v0.4.4 — New Game dialog for the opening hand and the three revenue rates, Yard renamed Interchange, and two movement bugs behind a mirrored consist
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+124
-22
@@ -12,7 +12,8 @@ import type { Menu, Save } from './game.ts';
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import { PANEL_CSS, blockedHtml, facilitiesHtml, pilesHtml, timetableHtml, yardHtml } from './panels.ts';
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import { TOOLTIP_CSS, installTooltips } from './tooltip.ts';
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import { playCue } from './sound.ts';
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import { MOVES_PER_LOCAL_OPS } from '../engine/content.ts';
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import { MOVES_PER_LOCAL_OPS, STARTING_HAND_LABELS, houseRules } from '../engine/content.ts';
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import type { HouseRuleOverrides, HouseRules, RevenueRules, StartingHand } from '../engine/content.ts';
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import type { LocalSession } from './session.ts';
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import { createLocalSession } from './session.ts';
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@@ -112,14 +113,73 @@ function renderTurnChart(f: Frame): void {
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$('turnchart').innerHTML = turnChartHtml(f, actorName);
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}
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/**
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* The settings this game was dealt under, beside the seed, because the seed alone does not name it.
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*
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* Abbreviated to fit a header that must not wrap — `3 cards · 1/1/0` — with the whole of it in the
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* tooltip. Written down at all because a playtest note is worthless without it: "scored 4" means one
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* thing at 1 Revenue per transit and another at 5.
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*/
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function renderHouseRules(rules: HouseRules): void {
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const { passengerPerCoach: pax, freightPerLoad: frt, trainPerTransit: trn } = rules.revenue;
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const short = { threeRandom: '3 cards', sixRandom: '6 cards', threeTrackThreeOther: '3+3 cards' };
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const el = $('houserules');
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el.textContent = `· ${short[rules.startingHand]} · ${pax}/${frt}/${trn}`;
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const handWords = STARTING_HAND_LABELS.find((o) => o.value === rules.startingHand)?.label ?? '';
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el.title =
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`Opening hand: ${handWords.toLowerCase()}.\n` +
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`Passenger revenue per coach: ${pax} (paid on boarding and again on detraining).\n` +
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`Freight revenue per load: ${frt} (paid on loading and again on unloading).\n` +
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`Train revenue per transit: ${trn} (paid to every player when a train leaves the Division).`;
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}
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/**
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* THE HOUSE RULES TRAVEL IN THE URL, BESIDE THE SEED.
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*
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* A seed on its own no longer names a game: `?seed=430` dealt three random cards is a different
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* railroad from `?seed=430` dealt three track and three other, and at 0 Revenue per transit it is a
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* different economy again. The link has to carry all of it or "same link, same deal" stops being
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* true — and the New Game dialog navigates by URL, so this is also how its answers reach `start()`.
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*
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* Absent parameters mean the DEFAULTS, not the legacy rules: a bare `?seed=430` is a new game at
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* today's settings. It is a save with no rules in it that is old (`game.ts`, `configFor`).
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*/
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const RULE_PARAMS = { passenger: 'passengerPerCoach', freight: 'freightPerLoad', transit: 'trainPerTransit' } as const;
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function rulesFromUrl(params: URLSearchParams): HouseRuleOverrides {
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const rules: HouseRuleOverrides = {};
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const hand = params.get('hand');
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if (STARTING_HAND_LABELS.some((o) => o.value === hand)) rules.startingHand = hand as StartingHand;
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const revenue: Partial<RevenueRules> = {};
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for (const [param, key] of Object.entries(RULE_PARAMS)) {
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const raw = params.get(param);
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// `houseRules()` clamps and rounds, so anything hand-edited into the URL lands in range rather
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// than dealing a game at 900 Revenue a coach.
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if (raw !== null && raw.trim() !== '' && Number.isFinite(Number(raw))) revenue[key] = Number(raw);
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}
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if (Object.keys(revenue).length > 0) rules.revenue = revenue;
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return rules;
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}
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function rulesToUrl(rules: HouseRules, seed: string): string {
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const params = new URLSearchParams();
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if (seed !== '') params.set('seed', seed);
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params.set('hand', rules.startingHand);
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for (const [param, key] of Object.entries(RULE_PARAMS)) params.set(param, String(rules.revenue[key]));
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return `?${params}`;
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}
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function start(): void {
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const params = new URLSearchParams(location.search);
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const requested = params.get('seed');
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// A seed in the URL makes a game shareable and reproducible: same link, same deal.
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const seed = requested !== null ? Number(requested) || 1 : Math.floor(Math.random() * 1e9);
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session = createLocalSession(seed);
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session = createLocalSession(seed, rulesFromUrl(params));
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// A saved game carries its OWN rules and re-deals itself under them, whatever the URL says — see
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// `configFor`. That is why the restore happens after the session is built rather than feeding it.
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const saved = load();
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if (saved && requested === null) session.restore(saved);
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@@ -185,6 +245,7 @@ function render(): void {
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obj.textContent = `${f.revenue} of ${f.objective.target} · ${f.objective.daysLeft} Day${f.objective.daysLeft === 1 ? '' : 's'} left`;
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obj.className = 'pace';
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$('seed').textContent = String(session.seed());
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renderHouseRules(f.houseRules);
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// -- division
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$('division').innerHTML = divisionSvg(f.division);
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@@ -828,35 +889,76 @@ if (saveBtn) saveBtn.onclick = downloadSave;
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* steps back one action at a time, but nothing brings back a game that has been dealt over, and the
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* replay download is right beside it.
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*
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* `location.search = ''` rather than a direct re-render, so a `?seed=` in the URL goes too — leaving
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* it would deal the same game again and look like the button had done nothing.
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* Navigating rather than re-rendering, so a stale `?seed=` in the URL goes too — leaving it would
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* deal the same game again and look like the button had done nothing.
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*/
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const newBtn = document.getElementById('newgame');
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if (newBtn) {
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const dlg = document.getElementById('newgamedlg') as HTMLDialogElement | null;
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if (newBtn && dlg) {
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const field = <T extends HTMLElement>(id: string): T => document.getElementById(id) as T;
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/**
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* ASK FOR ALL THREE, rather than documenting URL parameters in the title bar.
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*
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* It asked for the seed alone, through `prompt()`. The opening hand and the three revenue rates
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* were constants in the source, so trying a variation meant an edit and a rebuild — and balance is
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* the open question this game has (`TODO.md`). A dialog is what lets a playtest be a playtest.
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*
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* The dialog OPENS ON THE RULES IN PLAY rather than on the defaults: dealing a second game to
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* compare against the first is the common case, and re-entering four settings each time is how a
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* comparison silently stops comparing.
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*/
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newBtn.onclick = () => {
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const f = session.view();
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const day = f.day;
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const started = f.status === 'active' && (day > 1 || f.stage > 1);
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if (started && !confirm(`Forget this game (seed ${session.seed()}, Day ${day}) and deal a new one?`)) return;
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/**
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* ASK FOR THE SEED, rather than documenting a URL parameter in the title bar.
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*
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* The same deal can be replayed, shared or compared by seed, which is worth offering — it was
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* offered as the note "add ?seed=1234 for a set deal", which spent width on the one line that
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* must not wrap to explain a thing the button could simply ask. Blank means random.
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*/
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const asked = prompt('Seed for the new game — leave blank for a random one:', '');
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if (asked === null) return; // cancelled
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clearSave();
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const wanted = asked.trim();
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if (wanted === '') {
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// No `?seed=`, so `start()` rolls one. Reload rather than re-render, to clear any seed in the URL.
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if (location.search === '') location.reload();
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else location.search = '';
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return;
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const current = session.view().houseRules;
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field<HTMLInputElement>('ng-seed').value = '';
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for (const input of dlg.querySelectorAll<HTMLInputElement>('input[name="ng-hand"]')) {
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input.checked = input.value === current.startingHand;
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}
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location.search = `?seed=${encodeURIComponent(wanted)}`;
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field<HTMLInputElement>('ng-passenger').value = String(current.revenue.passengerPerCoach);
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field<HTMLInputElement>('ng-freight').value = String(current.revenue.freightPerLoad);
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field<HTMLInputElement>('ng-transit').value = String(current.revenue.trainPerTransit);
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dlg.showModal();
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};
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/**
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* One handler for every way the dialog can close — the Deal button, the Cancel button, and Esc,
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* which `<dialog>` answers with an empty `returnValue` and no submit event at all.
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*
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* The answers go into the URL and the page navigates, which is the same path `?seed=` already
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* took: `start()` reads them back, so there is exactly one place that turns a URL into a game.
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*/
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dlg.addEventListener('close', () => {
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if (dlg.returnValue !== 'deal') return;
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const asked = field<HTMLInputElement>('ng-seed').value.trim();
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// A seed the browser cannot parse is not a reason to refuse to deal — blank and unparseable
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// both mean "surprise me", which is what leaving the box alone plainly asks for.
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const seed = asked === '' || !Number.isFinite(Number(asked)) ? '' : String(Math.trunc(Number(asked)));
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const picked = dlg.querySelector<HTMLInputElement>('input[name="ng-hand"]:checked')?.value;
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const rules = houseRules({
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houseRules: {
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...(STARTING_HAND_LABELS.some((o) => o.value === picked) ? { startingHand: picked as StartingHand } : {}),
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revenue: {
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passengerPerCoach: Number(field<HTMLInputElement>('ng-passenger').value),
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freightPerLoad: Number(field<HTMLInputElement>('ng-freight').value),
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trainPerTransit: Number(field<HTMLInputElement>('ng-transit').value),
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},
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},
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});
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clearSave();
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const next = rulesToUrl(rules, seed);
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// Assigning the search string the page ALREADY has does nothing at all, which reads as a button
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// that did not work — and it is the common case: deal a random seed, decide it was a bad deal,
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// deal another at the same settings. Reload instead, and `start()` rolls a fresh seed.
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if (next === location.search) location.reload();
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else location.search = next;
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});
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}
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const soundBtn = document.getElementById('sound');
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