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:
Jesse.Markowitz
2026-08-30 09:01:19 -04:00
co-authored by Claude Sonnet 5
parent 131538dc7c
commit a70b7f88f3
11 changed files with 304 additions and 81 deletions
+28 -2
View File
@@ -47,7 +47,7 @@ import {
} from '../engine/content.ts';
import type { Intent } from '../engine/intents.ts';
import type { Facility, GameConfig, GameState, PlayerIndex, SeatIndex, TrackCard, TurnoutOrientation } from '../engine/state.ts';
import { carsOn, playerAtSeat, railFacingOf, seatOf, turnOf } from '../engine/state.ts';
import { actingPlayer, carsOn, playerAtSeat, railFacingOf, seatOf, turnOf } from '../engine/state.ts';
import type { Hand, HouseRules, TrackGeometry } from '../engine/content.ts';
import type { Port } from '../engine/track.ts';
import { connectionsFor, slopeOfPair, variantsFor } from '../engine/track.ts';
@@ -354,7 +354,21 @@ export type Frame = {
* replay recorder, which sees the events; the live game keeps its own on the Game object.
*/
cues?: string[];
/**
* WHO THE GAME IS WAITING ON — the phase's actor, or the owner of a pending interruption when
* there is one. It carried `clock.currentActor` alone until 2026-08-30, which is null during the
* Mainline Phase, so a game stopped dead on a Superintendent's clearance ruling reported "waiting
* on nobody — the Division is running itself" while it waited on a named person to click
* (reported by Jesse). The engine had the answer the whole time in `actingPlayer`.
*/
actor: number | null;
/**
* WHAT that player is being asked, when the game is stopped on a question rather than a turn.
* Null whenever the phase is simply running. Naming the person is not enough on its own: three
* different interruptions can be waiting, and "waiting on Bob" with no more than that is a game
* that looks stuck to everyone except Bob.
*/
awaiting: { asks: string; train: string } | null;
superintendent: number;
revenue: number;
/**
@@ -1342,7 +1356,19 @@ export function snapshot(
clock: clockTime(s.clock.stage),
phase: phaseLabel(s.clock.phase),
phaseKey: s.clock.phase,
actor: s.clock.currentActor,
actor: actingPlayer(s),
/**
* The three interruptions §8.1 and Gitea#5/#19 can raise, said in the words the prompt itself
* uses. `decisionActor` above decides WHO; this is only what they are looking at.
*/
awaiting: (() => {
const d = s.clock.pendingDecision;
if (!d) return null;
const train = trainName(s, d.train);
if (d.kind === 'clearance') return { asks: 'a clearance ruling', train };
if (d.kind === 'yardOffice') return { asks: 'the Yard Office offer', train };
return { asks: 'a Red Flag', train };
})(),
superintendent: s.clock.superintendent,
revenue: s.players[viewer]?.revenue ?? 0,
lines,