v0.8.4
4
Commits
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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 |
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312e0301e0 |
v0.7.9.8 — the test command did not typecheck, and the plan had gone stale
Housekeeping before v0.8.0: the answer to "anything else that should be looked at first". One real hole, one stale document, and my own leavings. #102 — `npm test` passed green on a type error. `pretest` ran `scripts/build-web.ts`, which invokes `tsc --ignoreConfig` against three web entry points, so it saw only what those three transitively import and under a WEAKER configuration than tsconfig.json — no `noUncheckedIndexedAccess`, no `exactOptionalPropertyTypes`, `--types ''`. It never saw `src/server/` or a single file under `test/`. Demonstrated rather than argued: a planted `const DELIBERATE_TYPE_ERROR: number = 'not a number';` in src/server/session.ts gives `npm run typecheck` a TS2322 and `npm test` a clean `# fail 0`. `pretest` is `tsc --noEmit && node scripts/build-web.ts` now, and the same error exits 1 with the tests never running. This mattered THIS week rather than generally: v0.8.0 is steps 2-7 of the common board — display stream, credentials, persistence, Chromium supervisor — which is almost entirely src/server/, exactly the half the test command could not see. #103 — the plan had drifted from the code it is the source for. docs/plans/jitsi-common-board.md was written 2026-08-27, still said "No implementation has been performed", and is what steps 2-7 get built from. Step 1 shipped across four releases since, so every "current code finding" under it described a fault that is now fixed — a document reading as present tense and nine days stale sends the next reader to fix things twice. Measured: its PublicFrame sketch lists four properties never built (protocolVersion, config, scoring, deckCounts) and omits 28 that exist, and the shape is the real difference — the implementation is FLAT where the plan grouped things into objects, so a renderer written from the sketch would not compile. The plan now says so at the top and at step 1, names src/sim/view.ts and the redaction allow-list as the authority, keeps the original sketch for its reasoning, and calls out `protocolVersion` as unbuilt rather than dropping it quietly — step 2 is the reconnecting display stream and is the first thing that would want one. One step-1 item is STRUCK OFF rather than built: "add the Red Flag holder to the public player projection". The premise does not hold here. `decks.redFlags` is written once, in setup.ts, from `optionalRules.emergencyToolbox`, and never again — `redFlag.play` emits `phaseEnded` and does not spend it — so every player holds one or none does, decided before the deal. A per-player `redFlagHeld` would be one already-public option copied N times, while telling every reader of the common board that it varies by player and might change mid-game. Worse than the absence. Pinned by test so it is not re-raised from the plan. Four dead imports removed, all mine: `HAND_LIMIT` left unused in apply.ts, view.ts and web/game.ts when 0.7.9.6 consolidated the three copies of the §6.2 test, and `actingPlayer` in web/game.ts, dead since 0.7.9.5 made `currentActor` delegate. Finding them re-measured #46: `tsc --noUnusedLocals` now reports 40, up from 29 on 2026-08-30. That entry's "without the flag this list simply regrows" is a measurement rather than a forecast now. The other 36 and the flag stay open. 946 tests pass, up from 943. No behaviour changes: three new tests pin an invariant, and the rest is a build command, dead imports and a document. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Y5boPxP6JHRYMm8adXaF5R |
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88a42ae9e2 |
v0.7.9.7 — a device that said it was available all day after it was gone
The last item off 0.7.9.6's sweep, parked there as the one genuine maybe. It had a second half worth more than the first. #101 — Telegraph (+4), Telephone (+8) and Radio (+12) are "once a day, when dispatching facing trains, add +N to the other train's number". `enhancementText(key)` takes only the KEY, so the tooltip could not vary with anything: a spent Radio read "Once a day, add +12..." for the rest of the Day, advertising a bonus that was not there. That is `trainRules` before #100, in another corner of the same view. THE HALF THAT ACTUALLY SURPRISES. `spendDispatchBonus` reads `areaOf(s, s.clock.superintendent)` — the SUPERINTENDENT's own devices, not the train owner's — and the Fedora moves every STAGES_PER_SHIFT (3) Stages, four times a Day. So a player's Radio does nothing at all for three-quarters of the Day, and is spent automatically, without its owner being asked, during the quarter it is theirs. Neither half was anywhere on the board. The card now reads as one of three states — available and dispatching, unspent but idle while somebody else holds the Fedora, or spent until the next Day — and names the shift length, because "not now" without "for how long" is half an answer. A spent device is struck through on the board. Shown on EVERY district, not only the viewer's (Jesse's call): it is public, and a rival's spent Radio is what you want to know before forcing a meet. What counts as a device is `enhancementRule(key)?.dispatchBonus` rather than three keys written out in the view — the ladder lives in ENHANCEMENT_RULES and a fourth rung would otherwise be silently exempt. A STALE COMMENT CORRECTED, AND PINNED. `advance.ts` warned that indexing a SEAT-keyed area with the PLAYER holding the Fedora "is right only while seating is the identity map". It read as a live Employee Rotation bug and was not one: `areaOf(s, p)` IS `areaAtSeat(s, seatOf(s, p))`. A comment that sends the next reader chasing a bug that does not exist costs about what the bug would. Rewritten, and the claim is now a test — seating set to a real permutation, and the Superintendent's own district rather than the seat with the same index is the one that reads as dispatching. TWO THINGS MUTATION CAUGHT THAT PASSING DID NOT. A test asserted the ABSENCE of /spent|Fedora/ with the Fedora held, and a mutant with the `dispatchBonus` guard deleted PASSED it — the leaked text in that case says "Available today, and this district is dispatching", which contains neither word. A test that something was left alone has to compare it against what it should be, so it asserts equality with `enhancementText` now, in both Fedora states. And the replay wire format needed the field: cells pack positionally, so the flag is index 9 and reads `?? []`, the same tolerance `standingWest` uses — older recordings report no device spent, which is what they drew at the time, so every published replay is unchanged. 943 tests pass, up from 934. NOT VERIFIED AT A TABLE, like 0.7.9.6. #39 and #35 still stand. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Y5boPxP6JHRYMm8adXaF5R |
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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 |