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:
+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.
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const turnouts = [...area.grid.entries()]
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.filter(([k, c]) => Number(k.split(',')[0]) === area.runningRow && divergesSouth(c))
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.map(([k]) => Number(k.split(',')[1]));
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let best: Intent | null = null;
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let bestScore = -Infinity;
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for (const i of options) {
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if (i.type !== 'track.lay') continue;
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const dRow = Math.abs(i.placement.row - area.officeCoord.row);
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const dCol = Math.abs(i.placement.col - area.officeCoord.col);
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const { row, col } = i.placement;
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const dRow = Math.abs(row - area.officeCoord.row);
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const dCol = Math.abs(col - area.officeCoord.col);
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let score = -(dRow * 2 + dCol);
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if (i.geometry === 'straight') score += 6;
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// A district needs depth to hold facilities; a Running Track that only grows sideways gives
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// Enhancements somewhere to live but Freight nowhere.
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/**
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* BUILD A SIDING, not a stub.
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*
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* A turnout dropping into a dead-end column is worth nothing: the crew can shove cars down it
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* but never get past them. What makes switching solvable is a siding — down off the main, along
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* beside it, and ideally back up — because that is what lets a crew run around its own train and
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* change the order of the cars. Scored as a sequence, so each piece is laid because the previous
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* one asked for it.
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*/
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if (row === area.runningRow && i.geometry === 'turnout') {
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// A first way down is the most valuable single piece on the board; a second closes the
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// run-around. Beyond that they are just holes in the Running Track — measured at 6.4 per game
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// when unrestrained, which consumed the whole 26-piece supply on ways down and none on the
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// siding they were supposed to serve.
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// Measured: capping this to one or two ways down cost more than the spare turnouts did
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// (revenue 3.3 -> 2.5, freight 1.1 -> 0.6). More ways off the main means more industries the
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// crew can actually reach, which matters more than a tidy Running Track.
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score += turnouts.length === 0 ? 14 : 3;
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} else if (row === below) {
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const arc = arcOf(i);
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const turnoutAbove = divergesSouth(at(area.runningRow, col));
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if (arc && (arc === 'ne' || arc === 'nw') && turnoutAbove) {
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// Turn along beneath the turnout — this is what a bare n-s stub could never do.
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score += 13;
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} else if (i.geometry === 'straight' && variantsFor('straight')[i.variant ?? 0]?.axis === 'ew') {
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// Extend the siding beside the main, but only from something that already turned.
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if (reachesUp(at(row, col - 1)) || reachesUp(at(row, col + 1)) ||
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runsAcross(at(row, col - 1)) || runsAcross(at(row, col + 1))) {
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score += 11;
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}
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} else if (arc && (arc === 'ne' || arc === 'nw') &&
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(runsAcross(at(row, col - 1)) || runsAcross(at(row, col + 1)))) {
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// Close the loop back up to the main: the run-around is complete.
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score += 12;
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}
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}
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if (i.geometry === 'straight') score += 2;
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if (dRow > 0) score += 3;
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if (score > bestScore) {
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bestScore = score;
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best = i;
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