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Diamond Mine

The Tetgame answer to the Gold Room.

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The Diamond Mine is intended to expose the deeper machinery of Tetgame Rabbots: behavior files, scoring nudges, strategy filters, voice loaders, backups, and eventually safe editing tools.

Current pass: this page only lists and displays local Tetgame JS/JSON files from js/rabbots, js/personalities, and js/voices. It does not save changes yet.

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js/personalities/hamilton_marteau.js

/*
 * Tetgame Rabbot: Hamilton Marteau
 *
 * Hamilton v13 — center-mouth containment and anti-sting root net. Tetgame supplies legal moves in
 * ctx.tokenMoves and ctx.tetMoves; this file only chooses among those legal moves.
 *
 * v13 notes:
 * - v12 finally made Hamilton swim, but it made him patrol the new outer tet
 *   while Buzz kept harvesting the root tet.
 * - v13 gives Hamilton a stricter center-mouth rule: if the board is still
 *   young, he may swim once, but his next bites come back to the root corners
 *   before Buzz can build the red sting wheel.
 * - When Hamilton starts, he now takes the center socket first.  When Buzz
 *   starts with center, Hamilton answers with corner containment instead of
 *   the old 0-then-wander pattern.
 * Voice lines live separately in js/voices/hamilton_marteau.json.
 */
(function(global){
  'use strict';

  const registry = global.TetgameRabbotBrains = global.TetgameRabbotBrains || {};

  function cloneMove(move, fallbackReason){
    if (!move) return null;
    const copy = Object.assign({}, move);
    if (!copy.reason && fallbackReason) copy.reason = fallbackReason;
    return copy;
  }

  function moveAt(list, index){
    return Array.isArray(list) && list.length > index ? list[index] : null;
  }

  function pass(reason){
    return {type:'pass', score:-1, reason:reason || 'no legal action found'};
  }

  function scoreOf(move){
    return Number(move && move.score || 0);
  }

  function moveTetId(move){
    return Number(move && move.socket && move.socket.metadata ? move.socket.metadata.tetId : -1);
  }

  function socketIndex(move){
    return Number(move && move.socket && move.socket.metadata ? move.socket.metadata.socketIndex : -1);
  }

  function isCornerSocket(idx){
    return idx >= 0 && idx <= 3;
  }

  function isEdgeMidSocket(idx){
    return idx >= 4 && idx <= 9;
  }

  function isCenterSocket(idx){
    return idx === 10;
  }

  function hammerShapeBias(move){
    const idx = socketIndex(move);
    const raw = scoreOf(move);
    let value = 0;

    // Hamilton v9: favor stable hammerhead anchors.  The edge-midpoint
    // sockets can still be taken when they are genuinely rich, but they no
    // longer win every close comparison just because they are nearby.
    if (isCenterSocket(idx)) value += 2.15;
    if (isCornerSocket(idx)) value += 1.70;
    if (isEdgeMidSocket(idx)) value -= raw >= 8 ? 0.55 : 2.20;

    return value;
  }

  function activeCount(ctx){
    return Math.max(2, Number(ctx && ctx.activeCount || 2));
  }

  function newestTokenTetId(ctx){
    const moves = Array.isArray(ctx && ctx.tokenMoves) ? ctx.tokenMoves : [];
    let newest = Math.max(1, Number(ctx && ctx.tetCount || 1));
    moves.forEach(move => {
      const id = moveTetId(move);
      if (id > newest) newest = id;
    });
    return newest;
  }

  function chooseWideTet(ctx){
    const moves = Array.isArray(ctx && ctx.tetMoves) ? ctx.tetMoves : [];
    if (!moves.length) return null;

    // Look past the first legal placement so Hamilton behaves like a shark,
    // circling out to wider water instead of nosing only the nearest reef.
    const lookCount = Math.min(moves.length, Math.max(4, Math.min(8, activeCount(ctx) + 4)));
    let best = moves[0];
    let bestValue = -999999;

    for (let i = 0; i < lookCount; i++) {
      const move = moves[i];
      if (!move) continue;
      let value = scoreOf(move);
      const faceIndex = Number(move && move.face && move.face.metadata ? move.face.metadata.faceIndex : -1);

      // If future tet placement candidates are ever exposed through socket-like
      // anchors, avoid edge-midpoints there too.  Current face indices are
      // usually 0-3, so this is a harmless guardrail.
      if (isCornerSocket(faceIndex) || isCenterSocket(faceIndex)) value += 0.45;
      if (isEdgeMidSocket(faceIndex)) value -= 3.25;

      // Small range bonus: enough to break repetitive nearest-face choices,
      // not enough to ignore a clearly superior legal placement.
      value += i * 0.72;
      if (i >= 2) value += 1.05;
      if (i >= 4) value += 0.65;
      if (i >= 6) value -= 0.25;

      if (value > bestValue) {
        bestValue = value;
        best = move;
      }
    }

    return best;
  }

  function bestTokenOnTet(moves, wantedTetId){
    if (!Array.isArray(moves) || wantedTetId < 1) return null;
    let best = null;
    let bestValue = -999999;

    moves.forEach((move, i) => {
      if (moveTetId(move) !== wantedTetId) return;

      const idx = socketIndex(move);
      let value = scoreOf(move);

      // Guard sockets that commonly turn into cross-tet raids.  v9 treats
      // corners and centers as strong anchors, while edge-midpoints are suspect
      // unless the raw capture score already proves they are worth it.
      value += hammerShapeBias(move);
      if (idx === 10) value += 0.55;
      if (isCornerSocket(idx)) value += 0.35;

      value -= i * 0.02;

      if (value > bestValue) {
        bestValue = value;
        best = move;
      }
    });

    return best;
  }

  function chooseFreshWaterGuard(ctx){
    const moves = Array.isArray(ctx && ctx.tokenMoves) ? ctx.tokenMoves : [];
    if (!moves.length) return null;

    const tetCount = Number(ctx && ctx.tetCount || 0);
    if (tetCount < 3) return null;

    const top = moves[0];
    const topScore = scoreOf(top);
    const newest = bestTokenOnTet(moves, tetCount);
    const nextNewest = bestTokenOnTet(moves, tetCount - 1);

    // If the newest tet exists, Hamilton should patrol it unless the best
    // available bite is already a clearly rich capture.  This is aimed exactly
    // at the Buzz pattern where the third tet becomes a late red payday.
    if (newest) {
      const newestScore = scoreOf(newest);
      const topIsRich = topScore >= 9.5;
      const newestIsClose = newestScore >= topScore - 2.75;
      const topIsRootNibble = moveTetId(top) === 1 && topScore < 6.5;
      const newestIsWorthIt = newestScore >= 4.5;

      if (!topIsRich && newestIsWorthIt && (newestIsClose || topIsRootNibble || topScore <= 4.5)) {
        return cloneMove(newest, 'patrol the fresh outer water before Buzz can sting it');
      }
    }

    // After the freshest tet is guarded, do not abandon the adjacent outer reef
    // for a low-value center nibble.
    if (nextNewest && moveTetId(top) === 1 && topScore <= 6.5) {
      return cloneMove(nextNewest, 'circle back through the deeper reef');
    }

    return null;
  }

  function chooseMouthGuardToken(ctx){
    const moves = Array.isArray(ctx && ctx.tokenMoves) ? ctx.tokenMoves : [];
    if (!moves.length) return null;

    const tetCount = Number(ctx && ctx.tetCount || 0);
    if (tetCount < 2) return null;

    const top = moves[0];
    const topScore = scoreOf(top);
    const topTet = moveTetId(top);
    const root = bestTokenOnTet(moves, 1);
    if (!root) return null;

    const rootScore = scoreOf(root);

    // Buzz repeatedly wins by letting Hamilton build the reef, then harvesting
    // the root tet.  If a center-mouth socket is nearly as good as the current
    // best move, Hamilton should take it before the bee turns it into a hive.
    if (tetCount >= 3 && rootScore >= topScore - 2.25) {
      return cloneMove(root, 'guard the mouth before the stinger gets inside');
    }

    // A genuinely rich root socket is not bait; it is dinner.
    if (tetCount >= 3 && rootScore >= 7.0) {
      return cloneMove(root, 'bite the glowing center joint');
    }

    // In big water, do not swim past a useful center block for a small outer nibble.
    if (tetCount >= 4 && topTet > 1 && topScore <= rootScore + 3.0 && rootScore >= 5.5) {
      return cloneMove(root, 'turn back and protect the center channel');
    }

    return null;
  }



  // v13: socket order matters.  Hamilton should take the center if he
  // starts the fight.  If Buzz already owns the center, Hamilton should not
  // answer with the old 0-then-swim habit; he needs corner containment first.
  const ROOT_CENTER_START = [10, 1, 2, 3, 0, 7, 8, 9, 4, 5, 6];
  const ROOT_COUNTER_STING = [1, 2, 3, 0, 10, 7, 8, 9, 4, 5, 6];
  const ROOT_JAW_LOCKED  = [1, 2, 3, 0, 10, 7, 8, 9, 4, 5, 6];
  const ROOT_CONTAINMENT = [2, 1, 3, 0, 7, 8, 9, 4, 5, 6, 10];
  const OUTER_JAW        = [10, 0, 3, 1, 2, 6, 9, 4, 5, 7, 8];

  function exactSocketMove(moves, tetId, socketOrder, minRawScore, reasonPrefix){
    if (!Array.isArray(moves) || tetId < 1) return null;
    const bySocket = Object.create(null);

    moves.forEach(move => {
      if (moveTetId(move) !== tetId) return;
      const idx = socketIndex(move);
      if (idx < 0) return;
      if (!bySocket[idx] || scoreOf(move) > scoreOf(bySocket[idx])) bySocket[idx] = move;
    });

    for (let i = 0; i < socketOrder.length; i++) {
      const idx = socketOrder[i];
      const move = bySocket[idx];
      if (!move) continue;
      if (typeof minRawScore === 'number' && scoreOf(move) < minRawScore) continue;
      return cloneMove(move, reasonPrefix + ' socket ' + tetId + ':' + idx);
    }

    return null;
  }


  function chooseRootContainmentToken(ctx){
    const moves = Array.isArray(ctx && ctx.tokenMoves) ? ctx.tokenMoves : [];
    if (!moves.length || activeCount(ctx) > 2) return null;

    const tetCount = Number(ctx && ctx.tetCount || 0);
    const tokenCount = Number(ctx && ctx.tokenCount || 0);
    if (tetCount < 2 || tetCount > 3 || tokenCount > 16) return null;

    const rootWall = exactSocketMove(
      moves,
      1,
      ROOT_CONTAINMENT,
      -999,
      'close the center-mouth net at'
    );
    if (!rootWall) return null;

    const top = moves[0];
    const topScore = scoreOf(top);
    const rootScore = scoreOf(rootWall);
    const topTet = moveTetId(top);

    // This is the key v13 correction.  v12 saw a legal outer bite and kept
    // swimming.  Buzz then harvested the root tet.  Unless the outer move is
    // already a very large capture, Hamilton must spend the young game denying
    // root corners and root auto-edge pairs.
    if (topTet === 1) return rootWall;
    if (tokenCount <= 10) return rootWall;
    if (topScore < 10.0) return rootWall;
    if (rootScore >= topScore - 4.5) return rootWall;

    return null;
  }

  function chooseObjectiveBiteToken(ctx){
    const moves = Array.isArray(ctx && ctx.tokenMoves) ? ctx.tokenMoves : [];
    if (!moves.length || activeCount(ctx) > 2) return null;

    const tetCount = Number(ctx && ctx.tetCount || 0);
    const tokenCount = Number(ctx && ctx.tokenCount || 0);
    const boardLocked = !!(ctx && ctx.boardLocked);
    const newest = newestTokenTetId(ctx);

    // v13: exact opening jaw with context.  If Hamilton starts on an empty
    // root, he takes the center.  If Buzz already started there, Hamilton
    // answers with corner containment so Buzz cannot dance around the mouth.
    if (tetCount === 1 && tokenCount <= 0) {
      return exactSocketMove(
        moves,
        1,
        ROOT_CENTER_START,
        -999,
        'claim the center-mouth first at'
      );
    }

    if (tetCount === 1 && tokenCount <= 3) {
      return exactSocketMove(
        moves,
        1,
        ROOT_COUNTER_STING,
        -999,
        'counter the center sting at'
      );
    }

    // Once the first few marks are down, keep finishing the root jaw by exact
    // positions unless a later capture is already stronger elsewhere.
    if (tetCount === 1 && tokenCount <= 10) {
      return exactSocketMove(
        moves,
        1,
        ROOT_JAW_LOCKED,
        2.0,
        'finish the root-jaw map at'
      );
    }

    // If there is fresh water, do not abandon the mouth too early.  In the
    // losing v12 records Hamilton filled tet 2 while Buzz harvested tet 1.
    // v13 therefore checks root containment before outer patrol during the
    // young two-tet fight.
    if (tetCount >= 2 && tokenCount <= 14) {
      const rootWall = chooseRootContainmentToken(ctx);
      if (rootWall) return rootWall;

      const fresh = exactSocketMove(
        moves,
        newest,
        OUTER_JAW,
        boardLocked ? 2.0 : 3.0,
        'bite the fresh-water socket at'
      );
      if (fresh) return fresh;

      return exactSocketMove(
        moves,
        1,
        ROOT_JAW_LOCKED,
        3.0,
        'deny Buzz the root socket at'
      );
    }

    // Midgame: patrol the newest tet by the same objective order, but require
    // that the move has some real value so Hamilton does not ignore a rich bite.
    if (tetCount >= 3 && tokenCount <= 24) {
      return exactSocketMove(
        moves,
        newest,
        OUTER_JAW,
        4.5,
        'patrol the named deep socket at'
      );
    }

    return null;
  }


  function chooseOpeningMouthBlock(ctx){
    const moves = Array.isArray(ctx && ctx.tokenMoves) ? ctx.tokenMoves : [];
    if (!moves.length) return null;

    let best = null;
    let bestValue = -999999;

    moves.forEach((move, i) => {
      if (moveTetId(move) !== 1) return;

      const idx = socketIndex(move);
      let value = scoreOf(move);

      // Buzz's sting pattern begins with the center mouth.  In a duel, a
      // first-reply block on the root tet is more valuable than its raw score
      // suggests, but v9 should not answer the sting by handing Buzz an
      // edge-midpoint ladder.
      value += hammerShapeBias(move);
      if (isCornerSocket(idx)) value += 2.90;
      if (idx === 1 || idx === 2 || idx === 3) value += 0.70;
      if (idx === 0) value += 0.45;
      if (isCenterSocket(idx)) value += 1.25;
      if (isEdgeMidSocket(idx)) value -= 0.95;

      value -= i * 0.025;

      if (value > bestValue) {
        bestValue = value;
        best = move;
      }
    });

    return best;
  }

  function chooseHammerToken(ctx){
    const moves = Array.isArray(ctx && ctx.tokenMoves) ? ctx.tokenMoves : [];
    if (!moves.length) return null;

    const tetCount = Number(ctx && ctx.tetCount || 0);
    const newest = newestTokenTetId(ctx);
    let best = moves[0];
    let bestValue = -999999;

    moves.forEach((move, i) => {
      let value = scoreOf(move);
      const id = moveTetId(move);
      const idx = socketIndex(move);

      // Once Hamilton has opened water, make him hunt there, but do not
      // abandon the center mouth. v6 over-weighted the newest tet so hard that
      // Buzz farmed root sockets into red storms.
      if (id > 1) value += 0.85;
      if (id === newest && tetCount > 1) value += 1.25;
      if (tetCount >= 3 && id === tetCount) value += 1.25;
      if (tetCount >= 4 && id === tetCount - 1) value += 0.85;
      if (id === 1 && tetCount > 2) value += scoreOf(move) >= 6 ? 1.35 : -0.75;
      if (id === 1 && tetCount > 3 && scoreOf(move) < 5) value -= 0.75;
      if (id > 1 && scoreOf(move) < 4.5) value -= 2.00;

      // A little hammerhead shape sense. Corners and centers build better
      // hammerhead leverage; edge-midpoints are usually stepping stones for
      // Buzz unless they are already rich captures.
      value += hammerShapeBias(move);
      if (isCornerSocket(idx)) value += 0.75;
      if (isCenterSocket(idx)) value += 0.85;

      // Keep genuinely rich sockets genuinely attractive.
      if (scoreOf(move) >= 8) value += 2.00;
      if (scoreOf(move) >= 12) value += 3.50;

      // Preserve sorted-list stability when values are nearly equal.
      value -= i * 0.03;

      if (value > bestValue) {
        bestValue = value;
        best = move;
      }
    });

    return best;
  }

  function canOpen(ctx){
    return ctx && ctx.tetCount <= 0;
  }

  function openingLimit(ctx, extra){
    const active = Number(ctx && ctx.activeCount || 2);
    return Math.max(2, Math.min(5, active + Number(extra || 1)));
  }

  registry.hamilton_marteau = {
    key:'hamilton_marteau',
    id:'hamilton_marteau',
    name:'Hamilton Marteau',
    level:1,
    style:'center-mouth containment, then hammerhead patrol',
    temperament:'takes center when starting, answers Buzz with root-corner containment, swims once, then returns to deny the sting wheel',

    chooseMove(ctx){
      if (!ctx || ctx.matchEnded || ctx.tournamentEnded) return null;
      if (canOpen(ctx)) return {type:'start_tet', score:1000, reason:'open the first position'};

      const token0 = moveAt(ctx.tokenMoves, 0);
      const token1 = moveAt(ctx.tokenMoves, 1);
      const token2 = moveAt(ctx.tokenMoves, 2);
      const tet0 = moveAt(ctx.tetMoves, 0);
      const tet1 = moveAt(ctx.tetMoves, 1);
      const boardLocked = !!ctx.boardLocked;
      const firstAction = Number(ctx.turnActionCount || 0) === 0;
      const tetCount = Number(ctx.tetCount || 0);

      switch ('hammer') {
        case 'opportunist':
          if (token0 && Number(token0.score || 0) >= 6) return cloneMove(token0, 'take the exposed opening');
          if (!boardLocked && tet0 && firstAction && tetCount < openingLimit(ctx, 2)) return cloneMove(tet0, 'spread the shadow line');
          return cloneMove(token0, 'take the available mark') || cloneMove(tet0, 'expand where the board loosens') || pass();

        case 'territorial':
          if (!boardLocked && tet0 && firstAction && tetCount < openingLimit(ctx, 3)) return cloneMove(tet0, 'build a lasting border');
          if (token0 && Number(token0.score || 0) >= 7) return cloneMove(token0, 'seal the valuable point');
          return cloneMove(tet0, 'extend the territory') || cloneMove(token0, 'hold the ground') || pass();

        case 'mirror':
          if (token1 && Number(token0 && token0.score || 0) - Number(token1.score || 0) <= 2) return cloneMove(token1, 'answer from the echo line');
          if (!boardLocked && tet1 && firstAction && tetCount < openingLimit(ctx, 1)) return cloneMove(tet1, 'repeat the board at an angle');
          return cloneMove(token0, 'answer the strongest pattern') || cloneMove(tet0, 'echo the expansion') || pass();

        case 'scramble':
          if (token0) return cloneMove(token0, 'dart into the loose opening');
          if (!boardLocked && (tet1 || tet0)) return cloneMove(tet1 || tet0, 'skitter to new ground');
          return pass();

        case 'stinger':
          if (token0 && Number(token0.score || 0) >= 5) return cloneMove(token0, 'strike the live socket');
          if (!boardLocked && tet0 && firstAction && tetCount < openingLimit(ctx, 1)) return cloneMove(tet0, 'open a sharper lane');
          return cloneMove(token0, 'sting the nearest point') || cloneMove(tet0, 'move the pressure forward') || pass();

        case 'hammer': {
          // Hamilton v10: v9 still let Hamilton swim first when he was the
          // starter.  Bite before swimming so Buzz does not get a free branch
          // to turn into a red stinger farm.
          const bestTokenScore = scoreOf(token0);
          const duel = activeCount(ctx) <= 2;
          const waterTarget = duel ? 3 : Math.max(openingLimit(ctx, 4), activeCount(ctx) >= 4 ? 6 : 5);
          const waterTet = chooseWideTet(ctx) || tet0;
          const tokenCount = Number(ctx.tokenCount || 0);
          const emptyTokenBoard = tokenCount <= 0;
          const starterSecondAction = duel && !firstAction && tetCount === 1 && emptyTokenBoard;

          // v12 correction: v11's named-socket map was too obedient.  In
          // Buzz-start games Hamilton took two root tokens in a row, locked
          // the board, and never got to be a shark.  After one real bite on
          // the root tet, force the next action to swim if a tet placement is
          // still legal.  Only ignore this for a truly huge immediate capture.
          if (!boardLocked && duel && !firstAction && tetCount === 1 && tokenCount > 0 && waterTet && bestTokenScore < 12) {
            return cloneMove(waterTet, 'one bite is enough; swim before the jaw locks');
          }

          const objectiveBiteToken = chooseObjectiveBiteToken(ctx);
          const mouthGuardToken = objectiveBiteToken ? null : chooseMouthGuardToken(ctx);
          const freshGuardToken = (objectiveBiteToken || mouthGuardToken) ? null : chooseFreshWaterGuard(ctx);
          const openingMouthBlock = (duel && tetCount === 1 && token0 && (firstAction || starterSecondAction)) ? chooseOpeningMouthBlock(ctx) : null;
          const hammerToken = objectiveBiteToken || mouthGuardToken || freshGuardToken || openingMouthBlock || chooseHammerToken(ctx) || token0;
          const hammerTokenScore = scoreOf(hammerToken);
          const youngWater = tetCount < waterTarget;

          // If Hamilton is the starter, the center tet itself consumed action 1.
          // v9 treated action 2 as permission to swim, leaving no blue anchor.
          // That produced the 48-point Buzz blowouts.  v10 forces one bite
          // before any starter dive.
          if (starterSecondAction && hammerToken) {
            return cloneMove(hammerToken, 'anchor a blue bite before swimming wide');
          }

          // If Buzz has opened with the center sting, do not spend Hamilton's
          // first full reply on water only.  Bite the mouth first; then, if
          // the second action is still available, he can swim outward.
          if (objectiveBiteToken) {
            return cloneMove(objectiveBiteToken, 'use the named socket map instead of guessing');
          }

          if (openingMouthBlock && bestTokenScore < 9.75) {
            return cloneMove(openingMouthBlock, 'bite the mouth before swimming wide');
          }

          // After a real token bite, allow the second action to be a controlled
          // dive.  Do not count the automatic starting tet as that bite.
          if (!boardLocked && duel && !firstAction && tetCount < 2 && !emptyTokenBoard && waterTet && !objectiveBiteToken && hammerTokenScore < 10.5) {
            return cloneMove(waterTet, 'bite first, then swim to wider water');
          }

          // Dive, but not blindly.  In a two-player duel Hamilton may expand
          // once, or bite first and then expand once.  The forbidden pattern is
          // still the old double-expansion that let Buzz build a stinger farm.
          if (!boardLocked && waterTet && youngWater) {
            const trueHammerBlow = hammerToken && hammerTokenScore >= 14;
            const centerBait = !duel && hammerToken && moveTetId(hammerToken) === 1 && tetCount >= 3 && hammerTokenScore < 12;
            const stillTooShallow = tetCount < Math.max(duel ? 2 : 4, waterTarget - 1);
            const expandOnFirst = firstAction && bestTokenScore < (duel ? 9 : 13);
            const expandOnSecond = !firstAction && !duel && (stillTooShallow || centerBait) && hammerTokenScore < 13;

            if (!trueHammerBlow && !objectiveBiteToken && !mouthGuardToken && (expandOnFirst || expandOnSecond || centerBait || !hammerToken)) {
              return cloneMove(
                waterTet,
                stillTooShallow ? 'swim wider, then bite' : 'open one more deep-water lane'
              );
            }
          }

          // Once the board locks, patrol from the outside inward.
          if (hammerToken) {
            return cloneMove(
              hammerToken,
              freshGuardToken ? 'guard the deep outer water before Buzz can sting it' :
                (hammerTokenScore >= 8 ? 'bring the hammer down on the richest joint' : 'hunt the reef he opened')
            );
          }

          if (!boardLocked && waterTet) {
            return cloneMove(waterTet, 'push the shoreline outward');
          }

          return cloneMove(tet0, 'set a last heavy stone') || pass();
        }

        case 'glacier':
          if (token0 && Number(token0.score || 0) >= 8) return cloneMove(token0, 'freeze the high-value line');
          if (!boardLocked && tet0 && firstAction && tetCount < openingLimit(ctx, 2)) return cloneMove(tet0, 'advance the slow front');
          if (token1 && Number(token1.score || 0) >= 6) return cloneMove(token1, 'choose the colder second line');
          return cloneMove(token0, 'hold the cleanest point') || cloneMove(tet0, 'extend carefully') || pass();

        case 'fang':
          if (token0) return cloneMove(token0, Number(token0.score || 0) >= 7 ? 'bite the exposed line' : 'close on the nearest socket');
          if (!boardLocked && tet0) return cloneMove(tet0, 'move the fight closer');
          return pass();

        case 'trap':
          if (token2 && Number(token0 && token0.score || 0) - Number(token2.score || 0) <= 3) return cloneMove(token2, 'hide the threat in a quiet socket');
          if (token1 && Number(token0 && token0.score || 0) - Number(token1.score || 0) <= 2) return cloneMove(token1, 'set the second line');
          if (!boardLocked && tet0 && firstAction && tetCount < openingLimit(ctx, 2)) return cloneMove(tet0, 'fold the board into a trap');
          return cloneMove(token0, 'take the visible trapdoor') || cloneMove(tet0, 'open hidden space') || pass();

        case 'pistolero':
          if (token0 && Number(token0.score || 0) >= 4) return cloneMove(token0, 'draw on the bright target');
          if (!boardLocked && tet0 && firstAction && tetCount < openingLimit(ctx, 1)) return cloneMove(tet0, 'open the firing lane');
          return cloneMove(token0, 'take the fastest shot') || cloneMove(tet0, 'shift to a new angle') || pass();

        case 'flow':
        default:
          if (token0 && (!tet0 || Number(token0.score || 0) >= Number(tet0.score || 0) - 1)) return cloneMove(token0, 'follow the strongest current');
          if (!boardLocked && tet0) return cloneMove(tet0, 'open the next wave');
          return cloneMove(token0, 'settle into the available point') || pass();
      }
    }
  };
})(window);

Future safe editor shape

Borrowing the Gold Room idea without mixing Trigame and Tetgame logic.

Read original

Keep an original snapshot before the first edit.

Edit safe sections

Expose selected behavior sections without letting the page damage wrapper code.

Test in Tetgame

Save, then jump back to the Blue Room or board to test the Rabbot live.