v0.6.1 — five of six playtest bugs: one button per train, and a load that has to go somewhere
Gameplay testing on 0.4.9d returned six reports. Five are fixed; the sixth could not be reproduced and is written up in TODO.md with the two questions that would pin it down. TWO TRAINS AT ONE PLATFORM ANSWERED TO ONE BUTTON. `porter.board` and `porter.detrain` carried no tray, so there was one button per platform however many trains stood at it and the reducer filled the first empty coach on the A/D tracks. `check` and the reducer were not even asking the same question: `check` skipped a train whose card refuses passenger work and the reducer did not. Both intents now carry an optional `trayId`, one function resolves the train and the coach for check/execute/reduce alike, `legal.ts` offers one candidate per train, and the label names it. A LOAD COULD BE MADE AND BROKEN WITHOUT GOING ANYWHERE. A Freight House could unload the boxcar it had just loaded; a platform could detrain the passengers it had just boarded. Full Revenue at both ends for a movement that never happened. Jesse's rule: a load made anywhere in an Office Area may not be broken anywhere in that Office Area, ever — it has to be carried to another district. The load carries the seat that made it (`RollingStock.origin`), stripped by `pooled` at every yard push. Measured at -0.60 +/- 0.10 Revenue a game (t = -6.1) over 400 paired deals: 78 worse, 3 better, 319 unchanged — free Revenue coming off the board, not a nerf. THE GROCER'S WAREHOUSE SHIPPED AND THE REFINERY RECEIVED. Both were `flow: 'both'` on the reading that "Freight House" was a collective term for exactly those two, and therefore what §9.3 described. The engine has dealt a Freight House CARD since before v0.4.9, so §9.3 names it and the argument goes. The card set agrees: all three Refinery modifiers grant +1 outbound. Refinery outbound-only, Grocer's inbound-only, Freight House the one two-way industry — which leaves exactly the one same-district pairing the rule above refuses. NOT REPRODUCED: cars left behind when backing up over them. Five layouts tried, including cars spotted at an industry; every one couples the lot. Three are pinned in `apply.test.ts`. One way to create such cars was closed anyway — `flyingSwitch` wrote its cut past `carsOn`. Both published replays that had gone dead were re-recorded; a rules change retires a save, and `harness.test.ts` is what catches it. The same change ships as v0.4.9e on the 0.4.9 line, branched from the v0.4.9d commit — the engine files these fixes touch are identical across the two lines, so the patch applied cleanly both ways. Also carries the two "Queued 2026-08-22, from playing on StartOS" TODO items that were staged before this work started (Games in Progress readability, and getting back into a game after losing a browser). They are notes, and items 9-12 below them are numbered against them. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_011nbvwWMef8CuEP6t5cgkTv
This commit is contained in:
co-authored by
Claude Opus 5
parent
40f07b0710
commit
83a5450866
+137
-60
@@ -59,6 +59,7 @@ import {
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cutTowards,
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isOperationalRail,
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playerAtSeat,
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pooled,
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railFacingOf,
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seatOf,
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spaceOn,
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@@ -388,17 +389,11 @@ export function canStartLoad(f: Facility): boolean {
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}
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/** §9.2 — boarding needs a loaded coach in a green slot and a train with an empty coach. */
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export function canBoard(s: GameState, player: PlayerIndex, at: GridCoord): boolean {
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export function canBoard(s: GameState, player: PlayerIndex, at: GridCoord, trayId?: TrayId): boolean {
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const f = facilityAt(s, player, at);
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if (!f || f.kind !== 'passenger' || portersLeft(f) < 1) return false;
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if (!f.outboundBox.some((c) => c.type === 'coach' && c.loaded)) return false;
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// §7 — a train whose card refuses passenger work, or which is not booked to stop here, is not a
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// train these passengers can board however many empty coaches it is carrying.
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return trainAtOfficeWith(
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s, player,
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(c) => c.type === 'coach' && !c.loaded,
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(t) => !refusesPassengers(t) && !refusesThisOffice(s, player, t),
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);
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return passengerWork(s, player, 'board', trayId) !== null;
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}
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/**
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@@ -413,29 +408,54 @@ export function canBoard(s: GameState, player: PlayerIndex, at: GridCoord): bool
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* de-training MINTED a coach: the loaded one went to the red box and a new empty one appeared in the
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* train. Measured at 1.29 cars a game created out of nothing across the two inbound paths.
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*/
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export function canDetrain(s: GameState, player: PlayerIndex, at: GridCoord): boolean {
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export function canDetrain(s: GameState, player: PlayerIndex, at: GridCoord, trayId?: TrayId): boolean {
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const f = facilityAt(s, player, at);
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if (!f || f.kind !== 'passenger' || portersLeft(f) < 1) return false;
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if (f.inboundBox.length >= f.capacity.inbound) return false;
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if (!s.yards.divisionYard.some((c) => c.type === 'coach' && !c.loaded)) return false;
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return trainAtOfficeWith(
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s, player,
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(c) => c.type === 'coach' && c.loaded,
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(t) => !refusesPassengers(t) && !refusesThisOffice(s, player, t),
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);
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return passengerWork(s, player, 'detrain', trayId) !== null;
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}
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function trainAtOfficeWith(
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/**
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* WHICH TRAIN, AND WHICH COACH ON IT — the one answer `check`, `execute` and the reducer all use.
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*
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* TWO PLAYTEST BUGS SHARED ONE CAUSE HERE. Reported against v0.4.9d: "operating two trains in a
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* station, the select button does not work — regardless of which you pick, it is always one train,
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* not the other". `porter.board` carried no tray at all, so `check` asked whether SOME train at the
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* Office had an empty coach and the reducer then walked `adOccupancy` and filled the first one it
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* found. The two were not even asking the same question: `check` skipped a train whose card refuses
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* passenger work and the reducer did not, so a Military train could be boarded as long as some other
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* train at the platform was eligible. The intent now names its tray (`intents.ts`) and this is the
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* one place that resolves it.
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*
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* And "passengers just boarded cannot be immediately unloaded": a coach carries the district that
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* filled it (`RollingStock.origin`), and a homegrown coach is not a coach these passengers may
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* alight from — they have to be carried to a different Office Area first.
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*
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* `trayId` absent means "any eligible train", which is what every intent recorded before this
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* existed meant, so an old save replays unchanged.
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*/
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function passengerWork(
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s: GameState,
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player: PlayerIndex,
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pred: (c: RollingStock) => boolean,
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trayOk: (t: CrewTray) => boolean = () => true,
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): boolean {
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dir: 'board' | 'detrain',
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trayId?: TrayId,
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): { trayId: TrayId; coachIndex: number } | null {
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const area = areaOf(s, player);
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return area.adOccupancy.some((id) => {
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const t = s.trays.get(id);
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return !!t && trayOk(t) && t.consist.some(pred);
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});
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const seat = seatOf(s, player);
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const wanted = (c: RollingStock): boolean =>
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c.type === 'coach' && (dir === 'board' ? !c.loaded : c.loaded && c.origin !== seat);
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for (const id of area.adOccupancy) {
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if (trayId !== undefined && id !== trayId) continue;
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const tray = s.trays.get(id);
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if (!tray) continue;
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// §7 — a train whose card refuses passenger work, or which is not booked to stop here, is not a
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// train these passengers can board however many empty coaches it is carrying.
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if (refusesPassengers(tray) || refusesThisOffice(s, player, tray)) continue;
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const coachIndex = tray.consist.findIndex(wanted);
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if (coachIndex >= 0) return { trayId: id, coachIndex };
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}
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return null;
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}
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// ---------------------------------------------------------------------------
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@@ -570,12 +590,30 @@ function passengerRefusal(
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player: PlayerIndex,
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at: GridCoord,
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dir: 'board' | 'detrain',
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trayId?: TrayId,
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): RejectionCode {
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const area = areaOf(s, player);
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const trains = area.adOccupancy.map((id) => s.trays.get(id)).filter((t): t is CrewTray => !!t);
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const trains = area.adOccupancy
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.filter((id) => trayId === undefined || id === trayId)
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.map((id) => s.trays.get(id))
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.filter((t): t is CrewTray => !!t);
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if (trains.length > 0 && trains.every((t) => refusesThisOffice(s, player, t))) return 'NOT_A_TERMINAL';
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if (trains.length > 0 && trains.every(refusesPassengers)) return 'NO_PASSENGER_WORK';
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if (trains.length === 0) return 'NO_TRAIN_AT_OFFICE';
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/**
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* EVERY LOADED COACH ABOARD BOARDED HERE — so the refusal is the district rule, not "no loaded
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* coach". Told apart because the two read as opposite situations to a player: one is an empty
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* train, the other is a train full of passengers who have not been anywhere yet.
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*/
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if (
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dir === 'detrain' &&
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trains.some((t) => t.consist.some((c) => c.type === 'coach' && c.loaded)) &&
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trains.every((t) =>
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t.consist.every((c) => !(c.type === 'coach' && c.loaded) || c.origin === seatOf(s, player)),
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)
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) {
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return 'LOADED_IN_THIS_DISTRICT';
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}
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/**
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* A TRAIN IS STANDING THERE, so say what is actually missing.
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@@ -981,7 +1019,8 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
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if (!f) return 'NO_SUCH_FACILITY';
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if (f.porters < 1) return 'NO_PORTERS_HERE';
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if (portersLeft(f) < 1) return 'RESOURCE_SPENT';
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return canBoard(s, player, i.at) ? null : passengerRefusal(s, player, i.at, 'board');
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if (i.trayId !== undefined && !s.trays.has(i.trayId)) return 'NO_SUCH_TRAY';
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return canBoard(s, player, i.at, i.trayId) ? null : passengerRefusal(s, player, i.at, 'board', i.trayId);
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}
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case 'porter.detrain': {
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@@ -990,7 +1029,8 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
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if (!f) return 'NO_SUCH_FACILITY';
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if (f.porters < 1) return 'NO_PORTERS_HERE';
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if (portersLeft(f) < 1) return 'RESOURCE_SPENT';
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return canDetrain(s, player, i.at) ? null : passengerRefusal(s, player, i.at, 'detrain');
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if (i.trayId !== undefined && !s.trays.has(i.trayId)) return 'NO_SUCH_TRAY';
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return canDetrain(s, player, i.at, i.trayId) ? null : passengerRefusal(s, player, i.at, 'detrain', i.trayId);
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}
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case 'laborer.startLoad': {
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@@ -1026,6 +1066,19 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
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if (laborersLeft(f) < 1) return 'RESOURCE_SPENT';
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const car = f.industryTrack.cars[i.carIndex];
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if (!car || !car.loaded) return 'WRONG_CAR_TYPE';
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/**
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* A LOAD MAY NOT BE BROKEN IN THE DISTRICT THAT MADE IT (Jesse's ruling, v0.4.9e).
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*
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* Reported from playtesting v0.4.9d: "Freight House: boxcars loaded cannot be immediately
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* unloaded." They could — a Freight House permits both directions, so the car its own Laborers
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* had just loaded was standing on its own track, loaded, with an empty of that type in the
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* yard, and every gate below said yes. Full Revenue at both ends for a load that never moved.
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*
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* The rule is district-wide and permanent, not "not at this facility" and not "not this
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* Stage": the stamp says which Office Area made the load, and it never expires. Traffic runs
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* BETWEEN districts, which is what the lockout pairs in `content.ts` exist to force.
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*/
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if (car.origin === seatOf(s, player)) return 'LOADED_IN_THIS_DISTRICT';
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/**
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* §9.3 — "*Requirements: a load on the industry's track AND AN EMPTY CAR OF THAT TYPE IN THE
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* DIVISION YARD. The first Laborer replaces the load with an empty car of that type.*"
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@@ -1617,17 +1670,23 @@ function execute(s: GameState, player: PlayerIndex, i: Intent): GameEvent[] {
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* `passengerPerCoach` (`content.ts`). Half a passenger movement is half the work, and the rate
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* is named per COACH because a Porter handles exactly one coach per action.
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*/
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case 'porter.board':
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case 'porter.board': {
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// `check` has already established there is one; resolving it HERE, once, is what stops the
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// reducer from finding a different train than the one the rules were tested against.
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const work = passengerWork(s, player, 'board', i.trayId)!;
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return [
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{ type: 'passengersBoarded', player, at: i.at },
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{ type: 'passengersBoarded', player, at: i.at, ...work },
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...earns(s, player, houseRules(s.config).revenue.passengerPerCoach, 'boarding'),
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];
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}
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case 'porter.detrain':
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case 'porter.detrain': {
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const work = passengerWork(s, player, 'detrain', i.trayId)!;
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return [
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{ type: 'passengersDetrained', player, at: i.at },
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{ type: 'passengersDetrained', player, at: i.at, ...work },
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...earns(s, player, houseRules(s.config).revenue.passengerPerCoach, 'detraining'),
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];
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}
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case 'laborer.startLoad': {
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const f = facilityAt(s, player, i.at)!;
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@@ -1956,9 +2015,14 @@ export function reduce(s: GameState, e: GameEvent): void {
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const card = area.grid.get(coordKey(e.to));
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if (tray && card) {
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tray.consist = tray.consist.slice(0, tray.consist.length - e.stock.length);
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const track = card.facility?.industryTrack;
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if (track) track.cars.push(...e.stock);
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else card.standing.push(...e.stock);
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// `carsOn` is the one function that knows WHERE cars stand on a given card — an industry
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// track for a freight facility, the card itself for everything else. Written out longhand
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// here it was a second copy of that rule, and the copy was wrong for a Passenger Facility:
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// it has an `industryTrack` too (an empty one, `setup.ts`), so a cut pushed into an Office
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// would have landed somewhere `carsOn` cannot see — cars on the board that no train can
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// couple and no walk is blocked by. `check` refuses a non-freight target, so this never
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// fired; a trap that needs another rule to stay unsprung is still a trap.
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carsOn(card).push(...e.stock);
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}
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turnOf(s, e.player).movesRemaining -= 1;
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spendCard(s, e.player, e.cardId);
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@@ -2049,7 +2113,8 @@ export function reduce(s: GameState, e: GameEvent): void {
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const f = facilityAt(s, e.player, e.at)!;
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const idx = f.inboundBox.findIndex((c) => c.type === e.stock.type && c.loaded === e.stock.loaded);
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if (idx >= 0) f.inboundBox.splice(idx, 1);
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s.yards.classificationYard.push(e.stock);
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// `pooled` — a car back in a yard is back in the common supply, carrying nothing (state.ts).
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s.yards.classificationYard.push(pooled(e.stock));
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turnOf(s, e.player).freightAgentUsed = true;
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break;
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}
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@@ -2064,7 +2129,7 @@ export function reduce(s: GameState, e: GameEvent): void {
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const idx = box.findIndex((c) => c.type === e.stock.type);
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if (idx >= 0) box.splice(idx, 1);
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}
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s.yards.classificationYard.push(e.stock);
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s.yards.classificationYard.push(pooled(e.stock));
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turnOf(s, e.player).freightAgentUsed = true;
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break;
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}
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@@ -2132,19 +2197,28 @@ export function reduce(s: GameState, e: GameEvent): void {
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break;
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}
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/**
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* THE TRAIN AND THE COACH THE PLAYER PICKED, not "the first one on the A/D tracks".
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*
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* This used to walk `adOccupancy` and fill the first empty coach it met, which is why two trains
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* standing at one station both answered to whichever chip was clicked (v0.4.9d playtest), and
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* why it could fill a coach on a train whose card refuses passenger work — `check` skipped such
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* a train and the reducer did not. `e.trayId`/`e.coachIndex` are exactly what `passengerWork`
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* resolved for `check`, carried on the event rather than looked up again here.
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*/
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case 'passengersBoarded': {
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const f = facilityAt(s, e.player, e.at)!;
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const area = areaOf(s, e.player);
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const idx = f.outboundBox.findIndex((c) => c.type === 'coach' && c.loaded);
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const loaded = f.outboundBox.splice(idx, 1)[0]!;
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for (const id of area.adOccupancy) {
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const tray = s.trays.get(id);
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const ci = tray?.consist.findIndex((c) => c.type === 'coach' && !c.loaded) ?? -1;
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if (tray && ci >= 0) {
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s.yards.classificationYard.push(tray.consist[ci]!);
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tray.consist[ci] = loaded;
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break;
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}
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const tray = s.trays.get(e.trayId);
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if (tray && tray.consist[e.coachIndex]) {
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s.yards.classificationYard.push(pooled(tray.consist[e.coachIndex]!));
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/**
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* Stamped with the district that filled it — the chip turned upside down in the tray. These
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* passengers may not alight anywhere in this Office Area; the train has to carry them to a
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* different one. See `RollingStock.origin` in state.ts.
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*/
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tray.consist[e.coachIndex] = { ...loaded, origin: seatOf(s, e.player) };
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}
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f.usedThisStage.porters += 1;
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break;
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@@ -2152,21 +2226,18 @@ export function reduce(s: GameState, e: GameEvent): void {
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case 'passengersDetrained': {
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const f = facilityAt(s, e.player, e.at)!;
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const area = areaOf(s, e.player);
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for (const id of area.adOccupancy) {
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const tray = s.trays.get(id);
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const ci = tray?.consist.findIndex((c) => c.type === 'coach' && c.loaded) ?? -1;
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if (tray && ci >= 0) {
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// The empty coach comes OUT OF THE DIVISION YARD, as §9.2 says. It used to be conjured,
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// which minted a coach on every de-training. Throws now, for the reason in `unloadBegan`.
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const yi = s.yards.divisionYard.findIndex((c) => c.type === 'coach' && !c.loaded);
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if (yi < 0) throw new Error('passengersDetrained: no empty coach in the Division Yard');
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const empty = s.yards.divisionYard.splice(yi, 1)[0]!;
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refillDivisionYardIfEmpty(s);
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f.inboundBox.push(tray.consist[ci]!);
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tray.consist[ci] = empty;
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break;
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}
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const tray = s.trays.get(e.trayId);
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if (tray && tray.consist[e.coachIndex]) {
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// The empty coach comes OUT OF THE DIVISION YARD, as §9.2 says. It used to be conjured,
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// which minted a coach on every de-training. Throws now, for the reason in `unloadBegan`.
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const yi = s.yards.divisionYard.findIndex((c) => c.type === 'coach' && !c.loaded);
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if (yi < 0) throw new Error('passengersDetrained: no empty coach in the Division Yard');
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const empty = s.yards.divisionYard.splice(yi, 1)[0]!;
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refillDivisionYardIfEmpty(s);
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// The arriving coach goes into the red box carrying nothing: the journey it was stamped for
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// is over, and the box feeds straight back to a yard through the Freight Agent.
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f.inboundBox.push(pooled(tray.consist[e.coachIndex]!));
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tray.consist[e.coachIndex] = empty;
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}
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f.usedThisStage.porters += 1;
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break;
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@@ -2202,8 +2273,14 @@ export function reduce(s: GameState, e: GameEvent): void {
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workTrack(f)[workTrack(f).length - 1] = null;
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const ci = f.industryTrack.cars.findIndex((c) => !c.loaded && c.type === e.carType);
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if (ci >= 0) {
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s.yards.classificationYard.push(f.industryTrack.cars[ci]!);
|
||||
f.industryTrack.cars[ci] = { type: e.carType, loaded: true };
|
||||
s.yards.classificationYard.push(pooled(f.industryTrack.cars[ci]!));
|
||||
/**
|
||||
* THE LOAD IS STAMPED WITH THE DISTRICT THAT MADE IT — the chip turned upside down in the
|
||||
* tray. `laborer.beginUnload` refuses a car stamped with the district it is standing in, so
|
||||
* this load now has to leave the Office Area on a train before anyone can break it. See
|
||||
* `RollingStock.origin` in state.ts for the rule and why it is a seat.
|
||||
*/
|
||||
f.industryTrack.cars[ci] = { type: e.carType, loaded: true, origin: seatOf(s, e.player) };
|
||||
}
|
||||
f.usedThisStage.laborers += 1;
|
||||
break;
|
||||
|
||||
Reference in New Issue
Block a user