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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42adfda390
commit
06db36e5b5
+12
-12
@@ -267,7 +267,7 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
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case 'secondSectionOrdered':
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return {
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tone: 'bad',
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text: `SECOND SECTION ordered on Train ${e.trainNumber} — an identical train will run right behind it, which forces the Superintendent to rule on a following train (§8.1)`,
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text: `SECOND SECTION ordered on Train ${e.trainNumber} — an identical train will run right behind it, which forces the Superintendent to rule on a following train`,
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};
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/**
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* WHERE THE PLAYER PUT IT, not where its number would have sent it.
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@@ -382,7 +382,7 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
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return {
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tone: 'good',
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text: bumped
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? `Train ${e.trainNumber} SCHEDULED at Stage ${e.slot + 1} — rolled ${e.roll}, but Stage ${e.roll} was already taken, so it moved down the column to the next free Stage (§7)`
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? `Train ${e.trainNumber} SCHEDULED at Stage ${e.slot + 1} — rolled ${e.roll}, but Stage ${e.roll} was already taken, so it moved down the column to the next free Stage`
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: `Train ${e.trainNumber} SCHEDULED to depart at Stage ${e.slot + 1} (rolled ${e.roll}) — it will run at this time EVERY Day from now on`,
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};
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}
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@@ -400,9 +400,9 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
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// player the score had changed and nothing else.
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const why =
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e.reason === 'no free A/D track'
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? `it arrived at ${e.where} with every A/D track already occupied — there was nowhere to put it (§8.3)`
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? `it arrived at ${e.where} with every A/D track already occupied — there was nowhere to put it`
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: e.reason === 'cars fouling the Running Track'
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? `it ran into cars left standing on ${e.where} between the Limits and the Office (§8.3)`
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? `it ran into cars left standing on ${e.where} between the Limits and the Office`
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: e.reason;
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const wrecked = e.trains
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.map((t) => `${t.label} (${t.consist.length ? carsLabel(t.consist) : 'no cars'})`)
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@@ -411,7 +411,7 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
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tone: 'bad',
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text:
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`COLLISION — ${wrecked} destroyed: ${why}. Engines and cabooses go back to the Division ` +
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`Yard, all other cars to the Classification Yard (§10). A Timetabled train card returns ` +
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`Yard, all other cars to the Classification Yard. A Timetabled train card returns ` +
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`to its slot and runs again next Day; an Extra is gone for good.`,
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};
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}
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@@ -420,7 +420,7 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
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return {
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tone: 'bad',
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text:
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`SUPERINTENDENT MUST RULE (§8.1): ${train(e.trainId)} wants to enter the Mainline card ` +
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`SUPERINTENDENT MUST RULE: ${train(e.trainId)} wants to enter the Mainline card ` +
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`that ${train(e.occupiedBy)} is still crossing. Allow it and ${train(e.trainId)} may run ` +
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`into the back of ${train(e.occupiedBy)} — a collision costs 5 Revenue. Hold it and it ` +
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`waits where it is, losing time but safe.`,
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@@ -440,13 +440,13 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
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return {
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tone: 'good',
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where: e.at,
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text: `Porter boarded passengers at ${at(e.at)} — one coach per Porter per Stage (§9.2)`,
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text: `Porter boarded passengers at ${at(e.at)} — one coach per Porter per Stage`,
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};
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case 'passengersDetrained':
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return {
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tone: 'good',
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where: e.at,
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text: `Porter de-trained passengers at ${at(e.at)} — one coach per Porter per Stage (§9.2)`,
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text: `Porter de-trained passengers at ${at(e.at)} — one coach per Porter per Stage`,
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};
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// -- freight pipeline
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@@ -562,7 +562,7 @@ export function impediments(s: GameState, player: PlayerIndex = 0): Impediment[]
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why: blockedByBox
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? 'green box has a load but MEN is occupied'
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: `a load is staged but no empty ${want} is spotted on this industry's track — it stays ` +
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'in the green box until a crew sets one out here (§9.3)',
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'in the green box until a crew sets one out here',
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severity: blockedByBox ? 'waiting' : 'stuck',
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});
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}
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@@ -583,7 +583,7 @@ export function impediments(s: GameState, player: PlayerIndex = 0): Impediment[]
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why: spotted
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? 'green box empty — nothing to load (needs a Freight Agent action)'
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: `green box empty — the Freight Agent can stage a load now, but no empty ${want} is ` +
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'spotted here, so a crew must set one out before Laborers can work it (§9.3)',
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'spotted here, so a crew must set one out before Laborers can work it',
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severity: 'waiting',
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});
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}
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@@ -668,7 +668,7 @@ export function impediments(s: GameState, player: PlayerIndex = 0): Impediment[]
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if (pf.porters < 1) {
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say(
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'this Office has NO Porters — a Whistle Post is not a Passenger Facility (§9) and cannot ' +
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'this Office has NO Porters — a Whistle Post is not a Passenger Facility and cannot ' +
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'work passengers at all. Upgrade it to a Depot or better.',
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'stuck',
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);
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@@ -691,7 +691,7 @@ export function impediments(s: GameState, player: PlayerIndex = 0): Impediment[]
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);
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}
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if (loadedOnTrain && !s.yards.divisionYard.some((c) => c.type === 'coach' && !c.loaded)) {
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say('no EMPTY coach in the Division Yard to swap into the train (§9.2 requires one)');
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say('no EMPTY coach in the Division Yard to swap into the train — one is required');
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}
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}
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}
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