v0.7.0 — four game types, a lobby you can read and leave, and a multiplayer game that makes a sound
The multiplayer set-up, the lobby, the start of a game, and four signals a remote client had never been sent. Reasoning, the preset table and what was verified how: CHANGELOG.md. - Co-op, Competitive, Cutthroat, Solitaire and Custom, on both screens, from one shared block — they had drifted, and each was missing a question the other asked. - A player reads the whole rule set before taking a seat, may leave a lobby or a running game, and keeps a seat across a reload. The host may clear a chair. The browser remembers every game it is in, not just the last one. - The start of a game is drawn: a handoff beat, an announcement, the code and type in the header. - Sound, the timetable flash, announcements and the just-drawn badge now reach a remote client; justDrawn goes to the seat that drew it and nobody else. - Played on StartOS, which found the rest: an Extra belongs to the player who played it, the board never named the Superintendent, bot seats were reported as absent players, and rule section numbers are out of every string a player reads. Also carries the previous session's Heavy Grade documentation work — asked again, answer unchanged. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016JczK5i33ZNSf2PtzZqdhS
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co-authored by
Claude Opus 5
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@@ -44,8 +44,10 @@ Real accounts can be layered on later without touching the rules engine, which i
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## 2. Creating and joining
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```
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Lobby.Create { secret, config } → { gameId, gameCode, token }
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Lobby.Join { secret, gameCode, displayName } → { token, player }
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Lobby.Create { secret, config, displayName, players, seed } → { gameId, gameCode, token, player }
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Lobby.Preview { secret, gameCode } → { gameCode, hostName, config, players, seated }
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Lobby.Join { secret, gameCode, displayName } → { gameId, gameCode, token, player }
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Lobby.Leave { token, seat? } → { ok, closed? }
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```
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**These four messages are the one family with no types behind them**, because the engine has no
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@@ -60,7 +62,28 @@ per-origin, alongside the token.
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A **game code** — short, human-speakable, e.g. `RAIL-4471` — is the discovery mechanism *inside* the
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door. No matchmaking, no browsing, no public game list. Players are already talking to each other; the
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code just needs to survive being read aloud.
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code just needs to survive being read aloud. The seating screen also offers it as an invite **link**
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(`…/play.html?lobby&code=RAIL-4471`), which is what a chat message wants — the link carries the code
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and never the join secret, because the secret is the door key and travels out of band by design.
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**A player reads the rules before taking a chair.** `Lobby.Preview` answers the same join secret with
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the whole config, the host's name and who is seated, and takes no seat — added 2026-08-23, when the
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alternative was sitting down blind and (until the same pass) having no way back out. **It never
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carries the seed**: the seed decides every shuffle and every roll in the game, so it belongs to the
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host alone.
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**Two players may not share a display name.** The name labels the district on the Division map, it is
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what the turn chart means by "waiting on Jesse", and `record()` puts it in front of every line that
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player causes — so two of them make all three ambiguous, and the names lock at `Lobby.Start`. A
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clashing join is refused (`NAME_TAKEN`, compared trimmed and case-insensitively) rather than silently
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suffixed: a player should play under the name they chose, or be asked for another.
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**Anybody may leave, and the host may clear a chair.** `Lobby.Leave` frees the seat, drops the token
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from `joinOrder`, and passes host rights on exactly as a dropped connection does. Naming somebody
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else's `seat` is host-only. When the last human leaves, the lobby is deleted outright — code, file and
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index row — rather than left as a table of bots waiting for a host who no longer exists. Before this
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existed a mis-join or a player who wandered off wedged the whole table, since Start needs every chair
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filled and a bot may not be dropped onto an occupied seat.
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**One game at a time per person is expected usage and is deliberately not enforced** (`multiplayer.md`
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§10). Enforcing it needs cross-game state whose only job is deciding when to release someone, and
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@@ -88,15 +111,27 @@ The cap is about what has been played, not about what the game can do.
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## 3. Configuration, and when it locks
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Set before start, immutable after:
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Set before start, immutable after — the whole of `GameConfig` (`state.ts`), which the host fills in
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by choosing a **game type** and then editing whatever they like:
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```
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mode : solitaire | competitive | coop
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victory : firstToTarget | highestAfterDays
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length : short | standard | campaign
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optionalRules : { reducedVisibility, sisterTrains, employeeRotation, emergencyToolbox }
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mode : solitaire | competitive | coop
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days : how long the game runs
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minCombinedRevenue, maxCollisionsPerDay, maxCollisionsTotal (0 = that condition is off)
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pvpCardsAllowed : a property of the type, not a control — the cards are unbuilt (setup.ts)
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optionalRules : { reducedVisibility, employeeRotation, emergencyToolbox }
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houseRules : { startingHand, extraStart, revenue }
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```
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**The four game types** (`src/web/presets.ts`, Jesse's design 2026-08-23) are Co-op, Competitive,
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Cutthroat and Solitaire, plus **Custom** — which is not a fifth type but the state of having edited
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one, and is scored as whichever type it was edited away from. The type is *derived* by comparing a
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config against the four, never stored, so a saved game carries no label that can disagree with its own
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numbers. Seed, player count and Day count sit ABOVE the type on both screens as **parameters**: the
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types are formulas in the table size and the length (the Revenue floor is 3 per player per Day in
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Co-op, 2 in Competitive, nothing in Cutthroat), so changing one re-derives rather than making the game
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Custom.
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These must lock at `Lobby.Start`. Changing `length` mid-game would move the finish line; changing
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`mode` would switch which failure floors apply (§3.4, §3.5). Neither has a coherent meaning
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mid-game, so the server should refuse rather than try.
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@@ -141,6 +176,12 @@ to hide it. Show the chain forming.
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**Solitaire is unchanged and must stay so:** one player is one seat, seating is trivially `[0]`, and
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every published replay depends on that.
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**What a seat is told as the game begins** (2026-08-23). The board used to simply appear, mid-Local
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Operations, with a log already several bot turns deep and nothing marking where the game began. The
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page now holds a deliberate beat on a handoff curtain, announces the game and its type, marks the top
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of the log, and shows the code and the type in the header for the rest of the game — none of which is
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new *data*, only the first time any of it was drawn.
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**Employee Rotation** (Appendix B), if enabled, moves every player one seat left at the end of each
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Day, carrying their Revenue and the Fedora with them. **The model supports this as of v0.4.0**:
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offices and districts are keyed by seat, hands and Revenue and the Fedora by player, and `seating[]`
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@@ -163,6 +204,16 @@ if it was their turn. Broadcast a disconnect notice so everyone else can see why
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server-layer news about a *connection*, not about the game, so it belongs with the transport rather
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than in `GameEvent`, which must stay replayable from a seed.
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**On connect, a client is told about every other seat at once** (2026-08-23). A change notice alone
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answered "who just left", never "who is here" — so a player arriving at a table where two people had
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not opened the game yet was told nothing about them at all, which is precisely the question at the
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moment a game starts. Each entry carries `seen`, separating **was here and dropped** from **has never
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opened the game**: the first will probably be back, the second needs somebody to send them the link.
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`seen` is remembered only for as long as the process runs, so after a restart every absent seat reads
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as "not here yet" — the more cautious of the two. **Bot seats are never reported**: a bot holds no
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connection and never will, and listing one puts "waiting on Bot 1" on every screen for the whole game
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(found by playing a three-seat game, not by reading the code).
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**On reconnect:** the client presents its token and the server replies with a **full current view**.
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Not an event tail — a returning client needs the position, not the history of how it got there, and
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the server can always produce the position because it holds the game
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@@ -103,6 +103,17 @@ Two consequences worth knowing before adding an event:
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- **Events are not what goes over the wire.** The server applies the intent and pushes the resulting
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`Frame` (`multiplayer.md` D2/D3). Events are narration and cues, not the protocol — and a reconnect
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gets a fresh `Frame` rather than the tail it missed.
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- **What events EARN does go over the wire, as four transient signals** (2026-08-23): the sound cues,
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the timetable slot a D12 just filled, a one-line announcement, and the id of the card that just came
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into this seat's hand. They ride beside the `Frame` rather than on it because they mark a *moment*
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and are consumed — putting them on the Frame would re-fire them on every redraw. Before this a
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remote client got none of them, so multiplayer had no sound at all, no flash and no announcements
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while solitaire had all three. The first three are shared and identical in every seat's push; the
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fourth is **not** — `game.justDrawn` is one field for the whole game and does not say whose card it
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is, so the server remembers who drew and sends it to that seat alone
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(`test/server/session.test.ts`, "the four transient signals"). A reconnect gets none of the shared
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three: a fresh connection is drawing a state, and replaying the sounds of everything it missed is a
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burst of noise about the past.
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---
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