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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Claude Opus 5
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@@ -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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