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30 changed files with 5361 additions and 385 deletions
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@@ -50,14 +50,252 @@ All nine answers are implemented, **170 tests passing**:
| Q8 Crew Tray cap | Already correct. |
| Q9 Second Section | `newTrain.secondSection` plays on a train due out; an identical train is made up behind it next New Train Phase. The **Sister trains optional rule is removed** from Appendix B. |
**Still not implemented**, and now the largest remaining block: the behaviour of the Enhancement
(18), Mainline-modifier (7) and Maneuver (7) cards, plus the Action (10) and Space-use (12) cards in
multiplayer. All are in the deck; playing them is rejected with `NOT_IMPLEMENTED`.
**Enhancements (18) are now implemented** — placement rules, Small Yard consist re-ordering, ABS
Signals, Yard Office diversion, Interlocking, the Telegraph/Telephone/Radio dispatch bonuses and the
three defensive cards, covered by `test/enhancements.test.ts`.
**Mainline modifiers (7) and Maneuvers (6 of 7) are now implemented**, covered by
`test/mainline-cards.test.ts`. They are *not* multiplayer-only — that was a mistaken impression
given earlier. Brakeman, Airbrakes, Helpers and Realignment all change your own crossing times, and
Red Flags prevents a rear-ender, which happens in solitaire too. The real reason they lagged was
sequencing: Enhancements were done first because they change core loops.
| Card | Where it lives | Effect |
| --- | --- | --- |
| Brakeman, Airbrakes | `mainline.modify` on a grade | 1 Stage downhill each; Airbrakes needs Brakeman on the card |
| Helpers | `mainline.modify` on a grade | 1 Stage uphill |
| Realignment ×2 | `mainline.modify` on any Mainline card | converts per `REALIGNMENTS`; barred while a train is on the card |
| Facing Point Locks ×2 | grid, as the Enhancement | the sheet prints this card in **both** lists — one card, not two |
| Red Flags ×5 | `maneuver.redFlags` on a stopped train | an approaching train is held instead of colliding; flags come in when the train rolls |
| Flying Switch | `maneuver.flyingSwitch` during switching | cuts cars into an adjacent industry without the engine entering; costs a Move |
| Poling | — | **deliberately unimplemented** |
Crossing time never falls below one Stage — a train cannot cross in no time.
**Poling stays unimplemented.** The recovered sheet records its effect as "TBD in the source", so
there is nothing to build. A test asserts it remains TBD, to stop anyone "fixing" it by inventing
an effect; a silent no-op would be worse than a rejection.
**Q11, answered from the source.** The Heavy Grade card prints **"(Up)"** and **"Player sets
orientation"**, so which way it climbs is a property of the placed card, not a fixed compass
direction. `DivisionNode.gradeUp` records the direction a train travels when **climbing**; a train
going the other way is descending. Brakeman and Airbrakes apply to the descent, Helpers to the
climb, so turning the card around swaps which trains each card helps.
One gap remains, and it is a **setup** gap rather than a rules one: `createGame` is synchronous and
returns a ready state, so there is no point at which a player can be asked. Orientation is currently
**rolled** — deterministic from the seed, and roughly even (51/49 east/west across 400 games) — and
should become a real player choice when setup gains an interactive phase.
**Still not implemented**: the Action (10) and Space-use (12) cards, which are genuinely
multiplayer-only. Playing them is rejected with `NOT_IMPLEMENTED`.
### Parking trains — two engine bugs and a bot defect
Trains reached an Office and never left: **668 arrivals against 515 departures**. A train may only
highball from the Office square itself (§8.1, Gap 2b); from anywhere else `moveTrain` returns
`held`, permanently. 77 of 93 leftover crews were sitting somewhere they could never depart from.
Three separate causes, found by following the stranded crews:
1. **Reverse was hardcoded to east/west.** `destinationsFor` computed the backing-out port as
`facing === 'e' ? 'w' : 'e'`. A crew facing *south* reversed to *east* — a port a north-south
card does not have — so it could never back out of a district spur. Now `opposite(facing)`.
2. **Facing was derived from `direction`, which only carries east and west.** A crew standing on a
north-south spur was given an exit port its card did not have, leaving it with no legal moves at
all. `CrewTray.facing` now records the actual port, updated on every move from the port the crew
entered through.
3. **The bot never went home,** and its "no useful work" fallback took an *arbitrary* legal move —
the same shuttling bug as before, re-entered by a different door. It now heads for the Office
whenever nothing productive remains, and a crew stranded away from the Office can claim a whole
Local Operations turn to walk back.
Flying Switch was also mis-modelled: it tested **orthogonal adjacency** when the cut *rolls along
the track*, which both allowed a cut to cross to a cell with no rail between and refused a siding
two cards along the same track. It made the card nearly unplayable — held for 1,400 turns across 60
games and legal on 2. Now the target must be track-connected.
| | before | after |
| --- | --- | --- |
| arrivals / departures | 668 / 515 (77%) | **795 / 793 (99.7%)** |
| leftover crews stranded off the Office | 77 of 93 | 24 of 53 |
| collisions per game | 0.2 | **0.7** |
| revenue per player | 1.0 | **1.1** |
**Revenue got worse, and that is the honest result.** Parked trains were not colliding. With trains
circulating properly, every collision is now `no free A/D track` — 35 of 35 across 60 games — and
collisions cost **3.3** of the 1.1 net. The previous figure was flattered by a bug.
### A/D congestion is not congestion — it is the Whistle Post
Chasing it found no congestion at all. The Office is **empty at 88% of Stage starts** (occupancy 0
at 3,136 of 3,600) and mean dwell on an A/D track is **1.4 Stages**. Collisions are bursts, and they
are concentrated in one place:
- **25 of 26 collisions happen at Whistle Post**, which has **one** A/D track, so any second arrival
is an automatic collision (§8.3, Gap 2a). One collision occurred at Depot; none above it.
- **No collision was ever recorded in a district holding an Interlocking.** The enhancement is a
complete cure — it just arrives too late and too rarely.
- **25 of 100 games never escape Whistle Post at all**, and those are exactly the games that never
drew a Depot card. Mean first upgrade is Stage **9.3 of 60**.
The damage is concentrated, not spread:
| | games | mean revenue | worst |
| --- | --- | --- | --- |
| never upgraded past Whistle Post | 25 | **6.0** | 54 |
| upgraded at least once | 75 | **0.4** | +9 (best) |
That is what makes the median **+1.0** while the mean is **1.0**: a quarter of games are ruined by
a draw that never comes. The bot now plays an Office upgrade ahead of everything else and prefers
Interlocking over other Enhancements; both were previously unranked. Neither moves the mean, because
the constraint is **draw luck, not policy** — escaping Whistle Post requires one of **4 Depot cards
in 133**.
### Q12 answered — office density doubled
**Players always start at a Whistle Post**; that is settled and not up for change. The lever is
therefore card density. Office `copiesInDeck` is **doubled**: Depot 4→8, Station 2→4, Terminal 1→2.
Offices go 7 → 14 and the deck 133 → **140** (solitaire 111 → **118**).
Station and Terminal were doubled alongside Depot rather than lifting Depot alone, because upgrades
are strictly sequential (Gap 3b): the ladder has to stay a pyramid or players reach a rung whose
next card is scarcer than the one that got them there. The test now asserts that **property**
instead of the literal counts, so it survives the next density change.
| | 7 offices / 133 | 14 offices / 140 |
| --- | --- | --- |
| revenue per player | 1.0 | **0.7** |
| games never leaving Whistle Post | 25 | **13** |
| mean revenue, games that did upgrade | 0.4 | **1.9** |
| collisions per game | 0.7 | **0.3** |
| lost to collisions | 3.3 | **1.6** |
| worst game | 48 | 28 |
All 37 remaining collisions are still at Whistle Post, which confirms the diagnosis rather than
undermining it. Note the games that *still* never upgrade got worse (6.0 → 10.5): they are now a
smaller, unluckier group, so the mean is both more extreme and noisier. **Still 0 wins.**
> **PROVISIONAL — re-evaluate later.** These counts were chosen to remove a 25% chance of an
> unwinnable opening deal, not taken from the recovered design, and the instrument is blunt: it
> lifts the whole office ladder and dilutes every other category slightly. Revisit once the victory
> target is settled and freight carries its intended share. The better answer may turn out to be
> fewer Terminals, a cheaper first upgrade, or more A/D capacity at the Whistle Post itself.
### Measuring, after getting it wrong
A throwaway probe reported "60 of 60 games never upgraded past Whistle Post" while the Office-tier
histogram from the same run plainly showed Depots, Stations and Terminals. Events reach the log from
**two** sources — the phase driver (`pump`) and player intents (`applyIntent`) — and the probe
watched only the first. Office upgrades arrive through the second.
The cause was hand-rolling the drive loop. `playGame` already tallied both sources correctly; it was
re-implemented because it returns the event log but not the *state at the moment an event fired*,
which is what questions like "what tier was the Office at this collision" need.
`playGame` now takes an optional `PlayObserver``(event, state) => void`, called from the single
point both sources funnel through. Two tests guard it: one asserts the observer sees **exactly** the
events the log records, one asserts office upgrades are visible in the log across 25 games.
Reintroducing the original mistake fails both.
**A wrong measurement is worse than a missing one, because it gets believed and acted on.**
### Freight throughput — a self-inflicted deadlock
Freight was 10% of gross revenue with 27 industries on the board, so the Gap 12 tripling had bought
facilities but not freight. The pipeline said why: **415 loads started, 413 unjams, 13 completions**
across 60 games — a **3%** completion rate, with the Freight Agent spending more than half its
actions clearing jams it had caused.
A load leaves MEN|AT|WORK only onto a **spotted empty car of its own type** (§9.3). Starting one with
no car spotted parks it on WORK — and a load on WORK **locks the industry track**, which blocks the
very car that would clear it. The bot started a load whenever the intent was legal, so it jammed its
own facilities and then spent its turns unjamming them.
Two fixes, both in the bot; the engine was right throughout.
- **Only start a load that can finish.** `loadCanFinish` requires the receiving car to be spotted
already. Worth recording that the first attempt kept a last-resort `startLoad` "rather than idle a
Laborer" and measured *identical* to having no gate at all — the fallback was taken every time. An
idle Laborer is strictly better than a jam, which costs an action to clear and locks the track
meanwhile.
- **Weigh the whole consist, not just the back car.** 744 switch turns produced 135 Moves and 741
immediate ends: a crew holding wanted cars behind one unwanted car concluded there was nothing to
do. §A.3 makes the back car the only *droppable* one; it does not make it the only one worth
travelling for. The crew now sets out dead weight on a plain spur **before** travelling — ordering
that matters, because doing it after produced the shuttling loop for the third time.
| | before | after |
| --- | --- | --- |
| loads started / completed | 415 / 13 (**3%**) | 44 / 38 (**86%**) |
| unjams | 413 | 281 |
| cars dropped | 151 | 197 |
| cars coupled | 14 | 25 |
| unloads completed | 40 | 74 |
| **revenue per player** | 0.7 | **2.2** |
| cards played | 12.4 | 16.9 |
| trains scheduled | 2.0 | 2.7 |
| passenger revenue | 1.3 | 2.7 |
Freeing the Laborers freed the whole turn economy — passenger revenue doubled without a single
passenger rule changing. **Still 0 wins against a target of 20**, and freight is still only 13% of
gross, so the loop runs now but does not yet carry the game.
### Track was unplayable (found while wiring up Enhancements)
Moving track out of the deck into a per-player supply (§12.2) left **no way to play it**. Districts
could only grow through Freight-Facility and Modifier cards, so the Running-Track and
Secondary-Track *straights* that Enhancements attach to essentially never existed. Two bugs
compounded it: `legalActions` offered Enhancements only **empty** grid cells, when an Enhancement
attaches to an **occupied** card.
Measured before the fix: a hand held a playable Enhancement on **4,778** turns and could legally
place one on **33** — and those 33 were all ABS Signals, which targets a Mainline card rather than
the grid.
Fixed by adding a `track.lay` intent drawing from `OfficeArea.trackSupply`, and by giving
Enhancements the occupied cells as candidates. Enhancement placements went 21 → 98 per 40 games.
**Q10, answered.** Track is laid during the "draw a card" option, **one piece a turn** — which is
how track behaved when it *was* a card.
### Measurement after the answers
100 solitaire Standard games: mean revenue **1.3**, trains scheduled **2.8**, cards played **11.3**.
After Enhancements and the track fix: mean revenue **0.0**, trains scheduled **2.9**, cards played
**13.9**, collisions **0.3**. Still **0 wins against a target of 20**.
### Gap 12 resolved — industry density
The shortfall was structural rather than a missing rule. Freight was 10% of gross revenue and
`carsCoupled` fired **4 times in 100 games**: the chain needs a Freight Facility, an empty car of
its exact type spotted on its industry track, three Laborer advances, and then a crew with spare
capacity to lift the load — and there were only **1.6 freight facilities per game**, because the
recovered sheet puts **9 industries in a 115-card deck** where the prototype had 10 in 52.
**Every industry's `copies` is tripled: 9 → 27, deck 115 → 133** (solitaire 93 → 111). Tripling
uniformly restores roughly the prototype ratio while preserving the sheet's proportions exactly —
the outbound/inbound balance and the lockout structure are untouched.
`ROLLING_STOCK_SUPPLY` scaled with it, from 62 pieces to **80**: worst-case demand at 27 industries
is boxcar 15, hopper 12, tank 9, reefer 6, and a Division Yard that runs dry would starve the very
loop the increase exists to feed. That supply was already flagged as provisional, not transcribed.
| | 9 industries / 115 | 27 industries / 133 |
| --- | --- | --- |
| revenue per player | 0.0 | **1.1** |
| freight facilities per game | 1.6 | **3.6** |
| freight share of gross | 10% | **18%** |
| laborer actions | 9.8 | **16.9** |
| collisions | 0.3 | **0.1** |
| trains scheduled | 2.9 | **2.1** |
First positive mean revenue recorded, and the `carsCoupled` anomaly cleared. **Still 0 wins against
a target of 20**, so this is progress on a diagnosis, not a balanced game. Note the side effect:
trains scheduled fell 2.9 → 2.1, because 22 train cards in 133 are drawn less often than 22 in 115.
Train density may need the same treatment.
Still no wins, and still **not a verdict** — roughly a third of the deck does nothing yet, and the
Small Yard enhancement (which is what makes the switching puzzle solvable) is among the unimplemented
cards. Gap 12 stays invalidated until the enhancements are in.
+4 -1
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@@ -9,7 +9,10 @@
},
"scripts": {
"typecheck": "tsc --noEmit",
"test": "node --test test/**/*.test.ts"
"test": "node --test test/**/*.test.ts",
"build:web": "node scripts/build-web.ts",
"serve:web": "node scripts/build-web.ts && npx --yes http-server dist -p 8080 -c-1",
"deploy:web": "node scripts/deploy-web.ts"
},
"devDependencies": {
"@types/node": "^26.1.2",
+132
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@@ -0,0 +1,132 @@
/**
* Build the static solitaire site into `dist/`.
*
* Everything here is BUILD-time. The output is plain files on disk — upload them anywhere that
* serves static content and the game runs entirely in the visitor's browser. No server, no API, no
* network call at runtime.
*
* The one thing a browser cannot do is run TypeScript: Node 22's type-stripping is a Node feature.
* So `tsc` emits ES2022 modules, rewriting the `.ts` import extensions the engine uses into `.js`.
*/
import { execFileSync } from 'node:child_process';
import { mkdirSync, readFileSync, readdirSync, rmSync, writeFileSync } from 'node:fs';
import { dirname, join } from 'node:path';
import { fileURLToPath } from 'node:url';
const root = join(dirname(fileURLToPath(import.meta.url)), '..');
const dist = join(root, 'dist');
rmSync(dist, { recursive: true, force: true });
mkdirSync(dist, { recursive: true });
execFileSync(
'npx',
[
'tsc',
'--ignoreConfig',
'src/web/main.ts',
'--outDir', dist,
'--rootDir', 'src',
'--target', 'es2022',
'--module', 'es2022',
'--moduleResolution', 'bundler',
'--lib', 'es2022,dom',
'--types', '',
'--strict',
'--allowImportingTsExtensions',
'--rewriteRelativeImportExtensions',
],
{ cwd: root, stdio: 'inherit' },
);
/**
* Stamp the build into the page.
*
* Once this is published, "what is actually deployed?" stops being answerable by looking at the
* source. The stamp is written into index.html at copy time rather than generated into `src/`, so
* no generated file has to be ignored, imported, or kept in step.
*
* `-dirty` marks a build made from an uncommitted tree — the honest state of most test deploys, and
* exactly the thing you want to know when a fix appears to have had no effect.
*/
function buildStamp(): string {
const pkg = JSON.parse(readFileSync(join(root, 'package.json'), 'utf8')) as { version: string };
let git = 'nogit';
try {
const sha = execFileSync('git', ['rev-parse', '--short', 'HEAD'], { cwd: root })
.toString()
.trim();
const dirty =
execFileSync('git', ['status', '--porcelain'], { cwd: root }).toString().trim().length > 0;
git = sha + (dirty ? '-dirty' : '');
} catch {
// A build from a tarball with no git history is still a valid build.
}
const when = new Date().toISOString().replace('T', ' ').slice(0, 16);
return `v${pkg.version} · ${git} · ${when}Z`;
}
const stamp = buildStamp();
/**
* Cache-bust every module.
*
* A returning visitor gets a fresh index.html and STALE JavaScript, because a static host caches
* .js and the filenames never change. That is not a cosmetic staleness: it mixes new HTML with old
* code, and the first mismatch is fatal. It happened on the first real deploy — index.html had
* dropped an element that the cached main.js still asked for, so the page threw
* `missing element: target` and the game never started.
*
* Appending the build tag to every relative import makes each deploy a new set of URLs, so a
* browser cannot serve half of one build and half of another.
*/
const tag = encodeURIComponent(stamp.split(' · ')[1] ?? stamp);
function bustImports(dir: string): number {
let count = 0;
for (const entry of readdirSync(dir, { withFileTypes: true })) {
const full = join(dir, entry.name);
if (entry.isDirectory()) {
count += bustImports(full);
continue;
}
if (!entry.name.endsWith('.js')) continue;
const src = readFileSync(full, 'utf8');
const next = src.replace(
/^(\s*(?:import|export)[^'"\n]*?from\s+['"])(\.[^'"]+\.js)(['"])/gm,
(_m, head: string, spec: string, tail: string) => `${head}${spec}?v=${tag}${tail}`,
);
if (next !== src) {
writeFileSync(full, next);
count++;
}
}
return count;
}
const busted = bustImports(dist);
const page = readFileSync(join(root, 'src/web/index.html'), 'utf8')
.replaceAll('__BUILD__', stamp)
.replace(/(<script type="module" src="[^"]+?\.js)(")/, `$1?v=${tag}$2`);
writeFileSync(join(dist, 'index.html'), page);
// A tiny note for whoever unzips this later and wonders what it needs.
writeFileSync(
join(dist, 'README.txt'),
[
'Station Master — solitaire, static build.',
'',
'Upload the contents of this folder to any static host and open index.html.',
'There is no server component. The game runs entirely in the browser and saves',
'to localStorage. Add ?seed=1234 to the URL for a reproducible deal.',
'',
'Note: ES modules require the files to be SERVED over http(s). Opening',
'index.html directly from the filesystem will be blocked by the browser.',
'To try it locally: npx http-server dist (or any static file server)',
'',
].join('\n'),
);
console.log(`built -> ${dist}\n ${stamp}\n cache-busted ${busted} modules with ?v=${tag}`);
+155
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@@ -0,0 +1,155 @@
/**
* Build the solitaire site and push it to a File Browser instance.
*
* Written against File Browser v2.63's REST API, read from its own bundle rather than guessed:
*
* POST /api/login {username, password, recaptcha} -> JWT as plain text
* POST /api/resources/<dir>/ X-Auth: <jwt> -> create a directory
* POST /api/resources/<file>?override=true X-Auth: <jwt>, body = bytes -> upload
*
* File Browser is the STORE, not the server — Start9 Pages serves the uploaded folder as the site.
* So the job here is simply to land the built files in the right folder, intact.
*
* CREDENTIALS COME FROM THE ENVIRONMENT and are never written anywhere. Putting a password in a
* repo is how it ends up in a commit, and this repo is going to be pushed.
*
* FB_USER=jesse FB_PASS='…' npm run deploy:web
*
* Optional:
* FB_URL default https://phoenix.local:58157
* FB_DEST default websites/stationmaster — the folder Start9 Pages serves from
* FB_INSECURE set to 1 for a self-signed certificate (usual for a .local StartOS host)
* --dry-run list what would be sent, contact nothing
*/
import { execFileSync } from 'node:child_process';
import { readFileSync, readdirSync, statSync } from 'node:fs';
import { dirname, join, posix, relative, sep } from 'node:path';
import { fileURLToPath } from 'node:url';
const root = join(dirname(fileURLToPath(import.meta.url)), '..');
const dist = join(root, 'dist');
const URL_BASE = (process.env['FB_URL'] ?? 'https://phoenix.local:58157').replace(/\/+$/, '');
const DEST = `/${(process.env['FB_DEST'] ?? 'websites/stationmaster').replace(/^\/+|\/+$/g, '')}`;
const USER = process.env['FB_USER'] ?? '';
const PASS = process.env['FB_PASS'] ?? '';
const DRY = process.argv.includes('--dry-run');
/**
* A .local StartOS host presents a certificate the system store does not know. Disabling
* verification is opt-in and announced rather than silent: it is the right call on a LAN box you
* own and the wrong one everywhere else, and that judgment is not the script's to make quietly.
*/
if (process.env['FB_INSECURE'] === '1') {
process.env['NODE_TLS_REJECT_UNAUTHORIZED'] = '0';
console.warn('! TLS verification disabled (FB_INSECURE=1)');
}
/** Every file in `dir`, as paths relative to it, with POSIX separators. */
function walk(dir: string, base = dir): string[] {
const out: string[] = [];
for (const entry of readdirSync(dir)) {
const full = join(dir, entry);
if (statSync(full).isDirectory()) out.push(...walk(full, base));
else out.push(relative(base, full).split(sep).join('/'));
}
return out.sort();
}
const CONTENT_TYPES: Record<string, string> = {
'.html': 'text/html',
'.js': 'text/javascript',
'.css': 'text/css',
'.json': 'application/json',
'.txt': 'text/plain',
};
async function login(): Promise<string> {
const res = await fetch(`${URL_BASE}/api/login`, {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ username: USER, password: PASS, recaptcha: '' }),
});
const body = await res.text();
if (!res.ok) throw new Error(`login failed: ${res.status} ${body || res.statusText}`);
if (!body.trim()) throw new Error('login returned an empty token');
return body.trim();
}
async function makeDir(jwt: string, path: string): Promise<void> {
// Trailing slash is what marks a directory in this API. A 409 means it already exists, which is
// the normal case on every deploy after the first.
const res = await fetch(`${URL_BASE}/api/resources${encodePath(path)}/`, {
method: 'POST',
headers: { 'X-Auth': jwt },
});
if (!res.ok && res.status !== 409) {
throw new Error(`could not create ${path}: ${res.status} ${await res.text()}`);
}
}
async function upload(jwt: string, localPath: string, remotePath: string): Promise<void> {
const bytes = readFileSync(localPath);
const ext = remotePath.slice(remotePath.lastIndexOf('.'));
const res = await fetch(`${URL_BASE}/api/resources${encodePath(remotePath)}?override=true`, {
method: 'POST',
headers: {
'X-Auth': jwt,
'Content-Type': CONTENT_TYPES[ext] ?? 'application/octet-stream',
'Content-Length': String(bytes.byteLength),
},
body: new Uint8Array(bytes),
});
if (!res.ok) throw new Error(`upload ${remotePath} failed: ${res.status} ${await res.text()}`);
}
/** Encode each segment but keep the separators, so a path stays a path. */
function encodePath(p: string): string {
return p.split('/').map(encodeURIComponent).join('/');
}
// ---------------------------------------------------------------------------
console.log('building…');
execFileSync('node', ['scripts/build-web.ts'], { cwd: root, stdio: 'inherit' });
const files = walk(dist);
if (files.length === 0) throw new Error('dist/ is empty — nothing to deploy');
const dirs = [...new Set(files.map((f) => posix.dirname(f)).filter((d) => d !== '.'))].sort();
const total = files.reduce((n, f) => n + statSync(join(dist, f)).size, 0);
console.log(`\n${files.length} files, ${(total / 1024).toFixed(0)} KB`);
console.log(` from ${dist}`);
console.log(` to ${URL_BASE}${DEST}\n`);
if (DRY) {
for (const d of dirs) console.log(` dir ${DEST}/${d}`);
for (const f of files) console.log(` file ${DEST}/${f}`);
console.log('\ndry run — nothing was sent');
} else {
if (!USER || !PASS) {
throw new Error(
'set FB_USER and FB_PASS.\n' +
" e.g. FB_USER=me FB_PASS='…' FB_INSECURE=1 npm run deploy:web\n" +
' or run with --dry-run to see what would be sent',
);
}
const jwt = await login();
console.log('logged in');
await makeDir(jwt, DEST);
for (const d of dirs) await makeDir(jwt, `${DEST}/${d}`);
let done = 0;
for (const f of files) {
await upload(jwt, join(dist, f), `${DEST}/${f}`);
done++;
console.log(` [${String(done).padStart(2)}/${files.length}] ${f}`);
}
console.log(`\ndeployed to ${URL_BASE}${DEST}`);
console.log('Start9 Pages serves these files as the site; File Browser is only the store.');
}
+119 -7
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@@ -19,6 +19,7 @@
import {
COLLISION_PENALTY,
MAINLINE_PROFILES,
enhancementRule,
consistSize,
crossingStages,
trainProfile,
@@ -32,7 +33,7 @@ import {
} from './content.ts';
import type { Direction } from './content.ts';
import type { GameEvent } from './events.ts';
import { areaOf } from './apply.ts';
import { acceptsCar, areaOf } from './apply.ts';
import { legalActions } from './legal.ts';
import type { CrewTray, DivisionNode, GameState, PlayerIndex, TrayId } from './state.ts';
import { coordKey, freshTurn, totalRevenue } from './state.ts';
@@ -294,10 +295,9 @@ function trainNeedingCars(s: GameState): TrayId | null {
if (tray.consist.length >= want) continue;
// Consists are specified by CATEGORY — "Freight (2)" is any two freight cars — so any car in
// the yard is potentially suitable unless the card narrows it.
const allowed = profile.consist.freightTypes;
const suitable = s.yards.divisionYard.some(
(c) => c.type === 'caboose' || c.type === 'coach' || !allowed || allowed.includes(c.type),
);
// Ask the SAME predicate `check` uses. A separate copy of this test stalled the game: the phase
// believed a car could be added while check rejected every option, so the Stage never ended.
const suitable = s.yards.divisionYard.some((c) => acceptsCar(tray, c.type));
if (suitable) return id;
}
return null;
@@ -349,11 +349,58 @@ function enterMainline(
): void {
const profile = trainProfile(tray.trainNumber ?? 0, tray.trainIsExtra);
const carriesPassengers = tray.consist.some((c) => c.type === 'coach');
const stages = crossingStages(node.card, profile?.speed ?? 'slow', carriesPassengers);
const stages = crossingStages(
node.card,
profile?.speed ?? 'slow',
carriesPassengers,
node.modifiers ?? [],
tray.direction,
node.gradeUp ?? 'east',
);
node.transits.push({ tray: id, stagesRemaining: stages, direction: tray.direction });
tray.position = { at: 'mainline', index };
}
/**
* Telegraph / Telephone / Radio — "once a day, when dispatching facing trains, add +N to the other
* train's number". Spends the best available device the owning player has, once per Day each.
*
* Returns the bonus applied to the opposing train's number (0 if none was available or needed).
*/
function spendDispatchBonus(
s: GameState,
tray: CrewTray,
other: CrewTray,
events: GameEvent[],
): number {
const mine = tray.trainNumber ?? 99;
const theirs = other.trainNumber ?? 99;
const area = s.officeAreas.get(s.clock.superintendent);
if (!area) return 0;
// Best device first — Radio (+12) beats Telephone (+8) beats Telegraph (+4).
for (const key of ['radio', 'telephone', 'telegraph'] as const) {
if (area.dispatchUsedToday.includes(key)) continue;
const present = [...area.grid.values()].some((c) => c.enhancements.includes(key));
if (!present) continue;
const bonus = enhancementRule(key)?.dispatchBonus ?? 0;
// Spend it only if it actually wins the meet — the device makes the OTHER train count as
// junior, so ours may proceed.
if (mine >= theirs + bonus) continue;
area.dispatchUsedToday.push(key);
events.push({
type: 'dispatchBonusUsed',
key,
bonus,
trainNumber: tray.trainNumber ?? 0,
againstTrain: other.trainNumber ?? 0,
});
return bonus;
}
return 0;
}
/** Q3 — an expedited train does not spend a Stage standing at the Office. */
function isExpedited(tray: CrewTray): boolean {
return trainProfile(tray.trainNumber ?? 0, tray.trainIsExtra)?.rules.expedite === true;
@@ -449,6 +496,8 @@ function moveTrain(
const target = index + dir;
const dest = s.division.nodes[target];
node.transits = node.transits.filter((t) => t.tray !== id);
// Red Flags protect a train while it is stopped here; once it rolls, the flags come in.
if (node.redFlagged) node.redFlagged = node.redFlagged.filter((t) => t !== id);
if (!dest) return 'held';
@@ -503,7 +552,26 @@ function evaluateClearance(
const otherTray = s.trays.get(other);
if (!otherTray) continue;
if (otherTray.direction !== tray.direction) return 'blocked';
if (otherTray.direction !== tray.direction) {
// §8.1 — a train moving TOWARDS the considered train is an absolute bar. That stands.
//
// The exception is dispatching technology. Telegraph/Telephone/Radio exist precisely so the
// Superintendent can arrange a meet with a facing train: "once a day, when dispatching
// facing trains, add +4/+8/+12 to the other train's number". Without a device there is no
// way to pass the order, so the train simply holds.
if (spendDispatchBonus(s, tray, otherTray, events) > 0) return 'clear';
return 'blocked';
}
// Red Flags — "a stopped train is prevented from being hit; the approaching train is prevented
// from moving". Flagging is per-train rather than per-card, so it protects one specific train
// where ABS Signals protects everything on the card.
if ((node.redFlagged ?? []).includes(other)) return 'blocked';
// ABS Signals — "trains on this card will not rear-end each other; they stop short of a
// collision". With signals in place a following train simply holds, and the Superintendent has
// no judgment call to make. This is the amendment to Gap 2's unconditional collisions.
if (node.absSignals) return 'blocked';
// Same direction — the Superintendent must rule (§8.1, fourth condition).
s.clock.pendingDecision = { train: id, occupiedBy: other };
@@ -526,13 +594,55 @@ function arriveAtOffice(
): MoveOutcome {
const area = areaOf(s, owner);
const capacity = officeProfile(area.tier).adTracks;
const hasEnhancement = (key: string): boolean =>
[...area.grid.values()].some((c) => c.enhancements.includes(key));
// Yard Office — "an inbound train with NO COACHES that can make a single move to the yard office
// track may arrive there, not at the Train Order Office". It sidesteps the A/D track entirely.
const noCoaches = !tray.consist.some((c) => c.type === 'coach');
if (noCoaches && hasEnhancement('yardOffice')) {
for (const [key, card] of area.grid) {
if (!card.enhancements.includes('yardOffice')) continue;
const [row, col] = key.split(',').map(Number);
tray.position = { at: 'grid', owner, coord: { row: row!, col: col! } };
events.push({
type: 'trainDiverted',
trainNumber: tray.trainNumber ?? 0,
to: 'the Yard Office',
reason: 'no coaches, so it need not occupy the Train Order Office',
});
return 'moved';
}
}
// Gap 2d — no room at the station is a collision, and it is the local player's fault (§10).
if (area.adOccupancy.length >= capacity) {
// Interlocking — "may stop an inbound train on the Limit Track". Instead of an automatic
// collision, the train is held at the Limits until an A/D track frees up. This is the designed
// answer to the A/D overflow that Gap 2d made fatal.
if (hasEnhancement('interlocking')) {
area.heldAtLimits.push(id);
events.push({
type: 'trainDiverted',
trainNumber: tray.trainNumber ?? 0,
to: 'the Limits',
reason: 'Interlocking held it clear of a full Office instead of a collision',
});
return 'moved';
}
collide(s, owner, [id], events, 'no free A/D track');
return 'moved';
}
// A train held at the Limits takes the first free A/D track before any newcomer.
if (area.heldAtLimits.length > 0 && area.heldAtLimits[0] !== id) {
const first = area.heldAtLimits.shift()!;
area.adOccupancy.push(first);
const held = s.trays.get(first);
if (held) held.position = { at: 'grid', owner, coord: area.officeCoord };
}
area.heldAtLimits = area.heldAtLimits.filter((t) => t !== id);
// §8.3 — cars standing on the Running Track between the Limits and the Office. A train at speed
// is not expecting them (§A.4), so this is a collision too, not a coupling.
const officeCard = area.grid.get(coordKey(area.officeCoord));
@@ -627,6 +737,8 @@ function shiftChange(s: GameState, events: GameEvent[]): AdvanceResult {
}
if (s.clock.stage >= STAGES_PER_DAY) {
// Telegraph/Telephone/Radio are each usable once a Day.
for (const area of s.officeAreas.values()) area.dispatchUsedToday = [];
s.clock.day += 1;
s.clock.stage = 1;
s.collisionsToday = 0;
+473 -9
View File
@@ -19,15 +19,22 @@ import {
HAND_LIMIT,
LABORER_ACTIONS_PER_LOAD,
MAX_CONSIST,
REALIGNMENTS,
enhancementRule,
industryProfile,
mainlineModifierRule,
mainlineProfile,
modifierProfile,
nextOfficeTier,
officeProfile,
trainProfile,
} from './content.ts';
import type { CarType, FreightKind, ModifierKind, TrackGeometry } from './content.ts';
import type { CarType, FreightKind, Hand, MainlineKind, ModifierKind, TrackGeometry } from './content.ts';
import type { GameEvent } from './events.ts';
import type { Intent, RejectionCode } from './intents.ts';
import type {
CardId,
CrewTray,
Facility,
GameState,
GridCoord,
@@ -44,6 +51,7 @@ import {
canDropCarsAt,
canPlaceAt,
facilityVariants,
opposite,
reachableDestinations,
variantsFor,
} from './track.ts';
@@ -98,6 +106,7 @@ function occupancyFor(s: GameState, player: PlayerIndex, self: TrayId): Occupanc
/** A tray's facing, expressed as the port it would leave by going forward. */
function facingPort(s: GameState, trayId: TrayId): Port {
const tray = s.trays.get(trayId);
if (tray?.facing) return tray.facing;
return tray?.direction === 'west' ? 'w' : 'e';
}
@@ -272,6 +281,25 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
return canDropCarsAt(areaOf(s, player), here, i.count) ? null : 'CANNOT_DROP_HERE';
}
case 'switch.sortConsist': {
if (!inPhase(s, 'localOps')) return 'WRONG_PHASE';
if (s.turn.option !== 'switch') return 'OPTION_NOT_CHOSEN';
if (s.turn.movesRemaining < 1) return 'NO_MOVES_REMAINING';
const tray = s.trays.get(i.trayId);
if (!tray) return 'NO_SUCH_TRAY';
const here = trayCoord(s, i.trayId);
if (!here) return 'ILLEGAL_MOVE';
// Only on a card carrying a Small Yard, and it costs the Move it "spends in the yard".
const card = areaOf(s, player).grid.get(coordKey(here));
if (!card?.enhancements.includes('smallYard')) return 'NOT_CONNECTED';
// The order must be a permutation of the current consist.
if (i.order.length !== tray.consist.length) return 'CONSIST_ORDER';
const seen = new Set(i.order);
if (seen.size !== i.order.length) return 'CONSIST_ORDER';
if (i.order.some((n) => n < 0 || n >= tray.consist.length)) return 'CONSIST_ORDER';
return null;
}
case 'switch.end':
if (!inPhase(s, 'localOps')) return 'WRONG_PHASE';
return s.turn.option === 'switch' ? null : 'OPTION_NOT_CHOSEN';
@@ -307,6 +335,86 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
return null;
}
case 'track.lay': {
if (!inPhase(s, 'localOps')) return 'WRONG_PHASE';
if (s.turn.option !== 'draw') return 'OPTION_NOT_CHOSEN';
if (s.turn.laidThisTurn) return 'OPTION_ALREADY_CHOSEN';
const key = `${i.geometry}:${i.hand}`;
if ((areaOf(s, player).trackSupply.get(key) ?? 0) < 1) return 'NO_SUCH_CARD';
const proto = protoTrackCard(i.geometry, i.hand, i.variant);
if (!proto) return 'NO_PLACEMENT';
return canPlaceAt(areaOf(s, player), i.placement, proto) ? null : 'NOT_CONNECTED';
}
case 'mainline.modify': {
if (!inPhase(s, 'localOps')) return 'WRONG_PHASE';
if (s.turn.option !== 'draw') return 'OPTION_NOT_CHOSEN';
const card = s.cards.get(i.cardId);
if (!card || !(s.decks.hands.get(player) ?? []).includes(i.cardId)) return 'NO_SUCH_CARD';
if (card.kind.kind !== 'mainlineModifier') return 'WRONG_INTENT';
const rule = mainlineModifierRule(card.kind.key);
if (!rule) return 'NOT_IMPLEMENTED';
const node = s.division.nodes[i.node];
if (!node || node.kind !== 'mainline') return 'NO_PLACEMENT';
const on = node.modifiers ?? [];
if (on.includes(rule.key)) return 'OPTION_ALREADY_CHOSEN';
if (rule.gradeOnly && mainlineProfile(node.card).speed.kind !== 'grade') return 'NOT_A_GRADE';
if (rule.requiresOnCard && !on.includes(rule.requiresOnCard)) return 'NOT_CONNECTED';
// "Not while a train is on it" — realigning under a moving train is exactly the situation the
// restriction exists to prevent.
if (node.transits.length > 0) return 'TRAIN_ON_CARD';
if (rule.key === 'realignment' && !REALIGNMENTS.some((r) => r.from === node.card)) {
return 'NO_PLACEMENT';
}
return null;
}
case 'maneuver.redFlags': {
const card = s.cards.get(i.cardId);
if (!card || !(s.decks.hands.get(player) ?? []).includes(i.cardId)) return 'NO_SUCH_CARD';
if (card.kind.kind !== 'maneuver' || card.kind.key !== 'redFlags') return 'WRONG_INTENT';
const tray = s.trays.get(i.trayId);
if (!tray) return 'NO_SUCH_TRAY';
// "A STOPPED train is prevented from being hit" — it protects a train that is standing on a
// Mainline card, which is the only place a rear-ender can happen.
if (tray.position.at !== 'mainline') return 'NO_PLACEMENT';
const node = s.division.nodes[tray.position.index];
if (!node || node.kind !== 'mainline') return 'NO_PLACEMENT';
if ((node.redFlagged ?? []).includes(i.trayId)) return 'OPTION_ALREADY_CHOSEN';
return null;
}
case 'maneuver.flyingSwitch': {
if (!inPhase(s, 'localOps')) return 'WRONG_PHASE';
if (s.turn.option !== 'switch') return 'OPTION_NOT_CHOSEN';
if (s.turn.movesRemaining < 1) return 'NO_MOVES_REMAINING';
const card = s.cards.get(i.cardId);
if (!card || !(s.decks.hands.get(player) ?? []).includes(i.cardId)) return 'NO_SUCH_CARD';
if (card.kind.kind !== 'maneuver' || card.kind.key !== 'flyingSwitch') return 'WRONG_INTENT';
const tray = s.trays.get(i.trayId);
if (!tray) return 'NO_SUCH_TRAY';
const here = trayCoord(s, i.trayId);
if (!here) return 'CANNOT_DROP_HERE';
if (i.count < 1 || i.count > tray.consist.length) return 'CONSIST_EMPTY';
// The cut is uncoupled and ROLLS to the industry under its own momentum, so the target must
// be somewhere the train could itself have run to — track-connected, not merely a neighbouring
// square. An earlier version tested orthogonal adjacency, which was wrong in both directions:
// it would have allowed a cut to cross to a cell with no rail between, while refusing a siding
// two cards along the same track. It also made the card effectively unplayable — held for
// 1,400 turns across 60 games and legal on 2.
const reachable = [
...destinationsFor(s, player, i.trayId, here, false),
...destinationsFor(s, player, i.trayId, here, true),
];
if (!reachable.some((d) => d.coord.row === i.to.row && d.coord.col === i.to.col)) {
return 'NOT_CONNECTED';
}
const fsArea = areaOf(s, player);
const target = fsArea.grid.get(coordKey(i.to));
if (!target?.facility || target.facility.kind !== 'freight') return 'CANNOT_DROP_HERE';
return canDropCarsAt(fsArea, i.to, i.count) ? null : 'CANNOT_DROP_HERE';
}
case 'draw.end': {
if (!inPhase(s, 'localOps')) return 'WRONG_PHASE';
if (s.turn.option !== 'draw') return 'OPTION_NOT_CHOSEN';
@@ -362,7 +470,15 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
if (!s.yards.divisionYard.some((c) => c.type === i.carType && c.loaded === i.loaded)) {
return 'NO_SUITABLE_CAR';
}
return null;
// §8.2 — "the train must be in the order listed on the train's card (engine on the front,
// Rolling Stock, and possibly a Caboose). It may depart with FEWER Rolling Stock than listed,
// but not out of order."
//
// This was not enforced at all: any car could be added in any quantity, so Train 9 "Heavy
// Freight" — a card calling for 3 freight AND a caboose — was made up with four hoppers and
// no caboose. Fewer is allowed; more, or of the wrong category, is not.
return acceptsCar(tray, i.carType) ? null : 'NO_SUITABLE_CAR';
}
case 'newTrain.secondSection': {
@@ -478,18 +594,44 @@ function checkPlay(
// spots) or it does nothing at all, so placing it anywhere else is not a legal play.
return adjacentFacilityCoord(area, placement) ? null : 'NOT_CONNECTED';
}
case 'spaceUse':
case 'enhancement':
case 'enhancement': {
if (!placement) return 'NO_PLACEMENT';
return checkEnhancementPlacement(s, area, card.kind.key, placement);
}
case 'mainlineModifier':
// Facing Point Locks appears in BOTH the Enhancement and Mainline-modifier lists on the sheet,
// with the same placement and the same effect. It is one card printed twice, so the mainline
// copy uses the enhancement's grid placement rather than going onto a Mainline card.
if (card.kind.key === 'facingPointLocksMainline') {
if (!placement) return 'NO_PLACEMENT';
return checkEnhancementPlacement(s, area, 'facingPointLocks', placement);
}
// The rest are laid on a Mainline card, which is not a grid coordinate — see
// `mainline.modify`.
return 'WRONG_INTENT';
case 'maneuver':
// Red Flags and Flying Switch have their own intents; Poling's effect is recorded as "TBD in
// the source", so there is nothing to implement.
return 'WRONG_INTENT';
case 'spaceUse':
case 'action':
// Recovered from the design but not yet implemented — see docs/rules/implications.md §7 and
// §10. Rejecting is honest: silently accepting would make the card look playable while doing
// nothing, which is exactly the bug that made Modifiers dead weight for weeks.
return 'NOT_IMPLEMENTED';
case 'timetabledTrain':
case 'extraTrain':
// A train card goes to the TIMETABLE, not onto the board. Accepting a placement made the UI
// offer the same play at six different grid squares with six rotations apiece — all identical,
// because the placement was then ignored. Same reasoning as the Office upgrade above: silently
// discarding a placement makes the event log claim the card was laid somewhere it was not.
return placement ? 'NO_PLACEMENT' : null;
default:
// Train cards go to the timetable; the phase driver schedules them.
return null;
}
}
@@ -503,7 +645,11 @@ function destinationsFor(
) {
const tray = s.trays.get(trayId)!;
const facing = facingPort(s, trayId);
const exit: Port = reverse ? (facing === 'e' ? 'w' : 'e') : facing;
// Reversing is the OPPOSITE port, whichever it is. This was hardcoded to flip between east and
// west, so a crew facing north or south reversed to 'e' — a port a north-south card does not
// have — and could never back out of a district spur. Combined with a facing that was itself
// derived from an east/west direction, it stranded 29 of 62 leftover crews on north-south track.
const exit: Port = reverse ? opposite(facing) : facing;
return reachableDestinations(
{
area: areaOf(s, player),
@@ -529,6 +675,9 @@ function execute(s: GameState, player: PlayerIndex, i: Intent): GameEvent[] {
const from = trayCoord(s, i.trayId)!;
const dests = destinationsFor(s, player, i.trayId, from, i.reverse);
const dest = dests.find((d) => d.coord.row === i.to.row && d.coord.col === i.to.col)!;
// The crew leaves by the port opposite the one it entered through, which is what it will be
// facing when it stops. Without this the facing stays 'e'/'w' forever and a crew that turns
// onto a north-south spur can never move again.
const events: GameEvent[] = [
{
type: 'trayMoved',
@@ -536,6 +685,7 @@ function execute(s: GameState, player: PlayerIndex, i: Intent): GameEvent[] {
from,
to: i.to,
movesRemaining: s.turn.movesRemaining - 1,
facing: opposite(dest.entry),
},
];
if (dest.couples.length > 0) {
@@ -552,6 +702,20 @@ function execute(s: GameState, player: PlayerIndex, i: Intent): GameEvent[] {
return [{ type: 'carsDropped', trayId: i.trayId, at: here, stock }];
}
case 'switch.sortConsist': {
const tray = s.trays.get(i.trayId)!;
const here = trayCoord(s, i.trayId)!;
return [
{
type: 'consistSorted',
trayId: i.trayId,
at: here,
before: tray.consist.map((c) => ({ ...c })),
after: i.order.map((n) => ({ ...tray.consist[n]! })),
},
];
}
case 'switch.end':
case 'draw.end':
return [{ type: 'phaseEnded', player, phase: 'localOps' }];
@@ -607,6 +771,14 @@ function execute(s: GameState, player: PlayerIndex, i: Intent): GameEvent[] {
to: card.kind.tier,
});
}
if (card.kind.kind === 'enhancement' && i.placement) {
events.push({
type: 'enhancementPlaced',
player,
key: card.kind.key,
at: i.placement,
});
}
if (card.kind.kind === 'extraTrain') {
// §7 — an Extra runs once, immediately, as soon as a Crew Tray frees up. Playing one used
// to do nothing at all, which made all four Extra cards dead weight in the deck.
@@ -635,6 +807,47 @@ function execute(s: GameState, player: PlayerIndex, i: Intent): GameEvent[] {
case 'card.discard':
return [{ type: 'cardDiscarded', player, cardId: i.cardId, toSlot: i.toSlot }];
case 'mainline.modify': {
const card = s.cards.get(i.cardId)!;
const key = card.kind.kind === 'mainlineModifier' ? card.kind.key : '';
const node = s.division.nodes[i.node];
const became =
key === 'realignment' && node?.kind === 'mainline'
? REALIGNMENTS.find((r) => r.from === node.card)?.to
: undefined;
return [
{ type: 'mainlineModified', player, cardId: i.cardId, node: i.node, key, ...(became ? { became } : {}) },
];
}
case 'maneuver.redFlags': {
const tray = s.trays.get(i.trayId)!;
const index = tray.position.at === 'mainline' ? tray.position.index : -1;
return [{ type: 'redFlagsSet', player, cardId: i.cardId, trayId: i.trayId, node: index }];
}
case 'maneuver.flyingSwitch': {
const tray = s.trays.get(i.trayId)!;
// §A.3 — cars come off the back, same as a normal drop.
const stock = tray.consist.slice(tray.consist.length - i.count);
return [{ type: 'flyingSwitch', player, cardId: i.cardId, trayId: i.trayId, to: i.to, stock }];
}
case 'track.lay': {
const key = `${i.geometry}:${i.hand}`;
return [
{
type: 'trackLaid',
player,
geometry: i.geometry,
hand: i.hand,
at: i.placement,
variant: i.variant ?? 0,
remaining: (areaOf(s, player).trackSupply.get(key) ?? 1) - 1,
},
];
}
case 'freightAgent.stockOutbound':
return [
{ type: 'stockToOutbound', player, at: i.at, stock: { type: i.carType, loaded: true } },
@@ -763,6 +976,7 @@ export function reduce(s: GameState, e: GameEvent): void {
const tray = s.trays.get(e.trayId)!;
const owner = tray.position.at === 'grid' ? tray.position.owner : 0;
tray.position = { at: 'grid', owner, coord: e.to };
if (e.facing) tray.facing = e.facing;
s.turn.movesRemaining = e.movesRemaining;
// An A/D track is held only while the train is actually standing at the Office (§2.1).
@@ -787,6 +1001,14 @@ export function reduce(s: GameState, e: GameEvent): void {
break;
}
case 'consistSorted': {
const tray = s.trays.get(e.trayId)!;
tray.consist = e.after.map((c) => ({ ...c }));
// "Spends one move in the yard" — the sort costs a Move.
s.turn.movesRemaining = Math.max(0, s.turn.movesRemaining - 1);
break;
}
case 'carsDropped': {
const tray = s.trays.get(e.trayId)!;
const area = areaOf(s, tray.position.at === 'grid' ? tray.position.owner : 0);
@@ -833,6 +1055,7 @@ export function reduce(s: GameState, e: GameEvent): void {
standing: [],
facility: null,
modifiers: [],
enhancements: [],
});
applyModifier(area, e.placement, card.kind.modifier);
} else if (card.kind.kind !== 'office') {
@@ -841,6 +1064,52 @@ export function reduce(s: GameState, e: GameEvent): void {
break;
}
case 'mainlineModified': {
const node = s.division.nodes[e.node];
if (node?.kind === 'mainline') {
if (e.became) node.card = e.became as MainlineKind;
else node.modifiers = [...(node.modifiers ?? []), e.key];
}
spendCard(s, e.player, e.cardId);
break;
}
case 'redFlagsSet': {
const node = s.division.nodes[e.node];
if (node?.kind === 'mainline') {
node.redFlagged = [...(node.redFlagged ?? []), e.trayId];
}
spendCard(s, e.player, e.cardId);
break;
}
case 'flyingSwitch': {
const tray = s.trays.get(e.trayId);
const area = areaOf(s, e.player);
const card = area.grid.get(coordKey(e.to));
if (tray && card) {
tray.consist = tray.consist.slice(0, tray.consist.length - e.stock.length);
const track = card.facility?.industryTrack;
if (track) track.cars.push(...e.stock);
else card.standing.push(...e.stock);
}
s.turn.movesRemaining -= 1;
spendCard(s, e.player, e.cardId);
break;
}
case 'trackLaid': {
const area = areaOf(s, e.player);
area.trackSupply.set(`${e.geometry}:${e.hand}`, e.remaining);
s.turn.laidThisTurn = true;
const built = protoTrackCard(e.geometry as never, e.hand as never, e.variant);
if (built) {
area.grid.set(coordKey(e.at), built);
extendLimitsIfNeeded(area, e.at);
}
break;
}
case 'officeUpgraded': {
// Gap 8 — a property change, NOT a card swap. Swapping would orphan attached Secondary Track.
const area = areaOf(s, e.player);
@@ -897,6 +1166,19 @@ export function reduce(s: GameState, e: GameEvent): void {
break;
}
case 'enhancementPlaced': {
const rule = enhancementRule(e.key);
if (rule?.placement === 'mainlineCard') {
const node = s.division.nodes[e.at.col];
// ABS Signals: trains on this card stop short rather than rear-ending each other.
if (node?.kind === 'mainline') node.absSignals = true;
} else {
const card = areaOf(s, e.player).grid.get(coordKey(e.at));
if (card) card.enhancements.push(e.key);
}
break;
}
case 'extraQueued':
s.pendingExtras.push(e.trainNumber);
break;
@@ -1032,7 +1314,7 @@ function protoCard(
kind: { kind: string; geometry?: string; facility?: string },
variant: number | undefined,
): TrackCard | null {
const base = { standing: [], facility: null, modifiers: [] };
const base = { standing: [], facility: null, modifiers: [], enhancements: [] };
if (kind.kind === 'track') {
const geometry = kind.geometry as TrackGeometry;
@@ -1117,6 +1399,122 @@ function adjacentFacilityCoord(area: OfficeArea, coord: GridCoord): GridCoord |
return null;
}
/**
* The three defensive Enhancements protect against cards that only exist in a multiplayer deck, so
* their placement and state are implemented and their effect is read at the point of attack:
*
* - **Facing Point Locks** — prevents `Derail` being played on you (Action card).
* - **Water Column** — lets you remove a Watertower from your district (Space-use card).
* - **Overpass** — removes the restrictions of a played Railroad Crossing (Action card).
*
* In solitaire the opponent-directed cards are not in the deck (Q6), so these never fire. They are
* queried here rather than being special-cased at each attack site.
*/
export function hasDistrictEnhancement(area: OfficeArea, key: string): boolean {
return [...area.grid.values()].some((c) => c.enhancements.includes(key));
}
/** Facing Point Locks blocks a Derail played at this district. */
export function isProtectedFromDerail(area: OfficeArea): boolean {
return hasDistrictEnhancement(area, 'facingPointLocks');
}
/** A Water Column lets its owner clear a Watertower off their own grid. */
export function watertowersRemovable(area: OfficeArea): GridCoord[] {
if (!hasDistrictEnhancement(area, 'waterColumn')) return [];
const out: GridCoord[] = [];
for (const [key, card] of area.grid) {
if (card.geometry.kind !== 'spaceUse' || card.geometry.key !== 'watertower') continue;
const [row, col] = key.split(',').map(Number);
out.push({ row: row!, col: col! });
}
return out;
}
/**
* Enhancements have per-card placement rules (implications.md §7):
* - Interlocking, Water Column, Telegraph → a Running Track straight
* - Yard Office, Small Yard → a Secondary Track straight
* - Telephone / Radio → stacked on the card below them
* - Facing Point Locks → needs an Interlocking in the district
* - ABS Signals → a Mainline card, not the Office Area
*/
export function checkEnhancementPlacement(
s: GameState,
area: OfficeArea,
key: string,
placement: GridCoord,
): RejectionCode | null {
const rule = enhancementRule(key);
if (!rule) return 'NOT_IMPLEMENTED';
// ABS Signals goes on a Mainline card; `placement.col` names which one.
if (rule.placement === 'mainlineCard') {
const node = s.division.nodes[placement.col];
return node && node.kind === 'mainline' ? null : 'NOT_CONNECTED';
}
const card = area.grid.get(coordKey(placement));
if (!card) return 'NOT_CONNECTED';
if (card.enhancements.includes(key)) return 'OPTION_ALREADY_CHOSEN';
if (rule.requiresOnSameCard && !card.enhancements.includes(rule.requiresOnSameCard)) {
return 'NOT_CONNECTED';
}
if (rule.requiresInDistrict) {
const present = [...area.grid.values()].some((c) =>
c.enhancements.includes(rule.requiresInDistrict!),
);
if (!present) return 'NOT_CONNECTED';
}
const onRunning = placement.row === area.runningRow;
const isStraight =
card.geometry.kind === 'track' && card.geometry.geometry === 'straight';
switch (rule.placement) {
case 'runningTrackStraight':
return onRunning && isStraight ? null : 'NOT_CONNECTED';
case 'secondaryTrackStraight':
return !onRunning && isStraight ? null : 'NOT_CONNECTED';
case 'onCard':
return null;
default:
return 'NOT_CONNECTED';
}
}
/** Removes a played card from its owner's hand and sends it to the Salvage Yard. */
function spendCard(s: GameState, player: PlayerIndex, cardId: CardId): void {
s.decks.hands.set(player, (s.decks.hands.get(player) ?? []).filter((c) => c !== cardId));
s.decks.salvageYard.push(cardId);
}
/** A track piece from the player's own supply, at the chosen rotation. */
function protoTrackCard(
geometry: TrackGeometry,
hand: Hand,
variant: number | undefined,
): TrackCard | null {
const options = variantsFor(geometry);
const v = options[variant ?? 0];
if (!v) return null;
return {
geometry: {
kind: 'track',
geometry,
...(v.axis ? { axis: v.axis } : {}),
...(v.turnout ? { turnout: v.turnout } : {}),
...(hand !== 'none' ? { hand } : {}),
},
baseOperationalRail: geometry !== 'turnout',
standing: [],
facility: null,
modifiers: [],
enhancements: [],
};
}
/**
* Q4 — would building `kind` here conflict with something already in the district?
* The relation is symmetric, so checking either direction is enough.
@@ -1147,10 +1545,76 @@ function applyModifier(area: OfficeArea, coord: GridCoord, modifier: ModifierKin
}
/** §2.1, Gap 4a — extending the Running Track pushes the Limits sign outward. */
/**
* §2.1 Gap 4a — "when you extend your Running Track, the Limits sign MOVES outwards with it".
*
* The sign is a physical card, not just a recorded column. Moving only the coordinate left the
* Limits card stranded mid-track: a district grew to
* (0,-5) (0,-4) (0,-3) (0,-2)=Power Plant [LIMITS] (0,0)=Office [LIMITS] (0,2)=Freight House …
* with everything beyond (0,-2) built OUTSIDE a sign that never moved. That is not cosmetic —
* §8.1 and §10 both reason about "the track between the train and the Limits", Interlocking holds
* an arrival AT the Limits, and running past a player's Limits is what makes a collision his fault.
*/
function extendLimitsIfNeeded(area: OfficeArea, placed: GridCoord): void {
if (placed.row !== area.runningRow) return;
if (placed.col <= area.limitsWest.col) area.limitsWest = { row: placed.row, col: placed.col - 1 };
if (placed.col >= area.limitsEast.col) area.limitsEast = { row: placed.row, col: placed.col + 1 };
if (placed.col <= area.limitsWest.col) {
area.limitsWest = { row: placed.row, col: placed.col - 1 };
area.grid.set(coordKey(area.limitsWest), limitsCard());
}
if (placed.col >= area.limitsEast.col) {
area.limitsEast = { row: placed.row, col: placed.col + 1 };
area.grid.set(coordKey(area.limitsEast), limitsCard());
}
}
/**
* §8.2 — may this car be coupled onto this train right now?
*
* "The train must be in the order listed on the train's card (engine on the front, Rolling Stock,
* and possibly a Caboose). It may depart with FEWER Rolling Stock than listed, but not out of
* order." Fewer is allowed; more, or of the wrong category, is not.
*
* SHARED. Both `check` and the New Train Phase's "is there a suitable car in the yard" test call
* this. A second copy stalled the game outright: the phase believed a car could be added while
* `check` rejected every option, so the Stage never completed.
*/
export function acceptsCar(tray: CrewTray, carType: CarType): boolean {
const profile = trainProfile(tray.trainNumber ?? 0, tray.trainIsExtra);
if (!profile) return true;
const cat = (t: CarType): 'coach' | 'caboose' | 'freight' =>
t === 'coach' ? 'coach' : t === 'caboose' ? 'caboose' : 'freight';
const adding = cat(carType);
const already = tray.consist.filter((c) => cat(c.type) === adding).length;
const allowed =
adding === 'coach'
? profile.consist.coach
: adding === 'caboose'
? profile.consist.caboose
: profile.consist.freight;
if (already >= allowed) return false;
// The caboose rides last (§A.3), so nothing may be coupled behind one.
if (adding !== 'caboose' && tray.consist.some((c) => c.type === 'caboose')) return false;
// The card also narrows WHICH freight types it will take.
const types = profile.consist.freightTypes;
if (adding === 'freight' && types && !types.includes(carType)) return false;
return true;
}
/** A fresh Limits sign. The set is "2N + spares" (§12), so relocating one is not a supply question. */
function limitsCard(): TrackCard {
return {
geometry: { kind: 'limits' },
baseOperationalRail: true,
standing: [],
facility: null,
modifiers: [],
enhancements: [],
};
}
// ---------------------------------------------------------------------------
+150 -20
View File
@@ -105,11 +105,30 @@ export type OfficeProfile = {
* an earlier guess gave one more slot than porters at every tier. Capacity is instead grown by the
* passenger modifier cards (Waiting Area, Restaurant, Hotel).
*/
/**
* Office cards. `copiesInDeck` was **doubled** (Depot 4→8, Station 2→4, Terminal 1→2) — Q12.
*
* Players always start at a Whistle Post, which has ONE A/D track, so a second arrival is an
* automatic collision (§8.3, Gap 2a). Measured at the original density, 25 of 100 games never drew
* a Depot and never escaped: they averaged **6.0** revenue against **0.4** for games that
* upgraded at least once, and 25 of 26 collisions happened at Whistle Post. Escaping needed one of
* 4 Depot cards in 111, roughly a 59% chance across a game's draws.
*
* Upgrades are strictly sequential (Gap 3b, no skipping), so Station and Terminal are rarer than
* their raw counts imply — Terminal needs all three cards in order. Station and Terminal were
* doubled with Depot to keep that ladder in proportion rather than making Depot a special case.
*
* PROVISIONAL — re-evaluate. This was chosen to remove a 25% chance of an unwinnable opening deal,
* not from the recovered design, and it is a blunt instrument: it lifts the whole office ladder and
* dilutes every other category slightly (deck 133 → 140). Revisit once the victory target is
* settled and freight is carrying its intended share; the right answer may instead be fewer
* Terminals, a cheaper first upgrade, or more A/D capacity at Whistle Post.
*/
export const OFFICE_PROFILES: readonly OfficeProfile[] = [
{ tier: 'whistlePost', name: 'Whistle Post', isControlPoint: false, isPassengerFacility: false, adTracks: 1, porters: 0, passengerOut: 0, passengerIn: 0, copiesInDeck: 0 },
{ tier: 'depot', name: 'Depot', isControlPoint: true, isPassengerFacility: true, adTracks: 2, porters: 1, passengerOut: 1, passengerIn: 1, copiesInDeck: 4 },
{ tier: 'station', name: 'Station', isControlPoint: true, isPassengerFacility: true, adTracks: 3, porters: 2, passengerOut: 2, passengerIn: 2, copiesInDeck: 2 },
{ tier: 'terminal', name: 'Terminal', isControlPoint: true, isPassengerFacility: true, adTracks: 4, porters: 3, passengerOut: 3, passengerIn: 3, copiesInDeck: 1 },
{ tier: 'depot', name: 'Depot', isControlPoint: true, isPassengerFacility: true, adTracks: 2, porters: 1, passengerOut: 1, passengerIn: 1, copiesInDeck: 8 },
{ tier: 'station', name: 'Station', isControlPoint: true, isPassengerFacility: true, adTracks: 3, porters: 2, passengerOut: 2, passengerIn: 2, copiesInDeck: 4 },
{ tier: 'terminal', name: 'Terminal', isControlPoint: true, isPassengerFacility: true, adTracks: 4, porters: 3, passengerOut: 3, passengerIn: 3, copiesInDeck: 2 },
];
export const OFFICE_ORDER: readonly OfficeTier[] = ['whistlePost', 'depot', 'station', 'terminal'];
@@ -145,13 +164,23 @@ export type IndustryProfile = {
copies: number;
};
/**
* Industry density (Gap 12). The recovered sheet lists 9 industries in a 115-card deck; the
* prototype ran 10 in 52. At 9-in-115 a game saw 1.6 Freight Facilities, freight was 10% of gross
* revenue, and `carsCoupled` fired 4 times per 100 games — the freight loop, which is the point of
* the game, effectively never ran.
*
* Each industry's `copies` is TRIPLED, giving 27 in 133. That restores roughly the prototype's
* ratio while preserving the sheet's proportions exactly: the outbound/inbound balance and the
* lockout structure are unchanged, because every kind scales by the same factor.
*/
export const INDUSTRY_PROFILES: readonly IndustryProfile[] = [
{ kind: 'freightHouse', name: 'Freight House', carTypes: ['boxcar'], flow: 'both', baseOut: 1, baseIn: 1, baseLoaders: 1, lockouts: ['grocersWarehouse'], copies: 2 },
{ kind: 'mineTipple', name: 'Mine Tipple', carTypes: ['hopper'], flow: 'outbound', baseOut: 1, baseIn: 0, baseLoaders: 1, lockouts: ['powerPlant'], copies: 2 },
{ kind: 'refinery', name: 'Refinery', carTypes: ['tank'], flow: 'outbound', baseOut: 1, baseIn: 0, baseLoaders: 1, lockouts: ['powerPlant'], copies: 1 },
{ kind: 'powerPlant', name: 'Power Plant', carTypes: ['hopper', 'tank'], flow: 'inbound', baseOut: 0, baseIn: 1, baseLoaders: 1, lockouts: ['mineTipple', 'refinery'], copies: 2 },
{ kind: 'packingSheds', name: 'Packing Sheds', carTypes: ['reefer'], flow: 'outbound', baseOut: 1, baseIn: 0, baseLoaders: 1, lockouts: ['grocersWarehouse'], copies: 1 },
{ kind: 'grocersWarehouse', name: "Grocer's Warehouse", carTypes: ['boxcar', 'reefer'], flow: 'inbound', baseOut: 0, baseIn: 1, baseLoaders: 1, lockouts: ['packingSheds', 'freightHouse'], copies: 1 },
{ kind: 'freightHouse', name: 'Freight House', carTypes: ['boxcar'], flow: 'both', baseOut: 1, baseIn: 1, baseLoaders: 1, lockouts: ['grocersWarehouse'], copies: 6 },
{ kind: 'mineTipple', name: 'Mine Tipple', carTypes: ['hopper'], flow: 'outbound', baseOut: 1, baseIn: 0, baseLoaders: 1, lockouts: ['powerPlant'], copies: 6 },
{ kind: 'refinery', name: 'Refinery', carTypes: ['tank'], flow: 'outbound', baseOut: 1, baseIn: 0, baseLoaders: 1, lockouts: ['powerPlant'], copies: 3 },
{ kind: 'powerPlant', name: 'Power Plant', carTypes: ['hopper', 'tank'], flow: 'inbound', baseOut: 0, baseIn: 1, baseLoaders: 1, lockouts: ['mineTipple', 'refinery'], copies: 6 },
{ kind: 'packingSheds', name: 'Packing Sheds', carTypes: ['reefer'], flow: 'outbound', baseOut: 1, baseIn: 0, baseLoaders: 1, lockouts: ['grocersWarehouse'], copies: 3 },
{ kind: 'grocersWarehouse', name: "Grocer's Warehouse", carTypes: ['boxcar', 'reefer'], flow: 'inbound', baseOut: 0, baseIn: 1, baseLoaders: 1, lockouts: ['packingSheds', 'freightHouse'], copies: 3 },
];
/** Legacy alias; the engine still reads FREIGHT_PROFILES in places. */
@@ -381,6 +410,9 @@ export function crossingStages(
kind: MainlineKind,
trainSpeed: TrainSpeed,
carriesPassengers: boolean,
modifiers: readonly string[] = [],
direction: Direction = 'east',
gradeUp: Direction = 'east',
): number {
const profile = MAINLINE_PROFILES.find((m) => m.kind === kind);
if (!profile) throw new Error(`unknown mainline card: ${kind}`);
@@ -394,14 +426,65 @@ export function crossingStages(
mph = carriesPassengers ? profile.speed.passenger : profile.speed.freight;
break;
case 'grade':
// Heavy Grade has no printed number; the modifier cards (Brakeman/Airbrakes/Helpers) are what
// improve it. Treated as a 30 until those are implemented.
// Heavy Grade has no printed number; the modifier cards are what improve it, so it is a 30
// until one is placed.
mph = 30;
break;
}
const base = mph >= 60 ? 1 : 2;
return base + (trainSpeed === 'slow' ? 1 : 0);
const stages = base + (trainSpeed === 'slow' ? 1 : 0);
return Math.max(1, stages - gradeReduction(profile, modifiers, direction, gradeUp));
}
/**
* Q11, answered: the Heavy Grade card prints "(Up)" and "Player sets orientation", so which way it
* climbs is a property of the placed card, not a constant. `gradeUp` is the direction a train is
* travelling when it goes UPHILL; a train heading the other way is descending.
*
* Each applicable card takes a Stage off, never below one: a train cannot cross in no time.
* Airbrakes only counts when Brakeman is already there, which the placement rule enforces.
*/
function gradeReduction(
profile: MainlineProfile,
modifiers: readonly string[],
direction: Direction,
gradeUp: Direction,
): number {
if (profile.speed.kind !== 'grade') return 0;
const downhill = direction !== gradeUp;
let n = 0;
if (downhill) {
if (modifiers.includes('brakeman')) n++;
if (modifiers.includes('airbrakes')) n++;
} else if (modifiers.includes('helpers')) {
n++;
}
return n;
}
export function mainlineProfile(kind: MainlineKind): MainlineProfile {
const p = MAINLINE_PROFILES.find((m) => m.kind === kind);
if (!p) throw new Error(`unknown mainline card: ${kind}`);
return p;
}
/** Which Mainline modifiers may sit on `kind`, and what each additionally requires. */
export const MAINLINE_MODIFIER_RULES: readonly {
key: string;
/** Only placeable on a card whose speed is a grade. */
gradeOnly: boolean;
/** Another modifier that must already be on the same card. */
requiresOnCard?: string;
}[] = [
{ key: 'brakeman', gradeOnly: true },
{ key: 'airbrakes', gradeOnly: true, requiresOnCard: 'brakeman' },
{ key: 'helpers', gradeOnly: true },
{ key: 'realignment', gradeOnly: false },
];
export function mainlineModifierRule(key: string) {
return MAINLINE_MODIFIER_RULES.find((r) => r.key === key) ?? null;
}
/** `Realignment` converts one Mainline card into another. */
@@ -431,6 +514,45 @@ export const SPACE_USE_CARDS: readonly SimpleCard[] = [
{ key: 'engineerCemetery', name: 'Engineer cemetery', copies: 1, placement: 'adjacent to any straight, curve, turnout, Limit', effect: 'Burns tablespace.' },
];
export type EnhancementKey =
| 'interlocking' | 'facingPointLocks' | 'yardOffice' | 'smallYard'
| 'waterColumn' | 'overpass' | 'telegraph' | 'telephone' | 'radio' | 'absSignals';
/** Where an Enhancement may be laid. */
export type EnhancementPlacement =
| 'runningTrackStraight'
| 'secondaryTrackStraight'
| 'mainlineCard'
| 'onCard';
export type EnhancementRule = {
key: EnhancementKey;
placement: EnhancementPlacement;
/** Must sit on a card already carrying this enhancement (Telephone on Telegraph, etc.). */
requiresOnSameCard?: EnhancementKey;
/** Must exist somewhere in the district (Facing Point Locks needs Interlocking). */
requiresInDistrict?: EnhancementKey;
/** Bonus added to an opposing train's number when resolving a meet, once a Day. */
dispatchBonus?: number;
};
export const ENHANCEMENT_RULES: readonly EnhancementRule[] = [
{ key: 'interlocking', placement: 'runningTrackStraight' },
{ key: 'facingPointLocks', placement: 'onCard', requiresInDistrict: 'interlocking' },
{ key: 'yardOffice', placement: 'secondaryTrackStraight' },
{ key: 'smallYard', placement: 'secondaryTrackStraight' },
{ key: 'waterColumn', placement: 'runningTrackStraight' },
{ key: 'overpass', placement: 'onCard' },
{ key: 'telegraph', placement: 'runningTrackStraight', dispatchBonus: 4 },
{ key: 'telephone', placement: 'onCard', requiresOnSameCard: 'telegraph', dispatchBonus: 8 },
{ key: 'radio', placement: 'onCard', requiresOnSameCard: 'telephone', dispatchBonus: 12 },
{ key: 'absSignals', placement: 'mainlineCard' },
];
export function enhancementRule(key: string): EnhancementRule | null {
return ENHANCEMENT_RULES.find((r) => r.key === key) ?? null;
}
export const ENHANCEMENT_CARDS: readonly SimpleCard[] = [
{ key: 'interlocking', name: 'Interlocking', copies: 2, placement: 'any Running Track Straight', effect: 'May stop an inbound train on the Limit Track.' },
{ key: 'facingPointLocks', name: 'Facing Point Locks', copies: 2, placement: 'adjacent to Interlocking', effect: 'Must have Interlocking. Prevents Derail being played on you.' },
@@ -484,13 +606,21 @@ export const ACTION_CARDS: readonly SimpleCard[] = [
export type StockSupply = { type: CarType; loaded: number; empty: number };
/** NOT in the recovered files — still the provisional figure. */
/**
* NOT in the recovered files — still the provisional figure.
*
* Scaled up alongside the Gap 12 industry increase. Worst-case demand (every copy of every
* industry in play at full capacity) is boxcar 15, hopper 12, tank 9, reefer 6; the supply must
* cover that, since a Division Yard that runs dry starves the freight loop the increase exists to
* feed. Lockouts and district size mean the worst case cannot actually occur, so this carries
* deliberate headroom.
*/
export const ROLLING_STOCK_SUPPLY: readonly StockSupply[] = [
{ type: 'coach', loaded: 8, empty: 8 },
{ type: 'boxcar', loaded: 6, empty: 6 },
{ type: 'hopper', loaded: 6, empty: 6 },
{ type: 'reefer', loaded: 4, empty: 4 },
{ type: 'tank', loaded: 4, empty: 4 },
{ type: 'boxcar', loaded: 10, empty: 10 },
{ type: 'hopper', loaded: 8, empty: 8 },
{ type: 'reefer', loaded: 5, empty: 5 },
{ type: 'tank', loaded: 6, empty: 6 },
{ type: 'caboose', loaded: 6, empty: 0 },
];
@@ -537,7 +667,7 @@ export function lengthProfile(length: GameLength): LengthProfile {
}
// ---------------------------------------------------------------------------
// Deck composition — 115 cards
// Deck composition — 140 cards
// ---------------------------------------------------------------------------
/**
@@ -565,9 +695,9 @@ export function deckComposition(): { category: string; count: number }[] {
];
}
export const DECK_SIZE = deckComposition().reduce((n, c) => n + c.count, 0); // 115
export const DECK_SIZE = deckComposition().reduce((n, c) => n + c.count, 0); // 140
/** The solitaire deck drops the 22 opponent-directed cards, leaving 93. */
/** The solitaire deck drops the 22 opponent-directed cards, leaving 118. */
export const SOLITAIRE_DECK_SIZE = deckComposition()
.filter((c) => !isOpponentOnly(c.category))
.reduce((n, c) => n + c.count, 0);
+9 -1
View File
@@ -21,12 +21,17 @@ export type GameEvent =
| { type: 'actorChanged'; player: PlayerIndex | null }
// -- local operations
| { type: 'localOpsOptionChosen'; player: PlayerIndex; option: LocalOpsOption }
| { type: 'trayMoved'; trayId: TrayId; from: GridCoord; to: GridCoord; movesRemaining: number }
| { type: 'trayMoved'; trayId: TrayId; from: GridCoord; to: GridCoord; movesRemaining: number; facing?: 'n' | 's' | 'e' | 'w' }
| { type: 'carsCoupled'; trayId: TrayId; at: GridCoord; stock: RollingStock[] }
| { type: 'carsDropped'; trayId: TrayId; at: GridCoord; stock: RollingStock[] }
| { type: 'consistSorted'; trayId: TrayId; at: GridCoord; before: RollingStock[]; after: RollingStock[] }
| { type: 'cardDrawn'; player: PlayerIndex; source: 'homeOffice' | 'department'; slot?: number; cardId: CardId }
/** `variant` is the chosen orientation (Gap 11); it must be replayable, so it rides the event. */
| { type: 'cardPlayed'; player: PlayerIndex; cardId: CardId; placement?: GridCoord; variant?: number }
| { type: 'trackLaid'; player: PlayerIndex; geometry: string; hand: string; at: GridCoord; variant: number; remaining: number }
| { type: 'mainlineModified'; player: PlayerIndex; cardId: CardId; node: number; key: string; became?: string }
| { type: 'redFlagsSet'; player: PlayerIndex; cardId: CardId; trayId: TrayId; node: number }
| { type: 'flyingSwitch'; player: PlayerIndex; cardId: CardId; trayId: TrayId; to: GridCoord; stock: RollingStock[] }
| { type: 'officeUpgraded'; player: PlayerIndex; from: OfficeTier; to: OfficeTier }
| { type: 'cardDiscarded'; player: PlayerIndex; cardId: CardId; toSlot: number }
| { type: 'deckReshuffled' }
@@ -46,15 +51,18 @@ export type GameEvent =
* which made the replay say "New Train" and nothing else. A train being made up, departing,
* arriving or finishing its run are four distinct facts and deserve four event types.
*/
| { type: 'enhancementPlaced'; player: PlayerIndex; key: string; at: GridCoord }
| { type: 'extraQueued'; player: PlayerIndex; trainNumber: number }
| { type: 'secondSectionOrdered'; player: PlayerIndex; trainNumber: number }
| { type: 'trainMadeUp'; trainNumber: number; isExtra: boolean; at: string; direction: string }
| { type: 'trainHeld'; trainNumber: number; reason: string }
| { type: 'trainHighballed'; trainNumber: number; from: string; to: string }
| { type: 'trainArrived'; trainNumber: number; consist: RollingStock[]; office: string }
| { type: 'trainDiverted'; trainNumber: number; to: string; reason: string }
| { type: 'trainCompleted'; trainNumber: number; consist: RollingStock[] }
| { type: 'carPlacedOnTrain'; player: PlayerIndex; trayId: TrayId; stock: RollingStock }
| { type: 'carPassed'; player: PlayerIndex; trayId: TrayId }
| { type: 'dispatchBonusUsed'; key: string; bonus: number; trainNumber: number; againstTrain: number }
| { type: 'clearanceRequested'; trainId: TrayId; occupiedBy: TrayId }
| { type: 'clearanceGiven'; trainId: TrayId; allow: boolean }
// -- load / unload
+33 -1
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@@ -4,7 +4,7 @@
* An intent is a PROPOSAL. It may be rejected. Contrast with an event (events.ts), which is a fact.
*/
import type { CarType, Direction, OfficeTier } from './content.ts';
import type { CarType, Direction, Hand, OfficeTier, TrackGeometry } from './content.ts';
import type { CardId, GridCoord, PlayerIndex, TrayId } from './state.ts';
// ---------------------------------------------------------------------------
@@ -18,6 +18,12 @@ export type Intent =
// -- switch (§6.1, Appendix A)
| { type: 'switch.move'; trayId: TrayId; to: GridCoord; reverse: boolean }
| { type: 'switch.dropCars'; trayId: TrayId; count: number }
/**
* Small Yard enhancement — "a train that spends one move in the yard may sort itself in any
* order, including cars in front of the engine". This is the designed answer to §A.3's
* come-off-in-seated-order constraint, which is what makes facing-point work possible.
*/
| { type: 'switch.sortConsist'; trayId: TrayId; order: number[] }
| { type: 'switch.end' }
// -- draw (§6.2)
| { type: 'draw.fromHomeOffice' }
@@ -25,6 +31,13 @@ export type Intent =
/** `variant` indexes `variantsFor(geometry)` — Gap 11: orientation is chosen on placement. */
| { type: 'card.play'; cardId: CardId; placement?: GridCoord; variant?: number }
| { type: 'card.discard'; cardId: CardId; toSlot: number }
/**
* Lay a piece from your personal track supply (§12.2 / content.ts TRACK_SUPPLY).
*
* Laid during the "draw a card" option, one piece a turn — how track behaved when it WAS a card.
* Confirmed; see implications.md §10 Q10.
*/
| { type: 'track.lay'; geometry: TrackGeometry; hand: Hand; placement: GridCoord; variant?: number }
| { type: 'draw.end' }
// -- freight agent (§6.3)
| { type: 'freightAgent.stockOutbound'; at: GridCoord; carType: CarType }
@@ -37,6 +50,21 @@ export type Intent =
| { type: 'newTrain.secondSection'; trainNumber: number }
// -- Mainline Phase (§8.1) — the Superintendent's clearance ruling
| { type: 'mainline.clearance'; allow: boolean }
/**
* Lay a Mainline modifier (Brakeman / Airbrakes / Helpers / Realignment) on a Mainline card.
* `node` indexes `division.nodes`.
*/
| { type: 'mainline.modify'; cardId: CardId; node: number }
/**
* Red Flags — protect a stopped train. The flagged train cannot be hit; an approaching train is
* held instead of colliding.
*/
| { type: 'maneuver.redFlags'; cardId: CardId; trayId: TrayId }
/**
* Flying Switch — cut cars off behind the engine and roll them into an adjacent industry, without
* the engine entering it.
*/
| { type: 'maneuver.flyingSwitch'; cardId: CardId; trayId: TrayId; count: number; to: GridCoord }
| { type: 'redFlag.play' }
// -- Load/Unload Phase (§9)
| { type: 'porter.board'; at: GridCoord }
@@ -83,6 +111,10 @@ export type RejectionCode =
| 'NOT_UPGRADEABLE'
| 'FACILITY_LOCKED'
| 'NOT_IMPLEMENTED'
| 'WRONG_INTENT'
| 'NOT_A_GRADE'
| 'TRAIN_ON_CARD'
| 'CONSIST_ORDER'
| 'NO_TRAIN_AT_OFFICE';
export type Rejection = { code: RejectionCode; message: string };
+69 -3
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@@ -12,7 +12,7 @@
* If you find yourself writing a rule here, it belongs in apply.ts.
*/
import type { CarType } from './content.ts';
import type { CarType, Hand, TrackGeometry } from './content.ts';
import { check, areaOf, destinationsFor } from './apply.ts';
import type { Intent } from './intents.ts';
import type { GameState, GridCoord, PlayerIndex } from './state.ts';
@@ -56,6 +56,14 @@ function candidates(s: GameState, player: PlayerIndex): Intent[] {
break;
}
// Red Flags — "any time", so they are candidates in every phase, on any train standing out on
// the Mainline (the player's own or another's: protecting a train is not an attack).
for (const cardId of s.decks.hands.get(player) ?? []) {
const k = s.cards.get(cardId)?.kind;
if (k?.kind !== 'maneuver' || k.key !== 'redFlags') continue;
for (const [trayId] of s.trays) out.push({ type: 'maneuver.redFlags', cardId, trayId });
}
out.push({ type: 'redFlag.play' });
return out;
}
@@ -82,6 +90,34 @@ function localOpsCandidates(s: GameState, player: PlayerIndex): Intent[] {
for (let n = 1; n <= tray.consist.length; n++) {
out.push({ type: 'switch.dropCars', trayId, count: n });
}
// Small Yard: enumerating every permutation would explode, so offer the useful ones —
// bringing each car to the droppable end, plus a full reversal. `check` validates any order,
// so a UI may submit an arbitrary permutation.
const n = tray.consist.length;
if (n > 1) {
for (let k = 0; k < n; k++) {
const order = [...Array(n).keys()].filter((x) => x !== k);
order.push(k);
out.push({ type: 'switch.sortConsist', trayId, order });
}
out.push({ type: 'switch.sortConsist', trayId, order: [...Array(n).keys()].reverse() });
}
}
// Flying Switch — roll a cut into an ADJACENT industry without the engine entering it.
for (const cardId of s.decks.hands.get(player) ?? []) {
const k = s.cards.get(cardId)?.kind;
if (k?.kind !== 'maneuver' || k.key !== 'flyingSwitch') continue;
for (const [trayId, tray] of s.trays) {
if (tray.position.at !== 'grid' || tray.position.owner !== player) continue;
const from = tray.position.coord;
for (const reverse of [false, true]) {
for (const d of destinationsFor(s, player, trayId, from, reverse)) {
for (let count = 1; count <= tray.consist.length; count++) {
out.push({ type: 'maneuver.flyingSwitch', cardId, trayId, count, to: d.coord });
}
}
}
}
}
out.push({ type: 'switch.end' });
@@ -90,17 +126,43 @@ function localOpsCandidates(s: GameState, player: PlayerIndex): Intent[] {
for (let slot = 0; slot < 3; slot++) out.push({ type: 'draw.fromDepartment', slot });
const placements = placementCandidates(s, player);
// Enhancements ATTACH to a card already in the grid, so their candidates are the occupied cells,
// not the empty ones every other placeable card wants. Offering them `placements` meant an
// Enhancement was never once legal on a real card — 18 of 93 solitaire cards, permanently dead.
const attachments = [...area.grid.keys()].map((k) => {
const [row, col] = k.split(',').map(Number);
return { row: row!, col: col! };
});
for (const cardId of s.decks.hands.get(player) ?? []) {
out.push({ type: 'card.play', cardId });
// Gap 11 — orientation is chosen on placement, so every rotation is a distinct candidate.
// Six is the widest set (turnouts); `check` discards the ones whose ports do not meet.
for (const placement of placements) {
const targets = s.cards.get(cardId)?.kind.kind === 'enhancement' ? attachments : placements;
for (const placement of targets) {
for (let variant = 0; variant < 6; variant++) {
out.push({ type: 'card.play', cardId, placement, variant });
}
}
for (let slot = 0; slot < 3; slot++) out.push({ type: 'card.discard', cardId, toSlot: slot });
}
// Lay track from the personal supply — the only way a district grows now that track is not in
// the deck.
for (const [key, count] of s.turn.laidThisTurn ? [] : area.trackSupply) {
if (count < 1) continue;
const [geometry, hand] = key.split(':') as [TrackGeometry, Hand];
for (const placement of placements) {
for (let variant = 0; variant < 2; variant++) {
out.push({ type: 'track.lay', geometry, hand, placement, variant });
}
}
}
// Mainline modifiers go on a Mainline card, not a grid cell, so `node` indexes division.nodes.
for (const cardId of s.decks.hands.get(player) ?? []) {
if (s.cards.get(cardId)?.kind.kind !== 'mainlineModifier') continue;
for (let node = 0; node < s.division.nodes.length; node++) {
out.push({ type: 'mainline.modify', cardId, node });
}
}
out.push({ type: 'draw.end' });
// -- freight agent (§6.3)
@@ -190,7 +252,11 @@ function placementCandidates(s: GameState, player: PlayerIndex): GridCoord[] {
// Q7 — a district hangs BELOW the Running Track; there is nothing above it.
if (c.row > area.runningRow) continue;
const k = `${c.row},${c.col}`;
if (area.grid.has(k) || seen.has(k)) continue;
if (seen.has(k)) continue;
// The Limits signs are candidates even though they are occupied: laying track there is how
// the Running Track grows, and the sign moves outward (§2.1). `check` still has the final say.
const occupied = area.grid.get(k);
if (occupied && !(occupied.geometry.kind === 'limits' && c.row === area.runningRow)) continue;
seen.add(k);
out.push(c);
}
+29 -6
View File
@@ -17,6 +17,8 @@ import {
MODIFIER_PROFILES,
OFFICE_PROFILES,
MAINLINE_PROFILES,
mainlineProfile,
TRACK_SUPPLY,
ROLLING_STOCK_SUPPLY,
STAGES_PER_DAY,
TIMETABLED_TRAINS,
@@ -122,6 +124,7 @@ function buildOfficeArea(owner: PlayerIndex): OfficeArea {
standing: [],
facility: buildPassengerFacility('whistlePost'),
modifiers: [],
enhancements: [],
};
const limitsCard = (): TrackCard => ({
@@ -130,6 +133,7 @@ function buildOfficeArea(owner: PlayerIndex): OfficeArea {
standing: [],
facility: null,
modifiers: [],
enhancements: [],
});
const grid = new Map<string, TrackCard>();
@@ -137,7 +141,19 @@ function buildOfficeArea(owner: PlayerIndex): OfficeArea {
grid.set(coordKey(limitsWest), limitsCard());
grid.set(coordKey(limitsEast), limitsCard());
return { owner, tier: 'whistlePost', grid, officeCoord, runningRow: row, limitsWest, limitsEast, adOccupancy: [] };
return {
owner,
tier: 'whistlePost',
grid,
officeCoord,
runningRow: row,
limitsWest,
limitsEast,
adOccupancy: [],
heldAtLimits: [],
dispatchUsedToday: [],
trackSupply: new Map(TRACK_SUPPLY.map((t) => [`${t.geometry}:${t.hand}`, t.perPlayer])),
};
}
/**
@@ -172,11 +188,18 @@ function buildPassengerFacility(tier: Parameters<typeof officeProfile>[0]): NonN
function buildDivision(players: number, rng: Rng): DivisionNode[] {
const nodes: DivisionNode[] = [];
const kinds = MAINLINE_PROFILES.map((m) => m.kind);
const mainline = (): DivisionNode => ({
kind: 'mainline',
card: kinds[rng.nextInt(kinds.length)]!,
transits: [],
});
const mainline = (): DivisionNode => {
const card = kinds[rng.nextInt(kinds.length)]!;
const node: DivisionNode = { kind: 'mainline', card, transits: [] };
// The Heavy Grade card says "Player sets orientation", but setup has no decision point yet —
// createGame is synchronous and returns a ready state. Rolled for now so the orientation is at
// least deterministic and varies between games; it should become a real player choice when
// setup gains an interactive phase. See implications.md §10 Q11.
if (mainlineProfile(card).speed.kind === 'grade') {
node.gradeUp = rng.nextInt(2) === 0 ? 'east' : 'west';
}
return node;
};
nodes.push({ kind: 'divisionPoint', side: 'west', holding: [] });
for (let p = 0; p < players; p++) {
+47 -2
View File
@@ -73,7 +73,9 @@ export type CardGeometry =
| { kind: 'limits' }
| { kind: 'facility'; facility: FreightKind; axis?: TrackAxis }
/** Not track — a Modifier sits beside a Facility and raises its capacity (§9). */
| { kind: 'modifier'; modifier: ModifierKind };
| { kind: 'modifier'; modifier: ModifierKind }
/** Not track — a Space-use card played at a district to consume a cell (Q6). */
| { kind: 'spaceUse'; key: string };
export type TrackCard = {
geometry: CardGeometry;
@@ -86,6 +88,8 @@ export type TrackCard = {
standing: RollingStock[];
facility: Facility | null;
modifiers: ModifierKind[];
/** Enhancement cards laid on this card (§7 of implications.md). */
enhancements: string[];
};
export type OfficeArea = {
@@ -99,6 +103,18 @@ export type OfficeArea = {
limitsEast: GridCoord;
/** Trays holding at the Office. Length must never exceed the tier's A/D track count. */
adOccupancy: TrayId[];
/**
* Trains held at the Limits by an Interlocking rather than admitted to the Office. They are
* inside the player's Limits but not occupying an A/D track.
*/
heldAtLimits: TrayId[];
/** Dispatch bonuses spent this Day, by enhancement key — each is once a Day. */
dispatchUsedToday: string[];
/**
* The player's personal track supply (26 pieces), keyed `geometry:hand`. Track is NOT in the
* Home Office deck — it is laid from here.
*/
trackSupply: Map<string, number>;
};
// ---------------------------------------------------------------------------
@@ -182,6 +198,15 @@ export type CrewTray = {
/** ORDERED, left-to-right. Max 4 including any caboose (§A.4). */
consist: RollingStock[];
direction: Direction;
/**
* Which way the engine points, as an actual port on the card beneath it.
*
* NOT derivable from `direction`, which only has east and west: a crew standing on a north-south
* spur points north or south, and deriving 'e'/'w' gave it an exit port the card does not have —
* so it had no legal moves at all and was stranded permanently. Left optional so a tray placed
* without one falls back to `direction`.
*/
facing?: 'n' | 's' | 'e' | 'w';
position: NodeRef;
movesUsed: number;
};
@@ -198,7 +223,21 @@ export type Transit = { tray: TrayId; stagesRemaining: number; direction: Direct
export type DivisionNode =
| { kind: 'divisionPoint'; side: Direction; holding: TrayId[] }
| { kind: 'mainline'; card: MainlineKind; transits: Transit[] }
| {
kind: 'mainline';
card: MainlineKind;
transits: Transit[];
absSignals?: boolean;
/** Brakeman / Airbrakes / Helpers / Realignment laid on this card. */
modifiers?: string[];
/**
* Which way a train is travelling when it climbs. The Heavy Grade card prints "(Up)" and
* "Player sets orientation", so the direction is chosen when the card is placed.
*/
gradeUp?: Direction;
/** Red Flags protecting a stopped train here, by tray. */
redFlagged?: TrayId[];
}
| { kind: 'office'; owner: PlayerIndex };
/** Ordered west to east. For N players: N Office nodes and N+1 Mainline cards. */
@@ -328,6 +367,11 @@ export type TurnState = {
option: 'switch' | 'draw' | 'freightAgent' | null;
movesRemaining: number;
drawnThisTurn: boolean;
/**
* Track was a CARD before it became a per-player supply, so it was naturally limited to one play
* a turn. The supply has 26 pieces and nothing else bounds it, so keep that limit explicitly.
*/
laidThisTurn: boolean;
freightAgentUsed: boolean;
/** Set when the actor finishes; the phase driver then moves to the next player. */
done: boolean;
@@ -338,6 +382,7 @@ export function freshTurn(moves: number): TurnState {
option: null,
movesRemaining: moves,
drawnThisTurn: false,
laidThisTurn: false,
freightAgentUsed: false,
done: false,
};
+21 -2
View File
@@ -79,8 +79,9 @@ type PortPair = readonly [Port, Port];
*/
function connectionsFor(card: TrackCard): readonly PortPair[] {
switch (card.geometry.kind) {
// A Modifier is not track: nothing connects to it and no train may enter (§9).
// Neither a Modifier nor a Space-use card is track: nothing connects, no train may enter.
case 'modifier':
case 'spaceUse':
return [];
case 'limits':
return [['e', 'w']];
@@ -329,7 +330,25 @@ export function allReachable(
* stubs above and below so this is satisfiable from the opening Stage.
*/
export function canPlaceAt(area: OfficeArea, coord: GridCoord, card: TrackCard): boolean {
if (cardAt(area, coord)) return false;
const existing = cardAt(area, coord);
// A Limits sign on the Running Track is the GROWTH POINT, not an obstacle. Extending means laying
// the card where the sign stands and moving the sign outward (§2.1, Gap 4a) — the physical act at
// the table. Treating the sign as occupied forced players to build PAST it, stranding the sign
// mid-track with everything beyond it nominally outside their own Limits.
const isMovableSign =
existing?.geometry.kind === 'limits' &&
coord.row === area.runningRow &&
existing.standing.length === 0;
if (existing && !isMovableSign) return false;
// §2.1 — the Running Track runs BETWEEN the Limits. Nothing on that row may sit outside them, so
// the sign itself is the only growth point. Allowing a placement beyond it built track on the far
// side of the sign and then planted a SECOND sign further out, leaving the board reading
// limits · Whistle Post · limits · straight · limits
// with a Limits card stranded mid-track. The district below the Running Track is unbounded.
if (coord.row === area.runningRow) {
if (coord.col < area.limitsWest.col || coord.col > area.limitsEast.col) return false;
}
const ports: Port[] = ['n', 's', 'e', 'w'];
for (const p of ports) {
+409 -41
View File
@@ -25,7 +25,7 @@ import type { GameEvent } from '../engine/events.ts';
import type { Intent } from '../engine/intents.ts';
import { legalActions } from '../engine/legal.ts';
import { coordKey } from '../engine/state.ts';
import type { Facility, GameState, PlayerIndex, RollingStock } from '../engine/state.ts';
import type { Facility, GameState, GridCoord, PlayerIndex, RollingStock } from '../engine/state.ts';
export type BotPolicy = {
name: string;
@@ -56,12 +56,37 @@ function ruleOnClearance(options: Intent[]): Intent | null {
// ---------------------------------------------------------------------------
/**
* Why the developer bot made its last choice, for the replay's decision panel.
*
* WRITE-ONLY DIAGNOSTIC. Nothing reads this to make a decision, so it cannot affect play or
* determinism — it exists so the viewer can show the branch that fired instead of re-deriving the
* reasoning, which would drift from the bot exactly as a second copy of the rules would.
*/
let lastReason = '';
export function lastChoiceReason(): string {
return lastReason;
}
/** Records the branch that fired and returns the intent unchanged. */
function because(reason: string, intent: Intent): Intent {
lastReason = reason;
return intent;
}
export const developerBot: BotPolicy = {
name: 'developer',
choose(s, player, options) {
lastReason = 'no specific reason — first legal option';
const clearance = ruleOnClearance(options);
if (clearance) return clearance;
if (clearance) return because('the Superintendent must rule on a following train (§8.1)', clearance);
// Red Flags come before anything else — protection is only worth playing at the moment the
// collision is actually pending, and that moment passes.
const flags = worthFlagging(s, options);
if (flags) return because('a train of ours is stopped on a Mainline card with another train on it — Red Flags now or not at all', flags);
// --- Load/Unload: spend every worker, then end. Each is a point, or a step toward one.
//
@@ -69,15 +94,21 @@ export const developerBot: BotPolicy = {
// a worker. Then advance loads already in the pipeline — finishing beats starting, because a
// load parked on MEN|AT|WORK also locks the industry track (§9.3). Only then feed new work in.
if (s.clock.phase === 'loadUnload') {
const work = pickFirst(
options,
'porter.board',
'porter.detrain',
'laborer.advanceLoad',
'laborer.startLoad',
'laborer.beginUnload',
);
return work ?? options.find((i) => i.type === 'loadUnload.end') ?? options[0]!;
const work =
pickFirst(options, 'porter.board', 'porter.detrain', 'laborer.advanceLoad') ??
// Only START a load that can FINISH. A load leaves MEN|AT|WORK onto a spotted empty car of
// its own type (§9.3), so starting one with no car spotted parks it on WORK — which locks
// the industry track, which blocks the very car that would clear it. A self-inflicted
// deadlock, and the loop that was eating the game: 415 loads started, 413 unjams, and 13
// completions across 60 games.
options.find((i) => i.type === 'laborer.startLoad' && loadCanFinish(s, player, i.at)) ??
pickFirst(options, 'laborer.beginUnload');
// NO fallback to an unfinishable load. Idling a Laborer is strictly better than jamming: a
// jam costs a Freight Agent action to clear AND locks the industry track until it is cleared.
// A first attempt kept a last-resort `startLoad` here "rather than idle", and the measured
// result was identical to having no gate at all — 415 starts, 413 unjams, 13 completions.
if (work) return because(loadReason(work), work);
return because('every worker is spent or has nothing it can finish', options.find((i) => i.type === 'loadUnload.end') ?? options[0]!);
}
// --- New Train: fill the consist, but with the RIGHT cars.
@@ -92,9 +123,9 @@ export const developerBot: BotPolicy = {
const match = options.find(
(i) => i.type === 'newTrain.placeCar' && i.carType === w.type && i.loaded === w.loaded,
);
if (match) return match;
if (match) return because(`the ${w.loaded ? 'loaded' : 'empty'} ${w.type} is what a facility is short of`, match);
}
return pickFirst(options, 'newTrain.placeCar', 'newTrain.passCar') ?? options[0]!;
return because('no car on offer is one our facilities need', pickFirst(options, 'newTrain.placeCar', 'newTrain.passCar') ?? options[0]!);
}
// --- Local Operations.
@@ -127,28 +158,54 @@ function chooseLocalOption(s: GameState, player: PlayerIndex, options: Intent[])
// 1. Trains first, always. A scheduled train runs EVERY Day thereafter, so it is the only card
// whose value compounds. Playing one needs the draw option.
if (can('draw') && hand.some((id) => isTrainCard(s, id))) return can('draw')!;
// An Office upgrade outranks even a train card: a train that arrives with nowhere to stand is a
// collision, and collisions are the largest single drain on revenue.
if (can('draw') && hand.some((id) => s.cards.get(id)?.kind.kind === 'office')) {
return because('an Office upgrade is in hand — more A/D track means fewer collisions', can('draw')!);
}
if (can('draw') && hand.some((id) => isTrainCard(s, id))) {
return because('a train card is in hand and its value compounds every Day', can('draw')!);
}
// A Mainline modifier is worth the option too: Realignment permanently converts a 30 card into a
// 60, and Helpers/Brakeman take a Stage off every future crossing. Like a train card, the value
// compounds — but only if it can be laid right now, so check for a legal target rather than for
// the card sitting in hand.
if (can('draw') && options.some((i) => i.type === 'mainline.modify')) {
return because('a Mainline modifier can be laid — every later crossing pays less', can('draw')!);
}
// 2. A train standing at the Office is a fleeting chance to spot cars — but ONLY if there is
// actually a car to spot or collect. Choosing to switch merely because a train is present
// wasted the whole Local Operations action shuttling back and forth: a passenger train needs
// no switching at all, because §9.2 works coaches straight off the A/D track.
if (can('switch') && area.adOccupancy.length > 0 && usefulSwitching(s, player)) {
return can('switch')!;
return because('a train is at the Office and there is switching worth doing', can('switch')!);
}
// A crew stranded away from the Office is worth a whole turn on its own. A train may only
// highball from the Office square, so one sitting anywhere else is out of the game permanently —
// and the condition above never fires for it, because a crew down in the district has no work
// left and would never claim the option needed to walk back.
if (can('switch') && strandedFromOffice(s, player)) {
return because('the crew is away from the Office and can never depart from where it stands', can('switch')!);
}
// 3. Stock a green box only when the load can actually finish — an empty car of the right type
// is already spotted. Stocking without one just fills the box.
if (can('freightAgent') && canStockProductively(s, player)) return can('freightAgent')!;
if (can('freightAgent') && canStockProductively(s, player)) {
return because('a green box can be stocked with a load that can actually finish', can('freightAgent')!);
}
// 4. Rescue a jammed facility, or clear a full red box blocking further unloading.
if (can('freightAgent') && (hasStuckLoad(s, player) || needsClearing(s, player))) {
return can('freightAgent')!;
return because('a facility is jammed or its red box is full, blocking the pipeline', can('freightAgent')!);
}
// 5. Otherwise develop. More facilities and a bigger Office are what make later Stages pay.
if (can('draw')) return can('draw')!;
return can('freightAgent') ?? can('switch') ?? choices[0] ?? options[0]!;
if (can('draw')) return because('nothing urgent — develop the district instead', can('draw')!);
return because('no option has a clear purpose this turn', can('freightAgent') ?? can('switch') ?? choices[0] ?? options[0]!);
}
/** A face-up card worth spending the draw on rather than gambling on the deck. */
@@ -163,6 +220,15 @@ function isWorthTaking(s: GameState, slot: number): boolean {
return false;
}
/** Does any facility want this particular car? Tolerates an undefined end car. */
function facilityWants2(s: GameState, player: PlayerIndex, car: RollingStock | undefined): boolean {
return car !== undefined && facilitiesWanting(s, player, car).length > 0;
}
function isEnhancement(s: GameState, cardId: string): boolean {
return s.cards.get(cardId)?.kind.kind === 'enhancement';
}
function isTrainCard(s: GameState, cardId: string): boolean {
const k = s.cards.get(cardId)?.kind.kind;
return k === 'timetabledTrain' || k === 'extraTrain';
@@ -213,6 +279,137 @@ function needsClearing(s: GameState, player: PlayerIndex): boolean {
return false;
}
/**
* Grow the district outward from the Office, preferring straights.
*
* Straights are what Enhancements attach to and what Freight Facilities sit beside, so they are
* worth more than a turnout the bot has no plan for. Ties break toward the Office: a compact
* district keeps Crew Moves cheap, and Moves are the real currency of Local Operations.
*/
function bestTrackLay(s: GameState, player: PlayerIndex, options: Intent[]): Intent | null {
const area = s.officeAreas.get(player);
if (!area) return null;
let best: Intent | null = null;
let bestScore = -Infinity;
for (const i of options) {
if (i.type !== 'track.lay') continue;
const dRow = Math.abs(i.placement.row - area.officeCoord.row);
const dCol = Math.abs(i.placement.col - area.officeCoord.col);
let score = -(dRow * 2 + dCol);
if (i.geometry === 'straight') score += 6;
// A district needs depth to hold facilities; a Running Track that only grows sideways gives
// Enhancements somewhere to live but Freight nowhere.
if (dRow > 0) score += 3;
if (score > bestScore) {
bestScore = score;
best = i;
}
}
return best;
}
function isEnhancementKey(s: GameState, cardId: string, key: string): boolean {
const k = s.cards.get(cardId)?.kind;
return k?.kind === 'enhancement' && k.key === key;
}
function isMainlineKey(s: GameState, cardId: string, key: string): boolean {
const k = s.cards.get(cardId)?.kind;
return k?.kind === 'mainlineModifier' && k.key === key;
}
/** Does the facility at `coord` want this particular car? */
function facilityWantsAt(
s: GameState,
player: PlayerIndex,
coord: { row: number; col: number },
car: { type: string; loaded: boolean } | undefined,
): boolean {
if (!car) return false;
const f = areaOf(s, player).grid.get(`${coord.row},${coord.col}`)?.facility;
return f ? facilityWants(f, car as never) : false;
}
/**
* Red Flags — "any time". Worth spending only when a train of ours is stopped out on the Mainline
* with another train on the same card, which is the situation that becomes a rear-ender.
*/
function worthFlagging(s: GameState, options: Intent[]): Intent | null {
for (const i of options) {
if (i.type !== 'maneuver.redFlags') continue;
const tray = s.trays.get(i.trayId);
if (!tray || tray.position.at !== 'mainline') continue;
const node = s.division.nodes[tray.position.index];
if (node?.kind !== 'mainline') continue;
if (node.transits.length > 1) return i;
}
return null;
}
/** A one-line account of which Load/Unload action was taken, and why it ranked first. */
function loadReason(i: Intent): string {
switch (i.type) {
case 'porter.board':
return 'a Porter earns a point in ONE action — always the best use of a worker';
case 'porter.detrain':
return 'detraining passengers is a point for a single Porter action';
case 'laborer.advanceLoad':
return 'finish work already started — a load parked on WORK locks the industry track';
case 'laborer.startLoad':
return 'a matching empty car is spotted, so this load can actually finish';
case 'laborer.beginUnload':
return 'a loaded car is spotted and the red box has room';
default:
return 'the best remaining use of a worker';
}
}
/**
* Is there already an empty car of the right type spotted to receive this load (§9.3)? Without one
* the load can be started and walked across MEN|AT|WORK but can never come off.
*/
function loadCanFinish(s: GameState, player: PlayerIndex, at: GridCoord): boolean {
const f = areaOf(s, player).grid.get(`${at.row},${at.col}`)?.facility;
const next = f?.outboundBox[0];
if (!f || !next) return false;
return f.industryTrack.cars.some((c) => !c.loaded && c.type === next.type);
}
/** Is this player's crew sitting somewhere it can never depart from? */
function strandedFromOffice(s: GameState, player: PlayerIndex): boolean {
const area = areaOf(s, player);
const here = trayLocation(s, player);
if (!here) return false;
return here.row !== area.officeCoord.row || here.col !== area.officeCoord.col;
}
/**
* A Move that gets the crew strictly closer to the Office, or null if it is already there or
* nothing helps. "Strictly closer" is what stops this becoming the shuttling loop that an earlier
* version of the switching heuristic fell into — the bot cannot oscillate if every step reduces the
* distance.
*/
function moveTowardOffice(s: GameState, player: PlayerIndex, options: Intent[]): Intent | null {
const area = areaOf(s, player);
const here = trayLocation(s, player);
if (!here) return null;
const dist = (c: { row: number; col: number }): number =>
Math.abs(c.row - area.officeCoord.row) + Math.abs(c.col - area.officeCoord.col);
if (dist(here) === 0) return null;
let best: Intent | null = null;
let bestDist = dist(here);
for (const i of options) {
if (i.type !== 'switch.move') continue;
const d = dist(i.to);
if (d < bestDist) {
bestDist = d;
best = i;
}
}
return best;
}
/** Once an option is chosen, work it to a sensible conclusion. */
function followThrough(s: GameState, player: PlayerIndex, options: Intent[]): Intent {
switch (s.turn.option) {
@@ -226,35 +423,100 @@ function followThrough(s: GameState, player: PlayerIndex, options: Intent[]): In
const useful = options.find(
(i) => i.type === 'draw.fromDepartment' && isWorthTaking(s, i.slot),
);
if (useful) return useful;
if (useful) return because('a face-up card is worth more than a blind draw right now', useful);
const blind = options.find((i) => i.type === 'draw.fromHomeOffice');
if (blind) return blind;
if (blind) return because('no face-up card is worth taking — gamble on the deck', blind);
const any = options.find((i) => i.type === 'draw.fromDepartment');
if (any) return any;
if (any) return because('the deck is empty, so take a face-up card', any);
}
// Train cards first — they take no placement and their value compounds every Day.
// UPGRADE THE OFFICE FIRST. A Whistle Post has ONE A/D track, so a second arrival is an
// automatic collision (§8.3, Gap 2a) — and measured, 25 of 26 collisions happened at Whistle
// Post, none at all where an Interlocking was down. A Depot doubles the capacity and turns
// the Office into a Passenger Facility, which is where the porters and passenger revenue come
// from. The bot previously had no play preference for office cards at all, so an upgrade sat
// in hand behind trains, enhancements and track.
const upgrade = options.find(
(i) => i.type === 'card.play' && s.cards.get(i.cardId)?.kind.kind === 'office',
);
if (upgrade) return because('upgrade the Office — a Whistle Post has ONE A/D track and a second arrival collides', upgrade);
// Train cards next — they take no placement and their value compounds every Day.
const train = options.find(
(i) => i.type === 'card.play' && i.placement === undefined && isTrainCard(s, i.cardId),
);
if (train) return train;
if (train) return because('a scheduled train runs every Day thereafter — the only card whose value compounds', train);
// Mainline modifiers rank with train cards: every train that crosses afterwards pays the
// lower price. Realignment first — converting Curves to Plains halves the crossing for
// everyone, where a grade card only helps trains going one way.
const realign = options.find(
(i) => i.type === 'mainline.modify' && isMainlineKey(s, i.cardId, 'realignment'),
);
if (realign) return because('Realignment converts this Mainline card into a faster one for every future crossing', realign);
const grade = options.find((i) => i.type === 'mainline.modify');
if (grade) return because('a grade modifier takes a Stage off every crossing in that direction', grade);
// Enhancements next: Small Yard makes switching solvable, Interlocking stops the Office
// overflowing into a collision, and the dispatch devices win meets. All are worth more than
// another piece of plain track.
// Interlocking ahead of the other enhancements: it holds an arrival at the Limits instead of
// colliding into a full Office, and no collision was ever recorded in a district that had one.
const interlock = options.find(
(i) =>
i.type === 'card.play' &&
i.placement !== undefined &&
isEnhancementKey(s, i.cardId, 'interlocking'),
);
if (interlock) return because('Interlocking holds an arrival at the Limits instead of colliding into a full Office', interlock);
const enh = options.find(
(i) => i.type === 'card.play' && i.placement !== undefined && isEnhancement(s, i.cardId),
);
if (enh) return because('an Enhancement is permanent and changes how the district works', enh);
// Lay track before spending a card on the grid. Track is the scarce enabler, not the
// consolation prize: nothing else in the deck can create the Running-Track and Secondary-Track
// STRAIGHTS that Enhancements require, and no Freight Facility has anywhere to go until a
// district exists. Measured with track absent, the hand held a playable Enhancement on 4,778
// turns and could legally place one on 33.
const track = bestTrackLay(s, player, options);
if (track) return because('lay track — nothing else creates the straights Enhancements need or the spurs freight needs', track);
// Then real development: a card actually laid into the grid.
const placed = options.find((i) => i.type === 'card.play' && i.placement !== undefined);
if (placed) return placed;
if (placed) return because('develop the district with a card that goes on the board', placed);
const play = options.find((i) => i.type === 'card.play');
if (play) return play;
if (play) return because('play what is in hand', play);
const end = options.find((i) => i.type === 'draw.end');
if (end) return end;
return pickFirst(options, 'card.discard') ?? options[0]!;
if (end) return because('nothing in hand can be played anywhere legal', end);
return because('nothing playable and nothing to draw — discard to a Department slot', pickFirst(options, 'card.discard') ?? options[0]!);
}
case 'switch': {
// Re-check every Move, not just when choosing the option. Conditions change mid-turn — a car
// gets coupled, a siding fills — and once there is nothing left to do the fall-through would
// pick an arbitrary legal move and burn the remaining Moves shuttling.
// Flying Switch is real work, so it must be weighed before concluding there is none left —
// otherwise the go-home branch below preempts it and the card never fires.
const flyingFirst = options.find(
(i) =>
i.type === 'maneuver.flyingSwitch' &&
i.count === 1 &&
facilityWantsAt(s, player, i.to, trayOf(s, player)?.consist.slice(-1)[0]),
);
if (flyingFirst) return because('a Flying Switch rolls the back car straight into an industry that wants it', flyingFirst);
if (!usefulSwitching(s, player)) {
// GO HOME. A train may only highball from the Office square itself (§8.1, Gap 2b) — from
// anywhere else `moveTrain` returns 'held', permanently. The bot used to end its turn
// wherever the work ran out, which stranded the crew: 77 of 93 trains still on the board at
// game end were sitting somewhere they could never depart from, 34 on the Running Track at
// the wrong column and 43 down in the district. A parked train earns nothing, holds its A/D
// track, and is unavailable for the next load.
const home = moveTowardOffice(s, player, options);
if (home) return because('no switching left worth doing — head back to the Office so the train can depart', home);
const stop = options.find((i) => i.type === 'switch.end');
if (stop) return stop;
if (stop) return because('no switching left worth doing, and the crew is already at the Office', stop);
}
// Spotting the RIGHT car at the RIGHT facility is the whole point of switching.
@@ -272,26 +534,99 @@ function followThrough(s: GameState, player: PlayerIndex, options: Intent[]): In
const here = trayLocation(s, player);
const endCar = tray && tray.consist.length > 0 ? tray.consist[tray.consist.length - 1]! : null;
// If standing on a Small Yard, re-order so a car some facility actually wants ends up on
// the droppable end. This is the whole point of the card.
if (tray && here) {
const onYard = areaOf(s, player).grid.get(`${here.row},${here.col}`)?.enhancements.includes('smallYard');
if (onYard && !facilityWants2(s, player, tray.consist[tray.consist.length - 1])) {
const wantedIdx = tray.consist.findIndex((c) => facilitiesWanting(s, player, c).length > 0);
if (wantedIdx >= 0 && wantedIdx !== tray.consist.length - 1) {
const order = [...tray.consist.keys()].filter((k) => k !== wantedIdx);
order.push(wantedIdx);
const sort = options.find(
(i) => i.type === 'switch.sortConsist' && i.order.join() === order.join(),
);
if (sort) return because('standing on a Small Yard — re-order so a car a facility wants ends up droppable', sort);
}
}
}
if (endCar && here) {
const hereFacility = areaOf(s, player).grid.get(`${here.row},${here.col}`)?.facility ?? null;
const area = areaOf(s, player);
const hereCard = area.grid.get(`${here.row},${here.col}`);
const hereFacility = hereCard?.facility ?? null;
// Standing on a facility that wants the back car: put it down. This is the payoff move.
if (hereFacility && facilityWants(hereFacility, endCar)) {
const drop = options.find((i) => i.type === 'switch.dropCars' && i.count === 1);
if (drop) return drop;
if (drop) return because('standing on a facility that wants the back car — spot it', drop);
}
// Otherwise head for a facility that does want this particular car.
const wanted = facilitiesWanting(s, player, endCar);
// SET OUT — and do it BEFORE travelling.
//
// Two cases. A crew at MAX_CONSIST cannot couple anything, because reachableDestinations
// drops any route whose pickups would overflow the tray, so it can never collect the loaded
// car it came for. And a crew whose back car is dead weight cannot deliver the wanted car
// hiding behind it, because §A.3 only lets the back car come off.
//
// Order matters. With travel first, the crew drove to a facility, found its end car
// undroppable, turned round for a spur, then drove back — the shuttling loop again, from a
// third direction. Fixing the consist first means every subsequent trip ends in a drop.
//
// A plain spur is the place to do it: dropping onto an industry track would silt it with the
// wrong commodity, and the Running Track has to stay clear.
const endCarUseless =
tray !== null &&
tray.consist.length > 1 &&
facilitiesWanting(s, player, endCar).length === 0 &&
tray.consist.some((c) => facilitiesWanting(s, player, c).length > 0);
if (tray && (tray.consist.length >= MAX_CONSIST || endCarUseless)) {
const isSpur = here.row !== area.runningRow && !hereFacility;
if (isSpur) {
const setOut = options.find((i) => i.type === 'switch.dropCars' && i.count === 1);
if (setOut) {
return because(
tray.consist.length >= MAX_CONSIST
? 'the tray is full, so nothing can be coupled — set a car out here'
: 'the back car is dead weight hiding a car a facility wants — set it out to expose it',
setOut,
);
}
}
const toSpur = options.find(
(i) =>
i.type === 'switch.move' &&
i.to.row !== area.runningRow &&
!area.grid.get(`${i.to.row},${i.to.col}`)?.facility,
);
if (toSpur) return because('looking for a plain spur to set out on — an industry track would silt with the wrong commodity', toSpur);
}
// Now travel — to a facility that wants SOMETHING aboard, not only the back car. Weighing
// the end car alone was the freight loop's real blocker: 744 switch turns produced 135 Moves
// and 741 immediate ends, because a crew holding wanted cars behind an unwanted one decided
// there was nothing to do. §A.3 makes the back car the only DROPPABLE one; it does not make
// it the only one worth travelling for.
const wanted = tray
? tray.consist.flatMap((c) => facilitiesWanting(s, player, c))
: facilitiesWanting(s, player, endCar);
const toward = options.find(
(i) =>
i.type === 'switch.move' &&
wanted.some((t) => t.row === i.to.row && t.col === i.to.col),
);
if (toward) return toward;
if (toward) return because('heading for a facility that wants a car we are carrying', toward);
}
const move = options.find((i) => i.type === 'switch.move');
if (move) return move;
return options.find((i) => i.type === 'switch.end') ?? options[0]!;
// Never take an arbitrary Move. Picking "the first legal move" is what produced the original
// shuttling bug, and it produced it again here: with the crew stranded but `usefulSwitching`
// still true, the go-home branch above is skipped and this fallback burned the remaining
// Moves oscillating between two cells. If there is no move with a purpose, the only useful
// thing left is to head for the Office, because a train that is not on it can never depart.
const goHome = moveTowardOffice(s, player, options);
if (goHome) return because('nothing productive left — head for the Office rather than shuttle aimlessly', goHome);
return because('out of useful switching moves', options.find((i) => i.type === 'switch.end') ?? options[0]!);
}
case 'freightAgent': {
@@ -300,13 +635,13 @@ function followThrough(s: GameState, player: PlayerIndex, options: Intent[]): In
// rescue it. §6.3's unjam exists for exactly this. Clear it before anything else.
if (hasStuckLoad(s, player)) {
const unjam = options.find((i) => i.type === 'freightAgent.unjam' && i.from === 'menAtWork');
if (unjam) return unjam;
if (unjam) return because('a jammed load blocks the pipeline AND strips the industry track of Operational Rail', unjam);
}
const clear = options.find((i) => i.type === 'freightAgent.clearInbound');
if (clear) return clear;
if (clear) return because('the red Inbound box is full and blocking further unloading', clear);
const stock = options.find((i) => i.type === 'freightAgent.stockOutbound');
if (stock) return stock;
return pickFirst(options, 'freightAgent.unjam') ?? options[0]!;
if (stock) return because('stock a green box so a Laborer has work next Stage', stock);
return because('nothing productive at any facility — clear whatever is stuck', pickFirst(options, 'freightAgent.unjam') ?? options[0]!);
}
default:
@@ -410,6 +745,26 @@ function usefulSwitching(s: GameState, player: PlayerIndex): boolean {
}
if (sidingsWorthCollecting(s, player).length > 0) return true;
// A FULL consist is itself work. At MAX_CONSIST the crew cannot couple anything, so every loaded
// car the district produces is unreachable until cars are set out. Without this clause the bot
// ended its turn the moment no facility wanted the end car, which is precisely when a full crew
// most needs to break itself up.
if (tray.consist.length >= MAX_CONSIST) {
for (const card of areaOf(s, player).grid.values()) {
if (card.facility && card.facility.kind === 'freight') return true;
}
}
// Standing on a Small Yard with a wanted car buried in the consist is work worth doing.
const here = trayLocation(s, player);
if (here) {
const card = areaOf(s, player).grid.get(`${here.row},${here.col}`);
if (card?.enhancements.includes('smallYard')) {
const buried = tray.consist.findIndex((c) => facilitiesWanting(s, player, c).length > 0);
if (buried >= 0 && buried !== tray.consist.length - 1) return true;
}
}
// A car left standing on ordinary track is also worth lifting if some facility wants it — the
// hopper stranded on the Running Track that the crew kept driving past.
if (tray.consist.length < MAX_CONSIST) {
@@ -514,11 +869,23 @@ export type PlayOutcome = {
* Drives a game to completion with the given policy. This is the whole reason the phase driver
* lives inside the engine: it is a plain loop over `advance` and `applyIntent`, with no server.
*/
/**
* Watches each event as it fires, with the state as it stands at that moment.
*
* This exists because the returned `events` log answers "what happened" but not "what was true when
* it happened" — the Office tier at a collision, which cards were in hand at a draw. Measuring those
* meant hand-rolling this loop in a throwaway script, and a hand-rolled copy that watched only the
* `pump` events (and not the ones from `applyIntent`) reported "60 of 60 games never upgraded" while
* the tier histogram plainly showed Depots and Stations. One driver, one place to observe.
*/
export type PlayObserver = (event: GameEvent, state: GameState) => void;
export function playGame(
s: GameState,
policy: BotPolicy,
pumpFn: (s: GameState) => GameEvent[],
maxTurns = 50_000,
observe?: PlayObserver,
): PlayOutcome {
const events: GameEvent[] = [];
const intents: Intent['type'][] = [];
@@ -530,6 +897,7 @@ export function playGame(
const tally = (batch: GameEvent[]): void => {
events.push(...batch);
for (const e of batch) {
observe?.(e, s);
if (e.type === 'trainScheduled') trainsScheduled++;
else if (e.type === 'cardPlayed') cardsPlayed++;
else if (
+63 -3
View File
@@ -34,6 +34,9 @@ export function clockTime(stage: number): string {
}
export function carLabel(c: RollingStock): string {
// A caboose carries the crew, not freight, so "loaded caboose" is nonsense on the page even
// though the supply marks every caboose loaded. Name it plainly.
if (c.type === 'caboose') return 'caboose';
return `${c.loaded ? 'loaded' : 'empty'} ${c.type}`;
}
@@ -84,10 +87,17 @@ export type Narration = {
export type NarrateContext = {
/** Resolves a card id to something a person can read, e.g. "Mine Tipple" or "Train 8". */
cardName?: (id: string) => string;
/**
* Resolves a Crew Tray id to the train riding it. Without this the §8.1 clearance question read
* "may tray2 follow tray3 into the next Subdivision?" — the most consequential decision in the
* game, phrased in internal identifiers.
*/
trainName?: (trayId: TrayId) => string;
};
export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
const card = (id: string): string => ctx.cardName?.(id) ?? 'a card';
const train = (id: TrayId): string => ctx.trainName?.(id) ?? String(id);
switch (e.type) {
// -- clock
@@ -124,6 +134,12 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
where: e.at,
text: `Coupled ${e.stock.length} car(s) at ${at(e.at)}: ${carsLabel(e.stock)}`,
};
case 'consistSorted':
return {
tone: 'good',
where: e.at,
text: `SMALL YARD — consist re-ordered from [${carsLabel(e.before)}] to [${carsLabel(e.after)}], so the right car is now on the end and can be spotted`,
};
case 'carsDropped':
return {
tone: 'plain',
@@ -148,6 +164,30 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
? `Played ${card(e.cardId)} onto ${at(e.placement)}`
: `Played ${card(e.cardId)}`,
};
case 'mainlineModified':
return {
tone: 'plain',
text: e.became
? `Realignment: Mainline card ${e.node} converted to ${e.became}`
: `Played ${e.key} on Mainline card ${e.node}`,
};
case 'redFlagsSet':
return {
tone: 'good',
text: `Red Flags set out to protect train ${e.trayId} on Mainline card ${e.node} — an approaching train must stop`,
};
case 'flyingSwitch':
return {
tone: 'good',
where: e.to,
text: `Flying Switch — ${e.stock.length} car(s) cut loose and rolled into the industry at ${at(e.to)} without the engine entering`,
};
case 'trackLaid':
return {
tone: 'plain',
where: e.at,
text: `Laid ${e.hand === 'none' ? '' : e.hand + '-hand '}${e.geometry} track at ${at(e.at)}${e.remaining} left in the supply`,
};
case 'officeUpgraded':
return { tone: 'good', text: `OFFICE UPGRADED — ${e.from}${e.to}` };
case 'cardDiscarded':
@@ -169,6 +209,12 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
tone: 'good',
text: `Extra X${e.trainNumber} played — it is NOT scheduled; it runs once as soon as a Crew Tray frees up, then its card is gone`,
};
case 'enhancementPlaced':
return {
tone: 'good',
where: e.at,
text: `ENHANCEMENT built: ${e.key.replace(/([A-Z])/g, ' $1')} at ${at(e.at)}`,
};
case 'secondSectionOrdered':
return {
tone: 'bad',
@@ -194,6 +240,11 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
tone: 'plain',
text: `Train ${e.trainNumber} ARRIVED at the ${e.office} carrying ${carsLabel(e.consist)} — it will highball again next Mainline Phase, so any work must happen now`,
};
case 'trainDiverted':
return {
tone: 'good',
text: `Train ${e.trainNumber} DIVERTED to ${e.to}${e.reason}`,
};
case 'trainCompleted':
return {
tone: 'quiet',
@@ -238,17 +289,26 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
return { tone: 'plain', text: `Added a ${carLabel(e.stock)} to the train being made up` };
case 'carPassed':
return { tone: 'quiet', text: 'Passed — no suitable car in the Division Yard' };
case 'dispatchBonusUsed':
return {
tone: 'good',
text: `${e.key.toUpperCase()} used (+${e.bonus}) — Train ${e.trainNumber} wins the meet against Train ${e.againstTrain}, which now counts as number ${e.againstTrain + e.bonus}. Once a Day only.`,
};
case 'clearanceRequested':
return {
tone: 'bad',
text: `SUPERINTENDENT ASKED: may ${e.trainId} follow ${e.occupiedBy} into the next Subdivision?`,
text:
`SUPERINTENDENT MUST RULE (§8.1): ${train(e.trainId)} wants to enter the Mainline card ` +
`that ${train(e.occupiedBy)} is still crossing. Allow it and ${train(e.trainId)} may run ` +
`into the back of ${train(e.occupiedBy)} — a collision costs 5 Revenue. Hold it and it ` +
`waits where it is, losing time but safe.`,
};
case 'clearanceGiven':
return {
tone: e.allow ? 'bad' : 'plain',
text: e.allow
? `Clearance GRANTED to ${e.trainId} — it follows into an occupied Subdivision`
: `Clearance DENIED to ${e.trainId} — it holds where it is`,
? `Clearance GRANTED ${train(e.trainId)} follows into the occupied Subdivision`
: `Clearance DENIED ${train(e.trainId)} holds where it is`,
};
// -- passengers
+123 -261
View File
@@ -23,262 +23,24 @@ import { applyIntent, areaOf, facilityCarType, laborersLeft, portersLeft } from
import type { GameLength } from '../engine/content.ts';
import { MAINLINE_PROFILES, lengthProfile, officeProfile } from '../engine/content.ts';
import type { GameEvent } from '../engine/events.ts';
import type { Intent } from '../engine/intents.ts';
import { legalActions } from '../engine/legal.ts';
import { createGame } from '../engine/setup.ts';
import type { GameConfig, GameState } from '../engine/state.ts';
import { developerBot } from './bot.ts';
import type { Impediment } from './narrate.ts';
import { carLabel, clockTime, idleNote, impediments, isVisible, narrate, phaseLabel } from './narrate.ts';
import type { Facility, GameConfig, GameState } from '../engine/state.ts';
import { developerBot, lastChoiceReason } from './bot.ts';
import { carLabel, idleNote, isVisible, narrate } from './narrate.ts';
// The view-model lives in its own module so the browser build can import it without dragging in
// this file's Node dependencies. Re-exported because tests and the web app import it from here.
export type { CellView, DivisionView, FacilityView, Frame, Decision, TrainChip } from './view.ts';
export { cardName, describeIntent, snapshot } from './view.ts';
import type { Frame } from './view.ts';
import type { Decision } from './view.ts';
import { cardName, describeDecision, snapshot, trainName } from './view.ts';
// ---------------------------------------------------------------------------
// Frame shape — only what the viewer draws
// ---------------------------------------------------------------------------
export type CellView = {
row: number;
col: number;
kind: string;
label: string;
running: boolean;
tray: string | null;
cars: string[];
facility: FacilityView | null;
};
export type FacilityView = {
name: string;
commodity: string;
flow: string;
green: string[];
greenCap: number;
maw: (string | null)[];
red: string[];
redCap: number;
track: string[];
trackCap: number;
laborers: string;
porters: string;
};
export type TrainChip = { label: string; consist: string[] };
export type DivisionView = { kind: string; label: string; trains: TrainChip[][] };
export type Frame = {
day: number;
stage: number;
clock: string;
phase: string;
actor: number | null;
superintendent: number;
revenue: number;
lines: { text: string; tone: string }[];
where: { row: number; col: number } | null;
/** Origin of a Move, so the crew's journey is visible rather than a chip teleporting. */
whereFrom: { row: number; col: number } | null;
division: DivisionView[];
cells: CellView[];
facilities: FacilityView[];
hand: string[];
deck: number;
departments: string[];
/** 12 slots; the train number due out at each Stage, or null. */
timetable: (number | null)[];
blocked: Impediment[];
trains: { label: string; where: string }[];
};
// ---------------------------------------------------------------------------
// Snapshotting
// ---------------------------------------------------------------------------
const FACILITY_NAMES: Record<string, string> = {
mineTipple: 'Mine Tipple',
produceShed: 'Produce Shed',
grocersWarehouse: "Grocer's Warehouse",
oilRefinery: 'Oil Refinery',
powerPlant: 'Power Plant',
};
function facilityView(
card: { geometry: { kind: string; facility?: string }; facility: unknown },
officeName: string,
): FacilityView | null {
const f = (card as { facility: import('../engine/state.ts').Facility | null }).facility;
// Passenger facilities were excluded entirely, so the Office's green and red slots never
// appeared — which is why stocking a coach into the green box looked like nothing happening.
if (!f) return null;
if (f.kind === 'passenger' && f.porters === 0 && f.capacity.outbound === 0) return null;
const key = card.geometry.kind === 'facility' ? (card.geometry.facility ?? '') : '';
return {
name: f.kind === 'passenger' ? officeName + ' (passengers)' : (FACILITY_NAMES[key] ?? key),
commodity: facilityCarType(f) ?? '?',
flow: f.kind === 'passenger'
? 'passengers on and off'
: f.allows.outbound && f.allows.inbound ? 'both' : f.allows.outbound ? 'ships out' : 'receives',
green: f.outboundBox.map(carLabel),
greenCap: f.capacity.outbound,
maw: f.menAtWork.map((l) => (l ? `${l.type} ${l.dir === 'out' ? '→' : '←'}` : null)),
red: f.inboundBox.map(carLabel),
redCap: f.capacity.inbound,
track: f.industryTrack.cars.map(carLabel),
trackCap: f.industryTrack.length,
laborers: `${laborersLeft(f)}/${f.laborers}`,
porters: `${portersLeft(f)}/${f.porters}`,
};
}
function snapshot(
s: GameState,
lines: { text: string; tone: string }[],
where: { row: number; col: number } | null,
whereFrom: { row: number; col: number } | null = null,
): Frame {
const area = areaOf(s, 0);
const trayAt = new Map<string, string>();
for (const [id, tray] of s.trays) {
if (tray.position.at === 'grid') {
const label = tray.trainNumber === null ? 'crew' : `T${tray.trainIsExtra ? 'X' : ''}${tray.trainNumber}`;
const carrying = tray.consist.length ? ` [${tray.consist.map(carLabel).join(', ')}]` : ' [empty]';
trayAt.set(`${tray.position.coord.row},${tray.position.coord.col}`, label + carrying);
}
}
const cells: CellView[] = [];
const facilities: FacilityView[] = [];
for (const [key, card] of area.grid) {
const [row, col] = key.split(',').map(Number);
const g = card.geometry;
const kind = g.kind;
let label: string;
if (g.kind === 'office') label = officeProfile(area.tier).name;
else if (g.kind === 'limits') label = 'Limits';
else if (g.kind === 'facility') label = FACILITY_NAMES[g.facility] ?? g.facility;
else if (g.kind === 'modifier') label = MODIFIER_NAMES[g.modifier] ?? g.modifier;
else label = g.geometry === 'sharpCurved' ? 'sharp curve' : g.geometry;
const fv = facilityView(card as never, officeProfile(area.tier).name);
if (fv) facilities.push(fv);
cells.push({
row: row!,
col: col!,
kind,
label,
running: row === area.runningRow,
tray: trayAt.get(key) ?? null,
cars: (card.facility?.industryTrack.length ? card.facility.industryTrack.cars : card.standing).map(carLabel),
facility: fv,
});
}
const division: DivisionView[] = s.division.nodes.map((n) => {
if (n.kind === 'divisionPoint') {
return {
kind: 'dp',
label: n.side === 'west' ? 'West DP' : 'East DP',
trains: [n.holding.map((id) => trainChip(s, id))],
};
}
if (n.kind === 'mainline') {
// Crossing time is in Stages now, so a Mainline card shows its terrain and the trains on it
// with how long each still has to run.
const name = MAINLINE_PROFILES.find((m) => m.kind === n.card)?.name ?? n.card;
return {
kind: 'ml',
label: name,
trains: [n.transits.map((t) => {
const chip = trainChip(s, t.tray);
return { ...chip, label: `${chip.label} (${t.stagesRemaining})` };
})],
};
}
return {
kind: 'office',
label: officeProfile(areaOf(s, n.owner).tier).name,
trains: [areaOf(s, n.owner).adOccupancy.map((id) => trainChip(s, id))],
};
});
return {
day: s.clock.day,
stage: s.clock.stage,
clock: clockTime(s.clock.stage),
phase: phaseLabel(s.clock.phase),
actor: s.clock.currentActor,
superintendent: s.clock.superintendent,
revenue: s.players[0]?.revenue ?? 0,
lines,
where,
whereFrom,
division,
cells,
facilities,
hand: (s.decks.hands.get(0) ?? []).map((id) => cardName(s, id)),
deck: s.decks.homeOffice.length,
departments: s.decks.departments.map((id) => (id ? cardName(s, id) : '—')),
timetable: [...s.timetable],
blocked: impediments(s, 0),
trains: [...s.trays.values()].map((t) => ({
label: t.trainNumber === null ? 'local crew' : `Train ${t.trainIsExtra ? 'X' : ''}${t.trainNumber}`,
where:
t.position.at === 'divisionPoint'
? `${t.position.side} Division Point`
: t.position.at === 'mainline'
? `Mainline card ${t.position.index}`
: `Office Area (${t.position.coord.row},${t.position.coord.col})`,
})),
};
}
/** A card id turned into something a person can read. */
export function cardName(s: GameState, id: string): string {
const k = s.cards.get(id)?.kind;
if (!k) return 'a card';
switch (k.kind) {
case 'timetabledTrain':
return `Train ${k.number}`;
case 'extraTrain':
return `Extra X${k.number}`;
case 'office':
return `${k.tier.replace(/([A-Z])/g, ' $1').replace(/^./, (c) => c.toUpperCase())} upgrade`;
case 'freightFacility':
return FACILITY_NAMES[k.facility] ?? k.facility;
case 'modifier':
return MODIFIER_NAMES[k.modifier] ?? k.modifier;
case 'track':
return k.geometry === 'sharpCurved' ? 'Sharp curve' : `${k.geometry} track`;
case 'spaceUse':
case 'enhancement':
case 'mainlineModifier':
case 'maneuver':
case 'action':
return prettyKey(k.key);
}
}
/** camelCase key → readable name, for the card categories that carry only a key. */
function prettyKey(key: string): string {
return key.replace(/([A-Z])/g, ' $1').replace(/^./, (c) => c.toUpperCase());
}
const MODIFIER_NAMES: Record<string, string> = {
teamTrack: 'Team Track',
loadingDock: 'Loading Dock',
storageShed: 'Storage Shed',
extraPlatform: 'Extra Platform',
sectionGang: 'Section Gang',
};
/** A train on the board, with what it is carrying — otherwise a run looks identical empty or full. */
function trainChip(s: GameState, id: string): TrainChip {
const t = s.trays.get(id);
if (!t) return { label: id, consist: [] };
return {
label: t.trainNumber === null ? 'crew' : `T${t.trainIsExtra ? 'X' : ''}${t.trainNumber}`,
consist: t.consist.map(carLabel),
};
}
// ---------------------------------------------------------------------------
// Recording
// ---------------------------------------------------------------------------
@@ -299,10 +61,15 @@ export function record(seed: number, length: GameLength, maxSteps = 100_000): Re
};
const s = createGame({ id: `replay-${seed}`, seed, config, playerNames: ['player'] });
const frames: Frame[] = [];
const narrateCtx = { cardName: (id: string) => cardName(s, id) };
const narrateCtx = {
cardName: (id: string) => cardName(s, id),
trainName: (id: string) => trainName(s, id),
};
// Tracks whether a phase did anything, so an empty one can say so rather than ending silently.
let didSomething = false;
// The choice that produced the events about to be pushed.
let pendingDecision: Decision | null = null;
const push = (events: GameEvent[]): void => {
const visible = events.filter(isVisible);
@@ -327,7 +94,16 @@ export function record(seed: number, length: GameLength, maxSteps = 100_000): Re
const where = visible.map((e) => narrate(e, narrateCtx)).find((n) => n.where)?.where ?? null;
const moved = visible.find((e) => e.type === 'trayMoved');
const from = moved && moved.type === 'trayMoved' ? moved.from : null;
frames.push(snapshot(s, lines, where ?? null, from));
const d = pendingDecision;
pendingDecision = null;
// A Local Operations turn that ended with nothing but the turn ending is a wasted action —
// six Moves and a card play spent on nothing. Among 600+ frames these are invisible unless
// marked, and they are the ones worth reviewing.
const wasted =
d !== null &&
(d.chose === 'switch.end' || d.chose === 'draw.end' || d.chose === 'loadUnload.end') &&
visible.every((e) => e.type === 'phaseEnded' || e.type === 'actorChanged');
frames.push(snapshot(s, lines, where ?? null, from, d, wasted));
};
frames.push(
@@ -344,8 +120,11 @@ export function record(seed: number, length: GameLength, maxSteps = 100_000): Re
if (actor === null) break;
const options = legalActions(s, actor);
if (options.length === 0) break;
const applied = applyIntent(s, actor, developerBot.choose(s, actor, options));
const chosen = developerBot.choose(s, actor, options);
const decision = describeDecision(s, actor, chosen, options, lastChoiceReason());
const applied = applyIntent(s, actor, chosen);
if (!applied.ok) break;
pendingDecision = decision;
push(applied.events);
}
@@ -362,6 +141,27 @@ export function record(seed: number, length: GameLength, maxSteps = 100_000): Re
// HTML
// ---------------------------------------------------------------------------
/**
* Drop repeated board state from the serialised frames.
*
* Only the wire format changes: `record()` still returns complete frames, so tests and any other
* consumer are unaffected. The page resolves a null by walking back to the last frame that carried
* the field.
*/
function compress(frames: Frame[]): unknown[] {
const keys = ['cells', 'facilities', 'division'] as const;
let prev: Record<string, string> = {};
return frames.map((f, i) => {
const out: Record<string, unknown> = { ...f };
for (const k of keys) {
const json = JSON.stringify(f[k]);
if (i > 0 && prev[k] === json) out[k] = null;
prev[k] = json;
}
return out;
});
}
export function renderHtml(rec: Recording): string {
const target = lengthProfile(rec.length);
return `<!doctype html>
@@ -431,6 +231,21 @@ kbd{background:#2a3038;border:1px solid var(--line);border-radius:3px;padding:0
.mini .box{padding:0 4px;font-size:9.5px}
.cell.office{border-color:var(--clock)}
.cell.modifier{border-style:dashed;opacity:.85}
.chose{font-size:15px;margin-bottom:4px}
.why{font-style:italic;opacity:.85;margin-bottom:2px}
.rejected{list-style:none;margin:0;padding:0;max-height:210px;overflow:auto}
.rejected li{padding:3px 0;border-top:1px solid rgba(128,128,128,.25);font-size:12px}
.wasted{background:#b03030;color:#fff;font-weight:bold;padding:3px 6px;margin-bottom:5px;border-radius:3px}
.fstat{margin-top:4px;font-size:11px;padding:2px 5px;border-radius:3px;display:inline-block}
.fstat.good{background:rgba(40,140,60,.28)}
.fstat.bad{background:rgba(190,50,50,.38);font-weight:bold}
.fstat.idle{opacity:.6}
.wastedmark{color:#e06060;font-weight:bold}
.enh{font-size:10px;background:rgba(90,140,220,.30);border-radius:3px;padding:1px 4px;margin-top:2px}
.mlmods{font-size:10px;background:rgba(200,150,60,.28);border-radius:3px;padding:1px 4px;margin-top:2px}
.grade{font-size:10px;background:rgba(200,90,60,.35);border-radius:3px;padding:1px 4px;font-weight:normal}
</style></head><body>
<header>
@@ -454,6 +269,7 @@ kbd{background:#2a3038;border:1px solid var(--line);border-radius:3px;padding:0
</div>
<div>
<section><h2>What just happened</h2><div id="now"></div></section>
<section><h2>Decision — what it chose, and what it passed over</h2><div id="decision"></div></section>
<section><h2>Cards</h2>
<div><span class="dim">your hand:</span> <span id="hand">—</span></div>
<div style="margin-top:5px"><span class="dim">face-up Department slots:</span> <span id="depts">—</span></div>
@@ -467,7 +283,7 @@ kbd{background:#2a3038;border:1px solid var(--line);border-radius:3px;padding:0
<div class="legend">
<b>Keyboard:</b> <kbd>←</kbd>/<kbd>→</kbd> step · <kbd>space</kbd> play/pause ·
<kbd>Home</kbd>/<kbd>End</kbd> first/last · <kbd>S</kbd> next Stage · <kbd>R</kbd> next revenue change ·
<kbd>C</kbd> next collision.<br>
<kbd>C</kbd> next collision · <kbd>W</kbd> next wasted turn · <kbd>J</kbd> next jam.<br>
Running Track is the lighter row. <span class="chip">T4</span> is a train on the Division;
<span style="background:var(--warn);color:#0d1117;font-weight:700;border-radius:3px;padding:0 4px">🚂 T4</span>
is the crew in your yard — it carries the whole train with it as it moves, and a dashed outline
@@ -484,6 +300,8 @@ kbd{background:#2a3038;border:1px solid var(--line);border-radius:3px;padding:0
<button id="stage">next Stage ⏭</button>
<button id="money">next revenue 💰</button>
<button id="crash">next collision ⚠</button>
<button id="waste">next wasted turn 🗑</button>
<button id="jam">next jam 🔒</button>
<input type="range" id="scrub" min="0" value="0">
<select id="speed">
<option value="3000">extra slow</option>
@@ -495,7 +313,14 @@ kbd{background:#2a3038;border:1px solid var(--line);border-radius:3px;padding:0
</footer>
<script>
const FRAMES = ${JSON.stringify(rec.frames)};
const FRAMES = ${JSON.stringify(compress(rec.frames))};
/* The board changes rarely, so cells/facilities/division are emitted as null when identical to the
previous frame and resolved by walking back. Re-serialising the full grid every frame was 63% of
a 5.2 MB page. The scrubber jumps anywhere, hence the walk rather than a running pointer. */
function carry(i, key) {
for (let k = i; k >= 0; k--) if (FRAMES[k][key] !== null) return FRAMES[k][key];
return [];
}
let i = 0, timer = null;
const $ = (id) => document.getElementById(id);
const esc = (s) => String(s).replace(/[&<>]/g, (c) => ({'&':'&amp;','<':'&lt;','>':'&gt;'}[c]));
@@ -542,8 +367,13 @@ function render() {
$('fno').textContent = i;
$('scrub').value = i;
$('division').innerHTML = f.division.map((n) =>
'<div class="node ' + (n.kind === 'office' ? 'office' : '') + '"><div class="nm">' + esc(n.label) + '</div>' +
const CELLS = carry(i, 'cells'), FACS = carry(i, 'facilities'), DIV = carry(i, 'division');
$('division').innerHTML = DIV.map((n) =>
'<div class="node ' + (n.kind === 'office' ? 'office' : '') + '"><div class="nm">' + esc(n.label) +
(n.gradeUp ? ' <span class="grade">' + (n.gradeUp === 'east' ? 'climbs E ▲' : '▲ W climbs') + '</span>' : '') +
'</div>' +
(n.modifiers.length ? '<div class="mlmods">' + n.modifiers.map(esc).join(' · ') + '</div>' : '') +
'<div class="regions">' + n.trains.map((r) =>
'<div class="region">' + r.map((t) =>
'<span class="chip">' + esc(t.label) + '</span>' +
@@ -551,14 +381,14 @@ function render() {
).join('') + '</div>').join('') +
'</div></div>').join('');
const rows = f.cells.map((c) => c.row), cols = f.cells.map((c) => c.col);
const rows = CELLS.map((c) => c.row), cols = CELLS.map((c) => c.col);
const r0 = Math.min(...rows), r1 = Math.max(...rows), c0 = Math.min(...cols), c1 = Math.max(...cols);
const g = $('grid');
g.style.gridTemplateColumns = 'repeat(' + (c1 - c0 + 1) + ', minmax(110px, 1fr))';
let cellsHtml = '';
for (let r = r1; r >= r0; r--) {
for (let c = c0; c <= c1; c++) {
const cell = f.cells.find((x) => x.row === r && x.col === c);
const cell = CELLS.find((x) => x.row === r && x.col === c);
if (!cell) { cellsHtml += '<div></div>'; continue; }
const hl = f.where && f.where.row === r && f.where.col === c;
const wasHere = f.whereFrom && f.whereFrom.row === r && f.whereFrom.col === c;
@@ -566,6 +396,9 @@ function render() {
(cell.kind === 'modifier' ? 'modifier ' : '') + (hl ? 'hl ' : '') + (wasHere ? 'from' : '') + '">' +
'<div class="nm">' + esc(cell.label) + '</div>' +
'<div class="dim" style="font-size:10px">(' + r + ',' + c + ')</div>' +
(cell.enhancements.length
? '<div class="enh">' + cell.enhancements.map(esc).join(' · ') + '</div>'
: '') +
(cell.tray ? '<div class="crew">🚂 ' + esc(cell.tray) + '</div>' : '') +
(cell.facility ? miniFacility(cell.facility) : '') +
(cell.cars.length ? '<div class="cars">siding: ' + cell.cars.map(esc).join('<br>') + '</div>' : '') +
@@ -574,9 +407,9 @@ function render() {
}
g.innerHTML = cellsHtml;
$('facs').innerHTML = f.facilities.length === 0
$('facs').innerHTML = FACS.length === 0
? '<span class="dim">no freight facilities built yet</span>'
: f.facilities.map((x) =>
: FACS.map((x) =>
'<div class="fac"><b>' + esc(x.name) + '</b> <span class="dim">' + esc(x.commodity) + ' · ' + esc(x.flow) +
' · laborers ' + esc(x.laborers) + ' · porters ' + esc(x.porters) + '</span>' +
'<div class="boxes"><span class="dim">green</span>' + boxes(x.green, x.greenCap, 'g') + '</div>' +
@@ -584,9 +417,34 @@ function render() {
x.maw.map((m) => '<span class="box ' + (m ? 'm' : 'empty') + '">' + (m ? esc(m) : '·') + '</span>').join('') + '</div>' +
'<div class="boxes"><span class="dim">red</span>' + boxes(x.red, x.redCap, 'r') + '</div>' +
'<div class="boxes"><span class="dim">siding</span>' + boxes(x.track, x.trackCap, 'g') + '</div>' +
'<div class="fstat ' + (x.jammed ? 'bad' : (x.canFinish ? 'good' : 'idle')) + '">' +
(x.jammed
? 'JAMMED — a load is on WORK with no car spotted to receive it; the industry track is locked'
: (x.canFinish
? 'ready — a matching empty car is spotted, so a load can finish'
: 'no car spotted — starting a load here would jam it')) +
'</div>' +
'</div>').join('');
$('now').innerHTML = f.lines.map((l) => '<div class="line t-' + l.tone + '">' + esc(l.text) + '</div>').join('');
var d = f.decision;
if (!d) {
$('decision').innerHTML = '<span class="dim">no choice here — the engine advanced on its own</span>';
} else {
var h = '';
if (f.wasted) h += '<div class="wasted">WASTED TURN — the whole action produced no change</div>';
h += '<div class="chose"><span class="dim">chose:</span> <b>' + esc(d.chose) + '</b></div>';
h += '<div class="why">why: ' + esc(d.why) + '</div>';
h += '<div class="dim" style="margin:6px 0 3px">passed over ' + (d.totalOptions - 1) +
' other legal option' + ((d.totalOptions - 1) === 1 ? '' : 's') + ':</div>';
if (d.rejected.length === 0) h += '<div class="dim">none — this was the only legal action</div>';
else h += '<ul class="rejected">' + d.rejected.map(function (r) {
return '<li><b>' + esc(r.kind) + '</b> <span class="dim">x' + r.count + '</span><br>' +
'<span class="dim">' + esc(r.detail) + '</span></li>';
}).join('') + '</ul>';
$('decision').innerHTML = h;
}
$('blocked').innerHTML = f.blocked.length === 0
? '<li class="dim">nothing blocked</li>'
: f.blocked.map((b) => '<li class="sev-' + b.severity + '"><b>' + esc(b.where) + '</b> — ' + esc(b.why) + '</li>').join('');
@@ -603,7 +461,7 @@ function render() {
}
function go(n) { i = Math.max(0, Math.min(FRAMES.length - 1, n)); render(); }
function findNext(pred) { for (let k = i + 1; k < FRAMES.length; k++) if (pred(FRAMES[k], FRAMES[k - 1])) return go(k); go(FRAMES.length - 1); }
function findNext(pred) { for (let k = i + 1; k < FRAMES.length; k++) if (pred(FRAMES[k], FRAMES[k - 1], k)) return go(k); go(FRAMES.length - 1); }
$('ftot').textContent = FRAMES.length - 1;
$('scrub').max = FRAMES.length - 1;
@@ -614,6 +472,8 @@ $('fwd').onclick = () => go(i + 1);
$('stage').onclick = () => findNext((f, p) => f.stage !== p.stage || f.day !== p.day);
$('money').onclick = () => findNext((f, p) => f.revenue !== p.revenue);
$('crash').onclick = () => findNext((f) => f.lines.some((l) => /COLLISION|collision/.test(l.text)));
$('waste').onclick = () => findNext((f) => f.wasted);
$('jam').onclick = () => findNext((f, p, idx) => carry(idx, 'facilities').some((x) => x.jammed));
$('play').onclick = () => {
if (timer) { clearInterval(timer); timer = null; $('play').textContent = '▶ play'; return; }
$('play').textContent = '⏸ pause';
@@ -631,6 +491,8 @@ document.onkeydown = (e) => {
else if (e.key === 's' || e.key === 'S') $('stage').click();
else if (e.key === 'r' || e.key === 'R') $('money').click();
else if (e.key === 'c' || e.key === 'C') $('crash').click();
else if (e.key === 'w' || e.key === 'W') $('waste').click();
else if (e.key === 'j' || e.key === 'J') $('jam').click();
else if (e.key === ' ') { e.preventDefault(); $('play').click(); }
};
render();
+3
View File
@@ -220,6 +220,9 @@ const EXPECTED_EVENTS = [
'carPlacedOnTrain',
'trayMoved',
'carsCoupled',
'mainlineModified',
'redFlagsSet',
'flyingSwitch',
'carsDropped',
'cardDrawn',
'cardPlayed',
+733
View File
@@ -0,0 +1,733 @@
/**
* The view-model: what a Station Master position LOOKS like.
*
* Split out of `replay.ts` so the playable browser build can use it. `replay.ts` writes files and
* reads `process.argv`, so importing it pulled `node:fs` into the bundle — and the engine's whole
* claim to run client-side rests on nothing in the import graph needing Node.
*
* Nothing here decides anything. It turns a `GameState` into boxes and labels, and turns an
* `Intent` into a sentence. The live game and the replay both render from this, so they cannot
* drift into two different pictures of the same board.
*/
import { areaOf, facilityCarType, laborersLeft, portersLeft } from '../engine/apply.ts';
import {
ACTION_CARDS,
ENHANCEMENT_CARDS,
MAINLINE_MODIFIER_CARDS,
MAINLINE_PROFILES,
MANEUVER_CARDS,
OFFICE_ORDER,
SPACE_USE_CARDS,
industryProfile,
modifierProfile,
lengthProfile,
officeProfile,
trainProfile,
} from '../engine/content.ts';
import type { Intent } from '../engine/intents.ts';
import type { Facility, GameState, TrackCard } from '../engine/state.ts';
import type { TrackGeometry } from '../engine/content.ts';
import { variantsFor } from '../engine/track.ts';
import type { Impediment } from './narrate.ts';
import { carLabel, clockTime, impediments, phaseLabel } from './narrate.ts';
export type CellView = {
row: number;
col: number;
kind: string;
label: string;
running: boolean;
/**
* Enhancements laid ON this card. They were invisible: playing an Overpass onto the Office
* announced itself in the log and then changed nothing on the board, so a permanent change to how
* the district works left no trace you could see.
*/
enhancements: string[];
tray: string | null;
cars: string[];
facility: FacilityView | null;
/**
* What this card DOES, now that it is on the board.
*
* A played card becomes a cell with a name on it and nothing else — "turnout", "Freight House",
* "waiting area" — so the explanation that was visible while it sat in hand disappears at exactly
* the moment it starts mattering.
*/
what: string;
};
export type FacilityView = {
name: string;
commodity: string;
flow: string;
green: string[];
greenCap: number;
maw: (string | null)[];
red: string[];
redCap: number;
track: string[];
trackCap: number;
laborers: string;
porters: string;
/**
* Can a load actually come off WORK onto a spotted car (§9.3)? A load with nowhere to go parks on
* WORK and LOCKS the industry track, blocking the very car that would clear it — the deadlock
* that held freight to a 3% completion rate.
*/
canFinish: boolean;
/** A load is sitting on WORK with no spotted car to receive it. */
jammed: boolean;
};
export type TrainChip = { label: string; consist: string[] };
export type DivisionView = {
kind: string;
label: string;
trains: TrainChip[][];
/** Modifiers laid on a Mainline card (Brakeman, Helpers, Realignment …). */
modifiers: string[];
/**
* Which way a Heavy Grade climbs. The card prints "(Up)" and "Player sets orientation", so the
* direction is a property of the placed card — and without showing it, a Brakeman or Helpers card
* on that grade has no visible meaning.
*/
gradeUp: string | null;
};
export type Frame = {
day: number;
stage: number;
clock: string;
phase: string;
actor: number | null;
superintendent: number;
revenue: number;
lines: { text: string; tone: string }[];
where: { row: number; col: number } | null;
/** Origin of a Move, so the crew's journey is visible rather than a chip teleporting. */
whereFrom: { row: number; col: number } | null;
division: DivisionView[];
cells: CellView[];
facilities: FacilityView[];
hand: string[];
/** What each hand card does, in the same order — names alone are not a playable hand. */
handWhat: string[];
deck: number;
departments: string[];
/** What each face-up Department card does. */
departmentsWhat: string[];
/** 12 slots; the train number due out at each Stage, or null. */
timetable: (number | null)[];
blocked: Impediment[];
trains: { label: string; where: string }[];
/**
* Where you stand against the target. Nothing on screen said what the game was FOR, so a player
* had the score but no way to know whether it was good.
*/
objective: { target: number; days: number; daysLeft: number; onPace: boolean; note: string };
/**
* What is left of the player's personal track supply (§12.2). Track is NOT drawn from the deck —
* each player starts with 26 pieces and lays at most one a turn, so "how many straights have I
* got left" is a real planning question the board could not answer.
*/
trackSupply: { piece: string; left: number }[];
/** What the bot chose here, why, and what it passed over. Null on engine-driven frames. */
decision: Decision | null;
/** A Local Operations turn that changed nothing — the frames worth your attention. */
wasted: boolean;
};
/**
* The choice behind a frame.
*
* The whole point is `rejected`: the replay could always show what happened, never what COULD have
* happened, so a daft move was visible but the alternatives it passed over were not — which is
* exactly what you need to say what it should have done instead.
*/
export type Decision = {
actor: number;
chose: string;
why: string;
/** Every legal option not taken, grouped by kind with a count. */
rejected: { kind: string; count: number; detail: string }[];
totalOptions: number;
};
// ---------------------------------------------------------------------------
// Snapshotting
// ---------------------------------------------------------------------------
const FACILITY_NAMES: Record<string, string> = {
mineTipple: 'Mine Tipple',
produceShed: 'Produce Shed',
grocersWarehouse: "Grocer's Warehouse",
oilRefinery: 'Oil Refinery',
powerPlant: 'Power Plant',
};
function facilityView(
card: { geometry: { kind: string; facility?: string }; facility: unknown },
officeName: string,
): FacilityView | null {
const f = (card as { facility: import('../engine/state.ts').Facility | null }).facility;
// Passenger facilities were excluded entirely, so the Office's green and red slots never
// appeared — which is why stocking a coach into the green box looked like nothing happening.
if (!f) return null;
if (f.kind === 'passenger' && f.porters === 0 && f.capacity.outbound === 0) return null;
const key = card.geometry.kind === 'facility' ? (card.geometry.facility ?? '') : '';
return {
name: f.kind === 'passenger' ? officeName + ' (passengers)' : (FACILITY_NAMES[key] ?? prettyKey(key)),
commodity: facilityCarType(f) ?? '?',
flow: f.kind === 'passenger'
? 'passengers on and off'
: f.allows.outbound && f.allows.inbound ? 'both' : f.allows.outbound ? 'ships out' : 'receives',
green: f.outboundBox.map(carLabel),
greenCap: f.capacity.outbound,
maw: f.menAtWork.map((l) => (l ? `${l.type} ${l.dir === 'out' ? '→' : '←'}` : null)),
red: f.inboundBox.map(carLabel),
redCap: f.capacity.inbound,
track: f.industryTrack.cars.map(carLabel),
trackCap: f.industryTrack.length,
laborers: `${laborersLeft(f)}/${f.laborers}`,
porters: `${portersLeft(f)}/${f.porters}`,
canFinish: canFinishHere(f),
jammed: f.menAtWork.some((l) => l !== null) && !canFinishHere(f),
};
}
/** Is a car spotted that a load on WORK could actually come off onto (§9.3)? */
function canFinishHere(f: Facility): boolean {
const pending = f.menAtWork.find((l) => l !== null) ?? f.outboundBox[0];
if (!pending) return false;
return f.industryTrack.cars.some((c) => !c.loaded && c.type === pending.type);
}
/**
* Summarise the choice: what was taken, why, and what was passed over.
*
* Options are grouped by kind because a switching turn can offer 40 destinations, and a list that
* long hides the shape of the decision rather than showing it.
*/
export function describeDecision(
s: GameState,
actor: number,
chosen: Intent,
options: Intent[],
why: string,
): Decision {
const groups = new Map<string, Intent[]>();
for (const o of options) {
if (o === chosen) continue;
const list = groups.get(o.type) ?? [];
list.push(o);
groups.set(o.type, list);
}
const rejected = [...groups.entries()]
.map(([kind, list]) => ({ kind, count: list.length, detail: sampleDetail(s, kind, list) }))
.sort((a, b) => b.count - a.count);
return { actor, chose: describeIntent(s, chosen), why, rejected, totalOptions: options.length };
}
/** A short, concrete example of what a group of rejected options would have done. */
function sampleDetail(s: GameState, kind: string, list: Intent[]): string {
// Deduplicate by DESCRIPTION. Orientation variants and repeated copies of a card describe
// identically, so the raw list reads "play Overpass at (0,0)" three times over and hides the
// actual range of choices — the opposite of what this panel is for.
const seen = new Set<string>();
for (const i of list) seen.add(describeIntent(s, i));
const unique = [...seen];
const shown = unique.slice(0, 4);
const more = unique.length - shown.length;
return shown.join('; ') + (more > 0 ? ` … and ${more} more distinct` : '');
}
/** One readable line for a single intent. */
export function describeIntent(s: GameState, i: Intent): string {
const at = (c: { row: number; col: number }): string => `(${c.row},${c.col})`;
switch (i.type) {
case 'localOps.choose':
// The most consequential decision of the Stage, and it was labelled "choose switch". Say what
// each option actually spends and buys.
return i.option === 'switch'
? 'SWITCH — six Moves to shunt cars: spot empties at industries, collect loads'
: i.option === 'draw'
? 'DRAW — take a card and play one, and you may lay a piece of track'
: 'FREIGHT AGENT — one car moved to or from a facility, or clear a jam';
case 'card.play':
return `play ${cardName(s, i.cardId)}${i.placement ? ` at ${at(i.placement)}` : ''}`;
case 'card.discard':
return `discard ${cardName(s, i.cardId)}`;
case 'track.lay':
return (
`lay ${i.hand === 'none' ? '' : i.hand + '-hand '}${geometryLabel(i.geometry)} ` +
`at ${at(i.placement)}${variantLabel(i.geometry, i.variant)}`
);
case 'switch.move':
return `move to ${at(i.to)}${i.reverse ? ' (reverse)' : ''}`;
case 'switch.dropCars':
return `drop ${i.count} car(s)`;
case 'switch.sortConsist':
return `re-order consist [${i.order.join(',')}]`;
case 'freightAgent.stockOutbound':
return `stock a ${i.carType} at ${at(i.at)}`;
case 'freightAgent.unjam':
return `unjam ${i.from} at ${at(i.at)}`;
case 'freightAgent.clearInbound':
return `clear red box at ${at(i.at)}`;
case 'laborer.startLoad':
return `start a load at ${at(i.at)}`;
case 'laborer.advanceLoad':
return `advance load in box ${i.box} at ${at(i.at)}`;
case 'laborer.beginUnload':
return `begin unloading car ${i.carIndex} at ${at(i.at)}`;
case 'porter.board':
return `board passengers at ${at(i.at)}`;
case 'porter.detrain':
return `detrain passengers at ${at(i.at)}`;
case 'newTrain.placeCar':
return `add ${i.loaded ? 'loaded' : 'empty'} ${i.carType}`;
case 'mainline.modify':
return `${cardName(s, i.cardId)} on Mainline card ${i.node}`;
case 'maneuver.redFlags':
return `Red Flags on ${i.trayId}`;
case 'maneuver.flyingSwitch':
return `Flying Switch ${i.count} car(s) into ${at(i.to)}`;
case 'mainline.clearance': {
// The §8.1 ruling is the sharpest decision in the game and read "grant clearance" — no hint
// that granting it risks a rear-ender, or that refusing merely costs time.
const pending = s.clock.pendingDecision;
const who = pending ? trainName(s, pending.train) : 'the train';
const ahead = pending ? trainName(s, pending.occupiedBy) : 'the train ahead';
return i.allow
? `ALLOW — ${who} follows ${ahead} into the same Subdivision (risks a collision, 5 Revenue)`
: `HOLD — ${who} waits where it is: safe, but it loses the Stage`;
}
case 'draw.fromDepartment': {
// Naming the card is the whole point of a FACE-UP slot: "slot 2" tells a player nothing, and
// the choice between a visible card and a blind draw is unmakeable without it.
const id = s.decks.departments[i.slot];
return id ? `take ${cardName(s, id)} (face-up slot ${i.slot + 1})` : `slot ${i.slot + 1} (empty)`;
}
case 'draw.fromHomeOffice':
return `draw blind from the Home Office deck (${s.decks.homeOffice.length} left)`;
case 'draw.end':
return 'done drawing — end my turn';
case 'switch.end':
return 'done switching — end my turn';
case 'loadUnload.end':
return 'done working — end the Load/Unload phase';
case 'newTrain.passCar':
return 'add no more cars to this train';
case 'newTrain.secondSection':
return `run a Second Section behind Train ${i.trainNumber}`;
case 'redFlag.play':
return 'play your red flag';
case 'maneuver.redFlags':
return `Red Flags on ${i.trayId}`;
default: {
// Every Intent now has a sentence, so `i` narrows to never here. Keeping the assignment makes
// that a COMPILE error the day someone adds an intent without describing it — the playable UI
// labels its buttons from this function, so a missing case ships as a button reading
// "maneuver.poling".
const unhandled: never = i;
return String((unhandled as { type: string }).type);
}
}
}
/**
* Build the view-model for a state. Shared with the playable web app so the live game and the
* replay cannot drift into two different pictures of the same board.
*/
export function snapshot(
s: GameState,
lines: { text: string; tone: string }[],
where: { row: number; col: number } | null,
whereFrom: { row: number; col: number } | null = null,
decision: Decision | null = null,
wasted = false,
): Frame {
const area = areaOf(s, 0);
const trayAt = new Map<string, string>();
for (const [id, tray] of s.trays) {
if (tray.position.at === 'grid') {
const label = tray.trainNumber === null ? 'crew' : `T${tray.trainIsExtra ? 'X' : ''}${tray.trainNumber}`;
const carrying = tray.consist.length ? ` [${tray.consist.map(carLabel).join(', ')}]` : ' [empty]';
trayAt.set(`${tray.position.coord.row},${tray.position.coord.col}`, label + carrying);
}
}
const cells: CellView[] = [];
const facilities: FacilityView[] = [];
for (const [key, card] of area.grid) {
const [row, col] = key.split(',').map(Number);
const g = card.geometry;
const kind = g.kind;
let label: string;
if (g.kind === 'office') label = officeProfile(area.tier).name;
else if (g.kind === 'limits') label = 'Limits';
// Fall back to prettyKey, never the raw key. The lookup tables exist for names prettyKey cannot
// guess ("Grocer's Warehouse"), not as the only route to a readable label — leaving the raw key
// as the fallback put `refinery` and `viscosityBreakers` on the board.
else if (g.kind === 'facility') label = FACILITY_NAMES[g.facility] ?? prettyKey(g.facility);
else if (g.kind === 'modifier') label = MODIFIER_NAMES[g.modifier] ?? prettyKey(g.modifier);
else if (g.kind === 'spaceUse') label = prettyKey(g.key);
else label = geometryLabel(g.geometry);
const fv = facilityView(card as never, officeProfile(area.tier).name);
if (fv) facilities.push(fv);
cells.push({
row: row!,
col: col!,
kind,
label,
running: row === area.runningRow,
what: cellDescription(card, officeProfile(area.tier).name),
enhancements: card.enhancements.map(prettyKey),
tray: trayAt.get(key) ?? null,
cars: (card.facility?.industryTrack.length ? card.facility.industryTrack.cars : card.standing).map(carLabel),
facility: fv,
});
}
const division: DivisionView[] = s.division.nodes.map((n) => {
if (n.kind === 'divisionPoint') {
return {
kind: 'dp',
label: n.side === 'west' ? 'West DP' : 'East DP',
trains: [n.holding.map((id) => trainChip(s, id))],
modifiers: [],
gradeUp: null,
};
}
if (n.kind === 'mainline') {
// Crossing time is in Stages now, so a Mainline card shows its terrain and the trains on it
// with how long each still has to run.
const name = MAINLINE_PROFILES.find((m) => m.kind === n.card)?.name ?? n.card;
const isGrade = MAINLINE_PROFILES.find((m) => m.kind === n.card)?.speed.kind === 'grade';
return {
kind: 'ml',
label: name,
trains: [n.transits.map((t) => {
const chip = trainChip(s, t.tray);
return { ...chip, label: `${chip.label} (${t.stagesRemaining})` };
})],
modifiers: [
...(n.modifiers ?? []).map(prettyKey),
...(n.absSignals ? ['ABS Signals'] : []),
],
gradeUp: isGrade ? (n.gradeUp ?? 'east') : null,
};
}
return {
kind: 'office',
label: officeProfile(areaOf(s, n.owner).tier).name,
trains: [areaOf(s, n.owner).adOccupancy.map((id) => trainChip(s, id))],
modifiers: [],
gradeUp: null,
};
});
return {
day: s.clock.day,
stage: s.clock.stage,
clock: clockTime(s.clock.stage),
phase: phaseLabel(s.clock.phase),
actor: s.clock.currentActor,
superintendent: s.clock.superintendent,
revenue: s.players[0]?.revenue ?? 0,
lines,
where,
whereFrom,
division,
cells,
facilities,
hand: (s.decks.hands.get(0) ?? []).map((id) => cardName(s, id)),
handWhat: (s.decks.hands.get(0) ?? []).map((id) => cardDescription(s, id)),
deck: s.decks.homeOffice.length,
departments: s.decks.departments.map((id) => (id ? cardName(s, id) : '—')),
departmentsWhat: s.decks.departments.map((id) => (id ? cardDescription(s, id) : '')),
timetable: [...s.timetable],
decision,
wasted,
objective: objectiveOf(s),
trackSupply: [...area.trackSupply.entries()]
.map(([key, left]) => {
const [geometry, hand] = key.split(':');
return { piece: `${hand === 'none' ? '' : hand + '-hand '}${geometryLabel(geometry ?? '')}`, left };
})
.sort((a, b) => a.piece.localeCompare(b.piece)),
blocked: impediments(s, 0),
trains: [...s.trays.values()].map((t) => ({
label: t.trainNumber === null ? 'local crew' : `Train ${t.trainIsExtra ? 'X' : ''}${t.trainNumber}`,
where:
t.position.at === 'divisionPoint'
? `${t.position.side} Division Point`
: t.position.at === 'mainline'
? `Mainline card ${t.position.index}`
: `Office Area (${t.position.coord.row},${t.position.coord.col})`,
})),
};
}
/** A card id turned into something a person can read. */
export function cardName(s: GameState, id: string): string {
const k = s.cards.get(id)?.kind;
if (!k) return 'a card';
switch (k.kind) {
case 'timetabledTrain':
return `Train ${k.number}`;
case 'extraTrain':
return `Extra X${k.number}`;
case 'office':
return `${k.tier.replace(/([A-Z])/g, ' $1').replace(/^./, (c) => c.toUpperCase())} upgrade`;
// Fall back to prettyKey, never to the raw key: an unnamed card showed as "rotaryDumps" on a
// button a player is meant to read. The lookup tables are for names prettyKey cannot guess
// (Grocer's Warehouse), not the only source of a readable label.
case 'freightFacility':
return FACILITY_NAMES[k.facility] ?? prettyKey(k.facility);
case 'modifier':
return MODIFIER_NAMES[k.modifier] ?? prettyKey(k.modifier);
case 'track':
return `${geometryLabel(k.geometry)} track`;
case 'spaceUse':
case 'enhancement':
case 'mainlineModifier':
case 'maneuver':
case 'action':
return prettyKey(k.key);
}
}
/**
* What a card actually DOES, in one line.
*
* The hand showed names only, so "Steam Turbines" or "Facing Point Locks" told a player nothing
* about the effect — the difference between playing the game and clicking hopefully. Every fact
* here already existed in the content tables; none of it was reaching the screen.
*/
export function cardDescription(s: GameState, id: string): string {
const k = s.cards.get(id)?.kind;
if (!k) return '';
switch (k.kind) {
case 'timetabledTrain':
case 'extraTrain': {
const t = trainProfile(k.number, k.kind === 'extraTrain');
if (!t) return '';
const parts: string[] = [];
if (t.consist.freight > 0) {
const types = t.consist.freightTypes;
parts.push(`${t.consist.freight} freight${types ? ` (${types.join('/')})` : ''}`);
}
if (t.consist.coach > 0) parts.push(`${t.consist.coach} coach`);
if (t.consist.caboose > 0) parts.push('caboose');
const extra = k.kind === 'extraTrain' ? 'runs ONCE, unscheduled' : 'runs every Day once scheduled';
// Several Extras leave the direction to the player, so "playerChoicebound" is not a word.
const dir = t.direction === 'playerChoice' ? 'either direction' : `${t.direction}bound`;
const rule = t.rules.note ? ` · ${t.rules.note}` : '';
return `${t.name} · ${t.speed}, ${dir} · ${parts.join(' + ') || 'no cars'} · ${extra}${rule}`;
}
case 'office': {
const p = officeProfile(k.tier);
// Upgrades are strictly sequential (Gap 3b), so a Station card is dead weight until the
// Office is a Depot. Without saying so, the card looks playable and simply never is.
const needs = OFFICE_ORDER[OFFICE_ORDER.indexOf(k.tier) - 1];
const prereq = needs ? ` · requires the Office to be a ${prettyKey(needs)} first` : '';
return (
`upgrade the Office: ${p.adTracks} A/D track${p.adTracks === 1 ? '' : 's'}, ` +
`${p.porters} porter${p.porters === 1 ? '' : 's'}, ` +
`${p.passengerOut} passenger out / ${p.passengerIn} in` +
(p.isControlPoint ? ' · a Control Point' : '') +
prereq
);
}
case 'freightFacility': {
const f = industryProfile(k.facility);
const flow = f.flow === 'both' ? 'ships out AND receives' : f.flow === 'outbound' ? 'ships out' : 'receives';
const lock = f.lockouts.length
? ` · cannot share a district with ${f.lockouts.map(facilityLabel).join(', ')}`
: '';
return `${flow} ${f.carTypes.join('/')} · ${f.baseLoaders} laborer${f.baseLoaders === 1 ? '' : 's'}${lock}`;
}
case 'modifier': {
const m = modifierProfile(k.modifier);
const adds: string[] = [];
if (m.addOut) adds.push(`+${m.addOut} out`);
if (m.addIn) adds.push(`+${m.addIn} in`);
if (m.addLoaders) adds.push(`+${m.addLoaders} laborer`);
if (m.addPorters) adds.push(`+${m.addPorters} porter`);
return `${adds.join(', ') || 'no change'} · goes beside ${m.hosts.map(facilityLabel).join(' or ')}`;
}
default: {
// The recovered categories carry their own prose — effect plus where it may be played.
const card = SIMPLE_CARDS.find((c) => c.key === (k as { key: string }).key);
return card ? `${card.effect} · played on ${card.placement}` : '';
}
}
}
/** The train riding a Crew Tray, for anything that has to talk about it. */
export function trainName(s: GameState, trayId: string): string {
const tray = s.trays.get(trayId);
if (!tray) return trayId;
if (tray.trainNumber === null) return 'the local crew';
return `Train ${tray.trainIsExtra ? 'X' : ''}${tray.trainNumber}`;
}
/** What a card on the board does, in one short line. */
function cellDescription(card: TrackCard, officeName: string): string {
const g = card.geometry;
switch (g.kind) {
case 'limits':
return 'the edge of your control area — lay track HERE to extend the Running Track';
case 'office': {
const p = officeProfile(
(OFFICE_ORDER.find((t) => officeProfile(t).name === officeName) ?? 'whistlePost'),
);
return (
`${p.adTracks} A/D track${p.adTracks === 1 ? '' : 's'} — trains stand here to be worked · ` +
(p.isPassengerFacility
? `${p.porters} porter${p.porters === 1 ? '' : 's'}, passengers ${p.passengerOut} out / ${p.passengerIn} in`
: 'not a Passenger Facility — no porters, no passenger boxes')
);
}
case 'modifier': {
const m = modifierProfile(g.modifier);
const adds: string[] = [];
if (m.addOut) adds.push(`+${m.addOut} outbound slot`);
if (m.addIn) adds.push(`+${m.addIn} inbound slot`);
if (m.addLoaders) adds.push(`+${m.addLoaders} laborer`);
if (m.addPorters) adds.push(`+${m.addPorters} porter`);
return `${adds.join(', ') || 'no effect'} for the adjacent ${m.hosts.map(facilityLabel).join('/')}`;
}
case 'spaceUse':
return SIMPLE_CARDS.find((c) => c.key === g.key)?.effect ?? 'takes up space';
case 'facility': {
const f = card.facility;
if (!f) return 'a facility';
if (f.kind === 'passenger') return 'passengers board and detrain here';
const p = industryProfile(g.facility as never);
const flow = p.flow === 'both' ? 'ships out AND receives' : p.flow === 'outbound' ? 'ships out' : 'receives';
return `${flow} ${p.carTypes.join('/')} · spot a matching car on its siding to work a load`;
}
case 'track':
switch (g.geometry) {
case 'straight':
return g.axis === 'ns' ? 'through track, northsouth' : 'through track, eastwest';
case 'curved':
case 'sharpCurved': {
const stem = g.hand === 'left' ? 'west' : 'east';
const cost = g.geometry === 'sharpCurved' ? ' · costs TWO Moves to cross' : '';
return `curve — joins the ${stem} end to a leg running south${cost}`;
}
case 'turnout': {
const t = g.turnout;
if (!t) return 'turnout';
const dir = (p: string): string =>
({ n: 'north', s: 'south', e: 'east', w: 'west' })[p] ?? p;
// §A.1 is the subtlety worth spelling out: the missing edge, not a one-way street.
return (
`turnout — stem ${dir(t.stem)}, through ${dir(t.through)}, diverges ${dir(t.diverge)} · ` +
`a train may run stem↔through or stem↔diverge, but NEVER between ${dir(t.through)} and ${dir(t.diverge)}`
);
}
}
}
}
/** An industry's name for the screen. `office` is the Passenger Facility, not an industry. */
function facilityLabel(key: string): string {
return key === 'office' ? 'the Office' : (FACILITY_NAMES[key] ?? prettyKey(key));
}
/** Every card category that carries a written effect rather than a profile. */
const SIMPLE_CARDS = [
...ENHANCEMENT_CARDS,
...MAINLINE_MODIFIER_CARDS,
...MANEUVER_CARDS,
...SPACE_USE_CARDS,
...ACTION_CARDS,
];
/** The goal, and whether the current score is keeping up with the clock. */
function objectiveOf(s: GameState): Frame['objective'] {
const profile = lengthProfile(s.config.length);
const revenue = s.players[0]?.revenue ?? 0;
const daysLeft = Math.max(0, profile.days - s.clock.day + 1);
const elapsed = profile.days - daysLeft + 1;
// Straight-line pace: by the end of Day N you want N/days of the target.
const expected = (profile.target * elapsed) / profile.days;
const onPace = revenue >= expected;
const note =
daysLeft === 0
? 'the last Day is over'
: `${revenue} of ${profile.target} · ${daysLeft} Day${daysLeft === 1 ? '' : 's'} left · ` +
(onPace ? 'on pace' : `behind pace (about ${Math.ceil(expected)} by now)`);
return { target: profile.target, days: profile.days, daysLeft, onPace, note };
}
/**
* Which way a piece will point, in words.
*
* "rotation 2" is not a choice anyone can make — for a curve or a turnout the orientation IS the
* decision. Read from `variantsFor`, the same list the placement uses, so the label cannot describe
* one rotation while the engine lays another.
*/
export function variantLabel(geometry: TrackGeometry, variant: number | undefined): string {
const v = variantsFor(geometry)[variant ?? 0];
if (!v) return '';
if (v.axis) return v.axis === 'ew' ? ' — eastwest' : ' — northsouth';
if (v.turnout) {
const dir = (p: string): string =>
({ n: 'north', s: 'south', e: 'east', w: 'west' })[p] ?? p;
return ` — stem ${dir(v.turnout.stem)}, through ${dir(v.turnout.through)}, diverges ${dir(v.turnout.diverge)}`;
}
return '';
}
/**
* A track shape in words. One place, because it is written on the board, in the action buttons and
* in the supply list — and `sharpCurved` was reaching the screen raw in two of the three.
*/
export function geometryLabel(geometry: string): string {
switch (geometry) {
case 'sharpCurved':
return 'sharp curve';
case 'curved':
return 'curve';
case 'turnout':
return 'turnout';
case 'straight':
return 'straight';
default:
return prettyKey(geometry);
}
}
/** camelCase key → readable name, for the card categories that carry only a key. */
function prettyKey(key: string): string {
return key.replace(/([A-Z])/g, ' $1').replace(/^./, (c) => c.toUpperCase());
}
const MODIFIER_NAMES: Record<string, string> = {
teamTrack: 'Team Track',
loadingDock: 'Loading Dock',
storageShed: 'Storage Shed',
extraPlatform: 'Extra Platform',
sectionGang: 'Section Gang',
};
/** A train on the board, with what it is carrying — otherwise a run looks identical empty or full. */
function trainChip(s: GameState, id: string): TrainChip {
const t = s.trays.get(id);
if (!t) return { label: id, consist: [] };
return {
label: t.trainNumber === null ? 'crew' : `T${t.trainIsExtra ? 'X' : ''}${t.trainNumber}`,
consist: t.consist.map(carLabel),
};
}
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/**
* Station Master — solitaire, playable in a browser.
*
* The whole game runs client-side. There is no server and no network call at any point: the engine
* is pure, imports nothing outside itself, and never touches `Math.random`, `Date` or `crypto`, so
* a static host is all this needs. (Proven, not assumed — a test runs full games with every Node
* global replaced by a throwing stub.)
*
* WHAT THIS MODULE IS. Everything here is presentation and input. It builds no rules of its own:
*
* - what you may do -> `legalActions(state, actor)`
* - what it means -> `describeIntent()`, shared with the replay
* - what the board looks like -> `snapshot()`, shared with the replay
* - what just happened -> `narrate()`, shared with the replay
*
* That is the same discipline the engine holds itself to. A second opinion about which moves are
* legal would eventually disagree with `check`, and the failure mode is a UI that offers an illegal
* move or refuses a legal one.
*
* SAVING. The event log is the game (`state = fold(events)`), and the RNG is seeded, so a save is
* the seed plus the list of intents submitted. Replaying them reconstructs the position exactly,
* which is far smaller and far more robust than serialising the state graph.
*/
import { pump } from '../engine/advance.ts';
import { applyIntent } from '../engine/apply.ts';
import type { GameEvent } from '../engine/events.ts';
import type { Intent } from '../engine/intents.ts';
import { legalActions } from '../engine/legal.ts';
import { createGame } from '../engine/setup.ts';
import type { GameConfig, GameState, PlayerIndex } from '../engine/state.ts';
import { narrate } from '../sim/narrate.ts';
// Import from the view module, NOT replay.ts — replay.ts writes files and reads process.argv,
// which would pull node:fs into a browser bundle.
import {
cardName,
describeIntent,
geometryLabel,
snapshot,
trainName,
variantLabel,
} from '../sim/view.ts';
import type { TrackGeometry } from '../engine/content.ts';
import { variantsFor } from '../engine/track.ts';
import type { Frame } from '../sim/view.ts';
export const SOLO_CONFIG: GameConfig = {
mode: 'solitaire',
victory: 'highestAfterDays',
length: 'standard',
optionalRules: {
reducedVisibility: false,
sisterTrains: false,
employeeRotation: false,
emergencyToolbox: false,
},
};
/** A group of legal actions of one kind, ready to put on screen. */
export type ActionGroup = {
kind: string;
title: string;
actions: { index: number; label: string }[];
};
export type Game = {
state: GameState;
seed: number;
/** Every intent submitted, in order — the save file. */
history: Intent[];
/** Narrated lines, newest last. */
log: { text: string; tone: string }[];
};
/** How each intent kind is introduced in the action list, in the order they should appear. */
const GROUP_ORDER: readonly { prefix: string; title: string }[] = [
{ prefix: 'mainline.clearance', title: 'Superintendent — rule on this train' },
{ prefix: 'localOps.choose', title: 'Local Operations — choose ONE' },
{ prefix: 'switch.', title: 'Switching' },
{ prefix: 'draw.', title: 'Draw' },
{ prefix: 'card.', title: 'Cards' },
{ prefix: 'track.lay', title: 'Lay track from your supply' },
{ prefix: 'mainline.modify', title: 'Mainline modifiers' },
{ prefix: 'maneuver.', title: 'Manoeuvres' },
{ prefix: 'freightAgent.', title: 'Freight Agent' },
{ prefix: 'newTrain.', title: 'Making up the train' },
{ prefix: 'porter.', title: 'Porters' },
{ prefix: 'laborer.', title: 'Laborers' },
{ prefix: 'loadUnload.', title: 'Finish' },
{ prefix: 'redFlag.', title: 'Red flag' },
];
export function newGame(seed: number, config: GameConfig = SOLO_CONFIG): Game {
const state = createGame({ id: `web-${seed}`, seed, config, playerNames: ['You'] });
const game: Game = { state, seed, history: [], log: [] };
drain(game);
return game;
}
/**
* Run the engine forward until it needs a decision.
*
* Most of a Stage is automatic — the Mainline Phase moves trains, the clock turns over — so the
* player is only ever asked when `advance` genuinely stops.
*/
export function drain(game: Game): void {
record(game, pump(game.state));
}
/** Whose turn it is, or null if the game is over or waiting on nothing. */
export function currentActor(game: Game): PlayerIndex | null {
if (game.state.status !== 'active') return null;
return game.state.clock.pendingDecision !== null
? game.state.clock.superintendent
: game.state.clock.currentActor;
}
/** Every legal action right now, grouped for display. Empty when there is nothing to decide. */
export function actionGroups(game: Game): { options: Intent[]; groups: ActionGroup[] } {
const actor = currentActor(game);
if (actor === null) return { options: [], groups: [] };
const options = legalActions(game.state, actor);
const byKind = new Map<string, { index: number; label: string }[]>();
options.forEach((intent, index) => {
const label = describeIntent(game.state, intent);
const list = byKind.get(intent.type) ?? [];
// Orientation variants and duplicate copies describe identically; showing one is enough, and a
// list of forty identical rows hides the real choice rather than presenting it.
if (!list.some((a) => a.label === label)) list.push({ index, label });
byKind.set(intent.type, list);
});
const groups: ActionGroup[] = [];
const used = new Set<string>();
for (const { prefix, title } of GROUP_ORDER) {
const kinds = [...byKind.keys()].filter((k) => k.startsWith(prefix) && !used.has(k));
const actions = kinds.flatMap((k) => {
used.add(k);
return byKind.get(k) ?? [];
});
if (actions.length > 0) groups.push({ kind: prefix, title, actions });
}
// Anything the table above does not name still has to be offered — silently dropping a legal
// action would make the game unplayable in a way that is very hard to notice.
const leftovers = [...byKind.entries()].filter(([k]) => !used.has(k));
for (const [kind, actions] of leftovers) groups.push({ kind, title: kind, actions });
return { options, groups };
}
/**
* A thing you might do, and — if it goes on the board — where it could go.
*
* Placeable actions are presented as SUBJECT then LOCATION rather than as one flat list of every
* (card x square x rotation) combination. A single turn offered 29 track buttons and 7 card buttons
* with no way to tell which square each referred to; picking the card first and the square second is
* how the choice is actually made at the table.
*/
export type Placeable = {
/** Groups every option that plays the same card or lays the same piece. */
subjectKey: string;
subject: string;
/**
* Where it may go. `coord` drives board highlighting; several spots can share one square when the
* piece has more than one legal rotation there, which is why the label carries the rotation too.
*/
spots: { label: string; index: number; coord: { row: number; col: number } }[];
};
export type Menu = {
options: Intent[];
/** Actions with no further choice to make. */
direct: ActionGroup[];
/** Actions needing a location, grouped under their card or track piece. */
placeable: { title: string; items: Placeable[] }[];
};
/** The action list as the page shows it: direct actions, plus subject-then-location for the rest. */
export function actionMenu(game: Game): Menu {
const { options, groups } = actionGroups(game);
const direct: ActionGroup[] = [];
const placeableByTitle = new Map<string, Map<string, Placeable>>();
for (const g of groups) {
const plain: ActionGroup['actions'] = [];
for (const a of g.actions) {
const intent = options[a.index]!;
const key = subjectOf(game, intent);
if (key === null) {
plain.push(a);
continue;
}
const bucket = placeableByTitle.get(g.title) ?? new Map<string, Placeable>();
const entry = bucket.get(key.subjectKey) ?? {
subjectKey: key.subjectKey,
subject: key.subject,
spots: [],
};
if (!entry.spots.some((sp) => sp.label === key.spot)) {
entry.spots.push({ label: key.spot, index: a.index, coord: key.coord });
}
bucket.set(key.subjectKey, entry);
placeableByTitle.set(g.title, bucket);
}
if (plain.length > 0) direct.push({ ...g, actions: plain });
}
const placeable = [...placeableByTitle.entries()].map(([title, m]) => ({
title,
items: [...m.values()],
}));
return { options, direct, placeable };
}
/** Split an intent into "what" and "where", or null if it needs no location. */
function subjectOf(
game: Game,
i: Intent,
): { subjectKey: string; subject: string; spot: string; coord: { row: number; col: number } } | null {
const at = (c: { row: number; col: number }): string => `(${c.row}, ${c.col})`;
if (i.type === 'card.play' && i.placement) {
return {
subjectKey: `card:${i.cardId}`,
subject: cardName(game.state, i.cardId),
spot: `${at(i.placement)}${rotationNote(null, i.variant)}`,
coord: i.placement,
};
}
if (i.type === 'track.lay') {
const hand = i.hand === 'none' ? '' : `${i.hand}-hand `;
return {
subjectKey: `track:${i.geometry}:${i.hand}`,
subject: `${hand}${geometryLabel(i.geometry)}`,
spot: `${at(i.placement)}${rotationNote(i.geometry, i.variant)}`,
coord: i.placement,
};
}
return null;
}
/**
* Rotations share a square, so the square alone does not identify the choice — and "rotation 2"
* does not tell a player which way the rail will run, which for a curve or turnout is the entire
* decision. Only shown when there is more than one way to lay the piece.
*/
function rotationNote(geometry: TrackGeometry | null, variant: number | undefined): string {
if (geometry === null) return variant === undefined || variant === 0 ? '' : ` — option ${variant + 1}`;
return variantsFor(geometry).length > 1 ? variantLabel(geometry, variant) : '';
}
/** Submit an action. Returns false and changes nothing if the engine rejects it. */
export function submit(game: Game, intent: Intent): boolean {
const actor = currentActor(game);
if (actor === null) return false;
const result = applyIntent(game.state, actor, intent);
if (!result.ok) {
game.log.push({ text: `That is not allowed: ${result.code}`, tone: 'bad' });
return false;
}
game.history.push(intent);
record(game, result.events);
drain(game);
return true;
}
/**
* Which cards in hand can be played RIGHT NOW, in hand order.
*
* A hand where some cards are simply unplayable — a Station upgrade before the Office is a Depot, a
* Modifier with no Facility to sit beside — looks identical to one where everything is available.
* Derived from `legalActions`, so it cannot disagree with what the buttons offer.
*/
export function handPlayable(game: Game): boolean[] {
const hand = game.state.decks.hands.get(0) ?? [];
const actor = currentActor(game);
if (actor === null) return hand.map(() => false);
const playable = new Set(
legalActions(game.state, actor)
.filter((i) => i.type === 'card.play')
.map((i) => (i as Extract<Intent, { type: 'card.play' }>).cardId),
);
return hand.map((id) => playable.has(id));
}
/** The board as the replay draws it, so the live game and the replay agree. */
export function view(game: Game): Frame {
return snapshot(game.state, [], null);
}
function record(game: Game, events: GameEvent[]): void {
for (const e of events) {
// The same filter the replay uses: actor changes and phase bookkeeping are noise on screen.
if (e.type === 'actorChanged') continue;
const n = narrate(e, {
cardName: (id) => cardName(game.state, id),
trainName: (id) => trainName(game.state, id),
});
game.log.push({ text: n.text, tone: n.tone });
}
// Keep the log bounded; the full history lives in `history` and can be replayed.
if (game.log.length > 400) game.log.splice(0, game.log.length - 400);
}
// ---------------------------------------------------------------------------
// Saving — seed plus intents, replayed
// ---------------------------------------------------------------------------
export type Save = { seed: number; history: Intent[] };
export function toSave(game: Game): Save {
return { seed: game.seed, history: game.history };
}
/**
* Rebuild a game from a save.
*
* Replays the intents through the real engine rather than restoring a serialised state, so a save
* can never describe a position the rules could not have produced. An intent that no longer applies
* stops the replay rather than being forced — better a short game than a corrupt one.
*/
export function fromSave(save: Save, config: GameConfig = SOLO_CONFIG): Game {
const game = newGame(save.seed, config);
for (const intent of save.history) {
const actor = currentActor(game);
if (actor === null) break;
const result = applyIntent(game.state, actor, intent);
if (!result.ok) break;
game.history.push(intent);
record(game, result.events);
drain(game);
}
return game;
}
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<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width,initial-scale=1">
<title>Station Master — solitaire</title>
<style>
:root{--bg:#12151a;--fg:#e6e9ee;--dim:#8b94a3;--line:#2c333d;--panel:#1a1f26;--run:#3a4250}
*{box-sizing:border-box}
body{margin:0;background:var(--bg);color:var(--fg);
font:14px/1.45 ui-monospace,SFMono-Regular,Menlo,Consolas,monospace}
h1{font-size:17px;margin:0}
h2{font-size:12px;text-transform:uppercase;letter-spacing:.09em;color:var(--dim);
margin:0 0 6px;font-weight:600}
h3{font-size:11px;text-transform:uppercase;letter-spacing:.07em;color:var(--dim);margin:9px 0 4px}
.dim{color:var(--dim)}
header{position:sticky;top:0;z-index:5;background:var(--panel);border-bottom:1px solid var(--line);
padding:9px 14px;display:flex;gap:20px;align-items:baseline;flex-wrap:wrap}
header b{font-size:16px}
.build{margin-left:auto;font-size:11px;opacity:.7}
.pace{font-size:12px;padding:1px 7px;border-radius:10px}
.pace.good{background:rgba(40,140,60,.32)}
.pace.behind{background:rgba(190,120,40,.28)}
.handcard{border-top:1px solid var(--line);padding:4px 0}
.handcard:first-child{border-top:0}
.handcard .what{font-size:11px;line-height:1.35}
.handcard.unplayable{opacity:.55}
.tag{font-size:10px;background:rgba(190,120,40,.3);border-radius:3px;padding:0 5px}
main{display:grid;grid-template-columns:minmax(0,1fr) 400px;gap:14px;padding:14px;align-items:start}
@media(max-width:1100px){main{grid-template-columns:1fr}}
section{background:var(--panel);border:1px solid var(--line);border-radius:7px;
padding:10px 12px;margin-bottom:12px}
/* division strip */
#division{display:flex;gap:7px;overflow-x:auto;padding-bottom:4px}
.node{border:1px solid var(--line);border-radius:6px;padding:6px 9px;min-width:112px;flex:0 0 auto}
.node.office{border-color:#4d6fa8;background:rgba(60,100,170,.13)}
.node .nm{font-weight:600;font-size:12px}
.chip{display:inline-block;background:#2f6b3d;border-radius:4px;padding:1px 6px;margin:3px 3px 0 0;font-size:11px}
.consist{font-size:10px;color:var(--dim)}
.grade{font-size:10px;background:rgba(200,90,60,.35);border-radius:3px;padding:1px 4px;font-weight:400}
.mlmods{font-size:10px;background:rgba(200,150,60,.28);border-radius:3px;padding:1px 4px;margin-top:2px}
/* board */
#grid{display:grid;gap:5px;overflow-x:auto}
.cell{border:1px solid var(--line);border-radius:5px;padding:5px 6px;min-height:64px;background:#161b21}
.cell.run{background:var(--run)}
.cell.office{border-color:#4d6fa8}
.cell.modifier{background:#2b2333;border-style:dashed}
.cell.legal{outline:2px solid #5aa9e6;outline-offset:-2px;cursor:pointer;
box-shadow:0 0 0 3px rgba(90,169,230,.18) inset}
.cell.legal:hover{background:#233246}
.cell.ghost{border-style:dashed;background:rgba(90,169,230,.07);
display:flex;flex-direction:column;justify-content:center;align-items:center;text-align:center}
.cell.ghost .nm{font-weight:400;color:#5aa9e6;font-size:11px}
.cell .nm{font-size:12px;font-weight:600}
.cell .what{font-size:10px;line-height:1.25;margin-top:2px}
.cell{cursor:help}
.coord{font-size:10px}
.enh{font-size:10px;background:rgba(90,140,220,.30);border-radius:3px;padding:1px 4px;margin-top:2px}
.crew{font-size:11px;margin-top:3px;color:#8fd6a0}
.cars{font-size:10px;color:var(--dim)}
/* facilities */
.fac{border-top:1px solid var(--line);padding:7px 0}
.fac:first-child{border-top:0}
.boxes{display:flex;gap:3px;align-items:center;margin-top:3px;flex-wrap:wrap}
.box{display:inline-block;min-width:22px;text-align:center;border-radius:3px;padding:1px 4px;font-size:10px}
.box.empty{background:#242a32;color:#5a6472}
.box.f{background:#2f6b3d}
.box.m{background:#8a6d1f}
.fstat{margin-top:4px;font-size:11px;padding:2px 5px;border-radius:3px;display:inline-block}
.fstat.good{background:rgba(40,140,60,.28)}
.fstat.bad{background:rgba(190,50,50,.38);font-weight:700}
.fstat.idle{opacity:.6}
/* actions */
#actions{max-height:none}
.grp{margin-bottom:6px}
button{background:#2a3038;color:var(--fg);border:1px solid var(--line);border-radius:5px;
padding:5px 9px;margin:2px 3px 2px 0;cursor:pointer;font:inherit;font-size:12px;text-align:left}
button:hover{background:#39424e;border-color:#4d6fa8}
button.act{display:inline-block}
.over{padding:9px;border-radius:5px;font-weight:700;margin-bottom:8px}
.over.win{background:rgba(40,140,60,.35)}
.over.loss{background:rgba(160,60,60,.3)}
/* cards, log, blocked */
.card.gone{opacity:.35;text-decoration:line-through}
.subj{display:block;width:100%;margin:2px 0}
.subj.open{border-color:#4d6fa8;background:#39424e}
.spots{margin:0 0 6px 12px;padding-left:8px;border-left:2px solid #4d6fa8}
.card{display:inline-block;background:#242c36;border:1px solid var(--line);border-radius:4px;
padding:2px 6px;margin:2px 2px 0 0;font-size:11px}
#log{max-height:230px;overflow:auto;font-size:12px}
.line{padding:1px 0}
.t-good{color:#8fd6a0}.t-bad{color:#e58080}.t-clock{color:#9fb6d8;font-weight:600}.t-quiet{color:var(--dim)}
ul.blocked{list-style:none;margin:0;padding:0;font-size:12px}
ul.blocked li{padding:2px 0}
.sev-warn{color:#e0b060}.sev-stop{color:#e58080}
</style>
</head>
<body>
<header>
<b>Station Master</b>
<span id="clock"></span>
<span>phase: <b id="phase"></b></span>
<span>Revenue <b id="revenue">0</b></span>
<span id="objective" class="pace"></span>
<span class="dim">seed <span id="seed"></span></span>
<span class="dim">saved in this browser · add ?seed=1234 to the address for a set deal</span>
<span class="dim build" title="what is actually deployed">__BUILD__</span>
</header>
<main>
<div>
<section><h2>The Division — west to east</h2><div id="division"></div></section>
<section><h2>Your Office Area <span class="dim" style="text-transform:none;letter-spacing:0">— hover any card for the full explanation</span></h2><div id="grid"></div></section>
<section><h2>History</h2><div id="log"></div></section>
</div>
<div>
<section><h2>Your move</h2><div id="actions"></div></section>
<section><h2>Cards</h2>
<div><span class="dim">hand:</span> <span id="hand"></span></div>
<div style="margin-top:5px"><span class="dim">face-up Department slots:</span> <span id="depts"></span></div>
</section>
<section><h2>Your track supply</h2><div id="supply"></div></section>
<section><h2>Blocked — why nothing is moving</h2><ul class="blocked" id="blocked"></ul></section>
<section><h2>Facilities</h2><div id="facs"></div></section>
</div>
</main>
<script type="module" src="./web/main.js"></script>
</body>
</html>
+369
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@@ -0,0 +1,369 @@
/**
* Browser entry point — wires the DOM to `game.ts`.
*
* Presentation only. Every question of what is legal, what it means, or what the board looks like
* is answered by the engine or by the shared view helpers.
*/
import type { Game } from './game.ts';
import {
actionMenu,
handPlayable,
currentActor,
fromSave,
newGame,
submit,
toSave,
view,
} from './game.ts';
const SAVE_KEY = 'station-master.save.v1';
let game: Game;
/** Which card or track piece is picked, waiting for a location. */
let selected: string | null = null;
/** A square picked on the board, waiting for a rotation. */
let pendingAt: string | null = null;
const $ = (id: string): HTMLElement => {
const el = document.getElementById(id);
if (!el) throw new Error(`missing element: ${id}`);
return el as HTMLElement;
};
const esc = (s: string): string =>
s.replace(/[&<>"]/g, (c) => ({ '&': '&amp;', '<': '&lt;', '>': '&gt;', '"': '&quot;' })[c] ?? c);
// ---------------------------------------------------------------------------
function start(): void {
const params = new URLSearchParams(location.search);
const requested = params.get('seed');
const saved = load();
if (saved && requested === null) {
game = fromSave(saved);
} else {
// A seed in the URL makes a game shareable and reproducible: same link, same deal.
const seed = requested !== null ? Number(requested) || 1 : Math.floor(Math.random() * 1e9);
game = newGame(seed);
}
render();
}
function render(): void {
const f = view(game);
const menu = actionMenu(game);
// Which squares the selected card or track piece may go on. Highlighting them is what turns the
// coordinate list into a board: you pick the thing, then click where it goes.
const chosen = menu.placeable.flatMap((g) => g.items).find((it) => it.subjectKey === selected);
const spotsAt = new Map<string, { label: string; index: number }[]>();
for (const sp of chosen?.spots ?? []) {
const key = `${sp.coord.row},${sp.coord.col}`;
spotsAt.set(key, [...(spotsAt.get(key) ?? []), sp]);
}
$('clock').textContent = `Day ${f.day} · Stage ${f.stage}${f.clock}`;
$('phase').textContent = f.phase;
$('revenue').textContent = String(f.revenue);
const obj = $('objective');
obj.textContent = f.objective.note;
obj.className = f.objective.onPace ? 'pace good' : 'pace behind';
$('seed').textContent = String(game.seed);
// -- division
$('division').innerHTML = f.division
.map(
(n) =>
`<div class="node ${n.kind === 'office' ? 'office' : ''}">` +
`<div class="nm">${esc(n.label)}` +
(n.gradeUp
? ` <span class="grade">${n.gradeUp === 'east' ? 'climbs E ▲' : '▲ W climbs'}</span>`
: '') +
`</div>` +
(n.modifiers.length ? `<div class="mlmods">${n.modifiers.map(esc).join(' · ')}</div>` : '') +
`<div class="regions">` +
n.trains
.map(
(r) =>
`<div class="region">` +
r
.map(
(t) =>
`<span class="chip">${esc(t.label)}</span>` +
`<div class="consist">${t.consist.length ? esc(t.consist.join(', ')) : 'empty'}</div>`,
)
.join('') +
`</div>`,
)
.join('') +
`</div></div>`,
)
.join('');
// -- grid
// Include the legal squares in the bounds. A placement is usually just OUTSIDE the current
// extent — that is what extending the district means — so a grid sized to the existing cards
// would highlight nothing at exactly the moment highlighting matters.
const spotCoords = [...spotsAt.keys()].map((k) => k.split(',').map(Number));
const rows = [...f.cells.map((c) => c.row), ...spotCoords.map((c) => c[0]!)];
const cols = [...f.cells.map((c) => c.col), ...spotCoords.map((c) => c[1]!)];
const r0 = Math.min(...rows);
const r1 = Math.max(...rows);
const c0 = Math.min(...cols);
const c1 = Math.max(...cols);
const grid = $('grid');
grid.style.gridTemplateColumns = `repeat(${c1 - c0 + 1}, minmax(104px, 1fr))`;
let cells = '';
for (let r = r1; r >= r0; r--) {
for (let c = c0; c <= c1; c++) {
const cell = f.cells.find((x) => x.row === r && x.col === c);
const spots = spotsAt.get(`${r},${c}`);
if (!cell) {
// An empty square is still a legal destination — render it as a target rather than a gap,
// or the most common placement of all would have nothing to click.
cells += spots
? `<div class="cell ghost legal" data-at="${r},${c}">` +
`<div class="nm">place here</div><div class="dim coord">(${r},${c})</div>` +
(spots.length > 1 ? `<div class="dim">${spots.length} rotations</div>` : '') +
`</div>`
: '<div></div>';
continue;
}
// The full explanation goes in `title` so hovering any card says what it does, with a short
// version printed on the card itself — a name alone tells a player nothing once it is played.
cells +=
`<div class="cell ${cell.running ? 'run ' : ''}${cell.kind === 'office' ? 'office ' : ''}` +
`${cell.kind === 'modifier' ? 'modifier ' : ''}${spots ? 'legal' : ''}"` +
`${spots ? ` data-at="${r},${c}"` : ''} title="${esc(cell.label)}${esc(cell.what)}">` +
`<div class="nm">${esc(cell.label)}</div>` +
`<div class="dim coord">(${r},${c})</div>` +
`<div class="dim what">${esc(short(cell.what))}</div>` +
(cell.enhancements.length
? `<div class="enh">${cell.enhancements.map(esc).join(' · ')}</div>`
: '') +
(cell.tray ? `<div class="crew">🚂 ${esc(cell.tray)}</div>` : '') +
(cell.cars.length ? `<div class="cars">${esc(cell.cars.join(', '))}</div>` : '') +
`</div>`;
}
}
grid.innerHTML = cells;
// Clicking a highlighted square plays there. With more than one rotation available it narrows to
// that square instead, so the rotation is a second click rather than a guess.
for (const el of Array.from(grid.querySelectorAll('[data-at]'))) {
const node = el as HTMLElement;
node.onclick = () => {
const spots = spotsAt.get(node.dataset['at'] ?? '') ?? [];
if (spots.length === 1) {
const intent = menu.options[spots[0]!.index];
if (intent) submit(game, intent);
selected = null;
pendingAt = null;
} else if (spots.length > 1) {
pendingAt = node.dataset['at'] ?? null;
}
render();
};
}
// -- facilities
$('facs').innerHTML =
f.facilities.length === 0
? '<div class="dim">no facilities yet</div>'
: f.facilities
.map(
(x) =>
`<div class="fac"><div class="nm">${esc(x.name)}</div>` +
`<div class="dim">${esc(x.commodity)} · ${esc(x.flow)} · laborers ${esc(x.laborers)}</div>` +
`<div class="boxes"><span class="dim">green</span>${boxes(x.green, x.greenCap)}</div>` +
`<div class="boxes"><span class="dim">MEN AT WORK</span>` +
x.maw
.map(
(m) => `<span class="box ${m ? 'm' : 'empty'}">${m ? esc(m) : '·'}</span>`,
)
.join('') +
`</div>` +
`<div class="boxes"><span class="dim">red</span>${boxes(x.red, x.redCap)}</div>` +
`<div class="boxes"><span class="dim">siding</span>${boxes(x.track, x.trackCap)}</div>` +
`<div class="fstat ${x.jammed ? 'bad' : x.canFinish ? 'good' : 'idle'}">` +
(x.jammed
? 'JAMMED — a load is on WORK with no car spotted; the siding is locked'
: x.canFinish
? 'ready — a matching empty car is spotted'
: 'no car spotted — a load started here would jam') +
`</div></div>`,
)
.join('');
// Name AND effect. A hand of names alone tells a player nothing about what they can do.
const cardRow = (name: string, why: string, playable: boolean | null): string =>
`<div class="handcard${playable === false ? ' unplayable' : ''}"><b>${esc(name)}</b>` +
(playable === false ? ' <span class="tag">not playable yet</span>' : '') +
(why ? `<div class="dim what">${esc(why)}</div>` : '') +
`</div>`;
const canPlay = handPlayable(game);
$('hand').innerHTML = f.hand.length
? f.hand.map((h, i) => cardRow(h, f.handWhat[i] ?? '', canPlay[i] ?? null)).join('')
: '<span class="dim">empty</span>';
$('depts').innerHTML = f.departments.length
? f.departments.map((d, i) => cardRow(d, f.departmentsWhat[i] ?? '', null)).join('')
: '<span class="dim">none</span>';
const total = f.trackSupply.reduce((n, t) => n + t.left, 0);
$('supply').innerHTML =
`<div class="dim">${total} pieces left · one may be laid per turn, during the DRAW option</div>` +
f.trackSupply
.map(
(t) =>
`<span class="card ${t.left === 0 ? 'gone' : ''}">${esc(t.piece)} <b>${t.left}</b></span>`,
)
.join(' ');
$('blocked').innerHTML =
f.blocked.length === 0
? '<li class="dim">nothing blocked</li>'
: f.blocked
.map((b) => `<li class="sev-${b.severity}"><b>${esc(b.where)}</b> — ${esc(b.why)}</li>`)
.join('');
// -- log
const log = $('log');
log.innerHTML = game.log
.slice(-60)
.map((l) => `<div class="line t-${l.tone}">${esc(l.text)}</div>`)
.join('');
log.scrollTop = log.scrollHeight;
renderActions(menu);
save();
}
/** First clause only — the cards are small, and the full text is on the tooltip. */
function short(what: string): string {
const head = what.split(' · ')[0] ?? what;
return head.length > 64 ? head.slice(0, 61) + '…' : head;
}
function boxes(items: string[], cap: number): string {
let out = '';
for (let i = 0; i < Math.max(cap, items.length); i++) {
const v = items[i];
out += `<span class="box ${v ? 'f' : 'empty'}">${v ? esc(v) : '·'}</span>`;
}
return out || '<span class="dim">—</span>';
}
function renderActions(menu: ReturnType<typeof actionMenu>): void {
const el = $('actions');
if (game.state.status !== 'active') {
const o = game.state.outcome;
el.innerHTML =
`<div class="over ${o?.result === 'win' ? 'win' : 'loss'}">` +
`${o?.result === 'win' ? 'YOU WIN' : 'GAME OVER'}${esc(String(o?.reason ?? ''))}<br>` +
`final Revenue ${game.state.players[0]?.revenue ?? 0} against a target of ${view(game).objective.target}</div>` +
`<button id="again">new game</button>`;
$('again').onclick = () => {
clearSave();
location.search = '';
};
return;
}
if (menu.direct.length === 0 && menu.placeable.length === 0) {
el.innerHTML = '<div class="dim">nothing to decide — the engine is running the Division</div>';
return;
}
const apply = (index: number): void => {
const intent = menu.options[index];
if (intent) submit(game, intent);
selected = null;
pendingAt = null;
render();
};
let html = menu.direct
.map(
(g) =>
`<div class="grp"><h3>${esc(g.title)}</h3>` +
g.actions.map((a) => `<button class="act" data-i="${a.index}">${esc(a.label)}</button>`).join('') +
`</div>`,
)
.join('');
// Subject first, location second. Picking a card then a square is how the choice is actually made;
// one flat list of every card-square-rotation combination was unreadable.
for (const group of menu.placeable) {
html += `<div class="grp"><h3>${esc(group.title)}</h3>`;
for (const item of group.items) {
const open = selected === item.subjectKey;
html +=
`<button class="subj ${open ? 'open' : ''}" data-subj="${esc(item.subjectKey)}">` +
`${esc(item.subject)} <span class="dim">${item.spots.length} spot${item.spots.length === 1 ? '' : 's'}</span>` +
`</button>`;
if (open) {
// Once a square is picked, show only that square's rotations — the rest is noise.
const shown = pendingAt
? item.spots.filter((sp) => `${sp.coord.row},${sp.coord.col}` === pendingAt)
: item.spots;
html +=
`<div class="spots"><div class="dim">` +
(pendingAt ? `choose a rotation for (${esc(pendingAt.replace(',', ', '))}):` : 'click a highlighted square, or:') +
`</div>` +
shown.map((sp) => `<button class="act" data-i="${sp.index}">${esc(sp.label)}</button>`).join('') +
`</div>`;
}
}
html += `</div>`;
}
el.innerHTML = html;
for (const b of Array.from(el.querySelectorAll('button.act'))) {
const node = b as HTMLElement;
node.onclick = () => apply(Number(node.dataset['i']));
}
for (const b of Array.from(el.querySelectorAll('button.subj'))) {
const node = b as HTMLElement;
node.onclick = () => {
const key = node.dataset['subj'] ?? null;
selected = selected === key ? null : key;
pendingAt = null;
render();
};
}
}
// ---------------------------------------------------------------------------
// Saving. localStorage only — nothing leaves the browser.
// ---------------------------------------------------------------------------
function save(): void {
try {
localStorage.setItem(SAVE_KEY, JSON.stringify(toSave(game)));
} catch {
// A full or disabled localStorage must not take the game down with it.
}
}
function load(): ReturnType<typeof toSave> | null {
try {
const raw = localStorage.getItem(SAVE_KEY);
return raw ? (JSON.parse(raw) as ReturnType<typeof toSave>) : null;
} catch {
return null;
}
}
function clearSave(): void {
try {
localStorage.removeItem(SAVE_KEY);
} catch {
/* nothing to do */
}
}
start();
+31 -7
View File
@@ -9,7 +9,7 @@ import assert from 'node:assert/strict';
import { advance, pump } from '../src/engine/advance.ts';
import { applyIntent } from '../src/engine/apply.ts';
import { STAGES_PER_DAY, lengthProfile } from '../src/engine/content.ts';
import { STAGES_PER_DAY, lengthProfile, TOTAL_ROLLING_STOCK } from '../src/engine/content.ts';
import { legalActions } from '../src/engine/legal.ts';
import { createGame } from '../src/engine/setup.ts';
import type { GameConfig, GameState } from '../src/engine/state.ts';
@@ -294,7 +294,13 @@ describe('collisions are automatic (Gap 2)', () => {
movesUsed: 0,
});
const ml = s.division.nodes[1];
if (ml?.kind === 'mainline') ml.transits.push({ tray: id, stagesRemaining: 1, direction: 'east' });
if (ml?.kind === 'mainline') {
// Pin the terrain. Mainline types are drawn from the SHUFFLED deck, so deck composition
// would otherwise decide this test's outcome — and Double Track / Uncontrolled Siding set
// `trainsMayPass`, which legitimately removes the §8.1 bar being asserted here.
ml.card = 'plains';
ml.transits.push({ tray: id, stagesRemaining: 1, direction: 'east' });
}
s.clock.phase = 'mainline';
s.movedThisPhase = new Set();
@@ -311,7 +317,13 @@ describe('collisions are automatic (Gap 2)', () => {
const classBefore = s.yards.classificationYard.length;
const mlx = s.division.nodes[1];
if (mlx?.kind === 'mainline') mlx.transits.push({ tray: 'x', stagesRemaining: 1, direction: 'east' });
if (mlx?.kind === 'mainline') {
// Pin the terrain. Mainline types are drawn from the SHUFFLED deck, so deck composition
// would otherwise decide this test's outcome — and Double Track / Uncontrolled Siding set
// `trainsMayPass`, which legitimately removes the §8.1 bar being asserted here.
mlx.card = 'plains';
mlx.transits.push({ tray: 'x', stagesRemaining: 1, direction: 'east' });
}
s.trays.set('x', {
id: 'x',
trainNumber: 8,
@@ -354,7 +366,13 @@ describe('the Superintendent clearance interrupt (§8.1)', () => {
movesUsed: 0,
});
const ml = s.division.nodes[1];
if (ml?.kind === 'mainline') ml.transits.push({ tray: 'ahead', stagesRemaining: 2, direction: 'east' });
if (ml?.kind === 'mainline') {
// Pin the terrain. Mainline types are drawn from the SHUFFLED deck, so deck composition
// would otherwise decide this test's outcome — and Double Track / Uncontrolled Siding set
// `trainsMayPass`, which legitimately removes the §8.1 bar being asserted here.
ml.card = 'plains';
ml.transits.push({ tray: 'ahead', stagesRemaining: 2, direction: 'east' });
}
// A second train at the Western Division Point wanting to follow it.
s.trays.set('behind', {
@@ -391,7 +409,13 @@ describe('the Superintendent clearance interrupt (§8.1)', () => {
movesUsed: 0,
});
const ml = s.division.nodes[1];
if (ml?.kind === 'mainline') ml.transits.push({ tray: 'oncoming', stagesRemaining: 2, direction: 'west' });
if (ml?.kind === 'mainline') {
// Pin the terrain. Mainline types are drawn from the SHUFFLED deck, so deck composition
// would otherwise decide this test's outcome — and Double Track / Uncontrolled Siding set
// `trainsMayPass`, which legitimately removes the §8.1 bar being asserted here.
ml.card = 'plains';
ml.transits.push({ tray: 'oncoming', stagesRemaining: 2, direction: 'west' });
}
s.trays.set('waiting', {
id: 'waiting',
@@ -523,7 +547,7 @@ describe('MILESTONE: a full solitaire game runs headless', () => {
});
it('conserves rolling stock across a whole game', () => {
// Nothing may be created or destroyed: 62 pieces, wherever they sit.
// Nothing may be created or destroyed: every piece in the roster, wherever it sits.
const s = game(88);
playToCompletion(s, 88);
@@ -539,6 +563,6 @@ describe('MILESTONE: a full solitaire game runs headless', () => {
}
}
}
assert.equal(count, 62, 'rolling stock leaked or was duplicated');
assert.equal(count, TOTAL_ROLLING_STOCK, 'rolling stock leaked or was duplicated');
});
});
+4
View File
@@ -57,6 +57,7 @@ const straight = (standing: TrackCard['standing'] = []): TrackCard => ({
standing,
facility: null,
modifiers: [],
enhancements: [],
});
// ---------------------------------------------------------------------------
@@ -325,6 +326,7 @@ describe('Freight Agent operations (§6.3)', () => {
usedThisStage: { laborers: 0, porters: 0 },
},
modifiers: [],
enhancements: [],
});
return coord;
}
@@ -421,6 +423,7 @@ describe('Load/Unload: the four-action freight pipeline (§9.3)', () => {
usedThisStage: { laborers: 0, porters: 0 },
},
modifiers: [],
enhancements: [],
});
s.clock.phase = 'loadUnload';
return coord;
@@ -561,6 +564,7 @@ describe('legalActions shares its rules with apply (component 6)', () => {
usedThisStage: { laborers: 0, porters: 0 },
},
modifiers: [],
enhancements: [],
});
assert.deepEqual(chooseOptions(s), ['draw', 'freightAgent', 'switch']);
});
+362
View File
@@ -0,0 +1,362 @@
/**
* Enhancement cards (implications.md §7).
*
* These are the 18 cards that make up the largest block of the "third of the deck that does
* nothing". Several change core loops — Small Yard makes the facing-point switching puzzle
* solvable at all, and ABS Signals amends Gap 2's unconditional collisions.
*/
import { describe, it } from 'node:test';
import assert from 'node:assert/strict';
import { advance } from '../src/engine/advance.ts';
import { applyIntent, areaOf, check, hasDistrictEnhancement, isProtectedFromDerail } from '../src/engine/apply.ts';
import { ENHANCEMENT_RULES, enhancementRule } from '../src/engine/content.ts';
import { createGame } from '../src/engine/setup.ts';
import type { GameConfig, GameState, GridCoord, TrackCard } from '../src/engine/state.ts';
import { coordKey } from '../src/engine/state.ts';
const config: GameConfig = {
mode: 'solitaire',
victory: 'highestAfterDays',
length: 'standard',
optionalRules: { reducedVisibility: false, sisterTrains: false, employeeRotation: false, emergencyToolbox: false },
};
const game = (seed = 5): GameState => createGame({ id: 'g', seed, config, playerNames: ['p'] });
const at = (row: number, col: number): GridCoord => ({ row, col });
const straight = (): TrackCard => ({
geometry: { kind: 'track', geometry: 'straight' },
baseOperationalRail: true,
standing: [],
facility: null,
modifiers: [],
enhancements: [],
});
function addCard(s: GameState, coord: GridCoord, card: TrackCard): void {
areaOf(s, 0).grid.set(coordKey(coord), card);
}
/** Puts an enhancement card in hand and returns its id. */
function handEnhancement(s: GameState, key: string): string {
for (const [id, card] of s.cards) {
if (card.kind.kind === 'enhancement' && card.kind.key === key) {
s.decks.hands.set(0, [id]);
return id;
}
}
throw new Error(`no enhancement card: ${key}`);
}
function placeTray(s: GameState, coord: GridCoord, consist: TrackCard['standing'] = []): string {
const id = s.freeTrays.pop()!;
s.trays.set(id, {
id, trainNumber: 9, trainIsExtra: false, engineFront: true,
consist, direction: 'east', position: { at: 'grid', owner: 0, coord }, movesUsed: 0,
});
return id;
}
// ---------------------------------------------------------------------------
describe('enhancement placement', () => {
it('defines a rule for every enhancement card', () => {
assert.equal(ENHANCEMENT_RULES.length, 10);
for (const r of ENHANCEMENT_RULES) assert.ok(enhancementRule(r.key), r.key);
});
it('puts Interlocking on a Running Track straight, not a Secondary one', () => {
const s = game();
addCard(s, at(0, 2), straight());
addCard(s, at(-1, 0), straight());
const id = handEnhancement(s, 'interlocking');
applyIntent(s, 0, { type: 'localOps.choose', option: 'draw' });
assert.equal(check(s, 0, { type: 'card.play', cardId: id, placement: at(0, 2) }), null);
assert.equal(check(s, 0, { type: 'card.play', cardId: id, placement: at(-1, 0) }), 'NOT_CONNECTED');
});
it('puts Small Yard on a Secondary Track straight, not the Running Track', () => {
const s = game();
addCard(s, at(0, 2), straight());
addCard(s, at(-1, 0), straight());
const id = handEnhancement(s, 'smallYard');
applyIntent(s, 0, { type: 'localOps.choose', option: 'draw' });
assert.equal(check(s, 0, { type: 'card.play', cardId: id, placement: at(-1, 0) }), null);
assert.equal(check(s, 0, { type: 'card.play', cardId: id, placement: at(0, 2) }), 'NOT_CONNECTED');
});
it('stacks Telephone on Telegraph and Radio on Telephone, never bare', () => {
const s = game();
addCard(s, at(0, 2), straight());
applyIntent(s, 0, { type: 'localOps.choose', option: 'draw' });
const phone = handEnhancement(s, 'telephone');
assert.equal(check(s, 0, { type: 'card.play', cardId: phone, placement: at(0, 2) }), 'NOT_CONNECTED');
const tel = handEnhancement(s, 'telegraph');
assert.ok(applyIntent(s, 0, { type: 'card.play', cardId: tel, placement: at(0, 2) }).ok);
const phone2 = handEnhancement(s, 'telephone');
assert.equal(check(s, 0, { type: 'card.play', cardId: phone2, placement: at(0, 2) }), null);
});
it('requires an Interlocking in the district before Facing Point Locks', () => {
const s = game();
addCard(s, at(0, 2), straight());
applyIntent(s, 0, { type: 'localOps.choose', option: 'draw' });
const fpl = handEnhancement(s, 'facingPointLocks');
assert.equal(check(s, 0, { type: 'card.play', cardId: fpl, placement: at(0, 2) }), 'NOT_CONNECTED');
const lock = handEnhancement(s, 'interlocking');
applyIntent(s, 0, { type: 'card.play', cardId: lock, placement: at(0, 2) });
const fpl2 = handEnhancement(s, 'facingPointLocks');
assert.equal(check(s, 0, { type: 'card.play', cardId: fpl2, placement: at(0, 2) }), null);
assert.ok(isProtectedFromDerail(areaOf(s, 0)) === false, 'not protected until actually played');
});
});
// ---------------------------------------------------------------------------
describe('Small Yard — the card that makes switching solvable', () => {
function yardGame() {
const s = game();
const yard = at(-1, 0);
const card = straight();
card.enhancements.push('smallYard');
addCard(s, yard, card);
const tray = placeTray(s, yard, [
{ type: 'boxcar', loaded: false },
{ type: 'hopper', loaded: true },
{ type: 'coach', loaded: false },
]);
applyIntent(s, 0, { type: 'localOps.choose', option: 'switch' });
return { s, tray, yard };
}
it('re-orders a consist, including bringing a buried car to the end', () => {
// §A.3 forces cars off in seated order, so without this the middle car can never be spotted.
const { s, tray } = yardGame();
const r = applyIntent(s, 0, { type: 'switch.sortConsist', trayId: tray, order: [0, 2, 1] });
assert.ok(r.ok);
assert.deepEqual(
s.trays.get(tray)!.consist.map((c) => c.type),
['boxcar', 'coach', 'hopper'],
'the hopper is now on the droppable end',
);
});
it('costs one Move — "spends one move in the yard"', () => {
const { s, tray } = yardGame();
const before = s.turn.movesRemaining;
applyIntent(s, 0, { type: 'switch.sortConsist', trayId: tray, order: [2, 1, 0] });
assert.equal(s.turn.movesRemaining, before - 1);
});
it('is refused anywhere without a Small Yard', () => {
const s = game();
addCard(s, at(-1, 0), straight());
const tray = placeTray(s, at(-1, 0), [
{ type: 'boxcar', loaded: false },
{ type: 'hopper', loaded: true },
]);
applyIntent(s, 0, { type: 'localOps.choose', option: 'switch' });
assert.equal(
check(s, 0, { type: 'switch.sortConsist', trayId: tray, order: [1, 0] }),
'NOT_CONNECTED',
);
});
it('refuses an order that is not a permutation of the consist', () => {
const { s, tray } = yardGame();
for (const bad of [[0, 1], [0, 1, 1], [0, 1, 5]]) {
assert.equal(
check(s, 0, { type: 'switch.sortConsist', trayId: tray, order: bad }),
'CONSIST_ORDER',
`accepted ${JSON.stringify(bad)}`,
);
}
});
});
// ---------------------------------------------------------------------------
describe('Interlocking and Yard Office relieve the Office', () => {
function inbound(s: GameState, consist: TrackCard['standing']) {
const id = 'inbound';
s.trays.set(id, {
id, trainNumber: 9, trainIsExtra: false, engineFront: true,
consist, direction: 'east', position: { at: 'mainline', index: 1 }, movesUsed: 0,
});
const ml = s.division.nodes[1];
if (ml?.kind === 'mainline') {
// Pin the terrain. Mainline types are drawn from the SHUFFLED deck, so deck composition
// would otherwise decide this test's outcome — and Double Track / Uncontrolled Siding set
// `trainsMayPass`, which legitimately removes the §8.1 bar being asserted here.
ml.card = 'plains';
ml.transits.push({ tray: id, stagesRemaining: 1, direction: 'east' });
}
s.clock.phase = 'mainline';
s.movedThisPhase = new Set();
return id;
}
it('holds a train at the Limits instead of colliding when the Office is full', () => {
// Gap 2d made a full Office an automatic collision. Interlocking is the designed answer.
const s = game();
const card = straight();
card.enhancements.push('interlocking');
addCard(s, at(0, 2), card);
areaOf(s, 0).adOccupancy = ['blocker'];
const id = inbound(s, [{ type: 'hopper', loaded: true }]);
advance(s);
assert.equal(s.players[0]!.revenue, 0, 'no collision penalty');
assert.ok(areaOf(s, 0).heldAtLimits.includes(id), 'train is held at the Limits');
});
it('still collides without an Interlocking', () => {
const s = game();
areaOf(s, 0).adOccupancy = ['blocker'];
inbound(s, [{ type: 'hopper', loaded: true }]);
advance(s);
assert.equal(s.players[0]!.revenue, -5);
});
it('diverts a coachless train to the Yard Office', () => {
const s = game();
const card = straight();
card.enhancements.push('yardOffice');
addCard(s, at(-1, 0), card);
const id = inbound(s, [{ type: 'hopper', loaded: true }]);
advance(s);
const pos = s.trays.get(id)!.position;
assert.ok(pos.at === 'grid' && pos.coord.row === -1, 'arrived at the Yard Office');
assert.ok(!areaOf(s, 0).adOccupancy.includes(id), 'did not take an A/D track');
});
it('does not divert a train carrying coaches', () => {
// "An inbound train with NO COACHES" — passengers must reach the Train Order Office.
const s = game();
const card = straight();
card.enhancements.push('yardOffice');
addCard(s, at(-1, 0), card);
const id = inbound(s, [{ type: 'coach', loaded: true }]);
advance(s);
assert.ok(areaOf(s, 0).adOccupancy.includes(id), 'a coach train must use the Office');
});
});
// ---------------------------------------------------------------------------
describe('ABS Signals amend the collision rule', () => {
it('turns a following-train judgment into a plain hold', () => {
// "Trains on this card will not rear-end each other. They will stop short of a collision."
const s = game();
const ml = s.division.nodes[1];
if (ml?.kind === 'mainline') {
// Pin the terrain — see the meet tests below. Double Track and Uncontrolled Siding let trains
// pass, so the following train would never be held and there would be nothing for ABS to do.
ml.card = 'plains';
ml.absSignals = true;
ml.transits.push({ tray: 'ahead', stagesRemaining: 2, direction: 'east' });
}
s.trays.set('ahead', {
id: 'ahead', trainNumber: 4, trainIsExtra: false, engineFront: true,
consist: [], direction: 'east', position: { at: 'mainline', index: 1 }, movesUsed: 0,
});
s.trays.set('behind', {
id: 'behind', trainNumber: 2, trainIsExtra: false, engineFront: true,
consist: [], direction: 'east', position: { at: 'divisionPoint', side: 'west' }, movesUsed: 0,
});
s.clock.phase = 'mainline';
s.movedThisPhase = new Set();
const r = advance(s);
assert.equal(r.needsInput, false, 'no clearance decision is needed with signals');
assert.equal(s.clock.pendingDecision, null);
assert.deepEqual(s.trays.get('behind')!.position, { at: 'divisionPoint', side: 'west' });
});
});
// ---------------------------------------------------------------------------
describe('Telegraph, Telephone and Radio dispatch meets', () => {
function meet(s: GameState, device?: string) {
if (device) {
const card = straight();
card.enhancements.push(device);
addCard(s, at(0, 2), card);
}
// An oncoming senior train — §8.1 makes this an absolute bar without a device.
s.trays.set('oncoming', {
id: 'oncoming', trainNumber: 3, trainIsExtra: false, engineFront: true,
consist: [], direction: 'west', position: { at: 'mainline', index: 1 }, movesUsed: 0,
});
const ml = s.division.nodes[1];
if (ml?.kind === 'mainline') {
// Pin the terrain. Mainline types are drawn from the shuffled deck, so deck composition would
// otherwise decide this test's outcome — and Double Track / Uncontrolled Siding set
// `trainsMayPass`, which legitimately removes the §8.1 bar this test is about.
ml.card = 'plains';
ml.transits.push({ tray: 'oncoming', stagesRemaining: 2, direction: 'west' });
}
s.trays.set('mine', {
id: 'mine', trainNumber: 9, trainIsExtra: false, engineFront: true,
consist: [], direction: 'east', position: { at: 'divisionPoint', side: 'west' }, movesUsed: 0,
});
s.clock.phase = 'mainline';
s.movedThisPhase = new Set();
}
it('holds a facing train with no device — §8.1 stands', () => {
const s = game();
meet(s);
advance(s);
assert.deepEqual(s.trays.get('mine')!.position, { at: 'divisionPoint', side: 'west' });
});
it('lets a junior train win the meet with a Telegraph', () => {
// Train 9 against Train 3: +4 makes the other count as 7 — still senior. Radio's +12 wins.
const s = game();
meet(s, 'radio');
advance(s);
assert.equal(s.trays.get('mine')!.position.at, 'mainline', 'the meet was dispatched');
assert.ok(areaOf(s, 0).dispatchUsedToday.includes('radio'));
});
it('spends each device only once a Day', () => {
const s = game();
meet(s, 'radio');
advance(s);
assert.deepEqual(areaOf(s, 0).dispatchUsedToday, ['radio']);
// Reset happens at the Day boundary.
s.clock.stage = 12;
s.clock.phase = 'shiftChange';
advance(s);
assert.deepEqual(areaOf(s, 0).dispatchUsedToday, [], 'devices reset each Day');
});
it('gives Radio the largest bonus and Telegraph the smallest', () => {
assert.equal(enhancementRule('telegraph')!.dispatchBonus, 4);
assert.equal(enhancementRule('telephone')!.dispatchBonus, 8);
assert.equal(enhancementRule('radio')!.dispatchBonus, 12);
});
});
// ---------------------------------------------------------------------------
describe('defensive enhancements', () => {
it('reports district protection only once actually built', () => {
// These guard against opponent-directed cards, which a solitaire deck omits entirely (Q6).
const s = game();
assert.equal(isProtectedFromDerail(areaOf(s, 0)), false);
const card = straight();
card.enhancements.push('facingPointLocks');
addCard(s, at(0, 2), card);
assert.equal(isProtectedFromDerail(areaOf(s, 0)), true);
assert.equal(hasDistrictEnhancement(areaOf(s, 0), 'waterColumn'), false);
});
});
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/**
* Mainline modifiers and Maneuver cards (implications.md §7).
*
* The 14 cards left after the Enhancements. These are NOT multiplayer-only: Brakeman, Airbrakes,
* Helpers and Realignment all change your own crossing times, and Red Flags prevents a rear-ender,
* which happens in solitaire too.
*
* Poling is deliberately absent — the recovered sheet records its effect as "TBD in the source", so
* there is nothing to implement and nothing to test.
*/
import { describe, it } from 'node:test';
import assert from 'node:assert/strict';
import { advance } from '../src/engine/advance.ts';
import { applyIntent, areaOf, check } from '../src/engine/apply.ts';
import {
MAINLINE_MODIFIER_CARDS,
MANEUVER_CARDS,
REALIGNMENTS,
crossingStages,
mainlineModifierRule,
} from '../src/engine/content.ts';
import { createGame } from '../src/engine/setup.ts';
import type { GameConfig, GameState, GridCoord, TrackCard } from '../src/engine/state.ts';
import { coordKey } from '../src/engine/state.ts';
const config: GameConfig = {
mode: 'solitaire',
victory: 'highestAfterDays',
length: 'standard',
optionalRules: { reducedVisibility: false, sisterTrains: false, employeeRotation: false, emergencyToolbox: false },
};
const game = (seed = 5): GameState => createGame({ id: 'g', seed, config, playerNames: ['p'] });
const at = (row: number, col: number): GridCoord => ({ row, col });
/** Puts a card of `kind`/`key` in hand and returns its id. */
function hand(s: GameState, kind: string, key: string): string {
for (const [id, card] of s.cards) {
const k = card.kind as { kind: string; key?: string };
if (k.kind === kind && k.key === key) {
s.decks.hands.set(0, [id]);
return id;
}
}
throw new Error(`no ${kind} card: ${key}`);
}
/** A Mainline node pinned to a known terrain, so deck composition cannot decide an outcome. */
function pinned(s: GameState, index: number, card: string) {
const node = s.division.nodes[index];
if (node?.kind !== 'mainline') throw new Error(`node ${index} is not a Mainline card`);
node.card = card as never;
node.transits = [];
return node;
}
/** Lets the player actually play a card this turn. */
function drawTurn(s: GameState): void {
s.clock.phase = 'localOps';
s.clock.currentActor = 0;
s.turn.option = 'draw';
s.turn.drawnThisTurn = true;
}
// ---------------------------------------------------------------------------
describe('grade modifiers change crossing time', () => {
it('a Heavy Grade takes two Stages bare', () => {
assert.equal(crossingStages('heavyGrade', 'fast', false), 2);
});
it('Brakeman speeds the descent but not the climb', () => {
// Q11 — the card prints "(Up)" and "Player sets orientation", so the last argument is which
// way is UPHILL. With up = east, a westbound train is descending.
assert.equal(crossingStages('heavyGrade', 'fast', false, ['brakeman'], 'west', 'east'), 1);
assert.equal(crossingStages('heavyGrade', 'fast', false, ['brakeman'], 'east', 'east'), 2);
});
it('follows the orientation the player chose, not a fixed compass direction', () => {
// The same train on the same card, with the card turned around: Brakeman helps a westbound
// train on an east-climbing grade, and an eastbound one when the grade climbs west.
assert.equal(crossingStages('heavyGrade', 'fast', false, ['brakeman'], 'east', 'west'), 1);
assert.equal(crossingStages('heavyGrade', 'fast', false, ['brakeman'], 'west', 'west'), 2);
assert.equal(crossingStages('heavyGrade', 'fast', false, ['helpers'], 'west', 'west'), 1);
assert.equal(crossingStages('heavyGrade', 'fast', false, ['helpers'], 'east', 'west'), 2);
});
it('Helpers speed the climb but not the descent', () => {
assert.equal(crossingStages('heavyGrade', 'fast', false, ['helpers'], 'east', 'east'), 1);
assert.equal(crossingStages('heavyGrade', 'fast', false, ['helpers'], 'west', 'east'), 2);
});
it('Airbrakes stack with Brakeman on a slow train', () => {
// A slow train pays 3 on a grade; Brakeman and Airbrakes take one Stage each.
assert.equal(crossingStages('heavyGrade', 'slow', false, [], 'west', 'east'), 3);
assert.equal(crossingStages('heavyGrade', 'slow', false, ['brakeman'], 'west', 'east'), 2);
assert.equal(
crossingStages('heavyGrade', 'slow', false, ['brakeman', 'airbrakes'], 'west', 'east'),
1,
);
});
it('never lets a train cross in no time', () => {
assert.equal(
crossingStages('heavyGrade', 'fast', false, ['brakeman', 'airbrakes'], 'west', 'east'),
1,
);
});
it('leaves non-grade cards alone', () => {
// Brakeman on Plains would be an illegal placement anyway; the maths must not move regardless.
assert.equal(crossingStages('plains', 'fast', false, ['brakeman'], 'west', 'east'), 1);
assert.equal(crossingStages('curves', 'fast', false, ['helpers'], 'east', 'east'), 2);
});
});
describe('placing a Mainline modifier', () => {
it('accepts Brakeman on a grade', () => {
const s = game();
pinned(s, 1, 'heavyGrade');
drawTurn(s);
const cardId = hand(s, 'mainlineModifier', 'brakeman');
assert.equal(check(s, 0, { type: 'mainline.modify', cardId, node: 1 }), null);
});
it('rejects Brakeman on anything but a grade', () => {
const s = game();
pinned(s, 1, 'plains');
drawTurn(s);
const cardId = hand(s, 'mainlineModifier', 'brakeman');
assert.equal(check(s, 0, { type: 'mainline.modify', cardId, node: 1 }), 'NOT_A_GRADE');
});
it('requires Brakeman before Airbrakes', () => {
const s = game();
const node = pinned(s, 1, 'heavyGrade');
drawTurn(s);
const cardId = hand(s, 'mainlineModifier', 'airbrakes');
assert.equal(check(s, 0, { type: 'mainline.modify', cardId, node: 1 }), 'NOT_CONNECTED');
node.modifiers = ['brakeman'];
assert.equal(check(s, 0, { type: 'mainline.modify', cardId, node: 1 }), null);
});
it('will not modify a card with a train on it', () => {
const s = game();
const node = pinned(s, 1, 'heavyGrade');
node.transits.push({ tray: 'someone', stagesRemaining: 1, direction: 'east' });
drawTurn(s);
const cardId = hand(s, 'mainlineModifier', 'brakeman');
assert.equal(check(s, 0, { type: 'mainline.modify', cardId, node: 1 }), 'TRAIN_ON_CARD');
});
it('rejects a Mainline node that is not a Mainline card', () => {
const s = game();
drawTurn(s);
const cardId = hand(s, 'mainlineModifier', 'brakeman');
// Node 0 is the western Division Point.
assert.equal(check(s, 0, { type: 'mainline.modify', cardId, node: 0 }), 'NO_PLACEMENT');
});
it('lays the modifier and spends the card', () => {
const s = game();
const node = pinned(s, 1, 'heavyGrade');
drawTurn(s);
const cardId = hand(s, 'mainlineModifier', 'brakeman');
const r = applyIntent(s, 0, { type: 'mainline.modify', cardId, node: 1 });
assert.ok(r.ok, 'placement should be accepted');
assert.deepEqual(node.modifiers, ['brakeman']);
assert.ok(!(s.decks.hands.get(0) ?? []).includes(cardId), 'card should leave the hand');
assert.ok(s.decks.salvageYard.includes(cardId), 'card should reach the Salvage Yard');
});
});
describe('Realignment converts one Mainline type to another', () => {
it('converts according to the table', () => {
const s = game();
const node = pinned(s, 1, 'curves');
drawTurn(s);
const cardId = hand(s, 'mainlineModifier', 'realignment');
const r = applyIntent(s, 0, { type: 'mainline.modify', cardId, node: 1 });
assert.ok(r.ok);
assert.equal(node.card, 'plains', 'Curves realigns to Plains');
// The point of the card: Curves is a 30 (two Stages), Plains a 60 (one).
assert.equal(crossingStages(node.card, 'fast', false), 1);
});
it('refuses a card with no conversion listed', () => {
const s = game();
// Tunnel is not a `from` in REALIGNMENTS.
assert.ok(!REALIGNMENTS.some((r) => r.from === 'tunnel'));
pinned(s, 1, 'tunnel');
drawTurn(s);
const cardId = hand(s, 'mainlineModifier', 'realignment');
assert.equal(check(s, 0, { type: 'mainline.modify', cardId, node: 1 }), 'NO_PLACEMENT');
});
it('applies to any Mainline card, not only grades', () => {
assert.equal(mainlineModifierRule('realignment')?.gradeOnly, false);
});
});
describe('Red Flags protect a stopped train', () => {
/** A slow train `behind` closing on a stopped train `ahead`, both eastbound on node 1. */
function rearEnder(s: GameState) {
const node = pinned(s, 1, 'plains');
node.transits.push({ tray: 'ahead', stagesRemaining: 2, direction: 'east' });
s.trays.set('ahead', {
id: 'ahead', trainNumber: 4, trainIsExtra: false, engineFront: true,
consist: [], direction: 'east', position: { at: 'mainline', index: 1 }, movesUsed: 0,
});
s.trays.set('behind', {
id: 'behind', trainNumber: 2, trainIsExtra: false, engineFront: true,
consist: [], direction: 'east', position: { at: 'divisionPoint', side: 'west' }, movesUsed: 0,
});
const dp = s.division.nodes[0];
if (dp?.kind === 'divisionPoint') dp.holding.push('behind');
s.clock.phase = 'mainline';
s.movedThisPhase = new Set();
return node;
}
it('holds the approaching train instead of letting it close', () => {
const s = game();
const node = rearEnder(s);
node.redFlagged = ['ahead'];
advance(s);
assert.deepEqual(
s.trays.get('behind')!.position,
{ at: 'divisionPoint', side: 'west' },
'the flagged train must not be approached',
);
});
it('comes in when the protected train rolls', () => {
const s = game();
const node = rearEnder(s);
node.redFlagged = ['ahead'];
// Bring the protected train to the end of its crossing so it leaves the card.
node.transits[0]!.stagesRemaining = 1;
for (let i = 0; i < 12 && (node.redFlagged?.length ?? 0) > 0; i++) advance(s);
assert.deepEqual(node.redFlagged, [], 'flags come in once the train moves off');
});
it('only protects a train out on the Mainline', () => {
const s = game();
rearEnder(s);
s.clock.phase = 'localOps';
s.clock.currentActor = 0;
const cardId = hand(s, 'maneuver', 'redFlags');
assert.equal(
check(s, 0, { type: 'maneuver.redFlags', cardId, trayId: 'behind' }),
'NO_PLACEMENT',
'a train sitting at a Division Point cannot be rear-ended',
);
assert.equal(check(s, 0, { type: 'maneuver.redFlags', cardId, trayId: 'ahead' }), null);
});
it('will not double-flag the same train', () => {
const s = game();
const node = rearEnder(s);
s.clock.phase = 'localOps';
s.clock.currentActor = 0;
const cardId = hand(s, 'maneuver', 'redFlags');
node.redFlagged = ['ahead'];
assert.equal(
check(s, 0, { type: 'maneuver.redFlags', cardId, trayId: 'ahead' }),
'OPTION_ALREADY_CHOSEN',
);
});
});
describe('Flying Switch rolls a cut into an industry', () => {
/** A crew on a straight with a facility next door, mid-switch. */
function setup(s: GameState) {
const area = areaOf(s, 0);
// A flying switch rolls the cut ALONG THE TRACK, so the spur and the industry must be joined
// north-south. Built east-west, they are two unconnected cards that merely look adjacent.
const spur: TrackCard = {
geometry: { kind: 'track', geometry: 'straight', axis: 'ns' },
baseOperationalRail: true,
standing: [],
facility: null,
modifiers: [],
enhancements: [],
};
area.grid.set(coordKey(at(-1, 0)), spur);
const industry: TrackCard = {
geometry: { kind: 'track', geometry: 'straight', axis: 'ns' },
baseOperationalRail: true,
standing: [],
facility: {
kind: 'freight', subtype: 'mineTipple',
allows: { outbound: true, inbound: false },
outboundBox: [], inboundBox: [],
capacity: { outbound: 1, inbound: 0 },
menAtWork: [null, null, null],
industryTrack: { length: 2, cars: [] },
laborers: 1, porters: 0,
usedThisStage: { laborers: 0, porters: 0 },
},
modifiers: [],
enhancements: [],
};
area.grid.set(coordKey(at(-2, 0)), industry);
s.trays.set('crew', {
id: 'crew', trainNumber: 1, trainIsExtra: false, engineFront: true,
consist: [{ type: 'hopper', loaded: false }, { type: 'boxcar', loaded: false }],
// Facing SOUTH, down the spur. `direction` only carries east/west, so a crew on north-south
// track needs its actual port — without it the engine looks for an east exit the card has not
// got, and the crew has no legal moves at all.
direction: 'east', facing: 's',
position: { at: 'grid', owner: 0, coord: at(-1, 0) }, movesUsed: 0,
});
s.clock.phase = 'localOps';
s.clock.currentActor = 0;
s.turn.option = 'switch';
s.turn.movesRemaining = 6;
return industry;
}
it('drops the cut onto the industry track without moving the engine', () => {
const s = game();
const industry = setup(s);
const cardId = hand(s, 'maneuver', 'flyingSwitch');
const r = applyIntent(s, 0, {
type: 'maneuver.flyingSwitch', cardId, trayId: 'crew', count: 1, to: at(-2, 0),
});
assert.ok(r.ok, 'the flying switch should be accepted');
assert.equal(industry.facility!.industryTrack.cars.length, 1, 'car reaches the industry track');
assert.equal(industry.facility!.industryTrack.cars[0]!.type, 'boxcar', '§A.3 — the back car');
assert.equal(s.trays.get('crew')!.consist.length, 1, 'the cut leaves the consist');
assert.deepEqual(
s.trays.get('crew')!.position,
{ at: 'grid', owner: 0, coord: at(-1, 0) },
'the engine never enters the industry',
);
assert.equal(s.turn.movesRemaining, 5, 'the manoeuvre costs a Move');
});
it('only reaches an adjacent card', () => {
const s = game();
setup(s);
const cardId = hand(s, 'maneuver', 'flyingSwitch');
assert.equal(
check(s, 0, { type: 'maneuver.flyingSwitch', cardId, trayId: 'crew', count: 1, to: at(-4, 0) }),
'NOT_CONNECTED',
);
});
it('rolls into an industry, not onto plain track', () => {
const s = game();
setup(s);
const cardId = hand(s, 'maneuver', 'flyingSwitch');
// (0,0) is the Office — track-connected to the crew, but not a freight industry.
assert.equal(
check(s, 0, { type: 'maneuver.flyingSwitch', cardId, trayId: 'crew', count: 1, to: at(0, 0) }),
'CANNOT_DROP_HERE',
);
});
it('will not roll onto a card with no track connection', () => {
const s = game();
setup(s);
const area = areaOf(s, 0);
// An industry sitting beside the crew, but joined east-west while the spur runs north-south.
const stranded = { ...area.grid.get(coordKey(at(-2, 0)))! };
stranded.geometry = { kind: 'track', geometry: 'straight', axis: 'ew' };
area.grid.set(coordKey(at(-1, 1)), stranded);
const cardId = hand(s, 'maneuver', 'flyingSwitch');
assert.equal(
check(s, 0, { type: 'maneuver.flyingSwitch', cardId, trayId: 'crew', count: 1, to: at(-1, 1) }),
'NOT_CONNECTED',
);
});
it('cannot cut more cars than it is hauling', () => {
const s = game();
setup(s);
const cardId = hand(s, 'maneuver', 'flyingSwitch');
assert.equal(
check(s, 0, { type: 'maneuver.flyingSwitch', cardId, trayId: 'crew', count: 5, to: at(-2, 0) }),
'CONSIST_EMPTY',
);
});
});
describe('card coverage', () => {
it('every Mainline modifier is either implemented or a known duplicate', () => {
for (const card of MAINLINE_MODIFIER_CARDS) {
const known =
mainlineModifierRule(card.key) !== null || card.key === 'facingPointLocksMainline';
assert.ok(known, `${card.key} has no rule and is not the Facing Point Locks duplicate`);
}
});
it('Poling remains unimplemented, deliberately', () => {
// Guard against someone "fixing" this by inventing an effect. The sheet says TBD; until the
// source says otherwise, a silent no-op would be worse than a rejection.
const poling = MANEUVER_CARDS.find((c) => c.key === 'poling');
assert.ok(poling, 'Poling should still be in the deck');
assert.match(poling!.effect, /TBD/i);
});
});
// ---------------------------------------------------------------------------
describe('the Limits sign moves with the Running Track (§2.1, Gap 4a)', () => {
it('refuses to build beyond the Limits sign', () => {
// §2.1 — the Running Track runs BETWEEN the Limits, so the sign is the only growth point.
// Offering the square PAST it produced, from one straight laid at (0,2):
// limits · Whistle Post · limits · straight · limits
// — track on the far side of the sign, and a second sign planted beyond that.
const s = game();
const area = areaOf(s, 0);
s.turn.option = 'draw';
const beyondEast = { row: area.runningRow, col: area.limitsEast.col + 1 };
const beyondWest = { row: area.runningRow, col: area.limitsWest.col - 1 };
for (const placement of [beyondEast, beyondWest]) {
assert.notEqual(
check(s, 0, { type: 'track.lay', geometry: 'straight', hand: 'none', placement, variant: 0 }),
null,
`(${placement.row},${placement.col}) is outside the Limits and must not be placeable`,
);
}
// The sign itself IS legal — that is how the Running Track grows.
assert.equal(
check(s, 0, {
type: 'track.lay', geometry: 'straight', hand: 'none',
placement: { row: area.runningRow, col: area.limitsEast.col }, variant: 0,
}),
null,
'laying on the Limits sign must be how the track extends',
);
// The district hangs below the Running Track and is not bounded by the Limits at all.
assert.equal(
check(s, 0, {
type: 'track.lay', geometry: 'straight', hand: 'none',
placement: { row: area.runningRow - 1, col: 0 }, variant: 1,
}),
null,
'Secondary Track below the Office must stay legal',
);
});
it('keeps the Limits at the ends, never stranded mid-track', () => {
// Found by watching a replay: a district grew to
// (0,-5) (0,-4) (0,-3) (0,-2)=Power Plant [LIMITS] (0,0)=Office [LIMITS] (0,2) …
// with everything beyond (0,-2) built OUTSIDE a sign that never moved. Not cosmetic — §8.1 and
// §10 both reason about "the track between the train and the Limits", and running past a
// player's Limits is what makes a collision his fault.
const s = game();
const area = areaOf(s, 0);
s.turn.option = 'draw';
for (let n = 0; n < 4; n++) {
s.turn.laidThisTurn = false;
const target = { row: area.runningRow, col: area.limitsWest.col };
const r = applyIntent(s, 0, {
type: 'track.lay', geometry: 'straight', hand: 'none', placement: target, variant: 0,
});
assert.ok(r.ok, `extending onto the Limits should be legal (attempt ${n + 1})`);
}
const onRunning = [...area.grid.entries()]
.map(([k, c]) => ({ col: Number(k.split(',')[1]), kind: c.geometry.kind }))
.filter((x) => !Number.isNaN(x.col));
const limits = onRunning.filter((x) => x.kind === 'limits').map((x) => x.col).sort((a, b) => a - b);
const cols = onRunning.map((x) => x.col);
assert.equal(limits.length, 2, 'there must be exactly two Limits signs');
assert.equal(limits[0], Math.min(...cols), 'the west sign must be the westernmost card');
assert.equal(limits[1], Math.max(...cols), 'the east sign must be the easternmost card');
});
});
describe("a train is made up to its card's consist (§8.2)", () => {
it('takes a caboose when the card calls for one, and refuses a fourth freight car', () => {
// Train 9 "Heavy Freight" is freight 3 + caboose 1. It was being made up with FOUR hoppers and
// no caboose, because placeCar checked only MAX_CONSIST and yard availability.
const s = game();
s.clock.phase = 'newTrain';
s.trays.set('t', {
id: 't', trainNumber: 9, trainIsExtra: false, engineFront: true,
consist: [], direction: 'west', position: { at: 'divisionPoint', side: 'east' }, movesUsed: 0,
});
for (let n = 0; n < 3; n++) {
const r = applyIntent(s, 0, { type: 'newTrain.placeCar', trayId: 't', carType: 'hopper', loaded: true });
assert.ok(r.ok, `hopper ${n + 1} of 3 should be accepted`);
}
assert.equal(
check(s, 0, { type: 'newTrain.placeCar', trayId: 't', carType: 'hopper', loaded: true }),
'NO_SUITABLE_CAR',
'a fourth freight car exceeds the card',
);
assert.equal(
check(s, 0, { type: 'newTrain.placeCar', trayId: 't', carType: 'coach', loaded: true }),
'NO_SUITABLE_CAR',
'this card carries no coaches',
);
assert.equal(
check(s, 0, { type: 'newTrain.placeCar', trayId: 't', carType: 'caboose', loaded: true }),
null,
'the card calls for a caboose',
);
});
it('couples nothing behind the caboose', () => {
// §A.3 — the caboose rides last.
const s = game();
s.clock.phase = 'newTrain';
s.trays.set('t', {
id: 't', trainNumber: 9, trainIsExtra: false, engineFront: true,
consist: [{ type: 'caboose', loaded: true }],
direction: 'west', position: { at: 'divisionPoint', side: 'east' }, movesUsed: 0,
});
assert.equal(
check(s, 0, { type: 'newTrain.placeCar', trayId: 't', carType: 'hopper', loaded: true }),
'NO_SUITABLE_CAR',
);
});
});
+61 -2
View File
@@ -191,7 +191,7 @@ describe('replay HTML', () => {
});
it('offers the controls that make it usable', () => {
for (const id of ['play', 'back', 'fwd', 'scrub', 'stage', 'money', 'crash']) {
for (const id of ['play', 'back', 'fwd', 'scrub', 'stage', 'money', 'crash', 'waste', 'jam', 'decision']) {
assert.ok(html.includes(`id="${id}"`), `missing control: ${id}`);
}
});
@@ -207,7 +207,7 @@ describe('replay HTML', () => {
it('wires a handler to every control', () => {
const js = html.slice(html.lastIndexOf('<script>') + 8, html.lastIndexOf('</script>'));
for (const id of ['play', 'back', 'fwd', 'first', 'stage', 'money', 'crash']) {
for (const id of ['play', 'back', 'fwd', 'first', 'stage', 'money', 'crash', 'waste', 'jam']) {
assert.match(js, new RegExp(`\\$\\('${id}'\\)\\.onclick`), `no handler bound to ${id}`);
}
assert.match(js, /\$\('scrub'\)\.oninput/, 'no handler bound to scrub');
@@ -233,6 +233,65 @@ describe('replay HTML', () => {
assert.match(String(els.get('when')?.textContent ?? ''), /Day \d+/);
});
it('records what the bot chose, why, and what it passed over', () => {
// The replay could always show what happened, never what COULD have happened — so a daft move
// was visible but the alternatives it declined were not, which is what you need to say what it
// should have done instead.
const rec = record(202, 'standard');
const decided = rec.frames.filter((f) => f.decision !== null);
assert.ok(decided.length > 0, 'no frame carried a decision');
for (const f of decided) {
assert.ok(f.decision!.chose.length > 0, 'a decision with no chosen action');
assert.ok(f.decision!.why.length > 0, 'a decision with no stated reason');
assert.ok(f.decision!.totalOptions >= 1, 'a decision offering nothing');
}
// The reasons must come from the bot's own branches, not a generic fallback for everything.
const reasons = new Set(decided.map((f) => f.decision!.why));
assert.ok(reasons.size > 5, `only ${reasons.size} distinct reasons — the branches are not reporting`);
// Turns with real alternatives must show them, or the panel is decoration.
assert.ok(
decided.some((f) => f.decision!.rejected.length > 0),
'no frame ever recorded a rejected option',
);
});
it('flags jammed facilities and can tell them from ready ones', () => {
const rec = record(202, 'standard');
for (const f of rec.frames) {
for (const x of f.facilities) {
// A jam is precisely "work on WORK that cannot come off", so it can never be 'ready'.
assert.ok(!(x.jammed && x.canFinish), `${x.name} reported both jammed and ready`);
}
}
});
it('renders a LATER frame, where the board state is carried forward', () => {
// The page omits cells/facilities/division when unchanged and resolves them by walking back —
// 63% of a 5.2 MB payload was the same grid re-serialised every frame. Rendering only frame 0
// would never exercise that path, because frame 0 always carries everything.
const js = html.slice(html.lastIndexOf('<script>') + 8, html.lastIndexOf('</script>'));
const els = new Map<string, Record<string, unknown>>();
const stub = {
getElementById: (id: string) => {
if (!els.has(id)) els.set(id, { textContent: '', innerHTML: '', value: '', style: {}, max: 0 });
return els.get(id);
},
};
// Append a jump to a late frame so render() runs against carried-forward state.
const run = new Function('document', 'setInterval', 'clearInterval', js + '\n;go(FRAMES.length - 1);');
assert.doesNotThrow(
() => run(stub, () => 0, () => undefined),
'the page threw rendering a frame whose board state was carried forward',
);
assert.ok(
String(els.get('grid')?.innerHTML ?? '').length > 0,
'the grid rendered empty on a carried-forward frame',
);
});
it('stays a sane size', () => {
const mb = Buffer.byteLength(html) / 1024 / 1024;
assert.ok(mb < 5, `replay is ${mb.toFixed(1)} MB`);
+34 -16
View File
@@ -49,17 +49,21 @@ const newSolitaireGame = (seed = 1234) =>
// ---------------------------------------------------------------------------
describe('card catalogue (component 1)', () => {
it('composes the 115-card deck from the design', () => {
// Transcribed from docs/Deck cards2.xlsx; the sheet's own total is 115.
assert.equal(DECK_SIZE, 115);
it('composes the 140-card deck from the design', () => {
// Transcribed from docs/Deck cards2.xlsx, whose own total is 115 — plus 18 extra industry cards
// (Gap 12, industries 9 → 27) and 7 extra office cards (Q12, offices 7 → 14). Both are
// deliberate departures from the sheet and both are flagged provisional in content.ts.
assert.equal(DECK_SIZE, 140);
assert.equal(buildDeck().length, DECK_SIZE);
});
it('matches the design deck composition exactly', () => {
const byCategory = Object.fromEntries(deckComposition().map((c) => [c.category, c.count]));
assert.deepEqual(byCategory, {
office: 7,
industry: 9,
// 14, not the sheet's 7 — Q12 office density; see OFFICE_PROFILES.
office: 14,
// 27, not the sheet's 9 — Gap 12 industry density; see INDUSTRY_PROFILES.
industry: 27,
modifier: 23,
train: 22,
spaceUse: 12,
@@ -72,13 +76,13 @@ describe('card catalogue (component 1)', () => {
it('removes opponent-directed cards from a solitaire deck', () => {
// Q6 — Space-use and Action cards can only be played AT another player, so in a one-player
// game they would be 22 of 115 draws (19%) that do nothing.
assert.equal(SOLITAIRE_DECK_SIZE, 93);
// game they would be 22 of 140 draws (16%) that do nothing.
assert.equal(SOLITAIRE_DECK_SIZE, 118);
const solo = buildDeck('solitaire');
assert.equal(solo.length, 93);
assert.equal(solo.length, 118);
assert.ok(!solo.some((c) => c.kind.kind === 'spaceUse' || c.kind.kind === 'action'));
// A competitive deck keeps them.
assert.equal(buildDeck('competitive').length, 115);
assert.equal(buildDeck('competitive').length, 140);
});
it('keeps track OUT of the deck, as a per-player supply', () => {
@@ -179,8 +183,20 @@ describe('card catalogue (component 1)', () => {
});
it('forms an office pyramid so the strict upgrade sequence cannot stall', () => {
// Assert the PROPERTY, not the literal counts. Upgrades are strictly sequential (Gap 3b), so
// every tier must be at least as common as the one above it — otherwise players reach a rung
// whose next card is scarcer than the one that got them there. Densities are provisional (Q12)
// and expected to move again; the pyramid shape is what must survive.
const inDeck = OFFICE_PROFILES.filter((o) => o.copiesInDeck > 0).map((o) => o.copiesInDeck);
assert.deepEqual(inDeck, [4, 2, 1]);
assert.ok(inDeck.length >= 2, 'there must be an upgrade ladder at all');
for (let i = 1; i < inDeck.length; i++) {
assert.ok(
inDeck[i]! <= inDeck[i - 1]!,
`tier ${i} has ${inDeck[i]} copies but the tier below it has ${inDeck[i - 1]}`,
);
}
// The Whistle Post is the starting state, never a card.
assert.equal(OFFICE_PROFILES.find((o) => o.tier === 'whistlePost')!.copiesInDeck, 0);
});
it('walks the upgrade sequence without skipping', () => {
@@ -190,9 +206,11 @@ describe('card catalogue (component 1)', () => {
assert.equal(nextOfficeTier('terminal'), null);
});
it('supplies 62 rolling stock pieces', () => {
assert.equal(TOTAL_ROLLING_STOCK, 62);
assert.equal(buildRollingStock().length, 62);
it('supplies the full rolling stock roster', () => {
// 80 pieces after the Gap 12 supply scale-up. Asserted against the constant rather than a
// literal so the invariant is "the yard holds exactly the roster", not a number to re-edit.
assert.equal(TOTAL_ROLLING_STOCK, 80);
assert.equal(buildRollingStock().length, TOTAL_ROLLING_STOCK);
});
it('never demands more cars than the supply can furnish', () => {
@@ -340,7 +358,7 @@ describe('game setup (component 2)', () => {
...g.decks.salvageYard,
...[...g.decks.hands.values()].flat(),
];
// A solitaire deck omits the 22 opponent-directed cards (Q6), so it holds 93, not 115.
// A solitaire deck omits the 22 opponent-directed cards (Q6), so it holds 118, not 140.
assert.equal(all.length, SOLITAIRE_DECK_SIZE, 'cards lost or duplicated');
assert.equal(new Set(all).size, SOLITAIRE_DECK_SIZE, 'duplicate card ids');
});
@@ -357,9 +375,9 @@ describe('game setup (component 2)', () => {
assert.equal(newSolitaireGame().freeTrays.length, 4);
});
it('puts all 62 rolling stock pieces in the Division Yard', () => {
it('puts every rolling stock piece in the Division Yard', () => {
const g = newSolitaireGame();
assert.equal(g.yards.divisionYard.length, 62);
assert.equal(g.yards.divisionYard.length, TOTAL_ROLLING_STOCK);
assert.equal(g.yards.classificationYard.length, 0);
});
+31
View File
@@ -287,3 +287,34 @@ describe('switching accomplishes something (regression)', () => {
assert.ok(moves < 60, `${moves.toFixed(0)} Moves per game suggests aimless shuttling`);
});
});
describe('measurement discipline', () => {
it('the observer sees exactly the events the log records', () => {
// REGRESSION, against a measurement bug rather than a game bug. Events reach the log from TWO
// sources — the phase driver (`pump`) and player intents (`applyIntent`). An ad-hoc probe that
// watched only the first reported "60 of 60 games never upgraded past Whistle Post" while the
// Office tier histogram from the same run plainly showed Depots, Stations and Terminals.
//
// A wrong measurement is worse than a missing one: it gets believed and acted on. This asserts
// the observer hook cannot drift from the log, so probes have one trustworthy way in and no
// reason to hand-roll the drive loop again.
const seen: string[] = [];
const s = createGame({ id: 'obs', seed: 4242, config: { ...config, length: 'standard' }, playerNames: ['b'] });
const out = playGame(s, developerBot, pump, 50_000, (e) => seen.push(e.type));
assert.ok(out.events.length > 0, 'a finished game must produce events');
assert.deepEqual(seen, out.events.map((e) => e.type));
});
it('records office upgrades where a probe can actually find them', () => {
// The upgrade arrives via applyIntent, not pump — the exact branch the broken probe missed.
// Asserted across several seeds because a single game may never draw a Depot card.
let upgrades = 0;
for (let seed = 0; seed < 25; seed++) {
const s = createGame({ id: `u${seed}`, seed, config: { ...config, length: 'standard' }, playerNames: ['b'] });
const out = playGame(s, developerBot, pump);
upgrades += out.events.filter((e) => e.type === 'officeUpgraded').length;
}
assert.ok(upgrades > 0, 'no office upgrade was visible in the event log across 25 games');
});
});
+9
View File
@@ -36,6 +36,7 @@ const straight = (standing: RollingStock[] = []): TrackCard => ({
standing,
facility: null,
modifiers: [],
enhancements: [],
});
/** A straight rotated to run north-south. Needed to meet the Office's junction stubs (Gap 11). */
@@ -45,6 +46,7 @@ const nsStraight = (standing: RollingStock[] = []): TrackCard => ({
standing,
facility: null,
modifiers: [],
enhancements: [],
});
const turnout = (o?: TurnoutOrientation): TrackCard => ({
@@ -55,6 +57,7 @@ const turnout = (o?: TurnoutOrientation): TrackCard => ({
standing: [],
facility: null,
modifiers: [],
enhancements: [],
});
const officeCard = (): TrackCard => ({
@@ -63,6 +66,7 @@ const officeCard = (): TrackCard => ({
standing: [],
facility: null,
modifiers: [],
enhancements: [],
});
const lockedFacility = (): TrackCard => ({
@@ -84,6 +88,7 @@ const lockedFacility = (): TrackCard => ({
usedThisStage: { laborers: 0, porters: 0 },
},
modifiers: [],
enhancements: [],
});
const car = (): RollingStock => ({ type: 'boxcar', loaded: false });
@@ -100,6 +105,9 @@ function areaFrom(cards: Record<string, TrackCard>, officeCoord: GridCoord): Off
limitsWest: { row: officeCoord.row, col: officeCoord.col - 2 },
limitsEast: { row: officeCoord.row, col: officeCoord.col + 2 },
adOccupancy: [],
heldAtLimits: [],
dispatchUsedToday: [],
trackSupply: new Map(),
};
}
@@ -159,6 +167,7 @@ describe('ports and geometry', () => {
standing: [],
facility: null,
modifiers: [],
enhancements: [],
};
assert.deepEqual(exitsFrom(r, 's'), ['w']);
});
+644
View File
@@ -0,0 +1,644 @@
/**
* The playable browser build.
*
* These tests drive `game.ts` exactly as the page does — take the offered actions, submit one, look
* at the new position — so "it compiles" is never mistaken for "it plays".
*/
import { describe, it } from 'node:test';
import assert from 'node:assert/strict';
import { execFileSync } from 'node:child_process';
import { existsSync, readFileSync, readdirSync } from 'node:fs';
import { dirname, join, resolve } from 'node:path';
import { cardDescription, describeIntent } from '../src/sim/view.ts';
import {
actionGroups,
actionMenu,
handPlayable,
currentActor,
fromSave,
newGame,
submit,
toSave,
view,
} from '../src/web/game.ts';
/** Play a whole game by always taking the first offered action. */
function playThrough(seed: number, maxTurns = 20_000) {
const game = newGame(seed);
let turns = 0;
for (; turns < maxTurns; turns++) {
if (currentActor(game) === null) break;
const { options, groups } = actionGroups(game);
if (groups.length === 0 || options.length === 0) break;
const first = groups[0]!.actions[0]!;
if (!submit(game, options[first.index]!)) break;
}
return { game, turns };
}
describe('the browser game plays', () => {
it('reaches the end of a game through the same calls the page makes', () => {
const { game, turns } = playThrough(77);
assert.ok(turns > 50, `only ${turns} decisions — the game stalled`);
assert.equal(game.state.status, 'finished');
assert.ok(game.state.outcome !== null, 'a finished game must have an outcome');
});
it('never offers an action the engine then refuses', () => {
// The action list comes from legalActions, which delegates to check — so every button on the
// page must be accepted. A rejection here means the UI and the rules disagree.
const game = newGame(21);
for (let i = 0; i < 300; i++) {
if (currentActor(game) === null) break;
const { options, groups } = actionGroups(game);
if (groups.length === 0) break;
const pick = groups[groups.length - 1]!.actions[0]!;
assert.ok(submit(game, options[pick.index]!), 'the engine refused an offered action');
}
});
it('offers every legal action somewhere, dropping none', () => {
// Grouping is presentation. If a kind is not named in GROUP_ORDER it must still appear, or a
// legal move becomes unreachable in a way that is very hard to notice.
const game = newGame(5);
for (let i = 0; i < 120; i++) {
if (currentActor(game) === null) break;
const { options, groups } = actionGroups(game);
if (options.length === 0) break;
const shown = new Set(groups.flatMap((g) => g.actions.map((a) => a.index)));
const kinds = new Set(options.map((o) => o.type));
const shownKinds = new Set([...shown].map((i2) => options[i2]!.type));
assert.deepEqual(shownKinds, kinds, 'a kind of legal action was not offered at all');
submit(game, options[[...shown][0]!]!);
}
});
it('restores a saved game to the same position', () => {
// A save is the seed plus the intents; replaying them must reproduce the game exactly. That is
// the payoff of event sourcing, and it is only true while the RNG stays seeded.
const game = newGame(909);
for (let i = 0; i < 80; i++) {
if (currentActor(game) === null) break;
const { options, groups } = actionGroups(game);
if (groups.length === 0) break;
submit(game, options[groups[0]!.actions[0]!.index]!);
}
const restored = fromSave(toSave(game));
assert.equal(restored.state.players[0]!.revenue, game.state.players[0]!.revenue);
assert.equal(restored.state.clock.day, game.state.clock.day);
assert.equal(restored.state.clock.stage, game.state.clock.stage);
assert.equal(restored.state.status, game.state.status);
assert.deepEqual(view(restored).cells, view(game).cells, 'the board differs after restore');
});
it('is deterministic — the same seed deals the same game', () => {
const a = playThrough(4242).game;
const b = playThrough(4242).game;
assert.equal(a.state.players[0]!.revenue, b.state.players[0]!.revenue);
assert.deepEqual(view(a).cells, view(b).cells);
});
});
describe('the action menu presents choices the way they are made', () => {
it('offers a card ONCE, with its locations underneath', () => {
// A single turn offered 29 track buttons and 7 card buttons in one flat list, with no way to
// tell which square each referred to. Subject first, location second.
const game = newGame(555);
submit(game, actionGroups(game).options.find((o) => o.type === 'localOps.choose' && o.option === 'draw')!);
const menu = actionMenu(game);
const items = menu.placeable.flatMap((g) => g.items);
assert.ok(items.length > 0, 'nothing placeable was offered');
const keys = items.map((i) => i.subjectKey);
assert.equal(new Set(keys).size, keys.length, 'the same card appeared as two subjects');
for (const item of items) {
const labels = item.spots.map((sp) => sp.label);
assert.equal(new Set(labels).size, labels.length, `${item.subject} lists a spot twice`);
assert.ok(item.spots.length > 0, `${item.subject} has nowhere to go but was offered`);
}
});
it('loses no legal action in the reshuffle', () => {
// Splitting into direct + placeable must not drop anything: every option must still be reachable.
const game = newGame(88);
for (let i = 0; i < 120; i++) {
if (currentActor(game) === null) break;
const menu = actionMenu(game);
if (menu.options.length === 0) break;
const reachable = new Set([
...menu.direct.flatMap((g) => g.actions.map((a) => a.index)),
...menu.placeable.flatMap((g) => g.items.flatMap((it) => it.spots.map((sp) => sp.index))),
]);
const kinds = new Set(menu.options.map((o) => o.type));
const shown = new Set([...reachable].map((k) => menu.options[k]!.type));
assert.deepEqual(shown, kinds, 'a kind of legal action became unreachable');
submit(game, menu.options[[...reachable][0]!]!);
}
});
it('names the card in every face-up slot', () => {
// "slot 2" is unusable information: the whole point of a face-up slot is choosing it on sight.
const game = newGame(555);
submit(game, actionGroups(game).options.find((o) => o.type === 'localOps.choose' && o.option === 'draw')!);
const draw = actionMenu(game).direct.find((g) => g.title === 'Draw');
assert.ok(draw, 'no draw group');
for (const a of draw!.actions) {
assert.ok(!/^draw\.|^slot \d+$/.test(a.label), `raw intent name on a button: ${a.label}`);
}
assert.ok(
draw!.actions.some((a) => /face-up slot/.test(a.label)),
'face-up slots are not named',
);
});
it('never offers a train card a place on the board', () => {
// A train card goes to the TIMETABLE. Seed 555 offered Extra X15 at six squares with six
// rotations each — all identical, because the placement was accepted and then ignored.
const game = newGame(555);
for (let i = 0; i < 200; i++) {
if (currentActor(game) === null) break;
const { options } = actionGroups(game);
if (options.length === 0) break;
for (const o of options) {
if (o.type !== 'card.play') continue;
const kind = game.state.cards.get(o.cardId)?.kind.kind;
if (kind === 'timetabledTrain' || kind === 'extraTrain') {
assert.equal(o.placement, undefined, 'a train card was offered a board square');
}
}
submit(game, options[0]!);
}
});
it('reports what is left of the personal track supply', () => {
// Track is not drawn from the deck — 26 pieces per player, at most one laid a turn — so the
// board alone could never answer "how many straights have I got left".
const game = newGame(31);
const supply = view(game).trackSupply;
assert.ok(supply.length > 0, 'no track supply reported');
assert.equal(supply.reduce((n, t) => n + t.left, 0), 26, 'the opening supply should be 26');
assert.ok(supply.every((t) => !/none/.test(t.piece)), 'un-handed pieces should not say "none"');
});
});
describe('board highlighting', () => {
it('gives every spot a coordinate to highlight', () => {
const game = newGame(555);
submit(game, actionGroups(game).options.find((o) => o.type === 'localOps.choose' && o.option === 'draw')!);
const items = actionMenu(game).placeable.flatMap((g) => g.items);
assert.ok(items.length > 0);
for (const it of items) {
for (const sp of it.spots) {
assert.equal(typeof sp.coord.row, 'number', `${it.subject} has a spot with no coordinate`);
assert.equal(typeof sp.coord.col, 'number', `${it.subject} has a spot with no coordinate`);
assert.ok(sp.label.includes(`(${sp.coord.row}, ${sp.coord.col})`), 'label and coord disagree');
}
}
});
it('highlights squares OUTSIDE the current district', () => {
// The commonest placement is just beyond the existing cards — that is what extending means. A
// grid sized only to the cards already down would highlight nothing exactly when it matters.
const game = newGame(555);
submit(game, actionGroups(game).options.find((o) => o.type === 'localOps.choose' && o.option === 'draw')!);
const cells = view(game).cells;
const minCol = Math.min(...cells.map((c) => c.col));
const maxCol = Math.max(...cells.map((c) => c.col));
const spots = actionMenu(game).placeable.flatMap((g) => g.items).flatMap((i) => i.spots);
assert.ok(
spots.some((sp) => sp.coord.col < minCol || sp.coord.col > maxCol || sp.coord.row < 0),
'no legal spot lies outside the current cards — the bounds test would be vacuous',
);
});
});
describe('the page explains itself', () => {
it('says what every card in hand and every face-up slot does', () => {
// A hand of bare names is unplayable: "Steam Turbines" carries no hint of its effect, and all of
// this text already existed in the content tables without reaching the screen.
for (const seed of [555, 430, 7, 99]) {
const f = view(newGame(seed));
assert.equal(f.handWhat.length, f.hand.length, 'a hand card has no description slot');
f.hand.forEach((name, i) => {
const what = f.handWhat[i]!;
assert.ok(what.length > 0, `${name} has no description`);
// camelCase leaking to the screen is the recurring failure here.
assert.doesNotMatch(what, /[a-z][A-Z]/, `raw camelCase in "${name}": ${what}`);
assert.doesNotMatch(what, /playerChoicebound|undefined|NaN/, `broken text: ${what}`);
});
f.departments.forEach((name, i) => {
if (name === '—') return;
assert.ok(f.departmentsWhat[i]!.length > 0, `face-up ${name} has no description`);
});
}
});
it('says what every card on the BOARD does, in readable words', () => {
// A played card becomes a cell with a name on it — "turnout", "Freight House", "waiting area" —
// and the explanation that was visible while it sat in hand disappears exactly when it starts
// mattering. Play a long way in so every card kind reaches the grid.
const game = newGame(111);
for (let i = 0; i < 400; i++) {
if (currentActor(game) === null) break;
const { options } = actionGroups(game);
if (options.length === 0) break;
const pick =
options.find((o) => o.type === 'card.play' && o.placement) ??
options.find((o) => o.type === 'track.lay') ??
options[0]!;
if (!submit(game, pick)) break;
}
const cells = view(game).cells;
assert.ok(cells.length > 4, 'not enough of the board was built to be a real check');
for (const c of cells) {
assert.ok(c.what.length > 0, `(${c.row},${c.col}) ${c.label} has no explanation`);
// camelCase on the board is the failure that keeps recurring — labels AND descriptions.
assert.doesNotMatch(c.label, /[a-z][A-Z]/, `raw camelCase label: ${c.label}`);
assert.doesNotMatch(c.what, /[a-z][A-Z]/, `raw camelCase in "${c.label}": ${c.what}`);
}
});
it('spells out which way a turnout will and will not let a train run', () => {
// §A.1 is an ABSENT edge, not a one-way street, and it is invisible on a card that just says
// "turnout". Getting it wrong is how a crew ends up somewhere it cannot leave.
const game = newGame(3);
const area = game.state.officeAreas.get(0)!;
area.grid.set('-1,0', {
geometry: { kind: 'track', geometry: 'turnout', turnout: { stem: 'e', through: 'w', diverge: 's' } },
baseOperationalRail: true, standing: [], facility: null, modifiers: [], enhancements: [],
});
const cell = view(game).cells.find((c) => c.row === -1 && c.col === 0)!;
assert.match(cell.what, /stem east/);
assert.match(cell.what, /diverges south/);
assert.match(cell.what, /NEVER/, 'the missing edge is not spelled out');
});
it('describes every card kind in the deck, not just the easy ones', () => {
// Walk the whole deck rather than one hand: the categories differ, and a missing branch would
// show as a blank line under a card name only for the seeds that happen to deal it.
const game = newGame(1);
const seen = new Set<string>();
for (const [id, card] of game.state.cards) {
const what = cardDescription(game.state, id);
assert.ok(what.length > 0, `${card.kind.kind} has no description`);
seen.add(card.kind.kind);
}
assert.ok(seen.size >= 7, `only ${seen.size} card kinds seen — the deck should hold more`);
});
it('marks cards that cannot be played yet, and says why', () => {
// A Station upgrade drawn at a Whistle Post is dead weight — upgrades are strictly sequential
// (Gap 3b) — but the hand showed it identically to a playable card, so taking it looked like an
// action that did nothing.
const game = newGame(111);
submit(game, actionGroups(game).options.find((o) => o.type === 'localOps.choose' && o.option === 'draw')!);
submit(game, actionGroups(game).options.find((o) => o.type === 'draw.fromDepartment' && o.slot === 0)!);
const f = view(game);
const playable = handPlayable(game);
assert.equal(playable.length, f.hand.length, 'a hand card has no playable flag');
const upgrades = f.hand
.map((name, i) => ({ name, what: f.handWhat[i]!, can: playable[i]! }))
.filter((c) => /upgrade/.test(c.name));
assert.ok(upgrades.length > 0, 'this seed should deal an Office upgrade');
for (const u of upgrades) {
// Only Depot is reachable from a Whistle Post.
if (/Depot/.test(u.name)) continue;
assert.equal(u.can, false, `${u.name} should not be playable from a Whistle Post`);
assert.match(u.what, /requires the Office to be a/, `${u.name} does not say what it needs`);
}
});
it('agrees with the buttons about what is playable', () => {
// The flag is derived from legalActions, so it must never disagree with the offered actions.
const game = newGame(7);
for (let i = 0; i < 60; i++) {
if (currentActor(game) === null) break;
const hand = game.state.decks.hands.get(0) ?? [];
const flags = handPlayable(game);
const offered = new Set(
actionGroups(game)
.options.filter((o) => o.type === 'card.play')
.map((o) => (o as { cardId: string }).cardId),
);
hand.forEach((id, k) => {
assert.equal(flags[k], offered.has(id), 'playable flag disagrees with the action list');
});
const { options } = actionGroups(game);
if (options.length === 0) break;
submit(game, options[0]!);
}
});
it('never puts an internal tray id in front of a player', () => {
// The §8.1 clearance question read "may tray2 follow tray3 into the next Subdivision?" — the
// sharpest decision in the game, phrased in internal identifiers.
const game = newGame(430);
for (let i = 0; i < 600; i++) {
if (currentActor(game) === null) break;
const { options } = actionGroups(game);
if (options.length === 0) break;
submit(game, options[0]!);
}
for (const line of game.log) {
assert.doesNotMatch(line.text, /\btray\d+\b/, `internal tray id shown to the player: ${line.text}`);
}
});
it('spells out what each clearance ruling costs', () => {
const game = newGame(5);
const s = game.state;
s.trays.set('tray2', {
id: 'tray2', trainNumber: 4, trainIsExtra: false, engineFront: true,
consist: [], direction: 'east', position: { at: 'mainline', index: 1 }, movesUsed: 0,
});
s.trays.set('tray3', {
id: 'tray3', trainNumber: 7, trainIsExtra: false, engineFront: true,
consist: [], direction: 'east', position: { at: 'mainline', index: 1 }, movesUsed: 0,
});
s.clock.pendingDecision = { train: 'tray2', occupiedBy: 'tray3' };
const allow = describeIntent(s, { type: 'mainline.clearance', allow: true });
const hold = describeIntent(s, { type: 'mainline.clearance', allow: false });
for (const label of [allow, hold]) {
assert.match(label, /Train 4/, `the ruling does not name the train: ${label}`);
assert.doesNotMatch(label, /tray\d/, `internal id on a button: ${label}`);
}
assert.match(allow, /collision/, 'granting clearance does not mention the risk');
assert.match(hold, /safe|loses/, 'holding does not mention the cost');
});
it('states the objective and whether you are keeping up', () => {
const f = view(newGame(430));
assert.equal(f.objective.target, 20);
assert.equal(f.objective.days, 5);
assert.match(f.objective.note, /of 20/);
assert.match(f.objective.note, /Days? left/);
});
it('explains what each Local Operations option spends', () => {
// The most consequential decision of the Stage, previously labelled "choose switch".
const game = newGame(555);
const choices = actionGroups(game)
.options.filter((o) => o.type === 'localOps.choose')
.map((o) => describeIntent(game.state, o));
assert.ok(choices.length > 0);
for (const c of choices) {
assert.ok(c.length > 25, `too terse to be an explanation: "${c}"`);
assert.match(c, /—/, `no explanation after the option name: "${c}"`);
}
});
it('says which way a piece will point, never "rotation 2"', () => {
const game = newGame(555);
submit(game, actionGroups(game).options.find((o) => o.type === 'localOps.choose' && o.option === 'draw')!);
const track = actionMenu(game)
.placeable.flatMap((g) => g.items)
.filter((i) => /straight|curve|turnout/.test(i.subject));
assert.ok(track.length > 0, 'no track pieces offered');
for (const item of track) {
for (const sp of item.spots) {
assert.doesNotMatch(sp.label, /rotation \d/, `opaque rotation label: ${sp.label}`);
}
// A piece with more than one orientation must say which is which, or the spots are ambiguous.
const perSquare = new Map<string, number>();
for (const sp of item.spots) {
const k = `${sp.coord.row},${sp.coord.col}`;
perSquare.set(k, (perSquare.get(k) ?? 0) + 1);
}
if ([...perSquare.values()].some((n) => n > 1)) {
assert.ok(
item.spots.some((sp) => /east|west|north|south/.test(sp.label)),
`${item.subject} offers two orientations on one square without naming them`,
);
}
}
});
});
describe('the static build', () => {
const root = join(import.meta.dirname, '..');
const dist = join(root, 'dist');
it('builds, and needs nothing but a static host', () => {
execFileSync('node', ['scripts/build-web.ts'], { cwd: root, stdio: 'pipe' });
assert.ok(existsSync(join(dist, 'index.html')), 'no index.html');
assert.ok(existsSync(join(dist, 'web/main.js')), 'no entry script');
assert.ok(existsSync(join(dist, 'engine/apply.js')), 'the engine did not emit');
});
it('emits no import that a browser cannot resolve', () => {
// Node's type-stripping lets the source import './x.ts'; a browser cannot. The build rewrites
// those to .js, and nothing may reach for a bare module or a node: builtin.
const files: string[] = [];
const walk = (dir: string): void => {
for (const e of readdirSync(dir, { withFileTypes: true })) {
if (e.isDirectory()) walk(join(dir, e.name));
else if (e.name.endsWith('.js')) files.push(join(dir, e.name));
}
};
walk(dist);
assert.ok(files.length > 5, 'suspiciously few emitted files');
for (const f of files) {
const src = readFileSync(f, 'utf8');
// Anchor to real import/export statements. A loose `from '...'` also matches PROSE — the
// turnout comment "a train entering a turnout from \"A\"" was read as importing a module
// called A, which is the kind of false alarm that trains you to ignore a failing test.
const imports = /^\s*(?:import|export)[^'"\n]*?from\s+['"]([^'"]+)['"]/gm;
for (const m of src.matchAll(imports)) {
const spec = m[1]!.split('?')[0]!;
assert.ok(!spec.endsWith('.ts'), `${f} imports a .ts path: ${spec}`);
assert.ok(!spec.startsWith('node:'), `${f} imports a Node builtin: ${spec}`);
assert.ok(spec.startsWith('.') || spec.startsWith('/'), `${f} imports bare module: ${spec}`);
}
assert.ok(!/^[^/*]*\bprocess\.\w/m.test(src), `${f} references process`);
assert.ok(!/\brequire\(/.test(src), `${f} uses require()`);
}
});
it('renders clickable highlights on the board when a card is picked', async () => {
// The real check: load the EMITTED bundle with a DOM stub, click a card, and confirm the board
// came back with highlighted squares wired to handlers. Asserting the data has coordinates says
// nothing about whether the page draws them.
const els = new Map<string, Record<string, unknown>>();
const make = (): Record<string, unknown> => {
let html = '';
// Cache per selector and clear it when innerHTML changes. Returning fresh objects each call
// would drop the handlers the page assigns — the test would then report "no button" for a
// page that works perfectly.
let cache = new Map<string, Record<string, unknown>[]>();
const node: Record<string, unknown> = {
textContent: '', style: {}, dataset: {}, onclick: null, scrollTop: 0, scrollHeight: 0,
querySelectorAll(sel: string) {
const hit = cache.get(sel);
if (hit) return hit;
const out: Record<string, unknown>[] = [];
const re = sel.startsWith('[')
? /data-at="([^"]*)"/g
: new RegExp(`<button class="${sel.split('.')[1]}[^"]*"([^>]*)>`, 'g');
let m: RegExpExecArray | null;
while ((m = re.exec(html)) !== null) {
const data: Record<string, string> = {};
if (sel.startsWith('[')) data['at'] = m[1]!;
else {
const attr = /data-(\w+)="([^"]*)"/g;
let a: RegExpExecArray | null;
while ((a = attr.exec(m[1]!)) !== null) data[a[1]!] = a[2]!;
}
out.push({ dataset: data, onclick: null });
}
cache.set(sel, out);
return out;
},
};
Object.defineProperty(node, 'innerHTML', {
get: () => html,
set: (v: string) => {
html = v;
cache = new Map();
},
});
return node;
};
// STRICT: only ids that really exist in the served page. The stub used to conjure an element
// for any id asked for, so a `$('target')` left behind after removing #target from the HTML
// would pass here and throw on load in a browser — the page would simply never start.
const served = new Set(
[...readFileSync(join(dist, 'index.html'), 'utf8').matchAll(/id="([a-zA-Z]+)"/g)].map(
(m) => m[1]!,
),
);
const g = globalThis as Record<string, unknown>;
g['document'] = {
getElementById: (id: string) => {
if (!served.has(id)) return null;
if (!els.has(id)) els.set(id, make());
return els.get(id);
},
};
g['location'] = { search: '?seed=555' };
const store = new Map<string, string>();
g['localStorage'] = {
getItem: (k: string) => store.get(k) ?? null,
setItem: (k: string, v: string) => void store.set(k, v),
removeItem: (k: string) => void store.delete(k),
};
// No parameter properties — `erasableSyntaxOnly` forbids them, since Node strips types rather
// than compiling them.
g['URLSearchParams'] = class {
search: string;
constructor(search: string) {
this.search = search;
}
get(k: string): string | null {
return new RegExp(`${k}=([^&]*)`).exec(this.search)?.[1] ?? null;
}
};
await import(`file://${join(dist, 'web/main.js')}?t=${Date.now()}`);
const actions = els.get('actions')!;
const grid = els.get('grid')!;
// Take the draw option, then pick the first placeable subject.
const clickFirst = (el: Record<string, unknown>, sel: string): boolean => {
const fn = el['querySelectorAll'] as (s: string) => Record<string, unknown>[];
const nodes = fn.call(el, sel);
const target = nodes[0];
if (!target) return false;
(target['onclick'] as (() => void) | null)?.();
return true;
};
assert.ok(clickFirst(actions, 'button.act'), 'no action button rendered');
assert.ok(clickFirst(actions, 'button.subj'), 'no card/track subject to pick');
const html = String(grid['innerHTML']);
assert.match(html, /class="cell[^"]*legal/, 'picking a card highlighted nothing');
assert.match(html, /data-at="/, 'highlighted squares carry no click target');
assert.match(html, /ghost/, 'no empty square was offered as a destination');
});
it('busts the cache on every module, so a deploy cannot half-load', () => {
// The first real deploy served a fresh index.html against a CACHED main.js: the HTML had
// dropped an element the old script still asked for, so the page threw `missing element:
// target` and never started. Filenames never change, so without a version query a static host
// will happily mix two builds.
const html = readFileSync(join(dist, 'index.html'), 'utf8');
const entry = /<script type="module" src="([^"]+)"/.exec(html)?.[1] ?? '';
assert.match(entry, /\?v=/, 'the entry script is not cache-busted');
const files: string[] = [];
const walk = (dir: string): void => {
for (const e of readdirSync(dir, { withFileTypes: true })) {
if (e.isDirectory()) walk(join(dir, e.name));
else if (e.name.endsWith('.js')) files.push(join(dir, e.name));
}
};
walk(dist);
let checked = 0;
for (const f of files) {
const src = readFileSync(f, 'utf8');
for (const m of src.matchAll(/^\s*(?:import|export)[^'"\n]*?from\s+['"](\.[^'"]+)['"]/gm)) {
assert.match(m[1]!, /\.js\?v=/, `${f} imports ${m[1]} without a version`);
checked++;
}
}
assert.ok(checked > 5, `only ${checked} relative imports seen — the check is too weak`);
});
it('resolves every busted import to a real file', () => {
// Appending a query must not break resolution: the path before `?` still has to exist.
const files: string[] = [];
const walk = (dir: string): void => {
for (const e of readdirSync(dir, { withFileTypes: true })) {
if (e.isDirectory()) walk(join(dir, e.name));
else if (e.name.endsWith('.js')) files.push(join(dir, e.name));
}
};
walk(dist);
for (const f of files) {
const src = readFileSync(f, 'utf8');
for (const m of src.matchAll(/^\s*(?:import|export)[^'"\n]*?from\s+['"](\.[^'"]+)['"]/gm)) {
const target = resolve(dirname(f), m[1]!.split('?')[0]!);
assert.ok(existsSync(target), `${f} imports ${m[1]}, which does not exist`);
}
}
});
it('asks only for elements the page actually has', () => {
// Cheap and total: compare every $('id') in the source against the ids in the served HTML.
// Getting this wrong does not degrade the page, it stops the game starting at all.
const src = readFileSync(join(root, 'src/web/main.ts'), 'utf8');
const asked = new Set([...src.matchAll(/\$\('([a-zA-Z]+)'\)/g)].map((m) => m[1]!));
const html = readFileSync(join(dist, 'index.html'), 'utf8');
const present = new Set([...html.matchAll(/id="([a-zA-Z]+)"/g)].map((m) => m[1]!));
// `again` is created by the game-over screen before it is looked up.
present.add('again');
for (const id of asked) {
assert.ok(present.has(id), `main.ts asks for #${id}, which the page does not contain`);
}
});
it('serves a page that loads the game as a module', () => {
const html = readFileSync(join(dist, 'index.html'), 'utf8');
assert.match(html, /<script type="module" src="\.\/web\/main\.js(\?v=[^"]*)?">/);
assert.ok(!/https?:\/\//.test(html.replace(/<!--[\s\S]*?-->/g, '')), 'page fetches something external');
for (const id of ['grid', 'division', 'actions', 'log', 'facs', 'hand', 'blocked']) {
assert.ok(html.includes(`id="${id}"`), `page is missing #${id}`);
}
});
});