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
parent
42adfda390
commit
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/**
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* THE RULES BLOCK, driven identically on both screens.
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*
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* The lobby (`lobby.ts`) and the solitaire New Game dialog (`main.ts`) ask the same eleven questions.
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* They used to ask them in two hand-written copies and had already drifted — the dialog had "where
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* an Extra may start" and no optional rules, the lobby the reverse — so this module owns reading,
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* writing, comparing and annotating the block, and each screen supplies only the id prefix its
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* markup uses (`lb-` or `ng-`).
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*
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* THE MARKUP ITSELF STAYS STATIC IN `play.html`, deliberately. Generating it here would be less
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* duplication, but `test/web.test.ts` drives the emitted bundle against a hand-built DOM stub with
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* no HTML parser in it (there is no jsdom in this project, and adding one to test a form is a poor
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* trade), and the ids in that stub come from scanning the real `play.html`. A test in the same suite
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* asserts both screens carry every key below, which is the drift guard the shared markup would have
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* been.
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*/
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import { REVENUE_MAX, REVENUE_MIN } from '../engine/content.ts';
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import type { ExtraStartRule, StartingHand } from '../engine/content.ts';
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import { closestPreset, differencesFrom, presetOf, presetSettings, settingsOf } from './presets.ts';
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import type { PresetName, Settings } from './presets.ts';
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import type { GameConfig } from '../engine/state.ts';
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/**
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* How each rule is asked on screen.
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*
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* `gated` is the pair introduced 2026-08-23: a checkbox that says whether the condition applies at
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* all, plus the number it applies at. The engine's convention is that `0` switches these off, which
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* is exact but unreadable — a Cutthroat game showed two zeroes and left the player to know the
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* convention. Unchecked still WRITES 0, so nothing under this changed.
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*/
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type Field =
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| { key: keyof Settings; kind: 'radio'; id: string }
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| { key: keyof Settings; kind: 'number'; id: string }
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| { key: keyof Settings; kind: 'checkbox'; id: string }
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| { key: keyof Settings; kind: 'gated'; id: string };
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export const FIELDS: readonly Field[] = [
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{ key: 'startingHand', kind: 'radio', id: 'hand' },
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{ key: 'extraStart', kind: 'radio', id: 'extra' },
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{ key: 'passengerPerCoach', kind: 'number', id: 'passenger' },
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{ key: 'freightPerLoad', kind: 'number', id: 'freight' },
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{ key: 'trainPerTransit', kind: 'number', id: 'transit' },
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{ key: 'minCombinedRevenue', kind: 'gated', id: 'minrev' },
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{ key: 'maxCollisionsPerDay', kind: 'gated', id: 'colday' },
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{ key: 'maxCollisionsTotal', kind: 'gated', id: 'coltotal' },
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{ key: 'reducedVisibility', kind: 'checkbox', id: 'visibility' },
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{ key: 'employeeRotation', kind: 'checkbox', id: 'rotation' },
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{ key: 'emergencyToolbox', kind: 'checkbox', id: 'toolbox' },
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];
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/**
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* What `play.html` must contain for a screen to be able to ask all eleven questions — the exact
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* attribute text, so `test/web.test.ts` can assert it against the built page.
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*
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* THIS IS THE DRIFT GUARD. The two blocks are generated from one template today; this is what says
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* so tomorrow, when someone edits one of them by hand.
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*/
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export function fieldSelectors(prefix: string): string[] {
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const out: string[] = [];
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for (const f of FIELDS) {
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// A radio group is addressed by NAME — there is no one element carrying the field's id.
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out.push(f.kind === 'radio' ? `name="${prefix}${f.id}"` : `id="${prefix}${f.id}"`);
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if (f.kind === 'gated') out.push(`id="${prefix}${f.id}-on"`);
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out.push(`id="${prefix}${f.id}-row"`, `id="${prefix}${f.id}-hint"`);
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}
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return out;
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}
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/** The label each field goes under in the read-only view below. */
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const FIELD_LABELS: Record<keyof Settings, string> = {
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startingHand: 'Starting hand',
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extraStart: 'An Extra may start at',
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passengerPerCoach: 'Passenger per coach',
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freightPerLoad: 'Freight per load',
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trainPerTransit: 'Train per transit',
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minCombinedRevenue: 'Combined Revenue floor',
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maxCollisionsPerDay: 'Collisions in one Day',
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maxCollisionsTotal: 'Collisions in the game',
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reducedVisibility: 'Reduced Visibility',
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employeeRotation: 'Employee Rotation',
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emergencyToolbox: 'Emergency Toolbox',
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};
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const esc = (s: string): string =>
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s.replace(/&/g, '&').replace(/</g, '<').replace(/>/g, '>').replace(/"/g, '"');
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/**
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* THE WHOLE RULE SET, READ-ONLY — what a player weighing a join reads before taking a seat, and what
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* the seating screen keeps showing afterwards.
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*
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* Generated rather than a fourth copy of the form: nobody may change these, so form controls would
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* be a lie, and a `<dl>` says "this is what you are joining" in a third of the space. Fields that
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* differ from the nearest named type are amber here for the same reason they are amber in the form —
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* a non-standard game should never be a surprise.
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*/
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export function rulesListHtml(config: GameConfig, players: number, days: number): string {
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const settings = settingsOf(config);
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const type = presetOf(config, players, days);
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const near = closestPreset(config, players, days);
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const differing = type === 'custom' ? near.differing : [];
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const rows = (keys: (keyof Settings)[]): string =>
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keys
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.map((k) => {
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const changed = differing.includes(k) ? ' class="changed"' : '';
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return `<dt>${esc(FIELD_LABELS[k])}</dt><dd${changed}>${esc(describe(k, settings[k]))}</dd>`;
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})
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.join('');
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const head =
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`<dl><dt>Players</dt><dd>${players}</dd><dt>Days</dt><dd>${days}</dd>` +
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`<dt>Opponent-directed cards</dt><dd>not implemented yet</dd></dl>`;
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return (
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head +
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`<h4>Opening</h4><dl>${rows(['startingHand', 'extraStart'])}</dl>` +
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`<h4>Revenue</h4><dl>${rows(['passengerPerCoach', 'freightPerLoad', 'trainPerTransit'])}</dl>` +
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`<h4>Victory conditions</h4><dl>${rows(['minCombinedRevenue', 'maxCollisionsPerDay', 'maxCollisionsTotal'])}</dl>` +
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`<h4>Optional rules</h4><dl>${rows(['reducedVisibility', 'employeeRotation', 'emergencyToolbox'])}</dl>`
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);
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}
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/** What a value looks like beside its label — "Co-op default: 75", "Co-op default: six random cards". */
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function describe(key: keyof Settings, value: Settings[keyof Settings]): string {
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if (typeof value === 'boolean') return value ? 'on' : 'off';
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if (key === 'startingHand') {
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const words: Record<StartingHand, string> = {
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threeRandom: 'three random',
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sixRandom: 'six random',
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threeTrackThreeOther: 'three track and three other',
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};
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return words[value as StartingHand];
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}
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if (key === 'extraStart') {
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const words: Record<ExtraStartRule, string> = {
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divisionPointsOnly: 'Division Points only',
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ownOffice: 'your own Control Point',
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anyOffice: 'any Control Point',
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};
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return words[value as ExtraStartRule];
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}
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// A victory condition at 0 is not "0" on screen, it is a condition that does not apply.
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if (value === 0 && (key === 'minCombinedRevenue' || key === 'maxCollisionsPerDay' || key === 'maxCollisionsTotal')) {
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return 'off';
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}
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return String(value);
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}
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export type SettingsForm = {
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read(): Settings;
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/** `suggestions` fills the placeholder of a switched-off condition, so ticking it back on has a
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* number to offer rather than an empty box. */
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write(values: Settings, suggestions: Settings): void;
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/**
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* Paint the block against a named type: every field that differs goes amber and every field gets
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* its "<Type> default: x" hint. Returns what differs, for the summary line the screen draws.
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*/
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mark(name: PresetName, players: number, days: number): (keyof Settings)[];
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/** Custom with no named baseline to compare against — clears the paint rather than lying. */
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clearMarks(): void;
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/** Called whenever the player changes any rule; the screen answers by selecting Custom. */
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onEdit(fn: (key: keyof Settings) => void): void;
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/** Read-only for the join preview and the seating screen: shown in full, changeable by nobody. */
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setEditable(on: boolean): void;
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/** Employee Rotation is meaningless at one player — disabled with a note rather than hidden, so
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* the two screens still read the same. */
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setEmployeeRotationAvailable(on: boolean): void;
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};
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const $ = <T extends HTMLElement = HTMLElement>(id: string): T | null =>
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document.getElementById(id) as T | null;
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export function settingsForm(prefix: string): SettingsForm {
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const el = <T extends HTMLElement = HTMLElement>(id: string): T | null => $<T>(`${prefix}${id}`);
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const radios = (name: string): HTMLInputElement[] =>
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Array.from(document.querySelectorAll<HTMLInputElement>(`input[name="${prefix}${name}"]`));
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const checkedRadio = (name: string): string | null =>
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radios(name).find((r) => r.checked)?.value ?? null;
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let editHandler: ((key: keyof Settings) => void) | null = null;
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let editable = true;
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function num(id: string, fallback: number): number {
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const raw = el<HTMLInputElement>(id)?.value ?? '';
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return raw.trim() === '' || !Number.isFinite(Number(raw)) ? fallback : Math.round(Number(raw));
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}
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function readGated(id: string): number {
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// Unchecked IS zero — the engine's "off". The number in the box is kept so re-ticking restores it.
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if (el<HTMLInputElement>(`${id}-on`)?.checked !== true) return 0;
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return Math.max(0, num(id, 0));
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}
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function read(): Settings {
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return {
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startingHand: (checkedRadio('hand') ?? 'sixRandom') as StartingHand,
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extraStart: (checkedRadio('extra') ?? 'anyOffice') as ExtraStartRule,
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passengerPerCoach: clampRevenue(num('passenger', 1)),
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freightPerLoad: clampRevenue(num('freight', 1)),
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trainPerTransit: clampRevenue(num('transit', 0)),
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minCombinedRevenue: readGated('minrev'),
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maxCollisionsPerDay: readGated('colday'),
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maxCollisionsTotal: readGated('coltotal'),
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reducedVisibility: el<HTMLInputElement>('visibility')?.checked === true,
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employeeRotation: el<HTMLInputElement>('rotation')?.checked === true,
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emergencyToolbox: el<HTMLInputElement>('toolbox')?.checked === true,
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};
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}
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function write(values: Settings, suggestions: Settings): void {
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for (const r of radios('hand')) r.checked = r.value === values.startingHand;
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for (const r of radios('extra')) r.checked = r.value === values.extraStart;
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setNumber('passenger', values.passengerPerCoach);
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setNumber('freight', values.freightPerLoad);
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setNumber('transit', values.trainPerTransit);
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writeGated('minrev', values.minCombinedRevenue, suggestions.minCombinedRevenue);
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writeGated('colday', values.maxCollisionsPerDay, suggestions.maxCollisionsPerDay);
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writeGated('coltotal', values.maxCollisionsTotal, suggestions.maxCollisionsTotal);
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setChecked('visibility', values.reducedVisibility);
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setChecked('rotation', values.employeeRotation);
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setChecked('toolbox', values.emergencyToolbox);
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}
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function setNumber(id: string, value: number): void {
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const input = el<HTMLInputElement>(id);
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if (input) input.value = String(value);
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}
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function setChecked(id: string, on: boolean): void {
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const input = el<HTMLInputElement>(id);
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if (input) input.checked = on;
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}
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function writeGated(id: string, value: number, suggestion: number): void {
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const box = el<HTMLInputElement>(`${id}-on`);
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const input = el<HTMLInputElement>(id);
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if (box) box.checked = value > 0;
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if (input) {
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// A switched-off condition shows an empty box with the suggestion as its placeholder, rather
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// than a `0` the player has to decode.
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input.value = value > 0 ? String(value) : '';
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input.placeholder = String(suggestion);
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input.disabled = !editable || value === 0;
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}
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}
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function mark(name: PresetName, players: number, days: number): (keyof Settings)[] {
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const want = presetSettings(name, players, days);
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const differing = differencesFrom(name, read(), players, days);
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const label = presetLabelOf(name);
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for (const f of FIELDS) {
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const row = el(`${f.id}-row`);
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const hint = el(`${f.id}-hint`);
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const off = differing.includes(f.key);
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row?.classList.toggle('changed', off);
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if (hint) hint.textContent = `${label} default: ${describe(f.key, want[f.key])}`;
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}
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return differing;
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}
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function clearMarks(): void {
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for (const f of FIELDS) {
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el(`${f.id}-row`)?.classList.remove('changed');
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const hint = el(`${f.id}-hint`);
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if (hint) hint.textContent = '';
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}
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}
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function setEditable(on: boolean): void {
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editable = on;
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for (const f of FIELDS) {
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if (f.kind === 'radio') {
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for (const r of radios(f.id)) r.disabled = !on;
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continue;
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}
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const input = el<HTMLInputElement>(f.id);
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if (input) {
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// A gated number stays disabled when its own condition is off, whatever the block's state.
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const gatedOff = f.kind === 'gated' && el<HTMLInputElement>(`${f.id}-on`)?.checked !== true;
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input.disabled = !on || gatedOff;
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}
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if (f.kind === 'gated') {
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const box = el<HTMLInputElement>(`${f.id}-on`);
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if (box) box.disabled = !on;
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}
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}
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}
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function setEmployeeRotationAvailable(on: boolean): void {
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const input = el<HTMLInputElement>('rotation');
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if (input) {
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input.disabled = !on || !editable;
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if (!on) input.checked = false;
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}
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el('rotation-row')?.classList.toggle('unavailable', !on);
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}
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/** One change handler for every control — the screens all answer it the same way (select Custom). */
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for (const f of FIELDS) {
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const fire = (): void => editHandler?.(f.key);
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if (f.kind === 'radio') {
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for (const r of radios(f.id)) r.onchange = fire;
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continue;
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}
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const input = el<HTMLInputElement>(f.id);
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if (input) {
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input.oninput = fire;
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input.onchange = fire;
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}
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if (f.kind === 'gated') {
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const box = el<HTMLInputElement>(`${f.id}-on`);
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if (box) {
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box.onchange = () => {
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const number = el<HTMLInputElement>(f.id);
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if (number) {
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number.disabled = !box.checked || !editable;
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// Ticking a condition back on with an empty box takes the suggestion showing in it,
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// so "on" never means "on, at zero".
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if (box.checked && number.value.trim() === '') number.value = number.placeholder;
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}
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fire();
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};
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}
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}
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}
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return {
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read,
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write,
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mark,
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clearMarks,
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onEdit: (fn) => void (editHandler = fn),
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setEditable,
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setEmployeeRotationAvailable,
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};
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}
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function clampRevenue(n: number): number {
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return Math.max(REVENUE_MIN, Math.min(REVENUE_MAX, n));
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}
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/** Kept local rather than imported from `presets.ts`'s `preset()`, which would drag the whole table
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* in for one word — and this is the only place a hint needs it. */
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function presetLabelOf(name: PresetName): string {
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const labels: Record<PresetName, string> = {
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solitaire: 'Solitaire',
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coop: 'Co-op',
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competitive: 'Competitive',
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cutthroat: 'Cutthroat',
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};
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return labels[name];
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}
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