Track becomes a deck card, Departments become decks, and trains must be made up to leave, industry restrictions enforced, update display and add a new game button

This commit is contained in:
Jesse
2026-08-05 08:28:22 -04:00
parent 2d348e1ecf
commit 9c76b1a5e2
28 changed files with 1927 additions and 394 deletions
+49
View File
@@ -341,6 +341,35 @@ function mainlinePhase(s: GameState, events: GameEvent[]): AdvanceResult {
type MoveOutcome = 'moved' | 'held' | 'needsClearance' | 'expedited';
/**
* §8.2 — why this train is not fit to run, or null if it is.
*
* "The engine in front, cars behind, and if there is a caboose, the caboose at the rear."
*
* DIRECTION-FREE, deliberately. The engine may be at either end of the tray — pulling or pushing —
* and which of those counts as "in front" depends on which way the train is pointed, which the tray
* does not reliably record for a crew that has been shunting round a siding. What a train may NOT be
* is broken-backed: the engine buried among its own cars, with some ahead of it and some behind. The
* caboose then has to ride at the far end from the engine, which is the rear whichever way it runs.
*
* This is reachable purely through switching. A train arrives made up, and only comes apart because
* the player took cars onto the nose or picked up a cut in a run-around.
*/
function badlyMadeUp(tray: CrewTray): string | null {
const n = tray.consist.length;
if (n === 0) return null;
const pulling = tray.engineAt === 0;
const pushing = tray.engineAt === n;
if (!pulling && !pushing) {
return `not made up — the engine is buried in the train, ${tray.engineAt} car(s) ahead of it`;
}
const caboose = tray.consist.findIndex((c) => c.type === 'caboose');
if (caboose === -1) return null;
// The rear is the end away from the engine.
const rear = pulling ? n - 1 : 0;
return caboose === rear ? null : 'not made up — the caboose must be at the rear of the train';
}
/** Puts a train onto a Mainline card with its crossing time already computed. */
function enterMainline(
s: GameState,
@@ -449,6 +478,26 @@ function moveTrain(
return 'held';
}
/**
* §8.2 — A TRAIN MUST BE MADE UP BEFORE IT MAY LEAVE.
*
* The engine leads, the cars follow, and a caboose rides at the rear. A train that has been
* shunting can easily be in none of those states: taking cars on the nose puts them AHEAD of the
* engine ("pushing them into the Facility"), and cars picked up in a run-around land wherever the
* approach put them. Nothing checked, so a crew could shove a cut into a siding and then highball
* onto the Mainline engine-last with the caboose in the middle.
*
* The remedy is in the player's hands and is the reason both exist: run around the train, or
* spend a Move in a Small Yard, which re-makes it (`consistSorted` puts the engine back on the
* nose). Held rather than rejected — a train that cannot leave stays where it is, which is what
* makes an A/D track fill up and eventually bite.
*/
const badOrder = badlyMadeUp(tray);
if (badOrder !== null) {
events.push({ type: 'trainHeld', trainNumber: tray.trainNumber ?? 0, reason: badOrder });
return 'held';
}
const officeIndex = nodeIndexOfOffice(s, owner);
const target = officeIndex + dir;
const node = s.division.nodes[target];