7 Commits
Author SHA1 Message Date
Jesse.MarkowitzandClaude Opus 5 3befc420da v0.8.2 — every district opens on a Depot, and the docs are pages now
A second-digit bump for a playtest read back against the save file. Nine questions
were asked of one three-Day game; three were bugs, three were the rules working
and undocumented, three were decisions. Every save on the test server was replayed
against this build BEFORE release, which is how the cost of each rule was known
before it was chosen rather than discovered after.

EVERY DISTRICT OPENS ON A DEPOT. A Whistle Post has one A/D track and is not a
Passenger Facility, so the opening of every game was spent unable to work a
passenger and one arrival away from a collision. Two A/D tracks and passengers
from Stage 1 now; "Players start with Whistle Posts, not Depots" is the harder
game, set when the game is created. The deck follows the choice — starting on
Depots the four Depot upgrade cards are left out, because an upgrade must be to
the next tier and a Depot card at a table of Depots is a dead draw. How much
easier it is showed up as a test failure rather than an argument: the cue-coverage
pool needed widening from 24 seeded games to 60 before it held one collision.

NO SAVE WAS STRANDED BY IT, which took care. This is the one house rule that
changes how a game is DEALT rather than how it plays, so replaying a save under
the wrong opening is a different railroad from intent one — silently, with no
error. `withSavedOpening` fills it on the replay paths ONLY. Putting it in the
resolver instead made a fresh Cutthroat game deal Whistle Posts and read as
Custom, which is how the distinction was found.

THREE BUGS, ALL REPORTED FROM ONE GAME AND ALL CONFIRMED ON ITS SAVE.

An Office held TWO TRAINS ON ONE A/D TRACK. The capacity test passed with nothing
standing, the train the Interlocking had been holding at the Limits was moved into
the free slot, and the arriving train was pushed in after it without anyone asking
again whether there was room — so the collision §8.3 calls for never happened. The
held train keeps priority; the newcomer now takes the consequence it would have
met had the held train arrived first.

THE HISTORY FROZE, permanently, and the log cap was not really the cause. Each
seat's "what have I sent you" bookmark was an INDEX into an array the game trims,
so once a seat's bookmark reached the limit the slice returned nothing for the
rest of the game — at a different moment per seat, because each holds its own.
That game's log ended at exactly the cap. Lines carry a sequence number now, which
survives trimming; proven by pushing twice the cap through a simulated seat.

§8.1 ASKED THE WRONG QUESTION TWICE. "Trains may pass" returned `clear` before the
Subdivision was looked at, so a train entering a Double Track was released however
busy the rest of it was — that, not anything about Control Points, is what let
Train 8 out with no ruling. And a train standing at an Office was invisible to the
scan, so one about to re-enter the very Subdivision being entered counted for
nothing. Capacity is the test, not presence: a Depot with a track free is not in
the way; a Whistle Post with its one track taken is.

THINGS THAT HAPPENED SILENTLY NOW SAY SO — a train held against a facing one, a
train released from the Limits (a side effect of somebody else's arrival, so it
simply appeared at the Office), and the train an Interlocking is holding, whose
explanatory tooltip has existed since #99 with NO renderer ever reading the flag.

WHERE A MOVE IS REFUSED, AND WHY. `exploreMoves` decides where the rails go and the
pick-up restrictions are enforced afterwards in `check`, so a square the rails
reached and the card forbade was reachable, un-offered, and absent from the block
list with nothing said. Those squares are blocked with the rule that blocks them
now, and the reasons are got by ASKING `check` rather than re-deriving: a second
implementation of the rules is exactly the failure the block list exists to avoid.
A train may also always recover its own caboose — X13 prints "may drop but not
pick up anything", and a train needs its caboose to be made up, so one that parted
with it could never legally leave again.

RULES DECIDED IN SEPTEMBER AND APPLIED HERE. A Modifier must sit square against its
host, no diagonals. A passenger Modifier may not be played at a Whistle Post. Both
were built, measured, held back for a fortnight so a playtest could finish, and
applied now. A Second Section costs its card: `SECOND_SECTION` was declared in
content.ts and never dealt, so the action was free and the bot ordered 26
accidental ones in a measured round. The card is dealt and spent — gating on a card
the deck never holds would have deleted the mechanic rather than fixed it.

THE DOCUMENTATION IS A SET OF PAGES, not five text files served as text/plain — a
card reference is mostly tables, and as plain text a table is rows of pipes.
Markdown is still the one copy; the build renders it, and publishes the .md beside
each page. No Markdown library: this project has no runtime dependencies and one
would be a poor first. The pages add what Markdown cannot carry without drifting —
a nav across the set, a contents list built from the headings actually rendered,
an anchor on every heading, a 70-character measure, and tables that are tables.
They print as ink on paper.

The references caught up with the rules, checked rather than assumed: two
statements had gone from stale to misleading (the Quickstart told a new player to
"get a Depot down as soon as one appears"), and four rules nobody could look up
are written down — the Office tier table, §8.1 in practice, what the Circus Train
pays for, and that a Realignment can be a card with no legal target.

Adding one card to the deck reshuffles every seeded deal, which broke five
fixtures. Each was a seed meaning "a game like this" — TODO #84, exactly — so
seeds moved and pools widened rather than assertions weakening, and the clearance
fixture pins its terrain the way `enhancements.test.ts` already does. The three
published replays were re-recorded.

Closes TODO #40, #42a, #108, #109 and #110.

1046 fast tests and 35 sim tests pass.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MUizFYCMHRWhbWwXhp7WPR
2026-09-23 07:07:21 -04:00
Jesse.MarkowitzandClaude Opus 5 9a9e50b3c6 v0.8.0.11 — sixteen fixes from the second multiplayer playtest
Arrivals name whose Office they reached, and no longer tell every seat they can
work the train. The turn chart follows the animation queue, so being five behind
looks five behind across the whole screen rather than half of it. Pause sits
beside Skip and preserves the dwell a held step still owed. A one-render look at
another player's Office Area. The district summary counts the board being shown.
LIMITS is printed beneath its card instead of through its border. The Mainline
region divider is visible. Only Hilly mentions FAST/SLOW, because it is the only
card that reads it. A passenger Modifier on a Whistle Post reports itself dormant
rather than claiming the facility "only receives". An automatic phase says what
the Division is doing instead of answering by negation. The version appears once
in the header rather than twice on every .s9pk. Save files carry the join code,
the Stage and the date.

The New Train phase, reviewed before being changed: the make-up panel now says
what the train STILL needs rather than only what its card calls for, explains
that a player adds one car before the round passes on, marks the train being
loaded on the Division map, and gives an addable car in the yard the same amber
every other clickable thing on the page wears.

Reasoning, measurements and the reports behind each are in CHANGELOG.md.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017nnuCv8UodHucFfx3LWEoX
2026-09-16 16:06:01 -04:00
Jesse.MarkowitzandClaude Opus 5 4adf149ba5 v0.8.0.10 — playtest fixes: clearance rulings, the log, the map, and a save file
From the first two multiplayer playtests of v0.8.0.9, each traced before fixing.

The engine:

- A train on a card BEHIND the one departing no longer triggers a clearance
  ruling or an opposite-direction bar (#26). Reproduced from the exported
  save: X15 was held over X18 behind it, and X18 then collided into the full
  Whistle Post. Games in progress holding a ruling the engine no longer asks
  for will not resume (28 of 40 recorded four-seat games); shipped as is at
  Jesse's call.
- `mainlineModified` carries the card's previous kind, so the log can say
  what a Realignment converted (#27).

The screen:

- The turn chart and the Division map name the player whose move is on
  screen while bot turns replay, not the live actor (#25).
- The owning player's name is no longer outlined by the turn arrow's stroke,
  which made it unreadable (#24).
- A Mainline card flashes on the map when a Realignment changes it (#28).
- The history is held back with the board and revealed step by step, instead
  of arriving whole while the board is still catching up (#29).
- A ruling made by holding the office reads "Superintendent Player X" (#30),
  and no line names a player twice (#31).
- A seated player can download their own game as a save file: the play
  page's Save replay button, fed by GET /api/save?token=… (#32). The StartOS
  action cannot do this — an action result is text only.

Closes #24
Closes #25
Closes #26
Closes #27
Closes #28
Closes #29
Closes #30
Closes #31
Closes #32

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017nnuCv8UodHucFfx3LWEoX
2026-09-15 22:44:20 -04:00
Jesse.MarkowitzandClaude Opus 5 64e8ce584f v0.8.0.6 — your move waits its turn, the lit pile keeps asking to be looked at
Your actions are put away while the board is catching up. The board on screen is
behind the game, so a move offered there is a move against a position that has
already moved on — and the screen had grown to four things competing at once: the
district, the history, the catching-up row, and a lit pile. Skip is one click away,
so the wait stays voluntary.

That could have locked a player out of their own game. Hiding actions behind busy()
makes that flag the thing standing between a player and their turn, and without
requestAnimationFrame nothing ever advances the queue — so busy() would never
clear. Caught by the DOM-stub test that has been proving this page still starts
since long before any of this existed. No rAF now means draw everything at once,
which is what pace 0 does deliberately, and a queue that throws empties itself
rather than stranding anyone.

The lit pile was never brief: measured, it stays lit for 6997ms at 10x. It was a
single flash over a dark fill, easy to miss while watching the district — a state
that settles stops asking to be looked at. It pulses now for as long as the move is
up.

And the pace ceiling was not theoretical. 10x was the top of the ladder and was
reported still a bit fast; it runs to 20 now. A control whose limit is reached in
ordinary use has the wrong limit.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01X6cF1iYvJ1kNmzYBzu4QX6
2026-09-10 05:49:01 -04:00
Jesse.MarkowitzandClaude Opus 5 fc40fc39ed v0.8.0.4 — take the test server's name back out of the tracked files
Both repositories allow anonymous clone — checked rather than assumed: info/refs
for git-upload-pack answers 200 for each, git-receive-pack answers 401. So
everything committed here is public, and tracked files are supposed to carry
placeholders rather than real hosts.

Ten mentions added while building v0.8.0 are now "the test server" or "the target
hardware", across CHANGELOG.md, the common-board plan's three deferral banners,
sim/pacing.ts, and two test files. Prose and comments only, no behaviour; the
quotes are untouched, because what was said about bot pacing is the part worth
keeping.

Left alone deliberately: nineteen older mentions in entries about v0.7.5, v0.7.6
and v0.7.8 and in TODO.md, since rewriting a changelog after the fact makes the
record less true; and scripts/deploy-web.ts, where the host is the functional
default for FB_URL rather than prose — turning that into a required variable
changes how deploying works and wants deciding on its own.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01X6cF1iYvJ1kNmzYBzu4QX6
2026-09-09 21:43:06 -04:00
Jesse.MarkowitzandClaude Opus 5 0cfeb4c496 v0.8.0.1 — bot play was way too fast, and the last step never got its moment
Two things from the first real play on phoenix.local. One bug: busy() was
pending.length > 0, so the final step of a burst reported the queue idle the
instant it was shown — the district panel snapped back to the viewer's own board
and the countdown row vanished before either could be read.

And calibration. "Start at 1s and tune down" was applied to switching, while a
250ms action tier was invented beside it — fine for a switching burst, wrong for
the common case, since switching is not legal until there is track down. A real
early-game bot turn measured 750ms end to end. Actions are 700ms now, and
localOps.choose moved out of bookkeeping: it is the line announcing what a bot is
about to do, and at zero dwell nobody ever saw it.

The viewer's own moves now cost nothing — their board comes from their own Frame,
so holding their click only delayed the thing they wanted to watch. And pace
supports 2 and 3 as asked, bounded by MAX_PACE so a typo cannot look like a
frozen board; every tier scales together, so the weighting survives any speed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01X6cF1iYvJ1kNmzYBzu4QX6
2026-09-09 17:20:18 -04:00
Jesse.MarkowitzandClaude Opus 5 02289e94b8 v0.8.0 — the board replays what everyone else did, instead of arriving rearranged
TODO #13, #15 and #18 — Gitea#20 steps 2-4 pointed at a seated player's own screen.
Every accepted intent, and every automatic phase that does anything, becomes an
ordered presentation step. A bot's whole switching turn used to land in one push;
now it arrives as a run of steps, the district panel follows whoever is acting,
and a [N behind] … [Skip] row says how far the board is from the game.

Solitaire runs the same path — one collector inside submit(), which both session
kinds already funnel through — which is where its automatic phases finally get a
visible beat.

Dwell is assigned by kind: switching holds the screen, turn bookkeeping costs
nothing, and the clock turning over earns the beat. Tunable per viewer without a
rebuild, and off entirely at pace 0.

Also: switching was the one class of action logging unattributed, and now names
its train. Reasoning, measurements and the three things that turned out wrong are
in CHANGELOG.md.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01X6cF1iYvJ1kNmzYBzu4QX6
2026-09-09 15:31:46 -04:00