A three-reviewer sweep for tells of piecemeal machine generation, every finding verified against the code before touching it. No behavior changes; the full suite passes unchanged (plus two strengthened pins). Engine: removed four void-silenced fossils (a parseEdgeKey call voided where it stood, stoneEffect's ignored cardId parameter, the actualTarget remnant in doCast, a voided loop variable in shadow upkeep); fixed the initialize-then-overwrite narration in spawnCreature; replaced a filter(() => false) no-op; waterwall now rides waveFromEdge instead of carrying its own verbatim copy (and the single-caller washBack wrapper went with it); blind wall-bumps and LOS blockers each collapsed to one implementation; the wand-id list and the "permanent" duration sentinel became named constants; the ambush number local no longer shadows the imported numberValue function; assorted reviewer-aimed phrasings rewritten as the constraints they guard. Server/deploy: the protocol header now documents all eleven message types; dropped an eslint pragma with no eslint, a test script with no tests, and an rsync exclude anchored at a path that never existed (the real data/ dir now excluded); the Caddy vhost has one source of truth; stale "pending DNS" note removed — the record resolves. Web: ~90 lines of CSS swallowed verbatim into a mobile media query deduplicated; the reduced-motion guard on the board now actually stops the marked-cell pulse; one shared color module replaces two drifted palettes; an orphaned doc comment rejoined its function. Tests: the ten-times-pasted helper block became test/helpers.ts; wave-numbered files renamed for the behaviors they pin; deliberation comments and void-ed corpses of unwritten assertions deleted; silent seed-dependent early-returns now fail loudly; one assertion that compared a value to itself now pins the home-translation it meant to; the stored-log single-number command form gained the explicit compatibility test it deserved. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
337 lines
15 KiB
TypeScript
337 lines
15 KiB
TypeScript
import { describe, expect, it } from "vitest";
|
|
import { applyCommand, activePlayer, boardView, gameLos, sustainedOn, viewFor } from "../src";
|
|
import { cellKey, edgeKey, type Cell } from "../src/board";
|
|
import type { CardInstance } from "../src/cards";
|
|
import { newGame, must, giveCard, toRound2, emptyNeighborCell } from "./helpers";
|
|
|
|
describe("around the corner", () => {
|
|
it("bends line of sight past a wall that blocks a straight cast", () => {
|
|
let { state } = newGame();
|
|
state = toRound2(state);
|
|
const attacker = activePlayer(state);
|
|
const defender = state.players.find((p) => p.id !== attacker.id)!;
|
|
// Find a hidden cell (no direct LOS) that IS reachable with one bend.
|
|
const view = boardView(state);
|
|
let hidden: Cell | null = null;
|
|
outer: for (const key of Object.keys(view.cells)) {
|
|
const [x, y] = key.split(",").map(Number) as [number, number];
|
|
const cell = { x, y };
|
|
if (gameLos(state, attacker.position, cell)) continue;
|
|
for (const midKey of Object.keys(view.cells)) {
|
|
const [mx, my] = midKey.split(",").map(Number) as [number, number];
|
|
const mid = { x: mx, y: my };
|
|
if (gameLos(state, attacker.position, mid) && gameLos(state, mid, cell)) {
|
|
hidden = cell;
|
|
break outer;
|
|
}
|
|
}
|
|
}
|
|
expect(hidden).not.toBeNull();
|
|
defender.position = hidden!;
|
|
|
|
const fb = giveCard(state, attacker.id, "fireball", "F", 0);
|
|
giveCard(state, attacker.id, "around-the-corner", "ATC", 1);
|
|
// Straight cast: refused.
|
|
const straight = applyCommand(state, attacker.id, {
|
|
type: "cast", instanceId: fb.instanceId, target: { kind: "player", playerId: defender.id },
|
|
});
|
|
expect(straight.ok).toBe(false);
|
|
// Bent cast: lands.
|
|
state = must(state, attacker.id, {
|
|
type: "cast", instanceId: fb.instanceId, aroundCornerInstanceId: "around-the-corner#ATC",
|
|
target: { kind: "player", playerId: defender.id },
|
|
});
|
|
state = must(state, defender.id, { type: "pass" });
|
|
expect(state.players.find((p) => p.id === defender.id)!.life).toBe(10);
|
|
});
|
|
});
|
|
|
|
describe("blind", () => {
|
|
it("blinded movement lurches in rolled directions and bumps cost movement", () => {
|
|
let { state } = newGame(7);
|
|
state = toRound2(state);
|
|
const attacker = activePlayer(state);
|
|
const defender = state.players.find((p) => p.id !== attacker.id)!;
|
|
defender.position = { ...attacker.position };
|
|
const bl = giveCard(state, attacker.id, "blind");
|
|
giveCard(state, attacker.id, "number-3", "N", 1);
|
|
state = must(state, attacker.id, {
|
|
type: "cast", instanceId: bl.instanceId, numberInstanceIds: ["number-3#N"],
|
|
target: { kind: "player", playerId: defender.id },
|
|
});
|
|
state = must(state, defender.id, { type: "pass" });
|
|
expect(sustainedOn(state, defender.id, "blind").length).toBe(1);
|
|
state = must(state, attacker.id, { type: "endTurn", draw: 0 });
|
|
|
|
// Every move consumes exactly one movement point whether it lands or bumps.
|
|
const before = state.turn.movementUsed;
|
|
state = must(state, defender.id, { type: "move", direction: "N" });
|
|
expect(state.turn.movementUsed).toBe(before + 1);
|
|
});
|
|
|
|
it("blinded casts fly in a rolled direction and can miss entirely", () => {
|
|
// Across seeds: a blinded caster aiming at a real target sometimes hits
|
|
// (roll matches), usually misses (attack dissipates, card still spent).
|
|
let hits = 0, misses = 0;
|
|
for (let seed = 1; seed <= 10; seed++) {
|
|
let { state } = newGame(seed);
|
|
state = toRound2(state);
|
|
const attacker = activePlayer(state);
|
|
const defender = state.players.find((p) => p.id !== attacker.id)!;
|
|
// Stand the defender one cell east-ish with LOS.
|
|
const spot = emptyNeighborCell(state, attacker.position);
|
|
defender.position = spot.cell;
|
|
state.sustained.push({
|
|
id: "fx-test", cardId: "blind", casterId: defender.id,
|
|
targetId: attacker.id, remainingTurns: 3, data: {},
|
|
});
|
|
const fb = giveCard(state, attacker.id, "fireball", "F", 0);
|
|
const result = applyCommand(state, attacker.id, {
|
|
type: "cast", instanceId: fb.instanceId, target: { kind: "player", playerId: defender.id },
|
|
});
|
|
expect(result.ok).toBe(true);
|
|
if (!result.ok) continue;
|
|
if (result.state.stack) {
|
|
hits++; // the roll matched: attack proceeds normally
|
|
} else {
|
|
misses++;
|
|
expect(result.state.turn.attackUsed).toBe(true); // card spent anyway
|
|
}
|
|
}
|
|
expect(hits + misses).toBe(10);
|
|
expect(misses).toBeGreaterThan(0);
|
|
});
|
|
});
|
|
|
|
describe("ugly", () => {
|
|
it("drives every visible opponent out of line of sight", () => {
|
|
let { state } = newGame();
|
|
const caster = activePlayer(state);
|
|
const opp = state.players.find((p) => p.id !== caster.id)!;
|
|
opp.position = { ...caster.position }; // same square: definitely in LOS
|
|
const ug = giveCard(state, caster.id, "ugly");
|
|
state = must(state, caster.id, { type: "cast", instanceId: ug.instanceId });
|
|
const after = state.players.find((p) => p.id === opp.id)!;
|
|
expect(gameLos(state, state.players.find((p) => p.id === caster.id)!.position, after.position)).toBe(false);
|
|
});
|
|
});
|
|
|
|
describe("illusion wall", () => {
|
|
function setupIllusion(seed = 42) {
|
|
let { state } = newGame(seed);
|
|
const caster = activePlayer(state);
|
|
const spot = emptyNeighborCell(state, caster.position);
|
|
const key = edgeKey(caster.position, spot.side);
|
|
const iw = giveCard(state, caster.id, "illusion-wall");
|
|
state = must(state, caster.id, {
|
|
type: "cast", instanceId: iw.instanceId,
|
|
target: { kind: "edge", cell: caster.position, side: spot.side },
|
|
});
|
|
return { state, caster: caster.id, key, side: spot.side, cell: spot.cell };
|
|
}
|
|
|
|
it("the caster walks through their own illusion; others see a wall", () => {
|
|
const { state, caster, key, side } = setupIllusion();
|
|
// Caster's view knows it's fake; the opponent's view shows a wall.
|
|
const casterView = viewFor(state, caster);
|
|
expect(casterView.knownIllusionEdges).toContain(key);
|
|
const other = state.players.find((p) => p.id !== caster)!.id;
|
|
const otherView = viewFor(state, other);
|
|
expect(otherView.board.edges[key]).toBe("wall");
|
|
// And the caster can move through it freely.
|
|
const after = applyCommand(state, caster, { type: "move", direction: side });
|
|
expect(after.ok).toBe(true);
|
|
});
|
|
|
|
it("opponents test the illusion when they bump it — some see through, some believe", () => {
|
|
let believed = 0, sawThrough = 0;
|
|
for (let seed = 1; seed <= 12; seed++) {
|
|
const { state, caster, side } = setupIllusion(seed);
|
|
const other = state.players.find((p) => p.id !== caster)!;
|
|
other.position = { ...state.players.find((p) => p.id === caster)!.position };
|
|
let s = must(state, caster, { type: "endTurn", draw: 0 });
|
|
const result = applyCommand(s, other.id, { type: "move", direction: side });
|
|
if (result.ok) sawThrough++;
|
|
else believed++;
|
|
}
|
|
expect(believed + sawThrough).toBe(12);
|
|
expect(believed).toBeGreaterThan(0);
|
|
expect(sawThrough).toBeGreaterThan(0);
|
|
});
|
|
|
|
it("dispel creation removes an illusion wall", () => {
|
|
let { state, caster, key, side } = setupIllusion();
|
|
const me = state.players.find((p) => p.id === caster)!;
|
|
const dc = giveCard(state, caster, "dispel-creation", "DC", 1);
|
|
state = must(state, caster, {
|
|
type: "cast", instanceId: dc.instanceId,
|
|
target: { kind: "edge", cell: me.position, side },
|
|
});
|
|
expect(state.illusionWalls[key]).toBeUndefined();
|
|
});
|
|
});
|
|
|
|
describe("sector manipulation", () => {
|
|
it("rotate sector turns walls and pieces together; the home stays centered", () => {
|
|
let { state } = newGame();
|
|
const me = activePlayer(state);
|
|
const idx = state.board.placements.findIndex(
|
|
(p) => me.position.x >= p.origin.x && me.position.x < p.origin.x + 5 &&
|
|
me.position.y >= p.origin.y && me.position.y < p.origin.y + 5,
|
|
);
|
|
const wallsBefore = Object.values(boardView(state).edges).filter((e) => e === "wall").length;
|
|
const homeBefore = { ...me.home };
|
|
|
|
const rs = giveCard(state, me.id, "rotate-sector");
|
|
state = must(state, me.id, {
|
|
type: "cast", instanceId: rs.instanceId,
|
|
target: { kind: "cell", cell: me.position }, params: { clockwise: true },
|
|
});
|
|
const after = state.players.find((p) => p.id === me.id)!;
|
|
// Home star is the exact center: rotation cannot move it.
|
|
expect(cellKey(after.home)).toBe(cellKey(homeBefore));
|
|
// Wherever they stood, rotation keeps them inside the sector.
|
|
const p = state.board.placements[idx]!;
|
|
expect(after.position.x).toBeGreaterThanOrEqual(p.origin.x);
|
|
expect(after.position.x).toBeLessThan(p.origin.x + 5);
|
|
// Wall count is invariant under rotation.
|
|
const wallsAfter = Object.values(boardView(state).edges).filter((e) => e === "wall").length;
|
|
expect(wallsAfter).toBe(wallsBefore);
|
|
// Treasures rotated with the sector (diagonal flips to the other diagonal
|
|
// or stays, but they remain on the board inside the sector).
|
|
for (const t of state.treasures.filter((t) => t.owner === after.id)) {
|
|
expect(state.board.cells[cellKey(t.position!)]).toBe(true);
|
|
}
|
|
});
|
|
|
|
it("relocate sector slides everything and keeps adjacency", () => {
|
|
let { state } = newGame(); // 2 players: 5x10 column, sectors at y=0 and y=5
|
|
const me = activePlayer(state);
|
|
const idx = state.board.placements.findIndex(
|
|
(p) => me.position.y >= p.origin.y && me.position.y < p.origin.y + 5,
|
|
);
|
|
const myOrigin = state.board.placements[idx]!.origin;
|
|
const otherIdx = idx === 0 ? 1 : 0;
|
|
const otherOrigin = state.board.placements[otherIdx]!.origin;
|
|
|
|
// Move my sector to the EAST side of the other sector (still adjacent).
|
|
const dest = { x: otherOrigin.x + 5, y: otherOrigin.y };
|
|
const posBefore = { ...me.position };
|
|
const homeBefore = { ...me.home };
|
|
const rel = giveCard(state, me.id, "relocate-sector");
|
|
state = must(state, me.id, {
|
|
type: "cast", instanceId: rel.instanceId,
|
|
target: { kind: "cell", cell: dest }, params: { cell: me.position },
|
|
});
|
|
const after = state.players.find((p) => p.id === me.id)!;
|
|
const dx = dest.x - myOrigin.x, dy = dest.y - myOrigin.y;
|
|
expect(after.position).toEqual({ x: posBefore.x + dx, y: posBefore.y + dy });
|
|
expect(after.home).toEqual({ x: homeBefore.x + dx, y: homeBefore.y + dy });
|
|
expect(state.board.placements[idx]!.origin).toEqual(dest);
|
|
// The map reassembled: every treasure/wizard cell exists on the new board.
|
|
for (const t of state.treasures) {
|
|
if (t.position) expect(state.board.cells[cellKey(t.position)]).toBe(true);
|
|
}
|
|
|
|
// An island move is refused.
|
|
const rel2 = giveCard(state, me.id, "relocate-sector", "R2");
|
|
const refused = applyCommand(state, me.id, {
|
|
type: "cast", instanceId: rel2.instanceId,
|
|
target: { kind: "cell", cell: { x: 40, y: 40 } }, params: { cell: after.position },
|
|
});
|
|
expect(refused.ok).toBe(false);
|
|
});
|
|
});
|
|
|
|
describe("6e card-face corrections", () => {
|
|
it("no spell does not block pick lock — 'This is not a spell'", () => {
|
|
let { state } = newGame();
|
|
state = toRound2(state);
|
|
const attacker = activePlayer(state);
|
|
const defender = state.players.find((p) => p.id !== attacker.id)!;
|
|
defender.position = { ...attacker.position };
|
|
const ns = giveCard(state, attacker.id, "no-spell");
|
|
giveCard(state, attacker.id, "number-3", "N", 1);
|
|
state = must(state, attacker.id, {
|
|
type: "cast", instanceId: ns.instanceId, numberInstanceIds: ["number-3#N"],
|
|
target: { kind: "player", playerId: defender.id },
|
|
});
|
|
state = must(state, defender.id, { type: "pass" });
|
|
state = must(state, attacker.id, { type: "endTurn", draw: 0 });
|
|
|
|
// The silenced defender cannot cast a spell...
|
|
const fb = giveCard(state, defender.id, "fireball", "F", 0);
|
|
expect(applyCommand(state, defender.id, {
|
|
type: "cast", instanceId: fb.instanceId, target: { kind: "player", playerId: attacker.id },
|
|
}).ok).toBe(false);
|
|
// ...but picking a lock is a physical action, not a spell.
|
|
const view = boardView(state);
|
|
const doorEntry = Object.entries(view.edges).find(([, st]) => st === "door")!;
|
|
const [kind, coords] = doorEntry[0].split(":") as [string, string];
|
|
const [dx, dy] = coords.split(",").map(Number) as [number, number];
|
|
const d = state.players.find((p) => p.id === defender.id)!;
|
|
d.position = { x: dx, y: dy };
|
|
const pl = giveCard(state, defender.id, "pick-lock", "PL", 1);
|
|
const result = applyCommand(state, defender.id, {
|
|
type: "cast", instanceId: pl.instanceId,
|
|
target: { kind: "edge", cell: { x: dx, y: dy }, side: kind === "V" ? "E" : "S" },
|
|
});
|
|
expect(result.ok).toBe(true);
|
|
});
|
|
|
|
it("blinded punches flail on the die — 'engage in combat'", () => {
|
|
let hits = 0, misses = 0;
|
|
for (let seed = 1; seed <= 10; seed++) {
|
|
let { state } = newGame(seed);
|
|
state = toRound2(state);
|
|
const attacker = activePlayer(state);
|
|
const defender = state.players.find((p) => p.id !== attacker.id)!;
|
|
defender.position = { ...attacker.position };
|
|
state.sustained.push({
|
|
id: "fx-test", cardId: "blind", casterId: defender.id,
|
|
targetId: attacker.id, remainingTurns: 3, data: {},
|
|
});
|
|
const result = applyCommand(state, attacker.id, { type: "punch", targetId: defender.id });
|
|
expect(result.ok).toBe(true);
|
|
if (!result.ok) continue;
|
|
if (result.state.stack) hits++;
|
|
else {
|
|
misses++;
|
|
expect(result.state.turn.attackUsed).toBe(true); // the flail spends the attack
|
|
}
|
|
}
|
|
expect(hits + misses).toBe(10);
|
|
expect(misses).toBeGreaterThan(0);
|
|
});
|
|
|
|
it("wall of fire, as a counteraction, stops a waterbolt cold", () => {
|
|
let { state } = newGame();
|
|
state = toRound2(state);
|
|
const attacker = activePlayer(state);
|
|
const defender = state.players.find((p) => p.id !== attacker.id)!;
|
|
defender.position = { ...attacker.position };
|
|
const wb = giveCard(state, attacker.id, "waterbolt");
|
|
giveCard(state, attacker.id, "number-4", "N", 1);
|
|
giveCard(state, defender.id, "wall-of-fire", "WOF", 0);
|
|
state = must(state, attacker.id, {
|
|
type: "cast", instanceId: wb.instanceId, numberInstanceIds: ["number-4#N"],
|
|
target: { kind: "player", playerId: defender.id },
|
|
params: { damage: 4, knockback: 0 },
|
|
});
|
|
state = must(state, defender.id, { type: "counteract", instanceId: "wall-of-fire#WOF" });
|
|
state = must(state, attacker.id, { type: "pass" });
|
|
state = must(state, defender.id, { type: "pass" });
|
|
expect(state.players.find((p) => p.id === defender.id)!.life).toBe(15);
|
|
|
|
// But it cannot counter a fireball.
|
|
state = must(state, attacker.id, { type: "endTurn", draw: 0 });
|
|
state = must(state, defender.id, { type: "endTurn", draw: 0 });
|
|
const fb = giveCard(state, attacker.id, "fireball", "F", 0);
|
|
giveCard(state, defender.id, "wall-of-fire", "WOF2", 0);
|
|
state = must(state, attacker.id, {
|
|
type: "cast", instanceId: fb.instanceId, target: { kind: "player", playerId: defender.id },
|
|
});
|
|
expect(applyCommand(state, defender.id, { type: "counteract", instanceId: "wall-of-fire#WOF2" }).ok).toBe(false);
|
|
});
|
|
});
|