Commit Graph
27 Commits
Author SHA1 Message Date
Jesse.MarkowitzandClaude Opus 5 228027637b The Yard Office is offered, reachable, and can be run into (Gitea#5)
"Trains that are only freight (cabooses ok, no coaches allowed) that arrive in a
player's area who has the yard office card get an extra ability… the game will
offer that player the option… They can of course still choose to have the train go
to the standard office."

It was implemented, in a stripped form missing all three conditions: a qualifying
train was TELEPORTED onto the Yard Office card. Nobody was asked, no route was
computed — so the card's own printed "that can reach the yard office in one move"
was unenforced — and because nothing was walked, nothing was ever met on the way.

All three now hold:

  - OFFERED to whoever sits in the district, interrupting the Mainline Phase on the
    turn the train arrives. Declining is an ordinary arrival onto an A/D track.
  - REACHABILITY is the engine's own move walk. `exploreMoves` already means what
    the card means — any distance without changing direction, finishing on
    Operational Rail (§2.4, §A.1) — so using it is what makes code and card agree.
    Reversing is a separate Move, so a yard that can only be reached by backing up
    is correctly out of reach.
  - CARS ON THE LEAD COLLIDE. The walk does not treat standing cars as obstacles;
    it COUPLES them, because that is what a switching move does. An arriving train
    is not switching, so what it would have coupled is what it is about to hit —
    the same reading §8.3 already applies to the Running Track. `destination.couples`
    is therefore the fouling signal, and it needed no new machinery.

Per Jesse's ruling (2026-08-29) the two failures his issue names are kept apart: no
route means no offer, with the history saying why ("make sure this is logged in
history — why can't move so user knows why they can't get to yard"); a route that
exists but is fouled IS offered, and taking it crashes. A silent absence is
indistinguishable from a broken feature, which is how the missing check survived.

THE SHARED REFACTOR THIS NEEDED. `pendingDecision` was one question asked of one
player — §8.1's clearance, always the Superintendent — and `currentActor` hardcoded
that. It is a discriminated union now, with `decisionActor` as the single place that
maps a question to whoever must answer it, and `clearanceRuling` generalised to
`decisionAnswer`. Six copies of `pendingDecision !== null ? superintendent :
currentActor` across the engine, the sim, the web client and the tests collapse into
`actingPlayer`; they had already stopped being right the moment a second kind of
question existed. Gitea#19 needs the same machinery and now only has to add a case.

A BUG THE FIRST CUT WALKED INTO, worth recording because it is a trap the next
interruption will meet too: the offer must be put BEFORE the train is taken off its
Mainline card. `needsClearance` unwinds the whole phase and the driver re-enters
from the top, so asking after the `transits` filter cost the train its place on the
card and the answer had nowhere to land. §8.1 gets this right by asking before it
commits, and the Yard Office now does the same.

The developer bot declines: the Yard Office frees an A/D track, but the lead may be
fouled and the bot cannot read its own yard well enough to tell (`TODO.md`, Bot
Performance). Declining is always safe and keeps the harness comparable with every
measurement taken before this rule existed.

851 tests pass.

Closes #5

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EAgJSmeV8zrMh55Mj85ESb
2026-08-29 06:57:31 -04:00
Jesse.MarkowitzandClaude Opus 5 45580d8b61 v0.7.3 — a game that asks before it ends, and a results screen worth reading
Two issues off the tracker, and they are halves of one thing: the end of a game.
Neither ships on the 0.4.9 line — Jesse's call, that line may be complete and
these are not fixes people mid-playtest need.

EXTENDED PLAY (#11). The official result is settled at the original game length
and never changes: in a five-Day game extended to eight, the winner is whoever
led at the end of Day 5. Extending grants exactly one Day and the question is put
again at the end of it — solitaire the player decides alone, multiplayer it is
unanimous and one refusal ends it there. Only days-based endings offer it; a §3.4
collision breach is final, during an extended Day exactly as during the scheduled
game.

It could not be a client-side change. `check` refused every intent once `status`
left `active`; the server never loads a `finished` game back into memory; and a
save is `{ seed, config, history }` replayed through the engine, so a "continue"
the history does not record did not happen. Hence a fourth status,
`awaitingExtension`, and a `game.extend` intent. `config.days` never moves —
`extraDays` counts the borrowed Days and `official` freezes the outcome, the
standings and the statistics at the first ending.

THE RESULTS SCREEN (#16). `GAME OVER — revenueFloor` was `outcome.reason`, an
internal enum interpolated into the page at the one moment the game has the
player's whole attention. Every reason now has a sentence with the game's own
numbers in it. Around it: the result and winner, standings, the rules the game
was dealt under, a per-player breakdown, and the railroad — trains through the
Division and how many worked en route, loads made up and broken, passengers, cars
switched, trains destroyed. It shares the Day-end dialog's blocks rather than
reimplementing them, and stays reopenable so continuing does not cost you the
results.

Statistics are folded, not recorded: `state.tally` counts what the event stream
says happened, hooked at `applyIntent` and `advance` because `reduce` never sees
the phase driver's events — and those are the interesting ones. Nothing in the
rules reads it, and it rides the Frame, so multiplayer gets the same numbers as
solitaire from one implementation.

THREE BUGS FOUND IN TESTING, all of which would have shipped:

  - a saved game containing a vote could not be resumed (NO_ACTOR). A history is
    a flat Intent[] with no seat recorded; the replay derives who acted from the
    turn order, which cannot work for an intent every seat may send in any order.
    `game.extend` carries its voter, checked against the authenticated seat.
  - an all-bot game hung on the question for ever. `driveBots` loops on
    `currentActor`, null the moment the game stops, so it cannot cast a vote, and
    the bot-vote driver returned early with no humans to follow.
  - the balance harness became unbounded — `test/sim.test.ts` went from under a
    second to never finishing. `randomBot` took another Day about half the time,
    so every seeded game ran to playGame's 50,000-turn cap. Fixed in the driver,
    not in a policy, so it holds for bots not yet written.

All three have regression tests. 832 tests pass, against 793 before this change.

NOT BUILT, and a correction. #16's own comment said `trainStoodStill` "is emitted
per Stage, so a run of them is exactly the sat-on-a-siding streak". It is not:
reading advance.ts, it fires once per game and only for a train whose profile
sets `stopEarnsPoint` — the X18 Circus — with `stopPointClaimed` preventing a
second. The streak was built, rendered "1 Stage at (0,0)", and was taken out
again. There is no per-Stage "this train did not move" signal in the engine, so
"longest an engine sat on a siding" needs one first; TODO.md #36 records what it
would take, and the Circus set-up is reported instead. Badges remain the second
pass #16 asks for (TODO.md #33), and because the statistics are derived rather
than recorded, that pass can add any of them retroactively to games already
played and saved.

Extended play has not yet been played at a real table (TODO.md #35): the
multiplayer vote has only been driven through `session.intent`, never through two
browsers.

Closes #11
Closes #16

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EAgJSmeV8zrMh55Mj85ESb
2026-08-29 04:23:26 -04:00
Jesse.MarkowitzandClaude Opus 5 06db36e5b5 v0.7.0 — four game types, a lobby you can read and leave, and a multiplayer game that makes a sound
The multiplayer set-up, the lobby, the start of a game, and four signals a remote client had never
been sent. Reasoning, the preset table and what was verified how: CHANGELOG.md.

- Co-op, Competitive, Cutthroat, Solitaire and Custom, on both screens, from one shared block —
  they had drifted, and each was missing a question the other asked.
- A player reads the whole rule set before taking a seat, may leave a lobby or a running game, and
  keeps a seat across a reload. The host may clear a chair. The browser remembers every game it is
  in, not just the last one.
- The start of a game is drawn: a handoff beat, an announcement, the code and type in the header.
- Sound, the timetable flash, announcements and the just-drawn badge now reach a remote client;
  justDrawn goes to the seat that drew it and nobody else.
- Played on StartOS, which found the rest: an Extra belongs to the player who played it, the board
  never named the Superintendent, bot seats were reported as absent players, and rule section
  numbers are out of every string a player reads.

Also carries the previous session's Heavy Grade documentation work — asked again, answer unchanged.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016JczK5i33ZNSf2PtzZqdhS
2026-08-23 05:46:42 -04:00
Jesse.Markowitz 40f07b0710 v0.6.0 — saves survive a release, Employee Rotation is real, and the lobby
asks what game you want

Three queued items. The last matters most.

A RELEASE NO LONGER DESTROYS EVERY GAME IN PROGRESS.

Four consecutive releases killed every game on the box, one of them a
release that changed only how the board is drawn. The reasoning behind the
refusal was always right — a move legal under old rules may not be legal
under new ones, and half-replaying a save is worse than refusing it. The
TEST was wrong: it compared engineVersion for exact equality, and that
stamp is the package version, which moves for a CSS fix.

Whether a save still replays has an exact answer, so it is now asked
directly. loadGame reads the file and judges nothing; tryResumeSession
replays the intents and reports the first one the engine refuses. A save
stamped with a version this server has never run resumes fine provided its
moves replay — verified against a file hand-stamped 0.4.9-ancient. One that
genuinely does not replay is still refused, but the log names the move
rather than two version strings: "move 3 of 8 (localOps.choose) is rejected
by the current rules with OPTION_ALREADY_CHOSEN".

fromMultiplayerSave had to stop lying first. It has always stopped at the
first unacceptable intent and done so in silence, which was survivable only
because the version gate meant a doomed replay was never attempted. Now
that the replay IS the check, it returns where it stopped and why.

Deliberately not done: resuming a partly-replayable game at its last good
move. That silently rewinds a game to a position nobody played to while
every browser holding a later Frame carries on unaware. Refusing leaves the
file intact, so putting the previous version back still recovers it.

EMPLOYEE ROTATION IS IMPLEMENTED, SISTER TRAINS IS DELETED.

Two of the four optional-rule flags were read by nothing at all. Employee
Rotation is four lines in advance.ts, because the seat/player split (D9)
exists for precisely this rule: seating is the only thing that moves, so
Revenue, hands, the Superintendent and whose turn it is travel with the
player, and the Office, district, grid and any trains standing in it stay
with the chair. Inheriting the district you move into is the point of the
rule, not a side effect. "Left" is seat + 1, matching playerLeftOf.

Sister Trains is deleted rather than built: Q9 records that the Second
Section card supersedes it, and that card exists, so the flag was a toggle
for a rule the game no longer has.

THE LOBBY ASKS WHAT GAME YOU WANT TO PLAY.

Creating a game asked for a name, a mode and a table size; every other dial
was hardcoded. A Game settings block now carries the same set the solitaire
dialog does — seed, starting hand, the three revenue rates, Days, the
combined-Revenue floor, both collision caps, the opponent-card toggle —
plus the three surviving optional rules. Mode and table size set the
defaults and everything stays editable. The seed is honoured, so a game can
be reproduced or compared.

Verified: 682 tests pass (679 + 3). The rotation tests were mutation-checked
both ways — disabling the rotation and turning the table the wrong way each
fail the suite. Live: a save stamped 0.4.9-ancient resumed, an injected
illegal move was refused by name, and a create with every dial set to a
non-default value came back out of game.json with all of them intact,
including seed 777.

Two of my own assertions were wrong on the way and the tests caught them:
the Fedora legitimately passes at Stage 12 (§5) so it cannot be compared
against its own earlier value, and dispatchUsedToday is cleared at every
Day boundary so it cannot mark a district.
2026-08-21 21:45:34 -04:00
Jesse e76bd77099 v0.5.1 — multiplayer Phase 4: lobby, sessions, reconnection
A real server existed since v0.5.0 but nobody could reach it without a hand-built ?seat=&secret=
URL. This is what makes it a game you can actually create or join.

The server now hosts more than one game: src/server/lobby.ts (new) is pure logic — creating,
joining, bot seats, host transfer, starting — same split session.ts already draws for a running
game. persistence.ts gained one directory per gameId plus a top-level index so index.ts resumes
every saved game on boot. /api/stream and /api/intent now authenticate by session token instead of
?seat=&secret= — the token alone proves identity (lobby-and-sessions.md §1), so the join secret's
job ends at the lobby door.

Bots fill empty seats at Lobby.Start only, never take over a disconnected human (D8): session.ts
gained driveBots(), playing developerBot forward through consecutive bot seats after every accepted
intent. Disconnect keeps the seat and says so — Push gained an optional presence field, built
entirely by http.ts and never routed through the engine, since a disconnect is transport news, not
a GameEvent. Host rights pass to the earliest-joined remaining player if the host drops before
start.

Client: src/web/lobby.ts adds create/join forms and a live seating screen; localStorage replaces
?seat= for reconnecting straight back into a game already joined. A Multiplayer button sits beside
New game; the New Game dialog itself is untouched.

Found only by the live smoke test, not by typechecking: /api/intent read its token from the JSON
body while the client sends it in the query string (matching /api/stream) — every intent failed
"no such game" until caught by curl-level verification.

Doc fix: multiplayer.md's D18 said the player cap was 6; lobby-and-sessions.md §2 says 2-4 with the
reasoning and the test coverage to back it. The two had drifted apart. D18 now reads 2-4.

Not verified: an actual browser walking through the lobby screens — none available in this
environment, same limitation Phase 2's RemoteSession shipped under. 656 tests, 0 failures.

tools/jitsi-harness/ deliberately left untracked — unrelated side-project work, not part of this
release.
2026-08-21 05:25:47 -04:00
Jesse c3c5cbfeec v0.5.0 — multiplayer Phases 2 and 3: a server that runs a game and survives being restarted
Phases 0-1 shipped in v0.4.0 (seat/identity split, per-player turn state, the Session boundary).
This lands Phase 2 (server core, one game, no lobby) and Phase 3 (persistence and resumption) per
docs/architecture/multiplayer.md §12. Phases 4-6 (lobby/reconnection, the 22 opponent-directed
cards, StartOS packaging) are still ahead.

Phase 2: src/server/session.ts hosts a game in pure logic (no sockets) on top of game.ts's existing
Game/submit/currentActor/actionMenu; it verifies seat === currentActor(game) itself before calling
submit, since submit() trusts its caller and a server can't. src/server/http.ts and index.ts add
POST /api/game, GET /api/stream (SSE, per-seat), POST /api/intent, and static serving of dist/.
src/sim/frame-delta.ts is a purpose-built per-seat board delta for one live push at a time. Found
and fixed along the way: actionMenu(game, seat) only used seat for the hand field, so a server
computing every connected seat's Menu would have handed the acting player's legal moves to a
waiting seat. Verified with a live end-to-end smoke test (2-player game, two SSE streams, a
rejected intent from the wrong seat, an idempotent resend) plus test/server/session.test.ts and
test/redaction.test.ts. Not verified: an actual browser (none available in this environment).

Phase 3: src/server/persistence.ts writes game.json and turn-timings.json, atomic-rewrite-then-
rename. game.ts gained fromMultiplayerSave, fixing a narration-attribution bug found while testing
it (fromSave's replay loop drops the actor argument, invisible in solitaire, unreadable the moment
there's more than one seat — fromSave itself still has this gap, deliberately untouched). Verified
live: server killed and restarted mid-game, both seats reconnected exactly where they left off.

Two rules bugs found while building this: the New Train phase never implemented its car-placement
round (every car of every train was placed by the Superintendent alone, in every mode, all along —
now reads the round position off tray.consist.length); and victory conditions are now one shared,
configurable GameConfig set across solitaire/competitive/coop instead of a fixed length lookup and
a dead firstToTarget condition.

Also folds in the three fixes already released on the patch line as v0.4.9b/c/d: a switching
train's crew badge failing to draw once it left the Office square, an unload that always took the
westmost car regardless of which was picked, and a legal decision that could render with zero
buttons.

docs/testing/0.5.0-test-plan.md and three reported-bug save files (docs/station-master-seed*.json)
included for reproducibility. tools/jitsi-harness/ deliberately left untracked — unrelated
side-project work, not part of this release. 635 tests, 0 failures.
2026-08-20 23:50:38 -04:00
JesseandClaude Sonnet 5 859817d173 v0.4.9 — X,Y coordinates, no-switching can still clear the mainline, Q3 corrected, a clearance bug, three sounds, and the box art
A playtest review of seed 58228926 (day 6), plus one long-standing display complaint and the
first real audio beyond a placeholder.

- Coordinate labels read X,Y everywhere shown to a player, not the internal Y,X storage order.
  Display-only.
- "No switching" now means may not add or drop cars, not "never touch it" — these trains can
  still be moved onto Secondary Track to clear the mainline.
- Q3 corrected: Expedite governs WHERE a train may be left standing, not WHEN it leaves. The
  forced same-Stage departure is gone; a new fault costs 1 Revenue if an expedited train is left
  off the station when a Mainline Phase begins. Resolves "3/4 Express prints a rule it can never
  use" as a side effect.
- evaluateClearance now checks every occupant on a Mainline card before offering a judgment
  call, instead of returning on whichever it found first — found while explaining a playtest
  report, fixed with a regression test.
- Three new synthesised sounds: arrive, depart, crash.
- The splash page shows the box art.

Full detail, measurements and reasoning in CHANGELOG.md.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01FvU99NEakShRMg3nN3fHAZ
2026-08-19 23:51:35 -04:00
JesseandClaude Sonnet 5 fbaa3d4147 switching paths: two routes to the same square
Builds docs/plans/switching-paths.md. A passing loop can offer two legal
routes between the same two squares, coupling different cars — the engine
only ever found one, an artifact of search order (Reported by Jesse, undo
379). exploreMoves now enumerates every simple route (per-path visited set,
capped at 4000 frontier nodes) and dedupes on outcome — destination, entry
side, and origin-tagged cars — rather than on reaching the square at all.

switch.move gains an optional `via: GridCoord` naming one intermediate
square on the chosen route; absent, it resolves exactly as before, so
every existing save and bot decision replays identically (575/575, then
579/579 with the new tests). Threaded through the label, the action-list
dedupe, the hover highlight (data-route), and the history (trayMoved.via).

Ruling recorded as Gap 14 in docs/rules/open-questions.md: the player may
choose the path; §A.4's "may not go around" a car does not reach a
different track the player declined to enter.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SAt2YCXgd5qCjBcF2x34aK
2026-08-19 16:52:10 -04:00
JesseandClaude Opus 5 461c4d9bac v0.4.8 — the Limits bound the whole district, the nine spots really are nine, and an action points at its square
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YQAJ4dND7enLj54eLyiF2C
2026-08-19 13:38:06 -04:00
Jesse 9f3b92d08e v0.4.7 — the switching game: track order, the cut on your own card, and four rules
Eight play reports and one design that had been written up and not built. The
through-line is switching: what a card can hold, which end of a train a cut comes
off, which way a train meets cars standing on the line, and what the board and the
log say about all of it.

TRACK ORDER FOR STANDING CARS, AND THE CUT ON YOUR OWN CARD

Two reports turned out to be one root cause. `TrackCard.standing` claimed "in track
order (§A.3)" and had no defined orientation at all, while `CrewTray.consist` does
(nose first, relative to facing) — so every transfer between them was a conversion
nothing performed. §A.3 says what it should be: cars occupy the track "in the same
order they originally held, left-to-right". Left-to-right is west-to-east, and that
is now the defined orientation of `standing` and of an industry track through
`carsOn`. It is the board's orientation, not the train's, so it does not change when
a different train touches the card.

  - Setting out is batch-invariant. Four cars at once, four singles and two pairs
    parked three different orders, one of them physically impossible. Successive
    cuts off the same end stack up towards the engine, so the insertion point is the
    train's own place in the row.
  - Approaching a cut from either end now mirrors. `couples` is built nearest-first
    along the direction of travel and reverses onto the nose, so the farthest car met
    ends up nose-most — which is what makes a run-around worth its Move.
  - A train no longer drives through its own cut. The walk began at the neighbour of
    the start square and never read the start card, so a crew could set cars out and
    pull straight away from them. Coupling is mandatory (§A.4) and your own square is
    no exception; the cut counts against the four-car limit. Setting out off the end
    you are not leaving by still works.

`CrewTray.standingWest` records where a train stands among the cars on its card — a
train may set out off both ends on one square, so which side a cut is on is not
recoverable from the array alone.

On the board, the cut is drawn split at the train — west cars left, east cars right,
engine in the gap — and each car's tooltip says whether it stands ahead of or behind
the engine. The history says which end a cut came off, and a move's button separates
"takes your own boxcar back off this card" from cars found standing on the line.

Decided: taking your own cut back on the square you are standing on is UNDOING the
drop. It is exempt from trains 3/4's per-location freight budget, X13's "drop but not
pick up" and X22's "empties only", and it refunds the budget the drop spent.
Otherwise a legal-looking drop becomes silently one-way.

Measured, 200 paired seeds, developer bot: -0.55 revenue (t = -3.63), freight revenue
1.11 -> 0.56. That cost is the bot's, not the rule's — its trains run engine-first,
so at a stub industry it sets a car out between itself and the only way out, and the
correct play is §A.5's facing-point move, which is the cross-turn planning TODO.md
already records as out of reach of any bot. Filtering self-recoupling moves out of its
options took recoupling from 625 of 1,029 set-outs to 101 of 677, and all 101 that
remain are that case. Read the number as a bot measurement, not a balance one.

THE SUPERINTENDENT'S RULING NAMES THE TRAINS IT IS ABOUT

Reported: the Superintendent could not tell which train he was clearing. The heading
asks the question now — "may Train 6 follow Train 4 onto the same Mainline card?" —
and the trains moved to the FRONT of each button, because the button splits its label
at the first em-dash and showed only the head.

AN INDUSTRY TRACK HOLDS FOUR CARS, LIKE EVERY OTHER CARD

Reported at undo 188: "we wanted to drop two cars, but were only allowed to drop one."
An industry track was built as long as its box count, so a one-box industry had room
for one car. Box count is how much WORK an industry can hold, not how much RAIL it
has. Ordinary track was the other exception, unbounded; both are gone and every card
holds four.

THE FREIGHT AGENT MAY STAGE A LOAD BEFORE THE CAR IS THERE

§6.3 asks nothing of the industry track — the empty car belongs to §9.3's Load the
car, which is the Laborer's action. The gate now lives only there, so cargo can wait
on the dock while the car to ship it in is still being switched in. Nothing can jam:
a load in a green box is waiting, not stuck.

THE TRUCK DOCK UNLOADS, AND BRINGS NOBODY

+1 inbound, no Laborer. It printed +1 outbound and +1 Laborer, which made it a
longer-host-list copy of Forklifts. Beside Packing Sheds it now does nothing at all,
and the hand tooltip says so before it is played.

Also in this release, from the days before: Mainline card tooltips computed from the
crossing rule; an Extra starts from the Division Point its number sends it to; a
modifier's suppressed grant comes back when a Whistle Post is upgraded; the Oil
Refinery and the Grocer's Warehouse ship as well as receive, per the card reference;
and the dormant defences name the attack they answer. `.claude/` is now gitignored —
it holds Claude Code's worktrees, i.e. a second checkout of this repository.

570 tests, typecheck clean. The three published replays were re-recorded twice —
legality changed, so bot play changed. Full detail in CHANGELOG.md.
2026-08-19 12:12:30 -04:00
Jesse 08339effba more info on train moves in history. train info added to tooltip on timetable and division map. support for multiple trains in area switching. more info on train7/8 wrt location of coach on initial train build. 2026-08-16 21:45:19 -04:00
Jesse 6655e20ea8 v0.4.4 — New Game dialog for the opening hand and the three revenue rates, Yard renamed Interchange, and two movement bugs behind a mirrored consist 2026-08-14 22:39:50 -04:00
Jesse 393a669418 v0.4.2 fixed passenger trains not stopping at office. changeed revenue for train completing run - 1 point to every player when train exits division 2026-08-13 21:29:52 -04:00
Jesse a7221dcf20 v0.4.1 - bug fixes. initial d12 rolls determine what player in which seat. 2026-08-13 15:28:53 -04:00
Jesse 49f8504b05 v0.4.0 — multiplayer Phases 0 and 1: seat and player split apart, turn state per player, the page behind a Session, and eight seat/player mix-ups fixed with tests that fail without them 2026-08-13 14:06:02 -04:00
Jesse 216006b091 v0.3.1 — multiplayer groundwork: 13 engine tests covering 2-4 player games, a seat parameter on snapshot and actionMenu so a player sees their own railroad rather than seat 0's, and the 22 opponent-directed cards held out of every deck until they are built 2026-08-12 22:37:10 -04:00
Jesse 1bf1e95058 v0.3.0 — playtest fixes, two new rules, and §7 enforced 2026-08-12 21:08:28 -04:00
JesseandClaude Opus 5 5d825b97d2 v0.1.0 — undo, the crew's reach on the board, workers on the card, and four engine bugs
Fifteen items from two playtest sessions. Three that read as drawing faults were engine
bugs: cars could be added to a train that was not being made up (50 offers in 8 games),
the make-up panel merged two trains and could couple a car to the wrong one, and an
Office upgrade silently deleted what a Modifier had added. A fourth was a sentinel
inside a coordinate's own value range — a Mainline placement travelling as row -1, which
is an ordinary district row.

Trains are now drawn the way they stand: west on the left, nose toward the way the engine
faces, on both the district card and the Division chip. Undo steps back through the game
by replaying the save without its last intent. The switching walk keeps its rejections, so
the board can say why a square is not offered. Laborers and Porters are on the card, and
the rule that a district only grows outwards is finally written down.

Versions start here: third digit for fixes, second for a feature set, 1.0 for a release.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GgtkX8JnvKa8y2tuJ8aQf4
2026-08-08 05:23:17 -04:00
Jesse f4c0f49604 More bug fixes. Show the timetable, and stop the arrival message contradicting itself. Fixed division point in labels. And highlighted discard as targets. 2026-08-05 23:08:03 -04:00
Jesse 543584a2ca user card Hand becomes the action surface, the board shows the train, and a reverse stops turning it around, other bug fixes too. 2026-08-05 19:18:26 -04:00
Jesse 9c76b1a5e2 Track becomes a deck card, Departments become decks, and trains must be made up to leave, industry restrictions enforced, update display and add a new game button 2026-08-05 08:28:22 -04:00
Jesse 4bba991f41 Fixed division end of track labels and other minor bugs. Trains now show their information. Play cards now required to get to 3 or less, no other restrictions. auto hide now more prominent. it and sounds now are in replay. 2026-08-04 13:43:28 -04:00
Jesse c3c5c59a45 Show the whole Division mainline. district now has option for auto hiding on phases where not needed. scaffold for multi-player geometry showing division. regions on mainline cards implemented. bug fix on laying rail cards. optimized replay (carried links forward). Add sounds, first pass 2026-08-04 11:26:18 -04:00
Jesse ec792dfc15 Say who is playing, what you can press, and where you are in the Stage
Mostly presentation, plus one rules fix found on the way.
2026-08-04 08:37:42 -04:00
Jesse f00255ce31 more fixes and tweaks 2026-08-01 12:00:27 -04:00
Jesse dd300ac154 Fix caching, Limits placement, and explain the board better 2026-07-31 23:34:18 -04:00
Jesse 2eca9de09f various fixes. added version#s and added a playable browser build of the solitaire game (including deploy to filebrowser script) 2026-07-31 22:03:13 -04:00