v0.7.3 — a game that asks before it ends, and a results screen worth reading

Two issues off the tracker, and they are halves of one thing: the end of a game.
Neither ships on the 0.4.9 line — Jesse's call, that line may be complete and
these are not fixes people mid-playtest need.

EXTENDED PLAY (#11). The official result is settled at the original game length
and never changes: in a five-Day game extended to eight, the winner is whoever
led at the end of Day 5. Extending grants exactly one Day and the question is put
again at the end of it — solitaire the player decides alone, multiplayer it is
unanimous and one refusal ends it there. Only days-based endings offer it; a §3.4
collision breach is final, during an extended Day exactly as during the scheduled
game.

It could not be a client-side change. `check` refused every intent once `status`
left `active`; the server never loads a `finished` game back into memory; and a
save is `{ seed, config, history }` replayed through the engine, so a "continue"
the history does not record did not happen. Hence a fourth status,
`awaitingExtension`, and a `game.extend` intent. `config.days` never moves —
`extraDays` counts the borrowed Days and `official` freezes the outcome, the
standings and the statistics at the first ending.

THE RESULTS SCREEN (#16). `GAME OVER — revenueFloor` was `outcome.reason`, an
internal enum interpolated into the page at the one moment the game has the
player's whole attention. Every reason now has a sentence with the game's own
numbers in it. Around it: the result and winner, standings, the rules the game
was dealt under, a per-player breakdown, and the railroad — trains through the
Division and how many worked en route, loads made up and broken, passengers, cars
switched, trains destroyed. It shares the Day-end dialog's blocks rather than
reimplementing them, and stays reopenable so continuing does not cost you the
results.

Statistics are folded, not recorded: `state.tally` counts what the event stream
says happened, hooked at `applyIntent` and `advance` because `reduce` never sees
the phase driver's events — and those are the interesting ones. Nothing in the
rules reads it, and it rides the Frame, so multiplayer gets the same numbers as
solitaire from one implementation.

THREE BUGS FOUND IN TESTING, all of which would have shipped:

  - a saved game containing a vote could not be resumed (NO_ACTOR). A history is
    a flat Intent[] with no seat recorded; the replay derives who acted from the
    turn order, which cannot work for an intent every seat may send in any order.
    `game.extend` carries its voter, checked against the authenticated seat.
  - an all-bot game hung on the question for ever. `driveBots` loops on
    `currentActor`, null the moment the game stops, so it cannot cast a vote, and
    the bot-vote driver returned early with no humans to follow.
  - the balance harness became unbounded — `test/sim.test.ts` went from under a
    second to never finishing. `randomBot` took another Day about half the time,
    so every seeded game ran to playGame's 50,000-turn cap. Fixed in the driver,
    not in a policy, so it holds for bots not yet written.

All three have regression tests. 832 tests pass, against 793 before this change.

NOT BUILT, and a correction. #16's own comment said `trainStoodStill` "is emitted
per Stage, so a run of them is exactly the sat-on-a-siding streak". It is not:
reading advance.ts, it fires once per game and only for a train whose profile
sets `stopEarnsPoint` — the X18 Circus — with `stopPointClaimed` preventing a
second. The streak was built, rendered "1 Stage at (0,0)", and was taken out
again. There is no per-Stage "this train did not move" signal in the engine, so
"longest an engine sat on a siding" needs one first; TODO.md #36 records what it
would take, and the Circus set-up is reported instead. Badges remain the second
pass #16 asks for (TODO.md #33), and because the statistics are derived rather
than recorded, that pass can add any of them retroactively to games already
played and saved.

Extended play has not yet been played at a real table (TODO.md #35): the
multiplayer vote has only been driven through `session.intent`, never through two
browsers.

Closes #11
Closes #16

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EAgJSmeV8zrMh55Mj85ESb
This commit is contained in:
Jesse.Markowitz
2026-08-29 04:23:26 -04:00
co-authored by Claude Opus 5
parent 510e33bac7
commit 45580d8b61
30 changed files with 2264 additions and 91 deletions
+39
View File
@@ -196,6 +196,45 @@ and pushed** — they were still uncommitted when the session ended.
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.** 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.** v0.7.3 is tested — engine, server,
replay, an all-bot regression — and compiled and exercised headlessly, but nobody has sat down,
run a game off the end of its timetable and voted. The multiplayer vote in particular has only
been driven through `session.intent`, never through two browsers: what a second player sees while
waiting on a first, and whether "waiting on Carol" is legible when Carol has closed her laptop,
are both unanswered. Worth being the first thing the next play session does.
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`
would supply it, "emitted per Stage, so a run of them is exactly the streak you describe". That
is wrong, and was found only by reading `advance.ts` while building the tally: the event fires
for a train whose profile sets `stopEarnsPoint` — the X18 Circus and nothing else — and
`tray.stopPointClaimed` guarantees it fires at most once per train per game. A streak folded from
it reads "1 Stage" for ever, which is what v0.7.3 built and then removed.
**What it would take:** either a new event emitted per Stage per stationary tray (cheap to emit,
but it is a lot of events for a statistic nothing scores), or sampling live state on the Stage
boundary the way `stats.ts`'s funnel probe does — which the tally cannot do today, because it
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.
---
## Replay / Save Games