more info on train moves in history. train info added to tooltip on timetable and division map. support for multiple trains in area switching. more info on train7/8 wrt location of coach on initial train build.

This commit is contained in:
Jesse
2026-08-16 21:45:19 -04:00
parent 98f93e6691
commit 08339effba
14 changed files with 1029 additions and 40 deletions
+16 -8
View File
@@ -244,24 +244,32 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
text: `Train ${e.trainNumber} was due out but is HELD — ${e.reason}`,
};
case 'trainHighballed':
// The RULE that released it, not a restatement of the move. "Some trains seem to be moving
// before I can switch them" was reported against a log in which every departure read alike.
return {
tone: 'plain',
text: `Train ${e.trainNumber} HIGHBALLED — departed ${e.from} onto ${e.to}`,
text: `Train ${e.trainNumber} HIGHBALLED — departed ${e.from} onto ${e.to}. Why now: ${e.why}`,
};
case 'trainArrived':
/**
* AN EXPEDITED TRAIN IS NOT COMING BACK ROUND.
* AN EXPEDITED TRAIN IS NOT COMING BACK ROUND — AND IS NOT GONE YET EITHER.
*
* This said "it will highball again next Mainline Phase, so any work must happen now" to every
* arrival. For an expedited train that is exactly backwards — Q3 departs it in the SAME Stage
* it arrived, so there is no turn in which to work it — and the log then contradicted itself
* two lines later when the train left. Reported after Train 4, the Express, did precisely that.
* This said "it will highball again next Mainline Phase" to every arrival, which is backwards
* for an Expedited train. Corrected once to "it leaves again this same Mainline Phase", which
* was ALSO wrong and in a way that cost the player work: the expedited departure was moved to
* Supervisor Shift precisely so the Porters and Laborers get their Stage with the train, so
* Cargo IS available and only Local Operations is not. Telling a player there is "no turn in
* which to work it" talked them out of the one turn they had.
*
* So both branches now name the phases: what you can still do with this train, and when it
* goes. That is the whole of the reported confusion — "some trains seem to be moving before I
* can switch or do other operations on them".
*/
return {
tone: 'plain',
text: e.expedited
? `Train ${e.trainNumber} ARRIVED at the ${e.office} carrying ${carsLabel(e.consist)} — and EXPEDITES, so it leaves again this same Mainline Phase; there is no turn in which to work it`
: `Train ${e.trainNumber} ARRIVED at the ${e.office} carrying ${carsLabel(e.consist)} — it stands until the next Mainline Phase, so any work must happen before then`,
? `Train ${e.trainNumber} ARRIVED at the ${e.office} carrying ${carsLabel(e.consist)} — its card prints EXPEDITE, so it stands through the Cargo phase and departs at the END OF THIS STAGE. Porters and Laborers can work it now; it is normally gone before your next Local Operations turn, so it cannot be switched — unless §8.1 holds it for a ruling, in which case it stays and runs like any other train.`
: `Train ${e.trainNumber} ARRIVED at the ${e.office} carrying ${carsLabel(e.consist)} — it stands here for the rest of this Stage. You can work it in Cargo now, switch it in the NEXT Stage's Local Operations, and it departs in that Stage's Mainline Phase.`,
};
case 'trainDiverted':
return {