointer; }
|
||||
@keyframes shimmer-drift {
|
||||
0% { stroke-dashoffset: 0; opacity: 0.9; }
|
||||
50% { opacity: 0.4; }
|
||||
100% { stroke-dashoffset: -18; opacity: 0.9; }
|
||||
}
|
||||
@media (prefers-reduced-motion: reduce) {
|
||||
.illusion-shimmer { animation: none; opacity: 0.7; }
|
||||
}
|
||||
</style>
|
||||
@@ -1,6 +1,9 @@
|
||||
<script lang="ts">
|
||||
import Board from "./Board.svelte";
|
||||
import { humanize } from "./net.svelte";
|
||||
import { scheduleFx, type BoardFx } from "./fx";
|
||||
import { prefs } from "./prefs.svelte";
|
||||
import { stackSightTrace } from "@wizwar/engine";
|
||||
import type { GameEvent, GameView } from "@wizwar/engine";
|
||||
|
||||
let {
|
||||
@@ -20,6 +23,23 @@
|
||||
);
|
||||
const atEnd = $derived(idx >= steps.length - 1);
|
||||
|
||||
// The reel draws the same sight line the live table shows for an LOS
|
||||
// attack in progress, so a replay-watcher can see how a spell reached them.
|
||||
const sightTrace = $derived(stackSightTrace(step.view));
|
||||
|
||||
/** Each step's spells flare on the reel exactly as they did at the table. */
|
||||
let boardFx = $state<BoardFx[]>([]);
|
||||
$effect(() => {
|
||||
const step = steps[Math.min(idx, steps.length - 1)];
|
||||
if (!step || !prefs.flourishes) return;
|
||||
const cancel = scheduleFx(
|
||||
step.events, step.view,
|
||||
(fx) => (boardFx = [...boardFx, fx]),
|
||||
(id) => (boardFx = boardFx.filter((f) => f.id !== id)),
|
||||
);
|
||||
return () => { cancel(); boardFx = []; };
|
||||
});
|
||||
|
||||
$effect(() => {
|
||||
if (!playing) return;
|
||||
const t = setInterval(() => {
|
||||
@@ -47,7 +67,7 @@
|
||||
<button class="replay-skip" onclick={onclose}>{atEnd ? "back to the game" : "skip to now"}</button>
|
||||
</header>
|
||||
<div class="replay-board">
|
||||
<Board view={step.view} />
|
||||
<Board view={step.view} effects={boardFx} {sightTrace} />
|
||||
</div>
|
||||
<div class="replay-caption">
|
||||
<strong>{step.actor}</strong>
|
||||
|
||||
@@ -0,0 +1,54 @@
|
||||
<script lang="ts">
|
||||
// The sight line an attack traveled — straight when direct, leg by leg
|
||||
// through both warp mouths (with pulsing rings) when the maze wrapped.
|
||||
import type { SightTrace } from "@wizwar/engine";
|
||||
let { from, to, trace }: {
|
||||
from: { x: number; y: number };
|
||||
to: { x: number; y: number };
|
||||
trace: SightTrace;
|
||||
} = $props();
|
||||
const CELL = 48;
|
||||
const A = $derived({ x: from.x * CELL + CELL / 2, y: from.y * CELL + CELL * 0.36 });
|
||||
const B = $derived({ x: to.x * CELL + CELL / 2, y: to.y * CELL + CELL * 0.36 });
|
||||
</script>
|
||||
|
||||
<g class="sight-layer" aria-hidden="true">
|
||||
{#if trace.kind === "direct"}
|
||||
<line x1={A.x} y1={A.y} x2={B.x} y2={B.y} class="sight-line" />
|
||||
{:else}
|
||||
{@const entry = { x: trace.entry.x * CELL, y: trace.entry.y * CELL }}
|
||||
{@const exit = { x: trace.exit.x * CELL, y: trace.exit.y * CELL }}
|
||||
<line x1={A.x} y1={A.y} x2={entry.x} y2={entry.y} class="sight-line" />
|
||||
<line x1={exit.x} y1={exit.y} x2={B.x} y2={B.y} class="sight-line" />
|
||||
<circle cx={entry.x} cy={entry.y} r={7} class="sight-mouth" />
|
||||
<circle cx={exit.x} cy={exit.y} r={7} class="sight-mouth" />
|
||||
{/if}
|
||||
</g>
|
||||
|
||||
<style>
|
||||
.sight-layer { pointer-events: none; }
|
||||
.sight-line {
|
||||
stroke: #c9a72a;
|
||||
stroke-width: 2.5;
|
||||
stroke-linecap: round;
|
||||
stroke-dasharray: 7 6;
|
||||
opacity: 0.85;
|
||||
animation: sight-march 0.8s linear infinite;
|
||||
}
|
||||
.sight-mouth {
|
||||
fill: none;
|
||||
stroke: #c9a72a;
|
||||
stroke-width: 2;
|
||||
animation: sight-pulse 1.6s ease-in-out infinite;
|
||||
}
|
||||
@keyframes sight-march {
|
||||
to { stroke-dashoffset: -13; }
|
||||
}
|
||||
@keyframes sight-pulse {
|
||||
0%, 100% { opacity: 0.9; }
|
||||
50% { opacity: 0.35; }
|
||||
}
|
||||
@media (prefers-reduced-motion: reduce) {
|
||||
.sight-line, .sight-mouth { animation: none; }
|
||||
}
|
||||
</style>
|
||||
@@ -0,0 +1,67 @@
|
||||
<script lang="ts" module>
|
||||
import { SvelteMap } from "svelte/reactivity";
|
||||
|
||||
// SVG art must be INLINED to stay vector: an svg referenced through an
|
||||
// <image> element is rasterized once at its layout size in user units and
|
||||
// scales as a bitmap — blurry the moment the board zooms. Fetched files
|
||||
// are cached per URL, with their ids namespaced so 45 tokens' worth of
|
||||
// filter/pattern defs cannot collide in one document.
|
||||
type Entry = { vb: string; inner: string };
|
||||
const cache = new SvelteMap<string, Entry | "pending" | "failed">();
|
||||
|
||||
function load(href: string): void {
|
||||
if (cache.has(href)) return;
|
||||
cache.set(href, "pending");
|
||||
fetch(href)
|
||||
.then((r) => r.text())
|
||||
.then((text) => {
|
||||
const ns = href.replace(/[^a-zA-Z0-9]/g, "");
|
||||
const t = text
|
||||
.replace(/id="([^"]+)"/g, (_, id) => `id="${id}-${ns}"`)
|
||||
.replace(/url\(#([^)]+)\)/g, (_, id) => `url(#${id}-${ns})`)
|
||||
.replace(/href="#([^"]+)"/g, (_, id) => `href="#${id}-${ns}"`);
|
||||
const m = /<svg([^>]*)>([\s\S]*)<\/svg>/i.exec(t);
|
||||
const vb = m ? (/viewBox="([^"]*)"/.exec(m[1]!)?.[1] ?? "0 0 144 150") : "0 0 144 150";
|
||||
cache.set(href, { vb, inner: m?.[2] ?? "" });
|
||||
})
|
||||
// A failed fetch stays failed: deleting would retrigger the effect
|
||||
// and hammer a missing file forever.
|
||||
.catch(() => cache.set(href, "failed"));
|
||||
}
|
||||
</script>
|
||||
|
||||
<script lang="ts">
|
||||
let {
|
||||
href, x, y, width, height, cls = "", title = null,
|
||||
}: {
|
||||
href: string;
|
||||
x: number;
|
||||
y: number;
|
||||
width: number;
|
||||
height: number;
|
||||
cls?: string;
|
||||
title?: string | null;
|
||||
} = $props();
|
||||
|
||||
const isSvg = $derived(href.endsWith(".svg"));
|
||||
$effect(() => {
|
||||
if (isSvg) load(href);
|
||||
});
|
||||
const entry = $derived(isSvg ? cache.get(href) : undefined);
|
||||
</script>
|
||||
|
||||
{#if isSvg}
|
||||
{#if entry && entry !== "pending" && entry !== "failed"}
|
||||
<svg {x} {y} {width} {height} viewBox={entry.vb}
|
||||
preserveAspectRatio="xMidYMid slice" class={cls}>
|
||||
{#if title}<title>{title}</title>{/if}
|
||||
<!-- eslint-disable-next-line svelte/no-at-html-tags — our own art files -->
|
||||
{@html entry.inner}
|
||||
</svg>
|
||||
{/if}
|
||||
{:else}
|
||||
<image {href} {x} {y} {width} {height}
|
||||
preserveAspectRatio="xMidYMid slice" class={cls}>
|
||||
{#if title}<title>{title}</title>{/if}
|
||||
</image>
|
||||
{/if}
|
||||
@@ -0,0 +1,175 @@
|
||||
<script lang="ts">
|
||||
// The token workshop: every token in both arts, side by side — the
|
||||
// photographed physical set and the hand-drawn SVG contingency. Open
|
||||
// with /?tokens under `npm run dev`; edits to public/tokens-svg/*.svg
|
||||
// show on the next refresh. Board size and close-up for each.
|
||||
import TokenArt from "./TokenArt.svelte";
|
||||
|
||||
const GROUPS: { title: string; files: string[] }[] = [
|
||||
{ title: "Wizards", files: ["wizard-0", "wizard-1", "wizard-2", "wizard-3", "wizard-4", "wizard-5"] },
|
||||
{ title: "Treasures", files: ["treasure-0", "treasure-1", "treasure-2", "treasure-3", "treasure-4", "treasure-5"] },
|
||||
{
|
||||
title: "Monsters",
|
||||
files: ["troll", "skeleton", "wraith", "fire-imp", "democratic-monster", "shadow", "alter-ego"],
|
||||
},
|
||||
{
|
||||
title: "Terrain",
|
||||
files: [
|
||||
"solid-stone", "thorn-bush", "rosebush", "killer-ooze", "slime", "dustcloud",
|
||||
"tacks", "pit", "safe",
|
||||
],
|
||||
},
|
||||
{
|
||||
title: "Objects & markers",
|
||||
files: [
|
||||
"dagger", "rock", "magic-stone", "magic-wand", "master-key", "boobytrap",
|
||||
"dimensional-warp",
|
||||
],
|
||||
},
|
||||
];
|
||||
|
||||
// Wall-segment effects have never been tokens: the maze draws them as edge
|
||||
// treatments. Shown here exactly as the board mounts them.
|
||||
import EdgeGlyph from "./EdgeGlyph.svelte";
|
||||
import FirewallEdge from "./FirewallEdge.svelte";
|
||||
import IllusionShimmer from "./IllusionShimmer.svelte";
|
||||
const EDGE_PIECES: {
|
||||
caption: string;
|
||||
state?: "wall" | "door";
|
||||
lock?: "removed" | "jammed" | "held" | "ajar" | null;
|
||||
special?: "firewall" | "shimmer" | "known-illusion";
|
||||
}[] = [
|
||||
{ caption: "wall", state: "wall" },
|
||||
{ caption: "door (locked)", state: "door" },
|
||||
{ caption: "door, picked open (ajar)", state: "door", lock: "ajar" },
|
||||
{ caption: "door, held open", state: "door", lock: "held" },
|
||||
{ caption: "door, lock removed", state: "door", lock: "removed" },
|
||||
{ caption: "door, lock jammed", state: "door", lock: "jammed" },
|
||||
{ caption: "wall of fire", special: "firewall" },
|
||||
{ caption: "illusion wall (untested)", special: "shimmer" },
|
||||
{ caption: "illusion wall (you know it's fake)", special: "known-illusion" },
|
||||
];
|
||||
</script>
|
||||
|
||||
<div class="gallery">
|
||||
<h1>The Token Workshop</h1>
|
||||
<p class="sub">
|
||||
Every token, twice: the photographed physical set beside the hand-drawn
|
||||
contingency. Edit <code>public/tokens-svg/</code> and refresh. Small is
|
||||
board size; large is the close-up the peek modal shows.
|
||||
<a href="/?fx">→ the flourish workshop</a>
|
||||
</p>
|
||||
{#each GROUPS as group (group.title)}
|
||||
<h2>{group.title}</h2>
|
||||
<div class="grid">
|
||||
{#each group.files as f (f)}
|
||||
<figure>
|
||||
<div class="pair">
|
||||
<div class="col">
|
||||
<img class="big" src={`/tokens/${f}.png`} alt={`${f} (photo)`} />
|
||||
<img class="small" src={`/tokens/${f}.png`} alt="" />
|
||||
<span class="tag">photo</span>
|
||||
</div>
|
||||
<div class="col">
|
||||
<svg viewBox="0 0 96 96" class="big">
|
||||
<TokenArt href={`/tokens-svg/${f}.svg`} x={0} y={0} width={96} height={96} />
|
||||
</svg>
|
||||
<svg viewBox="0 0 28 28" class="small">
|
||||
<TokenArt href={`/tokens-svg/${f}.svg`} x={0} y={0} width={28} height={28} />
|
||||
</svg>
|
||||
<span class="tag">drawn</span>
|
||||
</div>
|
||||
</div>
|
||||
<figcaption>{f}</figcaption>
|
||||
</figure>
|
||||
{/each}
|
||||
</div>
|
||||
{/each}
|
||||
|
||||
<h2>Walls & doors — as the maze draws them</h2>
|
||||
<p class="sub">
|
||||
Wall-segment effects have never been tokens: locks picked, jammed, and
|
||||
removed, held doors, standing fires, and illusions are edge treatments,
|
||||
shown here with the very components the board mounts.
|
||||
</p>
|
||||
<div class="grid">
|
||||
{#each EDGE_PIECES as piece (piece.caption)}
|
||||
<figure>
|
||||
<svg viewBox="20 20 104 104" class="edge-demo">
|
||||
{#each [0, 1, 2] as cy (cy)}{#each [0, 1, 2] as cx (cx)}
|
||||
<rect x={cx * 48} y={cy * 48} width="48" height="48" class="cell" />
|
||||
{/each}{/each}
|
||||
{#if piece.special === "firewall"}
|
||||
<FirewallEdge x={1} y={0} kind="H" />
|
||||
{:else if piece.special === "shimmer"}
|
||||
<EdgeGlyph x={1} y={0} kind="H" state="wall" />
|
||||
<IllusionShimmer x={1} y={0} kind="H" />
|
||||
{:else if piece.special === "known-illusion"}
|
||||
<line x1={48} y1={48} x2={96} y2={48} class="known-illusion" />
|
||||
{:else}
|
||||
<EdgeGlyph x={1} y={0} kind="H" state={piece.state!} lock={piece.lock ?? null} />
|
||||
{/if}
|
||||
</svg>
|
||||
<figcaption>{piece.caption}</figcaption>
|
||||
</figure>
|
||||
{/each}
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<style>
|
||||
.gallery {
|
||||
min-height: 100vh;
|
||||
background: #171a20;
|
||||
color: #d8d2c0;
|
||||
font-family: "Archivo Narrow", system-ui, sans-serif;
|
||||
padding: 1.5rem;
|
||||
}
|
||||
h1, h2 {
|
||||
font-family: "Oswald", sans-serif;
|
||||
text-transform: uppercase;
|
||||
letter-spacing: 0.14em;
|
||||
color: #e9e1cb;
|
||||
margin: 0 0 0.2rem;
|
||||
}
|
||||
h1 { font-size: 1.2rem; }
|
||||
h2 { font-size: 0.95rem; margin-top: 1.4rem; }
|
||||
.sub { color: #8d8672; margin: 0 0 1rem; }
|
||||
.sub code { color: #c9a72a; }
|
||||
.sub a { color: #c9a72a; }
|
||||
.grid {
|
||||
display: grid;
|
||||
grid-template-columns: repeat(auto-fill, minmax(190px, 1fr));
|
||||
gap: 0.9rem;
|
||||
}
|
||||
figure {
|
||||
margin: 0;
|
||||
background: #efe8d4;
|
||||
border-radius: 4px;
|
||||
padding: 0.5rem;
|
||||
}
|
||||
.pair { display: flex; gap: 0.6rem; justify-content: center; }
|
||||
.col { display: flex; flex-direction: column; align-items: center; gap: 0.25rem; }
|
||||
.big { width: 72px; height: 72px; display: block; }
|
||||
.small { width: 28px; height: 28px; display: block; }
|
||||
img.big, img.small { object-fit: cover; border-radius: 3px; }
|
||||
.tag {
|
||||
font-family: "Courier Prime", monospace;
|
||||
font-size: 0.6rem;
|
||||
color: #8a7a5e;
|
||||
}
|
||||
.edge-demo { width: 100%; display: block; }
|
||||
.cell {
|
||||
fill: #efe8d4;
|
||||
stroke: rgba(95, 74, 51, 0.25);
|
||||
stroke-width: 1;
|
||||
}
|
||||
/* Mirrors Board's known-illusion ghost: dashed, violet, see-through. */
|
||||
.known-illusion { stroke: #7a6f9a; stroke-width: 4; stroke-dasharray: 6 5; opacity: 0.7; }
|
||||
figcaption {
|
||||
font-family: "Courier Prime", monospace;
|
||||
font-size: 0.72rem;
|
||||
color: #43331f;
|
||||
text-align: center;
|
||||
padding-top: 0.35rem;
|
||||
}
|
||||
</style>
|
||||
@@ -0,0 +1,38 @@
|
||||
// Which art set a token draws from: the player's preference, with the
|
||||
// workshop's per-category query params (?svgPlayers=true, ...) as a
|
||||
// deliberate override for editing sessions under `npm run dev`.
|
||||
import { prefs } from "./prefs.svelte";
|
||||
|
||||
export type ArtCategory = "players" | "creatures" | "terrain" | "objects";
|
||||
|
||||
const q = new URLSearchParams(typeof location === "undefined" ? "" : location.search);
|
||||
const PARAM: Record<ArtCategory, string> = {
|
||||
players: "svgPlayers", creatures: "svgCreatures", terrain: "svgTerrain", objects: "svgObjects",
|
||||
};
|
||||
|
||||
export function tokenArt(file: string, cat: ArtCategory): string {
|
||||
const override = q.get(PARAM[cat]);
|
||||
const drawn = override !== null ? override === "true" : prefs.art === "drawn";
|
||||
return drawn ? `/tokens-svg/${file}.svg` : `/tokens/${file}.png`;
|
||||
}
|
||||
|
||||
// Which token file depicts each board thing (shared by the board renderer
|
||||
// and the card-peek modal). Anything without an entry has no token art.
|
||||
export const TERRAIN_ART: Record<string, string> = {
|
||||
stone: "solid-stone", thornbush: "thorn-bush", rosebush: "rosebush",
|
||||
ooze: "killer-ooze", dust: "dustcloud", slime: "slime",
|
||||
tacks: "tacks", pit: "pit", safe: "safe",
|
||||
};
|
||||
export const CREATURE_ART: Record<string, string> = {
|
||||
skeleton: "skeleton", troll: "troll", wraith: "wraith",
|
||||
"fire-imp": "fire-imp", "democratic-monster": "democratic-monster",
|
||||
shadow: "shadow", "alter-ego": "alter-ego",
|
||||
};
|
||||
export function objectArt(cardId: string): string | null {
|
||||
if (cardId === "dagger") return "dagger";
|
||||
if (cardId === "large-rock") return "rock";
|
||||
if (cardId === "master-key") return "master-key";
|
||||
if (cardId.endsWith("stone")) return "magic-stone";
|
||||
if (cardId.endsWith("-wand")) return "magic-wand";
|
||||
return null;
|
||||
}
|
||||
@@ -25,7 +25,12 @@ export const FAQ_GENERAL: { title: string; body: string[] }[] = [
|
||||
title: "Death",
|
||||
body: [
|
||||
"The second-hand killing of a Wizard, say by falling walls or controlled MONSTERS, does not get you his cards, nor does a MONSTER get cards by killing a player!",
|
||||
"Dumping Cards and Physical Objects This is explained pretty well in the basic rules, but everybody seems to forget you can do it. If you want to discard a physical object, it is NOT necessary to dump it on the board, you can just discard it to the discard pile. The board would get very crowded otherwise. This includes ARTIFACTS, if you think someone is about to take one from you and there's nothing you can do about it. This can only be done during your own turn (this is not in the rules, but will be next printing).",
|
||||
],
|
||||
},
|
||||
{
|
||||
title: "Dumping Cards and Physical Objects",
|
||||
body: [
|
||||
"This is explained pretty well in the basic rules, but everybody seems to forget you can do it. If you want to discard a physical object, it is NOT necessary to dump it on the board, you can just discard it to the discard pile. The board would get very crowded otherwise. This includes ARTIFACTS, if you think someone is about to take one from you and there's nothing you can do about it. This can only be done during your own turn (this is not in the rules, but will be next printing).",
|
||||
],
|
||||
},
|
||||
{
|
||||
@@ -38,8 +43,18 @@ export const FAQ_GENERAL: { title: string; body: string[] }[] = [
|
||||
title: "Lost Turns",
|
||||
body: [
|
||||
"These will accumulate if you get hit by a \"lost turns\" type spell while under the effect of another \"lost turns\" spell. Also, if you lose a turn while under a duration spell, this still uses up a turn of the duration spell. If you happen to get hit by a reflected attack (yours), and you \"lose a turn\", this would be THAT turn, not your next turn. This could happen with Lightning Bolt or Hypnosis, for example. As the rules say, if you Lose a Turn, you can't do anything but play Counteractions until your next turn. This also means you can't draw cards!",
|
||||
"Magic Sticks These don't have to be displayed. When you first charge it with a NUMBER card, the NUMBER card gets discarded, so it no longer counts as part of your hand.",
|
||||
"Magic Stones They may be discarded as cards even after used and displayed. Nothing makes an object so permanent that it cannot be discarded. This is always a player option. MAGIC STONES are not \"created\" by the card, the card merely represents the physical object. It may be displayed and left displayed whenever you use it first, even if it is not your turn.",
|
||||
],
|
||||
},
|
||||
{
|
||||
title: "Magic Sticks",
|
||||
body: [
|
||||
"These don't have to be displayed. When you first charge it with a NUMBER card, the NUMBER card gets discarded, so it no longer counts as part of your hand.",
|
||||
],
|
||||
},
|
||||
{
|
||||
title: "Magic Stones",
|
||||
body: [
|
||||
"They may be discarded as cards even after used and displayed. Nothing makes an object so permanent that it cannot be discarded. This is always a player option. MAGIC STONES are not \"created\" by the card, the card merely represents the physical object. It may be displayed and left displayed whenever you use it first, even if it is not your turn.",
|
||||
],
|
||||
},
|
||||
{
|
||||
@@ -52,16 +67,30 @@ export const FAQ_GENERAL: { title: string; body: string[] }[] = [
|
||||
title: "Picking Up Objects",
|
||||
body: [
|
||||
"No, you can't pick up 2 objects at the same time, even if they're in the same space.",
|
||||
"Players as Objects There is some confusion in the rules which will probably not be resolved until next edition as to whether Wizards and MONSTERS can be treated as objects or not, for purposes of spells such as DRAG and a few others. Unfortunately, this is not well defined anywhere. The basic rules state that players are NOT objects, so spells such as TELEPORT OBJECT and ANIMATE OBJECT would have no effect on Wizards. Use common sense and house rules. You will rarely run into this as a problem, but you could. Obviously, if a card says a MONSTER can carry objects, it is NOT referring to other Wizards!",
|
||||
"Spell Priority There is some question as to whether Counteractions or Attacks work first, especially in a case like SHIELDSTONE vs FIREBALL. Counteractions always work first. Thus, if someone was hit with a FIREBALL while they were carrying a BLOODSTONE, the BLOODSTONE would reduce the damage done by a point before it was destroyed. If you have 2 Counteractions you want to use, you decide for yourself which one activates first. If a spell gets counteracted, the number card (if any) that accompanied it is also discarded.",
|
||||
"Throwing Objects The basic rules imply, without explicitly stating, that you can throw objects, but not treasures. That's true! You could take a Magic Stone and throw it inot a PIT 3 spaces away, if you wanted. Throwing objects at other players does not do any damage, unless a card, such as HEAVE-HO or DAGGER says so.",
|
||||
],
|
||||
},
|
||||
{
|
||||
title: "Players as Objects",
|
||||
body: [
|
||||
"There is some confusion in the rules which will probably not be resolved until next edition as to whether Wizards and MONSTERS can be treated as objects or not, for purposes of spells such as DRAG and a few others. Unfortunately, this is not well defined anywhere. The basic rules state that players are NOT objects, so spells such as TELEPORT OBJECT and ANIMATE OBJECT would have no effect on Wizards. Use common sense and house rules. You will rarely run into this as a problem, but you could. Obviously, if a card says a MONSTER can carry objects, it is NOT referring to other Wizards!",
|
||||
],
|
||||
},
|
||||
{
|
||||
title: "Spell Priority",
|
||||
body: [
|
||||
"There is some question as to whether Counteractions or Attacks work first, especially in a case like SHIELDSTONE vs FIREBALL. Counteractions always work first. Thus, if someone was hit with a FIREBALL while they were carrying a BLOODSTONE, the BLOODSTONE would reduce the damage done by a point before it was destroyed. If you have 2 Counteractions you want to use, you decide for yourself which one activates first. If a spell gets counteracted, the number card (if any) that accompanied it is also discarded.",
|
||||
],
|
||||
},
|
||||
{
|
||||
title: "Throwing Objects",
|
||||
body: [
|
||||
"The basic rules imply, without explicitly stating, that you can throw objects, but not treasures. That's true! You could take a Magic Stone and throw it inot a PIT 3 spaces away, if you wanted. Throwing objects at other players does not do any damage, unless a card, such as HEAVE-HO or DAGGER says so.",
|
||||
],
|
||||
},
|
||||
{
|
||||
title: "Treasures",
|
||||
body: [
|
||||
"If a player is eliminated, any treasure left on his home base does NOT count toward eliminating the player to whom that treasure belongs. Also, the 7th edition rules are rather badly worded and imply that you can carry 2 treasures as long as one of them is your own and the other belongs to another player. This is incorrect. You can carry only ONE treasure, and it can be EITHER one of your own or one of the opponent's.",
|
||||
"Card FAQ's for Wiz-War",
|
||||
],
|
||||
},
|
||||
];
|
||||
|
||||
@@ -0,0 +1,46 @@
|
||||
<script lang="ts">
|
||||
import type { FxOf } from "../fx";
|
||||
import { center } from "./geom";
|
||||
|
||||
let { fx }: { fx: FxOf<"absorb"> } = $props();
|
||||
const uid = $props.id();
|
||||
const c = $derived(center(fx.at));
|
||||
</script>
|
||||
|
||||
<defs>
|
||||
<linearGradient id={`absorb-shine-${uid}`} x1="0" y1="0" x2="1" y2="1">
|
||||
<stop offset="0" stop-color="#fffdf4" />
|
||||
<stop offset="0.5" stop-color="#f6f0df" />
|
||||
<stop offset="1" stop-color="#d8ccb0" />
|
||||
</linearGradient>
|
||||
</defs>
|
||||
|
||||
<circle cx={c.x} cy={c.y} r="14" class="pull" />
|
||||
<rect x={c.x - 9} y={c.y - 13} width="18" height="26" rx="2"
|
||||
fill={`url(#absorb-shine-${uid})`} class="card"
|
||||
style={`transform-origin: ${c.x}px ${c.y}px`} />
|
||||
|
||||
<style>
|
||||
.card {
|
||||
stroke: #43331f;
|
||||
stroke-width: 1.5;
|
||||
animation: swallow 0.65s ease-in forwards;
|
||||
}
|
||||
.pull {
|
||||
transform-box: fill-box;
|
||||
transform-origin: center;
|
||||
fill: none;
|
||||
stroke: rgba(180, 138, 224, 0.6);
|
||||
stroke-width: 2;
|
||||
stroke-dasharray: 5 6;
|
||||
animation: pull-in 0.6s ease-in forwards;
|
||||
}
|
||||
@keyframes swallow {
|
||||
0% { opacity: 0.95; transform: scale(1) rotate(0deg); }
|
||||
100% { opacity: 0; transform: scale(0.05) rotate(140deg); }
|
||||
}
|
||||
@keyframes pull-in {
|
||||
0% { opacity: 0.8; transform: scale(1.6) rotate(0deg); }
|
||||
100% { opacity: 0; transform: scale(0.2) rotate(-90deg); }
|
||||
}
|
||||
</style>
|
||||
@@ -0,0 +1,69 @@
|
||||
<script lang="ts">
|
||||
import type { FxOf } from "../fx";
|
||||
|
||||
let { fx }: { fx: FxOf<"bolt"> } = $props();
|
||||
const uid = $props.id();
|
||||
|
||||
/** A fresh jagged path every strike, plus two forks off mid-joints. */
|
||||
const geom = $derived.by(() => {
|
||||
const a = fx.a, b = fx.b;
|
||||
const segs = 6;
|
||||
const joints: { x: number; y: number }[] = [a];
|
||||
for (let i = 1; i < segs; i++) {
|
||||
const t = i / segs;
|
||||
joints.push({
|
||||
x: a.x + (b.x - a.x) * t + (Math.random() - 0.5) * 16,
|
||||
y: a.y + (b.y - a.y) * t + (Math.random() - 0.5) * 16,
|
||||
});
|
||||
}
|
||||
joints.push(b);
|
||||
const points = joints.map((p) => `${p.x.toFixed(1)},${p.y.toFixed(1)}`).join(" ");
|
||||
const fork = (j: { x: number; y: number }) => {
|
||||
const dx = (Math.random() - 0.5) * 26, dy = (Math.random() - 0.5) * 26;
|
||||
return `M ${j.x} ${j.y} l ${dx / 2} ${dy / 2} l ${dx / 2 + (Math.random() - 0.5) * 8} ${dy / 2}`;
|
||||
};
|
||||
return { points, forks: [fork(joints[2]!), fork(joints[4]!)] };
|
||||
});
|
||||
</script>
|
||||
|
||||
<defs>
|
||||
<filter id={`bolt-glow-${uid}`} x="-60%" y="-60%" width="220%" height="220%">
|
||||
<feGaussianBlur stdDeviation="4" result="blur" />
|
||||
<feMerge><feMergeNode in="blur" /><feMergeNode in="SourceGraphic" /></feMerge>
|
||||
</filter>
|
||||
</defs>
|
||||
|
||||
<g class="bolt" filter={`url(#bolt-glow-${uid})`}>
|
||||
<polyline points={geom.points} class="wide" />
|
||||
{#each geom.forks as d, i (i)}
|
||||
<path {d} class="fork" />
|
||||
{/each}
|
||||
<polyline points={geom.points} class="core" />
|
||||
</g>
|
||||
|
||||
<style>
|
||||
.bolt .wide {
|
||||
fill: none;
|
||||
stroke: #e6a812;
|
||||
stroke-width: 5.5;
|
||||
stroke-linejoin: round;
|
||||
opacity: 0.75;
|
||||
}
|
||||
.bolt .fork {
|
||||
fill: none;
|
||||
stroke: #f5d54a;
|
||||
stroke-width: 1.6;
|
||||
stroke-linejoin: round;
|
||||
}
|
||||
.bolt .core {
|
||||
fill: none;
|
||||
stroke: #fffdf0;
|
||||
stroke-width: 2;
|
||||
stroke-linejoin: round;
|
||||
}
|
||||
.bolt { animation: bolt-flicker 0.5s steps(2, jump-none) forwards; }
|
||||
@keyframes bolt-flicker {
|
||||
0% { opacity: 0; } 15% { opacity: 1; } 40% { opacity: 0.3; }
|
||||
60% { opacity: 1; } 100% { opacity: 0; }
|
||||
}
|
||||
</style>
|
||||
@@ -0,0 +1,64 @@
|
||||
<script lang="ts">
|
||||
import type { FxOf } from "../fx";
|
||||
import { center } from "./geom";
|
||||
|
||||
let { fx }: { fx: FxOf<"burst"> } = $props();
|
||||
const uid = $props.id();
|
||||
const c = $derived(center(fx.at));
|
||||
const EMBERS = [15, 80, 145, 210, 275, 340];
|
||||
</script>
|
||||
|
||||
<defs>
|
||||
<radialGradient id={`burst-fire-${uid}`}>
|
||||
<stop offset="0" stop-color="#fffde0" />
|
||||
<stop offset="0.3" stop-color="#ffd34e" />
|
||||
<stop offset="0.65" stop-color="#ff8c1a" stop-opacity="0.85" />
|
||||
<stop offset="1" stop-color="#ef3b08" stop-opacity="0" />
|
||||
</radialGradient>
|
||||
</defs>
|
||||
|
||||
<circle cx={c.x} cy={c.y} r="16" fill={`url(#burst-fire-${uid})`} class="bloom" />
|
||||
<circle cx={c.x} cy={c.y} r="6" class="shockwave" />
|
||||
{#each EMBERS as deg (deg)}
|
||||
<circle
|
||||
cx={c.x + 13 * Math.cos((deg * Math.PI) / 180)}
|
||||
cy={c.y + 13 * Math.sin((deg * Math.PI) / 180)}
|
||||
r={deg % 2 === 0 ? 2 : 1.5}
|
||||
class="ember"
|
||||
style={`transform-origin: ${c.x}px ${c.y}px`}
|
||||
/>
|
||||
{/each}
|
||||
|
||||
<style>
|
||||
.bloom {
|
||||
transform-box: fill-box;
|
||||
transform-origin: center;
|
||||
animation: bloom 0.5s ease-out forwards;
|
||||
}
|
||||
.shockwave {
|
||||
transform-box: fill-box;
|
||||
transform-origin: center;
|
||||
fill: none;
|
||||
stroke: #ffd27a;
|
||||
stroke-width: 2.5;
|
||||
animation: shockwave 0.45s ease-out 0.08s forwards;
|
||||
opacity: 0;
|
||||
}
|
||||
.ember {
|
||||
fill: #ff9d19;
|
||||
animation: ember-fly 0.55s ease-out forwards;
|
||||
}
|
||||
@keyframes bloom {
|
||||
0% { opacity: 0; transform: scale(0.2); }
|
||||
25% { opacity: 1; transform: scale(1.2); }
|
||||
100% { opacity: 0; transform: scale(2.4); }
|
||||
}
|
||||
@keyframes shockwave {
|
||||
0% { opacity: 0.9; transform: scale(1); }
|
||||
100% { opacity: 0; transform: scale(6); }
|
||||
}
|
||||
@keyframes ember-fly {
|
||||
0% { opacity: 1; transform: scale(1); }
|
||||
100% { opacity: 0; transform: scale(2.1) rotate(24deg); }
|
||||
}
|
||||
</style>
|
||||
@@ -0,0 +1,45 @@
|
||||
<script lang="ts">
|
||||
import type { FxOf } from "../fx";
|
||||
import { center } from "./geom";
|
||||
|
||||
let { fx }: { fx: FxOf<"chaos-swirl"> } = $props();
|
||||
const c = $derived(center(fx.at));
|
||||
const CARDS = [0, 72, 144, 216, 288];
|
||||
</script>
|
||||
|
||||
<g class="chaos" style={`transform-origin: ${c.x}px ${c.y}px`}>
|
||||
<circle cx={c.x} cy={c.y} r="30" class="ring inner" />
|
||||
<circle cx={c.x} cy={c.y} r="55" class="ring mid" />
|
||||
<circle cx={c.x} cy={c.y} r="80" class="ring outer" />
|
||||
{#each CARDS as deg (deg)}
|
||||
<rect
|
||||
x={c.x + 46 * Math.cos((deg * Math.PI) / 180) - 5}
|
||||
y={c.y + 46 * Math.sin((deg * Math.PI) / 180) - 7}
|
||||
width="10" height="14" rx="1.5"
|
||||
class="slip"
|
||||
transform={`rotate(${deg + 25} ${c.x + 46 * Math.cos((deg * Math.PI) / 180)} ${c.y + 46 * Math.sin((deg * Math.PI) / 180)})`}
|
||||
/>
|
||||
{/each}
|
||||
</g>
|
||||
|
||||
<style>
|
||||
.ring {
|
||||
fill: none;
|
||||
stroke-width: 4;
|
||||
stroke-dasharray: 30 22;
|
||||
}
|
||||
.ring.inner { stroke: #b48ae0; }
|
||||
.ring.mid { stroke: #8a5fc0; stroke-dasharray: 44 30; }
|
||||
.ring.outer { stroke: #e2c8ff; stroke-dasharray: 60 40; }
|
||||
.slip {
|
||||
fill: #f6f0df;
|
||||
stroke: #43331f;
|
||||
stroke-width: 1;
|
||||
}
|
||||
.chaos { animation: chaos-spin 1.4s ease-in-out forwards; }
|
||||
@keyframes chaos-spin {
|
||||
0% { opacity: 0; transform: rotate(0deg) scale(0.5); }
|
||||
20% { opacity: 1; }
|
||||
100% { opacity: 0; transform: rotate(220deg) scale(1.4); }
|
||||
}
|
||||
</style>
|
||||
@@ -0,0 +1,70 @@
|
||||
<script lang="ts">
|
||||
import type { FxOf } from "../fx";
|
||||
import { center } from "./geom";
|
||||
|
||||
let { fx }: { fx: FxOf<"claw"> } = $props();
|
||||
const uid = $props.id();
|
||||
const c = $derived(center(fx.at));
|
||||
const GASHES = [
|
||||
{ x: -12, cls: "g0" },
|
||||
{ x: -3, cls: "g1" },
|
||||
{ x: 6, cls: "g2" },
|
||||
];
|
||||
</script>
|
||||
|
||||
<defs>
|
||||
<linearGradient id={`claw-cut-${uid}`} x1="0" y1="0" x2="0" y2="1">
|
||||
<stop offset="0" stop-color="#e0604f" />
|
||||
<stop offset="0.5" stop-color="#b3372b" />
|
||||
<stop offset="1" stop-color="#6e1a12" />
|
||||
</linearGradient>
|
||||
</defs>
|
||||
|
||||
<g class="claw">
|
||||
{#each GASHES as g (g.cls)}
|
||||
<g class={`gash ${g.cls}`} style={`transform-origin: ${c.x + g.x}px ${c.y - 15}px`}>
|
||||
<path
|
||||
d={`M ${c.x + g.x} ${c.y - 14} q 4 12 10 26 q -1 1 -2 0 q -7 -13 -11 -25 z`}
|
||||
fill={`url(#claw-cut-${uid})`}
|
||||
/>
|
||||
<path
|
||||
d={`M ${c.x + g.x} ${c.y - 14} q 4 12 10 26`}
|
||||
class="edge" pathLength="100"
|
||||
/>
|
||||
</g>
|
||||
{/each}
|
||||
</g>
|
||||
|
||||
<style>
|
||||
/* Each slash reveals downward along its own length, in sequence,
|
||||
while the whole strike rakes a little sideways. */
|
||||
.gash { opacity: 0; animation: gash-cut 0.4s ease-out forwards; }
|
||||
.gash.g1 { animation-delay: 0.06s; }
|
||||
.gash.g2 { animation-delay: 0.12s; }
|
||||
.edge {
|
||||
fill: none;
|
||||
stroke: #ffd9c4;
|
||||
stroke-width: 1.4;
|
||||
stroke-dasharray: 100 100;
|
||||
stroke-dashoffset: 100;
|
||||
animation: edge-draw 0.28s ease-out forwards;
|
||||
}
|
||||
.gash.g1 .edge { animation-delay: 0.06s; }
|
||||
.gash.g2 .edge { animation-delay: 0.12s; }
|
||||
.claw { animation: rake 0.55s ease-out forwards; }
|
||||
@keyframes gash-cut {
|
||||
0% { opacity: 0; transform: scaleY(0.1); }
|
||||
30% { opacity: 1; transform: scaleY(1.05); }
|
||||
100% { opacity: 0.9; transform: scaleY(1); }
|
||||
}
|
||||
@keyframes edge-draw {
|
||||
0% { stroke-dashoffset: 100; opacity: 1; }
|
||||
70% { stroke-dashoffset: 0; opacity: 0.9; }
|
||||
100% { stroke-dashoffset: 0; opacity: 0; }
|
||||
}
|
||||
@keyframes rake {
|
||||
0% { opacity: 1; transform: translate(2px, -3px); }
|
||||
60% { opacity: 1; transform: translate(-2px, 2px); }
|
||||
100% { opacity: 0; transform: translate(-3px, 3px); }
|
||||
}
|
||||
</style>
|
||||
@@ -0,0 +1,122 @@
|
||||
<script lang="ts">
|
||||
import type { FxOf } from "../fx";
|
||||
import { center } from "./geom";
|
||||
let { fx }: { fx: FxOf<"die-drop"> } = $props();
|
||||
const c = $derived(center(fx.at));
|
||||
const aim = $derived(center(fx.aim));
|
||||
const drifted = $derived(fx.at.x !== fx.aim.x || fx.at.y !== fx.aim.y);
|
||||
const DEBRIS = [15, 80, 150, 210, 275, 340];
|
||||
</script>
|
||||
|
||||
<!-- The aiming mark: where the caster prayed it would land -->
|
||||
<circle cx={aim.x} cy={aim.y} r="15" class="aim" />
|
||||
{#if drifted}
|
||||
<line x1={aim.x} y1={aim.y} x2={c.x} y2={c.y} class="drift" />
|
||||
{/if}
|
||||
<!-- The gathering shadow, then the die itself, out of a clear sky -->
|
||||
<ellipse cx={c.x} cy={c.y + 8} rx="16" ry="7" class="die-shadow" />
|
||||
<g class="die" style={`transform-origin: ${c.x}px ${c.y}px`}>
|
||||
<g transform={`translate(${c.x} ${c.y})`}>
|
||||
<rect x="-15" y="-15" width="30" height="30" rx="6" class="die-body" />
|
||||
<!-- a four: the drift roll made manifest -->
|
||||
<circle cx="-7" cy="-7" r="3.2" class="pip" />
|
||||
<circle cx="7" cy="-7" r="3.2" class="pip" />
|
||||
<circle cx="-7" cy="7" r="3.2" class="pip" />
|
||||
<circle cx="7" cy="7" r="3.2" class="pip" />
|
||||
</g>
|
||||
</g>
|
||||
<!-- Impact: ring and flung grit -->
|
||||
<circle cx={c.x} cy={c.y} r="14" class="impact" />
|
||||
{#each DEBRIS as deg, i (deg)}
|
||||
<line
|
||||
x1={c.x + 14 * Math.cos((deg * Math.PI) / 180)}
|
||||
y1={c.y + 14 * Math.sin((deg * Math.PI) / 180)}
|
||||
x2={c.x + 26 * Math.cos((deg * Math.PI) / 180)}
|
||||
y2={c.y + 26 * Math.sin((deg * Math.PI) / 180)}
|
||||
class={`grit g${i % 3}`}
|
||||
style={`transform-origin: ${c.x}px ${c.y}px`}
|
||||
/>
|
||||
{/each}
|
||||
|
||||
<style>
|
||||
.aim {
|
||||
fill: none;
|
||||
stroke: #8d2f23;
|
||||
stroke-width: 2;
|
||||
stroke-dasharray: 5 4;
|
||||
opacity: 0;
|
||||
animation: aim-mark 0.5s ease-out forwards;
|
||||
}
|
||||
.drift {
|
||||
stroke: #8d2f23;
|
||||
stroke-width: 1.5;
|
||||
stroke-dasharray: 3 4;
|
||||
opacity: 0;
|
||||
animation: drift-line 0.5s ease-out 0.55s forwards;
|
||||
}
|
||||
.die-shadow {
|
||||
fill: rgba(43, 34, 24, 0.5);
|
||||
animation: shadow-loom 0.55s ease-in forwards;
|
||||
transform-box: fill-box;
|
||||
transform-origin: center;
|
||||
}
|
||||
.die {
|
||||
animation: die-fall 0.55s cubic-bezier(0.5, 0, 0.9, 0.6) forwards,
|
||||
die-settle 0.9s ease-out 0.55s forwards;
|
||||
}
|
||||
.die-body {
|
||||
fill: #efe8d4;
|
||||
stroke: #2b2218;
|
||||
stroke-width: 2.5;
|
||||
}
|
||||
.pip { fill: #2b2218; }
|
||||
.impact {
|
||||
fill: none;
|
||||
stroke: #7c6a4f;
|
||||
stroke-width: 3;
|
||||
opacity: 0;
|
||||
transform-box: fill-box;
|
||||
transform-origin: center;
|
||||
animation: impact-ring 0.5s ease-out 0.55s forwards;
|
||||
}
|
||||
.grit {
|
||||
stroke: #7c6a4f;
|
||||
stroke-width: 2;
|
||||
stroke-linecap: round;
|
||||
opacity: 0;
|
||||
animation: grit-fly 0.4s ease-out 0.58s forwards;
|
||||
}
|
||||
.grit.g1 { animation-delay: 0.62s; }
|
||||
.grit.g2 { animation-delay: 0.66s; }
|
||||
@keyframes aim-mark {
|
||||
0% { opacity: 0; transform: scale(1.6); transform-origin: center; transform-box: fill-box; }
|
||||
100% { opacity: 0.8; transform: scale(1); }
|
||||
}
|
||||
@keyframes drift-line {
|
||||
0% { opacity: 0; }
|
||||
100% { opacity: 0.7; }
|
||||
}
|
||||
@keyframes shadow-loom {
|
||||
0% { opacity: 0; transform: scale(0.2); }
|
||||
100% { opacity: 1; transform: scale(1); }
|
||||
}
|
||||
@keyframes die-fall {
|
||||
0% { opacity: 0; transform: translateY(-150px) scale(2.4) rotate(35deg); }
|
||||
30% { opacity: 1; }
|
||||
100% { transform: translateY(0) scale(1) rotate(0deg); }
|
||||
}
|
||||
@keyframes die-settle {
|
||||
0% { transform: translateY(0) scale(1.15, 0.85); }
|
||||
25% { transform: translateY(-6px) scale(1); }
|
||||
45% { transform: translateY(0) scale(1.05, 0.95); }
|
||||
100% { transform: translateY(0) scale(1); }
|
||||
}
|
||||
@keyframes impact-ring {
|
||||
0% { opacity: 0.9; transform: scale(0.4); }
|
||||
100% { opacity: 0; transform: scale(2.4); }
|
||||
}
|
||||
@keyframes grit-fly {
|
||||
0% { opacity: 0.9; transform: scale(0.7); }
|
||||
100% { opacity: 0; transform: scale(1.8); }
|
||||
}
|
||||
</style>
|
||||
@@ -0,0 +1,63 @@
|
||||
<script lang="ts">
|
||||
import type { FxOf } from "../fx";
|
||||
import { CELL, center } from "./geom";
|
||||
|
||||
let { fx }: { fx: FxOf<"dust-puff" | "edge-dust"> } = $props();
|
||||
const uid = $props.id();
|
||||
const c = $derived.by(() => {
|
||||
if (fx.kind === "dust-puff") return center(fx.at);
|
||||
const mid = center(fx.cell);
|
||||
if (fx.side === "N") return { x: mid.x, y: fx.cell.y * CELL };
|
||||
if (fx.side === "S") return { x: mid.x, y: (fx.cell.y + 1) * CELL };
|
||||
if (fx.side === "W") return { x: fx.cell.x * CELL, y: mid.y };
|
||||
return { x: (fx.cell.x + 1) * CELL, y: mid.y };
|
||||
});
|
||||
/** Edge dust blows perpendicular to the wall; loose dust just rises. */
|
||||
const away = $derived.by(() => {
|
||||
if (fx.kind !== "edge-dust") return { x: 0, y: -12 };
|
||||
return fx.side === "N" || fx.side === "S" ? { x: 11, y: -4 } : { x: 4, y: -11 };
|
||||
});
|
||||
</script>
|
||||
|
||||
<g style={`--ax: ${away.x}px; --ay: ${away.y}px; --bx: ${-away.x}px; --by: ${away.y}px`}>
|
||||
<circle cx={c.x - 6} cy={c.y} r="7" fill={`url(#dust-soft-${uid})`} class="puff" />
|
||||
<circle cx={c.x + 5} cy={c.y - 2} r="5" fill={`url(#dust-soft-${uid})`} class="puff back late" />
|
||||
<circle cx={c.x} cy={c.y + 3} r="6" fill={`url(#dust-soft-${uid})`} class="puff later" />
|
||||
<g class="grit">
|
||||
<circle cx={c.x - 4} cy={c.y - 5} r="1.3" />
|
||||
<circle cx={c.x + 6} cy={c.y + 2} r="1.6" />
|
||||
<circle cx={c.x + 1} cy={c.y - 2} r="0.9" />
|
||||
</g>
|
||||
</g>
|
||||
|
||||
<defs>
|
||||
<radialGradient id={`dust-soft-${uid}`}>
|
||||
<stop offset="0" stop-color="#96876a" stop-opacity="1" />
|
||||
<stop offset="0.75" stop-color="#7d7358" stop-opacity="0.7" />
|
||||
<stop offset="1" stop-color="#8d8266" stop-opacity="0" />
|
||||
</radialGradient>
|
||||
</defs>
|
||||
|
||||
<style>
|
||||
.puff {
|
||||
transform-box: fill-box;
|
||||
transform-origin: center;
|
||||
animation: blow-a 0.8s ease-out forwards;
|
||||
}
|
||||
.puff.back { animation-name: blow-b; }
|
||||
.puff.late { animation-delay: 0.08s; }
|
||||
.puff.later { animation-delay: 0.16s; }
|
||||
.grit circle { fill: #4a4232; animation: grit-fall 0.6s ease-in forwards; }
|
||||
@keyframes blow-a {
|
||||
0% { opacity: 1; transform: translate(0, 0) scale(0.8); }
|
||||
100% { opacity: 0; transform: translate(var(--ax), var(--ay)) scale(2); }
|
||||
}
|
||||
@keyframes blow-b {
|
||||
0% { opacity: 1; transform: translate(0, 0) scale(0.8); }
|
||||
100% { opacity: 0; transform: translate(var(--bx), var(--by)) scale(1.9); }
|
||||
}
|
||||
@keyframes grit-fall {
|
||||
0% { opacity: 1; transform: translateY(-3px); }
|
||||
100% { opacity: 0; transform: translateY(8px); }
|
||||
}
|
||||
</style>
|
||||
@@ -0,0 +1,101 @@
|
||||
<script lang="ts">
|
||||
import type { FxOf } from "../fx";
|
||||
|
||||
let { fx }: { fx: FxOf<"fireball"> } = $props();
|
||||
const uid = $props.id();
|
||||
|
||||
const a = $derived(fx.a);
|
||||
const b = $derived(fx.b);
|
||||
</script>
|
||||
|
||||
<defs>
|
||||
<radialGradient id={`fireball-core-${uid}`}>
|
||||
<stop offset="0" stop-color="#fffde0" />
|
||||
<stop offset="0.28" stop-color="#fff09a" />
|
||||
<stop offset="0.62" stop-color="#ffad22" />
|
||||
<stop offset="1" stop-color="#ef3b08" stop-opacity="0.15" />
|
||||
</radialGradient>
|
||||
|
||||
<linearGradient id={`fireball-tail-${uid}`} x1="1" x2="0">
|
||||
<stop offset="0" stop-color="#fff2a1" stop-opacity="0.95" />
|
||||
<stop offset="0.2" stop-color="#ff9d16" stop-opacity="0.86" />
|
||||
<stop offset="0.62" stop-color="#ee3907" stop-opacity="0.42" />
|
||||
<stop offset="1" stop-color="#581002" stop-opacity="0" />
|
||||
</linearGradient>
|
||||
|
||||
<filter id={`fireball-warp-${uid}`} x="-60%" y="-160%" width="230%" height="420%">
|
||||
<feTurbulence type="fractalNoise" baseFrequency="0.022 0.12" numOctaves="3" seed="7" result="noise">
|
||||
<animate
|
||||
attributeName="baseFrequency"
|
||||
values="0.022 0.12; 0.035 0.17; 0.018 0.1"
|
||||
dur="0.22s"
|
||||
repeatCount="indefinite"
|
||||
/>
|
||||
</feTurbulence>
|
||||
<feDisplacementMap in="SourceGraphic" in2="noise" scale="14" xChannelSelector="R" yChannelSelector="B" />
|
||||
<feGaussianBlur stdDeviation="1.4" />
|
||||
</filter>
|
||||
|
||||
<filter id={`fireball-glow-${uid}`} x="-180%" y="-180%" width="460%" height="460%">
|
||||
<feGaussianBlur stdDeviation="7" result="blur" />
|
||||
<feMerge>
|
||||
<feMergeNode in="blur" />
|
||||
<feMergeNode in="SourceGraphic" />
|
||||
</feMerge>
|
||||
</filter>
|
||||
</defs>
|
||||
|
||||
<g class="fireball">
|
||||
<g>
|
||||
<!-- Outer orange glow -->
|
||||
<ellipse cx="-4" cy="0" rx="27" ry="16" fill="#ff5b0a" opacity="0.32" filter={`url(#fireball-glow-${uid})`} />
|
||||
|
||||
<!-- Turbulent outer flame -->
|
||||
<path
|
||||
d="M -8 -13 C -30 -18, -52 -8, -91 -3 C -60 1, -68 14, -98 20 C -54 17, -28 11, -7 12 Z"
|
||||
fill={`url(#fireball-tail-${uid})`}
|
||||
filter={`url(#fireball-warp-${uid})`}
|
||||
/>
|
||||
|
||||
<!-- Hot inner flame -->
|
||||
<path
|
||||
d="M -6 -8 C -24 -10, -42 -4, -64 1 C -39 2, -32 8, -10 8 Z"
|
||||
fill="#ffd34e"
|
||||
opacity="0.74"
|
||||
filter={`url(#fireball-warp-${uid})`}
|
||||
/>
|
||||
|
||||
<!-- Fireball body -->
|
||||
<circle r="15" fill="#ff5c09" opacity="0.72" filter={`url(#fireball-glow-${uid})`} />
|
||||
<circle r="12" fill={`url(#fireball-core-${uid})`} />
|
||||
|
||||
<!-- White-hot highlight -->
|
||||
<ellipse cx="4" cy="-3" rx="6" ry="5" fill="#fffde7" opacity="0.95" />
|
||||
|
||||
<!-- Sparks -->
|
||||
<g fill="#ff9d19">
|
||||
<circle cx="-28" cy="-17" r="2.2">
|
||||
<animate attributeName="cy" values="-17; -23; -17" dur="0.16s" repeatCount="indefinite" />
|
||||
</circle>
|
||||
<circle cx="-46" cy="12" r="1.6">
|
||||
<animate attributeName="cy" values="12; 19; 12" dur="0.2s" repeatCount="indefinite" />
|
||||
</circle>
|
||||
<circle cx="-70" cy="-7" r="1.4">
|
||||
<animate attributeName="opacity" values="1; 0.1; 1" dur="0.14s" repeatCount="indefinite" />
|
||||
</circle>
|
||||
</g>
|
||||
</g>
|
||||
|
||||
<animateMotion dur="0.42s" fill="freeze" rotate="auto" path={`M ${a.x} ${a.y} L ${b.x} ${b.y}`} />
|
||||
</g>
|
||||
|
||||
<style>
|
||||
.fireball {
|
||||
opacity: 0;
|
||||
animation: fireball-fade 0.55s ease-in forwards;
|
||||
}
|
||||
@keyframes fireball-fade {
|
||||
0%, 70% { opacity: 1; }
|
||||
100% { opacity: 0; }
|
||||
}
|
||||
</style>
|
||||
@@ -0,0 +1,67 @@
|
||||
<script lang="ts">
|
||||
import type { FxOf } from "../fx";
|
||||
import { center } from "./geom";
|
||||
|
||||
let { fx }: { fx: FxOf<"fireworks"> } = $props();
|
||||
const c = $derived(center(fx.at));
|
||||
const COLORS = ["#e74c3c", "#f1c40f", "#3b8dd6", "#7ac47e"];
|
||||
// Deliberately uneven: a real burst has no protractor.
|
||||
const RAYS = [
|
||||
{ deg: 8, len: 22, r: 2.8, cls: "" },
|
||||
{ deg: 52, len: 17, r: 2.2, cls: "late" },
|
||||
{ deg: 88, len: 24, r: 3, cls: "" },
|
||||
{ deg: 141, len: 16, r: 2, cls: "later" },
|
||||
{ deg: 176, len: 21, r: 2.6, cls: "late" },
|
||||
{ deg: 224, len: 18, r: 2.3, cls: "" },
|
||||
{ deg: 267, len: 23, r: 2.8, cls: "later" },
|
||||
{ deg: 309, len: 15, r: 2, cls: "late" },
|
||||
];
|
||||
</script>
|
||||
|
||||
<g class="fireworks">
|
||||
{#each RAYS as ray, i (ray.deg)}
|
||||
{@const dx = Math.cos((ray.deg * Math.PI) / 180)}
|
||||
{@const dy = Math.sin((ray.deg * Math.PI) / 180)}
|
||||
<line
|
||||
x1={c.x + 4 * dx} y1={c.y + 4 * dy}
|
||||
x2={c.x + ray.len * dx} y2={c.y + ray.len * dy}
|
||||
stroke={COLORS[i % 4]}
|
||||
class={`trail ${ray.cls}`}
|
||||
style={`transform-origin: ${c.x}px ${c.y}px`}
|
||||
/>
|
||||
<circle
|
||||
cx={c.x + (ray.len + 1) * dx} cy={c.y + (ray.len + 1) * dy} r={ray.r}
|
||||
fill={COLORS[i % 4]}
|
||||
class={`spark ${ray.cls}`}
|
||||
style={`transform-origin: ${c.x}px ${c.y}px`}
|
||||
/>
|
||||
{/each}
|
||||
<circle cx={c.x} cy={c.y} r="3.5" class="heart" />
|
||||
</g>
|
||||
|
||||
<style>
|
||||
.trail {
|
||||
stroke-width: 2;
|
||||
stroke-linecap: round;
|
||||
animation: trail-out 0.9s ease-out forwards;
|
||||
}
|
||||
.spark { animation: spark-out 1.05s ease-out forwards; }
|
||||
.trail.late, .spark.late { animation-delay: 0.07s; }
|
||||
.trail.later, .spark.later { animation-delay: 0.14s; }
|
||||
.heart { fill: #fffdf0; animation: heart-pop 0.4s ease-out forwards; }
|
||||
@keyframes trail-out {
|
||||
0% { opacity: 0; transform: scale(0.15); }
|
||||
25% { opacity: 1; }
|
||||
100% { opacity: 0; transform: scale(1.5); }
|
||||
}
|
||||
@keyframes spark-out {
|
||||
0% { opacity: 0; transform: scale(0.15); }
|
||||
30% { opacity: 1; }
|
||||
80% { opacity: 0.9; transform: scale(1.55); }
|
||||
100% { opacity: 0; transform: scale(1.6) translateY(4px); }
|
||||
}
|
||||
@keyframes heart-pop {
|
||||
0% { opacity: 1; transform: scale(0.5); }
|
||||
100% { opacity: 0; transform: scale(3); }
|
||||
}
|
||||
</style>
|
||||
@@ -0,0 +1,65 @@
|
||||
<script lang="ts">
|
||||
import type { FxOf } from "../fx";
|
||||
import { center } from "./geom";
|
||||
let { fx }: { fx: FxOf<"hit"> } = $props();
|
||||
const c = $derived(center(fx.at));
|
||||
const DEBRIS = [40, 165, 285];
|
||||
</script>
|
||||
|
||||
<!-- Contact flash: an instant of white -->
|
||||
<path
|
||||
d={`M ${c.x} ${c.y - 9} l 2.5 6 6.5 -2 -3.5 5.5 5.5 3.5 -6.5 1 1 6.5 -5.5 -4.5 -4.5 5 0 -7 -6.5 0.5 5 -4.5 -4 -5 6.5 1.5 z`}
|
||||
class="flash" style={`transform-origin: ${c.x}px ${c.y}px`}
|
||||
/>
|
||||
<!-- Compressed impact ring: squashed, then out -->
|
||||
<ellipse cx={c.x} cy={c.y} rx="9" ry="6" class="ring" />
|
||||
{#each DEBRIS as deg, i (deg)}
|
||||
<line
|
||||
x1={c.x + 8 * Math.cos((deg * Math.PI) / 180)}
|
||||
y1={c.y + 8 * Math.sin((deg * Math.PI) / 180)}
|
||||
x2={c.x + 13 * Math.cos((deg * Math.PI) / 180)}
|
||||
y2={c.y + 13 * Math.sin((deg * Math.PI) / 180)}
|
||||
class={`debris d${i}`}
|
||||
style={`transform-origin: ${c.x}px ${c.y}px`}
|
||||
/>
|
||||
{/each}
|
||||
|
||||
<style>
|
||||
.flash {
|
||||
fill: #fffdf0;
|
||||
stroke: #c0392b;
|
||||
stroke-width: 1;
|
||||
animation: flash-snap 0.28s ease-out forwards;
|
||||
}
|
||||
.ring {
|
||||
transform-box: fill-box;
|
||||
transform-origin: center;
|
||||
fill: none;
|
||||
stroke: #c0392b;
|
||||
stroke-width: 3;
|
||||
animation: ring-punch 0.4s cubic-bezier(0.2, 0.9, 0.3, 1) forwards;
|
||||
}
|
||||
.debris {
|
||||
stroke: #7c221a;
|
||||
stroke-width: 2;
|
||||
stroke-linecap: round;
|
||||
opacity: 0;
|
||||
animation: debris-fly 0.35s ease-out 0.05s forwards;
|
||||
}
|
||||
.debris.d1 { animation-delay: 0.08s; }
|
||||
.debris.d2 { animation-delay: 0.11s; }
|
||||
@keyframes flash-snap {
|
||||
0% { opacity: 1; transform: scale(0.4); }
|
||||
35% { opacity: 1; transform: scale(1.25); }
|
||||
100% { opacity: 0; transform: scale(0.9); }
|
||||
}
|
||||
@keyframes ring-punch {
|
||||
0% { opacity: 0.95; transform: scale(0.5, 0.35); }
|
||||
45% { opacity: 0.9; transform: scale(1.6, 1.3); }
|
||||
100% { opacity: 0; transform: scale(2.2, 1.9); }
|
||||
}
|
||||
@keyframes debris-fly {
|
||||
0% { opacity: 0.9; transform: scale(0.8); }
|
||||
100% { opacity: 0; transform: scale(1.7); }
|
||||
}
|
||||
</style>
|
||||
@@ -0,0 +1,45 @@
|
||||
<script lang="ts">
|
||||
import type { FxOf } from "../fx";
|
||||
import { center } from "./geom";
|
||||
|
||||
let { fx }: { fx: FxOf<"ooze-slip"> } = $props();
|
||||
const uid = $props.id();
|
||||
const c = $derived(center(fx.at));
|
||||
</script>
|
||||
|
||||
<defs>
|
||||
<radialGradient id={`ooze-splat-${uid}`}>
|
||||
<stop offset="0" stop-color="#a5cc60" stop-opacity="0.8" />
|
||||
<stop offset="0.7" stop-color="#6ea03c" stop-opacity="0.55" />
|
||||
<stop offset="1" stop-color="#4a7024" stop-opacity="0" />
|
||||
</radialGradient>
|
||||
</defs>
|
||||
|
||||
<ellipse cx={c.x} cy={c.y + 8} rx="14" ry="5.5" fill={`url(#ooze-splat-${uid})`} class="splat" />
|
||||
<g class="blobs">
|
||||
<circle cx={c.x - 12} cy={c.y + 3} r="2.5" class="blob" />
|
||||
<circle cx={c.x + 11} cy={c.y + 2} r="2" class="blob late" />
|
||||
<circle cx={c.x + 3} cy={c.y - 3} r="1.7" class="blob later" />
|
||||
</g>
|
||||
|
||||
<style>
|
||||
.splat {
|
||||
transform-box: fill-box;
|
||||
transform-origin: center;
|
||||
animation: splat-wobble 0.7s ease-out forwards;
|
||||
}
|
||||
.blob { fill: #8fbf4d; animation: blob-fly 0.55s ease-out forwards; }
|
||||
.blob.late { animation-delay: 0.06s; }
|
||||
.blob.later { animation-delay: 0.12s; }
|
||||
@keyframes splat-wobble {
|
||||
0% { opacity: 0.95; transform: scale(0.5, 1); }
|
||||
35% { transform: scale(1.3, 0.85); }
|
||||
65% { transform: scale(0.9, 1.05); }
|
||||
100% { opacity: 0; transform: scale(1.15, 0.95); }
|
||||
}
|
||||
@keyframes blob-fly {
|
||||
0% { opacity: 0.9; transform: translateY(0); }
|
||||
50% { transform: translateY(-7px); }
|
||||
100% { opacity: 0; transform: translateY(2px); }
|
||||
}
|
||||
</style>
|
||||
@@ -0,0 +1,64 @@
|
||||
<script lang="ts">
|
||||
import type { FxOf } from "../fx";
|
||||
import { center } from "./geom";
|
||||
|
||||
let { fx }: { fx: FxOf<"pit-fall"> } = $props();
|
||||
const uid = $props.id();
|
||||
const c = $derived(center(fx.at));
|
||||
</script>
|
||||
|
||||
<defs>
|
||||
<radialGradient id={`pit-hole-${uid}`} cy="0.42">
|
||||
<stop offset="0" stop-color="#1a130a" />
|
||||
<stop offset="0.55" stop-color="#3a2c1a" stop-opacity="0.9" />
|
||||
<stop offset="0.85" stop-color="#5f4a33" stop-opacity="0.55" />
|
||||
<stop offset="1" stop-color="#5f4a33" stop-opacity="0" />
|
||||
</radialGradient>
|
||||
</defs>
|
||||
|
||||
<ellipse cx={c.x} cy={c.y} rx="14" ry="11" fill={`url(#pit-hole-${uid})`} class="hole" />
|
||||
<!-- The far lip catches the light: reads as depth, not a dot -->
|
||||
<path d={`M ${c.x - 10} ${c.y - 5} a 12 8 0 0 1 20 0`} class="lip" />
|
||||
<circle cx={c.x} cy={c.y - 2} r="8" class="faller" style={`transform-origin: ${c.x}px ${c.y}px`} />
|
||||
<g class="rim-dust">
|
||||
<circle cx={c.x - 11} cy={c.y - 6} r="3" class="dust" />
|
||||
<circle cx={c.x + 10} cy={c.y - 7} r="2.5" class="dust late" />
|
||||
<circle cx={c.x + 1} cy={c.y - 11} r="2" class="dust later" />
|
||||
</g>
|
||||
|
||||
<style>
|
||||
.hole {
|
||||
transform-box: fill-box;
|
||||
transform-origin: center;
|
||||
animation: hole-open 0.75s ease-out forwards;
|
||||
}
|
||||
.faller {
|
||||
fill: rgba(120, 100, 70, 0.85);
|
||||
animation: fall-in 0.55s ease-in 0.06s forwards;
|
||||
}
|
||||
.lip {
|
||||
fill: none;
|
||||
stroke: rgba(233, 225, 203, 0.7);
|
||||
stroke-width: 1.6;
|
||||
stroke-linecap: round;
|
||||
animation: hole-open 0.75s ease-out forwards;
|
||||
}
|
||||
.dust { fill: rgba(160, 150, 130, 0.75); animation: dust-drift 0.7s ease-out 0.15s forwards; opacity: 0; }
|
||||
.dust.late { animation-delay: 0.24s; }
|
||||
.dust.later { animation-delay: 0.32s; }
|
||||
@keyframes hole-open {
|
||||
0% { opacity: 0; transform: scale(0.3); }
|
||||
25% { opacity: 1; transform: scale(1); }
|
||||
80% { opacity: 1; }
|
||||
100% { opacity: 0; transform: scale(1); }
|
||||
}
|
||||
@keyframes fall-in {
|
||||
0% { opacity: 1; transform: scale(1) translateY(-6px); }
|
||||
100% { opacity: 0; transform: scale(0.1) translateY(4px) rotate(60deg); }
|
||||
}
|
||||
@keyframes dust-drift {
|
||||
0% { opacity: 0; transform: translateY(0) scale(1); }
|
||||
30% { opacity: 0.8; }
|
||||
100% { opacity: 0; transform: translateY(-10px) scale(1.7); }
|
||||
}
|
||||
</style>
|
||||
@@ -0,0 +1,109 @@
|
||||
<script lang="ts">
|
||||
import type { FxOf } from "../fx";
|
||||
import { CELL } from "./geom";
|
||||
let { fx }: { fx: FxOf<"portal" | "portal-cell"> } = $props();
|
||||
const uid = $props.id();
|
||||
</script>
|
||||
|
||||
{#if fx.kind === "portal"}
|
||||
{@const x1 = fx.side === "E" ? (fx.cell.x + 1) * CELL : fx.cell.x * CELL}
|
||||
{@const y1 = fx.side === "S" ? (fx.cell.y + 1) * CELL : fx.cell.y * CELL}
|
||||
{@const x2 = fx.side === "W" ? fx.cell.x * CELL : (fx.cell.x + 1) * CELL}
|
||||
{@const y2 = fx.side === "N" ? fx.cell.y * CELL : (fx.cell.y + 1) * CELL}
|
||||
<line {x1} {y1} {x2} {y2} class="curtain glow" />
|
||||
<line {x1} {y1} {x2} {y2} class="curtain" pathLength="100" />
|
||||
{:else}
|
||||
<defs>
|
||||
<radialGradient id={`portal-void-${uid}`}>
|
||||
<stop offset="0" stop-color="#0d2430" stop-opacity="0.85" />
|
||||
<stop offset="0.6" stop-color="#12414a" stop-opacity="0.5" />
|
||||
<stop offset="1" stop-color="#9be3e0" stop-opacity="0.1" />
|
||||
</radialGradient>
|
||||
</defs>
|
||||
<rect x={fx.at.x * CELL + 5} y={fx.at.y * CELL + 5}
|
||||
width={CELL - 10} height={CELL - 10} rx="8"
|
||||
fill={`url(#portal-void-${uid})`} class="void"
|
||||
style={`transform-origin: ${fx.at.x * CELL + CELL / 2}px ${fx.at.y * CELL + CELL / 2}px`} />
|
||||
{@const vx = fx.at.x * CELL + CELL / 2}
|
||||
{@const vy = fx.at.y * CELL + CELL / 2}
|
||||
<g class="swirl" style={`transform-origin: ${vx}px ${vy}px`}>
|
||||
<path d={`M ${vx + 12} ${vy} A 12 12 0 0 1 ${vx - 6} ${vy + 10}`} class="arm" />
|
||||
<path d={`M ${vx - 12} ${vy} A 12 12 0 0 1 ${vx + 6} ${vy - 10}`} class="arm" />
|
||||
<path d={`M ${vx} ${vy + 7} A 7 7 0 0 1 ${vx - 6} ${vy - 4}`} class="arm faint" />
|
||||
</g>
|
||||
<rect x={fx.at.x * CELL + 3} y={fx.at.y * CELL + 3}
|
||||
width={CELL - 6} height={CELL - 6} rx="6" class="veil outer"
|
||||
style={`transform-origin: ${fx.at.x * CELL + CELL / 2}px ${fx.at.y * CELL + CELL / 2}px`} />
|
||||
<rect x={fx.at.x * CELL + 3} y={fx.at.y * CELL + 3}
|
||||
width={CELL - 6} height={CELL - 6} rx="6" class="veil inner"
|
||||
style={`transform-origin: ${fx.at.x * CELL + CELL / 2}px ${fx.at.y * CELL + CELL / 2}px`} />
|
||||
{/if}
|
||||
|
||||
<style>
|
||||
/* The threshold opens, light ripples along it, and it pinches shut. */
|
||||
.curtain {
|
||||
stroke: #9be3e0;
|
||||
stroke-dasharray: 6 5;
|
||||
stroke-linecap: round;
|
||||
filter: drop-shadow(0 0 4px rgba(155, 227, 224, 0.9));
|
||||
animation: open-ripple-pinch 0.95s ease-in-out forwards;
|
||||
}
|
||||
.curtain.glow {
|
||||
stroke: rgba(180, 138, 224, 0.5);
|
||||
stroke-dasharray: none;
|
||||
filter: blur(2px);
|
||||
animation: glow-swell 0.95s ease-in-out forwards;
|
||||
}
|
||||
@keyframes open-ripple-pinch {
|
||||
0% { opacity: 0; stroke-width: 0.5; stroke-dashoffset: 0; }
|
||||
22% { opacity: 1; stroke-width: 6; }
|
||||
60% { stroke-width: 4.5; stroke-dashoffset: 22; }
|
||||
88% { opacity: 0.9; stroke-width: 1.5; stroke-dashoffset: 34; }
|
||||
100% { opacity: 0; stroke-width: 0.5; stroke-dashoffset: 38; }
|
||||
}
|
||||
@keyframes glow-swell {
|
||||
0% { opacity: 0; stroke-width: 2; }
|
||||
25% { opacity: 0.85; stroke-width: 14; }
|
||||
70% { opacity: 0.6; stroke-width: 9; }
|
||||
100% { opacity: 0; stroke-width: 2; }
|
||||
}
|
||||
/* Cell mouths: rings of energy collapse inward through the token. */
|
||||
.veil {
|
||||
fill: none;
|
||||
stroke: #9be3e0;
|
||||
stroke-dasharray: 7 5;
|
||||
filter: drop-shadow(0 0 4px rgba(155, 227, 224, 0.8));
|
||||
}
|
||||
.void { animation: void-open 0.9s ease-out forwards; }
|
||||
.arm {
|
||||
fill: none;
|
||||
stroke: rgba(155, 227, 224, 0.7);
|
||||
stroke-width: 1.8;
|
||||
stroke-linecap: round;
|
||||
}
|
||||
.arm.faint { stroke: rgba(180, 138, 224, 0.55); }
|
||||
.swirl { animation: swirl-turn 0.9s ease-in forwards; }
|
||||
@keyframes swirl-turn {
|
||||
0% { opacity: 0; transform: rotate(0deg) scale(1.1); }
|
||||
25% { opacity: 1; }
|
||||
100% { opacity: 0; transform: rotate(160deg) scale(0.4); }
|
||||
}
|
||||
.veil.outer { stroke-width: 2.5; animation: veil-in 0.9s ease-in forwards; }
|
||||
.veil.inner {
|
||||
stroke: rgba(180, 138, 224, 0.8);
|
||||
stroke-width: 2;
|
||||
animation: veil-in 0.9s ease-in 0.2s forwards;
|
||||
opacity: 0;
|
||||
}
|
||||
@keyframes void-open {
|
||||
0% { opacity: 0; transform: scale(0.4); }
|
||||
30% { opacity: 1; transform: scale(1); }
|
||||
75% { opacity: 0.9; transform: scale(0.92); }
|
||||
100% { opacity: 0; transform: scale(0.5); }
|
||||
}
|
||||
@keyframes veil-in {
|
||||
0% { opacity: 0; transform: scale(1.25); }
|
||||
25% { opacity: 1; }
|
||||
100% { opacity: 0; transform: scale(0.45); }
|
||||
}
|
||||
</style>
|
||||
@@ -0,0 +1,63 @@
|
||||
<script lang="ts">
|
||||
import type { FxOf } from "../fx";
|
||||
import { center } from "./geom";
|
||||
|
||||
let { fx }: { fx: FxOf<"pow"> } = $props();
|
||||
const uid = $props.id();
|
||||
const c = $derived(center(fx.at));
|
||||
const DASHES = [20, 95, 160, 250, 320];
|
||||
</script>
|
||||
|
||||
<defs>
|
||||
<radialGradient id={`pow-star-${uid}`}>
|
||||
<stop offset="0" stop-color="#fffdf0" />
|
||||
<stop offset="0.45" stop-color="#ffe94d" />
|
||||
<stop offset="1" stop-color="#ffb02e" />
|
||||
</radialGradient>
|
||||
</defs>
|
||||
|
||||
<g class="pow" style={`transform-origin: ${c.x}px ${c.y}px`}>
|
||||
<path
|
||||
d={`M ${c.x} ${c.y - 14} l 4 8 9 -4 -4 9 8 5 -9 3 2 10 -8 -6 -6 8 -1 -10 -10 1 7 -7 -7 -7 10 0 1 -9 6 8 z`}
|
||||
fill={`url(#pow-star-${uid})`}
|
||||
/>
|
||||
<circle cx={c.x} cy={c.y} r="4" class="flash" />
|
||||
</g>
|
||||
{#each DASHES as deg (deg)}
|
||||
<line
|
||||
x1={c.x + 16 * Math.cos((deg * Math.PI) / 180)}
|
||||
y1={c.y + 16 * Math.sin((deg * Math.PI) / 180)}
|
||||
x2={c.x + 24 * Math.cos((deg * Math.PI) / 180)}
|
||||
y2={c.y + 24 * Math.sin((deg * Math.PI) / 180)}
|
||||
class="dash"
|
||||
style={`transform-origin: ${c.x}px ${c.y}px`}
|
||||
/>
|
||||
{/each}
|
||||
|
||||
<style>
|
||||
.pow path { stroke: #b3372b; stroke-width: 1.6; }
|
||||
.pow .flash { fill: #ffffff; animation: flash 0.3s ease-out forwards; }
|
||||
.pow { animation: pow-hit 0.5s ease-out forwards; }
|
||||
.dash {
|
||||
stroke: #b3372b;
|
||||
stroke-width: 2.5;
|
||||
stroke-linecap: round;
|
||||
animation: dash-out 0.4s ease-out 0.06s forwards;
|
||||
opacity: 0;
|
||||
}
|
||||
@keyframes pow-hit {
|
||||
0% { opacity: 0; transform: scale(0.3) rotate(-15deg); }
|
||||
25% { opacity: 1; transform: scale(1.25) rotate(5deg); }
|
||||
55% { transform: scale(1) rotate(0deg); }
|
||||
100% { opacity: 0; transform: scale(1.05); }
|
||||
}
|
||||
@keyframes flash {
|
||||
0% { opacity: 1; transform: scale(1); }
|
||||
100% { opacity: 0; transform: scale(3); }
|
||||
}
|
||||
@keyframes dash-out {
|
||||
0% { opacity: 0; transform: scale(0.7); }
|
||||
30% { opacity: 0.9; }
|
||||
100% { opacity: 0; transform: scale(1.3); }
|
||||
}
|
||||
</style>
|
||||
@@ -0,0 +1,131 @@
|
||||
<script lang="ts">
|
||||
import type { FxOf } from "../fx";
|
||||
import { CELL, SECTOR } from "./geom";
|
||||
let { fx }: { fx: FxOf<"sector-spin" | "sector-slide"> } = $props();
|
||||
|
||||
const S = SECTOR * CELL;
|
||||
const origin = $derived(fx.kind === "sector-spin" ? fx.origin : fx.from);
|
||||
const ox = $derived(origin.x * CELL);
|
||||
const oy = $derived(origin.y * CELL);
|
||||
const cx = $derived(ox + S / 2);
|
||||
const cy = $derived(oy + S / 2);
|
||||
/** Slide direction, unit-ish, for the chevron train. */
|
||||
const dir = $derived.by(() => {
|
||||
if (fx.kind !== "sector-slide") return { x: 0, y: 0 };
|
||||
const dx = fx.to.x - fx.from.x, dy = fx.to.y - fx.from.y;
|
||||
const m = Math.max(1, Math.hypot(dx, dy));
|
||||
return { x: dx / m, y: dy / m };
|
||||
});
|
||||
const CORNERS = $derived([
|
||||
{ x: ox + 6, y: oy + 6 }, { x: ox + S - 6, y: oy + 6 },
|
||||
{ x: ox + 6, y: oy + S - 6 }, { x: ox + S - 6, y: oy + S - 6 },
|
||||
]);
|
||||
</script>
|
||||
|
||||
{#if fx.kind === "sector-spin"}
|
||||
<g class={`grind ${fx.clockwise ? "cw" : "ccw"}`} style={`transform-origin: ${cx}px ${cy}px`}>
|
||||
<rect x={ox + 2} y={oy + 2} width={S - 4} height={S - 4} class="frame" />
|
||||
<!-- Curved motion arcs at the corners, pointing the way around -->
|
||||
{#each [45, 135, 225, 315] as deg (deg)}
|
||||
<path
|
||||
d={`M ${cx + (S / 2 - 14) * Math.cos(((deg - 16) * Math.PI) / 180)} ${cy + (S / 2 - 14) * Math.sin(((deg - 16) * Math.PI) / 180)}
|
||||
A ${S / 2 - 14} ${S / 2 - 14} 0 0 ${fx.clockwise ? 1 : 0}
|
||||
${cx + (S / 2 - 14) * Math.cos(((deg + 16) * Math.PI) / 180)} ${cy + (S / 2 - 14) * Math.sin(((deg + 16) * Math.PI) / 180)}`}
|
||||
class="arc"
|
||||
/>
|
||||
{/each}
|
||||
</g>
|
||||
{:else}
|
||||
<g class="slide-group" style={`--dx: ${(fx.to.x - fx.from.x) * CELL}px; --dy: ${(fx.to.y - fx.from.y) * CELL}px`}>
|
||||
<rect x={ox + 2} y={oy + 2} width={S - 4} height={S - 4} class="frame slide" />
|
||||
<!-- Chevron train pointing along the journey -->
|
||||
{#each [0.3, 0.5, 0.7] as t, i (t)}
|
||||
<path
|
||||
d={`M ${cx + dir.x * S * (t - 0.08) - dir.y * 9} ${cy + dir.y * S * (t - 0.08) - dir.x * 9}
|
||||
L ${cx + dir.x * S * t} ${cy + dir.y * S * t}
|
||||
L ${cx + dir.x * S * (t - 0.08) + dir.y * 9} ${cy + dir.y * S * (t - 0.08) + dir.x * 9}`}
|
||||
class={`chevron c${i}`}
|
||||
/>
|
||||
{/each}
|
||||
</g>
|
||||
{/if}
|
||||
<g class="corner-dust">
|
||||
{#each CORNERS as p, i (i)}
|
||||
<circle cx={p.x} cy={p.y} r="3.5" class={`dust d${i}`} />
|
||||
{/each}
|
||||
</g>
|
||||
|
||||
<style>
|
||||
.frame {
|
||||
fill: rgba(233, 225, 203, 0.25);
|
||||
stroke: #d3852b;
|
||||
stroke-width: 3;
|
||||
stroke-dasharray: 12 7;
|
||||
}
|
||||
.arc {
|
||||
fill: none;
|
||||
stroke: #b3691f;
|
||||
stroke-width: 2.5;
|
||||
stroke-linecap: round;
|
||||
}
|
||||
.chevron {
|
||||
fill: none;
|
||||
stroke: #b3691f;
|
||||
stroke-width: 3;
|
||||
stroke-linecap: round;
|
||||
stroke-linejoin: round;
|
||||
opacity: 0;
|
||||
}
|
||||
.chevron.c0 { animation: chev 0.5s ease-out 0.15s forwards; }
|
||||
.chevron.c1 { animation: chev 0.5s ease-out 0.3s forwards; }
|
||||
.chevron.c2 { animation: chev 0.5s ease-out 0.45s forwards; }
|
||||
.grind { animation: grind-settle-cw 1.25s ease-in-out forwards; }
|
||||
.grind.ccw { animation-name: grind-settle-ccw; }
|
||||
.slide-group { animation: slide-settle 1.25s ease-in-out forwards; }
|
||||
.dust {
|
||||
fill: rgba(160, 150, 130, 0.85);
|
||||
opacity: 0;
|
||||
animation: dust-kick 0.6s ease-out 0.85s forwards;
|
||||
}
|
||||
.dust.d1 { animation-delay: 0.9s; }
|
||||
.dust.d2 { animation-delay: 0.95s; }
|
||||
.dust.d3 { animation-delay: 1s; }
|
||||
@keyframes chev {
|
||||
0% { opacity: 0; }
|
||||
35% { opacity: 0.9; }
|
||||
100% { opacity: 0; }
|
||||
}
|
||||
/* The quarter-turn, then a grinding shudder as it settles. */
|
||||
@keyframes grind-settle-cw {
|
||||
0% { opacity: 0; transform: rotate(-90deg); }
|
||||
12% { opacity: 1; }
|
||||
72% { opacity: 1; transform: rotate(0.6deg); }
|
||||
80% { transform: rotate(-0.8deg); }
|
||||
87% { transform: rotate(0.4deg); }
|
||||
93% { transform: rotate(0deg); }
|
||||
100% { opacity: 0; transform: rotate(0deg); }
|
||||
}
|
||||
@keyframes grind-settle-ccw {
|
||||
0% { opacity: 0; transform: rotate(90deg); }
|
||||
12% { opacity: 1; }
|
||||
72% { opacity: 1; transform: rotate(-0.6deg); }
|
||||
80% { transform: rotate(0.8deg); }
|
||||
87% { transform: rotate(-0.4deg); }
|
||||
93% { transform: rotate(0deg); }
|
||||
100% { opacity: 0; transform: rotate(0deg); }
|
||||
}
|
||||
@keyframes slide-settle {
|
||||
0% { opacity: 0; transform: translate(0, 0); }
|
||||
12% { opacity: 1; }
|
||||
72% { opacity: 1; transform: translate(var(--dx), var(--dy)); }
|
||||
80% { transform: translate(calc(var(--dx) - 2px), var(--dy)); }
|
||||
88% { transform: translate(calc(var(--dx) + 1px), var(--dy)); }
|
||||
94% { transform: translate(var(--dx), var(--dy)); }
|
||||
100% { opacity: 0; transform: translate(var(--dx), var(--dy)); }
|
||||
}
|
||||
@keyframes dust-kick {
|
||||
0% { opacity: 0; transform: translateY(0) scale(0.7); }
|
||||
30% { opacity: 0.9; }
|
||||
100% { opacity: 0; transform: translateY(-9px) scale(1.6); }
|
||||
}
|
||||
</style>
|
||||