The hard six: AROUND THE CORNER attaches to any LOS attack and bends the sight line through one intermediate cell. BLIND victims lurch in die-rolled directions (bumping a wall costs the movement point, per the card) and their attacks fly wherever the die says — hitting whoever stands that way, or dissipating. UGLY drives every opponent in sight fleeing along shortest paths (breadth-first, die-broken ties) until they cannot see the caster. ILLUSION WALL is per-player reality: each opponent rolls 50/50 the first time it matters and the wall is real for believers forever — believers' views render it as a wall, the caster and those who saw through it get a ghostly dashed line, and Dispel Creation banishes it. ROTATE SECTOR turns a sector 90 degrees with every wall, door, wizard, treasure, object, firewall and alteration turning in place (the home star, being the exact center, never moves); RELOCATE SECTOR slides a sector anywhere that keeps all sectors adjacent, reassembling the map and recomputing wraparounds. Client: modifier attachment (Amplify/Add/Extend/Around The Corner), two-stage relocate, rotation direction toggle, dashed known-illusions. Every card in the 6th edition basic deck is now implemented. 81 tests passing. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
296 lines
12 KiB
TypeScript
296 lines
12 KiB
TypeScript
import { describe, expect, it } from "vitest";
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import {
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applyCommand,
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activePlayer,
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createGame,
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boardView,
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gameLos,
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sustainedOn,
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viewFor,
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type Command,
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type GameState,
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type PlayerId,
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} from "../src";
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import { cellKey, edgeKey, neighbor, SIDES, stepTarget, type Cell, type Side } from "../src/board";
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import type { CardInstance } from "../src/cards";
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function newGame(seed = 42) {
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return createGame({ playerIds: ["alice", "bob"], seed, sets: ["basic"] });
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}
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function must(state: GameState, player: PlayerId, command: Command): GameState {
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const result = applyCommand(state, player, command);
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if (!result.ok) throw new Error(`command failed: ${result.error}`);
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return result.state;
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}
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function giveCard(state: GameState, playerId: PlayerId, cardId: string, tag = "T", slot = 0): CardInstance {
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const p = state.players.find((p) => p.id === playerId)!;
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const instance = { instanceId: `${cardId}#${tag}`, cardId };
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p.hand[slot] = instance;
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return instance;
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}
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function toRound2(state: GameState): GameState {
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state = must(state, activePlayer(state).id, { type: "endTurn", draw: 0 });
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state = must(state, activePlayer(state).id, { type: "endTurn", draw: 0 });
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return state;
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}
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function emptyNeighborCell(state: GameState, of: Cell): { cell: Cell; side: Side } {
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const view = boardView(state);
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for (const side of SIDES) {
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const t = stepTarget(view, of, side);
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if (t.kind !== "step") continue;
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const key = cellKey(t.to);
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if (view.homes.some((h) => cellKey(h) === key)) continue;
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if (state.treasures.some((tr) => tr.position && cellKey(tr.position) === key)) continue;
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if (state.players.some((p) => cellKey(p.position) === key)) continue;
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return { cell: t.to, side };
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}
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throw new Error("no empty neighbor");
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}
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describe("around the corner", () => {
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it("bends line of sight past a wall that blocks a straight cast", () => {
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let { state } = newGame();
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state = toRound2(state);
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const attacker = activePlayer(state);
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const defender = state.players.find((p) => p.id !== attacker.id)!;
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// Find a hidden cell (no direct LOS) that IS reachable with one bend.
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const view = boardView(state);
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let hidden: Cell | null = null;
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outer: for (const key of Object.keys(view.cells)) {
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const [x, y] = key.split(",").map(Number) as [number, number];
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const cell = { x, y };
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if (gameLos(state, attacker.position, cell)) continue;
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for (const midKey of Object.keys(view.cells)) {
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const [mx, my] = midKey.split(",").map(Number) as [number, number];
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const mid = { x: mx, y: my };
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if (gameLos(state, attacker.position, mid) && gameLos(state, mid, cell)) {
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hidden = cell;
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break outer;
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}
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}
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}
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expect(hidden).not.toBeNull();
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defender.position = hidden!;
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const fb = giveCard(state, attacker.id, "fireball", "F", 0);
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giveCard(state, attacker.id, "around-the-corner", "ATC", 1);
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// Straight cast: refused.
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const straight = applyCommand(state, attacker.id, {
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type: "cast", instanceId: fb.instanceId, target: { kind: "player", playerId: defender.id },
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});
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expect(straight.ok).toBe(false);
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// Bent cast: lands.
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state = must(state, attacker.id, {
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type: "cast", instanceId: fb.instanceId, aroundCornerInstanceId: "around-the-corner#ATC",
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target: { kind: "player", playerId: defender.id },
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});
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state = must(state, defender.id, { type: "pass" });
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expect(state.players.find((p) => p.id === defender.id)!.life).toBe(10);
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});
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});
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describe("blind", () => {
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it("blinded movement lurches in rolled directions and bumps cost movement", () => {
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let { state } = newGame(7);
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state = toRound2(state);
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const attacker = activePlayer(state);
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const defender = state.players.find((p) => p.id !== attacker.id)!;
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defender.position = { ...attacker.position };
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const bl = giveCard(state, attacker.id, "blind");
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giveCard(state, attacker.id, "number-3", "N", 1);
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state = must(state, attacker.id, {
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type: "cast", instanceId: bl.instanceId, numberInstanceIds: ["number-3#N"],
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target: { kind: "player", playerId: defender.id },
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});
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state = must(state, defender.id, { type: "pass" });
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expect(sustainedOn(state, defender.id, "blind").length).toBe(1);
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state = must(state, attacker.id, { type: "endTurn", draw: 0 });
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// Every move consumes exactly one movement point whether it lands or bumps.
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const before = state.turn.movementUsed;
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state = must(state, defender.id, { type: "move", direction: "N" });
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expect(state.turn.movementUsed).toBe(before + 1);
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});
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it("blinded casts fly in a rolled direction and can miss entirely", () => {
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// Across seeds: a blinded caster aiming at a real target sometimes hits
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// (roll matches), usually misses (attack dissipates, card still spent).
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let hits = 0, misses = 0;
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for (let seed = 1; seed <= 10; seed++) {
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let { state } = newGame(seed);
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state = toRound2(state);
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const attacker = activePlayer(state);
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const defender = state.players.find((p) => p.id !== attacker.id)!;
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// Stand the defender one cell east-ish with LOS.
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const spot = emptyNeighborCell(state, attacker.position);
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defender.position = spot.cell;
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state.sustained.push({
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id: "fx-test", cardId: "blind", casterId: defender.id,
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targetId: attacker.id, remainingTurns: 3, data: {},
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});
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const fb = giveCard(state, attacker.id, "fireball", "F", 0);
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const result = applyCommand(state, attacker.id, {
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type: "cast", instanceId: fb.instanceId, target: { kind: "player", playerId: defender.id },
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});
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expect(result.ok).toBe(true);
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if (!result.ok) continue;
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const dLife = result.state.players.find((p) => p.id === defender.id)!;
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if (result.state.stack) {
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hits++; // the roll matched: attack proceeds normally
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} else {
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misses++;
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expect(result.state.turn.attackUsed).toBe(true); // card spent anyway
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}
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void dLife;
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}
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expect(hits + misses).toBe(10);
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expect(misses).toBeGreaterThan(0);
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});
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});
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describe("ugly", () => {
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it("drives every visible opponent out of line of sight", () => {
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let { state } = newGame();
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const caster = activePlayer(state);
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const opp = state.players.find((p) => p.id !== caster.id)!;
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opp.position = { ...caster.position }; // same square: definitely in LOS
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const ug = giveCard(state, caster.id, "ugly");
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state = must(state, caster.id, { type: "cast", instanceId: ug.instanceId });
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const after = state.players.find((p) => p.id === opp.id)!;
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expect(gameLos(state, state.players.find((p) => p.id === caster.id)!.position, after.position)).toBe(false);
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});
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});
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describe("illusion wall", () => {
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function setupIllusion(seed = 42) {
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let { state } = newGame(seed);
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const caster = activePlayer(state);
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const spot = emptyNeighborCell(state, caster.position);
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const key = edgeKey(caster.position, spot.side);
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const iw = giveCard(state, caster.id, "illusion-wall");
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state = must(state, caster.id, {
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type: "cast", instanceId: iw.instanceId,
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target: { kind: "edge", cell: caster.position, side: spot.side },
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});
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return { state, caster: caster.id, key, side: spot.side, cell: spot.cell };
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}
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it("the caster walks through their own illusion; others see a wall", () => {
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const { state, caster, key, side } = setupIllusion();
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// Caster's view knows it's fake; the opponent's view shows a wall.
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const casterView = viewFor(state, caster);
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expect(casterView.knownIllusionEdges).toContain(key);
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const other = state.players.find((p) => p.id !== caster)!.id;
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const otherView = viewFor(state, other);
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expect(otherView.board.edges[key]).toBe("wall");
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// And the caster can move through it freely.
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const after = applyCommand(state, caster, { type: "move", direction: side });
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expect(after.ok).toBe(true);
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});
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it("opponents test the illusion when they bump it — some see through, some believe", () => {
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let believed = 0, sawThrough = 0;
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for (let seed = 1; seed <= 12; seed++) {
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const { state, caster, side } = setupIllusion(seed);
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const other = state.players.find((p) => p.id !== caster)!;
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other.position = { ...state.players.find((p) => p.id === caster)!.position };
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let s = must(state, caster, { type: "endTurn", draw: 0 });
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const result = applyCommand(s, other.id, { type: "move", direction: side });
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if (result.ok) sawThrough++;
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else believed++;
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}
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expect(believed + sawThrough).toBe(12);
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expect(believed).toBeGreaterThan(0);
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expect(sawThrough).toBeGreaterThan(0);
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});
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it("dispel creation removes an illusion wall", () => {
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let { state, caster, key, side } = setupIllusion();
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const me = state.players.find((p) => p.id === caster)!;
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const dc = giveCard(state, caster, "dispel-creation", "DC", 1);
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state = must(state, caster, {
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type: "cast", instanceId: dc.instanceId,
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target: { kind: "edge", cell: me.position, side },
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});
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expect(state.illusionWalls[key]).toBeUndefined();
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});
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});
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describe("sector manipulation", () => {
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it("rotate sector turns walls and pieces together; the home stays centered", () => {
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let { state } = newGame();
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const me = activePlayer(state);
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const idx = state.board.placements.findIndex(
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(p) => me.position.x >= p.origin.x && me.position.x < p.origin.x + 5 &&
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me.position.y >= p.origin.y && me.position.y < p.origin.y + 5,
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);
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const wallsBefore = Object.values(boardView(state).edges).filter((e) => e === "wall").length;
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const homeBefore = { ...me.home };
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const treasuresBefore = state.treasures.filter((t) => t.owner === me.id).map((t) => ({ ...t.position! }));
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const rs = giveCard(state, me.id, "rotate-sector");
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state = must(state, me.id, {
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type: "cast", instanceId: rs.instanceId,
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target: { kind: "cell", cell: me.position }, params: { clockwise: true },
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});
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const after = state.players.find((p) => p.id === me.id)!;
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// Home star is the exact center: rotation cannot move it.
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expect(cellKey(after.home)).toBe(cellKey(homeBefore));
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// The wizard stood on the home (center) at setup? They may have been
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// anywhere; either way they remain inside the same sector.
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const p = state.board.placements[idx]!;
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expect(after.position.x).toBeGreaterThanOrEqual(p.origin.x);
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expect(after.position.x).toBeLessThan(p.origin.x + 5);
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// Wall count is invariant under rotation.
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const wallsAfter = Object.values(boardView(state).edges).filter((e) => e === "wall").length;
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expect(wallsAfter).toBe(wallsBefore);
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// Treasures rotated with the sector (diagonal flips to the other diagonal
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// or stays, but they remain on the board inside the sector).
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for (const t of state.treasures.filter((t) => t.owner === after.id)) {
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expect(state.board.cells[cellKey(t.position!)]).toBe(true);
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}
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void treasuresBefore;
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});
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it("relocate sector slides everything and keeps adjacency", () => {
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let { state } = newGame(); // 2 players: 5x10 column, sectors at y=0 and y=5
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const me = activePlayer(state);
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const idx = state.board.placements.findIndex(
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(p) => me.position.y >= p.origin.y && me.position.y < p.origin.y + 5,
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);
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const myOrigin = state.board.placements[idx]!.origin;
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const otherIdx = idx === 0 ? 1 : 0;
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const otherOrigin = state.board.placements[otherIdx]!.origin;
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// Move my sector to the EAST side of the other sector (still adjacent).
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const dest = { x: otherOrigin.x + 5, y: otherOrigin.y };
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const posBefore = { ...me.position };
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const rel = giveCard(state, me.id, "relocate-sector");
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state = must(state, me.id, {
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type: "cast", instanceId: rel.instanceId,
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target: { kind: "cell", cell: dest }, params: { cell: me.position },
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});
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const after = state.players.find((p) => p.id === me.id)!;
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const dx = dest.x - myOrigin.x, dy = dest.y - myOrigin.y;
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expect(after.position).toEqual({ x: posBefore.x + dx, y: posBefore.y + dy });
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expect(cellKey(after.home)).toBe(cellKey({ x: after.home.x, y: after.home.y }));
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expect(state.board.placements[idx]!.origin).toEqual(dest);
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// The map reassembled: every treasure/wizard cell exists on the new board.
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for (const t of state.treasures) {
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if (t.position) expect(state.board.cells[cellKey(t.position)]).toBe(true);
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}
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// An island move is refused.
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const rel2 = giveCard(state, me.id, "relocate-sector", "R2");
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const refused = applyCommand(state, me.id, {
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type: "cast", instanceId: rel2.instanceId,
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target: { kind: "cell", cell: { x: 40, y: 40 } }, params: { cell: after.position },
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});
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expect(refused.ok).toBe(false);
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});
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});
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