Commit Graph
12 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 dc31555625 v0.8.0.16 — the guide a tester can reach, and a flag that named the card instead of the gate
v0.8.0.15 wrote a Quickstart for a tester who has never played and then left it
in docs/, where a tester does not look — reachable only by somebody who already
has the repository. Nobody handed the box had it. build-web.ts now copies it to
dist/quickstart.md and the splash page offers it under the three doors, as a
line rather than a fourth door: reading the guide is not a way to play, and
giving it equal weight in that grid would say it is.

COPIED, NEVER RE-WRITTEN. The Markdown document stays the one copy. A
hand-written HTML twin drifts from it on the first edit, which is the failure
#15a was raised about and precisely what the v0.8.0.15 pass spent itself
undoing. It is served as PLAIN TEXT, which is honest rather than good — tables
render as pipes and the links do not click. Rendering it into a styled page
wants a small Markdown converter and is filed as TODO #109; build-web.ts's
comment names that number rather than gesturing at "the next step", so the file
and the worklist cannot drift the way the references just did.

Two things had to be true and tsc checks neither, so both are tests. The href on
the splash page and the filename the build writes are two strings with nothing
connecting them: rename the document and the build quietly publishes nothing
while the page keeps offering a link that 404s. And a .md file must not arrive
as a download — the server's MIME fallback is application/octet-stream, which a
browser saves instead of displaying, so the link would have handed a tester a
file to save rather than a page to read. '.md' is in http.ts's table now, and
the test reads that table out of the source rather than asserting on a copy of
it, which would pass while the real one was wrong.

VERIFIED AGAINST A RUNNING SERVER, not only compiled: 200,
text/plain; charset=utf-8, the guide's own first lines, and the splash link
resolving.

THE sortsCars COMMENT. Asked after v0.8.0.15 whether everything now agreed, and
the audit turned up one place that did not — the field's own doc comment named
the card's printed text as though it were the flag's meaning. Nothing reads it
to permit a sort; its two readers, resolveExtraStart in apply.ts and the
enumeration in legal.ts, both ask whether this is the one Mainline card with a
Yard Limit and therefore the one an Extra may be made up and started on. Comment
only, and worth the bump because of where it is: it is what a developer reads
before using the flag, and it is the likeliest source of the sentence v0.8.0.15
had to correct off the board. The name is kept for its link to the card face and
the comment now says outright that the name is not the meaning.

The five references and docs/design.md read v0.8.0.16. They describe this build
because the audit re-checked them against it, not because the number was swept
forward — a stamp bumped without a reading is worth less than none.

1001 fast tests and 35 sim tests pass.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MUizFYCMHRWhbWwXhp7WPR
2026-09-21 01:28:51 -04:00
Jesse.MarkowitzandClaude Sonnet 5 193800a649 v0.7.8 — the setup screen was unreachable for anyone who had ever played
Third report of the same symptom, this time with the build confirmed
current on screen, which ruled out v0.7.7's caching fault and left the
real cause exposed.

v0.7.5 skipped the setup screen whenever load() found a save, reasoned
as "a saved game is a game to resume". A browser that has ever played
solitaire always has one, so the door could never reach the screen
again — and the fresh private window that appeared to vindicate v0.7.7
simply had no save. Two real faults were stacked; the caching one is
fixed and had been masking this.

The door outranks a saved game now: ?solitaire is a request to set one
up, while a bare reload still resumes (pinned by its own test). Since
Deal clears the save, the screen carries #ss-resume and says what Deal
costs, so the door cannot destroy a game in progress.

Also, per Jesse, riding along rather than taking its own release: the
splash footer now names both ways to play.

868 tests pass, four new. The reproduction was a failing test written
before the fix.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AdG46Ja2PEDBkpqiDazMoX
2026-08-29 23:47:44 -04:00
Jesse.MarkowitzandClaude Sonnet 5 b4f09f05cb v0.7.6 — the solitaire door could not reach solitaire
Found by Jesse playing v0.7.5 on phoenix.local: a browser that had ever
held a multiplayer seat could not reach the new solitaire setup screen
at all. start() checked a browser-remembered multiplayer session before
ever looking at solitaire's own state, and a bare ./play.html load could
not tell "clicked Play solitaire" apart from "reloaded mid multiplayer
game" — the same problem ?lobby already solved for the door on the
other side, never applied to this one.

The door now links to ./play.html?solitaire, and start() treats that,
an explicit ?seed=, or the setup screen's own ?hand= (written by every
Deal) as proof this navigation means solitaire — checked ahead of the
remembered-session lookup rather than only below it.

862 tests pass, three new.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AdG46Ja2PEDBkpqiDazMoX
2026-08-29 19:59:37 -04:00
Jesse.MarkowitzandClaude Sonnet 5 3e961496b0 v0.7.5 — solitaire asks before it deals, the same way multiplayer already does
A new #solitairesetup screen in play.html asks the full shared game-options
block — type, starting hand, Extra start, revenue, victory conditions,
optional rules — before a genuinely fresh visit deals a game. A saved game,
an explicit ?seed=, or a URL a Deal already wrote all skip past it, same as
?lobby already skips the front doors on an invite link.

The in-game dialog, the lobby and this screen now share one
wireGameTypeBlock()/commitNewGame() pair instead of the dialog carrying its
own copy of the questions.

859 tests pass. Not yet played in a browser.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AdG46Ja2PEDBkpqiDazMoX
2026-08-29 19:14:37 -04:00
Jesse 62b6ed7e1b v0.5.2 — the splash's multiplayer door opens, and knows whether it should
The "Play multiplayer" door on index.html had sat disabled, labelled
"Coming soon", since before the server existed — Phases 2 through 4 built
a working lobby and nothing ever linked to it. Loading the site landed on
the same solitaire splash whether a real multiplayer server was behind it
or not, with no visible way in. Found packaging Phase 6 for StartOS.

The door is now a live link to ./play.html?lobby, and main.ts's start()
routes ?lobby straight to the lobby screen — the same showScreen('lobby');
runLobby(beginRemote) the in-game Multiplayer button already used —
instead of dealing a solitaire game first.

GET /api/health is new, and exists to be failed. The same dist/ ships both
served by src/server/ and uploaded as flat files by deploy-web.ts, and the
bundle is identical either way (D4), so the page cannot know from its own
build which it is; every other route 404s an unknown path exactly as a
static host does, so nothing distinguished them. The splash probes it on
load and closes the door when nothing names itself in reply.

The door starts open and only ever closes, deliberately: a wrong "no
server" is the bug above again — invisible, and it strands a player who
does have one — while a wrong "there is one" costs a click and a lobby
that says it cannot connect. The reply must name itself rather than merely
return 200, or a host answering every path with its index page would pass.

Verified: tsc clean; 659 tests pass (656 + 3); /api/health exercised live
against a running server — 200 with the right body, unauthenticated, while
an unknown path and a wrong method both still 404, which is what makes the
probe discriminate at all.

The probe's own test was vacuous on the first attempt — both its "closes"
cases reached close() through the .catch arm, so deleting the body-naming
check outright still passed. Caught by mutating splash.ts and re-running;
the test now covers all three closing routes and fails without the check.
2026-08-21 11:00:06 -04:00
Jesse 3a5a909ec0 v0.4.9a — box art opens full size, a third splash card, and a scoped footer claim
Splash page only: the box art thumbnail opens a full-size lightbox on click, a
new "Play multiplayer" (coming soon) card balances the bottom row to three
cards, and the footer's "runs entirely in your browser" claim is now scoped
to solitaire.
2026-08-20 07:40:58 -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
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 f52ff0e9ac 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.
2026-08-01 13:35:53 -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