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:
co-authored by
Claude Opus 5
parent
510e33bac7
commit
45580d8b61
+67
-6
@@ -22,7 +22,7 @@ import { check } from '../engine/apply.ts';
|
||||
import { legalActions } from '../engine/legal.ts';
|
||||
import type { Intent } from '../engine/intents.ts';
|
||||
import type { GameConfig, PlayerIndex } from '../engine/state.ts';
|
||||
import { actionMenu, currentActor, fromMultiplayerSave, newMultiplayerGame, submit } from '../web/game.ts';
|
||||
import { actionMenu, currentActor, fromMultiplayerSave, isOutOfTurn, newMultiplayerGame, submit } from '../web/game.ts';
|
||||
import type { Game, Menu } from '../web/game.ts';
|
||||
import { deltaFrame } from '../sim/frame-delta.ts';
|
||||
import type { FrameDelta } from '../sim/frame-delta.ts';
|
||||
@@ -262,6 +262,52 @@ function buildSession(
|
||||
* in zero wall-clock time by definition. Called once at construction (a resume could land exactly
|
||||
* on a bot's turn) and once after every accepted human intent.
|
||||
*/
|
||||
/**
|
||||
* §3.3, EXTENDED PLAY (Gitea#11) — the bots' half of a unanimous vote.
|
||||
*
|
||||
* "Bots will not disagree with the human. Humans get to vote first. If all humans vote yes, then
|
||||
* bots vote yes too. If a human votes no, it's not unanimous, it ends right then. If only bots are
|
||||
* playing, they never vote to extend" (Jesse, 2026-08-28).
|
||||
*
|
||||
* Which makes a bot's vote a formality rather than a policy decision, performed once the humans
|
||||
* have already settled it, so that the unanimity the engine checks is a real unanimity rather than
|
||||
* a special case carved into the rules for absent players.
|
||||
*
|
||||
* THE ALL-BOT TABLE IS THE CASE TO GET RIGHT, and getting it wrong hung the game. `driveBots`
|
||||
* cannot reach the vote — it loops on `currentActor`, which is null the moment the game stops —
|
||||
* so if this returns early with no humans to follow, nobody votes at all and a bot-only game sits
|
||||
* on the question for ever. It happened: an all-bot session never reached `finished`. With nobody
|
||||
* to follow, the bots' own answer stands, and it is no.
|
||||
*/
|
||||
function driveBotVotes(): void {
|
||||
if (game.state.status !== 'awaitingExtension') return;
|
||||
const humans = [...Array(playerNames.length).keys()].filter((p) => !botSeats.has(p));
|
||||
// A human who has voted `false` has already ended the game, so reaching here with humans still
|
||||
// outstanding means the table is genuinely waiting on a person. Bots wait with it.
|
||||
if (humans.length > 0 && !humans.every((p) => game.state.extensionVotes[p] === true)) return;
|
||||
const agree = humans.length > 0;
|
||||
for (const seat of botSeats) {
|
||||
if (game.state.extensionVotes[seat] === null) {
|
||||
submit(game, { type: 'game.extend', player: seat, agree }, seat);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Bots play, bots vote, and an agreed extension puts them back to playing — so the two drivers
|
||||
* alternate rather than running once each. Bounded because every pass must consume something: a
|
||||
* turn, or a vote that cannot be cast twice.
|
||||
*/
|
||||
function driveBotTurns(): void {
|
||||
for (let pass = 0; pass < 1_000; pass++) {
|
||||
const before = game.history.length;
|
||||
driveBots();
|
||||
driveBotVotes();
|
||||
if (game.history.length === before) return;
|
||||
}
|
||||
throw new Error('driveBotTurns: probable infinite loop');
|
||||
}
|
||||
|
||||
function driveBots(): void {
|
||||
let guard = 0;
|
||||
for (;;) {
|
||||
@@ -281,7 +327,7 @@ function buildSession(
|
||||
settleTiming();
|
||||
}
|
||||
}
|
||||
driveBots();
|
||||
driveBotTurns();
|
||||
// Whatever the opening bot turns earned belongs to a game nobody was connected to yet — dropped
|
||||
// here rather than fired at the first client to arrive. (It also stops `game.cues` growing without
|
||||
// bound on a server, which nothing was draining before this.)
|
||||
@@ -304,7 +350,17 @@ function buildSession(
|
||||
// never applied, so it is worth trying again (see the `lastSeq.set` below: only on success).
|
||||
if (lastSeq.get(seat) === seq) return { accepted: true, pushes: new Map(), timing: null };
|
||||
|
||||
if (seat !== currentActor(game)) return { accepted: false, code: 'NOT_YOUR_TURN' };
|
||||
/**
|
||||
* §3.3, EXTENDED PLAY (Gitea#11) — the vote is the one intent with no actor to be.
|
||||
*
|
||||
* `currentActor` is null once the timetable has run out, so this guard would refuse every
|
||||
* vote with NOT_YOUR_TURN. Every seat may vote, and `check` is still the authority on whether
|
||||
* this particular seat may vote right now (it has voted already; the game is not waiting on a
|
||||
* vote at all), so skipping the turn test here gives nothing away.
|
||||
*/
|
||||
if (!isOutOfTurn(i) && seat !== currentActor(game)) {
|
||||
return { accepted: false, code: 'NOT_YOUR_TURN' };
|
||||
}
|
||||
|
||||
// Checked directly, rather than via `submit`'s boolean, for two reasons: `submit` writes a
|
||||
// "that is not allowed" line into the SHARED `game.log` on rejection, which would otherwise
|
||||
@@ -315,7 +371,7 @@ function buildSession(
|
||||
if (code) return { accepted: false, code };
|
||||
|
||||
const drawnBefore = game.justDrawn;
|
||||
const applied = submit(game, i);
|
||||
const applied = submit(game, i, isOutOfTurn(i) ? seat : null);
|
||||
if (game.justDrawn !== drawnBefore && game.justDrawn !== null) {
|
||||
lastDraw = { seat, cardId: game.justDrawn };
|
||||
}
|
||||
@@ -327,8 +383,9 @@ function buildSession(
|
||||
const timing = settleTiming();
|
||||
// Any bot due to act now plays out entirely before this push goes back — the delta mechanism
|
||||
// diffs against whatever was last sent, so it captures the bots' moves along with the human's
|
||||
// in one push regardless of how many turns that took.
|
||||
driveBots();
|
||||
// in one push regardless of how many turns that took. Votes included, since Gitea#11: a human
|
||||
// agreeing to another Day is exactly the move the bots are waiting on to agree themselves.
|
||||
driveBotTurns();
|
||||
return { accepted: true, pushes: pushesForAll(), timing };
|
||||
},
|
||||
|
||||
@@ -338,6 +395,8 @@ function buildSession(
|
||||
config: game.state.config,
|
||||
playerNames: [...playerNames],
|
||||
history: [...game.history],
|
||||
// `awaitingExtension` is a game waiting on its table, not a game that is over — so it maps
|
||||
// to 'active' and `server/index.ts` resumes it on a restart like any other (Gitea#11).
|
||||
status: game.state.status === 'finished' ? 'finished' : 'active',
|
||||
createdAt,
|
||||
botSeats: [...botSeats],
|
||||
@@ -351,6 +410,8 @@ function buildSession(
|
||||
playerCount: playerNames.length,
|
||||
playerNames: [...playerNames],
|
||||
botSeats: [...botSeats],
|
||||
// `awaitingExtension` is a game waiting on its table, not a game that is over — so it maps
|
||||
// to 'active' and `server/index.ts` resumes it on a restart like any other (Gitea#11).
|
||||
status: game.state.status === 'finished' ? 'finished' : 'active',
|
||||
createdAt,
|
||||
lastMoveAt,
|
||||
|
||||
Reference in New Issue
Block a user