v0.4.1 - bug fixes. initial d12 rolls determine what player in which seat.
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@@ -39,7 +39,7 @@ import type { GameEvent } from './events.ts';
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import { areaAtSeat, areaOf, trainNeedingCars } from './apply.ts';
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import { legalActions } from './legal.ts';
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import type { CrewTray, DivisionNode, GameState, PlayerIndex, RollingStock, SeatIndex, TrayId } from './state.ts';
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import { coordKey, freshTurns, playerAtSeat, subdivisions, totalRevenue, turnOf } from './state.ts';
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import { coordKey, freshTurns, playerAtSeat, playerLeftOf, subdivisions, totalRevenue, turnOf } from './state.ts';
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export type AdvanceResult = {
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events: GameEvent[];
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@@ -147,7 +147,7 @@ function playerPhase(
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}
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function actorAt(s: GameState, offset: number): PlayerIndex {
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return (s.clock.superintendent + offset) % s.players.length;
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return playerLeftOf(s, s.clock.superintendent, offset);
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}
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function nextPhase(p: GameState['clock']['phase']): GameState['clock']['phase'] {
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@@ -972,7 +972,7 @@ function retireTrain(s: GameState, id: TrayId, tray: CrewTray, events: GameEvent
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function shiftChange(s: GameState, events: GameEvent[]): AdvanceResult {
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// §5 — the Fedora passes every three Stages: shift changes at Stages 3, 6, 9 and 12.
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if (s.clock.stage % STAGES_PER_SHIFT === 0) {
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s.clock.superintendent = (s.clock.superintendent + 1) % s.players.length;
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s.clock.superintendent = playerLeftOf(s, s.clock.superintendent);
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events.push({ type: 'actorChanged', player: s.clock.superintendent });
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}
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