Name the caboose, the train and the Running Track hazard
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+14
-6
@@ -287,11 +287,13 @@ export function describeIntent(s: GameState, i: Intent): string {
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case 'porter.detrain':
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return `detrain passengers at ${at(i.at)}`;
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case 'newTrain.placeCar':
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return `add ${i.loaded ? 'loaded' : 'empty'} ${i.carType}`;
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// carLabel knows a caboose carries the crew, not freight. Formatting it here by hand put
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// "add loaded caboose" on a button.
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return `add ${carLabel({ type: i.carType, loaded: i.loaded })}`;
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case 'mainline.modify':
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return `${cardName(s, i.cardId)} on Mainline card ${i.node}`;
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case 'maneuver.redFlags':
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return `Red Flags on ${i.trayId}`;
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return `set Red Flags to protect ${trainName(s, i.trayId)} — an approaching train must stop short`;
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case 'maneuver.flyingSwitch':
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return `Flying Switch ${i.count} car(s) into ${at(i.to)}`;
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case 'mainline.clearance': {
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@@ -325,7 +327,7 @@ export function describeIntent(s: GameState, i: Intent): string {
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case 'redFlag.play':
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return 'play your red flag';
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case 'maneuver.redFlags':
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return `Red Flags on ${i.trayId}`;
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return `set Red Flags to protect ${trainName(s, i.trayId)} — an approaching train must stop short`;
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default: {
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// Every Intent now has a sentence, so `i` narrows to never here. Keeping the assignment makes
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// that a COMPILE error the day someone adds an intent without describing it — the playable UI
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@@ -385,7 +387,7 @@ export function snapshot(
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kind,
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label,
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running: row === area.runningRow,
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what: cellDescription(card, officeProfile(area.tier).name),
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what: cellDescription(card, officeProfile(area.tier).name, row === area.runningRow),
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enhancements: card.enhancements.map(prettyKey),
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tray: trayAt.get(key) ?? null,
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cars: (card.facility?.industryTrack.length ? card.facility.industryTrack.cars : card.standing).map(carLabel),
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@@ -579,7 +581,7 @@ export function trainName(s: GameState, trayId: string): string {
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}
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/** What a card on the board does, in one short line. */
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function cellDescription(card: TrackCard, officeName: string): string {
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function cellDescription(card: TrackCard, officeName: string, onRunning: boolean): string {
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const g = card.geometry;
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switch (g.kind) {
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case 'limits':
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@@ -612,7 +614,13 @@ function cellDescription(card: TrackCard, officeName: string): string {
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if (f.kind === 'passenger') return 'passengers board and detrain here';
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const p = industryProfile(g.facility as never);
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const flow = p.flow === 'both' ? 'ships out AND receives' : p.flow === 'outbound' ? 'ships out' : 'receives';
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return `${flow} ${p.carTypes.join('/')} · spot a matching car on its siding to work a load`;
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// §11.2 — "Facility cards carry their own rails", so an industry on the Running Track does not
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// block anything. It does inherit the Running Track's hazard: §10 makes cars left standing
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// between the Limits and the Office a collision when a train arrives.
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const where = onRunning
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? ' · ON THE RUNNING TRACK — trains pass straight through, but a car left standing here is hit by the next arrival'
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: '';
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return `${flow} ${p.carTypes.join('/')} · spot a matching car on its siding to work a load${where}`;
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}
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case 'track':
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switch (g.geometry) {
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