Implement Enhancements, Mainline modifiers and Maneuvers; fix unplayable track
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@@ -124,6 +124,12 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
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where: e.at,
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text: `Coupled ${e.stock.length} car(s) at ${at(e.at)}: ${carsLabel(e.stock)}`,
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};
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case 'consistSorted':
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return {
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tone: 'good',
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where: e.at,
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text: `SMALL YARD — consist re-ordered from [${carsLabel(e.before)}] to [${carsLabel(e.after)}], so the right car is now on the end and can be spotted`,
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};
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case 'carsDropped':
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return {
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tone: 'plain',
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@@ -148,6 +154,30 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
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? `Played ${card(e.cardId)} onto ${at(e.placement)}`
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: `Played ${card(e.cardId)}`,
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};
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case 'mainlineModified':
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return {
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tone: 'plain',
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text: e.became
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? `Realignment: Mainline card ${e.node} converted to ${e.became}`
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: `Played ${e.key} on Mainline card ${e.node}`,
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};
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case 'redFlagsSet':
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return {
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tone: 'good',
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text: `Red Flags set out to protect train ${e.trayId} on Mainline card ${e.node} — an approaching train must stop`,
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};
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case 'flyingSwitch':
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return {
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tone: 'good',
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where: e.to,
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text: `Flying Switch — ${e.stock.length} car(s) cut loose and rolled into the industry at ${at(e.to)} without the engine entering`,
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};
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case 'trackLaid':
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return {
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tone: 'plain',
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where: e.at,
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text: `Laid ${e.hand === 'none' ? '' : e.hand + '-hand '}${e.geometry} track at ${at(e.at)} — ${e.remaining} left in the supply`,
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};
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case 'officeUpgraded':
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return { tone: 'good', text: `OFFICE UPGRADED — ${e.from} → ${e.to}` };
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case 'cardDiscarded':
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@@ -169,6 +199,12 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
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tone: 'good',
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text: `Extra X${e.trainNumber} played — it is NOT scheduled; it runs once as soon as a Crew Tray frees up, then its card is gone`,
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};
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case 'enhancementPlaced':
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return {
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tone: 'good',
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where: e.at,
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text: `ENHANCEMENT built: ${e.key.replace(/([A-Z])/g, ' $1')} at ${at(e.at)}`,
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};
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case 'secondSectionOrdered':
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return {
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tone: 'bad',
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@@ -194,6 +230,11 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
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tone: 'plain',
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text: `Train ${e.trainNumber} ARRIVED at the ${e.office} carrying ${carsLabel(e.consist)} — it will highball again next Mainline Phase, so any work must happen now`,
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};
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case 'trainDiverted':
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return {
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tone: 'good',
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text: `Train ${e.trainNumber} DIVERTED to ${e.to} — ${e.reason}`,
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};
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case 'trainCompleted':
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return {
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tone: 'quiet',
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@@ -238,6 +279,11 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
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return { tone: 'plain', text: `Added a ${carLabel(e.stock)} to the train being made up` };
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case 'carPassed':
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return { tone: 'quiet', text: 'Passed — no suitable car in the Division Yard' };
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case 'dispatchBonusUsed':
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return {
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tone: 'good',
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text: `${e.key.toUpperCase()} used (+${e.bonus}) — Train ${e.trainNumber} wins the meet against Train ${e.againstTrain}, which now counts as number ${e.againstTrain + e.bonus}. Once a Day only.`,
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};
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case 'clearanceRequested':
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return {
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tone: 'bad',
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