Implement Enhancements, Mainline modifiers and Maneuvers; fix unplayable track

This commit is contained in:
Jesse
2026-07-31 11:02:54 -04:00
parent 401b879140
commit b085d5a0bb
20 changed files with 1853 additions and 50 deletions
+68 -2
View File
@@ -12,7 +12,7 @@
* If you find yourself writing a rule here, it belongs in apply.ts.
*/
import type { CarType } from './content.ts';
import type { CarType, Hand, TrackGeometry } from './content.ts';
import { check, areaOf, destinationsFor } from './apply.ts';
import type { Intent } from './intents.ts';
import type { GameState, GridCoord, PlayerIndex } from './state.ts';
@@ -56,6 +56,14 @@ function candidates(s: GameState, player: PlayerIndex): Intent[] {
break;
}
// Red Flags — "any time", so they are candidates in every phase, on any train standing out on
// the Mainline (the player's own or another's: protecting a train is not an attack).
for (const cardId of s.decks.hands.get(player) ?? []) {
const k = s.cards.get(cardId)?.kind;
if (k?.kind !== 'maneuver' || k.key !== 'redFlags') continue;
for (const [trayId] of s.trays) out.push({ type: 'maneuver.redFlags', cardId, trayId });
}
out.push({ type: 'redFlag.play' });
return out;
}
@@ -82,6 +90,38 @@ function localOpsCandidates(s: GameState, player: PlayerIndex): Intent[] {
for (let n = 1; n <= tray.consist.length; n++) {
out.push({ type: 'switch.dropCars', trayId, count: n });
}
// Small Yard: enumerating every permutation would explode, so offer the useful ones —
// bringing each car to the droppable end, plus a full reversal. `check` validates any order,
// so a UI may submit an arbitrary permutation.
const n = tray.consist.length;
if (n > 1) {
for (let k = 0; k < n; k++) {
const order = [...Array(n).keys()].filter((x) => x !== k);
order.push(k);
out.push({ type: 'switch.sortConsist', trayId, order });
}
out.push({ type: 'switch.sortConsist', trayId, order: [...Array(n).keys()].reverse() });
}
}
// Flying Switch — roll a cut into an ADJACENT industry without the engine entering it.
for (const cardId of s.decks.hands.get(player) ?? []) {
const k = s.cards.get(cardId)?.kind;
if (k?.kind !== 'maneuver' || k.key !== 'flyingSwitch') continue;
for (const [trayId, tray] of s.trays) {
if (tray.position.at !== 'grid' || tray.position.owner !== player) continue;
const { row, col } = tray.position.coord;
const around: GridCoord[] = [
{ row: row + 1, col },
{ row: row - 1, col },
{ row, col: col + 1 },
{ row, col: col - 1 },
];
for (const to of around) {
for (let count = 1; count <= tray.consist.length; count++) {
out.push({ type: 'maneuver.flyingSwitch', cardId, trayId, count, to });
}
}
}
}
out.push({ type: 'switch.end' });
@@ -90,17 +130,43 @@ function localOpsCandidates(s: GameState, player: PlayerIndex): Intent[] {
for (let slot = 0; slot < 3; slot++) out.push({ type: 'draw.fromDepartment', slot });
const placements = placementCandidates(s, player);
// Enhancements ATTACH to a card already in the grid, so their candidates are the occupied cells,
// not the empty ones every other placeable card wants. Offering them `placements` meant an
// Enhancement was never once legal on a real card — 18 of 93 solitaire cards, permanently dead.
const attachments = [...area.grid.keys()].map((k) => {
const [row, col] = k.split(',').map(Number);
return { row: row!, col: col! };
});
for (const cardId of s.decks.hands.get(player) ?? []) {
out.push({ type: 'card.play', cardId });
// Gap 11 — orientation is chosen on placement, so every rotation is a distinct candidate.
// Six is the widest set (turnouts); `check` discards the ones whose ports do not meet.
for (const placement of placements) {
const targets = s.cards.get(cardId)?.kind.kind === 'enhancement' ? attachments : placements;
for (const placement of targets) {
for (let variant = 0; variant < 6; variant++) {
out.push({ type: 'card.play', cardId, placement, variant });
}
}
for (let slot = 0; slot < 3; slot++) out.push({ type: 'card.discard', cardId, toSlot: slot });
}
// Lay track from the personal supply — the only way a district grows now that track is not in
// the deck.
for (const [key, count] of s.turn.laidThisTurn ? [] : area.trackSupply) {
if (count < 1) continue;
const [geometry, hand] = key.split(':') as [TrackGeometry, Hand];
for (const placement of placements) {
for (let variant = 0; variant < 2; variant++) {
out.push({ type: 'track.lay', geometry, hand, placement, variant });
}
}
}
// Mainline modifiers go on a Mainline card, not a grid cell, so `node` indexes division.nodes.
for (const cardId of s.decks.hands.get(player) ?? []) {
if (s.cards.get(cardId)?.kind.kind !== 'mainlineModifier') continue;
for (let node = 0; node < s.division.nodes.length; node++) {
out.push({ type: 'mainline.modify', cardId, node });
}
}
out.push({ type: 'draw.end' });
// -- freight agent (§6.3)