Fix parking trains, freight deadlock, and Whistle Post lock-in

This commit is contained in:
Jesse
2026-07-31 15:09:16 -04:00
parent b085d5a0bb
commit d261ad7af8
15 changed files with 577 additions and 121 deletions
+163 -8
View File
@@ -76,14 +76,171 @@ Crossing time never falls below one Stage — a train cannot cross in no time.
there is nothing to build. A test asserts it remains TBD, to stop anyone "fixing" it by inventing
an effect; a silent no-op would be worse than a rejection.
> **Open question (Q11).** The sheet says Brakeman and Airbrakes give "faster passage downhill" and
> Helpers "faster passage uphill", but never says **which way a Heavy Grade climbs**. Modelled as
> climbing **eastward** — eastbound is uphill, westbound downhill. If grades instead carry their own
> direction, this becomes a property of the Mainline node rather than a constant.
**Q11, answered from the source.** The Heavy Grade card prints **"(Up)"** and **"Player sets
orientation"**, so which way it climbs is a property of the placed card, not a fixed compass
direction. `DivisionNode.gradeUp` records the direction a train travels when **climbing**; a train
going the other way is descending. Brakeman and Airbrakes apply to the descent, Helpers to the
climb, so turning the card around swaps which trains each card helps.
One gap remains, and it is a **setup** gap rather than a rules one: `createGame` is synchronous and
returns a ready state, so there is no point at which a player can be asked. Orientation is currently
**rolled** — deterministic from the seed, and roughly even (51/49 east/west across 400 games) — and
should become a real player choice when setup gains an interactive phase.
**Still not implemented**: the Action (10) and Space-use (12) cards, which are genuinely
multiplayer-only. Playing them is rejected with `NOT_IMPLEMENTED`.
### Parking trains — two engine bugs and a bot defect
Trains reached an Office and never left: **668 arrivals against 515 departures**. A train may only
highball from the Office square itself (§8.1, Gap 2b); from anywhere else `moveTrain` returns
`held`, permanently. 77 of 93 leftover crews were sitting somewhere they could never depart from.
Three separate causes, found by following the stranded crews:
1. **Reverse was hardcoded to east/west.** `destinationsFor` computed the backing-out port as
`facing === 'e' ? 'w' : 'e'`. A crew facing *south* reversed to *east* — a port a north-south
card does not have — so it could never back out of a district spur. Now `opposite(facing)`.
2. **Facing was derived from `direction`, which only carries east and west.** A crew standing on a
north-south spur was given an exit port its card did not have, leaving it with no legal moves at
all. `CrewTray.facing` now records the actual port, updated on every move from the port the crew
entered through.
3. **The bot never went home,** and its "no useful work" fallback took an *arbitrary* legal move —
the same shuttling bug as before, re-entered by a different door. It now heads for the Office
whenever nothing productive remains, and a crew stranded away from the Office can claim a whole
Local Operations turn to walk back.
Flying Switch was also mis-modelled: it tested **orthogonal adjacency** when the cut *rolls along
the track*, which both allowed a cut to cross to a cell with no rail between and refused a siding
two cards along the same track. It made the card nearly unplayable — held for 1,400 turns across 60
games and legal on 2. Now the target must be track-connected.
| | before | after |
| --- | --- | --- |
| arrivals / departures | 668 / 515 (77%) | **795 / 793 (99.7%)** |
| leftover crews stranded off the Office | 77 of 93 | 24 of 53 |
| collisions per game | 0.2 | **0.7** |
| revenue per player | 1.0 | **1.1** |
**Revenue got worse, and that is the honest result.** Parked trains were not colliding. With trains
circulating properly, every collision is now `no free A/D track` — 35 of 35 across 60 games — and
collisions cost **3.3** of the 1.1 net. The previous figure was flattered by a bug.
### A/D congestion is not congestion — it is the Whistle Post
Chasing it found no congestion at all. The Office is **empty at 88% of Stage starts** (occupancy 0
at 3,136 of 3,600) and mean dwell on an A/D track is **1.4 Stages**. Collisions are bursts, and they
are concentrated in one place:
- **25 of 26 collisions happen at Whistle Post**, which has **one** A/D track, so any second arrival
is an automatic collision (§8.3, Gap 2a). One collision occurred at Depot; none above it.
- **No collision was ever recorded in a district holding an Interlocking.** The enhancement is a
complete cure — it just arrives too late and too rarely.
- **25 of 100 games never escape Whistle Post at all**, and those are exactly the games that never
drew a Depot card. Mean first upgrade is Stage **9.3 of 60**.
The damage is concentrated, not spread:
| | games | mean revenue | worst |
| --- | --- | --- | --- |
| never upgraded past Whistle Post | 25 | **6.0** | 54 |
| upgraded at least once | 75 | **0.4** | +9 (best) |
That is what makes the median **+1.0** while the mean is **1.0**: a quarter of games are ruined by
a draw that never comes. The bot now plays an Office upgrade ahead of everything else and prefers
Interlocking over other Enhancements; both were previously unranked. Neither moves the mean, because
the constraint is **draw luck, not policy** — escaping Whistle Post requires one of **4 Depot cards
in 133**.
### Q12 answered — office density doubled
**Players always start at a Whistle Post**; that is settled and not up for change. The lever is
therefore card density. Office `copiesInDeck` is **doubled**: Depot 4→8, Station 2→4, Terminal 1→2.
Offices go 7 → 14 and the deck 133 → **140** (solitaire 111 → **118**).
Station and Terminal were doubled alongside Depot rather than lifting Depot alone, because upgrades
are strictly sequential (Gap 3b): the ladder has to stay a pyramid or players reach a rung whose
next card is scarcer than the one that got them there. The test now asserts that **property**
instead of the literal counts, so it survives the next density change.
| | 7 offices / 133 | 14 offices / 140 |
| --- | --- | --- |
| revenue per player | 1.0 | **0.7** |
| games never leaving Whistle Post | 25 | **13** |
| mean revenue, games that did upgrade | 0.4 | **1.9** |
| collisions per game | 0.7 | **0.3** |
| lost to collisions | 3.3 | **1.6** |
| worst game | 48 | 28 |
All 37 remaining collisions are still at Whistle Post, which confirms the diagnosis rather than
undermining it. Note the games that *still* never upgrade got worse (6.0 → 10.5): they are now a
smaller, unluckier group, so the mean is both more extreme and noisier. **Still 0 wins.**
> **PROVISIONAL — re-evaluate later.** These counts were chosen to remove a 25% chance of an
> unwinnable opening deal, not taken from the recovered design, and the instrument is blunt: it
> lifts the whole office ladder and dilutes every other category slightly. Revisit once the victory
> target is settled and freight carries its intended share. The better answer may turn out to be
> fewer Terminals, a cheaper first upgrade, or more A/D capacity at the Whistle Post itself.
### Measuring, after getting it wrong
A throwaway probe reported "60 of 60 games never upgraded past Whistle Post" while the Office-tier
histogram from the same run plainly showed Depots, Stations and Terminals. Events reach the log from
**two** sources — the phase driver (`pump`) and player intents (`applyIntent`) — and the probe
watched only the first. Office upgrades arrive through the second.
The cause was hand-rolling the drive loop. `playGame` already tallied both sources correctly; it was
re-implemented because it returns the event log but not the *state at the moment an event fired*,
which is what questions like "what tier was the Office at this collision" need.
`playGame` now takes an optional `PlayObserver``(event, state) => void`, called from the single
point both sources funnel through. Two tests guard it: one asserts the observer sees **exactly** the
events the log records, one asserts office upgrades are visible in the log across 25 games.
Reintroducing the original mistake fails both.
**A wrong measurement is worse than a missing one, because it gets believed and acted on.**
### Freight throughput — a self-inflicted deadlock
Freight was 10% of gross revenue with 27 industries on the board, so the Gap 12 tripling had bought
facilities but not freight. The pipeline said why: **415 loads started, 413 unjams, 13 completions**
across 60 games — a **3%** completion rate, with the Freight Agent spending more than half its
actions clearing jams it had caused.
A load leaves MEN|AT|WORK only onto a **spotted empty car of its own type** (§9.3). Starting one with
no car spotted parks it on WORK — and a load on WORK **locks the industry track**, which blocks the
very car that would clear it. The bot started a load whenever the intent was legal, so it jammed its
own facilities and then spent its turns unjamming them.
Two fixes, both in the bot; the engine was right throughout.
- **Only start a load that can finish.** `loadCanFinish` requires the receiving car to be spotted
already. Worth recording that the first attempt kept a last-resort `startLoad` "rather than idle a
Laborer" and measured *identical* to having no gate at all — the fallback was taken every time. An
idle Laborer is strictly better than a jam, which costs an action to clear and locks the track
meanwhile.
- **Weigh the whole consist, not just the back car.** 744 switch turns produced 135 Moves and 741
immediate ends: a crew holding wanted cars behind one unwanted car concluded there was nothing to
do. §A.3 makes the back car the only *droppable* one; it does not make it the only one worth
travelling for. The crew now sets out dead weight on a plain spur **before** travelling — ordering
that matters, because doing it after produced the shuttling loop for the third time.
| | before | after |
| --- | --- | --- |
| loads started / completed | 415 / 13 (**3%**) | 44 / 38 (**86%**) |
| unjams | 413 | 281 |
| cars dropped | 151 | 197 |
| cars coupled | 14 | 25 |
| unloads completed | 40 | 74 |
| **revenue per player** | 0.7 | **2.2** |
| cards played | 12.4 | 16.9 |
| trains scheduled | 2.0 | 2.7 |
| passenger revenue | 1.3 | 2.7 |
Freeing the Laborers freed the whole turn economy — passenger revenue doubled without a single
passenger rule changing. **Still 0 wins against a target of 20**, and freight is still only 13% of
gross, so the loop runs now but does not yet carry the game.
### Track was unplayable (found while wiring up Enhancements)
Moving track out of the deck into a per-player supply (§12.2) left **no way to play it**. Districts
@@ -99,10 +256,8 @@ the grid.
Fixed by adding a `track.lay` intent drawing from `OfficeArea.trackSupply`, and by giving
Enhancements the occupied cells as candidates. Enhancement placements went 21 → 98 per 40 games.
> **Open question (Q10).** The design moves track to a per-player supply but never says *when* a
> piece may be laid. It is currently treated as a play available during the "draw a card" option,
> limited to **one piece a turn** — which is how track behaved when it *was* a card. This is an
> assumption, flagged in `intents.ts`, and needs confirming.
**Q10, answered.** Track is laid during the "draw a card" option, **one piece a turn** — which is
how track behaved when it *was* a card.
### Measurement after the answers
+1
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@@ -356,6 +356,7 @@ function enterMainline(
carriesPassengers,
node.modifiers ?? [],
tray.direction,
node.gradeUp ?? 'east',
);
node.transits.push({ tray: id, stagesRemaining: stages, direction: tray.direction });
tray.position = { at: 'mainline', index };
+25 -6
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@@ -49,6 +49,7 @@ import {
canDropCarsAt,
canPlaceAt,
facilityVariants,
opposite,
reachableDestinations,
variantsFor,
} from './track.ts';
@@ -103,6 +104,7 @@ function occupancyFor(s: GameState, player: PlayerIndex, self: TrayId): Occupanc
/** A tray's facing, expressed as the port it would leave by going forward. */
function facingPort(s: GameState, trayId: TrayId): Port {
const tray = s.trays.get(trayId);
if (tray?.facing) return tray.facing;
return tray?.direction === 'west' ? 'w' : 'e';
}
@@ -392,11 +394,19 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
const here = trayCoord(s, i.trayId);
if (!here) return 'CANNOT_DROP_HERE';
if (i.count < 1 || i.count > tray.consist.length) return 'CONSIST_EMPTY';
// The cut rolls into an ADJACENT industry — the engine never enters, which is the whole point
// of the move and why it beats a normal spot.
const adjacent =
Math.abs(i.to.row - here.row) + Math.abs(i.to.col - here.col) === 1;
if (!adjacent) return 'NOT_CONNECTED';
// The cut is uncoupled and ROLLS to the industry under its own momentum, so the target must
// be somewhere the train could itself have run to — track-connected, not merely a neighbouring
// square. An earlier version tested orthogonal adjacency, which was wrong in both directions:
// it would have allowed a cut to cross to a cell with no rail between, while refusing a siding
// two cards along the same track. It also made the card effectively unplayable — held for
// 1,400 turns across 60 games and legal on 2.
const reachable = [
...destinationsFor(s, player, i.trayId, here, false),
...destinationsFor(s, player, i.trayId, here, true),
];
if (!reachable.some((d) => d.coord.row === i.to.row && d.coord.col === i.to.col)) {
return 'NOT_CONNECTED';
}
const fsArea = areaOf(s, player);
const target = fsArea.grid.get(coordKey(i.to));
if (!target?.facility || target.facility.kind !== 'freight') return 'CANNOT_DROP_HERE';
@@ -618,7 +628,11 @@ function destinationsFor(
) {
const tray = s.trays.get(trayId)!;
const facing = facingPort(s, trayId);
const exit: Port = reverse ? (facing === 'e' ? 'w' : 'e') : facing;
// Reversing is the OPPOSITE port, whichever it is. This was hardcoded to flip between east and
// west, so a crew facing north or south reversed to 'e' — a port a north-south card does not
// have — and could never back out of a district spur. Combined with a facing that was itself
// derived from an east/west direction, it stranded 29 of 62 leftover crews on north-south track.
const exit: Port = reverse ? opposite(facing) : facing;
return reachableDestinations(
{
area: areaOf(s, player),
@@ -644,6 +658,9 @@ function execute(s: GameState, player: PlayerIndex, i: Intent): GameEvent[] {
const from = trayCoord(s, i.trayId)!;
const dests = destinationsFor(s, player, i.trayId, from, i.reverse);
const dest = dests.find((d) => d.coord.row === i.to.row && d.coord.col === i.to.col)!;
// The crew leaves by the port opposite the one it entered through, which is what it will be
// facing when it stops. Without this the facing stays 'e'/'w' forever and a crew that turns
// onto a north-south spur can never move again.
const events: GameEvent[] = [
{
type: 'trayMoved',
@@ -651,6 +668,7 @@ function execute(s: GameState, player: PlayerIndex, i: Intent): GameEvent[] {
from,
to: i.to,
movesRemaining: s.turn.movesRemaining - 1,
facing: opposite(dest.entry),
},
];
if (dest.couples.length > 0) {
@@ -941,6 +959,7 @@ export function reduce(s: GameState, e: GameEvent): void {
const tray = s.trays.get(e.trayId)!;
const owner = tray.position.at === 'grid' ? tray.position.owner : 0;
tray.position = { at: 'grid', owner, coord: e.to };
if (e.facing) tray.facing = e.facing;
s.turn.movesRemaining = e.movesRemaining;
// An A/D track is held only while the train is actually standing at the Office (§2.1).
+32 -13
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@@ -105,11 +105,30 @@ export type OfficeProfile = {
* an earlier guess gave one more slot than porters at every tier. Capacity is instead grown by the
* passenger modifier cards (Waiting Area, Restaurant, Hotel).
*/
/**
* Office cards. `copiesInDeck` was **doubled** (Depot 4→8, Station 2→4, Terminal 1→2) — Q12.
*
* Players always start at a Whistle Post, which has ONE A/D track, so a second arrival is an
* automatic collision (§8.3, Gap 2a). Measured at the original density, 25 of 100 games never drew
* a Depot and never escaped: they averaged **6.0** revenue against **0.4** for games that
* upgraded at least once, and 25 of 26 collisions happened at Whistle Post. Escaping needed one of
* 4 Depot cards in 111, roughly a 59% chance across a game's draws.
*
* Upgrades are strictly sequential (Gap 3b, no skipping), so Station and Terminal are rarer than
* their raw counts imply — Terminal needs all three cards in order. Station and Terminal were
* doubled with Depot to keep that ladder in proportion rather than making Depot a special case.
*
* PROVISIONAL — re-evaluate. This was chosen to remove a 25% chance of an unwinnable opening deal,
* not from the recovered design, and it is a blunt instrument: it lifts the whole office ladder and
* dilutes every other category slightly (deck 133 → 140). Revisit once the victory target is
* settled and freight is carrying its intended share; the right answer may instead be fewer
* Terminals, a cheaper first upgrade, or more A/D capacity at Whistle Post.
*/
export const OFFICE_PROFILES: readonly OfficeProfile[] = [
{ tier: 'whistlePost', name: 'Whistle Post', isControlPoint: false, isPassengerFacility: false, adTracks: 1, porters: 0, passengerOut: 0, passengerIn: 0, copiesInDeck: 0 },
{ tier: 'depot', name: 'Depot', isControlPoint: true, isPassengerFacility: true, adTracks: 2, porters: 1, passengerOut: 1, passengerIn: 1, copiesInDeck: 4 },
{ tier: 'station', name: 'Station', isControlPoint: true, isPassengerFacility: true, adTracks: 3, porters: 2, passengerOut: 2, passengerIn: 2, copiesInDeck: 2 },
{ tier: 'terminal', name: 'Terminal', isControlPoint: true, isPassengerFacility: true, adTracks: 4, porters: 3, passengerOut: 3, passengerIn: 3, copiesInDeck: 1 },
{ tier: 'depot', name: 'Depot', isControlPoint: true, isPassengerFacility: true, adTracks: 2, porters: 1, passengerOut: 1, passengerIn: 1, copiesInDeck: 8 },
{ tier: 'station', name: 'Station', isControlPoint: true, isPassengerFacility: true, adTracks: 3, porters: 2, passengerOut: 2, passengerIn: 2, copiesInDeck: 4 },
{ tier: 'terminal', name: 'Terminal', isControlPoint: true, isPassengerFacility: true, adTracks: 4, porters: 3, passengerOut: 3, passengerIn: 3, copiesInDeck: 2 },
];
export const OFFICE_ORDER: readonly OfficeTier[] = ['whistlePost', 'depot', 'station', 'terminal'];
@@ -393,6 +412,7 @@ export function crossingStages(
carriesPassengers: boolean,
modifiers: readonly string[] = [],
direction: Direction = 'east',
gradeUp: Direction = 'east',
): number {
const profile = MAINLINE_PROFILES.find((m) => m.kind === kind);
if (!profile) throw new Error(`unknown mainline card: ${kind}`);
@@ -414,15 +434,13 @@ export function crossingStages(
const base = mph >= 60 ? 1 : 2;
const stages = base + (trainSpeed === 'slow' ? 1 : 0);
return Math.max(1, stages - gradeReduction(profile, modifiers, direction));
return Math.max(1, stages - gradeReduction(profile, modifiers, direction, gradeUp));
}
/**
* ASSUMPTION, flagged (§10 Q11): the recovered sheet says Brakeman and Airbrakes give "faster
* passage downhill" and Helpers "faster passage uphill", but never says which way a Heavy Grade
* climbs. Modelled as **climbing eastward** — an eastbound train is going uphill, a westbound one
* downhill. Needs confirming; if grades instead carry their own direction, this becomes a property
* of the Mainline node rather than a constant.
* Q11, answered: the Heavy Grade card prints "(Up)" and "Player sets orientation", so which way it
* climbs is a property of the placed card, not a constant. `gradeUp` is the direction a train is
* travelling when it goes UPHILL; a train heading the other way is descending.
*
* Each applicable card takes a Stage off, never below one: a train cannot cross in no time.
* Airbrakes only counts when Brakeman is already there, which the placement rule enforces.
@@ -431,9 +449,10 @@ function gradeReduction(
profile: MainlineProfile,
modifiers: readonly string[],
direction: Direction,
gradeUp: Direction,
): number {
if (profile.speed.kind !== 'grade') return 0;
const downhill = direction === 'west';
const downhill = direction !== gradeUp;
let n = 0;
if (downhill) {
if (modifiers.includes('brakeman')) n++;
@@ -648,7 +667,7 @@ export function lengthProfile(length: GameLength): LengthProfile {
}
// ---------------------------------------------------------------------------
// Deck composition — 133 cards
// Deck composition — 140 cards
// ---------------------------------------------------------------------------
/**
@@ -676,9 +695,9 @@ export function deckComposition(): { category: string; count: number }[] {
];
}
export const DECK_SIZE = deckComposition().reduce((n, c) => n + c.count, 0); // 133
export const DECK_SIZE = deckComposition().reduce((n, c) => n + c.count, 0); // 140
/** The solitaire deck drops the 22 opponent-directed cards, leaving 111. */
/** The solitaire deck drops the 22 opponent-directed cards, leaving 118. */
export const SOLITAIRE_DECK_SIZE = deckComposition()
.filter((c) => !isOpponentOnly(c.category))
.reduce((n, c) => n + c.count, 0);
+1 -1
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@@ -21,7 +21,7 @@ export type GameEvent =
| { type: 'actorChanged'; player: PlayerIndex | null }
// -- local operations
| { type: 'localOpsOptionChosen'; player: PlayerIndex; option: LocalOpsOption }
| { type: 'trayMoved'; trayId: TrayId; from: GridCoord; to: GridCoord; movesRemaining: number }
| { type: 'trayMoved'; trayId: TrayId; from: GridCoord; to: GridCoord; movesRemaining: number; facing?: 'n' | 's' | 'e' | 'w' }
| { type: 'carsCoupled'; trayId: TrayId; at: GridCoord; stock: RollingStock[] }
| { type: 'carsDropped'; trayId: TrayId; at: GridCoord; stock: RollingStock[] }
| { type: 'consistSorted'; trayId: TrayId; at: GridCoord; before: RollingStock[]; after: RollingStock[] }
+2 -3
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@@ -34,9 +34,8 @@ export type Intent =
/**
* Lay a piece from your personal track supply (§12.2 / content.ts TRACK_SUPPLY).
*
* ASSUMPTION, flagged: the design moves track out of the deck into a per-player supply but does
* not say when you may lay it. Treated as a play available during the "draw a card" option,
* matching how track behaved when it WAS a card. See implications.md §10 Q10.
* Laid during the "draw a card" option, one piece a turn — how track behaved when it WAS a card.
* Confirmed; see implications.md §10 Q10.
*/
| { type: 'track.lay'; geometry: TrackGeometry; hand: Hand; placement: GridCoord; variant?: number }
| { type: 'draw.end' }
+6 -10
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@@ -109,16 +109,12 @@ function localOpsCandidates(s: GameState, player: PlayerIndex): Intent[] {
if (k?.kind !== 'maneuver' || k.key !== 'flyingSwitch') continue;
for (const [trayId, tray] of s.trays) {
if (tray.position.at !== 'grid' || tray.position.owner !== player) continue;
const { row, col } = tray.position.coord;
const around: GridCoord[] = [
{ row: row + 1, col },
{ row: row - 1, col },
{ row, col: col + 1 },
{ row, col: col - 1 },
];
for (const to of around) {
for (let count = 1; count <= tray.consist.length; count++) {
out.push({ type: 'maneuver.flyingSwitch', cardId, trayId, count, to });
const from = tray.position.coord;
for (const reverse of [false, true]) {
for (const d of destinationsFor(s, player, trayId, from, reverse)) {
for (let count = 1; count <= tray.consist.length; count++) {
out.push({ type: 'maneuver.flyingSwitch', cardId, trayId, count, to: d.coord });
}
}
}
}
+13 -5
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@@ -17,6 +17,7 @@ import {
MODIFIER_PROFILES,
OFFICE_PROFILES,
MAINLINE_PROFILES,
mainlineProfile,
TRACK_SUPPLY,
ROLLING_STOCK_SUPPLY,
STAGES_PER_DAY,
@@ -187,11 +188,18 @@ function buildPassengerFacility(tier: Parameters<typeof officeProfile>[0]): NonN
function buildDivision(players: number, rng: Rng): DivisionNode[] {
const nodes: DivisionNode[] = [];
const kinds = MAINLINE_PROFILES.map((m) => m.kind);
const mainline = (): DivisionNode => ({
kind: 'mainline',
card: kinds[rng.nextInt(kinds.length)]!,
transits: [],
});
const mainline = (): DivisionNode => {
const card = kinds[rng.nextInt(kinds.length)]!;
const node: DivisionNode = { kind: 'mainline', card, transits: [] };
// The Heavy Grade card says "Player sets orientation", but setup has no decision point yet —
// createGame is synchronous and returns a ready state. Rolled for now so the orientation is at
// least deterministic and varies between games; it should become a real player choice when
// setup gains an interactive phase. See implications.md §10 Q11.
if (mainlineProfile(card).speed.kind === 'grade') {
node.gradeUp = rng.nextInt(2) === 0 ? 'east' : 'west';
}
return node;
};
nodes.push({ kind: 'divisionPoint', side: 'west', holding: [] });
for (let p = 0; p < players; p++) {
+14
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@@ -198,6 +198,15 @@ export type CrewTray = {
/** ORDERED, left-to-right. Max 4 including any caboose (§A.4). */
consist: RollingStock[];
direction: Direction;
/**
* Which way the engine points, as an actual port on the card beneath it.
*
* NOT derivable from `direction`, which only has east and west: a crew standing on a north-south
* spur points north or south, and deriving 'e'/'w' gave it an exit port the card does not have —
* so it had no legal moves at all and was stranded permanently. Left optional so a tray placed
* without one falls back to `direction`.
*/
facing?: 'n' | 's' | 'e' | 'w';
position: NodeRef;
movesUsed: number;
};
@@ -221,6 +230,11 @@ export type DivisionNode =
absSignals?: boolean;
/** Brakeman / Airbrakes / Helpers / Realignment laid on this card. */
modifiers?: string[];
/**
* Which way a train is travelling when it climbs. The Heavy Grade card prints "(Up)" and
* "Player sets orientation", so the direction is chosen when the card is placed.
*/
gradeUp?: Direction;
/** Red Flags protecting a stopped train here, by tray. */
redFlagged?: TrayId[];
}
+177 -44
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@@ -25,7 +25,7 @@ import type { GameEvent } from '../engine/events.ts';
import type { Intent } from '../engine/intents.ts';
import { legalActions } from '../engine/legal.ts';
import { coordKey } from '../engine/state.ts';
import type { Facility, GameState, PlayerIndex, RollingStock } from '../engine/state.ts';
import type { Facility, GameState, GridCoord, PlayerIndex, RollingStock } from '../engine/state.ts';
export type BotPolicy = {
name: string;
@@ -74,14 +74,19 @@ export const developerBot: BotPolicy = {
// a worker. Then advance loads already in the pipeline — finishing beats starting, because a
// load parked on MEN|AT|WORK also locks the industry track (§9.3). Only then feed new work in.
if (s.clock.phase === 'loadUnload') {
const work = pickFirst(
options,
'porter.board',
'porter.detrain',
'laborer.advanceLoad',
'laborer.startLoad',
'laborer.beginUnload',
);
const work =
pickFirst(options, 'porter.board', 'porter.detrain', 'laborer.advanceLoad') ??
// Only START a load that can FINISH. A load leaves MEN|AT|WORK onto a spotted empty car of
// its own type (§9.3), so starting one with no car spotted parks it on WORK — which locks
// the industry track, which blocks the very car that would clear it. A self-inflicted
// deadlock, and the loop that was eating the game: 415 loads started, 413 unjams, and 13
// completions across 60 games.
options.find((i) => i.type === 'laborer.startLoad' && loadCanFinish(s, player, i.at)) ??
pickFirst(options, 'laborer.beginUnload');
// NO fallback to an unfinishable load. Idling a Laborer is strictly better than jamming: a
// jam costs a Freight Agent action to clear AND locks the industry track until it is cleared.
// A first attempt kept a last-resort `startLoad` here "rather than idle", and the measured
// result was identical to having no gate at all — 415 starts, 413 unjams, 13 completions.
return work ?? options.find((i) => i.type === 'loadUnload.end') ?? options[0]!;
}
@@ -132,6 +137,12 @@ function chooseLocalOption(s: GameState, player: PlayerIndex, options: Intent[])
// 1. Trains first, always. A scheduled train runs EVERY Day thereafter, so it is the only card
// whose value compounds. Playing one needs the draw option.
// An Office upgrade outranks even a train card: a train that arrives with nowhere to stand is a
// collision, and collisions are the largest single drain on revenue.
if (can('draw') && hand.some((id) => s.cards.get(id)?.kind.kind === 'office')) {
return can('draw')!;
}
if (can('draw') && hand.some((id) => isTrainCard(s, id))) return can('draw')!;
// A Mainline modifier is worth the option too: Realignment permanently converts a 30 card into a
@@ -148,6 +159,12 @@ function chooseLocalOption(s: GameState, player: PlayerIndex, options: Intent[])
return can('switch')!;
}
// A crew stranded away from the Office is worth a whole turn on its own. A train may only
// highball from the Office square, so one sitting anywhere else is out of the game permanently —
// and the condition above never fires for it, because a crew down in the district has no work
// left and would never claim the option needed to walk back.
if (can('switch') && strandedFromOffice(s, player)) return can('switch')!;
// 3. Stock a green box only when the load can actually finish — an empty car of the right type
// is already spotted. Stocking without one just fills the box.
if (can('freightAgent') && canStockProductively(s, player)) return can('freightAgent')!;
@@ -262,6 +279,11 @@ function bestTrackLay(s: GameState, player: PlayerIndex, options: Intent[]): Int
return best;
}
function isEnhancementKey(s: GameState, cardId: string, key: string): boolean {
const k = s.cards.get(cardId)?.kind;
return k?.kind === 'enhancement' && k.key === key;
}
function isMainlineKey(s: GameState, cardId: string, key: string): boolean {
const k = s.cards.get(cardId)?.kind;
return k?.kind === 'mainlineModifier' && k.key === key;
@@ -295,6 +317,52 @@ function worthFlagging(s: GameState, options: Intent[]): Intent | null {
return null;
}
/**
* Is there already an empty car of the right type spotted to receive this load (§9.3)? Without one
* the load can be started and walked across MEN|AT|WORK but can never come off.
*/
function loadCanFinish(s: GameState, player: PlayerIndex, at: GridCoord): boolean {
const f = areaOf(s, player).grid.get(`${at.row},${at.col}`)?.facility;
const next = f?.outboundBox[0];
if (!f || !next) return false;
return f.industryTrack.cars.some((c) => !c.loaded && c.type === next.type);
}
/** Is this player's crew sitting somewhere it can never depart from? */
function strandedFromOffice(s: GameState, player: PlayerIndex): boolean {
const area = areaOf(s, player);
const here = trayLocation(s, player);
if (!here) return false;
return here.row !== area.officeCoord.row || here.col !== area.officeCoord.col;
}
/**
* A Move that gets the crew strictly closer to the Office, or null if it is already there or
* nothing helps. "Strictly closer" is what stops this becoming the shuttling loop that an earlier
* version of the switching heuristic fell into — the bot cannot oscillate if every step reduces the
* distance.
*/
function moveTowardOffice(s: GameState, player: PlayerIndex, options: Intent[]): Intent | null {
const area = areaOf(s, player);
const here = trayLocation(s, player);
if (!here) return null;
const dist = (c: { row: number; col: number }): number =>
Math.abs(c.row - area.officeCoord.row) + Math.abs(c.col - area.officeCoord.col);
if (dist(here) === 0) return null;
let best: Intent | null = null;
let bestDist = dist(here);
for (const i of options) {
if (i.type !== 'switch.move') continue;
const d = dist(i.to);
if (d < bestDist) {
bestDist = d;
best = i;
}
}
return best;
}
/** Once an option is chosen, work it to a sensible conclusion. */
function followThrough(s: GameState, player: PlayerIndex, options: Intent[]): Intent {
switch (s.turn.option) {
@@ -314,7 +382,18 @@ function followThrough(s: GameState, player: PlayerIndex, options: Intent[]): In
const any = options.find((i) => i.type === 'draw.fromDepartment');
if (any) return any;
}
// Train cards first — they take no placement and their value compounds every Day.
// UPGRADE THE OFFICE FIRST. A Whistle Post has ONE A/D track, so a second arrival is an
// automatic collision (§8.3, Gap 2a) — and measured, 25 of 26 collisions happened at Whistle
// Post, none at all where an Interlocking was down. A Depot doubles the capacity and turns
// the Office into a Passenger Facility, which is where the porters and passenger revenue come
// from. The bot previously had no play preference for office cards at all, so an upgrade sat
// in hand behind trains, enhancements and track.
const upgrade = options.find(
(i) => i.type === 'card.play' && s.cards.get(i.cardId)?.kind.kind === 'office',
);
if (upgrade) return upgrade;
// Train cards next — they take no placement and their value compounds every Day.
const train = options.find(
(i) => i.type === 'card.play' && i.placement === undefined && isTrainCard(s, i.cardId),
);
@@ -333,6 +412,16 @@ function followThrough(s: GameState, player: PlayerIndex, options: Intent[]): In
// Enhancements next: Small Yard makes switching solvable, Interlocking stops the Office
// overflowing into a collision, and the dispatch devices win meets. All are worth more than
// another piece of plain track.
// Interlocking ahead of the other enhancements: it holds an arrival at the Limits instead of
// colliding into a full Office, and no collision was ever recorded in a district that had one.
const interlock = options.find(
(i) =>
i.type === 'card.play' &&
i.placement !== undefined &&
isEnhancementKey(s, i.cardId, 'interlocking'),
);
if (interlock) return interlock;
const enh = options.find(
(i) => i.type === 'card.play' && i.placement !== undefined && isEnhancement(s, i.cardId),
);
@@ -360,7 +449,25 @@ function followThrough(s: GameState, player: PlayerIndex, options: Intent[]): In
// Re-check every Move, not just when choosing the option. Conditions change mid-turn — a car
// gets coupled, a siding fills — and once there is nothing left to do the fall-through would
// pick an arbitrary legal move and burn the remaining Moves shuttling.
// Flying Switch is real work, so it must be weighed before concluding there is none left —
// otherwise the go-home branch below preempts it and the card never fires.
const flyingFirst = options.find(
(i) =>
i.type === 'maneuver.flyingSwitch' &&
i.count === 1 &&
facilityWantsAt(s, player, i.to, trayOf(s, player)?.consist.slice(-1)[0]),
);
if (flyingFirst) return flyingFirst;
if (!usefulSwitching(s, player)) {
// GO HOME. A train may only highball from the Office square itself (§8.1, Gap 2b) — from
// anywhere else `moveTrain` returns 'held', permanently. The bot used to end its turn
// wherever the work ran out, which stranded the crew: 77 of 93 trains still on the board at
// game end were sitting somewhere they could never depart from, 34 on the Running Track at
// the wrong column and 43 down in the district. A parked train earns nothing, holds its A/D
// track, and is unavailable for the next load.
const home = moveTowardOffice(s, player, options);
if (home) return home;
const stop = options.find((i) => i.type === 'switch.end');
if (stop) return stop;
}
@@ -397,45 +504,38 @@ function followThrough(s: GameState, player: PlayerIndex, options: Intent[]): In
}
}
// Flying Switch — roll a cut straight into a neighbouring industry without the engine
// entering. It beats a normal spot whenever the industry actually wants the back car, since
// it saves the moves of running in and backing out again.
const flying = options.find(
(i) =>
i.type === 'maneuver.flyingSwitch' &&
i.count === 1 &&
facilityWantsAt(s, player, i.to, tray?.consist[tray.consist.length - 1]),
);
if (flying) return flying;
if (endCar && here) {
const hereFacility = areaOf(s, player).grid.get(`${here.row},${here.col}`)?.facility ?? null;
const area = areaOf(s, player);
const hereCard = area.grid.get(`${here.row},${here.col}`);
const hereFacility = hereCard?.facility ?? null;
// Standing on a facility that wants the back car: put it down. This is the payoff move.
if (hereFacility && facilityWants(hereFacility, endCar)) {
const drop = options.find((i) => i.type === 'switch.dropCars' && i.count === 1);
if (drop) return drop;
}
// Otherwise head for a facility that does want this particular car.
const wanted = facilitiesWanting(s, player, endCar);
const toward = options.find(
(i) =>
i.type === 'switch.move' &&
wanted.some((t) => t.row === i.to.row && t.col === i.to.col),
);
if (toward) return toward;
// SET OUT. A crew at MAX_CONSIST cannot couple anything — reachableDestinations drops any
// route whose pickups would overflow the tray — so a full crew can never collect the loaded
// car it came for. Measured: trays sat at 4 cars for 3,091 of 4,085 in-district observations
// and coupled 1 car across 40 games, which is why freight revenue was 0.3 a game.
// SET OUT — and do it BEFORE travelling.
//
// Real crews set out cars they are not using. Prefer a plain spur off the Running Track:
// dropping onto an industry track would silt it with the wrong commodity (the bug the
// spotting rule above exists to prevent), and the Running Track needs to stay clear.
if (tray && tray.consist.length >= MAX_CONSIST) {
const area = areaOf(s, player);
const card = area.grid.get(`${here.row},${here.col}`);
const isSpur = here.row !== area.runningRow && !card?.facility;
// Two cases. A crew at MAX_CONSIST cannot couple anything, because reachableDestinations
// drops any route whose pickups would overflow the tray, so it can never collect the loaded
// car it came for. And a crew whose back car is dead weight cannot deliver the wanted car
// hiding behind it, because §A.3 only lets the back car come off.
//
// Order matters. With travel first, the crew drove to a facility, found its end car
// undroppable, turned round for a spur, then drove back — the shuttling loop again, from a
// third direction. Fixing the consist first means every subsequent trip ends in a drop.
//
// A plain spur is the place to do it: dropping onto an industry track would silt it with the
// wrong commodity, and the Running Track has to stay clear.
const endCarUseless =
tray !== null &&
tray.consist.length > 1 &&
facilitiesWanting(s, player, endCar).length === 0 &&
tray.consist.some((c) => facilitiesWanting(s, player, c).length > 0);
if (tray && (tray.consist.length >= MAX_CONSIST || endCarUseless)) {
const isSpur = here.row !== area.runningRow && !hereFacility;
if (isSpur) {
const setOut = options.find((i) => i.type === 'switch.dropCars' && i.count === 1);
if (setOut) return setOut;
@@ -448,10 +548,30 @@ function followThrough(s: GameState, player: PlayerIndex, options: Intent[]): In
);
if (toSpur) return toSpur;
}
// Now travel — to a facility that wants SOMETHING aboard, not only the back car. Weighing
// the end car alone was the freight loop's real blocker: 744 switch turns produced 135 Moves
// and 741 immediate ends, because a crew holding wanted cars behind an unwanted one decided
// there was nothing to do. §A.3 makes the back car the only DROPPABLE one; it does not make
// it the only one worth travelling for.
const wanted = tray
? tray.consist.flatMap((c) => facilitiesWanting(s, player, c))
: facilitiesWanting(s, player, endCar);
const toward = options.find(
(i) =>
i.type === 'switch.move' &&
wanted.some((t) => t.row === i.to.row && t.col === i.to.col),
);
if (toward) return toward;
}
const move = options.find((i) => i.type === 'switch.move');
if (move) return move;
// Never take an arbitrary Move. Picking "the first legal move" is what produced the original
// shuttling bug, and it produced it again here: with the crew stranded but `usefulSwitching`
// still true, the go-home branch above is skipped and this fallback burned the remaining
// Moves oscillating between two cells. If there is no move with a purpose, the only useful
// thing left is to head for the Office, because a train that is not on it can never depart.
const goHome = moveTowardOffice(s, player, options);
if (goHome) return goHome;
return options.find((i) => i.type === 'switch.end') ?? options[0]!;
}
@@ -695,11 +815,23 @@ export type PlayOutcome = {
* Drives a game to completion with the given policy. This is the whole reason the phase driver
* lives inside the engine: it is a plain loop over `advance` and `applyIntent`, with no server.
*/
/**
* Watches each event as it fires, with the state as it stands at that moment.
*
* This exists because the returned `events` log answers "what happened" but not "what was true when
* it happened" — the Office tier at a collision, which cards were in hand at a draw. Measuring those
* meant hand-rolling this loop in a throwaway script, and a hand-rolled copy that watched only the
* `pump` events (and not the ones from `applyIntent`) reported "60 of 60 games never upgraded" while
* the tier histogram plainly showed Depots and Stations. One driver, one place to observe.
*/
export type PlayObserver = (event: GameEvent, state: GameState) => void;
export function playGame(
s: GameState,
policy: BotPolicy,
pumpFn: (s: GameState) => GameEvent[],
maxTurns = 50_000,
observe?: PlayObserver,
): PlayOutcome {
const events: GameEvent[] = [];
const intents: Intent['type'][] = [];
@@ -711,6 +843,7 @@ export function playGame(
const tally = (batch: GameEvent[]): void => {
events.push(...batch);
for (const e of batch) {
observe?.(e, s);
if (e.type === 'trainScheduled') trainsScheduled++;
else if (e.type === 'cardPlayed') cardsPlayed++;
else if (
+28 -4
View File
@@ -294,7 +294,13 @@ describe('collisions are automatic (Gap 2)', () => {
movesUsed: 0,
});
const ml = s.division.nodes[1];
if (ml?.kind === 'mainline') ml.transits.push({ tray: id, stagesRemaining: 1, direction: 'east' });
if (ml?.kind === 'mainline') {
// Pin the terrain. Mainline types are drawn from the SHUFFLED deck, so deck composition
// would otherwise decide this test's outcome — and Double Track / Uncontrolled Siding set
// `trainsMayPass`, which legitimately removes the §8.1 bar being asserted here.
ml.card = 'plains';
ml.transits.push({ tray: id, stagesRemaining: 1, direction: 'east' });
}
s.clock.phase = 'mainline';
s.movedThisPhase = new Set();
@@ -311,7 +317,13 @@ describe('collisions are automatic (Gap 2)', () => {
const classBefore = s.yards.classificationYard.length;
const mlx = s.division.nodes[1];
if (mlx?.kind === 'mainline') mlx.transits.push({ tray: 'x', stagesRemaining: 1, direction: 'east' });
if (mlx?.kind === 'mainline') {
// Pin the terrain. Mainline types are drawn from the SHUFFLED deck, so deck composition
// would otherwise decide this test's outcome — and Double Track / Uncontrolled Siding set
// `trainsMayPass`, which legitimately removes the §8.1 bar being asserted here.
mlx.card = 'plains';
mlx.transits.push({ tray: 'x', stagesRemaining: 1, direction: 'east' });
}
s.trays.set('x', {
id: 'x',
trainNumber: 8,
@@ -354,7 +366,13 @@ describe('the Superintendent clearance interrupt (§8.1)', () => {
movesUsed: 0,
});
const ml = s.division.nodes[1];
if (ml?.kind === 'mainline') ml.transits.push({ tray: 'ahead', stagesRemaining: 2, direction: 'east' });
if (ml?.kind === 'mainline') {
// Pin the terrain. Mainline types are drawn from the SHUFFLED deck, so deck composition
// would otherwise decide this test's outcome — and Double Track / Uncontrolled Siding set
// `trainsMayPass`, which legitimately removes the §8.1 bar being asserted here.
ml.card = 'plains';
ml.transits.push({ tray: 'ahead', stagesRemaining: 2, direction: 'east' });
}
// A second train at the Western Division Point wanting to follow it.
s.trays.set('behind', {
@@ -391,7 +409,13 @@ describe('the Superintendent clearance interrupt (§8.1)', () => {
movesUsed: 0,
});
const ml = s.division.nodes[1];
if (ml?.kind === 'mainline') ml.transits.push({ tray: 'oncoming', stagesRemaining: 2, direction: 'west' });
if (ml?.kind === 'mainline') {
// Pin the terrain. Mainline types are drawn from the SHUFFLED deck, so deck composition
// would otherwise decide this test's outcome — and Double Track / Uncontrolled Siding set
// `trainsMayPass`, which legitimately removes the §8.1 bar being asserted here.
ml.card = 'plains';
ml.transits.push({ tray: 'oncoming', stagesRemaining: 2, direction: 'west' });
}
s.trays.set('waiting', {
id: 'waiting',
+7 -1
View File
@@ -189,7 +189,13 @@ describe('Interlocking and Yard Office relieve the Office', () => {
consist, direction: 'east', position: { at: 'mainline', index: 1 }, movesUsed: 0,
});
const ml = s.division.nodes[1];
if (ml?.kind === 'mainline') ml.transits.push({ tray: id, stagesRemaining: 1, direction: 'east' });
if (ml?.kind === 'mainline') {
// Pin the terrain. Mainline types are drawn from the SHUFFLED deck, so deck composition
// would otherwise decide this test's outcome — and Double Track / Uncontrolled Siding set
// `trainsMayPass`, which legitimately removes the §8.1 bar being asserted here.
ml.card = 'plains';
ml.transits.push({ tray: id, stagesRemaining: 1, direction: 'east' });
}
s.clock.phase = 'mainline';
s.movedThisPhase = new Set();
return id;
+52 -15
View File
@@ -71,31 +71,47 @@ describe('grade modifiers change crossing time', () => {
});
it('Brakeman speeds the descent but not the climb', () => {
// ASSUMPTION (§10 Q11): grades climb eastward, so westbound is downhill.
assert.equal(crossingStages('heavyGrade', 'fast', false, ['brakeman'], 'west'), 1);
assert.equal(crossingStages('heavyGrade', 'fast', false, ['brakeman'], 'east'), 2);
// Q11 — the card prints "(Up)" and "Player sets orientation", so the last argument is which
// way is UPHILL. With up = east, a westbound train is descending.
assert.equal(crossingStages('heavyGrade', 'fast', false, ['brakeman'], 'west', 'east'), 1);
assert.equal(crossingStages('heavyGrade', 'fast', false, ['brakeman'], 'east', 'east'), 2);
});
it('follows the orientation the player chose, not a fixed compass direction', () => {
// The same train on the same card, with the card turned around: Brakeman helps a westbound
// train on an east-climbing grade, and an eastbound one when the grade climbs west.
assert.equal(crossingStages('heavyGrade', 'fast', false, ['brakeman'], 'east', 'west'), 1);
assert.equal(crossingStages('heavyGrade', 'fast', false, ['brakeman'], 'west', 'west'), 2);
assert.equal(crossingStages('heavyGrade', 'fast', false, ['helpers'], 'west', 'west'), 1);
assert.equal(crossingStages('heavyGrade', 'fast', false, ['helpers'], 'east', 'west'), 2);
});
it('Helpers speed the climb but not the descent', () => {
assert.equal(crossingStages('heavyGrade', 'fast', false, ['helpers'], 'east'), 1);
assert.equal(crossingStages('heavyGrade', 'fast', false, ['helpers'], 'west'), 2);
assert.equal(crossingStages('heavyGrade', 'fast', false, ['helpers'], 'east', 'east'), 1);
assert.equal(crossingStages('heavyGrade', 'fast', false, ['helpers'], 'west', 'east'), 2);
});
it('Airbrakes stack with Brakeman on a slow train', () => {
// A slow train pays 3 on a grade; Brakeman and Airbrakes take one Stage each.
assert.equal(crossingStages('heavyGrade', 'slow', false, [], 'west'), 3);
assert.equal(crossingStages('heavyGrade', 'slow', false, ['brakeman'], 'west'), 2);
assert.equal(crossingStages('heavyGrade', 'slow', false, ['brakeman', 'airbrakes'], 'west'), 1);
assert.equal(crossingStages('heavyGrade', 'slow', false, [], 'west', 'east'), 3);
assert.equal(crossingStages('heavyGrade', 'slow', false, ['brakeman'], 'west', 'east'), 2);
assert.equal(
crossingStages('heavyGrade', 'slow', false, ['brakeman', 'airbrakes'], 'west', 'east'),
1,
);
});
it('never lets a train cross in no time', () => {
assert.equal(crossingStages('heavyGrade', 'fast', false, ['brakeman', 'airbrakes'], 'west'), 1);
assert.equal(
crossingStages('heavyGrade', 'fast', false, ['brakeman', 'airbrakes'], 'west', 'east'),
1,
);
});
it('leaves non-grade cards alone', () => {
// Brakeman on Plains would be an illegal placement anyway; the maths must not move regardless.
assert.equal(crossingStages('plains', 'fast', false, ['brakeman'], 'west'), 1);
assert.equal(crossingStages('curves', 'fast', false, ['helpers'], 'east'), 2);
assert.equal(crossingStages('plains', 'fast', false, ['brakeman'], 'west', 'east'), 1);
assert.equal(crossingStages('curves', 'fast', false, ['helpers'], 'east', 'east'), 2);
});
});
@@ -265,8 +281,10 @@ describe('Flying Switch rolls a cut into an industry', () => {
/** A crew on a straight with a facility next door, mid-switch. */
function setup(s: GameState) {
const area = areaOf(s, 0);
// A flying switch rolls the cut ALONG THE TRACK, so the spur and the industry must be joined
// north-south. Built east-west, they are two unconnected cards that merely look adjacent.
const spur: TrackCard = {
geometry: { kind: 'track', geometry: 'straight' },
geometry: { kind: 'track', geometry: 'straight', axis: 'ns' },
baseOperationalRail: true,
standing: [],
facility: null,
@@ -275,7 +293,7 @@ describe('Flying Switch rolls a cut into an industry', () => {
};
area.grid.set(coordKey(at(-1, 0)), spur);
const industry: TrackCard = {
geometry: { kind: 'track', geometry: 'straight' },
geometry: { kind: 'track', geometry: 'straight', axis: 'ns' },
baseOperationalRail: true,
standing: [],
facility: {
@@ -296,7 +314,11 @@ describe('Flying Switch rolls a cut into an industry', () => {
s.trays.set('crew', {
id: 'crew', trainNumber: 1, trainIsExtra: false, engineFront: true,
consist: [{ type: 'hopper', loaded: false }, { type: 'boxcar', loaded: false }],
direction: 'east', position: { at: 'grid', owner: 0, coord: at(-1, 0) }, movesUsed: 0,
// Facing SOUTH, down the spur. `direction` only carries east/west, so a crew on north-south
// track needs its actual port — without it the engine looks for an east exit the card has not
// got, and the crew has no legal moves at all.
direction: 'east', facing: 's',
position: { at: 'grid', owner: 0, coord: at(-1, 0) }, movesUsed: 0,
});
s.clock.phase = 'localOps';
s.clock.currentActor = 0;
@@ -340,13 +362,28 @@ describe('Flying Switch rolls a cut into an industry', () => {
const s = game();
setup(s);
const cardId = hand(s, 'maneuver', 'flyingSwitch');
// (0,0) is the Office, adjacent to the crew but not a freight industry.
// (0,0) is the Office — track-connected to the crew, but not a freight industry.
assert.equal(
check(s, 0, { type: 'maneuver.flyingSwitch', cardId, trayId: 'crew', count: 1, to: at(0, 0) }),
'CANNOT_DROP_HERE',
);
});
it('will not roll onto a card with no track connection', () => {
const s = game();
setup(s);
const area = areaOf(s, 0);
// An industry sitting beside the crew, but joined east-west while the spur runs north-south.
const stranded = { ...area.grid.get(coordKey(at(-2, 0)))! };
stranded.geometry = { kind: 'track', geometry: 'straight', axis: 'ew' };
area.grid.set(coordKey(at(-1, 1)), stranded);
const cardId = hand(s, 'maneuver', 'flyingSwitch');
assert.equal(
check(s, 0, { type: 'maneuver.flyingSwitch', cardId, trayId: 'crew', count: 1, to: at(-1, 1) }),
'NOT_CONNECTED',
);
});
it('cannot cut more cars than it is hauling', () => {
const s = game();
setup(s);
+25 -11
View File
@@ -49,17 +49,19 @@ const newSolitaireGame = (seed = 1234) =>
// ---------------------------------------------------------------------------
describe('card catalogue (component 1)', () => {
it('composes the 133-card deck from the design', () => {
// Transcribed from docs/Deck cards2.xlsx, whose own total is 115 — plus the 18 extra industry
// cards added for Gap 12, taking industries from 9 to 27 (see INDUSTRY_PROFILES).
assert.equal(DECK_SIZE, 133);
it('composes the 140-card deck from the design', () => {
// Transcribed from docs/Deck cards2.xlsx, whose own total is 115 — plus 18 extra industry cards
// (Gap 12, industries 9 → 27) and 7 extra office cards (Q12, offices 7 → 14). Both are
// deliberate departures from the sheet and both are flagged provisional in content.ts.
assert.equal(DECK_SIZE, 140);
assert.equal(buildDeck().length, DECK_SIZE);
});
it('matches the design deck composition exactly', () => {
const byCategory = Object.fromEntries(deckComposition().map((c) => [c.category, c.count]));
assert.deepEqual(byCategory, {
office: 7,
// 14, not the sheet's 7 — Q12 office density; see OFFICE_PROFILES.
office: 14,
// 27, not the sheet's 9 — Gap 12 industry density; see INDUSTRY_PROFILES.
industry: 27,
modifier: 23,
@@ -74,13 +76,13 @@ describe('card catalogue (component 1)', () => {
it('removes opponent-directed cards from a solitaire deck', () => {
// Q6 — Space-use and Action cards can only be played AT another player, so in a one-player
// game they would be 22 of 133 draws (17%) that do nothing.
assert.equal(SOLITAIRE_DECK_SIZE, 111);
// game they would be 22 of 140 draws (16%) that do nothing.
assert.equal(SOLITAIRE_DECK_SIZE, 118);
const solo = buildDeck('solitaire');
assert.equal(solo.length, 111);
assert.equal(solo.length, 118);
assert.ok(!solo.some((c) => c.kind.kind === 'spaceUse' || c.kind.kind === 'action'));
// A competitive deck keeps them.
assert.equal(buildDeck('competitive').length, 133);
assert.equal(buildDeck('competitive').length, 140);
});
it('keeps track OUT of the deck, as a per-player supply', () => {
@@ -181,8 +183,20 @@ describe('card catalogue (component 1)', () => {
});
it('forms an office pyramid so the strict upgrade sequence cannot stall', () => {
// Assert the PROPERTY, not the literal counts. Upgrades are strictly sequential (Gap 3b), so
// every tier must be at least as common as the one above it — otherwise players reach a rung
// whose next card is scarcer than the one that got them there. Densities are provisional (Q12)
// and expected to move again; the pyramid shape is what must survive.
const inDeck = OFFICE_PROFILES.filter((o) => o.copiesInDeck > 0).map((o) => o.copiesInDeck);
assert.deepEqual(inDeck, [4, 2, 1]);
assert.ok(inDeck.length >= 2, 'there must be an upgrade ladder at all');
for (let i = 1; i < inDeck.length; i++) {
assert.ok(
inDeck[i]! <= inDeck[i - 1]!,
`tier ${i} has ${inDeck[i]} copies but the tier below it has ${inDeck[i - 1]}`,
);
}
// The Whistle Post is the starting state, never a card.
assert.equal(OFFICE_PROFILES.find((o) => o.tier === 'whistlePost')!.copiesInDeck, 0);
});
it('walks the upgrade sequence without skipping', () => {
@@ -344,7 +358,7 @@ describe('game setup (component 2)', () => {
...g.decks.salvageYard,
...[...g.decks.hands.values()].flat(),
];
// A solitaire deck omits the 22 opponent-directed cards (Q6), so it holds 111, not 133.
// A solitaire deck omits the 22 opponent-directed cards (Q6), so it holds 118, not 140.
assert.equal(all.length, SOLITAIRE_DECK_SIZE, 'cards lost or duplicated');
assert.equal(new Set(all).size, SOLITAIRE_DECK_SIZE, 'duplicate card ids');
});
+31
View File
@@ -287,3 +287,34 @@ describe('switching accomplishes something (regression)', () => {
assert.ok(moves < 60, `${moves.toFixed(0)} Moves per game suggests aimless shuttling`);
});
});
describe('measurement discipline', () => {
it('the observer sees exactly the events the log records', () => {
// REGRESSION, against a measurement bug rather than a game bug. Events reach the log from TWO
// sources — the phase driver (`pump`) and player intents (`applyIntent`). An ad-hoc probe that
// watched only the first reported "60 of 60 games never upgraded past Whistle Post" while the
// Office tier histogram from the same run plainly showed Depots, Stations and Terminals.
//
// A wrong measurement is worse than a missing one: it gets believed and acted on. This asserts
// the observer hook cannot drift from the log, so probes have one trustworthy way in and no
// reason to hand-roll the drive loop again.
const seen: string[] = [];
const s = createGame({ id: 'obs', seed: 4242, config: { ...config, length: 'standard' }, playerNames: ['b'] });
const out = playGame(s, developerBot, pump, 50_000, (e) => seen.push(e.type));
assert.ok(out.events.length > 0, 'a finished game must produce events');
assert.deepEqual(seen, out.events.map((e) => e.type));
});
it('records office upgrades where a probe can actually find them', () => {
// The upgrade arrives via applyIntent, not pump — the exact branch the broken probe missed.
// Asserted across several seeds because a single game may never draw a Depot card.
let upgrades = 0;
for (let seed = 0; seed < 25; seed++) {
const s = createGame({ id: `u${seed}`, seed, config: { ...config, length: 'standard' }, playerNames: ['b'] });
const out = playGame(s, developerBot, pump);
upgrades += out.events.filter((e) => e.type === 'officeUpgraded').length;
}
assert.ok(upgrades > 0, 'no office upgrade was visible in the event log across 25 games');
});
});