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:
co-authored by
Claude Opus 5
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/**
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* THE FOUR GAME TYPES, and what "Custom" means.
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*
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* Jesse's design, 2026-08-23. A game type is not a mode and not a ruleset — it is a NAMED SET OF
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* DEFAULTS that the host may then edit. Editing any of them selects `custom`, which keeps the
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* values and inherits the scoring of the type it was edited away from; clicking a named type again
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* resets every rule back to it.
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*
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* WHY THIS FILE EXISTS RATHER THAN A CONSTANT IN EACH SCREEN. The lobby (`lobby.ts`) and the
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* solitaire New Game dialog (`main.ts`) ask the same questions, and they had already drifted apart
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* before this was written: the dialog had "where an Extra may start" and no optional rules, the
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* lobby had the optional rules and no Extra rule — so a multiplayer game silently played the most
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* permissive Extra rule and nobody was ever asked. One description of the defaults, imported by
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* both, is what stops that happening a third time.
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*
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* PARAMETERS ARE NOT SETTINGS. Seed, player count and Day count sit ABOVE the type radios on both
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* screens and never select `custom`: the presets are formulas in players and days, so "Co-op, 3
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* players, 8 days" is still Co-op and its Revenue floor re-derives. Everything below the radios is
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* a rule, and changing one is what makes a game Custom.
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*/
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import {
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DEFAULT_MAX_COLLISIONS_PER_DAY,
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DEFAULT_MAX_COLLISIONS_TOTAL,
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collectiveRevenueFloor,
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houseRules,
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} from '../engine/content.ts';
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import type { ExtraStartRule, RevenueRules, StartingHand } from '../engine/content.ts';
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import type { GameConfig, GameMode } from '../engine/state.ts';
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export type PresetName = 'solitaire' | 'coop' | 'competitive' | 'cutthroat';
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/** What the radio group answers: one of the four named types, or the state of having edited one. */
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export type GameType = PresetName | 'custom';
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/**
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* Every rule a game type sets, flattened to one value per control.
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*
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* Flat rather than shaped like `GameConfig` because this is what the FORM compares against: each key
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* is one field on screen, so "which fields differ from the preset" is a key-by-key comparison rather
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* than a walk through nested objects. `configFromSettings` puts the shape back.
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*/
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export type Settings = {
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startingHand: StartingHand;
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extraStart: ExtraStartRule;
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passengerPerCoach: number;
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freightPerLoad: number;
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trainPerTransit: number;
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/** 0 means the condition is off — the engine's convention (`state.ts`). The form draws a checkbox. */
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minCombinedRevenue: number;
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maxCollisionsPerDay: number;
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maxCollisionsTotal: number;
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reducedVisibility: boolean;
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employeeRotation: boolean;
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emergencyToolbox: boolean;
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};
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export const SETTING_KEYS: readonly (keyof Settings)[] = [
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'startingHand',
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'extraStart',
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'passengerPerCoach',
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'freightPerLoad',
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'trainPerTransit',
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'minCombinedRevenue',
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'maxCollisionsPerDay',
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'maxCollisionsTotal',
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'reducedVisibility',
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'employeeRotation',
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'emergencyToolbox',
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];
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export type Preset = {
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name: PresetName;
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label: string;
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/** One line under the radio, saying what winning and losing mean in this type. */
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blurb: string;
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/** The engine mode this type is scored under — what a `custom` game inherits. */
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scoring: GameMode;
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/**
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* Whether the 22 opponent-directed cards would be dealt, once they exist. Not a form control any
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* more: it is a property of the type (`TODO.md` — the cards are unbuilt, so `buildDeck` holds them
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* out regardless, and a checkbox that cannot do anything is worse than a sentence saying so).
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*/
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pvpCards: boolean;
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/**
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* The Revenue floor this type asks for, as a function of the table and the length. Co-op keeps the
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* engine's own `collectiveRevenueFloor` (3 per player per Day); Competitive asks two thirds of it,
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* because a table racing each other is not also pulling in one direction; Cutthroat asks nothing.
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*/
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revenueFloor: (players: number, days: number) => number;
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rules: Omit<Settings, 'minCombinedRevenue'>;
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};
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const NO_OPTIONAL_RULES = {
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reducedVisibility: false,
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employeeRotation: false,
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emergencyToolbox: false,
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} as const;
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/** Every type deals six now (Jesse, 2026-08-23) — the hand limit is three, so the first turn is a
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* discard whichever three you keep. Solitaire moved with the rest so the two screens agree. */
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const SIX: StartingHand = 'sixRandom';
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export const PRESETS: readonly Preset[] = [
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{
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name: 'solitaire',
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label: 'Solitaire',
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blurb: 'One railroad, one player. The whole Division is yours to run.',
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scoring: 'solitaire',
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pvpCards: false,
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revenueFloor: (players, days) => collectiveRevenueFloor(players, days),
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rules: {
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startingHand: SIX,
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// Nobody else's district exists, so "any Control Point" and "your own" are the same rule.
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extraStart: 'anyOffice',
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passengerPerCoach: 1,
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freightPerLoad: 1,
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trainPerTransit: 0,
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maxCollisionsPerDay: DEFAULT_MAX_COLLISIONS_PER_DAY,
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maxCollisionsTotal: DEFAULT_MAX_COLLISIONS_TOTAL,
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...NO_OPTIONAL_RULES,
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},
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},
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{
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name: 'coop',
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label: 'Co-op',
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blurb: 'Everyone’s Revenue is one table score. You win together or lose together.',
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scoring: 'coop',
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// Never, even once the cards are built: there is no opponent to point them at when the table is
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// one side.
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pvpCards: false,
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revenueFloor: (players, days) => collectiveRevenueFloor(players, days),
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rules: {
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startingHand: SIX,
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extraStart: 'ownOffice',
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passengerPerCoach: 1,
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freightPerLoad: 1,
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// The one economy that pays every player at once, for work nobody had to do — which is the
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// co-operative one, so it is the type that switches it on.
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trainPerTransit: 1,
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maxCollisionsPerDay: DEFAULT_MAX_COLLISIONS_PER_DAY,
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maxCollisionsTotal: DEFAULT_MAX_COLLISIONS_TOTAL,
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...NO_OPTIONAL_RULES,
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},
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},
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{
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name: 'competitive',
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label: 'Competitive',
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blurb: 'Highest Revenue wins — unless the table misses its combined minimum, and then everyone loses.',
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scoring: 'competitive',
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pvpCards: true,
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revenueFloor: (players, days) => 2 * players * days,
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rules: {
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startingHand: SIX,
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extraStart: 'ownOffice',
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passengerPerCoach: 1,
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freightPerLoad: 1,
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trainPerTransit: 0,
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maxCollisionsPerDay: DEFAULT_MAX_COLLISIONS_PER_DAY,
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maxCollisionsTotal: DEFAULT_MAX_COLLISIONS_TOTAL,
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...NO_OPTIONAL_RULES,
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},
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},
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{
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name: 'cutthroat',
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label: 'Cutthroat',
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blurb: 'Highest Revenue wins, and nothing is shared — the only way everyone loses is three collisions in one Day.',
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scoring: 'competitive',
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pvpCards: true,
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// Off. Cutthroat has no collective obligation of any kind.
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revenueFloor: () => 0,
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rules: {
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startingHand: SIX,
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// The one type that lets you plant an Extra in somebody else's district.
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extraStart: 'anyOffice',
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passengerPerCoach: 1,
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freightPerLoad: 1,
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trainPerTransit: 0,
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maxCollisionsPerDay: DEFAULT_MAX_COLLISIONS_PER_DAY,
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// Off, with the per-Day check left standing: a table can bleed collisions all game, but three
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// in one Day still ends it.
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maxCollisionsTotal: 0,
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...NO_OPTIONAL_RULES,
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},
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},
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];
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export function preset(name: PresetName): Preset {
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const found = PRESETS.find((p) => p.name === name);
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if (!found) throw new Error(`no such preset: ${name}`);
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return found;
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}
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/** Every rule a named type sets, at the table size and length the form currently shows. */
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export function presetSettings(name: PresetName, players: number, days: number): Settings {
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const p = preset(name);
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return { ...p.rules, minCombinedRevenue: p.revenueFloor(players, days) };
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}
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/** The settings a config is actually carrying — the other half of every comparison below. */
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export function settingsOf(config: GameConfig): Settings {
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const rules = houseRules(config);
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return {
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startingHand: rules.startingHand,
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extraStart: rules.extraStart,
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passengerPerCoach: rules.revenue.passengerPerCoach,
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freightPerLoad: rules.revenue.freightPerLoad,
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trainPerTransit: rules.revenue.trainPerTransit,
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minCombinedRevenue: config.minCombinedRevenue,
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maxCollisionsPerDay: config.maxCollisionsPerDay,
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maxCollisionsTotal: config.maxCollisionsTotal,
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reducedVisibility: config.optionalRules.reducedVisibility,
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employeeRotation: config.optionalRules.employeeRotation,
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emergencyToolbox: config.optionalRules.emergencyToolbox,
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};
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}
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/** Which controls differ from a named type — what the form paints amber and counts in its summary. */
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export function differencesFrom(
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name: PresetName,
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settings: Settings,
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players: number,
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days: number,
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): (keyof Settings)[] {
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const want = presetSettings(name, players, days);
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return SETTING_KEYS.filter((k) => settings[k] !== want[k]);
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}
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/**
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* WHICH TYPE IS THIS, derived rather than stored.
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*
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* Nothing writes a type name into `GameConfig` — a saved game is its numbers, and a name in the save
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* would be one more thing that can disagree with them. So the screens ask this instead, which means
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* a hand-tuned game that happens to match Competitive exactly reads as Competitive, and that is the
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* honest answer: it IS one.
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*
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* `mode` is part of the comparison, so a Co-op game whose dials happen to equal Competitive's is
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* still not Competitive.
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*/
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export function presetOf(config: GameConfig, players: number, days: number): GameType {
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const settings = settingsOf(config);
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const match = PRESETS.find(
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(p) => p.scoring === config.mode && differencesFrom(p.name, settings, players, days).length === 0,
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);
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return match?.name ?? 'custom';
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}
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/**
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* A `Frame`'s copy of the config, as a `GameConfig` the functions above can read.
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*
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* The page has a Frame, never a `GameState` — a remote client holds no game — and the Frame carries
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* every field these comparisons need. Structurally typed rather than importing `Frame` so this
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* module stays free of `sim/view.ts`.
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*/
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export function configFromFrame(f: {
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mode: GameMode;
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days: number;
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minCombinedRevenue: number;
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maxCollisionsPerDay: number;
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maxCollisionsTotal: number;
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optionalRules: GameConfig['optionalRules'];
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houseRules: { startingHand: StartingHand; extraStart: ExtraStartRule; revenue: RevenueRules };
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}): GameConfig {
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return {
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mode: f.mode,
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days: f.days,
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minCombinedRevenue: f.minCombinedRevenue,
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maxCollisionsPerDay: f.maxCollisionsPerDay,
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maxCollisionsTotal: f.maxCollisionsTotal,
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// Never shown from a Frame — the cards are unbuilt, and the type carries the answer.
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pvpCardsAllowed: false,
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optionalRules: f.optionalRules,
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houseRules: {
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startingHand: f.houseRules.startingHand,
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extraStart: f.houseRules.extraStart,
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revenue: f.houseRules.revenue,
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},
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};
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}
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/**
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* The named type a config is NEAREST to, for a screen that has to describe someone else's game.
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*
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* The create form always knows which type was clicked, so it compares against that. A join preview
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* and the seating screen do not — they are handed a finished config and nothing else — and "Custom"
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* on its own tells a player nothing about what they are joining. Comparing against the same-scoring
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* type with the fewest differences answers the question they actually have: how far from a normal
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* game is this, and which normal game?
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*/
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export function closestPreset(
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config: GameConfig,
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players: number,
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days: number,
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): { name: PresetName; differing: (keyof Settings)[] } {
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const settings = settingsOf(config);
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const candidates = PRESETS.filter((p) => p.scoring === config.mode);
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const scored = (candidates.length > 0 ? candidates : PRESETS).map((p) => ({
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name: p.name,
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differing: differencesFrom(p.name, settings, players, days),
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}));
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return scored.reduce((best, c) => (c.differing.length < best.differing.length ? c : best));
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}
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/**
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* The label a screen shows for the current state of the form — including what a Custom game is being
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* scored as, which is the one thing a player cannot see from the dials.
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*/
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export function gameTypeLabel(type: GameType, scoring: GameMode): string {
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if (type !== 'custom') return preset(type).label;
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const named = PRESETS.find((p) => p.scoring === scoring && p.name !== 'cutthroat');
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return `Custom — scored as ${named?.label ?? scoring}`;
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}
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/** Assembles the config a form's answers describe. `players` reaches the caller separately: it sizes
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* the lobby's seat array rather than being part of the rules. */
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export function configFromSettings(
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settings: Settings,
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scoring: GameMode,
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days: number,
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pvpCards: boolean,
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): GameConfig {
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return {
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mode: scoring,
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days,
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minCombinedRevenue: settings.minCombinedRevenue,
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maxCollisionsPerDay: settings.maxCollisionsPerDay,
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maxCollisionsTotal: settings.maxCollisionsTotal,
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// Inert until the cards are built (`setup.ts`'s `buildDeck` ANDs it with `cardsImplemented`),
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// and no longer a control on any screen — it is a property of the game type.
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pvpCardsAllowed: pvpCards,
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optionalRules: {
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reducedVisibility: settings.reducedVisibility,
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employeeRotation: settings.employeeRotation,
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emergencyToolbox: settings.emergencyToolbox,
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},
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houseRules: {
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startingHand: settings.startingHand,
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extraStart: settings.extraStart,
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revenue: {
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passengerPerCoach: settings.passengerPerCoach,
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freightPerLoad: settings.freightPerLoad,
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trainPerTransit: settings.trainPerTransit,
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},
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},
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};
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}
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/** The whole config a named type produces, with nothing edited. */
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export function configFromPreset(name: PresetName, players: number, days: number): GameConfig {
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const p = preset(name);
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return configFromSettings(presetSettings(name, players, days), p.scoring, days, p.pvpCards);
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}
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