Files
wizwar6e/packages/engine/test/creatures.test.ts
T
Eric WagonerandClaude Fable 5 e7c8ddc0b3 Creatures walk open doorways, and the interruption gets its fanfare
Player movement asked the full question of a door — removed, keyed
this turn, or held — while creature movement only saw "door" and
refused, so a skeleton balked at a doorway its master had unlocked
for good. One doorIsOpen() now answers for both, and an open doorway
costs a wraith none of its wall passes.

And the interruption window earns the modal it deserved: "The maze
holds its breath" — the card shown, the instruction plain, dismissed
with "Seize it". No more hunting the rail for a slip while time
stands parted.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 13:50:38 -04:00

553 lines
25 KiB
TypeScript

import { describe, expect, it } from "vitest";
import { applyCommand, activePlayer, boardView, creatureAt, type GameState, type PlayerId, createGame } from "../src/game";
import { cellKey, SIDES, stepTarget, type Cell, type Side } from "../src/board";
import type { CardInstance } from "../src/cards";
import { newExpansionGame as newGame, must, giveCard, toRound2, emptyNeighborCell } from "./helpers";
/** Summon a creature next to its creator (round 2+, consumes the attack). */
function summon(state: GameState, playerId: PlayerId, kind: string, tag = "S") {
const me = state.players.find((p) => p.id === playerId)!;
const spot = emptyNeighborCell(state, me.position);
const card = giveCard(state, playerId, kind, tag);
const next = must(state, playerId, {
type: "cast", instanceId: card.instanceId, target: { kind: "cell", cell: spot.cell },
});
return { state: next, at: spot.cell };
}
describe("expansion deck", () => {
it("basic + expansion1 builds the full 200-card game", () => {
const { state } = newGame();
const total = state.deck.length + state.discard.length +
state.players.reduce((s, p) => s + p.hand.length, 0);
expect(total).toBe(200);
});
});
describe("monsters", () => {
it("summoning uses your attack; the monster moves now but attacks next turn", () => {
let { state } = newGame();
state = toRound2(state);
const me = activePlayer(state).id;
const r = summon(state, me, "skeleton");
state = r.state;
const skeleton = creatureAt(state, r.at)!;
expect(skeleton.kind).toBe("skeleton");
expect(state.turn.attackUsed).toBe(true);
// It can move on the creation turn...
const view = boardView(state);
for (const side of SIDES) {
if (stepTarget(view, skeleton.position, side).kind === "step") {
state = must(state, me, { type: "moveCreature", creatureId: skeleton.id, direction: side });
break;
}
}
// ...but cannot attack until next turn.
const other = state.players.find((p) => p.id !== me)!;
other.position = { ...state.creatures[0]!.position };
const refused = applyCommand(state, me, {
type: "creatureAttack", creatureId: state.creatures[0]!.id, targetId: other.id,
});
expect(refused.ok).toBe(false);
// Next turn: the skeleton punches for 2.
state = must(state, me, { type: "endTurn", draw: 0 });
state = must(state, other.id, { type: "endTurn", draw: 0 });
const victim = state.players.find((p) => p.id !== me)!;
victim.position = { ...state.creatures[0]!.position };
state = must(state, me, {
type: "creatureAttack", creatureId: state.creatures[0]!.id, targetId: victim.id,
});
expect(state.players.find((p) => p.id !== me)!.life).toBe(13);
});
it("a monster will not obey the enemy and will not strike its creator", () => {
let { state } = newGame();
state = toRound2(state);
const me = activePlayer(state).id;
const r = summon(state, me, "skeleton");
state = r.state;
const id = state.creatures[0]!.id;
const other = state.players.find((p) => p.id !== me)!.id;
state = must(state, me, { type: "endTurn", draw: 0 });
expect(applyCommand(state, other, { type: "moveCreature", creatureId: id, direction: "N" }).ok).toBe(false);
state = must(state, other, { type: "endTurn", draw: 0 });
const creator = state.players.find((p) => p.id === me)!;
creator.position = { ...state.creatures[0]!.position };
expect(applyCommand(state, me, { type: "creatureAttack", creatureId: id, targetId: me }).ok).toBe(false);
});
it("the troll rolls a D4 for damage and regenerates at its creator's turn end", () => {
let { state } = newGame();
state = toRound2(state);
const me = activePlayer(state).id;
const r = summon(state, me, "troll");
state = r.state;
const troll = state.creatures[0]!;
// Hurt the troll, then watch a point come back at end of turn.
const fb = giveCard(state, me, "fireball", "F", 1);
// (can't attack again this turn — adrenaline not in play — so wound it via
// test surgery instead)
void fb;
troll.damage = 3;
state = must(state, me, { type: "endTurn", draw: 0 });
expect(state.creatures[0]!.damage).toBe(2);
});
it("the wraith slips through one wall per turn and its touch steals cards", () => {
let { state } = newGame();
state = toRound2(state);
const me = activePlayer(state).id;
const r = summon(state, me, "wraith");
state = r.state;
const wraith = state.creatures[0]!;
// Walk it through a wall if one is adjacent.
const view = boardView(state);
for (const side of SIDES) {
const t = stepTarget(view, wraith.position, side);
if (t.kind === "blocked" && t.by === "wall") {
const dest = { x: wraith.position.x + (side === "E" ? 1 : side === "W" ? -1 : 0),
y: wraith.position.y + (side === "S" ? 1 : side === "N" ? -1 : 0) };
if (!view.cells[cellKey(dest)]) continue;
state = must(state, me, { type: "moveCreature", creatureId: wraith.id, direction: side });
expect(state.creatures[0]!.wallPassUsed).toBe(1);
break;
}
}
// Its touch: 2 damage and a random card lost. March it onto the enemy.
state = must(state, me, { type: "endTurn", draw: 0 });
const enemy = state.players.find((p) => p.id !== me)!;
state = must(state, enemy.id, { type: "endTurn", draw: 0 });
const w = state.creatures[0]!;
const enemy2 = state.players.find((p) => p.id !== me)!;
enemy2.position = { ...w.position };
// A touch requires the WRAITH to enter the square — step it away and back.
const view2 = boardView(state);
for (const side of SIDES) {
const t = stepTarget(view2, w.position, side);
if (t.kind === "step") {
const back: Side = side === "N" ? "S" : side === "S" ? "N" : side === "E" ? "W" : "E";
state = must(state, me, { type: "moveCreature", creatureId: w.id, direction: side });
state = must(state, me, { type: "moveCreature", creatureId: w.id, direction: back });
break;
}
}
const bitten = state.players.find((p) => p.id !== me)!;
expect(bitten.life).toBe(13);
expect(bitten.hand.length).toBe(6);
});
it("the fire imp scorches on sight and dies only to water", () => {
let { state } = newGame();
state = toRound2(state);
const me = activePlayer(state).id;
const r = summon(state, me, "fire-imp");
state = r.state;
const imp = state.creatures[0]!;
// Fireball cannot destroy it...
state = must(state, me, { type: "endTurn", draw: 0 });
const enemy = state.players.find((p) => p.id !== me)!;
// (enemy may have been scorched at turn start if in LOS — note life)
const enemyNow = state.players.find((p) => p.id !== me)!;
enemyNow.position = { ...imp.position }; // stand at the imp for clear sight
const fb = giveCard(state, enemy.id, "fireball", "F", 0);
state = must(state, enemy.id, {
type: "cast", instanceId: fb.instanceId, target: { kind: "creature", creatureId: imp.id },
});
expect(state.creatures.length).toBe(1);
// ...but a waterbolt douses it instantly.
state = must(state, enemy.id, { type: "endTurn", draw: 0 });
state = must(state, me, { type: "endTurn", draw: 0 });
state.players.find((p) => p.id !== me)!.position = { ...state.creatures[0]!.position };
const wb = giveCard(state, enemy.id, "waterbolt", "W", 0);
state = must(state, enemy.id, {
type: "cast", instanceId: wb.instanceId, target: { kind: "creature", creatureId: imp.id },
});
expect(state.creatures.length).toBe(0);
});
it("the democratic monster is moved by every player", () => {
let { state } = newGame();
state = toRound2(state);
const me = activePlayer(state).id;
const r = summon(state, me, "democratic-monster");
state = r.state;
const id = state.creatures[0]!.id;
state = must(state, me, { type: "endTurn", draw: 0 });
const other = activePlayer(state).id;
expect(other).not.toBe(me);
const view = boardView(state);
for (const side of SIDES) {
if (stepTarget(view, state.creatures[0]!.position, side).kind === "step") {
const result = applyCommand(state, other, { type: "moveCreature", creatureId: id, direction: side });
expect(result.ok).toBe(true);
break;
}
}
});
it("mega-monster doubles a monster's toughness; dispel un-creates it", () => {
let { state } = newGame();
state = toRound2(state);
const me = activePlayer(state).id;
const r = summon(state, me, "skeleton");
state = r.state;
const id = state.creatures[0]!.id;
const mm = giveCard(state, me, "mega-monster", "MM", 1);
state = must(state, me, {
type: "cast", instanceId: mm.instanceId, target: { kind: "creature", creatureId: id },
});
expect(state.creatures[0]!.maxDamage).toBe(8);
// "Doubles the existing life-points OR movement rate" — the other choice.
const movesBefore = state.creatures[0]!.movesPerTurn;
const mm2 = giveCard(state, me, "mega-monster", "MM2", 3);
state = must(state, me, {
type: "cast", instanceId: mm2.instanceId, target: { kind: "creature", creatureId: id },
params: { boost: "movement" },
});
expect(state.creatures[0]!.movesPerTurn).toBe(movesBefore * 2);
expect(state.creatures[0]!.maxDamage).toBe(8);
const dc = giveCard(state, me, "dispel-creation", "DC", 2);
state = must(state, me, {
type: "cast", instanceId: dc.instanceId, target: { kind: "cell", cell: state.creatures[0]!.position },
});
expect(state.creatures.length).toBe(0);
});
it("monsters vanish when their creator dies", () => {
let { state } = newGame();
state = toRound2(state);
const me = activePlayer(state).id;
const r = summon(state, me, "skeleton");
state = r.state;
const creator = state.players.find((p) => p.id === me)!;
const enemy = state.players.find((p) => p.id !== me)!;
creator.life = 1;
enemy.position = { ...creator.position };
state = must(state, me, { type: "endTurn", draw: 0 });
state = must(state, enemy.id, { type: "punch", targetId: me });
state = must(state, me, { type: "pass" });
expect(state.players.find((p) => p.id === me)!.alive).toBe(false);
expect(state.creatures.length).toBe(0);
});
});
describe("expansion support cards", () => {
it("adrenaline allows a second attack in one turn", () => {
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 adr = giveCard(state, attacker.id, "adrenaline");
giveCard(state, attacker.id, "number-2", "N", 1);
state = must(state, attacker.id, {
type: "cast", instanceId: adr.instanceId, numberInstanceIds: ["number-2#N"],
});
const fb1 = giveCard(state, attacker.id, "fireball", "F1", 0);
state = must(state, attacker.id, { type: "cast", instanceId: fb1.instanceId, target: { kind: "player", playerId: defender.id } });
state = must(state, defender.id, { type: "pass" });
const fb2 = giveCard(state, attacker.id, "fireball", "F2", 0);
state = must(state, attacker.id, { type: "cast", instanceId: fb2.instanceId, target: { kind: "player", playerId: defender.id } });
state = must(state, defender.id, { type: "pass" });
expect(state.players.find((p) => p.id === defender.id)!.life).toBe(5);
// A third is refused.
const fb3 = giveCard(state, attacker.id, "fireball", "F3", 0);
expect(applyCommand(state, attacker.id, {
type: "cast", instanceId: fb3.instanceId, target: { kind: "player", playerId: defender.id },
}).ok).toBe(false);
});
it("shadow costs a life point per turn and dies to any damage", () => {
let { state } = newGame();
state = toRound2(state);
const me = activePlayer(state).id;
const r = summon(state, me, "shadow");
state = r.state;
expect(state.creatures[0]!.kind).toBe("shadow");
const lifeBefore = state.players.find((p) => p.id === me)!.life;
// Around to my next turn: upkeep costs 1.
state = must(state, me, { type: "endTurn", draw: 0 });
state = must(state, activePlayer(state).id, { type: "endTurn", draw: 0 });
expect(state.players.find((p) => p.id === me)!.life).toBe(lifeBefore - 1);
// Any damage destroys it.
const enemy = state.players.find((p) => p.id !== me)!.id;
state = must(state, me, { type: "endTurn", draw: 0 });
state.players.find((p) => p.id === enemy)!.position = { ...state.creatures[0]!.position };
const fb = giveCard(state, enemy, "fireball", "F", 0);
state = must(state, enemy, {
type: "cast", instanceId: fb.instanceId,
target: { kind: "creature", creatureId: state.creatures[0]!.id },
});
expect(state.creatures.length).toBe(0);
});
});
describe("counteracting a creature's blow (rules rev 4)", () => {
function rev4() {
return createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev: 4 });
}
function wraithOnVictim(state: GameState) {
state = toRound2(state);
const controller = activePlayer(state);
const victim = state.players.find((p) => p.id !== controller.id)!;
const spot = emptyNeighborCell(state, controller.position);
state.creatures.push({
id: "w1", kind: "wraith", controllerId: controller.id, position: { ...controller.position },
damage: 0, maxDamage: 4, movesPerTurn: 3, movementUsed: 0,
wallPassesPerTurn: 1, wallPassUsed: 0, attackUsed: false, justCreated: false, scorchedThisTurn: [],
});
victim.position = { ...spot.cell };
return { state, controller: controller.id, victim: victim.id, side: spot.side };
}
it("BLUNT halves the wraith's touch; the card theft still lands", () => {
let { state } = rev4();
const rig = wraithOnVictim(state);
state = rig.state;
giveCard(state, rig.victim, "blunt", "B", 0);
const handBefore = state.players.find((p) => p.id === rig.victim)!.hand.filter(Boolean).length;
state = must(state, rig.controller, { type: "moveCreature", creatureId: "w1", direction: rig.side });
expect(state.stack?.creatureId).toBe("w1");
state = must(state, rig.victim, { type: "counteract", instanceId: "blunt#B" });
state = must(state, rig.controller, { type: "pass" });
state = must(state, rig.victim, { type: "pass" });
const v = state.players.find((p) => p.id === rig.victim)!;
expect(v.life).toBe(14); // 2 halved up to 1
expect(v.hand.length).toBe(handBefore - 2); // blunt spent + a card stolen
});
it("FULL REFLECTION turns the touch back on the wraith, theft and all", () => {
let { state } = rev4();
const rig = wraithOnVictim(state);
state = rig.state;
giveCard(state, rig.victim, "full-reflection", "FR", 0);
state = must(state, rig.controller, { type: "moveCreature", creatureId: "w1", direction: rig.side });
state = must(state, rig.victim, { type: "counteract", instanceId: "full-reflection#FR" });
state = must(state, rig.controller, { type: "pass" });
state = must(state, rig.victim, { type: "pass" });
const v = state.players.find((p) => p.id === rig.victim)!;
expect(v.life).toBe(15);
const wraith = state.creatures.find((c) => c.id === "w1")!;
expect(wraith.damage).toBe(2);
});
it("legacy games (rev < 4) keep the instant touch", () => {
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"] });
const rig = wraithOnVictim(state);
state = rig.state;
state = must(state, rig.controller, { type: "moveCreature", creatureId: "w1", direction: rig.side });
expect(state.stack).toBeNull();
expect(state.players.find((p) => p.id === rig.victim)!.life).toBe(13);
});
});
describe("big man (rules rev 5)", () => {
function bigRig() {
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev: 5 });
state = toRound2(state);
const giant = activePlayer(state);
state.sustained.push({
id: "fx-big", cardId: "big-man", casterId: giant.id, targetId: giant.id,
remainingTurns: 9, data: {},
});
return { state, giant };
}
/** Any square with two open steps in a straight line (test surgery spot). */
function straightRun(state: GameState): { at: Cell; side: Side; mid: Cell; far: Cell } {
const view = boardView(state);
for (const key of Object.keys(view.cells)) {
const [x, y] = key.split(",").map(Number) as [number, number];
const at = { x, y };
if (view.homes.some((h) => cellKey(h) === key)) continue;
for (const side of SIDES) {
const t1 = stepTarget(view, at, side);
if (t1.kind !== "step") continue;
const t2 = stepTarget(view, t1.to, side);
if (t2.kind !== "step") continue;
return { at, side, mid: t1.to, far: t2.to };
}
}
throw new Error("no straight corridor anywhere — impossible");
}
it("pushes a wizard down the corridor as he advances", () => {
const rig = bigRig();
let state = rig.state;
const victim = state.players.find((p) => p.id !== rig.giant.id)!;
const run = straightRun(state);
const giant = state.players.find((p) => p.id === rig.giant.id)!;
giant.position = { ...run.at };
victim.position = { ...run.mid };
state = must(state, rig.giant.id, { type: "move", direction: run.side });
const after = state.players.find((p) => p.id !== rig.giant.id)!;
expect(cellKey(after.position)).toBe(cellKey(run.far));
expect(cellKey(state.players.find((p) => p.id === rig.giant.id)!.position)).toBe(cellKey(run.mid));
});
it("no room to shove means no way forward", () => {
const rig = bigRig();
const state = rig.state;
const victim = state.players.find((p) => p.id !== rig.giant.id)!;
const view = boardView(state);
// Find a step whose far side is walled: victim there cannot be pushed.
for (const side of SIDES) {
const t1 = stepTarget(view, rig.giant.position, side);
if (t1.kind !== "step") continue;
const t2 = stepTarget(view, t1.to, side);
if (t2.kind === "step") continue;
victim.position = { ...t1.to };
const r = applyCommand(state, rig.giant.id, { type: "move", direction: side });
expect(r.ok).toBe(false);
return;
}
throw new Error("setup: seed offered no walled pocket beside the home");
});
it("monsters cannot enter the giant's square", () => {
const rig = bigRig();
let state = rig.state;
const view = boardView(state);
const spot = emptyNeighborCell(state, rig.giant.position);
state.creatures.push({
id: "t1", kind: "troll", controllerId: state.players.find((p) => p.id !== rig.giant.id)!.id,
position: { ...spot.cell },
damage: 0, maxDamage: 8, movesPerTurn: 3, movementUsed: 0,
wallPassesPerTurn: 0, wallPassUsed: 0, attackUsed: false, justCreated: false, scorchedThisTurn: [],
});
state = must(state, rig.giant.id, { type: "endTurn", draw: 0 });
const controller = activePlayer(state).id;
const back = (["N", "S", "E", "W"] as const).find((d) => {
const t = stepTarget(view, spot.cell, d);
return t.kind === "step" && cellKey(t.to) === cellKey(rig.giant.position);
})!;
const r = applyCommand(state, controller, { type: "moveCreature", creatureId: "t1", direction: back });
expect(r.ok).toBe(false);
});
it("steps over a pit for two movement points, never entering it", () => {
const rig = bigRig();
let state = rig.state;
const run = straightRun(state);
state.players.find((p) => p.id === rig.giant.id)!.position = { ...run.at };
state.squareContents[cellKey(run.mid)] = { kind: "pit", damage: 0, createdBy: rig.giant.id };
state = must(state, rig.giant.id, { type: "move", direction: run.side, over: true });
const g = state.players.find((p) => p.id === rig.giant.id)!;
expect(cellKey(g.position)).toBe(cellKey(run.far));
expect(state.turn.movementUsed).toBe(2);
expect(g.inPit).toBe(false);
});
});
describe("monsters roll to hit the hidden (rules rev 13)", () => {
function creatureVsInvisible(deckRev: number) {
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev });
state = toRound2(state);
const me = activePlayer(state).id;
const victim = state.players.find((p) => p.id !== me)!;
const r = summon(state, me, "skeleton");
state = r.state;
const bones = state.creatures[0]!;
bones.justCreated = false;
bones.attackUsed = false;
bones.position = { ...victim.position };
state.sustained.push({
id: "fx1", cardId: "invisible", casterId: victim.id, targetId: victim.id,
remainingTurns: 3, data: {},
});
return { state, me, victim, skeletonId: bones.id };
}
it("rev 13: the skeleton's blow takes the 1-in-4 roll — 'any attack' means any", () => {
let { state, me, victim, skeletonId } = creatureVsInvisible(13);
const rngBefore = JSON.stringify(state.rng);
state = must(state, me, { type: "creatureAttack", creatureId: skeletonId, targetId: victim.id });
state = must(state, victim.id, { type: "pass" });
// The die was consumed, whichever way it landed.
expect(JSON.stringify(state.rng)).not.toBe(rngBefore);
});
it("earlier revisions keep the old certainty: no roll, the blow just lands", () => {
let { state, me, victim, skeletonId } = creatureVsInvisible(12);
const lifeBefore = state.players.find((p) => p.id === victim.id)!.life;
const rngBefore = JSON.stringify(state.rng);
state = must(state, me, { type: "creatureAttack", creatureId: skeletonId, targetId: victim.id });
state = must(state, victim.id, { type: "pass" });
expect(state.players.find((p) => p.id === victim.id)!.life).toBeLessThan(lifeBefore);
// No die was consumed on the way.
expect(JSON.stringify(state.rng)).toBe(rngBefore);
});
});
describe("elimination sweeps the board either way (rules rev 14)", () => {
it("a treasure-eliminated wizard's fire imp vanishes with them", () => {
let { state } = createGame({ playerIds: ["a", "b", "c"], seed: 42, sets: ["basic", "expansion1"], deckRev: 14 });
const victim = state.players.find((p) => p.id === "c")!;
state.creatures.push({
id: "imp1", kind: "fire-imp", controllerId: "c",
position: { ...victim.position },
damage: 0, maxDamage: 5, movesPerTurn: 0, movementUsed: 0,
attackUsed: false, justCreated: false,
wallPassesPerTurn: 0, wallPassUsed: 0, scorchedThisTurn: [],
});
state.sustained.push({
id: "fx-med", cardId: "medusa", casterId: "a", targetId: "c",
remainingTurns: 3, data: {},
});
// Both of c's treasures sit captured on living enemies' home bases.
const mine = state.treasures.filter((t) => t.owner === "c");
expect(mine.length).toBe(2);
mine[0]!.position = { ...state.players.find((p) => p.id === "a")!.home };
mine[0]!.carriedBy = null;
mine[1]!.position = { ...state.players.find((p) => p.id === "b")!.home };
mine[1]!.carriedBy = null;
const active = activePlayer(state).id;
const r = applyCommand(state, active, { type: "endTurn", draw: 0 });
if (!r.ok) throw new Error(r.error);
state = r.state;
expect(state.players.find((p) => p.id === "c")!.alive).toBe(false);
expect(state.creatures.some((c) => c.controllerId === "c")).toBe(false);
expect(state.sustained.some((s) => s.targetId === "c")).toBe(false);
});
});
describe("creatures walk open doorways", () => {
it("a skeleton passes a door whose lock was removed", () => {
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic", "expansion1"], deckRev: 16 });
state = toRound2(state);
const view = boardView(state);
for (const [key, edge] of Object.entries(view.edges)) {
if (edge !== "door") continue;
const [kind, coords] = key.split(",").length ? key.split(":") as [string, string] : ["", ""];
const [x, y] = coords.split(",").map(Number) as [number, number];
const side = kind === "V" ? ("E" as Side) : ("S" as Side);
state.doorStates[key] = "removed";
state.creatures.push({
id: "sk1", kind: "skeleton", controllerId: activePlayer(state).id,
position: { x, y }, damage: 0, maxDamage: 4, movesPerTurn: 3,
movementUsed: 0, attackUsed: false, justCreated: false,
wallPassesPerTurn: 0, wallPassUsed: 0, scorchedThisTurn: [],
});
const r = applyCommand(state, activePlayer(state).id, {
type: "moveCreature", creatureId: "sk1", direction: side,
});
if (!r.ok) throw new Error(r.error);
const sk = r.state.creatures.find((c) => c.id === "sk1")!;
expect(cellKey(sk.position)).toBe(cellKey({ x: x + (side === "E" ? 1 : 0), y: y + (side === "S" ? 1 : 0) }));
return;
}
throw new Error("setup: seed 42 grew a maze with no doors");
});
});