v0.7.1 — a caboose is not a load, a Day that says it ended, and a train you may throw away
Four issues off the Gitea tracker, all of them things a player saw at the board. Reasoning for every item, and what was verified how: CHANGELOG.md. - Gitea#8: X22 Pee-Dee refused every caboose, including the one it was made up with, so setting it out stranded the train. All six cabooses are minted loaded because §2.2's "coloured is loaded, white is empty" doubles as a piece count in the supply table; one read of the flag took that literally. A caboose carries the crew, not freight, so it is never a load. - Gitea#10: a Day turns over inside the phases that run themselves, so it passes between one click and the next — and both transient signals fade before a player reading the board notices. A modal stops and waits, carrying the standings, the Days left and the combined target. Suppressed on the first frame, on Undo stepping back across a rollover, and on the Day the game ends. - Gitea#9, which SUPERSEDES Gitea#6 from three days ago: a Timetabled train may be tossed face-up to a Department slot, where a rival may pick it up — the second half of the ruling needed no code, since that is where every discard already goes. An Extra still may not. A New Game setting on this line (discardTimetabled, on by default), the plain rule on the 0.4.9 line. - Gitea#2 is not an engine bug: the rules are implemented exactly, and running the coach pool dry is Jesse's ruling to keep — "part of the strategy". What was wrong is that the game said nothing. A blocked platform now gives its reason, from the engine's own predicate, including how many coaches are stranded in Classification and what brings them back. The same four ship as v0.4.9g on the playtest line. Closes #2 Closes #8 Closes #9 Closes #10 Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01FLnYR4XtXQNamYJXGYT8oC
This commit is contained in:
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Claude Opus 5
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@@ -19,6 +19,145 @@ page as `v0.1.0 · <sha> · <date>`, so what is deployed can always be identifie
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---
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## 0.7.1 — 2026-08-25
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Four issues off the Gitea tracker, all of them things a player saw at the board. Two are engine or
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page bugs, one is a rules ruling that supersedes a ruling from three days earlier, and the fourth
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turned out not to be a bug at all — the fix there is that the game now says so. The same four ship
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as **0.4.9g** on the 0.4.9 line.
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### A caboose is not a load (Gitea#8)
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**REPORTED:** X22 Pee-Dee could not couple a caboose — including the one it was made up with. Drop
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it at the end of a sweep and it was stranded there, which makes a train whose whole card is a
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restriction ("may only pick up MTs") unplayable rather than merely restricted.
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`ROLLING_STOCK_SUPPLY` mints all six cabooses as `{ loaded: 6, empty: 0 }`, because §2.2's "a
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coloured car is loaded, a white car is empty" is doing double duty there as a PIECE COUNT and there
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is no white caboose to make a train up from. So `.loaded` carries two meanings, and the second one
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escaped in exactly one place: `pickUpEmptiesOnly`'s `fresh.some((c) => c.loaded)`. Every other read
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of the flag in `apply.ts` is already scoped to a coach or to a named car type.
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`carriesLoad` now answers the question the rule is actually asking — a caboose carries the crew, not
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freight, so it is never a load — and the restriction itself is untouched: a loaded car alongside the
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caboose still refuses. `trainRules` says so on the card ("A caboose is not a load"), because a player
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reading "EMPTIES ONLY" has no way to know which reading the game took.
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### The Day rolls over and says so (Gitea#10)
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**REPORTED:** "As the game rolls off the end of the day, you get a dialog saying such. Hard to keep
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track of time."
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Nothing on screen was wrong. The clock, the turn chart and the timetable all said which Day it was.
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What is wrong is WHEN it changes: a Day turns over inside the phases that run themselves, so it
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happens between one click and the next, while the player is watching the board and waiting for their
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turn. The two transient signals the page already had are both gone before that — the phase banner at
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2.6s, the announcement flash at 4.2s. A modal is the whole request: it stops, and it waits.
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`dayEndHtml` writes it from the frame AFTER the rollover, so the Day that ended is `f.day - 1`.
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It carries the standings in **Revenue order** rather than seat order (the question at the end of a
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Day is who is ahead), the Days left to run, and the combined target — reported against the whole
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table's Revenue, because `minCombinedRevenue` is a combined floor and one player's score against a
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four-player target reads as hopeless when the table is comfortably ahead. Collisions appear only
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where §3.4 actually scores them: competitive and co-op, and only when a dial is non-zero. A solitaire
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game carries the default dials and enforces neither, so printing a collision budget there would put a
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rule on screen that this game does not have.
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Three suppressions, each of them a way it would otherwise lie:
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- **the first frame** — arriving in a game already on Day 3 is not Day 2 ending, and a page reloaded
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mid-game would announce a rollover that happened before it was watching;
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- **the Day going DOWN** — that is Undo stepping back across the rollover, not a Day passing. Undo
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also clears `lastDay`, so replaying forward through the same rollover does not announce it twice;
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- **the Day the game ends on** — the outcome panel is the thing to read then. Verified by playing a
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full solitaire game through: the dialog fires four times in a 5-Day game, not five.
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### A Timetabled train may be thrown away (Gitea#9)
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**REPORTED:** "Timetabled trains are at the choice of the player — they can either play or discard.
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If someone else wants to pick it up, they are more than able to. The reason: I don't want, if you
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decide to play a game longer than five days, to decide that maybe there are too many trains, the
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stations are jammed, and the railroad doesn't need any more. You can toss it. Someone else might
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disagree and pick it up."
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This **supersedes Gitea#6**, shipped three days earlier in 0.6.2, which made every train card
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unconditionally undiscardable. Two things narrow it:
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- an **Extra** is still never discardable. It never joins the timetable, so it can never be what
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jams it, and the only rule it would dodge by being thrown away is the hand limit;
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- the Timetabled half is a **New Game setting** — `discardTimetabled`, on by default — because
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Jesse's reasoning is explicitly about games run LONGER than five days, and a five-Day game may well
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want Gitea#6's pressure back. Jesse asked for it as a setting on this line and as the plain rule on
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the 0.4.9 line, which has no scaffolding for one; both play the same game at main's default.
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**The second half of the ruling needed no code at all.** "Someone else might pick it up" — a discard
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already goes face-up onto a Department pile, and a Department pile is exactly what a rival draws
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from. Only the first half was a change.
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**One place decides, and the card says which rule refused.** `keepReason` returns the sentence a
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player should read, or `null` if the card may go; `check`, the hand panel and the blocked "End Local
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Operations" button all ask it. It returns a SENTENCE rather than a boolean because there are now two
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distinct reasons — "an Extra is never discarded" and "not in this game" — and the panel that used to
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hard-code one of them would now tell half the players the wrong thing. It reaches the page as the
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Frame's `handKeepWhy`, replacing text `panels.ts` and `main.ts` each wrote for themselves.
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**Two places would have dropped the setting silently**, both found by looking rather than by `tsc` —
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`HouseRuleOverrides`' fields are all optional, so omitting one compiles and falls back to the
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default. The New Game dialog's close handler builds its own `houseRules` object (the comment
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directly above it warns of exactly this: "a setting missing from here is a setting the dialog
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silently discards"), and `presets.ts`'s Frame-to-config path, which is how a JOINER is shown someone
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else's game — a setting dropped there shows them a rule the table is not playing.
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**Gitea#6's corner survives, narrowed.** A hand of four undiscardable trains still has exactly one
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legal way on — play one — with nothing in the engine computing "you must play a train". With the
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setting on, the only hand that reaches it is four Extras; with it off, any four trains, as before.
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Both are pinned by tests.
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### Why nothing is moving on the platform (Gitea#2)
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**REPORTED:** "The Sparrow pulled into the station with two loaded coaches. There are two passengers
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on the platform. Four porters. My thought was to unload two and load two. I never get the chance to
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load the last two."
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**The engine is not deviating from the rules**, and this was checked step by step against the
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reported save. §9.2 discards the white coach into the Classification Yard on boarding and draws one
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from the Division Yard on de-training; §2.2 returns the Classification Yard only when the Division
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Yard is empty. All three are implemented exactly. What bites is the interaction: both halves of every
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passenger cycle consume coaches one-way, and a single global refill condition over a pile of six
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commodities means they do not come back. Traced over the reported game the coach pool goes 8+/8− on
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Day 1 to 0+/1− by Day 5, with eight coaches stranded in Classification behind ~60 other cars.
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**Jesse's ruling is that the shortage stays** — "it is possible to run out, that's part of the
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strategy" — so the three balance options written up in `TODO.md` are declined rather than deferred.
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What was unambiguously a bug is that the game said **nothing**. A Porter action that cannot be taken
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is simply absent from the menu, and `impediments()` — the panel whose entire job is "why is nothing
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moving?" — opened with `if (!f || f.kind !== 'freight') continue`, so a platform had never had
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anything to say for itself. The player was not merely blocked; he was given no reason.
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A Passenger Facility now reports both directions: passengers standing with no train to take them, a
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train whose card bars Porters from working it, a Terminals-only train at a lesser Office, every coach
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already full, the red slots full, the same-district rule, and the coach shortage itself — that last
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one naming how many coaches are sitting in Classification and the condition that brings them back,
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because a yard visibly full of cars that will not yield one coach is the state that looks like a
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broken game. The reason text comes from `passengerRefusal`, the engine's own predicate (exported for
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this), so what is on screen is the rule that actually refused rather than a second guess at it.
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**A second defect fell out of fixing it.** The row's name is read off `card.geometry.facility`, which
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a Passenger Facility does not have — it rides on the `office` card — so every passenger impediment
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would have read `facility 0,0` beside a freight row saying `mineTipple 1,-3`. It is named by the
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Office Area's tier now (`terminal 0,0`), and there is exactly one Office per Area, so that tier is
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the card's own.
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Verified by replaying the reported save (`playtests/station-master-seed947338225-day5(1).json`)
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through `fromSave` and printing the panel. Worth noting for anyone who tries it: that save is a
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v0.4.9-line recording and stops at intent 250 of 323 on the 0.7 engine, because Gitea#4, #6 and #7
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changed the rules its later intents were recorded against. That is expected divergence, not a
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save-format bug — a replay reproduces a game from decisions, and the decisions no longer mean the
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same thing.
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---
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## 0.7.0 — 2026-08-23
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The multiplayer set-up, the lobby, the start of a game, and four things a remote client had never
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@@ -69,12 +69,40 @@ Queued 2026-08-22, from the v0.4.9e gameplay-testing report filed as Gitea issue
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and Extra alike; the forced play falls out of the hand limit rather than needing a mechanism of
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its own. Reasoning in `docs/rules/implications.md` §6.2.
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12b. **Gitea#2 — four porters, two passengers on the platform, and only one may be worked.**
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DIAGNOSED, AWAITING JESSE'S RULING — see Play Balance below. The engine is faithful to the
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written rules at every step; what bites is that BOTH directions of porter work move coaches
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one-way into a Classification Yard that comes back only when the Division Yard is bare of all
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~60 cars. Sixteen coaches in the game, and the reported save runs dry on Day 5 with eight of
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them stranded in Classification.
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12b. ~~**Gitea#2 — four porters, two passengers on the platform, and only one may be worked**~~ —
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RULED AND FIXED in the release below, though not the way the report implies. The engine is
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faithful to the written rules at every step; what bites is that BOTH directions of porter work
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move coaches one-way into a Classification Yard that comes back only when the Division Yard is
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bare of all ~60 cars. Sixteen coaches in the game, and the reported save runs dry on Day 5 with
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eight of them stranded in Classification. **Jesse's ruling: the shortage stays** — "it is
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possible to run out, that's part of the strategy" — so the three balance options in Play Balance
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below are declined, not deferred. What was actually wrong is that the game said NOTHING: a Porter
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action that cannot be taken is simply absent from the menu, and the "why is nothing moving?"
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panel covered freight facilities only. That half is fixed.
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12e. ~~**Gitea#8 — the per-diem train could not couple a caboose**~~ — done in the release below.
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`ROLLING_STOCK_SUPPLY` mints all six cabooses `loaded: true` because §2.2's "coloured is loaded,
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white is empty" doubles as a PIECE COUNT there and there is no white caboose. X22 Pee-Dee, whose
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whole card is "may only pick up MTs", read that literally and refused every caboose including the
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one it was made up with — set it out and the train was stranded, which made it unplayable rather
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than merely restricted. A caboose carries the crew, not freight, so it is never a load.
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12g. ~~**Gitea#9 — a Timetabled train may be discarded**~~ — done in the release below, and it
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SUPERSEDES Gitea#6 (item 12c above), shipped three days earlier. A Timetabled train may be tossed
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face-up to a Department slot, where a rival may pick it up — which needed no machinery, since
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that is where every discard already goes. An Extra still may not: it never joins the timetable,
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so it can never be what jams it. On this line the Timetabled half is a New Game setting
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(`discardTimetabled`, on by default), because Jesse's reasoning is about games run longer than
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five Days; the 0.4.9 line takes the plain rule. Reasoning in `docs/rules/implications.md` §6.2.
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12f. ~~**Gitea#10 — a dialog when the Day rolls over**~~ — done in the release below. "Hard to keep
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track of time." Nothing on screen was wrong — the clock, the turn chart and the timetable all
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said which Day it was — but a Day turns over inside the phases that run themselves, so it passes
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between one click and the next, and the two transient signals the page had (the phase banner at
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2.6s, the announcement flash at 4.2s) are both gone before a player reading the board notices.
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A modal stops and waits, and carries the standings, the Days left and the combined target.
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Suppressed on the first frame, on Undo stepping back across a rollover, and on the Day the game
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ends — the outcome panel is the thing to read then.
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13. **Show me the other players' moves, bots included** — raised by Jesse 2026-08-22 from playing a
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multiplayer game. Reasoning in Multiplayer below.
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@@ -130,6 +158,29 @@ pass as 19-21 and 24 above, and he asked for them to be discussed together rathe
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29. **Put the Fedora at the right-hand end of the phase row**, with (or in) the Supervisor Shift
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pill. Reasoning in Display below.
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Queued 2026-08-25, from releasing 0.7.1 / 0.4.9g. **Both are blocked on the two commits being made
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and pushed** — they were still uncommitted when the session ended.
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30. **Close the Gitea issues by hand, each with a comment naming the commit that fixed it.** Raised
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by Jesse 2026-08-25. `Closes #<n>` is in the main commit message and will auto-close #2, #8, #9
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and #10 when it reaches the default branch, but auto-closing leaves the issue with no record of
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WHICH commit or WHICH release answered it — and #9 supersedes #6, which nothing on #6 will ever
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say. So each issue wants a comment of its own: the commit SHA on both lines, the version each
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shipped in (0.7.1 and 0.4.9g), and for #2 and #9 the ruling that decided it, since neither was
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fixed the way the report implies. #6 wants a comment too, pointing at #9. The token and the API
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calls are in the workspace's `AGENTS.local.md`.
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31. **Bump the StartOS wrapper to 0.7.1.** `station-master-startos` is clean, on `master`, pinned to
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`v0.7.0` and versioned `0.7.0:3`. Once v0.7.1 is tagged: move the submodule pin to the tag, set
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`startos/versions/current.ts` to **`0.7.1:0`** (a new upstream tag resets the downstream digit —
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`UPDATING.md`), and write release notes in all five locales. **No new version FILE and no
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migration** — `current.ts`'s `migrations.up` is empty, so nothing is carried from 0.7.0, and a
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0.7.0 save replays under 0.7.1 unchanged (its intents cannot contain a Timetabled discard,
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because that was illegal when they were recorded). `instructions.md` and `README.md` both name
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0.7.0 and both need the three user-visible changes: the Day-end dialog, the Timetabled discard
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and its New Game checkbox, and the reasons a blocked platform now gives. Remember the branch
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trap: the game pushes to `main`, the wrapper to `master`.
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---
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## Replay / Save Games
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@@ -466,19 +517,27 @@ number until the rules stop moving.
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~60 cars) are consumed by both halves of every passenger cycle. Traced over the reported game
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the coach pool goes 8+/8− to 0+/1− by Day 5.
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**Three ways out, and it is Jesse's call which:** (a) refill when the Division Yard is dry of
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the type-and-state being asked for rather than dry of everything — the reading a player
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rummaging a table-top pile actually uses, and the biggest balance change; (b) the same trigger
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but return only the cars of that type; (c) leave the rules alone and raise the coach count in
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`ROLLING_STOCK_SUPPLY`, which the item below already sanctions — lowest risk, but it delays the
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wall rather than removing it. Measure (a) or (b) over 400 paired seeds before shipping.
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**RULED — the shortage stays, and none of the three is being built.** Jesse: "it is possible
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to run out, that's part of the strategy." For the record, the options were (a) refill when the
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Division Yard is dry of the type-and-state being asked for rather than dry of everything; (b)
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the same trigger but return only the cars of that type; (c) leave the rules alone and raise the
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coach count in `ROLLING_STOCK_SUPPLY`. All three are declined. What shipped instead is the
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EXPLANATION — the impediments panel now says the Division Yard has no white coach, how many are
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stranded in Classification, and that Classification returns only when the Division Yard is
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bare. Running dry is a position to play out of, not a broken game, once the screen says so.
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- [ ] **A blocked PASSENGER facility produces no impediment at all.** `impediments()`
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(`src/sim/narrate.ts`) opens with `if (!f || f.kind !== 'freight') continue`, so the "why
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nothing is moving" panel has never had anything to say about a platform. That is the second
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half of Gitea#2 and the half that is unambiguously a bug: the player above was not merely
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blocked, he was given no reason — the button simply was not there. Worth fixing whichever way
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the supply question is settled.
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- [x] **A blocked PASSENGER facility produces no impediment at all — FIXED.** `impediments()`
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(`src/sim/narrate.ts`) opened with `if (!f || f.kind !== 'freight') continue`, so the "why
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nothing is moving" panel had never had anything to say about a platform. That was the second
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half of Gitea#2 and the half that was unambiguously a bug: the player above was not merely
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blocked, he was given no reason — the button simply was not there. A platform now reports
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passengers with no train, a train the card bars Porters from working, full coaches, full red
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slots, the same-district rule, and the coach shortage itself — the last naming how many coaches
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are stranded in Classification and what brings them back. The reason comes from
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`passengerRefusal`, the engine's own predicate, so the panel cannot drift from the rule that
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actually refused. Fixing the label found a second defect: a Passenger Facility rides on the
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`office` card, so every passenger row would have read `facility 0,0` next to `mineTipple 1,-3`;
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it is named by its tier now.
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- [ ] **The log lowercases the first letter of every narration it attributes to a player**, so
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`EXTRA X18 started…` renders as `Player Solitaire eXTRA X18 started…` (`src/web/game.ts`:1065,
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+47
-16
@@ -888,34 +888,65 @@ any setting** — being a place an Extra can start is part of what upgrading buy
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---
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## §6.2 — a train card is never discarded
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## §6.2 — which train cards may be discarded
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**Jesse's ruling, v0.4.9e playtest** (Gitea#6): "Players are not allowed to discard Train cards. They
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may keep the card in their hand for multiple stages and even multiple days, but they may not discard
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it. If a player has three train cards in their hand, and they draw a fourth, then they must play one
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of those cards."
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**SUPERSEDED ONCE. Read both rulings; the second narrows the first.**
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**Extras count.** An Extra is a train, even though it runs once and ends in the Salvage Yard where a
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Timetabled card joins the timetable for the rest of the game.
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**Gitea#6, v0.4.9e playtest:** "Players are not allowed to discard Train cards. They may keep the
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card in their hand for multiple stages and even multiple days, but they may not discard it. If a
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player has three train cards in their hand, and they draw a fourth, then they must play one of those
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cards." Extras counted: an Extra is a train.
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**Gitea#9, 2026-08-24 — the ruling in force:** "Timetabled trains are at the choice of the player:
|
||||
they can either play or discard. If someone else wants to pick it up, they are more than able to.
|
||||
The reason: I don't want, if you decide to play a game longer than five days, to decide that maybe
|
||||
there are too many trains, the stations are jammed, and the railroad doesn't need any more. You can
|
||||
toss it. Someone else might disagree and pick it up."
|
||||
|
||||
So the rule is now:
|
||||
|
||||
- a **Timetabled** train may be discarded;
|
||||
- an **Extra** may not. It never joins the timetable, so it can never be what jams it, and the only
|
||||
rule it would dodge by being thrown away is the hand limit;
|
||||
- **on `main` the Timetabled half is a New Game setting** (`discardTimetabled`, on by default),
|
||||
because Jesse's reasoning is explicitly about LONG games and a five-Day game may well want
|
||||
Gitea#6's pressure. The 0.4.9 playtest line has no scaffolding for a setting and takes the plain
|
||||
rule. Both lines behave identically at their defaults.
|
||||
|
||||
**"Someone else might disagree and pick it up" needed no machinery.** A discard already goes face-up
|
||||
onto a Department pile, and a Department pile is exactly what a rival draws from. The second half of
|
||||
the ruling was already built; only the first half was a change.
|
||||
|
||||
§6.2 as transcribed says only "the player must reduce his hand to no more than three cards" with no
|
||||
exception for any card type, so this is a ruling rather than a gap — the prototype rules do not
|
||||
address it either way.
|
||||
exception for any card type, so both of these are rulings rather than gaps — the prototype rules do
|
||||
not address it either way.
|
||||
|
||||
### It needs no forcing mechanism, and that is the point
|
||||
|
||||
The interesting property of this rule is that the forced play falls out of two rules that already
|
||||
The interesting property of the rule is that the forced play falls out of two rules that already
|
||||
exist rather than needing a third:
|
||||
|
||||
1. a train card cannot be discarded, so it is not among the ways to shed a card; and
|
||||
1. an undiscardable card is not among the ways to shed a card; and
|
||||
2. `draw.end` already refuses while the hand is over the limit (§6.2).
|
||||
|
||||
A player holding four trains therefore has exactly one legal way to conclude the turn — play one —
|
||||
without anything in the engine ever computing "you must play a train". The corner cannot lock a
|
||||
player in, because **playing a train card is unconditionally legal**: `card.play`'s train case
|
||||
A player holding four undiscardable trains therefore has exactly one legal way to conclude the turn —
|
||||
play one — without anything in the engine ever computing "you must play a train". The corner cannot
|
||||
lock a player in, because **playing a train card is unconditionally legal**: `card.play`'s train case
|
||||
refuses only a board placement, and a train card played when the timetable is full still leaves the
|
||||
hand (it simply schedules nothing). Confirmed by playing it: a hand of four trains offers zero
|
||||
discards, no `draw.end`, and four plays.
|
||||
hand (it simply schedules nothing). Confirmed by playing it: such a hand offers zero discards, no
|
||||
`draw.end`, and four plays.
|
||||
|
||||
**Gitea#9 does not retire that corner, it narrows the way in.** With the setting on, the only hand
|
||||
that reaches it is four Extras; with the setting off it is any four trains, exactly as before.
|
||||
|
||||
### One place decides, and the card says which rule refused
|
||||
|
||||
`keepReason` (`src/engine/apply.ts`) returns the sentence a player should read, or `null` if the card
|
||||
may be discarded. `check`, the hand panel and the blocked "End Local Operations" button all ask it,
|
||||
so none of them can drift from the rule. It returns a SENTENCE rather than a boolean because there
|
||||
are now two distinct reasons — "an Extra is never discarded" and "not in this game" — and a panel
|
||||
that hard-codes one of them tells half the players the wrong thing. It reaches the page as the
|
||||
Frame's `handKeepWhy`.
|
||||
|
||||
The bot needed no rule of its own either. `legal.ts` enumerates candidates and filters them through
|
||||
`check`, so the option stops being offered; and the developer bot already reaches for `card.play`
|
||||
|
||||
+1
-1
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "station-master",
|
||||
"version": "0.7.0",
|
||||
"version": "0.7.1",
|
||||
"private": true,
|
||||
"type": "module",
|
||||
"description": "Station Master — a railroad operations game",
|
||||
|
||||
+61
-19
@@ -417,14 +417,42 @@ export function canDetrain(s: GameState, player: PlayerIndex, at: GridCoord, tra
|
||||
}
|
||||
|
||||
/**
|
||||
* A Timetabled or Extra train card (§6.2, Gitea#6) — the one place that decides what "a train card"
|
||||
* means, so the rule, the UI's reason text and any test all ask the same question.
|
||||
* A Timetabled or Extra train card (§6.2) — the one place that decides what "a train card" means.
|
||||
*/
|
||||
export function isTrainCard(s: GameState, cardId: CardId): boolean {
|
||||
const kind = s.cards.get(cardId)?.kind.kind;
|
||||
return kind === 'timetabledTrain' || kind === 'extraTrain';
|
||||
}
|
||||
|
||||
/**
|
||||
* WHY THIS CARD CANNOT BE THROWN AWAY, or `null` if it can (§6.2, Gitea#9 superseding Gitea#6).
|
||||
*
|
||||
* The one place that answers the question, so `check`, the hand panel and the blocked "End Local
|
||||
* Operations" button all give the same reason rather than three hand-written approximations of it.
|
||||
* Gitea#6 made every train card unconditionally undiscardable; Gitea#9 narrows that:
|
||||
*
|
||||
* - a TIMETABLED train is discardable unless the `discardTimetabled` house rule is off. Jesse's
|
||||
* reasoning is about a long game whose timetable has filled up — "the stations are jammed and
|
||||
* the railroad doesn't need any more. You can toss it";
|
||||
* - an EXTRA is never discardable. It never joins the timetable, so it cannot jam it, and the
|
||||
* rule it would otherwise dodge is the hand limit.
|
||||
*
|
||||
* Returns the sentence rather than a code because it is written for a player, and the two cases
|
||||
* fail for genuinely different reasons — "not in this game" and "not ever".
|
||||
*/
|
||||
export function keepReason(s: GameState, cardId: CardId): string | null {
|
||||
const kind = s.cards.get(cardId)?.kind.kind;
|
||||
if (kind === 'extraTrain') {
|
||||
return 'An Extra is never discarded. It runs once and ends in the Salvage Yard, so it can only ' +
|
||||
'be played — hold it for as many Stages and Days as you like.';
|
||||
}
|
||||
if (kind === 'timetabledTrain' && !houseRules(s.config).discardTimetabled) {
|
||||
return 'A train card is never discarded in this game. The only way it leaves your hand is onto ' +
|
||||
'the timetable — hold it for as many Stages and Days as you like.';
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* WHERE AN EXTRA STARTS AND WHICH WAY IT RUNS — the one answer `check`, `execute` and the reducer
|
||||
* all use, so a placement can never be checked against one square and made on another.
|
||||
@@ -563,6 +591,21 @@ function freightWorkedKey(trayId: TrayId, at: GridCoord): string {
|
||||
|
||||
const isFreight = (c: RollingStock): boolean => c.type !== 'coach' && c.type !== 'caboose';
|
||||
|
||||
/**
|
||||
* IS THIS CAR CARRYING A LOAD? A CABOOSE NEVER IS, whatever its `loaded` flag says.
|
||||
*
|
||||
* `ROLLING_STOCK_SUPPLY` mints all six cabooses as `{ loaded: 6, empty: 0 }` because §2.2's
|
||||
* "a coloured car is loaded, a white car is empty" is doing double duty there as a PIECE COUNT,
|
||||
* and a caboose has no white version — there is no such thing as an empty one to make up a train
|
||||
* from. Every other reading of `.loaded` in this file is already scoped to a coach or to a named
|
||||
* car type, so the flag's second meaning only ever escaped here.
|
||||
*
|
||||
* Reported as Gitea#8: X22 Pee-Dee, whose whole card is "may only pick up MTs", could not couple a
|
||||
* caboose at all — including the one it was made up with. Drop it and it was stranded, which made
|
||||
* the train unplayable rather than merely restricted.
|
||||
*/
|
||||
const carriesLoad = (c: RollingStock): boolean => c.loaded && c.type !== 'caboose';
|
||||
|
||||
/**
|
||||
* May this train work these freight cars on this square?
|
||||
*
|
||||
@@ -662,7 +705,7 @@ function refusesThisOffice(s: GameState, player: PlayerIndex, tray: CrewTray): b
|
||||
* this works out whether a card is the reason. Without it a Military train standing at the platform
|
||||
* reported "no train at the Office", which is both wrong and unhelpful.
|
||||
*/
|
||||
function passengerRefusal(
|
||||
export function passengerRefusal(
|
||||
s: GameState,
|
||||
player: PlayerIndex,
|
||||
at: GridCoord,
|
||||
@@ -777,7 +820,7 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
|
||||
*/
|
||||
if (rules.noSwitching) return 'PICKUP_NOT_ALLOWED';
|
||||
if (rules.dropOnly) return 'PICKUP_NOT_ALLOWED';
|
||||
if (rules.pickUpEmptiesOnly && fresh.some((c) => c.loaded)) return 'EMPTIES_ONLY';
|
||||
if (rules.pickUpEmptiesOnly && fresh.some(carriesLoad)) return 'EMPTIES_ONLY';
|
||||
const freight = fresh.filter(isFreight).length;
|
||||
if (freight > 0 && !freightBudgetLeft(s, player, tray, i.to, freight)) return 'FREIGHT_WORKED_HERE';
|
||||
}
|
||||
@@ -881,30 +924,29 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
|
||||
}
|
||||
|
||||
/**
|
||||
* §6.2, AS RULED BY JESSE (Gitea#6): A TRAIN CARD MAY NOT BE DISCARDED. EVER.
|
||||
* §6.2 — WHICH TRAIN CARDS MAY BE THROWN AWAY (Gitea#9, superseding Gitea#6).
|
||||
*
|
||||
* It may be held for as many Stages and Days as the player likes — the hand limit is the only
|
||||
* pressure on it — but it never goes onto a Department pile. The consequence is the point of the
|
||||
* rule and needs no machinery of its own: a player holding four train cards has nothing
|
||||
* discardable, and `draw.end` already refuses while the hand is over the limit, so the only way
|
||||
* to conclude the turn is to PLAY one. Playing a train card is unconditionally legal (see
|
||||
* `card.play`'s `timetabledTrain` case, which refuses only a board placement), so that corner
|
||||
* can never lock a player in.
|
||||
* `keepReason` holds the rule; this asks it. A Timetabled train is discardable unless the
|
||||
* `discardTimetabled` house rule is off, and an Extra never is.
|
||||
*
|
||||
* Extras count. They are trains — Jesse's ruling in the same breath — even though an Extra runs
|
||||
* once and ends in the Salvage Yard while a Timetabled card joins the timetable for the rest of
|
||||
* the game.
|
||||
* WHERE THE DISCARD GOES IS THE OTHER HALF OF THE RULING. "If someone else wants to pick it up,
|
||||
* they are more than able to" — a discard goes face-up on a Department pile, which is exactly
|
||||
* where a rival can draw it from, so the second half needed no machinery at all.
|
||||
*
|
||||
* `legal.ts` enumerates candidates and filters them through here, so the discard option simply
|
||||
* stops being offered for these cards; the bot needs no separate rule and already reaches for
|
||||
* `card.play` before it reaches for a discard.
|
||||
* The corner Gitea#6 created still exists when the setting is off, and is still deliberate: a
|
||||
* player holding four undiscardable trains has one way forward, which is to PLAY one. `draw.end`
|
||||
* refuses while the hand is over the limit, and playing a train card is unconditionally legal
|
||||
* (`card.play`'s `timetabledTrain` case refuses only a board placement), so it can never lock.
|
||||
*
|
||||
* `legal.ts` enumerates candidates and filters them through here, so an undiscardable card
|
||||
* simply stops being offered; the bot needs no separate rule.
|
||||
*/
|
||||
case 'card.discard': {
|
||||
if (!inPhase(s, 'localOps')) return 'WRONG_PHASE';
|
||||
const hand = s.decks.hands.get(player) ?? [];
|
||||
if (!hand.includes(i.cardId)) return 'CARD_NOT_IN_HAND';
|
||||
if (i.toSlot < 0 || i.toSlot > 2) return 'SLOT_EMPTY';
|
||||
if (isTrainCard(s, i.cardId)) return 'TRAINS_ARE_NEVER_DISCARDED';
|
||||
if (keepReason(s, i.cardId) !== null) return 'TRAINS_ARE_NEVER_DISCARDED';
|
||||
return null;
|
||||
}
|
||||
|
||||
|
||||
+32
-1
@@ -1058,13 +1058,36 @@ export type RevenueRules = {
|
||||
*/
|
||||
export type ExtraStartRule = 'divisionPointsOnly' | 'ownOffice' | 'anyOffice';
|
||||
|
||||
export type HouseRules = { startingHand: StartingHand; revenue: RevenueRules; extraStart: ExtraStartRule };
|
||||
export type HouseRules = {
|
||||
startingHand: StartingHand;
|
||||
revenue: RevenueRules;
|
||||
extraStart: ExtraStartRule;
|
||||
/**
|
||||
* §6.2 — MAY A TIMETABLED TRAIN BE THROWN AWAY? (Gitea#9, superseding Gitea#6.)
|
||||
*
|
||||
* Jesse: "Timetabled trains are at the choice of the player — they can either play or discard. If
|
||||
* someone else wants to pick it up, they are more than able to. The reason: I don't want, if you
|
||||
* decide to play a game longer than five days, to decide that maybe there are too many trains, the
|
||||
* stations are jammed, and the railroad doesn't need any more. You can toss it. Someone else might
|
||||
* disagree and pick it up."
|
||||
*
|
||||
* A setting rather than a flat rule because Jesse asked for it as one — the reasoning above is
|
||||
* about LONG games, and a five-Day game may well want the pressure Gitea#6 created. Discarding
|
||||
* puts the card face-up on a Department pile, so "someone else might pick it up" needs no
|
||||
* machinery of its own: that is where every discard already goes.
|
||||
*
|
||||
* AN EXTRA IS NEVER DISCARDED WHATEVER THIS SAYS. Gitea#9 is about the timetable filling up, and
|
||||
* an Extra never joins it — it runs once and ends in the Salvage Yard, so it cannot jam anything.
|
||||
*/
|
||||
discardTimetabled: boolean;
|
||||
};
|
||||
|
||||
/** What a caller may name — any subset, down to none — resolved by `houseRules()`. */
|
||||
export type HouseRuleOverrides = {
|
||||
startingHand?: StartingHand;
|
||||
revenue?: Partial<RevenueRules>;
|
||||
extraStart?: ExtraStartRule;
|
||||
discardTimetabled?: boolean;
|
||||
};
|
||||
|
||||
/** The dialog's range. Zero is a real setting: it switches an economy off so the others can be read. */
|
||||
@@ -1078,6 +1101,10 @@ export const DEFAULT_HOUSE_RULES: HouseRules = {
|
||||
// it plays the way it always has. Jesse's call, so the 0.4.9 playtest line does not change under
|
||||
// its testers in the middle of a bugfix release.
|
||||
extraStart: 'anyOffice',
|
||||
// Gitea#9's ruling is the default, so a game dealt without naming it plays the rule Jesse most
|
||||
// recently gave rather than the one it replaced. This keeps main and the 0.4.9 playtest line —
|
||||
// which has no setting and simply allows it — playing the same game.
|
||||
discardTimetabled: true,
|
||||
};
|
||||
|
||||
/**
|
||||
@@ -1094,6 +1121,9 @@ export const LEGACY_HOUSE_RULES: HouseRules = {
|
||||
revenue: { passengerPerCoach: 1, freightPerLoad: 1, trainPerTransit: 1 },
|
||||
// An Extra could always be started at a Control Point in these games, in any district.
|
||||
extraStart: 'anyOffice',
|
||||
// These games predate Gitea#6 as well as Gitea#9: a train card could simply be discarded. `true`
|
||||
// is what they were played under, and a replay that discards a Timetabled train needs it.
|
||||
discardTimetabled: true,
|
||||
};
|
||||
|
||||
/** A whole, valid rule set from a config that may carry none, some, or out-of-range values. */
|
||||
@@ -1113,6 +1143,7 @@ export function houseRules(config: { houseRules?: HouseRuleOverrides }): HouseRu
|
||||
trainPerTransit: clamp(rev.trainPerTransit, d.revenue.trainPerTransit),
|
||||
},
|
||||
extraStart: given.extraStart ?? d.extraStart,
|
||||
discardTimetabled: given.discardTimetabled ?? d.discardTimetabled,
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
+113
-3
@@ -18,7 +18,7 @@
|
||||
import { MAX_CONSIST } 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, canStartLoad, facilityCarType, facilityCarTypes, laborersLeft, movesFor, portersLeft } from '../engine/apply.ts';
|
||||
import { areaOf, canAdvanceLoad, canBoard, canDetrain, canStartLoad, facilityCarType, facilityCarTypes, laborersLeft, movesFor, passengerRefusal, portersLeft } from '../engine/apply.ts';
|
||||
import type { GameEvent } from '../engine/events.ts';
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
@@ -524,14 +524,124 @@ export type Impediment = { where: string; why: string; severity: 'stuck' | 'wait
|
||||
* This is the panel that should answer the standing questions: whether facilities jam, whether
|
||||
* trains are held for want of a crew, whether the Office is about to cause a collision.
|
||||
*/
|
||||
/** `coordKey`'s inverse — the grid is keyed by string and the engine predicates take coordinates. */
|
||||
function uncoordKey(key: string): GridCoord {
|
||||
const [row, col] = key.split(',').map(Number);
|
||||
return { row: row ?? 0, col: col ?? 0 };
|
||||
}
|
||||
|
||||
/**
|
||||
* One of `passengerRefusal`'s codes, in words a player can act on.
|
||||
*
|
||||
* `NO_EMPTY_COACH_IN_YARD` gets the longest answer because it is the one that looks like a broken
|
||||
* game: the Division Yard is visibly full of cars, and the single type that has run out is the one
|
||||
* §9.2 needs. Where the missing coaches ARE, and the condition that brings them back, is the whole
|
||||
* of what the player needs to know — §2.2 returns the Classification Yard only when the Division
|
||||
* Yard is bare, so a yard with fifty freight cars in it will not refill for a long time.
|
||||
*/
|
||||
function passengerReason(
|
||||
s: GameState,
|
||||
player: PlayerIndex,
|
||||
at: GridCoord,
|
||||
dir: 'board' | 'detrain',
|
||||
): string {
|
||||
const code = passengerRefusal(s, player, at, dir);
|
||||
switch (code) {
|
||||
case 'NO_TRAIN_AT_OFFICE':
|
||||
return dir === 'board'
|
||||
? 'passengers waiting, no train at the platform to take them'
|
||||
: 'no train at the platform';
|
||||
case 'NOT_A_TERMINAL':
|
||||
return 'the only train here stops at Terminals only — Porters may not work it at this Office';
|
||||
case 'NO_PASSENGER_WORK':
|
||||
return 'the only train here is one its card bars Porters from working';
|
||||
case 'NO_EMPTY_COACH':
|
||||
return 'passengers waiting, but every coach on the train is already full';
|
||||
case 'INBOUND_BOX_FULL':
|
||||
return 'arrivals aboard, but the red Unloading slots are all occupied';
|
||||
case 'LOADED_IN_THIS_DISTRICT':
|
||||
return 'the loaded coaches all boarded here — passengers must be carried to another Office ' +
|
||||
'Area before they can alight';
|
||||
case 'NO_EMPTY_COACH_IN_YARD': {
|
||||
const stuck = s.yards.classificationYard.filter((c) => c.type === 'coach').length;
|
||||
const total = s.yards.divisionYard.length;
|
||||
return (
|
||||
'arrivals aboard, but §9.2 needs a white empty coach from the Division Yard to swap in and ' +
|
||||
`there is none left${stuck > 0 ? ` — ${stuck} ${stuck === 1 ? 'coach is' : 'coaches are'} in the Classification Yard` : ''}. ` +
|
||||
`Classification returns only when the Division Yard is bare, and it still holds ${total} cars.`
|
||||
);
|
||||
}
|
||||
default:
|
||||
return `Porters cannot work here (${code})`;
|
||||
}
|
||||
}
|
||||
|
||||
export function impediments(s: GameState, player: PlayerIndex = 0): Impediment[] {
|
||||
const out: Impediment[] = [];
|
||||
const area = areaOf(s, player);
|
||||
|
||||
for (const [key, card] of area.grid) {
|
||||
const f = card.facility;
|
||||
if (!f || f.kind !== 'freight') continue;
|
||||
const name = card.geometry.kind === 'facility' ? card.geometry.facility : 'facility';
|
||||
if (!f) continue;
|
||||
/**
|
||||
* A Freight Facility names itself off its own card; a Passenger Facility does NOT — it rides on
|
||||
* the `office` card, so `geometry.kind` is `'office'` and it fell through to the literal
|
||||
* "facility". Every passenger impediment therefore read `facility 0,0`, next to a freight row
|
||||
* saying `mineTipple 1,-3`. The Office Area's tier is the name it should carry, and there is
|
||||
* exactly one Office per Area, so `area.tier` is that card's own.
|
||||
*/
|
||||
const name =
|
||||
card.geometry.kind === 'facility'
|
||||
? card.geometry.facility
|
||||
: card.geometry.kind === 'office'
|
||||
? area.tier
|
||||
: 'facility';
|
||||
|
||||
/**
|
||||
* WHY THE PORTERS ARE STANDING THERE (Gitea#2).
|
||||
*
|
||||
* "Note that the sparrow (with two loaded coaches) pulled into the station. There are two
|
||||
* passengers on the platform. Four porters. My thought was to unload two and load two. I never
|
||||
* get the chance to load the last two."
|
||||
*
|
||||
* The engine was right — §9.2 needs a white coach out of the Division Yard to de-train into,
|
||||
* §2.2 returns the Classification Yard only when the Division Yard is BARE, and the Division
|
||||
* Yard was one empty coach short with eight more sitting in Classification unable to come back.
|
||||
* Jesse's ruling is that the shortage stays: "it is possible to run out — that's part of the
|
||||
* strategy." What was missing was any way to SEE it. A Porter action that cannot be taken is
|
||||
* simply absent from the menu, and this panel — the one that answers "why is nothing moving?" —
|
||||
* covered freight facilities only, so the platform had nothing to say for itself at all.
|
||||
*
|
||||
* The reason comes from `passengerRefusal`, the engine's own, so what is on screen is the rule
|
||||
* that actually refused rather than a second guess at it.
|
||||
*/
|
||||
if (f.kind === 'passenger') {
|
||||
if (portersLeft(f) > 0) {
|
||||
const coord = uncoordKey(key);
|
||||
// Passengers standing on the platform with nothing carrying them away.
|
||||
if (f.outboundBox.some((c) => c.type === 'coach' && c.loaded) && !canBoard(s, player, coord)) {
|
||||
out.push({
|
||||
where: `${name} ${key}`,
|
||||
why: passengerReason(s, player, coord, 'board'),
|
||||
severity: 'waiting',
|
||||
});
|
||||
}
|
||||
// A coach full of arrivals that cannot be emptied.
|
||||
const arriving = area.adOccupancy.some((id) =>
|
||||
s.trays.get(id)?.consist.some((c) => c.type === 'coach' && c.loaded && c.origin !== seatOf(s, player)),
|
||||
);
|
||||
if (arriving && !canDetrain(s, player, coord)) {
|
||||
out.push({
|
||||
where: `${name} ${key}`,
|
||||
why: passengerReason(s, player, coord, 'detrain'),
|
||||
severity: 'stuck',
|
||||
});
|
||||
}
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
if (f.kind !== 'freight') continue;
|
||||
const want = facilityCarType(f);
|
||||
|
||||
// A load that cannot move, with Laborers standing by, is the worst state a facility reaches:
|
||||
|
||||
+20
-7
@@ -18,7 +18,7 @@ import {
|
||||
laborersLeft,
|
||||
movesFor,
|
||||
ownCutFor,
|
||||
isTrainCard,
|
||||
keepReason,
|
||||
portersLeft,
|
||||
resolveExtraStart,
|
||||
selectDestination,
|
||||
@@ -492,12 +492,22 @@ export type Frame = {
|
||||
/**
|
||||
* Whether each hand card may be DISCARDED, in the same order.
|
||||
*
|
||||
* §6.2 as ruled by Jesse (Gitea#6): a train card never can be. The player has to be told which
|
||||
* cards those are, not merely find that a button is missing — that silence is the whole of the
|
||||
* Gitea#2 complaint, where a blocked platform left the board with nothing to click and no reason.
|
||||
* Named for the rule rather than for trains, since it answers the question the panel is asking.
|
||||
* The player has to be told which cards those are, not merely find that a button is missing —
|
||||
* that silence is the whole of the Gitea#2 complaint, where a blocked platform left the board with
|
||||
* nothing to click and no reason. Named for the rule rather than for trains, since it answers the
|
||||
* question the panel is asking.
|
||||
*/
|
||||
handDiscardable: boolean[];
|
||||
/**
|
||||
* WHY a card may not be discarded, in the same order; `null` where it may.
|
||||
*
|
||||
* Carried rather than written on the page because §6.2 now fails for two different reasons
|
||||
* (Gitea#9): an Extra is never discardable, and a Timetabled train is not discardable only when
|
||||
* the `discardTimetabled` house rule is off. A panel that hard-codes one sentence tells half the
|
||||
* players the wrong thing, and a panel that reconstructs the rule is a second implementation of
|
||||
* it. `keepReason` is the engine's own, so the card says the rule that actually refused.
|
||||
*/
|
||||
handKeepWhy: (string | null)[];
|
||||
deck: number;
|
||||
/** The face-up card on top of each Department pile — the only one that may be drawn. */
|
||||
departments: string[];
|
||||
@@ -1294,7 +1304,8 @@ export function snapshot(
|
||||
*/
|
||||
hand: [...(s.decks.hands.get(viewer) ?? [])].reverse().map((id) => cardName(s, id)),
|
||||
handWhat: [...(s.decks.hands.get(viewer) ?? [])].reverse().map((id) => cardDescription(s, id)),
|
||||
handDiscardable: [...(s.decks.hands.get(viewer) ?? [])].reverse().map((id) => !isTrainCard(s, id)),
|
||||
handDiscardable: [...(s.decks.hands.get(viewer) ?? [])].reverse().map((id) => keepReason(s, id) === null),
|
||||
handKeepWhy: [...(s.decks.hands.get(viewer) ?? [])].reverse().map((id) => keepReason(s, id)),
|
||||
deck: s.decks.homeOffice.length,
|
||||
departments: s.decks.departments.map((pile) => {
|
||||
const top = pile[pile.length - 1];
|
||||
@@ -1575,7 +1586,9 @@ export function trainRules(t: {
|
||||
}
|
||||
if (p.rules.noPassengerWork) parts.push('NO PASSENGER WORK — Porters may not board or detrain it');
|
||||
if (p.rules.dropOnly) parts.push('MAY DROP BUT NOT PICK UP — it cannot couple anything');
|
||||
if (p.rules.pickUpEmptiesOnly) parts.push('EMPTIES ONLY — it may not couple a loaded car');
|
||||
if (p.rules.pickUpEmptiesOnly) {
|
||||
parts.push('EMPTIES ONLY — it may not couple a loaded car. A caboose is not a load.');
|
||||
}
|
||||
if (p.rules.stopThenExpedite) {
|
||||
parts.push('STOPS ONCE FOR SPEECHES, then runs expedited from its next Office onward');
|
||||
}
|
||||
|
||||
+61
-11
@@ -10,7 +10,7 @@ import { TURNCHART_CSS, turnChartHtml } from '../sim/turnchart.ts';
|
||||
import type { Frame } from '../sim/view.ts';
|
||||
import { seatLabel } from '../sim/view.ts';
|
||||
import type { Menu, Save } from './game.ts';
|
||||
import { PANEL_CSS, blockedHtml, facilitiesHtml, pilesHtml, timetableHtml, yardHtml } from './panels.ts';
|
||||
import { PANEL_CSS, blockedHtml, dayEndHtml, facilitiesHtml, pilesHtml, timetableHtml, yardHtml } from './panels.ts';
|
||||
import { TOOLTIP_CSS, installTooltips } from './tooltip.ts';
|
||||
import { playCue } from './sound.ts';
|
||||
import {
|
||||
@@ -158,6 +158,13 @@ let zoom = settings.zoom;
|
||||
* ended or what happened in between. Reported exactly that way.
|
||||
*/
|
||||
let lastPhase: string | null = null;
|
||||
/**
|
||||
* The Day the page last drew, so a Day rolling over can be shown as a dialog (Gitea#10).
|
||||
*
|
||||
* Null until the first frame: arriving in a game already on Day 3 is not Day 2 ending, and a page
|
||||
* reloaded mid-game would otherwise announce a rollover that happened before it was watching.
|
||||
*/
|
||||
let lastDay: number | null = null;
|
||||
/**
|
||||
* WHICH CREW THE BOARD IS DRAWING, when the district holds more than one.
|
||||
*
|
||||
@@ -302,6 +309,10 @@ function gameOptionsFromUrl(params: URLSearchParams): NewGameOptions {
|
||||
if (STARTING_HAND_LABELS.some((o) => o.value === hand)) rules.startingHand = hand as StartingHand;
|
||||
const extra = params.get('extra');
|
||||
if (EXTRA_START_LABELS.some((o) => o.value === extra)) rules.extraStart = extra as ExtraStartRule;
|
||||
// §6.2 (Gitea#9). This one defaults ON, so the URL only ever has to carry the OFF case — `?toss=0`.
|
||||
// Read the same way the optional rules are: present and not "0" means on.
|
||||
const toss = params.get('toss');
|
||||
if (toss !== null) rules.discardTimetabled = toss !== '0';
|
||||
|
||||
const revenue: Partial<RevenueRules> = {};
|
||||
for (const [param, key] of Object.entries(RULE_PARAMS)) {
|
||||
@@ -358,6 +369,7 @@ function solitaireDefaults(options: NewGameOptions): NewGameOptions {
|
||||
houseRules: {
|
||||
startingHand: options.houseRules?.startingHand ?? p.startingHand,
|
||||
extraStart: options.houseRules?.extraStart ?? p.extraStart,
|
||||
discardTimetabled: options.houseRules?.discardTimetabled ?? p.discardTimetabled,
|
||||
revenue: {
|
||||
passengerPerCoach: revenue.passengerPerCoach ?? p.passengerPerCoach,
|
||||
freightPerLoad: revenue.freightPerLoad ?? p.freightPerLoad,
|
||||
@@ -374,6 +386,9 @@ function rulesToUrl(rules: HouseRules, options: NewGameOptions, seed: string): s
|
||||
// The dialog answers reach `start()` through the URL and nowhere else, so a setting missing from
|
||||
// here is a setting the dialog silently discards.
|
||||
params.set('extra', rules.extraStart);
|
||||
// Written only when OFF, for the reason the optional rules are written only when on: this one
|
||||
// defaults to on, so `toss=1` on every link would say nothing and cost a parameter.
|
||||
if (!rules.discardTimetabled) params.set('toss', '0');
|
||||
for (const [param, key] of Object.entries(RULE_PARAMS)) params.set(param, String(rules.revenue[key]));
|
||||
for (const [param, key] of Object.entries(VICTORY_PARAMS)) {
|
||||
const value = options[key];
|
||||
@@ -561,6 +576,34 @@ function flashAnnounce(text: string): void {
|
||||
}, 4200);
|
||||
}
|
||||
|
||||
/**
|
||||
* THE DAY ROLLING OVER, as a dialog that has to be dismissed (Gitea#10).
|
||||
*
|
||||
* "As the game rolls off the end of the day, you get a dialog saying such. Hard to keep track of
|
||||
* time." Nothing on screen was wrong — the clock, the turn chart and the timetable all said which
|
||||
* Day it was — but a Day turns over inside the phases that run themselves, so it happens while the
|
||||
* player is looking at the board waiting for their next turn. The two transient signals the page
|
||||
* already had are both gone in under five seconds.
|
||||
*
|
||||
* Not shown when:
|
||||
* - this is the first frame (`lastDay === null`) — arriving on Day 3 is not Day 2 ending;
|
||||
* - the Day went DOWN, which is Undo stepping back across the rollover, not a Day passing;
|
||||
* - the game finished on that rollover, when the outcome panel is the thing to read instead.
|
||||
*/
|
||||
function noteDayEnd(f: Frame): void {
|
||||
const previous = lastDay;
|
||||
lastDay = f.day;
|
||||
if (previous === null || f.day <= previous) return;
|
||||
if (f.status !== 'active') return;
|
||||
const dlg = document.getElementById('dayenddlg') as HTMLDialogElement | null;
|
||||
const body = document.getElementById('dayendbody');
|
||||
if (!dlg || !body) return;
|
||||
body.innerHTML = dayEndHtml(f);
|
||||
// A second rollover cannot happen while this one is open, but a redraw can — `showModal` throws
|
||||
// on an already-open dialog rather than doing nothing.
|
||||
if (!dlg.open) dlg.showModal();
|
||||
}
|
||||
|
||||
/**
|
||||
* THE FIRST FRAME OF A MULTIPLAYER GAME — the one moment nobody had ever seen drawn.
|
||||
*
|
||||
@@ -1186,6 +1229,8 @@ function render(): void {
|
||||
}
|
||||
lastPhase = f.phaseKey;
|
||||
|
||||
noteDayEnd(f);
|
||||
|
||||
/**
|
||||
* A train completing its run pays every player and nobody took a turn to cause it, so it is said
|
||||
* out loud rather than left in the log. Drained, so it shows once and does not re-fire on a redraw.
|
||||
@@ -1236,6 +1281,9 @@ function renderUndo(): void {
|
||||
// A phase change is announced by comparing against the last frame drawn. Stepping BACK into a
|
||||
// different phase is not that event, so the banner is suppressed rather than fired backwards.
|
||||
lastPhase = null;
|
||||
// Same for the Day: `noteDayEnd` already ignores a Day going down, but undoing back across a
|
||||
// rollover and then replaying forward through it would announce the same Day ending twice.
|
||||
lastDay = null;
|
||||
};
|
||||
}
|
||||
|
||||
@@ -1577,20 +1625,21 @@ function renderActions(
|
||||
/**
|
||||
* WHEN NOTHING IN HAND MAY BE DISCARDED, SAY SO AND SAY WHAT TO DO INSTEAD.
|
||||
*
|
||||
* §6.2 as ruled by Jesse (Gitea#6): a train card is never discarded, so a player holding four
|
||||
* trains has exactly one way forward — play one onto the timetable. The rule creates that corner
|
||||
* deliberately and needs no machinery, but it must not be a corner the player has to infer from
|
||||
* a discard button that has quietly stopped appearing.
|
||||
* §6.2 (Gitea#9) leaves two kinds of undiscardable card — an Extra always, and a Timetabled
|
||||
* train in a game whose `discardTimetabled` rule is off. Either way a player holding nothing but
|
||||
* those has exactly one way forward: play one. The rule creates that corner deliberately and
|
||||
* needs no machinery, but it must not be a corner the player has to infer from a discard button
|
||||
* that has quietly stopped appearing. The reason is the card's own (`handKeepWhy`), so this says
|
||||
* what actually refused rather than assuming which of the two rules is in force.
|
||||
*/
|
||||
const stuck = f.handDiscardable.length > 0 && f.handDiscardable.every((d) => !d);
|
||||
const why = f.handKeepWhy.find((w) => w !== null) ?? '';
|
||||
const tip = stuck
|
||||
? 'You may not end a turn holding more than three cards, and a TRAIN CARD IS NEVER ' +
|
||||
'DISCARDED. Every card you hold is a train, so the only way on is to play one onto the ' +
|
||||
'timetable. A train may be held for as many Stages and Days as you like; it just cannot be ' +
|
||||
'thrown away.'
|
||||
? 'You may not end a turn holding more than three cards, and every card you hold is one that ' +
|
||||
`cannot be thrown away. ${why} The only way on is to play one.`
|
||||
: 'You may not end a turn holding more than three cards (four with a Red Flag). Play ' +
|
||||
'one onto the board, or discard one face-up to a Department slot. A train card is never ' +
|
||||
'discardable and can only be played.';
|
||||
'one onto the board, or discard one face-up to a Department slot — where a rival may pick ' +
|
||||
'it up.';
|
||||
html +=
|
||||
`<div class="grp"><button class="act blocked" disabled data-tip="${tip.replace(/"/g, '"')}">` +
|
||||
(stuck
|
||||
@@ -1888,6 +1937,7 @@ if (newBtn && dlg) {
|
||||
houseRules: {
|
||||
startingHand: settings.startingHand,
|
||||
extraStart: settings.extraStart,
|
||||
discardTimetabled: settings.discardTimetabled,
|
||||
revenue: {
|
||||
passengerPerCoach: settings.passengerPerCoach,
|
||||
freightPerLoad: settings.freightPerLoad,
|
||||
|
||||
+78
-6
@@ -31,16 +31,16 @@ export function cardRow(name: string, why: string, playable: boolean | null): st
|
||||
}
|
||||
|
||||
export function handHtml(f: Frame, canPlay: (boolean | null)[] = []): string {
|
||||
// §6.2 (Gitea#6) — say so on the card itself. A player who cannot discard a train needs to read
|
||||
// that on the train, not deduce it from a button that is not there.
|
||||
const held = 'You may hold this for as many Stages and Days as you like — but a train card is ' +
|
||||
'never discarded. The only way it leaves your hand is onto the timetable.';
|
||||
// §6.2 — say so on the card itself. A player who cannot discard a train needs to read that on the
|
||||
// train, not deduce it from a button that is not there. The sentence comes off the Frame
|
||||
// (`handKeepWhy`) rather than being written here, because since Gitea#9 there are two of them and
|
||||
// which one applies depends on the card AND the game's rules.
|
||||
return f.hand.length
|
||||
? f.hand
|
||||
.map((h, i) => {
|
||||
const what = f.handWhat[i] ?? '';
|
||||
const keep = f.handDiscardable[i] === false;
|
||||
return cardRow(h, keep ? [what, held].filter(Boolean).join(' · ') : what, canPlay[i] ?? null);
|
||||
const held = f.handKeepWhy[i];
|
||||
return cardRow(h, held ? [what, held].filter(Boolean).join(' · ') : what, canPlay[i] ?? null);
|
||||
})
|
||||
.join('')
|
||||
: '<span class="dim">empty</span>';
|
||||
@@ -153,6 +153,70 @@ export function timetableHtml(f: Frame, justSet: number | null): string {
|
||||
return `<div class="tt">${slots}</div>`;
|
||||
}
|
||||
|
||||
/**
|
||||
* THE DAY THAT JUST ENDED — the body of the dialog `main.ts` puts up at every Day rollover.
|
||||
*
|
||||
* Reported as Gitea#10: "as the game rolls off the end of the day, you get a dialog saying such.
|
||||
* Hard to keep track of time." The clock was on screen the whole time, but a Day turns over inside
|
||||
* the automatic phases — between one click and the next — and neither the phase banner (2.6s) nor
|
||||
* the announcement flash (4.2s) survives long enough to be noticed by someone reading the board.
|
||||
* A modal is the point: it stops, and it waits to be dismissed.
|
||||
*
|
||||
* It is written from the FRAME AFTER the rollover, so `f.day` is the Day about to start and the one
|
||||
* that ended is the Day before it. Standings are in Revenue order rather than seat order: the
|
||||
* question at the end of a Day is who is ahead.
|
||||
*/
|
||||
export function dayEndHtml(f: Frame): string {
|
||||
const ended = f.day - 1;
|
||||
const left = f.days - ended;
|
||||
const standings = [...f.players]
|
||||
.sort((a, b) => b.revenue - a.revenue || a.seat - b.seat)
|
||||
.map(
|
||||
(p) =>
|
||||
`<tr${p.index === f.viewer ? ' class="you"' : ''}><td>${esc(p.name)}` +
|
||||
`${p.index === f.viewer ? ' <span class="dim">(you)</span>' : ''}</td>` +
|
||||
`<td class="num">${p.revenue}</td></tr>`,
|
||||
)
|
||||
.join('');
|
||||
|
||||
// The target is a COMBINED floor in every mode that sets one, so it is reported against the whole
|
||||
// table's Revenue rather than the viewer's — showing one player's score against a four-player
|
||||
// target reads as a hopeless position when the table may be comfortably ahead.
|
||||
const combined = f.players.reduce((n, p) => n + p.revenue, 0);
|
||||
const target =
|
||||
f.minCombinedRevenue > 0
|
||||
? `<p>Combined Revenue <b>${combined}</b> against a target of <b>${f.minCombinedRevenue}</b>.</p>`
|
||||
: '';
|
||||
|
||||
/**
|
||||
* Only when the game is actually scored on collisions.
|
||||
*
|
||||
* Two conditions, both of them `advance.ts`'s own: `0` on a dial turns that check off, and the
|
||||
* checks run in COMPETITIVE AND CO-OP ONLY (§3.4). A solitaire game carries the default dials on
|
||||
* its config and enforces neither, so reporting a collision budget there would put a rule on
|
||||
* screen that this game does not have.
|
||||
*/
|
||||
const scoredOnCollisions =
|
||||
(f.mode === 'competitive' || f.mode === 'coop') &&
|
||||
(f.maxCollisionsTotal > 0 || f.maxCollisionsPerDay > 0);
|
||||
const collisions = scoredOnCollisions
|
||||
? `<p>Collisions: <b>${f.collisionsToday}</b> today, <b>${f.collisionsTotal}</b> in all.</p>`
|
||||
: '';
|
||||
|
||||
const ahead =
|
||||
left <= 0
|
||||
? '<p>That was the last Day on the timetable.</p>'
|
||||
: `<p><b>Day ${f.day} of ${f.days}</b> begins now — ${left} ${left === 1 ? 'Day' : 'Days'} left to run.</p>`;
|
||||
|
||||
return (
|
||||
`<h3 class="dayend-h">Day ${ended} has ended</h3>` +
|
||||
ahead +
|
||||
`<table class="dayend-t"><tbody>${standings}</tbody></table>` +
|
||||
target +
|
||||
collisions
|
||||
);
|
||||
}
|
||||
|
||||
export function blockedHtml(f: Frame): string {
|
||||
return f.blocked.length === 0
|
||||
? '<li class="dim">nothing blocked</li>'
|
||||
@@ -407,4 +471,12 @@ ul.blocked{margin:0;padding-left:18px}
|
||||
.fstat.good{background:rgba(40,140,60,.28)}
|
||||
.fstat.bad{background:rgba(190,50,50,.38);font-weight:700}
|
||||
.fstat.idle{opacity:.6}
|
||||
/* THE DAY-END DIALOG (Gitea#10). The dialog chrome is play.html's; these are its contents, here
|
||||
because dayEndHtml is here — a panel and its styling stay together. */
|
||||
.dayend-h{font-size:15px;text-transform:none;letter-spacing:0;color:#e6e9ee;margin:0 0 8px}
|
||||
.dayend-t{border-collapse:collapse;margin:9px 0;min-width:210px}
|
||||
.dayend-t td{padding:3px 12px 3px 0;border-top:1px solid #2c333d}
|
||||
.dayend-t tr:first-child td{border-top:0}
|
||||
.dayend-t .num{text-align:right;font-variant-numeric:tabular-nums;font-weight:700;padding-right:0}
|
||||
.dayend-t .you td{color:#8fd6a0}
|
||||
`;
|
||||
|
||||
@@ -534,6 +534,13 @@ ul.blocked li{padding:2px 0}
|
||||
<input id="lb-toolbox" type="checkbox"></label>
|
||||
<span class="set-hint" id="lb-toolbox-hint"></span>
|
||||
</div>
|
||||
<div class="set-row" id="lb-tossloco-row">
|
||||
<label class="ng-num"><span>A Timetabled train may be discarded — toss it face-up to a
|
||||
Department slot, where a rival may pick it up. Turn this off and a train card can only ever
|
||||
be played onto the timetable. An Extra is never discardable either way</span>
|
||||
<input id="lb-tossloco" type="checkbox"></label>
|
||||
<span class="set-hint" id="lb-tossloco-hint"></span>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
</div>
|
||||
@@ -850,6 +857,13 @@ ul.blocked li{padding:2px 0}
|
||||
<input id="ng-toolbox" type="checkbox"></label>
|
||||
<span class="set-hint" id="ng-toolbox-hint"></span>
|
||||
</div>
|
||||
<div class="set-row" id="ng-tossloco-row">
|
||||
<label class="ng-num"><span>A Timetabled train may be discarded — toss it face-up to a
|
||||
Department slot, where a rival may pick it up. Turn this off and a train card can only ever
|
||||
be played onto the timetable. An Extra is never discardable either way</span>
|
||||
<input id="ng-tossloco" type="checkbox"></label>
|
||||
<span class="set-hint" id="ng-tossloco-hint"></span>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
</div>
|
||||
@@ -863,6 +877,19 @@ ul.blocked li{padding:2px 0}
|
||||
</form>
|
||||
</dialog>
|
||||
|
||||
<!-- THE DAY ROLLING OVER (Gitea#10). A Day turns inside the automatic phases, so it happens
|
||||
between one click and the next; the phase banner and the announcement flash both fade before
|
||||
someone reading the board notices them. A modal stops and waits, which is the whole request:
|
||||
"hard to keep track of time". Filled by `dayEndHtml` and opened from `render()`. -->
|
||||
<dialog id="dayenddlg" aria-labelledby="de-title">
|
||||
<form method="dialog">
|
||||
<div id="dayendbody"></div>
|
||||
<menu class="ng-buttons">
|
||||
<button value="ok" id="de-ok" type="submit">Carry on</button>
|
||||
</menu>
|
||||
</form>
|
||||
</dialog>
|
||||
|
||||
<!-- THE HANDOFF, between `Lobby.Start` and the first Frame.
|
||||
`beginRemote` used to write "… connecting to the game" into `#presence` — the DISCONNECT banner,
|
||||
whose job is `⚠ waiting on Alice`. It worked only because the first render overwrote it, and it
|
||||
|
||||
+15
-1
@@ -52,6 +52,8 @@ export type Settings = {
|
||||
reducedVisibility: boolean;
|
||||
employeeRotation: boolean;
|
||||
emergencyToolbox: boolean;
|
||||
/** §6.2 (Gitea#9) — may a Timetabled train be thrown away? An Extra never may, whatever this says. */
|
||||
discardTimetabled: boolean;
|
||||
};
|
||||
|
||||
export const SETTING_KEYS: readonly (keyof Settings)[] = [
|
||||
@@ -66,6 +68,7 @@ export const SETTING_KEYS: readonly (keyof Settings)[] = [
|
||||
'reducedVisibility',
|
||||
'employeeRotation',
|
||||
'emergencyToolbox',
|
||||
'discardTimetabled',
|
||||
];
|
||||
|
||||
export type Preset = {
|
||||
@@ -94,6 +97,12 @@ const NO_OPTIONAL_RULES = {
|
||||
reducedVisibility: false,
|
||||
employeeRotation: false,
|
||||
emergencyToolbox: false,
|
||||
/**
|
||||
* ON in every type (Gitea#9). Jesse's ruling is the rule now, and the setting exists so a table
|
||||
* can put Gitea#6's pressure back rather than so a type can choose for them — the reasoning is
|
||||
* about how long a game runs, which is a dial the table already sets for itself.
|
||||
*/
|
||||
discardTimetabled: true,
|
||||
} as const;
|
||||
|
||||
/** Every type deals six now (Jesse, 2026-08-23) — the hand limit is three, so the first turn is a
|
||||
@@ -211,6 +220,7 @@ export function settingsOf(config: GameConfig): Settings {
|
||||
reducedVisibility: config.optionalRules.reducedVisibility,
|
||||
employeeRotation: config.optionalRules.employeeRotation,
|
||||
emergencyToolbox: config.optionalRules.emergencyToolbox,
|
||||
discardTimetabled: rules.discardTimetabled,
|
||||
};
|
||||
}
|
||||
|
||||
@@ -258,7 +268,7 @@ export function configFromFrame(f: {
|
||||
maxCollisionsPerDay: number;
|
||||
maxCollisionsTotal: number;
|
||||
optionalRules: GameConfig['optionalRules'];
|
||||
houseRules: { startingHand: StartingHand; extraStart: ExtraStartRule; revenue: RevenueRules };
|
||||
houseRules: { startingHand: StartingHand; extraStart: ExtraStartRule; revenue: RevenueRules; discardTimetabled: boolean };
|
||||
}): GameConfig {
|
||||
return {
|
||||
mode: f.mode,
|
||||
@@ -272,6 +282,9 @@ export function configFromFrame(f: {
|
||||
houseRules: {
|
||||
startingHand: f.houseRules.startingHand,
|
||||
extraStart: f.houseRules.extraStart,
|
||||
// Carried like the rest: this path describes SOMEONE ELSE'S game to a joiner, so a setting
|
||||
// dropped here shows them a rule the table is not playing (§6.2, Gitea#9).
|
||||
discardTimetabled: f.houseRules.discardTimetabled,
|
||||
revenue: f.houseRules.revenue,
|
||||
},
|
||||
};
|
||||
@@ -335,6 +348,7 @@ export function configFromSettings(
|
||||
houseRules: {
|
||||
startingHand: settings.startingHand,
|
||||
extraStart: settings.extraStart,
|
||||
discardTimetabled: settings.discardTimetabled,
|
||||
revenue: {
|
||||
passengerPerCoach: settings.passengerPerCoach,
|
||||
freightPerLoad: settings.freightPerLoad,
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
/**
|
||||
* THE RULES BLOCK, driven identically on both screens.
|
||||
*
|
||||
* The lobby (`lobby.ts`) and the solitaire New Game dialog (`main.ts`) ask the same eleven questions.
|
||||
* The lobby (`lobby.ts`) and the solitaire New Game dialog (`main.ts`) ask the same twelve questions.
|
||||
* They used to ask them in two hand-written copies and had already drifted — the dialog had "where
|
||||
* an Extra may start" and no optional rules, the lobby the reverse — so this module owns reading,
|
||||
* writing, comparing and annotating the block, and each screen supplies only the id prefix its
|
||||
@@ -47,10 +47,11 @@ export const FIELDS: readonly Field[] = [
|
||||
{ key: 'reducedVisibility', kind: 'checkbox', id: 'visibility' },
|
||||
{ key: 'employeeRotation', kind: 'checkbox', id: 'rotation' },
|
||||
{ key: 'emergencyToolbox', kind: 'checkbox', id: 'toolbox' },
|
||||
{ key: 'discardTimetabled', kind: 'checkbox', id: 'tossloco' },
|
||||
];
|
||||
|
||||
/**
|
||||
* What `play.html` must contain for a screen to be able to ask all eleven questions — the exact
|
||||
* What `play.html` must contain for a screen to be able to ask all twelve questions — the exact
|
||||
* attribute text, so `test/web.test.ts` can assert it against the built page.
|
||||
*
|
||||
* THIS IS THE DRIFT GUARD. The two blocks are generated from one template today; this is what says
|
||||
@@ -71,6 +72,7 @@ export function fieldSelectors(prefix: string): string[] {
|
||||
const FIELD_LABELS: Record<keyof Settings, string> = {
|
||||
startingHand: 'Starting hand',
|
||||
extraStart: 'An Extra may start at',
|
||||
discardTimetabled: 'A Timetabled train may be discarded',
|
||||
passengerPerCoach: 'Passenger per coach',
|
||||
freightPerLoad: 'Freight per load',
|
||||
trainPerTransit: 'Train per transit',
|
||||
@@ -115,6 +117,7 @@ export function rulesListHtml(config: GameConfig, players: number, days: number)
|
||||
return (
|
||||
head +
|
||||
`<h4>Opening</h4><dl>${rows(['startingHand', 'extraStart'])}</dl>` +
|
||||
`<h4>Train cards</h4><dl>${rows(['discardTimetabled'])}</dl>` +
|
||||
`<h4>Revenue</h4><dl>${rows(['passengerPerCoach', 'freightPerLoad', 'trainPerTransit'])}</dl>` +
|
||||
`<h4>Victory conditions</h4><dl>${rows(['minCombinedRevenue', 'maxCollisionsPerDay', 'maxCollisionsTotal'])}</dl>` +
|
||||
`<h4>Optional rules</h4><dl>${rows(['reducedVisibility', 'employeeRotation', 'emergencyToolbox'])}</dl>`
|
||||
@@ -205,6 +208,7 @@ export function settingsForm(prefix: string): SettingsForm {
|
||||
reducedVisibility: el<HTMLInputElement>('visibility')?.checked === true,
|
||||
employeeRotation: el<HTMLInputElement>('rotation')?.checked === true,
|
||||
emergencyToolbox: el<HTMLInputElement>('toolbox')?.checked === true,
|
||||
discardTimetabled: el<HTMLInputElement>('tossloco')?.checked === true,
|
||||
};
|
||||
}
|
||||
|
||||
@@ -220,6 +224,7 @@ export function settingsForm(prefix: string): SettingsForm {
|
||||
setChecked('visibility', values.reducedVisibility);
|
||||
setChecked('rotation', values.employeeRotation);
|
||||
setChecked('toolbox', values.emergencyToolbox);
|
||||
setChecked('tossloco', values.discardTimetabled);
|
||||
}
|
||||
|
||||
function setNumber(id: string, value: number): void {
|
||||
|
||||
+94
-27
@@ -262,19 +262,20 @@ describe('Local Operations: drawing (§6.2)', () => {
|
||||
assert.equal(check(s, 0, { type: 'draw.end' }), null, 'the turn cannot be ended even at the limit');
|
||||
});
|
||||
|
||||
describe('a train card is never discarded (Gitea#6)', () => {
|
||||
describe('which train cards may be discarded (Gitea#9, superseding Gitea#6)', () => {
|
||||
/**
|
||||
* Jesse's ruling, v0.4.9e playtest: "Players are not allowed to discard Train cards. They may
|
||||
* keep the card in their hand for multiple stages and even multiple days, but they may not
|
||||
* discard it. If a player has three train cards in their hand, and they draw a fourth, then they
|
||||
* must play one of those cards."
|
||||
* Gitea#6's ruling, v0.4.9e playtest, was that NO train card may be discarded. Gitea#9 narrows
|
||||
* it — Jesse, 2026-08-24: "Timetabled trains are at the choice of the player: they can either
|
||||
* play or discard. If someone else wants to pick it up, they are more than able to. The reason:
|
||||
* I don't want, if you decide to play a game longer than five days, to decide that maybe there
|
||||
* are too many trains, the stations are jammed, and the railroad doesn't need any more."
|
||||
*
|
||||
* Extras count too — an Extra is a train, even though it runs once and ends in the Salvage Yard
|
||||
* where a Timetabled card joins the timetable for the rest of the game.
|
||||
* So a Timetabled train is discardable, an EXTRA still is not — it never joins the timetable, so
|
||||
* it cannot be what jams it — and whether the Timetabled half applies is a New Game setting,
|
||||
* because the reasoning is about long games and a five-Day game may want Gitea#6's pressure.
|
||||
*
|
||||
* Note there is no new FORCING mechanism, and deliberately so: the corner is what the two
|
||||
* existing rules produce together. Nothing discardable plus "you may not end the turn over the
|
||||
* limit" leaves exactly one legal way on, and playing a train is unconditionally legal.
|
||||
* Note there is still no FORCING mechanism, and deliberately so: the corner is what the two
|
||||
* existing rules produce together whenever the setting is off.
|
||||
*/
|
||||
const handOf = (s: GameState, kinds: string[]): string[] => {
|
||||
// Hand-pick cards of the wanted kinds straight out of the catalogue, so the test does not
|
||||
@@ -292,35 +293,74 @@ describe('Local Operations: drawing (§6.2)', () => {
|
||||
return picked;
|
||||
};
|
||||
|
||||
it('refuses the discard, for a Timetabled train and for an Extra alike', () => {
|
||||
/** The same game with the setting turned off — Gitea#6's rule, still reachable. */
|
||||
const strictGame = (): GameState =>
|
||||
createGame({
|
||||
id: 'g',
|
||||
seed: 77,
|
||||
config: { ...config, houseRules: { ...(config.houseRules ?? {}), discardTimetabled: false } },
|
||||
playerNames: ['Jesse'],
|
||||
});
|
||||
|
||||
it('lets a Timetabled train be discarded, and still refuses an Extra', () => {
|
||||
const s = game();
|
||||
applyIntent(s, 0, { type: 'localOps.choose', option: 'draw' });
|
||||
const [timetabled, extra, track] = handOf(s, ['timetabledTrain', 'extraTrain', 'track']);
|
||||
assert.equal(
|
||||
check(s, 0, { type: 'card.discard', cardId: timetabled!, toSlot: 0 }),
|
||||
'TRAINS_ARE_NEVER_DISCARDED',
|
||||
null,
|
||||
'Gitea#9 allows this and it was refused',
|
||||
);
|
||||
assert.equal(
|
||||
check(s, 0, { type: 'card.discard', cardId: extra!, toSlot: 0 }),
|
||||
'TRAINS_ARE_NEVER_DISCARDED',
|
||||
'an Extra never joins the timetable, so Gitea#9 does not reach it',
|
||||
);
|
||||
// And everything else is still discardable — the rule is about trains, not about discarding.
|
||||
assert.equal(check(s, 0, { type: 'card.discard', cardId: track!, toSlot: 0 }), null);
|
||||
});
|
||||
|
||||
it('never offers the discard, so the bot needs no rule of its own', () => {
|
||||
it('puts the discarded train where a rival can pick it up', () => {
|
||||
// The other half of the ruling — "if someone else wants to pick it up, they are more than able
|
||||
// to" — needed no machinery, because a discard already goes face-up onto a Department pile.
|
||||
const s = game();
|
||||
applyIntent(s, 0, { type: 'localOps.choose', option: 'draw' });
|
||||
const [timetabled] = handOf(s, ['timetabledTrain', 'track']);
|
||||
const offered = legalActions(s, 0).filter(
|
||||
(i) => i.type === 'card.discard' && i.cardId === timetabled,
|
||||
);
|
||||
assert.deepEqual(offered, [], 'a train discard was offered as a legal action');
|
||||
assert.ok(applyIntent(s, 0, { type: 'card.discard', cardId: timetabled!, toSlot: 1 }).ok);
|
||||
const pile = s.decks.departments[1]!;
|
||||
assert.equal(pile[pile.length - 1], timetabled, 'the train is not face-up on the pile');
|
||||
});
|
||||
|
||||
it('leaves PLAYING a train as the only way out of a hand of four trains', () => {
|
||||
it('offers the discard as a legal action, so the bot can take it', () => {
|
||||
const s = game();
|
||||
applyIntent(s, 0, { type: 'localOps.choose', option: 'draw' });
|
||||
const [timetabled, extra] = handOf(s, ['timetabledTrain', 'extraTrain', 'track']);
|
||||
const offered = legalActions(s, 0).filter((i) => i.type === 'card.discard');
|
||||
assert.ok(
|
||||
offered.some((i) => i.type === 'card.discard' && i.cardId === timetabled),
|
||||
'a Timetabled train was not offered as a discard',
|
||||
);
|
||||
assert.ok(
|
||||
!offered.some((i) => i.type === 'card.discard' && i.cardId === extra),
|
||||
'an Extra was offered as a discard',
|
||||
);
|
||||
});
|
||||
|
||||
it('keeps Gitea#6 reachable when the setting is off', () => {
|
||||
const s = strictGame();
|
||||
applyIntent(s, 0, { type: 'localOps.choose', option: 'draw' });
|
||||
const [timetabled, extra, track] = handOf(s, ['timetabledTrain', 'extraTrain', 'track']);
|
||||
for (const id of [timetabled!, extra!]) {
|
||||
assert.equal(
|
||||
check(s, 0, { type: 'card.discard', cardId: id, toSlot: 0 }),
|
||||
'TRAINS_ARE_NEVER_DISCARDED',
|
||||
);
|
||||
}
|
||||
assert.equal(check(s, 0, { type: 'card.discard', cardId: track!, toSlot: 0 }), null);
|
||||
});
|
||||
|
||||
it('leaves PLAYING a train as the only way out of a hand of four, setting off', () => {
|
||||
const s = strictGame();
|
||||
applyIntent(s, 0, { type: 'localOps.choose', option: 'draw' });
|
||||
const four = handOf(s, ['timetabledTrain', 'timetabledTrain', 'timetabledTrain', 'extraTrain']);
|
||||
assert.ok(four.length > HAND_LIMIT, 'this test needs a hand over the limit');
|
||||
|
||||
@@ -337,11 +377,26 @@ describe('Local Operations: drawing (§6.2)', () => {
|
||||
assert.equal(check(s, 0, { type: 'draw.end' }), null, 'playing a train did not free the turn');
|
||||
});
|
||||
|
||||
it('a hand of four Extras is the corner that survives Gitea#9 with the setting ON', () => {
|
||||
// Gitea#9 does not reach an Extra, so the deadlock-that-is-not-a-deadlock is still real in a
|
||||
// default game — worth pinning, since it is now the ONLY way to reach it.
|
||||
const s = game();
|
||||
applyIntent(s, 0, { type: 'localOps.choose', option: 'draw' });
|
||||
const four = handOf(s, ['extraTrain', 'extraTrain', 'extraTrain', 'extraTrain']);
|
||||
assert.equal(check(s, 0, { type: 'draw.end' }), 'HAND_LIMIT');
|
||||
for (const id of four) {
|
||||
assert.equal(check(s, 0, { type: 'card.discard', cardId: id, toSlot: 0 }), 'TRAINS_ARE_NEVER_DISCARDED');
|
||||
}
|
||||
assert.ok(applyIntent(s, 0, { type: 'card.play', cardId: four[0]! }).ok);
|
||||
assert.equal(check(s, 0, { type: 'draw.end' }), null);
|
||||
});
|
||||
|
||||
it('lets a train be held across Stages and into the next Day', () => {
|
||||
// "They may keep the card in their hand for multiple stages and even multiple days." Nothing
|
||||
// sweeps a hand at a Stage or Day boundary, and this is what says so out loud.
|
||||
// sweeps a hand at a Stage or Day boundary, and this is what says so out loud. An Extra is
|
||||
// used, because it is the card that still cannot be got rid of any other way.
|
||||
const s = game();
|
||||
const [timetabled] = handOf(s, ['timetabledTrain', 'track']);
|
||||
const [extra] = handOf(s, ['extraTrain', 'track']);
|
||||
const startDay = s.clock.day;
|
||||
|
||||
// Play out Stages by taking whatever ends the current turn, until the Day turns over.
|
||||
@@ -357,24 +412,36 @@ describe('Local Operations: drawing (§6.2)', () => {
|
||||
|
||||
assert.ok(s.clock.day > startDay, `the Day never turned (stopped at ${s.clock.day}/${s.clock.stage})`);
|
||||
assert.ok(
|
||||
(s.decks.hands.get(0) ?? []).includes(timetabled!),
|
||||
(s.decks.hands.get(0) ?? []).includes(extra!),
|
||||
'the train did not survive being held into the next Day',
|
||||
);
|
||||
assert.equal(
|
||||
check(s, 0, { type: 'card.discard', cardId: timetabled!, toSlot: 0 }),
|
||||
check(s, 0, { type: 'card.discard', cardId: extra!, toSlot: 0 }),
|
||||
'TRAINS_ARE_NEVER_DISCARDED',
|
||||
'a Day boundary made a train discardable',
|
||||
'a Day boundary made an Extra discardable',
|
||||
);
|
||||
});
|
||||
|
||||
it('tells the player on the card itself, and on the button when every card is a train', () => {
|
||||
it('tells the player on the card itself which of the two rules applies', () => {
|
||||
// The Gitea#2 lesson: a rule the player cannot see is a board with nothing to click and no
|
||||
// reason given.
|
||||
// reason given. Since Gitea#9 there are TWO reasons, so the card has to say which.
|
||||
const s = game();
|
||||
handOf(s, ['timetabledTrain', 'extraTrain', 'track']);
|
||||
const f = snapshot(s, [], null);
|
||||
// `hand` is reversed for display, so compare as a set rather than by position.
|
||||
assert.deepEqual([...f.handDiscardable].sort(), [false, false, true]);
|
||||
assert.deepEqual([...f.handDiscardable].sort(), [false, true, true]);
|
||||
const said = f.handKeepWhy.filter((w): w is string => w !== null);
|
||||
assert.equal(said.length, 1, 'exactly one card in this hand may not be discarded');
|
||||
assert.match(said[0]!, /An Extra is never discarded/);
|
||||
|
||||
const strict = strictGame();
|
||||
handOf(strict, ['timetabledTrain', 'extraTrain', 'track']);
|
||||
const sf = snapshot(strict, [], null);
|
||||
assert.deepEqual([...sf.handDiscardable].sort(), [false, false, true]);
|
||||
assert.ok(
|
||||
sf.handKeepWhy.some((w) => w !== null && /never discarded in this game/.test(w)),
|
||||
'the setting being off is not explained on the card',
|
||||
);
|
||||
});
|
||||
});
|
||||
|
||||
|
||||
+88
-1
@@ -11,8 +11,10 @@ import assert from 'node:assert/strict';
|
||||
import { pump } from '../src/engine/advance.ts';
|
||||
import { DEFAULT_MAX_COLLISIONS_PER_DAY, DEFAULT_MAX_COLLISIONS_TOTAL, collectiveRevenueFloor } from '../src/engine/content.ts';
|
||||
import type { GameEvent } from '../src/engine/events.ts';
|
||||
import { areaOf } from '../src/engine/apply.ts';
|
||||
import { createGame } from '../src/engine/setup.ts';
|
||||
import type { GameConfig } from '../src/engine/state.ts';
|
||||
import { coordKey } from '../src/engine/state.ts';
|
||||
import type { GameConfig, GameState } from '../src/engine/state.ts';
|
||||
import { developerBot, playGame } from '../src/sim/bot.ts';
|
||||
import { impediments, isVisible, narrate, phaseLabel } from '../src/sim/narrate.ts';
|
||||
import { compress, rehydrateCells, record, renderHtml } from '../src/sim/replay.ts';
|
||||
@@ -138,6 +140,91 @@ describe('impediments', () => {
|
||||
});
|
||||
});
|
||||
|
||||
/**
|
||||
* Gitea#2 — "four porters, two passengers on the platform, and I never get the chance to work them."
|
||||
*
|
||||
* The engine was faithful at every step; what was missing was any way to SEE why. A Porter action
|
||||
* that cannot be taken is simply absent from the menu, and this panel — the one that answers "why is
|
||||
* nothing moving?" — opened with `f.kind !== 'freight'`, so a platform had never had anything to say
|
||||
* for itself at all.
|
||||
*/
|
||||
describe('a blocked platform says why (Gitea#2)', () => {
|
||||
/** Raise the Whistle Post to a working Terminal: the tier's printed numbers, applied directly. */
|
||||
function platform(s: GameState) {
|
||||
const area = areaOf(s, 0);
|
||||
area.tier = 'terminal';
|
||||
const card = area.grid.get(coordKey(area.officeCoord))!;
|
||||
const f = card.facility!;
|
||||
f.allows = { outbound: true, inbound: true };
|
||||
f.porters = 3;
|
||||
f.capacity = { outbound: 3, inbound: 3 };
|
||||
return { area, f };
|
||||
}
|
||||
|
||||
/** A tray standing on an A/D track at the Office, carrying whatever it is given. */
|
||||
function atOffice(s: GameState, consist: { type: 'coach'; loaded: boolean; origin?: number }[]): void {
|
||||
const area = areaOf(s, 0);
|
||||
const id = s.freeTrays.pop()!;
|
||||
s.trays.set(id, {
|
||||
id, trainNumber: null, trainIsExtra: false, engineAt: 0, consist,
|
||||
direction: 'east', position: { at: 'grid', seat: 0, coord: area.officeCoord }, movesUsed: 0,
|
||||
});
|
||||
area.adOccupancy.push(id);
|
||||
}
|
||||
|
||||
it('reports passengers standing on a platform with no train to take them', () => {
|
||||
// The whole of the bug's second half: before this, `impediments` returned an EMPTY list here.
|
||||
const s = createGame({ id: 'g', seed: 5, config, playerNames: ['p'] });
|
||||
const { f } = platform(s);
|
||||
f.outboundBox = [{ type: 'coach', loaded: true }];
|
||||
const found = impediments(s, 0);
|
||||
const platformRow = found.find((b) => /platform/.test(b.why));
|
||||
assert.ok(platformRow, `nothing reported for the platform:\n${JSON.stringify(found, null, 2)}`);
|
||||
assert.match(platformRow.why, /passengers waiting, no train at the platform/);
|
||||
assert.equal(platformRow.severity, 'waiting');
|
||||
});
|
||||
|
||||
it('names the Office by its tier rather than the word "facility"', () => {
|
||||
// A Passenger Facility rides on the `office` card, so the freight branch's `geometry.facility`
|
||||
// is not there to read and every passenger row read `facility 0,0` next to `mineTipple 1,-3`.
|
||||
const s = createGame({ id: 'g', seed: 5, config, playerNames: ['p'] });
|
||||
const { f } = platform(s);
|
||||
f.outboundBox = [{ type: 'coach', loaded: true }];
|
||||
const row = impediments(s, 0).find((b) => /platform/.test(b.why))!;
|
||||
assert.match(row.where, /^terminal /, `the Office is unnamed: ${row.where}`);
|
||||
});
|
||||
|
||||
it('explains the coach shortage that made the game look broken', () => {
|
||||
// The reported state: a train in with passengers to set down, red slots free, four porters —
|
||||
// and §9.2 needs a white coach out of the Division Yard to swap in. There was none, with eight
|
||||
// more sitting in the Classification Yard that §2.2 returns only when the Division Yard is BARE.
|
||||
const s = createGame({ id: 'g', seed: 5, config, playerNames: ['p'] });
|
||||
const { f } = platform(s);
|
||||
atOffice(s, [{ type: 'coach', loaded: true, origin: 1 }]);
|
||||
s.yards.divisionYard = s.yards.divisionYard.filter((c) => !(c.type === 'coach' && !c.loaded));
|
||||
s.yards.classificationYard = [
|
||||
{ type: 'coach', loaded: false },
|
||||
{ type: 'coach', loaded: false },
|
||||
];
|
||||
const row = impediments(s, 0).find((b) => /§9\.2/.test(b.why));
|
||||
assert.ok(row, `the coach shortage was not explained:\n${JSON.stringify(impediments(s, 0), null, 2)}`);
|
||||
assert.equal(row.severity, 'stuck', 'a train that cannot be emptied is stuck, not merely waiting');
|
||||
assert.match(row.why, /2 coaches are in the Classification Yard/, `where the coaches are is not said: ${row.why}`);
|
||||
assert.match(row.why, /Classification returns only when the Division Yard is bare/);
|
||||
assert.ok(f.inboundBox.length === 0, 'the red slots were free — the shortage is the only cause');
|
||||
});
|
||||
|
||||
it('says nothing about a platform that is working fine', () => {
|
||||
// Passengers waiting AND a train with an empty coach to take them: no impediment.
|
||||
const s = createGame({ id: 'g', seed: 5, config, playerNames: ['p'] });
|
||||
const { f } = platform(s);
|
||||
f.outboundBox = [{ type: 'coach', loaded: true }];
|
||||
atOffice(s, [{ type: 'coach', loaded: false }]);
|
||||
const found = impediments(s, 0).filter((b) => /platform|§9\.2|Porters/.test(b.why));
|
||||
assert.deepEqual(found, [], `a working platform reported an impediment:\n${JSON.stringify(found, null, 2)}`);
|
||||
});
|
||||
});
|
||||
|
||||
describe('replay recording', () => {
|
||||
const rec = record(1234, 'standard');
|
||||
|
||||
|
||||
@@ -74,6 +74,8 @@ const west = (s: GameState, n = 2): GridCoord => {
|
||||
};
|
||||
|
||||
const boxcar = (loaded = false): RollingStock => ({ type: 'boxcar', loaded });
|
||||
/** As `ROLLING_STOCK_SUPPLY` mints them: there is no empty caboose in the game. */
|
||||
const caboose = (): RollingStock => ({ type: 'caboose', loaded: true });
|
||||
const coach = (loaded = false): RollingStock => ({ type: 'coach', loaded });
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
@@ -141,6 +143,23 @@ describe('§7 — what a train may couple', () => {
|
||||
'EMPTIES_ONLY',
|
||||
);
|
||||
});
|
||||
|
||||
it('X22 Pee-Dee may still couple a caboose, which is not a load (Gitea#8)', () => {
|
||||
// Every caboose in the game is minted `loaded: true` because the supply table's loaded/empty
|
||||
// split doubles as a piece count. Taken literally that left the per-diem train unable to pick
|
||||
// up ANY caboose, its own included: set it out at the end of a sweep and it was stranded there.
|
||||
const s = game();
|
||||
switching(s, 22, true, [], [caboose()]);
|
||||
assert.equal(check(s, 0, { type: 'switch.move', trayId: 't', to: west(s), reverse: false }), null);
|
||||
|
||||
// The restriction itself is untouched — a loaded car alongside the caboose still refuses.
|
||||
const withLoad = game();
|
||||
switching(withLoad, 22, true, [], [caboose(), boxcar(true)]);
|
||||
assert.equal(
|
||||
check(withLoad, 0, { type: 'switch.move', trayId: 't', to: west(withLoad), reverse: false }),
|
||||
'EMPTIES_ONLY',
|
||||
);
|
||||
});
|
||||
});
|
||||
|
||||
describe('§7 — one freight car per location (trains 3/4)', () => {
|
||||
|
||||
+98
-2
@@ -22,10 +22,11 @@ import { cardDescription, cardName, describeIntent, variantLabel } from '../src/
|
||||
import { variantsFor } from '../src/engine/track.ts';
|
||||
import { divisionSvg, officeSvg } from '../src/sim/board-svg.ts';
|
||||
import { ENHANCEMENT_RULES } from '../src/engine/content.ts';
|
||||
import { facilitiesHtml, timetableHtml } from '../src/web/panels.ts';
|
||||
import { dayEndHtml, facilitiesHtml, timetableHtml } from '../src/web/panels.ts';
|
||||
import { turnChartHtml } from '../src/sim/turnchart.ts';
|
||||
import { fieldSelectors } from '../src/web/settings-form.ts';
|
||||
import { record, renderHtml } from '../src/sim/replay.ts';
|
||||
import type { Frame } from '../src/sim/view.ts';
|
||||
import { snapshot } from '../src/sim/view.ts';
|
||||
import { createGame as createEngineGame } from '../src/engine/setup.ts';
|
||||
import {
|
||||
@@ -3090,6 +3091,84 @@ describe('the three places a game is drawn stay in step', () => {
|
||||
});
|
||||
});
|
||||
|
||||
describe('the Day rolling over says so (Gitea#10)', () => {
|
||||
// "As the game rolls off the end of the day, you get a dialog saying such. Hard to keep track of
|
||||
// time." A Day turns inside the phases that run themselves, so it passes between one click and
|
||||
// the next — the phase banner and the announcement flash are both gone in a few seconds.
|
||||
const frameAt = (day: number, days = 5): Frame => {
|
||||
const s = createEngineGame({
|
||||
id: 'dayend', seed: 4021,
|
||||
config: {
|
||||
mode: 'solitaire', days, minCombinedRevenue: 12, maxCollisionsPerDay: 0, maxCollisionsTotal: 0, pvpCardsAllowed: false,
|
||||
optionalRules: { reducedVisibility: false, employeeRotation: false, emergencyToolbox: false },
|
||||
},
|
||||
playerNames: ['Solitaire'],
|
||||
});
|
||||
s.clock.day = day;
|
||||
return snapshot(s, [], null);
|
||||
};
|
||||
|
||||
it('names the Day that ENDED, not the one starting', () => {
|
||||
// Written from the frame after the rollover, so an off-by-one here would congratulate a player
|
||||
// on finishing a Day they have not played yet.
|
||||
const html = dayEndHtml(frameAt(3));
|
||||
assert.ok(html.includes('Day 2 has ended'), `wrong Day named:\n${html}`);
|
||||
assert.ok(html.includes('Day 3 of 5'), 'the Day now beginning is not named');
|
||||
assert.ok(html.includes('3 Days left'), `the Days remaining are wrong:\n${html}`);
|
||||
});
|
||||
|
||||
it('counts the last Day as the last Day rather than promising more', () => {
|
||||
const html = dayEndHtml(frameAt(6));
|
||||
assert.ok(html.includes('Day 5 has ended'), 'the final Day is misnamed');
|
||||
assert.ok(html.includes('last Day on the timetable'), `still offering Days to run:\n${html}`);
|
||||
assert.ok(!html.includes('Days left'), 'promises more Days after the last one');
|
||||
});
|
||||
|
||||
it('scores the table against the COMBINED target, not one player against it', () => {
|
||||
// `minCombinedRevenue` is a floor for the whole table. Showing one player's Revenue against a
|
||||
// four-player target reads as hopeless when the table may be well ahead.
|
||||
const f = frameAt(2);
|
||||
f.players = [
|
||||
{ index: 0, seat: 0, name: 'Ada', revenue: 4, hand: 3 },
|
||||
{ index: 1, seat: 1, name: 'Bo', revenue: 7, hand: 2 },
|
||||
];
|
||||
f.viewer = 0;
|
||||
const html = dayEndHtml(f);
|
||||
assert.ok(html.includes('<b>11</b>'), `combined Revenue is not 4 + 7:\n${html}`);
|
||||
assert.ok(html.includes('<b>12</b>'), 'the target is not shown');
|
||||
// Revenue order, so the leader is first: Bo (7) above Ada (4).
|
||||
assert.ok(html.indexOf('Bo') < html.indexOf('Ada'), 'the standings are not in Revenue order');
|
||||
assert.ok(html.includes('(you)'), 'the viewer is not marked in the standings');
|
||||
});
|
||||
|
||||
it('says nothing about collisions in a game that is not scored on them', () => {
|
||||
// §3.4's collision checks run in competitive and co-op ONLY, and `0` on a dial turns that check
|
||||
// off besides. A solitaire game carries the default dials and enforces neither, so a collision
|
||||
// budget on screen there would be a rule this game does not have.
|
||||
const solo = frameAt(2);
|
||||
assert.ok(!dayEndHtml(solo).includes('Collision'), 'reports a collision budget in solitaire');
|
||||
|
||||
const coop = frameAt(2);
|
||||
coop.mode = 'coop';
|
||||
coop.maxCollisionsTotal = 3;
|
||||
coop.collisionsTotal = 1;
|
||||
assert.ok(dayEndHtml(coop).includes('Collision'), 'hides collisions in a game scored on them');
|
||||
|
||||
const noDials = frameAt(2);
|
||||
noDials.mode = 'coop';
|
||||
noDials.maxCollisionsTotal = 0;
|
||||
noDials.maxCollisionsPerDay = 0;
|
||||
assert.ok(!dayEndHtml(noDials).includes('Collision'), 'reports collisions with both dials off');
|
||||
});
|
||||
|
||||
it('gives the page the dialog to fill', () => {
|
||||
const html = readFileSync(join(dist, 'play.html'), 'utf8');
|
||||
for (const id of ['dayenddlg', 'dayendbody']) {
|
||||
assert.ok(html.includes(`id="${id}"`), `play.html has no #${id}`);
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
describe('every file the build needs is actually in the repo (regression)', () => {
|
||||
it('does not gitignore a source page', () => {
|
||||
// REGRESSION. `.gitignore` carried `replay*.html` to catch the throwaway files generated at the
|
||||
@@ -3569,7 +3648,7 @@ describe('the New Game dialog', () => {
|
||||
* A seed alone stopped naming a game the moment the opening hand and the revenue rates became
|
||||
* settings, so what this really pins is that all of them ride in the URL and come back out.
|
||||
*
|
||||
* REBUILT 2026-08-23 with the five game types. The dialog and the lobby now ask the same eleven
|
||||
* REBUILT 2026-08-23 with the five game types. The dialog and the lobby now ask the same twelve
|
||||
* questions through `settings-form.ts`, which addresses its radio groups by NAME through the
|
||||
* DOCUMENT — so the stub keeps one set of groups and answers for both the document and the dialog.
|
||||
*/
|
||||
@@ -3681,6 +3760,7 @@ describe('the New Game dialog', () => {
|
||||
transit: els.get('ng-transit')!['value'],
|
||||
days: els.get('ng-days')!['value'],
|
||||
minrev: els.get('ng-minrev')!['value'],
|
||||
tossloco: els.get('ng-tossloco')!['checked'],
|
||||
});
|
||||
|
||||
it('opens on the rules in play, so a second game can be dealt to compare with the first', async () => {
|
||||
@@ -3699,6 +3779,22 @@ describe('the New Game dialog', () => {
|
||||
assert.equal(form.hand, 'sixRandom', 'the opening hand in play was not preselected');
|
||||
});
|
||||
|
||||
it('carries §6.2 in the URL, written only when it is OFF (Gitea#9)', async () => {
|
||||
// The setting defaults ON, so a link that spelled out `toss=1` every time would say nothing and
|
||||
// cost a parameter — the same reason the optional rules are written only when they are on. What
|
||||
// has to survive the trip is therefore the OFF case, which is the one that changes the game.
|
||||
const on = await load('?seed=430');
|
||||
(on.els.get('newgame')!['onclick'] as () => void)();
|
||||
assert.equal(readForm(on.els, on.groups).tossloco, true, 'a default game did not allow the discard');
|
||||
|
||||
const off = await load('?seed=430&toss=0');
|
||||
(off.els.get('newgame')!['onclick'] as () => void)();
|
||||
const form = readForm(off.els, off.groups);
|
||||
assert.equal(form.tossloco, false, '?toss=0 did not reach the dialog');
|
||||
// And it counts as a rule change, so the game is no longer the named type.
|
||||
assert.equal(form.type, 'custom', 'turning the rule off still read as Solitaire');
|
||||
});
|
||||
|
||||
it('reopens on Solitaire when the game in play is one, and on Custom when it was tuned', async () => {
|
||||
// The type is DERIVED (`presets.ts`) rather than remembered, so what the dialog says a game is
|
||||
// has to follow from its numbers — including a game whose numbers were hand-edited into the URL.
|
||||
|
||||
Reference in New Issue
Block a user