various fixes. added version#s and added a playable browser build of the solitaire game (including deploy to filebrowser script)
This commit is contained in:
+638
@@ -0,0 +1,638 @@
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/**
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* The view-model: what a Station Master position LOOKS like.
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*
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* Split out of `replay.ts` so the playable browser build can use it. `replay.ts` writes files and
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* reads `process.argv`, so importing it pulled `node:fs` into the bundle — and the engine's whole
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* claim to run client-side rests on nothing in the import graph needing Node.
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*
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* Nothing here decides anything. It turns a `GameState` into boxes and labels, and turns an
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* `Intent` into a sentence. The live game and the replay both render from this, so they cannot
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* drift into two different pictures of the same board.
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*/
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import { areaOf, facilityCarType, laborersLeft, portersLeft } from '../engine/apply.ts';
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import {
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ACTION_CARDS,
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ENHANCEMENT_CARDS,
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MAINLINE_MODIFIER_CARDS,
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MAINLINE_PROFILES,
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MANEUVER_CARDS,
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SPACE_USE_CARDS,
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industryProfile,
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modifierProfile,
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lengthProfile,
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officeProfile,
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trainProfile,
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} from '../engine/content.ts';
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import type { Intent } from '../engine/intents.ts';
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import type { Facility, GameState } from '../engine/state.ts';
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import type { TrackGeometry } from '../engine/content.ts';
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import { variantsFor } from '../engine/track.ts';
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import type { Impediment } from './narrate.ts';
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import { carLabel, clockTime, impediments, phaseLabel } from './narrate.ts';
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export type CellView = {
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row: number;
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col: number;
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kind: string;
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label: string;
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running: boolean;
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/**
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* Enhancements laid ON this card. They were invisible: playing an Overpass onto the Office
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* announced itself in the log and then changed nothing on the board, so a permanent change to how
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* the district works left no trace you could see.
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*/
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enhancements: string[];
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tray: string | null;
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cars: string[];
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facility: FacilityView | null;
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};
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export type FacilityView = {
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name: string;
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commodity: string;
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flow: string;
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green: string[];
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greenCap: number;
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maw: (string | null)[];
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red: string[];
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redCap: number;
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track: string[];
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trackCap: number;
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laborers: string;
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porters: string;
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/**
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* Can a load actually come off WORK onto a spotted car (§9.3)? A load with nowhere to go parks on
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* WORK and LOCKS the industry track, blocking the very car that would clear it — the deadlock
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* that held freight to a 3% completion rate.
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*/
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canFinish: boolean;
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/** A load is sitting on WORK with no spotted car to receive it. */
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jammed: boolean;
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};
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export type TrainChip = { label: string; consist: string[] };
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export type DivisionView = {
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kind: string;
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label: string;
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trains: TrainChip[][];
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/** Modifiers laid on a Mainline card (Brakeman, Helpers, Realignment …). */
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modifiers: string[];
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/**
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* Which way a Heavy Grade climbs. The card prints "(Up)" and "Player sets orientation", so the
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* direction is a property of the placed card — and without showing it, a Brakeman or Helpers card
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* on that grade has no visible meaning.
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*/
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gradeUp: string | null;
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};
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export type Frame = {
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day: number;
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stage: number;
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clock: string;
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phase: string;
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actor: number | null;
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superintendent: number;
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revenue: number;
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lines: { text: string; tone: string }[];
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where: { row: number; col: number } | null;
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/** Origin of a Move, so the crew's journey is visible rather than a chip teleporting. */
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whereFrom: { row: number; col: number } | null;
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division: DivisionView[];
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cells: CellView[];
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facilities: FacilityView[];
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hand: string[];
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/** What each hand card does, in the same order — names alone are not a playable hand. */
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handWhat: string[];
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deck: number;
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departments: string[];
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/** What each face-up Department card does. */
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departmentsWhat: string[];
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/** 12 slots; the train number due out at each Stage, or null. */
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timetable: (number | null)[];
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blocked: Impediment[];
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trains: { label: string; where: string }[];
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/**
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* Where you stand against the target. Nothing on screen said what the game was FOR, so a player
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* had the score but no way to know whether it was good.
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*/
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objective: { target: number; days: number; daysLeft: number; onPace: boolean; note: string };
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/**
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* What is left of the player's personal track supply (§12.2). Track is NOT drawn from the deck —
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* each player starts with 26 pieces and lays at most one a turn, so "how many straights have I
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* got left" is a real planning question the board could not answer.
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*/
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trackSupply: { piece: string; left: number }[];
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/** What the bot chose here, why, and what it passed over. Null on engine-driven frames. */
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decision: Decision | null;
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/** A Local Operations turn that changed nothing — the frames worth your attention. */
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wasted: boolean;
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};
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/**
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* The choice behind a frame.
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*
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* The whole point is `rejected`: the replay could always show what happened, never what COULD have
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* happened, so a daft move was visible but the alternatives it passed over were not — which is
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* exactly what you need to say what it should have done instead.
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*/
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export type Decision = {
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actor: number;
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chose: string;
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why: string;
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/** Every legal option not taken, grouped by kind with a count. */
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rejected: { kind: string; count: number; detail: string }[];
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totalOptions: number;
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};
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// ---------------------------------------------------------------------------
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// Snapshotting
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// ---------------------------------------------------------------------------
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const FACILITY_NAMES: Record<string, string> = {
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mineTipple: 'Mine Tipple',
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produceShed: 'Produce Shed',
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grocersWarehouse: "Grocer's Warehouse",
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oilRefinery: 'Oil Refinery',
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powerPlant: 'Power Plant',
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};
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function facilityView(
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card: { geometry: { kind: string; facility?: string }; facility: unknown },
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officeName: string,
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): FacilityView | null {
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const f = (card as { facility: import('../engine/state.ts').Facility | null }).facility;
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// Passenger facilities were excluded entirely, so the Office's green and red slots never
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// appeared — which is why stocking a coach into the green box looked like nothing happening.
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if (!f) return null;
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if (f.kind === 'passenger' && f.porters === 0 && f.capacity.outbound === 0) return null;
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const key = card.geometry.kind === 'facility' ? (card.geometry.facility ?? '') : '';
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return {
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name: f.kind === 'passenger' ? officeName + ' (passengers)' : (FACILITY_NAMES[key] ?? key),
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commodity: facilityCarType(f) ?? '?',
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flow: f.kind === 'passenger'
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? 'passengers on and off'
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: f.allows.outbound && f.allows.inbound ? 'both' : f.allows.outbound ? 'ships out' : 'receives',
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green: f.outboundBox.map(carLabel),
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greenCap: f.capacity.outbound,
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maw: f.menAtWork.map((l) => (l ? `${l.type} ${l.dir === 'out' ? '→' : '←'}` : null)),
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red: f.inboundBox.map(carLabel),
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redCap: f.capacity.inbound,
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track: f.industryTrack.cars.map(carLabel),
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trackCap: f.industryTrack.length,
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laborers: `${laborersLeft(f)}/${f.laborers}`,
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porters: `${portersLeft(f)}/${f.porters}`,
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canFinish: canFinishHere(f),
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jammed: f.menAtWork.some((l) => l !== null) && !canFinishHere(f),
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};
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}
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/** Is a car spotted that a load on WORK could actually come off onto (§9.3)? */
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function canFinishHere(f: Facility): boolean {
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const pending = f.menAtWork.find((l) => l !== null) ?? f.outboundBox[0];
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if (!pending) return false;
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return f.industryTrack.cars.some((c) => !c.loaded && c.type === pending.type);
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}
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/**
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* Summarise the choice: what was taken, why, and what was passed over.
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*
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* Options are grouped by kind because a switching turn can offer 40 destinations, and a list that
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* long hides the shape of the decision rather than showing it.
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*/
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export function describeDecision(
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s: GameState,
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actor: number,
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chosen: Intent,
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options: Intent[],
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why: string,
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): Decision {
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const groups = new Map<string, Intent[]>();
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for (const o of options) {
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if (o === chosen) continue;
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const list = groups.get(o.type) ?? [];
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list.push(o);
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groups.set(o.type, list);
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}
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const rejected = [...groups.entries()]
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.map(([kind, list]) => ({ kind, count: list.length, detail: sampleDetail(s, kind, list) }))
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.sort((a, b) => b.count - a.count);
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return { actor, chose: describeIntent(s, chosen), why, rejected, totalOptions: options.length };
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}
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/** A short, concrete example of what a group of rejected options would have done. */
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function sampleDetail(s: GameState, kind: string, list: Intent[]): string {
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// Deduplicate by DESCRIPTION. Orientation variants and repeated copies of a card describe
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// identically, so the raw list reads "play Overpass at (0,0)" three times over and hides the
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// actual range of choices — the opposite of what this panel is for.
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const seen = new Set<string>();
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for (const i of list) seen.add(describeIntent(s, i));
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const unique = [...seen];
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const shown = unique.slice(0, 4);
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const more = unique.length - shown.length;
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return shown.join('; ') + (more > 0 ? ` … and ${more} more distinct` : '');
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}
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/** One readable line for a single intent. */
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export function describeIntent(s: GameState, i: Intent): string {
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const at = (c: { row: number; col: number }): string => `(${c.row},${c.col})`;
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switch (i.type) {
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case 'localOps.choose':
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// The most consequential decision of the Stage, and it was labelled "choose switch". Say what
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// each option actually spends and buys.
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return i.option === 'switch'
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? 'SWITCH — six Moves to shunt cars: spot empties at industries, collect loads'
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: i.option === 'draw'
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? 'DRAW — take a card and play one, and you may lay a piece of track'
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: 'FREIGHT AGENT — one car moved to or from a facility, or clear a jam';
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case 'card.play':
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return `play ${cardName(s, i.cardId)}${i.placement ? ` at ${at(i.placement)}` : ''}`;
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case 'card.discard':
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return `discard ${cardName(s, i.cardId)}`;
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case 'track.lay':
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return (
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`lay ${i.hand === 'none' ? '' : i.hand + '-hand '}${geometryLabel(i.geometry)} ` +
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`at ${at(i.placement)}${variantLabel(i.geometry, i.variant)}`
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);
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case 'switch.move':
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return `move to ${at(i.to)}${i.reverse ? ' (reverse)' : ''}`;
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case 'switch.dropCars':
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return `drop ${i.count} car(s)`;
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case 'switch.sortConsist':
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return `re-order consist [${i.order.join(',')}]`;
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case 'freightAgent.stockOutbound':
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return `stock a ${i.carType} at ${at(i.at)}`;
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case 'freightAgent.unjam':
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return `unjam ${i.from} at ${at(i.at)}`;
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case 'freightAgent.clearInbound':
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return `clear red box at ${at(i.at)}`;
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case 'laborer.startLoad':
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return `start a load at ${at(i.at)}`;
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case 'laborer.advanceLoad':
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return `advance load in box ${i.box} at ${at(i.at)}`;
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case 'laborer.beginUnload':
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return `begin unloading car ${i.carIndex} at ${at(i.at)}`;
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case 'porter.board':
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return `board passengers at ${at(i.at)}`;
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case 'porter.detrain':
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return `detrain passengers at ${at(i.at)}`;
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case 'newTrain.placeCar':
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return `add ${i.loaded ? 'loaded' : 'empty'} ${i.carType}`;
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case 'mainline.modify':
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return `${cardName(s, i.cardId)} on Mainline card ${i.node}`;
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case 'maneuver.redFlags':
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return `Red Flags on ${i.trayId}`;
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case 'maneuver.flyingSwitch':
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return `Flying Switch ${i.count} car(s) into ${at(i.to)}`;
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case 'mainline.clearance':
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return i.allow ? 'grant clearance' : 'refuse clearance';
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case 'draw.fromDepartment': {
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// Naming the card is the whole point of a FACE-UP slot: "slot 2" tells a player nothing, and
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// the choice between a visible card and a blind draw is unmakeable without it.
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const id = s.decks.departments[i.slot];
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return id ? `take ${cardName(s, id)} (face-up slot ${i.slot + 1})` : `slot ${i.slot + 1} (empty)`;
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}
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case 'draw.fromHomeOffice':
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return `draw blind from the Home Office deck (${s.decks.homeOffice.length} left)`;
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case 'draw.end':
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return 'done drawing — end my turn';
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case 'switch.end':
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return 'done switching — end my turn';
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case 'loadUnload.end':
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return 'done working — end the Load/Unload phase';
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case 'newTrain.passCar':
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return 'add no more cars to this train';
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case 'newTrain.secondSection':
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return `run a Second Section behind Train ${i.trainNumber}`;
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case 'redFlag.play':
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return 'play your red flag';
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case 'maneuver.redFlags':
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return `Red Flags on ${i.trayId}`;
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default: {
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// Every Intent now has a sentence, so `i` narrows to never here. Keeping the assignment makes
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// that a COMPILE error the day someone adds an intent without describing it — the playable UI
|
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// labels its buttons from this function, so a missing case ships as a button reading
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// "maneuver.poling".
|
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const unhandled: never = i;
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return String((unhandled as { type: string }).type);
|
||||
}
|
||||
}
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||||
}
|
||||
|
||||
/**
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* Build the view-model for a state. Shared with the playable web app so the live game and the
|
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* replay cannot drift into two different pictures of the same board.
|
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*/
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export function snapshot(
|
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s: GameState,
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lines: { text: string; tone: string }[],
|
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where: { row: number; col: number } | null,
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whereFrom: { row: number; col: number } | null = null,
|
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decision: Decision | null = null,
|
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wasted = false,
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): Frame {
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const area = areaOf(s, 0);
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const trayAt = new Map<string, string>();
|
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for (const [id, tray] of s.trays) {
|
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if (tray.position.at === 'grid') {
|
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const label = tray.trainNumber === null ? 'crew' : `T${tray.trainIsExtra ? 'X' : ''}${tray.trainNumber}`;
|
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const carrying = tray.consist.length ? ` [${tray.consist.map(carLabel).join(', ')}]` : ' [empty]';
|
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trayAt.set(`${tray.position.coord.row},${tray.position.coord.col}`, label + carrying);
|
||||
}
|
||||
}
|
||||
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const cells: CellView[] = [];
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||||
const facilities: FacilityView[] = [];
|
||||
for (const [key, card] of area.grid) {
|
||||
const [row, col] = key.split(',').map(Number);
|
||||
const g = card.geometry;
|
||||
const kind = g.kind;
|
||||
let label: string;
|
||||
if (g.kind === 'office') label = officeProfile(area.tier).name;
|
||||
else if (g.kind === 'limits') label = 'Limits';
|
||||
else if (g.kind === 'facility') label = FACILITY_NAMES[g.facility] ?? g.facility;
|
||||
else if (g.kind === 'modifier') label = MODIFIER_NAMES[g.modifier] ?? g.modifier;
|
||||
else if (g.kind === 'spaceUse') label = prettyKey(g.key);
|
||||
else label = geometryLabel(g.geometry);
|
||||
|
||||
const fv = facilityView(card as never, officeProfile(area.tier).name);
|
||||
if (fv) facilities.push(fv);
|
||||
|
||||
cells.push({
|
||||
row: row!,
|
||||
col: col!,
|
||||
kind,
|
||||
label,
|
||||
running: row === area.runningRow,
|
||||
enhancements: card.enhancements.map(prettyKey),
|
||||
tray: trayAt.get(key) ?? null,
|
||||
cars: (card.facility?.industryTrack.length ? card.facility.industryTrack.cars : card.standing).map(carLabel),
|
||||
facility: fv,
|
||||
});
|
||||
}
|
||||
|
||||
const division: DivisionView[] = s.division.nodes.map((n) => {
|
||||
if (n.kind === 'divisionPoint') {
|
||||
return {
|
||||
kind: 'dp',
|
||||
label: n.side === 'west' ? 'West DP' : 'East DP',
|
||||
trains: [n.holding.map((id) => trainChip(s, id))],
|
||||
modifiers: [],
|
||||
gradeUp: null,
|
||||
};
|
||||
}
|
||||
if (n.kind === 'mainline') {
|
||||
// Crossing time is in Stages now, so a Mainline card shows its terrain and the trains on it
|
||||
// with how long each still has to run.
|
||||
const name = MAINLINE_PROFILES.find((m) => m.kind === n.card)?.name ?? n.card;
|
||||
const isGrade = MAINLINE_PROFILES.find((m) => m.kind === n.card)?.speed.kind === 'grade';
|
||||
return {
|
||||
kind: 'ml',
|
||||
label: name,
|
||||
trains: [n.transits.map((t) => {
|
||||
const chip = trainChip(s, t.tray);
|
||||
return { ...chip, label: `${chip.label} (${t.stagesRemaining})` };
|
||||
})],
|
||||
modifiers: [
|
||||
...(n.modifiers ?? []).map(prettyKey),
|
||||
...(n.absSignals ? ['ABS Signals'] : []),
|
||||
],
|
||||
gradeUp: isGrade ? (n.gradeUp ?? 'east') : null,
|
||||
};
|
||||
}
|
||||
return {
|
||||
kind: 'office',
|
||||
label: officeProfile(areaOf(s, n.owner).tier).name,
|
||||
trains: [areaOf(s, n.owner).adOccupancy.map((id) => trainChip(s, id))],
|
||||
modifiers: [],
|
||||
gradeUp: null,
|
||||
};
|
||||
});
|
||||
|
||||
return {
|
||||
day: s.clock.day,
|
||||
stage: s.clock.stage,
|
||||
clock: clockTime(s.clock.stage),
|
||||
phase: phaseLabel(s.clock.phase),
|
||||
actor: s.clock.currentActor,
|
||||
superintendent: s.clock.superintendent,
|
||||
revenue: s.players[0]?.revenue ?? 0,
|
||||
lines,
|
||||
where,
|
||||
whereFrom,
|
||||
division,
|
||||
cells,
|
||||
facilities,
|
||||
hand: (s.decks.hands.get(0) ?? []).map((id) => cardName(s, id)),
|
||||
handWhat: (s.decks.hands.get(0) ?? []).map((id) => cardDescription(s, id)),
|
||||
deck: s.decks.homeOffice.length,
|
||||
departments: s.decks.departments.map((id) => (id ? cardName(s, id) : '—')),
|
||||
departmentsWhat: s.decks.departments.map((id) => (id ? cardDescription(s, id) : '')),
|
||||
timetable: [...s.timetable],
|
||||
decision,
|
||||
wasted,
|
||||
objective: objectiveOf(s),
|
||||
trackSupply: [...area.trackSupply.entries()]
|
||||
.map(([key, left]) => {
|
||||
const [geometry, hand] = key.split(':');
|
||||
return { piece: `${hand === 'none' ? '' : hand + '-hand '}${geometryLabel(geometry ?? '')}`, left };
|
||||
})
|
||||
.sort((a, b) => a.piece.localeCompare(b.piece)),
|
||||
blocked: impediments(s, 0),
|
||||
trains: [...s.trays.values()].map((t) => ({
|
||||
label: t.trainNumber === null ? 'local crew' : `Train ${t.trainIsExtra ? 'X' : ''}${t.trainNumber}`,
|
||||
where:
|
||||
t.position.at === 'divisionPoint'
|
||||
? `${t.position.side} Division Point`
|
||||
: t.position.at === 'mainline'
|
||||
? `Mainline card ${t.position.index}`
|
||||
: `Office Area (${t.position.coord.row},${t.position.coord.col})`,
|
||||
})),
|
||||
};
|
||||
}
|
||||
|
||||
/** A card id turned into something a person can read. */
|
||||
export function cardName(s: GameState, id: string): string {
|
||||
const k = s.cards.get(id)?.kind;
|
||||
if (!k) return 'a card';
|
||||
switch (k.kind) {
|
||||
case 'timetabledTrain':
|
||||
return `Train ${k.number}`;
|
||||
case 'extraTrain':
|
||||
return `Extra X${k.number}`;
|
||||
case 'office':
|
||||
return `${k.tier.replace(/([A-Z])/g, ' $1').replace(/^./, (c) => c.toUpperCase())} upgrade`;
|
||||
// Fall back to prettyKey, never to the raw key: an unnamed card showed as "rotaryDumps" on a
|
||||
// button a player is meant to read. The lookup tables are for names prettyKey cannot guess
|
||||
// (Grocer's Warehouse), not the only source of a readable label.
|
||||
case 'freightFacility':
|
||||
return FACILITY_NAMES[k.facility] ?? prettyKey(k.facility);
|
||||
case 'modifier':
|
||||
return MODIFIER_NAMES[k.modifier] ?? prettyKey(k.modifier);
|
||||
case 'track':
|
||||
return `${geometryLabel(k.geometry)} track`;
|
||||
case 'spaceUse':
|
||||
case 'enhancement':
|
||||
case 'mainlineModifier':
|
||||
case 'maneuver':
|
||||
case 'action':
|
||||
return prettyKey(k.key);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* What a card actually DOES, in one line.
|
||||
*
|
||||
* The hand showed names only, so "Steam Turbines" or "Facing Point Locks" told a player nothing
|
||||
* about the effect — the difference between playing the game and clicking hopefully. Every fact
|
||||
* here already existed in the content tables; none of it was reaching the screen.
|
||||
*/
|
||||
export function cardDescription(s: GameState, id: string): string {
|
||||
const k = s.cards.get(id)?.kind;
|
||||
if (!k) return '';
|
||||
|
||||
switch (k.kind) {
|
||||
case 'timetabledTrain':
|
||||
case 'extraTrain': {
|
||||
const t = trainProfile(k.number, k.kind === 'extraTrain');
|
||||
if (!t) return '';
|
||||
const parts: string[] = [];
|
||||
if (t.consist.freight > 0) {
|
||||
const types = t.consist.freightTypes;
|
||||
parts.push(`${t.consist.freight} freight${types ? ` (${types.join('/')})` : ''}`);
|
||||
}
|
||||
if (t.consist.coach > 0) parts.push(`${t.consist.coach} coach`);
|
||||
if (t.consist.caboose > 0) parts.push('caboose');
|
||||
const extra = k.kind === 'extraTrain' ? 'runs ONCE, unscheduled' : 'runs every Day once scheduled';
|
||||
// Several Extras leave the direction to the player, so "playerChoicebound" is not a word.
|
||||
const dir = t.direction === 'playerChoice' ? 'either direction' : `${t.direction}bound`;
|
||||
const rule = t.rules.note ? ` · ${t.rules.note}` : '';
|
||||
return `${t.name} · ${t.speed}, ${dir} · ${parts.join(' + ') || 'no cars'} · ${extra}${rule}`;
|
||||
}
|
||||
case 'office': {
|
||||
const p = officeProfile(k.tier);
|
||||
return (
|
||||
`upgrade the Office: ${p.adTracks} A/D track${p.adTracks === 1 ? '' : 's'}, ` +
|
||||
`${p.porters} porter${p.porters === 1 ? '' : 's'}, ` +
|
||||
`${p.passengerOut} passenger out / ${p.passengerIn} in` +
|
||||
(p.isControlPoint ? ' · a Control Point' : '')
|
||||
);
|
||||
}
|
||||
case 'freightFacility': {
|
||||
const f = industryProfile(k.facility);
|
||||
const flow = f.flow === 'both' ? 'ships out AND receives' : f.flow === 'outbound' ? 'ships out' : 'receives';
|
||||
const lock = f.lockouts.length
|
||||
? ` · cannot share a district with ${f.lockouts.map(facilityLabel).join(', ')}`
|
||||
: '';
|
||||
return `${flow} ${f.carTypes.join('/')} · ${f.baseLoaders} laborer${f.baseLoaders === 1 ? '' : 's'}${lock}`;
|
||||
}
|
||||
case 'modifier': {
|
||||
const m = modifierProfile(k.modifier);
|
||||
const adds: string[] = [];
|
||||
if (m.addOut) adds.push(`+${m.addOut} out`);
|
||||
if (m.addIn) adds.push(`+${m.addIn} in`);
|
||||
if (m.addLoaders) adds.push(`+${m.addLoaders} laborer`);
|
||||
if (m.addPorters) adds.push(`+${m.addPorters} porter`);
|
||||
return `${adds.join(', ') || 'no change'} · goes beside ${m.hosts.map(facilityLabel).join(' or ')}`;
|
||||
}
|
||||
default: {
|
||||
// The recovered categories carry their own prose — effect plus where it may be played.
|
||||
const card = SIMPLE_CARDS.find((c) => c.key === (k as { key: string }).key);
|
||||
return card ? `${card.effect} · played on ${card.placement}` : '';
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/** An industry's name for the screen. `office` is the Passenger Facility, not an industry. */
|
||||
function facilityLabel(key: string): string {
|
||||
return key === 'office' ? 'the Office' : (FACILITY_NAMES[key] ?? prettyKey(key));
|
||||
}
|
||||
|
||||
/** Every card category that carries a written effect rather than a profile. */
|
||||
const SIMPLE_CARDS = [
|
||||
...ENHANCEMENT_CARDS,
|
||||
...MAINLINE_MODIFIER_CARDS,
|
||||
...MANEUVER_CARDS,
|
||||
...SPACE_USE_CARDS,
|
||||
...ACTION_CARDS,
|
||||
];
|
||||
|
||||
/** The goal, and whether the current score is keeping up with the clock. */
|
||||
function objectiveOf(s: GameState): Frame['objective'] {
|
||||
const profile = lengthProfile(s.config.length);
|
||||
const revenue = s.players[0]?.revenue ?? 0;
|
||||
const daysLeft = Math.max(0, profile.days - s.clock.day + 1);
|
||||
const elapsed = profile.days - daysLeft + 1;
|
||||
// Straight-line pace: by the end of Day N you want N/days of the target.
|
||||
const expected = (profile.target * elapsed) / profile.days;
|
||||
const onPace = revenue >= expected;
|
||||
const note =
|
||||
daysLeft === 0
|
||||
? 'the last Day is over'
|
||||
: `${revenue} of ${profile.target} · ${daysLeft} Day${daysLeft === 1 ? '' : 's'} left · ` +
|
||||
(onPace ? 'on pace' : `behind pace (about ${Math.ceil(expected)} by now)`);
|
||||
return { target: profile.target, days: profile.days, daysLeft, onPace, note };
|
||||
}
|
||||
|
||||
/**
|
||||
* Which way a piece will point, in words.
|
||||
*
|
||||
* "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.
|
||||
*/
|
||||
export function variantLabel(geometry: TrackGeometry, variant: number | undefined): string {
|
||||
const v = variantsFor(geometry)[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 '';
|
||||
}
|
||||
|
||||
/**
|
||||
* A track shape in words. One place, because it is written on the board, in the action buttons and
|
||||
* in the supply list — and `sharpCurved` was reaching the screen raw in two of the three.
|
||||
*/
|
||||
export function geometryLabel(geometry: string): string {
|
||||
switch (geometry) {
|
||||
case 'sharpCurved':
|
||||
return 'sharp curve';
|
||||
case 'curved':
|
||||
return 'curve';
|
||||
case 'turnout':
|
||||
return 'turnout';
|
||||
case 'straight':
|
||||
return 'straight';
|
||||
default:
|
||||
return prettyKey(geometry);
|
||||
}
|
||||
}
|
||||
|
||||
/** camelCase key → readable name, for the card categories that carry only a key. */
|
||||
function prettyKey(key: string): string {
|
||||
return key.replace(/([A-Z])/g, ' $1').replace(/^./, (c) => c.toUpperCase());
|
||||
}
|
||||
|
||||
const MODIFIER_NAMES: Record<string, string> = {
|
||||
teamTrack: 'Team Track',
|
||||
loadingDock: 'Loading Dock',
|
||||
storageShed: 'Storage Shed',
|
||||
extraPlatform: 'Extra Platform',
|
||||
sectionGang: 'Section Gang',
|
||||
};
|
||||
|
||||
/** A train on the board, with what it is carrying — otherwise a run looks identical empty or full. */
|
||||
function trainChip(s: GameState, id: string): TrainChip {
|
||||
const t = s.trays.get(id);
|
||||
if (!t) return { label: id, consist: [] };
|
||||
return {
|
||||
label: t.trainNumber === null ? 'crew' : `T${t.trainIsExtra ? 'X' : ''}${t.trainNumber}`,
|
||||
consist: t.consist.map(carLabel),
|
||||
};
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user