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:
+283
-82
@@ -29,82 +29,274 @@ export type BoardTrain = { label: string; consist: string[] };
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* separated by thin seams, capacity legible because the lines can be counted.
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*/
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export function divisionSvg(nodes: DivisionView[]): string {
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const COL = 190;
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const TOP = 34;
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const LANE = 30;
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const width = Math.max(1, nodes.length) * COL;
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const maxCap = nodes.reduce((n, d) => Math.max(n, d.capacity ?? 3), 1);
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const height = TOP + maxCap * LANE + 54;
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/**
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* THE WHOLE DIVISION, west to east, as one continuous route.
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*
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* It used to draw one box per node, which collapsed every player's district into a single
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* "Office" tile — so the thing a train actually runs along, the Running Track between the Limits,
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* was invisible on the only map that shows where trains are. Now an Office expands into its
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* Running Track, Limits to Limits, and the route reads end to end:
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*
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* West DP · Mainline · [Limits … Office … Limits] · Mainline · [ … ] · Mainline · East DP
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*
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* SEATING. Players sit around a table, so the route is laid out the way they do: one row alone,
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* two rows facing, a horseshoe of three, a square of four. The Division is a LINE and not a loop
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* — trains enter at one Division Point and leave at the other — so the shape is deliberately left
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* open, with the two ends drawn as buffer stops facing each other across a marked gap. Closing it
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* into a ring would promise a connection the rules do not have.
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*
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* Self-contained on purpose: the replay embeds this by `toString()`, so it may not reach for
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* anything outside its own body.
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*/
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const CW = { dp: 118, ml: 152, run: 78 };
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const CH = 58;
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const GAP = 6;
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const PAD = 26;
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const SIDE_GAP = 34;
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const esc = (t: string): string =>
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String(t).replace(/[&<>"]/g, (c) => ({ '&': '&', '<': '<', '>': '>', '"': '"' })[c] ?? c);
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// -- flatten the route into drawable cells, remembering which belong to whose district --------
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type Cell = {
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kind: 'dp' | 'ml' | 'run';
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label: string;
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sub: string;
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trains: { label: string; consist: string[]; region?: number; direction?: string }[];
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cap: number | null;
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tip: string;
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owner: number | null;
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/** Mainline cards only: §2.1 divides one into two regions. 0 elsewhere — no bars are drawn. */
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regions: number;
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w: number;
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x: number;
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y: number;
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};
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const cells: Cell[] = [];
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const sides: number[][] = [];
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let side: number[] = [];
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const push = (c: Omit<Cell, 'x' | 'y'>): void => {
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side.push(cells.length);
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cells.push({ ...c, x: 0, y: 0 });
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};
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for (const n of nodes) {
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if (n.kind === 'office') {
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const cap = n.capacity;
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const ad = n.trains.flat();
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for (const rc of n.running ?? []) {
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const isOffice = rc.kind === 'office';
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push({
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kind: 'run',
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label: rc.label,
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sub: isOffice ? (cap === null ? '' : `A/D ${ad.length}/${cap}`) : '',
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// A train standing at the Office occupies an A/D track, which is where it is.
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trains: isOffice ? [...rc.trains, ...ad] : rc.trains,
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cap: isOffice ? cap : null,
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tip: `${rc.label} — ${rc.kind === 'limits' ? 'the end of this district; the Running Track runs between the Limits' : 'Running Track'}`,
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owner: n.owner ?? null,
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// No regions inside a district: a crew moves by Moves there, not by Stages, so it
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// occupies a card outright rather than a part of one.
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regions: 0,
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w: CW.run,
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});
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}
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// A crew below the Running Track has no position ON it, so it is reported against the
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// district rather than drawn somewhere it is not.
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const below = n.switching ?? [];
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if (below.length > 0) {
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const last = cells[cells.length - 1];
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if (last) last.sub = `${below.length} switching below`;
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}
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sides.push(side);
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side = [];
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continue;
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}
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const dp = n.kind === 'dp';
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push({
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kind: dp ? 'dp' : 'ml',
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label: n.label,
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sub: n.capacity === null ? 'no limit — trains queue' : `${Math.max(0, n.capacity - n.trains.flat().length)} of ${n.capacity} free`,
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trains: n.trains.flat(),
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cap: n.capacity,
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tip: dp
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? 'A Division Point — trains enter and leave the Division here, and queue without limit'
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: `${n.label} — Mainline${n.gradeUp ? `, climbs ${n.gradeUp === 'east' ? 'east' : 'west'}` : ''}${n.modifiers.length ? ` · ${n.modifiers.join(' · ')}` : ''}`,
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owner: null,
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// A Division Point is one region — the queue trains enter and leave the Division through.
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regions: dp ? 1 : (n.regions ?? 0),
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w: dp ? CW.dp : CW.ml,
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});
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}
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if (side.length > 0) sides.push(side);
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// Each player's side carries their district and the Mainline card leading into it; whatever is
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// left over (the last Mainline and the East DP) joins the final side.
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const seats = Math.max(1, Math.min(4, nodes.filter((n) => n.kind === 'office').length));
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const lanes: number[][] = [];
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for (let i = 0; i < seats; i++) lanes.push([]);
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sides.forEach((grp, i) => {
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const target = Math.min(i, seats - 1);
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for (const idx of grp) lanes[target]!.push(idx);
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});
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// -- lay the sides out around the table -------------------------------------------------------
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// top → right → bottom (reversed) → left (reversed), which gives a row, two facing rows, a
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// horseshoe open to the west, and a square broken at the same place.
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const dir: ('top' | 'right' | 'bottom' | 'left')[] =
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seats === 1 ? ['top'] : seats === 2 ? ['top', 'bottom'] : seats === 3 ? ['top', 'right', 'bottom'] : ['top', 'right', 'bottom', 'left'];
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const runLen = (idxs: number[]): number =>
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idxs.reduce((n, i) => n + cells[i]!.w + GAP, -GAP);
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const widest = Math.max(...lanes.map((l) => runLen(l)), 200);
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const tall = lanes.length > 1 ? Math.max(...lanes.map((l) => l.length), 1) * (CH + GAP) : CH;
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const vertCount = dir.filter((d) => d === 'right' || d === 'left').length;
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const boardW = PAD * 2 + widest + (vertCount > 0 ? CW.run + SIDE_GAP : 0);
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const boardH = PAD * 2 + (dir.includes('bottom') ? CH * 2 + SIDE_GAP + (vertCount ? tall : 0) : CH) + 30;
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lanes.forEach((idxs, i) => {
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const d = dir[i]!;
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if (d === 'top' || d === 'bottom') {
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const y = d === 'top' ? PAD : boardH - PAD - CH - 22;
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const order = d === 'bottom' ? [...idxs].reverse() : idxs;
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let x = PAD;
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for (const idx of order) {
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const c = cells[idx]!;
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c.x = x;
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c.y = y;
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x += c.w + GAP;
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}
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} else {
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const x = d === 'right' ? boardW - PAD - CW.run : PAD;
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const order = d === 'left' ? [...idxs].reverse() : idxs;
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let y = PAD + CH + SIDE_GAP;
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for (const idx of order) {
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const c = cells[idx]!;
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c.x = x;
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c.y = y;
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c.w = CW.run;
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y += CH + GAP;
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}
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}
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});
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// -- draw -------------------------------------------------------------------------------------
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const rail = (x1: number, y: number, x2: number): string => {
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let out =
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let o =
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`<line class="bs-rail" x1="${x1}" y1="${y - 2.5}" x2="${x2}" y2="${y - 2.5}"/>` +
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`<line class="bs-rail" x1="${x1}" y1="${y + 2.5}" x2="${x2}" y2="${y + 2.5}"/>`;
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const n = Math.max(2, Math.floor(Math.abs(x2 - x1) / 9));
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for (let i = 0; i <= n; i++) {
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const tx = x1 + ((x2 - x1) * i) / n;
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out += `<line class="bs-tie" x1="${tx}" y1="${y - 4.5}" x2="${tx}" y2="${y + 4.5}"/>`;
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o += `<line class="bs-tie" x1="${tx}" y1="${y - 4.5}" x2="${tx}" y2="${y + 4.5}"/>`;
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}
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return out;
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return o;
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};
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const chip = (x: number, y: number, t: BoardTrain): string => {
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const w = 30 + Math.min(t.consist.length, 4) * 9;
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return (
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`<g class="bs-train" data-tip="${esc(t.label)} — carrying ${esc(t.consist.join(', ') || 'no cars')}">` +
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`<rect x="${x - w / 2}" y="${y - 10}" width="${w}" height="20" rx="3"/>` +
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`<text class="bs-tlab" x="${x}" y="${y + 4}" text-anchor="middle">${esc(t.label)}</text></g>`
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);
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// The same rail turned through ninety degrees, for the sides of the table.
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const railV = (x: number, y1: number, y2: number): string => {
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let o =
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`<line class="bs-rail" x1="${x - 2.5}" y1="${y1}" x2="${x - 2.5}" y2="${y2}"/>` +
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`<line class="bs-rail" x1="${x + 2.5}" y1="${y1}" x2="${x + 2.5}" y2="${y2}"/>`;
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const n = Math.max(2, Math.floor(Math.abs(y2 - y1) / 9));
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for (let i = 0; i <= n; i++) {
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const ty = y1 + ((y2 - y1) * i) / n;
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o += `<line class="bs-tie" x1="${x - 4.5}" y1="${ty}" x2="${x + 4.5}" y2="${ty}"/>`;
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}
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return o;
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};
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let out = `<svg class="bs" viewBox="0 0 ${width} ${height}" preserveAspectRatio="xMinYMin meet">`;
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nodes.forEach((node, i) => {
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const x0 = i * COL;
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const x1 = x0 + COL;
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const cap = node.capacity;
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const lanes = cap ?? 3;
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const kind = node.kind === 'dp' ? 'dp' : node.kind === 'office' ? 'office' : 'ml';
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let out = `<svg class="bs bs-div" viewBox="0 0 ${Math.ceil(boardW)} ${Math.ceil(boardH)}" preserveAspectRatio="xMinYMin meet">`;
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out += `<rect class="bs-sec bs-${kind}" x="${x0 + 2}" y="${TOP - 16}" width="${COL - 4}" height="${lanes * LANE + 30}" rx="5"/>`;
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out += `<text class="bs-name" x="${x0 + 10}" y="${TOP - 3}">${esc(node.label)}</text>`;
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if (node.gradeUp) {
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out += `<text class="bs-grade" x="${x1 - 10}" y="${TOP - 3}" text-anchor="end">climbs ${node.gradeUp === 'east' ? 'E ▲' : '▲ W'}</text>`;
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// The joins between consecutive cells, drawn as rail so a connection is rail meeting rail. A join
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// that crosses from one player's side to the next is drawn heavier and labelled: that boundary is
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// the Mainline card two districts share, and it is the thing a table needs to see.
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for (let i = 0; i + 1 < cells.length; i++) {
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const a = cells[i]!;
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const b = cells[i + 1]!;
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const sameRow = Math.abs(a.y - b.y) < 1;
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const sameCol = Math.abs(a.x - b.x) < 1;
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if (sameRow && b.x > a.x) out += rail(a.x + a.w, a.y + CH / 2, b.x);
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else if (sameRow && b.x < a.x) out += rail(b.x + b.w, a.y + CH / 2, a.x);
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else if (sameCol) {
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// Stacked down one side of the table: still one straight run of track, not a turn.
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const top = Math.min(a.y + CH, b.y + CH);
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const bot = Math.max(a.y, b.y);
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out += railV(a.x + a.w / 2, top, bot);
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} else {
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// A turn between sides: an elbow, so the route is visibly continuous around the table.
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const ax = a.x + a.w / 2;
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const bx = b.x + b.w / 2;
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const ay = a.y + CH;
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const by = b.y;
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out += `<path class="bs-turn" d="M${ax} ${ay} L${ax} ${(ay + by) / 2} L${bx} ${(ay + by) / 2} L${bx} ${by}"/>`;
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}
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}
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cells.forEach((c) => {
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const full = c.cap !== null && c.trains.length >= c.cap;
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out += `<g class="bs-dcell bs-d${c.kind}${full ? ' bs-full' : ''}" data-tip="${esc(c.tip)}">`;
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out += `<rect x="${c.x}" y="${c.y}" width="${c.w}" height="${CH}" rx="5"/>`;
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out += `<text class="bs-name" x="${c.x + 7}" y="${c.y + 14}">${esc(c.label)}</text>`;
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out += rail(c.x + 6, c.y + 32, c.x + c.w - 6);
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if (c.sub) out += `<text class="bs-cap" x="${c.x + 7}" y="${c.y + CH - 6}">${esc(c.sub)}</text>`;
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// REGIONS. §2.1 divides a Mainline card into two, and §8.2 moves a train one region per Stage.
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// The bars are the card's DISTANCE and never vary; what varies is how fast a train covers them,
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// so a 60 card is crossed in one Stage and a slow train on a 30 takes three.
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const RW = c.regions > 0 ? (c.w - 12) / c.regions : 0;
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for (let r = 0; r < c.regions; r++) {
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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}"/>`;
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}
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// One rail per track this section can hold. Unlimited sections are drawn as three faded lines
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// and labelled, rather than pretending to a number they do not have.
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for (let k = 0; k < lanes; k++) {
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out += `<g class="${cap === null ? 'bs-open' : ''}">${rail(x0 + 12, TOP + 14 + k * LANE, x1 - 12)}</g>`;
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}
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const here = node.trains.flat();
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here.forEach((t, k) => {
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const lane = Math.min(k, lanes - 1);
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const across = here.length > lanes ? (k - lane) * 34 : 0;
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out += chip(x0 + COL / 2 + across, TOP + 14 + lane * LANE, t);
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c.trains.forEach((t, k) => {
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const w = 30 + Math.min(t.consist.length, 4) * 8;
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// A train on a Mainline card sits in ITS region; anywhere else it just sits on the card.
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const inRegion = c.regions > 1 && typeof t.region === 'number';
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const slotX = inRegion ? c.x + 6 + RW * (t.region ?? 0) + RW / 2 : c.x + c.w / 2;
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const spread = inRegion ? 0 : (k - (c.trains.length - 1) / 2) * (w + 4);
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const tx = slotX + spread;
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const dir = t.direction === 'west' ? ' ◀ west' : t.direction === 'east' ? ' east ▶' : '';
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out += `<g class="bs-train" data-tip="${esc(t.label)} — carrying ${esc(t.consist.join(', ') || 'no cars')}${
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inRegion ? ` · region ${(t.region ?? 0) + 1} of ${c.regions}${dir}` : ''
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}">` +
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`<rect x="${tx - w / 2}" y="${c.y + 22}" width="${w}" height="19" rx="3"/>` +
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`<text class="bs-tlab" x="${tx}" y="${c.y + 35}" text-anchor="middle">${esc(t.label)}</text></g>`;
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});
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const free = cap === null ? '∞' : `${Math.max(0, cap - here.length)} of ${cap} free`;
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const warn = cap !== null && here.length >= cap ? ' bs-full' : '';
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out += `<text class="bs-cap${warn}" x="${x0 + 10}" y="${TOP + lanes * LANE + 8}">${cap === null ? 'no limit — trains queue' : free}</text>`;
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if (node.modifiers.length > 0) {
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out += `<text class="bs-mod" x="${x0 + 10}" y="${TOP + lanes * LANE + 22}">${esc(node.modifiers.join(' · '))}</text>`;
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}
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out += '</g>';
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});
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// THE ENDS. The route stops at both Division Points; drawing buffer stops and naming the gap is
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// what stops a seated layout being read as a loop.
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const first = cells[0];
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const last = cells[cells.length - 1];
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if (first) {
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out += `<g class="bs-stop"><line x1="${first.x - 9}" y1="${first.y + 16}" x2="${first.x - 9}" y2="${first.y + CH - 16}"/>` +
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`<line x1="${first.x - 9}" y1="${first.y + CH / 2}" x2="${first.x - 2}" y2="${first.y + CH / 2}"/></g>`;
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out += `<text class="bs-end" x="${first.x - 12}" y="${first.y + CH + 12}" text-anchor="end">trains enter</text>`;
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}
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if (last && last !== first) {
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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}"/>` +
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`<line x1="${last.x + last.w + 2}" y1="${last.y + CH / 2}" x2="${last.x + last.w + 9}" y2="${last.y + CH / 2}"/></g>`;
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out += `<text class="bs-end" x="${last.x + last.w + 12}" y="${last.y + CH + 12}">trains leave</text>`;
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}
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out += '</svg>';
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return out;
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}
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/**
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* The Office Area as a map: one card per grid square, rails drawn edge to edge.
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*
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* The through rail sits at a constant height on every card — the alignment the printed cards use —
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* so abutting cards produce one unbroken line and a gap is visibly a gap.
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*/
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export function officeSvg(cells: CellView[], runningRow: number): string {
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export function officeSvg(
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cells: CellView[],
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runningRow: number,
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ghosts: { row: number; col: number }[] = [],
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): string {
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const W = 132;
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const H = 96;
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const PAD = 3;
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@@ -113,9 +305,22 @@ export function officeSvg(cells: CellView[], runningRow: number): string {
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const esc = (t: string): string =>
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String(t).replace(/[&<>"]/g, (c) => ({ '&': '&', '<': '<', '>': '>', '"': '"' })[c] ?? c);
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if (cells.length === 0) return '<svg class="bs" viewBox="0 0 10 10"></svg>';
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const rows = cells.map((c) => c.row);
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const cols = cells.map((c) => c.col);
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/**
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* ONE COORDINATE SYSTEM, AND ONE CANVAS.
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*
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* Empty squares a card may be placed on used to be drawn by a separate `ghostSvg` and spliced in
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* afterwards. It computed its own origin over cells PLUS spots while this function sized itself
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* over cells alone, so the two disagreed the moment a legal square lay outside the played cards —
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* 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}
|
||||
|
||||
Reference in New Issue
Block a user