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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/**
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* The four game types (`src/web/presets.ts`) — Jesse's design, 2026-08-23.
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*
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* These numbers are a DESIGN, not an implementation detail: they say what Co-op asks of a table and
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* what Cutthroat refuses to. Pinned here so that changing one is a decision somebody makes on
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* purpose rather than something a refactor can do quietly.
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*/
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import { describe, it } from 'node:test';
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import assert from 'node:assert/strict';
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import {
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PRESETS,
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closestPreset,
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configFromPreset,
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configFromSettings,
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differencesFrom,
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gameTypeLabel,
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preset,
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presetOf,
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presetSettings,
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settingsOf,
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} from '../src/web/presets.ts';
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import type { PresetName } from '../src/web/presets.ts';
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const NAMES: PresetName[] = ['solitaire', 'coop', 'competitive', 'cutthroat'];
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describe('what each game type is', () => {
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it('deals six cards in every type — the hand limit is three, so the first turn is a discard', () => {
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for (const name of NAMES) {
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assert.equal(presetSettings(name, 4, 5).startingHand, 'sixRandom', `${name} does not deal six`);
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}
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});
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it('scores Cutthroat as Competitive, and Co-op as itself', () => {
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assert.equal(preset('cutthroat').scoring, 'competitive');
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assert.equal(preset('competitive').scoring, 'competitive');
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assert.equal(preset('coop').scoring, 'coop');
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assert.equal(preset('solitaire').scoring, 'solitaire');
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});
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it('lets the opponent-directed cards into Competitive and Cutthroat only', () => {
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// Co-op has no opponent to point them at; solitaire has nobody at all. Inert either way until
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// the cards are built (`setup.ts`), which is why no screen offers this as a control any more.
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assert.deepEqual(
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PRESETS.filter((p) => p.pvpCards).map((p) => p.name),
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['competitive', 'cutthroat'],
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);
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});
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it('pays for a transit in Co-op alone — the one economy that pays everybody at once', () => {
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assert.equal(presetSettings('coop', 4, 5).trainPerTransit, 1);
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for (const name of ['solitaire', 'competitive', 'cutthroat'] as PresetName[]) {
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assert.equal(presetSettings(name, 4, 5).trainPerTransit, 0, `${name} pays for transits`);
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}
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});
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it('lets an Extra be planted in another player’s district in Cutthroat only', () => {
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assert.equal(presetSettings('cutthroat', 4, 5).extraStart, 'anyOffice');
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assert.equal(presetSettings('coop', 4, 5).extraStart, 'ownOffice');
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assert.equal(presetSettings('competitive', 4, 5).extraStart, 'ownOffice');
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// At one player the two rules are the same rule.
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assert.equal(presetSettings('solitaire', 1, 5).extraStart, 'anyOffice');
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});
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it('leaves every optional rule off, in every type', () => {
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for (const name of NAMES) {
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const s = presetSettings(name, 4, 5);
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assert.deepEqual(
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[s.reducedVisibility, s.employeeRotation, s.emergencyToolbox],
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[false, false, false],
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`${name} switches an optional rule on`,
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);
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}
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});
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});
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describe('the Revenue floor is a formula, not a number', () => {
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/**
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* Jesse gave these at five Days — Co-op 15 × players, Competitive 10 × players — and they scale,
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* because a ten-Day game with a five-Day target is not a target. The floor follows the table size
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* AND the length, which is exactly why both sit above the type radios as parameters rather than
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* below them as rules.
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*/
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it('asks 15 per player in Co-op at five Days, and 10 in Competitive', () => {
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for (const players of [2, 3, 4]) {
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assert.equal(presetSettings('coop', players, 5).minCombinedRevenue, 15 * players);
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assert.equal(presetSettings('competitive', players, 5).minCombinedRevenue, 10 * players);
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}
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});
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it('scales both ways with the Day count', () => {
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assert.equal(presetSettings('coop', 3, 8).minCombinedRevenue, 3 * 3 * 8);
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assert.equal(presetSettings('coop', 3, 3).minCombinedRevenue, 3 * 3 * 3);
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assert.equal(presetSettings('competitive', 4, 10).minCombinedRevenue, 2 * 4 * 10);
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assert.equal(presetSettings('competitive', 2, 3).minCombinedRevenue, 2 * 2 * 3);
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});
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it('asks nothing at all in Cutthroat, and leaves only the per-Day collision check standing', () => {
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const s = presetSettings('cutthroat', 4, 5);
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assert.equal(s.minCombinedRevenue, 0, 'Cutthroat has a Revenue floor');
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assert.equal(s.maxCollisionsTotal, 0, 'Cutthroat caps collisions across the game');
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assert.equal(s.maxCollisionsPerDay, 3, 'three collisions in one Day still ends a Cutthroat game');
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});
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});
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describe('naming a game from its numbers', () => {
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it('reads every type back as itself, at every table size and length', () => {
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for (const name of NAMES) {
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const players = name === 'solitaire' ? 1 : 3;
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for (const days of [3, 5, 10]) {
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const config = configFromPreset(name, players, days);
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assert.equal(presetOf(config, players, days), name, `${name} at ${days} Days did not read back`);
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}
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}
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});
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it('tells Cutthroat and Competitive apart, though they are scored the same way', () => {
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const cut = configFromPreset('cutthroat', 4, 5);
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const comp = configFromPreset('competitive', 4, 5);
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assert.equal(cut.mode, comp.mode, 'these two are meant to share a scoring mode');
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assert.equal(presetOf(cut, 4, 5), 'cutthroat');
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assert.equal(presetOf(comp, 4, 5), 'competitive');
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});
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it('calls a changed rule Custom, and says which rule', () => {
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const base = configFromPreset('coop', 4, 5);
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const settings = { ...settingsOf(base), emergencyToolbox: true };
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const custom = configFromSettings(settings, 'coop', 5, false);
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assert.equal(presetOf(custom, 4, 5), 'custom');
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assert.deepEqual(differencesFrom('coop', settings, 4, 5), ['emergencyToolbox']);
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});
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it('does not call a Co-op game Competitive just because its dials line up', () => {
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// The scoring mode is part of the comparison: the same numbers under a different mode are a
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// different game, and the type is what a player reads to know which.
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const settings = presetSettings('competitive', 4, 5);
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const coopScored = configFromSettings(settings, 'coop', 5, false);
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assert.notEqual(presetOf(coopScored, 4, 5), 'competitive');
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assert.equal(presetOf(coopScored, 4, 5), 'custom');
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});
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it('measures a Custom game against the nearest type it is scored as', () => {
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// A join preview is handed a finished config and nothing else — "Custom" alone would tell a
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// player nothing about what they are sitting down to.
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const settings = { ...presetSettings('cutthroat', 4, 5), freightPerLoad: 3 };
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const config = configFromSettings(settings, 'competitive', 5, true);
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const near = closestPreset(config, 4, 5);
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assert.equal(near.name, 'cutthroat', 'a tuned Cutthroat game was measured against something else');
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assert.deepEqual(near.differing, ['freightPerLoad']);
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});
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it('says what a Custom game is scored as, since the dials cannot', () => {
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assert.match(gameTypeLabel('custom', 'coop'), /Co-op/);
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assert.match(gameTypeLabel('custom', 'competitive'), /Competitive/);
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assert.equal(gameTypeLabel('cutthroat', 'competitive'), 'Cutthroat');
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});
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});
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describe('the config a form produces', () => {
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it('carries the type’s scoring mode and its stance on the opponent cards', () => {
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for (const name of NAMES) {
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const config = configFromPreset(name, name === 'solitaire' ? 1 : 4, 5);
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assert.equal(config.mode, preset(name).scoring);
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assert.equal(config.pvpCardsAllowed, preset(name).pvpCards);
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}
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});
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it('spells out every house rule rather than leaving one to a default somewhere else', () => {
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const config = configFromPreset('competitive', 3, 5);
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assert.ok(config.houseRules?.startingHand, 'the opening hand was left unnamed');
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assert.ok(config.houseRules?.extraStart, 'the Extra rule was left unnamed');
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assert.deepEqual(config.houseRules?.revenue, {
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passengerPerCoach: 1,
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freightPerLoad: 1,
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trainPerTransit: 0,
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});
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});
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});
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