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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-3
@@ -17,10 +17,12 @@
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import type { Intent } from '../engine/intents.ts';
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import type { Frame } from '../sim/view.ts';
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import type { GameConfig, PlayerIndex } from '../engine/state.ts';
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import type { PlayerIndex } from '../engine/state.ts';
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import type { HouseRuleOverrides } from '../engine/content.ts';
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import type { Game, Menu, Save } from './game.ts';
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import {
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actionMenu,
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configWith,
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currentActor,
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fromSave,
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handPlayable,
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@@ -112,9 +114,15 @@ export type LocalSession = Session & {
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*
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* `Game` is mutated in place by `submit`, so the wrapper keeps a mutable reference rather than
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* copying — `undo` and `restore` replace the whole game, which is why `game` is a getter.
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*
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* It takes `rules` rather than a whole `GameConfig` because DEALING is the only thing on the far
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* side of this that the page is allowed to decide. A config carries the mode, the victory condition
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* and the optional rules — table settings a lobby owns — and handing main.ts a `GameConfig` to build
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* meant importing the engine's own defaults into the page, which is the boundary `session.test.ts`
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* guards. The seed and the house rules are the two things a player picks when they press New game.
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*/
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export function createLocalSession(seed: number, config?: GameConfig): LocalSession {
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let game: Game = config ? newGame(seed, config) : newGame(seed);
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export function createLocalSession(seed: number, rules?: HouseRuleOverrides): LocalSession {
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let game: Game = rules ? newGame(seed, configWith(rules)) : newGame(seed);
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const listeners = new Set<() => void>();
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const changed = (): void => {
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for (const fn of [...listeners]) fn();
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