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);