adding classification and division yard updates, train collisions, engine and car updates, turnout improvements.
This commit is contained in:
@@ -261,6 +261,8 @@ function render(): void {
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? f.departments.map((d, i) => cardRow(d, f.departmentsWhat[i] ?? '', null)).join('')
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: '<span class="dim">none</span>';
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renderYards(f);
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const total = f.trackSupply.reduce((n, t) => n + t.left, 0);
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$('supply').innerHTML =
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`<div class="dim">${total} pieces left · one may be laid per turn, during the DRAW option</div>` +
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@@ -297,6 +299,38 @@ function render(): void {
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save();
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}
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/**
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* The two yards, and how close the Division Yard is to running out.
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*
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* §2 — used Rolling Stock is set out in the Classification Yard, and it only returns when the
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* Division Yard is BARE. So the interesting number is not how much has been used but how little is
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* left, and the moment the Division Yard empties a whole pile comes back at once.
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*/
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function renderYards(f: ReturnType<typeof view>): void {
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const row = (rows: { type: string; loaded: number; empty: number }[]): string =>
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rows.length === 0
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? '<span class="dim">empty</span>'
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: rows
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.map(
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(r) =>
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`<span class="stock" data-tip="${esc(r.type)} — ${r.loaded} loaded, ${r.empty} empty">` +
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`<b>${esc(r.type)}</b> <span class="ld">${r.loaded}</span>/<span class="mt">${r.empty}</span></span>`,
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)
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.join('');
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$('divyard').innerHTML = row(f.yards.division);
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$('clsyard').innerHTML = row(f.yards.classification);
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$('divtot').textContent = `${f.yards.divisionTotal} cars`;
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$('clstot').textContent = `${f.yards.classificationTotal} cars`;
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// The one thing worth calling out: the yard about to turn over.
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const bare = f.yards.divisionTotal === 0;
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$('divyard').classList.toggle('bare', bare);
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$('yardnote').textContent = bare
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? `The Division Yard is bare — the ${f.yards.classificationTotal} cars in Classification return to it now.`
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: 'loaded / empty. Classification returns to the Division Yard only when the Division Yard is bare.';
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}
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function renderDistrict(f: ReturnType<typeof view>): void {
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const open = districtMode === 'auto' ? FOCUS_PHASES.has(f.phaseKey) : districtMode === 'open';
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const sec = $('district');
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@@ -33,6 +33,15 @@ header button:hover{border-color:#4d6fa8}
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explicitly not a target. Previously the hand was a list of bare names and the Department slots a
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second list, so nothing looked like a card at all. */
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.cardrow{display:flex;flex-wrap:wrap;gap:6px;margin:0 0 2px}
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/* THE YARDS. Rolling stock is finite and the Classification Yard only comes back when the Division
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Yard is bare, so a player has to be able to watch the supply run down. */
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.yard{display:flex;flex-wrap:wrap;gap:5px;margin:0 0 6px}
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.stock{background:#1c2129;border:1px solid #39424e;border-radius:4px;padding:2px 7px;font-size:11px}
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.stock b{color:#e6e9ee}
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.stock .ld{color:#8fd6a0}
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.stock .mt{color:#9fb6d8}
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.stock.none{opacity:.4}
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.yard.bare{outline:1px dashed #e0a060;outline-offset:3px;border-radius:4px;padding:3px}
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.handcard{background:#242c36;border:1px solid var(--line);border-radius:5px;
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padding:5px 8px;font-size:11px;min-width:96px;position:relative}
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.handcard:focus{outline:2px solid #4d6fa8;outline-offset:1px}
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@@ -213,6 +222,13 @@ ol.tc-phases{display:flex;gap:6px;list-style:none;margin:0;padding:0;flex-wrap:w
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<h3>Department Cards (face up)</h3><div id="depts" class="cardrow ref">—</div>
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</section>
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<section><h2 class="big">Your Track Supply</h2><div id="supply"></div></section>
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<section><h2 class="big">The Yards</h2>
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<h3>Division Yard <span class="dim" id="divtot"></span></h3>
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<div id="divyard" class="yard"></div>
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<h3>Classification Yard <span class="dim" id="clstot"></span></h3>
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<div id="clsyard" class="yard"></div>
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<div class="dim" id="yardnote"></div>
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</section>
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<section><h2>Blocked — why nothing is moving</h2><ul class="blocked" id="blocked"></ul></section>
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<section><h2>Facilities</h2><div id="facs"></div></section>
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</div>
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@@ -0,0 +1,124 @@
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<!doctype html>
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<html lang="en">
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<head>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width,initial-scale=1">
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<title>Station Master — replays</title>
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<style>
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:root{--bg:#12151a;--fg:#e6e9ee;--dim:#8b94a3;--line:#2c333d;--panel:#1a1f26}
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*{box-sizing:border-box}
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body{margin:0;background:var(--bg);color:var(--fg);
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font:14px/1.5 ui-monospace,SFMono-Regular,Menlo,Consolas,monospace}
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a{color:#5aa9e6}
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header{background:var(--panel);border-bottom:1px solid var(--line);padding:10px 16px;
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display:flex;gap:18px;align-items:baseline;flex-wrap:wrap;position:sticky;top:0;z-index:5}
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header b{font-size:16px}
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.home{color:inherit;text-decoration:none;border-bottom:1px dotted #5f6b7a}
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.home:hover{color:#5aa9e6}
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.build{margin-left:auto;font-size:11px;opacity:.7}
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main{padding:18px;max-width:1300px;margin:0 auto}
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h2{font-size:12px;text-transform:uppercase;letter-spacing:.09em;color:var(--dim);margin:0 0 8px}
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section{background:var(--panel);border:1px solid var(--line);border-radius:8px;padding:14px 16px;margin-bottom:14px}
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.dim{color:var(--dim)}
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.sm{font-size:11px}
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button{background:#2a3038;color:var(--fg);border:1px solid var(--line);border-radius:5px;
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padding:6px 11px;margin:2px 4px 2px 0;cursor:pointer;font:inherit;font-size:13px;text-align:left}
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button:hover{background:#39424e;border-color:#4d6fa8}
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button.entry{display:block;width:100%;margin-bottom:6px}
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#perr{color:#e58080;min-height:18px;font-size:12px}
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input[type=file]{font:inherit;font-size:12px;color:var(--dim)}
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/* viewer */
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#viewer{display:none}
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.vbar{display:flex;gap:6px;align-items:center;flex-wrap:wrap;margin-bottom:10px}
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.vgrid{display:grid;grid-template-columns:minmax(0,1fr) 380px;gap:14px;align-items:start}
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@media(max-width:1100px){.vgrid{grid-template-columns:1fr}}
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.scroll{overflow-x:auto}
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#vlog{max-height:420px;overflow:auto;font-size:12px}
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.line{padding:1px 0}
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/* Auto-hide, matching the playable page and the standalone replay. Folded leaves a summary rather
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than nothing, because a panel that disappears reads as broken instead of folded away. */
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button.ghost{background:#222831;border:1px solid #4a5361;color:#c6ccd6;font-size:11px;
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padding:2px 9px;margin-left:10px;text-transform:none;letter-spacing:0;vertical-align:middle}
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button.ghost:hover{border-color:#4d6fa8;color:#fff}
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#vdistrict.folded .scroll{display:none}
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#vdistrict.folded #vdistrictsummary{display:block;padding:2px 0}
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#vdistrictsummary{display:none}
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.line.now{background:rgba(90,169,230,.10)}
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.t-good{color:#8fd6a0}.t-bad{color:#e58080}.t-clock{color:#9fb6d8;font-weight:600}.t-quiet{color:var(--dim)}
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select{background:#2a3038;color:var(--fg);border:1px solid var(--line);border-radius:5px;padding:5px;font:inherit;font-size:12px}
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input[type=range]{flex:1;min-width:180px}
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</style>
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</head>
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<body>
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<header>
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<b><a class="home" href="./index.html">Station Master</a></b>
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<span class="dim">replays</span>
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<span class="build">build __BUILD__</span>
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</header>
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<main>
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<div id="picker">
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<section>
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<h2>Saved on this site</h2>
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<div id="hosted"><p class="dim">loading…</p></div>
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</section>
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<section>
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<h2>Open a save file</h2>
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<p class="dim">A Station Master save is a small <code>.json</code> file — a seed and the list of
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moves made. That is enough to rebuild the whole game, so a replay can be emailed like a text file.
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Save one from inside a game with <b>Save replay</b>.</p>
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<input type="file" id="file" accept=".json,application/json">
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<div id="perr"></div>
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</section>
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</div>
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<div id="viewer">
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<section>
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<div class="vbar">
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<button id="vclose">← all replays</button>
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<b id="vtitle">—</b>
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<span class="dim" id="vnote"></span>
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</div>
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<div class="vbar">
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<button id="vfirst">⏮ start</button>
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<button id="vback">◀ step</button>
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<button id="vplay">▶ play</button>
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<button id="vfwd">step ▶</button>
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<button id="vstage">next Stage ⏭</button>
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<button id="vlast">end ⏭</button>
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<select id="vspeed">
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<option value="3000">extra slow</option>
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<option value="1200">slow</option>
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<option value="700" selected>normal</option>
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<option value="280">fast</option>
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<option value="90">very fast</option>
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</select>
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<button id="vsound">🔇 muted</button>
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<input type="range" id="vscrub" min="0" max="0" value="0">
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<span class="dim" id="vpos">0 / 0</span>
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</div>
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<div class="vbar">
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<span id="vclock">—</span>
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<span>phase: <b id="vphase">—</b></span>
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<span>Revenue <b id="vrev">0</b></span>
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<span class="dim">← → to step, space to play</span>
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</div>
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</section>
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<div class="vgrid">
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<div>
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<section><h2>The Division</h2><div class="scroll" id="vdivision"></div></section>
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<section id="vdistrict"><h2>Office Area <button id="vdistricttoggle" class="ghost">auto-hide: on</button></h2>
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<div id="vdistrictsummary" class="dim"></div>
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<div class="scroll" id="vgrid"></div></section>
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</div>
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<section><h2>What happened</h2><div id="vlog"></div></section>
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</div>
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</div>
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</main>
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<script type="module" src="./web/replays.js"></script>
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</body>
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</html>
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+51
-2
@@ -12,6 +12,8 @@
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*/
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import { BOARD_CSS, divisionSvg, officeSvg } from '../sim/board-svg.ts';
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import { cuesFor } from '../sim/narrate.ts';
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import { playCue } from './sound.ts';
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import { TOOLTIP_CSS, installTooltips } from './tooltip.ts';
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import { narrate } from '../sim/narrate.ts';
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import { cardName, trainName } from '../sim/view.ts';
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@@ -35,7 +37,12 @@ const esc = (s: string): string =>
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String(s).replace(/[&<>"]/g, (c) => ({ '&': '&', '<': '<', '>': '>', '"': '"' })[c] ?? c);
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/** Every position the save passes through, with the lines narrated along the way. */
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type Step = { frame: Frame; lines: { text: string; tone: string }[] };
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type Step = {
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frame: Frame;
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lines: { text: string; tone: string }[];
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/** What this step should sound like — from `cuesFor`, the same function the live game uses. */
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cues: string[];
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};
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/**
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* Rebuild a game from a save, keeping a snapshot at each step.
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@@ -54,7 +61,7 @@ function rebuild(save: Save): { steps: Step[]; stoppedEarly: boolean } {
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const n = narrate(e, ctx);
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return { text: n.text, tone: n.tone };
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});
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steps.push({ frame: snapshot(s, [], null), lines });
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steps.push({ frame: snapshot(s, [], null), lines, cues: cuesFor(events) });
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};
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push(pump(s));
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@@ -80,13 +87,28 @@ function rebuild(save: Save): { steps: Step[]; stoppedEarly: boolean } {
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let steps: Step[] = [];
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let at = 0;
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let timer: ReturnType<typeof setInterval> | null = null;
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/**
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* Sound and auto-hide, matching the playable page and the standalone replay.
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*
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* This viewer is a third place a game gets drawn, and it had drifted: three speeds where the
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* standalone had five, and neither of these. Anything a player learns on one screen should hold on
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* the others.
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*/
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let soundOn = false;
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let districtMode: 'auto' | 'open' | 'closed' = 'auto';
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const FOCUS_PHASES = new Set(['localOps', 'loadUnload']);
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function show(i: number): void {
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const from = at;
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at = Math.max(0, Math.min(steps.length - 1, i));
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const step = steps[at];
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if (!step) return;
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const f = step.frame;
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// Only a single step FORWARD sounds. Scrubbing across a hundred steps would fire a hundred
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// whistles, and stepping back would sound a Stage ending that is being un-done.
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if (soundOn && at === from + 1) for (const c of step.cues) playCue(c);
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$('vclock').textContent = `Day ${f.day} · Stage ${f.stage} — ${f.clock}`;
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$('vphase').textContent = f.phase;
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$('vrev').textContent = String(f.revenue);
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@@ -95,6 +117,21 @@ function show(i: number): void {
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$('vdivision').innerHTML = divisionSvg(f.division);
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$('vgrid').innerHTML = officeSvg(f.cells, f.runningRow);
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// Auto-hide: the district is worth its space during the phases that change it.
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const open = districtMode === 'auto' ? FOCUS_PHASES.has(f.phaseKey) : districtMode === 'open';
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const sec = $('vdistrict');
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if (open) sec.classList.remove('folded');
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else sec.classList.add('folded');
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const cars = f.cells.reduce((n, c) => n + c.cars.length, 0);
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$('vdistrictsummary').textContent =
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`${f.cells.length} cards · ${f.facilities.length} facilities · ${cars} cars standing`;
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$('vdistricttoggle').textContent =
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districtMode === 'auto'
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? (open ? 'auto-hide: on — click to keep open' : 'auto-hide: on — click to show')
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: districtMode === 'open'
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? 'always showing — click for auto-hide'
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: 'always hidden — click for auto-hide';
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// A window of history rather than only this step, so a jump lands in context.
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let log = '';
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for (let k = Math.max(0, at - 18); k <= at; k++) {
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@@ -215,6 +252,18 @@ function wire(): void {
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show(at + 1);
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}, Number(($('vspeed') as HTMLSelectElement).value));
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};
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$('vdistricttoggle').onclick = () => {
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const f = steps[at]?.frame;
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const open = districtMode === 'auto' ? (f ? FOCUS_PHASES.has(f.phaseKey) : true) : districtMode === 'open';
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districtMode = districtMode === 'auto' ? (open ? 'closed' : 'open') : 'auto';
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show(at);
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};
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$('vsound').onclick = () => {
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soundOn = !soundOn;
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$('vsound').textContent = soundOn ? '\u{1F50A} sound' : '\u{1F507} muted';
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// Confirms the change, and gives the browser the gesture it needs before audio may start.
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if (soundOn) playCue('stage');
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};
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$('vclose').onclick = () => {
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if (timer) clearInterval(timer);
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timer = null;
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Reference in New Issue
Block a user