v0.7.0 — four game types, a lobby you can read and leave, and a multiplayer game that makes a sound
The multiplayer set-up, the lobby, the start of a game, and four signals a remote client had never been sent. Reasoning, the preset table and what was verified how: CHANGELOG.md. - Co-op, Competitive, Cutthroat, Solitaire and Custom, on both screens, from one shared block — they had drifted, and each was missing a question the other asked. - A player reads the whole rule set before taking a seat, may leave a lobby or a running game, and keeps a seat across a reload. The host may clear a chair. The browser remembers every game it is in, not just the last one. - The start of a game is drawn: a handoff beat, an announcement, the code and type in the header. - Sound, the timetable flash, announcements and the just-drawn badge now reach a remote client; justDrawn goes to the seat that drew it and nobody else. - Played on StartOS, which found the rest: an Extra belongs to the player who played it, the board never named the Superintendent, bot seats were reported as absent players, and rule section numbers are out of every string a player reads. Also carries the previous session's Heavy Grade documentation work — asked again, answer unchanged. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016JczK5i33ZNSf2PtzZqdhS
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co-authored by
Claude Opus 5
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+15
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@@ -121,6 +121,14 @@ export type NewGameOptions = {
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minCombinedRevenue?: number;
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maxCollisionsPerDay?: number;
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maxCollisionsTotal?: number;
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/**
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* Appendix B's three, added 2026-08-23 when the New Game dialog gained them.
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*
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* The lobby has offered these since v0.6.0 and the solitaire dialog could not, which meant a
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* solitaire game could never be played under Employee Rotation or the Emergency Toolbox at all.
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* Partial like `houseRules`: a caller names only what it is setting.
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*/
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optionalRules?: Partial<GameConfig['optionalRules']>;
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};
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/** The same config with the New Game dialog's answers in it. */
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@@ -131,6 +139,7 @@ export function configWith(opts: NewGameOptions): GameConfig {
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minCombinedRevenue: opts.minCombinedRevenue ?? SOLO_CONFIG.minCombinedRevenue,
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maxCollisionsPerDay: opts.maxCollisionsPerDay ?? SOLO_CONFIG.maxCollisionsPerDay,
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maxCollisionsTotal: opts.maxCollisionsTotal ?? SOLO_CONFIG.maxCollisionsTotal,
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optionalRules: { ...SOLO_CONFIG.optionalRules, ...(opts.optionalRules ?? {}) },
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houseRules: houseRules(opts.houseRules ? { houseRules: opts.houseRules } : {}),
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};
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}
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@@ -1136,10 +1145,15 @@ function configFor(save: Save, config: GameConfig): GameConfig {
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*
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* Returns null when there is nothing to undo, so the caller can leave the button disabled.
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*/
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export function undo(game: Game, config: GameConfig = SOLO_CONFIG): Game | null {
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export function undo(game: Game, config: GameConfig = game.state.config): Game | null {
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if (game.history.length === 0) return null;
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// `toSave` first, so the rules this game was dealt under come with it. Rebuilding the save by hand
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// here dropped them, and undo re-dealt the game under the defaults instead of its own settings.
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//
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// THE VICTORY DIALS COME FROM THE GAME ITSELF for the same reason (2026-08-23). `Save` carries only
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// the house rules, so defaulting this parameter to `SOLO_CONFIG` meant undoing a game dealt over
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// eight Days replayed it as a five-Day game — the length, the Revenue floor and both collision
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// caps all quietly reverting to the defaults.
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return fromSave({ ...toSave(game), history: game.history.slice(0, -1) }, config);
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}
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