more fixes and tweaks
This commit is contained in:
+19
-3
@@ -35,7 +35,7 @@ import type { Direction } from './content.ts';
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import type { GameEvent } from './events.ts';
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import { acceptsCar, areaOf } from './apply.ts';
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import { legalActions } from './legal.ts';
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import type { CrewTray, DivisionNode, GameState, PlayerIndex, TrayId } from './state.ts';
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import type { CrewTray, DivisionNode, GameState, PlayerIndex, RollingStock, TrayId } from './state.ts';
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import { coordKey, freshTurn, totalRevenue } from './state.ts';
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export type AdvanceResult = {
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@@ -630,7 +630,7 @@ function arriveAtOffice(
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});
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return 'moved';
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}
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collide(s, owner, [id], events, 'no free A/D track');
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collide(s, owner, [id], events, 'no free A/D track', 'the Office');
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return 'moved';
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}
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@@ -647,7 +647,7 @@ function arriveAtOffice(
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// is not expecting them (§A.4), so this is a collision too, not a coupling.
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const officeCard = area.grid.get(coordKey(area.officeCoord));
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if (officeCard && officeCard.standing.length > 0) {
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collide(s, owner, [id], events, 'cars fouling the Running Track');
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collide(s, owner, [id], events, 'cars fouling the Running Track', 'the Running Track');
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return 'moved';
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}
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@@ -672,10 +672,22 @@ function collide(
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trains: TrayId[],
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events: GameEvent[],
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reason: string,
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where = 'the Office',
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): void {
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// Record WHAT was lost before removing it. The log said only "COLLISION: NO FREE A/D TRACK", so a
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// player could see the 5 points go without learning which train had just been written off, or
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// what it was carrying.
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const lost: { label: string; consist: RollingStock[] }[] = [];
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for (const id of trains) {
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const tray = s.trays.get(id);
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if (!tray) continue;
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lost.push({
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label:
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tray.trainNumber === null
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? 'the local crew'
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: `Train ${tray.trainIsExtra ? 'X' : ''}${tray.trainNumber}`,
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consist: [...tray.consist],
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});
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// Gap 2c — engines and cabooses return to the Division Yard, everything else to Classification.
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for (const car of tray.consist) {
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if (car.type === 'caboose') s.yards.divisionYard.push(car);
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@@ -685,6 +697,10 @@ function collide(
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s.freeTrays.push(id);
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}
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if (lost.length > 0) {
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events.push({ type: 'trainsDestroyed', player: faultPlayer, trains: lost, reason, where });
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}
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s.collisionsToday += 1;
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const player = s.players[faultPlayer];
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if (player) {
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@@ -31,6 +31,13 @@ export type GameEvent =
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| { type: 'trackLaid'; player: PlayerIndex; geometry: string; hand: string; at: GridCoord; variant: number; remaining: number }
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| { type: 'mainlineModified'; player: PlayerIndex; cardId: CardId; node: number; key: string; became?: string }
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| { type: 'redFlagsSet'; player: PlayerIndex; cardId: CardId; trayId: TrayId; node: number }
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| {
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type: 'trainsDestroyed';
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player: PlayerIndex;
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trains: { label: string; consist: RollingStock[] }[];
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reason: string;
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where: string;
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}
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| { type: 'flyingSwitch'; player: PlayerIndex; cardId: CardId; trayId: TrayId; to: GridCoord; stock: RollingStock[] }
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| { type: 'officeUpgraded'; player: PlayerIndex; from: OfficeTier; to: OfficeTier }
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| { type: 'cardDiscarded'; player: PlayerIndex; cardId: CardId; toSlot: number }
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@@ -294,6 +294,27 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
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tone: 'good',
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text: `${e.key.toUpperCase()} used (+${e.bonus}) — Train ${e.trainNumber} wins the meet against Train ${e.againstTrain}, which now counts as number ${e.againstTrain + e.bonus}. Once a Day only.`,
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};
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case 'trainsDestroyed': {
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// Say what hit what, where, and what was written off. "COLLISION: NO FREE A/D TRACK" told a
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// player the score had changed and nothing else.
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const why =
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e.reason === 'no free A/D track'
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? `it arrived at ${e.where} with every A/D track already occupied — there was nowhere to put it (§8.3)`
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: e.reason === 'cars fouling the Running Track'
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? `it ran into cars left standing on ${e.where} between the Limits and the Office (§8.3)`
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: e.reason;
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const wrecked = e.trains
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.map((t) => `${t.label} (${t.consist.length ? carsLabel(t.consist) : 'no cars'})`)
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.join(' and ');
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return {
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tone: 'bad',
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text:
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`COLLISION — ${wrecked} destroyed: ${why}. Engines and cabooses go back to the Division ` +
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`Yard, all other cars to the Classification Yard (§10). A Timetabled train card returns ` +
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`to its slot and runs again next Day; an Extra is gone for good.`,
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};
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}
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case 'clearanceRequested':
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return {
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tone: 'bad',
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+6
-2
@@ -302,9 +302,13 @@ export function describeIntent(s: GameState, i: Intent): string {
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const pending = s.clock.pendingDecision;
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const who = pending ? trainName(s, pending.train) : 'the train';
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const ahead = pending ? trainName(s, pending.occupiedBy) : 'the train ahead';
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// NOT "risks a collision, −5". A rear-end on a Mainline card is described by §10 and is what
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// ABS Signals exists to prevent, but no such collision is implemented — granting clearance is
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// currently free. Saying otherwise invents a consequence the engine will never deliver.
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// See implications.md §10 Q13.
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return i.allow
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? `ALLOW — ${who} follows ${ahead} into the same Subdivision (risks a collision, −5 Revenue)`
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: `HOLD — ${who} waits where it is: safe, but it loses the Stage`;
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? `ALLOW — ${who} follows ${ahead} onto the same Mainline card, closing up behind it`
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: `HOLD — ${who} waits where it is, losing the Stage but keeping the line clear`;
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}
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case 'draw.fromDepartment': {
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// Naming the card is the whole point of a FACE-UP slot: "slot 2" tells a player nothing, and
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+2
-1
@@ -81,7 +81,8 @@ const GROUP_ORDER: readonly { prefix: string; title: string }[] = [
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{ prefix: 'card.', title: 'Cards' },
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{ prefix: 'track.lay', title: 'Lay track from your supply' },
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{ prefix: 'mainline.modify', title: 'Mainline modifiers' },
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{ prefix: 'maneuver.', title: 'Manoeuvres' },
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// American spelling throughout, to match MANEUVER_CARDS and the source deck.
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{ prefix: 'maneuver.', title: 'Maneuvers' },
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{ prefix: 'freightAgent.', title: 'Freight Agent' },
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{ prefix: 'newTrain.', title: 'Making up the train' },
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{ prefix: 'porter.', title: 'Porters' },
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