v0.8.0 — the board replays what everyone else did, instead of arriving rearranged
TODO #13, #15 and #18 — Gitea#20 steps 2-4 pointed at a seated player's own screen. Every accepted intent, and every automatic phase that does anything, becomes an ordered presentation step. A bot's whole switching turn used to land in one push; now it arrives as a run of steps, the district panel follows whoever is acting, and a [N behind] … [Skip] row says how far the board is from the game. Solitaire runs the same path — one collector inside submit(), which both session kinds already funnel through — which is where its automatic phases finally get a visible beat. Dwell is assigned by kind: switching holds the screen, turn bookkeeping costs nothing, and the clock turning over earns the beat. Tunable per viewer without a rebuild, and off entirely at pace 0. Also: switching was the one class of action logging unattributed, and now names its train. Reasoning, measurements and the three things that turned out wrong are in CHANGELOG.md. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01X6cF1iYvJ1kNmzYBzu4QX6
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Claude Opus 5
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@@ -1679,7 +1679,7 @@ describe('the Crew Tray is a train, and must be made up to leave (§8.2, Appendi
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const build = (toNose: boolean): string[] => {
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const s = game();
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const id = placeTray(s, at(0, 0), [car('boxcar')] as never);
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reduce(s, { type: 'carsCoupled', trayId: id, at: at(0, 0), stock: [car('hopper')] as never, from: [], toNose });
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reduce(s, { type: 'carsCoupled', player: 0, trayId: id, at: at(0, 0), stock: [car('hopper')] as never, from: [], toNose });
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return s.trays.get(id)!.consist.map((c) => c.type);
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};
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assert.deepEqual(build(true), ['hopper', 'boxcar'], 'running forward takes cars on the nose');
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@@ -1694,11 +1694,11 @@ describe('the Crew Tray is a train, and must be made up to leave (§8.2, Appendi
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const tray = s.trays.get(id)!;
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tray.engineAt = 0;
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reduce(s, { type: 'carsCoupled', trayId: id, at: at(0, 0), stock: [car('hopper')] as never, from: [], toNose: true });
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reduce(s, { type: 'carsCoupled', player: 0, trayId: id, at: at(0, 0), stock: [car('hopper')] as never, from: [], toNose: true });
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assert.equal(tray.engineAt, 1, 'the engine should now have a car ahead of it');
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assert.deepEqual(tray.consist.map((c) => c.type), ['hopper', 'boxcar']);
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reduce(s, { type: 'carsDropped', trayId: id, at: at(0, 0), stock: [car('hopper')] as never, fromNose: true });
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reduce(s, { type: 'carsDropped', player: 0, trayId: id, at: at(0, 0), stock: [car('hopper')] as never, fromNose: true });
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assert.equal(tray.engineAt, 0, 'setting out the nose cars puts the engine back in front');
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assert.deepEqual(tray.consist.map((c) => c.type), ['boxcar']);
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});
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@@ -1823,7 +1823,7 @@ describe('the engine is drawn pointing east or west, whatever track it is standi
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* So `facing` stays a PORT (movement needs one) and `railFacingOf` is what the board draws.
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*/
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const moved = (id: string, facing: 'n' | 's' | 'e' | 'w') =>
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({ type: 'trayMoved', trayId: id, from: at(0, 0), to: at(0, 0), movesRemaining: 3, facing }) as const;
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({ type: 'trayMoved', player: 0, trayId: id, from: at(0, 0), to: at(0, 0), movesRemaining: 3, facing }) as const;
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it('carries the east-west sense across north-south track', () => {
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const s = game();
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