v0.7.2 — a leg that is part of the row, the deck the sheet prints, regions not miles per hour, and a Division you read left to right

Gitea#17 — a 45° leg is an end of the west-to-east row, so backing into a cut
through a curve's south leg no longer couples it back to front. The same
assumption left a crew's own cut standing when it pulled out through a leg,
which is the "cars left behind" report we had failed to reproduce.

Gitea#14 — every count is docs/Deck cards5.xlsx. Track halved, and the Q12
office doubling and Gap 12 industry tripling both come out with it: they were
measured against a deck with twice the track, and keeping them at the sheet's
track count wipes out the reefer chain entirely. 84 rows now match card for
card; the ten Safety, Event and Inspection cards it adds are not built and are
held out. Cards the sheet no longer lists are dealt zero copies rather than
deleted, so their rules stay implemented.

Gitea#15 — RAR reversed it: a rail may stop dead against its neighbour and the
placement is legal. What must hold is that no train crosses the gap, which was
already true and is now pinned against the reported board.

Gitea#3 — the printed speeds are scenery. A card costs one Stage per printed
region and where a train STARTS is what varies; Fast/Slow is read on Hilly
alone. Entering a one-region card behind another is a collision now, which is
what ABS exists to prevent, and ABS no longer holds trains silently.

Gitea#18 — the Division draws as one row, west to east, with no office-area
detail. East is finally always to the right.

Closes #3
Closes #14
Closes #15
Closes #17
Closes #18
This commit is contained in:
Jesse.Markowitz
2026-08-26 15:20:56 -04:00
parent 441447648d
commit 2ab25e320c
23 changed files with 4619 additions and 3264 deletions
+258 -48
View File
@@ -12,6 +12,7 @@
import { describe, it } from 'node:test';
import assert from 'node:assert/strict';
import type { MainlineKind } from '../src/engine/content.ts';
import { advance } from '../src/engine/advance.ts';
import { applyIntent, areaOf, check } from '../src/engine/apply.ts';
import { legalActions } from '../src/engine/legal.ts';
@@ -43,6 +44,20 @@ const game = (seed = 5): GameState => createGame({ id: 'g', seed, config, player
const at = (row: number, col: number): GridCoord => ({ row, col });
/** Puts a card of `kind`/`key` in hand and returns its id. */
/**
* Puts a specific rules card in hand and returns its id, MINTING ONE IF THE DECK NO LONGER DEALS IT.
*
* A card at `copies: 0` is still a card: the catalogue keeps its row and the engine keeps its rule,
* so the design stays visible and the mechanic works the moment it is dealt again. Poling and the
* sharp curves have been treated that way for a while, and Gitea#14 put the dispatching ladder,
* Facing Point Locks, Flying Switch, Section House and Vandalism there too — none of them are in
* `docs/Deck cards5.xlsx`.
*
* This used to throw when it could not find one, which made "dealt zero copies" and "deleted"
* indistinguishable from a test's point of view: zeroing Flying Switch took five passing tests of a
* rule that had not changed at all down with it. Minting keeps the rule under test independently of
* whether the deck currently deals the card, which is the whole reason for keeping the row.
*/
function hand(s: GameState, kind: string, key: string): string {
for (const [id, card] of s.cards) {
const k = card.kind as { kind: string; key?: string };
@@ -51,7 +66,10 @@ function hand(s: GameState, kind: string, key: string): string {
return id;
}
}
throw new Error(`no ${kind} card: ${key}`);
const id = `zero-copy-${kind}-${key}`;
s.cards.set(id, { id, kind: { kind, key } } as never);
s.decks.hands.set(0, [id]);
return id;
}
/**
@@ -90,53 +108,124 @@ function drawTurn(s: GameState): void {
// ---------------------------------------------------------------------------
describe('grade modifiers change crossing time', () => {
it('a Heavy Grade takes two Stages bare', () => {
assert.equal(crossingStages('heavyGrade', 'fast', false), 2);
/**
* Crossing time on the region model (Gitea#3). `cross` fills in the parts each test does not care
* about, so the numbers below read as the table RAR gave rather than as argument lists.
*/
const cross = (
kind: Parameters<typeof crossingStages>[0],
over: Partial<Parameters<typeof crossingStages>[1]> = {},
): number =>
crossingStages(kind, {
trainSpeed: 'fast',
direction: 'east',
gradeUp: 'east',
modifiers: [],
...over,
});
describe('a card costs one Stage per printed region (Gitea#3)', () => {
/**
* RAR, 2026-08-26, and this REPLACES the two rules that were here before — Q1, "the printed 60/30
* are mph expressed as crossing time", and Q2, "a Slow train adds one Stage to every card".
*
* "Ignore speed signs, they are just graphics. Regions shown on cards indicate how many stages it
* takes to cross. Plains is 1. Double track is 1, tunnel is 2, curves is 2, heavy grade is 3
* unless you have help."
*
* The report that opened the issue was a Slow train taking two Stages to clear Double Track. Q2 is
* what did that, and it is gone.
*/
it('crosses in the number of regions the card prints, whatever the train', () => {
for (const speed of ['fast', 'slow'] as const) {
assert.equal(cross('plains', { trainSpeed: speed }), 1, `plains, ${speed}`);
assert.equal(cross('doubleTrack', { trainSpeed: speed }), 1, `double track, ${speed}`);
assert.equal(cross('trestle', { trainSpeed: speed }), 1, `trestle, ${speed}`);
assert.equal(cross('curves', { trainSpeed: speed }), 2, `curves, ${speed}`);
assert.equal(cross('tunnel', { trainSpeed: speed }), 2, `tunnel, ${speed}`);
assert.equal(cross('heavyGrade', { trainSpeed: speed }), 3, `heavy grade, ${speed}`);
}
});
it('reads Fast/Slow on Hilly and on nothing else', () => {
// "Some cards say fast / slow… Fast / Slow does not apply to every card — just those that say
// fast / slow on them. Currently this is only hilly." A fast train starts in the second region.
assert.equal(cross('hilly', { trainSpeed: 'fast' }), 1);
assert.equal(cross('hilly', { trainSpeed: 'slow' }), 2);
});
it('does not read the consist any more', () => {
// Hilly used to take its split off the printed P60/F30 and decide by whether the train carried a
// coach, so a fast freight crossed slower than a slow passenger train. RAR: "I notice that you
// are basing stages in mainline cards off coach/non-coach. Actually, all trains are rated as
// FAST and SLOW." `crossingStages` no longer takes a consist at all — this test is here so the
// deletion is deliberate rather than incidental.
assert.equal(cross('hilly', { trainSpeed: 'fast' }), cross('hilly', { trainSpeed: 'fast' }));
});
it('runs a train through a siding or an Interchange in one Stage', () => {
// Both print a back region that is not part of the road, so a train passing through starts past
// it. What that region is FOR is tested below and in the collision tests.
assert.equal(cross('uncontrolledSiding'), 1);
assert.equal(cross('interchange'), 1);
});
it('costs the extra Stage to anything starting in that back region', () => {
// The Uncontrolled Siding with a train already on it, and an Extra beginning its run at an
// Interchange. Both start at the back and have the whole card to run.
assert.equal(cross('uncontrolledSiding', { startsAtBack: true }), 2);
assert.equal(cross('interchange', { startsAtBack: true }), 2);
});
});
describe('grade modifiers move the start, not the clock', () => {
it('a Heavy Grade takes three Stages bare', () => {
// Three regions, up from the two the old 30mph reading gave it.
assert.equal(cross('heavyGrade'), 3);
});
it('Brakeman speeds the descent but not the climb', () => {
// Q11 — the card prints "(Up)" and "Player sets orientation", so the last argument is which
// way is UPHILL. With up = east, a westbound train is descending.
assert.equal(crossingStages('heavyGrade', 'fast', false, ['brakeman'], 'west', 'east'), 1);
assert.equal(crossingStages('heavyGrade', 'fast', false, ['brakeman'], 'east', 'east'), 2);
// Q11 — the card prints "(Up)" and "Player sets orientation", so `gradeUp` is which way is
// UPHILL. With up = east, a westbound train is descending.
assert.equal(cross('heavyGrade', { modifiers: ['brakeman'], direction: 'west' }), 2);
assert.equal(cross('heavyGrade', { modifiers: ['brakeman'], direction: 'east' }), 3);
});
it('follows the orientation the player chose, not a fixed compass direction', () => {
// The same train on the same card, with the card turned around: Brakeman helps a westbound
// train on an east-climbing grade, and an eastbound one when the grade climbs west.
assert.equal(crossingStages('heavyGrade', 'fast', false, ['brakeman'], 'east', 'west'), 1);
assert.equal(crossingStages('heavyGrade', 'fast', false, ['brakeman'], 'west', 'west'), 2);
assert.equal(crossingStages('heavyGrade', 'fast', false, ['helpers'], 'west', 'west'), 1);
assert.equal(crossingStages('heavyGrade', 'fast', false, ['helpers'], 'east', 'west'), 2);
it('follows the orientation the card was dealt, not a fixed compass direction', () => {
// The same train on the same card, with the card turned around.
assert.equal(cross('heavyGrade', { modifiers: ['brakeman'], direction: 'east', gradeUp: 'west' }), 2);
assert.equal(cross('heavyGrade', { modifiers: ['brakeman'], direction: 'west', gradeUp: 'west' }), 3);
assert.equal(cross('heavyGrade', { modifiers: ['helpers'], direction: 'west', gradeUp: 'west' }), 2);
assert.equal(cross('heavyGrade', { modifiers: ['helpers'], direction: 'east', gradeUp: 'west' }), 3);
});
it('Helpers speed the climb but not the descent', () => {
assert.equal(crossingStages('heavyGrade', 'fast', false, ['helpers'], 'east', 'east'), 1);
assert.equal(crossingStages('heavyGrade', 'fast', false, ['helpers'], 'west', 'east'), 2);
// RAR: "helpers… helps all trains going up hill by starting 1 region easier — so 2 to traverse,
// not 3."
assert.equal(cross('heavyGrade', { modifiers: ['helpers'], direction: 'east' }), 2);
assert.equal(cross('heavyGrade', { modifiers: ['helpers'], direction: 'west' }), 3);
});
it('Airbrakes stack with Brakeman on a slow train', () => {
// A slow train pays 3 on a grade; Brakeman and Airbrakes take one Stage each.
assert.equal(crossingStages('heavyGrade', 'slow', false, [], 'west', 'east'), 3);
assert.equal(crossingStages('heavyGrade', 'slow', false, ['brakeman'], 'west', 'east'), 2);
assert.equal(
crossingStages('heavyGrade', 'slow', false, ['brakeman', 'airbrakes'], 'west', 'east'),
1,
);
it('Airbrakes stack on top of Brakeman', () => {
// "Airbrakes is an upgrade from brakemen (which must be played first)", so a fully-equipped
// grade is one Stage downhill — and `check` refuses Airbrakes without Brakeman already there.
assert.equal(cross('heavyGrade', { direction: 'west' }), 3);
assert.equal(cross('heavyGrade', { modifiers: ['brakeman'], direction: 'west' }), 2);
assert.equal(cross('heavyGrade', { modifiers: ['brakeman', 'airbrakes'], direction: 'west' }), 1);
});
it('never lets a train cross in no time', () => {
// Three modifiers on a three-region card would otherwise put the start past the far edge.
assert.equal(
crossingStages('heavyGrade', 'fast', false, ['brakeman', 'airbrakes'], 'west', 'east'),
cross('heavyGrade', { modifiers: ['brakeman', 'airbrakes', 'helpers'], direction: 'west' }),
1,
);
});
it('leaves non-grade cards alone', () => {
// Brakeman on Plains would be an illegal placement anyway; the maths must not move regardless.
assert.equal(crossingStages('plains', 'fast', false, ['brakeman'], 'west', 'east'), 1);
assert.equal(crossingStages('curves', 'fast', false, ['helpers'], 'east', 'east'), 2);
assert.equal(cross('plains', { modifiers: ['brakeman'], direction: 'west' }), 1);
assert.equal(cross('curves', { modifiers: ['helpers'] }), 2);
});
});
@@ -209,8 +298,8 @@ describe('Realignment converts one Mainline type to another', () => {
assert.ok(r.ok);
assert.equal(node.card, 'plains', 'Curves realigns to Plains');
// The point of the card: Curves is a 30 (two Stages), Plains a 60 (one).
assert.equal(crossingStages(node.card, 'fast', false), 1);
// The point of the card: Curves prints two regions, Plains one, so realigning halves the time.
assert.equal(cross(node.card), 1);
});
it('refuses a card with no conversion listed', () => {
@@ -796,18 +885,35 @@ describe('Q13 — a train that catches the one ahead runs into it', () => {
* then region 1 — so it catches up whichever order the phase happens to process them in.
*/
const twoTrains = (opts: { absSignals?: boolean } = {}): { s: GameState; events: GameEvent[] } => {
const s = createGame({
id: 'rear', seed: 3,
config: {
mode: 'solitaire', days: 5, minCombinedRevenue: 0, maxCollisionsPerDay: 0, maxCollisionsTotal: 0, pvpCardsAllowed: false,
optionalRules: { reducedVisibility: false, employeeRotation: false, emergencyToolbox: false },
},
playerNames: ['bot'],
});
const index = s.division.nodes.findIndex(
(n) => n.kind === 'mainline' && !mainlineProfile(n.card).trainsMayPass,
);
assert.ok(index >= 0, 'no single-track Mainline card in this Division');
/**
* THE SEED IS SEARCHED FOR, NOT WRITTEN DOWN.
*
* This asked for seed 3 and asserted that its Division held a single-track Mainline card. It
* does not any more: the Division is laid out from the same RNG stream the card deck is
* shuffled from, so changing the SIZE of that deck re-deals the Division too. Gitea#14's deck
* counts moved it, and the test failed on its own precondition — "no single-track Mainline card
* in this Division" — which says nothing about the rule under test.
*
* The fixture needs A Division with a card trains may not pass on, not one particular one, so
* it now takes the first seed that provides one. That is stable across any future retune, and
* it fails loudly if such a Division stops being reachable at all.
*/
let s!: GameState;
let index = -1;
for (let seed = 3; seed < 200 && index < 0; seed++) {
s = createGame({
id: 'rear', seed,
config: {
mode: 'solitaire', days: 5, minCombinedRevenue: 0, maxCollisionsPerDay: 0, maxCollisionsTotal: 0, pvpCardsAllowed: false,
optionalRules: { reducedVisibility: false, employeeRotation: false, emergencyToolbox: false },
},
playerNames: ['bot'],
});
index = s.division.nodes.findIndex(
(n) => n.kind === 'mainline' && !mainlineProfile(n.card).trainsMayPass,
);
}
assert.ok(index >= 0, 'no seed under 200 deals a Division holding a single-track Mainline card');
const node = s.division.nodes[index]!;
assert.ok(node.kind === 'mainline');
if (node.kind !== 'mainline') throw new Error('unreachable');
@@ -863,12 +969,116 @@ describe('Q13 — a train that catches the one ahead runs into it', () => {
);
});
it('leaves trains alone on a card that prints "trains may pass"', () => {
// Double Track and Uncontrolled Siding hold two trains because they HAVE two roads. Catching up
// there means going past, which is what the card is for. Without this the mechanic fired 0.41
// times a game while the bot never once granted clearance — the tell that they were all
// passing cards.
/**
* ENTERING an occupied region, as opposed to catching up inside the card (Gitea#3).
*
* A card can be ONE region wide — Plains, Double Track and Trestle all are — so a following train
* granted clearance is in the same place as the train ahead the moment it arrives. Nothing tested
* that: the catch-up check lives inside `stagesRemaining > 1`, which a one-Stage crossing never
* reaches, so entering behind another train on a Plains was silently free.
*/
const enteringBehind = (card: MainlineKind, opts: { absSignals?: boolean } = {}) => {
const s = game();
const index = s.division.nodes.findIndex((n) => n.kind === 'mainline');
const node = s.division.nodes[index]!;
assert.ok(node.kind === 'mainline');
if (node.kind !== 'mainline') throw new Error('unreachable');
node.card = card;
node.transits = [];
if (opts.absSignals) node.absSignals = true;
/**
* THE TRAIN ALREADY THERE IS THE JUNIOR ONE, and that is what makes the situation reachable.
*
* Trains move lowest number first, so a card's occupant normally clears before anything behind
* it is even considered — put train 9 on the card and train 11 at the Division Point and 9 has
* gone by the time 11 enters. The conflict is a SUPERIOR train catching an inferior one that has
* not got out of the way yet, so the numbers run the other way round here.
*/
const leader = s.freeTrays.pop()!;
s.trays.set(leader, {
id: leader, trainNumber: 11, trainIsExtra: false, engineAt: 0,
consist: [{ type: 'boxcar', loaded: false }], direction: 'east',
position: { at: 'mainline', index },
} as never);
const total = crossingStages(card, { trainSpeed: 'fast', direction: 'east', gradeUp: 'east', modifiers: [] });
node.transits.push({ tray: leader, stagesRemaining: total, stagesTotal: total, direction: 'east' });
// And the one arriving, held at the Division Point west of it.
const dp = s.division.nodes[index - 1];
assert.ok(dp && dp.kind === 'divisionPoint', 'expected a Division Point west of the first card');
if (!dp || dp.kind !== 'divisionPoint') throw new Error('unreachable');
const follower = s.freeTrays.pop()!;
s.trays.set(follower, {
id: follower, trainNumber: 9, trainIsExtra: false, engineAt: 0,
consist: [{ type: 'boxcar', loaded: false }], direction: 'east',
position: { at: 'divisionPoint', side: dp.side },
} as never);
dp.holding.push(follower);
/**
* THE SUPERINTENDENT LETS IT IN, which is the whole point.
*
* A same-direction train in the Subdivision is not an absolute bar — §8.1 makes it a judgment
* call, and `advance` stops and asks. Granting it is what puts one train in behind another, and
* §10 is then explicit that the wreck is the Superintendent's fault. So the fixture answers
* `allow: true` whenever it is asked, and the collision below is the consequence of that
* ruling rather than of a rule firing on its own.
*/
s.clock.phase = 'mainline';
const events: GameEvent[] = [];
for (let i = 0; i < 6; i++) {
events.push(...advance(s).events);
if (s.clock.pendingDecision !== null) {
const who = s.clock.superintendent;
const r = applyIntent(s, who, { type: 'mainline.clearance', allow: true });
assert.ok(r.ok, `clearance refused: ${r.ok ? '' : r.code}`);
events.push(...r.events);
}
}
return { s, node, events, follower };
};
it('runs a train into the one ahead when it ENTERS an occupied region', () => {
const { events } = enteringBehind('plains');
const smash = events.find((e) => e.type === 'trainsDestroyed');
assert.ok(smash, 'a train entered a one-region card behind another and nothing happened');
});
it('holds it short instead when the card carries ABS Signals', () => {
// RAR: "ABS. This is played on a mainline card to prevent collisions. If a collision would
// normally occur, the train moving onto the card is instead held back."
const { events } = enteringBehind('plains', { absSignals: true });
assert.ok(!events.some((e) => e.type === 'trainsDestroyed'), 'ABS Signals did not prevent it');
assert.ok(
events.some((e) => e.type === 'trainHeld' && /ABS Signals/.test(e.reason)),
'nothing was held short of the train ahead',
);
});
it('takes the siding instead of colliding on an Uncontrolled Siding', () => {
// "If a train already exists when you arrive, you go in the second stage back — you are in the
// siding and are one behind the other train. This prevents a collision, since you are not in
// same exact location." So: no wreck, both trains on the card, and the newcomer paying the
// extra Stage for the detour.
const { node, events, follower } = enteringBehind('uncontrolledSiding');
assert.ok(!events.some((e) => e.type === 'trainsDestroyed'), 'the siding did not prevent a collision');
const mine = node.transits.find((t) => t.tray === follower);
assert.ok(mine, 'the arriving train never made it onto the card');
assert.equal(mine.stagesTotal, 2, 'it should have entered at the back of the card, not the front');
});
it('leaves trains alone on the one card that prints "trains may pass"', () => {
// Double Track holds two trains because it HAS two roads. Catching up there means going past,
// which is what the card is for.
//
// THE UNCONTROLLED SIDING USED TO BE IN THIS LIST AND IS NOT ANY MORE (Gitea#3). It holds two
// trains as well, but not by letting them share a place: the second one takes the siding and
// sits a region behind, which is what keeps them apart — "you are in the siding and are one
// behind the other train. This prevents a collision, since you are not in same exact location."
// Marked "may pass" it skipped the collision test entirely, so the siding did nothing at all and
// two trains could occupy the same region of it unchallenged.
const passing = MAINLINE_PROFILES.filter((m) => m.trainsMayPass).map((m) => m.kind);
assert.deepEqual(passing, ['doubleTrack', 'uncontrolledSiding']);
assert.deepEqual(passing, ['doubleTrack']);
});
});