the Roster Pass: every train at the Office visible

Builds "The Roster Pass" / "Two Trains, One Card" (station display for
multiple trains at one Office). The Office is the one square where
more than one train may legally stand at once (one per A/D track), and
CellView.train had room for exactly one — a second train at a busy
Station was counted in the old A/D pips and never drawn.

CellView.train -> CellView.trains: TrainView[], seat-filtered and
collecting every match rather than the first (fixes a latent
cross-district leak in the process: trainOnCard never checked seat).
The A/D pips are replaced with one roster chip per A/D track, always,
free or occupied; clicking a chip sets selectedCrew, wiring the board
and the action panel to the same value.

standingWest moves from CrewTray to TrackCard: two trays sharing one
Office card need one shared split, not one each, and there is no such
thing as "west of one particular A/D track". No save migration — Save
replays through the engine — and a stale value on an emptied card is
inert because nothing reads a split with no train standing there.

The Division map's Office cell is now sized by A/D capacity rather
than occupancy, so it holds still as trains arrive and leave; chips
lay into fixed slots instead of centre-spreading onto the Limits cards
either side.

584 tests, 0 failures. Verified end-to-end against the built app and a
direct render of a 4-train Terminal (screenshotted).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SAt2YCXgd5qCjBcF2x34aK
This commit is contained in:
Jesse
2026-08-19 17:32:17 -04:00
co-authored by Claude Sonnet 5
parent fbaa3d4147
commit 37b1e5b969
18 changed files with 506 additions and 187 deletions
+13 -7
View File
@@ -56,6 +56,7 @@ const straight = (standing: TrackCard['standing'] = []): TrackCard => ({
geometry: { kind: 'track', geometry: 'straight' },
baseOperationalRail: true,
standing,
standingWest: 0,
facility: null,
modifiers: [],
enhancements: [],
@@ -445,6 +446,7 @@ describe('Freight Agent operations (§6.3)', () => {
geometry: { kind: 'facility', facility: 'mineTipple' },
baseOperationalRail: true,
standing: [],
standingWest: 0,
facility: {
kind: 'freight',
subtype: 'mineTipple',
@@ -576,6 +578,7 @@ describe('Load/Unload: the four-action freight pipeline (§9.3)', () => {
geometry: { kind: 'facility', facility: 'mineTipple' },
baseOperationalRail: true,
standing: [],
standingWest: 0,
facility: {
kind: 'freight',
subtype: 'mineTipple',
@@ -757,6 +760,7 @@ describe('legalActions shares its rules with apply (component 6)', () => {
geometry: { kind: 'facility', facility: 'mineTipple' },
baseOperationalRail: true,
standing: [],
standingWest: 0,
facility: {
kind: 'freight',
subtype: 'mineTipple',
@@ -944,7 +948,7 @@ describe('the Limits bound the district, and the nine spots reach round a Facili
const area = areaOf(s, 0);
const plain = (geometry: object): TrackCard => ({
geometry: geometry as TrackCard['geometry'],
baseOperationalRail: true, standing: [], facility: null, modifiers: [], enhancements: [],
baseOperationalRail: true, standing: [], standingWest: 0, facility: null, modifiers: [], enhancements: [],
});
const col = area.limitsEast.col;
area.grid.set(coordKey(at(area.runningRow, col)), plain({
@@ -1294,7 +1298,7 @@ describe('Industry cards go on a stub, and lock each other out', () => {
const area = areaOf(s, 0);
const plain = (geometry: object): TrackCard => ({
geometry: geometry as TrackCard['geometry'],
baseOperationalRail: true, standing: [], facility: null, modifiers: [], enhancements: [],
baseOperationalRail: true, standing: [], standingWest: 0, facility: null, modifiers: [], enhancements: [],
});
const col = area.limitsEast.col;
area.grid.set(coordKey(at(area.runningRow, col)), plain({
@@ -1326,7 +1330,7 @@ describe('Industry cards go on a stub, and lock each other out', () => {
function build(s: GameState, kind: string, coord: GridCoord): void {
areaOf(s, 0).grid.set(coordKey(coord), {
geometry: { kind: 'facility', facility: kind as never },
baseOperationalRail: true, standing: [], facility: null, modifiers: [], enhancements: [],
baseOperationalRail: true, standing: [], standingWest: 0, facility: null, modifiers: [], enhancements: [],
});
}
@@ -1621,8 +1625,9 @@ describe('the engine is drawn pointing east or west, whatever track it is standi
addCard(s, at(0, 0), straight());
reduce(s, moved(id, 's'));
const cell = snapshot(s, [], null).cells.find((c) => c.row === 0 && c.col === 0);
assert.ok(cell?.train, 'the train should be on the card');
assert.ok(cell.train.facing === 'e' || cell.train.facing === 'w', `got ${cell.train.facing}`);
const train = cell?.trains[0];
assert.ok(train, 'the train should be on the card');
assert.ok(train.facing === 'e' || train.facing === 'w', `got ${train.facing}`);
});
});
@@ -1646,6 +1651,7 @@ describe('a train that rounds a curve points where the curve took it', () => {
geometry: { kind: 'track', geometry: 'curved', arc, hand: 'right' },
baseOperationalRail: true,
standing: [],
standingWest: 0,
facility: null,
modifiers: [],
enhancements: [],
@@ -1782,11 +1788,11 @@ describe('the switching job a player actually does: put a car in a siding, take
*/
const curve = (arc: 'ne' | 'nw' | 'se' | 'sw'): TrackCard => ({
geometry: { kind: 'track', geometry: 'curved', arc, hand: 'right' },
baseOperationalRail: true, standing: [], facility: null, modifiers: [], enhancements: [],
baseOperationalRail: true, standing: [], standingWest: 0, facility: null, modifiers: [], enhancements: [],
});
const turnout = (o: { stem: 'n' | 's' | 'e' | 'w'; through: 'n' | 's' | 'e' | 'w'; diverge: 'n' | 's' | 'e' | 'w' }): TrackCard => ({
geometry: { kind: 'track', geometry: 'turnout', turnout: o, hand: 'right' },
baseOperationalRail: true, standing: [], facility: null, modifiers: [], enhancements: [],
baseOperationalRail: true, standing: [], standingWest: 0, facility: null, modifiers: [], enhancements: [],
});
it('takes a cut off the Running Track into a siding and sets it out', () => {