v0.6.2 — an Extra starts where you put it, a train card is never discarded
Three more from the v0.4.9e gameplay-testing round, filed as Gitea issues, plus two bugs found underneath them. Gitea#2 is diagnosed but NOT fixed: it needs a ruling, and the reasoning is in TODO.md under Play Balance. GITEA#4 — AN EXTRA STARTS WHERE THE PLAYER PUTS IT. Only one Division Point was ever offered, chosen by number parity. The number no longer decides an Extra's direction — the start does, which supersedes the recorded ruling that "the number decides, like everything else on the timetable". The two cannot both hold: an odd, westbound Extra placed at the WEST end would leave the Division on its first move having crossed nothing, and be paid for the run. Either end now runs the train away from itself; at an Interchange or a Control Point the player picks the direction. The Interchange start is a YARD, off the running line, which is what makes the Superintendent clause work: placing it can never force a collision, a guaranteed one holds it there for another Stage, and a potential one is the Superintendent's to rule on — exactly evaluateClearance's `blocked` and `ask`, so nothing new decides collisions. Where an Extra may start is now a house rule (divisionPointsOnly / ownOffice / anyOffice, defaulting to what the engine already did). The legacy `atSeat` intent field still replays as it always meant. FOUND UNDERNEATH IT: an Extra started away from a Division Point ran empty. isBeingMadeUp tested position alone, so the Control Point start has been shipping since it was added with a train that could never be given a consist. Found by playing it, not by the tests, which had only asserted where the tray landed. FOUND UNDERNEATH IT: collide left the wrecks on the card. Destroyed trains kept their Transit entries, and evaluateClearance counts every transit as an occupant, so one rear-end collision permanently poisoned that Mainline card for every later train. THE MAINLINE CARDS WERE ROLLED, NOT DEALT — drawn from the nine types with replacement, so a Division could hold two Interchanges and Plains carried the weight of a card printed once. "An Extra may start at the Interchange if one is on the board" only reads as a rule if the board holds at most one. Now dealt from the printed deck without replacement, verified over 1600 deals. This re-deals every seed: the published replays were re-recorded, and the saved games in docs/ are retired too — two of those were already dead before this release and nobody had noticed. GITEA#6 — A TRAIN CARD IS NEVER DISCARDED, Timetabled and Extra alike. The forced play needed no mechanism: nothing discardable plus a hand over the limit leaves exactly one legal way to end the turn, and playing a train is unconditionally legal, so the corner cannot trap anyone. The bot needed no rule either. 400/400 games finished, revenue unmoved, trains scheduled 1.2 -> 1.3. The player is told on the card and on the button. GITEA#7 — COACH COUNTS. 1/2 Crack Limited 3 -> 2, 5/6 The Sparrow 2 -> 3. A change to the cards, so Trains3.pdf and the transcription keep the original numbers with a footnote while content.ts and the Home Deck reference carry what the game plays. CONTENT.TS COMMENT PASS — no data changed, only comments. Four were factually wrong, including an office table naming counts doubled long ago and a pointer to a DEALT_DECK_SIZE that has never existed. Every Enhancement row cited its implementation by line number and every citation had rotted; they name functions now. Card counts came out of the comments, since they move with play balance; source-sheet figures and dated measurements stayed. TODO.md gains an item for a card reference generated from content.ts, in six sections, so the documentation cannot disagree with the game. 715 tests pass, tsc clean, site builds.
This commit is contained in:
+175
-33
@@ -33,9 +33,9 @@ import {
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officeProfile,
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trainProfile,
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} from './content.ts';
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import type { CarType, FreightKind, Hand, MainlineKind, ModifierKind, ModifierProfile, TrackGeometry, TrainRules } from './content.ts';
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import type { CarType, Direction, FreightKind, Hand, MainlineKind, ModifierKind, ModifierProfile, TrackGeometry, TrainRules } from './content.ts';
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import type { GameEvent } from './events.ts';
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import type { Intent, RejectionCode } from './intents.ts';
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import type { ExtraStart, Intent, RejectionCode } from './intents.ts';
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import type {
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CardId,
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CrewTray,
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@@ -416,6 +416,83 @@ export function canDetrain(s: GameState, player: PlayerIndex, at: GridCoord, tra
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return passengerWork(s, player, 'detrain', trayId) !== null;
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}
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/**
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* A Timetabled or Extra train card (§6.2, Gitea#6) — the one place that decides what "a train card"
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* means, so the rule, the UI's reason text and any test all ask the same question.
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*/
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export function isTrainCard(s: GameState, cardId: CardId): boolean {
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const kind = s.cards.get(cardId)?.kind.kind;
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return kind === 'timetabledTrain' || kind === 'extraTrain';
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}
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/**
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* WHERE AN EXTRA STARTS AND WHICH WAY IT RUNS — the one answer `check`, `execute` and the reducer
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* all use, so a placement can never be checked against one square and made on another.
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*
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* §7 lets the player who played the card choose the start, and Jesse's ruling makes the start
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* decide the direction rather than the number (`runDirection`'s comment carries the supersession):
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*
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* - a DIVISION POINT runs the train away from itself — the west end runs east, the east end west.
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* `direction` on the intent is ignored rather than refused, because there is only one answer;
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* - an INTERCHANGE or a CONTROL POINT sits in the middle of the railroad, where both ways are real
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* runs, so the intent must say which.
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*
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* Which of those are on offer is the `extraStart` house rule. The two that belong to nobody — the
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* Division Points and the Interchange — are always available; an Office is a seat's own ground and
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* is gated, to `ownOffice` (the player who played the card) or `anyOffice`.
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*
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* Returns a refusal code rather than throwing, so `check` can hand it straight back.
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*/
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export function resolveExtraStart(
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s: GameState,
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player: PlayerIndex,
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i: { trainNumber: number; atSeat?: SeatIndex | null; start?: ExtraStart; direction?: Direction },
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): { at: ExtraStart; direction: Direction } | RejectionCode {
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/**
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* A save written before the choice existed. `atSeat` null meant the Division Point the NUMBER
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* sent the train to, a seat meant that Office, and both ran in the number's direction — so that
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* is what these replay as, whatever the rules say today.
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*/
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if (!i.start) {
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const direction = runDirection(i.trainNumber);
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if (i.atSeat === null || i.atSeat === undefined) {
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return { at: { kind: 'divisionPoint', side: startingDivisionPoint(i.trainNumber) }, direction };
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}
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return { at: { kind: 'office', seat: i.atSeat }, direction };
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}
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const start = i.start;
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if (start.kind === 'divisionPoint') {
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if (!s.division.nodes.some((n) => n.kind === 'divisionPoint' && n.side === start.side)) {
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return 'NO_SUCH_DIVISION_POINT';
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}
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// Away from the end it is standing at. Nothing else is a run.
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return { at: start, direction: start.side === 'west' ? 'east' : 'west' };
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}
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if (i.direction === undefined) return 'NO_DIRECTION_CHOSEN';
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if (start.kind === 'mainline') {
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const node = s.division.nodes[start.node];
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if (!node || node.kind !== 'mainline') return 'NO_SUCH_CARD';
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// The Interchange is the one Mainline card an Extra may be made up on — it is the one with a
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// yard. `sortsCars` is what the card prints and the only thing that distinguishes it.
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if (!mainlineProfile(node.card).sortsCars) return 'NOT_AN_INTERCHANGE';
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return { at: start, direction: i.direction };
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}
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const rule = houseRules(s.config).extraStart;
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if (rule === 'divisionPointsOnly') return 'OFFICE_STARTS_NOT_ALLOWED';
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if (rule === 'ownOffice' && start.seat !== seatOf(s, player)) return 'NOT_YOUR_OFFICE';
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const area = s.officeAreas.get(start.seat);
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if (!area) return 'NO_SUCH_FACILITY';
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// A Control Point is any Office above a Whistle Post (§8). A Whistle Post is not one, which is
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// the whole reason upgrading buys a place for an Extra to start — and no setting of the house
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// rule lets one in.
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if (!officeProfile(area.tier).isControlPoint) return 'NOT_A_CONTROL_POINT';
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return { at: start, direction: i.direction };
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}
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/**
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* WHICH TRAIN, AND WHICH COACH ON IT — the one answer `check`, `execute` and the reducer all use.
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*
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@@ -803,11 +880,31 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
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return checkPlay(s, player, i.cardId, i.placement, i.variant, i.node);
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}
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/**
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* §6.2, AS RULED BY JESSE (Gitea#6): A TRAIN CARD MAY NOT BE DISCARDED. EVER.
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*
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* It may be held for as many Stages and Days as the player likes — the hand limit is the only
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* pressure on it — but it never goes onto a Department pile. The consequence is the point of the
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* rule and needs no machinery of its own: a player holding four train cards has nothing
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* discardable, and `draw.end` already refuses while the hand is over the limit, so the only way
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* to conclude the turn is to PLAY one. Playing a train card is unconditionally legal (see
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* `card.play`'s `timetabledTrain` case, which refuses only a board placement), so that corner
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* can never lock a player in.
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*
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* Extras count. They are trains — Jesse's ruling in the same breath — even though an Extra runs
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* once and ends in the Salvage Yard while a Timetabled card joins the timetable for the rest of
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* the game.
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*
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* `legal.ts` enumerates candidates and filters them through here, so the discard option simply
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* stops being offered for these cards; the bot needs no separate rule and already reaches for
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* `card.play` before it reaches for a discard.
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*/
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case 'card.discard': {
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if (!inPhase(s, 'localOps')) return 'WRONG_PHASE';
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const hand = s.decks.hands.get(player) ?? [];
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if (!hand.includes(i.cardId)) return 'CARD_NOT_IN_HAND';
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if (i.toSlot < 0 || i.toSlot > 2) return 'SLOT_EMPTY';
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if (isTrainCard(s, i.cardId)) return 'TRAINS_ARE_NEVER_DISCARDED';
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return null;
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}
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@@ -826,8 +923,9 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
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if (rule.gradeOnly && mainlineProfile(node.card).speed.kind !== 'grade') return 'NOT_A_GRADE';
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if (rule.requiresOnCard && !on.includes(rule.requiresOnCard)) return 'NOT_CONNECTED';
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// "Not while a train is on it" — realigning under a moving train is exactly the situation the
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// restriction exists to prevent.
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if (node.transits.length > 0) return 'TRAIN_ON_CARD';
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// restriction exists to prevent. A train standing in the Interchange's yard counts: it is on
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// the card, and it is about to pull out onto the very rail being relaid.
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if (node.transits.length > 0 || (node.holding?.length ?? 0) > 0) return 'TRAIN_ON_CARD';
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if (rule.key === 'realignment' && !REALIGNMENTS.some((r) => r.from === node.card)) {
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return 'NO_PLACEMENT';
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}
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@@ -954,12 +1052,16 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
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if (!inPhase(s, 'newTrain')) return 'WRONG_PHASE';
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if (!s.pendingExtras.includes(i.trainNumber)) return 'NO_EXTRA_PENDING';
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if (s.freeTrays.length === 0) return 'NO_FREE_TRAY';
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if (i.atSeat === null) return null;
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// A Control Point is any Office above a Whistle Post (§8). A Whistle Post is not one, which is
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// the whole reason upgrading buys a place for an Extra to start.
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const area = s.officeAreas.get(i.atSeat);
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if (!area) return 'NO_SUCH_FACILITY';
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if (!officeProfile(area.tier).isControlPoint) return 'NOT_A_CONTROL_POINT';
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const where = resolveExtraStart(s, player, i);
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if (typeof where === 'string') return where;
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if (where.at.kind === 'divisionPoint') return null;
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if (where.at.kind === 'mainline') {
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// Nothing to refuse. The train is made up in the Interchange's yard, off the running line,
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// so however busy the card is this cannot be the collision §7 says it must not force. What
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// it may not do is get OUT — that is §8.1's question, asked at the Mainline Phase.
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return null;
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}
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const area = s.officeAreas.get(where.at.seat)!;
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// It still has to fit: an Extra starting here takes an A/D track like any other arrival.
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return area.adOccupancy.length >= officeProfile(area.tier).adTracks ? 'NO_FREE_AD_TRACK' : null;
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}
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@@ -1637,8 +1739,13 @@ function execute(s: GameState, player: PlayerIndex, i: Intent): GameEvent[] {
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return [{ type: 'facilityUnjammed', player, at: i.at, from: i.from, stock }];
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}
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case 'newTrain.startExtra':
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return [{ type: 'extraStarted', player, trainNumber: i.trainNumber, atSeat: i.atSeat }];
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case 'newTrain.startExtra': {
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// `check` has already accepted this, so the resolve cannot fail here.
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const where = resolveExtraStart(s, player, i) as { at: ExtraStart; direction: Direction };
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return [
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{ type: 'extraStarted', player, trainNumber: i.trainNumber, at: where.at, direction: where.direction },
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];
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}
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case 'newTrain.placeCar':
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return [
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@@ -2171,29 +2278,57 @@ export function reduce(s: GameState, e: GameEvent): void {
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break;
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}
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/**
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* THE THREE PLACES AN EXTRA MAY BE MADE UP (§7, Jesse's ruling) — and all three leave it
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* STANDING somewhere it must later highball out of, never already running.
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*/
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case 'extraStarted': {
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const trayId = s.freeTrays.pop()!;
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s.pendingExtras = s.pendingExtras.filter((n) => n !== e.trainNumber);
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const direction = runDirection(e.trainNumber);
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if (e.atSeat === null) {
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const side = startingDivisionPoint(e.trainNumber);
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s.trays.set(trayId, {
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id: trayId, trainNumber: e.trainNumber, trainIsExtra: true, engineAt: 0, consist: [],
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direction, position: { at: 'divisionPoint', side }, movesUsed: 0,
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});
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const { direction } = e;
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const base = {
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id: trayId, trainNumber: e.trainNumber, trainIsExtra: true, engineAt: 0,
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consist: [] as RollingStock[], direction, movesUsed: 0,
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};
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// Which way the tray physically points, for the cards it will pick up. A Division Point start
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// does not set it: those trays have never carried a facing and `enterMainline` does not read
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// one, so writing it here would be inventing state the DP path has always done without.
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const facing = { facing: direction === 'west' ? ('w' as const) : ('e' as const),
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railFacing: direction === 'west' ? ('w' as const) : ('e' as const) };
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if (e.at.kind === 'divisionPoint') {
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const side = e.at.side;
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s.trays.set(trayId, { ...base, position: { at: 'divisionPoint', side } });
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const dp = s.division.nodes.find((n) => n.kind === 'divisionPoint' && n.side === side);
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if (dp?.kind === 'divisionPoint') dp.holding.push(trayId);
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} else {
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// Starting at a Control Point: it stands on the Office card and takes an A/D track, exactly
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// as though it had arrived there.
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const area = areaAtSeat(s, e.atSeat);
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s.trays.set(trayId, {
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id: trayId, trainNumber: e.trainNumber, trainIsExtra: true, engineAt: 0, consist: [],
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direction, facing: direction === 'west' ? 'w' : 'e', railFacing: direction === 'west' ? 'w' : 'e',
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position: { at: 'grid', seat: e.atSeat, coord: area.officeCoord }, movesUsed: 0,
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});
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area.adOccupancy.push(trayId);
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break;
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}
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if (e.at.kind === 'mainline') {
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/**
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* IN THE INTERCHANGE'S YARD, NOT ON THE MAINLINE — the distinction §7 turns on.
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*
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* `holding` rather than `transits`, so the card can be nose to tail with traffic and this
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* placement still forces no collision. It joins the running line at a later Mainline Phase
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* through `evaluateClearance`, which is what gives the Superintendent the hold Jesse asked
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* for: an automatic one against a facing train, a ruling against a following one.
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*/
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const node = s.division.nodes[e.at.node];
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s.trays.set(trayId, {
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...base, ...facing, beingMadeUp: true, position: { at: 'mainline', index: e.at.node },
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});
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if (node?.kind === 'mainline') (node.holding ??= []).push(trayId);
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break;
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}
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// Starting at a Control Point: it stands on the Office card and takes an A/D track, exactly
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// as though it had arrived there.
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const area = areaAtSeat(s, e.at.seat);
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s.trays.set(trayId, {
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...base, ...facing, beingMadeUp: true,
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position: { at: 'grid', seat: e.at.seat, coord: area.officeCoord },
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});
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area.adOccupancy.push(trayId);
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break;
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}
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@@ -2765,9 +2900,16 @@ export function acceptsCar(tray: CrewTray, carType: CarType): boolean {
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/**
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* §7 — IS THIS TRAY THE ONE BEING MADE UP?
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*
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* A train is made up where it is built, standing at a Division Point, and only until its consist
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* matches its card. Everything else with a Crew Tray — a train working your district, a train
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* halfway across the Division — is running, not being assembled.
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* A train is made up where it is built and only until its consist matches its card. Everything else
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* with a Crew Tray — a train working your district, a train halfway across the Division — is
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* running, not being assembled.
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*
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* WHERE that is used to be the whole test: "standing at a Division Point". True while a Division
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* Point was the only place to build one, and wrong once an Extra could be started at a Control Point
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* or in an Interchange's yard (§7) — those trains were never offered a car and ran empty. The extra
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* clause is `beingMadeUp` (state.ts), a flag set on exactly those trays and cleared when they start
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* running, rather than a second positional rule: a train STANDING at an Office is usually one that
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* arrived, and must not be fillable from the yard.
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*
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* SHARED with the New Train Phase, which uses it to decide whether to stop and ask. It has to be:
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* `check` accepted any tray with room in its consist, so during a New Train Phase the Division Yard
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@@ -2777,7 +2919,7 @@ export function acceptsCar(tray: CrewTray, carType: CarType): boolean {
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*/
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export function isBeingMadeUp(tray: CrewTray): boolean {
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if (tray.trainNumber === null) return false;
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if (tray.position.at !== 'divisionPoint') return false;
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if (tray.position.at !== 'divisionPoint' && !tray.beingMadeUp) return false;
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const profile = trainProfile(tray.trainNumber, tray.trainIsExtra);
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if (!profile) return false;
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return tray.consist.length < consistSize(profile.consist);
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Reference in New Issue
Block a user