v0.8.0.17 — four things the game knew and the screen did not say

All four reported from a table on Day 1 of v0.8.0.16, and all the same shape.

ABS SIGNALS COULD ONLY BE PLAYED ON ONE MAINLINE CARD, while its tooltip said
"any Mainline card". The engine was never wrong: check accepts any node whose
kind is mainline and legalActions filters by check, so all of them were legal.
The failure was the LABEL — describeIntent named i.placement and never i.node,
so every placement described itself as plain "play ABS Signals", and the action
list drops duplicate labels. All but the lowest-index node were discarded before
the menu saw them. This is the THIRD time that trap has fired and the file
documents the other two three lines apart: a turnout's two rotations, and three
Department discards. Same fix — name what distinguishes them.

The card is also called what the card face calls it. prettyKey rendered
absSignals as "Abs Signals" beside a tooltip saying ABS, an acronym no
key-splitter can recover, so the authored names now win. Three of those names
were transcribed in sentence case and were CORRECTED rather than adopted: the
repository says "Yard Office" 36 times against "Yard office" twice. A lookup
that imports its own source's typos is the drift it exists to prevent.

NOTHING ON A MAINLINE CARD SHOWED WHAT WAS STANDING ON IT. Played, ABS left no
mark and you found out by hovering — the same complaint the Heavy Grade wedge
answered, and it matters more here because ABS decides whether a second train on
that card is safe. It draws a signal mast with a lit lamp now; a signal is the
literal object and needs no room for words, which is what lets it sit clear of a
name as long as "Uncontrolled Siding" on a 152px cell. The Mainline modifiers
draw as BRK, AIR and HLP. Realignment is deliberately not among them: reduce
takes the `became` branch and changes node.card, so a realigned Trestle IS an
Uncontrolled Siding afterwards. Asserted, so the absence reads as a finding.

A FREIGHT AGENT TURN SAID A CAR MOVED WHEN NONE HAD. Three faults behind one
line. It asserted an outcome, where §6.3 requires no action and the bot declines
deliberately — unjamming a healthy box destroys a load that cost a whole action
to stock. An idle Agent was then silent, which read as a dropped turn; a new
freightAgentIdled event says so and why, reducing to nothing exactly like
switchingEnded. And the work named a coordinate rather than the industry, though
a `place` helper has existed for precisely that since the switching lines moved
to it. "Loaded a loaded boxcar INTO the green Outbound box at the Freight House",
with the direction in capitals because to-or-from was the question asked.

THE LOG AND THE ACTION MENU SPELLED THE SAME SQUARE DIFFERENTLY. view.ts wrote
(col,row) — X,Y, east/west then north/south — with a comment saying why;
narrate.ts wrote the internal storage order with no comment at all. So the menu
offered a move to "(1,-1)" and the log reported it at "(-1,1)", side by side.
Pinned by a test that renders one square through BOTH describers and compares
them to each other: a test written against either file alone would have passed.

THE DOCUMENTATION IS REACHABLE FROM A RUNNING GAME, AND ALL OF IT IS PUBLISHED.
v0.8.0.16 published the Quickstart and nothing it points at — its §8 links five
documents by relative path and every one 404'd on the package, verified against
the running container. The build publishes the full set, and the test reads the
links OUT OF the guide rather than listing them. They are linked from the This
Game card, where reference already lives, rather than the header that must not
wrap; no mode awareness is needed, because solitaire and multiplayer are the
same page on the same origin.

THE REFERENCES DROPPED THE VERSION FROM THEIR NAMES. Four described v0.8.0.16
and had since the v0.8.0.15 audit; the v0.4.5 was the prototype edition they
were first written against, kept only because 36 citations pointed at it — and
it read as documentation five minor versions stale. They are quickstart.md,
rules.md, home-deck.md, mainline-deck.md and components.md now, kept current
with each release rather than published as editions. Two errors surfaced while
checking them against this release, which is the argument for doing it:
home-deck.md filed ABS Signals under Enhancements "played into your district"
that "change what a square does" — it does neither, this release's bug written
down — and mainline-deck.md, which lists everything playable onto a Mainline
card, never mentioned it at all.

1010 fast tests and 35 sim tests pass.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MUizFYCMHRWhbWwXhp7WPR
This commit is contained in:
Jesse.Markowitz
2026-09-21 05:53:52 -04:00
co-authored by Claude Opus 5
parent dc31555625
commit b90c0413d2
27 changed files with 819 additions and 94 deletions
+13 -1
View File
@@ -1825,9 +1825,21 @@ function execute(s: GameState, player: PlayerIndex, i: Intent): GameEvent[] {
}
case 'draw.end':
case 'freightAgent.end':
return [{ type: 'phaseEnded', player, phase: 'localOps' }];
case 'freightAgent.end':
/**
* An idle Freight Agent SAYS SO. §6.3 requires no action and choosing to take none is a real
* decision — see `freightAgentIdled`. Without the line the log announced the option and then
* fell silent, which reads as the game having dropped the turn.
*/
return [
...(turnOf(s, player).freightAgentUsed
? []
: [{ type: 'freightAgentIdled', player } as const]),
{ type: 'phaseEnded', player, phase: 'localOps' },
];
case 'draw.fromHomeOffice': {
const events: GameEvent[] = [
{
+17 -6
View File
@@ -289,7 +289,7 @@ export const INDUSTRY_PROFILES: readonly IndustryProfile[] = [
* The card set says the same thing on its own. All three Refinery modifiers — Pipelines, Oil
* Depot, Viscosity Breakers — grant `+1 outbound`; a two-way Refinery would be the one industry in
* the game with no way to raise the direction it is supposed to use half its capacity on.
* `StationMaster-Home-Deck-v0.4.5.md` prints it "Outbound, 1 out / 0 in".
* `home-deck.md` prints it "Outbound, 1 out / 0 in".
*/
{ kind: 'refinery', name: 'Refinery', carTypes: ['tank'], flow: 'outbound', baseOut: 1, baseIn: 0, baseLoaders: 1, lockouts: ['powerPlant'], copies: 1 },
{ kind: 'powerPlant', name: 'Power Plant', carTypes: ['hopper', 'tank'], flow: 'inbound', baseOut: 0, baseIn: 1, baseLoaders: 1, lockouts: ['mineTipple', 'refinery'], copies: 2 },
@@ -297,7 +297,7 @@ export const INDUSTRY_PROFILES: readonly IndustryProfile[] = [
/**
* INBOUND ONLY — the mirror of the Refinery above, and the same correction. Reported from
* playtesting and confirmed by Jesse (v0.4.9e): "Grocer's Warehouse should be receive only, does
* not ship anything out". `StationMaster-Home-Deck-v0.4.5.md` prints it "Inbound, 0 out / 1 in".
* not ship anything out". `home-deck.md` prints it "Inbound, 0 out / 1 in".
*
* THE ICE HOUSE IS THEREFORE A DEAD CARD BESIDE A GROCER'S, and that is the design, not an
* oversight: `usableGrant` drops a Modifier's grant on a direction its host cannot use, and the
@@ -668,7 +668,7 @@ export const MAINLINE_PROFILES: readonly MainlineProfile[] = [
* used it as one: `buildDivision` drew uniformly from those types with replacement, which made two
* Interchanges (or two Trestles, or two Tunnels) an ordinary outcome and gave Plains the same weight
* as everything else although the deck prints two of it. `Mainline Cards.pdf` is the
* inventory, transcribed in `docs/StationMaster-Mainline-Deck-v0.4.5.md`, which had already flagged
* inventory, transcribed in `docs/mainline-deck.md`, which had already flagged
* the mismatch as needing correction.
*
* It matters more than card flavour now that an Extra may start at an Interchange (§7): "if an
@@ -1008,14 +1008,25 @@ export function enhancementRule(key: string): EnhancementRule | null {
return ENHANCEMENT_RULES.find((r) => r.key === key) ?? null;
}
/**
* THE NAMES HERE ARE WHAT A PLAYER READS, since v0.8.0.17 — `cardName` takes them in preference to
* `prettyKey`'s guess, which cannot recover an acronym (it rendered `absSignals` as "Abs Signals"
* beside a tooltip saying ABS).
*
* So their CASE matters, and three were transcribed in sentence case while the rules, the panels
* and every other line of this repository treat them as proper terms: "Yard Office" outnumbered
* "Yard office" 36 to 2, "Small Yard" 36 to 2, "Water Column" 10 to 2. Corrected here rather than
* special-cased in `cardName`, because this table is the source and a lookup that second-guesses
* its own source is the drift it exists to prevent.
*/
export const ENHANCEMENT_CARDS: readonly SimpleCard[] = [
{ key: 'interlocking', name: 'Interlocking', copies: 1, placement: 'any Running Track Straight', effect: 'May stop an inbound train on the Limit Track.' },
// Not in sheet 5 — dealt 0 copies (Jesse, 2026-08-26). It answers Derail, which is itself an
// Event held out until built, so at zero it defends against nothing that can be dealt anyway.
{ key: 'facingPointLocks', name: 'Facing Point Locks', copies: 0, placement: 'adjacent to Interlocking', effect: 'Must have Interlocking. Prevents Derail being played on you.', answers: 'Derail' },
{ key: 'yardOffice', name: 'Yard office', copies: 1, placement: 'any Secondary Track Straight', effect: 'An inbound train with no coaches that can reach the yard office in one move may arrive there instead of the Train Order Office.' },
{ key: 'smallYard', name: 'Small yard', copies: 1, placement: 'any Secondary Track Straight', effect: 'A train that spends one move in the yard may sort itself into ANY order, including cars ahead of the engine.' },
{ key: 'waterColumn', name: 'Water column', copies: 1, placement: 'any Running Track Straight', effect: 'Lets you remove any Watertower in your district.', answers: 'Watertower' },
{ key: 'yardOffice', name: 'Yard Office', copies: 1, placement: 'any Secondary Track Straight', effect: 'An inbound train with no coaches that can reach the yard office in one move may arrive there instead of the Train Order Office.' },
{ key: 'smallYard', name: 'Small Yard', copies: 1, placement: 'any Secondary Track Straight', effect: 'A train that spends one move in the yard may sort itself into ANY order, including cars ahead of the engine.' },
{ key: 'waterColumn', name: 'Water Column', copies: 1, placement: 'any Running Track Straight', effect: 'Lets you remove any Watertower in your district.', answers: 'Watertower' },
{ key: 'overpass', name: 'Overpass', copies: 1, placement: 'any Railroad Crossing', effect: 'Removes the restrictions of a played Railroad Crossing.', answers: 'Railroad crossing' },
/**
* THE DISPATCHING LADDER IS OUT OF THE DECK, at 0 copies rather than deleted — the treatment
+11
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@@ -115,6 +115,17 @@ export type GameEvent =
movesAllowed: number;
lastMove?: { trayId: TrayId; to: GridCoord };
}
/**
* THE FREIGHT AGENT WAS CHOSEN AND DID NOTHING, which is a decision rather than an absence.
*
* §6.3 requires no action, and the bot deliberately takes that route — unjamming a healthy box
* destroys a load that cost a whole Local Operations action to stock, so an idle Stage is
* strictly better. Reported from a table on Day 1 Stage 3 of v0.8.0.16: the log announced
* FREIGHT AGENT work and then said nothing at all, so the turn read as a bug.
*
* Reduces to nothing, like `switchingEnded` above: it reports a choice the state already holds.
*/
| { type: 'freightAgentIdled'; player: PlayerIndex }
| { type: 'cardDrawn'; player: PlayerIndex; source: 'homeOffice' | 'department'; slot?: number; cardId: CardId }
/**
* §6.2 — the Home Office deck ran out, so the Salvage Yard and all three Department decks were
+1 -1
View File
@@ -230,7 +230,7 @@ function buildPassengerFacility(tier: Parameters<typeof officeProfile>[0]): NonN
* `MAINLINE_PROFILES` is a list of card TYPES and this drew from it uniformly WITH replacement, so
* a Division could be handed two Interchanges or two Tunnels, and Plains — printed twice in the
* deck — carried the same weight as cards printed once. `MAINLINE_DECK` is the printed inventory
* (`docs/StationMaster-Mainline-Deck-v0.4.5.md`, which flagged this as needing correction), and the
* (`docs/mainline-deck.md`, which flagged this as needing correction), and the
* deal is now a deal: take cards out of it and do not put them back.
*
* The Extra-start rules are what forced the issue. "An Extra may start at the Interchange if one is