fix tracks to all be EW. no more NS tracks

This commit is contained in:
Jesse
2026-08-05 01:00:11 -04:00
parent 821d3cdffa
commit 2d348e1ecf
16 changed files with 1157 additions and 355 deletions
+36 -17
View File
@@ -294,18 +294,24 @@ export function divisionSvg(nodes: DivisionView[]): string {
/**
* The Office Area as a map: one card per grid square, rails drawn edge to edge.
*
* The through rail sits at a constant height on every card — the alignment the printed cards use —
* so abutting cards produce one unbroken line and a gap is visibly a gap.
* THE PRINTED CARD, and nothing else (docs/tracks.png). The through rail runs east-west across the
* DEAD CENTRE of every card, so abutting cards produce one unbroken line and a gap is visibly a
* gap. Everything that leaves through the north or south edge does so at 45°, through the middle of
* that edge — which is what lets two stacked cards read as one continuous diagonal.
*
* The card is 166 x 96, the printed sheet's 259:150 proportions. The aspect is not decoration: the
* frog where a 45° leg meets the through track sits H/2 from the centre, so a squarer card pushes
* it almost to the edge and a turnout's two routes stop being tellable apart.
*/
export function officeSvg(
cells: CellView[],
runningRow: number,
ghosts: { row: number; col: number }[] = [],
): string {
const W = 132;
const W = 166;
const H = 96;
const PAD = 3;
const RAIL = 30;
const RAIL = H / 2;
const esc = (t: string): string =>
String(t).replace(/[&<>"]/g, (c) => ({ '&': '&amp;', '<': '&lt;', '>': '&gt;', '"': '&quot;' })[c] ?? c);
@@ -356,8 +362,8 @@ export function officeSvg(
return out;
};
// Where each port meets the card edge. East and west sit at the rail height so a straight run
// stays straight across the whole row; north and south are centred.
// Where each port meets the card edge. East and west sit at the rail height — the card's middle —
// so a straight run stays straight across the whole row; north and south are centred on the edge.
const port = (p: string): { x: number; y: number } => {
if (p === 'e') return { x: W, y: RAIL };
if (p === 'w') return { x: 0, y: RAIL };
@@ -389,15 +395,27 @@ export function officeSvg(
// The rails. A Modifier is not track and deliberately gets none — that is why nothing can be
// routed through it, and the picture should say so.
for (const link of cell.links) {
const a = port(link[0] ?? 'e');
const b = port(link[1] ?? 'w');
const straight = (link === 'ew' || link === 'we') || (link === 'ns' || link === 'sn');
if (straight) {
out += rail(a.x, a.y, b.x, b.y);
const from = link[0] ?? 'e';
const to = link[1] ?? 'w';
const vertical = from === 'n' || from === 's' ? from : to === 'n' || to === 's' ? to : '';
if (vertical === '') {
// The through track: edge to edge along the middle of the card.
out += rail(port(from).x, port(from).y, port(to).x, port(to).y);
} else {
// A diverging leg: run out from each edge and meet, which reads as a curve at this size.
const mid = { x: W / 2, y: RAIL + (H - RAIL) / 2 };
out += rail(a.x, a.y, mid.x, mid.y) + rail(mid.x, mid.y, b.x, b.y);
/**
* A 45° LEG, drawn as the card prints it: along the centre line from the east or west edge
* to the FROG, then out at exactly 45° through the middle of the north or south edge.
*
* The frog is `H/2` from the centre because a 45° run climbing half the card's height
* travels half its height sideways. This used to be a fixed elbow at (W/2, RAIL+(H-RAIL)/2)
* — below the rail on the assumption everything diverged downward — which drew a leg
* reaching north as a hook that dropped past the rail and came back up, and drew nothing at
* any angle the matching rule cares about.
*/
const side = vertical === from ? to : from;
const frog = { x: W / 2 + (side === 'e' ? H / 2 : -H / 2), y: RAIL };
const edge = port(vertical);
out += rail(port(side).x, port(side).y, frog.x, frog.y) + rail(frog.x, frog.y, edge.x, edge.y);
}
}
@@ -453,9 +471,10 @@ export function officeSvg(
}
if (cell.enhancements.length > 0) {
// Above the load pipeline, not on it: an `onCard` enhancement can land on a facility, and at
// the old baseline the label printed straight through the green/MEN|AT|WORK/red squares.
out += `<text class="bs-enh" x="6" y="${H - 46}">${esc(cell.enhancements.join(' · '))}</text>`;
// ABOVE the rail. An `onCard` enhancement can land on a facility, so it has to clear both the
// load pipeline below and the through track — and with the rail now down the middle of the
// card, the old y = H-46 baseline printed the label straight along the rail itself.
out += `<text class="bs-enh" x="6" y="26">${esc(cell.enhancements.join(' · '))}</text>`;
}
if (cell.tray) {
out += `<g class="bs-crew"><rect x="${W / 2 - 26}" y="${RAIL - 10}" width="52" height="20" rx="3"/>` +
+135 -102
View File
@@ -21,10 +21,11 @@
import { applyIntent, areaOf, canAdvanceLoad, destinationsFor, facilityCarTypes, laborersLeft } from '../engine/apply.ts';
import { MAX_CONSIST, nextOfficeTier } from '../engine/content.ts';
import type { Hand } from '../engine/content.ts';
import type { GameEvent } from '../engine/events.ts';
import type { Intent } from '../engine/intents.ts';
import { legalActions } from '../engine/legal.ts';
import { connectionsFor, exitsFrom, facilityVariants, hasPort, neighbour, opposite, variantsFor } from '../engine/track.ts';
import { connectionsFor, exitsFrom, facilityVariants, hasPort, joins, neighbour, opposite, variantsFor } from '../engine/track.ts';
import type { Port } from '../engine/track.ts';
import { coordKey } from '../engine/state.ts';
import type { Facility, GameState, GridCoord, OfficeArea, PlayerIndex, RollingStock, TrackCard } from '../engine/state.ts';
@@ -311,24 +312,41 @@ function needsClearing(s: GameState, player: PlayerIndex): boolean {
* district keeps Crew Moves cheap, and Moves are the real currency of Local Operations.
*/
/**
* Walk the Secondary Track from the Running Track, using the ENGINE's own `exitsFrom`.
* Which side of the Running Track a district is being walked on. `-1` is the rows below, `+1` the
* rows above — both real now that a turnout turned 180° sends its 45° leg north. Every walk below
* is written once and run for each side; the old code hard-coded "below" throughout and so could
* not see half the board.
*/
type Side = -1 | 1;
const SIDES: readonly Side[] = [-1, 1];
/** The edge of a main-line card that a district on this side hangs from. */
const legPort = (side: Side): Port => (side === -1 ? 's' : 'n');
/**
* Walk the Secondary Track away from the Running Track, using the ENGINE's own `exitsFrom`.
*
* Shared deliberately. Track laying and facility placement both need to know what a crew can
* actually reach, and two copies of this walk would eventually disagree about whether a district
* connects — which is the one thing both decisions rest on. A turnout's legs never join each other
* (§A.1), so this traverses in (cell, entry port) space rather than treating a cell as one node.
*
* Every step tests `joins`, not `hasPort`: two 45° legs can meet at the same point on a card edge
* and still not be a rail, if they lie on opposite diagonals.
*/
function descendFrom(
area: OfficeArea,
col: number,
side: Side,
): { rejoins: Set<number>; seen: Set<string> } {
const main = area.runningRow;
const rejoins = new Set<number>();
const seen = new Set<string>();
const start = area.grid.get(`${main - 1},${col}`);
if (!start || !hasPort(start, 'n')) return { rejoins, seen };
const entry = opposite(legPort(side));
const start = area.grid.get(`${main + side},${col}`);
if (!start || !hasPort(start, entry)) return { rejoins, seen };
const stack: { row: number; col: number; entry: Port }[] = [{ row: main - 1, col, entry: 'n' }];
const stack: { row: number; col: number; entry: Port }[] = [{ row: main + side, col, entry }];
const visited = new Set<string>();
while (stack.length > 0) {
const cur = stack.pop()!;
@@ -341,8 +359,9 @@ function descendFrom(
for (const exit of exitsFrom(card, cur.entry)) {
const n = neighbour({ row: cur.row, col: cur.col }, exit);
const next = area.grid.get(`${n.row},${n.col}`);
if (!next || !hasPort(next, opposite(exit))) continue;
if (n.row >= main) {
if (!next || !joins(card, exit, next)) continue;
// Back onto the main, or past it onto the far side: either way the siding has rejoined.
if (side === -1 ? n.row >= main : n.row <= main) {
if (n.col !== col) rejoins.add(n.col);
continue;
}
@@ -352,38 +371,43 @@ function descendFrom(
return { rejoins, seen };
}
/** Every way down off the main, by column. */
function waysDown(area: OfficeArea): number[] {
/** Every way off the main on one side, by column. */
function waysOff(area: OfficeArea, side: Side): number[] {
const out: number[] = [];
const p = legPort(side);
for (const [k, c] of area.grid.entries()) {
const [r, col] = k.split(',').map(Number);
if (r !== area.runningRow || !hasPort(c, 's')) continue;
const under = area.grid.get(`${area.runningRow - 1},${col}`);
if (under && hasPort(under, 'n')) out.push(col!);
if (r !== area.runningRow) continue;
const beyond = area.grid.get(`${area.runningRow + side},${col}`);
if (beyond && joins(c, p, beyond)) out.push(col!);
}
return out;
}
/** Below-main squares a crew can reach from the Running Track at all — siding or stub. */
function reachableBelowMain(area: OfficeArea): Set<string> {
/** Off-main squares a crew can reach from the Running Track at all — siding or stub, either side. */
function reachableOffMain(area: OfficeArea): Set<string> {
const reached = new Set<string>();
for (const col of waysDown(area)) {
for (const k of descendFrom(area, col).seen) reached.add(k);
for (const side of SIDES) {
for (const col of waysOff(area, side)) {
for (const k of descendFrom(area, col, side).seen) reached.add(k);
}
}
return reached;
}
/**
* Below-main squares that lie on a RUN-AROUND — a siding reaching the main at both ends, so a crew
* Off-main squares that lie on a RUN-AROUND — a siding reaching the main at both ends, so a crew
* can pass its own standing cars (§A.5). A facility here can be worked from either direction; one
* on a stub can only be reached by shoving in and backing out.
*/
function runAroundCells(area: OfficeArea): Set<string> {
const onLoop = new Set<string>();
for (const col of waysDown(area)) {
const { rejoins, seen } = descendFrom(area, col);
if (rejoins.size === 0) continue;
for (const k of seen) onLoop.add(k);
for (const side of SIDES) {
for (const col of waysOff(area, side)) {
const { rejoins, seen } = descendFrom(area, col, side);
if (rejoins.size === 0) continue;
for (const k of seen) onLoop.add(k);
}
}
return onLoop;
}
@@ -411,8 +435,7 @@ function bestFacilityPlay(s: GameState, player: PlayerIndex, options: Intent[]):
if (!area) return null;
const onLoop = runAroundCells(area);
const reachable = reachableBelowMain(area);
const sidingRow = area.runningRow - 1;
const reachable = reachableOffMain(area);
let best: Intent | null = null;
let bestScore = -Infinity;
@@ -422,9 +445,10 @@ function bestFacilityPlay(s: GameState, player: PlayerIndex, options: Intent[]):
if (s.cards.get(i.cardId)?.kind.kind !== 'freightFacility') continue;
const { row, col } = i.placement;
const axis = facilityVariants()[i.variant ?? 0]?.axis;
if (!axis) continue;
const ports: Port[] = axis === 'ns' ? ['n', 's'] : ['e', 'w'];
if (!facilityVariants()[i.variant ?? 0]) continue;
// An industry card is a plain east-west straight, as every one on the printed sheet is. There
// is no north-south rotation to weigh any more; a facility joins its neighbours along the row.
const ports: Port[] = ['e', 'w'];
// Closer to the Office is fewer Moves to reach, same as track scoring.
let score = -(Math.abs(row - area.officeCoord.row) * 2 + Math.abs(col - area.officeCoord.col));
@@ -440,15 +464,14 @@ function bestFacilityPlay(s: GameState, player: PlayerIndex, options: Intent[]):
if (!nc || !hasPort(nc, opposite(p))) continue;
const k = `${n.row},${n.col}`;
if (onLoop.has(k)) meetsLoop = true;
if (reachable.has(k) || n.row >= area.runningRow) meetsReachable = true;
if (reachable.has(k) || n.row === area.runningRow) meetsReachable = true;
}
// A facility cannot be inserted into a loop that is already closed — one card per square — so
// the placement that lands ON a run-around is the one laid IN LINE with a siding still being
// built, east-west on the siding row. That is scored highest deliberately.
// built, along a row beside the main. That is scored highest deliberately.
const inLineWithSiding =
row === sidingRow &&
axis === 'ew' &&
Math.abs(row - area.runningRow) === 1 &&
(reachable.has(`${row},${col - 1}`) || reachable.has(`${row},${col + 1}`));
if (inLineWithSiding) score += 26;
@@ -469,11 +492,6 @@ function bestTrackLay(s: GameState, player: PlayerIndex, options: Intent[]): Int
if (!area) return null;
const at = (row: number, col: number): TrackCard | undefined => area.grid.get(`${row},${col}`);
const below = area.runningRow - 1;
/** Does this card send a leg DOWN off the Running Track? */
const divergesSouth = (c: TrackCard | undefined): boolean =>
!!c && c.geometry.kind === 'track' && c.geometry.geometry === 'turnout';
/**
* Can the siding continue THROUGH this neighbour, into the square being scored?
@@ -488,27 +506,34 @@ function bestTrackLay(s: GameState, player: PlayerIndex, options: Intent[]): Int
!!c && hasPort(c, toward);
/**
* A main-line card a siding can actually climb back onto — asked of the ENGINE, not guessed from
* the card kind. Turnouts diverge south, and so does the Office (its `e-s`/`w-s` pairs), so
* testing for a turnout alone missed a way up that is on every board.
* A main-line card a siding on this side can climb back onto — asked of the ENGINE, not guessed
* from the card kind. It is not enough that the card has the edge: the arc climbing to it must lie
* on the same diagonal, so this takes the arc's own slope and compares.
*/
const wayUp = (c: TrackCard | undefined): boolean => !!c && hasPort(c, 's');
const wayBack = (c: TrackCard | undefined, side: Side, from: TrackCard): boolean =>
!!c && joins(from, opposite(legPort(side)), c);
/** Main-line columns a siding could rejoin at. Without one of these beyond it, a run goes nowhere. */
const waysUp = [...area.grid.entries()]
.filter(([k, c]) => Number(k.split(',')[0]) === area.runningRow && wayUp(c))
.map(([k]) => Number(k.split(',')[1]));
/** Main-line columns with any leg on this side. Without one beyond it, a run goes nowhere. */
const waysBack = (side: Side): number[] =>
[...area.grid.entries()]
.filter(([k, c]) => Number(k.split(',')[0]) === area.runningRow && hasPort(c, legPort(side)))
.map(([k]) => Number(k.split(',')[1]));
const reachableBelow = reachableBelowMain(area);
const reachableOff = reachableOffMain(area);
/**
* Straights already on the Running Track — the only thing an Enhancement can attach to.
*
* Interlocking, Water Column and Telegraph all print "any Running Track Straight", and Telephone
* and Radio chain off Telegraph. The bot builds minimal two-arc run-arounds (`ne` meets `nw`
* directly), so it never needed a straight and never laid one: 0.00 on the Running Track across
* 100 games, and with it 13 of the 18 enhancement cards that go on the board were structurally
* unplayable. Enhancements were drawn 3.78 a game and placed 0.64.
* and Radio chain off Telegraph. The bot used to build minimal two-arc run-arounds, so it never
* needed a straight and never laid one: 0.00 on the Running Track across 100 games, and with it 13
* of the 18 enhancement cards that go on the board were structurally unplayable. Enhancements were
* drawn 3.78 a game and placed 0.64.
*
* The 45° geometry has since made straights unavoidable — a leg off the main only ever reaches the
* next row, so the run back along it is straights — and the bot now lays 3.44 a game against 1.01
* under the old rules. This bonus still earns its place for the FIRST one, which the sequence
* would otherwise reach only by accident.
*
* Interlocking is the expensive one. It is the designed answer to the ONLY penalty in the game —
* "no free A/D track", which cost 2.40 revenue a game, 27% of gross — and it had never once been
@@ -521,8 +546,27 @@ function bestTrackLay(s: GameState, player: PlayerIndex, options: Intent[]): Int
c.geometry.geometry === 'straight',
).length;
/** The card a lay would place, built exactly as the reducer builds it. */
const probeOf = (i: Extract<Intent, { type: 'track.lay' }>): TrackCard => {
const v = variantsFor(i.geometry, i.hand)[i.variant ?? 0];
return {
geometry: {
kind: 'track',
geometry: i.geometry,
...(v?.arc ? { arc: v.arc } : {}),
...(v?.turnout ? { turnout: v.turnout } : {}),
...(i.hand !== 'none' ? { hand: i.hand } : {}),
},
baseOperationalRail: true,
standing: [],
facility: null,
modifiers: [],
enhancements: [],
} as unknown as TrackCard;
};
const arcOf = (i: Extract<Intent, { type: 'track.lay' }>): string | undefined =>
variantsFor(i.geometry)[i.variant ?? 0]?.arc;
variantsFor(i.geometry, i.hand)[i.variant ?? 0]?.arc;
/**
* RAIL THAT CAN NEVER GO ANYWHERE.
@@ -538,49 +582,37 @@ function bestTrackLay(s: GameState, player: PlayerIndex, options: Intent[]): Int
* district instead of tidying it.
*/
const deadEnds = (i: Extract<Intent, { type: 'track.lay' }>): number => {
const v = variantsFor(i.geometry)[i.variant ?? 0];
const probe = {
geometry: {
kind: 'track',
geometry: i.geometry,
...(v?.axis ? { axis: v.axis } : {}),
...(v?.arc ? { arc: v.arc } : {}),
...(v?.turnout ? { turnout: v.turnout } : {}),
},
baseOperationalRail: true,
standing: [],
facility: null,
modifiers: [],
enhancements: [],
} as unknown as TrackCard;
const probe = probeOf(i);
let dead = 0;
for (const p of new Set(connectionsFor(probe).flat())) {
const n = neighbour(i.placement, p);
const nb = at(n.row, n.col);
if (!nb) continue; // empty — may still be built on
if (hasPort(nb, opposite(p))) continue; // joins
if (!nb) continue; // empty — may still be built on
if (joins(probe, p, nb)) continue; // a real rail crosses the edge
dead++;
}
return dead;
};
/**
* Arcs left to build BENEATH a turnout.
* Arcs left that could meet THIS turnout's leg.
*
* A turnout is a hole in the Running Track and is worth cutting only for what hangs under it, so
* cutting one with nothing left to hang there is pure loss. Measured at 0% today — the bot builds
* the arc immediately after the turnout and never runs the supply dry first — so this is a guard
* against the supply changing rather than a fix for something happening now.
* A turnout is a hole in the Running Track and is worth cutting only for what hangs off it, so
* cutting one with nothing left to hang there is pure loss. Asked per hand, because handedness is
* the slope: a left-hand turnout's 45° leg can only be continued by a left-hand curve, and a
* supply full of right-hand ones is no help to it at all.
*/
const arcsLeft =
(area.trackSupply.get('curved:left') ?? 0) +
(area.trackSupply.get('curved:right') ?? 0) +
(area.trackSupply.get('sharpCurved:left') ?? 0) +
(area.trackSupply.get('sharpCurved:right') ?? 0);
const arcsLeft = (hand: Hand): number =>
(area.trackSupply.get(`curved:${hand}`) ?? 0) + (area.trackSupply.get(`sharpCurved:${hand}`) ?? 0);
// Where the district already turns down off the main.
// Where the district already turns off the main, either side.
const turnouts = [...area.grid.entries()]
.filter(([k, c]) => Number(k.split(',')[0]) === area.runningRow && divergesSouth(c))
.filter(
([k, c]) =>
Number(k.split(',')[0]) === area.runningRow &&
c.geometry.kind === 'track' &&
c.geometry.geometry === 'turnout',
)
.map(([k]) => Number(k.split(',')[1]));
let best: Intent | null = null;
@@ -606,17 +638,12 @@ function bestTrackLay(s: GameState, player: PlayerIndex, options: Intent[]): Int
* change the order of the cars. Scored as a sequence, so each piece is laid because the previous
* one asked for it.
*/
if (
row === area.runningRow &&
i.geometry === 'straight' &&
variantsFor('straight')[i.variant ?? 0]?.axis === 'ew' &&
mainStraights < 1
) {
if (row === area.runningRow && i.geometry === 'straight' && mainStraights < 1) {
// Two is enough: Interlocking needs one, and a second gives Telegraph somewhere to go
// without competing further with the ways down. Scored below a first turnout, which is still
// the most valuable single piece on the board, and below closing a run-around.
bonus += 13;
} else if (row === area.runningRow && i.geometry === 'turnout' && arcsLeft > 0) {
} else if (row === area.runningRow && i.geometry === 'turnout' && arcsLeft(i.hand) > 0) {
// A first way down is the most valuable single piece on the board; a second closes the
// run-around. Beyond that they are just holes in the Running Track — measured at 6.4 per game
// when unrestrained, which consumed the whole 26-piece supply on ways down and none on the
@@ -625,44 +652,50 @@ function bestTrackLay(s: GameState, player: PlayerIndex, options: Intent[]): Int
// (revenue 3.3 -> 2.5, freight 1.1 -> 0.6). More ways off the main means more industries the
// crew can actually reach, which matters more than a tidy Running Track.
bonus += turnouts.length === 0 ? 14 : 3;
} else if (row === below) {
} else if (Math.abs(row - area.runningRow) === 1) {
// Which side of the main this square is on. Both are ordinary now: a turnout turned 180°
// sends its leg north, so a siding above the Running Track is built exactly like one below.
const side: Side = row < area.runningRow ? -1 : 1;
const arc = arcOf(i);
// What this square is anchored to, and therefore which way a run through it would extend. The
// anchor must be reachable from the main: extending a stranded fragment builds nothing.
const anchoredAt = (c: number): boolean =>
reachableBelow.has(`${row},${c}`) && carriesInto(at(row, c), c < col ? 'e' : 'w');
reachableOff.has(`${row},${c}`) && carriesInto(at(row, c), c < col ? 'e' : 'w');
const anchorWest = anchoredAt(col - 1);
const anchorEast = anchoredAt(col + 1);
if (arc === 'ne' || arc === 'nw') {
// Does this arc climb back toward the main, rather than one row further away from it?
if (arc !== undefined && arc.includes(opposite(legPort(side)))) {
/**
* AN ARC IS ONLY WORTH LAYING WHERE IT CAN REACH THE MAIN.
*
* Both of these used to score on shape alone: "close the loop back up to the main" was
* awarded to any arc beside an east-west run, whether or not there was anything above it to
* join. Measured, that produced 0 run-arounds in 100 games — the siding terminated in an arc
* pointing north into empty space, past the east end of the Running Track, every game.
* This used to score on shape alone: "close the loop back up to the main" was awarded to any
* arc beside an east-west run, whether or not there was anything above it to join. Measured,
* that produced 0 run-arounds in 100 games — the siding terminated in an arc pointing north
* into empty space, past the east end of the Running Track, every game.
*
* An arc also has exactly two ports, so which way it faces decides what it meets: `nw` joins
* north and WEST, `ne` joins north and EAST. Scoring them alike let the bot close a run from
* the wrong side, which connects nothing.
* Two things now decide whether it actually reaches. An arc has exactly two ports, so which
* way it faces decides what it meets — `nw` joins north and WEST, `ne` north and EAST — and
* on top of that the main-line card's own leg must lie on the SAME DIAGONAL, or the two 45°
* rails meet at a point on the card edge and form a V. `wayBack` asks the engine both.
*/
if (wayUp(at(area.runningRow, col))) {
const meetsRun = (arc === 'nw' && anchorWest) || (arc === 'ne' && anchorEast);
if (wayBack(at(area.runningRow, col), side, probeOf(i))) {
const meetsRun = (arc.includes('w') && anchorWest) || (arc.includes('e') && anchorEast);
// Closing an existing run beats opening a new one: that is the whole difference between a
// run-around and one more stub.
bonus += meetsRun ? 15 : 13;
}
// An arc with nothing above it earns no bonus but is not forbidden — reaching a facility
// two rows down is still worth doing when there is no loop to close.
} else if (i.geometry === 'straight' && variantsFor('straight')[i.variant ?? 0]?.axis === 'ew') {
// An arc with nothing beyond it earns no bonus but is not forbidden — reaching a facility
// two rows out is still worth doing when there is no loop to close.
} else if (i.geometry === 'straight') {
/**
* Extend the siding beside the main, but only from something that already turned AND only
* while there is still somewhere to climb back up. Unbounded, this rule ran the siding east
* while there is still somewhere to climb back. Unbounded, this rule ran the siding east
* past the last usable column in 96 of 100 games — the loop then missed by one card.
*/
const back = waysBack(side);
const canStillClose =
(anchorWest && waysUp.some((c) => c > col)) || (anchorEast && waysUp.some((c) => c < col));
(anchorWest && back.some((c) => c > col)) || (anchorEast && back.some((c) => c < col));
if ((anchorWest || anchorEast) && canStillClose) {
bonus += 11;
}
+50 -19
View File
@@ -28,8 +28,9 @@ import {
} from '../engine/content.ts';
import type { Intent } from '../engine/intents.ts';
import type { Facility, GameState, TrackCard } from '../engine/state.ts';
import type { TrackGeometry } from '../engine/content.ts';
import { connectionsFor, variantsFor } from '../engine/track.ts';
import type { Hand, TrackGeometry } from '../engine/content.ts';
import type { Port } from '../engine/track.ts';
import { connectionsFor, slopeOfPair, variantsFor } from '../engine/track.ts';
import type { Impediment } from './narrate.ts';
import { carLabel, clockTime, impediments, phaseLabel } from './narrate.ts';
@@ -49,7 +50,8 @@ export type CellView = {
cars: string[];
facility: FacilityView | null;
/**
* The port pairs this card joins, as two-letter codes — 'ew', 'ns', 'es' and so on. Taken from
* The port pairs this card joins, as two-letter codes — 'ew' for the through track, and 'ne',
* 'nw', 'se' or 'sw' for a 45° leg. There is no 'ns': no card joins north to south. Taken from
* the engine's own `connectionsFor`, so a drawn rail can never claim a connection the rules do
* not have.
*/
@@ -337,7 +339,7 @@ export function describeIntent(s: GameState, i: Intent): string {
case 'track.lay':
return (
`lay ${i.hand === 'none' ? '' : i.hand + '-hand '}${geometryLabel(i.geometry)} ` +
`at ${at(i.placement)}${variantLabel(i.geometry, i.variant)}`
`at ${at(i.placement)}${variantLabel(i.geometry, i.variant, i.hand)}`
);
case 'switch.move':
return `move to ${at(i.to)}${i.reverse ? ' (reverse)' : ''}`;
@@ -803,28 +805,50 @@ function cellDescription(card: TrackCard, officeName: string, onRunning: boolean
case 'track':
switch (g.geometry) {
case 'straight':
return g.axis === 'ns' ? 'through track, north–south' : 'through track, east–west';
return 'through track, east–west';
case 'curved':
case 'sharpCurved': {
const stem = g.hand === 'left' ? 'west' : 'east';
const arc = g.arc ?? (g.hand === 'right' ? 'se' : 'sw');
const cost = g.geometry === 'sharpCurved' ? ' · costs TWO Moves to cross' : '';
return `curve — joins the ${stem} end to a leg running south${cost}`;
return `${arcPhrase(arc)}${cost}${slopePhrase(arc[0] as Port, arc[1] as Port)}`;
}
case 'turnout': {
const t = g.turnout;
if (!t) return 'turnout';
const dir = (p: string): string =>
({ n: 'north', s: 'south', e: 'east', w: 'west' })[p] ?? p;
// §A.1 is the subtlety worth spelling out: the missing edge, not a one-way street.
return (
`turnout — stem ${dir(t.stem)}, through ${dir(t.through)}, diverges ${dir(t.diverge)} · ` +
`a train may run stem↔through or stem↔diverge, but NEVER between ${dir(t.through)} and ${dir(t.diverge)}`
`turnout — stem ${compass(t.stem)}, through ${compass(t.through)}, diverges ${compass(t.diverge)} at 45° · ` +
`a train may run stem↔through or stem↔diverge, but NEVER between ${compass(t.through)} and ` +
`${compass(t.diverge)}${slopePhrase(t.stem as Port, t.diverge as Port)}`
);
}
}
}
}
const compass = (p: string): string => ({ n: 'north', s: 'south', e: 'east', w: 'west' })[p] ?? p;
/**
* A curve, as the printed card draws it: along the centre line to a frog, then out at 45° through
* the MIDDLE of an edge. Naming both halves is what stops it reading as a quarter-circle corner.
*/
function arcPhrase(arc: string): string {
const [a, b] = [arc[0] as Port, arc[1] as Port];
const [side, leg] = a === 'n' || a === 's' ? [b, a] : [a, b];
return `curve — runs ${compass(side!)} along the centre line, then leaves at 45° through the middle of the ${compass(leg!)} edge`;
}
/**
* The matching rule, said out loud. Which diagonal a leg sits on decides what may sit above or
* below it, and that is not something a player can read off the card's shape at a glance.
*/
function slopePhrase(a: Port, b: Port): string {
const slope = slopeOfPair(a, b);
if (!slope) return '';
const mate = slope === 'ne_sw' ? 'north–east / south–west' : 'north–west / south–east';
return ` · its 45° leg lies on the ${mate} diagonal, and only meets a card whose leg lies on the same one`;
}
/** An industry's name for the screen. `office` is the Passenger Facility, not an industry. */
function facilityLabel(key: string): string {
return key === 'office' ? 'the Office' : (FACILITY_NAMES[key] ?? prettyKey(key));
@@ -861,18 +885,25 @@ function objectiveOf(s: GameState): Frame['objective'] {
*
* "rotation 2" is not a choice anyone can make — for a curve or a turnout the orientation IS the
* decision. Read from `variantsFor`, the same list the placement uses, so the label cannot describe
* one rotation while the engine lays another.
* one rotation while the engine lays another. There are only two: a printed card turns 180° but
* never flips, so `hand` and not the rotation decides which diagonal the 45° leg lies on.
*/
export function variantLabel(geometry: TrackGeometry, variant: number | undefined): string {
const v = variantsFor(geometry)[variant ?? 0];
export function variantLabel(
geometry: TrackGeometry,
variant: number | undefined,
hand: Hand = 'none',
): string {
const v = variantsFor(geometry, hand)[variant ?? 0];
if (!v) return '';
if (v.axis) return v.axis === 'ew' ? ' — east–west' : ' — north–south';
if (v.turnout) {
const dir = (p: string): string =>
({ n: 'north', s: 'south', e: 'east', w: 'west' })[p] ?? p;
return ` — stem ${dir(v.turnout.stem)}, through ${dir(v.turnout.through)}, diverges ${dir(v.turnout.diverge)}`;
return ` — stem ${compass(v.turnout.stem)}, through ${compass(v.turnout.through)}, diverges ${compass(v.turnout.diverge)} at 45°`;
}
return '';
if (v.arc) {
const [a, b] = [v.arc[0] as Port, v.arc[1] as Port];
const [side, leg] = a === 'n' || a === 's' ? [b, a] : [a, b];
return ` — ${compass(side!)} to the middle of the ${compass(leg!)} edge`;
}
return ' — east–west';
}
/**