TODO.md had stopped tracking its own closures
Nothing was wrong with the ordering. What had gone wrong is that eight
items were done or superseded in one place and still open in another,
which reads as live work — worse than no entry at all. Found by
reviewing the file against the Gitea tracker and the git log, not by
reading it.
NEXT WAS 43 CHRONOLOGICAL ENTRIES, 26 OF THEM STRUCK THROUGH, and the
live work had stopped being visible in it. It is grouped by what each
item is WAITING ON now — blocked on a table, the screen, waiting on
something outside the code, unscheduled, standing practice — with the
closed entries moved to a Settled block at the end of the section.
EVERY NUMBER IS KEPT AS A STABLE ID. The rest of the file refers to
items by number ("decide with item 15", "same drawing pass as 19-21"),
so renumbering would have silently broken every cross-reference.
Numbers are ids, not positions, and the file now says so. The one
reference that pointed at a settled item (item 22, the dead centre of
the Division map) is rewritten to name the principle that outlived it
rather than the item.
EIGHT STALE ITEMS CLOSED. The Heavy Grade orientation was fixed in
cf018b4 and never checked off. The Fedora is TODO #29, done in this
same unshipped v0.7.9. The remaining six were the Division-map drawing
pass, all answered by Gitea#18 (closed 2026-08-26) replacing the layout
rather than fixing the drawing — 167 lines describing a wrapped map
that no longer exists, collapsed to 32 that keep the two ideas which
outlived their items: "SHARED in the middle, YOURS on the right", now
Gitea#20's territory, and why rotating the map to seat a viewer at the
bottom was refused (it moves the open gap between the buffer stops out
of the eye's path, and that gap is the only thing saying the Division
is a line and not a loop).
65 open items to 57; 2,400 lines to 2,179.
TWO PIECES OF DEAD CODE GITEA#18 LEFT BEHIND, found while confirming
the map really is one row before closing the items that say it is.
SIDE_GAP was declared and never read. And divisionSvg's header comment
still described "one row alone, two rows facing, a horseshoe of three,
a square of four" — contradicting the layout comment 200 lines below
it, which explains why that layout was dropped. A comment that
survives the code it describes is how the next reader gets it wrong.
No behaviour change. 878 tests pass.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YTaNBL1jVxNqgFdjHkHoo3
This commit is contained in:
co-authored by
Claude Opus 5
parent
bb1b661211
commit
31b942cc38
@@ -5,253 +5,65 @@ not to — the point is that nothing quietly evaporates.
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Grouped by what kind of work it is — Next, Replay/Save Games, Bot Performance, Play Balance,
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Grouped by what kind of work it is — Next, Replay/Save Games, Bot Performance, Play Balance,
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Multiplayer, Display, Rules Questions, Other — and ordered within each by how much it is currently
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Multiplayer, Display, Rules Questions, Other — and ordered within each by how much it is currently
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costing us. **Display** was split out of Other on 2026-08-22, when a session at the board produced
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costing us. **Next is the queue**; the other sections are where the reasoning lives, and Next points
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seven items about the screen rather than the rules; the "most recent action" entry moved with it.
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into them rather than repeating them.
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Reorganized 2026-08-20 from a flat list; nothing below changed, only where it lives. Two duplicate
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entries (Heavy Grade orientation, the Local's coach) were merged into one each, and the industry-table
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**Reorganized 2026-08-30**, and the reason is worth recording because it will happen again. Nothing
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item that had been sitting in a "these are all done" section without actually being done was moved out
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was wrong with the ordering — what had gone wrong is that the file had stopped tracking its own
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to Rules Questions.
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closures. Next was a chronological list of 43 entries with 26 struck through, and eight items in
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Display were still open `- [ ]` although Next already recorded them as superseded by Gitea#18 or
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shipped in v0.7.9. **An item closed in one place and left open in another is worse than no entry at
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all**, because it reads as live work. So: Next is now grouped by what each item is WAITING ON, the
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closed entries moved to a "Settled" block at the end of it, and the five dead Division-map drawing
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items collapsed into one that keeps only the two ideas which outlived them. 65 open items became 57.
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Earlier passes, kept: **Display** was split out of Other on 2026-08-22, when a session at the board
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produced seven items about the screen rather than the rules. Reorganized 2026-08-20 from a flat list.
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Two duplicate entries (Heavy Grade orientation, the Local's coach) were merged into one each, and the
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industry-table item that had been sitting in a "these are all done" section without actually being
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done was moved out to Rules Questions.
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---
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---
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## Next
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## Next
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Queued from the 2026-08-20 multiplayer planning session (reasoning in Multiplayer below), in order:
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**The live queue.** Every entry keeps the number it was given when it was raised — these are ids,
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not positions, and the rest of this file refers to them by number ("decide with item 15", "same
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drawing pass as 19-21"). Nothing is renumbered when something closes; settled entries move to
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[Settled, kept for the reasoning](#settled-kept-for-the-reasoning) at the end of this section instead.
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1. ~~**Fix the New Train phase car-placement round**~~ — done, see Multiplayer below.
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Regrouped 2026-08-30 by **what each is waiting on**, which is the question actually asked of this
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2. ~~**Unify victory conditions across solitaire, competitive and coop**~~ — done, see Multiplayer
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list. It was a chronological queue of 43 entries, 26 of them struck through, and the live work had
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below.
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stopped being visible in it.
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3. ~~**Phase 2 of `docs/architecture/multiplayer.md` — server core**~~ — done, see Multiplayer below.
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Queued 2026-08-21, from playing the StartOS build:
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### Blocked on a table, not on code
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4. ~~**The lobby must offer every game parameter the solitaire New Game dialog does**~~ — done in
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The largest gap in the project, and it is not a coding gap. Four features shipped without a person
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v0.6.0.
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ever meeting them.
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5. ~~**Decide what the four `optionalRules` are**~~ — done in v0.6.0: `sisterTrains` deleted,
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`employeeRotation` implemented, the other two were already live.
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6. ~~**Stop every release destroying every game in progress**~~ — done in v0.6.0, by replaying the
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save rather than comparing version strings.
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Queued 2026-08-22, from playing on StartOS:
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39. **NONE OF v0.7.4 HAS BEEN PLAYED BY A HUMAN.** The Yard Office offer, the Red Flag hold and its
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out-of-phase prompt, and the loaded-Extra make-up rules are all tested end to end, packed, and
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running on `phoenix.local` — and no person has met any of them at a board. Two are interruptions
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that stop the Mainline Phase and put a question in front of somebody mid-thought, which is
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exactly the kind of thing only play reveals.
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7. **Make "Games in Progress" readable** — **ON HOLD, 2026-08-29 (Jesse).** StartOS 0.4.0.2 is
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35. **Extended play has never been played at a real table.** **Verified live on phoenix.local,
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expected to improve how action results are displayed, which is most of what makes this unreadable
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2026-08-29**, against the installed v0.7.3:0 rather than in tests: a two-seat competitive game
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— so wait and see what the platform fixes before rewriting the action around a limitation that
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(one human client, one bot) was dealt over the HTTP API with `days: 1`, played to the end of its
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may be gone. Re-open it against 0.4.0.2 and re-read the output before designing anything.
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timetable, and reached `awaitingExtension` on Day 2 with `official = { win, winner 0,
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Reasoning in Multiplayer below.
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daysElapsed }` frozen at Day 1 and votes `[null, null]`. Voting yes as seat 0 was accepted, the
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8. **Give a player a way back into a game after losing their browser** — a fresh browser is still
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bot followed as designed, and the game returned to `active` with `extraDays: 1` and the official
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locked out of a RUNNING game, even though the server knows who they are. Reasoning in Multiplayer
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outcome **unchanged**. Both test games were deleted afterwards.
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below; needs Jesse's call on whether a token in a URL is acceptable. **The lobby half of this was
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fixed 2026-08-23** — a reload while seated no longer orphans the chair, and a seat can now be
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given up rather than wedging the table.
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Queued 2026-08-22, from a v0.4.9d gameplay-testing report (six bugs, forwarded by Jesse):
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**The save carry-over claim was checked rather than asserted**: phoenix held five saves before
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the update, of which `WHISTLE-4086` resumed and three were already refused by the 0.7.2 deck
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change. After updating to 0.7.3 the log is identical — same game resumed with the same 7 intents,
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same three refusals at the same move with the same code.
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9. ~~**Two trains in one station answer to one button**~~ — done in v0.4.9e / the release below.
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**What is still untested is what the item is named for: humans, at a table.** The multiplayer
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10. ~~**A Freight House can unload the boxcar it just loaded; a platform can detrain the passengers
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vote has never been driven through two browsers — what a second player sees while waiting on a
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it just boarded**~~ — done in v0.4.9e / the release below.
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first, and whether "waiting on Carol" is legible once Carol has closed her laptop, are still
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11. ~~**The Grocer's Warehouse ships and the Refinery receives**~~ — done in v0.4.9e / the release
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unanswered.
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below: both are one-way again.
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12. **PARTLY REPRODUCED: cars left behind when backing up over them** — see Rules Questions below.
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Half of it turned out to be the second half of Gitea#17 and is fixed (2026-08-26): a train
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pulling out through a 45° leg left its own cut standing. The "I can later drive right through
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them" half is still unexplained and still needs a board from whoever filed it.
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Queued 2026-08-22, from the v0.4.9e gameplay-testing report filed as Gitea issues.
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12a. ~~**Gitea#4 — confirm that extra trains start properly**~~ — done in the release below. Either
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Division Point, the Interchange with a direction chosen there, a Control Point gated by a new
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`extraStart` house rule, and the Superintendent's hold on the way out of the Interchange yard.
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Reasoning in `docs/rules/implications.md` §7.
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12d. ~~**Gitea#7 — coach counts on four train cards**~~ — done in the release below. 1/2 Crack
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Limited 3 coaches → 2, 5/6 The Sparrow 2 → 3. A change to the cards, so `Trains3.pdf` and the
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transcription in `docs/rules/implications.md` §5 keep the original numbers with a footnote;
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`src/engine/content.ts` and `docs/StationMaster-Home-Deck-v0.4.5.md` carry what the game plays.
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12c. ~~**Gitea#6 — players may not discard train cards**~~ — done in the release below. Timetabled
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and Extra alike; the forced play falls out of the hand limit rather than needing a mechanism of
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its own. Reasoning in `docs/rules/implications.md` §6.2.
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12b. ~~**Gitea#2 — four porters, two passengers on the platform, and only one may be worked**~~ —
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RULED AND FIXED in the release below, though not the way the report implies. The engine is
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faithful to the written rules at every step; what bites is that BOTH directions of porter work
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move coaches one-way into a Classification Yard that comes back only when the Division Yard is
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bare of all ~60 cars. Sixteen coaches in the game, and the reported save runs dry on Day 5 with
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eight of them stranded in Classification. **Jesse's ruling: the shortage stays** — "it is
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possible to run out, that's part of the strategy" — so the three balance options in Play Balance
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below are declined, not deferred. What was actually wrong is that the game said NOTHING: a Porter
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action that cannot be taken is simply absent from the menu, and the "why is nothing moving?"
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panel covered freight facilities only. That half is fixed.
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12e. ~~**Gitea#8 — the per-diem train could not couple a caboose**~~ — done in the release below.
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`ROLLING_STOCK_SUPPLY` mints all six cabooses `loaded: true` because §2.2's "coloured is loaded,
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white is empty" doubles as a PIECE COUNT there and there is no white caboose. X22 Pee-Dee, whose
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whole card is "may only pick up MTs", read that literally and refused every caboose including the
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one it was made up with — set it out and the train was stranded, which made it unplayable rather
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than merely restricted. A caboose carries the crew, not freight, so it is never a load.
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12g. ~~**Gitea#9 — a Timetabled train may be discarded**~~ — done in the release below, and it
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SUPERSEDES Gitea#6 (item 12c above), shipped three days earlier. A Timetabled train may be tossed
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face-up to a Department slot, where a rival may pick it up — which needed no machinery, since
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that is where every discard already goes. An Extra still may not: it never joins the timetable,
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so it can never be what jams it. On this line the Timetabled half is a New Game setting
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(`discardTimetabled`, on by default), because Jesse's reasoning is about games run longer than
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five Days; the 0.4.9 line takes the plain rule. Reasoning in `docs/rules/implications.md` §6.2.
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12f. ~~**Gitea#10 — a dialog when the Day rolls over**~~ — done in the release below. "Hard to keep
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track of time." Nothing on screen was wrong — the clock, the turn chart and the timetable all
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said which Day it was — but a Day turns over inside the phases that run themselves, so it passes
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between one click and the next, and the two transient signals the page had (the phase banner at
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2.6s, the announcement flash at 4.2s) are both gone before a player reading the board notices.
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A modal stops and waits, and carries the standings, the Days left and the combined target.
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Suppressed on the first frame, on Undo stepping back across a rollover, and on the Day the game
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ends — the outcome panel is the thing to read then.
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13. **Watch the other players and the bots actually make their moves** — raised by Jesse
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2026-08-22, and **settled 2026-08-29 as the harder of the two readings**: "I want to be able to
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watch other players and bots make their moves. It's not fun to do my turn and have magic happen
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in the background and then have to figure out what others did."
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So this is not the log-legibility fix. It is the ordered, per-action presentation of everyone
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else's turns — **the same mechanism Gitea#20 step 4 specifies for the common board**, routed to a
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player's own screen as well. Jesse: "this relates to issue #20 and will require a lot more
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thinking." Do not start it as a standalone piece; it wants designing with #20. Reasoning in
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Multiplayer below.
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14. **INVESTIGATE: stamp the history with wall-clock time** — even if nothing displays it yet, so
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"how long did that turn take" can be answered afterwards. Reasoning in Replay / Save Games below.
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Half of it already exists server-side and is read by nothing.
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15. **INVESTIGATE: a "most recent action" line under the status block** — above the Division map,
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saying what just happened in the same words the history uses. Reasoning in Display below;
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overlaps item 13 and should be decided with it.
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15a. **Build documentation FROM the implementation, starting with a card reference** — raised by
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Jesse 2026-08-22. Reasoning in Other below. The prompt for it was finding train card data spread
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across five documents of three different vintages, one of them superseded.
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Queued 2026-08-22, from a session looking at the screen rather than the rules. All Display below.
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16. **Three explicit display options for the Office map** — always hidden, always on, auto-hide. All
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three modes already exist; only the BUTTON is a cycle, and it cannot reach every one of them.
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17. **The same three options for the Division map**, which today cannot be hidden at all. Auto there
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means something different and useful: hide it now, bring it back at the end of the phase.
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18. **Give every phase a visible beat.** The automatic phases are not too fast — they are never
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drawn at all, because `pump` runs them all before the page renders once.
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19. ~~**Turn the track art vertical on a Division card laid vertically**~~ — **SUPERSEDED by
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Gitea#18** (Jesse, 2026-08-26). There are no vertical lanes any more: the Division draws as a
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single row, west to east.
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20. ~~**Run the inter-row connector round the OUTSIDE**~~ — **SUPERSEDED by Gitea#18.** No second
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row, so nothing to connect.
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21. ~~**The Division Point captions overflow the map**, and the buffer stops point the wrong way once
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the route wraps~~ — **SUPERSEDED by Gitea#18.** Nothing wraps; both ends face outward.
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22. ~~**Fill the dead centre of the Division map with the common board**~~ — **SUPERSEDED by
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Gitea#18.** A row has no centre to fill.
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23. **History: newest at the top?** Plus the timestamps question from item 14, which lands here.
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24. ~~**Put the viewer's own district at the BOTTOM of the Division map** and wrap the table around
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them~~ — **DEFINITIVELY SUPERSEDED by Gitea#18** (Jesse's word, 2026-08-26). A single row and a
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table wrapped around the viewer cannot both hold, and the row wins: being able to rely on east
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meaning right is worth more than being seated at the table.
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Queued 2026-08-23, from Jesse playing the v0.7.0 build on StartOS. **All three were the same drawing
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pass as 19-21 and 24 above, and all three are answered by Gitea#18 rather than fixed:**
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25. ~~**The Division map does not draw track geometry at all**~~ — **SUPERSEDED by Gitea#18.** The
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Division map stops drawing office-area detail altogether, so there is no Running Track on it to
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draw geometry for. The geometry belongs to the Office map, which already draws it.
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26. ~~**CONFIRMED IN PLAY: the buffer stop points the wrong way** at two players~~ — **SUPERSEDED by
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Gitea#18**, with item 21.
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27. ~~**CONFIRMED IN PLAY: east is not always to the right.**~~ — **FIXED OUTRIGHT by Gitea#18**, and
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the reason it wins over item 24. One row means east is always to the right.
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28. **INVESTIGATE: move the game's settings off the top line and into a card of their own** — and
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show ALL of them, not the four that fit. Reasoning in Display below.
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29. ~~**Put the Fedora at the right-hand end of the phase row**~~ — done 2026-08-30 in v0.7.9. It
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rides at the end of the phase row now, and wraps under it rather than squeezing the chips on a
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narrow screen. Went in beside the "waiting on nobody" fix below, since both are the top few rows
|
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of status that Jesse asked to have re-looked at as a whole.
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Queued 2026-08-25, from releasing 0.7.1 / 0.4.9g. **Both are blocked on the two commits being made
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and pushed** — they were still uncommitted when the session ended.
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30. ~~**Close the Gitea issues by hand, each with a comment naming the commit that fixed it.**~~ —
|
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done, and done again for v0.7.2 / v0.4.9h (2026-08-26). #2, #6, #8, #9 and #10 carry their
|
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comments from the v0.7.1 release, including the pointer on #6 saying #9 superseded it. #3, #14,
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#15, #17 and #18 now carry theirs, each naming `2ab25e3` and `e9683cc` and the version each
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shipped in — and, where the fix was not what the report implied, the ruling that decided it:
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#15 was REVERSED on review (the placement is legal; what was confirmed is that no train crosses
|
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the gap), and #14's comment lists the ten unbuilt cards that are held out, so they do not vanish
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along with the issue.
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**Keep doing this.** Auto-closing leaves an issue with no record of which commit or which release
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answered it. The token and the API calls are in the workspace's `AGENTS.local.md`.
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31. ~~**Bump the StartOS wrapper to 0.7.2.**~~ — done 2026-08-26 (`1bfea8d`). Submodule pinned to
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`v0.7.2`, `current.ts` at `0.7.2:0`, release notes rewritten in all five locales, `README.md` and
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`instructions.md` updated. No new version file and no migration. Verified: `npm run check` clean
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and `make x86` packs as `v0.7.2:0`.
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**This is the first release that does NOT carry games in progress**, and the release notes lead
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with it in every locale. A save is a seed plus the moves played; the deck going from 206 cards to
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121 means a card id recorded under 0.7.1 refers to a different card or to none, so a save stops
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replaying at its first `card.play`. There is nothing to migrate — those moves were made against a
|
|
||||||
deck that no longer exists — and it fails safe: `src/server/index.ts` refuses to resume a save the
|
|
||||||
rules reject, names the move it stopped at, and leaves the file untouched, so an operator can put
|
|
||||||
0.7.1 back on to finish a game that matters.
|
|
||||||
|
|
||||||
32. **Tell the 0.4.9 playtesters their saves are dead, before they find out.** The same deck change
|
|
||||||
shipped as v0.4.9h, so every save filed before it — including the ones attached to Gitea#15 and
|
|
||||||
#17 — stops replaying at its first `card.play`, and any game a tester has in progress will be
|
|
||||||
declined on restart. They fail safe and the files are kept, but nobody has been told. Worth a
|
|
||||||
line wherever the tester build is announced, and worth knowing when the next bug report arrives
|
|
||||||
with a save that will not load.
|
|
||||||
|
|
||||||
Queued 2026-08-29, from building Gitea#11 and #16 (both shipped in v0.7.3, main only):
|
|
||||||
|
|
||||||
33. **The second pass on the results screen — badges, and the brainstorm Gitea#16 asks for.** The
|
|
||||||
first pass is in and reports everything the Frame and the event tally know. What it deliberately
|
|
||||||
does not have is the interesting half: "maybe create badges for anything interesting that
|
|
||||||
happened… there should be a whole conversation brainstorming session on what are the things that
|
|
||||||
might be interesting for people to be aware of at the end of the game." The raw material is
|
|
||||||
already being kept — `tally.trainsCompletedWithWork` is the switching-master join, `longestStand`
|
|
||||||
is the engine that sat on a siding — and because the statistics are DERIVED from the event stream
|
|
||||||
rather than recorded, a second pass can add any of them retroactively to games already played and
|
|
||||||
saved. Needs Jesse and a conversation, not code, to start.
|
|
||||||
|
|
||||||
34. ~~**`replay.ts` prints a raw outcome enum, exactly as the results screen used to.**~~ — done
|
|
||||||
2026-08-30 in v0.7.9. `panels.ts`'s `reasonSentence` is exported and shared, fed the last
|
|
||||||
recorded frame and stripped of markup; the drift test now maps `win`/`loss` to `won`/`lost` so
|
|
||||||
it still checks agreement rather than spelling. Original note below.
|
|
||||||
|
|
||||||
**`replay.ts` printed a raw outcome enum, exactly as the results screen used to.** Its summary
|
|
||||||
line is `` `${o.result} — ${o.reason}` ``, which renders "loss — revenueFloor" — the same defect
|
|
||||||
Gitea#16 was filed about, in the dev-side replay viewer rather than the playable page. The
|
|
||||||
sentences now exist (`panels.ts`'s `reasonSentence`), but they are written against a `Frame` and
|
|
||||||
the replay recorder has a `GameState`, so it is a small refactor rather than a one-line swap. Not
|
|
||||||
done in v0.7.3 because nothing about it is player-facing and the change earns its own look.
|
|
||||||
|
|
||||||
35. **Extended play has never been played at a real table** — but it now works on a real server.
|
|
||||||
**Verified live on phoenix.local, 2026-08-29**, against the installed v0.7.3:0 rather than in
|
|
||||||
tests: a two-seat competitive game (one human client, one bot) was dealt over the HTTP API with
|
|
||||||
`days: 1`, played to the end of its timetable, and reached `awaitingExtension` on Day 2 with
|
|
||||||
`official = { win, winner 0, daysElapsed }` frozen at Day 1 (`config.days`) and votes
|
|
||||||
`[null, null]`. Voting yes as seat 0 was accepted, the bot followed as designed, and the game
|
|
||||||
returned to `active` with `extraDays: 1` and the official outcome **unchanged**. The tally rode
|
|
||||||
the Frame to the client. Both test games were deleted afterwards; the box is back to Jesse's own
|
|
||||||
`WHISTLE-4086` and the `FREIGHT-3230` lobby.
|
|
||||||
|
|
||||||
**The save carry-over claim was also checked rather than asserted**: phoenix held five saves
|
|
||||||
before the update, of which `WHISTLE-4086` resumed and three were already refused by the 0.7.2
|
|
||||||
deck change. After updating to 0.7.3 the log is identical — same game resumed with the same 7
|
|
||||||
intents, same three refusals at the same move with the same code.
|
|
||||||
|
|
||||||
**What is still untested is the part the item is named for: humans, at a table.** Nobody has sat
|
|
||||||
down and played a game off the end of its timetable, and the multiplayer vote has never been
|
|
||||||
driven through two browsers — what a second player sees while waiting on a first, and whether
|
|
||||||
"waiting on Carol" is legible once Carol has closed her laptop, are still unanswered. Worth being
|
|
||||||
the first thing the next play session does.
|
|
||||||
|
|
||||||
**A HUMAN DID REACH IT ON 2026-08-30, AND IT WAS UNUSABLE — fixed in v0.7.9.** Jesse played a
|
**A HUMAN DID REACH IT ON 2026-08-30, AND IT WAS UNUSABLE — fixed in v0.7.9.** Jesse played a
|
||||||
solitaire game to the end and was never offered the extra Day. Nothing was wrong with the engine
|
solitaire game to the end and was never offered the extra Day. Nothing was wrong with the engine
|
||||||
@@ -259,64 +71,111 @@ Queued 2026-08-29, from building Gitea#11 and #16 (both shipped in v0.7.3, main
|
|||||||
which is **modal**, so the question sat underneath a dialog whose only control was Close. The
|
which is **modal**, so the question sat underneath a dialog whose only control was Close. The
|
||||||
dialog asks it now. **The verification recorded above is exactly why this survived** — it was
|
dialog asks it now. **The verification recorded above is exactly why this survived** — it was
|
||||||
driven over the HTTP API, which renders no dialog, so what was proven was that the SERVER
|
driven over the HTTP API, which renders no dialog, so what was proven was that the SERVER
|
||||||
supports extended play, not that a player can reach it. Read that distinction into every "verified
|
supports extended play, not that a player can reach it. Read that distinction into every
|
||||||
on phoenix.local" line in this file.
|
"verified on phoenix.local" line in this file.
|
||||||
|
|
||||||
|
42a. **Nobody has clicked through the solitaire setup screen's own fields** and confirmed the dealt
|
||||||
|
game matches what was chosen. The screen took three attempts to become reachable at all (item 42
|
||||||
|
below); reachable is not the same as correct. Early item for the next play session, with #39.
|
||||||
|
|
||||||
|
40. **A save from before v0.7.4 may not replay, and nobody has been told.** The Red Flags intent
|
||||||
|
changed shape, a make-up that was legal may now be refused, and a Yard Office arrival asks a
|
||||||
|
question no older history has an answer for. It fails safe — the server declines the save, names
|
||||||
|
the move and leaves the file untouched — and `WHISTLE-4086` did survive on `phoenix.local`, so it
|
||||||
|
is "may not" rather than "will not". Worth a line wherever the build is announced, and worth
|
||||||
|
knowing when a bug report arrives with a save that will not load.
|
||||||
|
|
||||||
|
32. **Tell the 0.4.9 playtesters their saves are dead, before they find out.** The same shape as #40
|
||||||
|
but for the playtest line: the deck change shipped as v0.4.9h, so every save filed before it —
|
||||||
|
including the ones attached to Gitea#15 and #17 — stops replaying at its first `card.play`. They
|
||||||
|
fail safe and the files are kept, but nobody has been told. `PLAYTEST-0.7.4.md` (untracked, at
|
||||||
|
the repo root) is the note drafted for this and leads with it.
|
||||||
|
|
||||||
|
### The screen — v0.8.0 candidates
|
||||||
|
|
||||||
|
All six were raised by Jesse from play and all six live in **Display** below, where the reasoning is.
|
||||||
|
Listed here in rough increasing cost. Two of them entangle with Gitea#20; see the note under each.
|
||||||
|
|
||||||
|
28. **The game's settings belong in a card, not along the top line** — and show ALL of them, not the
|
||||||
|
four that fit. **Cheapest of the six**: nothing new has to be sent (`Frame` gained `mode` and
|
||||||
|
`optionalRules` in v0.7.0) and the renderer already exists — `rulesListHtml` (`settings-form.ts`)
|
||||||
|
draws exactly this list for the join preview and the seating screen.
|
||||||
|
|
||||||
|
16. **Three explicit display options for the Office map** — always hidden, always on, auto-hide. All
|
||||||
|
three modes already exist (`districtMode`, persisted); only the BUTTON is a cycle, and it cannot
|
||||||
|
reach every one of them.
|
||||||
|
|
||||||
|
17. **The same three options for the Division map**, which today cannot be hidden at all. `auto`
|
||||||
|
there means something different and useful — hide it now, bring it back at the end of the phase —
|
||||||
|
so it is a one-shot with an expiry rather than a standing rule, and probably should not share an
|
||||||
|
implementation with #16.
|
||||||
|
|
||||||
|
23. **History: newest at the top?** Reversing is nearly free; the cap (`slice(-60)`) and the forward-
|
||||||
|
reading phase headings are not. Carries the timestamps question from #14. **Weaker if #15 lands.**
|
||||||
|
|
||||||
|
15. **INVESTIGATE: a "most recent action" line under the status block.** The text already exists and
|
||||||
|
is already correct — this is placement, not content. **Overlaps #13 and should be decided with
|
||||||
|
it**: in solitaire "most recent" is the right unit, but in multiplayer what you missed is
|
||||||
|
everything that happened while you were WAITING, and one line showing only the last of them may
|
||||||
|
be the least useful line on the page.
|
||||||
|
|
||||||
|
18. **Give every phase a visible beat.** The automatic phases are not too fast — they are never drawn
|
||||||
|
at all, because `pump` runs them all before the page renders once. **So this is not a `sleep`: it
|
||||||
|
needs an async pump that steps `advance()` one call at a time and renders between — which is the
|
||||||
|
same machinery Gitea#20 step 4 specifies.** Whichever is built first should be built for both.
|
||||||
|
|
||||||
|
### Waiting on something outside the code
|
||||||
|
|
||||||
|
7. **Make "Games in Progress" readable** — **ON HOLD, 2026-08-29 (Jesse).** StartOS 0.4.0.2 is
|
||||||
|
expected to improve how action results are displayed, which is most of what makes this unreadable
|
||||||
|
— so wait and see what the platform fixes before rewriting the action around a limitation that may
|
||||||
|
be gone. Re-open it against 0.4.0.2 and re-read the output before designing anything.
|
||||||
|
|
||||||
|
8. **Give a player a way back into a game after losing their browser** — a fresh browser is still
|
||||||
|
locked out of a RUNNING game, even though the server knows who they are. **Needs Jesse's call on
|
||||||
|
whether a token in a URL is acceptable.** The lobby half was fixed 2026-08-23: a reload while
|
||||||
|
seated no longer orphans the chair, and a seat can be given up rather than wedging the table.
|
||||||
|
|
||||||
|
13. **Watch the other players and the bots actually make their moves.** Settled 2026-08-29 as the
|
||||||
|
harder of the two readings — Jesse: "It's not fun to do my turn and have magic happen in the
|
||||||
|
background and then have to figure out what others did." So it is not the log-legibility fix. It
|
||||||
|
is the ordered, per-action presentation of everyone else's turns — **the same mechanism Gitea#20
|
||||||
|
step 4 specifies for the common board**, routed to a player's own screen as well. Jesse: "this
|
||||||
|
relates to issue #20 and will require a lot more thinking." **Do not start it standalone.**
|
||||||
|
|
||||||
|
33. **The second pass on the results screen — badges, and the brainstorm Gitea#16 asks for.**
|
||||||
|
**Needs Jesse and a conversation, not code, to start.** The first pass is in and reports
|
||||||
|
everything the Frame and the event tally know; what it deliberately does not have is the
|
||||||
|
interesting half. The raw material is already kept — `tally.trainsCompletedWithWork` is the
|
||||||
|
switching-master join, `longestStand` is the engine that sat on a siding — and because the
|
||||||
|
statistics are DERIVED from the event stream rather than recorded, a second pass can add any of
|
||||||
|
them retroactively to games already played and saved.
|
||||||
|
|
||||||
36. **There is no per-Stage "this train did not move" signal, so "longest an engine sat on a siding"
|
36. **There is no per-Stage "this train did not move" signal, so "longest an engine sat on a siding"
|
||||||
cannot be answered.** Gitea#16 asks for it and the comment on that issue said `trainStoodStill`
|
cannot be answered.** The comment on Gitea#16 said `trainStoodStill` would supply it. That is
|
||||||
would supply it, "emitted per Stage, so a run of them is exactly the streak you describe". That
|
wrong, and was found by reading `advance.ts`: the event fires only for a train whose profile sets
|
||||||
is wrong, and was found only by reading `advance.ts` while building the tally: the event fires
|
`stopEarnsPoint` — the X18 Circus and nothing else — and `tray.stopPointClaimed` guarantees it
|
||||||
for a train whose profile sets `stopEarnsPoint` — the X18 Circus and nothing else — and
|
fires at most once per train per game, so a streak folded from it reads "1 Stage" for ever.
|
||||||
`tray.stopPointClaimed` guarantees it fires at most once per train per game. A streak folded from
|
**What it would take:** a new event per Stage per stationary tray (cheap to emit, a lot of events
|
||||||
it reads "1 Stage" for ever, which is what v0.7.3 built and then removed.
|
for a statistic nothing scores), or sampling live state on the Stage boundary the way `stats.ts`'s
|
||||||
**What it would take:** either a new event emitted per Stage per stationary tray (cheap to emit,
|
funnel probe does — which the tally cannot do today, because it folds a batch of events AFTER
|
||||||
but it is a lot of events for a statistic nothing scores), or sampling live state on the Stage
|
`advance` has already mutated past the moment they describe. **Settle with #33**, its only
|
||||||
boundary the way `stats.ts`'s funnel probe does — which the tally cannot do today, because it
|
consumer.
|
||||||
folds a batch of events AFTER `advance` has already mutated past the moment they describe. Worth
|
|
||||||
settling with the badge pass (#33) rather than on its own, since that is the only consumer.
|
|
||||||
|
|
||||||
37. ~~**Bump the StartOS wrapper to 0.7.3, then 0.7.4.**~~ — 0.7.3 done 2026-08-29 (`74aea24` in
|
### Unscheduled
|
||||||
`station-master-startos`). Submodule pinned to `v0.7.3` (`45580d8`), `current.ts` at `0.7.3:0`,
|
|
||||||
release notes in all five locales, `README.md` and `instructions.md` updated. No new version file
|
|
||||||
and no migration — the outgoing `0.7.2:0`'s `up` was empty, `versions.md`'s common case, so
|
|
||||||
`current.ts` bumped in place. Verified: `npm run check` clean, prettier clean, `make x86` packs
|
|
||||||
as `v0.7.3:0`. **NOT installed on a box and not played** — see #35.
|
|
||||||
|
|
||||||
**Unlike 0.7.2, games in progress survive this one**, and both docs lead with it. No card data
|
12. **PARTLY REPRODUCED: cars left behind when backing up over them.** Half of it turned out to be
|
||||||
changed and the engine changes are additive, so every intent in a 0.7.2 save is still legal;
|
the second half of Gitea#17 and is fixed (2026-08-26): a train pulling out through a 45° leg left
|
||||||
proven rather than assumed by `test/harness.test.ts`, which replays the three files in
|
its own cut standing. **The "I can later drive right through them" half is still unexplained and
|
||||||
`public/replays` (all recorded under an older ruleset) and asserts every intent still applies.
|
still needs a board from whoever filed it.** See Rules Questions below.
|
||||||
|
|
||||||
**Bumped again to `0.7.4:0` the same day** (`085b88b`), pinned to `v0.7.4`, and installed on
|
14. **INVESTIGATE: stamp the history with wall-clock time** — even if nothing displays it yet.
|
||||||
`phoenix.local` — verified there, not merely packed: the resume log shows `WHISTLE-4086` coming
|
Reasoning in Replay / Save Games below. **Half of it already exists server-side and is read by
|
||||||
back with its 7 intents and all five new engine code paths present in the served build. Both tags
|
nothing**, so the first job is to look at a real game's timings file rather than to build.
|
||||||
are signed and pushed.
|
|
||||||
|
|
||||||
**Keep doing the whole sequence.** Tag the app, fetch the tag into the wrapper's submodule,
|
15a. **Build documentation FROM the implementation, starting with a card reference.** Raised by Jesse
|
||||||
bump `current.ts` in place (the outgoing `up` has been empty every time, `versions.md`'s common
|
2026-08-22; reasoning in Other below. The prompt was finding train card data spread across five
|
||||||
case), rewrite the notes in all five locales, update `README.md` and `instructions.md`, then
|
documents of three different vintages, one of them superseded.
|
||||||
`npm run check` / prettier / `make x86` / `make install`. `UPDATING.md` in the wrapper is the
|
|
||||||
authority and has not needed changing.
|
|
||||||
|
|
||||||
38. ~~**Gitea#13, #5 and #19 — three rules corrections.**~~ — done 2026-08-29 in v0.7.4
|
|
||||||
(`5e34c73`, `2280276`, `19a6a47`), wrapper `085b88b` as `0.7.4:0`, installed on `phoenix.local`.
|
|
||||||
Each issue carries a comment naming its commit and what was ruled, per #30. Reasoning is in
|
|
||||||
`CHANGELOG.md`; what matters here is what they left behind, below.
|
|
||||||
|
|
||||||
39. **NONE OF v0.7.4 HAS BEEN PLAYED BY A HUMAN.** The Yard Office offer, the Red Flag hold and its
|
|
||||||
out-of-phase prompt, and the loaded-Extra make-up rules are all tested end to end, packed, and
|
|
||||||
running on `phoenix.local` — and no person has met any of them at a board. Two are interruptions
|
|
||||||
that stop the Mainline Phase and put a question in front of somebody mid-thought, which is
|
|
||||||
exactly the kind of thing only play reveals. Together with #35 this is now the biggest gap in the
|
|
||||||
project: four features shipped without a table.
|
|
||||||
|
|
||||||
40. **A save from before v0.7.4 may not replay, and nobody has been told.** The same shape as #32 but
|
|
||||||
for the main line: the Red Flags intent changed shape, a make-up that was legal may now be
|
|
||||||
refused, and a Yard Office arrival asks a question no older history has an answer for. It fails
|
|
||||||
safe — the server declines the save, names the move and leaves the file untouched — and
|
|
||||||
`WHISTLE-4086` did survive on `phoenix.local`, so it is "may not" rather than "will not". Worth a
|
|
||||||
line wherever the build is announced, and worth knowing when a bug report arrives with a save
|
|
||||||
that will not load.
|
|
||||||
|
|
||||||
41. **The bot cannot use the half of Red Flags a human would.** It takes the danger prompt
|
41. **The bot cannot use the half of Red Flags a human would.** It takes the danger prompt
|
||||||
unconditionally and still plays zero flags in 200 games, because the prompt needs a colliding
|
unconditionally and still plays zero flags in 200 games, because the prompt needs a colliding
|
||||||
@@ -324,57 +183,124 @@ Queued 2026-08-29, from building Gitea#11 and #16 (both shipped in v0.7.3, main
|
|||||||
Stage for switching, which needs it to know it wants time — a notion it does not have. Reasoning
|
Stage for switching, which needs it to know it wants time — a notion it does not have. Reasoning
|
||||||
and the measurement are under Bot Performance.
|
and the measurement are under Bot Performance.
|
||||||
|
|
||||||
42. ~~**Solitaire must ask before it deals, the same way multiplayer's lobby already does.**~~ — done
|
### Standing practice — not items, rules for every release
|
||||||
2026-08-29 in v0.7.5. Jesse: "let the user choose their options like the start of a multiplayer
|
|
||||||
game"; "asking first is the only path." A new `#solitairesetup` screen in `play.html` asks the
|
|
||||||
full shared block — game type, starting hand, Extra start, revenue, victory conditions, optional
|
|
||||||
rules — before a genuinely fresh visit deals anything; a saved game, an explicit `?seed=`, or a
|
|
||||||
URL a Deal already wrote all skip past it. The in-game dialog, the lobby and this screen now
|
|
||||||
share one `wireGameTypeBlock()`/`commitNewGame()` pair instead of the dialog carrying its own
|
|
||||||
copy. Reasoning in `CHANGELOG.md`.
|
|
||||||
|
|
||||||
**Played in a browser on `phoenix.local` 2026-08-29, and it found a real bug — fixed same day in
|
30. **Close each Gitea issue by hand, with a comment naming the commit that fixed it** and, where the
|
||||||
v0.7.6.** The splash's "Play solitaire" door landed straight in a leftover Co-op four-seat lobby
|
fix was not what the report implied, the ruling that decided it. Auto-closing leaves an issue with
|
||||||
instead of the new setup screen: `start()` checked a browser-remembered multiplayer session
|
no record of which commit or which release answered it. Done for every issue closed so far: #2,
|
||||||
before ever looking at solitaire's own state, and a bare `./play.html` load could not tell "I
|
#6, #8, #9 and #10 from v0.7.1; #3, #14, #15, #17 and #18 from v0.7.2 — including #15's REVERSAL
|
||||||
clicked Play solitaire" apart from "I reloaded mid multiplayer game" — the same class of problem
|
on review (the placement is legal; what was confirmed is that no train crosses the gap) and #14's
|
||||||
`?lobby` already solved for the door on the other side (D11), just never applied to this one. The
|
list of the ten unbuilt cards, so they do not vanish with the issue. The token and the API calls
|
||||||
door now marks its intent (`?solitaire`), checked ahead of the remembered-session lookup.
|
are in the workspace's `AGENTS.local.md`.
|
||||||
|
|
||||||
**And it happened AGAIN on v0.7.6, which is what found the real cause — fixed in v0.7.7.** Every
|
37. **The wrapper release sequence, unchanged since 0.7.2 and worth following exactly.** Tag the app,
|
||||||
packaged build published the same cache-bust key (`?v=nogit`, because the `.s9pk` build has no
|
fetch the tag into the wrapper's submodule, bump `current.ts` **in place** (the outgoing `up` has
|
||||||
`.git` for `git rev-parse`), and the server sent no `Cache-Control` at all, so neither release
|
been empty every time, `versions.md`'s common case — no new version file, no migration), rewrite
|
||||||
ever reached the browser that asked for it. Both earlier fixes were correct and both were
|
the release notes in all five locales, update `README.md` and `instructions.md`, then
|
||||||
verified by reading what the SERVER served — which was true and was never the thing in doubt.
|
`npm run check` / prettier / `make x86` / `make install`. `UPDATING.md` in the wrapper is the
|
||||||
**The lesson worth keeping: when a fix appears to have had no effect, check that it arrived
|
authority and has not needed changing.
|
||||||
before re-diagnosing it.** A hard-reload would have answered it on the first report.
|
|
||||||
|
|
||||||
**And a THIRD report, 2026-08-30, with the build confirmed current on screen — which is what
|
**Say which way games in progress go, in every locale, every time.** 0.7.2 broke them (206 cards
|
||||||
finally found it. Fixed in v0.7.8.** v0.7.5 skipped the setup screen whenever a save existed
|
to 121, so a card id recorded under 0.7.1 refers to a different card or to none) and led with it;
|
||||||
("a saved game is a game to resume"), so any browser that had ever played solitaire could never
|
0.7.3 and 0.7.4 carried them and led with that. It fails safe either way — `src/server/index.ts`
|
||||||
reach it again; the private window that seemed to vindicate v0.7.7 simply had no save. The door
|
refuses a save the rules reject, names the move it stopped at, and leaves the file untouched, so
|
||||||
outranks a save now, a bare reload still resumes, and `#ss-resume` keeps the game in progress
|
an operator can put the old version back to finish a game that matters.
|
||||||
one button away since Deal clears it.
|
|
||||||
|
|
||||||
**Three attempts, two of them fixing something real that was not the reported fault.** Each was
|
### Settled, kept for the reasoning
|
||||||
reported as verified, and each verification read what the SERVER served rather than exercising
|
|
||||||
the path with the state a returning player actually has. The thing that worked was a failing
|
|
||||||
test written before the fix. Worth remembering next time a report repeats: reproduce the user's
|
|
||||||
state first, and treat "I verified it" as unearned until something failed the way they described.
|
|
||||||
|
|
||||||
Still not verified past that: nobody has clicked all the way through the setup screen's own
|
Closed items, newest first. Kept because several of them are the only record of a ruling or a lesson;
|
||||||
fields and confirmed the dealt game matches what was chosen. Worth being an early item in the
|
the numbers stay so cross-references above and below still resolve.
|
||||||
next play session, alongside #39's four unplayed v0.7.4 features.
|
|
||||||
|
|
||||||
43. ~~**"Waiting on" said nobody while the game was stopped on the Superintendent.**~~ — done
|
43. ~~**"Waiting on" said nobody while the game was stopped on the Superintendent.**~~ — done
|
||||||
2026-08-30 in v0.7.9. Reported by Jesse from play. `Frame.actor` carried `clock.currentActor`,
|
2026-08-30 in v0.7.9. `Frame.actor` carried `clock.currentActor`, null for the whole Mainline
|
||||||
null for the whole Mainline Phase, so all three interruptions (clearance, Yard Office, Red Flag)
|
Phase, so all three interruptions (clearance, Yard Office, Red Flag) reported that the Division
|
||||||
reported that the Division was running itself. It carries `actingPlayer` now and a new
|
was running itself. It carries `actingPlayer` now and a new `awaiting` field says what the
|
||||||
`awaiting` field says what the question is and which train it is about.
|
question is and which train it is about. **Worth knowing for the next Frame field:** the engine
|
||||||
|
had the right answer in `actingPlayer` since the Gitea#5 refactor, and the Frame simply did not
|
||||||
|
carry it. A view that reads one field of `clock` directly is a place this can happen again.
|
||||||
|
|
||||||
**Worth knowing for the next Frame field:** the engine had the right answer in `actingPlayer`
|
34. ~~**`replay.ts` printed a raw outcome enum, exactly as the results screen used to.**~~ — done
|
||||||
since the Gitea#5 refactor, and the Frame simply did not carry it. A view that reads one field
|
2026-08-30 in v0.7.9. Its summary line rendered "loss — revenueFloor", the same defect Gitea#16
|
||||||
of `clock` directly is a place this can happen again.
|
was filed about, alive in the dev-side viewer a release after the playable page was fixed.
|
||||||
|
`panels.ts`'s `reasonSentence` is exported and shared rather than reimplemented, so the replay and
|
||||||
|
the results screen cannot explain one ending two different ways; the drift test maps `win`/`loss`
|
||||||
|
to `won`/`lost` so it still checks agreement rather than spelling.
|
||||||
|
|
||||||
|
29. ~~**Put the Fedora at the right-hand end of the phase row.**~~ — done 2026-08-30 in v0.7.9.
|
||||||
|
Details, and why the name does NOT go inside the Supervisor Shift pill, in Display below.
|
||||||
|
|
||||||
|
42. ~~**Solitaire must ask before it deals, the same way multiplayer's lobby already does.**~~ — done
|
||||||
|
2026-08-29 in v0.7.5, and then fixed three more times. Jesse: "let the user choose their options
|
||||||
|
like the start of a multiplayer game"; "asking first is the only path." A `#solitairesetup` screen
|
||||||
|
asks the full shared block before a genuinely fresh visit deals anything; a saved game, an
|
||||||
|
explicit `?seed=`, or a URL a Deal already wrote all skip past it. The in-game dialog, the lobby
|
||||||
|
and this screen share one `wireGameTypeBlock()`/`commitNewGame()` pair.
|
||||||
|
|
||||||
|
**THE LESSON, AND IT IS THE MOST EXPENSIVE ONE IN THIS FILE.** The same report came back three
|
||||||
|
times, and each of the first two "fixes" corrected something real that was not the reported fault.
|
||||||
|
|
||||||
|
- **v0.7.6** — the splash's "Play solitaire" door landed in a leftover Co-op lobby: `start()`
|
||||||
|
checked a remembered multiplayer session before looking at solitaire's own state. Real bug.
|
||||||
|
Not the one reported.
|
||||||
|
- **v0.7.7** — every packaged build published the same cache-bust key (`?v=nogit`, because the
|
||||||
|
`.s9pk` build has no `.git` for `git rev-parse`) and the server sent no `Cache-Control`, so
|
||||||
|
neither release ever reached the browser that asked for it. Real bug. Still not the one
|
||||||
|
reported. **When a fix appears to have had no effect, check that it ARRIVED before
|
||||||
|
re-diagnosing it** — a hard reload would have answered it on the first report.
|
||||||
|
- **v0.7.8** — the actual fault: v0.7.5 skipped the setup screen whenever a save existed ("a
|
||||||
|
saved game is a game to resume"), so any browser that had ever played solitaire could never
|
||||||
|
reach it again. The private window that seemed to vindicate v0.7.7 simply had no save.
|
||||||
|
|
||||||
|
**Each of the three was reported as verified, and each verification read what the SERVER served
|
||||||
|
rather than exercising the path with the state a returning player actually has.** The thing that
|
||||||
|
worked was a failing test written before the fix. Next time a report repeats: reproduce the
|
||||||
|
user's state first, and treat "I verified it" as unearned until something failed the way they
|
||||||
|
described.
|
||||||
|
|
||||||
|
38. ~~**Gitea#13, #5 and #19 — three rules corrections.**~~ — done 2026-08-29 in v0.7.4 (`5e34c73`,
|
||||||
|
`2280276`, `19a6a47`), wrapper `085b88b` as `0.7.4:0`, installed on `phoenix.local`. Each issue
|
||||||
|
carries a comment naming its commit and what was ruled. What they left behind is #39, #40 and #41
|
||||||
|
above.
|
||||||
|
|
||||||
|
31. ~~**Bump the StartOS wrapper to 0.7.2.**~~ — done 2026-08-26 (`1bfea8d`). Folded into the
|
||||||
|
standing practice at #37 above, which is where the sequence now lives.
|
||||||
|
|
||||||
|
25-27. ~~**Three Division-map drawing reports from the v0.7.0 build**~~ — no track geometry, the
|
||||||
|
buffer stop pointing the wrong way at two players, and east not always being to the right. All
|
||||||
|
answered by **Gitea#18**; the last was FIXED OUTRIGHT by it and is the reason a single row won.
|
||||||
|
Collapsed into one entry in Display below.
|
||||||
|
|
||||||
|
19-22, 24. ~~**Five drawing items against the wrapped Division map**~~ — vertical track art, the
|
||||||
|
inter-row connector, overflowing captions, filling the dead centre, and seating the viewer at the
|
||||||
|
bottom. All **SUPERSEDED by Gitea#18**, which replaced the layout rather than fixing the drawing.
|
||||||
|
Two ideas survive them and are recorded in Display below: "SHARED in the middle, YOURS on the
|
||||||
|
right" (now Gitea#20's territory), and why rotating the map to seat a viewer was refused.
|
||||||
|
|
||||||
|
9-11, 12a-12g. ~~**The v0.4.9d and v0.4.9e gameplay-testing reports**~~ — twelve bugs, all shipped in
|
||||||
|
v0.4.9e / v0.7.1. Two trains in one station answering to one button; a Freight House unloading the
|
||||||
|
boxcar it just loaded; the Grocer's Warehouse shipping and the Refinery receiving; Gitea#4 extra
|
||||||
|
train starts; #7 coach counts on four train cards; #6 then #9 on discarding train cards (#9
|
||||||
|
superseded #6 three days later — a Timetabled train may be tossed face-up to a Department slot,
|
||||||
|
an Extra may not); #8 the per-diem train and the caboose; and #10 the Day-rollover dialog.
|
||||||
|
Reasoning for each is in `docs/rules/implications.md` and `CHANGELOG.md`.
|
||||||
|
|
||||||
|
**Gitea#2 carries a RULING worth keeping.** Four porters, two passengers on the platform, and
|
||||||
|
only one may be worked — RULED AND FIXED, but not the way the report implied. The engine is
|
||||||
|
faithful to the written rules at every step; what bites is that BOTH directions of porter work
|
||||||
|
move coaches one-way into a Classification Yard that comes back only when the Division Yard is
|
||||||
|
bare of all ~60 cars. Sixteen coaches in the game, and the reported save runs dry on Day 5 with
|
||||||
|
eight stranded. **Jesse's ruling: the shortage stays** — "it is possible to run out, that's part
|
||||||
|
of the strategy" — so the three balance options in Play Balance below are DECLINED, not deferred.
|
||||||
|
What was actually wrong is that the game said NOTHING: a Porter action that cannot be taken is
|
||||||
|
simply absent from the menu, and the "why is nothing moving?" panel covered freight facilities
|
||||||
|
only. That half is fixed.
|
||||||
|
|
||||||
|
1-6. ~~**The 2026-08-20 multiplayer planning queue and the first StartOS play session**~~ — the New
|
||||||
|
Train phase car-placement round, unified victory conditions, Phase 2 server core, the lobby
|
||||||
|
offering every game parameter, deciding what the four `optionalRules` are (`sisterTrains`
|
||||||
|
deleted, `employeeRotation` implemented, the other two already live), and stopping every release
|
||||||
|
from destroying every game in progress — done by replaying the save rather than comparing version
|
||||||
|
strings. All shipped in v0.6.0; reasoning in Multiplayer below.
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
@@ -1449,11 +1375,19 @@ Deferred while planning the server; decisions and reasoning are in `docs/archite
|
|||||||
|
|
||||||
## Display
|
## Display
|
||||||
|
|
||||||
- [ ] **THE BOARD STILL DOES NOT SAY WHICH WAY A HEAVY GRADE CLIMBS.** RAR, twice: "grade should
|
- [x] **~~THE BOARD STILL DOES NOT SAY WHICH WAY A HEAVY GRADE CLIMBS.~~** — done 2026-08-30 in
|
||||||
|
v0.7.9 (`cf018b4`). A brown wedge in the card's lower right rising toward the climb, with an
|
||||||
|
arrow lying along its slope. **It is Gitea#18 that made this drawable**: east is always to the
|
||||||
|
right on a single-row map, so a wedge can be read without a compass — under the wrapped layout
|
||||||
|
the same wedge would have pointed a different way at every seat. Orientation was measured
|
||||||
|
rather than assumed (400 seeds x 4 player counts, 535 grades, 0 without one, 276 east / 259
|
||||||
|
west). Original note below.
|
||||||
|
|
||||||
|
**The board did not say which way a Heavy Grade climbs.** RAR, twice: "grade should
|
||||||
tell you which way is up." `gradeUp` is dealt at setup and drives which of Helpers or
|
tell you which way is up." `gradeUp` is dealt at setup and drives which of Helpers or
|
||||||
Brakeman/Airbrakes can ever pay, and Gitea#3 made it matter more — the modifiers now move a
|
Brakeman/Airbrakes can ever pay, and Gitea#3 made it matter more — the modifiers now move a
|
||||||
train's STARTING REGION, so playing the wrong one is three Stages of climb instead of two. The
|
train's STARTING REGION, so playing the wrong one is three Stages of climb instead of two. The
|
||||||
tooltip says it (`mainlineDescription`); the map does not. Untouched by Gitea#3, which was
|
tooltip says it (`mainlineDescription`); the map did not. Untouched by Gitea#3, which was
|
||||||
about the rules rather than the drawing.
|
about the rules rather than the drawing.
|
||||||
|
|
||||||
|
|
||||||
@@ -1586,202 +1520,59 @@ What is on the screen and where. Split out of Other 2026-08-22; the rules are el
|
|||||||
**The open questions.** Which of the six stay on the top line — Revenue and the objective are
|
**The open questions.** Which of the six stay on the top line — Revenue and the objective are
|
||||||
glanced at constantly and clearly belong there, the seed and the code almost never are. Whether
|
glanced at constantly and clearly belong there, the seed and the code almost never are. Whether
|
||||||
the card folds like `#district` does or is always open. Whether the collision counts belong in
|
the card folds like `#district` does or is always open. Whether the collision counts belong in
|
||||||
it or beside the objective, since they are a live score rather than a setting. And it interacts
|
it or beside the objective, since they are a live score rather than a setting. And it inherits
|
||||||
with the Display items about the right column and the middle of the Division map (item 22): if
|
the one principle that outlived the wrapped-map items (settled below): **SHARED in the middle,
|
||||||
the shared board moves to the centre, the right column is "yours", and a settings card is not
|
YOURS on the right.** A settings card is not yours — it is the table's — so if the common board
|
||||||
yours — it is the table's.
|
of Gitea#20 ever comes back onto this page, the settings card belongs beside it rather than in
|
||||||
|
the right-hand column.
|
||||||
|
|
||||||
- [ ] **INVESTIGATE: the Fedora belongs at the right-hand end of the phase row.** Raised by Jesse
|
- [x] **~~INVESTIGATE: the Fedora belongs at the right-hand end of the phase row.~~** — done
|
||||||
2026-08-23, the day after it was added: "on the next row down, we recently added Superintendent
|
2026-08-30 in v0.7.9 (`Next` #29). Jesse's fallback was the one taken: `.tc-super` moved to the
|
||||||
and saying who's got the Fedora. That information should be all the way on the right, where
|
end of the row, after the pills, and wrapping under them rather than squeezing the chips on a
|
||||||
currently it says 'Supervisor Shift'. Would it be possible to say 'Supervisor Shift — and then
|
narrow screen.
|
||||||
the player name, who's the current supervisor'? If not, just moving the Superintendent and the
|
|
||||||
Fedora graphic to the right-hand side of Supervisor Shift is probably a better place for that."
|
|
||||||
|
|
||||||
**Where it is now.** `turnChartHtml` (`sim/turnchart.ts`, shared by the play screen and both
|
**The appealing version was tried and rejected.** Putting the name INSIDE the Supervisor Shift
|
||||||
replay viewers) lays out four blocks in a row: the Day/Stage/clock, the phase, "waiting on
|
pill reads as "this phase belongs to that player", which is not what the Fedora means — the
|
||||||
<name>", then the Fedora chip (`.tc-super`), and last the `<ol class="tc-phases">` of five phase
|
office holds the clearance ruling and starts every round, in every phase. Worth knowing if
|
||||||
pills. So the Fedora sits in the middle of the row, immediately before the pills.
|
anyone proposes it again.
|
||||||
|
|
||||||
**Putting the name IN the Supervisor Shift pill is the appealing version and needs thought.**
|
**The row was looked at as a whole**, per the note left here at the time, because item #15's
|
||||||
The pills are a WHERE-ARE-WE indicator — each lights violet while its phase is running and dims
|
"most recent action" line still wants space in the same strip. Nothing was taken; the row has
|
||||||
once it is done — so a name inside one may read as "this phase belongs to that player", which is
|
room for one more block at the widths tested.
|
||||||
not what the Fedora means (the office holds the clearance ruling and starts every round, in
|
|
||||||
every phase). The pill is also the one whose tooltip already explains the hat passing every
|
|
||||||
third Stage, which is why it is the natural home. Worth trying both and looking at them.
|
|
||||||
|
|
||||||
**The fallback Jesse names** — move `.tc-super` to the end of the row, after the pills — is a
|
|
||||||
two-line change and safe. Neither should be done without looking at the row as a whole: it is
|
|
||||||
the most-glanced-at strip on the page, and item 15's "most recent action" line wants space in
|
|
||||||
the same place.
|
|
||||||
|
|
||||||
- [ ] **THE DIVISION MAP DRAWS NO TRACK GEOMETRY — a turnout is indistinguishable from a straight.**
|
- [x] **~~Five drawing items against the wrapped Division map~~ — ALL ANSWERED BY Gitea#18**
|
||||||
Reported by Jesse 2026-08-23, playing the v0.7.0 build on StartOS: he upgraded a straight on his
|
(closed 2026-08-26), which replaced the layout rather than fixing the drawing. They were:
|
||||||
Running Track to a turnout and "did not see the division map on my side updated. And in the
|
the map drawing no track geometry; vertical track art on a card laid down a side lane; the
|
||||||
opponent's screen, they did not see any update in their division map either."
|
inter-row connector routed round the outside with angled corners; the Division Point captions
|
||||||
|
overflowing and the buffer stops pointing the wrong way once the route wrapped; and seating the
|
||||||
|
viewer at the bottom with the table wrapped around them. All five were the same pass, and
|
||||||
|
Jesse's instruction was to do them together — which is what made replacing the layout the
|
||||||
|
cheaper answer than drawing it five ways.
|
||||||
|
|
||||||
**It did update. The whole visible change is one word.** Measured rather than reasoned about —
|
**What the single row settled.** The route is one line, west on the left and east on the right,
|
||||||
a real two-player game played out ~260 turns, then a running-track straight upgraded to a
|
at every seat count (`board-svg.ts`). Both buffer stops face outward, so the two "wrong way"
|
||||||
turnout, diffing the drawn SVG on both seats:
|
reports cannot recur. The captions sit under their own Division Point rather than hanging off
|
||||||
|
the ends, so nothing clips. And **east is always to the right** — the report that decided it,
|
||||||
|
and the reason the horseshoe lost to a row that is 1,580px wide at four players against 842.
|
||||||
|
It is also what made the Heavy Grade wedge drawable at all (item above).
|
||||||
|
|
||||||
```
|
**The Division map no longer draws office-area detail**, so there is no Running Track on it to
|
||||||
own division view : CHANGED
|
draw turnout geometry for. That belongs to the Office map, which reads `cell.links` and already
|
||||||
other's view : CHANGED
|
draws it properly.
|
||||||
drawn SVG : CHANGED
|
|
||||||
removed: <text class="bs-name" ...>straight</text>
|
|
||||||
added : <text class="bs-name" ...>turnout</text>
|
|
||||||
```
|
|
||||||
|
|
||||||
**Why.** `divisionSvg` draws the SAME generic rail on every Running Track cell —
|
**Two things survive their items and are NOT closed with them:**
|
||||||
`rail(c.x + 6, c.y + 32, c.x + c.w - 6)`, unconditionally — and prints the card's name under it.
|
|
||||||
So a straight, a curve and a turnout are pixel-identical on the map and only the caption
|
|
||||||
differs. `officeSvg` does it properly for the district grid: it reads `cell.links` and draws the
|
|
||||||
real geometry, 45° legs included.
|
|
||||||
|
|
||||||
**The data is already there and unused.** `RunningCardView` carries
|
- **"SHARED in the middle, YOURS on the right"** — Jesse's principle from the dead-centre item,
|
||||||
`links: connectionsFor(card)` — the same field `officeSvg` draws from — and `divisionSvg` never
|
and worth keeping as the rule that decides where anything new on the screen belongs, even
|
||||||
reads it. So this is a rendering change with no plumbing behind it.
|
though a row has no centre to fill. It is now **Gitea#20**'s territory: the common board is
|
||||||
|
the shared thing, and it got its own display rather than a hole in the map.
|
||||||
|
- **Why seating the viewer at the bottom was refused**, since it will be proposed again: the
|
||||||
|
Division is a LINE, and the open gap between the two buffer stops is the only thing that says
|
||||||
|
so. Rotate the map to seat a viewer and that gap moves with them — sometimes behind them,
|
||||||
|
out of the eye's path, which is exactly where the one feature saying "this is not a circle"
|
||||||
|
must not go. Jesse called it definitively superseded, 2026-08-26.
|
||||||
|
|
||||||
**What is NOT wrong, checked at the same time:** a card laid anywhere BELOW the Running Track
|
|
||||||
correctly changes nothing on the map — the map is the through route between the Limits, and
|
|
||||||
district interiors live in the Office Area grid. Of 4,000 bot steps in a two-player game, all
|
|
||||||
15 running-row plays changed both players' maps and none of the 19 below-the-row plays did. The
|
|
||||||
delta is not dropping anything: `deltaFrame` JSON-compares `division` and sends it whenever it
|
|
||||||
differs.
|
|
||||||
|
|
||||||
**Do it with items 19, 20, 21 and 24** — Jesse's instruction, 2026-08-23. Drawing real geometry
|
|
||||||
is the same pass as turning that geometry through 90° down a side lane, and both are wasted
|
|
||||||
work if the map is later rotated to seat the viewer at the bottom.
|
|
||||||
|
|
||||||
- [ ] **INVESTIGATE: turn the track art vertical on a Division card laid vertically.** Raised by Jesse
|
|
||||||
2026-08-22: a side lane "looks like a bunch of disconnected left-right tracks stacked one on top
|
|
||||||
of another instead of looking like a continuous track."
|
|
||||||
|
|
||||||
**It does, and the cause is one line.** `divisionSvg` draws every cell's rail with
|
|
||||||
`rail(c.x + 6, c.y + 32, c.x + c.w - 6)` — horizontal, unconditionally, whatever side of the
|
|
||||||
table the cell was laid on. **`railV` already exists**, is already used for the connector
|
|
||||||
between stacked cells, and takes the same shape turned ninety degrees. So the cell needs to know
|
|
||||||
which lane it is in (`dir[i]` is `'top' | 'right' | 'bottom' | 'left'`, known at layout time and
|
|
||||||
currently not stored on the cell) and pick the one that matches.
|
|
||||||
|
|
||||||
Everything else inside a side cell — the name, the capacity line, the train chips — is laid out
|
|
||||||
horizontally too, so this is bigger than swapping one call: it is deciding whether a side cell is
|
|
||||||
a rotated card or a differently-arranged one. Worth a sketch before any code.
|
|
||||||
|
|
||||||
- [ ] **INVESTIGATE: run the inter-row connector round the outside, as rail, with angled corners.**
|
|
||||||
Raised by Jesse 2026-08-22. **CONFIRMED IN PLAY 2026-08-23**, and it is worse than a drawing
|
|
||||||
complaint: "as a train traverses the board in a multiplayer game, east is not always to the
|
|
||||||
right. Sometimes, for train direction, east might be south, west, or north as it traverses the
|
|
||||||
different players." The route wrapping through the lanes is exactly this, and a player reading
|
|
||||||
direction off the screen is being told the wrong thing — not merely an ugly corner.
|
|
||||||
|
|
||||||
**Where it comes out is wrong.** The turn between two sides of the table is drawn from
|
|
||||||
`a.y + CH` — the BOTTOM edge of the last cell in the top row — across to `b.y`, the TOP edge of
|
|
||||||
the first cell in the next. So the route leaves the top row's rightmost Limits downward out of
|
|
||||||
its underside, when it should leave from its right-hand side; and on the bottom row it enters
|
|
||||||
through the top edge when it should come in from the right. Jesse: "it should be on the outside
|
|
||||||
circumference of the display."
|
|
||||||
|
|
||||||
**What it is drawn WITH is wrong too.** That connector is a single `<path class="bs-turn">`
|
|
||||||
— one plain polyline — while every other join on the map is `rail()` or `railV()`, two rails
|
|
||||||
with cross ties. The connector between two stacked cells down a side already uses `railV`, which
|
|
||||||
is why the vertical run looks like track and the corners do not.
|
|
||||||
|
|
||||||
**And the corners want an angled piece**, Jesse's wish-list item: a 45° rail between the
|
|
||||||
horizontal and vertical runs rather than a right-angled elbow, matching how the district's own
|
|
||||||
track geometry works (everything leaving a card's north or south edge does so at 45°). That
|
|
||||||
would want a `railD` beside `rail` and `railV`.
|
|
||||||
|
|
||||||
All three are the same drawing pass and should be done together. Note the current elbow routes
|
|
||||||
through `(ay + by) / 2` — the middle of the board — which is the space the item below wants to
|
|
||||||
fill, so these two interact.
|
|
||||||
|
|
||||||
- [ ] **INVESTIGATE: the Division Point captions overflow, and the buffer stops point the wrong way
|
|
||||||
once the route wraps.** Raised by Jesse 2026-08-22. **CONFIRMED IN PLAY 2026-08-23** at two
|
|
||||||
players: "the eastern division point has the end marker to the right, so it overlays where the
|
|
||||||
track is into the person's area, instead of off the left at the actual end of the track." The
|
|
||||||
stop is drawn past the cell's right-hand edge whatever lane the cell ended up in, so at a
|
|
||||||
wrapped route it points back into the board — over a district, not away from the line.
|
|
||||||
|
|
||||||
**The captions.** "west end · in and out" and "east end · in and out" are centred under their own
|
|
||||||
cell at `x = c.x + c.w / 2`. That was a deliberate fix — they used to hang off the outside of
|
|
||||||
the board and print clipped mid-word — and it works for a single row. It does not survive a
|
|
||||||
wrap: a Running Track cell is 78px wide and the caption is not, and `boardW`/`boardH` are
|
|
||||||
computed from CELL extents plus `PAD = 22`, never from the text. **The viewBox does not know the
|
|
||||||
captions exist**, so any caption wider than its cell plus the padding is outside it. This is the
|
|
||||||
same class of bug as the one the comment above the code says was already fixed once; the fix
|
|
||||||
solved the one-row case.
|
|
||||||
|
|
||||||
**The buffer stops.** Both are drawn on the HORIZONTAL ends of their cell — `first.x - 9` and
|
|
||||||
`last.x + last.w + 9` — regardless of which side of the table the cell was laid on. With one row
|
|
||||||
that is right: the line ends to the left and to the right. Wrapped, the East Division Point can
|
|
||||||
end up on the bottom row or down a side, and its stop still points right, into the board rather
|
|
||||||
than away from the route. Jesse's read is that it belongs at the top there. The correct rule is
|
|
||||||
probably "away from the neighbour it joins", which is derivable rather than a special case — and
|
|
||||||
it depends on the vertical-card question above, so do that one first.
|
|
||||||
|
|
||||||
- [ ] **INVESTIGATE: fill the dead centre of the Division map with the common board.** Raised by
|
|
||||||
Jesse 2026-08-22: with three or four seats the map is a ring with a large empty middle, while
|
|
||||||
the timetable sits in a column on the far right.
|
|
||||||
|
|
||||||
**The proposal, in his words:** move the timetable into the middle; maybe the yards, "because
|
|
||||||
that is too applicable to everybody"; maybe the Department and Salvage decks as well, since
|
|
||||||
those apply to all players. "Then the Division map becomes the common board area. The
|
|
||||||
right-hand side — your move, your cards, your facilities, what's blocked — is your side of
|
|
||||||
things."
|
|
||||||
|
|
||||||
**That is a genuinely good division of the screen** and it names a principle the layout does not
|
|
||||||
currently have: SHARED in the middle, YOURS on the right. Worth writing down as the rule even if
|
|
||||||
the move itself is deferred, because it decides where anything new belongs.
|
|
||||||
|
|
||||||
**What makes it awkward.** The middle is only empty at three and four seats — at one seat there
|
|
||||||
is no middle at all, and at two the rows face each other across a gap the width of `SIDE_GAP`.
|
|
||||||
So whatever goes there needs somewhere else to live at low seat counts, which is close to
|
|
||||||
building both layouts. And the map is an SVG built by `divisionSvg` while the timetable, yards
|
|
||||||
and decks are HTML panels (`panels.ts`), so "put them in the middle" means either
|
|
||||||
foreign-objecting HTML into the SVG or positioning HTML over it — neither free, and the map is
|
|
||||||
embedded into the replay by `toString()`, which constrains what it may reach for.
|
|
||||||
|
|
||||||
- [ ] **INVESTIGATE: seat the viewer at the bottom of the Division map and wrap the table around
|
|
||||||
them.** Raised by Jesse 2026-08-22: "consider that the player being displayed is always at the
|
|
||||||
bottom of the display, and the rest of the table is wrapped around. This would give something
|
|
||||||
of a feel of sitting at an actual table with my cards in front of me and the other players in
|
|
||||||
front of me as well." His own note: not a decision, something to think about.
|
|
||||||
|
|
||||||
**It needs no new data.** `divisionSvg` already takes `roster.viewer` — "the player this map is
|
|
||||||
being drawn for" — and `main.ts` already passes it. The layout is a fixed lane order,
|
|
||||||
`top → right → bottom → left`, filled in ROUTE order west to east; rotating means offsetting
|
|
||||||
which lane the first seat lands in so the viewer's own district comes out on `bottom`. That is
|
|
||||||
an index shift in one array, not a new layout engine.
|
|
||||||
|
|
||||||
**The strongest argument for it is already in the code.** The map marks your district with a
|
|
||||||
colour AND spells out "(you)", and the comment says why: "a colour alone cannot say which of
|
|
||||||
four railroads is the reader's, and that is the first thing anybody wants to know at a table
|
|
||||||
they just sat down at." A fixed position answers that structurally — you would know before
|
|
||||||
reading anything. The marker stays as reinforcement rather than being the only signal.
|
|
||||||
|
|
||||||
**What it costs is the other thing the map says.** The section is headed "The Division — west
|
|
||||||
to east" and the route is a LINE, not a loop: it starts at the West Division Point and ends at
|
|
||||||
the East one, with buffer stops at both and a deliberately open gap between them. Today that
|
|
||||||
line starts top-left, where a reader starts reading. Rotate it and west starts wherever your
|
|
||||||
seat put it — and the open gap, which is the thing that stops the ring being read as a loop,
|
|
||||||
moves with it. Sometimes it would land behind you, out of the eye's path, which is exactly
|
|
||||||
where the one feature that says "this is not a circle" should not be.
|
|
||||||
|
|
||||||
**So the question is which of the two the map is FOR**, and it may not have the same answer at
|
|
||||||
every seat count. At one seat there is nothing to rotate. At two it is a swap, and free. At
|
|
||||||
three, rotating changes which way the horseshoe opens. At four it moves the break in the
|
|
||||||
square. A rule like "rotate at three and four, leave one and two alone" is defensible but has
|
|
||||||
to be decided rather than fallen into.
|
|
||||||
|
|
||||||
**One caller has no viewer at all**: the site's replay viewer calls `divisionSvg(f.division)`
|
|
||||||
with no roster (`web/replays.ts`). A replay watches every seat and belongs to none, so it has
|
|
||||||
nothing to rotate around — the feature has to degrade cleanly to today's layout there, which is
|
|
||||||
an argument for building it as an optional rotation rather than as the layout.
|
|
||||||
|
|
||||||
**Same drawing pass as items 19, 20 and 22** — vertical track art, the corner connectors and
|
|
||||||
the dead centre. All four move cells around the ring or change what is drawn inside them, and
|
|
||||||
doing them one at a time means laying the map out four times.
|
|
||||||
|
|
||||||
- [ ] **INVESTIGATE: history newest-at-the-top, and timestamps on it.** Raised by Jesse 2026-08-22.
|
- [ ] **INVESTIGATE: history newest-at-the-top, and timestamps on it.** Raised by Jesse 2026-08-22.
|
||||||
|
|
||||||
|
|||||||
@@ -55,11 +55,12 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
|
|||||||
*
|
*
|
||||||
* West DP · Mainline · [Limits … Office … Limits] · Mainline · [ … ] · Mainline · East DP
|
* West DP · Mainline · [Limits … Office … Limits] · Mainline · [ … ] · Mainline · East DP
|
||||||
*
|
*
|
||||||
* SEATING. Players sit around a table, so the route is laid out the way they do: one row alone,
|
* ONE ROW AT EVERY SEAT COUNT (Gitea#18). It used to be laid out the way players sit — two rows
|
||||||
* two rows facing, a horseshoe of three, a square of four. The Division is a LINE and not a loop
|
* facing, a horseshoe of three, a square of four — and the reasoning for dropping that is at the
|
||||||
* — trains enter at one Division Point and leave at the other — so the shape is deliberately left
|
* layout itself below. The Division is a LINE and not a loop — trains enter at one Division Point
|
||||||
* open, with the two ends drawn as buffer stops facing each other across a marked gap. Closing it
|
* and leave at the other — so the row is deliberately left open, with the two ends drawn as
|
||||||
* into a ring would promise a connection the rules do not have.
|
* buffer stops facing outward. Closing it into a ring would promise a connection the rules do
|
||||||
|
* not have.
|
||||||
*
|
*
|
||||||
* Self-contained on purpose: the replay embeds this by `toString()`, so it may not reach for
|
* Self-contained on purpose: the replay embeds this by `toString()`, so it may not reach for
|
||||||
* anything outside its own body.
|
* anything outside its own body.
|
||||||
@@ -108,7 +109,6 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
|
|||||||
* this is back to what a buffer stop actually needs.
|
* this is back to what a buffer stop actually needs.
|
||||||
*/
|
*/
|
||||||
const PAD = 22;
|
const PAD = 22;
|
||||||
const SIDE_GAP = 34;
|
|
||||||
|
|
||||||
const esc = (t: string): string =>
|
const esc = (t: string): string =>
|
||||||
String(t).replace(/[&<>"]/g, (c) => ({ '&': '&', '<': '<', '>': '>', '"': '"' })[c] ?? c);
|
String(t).replace(/[&<>"]/g, (c) => ({ '&': '&', '<': '<', '>': '>', '"': '"' })[c] ?? c);
|
||||||
|
|||||||
Reference in New Issue
Block a user