Implement nose coupling so run-arounds work, and stop coupling wiping the district

This commit is contained in:
Jesse
2026-08-01 15:15:28 -04:00
parent f52ff0e9ac
commit e23d81eade
12 changed files with 366 additions and 23 deletions
+40 -5
View File
@@ -689,7 +689,26 @@ function execute(s: GameState, player: PlayerIndex, i: Intent): GameEvent[] {
},
];
if (dest.couples.length > 0) {
events.push({ type: 'carsCoupled', trayId: i.trayId, at: i.to, stock: dest.couples });
// Name the cards the cars came from. The reducer used to clear every card in the district
// instead, so one coupling anywhere deleted every standing car and every industry track in
// the Office Area — loads worked over several Stages vanished when a crew picked up a single
// boxcar somewhere else entirely.
const lifted = [
...dest.path.map((step) => step.coord),
i.to,
].filter((c) => carsOn(areaOf(s, player).grid.get(coordKey(c)) ?? emptyCard()).length > 0);
// §A.3 — "engines also have couplers on the front end, so a train can pick cars up onto
// its nose". Running forward the engine meets cars head-on and takes them in front; backing
// up, they couple behind. Which end they land on is the whole point of a run-around: it
// decides which car is next to come off.
events.push({
type: 'carsCoupled',
trayId: i.trayId,
at: i.to,
stock: dest.couples,
from: lifted,
toNose: !i.reverse,
});
}
return events;
}
@@ -992,10 +1011,14 @@ export function reduce(s: GameState, e: GameEvent): void {
case 'carsCoupled': {
const tray = s.trays.get(e.trayId)!;
const area = areaOf(s, tray.position.at === 'grid' ? tray.position.owner : 0);
tray.consist.push(...e.stock);
// Every card along the path is cleared; the event carries what was taken.
for (const card of area.grid.values()) {
if (card.standing.length > 0) card.standing = [];
if (e.toNose) tray.consist.unshift(...e.stock);
else tray.consist.push(...e.stock);
// ONLY the cards the crew ran over. Clearing the whole grid emptied industry tracks the crew
// never went near.
for (const coord of e.from) {
const card = area.grid.get(coordKey(coord));
if (!card) continue;
card.standing = [];
if (card.facility) card.facility.industryTrack.cars = [];
}
break;
@@ -1485,6 +1508,18 @@ export function checkEnhancementPlacement(
}
}
/** A stand-in with nothing on it, so a missing card reads as "no cars here" rather than throwing. */
function emptyCard(): TrackCard {
return {
geometry: { kind: 'limits' },
baseOperationalRail: false,
standing: [],
facility: null,
modifiers: [],
enhancements: [],
};
}
/** Removes a played card from its owner's hand and sends it to the Salvage Yard. */
function spendCard(s: GameState, player: PlayerIndex, cardId: CardId): void {
s.decks.hands.set(player, (s.decks.hands.get(player) ?? []).filter((c) => c !== cardId));
+13 -1
View File
@@ -22,7 +22,19 @@ export type GameEvent =
// -- local operations
| { type: 'localOpsOptionChosen'; player: PlayerIndex; option: LocalOpsOption }
| { type: 'trayMoved'; trayId: TrayId; from: GridCoord; to: GridCoord; movesRemaining: number; facing?: 'n' | 's' | 'e' | 'w' }
| { type: 'carsCoupled'; trayId: TrayId; at: GridCoord; stock: RollingStock[] }
| {
type: 'carsCoupled';
trayId: TrayId;
at: GridCoord;
stock: RollingStock[];
/** The cards the cars were lifted from — the ones the crew actually ran over. */
from: GridCoord[];
/**
* Coupled onto the ENGINE'S NOSE rather than behind the train (§A.3). True when the crew was
* running forward: the engine meets the cars head-on and takes them on the front.
*/
toNose: boolean;
}
| { type: 'carsDropped'; trayId: TrayId; at: GridCoord; stock: RollingStock[] }
| { type: 'consistSorted'; trayId: TrayId; at: GridCoord; before: RollingStock[]; after: RollingStock[] }
| { type: 'cardDrawn'; player: PlayerIndex; source: 'homeOffice' | 'department'; slot?: number; cardId: CardId }