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:
+11
@@ -40,3 +40,14 @@ __pycache__/
|
|||||||
# website's replay viewer. It was therefore never committed, and a fresh clone was missing a page
|
# website's replay viewer. It was therefore never committed, and a fresh clone was missing a page
|
||||||
# the build copies unconditionally. Only the throwaway files this directory collects are ignored.
|
# the build copies unconditionally. Only the throwaway files this directory collects are ignored.
|
||||||
/replay*.html
|
/replay*.html
|
||||||
|
|
||||||
|
# Playtest saves — somebody's game, attached to a bug report.
|
||||||
|
#
|
||||||
|
# ANCHORED, and this is the line those saves actually arrive on. A save is a seed plus the moves
|
||||||
|
# made: it belongs to whoever sent it, and it goes stale the moment the rules move. Nothing that
|
||||||
|
# lands here is ever committed. `public/replays/` is the place for a game worth publishing.
|
||||||
|
#
|
||||||
|
# The README exemption mirrors `main`, so a `playtests/README.md` would still be committable if this
|
||||||
|
# line ever wants one; today the directory is simply created when the first save arrives.
|
||||||
|
/playtests/*
|
||||||
|
!/playtests/README.md
|
||||||
|
|||||||
@@ -19,6 +19,79 @@ page as `v0.1.0 · <sha> · <date>`, so what is deployed can always be identifie
|
|||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
|
## 0.4.9h — 2026-08-26
|
||||||
|
|
||||||
|
Four issues off the tracker, the same four that ship as **0.7.2** on `main`. Two are engine bugs a
|
||||||
|
player hit at the board and two are the design catching up with rulings from RAR. `main`'s fifth
|
||||||
|
change, the Division map redrawn as a single row (Gitea#18), is deliberately NOT here: it is a
|
||||||
|
multiplayer redesign, and pushing one of those into the build people are mid-playtest on invalidates
|
||||||
|
the feedback.
|
||||||
|
|
||||||
|
### A 45° leg is part of the row (Gitea#17)
|
||||||
|
|
||||||
|
**REPORTED:** "Cars were West to East Caboose, Loaded boxcar, Loaded boxcar, Loaded boxcar. After
|
||||||
|
backing into that square cars were attached to the train Loaded boxcar, Loaded boxcar, Loaded boxcar,
|
||||||
|
Caboose, Engine." The caboose came back next to the engine instead of at the far end, which also
|
||||||
|
leaves the train badly made up under §8.2.
|
||||||
|
|
||||||
|
The square was a `sw` CURVE and the train backed in through its SOUTH leg. `standing` runs west to
|
||||||
|
east, and both places that walk that row asked the PORT which end they were at — but a 45° leg leaves
|
||||||
|
through the MIDDLE of its edge, so its end of the run is whichever end the arc does not reach. A `sw`
|
||||||
|
curve's south leg is the row's EAST end; an `se` curve's south leg is its WEST end. `rowEndAt` answers
|
||||||
|
it from the card, and `cutTowards` is narrowed to `'e' | 'w'` so every caller must resolve.
|
||||||
|
|
||||||
|
**The second half was live too:** a crew standing on a curve and pulling out through the leg drove
|
||||||
|
away LEAVING ITS OWN CUT STANDING, against §A.4. That is the "cars left behind when backing up over
|
||||||
|
them" report, carried as NOT REPRODUCED since 2026-08-22 — the earlier sweep had tried that case only
|
||||||
|
with an east or west exit.
|
||||||
|
|
||||||
|
### The deck is the sheet (Gitea#14)
|
||||||
|
|
||||||
|
Every count in the catalogue is `docs/Deck cards5.xlsx`'s count. Track halved to 16 straights, 8+8
|
||||||
|
curves, 8+8 turnouts. **Both long-standing multipliers come out with it** — the Q12 office doubling
|
||||||
|
(14 → 7) and the Gap 12 industry tripling (27 → 9) — because both were measured against a deck with
|
||||||
|
96 track cards, and halving the track turns the tripling backwards. Measured over 300 games on
|
||||||
|
identical seeds: reefer cars set out by a crew 49 / 0 / 39 across the three configurations, mean
|
||||||
|
revenue −0.20 / +0.22 / +0.27. The sheet's own density is the best of the three.
|
||||||
|
|
||||||
|
Everything sheet 5 does not list is dealt ZERO copies rather than deleted, so the rules stay
|
||||||
|
implemented: the dispatching ladder, Facing Point Locks, Flying Switch, Section House and Vandalism,
|
||||||
|
all confirmed as deliberate removals. 84 rows now agree with the sheet card for card; the only ones
|
||||||
|
that do not are the ten Safety, Event and Inspection cards it adds that are not built.
|
||||||
|
|
||||||
|
### A rail may stop dead against its neighbour (Gitea#15)
|
||||||
|
|
||||||
|
Filed as "track placements must connect" and **reversed by RAR on review**: the placement is fine,
|
||||||
|
and a stub like that has a use as a siding to park cars on. What he asked to confirm is that no train
|
||||||
|
can traverse the gap — and it cannot: every hop is gated on `joins`, which tests both ports and the
|
||||||
|
diagonal. That was already true and simply unpinned; the reported geometry is now a test, including
|
||||||
|
the check that the card IS reachable from the side that joins.
|
||||||
|
|
||||||
|
### Crossing a Mainline card is regions, not miles per hour (Gitea#3)
|
||||||
|
|
||||||
|
**REPORTED:** a train taking two Stages to clear Double Track, which prints 60. RAR: "Ignore speed
|
||||||
|
signs, they are just graphics. Regions shown on cards indicate how many stages it takes to cross."
|
||||||
|
|
||||||
|
Q1 and Q2 are superseded together, and Q2 — a Slow train adds a Stage to every card — is what
|
||||||
|
produced the report. Cards carry a region count and where a train STARTS is what varies: Plains 1,
|
||||||
|
Double Track 1, Trestle 1, Curves 2, Tunnel 2, Heavy Grade 3. Fast/Slow is read on Hilly alone, which
|
||||||
|
no longer reads the consist. Grade modifiers move the start: Helpers an uphill train, Brakeman a
|
||||||
|
downhill one, Airbrakes another again. The Uncontrolled Siding and Interchange print a back region
|
||||||
|
that is not road — a train arriving to find the siding occupied takes it and runs a region behind,
|
||||||
|
and an Extra beginning its run at an Interchange starts there.
|
||||||
|
|
||||||
|
Three things were missing rather than wrong: a following train ENTERING a one-region card behind
|
||||||
|
another was never tested for a collision, which is what ABS is for; ABS was holding silently on the
|
||||||
|
Office and Division Point paths; and `collide` never released the A/D track of a train destroyed as
|
||||||
|
it left. The Uncontrolled Siding was marked "trains may pass", which skipped the collision test and
|
||||||
|
made the siding do nothing.
|
||||||
|
|
||||||
|
Measured: on a 3-player Division the Mainline cards cost a fast train ~5.6 Stages against ~5.4 before
|
||||||
|
and a slow one ~6.0 against ~9.4. Fast traffic is unchanged; **slow traffic is about a third
|
||||||
|
quicker**.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
## 0.4.9g — 2026-08-25
|
## 0.4.9g — 2026-08-25
|
||||||
|
|
||||||
Four more off the Gitea tracker, all of them things a player saw at the board: **#8** a per-diem train
|
Four more off the Gitea tracker, all of them things a player saw at the board: **#8** a per-diem train
|
||||||
|
|||||||
Binary file not shown.
+1
-1
@@ -1,6 +1,6 @@
|
|||||||
{
|
{
|
||||||
"name": "station-master",
|
"name": "station-master",
|
||||||
"version": "0.4.9g",
|
"version": "0.4.9h",
|
||||||
"private": true,
|
"private": true,
|
||||||
"type": "module",
|
"type": "module",
|
||||||
"description": "Station Master — a railroad operations game",
|
"description": "Station Master — a railroad operations game",
|
||||||
|
|||||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
+162
-25
@@ -23,6 +23,7 @@ import {
|
|||||||
enhancementRule,
|
enhancementRule,
|
||||||
crossingStages,
|
crossingStages,
|
||||||
trainProfile,
|
trainProfile,
|
||||||
|
startRegion,
|
||||||
MOVES_PER_LOCAL_OPS,
|
MOVES_PER_LOCAL_OPS,
|
||||||
MOVES_PER_LOCAL_OPS_NIGHT,
|
MOVES_PER_LOCAL_OPS_NIGHT,
|
||||||
STAGES_PER_DAY,
|
STAGES_PER_DAY,
|
||||||
@@ -31,10 +32,9 @@ import {
|
|||||||
houseRules,
|
houseRules,
|
||||||
lengthProfile,
|
lengthProfile,
|
||||||
officeProfile,
|
officeProfile,
|
||||||
REGIONS_PER_MAINLINE_CARD,
|
|
||||||
mainlineProfile,
|
mainlineProfile,
|
||||||
} from './content.ts';
|
} from './content.ts';
|
||||||
import type { Direction } from './content.ts';
|
import type { Direction, MainlineEntry, MainlineKind } from './content.ts';
|
||||||
import type { GameEvent } from './events.ts';
|
import type { GameEvent } from './events.ts';
|
||||||
// `trainNeedingCars` lives in apply.ts beside `check`'s copy of the same question, so the phase and
|
// `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.
|
// 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';
|
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. */
|
/** Puts a train onto a Mainline card with its crossing time already computed. */
|
||||||
function enterMainline(
|
function enterMainline(
|
||||||
s: GameState,
|
s: GameState,
|
||||||
@@ -432,17 +530,9 @@ function enterMainline(
|
|||||||
id: TrayId,
|
id: TrayId,
|
||||||
tray: CrewTray,
|
tray: CrewTray,
|
||||||
index: number,
|
index: number,
|
||||||
|
startsAtBack = false,
|
||||||
): void {
|
): void {
|
||||||
const profile = trainProfile(tray.trainNumber ?? 0, tray.trainIsExtra);
|
const stages = crossingStages(node.card, entryFor(node, tray, startsAtBack || takesTheSiding(node)));
|
||||||
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',
|
|
||||||
);
|
|
||||||
node.transits.push({ tray: id, stagesRemaining: stages, stagesTotal: stages, direction: tray.direction });
|
node.transits.push({ tray: id, stagesRemaining: stages, stagesTotal: stages, direction: tray.direction });
|
||||||
tray.position = { at: 'mainline', index };
|
tray.position = { at: 'mainline', index };
|
||||||
// It is running now, so it is no longer being assembled (state.ts). A train at a Division Point
|
// 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 === 'blocked') return 'held';
|
||||||
if (clearance === 'ask') return 'needsClearance';
|
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);
|
enterMainline(s, node, id, tray, target);
|
||||||
const dp = s.division.nodes[dpIndex];
|
const dp = s.division.nodes[dpIndex];
|
||||||
if (dp?.kind === 'divisionPoint') dp.holding = dp.holding.filter((t) => t !== id);
|
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 === 'blocked') return 'held';
|
||||||
if (clearance === 'ask') return 'needsClearance';
|
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);
|
enterMainline(s, node, id, tray, target);
|
||||||
area.adOccupancy = area.adOccupancy.filter((t) => t !== id);
|
area.adOccupancy = area.adOccupancy.filter((t) => t !== id);
|
||||||
events.push({
|
events.push({
|
||||||
@@ -670,8 +769,18 @@ function moveTrain(s: GameState, id: TrayId, tray: CrewTray, events: GameEvent[]
|
|||||||
}
|
}
|
||||||
if (clearance === 'ask') return 'needsClearance';
|
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);
|
node.holding = node.holding.filter((t) => t !== id);
|
||||||
enterMainline(s, node, id, tray, index);
|
enterMainline(s, node, id, tray, index, true);
|
||||||
events.push({
|
events.push({
|
||||||
type: 'trainHighballed',
|
type: 'trainHighballed',
|
||||||
trainNumber: tray.trainNumber ?? 0,
|
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.
|
* ABS Signals does what it says instead: the follower stops SHORT of the collision and holds.
|
||||||
*/
|
*/
|
||||||
const regionOf = (t: { stagesTotal: number; stagesRemaining: number }): number => {
|
// NOT on a card that prints "trains may pass" — Double Track holds two trains because it HAS
|
||||||
const entry = REGIONS_PER_MAINLINE_CARD - t.stagesTotal;
|
// two roads, so a train catching another there goes past it. That is what the card is for.
|
||||||
const elapsed = t.stagesTotal - t.stagesRemaining;
|
//
|
||||||
return Math.min(REGIONS_PER_MAINLINE_CARD - 1, Math.max(0, entry + elapsed));
|
// 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
|
||||||
// NOT on a card that prints "trains may pass". Double Track and Uncontrolled Siding hold two
|
// them share a place. Marking it "may pass" skipped this test entirely and made the siding do
|
||||||
// trains because they HAVE two roads, so a train catching another there goes past it — that
|
// nothing at all.
|
||||||
// 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.
|
|
||||||
const mayPass = mainlineProfile(node.card).trainsMayPass;
|
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
|
const ahead = mayPass
|
||||||
? undefined
|
? undefined
|
||||||
: node.transits.find(
|
: 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) {
|
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
|
// 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
|
// 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.
|
// 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).
|
// Same direction — the Superintendent must rule (§8.1, fourth condition).
|
||||||
s.clock.pendingDecision = { train: id, occupiedBy: other };
|
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.holding) n.holding = n.holding.filter((t) => t !== id);
|
||||||
if (n.redFlagged) n.redFlagged = n.redFlagged.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) {
|
if (lost.length > 0) {
|
||||||
|
|||||||
+16
-4
@@ -77,6 +77,7 @@ import {
|
|||||||
facilityVariants,
|
facilityVariants,
|
||||||
opposite,
|
opposite,
|
||||||
reachableDestinations,
|
reachableDestinations,
|
||||||
|
rowEndAt,
|
||||||
variantsFor,
|
variantsFor,
|
||||||
withinLimits,
|
withinLimits,
|
||||||
} from './track.ts';
|
} from './track.ts';
|
||||||
@@ -331,6 +332,15 @@ function checkTurnoutUpgrade(existing: TrackCard, proto: TrackCard): RejectionCo
|
|||||||
|
|
||||||
if (existing.standing.length > 0) return 'UPGRADE_OCCUPIED';
|
if (existing.standing.length > 0) return 'UPGRADE_OCCUPIED';
|
||||||
if (existing.enhancements.length > 0) return 'UPGRADE_ENHANCED';
|
if (existing.enhancements.length > 0) return 'UPGRADE_ENHANCED';
|
||||||
|
/**
|
||||||
|
* NOTHING IS ASKED ABOUT THE NEIGHBOURS, deliberately (Gitea#15).
|
||||||
|
*
|
||||||
|
* A turnout adds a 45° leg the card underneath did not have, and that leg may well point into an
|
||||||
|
* occupied square with nothing to meet it. That is legal: RAR ruled (2026-08-26) that a rail may
|
||||||
|
* stop dead against its neighbour, and an upgrade is no different from laying the piece there in
|
||||||
|
* the first place. What must hold either way is that no train can cross the gap, which is
|
||||||
|
* `exploreMoves`' business and is tested in `track.test.ts`.
|
||||||
|
*/
|
||||||
return null;
|
return null;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -963,7 +973,7 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
|
|||||||
if (!node || node.kind !== 'mainline') return 'NO_PLACEMENT';
|
if (!node || node.kind !== 'mainline') return 'NO_PLACEMENT';
|
||||||
const on = node.modifiers ?? [];
|
const on = node.modifiers ?? [];
|
||||||
if (on.includes(rule.key)) return 'OPTION_ALREADY_CHOSEN';
|
if (on.includes(rule.key)) return 'OPTION_ALREADY_CHOSEN';
|
||||||
if (rule.gradeOnly && mainlineProfile(node.card).speed.kind !== 'grade') return 'NOT_A_GRADE';
|
if (rule.gradeOnly && node.card !== 'heavyGrade') return 'NOT_A_GRADE';
|
||||||
if (rule.requiresOnCard && !on.includes(rule.requiresOnCard)) return 'NOT_CONNECTED';
|
if (rule.requiresOnCard && !on.includes(rule.requiresOnCard)) return 'NOT_CONNECTED';
|
||||||
// "Not while a train is on it" — realigning under a moving train is exactly the situation the
|
// "Not while a train is on it" — realigning under a moving train is exactly the situation the
|
||||||
// restriction exists to prevent. A train standing in the Interchange's yard counts: it is on
|
// restriction exists to prevent. A train standing in the Interchange's yard counts: it is on
|
||||||
@@ -1467,7 +1477,7 @@ export function ownCutFor(s: GameState, player: PlayerIndex, trayId: TrayId, rev
|
|||||||
const facing = facingPort(s, trayId);
|
const facing = facingPort(s, trayId);
|
||||||
const exit: Port = reverse ? reversePort(s, player, here, facing) : facing;
|
const exit: Port = reverse ? reversePort(s, player, here, facing) : facing;
|
||||||
const card = areaOf(s, player).grid.get(coordKey(here)) ?? emptyCard();
|
const card = areaOf(s, player).grid.get(coordKey(here)) ?? emptyCard();
|
||||||
return cutTowards(card, carsOn(card), exit);
|
return cutTowards(card, carsOn(card), rowEndAt(card, exit));
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
@@ -1585,14 +1595,16 @@ function execute(s: GameState, player: PlayerIndex, i: Intent): GameEvent[] {
|
|||||||
*/
|
*/
|
||||||
const grid = areaOf(s, player).grid;
|
const grid = areaOf(s, player).grid;
|
||||||
const startCard = grid.get(coordKey(from)) ?? emptyCard();
|
const startCard = grid.get(coordKey(from)) ?? emptyCard();
|
||||||
const startCut = cutTowards(startCard, carsOn(startCard), exitPort);
|
const startCut = cutTowards(startCard, carsOn(startCard), rowEndAt(startCard, exitPort));
|
||||||
const lifted = [
|
const lifted = [
|
||||||
...(startCut.length > 0 ? [from] : []),
|
...(startCut.length > 0 ? [from] : []),
|
||||||
...dest.path.map((step) => step.coord),
|
...dest.path.map((step) => step.coord),
|
||||||
i.to,
|
i.to,
|
||||||
].filter((c) => carsOn(grid.get(coordKey(c)) ?? emptyCard()).length > 0);
|
].filter((c) => carsOn(grid.get(coordKey(c)) ?? emptyCard()).length > 0);
|
||||||
const sides = standingSides(startCard, carsOn(startCard));
|
const sides = standingSides(startCard, carsOn(startCard));
|
||||||
const stayed = exitPort === 'e' ? sides.west : exitPort === 'w' ? sides.east : [];
|
// The OTHER end's cut, which stays behind — so it is the other end of the row, not the
|
||||||
|
// other port. A 45° leg is an end of the row too (`rowEndAt`, Gitea#17).
|
||||||
|
const stayed = rowEndAt(startCard, exitPort) === 'e' ? sides.west : sides.east;
|
||||||
// §A.3 — "engines also have couplers on the front end, so a train can pick cars up onto
|
// §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
|
// 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
|
// up, they couple behind. Which end they land on is the whole point of a run-around: it
|
||||||
|
|||||||
+260
-145
@@ -72,6 +72,26 @@ export type TrackProfile = {
|
|||||||
* from `docs/Deck cards2.xlsx`, a fixed document, and stay here as the audit trail for the
|
* from `docs/Deck cards2.xlsx`, a fixed document, and stay here as the audit trail for the
|
||||||
* transcription — they are not claims about what the game deals today.
|
* transcription — they are not claims about what the game deals today.
|
||||||
*
|
*
|
||||||
|
* THE COUNTS BELOW NOW COME FROM `docs/Deck cards5.xlsx` (Gitea#14), which HALVES every track row
|
||||||
|
* against sheet 2: straight 32 → 16, each curve 16 → 8, each turnout 16 → 8. Track is the only
|
||||||
|
* section of that sheet whose numbers moved — every station, industry, modifier and train row is
|
||||||
|
* character-for-character what sheet 2 said — so this is the whole of the deck change it asks for.
|
||||||
|
*
|
||||||
|
* Sheet 5 also deals the sharp curves ZERO, which is where they already were: Jesse took them out
|
||||||
|
* for the reason below, and RAR arrived at the same number independently. Nothing to do, but worth
|
||||||
|
* recording that the two agree rather than leaving it looking like a coincidence.
|
||||||
|
*
|
||||||
|
* IT LANDS ON RAR'S OWN TARGETS, which is the check that matters — the top right of sheet 5 states
|
||||||
|
* the draw rates he is designing to. Against his denominators (start cards counted for track, only
|
||||||
|
* the non-track deck counted for trains): he wants track 48/167 = **28.7%** and trains 22/107 =
|
||||||
|
* **20.6%**; this deck gives 48/170 = **28.2%** and 22/110 = **20.0%**.
|
||||||
|
*
|
||||||
|
* THAT MATCH IS PARTLY A CANCELLATION, and whoever retunes next should know it. The engine holds
|
||||||
|
* ~25 more office and industry cards than the sheet (doubled and tripled, below) and is missing the
|
||||||
|
* ~33 Safety, Event, Inspection and Space-use cards sheet 5 lists, which Gitea#14 defers. The two
|
||||||
|
* errors are opposite and nearly equal today. Build the deferred categories and they stop
|
||||||
|
* cancelling, so the ratios have to be re-measured then rather than assumed to have held.
|
||||||
|
*
|
||||||
* It matters well beyond bookkeeping. Track competes for the draw with industry, trains and
|
* It matters well beyond bookkeeping. Track competes for the draw with industry, trains and
|
||||||
* enhancements, so building a district is paid for in cards you did not draw instead — and the
|
* enhancements, so building a district is paid for in cards you did not draw instead — and the
|
||||||
* hand-of-three is the real constraint on how fast a railroad grows.
|
* hand-of-three is the real constraint on how fast a railroad grows.
|
||||||
@@ -86,9 +106,9 @@ export type TrackProfile = {
|
|||||||
* published replay still plays. Reordering to look tidy would silently re-deal every saved game.
|
* published replay still plays. Reordering to look tidy would silently re-deal every saved game.
|
||||||
*/
|
*/
|
||||||
export const TRACK_CARDS: readonly TrackProfile[] = [
|
export const TRACK_CARDS: readonly TrackProfile[] = [
|
||||||
{ geometry: 'straight', hand: 'none', name: 'Straight track', copiesInDeck: 32, isOperationalRail: true, moveCost: 1 },
|
{ geometry: 'straight', hand: 'none', name: 'Straight track', copiesInDeck: 16, isOperationalRail: true, moveCost: 1 },
|
||||||
{ geometry: 'curved', hand: 'right', name: 'Curved track (right)', copiesInDeck: 16, isOperationalRail: true, moveCost: 1 },
|
{ geometry: 'curved', hand: 'right', name: 'Curved track (right)', copiesInDeck: 8, isOperationalRail: true, moveCost: 1 },
|
||||||
{ geometry: 'curved', hand: 'left', name: 'Curved track (left)', copiesInDeck: 16, isOperationalRail: true, moveCost: 1 },
|
{ geometry: 'curved', hand: 'left', name: 'Curved track (left)', copiesInDeck: 8, isOperationalRail: true, moveCost: 1 },
|
||||||
/**
|
/**
|
||||||
* SHARP CURVES ARE DEALT ZERO COPIES — Jesse's call, and the same treatment as Poling.
|
* SHARP CURVES ARE DEALT ZERO COPIES — Jesse's call, and the same treatment as Poling.
|
||||||
*
|
*
|
||||||
@@ -103,8 +123,8 @@ export const TRACK_CARDS: readonly TrackProfile[] = [
|
|||||||
*/
|
*/
|
||||||
{ geometry: 'sharpCurved', hand: 'right', name: 'Sharp Curved Track (right)', copiesInDeck: 0, isOperationalRail: true, moveCost: 2 },
|
{ geometry: 'sharpCurved', hand: 'right', name: 'Sharp Curved Track (right)', copiesInDeck: 0, isOperationalRail: true, moveCost: 2 },
|
||||||
{ geometry: 'sharpCurved', hand: 'left', name: 'Sharp Curved Track (left)', copiesInDeck: 0, isOperationalRail: true, moveCost: 2 },
|
{ geometry: 'sharpCurved', hand: 'left', name: 'Sharp Curved Track (left)', copiesInDeck: 0, isOperationalRail: true, moveCost: 2 },
|
||||||
{ geometry: 'turnout', hand: 'right', name: 'Turnout (right)', copiesInDeck: 16, isOperationalRail: false, moveCost: 1 },
|
{ geometry: 'turnout', hand: 'right', name: 'Turnout (right)', copiesInDeck: 8, isOperationalRail: false, moveCost: 1 },
|
||||||
{ geometry: 'turnout', hand: 'left', name: 'Turnout (left)', copiesInDeck: 16, isOperationalRail: false, moveCost: 1 },
|
{ geometry: 'turnout', hand: 'left', name: 'Turnout (left)', copiesInDeck: 8, isOperationalRail: false, moveCost: 1 },
|
||||||
];
|
];
|
||||||
|
|
||||||
/** Summed from `copiesInDeck` above, never written down — it moves whenever the deck is retuned. */
|
/** Summed from `copiesInDeck` above, never written down — it moves whenever the deck is retuned. */
|
||||||
@@ -143,29 +163,39 @@ export type OfficeProfile = {
|
|||||||
* passenger modifier cards (Waiting Area, Restaurant, Hotel).
|
* passenger modifier cards (Waiting Area, Restaurant, Hotel).
|
||||||
*/
|
*/
|
||||||
/**
|
/**
|
||||||
* Office cards. Every tier's `copiesInDeck` was **doubled** against the recovered design — Q12.
|
* Office cards, at `docs/Deck cards5.xlsx`'s counts exactly: Depot 4, Station 2, Terminal 1.
|
||||||
*
|
*
|
||||||
* Players always start at a Whistle Post, which has ONE A/D track, so a second arrival is an
|
* THE Q12 DOUBLING IS GONE (Gitea#14). Every tier used to be dealt at twice the sheet, to remove a
|
||||||
* automatic collision (§8.3, Gap 2a). Measured at the original density, 25 of 100 games never drew
|
* 25% chance of an unwinnable opening deal: players always start at a Whistle Post, which has ONE
|
||||||
* a Depot and never escaped: they averaged **−6.0** revenue against **−0.4** for games that
|
* A/D track, so a second arrival is an automatic collision (§8.3, Gap 2a), and measured at the
|
||||||
* upgraded at least once, and 25 of 26 collisions happened at Whistle Post.
|
* sheet's density 25 of 100 games never drew a Depot and never escaped — averaging **−6.0** revenue
|
||||||
|
* against **−0.4** for games that upgraded at least once, with 25 of 26 collisions at a Whistle
|
||||||
|
* Post.
|
||||||
|
*
|
||||||
|
* That measurement was taken against a deck with 96 track cards in it, and the failure it describes
|
||||||
|
* does not survive the halving of track. RE-MEASURED at the sheet's counts, 100 games: **43 of 100**
|
||||||
|
* never upgrade off a Whistle Post, up from 25 — but they average **−0.2** revenue against **+1.4**
|
||||||
|
* for games that do upgrade, where the gap used to be −6.0 against −0.4. Collisions fell from 26 per
|
||||||
|
* 100 games to **6**, and only 3 of those are in games that never upgraded, against 25 of 26 before.
|
||||||
|
*
|
||||||
|
* So staying at a Whistle Post is now common and survivable rather than rare and fatal, which is the
|
||||||
|
* opposite of the shape Q12 was answering: with fewer trains reaching an Office, a single A/D track
|
||||||
|
* is seldom contested. The doubling was the blunt instrument its own note called it, and at the
|
||||||
|
* sheet's deck size it costs more than it buys — see `TRACK_CARDS` for the whole comparison and
|
||||||
|
* `INDUSTRY_PROFILES` for the other half of the same decision.
|
||||||
*
|
*
|
||||||
* Upgrades are strictly sequential (Gap 3b, no skipping), so Station and Terminal are rarer than
|
* Upgrades are strictly sequential (Gap 3b, no skipping), so Station and Terminal are rarer than
|
||||||
* their raw counts imply — Terminal needs all three cards in order. Station and Terminal were
|
* their raw counts imply — Terminal needs all three cards in order.
|
||||||
* doubled with Depot to keep that ladder in proportion rather than making Depot a special case.
|
|
||||||
*
|
*
|
||||||
* PROVISIONAL — re-evaluate. This was chosen to remove a 25% chance of an unwinnable opening deal,
|
* IF THE OPENING BITES AGAIN, the fix is not to re-double this. The note it replaces already listed
|
||||||
* not from the recovered design, and it is a blunt instrument: it lifts the whole office ladder and
|
* the better options: fewer Terminals, a cheaper first upgrade, or more A/D capacity at a Whistle
|
||||||
* dilutes every other category slightly. Revisit once the victory target is settled and freight is
|
* Post. Any of those answers the collision without diluting every other category to do it.
|
||||||
* carrying its intended share; the right answer may instead be fewer Terminals, a cheaper first
|
|
||||||
* upgrade, or more A/D capacity at Whistle Post. The counts themselves are in the rows below, which
|
|
||||||
* is the only place they should be read from.
|
|
||||||
*/
|
*/
|
||||||
export const OFFICE_PROFILES: readonly OfficeProfile[] = [
|
export const OFFICE_PROFILES: readonly OfficeProfile[] = [
|
||||||
{ tier: 'whistlePost', name: 'Whistle Post', isControlPoint: false, isPassengerFacility: false, adTracks: 1, porters: 0, passengerOut: 0, passengerIn: 0, copiesInDeck: 0 },
|
{ tier: 'whistlePost', name: 'Whistle Post', isControlPoint: false, isPassengerFacility: false, adTracks: 1, porters: 0, passengerOut: 0, passengerIn: 0, copiesInDeck: 0 },
|
||||||
{ tier: 'depot', name: 'Depot', isControlPoint: true, isPassengerFacility: true, adTracks: 2, porters: 1, passengerOut: 1, passengerIn: 1, copiesInDeck: 8 },
|
{ tier: 'depot', name: 'Depot', isControlPoint: true, isPassengerFacility: true, adTracks: 2, porters: 1, passengerOut: 1, passengerIn: 1, copiesInDeck: 4 },
|
||||||
{ tier: 'station', name: 'Station', isControlPoint: true, isPassengerFacility: true, adTracks: 3, porters: 2, passengerOut: 2, passengerIn: 2, copiesInDeck: 4 },
|
{ tier: 'station', name: 'Station', isControlPoint: true, isPassengerFacility: true, adTracks: 3, porters: 2, passengerOut: 2, passengerIn: 2, copiesInDeck: 2 },
|
||||||
{ tier: 'terminal', name: 'Terminal', isControlPoint: true, isPassengerFacility: true, adTracks: 4, porters: 3, passengerOut: 3, passengerIn: 3, copiesInDeck: 2 },
|
{ tier: 'terminal', name: 'Terminal', isControlPoint: true, isPassengerFacility: true, adTracks: 4, porters: 3, passengerOut: 3, passengerIn: 3, copiesInDeck: 1 },
|
||||||
];
|
];
|
||||||
|
|
||||||
export const OFFICE_ORDER: readonly OfficeTier[] = ['whistlePost', 'depot', 'station', 'terminal'];
|
export const OFFICE_ORDER: readonly OfficeTier[] = ['whistlePost', 'depot', 'station', 'terminal'];
|
||||||
@@ -202,15 +232,24 @@ export type IndustryProfile = {
|
|||||||
};
|
};
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Industry density (Gap 12). The recovered sheet lists 9 industries in a 115-card deck; the
|
* Industry density, at `docs/Deck cards5.xlsx`'s counts exactly (Gitea#14).
|
||||||
* prototype ran 10 in 52. At the sheet's density a game saw 1.6 Freight Facilities, freight was 10%
|
|
||||||
* of gross revenue, and `carsCoupled` fired 4 times per 100 games — the freight loop, which is the
|
|
||||||
* point of the game, effectively never ran.
|
|
||||||
*
|
*
|
||||||
* Each industry's `copies` is TRIPLED against the sheet, which restores roughly the prototype's
|
* THE GAP-12 TRIPLING IS GONE. The recovered sheet listed 9 industries in a 115-card deck and the
|
||||||
* ratio while preserving the sheet's proportions exactly: the outbound/inbound balance and the
|
* prototype ran 10 in 52; at that density a game saw 1.6 Freight Facilities, freight was 10% of
|
||||||
* lockout structure are unchanged, because every kind scales by the same factor. The multiplier is
|
* gross revenue, and `carsCoupled` fired 4 times per 100 games, so the freight loop effectively
|
||||||
* the decision; the resulting totals are in the rows below and move with every retune.
|
* never ran. Tripling every kind restored roughly the prototype's ratio.
|
||||||
|
*
|
||||||
|
* ALL OF THAT WAS MEASURED AGAINST A DECK WITH 96 TRACK CARDS. Sheet 5 halves the track, and the
|
||||||
|
* tripling then works backwards: the deck keeps dealing industries while the district stays too
|
||||||
|
* small to reach them. Measured over 300 bot games on identical seeds — 96 track with the multiplier
|
||||||
|
* / 48 track with it / 48 track without — reefer cars set out by a crew went **49 / 0 / 39** and
|
||||||
|
* mean revenue **−0.20 / +0.22 / +0.27**. The middle column is the tripling meeting the halved
|
||||||
|
* deck: it wipes out the reefer chain completely. The sheet's own density is the best of the three
|
||||||
|
* on both counts.
|
||||||
|
*
|
||||||
|
* The sheet's proportions were always preserved by the multiplier, since every kind scaled by the
|
||||||
|
* same factor — so removing it changes the density and nothing else. The outbound/inbound balance
|
||||||
|
* and the lockout structure below are the sheet's, as they always were.
|
||||||
*/
|
*/
|
||||||
/**
|
/**
|
||||||
* LOCKOUTS, from the sheet's "Lockouts" column verbatim:
|
* LOCKOUTS, from the sheet's "Lockouts" column verbatim:
|
||||||
@@ -233,8 +272,8 @@ export type IndustryProfile = {
|
|||||||
* enforced for every kind in `isLockedOut`, not repeated in each row here.
|
* enforced for every kind in `isLockedOut`, not repeated in each row here.
|
||||||
*/
|
*/
|
||||||
export const INDUSTRY_PROFILES: readonly IndustryProfile[] = [
|
export const INDUSTRY_PROFILES: readonly IndustryProfile[] = [
|
||||||
{ kind: 'freightHouse', name: 'Freight House', carTypes: ['boxcar'], flow: 'both', baseOut: 1, baseIn: 1, baseLoaders: 1, lockouts: ['grocersWarehouse'], copies: 6 },
|
{ kind: 'freightHouse', name: 'Freight House', carTypes: ['boxcar'], flow: 'both', baseOut: 1, baseIn: 1, baseLoaders: 1, lockouts: ['grocersWarehouse'], copies: 2 },
|
||||||
{ kind: 'mineTipple', name: 'Mine Tipple', carTypes: ['hopper'], flow: 'outbound', baseOut: 1, baseIn: 0, baseLoaders: 1, lockouts: ['powerPlant'], copies: 6 },
|
{ kind: 'mineTipple', name: 'Mine Tipple', carTypes: ['hopper'], flow: 'outbound', baseOut: 1, baseIn: 0, baseLoaders: 1, lockouts: ['powerPlant'], copies: 2 },
|
||||||
/**
|
/**
|
||||||
* OUTBOUND ONLY. A Refinery ships oil out and receives nothing; reported from playtesting and
|
* OUTBOUND ONLY. A Refinery ships oil out and receives nothing; reported from playtesting and
|
||||||
* confirmed by Jesse (v0.4.9e): "only ships out tanks, does not receive anything".
|
* confirmed by Jesse (v0.4.9e): "only ships out tanks, does not receive anything".
|
||||||
@@ -252,9 +291,9 @@ export const INDUSTRY_PROFILES: readonly IndustryProfile[] = [
|
|||||||
* the game with no way to raise the direction it is supposed to use half its capacity on.
|
* the game with no way to raise the direction it is supposed to use half its capacity on.
|
||||||
* `StationMaster-Home-Deck-v0.4.5.md` prints it "Outbound, 1 out / 0 in".
|
* `StationMaster-Home-Deck-v0.4.5.md` prints it "Outbound, 1 out / 0 in".
|
||||||
*/
|
*/
|
||||||
{ kind: 'refinery', name: 'Refinery', carTypes: ['tank'], flow: 'outbound', baseOut: 1, baseIn: 0, baseLoaders: 1, lockouts: ['powerPlant'], copies: 3 },
|
{ kind: 'refinery', name: 'Refinery', carTypes: ['tank'], flow: 'outbound', baseOut: 1, baseIn: 0, baseLoaders: 1, lockouts: ['powerPlant'], copies: 1 },
|
||||||
{ kind: 'powerPlant', name: 'Power Plant', carTypes: ['hopper', 'tank'], flow: 'inbound', baseOut: 0, baseIn: 1, baseLoaders: 1, lockouts: ['mineTipple', 'refinery'], copies: 6 },
|
{ kind: 'powerPlant', name: 'Power Plant', carTypes: ['hopper', 'tank'], flow: 'inbound', baseOut: 0, baseIn: 1, baseLoaders: 1, lockouts: ['mineTipple', 'refinery'], copies: 2 },
|
||||||
{ kind: 'packingSheds', name: 'Packing Sheds', carTypes: ['reefer'], flow: 'outbound', baseOut: 1, baseIn: 0, baseLoaders: 1, lockouts: ['grocersWarehouse'], copies: 3 },
|
{ kind: 'packingSheds', name: 'Packing Sheds', carTypes: ['reefer'], flow: 'outbound', baseOut: 1, baseIn: 0, baseLoaders: 1, lockouts: ['grocersWarehouse'], copies: 1 },
|
||||||
/**
|
/**
|
||||||
* INBOUND ONLY — the mirror of the Refinery above, and the same correction. Reported from
|
* INBOUND ONLY — the mirror of the Refinery above, and the same correction. Reported from
|
||||||
* playtesting and confirmed by Jesse (v0.4.9e): "Grocer's Warehouse should be receive only, does
|
* playtesting and confirmed by Jesse (v0.4.9e): "Grocer's Warehouse should be receive only, does
|
||||||
@@ -267,7 +306,7 @@ export const INDUSTRY_PROFILES: readonly IndustryProfile[] = [
|
|||||||
* other example. The Truck Dock (+1 inbound) and Local Small Groceries (+1 Laborer) are the two
|
* other example. The Truck Dock (+1 inbound) and Local Small Groceries (+1 Laborer) are the two
|
||||||
* that do work here.
|
* that do work here.
|
||||||
*/
|
*/
|
||||||
{ kind: 'grocersWarehouse', name: "Grocer's Warehouse", carTypes: ['boxcar', 'reefer'], flow: 'inbound', baseOut: 0, baseIn: 1, baseLoaders: 1, lockouts: ['packingSheds', 'freightHouse'], copies: 3 },
|
{ kind: 'grocersWarehouse', name: "Grocer's Warehouse", carTypes: ['boxcar', 'reefer'], flow: 'inbound', baseOut: 0, baseIn: 1, baseLoaders: 1, lockouts: ['packingSheds', 'freightHouse'], copies: 1 },
|
||||||
];
|
];
|
||||||
|
|
||||||
/** Legacy alias; the engine still reads FREIGHT_PROFILES in places. */
|
/** Legacy alias; the engine still reads FREIGHT_PROFILES in places. */
|
||||||
@@ -504,22 +543,35 @@ export type MainlineKind =
|
|||||||
| 'uncontrolledSiding' | 'tunnel' | 'trestle' | 'interchange';
|
| 'uncontrolledSiding' | 'tunnel' | 'trestle' | 'interchange';
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Speed as printed. `60` and `30` appear on the cards; Hilly prints P60/F30, and Heavy Grade
|
* THE PRINTED SPEEDS ARE GRAPHICS. RAR, 2026-08-26 (Gitea#3): "please ignore the speed signs I put
|
||||||
* prints "G" with the player setting orientation.
|
* on the cards — those are nothing but scene-setting graphics that mimic the speed you are
|
||||||
|
* travelling. It's just ambiance, nothing more."
|
||||||
*
|
*
|
||||||
* WHAT THESE NUMBERS MEAN IS NOT YET SETTLED — see implications.md §10 Q2. Transcribed as data so
|
* They used to decide everything: a `MainlineSpeed` of 60 meant one Stage and a 30 meant two, plus
|
||||||
* the answer can be applied without re-reading the cards.
|
* one more for a Slow train. Both rules are gone. **What crosses a card is REGIONS** — the boxes
|
||||||
|
* printed on it — one per Stage, and where a train STARTS decides how many it has left to run.
|
||||||
*/
|
*/
|
||||||
export type MainlineSpeed =
|
|
||||||
| { kind: 'uniform'; value: number }
|
|
||||||
| { kind: 'byTrainType'; passenger: number; freight: number }
|
|
||||||
| { kind: 'grade' };
|
|
||||||
|
|
||||||
export type MainlineProfile = {
|
export type MainlineProfile = {
|
||||||
kind: MainlineKind;
|
kind: MainlineKind;
|
||||||
name: string;
|
name: string;
|
||||||
speed: MainlineSpeed;
|
/** Regions printed on the card. A train advances one per Stage, so a full run costs `regions`. */
|
||||||
/** Double Track and Uncontrolled Siding: "Trains may pass". */
|
regions: number;
|
||||||
|
/**
|
||||||
|
* The region an ordinary train enters at. Zero on nearly everything — but the Uncontrolled Siding
|
||||||
|
* and the Interchange print a back region that is a siding or a holding spur rather than part of
|
||||||
|
* the road, so a train running straight through starts past it and crosses in one Stage.
|
||||||
|
*/
|
||||||
|
defaultStart: number;
|
||||||
|
/**
|
||||||
|
* Cards that print a FAST and a SLOW start, and the region each begins at. "Some cards say fast /
|
||||||
|
* slow. This is an indication that if on the train card, the train is listed as fast or slow,
|
||||||
|
* that's starting position / how many stages it takes to traverse the card. Fast / Slow does not
|
||||||
|
* apply to every card — just those that say fast / slow on them. Currently this is only hilly."
|
||||||
|
*
|
||||||
|
* So the train's rating is read HERE and nowhere else. It used to add a Stage to every card.
|
||||||
|
*/
|
||||||
|
speedStarts?: { fast: number; slow: number };
|
||||||
|
/** Double Track: "Trains may pass". */
|
||||||
trainsMayPass: boolean;
|
trainsMayPass: boolean;
|
||||||
/** Interchange: "Sort cars in new order". */
|
/** Interchange: "Sort cars in new order". */
|
||||||
sortsCars: boolean;
|
sortsCars: boolean;
|
||||||
@@ -528,22 +580,56 @@ export type MainlineProfile = {
|
|||||||
};
|
};
|
||||||
|
|
||||||
export const MAINLINE_PROFILES: readonly MainlineProfile[] = [
|
export const MAINLINE_PROFILES: readonly MainlineProfile[] = [
|
||||||
{ kind: 'plains', name: 'Plains', speed: { kind: 'uniform', value: 60 }, trainsMayPass: false, sortsCars: false, entryPoints: ['start'] },
|
{ kind: 'plains', name: 'Plains', regions: 1, defaultStart: 0, trainsMayPass: false, sortsCars: false, entryPoints: ['start'] },
|
||||||
{ kind: 'curves', name: 'Curves', speed: { kind: 'uniform', value: 30 }, trainsMayPass: false, sortsCars: false, entryPoints: ['start'] },
|
{ kind: 'curves', name: 'Curves', regions: 2, defaultStart: 0, trainsMayPass: false, sortsCars: false, entryPoints: ['start'] },
|
||||||
{ kind: 'hilly', name: 'Hilly', speed: { kind: 'byTrainType', passenger: 60, freight: 30 }, trainsMayPass: false, sortsCars: false, entryPoints: ['passenger', 'freight'] },
|
|
||||||
{ kind: 'heavyGrade', name: 'Heavy Grade', speed: { kind: 'grade' }, trainsMayPass: false, sortsCars: false, entryPoints: ['start', 'brakemen', 'airbrakes', 'helpers'] },
|
|
||||||
{ kind: 'doubleTrack', name: 'Double Track', speed: { kind: 'uniform', value: 60 }, trainsMayPass: true, sortsCars: false, entryPoints: ['start'] },
|
|
||||||
{ kind: 'uncontrolledSiding', name: 'Uncontrolled Siding', speed: { kind: 'uniform', value: 60 }, trainsMayPass: true, sortsCars: false, entryPoints: ['noPass', 'passingTrains'] },
|
|
||||||
{ kind: 'tunnel', name: 'Tunnel', speed: { kind: 'uniform', value: 30 }, trainsMayPass: false, sortsCars: false, entryPoints: ['start'] },
|
|
||||||
{ kind: 'trestle', name: 'Trestle', speed: { kind: 'uniform', value: 60 }, trainsMayPass: false, sortsCars: false, entryPoints: ['start'] },
|
|
||||||
/**
|
/**
|
||||||
* RENAMED FROM "Yard" after play. The card is unchanged — same 60, same "sort cars in new
|
* THE ONLY CARD THAT READS A TRAIN'S FAST/SLOW RATING. A fast train starts in the second region
|
||||||
* order", same entry points, same art — but "Yard" collided with the Division Yard, the
|
* and is across in one Stage; a slow one starts at the beginning and takes two.
|
||||||
* Classification Yard, the Salvage Yard, the Yard Office and the Small Yard, none of which are
|
*
|
||||||
* this. Its own key is renamed with it, so the two never drift apart. Those OTHER yards are
|
* It used to read the CONSIST instead — any coach aboard made the train "passenger" for this card
|
||||||
* deliberately left alone: they are different things that merely shared a word.
|
* — off the printed P60/F30. RAR corrected that directly: "I notice that you are basing stages in
|
||||||
|
* mainline cards off coach/non-coach. Actually, all trains are rated as FAST and SLOW."
|
||||||
*/
|
*/
|
||||||
{ kind: 'interchange', name: 'Interchange', speed: { kind: 'uniform', value: 60 }, trainsMayPass: false, sortsCars: true, entryPoints: ['start', 'sortCars'] },
|
{ kind: 'hilly', name: 'Hilly', regions: 2, defaultStart: 0, speedStarts: { fast: 1, slow: 0 }, trainsMayPass: false, sortsCars: false, entryPoints: ['fast', 'slow'] },
|
||||||
|
/**
|
||||||
|
* THREE REGIONS, AND THE MODIFIERS MOVE THE START RATHER THAN CUTTING THE TIME — which comes to
|
||||||
|
* the same number of Stages and is how the card is actually printed and played. "If you play the
|
||||||
|
* home deck card 'helpers' against the mainline card heavy grade, it remains there the rest of the
|
||||||
|
* game and helps all trains going up hill by starting 1 region easier — so 2 to traverse, not 3.
|
||||||
|
* Other cards help the other direction, similar idea. Airbrakes is an upgrade from brakemen (which
|
||||||
|
* must be played first)."
|
||||||
|
*
|
||||||
|
* So: Helpers moves an UPHILL train up one region; Brakeman moves a DOWNHILL train up one, and
|
||||||
|
* Airbrakes another on top of it. A fully-equipped grade is one Stage downhill and two up.
|
||||||
|
*/
|
||||||
|
{ kind: 'heavyGrade', name: 'Heavy Grade', regions: 3, defaultStart: 0, trainsMayPass: false, sortsCars: false, entryPoints: ['start', 'brakemen', 'airbrakes', 'helpers'] },
|
||||||
|
{ kind: 'doubleTrack', name: 'Double Track', regions: 1, defaultStart: 0, trainsMayPass: true, sortsCars: false, entryPoints: ['start'] },
|
||||||
|
/**
|
||||||
|
* TWO REGIONS, AND THE BACK ONE IS THE SIDING. A train with the card to itself starts past it and
|
||||||
|
* crosses in one Stage. "Uncontrolled siding: 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."
|
||||||
|
*
|
||||||
|
* `trainsMayPass` is FALSE here, and used to be true. Two trains fit, but not by passing: the
|
||||||
|
* second one takes the siding and sits a region behind, which is what keeps them apart. Leaving it
|
||||||
|
* true skipped the collision test altogether and made the siding do nothing at all.
|
||||||
|
*/
|
||||||
|
{ kind: 'uncontrolledSiding', name: 'Uncontrolled Siding', regions: 2, defaultStart: 1, trainsMayPass: false, sortsCars: false, entryPoints: ['through', 'siding'] },
|
||||||
|
{ kind: 'tunnel', name: 'Tunnel', regions: 2, defaultStart: 0, trainsMayPass: false, sortsCars: false, entryPoints: ['start'] },
|
||||||
|
{ kind: 'trestle', name: 'Trestle', regions: 1, defaultStart: 0, trainsMayPass: false, sortsCars: false, entryPoints: ['start'] },
|
||||||
|
/**
|
||||||
|
* RENAMED FROM "Yard" after play. The card is unchanged — same "sort cars in new order", same art
|
||||||
|
* — but "Yard" collided with the Division Yard, the Classification Yard, the Salvage Yard, the
|
||||||
|
* Yard Office and the Small Yard, none of which are this. Its own key is renamed with it, so the
|
||||||
|
* two never drift apart. Those OTHER yards are deliberately left alone: they are different things
|
||||||
|
* that merely shared a word.
|
||||||
|
*
|
||||||
|
* TWO REGIONS, the back one a holding spur, exactly as the Uncontrolled Siding: "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." A
|
||||||
|
* train running through crosses in one Stage; an Extra beginning its run here starts at the back.
|
||||||
|
*/
|
||||||
|
{ kind: 'interchange', name: 'Interchange', regions: 2, defaultStart: 1, trainsMayPass: false, sortsCars: true, entryPoints: ['through', 'extraStart'] },
|
||||||
];
|
];
|
||||||
|
|
||||||
/**
|
/**
|
||||||
@@ -570,44 +656,63 @@ export const MAINLINE_DECK: readonly MainlineKind[] = [
|
|||||||
];
|
];
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* How many Stages a train needs to cross a Mainline card.
|
* WHERE A TRAIN ENTERS A MAINLINE CARD, and therefore how long it takes to cross (Gitea#3).
|
||||||
*
|
*
|
||||||
* Q1 — the printed 60/30 are miles per hour expressed as crossing time: a 60 card takes one Stage,
|
* "Regions shown on cards indicate how many stages it takes to cross. Plains is 1. Double track is
|
||||||
* a 30 card takes two. The cells drawn on the cards are decoration.
|
* 1, tunnel is 2, curves is 2, heavy grade is 3 unless you have help." A train advances one region
|
||||||
* Q2 — a Slow train adds one Stage to every card.
|
* per Stage, so the whole of crossing time is `regions - startRegion`.
|
||||||
*
|
*
|
||||||
* Hilly prints P60/F30, so it reads the consist rather than the speed class: a train carrying any
|
* FOUR THINGS MOVE THE START, and nothing else does:
|
||||||
* coach is "passenger" for this purpose.
|
*
|
||||||
|
* 1. the card's own `defaultStart` — the Uncontrolled Siding and the Interchange print a back
|
||||||
|
* region that is not part of the road, so a train running through begins past it;
|
||||||
|
* 2. `speedStarts`, on a card that prints a Fast and a Slow start. Only Hilly does;
|
||||||
|
* 3. the permanent Heavy Grade modifiers, which move a train one region up the hill each;
|
||||||
|
* 4. `takesSiding` / `startsAtBack`, the two occupancy cases below.
|
||||||
|
*
|
||||||
|
* WHAT NO LONGER MOVES IT: the printed mph, which is now scenery, and a train's Fast/Slow rating on
|
||||||
|
* any card but Hilly. That rating used to add a Stage to EVERY card, which is what made a Slow train
|
||||||
|
* cross Double Track in two Stages and produced the report this issue opened with.
|
||||||
*/
|
*/
|
||||||
export function crossingStages(
|
export type MainlineEntry = {
|
||||||
kind: MainlineKind,
|
trainSpeed: TrainSpeed;
|
||||||
trainSpeed: TrainSpeed,
|
direction: Direction;
|
||||||
carriesPassengers: boolean,
|
gradeUp: Direction;
|
||||||
modifiers: readonly string[] = [],
|
modifiers: readonly string[];
|
||||||
direction: Direction = 'east',
|
/**
|
||||||
gradeUp: Direction = 'east',
|
* The Uncontrolled Siding with a train already on it: this one takes the siding and sits a region
|
||||||
): number {
|
* behind, which is what keeps them out of the same place. Also the Interchange, where an Extra
|
||||||
const profile = MAINLINE_PROFILES.find((m) => m.kind === kind);
|
* beginning its run starts in the holding region rather than on the road.
|
||||||
if (!profile) throw new Error(`unknown mainline card: ${kind}`);
|
*/
|
||||||
|
startsAtBack?: boolean;
|
||||||
|
};
|
||||||
|
|
||||||
let mph: number;
|
export function startRegion(kind: MainlineKind, entry: MainlineEntry): number {
|
||||||
switch (profile.speed.kind) {
|
const profile = mainlineProfile(kind);
|
||||||
case 'uniform':
|
if (entry.startsAtBack) return 0;
|
||||||
mph = profile.speed.value;
|
|
||||||
break;
|
const base = profile.speedStarts
|
||||||
case 'byTrainType':
|
? profile.speedStarts[entry.trainSpeed]
|
||||||
mph = carriesPassengers ? profile.speed.passenger : profile.speed.freight;
|
: profile.defaultStart;
|
||||||
break;
|
|
||||||
case 'grade':
|
const climbing = entry.direction === entry.gradeUp;
|
||||||
// Heavy Grade has no printed number; the modifier cards are what improve it, so it is a 30
|
let help = 0;
|
||||||
// until one is placed.
|
if (kind === 'heavyGrade') {
|
||||||
mph = 30;
|
if (climbing) {
|
||||||
break;
|
if (entry.modifiers.includes('helpers')) help++;
|
||||||
|
} else {
|
||||||
|
// Airbrakes is an upgrade on Brakeman and cannot be played without it, so this counts both.
|
||||||
|
if (entry.modifiers.includes('brakeman')) help++;
|
||||||
|
if (entry.modifiers.includes('airbrakes')) help++;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
// Never past the last region: a card always costs at least one Stage to cross.
|
||||||
|
return Math.min(profile.regions - 1, base + help);
|
||||||
|
}
|
||||||
|
|
||||||
const base = mph >= 60 ? 1 : 2;
|
/** How many Stages a train needs to cross a Mainline card — the regions it has left to run. */
|
||||||
const stages = base + (trainSpeed === 'slow' ? 1 : 0);
|
export function crossingStages(kind: MainlineKind, entry: MainlineEntry): number {
|
||||||
return Math.max(1, stages - gradeReduction(profile, modifiers, direction, gradeUp));
|
return mainlineProfile(kind).regions - startRegion(kind, entry);
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
@@ -625,35 +730,50 @@ export function crossingStages(
|
|||||||
export function mainlineDescription(kind: MainlineKind, gradeUp: Direction = 'east'): string {
|
export function mainlineDescription(kind: MainlineKind, gradeUp: Direction = 'east'): string {
|
||||||
const p = mainlineProfile(kind);
|
const p = mainlineProfile(kind);
|
||||||
const stages = (n: number): string => `${n} Stage${n === 1 ? '' : 's'}`;
|
const stages = (n: number): string => `${n} Stage${n === 1 ? '' : 's'}`;
|
||||||
|
const run = (entry: Partial<MainlineEntry>): number =>
|
||||||
|
crossingStages(kind, { trainSpeed: 'fast', direction: 'east', gradeUp, modifiers: [], ...entry });
|
||||||
const parts: string[] = [];
|
const parts: string[] = [];
|
||||||
|
|
||||||
if (p.speed.kind === 'byTrainType') {
|
parts.push(`${p.regions} region${p.regions === 1 ? '' : 's'} — one Stage each.`);
|
||||||
// Hilly. The split is by CONSIST, not by the train's speed class: anything with a coach on it
|
|
||||||
// takes the passenger figure.
|
if (p.speedStarts) {
|
||||||
parts.push(
|
parts.push(
|
||||||
`P${p.speed.passenger} / F${p.speed.freight} — a train carrying ANY coach crosses as a ` +
|
`This card reads the train's FAST/SLOW rating: a fast train starts further along and crosses ` +
|
||||||
`${p.speed.passenger} (${stages(crossingStages(kind, 'fast', true))} for a fast train), and a ` +
|
`in ${stages(run({ trainSpeed: 'fast' }))}, a slow one in ${stages(run({ trainSpeed: 'slow' }))}. ` +
|
||||||
`freight-only train as a ${p.speed.freight} (${stages(crossingStages(kind, 'fast', false))}). ` +
|
`No other card cares which it is.`,
|
||||||
`A slow train adds one Stage either way.`,
|
|
||||||
);
|
);
|
||||||
} else if (p.speed.kind === 'grade') {
|
} else if (kind === 'heavyGrade') {
|
||||||
parts.push(
|
parts.push(
|
||||||
`A grade, climbing ${gradeUp === 'east' ? 'eastward' : 'westward'}. It crosses as a 30 — ` +
|
`A grade, climbing ${gradeUp === 'east' ? 'eastward' : 'westward'}. ` +
|
||||||
`${stages(crossingStages(kind, 'fast', false, [], gradeUp, gradeUp))} for a fast train, and one ` +
|
`${stages(run({ direction: gradeUp }))} to climb it and ${stages(run({ direction: gradeUp === 'east' ? 'west' : 'east' }))} to run down, ` +
|
||||||
`more for a slow one. Brakeman and Airbrakes each take a Stage off a train running DOWNHILL; ` +
|
`before help. Helpers start an UPHILL train a region further on; Brakeman does the same ` +
|
||||||
`Helpers takes one off a train running UPHILL. Never below one Stage.`,
|
`DOWNHILL and Airbrakes another again, and Airbrakes cannot be played without Brakeman. ` +
|
||||||
|
`Never less than one Stage.`,
|
||||||
|
);
|
||||||
|
} else if (p.defaultStart > 0) {
|
||||||
|
parts.push(
|
||||||
|
`A train with the card to itself starts past the back region and is across in ` +
|
||||||
|
`${stages(run({}))}.`,
|
||||||
);
|
);
|
||||||
} else {
|
} else {
|
||||||
|
parts.push(`${stages(run({}))} for every train — the printed speed is scenery.`);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (kind === 'uncontrolledSiding') {
|
||||||
parts.push(
|
parts.push(
|
||||||
`${p.speed.value} — ${stages(crossingStages(kind, 'fast', false))} for a fast train, ` +
|
'UNCONTROLLED SIDING — arrive to find a train already here and you take the siding, a region ' +
|
||||||
`${stages(crossingStages(kind, 'slow', false))} for a slow one.`,
|
'behind it. You are not in the same place, so you do not run into it; it costs you the ' +
|
||||||
|
'extra Stage instead.',
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
if (kind === 'interchange') {
|
||||||
|
parts.push('An Extra beginning its run here starts in the back region and takes the extra Stage.');
|
||||||
|
}
|
||||||
|
|
||||||
if (p.trainsMayPass) {
|
if (p.trainsMayPass) {
|
||||||
parts.push(
|
parts.push(
|
||||||
'TRAINS MAY PASS — two trains may stand on this card at once, so a following train is not held ' +
|
'TRAINS MAY PASS — two trains may stand on this card at once, so a following train is not held ' +
|
||||||
'behind a slower one. Only this and the Double Track allow it.',
|
'behind a slower one.',
|
||||||
);
|
);
|
||||||
} else {
|
} else {
|
||||||
parts.push('One train at a time — anything following has to wait for it to clear.');
|
parts.push('One train at a time — anything following has to wait for it to clear.');
|
||||||
@@ -663,31 +783,7 @@ export function mainlineDescription(kind: MainlineKind, gradeUp: Direction = 'ea
|
|||||||
return parts.join(' · ');
|
return parts.join(' · ');
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
|
||||||
* Q11, answered: the Heavy Grade card prints "(Up)" and "Player sets orientation", so which way it
|
|
||||||
* climbs is a property of the placed card, not a constant. `gradeUp` is the direction a train is
|
|
||||||
* travelling when it goes UPHILL; a train heading the other way is descending.
|
|
||||||
*
|
|
||||||
* Each applicable card takes a Stage off, never below one: a train cannot cross in no time.
|
|
||||||
* Airbrakes only counts when Brakeman is already there, which the placement rule enforces.
|
|
||||||
*/
|
|
||||||
function gradeReduction(
|
|
||||||
profile: MainlineProfile,
|
|
||||||
modifiers: readonly string[],
|
|
||||||
direction: Direction,
|
|
||||||
gradeUp: Direction,
|
|
||||||
): number {
|
|
||||||
if (profile.speed.kind !== 'grade') return 0;
|
|
||||||
const downhill = direction !== gradeUp;
|
|
||||||
let n = 0;
|
|
||||||
if (downhill) {
|
|
||||||
if (modifiers.includes('brakeman')) n++;
|
|
||||||
if (modifiers.includes('airbrakes')) n++;
|
|
||||||
} else if (modifiers.includes('helpers')) {
|
|
||||||
n++;
|
|
||||||
}
|
|
||||||
return n;
|
|
||||||
}
|
|
||||||
|
|
||||||
export function mainlineProfile(kind: MainlineKind): MainlineProfile {
|
export function mainlineProfile(kind: MainlineKind): MainlineProfile {
|
||||||
const p = MAINLINE_PROFILES.find((m) => m.kind === kind);
|
const p = MAINLINE_PROFILES.find((m) => m.kind === kind);
|
||||||
@@ -748,7 +844,8 @@ export const SPACE_USE_CARDS: readonly SimpleCard[] = [
|
|||||||
{ key: 'flopHouse', name: 'Flop house', copies: 1, placement: 'adjacent to any straight, curve, turnout', effect: 'Burns tablespace.' },
|
{ key: 'flopHouse', name: 'Flop house', copies: 1, placement: 'adjacent to any straight, curve, turnout', effect: 'Burns tablespace.' },
|
||||||
{ key: 'watertower', name: 'Watertower', copies: 1, placement: 'adjacent to any straight, turnout on Running Track', effect: 'Burns tablespace.' },
|
{ key: 'watertower', name: 'Watertower', copies: 1, placement: 'adjacent to any straight, turnout on Running Track', effect: 'Burns tablespace.' },
|
||||||
{ key: 'hoboJungle', name: 'Hobo Jungle', copies: 1, placement: 'adjacent to any straight, turnout, Limit on Running Track', effect: 'Burns tablespace. Vandalism can loot a boxcar passing it.' },
|
{ key: 'hoboJungle', name: 'Hobo Jungle', copies: 1, placement: 'adjacent to any straight, turnout, Limit on Running Track', effect: 'Burns tablespace. Vandalism can loot a boxcar passing it.' },
|
||||||
{ key: 'sectionHouse', name: 'Section House', copies: 1, placement: 'adjacent to any straight, curve, turnout', effect: 'Burns tablespace.' },
|
// Not in sheet 5 — dealt 0 copies (Jesse, 2026-08-26), the same treatment as the ladder.
|
||||||
|
{ key: 'sectionHouse', name: 'Section House', copies: 0, placement: 'adjacent to any straight, curve, turnout', effect: 'Burns tablespace.' },
|
||||||
{ key: 'cityBlocks', name: 'City blocks', copies: 4, placement: 'adjacent to any straight, curve, turnout, Limit', effect: 'Burns tablespace.' },
|
{ key: 'cityBlocks', name: 'City blocks', copies: 4, placement: 'adjacent to any straight, curve, turnout, Limit', effect: 'Burns tablespace.' },
|
||||||
{ key: 'engineShops', name: 'Engine Shops', copies: 1, placement: 'adjacent to any straight, curve, turnout', effect: 'Burns tablespace.' },
|
{ key: 'engineShops', name: 'Engine Shops', copies: 1, placement: 'adjacent to any straight, curve, turnout', effect: 'Burns tablespace.' },
|
||||||
{ key: 'tenderloin', name: 'Tenderloin District', copies: 1, placement: 'adjacent to any straight, curve, turnout, Limit', effect: 'Burns tablespace.' },
|
{ key: 'tenderloin', name: 'Tenderloin District', copies: 1, placement: 'adjacent to any straight, curve, turnout, Limit', effect: 'Burns tablespace.' },
|
||||||
@@ -855,16 +952,32 @@ export function enhancementRule(key: string): EnhancementRule | null {
|
|||||||
}
|
}
|
||||||
|
|
||||||
export const ENHANCEMENT_CARDS: readonly SimpleCard[] = [
|
export const ENHANCEMENT_CARDS: readonly SimpleCard[] = [
|
||||||
{ key: 'interlocking', name: 'Interlocking', copies: 2, placement: 'any Running Track Straight', effect: 'May stop an inbound train on the Limit Track.' },
|
{ key: 'interlocking', name: 'Interlocking', copies: 1, placement: 'any Running Track Straight', effect: 'May stop an inbound train on the Limit Track.' },
|
||||||
{ key: 'facingPointLocks', name: 'Facing Point Locks', copies: 2, placement: 'adjacent to Interlocking', effect: 'Must have Interlocking. Prevents Derail being played on you.', answers: 'Derail' },
|
// Not in sheet 5 — dealt 0 copies (Jesse, 2026-08-26). It answers Derail, which is itself an
|
||||||
|
// Event held out until built, so at zero it defends against nothing that can be dealt anyway.
|
||||||
|
{ key: 'facingPointLocks', name: 'Facing Point Locks', copies: 0, placement: 'adjacent to Interlocking', effect: 'Must have Interlocking. Prevents Derail being played on you.', answers: 'Derail' },
|
||||||
{ key: 'yardOffice', name: 'Yard office', copies: 1, placement: 'any Secondary Track Straight', effect: 'An inbound train with no coaches that can reach the yard office in one move may arrive there instead of the Train Order Office.' },
|
{ key: 'yardOffice', name: 'Yard office', copies: 1, placement: 'any Secondary Track Straight', effect: 'An inbound train with no coaches that can reach the yard office in one move may arrive there instead of the Train Order Office.' },
|
||||||
{ key: 'smallYard', name: 'Small yard', copies: 1, placement: 'any Secondary Track Straight', effect: 'A train that spends one move in the yard may sort itself into ANY order, including cars ahead of the engine.' },
|
{ key: 'smallYard', name: 'Small yard', copies: 1, placement: 'any Secondary Track Straight', effect: 'A train that spends one move in the yard may sort itself into ANY order, including cars ahead of the engine.' },
|
||||||
{ key: 'waterColumn', name: 'Water column', copies: 2, placement: 'any Running Track Straight', effect: 'Lets you remove any Watertower in your district.', answers: 'Watertower' },
|
{ key: 'waterColumn', name: 'Water column', copies: 1, placement: 'any Running Track Straight', effect: 'Lets you remove any Watertower in your district.', answers: 'Watertower' },
|
||||||
{ key: 'overpass', name: 'Overpass', copies: 1, placement: 'any Railroad Crossing', effect: 'Removes the restrictions of a played Railroad Crossing.', answers: 'Railroad crossing' },
|
{ key: 'overpass', name: 'Overpass', copies: 1, placement: 'any Railroad Crossing', effect: 'Removes the restrictions of a played Railroad Crossing.', answers: 'Railroad crossing' },
|
||||||
{ key: 'telegraph', name: 'Telegraph', copies: 3, placement: 'any Running Track Straight', effect: 'Once a day, when dispatching facing trains, add +4 to the other train’s number.' },
|
/**
|
||||||
{ key: 'telephone', name: 'Telephone', copies: 2, placement: 'on Telegraph', effect: 'Once a day, add +8 to the other train’s number.' },
|
* THE DISPATCHING LADDER IS OUT OF THE DECK, at 0 copies rather than deleted — the treatment
|
||||||
{ key: 'radio', name: 'Radio', copies: 2, placement: 'on Telephone', effect: 'Once a day, add +12 to the other train’s number.' },
|
* Poling and the sharp curves already get, and for the same reason.
|
||||||
{ key: 'absSignals', name: 'ABS Signals', copies: 2, placement: 'any Mainline card', effect: 'Trains on this card will not rear-end each other; they stop short of a collision.' },
|
*
|
||||||
|
* `docs/Deck cards5.xlsx` does not list Telegraph, Telephone or Radio at any count, and **Jesse
|
||||||
|
* confirmed (2026-08-26) that the removal is deliberate, not a row that failed to carry across**
|
||||||
|
* from sheet 2. So no copy is dealt, which is what the sheet asks for.
|
||||||
|
*
|
||||||
|
* The rows and `ENHANCEMENT_RULES`' `dispatchBonus` chain stay exactly where they are. The rule
|
||||||
|
* is implemented and tested — `advance.ts` reads the ladder when the Superintendent dispatches
|
||||||
|
* facing trains, best device first — and deleting working machinery to express a count of zero
|
||||||
|
* would throw away the only record of how it worked. At zero copies the code is unreachable: no
|
||||||
|
* card is ever dealt, so nothing ever places one, so the bonus never applies.
|
||||||
|
*/
|
||||||
|
{ key: 'telegraph', name: 'Telegraph', copies: 0, placement: 'any Running Track Straight', effect: 'Once a day, when dispatching facing trains, add +4 to the other train’s number.' },
|
||||||
|
{ key: 'telephone', name: 'Telephone', copies: 0, placement: 'on Telegraph', effect: 'Once a day, add +8 to the other train’s number.' },
|
||||||
|
{ key: 'radio', name: 'Radio', copies: 0, placement: 'on Telephone', effect: 'Once a day, add +12 to the other train’s number.' },
|
||||||
|
{ key: 'absSignals', name: 'ABS Signals', copies: 1, placement: 'any Mainline card', effect: 'Trains on this card will not rear-end each other; they stop short of a collision.' },
|
||||||
];
|
];
|
||||||
|
|
||||||
export const MAINLINE_MODIFIER_CARDS: readonly SimpleCard[] = [
|
export const MAINLINE_MODIFIER_CARDS: readonly SimpleCard[] = [
|
||||||
@@ -872,7 +985,8 @@ export const MAINLINE_MODIFIER_CARDS: readonly SimpleCard[] = [
|
|||||||
{ key: 'airbrakes', name: 'Airbrakes', copies: 1, placement: 'a GRADE Mainline card', effect: 'Faster passage downhill. Brakeman must be in effect.' },
|
{ key: 'airbrakes', name: 'Airbrakes', copies: 1, placement: 'a GRADE Mainline card', effect: 'Faster passage downhill. Brakeman must be in effect.' },
|
||||||
{ key: 'helpers', name: 'Helpers', copies: 1, placement: 'a GRADE Mainline card', effect: 'Faster passage uphill.' },
|
{ key: 'helpers', name: 'Helpers', copies: 1, placement: 'a GRADE Mainline card', effect: 'Faster passage uphill.' },
|
||||||
{ key: 'realignment', name: 'Realignment', copies: 2, placement: 'a Mainline card', effect: 'Convert one Mainline type to another. Not while a train is on it.' },
|
{ key: 'realignment', name: 'Realignment', copies: 2, placement: 'a Mainline card', effect: 'Convert one Mainline type to another. Not while a train is on it.' },
|
||||||
{ key: 'facingPointLocksMainline', name: 'Facing Point Locks', copies: 2, placement: 'adjacent to Interlocking', effect: 'Prevents Derail being played on you.', answers: 'Derail' },
|
// Not in sheet 5 — dealt 0 copies (Jesse, 2026-08-26); see the Enhancement of the same name.
|
||||||
|
{ key: 'facingPointLocksMainline', name: 'Facing Point Locks', copies: 0, placement: 'adjacent to Interlocking', effect: 'Prevents Derail being played on you.', answers: 'Derail' },
|
||||||
];
|
];
|
||||||
|
|
||||||
/**
|
/**
|
||||||
@@ -883,8 +997,9 @@ export const MAINLINE_MODIFIER_CARDS: readonly SimpleCard[] = [
|
|||||||
export const SECOND_SECTION = { key: 'secondSection', name: 'Second Section', copies: 1 };
|
export const SECOND_SECTION = { key: 'secondSection', name: 'Second Section', copies: 1 };
|
||||||
|
|
||||||
export const MANEUVER_CARDS: readonly SimpleCard[] = [
|
export const MANEUVER_CARDS: readonly SimpleCard[] = [
|
||||||
{ key: 'redFlags', name: 'Red Flags', copies: 5, placement: 'any time', effect: 'A stopped train is prevented from being hit; the approaching train is prevented from moving.' },
|
{ key: 'redFlags', name: 'Red Flags', copies: 3, placement: 'any time', effect: 'A stopped train is prevented from being hit; the approaching train is prevented from moving.' },
|
||||||
{ key: 'flyingSwitch', name: 'Flying Switch', copies: 1, placement: 'any time', effect: 'Break a cut of cars away from behind the engine and roll them into an industry.' },
|
// Not in sheet 5 — dealt 0 copies (Jesse, 2026-08-26). The reducer stays; nothing can reach it.
|
||||||
|
{ key: 'flyingSwitch', name: 'Flying Switch', copies: 0, placement: 'any time', effect: 'Break a cut of cars away from behind the engine and roll them into an industry.' },
|
||||||
// POLING IS OUT OF THE DECK, at 0 copies rather than deleted.
|
// POLING IS OUT OF THE DECK, at 0 copies rather than deleted.
|
||||||
//
|
//
|
||||||
// It is the one card whose effect the source records as "TBD", so there is nothing to implement
|
// It is the one card whose effect the source records as "TBD", so there is nothing to implement
|
||||||
@@ -901,7 +1016,8 @@ export const ACTION_CARDS: readonly SimpleCard[] = [
|
|||||||
{ key: 'perDiemInventory', name: 'Per Diem inventory', copies: 1, placement: 'another player', effect: 'Lose one point per 2 empty cars on Secondary Tracks.' },
|
{ key: 'perDiemInventory', name: 'Per Diem inventory', copies: 1, placement: 'another player', effect: 'Lose one point per 2 empty cars on Secondary Tracks.' },
|
||||||
{ key: 'demurrageCharge', name: 'Demurrage charge', copies: 1, placement: 'another player', effect: 'Lose one point per 2 loaded freight cars on Secondary Tracks.' },
|
{ key: 'demurrageCharge', name: 'Demurrage charge', copies: 1, placement: 'another player', effect: 'Lose one point per 2 loaded freight cars on Secondary Tracks.' },
|
||||||
{ key: 'customerComplaints', name: 'Customer complaints', copies: 1, placement: 'another player', effect: 'Lose one point per 2 coaches in loading boxes.' },
|
{ key: 'customerComplaints', name: 'Customer complaints', copies: 1, placement: 'another player', effect: 'Lose one point per 2 coaches in loading boxes.' },
|
||||||
{ key: 'vandalism', name: 'Vandalism', copies: 1, placement: 'another player', effect: 'A train passing a Hobo Jungle has a boxcar looted (converted to empty).' },
|
// Not in sheet 5 — dealt 0 copies (Jesse, 2026-08-26).
|
||||||
|
{ key: 'vandalism', name: 'Vandalism', copies: 0, placement: 'another player', effect: 'A train passing a Hobo Jungle has a boxcar looted (converted to empty).' },
|
||||||
{ key: 'hotbox', name: 'Hotbox', copies: 1, placement: 'another player', effect: 'A train just arrived must set one car (chooser’s pick) onto Secondary Track until it departs.' },
|
{ key: 'hotbox', name: 'Hotbox', copies: 1, placement: 'another player', effect: 'A train just arrived must set one car (chooser’s pick) onto Secondary Track until it departs.' },
|
||||||
{ key: 'outlawed', name: 'Outlawed', copies: 1, placement: 'another player', effect: 'A train just arrived may not depart for one turn — the crew’s hours have expired.' },
|
{ key: 'outlawed', name: 'Outlawed', copies: 1, placement: 'another player', effect: 'A train just arrived may not depart for one turn — the crew’s hours have expired.' },
|
||||||
];
|
];
|
||||||
@@ -945,7 +1061,6 @@ export function crewTrayCount(players: number): number {
|
|||||||
return players + 3;
|
return players + 3;
|
||||||
}
|
}
|
||||||
|
|
||||||
export const REGIONS_PER_MAINLINE_CARD = 2; // provisional, pending §10 Q2
|
|
||||||
export const STAGES_PER_DAY = 12;
|
export const STAGES_PER_DAY = 12;
|
||||||
export const STAGES_PER_SHIFT = 3;
|
export const STAGES_PER_SHIFT = 3;
|
||||||
export const HAND_LIMIT = 3;
|
export const HAND_LIMIT = 3;
|
||||||
|
|||||||
+1
-1
@@ -246,7 +246,7 @@ function buildDivision(players: number, rng: Rng): DivisionNode[] {
|
|||||||
// createGame is synchronous and returns a ready state. Rolled for now so the orientation is at
|
// createGame is synchronous and returns a ready state. Rolled for now so the orientation is at
|
||||||
// least deterministic and varies between games; it should become a real player choice when
|
// least deterministic and varies between games; it should become a real player choice when
|
||||||
// setup gains an interactive phase. See implications.md §10 Q11.
|
// setup gains an interactive phase. See implications.md §10 Q11.
|
||||||
if (mainlineProfile(card).speed.kind === 'grade') {
|
if (card === 'heavyGrade') {
|
||||||
/**
|
/**
|
||||||
* TEMPORARY, and flagged in TODO. The card prints "(Up)" and "Player sets orientation", so
|
* TEMPORARY, and flagged in TODO. The card prints "(Up)" and "Player sets orientation", so
|
||||||
* which way a Heavy Grade climbs is the player's decision — but it is dealt during setup, and
|
* which way a Heavy Grade climbs is the player's decision — but it is dealt during setup, and
|
||||||
|
|||||||
+12
-9
@@ -732,22 +732,25 @@ export function standingSides(
|
|||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* The cut a train would run into if it left this card through `exit` — the cars between it and that
|
* The cut a train would run into if it left this card by the `exit` END OF THE ROW — the cars
|
||||||
* end of the card.
|
* between it and that end. Returned in the order the train MEETS them, nearest first, which is what
|
||||||
|
* `carsCoupled` wants.
|
||||||
*
|
*
|
||||||
* Only 'e' and 'w' can hold a cut: the array is a west-to-east row, so a train leaving north or
|
* `exit` IS AN END OF THE ROW, NOT A PORT. It used to be a raw `Port`, and answered "you meet
|
||||||
* south off a curve or a spur is not running along it and meets nothing. Returned in the order the
|
* nothing" for north and south on the reasoning that a leg leaving through an edge is not running
|
||||||
* train MEETS them, nearest first, which is what `carsCoupled` wants.
|
* along the west-to-east row. It is: a `sw` curve's south leg IS the east end of that row, so a
|
||||||
|
* crew standing on the curve pulled out through the leg and drove away leaving the cars beside it
|
||||||
|
* standing, against §A.4's mandatory coupling (Gitea#17). Callers resolve the leg with `rowEndAt`
|
||||||
|
* (`track.ts`), which lives there because only the card's arc can say which end a leg is — and the
|
||||||
|
* narrowed type is what makes every caller do it.
|
||||||
*/
|
*/
|
||||||
export function cutTowards(
|
export function cutTowards(
|
||||||
tray: { standingWest?: number | undefined },
|
tray: { standingWest?: number | undefined },
|
||||||
cars: readonly RollingStock[],
|
cars: readonly RollingStock[],
|
||||||
exit: 'n' | 's' | 'e' | 'w',
|
exit: 'e' | 'w',
|
||||||
): RollingStock[] {
|
): RollingStock[] {
|
||||||
const { west, east } = standingSides(tray, cars);
|
const { west, east } = standingSides(tray, cars);
|
||||||
if (exit === 'e') return east;
|
return exit === 'e' ? east : [...west].reverse();
|
||||||
if (exit === 'w') return [...west].reverse();
|
|
||||||
return [];
|
|
||||||
}
|
}
|
||||||
|
|
||||||
export function turnOf(s: GameState, player: PlayerIndex): TurnState {
|
export function turnOf(s: GameState, player: PlayerIndex): TurnState {
|
||||||
|
|||||||
+63
-6
@@ -188,6 +188,40 @@ export function joins(a: TrackCard, p: Port, b: TrackCard): boolean {
|
|||||||
return slopeAt(a, p) === slopeAt(b, opposite(p));
|
return slopeAt(a, p) === slopeAt(b, opposite(p));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* WHICH END OF THE WEST-TO-EAST ROW A PORT SITS AT.
|
||||||
|
*
|
||||||
|
* `TrackCard.standing` is ordered west to east (§A.3), so whether a train meets the row front to
|
||||||
|
* back or back to front depends on which end it enters by — and a port is not always at one of
|
||||||
|
* those two extremes. Every 45° leg leaves through the MIDDLE of its north or south edge, so its
|
||||||
|
* end of the run is whichever end the arc does NOT reach: a `sw` curve's south leg is the EAST end
|
||||||
|
* of the row, and an `se` curve's south leg is the WEST end. Same port, opposite answers, which is
|
||||||
|
* why this has to ask the card rather than read the port.
|
||||||
|
*
|
||||||
|
* Gitea#17 is what both callers looked like without it. `exploreMoves` reversed the row for an 'e'
|
||||||
|
* entry and for nothing else, so backing into a cut through a `sw` curve's south leg coupled it up
|
||||||
|
* back to front — the caboose came out next to the engine, which §8.2 then calls badly made up.
|
||||||
|
* `cutTowards` answered "you meet nothing" for a north or south exit, so a crew standing on a curve
|
||||||
|
* pulled out through the leg and left the cars beside it standing, which §A.4 forbids.
|
||||||
|
*
|
||||||
|
* There is no north-south straight anywhere on the printed sheet (see the module comment), so a run
|
||||||
|
* touching a 45° leg always has an east or west port at its other end and the answer is never
|
||||||
|
* undefined. A TURNOUT is the one card whose row has three ends rather than two — and it is also
|
||||||
|
* the one card no cut can ever stand on, since a train may not stop there (§A.1) and so never sets
|
||||||
|
* anything out there. Its stem answers for it.
|
||||||
|
*/
|
||||||
|
export function rowEndAt(card: TrackCard, p: Port): 'e' | 'w' {
|
||||||
|
if (p === 'e' || p === 'w') return p;
|
||||||
|
for (const [a, b] of connectionsFor(card)) {
|
||||||
|
const other = a === p ? b : b === p ? a : null;
|
||||||
|
if (other === 'e') return 'w';
|
||||||
|
if (other === 'w') return 'e';
|
||||||
|
}
|
||||||
|
// Not a card the printed sheet can produce. Reading the leg as the west end leaves the row in the
|
||||||
|
// order it is stored rather than inventing a reversal on a card nothing knows the shape of.
|
||||||
|
return 'w';
|
||||||
|
}
|
||||||
|
|
||||||
// ---------------------------------------------------------------------------
|
// ---------------------------------------------------------------------------
|
||||||
// Orientation (Gap 11)
|
// Orientation (Gap 11)
|
||||||
// ---------------------------------------------------------------------------
|
// ---------------------------------------------------------------------------
|
||||||
@@ -450,7 +484,7 @@ export function exploreMoves(
|
|||||||
*
|
*
|
||||||
* Ordered nearest-first like every other card's, so it simply seeds the accumulator.
|
* Ordered nearest-first like every other card's, so it simply seeds the accumulator.
|
||||||
*/
|
*/
|
||||||
const ownCut = cutTowards(startCard, carsOn(startCard), initialExit);
|
const ownCut = cutTowards(startCard, carsOn(startCard), rowEndAt(startCard, initialExit));
|
||||||
const startKey = coordKey(start);
|
const startKey = coordKey(start);
|
||||||
const queue: Frontier[] = [
|
const queue: Frontier[] = [
|
||||||
{
|
{
|
||||||
@@ -502,12 +536,15 @@ export function exploreMoves(
|
|||||||
* overfill the tray is illegal, not a move that picks up fewer cars.
|
* overfill the tray is illegal, not a move that picks up fewer cars.
|
||||||
*
|
*
|
||||||
* NEAREST FIRST ALONG THE DIRECTION OF TRAVEL. `carsOn` runs west to east, so a train entering
|
* NEAREST FIRST ALONG THE DIRECTION OF TRAVEL. `carsOn` runs west to east, so a train entering
|
||||||
* through the card's EAST port meets them back to front and the row has to be reversed. Without
|
* at the row's EAST end meets them back to front and the row has to be reversed. Without this
|
||||||
* this the same parked cut produced an identical consist whichever way it was approached, when
|
* the same parked cut produced an identical consist whichever way it was approached, when the
|
||||||
* the two must mirror — which is the difference between a run-around being worth a Move and
|
* two must mirror — which is the difference between a run-around being worth a Move and being
|
||||||
* being pointless.
|
* pointless.
|
||||||
|
*
|
||||||
|
* `rowEndAt` rather than `node.entry === 'e'`: a 45° leg is an end of the row too, and which
|
||||||
|
* end it is depends on the card's arc (Gitea#17).
|
||||||
*/
|
*/
|
||||||
const met = node.entry === 'e' ? [...carsOn(card)].reverse() : carsOn(card);
|
const met = rowEndAt(card, node.entry) === 'e' ? [...carsOn(card)].reverse() : carsOn(card);
|
||||||
const couples = [...node.couples, ...met];
|
const couples = [...node.couples, ...met];
|
||||||
const nodeKey = coordKey(node.coord);
|
const nodeKey = coordKey(node.coord);
|
||||||
const origins = [...node.origins, ...met.map(() => nodeKey)];
|
const origins = [...node.origins, ...met.map(() => nodeKey)];
|
||||||
@@ -658,6 +695,26 @@ export function canPlaceAt(area: OfficeArea, coord: GridCoord, card: TrackCard):
|
|||||||
// into a stub and cutting the Office off from the Limits.
|
// into a stub and cutting the Office off from the Limits.
|
||||||
if (coord.row === area.runningRow && !carriesThroughTrack(card)) return false;
|
if (coord.row === area.runningRow && !carriesThroughTrack(card)) return false;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* ONE NEIGHBOUR MUST JOIN. THE OTHERS NEED NOT — AND THIS RULE HAS BEEN BOTH WAYS (Gitea#15).
|
||||||
|
*
|
||||||
|
* A card may be laid with an exit facing a card that has nothing to meet it. The rail stops dead
|
||||||
|
* at that edge, and that is legal.
|
||||||
|
*
|
||||||
|
* The issue was filed the other way round — "if a card is placed in that space, it MUST connect" —
|
||||||
|
* against a right-hand curve laid with its north leg against an Ice House and the turnout below it
|
||||||
|
* pointing at its portless south edge. **RAR reversed it on review (2026-08-26): placing it is
|
||||||
|
* fine, and a stub like that is useful — a siding to park cars on.**
|
||||||
|
*
|
||||||
|
* WHAT MATTERS INSTEAD IS THAT NOTHING CAN DRIVE ACROSS THE GAP, so the real requirement is on
|
||||||
|
* MOVEMENT rather than on placement: two cards touching are not connected, and `exploreMoves` must
|
||||||
|
* refuse the hop. It does — every step is gated on `joins`, never on a bare pair of `hasPort`
|
||||||
|
* calls — and `track.test.ts` pins the reported geometry against exactly that.
|
||||||
|
*
|
||||||
|
* SO DO NOT ADD A PER-EDGE CHECK HERE. One was written and taken out again when the ruling
|
||||||
|
* arrived. What survives is the weaker rule that was always here: the piece must touch the network
|
||||||
|
* SOMEWHERE, which is what stops orphaned track being laid in an empty corner of the board.
|
||||||
|
*/
|
||||||
const ports: Port[] = ['n', 's', 'e', 'w'];
|
const ports: Port[] = ['n', 's', 'e', 'w'];
|
||||||
for (const p of ports) {
|
for (const p of ports) {
|
||||||
const neighbourCard = cardAt(area, neighbour(coord, p));
|
const neighbourCard = cardAt(area, neighbour(coord, p));
|
||||||
|
|||||||
+15
-24
@@ -10,6 +10,7 @@
|
|||||||
* drift into two different pictures of the same board.
|
* drift into two different pictures of the same board.
|
||||||
*/
|
*/
|
||||||
|
|
||||||
|
import { regionOfTransit } from '../engine/advance.ts';
|
||||||
import {
|
import {
|
||||||
areaAtSeat,
|
areaAtSeat,
|
||||||
areaOf,
|
areaOf,
|
||||||
@@ -31,7 +32,6 @@ import {
|
|||||||
MANEUVER_CARDS,
|
MANEUVER_CARDS,
|
||||||
MODIFIER_PROFILES,
|
MODIFIER_PROFILES,
|
||||||
REALIGNMENTS,
|
REALIGNMENTS,
|
||||||
REGIONS_PER_MAINLINE_CARD,
|
|
||||||
OFFICE_ORDER,
|
OFFICE_ORDER,
|
||||||
SPACE_USE_CARDS,
|
SPACE_USE_CARDS,
|
||||||
enhancementRule,
|
enhancementRule,
|
||||||
@@ -1112,36 +1112,27 @@ export function snapshot(
|
|||||||
// Crossing time is in Stages now, so a Mainline card shows its terrain and the trains on it
|
// Crossing time is in Stages now, so a Mainline card shows its terrain and the trains on it
|
||||||
// with how long each still has to run.
|
// with how long each still has to run.
|
||||||
const name = MAINLINE_PROFILES.find((m) => m.kind === n.card)?.name ?? n.card;
|
const name = MAINLINE_PROFILES.find((m) => m.kind === n.card)?.name ?? n.card;
|
||||||
const isGrade = MAINLINE_PROFILES.find((m) => m.kind === n.card)?.speed.kind === 'grade';
|
const isGrade = n.card === 'heavyGrade';
|
||||||
/**
|
/**
|
||||||
* WHERE ON THE CARD, from what the crossing already cost.
|
* WHERE ON THE CARD — now simply what the card says.
|
||||||
*
|
*
|
||||||
* §2.1 divides a Mainline card into two regions and §8.2 moves a train one region per Stage.
|
* This used to recover a printed two-region model from a crossing time computed out of the
|
||||||
* The engine crosses in `crossingStages` Stages instead, which varies by card speed, train
|
* card's mph, the train's Fast/Slow class, its consist and any modifiers, by treating the
|
||||||
* speed, passengers and modifiers — so the printed model is recovered by treating the entry
|
* ENTRY point as the thing that varied: `entry = 2 - stagesTotal`. It even had to cope with a
|
||||||
* point as the thing that varies, exactly as the cards do:
|
* negative entry, for a slow train needing three Stages to cross a card with two regions.
|
||||||
*
|
*
|
||||||
* entry = REGIONS - stagesTotal position = entry + elapsed
|
* Gitea#3 turned that the right way up. Regions are the primary thing — printed on the card,
|
||||||
*
|
* one per Stage — and the entry point is what the rules actually move. There is nothing left
|
||||||
* A 60 card is one Stage, so the train enters at the second region and is gone — which is
|
* to reconstruct.
|
||||||
* what "Start positions further along the card" means on the printed art. A 30 card is two
|
|
||||||
* Stages, giving one region per Stage, which is §8.2 exactly. A slow train needing three
|
|
||||||
* Stages cannot fit three steps into two regions, so it holds in the first for a Stage: the
|
|
||||||
* card's distance is fixed and the train is simply slow across it.
|
|
||||||
*/
|
*/
|
||||||
const place = (t: { stagesRemaining: number; stagesTotal: number }): number => {
|
// One region per Stage, straight off the card's own count: what a train has LEFT to run says
|
||||||
// `entry` may be NEGATIVE — a slow train needing three Stages cannot fit three steps into
|
// where it is standing. `regionOfTransit` is the engine's own answer, so the picture and the
|
||||||
// two regions, so it notionally starts before the card and spends the extra Stage getting
|
// collision rule cannot disagree about who is where.
|
||||||
// to the first region. Clamping only the final position keeps that Stage at the START,
|
const place = (t: { stagesRemaining: number }): number => regionOfTransit(n.card, t.stagesRemaining);
|
||||||
// where being slow shows; clamping `entry` first would have parked it at the exit instead.
|
|
||||||
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));
|
|
||||||
};
|
|
||||||
return {
|
return {
|
||||||
kind: 'ml',
|
kind: 'ml',
|
||||||
label: name,
|
label: name,
|
||||||
regions: REGIONS_PER_MAINLINE_CARD,
|
regions: mainlineProfile(n.card).regions,
|
||||||
trains: [n.transits.map((t) => {
|
trains: [n.transits.map((t) => {
|
||||||
const chip = trainChip(s, t.tray);
|
const chip = trainChip(s, t.tray);
|
||||||
return {
|
return {
|
||||||
|
|||||||
@@ -13,7 +13,7 @@ import assert from 'node:assert/strict';
|
|||||||
|
|
||||||
import { applyIntent, areaOf, check } from '../src/engine/apply.ts';
|
import { applyIntent, areaOf, check } from '../src/engine/apply.ts';
|
||||||
import { createGame } from '../src/engine/setup.ts';
|
import { createGame } from '../src/engine/setup.ts';
|
||||||
import type { CrewTray, GameConfig, GameState, GridCoord, RollingStock, TrackCard } from '../src/engine/state.ts';
|
import type { CrewTray, GameConfig, GameState, GridCoord, RollingStock, TrackArc, TrackCard } from '../src/engine/state.ts';
|
||||||
import { carsOn, coordKey, turnOf } from '../src/engine/state.ts';
|
import { carsOn, coordKey, turnOf } from '../src/engine/state.ts';
|
||||||
|
|
||||||
const config: GameConfig = {
|
const config: GameConfig = {
|
||||||
@@ -51,12 +51,18 @@ function row(s: GameState, n: number): void {
|
|||||||
for (let c = 0; c < n; c++) addCard(s, at(1, c), straight());
|
for (let c = 0; c < n; c++) addCard(s, at(1, c), straight());
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* `facing` is the PORT the engine points out through, which is not always an east-west one: a train
|
||||||
|
* standing on a curve points along its 45° leg. `railFacing` carries the east-west sense the train
|
||||||
|
* arrived with, so it keeps a straight answer whatever port the nose is on (`railFacingOf`).
|
||||||
|
*/
|
||||||
function placeTray(
|
function placeTray(
|
||||||
s: GameState,
|
s: GameState,
|
||||||
coord: GridCoord,
|
coord: GridCoord,
|
||||||
consist: RollingStock[],
|
consist: RollingStock[],
|
||||||
facing: 'e' | 'w',
|
facing: 'n' | 's' | 'e' | 'w',
|
||||||
engineAt = 0,
|
engineAt = 0,
|
||||||
|
railFacing: 'e' | 'w' = facing === 'w' ? 'w' : 'e',
|
||||||
): string {
|
): string {
|
||||||
const id = s.freeTrays.pop()!;
|
const id = s.freeTrays.pop()!;
|
||||||
s.trays.set(id, {
|
s.trays.set(id, {
|
||||||
@@ -65,9 +71,9 @@ function placeTray(
|
|||||||
trainIsExtra: false,
|
trainIsExtra: false,
|
||||||
engineAt,
|
engineAt,
|
||||||
consist,
|
consist,
|
||||||
direction: facing === 'w' ? 'west' : 'east',
|
direction: railFacing === 'w' ? 'west' : 'east',
|
||||||
facing,
|
facing,
|
||||||
railFacing: facing,
|
railFacing,
|
||||||
position: { at: 'grid', seat: 0, coord },
|
position: { at: 'grid', seat: 0, coord },
|
||||||
movesUsed: 0,
|
movesUsed: 0,
|
||||||
} as CrewTray);
|
} as CrewTray);
|
||||||
@@ -371,3 +377,85 @@ describe('taking your own cut back is undoing the drop, not a fresh pick-up', ()
|
|||||||
);
|
);
|
||||||
});
|
});
|
||||||
});
|
});
|
||||||
|
|
||||||
|
// ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
describe('a 45° leg is part of the west-to-east row, not outside it (Gitea#17)', () => {
|
||||||
|
/**
|
||||||
|
* Reported: "Cars were West to East Caboose, Loaded boxcar, Loaded boxcar, Loaded boxcar. After
|
||||||
|
* backing into that square cars were attached to the train Loaded boxcar, Loaded boxcar, Loaded
|
||||||
|
* boxcar, Caboose, Engine." The caboose came back next to the engine instead of at the far end,
|
||||||
|
* which also leaves the train badly made up under §8.2.
|
||||||
|
*
|
||||||
|
* The square was a `sw` CURVE and the train backed in through its SOUTH leg. `standing` runs west
|
||||||
|
* to east, and the two places that walk it both asked the PORT which end of the row they were at:
|
||||||
|
* `exploreMoves` reversed the row for an 'e' entry and for nothing else, and `cutTowards` answered
|
||||||
|
* "you meet nothing" for a north or south exit. Neither is a property of the port.
|
||||||
|
*
|
||||||
|
* A 45° leg leaves through the MIDDLE of its edge, so its end of the run is whichever end the arc
|
||||||
|
* does not reach: the south leg of a `sw` curve is the row's EAST end, and the south leg of an
|
||||||
|
* `se` curve is its WEST end. Same port, opposite answers — which is why `rowEndAt` has to ask the
|
||||||
|
* card.
|
||||||
|
*/
|
||||||
|
const curve = (arc: TrackArc, standing: RollingStock[] = [], standingWest = 0): TrackCard => ({
|
||||||
|
geometry: { kind: 'track', geometry: 'curved', arc, hand: 'right' },
|
||||||
|
baseOperationalRail: true,
|
||||||
|
standing,
|
||||||
|
standingWest,
|
||||||
|
facility: null,
|
||||||
|
modifiers: [],
|
||||||
|
enhancements: [],
|
||||||
|
});
|
||||||
|
|
||||||
|
/**
|
||||||
|
* The reported board, minimally: a `sw` curve holding the cut, and an `ne` curve below it for the
|
||||||
|
* train to run from. Both legs lie on the `ne_sw` diagonal, so the two cards actually join.
|
||||||
|
*/
|
||||||
|
function board(standing: RollingStock[], standingWest = standing.length): GameState {
|
||||||
|
const s = game();
|
||||||
|
addCard(s, at(1, 0), curve('sw', standing, standingWest));
|
||||||
|
addCard(s, at(0, 0), curve('ne'));
|
||||||
|
switching(s);
|
||||||
|
return s;
|
||||||
|
}
|
||||||
|
|
||||||
|
it('backs into a cut through the south leg and meets the EAST end of the row first', () => {
|
||||||
|
const s = board([car('caboose', true), car('boxcar', true), car('boxcar', true), car('boxcar', true)]);
|
||||||
|
// Facing east on the `ne` curve, so reversing pulls out through its north leg and into the
|
||||||
|
// curve above through that card's south leg — the move in the reported save.
|
||||||
|
const id = placeTray(s, at(0, 0), [], 'e');
|
||||||
|
const r = applyIntent(s, 0, { type: 'switch.move', trayId: id, to: at(1, 0), reverse: true });
|
||||||
|
assert.ok(r.ok, `the reverse move was refused: ${r.ok ? '' : r.code}`);
|
||||||
|
// Coupled behind the engine nearest-car-first, and the nearest car is the one at the south end
|
||||||
|
// — the LAST of a west-to-east row on a `sw` curve. The caboose was westmost, so it ends up
|
||||||
|
// furthest from the engine, which is where §8.2 needs it.
|
||||||
|
assert.deepEqual(types(s.trays.get(id)!.consist), ['boxcar', 'boxcar', 'boxcar', 'caboose']);
|
||||||
|
});
|
||||||
|
|
||||||
|
it('meets the WEST end of the row first where the same leg belongs to an `se` curve', () => {
|
||||||
|
// The mirror, and the reason the port alone cannot answer: an `se` curve's south leg is the
|
||||||
|
// west end of its row, so the same reverse move meets the caboose first.
|
||||||
|
const s = game();
|
||||||
|
addCard(s, at(1, 0), curve('se', [car('caboose', true), car('boxcar', true)], 2));
|
||||||
|
addCard(s, at(0, 0), curve('nw'));
|
||||||
|
switching(s);
|
||||||
|
const id = placeTray(s, at(0, 0), [], 'w');
|
||||||
|
const r = applyIntent(s, 0, { type: 'switch.move', trayId: id, to: at(1, 0), reverse: true });
|
||||||
|
assert.ok(r.ok, `the reverse move was refused: ${r.ok ? '' : r.code}`);
|
||||||
|
assert.deepEqual(types(s.trays.get(id)!.consist), ['caboose', 'boxcar']);
|
||||||
|
});
|
||||||
|
|
||||||
|
it('takes its own cut back with it when it pulls out through the south leg (§A.4)', () => {
|
||||||
|
// The other half of the same assumption: `cutTowards` said a train leaving north or south meets
|
||||||
|
// nothing, so a crew standing on a curve drove away and left the cars beside it standing —
|
||||||
|
// exactly what mandatory coupling forbids.
|
||||||
|
const s = board([car('boxcar', true)], 0);
|
||||||
|
// `standingWest` 0 puts the boxcar EAST of the train, which on a `sw` curve is between it and
|
||||||
|
// the south leg it is about to leave by.
|
||||||
|
const id = placeTray(s, at(1, 0), [], 's');
|
||||||
|
const r = applyIntent(s, 0, { type: 'switch.move', trayId: id, to: at(0, 0), reverse: false });
|
||||||
|
assert.ok(r.ok, `the move off the curve was refused: ${r.ok ? '' : r.code}`);
|
||||||
|
assert.deepEqual(types(s.trays.get(id)!.consist), ['boxcar'], 'the cut beside the train was left standing');
|
||||||
|
assert.deepEqual(standingAt(s, at(1, 0)), [], 'the cars should have come off the card');
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|||||||
+22
-8
@@ -226,14 +226,28 @@ describe('the game conserves Rolling Stock', () => {
|
|||||||
for (let t = 0; t < 50_000; t++) {
|
for (let t = 0; t < 50_000; t++) {
|
||||||
const before = census(s);
|
const before = census(s);
|
||||||
const pumped = pump(s);
|
const pumped = pump(s);
|
||||||
// §10 — a collision destroys both trains and everything they were carrying. That is the one
|
/**
|
||||||
// legitimate way the count falls, so the expectation follows it down.
|
* A COLLISION DESTROYS NO CAR, and this used to assume it destroyed all of them.
|
||||||
for (const e of pumped) {
|
*
|
||||||
if (e.type === 'trainsDestroyed') for (const tr of e.trains) expected -= tr.consist.length;
|
* The subtraction that stood here — `expected -= tr.consist.length` for every train in a
|
||||||
}
|
* `trainsDestroyed` event — describes a rule the engine does not have. Gap 2c (`advance.ts`,
|
||||||
assert.ok(
|
* "TAKE THE WRECK OFF THE CARD") sends the wreck's cabooses back to the Division Yard and
|
||||||
census(s) === before || pumped.some((e) => e.type === 'trainsDestroyed'),
|
* everything else to Classification, so the stock is conserved through a collision like any
|
||||||
`seed ${seed}: the engine changed the census by ${census(s) - before} outside a collision`,
|
* other move. The train is destroyed; its cars are not.
|
||||||
|
*
|
||||||
|
* It passed for as long as it did because none of the six seeds below ever collided, so the
|
||||||
|
* branch never ran. Changing the deck to the sheet's counts (Gitea#14) moved the deals, seed
|
||||||
|
* 24757 collided, and the test failed claiming the engine had CONJURED three cars — the
|
||||||
|
* exact opposite of what had happened.
|
||||||
|
*
|
||||||
|
* So the census is now held flat, unconditionally, which is both the real invariant and a
|
||||||
|
* stronger test than the one it replaces: there is no longer any event that excuses a
|
||||||
|
* change, and `expected` cannot drift away from the supply it was dealt.
|
||||||
|
*/
|
||||||
|
assert.equal(
|
||||||
|
census(s),
|
||||||
|
before,
|
||||||
|
`seed ${seed}: the engine changed the census by ${census(s) - before} while pumping`,
|
||||||
);
|
);
|
||||||
if (s.status === 'finished') break;
|
if (s.status === 'finished') break;
|
||||||
const actor = s.clock.pendingDecision !== null ? s.clock.superintendent : s.clock.currentActor;
|
const actor = s.clock.pendingDecision !== null ? s.clock.superintendent : s.clock.currentActor;
|
||||||
|
|||||||
+258
-48
@@ -12,6 +12,7 @@
|
|||||||
import { describe, it } from 'node:test';
|
import { describe, it } from 'node:test';
|
||||||
import assert from 'node:assert/strict';
|
import assert from 'node:assert/strict';
|
||||||
|
|
||||||
|
import type { MainlineKind } from '../src/engine/content.ts';
|
||||||
import { advance } from '../src/engine/advance.ts';
|
import { advance } from '../src/engine/advance.ts';
|
||||||
import { applyIntent, areaOf, check } from '../src/engine/apply.ts';
|
import { applyIntent, areaOf, check } from '../src/engine/apply.ts';
|
||||||
import { legalActions } from '../src/engine/legal.ts';
|
import { legalActions } from '../src/engine/legal.ts';
|
||||||
@@ -40,6 +41,20 @@ const game = (seed = 5): GameState => createGame({ id: 'g', seed, config, player
|
|||||||
const at = (row: number, col: number): GridCoord => ({ row, col });
|
const at = (row: number, col: number): GridCoord => ({ row, col });
|
||||||
|
|
||||||
/** Puts a card of `kind`/`key` in hand and returns its id. */
|
/** Puts a card of `kind`/`key` in hand and returns its id. */
|
||||||
|
/**
|
||||||
|
* Puts a specific rules card in hand and returns its id, MINTING ONE IF THE DECK NO LONGER DEALS IT.
|
||||||
|
*
|
||||||
|
* A card at `copies: 0` is still a card: the catalogue keeps its row and the engine keeps its rule,
|
||||||
|
* so the design stays visible and the mechanic works the moment it is dealt again. Poling and the
|
||||||
|
* sharp curves have been treated that way for a while, and Gitea#14 put the dispatching ladder,
|
||||||
|
* Facing Point Locks, Flying Switch, Section House and Vandalism there too — none of them are in
|
||||||
|
* `docs/Deck cards5.xlsx`.
|
||||||
|
*
|
||||||
|
* This used to throw when it could not find one, which made "dealt zero copies" and "deleted"
|
||||||
|
* indistinguishable from a test's point of view: zeroing Flying Switch took five passing tests of a
|
||||||
|
* rule that had not changed at all down with it. Minting keeps the rule under test independently of
|
||||||
|
* whether the deck currently deals the card, which is the whole reason for keeping the row.
|
||||||
|
*/
|
||||||
function hand(s: GameState, kind: string, key: string): string {
|
function hand(s: GameState, kind: string, key: string): string {
|
||||||
for (const [id, card] of s.cards) {
|
for (const [id, card] of s.cards) {
|
||||||
const k = card.kind as { kind: string; key?: string };
|
const k = card.kind as { kind: string; key?: string };
|
||||||
@@ -48,7 +63,10 @@ function hand(s: GameState, kind: string, key: string): string {
|
|||||||
return id;
|
return id;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
throw new Error(`no ${kind} card: ${key}`);
|
const id = `zero-copy-${kind}-${key}`;
|
||||||
|
s.cards.set(id, { id, kind: { kind, key } } as never);
|
||||||
|
s.decks.hands.set(0, [id]);
|
||||||
|
return id;
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
@@ -87,53 +105,124 @@ function drawTurn(s: GameState): void {
|
|||||||
|
|
||||||
// ---------------------------------------------------------------------------
|
// ---------------------------------------------------------------------------
|
||||||
|
|
||||||
describe('grade modifiers change crossing time', () => {
|
/**
|
||||||
it('a Heavy Grade takes two Stages bare', () => {
|
* Crossing time on the region model (Gitea#3). `cross` fills in the parts each test does not care
|
||||||
assert.equal(crossingStages('heavyGrade', 'fast', false), 2);
|
* about, so the numbers below read as the table RAR gave rather than as argument lists.
|
||||||
|
*/
|
||||||
|
const cross = (
|
||||||
|
kind: Parameters<typeof crossingStages>[0],
|
||||||
|
over: Partial<Parameters<typeof crossingStages>[1]> = {},
|
||||||
|
): number =>
|
||||||
|
crossingStages(kind, {
|
||||||
|
trainSpeed: 'fast',
|
||||||
|
direction: 'east',
|
||||||
|
gradeUp: 'east',
|
||||||
|
modifiers: [],
|
||||||
|
...over,
|
||||||
|
});
|
||||||
|
|
||||||
|
describe('a card costs one Stage per printed region (Gitea#3)', () => {
|
||||||
|
/**
|
||||||
|
* RAR, 2026-08-26, and this REPLACES the two rules that were here before — Q1, "the printed 60/30
|
||||||
|
* are mph expressed as crossing time", and Q2, "a Slow train adds one Stage to every card".
|
||||||
|
*
|
||||||
|
* "Ignore speed signs, they are just graphics. Regions shown on cards indicate how many stages it
|
||||||
|
* takes to cross. Plains is 1. Double track is 1, tunnel is 2, curves is 2, heavy grade is 3
|
||||||
|
* unless you have help."
|
||||||
|
*
|
||||||
|
* The report that opened the issue was a Slow train taking two Stages to clear Double Track. Q2 is
|
||||||
|
* what did that, and it is gone.
|
||||||
|
*/
|
||||||
|
it('crosses in the number of regions the card prints, whatever the train', () => {
|
||||||
|
for (const speed of ['fast', 'slow'] as const) {
|
||||||
|
assert.equal(cross('plains', { trainSpeed: speed }), 1, `plains, ${speed}`);
|
||||||
|
assert.equal(cross('doubleTrack', { trainSpeed: speed }), 1, `double track, ${speed}`);
|
||||||
|
assert.equal(cross('trestle', { trainSpeed: speed }), 1, `trestle, ${speed}`);
|
||||||
|
assert.equal(cross('curves', { trainSpeed: speed }), 2, `curves, ${speed}`);
|
||||||
|
assert.equal(cross('tunnel', { trainSpeed: speed }), 2, `tunnel, ${speed}`);
|
||||||
|
assert.equal(cross('heavyGrade', { trainSpeed: speed }), 3, `heavy grade, ${speed}`);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
it('reads Fast/Slow on Hilly and on nothing else', () => {
|
||||||
|
// "Some cards say fast / slow… Fast / Slow does not apply to every card — just those that say
|
||||||
|
// fast / slow on them. Currently this is only hilly." A fast train starts in the second region.
|
||||||
|
assert.equal(cross('hilly', { trainSpeed: 'fast' }), 1);
|
||||||
|
assert.equal(cross('hilly', { trainSpeed: 'slow' }), 2);
|
||||||
|
});
|
||||||
|
|
||||||
|
it('does not read the consist any more', () => {
|
||||||
|
// Hilly used to take its split off the printed P60/F30 and decide by whether the train carried a
|
||||||
|
// coach, so a fast freight crossed slower than a slow passenger train. RAR: "I notice that you
|
||||||
|
// are basing stages in mainline cards off coach/non-coach. Actually, all trains are rated as
|
||||||
|
// FAST and SLOW." `crossingStages` no longer takes a consist at all — this test is here so the
|
||||||
|
// deletion is deliberate rather than incidental.
|
||||||
|
assert.equal(cross('hilly', { trainSpeed: 'fast' }), cross('hilly', { trainSpeed: 'fast' }));
|
||||||
|
});
|
||||||
|
|
||||||
|
it('runs a train through a siding or an Interchange in one Stage', () => {
|
||||||
|
// Both print a back region that is not part of the road, so a train passing through starts past
|
||||||
|
// it. What that region is FOR is tested below and in the collision tests.
|
||||||
|
assert.equal(cross('uncontrolledSiding'), 1);
|
||||||
|
assert.equal(cross('interchange'), 1);
|
||||||
|
});
|
||||||
|
|
||||||
|
it('costs the extra Stage to anything starting in that back region', () => {
|
||||||
|
// The Uncontrolled Siding with a train already on it, and an Extra beginning its run at an
|
||||||
|
// Interchange. Both start at the back and have the whole card to run.
|
||||||
|
assert.equal(cross('uncontrolledSiding', { startsAtBack: true }), 2);
|
||||||
|
assert.equal(cross('interchange', { startsAtBack: true }), 2);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe('grade modifiers move the start, not the clock', () => {
|
||||||
|
it('a Heavy Grade takes three Stages bare', () => {
|
||||||
|
// Three regions, up from the two the old 30mph reading gave it.
|
||||||
|
assert.equal(cross('heavyGrade'), 3);
|
||||||
});
|
});
|
||||||
|
|
||||||
it('Brakeman speeds the descent but not the climb', () => {
|
it('Brakeman speeds the descent but not the climb', () => {
|
||||||
// Q11 — the card prints "(Up)" and "Player sets orientation", so the last argument is which
|
// Q11 — the card prints "(Up)" and "Player sets orientation", so `gradeUp` is which way is
|
||||||
// way is UPHILL. With up = east, a westbound train is descending.
|
// UPHILL. With up = east, a westbound train is descending.
|
||||||
assert.equal(crossingStages('heavyGrade', 'fast', false, ['brakeman'], 'west', 'east'), 1);
|
assert.equal(cross('heavyGrade', { modifiers: ['brakeman'], direction: 'west' }), 2);
|
||||||
assert.equal(crossingStages('heavyGrade', 'fast', false, ['brakeman'], 'east', 'east'), 2);
|
assert.equal(cross('heavyGrade', { modifiers: ['brakeman'], direction: 'east' }), 3);
|
||||||
});
|
});
|
||||||
|
|
||||||
it('follows the orientation the player chose, not a fixed compass direction', () => {
|
it('follows the orientation the card was dealt, not a fixed compass direction', () => {
|
||||||
// The same train on the same card, with the card turned around: Brakeman helps a westbound
|
// The same train on the same card, with the card turned around.
|
||||||
// train on an east-climbing grade, and an eastbound one when the grade climbs west.
|
assert.equal(cross('heavyGrade', { modifiers: ['brakeman'], direction: 'east', gradeUp: 'west' }), 2);
|
||||||
assert.equal(crossingStages('heavyGrade', 'fast', false, ['brakeman'], 'east', 'west'), 1);
|
assert.equal(cross('heavyGrade', { modifiers: ['brakeman'], direction: 'west', gradeUp: 'west' }), 3);
|
||||||
assert.equal(crossingStages('heavyGrade', 'fast', false, ['brakeman'], 'west', 'west'), 2);
|
assert.equal(cross('heavyGrade', { modifiers: ['helpers'], direction: 'west', gradeUp: 'west' }), 2);
|
||||||
assert.equal(crossingStages('heavyGrade', 'fast', false, ['helpers'], 'west', 'west'), 1);
|
assert.equal(cross('heavyGrade', { modifiers: ['helpers'], direction: 'east', gradeUp: 'west' }), 3);
|
||||||
assert.equal(crossingStages('heavyGrade', 'fast', false, ['helpers'], 'east', 'west'), 2);
|
|
||||||
});
|
});
|
||||||
|
|
||||||
it('Helpers speed the climb but not the descent', () => {
|
it('Helpers speed the climb but not the descent', () => {
|
||||||
assert.equal(crossingStages('heavyGrade', 'fast', false, ['helpers'], 'east', 'east'), 1);
|
// RAR: "helpers… helps all trains going up hill by starting 1 region easier — so 2 to traverse,
|
||||||
assert.equal(crossingStages('heavyGrade', 'fast', false, ['helpers'], 'west', 'east'), 2);
|
// not 3."
|
||||||
|
assert.equal(cross('heavyGrade', { modifiers: ['helpers'], direction: 'east' }), 2);
|
||||||
|
assert.equal(cross('heavyGrade', { modifiers: ['helpers'], direction: 'west' }), 3);
|
||||||
});
|
});
|
||||||
|
|
||||||
it('Airbrakes stack with Brakeman on a slow train', () => {
|
it('Airbrakes stack on top of Brakeman', () => {
|
||||||
// A slow train pays 3 on a grade; Brakeman and Airbrakes take one Stage each.
|
// "Airbrakes is an upgrade from brakemen (which must be played first)", so a fully-equipped
|
||||||
assert.equal(crossingStages('heavyGrade', 'slow', false, [], 'west', 'east'), 3);
|
// grade is one Stage downhill — and `check` refuses Airbrakes without Brakeman already there.
|
||||||
assert.equal(crossingStages('heavyGrade', 'slow', false, ['brakeman'], 'west', 'east'), 2);
|
assert.equal(cross('heavyGrade', { direction: 'west' }), 3);
|
||||||
assert.equal(
|
assert.equal(cross('heavyGrade', { modifiers: ['brakeman'], direction: 'west' }), 2);
|
||||||
crossingStages('heavyGrade', 'slow', false, ['brakeman', 'airbrakes'], 'west', 'east'),
|
assert.equal(cross('heavyGrade', { modifiers: ['brakeman', 'airbrakes'], direction: 'west' }), 1);
|
||||||
1,
|
|
||||||
);
|
|
||||||
});
|
});
|
||||||
|
|
||||||
it('never lets a train cross in no time', () => {
|
it('never lets a train cross in no time', () => {
|
||||||
|
// Three modifiers on a three-region card would otherwise put the start past the far edge.
|
||||||
assert.equal(
|
assert.equal(
|
||||||
crossingStages('heavyGrade', 'fast', false, ['brakeman', 'airbrakes'], 'west', 'east'),
|
cross('heavyGrade', { modifiers: ['brakeman', 'airbrakes', 'helpers'], direction: 'west' }),
|
||||||
1,
|
1,
|
||||||
);
|
);
|
||||||
});
|
});
|
||||||
|
|
||||||
it('leaves non-grade cards alone', () => {
|
it('leaves non-grade cards alone', () => {
|
||||||
// Brakeman on Plains would be an illegal placement anyway; the maths must not move regardless.
|
// Brakeman on Plains would be an illegal placement anyway; the maths must not move regardless.
|
||||||
assert.equal(crossingStages('plains', 'fast', false, ['brakeman'], 'west', 'east'), 1);
|
assert.equal(cross('plains', { modifiers: ['brakeman'], direction: 'west' }), 1);
|
||||||
assert.equal(crossingStages('curves', 'fast', false, ['helpers'], 'east', 'east'), 2);
|
assert.equal(cross('curves', { modifiers: ['helpers'] }), 2);
|
||||||
});
|
});
|
||||||
});
|
});
|
||||||
|
|
||||||
@@ -206,8 +295,8 @@ describe('Realignment converts one Mainline type to another', () => {
|
|||||||
|
|
||||||
assert.ok(r.ok);
|
assert.ok(r.ok);
|
||||||
assert.equal(node.card, 'plains', 'Curves realigns to Plains');
|
assert.equal(node.card, 'plains', 'Curves realigns to Plains');
|
||||||
// The point of the card: Curves is a 30 (two Stages), Plains a 60 (one).
|
// The point of the card: Curves prints two regions, Plains one, so realigning halves the time.
|
||||||
assert.equal(crossingStages(node.card, 'fast', false), 1);
|
assert.equal(cross(node.card), 1);
|
||||||
});
|
});
|
||||||
|
|
||||||
it('refuses a card with no conversion listed', () => {
|
it('refuses a card with no conversion listed', () => {
|
||||||
@@ -793,18 +882,35 @@ describe('Q13 — a train that catches the one ahead runs into it', () => {
|
|||||||
* then region 1 — so it catches up whichever order the phase happens to process them in.
|
* then region 1 — so it catches up whichever order the phase happens to process them in.
|
||||||
*/
|
*/
|
||||||
const twoTrains = (opts: { absSignals?: boolean } = {}): { s: GameState; events: GameEvent[] } => {
|
const twoTrains = (opts: { absSignals?: boolean } = {}): { s: GameState; events: GameEvent[] } => {
|
||||||
const s = createGame({
|
/**
|
||||||
id: 'rear', seed: 3,
|
* THE SEED IS SEARCHED FOR, NOT WRITTEN DOWN.
|
||||||
config: {
|
*
|
||||||
mode: 'solitaire', victory: 'highestAfterDays', length: 'standard',
|
* This asked for seed 3 and asserted that its Division held a single-track Mainline card. It
|
||||||
optionalRules: { reducedVisibility: false, sisterTrains: false, employeeRotation: false, emergencyToolbox: false },
|
* does not any more: the Division is laid out from the same RNG stream the card deck is
|
||||||
},
|
* shuffled from, so changing the SIZE of that deck re-deals the Division too. Gitea#14's deck
|
||||||
playerNames: ['bot'],
|
* counts moved it, and the test failed on its own precondition — "no single-track Mainline card
|
||||||
});
|
* in this Division" — which says nothing about the rule under test.
|
||||||
const index = s.division.nodes.findIndex(
|
*
|
||||||
(n) => n.kind === 'mainline' && !mainlineProfile(n.card).trainsMayPass,
|
* The fixture needs A Division with a card trains may not pass on, not one particular one, so
|
||||||
);
|
* it now takes the first seed that provides one. That is stable across any future retune, and
|
||||||
assert.ok(index >= 0, 'no single-track Mainline card in this Division');
|
* it fails loudly if such a Division stops being reachable at all.
|
||||||
|
*/
|
||||||
|
let s!: GameState;
|
||||||
|
let index = -1;
|
||||||
|
for (let seed = 3; seed < 200 && index < 0; seed++) {
|
||||||
|
s = createGame({
|
||||||
|
id: 'rear', seed,
|
||||||
|
config: {
|
||||||
|
mode: 'solitaire', victory: 'highestAfterDays', length: 'standard',
|
||||||
|
optionalRules: { reducedVisibility: false, sisterTrains: false, employeeRotation: false, emergencyToolbox: false },
|
||||||
|
},
|
||||||
|
playerNames: ['bot'],
|
||||||
|
});
|
||||||
|
index = s.division.nodes.findIndex(
|
||||||
|
(n) => n.kind === 'mainline' && !mainlineProfile(n.card).trainsMayPass,
|
||||||
|
);
|
||||||
|
}
|
||||||
|
assert.ok(index >= 0, 'no seed under 200 deals a Division holding a single-track Mainline card');
|
||||||
const node = s.division.nodes[index]!;
|
const node = s.division.nodes[index]!;
|
||||||
assert.ok(node.kind === 'mainline');
|
assert.ok(node.kind === 'mainline');
|
||||||
if (node.kind !== 'mainline') throw new Error('unreachable');
|
if (node.kind !== 'mainline') throw new Error('unreachable');
|
||||||
@@ -860,12 +966,116 @@ describe('Q13 — a train that catches the one ahead runs into it', () => {
|
|||||||
);
|
);
|
||||||
});
|
});
|
||||||
|
|
||||||
it('leaves trains alone on a card that prints "trains may pass"', () => {
|
/**
|
||||||
// Double Track and Uncontrolled Siding hold two trains because they HAVE two roads. Catching up
|
* ENTERING an occupied region, as opposed to catching up inside the card (Gitea#3).
|
||||||
// there means going past, which is what the card is for. Without this the mechanic fired 0.41
|
*
|
||||||
// times a game while the bot never once granted clearance — the tell that they were all
|
* A card can be ONE region wide — Plains, Double Track and Trestle all are — so a following train
|
||||||
// passing cards.
|
* granted clearance is in the same place as the train ahead the moment it arrives. Nothing tested
|
||||||
|
* that: 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.
|
||||||
|
*/
|
||||||
|
const enteringBehind = (card: MainlineKind, opts: { absSignals?: boolean } = {}) => {
|
||||||
|
const s = game();
|
||||||
|
const index = s.division.nodes.findIndex((n) => n.kind === 'mainline');
|
||||||
|
const node = s.division.nodes[index]!;
|
||||||
|
assert.ok(node.kind === 'mainline');
|
||||||
|
if (node.kind !== 'mainline') throw new Error('unreachable');
|
||||||
|
node.card = card;
|
||||||
|
node.transits = [];
|
||||||
|
if (opts.absSignals) node.absSignals = true;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* THE TRAIN ALREADY THERE IS THE JUNIOR ONE, and that is what makes the situation reachable.
|
||||||
|
*
|
||||||
|
* Trains move lowest number first, so a card's occupant normally clears before anything behind
|
||||||
|
* it is even considered — put train 9 on the card and train 11 at the Division Point and 9 has
|
||||||
|
* gone by the time 11 enters. The conflict is a SUPERIOR train catching an inferior one that has
|
||||||
|
* not got out of the way yet, so the numbers run the other way round here.
|
||||||
|
*/
|
||||||
|
const leader = s.freeTrays.pop()!;
|
||||||
|
s.trays.set(leader, {
|
||||||
|
id: leader, trainNumber: 11, trainIsExtra: false, engineAt: 0,
|
||||||
|
consist: [{ type: 'boxcar', loaded: false }], direction: 'east',
|
||||||
|
position: { at: 'mainline', index },
|
||||||
|
} as never);
|
||||||
|
const total = crossingStages(card, { trainSpeed: 'fast', direction: 'east', gradeUp: 'east', modifiers: [] });
|
||||||
|
node.transits.push({ tray: leader, stagesRemaining: total, stagesTotal: total, direction: 'east' });
|
||||||
|
|
||||||
|
// And the one arriving, held at the Division Point west of it.
|
||||||
|
const dp = s.division.nodes[index - 1];
|
||||||
|
assert.ok(dp && dp.kind === 'divisionPoint', 'expected a Division Point west of the first card');
|
||||||
|
if (!dp || dp.kind !== 'divisionPoint') throw new Error('unreachable');
|
||||||
|
const follower = s.freeTrays.pop()!;
|
||||||
|
s.trays.set(follower, {
|
||||||
|
id: follower, trainNumber: 9, trainIsExtra: false, engineAt: 0,
|
||||||
|
consist: [{ type: 'boxcar', loaded: false }], direction: 'east',
|
||||||
|
position: { at: 'divisionPoint', side: dp.side },
|
||||||
|
} as never);
|
||||||
|
dp.holding.push(follower);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* THE SUPERINTENDENT LETS IT IN, which is the whole point.
|
||||||
|
*
|
||||||
|
* A same-direction train in the Subdivision is not an absolute bar — §8.1 makes it a judgment
|
||||||
|
* call, and `advance` stops and asks. Granting it is what puts one train in behind another, and
|
||||||
|
* §10 is then explicit that the wreck is the Superintendent's fault. So the fixture answers
|
||||||
|
* `allow: true` whenever it is asked, and the collision below is the consequence of that
|
||||||
|
* ruling rather than of a rule firing on its own.
|
||||||
|
*/
|
||||||
|
s.clock.phase = 'mainline';
|
||||||
|
const events: GameEvent[] = [];
|
||||||
|
for (let i = 0; i < 6; i++) {
|
||||||
|
events.push(...advance(s).events);
|
||||||
|
if (s.clock.pendingDecision !== null) {
|
||||||
|
const who = s.clock.superintendent;
|
||||||
|
const r = applyIntent(s, who, { type: 'mainline.clearance', allow: true });
|
||||||
|
assert.ok(r.ok, `clearance refused: ${r.ok ? '' : r.code}`);
|
||||||
|
events.push(...r.events);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return { s, node, events, follower };
|
||||||
|
};
|
||||||
|
|
||||||
|
it('runs a train into the one ahead when it ENTERS an occupied region', () => {
|
||||||
|
const { events } = enteringBehind('plains');
|
||||||
|
const smash = events.find((e) => e.type === 'trainsDestroyed');
|
||||||
|
assert.ok(smash, 'a train entered a one-region card behind another and nothing happened');
|
||||||
|
});
|
||||||
|
|
||||||
|
it('holds it short instead when the card carries ABS Signals', () => {
|
||||||
|
// RAR: "ABS. 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."
|
||||||
|
const { events } = enteringBehind('plains', { absSignals: true });
|
||||||
|
assert.ok(!events.some((e) => e.type === 'trainsDestroyed'), 'ABS Signals did not prevent it');
|
||||||
|
assert.ok(
|
||||||
|
events.some((e) => e.type === 'trainHeld' && /ABS Signals/.test(e.reason)),
|
||||||
|
'nothing was held short of the train ahead',
|
||||||
|
);
|
||||||
|
});
|
||||||
|
|
||||||
|
it('takes the siding instead of colliding on an Uncontrolled Siding', () => {
|
||||||
|
// "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: no wreck, both trains on the card, and the newcomer paying the
|
||||||
|
// extra Stage for the detour.
|
||||||
|
const { node, events, follower } = enteringBehind('uncontrolledSiding');
|
||||||
|
assert.ok(!events.some((e) => e.type === 'trainsDestroyed'), 'the siding did not prevent a collision');
|
||||||
|
const mine = node.transits.find((t) => t.tray === follower);
|
||||||
|
assert.ok(mine, 'the arriving train never made it onto the card');
|
||||||
|
assert.equal(mine.stagesTotal, 2, 'it should have entered at the back of the card, not the front');
|
||||||
|
});
|
||||||
|
|
||||||
|
it('leaves trains alone on the one card that prints "trains may pass"', () => {
|
||||||
|
// Double Track holds two trains because it HAS two roads. Catching up there means going past,
|
||||||
|
// which is what the card is for.
|
||||||
|
//
|
||||||
|
// THE UNCONTROLLED SIDING USED TO BE IN THIS LIST AND IS NOT ANY MORE (Gitea#3). It holds two
|
||||||
|
// trains as well, but not by letting them share a place: the second one takes the siding and
|
||||||
|
// sits a region behind, which is what keeps them apart — "you are in the siding and are one
|
||||||
|
// behind the other train. This prevents a collision, since you are not in same exact location."
|
||||||
|
// Marked "may pass" it skipped the collision test entirely, so the siding did nothing at all and
|
||||||
|
// two trains could occupy the same region of it unchallenged.
|
||||||
const passing = MAINLINE_PROFILES.filter((m) => m.trainsMayPass).map((m) => m.kind);
|
const passing = MAINLINE_PROFILES.filter((m) => m.trainsMayPass).map((m) => m.kind);
|
||||||
assert.deepEqual(passing, ['doubleTrack', 'uncontrolledSiding']);
|
assert.deepEqual(passing, ['doubleTrack']);
|
||||||
});
|
});
|
||||||
});
|
});
|
||||||
|
|||||||
+27
-12
@@ -115,19 +115,34 @@ describe('the Fedora goes round the table', () => {
|
|||||||
* decides who sits where, the sequence of player indices is a permutation while the sequence of
|
* decides who sits where, the sequence of player indices is a permutation while the sequence of
|
||||||
* seats is the plain 0, 1, 2, … that the rule describes.
|
* seats is the plain 0, 1, 2, … that the rule describes.
|
||||||
*/
|
*/
|
||||||
|
/**
|
||||||
|
* THE SEED IS SEARCHED FOR, because a game that ends on Day 1 cannot show a rotation.
|
||||||
|
*
|
||||||
|
* This took seed 4242 flat. Gitea#14's deck counts re-dealt it, and the three-player game now
|
||||||
|
* loses on `collisionFloor` at Day 1 Stage 10 — so the Fedora legitimately moves twice and the
|
||||||
|
* test failed reporting a rotation bug that is not there. Whether a particular deal ends early on
|
||||||
|
* collisions has nothing to do with whether the Fedora passes to the next seat.
|
||||||
|
*
|
||||||
|
* So the fixture asks for what it actually needs: a game that runs far enough to watch. It takes
|
||||||
|
* the first seed whose game reaches Day 3, which is four shift changes at minimum, and reports
|
||||||
|
* honestly if no seed in range does.
|
||||||
|
*/
|
||||||
const superintendentsSeen = (players: number): number[] => {
|
const superintendentsSeen = (players: number): number[] => {
|
||||||
const s = game(players);
|
for (let seed = 4242; seed < 4342; seed++) {
|
||||||
const seen: number[] = [];
|
const s = game(players, seed);
|
||||||
const spy = {
|
const seen: number[] = [];
|
||||||
name: 'spy',
|
const spy = {
|
||||||
choose(st: GameState, p: PlayerIndex, opts: Parameters<typeof developerBot.choose>[2]) {
|
name: 'spy',
|
||||||
const who = seatOf(st, st.clock.superintendent);
|
choose(st: GameState, p: PlayerIndex, opts: Parameters<typeof developerBot.choose>[2]) {
|
||||||
if (seen[seen.length - 1] !== who) seen.push(who);
|
const who = seatOf(st, st.clock.superintendent);
|
||||||
return developerBot.choose(st, p, opts);
|
if (seen[seen.length - 1] !== who) seen.push(who);
|
||||||
},
|
return developerBot.choose(st, p, opts);
|
||||||
};
|
},
|
||||||
playGame(s, spy as never, pump);
|
};
|
||||||
return seen;
|
playGame(s, spy as never, pump);
|
||||||
|
if (s.clock.day >= 3) return seen;
|
||||||
|
}
|
||||||
|
assert.fail(`${players}p: no seed in range produced a game that reached Day 3`);
|
||||||
};
|
};
|
||||||
|
|
||||||
it('passes the Superintendent to the next seat, wrapping round the table', () => {
|
it('passes the Superintendent to the next seat, wrapping round the table', () => {
|
||||||
|
|||||||
+75
-42
@@ -61,56 +61,73 @@ const gameDealtWith = (startingHand: StartingHand, seed = 1234) =>
|
|||||||
|
|
||||||
describe('card catalogue (component 1)', () => {
|
describe('card catalogue (component 1)', () => {
|
||||||
it('composes the deck from the design', () => {
|
it('composes the deck from the design', () => {
|
||||||
// Transcribed from docs/Deck cards2.xlsx. The sheet's own totals are "Sum other 115" and
|
// THE WHOLE CATALOGUE IS docs/Deck cards5.xlsx NOW (Gitea#14). Sheet 5's own totals are
|
||||||
// "Total track 104", i.e. 219, plus 12 start cards for its grand total of 231.
|
// "Total track 48" and "Total other (in play) 107", i.e. 155 shuffled, plus 12 start cards for
|
||||||
|
// its grand total of 167. Card for card, 84 rows agree with it exactly and the only ones that
|
||||||
|
// do not are listed below — every one of them a deliberate hold, in one direction or the other.
|
||||||
//
|
//
|
||||||
// We are at 235 rather than 219 because of three deliberate departures, all flagged in
|
// EVERY COUNT IN THE CATALOGUE IS NOW THE SHEET'S. The two deliberate departures that used to
|
||||||
// content.ts: 18 extra industry cards (Gap 12, industries 9 → 27), 7 extra office cards (Q12,
|
// sit here are gone with Gitea#14 — the Q12 office doubling (offices 14 → 7) and the Gap 12
|
||||||
// offices 7 → 14), and the 8 sharp curves taken back OUT. The first two were tuned against a deck
|
// industry tripling (27 → 9) — because both were measured against a deck holding 96 track
|
||||||
// that had NO track in it, so both are due a re-measurement now that 96 track cards share the
|
// cards, and sheet 5 halves that. content.ts carries the measurements that decided it.
|
||||||
// draw.
|
|
||||||
//
|
//
|
||||||
// Two entries are dealt ZERO copies and kept in the catalogue so the design stays visible:
|
// We are at 143 rather than the sheet's 155 for ONE reason: the ten Safety, Event, Inspection
|
||||||
// Poling, whose effect is "TBD in the source", and the sharp curves, whose only difference from
|
// and Space-use cards sheet 5 adds are not built, and stay out until they are (Jesse,
|
||||||
// an ordinary curve was a Move cost nothing ever charged.
|
// 2026-08-26) — Cargo Theft, Civic Improvement, Civilian angel, Delayed Clearance, Flares 2,
|
||||||
// DECK_SIZE is the CATALOGUE, 235. The deck actually dealt is smaller: the 22 opponent-directed
|
// Robbery, Service Delays, Shipper complaints, Strike, Union Hall 2. Twelve copies in all.
|
||||||
// cards are held back in every mode until they are implemented, so `buildDeck` returns 213.
|
//
|
||||||
assert.equal(DECK_SIZE, 235);
|
// NOTHING RUNS THE OTHER WAY ANY MORE. Every card sheet 5 does not list is dealt ZERO copies
|
||||||
|
// rather than deleted, so the design stays visible and the rules stay implemented: the
|
||||||
|
// Telegraph/Telephone/Radio ladder, Facing Point Locks (both), Flying Switch, Section House and
|
||||||
|
// Vandalism, all removed from the design on purpose; Poling, whose effect the source records as
|
||||||
|
// "TBD"; and the sharp curves, whose only difference from an ordinary curve was a Move cost
|
||||||
|
// nothing ever charged — sheet 5 deals those zero too, so the catalogue and the design agree.
|
||||||
|
//
|
||||||
|
// DECK_SIZE is the CATALOGUE, 143. The deck actually dealt is smaller: the 20 opponent-directed
|
||||||
|
// cards are held back in every mode until they are implemented, so `buildDeck` returns 123.
|
||||||
|
assert.equal(DECK_SIZE, 143);
|
||||||
assert.equal(buildDeck().length, SOLITAIRE_DECK_SIZE);
|
assert.equal(buildDeck().length, SOLITAIRE_DECK_SIZE);
|
||||||
});
|
});
|
||||||
|
|
||||||
it('matches the design deck composition exactly', () => {
|
it('matches the design deck composition exactly', () => {
|
||||||
const byCategory = Object.fromEntries(deckComposition().map((c) => [c.category, c.count]));
|
const byCategory = Object.fromEntries(deckComposition().map((c) => [c.category, c.count]));
|
||||||
assert.deepEqual(byCategory, {
|
assert.deepEqual(byCategory, {
|
||||||
// 96, not the sheet's 104: the 8 SHARP CURVES are dealt zero copies. The only thing that made
|
// Sheet 5's track counts exactly (Gitea#14): 16 straights, 8+8 curves, 8+8 turnouts, and the
|
||||||
// one different from an ordinary curve was a Move cost that nothing ever charged, so they were
|
// sharp curves dealt none — which is where the catalogue already had them, and where sheet 5
|
||||||
// geometric duplicates taking 8 draws. Kept in the catalogue at zero, as Poling is.
|
// now puts them too.
|
||||||
track: 96,
|
track: 48,
|
||||||
// 14, not the sheet's 7 — Q12 office density; see OFFICE_PROFILES.
|
// The sheet's 7 — the Q12 doubling came out in Gitea#14; see OFFICE_PROFILES.
|
||||||
office: 14,
|
office: 7,
|
||||||
// 27, not the sheet's 9 — Gap 12 industry density; see INDUSTRY_PROFILES.
|
// The sheet's 9 — the Gap 12 tripling came out in Gitea#14; see INDUSTRY_PROFILES.
|
||||||
industry: 27,
|
industry: 9,
|
||||||
modifier: 23,
|
modifier: 23,
|
||||||
train: 22,
|
train: 22,
|
||||||
spaceUse: 12,
|
spaceUse: 11,
|
||||||
enhancement: 18,
|
// 6 — the dispatching ladder and Facing Point Locks are dealt 0 copies (see
|
||||||
mainlineModifier: 7,
|
// ENHANCEMENT_CARDS), and Interlocking, Water column and ABS Signals came down to the sheet's
|
||||||
// 6, not 7 — Poling is dealt no copies until its rule is known.
|
// single copies. What is left is the sheet's Enhancements exactly, bar Railroad crossing,
|
||||||
maneuver: 6,
|
// which sheet 5 moved here from the Action cards and which is still counted there below.
|
||||||
action: 10,
|
enhancement: 6,
|
||||||
|
// 5 — Facing Point Locks came out of the Mainline modifiers too.
|
||||||
|
mainlineModifier: 5,
|
||||||
|
// 3 — Red Flags is the sheet's 3; Flying Switch and Poling are both dealt none.
|
||||||
|
maneuver: 3,
|
||||||
|
// 9 — Vandalism is dealt none. The rest are opponent-directed and held out of every deck.
|
||||||
|
action: 9,
|
||||||
});
|
});
|
||||||
});
|
});
|
||||||
|
|
||||||
it('removes opponent-directed cards from a solitaire deck', () => {
|
it('removes opponent-directed cards from a solitaire deck', () => {
|
||||||
// Q6 took Space-use and Action cards out of solitaire, where they have no legal target. They are
|
// Q6 took Space-use and Action cards out of solitaire, where they have no legal target. They are
|
||||||
// now out of the COMPETITIVE deck too, until they are implemented: `checkPlay` answers both
|
// now out of the COMPETITIVE deck too, until they are implemented: `checkPlay` answers both
|
||||||
// categories NOT_IMPLEMENTED, so dealing them would make 22 of 235 draws (9%) reject outright.
|
// categories NOT_IMPLEMENTED, so dealing them would be a dead draw.
|
||||||
// 206, not 213: the 22 opponent-directed cards come out, and so do the SEVEN that exist only to
|
// 121, not 123: the 20 opponent-directed cards come out, and so do the TWO that exist only to
|
||||||
// answer them — Facing Point Locks (both the Enhancement and the Mainline modifier, 2 each), two
|
// answer them — one Water Column and one Overpass. A defence with nothing to defend against is
|
||||||
// Water Columns and one Overpass. A defence with nothing to defend against is the same dead draw
|
// the same dead draw as the attack would be. `SimpleCard.answers` names the pairing, so they
|
||||||
// as the attack would be. `SimpleCard.answers` names the pairing, so they return together.
|
// return together. It was seven until Gitea#14 dealt Facing Point Locks zero copies: a card at
|
||||||
assert.equal(SOLITAIRE_DECK_SIZE, 206);
|
// zero is already out, so it no longer needs holding back.
|
||||||
assert.equal(DEFENCE_ONLY_COPIES, 7);
|
assert.equal(SOLITAIRE_DECK_SIZE, 121);
|
||||||
|
assert.equal(DEFENCE_ONLY_COPIES, 2);
|
||||||
for (const c of DEFENCE_ONLY_CARDS) {
|
for (const c of DEFENCE_ONLY_CARDS) {
|
||||||
assert.ok(c.answers, `${c.name} is held back without saying what it answers`);
|
assert.ok(c.answers, `${c.name} is held back without saying what it answers`);
|
||||||
assert.ok(
|
assert.ok(
|
||||||
@@ -129,11 +146,12 @@ describe('card catalogue (component 1)', () => {
|
|||||||
});
|
});
|
||||||
|
|
||||||
it('deals track FROM the deck, at the sheet\'s counts', () => {
|
it('deals track FROM the deck, at the sheet\'s counts', () => {
|
||||||
// Column B of Deck cards2.xlsx, "Number in Deck": 32 straights, 16+16 curves, 16+16 turnouts —
|
// Column B of Deck cards5.xlsx, "Number in Deck": 16 straights, 8+8 curves, 8+8 turnouts, and
|
||||||
// and 4+4 sharp curves, which are dealt none. An earlier reading took the sheet's LAST column,
|
// 0+0 sharp curves. Sheet 2 had each of those at double, which is what the deck dealt until
|
||||||
// "Track Per Player" (26), as a separate stack outside the deck; it is the sheet's 104 shared out
|
// Gitea#14. An earlier reading took the sheet's LAST column, "Track Per Player" (26), as a
|
||||||
// among four players, not a second pile.
|
// separate stack outside the deck; it is the sheet's total shared out among four players, not a
|
||||||
assert.equal(TRACK_IN_DECK, 96);
|
// second pile.
|
||||||
|
assert.equal(TRACK_IN_DECK, 48);
|
||||||
const deck = buildDeck();
|
const deck = buildDeck();
|
||||||
for (const t of TRACK_CARDS) {
|
for (const t of TRACK_CARDS) {
|
||||||
const n = deck.filter(
|
const n = deck.filter(
|
||||||
@@ -144,11 +162,26 @@ describe('card catalogue (component 1)', () => {
|
|||||||
});
|
});
|
||||||
|
|
||||||
it('makes track the largest category in the deck', () => {
|
it('makes track the largest category in the deck', () => {
|
||||||
// 96 of 235. Building a district is paid for in the industry or train you did not draw, which
|
// 48 of 121. Building a district is paid for in the industry or train you did not draw, which
|
||||||
// is the whole reason it matters that track is a card rather than a private supply.
|
// is the whole reason it matters that track is a card rather than a private supply.
|
||||||
|
//
|
||||||
|
// This asked for a THIRD of the deck until Gitea#14, which was only ever a rule of thumb. It
|
||||||
|
// asks its own question now — is track still the biggest single thing you can draw — plus a
|
||||||
|
// loose band, because the exact share is not settled yet and should not be pinned as though it
|
||||||
|
// were. Sheet 5 puts track at 48 of the 155 cards it would have you shuffle, i.e. 31%; we read
|
||||||
|
// 40% because the Space-use, Safety, Event and Inspection cards are held out, which concentrates
|
||||||
|
// everything that is left. The share falls TOWARDS the sheet as those land, so the band is set
|
||||||
|
// to hold across that whole journey rather than to be re-edited at each step.
|
||||||
const deck = buildDeck();
|
const deck = buildDeck();
|
||||||
const track = deck.filter((c) => c.kind.kind === 'track').length;
|
const counts = new Map<string, number>();
|
||||||
assert.ok(track > deck.length / 3, `track is only ${track} of ${deck.length} cards`);
|
for (const c of deck) counts.set(c.kind.kind, (counts.get(c.kind.kind) ?? 0) + 1);
|
||||||
|
const track = counts.get('track') ?? 0;
|
||||||
|
for (const [kind, n] of counts) {
|
||||||
|
if (kind === 'track') continue;
|
||||||
|
assert.ok(track > n, `${kind} has ${n} cards against track's ${track}`);
|
||||||
|
}
|
||||||
|
const share = track / deck.length;
|
||||||
|
assert.ok(share > 0.28 && share < 0.45, `track is ${(share * 100).toFixed(1)}% of the deck`);
|
||||||
});
|
});
|
||||||
|
|
||||||
it('has 12 timetabled trains, odd westbound and even eastbound', () => {
|
it('has 12 timetabled trains, odd westbound and even eastbound', () => {
|
||||||
|
|||||||
+54
-9
@@ -189,15 +189,26 @@ describe('the revenue chain works end to end (regression)', () => {
|
|||||||
// only because unloads were mis-scored as completed loads after one Laborer action instead of
|
// only because unloads were mis-scored as completed loads after one Laborer action instead of
|
||||||
// four. Correcting that dropped mean revenue from 24.8 to ~4.6 and the win rate to zero, so
|
// four. Correcting that dropped mean revenue from 24.8 to ~4.6 and the win rate to zero, so
|
||||||
// "did anyone win" is no longer a safe proxy for "does freight work".
|
// "did anyone win" is no longer a safe proxy for "does freight work".
|
||||||
|
/**
|
||||||
|
* TWO HUNDRED GAMES, up from forty (Gitea#3). Completed freight loads got scarcer when the
|
||||||
|
* Mainline went onto the region model, and measurably so — on these seeds: 40 games yield 0
|
||||||
|
* loads, 80 yield 3 (1 game), 120 yield 10 (4 games), 200 yield 21 (9 games). Forty could no
|
||||||
|
* longer reach the precondition it exists to establish.
|
||||||
|
*
|
||||||
|
* WHY it got scarcer is not settled and is worth someone's attention rather than a guess — the
|
||||||
|
* change speeds crossings up, which ought to put MORE trains through a district, not fewer.
|
||||||
|
* Freight share of gross fell from 8% to 5% over 100 games across the same change. Recorded in
|
||||||
|
* TODO.md under Play Balance; the assertion itself is untouched.
|
||||||
|
*/
|
||||||
const report = simulate({
|
const report = simulate({
|
||||||
games: 40,
|
games: 200,
|
||||||
length: 'standard',
|
length: 'standard',
|
||||||
mode: 'solitaire',
|
mode: 'solitaire',
|
||||||
players: ['bot'],
|
players: ['bot'],
|
||||||
policy: developerBot,
|
policy: developerBot,
|
||||||
});
|
});
|
||||||
const freight = report.perGame.reduce((n, g) => n + g.revenue.freightLoad, 0);
|
const freight = report.perGame.reduce((n, g) => n + g.revenue.freightLoad, 0);
|
||||||
assert.ok(freight > 0, 'no freight load completed across 40 games');
|
assert.ok(freight > 0, 'no freight load completed across 200 games');
|
||||||
});
|
});
|
||||||
|
|
||||||
it('grows the Office Area off the Running Track, on either side', () => {
|
it('grows the Office Area off the Running Track, on either side', () => {
|
||||||
@@ -349,7 +360,24 @@ describe('end-of-game statistics', () => {
|
|||||||
* rule that has become unreachable. Exempted by name so the other forty-odd event checks stay live,
|
* rule that has become unreachable. Exempted by name so the other forty-odd event checks stay live,
|
||||||
* and so removing this line is what proves the bot has been fixed.
|
* and so removing this line is what proves the bot has been fixed.
|
||||||
*/
|
*/
|
||||||
const KNOWN_UNREACHABLE_BY_THE_BOT = ['event flyingSwitch'];
|
/**
|
||||||
|
* RED FLAGS JOINS IT (Gitea#3), and for the same reason — the rule is reachable and the bot will
|
||||||
|
* not take it.
|
||||||
|
*
|
||||||
|
* MEASURED over 600 games: `maneuver.redFlags` is OFFERED 4,212 times, first in game 5 — so the
|
||||||
|
* rule is live and constantly available. The bot PLAYS it 4 times, first in game 252. At 200
|
||||||
|
* games this canary sees nothing and calls it unreachable, which is the opposite of the truth.
|
||||||
|
*
|
||||||
|
* It got rarer for two compounding reasons, neither of them a broken rule: Gitea#14 took Red
|
||||||
|
* Flags from 5 copies to the sheet's 3, and Gitea#3 shortened most crossings to a single Stage,
|
||||||
|
* so the window in which a train is STANDING on a Mainline card — the only place the card may be
|
||||||
|
* played — is now usually one Stage wide.
|
||||||
|
*
|
||||||
|
* The bot's unwillingness is the thing worth fixing, and it is in TODO.md under Bot Performance.
|
||||||
|
* Exempted BY NAME so the other forty-odd checks stay live, and so deleting this line is what
|
||||||
|
* proves the bot has learned to use it.
|
||||||
|
*/
|
||||||
|
const KNOWN_UNREACHABLE_BY_THE_BOT = ['event flyingSwitch', 'event redFlagsSet'];
|
||||||
const found = anomalies(report.perGame);
|
const found = anomalies(report.perGame);
|
||||||
const never = found
|
const never = found
|
||||||
.filter((a) => a.severity === 'never')
|
.filter((a) => a.severity === 'never')
|
||||||
@@ -641,12 +669,17 @@ describe('the bot builds sidings that are actually sidings (regression)', () =>
|
|||||||
// Measured across 100 games: tank cars boarded a train 0.07 times a game and were dropped by a
|
// Measured across 100 games: tank cars boarded a train 0.07 times a game and were dropped by a
|
||||||
// crew ZERO times, while boxcars were 67% of every drop — and 23 of 79 waiting loads were
|
// crew ZERO times, while boxcars were 67% of every drop — and 23 of 79 waiting loads were
|
||||||
// sitting at an industry that wanted a tank.
|
// sitting at an industry that wanted a tank.
|
||||||
// A HUNDRED GAMES, not thirty — the comment above says the original measurement used 100, and
|
// THREE HUNDRED GAMES, up from a hundred, because the sheet's industry density (Gitea#14) makes
|
||||||
// the sample has to be that big to mean anything: measured now, a tank is set out in 3% of games
|
// the rare commodities much rarer. Measured on these exact seeds, the game at which each type is
|
||||||
// and a reefer in 5%. Thirty games passed on luck and stopped the moment the opening deal moved
|
// first set out by a crew: caboose 5, boxcar 12, hopper 37, reefer 44, coach 64, **tank 216**.
|
||||||
// which cards a seed puts in reach. Deterministic seeds, so this either holds or it does not.
|
//
|
||||||
|
// A Refinery is one card in a hundred and fifty now, so a tank moving at all needs that card
|
||||||
|
// drawn, placed, reached and worked. The old sample of 100 stopped covering it — not because the
|
||||||
|
// rule broke, but because the deck did what the sheet asks. The sample follows the measurement
|
||||||
|
// rather than the assertion being softened: tank is still the strict test, for the reason below.
|
||||||
|
// Deterministic seeds, so this either holds or it does not.
|
||||||
const dropped = new Set<string>();
|
const dropped = new Set<string>();
|
||||||
for (let i = 0; i < 100; i++) {
|
for (let i = 0; i < 300; i++) {
|
||||||
const s = createGame({
|
const s = createGame({
|
||||||
id: `cs-${i}`,
|
id: `cs-${i}`,
|
||||||
seed: 1000 + i * 7919,
|
seed: 1000 + i * 7919,
|
||||||
@@ -996,6 +1029,12 @@ describe('the bot does not lay track that cannot work (regression)', () => {
|
|||||||
// A TIE-BREAKER rather than a veto, so this is a rate and not a zero: forbidding it outright
|
// A TIE-BREAKER rather than a veto, so this is a rate and not a zero: forbidding it outright
|
||||||
// measured WORSE (-0.62 revenue a game), while preferring the cleaner of two equally good
|
// measured WORSE (-0.62 revenue a game), while preferring the cleaner of two equally good
|
||||||
// placements measured better and cut these from 28% of pieces to 7%.
|
// placements measured better and cut these from 28% of pieces to 7%.
|
||||||
|
//
|
||||||
|
// AND IT STAYS A TIE-BREAKER. Gitea#15 was filed as "track placements must connect" and briefly
|
||||||
|
// became a rule here; RAR reversed it on review (2026-08-26) — a rail may stop dead against its
|
||||||
|
// neighbour, and such a stub is useful as a siding to park cars on. What the engine must refuse
|
||||||
|
// is a TRAIN crossing the gap, which is `exploreMoves`' job and is tested in `track.test.ts`.
|
||||||
|
// So laying one of these is a preference, exactly as it was, and the rate below is the bar.
|
||||||
let laid = 0;
|
let laid = 0;
|
||||||
let dead = 0;
|
let dead = 0;
|
||||||
/**
|
/**
|
||||||
@@ -1092,8 +1131,14 @@ describe('the freight figures count both halves (regression)', () => {
|
|||||||
* The subject here is the INSTRUMENT — does `freightUnload` count Revenue earned rather than
|
* The subject here is the INSTRUMENT — does `freightUnload` count Revenue earned rather than
|
||||||
* unloads started — and `unloads > 0` is only the precondition that makes the comparison mean
|
* unloads started — and `unloads > 0` is only the precondition that makes the comparison mean
|
||||||
* anything. Widening the sample restores the precondition without weakening the assertion.
|
* anything. Widening the sample restores the precondition without weakening the assertion.
|
||||||
|
*
|
||||||
|
* A HUNDRED AND FIFTY DEALS, up from forty, for the same reason as the commodity test above:
|
||||||
|
* Gitea#14 put the deck on the sheet's industry density and completed unloads went with it.
|
||||||
|
* Measured on these seeds, the first deal to EARN unload Revenue is number **46**, and 19 deals
|
||||||
|
* in 400 earn any — so forty could not reach the precondition it exists to establish. 150 clears
|
||||||
|
* it with room, and the assertion itself is untouched.
|
||||||
*/
|
*/
|
||||||
for (let i = 0; i < 40; i++) {
|
for (let i = 0; i < 150; i++) {
|
||||||
const seed = 1000 + i * 7919;
|
const seed = 1000 + i * 7919;
|
||||||
const s = createGame({
|
const s = createGame({
|
||||||
id: `fu-${seed}`, seed,
|
id: `fu-${seed}`, seed,
|
||||||
|
|||||||
@@ -540,6 +540,100 @@ describe('placement and drop-off', () => {
|
|||||||
assert.ok(!canPlaceAt(area, at(-1, 1), straight()), 'an east-west straight cannot meet a 45° leg');
|
assert.ok(!canPlaceAt(area, at(-1, 1), straight()), 'an east-west straight cannot meet a 45° leg');
|
||||||
});
|
});
|
||||||
|
|
||||||
|
describe('a rail that stops dead against its neighbour (Gitea#15)', () => {
|
||||||
|
/**
|
||||||
|
* REPORTED, THEN REVERSED. The issue first read "if a card is placed in that space, it MUST
|
||||||
|
* connect", against a right-hand curve laid at (1,-1) with an Ice House above it and a turnout
|
||||||
|
* with a north-facing leg below. **RAR reviewed it and ruled the other way (2026-08-26): the
|
||||||
|
* placement is fine, and a stub like that has a use — a siding to park cars on.**
|
||||||
|
*
|
||||||
|
* "We need to confirm, however, that trains are not allowed to traverse from the turnout below
|
||||||
|
* to that right-hand curve since the tracks do not connect." That is what these tests are: the
|
||||||
|
* rule lives in MOVEMENT, not in placement.
|
||||||
|
*
|
||||||
|
* The save cannot carry this any more — Gitea#14 took the deck from 206 cards to 121, so its
|
||||||
|
* card ids no longer exist and the history stops at the first `card.play`. The geometry is what
|
||||||
|
* mattered, and it is rebuilt here directly.
|
||||||
|
*/
|
||||||
|
/** A Modifier card — an Ice House. Not track: no ports on any edge. */
|
||||||
|
const modifierCard = (): TrackCard => ({
|
||||||
|
geometry: { kind: 'modifier', modifier: 'iceHouse' },
|
||||||
|
baseOperationalRail: false,
|
||||||
|
standing: [],
|
||||||
|
standingWest: 0,
|
||||||
|
facility: null,
|
||||||
|
modifiers: [],
|
||||||
|
enhancements: [],
|
||||||
|
});
|
||||||
|
|
||||||
|
/** A Grocer's Warehouse — a Facility, so a plain east-west through track. */
|
||||||
|
const warehouse = (): TrackCard => ({
|
||||||
|
geometry: { kind: 'facility', facility: 'grocersWarehouse' },
|
||||||
|
baseOperationalRail: true,
|
||||||
|
standing: [],
|
||||||
|
standingWest: 0,
|
||||||
|
facility: null,
|
||||||
|
modifiers: [],
|
||||||
|
enhancements: [],
|
||||||
|
});
|
||||||
|
|
||||||
|
/**
|
||||||
|
* The reported district. `withCurve` puts the disputed right-hand curve on the square; without
|
||||||
|
* it, the square is empty and the placement itself is under test.
|
||||||
|
*
|
||||||
|
* The turnout's leg goes NORTH on the `nw_se` diagonal; the curve is `ne`, which is `ne_sw` and
|
||||||
|
* has no south port at all. Two reasons the two do not join, either of which is enough.
|
||||||
|
*/
|
||||||
|
const board = (withCurve: boolean): OfficeArea =>
|
||||||
|
areaFrom(
|
||||||
|
{
|
||||||
|
[coordKey(at(0, -1))]: turnout({ stem: 'w', through: 'e', diverge: 'n' }),
|
||||||
|
[coordKey(at(0, 0))]: officeCard(),
|
||||||
|
[coordKey(at(1, 0))]: warehouse(),
|
||||||
|
[coordKey(at(2, -1))]: modifierCard(),
|
||||||
|
...(withCurve ? { [coordKey(at(1, -1))]: curve('ne') } : {}),
|
||||||
|
},
|
||||||
|
at(0, 0),
|
||||||
|
);
|
||||||
|
|
||||||
|
it('allows the reported placement, which connects on one side and nothing else', () => {
|
||||||
|
// RAR's ruling. The curve joins the warehouse to its east; its north leg faces an Ice House
|
||||||
|
// that carries no rail, and the turnout below faces its portless south edge. All legal.
|
||||||
|
assert.ok(canPlaceAt(board(false), at(1, -1), curve('ne')), 'the reported play was refused');
|
||||||
|
});
|
||||||
|
|
||||||
|
it('will not let a train cross from the turnout below onto that curve', () => {
|
||||||
|
// The confirmation the issue actually asks for. Running west out of the Office and into the
|
||||||
|
// turnout, the 45° leg goes north — and stops at the curve's blank south edge.
|
||||||
|
const dests = reachableDestinations(ctxFor(board(true)), at(0, 0), 'w');
|
||||||
|
assert.ok(!has(dests, 1, -1), 'a train drove across rails that do not meet');
|
||||||
|
});
|
||||||
|
|
||||||
|
it('still reaches the curve from the side that DOES join', () => {
|
||||||
|
// Otherwise the test above would pass on a card that is simply unreachable, which proves
|
||||||
|
// nothing. East of the curve is the warehouse, and east-west edges always meet.
|
||||||
|
const dests = reachableDestinations(ctxFor(board(true)), at(1, 0), 'w');
|
||||||
|
assert.ok(has(dests, 1, -1), 'the curve was unreachable from the side that joins');
|
||||||
|
});
|
||||||
|
|
||||||
|
it('will not let a train cross a north edge onto a card with no rail at all', () => {
|
||||||
|
// The Ice House above. A Modifier is scenery beside the rails — Jesse confirmed a rail may
|
||||||
|
// point at a building — so what stops a train is the same `joins` test, not a placement rule.
|
||||||
|
const dests = reachableDestinations(ctxFor(board(true)), at(1, 0), 'w');
|
||||||
|
assert.ok(!has(dests, 2, -1), 'a train drove into an Ice House');
|
||||||
|
});
|
||||||
|
|
||||||
|
it('still allows an exit that faces a BLANK square', () => {
|
||||||
|
// Unchanged by the reversal, and the reason a district can grow at all: a turnout laid on the
|
||||||
|
// Running Track with nothing yet beside its diverging leg is a perfectly good play.
|
||||||
|
const area = areaFrom({ [coordKey(at(0, 0))]: officeCard() }, at(0, 0));
|
||||||
|
assert.ok(
|
||||||
|
canPlaceAt(area, at(0, 1), turnout({ stem: 'w', through: 'e', diverge: 'n' })),
|
||||||
|
'a turnout whose leg faces open space was refused',
|
||||||
|
);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
it('refuses a card that connects to nothing', () => {
|
it('refuses a card that connects to nothing', () => {
|
||||||
const area = areaFrom({ [coordKey(at(0, 0))]: officeCard() }, at(0, 0));
|
const area = areaFrom({ [coordKey(at(0, 0))]: officeCard() }, at(0, 0));
|
||||||
assert.ok(!canPlaceAt(area, at(3, 3), straight()), 'orphaned track is never legal');
|
assert.ok(!canPlaceAt(area, at(3, 3), straight()), 'orphaned track is never legal');
|
||||||
|
|||||||
+58
-10
@@ -907,17 +907,29 @@ describe('the page explains itself', () => {
|
|||||||
// A played card becomes a cell with a name on it — "turnout", "Freight House", "waiting area" —
|
// A played card becomes a cell with a name on it — "turnout", "Freight House", "waiting area" —
|
||||||
// and the explanation that was visible while it sat in hand disappears exactly when it starts
|
// and the explanation that was visible while it sat in hand disappears exactly when it starts
|
||||||
// mattering. Play a long way in so every card kind reaches the grid.
|
// mattering. Play a long way in so every card kind reaches the grid.
|
||||||
const game = newGame(111);
|
/**
|
||||||
for (let i = 0; i < 400; i++) {
|
* THE SEED IS SEARCHED FOR, not written down. This took seed 111 flat and asserted its board
|
||||||
if (currentActor(game) === null) break;
|
* ended up with more than four cards on it. Gitea#3 changed how fast trains cross, which changes
|
||||||
const { options } = actionGroups(game);
|
* how a game unfolds, and 111 stopped building enough of a district — so the test failed on its
|
||||||
if (options.length === 0) break;
|
* own precondition rather than on anything about tooltips.
|
||||||
const pick = options.find((o) => o.type === 'card.play' && o.placement) ?? options[0]!;
|
*
|
||||||
if (!submit(game, pick)) break;
|
* It needs A well-built board, not one particular one, so it takes the first seed that gives it.
|
||||||
|
*/
|
||||||
|
let game = newGame(111);
|
||||||
|
for (let seed = 111; seed < 211; seed++) {
|
||||||
|
game = newGame(seed);
|
||||||
|
for (let i = 0; i < 400; i++) {
|
||||||
|
if (currentActor(game) === null) break;
|
||||||
|
const { options } = actionGroups(game);
|
||||||
|
if (options.length === 0) break;
|
||||||
|
const pick = options.find((o) => o.type === 'card.play' && o.placement) ?? options[0]!;
|
||||||
|
if (!submit(game, pick)) break;
|
||||||
|
}
|
||||||
|
if (view(game).cells.length > 4) break;
|
||||||
}
|
}
|
||||||
|
|
||||||
const cells = view(game).cells;
|
const cells = view(game).cells;
|
||||||
assert.ok(cells.length > 4, 'not enough of the board was built to be a real check');
|
assert.ok(cells.length > 4, 'no seed under 211 built enough of a board to be a real check');
|
||||||
for (const c of cells) {
|
for (const c of cells) {
|
||||||
assert.ok(c.what.length > 0, `(${c.row},${c.col}) ${c.label} has no explanation`);
|
assert.ok(c.what.length > 0, `(${c.row},${c.col}) ${c.label} has no explanation`);
|
||||||
// camelCase on the board is the failure that keeps recurring — labels AND descriptions.
|
// camelCase on the board is the failure that keeps recurring — labels AND descriptions.
|
||||||
@@ -1534,7 +1546,40 @@ describe('the static build', () => {
|
|||||||
(target['onclick'] as (() => void) | null)?.();
|
(target['onclick'] as (() => void) | null)?.();
|
||||||
return true;
|
return true;
|
||||||
};
|
};
|
||||||
assert.ok(clickVerb(hand, 'play'), 'no card in hand offers a play verb');
|
/**
|
||||||
|
* TRY EVERY PLAY BUTTON, NOT JUST THE FIRST — a card offering "play" does not necessarily play
|
||||||
|
* ONTO THE BOARD.
|
||||||
|
*
|
||||||
|
* This clicked the first play verb it found and then asserted the board had lit up. A train card
|
||||||
|
* plays to the timetable and a Department discard to the piles, so neither lights a square, and
|
||||||
|
* whether the first playable card in this deal happens to be a track or facility card is luck.
|
||||||
|
* Gitea#14's deck counts re-dealt seed 555, the first play verb landed on Train 2, and the test
|
||||||
|
* failed claiming the page highlighted nothing — when the page was right and the card simply had
|
||||||
|
* no square to point at.
|
||||||
|
*
|
||||||
|
* So it clicks each play button in turn until the board lights, which is the property the test
|
||||||
|
* is named for. It still fails loudly if NO card in hand can light a square.
|
||||||
|
*
|
||||||
|
* EACH BUTTON IS CLICKED EXACTLY ONCE. Picking a card is a toggle, so clicking one to check it
|
||||||
|
* and then clicking it again inside the loop would UNPICK it — which is how the first draft of
|
||||||
|
* this managed to fail on a deal whose very first play card was a good one.
|
||||||
|
*/
|
||||||
|
const playButtons = (el: Record<string, unknown>): Record<string, unknown>[] => {
|
||||||
|
const fn = el['querySelectorAll'] as (s: string) => Record<string, unknown>[];
|
||||||
|
return fn
|
||||||
|
.call(el, 'button.cardact')
|
||||||
|
.filter((n) => (n['dataset'] as Record<string, string>)['verb'] === 'play');
|
||||||
|
};
|
||||||
|
assert.ok(playButtons(hand).length > 0, 'no card in hand offers a play verb');
|
||||||
|
let litTheBoard = false;
|
||||||
|
for (const target of playButtons(hand)) {
|
||||||
|
(target['onclick'] as (() => void) | null)?.();
|
||||||
|
const drawn = String(grid['innerHTML']);
|
||||||
|
if ((grid['highlighted'] as () => unknown[])().length > 0 || /data-ghost="/.test(drawn)) {
|
||||||
|
litTheBoard = true;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// Without the board stylesheet every shape is drawn black on a near-black background: the page
|
// Without the board stylesheet every shape is drawn black on a near-black background: the page
|
||||||
// looks empty even though the markup is perfect.
|
// looks empty even though the markup is perfect.
|
||||||
@@ -1547,7 +1592,10 @@ describe('the static build', () => {
|
|||||||
assert.match(html, /data-cell="/, 'the board drew no addressable cards');
|
assert.match(html, /data-cell="/, 'the board drew no addressable cards');
|
||||||
const lit = (grid['highlighted'] as () => unknown[])();
|
const lit = (grid['highlighted'] as () => unknown[])();
|
||||||
const ghosts = /data-ghost="/.test(html);
|
const ghosts = /data-ghost="/.test(html);
|
||||||
assert.ok(lit.length > 0 || ghosts, 'picking a card highlighted nothing on the board');
|
assert.ok(
|
||||||
|
litTheBoard || lit.length > 0 || ghosts,
|
||||||
|
'no card in hand, picked in turn, ever highlighted a square on the board',
|
||||||
|
);
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* POINTING AT THE SQUARE A BUTTON MEANS — wired on the emitted bundle, not asserted off the menu.
|
* POINTING AT THE SQUARE A BUTTON MEANS — wired on the emitted bundle, not asserted off the menu.
|
||||||
|
|||||||
Reference in New Issue
Block a user