adding classification and division yard updates, train collisions, engine and car updates, turnout improvements.

This commit is contained in:
Jesse
2026-08-04 21:03:17 -04:00
parent 4bba991f41
commit 821d3cdffa
26 changed files with 6876 additions and 2638 deletions
+52 -22
View File
@@ -30,6 +30,8 @@ import {
collectiveRevenueFloor,
lengthProfile,
officeProfile,
REGIONS_PER_MAINLINE_CARD,
mainlineProfile,
} from './content.ts';
import type { Direction } from './content.ts';
import type { GameEvent } from './events.ts';
@@ -186,7 +188,7 @@ function newTrainPhase(s: GameState, events: GameEvent[]): AdvanceResult {
id: trayId,
trainNumber: due,
trainIsExtra: false,
engineFront: true,
engineAt: 0,
consist: [],
direction,
position: { at: 'divisionPoint', side },
@@ -219,7 +221,7 @@ function newTrainPhase(s: GameState, events: GameEvent[]): AdvanceResult {
id: trayId,
trainNumber: number,
trainIsExtra: false,
engineFront: true,
engineAt: 0,
consist: [],
direction,
position: { at: 'divisionPoint', side },
@@ -250,7 +252,7 @@ function newTrainPhase(s: GameState, events: GameEvent[]): AdvanceResult {
id: trayId,
trainNumber: number,
trainIsExtra: true,
engineFront: true,
engineAt: 0,
consist: [],
direction: 'east',
position: { at: 'divisionPoint', side: 'west' },
@@ -488,6 +490,53 @@ function moveTrain(
// Q1/Q2 — crossing takes a whole number of Stages set by the card's speed and the train's
// Fast/Slow class. Count it down rather than stepping through printed cells.
if (transit.stagesRemaining > 1) {
/**
* Q13 — REAR-END COLLISIONS, answered: a train collides when it CATCHES UP.
*
* §10 makes a Mainline collision the Superintendent's fault and removes both trains, and ABS
* Signals exists to stop trains rear-ending each other — but §8.3's trigger list never named
* one and none was implemented, so granting clearance was free: both trains survived, no
* penalty, and ABS Signals protected against nothing.
*
* Colliding on CATCHING UP is the version that rewards judging the gap. A following train
* that closes on the one ahead runs into it; a following train that never closes is fine, so
* clearance becomes a bet on relative speed rather than a formality. §2.1 divides the card
* into two regions, and sharing one is what "caught up" means.
*
* ABS Signals does what it says instead: the follower stops SHORT of the collision and holds.
*/
const regionOf = (t: { stagesTotal: number; stagesRemaining: number }): number => {
const entry = REGIONS_PER_MAINLINE_CARD - t.stagesTotal;
const elapsed = t.stagesTotal - t.stagesRemaining;
return Math.min(REGIONS_PER_MAINLINE_CARD - 1, Math.max(0, entry + elapsed));
};
// NOT on a card that prints "trains may pass". Double Track and Uncontrolled Siding hold two
// trains because they HAVE two roads, so a train catching another there goes past it — that
// is what the card is for. Without this the mechanic fired 0.41 times a game while the bot
// never once granted clearance, which is the tell: those were all passing cards.
const mayPass = mainlineProfile(node.card).trainsMayPass;
const next = regionOf({ stagesTotal: transit.stagesTotal, stagesRemaining: transit.stagesRemaining - 1 });
const ahead = mayPass
? undefined
: node.transits.find(
(t) => t.tray !== id && t.direction === transit.direction && regionOf(t) === next,
);
if (ahead) {
if (node.absSignals) {
// "Trains on this card will not rear-end each other; they stop short of a collision."
events.push({
type: 'trainHeld',
trainNumber: tray.trainNumber ?? 0,
reason: 'ABS Signals — held short of the train ahead',
});
return 'held';
}
// §10 — the Superintendent let it in behind the other, so it is the Superintendent's fault.
collide(s, s.clock.superintendent, [id, ahead.tray], events, 'ran into the train ahead', 'the Mainline');
return 'moved';
}
transit.stagesRemaining -= 1;
return 'moved';
}
@@ -756,25 +805,6 @@ function shiftChange(s: GameState, events: GameEvent[]): AdvanceResult {
// Telegraph/Telephone/Radio are each usable once a Day.
for (const area of s.officeAreas.values()) area.dispatchUsedToday = [];
/**
* THE CLASSIFICATION YARD GOES BACK INTO SERVICE OVERNIGHT.
*
* ASSUMPTION, flagged rather than derived: Gap 2c says engines and cabooses return to the
* Division Yard and everything else to Classification, and the recovered rules never say how
* Classification empties. It was write-only — seven places pushed into it and nothing ever read
* it — so rolling stock drained one way and left the game. Measured at 30 cars a game dead by
* the end, 37% of the 80 dealt at setup.
*
* Sorting cars for redistribution is what a classification yard is FOR, and a Day is its
* natural cycle, so they return at the Day boundary. This does not bind a 5-Day game — the
* Division Yard still held 16.6 loaded freight cars at the end and ran dry in 2 games of 100 —
* but a campaign-length game would have starved.
*/
if (s.yards.classificationYard.length > 0) {
s.yards.divisionYard.push(...s.yards.classificationYard);
s.yards.classificationYard = [];
}
s.clock.day += 1;
s.clock.stage = 1;
s.collisionsToday = 0;
+26
View File
@@ -1174,6 +1174,7 @@ export function reduce(s: GameState, e: GameEvent): void {
(c) => c.type === e.stock.type && c.loaded === e.stock.loaded,
);
if (idx >= 0) s.yards.divisionYard.splice(idx, 1);
refillDivisionYardIfEmpty(s);
f.outboundBox.push(e.stock);
s.turn.freightAgentUsed = true;
break;
@@ -1236,6 +1237,7 @@ export function reduce(s: GameState, e: GameEvent): void {
(c) => c.type === e.stock.type && c.loaded === e.stock.loaded,
);
if (idx >= 0) s.yards.divisionYard.splice(idx, 1);
refillDivisionYardIfEmpty(s);
tray.consist.push(e.stock);
break;
}
@@ -1674,6 +1676,30 @@ export function acceptsCar(tray: CrewTray, carType: CarType): boolean {
return true;
}
/**
* §2 — WHEN THE DIVISION YARD RUNS OUT, THE CLASSIFICATION YARD GOES BACK INTO SERVICE.
*
* Used Rolling Stock is set out in the Classification Yard; used engines and cabooses go straight
* back to the Division Yard. The Classification Yard empties only when the Division Yard is bare —
* every car of every kind gone — and then all of it returns at once.
*
* Confirmed from the source after an earlier guess. The first implementation returned cars at the
* DAY boundary, which is a different rule and a much more generous one: it kept the yard topped up
* continuously, where this lets it run down to nothing and refill in one go. That difference is the
* whole of the supply pressure the game is meant to have.
*
* Called wherever a car leaves the Division Yard, so the refill happens the moment it empties
* rather than at the next convenient tick.
*/
export function refillDivisionYardIfEmpty(s: GameState): { type: 'yardRefilled'; count: number } | null {
if (s.yards.divisionYard.length > 0) return null;
if (s.yards.classificationYard.length === 0) return null;
const count = s.yards.classificationYard.length;
s.yards.divisionYard.push(...s.yards.classificationYard);
s.yards.classificationYard = [];
return { type: 'yardRefilled', count };
}
/** A fresh Limits sign. The set is "2N + spares" (§12), so relocating one is not a supply question. */
function limitsCard(): TrackCard {
return {
+6 -1
View File
@@ -584,7 +584,12 @@ export const SECOND_SECTION = { key: 'secondSection', name: 'Second Section', co
export const MANEUVER_CARDS: readonly SimpleCard[] = [
{ key: 'redFlags', name: 'Red Flags', copies: 5, placement: 'any time', effect: 'A stopped train is prevented from being hit; the approaching train is prevented from moving.' },
{ key: 'flyingSwitch', name: 'Flying Switch', copies: 1, placement: 'any time', effect: 'Break a cut of cars away from behind the engine and roll them into an industry.' },
{ key: 'poling', name: 'Poling', copies: 1, placement: 'any time', effect: 'TBD in the source.' },
// POLING IS OUT OF THE DECK, at 0 copies rather than deleted.
//
// It is the one card whose effect the source records as "TBD", so there is nothing to implement
// and inventing something would be worse than leaving it out. Kept in the table with its text so
// the gap stays visible and the card can be dealt again the moment its rule is known.
{ key: 'poling', name: 'Poling', copies: 0, placement: 'any time', effect: 'TBD in the source.' },
];
/** Played AT other players. We have no player-interaction mechanic yet. */
+7
View File
@@ -196,6 +196,13 @@ function buildDivision(players: number, rng: Rng): DivisionNode[] {
// least deterministic and varies between games; it should become a real player choice when
// setup gains an interactive phase. See implications.md §10 Q11.
if (mainlineProfile(card).speed.kind === 'grade') {
/**
* TEMPORARY, and flagged in TODO. The card prints "(Up)" and "Player sets orientation", so
* which way a Heavy Grade climbs is the player's decision — but it is dealt during setup, and
* setup has no decision point at all. Rolled from the seed until it gains one, because the
* orientation MATTERS: it decides which direction climbs, and therefore what a Brakeman or
* Helpers card is worth.
*/
node.gradeUp = rng.nextInt(2) === 0 ? 'east' : 'west';
}
return node;
+13 -2
View File
@@ -202,8 +202,19 @@ export type CrewTray = {
/** null while a local crew is switching without a train card. */
trainNumber: number | null;
trainIsExtra: boolean;
/** Which end the engine occupies (§A.3). */
engineFront: boolean;
/**
* WHERE THE ENGINE SITS IN THE TRAY, as an index into `consist`.
*
* A Crew Tray is an engine plus its Rolling Stock, and the engine may be PULLING (index 0, ahead
* of everything), PUSHING (index `consist.length`, behind everything) or somewhere in the middle
* doing both at once. That last case is why this is an index and not the boolean it replaced —
* `engineFront` was written in three places and read in none, so the engine had a position the
* game recorded and never used.
*
* The engine is NOT one of the `consist` entries: §8.2 counts the consist as Rolling Stock, and
* the four-car limit (§A.4) is a limit on cars, not on the locomotive hauling them.
*/
engineAt: number;
/** ORDERED, left-to-right. Max 4 including any caboose (§A.4). */
consist: RollingStock[];
direction: Direction;
+61 -2
View File
@@ -24,7 +24,7 @@ import { MAX_CONSIST, nextOfficeTier } from '../engine/content.ts';
import type { GameEvent } from '../engine/events.ts';
import type { Intent } from '../engine/intents.ts';
import { legalActions } from '../engine/legal.ts';
import { exitsFrom, facilityVariants, hasPort, neighbour, opposite, variantsFor } from '../engine/track.ts';
import { connectionsFor, exitsFrom, facilityVariants, hasPort, neighbour, opposite, variantsFor } from '../engine/track.ts';
import type { Port } from '../engine/track.ts';
import { coordKey } from '../engine/state.ts';
import type { Facility, GameState, GridCoord, OfficeArea, PlayerIndex, RollingStock, TrackCard } from '../engine/state.ts';
@@ -524,6 +524,60 @@ function bestTrackLay(s: GameState, player: PlayerIndex, options: Intent[]): Int
const arcOf = (i: Extract<Intent, { type: 'track.lay' }>): string | undefined =>
variantsFor(i.geometry)[i.variant ?? 0]?.arc;
/**
* RAIL THAT CAN NEVER GO ANYWHERE.
*
* A port facing an EMPTY square is a promise: something may be built there later. A port butting
* an OCCUPIED square whose card has no matching port is nothing of the kind — that square is
* taken, so the rail stops dead and always will.
*
* Measured, 28% of the pieces the bot laid had one, at 4.26 a game: an arc dropped off a turnout
* with its far end jammed into a curve that could not accept it, which is exactly the placement
* that prompted this. Penalised rather than forbidden — a piece can still be worth laying for the
* end that DOES connect, and the last two attempts to forbid something outright starved the
* district instead of tidying it.
*/
const deadEnds = (i: Extract<Intent, { type: 'track.lay' }>): number => {
const v = variantsFor(i.geometry)[i.variant ?? 0];
const probe = {
geometry: {
kind: 'track',
geometry: i.geometry,
...(v?.axis ? { axis: v.axis } : {}),
...(v?.arc ? { arc: v.arc } : {}),
...(v?.turnout ? { turnout: v.turnout } : {}),
},
baseOperationalRail: true,
standing: [],
facility: null,
modifiers: [],
enhancements: [],
} as unknown as TrackCard;
let dead = 0;
for (const p of new Set(connectionsFor(probe).flat())) {
const n = neighbour(i.placement, p);
const nb = at(n.row, n.col);
if (!nb) continue; // empty — may still be built on
if (hasPort(nb, opposite(p))) continue; // joins
dead++;
}
return dead;
};
/**
* Arcs left to build BENEATH a turnout.
*
* A turnout is a hole in the Running Track and is worth cutting only for what hangs under it, so
* cutting one with nothing left to hang there is pure loss. Measured at 0% today — the bot builds
* the arc immediately after the turnout and never runs the supply dry first — so this is a guard
* against the supply changing rather than a fix for something happening now.
*/
const arcsLeft =
(area.trackSupply.get('curved:left') ?? 0) +
(area.trackSupply.get('curved:right') ?? 0) +
(area.trackSupply.get('sharpCurved:left') ?? 0) +
(area.trackSupply.get('sharpCurved:right') ?? 0);
// Where the district already turns down off the main.
const turnouts = [...area.grid.entries()]
.filter(([k, c]) => Number(k.split(',')[0]) === area.runningRow && divergesSouth(c))
@@ -562,7 +616,7 @@ function bestTrackLay(s: GameState, player: PlayerIndex, options: Intent[]): Int
// without competing further with the ways down. Scored below a first turnout, which is still
// the most valuable single piece on the board, and below closing a run-around.
bonus += 13;
} else if (row === area.runningRow && i.geometry === 'turnout') {
} else if (row === area.runningRow && i.geometry === 'turnout' && arcsLeft > 0) {
// A first way down is the most valuable single piece on the board; a second closes the
// run-around. Beyond that they are just holes in the Running Track — measured at 6.4 per game
// when unrestrained, which consumed the whole 26-piece supply on ways down and none on the
@@ -618,6 +672,11 @@ function bestTrackLay(s: GameState, player: PlayerIndex, options: Intent[]): Int
if (i.geometry === 'straight') score += 2;
if (dRow > 0) score += 3;
// A TIE-BREAKER, not a veto. Applied to the distance score rather than the bonus, so it can
// never push a piece below the "builds nothing" floor and refuse it outright: given two
// placements the heuristics rate the same, take the one whose rail can still grow.
score -= deadEnds(i) * 0.5;
/**
* DECLINE A PIECE THAT BUILDS NOTHING.
*
+19 -5
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@@ -113,6 +113,10 @@ export function summarize(
const reason = e.reason;
if (reason.startsWith('collision')) rev.collisionLoss += -e.delta;
else if (reason === 'freightLoad') rev.freightLoad += e.delta;
// `freightUnload` is its own reason on its own event (apply.ts). It used to be counted from
// `unloadBegan` instead — unloads STARTED, not Revenue EARNED — and the two differ by every
// unload that never finished.
else if (reason === 'freightUnload') rev.freightUnload += e.delta;
else if (reason === 'boarding') rev.passengerBoard += e.delta;
else if (reason === 'detraining') rev.passengerDetrain += e.delta;
}
@@ -129,12 +133,21 @@ export function summarize(
for (const i of intents) inc(intentCounts, i);
// An unload scores through the same event as a load completion in the reducer, so count the
// distinct operations directly.
rev.freightUnload = eventCounts['unloadBegan'] ?? 0;
rev.net = final.players.reduce((n, p) => n + p.revenue, 0);
const grossFreight = rev.freightLoad;
/**
* FREIGHT IS BOTH HALVES.
*
* A completed load and a completed unload each earn a point, on two distinct `revenueChanged`
* reasons — and this counted only the first, so `freightShare` reported roughly 60% of the
* freight actually earned. That is the number the "freight is only 13-18% of gross" finding was
* read from, and it drove the Gap 12 industry-density change.
*
* The comment that stood here claimed "an unload scores through the same event as a load
* completion in the reducer", which is not true: `apply.ts` emits `freightUnload` separately. It
* was a comment asserting a fact about code a few lines away, and it was wrong.
*/
const grossFreight = rev.freightLoad + rev.freightUnload;
const grossPassenger = rev.passengerBoard + rev.passengerDetrain;
const gross = grossFreight + grossPassenger;
@@ -347,7 +360,7 @@ export type StrategyBucket = {
* consistently outscore passenger specialists (or vice versa), it shows up here.
*/
export function strategyBuckets(all: GameStats[]): StrategyBucket[] {
const scored = all.filter((g) => g.revenue.freightLoad + g.revenue.passengerBoard + g.revenue.passengerDetrain > 0);
const scored = all.filter((g) => g.revenue.freightLoad + g.revenue.freightUnload + g.revenue.passengerBoard + g.revenue.passengerDetrain > 0);
const buckets: { label: string; test: (g: GameStats) => boolean }[] = [
{ label: 'passenger-only (freight 0%)', test: (g) => g.freightShare === 0 },
@@ -408,6 +421,7 @@ export function formatAggregate(all: GameStats[]): string {
out.push(' REVENUE (mean per game)');
out.push(` net ${num(meanOf(all, (g) => g.revenue.net))}`);
out.push(` from freight loads ${num(meanOf(all, (g) => g.revenue.freightLoad))}`);
out.push(` from freight unloads ${num(meanOf(all, (g) => g.revenue.freightUnload))}`);
out.push(` from passengers on ${num(meanOf(all, (g) => g.revenue.passengerBoard))}`);
out.push(` from passengers off ${num(meanOf(all, (g) => g.revenue.passengerDetrain))}`);
out.push(` lost to collisions ${num(-meanOf(all, (g) => g.revenue.collisionLoss))}`);
+46 -1
View File
@@ -179,6 +179,19 @@ export type Frame = {
departments: string[];
/** What each face-up Department card does. */
departmentsWhat: string[];
/**
* The two yards, by car type.
*
* Rolling stock is finite and the Classification Yard only returns to service when the Division
* Yard is BARE, so watching the Division Yard run down is now real information — and the game
* showed neither yard at all.
*/
yards: {
division: { type: string; loaded: number; empty: number }[];
classification: { type: string; loaded: number; empty: number }[];
divisionTotal: number;
classificationTotal: number;
};
/** 12 slots; the train number due out at each Stage, or null. */
timetable: (number | null)[];
blocked: Impediment[];
@@ -598,6 +611,12 @@ export function snapshot(
deck: s.decks.homeOffice.length,
departments: s.decks.departments.map((id) => (id ? cardName(s, id) : '—')),
departmentsWhat: s.decks.departments.map((id) => (id ? cardDescription(s, id) : '')),
yards: {
division: countStock(s.yards.divisionYard),
classification: countStock(s.yards.classificationYard),
divisionTotal: s.yards.divisionYard.length,
classificationTotal: s.yards.classificationYard.length,
},
timetable: [...s.timetable],
decision,
wasted,
@@ -889,12 +908,38 @@ const MODIFIER_NAMES: Record<string, string> = {
};
/** A train on the board, with what it is carrying — otherwise a run looks identical empty or full. */
/** Cars in a yard, grouped by type and split loaded / empty, in a stable order. */
function countStock(
stock: readonly { type: string; loaded: boolean }[],
): { type: string; loaded: number; empty: number }[] {
const order = ['coach', 'boxcar', 'reefer', 'hopper', 'tank', 'caboose'];
const by = new Map<string, { type: string; loaded: number; empty: number }>();
for (const c of stock) {
const row = by.get(c.type) ?? { type: c.type, loaded: 0, empty: 0 };
if (c.loaded) row.loaded += 1;
else row.empty += 1;
by.set(c.type, row);
}
return [...by.values()].sort((a, b) => order.indexOf(a.type) - order.indexOf(b.type));
}
function trainChip(s: GameState, id: string): TrainChip {
const t = s.trays.get(id);
if (!t) return { label: id, consist: [] };
/**
* The engine is drawn IN the consist, at the position it occupies.
*
* A Crew Tray is an engine plus its Rolling Stock, and the engine may be pulling, pushing, or in
* the middle doing both — which is a thing a player has to be able to see, since it decides which
* end cars couple onto (§A.3) and which way the train can shove. It was recorded as a boolean
* that nothing read, so every consist was drawn as an anonymous row of cars.
*/
const cars = t.consist.map(carLabel);
const at = Math.max(0, Math.min(cars.length, t.engineAt));
cars.splice(at, 0, 'ENG');
return {
label: t.trainNumber === null ? 'crew' : `T${t.trainIsExtra ? 'X' : ''}${t.trainNumber}`,
consist: t.consist.map(carLabel),
consist: cars,
};
}
+34
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@@ -261,6 +261,8 @@ function render(): void {
? f.departments.map((d, i) => cardRow(d, f.departmentsWhat[i] ?? '', null)).join('')
: '<span class="dim">none</span>';
renderYards(f);
const total = f.trackSupply.reduce((n, t) => n + t.left, 0);
$('supply').innerHTML =
`<div class="dim">${total} pieces left · one may be laid per turn, during the DRAW option</div>` +
@@ -297,6 +299,38 @@ function render(): void {
save();
}
/**
* The two yards, and how close the Division Yard is to running out.
*
* §2 — used Rolling Stock is set out in the Classification Yard, and it only returns when the
* Division Yard is BARE. So the interesting number is not how much has been used but how little is
* left, and the moment the Division Yard empties a whole pile comes back at once.
*/
function renderYards(f: ReturnType<typeof view>): void {
const row = (rows: { type: string; loaded: number; empty: number }[]): string =>
rows.length === 0
? '<span class="dim">empty</span>'
: rows
.map(
(r) =>
`<span class="stock" data-tip="${esc(r.type)} — ${r.loaded} loaded, ${r.empty} empty">` +
`<b>${esc(r.type)}</b> <span class="ld">${r.loaded}</span>/<span class="mt">${r.empty}</span></span>`,
)
.join('');
$('divyard').innerHTML = row(f.yards.division);
$('clsyard').innerHTML = row(f.yards.classification);
$('divtot').textContent = `${f.yards.divisionTotal} cars`;
$('clstot').textContent = `${f.yards.classificationTotal} cars`;
// The one thing worth calling out: the yard about to turn over.
const bare = f.yards.divisionTotal === 0;
$('divyard').classList.toggle('bare', bare);
$('yardnote').textContent = bare
? `The Division Yard is bare — the ${f.yards.classificationTotal} cars in Classification return to it now.`
: 'loaded / empty. Classification returns to the Division Yard only when the Division Yard is bare.';
}
function renderDistrict(f: ReturnType<typeof view>): void {
const open = districtMode === 'auto' ? FOCUS_PHASES.has(f.phaseKey) : districtMode === 'open';
const sec = $('district');
+16
View File
@@ -33,6 +33,15 @@ header button:hover{border-color:#4d6fa8}
explicitly not a target. Previously the hand was a list of bare names and the Department slots a
second list, so nothing looked like a card at all. */
.cardrow{display:flex;flex-wrap:wrap;gap:6px;margin:0 0 2px}
/* THE YARDS. Rolling stock is finite and the Classification Yard only comes back when the Division
Yard is bare, so a player has to be able to watch the supply run down. */
.yard{display:flex;flex-wrap:wrap;gap:5px;margin:0 0 6px}
.stock{background:#1c2129;border:1px solid #39424e;border-radius:4px;padding:2px 7px;font-size:11px}
.stock b{color:#e6e9ee}
.stock .ld{color:#8fd6a0}
.stock .mt{color:#9fb6d8}
.stock.none{opacity:.4}
.yard.bare{outline:1px dashed #e0a060;outline-offset:3px;border-radius:4px;padding:3px}
.handcard{background:#242c36;border:1px solid var(--line);border-radius:5px;
padding:5px 8px;font-size:11px;min-width:96px;position:relative}
.handcard:focus{outline:2px solid #4d6fa8;outline-offset:1px}
@@ -213,6 +222,13 @@ ol.tc-phases{display:flex;gap:6px;list-style:none;margin:0;padding:0;flex-wrap:w
<h3>Department Cards (face up)</h3><div id="depts" class="cardrow ref">—</div>
</section>
<section><h2 class="big">Your Track Supply</h2><div id="supply"></div></section>
<section><h2 class="big">The Yards</h2>
<h3>Division Yard <span class="dim" id="divtot"></span></h3>
<div id="divyard" class="yard"></div>
<h3>Classification Yard <span class="dim" id="clstot"></span></h3>
<div id="clsyard" class="yard"></div>
<div class="dim" id="yardnote"></div>
</section>
<section><h2>Blocked — why nothing is moving</h2><ul class="blocked" id="blocked"></ul></section>
<section><h2>Facilities</h2><div id="facs"></div></section>
</div>
+124
View File
@@ -0,0 +1,124 @@
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width,initial-scale=1">
<title>Station Master — replays</title>
<style>
:root{--bg:#12151a;--fg:#e6e9ee;--dim:#8b94a3;--line:#2c333d;--panel:#1a1f26}
*{box-sizing:border-box}
body{margin:0;background:var(--bg);color:var(--fg);
font:14px/1.5 ui-monospace,SFMono-Regular,Menlo,Consolas,monospace}
a{color:#5aa9e6}
header{background:var(--panel);border-bottom:1px solid var(--line);padding:10px 16px;
display:flex;gap:18px;align-items:baseline;flex-wrap:wrap;position:sticky;top:0;z-index:5}
header b{font-size:16px}
.home{color:inherit;text-decoration:none;border-bottom:1px dotted #5f6b7a}
.home:hover{color:#5aa9e6}
.build{margin-left:auto;font-size:11px;opacity:.7}
main{padding:18px;max-width:1300px;margin:0 auto}
h2{font-size:12px;text-transform:uppercase;letter-spacing:.09em;color:var(--dim);margin:0 0 8px}
section{background:var(--panel);border:1px solid var(--line);border-radius:8px;padding:14px 16px;margin-bottom:14px}
.dim{color:var(--dim)}
.sm{font-size:11px}
button{background:#2a3038;color:var(--fg);border:1px solid var(--line);border-radius:5px;
padding:6px 11px;margin:2px 4px 2px 0;cursor:pointer;font:inherit;font-size:13px;text-align:left}
button:hover{background:#39424e;border-color:#4d6fa8}
button.entry{display:block;width:100%;margin-bottom:6px}
#perr{color:#e58080;min-height:18px;font-size:12px}
input[type=file]{font:inherit;font-size:12px;color:var(--dim)}
/* viewer */
#viewer{display:none}
.vbar{display:flex;gap:6px;align-items:center;flex-wrap:wrap;margin-bottom:10px}
.vgrid{display:grid;grid-template-columns:minmax(0,1fr) 380px;gap:14px;align-items:start}
@media(max-width:1100px){.vgrid{grid-template-columns:1fr}}
.scroll{overflow-x:auto}
#vlog{max-height:420px;overflow:auto;font-size:12px}
.line{padding:1px 0}
/* Auto-hide, matching the playable page and the standalone replay. Folded leaves a summary rather
than nothing, because a panel that disappears reads as broken instead of folded away. */
button.ghost{background:#222831;border:1px solid #4a5361;color:#c6ccd6;font-size:11px;
padding:2px 9px;margin-left:10px;text-transform:none;letter-spacing:0;vertical-align:middle}
button.ghost:hover{border-color:#4d6fa8;color:#fff}
#vdistrict.folded .scroll{display:none}
#vdistrict.folded #vdistrictsummary{display:block;padding:2px 0}
#vdistrictsummary{display:none}
.line.now{background:rgba(90,169,230,.10)}
.t-good{color:#8fd6a0}.t-bad{color:#e58080}.t-clock{color:#9fb6d8;font-weight:600}.t-quiet{color:var(--dim)}
select{background:#2a3038;color:var(--fg);border:1px solid var(--line);border-radius:5px;padding:5px;font:inherit;font-size:12px}
input[type=range]{flex:1;min-width:180px}
</style>
</head>
<body>
<header>
<b><a class="home" href="./index.html">Station Master</a></b>
<span class="dim">replays</span>
<span class="build">build __BUILD__</span>
</header>
<main>
<div id="picker">
<section>
<h2>Saved on this site</h2>
<div id="hosted"><p class="dim">loading&hellip;</p></div>
</section>
<section>
<h2>Open a save file</h2>
<p class="dim">A Station Master save is a small <code>.json</code> file &mdash; a seed and the list of
moves made. That is enough to rebuild the whole game, so a replay can be emailed like a text file.
Save one from inside a game with <b>Save replay</b>.</p>
<input type="file" id="file" accept=".json,application/json">
<div id="perr"></div>
</section>
</div>
<div id="viewer">
<section>
<div class="vbar">
<button id="vclose">&larr; all replays</button>
<b id="vtitle">&mdash;</b>
<span class="dim" id="vnote"></span>
</div>
<div class="vbar">
<button id="vfirst">&#9198; start</button>
<button id="vback">&#9664; step</button>
<button id="vplay">&#9654; play</button>
<button id="vfwd">step &#9654;</button>
<button id="vstage">next Stage &#9197;</button>
<button id="vlast">end &#9197;</button>
<select id="vspeed">
<option value="3000">extra slow</option>
<option value="1200">slow</option>
<option value="700" selected>normal</option>
<option value="280">fast</option>
<option value="90">very fast</option>
</select>
<button id="vsound">&#128263; muted</button>
<input type="range" id="vscrub" min="0" max="0" value="0">
<span class="dim" id="vpos">0 / 0</span>
</div>
<div class="vbar">
<span id="vclock">&mdash;</span>
<span>phase: <b id="vphase">&mdash;</b></span>
<span>Revenue <b id="vrev">0</b></span>
<span class="dim">&larr; &rarr; to step, space to play</span>
</div>
</section>
<div class="vgrid">
<div>
<section><h2>The Division</h2><div class="scroll" id="vdivision"></div></section>
<section id="vdistrict"><h2>Office Area <button id="vdistricttoggle" class="ghost">auto-hide: on</button></h2>
<div id="vdistrictsummary" class="dim"></div>
<div class="scroll" id="vgrid"></div></section>
</div>
<section><h2>What happened</h2><div id="vlog"></div></section>
</div>
</div>
</main>
<script type="module" src="./web/replays.js"></script>
</body>
</html>
+51 -2
View File
@@ -12,6 +12,8 @@
*/
import { BOARD_CSS, divisionSvg, officeSvg } from '../sim/board-svg.ts';
import { cuesFor } from '../sim/narrate.ts';
import { playCue } from './sound.ts';
import { TOOLTIP_CSS, installTooltips } from './tooltip.ts';
import { narrate } from '../sim/narrate.ts';
import { cardName, trainName } from '../sim/view.ts';
@@ -35,7 +37,12 @@ const esc = (s: string): string =>
String(s).replace(/[&<>"]/g, (c) => ({ '&': '&amp;', '<': '&lt;', '>': '&gt;', '"': '&quot;' })[c] ?? c);
/** Every position the save passes through, with the lines narrated along the way. */
type Step = { frame: Frame; lines: { text: string; tone: string }[] };
type Step = {
frame: Frame;
lines: { text: string; tone: string }[];
/** What this step should sound like — from `cuesFor`, the same function the live game uses. */
cues: string[];
};
/**
* Rebuild a game from a save, keeping a snapshot at each step.
@@ -54,7 +61,7 @@ function rebuild(save: Save): { steps: Step[]; stoppedEarly: boolean } {
const n = narrate(e, ctx);
return { text: n.text, tone: n.tone };
});
steps.push({ frame: snapshot(s, [], null), lines });
steps.push({ frame: snapshot(s, [], null), lines, cues: cuesFor(events) });
};
push(pump(s));
@@ -80,13 +87,28 @@ function rebuild(save: Save): { steps: Step[]; stoppedEarly: boolean } {
let steps: Step[] = [];
let at = 0;
let timer: ReturnType<typeof setInterval> | null = null;
/**
* Sound and auto-hide, matching the playable page and the standalone replay.
*
* This viewer is a third place a game gets drawn, and it had drifted: three speeds where the
* standalone had five, and neither of these. Anything a player learns on one screen should hold on
* the others.
*/
let soundOn = false;
let districtMode: 'auto' | 'open' | 'closed' = 'auto';
const FOCUS_PHASES = new Set(['localOps', 'loadUnload']);
function show(i: number): void {
const from = at;
at = Math.max(0, Math.min(steps.length - 1, i));
const step = steps[at];
if (!step) return;
const f = step.frame;
// Only a single step FORWARD sounds. Scrubbing across a hundred steps would fire a hundred
// whistles, and stepping back would sound a Stage ending that is being un-done.
if (soundOn && at === from + 1) for (const c of step.cues) playCue(c);
$('vclock').textContent = `Day ${f.day} · Stage ${f.stage} — ${f.clock}`;
$('vphase').textContent = f.phase;
$('vrev').textContent = String(f.revenue);
@@ -95,6 +117,21 @@ function show(i: number): void {
$('vdivision').innerHTML = divisionSvg(f.division);
$('vgrid').innerHTML = officeSvg(f.cells, f.runningRow);
// Auto-hide: the district is worth its space during the phases that change it.
const open = districtMode === 'auto' ? FOCUS_PHASES.has(f.phaseKey) : districtMode === 'open';
const sec = $('vdistrict');
if (open) sec.classList.remove('folded');
else sec.classList.add('folded');
const cars = f.cells.reduce((n, c) => n + c.cars.length, 0);
$('vdistrictsummary').textContent =
`${f.cells.length} cards · ${f.facilities.length} facilities · ${cars} cars standing`;
$('vdistricttoggle').textContent =
districtMode === 'auto'
? (open ? 'auto-hide: on — click to keep open' : 'auto-hide: on — click to show')
: districtMode === 'open'
? 'always showing — click for auto-hide'
: 'always hidden — click for auto-hide';
// A window of history rather than only this step, so a jump lands in context.
let log = '';
for (let k = Math.max(0, at - 18); k <= at; k++) {
@@ -215,6 +252,18 @@ function wire(): void {
show(at + 1);
}, Number(($('vspeed') as HTMLSelectElement).value));
};
$('vdistricttoggle').onclick = () => {
const f = steps[at]?.frame;
const open = districtMode === 'auto' ? (f ? FOCUS_PHASES.has(f.phaseKey) : true) : districtMode === 'open';
districtMode = districtMode === 'auto' ? (open ? 'closed' : 'open') : 'auto';
show(at);
};
$('vsound').onclick = () => {
soundOn = !soundOn;
$('vsound').textContent = soundOn ? '\u{1F50A} sound' : '\u{1F507} muted';
// Confirms the change, and gives the browser the gesture it needs before audio may start.
if (soundOn) playCue('stage');
};
$('vclose').onclick = () => {
if (timer) clearInterval(timer);
timer = null;