v0.4.9h — a leg that is part of the row, the deck the sheet prints, and regions not miles per hour

The 0.4.9 line's port of v0.7.2, minus Gitea#18: the Division map redraw is a
multiplayer redesign and does not belong in a build people are mid-playtest on.

Gitea#17 — a 45° leg is an end of the west-to-east row, so backing into a cut
through a curve's south leg no longer couples it back to front, and a crew
pulling out through a leg takes its own cut with it.

Gitea#14 — every count is docs/Deck cards5.xlsx, including removing the Q12
office doubling and the Gap 12 industry tripling.

Gitea#15 — RAR reversed it: the placement is legal; what must hold is that no
train crosses the gap.

Gitea#3 — the printed speeds are scenery. One Stage per printed region, and
where a train starts is what varies.
This commit is contained in:
Jesse.Markowitz
2026-08-26 15:21:49 -04:00
parent f684c60f2e
commit e9683cc8c5
22 changed files with 4079 additions and 3055 deletions
+162 -25
View File
@@ -23,6 +23,7 @@ import {
enhancementRule,
crossingStages,
trainProfile,
startRegion,
MOVES_PER_LOCAL_OPS,
MOVES_PER_LOCAL_OPS_NIGHT,
STAGES_PER_DAY,
@@ -31,10 +32,9 @@ import {
houseRules,
lengthProfile,
officeProfile,
REGIONS_PER_MAINLINE_CARD,
mainlineProfile,
} from './content.ts';
import type { Direction } from './content.ts';
import type { Direction, MainlineEntry, MainlineKind } from './content.ts';
import type { GameEvent } from './events.ts';
// `trainNeedingCars` lives in apply.ts beside `check`'s copy of the same question, so the phase and
// the legality test cannot disagree about which train is being assembled.
@@ -425,6 +425,104 @@ function badlyMadeUp(tray: CrewTray): string | null {
return caboose === rear ? null : 'not made up — the caboose must be at the rear of the train';
}
/**
* WHICH REGION OF A MAINLINE CARD A TRAIN IS STANDING IN (Gitea#3).
*
* A card is `regions` boxes wide and a train advances one per Stage, so what it has LEFT to run says
* where it is: enter with `regions` still to go and you are at the beginning; enter with one to go
* and you are in the last box.
*
* This used to be derived from a single global `REGIONS_PER_MAINLINE_CARD = 2`, with an entry term
* that put a one-Stage train in region 1 of a two-region card — a fast train did not traverse a fast
* card, it appeared at the far half of it. Cards carry their own region count now, so the position
* is simply the count minus what is left.
*/
export function regionOfTransit(card: MainlineKind, stagesRemaining: number): number {
const regions = mainlineProfile(card).regions;
return Math.min(regions - 1, Math.max(0, regions - stagesRemaining));
}
/** The entry a train would make onto this card, before occupancy is taken into account. */
function entryFor(
node: Extract<DivisionNode, { kind: 'mainline' }>,
tray: CrewTray,
startsAtBack = false,
): MainlineEntry {
const profile = trainProfile(tray.trainNumber ?? 0, tray.trainIsExtra);
return {
trainSpeed: profile?.speed ?? 'slow',
direction: tray.direction,
gradeUp: node.gradeUp ?? 'east',
modifiers: node.modifiers ?? [],
...(startsAtBack ? { startsAtBack: true } : {}),
};
}
/**
* THE UNCONTROLLED SIDING RULE (Gitea#3): "if a train already exists when you arrive, you go in the
* second stage back — you are in the siding and are one behind the other train. This prevents a
* collision, since you are not in same exact location."
*
* So arriving at an occupied siding is not a collision and not a hold; it is a different, slower
* entry. Anywhere else this returns false and the ordinary start applies.
*/
function takesTheSiding(node: Extract<DivisionNode, { kind: 'mainline' }>): boolean {
return node.card === 'uncontrolledSiding' && node.transits.length > 0;
}
/**
* IS MOVING ONTO THIS CARD A COLLISION? (Gitea#3)
*
* A card can be ONE region wide — Plains, Double Track and Trestle all are — so a following train
* granted clearance arrives in the same region as the train ahead the moment it enters. There was no
* test for that at all: the catch-up check lives inside `stagesRemaining > 1`, which a one-Stage
* crossing never reaches, so entering behind another train on a Plains was silently free.
*
* ABS is the card that answers it, in RAR's words: "This is played on a mainline card to prevent
* collisions. If a collision would normally occur, the train moving onto the card is instead held
* back." Held, not waved through — it tries again next Stage.
*
* The Uncontrolled Siding never conflicts on entry, because `takesTheSiding` has already moved this
* train a region back; that is the whole point of the card.
*/
function entryConflict(
s: GameState,
node: Extract<DivisionNode, { kind: 'mainline' }>,
id: TrayId,
tray: CrewTray,
events: GameEvent[],
startsAtBack = false,
): 'collided' | 'held' | null {
if (mainlineProfile(node.card).trainsMayPass) return null;
const start = startRegion(node.card, entryFor(node, tray, startsAtBack || takesTheSiding(node)));
const ahead = node.transits.find(
(t) =>
t.tray !== id &&
t.direction === tray.direction &&
regionOfTransit(node.card, t.stagesRemaining) === start,
);
if (!ahead) return null;
/**
* A BACKSTOP, not the main path. `evaluateClearance` already refuses to clear a train onto a card
* carrying ABS, so in the ordinary run of things nothing reaches here with signals up. It stays
* because the two rules answer to different questions — clearance looks at the whole Subdivision,
* this looks at one region — and a card that promises no rear-enders should not depend on the
* wider check happening to fire first.
*/
if (node.absSignals) {
events.push({
type: 'trainHeld',
trainNumber: tray.trainNumber ?? 0,
reason: 'ABS Signals — held short of the train ahead',
});
return 'held';
}
// §10 — the Superintendent cleared it into an occupied region, so it is the Superintendent's fault.
collide(s, s.clock.superintendent, [id, ahead.tray], events, 'ran into the train ahead', 'the Mainline');
return 'collided';
}
/** Puts a train onto a Mainline card with its crossing time already computed. */
function enterMainline(
s: GameState,
@@ -432,17 +530,9 @@ function enterMainline(
id: TrayId,
tray: CrewTray,
index: number,
startsAtBack = false,
): void {
const profile = trainProfile(tray.trainNumber ?? 0, tray.trainIsExtra);
const carriesPassengers = tray.consist.some((c) => c.type === 'coach');
const stages = crossingStages(
node.card,
profile?.speed ?? 'slow',
carriesPassengers,
node.modifiers ?? [],
tray.direction,
node.gradeUp ?? 'east',
);
const stages = crossingStages(node.card, entryFor(node, tray, startsAtBack || takesTheSiding(node)));
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
@@ -551,6 +641,10 @@ function moveTrain(s: GameState, id: TrayId, tray: CrewTray, events: GameEvent[]
if (clearance === 'blocked') return 'held';
if (clearance === 'ask') return 'needsClearance';
const conflict = entryConflict(s, node, id, tray, events);
if (conflict === 'held') return 'held';
if (conflict === 'collided') return 'moved';
enterMainline(s, node, id, tray, target);
const dp = s.division.nodes[dpIndex];
if (dp?.kind === 'divisionPoint') dp.holding = dp.holding.filter((t) => t !== id);
@@ -610,6 +704,11 @@ function moveTrain(s: GameState, id: TrayId, tray: CrewTray, events: GameEvent[]
if (clearance === 'blocked') return 'held';
if (clearance === 'ask') return 'needsClearance';
const conflict = entryConflict(s, node, id, tray, events);
if (conflict === 'held') return 'held';
// The wreck's A/D track is released by `collide` itself, which is why it has to be.
if (conflict === 'collided') return 'moved';
enterMainline(s, node, id, tray, target);
area.adOccupancy = area.adOccupancy.filter((t) => t !== id);
events.push({
@@ -670,8 +769,18 @@ function moveTrain(s: GameState, id: TrayId, tray: CrewTray, events: GameEvent[]
}
if (clearance === 'ask') return 'needsClearance';
/**
* AN EXTRA PULLING OUT OF THE INTERCHANGE STARTS IN THE BACK REGION (Gitea#3) — "interchange
* has new extras show up in second region (like uncontrolled siding)", and earlier, "Plains is
* 1 stage for ALL trains. So are interlockings, with a second stage for incoming extras to hold
* at."
*/
const conflict = entryConflict(s, node, id, tray, events, true);
if (conflict === 'held') return 'held';
if (conflict === 'collided') return 'moved';
node.holding = node.holding.filter((t) => t !== id);
enterMainline(s, node, id, tray, index);
enterMainline(s, node, id, tray, index, true);
events.push({
type: 'trainHighballed',
trainNumber: tray.trainNumber ?? 0,
@@ -703,21 +812,22 @@ function moveTrain(s: GameState, id: TrayId, tray: CrewTray, events: GameEvent[]
*
* ABS Signals does what it says instead: the follower stops SHORT of the collision and holds.
*/
const regionOf = (t: { stagesTotal: number; stagesRemaining: number }): number => {
const entry = REGIONS_PER_MAINLINE_CARD - t.stagesTotal;
const elapsed = t.stagesTotal - t.stagesRemaining;
return Math.min(REGIONS_PER_MAINLINE_CARD - 1, Math.max(0, entry + elapsed));
};
// NOT on a card that prints "trains may pass". Double Track and Uncontrolled Siding hold two
// trains because they HAVE two roads, so a train catching another there goes past it — that
// is what the card is for. Without this the mechanic fired 0.41 times a game while the bot
// never once granted clearance, which is the tell: those were all passing cards.
// NOT on a card that prints "trains may pass" — Double Track holds two trains because it HAS
// two roads, so a train catching another there goes past it. That is what the card is for.
//
// The Uncontrolled Siding used to be in that set and no longer is: it keeps two trains apart
// by putting the second one in the siding a region back (`takesTheSiding`), not by letting
// them share a place. Marking it "may pass" skipped this test entirely and made the siding do
// nothing at all.
const mayPass = mainlineProfile(node.card).trainsMayPass;
const next = regionOf({ stagesTotal: transit.stagesTotal, stagesRemaining: transit.stagesRemaining - 1 });
const next = regionOfTransit(node.card, transit.stagesRemaining - 1);
const ahead = mayPass
? undefined
: node.transits.find(
(t) => t.tray !== id && t.direction === transit.direction && regionOf(t) === next,
(t) =>
t.tray !== id &&
t.direction === transit.direction &&
regionOfTransit(node.card, t.stagesRemaining) === next,
);
if (ahead) {
@@ -859,7 +969,22 @@ function evaluateClearance(
// ABS Signals — "trains on this card will not rear-end each other; they stop short of a
// collision". With signals in place a following train simply holds, and the Superintendent has
// no judgment call to make. This is the amendment to Gap 2's unconditional collisions.
if (onNode?.kind === 'mainline' && onNode.absSignals) return 'blocked';
if (onNode?.kind === 'mainline' && onNode.absSignals) {
/**
* ABS Signals — "if a collision would normally occur, the train moving onto the card is
* instead held back" (RAR, Gitea#3). Caught here rather than at the entry itself, so the train
* never gets as far as the card.
*
* IT USED TO HOLD SILENTLY: a blocked clearance emits nothing on the Office and Division Point
* paths, so the one card whose entire purpose is to stop a wreck did its job invisibly.
*/
events.push({
type: 'trainHeld',
trainNumber: tray.trainNumber ?? 0,
reason: 'ABS Signals — held short of the train ahead',
});
return 'blocked';
}
// Same direction — the Superintendent must rule (§8.1, fourth condition).
s.clock.pendingDecision = { train: id, occupiedBy: other };
@@ -1010,6 +1135,18 @@ function collide(
if (n.holding) n.holding = n.holding.filter((t) => t !== id);
if (n.redFlagged) n.redFlagged = n.redFlagged.filter((t) => t !== id);
}
/**
* AND OFF THE A/D TRACK, for exactly the same reason as the transit above.
*
* It never mattered while every collision happened to a train already out on the road. Gitea#3
* adds one that can happen as a train LEAVES — a following train entering an occupied region —
* and that train is still standing at the Office when it dies. Without this its A/D track stays
* marked forever: the Office reads as permanently full, and every later arrival collides against
* a train that no longer exists.
*/
for (const [, area] of s.officeAreas) {
area.adOccupancy = area.adOccupancy.filter((t) => t !== id);
}
}
if (lost.length > 0) {