Show the bot's reasoning and rejected options in the replay
This commit is contained in:
+195
-5
@@ -23,10 +23,11 @@ import { applyIntent, areaOf, facilityCarType, laborersLeft, portersLeft } from
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import type { GameLength } from '../engine/content.ts';
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import { MAINLINE_PROFILES, lengthProfile, officeProfile } from '../engine/content.ts';
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import type { GameEvent } from '../engine/events.ts';
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import type { Intent } from '../engine/intents.ts';
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import { legalActions } from '../engine/legal.ts';
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import { createGame } from '../engine/setup.ts';
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import type { GameConfig, GameState } from '../engine/state.ts';
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import { developerBot } from './bot.ts';
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import type { Facility, GameConfig, GameState } from '../engine/state.ts';
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import { developerBot, lastChoiceReason } from './bot.ts';
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import type { Impediment } from './narrate.ts';
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import { carLabel, clockTime, idleNote, impediments, isVisible, narrate, phaseLabel } from './narrate.ts';
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@@ -58,6 +59,14 @@ export type FacilityView = {
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trackCap: number;
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laborers: string;
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porters: string;
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/**
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* Can a load actually come off WORK onto a spotted car (§9.3)? A load with nowhere to go parks on
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* WORK and LOCKS the industry track, blocking the very car that would clear it — the deadlock
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* that held freight to a 3% completion rate.
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*/
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canFinish: boolean;
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/** A load is sitting on WORK with no spotted car to receive it. */
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jammed: boolean;
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};
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export type TrainChip = { label: string; consist: string[] };
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@@ -85,6 +94,26 @@ export type Frame = {
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timetable: (number | null)[];
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blocked: Impediment[];
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trains: { label: string; where: string }[];
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/** What the bot chose here, why, and what it passed over. Null on engine-driven frames. */
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decision: Decision | null;
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/** A Local Operations turn that changed nothing — the frames worth your attention. */
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wasted: boolean;
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};
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/**
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* The choice behind a frame.
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*
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* The whole point is `rejected`: the replay could always show what happened, never what COULD have
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* happened, so a daft move was visible but the alternatives it passed over were not — which is
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* exactly what you need to say what it should have done instead.
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*/
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export type Decision = {
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actor: number;
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chose: string;
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why: string;
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/** Every legal option not taken, grouped by kind with a count. */
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rejected: { kind: string; count: number; detail: string }[];
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totalOptions: number;
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};
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// ---------------------------------------------------------------------------
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@@ -124,14 +153,116 @@ function facilityView(
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trackCap: f.industryTrack.length,
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laborers: `${laborersLeft(f)}/${f.laborers}`,
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porters: `${portersLeft(f)}/${f.porters}`,
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canFinish: canFinishHere(f),
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jammed: f.menAtWork.some((l) => l !== null) && !canFinishHere(f),
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};
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}
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/** Is a car spotted that a load on WORK could actually come off onto (§9.3)? */
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function canFinishHere(f: Facility): boolean {
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const pending = f.menAtWork.find((l) => l !== null) ?? f.outboundBox[0];
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if (!pending) return false;
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return f.industryTrack.cars.some((c) => !c.loaded && c.type === pending.type);
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}
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/**
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* Summarise the choice: what was taken, why, and what was passed over.
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*
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* Options are grouped by kind because a switching turn can offer 40 destinations, and a list that
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* long hides the shape of the decision rather than showing it.
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*/
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function describeDecision(
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s: GameState,
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actor: number,
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chosen: Intent,
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options: Intent[],
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why: string,
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): Decision {
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const groups = new Map<string, Intent[]>();
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for (const o of options) {
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if (o === chosen) continue;
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const list = groups.get(o.type) ?? [];
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list.push(o);
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groups.set(o.type, list);
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}
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const rejected = [...groups.entries()]
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.map(([kind, list]) => ({ kind, count: list.length, detail: sampleDetail(s, kind, list) }))
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.sort((a, b) => b.count - a.count);
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return { actor, chose: describeIntent(s, chosen), why, rejected, totalOptions: options.length };
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}
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/** A short, concrete example of what a group of rejected options would have done. */
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function sampleDetail(s: GameState, kind: string, list: Intent[]): string {
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// Deduplicate by DESCRIPTION. Orientation variants and repeated copies of a card describe
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// identically, so the raw list reads "play Overpass at (0,0)" three times over and hides the
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// actual range of choices — the opposite of what this panel is for.
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const seen = new Set<string>();
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for (const i of list) seen.add(describeIntent(s, i));
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const unique = [...seen];
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const shown = unique.slice(0, 4);
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const more = unique.length - shown.length;
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return shown.join('; ') + (more > 0 ? ` … and ${more} more distinct` : '');
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}
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/** One readable line for a single intent. */
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function describeIntent(s: GameState, i: Intent): string {
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const at = (c: { row: number; col: number }): string => `(${c.row},${c.col})`;
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switch (i.type) {
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case 'localOps.choose':
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return `choose ${i.option}`;
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case 'card.play':
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return `play ${cardName(s, i.cardId)}${i.placement ? ` at ${at(i.placement)}` : ''}`;
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case 'card.discard':
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return `discard ${cardName(s, i.cardId)}`;
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case 'track.lay':
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return `lay ${i.hand === 'none' ? '' : i.hand + '-hand '}${i.geometry} at ${at(i.placement)}`;
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case 'switch.move':
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return `move to ${at(i.to)}${i.reverse ? ' (reverse)' : ''}`;
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case 'switch.dropCars':
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return `drop ${i.count} car(s)`;
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case 'switch.sortConsist':
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return `re-order consist [${i.order.join(',')}]`;
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case 'freightAgent.stockOutbound':
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return `stock a ${i.carType} at ${at(i.at)}`;
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case 'freightAgent.unjam':
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return `unjam ${i.from} at ${at(i.at)}`;
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case 'freightAgent.clearInbound':
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return `clear red box at ${at(i.at)}`;
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case 'laborer.startLoad':
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return `start a load at ${at(i.at)}`;
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case 'laborer.advanceLoad':
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return `advance load in box ${i.box} at ${at(i.at)}`;
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case 'laborer.beginUnload':
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return `begin unloading car ${i.carIndex} at ${at(i.at)}`;
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case 'porter.board':
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return `board passengers at ${at(i.at)}`;
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case 'porter.detrain':
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return `detrain passengers at ${at(i.at)}`;
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case 'newTrain.placeCar':
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return `add ${i.loaded ? 'loaded' : 'empty'} ${i.carType}`;
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case 'mainline.modify':
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return `${cardName(s, i.cardId)} on Mainline card ${i.node}`;
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case 'maneuver.redFlags':
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return `Red Flags on ${i.trayId}`;
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case 'maneuver.flyingSwitch':
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return `Flying Switch ${i.count} car(s) into ${at(i.to)}`;
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case 'mainline.clearance':
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return i.allow ? 'grant clearance' : 'refuse clearance';
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case 'draw.fromDepartment':
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return `draw the face-up card in slot ${i.slot + 1}`;
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default:
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return i.type;
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}
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}
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function snapshot(
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s: GameState,
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lines: { text: string; tone: string }[],
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where: { row: number; col: number } | null,
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whereFrom: { row: number; col: number } | null = null,
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decision: Decision | null = null,
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wasted = false,
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): Frame {
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const area = areaOf(s, 0);
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const trayAt = new Map<string, string>();
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@@ -218,6 +349,8 @@ function snapshot(
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deck: s.decks.homeOffice.length,
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departments: s.decks.departments.map((id) => (id ? cardName(s, id) : '—')),
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timetable: [...s.timetable],
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decision,
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wasted,
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blocked: impediments(s, 0),
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trains: [...s.trays.values()].map((t) => ({
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label: t.trainNumber === null ? 'local crew' : `Train ${t.trainIsExtra ? 'X' : ''}${t.trainNumber}`,
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@@ -304,6 +437,8 @@ export function record(seed: number, length: GameLength, maxSteps = 100_000): Re
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// Tracks whether a phase did anything, so an empty one can say so rather than ending silently.
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let didSomething = false;
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// The choice that produced the events about to be pushed.
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let pendingDecision: Decision | null = null;
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const push = (events: GameEvent[]): void => {
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const visible = events.filter(isVisible);
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@@ -328,7 +463,16 @@ export function record(seed: number, length: GameLength, maxSteps = 100_000): Re
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const where = visible.map((e) => narrate(e, narrateCtx)).find((n) => n.where)?.where ?? null;
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const moved = visible.find((e) => e.type === 'trayMoved');
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const from = moved && moved.type === 'trayMoved' ? moved.from : null;
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frames.push(snapshot(s, lines, where ?? null, from));
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const d = pendingDecision;
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pendingDecision = null;
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// A Local Operations turn that ended with nothing but the turn ending is a wasted action —
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// six Moves and a card play spent on nothing. Among 600+ frames these are invisible unless
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// marked, and they are the ones worth reviewing.
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const wasted =
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d !== null &&
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(d.chose === 'switch.end' || d.chose === 'draw.end' || d.chose === 'loadUnload.end') &&
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visible.every((e) => e.type === 'phaseEnded' || e.type === 'actorChanged');
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frames.push(snapshot(s, lines, where ?? null, from, d, wasted));
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};
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frames.push(
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@@ -345,8 +489,11 @@ export function record(seed: number, length: GameLength, maxSteps = 100_000): Re
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if (actor === null) break;
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const options = legalActions(s, actor);
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if (options.length === 0) break;
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const applied = applyIntent(s, actor, developerBot.choose(s, actor, options));
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const chosen = developerBot.choose(s, actor, options);
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const decision = describeDecision(s, actor, chosen, options, lastChoiceReason());
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const applied = applyIntent(s, actor, chosen);
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if (!applied.ok) break;
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pendingDecision = decision;
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push(applied.events);
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}
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@@ -432,6 +579,17 @@ kbd{background:#2a3038;border:1px solid var(--line);border-radius:3px;padding:0
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.mini .box{padding:0 4px;font-size:9.5px}
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.cell.office{border-color:var(--clock)}
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.cell.modifier{border-style:dashed;opacity:.85}
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.chose{font-size:15px;margin-bottom:4px}
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.why{font-style:italic;opacity:.85;margin-bottom:2px}
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.rejected{list-style:none;margin:0;padding:0;max-height:210px;overflow:auto}
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.rejected li{padding:3px 0;border-top:1px solid rgba(128,128,128,.25);font-size:12px}
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.wasted{background:#b03030;color:#fff;font-weight:bold;padding:3px 6px;margin-bottom:5px;border-radius:3px}
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.fstat{margin-top:4px;font-size:11px;padding:2px 5px;border-radius:3px;display:inline-block}
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.fstat.good{background:rgba(40,140,60,.28)}
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.fstat.bad{background:rgba(190,50,50,.38);font-weight:bold}
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.fstat.idle{opacity:.6}
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.wastedmark{color:#e06060;font-weight:bold}
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</style></head><body>
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<header>
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@@ -455,6 +613,7 @@ kbd{background:#2a3038;border:1px solid var(--line);border-radius:3px;padding:0
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</div>
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<div>
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<section><h2>What just happened</h2><div id="now"></div></section>
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<section><h2>Decision — what it chose, and what it passed over</h2><div id="decision"></div></section>
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<section><h2>Cards</h2>
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<div><span class="dim">your hand:</span> <span id="hand">—</span></div>
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<div style="margin-top:5px"><span class="dim">face-up Department slots:</span> <span id="depts">—</span></div>
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@@ -468,7 +627,7 @@ kbd{background:#2a3038;border:1px solid var(--line);border-radius:3px;padding:0
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<div class="legend">
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<b>Keyboard:</b> <kbd>←</kbd>/<kbd>→</kbd> step · <kbd>space</kbd> play/pause ·
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<kbd>Home</kbd>/<kbd>End</kbd> first/last · <kbd>S</kbd> next Stage · <kbd>R</kbd> next revenue change ·
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<kbd>C</kbd> next collision.<br>
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<kbd>C</kbd> next collision · <kbd>W</kbd> next wasted turn · <kbd>J</kbd> next jam.<br>
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Running Track is the lighter row. <span class="chip">T4</span> is a train on the Division;
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<span style="background:var(--warn);color:#0d1117;font-weight:700;border-radius:3px;padding:0 4px">🚂 T4</span>
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is the crew in your yard — it carries the whole train with it as it moves, and a dashed outline
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@@ -485,6 +644,8 @@ kbd{background:#2a3038;border:1px solid var(--line);border-radius:3px;padding:0
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<button id="stage">next Stage ⏭</button>
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<button id="money">next revenue 💰</button>
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<button id="crash">next collision ⚠</button>
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<button id="waste">next wasted turn 🗑</button>
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<button id="jam">next jam 🔒</button>
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<input type="range" id="scrub" min="0" value="0">
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<select id="speed">
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<option value="3000">extra slow</option>
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@@ -585,9 +746,34 @@ function render() {
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x.maw.map((m) => '<span class="box ' + (m ? 'm' : 'empty') + '">' + (m ? esc(m) : '·') + '</span>').join('') + '</div>' +
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'<div class="boxes"><span class="dim">red</span>' + boxes(x.red, x.redCap, 'r') + '</div>' +
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'<div class="boxes"><span class="dim">siding</span>' + boxes(x.track, x.trackCap, 'g') + '</div>' +
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'<div class="fstat ' + (x.jammed ? 'bad' : (x.canFinish ? 'good' : 'idle')) + '">' +
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(x.jammed
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? 'JAMMED — a load is on WORK with no car spotted to receive it; the industry track is locked'
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: (x.canFinish
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? 'ready — a matching empty car is spotted, so a load can finish'
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: 'no car spotted — starting a load here would jam it')) +
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'</div>' +
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'</div>').join('');
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$('now').innerHTML = f.lines.map((l) => '<div class="line t-' + l.tone + '">' + esc(l.text) + '</div>').join('');
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var d = f.decision;
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if (!d) {
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$('decision').innerHTML = '<span class="dim">no choice here — the engine advanced on its own</span>';
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} else {
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var h = '';
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if (f.wasted) h += '<div class="wasted">WASTED TURN — the whole action produced no change</div>';
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h += '<div class="chose"><span class="dim">chose:</span> <b>' + esc(d.chose) + '</b></div>';
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h += '<div class="why">why: ' + esc(d.why) + '</div>';
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h += '<div class="dim" style="margin:6px 0 3px">passed over ' + (d.totalOptions - 1) +
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' other legal option' + ((d.totalOptions - 1) === 1 ? '' : 's') + ':</div>';
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if (d.rejected.length === 0) h += '<div class="dim">none — this was the only legal action</div>';
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else h += '<ul class="rejected">' + d.rejected.map(function (r) {
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return '<li><b>' + esc(r.kind) + '</b> <span class="dim">x' + r.count + '</span><br>' +
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'<span class="dim">' + esc(r.detail) + '</span></li>';
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}).join('') + '</ul>';
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$('decision').innerHTML = h;
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}
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$('blocked').innerHTML = f.blocked.length === 0
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? '<li class="dim">nothing blocked</li>'
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: f.blocked.map((b) => '<li class="sev-' + b.severity + '"><b>' + esc(b.where) + '</b> — ' + esc(b.why) + '</li>').join('');
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@@ -615,6 +801,8 @@ $('fwd').onclick = () => go(i + 1);
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$('stage').onclick = () => findNext((f, p) => f.stage !== p.stage || f.day !== p.day);
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$('money').onclick = () => findNext((f, p) => f.revenue !== p.revenue);
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$('crash').onclick = () => findNext((f) => f.lines.some((l) => /COLLISION|collision/.test(l.text)));
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$('waste').onclick = () => findNext((f) => f.wasted);
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$('jam').onclick = () => findNext((f) => f.facilities.some((x) => x.jammed));
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$('play').onclick = () => {
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if (timer) { clearInterval(timer); timer = null; $('play').textContent = '▶ play'; return; }
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$('play').textContent = '⏸ pause';
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@@ -632,6 +820,8 @@ document.onkeydown = (e) => {
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else if (e.key === 's' || e.key === 'S') $('stage').click();
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else if (e.key === 'r' || e.key === 'R') $('money').click();
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else if (e.key === 'c' || e.key === 'C') $('crash').click();
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else if (e.key === 'w' || e.key === 'W') $('waste').click();
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else if (e.key === 'j' || e.key === 'J') $('jam').click();
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else if (e.key === ' ') { e.preventDefault(); $('play').click(); }
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};
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render();
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