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:
@@ -0,0 +1,294 @@
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/**
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* Drawing the board.
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*
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* Two renderers, chosen because they fail in opposite places (docs/design/board-layout-studies.html):
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*
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* - `officeSvg` — the district stays a MAP. Cards on a grid with the rails actually drawn, so a
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* join is rail meeting rail rather than two descriptions that happen to agree.
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* - `divisionSvg`— the Division is not a map, it is a queue of sections with hard capacities, so
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* it is drawn as a dispatcher's diagram: one line per track, count them to know
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* what fits.
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*
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* SELF-CONTAINED ON PURPOSE. Both functions reference nothing outside their own bodies — no imports,
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* no module-level helpers. The playable app imports them normally; the replay is a single HTML file
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* with an inline script and cannot import anything, so it embeds these via `Function.toString()`.
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* That keeps ONE implementation: a second copy would eventually draw a different board from the same
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* state, which is the exact failure a track diagram exists to prevent.
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*
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* Rails come from `CellView.links`, which is the engine's own `connectionsFor`. A drawn rail can
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* therefore never claim a connection the rules do not have.
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*/
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import type { CellView, DivisionView } from './view.ts';
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/** Anything the renderers need to know about a train standing somewhere. */
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export type BoardTrain = { label: string; consist: string[] };
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/**
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* The Division as a dispatcher would see it: one continuous line per running track, sections
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* separated by thin seams, capacity legible because the lines can be counted.
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*/
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export function divisionSvg(nodes: DivisionView[]): string {
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const COL = 190;
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const TOP = 34;
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const LANE = 30;
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const width = Math.max(1, nodes.length) * COL;
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const maxCap = nodes.reduce((n, d) => Math.max(n, d.capacity ?? 3), 1);
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const height = TOP + maxCap * LANE + 54;
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const esc = (t: string): string =>
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String(t).replace(/[&<>"]/g, (c) => ({ '&': '&', '<': '<', '>': '>', '"': '"' })[c] ?? c);
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const rail = (x1: number, y: number, x2: number): string => {
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let out =
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`<line class="bs-rail" x1="${x1}" y1="${y - 2.5}" x2="${x2}" y2="${y - 2.5}"/>` +
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`<line class="bs-rail" x1="${x1}" y1="${y + 2.5}" x2="${x2}" y2="${y + 2.5}"/>`;
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const n = Math.max(2, Math.floor(Math.abs(x2 - x1) / 9));
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for (let i = 0; i <= n; i++) {
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const tx = x1 + ((x2 - x1) * i) / n;
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out += `<line class="bs-tie" x1="${tx}" y1="${y - 4.5}" x2="${tx}" y2="${y + 4.5}"/>`;
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}
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return out;
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};
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const chip = (x: number, y: number, t: BoardTrain): string => {
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const w = 30 + Math.min(t.consist.length, 4) * 9;
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return (
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`<g class="bs-train" data-tip="${esc(t.label)} — carrying ${esc(t.consist.join(', ') || 'no cars')}">` +
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`<rect x="${x - w / 2}" y="${y - 10}" width="${w}" height="20" rx="3"/>` +
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`<text class="bs-tlab" x="${x}" y="${y + 4}" text-anchor="middle">${esc(t.label)}</text></g>`
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);
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};
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let out = `<svg class="bs" viewBox="0 0 ${width} ${height}" preserveAspectRatio="xMinYMin meet">`;
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nodes.forEach((node, i) => {
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const x0 = i * COL;
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const x1 = x0 + COL;
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const cap = node.capacity;
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const lanes = cap ?? 3;
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const kind = node.kind === 'dp' ? 'dp' : node.kind === 'office' ? 'office' : 'ml';
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out += `<rect class="bs-sec bs-${kind}" x="${x0 + 2}" y="${TOP - 16}" width="${COL - 4}" height="${lanes * LANE + 30}" rx="5"/>`;
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out += `<text class="bs-name" x="${x0 + 10}" y="${TOP - 3}">${esc(node.label)}</text>`;
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if (node.gradeUp) {
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out += `<text class="bs-grade" x="${x1 - 10}" y="${TOP - 3}" text-anchor="end">climbs ${node.gradeUp === 'east' ? 'E ▲' : '▲ W'}</text>`;
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}
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// One rail per track this section can hold. Unlimited sections are drawn as three faded lines
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// and labelled, rather than pretending to a number they do not have.
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for (let k = 0; k < lanes; k++) {
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out += `<g class="${cap === null ? 'bs-open' : ''}">${rail(x0 + 12, TOP + 14 + k * LANE, x1 - 12)}</g>`;
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}
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const here = node.trains.flat();
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here.forEach((t, k) => {
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const lane = Math.min(k, lanes - 1);
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const across = here.length > lanes ? (k - lane) * 34 : 0;
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out += chip(x0 + COL / 2 + across, TOP + 14 + lane * LANE, t);
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});
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const free = cap === null ? '∞' : `${Math.max(0, cap - here.length)} of ${cap} free`;
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const warn = cap !== null && here.length >= cap ? ' bs-full' : '';
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out += `<text class="bs-cap${warn}" x="${x0 + 10}" y="${TOP + lanes * LANE + 8}">${cap === null ? 'no limit — trains queue' : free}</text>`;
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if (node.modifiers.length > 0) {
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out += `<text class="bs-mod" x="${x0 + 10}" y="${TOP + lanes * LANE + 22}">${esc(node.modifiers.join(' · '))}</text>`;
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}
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});
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out += '</svg>';
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return out;
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}
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/**
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* The Office Area as a map: one card per grid square, rails drawn edge to edge.
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*
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* The through rail sits at a constant height on every card — the alignment the printed cards use —
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* so abutting cards produce one unbroken line and a gap is visibly a gap.
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*/
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export function officeSvg(cells: CellView[], runningRow: number): string {
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const W = 132;
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const H = 96;
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const PAD = 3;
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const RAIL = 30;
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const esc = (t: string): string =>
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String(t).replace(/[&<>"]/g, (c) => ({ '&': '&', '<': '<', '>': '>', '"': '"' })[c] ?? c);
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if (cells.length === 0) return '<svg class="bs" viewBox="0 0 10 10"></svg>';
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const rows = cells.map((c) => c.row);
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const cols = cells.map((c) => c.col);
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const r0 = Math.min(...rows);
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const r1 = Math.max(...rows);
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const c0 = Math.min(...cols);
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const c1 = Math.max(...cols);
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const width = (c1 - c0 + 1) * (W + PAD);
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const height = (r1 - r0 + 1) * (H + PAD) + 4;
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// Screen position of a card. Rows count DOWN from the top row, so the Running Track sits highest
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// and the district hangs beneath it, as the rules describe it.
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const px = (col: number): number => (col - c0) * (W + PAD);
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const py = (row: number): number => (r1 - row) * (H + PAD);
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const rail = (x1: number, y1: number, x2: number, y2: number): string => {
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const dx = x2 - x1;
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const dy = y2 - y1;
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const len = Math.hypot(dx, dy);
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const nx = (-dy / len) * 2.5;
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const ny = (dx / len) * 2.5;
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let out =
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`<line class="bs-rail" x1="${x1 + nx}" y1="${y1 + ny}" x2="${x2 + nx}" y2="${y2 + ny}"/>` +
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`<line class="bs-rail" x1="${x1 - nx}" y1="${y1 - ny}" x2="${x2 - nx}" y2="${y2 - ny}"/>`;
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const n = Math.max(2, Math.floor(len / 9));
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for (let i = 0; i <= n; i++) {
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const tx = x1 + (dx * i) / n;
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const ty = y1 + (dy * i) / n;
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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}"/>`;
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}
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return out;
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};
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// Where each port meets the card edge. East and west sit at the rail height so a straight run
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// stays straight across the whole row; north and south are centred.
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const port = (p: string): { x: number; y: number } => {
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if (p === 'e') return { x: W, y: RAIL };
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if (p === 'w') return { x: 0, y: RAIL };
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if (p === 'n') return { x: W / 2, y: 0 };
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return { x: W / 2, y: H };
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};
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let out = `<svg class="bs" viewBox="0 0 ${width} ${height}" preserveAspectRatio="xMinYMin meet">`;
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for (const cell of cells) {
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const x = px(cell.col);
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const y = py(cell.row);
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const kind =
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cell.kind === 'office'
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? 'office'
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: cell.kind === 'limits'
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? 'lim'
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: cell.kind === 'facility'
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? 'fac'
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: cell.kind === 'modifier'
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? 'mod'
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: 'trk';
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// Addressable so a caller can outline a square as a legal destination without re-rendering.
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// The explanation rides on the group as a tooltip rather than being printed: it is reference
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// detail, read once, and printing it costs the space the board itself needs.
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out += `<g data-cell="${cell.row},${cell.col}" data-tip="${esc(cell.label)} — ${esc(cell.what)}" transform="translate(${x},${y})">`;
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out += `<rect class="bs-card bs-${kind}${cell.running ? ' bs-run' : ''}" x="0" y="0" width="${W}" height="${H}" rx="4"/>`;
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// The rails. A Modifier is not track and deliberately gets none — that is why nothing can be
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// routed through it, and the picture should say so.
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for (const link of cell.links) {
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const a = port(link[0] ?? 'e');
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const b = port(link[1] ?? 'w');
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const straight = (link === 'ew' || link === 'we') || (link === 'ns' || link === 'sn');
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if (straight) {
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out += rail(a.x, a.y, b.x, b.y);
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} else {
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// A diverging leg: run out from each edge and meet, which reads as a curve at this size.
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const mid = { x: W / 2, y: RAIL + (H - RAIL) / 2 };
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out += rail(a.x, a.y, mid.x, mid.y) + rail(mid.x, mid.y, b.x, b.y);
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}
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}
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out += `<text class="bs-cn" x="6" y="12">${esc(cell.label)}</text>`;
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out += `<text class="bs-coord" x="${W - 5}" y="12" text-anchor="end">${cell.row},${cell.col}</text>`;
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// Standing room, drawn as the printed squares: filled means occupied.
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const spots = cell.facility ? Math.max(1, cell.facility.trackCap) : cell.cars.length;
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for (let i = 0; i < Math.min(spots, 4); i++) {
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const filled = i < cell.cars.length;
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out += `<rect class="bs-slot${filled ? ' bs-occ' : ''}" x="${8 + i * 30}" y="${H - 26}" width="26" height="15" rx="2"/>`;
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if (filled) {
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out += `<text class="bs-carlab" x="${21 + i * 30}" y="${H - 15}" text-anchor="middle">${esc((cell.cars[i] ?? '').slice(0, 3))}</text>`;
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}
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}
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if (cell.enhancements.length > 0) {
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out += `<text class="bs-enh" x="6" y="${H - 30}">${esc(cell.enhancements.join(' · '))}</text>`;
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}
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if (cell.tray) {
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out += `<g class="bs-crew"><rect x="${W / 2 - 26}" y="${RAIL - 10}" width="52" height="20" rx="3"/>` +
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`<text class="bs-tlab" x="${W / 2}" y="${RAIL + 4}" text-anchor="middle">${esc(cell.tray.split(' ')[0] ?? 'crew')}</text></g>`;
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}
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out += '</g>';
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}
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// Mark the Running Track so the spine of the district is unmistakable.
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out += `<text class="bs-rowlab" x="2" y="${py(runningRow) + 92}">RUNNING TRACK</text>`;
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out += '</svg>';
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return out;
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}
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/**
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* Targets for legal EMPTY squares. They have no card to outline, so the board draws a dashed
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* placeholder — the commonest placement of all is onto a blank square, and without this the
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* highlight would have nothing to attach to.
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*/
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export function ghostSvg(
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spots: { row: number; col: number }[],
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cells: CellView[],
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runningRow: number,
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): string {
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const W = 132;
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const H = 96;
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const PAD = 3;
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const all = [...cells.map((c) => ({ row: c.row, col: c.col })), ...spots];
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if (all.length === 0) return '';
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const r1 = Math.max(...all.map((c) => c.row));
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const c0 = Math.min(...all.map((c) => c.col));
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let out = '';
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for (const s of spots) {
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const x = (s.col - c0) * (W + PAD);
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const y = (r1 - s.row) * (H + PAD);
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out +=
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`<g data-ghost="${s.row},${s.col}" transform="translate(${x},${y})" class="bs-ghost">` +
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`<rect x="0" y="0" width="${W}" height="${H}" rx="4"/>` +
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`<text x="${W / 2}" y="${H / 2}" text-anchor="middle">place here</text>` +
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`<text class="bs-coord" x="${W / 2}" y="${H / 2 + 15}" text-anchor="middle">${s.row},${s.col}</text>` +
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`</g>`;
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}
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void runningRow;
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return out;
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}
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/** Styling for both renderers. Shared so the replay and the app cannot drift apart visually. */
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export const BOARD_CSS = `
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.bs{width:100%;height:auto;background:#0e1116;border-radius:6px;padding:6px;overflow:visible}
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.bs-rail{stroke:#cfd6e0;stroke-width:1.6}
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.bs-tie{stroke:#8d97a5;stroke-width:1.1}
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.bs-open .bs-rail{stroke:#6b7686;stroke-dasharray:6 4}
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.bs-open .bs-tie{stroke:#59626f}
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.bs-card{fill:#161b21;stroke:#39424e;stroke-width:1}
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.bs-card.bs-run{fill:#1d232c}
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.bs-office{fill:#1b2534;stroke:#4d6fa8;stroke-width:2}
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.bs-lim{fill:#241d1d;stroke:#8a5a5a}
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.bs-fac{fill:#201c26;stroke:#7a5f9a}
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.bs-mod{fill:#231d2b;stroke:#5c4a70;stroke-dasharray:4 3}
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.bs-sec{fill:#161b21;stroke:#39424e}
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.bs-sec.bs-dp{fill:#151f19;stroke:#3f7a52;stroke-width:2;stroke-dasharray:5 3}
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.bs-sec.bs-office{fill:#1b2534;stroke:#4d6fa8;stroke-width:2}
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.bs-slot{fill:none;stroke:#5f6b7a;stroke-width:1.1;stroke-dasharray:3 2}
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.bs-slot.bs-occ{fill:rgba(90,169,230,.20);stroke:#5aa9e6;stroke-dasharray:none}
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.bs-train rect{fill:#2f6b3d;stroke:#8fd6a0;stroke-width:1.2}
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.bs-crew rect{fill:#8a6d1f;stroke:#e0c060;stroke-width:1.2}
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.bs-tlab{fill:#eaf6ec;font:600 11px ui-monospace,monospace}
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.bs-carlab{fill:#cfd6e0;font:9px ui-monospace,monospace}
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.bs-cn{fill:#e6e9ee;font:600 11px ui-monospace,monospace}
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.bs-coord{fill:#5f6b7a;font:9px ui-monospace,monospace}
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.bs-name{fill:#e6e9ee;font:600 11px ui-monospace,monospace}
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.bs-cap{fill:#8b94a3;font:10px ui-monospace,monospace}
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.bs-cap.bs-full{fill:#e0a060;font-weight:600}
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.bs-grade{fill:#e08060;font:10px ui-monospace,monospace}
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.bs-mod{font:10px ui-monospace,monospace}
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text.bs-mod{fill:#c8a04a}
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.bs-enh{fill:#7fb0e6;font:9px ui-monospace,monospace}
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.bs-rowlab{fill:#5f6b7a;font:600 9px ui-monospace,monospace;letter-spacing:.1em}
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.bs-ghost rect{fill:rgba(90,169,230,.07);stroke:#5aa9e6;stroke-width:2;stroke-dasharray:5 4}
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.bs-ghost text{fill:#5aa9e6;font:11px ui-monospace,monospace}
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.bs-ghost,g[data-cell].bs-legal{cursor:pointer}
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g[data-cell].bs-legal .bs-card{stroke:#5aa9e6;stroke-width:2.5}
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g[data-cell].bs-legal:hover .bs-card,.bs-ghost:hover rect{fill:#233246}
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g[data-cell].bs-focus .bs-card{stroke:#e0c060;stroke-width:2.5}
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g[data-cell].bs-from .bs-card{stroke:#7a6a3a;stroke-width:2;stroke-dasharray:4 3}
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`;
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+73
-6
@@ -24,8 +24,9 @@ import { MAX_CONSIST, nextOfficeTier } from '../engine/content.ts';
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import type { GameEvent } from '../engine/events.ts';
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import type { Intent } from '../engine/intents.ts';
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import { legalActions } from '../engine/legal.ts';
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import { variantsFor } from '../engine/track.ts';
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import { coordKey } from '../engine/state.ts';
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import type { Facility, GameState, GridCoord, PlayerIndex, RollingStock } from '../engine/state.ts';
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import type { Facility, GameState, GridCoord, PlayerIndex, RollingStock, TrackCard } from '../engine/state.ts';
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export type BotPolicy = {
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name: string;
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@@ -289,17 +290,83 @@ function needsClearing(s: GameState, player: PlayerIndex): boolean {
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function bestTrackLay(s: GameState, player: PlayerIndex, options: Intent[]): Intent | null {
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const area = s.officeAreas.get(player);
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if (!area) return null;
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const at = (row: number, col: number): TrackCard | undefined => area.grid.get(`${row},${col}`);
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const below = area.runningRow - 1;
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/** Does this card send a leg DOWN off the Running Track? */
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const divergesSouth = (c: TrackCard | undefined): boolean =>
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!!c && c.geometry.kind === 'track' && c.geometry.geometry === 'turnout';
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/** A card on the siding row that runs east-west — the siding itself. */
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const runsAcross = (c: TrackCard | undefined): boolean =>
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!!c && c.geometry.kind === 'track' && c.geometry.geometry === 'straight' && c.geometry.axis === 'ew';
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/** An arc that reaches up to the Running Track. */
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const reachesUp = (c: TrackCard | undefined): boolean =>
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!!c &&
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c.geometry.kind === 'track' &&
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(c.geometry.geometry === 'curved' || c.geometry.geometry === 'sharpCurved') &&
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(c.geometry.arc === 'ne' || c.geometry.arc === 'nw');
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const arcOf = (i: Extract<Intent, { type: 'track.lay' }>): string | undefined =>
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variantsFor(i.geometry)[i.variant ?? 0]?.arc;
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// 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
@@ -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
@@ -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}`,
|
||||
|
||||
Reference in New Issue
Block a user