v0.4.0 — multiplayer Phases 0 and 1: seat and player split apart, turn state per player, the page behind a Session, and eight seat/player mix-ups fixed with tests that fail without them
This commit is contained in:
+74
-50
@@ -43,13 +43,14 @@ import type {
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OfficeArea,
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PlayerIndex,
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RollingStock,
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SeatIndex,
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TrackArc,
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TrackCard,
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TrayId,
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TurnoutOrientation,
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} from './state.ts';
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import { createRng } from './rng.ts';
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import { carsOn, coordKey, isOperationalRail, spaceOn } from './state.ts';
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import { carsOn, coordKey, isOperationalRail, playerAtSeat, seatOf, spaceOn, turnOf } from './state.ts';
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import type { MoveBlock, Occupancy, Port } from './track.ts';
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import {
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canDropCarsAt,
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@@ -70,9 +71,21 @@ export type ApplyResult =
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// Lookup helpers
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// ---------------------------------------------------------------------------
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/**
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* The Office Area belonging to a PLAYER — that is, the one at the seat they currently occupy.
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*
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* Goes through `seatOf` rather than indexing directly, which is the whole point of the seat/player
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* split: today seating is the identity mapping so this is exactly what it always was, and under
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* Employee Rotation it follows the player to their new chair without a single caller changing.
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*/
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export function areaOf(s: GameState, player: PlayerIndex): OfficeArea {
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const a = s.officeAreas.get(player);
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if (!a) throw new Error(`no Office Area for player ${player}`);
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return areaAtSeat(s, seatOf(s, player));
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}
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/** The Office Area at a POSITION on the Division, regardless of who is sitting there. */
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export function areaAtSeat(s: GameState, seat: SeatIndex): OfficeArea {
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const a = s.officeAreas.get(seat);
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if (!a) throw new Error(`no Office Area at seat ${seat}`);
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return a;
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}
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@@ -176,7 +189,7 @@ export function facilityCarType(f: Facility): CarType | null {
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export function hasSwitchOption(s: GameState, player: PlayerIndex): boolean {
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for (const tray of s.trays.values()) {
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if (tray.position.at === 'grid' && tray.position.owner === player) return true;
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if (tray.position.at === 'grid' && tray.position.seat === seatOf(s, player)) return true;
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}
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return false;
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}
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@@ -353,6 +366,11 @@ function trainAtOfficeWith(
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* and may do anything the general rules allow. Every restriction below is keyed off the CARD, so a
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* crew is unaffected by all of them.
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*/
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/** Which district a tray is standing in; 0 when it is out on the Division. */
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function trayySeat(tray: CrewTray): SeatIndex {
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return tray.position.at === 'grid' ? tray.position.seat : 0;
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}
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function rulesOf(tray: CrewTray): TrainRules {
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if (tray.trainNumber === null) return {};
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return trainProfile(tray.trainNumber, tray.trainIsExtra)?.rules ?? {};
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@@ -374,12 +392,13 @@ const isFreight = (c: RollingStock): boolean => c.type !== 'coach' && c.type !==
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*/
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function freightBudgetLeft(
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s: GameState,
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player: PlayerIndex,
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tray: CrewTray,
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at: GridCoord,
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wanted: number,
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): boolean {
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if (!rulesOf(tray).oneFreightPerLocation) return true;
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const already = s.turn.freightWorked[freightWorkedKey(tray.id, at)] ?? 0;
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const already = turnOf(s, player).freightWorked[freightWorkedKey(tray.id, at)] ?? 0;
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return already + wanted <= 1;
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}
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@@ -403,6 +422,7 @@ function switchingRefusal(tray: CrewTray): RejectionCode | null {
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*/
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function spendFreightBudget(
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s: GameState,
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player: PlayerIndex,
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tray: CrewTray,
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at: GridCoord,
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stock: readonly RollingStock[],
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@@ -410,8 +430,9 @@ function spendFreightBudget(
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if (!rulesOf(tray).oneFreightPerLocation) return;
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const n = stock.filter(isFreight).length;
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if (n === 0) return;
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const turn = turnOf(s, player);
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const key = freightWorkedKey(tray.id, at);
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s.turn.freightWorked[key] = (s.turn.freightWorked[key] ?? 0) + n;
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turn.freightWorked[key] = (turn.freightWorked[key] ?? 0) + n;
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}
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/** Trains that may not be worked by Porters at all (§7): the Military train and the Director's car. */
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@@ -426,8 +447,7 @@ function refusesPassengers(tray: CrewTray): boolean {
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*/
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function refusesThisOffice(s: GameState, player: PlayerIndex, tray: CrewTray): boolean {
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if (!rulesOf(tray).terminalsOnly) return false;
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const area = s.officeAreas.get(player);
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return !area || area.tier !== 'terminal';
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return areaOf(s, player).tier !== 'terminal';
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}
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/**
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@@ -466,7 +486,7 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
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// -- Local Operations -----------------------------------------------------
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case 'localOps.choose':
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if (!inPhase(s, 'localOps')) return 'WRONG_PHASE';
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if (s.turn.option !== null) return 'OPTION_ALREADY_CHOSEN';
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if (turnOf(s, player).option !== null) return 'OPTION_ALREADY_CHOSEN';
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// An option with no possible follow-up is not available at all (§6).
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if (i.option === 'freightAgent' && !hasFreightAgentOption(s, player)) return 'NO_SUCH_FACILITY';
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if (i.option === 'switch' && !hasSwitchOption(s, player)) return 'NO_SUCH_TRAY';
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@@ -474,8 +494,8 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
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case 'switch.move': {
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if (!inPhase(s, 'localOps')) return 'WRONG_PHASE';
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if (s.turn.option !== 'switch') return 'OPTION_NOT_CHOSEN';
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if (s.turn.movesRemaining < 1) return 'NO_MOVES_REMAINING';
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if (turnOf(s, player).option !== 'switch') return 'OPTION_NOT_CHOSEN';
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if (turnOf(s, player).movesRemaining < 1) return 'NO_MOVES_REMAINING';
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const tray = s.trays.get(i.trayId);
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if (!tray) return 'NO_SUCH_TRAY';
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const noSwitch = switchingRefusal(tray);
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@@ -496,14 +516,14 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
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if (rules.dropOnly) return 'PICKUP_NOT_ALLOWED';
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if (rules.pickUpEmptiesOnly && dest.couples.some((c) => c.loaded)) return 'EMPTIES_ONLY';
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const freight = dest.couples.filter(isFreight).length;
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if (freight > 0 && !freightBudgetLeft(s, tray, i.to, freight)) return 'FREIGHT_WORKED_HERE';
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if (freight > 0 && !freightBudgetLeft(s, player, tray, i.to, freight)) return 'FREIGHT_WORKED_HERE';
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}
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return null;
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}
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case 'switch.dropCars': {
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if (!inPhase(s, 'localOps')) return 'WRONG_PHASE';
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if (s.turn.option !== 'switch') return 'OPTION_NOT_CHOSEN';
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if (turnOf(s, player).option !== 'switch') return 'OPTION_NOT_CHOSEN';
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const tray = s.trays.get(i.trayId);
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if (!tray) return 'NO_SUCH_TRAY';
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const noSwitch = switchingRefusal(tray);
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@@ -544,7 +564,7 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
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return 'COACH_MUST_STAY';
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}
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const droppedFreight = cut.filter(isFreight).length;
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if (droppedFreight > 0 && !freightBudgetLeft(s, tray, here, droppedFreight)) {
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if (droppedFreight > 0 && !freightBudgetLeft(s, player, tray, here, droppedFreight)) {
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return 'FREIGHT_WORKED_HERE';
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}
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return canDropCarsAt(areaOf(s, player), here, i.count) ? null : 'CANNOT_DROP_HERE';
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@@ -552,8 +572,8 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
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case 'switch.sortConsist': {
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if (!inPhase(s, 'localOps')) return 'WRONG_PHASE';
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if (s.turn.option !== 'switch') return 'OPTION_NOT_CHOSEN';
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if (s.turn.movesRemaining < 1) return 'NO_MOVES_REMAINING';
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if (turnOf(s, player).option !== 'switch') return 'OPTION_NOT_CHOSEN';
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if (turnOf(s, player).movesRemaining < 1) return 'NO_MOVES_REMAINING';
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const tray = s.trays.get(i.trayId);
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if (!tray) return 'NO_SUCH_TRAY';
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const noSwitch = switchingRefusal(tray);
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@@ -573,26 +593,26 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
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case 'switch.end':
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if (!inPhase(s, 'localOps')) return 'WRONG_PHASE';
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return s.turn.option === 'switch' ? null : 'OPTION_NOT_CHOSEN';
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return turnOf(s, player).option === 'switch' ? null : 'OPTION_NOT_CHOSEN';
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// -- Draw a card ----------------------------------------------------------
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case 'draw.fromHomeOffice':
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if (!inPhase(s, 'localOps')) return 'WRONG_PHASE';
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if (s.turn.option !== 'draw') return 'OPTION_NOT_CHOSEN';
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if (s.turn.drawnThisTurn) return 'OPTION_ALREADY_CHOSEN';
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if (turnOf(s, player).option !== 'draw') return 'OPTION_NOT_CHOSEN';
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if (turnOf(s, player).drawnThisTurn) return 'OPTION_ALREADY_CHOSEN';
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if (s.decks.homeOffice.length === 0) return 'DECK_EMPTY';
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return null;
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case 'draw.fromDepartment':
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if (!inPhase(s, 'localOps')) return 'WRONG_PHASE';
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if (s.turn.option !== 'draw') return 'OPTION_NOT_CHOSEN';
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if (s.turn.drawnThisTurn) return 'OPTION_ALREADY_CHOSEN';
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if (turnOf(s, player).option !== 'draw') return 'OPTION_NOT_CHOSEN';
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if (turnOf(s, player).drawnThisTurn) return 'OPTION_ALREADY_CHOSEN';
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if (i.slot < 0 || i.slot > 2) return 'SLOT_EMPTY';
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return (s.decks.departments[i.slot]?.length ?? 0) > 0 ? null : 'SLOT_EMPTY';
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case 'card.play': {
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if (!inPhase(s, 'localOps')) return 'WRONG_PHASE';
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if (s.turn.option !== 'draw') return 'OPTION_NOT_CHOSEN';
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if (turnOf(s, player).option !== 'draw') return 'OPTION_NOT_CHOSEN';
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const hand = s.decks.hands.get(player) ?? [];
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if (!hand.includes(i.cardId)) return 'CARD_NOT_IN_HAND';
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return checkPlay(s, player, i.cardId, i.placement, i.variant, i.node);
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@@ -608,7 +628,7 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
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case 'mainline.modify': {
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if (!inPhase(s, 'localOps')) return 'WRONG_PHASE';
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if (s.turn.option !== 'draw') return 'OPTION_NOT_CHOSEN';
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if (turnOf(s, player).option !== 'draw') return 'OPTION_NOT_CHOSEN';
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const card = s.cards.get(i.cardId);
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if (!card || !(s.decks.hands.get(player) ?? []).includes(i.cardId)) return 'NO_SUCH_CARD';
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if (card.kind.kind !== 'mainlineModifier') return 'WRONG_INTENT';
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@@ -646,8 +666,8 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
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case 'maneuver.flyingSwitch': {
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if (!inPhase(s, 'localOps')) return 'WRONG_PHASE';
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if (s.turn.option !== 'switch') return 'OPTION_NOT_CHOSEN';
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if (s.turn.movesRemaining < 1) return 'NO_MOVES_REMAINING';
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if (turnOf(s, player).option !== 'switch') return 'OPTION_NOT_CHOSEN';
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if (turnOf(s, player).movesRemaining < 1) return 'NO_MOVES_REMAINING';
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const card = s.cards.get(i.cardId);
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if (!card || !(s.decks.hands.get(player) ?? []).includes(i.cardId)) return 'NO_SUCH_CARD';
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if (card.kind.kind !== 'maneuver' || card.kind.key !== 'flyingSwitch') return 'WRONG_INTENT';
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@@ -677,7 +697,7 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
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case 'draw.end': {
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if (!inPhase(s, 'localOps')) return 'WRONG_PHASE';
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if (s.turn.option !== 'draw') return 'OPTION_NOT_CHOSEN';
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if (turnOf(s, player).option !== 'draw') return 'OPTION_NOT_CHOSEN';
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// §6.2 — "the player must reduce his hand to no more than three cards".
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const hand = s.decks.hands.get(player) ?? [];
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const limit = s.decks.redFlags.get(player) ? HAND_LIMIT + 1 : HAND_LIMIT;
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@@ -687,8 +707,8 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
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// -- Freight Agent --------------------------------------------------------
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case 'freightAgent.stockOutbound': {
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if (!inPhase(s, 'localOps')) return 'WRONG_PHASE';
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if (s.turn.option !== 'freightAgent') return 'OPTION_NOT_CHOSEN';
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if (s.turn.freightAgentUsed) return 'OPTION_ALREADY_CHOSEN';
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if (turnOf(s, player).option !== 'freightAgent') return 'OPTION_NOT_CHOSEN';
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if (turnOf(s, player).freightAgentUsed) return 'OPTION_ALREADY_CHOSEN';
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const f = facilityAt(s, player, i.at);
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if (!f) return 'NO_SUCH_FACILITY';
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if (!f.allows.outbound) return 'NO_SUCH_FACILITY';
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@@ -703,8 +723,8 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
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case 'freightAgent.clearInbound': {
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if (!inPhase(s, 'localOps')) return 'WRONG_PHASE';
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if (s.turn.option !== 'freightAgent') return 'OPTION_NOT_CHOSEN';
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if (s.turn.freightAgentUsed) return 'OPTION_ALREADY_CHOSEN';
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if (turnOf(s, player).option !== 'freightAgent') return 'OPTION_NOT_CHOSEN';
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if (turnOf(s, player).freightAgentUsed) return 'OPTION_ALREADY_CHOSEN';
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const f = facilityAt(s, player, i.at);
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if (!f) return 'NO_SUCH_FACILITY';
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return f.inboundBox[i.index] ? null : 'BOX_EMPTY';
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@@ -715,12 +735,12 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
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// §6.3 offers three things the Freight Agent may do and requires none of them. Ending with the
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// action unspent is a wasted Stage, which is the player's to waste — the alternative was
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// forcing an unjam that destroys a load.
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return s.turn.option === 'freightAgent' ? null : 'OPTION_NOT_CHOSEN';
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return turnOf(s, player).option === 'freightAgent' ? null : 'OPTION_NOT_CHOSEN';
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case 'freightAgent.unjam': {
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if (!inPhase(s, 'localOps')) return 'WRONG_PHASE';
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if (s.turn.option !== 'freightAgent') return 'OPTION_NOT_CHOSEN';
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if (s.turn.freightAgentUsed) return 'OPTION_ALREADY_CHOSEN';
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if (turnOf(s, player).option !== 'freightAgent') return 'OPTION_NOT_CHOSEN';
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if (turnOf(s, player).freightAgentUsed) return 'OPTION_ALREADY_CHOSEN';
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const f = facilityAt(s, player, i.at);
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if (!f) return 'NO_SUCH_FACILITY';
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if (i.from === 'menAtWork') return f.menAtWork?.[i.index] ? null : 'BOX_EMPTY';
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@@ -1051,7 +1071,7 @@ function execute(s: GameState, player: PlayerIndex, i: Intent): GameEvent[] {
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trayId: i.trayId,
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from,
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to: i.to,
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movesRemaining: s.turn.movesRemaining - 1,
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movesRemaining: turnOf(s, player).movesRemaining - 1,
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/**
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* A TRAIN THAT BACKS UP HAS NOT TURNED AROUND.
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*
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@@ -1366,19 +1386,22 @@ function findTimetableSlot(s: GameState, from: number): number | null {
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export function reduce(s: GameState, e: GameEvent): void {
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switch (e.type) {
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case 'localOpsOptionChosen':
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s.turn.option = e.option;
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turnOf(s, e.player).option = e.option;
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break;
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case 'trayMoved': {
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const tray = s.trays.get(e.trayId)!;
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const owner = tray.position.at === 'grid' ? tray.position.owner : 0;
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tray.position = { at: 'grid', owner, coord: e.to };
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// A tray moving stays in the district it was already in — the seat does not change.
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const seat = tray.position.at === 'grid' ? tray.position.seat : 0;
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tray.position = { at: 'grid', seat, coord: e.to };
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if (e.facing) tray.facing = e.facing;
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s.turn.movesRemaining = e.movesRemaining;
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// Only the player sitting in this district can be switching this tray, so the Moves come off
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// their turn. The event carries no player of its own.
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turnOf(s, playerAtSeat(s, seat)).movesRemaining = e.movesRemaining;
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// An A/D track is held only while the train is actually standing at the Office (§2.1).
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// Leaving it out of sync means the Office looks permanently full and every arrival collides.
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const area = areaOf(s, owner);
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const area = areaAtSeat(s, seat);
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const atOffice =
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e.to.row === area.officeCoord.row && e.to.col === area.officeCoord.col;
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area.adOccupancy = area.adOccupancy.filter((t) => t !== e.trayId);
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@@ -1388,7 +1411,7 @@ export function reduce(s: GameState, e: GameEvent): void {
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case 'carsCoupled': {
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const tray = s.trays.get(e.trayId)!;
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const area = areaOf(s, tray.position.at === 'grid' ? tray.position.owner : 0);
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const area = areaAtSeat(s, tray.position.at === 'grid' ? tray.position.seat : 0);
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if (e.toNose) {
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// Cars taken on the nose go AHEAD of the engine — "pushing them into the Facility" — so the
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// engine is no longer at the front and its index has to follow. It never did, so a crew that
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@@ -1407,7 +1430,7 @@ export function reduce(s: GameState, e: GameEvent): void {
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card.standing = [];
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if (card.facility) card.facility.industryTrack.cars = [];
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}
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spendFreightBudget(s, tray, e.at, e.stock);
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spendFreightBudget(s, playerAtSeat(s, trayySeat(tray)), tray, e.at, e.stock);
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break;
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}
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@@ -1418,13 +1441,14 @@ export function reduce(s: GameState, e: GameEvent): void {
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// to use one: §8.2 will not let a train leave the Office with cars in front of its engine.
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tray.engineAt = 0;
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// "Spends one move in the yard" — the sort costs a Move.
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s.turn.movesRemaining = Math.max(0, s.turn.movesRemaining - 1);
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const sorter = turnOf(s, playerAtSeat(s, trayySeat(tray)));
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sorter.movesRemaining = Math.max(0, sorter.movesRemaining - 1);
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break;
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}
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|
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case 'carsDropped': {
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const tray = s.trays.get(e.trayId)!;
|
||||
const area = areaOf(s, tray.position.at === 'grid' ? tray.position.owner : 0);
|
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const area = areaAtSeat(s, tray.position.at === 'grid' ? tray.position.seat : 0);
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if (e.fromNose) {
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// Off the front: everything ahead of the engine shortens, so the engine moves up by that
|
||||
// much. This is how a train that took cars onto its nose gets back to being made up.
|
||||
@@ -1437,7 +1461,7 @@ export function reduce(s: GameState, e: GameEvent): void {
|
||||
const card = area.grid.get(coordKey(e.at));
|
||||
// On a Facility card the industry track is where cars stand (§9.3).
|
||||
if (card) carsOn(card).push(...e.stock);
|
||||
spendFreightBudget(s, tray, e.at, e.stock);
|
||||
spendFreightBudget(s, playerAtSeat(s, trayySeat(tray)), tray, e.at, e.stock);
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -1469,7 +1493,7 @@ export function reduce(s: GameState, e: GameEvent): void {
|
||||
else if (e.slot !== undefined) s.decks.departments[e.slot]!.pop();
|
||||
hand.push(e.cardId);
|
||||
s.decks.hands.set(e.player, hand);
|
||||
s.turn.drawnThisTurn = true;
|
||||
turnOf(s, e.player).drawnThisTurn = true;
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -1532,7 +1556,7 @@ export function reduce(s: GameState, e: GameEvent): void {
|
||||
if (track) track.cars.push(...e.stock);
|
||||
else card.standing.push(...e.stock);
|
||||
}
|
||||
s.turn.movesRemaining -= 1;
|
||||
turnOf(s, e.player).movesRemaining -= 1;
|
||||
spendCard(s, e.player, e.cardId);
|
||||
break;
|
||||
}
|
||||
@@ -1588,7 +1612,7 @@ export function reduce(s: GameState, e: GameEvent): void {
|
||||
if (idx >= 0) s.yards.divisionYard.splice(idx, 1);
|
||||
refillDivisionYardIfEmpty(s);
|
||||
f.outboundBox.push(e.stock);
|
||||
s.turn.freightAgentUsed = true;
|
||||
turnOf(s, e.player).freightAgentUsed = true;
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -1597,7 +1621,7 @@ export function reduce(s: GameState, e: GameEvent): void {
|
||||
const idx = f.inboundBox.findIndex((c) => c.type === e.stock.type && c.loaded === e.stock.loaded);
|
||||
if (idx >= 0) f.inboundBox.splice(idx, 1);
|
||||
s.yards.classificationYard.push(e.stock);
|
||||
s.turn.freightAgentUsed = true;
|
||||
turnOf(s, e.player).freightAgentUsed = true;
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -1612,7 +1636,7 @@ export function reduce(s: GameState, e: GameEvent): void {
|
||||
if (idx >= 0) box.splice(idx, 1);
|
||||
}
|
||||
s.yards.classificationYard.push(e.stock);
|
||||
s.turn.freightAgentUsed = true;
|
||||
turnOf(s, e.player).freightAgentUsed = true;
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -1753,7 +1777,7 @@ export function reduce(s: GameState, e: GameEvent): void {
|
||||
|
||||
case 'phaseEnded':
|
||||
// The actor has finished; the phase driver moves on to the next player.
|
||||
if (e.phase !== 'redFlag') s.turn.done = true;
|
||||
if (e.phase !== 'redFlag') turnOf(s, e.player).done = true;
|
||||
break;
|
||||
|
||||
case 'clearanceGiven':
|
||||
|
||||
Reference in New Issue
Block a user