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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Claude Opus 5
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@@ -254,3 +254,41 @@ describe('which piles a step moved', () => {
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assert.deepEqual(changedPiles(null, publicSnapshot(s)), []);
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});
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});
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describe('a Mainline card that changed under the players (Gitea#28)', () => {
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it('names the node a Realignment converted, and nothing else', async () => {
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const { changedDivisionCards } = await import('../src/sim/public-delta.ts');
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const { REALIGNMENTS } = await import('../src/engine/content.ts');
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const s = newState(4242);
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const before = publicSnapshot(s);
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// Realignment converts a card to another kind (`content.ts`'s table). Applied to the state directly:
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// what is being tested is the DETECTOR, not the play that reaches it — which needs the card in hand,
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// the draw option taken and no train on the card.
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const at = s.division.nodes.findIndex((n) => n.kind === 'mainline' && REALIGNMENTS.some((r) => r.from === n.card));
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assert.ok(at >= 0, 'no Mainline card in this Division can be realigned at all');
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const node = s.division.nodes[at];
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assert.equal(node?.kind, 'mainline');
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if (node?.kind === 'mainline') {
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node.card = REALIGNMENTS.find((r) => r.from === node.card)!.to;
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}
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const after = publicSnapshot(s);
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assert.deepEqual(changedDivisionCards(before, after), [at], 'the realigned card was not the one reported');
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assert.deepEqual(changedDivisionCards(after, after), [], 'an unchanged Division reported a change');
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assert.deepEqual(changedDivisionCards(null, after), [], 'a first board has nothing to compare against');
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});
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it('says nothing when only the trains on a card moved', async () => {
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const { changedDivisionCards } = await import('../src/sim/public-delta.ts');
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const s = newState(1917398);
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const before = publicSnapshot(s);
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const at = s.division.nodes.findIndex((n) => n.kind === 'mainline');
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const node = s.division.nodes[at];
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if (node?.kind === 'mainline') {
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node.transits.push({ tray: 'tray1', stagesRemaining: 1, stagesTotal: 1, direction: 'east' });
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}
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assert.deepEqual(changedDivisionCards(before, publicSnapshot(s)), [], 'a train arriving flashed the card');
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});
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});
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