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:
Jesse.Markowitz
2026-08-23 05:46:42 -04:00
co-authored by Claude Opus 5
parent 42adfda390
commit 06db36e5b5
41 changed files with 4387 additions and 588 deletions
+17 -1
View File
@@ -371,6 +371,15 @@ export type CrewTray = {
* bug `isBeingMadeUp` was tightened to kill, and an arriving train never carries this.
*/
beingMadeUp?: boolean;
/**
* WHOSE TRAIN THIS IS TO BUILD, for an Extra only.
*
* §7's Extra is loaded by the player who played the card, not by the Superintendent-first round
* that fills a Timetabled train — so the tray has to remember them: `pendingExtras` is emptied the
* moment the Extra starts, which is before a single car goes on. Undefined on every Timetabled
* train, where the round decides instead.
*/
builtBy?: PlayerIndex;
/**
* WHERE THE ENGINE SITS IN THE TRAY, as an index into `consist`.
*
@@ -831,8 +840,15 @@ export type GameState = {
/**
* §7 — Extra Trains played from hand, waiting for a free Crew Tray. An Extra is not scheduled:
* it runs once, immediately, then its card goes to the Salvage Yard (§2.3).
*
* CARRIES WHO PLAYED IT (2026-08-23, Jesse's call). §7 gives an Extra to the player who played the
* card — "may place the Crew Tray at either Division Point ... and may load the consist as he
* chooses" — which is a different rule from the Timetabled make-up round, where the table goes
* round starting at the Superintendent. This was a bare `number[]`, so the engine could not tell
* whose Extra it was and asked whoever the acting order happened to be on: correct in solitaire,
* where there is only one player, and wrong at every table.
*/
pendingExtras: number[];
pendingExtras: { trainNumber: number; player: PlayerIndex }[];
/**
* Q9 — train numbers ordered to run a second section. The next New Train Phase makes up an
* identical train behind the first, if a Crew Tray is free.