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
+64 -16
View File
@@ -254,25 +254,50 @@ function render(): void {
$('hand').innerHTML = f.hand.length
? f.hand.map((h, i) => cardRow(h, f.handWhat[i] ?? '', canPlay[i] ?? null)).join('')
: '<span class="dim">empty</span>';
// Reference, not choices: the Department cards are three FACE-UP CARDS, not three decks — there
// is nothing underneath them. Drawn like the hand so they read as cards, dashed and unlit so they
// do not read as clickable.
$('depts').innerHTML = f.departments.length
? f.departments.map((d, i) => cardRow(d, f.departmentsWhat[i] ?? '', null)).join('')
: '<span class="dim">none</span>';
/**
* THE THREE DEPARTMENT PILES, and how deep each one is.
*
* They are decks, not single face-up cards: a discard goes on TOP of the one its owner chooses, so
* a pile is a card being offered with a history of cards buried under it. Only the top may be
* taken, which makes the depth real information — a deep pile is where cards have been put beyond
* reach. Drawn like the hand so they read as cards, dashed and unlit because taking one is a draw
* action rather than a click on the card itself.
*/
const pileCard = (label: string, top: string, depth: number, why: string, tipExtra = ''): string => {
const tip = [why, tipExtra].filter(Boolean).join(' · ');
return (
`<div class="handcard"${tip ? ` data-tip="${esc(tip)}"` : ''} tabindex="0">` +
`<div class="pilehd"><span>${esc(label)}</span><span class="depth">${depth}</span></div>` +
`<b>${esc(top)}</b></div>`
);
};
$('depts').innerHTML =
f.departments
.map((d, i) => {
const depth = f.departmentDepth[i] ?? 0;
const under = depth - 1;
return pileCard(
`Dept ${i + 1}`,
d,
depth,
f.departmentsWhat[i] ?? '',
under > 0 ? `${under} card${under === 1 ? '' : 's'} buried beneath it and out of reach` : '',
);
})
.join('') +
// The Salvage Yard beside them, because §6.2 sweeps it back into the deck and it is the only
// visible sign that the reshuffle is coming.
pileCard(
'Salvage',
f.salvage.top,
f.salvage.depth,
'',
'Played cards that did not stay on the board. Swept back into the Home Office deck, with the Departments, when the deck runs out.',
);
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>` +
f.trackSupply
.map(
(t) =>
`<span class="card ${t.left === 0 ? 'gone' : ''}">${esc(t.piece)} <b>${t.left}</b></span>`,
)
.join(' ');
$('blocked').innerHTML =
f.blocked.length === 0
? '<li class="dim">nothing blocked</li>'
@@ -541,6 +566,29 @@ installTooltips();
const saveBtn = document.getElementById('savefile');
if (saveBtn) saveBtn.onclick = downloadSave;
/**
* Forget the saved game and deal a fresh one.
*
* The only way out used to be finishing the game — `start()` restores from localStorage on every
* load, so a game you no longer wanted followed you across reloads, and the "new game" button
* appeared solely on the game-over screen. Confirmed because the save is the game: there is no undo,
* and the replay download is right beside it.
*
* `location.search = ''` rather than a direct re-render, so a `?seed=` in the URL goes too — leaving
* it would deal the same game again and look like the button had done nothing.
*/
const newBtn = document.getElementById('newgame');
if (newBtn) {
newBtn.onclick = () => {
const day = game.state.clock.day;
const started = game.state.status === 'active' && (day > 1 || game.state.clock.stage > 1);
if (started && !confirm(`Forget this game (seed ${game.seed}, Day ${day}) and deal a new one?`)) return;
clearSave();
if (location.search === '') location.reload();
else location.search = '';
};
}
const soundBtn = document.getElementById('sound');
if (soundBtn) {
const paint = (): void => {