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