- TELEPORT OPPONENT exiles a delivery in progress — the thief of the bot's gold, or any carrier within six of home — to the square farthest (by walking distance) from the victim's own home; a sealed pocket wins outright. No LOS needed for the destination, per the card. - WARP WAND joins the roadwork: a wall slips open for a 4+-step shortcut when the crossing fits this turn's remaining legs (the wall returns at end of turn); charges itself with the smallest number on first use. - ADRENALINE is the finisher: cast when no single attack in hand kills the target but the top two together do; the attack window now honors the second swing. - STRENGTH doubles a thrown dagger or rock exactly when that turns a wound into a kill. - EXTEND rides afflictions, doubling the misery's stay. - MEGA-MONSTER doubles a pet's stride (movement over life) so the menagerie actually catches people. All six leave the bottom discard tier. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
1403 lines
62 KiB
TypeScript
1403 lines
62 KiB
TypeScript
// The automaton: a clockwork wizard. It plays from its own redacted view —
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// the same information a human seat receives — and returns one command per
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// consultation; the server keeps consulting until the maze stops asking.
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// It never throws: when in doubt it passes, discards, or ends its turn.
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//
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// Temperaments color its judgment: the HUNTER marches for treasure, the
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// BERSERKER for blood, the WORRIER for the shadows between the two.
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import { cardDef, type CardInstance } from "./cards";
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import { cellKey, edgeKey, neighbor, opposite, stepTarget, SIDES, type Cell, type Side } from "./board";
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import { bentSightFor, sightedCellsFor, type GameView } from "./view";
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import type { AmbushTrigger, Command, PlayerId } from "./game";
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export type AutomatonStyle = "hunter" | "berserker" | "worrier";
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export const AUTOMATON_STYLES: AutomatonStyle[] = ["hunter", "berserker", "worrier"];
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/**
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* Difficulty degrades resources and repertoire, never judgment. The
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* apprentice draws one card a turn and knows a modest spellbook; the adept
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* draws two but keeps no ambushes or amplifies; the archmage knows all.
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* Every tier plays its cards correctly — none of them is ever stupid.
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*/
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export type AutomatonTier = "apprentice" | "adept" | "archmage";
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export const AUTOMATON_TIERS: AutomatonTier[] = ["apprentice", "adept", "archmage"];
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interface TierTraits {
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draw: number;
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/** Added to every counteraction threshold: thrift, not blindness. */
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counterThrift: number;
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afflictions: boolean;
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amplify: boolean;
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ambush: boolean;
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guardGold: boolean;
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/** Shed dead cards at end of turn to keep the draw flowing. */
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sheds: boolean;
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buffs: boolean;
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dejaVu: boolean;
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}
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const TIERS: Record<AutomatonTier, TierTraits> = {
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apprentice: { draw: 1, counterThrift: 2, afflictions: false, amplify: false, ambush: false, guardGold: false, buffs: false, dejaVu: false, sheds: false },
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adept: { draw: 2, counterThrift: 0, afflictions: true, amplify: false, ambush: false, guardGold: true, buffs: true, dejaVu: true, sheds: true },
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archmage: { draw: 2, counterThrift: 0, afflictions: true, amplify: true, ambush: true, guardGold: true, buffs: true, dejaVu: true, sheds: true },
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};
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/** Damage attacks the clockwork understands: flat damage plus per-number scaling. */
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const ATTACKS: Record<string, { base: number; perNumber: boolean; needsNumber?: boolean; sameSquare?: boolean }> = {
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fireball: { base: 5, perNumber: false },
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"sudden-death": { base: 10, perNumber: false },
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powerthrust: { base: 2, perNumber: true },
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waterbolt: { base: 0, perNumber: true, needsNumber: true },
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"lightning-blast": { base: 0, perNumber: true, needsNumber: true },
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wizardblade: { base: 0, perNumber: true, needsNumber: true },
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"power-drain": { base: 0, perNumber: true, needsNumber: true },
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dagger: { base: 3, perNumber: false },
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"large-rock": { base: 2, perNumber: false },
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"blaster-wand": { base: 3, perNumber: false },
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disease: { base: 3, perNumber: false, sameSquare: true },
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"butt-head": { base: 2, perNumber: false },
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"heave-ho": { base: 2, perNumber: false },
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"illusionary-attack": { base: 3, perNumber: false },
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};
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/** Attacks that carry no points: dropping, dragging, swapping, peeking.
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* A damage counter drains against nothing — only a full stop denies them. */
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const UTILITY_ATTACKS = new Set([
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"drop-object", "teleport-opponent", "mental-force", "mental-swap", "swap",
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"swap-meet", "card-erasure", "telepath", "sticky-wand", "shift-wand",
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]);
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/**
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* Afflictions cast at an enemy: no damage, but a turn of misery. Cast with a
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* number for the duration where one helps.
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*/
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const AFFLICTIONS: Record<string, { withNumber: boolean; vsCarrier?: boolean }> = {
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blind: { withNumber: true },
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slow: { withNumber: true },
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"no-spell": { withNumber: true },
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medusa: { withNumber: true },
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"lock-in-place": { withNumber: true },
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"walking-dead": { withNumber: false },
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"slow-death": { withNumber: false },
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idiot: { withNumber: false },
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weakness: { withNumber: false, vsCarrier: true },
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"go-away": { withNumber: true },
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"thought-steal": { withNumber: false },
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};
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/** Every stone earns its place on the table the moment it is drawn. */
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const STONES = new Set([
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"bloodstone", "brainstone", "powerstone", "shadowstone",
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"shieldstone", "soulstone", "speedstone", "visionstone",
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]);
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const SUMMONS = new Set(["troll", "skeleton", "wraith", "fire-imp", "shadow", "democratic-monster"]);
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const UNLOCKS = ["master-key", "pick-lock", "remove-lock"];
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/** Neutrals the brain has a play for — the shed and forced discards spare
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* them. Everything here is reachable from some rung of the ladder. */
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const USEFUL_NEUTRALS = new Set([
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"speed", "interrupt", "opportunity-fire", "ward", "drop-object",
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"gift-from-above", "deja-vu", "amplify", "safe", "glue",
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// roadwork
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"destroy-wall", "pass-through-wall", "dispel-creation", "stone-to-water",
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"create-door", "dimensional-warp",
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// path denial
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"create-wall", "illusion-wall", "jam-lock", "boobytrap",
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"fill-square-with-stone", "thornbush", "rosebush", "create-pit",
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"fill-square-with-slime", "killer-ooze", "handful-of-tacks", "dust-cloud",
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// bursts and breathing room
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"mad-dash", "power-run", "add", "around-the-corner", "fear", "ugly", "buddy",
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// finishers and boosts
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"adrenaline", "strength", "extend", "mega-monster", "warp-wand",
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]);
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function me(view: GameView) {
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return view.players.find((p) => p.id === view.you)!;
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}
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function livingEnemies(view: GameView) {
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return view.players.filter((p) => p.alive && p.id !== view.you);
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}
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function inHand(view: GameView, cardId: string): CardInstance | undefined {
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return view.yourHand.find((c) => c.cardId === cardId);
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}
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function numbersInHand(view: GameView): CardInstance[] {
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return view.yourHand
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.filter((c) => cardDef(c.cardId).cardType === "number")
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.sort((a, b) => (cardDef(a.cardId).value ?? 0) - (cardDef(b.cardId).value ?? 0));
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}
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/** Cards the automaton happily discards to churn its hand, worst first.
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* A card is only worth keeping to the wizard who can actually play it —
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* LIFESAVER is dead weight at a two-seat table, BIG MAN outside the
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* berserker's book — so the valuation knows whose hand this is. */
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function discardValue(c: CardInstance, view: GameView, style?: AutomatonStyle): number {
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const def = cardDef(c.cardId);
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if (def.cardType === "counteraction" || def.cardType === "neutral/counteraction") return 9;
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if (SUMMONS.has(c.cardId) || UNLOCKS.includes(c.cardId) || STONES.has(c.cardId)) return 8;
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if (ATTACKS[c.cardId] != null || AFFLICTIONS[c.cardId] != null ||
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c.cardId === "stone-dead" || c.cardId === "teleport-opponent") return 7;
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if (USEFUL_NEUTRALS.has(c.cardId)) return 6;
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if (c.cardId === "lifesaver" && view.players.length > 2) return 6;
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if (c.cardId === "big-man" && style === "berserker") return 6;
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if ((c.cardId === "mist-body" || c.cardId === "shrink") && style === "worrier") return 6;
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if (def.cardType === "number") return 4 + (def.value ?? 0);
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if (def.cardType === "attack") return 3;
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return 2; // situational neutrals go first
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}
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interface PathResult {
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dir: Side;
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distance: number;
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/** A locked door stands on the first step of this path. */
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doorAhead?: { cell: Cell; side: Side };
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}
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/** One walkable step for the clockwork's pathfinding; null = impassable.
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* Doors count when already open, or when `canUnlock` says a key is in hand. */
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function walkStep(
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view: GameView, c: Cell, dir: Side, canUnlock: boolean,
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): { to: Cell; viaDoor: boolean } | null {
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const t = stepTarget(view.board, c, dir);
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if (t.kind !== "blocked") return { to: t.to, viaDoor: false };
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if (t.by !== "door") return null;
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const k = edgeKey(c, dir);
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const alreadyOpen = view.openDoorEdges.includes(k) || view.doorStates[k] === "removed";
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if (!alreadyOpen && !canUnlock) return null;
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const n = neighbor(c, dir);
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if (!view.board.cells[cellKey(n)]) return null;
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return { to: n, viaDoor: !alreadyOpen };
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}
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/** Walking distance from any of `starts` to every reachable cell. `mod`
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* lets a planner ask "and if this edge or square were blocked?" (avoid...)
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* or "and if this wall or filled square were gone?" (open...). */
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function distancesFrom(
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view: GameView, starts: Cell[], canUnlock: boolean,
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mod?: { avoidEdge?: string; avoidCell?: string; openEdge?: string; openCell?: string },
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): Map<string, number> {
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const dist = new Map<string, number>();
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let frontier: Cell[] = [];
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for (const s of starts) {
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if (!view.board.cells[cellKey(s)] || dist.has(cellKey(s))) continue;
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dist.set(cellKey(s), 0);
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frontier.push(s);
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}
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for (let depth = 1; depth <= 60 && frontier.length > 0; depth++) {
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const next: Cell[] = [];
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for (const c of frontier) {
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for (const dir of SIDES) {
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if (mod?.avoidEdge && edgeKey(c, dir) === mod.avoidEdge) continue;
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let step = walkStep(view, c, dir, canUnlock);
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if (!step && mod?.openEdge === edgeKey(c, dir)) {
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const n = neighbor(c, dir);
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if (view.board.cells[cellKey(n)]) step = { to: n, viaDoor: false };
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}
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if (!step) continue;
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const k = cellKey(step.to);
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if (mod?.avoidCell === k) continue;
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if (dist.has(k)) continue;
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const opened = mod?.openCell === k;
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if (view.squareContents[k]?.kind === "stone" && !opened) continue;
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dist.set(k, depth);
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const hazard = view.squareContents[k]?.kind;
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if (!opened && (hazard === "pit" || hazard === "ooze" || hazard === "thornbush" ||
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hazard === "rosebush" || hazard === "slime")) continue;
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next.push(step.to);
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}
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}
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frontier = next;
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}
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return dist;
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}
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interface WallCrossing {
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cell: Cell;
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side: Side;
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/** The side of the wall the clockwork approaches from... */
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near: Cell;
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/** ...and the cell it would emerge into. */
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far: Cell;
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/** Steps to the wall + through it + on to the nearest objective. */
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total: number;
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}
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/** The one wall whose removal (or crossing) most shortens the road. */
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function bestWallCrossing(
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view: GameView, self: { position: Cell }, goals: Set<string>, canUnlock: boolean,
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): WallCrossing | null {
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if (goals.size === 0) return null;
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const dHere = distancesFrom(view, [self.position], canUnlock);
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const goalCells = [...goals].map((k) => {
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const [x, y] = k.split(",").map(Number) as [number, number];
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return { x, y };
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});
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const dGoal = distancesFrom(view, goalCells, canUnlock);
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let best: WallCrossing | null = null;
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for (const [key, state] of Object.entries(view.board.edges)) {
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if (state !== "wall") continue;
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const [kind, coords] = key.split(":") as [string, string];
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const [x, y] = coords.split(",").map(Number) as [number, number];
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const cell = { x, y };
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const side: Side = kind === "V" ? "E" : "S";
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const beyond = neighbor(cell, side);
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if (!view.board.cells[cellKey(beyond)]) continue; // rim breaches are another game
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for (const [a, b] of [[cell, beyond], [beyond, cell]] as [Cell, Cell][]) {
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const da = dHere.get(cellKey(a));
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const db = dGoal.get(cellKey(b));
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if (da === undefined || db === undefined) continue;
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const total = da + 1 + db;
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if (best === null || total < best.total) best = { cell, side, near: a, far: b, total };
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}
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}
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return best;
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}
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/**
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* Path denial: when an enemy's march threatens something dear — they carry
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* one of the clockwork's treasures home, or close on its gold lying on the
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* floor — find the blockade that lengthens their road the most. CREATE WALL
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* seals a corridor line; FILL SQUARE WITH STONE bricks a square; THORNBUSH
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* makes a square nobody walks through willingly. Only placements the engine
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* would accept are offered (sighted, empty, off homes and warp tokens), and
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* only when the detour costs the enemy 3+ extra steps.
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*/
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/** Square-filling nuisances for path denial, best blocker first. */
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const DENIAL_FILLERS = [
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"fill-square-with-stone", "thornbush", "rosebush", "create-pit",
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"fill-square-with-slime", "killer-ooze", "handful-of-tacks", "dust-cloud",
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];
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function pathDenial(view: GameView): Command | null {
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const wall = inHand(view, "create-wall") ?? inHand(view, "illusion-wall");
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const jam = inHand(view, "jam-lock");
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const filler = DENIAL_FILLERS.map((id) => inHand(view, id)).find(Boolean);
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const trap = inHand(view, "boobytrap");
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if (!wall && !jam && !filler && !trap) return null;
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// Threats, most urgent first: my treasure being carried to an enemy home,
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// then an enemy within reach of my treasure on the floor.
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const threats: { enemy: Cell; goal: Cell }[] = [];
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for (const t of view.treasures) {
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if (t.owner !== view.you || !t.carriedBy || t.carriedBy === view.you) continue;
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const carrier = view.players.find((p) => p.id === t.carriedBy && p.alive);
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if (carrier) threats.push({ enemy: carrier.position, goal: carrier.home });
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}
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const floorGold = view.treasures.find((t) => t.owner === view.you && t.position && !t.carriedBy);
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if (floorGold) {
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for (const e of livingEnemies(view)) {
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const d = Math.abs(e.position.x - floorGold.position!.x) + Math.abs(e.position.y - floorGold.position!.y);
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if (d <= 6) threats.push({ enemy: e.position, goal: floorGold.position! });
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}
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}
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if (threats.length === 0) return null;
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const sighted = sightedCellsFor(view);
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const cellCastable = (k: string): boolean => {
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if (!sighted.has(k)) return false;
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if (view.squareContents[k]) return false;
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const [x, y] = k.split(",").map(Number) as [number, number];
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if (view.board.homes.some((h) => h.x === x && h.y === y)) return false;
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if (view.players.some((p) => p.alive && cellKey(p.position) === k)) return false;
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if (view.treasures.some((t) => t.position && cellKey(t.position) === k)) return false;
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if ((view.groundObjects[k] ?? []).length > 0) return false;
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if (view.dimWarps.some((w) => cellKey(w.a) === k || cellKey(w.b) === k)) return false;
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return true;
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};
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for (const { enemy, goal } of threats) {
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const dEnemy = distancesFrom(view, [enemy], true);
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const oldDist = dEnemy.get(cellKey(goal));
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if (oldDist === undefined || oldDist === 0) continue; // already there, or already cut off
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// Walk one shortest path back from the goal to the enemy.
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const path: Cell[] = [goal];
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let cursor = goal;
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for (let d = oldDist; d > 0; d--) {
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let stepped = false;
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for (const dir of SIDES) {
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const s = walkStep(view, cursor, dir, true);
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if (s && dEnemy.get(cellKey(s.to)) === d - 1) {
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cursor = s.to;
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path.push(cursor);
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stepped = true;
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break;
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}
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}
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if (!stepped) break;
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}
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if (cellKey(path[path.length - 1]!) !== cellKey(enemy)) continue;
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let best: { cmd: Command; gain: number } | null = null;
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const consider = (cmd: Command, mod: { avoidEdge?: string; avoidCell?: string }) => {
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const after = distancesFrom(view, [enemy], true, mod).get(cellKey(goal)) ?? Infinity;
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const gain = after - oldDist;
|
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if (gain >= 3 && (best === null || gain > best.gain)) best = { cmd, gain };
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};
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for (let i = 0; i + 1 < path.length; i++) {
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// path runs goal -> enemy; block between consecutive squares.
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const a = path[i + 1]!, b = path[i]!;
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if (Math.abs(a.x - b.x) + Math.abs(a.y - b.y) !== 1) continue; // a warp hop, not a corridor
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const side: Side = b.x > a.x ? "E" : b.x < a.x ? "W" : b.y > a.y ? "S" : "N";
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const k = edgeKey(a, side);
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const edgeSighted = sighted.has(cellKey(a)) || sighted.has(cellKey(b));
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if (wall && (view.board.edges[k] ?? "open") === "open" && edgeSighted) {
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consider(
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{ type: "cast", instanceId: wall.instanceId, target: { kind: "edge", cell: a, side } },
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{ avoidEdge: k },
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);
|
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}
|
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// A door on their road jams shut for good — cheaper than a wall.
|
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if (jam && (view.board.edges[k] ?? "open") === "door" && edgeSighted &&
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view.doorStates[k] !== "jammed" && view.doorStates[k] !== "removed") {
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consider(
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{ type: "cast", instanceId: jam.instanceId, target: { kind: "edge", cell: a, side } },
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{ avoidEdge: k },
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);
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}
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// Never brick the square the treasure needs to stay reachable on.
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if (filler && cellKey(b) !== cellKey(goal) && cellCastable(cellKey(b))) {
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consider(
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{ type: "cast", instanceId: filler.instanceId, target: { kind: "cell", cell: b } },
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{ avoidCell: cellKey(b) },
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);
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}
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}
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if (best !== null) return (best as { cmd: Command; gain: number }).cmd;
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|
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// Nothing reroutes them? A BOOBYTRAP mid-path punishes the march instead:
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// the real token on their road, three bluffs beside it.
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if (trap && path.length >= 3 && view.boobytraps.every((b) => b.casterId !== view.you)) {
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const mid = path[Math.floor(path.length / 2)]!;
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const spots: Cell[] = [mid];
|
|
for (const dir of SIDES) {
|
|
if (spots.length === 4) break;
|
|
const n = neighbor(mid, dir);
|
|
const nk = cellKey(n);
|
|
if (view.board.cells[nk] && view.squareContents[nk]?.kind !== "stone" &&
|
|
!spots.some((s) => cellKey(s) === nk)) {
|
|
spots.push(n);
|
|
}
|
|
}
|
|
if (spots.length === 4) {
|
|
return { type: "cast", instanceId: trap.instanceId, params: { cells: spots } };
|
|
}
|
|
}
|
|
}
|
|
return null;
|
|
}
|
|
|
|
/**
|
|
* Beyond DESTROY WALL, the hand holds other roadwork:
|
|
* - DISPEL CREATION un-creates a conjured wall or a filled square.
|
|
* - STONE TO WATER melts any wall or stone block — cast from outside the
|
|
* wave, which would otherwise wash the caster backward.
|
|
* - CREATE DOOR plus a lock-opener turns a wall into a doorway.
|
|
* - DIMENSIONAL WARP folds a long march into a single step.
|
|
* Costs one card (two for the door), so only a real shortcut pays.
|
|
*/
|
|
function roadworkPlan(
|
|
view: GameView, self: { position: Cell }, goals: Set<string>,
|
|
canUnlock: boolean, normalDist: number, movesLeft: number,
|
|
): Command | null {
|
|
if (goals.size === 0) return null;
|
|
const dispel = inHand(view, "dispel-creation");
|
|
const s2w = inHand(view, "stone-to-water");
|
|
const cdoor = canUnlock ? inHand(view, "create-door") : undefined;
|
|
const dwarp = inHand(view, "dimensional-warp");
|
|
// WARP WAND holds a wall open only until the turn ends — the crossing
|
|
// must be reachable on this turn's legs, and the wand wants a charge.
|
|
const wandCard = inHand(view, "warp-wand");
|
|
const wandNumber = numbersInHand(view)[0];
|
|
const wand = wandCard && !view.turn.wandsUsed.includes(wandCard.instanceId) &&
|
|
(view.wandCharges[wandCard.instanceId] != null || wandNumber)
|
|
? wandCard : undefined;
|
|
if (!dispel && !s2w && !cdoor && !dwarp && !wand) return null;
|
|
|
|
const sighted = sightedCellsFor(view);
|
|
const dHere = distancesFrom(view, [self.position], canUnlock);
|
|
const goalCells = [...goals].map((k) => {
|
|
const [x, y] = k.split(",").map(Number) as [number, number];
|
|
return { x, y };
|
|
});
|
|
const dGoal = distancesFrom(view, goalCells, canUnlock);
|
|
let best: { cmd: Command; total: number } | null = null;
|
|
const offer = (cmd: Command, total: number, minGain: number) => {
|
|
const gain = normalDist - total;
|
|
if (gain >= minGain && (best === null || total < best.total)) best = { cmd, total };
|
|
};
|
|
|
|
// Wall edges: dispellable if conjured; meltable by STONE TO WATER always.
|
|
const created = new Set(view.createdEdges);
|
|
for (const [key, state] of Object.entries(view.board.edges)) {
|
|
if (state !== "wall" && state !== "firewall") 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: Side = kind === "V" ? "E" : "S";
|
|
const beyond = neighbor(cell, side);
|
|
if (!view.board.cells[cellKey(beyond)]) continue;
|
|
if (!sighted.has(cellKey(cell)) && !sighted.has(cellKey(beyond))) continue;
|
|
let total = Infinity;
|
|
let nearSteps = Infinity;
|
|
for (const [a, b] of [[cell, beyond], [beyond, cell]] as [Cell, Cell][]) {
|
|
const da = dHere.get(cellKey(a));
|
|
const db = dGoal.get(cellKey(b));
|
|
if (da !== undefined && db !== undefined && da + 1 + db < total) {
|
|
total = da + 1 + db;
|
|
nearSteps = da;
|
|
}
|
|
}
|
|
if (total === Infinity) continue;
|
|
const target = { kind: "edge" as const, cell, side };
|
|
if (dispel && created.has(key)) {
|
|
offer({ type: "cast", instanceId: dispel.instanceId, target }, total, 4);
|
|
}
|
|
if (wand && state === "wall" && nearSteps + 1 <= movesLeft) {
|
|
const uncharged = view.wandCharges[wand.instanceId] == null;
|
|
offer({
|
|
type: "cast", instanceId: wand.instanceId, target,
|
|
...(uncharged && wandNumber ? { numberInstanceIds: [wandNumber.instanceId] } : {}),
|
|
}, total, 4);
|
|
}
|
|
if (s2w && state === "wall") {
|
|
// The collapsing wave covers two cells each side of the wall — melt
|
|
// it only from outside its reach.
|
|
const away = opposite(side);
|
|
const wet = [cell, neighbor(cell, away), beyond, neighbor(beyond, side)];
|
|
if (!wet.some((w) => cellKey(w) === cellKey(self.position))) {
|
|
offer({ type: "cast", instanceId: s2w.instanceId, target }, total, 4);
|
|
}
|
|
}
|
|
if (cdoor && state === "wall") {
|
|
// Two cards (door + key), so the shortcut must earn more.
|
|
offer({ type: "cast", instanceId: cdoor.instanceId, target }, total, 6);
|
|
}
|
|
}
|
|
|
|
// Filled squares: melting or dispelling one joins its open neighbors.
|
|
for (const [k, content] of Object.entries(view.squareContents)) {
|
|
if (!sighted.has(k)) continue;
|
|
const [x, y] = k.split(",").map(Number) as [number, number];
|
|
const c = { x, y };
|
|
const openNeighbors = SIDES
|
|
.map((dir) => ({ dir, n: neighbor(c, dir) }))
|
|
.filter(({ dir, n }) =>
|
|
view.board.cells[cellKey(n)] &&
|
|
(view.board.edges[edgeKey(c, dir)] ?? "open") === "open");
|
|
let total = Infinity;
|
|
for (const { n: n1 } of openNeighbors) {
|
|
for (const { n: n2 } of openNeighbors) {
|
|
if (cellKey(n1) === cellKey(n2)) continue;
|
|
const da = dHere.get(cellKey(n1));
|
|
const db = dGoal.get(cellKey(n2));
|
|
if (da !== undefined && db !== undefined) total = Math.min(total, da + 2 + db);
|
|
}
|
|
}
|
|
if (total === Infinity) continue;
|
|
const target = { kind: "cell" as const, cell: c };
|
|
if (dispel) offer({ type: "cast", instanceId: dispel.instanceId, target }, total, 4);
|
|
if (s2w && content.kind === "stone") {
|
|
// The melted block bursts a range-4 wave down all four corridors.
|
|
const inWave = (self.position.x === x || self.position.y === y) &&
|
|
Math.abs(self.position.x - x) + Math.abs(self.position.y - y) <= 4;
|
|
if (!inWave) offer({ type: "cast", instanceId: s2w.instanceId, target }, total, 4);
|
|
}
|
|
}
|
|
|
|
if (best === null && dwarp) {
|
|
// A long march folds through a warp pair: one token underfoot, one by
|
|
// the goal. Tokens shun home bases and solid stone.
|
|
const legal = (c: Cell) =>
|
|
view.board.cells[cellKey(c)] !== undefined &&
|
|
!view.board.homes.some((h) => h.x === c.x && h.y === c.y) &&
|
|
view.squareContents[cellKey(c)]?.kind !== "stone" &&
|
|
!view.dimWarps.some((w) => cellKey(w.a) === cellKey(c) || cellKey(w.b) === cellKey(c));
|
|
if (legal(self.position)) {
|
|
let far: { cell: Cell; d: number } | null = null;
|
|
for (const [k, d] of dGoal) {
|
|
if (d > 2) continue;
|
|
const [x, y] = k.split(",").map(Number) as [number, number];
|
|
if (!legal({ x, y })) continue;
|
|
if (far === null || d < far.d) far = { cell: { x, y }, d };
|
|
}
|
|
if (far && normalDist - (1 + far.d) >= 6) {
|
|
return {
|
|
type: "cast", instanceId: dwarp.instanceId,
|
|
params: { cell: self.position }, target: { kind: "cell", cell: far.cell },
|
|
};
|
|
}
|
|
}
|
|
}
|
|
return best !== null ? (best as { cmd: Command; total: number }).cmd : null;
|
|
}
|
|
|
|
/**
|
|
* The wall worth a DESTROY WALL on the march: the one whose removal most
|
|
* shortens the road to the objectives. The card wants line of sight to the
|
|
* wall, and its collapse deals 4 to anyone beside it — so the clockwork
|
|
* blasts from a distance, standing next to the wall only when no road
|
|
* exists at all and it can afford the bruise.
|
|
*/
|
|
function wallBlastTarget(
|
|
view: GameView, self: { position: Cell; life: number }, goals: Set<string>,
|
|
canUnlock: boolean, normalDistance: number,
|
|
): { cell: Cell; side: Side } | null {
|
|
const best = bestWallCrossing(view, self, goals, canUnlock);
|
|
if (!best) return null;
|
|
const adjacent = cellKey(self.position) === cellKey(best.cell) ||
|
|
cellKey(self.position) === cellKey(neighbor(best.cell, best.side));
|
|
if (adjacent && (normalDistance !== Infinity || self.life <= 4)) return null;
|
|
// Worth the card only for a real shortcut — or when there is no road at all.
|
|
if (normalDistance !== Infinity && normalDistance - best.total < 4) return null;
|
|
const sighted = sightedCellsFor(view);
|
|
if (!sighted.has(cellKey(best.cell)) && !sighted.has(cellKey(neighbor(best.cell, best.side)))) {
|
|
return null;
|
|
}
|
|
return { cell: best.cell, side: best.side };
|
|
}
|
|
|
|
/**
|
|
* BFS over walkable steps toward the nearest goal. Doors count as passable
|
|
* when the clockwork can unlock them; the first such door is reported so the
|
|
* key gets used before the boot.
|
|
*/
|
|
function pathToward(
|
|
view: GameView,
|
|
from: Cell,
|
|
goals: Set<string>,
|
|
opts: { avoidNearEnemies?: boolean; canUnlock?: boolean } = {},
|
|
): PathResult | null {
|
|
if (goals.size === 0 || goals.has(cellKey(from))) return null;
|
|
const enemyCells = livingEnemies(view).map((p) => p.position);
|
|
const nearEnemy = (c: Cell) =>
|
|
enemyCells.some((e) => Math.abs(e.x - c.x) + Math.abs(e.y - c.y) <= 2);
|
|
const cameBy = new Map<string, { prev: string; dir: Side; viaDoor: boolean }>();
|
|
const seen = new Set<string>([cellKey(from)]);
|
|
let frontier: Cell[] = [from];
|
|
let found: string | null = null;
|
|
let depth = 0;
|
|
for (; depth < 60 && frontier.length > 0 && !found; depth++) {
|
|
const next: Cell[] = [];
|
|
for (const c of frontier) {
|
|
for (const dir of SIDES) {
|
|
const step = walkStep(view, c, dir, opts.canUnlock === true);
|
|
if (!step) continue;
|
|
const { to, viaDoor } = step;
|
|
const k = cellKey(to);
|
|
if (seen.has(k)) continue;
|
|
if (view.squareContents[k]?.kind === "stone") continue;
|
|
seen.add(k);
|
|
cameBy.set(k, { prev: cellKey(c), dir, viaDoor });
|
|
if (goals.has(k)) { found = k; break; }
|
|
const hazard = view.squareContents[k]?.kind;
|
|
if (hazard === "pit" || hazard === "ooze" || hazard === "thornbush" ||
|
|
hazard === "rosebush" || hazard === "slime") continue;
|
|
if (opts.avoidNearEnemies && nearEnemy(to)) continue;
|
|
next.push(to);
|
|
}
|
|
if (found) break;
|
|
}
|
|
frontier = next;
|
|
}
|
|
if (!found) return null;
|
|
let cursor = found;
|
|
for (;;) {
|
|
const hop = cameBy.get(cursor)!;
|
|
if (hop.prev === cellKey(from)) {
|
|
return {
|
|
dir: hop.dir,
|
|
distance: depth,
|
|
...(hop.viaDoor ? { doorAhead: { cell: from, side: hop.dir } } : {}),
|
|
};
|
|
}
|
|
cursor = hop.prev;
|
|
}
|
|
}
|
|
|
|
/** The treasure squares worth marching for. */
|
|
function treasureGoals(view: GameView): Set<string> {
|
|
const self = me(view);
|
|
const goals = new Set<string>();
|
|
if (self.carriedTreasureId) {
|
|
goals.add(cellKey(self.home));
|
|
return goals;
|
|
}
|
|
for (const t of view.treasures) {
|
|
if (!t.position || t.carriedBy) continue;
|
|
if (t.owner === view.you) continue;
|
|
if (cellKey(t.position) === cellKey(self.home)) continue;
|
|
goals.add(cellKey(t.position));
|
|
}
|
|
return goals;
|
|
}
|
|
|
|
/** The wizard making off with MY gold, if any. */
|
|
function thiefOfMine(view: GameView) {
|
|
const carriers = new Set(
|
|
view.treasures.filter((t) => t.owner === view.you && t.carriedBy && t.carriedBy !== view.you)
|
|
.map((t) => t.carriedBy!),
|
|
);
|
|
return livingEnemies(view).find((p) => carriers.has(p.id)) ?? null;
|
|
}
|
|
|
|
/** The hand limit as this seat experiences it (a displayed BRAINSTONE
|
|
* raises it by two — mirrors the engine's handLimit). */
|
|
function handLimitOf(view: GameView): number {
|
|
return me(view).displayed.some((c) => c.cardId === "brainstone") ? 9 : 7;
|
|
}
|
|
|
|
function overLimit(view: GameView): number {
|
|
return Math.max(0, view.yourHand.length - handLimitOf(view));
|
|
}
|
|
|
|
/** End the turn drawing fully — shedding dead weight first if the hand is
|
|
* too full to take the draw. doEndTurn caps the draw by the room left, so a
|
|
* clogged hand never refreshes; only cards the brain has no play for are
|
|
* shed (good counters and attacks are hoarded, as a human would). */
|
|
function endTurnDrawing(view: GameView, tier: TierTraits, style?: AutomatonStyle): Command {
|
|
const deficit = tier.draw - (handLimitOf(view) - view.yourHand.length);
|
|
if (tier.sheds && deficit > 0) {
|
|
const shed = [...view.yourHand]
|
|
.filter((c) => discardValue(c, view, style) <= 3)
|
|
.sort((a, b) => discardValue(a, view, style) - discardValue(b, view, style))
|
|
.slice(0, deficit)
|
|
.map((c) => c.instanceId);
|
|
if (shed.length > 0) return { type: "discard", instanceIds: shed };
|
|
}
|
|
return { type: "endTurn", draw: tier.draw };
|
|
}
|
|
|
|
function worstCards(view: GameView, n: number, style?: AutomatonStyle): string[] {
|
|
return [...view.yourHand]
|
|
.sort((a, b) => discardValue(a, view, style) - discardValue(b, view, style))
|
|
.slice(0, n)
|
|
.map((c) => c.instanceId);
|
|
}
|
|
|
|
/** A square up to four spaces away that maximizes distance from enemies. */
|
|
function escapeCell(view: GameView, from: Cell): Cell | null {
|
|
const enemies = livingEnemies(view).map((p) => p.position);
|
|
let best: { cell: Cell; score: number } | null = null;
|
|
for (const k of Object.keys(view.board.cells)) {
|
|
const [x, y] = k.split(",").map(Number) as [number, number];
|
|
const d = Math.abs(x - from.x) + Math.abs(y - from.y);
|
|
if (d === 0 || d > 4) continue;
|
|
if (view.squareContents[k]) continue;
|
|
const score = Math.min(...enemies.map((e) => Math.abs(e.x - x) + Math.abs(e.y - y)), 99);
|
|
if (!best || score > best.score) best = { cell: { x, y }, score };
|
|
}
|
|
return best?.cell ?? null;
|
|
}
|
|
|
|
/** Counteraction judgment; the worrier flinches at less. */
|
|
function respond(view: GameView, style: AutomatonStyle, tier: TierTraits): Command {
|
|
const stack = view.stack!;
|
|
const you = view.you;
|
|
const find = (id: string) => view.yourHand.find((c) => c.cardId === id);
|
|
|
|
if (stack.defenderId !== you) {
|
|
// Pressing the attack: ANTI-ANTI burns the counter that would stop us
|
|
// (the engine refuses it against escapes; the fallback pass covers that).
|
|
if (stack.attackerId === you) {
|
|
const last = [...stack.counters].reverse().find((c) => !c.nullified);
|
|
const anti = find("anti-anti");
|
|
if (anti && last && last.card.cardId !== "teleport" && last.card.cardId !== "invisible") {
|
|
return { type: "counteract", instanceId: anti.instanceId };
|
|
}
|
|
}
|
|
return { type: "pass" };
|
|
}
|
|
|
|
const flinch = (style === "worrier" ? 1 : 0) - tier.counterThrift;
|
|
const attackId = stack.attackCard?.cardId ?? null;
|
|
const atk = attackId ? ATTACKS[attackId] : null;
|
|
const affliction = attackId ? AFFLICTIONS[attackId] != null : false;
|
|
|
|
if (attackId && UTILITY_ATTACKS.has(attackId)) {
|
|
const stopper = find("full-shield") ?? find("force-field");
|
|
const stakes =
|
|
(attackId === "drop-object" && me(view).carriedTreasureId != null) ||
|
|
((attackId === "teleport-opponent" || attackId === "mental-force" || attackId === "swap") &&
|
|
style === "worrier");
|
|
if (stopper && stakes) return { type: "counteract", instanceId: stopper.instanceId };
|
|
return { type: "pass" };
|
|
}
|
|
|
|
// An affliction's weight is its duration, not points it does not carry.
|
|
const incoming = stack.attackCard
|
|
? attackId === "stone-dead"
|
|
// NUMBER times the stones in the victim's hand — our hand.
|
|
? (stack.numberValue ?? 1) * view.yourHand.filter((c) => STONES.has(c.cardId)).length
|
|
: affliction
|
|
? Math.max(2, stack.numberValue ?? 2)
|
|
: (atk ? atk.base + (atk.perNumber ? stack.numberValue ?? 1 : 0) : 2)
|
|
: 1;
|
|
if (stack.kind === "spell") {
|
|
// REVERSE eats points; a pure duration offers it nothing.
|
|
const reverse = find("reverse");
|
|
if (reverse && !affliction && incoming >= 4 - flinch) return { type: "counteract", instanceId: reverse.instanceId };
|
|
// ABSORB SPELL steals the good ones for later.
|
|
const absorbSpell = find("absorb-spell");
|
|
if (absorbSpell && incoming >= 3) return { type: "counteract", instanceId: absorbSpell.instanceId };
|
|
const shield = find("full-shield");
|
|
if (shield && (incoming >= 3 - flinch || (affliction && style === "worrier"))) {
|
|
return { type: "counteract", instanceId: shield.instanceId };
|
|
}
|
|
const reflect = find("full-reflection");
|
|
if (reflect && incoming >= 4 - flinch) return { type: "counteract", instanceId: reflect.instanceId };
|
|
// A curse in flight is best refused at the door.
|
|
if (affliction) {
|
|
const cleanse = find("remove-curse");
|
|
if (cleanse) return { type: "counteract", instanceId: cleanse.instanceId };
|
|
}
|
|
const half = find("reflection");
|
|
if (half && incoming >= 3) return { type: "counteract", instanceId: half.instanceId };
|
|
}
|
|
// ABSORB soaks points only ("no effect on duration-based spells");
|
|
// BLUNT and the stones work on durations too.
|
|
const absorb = find("absorb");
|
|
if (absorb && !affliction && incoming >= 2 - flinch && incoming <= 3) return { type: "counteract", instanceId: absorb.instanceId };
|
|
const blunt = find("blunt");
|
|
if (blunt && incoming >= 2 - flinch) return { type: "counteract", instanceId: blunt.instanceId };
|
|
// The berserker shares its pain out of spite.
|
|
const empathy = find("empathy");
|
|
if (empathy && style === "berserker" && incoming >= 2) {
|
|
return { type: "counteract", instanceId: empathy.instanceId };
|
|
}
|
|
// Nothing to block with: teleport clear of the big ones.
|
|
const tp = find("teleport");
|
|
if (tp && incoming >= 4 - flinch) {
|
|
const out = escapeCell(view, me(view).position);
|
|
if (out) return { type: "counteract", instanceId: tp.instanceId, params: { cell: out } };
|
|
}
|
|
// Or vanish: INVISIBLE gives the attacker a 1-in-4 hit and lingers after.
|
|
const vanish = find("invisible");
|
|
if (vanish && (!stack.creatureId || view.deckRev >= 13) && incoming >= 3 - flinch) {
|
|
const num = numbersInHand(view)[0];
|
|
return {
|
|
type: "counteract", instanceId: vanish.instanceId,
|
|
...(num ? { numberInstanceIds: [num.instanceId] } : {}),
|
|
};
|
|
}
|
|
// A displayed shieldstone lets numbers soak the small ones.
|
|
const stoneShown = me(view).displayed.some((c) => c.cardId === "shieldstone");
|
|
if (stoneShown && incoming >= 2) {
|
|
const num = numbersInHand(view)[0];
|
|
if (num) return { type: "counteract", instanceId: num.instanceId };
|
|
}
|
|
return { type: "pass" };
|
|
}
|
|
|
|
/** The best attack available against a visible target, numbers and amplify included. */
|
|
function bestAttack(view: GameView, targetId: PlayerId, tier: TierTraits): Command | null {
|
|
const numbers = numbersInHand(view);
|
|
const biggest = numbers[numbers.length - 1];
|
|
const biggestValue = biggest ? (cardDef(biggest.cardId).value ?? 0) : 0;
|
|
const target = view.players.find((p) => p.id === targetId)!;
|
|
const together = cellKey(target.position) === cellKey(me(view).position);
|
|
const amplify = tier.amplify ? inHand(view, "amplify") : undefined;
|
|
let best: { cmd: Command; damage: number } | null = null;
|
|
for (const c of view.yourHand) {
|
|
const atk = ATTACKS[c.cardId];
|
|
if (!atk) continue;
|
|
// Heave-Ho throws the treasure we are carrying: priced for defense,
|
|
// never worth casting.
|
|
if (c.cardId === "heave-ho") continue;
|
|
if (atk.sameSquare && !together) continue;
|
|
// A wand needs its charges set by a number on first use.
|
|
const isWand = c.cardId === "blaster-wand";
|
|
const uncharged = isWand && view.wandCharges[c.instanceId] == null;
|
|
if ((uncharged || atk.needsNumber) && !biggest) continue;
|
|
const withNumber = (atk.perNumber || uncharged) && biggest;
|
|
let damage = atk.base + (atk.perNumber && withNumber ? biggestValue : 0);
|
|
if (damage <= 0) continue;
|
|
// AMPLIFY doubles the heavy hitters (spells only, not thrown things).
|
|
const amplified = amplify && damage >= 4 && !isWand &&
|
|
c.cardId !== "dagger" && c.cardId !== "large-rock";
|
|
if (amplified) damage *= 2;
|
|
if (!best || damage > best.damage) {
|
|
best = {
|
|
damage,
|
|
cmd: {
|
|
type: "cast", instanceId: c.instanceId,
|
|
target: { kind: "player", playerId: targetId },
|
|
// An illusion needs a spell to imitate; a fireball sells best.
|
|
...(c.cardId === "illusionary-attack" ? { params: { cardId: "fireball" } } : {}),
|
|
...(withNumber ? { numberInstanceIds: [biggest.instanceId] } : {}),
|
|
...(amplified ? { amplifyInstanceIds: [amplify.instanceId] } : {}),
|
|
},
|
|
};
|
|
}
|
|
}
|
|
// STONE DEAD: number times the stones the victim carries — the displayed
|
|
// ones are the visible floor of that count.
|
|
const sd = view.yourHand.find((c) => c.cardId === "stone-dead");
|
|
if (sd && biggest) {
|
|
const shown = target.displayed.filter((c) => STONES.has(c.cardId)).length;
|
|
const dmg = biggestValue * shown;
|
|
if (dmg >= 4 && dmg > (best?.damage ?? 0)) {
|
|
best = {
|
|
damage: dmg,
|
|
cmd: {
|
|
type: "cast", instanceId: sd.instanceId,
|
|
target: { kind: "player", playerId: targetId },
|
|
numberInstanceIds: [biggest.instanceId],
|
|
},
|
|
};
|
|
}
|
|
}
|
|
return best?.cmd ?? null;
|
|
}
|
|
|
|
/** An affliction worth casting when no damage lands, mid number attached.
|
|
* EXTEND doubles the misery's stay when the hand can spare it. */
|
|
function bestAffliction(view: GameView, targetId: PlayerId, isThief: boolean): Command | null {
|
|
const numbers = numbersInHand(view);
|
|
const mid = numbers[Math.floor(numbers.length / 2)];
|
|
const extend = inHand(view, "extend");
|
|
for (const c of view.yourHand) {
|
|
const aff = AFFLICTIONS[c.cardId];
|
|
if (!aff) continue;
|
|
if (aff.vsCarrier && !isThief) continue;
|
|
if (aff.withNumber && !mid) continue;
|
|
return {
|
|
type: "cast", instanceId: c.instanceId,
|
|
target: { kind: "player", playerId: targetId },
|
|
...(aff.withNumber && mid ? { numberInstanceIds: [mid.instanceId] } : {}),
|
|
...(aff.withNumber && mid && extend ? { extendInstanceId: extend.instanceId } : {}),
|
|
};
|
|
}
|
|
return null;
|
|
}
|
|
|
|
/**
|
|
* The cruelest legal square for TELEPORT OPPONENT: farthest from the
|
|
* victim's home by walking distance — a sealed pocket, if one exists. The
|
|
* destination needs no line of sight, so the whole maze is on the table.
|
|
*/
|
|
function exileCell(view: GameView, victim: { home: Cell; position: Cell }): Cell | null {
|
|
const dHome = distancesFrom(view, [victim.home], true);
|
|
const self = me(view);
|
|
const UNREACHABLE = 1000;
|
|
let best: { cell: Cell; score: number; tie: number } | null = null;
|
|
for (const k of Object.keys(view.board.cells)) {
|
|
if (view.squareContents[k]?.kind === "stone") continue;
|
|
const [x, y] = k.split(",").map(Number) as [number, number];
|
|
if (view.board.homes.some((h) => h.x === x && h.y === y)) continue;
|
|
if (view.treasures.some((t) => t.position && cellKey(t.position) === k)) continue;
|
|
if (view.players.some((p) => p.alive && cellKey(p.position) === k)) continue;
|
|
const d = dHome.get(k);
|
|
const score = d === undefined ? UNREACHABLE : d;
|
|
const tie = Math.abs(x - self.position.x) + Math.abs(y - self.position.y);
|
|
if (!best || score > best.score || (score === best.score && tie > best.tie)) {
|
|
best = { cell: { x, y }, score, tie };
|
|
}
|
|
}
|
|
// Only worth the turn's attack if it truly worsens their day.
|
|
const now = dHome.get(cellKey(victim.position)) ?? 0;
|
|
if (best && (best.score >= UNREACHABLE || best.score >= now + 5)) return best.cell;
|
|
return null;
|
|
}
|
|
|
|
/** An empty, sighted square near the target for a summoned creature. */
|
|
function summonSpot(view: GameView, near: Cell): Cell | null {
|
|
const sighted = sightedCellsFor(view);
|
|
let best: { cell: Cell; d: number } | null = null;
|
|
for (const k of sighted) {
|
|
if (view.squareContents[k]) continue;
|
|
const [x, y] = k.split(",").map(Number) as [number, number];
|
|
if (view.creatures.some((c) => c.position.x === x && c.position.y === y)) continue;
|
|
if (view.board.homes.some((h) => h.x === x && h.y === y)) continue;
|
|
const d = Math.abs(x - near.x) + Math.abs(y - near.y);
|
|
if (!best || d < best.d) best = { cell: { x, y }, d };
|
|
}
|
|
return best?.cell ?? null;
|
|
}
|
|
|
|
/** Self-buffs and housekeeping worth a neutral cast this turn. */
|
|
function selfCare(view: GameView, style: AutomatonStyle, tier: TierTraits): Command | null {
|
|
const self = me(view);
|
|
const numbers = numbersInHand(view);
|
|
const mid = numbers[Math.floor(numbers.length / 2)];
|
|
|
|
// Extra turns are always good turns.
|
|
const speed = inHand(view, "speed");
|
|
if (speed && view.turn.round > 1 && !view.turn.actionsEnded) {
|
|
return { type: "cast", instanceId: speed.instanceId };
|
|
}
|
|
// Free life is free.
|
|
const gift = inHand(view, "gift-from-above");
|
|
if (gift) return { type: "cast", instanceId: gift.instanceId };
|
|
// Every stone goes on the table the turn it is drawn.
|
|
for (const c of view.yourHand) {
|
|
if (STONES.has(c.cardId) && !self.displayed.some((d) => d.instanceId === c.instanceId)) {
|
|
return { type: "cast", instanceId: c.instanceId };
|
|
}
|
|
}
|
|
if (!tier.buffs) return null; // the apprentice's book ends at the stones
|
|
// A curse on the clockwork gets scrubbed off.
|
|
const cursed = view.sustained.some(
|
|
(e) => e.targetId === view.you && e.casterId !== view.you && AFFLICTIONS[e.cardId] != null,
|
|
);
|
|
const cleanse = inHand(view, "remove-curse");
|
|
if (cursed && cleanse) return { type: "cast", instanceId: cleanse.instanceId };
|
|
// Three or more wizards: LIFESAVER takes elimination off the table.
|
|
const lifesaver = inHand(view, "lifesaver");
|
|
if (lifesaver && view.players.length > 2) return { type: "cast", instanceId: lifesaver.instanceId };
|
|
// The ward guards the gold while its owner is away robbing yours.
|
|
if (inHand(view, "ward") && !view.yourWardArmed) {
|
|
return { type: "armWard", armed: true };
|
|
}
|
|
const enemyNear = livingEnemies(view).some(
|
|
(p) => Math.abs(p.position.x - self.position.x) + Math.abs(p.position.y - self.position.y) <= 3,
|
|
);
|
|
// The berserker grows; the worrier fades.
|
|
if (style === "berserker" && enemyNear && mid) {
|
|
const big = inHand(view, "big-man");
|
|
if (big) {
|
|
return { type: "cast", instanceId: big.instanceId, numberInstanceIds: [mid.instanceId] };
|
|
}
|
|
}
|
|
if (style === "worrier" && enemyNear && mid) {
|
|
for (const id of ["invisible", "mist-body", "shrink"]) {
|
|
const buff = inHand(view, id);
|
|
if (buff) {
|
|
return { type: "cast", instanceId: buff.instanceId, numberInstanceIds: [mid.instanceId] };
|
|
}
|
|
}
|
|
// Or slam a wall in the pursuer's face.
|
|
const wall = inHand(view, "create-wall");
|
|
if (wall) {
|
|
const foe = livingEnemies(view).sort((a, b) =>
|
|
(Math.abs(a.position.x - self.position.x) + Math.abs(a.position.y - self.position.y)) -
|
|
(Math.abs(b.position.x - self.position.x) + Math.abs(b.position.y - self.position.y)))[0]!;
|
|
const dx = foe.position.x - self.position.x;
|
|
const dy = foe.position.y - self.position.y;
|
|
const side: Side = Math.abs(dx) >= Math.abs(dy) && dx !== 0
|
|
? (dx > 0 ? "E" : "W") : dy > 0 ? "S" : "N";
|
|
if ((view.board.edges[edgeKey(self.position, side)] ?? "open") === "open") {
|
|
return { type: "cast", instanceId: wall.instanceId, target: { kind: "edge", cell: self.position, side } };
|
|
}
|
|
}
|
|
}
|
|
// Breathing room for anyone pressed: the worrier by temperament, any
|
|
// wizard hauling gold, anyone bleeding out.
|
|
const pressed = enemyNear &&
|
|
(style === "worrier" || self.carriedTreasureId != null || self.life <= 5);
|
|
if (pressed && style !== "berserker") {
|
|
// FEAR keeps every pursuer three spaces off.
|
|
const scare = inHand(view, "fear");
|
|
if (scare && !view.sustained.some((s) => s.cardId === "fear" && s.targetId === view.you)) {
|
|
return {
|
|
type: "cast", instanceId: scare.instanceId,
|
|
...(mid ? { numberInstanceIds: [mid.instanceId] } : {}),
|
|
};
|
|
}
|
|
// UGLY shoves everyone in sight away — best when they are on top of you.
|
|
const hideous = inHand(view, "ugly");
|
|
if (hideous) {
|
|
const sighted = sightedCellsFor(view);
|
|
const crowded = livingEnemies(view).some((p) =>
|
|
sighted.has(cellKey(p.position)) &&
|
|
Math.abs(p.position.x - self.position.x) + Math.abs(p.position.y - self.position.y) <= 2);
|
|
if (crowded) return { type: "cast", instanceId: hideous.instanceId };
|
|
}
|
|
// BUDDY pacifies the nearest hound: they cannot strike first.
|
|
const pact = inHand(view, "buddy");
|
|
if (pact) {
|
|
const sighted = sightedCellsFor(view);
|
|
const hound = livingEnemies(view)
|
|
.filter((p) => sighted.has(cellKey(p.position)) &&
|
|
!view.sustained.some((s) => s.cardId === "buddy" && s.casterId === view.you && s.targetId === p.id))
|
|
.sort((a, b) =>
|
|
(Math.abs(a.position.x - self.position.x) + Math.abs(a.position.y - self.position.y)) -
|
|
(Math.abs(b.position.x - self.position.x) + Math.abs(b.position.y - self.position.y)))[0];
|
|
if (hound) {
|
|
return { type: "cast", instanceId: pact.instanceId, target: { kind: "player", playerId: hound.id } };
|
|
}
|
|
}
|
|
}
|
|
// Guard the gold on the floor: a SAFE locks it, GLUE sticks it down.
|
|
const myFloorTreasure = tier.guardGold
|
|
? view.treasures.find((t) => t.owner === view.you && t.position && !t.carriedBy)
|
|
: undefined;
|
|
if (myFloorTreasure && enemyNear) {
|
|
const safe = inHand(view, "safe");
|
|
if (safe) {
|
|
return { type: "cast", instanceId: safe.instanceId, target: { kind: "cell", cell: myFloorTreasure.position! } };
|
|
}
|
|
const glue = inHand(view, "glue");
|
|
if (glue && mid) {
|
|
return {
|
|
type: "cast", instanceId: glue.instanceId,
|
|
target: { kind: "cell", cell: myFloorTreasure.position! },
|
|
numberInstanceIds: [mid.instanceId],
|
|
};
|
|
}
|
|
}
|
|
// Deny the road: wall, brick, or bush the path of whoever threatens the gold.
|
|
if (tier.guardGold) {
|
|
const denial = pathDenial(view);
|
|
if (denial) return denial;
|
|
}
|
|
// Empty of violence: DEJA-VU pulls the best attack back from the pile.
|
|
const dv = tier.dejaVu ? inHand(view, "deja-vu") : undefined;
|
|
if (dv && !view.yourHand.some((c) => ATTACKS[c.cardId] != null)) {
|
|
const buried = [...view.discardPile].reverse().find(
|
|
(c) => ATTACKS[c.cardId] != null && c.cardId !== "blaster-wand" && !ATTACKS[c.cardId]!.needsNumber,
|
|
);
|
|
if (buried) {
|
|
return { type: "cast", instanceId: dv.instanceId, params: { cardId: buried.cardId } };
|
|
}
|
|
}
|
|
// An ambush costs nothing to hold and everything to walk into.
|
|
const via = tier.ambush ? (inHand(view, "interrupt") ?? inHand(view, "opportunity-fire")) : undefined;
|
|
const spell = view.yourHand.find((c) => ATTACKS[c.cardId] != null && !ATTACKS[c.cardId]!.perNumber &&
|
|
c.cardId !== "blaster-wand");
|
|
if (via && spell && view.yourAmbushes.length === 0) {
|
|
const trigger: AmbushTrigger = style === "worrier" ? { kind: "near" } : { kind: "treasure" };
|
|
return { type: "setAmbush", instanceId: via.instanceId, trigger, spellInstanceId: spell.instanceId };
|
|
}
|
|
return null;
|
|
}
|
|
|
|
/**
|
|
* One decision from the automaton's seat, or null when the maze is not
|
|
* asking it anything.
|
|
*/
|
|
export function automatonCommand(
|
|
view: GameView,
|
|
style: AutomatonStyle = "hunter",
|
|
tierName: AutomatonTier = "archmage",
|
|
): Command | null {
|
|
const you = view.you;
|
|
const tier = TIERS[tierName] ?? TIERS.archmage;
|
|
if (view.phase !== "playing") return null;
|
|
|
|
if (view.pendingDiscard === you) {
|
|
return { type: "discard", instanceIds: worstCards(view, Math.max(1, overLimit(view)), style) };
|
|
}
|
|
if (view.chaosPending && view.chaosPending.queue[0] === you) {
|
|
const shield = inHand(view, "full-shield");
|
|
return style === "worrier" && shield
|
|
? { type: "counteract", instanceId: shield.instanceId }
|
|
: { type: "pass" };
|
|
}
|
|
if (view.stack) {
|
|
return view.stack.waitingOn === you ? respond(view, style, tier) : null;
|
|
}
|
|
if (view.outOfTurnWindow?.playerId === you) return { type: "pass" };
|
|
if (view.activePlayerId !== you) return null;
|
|
|
|
const self = me(view);
|
|
const here = cellKey(self.position);
|
|
|
|
if (view.turn.actionsEnded) return endTurnDrawing(view, tier, style);
|
|
|
|
// Deliver or grab treasure underfoot.
|
|
if (self.carriedTreasureId && here === cellKey(self.home)) return { type: "dropTreasure" };
|
|
if (!self.carriedTreasureId) {
|
|
const prize = view.treasures.find(
|
|
(t) => t.position && !t.carriedBy && t.owner !== you && cellKey(t.position) === here &&
|
|
here !== cellKey(self.home),
|
|
);
|
|
if (prize) return { type: "pickUpTreasure" };
|
|
}
|
|
|
|
// Wounded clockwork teleports clear of visible hunters.
|
|
if (self.life <= 5) {
|
|
const sighted = sightedCellsFor(view);
|
|
const hunted = livingEnemies(view).some((p) => sighted.has(cellKey(p.position)));
|
|
const tp = inHand(view, "teleport");
|
|
if (hunted && tp) {
|
|
const out = escapeCell(view, self.position);
|
|
if (out) return { type: "cast", instanceId: tp.instanceId, target: { kind: "cell", cell: out } };
|
|
}
|
|
}
|
|
|
|
const care = selfCare(view, style, tier);
|
|
if (care) return care;
|
|
|
|
// MEGA-MONSTER: a doubled stride turns a pet into a bloodhound.
|
|
if (tier.buffs && livingEnemies(view).length > 0) {
|
|
const mm = inHand(view, "mega-monster");
|
|
if (mm) {
|
|
const sighted = sightedCellsFor(view);
|
|
const pet = view.creatures.find((c) =>
|
|
c.controllerId === you && c.kind !== "shadow" && c.kind !== "alter-ego" &&
|
|
c.movesPerTurn <= 3 && sighted.has(cellKey(c.position)));
|
|
if (pet) {
|
|
return {
|
|
type: "cast", instanceId: mm.instanceId,
|
|
target: { kind: "creature", creatureId: pet.id }, params: { boost: "movement" },
|
|
};
|
|
}
|
|
}
|
|
}
|
|
|
|
// Command the menagerie: creatures march and maul before the wizard moves.
|
|
for (const c of view.creatures) {
|
|
if (c.controllerId !== you || c.justCreated) continue;
|
|
const enemyHere = livingEnemies(view).find((p) => cellKey(p.position) === cellKey(c.position));
|
|
if (enemyHere && !c.attackUsed &&
|
|
(c.kind === "troll" || c.kind === "skeleton" || c.kind === "shadow")) {
|
|
return { type: "creatureAttack", creatureId: c.id, targetId: enemyHere.id };
|
|
}
|
|
if (c.movementUsed < c.movesPerTurn) {
|
|
const enemyCells = new Set(livingEnemies(view).map((p) => cellKey(p.position)));
|
|
const hunt = pathToward(view, c.position, enemyCells, {});
|
|
if (hunt && !hunt.doorAhead) return { type: "moveCreature", creatureId: c.id, direction: hunt.dir };
|
|
}
|
|
}
|
|
|
|
const thief = thiefOfMine(view);
|
|
|
|
// One attack per turn: the thief of my gold dies first, then the weakest.
|
|
// ADRENALINE stretches that to two while it lasts.
|
|
const adrenalized = view.sustained.some((s) => s.cardId === "adrenaline" && s.targetId === you);
|
|
if ((!view.turn.attackUsed || (adrenalized && !view.turn.secondAttackUsed)) &&
|
|
view.turn.round > 1) {
|
|
const sighted = sightedCellsFor(view);
|
|
const visible = livingEnemies(view).filter((p) => sighted.has(cellKey(p.position)));
|
|
if (visible.length > 0) {
|
|
const target = thief && visible.some((p) => p.id === thief.id)
|
|
? thief
|
|
: visible.sort((a, b) => a.life - b.life)[0]!;
|
|
// DROP OBJECT shakes my treasure out of the thief's hands.
|
|
if (thief && target.id === thief.id) {
|
|
const dob = inHand(view, "drop-object");
|
|
if (dob) {
|
|
return {
|
|
type: "cast", instanceId: dob.instanceId,
|
|
target: { kind: "player", playerId: thief.id }, params: { cardId: "treasure" },
|
|
};
|
|
}
|
|
}
|
|
// TELEPORT OPPONENT exiles a delivery in progress: the thief of my
|
|
// gold, or any carrier closing on their home.
|
|
const exile = inHand(view, "teleport-opponent");
|
|
if (exile) {
|
|
const carrier = visible.find((p) => {
|
|
if (thief && p.id === thief.id) return true;
|
|
if (!p.carriedTreasureId) return false;
|
|
return Math.abs(p.position.x - p.home.x) + Math.abs(p.position.y - p.home.y) <= 6;
|
|
});
|
|
const dest = carrier ? exileCell(view, carrier) : null;
|
|
if (carrier && dest) {
|
|
return {
|
|
type: "cast", instanceId: exile.instanceId,
|
|
target: { kind: "player", playerId: carrier.id }, params: { cell: dest },
|
|
};
|
|
}
|
|
}
|
|
if (tier.buffs && !view.turn.attackUsed) {
|
|
const smallest = numbersInHand(view)[0];
|
|
// ADRENALINE: when no single blow finishes the target but two would.
|
|
const adr = adrenalized ? undefined : inHand(view, "adrenaline");
|
|
if (adr && smallest) {
|
|
const bases = view.yourHand
|
|
.filter((c) => ATTACKS[c.cardId] && !ATTACKS[c.cardId]!.needsNumber && c.cardId !== "heave-ho")
|
|
.map((c) => ATTACKS[c.cardId]!.base)
|
|
.sort((a, b) => b - a);
|
|
if (bases.length >= 2 && bases[0]! < target.life && bases[0]! + bases[1]! >= target.life) {
|
|
return { type: "cast", instanceId: adr.instanceId, numberInstanceIds: [smallest.instanceId] };
|
|
}
|
|
}
|
|
// STRENGTH: doubled steel where it turns a wound into a finisher.
|
|
const strengthUp = view.sustained.some((s) => s.cardId === "strength" && s.targetId === you);
|
|
const str = strengthUp ? undefined : inHand(view, "strength");
|
|
if (str && smallest) {
|
|
const physBase = Math.max(0, ...view.yourHand
|
|
.filter((c) => c.cardId === "dagger" || c.cardId === "large-rock")
|
|
.map((c) => ATTACKS[c.cardId]!.base));
|
|
if (physBase > 0 && physBase < target.life && physBase * 2 >= target.life) {
|
|
return { type: "cast", instanceId: str.instanceId, numberInstanceIds: [smallest.instanceId] };
|
|
}
|
|
}
|
|
}
|
|
const spell = bestAttack(view, target.id, tier);
|
|
if (spell) return spell;
|
|
const misery = tier.afflictions ? bestAffliction(view, target.id, thief?.id === target.id) : null;
|
|
if (misery) return misery;
|
|
if (cellKey(target.position) === here && style !== "worrier") {
|
|
return { type: "punch", targetId: target.id };
|
|
}
|
|
}
|
|
// AROUND THE CORNER: an enemy tucked one bend out of sight is not safe.
|
|
if (visible.length === 0 && tier.buffs) {
|
|
const corner = inHand(view, "around-the-corner");
|
|
if (corner) {
|
|
for (const p of livingEnemies(view)) {
|
|
if (!bentSightFor(view, self.position, p.position)) continue;
|
|
const spell = bestAttack(view, p.id, tier);
|
|
if (spell && spell.type === "cast") {
|
|
return { ...spell, aroundCornerInstanceId: corner.instanceId };
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// No shot at a wizard: raise a creature to do the walking.
|
|
const summon = view.yourHand.find((c) => SUMMONS.has(c.cardId));
|
|
if (summon && livingEnemies(view).length > 0) {
|
|
const near = style === "worrier" ? self.position : livingEnemies(view)[0]!.position;
|
|
const spot = summonSpot(view, near);
|
|
if (spot) {
|
|
return { type: "cast", instanceId: summon.instanceId, target: { kind: "cell", cell: spot } };
|
|
}
|
|
}
|
|
}
|
|
|
|
// March. The thief-chase outranks everything; the berserker hunts wizards
|
|
// over gold; the worrier keeps its distance; the hunter goes to the gold.
|
|
if (view.turn.movementUsed < view.turn.movementAllowance) {
|
|
const gold = treasureGoals(view);
|
|
const enemyCells = new Set(livingEnemies(view).map((p) => cellKey(p.position)));
|
|
const canUnlock = UNLOCKS.some((id) => inHand(view, id));
|
|
const objectives = thief
|
|
? new Set([cellKey(thief.position)])
|
|
: style === "berserker" && !self.carriedTreasureId
|
|
? (enemyCells.size > 0 ? enemyCells : gold)
|
|
: gold;
|
|
const path =
|
|
pathToward(view, self.position, objectives, { avoidNearEnemies: style === "worrier" && !thief, canUnlock }) ??
|
|
pathToward(view, self.position, objectives, { canUnlock }) ??
|
|
pathToward(view, self.position, enemyCells, { canUnlock });
|
|
// A wall between here and the gold may be cheaper to remove than to walk
|
|
// around — and sometimes it is the only way through.
|
|
const dw = inHand(view, "destroy-wall");
|
|
if (dw && !view.turn.actionsEnded) {
|
|
const blast = wallBlastTarget(view, self, objectives, canUnlock, path?.distance ?? Infinity);
|
|
if (blast) {
|
|
return { type: "cast", instanceId: dw.instanceId, target: { kind: "edge", ...blast } };
|
|
}
|
|
}
|
|
// A banked PASS THROUGH WALL crossing: walk to the best wall and step in.
|
|
if (self.passWallCharges > 0) {
|
|
const crossing = bestWallCrossing(view, self, objectives, canUnlock);
|
|
if (crossing && crossing.total < (path?.distance ?? Infinity)) {
|
|
if (cellKey(self.position) === cellKey(crossing.near)) {
|
|
const dir = cellKey(crossing.near) === cellKey(crossing.cell)
|
|
? crossing.side : opposite(crossing.side);
|
|
return { type: "move", direction: dir };
|
|
}
|
|
const approach = pathToward(view, self.position, new Set([cellKey(crossing.near)]), { canUnlock });
|
|
if (approach) return { type: "move", direction: approach.dir };
|
|
}
|
|
}
|
|
// Or bank one now, when a crossing beats the walk by enough to spend a card.
|
|
const ptw = inHand(view, "pass-through-wall");
|
|
if (ptw && self.passWallCharges === 0 && !view.turn.actionsEnded) {
|
|
const crossing = bestWallCrossing(view, self, objectives, canUnlock);
|
|
const normal = path?.distance ?? Infinity;
|
|
if (crossing && (normal === Infinity || normal - crossing.total >= 4)) {
|
|
return { type: "cast", instanceId: ptw.instanceId };
|
|
}
|
|
}
|
|
// The rest of the toolbox: dispel, melt, door-and-key, wand, warp tokens.
|
|
if (!view.turn.actionsEnded) {
|
|
const work = roadworkPlan(view, self, objectives, canUnlock,
|
|
path?.distance ?? Infinity, view.turn.movementAllowance - view.turn.movementUsed);
|
|
if (work) return work;
|
|
}
|
|
// Standing on a warp token whose far side is closer to the goal: step in.
|
|
{
|
|
const here = cellKey(self.position);
|
|
const pair = view.dimWarps.find((w) => cellKey(w.a) === here || cellKey(w.b) === here);
|
|
if (pair) {
|
|
const dest = cellKey(pair.a) === here ? pair.b : pair.a;
|
|
const dFar = distancesFrom(view, [dest], canUnlock);
|
|
const farBest = Math.min(...[...objectives].map((g) => dFar.get(g) ?? Infinity));
|
|
if (farBest + 1 < (path?.distance ?? Infinity)) return { type: "warpStep" };
|
|
}
|
|
}
|
|
if (path) {
|
|
// A locked door on the very next step: use the key first.
|
|
if (path.doorAhead) {
|
|
for (const id of UNLOCKS) {
|
|
const key = inHand(view, id);
|
|
if (key) {
|
|
return {
|
|
type: "cast", instanceId: key.instanceId,
|
|
target: { kind: "edge", cell: path.doorAhead.cell, side: path.doorAhead.side },
|
|
};
|
|
}
|
|
}
|
|
} else {
|
|
const movesLeft = view.turn.movementAllowance - view.turn.movementUsed;
|
|
const numbers = numbersInHand(view);
|
|
// The war chest: when an attack in hand wants a number, the
|
|
// biggest one is reserved — a waterbolt unfired outbids a longer
|
|
// march, and walking is free next turn.
|
|
const wantsNumber = view.yourHand.some((c) => {
|
|
const atk = ATTACKS[c.cardId];
|
|
if (!atk) return false;
|
|
return atk.perNumber || atk.needsNumber === true ||
|
|
(c.cardId === "blaster-wand" && view.wandCharges[c.instanceId] == null);
|
|
});
|
|
const spendable = wantsNumber ? numbers.slice(0, -1) : numbers;
|
|
if (!view.turn.numberPlayedForMovement && path.distance > movesLeft) {
|
|
const helper = spendable.find(
|
|
(n) => movesLeft + (cardDef(n.cardId).value ?? 0) >= path.distance,
|
|
) ?? (path.distance > movesLeft + 2 ? spendable[spendable.length - 1] : undefined);
|
|
if (helper) {
|
|
return { type: "playNumberForMovement", instanceId: helper.instanceId };
|
|
}
|
|
}
|
|
// ADD joins a second number when the first still leaves the goal shy.
|
|
if (view.turn.numberPlayedForMovement && !view.turn.movementAddUsed &&
|
|
path.distance > movesLeft && spendable.length > 0) {
|
|
const add = inHand(view, "add");
|
|
if (add) {
|
|
const second = spendable.find(
|
|
(n) => movesLeft + (cardDef(n.cardId).value ?? 0) >= path.distance,
|
|
) ?? (path.distance > movesLeft + 2 ? spendable[spendable.length - 1] : undefined);
|
|
if (second) {
|
|
return {
|
|
type: "playNumberForMovement",
|
|
instanceId: second.instanceId, addInstanceId: add.instanceId,
|
|
};
|
|
}
|
|
}
|
|
}
|
|
// MAD DASH doubles what the legs already have — for the sprint to
|
|
// gold that would otherwise take another turn. Not while carrying.
|
|
if (path.distance > movesLeft && path.distance >= movesLeft + 3 &&
|
|
path.distance <= movesLeft * 2 && !self.carriedTreasureId &&
|
|
!view.turn.actionsEnded) {
|
|
const dash = inHand(view, "mad-dash");
|
|
if (dash) return { type: "cast", instanceId: dash.instanceId };
|
|
}
|
|
// POWER RUN buys the last spaces of a winning delivery with blood.
|
|
if (path.distance > movesLeft && self.carriedTreasureId && !view.turn.actionsEnded) {
|
|
const carried = view.treasures.find((t) => t.id === self.carriedTreasureId);
|
|
const stolenAtHome = view.treasures.filter(
|
|
(t) => t.owner !== you && t.position && cellKey(t.position) === cellKey(self.home),
|
|
).length;
|
|
const points = path.distance - movesLeft;
|
|
if (carried && carried.owner !== you && stolenAtHome >= 1 &&
|
|
points <= 4 && self.life - points >= 5) {
|
|
const run = inHand(view, "power-run");
|
|
if (run) return { type: "cast", instanceId: run.instanceId, params: { points } };
|
|
}
|
|
}
|
|
return { type: "move", direction: path.dir };
|
|
}
|
|
}
|
|
}
|
|
|
|
return endTurnDrawing(view, tier, style);
|
|
}
|
|
|
|
/** The safe fallback when the automaton's choice was refused. */
|
|
export function automatonFallback(view: GameView, tierName: AutomatonTier = "archmage"): Command {
|
|
const you = view.you;
|
|
if (view.pendingDiscard === you) {
|
|
return { type: "discard", instanceIds: worstCards(view, Math.max(1, overLimit(view))) };
|
|
}
|
|
if (view.stack || view.chaosPending || view.outOfTurnWindow) return { type: "pass" };
|
|
return { type: "endTurn", draw: (TIERS[tierName] ?? TIERS.archmage).draw };
|
|
}
|