v0.8.0.14
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Commits
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a6657241de |
v0.8.0.14 — the coaches that never come back, and a district that ends at its own sign
Six reports from the Day 2-3 playtest of v0.8.0.13. GAMES IN PROGRESS DO NOT SURVIVE THIS ONE. Modifiers are now bounded by the Limits, which makes a once-legal move illegal, so a save holding one is refused at that move: whistle-6945.day3.stage10 stops at intent 528 of 539. Jesse's call, knowing it strands the game on the box. The file is untouched and v0.8.0.13 still finishes it. The Sparrow running empty and Tom unable to unload his passengers are the same shortage from opposite ends, and both are the rules working as printed. §9.2 boarding discards the emptied coach into the CLASSIFICATION yard, detraining draws a fresh empty out of the DIVISION yard, and §2.2 sends Classification back only when the Division Yard runs bare — so coaches move one way. Measured over the save: sixteen in the Division Yard at setup, zero from Day 2 Stage 8 to the end, fifteen piled in Classification, the Division Yard steady at 46-47 freight cars with no prospect of going bare. Jesse's ruling is Gitea#2's: the shortage stays and the game says so. A train made up short now reports what its card wanted and why none is coming (`makeUpShort` — `trainNeedingCars` answered null for "done" and for "cannot be done" alike, so the phase moved on in silence); the yard panel warns while the condition lasts; the Depot's blocked panel was right all along. The modifier outside the Limits was working as designed and the design was Jesse's own call, now reversed. What decided it is what the board shows — a card beyond your own sign, in territory §8.1 and §10 reason about. The case that motivated the exemption was checked on the reported move rather than argued away: the Power Plant sat at (-1,3) against a sign at column 3 and two spots inside were free, legal and adjacent. Switching filled the history with coordinates — a line per move, plus one per mandatory coupling. It is still LOGGED in full; what the panel draws is the line saying somebody switched, the first move, work at an INDUSTRY (named, not a coordinate), the Small Yard sort, and a closing summary. The suppressed lines are still WRITTEN, marked `trace`: dropping them outright was the first attempt and the step-queue suite caught it, because dwellForStep pays nothing for a step that said nothing, so the board stopped replaying switching at all. The last move rides in the closing line rather than being kept in place — nothing knows a move was the last until the turn is over, by which time the line has been streamed to every client and cannot be revised. Two things fell out of reading those lines: every move ended with a tutorial sentence the opener already gives, and the move count said "of 6" with the six hardcoded, which is wrong on a night Stage. Make-up lines name their train — they all read "the train being made up", so looking back for train 10 found nothing under that name — and "a empty tank" is now "an empty tank". The Small Yard's options read as the train they would build instead of `[1,2,3,0]`; the one Jesse wanted was the first of five and unreadable. Two of those five were junk: bringing the last car to the end is the identity and would have spent a Move, and a two-car reversal duplicated its only real option. Both are filtered by the resulting order, not by the case that made them. A Small Yard may now put cars AHEAD of the engine, which was Jesse's own open question. Two sources disagreed and the design notes won: the v0.4.5 card text says the sort puts the engine at the nose, implications.md says "any order, including cars ahead of the engine". `engineAt` is optional on the intent, so older saves replay to the same train. The menu did not multiply — the engine is a separate short list against the consist as it stands, eight options for a four-car train rather than twenty. §8.2 needed no new code: badlyMadeUp is deliberately direction-free, so a PUSHING train is fit to run and only a broken-backed one is held. The button warns by asking that predicate rather than copying it, and immediately earned itself — every one of train 10's eight options is refused, the one asked for at the table included, because that train carries a caboose and each sort moves it off the rear. That is the right answer rather than a gap: the train is already made up, so every offer would break it, and the labels say which is which. A made-up order is always on the menu for a train that needs one, because "bring car k to the tail" is enumerated for every car and the caboose is one of them. Labels read WEST TO EAST, with the engine drawn as the board's own ◀ / ▶ arrow. "Front to back" is not a direction a table can read — which end is the front depends on which way the train points — and board-svg has reversed east-facing consists since v0.8.0, so the button now describes the same train as the picture. The Freight Agent, Porter and Laborer groups now say what the role is for, where the role is chosen. Tom reached for the Freight Agent to detrain passengers, which is a Porter's action in the Cargo phase; both halves were working and neither was visible. TODO closes #107 (the nose sort) and gains #108 (the coach ratchet, with the measurement, to revisit on a second game's data). 999 fast tests and 35 sim tests pass. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01DmdqqCNoiqE7GBo6wthBnR |
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ad277fb994 |
v0.8.0.13 — the board on screen is the board you can act on
Nine reports from the Day 1-2 playtest of v0.8.0.12. One moved a car, one was a rule working correctly with nothing on screen to say so, and the rest are things the table could not see. The real bug: the Division Yard chips stayed lit and clickable while the board was catching up. `renderActions` puts the action list away while the queue is behind — a move offered against a position that has already moved on is a move made blind — but the make-up wiring sat outside that guard. A chip was clicked during a bot's make-up, a coach left the yard, and the train ended up with three cars: a real intent submitted against a board several moves stale. The chips now follow the queue like every other control, and the yard COUNTS are drawn from the shown board rather than the live game — they were the one panel still reporting a future the player had not been shown. The Office Area picker had a button per opponent and none for yourself, so the one player who could not reach their own district was the player waiting on everybody else. Your own seat is in the row now, and the row is ordered by SEAT, west to east as the Division map draws it, rather than by join order — sorted from the Frame's own `seat` on every render, so it rotates with Employee Rotation instead of having to be told. §5's handover of the Fedora rode on `actorChanged`, which is turn bookkeeping and which `record()` drops as noise, so the one moment it carried that a player needed went past in silence. It is its own event now, narrated and announced. The phase keeps its name: the Supervisor Shift refreshes every Laborer and Porter EVERY Stage and the Fedora moves only every third. A collision now names whose Office it was and who paid the 5 Revenue, which rode in a separate `revenueChanged`; a Mainline collision is phrased differently because §10 makes it the Superintendent's. Passengers, reported as a bug and ruled not one after replaying the save: the Depot's capacity and modifiers were fine, and §6.3 stocking wants a LOADED coach out of the Division Yard, which held none while six sat in Classification. The shortage stays — running out is part of the game, the same ruling Gitea#2 got — but the blocked panel says so now instead of the action being silently absent. Smaller: "working left" is "working eastward" in the make-up panel and the New Train tip, because the map runs west to east and the table does not; the history panel keeps 90 lines instead of 60 in the same 230px box. `git diff v0.8.0.12..v0.8.0.13 -- src/engine/` is NOT empty this time: `events.ts` declares `superintendentChanged` and `advance.ts` emits it. Both are additive — `check()`, `legal.ts` and every predicate are untouched, and events are derived by replaying a save rather than stored — so no once-legal move became illegal and games in progress resume. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01DmdqqCNoiqE7GBo6wthBnR |
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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 |
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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 |