Commit Graph
4 Commits
Author SHA1 Message Date
Jesse.MarkowitzandClaude Opus 5 7f4e027258 v0.7.9.6 — three things the engine knew and the screen did not
Found by looking rather than by being told. Gitea#21, #22, #94 and #96
were four instances of one fault in a row — the engine gains something
that changes what a train may do, and nothing draws it — and every one
was found by a player hitting it. So instead of waiting for the fifth,
every field of GameState and its nested types was enumerated, checked for
a reader in sim/view.ts, src/web/ and sim/narrate.ts, and the survivors
verified BY RUNNING THE ENGINE rather than by trusting the grep.

Four fields had no reader. `movedThisPhase` lives and dies inside one
`advance` call and is nobody's business. The other three are below. What
was ruled out matters as much: `freightWorked`, `drawnThisTurn`,
`freightAgentUsed`, `switchedSince` and `movesUsed` are invisible on
purpose, their effect already showing as legality or as a complement
already on the Frame. A field is not a display gap merely because nothing
renders it.

#98 — the Crew Tray pool. §7 scarcity is called an explicit mechanic and
was explicit only in the engine. The blocked panel had one tray rule,
keyed off the train due out this Stage, so a player who spent a card on
an Extra or ordered a second section got an EMPTY panel while their train
sat behind an exhausted pool — both having been announced once in the log
in a line promising a future event that nothing then confirmed. The
shared table carries the pool and the queue now, so the common board gets
it too, and the panel reports all three with the count beside them.

#99 — a train held at the Limits vanished off the board, and this one had
shipped. The Interlocking stops an inbound train on the Limit Track
rather than colliding with a full Office. `arriveAtOffice` removes the
tray from the Mainline node's `transits` and the Interlocking branch
pushes it onto `heldAtLimits` without assigning `tray.position` — and the
map draws mainline nodes from `transits` and squares from
`position.at === 'grid'`, so between the two it was drawn in NEITHER. It
disappeared on arrival and reappeared in the Office some Stages later.
Fixed in the view: the engine is right, and `position` is left alone
deliberately so nothing treats the train as standing somewhere it could
be switched from.

#100 — the Campaign Train's speeches change its rules, and the card said
the same thing before and after. Worse, the "EXPEDITED ... costs 1
Revenue" warning prints only under `rules.expedite`, so X17 became
subject to a fault whose warning the game shows to every other expedited
train and never to it. `trainRules` reads `speechMade` now and borrows
`isExpedited` from advance.ts rather than restating the test.

#45 — the 0.7.9 dead-field audit, finished, and the answer was different
for each. `overHandLimit` is WIRED: its consumer existed all along and
was inferring the hand limit from the ABSENCE of `draw.end` in the menu,
which is sound only while `check` keeps refusing for exactly three
reasons. `viewerSeat` is DOCUMENTED, with a condition — Gitea#20's board
keys districts by seat, and the note says to delete it if step 2 ships
without using it.

The audit had missed a third limb. `game.mustPlayCard` was assigned on
every submit and read by nothing: deleted. Chasing it turned up the thing
worth fixing — the §6.2 hand-limit test existed in THREE places, all
agreeing, which is the state #96's disagreement started from. One
`overHandLimit(state, player)` in state.ts now, and the other two ask it.
`Session.overHandLimit()` is deleted rather than kept: the Frame already
carries the fact, so the method was a second path to it.

934 tests pass, up from 917. The 17 new ones were written red, and each
fix checked by mutation: reverting `speechMade` fails 2, dropping the
held-train projection fails 4, forgetting the tray queues fails 2. The
empty blocked panel is reported beside its positive control, since an
empty result from a broken function proves nothing.

NOT VERIFIED AT A TABLE. Engine and view work, checked by tests and by
running the engine. #39 and #35 still stand.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y5boPxP6JHRYMm8adXaF5R
2026-09-07 21:29:16 -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 51710498f5 v0.5.6 — seats counted from 1, a name you can read, and a line that stops repeating
Three things off the first proper look at a live table.

The lobby listed chairs as Seat 0 to Seat 3. Zero-based is right inside —
it indexes seating, the seats array and every route, and none of that
changes — but nobody sitting at a table calls their chair "seat 0". There
were four of these rather than one: the lobby list, the topline's Seat N
for a remote session, the presence banner's fallback name, and the admin
summary's. All go through a single seatLabel now, and a test fails the
build if any "Seat ${...}" interpolates a raw seat again, since the
conversion has to happen in exactly one place or the two conventions drift
apart. Verified by mutation — putting the raw seat back fails the suite.

seatLabel lives in sim/view.ts, not web/game.ts. Putting it in game.ts was
the first attempt and test/session.test.ts caught it: the page may not
import values from that module, because they are the local engine by
another name and importing one reopens the Phase 1 boundary. The test was
right and the placement was wrong.

.bs-name.bs-turn carried font-weight:700 over a base of 600. At 11px a
monospace face has to be synthesised the rest of the way and the extra ink
lands as blur, so the one name you most need to read was the one you could
not. The bump is gone; amber against #e6e9ee was always doing the work, and
blue "(you)" and amber "their move" stay clearly distinct without it.

The west-to-east chain under the Division map now shows only during Day 1
Stage 1. It answers who is where and why, which is a question you have once
— at the start, when the chain has just been rolled and the names are new.
By Stage 2 the map has been answering it for a while and the line is
something to read past.

675 tests pass (673 + 2).
2026-08-21 20:53:17 -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