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
+23
-2
@@ -101,8 +101,18 @@ export type Intent =
|
||||
| { type: 'maneuver.flyingSwitch'; cardId: CardId; trayId: TrayId; count: number; to: GridCoord }
|
||||
| { type: 'redFlag.play' }
|
||||
// -- Load/Unload Phase (§9)
|
||||
| { type: 'porter.board'; at: GridCoord }
|
||||
| { type: 'porter.detrain'; at: GridCoord }
|
||||
/**
|
||||
* `trayId` names the train the Porter works — reported from playtesting v0.4.9d as "operating two
|
||||
* trains in a station, the select button does not work: regardless of which you pick, it is always
|
||||
* one train, not the other". It was: neither intent carried a train, so the reducer took the first
|
||||
* one on the A/D tracks and the roster chip the player had clicked changed nothing but the drawing.
|
||||
*
|
||||
* OPTIONAL, like `switch.move`'s `via` and for the same reason: intents are the canonical record
|
||||
* `undo` and every save replay against, and absent means what it has always meant — the first
|
||||
* eligible train at the Office.
|
||||
*/
|
||||
| { type: 'porter.board'; at: GridCoord; trayId?: TrayId }
|
||||
| { type: 'porter.detrain'; at: GridCoord; trayId?: TrayId }
|
||||
/** §9.3 — the first Laborer step: Green Loading Slot -> MEN. */
|
||||
| { type: 'laborer.startLoad'; at: GridCoord }
|
||||
| { type: 'laborer.advanceLoad'; at: GridCoord; box: number }
|
||||
@@ -199,6 +209,17 @@ export type RejectionCode =
|
||||
* the Laborers can move it out of the box.
|
||||
*/
|
||||
| 'NO_EMPTY_CAR_SPOTTED'
|
||||
/**
|
||||
* §9 (Jesse's ruling, v0.4.9e) — freight or passengers loaded anywhere in an Office Area may not
|
||||
* be unloaded anywhere in that same Office Area. The load has to be carried out of the district by
|
||||
* a train first; a Freight House may not break the load it just made, and passengers may not
|
||||
* detrain at the platform they boarded from.
|
||||
*
|
||||
* Distinct from the other refusals because the car IS loaded, the Laborer IS free and the boxes
|
||||
* ARE clear: the only thing wrong with it is where it came from, and a player looking at a loaded
|
||||
* boxcar standing on their own industry track deserves to be told that rather than "wrong car".
|
||||
*/
|
||||
| 'LOADED_IN_THIS_DISTRICT'
|
||||
| 'NO_PORTERS_HERE'
|
||||
| 'NO_PASSENGERS_WAITING'
|
||||
| 'NO_EMPTY_COACH'
|
||||
|
||||
Reference in New Issue
Block a user