v0.7.9.6 — three things the engine knew and the screen did not

Found by looking rather than by being told. Gitea#21, #22, #94 and #96
were four instances of one fault in a row — the engine gains something
that changes what a train may do, and nothing draws it — and every one
was found by a player hitting it. So instead of waiting for the fifth,
every field of GameState and its nested types was enumerated, checked for
a reader in sim/view.ts, src/web/ and sim/narrate.ts, and the survivors
verified BY RUNNING THE ENGINE rather than by trusting the grep.

Four fields had no reader. `movedThisPhase` lives and dies inside one
`advance` call and is nobody's business. The other three are below. What
was ruled out matters as much: `freightWorked`, `drawnThisTurn`,
`freightAgentUsed`, `switchedSince` and `movesUsed` are invisible on
purpose, their effect already showing as legality or as a complement
already on the Frame. A field is not a display gap merely because nothing
renders it.

#98 — the Crew Tray pool. §7 scarcity is called an explicit mechanic and
was explicit only in the engine. The blocked panel had one tray rule,
keyed off the train due out this Stage, so a player who spent a card on
an Extra or ordered a second section got an EMPTY panel while their train
sat behind an exhausted pool — both having been announced once in the log
in a line promising a future event that nothing then confirmed. The
shared table carries the pool and the queue now, so the common board gets
it too, and the panel reports all three with the count beside them.

#99 — a train held at the Limits vanished off the board, and this one had
shipped. The Interlocking stops an inbound train on the Limit Track
rather than colliding with a full Office. `arriveAtOffice` removes the
tray from the Mainline node's `transits` and the Interlocking branch
pushes it onto `heldAtLimits` without assigning `tray.position` — and the
map draws mainline nodes from `transits` and squares from
`position.at === 'grid'`, so between the two it was drawn in NEITHER. It
disappeared on arrival and reappeared in the Office some Stages later.
Fixed in the view: the engine is right, and `position` is left alone
deliberately so nothing treats the train as standing somewhere it could
be switched from.

#100 — the Campaign Train's speeches change its rules, and the card said
the same thing before and after. Worse, the "EXPEDITED ... costs 1
Revenue" warning prints only under `rules.expedite`, so X17 became
subject to a fault whose warning the game shows to every other expedited
train and never to it. `trainRules` reads `speechMade` now and borrows
`isExpedited` from advance.ts rather than restating the test.

#45 — the 0.7.9 dead-field audit, finished, and the answer was different
for each. `overHandLimit` is WIRED: its consumer existed all along and
was inferring the hand limit from the ABSENCE of `draw.end` in the menu,
which is sound only while `check` keeps refusing for exactly three
reasons. `viewerSeat` is DOCUMENTED, with a condition — Gitea#20's board
keys districts by seat, and the note says to delete it if step 2 ships
without using it.

The audit had missed a third limb. `game.mustPlayCard` was assigned on
every submit and read by nothing: deleted. Chasing it turned up the thing
worth fixing — the §6.2 hand-limit test existed in THREE places, all
agreeing, which is the state #96's disagreement started from. One
`overHandLimit(state, player)` in state.ts now, and the other two ask it.
`Session.overHandLimit()` is deleted rather than kept: the Frame already
carries the fact, so the method was a second path to it.

934 tests pass, up from 917. The 17 new ones were written red, and each
fix checked by mutation: reverting `speechMade` fails 2, dropping the
held-train projection fails 4, forgetting the tray queues fails 2. The
empty blocked panel is reported beside its positive control, since an
empty result from a broken function proves nothing.

NOT VERIFIED AT A TABLE. Engine and view work, checked by tests and by
running the engine. #39 and #35 still stand.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y5boPxP6JHRYMm8adXaF5R
This commit is contained in:
Jesse.Markowitz
2026-09-07 21:29:16 -04:00
co-authored by Claude Opus 5
parent d5445badcc
commit 7f4e027258
15 changed files with 685 additions and 52 deletions
+111
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@@ -19,6 +19,117 @@ page as `v0.1.0 · <sha> · <date>`, so what is deployed can always be identifie
--- ---
## 0.7.9.6 — 2026-09-07
Three things the engine knew and the screen did not, found by looking for them rather than by
waiting to be told — plus the dead-field audit from 0.7.9 finished off.
### The method, first, because it is the part that generalises
Gitea#21, Gitea#22, #94 and #96 were four instances of one fault in a row: the engine gains something
that changes what a train may do, and nothing draws it. Every one was found by a player hitting it.
So rather than wait for the fifth, every field of `GameState` and its nested types was enumerated and
checked for a reader in `sim/view.ts`, `src/web/` and `sim/narrate.ts` — and the survivors were then
**verified by running the engine**, not by trusting the grep. Four fields had no reader anywhere.
`movedThisPhase` is set and cleared inside a single `advance` call and is nobody's business. The
other three are below.
Saying what was ruled out matters as much: `freightWorked`, `drawnThisTurn`, `freightAgentUsed`,
`switchedSince` and `movesUsed` are all invisible on purpose — their effect already shows as
legality, or as a complement already on the Frame. A field is not a display gap merely because
nothing renders it. `dispatchUsedToday` is the one genuine maybe left, and is not done.
### The Crew Tray pool is a mechanic you can now see (#98)
`state.ts` calls §7's tray scarcity "an explicit mechanic" and it was explicit only in the engine.
The blocked panel — the one that answers "why is nothing moving?" — had exactly one tray rule, keyed
off the train due out this Stage. So a player who had spent a card on an Extra, or ordered a second
section, got a **completely empty** panel while their train sat behind an exhausted pool. Both had
been announced once in the log, in a line that promised a future event — "it runs once as soon as a
Crew Tray frees up", "an identical train will run right behind it" — which nothing ever confirmed.
`projectSharedTable` carries `crewTrays` and `queued` now, so the common board gets it too, and the
panel reports all three cases with the count beside them: "no free Crew Tray" on its own reads like a
permanent fact about the game rather than a state that will pass.
The first draft of that count derived the pool size as `trays.size + freeTrays.length`. That is
invariant in play — `retireTrain` puts the tray back — and reads **"0 of 0"** the moment it meets a
state where a tray is neither free nor carrying a train. `crewTrayCount` already owned the number.
### A train held at the Limits had been vanishing off the board (#99)
The most serious of the three, and it had been shipped. The Interlocking is the designed answer to a
full Office: rather than Gap 2d's automatic collision, the train is stopped on the Limit Track and
takes the first A/D track that frees, ahead of any newcomer.
`arriveAtOffice` removes the tray from the Mainline node's `transits`, and the Interlocking branch
pushes it onto `area.heldAtLimits` **without assigning `tray.position`**. The map draws mainline
nodes from `transits` and district squares from `position.at === 'grid'` — so between the two, the
train was drawn in neither. It disappeared from the board on arrival and reappeared in the Office
some Stages later, with a single log line as the whole account of it.
Measured rather than reasoned: with the tray in `transits` the Interchange node carries its chip;
moved to `heldAtLimits` exactly as the engine moves it, that node's `trains` is `[]` and no grid
square has gained it.
Fixed in the **view**, not the engine. The engine is right — a held train is inside the Limits and
not on an A/D track — and `position` is deliberately left alone so nothing may treat the train as
standing on a square it could be switched from. The map draws it on the Limits square it came in by
(eastbound at `limitsWest`, westbound at `limitsEast`), flagged so it does not read as an ordinary
arrival, with the reason on the chip and in the blocked panel.
### The Campaign Train now says whether its speeches are made (#100)
X17 is "one turn at station (speeches) then expedite" — two states, not one sentence. Its first
Office arrival is an ordinary stop; every arrival after runs expedited, and an expedited train left
off the Office square when the next Mainline Phase begins is a fault costing 1 Revenue.
`trainRules()` took `{ trainNumber, trainIsExtra }`, so it could not see `speechMade` even though
both of its tray-side callers hand it a whole `CrewTray` that has it. The chip read identically
before and after. Worse, the "EXPEDITED … costs 1 Revenue" warning is printed only under
`rules.expedite` — so X17 became subject to a fault whose warning the game shows to every other
expedited train and never to it. It now says which half it is in, and borrows `isExpedited` from
`advance.ts` rather than restating the test.
### The 0.7.9 dead-field audit, finished (#45)
Deferred by Jesse on 2026-08-30 with the decision framed as delete-or-document. The answer turned out
to be different for each, and neither was a patch.
**`overHandLimit` is wired, because its consumer existed all along and was guessing.** `main.ts`
already draws a disabled "End Local Operations" button explaining the hand limit — but decided to
draw it from the *absence* of `draw.end` in the menu. That is sound only because `check('draw.end')`
refuses for exactly three reasons and the two guards beside it rule out the other two; a fourth
reason would have made the panel explain a refusal by describing something else entirely, which is
#90 verbatim. It reads `f.overHandLimit` now — which is what the field was built for in the first
place. Behaviour is unchanged; the screen states its reason instead of inferring it.
**`viewerSeat` is documented, with a condition.** Gitea#20's common board keys districts by seat and
resolves the player through `playerAtSeat`, so a client picking its own district out of a seat-keyed
board needs this and cannot get it from `viewer`. The declaration says so — and says to delete it if
step 2 ships without using it.
**And the audit had missed a third limb.** `game.mustPlayCard` was assigned from `overHandLimit` on
every submit and read by nothing at all: deleted. Chasing it turned up the thing actually worth
fixing — the §6.2 hand-limit test existed in **three** places (`check('draw.end')`, an inline
recomputation inside `snapshot()`, and `web/game.ts`'s own). All three agreed, which is precisely the
state #96's disagreement started from. There is one `overHandLimit(state, player)` in `state.ts` now
and the other two ask it. `Session.overHandLimit()` — declared on the interface and implemented
twice — is deleted rather than kept, the Frame already carrying the fact.
### Proof
934 tests pass, up from 917. The 17 new ones were written red and each fix was then checked by
mutation: reverting `speechMade` fails 2, dropping the held-train projection fails 4, and forgetting
the two tray queues fails 2. The blocked panel returning nothing for the queues is reported alongside
its positive control — the same state with a timetabled train due, which correctly says "no free Crew
Tray" — because an empty result from a function that is simply broken proves nothing.
**Not verified at a table.** All of this is engine and view work checked by tests and by running the
engine; no part of it has been met by a person at a board. #39 and #35 still stand.
---
## 0.7.9.5 — 2026-09-07 ## 0.7.9.5 — 2026-09-07
Two faults in what 0.7.9.4 had just built, both of the same shape: a second copy of an answer that Two faults in what 0.7.9.4 had just built, both of the same shape: a second copy of an answer that
+102 -10
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@@ -363,11 +363,6 @@ are one section is that each one found the next.
them. **The flag matters more than the 29** — two are Gitea#18 leftovers in one file, one found them. **The flag matters more than the 29** — two are Gitea#18 leftovers in one file, one found
by hand and the other missed. Do #48 first; it settles ten of them. See **Reference · #46**. by hand and the other missed. Do #48 first; it settles ten of them. See **Reference · #46**.
- [ ] **#45** — The Frame carries two things nothing reads — `viewerSeat` and `overHandLimit`.
**Deferred by Jesse 2026-08-30** ("leave it for now"); the decision when it comes is
delete-or-document, not a patch. The two tally fields found by the same audit are fixed. See
**Reference · #45**.
- [ ] **#84** — Five test fixtures pinned a seed and meant "a game like this". All five broke on - [ ] **#84** — Five test fixtures pinned a seed and meant "a game like this". All five broke on
Gitea#14 for that reason. See **Reference · #84**. Gitea#14 for that reason. See **Reference · #84**.
@@ -1584,11 +1579,33 @@ screen. Fixing them turned up something else worth knowing: `resultsHtml` draws
screen, which is how the first attempt at pinning this failed for a reason unrelated to the screen, which is how the first attempt at pinning this failed for a reason unrelated to the
fix. fix.
**The two plumbing ones — `viewerSeat` and `overHandLimit` — are DEFERRED (Jesse, 2026-08-30): **The two plumbing ones are DONE — 2026-09-07 in v0.7.9.6, and the answer was different for
"leave it for now."** They cost nothing today and v0.7.9 had enough in it. The decision when it each.** Deferred by Jesse 2026-08-30 ("leave it for now") on the understanding that the decision
comes is delete-or-document, not a patch: either strip the field and the `Session`-interface would be delete-or-document rather than a patch.
method, or write down what each is being carried ahead of a consumer FOR, so the next audit
does not re-flag them. - **`overHandLimit` — WIRED, because the consumer existed all along and was guessing.** `main.ts`
draws a disabled "End Local Operations" button explaining the hand limit, and decided to draw it
from `f.option === 'draw' && !menu.options.some(i => i.type === 'draw.end')` — i.e. from the
ABSENCE of the move. That is sound only because `check('draw.end')` refuses for exactly three
reasons and the two guards beside it rule out the other two; a fourth reason would have made the
panel explain a refusal by describing something else entirely, which is #90 verbatim. It now reads
`f.overHandLimit`, which is what `web/game.ts` says the field is for: "so the page can DISABLE the
button with a reason instead of hiding a move that has simply become illegal." Behaviour-neutral
today; what changed is that the screen states its reason instead of inferring it.
- **`viewerSeat` — DOCUMENTED, with a condition.** Gitea#20's common board keys every district by
SEAT and resolves the player through `playerAtSeat`, so a client picking its own district out of a
seat-keyed board needs this and cannot derive it from `viewer`. The declaration now says so, and
says to delete it if step 2 ships without using it — a note is a reason to survive one audit, not
an exemption from the next.
**And the audit's own method found a third limb it had missed.** `game.mustPlayCard` was set from
`overHandLimit` on every submit and read by nothing at all — deleted. Chasing that turned up the
thing actually worth fixing: the §6.2 hand-limit test existed in **three** places — `check('draw.end')`
in `apply.ts`, an inline recomputation in `snapshot()`, and `web/game.ts`'s own. All three agreed,
which is exactly the state #96's disagreement started from. There is now one `overHandLimit(state,
player)` in `state.ts` and the other two ask it. `Session.overHandLimit()` — declared on the
interface and implemented twice, locally and remotely — is deleted rather than kept: the Frame
already carries the fact, so the method was a second path to it.
#### #84 — FIVE TEST FIXTURES PINNED A SEED AND MEANT "A GAME LIKE THIS". #### #84 — FIVE TEST FIXTURES PINNED A SEED AND MEANT "A GAME LIKE THIS".
@@ -1830,6 +1847,81 @@ the numbers stay so cross-references above and below still resolve.
`Frame.lines` is the solitaire and replay path, which builds its Frames through `snapshot()` `Frame.lines` is the solitaire and replay path, which builds its Frames through `snapshot()`
directly and is untouched. directly and is untouched.
98. ~~**The Crew Tray pool was an "explicit mechanic" that only the engine could see.**~~ — done
2026-09-07 in v0.7.9.6. §7 scarcity is real — there are fewer trays than trains wanting one — and
the view read none of the three things the engine knows about it: how many are free, which Extras
are queued for one, which second sections are. The panel that answers "why is nothing moving?"
had a single tray rule, keyed off the train due out THIS Stage, so a player who had spent a card
on an Extra or ordered a second section got an **empty** panel while their train sat behind an
exhausted pool. Both had been announced once in the log, in a line promising a future event ("as
soon as a Crew Tray frees up") that nothing then confirmed.
`projectSharedTable` now carries `crewTrays` and `queued`, so the common board gets it too, and
the blocked panel reports all three cases with the count beside them — "no free Crew Tray" alone
reads as a permanent fact about the game rather than a state that will pass. An Extra is reported
to the player who played the card, because §7 gives the train to them; a second section is the
table's, like any Timetabled train.
**Worth knowing:** the first draft derived the pool size as `trays.size + freeTrays.length`,
which is invariant in play (`retireTrain` returns the tray) and read **"0 of 0"** the moment it
met a state where a tray was neither free nor carrying a train. `crewTrayCount` already owned
that number. A second way to know one fact is the shape of every bug in this release.
**THE METHOD, which is worth more than the three fixes** (#98, #99, #100 all came out of it, and
`test/display-gaps.test.ts` cites this entry for it). Gitea#21, Gitea#22, #94 and #96 were four
instances of one fault in a row — the engine gained something that changes what a train may do,
and nothing drew it — and every one was found by a player hitting it. So instead of waiting for
the fifth: enumerate every field of `GameState` and its nested types, check each for a reader in
`sim/view.ts`, `src/web/` and `sim/narrate.ts`, then **verify the survivors by running the engine
rather than trusting the grep**. Four fields had no reader. `movedThisPhase` is set and cleared
inside one `advance` call and is genuinely nobody's business; the other three are the items
above.
**A field is not a display gap merely because nothing renders it**, and saying so is what keeps
the sweep honest. `freightWorked`, `drawnThisTurn`, `freightAgentUsed`, `switchedSince` and
`movesUsed` were all ruled out: their EFFECT is already visible as legality, or as a complement
already on the Frame (`movesRemaining`). `dispatchUsedToday` — a once-a-Day bonus already spent,
discoverable only by the action being refused — is the one genuine maybe left, and is not done.
The verification mattered twice. The blocked panel returning `[]` for the two queues is only
evidence alongside the positive control — the same state with a timetabled train due, which
correctly reports "no free Crew Tray". And #99's "drawn nowhere" was established by watching a
chip present on the Interchange node before the move to `heldAtLimits` and absent after.
99. ~~**A train held at the Limits by an Interlocking vanished off the board.**~~ — done 2026-09-07
in v0.7.9.6, and the most serious of the three. The Interlocking is the designed answer to a full
Office — instead of Gap 2d's automatic collision, "may stop an inbound train on the Limit Track",
and it takes the first A/D track that frees ahead of any newcomer.
`arriveAtOffice` removes the tray from the Mainline node's `transits` and the Interlocking branch
pushes it onto `area.heldAtLimits` **without assigning `tray.position`**. The map draws mainline
nodes from `transits` and district squares from `position.at === 'grid'`, so between the two it
was drawn in NEITHER. Measured: with the tray in `transits` the Interchange node carries its
chip; moved to `heldAtLimits` exactly as the engine moves it, the node's `trains` is `[]` and no
grid square has gained it. The train disappeared on arrival and reappeared in the Office some
Stages later, with one log line as the only account of it.
**Fixed in the VIEW, not the engine.** The engine's state is right — a held train is inside the
Limits and not on an A/D track — and `position` is left alone deliberately, so nothing may treat
it as standing on a square it could be switched from. `trainsOnCard` draws it on the Limits
square it came in by (eastbound at `limitsWest`, westbound at `limitsEast`), flagged
`heldAtLimits` so it does not read as an ordinary arrival, with the reason on the chip and in the
blocked panel.
100. ~~**The Campaign Train's speeches changed its rules and the card never said which half it was
in.**~~ — done 2026-09-07 in v0.7.9.6. X17 is "one turn at station (speeches) then expedite":
its first Office arrival is an ordinary stop, and every arrival after runs EXPEDITED — so if it
is not back on the Office square when the next Mainline Phase begins, that is a Station Master
fault costing 1 Revenue.
`trainRules()` took `{ trainNumber, trainIsExtra }` and so could not see `speechMade`, even
though both of its tray-side callers hand it a whole `CrewTray` that has it. The chip therefore
read identically before and after — and worse, the "EXPEDITED … costs 1 Revenue" warning is
printed only under `rules.expedite`, so X17 became subject to a fault whose warning the game
shows to every other expedited train and never to it. It now says which half it is in, and
borrows `isExpedited` from `advance.ts` rather than restating the test: a card describing a rule
the engine does not apply is the failure this sits inside.
32. ~~**Tell the 0.4.9 playtesters their saves are dead, before they find out.**~~ — done 32. ~~**Tell the 0.4.9 playtesters their saves are dead, before they find out.**~~ — done
2026-09-07. `PLAYTEST-0.7.4.md` was written for exactly this and did its job; Jesse, 2026-09-07: 2026-09-07. `PLAYTEST-0.7.4.md` was written for exactly this and did its job; Jesse, 2026-09-07:
"a temporary document to help some of the playtesters out on making the big jump, but that is no "a temporary document to help some of the playtesters out on making the big jump, but that is no
+1 -1
View File
@@ -1,6 +1,6 @@
{ {
"name": "station-master", "name": "station-master",
"version": "0.7.9.5", "version": "0.7.9.6",
"private": true, "private": true,
"type": "module", "type": "module",
"description": "Station Master — a railroad operations game", "description": "Station Master — a railroad operations game",
+5 -1
View File
@@ -727,7 +727,11 @@ function spendDispatchBonus(
* the speeches are made, and every arrival after that is expedited. `speechMade` is set on that first * the speeches are made, and every arrival after that is expedited. `speechMade` is set on that first
* stop, so the train is exempt once and subject to the fault thereafter. * stop, so the train is exempt once and subject to the fault thereafter.
*/ */
function isExpedited(tray: CrewTray): boolean { export function isExpedited(tray: {
trainNumber: number | null;
trainIsExtra: boolean;
speechMade?: boolean;
}): boolean {
const rules = trainProfile(tray.trainNumber ?? 0, tray.trainIsExtra)?.rules; const rules = trainProfile(tray.trainNumber ?? 0, tray.trainIsExtra)?.rules;
if (!rules) return false; if (!rules) return false;
if (rules.expedite) return true; if (rules.expedite) return true;
+4 -4
View File
@@ -61,6 +61,7 @@ import {
decisionActor, decisionActor,
officeNodeFor, officeNodeFor,
isOperationalRail, isOperationalRail,
overHandLimit,
playerAtSeat, playerAtSeat,
pooled, pooled,
railFacingOf, railFacingOf,
@@ -1099,10 +1100,9 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
case 'draw.end': { case 'draw.end': {
if (!inPhase(s, 'localOps')) return 'WRONG_PHASE'; if (!inPhase(s, 'localOps')) return 'WRONG_PHASE';
if (turnOf(s, player).option !== 'draw') return 'OPTION_NOT_CHOSEN'; if (turnOf(s, player).option !== 'draw') return 'OPTION_NOT_CHOSEN';
// §6.2 — "the player must reduce his hand to no more than three cards". // §6.2 — "the player must reduce his hand to no more than three cards". `overHandLimit`
const hand = s.decks.hands.get(player) ?? []; // (state.ts) is the one copy of that test; the Frame and the page ask the same function.
const limit = s.decks.redFlags.get(player) ? HAND_LIMIT + 1 : HAND_LIMIT; return overHandLimit(s, player) ? 'HAND_LIMIT' : null;
return hand.length > limit ? 'HAND_LIMIT' : null;
} }
// -- Freight Agent -------------------------------------------------------- // -- Freight Agent --------------------------------------------------------
+14 -1
View File
@@ -17,7 +17,7 @@ import type {
OfficeTier, OfficeTier,
TrackGeometry, TrackGeometry,
} from './content.ts'; } from './content.ts';
import { MAX_CONSIST, officeProfile } from './content.ts'; import { HAND_LIMIT, MAX_CONSIST, officeProfile } from './content.ts';
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
// Identifiers // Identifiers
@@ -1040,6 +1040,19 @@ export function turnOf(s: GameState, player: PlayerIndex): TurnState {
return t; return t;
} }
/**
* §6.2 — IS THIS PLAYER HOLDING MORE THAN THEY MAY? Three cards, or four while a Red Flag is held.
*
* ONE answer, because there were three of them: `check('draw.end')` refused on it, `snapshot()`
* recomputed it inline for the Frame, and `web/game.ts` kept a third for the page. All three agreed
* — which is the state a disagreement starts from, and #96 is what that costs when the two halves
* are a screen and the server that refuses what the screen offered.
*/
export function overHandLimit(s: GameState, player: PlayerIndex): boolean {
const hand = s.decks.hands.get(player) ?? [];
return hand.length > (s.decks.redFlags.get(player) ? HAND_LIMIT + 1 : HAND_LIMIT);
}
export function freshTurn(moves: number): TurnState { export function freshTurn(moves: number): TurnState {
return { return {
option: null, option: null,
+63 -7
View File
@@ -15,7 +15,7 @@
* panel cannot drift from the rules. * panel cannot drift from the rules.
*/ */
import { MAX_CONSIST } from '../engine/content.ts'; import { MAX_CONSIST, crewTrayCount } from '../engine/content.ts';
import { adTrackCount, coordKey, seatOf, turnOf } from '../engine/state.ts'; import { adTrackCount, coordKey, seatOf, turnOf } from '../engine/state.ts';
import type { GameState, GridCoord, PlayerIndex, RollingStock, SeatIndex, TrayId } from '../engine/state.ts'; import type { GameState, GridCoord, PlayerIndex, RollingStock, SeatIndex, TrayId } from '../engine/state.ts';
import { areaOf, canAdvanceLoad, canBoard, canDetrain, canStartLoad, facilityCarType, facilityCarTypes, freightRuleSpentHere, isFreight, laborersLeft, movesFor, passengerRefusal, portersLeft } from '../engine/apply.ts'; import { areaOf, canAdvanceLoad, canBoard, canDetrain, canStartLoad, facilityCarType, facilityCarTypes, freightRuleSpentHere, isFreight, laborersLeft, movesFor, passengerRefusal, portersLeft } from '../engine/apply.ts';
@@ -868,13 +868,69 @@ export function impediments(s: GameState, player: PlayerIndex = 0): Impediment[]
} }
} }
// Trains held for want of a Crew Tray (§7) — the scarcity mechanic, made visible. /**
const due = s.timetable[s.clock.stage - 1]; * TRAINS HELD FOR WANT OF A CREW TRAY (§7) — the scarcity mechanic, made visible (#98).
if (due !== null && due !== undefined && s.freeTrays.length === 0) { *
* This covered the TIMETABLED train due out this Stage and nothing else, which meant the two
* other things that queue for the same pool reported nothing at all. A player who spent a card on
* an Extra, or ordered a second section, got an EMPTY panel while their train sat behind an
* exhausted pool — and each had been announced once in the log in a line that promised a future
* event ("as soon as a Crew Tray frees up") which nothing then confirmed.
*
* All three are one condition, so they are written as one block: no free tray, and something
* waiting for one. The count rides along because "no free Crew Tray" reads like a permanent fact
* about the game rather than a state that will pass.
*/
// `crewTrayCount` is the pool's size, asked rather than re-derived. `trays.size + freeTrays.length`
// gives the same number in play — `retireTrain` moves a tray back — but it is a second way to know
// one fact, which is the shape of every bug this release fixed.
const trays = `${s.freeTrays.length} of ${crewTrayCount(s.players.length)} Crew Trays free`;
if (s.freeTrays.length === 0) {
const due = s.timetable[s.clock.stage - 1];
if (due !== null && due !== undefined) {
out.push({
where: `Train ${due}`,
why: `due to depart but HELD — no free Crew Tray (${trays})`,
severity: 'stuck',
});
}
// An Extra belongs to the player who played the card (§7), so it is their errand and it is
// reported to them. A second section is the table's, like any Timetabled train.
for (const x of s.pendingExtras) {
if (x.player !== player) continue;
out.push({
where: `Extra X${x.trainNumber}`,
why: `played and waiting to be made up — no free Crew Tray (${trays})`,
severity: 'stuck',
});
}
for (const n of s.pendingSecondSections) {
out.push({
where: `Train ${n}`,
why: `second section ordered and waiting to be made up — no free Crew Tray (${trays})`,
severity: 'stuck',
});
}
}
/**
* A TRAIN HELD AT THE LIMITS BY AN INTERLOCKING (#99).
*
* It is inside the player's Limits, not on an A/D track, and it takes the first track that frees
* ahead of any newcomer. The map now draws it on the Limits square; this says what it is waiting
* for, which is the Office emptying rather than anything the held train itself can do.
*/
for (const id of area.heldAtLimits) {
const t = s.trays.get(id);
if (!t) continue;
out.push({ out.push({
where: `Train ${due}`, where: `Train ${t.trainIsExtra ? 'X' : ''}${t.trainNumber ?? '—'}`,
why: 'due to depart but HELD — no free Crew Tray', why:
severity: 'stuck', 'held at your Limits by the Interlocking instead of colliding — it takes the first A/D ' +
'track that frees, ahead of any train arriving after it',
severity: 'waiting',
}); });
} }
+100 -7
View File
@@ -10,7 +10,7 @@
* drift into two different pictures of the same board. * drift into two different pictures of the same board.
*/ */
import { regionOfTransit } from '../engine/advance.ts'; import { isExpedited, regionOfTransit } from '../engine/advance.ts';
import { import {
areaAtSeat, areaAtSeat,
areaOf, areaOf,
@@ -35,6 +35,7 @@ import {
REALIGNMENTS, REALIGNMENTS,
OFFICE_ORDER, OFFICE_ORDER,
SPACE_USE_CARDS, SPACE_USE_CARDS,
crewTrayCount,
enhancementRule, enhancementRule,
enhancementText, enhancementText,
industryProfile, industryProfile,
@@ -47,7 +48,7 @@ import {
} from '../engine/content.ts'; } from '../engine/content.ts';
import type { Intent } from '../engine/intents.ts'; import type { Intent } from '../engine/intents.ts';
import type { Facility, GameConfig, GameState, PlayerIndex, SeatIndex, TrackCard, TurnoutOrientation } from '../engine/state.ts'; import type { Facility, GameConfig, GameState, PlayerIndex, SeatIndex, TrackCard, TurnoutOrientation } from '../engine/state.ts';
import { actingPlayer, carsOn, playerAtSeat, railFacingOf, seatOf, turnOf } from '../engine/state.ts'; import { actingPlayer, carsOn, overHandLimit, playerAtSeat, railFacingOf, seatOf, turnOf } from '../engine/state.ts';
import type { Direction, Hand, HouseRules, TrackGeometry } from '../engine/content.ts'; import type { Direction, Hand, HouseRules, TrackGeometry } from '../engine/content.ts';
import type { Port } from '../engine/track.ts'; import type { Port } from '../engine/track.ts';
import { connectionsFor, slopeOfPair, variantsFor } from '../engine/track.ts'; import { connectionsFor, slopeOfPair, variantsFor } from '../engine/track.ts';
@@ -104,6 +105,15 @@ export type CellView = {
* standing in front of them — the card is face down in a box somewhere by then. * standing in front of them — the card is face down in a box somewhere by then.
*/ */
what: string; what: string;
/**
* HELD AT THE LIMITS BY AN INTERLOCKING, rather than standing on this square (#99).
*
* The engine keeps these in `OfficeArea.heldAtLimits` and deliberately does NOT move
* `tray.position` onto the grid — a held train is not on a square anything may switch it from.
* So the map has to draw it from the held list, and mark it, or it reads as an ordinary arrival
* the player could work.
*/
heldAtLimits?: true;
}[]; }[];
/** /**
* Office card only: how many A/D tracks the tier has — null everywhere else. * Office card only: how many A/D tracks the tier has — null everywhere else.
@@ -457,7 +467,17 @@ export type Frame = {
* there is only one; the first thing you want to know at a four-player table. * there is only one; the first thing you want to know at a four-player table.
*/ */
viewer: number; viewer: number;
/** The viewer's position in the west-to-east chain, which is not their player index (§4.4). */ /**
* The viewer's position in the west-to-east chain, which is not their player index (§4.4).
*
* CARRIED AHEAD OF ITS CALLER, DELIBERATELY (#45). Nothing renders this today — the 2026-08-30
* dead-field audit found it read only by one test, and Jesse deferred the delete-or-document
* call. Documenting rather than deleting, because Gitea#20's common board keys every district by
* SEAT and resolves the player through `playerAtSeat` (§Employee Rotation moves players between
* districts), so a client that must pick its own district out of a seat-keyed board needs exactly
* this and cannot derive it from `viewer`. If step 2 ships without using it, delete it then —
* this note is the reason it survived one audit, not a permanent exemption from the next.
*/
viewerSeat: number; viewerSeat: number;
/** /**
* §4.4's opening D12 per player, and the roll that chose the Superintendent — kept so a client * §4.4's opening D12 per player, and the roll that chose the Superintendent — kept so a client
@@ -750,6 +770,39 @@ function baseOf(
*/ */
function trainsOnCard(s: GameState, viewerSeat: SeatIndex, key: string): CellView['trains'] { function trainsOnCard(s: GameState, viewerSeat: SeatIndex, key: string): CellView['trains'] {
const out: CellView['trains'] = []; const out: CellView['trains'] = [];
/**
* TRAINS HELD AT THE LIMITS — drawn here or drawn nowhere (#99).
*
* `arriveAtOffice` takes the tray out of the Mainline node's `transits` and, when an Interlocking
* saves it from Gap 2d's collision, pushes it onto `heldAtLimits` without giving it a grid
* position. The map draws mainline nodes from `transits` and squares from `position.at === 'grid'`
* — so between the two the train was drawn in NEITHER, and simply vanished off the board until an
* A/D track freed some Stages later.
*
* At WHICH Limits: the end it came in by. An eastbound train entered from the west, so it is held
* at `limitsWest`; a westbound one at `limitsEast`.
*/
const area = areaAtSeat(s, viewerSeat);
for (const id of area.heldAtLimits) {
const t = s.trays.get(id);
if (!t) continue;
const at = t.direction === 'east' ? area.limitsWest : area.limitsEast;
if (`${at.row},${at.col}` !== key) continue;
out.push({
trayId: id,
label: t.trainNumber === null ? 'crew' : `T${t.trainIsExtra ? 'X' : ''}${t.trainNumber}`,
cars: t.consist.map((c) => carLabel(c, viewerSeat)),
engineAt: Math.max(0, Math.min(t.consist.length, t.engineAt)),
facing: railFacingOf(t),
what:
'HELD AT THE LIMITS — the Interlocking stopped it on the Limit Track instead of letting it ' +
'collide with a full Office. It takes the first A/D track that frees, ahead of any train ' +
`arriving after it. ${trainRules(t)}`,
heldAtLimits: true,
});
}
for (const [id, t] of s.trays) { for (const [id, t] of s.trays) {
if (t.position.at !== 'grid' || t.position.seat !== viewerSeat) continue; if (t.position.at !== 'grid' || t.position.seat !== viewerSeat) continue;
if (`${t.position.coord.row},${t.position.coord.col}` !== key) continue; if (`${t.position.coord.row},${t.position.coord.col}` !== key) continue;
@@ -1515,6 +1568,27 @@ export function projectSharedTable(s: GameState) {
? `Mainline card ${t.position.index}` ? `Mainline card ${t.position.index}`
: `Office Area (${t.position.coord.col},${t.position.coord.row})`, : `Office Area (${t.position.coord.col},${t.position.coord.row})`,
})), })),
/**
* THE CREW TRAY POOL, WHICH IS §7's SCARCITY MECHANIC (#98).
*
* `state.ts` calls it explicit, and it was explicit only in the engine: there are fewer trays
* than there are trains wanting one, and nothing said how many were left. Public without
* question — the trays are physical objects in the middle of the table, and this is a count
* beside the deck and yard counts already here.
*/
crewTrays: { free: s.freeTrays.length, total: crewTrayCount(s.players.length) },
/**
* THE TRAINS QUEUED FOR ONE — the other half, and the half that had been promised in words.
*
* Playing an Extra says "it runs once as soon as a Crew Tray frees up"; ordering a second
* section says "an identical train will run right behind it". Both were announced once in the
* log and then existed only in the engine, so neither promise was ever visibly kept. Who played
* an Extra is public: §7 gives the train to the player who played the card, in the open.
*/
queued: {
extras: s.pendingExtras.map((x) => ({ trainNumber: x.trainNumber, player: x.player })),
secondSections: [...s.pendingSecondSections],
},
}; };
} }
@@ -1647,8 +1721,7 @@ export function snapshot(
viewer, viewer,
viewerSeat, viewerSeat,
handCount: (s.decks.hands.get(viewer) ?? []).length, handCount: (s.decks.hands.get(viewer) ?? []).length,
overHandLimit: overHandLimit: overHandLimit(s, viewer),
(s.decks.hands.get(viewer) ?? []).length > (s.decks.redFlags.get(viewer) ? HAND_LIMIT + 1 : HAND_LIMIT),
objective: objectiveOf(s, viewer), objective: objectiveOf(s, viewer),
runningRow, runningRow,
limits, limits,
@@ -1825,6 +1898,12 @@ export function cardDescription(s: GameState, id: string): string {
export function trainRules(t: { export function trainRules(t: {
trainNumber: number | null; trainNumber: number | null;
trainIsExtra: boolean; trainIsExtra: boolean;
/**
* X17 only — whether the speeches are made, which is what decides which HALF of its printed rule
* the train is currently living under (#100). Optional because the timetable renders a train
* number with no tray behind it; absent means "not yet", which is the state a train starts in.
*/
speechMade?: boolean;
}): string { }): string {
const p = trainProfile(t.trainNumber ?? 0, t.trainIsExtra); const p = trainProfile(t.trainNumber ?? 0, t.trainIsExtra);
if (!p) return ''; if (!p) return '';
@@ -1869,11 +1948,25 @@ export function trainRules(t: {
if (p.rules.pickUpEmptiesOnly) { if (p.rules.pickUpEmptiesOnly) {
parts.push('EMPTIES ONLY — it may not couple a loaded car. A caboose is not a load.'); parts.push('EMPTIES ONLY — it may not couple a loaded car. A caboose is not a load.');
} }
/**
* WHICH HALF OF ITS RULE THE CAMPAIGN TRAIN IS IN (#100).
*
* "One turn at station (speeches) then expedite" is two states, not one sentence. This used to
* print the sentence and stop, so the chip read identically before and after the speeches — while
* the fault the second half creates was warned about only under `expedite`, i.e. to every train
* EXCEPT the one that had just become subject to it.
*/
if (p.rules.stopThenExpedite) { if (p.rules.stopThenExpedite) {
parts.push('STOPS ONCE FOR SPEECHES, then runs expedited from its next Office onward'); parts.push(
t.speechMade
? 'SPEECHES MADE — it runs EXPEDITED from here on'
: 'STOPS ONCE FOR SPEECHES at its first Office, then runs expedited from the next one onward',
);
} }
if (p.rules.expedite) { // `isExpedited` (advance.ts) is the engine's own test, borrowed rather than restated: a card that
// described a rule the engine did not apply — or the reverse — is the whole failure this is in.
if (isExpedited(t)) {
// It is released and switched exactly like any other train — the restriction is on where it may // It is released and switched exactly like any other train — the restriction is on where it may
// be LEFT, not on when it leaves. // be LEFT, not on when it leaves.
parts.push( parts.push(
+4 -7
View File
@@ -31,6 +31,7 @@ import { legalActions } from '../engine/legal.ts';
import { createGame } from '../engine/setup.ts'; import { createGame } from '../engine/setup.ts';
import type { CardId, GameConfig, GameState, PlayerIndex } from '../engine/state.ts'; import type { CardId, GameConfig, GameState, PlayerIndex } from '../engine/state.ts';
import { actingPlayer } from '../engine/state.ts'; import { actingPlayer } from '../engine/state.ts';
import { overHandLimit as overHandLimitOf } from '../engine/state.ts';
import { playerAtSeat } from '../engine/state.ts'; import { playerAtSeat } from '../engine/state.ts';
import { cuesFor, narrate } from '../sim/narrate.ts'; import { cuesFor, narrate } from '../sim/narrate.ts';
// Import from the view module, NOT replay.ts — replay.ts writes files and reads process.argv, // Import from the view module, NOT replay.ts — replay.ts writes files and reads process.argv,
@@ -246,7 +247,6 @@ export type Game = {
* had already been played and the hand held three or fewer. Derived from the hand each render, so * had already been played and the hand held three or fewer. Derived from the hand each render, so
* it cannot drift out of step with what is actually held. * it cannot drift out of step with what is actually held.
*/ */
mustPlayCard: boolean;
/** /**
* Sounds the last batch of events earned, for the page to play and clear. * Sounds the last batch of events earned, for the page to play and clear.
* *
@@ -313,7 +313,7 @@ export const SOLO_PLAYER = 'Solitaire';
export function newGame(seed: number, config: GameConfig = SOLO_CONFIG): Game { export function newGame(seed: number, config: GameConfig = SOLO_CONFIG): Game {
const state = createGame({ id: `web-${seed}`, seed, config, playerNames: [SOLO_PLAYER] }); const state = createGame({ id: `web-${seed}`, seed, config, playerNames: [SOLO_PLAYER] });
const game: Game = { state, seed, history: [], log: [], mustPlayCard: false, cues: [], scheduled: null, justDrawn: null, announced: null }; const game: Game = { state, seed, history: [], log: [], cues: [], scheduled: null, justDrawn: null, announced: null };
// A history that opens mid-Stage reads as though something was missed. Say what the game IS // A history that opens mid-Stage reads as though something was missed. Say what the game IS
// first, then let the clock take over. // first, then let the clock take over.
game.log.push({ text: 'Game Begins', tone: 'start' }); game.log.push({ text: 'Game Begins', tone: 'start' });
@@ -332,7 +332,7 @@ export function newGame(seed: number, config: GameConfig = SOLO_CONFIG): Game {
*/ */
export function newMultiplayerGame(seed: number, config: GameConfig, playerNames: string[]): Game { export function newMultiplayerGame(seed: number, config: GameConfig, playerNames: string[]): Game {
const state = createGame({ id: `mp-${seed}`, seed, config, playerNames }); const state = createGame({ id: `mp-${seed}`, seed, config, playerNames });
const game: Game = { state, seed, history: [], log: [], mustPlayCard: false, cues: [], scheduled: null, justDrawn: null, announced: null }; const game: Game = { state, seed, history: [], log: [], cues: [], scheduled: null, justDrawn: null, announced: null };
game.log.push({ text: 'Game Begins', tone: 'start' }); game.log.push({ text: 'Game Begins', tone: 'start' });
/** /**
* NO SEED AT A TABLE WITH MORE THAN ONE SEAT (Gitea#20 step 1). * NO SEED AT A TABLE WITH MORE THAN ONE SEAT (Gitea#20 step 1).
@@ -1060,9 +1060,7 @@ function makeUpAdvice(
* button with a reason instead of hiding a move that has simply become illegal. * button with a reason instead of hiding a move that has simply become illegal.
*/ */
export function overHandLimit(game: Game, seat: PlayerIndex = 0): boolean { export function overHandLimit(game: Game, seat: PlayerIndex = 0): boolean {
const hand = game.state.decks.hands.get(seat) ?? []; return overHandLimitOf(game.state, seat);
const limit = game.state.decks.redFlags.get(seat) ? HAND_LIMIT + 1 : HAND_LIMIT;
return hand.length > limit;
} }
/** /**
@@ -1110,7 +1108,6 @@ export function submit(game: Game, intent: Intent, as: PlayerIndex | null = null
} }
game.history.push(intent); game.history.push(intent);
record(game, result.events, actor); record(game, result.events, actor);
game.mustPlayCard = overHandLimit(game);
drain(game); drain(game);
return true; return true;
} }
+17 -6
View File
@@ -1957,12 +1957,23 @@ function renderActions(
} }
html += `</div>`; html += `</div>`;
} }
if ( /**
f.phaseKey === 'localOps' && * WHY "END LOCAL OPERATIONS" IS NOT THERE (#45).
f.option === 'draw' && *
!menu.options.some((i) => i.type === 'draw.end') * This asked the question backwards: "the engine is offering no `draw.end`, so it must be the
) { * hand limit." That was true only because `check('draw.end')` happens to refuse for exactly three
// The hand being counted is the ACTOR's — they are the one who cannot end the turn. * reasons and the two guards above rule out the other two — a fourth reason would have made this
* block explain a refusal by describing something else entirely, which is #90 verbatim.
*
* `f.overHandLimit` IS the fact, and the Frame has carried it all along for precisely this: "the
* same test the engine applies to `draw.end`, asked here so the page can disable the button with a
* reason instead of hiding a move that has simply become illegal" (`web/game.ts`). It was computed,
* serialised and sent to nobody. Behaviour is unchanged today; what changes is that the screen now
* states the reason it is giving rather than inferring it from an absence.
*/
if (f.phaseKey === 'localOps' && f.option === 'draw' && f.overHandLimit) {
// The hand being counted is the VIEWER's, like `f.option` and `f.handCount` beside it — and the
// viewer is the actor whenever this menu is on screen at all.
const hand = f.handCount; const hand = f.handCount;
/** /**
* WHEN NOTHING IN HAND MAY BE DISCARDED, SAY SO AND SAY WHAT TO DO INSTEAD. * WHEN NOTHING IN HAND MAY BE DISCARDED, SAY SO AND SAY WHAT TO DO INSTEAD.
-5
View File
@@ -29,7 +29,6 @@ import {
handPlayable, handPlayable,
isOutOfTurn, isOutOfTurn,
newGame, newGame,
overHandLimit,
submit, submit,
toSave, toSave,
undo, undo,
@@ -58,8 +57,6 @@ export type Session = {
seat(): PlayerIndex; seat(): PlayerIndex;
/** Whose turn it is, or null when the game is over or waiting on nothing. */ /** Whose turn it is, or null when the game is over or waiting on nothing. */
actor(): PlayerIndex | null; actor(): PlayerIndex | null;
/** True when the hand is over §6.2's limit and the turn cannot be ended. */
overHandLimit(): boolean;
/** Which cards in hand are playable right now, in hand order. */ /** Which cards in hand are playable right now, in hand order. */
handPlayable(): boolean[]; handPlayable(): boolean[];
/** /**
@@ -161,7 +158,6 @@ export function createLocalSession(seed: number, options?: NewGameOptions): Loca
menu: () => actionMenu(game), menu: () => actionMenu(game),
seat: () => 0, seat: () => 0,
actor: () => currentActor(game), actor: () => currentActor(game),
overHandLimit: () => overHandLimit(game),
handPlayable: () => handPlayable(game), handPlayable: () => handPlayable(game),
submit: async (intent: Intent) => { submit: async (intent: Intent) => {
// Seat 0 is the solitaire player, and the extension vote (Gitea#11) is the one intent that // Seat 0 is the solitaire player, and the extension vote (Gitea#11) is the one intent that
@@ -341,7 +337,6 @@ export function createRemoteSession(
menu: () => menu ?? { options: [], direct: [], placeable: [], hand: [], makeUp: null }, menu: () => menu ?? { options: [], direct: [], placeable: [], hand: [], makeUp: null },
seat: () => seat, seat: () => seat,
actor: () => need().actor, actor: () => need().actor,
overHandLimit: () => need().overHandLimit,
handPlayable: () => (menu?.hand ?? []).map((h) => h.playNow !== null), handPlayable: () => (menu?.hand ?? []).map((h) => h.playNow !== null),
async submit(intent: Intent): Promise<boolean> { async submit(intent: Intent): Promise<boolean> {
const seq = nextSeq++; const seq = nextSeq++;
+258
View File
@@ -0,0 +1,258 @@
/**
* WHAT THE ENGINE KNOWS AND THE SCREEN DOES NOT — the 2026-09-07 sweep.
*
* Gitea#21, Gitea#22, #94 and #96 were four instances of one fault in a row: the engine gained a
* thing that changes what a train may do, and nothing drew it. Each was found by a player hitting
* it. So rather than wait for the fifth, every field of `GameState` and its nested types was
* enumerated and checked for a reader in `sim/view.ts`, `src/web/` and `sim/narrate.ts`, and the
* survivors were then verified by running the engine rather than by trusting the grep.
*
* Four fields had no reader anywhere. `movedThisPhase` is set and cleared inside one `advance` call
* and is genuinely nobody's business. The other three are these tests. The bookkeeping fields whose
* EFFECT is already visible as legality — `freightWorked`, `drawnThisTurn`, `freightAgentUsed`,
* `movesUsed` (its complement `movesRemaining` is on the Frame), `switchedSince` — are deliberately
* not here: a field is not a display gap merely because no one renders it.
*
* The method is worth more than the three fixes, and is written down in TODO Reference · #98.
*/
import { describe, it } from 'node:test';
import assert from 'node:assert/strict';
import { createGame } from '../src/engine/setup.ts';
import { crewTrayCount } from '../src/engine/content.ts';
import { areaOf } from '../src/engine/apply.ts';
import { impediments } from '../src/sim/narrate.ts';
import { projectDistrict, projectSharedTable, publicSnapshot, trainRules } from '../src/sim/view.ts';
import type { CrewTray, GameConfig, GameState, PlayerIndex, SeatIndex } from '../src/engine/state.ts';
import { seatOf } from '../src/engine/state.ts';
const config: GameConfig = {
mode: 'competitive',
days: 3,
minCombinedRevenue: 0,
maxCollisionsPerDay: 0,
maxCollisionsTotal: 0,
pvpCardsAllowed: false,
optionalRules: { reducedVisibility: false, employeeRotation: false, emergencyToolbox: false },
};
const game = (): GameState => {
const s = createGame({ id: 'g', seed: 4242, config, playerNames: ['Ann', 'Bob'] });
s.status = 'active';
return s;
};
/**
* THE CREW TRAY POOL IS A MECHANIC, AND IT WAS INVISIBLE (#98).
*
* `state.ts` calls tray scarcity "an explicit mechanic": there are fewer trays than there are trains
* wanting one, and which trains get held is the whole of §7. The engine knows three things about it
* — how many trays are free, which Extras are queued for one, and which second sections are — and
* the view read none of them.
*
* The panel that answers "why is nothing moving?" had exactly one tray rule, keyed off the train due
* out THIS Stage (`s.timetable[stage - 1]`). So a player who spent a card on an Extra, or ordered a
* second section, got a blocked panel that was completely EMPTY while their train sat behind an
* exhausted pool — and both had been announced once in the log, in a line that promised a future
* event ("as soon as a Crew Tray frees up") which nothing then confirmed.
*/
describe('the Crew Tray pool is a mechanic the player can see (#98)', () => {
/** A table whose trays are all out, with one Extra and one second section queued behind them. */
const jammed = (): GameState => {
const s = game();
s.freeTrays = [];
s.pendingExtras.push({ trainNumber: 17, player: 0 as PlayerIndex });
s.pendingSecondSections.push(8);
return s;
};
it('reports how many Crew Trays are free, and how many there are', () => {
const s = game();
const total = crewTrayCount(2);
assert.equal(s.freeTrays.length, total, 'the premise is gone: trays were already out at setup');
assert.deepEqual(projectSharedTable(s).crewTrays, { free: total, total });
s.freeTrays = s.freeTrays.slice(0, 1);
assert.deepEqual(
projectSharedTable(s).crewTrays,
{ free: 1, total },
'the pool emptied and the shared table did not notice',
);
});
it('names the trains queued for a tray, so a promise made in the log is kept on the board', () => {
const q = projectSharedTable(jammed()).queued;
assert.deepEqual(q.extras, [{ trainNumber: 17, player: 0 }], 'a played Extra is waiting nowhere visible');
assert.deepEqual(q.secondSections, [8], 'an ordered second section is waiting nowhere visible');
});
it('tells the player who played the Extra that it is held for want of a crew', () => {
const blocked = impediments(jammed(), 0 as PlayerIndex);
const extra = blocked.find((b) => /X17/.test(b.where));
assert.ok(extra, 'the blocked panel said nothing about an Extra held for want of a Crew Tray');
assert.match(extra.why, /Crew Tray/, 'it was listed without naming the thing it is waiting for');
assert.equal(extra.severity, 'stuck');
// The POOL SIZE, not a second derivation of it. Written as `trays.size + freeTrays.length`
// first, which reads 0 of 0 for any state where a tray is neither free nor carrying a train.
assert.match(
extra.why,
new RegExp(`0 of ${crewTrayCount(2)} Crew Trays free`),
'the panel reported the wrong pool size',
);
});
it('says the same for a second section, which waits on the identical pool', () => {
const blocked = impediments(jammed(), 0 as PlayerIndex);
const second = blocked.find((b) => /Train 8\b/.test(b.where) && /second section/i.test(b.why));
assert.ok(second, 'an ordered second section was queued invisibly');
assert.match(second.why, /Crew Tray/);
});
it('says none of it once a tray is free, because then nothing is being waited on', () => {
const s = jammed();
s.freeTrays = ['tray0'];
const blocked = impediments(s, 0 as PlayerIndex);
assert.equal(
blocked.filter((b) => /Crew Tray/.test(b.why)).length,
0,
'a free tray still reported trains held for want of one',
);
});
it('is on the common board too — the pool is on the table, not in a hand', () => {
const pub = publicSnapshot(jammed()) as unknown as Record<string, unknown>;
assert.ok('crewTrays' in pub, 'a spectator cannot see the scarcity everyone at the table can');
assert.ok('queued' in pub);
});
});
/**
* A TRAIN HELD AT THE LIMITS IS STILL ON THE BOARD (#99).
*
* The Interlocking enhancement is the designed answer to a full Office: instead of the automatic
* collision of Gap 2d, "may stop an inbound train on the Limit Track" — the train is held inside the
* player's Limits, and takes the first A/D track that frees, ahead of any newcomer.
*
* It was drawn NOWHERE. `arriveAtOffice` removes the tray from the Mainline node's `transits`
* (advance.ts) and the Interlocking branch pushes it onto `area.heldAtLimits` without assigning
* `tray.position` — so the map, which draws mainline nodes from `transits` and district squares from
* `position.at === 'grid'`, has nothing to draw it from in either place. The train vanished off the
* board on arrival and reappeared in the Office some Stages later.
*
* Measured before fixing: with the tray in `transits` the Interchange node carries its chip; with
* the tray moved to `heldAtLimits` exactly as the engine moves it, the node's `trains` is empty and
* no grid square has gained it.
*
* The fix is in the VIEW, not the engine. The engine's state is right — a held train is inside the
* Limits and not on an A/D track, which is what `heldAtLimits` says — and `position` is left alone
* deliberately, so nothing may treat the train as standing on a square it could be switched from.
*/
describe('a train held at the Limits is drawn at the Limits (#99)', () => {
const held = (direction: 'east' | 'west') => {
const s = game();
const seat = seatOf(s, 0 as PlayerIndex);
const area = areaOf(s, 0 as PlayerIndex);
const trayId = s.freeTrays.pop()!;
const tray: CrewTray = {
id: trayId,
trainNumber: 5,
trainIsExtra: false,
engineAt: 0,
consist: [],
direction,
movesUsed: 0,
position: { at: 'mainline', index: 1 },
} as CrewTray;
s.trays.set(trayId, tray);
area.heldAtLimits.push(trayId);
return { s, seat, trayId, area };
};
it('draws it on the Limits square it is standing at, not nowhere', () => {
const { s, seat, trayId, area } = held('east');
const { cells } = projectDistrict(s, seat as SeatIndex);
const on = cells.filter((c) => c.trains.some((t) => t.trayId === trayId));
assert.equal(on.length, 1, 'a train held at the Limits is drawn on no square at all');
assert.equal(on[0]!.row, area.limitsWest.row, 'drawn at the wrong Limits');
assert.equal(on[0]!.col, area.limitsWest.col);
});
it('holds an EASTBOUND train at the western Limits, because that is the end it came in by', () => {
const { s, seat, area } = held('east');
const { cells } = projectDistrict(s, seat as SeatIndex);
const on = cells.find((c) => c.trains.length > 0)!;
assert.deepEqual({ row: on.row, col: on.col }, { row: area.limitsWest.row, col: area.limitsWest.col });
});
it('and a WESTBOUND train at the eastern Limits', () => {
const { s, seat, area } = held('west');
const { cells } = projectDistrict(s, seat as SeatIndex);
const on = cells.find((c) => c.trains.length > 0)!;
assert.deepEqual({ row: on.row, col: on.col }, { row: area.limitsEast.row, col: area.limitsEast.col });
});
it('says on the chip that it is HELD, so it is not read as a train free to switch', () => {
const { s, seat, trayId } = held('east');
const { cells } = projectDistrict(s, seat as SeatIndex);
const chip = cells.flatMap((c) => c.trains).find((t) => t.trayId === trayId)!;
assert.equal(chip.heldAtLimits, true, 'a held train looked exactly like one standing on the square');
assert.match(chip.what, /Interlocking|held/i, 'the chip does not say why it is standing there');
});
it('tells the district owner it is waiting, and what for', () => {
const { s } = held('east');
const blocked = impediments(s, 0 as PlayerIndex);
const b = blocked.find((x) => /Train 5/.test(x.where) && /Limits/i.test(x.why));
assert.ok(b, 'the blocked panel said nothing about a train held at the Limits');
});
it('does not invent a train on a square when nothing is held', () => {
const s = game();
const { cells } = projectDistrict(s, seatOf(s, 0 as PlayerIndex) as SeatIndex);
assert.equal(cells.flatMap((c) => c.trains).length, 0, 'a district with no trains drew one');
});
});
/**
* THE CAMPAIGN TRAIN'S SPEECHES CHANGE ITS RULES, AND THE CARD HAS TO SAY WHICH HALF IT IS IN (#100).
*
* X17 is "one turn at station (speeches) then expedite". Its first Office arrival is an ordinary
* stop; every arrival after that runs EXPEDITED, which means that if it is not back on the Office
* square when the next Mainline Phase begins it is a Station Master fault costing 1 Revenue.
*
* `trainRules()` took `{ trainNumber, trainIsExtra }` — it could not see `speechMade` even though
* both of its tray-side callers pass a whole `CrewTray` that has it. So the chip read identically
* before and after, and worse: the "EXPEDITED — must be kept ready to highball… costs 1 Revenue"
* warning is printed only under `rules.expedite`, so X17 became subject to a fault whose warning the
* game shows to other trains and never to it.
*/
describe('the Campaign Train says whether its speeches are made (#100)', () => {
const X17 = { trainNumber: 17, trainIsExtra: true } as const;
it('before the speeches, says they are still to come and does not claim it is expedited yet', () => {
const t = trainRules({ ...X17 });
assert.match(t, /SPEECHES/i);
assert.doesNotMatch(t, /costs 1 Revenue/, 'it warned of a fault the train is not yet subject to');
});
it('after the speeches, says it is expedited NOW and carries the fault it is now subject to', () => {
const t = trainRules({ ...X17, speechMade: true });
assert.match(t, /EXPEDITED/, 'a train that is now expedited did not say so');
assert.match(t, /costs 1 Revenue/, 'the fault warning is shown to other trains and not to this one');
});
it('reads differently before and after — the whole of the bug was that it did not', () => {
assert.notEqual(trainRules({ ...X17 }), trainRules({ ...X17, speechMade: true }));
});
it('still warns a permanently expedited train, which must not regress', () => {
const fast = trainRules({ trainNumber: 5, trainIsExtra: false });
assert.match(fast, /EXPEDITED/);
assert.match(fast, /costs 1 Revenue/);
});
it('says nothing about speeches for a train that has no such rule', () => {
assert.doesNotMatch(trainRules({ trainNumber: 5, trainIsExtra: false }), /SPEECHES/i);
});
});
+1 -1
View File
@@ -29,7 +29,7 @@ import type { Game } from '../src/web/game.ts';
/** The thin wrapper `actionMenu` expects, built directly around an already-created multi-player state /** The thin wrapper `actionMenu` expects, built directly around an already-created multi-player state
* — `newGame` (game.ts) hardcodes one player, so it cannot construct this for a multi-seat game. */ * — `newGame` (game.ts) hardcodes one player, so it cannot construct this for a multi-seat game. */
const wrap = (s: GameState): Game => const wrap = (s: GameState): Game =>
({ state: s, seed: s.seed, history: [], log: [], mustPlayCard: false, cues: [], scheduled: null, justDrawn: null, announced: null }); ({ state: s, seed: s.seed, history: [], log: [], cues: [], scheduled: null, justDrawn: null, announced: null });
const competitive: GameConfig = { const competitive: GameConfig = {
mode: 'competitive', mode: 'competitive',
+4
View File
@@ -443,6 +443,10 @@ describe('#91 — nothing private survives serialisation, in any state', () => {
'openingRolls', 'openingRolls',
// Where every train is standing. // Where every train is standing.
'trains', 'trains',
// The Crew Tray pool and the trains queued for one (#98). §7 scarcity is played out in the
// open: the trays are objects in the middle of the table, and an Extra is played face up, so
// who is waiting for a crew is not a secret. Counts and train numbers only — never a hand.
'crewTrays', 'queued',
// The board itself. // The board itself.
'division', 'districts', 'division', 'districts',
]; ];
+1 -2
View File
@@ -17,7 +17,7 @@ import assert from 'node:assert/strict';
import { readFileSync, readdirSync } from 'node:fs'; import { readFileSync, readdirSync } from 'node:fs';
import { join } from 'node:path'; import { join } from 'node:path';
import { actionGroups, currentActor, handPlayable, newGame, overHandLimit, submit, toSave, view } from '../src/web/game.ts'; import { actionGroups, currentActor, handPlayable, newGame, submit, toSave, view } from '../src/web/game.ts';
import { createLocalSession } from '../src/web/session.ts'; import { createLocalSession } from '../src/web/session.ts';
import { seatLabel } from '../src/sim/view.ts'; import { seatLabel } from '../src/sim/view.ts';
@@ -81,7 +81,6 @@ describe('a local session plays the same game as the calls it replaced', () => {
assert.equal(session.seat(), 0); assert.equal(session.seat(), 0);
assert.equal(session.actor(), currentActor(session.game)); assert.equal(session.actor(), currentActor(session.game));
assert.deepEqual(session.handPlayable(), handPlayable(session.game)); assert.deepEqual(session.handPlayable(), handPlayable(session.game));
assert.equal(session.overHandLimit(), overHandLimit(session.game));
}); });
}); });