v0.3.0 — playtest fixes, two new rules, and §7 enforced

This commit is contained in:
Jesse
2026-08-12 21:08:28 -04:00
parent 6ead39c530
commit 1bf1e95058
38 changed files with 8514 additions and 5989 deletions
+98 -7
View File
@@ -39,7 +39,7 @@ import type { GameEvent } from './events.ts';
import { areaOf, trainNeedingCars } from './apply.ts';
import { legalActions } from './legal.ts';
import type { CrewTray, DivisionNode, GameState, PlayerIndex, RollingStock, TrayId } from './state.ts';
import { coordKey, freshTurn, totalRevenue } from './state.ts';
import { coordKey, freshTurn, subdivisions, totalRevenue } from './state.ts';
export type AdvanceResult = {
events: GameEvent[];
@@ -457,8 +457,19 @@ function spendDispatchBonus(
}
/** Q3 — an expedited train does not spend a Stage standing at the Office. */
/**
* Does this train leave in the same Stage it arrives (§7)?
*
* Two ways to earn it. `expedite` is printed and permanent. `stopThenExpedite` is the X17 Campaign
* Train — "one turn at station (speeches) then expedite": its FIRST arrival is an ordinary stop while
* the speeches are made, and every arrival after that is expedited. `speechMade` is set on that first
* stop, so the train is slow once and fast thereafter.
*/
function isExpedited(tray: CrewTray): boolean {
return trainProfile(tray.trainNumber ?? 0, tray.trainIsExtra)?.rules.expedite === true;
const rules = trainProfile(tray.trainNumber ?? 0, tray.trainIsExtra)?.rules;
if (!rules) return false;
if (rules.expedite) return true;
return rules.stopThenExpedite === true && tray.speechMade === true;
}
function moveTrain(
@@ -540,11 +551,22 @@ function moveTrain(
from: 'the Office',
to: 'the Mainline',
});
awardDeparture(s, owner, tray, events);
return 'moved';
}
/**
* CURRENTLY UNREACHABLE, and kept correct rather than deleted.
*
* `buildDivision` always lays `DP · Mainline · Office · Mainline · … · DP`, so an Office is never
* adjacent to a Division Point and this branch cannot be entered at any player count. It is left
* in — with the departure paid, so it would behave — because the layout is a setup decision that
* could reasonably change, and a branch that silently failed to score would be hard to spot.
* `setup.test.ts` asserts the flanking invariant that makes this dead.
*/
if (node.kind === 'divisionPoint') {
area.adOccupancy = area.adOccupancy.filter((t) => t !== id);
awardDeparture(s, owner, tray, events);
retireTrain(s, id, tray, events);
return 'moved';
}
@@ -668,11 +690,32 @@ function evaluateClearance(
const profile = MAINLINE_PROFILES.find((m) => m.kind === node.card);
if (profile?.trainsMayPass) return 'clear';
for (const t of node.transits) {
const other = t.tray;
if (!other || other === id) continue;
/**
* §8.1 asks about the next SUBDIVISION, not the next card.
*
* "If there is a train in the next Subdivision moving towards the considered train, the considered
* train will not depart" — and the same for a following train. This used to inspect only
* `node.transits`, the one card being entered, so a train ran headlong into a Subdivision an
* opposing train was two cards deep in and was stopped only on the Stage they met. `subdivisions()`
* had existed for this the whole time and was called by nothing outside a test.
*
* It bites hardest early: every Office starts as a Whistle Post, so the entire railroad is ONE
* Subdivision until someone upgrades, which is exactly why §8 describes early traffic as
* constrained. Each Office upgrade to a Control Point splits one in two and buys capacity.
*/
const subdivision = subdivisions(s).find((group) => group.includes(targetIndex)) ?? [targetIndex];
const occupants: { tray: TrayId; onCard: number }[] = [];
for (const i of subdivision) {
const n = s.division.nodes[i];
if (!n || n.kind !== 'mainline') continue;
for (const t of n.transits) if (t.tray) occupants.push({ tray: t.tray, onCard: i });
}
for (const { tray: other, onCard } of occupants) {
if (other === id) continue;
const otherTray = s.trays.get(other);
if (!otherTray) continue;
const onNode = s.division.nodes[onCard];
if (otherTray.direction !== tray.direction) {
// §8.1 — a train moving TOWARDS the considered train is an absolute bar. That stands.
@@ -688,12 +731,16 @@ function evaluateClearance(
// Red Flags — "a stopped train is prevented from being hit; the approaching train is prevented
// from moving". Flagging is per-train rather than per-card, so it protects one specific train
// where ABS Signals protects everything on the card.
if ((node.redFlagged ?? []).includes(other)) return 'blocked';
//
// Both of these now read the card the OTHER train is standing on rather than the card being
// entered. They were the same card while this only looked one card ahead; across a Subdivision
// they are not, and the protection belongs where the train it protects actually is.
if (onNode?.kind === 'mainline' && (onNode.redFlagged ?? []).includes(other)) return 'blocked';
// ABS Signals — "trains on this card will not rear-end each other; they stop short of a
// collision". With signals in place a following train simply holds, and the Superintendent has
// no judgment call to make. This is the amendment to Gap 2's unconditional collisions.
if (node.absSignals) return 'blocked';
if (onNode?.kind === 'mainline' && onNode.absSignals) return 'blocked';
// Same direction — the Superintendent must rule (§8.1, fourth condition).
s.clock.pendingDecision = { train: id, occupiedBy: other };
@@ -786,6 +833,14 @@ function arriveAtOffice(
// Q3 — an expedited train departs in the same Stage it arrived, so it is NOT added to
// movedThisPhase and gets a second chance to move before the phase ends.
if (isExpedited(tray)) return 'expedited';
/**
* X17 Campaign Train — the speeches happen at the first Office it reaches. Recorded AFTER the
* expedite test above, so this arrival is the ordinary stop the card pays for and every later one
* runs expedited.
*/
if (trainProfile(tray.trainNumber ?? 0, tray.trainIsExtra)?.rules.stopThenExpedite) {
tray.speechMade = true;
}
return 'moved';
}
@@ -839,6 +894,42 @@ function collide(
}
/** A completed run frees the crew; Extras go to the Salvage Yard (§2.3, Gap 2c). */
/**
* ONE REVENUE FOR EVERY TRAIN THAT GETS OUT OF YOUR SECTION.
*
* Jesse's rule. Unlike freight and passengers it pays for traffic the player does not have to work —
* which is the point: keeping the line clear is the Superintendent's job, and until now nothing paid
* for doing it well. It rewards splitting a Subdivision with a Control Point, holding a following
* train rather than gambling on it, and building the A/D capacity to turn arrivals around.
*
* Paid on DEPARTURE from the Office, once per train. Not paid again when the train later runs off
* the end of the Division and retires: it left YOUR section when it cleared your Office, and the far
* Division Point belongs to whoever is seated there.
*
* A crew with no train number is a local switching move and not a departure, so it earns nothing.
*
* PROVISIONAL, and worth watching: measured, this is roughly +5 Revenue a game against a mean of
* 2.7, so it more than doubles the score on its own. Flagged in `TODO.md`.
*/
function awardDeparture(
s: GameState,
owner: PlayerIndex,
tray: CrewTray,
events: GameEvent[],
): void {
if (tray.trainNumber === null) return;
const p = s.players[owner];
if (!p) return;
p.revenue += 1;
events.push({
type: 'revenueChanged',
player: owner,
delta: 1,
total: p.revenue,
reason: 'a train cleared your section',
});
}
function retireTrain(s: GameState, id: TrayId, tray: CrewTray, events: GameEvent[]): void {
for (const car of tray.consist) {
if (car.type === 'caboose') s.yards.divisionYard.push(car);
+365 -32
View File
@@ -30,7 +30,7 @@ import {
officeProfile,
trainProfile,
} from './content.ts';
import type { CarType, FreightKind, Hand, MainlineKind, ModifierKind, TrackGeometry } from './content.ts';
import type { CarType, FreightKind, Hand, MainlineKind, ModifierKind, ModifierProfile, TrackGeometry, TrainRules } from './content.ts';
import type { GameEvent } from './events.ts';
import type { Intent, RejectionCode } from './intents.ts';
import type {
@@ -39,11 +39,14 @@ import type {
Facility,
GameState,
GridCoord,
Load,
OfficeArea,
PlayerIndex,
RollingStock,
TrackArc,
TrackCard,
TrayId,
TurnoutOrientation,
} from './state.ts';
import { createRng } from './rng.ts';
import { carsOn, coordKey, isOperationalRail, spaceOn } from './state.ts';
@@ -138,7 +141,7 @@ export function hasFreightAgentOption(s: GameState, player: PlayerIndex): boolea
if (!f) continue;
if (f.allows.outbound && f.outboundBox.length < f.capacity.outbound) return true;
if (f.inboundBox.length > 0) return true;
if (f.menAtWork.some((l) => l !== null)) return true;
if (f.menAtWork?.some((l) => l !== null)) return true;
if (f.outboundBox.length > 0) return true;
}
return false;
@@ -196,6 +199,9 @@ export function portersLeft(f: Facility): number {
* `loadAdvanced` never fired in 200 games because the outbound pipeline had no entry point.
*/
export function canAdvanceLoad(f: Facility, box: number): boolean {
// A Passenger Facility has no pipeline at all (§9.2 is porters, not MEN | AT | WORK), so freight
// work is refused here on the shape of the facility rather than on it happening to have 0 Laborers.
if (!f.menAtWork) return false;
if (box < 0 || box >= f.menAtWork.length) return false;
const load = f.menAtWork[box];
if (!load) return false;
@@ -215,7 +221,71 @@ export function canAdvanceLoad(f: Facility, box: number): boolean {
}
/** §9.3 — the first Laborer step of an outbound load: Green Loading Slot onto MEN. */
/**
* A turnout's diverging leg, as an arc.
*
* The stem is always an east or west edge and the leg always leaves north or south, so the arc is
* just the two named together — `{stem:'w', diverge:'s'}` is `sw`. Naming the leg this way is what
* lets the upgrade rule below be stated in GEOMETRY rather than in hands, so it is unaffected by
* which printed row we call left.
*/
function divergingArc(t: TurnoutOrientation): TrackArc {
return `${t.diverge}${t.stem}` as TrackArc;
}
/**
* May this turnout be laid ON TOP of the card already on this square?
*
* Reported from playtesting: a district can only ever hang off a turnout, so a player who has laid
* a straight along the main and then wants to branch there had no move at all — the piece had to
* have been a turnout when it went down. A turnout may therefore UPGRADE:
*
* - a **straight**, at any of its orientations, because a turnout is a straight plus a leg; or
* - a **curve of the same arc** as the turnout's own diverging leg, which is the same road with a
* through track added beside it.
*
* Both are strict port SUPERSETS of what they replace — `{e,w}` for a straight, one arc for a curve
* — so an upgrade can never sever a join a neighbour already relies on, and needs no connection test
* of its own. The new leg is allowed to reach nothing at all; opening a direction is the point.
*
* Two things block it, and both are about the card being in use rather than about its shape: you
* cannot swap the track out from under a standing car, and an Interlocking or Telegraph built on the
* card would have to be lifted with it. The replaced card leaves play — board cards are never
* salvaged (see the `cardPlayed` reducer), so a lifted one is simply gone, as it would be at a table.
*/
function checkTurnoutUpgrade(existing: TrackCard, proto: TrackCard): RejectionCode | null {
const t = proto.geometry.kind === 'track' ? proto.geometry.turnout : undefined;
if (!t) return 'NOT_UPGRADEABLE_TRACK';
const g = existing.geometry;
if (g.kind !== 'track') return 'NOT_UPGRADEABLE_TRACK';
if (g.geometry === 'curved' || g.geometry === 'sharpCurved') {
// The ARC, not merely the diagonal: a `sw` curve and an `ne` one share a slope but leave by
// opposite edges, so replacing one with the other would move the leg off its neighbour.
if (g.arc !== divergingArc(t)) return 'NOT_UPGRADEABLE_TRACK';
} else if (g.geometry !== 'straight') {
return 'NOT_UPGRADEABLE_TRACK';
}
if (existing.standing.length > 0) return 'UPGRADE_OCCUPIED';
if (existing.enhancements.length > 0) return 'UPGRADE_ENHANCED';
return null;
}
/**
* The MEN | AT | WORK pipeline of a Freight Facility.
*
* `execute` and `reduce` run only after `check` has passed, and every freight-work check refuses a
* Passenger Facility — so reaching here with one is a broken invariant, not a case to handle. Throwing
* says that, where a `!` would quietly write into nothing and leave the fault to surface later.
*/
function workTrack(f: Facility): [Load | null, Load | null, Load | null] {
if (!f.menAtWork) throw new Error('freight work attempted on a Passenger Facility');
return f.menAtWork;
}
export function canStartLoad(f: Facility): boolean {
if (!f.menAtWork) return false;
if (laborersLeft(f) < 1) return false;
if (f.outboundBox.length === 0) return false;
return f.menAtWork[0] === null;
@@ -226,7 +296,13 @@ export function canBoard(s: GameState, player: PlayerIndex, at: GridCoord): bool
const f = facilityAt(s, player, at);
if (!f || f.kind !== 'passenger' || portersLeft(f) < 1) return false;
if (!f.outboundBox.some((c) => c.type === 'coach' && c.loaded)) return false;
return trainAtOfficeWith(s, player, (c) => c.type === 'coach' && !c.loaded);
// §7 — a train whose card refuses passenger work, or which is not booked to stop here, is not a
// train these passengers can board however many empty coaches it is carrying.
return trainAtOfficeWith(
s, player,
(c) => c.type === 'coach' && !c.loaded,
(t) => !refusesPassengers(t) && !refusesThisOffice(s, player, t),
);
}
/**
@@ -246,16 +322,127 @@ export function canDetrain(s: GameState, player: PlayerIndex, at: GridCoord): bo
if (!f || f.kind !== 'passenger' || portersLeft(f) < 1) return false;
if (f.inboundBox.length >= f.capacity.inbound) return false;
if (!s.yards.divisionYard.some((c) => c.type === 'coach' && !c.loaded)) return false;
return trainAtOfficeWith(s, player, (c) => c.type === 'coach' && c.loaded);
return trainAtOfficeWith(
s, player,
(c) => c.type === 'coach' && c.loaded,
(t) => !refusesPassengers(t) && !refusesThisOffice(s, player, t),
);
}
function trainAtOfficeWith(
s: GameState,
player: PlayerIndex,
pred: (c: RollingStock) => boolean,
trayOk: (t: CrewTray) => boolean = () => true,
): boolean {
const area = areaOf(s, player);
return area.adOccupancy.some((id) => s.trays.get(id)?.consist.some(pred) ?? false);
return area.adOccupancy.some((id) => {
const t = s.trays.get(id);
return !!t && trayOk(t) && t.consist.some(pred);
});
}
// ---------------------------------------------------------------------------
// §7 — the operating rules printed on a train's own card
// ---------------------------------------------------------------------------
/**
* What this tray's train card prints, or nothing at all.
*
* A local crew has no train number and therefore no printed rules — it is the player's own switcher
* and may do anything the general rules allow. Every restriction below is keyed off the CARD, so a
* crew is unaffected by all of them.
*/
function rulesOf(tray: CrewTray): TrainRules {
if (tray.trainNumber === null) return {};
return trainProfile(tray.trainNumber, tray.trainIsExtra)?.rules ?? {};
}
/** Freight cars this train has already exchanged on this square this turn (trains 3/4). */
function freightWorkedKey(trayId: TrayId, at: GridCoord): string {
return `${trayId}@${coordKey(at)}`;
}
const isFreight = (c: RollingStock): boolean => c.type !== 'coach' && c.type !== 'caboose';
/**
* May this train work these freight cars on this square?
*
* Trains 3/4 Express print "may drop or pick up one freight car at EVERY location", so the budget is
* per square rather than per turn — it may work a car here, move on, and work another there. Both
* setting out and picking up spend from the same one, because the card says "drop OR pick up".
*/
function freightBudgetLeft(
s: GameState,
tray: CrewTray,
at: GridCoord,
wanted: number,
): boolean {
if (!rulesOf(tray).oneFreightPerLocation) return true;
const already = s.turn.freightWorked[freightWorkedKey(tray.id, at)] ?? 0;
return already + wanted <= 1;
}
/**
* Whether a train may do switching work at all (§7).
*
* Six cards print "no switching" — the two expresses, the Light Engine, the Campaign, Circus and
* Military trains. They run the Division; they do not shunt. This covers moving, setting out and
* sorting alike, because all three are switching.
*/
function switchingRefusal(tray: CrewTray): RejectionCode | null {
return rulesOf(tray).noSwitching ? 'NO_SWITCHING' : null;
}
/**
* Charge freight cars against this train's per-location budget (trains 3/4).
*
* Called from BOTH the coupling and the setting-out reducers, because the card says "drop OR pick up
* one" — the two share a budget rather than getting one each. Only recorded for trains the rule
* applies to, so the map stays empty for everything else.
*/
function spendFreightBudget(
s: GameState,
tray: CrewTray,
at: GridCoord,
stock: readonly RollingStock[],
): void {
if (!rulesOf(tray).oneFreightPerLocation) return;
const n = stock.filter(isFreight).length;
if (n === 0) return;
const key = freightWorkedKey(tray.id, at);
s.turn.freightWorked[key] = (s.turn.freightWorked[key] ?? 0) + n;
}
/** Trains that may not be worked by Porters at all (§7): the Military train and the Director's car. */
function refusesPassengers(tray: CrewTray): boolean {
return rulesOf(tray).noPassengerWork === true;
}
/**
* Trains 1/2 Crack Limited — "stop at Terminals only". It runs into every Office and takes an A/D
* track like anything else, but Porters only work it where it is booked to stop, so passengers can
* neither board nor alight anywhere but a Terminal.
*/
function refusesThisOffice(s: GameState, player: PlayerIndex, tray: CrewTray): boolean {
if (!rulesOf(tray).terminalsOnly) return false;
const area = s.officeAreas.get(player);
return !area || area.tier !== 'terminal';
}
/**
* WHY passenger work was refused — the printed rule if one is to blame, otherwise the general one.
*
* `canBoard`/`canDetrain` answer a single yes/no over every train at the Office, so when they say no
* this works out whether a card is the reason. Without it a Military train standing at the platform
* reported "no train at the Office", which is both wrong and unhelpful.
*/
function passengerRefusal(s: GameState, player: PlayerIndex): RejectionCode {
const area = areaOf(s, player);
const trains = area.adOccupancy.map((id) => s.trays.get(id)).filter((t): t is CrewTray => !!t);
if (trains.length > 0 && trains.every((t) => refusesThisOffice(s, player, t))) return 'NOT_A_TERMINAL';
if (trains.length > 0 && trains.every(refusesPassengers)) return 'NO_PASSENGER_WORK';
return 'NO_TRAIN_AT_OFFICE';
}
// ---------------------------------------------------------------------------
@@ -291,12 +478,27 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
if (s.turn.movesRemaining < 1) return 'NO_MOVES_REMAINING';
const tray = s.trays.get(i.trayId);
if (!tray) return 'NO_SUCH_TRAY';
const noSwitch = switchingRefusal(tray);
if (noSwitch) return noSwitch;
const from = trayCoord(s, i.trayId);
if (!from) return 'ILLEGAL_MOVE';
const dests = destinationsFor(s, player, i.trayId, from, i.reverse);
return dests.some((d) => d.coord.row === i.to.row && d.coord.col === i.to.col)
? null
: 'ILLEGAL_MOVE';
const dest = dests.find((d) => d.coord.row === i.to.row && d.coord.col === i.to.col);
if (!dest) return 'ILLEGAL_MOVE';
/**
* COUPLING IS MANDATORY (§A.4), so a train forbidden to pick something up may not make the
* MOVE that would pick it up. There is no "move but leave them"; the restriction has to bite
* on the move or it cannot bite at all.
*/
const rules = rulesOf(tray);
if (dest.couples.length > 0) {
if (rules.dropOnly) return 'PICKUP_NOT_ALLOWED';
if (rules.pickUpEmptiesOnly && dest.couples.some((c) => c.loaded)) return 'EMPTIES_ONLY';
const freight = dest.couples.filter(isFreight).length;
if (freight > 0 && !freightBudgetLeft(s, tray, i.to, freight)) return 'FREIGHT_WORKED_HERE';
}
return null;
}
case 'switch.dropCars': {
@@ -304,6 +506,8 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
if (s.turn.option !== 'switch') return 'OPTION_NOT_CHOSEN';
const tray = s.trays.get(i.trayId);
if (!tray) return 'NO_SUCH_TRAY';
const noSwitch = switchingRefusal(tray);
if (noSwitch) return noSwitch;
if (i.count < 1 || i.count > tray.consist.length) return 'CONSIST_EMPTY';
const here = trayCoord(s, i.trayId);
if (!here) return 'CANNOT_DROP_HERE';
@@ -319,6 +523,30 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
const ahead = tray.engineAt;
const behind = tray.consist.length - tray.engineAt;
if (i.fromNose ? i.count > ahead : i.count > behind) return 'CONSIST_EMPTY';
// The cut that would come off, so the printed rules can be asked about its contents.
const cut = i.fromNose
? tray.consist.slice(0, i.count)
: tray.consist.slice(tray.consist.length - i.count);
const dropRules = rulesOf(tray);
/**
* Trains 7/8 Local — "coach must remain on station track if switching", i.e. the coach is
* never set out during switching at all.
*
* The intended reading was "set out only at the Office", but §A.4 makes that unimplementable:
* `canDropCarsAt` refuses the Office square outright — "the Office track is Operational Rail,
* but Rolling Stock may not be left there" — so "only at the Office" and "nowhere" are the same
* rule. What is left is the effect that matters: the Local may shunt its freight car around the
* district, and may not abandon its coach at an industry or on a siding while it does.
* Flagged in `TODO.md` in case the station track is meant to become a real place to leave one.
*/
if (dropRules.coachStaysOnStationTrack && cut.some((c) => c.type === 'coach')) {
return 'COACH_MUST_STAY';
}
const droppedFreight = cut.filter(isFreight).length;
if (droppedFreight > 0 && !freightBudgetLeft(s, tray, here, droppedFreight)) {
return 'FREIGHT_WORKED_HERE';
}
return canDropCarsAt(areaOf(s, player), here, i.count) ? null : 'CANNOT_DROP_HERE';
}
@@ -328,6 +556,8 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
if (s.turn.movesRemaining < 1) return 'NO_MOVES_REMAINING';
const tray = s.trays.get(i.trayId);
if (!tray) return 'NO_SUCH_TRAY';
const noSwitch = switchingRefusal(tray);
if (noSwitch) return noSwitch;
const here = trayCoord(s, i.trayId);
if (!here) return 'ILLEGAL_MOVE';
// Only on a card carrying a Small Yard, and it costs the Move it "spends in the yard".
@@ -493,7 +723,7 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
if (s.turn.freightAgentUsed) return 'OPTION_ALREADY_CHOSEN';
const f = facilityAt(s, player, i.at);
if (!f) return 'NO_SUCH_FACILITY';
if (i.from === 'menAtWork') return f.menAtWork[i.index] ? null : 'BOX_EMPTY';
if (i.from === 'menAtWork') return f.menAtWork?.[i.index] ? null : 'BOX_EMPTY';
const box = i.from === 'outbound' ? f.outboundBox : f.inboundBox;
return box[i.index] ? null : 'BOX_EMPTY';
}
@@ -544,13 +774,13 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
if (!inPhase(s, 'loadUnload')) return 'WRONG_PHASE';
if (!facilityAt(s, player, i.at)) return 'NO_SUCH_FACILITY';
if (portersLeft(facilityAt(s, player, i.at)!) < 1) return 'RESOURCE_SPENT';
return canBoard(s, player, i.at) ? null : 'NO_TRAIN_AT_OFFICE';
return canBoard(s, player, i.at) ? null : passengerRefusal(s, player);
case 'porter.detrain':
if (!inPhase(s, 'loadUnload')) return 'WRONG_PHASE';
if (!facilityAt(s, player, i.at)) return 'NO_SUCH_FACILITY';
if (portersLeft(facilityAt(s, player, i.at)!) < 1) return 'RESOURCE_SPENT';
return canDetrain(s, player, i.at) ? null : 'NO_TRAIN_AT_OFFICE';
return canDetrain(s, player, i.at) ? null : passengerRefusal(s, player);
case 'laborer.startLoad': {
if (!inPhase(s, 'loadUnload')) return 'WRONG_PHASE';
@@ -584,7 +814,9 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
* taking it, so every unload minted one. Unloading is meant to consume supply.
*/
if (!s.yards.divisionYard.some((c) => c.type === car.type && !c.loaded)) return 'NO_SUITABLE_CAR';
// The load is placed on WORK, the last box, so that box must be free.
// The load is placed on WORK, the last box, so that box must be free — and a Passenger
// Facility has no such box, so there is nothing to unload into.
if (!f.menAtWork) return 'NO_SUCH_FACILITY';
return f.menAtWork[f.menAtWork.length - 1] === null ? null : 'BOX_FULL';
}
@@ -629,6 +861,21 @@ function checkPlay(
{
const proto = protoCard(card.kind, variant);
if (!proto) return 'NO_PLACEMENT';
/**
* AN OCCUPIED SQUARE IS AN UPGRADE, not a placement.
*
* A turnout may be laid on top of a card already down — see `checkTurnoutUpgrade`. The one
* occupied square that is NOT an upgrade is a Limits sign on the Running Track: that is the
* growth point, and `canPlaceAt` moves it outward rather than building over it.
*/
const existing = area.grid.get(coordKey(placement));
const isMovableSign =
existing?.geometry.kind === 'limits' &&
placement.row === area.runningRow &&
existing.standing.length === 0;
if (existing && !isMovableSign) return checkTurnoutUpgrade(existing, proto);
// Said separately from NOT_CONNECTED because it is a different mistake: the card would join
// perfectly well, and would still leave the Running Track stopping dead at it.
if (placement.row === area.runningRow && !carriesThroughTrack(proto)) {
@@ -662,6 +909,8 @@ function checkPlay(
case 'modifier': {
if (!placement) return 'NO_PLACEMENT';
if (area.grid.has(coordKey(placement))) return 'NOT_CONNECTED';
// One of a kind per Office Area, as with industries (Q4) — no district gets two Ice Houses.
if (hasModifierInArea(area, card.kind.modifier)) return 'FACILITY_LOCKED';
// §9 — a Modifier is not track. It must sit adjacent to a Facility THAT CAN HOST IT (one of
// the nine nearby spots) or it does nothing at all, so anywhere else is not a legal play.
return adjacentFacilityCoord(area, placement, card.kind.modifier) ? null : 'NOT_CONNECTED';
@@ -1010,7 +1259,7 @@ function execute(s: GameState, player: PlayerIndex, i: Intent): GameEvent[] {
const f = facilityAt(s, player, i.at)!;
const stock: RollingStock =
i.from === 'menAtWork'
? { type: f.menAtWork[i.index]!.type, loaded: true }
? { type: workTrack(f)[i.index]!.type, loaded: true }
: (i.from === 'outbound' ? f.outboundBox : f.inboundBox)[i.index]!;
return [{ type: 'facilityUnjammed', player, at: i.at, from: i.from, stock }];
}
@@ -1059,10 +1308,10 @@ function execute(s: GameState, player: PlayerIndex, i: Intent): GameEvent[] {
case 'laborer.advanceLoad': {
const f = facilityAt(s, player, i.at)!;
const load = f.menAtWork[i.box]!;
const load = workTrack(f)[i.box]!;
const next = load.dir === 'out' ? i.box + 1 : i.box - 1;
if (next >= f.menAtWork.length) {
if (next >= workTrack(f).length) {
// Outbound complete: the load goes onto the spotted car (§9.3).
return [
{ type: 'loadCompleted', player, at: i.at, carType: load.type },
@@ -1158,6 +1407,7 @@ export function reduce(s: GameState, e: GameEvent): void {
card.standing = [];
if (card.facility) card.facility.industryTrack.cars = [];
}
spendFreightBudget(s, tray, e.at, e.stock);
break;
}
@@ -1187,6 +1437,7 @@ export function reduce(s: GameState, e: GameEvent): void {
const card = area.grid.get(coordKey(e.at));
// On a Facility card the industry track is where cars stand (§9.3).
if (card) carsOn(card).push(...e.stock);
spendFreightBudget(s, tray, e.at, e.stock);
break;
}
@@ -1353,8 +1604,8 @@ export function reduce(s: GameState, e: GameEvent): void {
case 'facilityUnjammed': {
const f = facilityAt(s, e.player, e.at)!;
if (e.from === 'menAtWork') {
const idx = f.menAtWork.findIndex((l) => l !== null);
if (idx >= 0) f.menAtWork[idx] = null;
const idx = workTrack(f).findIndex((l) => l !== null);
if (idx >= 0) workTrack(f)[idx] = null;
} else {
const box = e.from === 'outbound' ? f.outboundBox : f.inboundBox;
const idx = box.findIndex((c) => c.type === e.stock.type);
@@ -1445,22 +1696,22 @@ export function reduce(s: GameState, e: GameEvent): void {
const f = facilityAt(s, e.player, e.at)!;
const idx = f.outboundBox.findIndex((c) => c.type === e.carType);
if (idx >= 0) f.outboundBox.splice(idx, 1);
f.menAtWork[0] = { type: e.carType, dir: 'out' };
workTrack(f)[0] = { type: e.carType, dir: 'out' };
f.usedThisStage.laborers += 1;
break;
}
case 'loadAdvanced': {
const f = facilityAt(s, e.player, e.at)!;
f.menAtWork[e.toBox] = f.menAtWork[e.fromBox]!;
f.menAtWork[e.fromBox] = null;
workTrack(f)[e.toBox] = workTrack(f)[e.fromBox]!;
workTrack(f)[e.fromBox] = null;
f.usedThisStage.laborers += 1;
break;
}
case 'unloadCompleted': {
const f = facilityAt(s, e.player, e.at)!;
f.menAtWork[0] = null;
workTrack(f)[0] = null;
f.inboundBox.push({ type: e.carType, loaded: true });
f.usedThisStage.laborers += 1;
break;
@@ -1468,7 +1719,7 @@ export function reduce(s: GameState, e: GameEvent): void {
case 'loadCompleted': {
const f = facilityAt(s, e.player, e.at)!;
f.menAtWork[f.menAtWork.length - 1] = null;
workTrack(f)[workTrack(f).length - 1] = null;
const ci = f.industryTrack.cars.findIndex((c) => !c.loaded && c.type === e.carType);
if (ci >= 0) {
s.yards.classificationYard.push(f.industryTrack.cars[ci]!);
@@ -1489,7 +1740,7 @@ export function reduce(s: GameState, e: GameEvent): void {
refillDivisionYardIfEmpty(s);
f.industryTrack.cars[ci] = empty;
}
f.menAtWork[f.menAtWork.length - 1] = { type: e.carType, dir: 'in' };
workTrack(f)[workTrack(f).length - 1] = { type: e.carType, dir: 'in' };
f.usedThisStage.laborers += 1;
break;
}
@@ -1697,14 +1948,29 @@ export function checkEnhancementPlacement(
}
const onRunning = placement.row === area.runningRow;
const isStraight =
card.geometry.kind === 'track' && card.geometry.geometry === 'straight';
/**
* A STRAIGHT-PLACED ENHANCEMENT REPLACES THE STRAIGHT, so it cannot be stacked.
*
* The printed placement is "any Running Track Straight": the card goes down IN PLACE OF the
* straight, and what stands there afterwards is an Interlocking, not a straight carrying one. A
* second such card has no straight left to replace. This was unchecked — an enhancement only adds
* a string to `enhancements[]` and leaves the geometry alone, so a single straight could take
* Interlocking and Telegraph and a Water Column all at once.
*
* The `onCard` chain is untouched and is NOT an exception to this: Telephone prints "on Telegraph"
* and Radio "on Telephone", so those target a named card rather than a straight, which is exactly
* why they still stack. `requiresOnSameCard` above is what enforces it.
*/
const isBareStraight =
card.geometry.kind === 'track' &&
card.geometry.geometry === 'straight' &&
card.enhancements.length === 0;
switch (rule.placement) {
case 'runningTrackStraight':
return onRunning && isStraight ? null : 'NOT_CONNECTED';
return onRunning && isBareStraight ? null : 'NOT_CONNECTED';
case 'secondaryTrackStraight':
return !onRunning && isStraight ? null : 'NOT_CONNECTED';
return !onRunning && isBareStraight ? null : 'NOT_CONNECTED';
case 'onCard':
return null;
default:
@@ -1778,18 +2044,85 @@ export function isLockedOut(area: OfficeArea, kind: FreightKind): boolean {
return false;
}
/**
* Is a Modifier of this kind already standing in the district?
*
* Reported from playtesting: two Ice Houses could be built in one Office Area. Industries have been
* barred from doubling up since Q4 (`isLockedOut` above), but a Modifier is a different card kind
* and had no such check — every square adjacent to an eligible host was legal, however many copies
* you held. One of a kind per Office Area, the same rule the industries follow.
*
* Enhancements are deliberately NOT covered. An Interlocking is a plant at one junction, so a second
* on another straight is a different installation, and the Telegraph → Telephone → Radio chain is
* already gated per card by `checkEnhancementPlacement`.
*
* Consequence worth expecting: modifiers printed in more than one copy (Truck Dock 2, Ice House 2,
* Waiting Area 3) go partly dead in solitaire, where there is only one Office Area. That is correct
* — the spare copies exist for other players' districts.
*/
function hasModifierInArea(area: OfficeArea, kind: ModifierKind): boolean {
for (const card of area.grid.values()) {
if (card.geometry.kind === 'modifier' && card.geometry.modifier === kind) return true;
}
return false;
}
/**
* How much of a Modifier's printed capacity its host can actually use.
*
* AN INDUSTRY'S PRINTED FLOW IS ABSOLUTE. A Grocer's Warehouse is `flow: 'inbound'`, so it has no
* green boxes and `freightAgent.stockOutbound` refuses it — yet an Ice House beside it prints "+1
* outbound" and the capacity was being raised anyway, on a direction that can never be drawn or
* stocked. Reported from playtesting as "the Ice House added the laborer but not the outbound slot":
* the laborer landed because Laborers have no direction, and the slot did not because there was
* nowhere for it to go. No modifier turns a receiver into a shipper, so the grant is dropped.
*
* It is not one card's quirk. The same trap catches **Truck Dock** and **Forklifts**, which also
* print `addOut` and also list `grocersWarehouse` among their hosts, and **Waiting Area**,
* **Restaurant** and **Hotel**, whose `hosts: ['office']` includes a Whistle Post — not a Passenger
* Facility, so `allows.outbound` is false there too.
*
* The industry track grows by what was actually applied, not by what was printed: a slot that does
* not exist must not lengthen the siding that would have served it.
*/
function usableGrant(f: Facility, m: ModifierProfile): { out: number; in: number } {
return {
out: f.allows.outbound ? m.addOut : 0,
in: f.allows.inbound ? m.addIn : 0,
};
}
/** Applies a Modifier's printed effect to the Facility it was placed beside (content.ts). */
function applyModifier(area: OfficeArea, coord: GridCoord, modifier: ModifierKind): void {
const target = adjacentFacilityCoord(area, coord, modifier);
if (!target) return;
const f = area.grid.get(coordKey(target))?.facility;
if (!f) return;
const host = area.grid.get(coordKey(target));
const f = host?.facility;
if (!host || !f) return;
const m = modifierProfile(modifier);
f.capacity.outbound += m.addOut;
f.capacity.inbound += m.addIn;
/**
* Record WHICH facility this Modifier served.
*
* `TrackCard.modifiers` was initialised everywhere and appended nowhere, so the panel row listing
* "Modifier cards standing beside this industry" was permanently empty — and, more to the point,
* nothing downstream could tell which card had granted what. It is needed now to explain a grant
* that the host's flow discards (see `usableGrant`).
*/
host.modifiers.push(modifier);
const use = usableGrant(f, m);
f.capacity.outbound += use.out;
f.capacity.inbound += use.in;
f.laborers += m.addLoaders;
f.porters += m.addPorters;
if (m.addOut > 0 || m.addIn > 0) f.industryTrack.length += m.addOut + m.addIn;
/**
* The siding grows only where there IS one. A Passenger Facility has no industry track — passengers
* board off the platform — so a Waiting Area, whose "+1" is a passenger slot rather than a car,
* must not give the Office somewhere to spot a car. It did, and the board then drew the Depot a
* siding square: the same phantom siding the renderer was just fixed for, arriving by another door.
*/
if (f.kind === 'freight' && (use.out > 0 || use.in > 0)) {
f.industryTrack.length += use.out + use.in;
}
}
/** §2.1, Gap 4a — extending the Running Track pushes the Limits sign outward. */
+101 -16
View File
@@ -72,15 +72,34 @@ export type TrackProfile = {
* hand-of-three is the real constraint on how fast a railroad grows.
*
* Handedness is PRINTED, not chosen on placement: it is the diagonal the 45° leg lies on.
*
* DO NOT REORDER THESE ROWS to put left before right. `setup.ts` builds the deck by walking this
* array, so a row's POSITION decides which physical card a given seed deals — and the replays in
* `public/replays/` are saved as a seed plus a list of intents, replayed through this deck. When
* playtesting found the hands inverted (see `track.ts`, Orientation), the fix flipped each pair's
* `hand` label in place and left the order alone, so slot 32 still holds an `nw_se` curve and every
* published replay still plays. Reordering to look tidy would silently re-deal every saved game.
*/
export const TRACK_CARDS: readonly TrackProfile[] = [
{ geometry: 'straight', hand: 'none', name: 'Straight track', copiesInDeck: 32, isOperationalRail: true, moveCost: 1 },
{ geometry: 'curved', hand: 'left', name: 'Curved track (left)', copiesInDeck: 16, isOperationalRail: true, moveCost: 1 },
{ geometry: 'curved', hand: 'right', name: 'Curved track (right)', copiesInDeck: 16, isOperationalRail: true, moveCost: 1 },
{ geometry: 'sharpCurved', hand: 'left', name: 'Sharp Curved Track (left)', copiesInDeck: 4, isOperationalRail: true, moveCost: 2 },
{ geometry: 'sharpCurved', hand: 'right', name: 'Sharp Curved Track (right)', copiesInDeck: 4, isOperationalRail: true, moveCost: 2 },
{ geometry: 'turnout', hand: 'left', name: 'Turnout (left)', copiesInDeck: 16, isOperationalRail: false, moveCost: 1 },
{ geometry: 'curved', hand: 'left', name: 'Curved track (left)', copiesInDeck: 16, isOperationalRail: true, moveCost: 1 },
/**
* SHARP CURVES ARE DEALT ZERO COPIES — Jesse's call, and the same treatment as Poling.
*
* The only thing that made them different from an ordinary curve was `moveCost: 2`, and nothing
* ever charged it: every switching move costs exactly 1, hard-coded. So the 8 cards in the deck
* were geometric duplicates of the curves, taking 8 draws from a deck the rebalance already thinks
* is too diluted. They come out rather than having the Move cost built, because a per-card movement
* cost is a change to the Move model and the rebalance can wait.
*
* The rows stay in the catalogue at zero, exactly as Poling does, so the design is still visible
* and the geometry still works if they are ever dealt again.
*/
{ geometry: 'sharpCurved', hand: 'right', name: 'Sharp Curved Track (right)', copiesInDeck: 0, isOperationalRail: true, moveCost: 2 },
{ geometry: 'sharpCurved', hand: 'left', name: 'Sharp Curved Track (left)', copiesInDeck: 0, isOperationalRail: true, moveCost: 2 },
{ geometry: 'turnout', hand: 'right', name: 'Turnout (right)', copiesInDeck: 16, isOperationalRail: false, moveCost: 1 },
{ geometry: 'turnout', hand: 'left', name: 'Turnout (left)', copiesInDeck: 16, isOperationalRail: false, moveCost: 1 },
];
/** 104 — the sheet's "Total track". */
@@ -321,8 +340,14 @@ export type TrainRules = {
/** X17 Campaign, X18 Circus: a scheduled stop that does something. */
stopEarnsPoint?: boolean;
stopThenExpedite?: boolean;
/** The Second Section card copies the next scheduled train. */
copiesNextScheduled?: boolean;
/**
* `copiesNextScheduled` was here and is DELETED. No train card ever carried it: a Second Section
* is a Maneuver card played on a train that is due out, and it has its own intent
* (`newTrain.secondSection`, `SECOND_SECTION` below) which has been implemented all along. The
* flag was a second, unreachable way to describe a mechanic that already worked — it appeared in
* the "nine rules read by nothing" count while being the one entry that needed removing rather
* than building.
*/
note?: string;
};
@@ -567,21 +592,72 @@ export type EnhancementRule = {
requiresInDistrict?: EnhancementKey;
/** Bonus added to an opposing train's number when resolving a meet, once a Day. */
dispatchBonus?: number;
/**
* WHETHER THE PRINTED EFFECT ACTUALLY DOES ANYTHING, so the card can say so.
*
* - `live` — resolves in a solitaire game.
* - `dormantSolo` — implemented and read at the point of attack, but the attack is an
* opponent-directed card that a solitaire deck does not contain (Q6).
* - `unbuilt` — nothing reads it at all. The effect is recorded here and not yet written.
*
* Seven of the ten are live. Each row below cites the file that reads it, because the first
* attempt at this table got FIVE of the ten wrong: it was filled in by grepping for four helper
* function names and reading "no match" as "no implementation", when Interlocking, Yard Office,
* Small Yard and ABS Signals are all read directly by key — and all four are covered by tests in
* `enhancements.test.ts` that were passing the whole time. The result was a tooltip telling players
* that four working cards did nothing, which is worse than the bare label it replaced.
*
* KEEP THIS HONEST, AND CHECK THE CITATION. Implementing one of these means changing its value in
* the same commit; otherwise the card goes on apologising for something it now does. It is data
* rather than something derived because "is this key read anywhere" is not a question the type
* system can answer — but a claim here without a file reference beside it is a claim nobody checked.
*/
effect: 'live' | 'dormantSolo' | 'unbuilt';
};
export const ENHANCEMENT_RULES: readonly EnhancementRule[] = [
{ key: 'interlocking', placement: 'runningTrackStraight' },
{ key: 'facingPointLocks', placement: 'onCard', requiresInDistrict: 'interlocking' },
{ key: 'yardOffice', placement: 'secondaryTrackStraight' },
{ key: 'smallYard', placement: 'secondaryTrackStraight' },
{ key: 'waterColumn', placement: 'runningTrackStraight' },
{ key: 'overpass', placement: 'onCard' },
{ key: 'telegraph', placement: 'runningTrackStraight', dispatchBonus: 4 },
{ key: 'telephone', placement: 'onCard', requiresOnSameCard: 'telegraph', dispatchBonus: 8 },
{ key: 'radio', placement: 'onCard', requiresOnSameCard: 'telephone', dispatchBonus: 12 },
{ key: 'absSignals', placement: 'mainlineCard' },
// Holds an arrival at the Limits instead of colliding when the Office is full — advance.ts:770.
{ key: 'interlocking', placement: 'runningTrackStraight', effect: 'live' },
// Wired at apply.ts:1738, but it answers Derail, an Action card the solitaire deck omits (Q6).
{ key: 'facingPointLocks', placement: 'onCard', requiresInDistrict: 'interlocking', effect: 'dormantSolo' },
// Diverts a coachless arrival away from the Train Order Office — advance.ts:750.
{ key: 'yardOffice', placement: 'secondaryTrackStraight', effect: 'live' },
// Lets a consist be re-ordered for one Move — apply.ts:405.
{ key: 'smallYard', placement: 'secondaryTrackStraight', effect: 'live' },
// Wired at apply.ts:1743, but it removes a Watertower, a Space-use card the solo deck omits.
{ key: 'waterColumn', placement: 'runningTrackStraight', effect: 'dormantSolo' },
// The only one with NO code path at all: nothing anywhere reads `overpass`.
{ key: 'overpass', placement: 'onCard', effect: 'unbuilt' },
{ key: 'telegraph', placement: 'runningTrackStraight', dispatchBonus: 4, effect: 'live' },
{ key: 'telephone', placement: 'onCard', requiresOnSameCard: 'telegraph', dispatchBonus: 8, effect: 'live' },
{ key: 'radio', placement: 'onCard', requiresOnSameCard: 'telephone', dispatchBonus: 12, effect: 'live' },
// Stored on the Mainline node rather than in `enhancements[]` — apply.ts:1461, read at
// advance.ts:599 (no rear-ending) and advance.ts:721 (the follower holds instead of being ruled on).
{ key: 'absSignals', placement: 'mainlineCard', effect: 'live' },
];
/**
* What an Enhancement's card does, and whether it does it yet — one line, ready for a tooltip.
*
* Reported from playtesting: an Interlocking on the board is a bare label with no hover text at all.
* Saying only the printed effect would be worse than silence for the four that are `unbuilt` — a
* player who builds one to hold a train at the Limit watches it not happen with no way to tell a
* misread card from a bug. Same discipline as `checkPlay`'s NOT_IMPLEMENTED: never let a card look
* like it is doing something it is not.
*/
export function enhancementText(key: string): string | null {
const card = ENHANCEMENT_CARDS.find((c) => c.key === key);
if (!card) return null;
const rule = enhancementRule(key);
const note =
rule?.effect === 'unbuilt'
? ' — NOT YET IMPLEMENTED: this card has no effect in play.'
: rule?.effect === 'dormantSolo'
? ' — it answers an opponent-directed card, which a solitaire deck does not contain, so it never fires in this game.'
: '';
return `${card.name}: ${card.effect}${note}`;
}
export function enhancementRule(key: string): EnhancementRule | null {
return ENHANCEMENT_RULES.find((r) => r.key === key) ?? null;
}
@@ -677,6 +753,15 @@ export const REGIONS_PER_MAINLINE_CARD = 2; // provisional, pending §10 Q2
export const STAGES_PER_DAY = 12;
export const STAGES_PER_SHIFT = 3;
export const HAND_LIMIT = 3;
/**
* The opening deal: 3 track cards and 3 others, from two separately shuffled piles (`setup.ts`).
*
* Six against a limit of three on purpose — the first turn is spent choosing which district you can
* afford to build. PROVISIONAL, and flagged in `TODO.md` for review after play.
*/
export const OPENING_TRACK = 3;
export const OPENING_OTHER = 3;
export const MAX_CONSIST = 4;
export const MOVES_PER_LOCAL_OPS = 6;
export const MOVES_PER_LOCAL_OPS_NIGHT = 5;
+20
View File
@@ -136,6 +136,26 @@ export type RejectionCode =
| 'ON_RUNNING_TRACK'
/** A card with no east-west road would dead-end the Running Track it was laid in. */
| 'BREAKS_RUNNING_TRACK'
/**
* A turnout may be laid on top of a straight, or of a curve on the same arc as its diverging leg
* — but only those, and only while the square is idle. See `checkTurnoutUpgrade`.
*/
| 'NOT_UPGRADEABLE_TRACK'
/** You cannot swap the track out from under a standing car. */
| 'UPGRADE_OCCUPIED'
/** An Interlocking or Telegraph is built on that card; the upgrade would have to lift it. */
| 'UPGRADE_ENHANCED'
/**
* §7 — the operating rules printed on a train's own card. Each names the restriction it broke, so
* the UI can say which card is refusing rather than "illegal move".
*/
| 'NO_SWITCHING'
| 'NOT_A_TERMINAL'
| 'COACH_MUST_STAY'
| 'FREIGHT_WORKED_HERE'
| 'NO_PASSENGER_WORK'
| 'PICKUP_NOT_ALLOWED'
| 'EMPTIES_ONLY'
| 'NOT_IMPLEMENTED'
| 'WRONG_INTENT'
| 'NOT_A_GRADE'
+28 -2
View File
@@ -156,7 +156,22 @@ function localOpsCandidates(s: GameState, player: PlayerIndex): Intent[] {
out.push({ type: 'card.play', cardId, node });
}
}
const targets = onMainline ? [] : kind?.kind === 'enhancement' ? attachments : placements;
/**
* A TURNOUT MAY ALSO UPGRADE A CARD ALREADY DOWN, so it is offered the occupied cells as well as
* the empty ones — `check` decides which of them it can actually be laid over. Without this the
* upgrade rule exists in the engine and is never once presented, which is precisely how the 18
* Enhancement cards came to be permanently dead.
*
* Deduplicated because the two lists overlap: `placements` already contains the Limits signs.
*/
const isTurnout = kind?.kind === 'track' && kind.geometry === 'turnout';
const targets = onMainline
? []
: kind?.kind === 'enhancement'
? attachments
: isTurnout
? dedupe([...placements, ...attachments])
: placements;
// Orientation is chosen on placement, and a printed card turns but never flips, so the widest
// variant set is TWO. Anything that is not track has a single orientation and needs one entry.
const rotations = kind?.kind === 'track' ? variantsFor(kind.geometry, kind.hand).length : 1;
@@ -226,7 +241,8 @@ function loadUnloadCandidates(s: GameState, player: PlayerIndex): Intent[] {
const f = area.grid.get(`${coord.row},${coord.col}`)?.facility;
if (f) {
out.push({ type: 'laborer.startLoad', at: coord });
for (let box = 0; box < f.menAtWork.length; box++) {
// A Passenger Facility has no MEN | AT | WORK boxes to advance a load along.
for (let box = 0; box < (f.menAtWork?.length ?? 0); box++) {
out.push({ type: 'laborer.advanceLoad', at: coord, box });
}
for (let ci = 0; ci < f.industryTrack.cars.length; ci++) {
@@ -248,6 +264,16 @@ function facilityCoords(s: GameState, player: PlayerIndex): GridCoord[] {
return out;
}
function dedupe(coords: GridCoord[]): GridCoord[] {
const seen = new Set<string>();
return coords.filter((c) => {
const k = `${c.row},${c.col}`;
if (seen.has(k)) return false;
seen.add(k);
return true;
});
}
/** Empty cells adjacent to occupied ones — `check` decides which actually connect. */
function placementCandidates(s: GameState, player: PlayerIndex): GridCoord[] {
const area = areaOf(s, player);
+47 -7
View File
@@ -16,6 +16,8 @@ import {
MOVES_PER_LOCAL_OPS,
MODIFIER_PROFILES,
OFFICE_PROFILES,
OPENING_OTHER,
OPENING_TRACK,
MAINLINE_PROFILES,
mainlineProfile,
TRACK_CARDS,
@@ -173,7 +175,10 @@ function buildPassengerFacility(tier: Parameters<typeof officeProfile>[0]): NonN
outboundBox: [],
inboundBox: [],
capacity: { outbound: p.passengerOut, inbound: p.passengerIn },
menAtWork: [null, null, null],
// No freight pipeline: a Depot, Station and Terminal work passengers only, and the MEN | AT |
// WORK sign is printed "For Freight Facilities" (rules-v0.2.md:452). This was a three-slot array
// of nulls, which read as "three empty boxes" to every renderer that looked.
menAtWork: null,
industryTrack: { length: 0, cars: [] },
laborers: 0,
porters: p.porters,
@@ -244,21 +249,56 @@ export function createGame(opts: SetupOptions): GameState {
const superintendent = argmax(superRolls);
void divisionRolls; // seating is fixed by array order; the roll is recorded for the event log
// §4.6-4.7 - shuffle, deal three each, then turn three face-up as the Department slots.
/**
* §4.6-4.7 — THE OPENING DEAL, dealt from two piles rather than one.
*
* Track is shuffled SEPARATELY from everything else and each player is dealt **3 track cards and 3
* other cards**; the track left over is then shuffled back in and the game runs off one deck as
* before. The player opens holding six against a limit of three, so the first turn is spent
* choosing what to keep — draw as usual, then play or discard down to three (§6.2, enforced on
* `draw.end`, which needs no special case for this).
*
* WHY. A run-around needs five specific pieces in a usable order, and the bot held a turnout and a
* matching-hand curve together on **0.2% of turns** — about once every eight games. Measured five
* ways, that is a SUPPLY problem and not a bot weakness: 91 run-arounds per 100 games when track
* was a private 26-piece supply the player chose from, 29 per 100 once it was drawn, 4 per 60 with
* track in the deck. Dealing the opening district as track restores something close to the
* prototype's private supply without reintroducing an unbounded one, and makes the opening a
* decision rather than a wait.
*
* PROVISIONAL — flagged for review once it has been played. See `TODO.md`.
*/
const deck = buildDeck(config.mode);
const cards = new Map<CardId, Card>();
for (const c of deck) cards.set(c.id, c);
const shuffled = rng.shuffle(deck.map((c) => c.id));
const isTrack = (id: CardId): boolean => cards.get(id)?.kind.kind === 'track';
const ids = deck.map((c) => c.id);
// Shuffled in a fixed order — track first — so the RNG stream is deterministic for a given seed.
const trackPile = rng.shuffle(ids.filter(isTrack));
const otherPile = rng.shuffle(ids.filter((id) => !isTrack(id)));
const hands = new Map<PlayerIndex, CardId[]>();
let cursor = 0;
let trackCursor = 0;
let otherCursor = 0;
for (let i = 0; i < playerCount; i++) {
const p = (superintendent + i) % playerCount;
hands.set(p, shuffled.slice(cursor, cursor + 3));
cursor += 3;
hands.set(p, [
...trackPile.slice(trackCursor, trackCursor + OPENING_TRACK),
...otherPile.slice(otherCursor, otherCursor + OPENING_OTHER),
]);
trackCursor += OPENING_TRACK;
otherCursor += OPENING_OTHER;
}
// The remainder goes back into ONE deck for the rest of the game — the split is an opening-deal
// device only, so track competes for the draw exactly as before from the first draw onward.
const shuffled = rng.shuffle([...trackPile.slice(trackCursor), ...otherPile.slice(otherCursor)]);
// §4.6-4.7 — three cards turned face up beside the deck. Each is the bottom of a Department pile
// that grows as players discard onto it.
// that grows as players discard onto it. Taken after the recombination, so a Department slot can
// show track like any other card.
let cursor = 0;
const departments: CardId[][] = [[], [], []];
for (const pile of departments) {
const card = shuffled[cursor++];
+32 -3
View File
@@ -150,8 +150,17 @@ export type Facility = {
outboundBox: RollingStock[];
inboundBox: RollingStock[];
capacity: { outbound: number; inbound: number };
/** Freight only. One load per box; three boxes, so it is a pipeline (§9.1). */
menAtWork: [Load | null, Load | null, Load | null];
/**
* FREIGHT ONLY — `null` on a Passenger Facility, which is what makes that unrepresentable rather
* than merely unused.
*
* One load per box; three boxes, so it is a pipeline (§9.1). §9.2's passenger work is porters
* boarding and detraining with no pipeline at all, and the sign is printed "For Freight
* Facilities" (rules-v0.2.md:452). Every Office got a three-slot array anyway, and because it was
* an array the renderers happily drew three boxes on a Depot that has no Laborer to work them —
* reported from playtesting. Typing it away means a fourth renderer cannot reintroduce the bug.
*/
menAtWork: [Load | null, Load | null, Load | null] | null;
/** Where cars are spotted for loading and unloading. */
industryTrack: { length: number; cars: RollingStock[] };
laborers: number;
@@ -203,7 +212,8 @@ export function isOperationalRail(card: TrackCard): boolean {
* `isOperationalRail` for exactly that reason.
*/
export function isLockedByWork(card: TrackCard): boolean {
return !!card.facility && card.facility.menAtWork.some((slot) => slot !== null);
// A Passenger Facility has no pipeline, so it is never locked by freight work.
return !!card.facility?.menAtWork?.some((slot) => slot !== null);
}
// ---------------------------------------------------------------------------
@@ -263,6 +273,15 @@ export type CrewTray = {
* runs once and is gone; there is no second visit to claim it on.
*/
stopPointClaimed?: boolean;
/**
* X17 Campaign Train — "one turn at station (speeches) then expedite".
*
* It makes its speech at the first Office it reaches: that arrival is an ordinary stop, and from
* then on the train runs expedited, departing every Office in the Stage it arrives. Recorded on the
* tray for the same reason as `stopPointClaimed` — it is the TRAIN that stops, and an Extra runs
* once, so there is no later visit to hang it on.
*/
speechMade?: boolean;
};
// ---------------------------------------------------------------------------
@@ -450,6 +469,15 @@ export type TurnState = {
movesRemaining: number;
drawnThisTurn: boolean;
freightAgentUsed: boolean;
/**
* Trains 3/4 Express — "may drop or pick up ONE freight car at every location".
*
* Keyed `trayId@row,col`, counting freight cars that train has exchanged on that square this turn.
* Per LOCATION rather than per turn, so the Express can work its way along a district a car at a
* time — which is what makes it an Express rather than a train that may move one car a Stage.
* Cleared with the rest of the turn.
*/
freightWorked: Record<string, number>;
/** Set when the actor finishes; the phase driver then moves to the next player. */
done: boolean;
};
@@ -460,6 +488,7 @@ export function freshTurn(moves: number): TurnState {
movesRemaining: moves,
drawnThisTurn: false,
freightAgentUsed: false,
freightWorked: {},
done: false,
};
}
+34 -14
View File
@@ -123,7 +123,7 @@ export function connectionsFor(card: TrackCard): readonly PortPair[] {
*/
case 'curved':
case 'sharpCurved': {
const arc = card.geometry.arc ?? (card.geometry.hand === 'right' ? 'se' : 'sw');
const arc = card.geometry.arc ?? (card.geometry.hand === 'right' ? 'sw' : 'se');
return [[arc[0] as Port, arc[1] as Port]];
}
}
@@ -131,8 +131,12 @@ export function connectionsFor(card: TrackCard): readonly PortPair[] {
}
/**
* A turnout with no stated orientation takes this one — the left-hand card at 0°, i.e. the
* A turnout with no stated orientation takes this one — the right-hand card at 0°, i.e. the
* `ne_sw` slope. Only hand-less fixtures reach it; `variantsFor` always states an orientation.
*
* The ORIENTATION here is unchanged by the handedness fix; only the word for it moved, because
* `ne_sw` is now the right hand. Fixtures that lay a bare turnout get the same physical card as
* before, which is what keeps existing tests and saves describing the same board.
*/
export const DEFAULT_TURNOUT: TurnoutOrientation = { stem: 'w', through: 'e', diverge: 's' };
@@ -197,9 +201,24 @@ export function joins(a: TrackCard, p: Port, b: TrackCard): boolean {
* and south, but never between diagonals.
*
* So handedness is not decoration and not merely a supply label: it is the slope, and a siding
* needs one card of each hand (a left turnout to drop off the main, a right curve to climb back).
* Which printed row we call "left" is the one arbitrary bit, and it lives entirely in the two
* tables below.
* needs one card of each hand (a right turnout to drop off the main, a left curve to climb back).
* Which printed row we call "left" is fixed by the prototype and lives entirely in the two tables
* below.
*
* WHICH ROW IS WHICH. A turnout is named for the side the diverging route leaves toward, seen by a
* train entering at the points. Take `{stem:'e', through:'w', diverge:'s'}`: the train enters at the
* east edge heading west, and facing west its left hand points south — so a leg going south is a
* LEFT-hand turnout. Turn the card 180° and it enters heading east with the leg going north, which
* is left again; that invariance under rotation is exactly why the hand can be a property of the
* card. Both orientations lie on `nw_se`, so LEFT IS `nw_se`.
*
* A curve has no points of its own, so it takes its hand from the turnout whose leg it continues —
* which is what makes "a run-around needs one card of each hand" true. Both tables therefore put
* left on the SAME diagonal: a left turnout's leg lands on `nw_se` and only a left curve can carry
* it onward.
*
* Both tables were inverted until playtesting caught it, so every label named the mirror card. The
* geometry was never wrong — the board draws from `connectionsFor` — only the words.
*
* §A.1's constraint is preserved: a turnout's two legs still never join each other.
*/
@@ -209,26 +228,27 @@ export type TrackVariant = {
bypass?: Port;
};
/** Left-hand cards lie on `ne_sw`, right-hand on `nw_se`; 0° sends the leg south, 180° north. */
/** Left-hand curves lie on `nw_se`, right-hand on `ne_sw`; 0° sends the leg south, 180° north. */
const CURVE_VARIANTS: Record<Hand, readonly TrackArc[]> = {
left: ['sw', 'ne'],
right: ['se', 'nw'],
none: ['sw', 'ne'],
left: ['se', 'nw'],
right: ['sw', 'ne'],
none: ['se', 'nw'],
};
/** Left-hand turnouts lie on `nw_se`, right-hand on `ne_sw` — the same diagonals as the curves. */
const TURNOUT_VARIANTS: Record<Hand, readonly TurnoutOrientation[]> = {
left: [
{ stem: 'w', through: 'e', diverge: 's' },
{ stem: 'e', through: 'w', diverge: 'n' },
],
right: [
{ stem: 'e', through: 'w', diverge: 's' },
{ stem: 'w', through: 'e', diverge: 'n' },
],
none: [
right: [
{ stem: 'w', through: 'e', diverge: 's' },
{ stem: 'e', through: 'w', diverge: 'n' },
],
none: [
{ stem: 'e', through: 'w', diverge: 's' },
{ stem: 'w', through: 'e', diverge: 'n' },
],
};
export function variantsFor(geometry: TrackGeometry, hand: Hand = 'none'): TrackVariant[] {