Draw the board as track, split the site into three pages, and fix curve geometry

Adds SVG board rendering shared by the game and the replay, a splash page with a
shareable replay directory, hover tooltips for reference detail, and makes curves
two-port arcs so sidings and run-arounds can finally be built.
This commit is contained in:
Jesse
2026-08-01 13:35:53 -04:00
parent f00255ce31
commit f52ff0e9ac
21 changed files with 5359 additions and 291 deletions
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@@ -0,0 +1,147 @@
# Changelog
Detail behind each commit. Commit messages stay high level; the reasoning, the measurements, and
the things that turned out to be wrong live here.
Measured figures are 100 solitaire Standard games with the developer bot unless stated otherwise.
The target is 20 Revenue over 5 Days.
---
## Unreleased
Nothing yet.
---
## Board rendering, three-page site, curve geometry
Drawing the board as track, splitting the site, tooltips, and the curve fix.
### Board rendering
Two renderers in `src/sim/board-svg.ts`, chosen because they fail in opposite places:
- **Office Area** — the district stays a map. Cards on a grid with the rails drawn edge to edge, so
a join is rail meeting rail rather than two descriptions that happen to agree. The through rail
sits at a constant height on every card, which is the alignment the printed cards use.
- **The Division** — not a map but a queue of sections with hard capacities, so it is a dispatcher's
diagram: one line per track, `1 of 2 free` under each section, `no limit — trains queue` at the
Division Points.
Both are **self-contained** — no imports, no module-level helpers — because the playable app imports
them normally while the replay is a single HTML file with an inline script that cannot import
anything, and embeds them via `Function.toString()`. One implementation either way; a second copy
would eventually draw a different board from the same state.
Rails come from the engine's own `connectionsFor`, now exported. A drawn rail cannot claim a
connection the rules do not have — visible in that **Modifier cards draw no rails at all**.
Capacity, confirmed from the rules and now shown: Division Points unlimited, most Mainline cards 1,
Double Track and Uncontrolled Siding 2, Offices 1/2/3/4 by tier.
### Three pages
`index.html` is now a splash with two doors. The game moved to `play.html`; `replays.html` is a
directory.
**A replay is a save**, and a save is `{seed, history}`. The engine is deterministic and runs in the
browser, so re-submitting the same moves rebuilds the position exactly — **18 KB instead of 3.4 MB**,
about 190× smaller, small enough to email. A save that would describe an impossible position cannot
be replayed at all, because every step goes back through `applyIntent`; the viewer stops and says so
rather than showing a board the rules could not produce.
Static hosting cannot list a directory, so `replays/manifest.json` is generated at build time from
whatever is in `public/replays/`, with each file validated first.
### Tooltips
Reference detail is read once and printing it costs the space the board and action list need. A
single delegated tooltip (`src/web/tooltip.ts`) now carries card effects, action reasoning, and
facility state. Not the native `title`: that waits a second, cannot be styled, and never appears for
keyboard users.
### Curve geometry — the significant fix
A curve was modelled as a through track **plus** a diverging leg, which is a turnout. Consequences:
- Curves were **topologically identical duplicates of turnouts** — same connections, no distinction
beyond the sharp curve's 2-Move cost.
- Every diverging leg went south, so **no piece anywhere reached north** except an n-s straight,
which connects n↔s and nothing else.
- Therefore a district could only ever be a **vertical column**: no siding, no parallel track, no
run-around, no second turnout back to the main.
The printed cards (`docs/tracks.png`, rows 34) show a curve as a single arc from edge to edge with
no through track. A curve is now a **two-port arc**, rotatable to `ne`/`nw`/`se`/`sw`. A sharp curve
is geometrically identical and costs 2 Moves. Turnouts keep §A.1 unchanged — a two-port arc has no
third port, so the absent-edge rule cannot apply to it.
Verified through the engine, not the types: a crew leaves the main at a turnout, runs a siding
parallel, and rejoins at the far end.
### Measurements
| | revenue | freight | sidings built |
| --- | --- | --- | --- |
| before | 4.1 | 0.5 | impossible |
| geometry only | **3.9** | 0.9 | possible, not sought |
| bot builds sidings | 3.3 | **1.1** | **59/60 games** |
Freight more than doubled and the harness recorded **its first win**, but overall revenue is down
from geometry-alone and the bad tail worsened (29 → 59).
Capping turnouts at one or two measured **worse** (revenue 2.5, freight 0.6) — more ways off the main
means more industries the crew can reach, and that beats a tidy Running Track. The uncapped version
stands, with that measurement recorded at the code.
**The bot builds sidings but does not exploit them.** It pays about 20 of its 26 track pieces for
them while its switching logic still sets out dead weight on a spur rather than planning a
run-around. That is the next piece of work and where the revenue should appear.
---
## Earlier commits
Recorded from memory of the work rather than written at the time; detail thins going back.
### `f00255c` — more fixes and tweaks
Card descriptions on every card in hand and every face-up slot, the three Local Operations options
explained, the objective and pace in the header, and rotations named in words rather than
"rotation 2". Build stamp added (version, git SHA, `-dirty` for an uncommitted tree) because nothing
tracked what was deployed. Extra X22 was **not** a bug — a per-diem train whose card calls for a
caboose and nothing else — but "loaded caboose" was.
### `d1f689d` — name the caboose, the train and the Running Track hazard
`maneuver.redFlags` was labelled "Red Flags on tray3": the earlier tray-id fix checked the history
log, and the action list was a surface it missed. An industry on the Running Track does not block
traffic (§11.2 gives it rails) but a car left standing there is hit by the next arrival (§10).
### `dd300ac` — fix caching, Limits placement, and explain the board better
The first deploy served a fresh `index.html` against a **cached** `main.js`, which threw
`missing element: target` and never started. Every module import now carries the build tag. The
Limits fix was half-done: the sign could move, but nothing forbade building past it, so one straight
at (0,2) produced `limits · Whistle Post · limits · straight · limits`.
### `2eca9de` — playable browser build
The solitaire game as a static site, proven to need no server: full games run with every Node global
replaced by a throwing stub. Train cards stopped accepting a board placement — seed 555 had offered
Extra X15 at six squares with six rotations, all identical.
### `160190d` — the bot's reasoning in the replay
Decision panel showing what the bot chose, why, and every option it passed over, with the reasons
reported by the bot itself rather than re-derived by the viewer.
### `d261ad7` — parking trains, freight deadlock, Whistle Post lock-in
Three faults found by measurement rather than failing tests. Trains parked because `destinationsFor`
computed reverse as `facing === 'e' ? 'w' : 'e'`, so a crew facing south reversed to east — a port a
north-south card does not have. Freight ran at a **3% load completion rate** because a load started
with no spotted car parks on WORK and locks the industry track, blocking the very car that would
clear it. Office density doubled after 25 of 100 games never drew a Depot and never escaped a
one-track Whistle Post.
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
+48 -6
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@@ -10,7 +10,7 @@
*/
import { execFileSync } from 'node:child_process';
import { mkdirSync, readFileSync, readdirSync, rmSync, writeFileSync } from 'node:fs';
import { existsSync, mkdirSync, readFileSync, readdirSync, rmSync, writeFileSync } from 'node:fs';
import { dirname, join } from 'node:path';
import { fileURLToPath } from 'node:url';
@@ -26,6 +26,8 @@ execFileSync(
'tsc',
'--ignoreConfig',
'src/web/main.ts',
'src/web/splash.ts',
'src/web/replays.ts',
'--outDir', dist,
'--rootDir', 'src',
'--target', 'es2022',
@@ -107,10 +109,47 @@ function bustImports(dir: string): number {
const busted = bustImports(dist);
const page = readFileSync(join(root, 'src/web/index.html'), 'utf8')
.replaceAll('__BUILD__', stamp)
.replace(/(<script type="module" src="[^"]+?\.js)(")/, `$1?v=${tag}$2`);
writeFileSync(join(dist, 'index.html'), page);
// Three pages now: the splash, the game, and the replay directory. Each is stamped and each has
// its entry script cache-busted, or a returning visitor gets new HTML against old modules.
for (const name of ['index.html', 'play.html', 'replays.html']) {
const page = readFileSync(join(root, 'src/web', name), 'utf8')
.replaceAll('__BUILD__', stamp)
.replace(/(<script type="module" src="[^"]+?\.js)(")/, `$1?v=${tag}$2`);
writeFileSync(join(dist, name), page);
}
/**
* Publish whatever replays are in `public/replays/`, plus an index of them.
*
* Static hosting cannot list a directory, so the page needs a manifest. A replay is a save — seed
* plus moves — so these are a few hundred bytes each, not megabytes.
*/
const replaySrc = join(root, 'public/replays');
const replayOut = join(dist, 'replays');
mkdirSync(replayOut, { recursive: true });
const manifest: { file: string; title: string; note?: string; seed?: number }[] = [];
if (existsSync(replaySrc)) {
for (const f of readdirSync(replaySrc).filter((n) => n.endsWith('.json') && n !== 'manifest.json')) {
const raw = readFileSync(join(replaySrc, f), 'utf8');
try {
const save = JSON.parse(raw) as { seed?: number; title?: string; note?: string; history?: unknown[] };
if (typeof save.seed !== 'number' || !Array.isArray(save.history)) {
console.warn(` skipped ${f} — not a Station Master save`);
continue;
}
writeFileSync(join(replayOut, f), raw);
manifest.push({
file: f,
title: save.title ?? f.replace(/\.json$/, ''),
...(save.note ? { note: save.note } : {}),
seed: save.seed,
});
} catch {
console.warn(` skipped ${f} — could not be parsed`);
}
}
}
writeFileSync(join(replayOut, 'manifest.json'), JSON.stringify(manifest, null, 1));
// A tiny note for whoever unzips this later and wonders what it needs.
writeFileSync(
@@ -129,4 +168,7 @@ writeFileSync(
].join('\n'),
);
console.log(`built -> ${dist}\n ${stamp}\n cache-busted ${busted} modules with ?v=${tag}`);
console.log(
`built -> ${dist}\n ${stamp}\n cache-busted ${busted} modules with ?v=${tag}` +
`\n ${manifest.length} replay(s) published`,
);
+2
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@@ -1326,6 +1326,7 @@ function protoCard(
kind: 'track',
geometry,
...(v.axis ? { axis: v.axis } : {}),
...(v.arc ? { arc: v.arc } : {}),
...(v.turnout ? { turnout: v.turnout } : {}),
...(v.bypass ? { bypass: v.bypass } : {}),
},
@@ -1504,6 +1505,7 @@ function protoTrackCard(
kind: 'track',
geometry,
...(v.axis ? { axis: v.axis } : {}),
...(v.arc ? { arc: v.arc } : {}),
...(v.turnout ? { turnout: v.turnout } : {}),
...(hand !== 'none' ? { hand } : {}),
},
+9
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@@ -58,6 +58,13 @@ export type TurnoutOrientation = { stem: 'n' | 's' | 'e' | 'w'; through: 'n' | '
* how many run each way, yet a layout with no north-south straight can never use the Office's
* junction stubs at all.
*/
/**
* A curve joins two ADJACENT edges. There are exactly four such arcs, and a card can be turned to
* any of them — which is what makes a siding possible: an arc reaching NORTH is the only way back
* up to the Running Track from the district below.
*/
export type TrackArc = 'ne' | 'nw' | 'se' | 'sw';
export type TrackAxis = 'ew' | 'ns';
export type CardGeometry =
@@ -66,6 +73,8 @@ export type CardGeometry =
geometry: TrackGeometry;
turnout?: TurnoutOrientation;
axis?: TrackAxis;
/** Which two edges a CURVE joins — chosen on placement, since the card can be turned. */
arc?: TrackArc;
/** Curves are printed left- or right-handed (design supply); not chosen on placement. */
hand?: 'left' | 'right';
}
+27 -14
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@@ -23,6 +23,7 @@ import type {
RollingStock,
TrackCard,
TrayId,
TrackArc,
TurnoutOrientation,
} from './state.ts';
import { carsOn, coordKey, isOperationalRail, spaceOn } from './state.ts';
@@ -77,7 +78,12 @@ type PortPair = readonly [Port, Port];
* - **facility** — a through track; the industry spur is the card's own spotting capacity rather
* than a separate port.
*/
function connectionsFor(card: TrackCard): readonly PortPair[] {
/**
* Exported so the board can DRAW what the engine believes. Deriving the rails from anything else
* would let a picture disagree with the rules about whether two cards join — which is the one thing
* a track diagram exists to settle.
*/
export function connectionsFor(card: TrackCard): readonly PortPair[] {
switch (card.geometry.kind) {
// Neither a Modifier nor a Space-use card is track: nothing connects, no train may enter.
case 'modifier':
@@ -108,18 +114,22 @@ function connectionsFor(card: TrackCard): readonly PortPair[] {
[o.stem, o.diverge],
];
}
// A CURVE joins the through track to one diverging side — handedness is printed on the
// card, not chosen (the design supplies both hands). A SHARP curve is geometrically the
// same but costs two Moves to cross.
// Curves and turnouts diverge DOWNWARD from the through track (Q7); handedness decides
// which end of the through track the leg leaves from, not whether it goes up or down.
/**
* A CURVE IS AN ARC between two adjacent edges — one connection, no through track. The
* printed cards show exactly this (docs/tracks.png, rows 3-4): a single sweep from edge to
* edge with nothing running past it.
*
* It was previously modelled as a through track PLUS a diverging leg, which is a turnout —
* and made curves topologically identical duplicates of them. Worse, every leg diverged
* south, so no piece anywhere reached NORTH except an n-s straight. A district could
* therefore only ever be a vertical column: no siding, no parallel track, no run-around.
*
* A SHARP curve is the same shape and costs two Moves to cross.
*/
case 'curved':
case 'sharpCurved': {
const stem = card.geometry.hand === 'left' ? 'w' : 'e';
return [
['e', 'w'],
[stem, 's'],
];
const arc = card.geometry.arc ?? (card.geometry.hand === 'left' ? 'sw' : 'se');
return [[arc[0] as Port, arc[1] as Port]];
}
}
}
@@ -144,7 +154,10 @@ export const DEFAULT_TURNOUT: TurnoutOrientation = { stem: 'e', through: 'w', di
* §A.1's constraint is preserved: a turnout's two legs still never join each other. Only the card's
* rotation is free.
*/
const ARCS: readonly TrackArc[] = ['ne', 'nw', 'se', 'sw'];
export type TrackVariant = {
arc?: TrackArc;
axis?: 'ew' | 'ns';
turnout?: TurnoutOrientation;
bypass?: Port;
@@ -167,9 +180,9 @@ export function variantsFor(geometry: TrackGeometry): TrackVariant[] {
return TURNOUT_VARIANTS.map((t) => ({ turnout: t }));
case 'curved':
case 'sharpCurved':
// Handedness is printed on the card, and the leg always goes down (Q7), so nothing is left
// to choose — one variant.
return [{ axis: 'ew' }];
// All four rotations. A two-port arc has no handedness that survives turning its mirror IS
// one of its rotations — so the printed hand governs supply, not what can be built.
return ARCS.map((arc) => ({ arc }));
}
}
+294
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@@ -0,0 +1,294 @@
/**
* Drawing the board.
*
* Two renderers, chosen because they fail in opposite places (docs/design/board-layout-studies.html):
*
* - `officeSvg` — the district stays a MAP. Cards on a grid with the rails actually drawn, so a
* join is rail meeting rail rather than two descriptions that happen to agree.
* - `divisionSvg`— the Division is not a map, it is a queue of sections with hard capacities, so
* it is drawn as a dispatcher's diagram: one line per track, count them to know
* what fits.
*
* SELF-CONTAINED ON PURPOSE. Both functions reference nothing outside their own bodies — no imports,
* no module-level helpers. The playable app imports them normally; the replay is a single HTML file
* with an inline script and cannot import anything, so it embeds these via `Function.toString()`.
* That keeps ONE implementation: a second copy would eventually draw a different board from the same
* state, which is the exact failure a track diagram exists to prevent.
*
* Rails come from `CellView.links`, which is the engine's own `connectionsFor`. A drawn rail can
* therefore never claim a connection the rules do not have.
*/
import type { CellView, DivisionView } from './view.ts';
/** Anything the renderers need to know about a train standing somewhere. */
export type BoardTrain = { label: string; consist: string[] };
/**
* The Division as a dispatcher would see it: one continuous line per running track, sections
* separated by thin seams, capacity legible because the lines can be counted.
*/
export function divisionSvg(nodes: DivisionView[]): string {
const COL = 190;
const TOP = 34;
const LANE = 30;
const width = Math.max(1, nodes.length) * COL;
const maxCap = nodes.reduce((n, d) => Math.max(n, d.capacity ?? 3), 1);
const height = TOP + maxCap * LANE + 54;
const esc = (t: string): string =>
String(t).replace(/[&<>"]/g, (c) => ({ '&': '&amp;', '<': '&lt;', '>': '&gt;', '"': '&quot;' })[c] ?? c);
const rail = (x1: number, y: number, x2: number): string => {
let out =
`<line class="bs-rail" x1="${x1}" y1="${y - 2.5}" x2="${x2}" y2="${y - 2.5}"/>` +
`<line class="bs-rail" x1="${x1}" y1="${y + 2.5}" x2="${x2}" y2="${y + 2.5}"/>`;
const n = Math.max(2, Math.floor(Math.abs(x2 - x1) / 9));
for (let i = 0; i <= n; i++) {
const tx = x1 + ((x2 - x1) * i) / n;
out += `<line class="bs-tie" x1="${tx}" y1="${y - 4.5}" x2="${tx}" y2="${y + 4.5}"/>`;
}
return out;
};
const chip = (x: number, y: number, t: BoardTrain): string => {
const w = 30 + Math.min(t.consist.length, 4) * 9;
return (
`<g class="bs-train" data-tip="${esc(t.label)} — carrying ${esc(t.consist.join(', ') || 'no cars')}">` +
`<rect x="${x - w / 2}" y="${y - 10}" width="${w}" height="20" rx="3"/>` +
`<text class="bs-tlab" x="${x}" y="${y + 4}" text-anchor="middle">${esc(t.label)}</text></g>`
);
};
let out = `<svg class="bs" viewBox="0 0 ${width} ${height}" preserveAspectRatio="xMinYMin meet">`;
nodes.forEach((node, i) => {
const x0 = i * COL;
const x1 = x0 + COL;
const cap = node.capacity;
const lanes = cap ?? 3;
const kind = node.kind === 'dp' ? 'dp' : node.kind === 'office' ? 'office' : 'ml';
out += `<rect class="bs-sec bs-${kind}" x="${x0 + 2}" y="${TOP - 16}" width="${COL - 4}" height="${lanes * LANE + 30}" rx="5"/>`;
out += `<text class="bs-name" x="${x0 + 10}" y="${TOP - 3}">${esc(node.label)}</text>`;
if (node.gradeUp) {
out += `<text class="bs-grade" x="${x1 - 10}" y="${TOP - 3}" text-anchor="end">climbs ${node.gradeUp === 'east' ? 'E ▲' : '▲ W'}</text>`;
}
// One rail per track this section can hold. Unlimited sections are drawn as three faded lines
// and labelled, rather than pretending to a number they do not have.
for (let k = 0; k < lanes; k++) {
out += `<g class="${cap === null ? 'bs-open' : ''}">${rail(x0 + 12, TOP + 14 + k * LANE, x1 - 12)}</g>`;
}
const here = node.trains.flat();
here.forEach((t, k) => {
const lane = Math.min(k, lanes - 1);
const across = here.length > lanes ? (k - lane) * 34 : 0;
out += chip(x0 + COL / 2 + across, TOP + 14 + lane * LANE, t);
});
const free = cap === null ? '∞' : `${Math.max(0, cap - here.length)} of ${cap} free`;
const warn = cap !== null && here.length >= cap ? ' bs-full' : '';
out += `<text class="bs-cap${warn}" x="${x0 + 10}" y="${TOP + lanes * LANE + 8}">${cap === null ? 'no limit — trains queue' : free}</text>`;
if (node.modifiers.length > 0) {
out += `<text class="bs-mod" x="${x0 + 10}" y="${TOP + lanes * LANE + 22}">${esc(node.modifiers.join(' · '))}</text>`;
}
});
out += '</svg>';
return out;
}
/**
* The Office Area as a map: one card per grid square, rails drawn edge to edge.
*
* The through rail sits at a constant height on every card — the alignment the printed cards use —
* so abutting cards produce one unbroken line and a gap is visibly a gap.
*/
export function officeSvg(cells: CellView[], runningRow: number): string {
const W = 132;
const H = 96;
const PAD = 3;
const RAIL = 30;
const esc = (t: string): string =>
String(t).replace(/[&<>"]/g, (c) => ({ '&': '&amp;', '<': '&lt;', '>': '&gt;', '"': '&quot;' })[c] ?? c);
if (cells.length === 0) return '<svg class="bs" viewBox="0 0 10 10"></svg>';
const rows = cells.map((c) => c.row);
const cols = cells.map((c) => c.col);
const r0 = Math.min(...rows);
const r1 = Math.max(...rows);
const c0 = Math.min(...cols);
const c1 = Math.max(...cols);
const width = (c1 - c0 + 1) * (W + PAD);
const height = (r1 - r0 + 1) * (H + PAD) + 4;
// Screen position of a card. Rows count DOWN from the top row, so the Running Track sits highest
// and the district hangs beneath it, as the rules describe it.
const px = (col: number): number => (col - c0) * (W + PAD);
const py = (row: number): number => (r1 - row) * (H + PAD);
const rail = (x1: number, y1: number, x2: number, y2: number): string => {
const dx = x2 - x1;
const dy = y2 - y1;
const len = Math.hypot(dx, dy);
const nx = (-dy / len) * 2.5;
const ny = (dx / len) * 2.5;
let out =
`<line class="bs-rail" x1="${x1 + nx}" y1="${y1 + ny}" x2="${x2 + nx}" y2="${y2 + ny}"/>` +
`<line class="bs-rail" x1="${x1 - nx}" y1="${y1 - ny}" x2="${x2 - nx}" y2="${y2 - ny}"/>`;
const n = Math.max(2, Math.floor(len / 9));
for (let i = 0; i <= n; i++) {
const tx = x1 + (dx * i) / n;
const ty = y1 + (dy * i) / n;
out += `<line class="bs-tie" x1="${tx + nx * 1.8}" y1="${ty + ny * 1.8}" x2="${tx - nx * 1.8}" y2="${ty - ny * 1.8}"/>`;
}
return out;
};
// Where each port meets the card edge. East and west sit at the rail height so a straight run
// stays straight across the whole row; north and south are centred.
const port = (p: string): { x: number; y: number } => {
if (p === 'e') return { x: W, y: RAIL };
if (p === 'w') return { x: 0, y: RAIL };
if (p === 'n') return { x: W / 2, y: 0 };
return { x: W / 2, y: H };
};
let out = `<svg class="bs" viewBox="0 0 ${width} ${height}" preserveAspectRatio="xMinYMin meet">`;
for (const cell of cells) {
const x = px(cell.col);
const y = py(cell.row);
const kind =
cell.kind === 'office'
? 'office'
: cell.kind === 'limits'
? 'lim'
: cell.kind === 'facility'
? 'fac'
: cell.kind === 'modifier'
? 'mod'
: 'trk';
// Addressable so a caller can outline a square as a legal destination without re-rendering.
// The explanation rides on the group as a tooltip rather than being printed: it is reference
// detail, read once, and printing it costs the space the board itself needs.
out += `<g data-cell="${cell.row},${cell.col}" data-tip="${esc(cell.label)}${esc(cell.what)}" transform="translate(${x},${y})">`;
out += `<rect class="bs-card bs-${kind}${cell.running ? ' bs-run' : ''}" x="0" y="0" width="${W}" height="${H}" rx="4"/>`;
// The rails. A Modifier is not track and deliberately gets none — that is why nothing can be
// routed through it, and the picture should say so.
for (const link of cell.links) {
const a = port(link[0] ?? 'e');
const b = port(link[1] ?? 'w');
const straight = (link === 'ew' || link === 'we') || (link === 'ns' || link === 'sn');
if (straight) {
out += rail(a.x, a.y, b.x, b.y);
} else {
// A diverging leg: run out from each edge and meet, which reads as a curve at this size.
const mid = { x: W / 2, y: RAIL + (H - RAIL) / 2 };
out += rail(a.x, a.y, mid.x, mid.y) + rail(mid.x, mid.y, b.x, b.y);
}
}
out += `<text class="bs-cn" x="6" y="12">${esc(cell.label)}</text>`;
out += `<text class="bs-coord" x="${W - 5}" y="12" text-anchor="end">${cell.row},${cell.col}</text>`;
// Standing room, drawn as the printed squares: filled means occupied.
const spots = cell.facility ? Math.max(1, cell.facility.trackCap) : cell.cars.length;
for (let i = 0; i < Math.min(spots, 4); i++) {
const filled = i < cell.cars.length;
out += `<rect class="bs-slot${filled ? ' bs-occ' : ''}" x="${8 + i * 30}" y="${H - 26}" width="26" height="15" rx="2"/>`;
if (filled) {
out += `<text class="bs-carlab" x="${21 + i * 30}" y="${H - 15}" text-anchor="middle">${esc((cell.cars[i] ?? '').slice(0, 3))}</text>`;
}
}
if (cell.enhancements.length > 0) {
out += `<text class="bs-enh" x="6" y="${H - 30}">${esc(cell.enhancements.join(' · '))}</text>`;
}
if (cell.tray) {
out += `<g class="bs-crew"><rect x="${W / 2 - 26}" y="${RAIL - 10}" width="52" height="20" rx="3"/>` +
`<text class="bs-tlab" x="${W / 2}" y="${RAIL + 4}" text-anchor="middle">${esc(cell.tray.split(' ')[0] ?? 'crew')}</text></g>`;
}
out += '</g>';
}
// Mark the Running Track so the spine of the district is unmistakable.
out += `<text class="bs-rowlab" x="2" y="${py(runningRow) + 92}">RUNNING TRACK</text>`;
out += '</svg>';
return out;
}
/**
* Targets for legal EMPTY squares. They have no card to outline, so the board draws a dashed
* placeholder — the commonest placement of all is onto a blank square, and without this the
* highlight would have nothing to attach to.
*/
export function ghostSvg(
spots: { row: number; col: number }[],
cells: CellView[],
runningRow: number,
): string {
const W = 132;
const H = 96;
const PAD = 3;
const all = [...cells.map((c) => ({ row: c.row, col: c.col })), ...spots];
if (all.length === 0) return '';
const r1 = Math.max(...all.map((c) => c.row));
const c0 = Math.min(...all.map((c) => c.col));
let out = '';
for (const s of spots) {
const x = (s.col - c0) * (W + PAD);
const y = (r1 - s.row) * (H + PAD);
out +=
`<g data-ghost="${s.row},${s.col}" transform="translate(${x},${y})" class="bs-ghost">` +
`<rect x="0" y="0" width="${W}" height="${H}" rx="4"/>` +
`<text x="${W / 2}" y="${H / 2}" text-anchor="middle">place here</text>` +
`<text class="bs-coord" x="${W / 2}" y="${H / 2 + 15}" text-anchor="middle">${s.row},${s.col}</text>` +
`</g>`;
}
void runningRow;
return out;
}
/** Styling for both renderers. Shared so the replay and the app cannot drift apart visually. */
export const BOARD_CSS = `
.bs{width:100%;height:auto;background:#0e1116;border-radius:6px;padding:6px;overflow:visible}
.bs-rail{stroke:#cfd6e0;stroke-width:1.6}
.bs-tie{stroke:#8d97a5;stroke-width:1.1}
.bs-open .bs-rail{stroke:#6b7686;stroke-dasharray:6 4}
.bs-open .bs-tie{stroke:#59626f}
.bs-card{fill:#161b21;stroke:#39424e;stroke-width:1}
.bs-card.bs-run{fill:#1d232c}
.bs-office{fill:#1b2534;stroke:#4d6fa8;stroke-width:2}
.bs-lim{fill:#241d1d;stroke:#8a5a5a}
.bs-fac{fill:#201c26;stroke:#7a5f9a}
.bs-mod{fill:#231d2b;stroke:#5c4a70;stroke-dasharray:4 3}
.bs-sec{fill:#161b21;stroke:#39424e}
.bs-sec.bs-dp{fill:#151f19;stroke:#3f7a52;stroke-width:2;stroke-dasharray:5 3}
.bs-sec.bs-office{fill:#1b2534;stroke:#4d6fa8;stroke-width:2}
.bs-slot{fill:none;stroke:#5f6b7a;stroke-width:1.1;stroke-dasharray:3 2}
.bs-slot.bs-occ{fill:rgba(90,169,230,.20);stroke:#5aa9e6;stroke-dasharray:none}
.bs-train rect{fill:#2f6b3d;stroke:#8fd6a0;stroke-width:1.2}
.bs-crew rect{fill:#8a6d1f;stroke:#e0c060;stroke-width:1.2}
.bs-tlab{fill:#eaf6ec;font:600 11px ui-monospace,monospace}
.bs-carlab{fill:#cfd6e0;font:9px ui-monospace,monospace}
.bs-cn{fill:#e6e9ee;font:600 11px ui-monospace,monospace}
.bs-coord{fill:#5f6b7a;font:9px ui-monospace,monospace}
.bs-name{fill:#e6e9ee;font:600 11px ui-monospace,monospace}
.bs-cap{fill:#8b94a3;font:10px ui-monospace,monospace}
.bs-cap.bs-full{fill:#e0a060;font-weight:600}
.bs-grade{fill:#e08060;font:10px ui-monospace,monospace}
.bs-mod{font:10px ui-monospace,monospace}
text.bs-mod{fill:#c8a04a}
.bs-enh{fill:#7fb0e6;font:9px ui-monospace,monospace}
.bs-rowlab{fill:#5f6b7a;font:600 9px ui-monospace,monospace;letter-spacing:.1em}
.bs-ghost rect{fill:rgba(90,169,230,.07);stroke:#5aa9e6;stroke-width:2;stroke-dasharray:5 4}
.bs-ghost text{fill:#5aa9e6;font:11px ui-monospace,monospace}
.bs-ghost,g[data-cell].bs-legal{cursor:pointer}
g[data-cell].bs-legal .bs-card{stroke:#5aa9e6;stroke-width:2.5}
g[data-cell].bs-legal:hover .bs-card,.bs-ghost:hover rect{fill:#233246}
g[data-cell].bs-focus .bs-card{stroke:#e0c060;stroke-width:2.5}
g[data-cell].bs-from .bs-card{stroke:#7a6a3a;stroke-width:2;stroke-dasharray:4 3}
`;
+73 -6
View File
@@ -24,8 +24,9 @@ import { MAX_CONSIST, nextOfficeTier } from '../engine/content.ts';
import type { GameEvent } from '../engine/events.ts';
import type { Intent } from '../engine/intents.ts';
import { legalActions } from '../engine/legal.ts';
import { variantsFor } from '../engine/track.ts';
import { coordKey } from '../engine/state.ts';
import type { Facility, GameState, GridCoord, PlayerIndex, RollingStock } from '../engine/state.ts';
import type { Facility, GameState, GridCoord, PlayerIndex, RollingStock, TrackCard } from '../engine/state.ts';
export type BotPolicy = {
name: string;
@@ -289,17 +290,83 @@ function needsClearing(s: GameState, player: PlayerIndex): boolean {
function bestTrackLay(s: GameState, player: PlayerIndex, options: Intent[]): Intent | null {
const area = s.officeAreas.get(player);
if (!area) return null;
const at = (row: number, col: number): TrackCard | undefined => area.grid.get(`${row},${col}`);
const below = area.runningRow - 1;
/** Does this card send a leg DOWN off the Running Track? */
const divergesSouth = (c: TrackCard | undefined): boolean =>
!!c && c.geometry.kind === 'track' && c.geometry.geometry === 'turnout';
/** A card on the siding row that runs east-west — the siding itself. */
const runsAcross = (c: TrackCard | undefined): boolean =>
!!c && c.geometry.kind === 'track' && c.geometry.geometry === 'straight' && c.geometry.axis === 'ew';
/** An arc that reaches up to the Running Track. */
const reachesUp = (c: TrackCard | undefined): boolean =>
!!c &&
c.geometry.kind === 'track' &&
(c.geometry.geometry === 'curved' || c.geometry.geometry === 'sharpCurved') &&
(c.geometry.arc === 'ne' || c.geometry.arc === 'nw');
const arcOf = (i: Extract<Intent, { type: 'track.lay' }>): string | undefined =>
variantsFor(i.geometry)[i.variant ?? 0]?.arc;
// Where the district already turns down off the main.
const turnouts = [...area.grid.entries()]
.filter(([k, c]) => Number(k.split(',')[0]) === area.runningRow && divergesSouth(c))
.map(([k]) => Number(k.split(',')[1]));
let best: Intent | null = null;
let bestScore = -Infinity;
for (const i of options) {
if (i.type !== 'track.lay') continue;
const dRow = Math.abs(i.placement.row - area.officeCoord.row);
const dCol = Math.abs(i.placement.col - area.officeCoord.col);
const { row, col } = i.placement;
const dRow = Math.abs(row - area.officeCoord.row);
const dCol = Math.abs(col - area.officeCoord.col);
let score = -(dRow * 2 + dCol);
if (i.geometry === 'straight') score += 6;
// A district needs depth to hold facilities; a Running Track that only grows sideways gives
// Enhancements somewhere to live but Freight nowhere.
/**
* BUILD A SIDING, not a stub.
*
* A turnout dropping into a dead-end column is worth nothing: the crew can shove cars down it
* but never get past them. What makes switching solvable is a siding — down off the main, along
* beside it, and ideally back up — because that is what lets a crew run around its own train and
* change the order of the cars. Scored as a sequence, so each piece is laid because the previous
* one asked for it.
*/
if (row === area.runningRow && i.geometry === 'turnout') {
// A first way down is the most valuable single piece on the board; a second closes the
// run-around. Beyond that they are just holes in the Running Track — measured at 6.4 per game
// when unrestrained, which consumed the whole 26-piece supply on ways down and none on the
// siding they were supposed to serve.
// Measured: capping this to one or two ways down cost more than the spare turnouts did
// (revenue 3.3 -> 2.5, freight 1.1 -> 0.6). More ways off the main means more industries the
// crew can actually reach, which matters more than a tidy Running Track.
score += turnouts.length === 0 ? 14 : 3;
} else if (row === below) {
const arc = arcOf(i);
const turnoutAbove = divergesSouth(at(area.runningRow, col));
if (arc && (arc === 'ne' || arc === 'nw') && turnoutAbove) {
// Turn along beneath the turnout — this is what a bare n-s stub could never do.
score += 13;
} else if (i.geometry === 'straight' && variantsFor('straight')[i.variant ?? 0]?.axis === 'ew') {
// Extend the siding beside the main, but only from something that already turned.
if (reachesUp(at(row, col - 1)) || reachesUp(at(row, col + 1)) ||
runsAcross(at(row, col - 1)) || runsAcross(at(row, col + 1))) {
score += 11;
}
} else if (arc && (arc === 'ne' || arc === 'nw') &&
(runsAcross(at(row, col - 1)) || runsAcross(at(row, col + 1)))) {
// Close the loop back up to the main: the run-around is complete.
score += 12;
}
}
if (i.geometry === 'straight') score += 2;
if (dRow > 0) score += 3;
if (score > bestScore) {
bestScore = score;
best = i;
+19 -36
View File
@@ -36,6 +36,7 @@ export { cardName, describeIntent, snapshot } from './view.ts';
import type { Frame } from './view.ts';
import type { Decision } from './view.ts';
import { cardName, describeDecision, snapshot, trainName } from './view.ts';
import { BOARD_CSS, divisionSvg, ghostSvg, officeSvg } from './board-svg.ts';
// ---------------------------------------------------------------------------
// Frame shape — only what the viewer draws
@@ -169,6 +170,8 @@ export function renderHtml(rec: Recording): string {
<meta name="viewport" content="width=device-width,initial-scale=1">
<title>Station Master — replay seed ${rec.seed}</title>
<style>
${BOARD_CSS}
:root{--bg:#14161a;--fg:#e8e6e3;--dim:#8b9199;--line:#2c3138;--panel:#1b1f25;
--good:#5fd08a;--bad:#ff7a70;--clock:#7fb8ff;--warn:#ffc46b;--green:#2f6b47;--red:#6b3230;--maw:#2a4a6b}
*{box-sizing:border-box}
@@ -313,6 +316,12 @@ kbd{background:#2a3038;border:1px solid var(--line);border-radius:3px;padding:0
</footer>
<script>
/* The board renderers, shared with the playable app. Embedded as SOURCE because this page has an
inline script and cannot import a module — a second copy would eventually draw a different board
from the same state, which is the one failure a track diagram exists to prevent. */
const divisionSvg = ${divisionSvg.toString()};
const officeSvg = ${officeSvg.toString()};
const FRAMES = ${JSON.stringify(compress(rec.frames))};
/* The board changes rarely, so cells/facilities/division are emitted as null when identical to the
previous frame and resolved by walking back. Re-serialising the full grid every frame was 63% of
@@ -369,43 +378,17 @@ function render() {
const CELLS = carry(i, 'cells'), FACS = carry(i, 'facilities'), DIV = carry(i, 'division');
$('division').innerHTML = DIV.map((n) =>
'<div class="node ' + (n.kind === 'office' ? 'office' : '') + '"><div class="nm">' + esc(n.label) +
(n.gradeUp ? ' <span class="grade">' + (n.gradeUp === 'east' ? 'climbs E ▲' : '▲ W climbs') + '</span>' : '') +
'</div>' +
(n.modifiers.length ? '<div class="mlmods">' + n.modifiers.map(esc).join(' · ') + '</div>' : '') +
'<div class="regions">' + n.trains.map((r) =>
'<div class="region">' + r.map((t) =>
'<span class="chip">' + esc(t.label) + '</span>' +
'<div class="consist">' + (t.consist.length ? esc(t.consist.join(', ')) : 'empty') + '</div>'
).join('') + '</div>').join('') +
'</div></div>').join('');
const rows = CELLS.map((c) => c.row), cols = CELLS.map((c) => c.col);
const r0 = Math.min(...rows), r1 = Math.max(...rows), c0 = Math.min(...cols), c1 = Math.max(...cols);
const g = $('grid');
g.style.gridTemplateColumns = 'repeat(' + (c1 - c0 + 1) + ', minmax(110px, 1fr))';
let cellsHtml = '';
for (let r = r1; r >= r0; r--) {
for (let c = c0; c <= c1; c++) {
const cell = CELLS.find((x) => x.row === r && x.col === c);
if (!cell) { cellsHtml += '<div></div>'; continue; }
const hl = f.where && f.where.row === r && f.where.col === c;
const wasHere = f.whereFrom && f.whereFrom.row === r && f.whereFrom.col === c;
cellsHtml += '<div class="cell ' + (cell.running ? 'run ' : '') + (cell.kind === 'office' ? 'office ' : '') +
(cell.kind === 'modifier' ? 'modifier ' : '') + (hl ? 'hl ' : '') + (wasHere ? 'from' : '') + '">' +
'<div class="nm">' + esc(cell.label) + '</div>' +
'<div class="dim" style="font-size:10px">(' + r + ',' + c + ')</div>' +
(cell.enhancements.length
? '<div class="enh">' + cell.enhancements.map(esc).join(' · ') + '</div>'
: '') +
(cell.tray ? '<div class="crew">🚂 ' + esc(cell.tray) + '</div>' : '') +
(cell.facility ? miniFacility(cell.facility) : '') +
(cell.cars.length ? '<div class="cars">siding: ' + cell.cars.map(esc).join('<br>') + '</div>' : '') +
'</div>';
}
$('division').innerHTML = divisionSvg(DIV);
// The same office renderer the playable app uses, so replay and game draw one board.
$('grid').innerHTML = officeSvg(CELLS, f.runningRow);
if (f.where) {
const hit = $('grid').querySelector('g[data-cell="' + f.where.row + ',' + f.where.col + '"]');
if (hit) hit.classList.add('bs-focus');
}
if (f.whereFrom) {
const was = $('grid').querySelector('g[data-cell="' + f.whereFrom.row + ',' + f.whereFrom.col + '"]');
if (was) was.classList.add('bs-from');
}
g.innerHTML = cellsHtml;
$('facs').innerHTML = FACS.length === 0
? '<span class="dim">no freight facilities built yet</span>'
+19 -1
View File
@@ -28,7 +28,7 @@ import {
import type { Intent } from '../engine/intents.ts';
import type { Facility, GameState, TrackCard } from '../engine/state.ts';
import type { TrackGeometry } from '../engine/content.ts';
import { variantsFor } from '../engine/track.ts';
import { connectionsFor, variantsFor } from '../engine/track.ts';
import type { Impediment } from './narrate.ts';
import { carLabel, clockTime, impediments, phaseLabel } from './narrate.ts';
@@ -47,6 +47,12 @@ export type CellView = {
tray: string | null;
cars: string[];
facility: FacilityView | null;
/**
* The port pairs this card joins, as two-letter codes — 'ew', 'ns', 'es' and so on. Taken from
* the engine's own `connectionsFor`, so a drawn rail can never claim a connection the rules do
* not have.
*/
links: string[];
/**
* What this card DOES, now that it is on the board.
*
@@ -85,6 +91,11 @@ export type DivisionView = {
kind: string;
label: string;
trains: TrainChip[][];
/**
* How many trains may stand here, or null for no limit. 1 on most Mainline cards, 2 where the
* card prints "trains may pass", the A/D count at an Office, unlimited at a Division Point.
*/
capacity: number | null;
/** Modifiers laid on a Mainline card (Brakeman, Helpers, Realignment …). */
modifiers: string[];
/**
@@ -109,6 +120,8 @@ export type Frame = {
whereFrom: { row: number; col: number } | null;
division: DivisionView[];
cells: CellView[];
/** Which grid row is the Running Track — the spine the district hangs beneath. */
runningRow: number;
facilities: FacilityView[];
hand: string[];
/** What each hand card does, in the same order — names alone are not a playable hand. */
@@ -392,6 +405,7 @@ export function snapshot(
label,
running: row === area.runningRow,
what: cellDescription(card, officeProfile(area.tier).name, row === area.runningRow),
links: connectionsFor(card).map(([a, b]) => `${a}${b}`),
enhancements: card.enhancements.map(prettyKey),
tray: trayAt.get(key) ?? null,
cars: (card.facility?.industryTrack.length ? card.facility.industryTrack.cars : card.standing).map(carLabel),
@@ -405,6 +419,7 @@ export function snapshot(
kind: 'dp',
label: n.side === 'west' ? 'West DP' : 'East DP',
trains: [n.holding.map((id) => trainChip(s, id))],
capacity: null,
modifiers: [],
gradeUp: null,
};
@@ -421,6 +436,7 @@ export function snapshot(
const chip = trainChip(s, t.tray);
return { ...chip, label: `${chip.label} (${t.stagesRemaining})` };
})],
capacity: MAINLINE_PROFILES.find((m) => m.kind === n.card)?.trainsMayPass ? 2 : 1,
modifiers: [
...(n.modifiers ?? []).map(prettyKey),
...(n.absSignals ? ['ABS Signals'] : []),
@@ -432,6 +448,7 @@ export function snapshot(
kind: 'office',
label: officeProfile(areaOf(s, n.owner).tier).name,
trains: [areaOf(s, n.owner).adOccupancy.map((id) => trainChip(s, id))],
capacity: officeProfile(areaOf(s, n.owner).tier).adTracks,
modifiers: [],
gradeUp: null,
};
@@ -466,6 +483,7 @@ export function snapshot(
return { piece: `${hand === 'none' ? '' : hand + '-hand '}${geometryLabel(geometry ?? '')}`, left };
})
.sort((a, b) => a.piece.localeCompare(b.piece)),
runningRow: area.runningRow,
blocked: impediments(s, 0),
trains: [...s.trays.values()].map((t) => ({
label: t.trainNumber === null ? 'local crew' : `Train ${t.trainIsExtra ? 'X' : ''}${t.trainNumber}`,
+59 -114
View File
@@ -3,130 +3,75 @@
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width,initial-scale=1">
<title>Station Master — solitaire</title>
<title>Station Master</title>
<style>
:root{--bg:#12151a;--fg:#e6e9ee;--dim:#8b94a3;--line:#2c333d;--panel:#1a1f26;--run:#3a4250}
:root{--bg:#12151a;--fg:#e6e9ee;--dim:#8b94a3;--line:#2c333d;--panel:#1a1f26}
*{box-sizing:border-box}
body{margin:0;background:var(--bg);color:var(--fg);
font:14px/1.45 ui-monospace,SFMono-Regular,Menlo,Consolas,monospace}
h1{font-size:17px;margin:0}
h2{font-size:12px;text-transform:uppercase;letter-spacing:.09em;color:var(--dim);
margin:0 0 6px;font-weight:600}
h3{font-size:11px;text-transform:uppercase;letter-spacing:.07em;color:var(--dim);margin:9px 0 4px}
.dim{color:var(--dim)}
header{position:sticky;top:0;z-index:5;background:var(--panel);border-bottom:1px solid var(--line);
padding:9px 14px;display:flex;gap:20px;align-items:baseline;flex-wrap:wrap}
header b{font-size:16px}
.build{margin-left:auto;font-size:11px;opacity:.7}
.pace{font-size:12px;padding:1px 7px;border-radius:10px}
.pace.good{background:rgba(40,140,60,.32)}
.pace.behind{background:rgba(190,120,40,.28)}
.handcard{border-top:1px solid var(--line);padding:4px 0}
.handcard:first-child{border-top:0}
.handcard .what{font-size:11px;line-height:1.35}
.handcard.unplayable{opacity:.55}
.tag{font-size:10px;background:rgba(190,120,40,.3);border-radius:3px;padding:0 5px}
main{display:grid;grid-template-columns:minmax(0,1fr) 400px;gap:14px;padding:14px;align-items:start}
@media(max-width:1100px){main{grid-template-columns:1fr}}
section{background:var(--panel);border:1px solid var(--line);border-radius:7px;
padding:10px 12px;margin-bottom:12px}
/* division strip */
#division{display:flex;gap:7px;overflow-x:auto;padding-bottom:4px}
.node{border:1px solid var(--line);border-radius:6px;padding:6px 9px;min-width:112px;flex:0 0 auto}
.node.office{border-color:#4d6fa8;background:rgba(60,100,170,.13)}
.node .nm{font-weight:600;font-size:12px}
.chip{display:inline-block;background:#2f6b3d;border-radius:4px;padding:1px 6px;margin:3px 3px 0 0;font-size:11px}
.consist{font-size:10px;color:var(--dim)}
.grade{font-size:10px;background:rgba(200,90,60,.35);border-radius:3px;padding:1px 4px;font-weight:400}
.mlmods{font-size:10px;background:rgba(200,150,60,.28);border-radius:3px;padding:1px 4px;margin-top:2px}
/* board */
#grid{display:grid;gap:5px;overflow-x:auto}
.cell{border:1px solid var(--line);border-radius:5px;padding:5px 6px;min-height:64px;background:#161b21}
.cell.run{background:var(--run)}
.cell.office{border-color:#4d6fa8}
.cell.modifier{background:#2b2333;border-style:dashed}
.cell.legal{outline:2px solid #5aa9e6;outline-offset:-2px;cursor:pointer;
box-shadow:0 0 0 3px rgba(90,169,230,.18) inset}
.cell.legal:hover{background:#233246}
.cell.ghost{border-style:dashed;background:rgba(90,169,230,.07);
display:flex;flex-direction:column;justify-content:center;align-items:center;text-align:center}
.cell.ghost .nm{font-weight:400;color:#5aa9e6;font-size:11px}
.cell .nm{font-size:12px;font-weight:600}
.cell .what{font-size:10px;line-height:1.25;margin-top:2px}
.cell{cursor:help}
.coord{font-size:10px}
.enh{font-size:10px;background:rgba(90,140,220,.30);border-radius:3px;padding:1px 4px;margin-top:2px}
.crew{font-size:11px;margin-top:3px;color:#8fd6a0}
.cars{font-size:10px;color:var(--dim)}
/* facilities */
.fac{border-top:1px solid var(--line);padding:7px 0}
.fac:first-child{border-top:0}
.boxes{display:flex;gap:3px;align-items:center;margin-top:3px;flex-wrap:wrap}
.box{display:inline-block;min-width:22px;text-align:center;border-radius:3px;padding:1px 4px;font-size:10px}
.box.empty{background:#242a32;color:#5a6472}
.box.f{background:#2f6b3d}
.box.m{background:#8a6d1f}
.fstat{margin-top:4px;font-size:11px;padding:2px 5px;border-radius:3px;display:inline-block}
.fstat.good{background:rgba(40,140,60,.28)}
.fstat.bad{background:rgba(190,50,50,.38);font-weight:700}
.fstat.idle{opacity:.6}
/* actions */
#actions{max-height:none}
.grp{margin-bottom:6px}
button{background:#2a3038;color:var(--fg);border:1px solid var(--line);border-radius:5px;
padding:5px 9px;margin:2px 3px 2px 0;cursor:pointer;font:inherit;font-size:12px;text-align:left}
button:hover{background:#39424e;border-color:#4d6fa8}
button.act{display:inline-block}
.over{padding:9px;border-radius:5px;font-weight:700;margin-bottom:8px}
.over.win{background:rgba(40,140,60,.35)}
.over.loss{background:rgba(160,60,60,.3)}
/* cards, log, blocked */
.card.gone{opacity:.35;text-decoration:line-through}
.subj{display:block;width:100%;margin:2px 0}
.subj.open{border-color:#4d6fa8;background:#39424e}
.spots{margin:0 0 6px 12px;padding-left:8px;border-left:2px solid #4d6fa8}
.card{display:inline-block;background:#242c36;border:1px solid var(--line);border-radius:4px;
padding:2px 6px;margin:2px 2px 0 0;font-size:11px}
#log{max-height:230px;overflow:auto;font-size:12px}
.line{padding:1px 0}
.t-good{color:#8fd6a0}.t-bad{color:#e58080}.t-clock{color:#9fb6d8;font-weight:600}.t-quiet{color:var(--dim)}
ul.blocked{list-style:none;margin:0;padding:0;font-size:12px}
ul.blocked li{padding:2px 0}
.sev-warn{color:#e0b060}.sev-stop{color:#e58080}
font:15px/1.6 ui-monospace,SFMono-Regular,Menlo,Consolas,monospace;
min-height:100vh;display:flex;flex-direction:column;align-items:center;justify-content:center;padding:28px}
main{width:100%;max-width:760px}
h1{font-size:32px;margin:0 0 2px;letter-spacing:.02em}
.tag{color:var(--dim);margin:0;font-size:14px}
.blurb{color:#c6ccd6;margin:16px 0 26px;max-width:66ch}
.rule{height:1px;background:var(--line);margin:22px 0}
.doors{display:grid;grid-template-columns:1fr 1fr;gap:14px}
@media(max-width:640px){.doors{grid-template-columns:1fr}}
a.door{display:block;text-decoration:none;color:inherit;background:var(--panel);
border:1px solid var(--line);border-radius:9px;padding:18px 18px 16px;transition:.12s}
a.door:hover{border-color:#4d6fa8;background:#1f2733;transform:translateY(-1px)}
a.door h2{font-size:17px;margin:0 0 5px;color:#9fb6d8}
a.door p{margin:0;color:var(--dim);font-size:13px;line-height:1.5}
a.door .go{display:inline-block;margin-top:11px;font-size:12px;color:#5aa9e6}
/* the rule between title and blurb is drawn as rail, not decorated */
svg.trackline{width:100%;height:24px;display:block;margin:10px 0 0}
.rail{stroke:#4a5361;stroke-width:1.6}
.tie{stroke:#39424e;stroke-width:1.1}
footer{margin-top:26px;color:var(--dim);font-size:11px;display:flex;gap:18px;flex-wrap:wrap}
</style>
</head>
<body>
<header>
<b>Station Master</b>
<span id="clock"></span>
<span>phase: <b id="phase"></b></span>
<span>Revenue <b id="revenue">0</b></span>
<span id="objective" class="pace"></span>
<span class="dim">seed <span id="seed"></span></span>
<span class="dim">saved in this browser · add ?seed=1234 to the address for a set deal</span>
<span class="dim build" title="what is actually deployed">__BUILD__</span>
</header>
<main>
<div>
<section><h2>The Division — west to east</h2><div id="division"></div></section>
<section><h2>Your Office Area <span class="dim" style="text-transform:none;letter-spacing:0">— hover any card for the full explanation</span></h2><div id="grid"></div></section>
<section><h2>History</h2><div id="log"></div></section>
<h1>Station Master</h1>
<p class="tag">Timetable-and-train-order railroading, 1840&ndash;1950.</p>
<svg class="trackline" viewBox="0 0 700 24" preserveAspectRatio="none" aria-hidden="true">
<line class="rail" x1="0" y1="10" x2="700" y2="10"/>
<line class="rail" x1="0" y1="15" x2="700" y2="15"/>
<g id="ties"></g>
</svg>
<p class="blurb">
You run a division: a Running Track between your Limits, a district of industries hanging beneath
it, and trains that arrive whether or not you are ready for them. Spot the right cars, work the
loads, and get every train away again &mdash; a train with nowhere to stand is a collision, and a
collision costs more than the freight was worth.
</p>
<div class="doors">
<a class="door" href="./play.html">
<h2>Play solitaire</h2>
<p>Five Days, twelve Stages each, and a target of 20 Revenue. Your game saves in this browser,
so you can close the tab and come back to it.</p>
<span class="go">Start a game &rarr;</span>
</a>
<a class="door" href="./replays.html">
<h2>Replays</h2>
<p>Watch a finished game back, Stage by Stage. Open one saved on this site, or a save file
somebody has sent you.</p>
<span class="go">Browse replays &rarr;</span>
</a>
</div>
<div>
<section><h2>Your move</h2><div id="actions"></div></section>
<section><h2>Cards</h2>
<div><span class="dim">hand:</span> <span id="hand"></span></div>
<div style="margin-top:5px"><span class="dim">face-up Department slots:</span> <span id="depts"></span></div>
</section>
<section><h2>Your track supply</h2><div id="supply"></div></section>
<section><h2>Blocked — why nothing is moving</h2><ul class="blocked" id="blocked"></ul></section>
<section><h2>Facilities</h2><div id="facs"></div></section>
</div>
<div class="rule"></div>
<footer>
<span>build <span id="build">__BUILD__</span></span>
<span>runs entirely in your browser &mdash; nothing is sent anywhere</span>
</footer>
</main>
<script type="module" src="./web/main.js"></script>
<script type="module" src="./web/splash.js"></script>
</body>
</html>
+89 -106
View File
@@ -5,6 +5,8 @@
* is answered by the engine or by the shared view helpers.
*/
import { BOARD_CSS, divisionSvg, ghostSvg, officeSvg } from '../sim/board-svg.ts';
import { TOOLTIP_CSS, installTooltips } from './tooltip.ts';
import type { Game } from './game.ts';
import {
actionMenu,
@@ -73,99 +75,46 @@ function render(): void {
$('seed').textContent = String(game.seed);
// -- division
$('division').innerHTML = f.division
.map(
(n) =>
`<div class="node ${n.kind === 'office' ? 'office' : ''}">` +
`<div class="nm">${esc(n.label)}` +
(n.gradeUp
? ` <span class="grade">${n.gradeUp === 'east' ? 'climbs E ▲' : '▲ W climbs'}</span>`
: '') +
`</div>` +
(n.modifiers.length ? `<div class="mlmods">${n.modifiers.map(esc).join(' · ')}</div>` : '') +
`<div class="regions">` +
n.trains
.map(
(r) =>
`<div class="region">` +
r
.map(
(t) =>
`<span class="chip">${esc(t.label)}</span>` +
`<div class="consist">${t.consist.length ? esc(t.consist.join(', ')) : 'empty'}</div>`,
)
.join('') +
`</div>`,
)
.join('') +
`</div></div>`,
)
.join('');
$('division').innerHTML = divisionSvg(f.division);
// -- grid
// Include the legal squares in the bounds. A placement is usually just OUTSIDE the current
// extent — that is what extending the district means — so a grid sized to the existing cards
// would highlight nothing at exactly the moment highlighting matters.
const spotCoords = [...spotsAt.keys()].map((k) => k.split(',').map(Number));
const rows = [...f.cells.map((c) => c.row), ...spotCoords.map((c) => c[0]!)];
const cols = [...f.cells.map((c) => c.col), ...spotCoords.map((c) => c[1]!)];
const r0 = Math.min(...rows);
const r1 = Math.max(...rows);
const c0 = Math.min(...cols);
const c1 = Math.max(...cols);
// -- board. Both renderers are shared with the replay so the two can never draw different
// pictures of the same position.
const grid = $('grid');
grid.style.gridTemplateColumns = `repeat(${c1 - c0 + 1}, minmax(104px, 1fr))`;
let cells = '';
for (let r = r1; r >= r0; r--) {
for (let c = c0; c <= c1; c++) {
const cell = f.cells.find((x) => x.row === r && x.col === c);
const spots = spotsAt.get(`${r},${c}`);
if (!cell) {
// An empty square is still a legal destination — render it as a target rather than a gap,
// or the most common placement of all would have nothing to click.
cells += spots
? `<div class="cell ghost legal" data-at="${r},${c}">` +
`<div class="nm">place here</div><div class="dim coord">(${r},${c})</div>` +
(spots.length > 1 ? `<div class="dim">${spots.length} rotations</div>` : '') +
`</div>`
: '<div></div>';
continue;
}
// The full explanation goes in `title` so hovering any card says what it does, with a short
// version printed on the card itself — a name alone tells a player nothing once it is played.
cells +=
`<div class="cell ${cell.running ? 'run ' : ''}${cell.kind === 'office' ? 'office ' : ''}` +
`${cell.kind === 'modifier' ? 'modifier ' : ''}${spots ? 'legal' : ''}"` +
`${spots ? ` data-at="${r},${c}"` : ''} title="${esc(cell.label)}${esc(cell.what)}">` +
`<div class="nm">${esc(cell.label)}</div>` +
`<div class="dim coord">(${r},${c})</div>` +
`<div class="dim what">${esc(short(cell.what))}</div>` +
(cell.enhancements.length
? `<div class="enh">${cell.enhancements.map(esc).join(' · ')}</div>`
: '') +
(cell.tray ? `<div class="crew">🚂 ${esc(cell.tray)}</div>` : '') +
(cell.cars.length ? `<div class="cars">${esc(cell.cars.join(', '))}</div>` : '') +
`</div>`;
grid.innerHTML = officeSvg(f.cells, f.runningRow);
// Highlighting rides on top of the drawing: outline the legal squares and make them clickable.
for (const [key, list] of spotsAt) {
const [gr, gc] = key.split(',').map(Number);
const g = grid.querySelector(`g[data-cell="${gr},${gc}"]`);
if (g) {
g.classList.add('bs-legal');
(g as unknown as HTMLElement).onclick = () => pick(key, list);
}
}
// A legal EMPTY square has no card to outline, so draw a target for it.
const ghosts = [...spotsAt.entries()].filter(([k]) => !f.cells.some((c) => `${c.row},${c.col}` === k));
if (ghosts.length > 0) {
const coords = ghosts.map(([k]) => {
const [gr, gc] = k.split(',').map(Number);
return { row: gr!, col: gc! };
});
grid.innerHTML = grid.innerHTML.replace('</svg>', ghostSvg(coords, f.cells, f.runningRow) + '</svg>');
for (const [key, list] of ghosts) {
const g = grid.querySelector(`g[data-ghost="${key}"]`);
if (g) (g as unknown as HTMLElement).onclick = () => pick(key, list);
}
}
grid.innerHTML = cells;
// Clicking a highlighted square plays there. With more than one rotation available it narrows to
// that square instead, so the rotation is a second click rather than a guess.
for (const el of Array.from(grid.querySelectorAll('[data-at]'))) {
const node = el as HTMLElement;
node.onclick = () => {
const spots = spotsAt.get(node.dataset['at'] ?? '') ?? [];
if (spots.length === 1) {
const intent = menu.options[spots[0]!.index];
if (intent) submit(game, intent);
selected = null;
pendingAt = null;
} else if (spots.length > 1) {
pendingAt = node.dataset['at'] ?? null;
}
render();
};
function pick(key: string, list: { label: string; index: number }[]): void {
if (list.length === 1) {
const intent = menu.options[list[0]!.index];
if (intent) submit(game, intent);
selected = null;
pendingAt = null;
} else {
pendingAt = key;
}
render();
}
// -- facilities
@@ -175,8 +124,8 @@ function render(): void {
: f.facilities
.map(
(x) =>
`<div class="fac"><div class="nm">${esc(x.name)}</div>` +
`<div class="dim">${esc(x.commodity)} · ${esc(x.flow)} · laborers ${esc(x.laborers)}</div>` +
`<div class="fac" data-tip="${esc(x.name)}${esc(x.flow)} ${esc(x.commodity)} · laborers ${esc(x.laborers)} · porters ${esc(x.porters)}" tabindex="0">` +
`<div class="nm">${esc(x.name)} <span class="dim">${esc(x.commodity)}</span></div>` +
`<div class="boxes"><span class="dim">green</span>${boxes(x.green, x.greenCap)}</div>` +
`<div class="boxes"><span class="dim">MEN AT WORK</span>` +
x.maw
@@ -187,21 +136,24 @@ function render(): void {
`</div>` +
`<div class="boxes"><span class="dim">red</span>${boxes(x.red, x.redCap)}</div>` +
`<div class="boxes"><span class="dim">siding</span>${boxes(x.track, x.trackCap)}</div>` +
`<div class="fstat ${x.jammed ? 'bad' : x.canFinish ? 'good' : 'idle'}">` +
(x.jammed
? 'JAMMED — a load is on WORK with no car spotted; the siding is locked'
: x.canFinish
? 'ready — a matching empty car is spotted'
: 'no car spotted — a load started here would jam') +
`<div class="fstat ${x.jammed ? 'bad' : x.canFinish ? 'good' : 'idle'}" data-tip="${
x.jammed
? 'A load is sitting on MEN|AT|WORK with no spotted car to receive it. That locks the industry track, which blocks the very car that would clear it (§9.3).'
: x.canFinish
? 'A matching empty car is spotted on the siding, so a load worked here can come off onto it.'
: 'No matching car is spotted. Starting a load here would park it on WORK and jam the facility.'
}">` +
(x.jammed ? 'JAMMED' : x.canFinish ? 'ready' : 'no car spotted') +
`</div></div>`,
)
.join('');
// Name AND effect. A hand of names alone tells a player nothing about what they can do.
// Name and status stay on the page; what the card DOES is reference detail, so it hovers.
const cardRow = (name: string, why: string, playable: boolean | null): string =>
`<div class="handcard${playable === false ? ' unplayable' : ''}"><b>${esc(name)}</b>` +
(playable === false ? ' <span class="tag">not playable yet</span>' : '') +
(why ? `<div class="dim what">${esc(why)}</div>` : '') +
`<div class="handcard${playable === false ? ' unplayable' : ''}"${why ? ` data-tip="${esc(why)}"` : ''} tabindex="0">` +
`<b>${esc(name)}</b>` +
(playable === false ? ' <span class="tag">not yet</span>' : '') +
`</div>`;
const canPlay = handPlayable(game);
@@ -241,12 +193,6 @@ function render(): void {
save();
}
/** First clause only — the cards are small, and the full text is on the tooltip. */
function short(what: string): string {
const head = what.split(' · ')[0] ?? what;
return head.length > 64 ? head.slice(0, 61) + '…' : head;
}
function boxes(items: string[], cap: number): string {
let out = '';
for (let i = 0; i < Math.max(cap, items.length); i++) {
@@ -286,11 +232,22 @@ function renderActions(menu: ReturnType<typeof actionMenu>): void {
render();
};
// A long label is two things: the action, and why it is offered. Put the first on the button and
// the second on the tooltip, or the list crowds out the board.
const actionButton = (label: string, index: number): string => {
const cut = label.indexOf(' — ');
const head = cut > 0 ? label.slice(0, cut) : label;
const rest = cut > 0 ? label.slice(cut + 3) : '';
return (
`<button class="act" data-i="${index}"${rest ? ` data-tip="${esc(rest)}"` : ''}>${esc(head)}</button>`
);
};
let html = menu.direct
.map(
(g) =>
`<div class="grp"><h3>${esc(g.title)}</h3>` +
g.actions.map((a) => `<button class="act" data-i="${a.index}">${esc(a.label)}</button>`).join('') +
g.actions.map((a) => actionButton(a.label, a.index)).join('') +
`</div>`,
)
.join('');
@@ -341,6 +298,24 @@ function renderActions(menu: ReturnType<typeof actionMenu>): void {
// Saving. localStorage only — nothing leaves the browser.
// ---------------------------------------------------------------------------
/**
* Write the game out as a file.
*
* The save IS the replay: a seed and the moves made, which the engine can replay exactly. A few
* hundred bytes, so a finished game can be emailed or dropped on the site's replay directory —
* where a rendered page would have been megabytes.
*/
function downloadSave(): void {
const data = JSON.stringify(toSave(game), null, 1);
const blob = new Blob([data], { type: 'application/json' });
const url = URL.createObjectURL(blob);
const a = document.createElement('a');
a.href = url;
a.download = `station-master-seed${game.seed}-day${game.state.clock.day}.json`;
a.click();
URL.revokeObjectURL(url);
}
function save(): void {
try {
localStorage.setItem(SAVE_KEY, JSON.stringify(toSave(game)));
@@ -366,4 +341,12 @@ function clearSave(): void {
}
}
const tipStyle = document.createElement('style');
tipStyle.textContent = TOOLTIP_CSS;
document.head.appendChild(tipStyle);
installTooltips();
const saveBtn = document.getElementById('savefile');
if (saveBtn) saveBtn.onclick = downloadSave;
start();
+139
View File
@@ -0,0 +1,139 @@
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width,initial-scale=1">
<title>Station Master — play</title>
<style>
:root{--bg:#12151a;--fg:#e6e9ee;--dim:#8b94a3;--line:#2c333d;--panel:#1a1f26;--run:#3a4250}
*{box-sizing:border-box}
body{margin:0;background:var(--bg);color:var(--fg);
font:14px/1.45 ui-monospace,SFMono-Regular,Menlo,Consolas,monospace}
h1{font-size:17px;margin:0}
h2{font-size:12px;text-transform:uppercase;letter-spacing:.09em;color:var(--dim);
margin:0 0 6px;font-weight:600}
h3{font-size:11px;text-transform:uppercase;letter-spacing:.07em;color:var(--dim);margin:9px 0 4px}
.dim{color:var(--dim)}
header{position:sticky;top:0;z-index:5;background:var(--panel);border-bottom:1px solid var(--line);
padding:9px 14px;display:flex;gap:20px;align-items:baseline;flex-wrap:wrap}
header b{font-size:16px}
header button{background:#2a3038;color:inherit;border:1px solid #2c333d;border-radius:5px;padding:3px 9px;cursor:pointer;font:inherit;font-size:12px}
header button:hover{border-color:#4d6fa8}
.build{margin-left:auto;font-size:11px;opacity:.7}
.home{color:inherit;text-decoration:none;border-bottom:1px dotted #5f6b7a}
.home:hover{color:#5aa9e6}
.pace{font-size:12px;padding:1px 7px;border-radius:10px}
.pace.good{background:rgba(40,140,60,.32)}
.pace.behind{background:rgba(190,120,40,.28)}
.handcard{border-top:1px solid var(--line);padding:4px 0}
.handcard:first-child{border-top:0}
.handcard{padding:3px 0}
.handcard:focus{outline:1px solid #4d6fa8;border-radius:3px}
.handcard.unplayable{opacity:.55}
.tag{font-size:10px;background:rgba(190,120,40,.3);border-radius:3px;padding:0 5px}
main{display:grid;grid-template-columns:minmax(0,1fr) 400px;gap:14px;padding:14px;align-items:start}
@media(max-width:1100px){main{grid-template-columns:1fr}}
section{background:var(--panel);border:1px solid var(--line);border-radius:7px;
padding:10px 12px;margin-bottom:12px}
/* division strip */
#division{display:flex;gap:7px;overflow-x:auto;padding-bottom:4px}
.node{border:1px solid var(--line);border-radius:6px;padding:6px 9px;min-width:112px;flex:0 0 auto}
.node.office{border-color:#4d6fa8;background:rgba(60,100,170,.13)}
.node .nm{font-weight:600;font-size:12px}
.chip{display:inline-block;background:#2f6b3d;border-radius:4px;padding:1px 6px;margin:3px 3px 0 0;font-size:11px}
.consist{font-size:10px;color:var(--dim)}
.grade{font-size:10px;background:rgba(200,90,60,.35);border-radius:3px;padding:1px 4px;font-weight:400}
.mlmods{font-size:10px;background:rgba(200,150,60,.28);border-radius:3px;padding:1px 4px;margin-top:2px}
/* board */
#grid{display:grid;gap:5px;overflow-x:auto}
.cell{border:1px solid var(--line);border-radius:5px;padding:5px 6px;min-height:64px;background:#161b21}
.cell.run{background:var(--run)}
.cell.office{border-color:#4d6fa8}
.cell.modifier{background:#2b2333;border-style:dashed}
.cell.legal{outline:2px solid #5aa9e6;outline-offset:-2px;cursor:pointer;
box-shadow:0 0 0 3px rgba(90,169,230,.18) inset}
.cell.legal:hover{background:#233246}
.cell.ghost{border-style:dashed;background:rgba(90,169,230,.07);
display:flex;flex-direction:column;justify-content:center;align-items:center;text-align:center}
.cell.ghost .nm{font-weight:400;color:#5aa9e6;font-size:11px}
.cell .nm{font-size:12px;font-weight:600}
.cell .what{font-size:10px;line-height:1.25;margin-top:2px}
.cell{cursor:help}
.coord{font-size:10px}
.enh{font-size:10px;background:rgba(90,140,220,.30);border-radius:3px;padding:1px 4px;margin-top:2px}
.crew{font-size:11px;margin-top:3px;color:#8fd6a0}
.cars{font-size:10px;color:var(--dim)}
/* facilities */
.fac{border-top:1px solid var(--line);padding:7px 0}
.fac:first-child{border-top:0}
.boxes{display:flex;gap:3px;align-items:center;margin-top:3px;flex-wrap:wrap}
.box{display:inline-block;min-width:22px;text-align:center;border-radius:3px;padding:1px 4px;font-size:10px}
.box.empty{background:#242a32;color:#5a6472}
.box.f{background:#2f6b3d}
.box.m{background:#8a6d1f}
.fstat{margin-top:3px;font-size:10px;padding:1px 6px;border-radius:3px;display:inline-block}
.fstat.good{background:rgba(40,140,60,.28)}
.fstat.bad{background:rgba(190,50,50,.38);font-weight:700}
.fstat.idle{opacity:.6}
/* actions */
#actions{max-height:none}
.grp{margin-bottom:6px}
button{background:#2a3038;color:var(--fg);border:1px solid var(--line);border-radius:5px;
padding:5px 9px;margin:2px 3px 2px 0;cursor:pointer;font:inherit;font-size:12px;text-align:left}
button:hover{background:#39424e;border-color:#4d6fa8}
button.act{display:inline-block}
.over{padding:9px;border-radius:5px;font-weight:700;margin-bottom:8px}
.over.win{background:rgba(40,140,60,.35)}
.over.loss{background:rgba(160,60,60,.3)}
/* cards, log, blocked */
.card.gone{opacity:.35;text-decoration:line-through}
.subj{display:block;width:100%;margin:2px 0}
.subj.open{border-color:#4d6fa8;background:#39424e}
.spots{margin:0 0 6px 12px;padding-left:8px;border-left:2px solid #4d6fa8}
.card{display:inline-block;background:#242c36;border:1px solid var(--line);border-radius:4px;
padding:2px 6px;margin:2px 2px 0 0;font-size:11px}
#log{max-height:230px;overflow:auto;font-size:12px}
.line{padding:1px 0}
.t-good{color:#8fd6a0}.t-bad{color:#e58080}.t-clock{color:#9fb6d8;font-weight:600}.t-quiet{color:var(--dim)}
ul.blocked{list-style:none;margin:0;padding:0;font-size:12px}
ul.blocked li{padding:2px 0}
.sev-warn{color:#e0b060}.sev-stop{color:#e58080}
</style>
</head>
<body>
<header>
<b><a href="./index.html" class="home">Station Master</a></b>
<span id="clock"></span>
<span>phase: <b id="phase"></b></span>
<span>Revenue <b id="revenue">0</b></span>
<span id="objective" class="pace"></span>
<span class="dim">seed <span id="seed"></span></span>
<span class="dim">saved in this browser · add ?seed=1234 for a set deal</span>
<button id="savefile" title="Download this game as a save file you can replay or share">Save replay</button>
<a class="home" href="./replays.html" style="font-size:12px">replays</a>
<span class="dim build" title="what is actually deployed">__BUILD__</span>
</header>
<main>
<div>
<section><h2>The Division — west to east</h2><div id="division"></div></section>
<section><h2>Your Office Area <span class="dim" style="text-transform:none;letter-spacing:0">— hover any card for the full explanation</span></h2><div id="grid"></div></section>
<section><h2>History</h2><div id="log"></div></section>
</div>
<div>
<section><h2>Your move</h2><div id="actions"></div></section>
<section><h2>Cards</h2>
<div><span class="dim">hand:</span> <span id="hand"></span></div>
<div style="margin-top:5px"><span class="dim">face-up Department slots:</span> <span id="depts"></span></div>
</section>
<section><h2>Your track supply</h2><div id="supply"></div></section>
<section><h2>Blocked — why nothing is moving</h2><ul class="blocked" id="blocked"></ul></section>
<section><h2>Facilities</h2><div id="facs"></div></section>
</div>
</main>
<script type="module" src="./web/main.js"></script>
</body>
</html>
+241
View File
@@ -0,0 +1,241 @@
/**
* The replay directory, and the viewer that plays one back.
*
* A REPLAY IS A SAVE. `{ seed, history }` — a few hundred bytes — because the engine is
* deterministic and runs in the browser: re-submitting the same intents against the same seed
* reconstructs the position exactly. So sharing a game means sharing a small JSON file, not a
* multi-megabyte page, and a save that would describe an impossible position simply cannot be
* replayed, because every step goes through `applyIntent`.
*
* Static hosting cannot list a directory, so site-hosted replays are enumerated by
* `replays/manifest.json`, written at build time from whatever is in `public/replays/`.
*/
import { BOARD_CSS, divisionSvg, officeSvg } from '../sim/board-svg.ts';
import { TOOLTIP_CSS, installTooltips } from './tooltip.ts';
import { narrate } from '../sim/narrate.ts';
import { cardName, trainName } from '../sim/view.ts';
import type { Frame } from '../sim/view.ts';
import { applyIntent } from '../engine/apply.ts';
import { pump } from '../engine/advance.ts';
import { createGame } from '../engine/setup.ts';
import { snapshot } from '../sim/view.ts';
import type { Intent } from '../engine/intents.ts';
import { SOLO_CONFIG } from './game.ts';
type Save = { seed: number; history: Intent[] };
type Entry = { file: string; title: string; note?: string; seed?: number };
const $ = (id: string): HTMLElement => {
const el = document.getElementById(id);
if (!el) throw new Error(`missing element: ${id}`);
return el;
};
const esc = (s: string): string =>
String(s).replace(/[&<>"]/g, (c) => ({ '&': '&amp;', '<': '&lt;', '>': '&gt;', '"': '&quot;' })[c] ?? c);
/** Every position the save passes through, with the lines narrated along the way. */
type Step = { frame: Frame; lines: { text: string; tone: string }[] };
/**
* Rebuild a game from a save, keeping a snapshot at each step.
*
* An intent that no longer applies stops the rebuild rather than being forced — better a short
* replay than one showing a position the rules could not produce.
*/
function rebuild(save: Save): { steps: Step[]; stoppedEarly: boolean } {
const s = createGame({ id: `replay-${save.seed}`, seed: save.seed, config: SOLO_CONFIG, playerNames: ['player'] });
const steps: Step[] = [];
const ctx = { cardName: (id: string) => cardName(s, id), trainName: (id: string) => trainName(s, id) };
const push = (events: ReturnType<typeof pump>): void => {
const lines = events
.filter((e) => e.type !== 'actorChanged')
.map((e) => {
const n = narrate(e, ctx);
return { text: n.text, tone: n.tone };
});
steps.push({ frame: snapshot(s, [], null), lines });
};
push(pump(s));
let stoppedEarly = false;
for (const intent of save.history) {
const actor = s.clock.pendingDecision !== null ? s.clock.superintendent : s.clock.currentActor;
if (actor === null || s.status !== 'active') break;
const r = applyIntent(s, actor, intent);
if (!r.ok) {
stoppedEarly = true;
break;
}
const events = [...r.events, ...pump(s)];
push(events);
}
return { steps, stoppedEarly };
}
// ---------------------------------------------------------------------------
// Viewer
// ---------------------------------------------------------------------------
let steps: Step[] = [];
let at = 0;
let timer: ReturnType<typeof setInterval> | null = null;
function show(i: number): void {
at = Math.max(0, Math.min(steps.length - 1, i));
const step = steps[at];
if (!step) return;
const f = step.frame;
$('vclock').textContent = `Day ${f.day} · Stage ${f.stage}${f.clock}`;
$('vphase').textContent = f.phase;
$('vrev').textContent = String(f.revenue);
$('vpos').textContent = `${at} / ${steps.length - 1}`;
($('vscrub') as HTMLInputElement).value = String(at);
$('vdivision').innerHTML = divisionSvg(f.division);
$('vgrid').innerHTML = officeSvg(f.cells, f.runningRow);
// A window of history rather than only this step, so a jump lands in context.
let log = '';
for (let k = Math.max(0, at - 18); k <= at; k++) {
for (const l of steps[k]?.lines ?? []) {
log += `<div class="line t-${l.tone}${k === at ? ' now' : ''}">${esc(l.text)}</div>`;
}
}
$('vlog').innerHTML = log;
const logEl = $('vlog');
logEl.scrollTop = logEl.scrollHeight;
}
function openSave(save: Save, title: string): void {
const built = rebuild(save);
steps = built.steps;
$('picker').style.display = 'none';
$('viewer').style.display = 'block';
$('vtitle').textContent = title;
$('vnote').textContent = built.stoppedEarly
? 'this save stopped early — an action in it is no longer legal under the current rules'
: `${steps.length} steps · seed ${save.seed}`;
const scrub = $('vscrub') as HTMLInputElement;
scrub.max = String(Math.max(0, steps.length - 1));
show(0);
}
function parseSave(text: string, from: string): Save | null {
try {
const raw = JSON.parse(text) as Partial<Save>;
if (typeof raw.seed !== 'number' || !Array.isArray(raw.history)) {
throw new Error('not a Station Master save');
}
return { seed: raw.seed, history: raw.history as Intent[] };
} catch (e) {
$('perr').textContent = `Could not read ${from}: ${(e as Error).message}`;
return null;
}
}
// ---------------------------------------------------------------------------
// Directory
// ---------------------------------------------------------------------------
async function listHosted(): Promise<void> {
const el = $('hosted');
try {
const res = await fetch('./replays/manifest.json', { cache: 'no-cache' });
if (!res.ok) throw new Error(String(res.status));
const entries = (await res.json()) as Entry[];
if (entries.length === 0) {
el.innerHTML = '<p class="dim">No replays have been published to this site yet.</p>';
return;
}
el.innerHTML = entries
.map(
(e, i) =>
`<button class="entry" data-i="${i}"><b>${esc(e.title)}</b>` +
(e.note ? `<span class="dim"> — ${esc(e.note)}</span>` : '') +
`<div class="dim sm">${esc(e.file)}</div></button>`,
)
.join('');
for (const b of Array.from(el.querySelectorAll('button.entry'))) {
(b as HTMLElement).onclick = async () => {
const entry = entries[Number((b as HTMLElement).dataset['i'])];
if (!entry) return;
const r = await fetch(`./replays/${entry.file}`, { cache: 'no-cache' });
const save = parseSave(await r.text(), entry.file);
if (save) openSave(save, entry.title);
};
}
} catch {
el.innerHTML =
'<p class="dim">No replay index on this site yet. You can still open a save file from your computer below.</p>';
}
}
function wire(): void {
const file = $('file') as HTMLInputElement;
file.onchange = () => {
const f = file.files?.[0];
if (!f) return;
const reader = new FileReader();
reader.onload = () => {
const save = parseSave(String(reader.result), f.name);
if (save) openSave(save, f.name.replace(/\.json$/i, ''));
};
reader.readAsText(f);
};
$('vback').onclick = () => show(at - 1);
$('vfwd').onclick = () => show(at + 1);
$('vfirst').onclick = () => show(0);
$('vlast').onclick = () => show(steps.length - 1);
($('vscrub') as HTMLInputElement).oninput = (e) => show(Number((e.target as HTMLInputElement).value));
$('vstage').onclick = () => {
const now = steps[at]?.frame;
for (let k = at + 1; k < steps.length; k++) {
const f = steps[k]!.frame;
if (f.stage !== now?.stage || f.day !== now?.day) return show(k);
}
show(steps.length - 1);
};
$('vplay').onclick = () => {
if (timer) {
clearInterval(timer);
timer = null;
$('vplay').textContent = '▶ play';
return;
}
$('vplay').textContent = '⏸ pause';
timer = setInterval(() => {
if (at >= steps.length - 1) {
clearInterval(timer!);
timer = null;
$('vplay').textContent = '▶ play';
return;
}
show(at + 1);
}, Number(($('vspeed') as HTMLSelectElement).value));
};
$('vclose').onclick = () => {
if (timer) clearInterval(timer);
timer = null;
$('viewer').style.display = 'none';
$('picker').style.display = 'block';
};
document.onkeydown = (e) => {
if ($('viewer').style.display === 'none') return;
if (e.key === 'ArrowRight') show(at + 1);
else if (e.key === 'ArrowLeft') show(at - 1);
else if (e.key === ' ') {
e.preventDefault();
$('vplay').click();
}
};
}
const style = document.createElement('style');
style.textContent = BOARD_CSS + TOOLTIP_CSS;
document.head.appendChild(style);
installTooltips();
wire();
void listHosted();
+9
View File
@@ -0,0 +1,9 @@
/** The splash page. Draws ties on the rule so the line reads as track rather than a border. */
const ties = document.getElementById('ties');
if (ties) {
let out = '';
for (let x = 4; x < 700; x += 9) {
out += `<line class="tie" x1="${x}" y1="6" x2="${x}" y2="19"/>`;
}
ties.innerHTML = out;
}
+90
View File
@@ -0,0 +1,90 @@
/**
* One floating tooltip, shared by every page.
*
* Reference detail — what a card does, why an action is offered, what a limit means — is needed
* occasionally and read once. Printing all of it costs the space that the board, the hand and the
* action list actually need. So anything carrying `data-tip` shows its text on hover or focus and
* nothing the rest of the time.
*
* Not the browser's native `title`: that waits about a second, cannot be styled, wraps badly at
* this length, and never appears for keyboard users.
*/
let tip: HTMLElement | null = null;
function ensure(): HTMLElement {
if (tip) return tip;
const el = document.createElement('div');
el.id = 'tip';
el.setAttribute('role', 'tooltip');
document.body.appendChild(el);
tip = el;
return el;
}
function place(el: HTMLElement, text: string): void {
const t = ensure();
t.textContent = text;
t.style.display = 'block';
// Measure, then keep it on screen: flip above when it would fall off the bottom, and pull back
// from the right edge rather than letting the text run off it.
const r = el.getBoundingClientRect();
const box = t.getBoundingClientRect();
const margin = 8;
let left = r.left + r.width / 2 - box.width / 2;
left = Math.max(margin, Math.min(left, window.innerWidth - box.width - margin));
let top = r.bottom + 6;
if (top + box.height > window.innerHeight - margin) top = r.top - box.height - 6;
t.style.left = `${Math.round(left + window.scrollX)}px`;
t.style.top = `${Math.round(top + window.scrollY)}px`;
}
function hide(): void {
if (tip) tip.style.display = 'none';
}
/**
* Start listening. Delegated from the document, so markup replaced later — the board redraws on
* every action — needs no re-binding.
*/
export function installTooltips(): void {
const find = (node: EventTarget | null): HTMLElement | null => {
let el = node as HTMLElement | null;
while (el && el !== document.body) {
// SVG elements have no closest() in older engines, so walk manually.
if (el.getAttribute && el.getAttribute('data-tip')) return el;
el = (el.parentNode as HTMLElement) ?? null;
}
return null;
};
document.addEventListener('mouseover', (e) => {
const el = find(e.target);
if (el) place(el, el.getAttribute('data-tip') ?? '');
else hide();
});
document.addEventListener('mouseout', (e) => {
if (!find((e as MouseEvent).relatedTarget)) hide();
});
document.addEventListener('focusin', (e) => {
const el = find(e.target);
if (el) place(el, el.getAttribute('data-tip') ?? '');
});
document.addEventListener('focusout', hide);
document.addEventListener('scroll', hide, true);
// Escape closes it, which matters when one is pinned open by focus.
document.addEventListener('keydown', (e) => {
if ((e as KeyboardEvent).key === 'Escape') hide();
});
}
/** Styling, kept here so every page that installs tooltips gets the same one. */
export const TOOLTIP_CSS = `
#tip{position:absolute;z-index:9999;display:none;max-width:340px;
background:#0b0e12;color:#e6e9ee;border:1px solid #4d6fa8;border-radius:6px;
padding:7px 10px;font:12px/1.45 ui-monospace,Menlo,Consolas,monospace;
box-shadow:0 6px 22px rgba(0,0,0,.55);pointer-events:none;white-space:pre-wrap}
[data-tip]{cursor:help}
button[data-tip],a[data-tip]{cursor:pointer}
`;
+95
View File
@@ -24,6 +24,8 @@ import {
neighbour,
opposite,
reachableDestinations,
connectionsFor,
variantsFor,
} from '../src/engine/track.ts';
// ---------------------------------------------------------------------------
@@ -408,3 +410,96 @@ describe('placement and drop-off', () => {
assert.ok(!canDropCarsAt(area, at(0, 1)));
});
});
describe('curves are arcs, and arcs make sidings possible', () => {
const arcCard = (arc: 'ne' | 'nw' | 'se' | 'sw', geometry: 'curved' | 'sharpCurved' = 'curved'): TrackCard => ({
geometry: { kind: 'track', geometry, arc },
baseOperationalRail: true, standing: [], facility: null, modifiers: [], enhancements: [],
});
it('joins exactly two adjacent edges, with no through track', () => {
// The printed cards (docs/tracks.png, rows 3-4) are a single sweep from edge to edge. Modelling
// a curve as through-track PLUS a diverging leg made it a turnout, and an exact duplicate of one.
for (const arc of ['ne', 'nw', 'se', 'sw'] as const) {
const links = connectionsFor(arcCard(arc));
assert.equal(links.length, 1, `${arc} should be ONE connection, not a through track plus a leg`);
assert.deepEqual([...links[0]!].sort(), [...arc].sort(), `${arc} joins the wrong edges`);
}
});
it('is no longer a duplicate of a turnout', () => {
const norm = (c: readonly (readonly string[])[]): string =>
c.map((p) => [...p].sort().join('')).sort().join(' ');
const turnout: TrackCard = {
geometry: { kind: 'track', geometry: 'turnout', turnout: { stem: 'w', through: 'e', diverge: 's' } },
baseOperationalRail: true, standing: [], facility: null, modifiers: [], enhancements: [],
};
for (const arc of ['ne', 'nw', 'se', 'sw'] as const) {
assert.notEqual(norm(connectionsFor(arcCard(arc))), norm(connectionsFor(turnout)),
`a ${arc} curve still has the same connections as a turnout`);
}
});
it('can reach NORTH, which nothing but an n-s straight could before', () => {
// This is the whole point. With every leg diverging south, a district could only ever be a
// vertical column — no siding, no parallel track, no way back up to the Running Track.
const reachesNorth = (['ne', 'nw'] as const).every((arc) =>
connectionsFor(arcCard(arc)).some((p) => p.includes('n')),
);
assert.ok(reachesNorth, 'a curve still cannot reach north');
});
it('offers all four rotations when placed', () => {
// A two-port arc has no handedness that survives turning — its mirror IS one of its rotations —
// so the printed hand governs supply, not what can be built.
for (const g of ['curved', 'sharpCurved'] as const) {
const arcs = variantsFor(g).map((v) => v.arc).sort();
assert.deepEqual(arcs, ['ne', 'nw', 'se', 'sw'], `${g} does not offer all four rotations`);
}
});
it('a sharp curve differs from a curve only in the Moves it costs', () => {
for (const arc of ['ne', 'nw', 'se', 'sw'] as const) {
assert.deepEqual(
connectionsFor(arcCard(arc, 'sharpCurved')),
connectionsFor(arcCard(arc, 'curved')),
'a sharp curve should be geometrically identical',
);
}
});
it('lets a crew run a siding and rejoin the main', () => {
// The shape the whole change exists for: leave the Running Track, run parallel, come back up.
// A crew must ENTER a turnout through its stem to take the diverging leg (§A.1).
const grid: Record<string, TrackCard> = {
'0,-2': { geometry: { kind: 'track', geometry: 'straight', axis: 'ew' }, baseOperationalRail: true, standing: [], facility: null, modifiers: [], enhancements: [] },
'0,-1': { geometry: { kind: 'track', geometry: 'turnout', turnout: { stem: 'w', through: 'e', diverge: 's' } }, baseOperationalRail: true, standing: [], facility: null, modifiers: [], enhancements: [] },
'-1,-1': arcCard('ne'),
'-1,0': { geometry: { kind: 'track', geometry: 'straight', axis: 'ew' }, baseOperationalRail: true, standing: [], facility: null, modifiers: [], enhancements: [] },
'-1,1': arcCard('nw'),
'0,1': { geometry: { kind: 'track', geometry: 'turnout', turnout: { stem: 'e', through: 'w', diverge: 's' } }, baseOperationalRail: true, standing: [], facility: null, modifiers: [], enhancements: [] },
'0,0': { geometry: { kind: 'track', geometry: 'straight', axis: 'ew' }, baseOperationalRail: true, standing: [], facility: null, modifiers: [], enhancements: [] },
};
const area = areaFrom(grid, { row: 0, col: 0 });
const ctx = { area, occupancy: { trayAt: () => null, freeAdTracks: () => 2 }, consistSize: 0, self: 'crew' as const };
const seen = new Set<string>(['0,-2']);
const queue = [{ row: 0, col: -2 }];
for (let i = 0; i < 40 && queue.length > 0; i++) {
const at = queue.shift()!;
for (const facing of ['e', 'w', 'n', 's'] as const) {
for (const d of reachableDestinations(ctx, at, facing)) {
const key = `${d.coord.row},${d.coord.col}`;
if (!seen.has(key)) {
seen.add(key);
queue.push(d.coord);
}
}
}
}
for (const cell of ['-1,-1', '-1,0', '-1,1']) {
assert.ok(seen.has(cell), `the siding cell ${cell} is unreachable — no run-around is possible`);
}
assert.ok(seen.has('0,1'), 'the siding does not rejoin the Running Track');
});
});
+99 -8
View File
@@ -24,6 +24,9 @@ import {
view,
} from '../src/web/game.ts';
const root = join(import.meta.dirname, '..');
const dist = join(root, 'dist');
/** Play a whole game by always taking the first offered action. */
function playThrough(seed: number, maxTurns = 20_000) {
const game = newGame(seed);
@@ -490,9 +493,54 @@ describe('the page explains itself', () => {
});
});
describe('replays are saves', () => {
it('rebuilds the exact position a save describes', () => {
// A replay is `{seed, history}` — a few hundred bytes — because the engine is deterministic and
// runs in the browser. Re-submitting the same intents must land on the same board, or a shared
// replay shows something the player never saw.
const game = newGame(430);
for (let i = 0; i < 250; i++) {
if (currentActor(game) === null) break;
const { options } = actionGroups(game);
if (options.length === 0) break;
if (!submit(game, options[0]!)) break;
}
const restored = fromSave(toSave(game));
assert.equal(restored.state.players[0]!.revenue, game.state.players[0]!.revenue);
assert.equal(restored.state.clock.day, game.state.clock.day);
assert.equal(restored.state.clock.stage, game.state.clock.stage);
assert.deepEqual(view(restored).cells, view(game).cells, 'the rebuilt board differs');
assert.deepEqual(view(restored).division, view(game).division, 'the rebuilt Division differs');
});
it('stays small enough to email', () => {
const game = newGame(202);
for (let i = 0; i < 400; i++) {
if (currentActor(game) === null) break;
const { options } = actionGroups(game);
if (options.length === 0) break;
if (!submit(game, options[0]!)) break;
}
const kb = Buffer.byteLength(JSON.stringify(toSave(game))) / 1024;
assert.ok(kb < 200, `a save is ${kb.toFixed(0)} KB — too big to be worth sharing as a file`);
});
it('publishes every save in public/replays with an index', () => {
// Static hosting cannot list a directory, so the page needs a manifest or it shows nothing.
const manifestPath = join(dist, 'replays/manifest.json');
assert.ok(existsSync(manifestPath), 'no replay manifest was built');
const manifest = JSON.parse(readFileSync(manifestPath, 'utf8')) as { file: string; title: string }[];
for (const entry of manifest) {
assert.ok(existsSync(join(dist, 'replays', entry.file)), `${entry.file} is indexed but not published`);
assert.ok(entry.title.length > 0, `${entry.file} has no title`);
const save = JSON.parse(readFileSync(join(dist, 'replays', entry.file), 'utf8')) as Record<string, unknown>;
assert.equal(typeof save['seed'], 'number', `${entry.file} has no seed`);
assert.ok(Array.isArray(save['history']), `${entry.file} has no history`);
}
});
});
describe('the static build', () => {
const root = join(import.meta.dirname, '..');
const dist = join(root, 'dist');
it('builds, and needs nothing but a static host', () => {
execFileSync('node', ['scripts/build-web.ts'], { cwd: root, stdio: 'pipe' });
@@ -543,8 +591,27 @@ describe('the static build', () => {
// would drop the handlers the page assigns — the test would then report "no button" for a
// page that works perfectly.
let cache = new Map<string, Record<string, unknown>[]>();
const found = new Map<string, Record<string, unknown>>();
const node: Record<string, unknown> = {
textContent: '', style: {}, dataset: {}, onclick: null, scrollTop: 0, scrollHeight: 0,
// The board is SVG now, and highlighting works by finding a card group and adding a class.
// The stub has to model that much or it cannot see whether highlighting happened at all.
querySelector(sel: string) {
const m = /\[data-(cell|ghost)="([^"]+)"\]/.exec(sel);
if (!m) return null;
const key = `${m[1]}:${m[2]}`;
if (!html.includes(`data-${m[1]}="${m[2]}"`)) return null;
if (!found.has(key)) {
const classes = new Set<string>();
found.set(key, {
onclick: null,
classList: { add: (c: string) => void classes.add(c), has: (c: string) => classes.has(c) },
classes,
});
}
return found.get(key);
},
highlighted: () => [...found.values()].filter((f) => (f['classes'] as Set<string>).size > 0),
querySelectorAll(sel: string) {
const hit = cache.get(sel);
if (hit) return hit;
@@ -581,17 +648,22 @@ describe('the static build', () => {
// for any id asked for, so a `$('target')` left behind after removing #target from the HTML
// would pass here and throw on load in a browser — the page would simply never start.
const served = new Set(
[...readFileSync(join(dist, 'index.html'), 'utf8').matchAll(/id="([a-zA-Z]+)"/g)].map(
[...readFileSync(join(dist, 'play.html'), 'utf8').matchAll(/id="([a-zA-Z]+)"/g)].map(
(m) => m[1]!,
),
);
const g = globalThis as Record<string, unknown>;
// The page installs a tooltip layer on load, so the stub needs enough DOM to let it.
g['document'] = {
getElementById: (id: string) => {
if (!served.has(id)) return null;
if (!els.has(id)) els.set(id, make());
return els.get(id);
},
createElement: () => make(),
addEventListener: () => {},
body: { appendChild: () => {} },
head: { appendChild: () => {} },
};
g['location'] = { search: '?seed=555' };
const store = new Map<string, string>();
@@ -631,9 +703,11 @@ describe('the static build', () => {
assert.ok(clickFirst(actions, 'button.subj'), 'no card/track subject to pick');
const html = String(grid['innerHTML']);
assert.match(html, /class="cell[^"]*legal/, 'picking a card highlighted nothing');
assert.match(html, /data-at="/, 'highlighted squares carry no click target');
assert.match(html, /ghost/, 'no empty square was offered as a destination');
// The board draws cards as addressable groups; legality is an added class or a drawn ghost.
assert.match(html, /data-cell="/, 'the board drew no addressable cards');
const lit = (grid['highlighted'] as () => unknown[])();
const ghosts = /data-ghost="/.test(html);
assert.ok(lit.length > 0 || ghosts, 'picking a card highlighted nothing on the board');
});
it('busts the cache on every module, so a deploy cannot half-load', () => {
@@ -689,7 +763,7 @@ describe('the static build', () => {
// Getting this wrong does not degrade the page, it stops the game starting at all.
const src = readFileSync(join(root, 'src/web/main.ts'), 'utf8');
const asked = new Set([...src.matchAll(/\$\('([a-zA-Z]+)'\)/g)].map((m) => m[1]!));
const html = readFileSync(join(dist, 'index.html'), 'utf8');
const html = readFileSync(join(dist, 'play.html'), 'utf8');
const present = new Set([...html.matchAll(/id="([a-zA-Z]+)"/g)].map((m) => m[1]!));
// `again` is created by the game-over screen before it is looked up.
present.add('again');
@@ -698,8 +772,25 @@ describe('the static build', () => {
}
});
it('serves all three pages, each stamped and cache-busted', () => {
// The splash is the front door now; the game and the replay directory are separate pages.
for (const [name, entry] of [
['index.html', 'splash'],
['play.html', 'main'],
['replays.html', 'replays'],
] as const) {
const html = readFileSync(join(dist, name), 'utf8');
assert.match(html, new RegExp(`src="\\./web/${entry}\\.js\\?v=`), `${name} is not cache-busted`);
assert.doesNotMatch(html, /__BUILD__/, `${name} was published without a build stamp`);
assert.ok(!/https?:\/\//.test(html.replace(/<!--[\s\S]*?-->/g, '')), `${name} fetches something external`);
}
const splash = readFileSync(join(dist, 'index.html'), 'utf8');
assert.match(splash, /href="\.\/play\.html"/, 'the splash does not link to the game');
assert.match(splash, /href="\.\/replays\.html"/, 'the splash does not link to the replays');
});
it('serves a page that loads the game as a module', () => {
const html = readFileSync(join(dist, 'index.html'), 'utf8');
const html = readFileSync(join(dist, 'play.html'), 'utf8');
assert.match(html, /<script type="module" src="\.\/web\/main\.js(\?v=[^"]*)?">/);
assert.ok(!/https?:\/\//.test(html.replace(/<!--[\s\S]*?-->/g, '')), 'page fetches something external');
for (const id of ['grid', 'division', 'actions', 'log', 'facs', 'hand', 'blocked']) {