v0.8.2 — every district opens on a Depot, and the docs are pages now

A second-digit bump for a playtest read back against the save file. Nine questions
were asked of one three-Day game; three were bugs, three were the rules working
and undocumented, three were decisions. Every save on the test server was replayed
against this build BEFORE release, which is how the cost of each rule was known
before it was chosen rather than discovered after.

EVERY DISTRICT OPENS ON A DEPOT. A Whistle Post has one A/D track and is not a
Passenger Facility, so the opening of every game was spent unable to work a
passenger and one arrival away from a collision. Two A/D tracks and passengers
from Stage 1 now; "Players start with Whistle Posts, not Depots" is the harder
game, set when the game is created. The deck follows the choice — starting on
Depots the four Depot upgrade cards are left out, because an upgrade must be to
the next tier and a Depot card at a table of Depots is a dead draw. How much
easier it is showed up as a test failure rather than an argument: the cue-coverage
pool needed widening from 24 seeded games to 60 before it held one collision.

NO SAVE WAS STRANDED BY IT, which took care. This is the one house rule that
changes how a game is DEALT rather than how it plays, so replaying a save under
the wrong opening is a different railroad from intent one — silently, with no
error. `withSavedOpening` fills it on the replay paths ONLY. Putting it in the
resolver instead made a fresh Cutthroat game deal Whistle Posts and read as
Custom, which is how the distinction was found.

THREE BUGS, ALL REPORTED FROM ONE GAME AND ALL CONFIRMED ON ITS SAVE.

An Office held TWO TRAINS ON ONE A/D TRACK. The capacity test passed with nothing
standing, the train the Interlocking had been holding at the Limits was moved into
the free slot, and the arriving train was pushed in after it without anyone asking
again whether there was room — so the collision §8.3 calls for never happened. The
held train keeps priority; the newcomer now takes the consequence it would have
met had the held train arrived first.

THE HISTORY FROZE, permanently, and the log cap was not really the cause. Each
seat's "what have I sent you" bookmark was an INDEX into an array the game trims,
so once a seat's bookmark reached the limit the slice returned nothing for the
rest of the game — at a different moment per seat, because each holds its own.
That game's log ended at exactly the cap. Lines carry a sequence number now, which
survives trimming; proven by pushing twice the cap through a simulated seat.

§8.1 ASKED THE WRONG QUESTION TWICE. "Trains may pass" returned `clear` before the
Subdivision was looked at, so a train entering a Double Track was released however
busy the rest of it was — that, not anything about Control Points, is what let
Train 8 out with no ruling. And a train standing at an Office was invisible to the
scan, so one about to re-enter the very Subdivision being entered counted for
nothing. Capacity is the test, not presence: a Depot with a track free is not in
the way; a Whistle Post with its one track taken is.

THINGS THAT HAPPENED SILENTLY NOW SAY SO — a train held against a facing one, a
train released from the Limits (a side effect of somebody else's arrival, so it
simply appeared at the Office), and the train an Interlocking is holding, whose
explanatory tooltip has existed since #99 with NO renderer ever reading the flag.

WHERE A MOVE IS REFUSED, AND WHY. `exploreMoves` decides where the rails go and the
pick-up restrictions are enforced afterwards in `check`, so a square the rails
reached and the card forbade was reachable, un-offered, and absent from the block
list with nothing said. Those squares are blocked with the rule that blocks them
now, and the reasons are got by ASKING `check` rather than re-deriving: a second
implementation of the rules is exactly the failure the block list exists to avoid.
A train may also always recover its own caboose — X13 prints "may drop but not
pick up anything", and a train needs its caboose to be made up, so one that parted
with it could never legally leave again.

RULES DECIDED IN SEPTEMBER AND APPLIED HERE. A Modifier must sit square against its
host, no diagonals. A passenger Modifier may not be played at a Whistle Post. Both
were built, measured, held back for a fortnight so a playtest could finish, and
applied now. A Second Section costs its card: `SECOND_SECTION` was declared in
content.ts and never dealt, so the action was free and the bot ordered 26
accidental ones in a measured round. The card is dealt and spent — gating on a card
the deck never holds would have deleted the mechanic rather than fixed it.

THE DOCUMENTATION IS A SET OF PAGES, not five text files served as text/plain — a
card reference is mostly tables, and as plain text a table is rows of pipes.
Markdown is still the one copy; the build renders it, and publishes the .md beside
each page. No Markdown library: this project has no runtime dependencies and one
would be a poor first. The pages add what Markdown cannot carry without drifting —
a nav across the set, a contents list built from the headings actually rendered,
an anchor on every heading, a 70-character measure, and tables that are tables.
They print as ink on paper.

The references caught up with the rules, checked rather than assumed: two
statements had gone from stale to misleading (the Quickstart told a new player to
"get a Depot down as soon as one appears"), and four rules nobody could look up
are written down — the Office tier table, §8.1 in practice, what the Circus Train
pays for, and that a Realignment can be a card with no legal target.

Adding one card to the deck reshuffles every seeded deal, which broke five
fixtures. Each was a seed meaning "a game like this" — TODO #84, exactly — so
seeds moved and pools widened rather than assertions weakening, and the clearance
fixture pins its terrain the way `enhancements.test.ts` already does. The three
published replays were re-recorded.

Closes TODO #40, #42a, #108, #109 and #110.

1046 fast tests and 35 sim tests pass.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MUizFYCMHRWhbWwXhp7WPR
This commit is contained in:
Jesse.Markowitz
2026-09-23 07:07:21 -04:00
co-authored by Claude Opus 5
parent 517238a727
commit 3befc420da
66 changed files with 6828 additions and 3324 deletions
+48 -1
View File
@@ -481,7 +481,7 @@ export const TIMETABLED_TRAINS: readonly TrainProfile[] = [
* COACH COUNTS ON 1/2 AND 5/6 WERE SWAPPED BY JESSE (Gitea#7, v0.4.9e playtest): the Crack Limited
* drops from three coaches to two, and The Sparrow rises from two to three. A change to the card
* faces themselves, not a transcription fix — `Trains3.pdf` and the tables that transcribe it
* still print the old numbers, so `docs/rules/as-built.md` is the place that now carries what
* still print the old numbers, so `docs/home-deck.md` and `docs/mainline-deck.md` carry what
* the cards say — GENERATED from the constants below by `scripts/build-card-reference.ts`, with
* `test/card-reference.test.ts` failing if the two disagree. This comment used to name
* `card-reference.md`, which describes the v0.4.5 deck and carries a banner saying not to use its
@@ -1224,6 +1224,8 @@ export type HouseRules = {
startingHand: StartingHand;
revenue: RevenueRules;
extraStart: ExtraStartRule;
/** Which Office every player opens on — see `StartingOffice`. */
startingOffice: StartingOffice;
/**
* §6.2 — MAY A TIMETABLED TRAIN BE THROWN AWAY? (Gitea#9, superseding Gitea#6.)
*
@@ -1244,12 +1246,22 @@ export type HouseRules = {
discardTimetabled: boolean;
};
/**
* Which Office every player starts on.
*
* `depot` is the default: a Depot is a Passenger Facility with two A/D tracks, so passengers work
* from the first Stage and a second train can stand at an Office. `whistlePost` is the harder game
* — one A/D track, no passenger work at all until somebody draws and plays an upgrade.
*/
export type StartingOffice = 'depot' | 'whistlePost';
/** What a caller may name — any subset, down to none — resolved by `houseRules()`. */
export type HouseRuleOverrides = {
startingHand?: StartingHand;
revenue?: Partial<RevenueRules>;
extraStart?: ExtraStartRule;
discardTimetabled?: boolean;
startingOffice?: StartingOffice;
};
/** The dialog's range. Zero is a real setting: it switches an economy off so the others can be read. */
@@ -1267,6 +1279,14 @@ export const DEFAULT_HOUSE_RULES: HouseRules = {
// recently gave rather than the one it replaced. This keeps main and the 0.4.9 playtest line —
// which has no setting and simply allows it — playing the same game.
discardTimetabled: true,
/**
* EVERYBODY STARTS ON A DEPOT (Jesse, 2026-09-23). A Whistle Post has one A/D track and is not a
* Passenger Facility, so the opening of every game was spent unable to work a passenger and
* unable to hold a second train — and a single A/D track is what makes an arriving train a
* collision. Starting on a Depot makes the game markedly easier; `whistlePost` is offered as the
* harder setting for a table that wants it.
*/
startingOffice: 'depot',
};
/**
@@ -1286,6 +1306,8 @@ export const LEGACY_HOUSE_RULES: HouseRules = {
// These games predate Gitea#6 as well as Gitea#9: a train card could simply be discarded. `true`
// is what they were played under, and a replay that discards a Timetabled train needs it.
discardTimetabled: true,
// Every game before 2026-09-23 opened on a Whistle Post.
startingOffice: 'whistlePost',
};
/** A whole, valid rule set from a config that may carry none, some, or out-of-range values. */
@@ -1306,9 +1328,31 @@ export function houseRules(config: { houseRules?: HouseRuleOverrides }): HouseRu
},
extraStart: given.extraStart ?? d.extraStart,
discardTimetabled: given.discardTimetabled ?? d.discardTimetabled,
startingOffice: given.startingOffice ?? d.startingOffice,
};
}
/**
* THE OPENING A SAVE THAT PREDATES THE SETTING WAS DEALT UNDER.
*
* `startingOffice` is unlike every other house rule: the others change how a game PLAYS, and
* getting one wrong stops a replay part-way where it can be seen. This one changes how the game is
* DEALT — a different Office, and a deck with four more cards in it — so a save replayed under the
* wrong opening is a different railroad from intent one, and the failure is silent.
*
* Every game saved before 2026-09-23 opened on a Whistle Post and its `houseRules` cannot say so.
* So a saved config that names house rules but not this one gets what it was played under.
*
* APPLIED ON THE REPLAY PATHS ONLY, never inside `houseRules()`. A preset, the setup form and the
* lobby all build configs that name some rules and not others, and they mean today's default —
* putting this in the resolver made a fresh Cutthroat game deal Whistle Posts and read as Custom.
*/
export function withSavedOpening<T extends { houseRules?: HouseRuleOverrides }>(config: T): T {
const given = config.houseRules;
if (!given || given.startingOffice !== undefined) return config;
return { ...config, houseRules: { ...given, startingOffice: 'whistlePost' } };
}
/** What the dialog calls each option, in the order it offers them. */
export const STARTING_HAND_LABELS: readonly { value: StartingHand; label: string }[] = [
{ value: 'threeRandom', label: 'Three random cards' },
@@ -1403,6 +1447,9 @@ export function deckComposition(): { category: string; count: number }[] {
{ category: 'mainlineModifier', count: sum(MAINLINE_MODIFIER_CARDS) },
{ category: 'maneuver', count: sum(MANEUVER_CARDS) },
{ category: 'action', count: sum(ACTION_CARDS) },
// Q9 — dealt since 2026-09-23. It was declared here and left out of `buildDeck`, which is what
// made `newTrain.secondSection` a free action rather than one that costs a card.
{ category: 'secondSection', count: SECOND_SECTION.copies },
];
}