v0.4.9f — an Extra starts where you put it, a train card is never discarded

The 0.6.2 change, ported to the playtest line. Three from the v0.4.9e gameplay-testing round —
Gitea#4 extras did not start where the player said, #6 train cards could be discarded, #7 four
train cards had the wrong coach counts — plus two bugs found underneath #4. Gitea#2 is diagnosed
but NOT fixed; it needs a ruling, and the reasoning is in TODO.md.

GITEA#4 — AN EXTRA STARTS WHERE THE PLAYER PUTS IT. Both Division Points are offered now, and the
START decides the direction rather than the number: an odd westbound Extra placed at the WEST end
would otherwise leave the Division on its first move having crossed nothing and be paid for the
run. At an Interchange or a Control Point the player picks the direction. The Interchange start is
a YARD, off the running line, which is what makes the Superintendent clause work — placing an
Extra there can never force a collision, a guaranteed one holds it for another Stage, and a
potential one is the Superintendent's to rule on, which are §8.1's two existing answers. Where an
Extra may start is a new setting in the New Game dialog, defaulting to what the engine already did
so this build does not change under its testers mid-line.

FOUND UNDERNEATH IT, both already shipping: an Extra started away from a Division Point could
never be given a consist and ran empty, so the Control Point start has been broken since it was
added; and collide left destroyed trains' transits on the Mainline card, permanently poisoning
that card for every later train.

THE MAINLINE CARDS ARE DEALT FROM THE PRINTED DECK NOW, without replacement. They were drawn from
the nine types with replacement, so a Division could hold two Interchanges — and "an Extra may
start at the Interchange if one is on the board" only reads as a rule if the board holds at most
one. This re-deals every seed, so both published replays were retired and re-recorded.

GITEA#6 — A TRAIN CARD IS NEVER DISCARDED, Timetabled and Extra alike. No forcing mechanism was
needed: nothing discardable plus a hand over the limit leaves exactly one legal way to end the
turn, and playing a train is unconditionally legal, so a hand of four cannot trap anyone. The hand
panel says so on the train, and the blocked end-turn button changes its wording.

GITEA#7 — COACH COUNTS. 1/2 Crack Limited 3 -> 2, 5/6 The Sparrow 2 -> 3.

WHAT DIFFERS FROM THE MAIN LINE. The car-placement round rotation test that accompanies #7 there
arrived with the 0.6 multiplayer work and does not exist here, so there was nothing for the
coach-count change to follow. src/web/main.ts and test/web.test.ts needed hand-resolution: this
line's New Game dialog has neither the mode radios nor the victory dials, so only the Extra-start
parts were taken. The content.ts comment pass came across whole; main's TODO documentation item
did not, since this line keeps its own TODO.

623 tests pass, tsc clean, site builds.
This commit is contained in:
Jesse.Markowitz
2026-08-22 21:42:27 -04:00
parent 7c35e002af
commit e255076b5c
29 changed files with 3521 additions and 2163 deletions
+59
View File
@@ -445,6 +445,9 @@ function enterMainline(
);
node.transits.push({ tray: id, stagesRemaining: stages, stagesTotal: stages, direction: tray.direction });
tray.position = { at: 'mainline', index };
// It is running now, so it is no longer being assembled (state.ts). A train at a Division Point
// needs no equivalent: leaving one changes its position, which is what that case reads.
delete tray.beingMadeUp;
/**
* OUT OF THE DISTRICT, AND THE SPUR PORT GOES WITH IT.
@@ -642,6 +645,43 @@ function moveTrain(s: GameState, id: TrayId, tray: CrewTray, events: GameEvent[]
const node = s.division.nodes[index];
if (!node || node.kind !== 'mainline') return 'held';
/**
* §7/§8.1 — AN EXTRA HIGHBALLING OUT OF THE INTERCHANGE'S YARD.
*
* Standing in `holding` rather than crossing in `transits` (state.ts), which is the position an
* Extra started at an Interchange begins in. It leaves exactly the way a train at a Division
* Point does — clearance first, then onto the running line — except that the card it enters is
* the one it is already standing beside rather than the next one along.
*
* That reuse is the whole point of modelling the yard separately: Jesse's rule is "a guaranteed
* collision holds it at the Interchange for another Stage and it tries again; a potential one is
* the Superintendent's to hold", and those are precisely `evaluateClearance`'s `blocked` and
* `ask`. Nothing new decides collisions here.
*/
if (node.holding?.includes(id)) {
const clearance = evaluateClearance(s, id, tray, index, events);
if (clearance === 'blocked') {
events.push({
type: 'trainHeld',
trainNumber: tray.trainNumber ?? 0,
reason: 'held in the Interchange — the Subdivision ahead is occupied',
});
return 'held';
}
if (clearance === 'ask') return 'needsClearance';
node.holding = node.holding.filter((t) => t !== id);
enterMainline(s, node, id, tray, index);
events.push({
type: 'trainHighballed',
trainNumber: tray.trainNumber ?? 0,
from: 'the Interchange',
to: 'the Mainline',
why: 'it was made up in the yard and the Subdivision was clear, so its run begins',
});
return 'moved';
}
const transit = node.transits.find((t) => t.tray === id);
if (!transit) return 'held';
@@ -951,6 +991,25 @@ function collide(
}
s.trays.delete(id);
s.freeTrays.push(id);
/**
* TAKE THE WRECK OFF THE CARD.
*
* Nothing did. `s.trays.delete` removed the train and left its `Transit` sitting on the Mainline
* card it died on, and `evaluateClearance` counts every transit as an occupant — so a rear-end
* collision (the caller at "ran into the train ahead") permanently poisoned that card: every
* later train was either held against a ghost or put to the Superintendent about one. The only
* other place a transit is removed is a train rolling off the far end, which a destroyed train
* never does.
*
* Found while adding the Interchange start, which clears onto the running line through that
* same occupant list.
*/
for (const n of s.division.nodes) {
if (n.kind !== 'mainline') continue;
n.transits = n.transits.filter((t) => t.tray !== id);
if (n.holding) n.holding = n.holding.filter((t) => t !== id);
if (n.redFlagged) n.redFlagged = n.redFlagged.filter((t) => t !== id);
}
}
if (lost.length > 0) {