v0.8.0.7 — the Salvage Yard had nothing to say, and phases too little time to read
The Salvage Yard was face up all along; its tile just read "a card". apply.ts pushes a synthetic train-<n> id on trainScheduled, nothing in s.cards matches it, and cardName fell through to its default — and since a train is scheduled several times a Day that id is on top most of the time. Measured before touching anything: the tile read "a card" from the opening frame through 60 pushes while its depth climbed from 2 to 8. cardName resolves it now, in sim/view.ts, because this is a name. The engine half is filed as Gitea#23 rather than fixed here. reshuffleIfDepleted sweeps the Salvage Yard back into the draw deck, so that synthetic id can be shuffled in and drawn into a hand as an id with no card behind it. Eight games driven to 4000 moves across eight seeds produced zero reshuffles, so it is latent; there are two defensible fixes and the choice turns on what the synthetic id is for, which is not a call to make while fixing a label. And phases scale with the speed control again, damped to a third of the rate. They were pinned in v0.8.0.3 because scaling them walled off a player's own turn; pinned turns out to be too short to read at 10x. Damped satisfies both: 1x unchanged, 10x lands exactly on the four-times guess. Bounded because phase beats cluster rather than accumulate — 1.0 per push on average, 4 at worst, so the wait after a move is ~2.4s typical. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01X6cF1iYvJ1kNmzYBzu4QX6
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Claude Opus 5
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@@ -170,23 +170,41 @@ describe('pacing — dwell by kind', () => {
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);
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});
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it('the speed control stretches other people, not the clock', () => {
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it('the speed control stretches the clock at a THIRD of the rate it stretches people', () => {
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/**
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* Jesse, from a real 5× game: *"after my turn, when I actually execute my turn, I'm still subject
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* to that same delay before it moves on. That makes no sense."* It was not his move being
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* replayed — it was the automatic phases behind it, which were scaling with `pace` along with
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* everything else. Measured over 40 turns, the waiting split almost evenly between other players
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* and phases turning over, so a 5× game spent 105 seconds on the clock alone.
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* Two complaints, one from each direction, and the answer is between them.
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*
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* v0.8.0.3, from a 5× game: *"after my turn … I'm still subject to that same delay before it
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* moves on. That makes no sense."* — phases were scaling with everything else and walling off a
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* player's own turn. So they were pinned at their tabled beat.
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*
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* v0.8.0.7, from a 10× game: *"phases displayed on the upper line go by too quickly still.
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* Should be 4 times as long — at a guess."* — pinned was too short to read the caption.
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*
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* Damped scaling satisfies both: 1× unchanged, 10× lands exactly on the four-times guess, and
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* the cost stays bounded because phase beats cluster rather than accumulate.
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*/
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const phase = { cause: 'phase' as const, player: null, lines: ['New Train'], frame: { table: { phase: 'newTrain' } } };
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const theirs = { cause: 'switch.move' as const, player: 1, lines: ['moved'], frame: { table: {} } };
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for (const pace of [1, 3, 5, 7]) {
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assert.equal(dwellForStep(phase, pace), DWELL.phase, `a phase beat grew at ${pace}x`);
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assert.equal(dwellForStep(theirs, pace), DWELL.switching * pace);
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assert.equal(dwellForStep(phase, 1), DWELL.phase, '1x must be exactly the tabled beat');
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assert.equal(dwellForStep(phase, 10), DWELL.phase * 4, '10x must be four times it, as asked for');
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for (const pace of [2, 3, 5, 7, 10, 15, 20]) {
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const p = dwellForStep(phase, pace);
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const t = dwellForStep(theirs, pace);
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assert.ok(p > DWELL.phase, `a phase must grow at ${pace}x`);
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assert.ok(
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p < DWELL.phase * pace,
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`a phase must grow SLOWER than the multiplier at ${pace}x, or the clock walls off the turn`,
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);
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assert.ok(t > p, `somebody's move must still outlast a phase beat at ${pace}x`);
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}
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// Off still means off, for the clock as much as for anybody's move.
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// Off still means off, for the clock as much as for anybody's move; and below 1x the clock
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// follows the multiplier straight, because "faster" should mean everything.
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assert.equal(dwellForStep(phase, 0), 0);
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assert.equal(dwellForStep(theirs, 0), 0);
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assert.equal(dwellForStep(phase, 0.5), DWELL.phase * 0.5);
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});
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it('a real switching turn is watchable in a few seconds, not tens of them', () => {
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