Show the whole Division mainline. district now has option for auto hiding on phases where not needed. scaffold for multi-player geometry showing division. regions on mainline cards implemented. bug fix on laying rail cards. optimized replay (carried links forward). Add sounds, first pass

This commit is contained in:
Jesse
2026-08-04 11:26:18 -04:00
parent ec792dfc15
commit c3c5c59a45
16 changed files with 1249 additions and 129 deletions
+283 -82
View File
@@ -29,82 +29,274 @@ export type BoardTrain = { label: string; consist: string[] };
* separated by thin seams, capacity legible because the lines can be counted.
*/
export function divisionSvg(nodes: DivisionView[]): string {
const COL = 190;
const TOP = 34;
const LANE = 30;
const width = Math.max(1, nodes.length) * COL;
const maxCap = nodes.reduce((n, d) => Math.max(n, d.capacity ?? 3), 1);
const height = TOP + maxCap * LANE + 54;
/**
* THE WHOLE DIVISION, west to east, as one continuous route.
*
* It used to draw one box per node, which collapsed every player's district into a single
* "Office" tile — so the thing a train actually runs along, the Running Track between the Limits,
* was invisible on the only map that shows where trains are. Now an Office expands into its
* Running Track, Limits to Limits, and the route reads end to end:
*
* West DP · Mainline · [Limits … Office … Limits] · Mainline · [ … ] · Mainline · East DP
*
* SEATING. Players sit around a table, so the route is laid out the way they do: one row alone,
* two rows facing, a horseshoe of three, a square of four. The Division is a LINE and not a loop
* — trains enter at one Division Point and leave at the other — so the shape is deliberately left
* open, with the two ends drawn as buffer stops facing each other across a marked gap. Closing it
* into a ring would promise a connection the rules do not have.
*
* Self-contained on purpose: the replay embeds this by `toString()`, so it may not reach for
* anything outside its own body.
*/
const CW = { dp: 118, ml: 152, run: 78 };
const CH = 58;
const GAP = 6;
const PAD = 26;
const SIDE_GAP = 34;
const esc = (t: string): string =>
String(t).replace(/[&<>"]/g, (c) => ({ '&': '&amp;', '<': '&lt;', '>': '&gt;', '"': '&quot;' })[c] ?? c);
// -- flatten the route into drawable cells, remembering which belong to whose district --------
type Cell = {
kind: 'dp' | 'ml' | 'run';
label: string;
sub: string;
trains: { label: string; consist: string[]; region?: number; direction?: string }[];
cap: number | null;
tip: string;
owner: number | null;
/** Mainline cards only: §2.1 divides one into two regions. 0 elsewhere — no bars are drawn. */
regions: number;
w: number;
x: number;
y: number;
};
const cells: Cell[] = [];
const sides: number[][] = [];
let side: number[] = [];
const push = (c: Omit<Cell, 'x' | 'y'>): void => {
side.push(cells.length);
cells.push({ ...c, x: 0, y: 0 });
};
for (const n of nodes) {
if (n.kind === 'office') {
const cap = n.capacity;
const ad = n.trains.flat();
for (const rc of n.running ?? []) {
const isOffice = rc.kind === 'office';
push({
kind: 'run',
label: rc.label,
sub: isOffice ? (cap === null ? '' : `A/D ${ad.length}/${cap}`) : '',
// A train standing at the Office occupies an A/D track, which is where it is.
trains: isOffice ? [...rc.trains, ...ad] : rc.trains,
cap: isOffice ? cap : null,
tip: `${rc.label} — ${rc.kind === 'limits' ? 'the end of this district; the Running Track runs between the Limits' : 'Running Track'}`,
owner: n.owner ?? null,
// No regions inside a district: a crew moves by Moves there, not by Stages, so it
// occupies a card outright rather than a part of one.
regions: 0,
w: CW.run,
});
}
// A crew below the Running Track has no position ON it, so it is reported against the
// district rather than drawn somewhere it is not.
const below = n.switching ?? [];
if (below.length > 0) {
const last = cells[cells.length - 1];
if (last) last.sub = `${below.length} switching below`;
}
sides.push(side);
side = [];
continue;
}
const dp = n.kind === 'dp';
push({
kind: dp ? 'dp' : 'ml',
label: n.label,
sub: n.capacity === null ? 'no limit — trains queue' : `${Math.max(0, n.capacity - n.trains.flat().length)} of ${n.capacity} free`,
trains: n.trains.flat(),
cap: n.capacity,
tip: dp
? 'A Division Point — trains enter and leave the Division here, and queue without limit'
: `${n.label} — Mainline${n.gradeUp ? `, climbs ${n.gradeUp === 'east' ? 'east' : 'west'}` : ''}${n.modifiers.length ? ` · ${n.modifiers.join(' · ')}` : ''}`,
owner: null,
// A Division Point is one region — the queue trains enter and leave the Division through.
regions: dp ? 1 : (n.regions ?? 0),
w: dp ? CW.dp : CW.ml,
});
}
if (side.length > 0) sides.push(side);
// Each player's side carries their district and the Mainline card leading into it; whatever is
// left over (the last Mainline and the East DP) joins the final side.
const seats = Math.max(1, Math.min(4, nodes.filter((n) => n.kind === 'office').length));
const lanes: number[][] = [];
for (let i = 0; i < seats; i++) lanes.push([]);
sides.forEach((grp, i) => {
const target = Math.min(i, seats - 1);
for (const idx of grp) lanes[target]!.push(idx);
});
// -- lay the sides out around the table -------------------------------------------------------
// top → right → bottom (reversed) → left (reversed), which gives a row, two facing rows, a
// horseshoe open to the west, and a square broken at the same place.
const dir: ('top' | 'right' | 'bottom' | 'left')[] =
seats === 1 ? ['top'] : seats === 2 ? ['top', 'bottom'] : seats === 3 ? ['top', 'right', 'bottom'] : ['top', 'right', 'bottom', 'left'];
const runLen = (idxs: number[]): number =>
idxs.reduce((n, i) => n + cells[i]!.w + GAP, -GAP);
const widest = Math.max(...lanes.map((l) => runLen(l)), 200);
const tall = lanes.length > 1 ? Math.max(...lanes.map((l) => l.length), 1) * (CH + GAP) : CH;
const vertCount = dir.filter((d) => d === 'right' || d === 'left').length;
const boardW = PAD * 2 + widest + (vertCount > 0 ? CW.run + SIDE_GAP : 0);
const boardH = PAD * 2 + (dir.includes('bottom') ? CH * 2 + SIDE_GAP + (vertCount ? tall : 0) : CH) + 30;
lanes.forEach((idxs, i) => {
const d = dir[i]!;
if (d === 'top' || d === 'bottom') {
const y = d === 'top' ? PAD : boardH - PAD - CH - 22;
const order = d === 'bottom' ? [...idxs].reverse() : idxs;
let x = PAD;
for (const idx of order) {
const c = cells[idx]!;
c.x = x;
c.y = y;
x += c.w + GAP;
}
} else {
const x = d === 'right' ? boardW - PAD - CW.run : PAD;
const order = d === 'left' ? [...idxs].reverse() : idxs;
let y = PAD + CH + SIDE_GAP;
for (const idx of order) {
const c = cells[idx]!;
c.x = x;
c.y = y;
c.w = CW.run;
y += CH + GAP;
}
}
});
// -- draw -------------------------------------------------------------------------------------
const rail = (x1: number, y: number, x2: number): string => {
let out =
let o =
`<line class="bs-rail" x1="${x1}" y1="${y - 2.5}" x2="${x2}" y2="${y - 2.5}"/>` +
`<line class="bs-rail" x1="${x1}" y1="${y + 2.5}" x2="${x2}" y2="${y + 2.5}"/>`;
const n = Math.max(2, Math.floor(Math.abs(x2 - x1) / 9));
for (let i = 0; i <= n; i++) {
const tx = x1 + ((x2 - x1) * i) / n;
out += `<line class="bs-tie" x1="${tx}" y1="${y - 4.5}" x2="${tx}" y2="${y + 4.5}"/>`;
o += `<line class="bs-tie" x1="${tx}" y1="${y - 4.5}" x2="${tx}" y2="${y + 4.5}"/>`;
}
return out;
return o;
};
const chip = (x: number, y: number, t: BoardTrain): string => {
const w = 30 + Math.min(t.consist.length, 4) * 9;
return (
`<g class="bs-train" data-tip="${esc(t.label)} — carrying ${esc(t.consist.join(', ') || 'no cars')}">` +
`<rect x="${x - w / 2}" y="${y - 10}" width="${w}" height="20" rx="3"/>` +
`<text class="bs-tlab" x="${x}" y="${y + 4}" text-anchor="middle">${esc(t.label)}</text></g>`
);
// The same rail turned through ninety degrees, for the sides of the table.
const railV = (x: number, y1: number, y2: number): string => {
let o =
`<line class="bs-rail" x1="${x - 2.5}" y1="${y1}" x2="${x - 2.5}" y2="${y2}"/>` +
`<line class="bs-rail" x1="${x + 2.5}" y1="${y1}" x2="${x + 2.5}" y2="${y2}"/>`;
const n = Math.max(2, Math.floor(Math.abs(y2 - y1) / 9));
for (let i = 0; i <= n; i++) {
const ty = y1 + ((y2 - y1) * i) / n;
o += `<line class="bs-tie" x1="${x - 4.5}" y1="${ty}" x2="${x + 4.5}" y2="${ty}"/>`;
}
return o;
};
let out = `<svg class="bs" viewBox="0 0 ${width} ${height}" preserveAspectRatio="xMinYMin meet">`;
nodes.forEach((node, i) => {
const x0 = i * COL;
const x1 = x0 + COL;
const cap = node.capacity;
const lanes = cap ?? 3;
const kind = node.kind === 'dp' ? 'dp' : node.kind === 'office' ? 'office' : 'ml';
let out = `<svg class="bs bs-div" viewBox="0 0 ${Math.ceil(boardW)} ${Math.ceil(boardH)}" preserveAspectRatio="xMinYMin meet">`;
out += `<rect class="bs-sec bs-${kind}" x="${x0 + 2}" y="${TOP - 16}" width="${COL - 4}" height="${lanes * LANE + 30}" rx="5"/>`;
out += `<text class="bs-name" x="${x0 + 10}" y="${TOP - 3}">${esc(node.label)}</text>`;
if (node.gradeUp) {
out += `<text class="bs-grade" x="${x1 - 10}" y="${TOP - 3}" text-anchor="end">climbs ${node.gradeUp === 'east' ? 'E ▲' : '▲ W'}</text>`;
// The joins between consecutive cells, drawn as rail so a connection is rail meeting rail. A join
// that crosses from one player's side to the next is drawn heavier and labelled: that boundary is
// the Mainline card two districts share, and it is the thing a table needs to see.
for (let i = 0; i + 1 < cells.length; i++) {
const a = cells[i]!;
const b = cells[i + 1]!;
const sameRow = Math.abs(a.y - b.y) < 1;
const sameCol = Math.abs(a.x - b.x) < 1;
if (sameRow && b.x > a.x) out += rail(a.x + a.w, a.y + CH / 2, b.x);
else if (sameRow && b.x < a.x) out += rail(b.x + b.w, a.y + CH / 2, a.x);
else if (sameCol) {
// Stacked down one side of the table: still one straight run of track, not a turn.
const top = Math.min(a.y + CH, b.y + CH);
const bot = Math.max(a.y, b.y);
out += railV(a.x + a.w / 2, top, bot);
} else {
// A turn between sides: an elbow, so the route is visibly continuous around the table.
const ax = a.x + a.w / 2;
const bx = b.x + b.w / 2;
const ay = a.y + CH;
const by = b.y;
out += `<path class="bs-turn" d="M${ax} ${ay} L${ax} ${(ay + by) / 2} L${bx} ${(ay + by) / 2} L${bx} ${by}"/>`;
}
}
cells.forEach((c) => {
const full = c.cap !== null && c.trains.length >= c.cap;
out += `<g class="bs-dcell bs-d${c.kind}${full ? ' bs-full' : ''}" data-tip="${esc(c.tip)}">`;
out += `<rect x="${c.x}" y="${c.y}" width="${c.w}" height="${CH}" rx="5"/>`;
out += `<text class="bs-name" x="${c.x + 7}" y="${c.y + 14}">${esc(c.label)}</text>`;
out += rail(c.x + 6, c.y + 32, c.x + c.w - 6);
if (c.sub) out += `<text class="bs-cap" x="${c.x + 7}" y="${c.y + CH - 6}">${esc(c.sub)}</text>`;
// REGIONS. §2.1 divides a Mainline card into two, and §8.2 moves a train one region per Stage.
// The bars are the card's DISTANCE and never vary; what varies is how fast a train covers them,
// so a 60 card is crossed in one Stage and a slow train on a 30 takes three.
const RW = c.regions > 0 ? (c.w - 12) / c.regions : 0;
for (let r = 0; r < c.regions; r++) {
out += `<line class="bs-region" x1="${c.x + 6 + RW * r}" y1="${c.y + 20}" x2="${c.x + 6 + RW * r}" y2="${c.y + 44}"/>`;
}
// One rail per track this section can hold. Unlimited sections are drawn as three faded lines
// and labelled, rather than pretending to a number they do not have.
for (let k = 0; k < lanes; k++) {
out += `<g class="${cap === null ? 'bs-open' : ''}">${rail(x0 + 12, TOP + 14 + k * LANE, x1 - 12)}</g>`;
}
const here = node.trains.flat();
here.forEach((t, k) => {
const lane = Math.min(k, lanes - 1);
const across = here.length > lanes ? (k - lane) * 34 : 0;
out += chip(x0 + COL / 2 + across, TOP + 14 + lane * LANE, t);
c.trains.forEach((t, k) => {
const w = 30 + Math.min(t.consist.length, 4) * 8;
// A train on a Mainline card sits in ITS region; anywhere else it just sits on the card.
const inRegion = c.regions > 1 && typeof t.region === 'number';
const slotX = inRegion ? c.x + 6 + RW * (t.region ?? 0) + RW / 2 : c.x + c.w / 2;
const spread = inRegion ? 0 : (k - (c.trains.length - 1) / 2) * (w + 4);
const tx = slotX + spread;
const dir = t.direction === 'west' ? ' ◀ west' : t.direction === 'east' ? ' east ▶' : '';
out += `<g class="bs-train" data-tip="${esc(t.label)} — carrying ${esc(t.consist.join(', ') || 'no cars')}${
inRegion ? ` · region ${(t.region ?? 0) + 1} of ${c.regions}${dir}` : ''
}">` +
`<rect x="${tx - w / 2}" y="${c.y + 22}" width="${w}" height="19" rx="3"/>` +
`<text class="bs-tlab" x="${tx}" y="${c.y + 35}" text-anchor="middle">${esc(t.label)}</text></g>`;
});
const free = cap === null ? '∞' : `${Math.max(0, cap - here.length)} of ${cap} free`;
const warn = cap !== null && here.length >= cap ? ' bs-full' : '';
out += `<text class="bs-cap${warn}" x="${x0 + 10}" y="${TOP + lanes * LANE + 8}">${cap === null ? 'no limit — trains queue' : free}</text>`;
if (node.modifiers.length > 0) {
out += `<text class="bs-mod" x="${x0 + 10}" y="${TOP + lanes * LANE + 22}">${esc(node.modifiers.join(' · '))}</text>`;
}
out += '</g>';
});
// THE ENDS. The route stops at both Division Points; drawing buffer stops and naming the gap is
// what stops a seated layout being read as a loop.
const first = cells[0];
const last = cells[cells.length - 1];
if (first) {
out += `<g class="bs-stop"><line x1="${first.x - 9}" y1="${first.y + 16}" x2="${first.x - 9}" y2="${first.y + CH - 16}"/>` +
`<line x1="${first.x - 9}" y1="${first.y + CH / 2}" x2="${first.x - 2}" y2="${first.y + CH / 2}"/></g>`;
out += `<text class="bs-end" x="${first.x - 12}" y="${first.y + CH + 12}" text-anchor="end">trains enter</text>`;
}
if (last && last !== first) {
out += `<g class="bs-stop"><line x1="${last.x + last.w + 9}" y1="${last.y + 16}" x2="${last.x + last.w + 9}" y2="${last.y + CH - 16}"/>` +
`<line x1="${last.x + last.w + 2}" y1="${last.y + CH / 2}" x2="${last.x + last.w + 9}" y2="${last.y + CH / 2}"/></g>`;
out += `<text class="bs-end" x="${last.x + last.w + 12}" y="${last.y + CH + 12}">trains leave</text>`;
}
out += '</svg>';
return out;
}
/**
* The Office Area as a map: one card per grid square, rails drawn edge to edge.
*
* The through rail sits at a constant height on every card — the alignment the printed cards use —
* so abutting cards produce one unbroken line and a gap is visibly a gap.
*/
export function officeSvg(cells: CellView[], runningRow: number): string {
export function officeSvg(
cells: CellView[],
runningRow: number,
ghosts: { row: number; col: number }[] = [],
): string {
const W = 132;
const H = 96;
const PAD = 3;
@@ -113,9 +305,22 @@ export function officeSvg(cells: CellView[], runningRow: number): string {
const esc = (t: string): string =>
String(t).replace(/[&<>"]/g, (c) => ({ '&': '&amp;', '<': '&lt;', '>': '&gt;', '"': '&quot;' })[c] ?? c);
if (cells.length === 0) return '<svg class="bs" viewBox="0 0 10 10"></svg>';
const rows = cells.map((c) => c.row);
const cols = cells.map((c) => c.col);
/**
* ONE COORDINATE SYSTEM, AND ONE CANVAS.
*
* Empty squares a card may be placed on used to be drawn by a separate `ghostSvg` and spliced in
* afterwards. It computed its own origin over cells PLUS spots while this function sized itself
* over cells alone, so the two disagreed the moment a legal square lay outside the played cards —
* and every legal square that extends the district does. Measured on seed 555: three placements
* offered, the one empty square drawn at y=99 on a canvas 103 tall, i.e. off it entirely. The
* list said three, the board showed two, and the third could not be clicked.
*
* Sizing over cells AND ghosts together is what makes that class of bug impossible.
*/
const all = [...cells.map((c) => ({ row: c.row, col: c.col })), ...ghosts];
if (all.length === 0) return '<svg class="bs" viewBox="0 0 10 10"></svg>';
const rows = all.map((c) => c.row);
const cols = all.map((c) => c.col);
const r0 = Math.min(...rows);
const r1 = Math.max(...rows);
const c0 = Math.min(...cols);
@@ -254,44 +459,21 @@ export function officeSvg(cells: CellView[], runningRow: number): string {
out += '</g>';
}
// A legal EMPTY square has no card to outline, so it gets a target drawn in the same frame.
for (const g of ghosts) {
out += `<g data-ghost="${g.row},${g.col}" transform="translate(${px(g.col)},${py(g.row)})" class="bs-ghost">` +
`<rect x="0" y="0" width="${W}" height="${H}" rx="4"/>` +
`<text x="${W / 2}" y="${H / 2}" text-anchor="middle">place here</text>` +
`<text class="bs-coord" x="${W / 2}" y="${H / 2 + 15}" text-anchor="middle">${g.row},${g.col}</text>` +
`</g>`;
}
// Mark the Running Track so the spine of the district is unmistakable.
out += `<text class="bs-rowlab" x="2" y="${py(runningRow) + 92}">RUNNING TRACK</text>`;
out += '</svg>';
return out;
}
/**
* Targets for legal EMPTY squares. They have no card to outline, so the board draws a dashed
* placeholder — the commonest placement of all is onto a blank square, and without this the
* highlight would have nothing to attach to.
*/
export function ghostSvg(
spots: { row: number; col: number }[],
cells: CellView[],
runningRow: number,
): string {
const W = 132;
const H = 96;
const PAD = 3;
const all = [...cells.map((c) => ({ row: c.row, col: c.col })), ...spots];
if (all.length === 0) return '';
const r1 = Math.max(...all.map((c) => c.row));
const c0 = Math.min(...all.map((c) => c.col));
let out = '';
for (const s of spots) {
const x = (s.col - c0) * (W + PAD);
const y = (r1 - s.row) * (H + PAD);
out +=
`<g data-ghost="${s.row},${s.col}" transform="translate(${x},${y})" class="bs-ghost">` +
`<rect x="0" y="0" width="${W}" height="${H}" rx="4"/>` +
`<text x="${W / 2}" y="${H / 2}" text-anchor="middle">place here</text>` +
`<text class="bs-coord" x="${W / 2}" y="${H / 2 + 15}" text-anchor="middle">${s.row},${s.col}</text>` +
`</g>`;
}
void runningRow;
return out;
}
/** Styling for both renderers. Shared so the replay and the app cannot drift apart visually. */
export const BOARD_CSS = `
.bs{width:100%;height:auto;background:#0e1116;border-radius:6px;padding:6px;overflow:visible}
@@ -308,6 +490,25 @@ export const BOARD_CSS = `
.bs-sec{fill:#161b21;stroke:#39424e}
.bs-sec.bs-dp{fill:#151f19;stroke:#3f7a52;stroke-width:2;stroke-dasharray:5 3}
.bs-sec.bs-office{fill:#1b2534;stroke:#4d6fa8;stroke-width:2}
/* THE DIVISION, drawn as the route rather than as a row of boxes.
Three kinds of cell, and they must be told apart at a glance: a Division Point is where trains
come from and go to, a Mainline card is shared ground between two districts, and a Running Track
card belongs to one player's Office Area. */
.bs-dcell rect{fill:#161b21;stroke:#39424e;stroke-width:1}
.bs-ddp rect{fill:#151f19;stroke:#3f7a52;stroke-width:2;stroke-dasharray:5 3}
.bs-dml rect{fill:#1d222b;stroke:#6b7686;stroke-width:1.6}
.bs-drun rect{fill:#1b2534;stroke:#4d6fa8}
.bs-dcell.bs-full rect{stroke:#e0a060;stroke-width:2}
/* The elbow where the route turns from one player's side of the table to the next. Drawn heavier
than a plain join because that turn is the boundary two districts share. */
.bs-turn{fill:none;stroke:#7f8b9c;stroke-width:2.4;stroke-linecap:round;stroke-linejoin:round}
/* Buffer stops at both ends. The Division is a line, not a loop: trains enter at one Division Point
and leave at the other, and a seated layout must not be read as a ring. */
.bs-stop line{stroke:#e0a060;stroke-width:2.6;stroke-linecap:round}
.bs-end{fill:#e0a060;font:10px ui-monospace,monospace;letter-spacing:.03em}
/* The vertical bars a Mainline card is divided into (§2.1). Drawn faint: they are the ruler the
train is measured against, not something to look at instead of the train. */
.bs-region{stroke:#4a5361;stroke-width:1.2;stroke-dasharray:3 3}
.bs-slot{fill:none;stroke:#5f6b7a;stroke-width:1.1;stroke-dasharray:3 2}
.bs-slot.bs-occ{fill:rgba(90,169,230,.20);stroke:#5aa9e6;stroke-dasharray:none}
.bs-train rect{fill:#2f6b3d;stroke:#8fd6a0;stroke-width:1.2}
+87 -9
View File
@@ -36,7 +36,7 @@ export { cardName, describeIntent, snapshot } from './view.ts';
import type { Frame } from './view.ts';
import type { Decision } from './view.ts';
import { cardName, describeDecision, snapshot, trainName } from './view.ts';
import { BOARD_CSS, divisionSvg, ghostSvg, officeSvg } from './board-svg.ts';
import { BOARD_CSS, divisionSvg, officeSvg } from './board-svg.ts';
// ---------------------------------------------------------------------------
// Frame shape — only what the viewer draws
@@ -147,19 +147,94 @@ export function record(seed: number, length: GameLength, maxSteps = 100_000): Re
*
* Only the wire format changes: `record()` still returns complete frames, so tests and any other
* consumer are unaffected. The page resolves a null by walking back to the last frame that carried
* the field.
* the field, and rebuilds each cell from the dictionaries below.
*
* MEASURED, on a 735-frame game, before any of this: `cells` was 62% of 7.1 MB of JSON, and within
* it the cost was not where the TODO said. Carrying `links` forward — the item this started as —
* would have saved 5% of cells. What actually costs:
*
* what 32% of cells long prose, and the SAME prose on every turnout in the district
* facility 24% of cells the identical object is already in the frame's `facilities`
* identity 26% of cells row/col/kind/label/running/links, fixed once the card is laid
*
* So each of the three is interned instead. A card's identity and its description are written once
* for the whole recording and referenced by integer, and a cell points at its facility rather than
* carrying a second copy of it. What stays per-frame is only what genuinely changes: the cars
* standing there, the crew, and any Enhancement laid on it.
*/
function compress(frames: Frame[]): unknown[] {
type Packed = {
/** Static per square, written once: row, col, kind, label, running, links. */
cards: unknown[];
/** Distinct `what` descriptions, written once. */
whats: string[];
frames: unknown[];
};
export function compress(frames: Frame[]): Packed {
const cards: unknown[] = [];
const cardAt = new Map<string, number>();
const whats: string[] = [];
const whatAt = new Map<string, number>();
const packed = frames.map((f) => {
const cells = f.cells.map((c) => {
const idKey = JSON.stringify([c.row, c.col, c.kind, c.label, c.running, c.links]);
let ci = cardAt.get(idKey);
if (ci === undefined) {
ci = cards.length;
cards.push([c.row, c.col, c.kind, c.label, c.running, c.links]);
cardAt.set(idKey, ci);
}
let wi = whatAt.get(c.what);
if (wi === undefined) {
wi = whats.length;
whats.push(c.what);
whatAt.set(c.what, wi);
}
// Identity, not equality: `snapshot` pushes the very same FacilityView object into both the
// cell and the frame's `facilities`, so this always resolves.
const fi = c.facility ? f.facilities.indexOf(c.facility) : -1;
return [ci, wi, c.enhancements, c.tray, c.cars, fi];
});
return { ...f, cells } as unknown as Frame;
});
const keys = ['cells', 'facilities', 'division'] as const;
let prev: Record<string, string> = {};
return frames.map((f, i) => {
const out: Record<string, unknown> = { ...f };
const out = packed.map((f, i) => {
const o: Record<string, unknown> = { ...f };
for (const k of keys) {
const json = JSON.stringify(f[k]);
if (i > 0 && prev[k] === json) out[k] = null;
if (i > 0 && prev[k] === json) o[k] = null;
prev[k] = json;
}
return out;
return o;
});
return { cards, whats, frames: out };
}
/**
* Rebuild whole CellViews from the compact wire rows.
*
* Exported and then emitted into the page by `toString()`, exactly as the two board renderers are:
* a second copy of this in the page's inline script could drift from the packing above, and the
* failure would be a board that draws the wrong cards rather than an error.
*/
export function rehydrateCells(
packed: unknown[],
cards: unknown[],
whats: string[],
facs: unknown[],
): unknown[] {
return packed.map((row) => {
const p = row as [number, number, string[], string | null, string[], number];
const c = cards[p[0]] as [number, number, string, string, boolean, string[]];
return {
row: c[0], col: c[1], kind: c[2], label: c[3], running: c[4], links: c[5],
what: whats[p[1]], enhancements: p[2], tray: p[3], cars: p[4],
facility: p[5] < 0 ? null : facs[p[5]],
};
});
}
@@ -322,7 +397,8 @@ kbd{background:#2a3038;border:1px solid var(--line);border-radius:3px;padding:0
const divisionSvg = ${divisionSvg.toString()};
const officeSvg = ${officeSvg.toString()};
const FRAMES = ${JSON.stringify(compress(rec.frames))};
const PACKED = ${JSON.stringify(compress(rec.frames))};
const FRAMES = PACKED.frames, CARDS = PACKED.cards, WHATS = PACKED.whats;
/* The board changes rarely, so cells/facilities/division are emitted as null when identical to the
previous frame and resolved by walking back. Re-serialising the full grid every frame was 63% of
a 5.2 MB page. The scrubber jumps anywhere, hence the walk rather than a running pointer. */
@@ -330,6 +406,8 @@ function carry(i, key) {
for (let k = i; k >= 0; k--) if (FRAMES[k][key] !== null) return FRAMES[k][key];
return [];
}
const rehydrateCells = ${rehydrateCells.toString()};
function cellsAt(i) { return rehydrateCells(carry(i, 'cells'), CARDS, WHATS, carry(i, 'facilities')); }
let i = 0, timer = null;
const $ = (id) => document.getElementById(id);
const esc = (s) => String(s).replace(/[&<>]/g, (c) => ({'&':'&amp;','<':'&lt;','>':'&gt;'}[c]));
@@ -376,7 +454,7 @@ function render() {
$('fno').textContent = i;
$('scrub').value = i;
const CELLS = carry(i, 'cells'), FACS = carry(i, 'facilities'), DIV = carry(i, 'division');
const CELLS = cellsAt(i), FACS = carry(i, 'facilities'), DIV = carry(i, 'division');
$('division').innerHTML = divisionSvg(DIV);
// The same office renderer the playable app uses, so replay and game draw one board.
+122 -5
View File
@@ -17,6 +17,7 @@ import {
MAINLINE_MODIFIER_CARDS,
MAINLINE_PROFILES,
MANEUVER_CARDS,
REGIONS_PER_MAINLINE_CARD,
OFFICE_ORDER,
SPACE_USE_CARDS,
industryProfile,
@@ -86,7 +87,35 @@ export type FacilityView = {
jammed: boolean;
};
export type TrainChip = { label: string; consist: string[] };
export type TrainChip = {
label: string;
consist: string[];
/**
* Which region of a Mainline card the train is standing in, and which way it is going. Absent
* everywhere else: a Division Point is a single queue, and inside a district a train moves by
* Moves rather than by Stages, so it occupies a card outright.
*/
region?: number;
direction?: string;
};
/**
* One card of a player's Running Track, as the Division sees it.
*
* The through route between the Limits IS the Running Track — everything hanging beneath it is
* secondary, and a train crossing the Division never touches it. So the Division map expands an
* Office into this row and leaves sidings, industries and the load pipeline to the district view.
*/
export type RunningCardView = {
row: number;
col: number;
kind: string;
label: string;
/** Port pairs, from the engine's `connectionsFor`, so the drawn rail cannot invent a join. */
links: string[];
/** Trains standing ON this card of the Running Track. */
trains: TrainChip[];
};
export type DivisionView = {
kind: string;
label: string;
@@ -104,6 +133,19 @@ export type DivisionView = {
* on that grade has no visible meaning.
*/
gradeUp: string | null;
/** Mainline cards only: how many regions the card is divided into (§2.1 — two). */
regions?: number;
/** Office nodes only: the Running Track, Limits to Limits, west to east. */
running?: RunningCardView[];
/** Office nodes only: whose district this is. */
owner?: number;
/**
* Office nodes only: crews working BELOW the Running Track.
*
* A crew down a siding has no position on the through route — projecting one would be a lie — so
* it is reported against the district as a whole and drawn exactly where it is in the zoomed view.
*/
switching?: TrainChip[];
};
export type Frame = {
@@ -431,12 +473,43 @@ export function snapshot(
// with how long each still has to run.
const name = MAINLINE_PROFILES.find((m) => m.kind === n.card)?.name ?? n.card;
const isGrade = MAINLINE_PROFILES.find((m) => m.kind === n.card)?.speed.kind === 'grade';
/**
* WHERE ON THE CARD, from what the crossing already cost.
*
* §2.1 divides a Mainline card into two regions and §8.2 moves a train one region per Stage.
* The engine crosses in `crossingStages` Stages instead, which varies by card speed, train
* speed, passengers and modifiers — so the printed model is recovered by treating the entry
* point as the thing that varies, exactly as the cards do:
*
* entry = REGIONS - stagesTotal position = entry + elapsed
*
* A 60 card is one Stage, so the train enters at the second region and is gone — which is
* what "Start positions further along the card" means on the printed art. A 30 card is two
* Stages, giving one region per Stage, which is §8.2 exactly. A slow train needing three
* Stages cannot fit three steps into two regions, so it holds in the first for a Stage: the
* card's distance is fixed and the train is simply slow across it.
*/
const place = (t: { stagesRemaining: number; stagesTotal: number }): number => {
// `entry` may be NEGATIVE — a slow train needing three Stages cannot fit three steps into
// two regions, so it notionally starts before the card and spends the extra Stage getting
// to the first region. Clamping only the final position keeps that Stage at the START,
// where being slow shows; clamping `entry` first would have parked it at the exit instead.
const entry = REGIONS_PER_MAINLINE_CARD - t.stagesTotal;
const elapsed = t.stagesTotal - t.stagesRemaining;
return Math.min(REGIONS_PER_MAINLINE_CARD - 1, Math.max(0, entry + elapsed));
};
return {
kind: 'ml',
label: name,
regions: REGIONS_PER_MAINLINE_CARD,
trains: [n.transits.map((t) => {
const chip = trainChip(s, t.tray);
return { ...chip, label: `${chip.label} (${t.stagesRemaining})` };
return {
...chip,
label: `${chip.label} (${t.stagesRemaining})`,
region: place(t),
direction: t.direction,
};
})],
capacity: MAINLINE_PROFILES.find((m) => m.kind === n.card)?.trainsMayPass ? 2 : 1,
modifiers: [
@@ -446,13 +519,57 @@ export function snapshot(
gradeUp: isGrade ? (n.gradeUp ?? 'east') : null,
};
}
const oa = areaOf(s, n.owner);
// Where every crew in this district actually is: on a Running Track card, or below it.
const onRunning = new Map<string, TrainChip[]>();
const below: TrainChip[] = [];
for (const [id, tray] of s.trays) {
const pos = tray.position;
if (pos.at !== 'grid' || pos.owner !== n.owner) continue;
const c = trainChip(s, id);
if (pos.coord.row === oa.runningRow) {
const k = `${pos.coord.row},${pos.coord.col}`;
onRunning.set(k, [...(onRunning.get(k) ?? []), c]);
} else {
below.push(c);
}
}
// Limits to Limits, west to east. §2.1 — the Running Track runs BETWEEN the Limits, so the
// signs are the ends of the through route rather than obstacles on it.
const running: RunningCardView[] = [];
for (let col = oa.limitsWest.col; col <= oa.limitsEast.col; col++) {
const card = oa.grid.get(`${oa.runningRow},${col}`);
if (!card) continue;
const g = card.geometry;
let label: string;
if (g.kind === 'office') label = officeProfile(oa.tier).name;
else if (g.kind === 'limits') label = 'Limits';
else if (g.kind === 'facility') label = FACILITY_NAMES[g.facility] ?? prettyKey(g.facility);
else if (g.kind === 'modifier') label = MODIFIER_NAMES[g.modifier] ?? prettyKey(g.modifier);
else if (g.kind === 'spaceUse') label = prettyKey(g.key);
else label = geometryLabel(g.geometry);
running.push({
row: oa.runningRow,
col,
kind: g.kind,
label,
links: connectionsFor(card).map(([a, b]) => `${a}${b}`),
trains: onRunning.get(`${oa.runningRow},${col}`) ?? [],
});
}
return {
kind: 'office',
label: officeProfile(areaOf(s, n.owner).tier).name,
trains: [areaOf(s, n.owner).adOccupancy.map((id) => trainChip(s, id))],
capacity: officeProfile(areaOf(s, n.owner).tier).adTracks,
label: officeProfile(oa.tier).name,
trains: [oa.adOccupancy.map((id) => trainChip(s, id))],
capacity: officeProfile(oa.tier).adTracks,
modifiers: [],
gradeUp: null,
owner: n.owner,
running,
switching: below,
};
});