more fixes and tweaks
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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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