Say who the game is waiting on, and move the Fedora; replay in words
Three items folded into the unshipped v0.7.9. WAITING ON (reported by Jesse from play). The status line said "nobody — the Division is running itself" while the game was stopped on the Superintendent. Frame.actor carried clock.currentActor, which is null for the whole Mainline Phase, so all three interruptions — §8.1's clearance ruling, Gitea#5's Yard Office offer, Gitea#19's Red Flag prompt — reported that nobody was holding it up. actingPlayer had the answer since the Gitea#5 refactor; the Frame threw it away. It carries actingPlayer now, plus a new `awaiting` field naming the question and the train: "waiting on Bob · a clearance ruling · Train 4". Naming the person alone is not enough when three different things can be pending. THE FEDORA (TODO #29) rides at the right-hand end of the phase row instead of a line of its own, and wraps under rather than squeezing the chips. THE DEVELOPER REPLAY (TODO #34) printed "loss — revenueFloor", the same defect Gitea#16 was filed about, still alive because nothing player-facing pointed at it. panels.ts's reasonSentence is exported and shared rather than reimplemented, fed the last recorded frame and stripped of markup. The drift test maps win/loss to won/lost so it still checks the two AGREE rather than that they are spelled alike. Also carries the previous, unsigned commit's work: the two setup screens worded the same section by section. 877 tests pass, ten new. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AdG46Ja2PEDBkpqiDazMoX
This commit is contained in:
co-authored by
Claude Sonnet 5
parent
131538dc7c
commit
a70b7f88f3
+16
-1
@@ -35,6 +35,7 @@ import { legalActions } from '../engine/legal.ts';
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import { createGame } from '../engine/setup.ts';
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import type { Facility, GameConfig, GameState } from '../engine/state.ts';
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import { actingPlayer } from '../engine/state.ts';
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import { reasonSentence } from '../web/panels.ts';
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import { developerBot, lastChoiceReason } from './bot.ts';
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import { carLabel, cuesFor, idleNote, isVisible, narrate } from './narrate.ts';
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// The view-model lives in its own module so the browser build can import it without dragging in
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@@ -148,12 +149,26 @@ export function record(seed: number, length: GameLength, maxSteps = 100_000): Re
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push(applied.events);
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}
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/**
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* IN WORDS, NOT AS AN ENUM (`TODO.md` #34). This heading read `loss — revenueFloor`, which is
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* exactly the defect Gitea#16 was filed about on the playable page — it just outlived the fix
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* here, because nothing player-facing pointed at it. `reasonSentence` is shared rather than
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* reimplemented, so the replay and the results screen cannot end up explaining the same ending
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* two different ways.
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*
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* Fed the LAST frame, which is the state the outcome was decided in and is already recorded.
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* Tags are stripped: this lands in an `<h1>` and in a console line, neither of which wants markup.
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*/
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const o = s.outcome;
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const last = frames[frames.length - 1];
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const why = o && last ? reasonSentence(last, o, last.day).replace(/<[^>]+>/g, '') : '';
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return {
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seed,
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length,
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frames,
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outcome: o ? `${o.result} — ${o.reason} · final Revenue ${s.players[0]?.revenue ?? 0}` : 'unfinished',
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outcome: o
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? `${o.result === 'win' ? 'won' : 'lost'} — ${why} Final Revenue ${s.players[0]?.revenue ?? 0}.`
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: 'unfinished',
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};
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}
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+29
-5
@@ -19,6 +19,8 @@ export type TurnChartFrame = {
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phase: string;
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phaseKey: string;
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actor: number | null;
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/** What the game has stopped to ask, when it has. Null while a phase is simply running. */
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awaiting?: { asks: string; train: string } | null;
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};
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/**
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@@ -93,8 +95,21 @@ export function turnChartHtml(f: TurnChartFrame, actorName: string | null, super
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);
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}).join('');
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// An automatic phase is waiting on nobody, and saying so is more use than a blank.
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/**
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* WAITING ON WHOM, AND FOR WHAT.
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*
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* "nobody — the Division is running itself" is true of an automatic phase and was being printed
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* over the top of three interruptions that are emphatically waiting on a person: §8.1's clearance
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* ruling, the Yard Office offer and the Red Flag prompt. The Frame carried the phase's actor,
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* which is null throughout the Mainline Phase, so a game stopped on a named player's decision
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* reported that nobody was holding it up (Jesse, 2026-08-30). `Frame.actor` is `actingPlayer` now
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* and answers who; `awaiting` says what, because "waiting on Bob" with no more than that is a
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* game that looks stuck to everyone except Bob.
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*/
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const who = actorName ?? 'nobody — the Division is running itself';
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const asked = f.awaiting
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? ` <span class="tc-asks">${esc(f.awaiting.asks)} · ${esc(f.awaiting.train)}</span>`
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: '';
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const fedora =
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superName === null
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? ''
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@@ -105,9 +120,12 @@ export function turnChartHtml(f: TurnChartFrame, actorName: string | null, super
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`<div class="tc-when"><b>Day ${f.day}</b><span>Stage ${f.stage} of 12</span>` +
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`<span class="dim">${esc(f.clock)}</span></div>` +
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`<div class="tc-now">phase <b>${esc(f.phase)}</b></div>` +
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`<div class="tc-who">waiting on <b>${esc(who)}</b></div>` +
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fedora +
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`<ol class="tc-phases">${chips}</ol>`
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`<div class="tc-who">waiting on <b>${esc(who)}</b>${asked}</div>` +
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// THE FEDORA RIDES AT THE END OF THE PHASE ROW (`TODO.md` #29, Jesse). It sat on its own line
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// between the phases and everything above them, which put a thing that changes every third
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// Stage in the middle of the things that change every Stage. The row it belongs beside is the
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// one whose last chip is Supervisor Shift — the phase that passes it.
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`<div class="tc-row"><ol class="tc-phases">${chips}</ol>${fedora}</div>`
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);
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}
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@@ -130,12 +148,18 @@ export const TURNCHART_CSS = `
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says "Player Solitaire", so the chart should agree. In multiplayer this is the thing a table
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glances at most often, so it gets its own chip rather than hiding in the phase text. */
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.tc-who{display:flex;align-items:center;gap:6px;font-size:12px;color:#8b94a3}
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.tc-asks{color:#a99ac4;font-style:italic}
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.tc-who b{color:#b98cf0;background:rgba(150,110,230,.16);border:1px solid #8b6ad0;
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border-radius:11px;padding:1px 9px;font-size:12px}
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/* WHO HOLDS THE FEDORA. Violet like the rest of the chart — this is "where you are" news, not
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something to press — but unfilled, so the eye still lands on "waiting on" first: that is the one
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that changes every turn, while this changes four times a Day. */
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.tc-super{display:flex;align-items:center;gap:6px;font-size:12px;color:#8b94a3;cursor:help}
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/* The phase row and the Fedora on one line, the hat pushed to the far end (TODO.md #29): the row
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is the Stage, and the Superintendent is who holds it. Wraps under the phases on a narrow screen
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rather than squeezing the chips. */
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.tc-row{display:flex;align-items:center;gap:12px;flex-wrap:wrap}
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.tc-row ol.tc-phases{flex:1 1 auto}
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.tc-super{margin-left:auto;display:flex;align-items:center;gap:6px;font-size:12px;color:#8b94a3;cursor:help}
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.tc-super b{color:#cbb6f2;border:1px solid #6b5a94;border-radius:11px;padding:1px 9px;font-size:12px}
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ol.tc-phases{display:flex;gap:6px;list-style:none;margin:0;padding:0;flex-wrap:wrap}
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.tc-phase{display:flex;align-items:center;gap:6px;border:1px solid #2c333d;border-radius:14px;
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+28
-2
@@ -47,7 +47,7 @@ import {
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} from '../engine/content.ts';
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import type { Intent } from '../engine/intents.ts';
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import type { Facility, GameConfig, GameState, PlayerIndex, SeatIndex, TrackCard, TurnoutOrientation } from '../engine/state.ts';
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import { carsOn, playerAtSeat, railFacingOf, seatOf, turnOf } from '../engine/state.ts';
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import { actingPlayer, carsOn, playerAtSeat, railFacingOf, seatOf, turnOf } from '../engine/state.ts';
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import type { Hand, HouseRules, TrackGeometry } from '../engine/content.ts';
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import type { Port } from '../engine/track.ts';
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import { connectionsFor, slopeOfPair, variantsFor } from '../engine/track.ts';
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@@ -354,7 +354,21 @@ export type Frame = {
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* replay recorder, which sees the events; the live game keeps its own on the Game object.
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*/
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cues?: string[];
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/**
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* WHO THE GAME IS WAITING ON — the phase's actor, or the owner of a pending interruption when
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* there is one. It carried `clock.currentActor` alone until 2026-08-30, which is null during the
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* Mainline Phase, so a game stopped dead on a Superintendent's clearance ruling reported "waiting
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* on nobody — the Division is running itself" while it waited on a named person to click
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* (reported by Jesse). The engine had the answer the whole time in `actingPlayer`.
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*/
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actor: number | null;
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/**
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* WHAT that player is being asked, when the game is stopped on a question rather than a turn.
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* Null whenever the phase is simply running. Naming the person is not enough on its own: three
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* different interruptions can be waiting, and "waiting on Bob" with no more than that is a game
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* that looks stuck to everyone except Bob.
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*/
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awaiting: { asks: string; train: string } | null;
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superintendent: number;
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revenue: number;
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/**
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@@ -1342,7 +1356,19 @@ export function snapshot(
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clock: clockTime(s.clock.stage),
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phase: phaseLabel(s.clock.phase),
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phaseKey: s.clock.phase,
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actor: s.clock.currentActor,
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actor: actingPlayer(s),
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/**
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* The three interruptions §8.1 and Gitea#5/#19 can raise, said in the words the prompt itself
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* uses. `decisionActor` above decides WHO; this is only what they are looking at.
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*/
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awaiting: (() => {
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const d = s.clock.pendingDecision;
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if (!d) return null;
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const train = trainName(s, d.train);
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if (d.kind === 'clearance') return { asks: 'a clearance ruling', train };
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if (d.kind === 'yardOffice') return { asks: 'the Yard Office offer', train };
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return { asks: 'a Red Flag', train };
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})(),
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superintendent: s.clock.superintendent,
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revenue: s.players[viewer]?.revenue ?? 0,
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lines,
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