Fix caching, Limits placement, and explain the board better
This commit is contained in:
+102
-7
@@ -17,6 +17,7 @@ import {
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MAINLINE_MODIFIER_CARDS,
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MAINLINE_PROFILES,
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MANEUVER_CARDS,
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OFFICE_ORDER,
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SPACE_USE_CARDS,
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industryProfile,
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modifierProfile,
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@@ -25,7 +26,7 @@ import {
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trainProfile,
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} from '../engine/content.ts';
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import type { Intent } from '../engine/intents.ts';
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import type { Facility, GameState } from '../engine/state.ts';
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import type { Facility, GameState, TrackCard } from '../engine/state.ts';
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import type { TrackGeometry } from '../engine/content.ts';
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import { variantsFor } from '../engine/track.ts';
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import type { Impediment } from './narrate.ts';
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@@ -46,6 +47,14 @@ export type CellView = {
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tray: string | null;
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cars: string[];
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facility: FacilityView | null;
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/**
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* What this card DOES, now that it is on the board.
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*
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* A played card becomes a cell with a name on it and nothing else — "turnout", "Freight House",
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* "waiting area" — so the explanation that was visible while it sat in hand disappears at exactly
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* the moment it starts mattering.
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*/
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what: string;
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};
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export type FacilityView = {
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@@ -168,7 +177,7 @@ function facilityView(
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if (f.kind === 'passenger' && f.porters === 0 && f.capacity.outbound === 0) return null;
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const key = card.geometry.kind === 'facility' ? (card.geometry.facility ?? '') : '';
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return {
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name: f.kind === 'passenger' ? officeName + ' (passengers)' : (FACILITY_NAMES[key] ?? key),
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name: f.kind === 'passenger' ? officeName + ' (passengers)' : (FACILITY_NAMES[key] ?? prettyKey(key)),
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commodity: facilityCarType(f) ?? '?',
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flow: f.kind === 'passenger'
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? 'passengers on and off'
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@@ -285,8 +294,16 @@ export function describeIntent(s: GameState, i: Intent): string {
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return `Red Flags on ${i.trayId}`;
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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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return i.allow ? 'grant clearance' : 'refuse clearance';
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case 'mainline.clearance': {
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// The §8.1 ruling is the sharpest decision in the game and read "grant clearance" — no hint
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// that granting it risks a rear-ender, or that refusing merely costs time.
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const pending = s.clock.pendingDecision;
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const who = pending ? trainName(s, pending.train) : 'the train';
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const ahead = pending ? trainName(s, pending.occupiedBy) : 'the train ahead';
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return i.allow
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? `ALLOW — ${who} follows ${ahead} into the same Subdivision (risks a collision, −5 Revenue)`
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: `HOLD — ${who} waits where it is: safe, but it loses the Stage`;
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}
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case 'draw.fromDepartment': {
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// Naming the card is the whole point of a FACE-UP slot: "slot 2" tells a player nothing, and
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// the choice between a visible card and a blind draw is unmakeable without it.
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@@ -351,8 +368,11 @@ export function snapshot(
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let label: string;
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if (g.kind === 'office') label = officeProfile(area.tier).name;
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else if (g.kind === 'limits') label = 'Limits';
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else if (g.kind === 'facility') label = FACILITY_NAMES[g.facility] ?? g.facility;
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else if (g.kind === 'modifier') label = MODIFIER_NAMES[g.modifier] ?? g.modifier;
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// Fall back to prettyKey, never the raw key. The lookup tables exist for names prettyKey cannot
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// guess ("Grocer's Warehouse"), not as the only route to a readable label — leaving the raw key
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// as the fallback put `refinery` and `viscosityBreakers` on the board.
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else if (g.kind === 'facility') label = FACILITY_NAMES[g.facility] ?? prettyKey(g.facility);
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else if (g.kind === 'modifier') label = MODIFIER_NAMES[g.modifier] ?? prettyKey(g.modifier);
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else if (g.kind === 'spaceUse') label = prettyKey(g.key);
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else label = geometryLabel(g.geometry);
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@@ -365,6 +385,7 @@ 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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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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@@ -512,11 +533,16 @@ export function cardDescription(s: GameState, id: string): string {
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}
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case 'office': {
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const p = officeProfile(k.tier);
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// Upgrades are strictly sequential (Gap 3b), so a Station card is dead weight until the
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// Office is a Depot. Without saying so, the card looks playable and simply never is.
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const needs = OFFICE_ORDER[OFFICE_ORDER.indexOf(k.tier) - 1];
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const prereq = needs ? ` · requires the Office to be a ${prettyKey(needs)} first` : '';
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return (
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`upgrade the Office: ${p.adTracks} A/D track${p.adTracks === 1 ? '' : 's'}, ` +
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`${p.porters} porter${p.porters === 1 ? '' : 's'}, ` +
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`${p.passengerOut} passenger out / ${p.passengerIn} in` +
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(p.isControlPoint ? ' · a Control Point' : '')
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(p.isControlPoint ? ' · a Control Point' : '') +
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prereq
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);
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}
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case 'freightFacility': {
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@@ -544,6 +570,75 @@ export function cardDescription(s: GameState, id: string): string {
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}
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}
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/** The train riding a Crew Tray, for anything that has to talk about it. */
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export function trainName(s: GameState, trayId: string): string {
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const tray = s.trays.get(trayId);
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if (!tray) return trayId;
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if (tray.trainNumber === null) return 'the local crew';
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return `Train ${tray.trainIsExtra ? 'X' : ''}${tray.trainNumber}`;
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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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const g = card.geometry;
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switch (g.kind) {
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case 'limits':
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return 'the edge of your control area — lay track HERE to extend the Running Track';
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case 'office': {
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const p = officeProfile(
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(OFFICE_ORDER.find((t) => officeProfile(t).name === officeName) ?? 'whistlePost'),
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);
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return (
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`${p.adTracks} A/D track${p.adTracks === 1 ? '' : 's'} — trains stand here to be worked · ` +
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(p.isPassengerFacility
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? `${p.porters} porter${p.porters === 1 ? '' : 's'}, passengers ${p.passengerOut} out / ${p.passengerIn} in`
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: 'not a Passenger Facility — no porters, no passenger boxes')
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);
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}
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case 'modifier': {
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const m = modifierProfile(g.modifier);
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const adds: string[] = [];
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if (m.addOut) adds.push(`+${m.addOut} outbound slot`);
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if (m.addIn) adds.push(`+${m.addIn} inbound slot`);
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if (m.addLoaders) adds.push(`+${m.addLoaders} laborer`);
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if (m.addPorters) adds.push(`+${m.addPorters} porter`);
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return `${adds.join(', ') || 'no effect'} for the adjacent ${m.hosts.map(facilityLabel).join('/')}`;
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}
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case 'spaceUse':
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return SIMPLE_CARDS.find((c) => c.key === g.key)?.effect ?? 'takes up space';
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case 'facility': {
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const f = card.facility;
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if (!f) return 'a facility';
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if (f.kind === 'passenger') return 'passengers board and detrain here';
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const p = industryProfile(g.facility as never);
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const flow = p.flow === 'both' ? 'ships out AND receives' : p.flow === 'outbound' ? 'ships out' : 'receives';
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return `${flow} ${p.carTypes.join('/')} · spot a matching car on its siding to work a load`;
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}
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case 'track':
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switch (g.geometry) {
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case 'straight':
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return g.axis === 'ns' ? 'through track, north–south' : 'through track, east–west';
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case 'curved':
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case 'sharpCurved': {
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const stem = g.hand === 'left' ? 'west' : 'east';
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const cost = g.geometry === 'sharpCurved' ? ' · costs TWO Moves to cross' : '';
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return `curve — joins the ${stem} end to a leg running south${cost}`;
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}
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case 'turnout': {
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const t = g.turnout;
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if (!t) return 'turnout';
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const dir = (p: string): string =>
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({ n: 'north', s: 'south', e: 'east', w: 'west' })[p] ?? p;
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// §A.1 is the subtlety worth spelling out: the missing edge, not a one-way street.
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return (
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`turnout — stem ${dir(t.stem)}, through ${dir(t.through)}, diverges ${dir(t.diverge)} · ` +
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`a train may run stem↔through or stem↔diverge, but NEVER between ${dir(t.through)} and ${dir(t.diverge)}`
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);
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}
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}
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}
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}
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/** An industry's name for the screen. `office` is the Passenger Facility, not an industry. */
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function facilityLabel(key: string): string {
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return key === 'office' ? 'the Office' : (FACILITY_NAMES[key] ?? prettyKey(key));
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