Implement nose coupling so run-arounds work, and stop coupling wiping the district
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+63
-1
@@ -19,7 +19,7 @@
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* complete at all.
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*/
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import { applyIntent, areaOf, canAdvanceLoad, facilityCarType, laborersLeft } from '../engine/apply.ts';
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import { applyIntent, areaOf, canAdvanceLoad, destinationsFor, facilityCarType, laborersLeft } from '../engine/apply.ts';
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import { MAX_CONSIST, nextOfficeTier } from '../engine/content.ts';
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import type { GameEvent } from '../engine/events.ts';
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import type { Intent } from '../engine/intents.ts';
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@@ -442,6 +442,40 @@ function loadCanFinish(s: GameState, player: PlayerIndex, at: GridCoord): boolea
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return f.industryTrack.cars.some((c) => !c.loaded && c.type === next.type);
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}
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/** Where the crew could go NEXT from a square, so a plan can be checked one move ahead. */
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function reachableFrom(
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s: GameState,
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player: PlayerIndex,
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trayId: string,
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from: GridCoord,
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): GridCoord[] {
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return [
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...destinationsFor(s, player, trayId, from, false),
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...destinationsFor(s, player, trayId, from, true),
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].map((d) => d.coord);
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}
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/**
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* The consist this move would leave, coupling included.
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*
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* Asks the engine's own reachability for what the crew would pick up, so the prediction cannot
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* disagree with what actually happens when the move is submitted.
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*/
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function consistAfterMove(
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s: GameState,
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player: PlayerIndex,
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move: Extract<Intent, { type: 'switch.move' }>,
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): RollingStock[] | null {
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const tray = s.trays.get(move.trayId);
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if (!tray || tray.position.at !== 'grid') return null;
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const dest = destinationsFor(s, player, move.trayId, tray.position.coord, move.reverse).find(
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(d) => d.coord.row === move.to.row && d.coord.col === move.to.col,
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);
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if (!dest) return null;
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// Forward means the engine leads and meets the cars head-on (§A.3).
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return move.reverse ? [...tray.consist, ...dest.couples] : [...dest.couples, ...tray.consist];
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}
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/** Is this player's crew sitting somewhere it can never depart from? */
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function strandedFromOffice(s: GameState, player: PlayerIndex): boolean {
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const area = areaOf(s, player);
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@@ -629,6 +663,34 @@ function followThrough(s: GameState, player: PlayerIndex, options: Intent[]): In
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if (drop) return because('standing on a facility that wants the back car — spot it', drop);
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}
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/**
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* RUN AROUND. §A.3 gives the engine couplers on its nose, so cars met while running
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* FORWARD land in front of the train and cars met while BACKING land behind — which decides
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* which car is next off the tail.
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*
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* That is what a siding is for. Rather than setting a useless car down and coming back for
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* it, the crew can approach from the side that leaves the car it actually wants droppable.
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* Both directions are offered on every move; this picks the one that ends with useful work
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* at the tail.
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*/
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const runAround = options.find((i) => {
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if (i.type !== 'switch.move') return false;
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const after = consistAfterMove(s, player, i);
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if (!after || after.length === 0) return false;
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const tail = after[after.length - 1]!;
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// The approach must change the answer: a useless car at the tail now, a wanted one after.
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if (facilitiesWanting(s, player, endCar).length > 0) return false;
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const wants = facilitiesWanting(s, player, tail);
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if (wants.length === 0) return false;
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// AND the drop has to be able to follow. Without this the crew ran the loop for its own
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// sake — 8 run-arounds a game and 63 Moves, which the shuttling guard correctly failed.
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return wants.some((w) => w.row === i.to.row && w.col === i.to.col) ||
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reachableFrom(s, player, i.trayId, i.to).some((c) =>
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wants.some((w) => w.row === c.row && w.col === c.col),
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);
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});
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if (runAround) return because('running around: approach from the side that leaves a wanted car droppable', runAround);
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// SET OUT — and do it BEFORE travelling.
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//
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// Two cases. A crew at MAX_CONSIST cannot couple anything, because reachableDestinations
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