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
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@@ -254,8 +254,13 @@ function collisionsHtml(f: Frame): string {
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* game read the words `GAME OVER — revenueFloor`: an internal enum value, printed at the one moment
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* the game has the player's whole attention. Each reason gets a sentence that says what actually
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* happened, with this game's own numbers in it.
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*
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* EXPORTED for the developer replay recorder (`sim/replay.ts`), which was still printing
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* `loss — revenueFloor` into its own heading a release after this was written — the same defect the
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* issue was filed about, surviving in the one place nobody had looked (`TODO.md` #34). One
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* implementation, so the two cannot say the game ended for different reasons.
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*/
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function reasonSentence(f: Frame, o: NonNullable<Frame['outcome']>, day: number): string {
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export function reasonSentence(f: Frame, o: NonNullable<Frame['outcome']>, day: number): string {
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const combined = f.players.reduce((n, p) => n + p.revenue, 0);
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switch (o.reason) {
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case 'daysElapsed':
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