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