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:
+76
-12
@@ -24,6 +24,22 @@ import { officeProfile } from './content.ts';
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
export type PlayerIndex = number;
|
||||
|
||||
/**
|
||||
* A SEAT at the table — a fixed position in the west-to-east chain of Offices (§4.3).
|
||||
*
|
||||
* NOT the same thing as a `PlayerIndex`, even though the two are equal in every game today. An
|
||||
* Office is a place: it sits between two Mainline cards and never moves. A player OCCUPIES a seat,
|
||||
* and Employee Rotation (Appendix B) moves every player one seat left at the end of each Day while
|
||||
* their Revenue and the Fedora travel with them.
|
||||
*
|
||||
* So: offices, districts and grid positions are keyed by SEAT; hands, Revenue, the Superintendent
|
||||
* and whose turn it is are keyed by PLAYER. `s.seating` maps one to the other, and both are plain
|
||||
* numbers, so the distinction is carried by naming and by the accessors rather than by the type
|
||||
* system — `areaOf(s, player)` and `areaAtSeat(s, seat)` are the two doors, and code should use them
|
||||
* rather than reaching into `officeAreas` directly.
|
||||
*/
|
||||
export type SeatIndex = number;
|
||||
export type CardId = string;
|
||||
export type TrayId = string;
|
||||
|
||||
@@ -111,7 +127,8 @@ export type TrackCard = {
|
||||
};
|
||||
|
||||
export type OfficeArea = {
|
||||
owner: PlayerIndex;
|
||||
/** Where this Office sits in the chain, not who is sitting at it. See `SeatIndex`. */
|
||||
seat: SeatIndex;
|
||||
tier: OfficeTier;
|
||||
grid: Map<string, TrackCard>;
|
||||
officeCoord: GridCoord;
|
||||
@@ -223,7 +240,8 @@ export function isLockedByWork(card: TrackCard): boolean {
|
||||
export type NodeRef =
|
||||
| { at: 'divisionPoint'; side: Direction }
|
||||
| { at: 'mainline'; index: number }
|
||||
| { at: 'grid'; owner: PlayerIndex; coord: GridCoord };
|
||||
/** A tray standing in someone's district. `seat` is WHICH district, not whose turn it is. */
|
||||
| { at: 'grid'; seat: SeatIndex; coord: GridCoord };
|
||||
|
||||
export type CrewTray = {
|
||||
id: TrayId;
|
||||
@@ -328,7 +346,7 @@ export type DivisionNode =
|
||||
/** Red Flags protecting a stopped train here, by tray. */
|
||||
redFlagged?: TrayId[];
|
||||
}
|
||||
| { kind: 'office'; owner: PlayerIndex };
|
||||
| { kind: 'office'; seat: SeatIndex };
|
||||
|
||||
/** Ordered west to east. For N players: N Office nodes and N+1 Mainline cards. */
|
||||
export type Division = { nodes: DivisionNode[] };
|
||||
@@ -482,6 +500,30 @@ export type TurnState = {
|
||||
done: boolean;
|
||||
};
|
||||
|
||||
/**
|
||||
* One turn per player, created together at phase entry.
|
||||
*
|
||||
* This was a single `TurnState` on the game, replaced one player at a time as the cursor walked the
|
||||
* table. That is indistinguishable from this while only the player at the cursor may act — which is
|
||||
* exactly the case today, and every existing test still describes the same game.
|
||||
*
|
||||
* It is per-player now because making it so later would mean the same change PLUS reworking a client
|
||||
* built around "wait your turn". What it enables is Local Operations work that no other player can
|
||||
* observe — switching inside your own district — happening off-cursor, which is a change to
|
||||
* `isActor` and nothing else. See `docs/architecture/multiplayer.md` D19.
|
||||
*/
|
||||
export function freshTurns(players: number, moves: number): Map<PlayerIndex, TurnState> {
|
||||
const turns = new Map<PlayerIndex, TurnState>();
|
||||
for (let p = 0; p < players; p++) turns.set(p, freshTurn(moves));
|
||||
return turns;
|
||||
}
|
||||
|
||||
export function turnOf(s: GameState, player: PlayerIndex): TurnState {
|
||||
const t = s.turns.get(player);
|
||||
if (!t) throw new Error(`no turn state for player ${player}`);
|
||||
return t;
|
||||
}
|
||||
|
||||
export function freshTurn(moves: number): TurnState {
|
||||
return {
|
||||
option: null,
|
||||
@@ -500,8 +542,15 @@ export type GameState = {
|
||||
seed: number;
|
||||
rngState: number;
|
||||
players: Player[];
|
||||
/**
|
||||
* Who is sitting where: `seating[seat] = player`.
|
||||
*
|
||||
* The identity mapping in every game today, which is what makes the seat/player split
|
||||
* behaviour-neutral. Employee Rotation would rotate this array and nothing else.
|
||||
*/
|
||||
seating: PlayerIndex[];
|
||||
division: Division;
|
||||
officeAreas: Map<PlayerIndex, OfficeArea>;
|
||||
officeAreas: Map<SeatIndex, OfficeArea>;
|
||||
trays: Map<TrayId, CrewTray>;
|
||||
/** Trays not yet in play; §7 scarcity is an explicit mechanic. */
|
||||
freeTrays: TrayId[];
|
||||
@@ -521,7 +570,8 @@ export type GameState = {
|
||||
*/
|
||||
pendingSecondSections: number[];
|
||||
clock: Clock;
|
||||
turn: TurnState;
|
||||
/** One per player, keyed by PLAYER (a turn belongs to a person, not to a chair). */
|
||||
turns: Map<PlayerIndex, TurnState>;
|
||||
/** Transient: trains already moved in the current Mainline Phase. Cleared when it ends. */
|
||||
movedThisPhase: Set<TrayId>;
|
||||
/** §3.4 — resets at the start of each Day. */
|
||||
@@ -551,7 +601,7 @@ export function subdivisions(state: GameState): number[][] {
|
||||
state.division.nodes.forEach((node, i) => {
|
||||
const isBoundary =
|
||||
node.kind === 'divisionPoint' ||
|
||||
(node.kind === 'office' && isControlPoint(state, node.owner));
|
||||
(node.kind === 'office' && isControlPoint(state, node.seat));
|
||||
|
||||
if (isBoundary) {
|
||||
if (current.length > 0) out.push(current);
|
||||
@@ -565,15 +615,29 @@ export function subdivisions(state: GameState): number[][] {
|
||||
return out;
|
||||
}
|
||||
|
||||
export function isControlPoint(state: GameState, owner: PlayerIndex): boolean {
|
||||
const area = state.officeAreas.get(owner);
|
||||
if (!area) throw new Error(`no Office Area for player ${owner}`);
|
||||
/** Who is sitting at this seat. */
|
||||
export function playerAtSeat(state: GameState, seat: SeatIndex): PlayerIndex {
|
||||
const p = state.seating[seat];
|
||||
if (p === undefined) throw new Error(`no player at seat ${seat}`);
|
||||
return p;
|
||||
}
|
||||
|
||||
/** Where this player is sitting, and therefore which Office Area is theirs. */
|
||||
export function seatOf(state: GameState, player: PlayerIndex): SeatIndex {
|
||||
const seat = state.seating.indexOf(player);
|
||||
if (seat < 0) throw new Error(`player ${player} is not seated`);
|
||||
return seat;
|
||||
}
|
||||
|
||||
export function isControlPoint(state: GameState, seat: SeatIndex): boolean {
|
||||
const area = state.officeAreas.get(seat);
|
||||
if (!area) throw new Error(`no Office Area at seat ${seat}`);
|
||||
return officeProfile(area.tier).isControlPoint;
|
||||
}
|
||||
|
||||
export function adTrackCount(state: GameState, owner: PlayerIndex): number {
|
||||
const area = state.officeAreas.get(owner);
|
||||
if (!area) throw new Error(`no Office Area for player ${owner}`);
|
||||
export function adTrackCount(state: GameState, seat: SeatIndex): number {
|
||||
const area = state.officeAreas.get(seat);
|
||||
if (!area) throw new Error(`no Office Area at seat ${seat}`);
|
||||
return officeProfile(area.tier).adTracks;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user