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
+15 -1
View File
@@ -121,6 +121,14 @@ export type NewGameOptions = {
minCombinedRevenue?: number;
maxCollisionsPerDay?: number;
maxCollisionsTotal?: number;
/**
* Appendix B's three, added 2026-08-23 when the New Game dialog gained them.
*
* The lobby has offered these since v0.6.0 and the solitaire dialog could not, which meant a
* solitaire game could never be played under Employee Rotation or the Emergency Toolbox at all.
* Partial like `houseRules`: a caller names only what it is setting.
*/
optionalRules?: Partial<GameConfig['optionalRules']>;
};
/** The same config with the New Game dialog's answers in it. */
@@ -131,6 +139,7 @@ export function configWith(opts: NewGameOptions): GameConfig {
minCombinedRevenue: opts.minCombinedRevenue ?? SOLO_CONFIG.minCombinedRevenue,
maxCollisionsPerDay: opts.maxCollisionsPerDay ?? SOLO_CONFIG.maxCollisionsPerDay,
maxCollisionsTotal: opts.maxCollisionsTotal ?? SOLO_CONFIG.maxCollisionsTotal,
optionalRules: { ...SOLO_CONFIG.optionalRules, ...(opts.optionalRules ?? {}) },
houseRules: houseRules(opts.houseRules ? { houseRules: opts.houseRules } : {}),
};
}
@@ -1136,10 +1145,15 @@ function configFor(save: Save, config: GameConfig): GameConfig {
*
* Returns null when there is nothing to undo, so the caller can leave the button disabled.
*/
export function undo(game: Game, config: GameConfig = SOLO_CONFIG): Game | null {
export function undo(game: Game, config: GameConfig = game.state.config): Game | null {
if (game.history.length === 0) return null;
// `toSave` first, so the rules this game was dealt under come with it. Rebuilding the save by hand
// here dropped them, and undo re-dealt the game under the defaults instead of its own settings.
//
// THE VICTORY DIALS COME FROM THE GAME ITSELF for the same reason (2026-08-23). `Save` carries only
// the house rules, so defaulting this parameter to `SOLO_CONFIG` meant undoing a game dealt over
// eight Days replayed it as a five-Day game — the length, the Revenue floor and both collision
// caps all quietly reverting to the defaults.
return fromSave({ ...toSave(game), history: game.history.slice(0, -1) }, config);
}
+519 -135
View File
@@ -1,10 +1,22 @@
/**
* The lobby screen — Phase 4 of `docs/architecture/multiplayer.md` (§12 steps 17-20).
* The lobby screen — Phase 4 of `docs/architecture/multiplayer.md` (§12 steps 17-20), rebuilt
* 2026-08-23 (Jesse's cleanup pass).
*
* Everything in `#lobby` (`play.html`) is owned here: the join-secret gate, creating or joining a
* game by code, and the seating screen up to `Lobby.Start`. `main.ts` calls `runLobby` once, at
* `start()`, only when there is no stored session to reconnect with — see `main.ts`'s own comment
* on why a stored `{token, gameId, seat}` skips this module entirely.
* Everything in `#lobby` (`play.html`) is owned here: the join-secret gate, the two doors (join a
* game, create one), the read-only preview a player reads BEFORE taking a seat, and the seating
* screen up to `Lobby.Start`.
*
* WHAT CHANGED, and why each one was worth changing:
* - JOINING CAME FIRST. It used to be a heading below the whole create form — fifteen fields a
* player who was handed a code has no use for.
* - A SEAT SURVIVES A RELOAD. The token was held in a closure and only written to `localStorage`
* at `Lobby.Start`, so a refresh before the host started orphaned the chair: the player could
* not get back and the seat could not be freed. `onSeated` hands it to `main.ts` immediately.
* - THERE IS A WAY OUT. `/api/lobby/leave` frees a seat, so a mis-join or a player who wanders off
* no longer wedges a table that cannot start until every chair is taken.
* - THE STREAM CAN FAIL OUT LOUD. `onmessage` was the only handler; a dropped connection left the
* seating screen frozen and silent.
* - THE RULES ARE VISIBLE TO EVERYONE, not just the host who typed them.
*
* MIRRORS SERVER TYPES RATHER THAN IMPORTING THEM, same choice `web/session.ts` already made for
* `Push`: this file must never depend on anything under `src/server/`, even at the type level, since
@@ -12,12 +24,36 @@
*/
import type { GameConfig, PlayerIndex } from '../engine/state.ts';
import { defaultMultiplayerConfig } from './game.ts';
import { STARTING_HAND_LABELS, houseRules } from '../engine/content.ts';
import type { StartingHand } from '../engine/content.ts';
import {
closestPreset,
configFromSettings,
gameTypeLabel,
preset,
presetSettings,
} from './presets.ts';
import type { GameType, PresetName } from './presets.ts';
import { rulesListHtml, settingsForm } from './settings-form.ts';
import { seatLabel } from '../sim/view.ts';
export type LobbyReady = { token: string; gameId: string; seat: PlayerIndex };
export type LobbyReady = { token: string; gameId: string; seat: PlayerIndex; gameCode: string };
/** What the page must do with a seat this screen takes or gives up. `main.ts` owns the storage; this
* module owns the moments. */
export type LobbyHandlers = {
/** The game has begun — tear this screen down and build a `RemoteSession`. Called at most once. */
onReady: (r: LobbyReady) => void;
/** A seat is now held. Called before the game starts, so a reload can come back to it. */
onSeated: (s: { token: string; gameId: string; gameCode: string }) => void;
/** The seat is gone — left, removed, or the lobby closed under us. Forget the stored record. */
onLeft: (gameId?: string) => void;
/** Every game this browser still holds a seat in — the page owns the storage, this screen only
* draws it. */
known?: () => { gameId: string; gameCode: string; stage: 'lobby' | 'game' }[];
/** Re-enter one of them. */
rejoin?: (gameId: string) => void;
/** Give one up for good: the token is the only proof of identity, so this cannot be undone. */
forget?: (gameId: string) => void;
};
type LobbySeat = { kind: 'human'; token: string; displayName: string } | { kind: 'bot' } | null;
type Lobby = {
@@ -30,12 +66,46 @@ type Lobby = {
createdAt: number;
};
type LobbyPush = { lobby: Lobby; you: PlayerIndex; started: boolean };
type Preview = {
gameCode: string;
hostName: string;
config: GameConfig;
players: number;
seated: { seat: number; who: string | null; bot: boolean }[];
};
/** Per-origin, same reasoning `lobby-and-sessions.md` §1 gives for the session token itself — a
* secret typed at one address means nothing at another. */
const SECRET_KEY = 'stationmaster-joinsecret';
/** The name is not a credential; it is remembered for the same reason the secret is — nobody should
* retype what they typed last time. */
const NAME_KEY = 'stationmaster-displayname';
const $ = <T extends HTMLElement = HTMLElement>(id: string): T => document.getElementById(id) as T;
const has = (id: string): boolean => document.getElementById(id) !== null;
/**
* A server code turned into a sentence.
*
* `LOBBY_FULL` and `BAD_PLAYER_COUNT` used to be printed at the player exactly as the server said
* them. The codes are the server's vocabulary, not the table's.
*/
function explain(code: unknown, fallback: string): string {
const messages: Record<string, string> = {
LOBBY_FULL: 'That table is already full — every chair is taken.',
ALREADY_STARTED: 'That game has already started.',
BAD_PLAYER_COUNT: 'That table size cannot start a game — 2 to 4 players.',
NOT_HOST: 'Only the host can do that.',
NAME_TAKEN: 'Somebody at that table is already using that name — pick another.',
'bad or missing secret': 'That join secret was not accepted by this server.',
// What a lobby answers once it has become a GAME — most often seen by a host pressing Start
// twice, and by a tab left open on a lobby that started somewhere else.
'no such lobby': 'That game is no longer waiting to start — it has either begun or been closed.',
'no open lobby with that code': 'No game is waiting under that code. Check it, or ask for a new one — a game that has already started cannot be joined.',
};
const key = typeof code === 'string' ? code : '';
return messages[key] ?? (key !== '' ? key : fallback);
}
async function postJson(path: string, body: unknown): Promise<{ status: number; body: Record<string, unknown> }> {
const res = await fetch(path, {
@@ -46,21 +116,73 @@ async function postJson(path: string, body: unknown): Promise<{ status: number;
return { status: res.status, body: (await res.json()) as Record<string, unknown> };
}
async function getJson(path: string): Promise<{ status: number; body: Record<string, unknown> }> {
const res = await fetch(path);
return { status: res.status, body: (await res.json().catch(() => ({}))) as Record<string, unknown> };
}
/**
* Shows `#lobby`, drives it through creating or joining a game and then seating, and calls
* `onReady` exactly once — the instant `Lobby.Start` fires, from WHICHEVER browser tab started it.
* Never calls back more than once; the caller is expected to tear this screen down (`main.ts` hides
* `#lobby` and shows `#gameui`) as its very first action inside `onReady`.
* Shows `#lobby` and drives it. `resume` re-enters the seating screen for a browser that already
* holds a seat (a reload before the host started) rather than starting at the doors.
*/
export function runLobby(onReady: (r: LobbyReady) => void): void {
export function runLobby(handlers: LobbyHandlers, resume?: { token: string; gameId: string; gameCode: string }): void {
// Nothing below exists on a page that is not `play.html` — and `main.ts` is imported by tests that
// stub only part of the DOM. Bail rather than throwing through the module's caller.
if (!has('lobby') || !has('lb-choice-section')) return;
$('lobby').hidden = false;
$<HTMLInputElement>('lb-secret').value = localStorage.getItem(SECRET_KEY) ?? '';
const form = settingsForm('lb-');
let source: EventSource | null = null;
let done = false;
function setError(id: string, message: string): void {
$(id).textContent = message;
/**
* THE GAMES THIS BROWSER IS ALREADY IN.
*
* Rejoining is what the stored token is FOR, and until now the only thing that ever used one was a
* bare page load — so a player who left a game, or who joined a second, had no way to get back to
* the first. Drawn from the page's own storage (`main.ts`), never from this module.
*/
function renderKnown(): void {
if (!has('lb-known')) return;
const games = handlers.known?.() ?? [];
$('lb-known').hidden = games.length === 0;
if (games.length === 0) return;
$('lb-known-list').innerHTML = games
.map(
(g) =>
`<div class="lb-known-row"><span class="code">${escapeHtml(g.gameCode || g.gameId.slice(0, 8))}</span>` +
`<span class="dim">${g.stage === 'lobby' ? 'waiting to start' : 'in play'}</span>` +
`<button class="lb-rejoin" data-game="${escapeHtml(g.gameId)}">Rejoin</button>` +
`<button class="lb-forget ghost" data-game="${escapeHtml(g.gameId)}">Forget</button></div>`,
)
.join('');
for (const btn of Array.from($('lb-known-list').querySelectorAll<HTMLButtonElement>('.lb-rejoin'))) {
btn.onclick = () => handlers.rejoin?.(btn.dataset['game'] ?? '');
}
for (const btn of Array.from($('lb-known-list').querySelectorAll<HTMLButtonElement>('.lb-forget'))) {
btn.onclick = () => {
// Confirmed, because it is not recoverable from this browser: the token IS the identity
// (`lobby-and-sessions.md` §1), and nothing else on this server will accept a claim to that
// seat.
const code = btn.previousElementSibling?.previousElementSibling?.textContent ?? 'that game';
if (!confirm(`Forget ${code}? This browser will not be able to rejoin it — your seat stays in the game, and only whoever runs the server could let you back in.`)) return;
handlers.forget?.(btn.dataset['game'] ?? '');
renderKnown();
};
}
}
renderKnown();
// -- the join secret ------------------------------------------------------------------------
function showSecret(saved: boolean): void {
$('lb-secret-saved').hidden = !saved;
$('lb-secret-ask').hidden = saved;
}
const storedSecret = localStorage.getItem(SECRET_KEY) ?? '';
$<HTMLInputElement>('lb-secret').value = storedSecret;
showSecret(storedSecret !== '');
$<HTMLButtonElement>('lb-secret-change').onclick = () => showSecret(false);
function secret(): string {
const value = $<HTMLInputElement>('lb-secret').value;
@@ -68,25 +190,248 @@ export function runLobby(onReady: (r: LobbyReady) => void): void {
return value;
}
/** A rejected secret re-opens the field it is about — the error used to appear a screen away from
* the box that caused it. */
function secretRejected(status: number): boolean {
if (status !== 403) return false;
showSecret(false);
$<HTMLInputElement>('lb-secret').focus();
return true;
}
// -- display name ---------------------------------------------------------------------------
const nameField = $<HTMLInputElement>('lb-name');
nameField.value = localStorage.getItem(NAME_KEY) ?? '';
function displayName(): string {
const value = nameField.value.trim();
if (value !== '') localStorage.setItem(NAME_KEY, value);
return value;
}
// -- the two doors --------------------------------------------------------------------------
function door(which: 'join' | 'create'): void {
$('lb-join-panel').hidden = which !== 'join';
$('lb-create-panel').hidden = which !== 'create';
$('lb-door-join').classList.toggle('active', which === 'join');
$('lb-door-create').classList.toggle('active', which === 'create');
}
$<HTMLButtonElement>('lb-door-join').onclick = () => door('join');
$<HTMLButtonElement>('lb-door-create').onclick = () => door('create');
// -- the create form ------------------------------------------------------------------------
/** The named type the form is currently measured against — and, for a Custom game, the type it is
* scored as. Custom is only ever reached FROM one of these, so there is always an answer. */
let base: PresetName = 'coop';
let type: GameType = 'coop';
/** Once the host types a Revenue floor it is theirs; players and days stop re-deriving it. */
let floorTyped = false;
const players = (): number => Number($<HTMLSelectElement>('lb-players').value) || 4;
const days = (): number => {
const raw = Number($<HTMLInputElement>('lb-days').value);
return Number.isFinite(raw) && raw >= 1 ? Math.round(raw) : 5;
};
function typeRadios(): HTMLInputElement[] {
return Array.from(document.querySelectorAll<HTMLInputElement>('input[name="lb-type"]'));
}
/** Reset every rule to a named type. Seed, players and days are parameters, and are left alone. */
function selectPreset(name: PresetName): void {
base = name;
type = name;
floorTyped = false;
const values = presetSettings(name, players(), days());
form.write(values, values);
form.setEmployeeRotationAvailable(true);
refresh();
}
function refresh(): void {
const differing = form.mark(base, players(), days());
if (differing.length > 0) type = 'custom';
else if (type === 'custom') type = base;
for (const r of typeRadios()) r.checked = r.value === type;
const scoring = preset(base).scoring;
const note = $('lb-type-note');
if (type === 'custom') {
note.textContent =
`${gameTypeLabel('custom', scoring)} · ${differing.length} ` +
`${differing.length === 1 ? 'setting differs' : 'settings differ'} from ${preset(base).label}.`;
note.className = 'ng-note changed-note';
// A Custom game is nobody's default: open the block that says how it differs.
$<HTMLDetailsElement>('lb-settings').open = true;
} else {
note.textContent = preset(type as PresetName).blurb;
note.className = 'ng-note';
}
}
for (const r of typeRadios()) {
// Solitaire is on this screen so the two screens read as one list, but there is nothing here to
// deal it with — the New Game dialog is where a solitaire game comes from.
if (r.value === 'solitaire') markUnavailable(r, 'dealt with the New game button, not here');
r.onchange = () => {
if (!r.checked) return;
if (r.value === 'custom') {
// Clicking Custom keeps everything as it stands, and keeps the scoring of the type it came
// from (Jesse, 2026-08-23) — it is only ever reached from one of the named types.
type = 'custom';
refresh();
return;
}
selectPreset(r.value as PresetName);
};
}
form.onEdit((key) => {
// The floor is derived until somebody sets it; ticking the condition off counts as setting it.
if (key === 'minCombinedRevenue') floorTyped = true;
type = 'custom';
refresh();
});
/** Players and days are parameters, not settings: they re-derive the floor and never make a game
* Custom by themselves. */
function paramsChanged(): void {
if (!floorTyped) {
const values = form.read();
const want = presetSettings(base, players(), days());
form.write({ ...values, minCombinedRevenue: want.minCombinedRevenue }, want);
}
refresh();
}
$<HTMLSelectElement>('lb-players').onchange = paramsChanged;
$<HTMLInputElement>('lb-days').oninput = paramsChanged;
selectPreset('coop');
door('join');
// -- creating -------------------------------------------------------------------------------
$<HTMLButtonElement>('lb-create').onclick = () => {
const name = displayName();
if (name === '') {
$('lb-create-err').textContent = 'Enter a display name first.';
return;
}
const asked = $<HTMLInputElement>('lb-seed').value.trim();
// Blank or unparseable both mean "surprise me", which is what leaving the box alone asks for.
const seed = asked === '' || !Number.isFinite(Number(asked)) ? null : Math.trunc(Number(asked));
const config = configFromSettings(form.read(), preset(base).scoring, days(), preset(base).pvpCards);
$('lb-create-err').textContent = '';
void postJson('/api/lobby/create', {
secret: secret(),
config,
displayName: name,
players: players(),
seed,
}).then(({ status, body }) => {
if (status !== 200) {
secretRejected(status);
$('lb-create-err').textContent = explain(body['error'], 'Could not create the game.');
return;
}
enterSeating(body['gameId'] as string, body['token'] as string, body['gameCode'] as string);
});
};
// -- joining --------------------------------------------------------------------------------
let previewed: Preview | null = null;
function showPreview(p: Preview): void {
previewed = p;
$('lb-preview').hidden = false;
$('lb-preview-code').textContent = p.gameCode;
const near = closestPreset(p.config, p.players, p.config.days);
const label = gameTypeLabel(
near.differing.length === 0 ? near.name : 'custom',
p.config.mode,
);
$('lb-preview-type').textContent =
near.differing.length === 0
? label
: `${label} · ${near.differing.length} ${near.differing.length === 1 ? 'setting differs' : 'settings differ'} from ${preset(near.name).label}`;
const taken = p.seated.filter((s) => s.who !== null || s.bot).length;
const names = p.seated
.map((s) => (s.bot ? 'a bot' : (s.who ?? 'empty')))
.join(', ');
$('lb-preview-who').textContent = `Host: ${p.hostName} · ${taken} of ${p.players} seats taken — ${names}`;
$('lb-preview-rules').innerHTML = rulesListHtml(p.config, p.players, p.config.days);
}
$<HTMLButtonElement>('lb-look').onclick = () => {
const code = $<HTMLInputElement>('lb-code').value.trim().toUpperCase();
$('lb-preview').hidden = true;
if (code === '') {
$('lb-join-err').textContent = 'Enter the game code you were given.';
return;
}
$('lb-join-err').textContent = '';
void getJson(
`/api/lobby/preview?gameCode=${encodeURIComponent(code)}&secret=${encodeURIComponent(secret())}`,
).then(({ status, body }) => {
if (status !== 200) {
secretRejected(status);
$('lb-join-err').textContent = explain(body['error'], 'Could not look up that game.');
return;
}
showPreview(body as unknown as Preview);
});
};
$<HTMLButtonElement>('lb-join').onclick = () => {
const name = displayName();
const code = previewed?.gameCode ?? $<HTMLInputElement>('lb-code').value.trim().toUpperCase();
if (name === '') {
$('lb-join-err').textContent = 'Enter a display name first.';
return;
}
$('lb-join-err').textContent = '';
void postJson('/api/lobby/join', { secret: secret(), gameCode: code, displayName: name }).then(
({ status, body }) => {
if (status !== 200) {
secretRejected(status);
$('lb-join-err').textContent = explain(body['error'], 'Could not join that game.');
return;
}
enterSeating(body['gameId'] as string, body['token'] as string, code);
},
);
};
// -- seating --------------------------------------------------------------------------------
function renderSeating(lobby: Lobby, you: PlayerIndex, token: string): void {
$('lb-gamecode').textContent = lobby.gameCode;
const isHost = lobby.hostToken === token;
let html = '';
// Bots are numbered here exactly as `startLobby` numbers them at the moment the game starts, so
// the table you set up is the table that appears on the board.
let botNumber = 0;
for (let seat = 0; seat < lobby.seats.length; seat++) {
const occupant = lobby.seats[seat] ?? null;
const isYou = occupant?.kind === 'human' && occupant.token === token;
const isSeatHost = occupant?.kind === 'human' && occupant.token === lobby.hostToken;
if (occupant?.kind === 'bot') botNumber++;
const who =
occupant === null
? '<span class="dim">— waiting —</span>'
: occupant.kind === 'bot'
? 'Bot'
: `${occupant.displayName}${isYou ? ' (you)' : ''}${isSeatHost ? ' — host' : ''}`;
? `Bot ${botNumber}`
: `${escapeHtml(occupant.displayName)}${isYou ? ' (you)' : ''}${isSeatHost ? ' — host' : ''}`;
let action = '';
if (isHost) {
if (occupant === null) action = `<button class="lb-bot-add" data-seat="${seat}">+ bot</button>`;
else if (occupant.kind === 'bot') action = `<button class="lb-bot-remove" data-seat="${seat}">remove bot</button>`;
else if (!isYou) action = `<button class="lb-kick" data-seat="${seat}">remove</button>`;
}
html += `<div class="lb-seat"><span class="dim">Seat ${seatLabel(seat)}</span><span class="who">${who}</span>${action}</div>`;
}
@@ -94,21 +439,30 @@ export function runLobby(onReady: (r: LobbyReady) => void): void {
/**
* The code is the whole invitation, so it has to leave this screen by some route other than
* being read off it and retyped. `navigator.clipboard` is unavailable on an insecure origin
* and can be refused outright, so a failure says the code is there to be selected rather than
* silently doing nothing.
* being read off it and retyped. Two buttons because they are two different acts: the CODE is
* what you read aloud on a call and works at whatever address each player reaches the box by;
* the LINK is what you paste into a chat, and only works for someone who can reach this address.
* Neither carries the join secret — that is the door key, and it travels out of band.
*
* `navigator.clipboard` is unavailable on an insecure origin and can be refused outright, so a
* failure says the code is there to be selected rather than silently doing nothing.
*/
const copyBtn = $<HTMLButtonElement>('lb-copy');
copyBtn.onclick = () => {
const say = (m: string): void => {
$('lb-copied').textContent = m;
setTimeout(() => ($('lb-copied').textContent = ''), 4000);
};
const say = (m: string): void => {
$('lb-copied').textContent = m;
setTimeout(() => ($('lb-copied').textContent = ''), 4000);
};
const copy = (text: string, ok: string): void => {
void navigator.clipboard
?.writeText(lobby.gameCode)
.then(() => say('Copied.'))
?.writeText(text)
.then(() => say(ok))
.catch(() => say('Could not copy — select the code above instead.'));
};
$<HTMLButtonElement>('lb-copy').onclick = () => copy(lobby.gameCode, 'Code copied.');
$<HTMLButtonElement>('lb-copylink').onclick = () =>
copy(
`${location.origin}${location.pathname}?lobby&code=${encodeURIComponent(lobby.gameCode)}`,
'Invite link copied — the join secret is not in it.',
);
for (const btn of Array.from($('lb-seats').querySelectorAll<HTMLButtonElement>('.lb-bot-add'))) {
btn.onclick = () => void postJson('/api/lobby/bot', { token, seat: Number(btn.dataset['seat']), filled: true });
@@ -116,135 +470,165 @@ export function runLobby(onReady: (r: LobbyReady) => void): void {
for (const btn of Array.from($('lb-seats').querySelectorAll<HTMLButtonElement>('.lb-bot-remove'))) {
btn.onclick = () => void postJson('/api/lobby/bot', { token, seat: Number(btn.dataset['seat']), filled: false });
}
for (const btn of Array.from($('lb-seats').querySelectorAll<HTMLButtonElement>('.lb-kick'))) {
btn.onclick = () => {
void postJson('/api/lobby/leave', { token, seat: Number(btn.dataset['seat']) }).then(({ status, body }) => {
if (status !== 200) $('lb-start-note').textContent = explain(body['error'], 'Could not clear that seat.');
});
};
}
// What everyone at the table is about to play — the host chose it, and until now nobody else
// could see any of it.
const near = closestPreset(lobby.config, lobby.seats.length, lobby.config.days);
const label = gameTypeLabel(near.differing.length === 0 ? near.name : 'custom', lobby.config.mode);
$('lb-seating-type').textContent =
near.differing.length === 0
? label
: `${label} · ${near.differing.length} ${near.differing.length === 1 ? 'setting differs' : 'settings differ'} from ${preset(near.name).label}`;
$('lb-seating-rules').innerHTML = rulesListHtml(lobby.config, lobby.seats.length, lobby.config.days);
const waiting = lobby.seats.filter((s) => s === null).length;
const startBtn = $<HTMLButtonElement>('lb-start');
startBtn.hidden = !isHost;
startBtn.disabled = waiting > 0;
$('lb-start-note').textContent = isHost
? waiting === 0
? ''
: `Waiting on ${waiting} more ${waiting === 1 ? 'player' : 'players'} — add a bot to any empty chair to start now.`
: 'Waiting for the host to start the game.';
startBtn.textContent = 'Start game';
$('lb-start-note').textContent = '';
const waitNote = $('lb-stream-note');
if (waitNote.dataset['reason'] !== 'stream') {
waitNote.hidden = waiting === 0 && isHost;
waitNote.textContent = isHost
? waiting === 0
? ''
: `Waiting on ${waiting} more ${waiting === 1 ? 'player' : 'players'} — add a bot to any empty chair to start now.`
: 'Waiting for the host to start the game.';
waitNote.hidden = waitNote.textContent === '';
}
startBtn.onclick = () => {
// No busy state used to mean a second press posted a second start, whose 409 landed on screen
// as a raw code.
startBtn.disabled = true;
startBtn.textContent = 'Starting…';
void postJson('/api/lobby/start', { token }).then(({ status, body }) => {
if (status !== 200) setError('lb-start-note', String(body['error'] ?? 'could not start'));
if (status !== 200) {
startBtn.disabled = false;
startBtn.textContent = 'Start game';
$('lb-start-note').textContent = explain(body['error'], 'Could not start the game.');
}
});
};
}
function enterSeating(gameId: string, token: string): void {
function streamNote(message: string): void {
const el = $('lb-stream-note');
el.dataset['reason'] = message === '' ? '' : 'stream';
el.textContent = message;
el.hidden = message === '';
}
function enterSeating(gameId: string, token: string, gameCode: string): void {
handlers.onSeated({ token, gameId, gameCode });
$('lb-choice-section').hidden = true;
$('lb-seating-section').hidden = false;
$<HTMLButtonElement>('lb-leave').onclick = () => {
void postJson('/api/lobby/leave', { token }).then(() => {
source?.close();
handlers.onLeft(gameId);
$('lb-seating-section').hidden = true;
$('lb-choice-section').hidden = false;
renderKnown();
notice('');
});
};
source = new EventSource(`/api/lobby/stream?token=${encodeURIComponent(token)}`);
source.onmessage = (ev: MessageEvent<string>) => {
streamNote('');
const push = JSON.parse(ev.data) as LobbyPush;
if (push.started) {
source?.close();
onReady({ token, gameId, seat: push.you });
if (done) return;
done = true;
handlers.onReady({ token, gameId, seat: push.you, gameCode: push.lobby.gameCode });
return;
}
renderSeating(push.lobby, push.you, token);
};
}
const chosenMode = (): 'competitive' | 'coop' =>
($('lb-choice-section').querySelector<HTMLInputElement>('input[name="lb-mode"]:checked')?.value ??
'competitive') as 'competitive' | 'coop';
const chosenPlayers = (): number => Number($<HTMLSelectElement>('lb-players').value) || 4;
const num = (id: string): number => Number($<HTMLInputElement>(id).value);
/**
* Mode and table size only move the DEFAULTS, exactly as the solitaire dialog's own presets do —
* every field stays editable afterwards, so "Co-op, 3 players" is a starting point rather than a
* fixed ruleset. Re-running this on a change is also what keeps the combined-Revenue floor
* honest: it is derived from the player count, and the count is a control on this form.
*/
function applyDefaults(): void {
const c = defaultMultiplayerConfig(chosenMode(), chosenPlayers());
const rules = houseRules(c);
$<HTMLInputElement>('lb-days').value = String(c.days);
$<HTMLInputElement>('lb-minrev').value = String(c.minCombinedRevenue);
$<HTMLInputElement>('lb-colday').value = String(c.maxCollisionsPerDay);
$<HTMLInputElement>('lb-coltotal').value = String(c.maxCollisionsTotal);
$<HTMLInputElement>('lb-passenger').value = String(rules.revenue.passengerPerCoach);
$<HTMLInputElement>('lb-freight').value = String(rules.revenue.freightPerLoad);
$<HTMLInputElement>('lb-transit').value = String(rules.revenue.trainPerTransit);
// Co-op has no valid target for the opponent-directed cards, so the toggle is forced off rather
// than merely defaulted off — the same rule `buildDeck` applies.
const pvp = $<HTMLInputElement>('lb-pvp');
pvp.checked = c.pvpCardsAllowed;
pvp.disabled = chosenMode() !== 'competitive';
}
for (const input of Array.from(
$('lb-choice-section').querySelectorAll<HTMLInputElement>('input[name="lb-mode"]'),
)) {
input.onchange = applyDefaults;
}
$<HTMLSelectElement>('lb-players').onchange = applyDefaults;
applyDefaults();
$<HTMLButtonElement>('lb-create').onclick = () => {
const displayName = $<HTMLInputElement>('lb-name').value.trim();
const mode = chosenMode();
if (displayName === '') {
setError('lb-create-err', 'enter a display name first');
return;
}
const players = chosenPlayers();
const hand = $('lb-settings').querySelector<HTMLInputElement>('input[name="lb-hand"]:checked')?.value;
// Blank or unparseable both mean "surprise me", which is what leaving the box alone asks for.
const asked = $<HTMLInputElement>('lb-seed').value.trim();
const seed = asked === '' || !Number.isFinite(Number(asked)) ? null : Math.trunc(Number(asked));
const config: GameConfig = {
...defaultMultiplayerConfig(mode, players),
days: Math.max(1, Math.round(num('lb-days')) || 5),
minCombinedRevenue: Math.max(0, Math.round(num('lb-minrev')) || 0),
maxCollisionsPerDay: Math.max(0, Math.round(num('lb-colday')) || 0),
maxCollisionsTotal: Math.max(0, Math.round(num('lb-coltotal')) || 0),
pvpCardsAllowed: $<HTMLInputElement>('lb-pvp').checked && mode === 'competitive',
optionalRules: {
reducedVisibility: $<HTMLInputElement>('lb-visibility').checked,
employeeRotation: $<HTMLInputElement>('lb-rotation').checked,
emergencyToolbox: $<HTMLInputElement>('lb-toolbox').checked,
},
houseRules: {
...(STARTING_HAND_LABELS.some((o) => o.value === hand) ? { startingHand: hand as StartingHand } : {}),
revenue: {
passengerPerCoach: num('lb-passenger'),
freightPerLoad: num('lb-freight'),
trainPerTransit: num('lb-transit'),
},
},
};
void postJson('/api/lobby/create', { secret: secret(), config, displayName, players, seed }).then(
({ status, body }) => {
if (status !== 200) {
setError('lb-create-err', String(body['error'] ?? 'could not create the game'));
/**
* A DEAD LOBBY AND A BLIP LOOK IDENTICAL HERE, so ask — the same shape `session.ts` already uses
* for the game stream, which the lobby never got.
*
* Three answers matter. The game may have STARTED while we were disconnected (the `started` push
* is sent once and then the connection closes, so a drop at the wrong moment loses it) —
* `/api/session` knows, and we go straight in. The lobby may still be there, in which case
* `EventSource` is already retrying and the note is all that is needed. Or it is gone, and
* sitting on a frozen seating screen is the one thing that must not happen.
*/
source.onerror = () => {
if (done) return;
streamNote('Connection lost — retrying. You can leave and rejoin if this does not clear.');
void getJson(`/api/session?token=${encodeURIComponent(token)}`).then(({ status, body }) => {
if (done) return;
if (status === 200) {
done = true;
source?.close();
handlers.onReady({ token, gameId, seat: body['player'] as PlayerIndex, gameCode });
return;
}
setError('lb-create-err', '');
enterSeating(body['gameId'] as string, body['token'] as string);
},
);
};
void getJson(
`/api/lobby/preview?gameCode=${encodeURIComponent(gameCode)}&secret=${encodeURIComponent(secret())}`,
).then(({ status: lobbyStatus }) => {
if (done || lobbyStatus === 200) return;
source?.close();
handlers.onLeft(gameId);
$('lb-seating-section').hidden = true;
$('lb-choice-section').hidden = false;
renderKnown();
streamNote('');
notice('That game is no longer waiting on this server — it was ended, or the last player left.');
});
});
};
}
$<HTMLButtonElement>('lb-join').onclick = () => {
const displayName = $<HTMLInputElement>('lb-name').value.trim();
const gameCode = $<HTMLInputElement>('lb-code').value.trim();
if (displayName === '' || gameCode === '') {
setError('lb-join-err', 'enter a display name and a game code');
return;
}
void postJson('/api/lobby/join', { secret: secret(), gameCode, displayName }).then(({ status, body }) => {
if (status !== 200) {
setError('lb-join-err', String(body['error'] ?? 'could not join that game'));
return;
}
setError('lb-join-err', '');
enterSeating(body['gameId'] as string, body['token'] as string);
});
};
if (resume) enterSeating(resume.gameId, resume.token, resume.gameCode);
}
/** The lobby-wide message slot: why you are looking at this screen, when it was not your own click. */
export function notice(message: string): void {
const el = document.getElementById('lb-notice');
if (!el) return;
el.textContent = message;
el.hidden = message === '';
}
/** Prefills the code from an invite link and opens the join door on it. */
export function prefillCode(code: string): void {
const field = document.getElementById('lb-code') as HTMLInputElement | null;
if (field) field.value = code.toUpperCase();
}
/**
* A CHOICE THAT CANNOT BE TAKEN HAS TO SAY SO.
*
* Reported by Jesse 2026-08-23: "solitaire is disabled, but really hard to tell." A bare `disabled`
* on a radio leaves the whole row at full strength — the dot simply refuses the click, which reads
* as a broken control rather than an unavailable one. Dims the row and says why, once.
*/
function markUnavailable(radio: HTMLInputElement, why: string): void {
radio.disabled = true;
const row = radio.closest('label');
if (!row) return;
row.classList.add('disabled');
if (row.querySelector('.lb-why')) return;
const note = document.createElement('span');
note.className = 'lb-why';
note.textContent = ` — ${why}`;
row.querySelector('span')?.appendChild(note);
}
function escapeHtml(s: string): string {
return s.replace(/&/g, '&amp;').replace(/</g, '&lt;').replace(/>/g, '&gt;').replace(/"/g, '&quot;');
}
+537 -107
View File
@@ -14,12 +14,9 @@ import { PANEL_CSS, blockedHtml, facilitiesHtml, pilesHtml, timetableHtml, yardH
import { TOOLTIP_CSS, installTooltips } from './tooltip.ts';
import { playCue } from './sound.ts';
import {
DEFAULT_MAX_COLLISIONS_PER_DAY,
DEFAULT_MAX_COLLISIONS_TOTAL,
MOVES_PER_LOCAL_OPS,
EXTRA_START_LABELS,
STARTING_HAND_LABELS,
collectiveRevenueFloor,
houseRules,
} from '../engine/content.ts';
import type { ExtraStartRule, HouseRuleOverrides, HouseRules, RevenueRules, StartingHand } from '../engine/content.ts';
@@ -27,8 +24,19 @@ import type { NewGameOptions } from './game.ts';
import type { LocalSession, Session } from './session.ts';
import { createLocalSession, createRemoteSession } from './session.ts';
import type { PlayerIndex } from '../engine/state.ts';
import { runLobby } from './lobby.ts';
import { notice, prefillCode, runLobby } from './lobby.ts';
import type { LobbyReady } from './lobby.ts';
import {
closestPreset,
configFromFrame,
gameTypeLabel,
preset,
presetOf,
presetSettings,
settingsOf,
} from './presets.ts';
import type { GameType, PresetName } from './presets.ts';
import { settingsForm } from './settings-form.ts';
const SAVE_KEY = 'station-master.save.v1';
const SETTINGS_KEY = 'station-master.settings.v1';
@@ -227,7 +235,11 @@ function piecePreview(links: string[], label: string): string {
*/
function renderTurnChart(f: Frame): void {
const actorName = f.actor === null ? null : (f.players[f.actor]?.name ?? null);
$('turnchart').innerHTML = turnChartHtml(f, actorName);
// Named only at a table with more than one seat: in solitaire the Fedora is always yours, and a
// chip that can never change is a chip to read past.
const superName =
f.players.length > 1 ? (f.players.find((p) => p.index === f.superintendent)?.name ?? null) : null;
$('turnchart').innerHTML = turnChartHtml(f, actorName, superName);
}
/**
@@ -271,6 +283,19 @@ const VICTORY_PARAMS = {
coltotal: 'maxCollisionsTotal',
} as const;
/**
* Appendix B's three, in the URL like everything else the dialog asks (2026-08-23).
*
* The dialog navigates to a URL and `start()` reads the game back out of it, so a setting missing
* from here is a setting the dialog silently discards — which is exactly what happened to these
* three for as long as only the lobby offered them.
*/
const OPTIONAL_PARAMS = {
vis: 'reducedVisibility',
rot: 'employeeRotation',
tool: 'emergencyToolbox',
} as const;
function gameOptionsFromUrl(params: URLSearchParams): NewGameOptions {
const rules: HouseRuleOverrides = {};
const hand = params.get('hand');
@@ -296,9 +321,52 @@ function gameOptionsFromUrl(params: URLSearchParams): NewGameOptions {
options[key] = Math.max(0, Math.round(Number(raw)));
}
}
const optional: Partial<NonNullable<NewGameOptions['optionalRules']>> = {};
for (const [param, key] of Object.entries(OPTIONAL_PARAMS)) {
const raw = params.get(param);
// Present and not "0" means on: `?rot=1` and `?rot` alike, since a bare flag reads as ''.
if (raw !== null) optional[key] = raw !== '0';
}
if (Object.keys(optional).length > 0) options.optionalRules = optional;
return options;
}
/**
* THE SOLITAIRE GAME TYPE'S RULES, under whatever the URL actually named.
*
* `SOLO_CONFIG` is the ENGINE's fallback and stays where it is — every engine test and every sim run
* is measured against it, and moving it would silently re-deal all of them. What a PLAYER is dealt
* when they open the page is a different question, and its answer is the Solitaire game type
* (`presets.ts`) — which since 2026-08-23 opens with six cards, like every other type, so that the
* New Game dialog and the lobby agree about what "Solitaire" means.
*/
function solitaireDefaults(options: NewGameOptions): NewGameOptions {
const days = options.days ?? 5;
const p = presetSettings('solitaire', 1, days);
const revenue = options.houseRules?.revenue ?? {};
return {
days,
minCombinedRevenue: options.minCombinedRevenue ?? p.minCombinedRevenue,
maxCollisionsPerDay: options.maxCollisionsPerDay ?? p.maxCollisionsPerDay,
maxCollisionsTotal: options.maxCollisionsTotal ?? p.maxCollisionsTotal,
optionalRules: {
reducedVisibility: options.optionalRules?.reducedVisibility ?? p.reducedVisibility,
// One player, so there is nobody to rotate with whatever a hand-edited URL says.
employeeRotation: false,
emergencyToolbox: options.optionalRules?.emergencyToolbox ?? p.emergencyToolbox,
},
houseRules: {
startingHand: options.houseRules?.startingHand ?? p.startingHand,
extraStart: options.houseRules?.extraStart ?? p.extraStart,
revenue: {
passengerPerCoach: revenue.passengerPerCoach ?? p.passengerPerCoach,
freightPerLoad: revenue.freightPerLoad ?? p.freightPerLoad,
trainPerTransit: revenue.trainPerTransit ?? p.trainPerTransit,
},
},
};
}
function rulesToUrl(rules: HouseRules, options: NewGameOptions, seed: string): string {
const params = new URLSearchParams();
if (seed !== '') params.set('seed', seed);
@@ -311,18 +379,212 @@ function rulesToUrl(rules: HouseRules, options: NewGameOptions, seed: string): s
const value = options[key];
if (value !== undefined) params.set(param, String(value));
}
for (const [param, key] of Object.entries(OPTIONAL_PARAMS)) {
// Only the ones that are ON: a URL that spells out three `=0`s says nothing extra and is three
// parameters longer.
if (options.optionalRules?.[key] === true) params.set(param, '1');
}
return `?${params}`;
}
function loadRemote(): LobbyReady | null {
/**
* WHAT THIS BROWSER REMEMBERS ABOUT A MULTIPLAYER GAME, and when.
*
* It used to be written only at `Lobby.Start`, which meant a refresh while SEATED — before the host
* started — orphaned the chair: the token existed nowhere else, so the player could not return and
* the seat could not be freed, and a table that needs every chair filled could no longer start.
* The record is written the moment a seat is taken, and `stage` says how far it got.
*/
type RemoteRecord = {
token: string;
gameId: string;
gameCode: string;
/** Only known once the game exists; a lobby-stage record has no seat yet. */
seat?: PlayerIndex;
stage: 'lobby' | 'game';
};
/**
* EVERY multiplayer game this browser holds a seat in, and which was last played.
*
* It used to be ONE record under one key, so joining a second game overwrote the first — and since
* the token IS the identity (`lobby-and-sessions.md` §1), that seat was then locked out for good.
* `TODO.md` had it as "a second, nearer limit" under the lost-token item; Jesse hit it from the
* other side, asking how to leave a game and play a different one later.
*/
type RemoteStore = { games: Record<string, RemoteRecord>; last: string | null };
function readStore(): RemoteStore {
try {
const raw = localStorage.getItem(REMOTE_KEY);
return raw ? (JSON.parse(raw) as LobbyReady) : null;
if (!raw) return { games: {}, last: null };
const parsed = JSON.parse(raw) as Partial<RemoteStore> & Partial<RemoteRecord>;
// The single-record shape written before 2026-08-23 — carried across rather than dropped, so an
// update does not throw away the game somebody is in the middle of.
if (typeof parsed.token === 'string' && typeof parsed.gameId === 'string') {
const one: RemoteRecord = {
token: parsed.token,
gameId: parsed.gameId,
gameCode: parsed.gameCode ?? '',
...(parsed.seat === undefined ? {} : { seat: parsed.seat }),
stage: parsed.stage ?? 'game',
};
return { games: { [one.gameId]: one }, last: one.gameId };
}
const games = parsed.games ?? {};
return { games, last: parsed.last ?? null };
} catch {
return null;
return { games: {}, last: null };
}
}
function writeStore(store: RemoteStore): void {
try {
localStorage.setItem(REMOTE_KEY, JSON.stringify(store));
} catch {
// A full or disabled localStorage must not take the game down with it — the session in memory
// keeps working, it simply will not survive a reload.
}
}
/** The game to re-enter on a bare page load: the one most recently played. */
function loadRemote(): RemoteRecord | null {
const store = readStore();
return store.last === null ? null : (store.games[store.last] ?? null);
}
function saveRemote(record: RemoteRecord): void {
const store = readStore();
store.games[record.gameId] = record;
store.last = record.gameId;
writeStore(store);
}
/** Deliberate, and the one irreversible thing on the lobby screen: the token is the only proof of
* who you are, so forgetting it gives up the seat with no way back from this browser. */
function forgetRemote(gameId: string): void {
const store = readStore();
delete store.games[gameId];
if (store.last === gameId) store.last = null;
writeStore(store);
}
function knownRemote(): RemoteRecord[] {
return Object.values(readStore().games);
}
/** The handlers the lobby drives this page through — one place, since four callers open a lobby.
* Storage lives here rather than in `lobby.ts`, which owns the screen and not the browser. */
const lobbyHandlers = {
onReady: (ready: LobbyReady): void => beginRemote(ready),
onSeated: (s: { token: string; gameId: string; gameCode: string }): void =>
saveRemote({ ...s, stage: 'lobby' }),
onLeft: (gameId?: string): void => {
const target = gameId ?? readStore().last;
if (target !== null && target !== undefined) forgetRemote(target);
},
known: (): { gameId: string; gameCode: string; stage: 'lobby' | 'game' }[] =>
knownRemote().map((r) => ({ gameId: r.gameId, gameCode: r.gameCode, stage: r.stage })),
forget: (gameId: string): void => forgetRemote(gameId),
rejoin: (gameId: string): void => {
const record = readStore().games[gameId];
if (!record) return;
if (record.stage === 'game' && record.seat !== undefined) {
beginRemote({ ...record, seat: record.seat });
return;
}
// Still seated in a lobby that had not started: the stream puts us back on the seating screen,
// and its own probe handles a game that began while we were away.
showScreen('lobby');
runLobby(lobbyHandlers, { token: record.token, gameId: record.gameId, gameCode: record.gameCode });
},
};
/**
* THE GAME CODE THIS PAGE IS IN, once it is in one.
*
* It ended at the lobby door before 2026-08-23 — `LobbyReady` carried the token, the game id and the
* seat, and the code (the only one of the four a person can read out) was dropped. A seated player
* could not say which game they were in, match it against the administrator's Games in Progress
* list, or pass it to a latecomer. Empty in solitaire, where there is no code.
*/
let gameCode = '';
/** How long the handoff curtain holds, so the start of a game is a moment rather than a snap. */
const HANDOFF_BEAT_MS = 1500;
/** How long to wait before saying the board has not arrived. */
const HANDOFF_STALL_MS = 8000;
let handoffOpenedAt = 0;
let handoffStall: number | null = null;
let firstFrameSeen = false;
function setText(id: string, text: string): void {
const el = document.getElementById(id);
if (el) el.textContent = text;
}
/** The curtain between `Lobby.Start` and the first Frame — see `#handoff` in `play.html`. */
function openHandoff(): void {
const el = document.getElementById('handoff');
if (!el) return;
firstFrameSeen = false;
handoffOpenedAt = Date.now();
el.classList.add('shown');
setText('handoff-title', 'Dealing the railroad…');
setText('handoff-note', 'Laying out the Division and rolling for seats.');
if (handoffStall !== null) clearTimeout(handoffStall);
handoffStall = window.setTimeout(() => {
if (firstFrameSeen) return;
setText('handoff-title', 'Still waiting for the server');
setText(
'handoff-note',
'The game exists, but its board has not arrived yet. It will appear as soon as the server sends it.',
);
}, HANDOFF_STALL_MS);
}
function closeHandoff(): void {
document.getElementById('handoff')?.classList.remove('shown');
if (handoffStall !== null) clearTimeout(handoffStall);
handoffStall = null;
}
/** Flash a one-line announcement over the board. Shared by the session's own announcements and by
* the "the game has begun" line, which comes from the page rather than from an event. */
function flashAnnounce(text: string): void {
const el = document.getElementById('announce');
if (!el) return;
el.textContent = text;
el.className = 'shown';
window.setTimeout(() => {
if (el.textContent === text) el.className = '';
}, 4200);
}
/**
* THE FIRST FRAME OF A MULTIPLAYER GAME — the one moment nobody had ever seen drawn.
*
* The board simply appeared, mid-Local-Operations, with a log already several bot turns deep and
* nothing saying this was the game just set up. `#phasenote` cannot help: it announces a CHANGE of
* phase, and there is no previous phase to have changed from.
*/
function noteFirstFrame(f: Frame): void {
if (firstFrameSeen || isLocal(session)) return;
firstFrameSeen = true;
const held = Date.now() - handoffOpenedAt;
const config = configFromFrame(f);
const type = gameTypeLabel(presetOf(config, f.players.length, f.days), f.mode);
window.setTimeout(
() => {
closeHandoff();
flashAnnounce(
`The game has begun — ${type} · ${f.players.length} players · Day ${f.day}, Stage ${f.stage}`,
);
},
Math.max(0, HANDOFF_BEAT_MS - held),
);
}
/** Toggles the two mutually-exclusive top-level screens `play.html` defines — `#lobby` (Phase 4)
* and `#gameui` (the board, whether local or remote). Both start `hidden` in the markup so neither
* ever flashes before `start()` decides which one this load actually needs. */
@@ -338,12 +600,14 @@ function showScreen(which: 'lobby' | 'gameui'): void {
* so it is always written back here before anything else happens.
*/
function beginRemote(ready: LobbyReady): void {
localStorage.setItem(REMOTE_KEY, JSON.stringify(ready));
saveRemote({ token: ready.token, gameId: ready.gameId, gameCode: ready.gameCode, seat: ready.seat, stage: 'game' });
gameCode = ready.gameCode;
showScreen('gameui');
// Nothing can be drawn until the first push arrives, and a page showing nothing at all is
// indistinguishable from a page that is broken — which is exactly what a dead session used to
// look like, forever.
$('presence').textContent = '… connecting to the game';
// look like, forever. This is its own state now rather than a borrowed line in the DISCONNECT
// banner (`#presence`), and it holds a beat so the game visibly begins.
openHandoff();
session = createRemoteSession(ready.token, ready.seat, abandonRemote);
applyCapabilities();
// A LocalSession has data the instant it is constructed; a RemoteSession does not — its first
@@ -366,16 +630,19 @@ function beginRemote(ready: LobbyReady): void {
* Forgetting the token is what makes the next load land in the lobby instead of repeating it.
*/
function abandonRemote(): void {
localStorage.removeItem(REMOTE_KEY);
// That one game is gone; any OTHER game this browser is in is untouched.
const store = readStore();
if (store.last !== null) forgetRemote(store.last);
closeHandoff();
showScreen('lobby');
$('presence').textContent = '';
runLobby(beginRemote);
const note = document.getElementById('lb-create-err');
if (note) {
note.textContent =
'That game is no longer on this server — it was either ended by whoever runs it, or the ' +
'service was updated, which does not carry games in progress across. Create or join a new one.';
}
runLobby(lobbyHandlers);
// The lobby's own notice slot, not the create form's error line: the player may well have been a
// joiner, and with the two doors that line is behind a panel they are not looking at.
notice(
'That game is no longer on this server — it was either ended by whoever runs it, or the ' +
'service was updated, which does not carry games in progress across. Create or join a new one.',
);
}
/**
@@ -388,21 +655,44 @@ function abandonRemote(): void {
function start(): void {
const params = new URLSearchParams(location.search);
/**
* ASKING FOR THE LOBBY BEATS RESUMING A GAME.
*
* The splash's "Play multiplayer" door and an invite link both land here with `?lobby`, and both
* mean "I want to pick a game" — but a remembered session used to be checked first, so anyone
* already in a game was dropped straight back into it and could never reach the lobby from the
* door at all. A BARE load still resumes, which is the common case and the one D11 is about.
*/
const invited = params.get('code');
if (params.get('lobby') !== null || invited !== null) {
showScreen('lobby');
if (invited !== null && invited !== '') prefillCode(invited);
runLobby(lobbyHandlers);
return;
}
// Entered without checking it still exists — deliberately. Verifying up front would mean an
// await before anything renders on the common path, where the game IS still there; instead the
// session reports a dead game through `abandonRemote`, which lands in the lobby.
const remembered = loadRemote();
if (remembered) {
beginRemote(remembered);
if (remembered && remembered.stage === 'game' && remembered.seat !== undefined) {
beginRemote({ ...remembered, seat: remembered.seat });
return;
}
// The splash's "Play multiplayer" door (index.html) lands here — straight into the lobby,
// rather than dealing a solitaire game first and leaving the player to find the in-game
// Multiplayer button themselves.
if (params.get('lobby') !== null) {
/**
* A SEAT TAKEN BUT NOT YET PLAYING — this browser reloaded while the lobby was still seating.
*
* The lobby stream answers all three cases from here without another route: it pushes the seating
* screen if the lobby is still open, and its `onerror` probe finds either a game that started
* while we were away (straight in) or a lobby that is gone (back to the doors, with a reason).
*/
if (remembered) {
showScreen('lobby');
runLobby(beginRemote);
runLobby(lobbyHandlers, {
token: remembered.token,
gameId: remembered.gameId,
gameCode: remembered.gameCode,
});
return;
}
@@ -410,7 +700,7 @@ function start(): void {
const requested = params.get('seed');
// A seed in the URL makes a game shareable and reproducible: same link, same deal.
const seed = requested !== null ? Number(requested) || 1 : Math.floor(Math.random() * 1e9);
const local = createLocalSession(seed, gameOptionsFromUrl(params));
const local = createLocalSession(seed, solitaireDefaults(gameOptionsFromUrl(params)));
session = local;
// A saved game carries its OWN rules and re-deals itself under them, whatever the URL says — see
@@ -445,6 +735,8 @@ function applyCapabilities(): void {
// Creating or joining ANOTHER multiplayer game from inside a running one is not a thing this
// page offers — same reasoning as `newgame`, and the same capability answers both.
hide('multiplayer', c.newGame);
// The mirror of the three above: leaving a game is the one control that only a REMOTE session has.
hide('leavegame', !c.newGame);
}
/**
@@ -489,16 +781,67 @@ function renderSeatingChain(f: Frame): void {
* collapses the banner rather than leaving a reassuring "all connected" line nobody needs to read.
*/
function renderPresence(f: Frame): void {
const away = session
.presence()
.filter((p) => !p.connected)
.map((p) => f.players.find((pl) => pl.index === p.seat)?.name ?? `Seat ${seatLabel(p.seat)}`);
$('presence').textContent = away.length === 0 ? '' : `⚠ waiting on ${away.join(', ')} — disconnected`;
const name = (seat: PlayerIndex): string =>
f.players.find((pl) => pl.index === seat)?.name ?? `Seat ${seatLabel(seat)}`;
const presence = session.presence();
/**
* TWO DIFFERENT ABSENCES, and they call for two different things from the table.
*
* A seat the server has never heard from has not opened the game yet — somebody needs to send them
* the link. A seat that WAS here and dropped will probably be back. The server reports both from
* `/api/stream`'s connect push (2026-08-23); before that a client learnt of a seat only when it
* disconnected AFTER you connected, so a table where two people had not shown up yet said nothing
* at all.
*/
const dropped = presence.filter((p) => p.seen && !p.connected).map((p) => name(p.seat));
const never = presence.filter((p) => !p.seen).map((p) => name(p.seat));
const parts: string[] = [];
if (dropped.length > 0) parts.push(`${dropped.join(', ')} — disconnected`);
if (never.length > 0) parts.push(`${never.join(', ')} — not here yet`);
$('presence').textContent = parts.length === 0 ? '' : `⚠ waiting on ${parts.join(' · ')}`;
}
/**
* WHICH GAME THIS IS, in the header: its code and its type.
*
* Neither used to be anywhere on the board. The code ended at the lobby door, and the type was never
* on the Frame at all — so a player could read what a load paid but not whether they were in a Co-op
* game or a Cutthroat one, which is the difference between helping the table and racing it.
*/
function renderGameIdentity(f: Frame): void {
const codeEl = document.getElementById('gamecode');
if (codeEl) codeEl.textContent = gameCode === '' ? '' : `game ${gameCode}`;
const el = document.getElementById('gametype');
if (!el) return;
const config = configFromFrame(f);
const players = f.players.length;
const type = presetOf(config, players, f.days);
const near = closestPreset(config, players, f.days);
el.textContent = gameTypeLabel(type, f.mode);
el.title =
type === 'custom'
? `A custom game, scored as ${preset(near.name).scoring === 'coop' ? 'Co-op' : 'Competitive'}. ` +
`${near.differing.length} ${near.differing.length === 1 ? 'setting differs' : 'settings differ'} ` +
`from ${preset(near.name).label}.\n\n${rulesSummary(f)}`
: `${preset(type).blurb}\n\n${rulesSummary(f)}`;
}
/** The victory conditions in force, spelled out for the header's tooltip. */
function rulesSummary(f: Frame): string {
const off = (n: number): string => (n === 0 ? 'off' : String(n));
return (
`Days: ${f.days}\n` +
`Combined Revenue floor: ${off(f.minCombinedRevenue)}\n` +
`Collisions in one Day that end the game: ${off(f.maxCollisionsPerDay)}\n` +
`Collisions in the whole game that end it: ${off(f.maxCollisionsTotal)}`
);
}
function render(): void {
const f = session.view();
const menu = session.menu();
noteFirstFrame(f);
// Which squares the selected card or track piece may go on. Highlighting them is what turns the
// coordinate list into a board: you pick the thing, then click where it goes.
@@ -535,6 +878,7 @@ function render(): void {
// The seed is never sent to a remote client at all (it would leak every future shuffle and roll,
// `multiplayer.md` §7) — `RemoteSession` has no `.seed()` because there is nothing to return.
$('seed').textContent = isLocal(session) ? String(session.seed()) : `Seat ${seatLabel(session.seat())}`;
renderGameIdentity(f);
renderHouseRules(f.houseRules);
// -- division
@@ -809,10 +1153,20 @@ function render(): void {
// -- log
const log = $('log');
log.innerHTML = session.lines()
.slice(-60)
.map((l) => `<div class="line t-${l.tone}">${esc(l.text)}</div>`)
.join('');
const allLines = session.lines();
const shownLines = allLines.slice(-60);
/**
* WHERE THE GAME BEGAN. In a multiplayer game the bots move the instant the host presses Start, so
* by the time the board paints the log already has several turns in it and nothing says which of
* them are yours to have missed. Only drawn while the whole log is on screen: past sixty lines the
* top of the panel is no longer the start of the game, and a marker claiming otherwise would lie.
*/
const startMarker =
!isLocal(session) && allLines.length === shownLines.length
? '<div class="line t-phase">— the game began —</div>'
: '';
log.innerHTML =
startMarker + shownLines.map((l) => `<div class="line t-${l.tone}">${esc(l.text)}</div>`).join('');
log.scrollTop = log.scrollHeight;
/**
@@ -837,14 +1191,7 @@ function render(): void {
* out loud rather than left in the log. Drained, so it shows once and does not re-fire on a redraw.
*/
const announcement = session.takeAnnouncement();
if (announcement) {
const el = $('announce');
el.textContent = announcement;
el.className = 'shown';
window.setTimeout(() => {
if (el.textContent === announcement) el.className = '';
}, 4200);
}
if (announcement) flashAnnounce(announcement);
renderDistrict(f);
renderActions(menu, f, justSet);
@@ -1074,13 +1421,13 @@ function renderActions(
*/
const scheduledNote =
justSet !== null && f.timetable[justSet] != null
? `<div class="scheduled" data-tip="§7 — the Stage is rolled on 1D12 when the card is played; if that Stage is taken the train works down the column to the next free one. From now on it runs at this time every Day.">` +
? `<div class="scheduled" data-tip="The Stage is rolled on 1D12 when the card is played; if that Stage is taken the train works down the column to the next free one. From now on it runs at this time every Day.">` +
`Train ${f.timetable[justSet]} is scheduled to depart at Stage ${justSet + 1} — see the Timetable</div>`
: '';
const movesNote =
f.movesLeft !== null
? `<div class="moves${f.movesLeft === 0 ? ' spent' : ''}" data-tip="§6.1 — six Moves a turn. A Move runs any distance in one direction; changing direction costs another, which is why a run-around has to be planned inside the count.">` +
? `<div class="moves${f.movesLeft === 0 ? ' spent' : ''}" data-tip="Six Moves a turn. A Move runs any distance in one direction; changing direction costs another, which is why a run-around has to be planned inside the count.">` +
`${f.movesLeft} of ${MOVES_PER_LOCAL_OPS} Moves left</div>`
: '';
@@ -1163,7 +1510,7 @@ function renderActions(
? `Click a car in the Division Yard below to add it — ${addable} kind${addable === 1 ? '' : 's'} it may take are highlighted there.`
: menu.makeUp.pass !== null
? 'The Division Yard is bare, so there is nothing to add. Send the train out as it stands.'
: 'Nothing in the Division Yard may join this train, and §7 does not allow passing while the yard holds cars.') +
: 'Nothing in the Division Yard may join this train, and passing is not allowed while the yard holds cars.') +
`</div>` +
/**
* WHICH ORDER TO ADD THEM IN, when the order is what decides whether the train can work.
@@ -1177,7 +1524,7 @@ function renderActions(
? `<div class="makeup-advice ${menu.makeUp.advice.tone}">${esc(menu.makeUp.advice.text)}</div>`
: '') +
(menu.makeUp.pass !== null
? `<button class="act" data-i="${menu.makeUp.pass}" data-tip="§8.2 — a train may depart with FEWER cars than its card lists, but never with the wrong ones. This sends it out as it stands.">no more cars — send it out</button>`
? `<button class="act" data-i="${menu.makeUp.pass}" data-tip="A train may depart with FEWER cars than its card lists, but never with the wrong ones. This sends it out as it stands.">no more cars — send it out</button>`
: '') +
`</div>`;
}
@@ -1237,11 +1584,11 @@ function renderActions(
*/
const stuck = f.handDiscardable.length > 0 && f.handDiscardable.every((d) => !d);
const tip = stuck
? '§6.2 — you may not end a turn holding more than three cards, and a TRAIN CARD IS NEVER ' +
? 'You may not end a turn holding more than three cards, and a TRAIN CARD IS NEVER ' +
'DISCARDED. Every card you hold is a train, so the only way on is to play one onto the ' +
'timetable. A train may be held for as many Stages and Days as you like; it just cannot be ' +
'thrown away.'
: '§6.2 — you may not end a turn holding more than three cards (four with a Red Flag). Play ' +
: 'You may not end a turn holding more than three cards (four with a Red Flag). Play ' +
'one onto the board, or discard one face-up to a Department slot. A train card is never ' +
'discardable and can only be played.';
html +=
@@ -1356,7 +1703,35 @@ if (multiplayerBtn) {
const started = f.status === 'active' && (f.day > 1 || f.stage > 1);
if (started && !confirm(`Leave this game (seed ${session.seed()}, Day ${f.day}) for multiplayer?`)) return;
showScreen('lobby');
runLobby(beginRemote);
runLobby(lobbyHandlers);
};
}
/**
* LEAVE A RUNNING GAME — back to the lobby, seat and token kept.
*
* Reported by Jesse 2026-08-23: a player who has to go had no way out at all. The page re-entered
* the same game on every load, and the only thing that ever let go of a session was the game itself
* being destroyed. Leaving does NOT give up the seat: `lobby-and-sessions.md` §5 keeps it and the
* table waits, which is the design — nothing moves on an absent player's behalf. The token is kept
* too, so the game can be re-entered from "Games you are in"; forgetting it is a separate, deliberate
* act on that list, because the token is the only proof of who you are.
*/
const leaveBtn = document.getElementById('leavegame');
if (leaveBtn) {
leaveBtn.onclick = () => {
if (isLocal(session)) return;
const f = session.view();
const code = gameCode === '' ? 'this game' : gameCode;
if (!confirm(`Leave ${code} (Day ${f.day}, Stage ${f.stage})? Your seat is kept and the game waits for you.`)) return;
// Stop listening before leaving the screen, so the table sees the seat go quiet rather than
// being told somebody is present who is not.
session.close?.();
closeHandoff();
showScreen('lobby');
$('presence').textContent = '';
runLobby(lobbyHandlers);
notice(`You left ${code}. It is still yours — rejoin it under "Games you are in" whenever you like.`);
};
}
@@ -1364,38 +1739,99 @@ const newBtn = document.getElementById('newgame');
const dlg = document.getElementById('newgamedlg') as HTMLDialogElement | null;
if (newBtn && dlg) {
const field = <T extends HTMLElement>(id: string): T => document.getElementById(id) as T;
type Mode = 'solitaire' | 'competitive' | 'coop';
const ngForm = settingsForm('ng-');
/**
* PICKING A TYPE JUST SETS THE FIELDS BELOW TO THAT TYPE'S DEFAULTS (Jesse's design, 2026-08-20) —
* every number stays editable afterward, so "Competitive" isn't a fixed ruleset, it's a starting
* point. `players = 4` for Competitive/Co-op is a nominal stand-in: there's no lobby yet to ask who
* is actually seated (Phase 4), so this is a suggestion a real seat count will replace.
* THE SAME FIVE GAME TYPES THE LOBBY OFFERS, and the same shared rules block under them.
*
* Only Solitaire can be dealt today — Deal disables itself for the other two, with a note, rather
* than pretending a click would do something (`RemoteSession` is Phase 2).
* The dialog used to carry its own copy of the questions and its own idea of the defaults, which
* is how it ended up with "where an Extra may start" that the lobby did not have and none of the
* three optional rules that it did. Both screens now read `presets.ts` and drive their block
* through `settings-form.ts`; only Solitaire can actually be DEALT here, so the three multiplayer
* types are shown disabled rather than hidden — what this screen offers and what the lobby offers
* should read as one list, not two.
*/
function applyModePreset(mode: Mode): void {
const days = 5;
const players = mode === 'solitaire' ? 1 : 4;
field<HTMLInputElement>('ng-days').value = String(days);
field<HTMLInputElement>('ng-minrev').value = String(collectiveRevenueFloor(players, days));
field<HTMLInputElement>('ng-colday').value = String(DEFAULT_MAX_COLLISIONS_PER_DAY);
field<HTMLInputElement>('ng-coltotal').value = String(DEFAULT_MAX_COLLISIONS_TOTAL);
let ngBase: PresetName = 'solitaire';
let ngType: GameType = 'solitaire';
/** As in the lobby: the floor is derived from the length until the player sets one themselves. */
let ngFloorTyped = false;
// No valid target for these cards in Solitaire or Co-op — forced off, not merely defaulted off.
const pvp = field<HTMLInputElement>('ng-pvp');
pvp.checked = mode === 'competitive';
pvp.disabled = mode !== 'competitive';
const ngDays = (): number => {
const raw = Number(field<HTMLInputElement>('ng-days').value);
return Number.isFinite(raw) && raw >= 1 ? Math.round(raw) : 5;
};
field<HTMLButtonElement>('ng-deal').disabled = mode !== 'solitaire';
field<HTMLElement>('ng-multiplayer-note').style.visibility = mode === 'solitaire' ? 'hidden' : 'visible';
const ngTypeRadios = (): HTMLInputElement[] =>
Array.from(dlg.querySelectorAll<HTMLInputElement>('input[name="ng-type"]'));
function ngRefresh(): void {
const differing = ngForm.mark(ngBase, 1, ngDays());
if (differing.length > 0) ngType = 'custom';
else if (ngType === 'custom') ngType = ngBase;
for (const r of ngTypeRadios()) r.checked = r.value === ngType;
const note = field<HTMLElement>('ng-type-note');
note.textContent =
ngType === 'custom'
? `${gameTypeLabel('custom', preset(ngBase).scoring)} · ${differing.length} ` +
`${differing.length === 1 ? 'setting differs' : 'settings differ'} from ${preset(ngBase).label}.`
: preset(ngType as PresetName).blurb;
}
for (const input of dlg.querySelectorAll<HTMLInputElement>('input[name="ng-mode"]')) {
input.onchange = () => applyModePreset(input.value as Mode);
function ngSelectPreset(name: PresetName): void {
ngBase = name;
ngType = name;
ngFloorTyped = false;
const values = presetSettings(name, 1, ngDays());
ngForm.write(values, values);
ngRefresh();
}
for (const r of ngTypeRadios()) {
// Nothing here can deal a multiplayer game: a `LocalSession` runs the engine in this browser and
// a table needs a server. The lobby is the door, and the row says so rather than just refusing
// the click (Jesse, 2026-08-23 — a disabled radio that looks enabled reads as a broken one).
if (r.value !== 'solitaire' && r.value !== 'custom') {
r.disabled = true;
const row = r.closest('label');
if (row && !row.querySelector('.lb-why')) {
row.classList.add('disabled');
const note = document.createElement('span');
note.className = 'lb-why';
note.textContent = ' — use the Multiplayer button; a table needs a server';
row.querySelector('span')?.appendChild(note);
}
}
r.onchange = () => {
if (!r.checked) return;
if (r.value === 'custom') {
ngType = 'custom';
ngRefresh();
return;
}
ngSelectPreset(r.value as PresetName);
};
}
ngForm.onEdit((key) => {
if (key === 'minCombinedRevenue') ngFloorTyped = true;
ngType = 'custom';
ngRefresh();
});
// Days is a parameter, not a rule: it re-derives the floor and never makes a game Custom by itself.
field<HTMLInputElement>('ng-days').oninput = () => {
if (!ngFloorTyped) {
const values = ngForm.read();
const want = presetSettings(ngBase, 1, ngDays());
ngForm.write({ ...values, minCombinedRevenue: want.minCombinedRevenue }, want);
}
ngRefresh();
};
// "Everyone moves one chair left" has no meaning at a table of one — disabled with the rest of the
// block still visible, so the two screens read the same.
ngForm.setEmployeeRotationAvailable(false);
/**
* ASK FOR ALL OF IT, rather than documenting URL parameters in the title bar.
*
@@ -1405,8 +1841,9 @@ if (newBtn && dlg) {
*
* The dialog OPENS ON THE RULES IN PLAY rather than on the defaults: dealing a second game to
* compare against the first is the common case, and re-entering settings each time is how a
* comparison silently stops comparing. Mode always reopens on Solitaire — it's the only one a
* previous session could actually have been, since Deal is disabled for the other two.
* comparison silently stops comparing. Which TYPE that is comes out of the comparison — a game
* dealt at the Solitaire defaults reopens on Solitaire, and one that was tuned reopens on Custom
* with every changed field marked.
*/
newBtn.onclick = () => {
// The button itself is hidden for a session that cannot deal (`applyCapabilities`), but the
@@ -1420,26 +1857,15 @@ if (newBtn && dlg) {
const started = f.status === 'active' && (day > 1 || f.stage > 1);
if (started && !confirm(`Forget this game (seed ${local.seed()}, Day ${day}) and deal a new one?`)) return;
const current = f.houseRules;
field<HTMLInputElement>('ng-seed').value = '';
for (const input of dlg.querySelectorAll<HTMLInputElement>('input[name="ng-mode"]')) {
input.checked = input.value === 'solitaire';
}
applyModePreset('solitaire');
for (const input of dlg.querySelectorAll<HTMLInputElement>('input[name="ng-hand"]')) {
input.checked = input.value === current.startingHand;
}
for (const input of dlg.querySelectorAll<HTMLInputElement>('input[name="ng-extra"]')) {
input.checked = input.value === current.extraStart;
}
field<HTMLInputElement>('ng-passenger').value = String(current.revenue.passengerPerCoach);
field<HTMLInputElement>('ng-freight').value = String(current.revenue.freightPerLoad);
field<HTMLInputElement>('ng-transit').value = String(current.revenue.trainPerTransit);
// Overwrite the preset with the actual rules in play — solitaire is the only real session today.
field<HTMLInputElement>('ng-days').value = String(f.days);
field<HTMLInputElement>('ng-minrev').value = String(f.minCombinedRevenue);
field<HTMLInputElement>('ng-colday').value = String(f.maxCollisionsPerDay);
field<HTMLInputElement>('ng-coltotal').value = String(f.maxCollisionsTotal);
ngBase = 'solitaire';
ngType = 'solitaire';
ngFloorTyped = false;
// The rules actually in play, then the comparison decides what to call them.
ngForm.write(settingsOf(configFromFrame(f)), presetSettings('solitaire', 1, f.days));
ngForm.setEmployeeRotationAvailable(false);
ngRefresh();
dlg.showModal();
};
@@ -1449,8 +1875,6 @@ if (newBtn && dlg) {
*
* The answers go into the URL and the page navigates, which is the same path `?seed=` already
* took: `start()` reads them back, so there is exactly one place that turns a URL into a game.
* Deal is disabled whenever the mode radio isn't Solitaire, so this never actually runs for the
* other two — nothing here needs to branch on mode.
*/
dlg.addEventListener('close', () => {
if (dlg.returnValue !== 'deal') return;
@@ -1459,24 +1883,30 @@ if (newBtn && dlg) {
// A seed the browser cannot parse is not a reason to refuse to deal — blank and unparseable
// both mean "surprise me", which is what leaving the box alone plainly asks for.
const seed = asked === '' || !Number.isFinite(Number(asked)) ? '' : String(Math.trunc(Number(asked)));
const picked = dlg.querySelector<HTMLInputElement>('input[name="ng-hand"]:checked')?.value;
const extra = dlg.querySelector<HTMLInputElement>('input[name="ng-extra"]:checked')?.value;
const settings = ngForm.read();
const rules = houseRules({
houseRules: {
...(STARTING_HAND_LABELS.some((o) => o.value === picked) ? { startingHand: picked as StartingHand } : {}),
...(EXTRA_START_LABELS.some((o) => o.value === extra) ? { extraStart: extra as ExtraStartRule } : {}),
startingHand: settings.startingHand,
extraStart: settings.extraStart,
revenue: {
passengerPerCoach: Number(field<HTMLInputElement>('ng-passenger').value),
freightPerLoad: Number(field<HTMLInputElement>('ng-freight').value),
trainPerTransit: Number(field<HTMLInputElement>('ng-transit').value),
passengerPerCoach: settings.passengerPerCoach,
freightPerLoad: settings.freightPerLoad,
trainPerTransit: settings.trainPerTransit,
},
},
});
const victory: NewGameOptions = {
days: Math.max(1, Math.round(Number(field<HTMLInputElement>('ng-days').value)) || 5),
minCombinedRevenue: Math.max(0, Math.round(Number(field<HTMLInputElement>('ng-minrev').value)) || 0),
maxCollisionsPerDay: Math.max(0, Math.round(Number(field<HTMLInputElement>('ng-colday').value)) || 0),
maxCollisionsTotal: Math.max(0, Math.round(Number(field<HTMLInputElement>('ng-coltotal').value)) || 0),
days: Math.max(1, ngDays()),
minCombinedRevenue: settings.minCombinedRevenue,
maxCollisionsPerDay: settings.maxCollisionsPerDay,
maxCollisionsTotal: settings.maxCollisionsTotal,
optionalRules: {
reducedVisibility: settings.reducedVisibility,
// Never on at a table of one, whatever the box says — the control is disabled for the same
// reason, and this is the half that reaches the engine.
employeeRotation: false,
emergencyToolbox: settings.emergencyToolbox,
},
};
clearSave();
+2 -2
View File
@@ -34,7 +34,7 @@ export function handHtml(f: Frame, canPlay: (boolean | null)[] = []): string {
// §6.2 (Gitea#6) — say so on the card itself. A player who cannot discard a train needs to read
// that on the train, not deduce it from a button that is not there.
const held = 'You may hold this for as many Stages and Days as you like — but a train card is ' +
'never discarded (§6.2). The only way it leaves your hand is onto the timetable.';
'never discarded. The only way it leaves your hand is onto the timetable.';
return f.hand.length
? f.hand
.map((h, i) => {
@@ -291,7 +291,7 @@ export function facilitiesHtml(f: Frame): string {
: '') +
`<div class="fstat ${x.jammed ? 'bad' : x.canFinish ? 'good' : 'idle'}" data-tip="${
x.jammed
? 'A load is sitting on MEN|AT|WORK with no spotted car to receive it. That locks the industry track, which blocks the very car that would clear it (§9.3).'
? 'A load is sitting on MEN|AT|WORK with no spotted car to receive it. That locks the industry track, which blocks the very car that would clear it.'
: x.canFinish
? 'A matching empty car is spotted on this industry\'s track, so a load worked here can come off onto it.'
: 'No matching car is spotted. Starting a load here would park it on WORK and jam the facility.'
+470 -129
View File
@@ -80,7 +80,22 @@ main{display:grid;grid-template-columns:minmax(0,1fr) 400px;gap:14px;padding:14p
@media(max-width:1100px){main{grid-template-columns:1fr}}
section{background:var(--panel);border:1px solid var(--line);border-radius:7px;
padding:10px 12px;margin-bottom:12px}
#lobby{max-width:640px;margin:0 auto;padding:14px}
#lobby{max-width:1040px;margin:0 auto;padding:14px}
/* The create form is two short lists, not one long one: what game this is on the left, what its
rules are on the right. Collapses to one column where there is no room for two. */
.lb-two{display:grid;grid-template-columns:minmax(0,1fr) minmax(0,1.1fr);gap:22px;align-items:start}
@media(max-width:860px){.lb-two{grid-template-columns:1fr;gap:0}}
.lb-col{min-width:0}
.lb-span{grid-column:1/-1;min-width:0}
/* The rules in as many columns as the width allows — one in the New Game dialog, which is narrow. */
.set-groups{display:grid;grid-template-columns:repeat(auto-fit,minmax(290px,1fr));gap:0 26px;align-items:start}
.set-group{min-width:0;break-inside:avoid}
.set-group h3:first-child{margin-top:4px}
/* A DISABLED CHOICE HAS TO LOOK DISABLED. Reported by Jesse: Solitaire is not selectable in the
lobby and nothing on it said so — a radio that silently refuses reads as a broken radio. */
.ng-radio.disabled{opacity:.45;cursor:not-allowed}
.ng-radio.disabled:hover{background:none}
.lb-why{color:#e0b060;font-size:11px}
#lobby h2{margin-top:0}
#lobby h3{margin-bottom:2px}
.lb-seat{display:flex;align-items:center;gap:8px;padding:5px 0;border-bottom:1px solid var(--line)}
@@ -227,6 +242,57 @@ h3.actions-hd{font-size:13px;text-transform:none;letter-spacing:.01em;color:#cfe
ul.blocked{list-style:none;margin:0;padding:0;font-size:12px}
ul.blocked li{padding:2px 0}
.sev-warn{color:#e0b060}.sev-stop{color:#e58080}
/* THE RULES BLOCK, shared by the lobby and the New Game dialog (`settings-form.ts`).
`.changed` is the one signal that says "this game is not the type it claims" — amber, the palette's
attention colour, never red: a changed rule is a choice, not an error. */
.set-row{padding:3px 0}
.set-row.changed{border-left:3px solid #e0b060;padding-left:9px;margin-left:-12px;
background:rgba(224,176,96,.08);border-radius:0 4px 4px 0}
.set-hint{display:block;font-size:11px;color:var(--dim);margin:2px 0 0}
/* The line under the type radios when a game is no longer the type it started as. */
.changed-note{color:#e0b060}
.set-row.changed .set-hint{color:#e0b060}
.set-row.unavailable{opacity:.5}
.ng-gate{display:flex;align-items:center;gap:8px;flex-wrap:wrap;padding:3px 0}
.ng-gate input[type=checkbox]{flex:none}
.gate-num{width:82px}
.ng-gate input:disabled{opacity:.45}
.lb-params{display:flex;gap:14px;flex-wrap:wrap;align-items:end;margin:8px 0}
.lb-params .ng-num{flex:1 1 150px}
/* An error a player must not scroll past. The grey `.dim` line this replaced was routinely missed —
it looked like the note above it. Red is the palette's `.sev-stop`. */
.lb-error{color:#e58080;font-size:14px;font-weight:600;margin:8px 0;padding:8px 11px;
border-left:3px solid #e58080;background:rgba(229,128,128,.12);border-radius:0 5px 5px 0;
empty-cells:hide}
.lb-error:empty{display:none}
.lb-warn{color:#e0b060;font-size:13px;margin:8px 0}
.lb-doors{display:flex;gap:9px;margin:14px 0 12px}
.lb-door{flex:1;background:#222831;color:var(--fg);border:1px solid var(--line);border-radius:7px;
padding:9px 12px;cursor:pointer;font:inherit;font-size:14px}
.lb-door:hover{border-color:#4d6fa8}
.lb-door.active{background:#2f3a4b;border-color:#6f8fc8;color:#cfe0f5;font-weight:600}
.lb-saved{display:flex;align-items:center;gap:10px}
.lb-known-row{display:flex;align-items:center;gap:10px;padding:6px 0;border-bottom:1px solid var(--line)}
.lb-known-row:last-child{border-bottom:none}
.lb-known-row .code{font-weight:700;letter-spacing:.06em;color:#f2e6cf;flex:1}
.lb-type{font-size:15px;font-weight:600;color:#cfe0f5;margin:2px 0 8px}
.lb-preview-head{background:#1e242c;border:1px solid var(--line);border-radius:7px;padding:10px 12px;margin:0 0 10px}
/* The read-only rule set — what a joining player reads before sitting down, and what the seating
screen keeps showing afterwards. Generated, never a form: nobody but the host may change these. */
.rules-list{border:1px solid var(--line);border-radius:7px;background:#171c23;padding:4px 12px;margin:0 0 12px}
.rules-list dl{display:grid;grid-template-columns:minmax(140px,auto) 1fr;gap:2px 14px;margin:8px 0}
.rules-list dt{color:var(--dim);font-size:12px}
.rules-list dd{margin:0;font-size:13px}
.rules-list dd.changed{color:#e0b060}
.rules-list h4{font-size:11px;text-transform:uppercase;letter-spacing:.07em;color:var(--dim);margin:10px 0 0}
/* THE HANDOFF. Between the host pressing Start and the first Frame arriving there is nothing to
draw — and a blank board is what a broken game looks like too. */
#handoff{position:fixed;inset:0;z-index:20;display:none;align-items:center;justify-content:center;
background:rgba(18,21,26,.94);text-align:center;padding:20px}
#handoff.shown{display:flex}
#handoff .hand-inner{max-width:460px}
#handoff h2{font-size:15px;text-transform:none;letter-spacing:.01em;color:#cfe0f5}
#handoff .hand-note{color:var(--dim);font-size:13px;margin-top:8px}
</style>
</head>
<body>
@@ -234,102 +300,251 @@ ul.blocked li{padding:2px 0}
<!-- THE LOBBY (Phase 4) — shown instead of the game UI whenever there is no game yet to play: no
stored session token, or a token whose game hasn't started. `lobby.ts` owns everything in here;
`main.ts` only decides whether THIS div or `#gameui` below is the one currently visible.
`#newgamedlg` at the very end of the body is solitaire-only and untouched by any of this. -->
`#newgamedlg` at the very end of the body is solitaire-only, and asks the same questions through
the same shared module (`settings-form.ts`) — the two blocks are generated from one template. -->
<div id="lobby" hidden>
<header><b><a href="./index.html" class="home">Station Master</a></b> — <span class="dim">Multiplayer</span></header>
<!-- Whatever brought the player here when it was not their own click: a game that was ended under
them, or a lobby that closed. Never a field-level error — those sit with their fields. -->
<p class="lb-error" id="lb-notice" role="alert" hidden></p>
<section id="lb-secret-section">
<h2>Join secret</h2>
<p class="ng-note">Whoever is running this server gave you a secret out of band (a chat message, not a public page). It is kept in this browser only, never shown back, and sent with every lobby request.</p>
<label class="ng-num"><span>Join secret</span><input id="lb-secret" type="password" autocomplete="off"></label>
<!-- Saved: one line, not a password field asking to be filled in again. `lobby.ts` swaps these
two, and re-opens the ask automatically when the server answers 403. -->
<div id="lb-secret-saved" class="lb-saved" hidden>
<span class="dim">Join secret · saved in this browser</span>
<button id="lb-secret-change" class="ghost" type="button">Change</button>
</div>
<div id="lb-secret-ask">
<p class="ng-note">Whoever is running this server gave you a secret out of band (a chat message, not a public page). It is kept in this browser only, never shown back, and sent with every lobby request.</p>
<label class="ng-num"><span>Join secret</span><input id="lb-secret" type="password" autocomplete="off"></label>
</div>
</section>
<!-- EVERY GAME THIS BROWSER IS IN. `localStorage` used to hold exactly ONE multiplayer session, so
joining a second silently overwrote the first and locked that seat out for good. Keyed by game
now, and this is where they are picked between — and forgotten deliberately rather than by
accident. -->
<section id="lb-known" hidden>
<h2>Games you are in</h2>
<p class="ng-note">This browser holds a seat in these. Rejoining needs the token kept here, so
<b>Forget</b> is the one thing that cannot be undone from this screen.</p>
<div id="lb-known-list"></div>
</section>
<section id="lb-choice-section">
<h2>Create or join a game</h2>
<label class="ng-num"><span>Your display name</span><input id="lb-name" type="text" autocomplete="off" maxlength="40"></label>
<h3>Create a new game</h3>
<p class="ng-note">You become the host — you choose the mode and, once everyone's seated, start the game. 2 to 4 players.</p>
<label class="ng-radio"><input type="radio" name="lb-mode" value="competitive" checked>
<span><b>Competitive</b><br><span class="dim">Highest Revenue wins, unless the table misses the combined minimum — then everyone loses.</span></span></label>
<label class="ng-radio"><input type="radio" name="lb-mode" value="coop">
<span><b>Co-op</b><br><span class="dim">Everyone's Revenue counts as one table score, against the same kind of combined minimum.</span></span></label>
<label class="ng-num"><span>Players at the table</span>
<select id="lb-players">
<option value="2">2</option>
<option value="3">3</option>
<option value="4" selected>4</option>
</select></label>
<details id="lb-settings">
<summary>Game settings</summary>
<p class="ng-note">The same dials the solitaire New Game dialog has. Picking a mode or a table
size sets them to that game's defaults; every one stays yours to change. They are fixed when
the game is created and cannot be changed once it starts.</p>
<!-- TWO DOORS, one panel at a time. Joining used to be a heading at the BOTTOM of the create
form: someone sent a code had to scroll past fifteen fields they had no use for. -->
<div class="lb-doors">
<button id="lb-door-join" class="lb-door active" type="button">Join a game</button>
<button id="lb-door-create" class="lb-door" type="button">Create a game</button>
</div>
<h3>Seed</h3>
<section id="lb-join-panel">
<h2>Join a game</h2>
<p class="ng-note">Ask whoever created the game for its code. You will see the whole rule set
before you take a seat.</p>
<label class="ng-num"><span>Game code</span><input id="lb-code" type="text" autocomplete="off" placeholder="RAIL-1234"></label>
<button id="lb-look" type="button">Look up game</button>
<p class="lb-error" id="lb-join-err" role="alert"></p>
<!-- Filled by `/api/lobby/preview` — the config, who is seated, and nothing else. The SEED is
never in that response: it decides every shuffle in the game. -->
<div id="lb-preview" hidden>
<h3>Before you sit down</h3>
<div class="lb-preview-head">
<div class="lb-invite-code" id="lb-preview-code"></div>
<div id="lb-preview-type" class="lb-type"></div>
<div id="lb-preview-who" class="dim"></div>
</div>
<div id="lb-preview-rules" class="rules-list"></div>
<button id="lb-join" type="button">Join this game</button>
</div>
</section>
<section id="lb-create-panel" hidden>
<h2>Create a new game</h2>
<p class="ng-note">You become the host — you choose the game type and, once everyone is seated, start the game. 2 to 4 players.</p>
<!-- TWO COLUMNS WHERE THERE IS ROOM. One 640px-wide column made this form a very long scroll
for what is really two short lists: what game this is, and what its rules are. -->
<div class="lb-two">
<div class="lb-col">
<!-- THE PARAMETERS, above the type. Changing one of these does NOT make the game Custom: the
types are formulas in the table size and the length, so the Revenue floor re-derives and
"Co-op, 3 players, 8 days" is still Co-op. -->
<div class="lb-params">
<label class="ng-num"><span>Seed</span>
<input id="lb-seed" type="text" inputmode="numeric" autocomplete="off" placeholder="blank for a random seed"></label>
<label class="ng-num"><span>Players at the table</span>
<select id="lb-players">
<option value="2">2</option>
<option value="3">3</option>
<option value="4" selected>4</option>
</select></label>
<label class="ng-num"><span>Days</span>
<input id="lb-days" type="number" min="1" max="20" step="1" value="5"></label>
</div>
<p class="ng-note">The same seed and the same settings always deal the same railroad, so a game
can be shared, compared or replayed. Leave it blank for a random one.</p>
<input id="lb-seed" type="text" inputmode="numeric" autocomplete="off" placeholder="blank for a random seed">
<!-- WITH THE TABLE SIZE IT IS ABOUT, not below the rules block — reported by Jesse, who found
it separated from the control it explains by fifteen settings. -->
<p class="ng-note">Every chair has to be taken before the game can start — by a person or by a
bot. Pick the size of the table now; it cannot change once the game is created.</p>
</div>
<div class="lb-col">
<h3>Game type</h3>
<div class="set-row" id="lb-type-row">
<label class="ng-radio"><input type="radio" name="lb-type" value="solitaire">
<span><b>Solitaire</b><br><span class="dim">One railroad, one player. The whole Division is yours to run.</span></span></label>
<label class="ng-radio"><input type="radio" name="lb-type" value="coop" checked>
<span><b>Co-op</b><br><span class="dim">Everyone&#8217;s Revenue is one table score. You win together or lose together.</span></span></label>
<label class="ng-radio"><input type="radio" name="lb-type" value="competitive">
<span><b>Competitive</b><br><span class="dim">Highest Revenue wins — unless the table misses its combined minimum, and then everyone loses.</span></span></label>
<label class="ng-radio"><input type="radio" name="lb-type" value="cutthroat">
<span><b>Cutthroat</b><br><span class="dim">Highest Revenue wins, and nothing is shared — the only way everyone loses is three collisions in one Day.</span></span></label>
<label class="ng-radio"><input type="radio" name="lb-type" value="custom">
<span><b>Custom</b><br><span class="dim">Whatever you set below. Selected for you the moment you change a rule; it is scored as the type you started from.</span></span></label>
</div>
<p class="ng-note" id="lb-type-note"></p>
</div>
<!-- FULL WIDTH WHEN IT OPENS. Reported by Jesse: opened inside the right-hand column it made a
very long scroll with the left column standing empty beside it. It is a grid child of its
own now, spanning both, and its five groups flow into as many columns as fit. -->
<details id="lb-settings" class="lb-span">
<summary>Game settings</summary>
<p class="ng-note">Every rule the game type sets, and every one of them yours to change.
Changing any of them selects <b>Custom</b>, which keeps the scoring of the type you
started from; clicking a type again resets all of them back to it. They are fixed when the
game is created and cannot be changed once it starts.</p>
<div class="set-groups">
<div class="set-group">
<h3>Starting hand</h3>
<p class="ng-note">What each player is dealt before the first turn. The hand limit is three
either way — deal six and the first turn is spent choosing which of them to keep.</p>
<label class="ng-radio"><input type="radio" name="lb-hand" value="threeRandom" checked>
<span>Three random cards</span></label>
<label class="ng-radio"><input type="radio" name="lb-hand" value="sixRandom">
<span>Six random cards</span></label>
<label class="ng-radio"><input type="radio" name="lb-hand" value="threeTrackThreeOther">
<span>Three track and three other</span></label>
<div class="set-row" id="lb-hand-row">
<label class="ng-radio"><input type="radio" name="lb-hand" value="threeRandom">
<span><b>Three random cards</b><br><span class="dim">The original rule. At the hand limit already, and no guarantee of track.</span></span></label>
<label class="ng-radio"><input type="radio" name="lb-hand" value="sixRandom" checked>
<span><b>Six random cards</b><br><span class="dim">Twice the choice, still no guaranteed track — the first turn is a discard.</span></span></label>
<label class="ng-radio"><input type="radio" name="lb-hand" value="threeTrackThreeOther">
<span><b>Three random track and three random non-track cards</b><br><span class="dim">Dealt from two piles, so the district you can build is dealt rather than waited for.</span></span></label>
<span class="set-hint" id="lb-hand-hint"></span>
</div>
</div>
<div class="set-group">
<h3>Where an Extra may start</h3>
<p class="ng-note">The player who plays an Extra Train card chooses where its Crew Tray goes,
and the place decides which way it runs — a Division Point sends it away from itself; in the
middle of the railroad the player picks east or west. The Division Points and the Interchange
belong to nobody and are always available. Starting one inside a district is the part that
favours a seat, so it is set here. An Office must be a Control Point whatever this says: a
Whistle Post never qualifies.</p>
<div class="set-row" id="lb-extra-row">
<label class="ng-radio"><input type="radio" name="lb-extra" value="divisionPointsOnly">
<span><b>Division Points and the Interchange only</b><br><span class="dim">The strictest reading. Every Extra begins on shared ground.</span></span></label>
<label class="ng-radio"><input type="radio" name="lb-extra" value="ownOffice">
<span><b>Also the playing player&#8217;s own Control Point</b><br><span class="dim">You may start one at home, but not in somebody else&#8217;s district.</span></span></label>
<label class="ng-radio"><input type="radio" name="lb-extra" value="anyOffice">
<span><b>Also any player&#8217;s Control Point</b><br><span class="dim">The most permissive — an Extra may be planted in another player&#8217;s district.</span></span></label>
<span class="set-hint" id="lb-extra-hint"></span>
</div>
</div>
<div class="set-group">
<h3>Revenue</h3>
<p class="ng-note">What each piece of work pays, 0 to 5. Zero switches an economy off so the
others can be read.</p>
<label class="ng-num"><span>Passenger revenue per coach</span>
<input id="lb-passenger" type="number" min="0" max="5" step="1" value="1"></label>
<label class="ng-num"><span>Freight revenue per load</span>
<input id="lb-freight" type="number" min="0" max="5" step="1" value="1"></label>
<label class="ng-num"><span>Train revenue per transit</span>
<input id="lb-transit" type="number" min="0" max="5" step="1" value="0"></label>
<p class="ng-note">What each piece of work pays, 0 to 5. A coach pays when it is boarded and
again when it is detrained; a load pays when it is made up and again when it is broken. Zero
switches an economy off so the others can be read.</p>
<div class="set-row" id="lb-passenger-row">
<label class="ng-num"><span>Passenger revenue per coach</span>
<input id="lb-passenger" type="number" min="0" max="5" step="1" value="1"></label>
<span class="set-hint" id="lb-passenger-hint"></span>
</div>
<div class="set-row" id="lb-freight-row">
<label class="ng-num"><span>Freight revenue per load</span>
<input id="lb-freight" type="number" min="0" max="5" step="1" value="1"></label>
<span class="set-hint" id="lb-freight-hint"></span>
</div>
<div class="set-row" id="lb-transit-row">
<label class="ng-num"><span>Train revenue per transit</span>
<input id="lb-transit" type="number" min="0" max="5" step="1" value="0"></label>
<span class="set-hint" id="lb-transit-hint"></span>
</div>
<p class="ng-note">A transit pays every player, once, when a train runs off the end of the
Division — the one thing nobody has to work for.</p>
</div>
<div class="set-group">
<h3>Victory conditions</h3>
<p class="ng-note">How long the game runs, and the ways it can end. 0 turns any of these off.
The combined-Revenue default is sized for the table you chose above.</p>
<label class="ng-num"><span>Days</span>
<input id="lb-days" type="number" min="1" max="20" step="1" value="5"></label>
<label class="ng-num"><span>Minimum combined Revenue to avoid a loss</span>
<input id="lb-minrev" type="number" min="0" step="1" value="60"></label>
<label class="ng-num"><span>Collisions in one Day that end the game</span>
<input id="lb-colday" type="number" min="0" step="1" value="3"></label>
<label class="ng-num"><span>Collisions across the whole game that end it</span>
<input id="lb-coltotal" type="number" min="0" step="1" value="5"></label>
<label class="ng-num"><span>Allow the opponent-directed cards</span>
<input id="lb-pvp" type="checkbox"></label>
<p class="ng-note" id="lb-pvp-note">Not yet built (<code>TODO.md</code>) — this has no effect
either way until then.</p>
<p class="ng-note">The ways this game can end badly. Each one is switched on or off in its own
right; how long the game runs is set above, with the table size.</p>
<div class="set-row" id="lb-minrev-row">
<label class="ng-gate"><input type="checkbox" id="lb-minrev-on" checked>
<span>Everyone loses if combined Revenue at the end is under</span>
<input id="lb-minrev" type="number" min="0" step="1" class="gate-num"></label>
<span class="set-hint" id="lb-minrev-hint"></span>
</div>
<div class="set-row" id="lb-colday-row">
<label class="ng-gate"><input type="checkbox" id="lb-colday-on" checked>
<span>The game ends and everyone loses if collisions in one Day reach</span>
<input id="lb-colday" type="number" min="0" step="1" class="gate-num"></label>
<span class="set-hint" id="lb-colday-hint"></span>
</div>
<div class="set-row" id="lb-coltotal-row">
<label class="ng-gate"><input type="checkbox" id="lb-coltotal-on" checked>
<span>The game ends and everyone loses after this many collisions in the whole game</span>
<input id="lb-coltotal" type="number" min="0" step="1" class="gate-num"></label>
<span class="set-hint" id="lb-coltotal-hint"></span>
</div>
<p class="ng-note">The opponent-directed cards — Derail, Watertower, Hobo Jungle and the
nineteen others, along with the seven that answer them — are not implemented yet, so no game
type deals them whatever else is set here.</p>
</div>
<div class="set-group">
<h3>Optional rules</h3>
<p class="ng-note">Appendix B. Off by default; each one changes how the game plays.</p>
<label class="ng-num"><span>Reduced Visibility — five switching Moves instead of six in the
night Stages (1&ndash;3 and 11&ndash;12)</span>
<input id="lb-visibility" type="checkbox"></label>
<label class="ng-num"><span>Employee Rotation — at the end of each Day everyone moves one chair
left and takes over the next station up the line. Your Revenue and the Fedora go with you;
the district stays where it is</span>
<input id="lb-rotation" type="checkbox"></label>
<label class="ng-num"><span>Emergency Toolbox — everyone starts holding a Red Flag, so a hand of
four; play or discard down to three on the first turn</span>
<input id="lb-toolbox" type="checkbox"></label>
</details>
<p class="ng-note">Every chair has to be taken before the game can start — by a person or by a
bot. Pick the size of the table now; it cannot change once the game is created.</p>
<button id="lb-create">Create game</button>
<p class="dim" id="lb-create-err" role="alert"></p>
<p class="ng-note">Off in every game type; each one changes how the game plays.</p>
<div class="set-row" id="lb-visibility-row">
<label class="ng-num"><span>Reduced Visibility — five switching Moves instead of six in the
night Stages (1&ndash;3 and 11&ndash;12)</span>
<input id="lb-visibility" type="checkbox"></label>
<span class="set-hint" id="lb-visibility-hint"></span>
</div>
<div class="set-row" id="lb-rotation-row">
<label class="ng-num"><span>Employee Rotation — at the end of each Day everyone moves one
chair left and takes over the next station up the line. Your Revenue and the Fedora go with
you; the district stays where it is</span>
<input id="lb-rotation" type="checkbox"></label>
<span class="set-hint" id="lb-rotation-hint"></span>
</div>
<div class="set-row" id="lb-toolbox-row">
<label class="ng-num"><span>Emergency Toolbox — everyone starts holding a Red Flag, so a hand
of four; play or discard down to three on the first turn</span>
<input id="lb-toolbox" type="checkbox"></label>
<span class="set-hint" id="lb-toolbox-hint"></span>
</div>
</div>
<h3>Join a game</h3>
<p class="ng-note">Ask whoever created the game for its code.</p>
<label class="ng-num"><span>Game code</span><input id="lb-code" type="text" autocomplete="off" placeholder="RAIL-1234"></label>
<button id="lb-join">Join game</button>
<p class="dim" id="lb-join-err" role="alert"></p>
</div>
</details>
<div class="lb-span">
<button id="lb-create" type="button">Create game</button>
<p class="lb-error" id="lb-create-err" role="alert"></p>
</div>
</div>
</section>
</section>
<!-- Shown once created or joined, in place of the choice above, until the host starts the game. -->
@@ -337,20 +552,28 @@ ul.blocked li{padding:2px 0}
<h2>Seating</h2>
<div class="lb-invite">
<div>
<div class="lb-invite-label">Send this code to your players</div>
<div class="lb-invite-label">Send this to your players</div>
<div class="lb-invite-code" id="lb-gamecode"></div>
</div>
<button id="lb-copy" class="ghost">Copy</button>
<button id="lb-copy" class="ghost" type="button">Copy code</button>
<button id="lb-copylink" class="ghost" type="button">Copy invite link</button>
<span class="ng-note" id="lb-copied"></span>
</div>
<p class="ng-note">They enter it under <b>Join a game</b>, along with the same join secret you used.</p>
<p class="ng-note">The host may fill an empty seat with a bot, and starts the game once every
seat is either a player or a bot. <b>These chairs are not the running order</b> — who sits
where along the Division is decided by a D12 roll when the game starts (§4.4), and the map
shows the result.</p>
<p class="ng-note">They enter the code under <b>Join a game</b>, along with the same join secret
you used — the link carries the code, never the secret.</p>
<p class="ng-note">The host may fill an empty seat with a bot or clear an occupied one, and
starts the game once every seat is either a player or a bot. <b>These chairs are not the
running order</b> — who sits where along the Division is decided by a D12 roll when the game
starts, and the map shows the result.</p>
<div id="lb-seats"></div>
<p class="lb-warn" id="lb-stream-note" role="status" hidden></p>
<button id="lb-start" disabled>Start game</button>
<p class="dim" id="lb-start-note"></p>
<button id="lb-leave" class="ghost" type="button">Leave</button>
<p class="lb-error" id="lb-start-note" role="alert"></p>
<h3>The game you are in</h3>
<div id="lb-seating-type" class="lb-type"></div>
<div id="lb-seating-rules" class="rules-list"></div>
</section>
</div>
@@ -363,6 +586,14 @@ ul.blocked li{padding:2px 0}
engine's guess at what your score ought to be were noise on the one line that must not wrap. -->
<span id="objective" class="pace">—</span>
<span class="dim">seed <span id="seed">—</span></span>
<!-- THE GAME CODE SURVIVES THE LOBBY. It used to end at `Lobby.Start` — the code was never carried
into `LobbyReady` — so a seated player could not say which game they were in, could not match
it against the administrator's Games in Progress list, and could not pass it to a latecomer.
Empty (and collapsed) in solitaire, where there is no code. -->
<span class="dim" id="gamecode" title="The code this game was created under. The administrator's Games in Progress list uses it, and it is how you say which game you mean."></span>
<!-- Co-op, Competitive, Cutthroat or Custom, derived from the config the Frame carries
(`presets.ts`). A Cutthroat game used to look exactly like a Co-op one from the board. -->
<span class="dim" id="gametype" title=""></span>
<!-- WHICH RULES THIS GAME IS BEING PLAYED UNDER. The settings are chosen when the game is dealt
and then never mentioned again, which makes a playtest note ("scored 4") unreadable a week
later: at 0 revenue per transit that is a different game from the same seed at 5. Short enough
@@ -379,6 +610,12 @@ ul.blocked li{padding:2px 0}
<button id="savefile" title="Download this game as a save file you can replay or share">Save replay</button>
<button id="newgame" title="Deal a fresh game. You choose the seed, the opening hand and what the three economies pay. Undo steps back one action at a time; this throws the whole game away, so download the replay first if you want to keep it.">New game</button>
<button id="multiplayer" title="Create or join a Competitive or Co-op game on this server, with other players.">Multiplayer</button>
<!-- LEAVING A RUNNING GAME. Reported by Jesse 2026-08-23: "if I'm a player in the middle of the
game and I need to leave, how do I leave the game, clear the token from my browser so I can
play a different game later?" There was no way at all — the page rejoined the same game on
every load and nothing let go of it. This keeps your seat — the table waits for you — and
your token, and puts you back at the lobby, which lists every game this browser is in. -->
<button id="leavegame" hidden title="Go back to the lobby. Your seat is kept and the game waits for you — the lobby lists it under Games you are in, so you can come back or hand the browser to a different game.">Leave game</button>
<a class="home" href="./replays.html" style="font-size:12px">replays</a>
<span class="dim build" title="what is actually deployed">__BUILD__</span>
</header>
@@ -471,60 +708,152 @@ ul.blocked li{padding:2px 0}
<form method="dialog" id="newgameform">
<h2 class="big" id="ng-title">New game</h2>
<!-- THE SAME BLOCK THE LOBBY USES, same shared module, same order — the two screens are one
design. Only Solitaire can be dealt here; the multiplayer types are shown disabled rather
than hidden, so what this screen offers and what the lobby offers read as one list. -->
<div class="lb-params">
<label class="ng-num"><span>Seed</span>
<input id="ng-seed" type="text" inputmode="numeric" autocomplete="off" placeholder="blank for a random seed"></label>
<label class="ng-num"><span>Days</span>
<input id="ng-days" type="number" min="1" max="20" step="1" value="5"></label>
</div>
<p class="ng-note">The same seed and the same settings always deal the same railroad, so a game
can be shared, compared or replayed. Leave it blank for a random one.</p>
<h3>Game type</h3>
<p class="ng-note">Picking a type just sets the fields below to that type's defaults — every number stays yours to change afterward. Solitaire is the only type that can be dealt today; Competitive and Co-op need a server (coming soon).</p>
<label class="ng-radio"><input type="radio" name="ng-mode" value="solitaire" checked>
<span><b>Solitaire</b><br><span class="dim">One railroad, one player. Everything below is real today.</span></span></label>
<label class="ng-radio"><input type="radio" name="ng-mode" value="competitive">
<span><b>Competitive</b><br><span class="dim">Highest Revenue wins, unless the table misses the combined minimum — then everyone loses.</span></span></label>
<label class="ng-radio"><input type="radio" name="ng-mode" value="coop">
<span><b>Co-op</b><br><span class="dim">Everyone's Revenue counts as one table score, against the same kind of combined minimum.</span></span></label>
<div class="set-row" id="ng-type-row">
<label class="ng-radio"><input type="radio" name="ng-type" value="solitaire">
<span><b>Solitaire</b><br><span class="dim">One railroad, one player. The whole Division is yours to run.</span></span></label>
<label class="ng-radio"><input type="radio" name="ng-type" value="coop" checked>
<span><b>Co-op</b><br><span class="dim">Everyone&#8217;s Revenue is one table score. You win together or lose together.</span></span></label>
<label class="ng-radio"><input type="radio" name="ng-type" value="competitive">
<span><b>Competitive</b><br><span class="dim">Highest Revenue wins — unless the table misses its combined minimum, and then everyone loses.</span></span></label>
<label class="ng-radio"><input type="radio" name="ng-type" value="cutthroat">
<span><b>Cutthroat</b><br><span class="dim">Highest Revenue wins, and nothing is shared — the only way everyone loses is three collisions in one Day.</span></span></label>
<label class="ng-radio"><input type="radio" name="ng-type" value="custom">
<span><b>Custom</b><br><span class="dim">Whatever you set below. Selected for you the moment you change a rule; it is scored as the type you started from.</span></span></label>
</div>
<h3>Seed</h3>
<p class="ng-note">The same seed and the same settings always deal the same railroad, so a game can be shared, compared or replayed. Leave it blank for a random one.</p>
<input id="ng-seed" type="text" inputmode="numeric" autocomplete="off" placeholder="blank for a random seed">
<p class="ng-note" id="ng-type-note"></p>
<h3>Starting hand</h3>
<p class="ng-note">What each player is dealt before the first turn. The hand limit is three either way — deal six and the first turn is spent choosing which of them to keep.</p>
<label class="ng-radio"><input type="radio" name="ng-hand" value="threeRandom" checked>
<span><b>Three random cards</b><br><span class="dim">The original rule. At the hand limit already, and no guarantee of track.</span></span></label>
<label class="ng-radio"><input type="radio" name="ng-hand" value="sixRandom">
<span><b>Six random cards</b><br><span class="dim">Twice the choice, still no guaranteed track — the first turn is a discard.</span></span></label>
<label class="ng-radio"><input type="radio" name="ng-hand" value="threeTrackThreeOther">
<span><b>Three random track and three random non-track cards</b><br><span class="dim">Dealt from two piles, so the district you can build is dealt rather than waited for.</span></span></label>
<details id="ng-settings" open>
<summary>Game settings</summary>
<p class="ng-note">Every rule the game type sets, and every one of them yours to change.
Changing any of them selects <b>Custom</b>; clicking a type again resets all of them back
to it.</p>
<div class="set-groups">
<h3>Where an Extra may start</h3>
<p class="ng-note">The player who plays an Extra Train card chooses where its Crew Tray goes, and the place decides which way it runs — a Division Point sends it away from itself; in the middle of the railroad the player picks east or west. The Division Points and the Interchange belong to nobody and are always available. Starting one inside a district is the part that favours a seat, so it is set here. An Office must be a Control Point whatever this says: a Whistle Post never qualifies.</p>
<label class="ng-radio"><input type="radio" name="ng-extra" value="divisionPointsOnly">
<span><b>Division Points and the Interchange only</b><br><span class="dim">The strictest reading of §7. Every Extra begins on shared ground.</span></span></label>
<label class="ng-radio"><input type="radio" name="ng-extra" value="ownOffice">
<span><b>Also the playing player’s own Control Point</b><br><span class="dim">You may start one at home, but not in somebody else’s district.</span></span></label>
<label class="ng-radio"><input type="radio" name="ng-extra" value="anyOffice" checked>
<span><b>Also any player’s Control Point</b><br><span class="dim">The most permissive, and what the game did before this setting existed.</span></span></label>
<div class="set-group">
<h3>Starting hand</h3>
<p class="ng-note">What each player is dealt before the first turn. The hand limit is three
either way — deal six and the first turn is spent choosing which of them to keep.</p>
<div class="set-row" id="ng-hand-row">
<label class="ng-radio"><input type="radio" name="ng-hand" value="threeRandom">
<span><b>Three random cards</b><br><span class="dim">The original rule. At the hand limit already, and no guarantee of track.</span></span></label>
<label class="ng-radio"><input type="radio" name="ng-hand" value="sixRandom" checked>
<span><b>Six random cards</b><br><span class="dim">Twice the choice, still no guaranteed track — the first turn is a discard.</span></span></label>
<label class="ng-radio"><input type="radio" name="ng-hand" value="threeTrackThreeOther">
<span><b>Three random track and three random non-track cards</b><br><span class="dim">Dealt from two piles, so the district you can build is dealt rather than waited for.</span></span></label>
<span class="set-hint" id="ng-hand-hint"></span>
</div>
</div>
<h3>Revenue</h3>
<p class="ng-note">What each piece of work pays, 0 to 5. A coach pays when it is boarded and again when it is detrained; a load pays when it is made up and again when it is broken. Zero switches an economy off so the others can be read.</p>
<label class="ng-num"><span>Passenger revenue per coach</span>
<input id="ng-passenger" type="number" min="0" max="5" step="1" value="1"></label>
<label class="ng-num"><span>Freight revenue per load</span>
<input id="ng-freight" type="number" min="0" max="5" step="1" value="1"></label>
<label class="ng-num"><span>Train revenue per transit</span>
<input id="ng-transit" type="number" min="0" max="5" step="1" value="0"></label>
<p class="ng-note">A transit pays every player, once, when a train runs off the end of the Division — the one thing nobody has to work for. It defaults to 0 for that reason.</p>
<div class="set-group">
<h3>Where an Extra may start</h3>
<p class="ng-note">The player who plays an Extra Train card chooses where its Crew Tray goes,
and the place decides which way it runs — a Division Point sends it away from itself; in the
middle of the railroad the player picks east or west. The Division Points and the Interchange
belong to nobody and are always available. Starting one inside a district is the part that
favours a seat, so it is set here. An Office must be a Control Point whatever this says: a
Whistle Post never qualifies.</p>
<div class="set-row" id="ng-extra-row">
<label class="ng-radio"><input type="radio" name="ng-extra" value="divisionPointsOnly">
<span><b>Division Points and the Interchange only</b><br><span class="dim">The strictest reading. Every Extra begins on shared ground.</span></span></label>
<label class="ng-radio"><input type="radio" name="ng-extra" value="ownOffice">
<span><b>Also the playing player&#8217;s own Control Point</b><br><span class="dim">You may start one at home, but not in somebody else&#8217;s district.</span></span></label>
<label class="ng-radio"><input type="radio" name="ng-extra" value="anyOffice">
<span><b>Also any player&#8217;s Control Point</b><br><span class="dim">The most permissive — an Extra may be planted in another player&#8217;s district.</span></span></label>
<span class="set-hint" id="ng-extra-hint"></span>
</div>
</div>
<h3>Victory conditions</h3>
<p class="ng-note">How long the game runs, and the ways it can end. 0 turns any of these off. The combined-Revenue suggestion updates for Competitive/Co-op — it assumes a 4-player table until there's a lobby to ask who's actually seated.</p>
<label class="ng-num"><span>Days</span>
<input id="ng-days" type="number" min="1" max="20" step="1" value="5"></label>
<label class="ng-num"><span>Minimum combined Revenue to avoid a loss</span>
<input id="ng-minrev" type="number" min="0" step="1" value="15"></label>
<label class="ng-num"><span>Collisions in one Day that end the game</span>
<input id="ng-colday" type="number" min="0" step="1" value="3"></label>
<label class="ng-num"><span>Collisions across the whole game that end it</span>
<input id="ng-coltotal" type="number" min="0" step="1" value="5"></label>
<label class="ng-num"><span>Allow the opponent-directed cards</span>
<input id="ng-pvp" type="checkbox"></label>
<p class="ng-note" id="ng-pvp-note">Not yet built (<code>TODO.md</code>) — this has no effect either way until then.</p>
<div class="set-group">
<h3>Revenue</h3>
<p class="ng-note">What each piece of work pays, 0 to 5. A coach pays when it is boarded and
again when it is detrained; a load pays when it is made up and again when it is broken. Zero
switches an economy off so the others can be read.</p>
<div class="set-row" id="ng-passenger-row">
<label class="ng-num"><span>Passenger revenue per coach</span>
<input id="ng-passenger" type="number" min="0" max="5" step="1" value="1"></label>
<span class="set-hint" id="ng-passenger-hint"></span>
</div>
<div class="set-row" id="ng-freight-row">
<label class="ng-num"><span>Freight revenue per load</span>
<input id="ng-freight" type="number" min="0" max="5" step="1" value="1"></label>
<span class="set-hint" id="ng-freight-hint"></span>
</div>
<div class="set-row" id="ng-transit-row">
<label class="ng-num"><span>Train revenue per transit</span>
<input id="ng-transit" type="number" min="0" max="5" step="1" value="0"></label>
<span class="set-hint" id="ng-transit-hint"></span>
</div>
<p class="ng-note">A transit pays every player, once, when a train runs off the end of the
Division — the one thing nobody has to work for.</p>
</div>
<div class="set-group">
<h3>Victory conditions</h3>
<p class="ng-note">The ways this game can end badly. Each one is switched on or off in its own
right; how long the game runs is set above, with the table size.</p>
<div class="set-row" id="ng-minrev-row">
<label class="ng-gate"><input type="checkbox" id="ng-minrev-on" checked>
<span>Everyone loses if combined Revenue at the end is under</span>
<input id="ng-minrev" type="number" min="0" step="1" class="gate-num"></label>
<span class="set-hint" id="ng-minrev-hint"></span>
</div>
<div class="set-row" id="ng-colday-row">
<label class="ng-gate"><input type="checkbox" id="ng-colday-on" checked>
<span>The game ends and everyone loses if collisions in one Day reach</span>
<input id="ng-colday" type="number" min="0" step="1" class="gate-num"></label>
<span class="set-hint" id="ng-colday-hint"></span>
</div>
<div class="set-row" id="ng-coltotal-row">
<label class="ng-gate"><input type="checkbox" id="ng-coltotal-on" checked>
<span>The game ends and everyone loses after this many collisions in the whole game</span>
<input id="ng-coltotal" type="number" min="0" step="1" class="gate-num"></label>
<span class="set-hint" id="ng-coltotal-hint"></span>
</div>
<p class="ng-note">The opponent-directed cards — Derail, Watertower, Hobo Jungle and the
nineteen others, along with the seven that answer them — are not implemented yet, so no game
type deals them whatever else is set here.</p>
</div>
<div class="set-group">
<h3>Optional rules</h3>
<p class="ng-note">Off in every game type; each one changes how the game plays.</p>
<div class="set-row" id="ng-visibility-row">
<label class="ng-num"><span>Reduced Visibility — five switching Moves instead of six in the
night Stages (1&ndash;3 and 11&ndash;12)</span>
<input id="ng-visibility" type="checkbox"></label>
<span class="set-hint" id="ng-visibility-hint"></span>
</div>
<div class="set-row" id="ng-rotation-row">
<label class="ng-num"><span>Employee Rotation — at the end of each Day everyone moves one
chair left and takes over the next station up the line. Your Revenue and the Fedora go with
you; the district stays where it is</span>
<input id="ng-rotation" type="checkbox"></label>
<span class="set-hint" id="ng-rotation-hint"></span>
</div>
<div class="set-row" id="ng-toolbox-row">
<label class="ng-num"><span>Emergency Toolbox — everyone starts holding a Red Flag, so a hand
of four; play or discard down to three on the first turn</span>
<input id="ng-toolbox" type="checkbox"></label>
<span class="set-hint" id="ng-toolbox-hint"></span>
</div>
</div>
</div>
</details>
<menu class="ng-buttons">
<span class="ng-note" id="ng-multiplayer-note" style="margin:0 auto 0 0">Use the <b>Multiplayer</b> button instead — it creates or joins a game on this server.</span>
@@ -534,6 +863,18 @@ ul.blocked li{padding:2px 0}
</form>
</dialog>
<!-- THE HANDOFF, between `Lobby.Start` and the first Frame.
`beginRemote` used to write "… connecting to the game" into `#presence` — the DISCONNECT banner,
whose job is `⚠ waiting on Alice`. It worked only because the first render overwrote it, and it
had nothing to say when the first push never came. This is its own state: it opens on the way
into a game, holds a deliberate beat so the game visibly begins, and closes on the first Frame. -->
<div id="handoff">
<div class="hand-inner">
<h2 id="handoff-title">Dealing the railroad…</h2>
<div id="handoff-note" class="hand-note"></div>
</div>
</div>
<script type="module" src="./web/main.js"></script>
</body>
</html>
+351
View File
@@ -0,0 +1,351 @@
/**
* THE FOUR GAME TYPES, and what "Custom" means.
*
* Jesse's design, 2026-08-23. A game type is not a mode and not a ruleset — it is a NAMED SET OF
* DEFAULTS that the host may then edit. Editing any of them selects `custom`, which keeps the
* values and inherits the scoring of the type it was edited away from; clicking a named type again
* resets every rule back to it.
*
* WHY THIS FILE EXISTS RATHER THAN A CONSTANT IN EACH SCREEN. The lobby (`lobby.ts`) and the
* solitaire New Game dialog (`main.ts`) ask the same questions, and they had already drifted apart
* before this was written: the dialog had "where an Extra may start" and no optional rules, the
* lobby had the optional rules and no Extra rule — so a multiplayer game silently played the most
* permissive Extra rule and nobody was ever asked. One description of the defaults, imported by
* both, is what stops that happening a third time.
*
* PARAMETERS ARE NOT SETTINGS. Seed, player count and Day count sit ABOVE the type radios on both
* screens and never select `custom`: the presets are formulas in players and days, so "Co-op, 3
* players, 8 days" is still Co-op and its Revenue floor re-derives. Everything below the radios is
* a rule, and changing one is what makes a game Custom.
*/
import {
DEFAULT_MAX_COLLISIONS_PER_DAY,
DEFAULT_MAX_COLLISIONS_TOTAL,
collectiveRevenueFloor,
houseRules,
} from '../engine/content.ts';
import type { ExtraStartRule, RevenueRules, StartingHand } from '../engine/content.ts';
import type { GameConfig, GameMode } from '../engine/state.ts';
export type PresetName = 'solitaire' | 'coop' | 'competitive' | 'cutthroat';
/** What the radio group answers: one of the four named types, or the state of having edited one. */
export type GameType = PresetName | 'custom';
/**
* Every rule a game type sets, flattened to one value per control.
*
* Flat rather than shaped like `GameConfig` because this is what the FORM compares against: each key
* is one field on screen, so "which fields differ from the preset" is a key-by-key comparison rather
* than a walk through nested objects. `configFromSettings` puts the shape back.
*/
export type Settings = {
startingHand: StartingHand;
extraStart: ExtraStartRule;
passengerPerCoach: number;
freightPerLoad: number;
trainPerTransit: number;
/** 0 means the condition is off — the engine's convention (`state.ts`). The form draws a checkbox. */
minCombinedRevenue: number;
maxCollisionsPerDay: number;
maxCollisionsTotal: number;
reducedVisibility: boolean;
employeeRotation: boolean;
emergencyToolbox: boolean;
};
export const SETTING_KEYS: readonly (keyof Settings)[] = [
'startingHand',
'extraStart',
'passengerPerCoach',
'freightPerLoad',
'trainPerTransit',
'minCombinedRevenue',
'maxCollisionsPerDay',
'maxCollisionsTotal',
'reducedVisibility',
'employeeRotation',
'emergencyToolbox',
];
export type Preset = {
name: PresetName;
label: string;
/** One line under the radio, saying what winning and losing mean in this type. */
blurb: string;
/** The engine mode this type is scored under — what a `custom` game inherits. */
scoring: GameMode;
/**
* Whether the 22 opponent-directed cards would be dealt, once they exist. Not a form control any
* more: it is a property of the type (`TODO.md` — the cards are unbuilt, so `buildDeck` holds them
* out regardless, and a checkbox that cannot do anything is worse than a sentence saying so).
*/
pvpCards: boolean;
/**
* The Revenue floor this type asks for, as a function of the table and the length. Co-op keeps the
* engine's own `collectiveRevenueFloor` (3 per player per Day); Competitive asks two thirds of it,
* because a table racing each other is not also pulling in one direction; Cutthroat asks nothing.
*/
revenueFloor: (players: number, days: number) => number;
rules: Omit<Settings, 'minCombinedRevenue'>;
};
const NO_OPTIONAL_RULES = {
reducedVisibility: false,
employeeRotation: false,
emergencyToolbox: false,
} as const;
/** Every type deals six now (Jesse, 2026-08-23) — the hand limit is three, so the first turn is a
* discard whichever three you keep. Solitaire moved with the rest so the two screens agree. */
const SIX: StartingHand = 'sixRandom';
export const PRESETS: readonly Preset[] = [
{
name: 'solitaire',
label: 'Solitaire',
blurb: 'One railroad, one player. The whole Division is yours to run.',
scoring: 'solitaire',
pvpCards: false,
revenueFloor: (players, days) => collectiveRevenueFloor(players, days),
rules: {
startingHand: SIX,
// Nobody else's district exists, so "any Control Point" and "your own" are the same rule.
extraStart: 'anyOffice',
passengerPerCoach: 1,
freightPerLoad: 1,
trainPerTransit: 0,
maxCollisionsPerDay: DEFAULT_MAX_COLLISIONS_PER_DAY,
maxCollisionsTotal: DEFAULT_MAX_COLLISIONS_TOTAL,
...NO_OPTIONAL_RULES,
},
},
{
name: 'coop',
label: 'Co-op',
blurb: 'Everyone’s Revenue is one table score. You win together or lose together.',
scoring: 'coop',
// Never, even once the cards are built: there is no opponent to point them at when the table is
// one side.
pvpCards: false,
revenueFloor: (players, days) => collectiveRevenueFloor(players, days),
rules: {
startingHand: SIX,
extraStart: 'ownOffice',
passengerPerCoach: 1,
freightPerLoad: 1,
// The one economy that pays every player at once, for work nobody had to do — which is the
// co-operative one, so it is the type that switches it on.
trainPerTransit: 1,
maxCollisionsPerDay: DEFAULT_MAX_COLLISIONS_PER_DAY,
maxCollisionsTotal: DEFAULT_MAX_COLLISIONS_TOTAL,
...NO_OPTIONAL_RULES,
},
},
{
name: 'competitive',
label: 'Competitive',
blurb: 'Highest Revenue wins — unless the table misses its combined minimum, and then everyone loses.',
scoring: 'competitive',
pvpCards: true,
revenueFloor: (players, days) => 2 * players * days,
rules: {
startingHand: SIX,
extraStart: 'ownOffice',
passengerPerCoach: 1,
freightPerLoad: 1,
trainPerTransit: 0,
maxCollisionsPerDay: DEFAULT_MAX_COLLISIONS_PER_DAY,
maxCollisionsTotal: DEFAULT_MAX_COLLISIONS_TOTAL,
...NO_OPTIONAL_RULES,
},
},
{
name: 'cutthroat',
label: 'Cutthroat',
blurb: 'Highest Revenue wins, and nothing is shared — the only way everyone loses is three collisions in one Day.',
scoring: 'competitive',
pvpCards: true,
// Off. Cutthroat has no collective obligation of any kind.
revenueFloor: () => 0,
rules: {
startingHand: SIX,
// The one type that lets you plant an Extra in somebody else's district.
extraStart: 'anyOffice',
passengerPerCoach: 1,
freightPerLoad: 1,
trainPerTransit: 0,
maxCollisionsPerDay: DEFAULT_MAX_COLLISIONS_PER_DAY,
// Off, with the per-Day check left standing: a table can bleed collisions all game, but three
// in one Day still ends it.
maxCollisionsTotal: 0,
...NO_OPTIONAL_RULES,
},
},
];
export function preset(name: PresetName): Preset {
const found = PRESETS.find((p) => p.name === name);
if (!found) throw new Error(`no such preset: ${name}`);
return found;
}
/** Every rule a named type sets, at the table size and length the form currently shows. */
export function presetSettings(name: PresetName, players: number, days: number): Settings {
const p = preset(name);
return { ...p.rules, minCombinedRevenue: p.revenueFloor(players, days) };
}
/** The settings a config is actually carrying — the other half of every comparison below. */
export function settingsOf(config: GameConfig): Settings {
const rules = houseRules(config);
return {
startingHand: rules.startingHand,
extraStart: rules.extraStart,
passengerPerCoach: rules.revenue.passengerPerCoach,
freightPerLoad: rules.revenue.freightPerLoad,
trainPerTransit: rules.revenue.trainPerTransit,
minCombinedRevenue: config.minCombinedRevenue,
maxCollisionsPerDay: config.maxCollisionsPerDay,
maxCollisionsTotal: config.maxCollisionsTotal,
reducedVisibility: config.optionalRules.reducedVisibility,
employeeRotation: config.optionalRules.employeeRotation,
emergencyToolbox: config.optionalRules.emergencyToolbox,
};
}
/** Which controls differ from a named type — what the form paints amber and counts in its summary. */
export function differencesFrom(
name: PresetName,
settings: Settings,
players: number,
days: number,
): (keyof Settings)[] {
const want = presetSettings(name, players, days);
return SETTING_KEYS.filter((k) => settings[k] !== want[k]);
}
/**
* WHICH TYPE IS THIS, derived rather than stored.
*
* Nothing writes a type name into `GameConfig` — a saved game is its numbers, and a name in the save
* would be one more thing that can disagree with them. So the screens ask this instead, which means
* a hand-tuned game that happens to match Competitive exactly reads as Competitive, and that is the
* honest answer: it IS one.
*
* `mode` is part of the comparison, so a Co-op game whose dials happen to equal Competitive's is
* still not Competitive.
*/
export function presetOf(config: GameConfig, players: number, days: number): GameType {
const settings = settingsOf(config);
const match = PRESETS.find(
(p) => p.scoring === config.mode && differencesFrom(p.name, settings, players, days).length === 0,
);
return match?.name ?? 'custom';
}
/**
* A `Frame`'s copy of the config, as a `GameConfig` the functions above can read.
*
* The page has a Frame, never a `GameState` — a remote client holds no game — and the Frame carries
* every field these comparisons need. Structurally typed rather than importing `Frame` so this
* module stays free of `sim/view.ts`.
*/
export function configFromFrame(f: {
mode: GameMode;
days: number;
minCombinedRevenue: number;
maxCollisionsPerDay: number;
maxCollisionsTotal: number;
optionalRules: GameConfig['optionalRules'];
houseRules: { startingHand: StartingHand; extraStart: ExtraStartRule; revenue: RevenueRules };
}): GameConfig {
return {
mode: f.mode,
days: f.days,
minCombinedRevenue: f.minCombinedRevenue,
maxCollisionsPerDay: f.maxCollisionsPerDay,
maxCollisionsTotal: f.maxCollisionsTotal,
// Never shown from a Frame — the cards are unbuilt, and the type carries the answer.
pvpCardsAllowed: false,
optionalRules: f.optionalRules,
houseRules: {
startingHand: f.houseRules.startingHand,
extraStart: f.houseRules.extraStart,
revenue: f.houseRules.revenue,
},
};
}
/**
* The named type a config is NEAREST to, for a screen that has to describe someone else's game.
*
* The create form always knows which type was clicked, so it compares against that. A join preview
* and the seating screen do not — they are handed a finished config and nothing else — and "Custom"
* on its own tells a player nothing about what they are joining. Comparing against the same-scoring
* type with the fewest differences answers the question they actually have: how far from a normal
* game is this, and which normal game?
*/
export function closestPreset(
config: GameConfig,
players: number,
days: number,
): { name: PresetName; differing: (keyof Settings)[] } {
const settings = settingsOf(config);
const candidates = PRESETS.filter((p) => p.scoring === config.mode);
const scored = (candidates.length > 0 ? candidates : PRESETS).map((p) => ({
name: p.name,
differing: differencesFrom(p.name, settings, players, days),
}));
return scored.reduce((best, c) => (c.differing.length < best.differing.length ? c : best));
}
/**
* The label a screen shows for the current state of the form — including what a Custom game is being
* scored as, which is the one thing a player cannot see from the dials.
*/
export function gameTypeLabel(type: GameType, scoring: GameMode): string {
if (type !== 'custom') return preset(type).label;
const named = PRESETS.find((p) => p.scoring === scoring && p.name !== 'cutthroat');
return `Custom — scored as ${named?.label ?? scoring}`;
}
/** Assembles the config a form's answers describe. `players` reaches the caller separately: it sizes
* the lobby's seat array rather than being part of the rules. */
export function configFromSettings(
settings: Settings,
scoring: GameMode,
days: number,
pvpCards: boolean,
): GameConfig {
return {
mode: scoring,
days,
minCombinedRevenue: settings.minCombinedRevenue,
maxCollisionsPerDay: settings.maxCollisionsPerDay,
maxCollisionsTotal: settings.maxCollisionsTotal,
// Inert until the cards are built (`setup.ts`'s `buildDeck` ANDs it with `cardsImplemented`),
// and no longer a control on any screen — it is a property of the game type.
pvpCardsAllowed: pvpCards,
optionalRules: {
reducedVisibility: settings.reducedVisibility,
employeeRotation: settings.employeeRotation,
emergencyToolbox: settings.emergencyToolbox,
},
houseRules: {
startingHand: settings.startingHand,
extraStart: settings.extraStart,
revenue: {
passengerPerCoach: settings.passengerPerCoach,
freightPerLoad: settings.freightPerLoad,
trainPerTransit: settings.trainPerTransit,
},
},
};
}
/** The whole config a named type produces, with nothing edited. */
export function configFromPreset(name: PresetName, players: number, days: number): GameConfig {
const p = preset(name);
return configFromSettings(presetSettings(name, players, days), p.scoring, days, p.pvpCards);
}
+4 -1
View File
@@ -117,7 +117,10 @@ function show(i: number): void {
// A replay carries the seat names in the frame's own lines rather than a player table, so the
// solitaire seat is named directly; a multi-player replay reports the index it has.
const actorName = f.actor === null ? null : `Player ${f.actor + 1}`;
$('turnchart').innerHTML = turnChartHtml(f, actorName);
// A replay of a multi-player game gets the Fedora too — it is the answer to "why is it asking
// THEM", which a replay raises exactly as a live game does.
const superName = f.players.length > 1 ? `Player ${f.superintendent + 1}` : null;
$('turnchart').innerHTML = turnChartHtml(f, actorName, superName);
$('vrev').textContent = String(f.revenue);
$('vpos').textContent = `${at} / ${steps.length - 1}`;
($('vscrub') as HTMLInputElement).value = String(at);
+74 -10
View File
@@ -99,9 +99,23 @@ export type Session = {
* the seat and waits; this is what lets the page say why, instead of going quiet with no
* explanation. Reflects the last presence push for each seat the server has ever mentioned, not
* only the ones currently disconnected — a seat that reconnects updates its own entry rather than
* disappearing, so the page can tell "never heard from" apart from "was here, then left."
* disappearing.
*
* `seen` is what separates the two absences the page must not conflate: a seat that has connected
* at some point and dropped, against one that has never opened the game at all. The server now
* reports every other seat on connect (2026-08-23), so this is answerable at the moment a game
* starts — which is exactly when "is everyone here?" is the question.
*/
presence(): { seat: PlayerIndex; connected: boolean }[];
presence(): { seat: PlayerIndex; connected: boolean; seen: boolean }[];
/**
* Stop listening, for good.
*
* Only a remote session has anything to close, and only one caller needs it: a player LEAVING a
* running game (2026-08-23). Without it the page went back to the lobby with its `EventSource`
* still open, so the server — and therefore every other seat — went on reporting them as present
* at a table they had walked away from.
*/
close?(): void;
};
/**
@@ -205,7 +219,24 @@ type Push = {
frame?: FrameDelta;
menu: Menu | null;
lines: { text: string; tone: string }[];
presence?: { seat: PlayerIndex; connected: boolean };
/** One entry for a change; every other seat at once on the connect push. */
presence?: { seat: PlayerIndex; connected: boolean; seen: boolean }[];
/**
* THE FOUR TRANSIENT SIGNALS, added 2026-08-23.
*
* A remote session used to return nothing for any of them, so multiplayer had no sound at all, no
* timetable flash when the D12 filled a slot, no announcement when a completed run paid the table,
* and no highlight on the card you had just drawn — four things solitaire has had all along, and
* most of why a multiplayer game felt inert.
*
* `cues` and `announcement` are SHARED events (a collision anywhere, the Stage bell, a train
* leaving the Division) and reach every seat; `justDrawn` is the recipient's own card and nobody
* else's — `test/redaction.test.ts` covers exactly that.
*/
cues?: string[];
scheduled?: number | null;
announcement?: string | null;
justDrawn?: string | null;
};
/**
@@ -239,7 +270,11 @@ export function createRemoteSession(
let frame: Frame | null = null;
let menu: Menu | null = null;
let lines: { text: string; tone: string }[] = [];
const presence = new Map<PlayerIndex, boolean>();
const presence = new Map<PlayerIndex, { connected: boolean; seen: boolean }>();
let cues: string[] = [];
let scheduled: number | null = null;
let announcement: string | null = null;
let justDrawnCard: string | null = null;
let nextSeq = 1;
const listeners = new Set<() => void>();
const changed = (): void => {
@@ -282,7 +317,14 @@ export function createRemoteSession(
menu = push.menu;
}
lines = [...lines, ...push.lines];
if (push.presence) presence.set(push.presence.seat, push.presence.connected);
for (const p of push.presence ?? []) presence.set(p.seat, { connected: p.connected, seen: p.seen });
// Accumulated rather than replaced: two pushes can arrive between two renders, and a cue that
// was earned is a cue that should be heard.
if (push.cues) cues = [...cues, ...push.cues];
if (push.scheduled !== undefined && push.scheduled !== null) scheduled = push.scheduled;
if (push.announcement !== undefined && push.announcement !== null) announcement = push.announcement;
// Persists until another draw replaces it, matching the local session's own `justDrawn`.
if (push.justDrawn !== undefined) justDrawnCard = push.justDrawn;
changed();
};
@@ -317,10 +359,32 @@ export function createRemoteSession(
capabilities: { undo: false, saveLocal: false, newGame: false },
lines: () => lines,
takeCues: () => [],
takeScheduled: () => null,
takeAnnouncement: () => null,
justDrawn: () => null,
presence: () => [...presence].map(([s, connected]) => ({ seat: s, connected })),
// Draining, exactly as the local session's are: each of these marks a moment, so it plays once
// and is gone by the next render rather than re-firing on every redraw.
takeCues: () => {
const out = cues;
cues = [];
return out;
},
takeScheduled: () => {
const out = scheduled;
scheduled = null;
return out;
},
takeAnnouncement: () => {
const out = announcement;
announcement = null;
return out;
},
justDrawn: () => justDrawnCard,
presence: () => [...presence].map(([seat, p]) => ({ seat, connected: p.connected, seen: p.seen })),
close() {
// `reportedGone` first: closing the stream fires `onerror`, and this is a deliberate exit, not
// a game that vanished — `onGone` must not be called and land the page in "that game is no
// longer on this server".
reportedGone = true;
source.close();
listeners.clear();
},
};
}
+353
View File
@@ -0,0 +1,353 @@
/**
* THE RULES BLOCK, driven identically on both screens.
*
* The lobby (`lobby.ts`) and the solitaire New Game dialog (`main.ts`) ask the same eleven questions.
* They used to ask them in two hand-written copies and had already drifted — the dialog had "where
* an Extra may start" and no optional rules, the lobby the reverse — so this module owns reading,
* writing, comparing and annotating the block, and each screen supplies only the id prefix its
* markup uses (`lb-` or `ng-`).
*
* THE MARKUP ITSELF STAYS STATIC IN `play.html`, deliberately. Generating it here would be less
* duplication, but `test/web.test.ts` drives the emitted bundle against a hand-built DOM stub with
* no HTML parser in it (there is no jsdom in this project, and adding one to test a form is a poor
* trade), and the ids in that stub come from scanning the real `play.html`. A test in the same suite
* asserts both screens carry every key below, which is the drift guard the shared markup would have
* been.
*/
import { REVENUE_MAX, REVENUE_MIN } from '../engine/content.ts';
import type { ExtraStartRule, StartingHand } from '../engine/content.ts';
import { closestPreset, differencesFrom, presetOf, presetSettings, settingsOf } from './presets.ts';
import type { PresetName, Settings } from './presets.ts';
import type { GameConfig } from '../engine/state.ts';
/**
* How each rule is asked on screen.
*
* `gated` is the pair introduced 2026-08-23: a checkbox that says whether the condition applies at
* all, plus the number it applies at. The engine's convention is that `0` switches these off, which
* is exact but unreadable — a Cutthroat game showed two zeroes and left the player to know the
* convention. Unchecked still WRITES 0, so nothing under this changed.
*/
type Field =
| { key: keyof Settings; kind: 'radio'; id: string }
| { key: keyof Settings; kind: 'number'; id: string }
| { key: keyof Settings; kind: 'checkbox'; id: string }
| { key: keyof Settings; kind: 'gated'; id: string };
export const FIELDS: readonly Field[] = [
{ key: 'startingHand', kind: 'radio', id: 'hand' },
{ key: 'extraStart', kind: 'radio', id: 'extra' },
{ key: 'passengerPerCoach', kind: 'number', id: 'passenger' },
{ key: 'freightPerLoad', kind: 'number', id: 'freight' },
{ key: 'trainPerTransit', kind: 'number', id: 'transit' },
{ key: 'minCombinedRevenue', kind: 'gated', id: 'minrev' },
{ key: 'maxCollisionsPerDay', kind: 'gated', id: 'colday' },
{ key: 'maxCollisionsTotal', kind: 'gated', id: 'coltotal' },
{ key: 'reducedVisibility', kind: 'checkbox', id: 'visibility' },
{ key: 'employeeRotation', kind: 'checkbox', id: 'rotation' },
{ key: 'emergencyToolbox', kind: 'checkbox', id: 'toolbox' },
];
/**
* What `play.html` must contain for a screen to be able to ask all eleven questions — the exact
* attribute text, so `test/web.test.ts` can assert it against the built page.
*
* THIS IS THE DRIFT GUARD. The two blocks are generated from one template today; this is what says
* so tomorrow, when someone edits one of them by hand.
*/
export function fieldSelectors(prefix: string): string[] {
const out: string[] = [];
for (const f of FIELDS) {
// A radio group is addressed by NAME — there is no one element carrying the field's id.
out.push(f.kind === 'radio' ? `name="${prefix}${f.id}"` : `id="${prefix}${f.id}"`);
if (f.kind === 'gated') out.push(`id="${prefix}${f.id}-on"`);
out.push(`id="${prefix}${f.id}-row"`, `id="${prefix}${f.id}-hint"`);
}
return out;
}
/** The label each field goes under in the read-only view below. */
const FIELD_LABELS: Record<keyof Settings, string> = {
startingHand: 'Starting hand',
extraStart: 'An Extra may start at',
passengerPerCoach: 'Passenger per coach',
freightPerLoad: 'Freight per load',
trainPerTransit: 'Train per transit',
minCombinedRevenue: 'Combined Revenue floor',
maxCollisionsPerDay: 'Collisions in one Day',
maxCollisionsTotal: 'Collisions in the game',
reducedVisibility: 'Reduced Visibility',
employeeRotation: 'Employee Rotation',
emergencyToolbox: 'Emergency Toolbox',
};
const esc = (s: string): string =>
s.replace(/&/g, '&amp;').replace(/</g, '&lt;').replace(/>/g, '&gt;').replace(/"/g, '&quot;');
/**
* THE WHOLE RULE SET, READ-ONLY — what a player weighing a join reads before taking a seat, and what
* the seating screen keeps showing afterwards.
*
* Generated rather than a fourth copy of the form: nobody may change these, so form controls would
* be a lie, and a `<dl>` says "this is what you are joining" in a third of the space. Fields that
* differ from the nearest named type are amber here for the same reason they are amber in the form —
* a non-standard game should never be a surprise.
*/
export function rulesListHtml(config: GameConfig, players: number, days: number): string {
const settings = settingsOf(config);
const type = presetOf(config, players, days);
const near = closestPreset(config, players, days);
const differing = type === 'custom' ? near.differing : [];
const rows = (keys: (keyof Settings)[]): string =>
keys
.map((k) => {
const changed = differing.includes(k) ? ' class="changed"' : '';
return `<dt>${esc(FIELD_LABELS[k])}</dt><dd${changed}>${esc(describe(k, settings[k]))}</dd>`;
})
.join('');
const head =
`<dl><dt>Players</dt><dd>${players}</dd><dt>Days</dt><dd>${days}</dd>` +
`<dt>Opponent-directed cards</dt><dd>not implemented yet</dd></dl>`;
return (
head +
`<h4>Opening</h4><dl>${rows(['startingHand', 'extraStart'])}</dl>` +
`<h4>Revenue</h4><dl>${rows(['passengerPerCoach', 'freightPerLoad', 'trainPerTransit'])}</dl>` +
`<h4>Victory conditions</h4><dl>${rows(['minCombinedRevenue', 'maxCollisionsPerDay', 'maxCollisionsTotal'])}</dl>` +
`<h4>Optional rules</h4><dl>${rows(['reducedVisibility', 'employeeRotation', 'emergencyToolbox'])}</dl>`
);
}
/** What a value looks like beside its label — "Co-op default: 75", "Co-op default: six random cards". */
function describe(key: keyof Settings, value: Settings[keyof Settings]): string {
if (typeof value === 'boolean') return value ? 'on' : 'off';
if (key === 'startingHand') {
const words: Record<StartingHand, string> = {
threeRandom: 'three random',
sixRandom: 'six random',
threeTrackThreeOther: 'three track and three other',
};
return words[value as StartingHand];
}
if (key === 'extraStart') {
const words: Record<ExtraStartRule, string> = {
divisionPointsOnly: 'Division Points only',
ownOffice: 'your own Control Point',
anyOffice: 'any Control Point',
};
return words[value as ExtraStartRule];
}
// A victory condition at 0 is not "0" on screen, it is a condition that does not apply.
if (value === 0 && (key === 'minCombinedRevenue' || key === 'maxCollisionsPerDay' || key === 'maxCollisionsTotal')) {
return 'off';
}
return String(value);
}
export type SettingsForm = {
read(): Settings;
/** `suggestions` fills the placeholder of a switched-off condition, so ticking it back on has a
* number to offer rather than an empty box. */
write(values: Settings, suggestions: Settings): void;
/**
* Paint the block against a named type: every field that differs goes amber and every field gets
* its "<Type> default: x" hint. Returns what differs, for the summary line the screen draws.
*/
mark(name: PresetName, players: number, days: number): (keyof Settings)[];
/** Custom with no named baseline to compare against — clears the paint rather than lying. */
clearMarks(): void;
/** Called whenever the player changes any rule; the screen answers by selecting Custom. */
onEdit(fn: (key: keyof Settings) => void): void;
/** Read-only for the join preview and the seating screen: shown in full, changeable by nobody. */
setEditable(on: boolean): void;
/** Employee Rotation is meaningless at one player — disabled with a note rather than hidden, so
* the two screens still read the same. */
setEmployeeRotationAvailable(on: boolean): void;
};
const $ = <T extends HTMLElement = HTMLElement>(id: string): T | null =>
document.getElementById(id) as T | null;
export function settingsForm(prefix: string): SettingsForm {
const el = <T extends HTMLElement = HTMLElement>(id: string): T | null => $<T>(`${prefix}${id}`);
const radios = (name: string): HTMLInputElement[] =>
Array.from(document.querySelectorAll<HTMLInputElement>(`input[name="${prefix}${name}"]`));
const checkedRadio = (name: string): string | null =>
radios(name).find((r) => r.checked)?.value ?? null;
let editHandler: ((key: keyof Settings) => void) | null = null;
let editable = true;
function num(id: string, fallback: number): number {
const raw = el<HTMLInputElement>(id)?.value ?? '';
return raw.trim() === '' || !Number.isFinite(Number(raw)) ? fallback : Math.round(Number(raw));
}
function readGated(id: string): number {
// Unchecked IS zero — the engine's "off". The number in the box is kept so re-ticking restores it.
if (el<HTMLInputElement>(`${id}-on`)?.checked !== true) return 0;
return Math.max(0, num(id, 0));
}
function read(): Settings {
return {
startingHand: (checkedRadio('hand') ?? 'sixRandom') as StartingHand,
extraStart: (checkedRadio('extra') ?? 'anyOffice') as ExtraStartRule,
passengerPerCoach: clampRevenue(num('passenger', 1)),
freightPerLoad: clampRevenue(num('freight', 1)),
trainPerTransit: clampRevenue(num('transit', 0)),
minCombinedRevenue: readGated('minrev'),
maxCollisionsPerDay: readGated('colday'),
maxCollisionsTotal: readGated('coltotal'),
reducedVisibility: el<HTMLInputElement>('visibility')?.checked === true,
employeeRotation: el<HTMLInputElement>('rotation')?.checked === true,
emergencyToolbox: el<HTMLInputElement>('toolbox')?.checked === true,
};
}
function write(values: Settings, suggestions: Settings): void {
for (const r of radios('hand')) r.checked = r.value === values.startingHand;
for (const r of radios('extra')) r.checked = r.value === values.extraStart;
setNumber('passenger', values.passengerPerCoach);
setNumber('freight', values.freightPerLoad);
setNumber('transit', values.trainPerTransit);
writeGated('minrev', values.minCombinedRevenue, suggestions.minCombinedRevenue);
writeGated('colday', values.maxCollisionsPerDay, suggestions.maxCollisionsPerDay);
writeGated('coltotal', values.maxCollisionsTotal, suggestions.maxCollisionsTotal);
setChecked('visibility', values.reducedVisibility);
setChecked('rotation', values.employeeRotation);
setChecked('toolbox', values.emergencyToolbox);
}
function setNumber(id: string, value: number): void {
const input = el<HTMLInputElement>(id);
if (input) input.value = String(value);
}
function setChecked(id: string, on: boolean): void {
const input = el<HTMLInputElement>(id);
if (input) input.checked = on;
}
function writeGated(id: string, value: number, suggestion: number): void {
const box = el<HTMLInputElement>(`${id}-on`);
const input = el<HTMLInputElement>(id);
if (box) box.checked = value > 0;
if (input) {
// A switched-off condition shows an empty box with the suggestion as its placeholder, rather
// than a `0` the player has to decode.
input.value = value > 0 ? String(value) : '';
input.placeholder = String(suggestion);
input.disabled = !editable || value === 0;
}
}
function mark(name: PresetName, players: number, days: number): (keyof Settings)[] {
const want = presetSettings(name, players, days);
const differing = differencesFrom(name, read(), players, days);
const label = presetLabelOf(name);
for (const f of FIELDS) {
const row = el(`${f.id}-row`);
const hint = el(`${f.id}-hint`);
const off = differing.includes(f.key);
row?.classList.toggle('changed', off);
if (hint) hint.textContent = `${label} default: ${describe(f.key, want[f.key])}`;
}
return differing;
}
function clearMarks(): void {
for (const f of FIELDS) {
el(`${f.id}-row`)?.classList.remove('changed');
const hint = el(`${f.id}-hint`);
if (hint) hint.textContent = '';
}
}
function setEditable(on: boolean): void {
editable = on;
for (const f of FIELDS) {
if (f.kind === 'radio') {
for (const r of radios(f.id)) r.disabled = !on;
continue;
}
const input = el<HTMLInputElement>(f.id);
if (input) {
// A gated number stays disabled when its own condition is off, whatever the block's state.
const gatedOff = f.kind === 'gated' && el<HTMLInputElement>(`${f.id}-on`)?.checked !== true;
input.disabled = !on || gatedOff;
}
if (f.kind === 'gated') {
const box = el<HTMLInputElement>(`${f.id}-on`);
if (box) box.disabled = !on;
}
}
}
function setEmployeeRotationAvailable(on: boolean): void {
const input = el<HTMLInputElement>('rotation');
if (input) {
input.disabled = !on || !editable;
if (!on) input.checked = false;
}
el('rotation-row')?.classList.toggle('unavailable', !on);
}
/** One change handler for every control — the screens all answer it the same way (select Custom). */
for (const f of FIELDS) {
const fire = (): void => editHandler?.(f.key);
if (f.kind === 'radio') {
for (const r of radios(f.id)) r.onchange = fire;
continue;
}
const input = el<HTMLInputElement>(f.id);
if (input) {
input.oninput = fire;
input.onchange = fire;
}
if (f.kind === 'gated') {
const box = el<HTMLInputElement>(`${f.id}-on`);
if (box) {
box.onchange = () => {
const number = el<HTMLInputElement>(f.id);
if (number) {
number.disabled = !box.checked || !editable;
// Ticking a condition back on with an empty box takes the suggestion showing in it,
// so "on" never means "on, at zero".
if (box.checked && number.value.trim() === '') number.value = number.placeholder;
}
fire();
};
}
}
}
return {
read,
write,
mark,
clearMarks,
onEdit: (fn) => void (editHandler = fn),
setEditable,
setEmployeeRotationAvailable,
};
}
function clampRevenue(n: number): number {
return Math.max(REVENUE_MIN, Math.min(REVENUE_MAX, n));
}
/** Kept local rather than imported from `presets.ts`'s `preset()`, which would drag the whole table
* in for one word — and this is the only place a hint needs it. */
function presetLabelOf(name: PresetName): string {
const labels: Record<PresetName, string> = {
solitaire: 'Solitaire',
coop: 'Co-op',
competitive: 'Competitive',
cutthroat: 'Cutthroat',
};
return labels[name];
}