v0.8.0.10 — playtest fixes: clearance rulings, the log, the map, and a save file

From the first two multiplayer playtests of v0.8.0.9, each traced before fixing.

The engine:

- A train on a card BEHIND the one departing no longer triggers a clearance
  ruling or an opposite-direction bar (#26). Reproduced from the exported
  save: X15 was held over X18 behind it, and X18 then collided into the full
  Whistle Post. Games in progress holding a ruling the engine no longer asks
  for will not resume (28 of 40 recorded four-seat games); shipped as is at
  Jesse's call.
- `mainlineModified` carries the card's previous kind, so the log can say
  what a Realignment converted (#27).

The screen:

- The turn chart and the Division map name the player whose move is on
  screen while bot turns replay, not the live actor (#25).
- The owning player's name is no longer outlined by the turn arrow's stroke,
  which made it unreadable (#24).
- A Mainline card flashes on the map when a Realignment changes it (#28).
- The history is held back with the board and revealed step by step, instead
  of arriving whole while the board is still catching up (#29).
- A ruling made by holding the office reads "Superintendent Player X" (#30),
  and no line names a player twice (#31).
- A seated player can download their own game as a save file: the play
  page's Save replay button, fed by GET /api/save?token=… (#32). The StartOS
  action cannot do this — an action result is text only.

Closes #24
Closes #25
Closes #26
Closes #27
Closes #28
Closes #29
Closes #30
Closes #31
Closes #32

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017nnuCv8UodHucFfx3LWEoX
This commit is contained in:
Jesse.Markowitz
2026-09-15 22:44:20 -04:00
co-authored by Claude Opus 5
parent 76c6e103b3
commit 4adf149ba5
17 changed files with 607 additions and 41 deletions
+24 -2
View File
@@ -42,6 +42,12 @@ export type DivisionRoster = {
actor: number | null;
/** The player this map is being drawn for. */
viewer: number;
/**
* Division nodes to flash — a Mainline card that has just become a different card (Realignment).
* Playtest, 2026-09-15: the log said a card had been converted and the map said nothing, so the one
* play that changes the Division itself was invisible on the map of it.
*/
flash?: readonly number[];
};
export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | null): string {
@@ -134,6 +140,8 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
}[];
cap: number | null;
tip: string;
/** Set on a card that has just changed under the players' feet — drawn with a brief pulse. */
flash?: boolean;
/** Which SEAT's district this cell belongs to, or null for Mainline and Division Points. */
seat: number | null;
/** Set on an Office cell when a roster was supplied: whose district this is. */
@@ -168,7 +176,11 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
cells.push({ ...c, x: 0, y: 0 });
};
// The node's own index, so a cell can be matched against `roster.flash`. `continue` below skips the
// rest of the body, never this.
let nodeIndex = -1;
for (const n of nodes) {
nodeIndex++;
if (n.kind === 'office') {
const cap = n.capacity;
const ad = n.trains.flat();
@@ -261,6 +273,7 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
push({
kind: dp ? 'dp' : 'ml',
label: n.label,
...(roster?.flash?.includes(nodeIndex) ? { flash: true } : {}),
sub: n.capacity === null
? 'no limit — trains queue'
: [free, inYard.length > 0 ? `${inYard.length} in the yard` : ''].filter(Boolean).join(' · '),
@@ -356,7 +369,7 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
cells.forEach((c) => {
const full = c.cap !== null && c.trains.length >= c.cap;
out += `<g class="bs-dcell bs-d${c.kind}${full ? ' bs-full' : ''}" data-tip="${esc(c.tip)}">`;
out += `<g class="bs-dcell bs-d${c.kind}${full ? ' bs-full' : ''}${c.flash ? ' bs-changed' : ''}" data-tip="${esc(c.tip)}">`;
out += `<rect x="${c.x}" y="${c.y}" width="${c.w}" height="${CH}" rx="5"/>`;
/**
* WHOSE IS IT, IS IT THEIR MOVE, AND IS IT MINE — answered by colour and one suffix rather
@@ -1248,6 +1261,12 @@ export const BOARD_CSS = `
and leave at the other, and a seated layout must not be read as a ring. */
.bs-stop line{stroke:#e0a060;stroke-width:2.6;stroke-linecap:round}
.bs-end{fill:#e0a060;font:10px ui-monospace,monospace;letter-spacing:.03em}
/* A card that has just BECOME a different card (Realignment). The same amber the rest of the page
spends on "it is happening here", pulsing only while the step that did it is on screen — so the
change is seen on the map rather than only read in the log. */
.bs-dcell.bs-changed rect{stroke:#e0a060;stroke-width:2.4;animation:bs-changed-pulse 1.1s ease-in-out infinite}
@keyframes bs-changed-pulse{0%,100%{stroke-opacity:1}50%{stroke-opacity:.35}}
@media (prefers-reduced-motion: reduce){.bs-dcell.bs-changed rect{animation:none}}
/* The vertical bars a Mainline card is divided into (§2.1). Drawn faint: they are the ruler the
train is measured against, not something to look at instead of the train. */
.bs-region{stroke:#4a5361;stroke-width:1.2;stroke-dasharray:3 3}
@@ -1329,7 +1348,10 @@ export const BOARD_CSS = `
.bs-arrow{fill:#5f6b7a;font:10px ui-monospace,monospace}
.bs-cn{fill:#e6e9ee;font:600 11px ui-monospace,monospace}
.bs-coord{fill:#5f6b7a;font:9px ui-monospace,monospace}
.bs-name{fill:#e6e9ee;font:600 11px ui-monospace,monospace}
/* stroke:none (Gitea#24). A name takes the class \`bs-turn\` while it is that player's move, and \`.bs-turn\` is
also the turn ARROW's rule, which strokes its shape 2.4px grey. Declared after it, this keeps that
outline off the letters, which it smeared into an unreadable blur. */
.bs-name{fill:#e6e9ee;stroke:none;font:600 11px ui-monospace,monospace}
.bs-name.bs-you{fill:#5aa9e6}
/* Their move — wins over .bs-you when both apply, because whose turn it is changes every few
seconds and which railroad is yours never does.
+18 -12
View File
@@ -15,7 +15,7 @@
* panel cannot drift from the rules.
*/
import { MAX_CONSIST, crewTrayCount } from '../engine/content.ts';
import { MAINLINE_PROFILES, MAX_CONSIST, crewTrayCount } from '../engine/content.ts';
import { adTrackCount, coordKey, seatOf, turnOf } from '../engine/state.ts';
import type { GameState, GridCoord, PlayerIndex, RollingStock, SeatIndex, TrayId } from '../engine/state.ts';
import { areaOf, canAdvanceLoad, canBoard, canDetrain, canStartLoad, facilityCarType, facilityCarTypes, freightRuleSpentHere, isFreight, laborersLeft, movesFor, passengerRefusal, portersLeft } from '../engine/apply.ts';
@@ -134,7 +134,7 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
case 'actorChanged':
return {
tone: 'quiet',
text: e.player === null ? 'No player acts — automatic phase' : `Player ${e.player} to act`,
text: e.player === null ? 'No player acts — automatic phase' : 'to act',
};
// -- local operations
@@ -211,13 +211,19 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
? `Played ${card(e.cardId)} onto ${at(e.placement)}`
: `Played ${card(e.cardId)}`,
};
case 'mainlineModified':
case 'mainlineModified': {
// WHICH CARD, NOT JUST WHICH WAY IT WENT. "Mainline card 3 converted to plains" left the reader
// to remember what card 3 had been (playtest, 2026-09-15), and the card it WAS is the half that
// says what the play was worth.
const kindName = (k: string | undefined): string =>
MAINLINE_PROFILES.find((m) => m.kind === k)?.name ?? k ?? 'that card';
return {
tone: 'plain',
text: e.became
? `Realignment: Mainline card ${e.node} converted to ${e.became}`
: `Played ${e.key} on Mainline card ${e.node}`,
? `Realignment: Mainline card ${e.node}, ${kindName(e.from)}, converted to ${kindName(e.became)}`
: `Played ${e.key} on Mainline card ${e.node}${e.from ? ` (${kindName(e.from)})` : ''}`,
};
}
case 'redFlagSpent':
return {
tone: 'good',
@@ -225,8 +231,8 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
};
case 'redFlagRuled':
return e.flag
? { tone: 'plain', text: `Player ${e.player} flagged the approaching train` }
: { tone: 'plain', text: `Player ${e.player} waved the train through` };
? { tone: 'plain', text: 'Flagged the approaching train' }
: { tone: 'plain', text: 'Waved the train through' };
case 'redFlagsSet':
return {
tone: 'good',
@@ -496,13 +502,13 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
? { tone: 'bad', text: `${e.reason.toUpperCase()} · ${e.delta} Revenue (now ${e.total})` }
: { tone: 'good', text: `+${e.delta} Revenue (now ${e.total}) — ${e.reason}` };
case 'phaseEnded':
return { tone: 'quiet', text: `Player ${e.player} finished ${phaseLabel(e.phase)}` };
return { tone: 'quiet', text: `Finished ${phaseLabel(e.phase)}` };
// -- §3.3, extended play (Gitea#11)
case 'extensionVoted':
return e.agree
? { tone: 'plain', text: `Player ${e.player} would play one more Day` }
: { tone: 'plain', text: `Player ${e.player} called time — the game ends here` };
? { tone: 'plain', text: 'Would play one more Day' }
: { tone: 'plain', text: 'Called time — the game ends here' };
case 'dayExtended':
return { tone: 'clock', text: `── The table plays on: Day ${e.day} is added to the timetable ──` };
case 'playConcluded':
@@ -511,8 +517,8 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
// -- §11, the Yard Office (Gitea#5)
case 'yardOfficeRuled':
return e.take
? { tone: 'plain', text: `Player ${e.player} sent ${train(e.trainId)} into the Yard Office` }
: { tone: 'plain', text: `Player ${e.player} kept ${train(e.trainId)} at the Train Order Office` };
? { tone: 'plain', text: `Sent ${train(e.trainId)} into the Yard Office` }
: { tone: 'plain', text: `Kept ${train(e.trainId)} at the Train Order Office` };
}
}
+19
View File
@@ -157,6 +157,25 @@ export type PileKey = 'home' | 'salvage' | `dept${number}`;
* | `card.play` | `salvage`, or nothing here when it lands on the board |
* | switching, new trains | nothing here — those show on the board itself |
*/
/**
* Mainline cards that became a different card between two public boards — a Realignment, which is the
* one play that changes the Division itself.
*
* Playtest, 2026-09-15: *"is it possible to flash the mainline card when it gets changed by realignment?
* This would be more obvious to see what's happening on the map."* Detected the same way `changedPiles`
* detects a pile moving — by comparing the two boards the queue already holds — rather than by reading
* the event, so the flash lands with the step that shows it and not when the intent arrived.
*/
export function changedDivisionCards(before: PublicFrame | null, after: PublicFrame): number[] {
if (before === null) return [];
const out: number[] = [];
after.division.forEach((node, i) => {
const was = before.division[i];
if (was && was.kind === 'ml' && node.kind === 'ml' && was.label !== node.label) out.push(i);
});
return out;
}
export function changedPiles(before: PublicFrame | null, after: PublicFrame): PileKey[] {
if (before === null) return [];
const out: PileKey[] = [];