v0.3.0 — playtest fixes, two new rules, and §7 enforced
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+47
-7
@@ -16,6 +16,8 @@ import {
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MOVES_PER_LOCAL_OPS,
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MODIFIER_PROFILES,
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OFFICE_PROFILES,
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OPENING_OTHER,
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OPENING_TRACK,
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MAINLINE_PROFILES,
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mainlineProfile,
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TRACK_CARDS,
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@@ -173,7 +175,10 @@ function buildPassengerFacility(tier: Parameters<typeof officeProfile>[0]): NonN
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outboundBox: [],
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inboundBox: [],
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capacity: { outbound: p.passengerOut, inbound: p.passengerIn },
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menAtWork: [null, null, null],
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// No freight pipeline: a Depot, Station and Terminal work passengers only, and the MEN | AT |
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// WORK sign is printed "For Freight Facilities" (rules-v0.2.md:452). This was a three-slot array
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// of nulls, which read as "three empty boxes" to every renderer that looked.
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menAtWork: null,
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industryTrack: { length: 0, cars: [] },
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laborers: 0,
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porters: p.porters,
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@@ -244,21 +249,56 @@ export function createGame(opts: SetupOptions): GameState {
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const superintendent = argmax(superRolls);
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void divisionRolls; // seating is fixed by array order; the roll is recorded for the event log
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// §4.6-4.7 - shuffle, deal three each, then turn three face-up as the Department slots.
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/**
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* §4.6-4.7 — THE OPENING DEAL, dealt from two piles rather than one.
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*
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* Track is shuffled SEPARATELY from everything else and each player is dealt **3 track cards and 3
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* other cards**; the track left over is then shuffled back in and the game runs off one deck as
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* before. The player opens holding six against a limit of three, so the first turn is spent
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* choosing what to keep — draw as usual, then play or discard down to three (§6.2, enforced on
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* `draw.end`, which needs no special case for this).
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*
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* WHY. A run-around needs five specific pieces in a usable order, and the bot held a turnout and a
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* matching-hand curve together on **0.2% of turns** — about once every eight games. Measured five
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* ways, that is a SUPPLY problem and not a bot weakness: 91 run-arounds per 100 games when track
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* was a private 26-piece supply the player chose from, 29 per 100 once it was drawn, 4 per 60 with
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* track in the deck. Dealing the opening district as track restores something close to the
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* prototype's private supply without reintroducing an unbounded one, and makes the opening a
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* decision rather than a wait.
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*
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* PROVISIONAL — flagged for review once it has been played. See `TODO.md`.
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*/
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const deck = buildDeck(config.mode);
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const cards = new Map<CardId, Card>();
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for (const c of deck) cards.set(c.id, c);
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const shuffled = rng.shuffle(deck.map((c) => c.id));
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const isTrack = (id: CardId): boolean => cards.get(id)?.kind.kind === 'track';
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const ids = deck.map((c) => c.id);
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// Shuffled in a fixed order — track first — so the RNG stream is deterministic for a given seed.
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const trackPile = rng.shuffle(ids.filter(isTrack));
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const otherPile = rng.shuffle(ids.filter((id) => !isTrack(id)));
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const hands = new Map<PlayerIndex, CardId[]>();
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let cursor = 0;
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let trackCursor = 0;
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let otherCursor = 0;
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for (let i = 0; i < playerCount; i++) {
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const p = (superintendent + i) % playerCount;
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hands.set(p, shuffled.slice(cursor, cursor + 3));
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cursor += 3;
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hands.set(p, [
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...trackPile.slice(trackCursor, trackCursor + OPENING_TRACK),
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...otherPile.slice(otherCursor, otherCursor + OPENING_OTHER),
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]);
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trackCursor += OPENING_TRACK;
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otherCursor += OPENING_OTHER;
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}
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// The remainder goes back into ONE deck for the rest of the game — the split is an opening-deal
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// device only, so track competes for the draw exactly as before from the first draw onward.
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const shuffled = rng.shuffle([...trackPile.slice(trackCursor), ...otherPile.slice(otherCursor)]);
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// §4.6-4.7 — three cards turned face up beside the deck. Each is the bottom of a Department pile
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// that grows as players discard onto it.
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// that grows as players discard onto it. Taken after the recombination, so a Department slot can
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// show track like any other card.
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let cursor = 0;
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const departments: CardId[][] = [[], [], []];
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for (const pile of departments) {
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const card = shuffled[cursor++];
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