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
This commit is contained in:
co-authored by
Claude Opus 5
parent
42adfda390
commit
06db36e5b5
+18
-3
@@ -266,8 +266,14 @@ function newTrainPhase(s: GameState, events: GameEvent[]): AdvanceResult {
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* chooser is the acting player; §7 says the player who PLAYED the card, which is the same person
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* in solitaire and needs `pendingExtras` to carry a player before it is not.
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*/
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if (s.pendingExtras.length > 0 && s.freeTrays.length > 0) {
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s.clock.currentActor = actorAt(s, s.clock.actorOffset % s.players.length);
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const extra = s.pendingExtras[0];
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if (extra !== undefined && s.freeTrays.length > 0) {
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// §7 — the player who PLAYED the card places it. `pendingExtras` carries them (2026-08-23);
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// before that it was a bare train number and this asked whoever the acting order was on, which
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// is the same person in solitaire and the wrong one at every table. Reported by Jesse from a
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// two-player game.
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if (s.clock.currentActor !== extra.player) events.push({ type: 'actorChanged', player: extra.player });
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s.clock.currentActor = extra.player;
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return { events, needsInput: true };
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}
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@@ -285,7 +291,16 @@ function newTrainPhase(s: GameState, events: GameEvent[]): AdvanceResult {
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const filling = trainNeedingCars(s);
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if (filling) {
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const tray = s.trays.get(filling)!;
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const nextActor = actorAt(s, tray.consist.length % s.players.length);
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/**
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* TWO DIFFERENT RULES, and §7 states them a paragraph apart. A TIMETABLED train's consist is
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* built by the table — "starting with the Superintendent and working left, each player may place
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* ONE car" — while an EXTRA is loaded by the player who played it, "as he chooses". So an Extra
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* does not enter the round at all; it belongs to `builtBy` until it is full.
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*/
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const nextActor =
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tray.trainIsExtra && tray.builtBy !== undefined
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? tray.builtBy
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: actorAt(s, tray.consist.length % s.players.length);
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if (s.clock.currentActor !== nextActor) events.push({ type: 'actorChanged', player: nextActor });
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s.clock.currentActor = nextActor;
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return { events, needsInput: true };
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+11
-3
@@ -1050,7 +1050,11 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
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// -- New Train ------------------------------------------------------------
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case 'newTrain.startExtra': {
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if (!inPhase(s, 'newTrain')) return 'WRONG_PHASE';
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if (!s.pendingExtras.includes(i.trainNumber)) return 'NO_EXTRA_PENDING';
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const pending = s.pendingExtras.find((x) => x.trainNumber === i.trainNumber);
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if (!pending) return 'NO_EXTRA_PENDING';
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// §7 — "the player who played the card MAY place the Crew Tray": it is theirs to place, and
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// nobody else's to place for them.
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if (pending.player !== player) return 'NOT_YOUR_EXTRA';
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if (s.freeTrays.length === 0) return 'NO_FREE_TRAY';
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const where = resolveExtraStart(s, player, i);
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if (typeof where === 'string') return where;
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@@ -2254,7 +2258,8 @@ export function reduce(s: GameState, e: GameEvent): void {
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}
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case 'extraQueued':
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s.pendingExtras.push(e.trainNumber);
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// §7 hands this train to the player who played the card, so the queue records them.
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s.pendingExtras.push({ trainNumber: e.trainNumber, player: e.player });
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break;
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case 'secondSectionOrdered':
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@@ -2284,11 +2289,14 @@ export function reduce(s: GameState, e: GameEvent): void {
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*/
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case 'extraStarted': {
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const trayId = s.freeTrays.pop()!;
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s.pendingExtras = s.pendingExtras.filter((n) => n !== e.trainNumber);
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s.pendingExtras = s.pendingExtras.filter((x) => x.trainNumber !== e.trainNumber);
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const { direction } = e;
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const base = {
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id: trayId, trainNumber: e.trainNumber, trainIsExtra: true, engineAt: 0,
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consist: [] as RollingStock[], direction, movesUsed: 0,
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// The queue is emptied here, before a single car goes on, so the tray carries the owner
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// from now on — §7 lets the player who played it load the consist as they choose.
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builtBy: e.player,
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};
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// Which way the tray physically points, for the cards it will pick up. A Division Point start
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// does not set it: those trays have never carried a facing and `enterMainline` does not read
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+27
-6
@@ -504,8 +504,9 @@ export type MainlineKind =
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| 'uncontrolledSiding' | 'tunnel' | 'trestle' | 'interchange';
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/**
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* Speed as printed. `60` and `30` appear on the cards; Hilly prints P60/F30, and Heavy Grade
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* prints "G" with the player setting orientation.
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* Speed as printed. `60` and `30` appear on the cards; Hilly prints P60/F30, and Heavy Grade prints
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* "G" — no number at all, plus "Player sets orientation", **which the game deliberately does not do**
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* (see `gradeReduction` below, and implications.md §10 Q11).
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*
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* WHAT THESE NUMBERS MEAN IS NOT YET SETTLED — see implications.md §10 Q2. Transcribed as data so
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* the answer can be applied without re-reading the cards.
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@@ -531,6 +532,14 @@ export const MAINLINE_PROFILES: readonly MainlineProfile[] = [
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{ kind: 'plains', name: 'Plains', speed: { kind: 'uniform', value: 60 }, trainsMayPass: false, sortsCars: false, entryPoints: ['start'] },
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{ kind: 'curves', name: 'Curves', speed: { kind: 'uniform', value: 30 }, trainsMayPass: false, sortsCars: false, entryPoints: ['start'] },
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{ kind: 'hilly', name: 'Hilly', speed: { kind: 'byTrainType', passenger: 60, freight: 30 }, trainsMayPass: false, sortsCars: false, entryPoints: ['passenger', 'freight'] },
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/**
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* `entryPoints` is TRANSCRIBED, NOT READ — nothing anywhere reads this field on any profile, and
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* the printed start positions are not modelled: `crossingStages` counts Stages instead. Recorded
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* here because implications.md §6 describes the card as having FIVE distinct starts (plain,
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* brakemen, airbrakes, plain, helpers) against the four listed, and that discrepancy should be
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* settled against `Mainline Cards.pdf` if the starts are ever implemented — not quietly "fixed"
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* now, when nothing depends on it either way.
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*/
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{ kind: 'heavyGrade', name: 'Heavy Grade', speed: { kind: 'grade' }, trainsMayPass: false, sortsCars: false, entryPoints: ['start', 'brakemen', 'airbrakes', 'helpers'] },
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{ kind: 'doubleTrack', name: 'Double Track', speed: { kind: 'uniform', value: 60 }, trainsMayPass: true, sortsCars: false, entryPoints: ['start'] },
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{ kind: 'uncontrolledSiding', name: 'Uncontrolled Siding', speed: { kind: 'uniform', value: 60 }, trainsMayPass: true, sortsCars: false, entryPoints: ['noPass', 'passingTrains'] },
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@@ -664,12 +673,24 @@ export function mainlineDescription(kind: MainlineKind, gradeUp: Direction = 'ea
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}
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/**
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* Q11, answered: the Heavy Grade card prints "(Up)" and "Player sets orientation", so which way it
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* climbs is a property of the placed card, not a constant. `gradeUp` is the direction a train is
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* travelling when it goes UPHILL; a train heading the other way is descending.
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* WHICH WAY THE GRADE CLIMBS, AND WHY NO PLAYER CHOOSES IT.
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*
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* Q11, answered from the card: Heavy Grade prints "(Up)" and "Player sets orientation", so the climb
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* is a property of the PLACED CARD rather than a compass constant. `gradeUp` is the direction a train
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* is travelling when it goes UPHILL; a train heading the other way is descending.
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*
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* **The second half of that print is deliberately overridden.** No player sets it — `setup.ts` rolls
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* it from the seed. Settled v0.5.0 and re-confirmed 2026-08-23 after the question was raised again:
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* a Heavy Grade always sits BETWEEN two districts (or beyond an end Division Point next to one),
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* never inside one player's own, so there is no player with a fair claim to the choice — and the
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* choice is not cosmetic, because it decides which of the three modifiers below can ever pay and
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* therefore which direction of traffic is favoured, permanently. Giving it to the Superintendent was
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* considered and rejected in that re-examination: the office rotates every three Stages, the
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* advantage does not. Full reasoning in implications.md §10 Q11.
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*
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* Each applicable card takes a Stage off, never below one: a train cannot cross in no time.
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* Airbrakes only counts when Brakeman is already there, which the placement rule enforces.
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* Airbrakes only counts when Brakeman is already there, which the placement rule enforces
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* (`MAINLINE_MODIFIER_RULES`, `requiresOnCard`).
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*/
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function gradeReduction(
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profile: MainlineProfile,
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@@ -258,6 +258,8 @@ export type RejectionCode =
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| 'NO_EMPTY_COACH_IN_YARD'
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| 'NOT_A_CONTROL_POINT'
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| 'NO_EXTRA_PENDING'
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/** §7 gives an Extra to the player who played the card; another seat may not place it for them. */
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| 'NOT_YOUR_EXTRA'
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| 'NO_FREE_TRAY'
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| 'NO_FREE_AD_TRACK'
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// -- §7, where an Extra may be started (`resolveExtraStart`)
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+5
-3
@@ -79,7 +79,7 @@ function candidates(s: GameState, player: PlayerIndex): Intent[] {
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out.push(...localOpsCandidates(s, player));
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break;
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case 'newTrain':
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out.push(...newTrainCandidates(s));
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out.push(...newTrainCandidates(s, player));
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break;
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case 'loadUnload':
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out.push(...loadUnloadCandidates(s, player));
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@@ -257,7 +257,7 @@ function localOpsCandidates(s: GameState, player: PlayerIndex): Intent[] {
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return out;
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}
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function newTrainCandidates(s: GameState): Intent[] {
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function newTrainCandidates(s: GameState, player: PlayerIndex): Intent[] {
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const out: Intent[] = [];
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for (const [trayId] of s.trays) {
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for (const carType of CAR_TYPES) {
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@@ -279,7 +279,9 @@ function newTrainCandidates(s: GameState): Intent[] {
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* is placed. In the middle of the railroad — an Interchange, a Control Point — both ways are real
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* runs, so those are offered twice, once per direction.
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*/
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for (const trainNumber of s.pendingExtras) {
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// Only the player who played it is offered anywhere to put it (§7) — `check` refuses anyone else
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// with NOT_YOUR_EXTRA, and offering options that are certain to be refused is how a menu lies.
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for (const { trainNumber } of s.pendingExtras.filter((x) => x.player === player)) {
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for (const side of ['west', 'east'] as const) {
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out.push({ type: 'newTrain.startExtra', trainNumber, start: { kind: 'divisionPoint', side } });
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}
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+5
-1
@@ -254,7 +254,11 @@ function buildDivision(players: number, rng: Rng): DivisionNode[] {
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* district — so whichever direction climbs advantages one neighbour over the other, and there
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* is no single player who owns that call fairly. Orientation is rolled from the seed instead,
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* identically for solitaire and multiplayer, and this is not expected to change when setup
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* eventually gains an interactive phase for other decisions. See implications.md §10 Q11.
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* eventually gains an interactive phase for other decisions.
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*
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* RE-CONFIRMED 2026-08-23, when the question was raised again and giving the choice to the
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* Superintendent was considered and rejected — the office rotates every three Stages, the
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* advantage it would hand out does not. See implications.md §10 Q11.
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*/
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node.gradeUp = rng.nextInt(2) === 0 ? 'east' : 'west';
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}
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+17
-1
@@ -371,6 +371,15 @@ export type CrewTray = {
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* bug `isBeingMadeUp` was tightened to kill, and an arriving train never carries this.
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*/
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beingMadeUp?: boolean;
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/**
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* WHOSE TRAIN THIS IS TO BUILD, for an Extra only.
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*
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* §7's Extra is loaded by the player who played the card, not by the Superintendent-first round
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* that fills a Timetabled train — so the tray has to remember them: `pendingExtras` is emptied the
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* moment the Extra starts, which is before a single car goes on. Undefined on every Timetabled
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* train, where the round decides instead.
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*/
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builtBy?: PlayerIndex;
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/**
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* WHERE THE ENGINE SITS IN THE TRAY, as an index into `consist`.
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*
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@@ -831,8 +840,15 @@ export type GameState = {
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/**
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* §7 — Extra Trains played from hand, waiting for a free Crew Tray. An Extra is not scheduled:
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* it runs once, immediately, then its card goes to the Salvage Yard (§2.3).
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*
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* CARRIES WHO PLAYED IT (2026-08-23, Jesse's call). §7 gives an Extra to the player who played the
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* card — "may place the Crew Tray at either Division Point ... and may load the consist as he
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* chooses" — which is a different rule from the Timetabled make-up round, where the table goes
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* round starting at the Superintendent. This was a bare `number[]`, so the engine could not tell
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* whose Extra it was and asked whoever the acting order happened to be on: correct in solitaire,
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* where there is only one player, and wrong at every table.
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*/
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pendingExtras: number[];
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pendingExtras: { trainNumber: number; player: PlayerIndex }[];
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/**
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* Q9 — train numbers ordered to run a second section. The next New Train Phase makes up an
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* identical train behind the first, if a Crew Tray is free.
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