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
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+57
-20
@@ -11,6 +11,7 @@
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*/
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import {
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areaAtSeat,
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areaOf,
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destinationsFor,
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facilityCarType,
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@@ -40,6 +41,7 @@ import {
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} from '../engine/content.ts';
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import type { Intent } from '../engine/intents.ts';
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import type { Facility, GameState, PlayerIndex, TrackCard, TurnoutOrientation } from '../engine/state.ts';
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import { playerAtSeat, seatOf, turnOf } from '../engine/state.ts';
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import type { Hand, TrackGeometry } from '../engine/content.ts';
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import type { Port } from '../engine/track.ts';
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import { connectionsFor, slopeOfPair, variantsFor } from '../engine/track.ts';
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@@ -250,7 +252,8 @@ export type DivisionView = {
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/** Office nodes only: the Running Track, Limits to Limits, west to east. */
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running?: RunningCardView[];
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/** Office nodes only: whose district this is. */
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owner?: number;
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/** Which SEAT's district this is — a position on the Division, not a player. */
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seat?: number;
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/**
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* Office nodes only: crews working BELOW the Running Track.
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*
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@@ -275,6 +278,21 @@ export type Frame = {
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actor: number | null;
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superintendent: number;
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revenue: number;
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/**
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* The rest of what a client needs so it never has to reach into `GameState`.
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*
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* The browser client used to read `game.state` in eleven places for exactly these. That is fine
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* with the engine in the same process and impossible with a server, where the client holds no
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* state at all — so they live on the projection instead. See `docs/architecture/multiplayer.md` §5.
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*/
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/** Which of §6's three exclusive options the VIEWER has taken this Stage, if any. */
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option: 'switch' | 'draw' | 'freightAgent' | null;
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status: GameState['status'];
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outcome: GameState['outcome'];
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/** Every seat's public standing — names and Revenue. "The race is the game" (protocol.md §4). */
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players: { index: number; name: string; revenue: number; hand: number }[];
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/** How many cards the VIEWER holds. Other players' counts are in `players`. */
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handCount: number;
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lines: { text: string; tone: string }[];
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where: { row: number; col: number } | null;
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/** Origin of a Move, so the crew's journey is visible rather than a chip teleporting. */
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@@ -548,7 +566,10 @@ function sampleDetail(s: GameState, kind: string, list: Intent[]): string {
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export function describeIntent(s: GameState, i: Intent): string {
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const at = (c: { row: number; col: number }): string => `(${c.row},${c.col})`;
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// An intent belongs to whoever is acting, so it is described against THEIR district.
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const seat: PlayerIndex = s.clock.currentActor ?? 0;
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// The acting PLAYER, not a seat — `describeIntent` describes an intent against the district of
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// whoever is making it. Named `seat` once, and then used as an `officeAreas` key, which is the
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// exact confusion the seat/player split exists to stop.
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const actor: PlayerIndex = s.clock.currentActor ?? 0;
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switch (i.type) {
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case 'localOps.choose':
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// The most consequential decision of the Stage, and it was labelled "choose switch". Say what
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@@ -578,7 +599,7 @@ export function describeIntent(s: GameState, i: Intent): string {
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* square was not empty. The Limits sign is excluded: laying track there is ordinary growth.
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*/
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const over = i.placement
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? s.officeAreas.get(seat)?.grid.get(`${i.placement.row},${i.placement.col}`)
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? areaOf(s, actor).grid.get(`${i.placement.row},${i.placement.col}`)
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: undefined;
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const upgrade = over?.geometry.kind === 'track';
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return (
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@@ -616,7 +637,7 @@ export function describeIntent(s: GameState, i: Intent): string {
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const here = tray?.position.at === 'grid' ? tray.position.coord : null;
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let picks = '';
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if (here) {
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const dest = destinationsFor(s, tray!.position.at === 'grid' ? tray!.position.owner : 0, i.trayId, here, i.reverse)
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const dest = destinationsFor(s, tray!.position.at === 'grid' ? playerAtSeat(s, tray!.position.seat) : 0, i.trayId, here, i.reverse)
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.find((d) => d.coord.row === i.to.row && d.coord.col === i.to.col);
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if (dest && dest.couples.length > 0) {
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picks = ` — couples ${carsLabel(dest.couples)} on the way${i.reverse ? ' (behind)' : ' (onto the nose)'}`;
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@@ -651,7 +672,7 @@ export function describeIntent(s: GameState, i: Intent): string {
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* waiting for a train that can carry it. For a passenger facility that load is passengers on
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* the platform.
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*/
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const f = areaOf(s, seat).grid.get(`${i.at.row},${i.at.col}`)?.facility ?? null;
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const f = areaOf(s, actor).grid.get(`${i.at.row},${i.at.col}`)?.facility ?? null;
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const where = f?.kind === 'passenger' ? 'onto the platform' : 'into the green Loading box';
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return i.carType === 'coach' && f?.kind === 'passenger'
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? `bring passengers ${where} at ${at(i.at)} — they wait there for a train with an empty coach`
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@@ -786,9 +807,14 @@ export function snapshot(
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viewer: PlayerIndex = 0,
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): Frame {
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const area = areaOf(s, viewer);
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const viewerSeat = seatOf(s, viewer);
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const trayAt = new Map<string, string>();
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for (const [id, tray] of s.trays) {
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if (tray.position.at === 'grid') {
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// KEYED BY COORDINATE, so it must be filtered by seat first. Every district uses the same
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// (row, col) origin, so without this a crew standing at (0,1) in one player's Office Area is
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// drawn onto (0,1) of every other player's board — the cells come from `area.grid`, which is
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// the viewer's, but the train on them came from anybody's.
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if (tray.position.at === 'grid' && tray.position.seat === viewerSeat) {
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const label = tray.trainNumber === null ? 'crew' : `T${tray.trainIsExtra ? 'X' : ''}${tray.trainNumber}`;
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const carrying = tray.consist.length ? ` [${tray.consist.map(carLabel).join(', ')}]` : ' [empty]';
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trayAt.set(`${tray.position.coord.row},${tray.position.coord.col}`, label + carrying);
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@@ -906,14 +932,14 @@ export function snapshot(
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gradeUp: isGrade ? (n.gradeUp ?? 'east') : null,
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};
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}
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const oa = areaOf(s, n.owner);
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const oa = areaAtSeat(s, n.seat);
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// Where every crew in this district actually is: on a Running Track card, or below it.
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const onRunning = new Map<string, TrainChip[]>();
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const below: TrainChip[] = [];
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for (const [id, tray] of s.trays) {
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const pos = tray.position;
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if (pos.at !== 'grid' || pos.owner !== n.owner) continue;
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if (pos.at !== 'grid' || pos.seat !== n.seat) continue;
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const c = trainChip(s, id);
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if (pos.coord.row === oa.runningRow) {
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const k = `${pos.coord.row},${pos.coord.col}`;
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@@ -954,7 +980,7 @@ export function snapshot(
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capacity: officeProfile(oa.tier).adTracks,
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modifiers: [],
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gradeUp: null,
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owner: n.owner,
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seat: n.seat,
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running,
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switching: below,
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};
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@@ -968,7 +994,7 @@ export function snapshot(
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phaseKey: s.clock.phase,
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actor: s.clock.currentActor,
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superintendent: s.clock.superintendent,
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revenue: s.players[0]?.revenue ?? 0,
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revenue: s.players[viewer]?.revenue ?? 0,
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lines,
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where,
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whereFrom,
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@@ -1011,11 +1037,21 @@ export function snapshot(
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timetable: [...s.timetable],
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decision,
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wasted,
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objective: objectiveOf(s),
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option: turnOf(s, viewer).option,
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status: s.status,
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outcome: s.outcome,
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players: s.players.map((p) => ({
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index: p.index,
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name: p.name,
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revenue: p.revenue,
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hand: (s.decks.hands.get(p.index) ?? []).length,
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})),
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handCount: (s.decks.hands.get(viewer) ?? []).length,
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objective: objectiveOf(s, viewer),
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runningRow: area.runningRow,
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movesLeft: s.clock.phase === 'localOps' && s.turn.option === 'switch' ? s.turn.movesRemaining : null,
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moves: switchingMoves(s, 0),
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blocked: impediments(s, 0),
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movesLeft: s.clock.phase === 'localOps' && turnOf(s, viewer).option === 'switch' ? turnOf(s, viewer).movesRemaining : null,
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moves: switchingMoves(s, viewer),
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blocked: impediments(s, viewer),
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trains: [...s.trays.values()].map((t) => ({
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label: t.trainNumber === null ? 'local crew' : `Train ${t.trainIsExtra ? 'X' : ''}${t.trainNumber}`,
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where:
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@@ -1410,10 +1446,10 @@ const SIMPLE_CARDS = [
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...ACTION_CARDS,
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];
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/** The goal, and whether the current score is keeping up with the clock. */
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function objectiveOf(s: GameState): Frame['objective'] {
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/** The goal, and whether the VIEWER's score is keeping up with the clock. */
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function objectiveOf(s: GameState, viewer: PlayerIndex): Frame['objective'] {
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const profile = lengthProfile(s.config.length);
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const revenue = s.players[0]?.revenue ?? 0;
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const revenue = s.players[viewer]?.revenue ?? 0;
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const daysLeft = Math.max(0, profile.days - s.clock.day + 1);
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const elapsed = profile.days - daysLeft + 1;
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// Straight-line pace: by the end of Day N you want N/days of the target.
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@@ -1505,10 +1541,11 @@ function countStock(
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* question the page does not yet ask.
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*/
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function switchingMoves(s: GameState, player: PlayerIndex): Frame['moves'] {
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if (s.clock.phase !== 'localOps' || s.turn.option !== 'switch') return null;
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if (s.turn.movesRemaining < 1) return null;
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const turn = turnOf(s, player);
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if (s.clock.phase !== 'localOps' || turn.option !== 'switch') return null;
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if (turn.movesRemaining < 1) return null;
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for (const [id, tray] of s.trays) {
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if (tray.position.at !== 'grid' || tray.position.owner !== player) continue;
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if (tray.position.at !== 'grid' || tray.position.seat !== seatOf(s, player)) continue;
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const { to, blocked } = movesFor(s, player, id);
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return { from: tray.position.coord, to, blocked };
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}
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