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
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Claude Opus 5
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@@ -138,6 +138,19 @@ export function makeDeveloperBot(tweaks: BotTweaks): BotPolicy {
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choose(s, player, options) {
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lastReason = 'no specific reason — first legal option';
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/**
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* §3.3, EXTENDED PLAY (Gitea#11) — a bot never asks for another Day.
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*
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* "If only bots are playing, they never vote to extend" (Jesse, 2026-08-28), which is what keeps
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* the balance harness and every bot-only game ending at the timetable it was dealt with. It also
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* makes this the SAFE DEFAULT everywhere else: a bot's agreement in a game with humans in it is
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* decided by `server/session.ts`, which votes on the bots' behalf only once every human has
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* already said yes, and never reaches this policy at all.
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*/
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const extend = options.find((i) => i.type === 'game.extend' && i.agree === false);
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if (extend) return because('a bot plays the timetable it was dealt and no more', extend);
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const clearance = ruleOnClearance(options);
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if (clearance) return because('the Superintendent must rule on a following train', clearance);
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@@ -1861,6 +1874,36 @@ export function playGame(
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tally(pumpFn(s));
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if (s.status === 'finished') break;
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/**
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* §3.3, EXTENDED PLAY (Gitea#11) — a simulated game plays the timetable it was dealt.
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*
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* DECIDED BY THE DRIVER, not by the policy, and that distinction is the whole point. A bot that
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* is merely handed the two votes among its legal options will sometimes take another Day —
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* `randomBot` does so half the time — and since the table can go on granting Days for ever, the
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* game then runs until `maxTurns`. That is not a hypothetical: it turned `test/sim.test.ts` from
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* under a second into an unbounded hang, because every seeded game in the harness suddenly played
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* fifty thousand turns instead of two hundred.
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*
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* The harness exists to measure games of a configured length against a configured floor, so
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* "would you like more Days?" has one answer here whatever the policy. `developerBot` declines on
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* its own account too, which is what the server relies on when a table is all bots; this is the
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* guarantee that holds for every OTHER policy, including ones not written yet.
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*/
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if (s.status === 'awaitingExtension') {
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const voter = s.extensionVotes.findIndex((v) => v === null);
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if (voter < 0) break;
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const decline: Intent = { type: 'game.extend', player: voter, agree: false };
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intents.push(decline.type);
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history.push(decline);
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const declined = applyIntent(s, voter, decline);
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// A broken invariant, not a game ending early: the status says a vote is pending and `voter` is
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// a seat that has not cast one. Thrown rather than broken out of, matching the illegal-action
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// check below — silently returning a short game is how a dead replay looks like a real one.
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if (!declined.ok) throw new Error(`the extension vote was refused with ${declined.code}`);
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tally(declined.events);
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continue;
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}
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const actor =
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s.clock.pendingDecision !== null ? s.clock.superintendent : s.clock.currentActor;
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if (actor === null) break;
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