Scoped to everything since the last pass (695307d). The residue of
fast iteration, removed: a reduced-motion media query that had
swallowed a full copy of the .faq-seal rules; doc comments orphaned
from their functions by inserted methods; the FAQ scrape's seams
(section headings run into ruling bodies under the wrong topics, a
next-page heading shipped as a ruling, an amputated "h", and rulings
filed under alphabetically-nearest strangers — Large Rock/Dagger now
lives on those cards; Book of Spells and Torquemada describe no card
in this set and are gone); the write-only aisle flag left behind by
the reverted rev 7; a linter-silenced dead destructure; a duplicated
median lookup; dead casts; and the fallback path that ignored the
apprentice's one-card draw.
Tests now typecheck (tsconfig includes test/), which surfaced the
missing type imports and a drifted creature literal hiding under an
as-cast. Also: a no-op self-assignment, mid-file imports hoisted, a
dynamic-import habit made static, a hedge comment replaced with a
loud setup failure, the fallback-retries-itself dead rung removed
from both bot drivers, and the twin peek scrims merged.
Deliberately kept: the TIERS lookup guard (ledger JSON is untrusted),
the wand-cost stanzas (they differ on the power-attack trade — a
rules question, not a dedup), and rollDie's coexistence with rollD4
(migrating changes visible logs; future work).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
195 lines
8.8 KiB
TypeScript
195 lines
8.8 KiB
TypeScript
import { describe, expect, it } from "vitest";
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import { applyCommand, activePlayer, boardView, gameLos } from "../src/game";
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import { cellKey, SIDES, stepTarget, type Cell } from "../src/board";
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import type { CardInstance } from "../src/cards";
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import { eligibleCellsFor, viewFor } from "../src/view";
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import { newExpansionGame as newGame, must, giveCard, emptyNeighborCell } from "./helpers";
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describe("expansion terrain", () => {
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it("killer ooze burns on entry and can drop you on your face", () => {
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// Across seeds we should see both slips and clean crossings.
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let slips = 0, crossings = 0;
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for (let seed = 1; seed <= 10; seed++) {
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let { state } = newGame(seed);
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const me = activePlayer(state);
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const spot = emptyNeighborCell(state, me.position);
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const oz = giveCard(state, me.id, "killer-ooze");
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state = must(state, me.id, {
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type: "cast", instanceId: oz.instanceId, target: { kind: "cell", cell: spot.cell },
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});
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state = must(state, me.id, { type: "move", direction: spot.side });
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const p = state.players.find((p) => p.id === me.id)!;
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if (p.fallenInOoze) { slips++; expect(p.life).toBe(12); } // 1 + 2
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else { crossings++; expect(p.life).toBe(14); }
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}
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expect(slips + crossings).toBe(10);
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expect(slips).toBeGreaterThan(0);
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expect(crossings).toBeGreaterThan(0);
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});
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it("a pit is jumped on 2-4 and fallen into on a 1", () => {
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let falls = 0, jumps = 0, teeters = 0;
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for (let seed = 1; seed <= 12; seed++) {
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let { state } = newGame(seed);
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const me = activePlayer(state);
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const spot = emptyNeighborCell(state, me.position);
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const pit = giveCard(state, me.id, "create-pit");
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state = must(state, me.id, {
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type: "cast", instanceId: pit.instanceId, target: { kind: "cell", cell: spot.cell },
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});
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state = must(state, me.id, { type: "move", direction: spot.side });
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const p = state.players.find((p) => p.id === me.id)!;
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if (p.inPit) { falls++; expect(p.life).toBe(13); }
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else if (cellKey(p.position) === cellKey(me.position)) teeters++;
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else jumps++;
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}
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expect(falls + jumps + teeters).toBe(12);
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expect(falls).toBeGreaterThan(0);
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});
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it("dust cloud blinds anyone standing inside it", () => {
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let { state } = newGame();
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const me = activePlayer(state);
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const spot = emptyNeighborCell(state, me.position);
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const dc = giveCard(state, me.id, "dust-cloud");
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state = must(state, me.id, {
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type: "cast", instanceId: dc.instanceId, target: { kind: "cell", cell: spot.cell },
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});
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// LOS through the cloud is blocked.
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const view = boardView(state);
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const beyond = { x: spot.cell.x + (spot.cell.x - me.position.x), y: spot.cell.y + (spot.cell.y - me.position.y) };
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if (view.cells[cellKey(beyond)]) {
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expect(gameLos(state, activePlayer(state).position, beyond)).toBe(false);
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}
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});
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it("glue pins a treasure to the floor until it wears off", () => {
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let { state } = newGame();
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const me = activePlayer(state);
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const treasure = state.treasures.find((t) => t.position && t.owner !== me.id)!;
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me.position = { ...treasure.position! };
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const gl = giveCard(state, me.id, "glue");
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giveCard(state, me.id, "number-2", "N", 1);
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state = must(state, me.id, {
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type: "cast", instanceId: gl.instanceId, numberInstanceIds: ["number-2#N"],
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target: { kind: "cell", cell: treasure.position! },
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});
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expect(applyCommand(state, me.id, { type: "pickUpTreasure" }).ok).toBe(false);
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// 2 x 2 = 4 of the caster's turns later, the glue dries out.
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for (let i = 0; i < 8; i++) {
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state = must(state, activePlayer(state).id, { type: "endTurn", draw: 0 });
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}
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state.players.find((p) => p.id === me.id)!.position = { ...treasure.position! };
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expect(applyCommand(state, me.id, { type: "pickUpTreasure" }).ok).toBe(true);
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});
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it("a safe locks a treasure away from everyone but its creator", () => {
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let { state } = newGame();
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const me = activePlayer(state);
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const enemy = state.players.find((p) => p.id !== me.id)!;
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const treasure = state.treasures.find((t) => t.position && t.owner === enemy.id)!;
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me.position = { ...treasure.position! };
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const sf = giveCard(state, me.id, "safe");
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state = must(state, me.id, {
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type: "cast", instanceId: sf.instanceId, target: { kind: "cell", cell: treasure.position! },
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});
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// The enemy cannot take it...
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state = must(state, me.id, { type: "endTurn", draw: 0 });
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const e = state.players.find((p) => p.id === enemy.id)!;
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e.position = { ...treasure.position! };
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expect(applyCommand(state, enemy.id, { type: "pickUpTreasure" }).ok).toBe(false);
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// ...but the creator knows the combination.
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state = must(state, enemy.id, { type: "endTurn", draw: 0 });
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state.players.find((p) => p.id === me.id)!.position = { ...treasure.position! };
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expect(applyCommand(state, me.id, { type: "pickUpTreasure" }).ok).toBe(true);
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});
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it("boobytrap detonates only under its real token, never under the caster", () => {
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let { state } = newGame();
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const me = activePlayer(state);
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const enemy = state.players.find((p) => p.id !== me.id)!;
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// Four distinct empty-ish cells: use home-adjacent floor cells of the board.
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const view = boardView(state);
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const open: Cell[] = [];
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for (const key of Object.keys(view.cells)) {
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const [x, y] = key.split(",").map(Number) as [number, number];
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const c = { x, y };
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if (state.squareContents[key]) continue;
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open.push(c);
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if (open.length === 4) break;
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}
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const bt = giveCard(state, me.id, "boobytrap");
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state = must(state, me.id, {
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type: "cast", instanceId: bt.instanceId, params: { cells: open },
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});
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// Caster strolls across the real token unharmed.
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const caster = state.players.find((p) => p.id === me.id)!;
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caster.position = { ...open[0]! };
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// (position set directly — trap only triggers on a move; simulate enemy)
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state = must(state, me.id, { type: "endTurn", draw: 0 });
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const e = state.players.find((p) => p.id === enemy.id)!;
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// Stand the enemy adjacent to the real token and step onto it.
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for (const side of SIDES) {
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const from = { x: open[0]!.x + (side === "E" ? -1 : side === "W" ? 1 : 0),
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y: open[0]!.y + (side === "S" ? -1 : side === "N" ? 1 : 0) };
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if (!view.cells[cellKey(from)]) continue;
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const t = stepTarget(view, from, side);
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if (t.kind === "step" && cellKey(t.to) === cellKey(open[0]!)) {
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e.position = from;
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state = must(state, enemy.id, { type: "move", direction: side });
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const hurt = state.players.find((p) => p.id === enemy.id)!;
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expect(hurt.life).toBeLessThanOrEqual(11);
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expect(state.boobytraps.length).toBe(0);
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return;
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}
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}
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throw new Error("setup: seed 42 offers no approach to the trap");
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});
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it("stone to water melts a stone block into a crashing wave", () => {
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let { state } = newGame();
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const me = activePlayer(state);
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const spot = emptyNeighborCell(state, me.position);
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const fs = giveCard(state, me.id, "fill-square-with-stone");
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state = must(state, me.id, {
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type: "cast", instanceId: fs.instanceId, target: { kind: "cell", cell: spot.cell },
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});
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const stw = giveCard(state, me.id, "stone-to-water", "SW", 1);
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state = must(state, me.id, {
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type: "cast", instanceId: stw.instanceId, target: { kind: "cell", cell: spot.cell },
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});
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expect(state.squareContents[cellKey(spot.cell)]).toBeUndefined();
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// Wave side effects vary by geometry; the melt itself is the pinned behavior.
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});
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});
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describe("eligibility dimming mirrors the engine", () => {
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it("boobytrap tokens go anywhere but solid stone, sight be damned", () => {
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let { state } = newGame();
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const caster = activePlayer(state).id;
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const view = viewFor(state, caster);
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const lit = eligibleCellsFor(view, "boobytrap")!;
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// Every board square is fair game (the fresh maze holds no solid stone),
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// including squares far outside the caster's sight.
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expect(lit.size).toBe(Object.keys(view.board.cells).length);
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});
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it("glue lights only sighted squares that hold something", () => {
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let { state } = newGame();
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const caster = activePlayer(state);
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// Drop a dagger at the caster's feet — the one guaranteed-sighted object.
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const here = { ...caster.position };
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state.groundObjects[cellKey(here)] = [{ instanceId: "dagger#G", cardId: "dagger" }];
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const lit = eligibleCellsFor(viewFor(state, caster.id), "glue")!;
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expect(lit.has(cellKey(here))).toBe(true);
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// Empty squares stay dim — glue needs something to glue down.
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const view = viewFor(state, caster.id);
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for (const k of lit) {
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const held =
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(view.groundObjects[k] ?? []).length > 0 ||
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view.treasures.some((t) => t.position && cellKey(t.position) === k);
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expect(held).toBe(true);
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}
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});
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});
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