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Commits
7804756f11
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v0.7.7
@@ -41,3 +41,12 @@ __pycache__/
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# website's replay viewer. It was therefore never committed, and a fresh clone was missing a page
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# the build copies unconditionally. Only the throwaway files this directory collects are ignored.
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/replay*.html
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# Playtest saves — somebody's game, attached to a bug report.
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#
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# ANCHORED, and with the README exempted: the directory has to exist and say what it is for, while
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# nothing that lands in it is ever committed. A save is a seed plus the moves made, it belongs to
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# whoever sent it, and it goes stale the moment the rules move. `public/replays/` is the place for
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# one that is worth publishing.
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/playtests/*
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!/playtests/README.md
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+876
@@ -19,6 +19,882 @@ page as `v0.1.0 · <sha> · <date>`, so what is deployed can always be identifie
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---
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## 0.7.7 — 2026-08-30
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### Two releases shipped to a browser that never received them
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Jesse installed v0.7.5, clicked **Play solitaire**, and landed in a dealt game instead of the new
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setup screen. v0.7.6 diagnosed that as a routing bug, fixed it, installed, verified — and it happened
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again, identically. The second report is what made the real cause findable: the fix was correct both
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times and neither one ever reached the browser.
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**`buildStamp()`'s no-git fallback was the literal `nogit`, and the `.s9pk` build has no git.** The
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Dockerfile copies the working tree in without `.git`, so `git rev-parse` fails there on every
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packaged build — and that string is not only the visible stamp, it is the cache-bust key every module
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URL carries. So v0.7.4, v0.7.5 and v0.7.6 all published `./web/main.js?v=nogit`, byte-identical, and
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a returning player's browser correctly concluded it had the file already. The fallback is now the
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package version plus the build's own timestamp, which is always distinct and needs nothing from the
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environment. Proven rather than assumed: two builds of an identical git-less tree now stamp
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`0.7.6-mtf6l8rm` and `0.7.6-mtf6lant`.
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**And the server sent no `Cache-Control` at all**, which is the other half — the pages are the one
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thing that cannot be versioned in their own URL, since a player types the address or follows a
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bookmark, so a cached `play.html` pins that player to the whole build it names including every `?v=`
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inside it. Fixed the exact way round that matters: a request carrying `?v=` may be stored for a year
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and marked `immutable`, and anything else is `no-cache`. `?v=` rather than "not HTML" because
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`build-web.ts` tags the modules and nothing else — a year of `immutable` on an untagged image or on
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the replay manifest would outlive several releases of it.
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Neither half is sufficient alone: without the varying tag there is nothing for a fresh page to point
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at, and without the header the fresh page is itself served from cache.
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**What this says about the two releases before it.** v0.7.5's setup screen and v0.7.6's door fix were
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both real, both correct, and both verified on `phoenix.local` by reading what the server served —
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which was true, and was never the thing in doubt. What went unverified was the browser, and a
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hard-reload would have told us on the first report. Worth remembering the next time a fix "has had no
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effect": check that it arrived before re-diagnosing it.
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864 tests pass, two of them new — one pinning the no-git fallback as something that varies per build,
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one pinning the header rule and that the `?v=` flag actually reaches `serveStatic`.
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---
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## 0.7.6 — 2026-08-29
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### The solitaire door could not reach solitaire
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Found by Jesse verifying v0.7.5 on `phoenix.local`: from a browser that had ever held a multiplayer
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seat, clicking **Play solitaire** on the splash landed straight in a Co-op, four-seat lobby left over
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from unrelated earlier testing — not the new setup screen v0.7.5 just shipped.
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`start()` checks a browser-remembered multiplayer session (`station-master.remote.v1`) before it ever
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looks at solitaire's own state, and there was nothing distinguishing "clicked Play solitaire" from
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"reloaded mid multiplayer game" — a bare `./play.html` load means both. `?lobby` already solved the
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identical problem for the door on the other side (D11); the solitaire door had no equivalent marker.
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The door now links to `./play.html?solitaire`, and `start()` treats that — along with an explicit
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`?seed=` or a `?hand=` the setup screen's own Deal button just wrote — as unambiguous proof this
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navigation means solitaire, checked ahead of the remembered-session lookup rather than only below it.
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The `hand` check matters on its own: without it, pressing Deal would work once and then bounce the
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very next load into the remembered game, since `commitNewGame`'s URL carries `hand=` but not
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`solitaire=`.
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862 tests pass, three of them new: the door reaching solitaire past a remembered game, a bare reload
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still correctly resuming one (unchanged behaviour, pinned so the fix does not overreach), and Deal's
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own URL surviving the same bounce.
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---
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## 0.7.5 — 2026-08-29
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### Solitaire asks first, the same way multiplayer already does
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Jesse: "let the user choose their options like the start of a multiplayer game"; "asking first is
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the only path." A bare visit to `play.html` used to deal a game on the spot, at whatever defaults
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`gameOptionsFromUrl` fell back to, and the only way to see or change a setting was to open the
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in-game "New game" dialog after the fact — compare a hand you already have, not one you are about
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to be dealt. The lobby has asked this question for every multiplayer game since v0.6.0; solitaire
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never did.
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A genuinely fresh visit now lands on a new `#solitairesetup` screen first: game type, starting hand,
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where an Extra may start, the three revenue rates, victory conditions, and the three optional rules
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— then a Deal button. A saved game, an explicit `?seed=`, or a URL a Deal already wrote (`hand` is
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the field every write always sets, so its presence is what tells the difference) all skip straight
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past it, the same way `?lobby` already skips the front doors on an invite link — those are not "no
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plan yet", they are a choice already made, elsewhere.
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**One shared block instead of two copies drifting apart.** The in-game dialog, the lobby, and now
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this screen all drive the identical `settings-form.ts` block through one new function,
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`wireGameTypeBlock()` — factored out of what used to be dialog-only code. Only Solitaire can be
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dealt outside the lobby, so the setup screen shows the other four types exactly as the dialog always
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has: present, disabled, with a note pointing at the Multiplayer door. Committing an answer — from
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either the dialog or the setup screen — goes through one `commitNewGame()`, which builds the URL and
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navigates; `start()` is still the only place that turns a URL into a game.
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Prefilling is deliberately left to the caller rather than folded into `wireGameTypeBlock` itself:
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the dialog opens on the game CURRENTLY IN PLAY, so redealing to compare keeps comparing against it,
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while the setup screen opens on the plain Solitaire defaults, since there is no live game yet to
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read.
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`index.html`'s door copy changed to match: "Start a game" reads "Set up a game" now, and the blurb
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states the floor (15, not "20 Revenue") since that is what a player is agreeing to before they deal.
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859 tests pass. **Not yet played in a browser** — verified by `tsc --noEmit`, the full suite, and
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reading the diff, not by loading `play.html` fresh and clicking through it.
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---
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## 0.7.4 — 2026-08-29
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Three rules issues off the tracker, in the order Jesse asked for them: #13, #5, #19. All three are
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rules Jesse has designed or redefined, and two of them turned out to be rules the code claimed to
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have and did not.
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### Some Extras must run loaded (Gitea#13)
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X17 Campaign, X18 Circus and X19 Military now prefer loaded cars at make-up — "if not loaded, then
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empty, and if none available, run without". It is a preference ORDER, so the rule is asked of the
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Division Yard: an empty is refused only while the yard can still supply a loaded car this train
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would take, per category, and once it cannot the empty is legal and the train may depart short.
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The per-stop point is **once per Office Area** rather than once per game (Jesse: "in a multiplayer
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game, each player could score if the circus stops in their area"), and only when the train is fully
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loaded — every non-caboose car, with a coach counting as loaded when occupied. That last detail is
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what makes the rule work for the Campaign Train, which carries one coach and no freight, so "fully
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loaded" is exactly "the candidate is aboard". X17 also GAINS the point; it had `stopThenExpedite`
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and no scoring rule at all.
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**Two bugs found doing it.** `ConsistSpec.emptiesOnly` was declared on X13 Appleseed, rendered to
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the player as "(empties only)", and enforced nowhere — the same rule as this issue pointing the
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other way, so it would have been perverse to add one and leave the other. And a set-up out on the
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Mainline paid its point to PLAYER 0 whoever was playing, because `playerAtSeat` needs a seat and off
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the grid the fallback was `0`; scoping the rule to Office Areas removes that rather than patching it.
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### The Yard Office is offered, reachable, and can be run into (Gitea#5)
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It was implemented, in a form missing all three of the rule's conditions: a qualifying train was
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TELEPORTED onto the card. Nobody was asked, no route was computed — so the card's own printed "that
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can reach the yard office in one move" was unenforced — and because nothing was walked, nothing was
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ever met on the way in.
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Now it is offered to the district's owner; reachability is the engine's own move walk, which already
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means what the card means; and cars on the lead collide. The walk COUPLES standing cars rather than
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treating them as obstacles, because that is what a switching move does — so what an arriving train
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would have coupled is what it is about to hit, and `destination.couples` turned out to be the
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fouling signal with no new machinery. Per Jesse's ruling the two failures are kept apart: no route
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means no offer and the history says why; a route that exists but is fouled is offered, and taking it
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crashes.
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**This needed a refactor that #19 then reused.** `pendingDecision` was one question asked of one
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player, and `currentActor` hardcoded that. It is a discriminated union now, with `decisionActor` as
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the single place mapping a question to whoever answers it; six copies of `pendingDecision !== null ?
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superintendent : currentActor` across engine, sim, web and tests collapse into `actingPlayer`.
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### Red Flags, redesigned (Gitea#19)
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The old card protected a stopped train out on the Mainline: offered 4,212 times and played 4 across
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600 games. It is replaced outright by a flag planted on one side of your own Limits, holding the
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next train from that direction — "Flag East holds westbound trains" — spent on the train it stops.
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One card, one train, so there is no lifting action to build and a flag cannot strangle the Division.
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It can also be played **out of phase**: when an arrival would certainly collide and the district's
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owner holds the card, the phase breaks in with the question. Offered only to somebody holding one,
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because a prompt with a single button is not a choice and would leak that a collision is coming.
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**The bot still never plays it, and the reason changed — measured, not assumed.** It now takes the
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out-of-phase prompt unconditionally, since the engine has already established the danger. Over 200
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solitaire games it plays ZERO, because the prompt needs an arrival that would collide (about one
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game in seven) to coincide with holding the card from a three-card hand out of 121. The anomaly
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exemption in `sim.test.ts` stays, but its comment no longer claims the bot is unwilling; what is
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left to fix is the half of the card a human uses — planting a flag on purpose to buy switching time.
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**A bug the redesign walked into**, recorded because the next interruption will meet it too: the
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flag was originally taken down in a `reduce` case, which never fires for an event `advance.ts`
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emits — the phase driver mutates and then describes. The flag stayed up and held every train that
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came. `test/events.test.ts`'s unreduced-event registry is what makes that class of mistake visible,
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and `redFlagSpent` is now on it deliberately.
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858 tests pass.
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---
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## 0.7.3 — 2026-08-29
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Two issues off the tracker, and they are halves of one thing: the end of a game. Gitea#11 stops the
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game being over when the timetable runs out, and Gitea#16 replaces the four lines that were shown
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there with a results screen worth reading. Neither ships on the 0.4.9 line — Jesse's call
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(2026-08-29): that line may be complete, and these are not fixes people mid-playtest need.
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### The game asks before it ends (Gitea#11)
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"When game ends allow players to continue playing if they wish… don't force end."
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The rule, decided with Jesse: **the official result is settled at the original game length and never
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changes.** In a five-Day game extended to eight, the winner is whoever led at the end of Day 5.
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Extending grants exactly **one** Day and the question is put again at the end of it — solitaire the
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player decides alone, multiplayer it is unanimous and one refusal ends it there and then. Only
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days-based endings offer it: a §3.4 collision breach is final, during an extended Day exactly as
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during the scheduled game, because a railroad declared unsafe does not carry on regardless.
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**It could not be a client-side change**, for three reasons that each rule out the others' fixes.
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`check` refused every intent once `status` left `active`; `server/index.ts` never loads a `finished`
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game back into memory; and a save is `{ seed, config, history }` replayed through the engine, so a
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"continue" the history does not record did not happen — the extended game would evaporate on the next
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reload, Undo or restart. So there is a fourth status, `awaitingExtension`, and the vote is an intent.
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`config.days` never moves. `extraDays` counts the borrowed Days, and `official` — the outcome, the
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standings and the statistics, frozen at the first ending — is what the results screen reports. That
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freeze is done by a wrapper around `advance` rather than inside `checkVictory`, so it happens *after*
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the last Day's events have been counted rather than before them.
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**Three bugs found while testing it, all of which would have shipped:**
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- **A saved game with a vote in it could not be resumed** — `NO_ACTOR`. A history is a flat
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`Intent[]` with no seat written down; the replay derives who acted from the turn order. That works
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for every other intent, `mainline.clearance` included, because there is exactly one seat it could
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have been. Not here: every seat may vote in any order. `game.extend` therefore carries its voter,
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uniquely, and the server checks it against the seat it authenticated.
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- **An all-bot game hung on the question for ever.** `driveBots` loops on `currentActor`, which is
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null the moment the game stops, so it cannot cast a vote; the bot-vote driver returned early when
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there were no humans to follow, and nothing ever asked. With nobody to follow, the bots' own answer
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stands — no — and a bot-only game ends on the timetable it was dealt.
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- **The balance harness became unbounded**, which is how the third one announced itself:
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`test/sim.test.ts` went from under a second to never finishing. `randomBot` picks uniformly among
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its legal options, so once the two votes were among them it took another Day about half the time —
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and because a table may go on granting Days indefinitely, every seeded game ran to `playGame`'s
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50,000-turn cap instead of a couple of hundred. Giving `developerBot` a policy was not enough: the
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guarantee has to hold for every policy, so **`playGame` itself declines**. A simulated game plays
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the timetable it was dealt, whatever the bot would have voted.
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All three have regression tests.
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Bots never lead. They agree only once every human has agreed, which is the rule Jesse set: "bots will
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not disagree with the human. Humans get to vote first."
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### The results screen (Gitea#16)
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`GAME OVER — revenueFloor` was not a message. It was `outcome.reason`, an internal enum, interpolated
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straight into the page at the one moment the game has the player's whole attention. Every reason now
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has a sentence with the game's own numbers in it, and that fix alone answers the issue's "why did the
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game end?".
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|
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Around it: the result and the winner, the standings, the rules the game was actually dealt under, a
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per-player breakdown, and **the railroad** — trains through the Division and how many of them did any
|
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switching en route, loads made up and broken, passengers worked, cars switched, trains destroyed and
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what they took with them. It shares the Day-end dialog's standings, target and collision blocks rather
|
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than reimplementing them, because two screens reporting the same game must not be able to disagree.
|
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It opens itself once per ending and leaves a button to reopen it, which is what stops Gitea#11's
|
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extended play costing you the results.
|
||||
|
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**"I don't know if we keep statistics on…"** — nothing was being kept, and now `state.tally` is,
|
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folded from the event stream. Hooked at `applyIntent` and at `advance`, because `reduce` never sees
|
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the phase driver's events and those are exactly the interesting ones: `trainCompleted`,
|
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`trainsDestroyed`, `trainStoodStill`. The test that matters asserts **exactly once** — it plays real
|
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games, counts the event stream independently, and checks the tally against that count, so a fold
|
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hooked twice or nowhere fails whatever the seed.
|
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|
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Nothing in the rules reads the tally, so adding a counter is always safe. It rides the `Frame`, so
|
||||
multiplayer gets the same numbers as solitaire from one implementation — and `test/redaction.test.ts`
|
||||
gained a case proving a tally never carries a card id, since that is a property of what `tally.ts`
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||||
chooses to count and not something the types enforce.
|
||||
|
||||
**"Longest an engine sat on a siding" is not in this pass, and the issue comment was wrong about
|
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why it could be.** That comment said `trainStoodStill` "is emitted per Stage, so a run of them is
|
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exactly the 'sat on a siding' streak you describe". It is not. Reading `advance.ts` rather than
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||||
trusting it: the event fires only for a train whose profile sets `stopEarnsPoint` — the X18 Circus,
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||||
the one card in the deck that pays for standing still — and `stopPointClaimed` makes sure it can
|
||||
never fire twice for the same train. The streak was built, shipped nothing but "1 Stage" against a
|
||||
raw grid coordinate, and has been taken out again. The engine has **no per-Stage "this train did not
|
||||
move" signal at all**, so this needs one before it can be answered; `TODO.md` #36 records that. What
|
||||
is reported instead is the Circus set-up itself, which is a real thing that happened.
|
||||
|
||||
**Badges are not here.** The issue asks for them in a second pass after "a whole conversation
|
||||
brainstorming session", and that is where they belong. The tally keeps the raw material — the
|
||||
switching join for "switching master", the standing runs for "longest engine sat on a siding" — and
|
||||
because the statistics are *derived* rather than recorded, a second pass can add any of them
|
||||
retroactively to games already played and saved.
|
||||
|
||||
### Also
|
||||
|
||||
- **A recorded replay plays to its end.** `save-replay.ts` stopped where `currentActor` went null,
|
||||
which since Gitea#11 is the extension question — so a newly recorded file would have replayed to a
|
||||
question nobody answered rather than to a finished game. It declines, like every other bot driver.
|
||||
The three files already published in `public/replays` predate the vote and stop on the question
|
||||
when replayed; `test/harness.test.ts` accepts that as the end of their history, since it is.
|
||||
- The status line stops lying past the last Day. It read `N of TARGET · D Days left` with both halves
|
||||
false; in an extended game it now reads the Day and how far beyond the timetable play has got.
|
||||
- `objectiveOf` paces against the timetable actually being played rather than `config.days`, which
|
||||
otherwise reported "the last Day is over" through every extended Day.
|
||||
|
||||
---
|
||||
|
||||
## 0.7.2 — 2026-08-26
|
||||
|
||||
Five issues off the tracker. Two are engine bugs a player hit at the board, two are the design
|
||||
catching up with rulings from RAR that the code had got wrong or never had, and one is the Division
|
||||
map being redrawn. The first four ship as **0.4.9h** on the 0.4.9 line; the map does not — it is a
|
||||
multiplayer redesign, and pushing one of those into a build people are mid-playtest on invalidates
|
||||
the feedback.
|
||||
|
||||
### A 45° leg is part of the row (Gitea#17)
|
||||
|
||||
**REPORTED:** "Cars were West to East Caboose, Loaded boxcar, Loaded boxcar, Loaded boxcar. After
|
||||
backing into that square cars were attached to the train Loaded boxcar, Loaded boxcar, Loaded boxcar,
|
||||
Caboose, Engine." The caboose came back next to the engine instead of at the far end, which also
|
||||
leaves the train badly made up under §8.2.
|
||||
|
||||
The square was a `sw` CURVE and the train backed in through its SOUTH leg. `standing` runs west to
|
||||
east, and both places that walk that row asked the PORT which end they were at: `exploreMoves`
|
||||
reversed the row for an `'e'` entry and nothing else, and `cutTowards` answered "you meet nothing"
|
||||
for a north or south exit. Neither is a property of the port. A 45° leg leaves through the MIDDLE of
|
||||
its edge, so its end of the run is whichever end the arc does not reach — a `sw` curve's south leg is
|
||||
the row's EAST end and an `se` curve's south leg is its WEST end.
|
||||
|
||||
`rowEndAt` answers it from the card, and `cutTowards` is narrowed from `Port` to `'e' | 'w'` so the
|
||||
type checker forces every caller to resolve rather than leaving a fourth to be found later.
|
||||
|
||||
**THE SECOND HALF WAS LIVE TOO, and is a report we had failed to reproduce.** With `cutTowards`
|
||||
returning nothing for a leg, a crew standing on a curve pulled out through it and DROVE AWAY LEAVING
|
||||
ITS OWN CUT STANDING — against §A.4's mandatory coupling. That is "cars left behind when backing up
|
||||
over them", carried as NOT REPRODUCED since 2026-08-22; the earlier sweep had tried that case only
|
||||
with an east or west exit. The report's second sentence — "I can later drive right through them" —
|
||||
is still unexplained and still open.
|
||||
|
||||
### The deck is the sheet (Gitea#14)
|
||||
|
||||
`docs/Deck cards5.xlsx` is in the repo, and every count in the catalogue is now its count. Track is
|
||||
halved: 16 straights, 8+8 curves, 8+8 turnouts, sharp curves at zero — which is where they already
|
||||
were, and where sheet 5 independently puts them.
|
||||
|
||||
**BOTH LONG-STANDING MULTIPLIERS COME OUT WITH IT.** The Q12 office doubling (14 → 7) and the Gap 12
|
||||
industry tripling (27 → 9) were measured against a deck holding 96 track cards, and halving the track
|
||||
turns the tripling backwards — the deck keeps dealing industries while the district stays too small
|
||||
to reach them. Measured over 300 bot games on identical seeds, 96 track with the multipliers / 48
|
||||
with them / 48 without: reefer cars set out by a crew **49 / 0 / 39**, mean revenue **−0.20 / +0.22 /
|
||||
+0.27**. The middle column wipes out the reefer chain completely. The sheet's own density is the best
|
||||
of the three on both counts.
|
||||
|
||||
Q12's own failure was re-measured rather than assumed: 43 of 100 games now never upgrade off a
|
||||
Whistle Post, up from 25 — but they average −0.2 revenue against +1.4 for games that do, where the
|
||||
gap used to be −6.0 against −0.4, and collisions fell from 26 per 100 games to 6. Staying at a
|
||||
Whistle Post is now common and survivable rather than rare and fatal.
|
||||
|
||||
Everything sheet 5 does not list is dealt ZERO copies rather than deleted, so the design stays
|
||||
visible and the rules stay implemented: the Telegraph/Telephone/Radio dispatching ladder, Facing
|
||||
Point Locks, Flying Switch, Section House and Vandalism — all confirmed by Jesse as deliberate
|
||||
removals — plus Poling and the sharp curves, which were already there. Card for card, **84 rows agree
|
||||
with the sheet**; the only ones that do not are the ten Safety, Event, Inspection and Space-use cards
|
||||
it adds that are not built, held out until they are.
|
||||
|
||||
### A rail may stop dead against its neighbour (Gitea#15)
|
||||
|
||||
Filed as "track placements must connect", against a right-hand curve laid with its north leg against
|
||||
an Ice House and the turnout below pointing at its portless south edge. **RAR reversed it on review:**
|
||||
the placement is fine, and a stub like that has a use — a siding to park cars on. What he asked to
|
||||
confirm instead is that no train can traverse the gap.
|
||||
|
||||
It could not, and cannot: `exploreMoves` gates every hop on `joins`, which tests both ports AND that
|
||||
two 45° legs lie on the same diagonal. That was already true and simply unpinned; `track.test.ts`
|
||||
now holds it against the reported geometry, including a check that the curve IS reachable from the
|
||||
side that joins, so the negative test cannot pass on a card that is merely unreachable.
|
||||
|
||||
A per-edge placement check was written and then taken out, along with a matching guard on
|
||||
`checkTurnoutUpgrade`. Both are documented in place as deliberately absent, because this is exactly
|
||||
the rule someone will "fix" again. A Modifier is scenery (Jesse): a rail pointing at a building is
|
||||
fine.
|
||||
|
||||
### Crossing a Mainline card is regions, not miles per hour (Gitea#3)
|
||||
|
||||
**REPORTED:** a train taking two Stages to clear Double Track, which prints 60. RAR, on review:
|
||||
"Ignore speed signs, they are just graphics. Regions shown on cards indicate how many stages it takes
|
||||
to cross."
|
||||
|
||||
Two recorded rulings are superseded together — Q1, that the printed 60/30 are crossing time, and Q2,
|
||||
that a Slow train adds a Stage to every card. Q2 is what produced the report. Cards carry a region
|
||||
count now and **where a train STARTS is what varies**: Plains 1, Double Track 1, Trestle 1, Curves 2,
|
||||
Tunnel 2, Heavy Grade 3. Fast/Slow is read on Hilly and nowhere else — and Hilly no longer reads the
|
||||
consist, which had a fast freight crossing slower than a slow passenger train. The grade modifiers
|
||||
move the start rather than cutting the clock: Helpers start an uphill train a region on, Brakeman a
|
||||
downhill one, Airbrakes another again. The Uncontrolled Siding and the Interchange print a back
|
||||
region that is not road: a train through starts past it, one arriving to find the siding occupied
|
||||
takes it and runs a region behind, and an Extra beginning its run at an Interchange starts there.
|
||||
|
||||
**THREE THINGS WERE MISSING RATHER THAN WRONG.** With Plains now one region, a following train is in
|
||||
the same place as the train ahead the moment it enters — and nothing tested that, because the
|
||||
catch-up check sits inside `stagesRemaining > 1`, which a one-Stage crossing never reaches. That is
|
||||
the case ABS describes ("the train moving onto the card is instead held back") and it needed
|
||||
building. ABS was also holding SILENTLY on the Office and Division Point paths, so the one card whose
|
||||
purpose is preventing a wreck did its job invisibly. And `collide` never released the A/D track,
|
||||
which did not matter while every collision happened out on the road — a train destroyed as it LEAVES
|
||||
is still standing at the Office.
|
||||
|
||||
The Uncontrolled Siding was marked "trains may pass", which skipped the collision test altogether and
|
||||
made the siding do nothing at all. It is `false` now, with the siding entry doing the work.
|
||||
|
||||
Measured: on the Mainline cards of a 3-player Division, a fast train pays ~5.6 Stages against ~5.4
|
||||
before and a slow one ~6.0 against ~9.4. **Fast traffic is unchanged; slow traffic is about a third
|
||||
quicker**, and the gap across a Division collapses from roughly four Stages to under one — so Q2's
|
||||
recorded consequence, that every Slow train is still on the road when the next Day begins holding its
|
||||
Crew Tray, no longer holds and `players + 3` is due a re-examination.
|
||||
|
||||
Two effects are recorded in `TODO.md` rather than acted on: freight share fell 8% → 5% and completed
|
||||
freight loads got scarcer, which runs against the obvious expectation and nobody knows why yet; and
|
||||
the bot stopped playing Red Flags — offered 4,212 times in 600 games, played 4.
|
||||
|
||||
### The Division is one row (Gitea#18)
|
||||
|
||||
**REPORTED:** "track design should not be horseshoe / square, but a single row… Division map should
|
||||
not show any office area detail."
|
||||
|
||||
It was laid out around a table — one row for a single seat, two facing rows for two, a horseshoe for
|
||||
three, a square for four — on the reasoning that players sit around one. Three reports came out of
|
||||
that, and the one that decided it is that **east stopped being to the right**: a player's east could
|
||||
be drawn south, west or north depending which lane their district landed in, on a map whose whole job
|
||||
is saying which way a train is going. `WDP · ML · Office · … · ML · EDP`, left to right, and the
|
||||
buffer stops simply face outward at the two ends.
|
||||
|
||||
An Office no longer expands into its Running Track either, so the map stops carrying every straight,
|
||||
turnout and Limits sign of every district — that is the Office map's job, and it draws them properly,
|
||||
with the rails. It also stops the Division map growing sideways every time somebody lays a card.
|
||||
|
||||
The trains stay, in two registers: those holding an A/D track ON the rail, and crews switching in the
|
||||
district UNDER it — the distinction drawn as position rather than colour, because that is where those
|
||||
trains are. Each chip carries its number, a direction arrow and a car count, with the consist and the
|
||||
train's printed card on the tooltip. Every district cell is four chips two-by-two regardless of tier,
|
||||
because a Whistle Post with one A/D track can still hold four trains when three of them are crews,
|
||||
and sizing by occupancy is what "The Roster Pass" fixed. 1,580px wide at four players against 842
|
||||
before, drawn at 1:1 so it scrolls rather than shrinking — Jesse's call, "zooming and scrolling
|
||||
worked fine".
|
||||
|
||||
This supersedes `TODO.md` item 24 outright and makes 19, 20, 21, 22, 25 and 26 irrelevant; item 27 is
|
||||
fixed.
|
||||
|
||||
### Six test fixtures that pinned a seed and meant "a game like this"
|
||||
|
||||
Every one of them broke on a rules change and none was about the rule that changed: the deck's SIZE
|
||||
moves the RNG stream, so any count change re-deals every fixture that names a seed.
|
||||
`mainline-cards` now searches for a Division holding a single-track card, `multiplayer` for a game
|
||||
that reaches Day 3, `web` clicks every play verb rather than assuming the first goes on the board and
|
||||
searches for a seed that builds a board, and the `sim` commodity samples were re-measured — a tank is
|
||||
first set out at game 216 now, unload Revenue at game 46. A seventh, `mainline-cards`' `hand()`
|
||||
helper, threw when a card was not in the deck, so dealing Flying Switch zero copies took five passing
|
||||
tests of an unchanged rule with it; it mints one now, which is the point of keeping a row at zero.
|
||||
|
||||
**And one real bug, in a test.** `the game conserves Rolling Stock` went red claiming the engine had
|
||||
conjured three cars. The engine was right: Gap 2c sends a wreck's cabooses to the Division Yard and
|
||||
everything else to Classification, destroying nothing. The test subtracted the wreck's consist from
|
||||
the expected census — a rule the engine does not have — and the branch had never executed, because
|
||||
none of its six seeds had ever collided. The census is held flat unconditionally now, which is both
|
||||
the true invariant and stricter than what it replaced.
|
||||
|
||||
---
|
||||
|
||||
## 0.7.1 — 2026-08-25
|
||||
|
||||
Four issues off the Gitea tracker, all of them things a player saw at the board. Two are engine or
|
||||
page bugs, one is a rules ruling that supersedes a ruling from three days earlier, and the fourth
|
||||
turned out not to be a bug at all — the fix there is that the game now says so. The same four ship
|
||||
as **0.4.9g** on the 0.4.9 line.
|
||||
|
||||
### A caboose is not a load (Gitea#8)
|
||||
|
||||
**REPORTED:** X22 Pee-Dee could not couple a caboose — including the one it was made up with. Drop
|
||||
it at the end of a sweep and it was stranded there, which makes a train whose whole card is a
|
||||
restriction ("may only pick up MTs") unplayable rather than merely restricted.
|
||||
|
||||
`ROLLING_STOCK_SUPPLY` mints all six cabooses as `{ loaded: 6, empty: 0 }`, because §2.2's "a
|
||||
coloured car is loaded, a white car is empty" is doing double duty there as a PIECE COUNT and there
|
||||
is no white caboose to make a train up from. So `.loaded` carries two meanings, and the second one
|
||||
escaped in exactly one place: `pickUpEmptiesOnly`'s `fresh.some((c) => c.loaded)`. Every other read
|
||||
of the flag in `apply.ts` is already scoped to a coach or to a named car type.
|
||||
|
||||
`carriesLoad` now answers the question the rule is actually asking — a caboose carries the crew, not
|
||||
freight, so it is never a load — and the restriction itself is untouched: a loaded car alongside the
|
||||
caboose still refuses. `trainRules` says so on the card ("A caboose is not a load"), because a player
|
||||
reading "EMPTIES ONLY" has no way to know which reading the game took.
|
||||
|
||||
### The Day rolls over and says so (Gitea#10)
|
||||
|
||||
**REPORTED:** "As the game rolls off the end of the day, you get a dialog saying such. Hard to keep
|
||||
track of time."
|
||||
|
||||
Nothing on screen was wrong. The clock, the turn chart and the timetable all said which Day it was.
|
||||
What is wrong is WHEN it changes: a Day turns over inside the phases that run themselves, so it
|
||||
happens between one click and the next, while the player is watching the board and waiting for their
|
||||
turn. The two transient signals the page already had are both gone before that — the phase banner at
|
||||
2.6s, the announcement flash at 4.2s. A modal is the whole request: it stops, and it waits.
|
||||
|
||||
`dayEndHtml` writes it from the frame AFTER the rollover, so the Day that ended is `f.day - 1`.
|
||||
It carries the standings in **Revenue order** rather than seat order (the question at the end of a
|
||||
Day is who is ahead), the Days left to run, and the combined target — reported against the whole
|
||||
table's Revenue, because `minCombinedRevenue` is a combined floor and one player's score against a
|
||||
four-player target reads as hopeless when the table is comfortably ahead. Collisions appear only
|
||||
where §3.4 actually scores them: competitive and co-op, and only when a dial is non-zero. A solitaire
|
||||
game carries the default dials and enforces neither, so printing a collision budget there would put a
|
||||
rule on screen that this game does not have.
|
||||
|
||||
Three suppressions, each of them a way it would otherwise lie:
|
||||
|
||||
- **the first frame** — arriving in a game already on Day 3 is not Day 2 ending, and a page reloaded
|
||||
mid-game would announce a rollover that happened before it was watching;
|
||||
- **the Day going DOWN** — that is Undo stepping back across the rollover, not a Day passing. Undo
|
||||
also clears `lastDay`, so replaying forward through the same rollover does not announce it twice;
|
||||
- **the Day the game ends on** — the outcome panel is the thing to read then. Verified by playing a
|
||||
full solitaire game through: the dialog fires four times in a 5-Day game, not five.
|
||||
|
||||
### A Timetabled train may be thrown away (Gitea#9)
|
||||
|
||||
**REPORTED:** "Timetabled trains are at the choice of the player — they can either play or discard.
|
||||
If someone else wants to pick it up, they are more than able to. The reason: I don't want, if you
|
||||
decide to play a game longer than five days, to decide that maybe there are too many trains, the
|
||||
stations are jammed, and the railroad doesn't need any more. You can toss it. Someone else might
|
||||
disagree and pick it up."
|
||||
|
||||
This **supersedes Gitea#6**, shipped three days earlier in 0.6.2, which made every train card
|
||||
unconditionally undiscardable. Two things narrow it:
|
||||
|
||||
- an **Extra** is still never discardable. It never joins the timetable, so it can never be what
|
||||
jams it, and the only rule it would dodge by being thrown away is the hand limit;
|
||||
- the Timetabled half is a **New Game setting** — `discardTimetabled`, on by default — because
|
||||
Jesse's reasoning is explicitly about games run LONGER than five days, and a five-Day game may well
|
||||
want Gitea#6's pressure back. Jesse asked for it as a setting on this line and as the plain rule on
|
||||
the 0.4.9 line, which has no scaffolding for one; both play the same game at main's default.
|
||||
|
||||
**The second half of the ruling needed no code at all.** "Someone else might pick it up" — a discard
|
||||
already goes face-up onto a Department pile, and a Department pile is exactly what a rival draws
|
||||
from. Only the first half was a change.
|
||||
|
||||
**One place decides, and the card says which rule refused.** `keepReason` returns the sentence a
|
||||
player should read, or `null` if the card may go; `check`, the hand panel and the blocked "End Local
|
||||
Operations" button all ask it. It returns a SENTENCE rather than a boolean because there are now two
|
||||
distinct reasons — "an Extra is never discarded" and "not in this game" — and the panel that used to
|
||||
hard-code one of them would now tell half the players the wrong thing. It reaches the page as the
|
||||
Frame's `handKeepWhy`, replacing text `panels.ts` and `main.ts` each wrote for themselves.
|
||||
|
||||
**Two places would have dropped the setting silently**, both found by looking rather than by `tsc` —
|
||||
`HouseRuleOverrides`' fields are all optional, so omitting one compiles and falls back to the
|
||||
default. The New Game dialog's close handler builds its own `houseRules` object (the comment
|
||||
directly above it warns of exactly this: "a setting missing from here is a setting the dialog
|
||||
silently discards"), and `presets.ts`'s Frame-to-config path, which is how a JOINER is shown someone
|
||||
else's game — a setting dropped there shows them a rule the table is not playing.
|
||||
|
||||
**Gitea#6's corner survives, narrowed.** A hand of four undiscardable trains still has exactly one
|
||||
legal way on — play one — with nothing in the engine computing "you must play a train". With the
|
||||
setting on, the only hand that reaches it is four Extras; with it off, any four trains, as before.
|
||||
Both are pinned by tests.
|
||||
|
||||
### Why nothing is moving on the platform (Gitea#2)
|
||||
|
||||
**REPORTED:** "The Sparrow pulled into the station with two loaded coaches. There are two passengers
|
||||
on the platform. Four porters. My thought was to unload two and load two. I never get the chance to
|
||||
load the last two."
|
||||
|
||||
**The engine is not deviating from the rules**, and this was checked step by step against the
|
||||
reported save. §9.2 discards the white coach into the Classification Yard on boarding and draws one
|
||||
from the Division Yard on de-training; §2.2 returns the Classification Yard only when the Division
|
||||
Yard is empty. All three are implemented exactly. What bites is the interaction: both halves of every
|
||||
passenger cycle consume coaches one-way, and a single global refill condition over a pile of six
|
||||
commodities means they do not come back. Traced over the reported game the coach pool goes 8+/8− on
|
||||
Day 1 to 0+/1− by Day 5, with eight coaches stranded in Classification behind ~60 other cars.
|
||||
|
||||
**Jesse's ruling is that the shortage stays** — "it is possible to run out, that's part of the
|
||||
strategy" — so the three balance options written up in `TODO.md` are declined rather than deferred.
|
||||
|
||||
What was unambiguously a bug is that the game said **nothing**. A Porter action that cannot be taken
|
||||
is simply absent from the menu, and `impediments()` — the panel whose entire job is "why is nothing
|
||||
moving?" — opened with `if (!f || f.kind !== 'freight') continue`, so a platform had never had
|
||||
anything to say for itself. The player was not merely blocked; he was given no reason.
|
||||
|
||||
A Passenger Facility now reports both directions: passengers standing with no train to take them, a
|
||||
train whose card bars Porters from working it, a Terminals-only train at a lesser Office, every coach
|
||||
already full, the red slots full, the same-district rule, and the coach shortage itself — that last
|
||||
one naming how many coaches are sitting in Classification and the condition that brings them back,
|
||||
because a yard visibly full of cars that will not yield one coach is the state that looks like a
|
||||
broken game. The reason text comes from `passengerRefusal`, the engine's own predicate (exported for
|
||||
this), so what is on screen is the rule that actually refused rather than a second guess at it.
|
||||
|
||||
**A second defect fell out of fixing it.** The row's name is read off `card.geometry.facility`, which
|
||||
a Passenger Facility does not have — it rides on the `office` card — so every passenger impediment
|
||||
would have read `facility 0,0` beside a freight row saying `mineTipple 1,-3`. It is named by the
|
||||
Office Area's tier now (`terminal 0,0`), and there is exactly one Office per Area, so that tier is
|
||||
the card's own.
|
||||
|
||||
Verified by replaying the reported save (`playtests/station-master-seed947338225-day5(1).json`)
|
||||
through `fromSave` and printing the panel. Worth noting for anyone who tries it: that save is a
|
||||
v0.4.9-line recording and stops at intent 250 of 323 on the 0.7 engine, because Gitea#4, #6 and #7
|
||||
changed the rules its later intents were recorded against. That is expected divergence, not a
|
||||
save-format bug — a replay reproduces a game from decisions, and the decisions no longer mean the
|
||||
same thing.
|
||||
|
||||
---
|
||||
|
||||
## 0.7.0 — 2026-08-23
|
||||
|
||||
The multiplayer set-up, the lobby, the start of a game, and four things a remote client had never
|
||||
been shown. Jesse's cleanup pass, worked area by area with the design settled before any code was
|
||||
written.
|
||||
|
||||
### Four game types, and Custom
|
||||
|
||||
The lobby used to offer two modes and a folded block of numbers; the New Game dialog offered three
|
||||
modes that only *previewed* defaults. Both now offer the same five: **Solitaire, Co-op, Competitive,
|
||||
Cutthroat** and **Custom**.
|
||||
|
||||
A type is a **set of defaults, not a ruleset**. Picking one fills the whole form; every rule stays
|
||||
editable; editing any of them selects **Custom**, which keeps the scoring of the type it was edited
|
||||
away from and says so on screen ("Custom — scored as Co-op · 3 settings differ from Co-op"). Clicking
|
||||
a named type again resets every rule below the radios.
|
||||
|
||||
| | Solitaire | Co-op | Competitive | Cutthroat |
|
||||
| --- | --- | --- | --- | --- |
|
||||
| Scored as | solitaire | coop | competitive | competitive |
|
||||
| Opening hand | six | six | six | six |
|
||||
| An Extra may start at | any Control Point | your own | your own | **any player's** |
|
||||
| Passenger / freight / transit | 1 / 1 / 0 | 1 / 1 / **1** | 1 / 1 / 0 | 1 / 1 / 0 |
|
||||
| Combined Revenue floor | 3 × players × Days | 3 × players × Days | 2 × players × Days | **off** |
|
||||
| Collisions in one Day | 3 | 3 | 3 | 3 |
|
||||
| Collisions in the game | 5 | 5 | 5 | **off** |
|
||||
|
||||
**The floor is a formula, not a number**, which is why the seed, the table size and the Day count sit
|
||||
ABOVE the type radios as *parameters*: changing one re-derives the floor rather than making the game
|
||||
Custom, so "Co-op, 3 players, 8 days" is still Co-op. Once a host types a floor themselves it is
|
||||
theirs and nothing overwrites it.
|
||||
|
||||
**The type is derived, never stored** (`presetOf`, `src/web/presets.ts`). A saved game is its numbers;
|
||||
a name written beside them is one more thing that can disagree with them. A join preview measures a
|
||||
Custom game against the nearest type it is scored as, so "Custom" alone is never all a player is told.
|
||||
|
||||
**Every field says what its type would have set**, and goes amber when it differs — a non-standard
|
||||
game should be possible and never accidental.
|
||||
|
||||
### The two screens stopped drifting apart
|
||||
|
||||
They each carried a hand-written copy of the same form, and had already diverged in both directions:
|
||||
|
||||
- **The lobby had no "where an Extra may start" at all**, so every multiplayer game ever played used
|
||||
the most permissive setting — an Extra could be planted in another player's district — and no host
|
||||
was ever asked. It is a Cutthroat-only default now.
|
||||
- **The solitaire dialog had none of the three optional rules**, so Employee Rotation and the
|
||||
Emergency Toolbox could not be played solo at all. They ride in the URL with everything else now
|
||||
(`vis`, `rot`, `tool`), and Employee Rotation is disabled at a table of one, where it has no
|
||||
meaning.
|
||||
|
||||
Both blocks are generated from one template and driven by one module (`src/web/settings-form.ts`);
|
||||
`test/web.test.ts` asserts the built page carries every field on both screens, which is the guard the
|
||||
shared markup was for.
|
||||
|
||||
### The dead PvP checkbox is gone
|
||||
|
||||
`buildDeck` ANDs `pvpCardsAllowed` with a hard-coded `cardsImplemented = false`, so the checkbox
|
||||
could not change anything whatever it was set to — on either screen. The 22 opponent-directed cards
|
||||
(and the 7 defensive cards held out with them) are a property of the game type now, and where the
|
||||
control was there is a sentence saying they are not implemented yet.
|
||||
|
||||
### Victory conditions lost the magic zero
|
||||
|
||||
`0` means "off" to the engine, which is exact and unreadable: a Cutthroat game showed two zeroes and
|
||||
left the player to know the convention. Each condition is a checkbox with its number now, and the
|
||||
wording says what actually happens — *"The game ends and everyone loses if collisions in one Day
|
||||
reach 3"*. Unchecked still writes `0`, so nothing underneath changed.
|
||||
|
||||
### The lobby
|
||||
|
||||
- **Joining is its own door**, not a heading below fifteen fields a joiner has no use for.
|
||||
- **A player reads the whole rule set before taking a seat** — `GET /api/lobby/preview`, gated by the
|
||||
same join secret, taking no seat, and **never carrying the seed**, which decides every shuffle.
|
||||
- **A seat survives a reload.** The token used to live in a closure and reach `localStorage` only at
|
||||
`Lobby.Start`, so refreshing while seated orphaned the chair: the player could not return and
|
||||
nobody could free it, on a table that cannot start until every chair is taken. The record is
|
||||
written at create/join with a `stage`, and a reload walks `/api/session` then the lobby stream to
|
||||
land wherever the seat actually is.
|
||||
- **There is a way out.** `POST /api/lobby/leave` frees a seat; naming somebody else's is host-only,
|
||||
which is the host's *remove*; the last human leaving deletes the lobby, its code and its index row
|
||||
rather than leaving a table of bots waiting for a host who no longer exists.
|
||||
- **The lobby stream can fail out loud.** `onmessage` was the only handler, so a dropped connection
|
||||
left the seating screen frozen and silent. It now says so, and its probe tells a blip from a dead
|
||||
lobby — and finds a game that *started* while the connection was down.
|
||||
- **A stored join secret collapses to one line** and re-opens itself on a 403, beside the field it is
|
||||
about.
|
||||
- **Two players may not share a display name** (`NAME_TAKEN`, trimmed and case-insensitive). The name
|
||||
labels the district on the map, is what the turn chart means by "waiting on Jesse", and prefixes
|
||||
every line that player causes; the names lock at `Lobby.Start`, so the refusal has to be at the
|
||||
door. Refused rather than suffixed: a player should play under the name they chose.
|
||||
- **Bots are numbered in the seating list** the way `startLobby` will number them.
|
||||
- **The code copies as a code and as an invite link** (`?lobby&code=…`) — the link never carries the
|
||||
join secret, which travels out of band by design.
|
||||
- **Server codes became sentences** in a red block instead of `.dim` grey: `LOBBY_FULL` was being
|
||||
printed at players verbatim.
|
||||
- **Everyone at the table can see what they are about to play**, not just the host who typed it.
|
||||
|
||||
### The start of a game, which nobody had ever drawn
|
||||
|
||||
`beginRemote` wrote "… connecting to the game" into `#presence` — the DISCONNECT banner — and it
|
||||
worked only because the first render overwrote it. The handoff is its own state now: a curtain with a
|
||||
deliberate beat, a stall message if the board never arrives, then an announcement naming the game and
|
||||
its type, and a marker at the top of the log so the bots' opening turns are visibly *after* the start
|
||||
rather than merged into it. The **game code and the game type are in the header** for the rest of the
|
||||
game — the code used to end at the lobby door, and the type was never on the `Frame` at all, so a
|
||||
Cutthroat game looked exactly like a Co-op one from the board. Start cannot be pressed twice.
|
||||
|
||||
### A client is told who else is at the table
|
||||
|
||||
`/api/stream`'s connect push carried the board, the menu and the log — and nothing about anybody
|
||||
else. `broadcastPresence` only ever reports a CHANGE, so a player learnt of a seat only if it dropped
|
||||
*after* they connected: at a table where two people had not opened the game yet, the screen said
|
||||
nothing at all. Every other seat now rides on the connect push, with `seen` separating **was here and
|
||||
dropped** from **has never opened the game** — the first will probably be back, the second needs
|
||||
somebody sent a link.
|
||||
|
||||
### The four transient signals reach multiplayer
|
||||
|
||||
`createRemoteSession` answered all four with empty values, so a game on a server had **no sound at
|
||||
all**, no flash on the timetable slot a D12 had just filled, no announcement when a completed run
|
||||
paid the table, and no badge on the card you had just drawn. All four ride on the push now.
|
||||
|
||||
The shared three (cues, the flash, the announcement) are drained once per broadcast and are identical
|
||||
in every seat's push — a collision anywhere on the Division, the Stage bell and a train leaving the
|
||||
Division are the table's, not one player's. `justDrawn` is **not** shared: `game.justDrawn` is one
|
||||
field for the whole game and does not say whose card it is, so the server remembers who drew and
|
||||
sends it to that seat alone. A reconnect gets the badge back but none of the shared three: a fresh
|
||||
connection is drawing a state, and replaying the sounds of everything it missed is a burst of noise
|
||||
about the past.
|
||||
|
||||
Draining them also fixed a slow leak nothing had noticed: `game.cues` grew without bound on a server,
|
||||
because the only thing that ever emptied it was a local session's render.
|
||||
|
||||
### Two smaller fixes found on the way
|
||||
|
||||
- **Undo re-dealt a game under the wrong victory conditions.** `undo(game)` defaulted its config to
|
||||
`SOLO_CONFIG`, and `Save` carries only the house rules — so undoing a move in an eight-Day game
|
||||
replayed it as a five-Day one, with the Revenue floor and both collision caps reverting too. It
|
||||
defaults to the game's own config now.
|
||||
- **The page deals the Solitaire game type, not the engine's fallback.** Every type opens with six
|
||||
cards (Jesse's call), but `SOLO_CONFIG` deliberately did not move: every engine test and every sim
|
||||
measurement is taken against it. What a player is dealt when they open the page is the type.
|
||||
|
||||
### Verified by running it, not by reading it
|
||||
|
||||
A real server, a real lobby and a real game — which is where two of these came from:
|
||||
|
||||
- **A bot seat was being reported as a disconnected player.** Every screen would have carried
|
||||
"waiting on Bot 1 — not here yet" for the whole game. Bots hold no connection and never will, so
|
||||
they are not reported at all.
|
||||
- **The six-card opening survives a table with bots in it.** A three-seat game (two humans, one bot)
|
||||
played through Day 1 without stalling on the discard round the six-card deal creates — the risk
|
||||
worth checking before making six the default everywhere.
|
||||
|
||||
Also exercised end to end: preview before joining (and its 403/404s), the duplicate-name refusal,
|
||||
leave freeing a seat, a non-host being refused somebody else's chair, the last human closing the
|
||||
lobby down to its index row, and every one of the four signals arriving at two seats at once.
|
||||
|
||||
`test/presets.test.ts` pins the numbers in the table above, `test/server/session.test.ts` pins the
|
||||
`justDrawn` boundary, `test/server/lobby.test.ts` covers leaving and the name rule, and
|
||||
`test/web.test.ts` gained a suite for the lobby screen, which had none at all.
|
||||
|
||||
### Found by playing it on StartOS, and fixed in the same release
|
||||
|
||||
Everything above was written before the build went on a box. These came out of Jesse playing it:
|
||||
|
||||
- **An Extra belongs to the player who played it.** §7 gives an Extra to whoever played the card —
|
||||
they place the Crew Tray and load the consist as they choose — while a TIMETABLED train's consist
|
||||
is built by the table, starting at the Superintendent and working left. `pendingExtras` was a bare
|
||||
`number[]`, so nothing recorded whose Extra it was and the phase asked whoever the acting order
|
||||
happened to be on: right in solitaire, wrong at every table. It carries the player now, the tray
|
||||
remembers who is building it (`builtBy`), and another seat is refused with `NOT_YOUR_EXTRA` and is
|
||||
not even offered a start point. **No migration**: a save is a seed plus intents, so a `GameState`
|
||||
shape change costs nothing.
|
||||
- **The board never named the Superintendent.** Reported as "seat 1 played a train card BUT seat 2
|
||||
was prompted to build the train — what's the rule?" The engine was right; the screen simply never
|
||||
said who held the Fedora, so the question had no answer on it. `Frame` has carried `superintendent`
|
||||
since v0.4.0 and only the standalone replay ever drew it. It is a chip on the turn chart now,
|
||||
shared by all three screens and hidden in solitaire, and the New Train pill's tooltip says who
|
||||
builds a consist rather than only what the phase does.
|
||||
- **A player can leave a running game**, keeping their seat and their token, and the lobby lists
|
||||
every game the browser is in with Rejoin and Forget. This fixes something worse than what was
|
||||
asked for: `localStorage` held exactly ONE session, so joining a second game overwrote the first
|
||||
token and locked that seat out permanently — `TODO.md` had it as the nearer half of the lost-token
|
||||
problem. Leaving closes the SSE stream too, so the table sees the seat go quiet instead of being
|
||||
told somebody is present who is not.
|
||||
- **`?lobby` now beats resuming.** The splash's multiplayer door and an invite link both mean "I want
|
||||
to pick a game", but a remembered session was checked first — so anyone already in a game was
|
||||
dropped straight back into it and could never reach the lobby from the door. A bare load still
|
||||
resumes.
|
||||
- **The create form is two columns**, the lobby is 1040px rather than 640px wide, and Game settings
|
||||
spans both columns when it opens with its five groups flowing into as many columns as fit — it
|
||||
used to open inside one column and leave the other standing empty down a very long scroll.
|
||||
- **"Every chair has to be taken" moved** next to the table size it explains, from below the rules
|
||||
block.
|
||||
- **A disabled game type now looks disabled** — the row dims and says why. A bare `disabled` on a
|
||||
radio leaves the label at full strength and reads as a broken control.
|
||||
- **Rule section numbers are out of every string a player reads** — 22 of them, across the page copy,
|
||||
the turn chart, the narration, the panels and the bot's own explanation line. "§6.2 — you may not
|
||||
end a turn holding more than three cards" is now "You may not end a turn holding more than three
|
||||
cards". The sentences still state the rule; they no longer cite a number that a rewrite will
|
||||
invalidate. Code comments keep their references, which is where they are useful.
|
||||
|
||||
Two more findings went into `TODO.md` rather than into code, at Jesse's direction: the Division map
|
||||
draws no track geometry at all (a turnout is pixel-identical to the straight it replaced — the whole
|
||||
visible change is a caption), and the map's buffer stops and direction go wrong once the route wraps
|
||||
through the lanes. All three are one drawing pass with the items already queued there.
|
||||
|
||||
### Also in this commit: Heavy Grade orientation, asked again and unchanged
|
||||
|
||||
Uncommitted documentation work from the previous session, carried in here rather than left in the
|
||||
tree. "Did we ever fix Heavy Grade to allow user placement of direction?" was raised a second time,
|
||||
with the option of giving the choice to the **Superintendent** considered and rejected: the advantage
|
||||
is permanent and the office rotates every three Stages, so a rotating chooser moves the fairness
|
||||
problem rather than solving it. v0.5.0 stands — the orientation is rolled from the seed.
|
||||
|
||||
**The docs were the real defect.** `README.md` listed it among three open rules questions, all three
|
||||
of which v0.5.0 had closed, and the Mainline deck reference said the implementation "needs a player
|
||||
-selection step". Both corrected, the reasoning recorded in `docs/rules/implications.md` §10 Q11 so
|
||||
it is not asked a third time, and `content.ts`/`setup.ts` gained comments saying which half of the
|
||||
printed card is deliberately overridden and why. No code change, and none wanted.
|
||||
|
||||
### Housekeeping
|
||||
|
||||
`playtests/` is a gitignored home for save files that arrive with a bug report, with a committed
|
||||
README saying what goes there and how to open one (the replay viewer takes a file straight off
|
||||
disk). `package-lock.json`'s version had been stuck at 0.5.0 since that release — only
|
||||
`package.json` was ever bumped — and now matches.
|
||||
|
||||
**`undo()` defaulted its config to `SOLO_CONFIG`** (noted above), and while confirming that, one more
|
||||
came out of the same corner: nothing was draining `game.cues` on a server, so it grew without bound
|
||||
for the life of a game. Draining it per broadcast is what makes multiplayer sound work and fixes that
|
||||
at the same time.
|
||||
|
||||
### Not done here
|
||||
|
||||
The visual rendering of the new screens was not looked at in a browser while it was being written —
|
||||
headless Firefox could not start on this box, so everything was verified by test and by driving the
|
||||
real server. It has since been played on StartOS, which is where the fixes in the section above came
|
||||
from; the Division map items it also turned up are in `TODO.md` rather than in this release.
|
||||
|
||||
---
|
||||
|
||||
## 0.6.3 — 2026-08-23
|
||||
|
||||
The deploy script only. No rules change, no game change, and the built site is byte-for-byte what
|
||||
0.6.2 produced — this repairs the path that publishes it.
|
||||
|
||||
### The host moved to FileBrowser Quantum
|
||||
|
||||
Found trying to publish the 0.4.9f playtest build: every deploy died with
|
||||
`login failed: 404 404 page not found`. The File Browser instance has been upgraded to
|
||||
**FileBrowser Quantum**, a fork whose API differs from the v2.63 one `deploy-web.ts` was written
|
||||
against. Three things moved at once, each fatal on its own:
|
||||
|
||||
1. **Auth is a session COOKIE**, not a JWT returned in the response body and sent back as `X-Auth:`.
|
||||
A deploy that ignored the cookie would authenticate and then be rejected by every upload.
|
||||
2. **The password is a header** — `X-Password`, URL-encoded — not a JSON body field.
|
||||
3. **The path is a query parameter** (`?path=`), and every resource call must also name a
|
||||
**`source`**: Quantum can serve several named stores and refuses any call that does not say which
|
||||
("no source provided"). The v2.63 API had no such concept at all.
|
||||
|
||||
Rewritten against the running instance's own bundle rather than guessed — the same discipline the
|
||||
v2.63 version was written with, and worth repeating: the bundle at `/public/static/assets/index-*.js`
|
||||
is **gzip-compressed**, so it has to go through `gunzip` before it can be grepped. Each path was then
|
||||
confirmed against the live host by response code, which is the cheap way to tell a moved endpoint
|
||||
from a bad password without holding a password: **an endpoint that exists answers 401, one that does
|
||||
not answers 404.**
|
||||
|
||||
The source is discovered from `GET /api/settings/sources` — one configured source is used silently,
|
||||
and several makes the script stop and list them rather than deploy the site into the wrong store.
|
||||
`FB_SOURCE` overrides it; `FB_OTP` carries a two-factor code.
|
||||
|
||||
**Verified by deploying with it**, not by reading: 0.4.9f went up this way. This commit is the same
|
||||
file, byte-identical, brought across to the main line — both branches had carried the same broken
|
||||
script, so deploying 0.6.x would have failed in exactly the same way.
|
||||
|
||||
### Housekeeping
|
||||
|
||||
`dist-test/` removed — an untracked hand-made copy of a v0.6.2 `dist/` build, referenced by no
|
||||
script and no test. `build-web.ts` hardcodes `dist` and wipes it on every run, so nothing in the repo
|
||||
could have produced that directory or would ever read it. `.gitignore` is deliberately unchanged:
|
||||
the answer for a directory that should not exist is to delete it, not to hide it.
|
||||
|
||||
---
|
||||
|
||||
## 0.6.2 — 2026-08-22
|
||||
|
||||
Three more from the v0.4.9e gameplay-testing round, now filed as Gitea issues: **#4** extras did not
|
||||
|
||||
@@ -10,29 +10,48 @@ train into an occupied Subdivision. Get that wrong and two trains meet at speed.
|
||||
|
||||
## Status
|
||||
|
||||
**v0.4.8 — solitaire is playable in a browser.** The whole game runs client-side: the engine is pure,
|
||||
imports nothing outside itself, and never touches `Math.random`, so a static host is all it needs.
|
||||
**Solitaire is playable in a browser and multiplayer runs against a server.** The solitaire game runs
|
||||
entirely client-side — the engine is pure, imports nothing outside itself, and never touches
|
||||
`Math.random`, so a static host is all it needs. Multiplayer adds an authoritative server for the
|
||||
seats a shared game requires.
|
||||
|
||||
- **Rules** — specified, with **three open questions** left. Thirteen gaps in the original prototype
|
||||
rules were found and closed; three more came after, and are in `TODO.md`: where the Local's coach
|
||||
stands while its engine works (a §A.4 question), Poling — the one card in the deck with no defined
|
||||
behaviour — and whether a Heavy Grade's orientation is rolled or chosen at setup.
|
||||
The current version is in [`package.json`](package.json), and every page stamps it with the commit
|
||||
and build date, so what is deployed can always be identified from the page itself. This section
|
||||
deliberately no longer names one: it went stale for six releases.
|
||||
|
||||
- **Rules** — specified. Thirteen gaps in the original prototype rules were found and closed, and the
|
||||
three that came after were all settled in v0.5.0: a coach may be set out at the Office (§A.4),
|
||||
Poling stays out of the deck at zero copies since the source records its effect only as "TBD", and
|
||||
**a Heavy Grade's orientation is rolled from the seed, never chosen by a player** — see
|
||||
[`docs/rules/implications.md`](docs/rules/implications.md) §10 for each ruling and its reasoning.
|
||||
- **Card faces** — every card's printed values specified.
|
||||
- **Architecture** — seven documents, including a 20-component build plan and the multiplayer plan.
|
||||
- **Code** — the engine, the bot, the balance harness, the replay viewer and the playable page. A
|
||||
game can be saved, shared, replayed and stepped back through.
|
||||
- **Not built** — the multiplayer server (Phases 0 and 1 of the plan are done: seat and player are
|
||||
separate, turn state is per player, and the page talks to a `Session` rather than to the engine, so
|
||||
a remote one drops in without the page changing — but there is no server, no turn submission and no
|
||||
per-player push), the 22 opponent-directed cards, and real audio.
|
||||
- **Code** — the engine, the bot, the balance harness, the replay viewer, the playable page, and the
|
||||
server. A game can be saved, shared, replayed and stepped back through.
|
||||
- **Multiplayer — built and running.** `src/server/` serves a lobby (create, join, preview, leave,
|
||||
add a bot, start, and a stream), turn submission, per-session state and persistence, with its own
|
||||
tests under `test/server/`. Games survive a release rather than being destroyed by one. A player
|
||||
weighing a join reads the **whole rule set before taking a seat**; a seat survives a browser
|
||||
reload; anybody may leave and the host may clear a chair; and the four transient signals that make
|
||||
a game feel alive — sound, the timetable flash, an announcement, the badge on the card you just
|
||||
drew — reach a remote client, which they did not before v0.7.0. What is still open is in `TODO.md`
|
||||
under Multiplayer — chiefly that **a player cannot see what the others did**, and that a lost
|
||||
session token still locks someone out of a running game from a genuinely fresh browser.
|
||||
- **Not built** — the opponent-directed cards (the Action and Space-use categories, held out of every
|
||||
deck until they have an implementation, along with the defensive cards whose only purpose is to
|
||||
answer them), and real audio. No screen offers a control for the opponent cards any more: the
|
||||
toggle could not do anything, so both screens state the fact in words instead.
|
||||
|
||||
Balance is *not* where it should be: the developer bot averaged 7.0 Revenue against a target of 20 —
|
||||
of which ~5.4 was the "one Revenue per train that completes its run" rule, so the working freight and
|
||||
passenger economy is still only ~2. That rule is now a **setting that defaults to off**, along with
|
||||
the passenger and freight rates and the opening hand, so the economy can be read on its own and the
|
||||
alternatives can be played rather than argued about. Nothing in this file or in `TODO.md` has been
|
||||
re-measured at the new defaults; `TODO.md` says why, and says which of it is the bot and which is the
|
||||
deck.
|
||||
Balance is *not* where it should be, and this file no longer quotes a figure for it. It used to say
|
||||
"the developer bot averages 7.0 Revenue against a target of 20", which stopped being true the moment
|
||||
the transit rule it names was defaulted to off — that rule was worth ~5.4 of the 7.0, for traffic
|
||||
nobody had to work. Measured at the current defaults the bot means about **zero**.
|
||||
|
||||
The three rates — passenger per coach, freight per load, train per transit — are **settings fixed when
|
||||
the game is dealt**, along with the opening hand and where an Extra may start, so the economy can be
|
||||
read on its own and the alternatives played rather than argued about. Run
|
||||
`node src/sim/harness.ts 400 standard` for today's number rather than trusting one written here;
|
||||
`TODO.md` says which of the gap is the bot and which is the deck.
|
||||
|
||||
Versions follow the convention at the top of [`CHANGELOG.md`](CHANGELOG.md): third digit for fixes,
|
||||
second for a set of features, 1.0 for the first release that deserves the name.
|
||||
@@ -46,14 +65,18 @@ station-master/
|
||||
├── docs/
|
||||
│ ├── rules/ ← the ruleset, card reference, glossary, decision record
|
||||
│ ├── architecture/ ← how it is built, and what the pieces are
|
||||
│ ├── plans/ ← worked plans for a single change, kept for the reasoning
|
||||
│ └── design/ ← board layout studies and rendering samples
|
||||
├── public/replays/ ← saved games published to the site's replay directory
|
||||
├── public/
|
||||
│ ├── replays/ ← saved games published to the site's replay directory
|
||||
│ └── images/ ← art the build copies into the site
|
||||
├── scripts/ ← build and deploy the static site
|
||||
├── src/
|
||||
│ ├── engine/ ← pure rules engine: no I/O, no clock, deterministic from a seed
|
||||
│ ├── server/ ← the authoritative multiplayer server: lobby, sessions, persistence
|
||||
│ ├── sim/ ← bot, harness, replay, board rendering
|
||||
│ └── web/ ← the playable site: splash, game, replay viewer
|
||||
└── test/
|
||||
│ └── web/ ← the playable site: splash, game, lobby, replay viewer
|
||||
└── test/ ← including test/server/ for the server's own suite
|
||||
```
|
||||
|
||||
Start with [`docs/design.md`](docs/design.md) — it indexes everything. Commit messages stay high
|
||||
@@ -62,7 +85,9 @@ level; [`CHANGELOG.md`](CHANGELOG.md) carries the reasoning and the measurements
|
||||
|
||||
## Development
|
||||
|
||||
Requires **Node 22.18+**, which runs TypeScript directly by type stripping. There is no build step.
|
||||
Requires **Node 22.18+**, which runs TypeScript directly by type stripping — so there is no compile
|
||||
step, and the engine, the bot and the tests all run straight from source. (`npm run build:web` is a
|
||||
separate thing: it assembles the static SITE into `dist/`.)
|
||||
|
||||
```sh
|
||||
npm install
|
||||
@@ -104,16 +129,56 @@ is the thing this machinery exists to prevent.
|
||||
`fromSave` replays it exactly — that one property gives save, share, undo, restart recovery and
|
||||
post-game replay. Events are a DERIVED stream: they narrate what happened and drive the display,
|
||||
and they do not reconstruct the position. The phase driver mutates state and then describes it, so
|
||||
fourteen of the forty-six event types are never reduced. Anything that needs to rebuild a game
|
||||
roughly a third of the event types are never reduced at all. Anything that needs to rebuild a game
|
||||
replays the intents.
|
||||
- **Never call `Math.random()`.** One ambient random call silently breaks replay.
|
||||
- **Track is a deck card, but the opening district is dealt.** 96 of the 235 cards are track — the
|
||||
largest category — so a district is built from what you draw, and building it costs you the
|
||||
industry or train you drew instead. The opening hand is the exception, and it is now **chosen when
|
||||
the game is dealt**: three random cards (the default, and the prototype rule), six random cards, or
|
||||
three track and three other from two separately shuffled piles. The last of those is the only one
|
||||
that guarantees you a district to build; deal six and you open over the limit of three, so the
|
||||
first turn is spent choosing. See `TODO.md`.
|
||||
- **The Mainline Phase can stop and ask, and there are three questions it asks.** §8.1's clearance
|
||||
ruling goes to the Superintendent; the Yard Office offer and the Red Flag prompt go to the owner of
|
||||
the district a train is arriving at. `pendingDecision` is a discriminated union and `decisionActor`
|
||||
is the single place that maps a question to whoever must answer it — a new question adds a case
|
||||
there and nowhere else. **Ask before the move is committed:** returning `needsClearance` unwinds
|
||||
the whole phase and the driver re-enters from the top, so anything already mutated is applied
|
||||
twice or left half-done.
|
||||
- **A game ends by PAUSING, and the first ending is the real one.** Running out of Days, or closing
|
||||
short of the combined Revenue floor, puts the game in `awaitingExtension` rather than `finished`:
|
||||
the table is asked whether to play one more Day, unanimously, and asked again at the end of every
|
||||
Day it grants. `state.official` is written at the first ending and never rewritten, so the winner
|
||||
is always the one decided at `config.days` however long play carries on — `config.days` itself
|
||||
never moves, and `state.extraDays` counts the borrowed ones. A §3.4 collision breach is the
|
||||
exception and finishes outright, during an extended Day exactly as during the scheduled game.
|
||||
Because a save is a replay, the vote is an intent (`game.extend`), and it is the one intent that
|
||||
**carries its own player**: every seat may vote in any order, so a replay cannot derive who did.
|
||||
- **Statistics are folded, not recorded.** `state.tally` counts what the event stream says happened —
|
||||
trains through the Division and how many of them did any switching, loads made up and broken — and
|
||||
is hooked
|
||||
at the two boundaries every event crosses exactly once, `applyIntent` and `advance`. It is not
|
||||
hooked in `reduce`, which never sees the phase driver's events at all. Nothing in the rules reads
|
||||
it, so adding a counter is always safe; it rides the `Frame`, so a multiplayer client gets the same
|
||||
numbers as solitaire from one implementation. **What it cannot count is anything the events do not
|
||||
say.** `trainStoodStill` fires once per game for the X18 Circus alone, so "the longest an engine sat
|
||||
on a siding" has no signal behind it — see `TODO.md` #36 rather than assuming an event means what
|
||||
its name suggests.
|
||||
- **A game is one of four TYPES, and a type is a set of defaults rather than a ruleset.** Co-op,
|
||||
Competitive, Cutthroat and Solitaire (`src/web/presets.ts`) each name an opening hand, an Extra
|
||||
rule, three revenue rates and the victory conditions; picking one fills the form, and changing any
|
||||
of them selects **Custom**, which keeps the scoring of the type it came from. The type is *derived*
|
||||
from the numbers rather than stored, so a saved game carries no name that can disagree with what it
|
||||
actually is. Both screens that deal a game — the lobby and the New Game dialog — ask the same
|
||||
eleven questions through one shared block (`src/web/settings-form.ts`), because for two releases
|
||||
they each had a question the other lacked. What separates the types: Co-op alone pays for a
|
||||
transit, Cutthroat alone lets an Extra be planted in another player's district and has no shared
|
||||
failure condition at all beyond three collisions in a Day, and the Revenue floor is a formula in
|
||||
the table size and the length (3 per player per Day in Co-op, 2 in Competitive) rather than a
|
||||
number.
|
||||
- **Track is a deck card, but the opening district is dealt.** Track is the largest category in the
|
||||
deck by a distance — so a district is built from what you draw, and building it costs you the
|
||||
industry or train you drew instead. The opening hand is the exception, and it is **chosen when the
|
||||
game is dealt**: three random cards (the prototype rule), six random cards, or three track and
|
||||
three other from two separately shuffled piles. The last of those is the only one that guarantees
|
||||
you a district to build; deal six and you open over the limit of three, so the first turn is spent
|
||||
choosing. **Every game type now deals six** (Jesse’s call, v0.7.0) — the engine's own fallback,
|
||||
`SOLO_CONFIG`, deliberately did not move with it, because every sim measurement is taken against
|
||||
that. See `TODO.md`.
|
||||
- **What the work pays is a setting too.** Passenger revenue per coach, freight revenue per load and
|
||||
train revenue per transit each run 0–5 and are fixed when the game is dealt. The first two default
|
||||
to 1 and pay at both ends of a movement — boarding *and* detraining, loading *and* unloading. The
|
||||
|
||||
@@ -34,12 +34,16 @@ Queued 2026-08-21, from playing the StartOS build:
|
||||
|
||||
Queued 2026-08-22, from playing on StartOS:
|
||||
|
||||
7. **Make "Games in Progress" readable** — nested groups rather than one run-on line per game, plus
|
||||
sorting by name, start time or last move. Reasoning in Multiplayer below. Small, and it is the
|
||||
action most used for actual administration.
|
||||
8. **Give a player a way back into a game after losing their browser** — today a fresh browser is
|
||||
locked out permanently, even though the server still knows who they are. Reasoning in
|
||||
Multiplayer below; needs Jesse's call on whether a token in a URL is acceptable.
|
||||
7. **Make "Games in Progress" readable** — **ON HOLD, 2026-08-29 (Jesse).** StartOS 0.4.0.2 is
|
||||
expected to improve how action results are displayed, which is most of what makes this unreadable
|
||||
— so wait and see what the platform fixes before rewriting the action around a limitation that
|
||||
may be gone. Re-open it against 0.4.0.2 and re-read the output before designing anything.
|
||||
Reasoning in Multiplayer below.
|
||||
8. **Give a player a way back into a game after losing their browser** — a fresh browser is still
|
||||
locked out of a RUNNING game, even though the server knows who they are. Reasoning in Multiplayer
|
||||
below; needs Jesse's call on whether a token in a URL is acceptable. **The lobby half of this was
|
||||
fixed 2026-08-23** — a reload while seated no longer orphans the chair, and a seat can now be
|
||||
given up rather than wedging the table.
|
||||
|
||||
Queued 2026-08-22, from a v0.4.9d gameplay-testing report (six bugs, forwarded by Jesse):
|
||||
|
||||
@@ -48,8 +52,10 @@ Queued 2026-08-22, from a v0.4.9d gameplay-testing report (six bugs, forwarded b
|
||||
it just boarded**~~ — done in v0.4.9e / the release below.
|
||||
11. ~~**The Grocer's Warehouse ships and the Refinery receives**~~ — done in v0.4.9e / the release
|
||||
below: both are one-way again.
|
||||
12. **NOT REPRODUCED: cars left behind when backing up over them** — see Rules Questions below. The
|
||||
one report of the six that is still open, and it needs a board from whoever filed it.
|
||||
12. **PARTLY REPRODUCED: cars left behind when backing up over them** — see Rules Questions below.
|
||||
Half of it turned out to be the second half of Gitea#17 and is fixed (2026-08-26): a train
|
||||
pulling out through a 45° leg left its own cut standing. The "I can later drive right through
|
||||
them" half is still unexplained and still needs a board from whoever filed it.
|
||||
|
||||
Queued 2026-08-22, from the v0.4.9e gameplay-testing report filed as Gitea issues.
|
||||
|
||||
@@ -67,15 +73,51 @@ Queued 2026-08-22, from the v0.4.9e gameplay-testing report filed as Gitea issue
|
||||
and Extra alike; the forced play falls out of the hand limit rather than needing a mechanism of
|
||||
its own. Reasoning in `docs/rules/implications.md` §6.2.
|
||||
|
||||
12b. **Gitea#2 — four porters, two passengers on the platform, and only one may be worked.**
|
||||
DIAGNOSED, AWAITING JESSE'S RULING — see Play Balance below. The engine is faithful to the
|
||||
written rules at every step; what bites is that BOTH directions of porter work move coaches
|
||||
one-way into a Classification Yard that comes back only when the Division Yard is bare of all
|
||||
~60 cars. Sixteen coaches in the game, and the reported save runs dry on Day 5 with eight of
|
||||
them stranded in Classification.
|
||||
12b. ~~**Gitea#2 — four porters, two passengers on the platform, and only one may be worked**~~ —
|
||||
RULED AND FIXED in the release below, though not the way the report implies. The engine is
|
||||
faithful to the written rules at every step; what bites is that BOTH directions of porter work
|
||||
move coaches one-way into a Classification Yard that comes back only when the Division Yard is
|
||||
bare of all ~60 cars. Sixteen coaches in the game, and the reported save runs dry on Day 5 with
|
||||
eight of them stranded in Classification. **Jesse's ruling: the shortage stays** — "it is
|
||||
possible to run out, that's part of the strategy" — so the three balance options in Play Balance
|
||||
below are declined, not deferred. What was actually wrong is that the game said NOTHING: a Porter
|
||||
action that cannot be taken is simply absent from the menu, and the "why is nothing moving?"
|
||||
panel covered freight facilities only. That half is fixed.
|
||||
|
||||
13. **Show me the other players' moves, bots included** — raised by Jesse 2026-08-22 from playing a
|
||||
multiplayer game. Reasoning in Multiplayer below.
|
||||
12e. ~~**Gitea#8 — the per-diem train could not couple a caboose**~~ — done in the release below.
|
||||
`ROLLING_STOCK_SUPPLY` mints all six cabooses `loaded: true` because §2.2's "coloured is loaded,
|
||||
white is empty" doubles as a PIECE COUNT there and there is no white caboose. X22 Pee-Dee, whose
|
||||
whole card is "may only pick up MTs", read that literally and refused every caboose including the
|
||||
one it was made up with — set it out and the train was stranded, which made it unplayable rather
|
||||
than merely restricted. A caboose carries the crew, not freight, so it is never a load.
|
||||
|
||||
12g. ~~**Gitea#9 — a Timetabled train may be discarded**~~ — done in the release below, and it
|
||||
SUPERSEDES Gitea#6 (item 12c above), shipped three days earlier. A Timetabled train may be tossed
|
||||
face-up to a Department slot, where a rival may pick it up — which needed no machinery, since
|
||||
that is where every discard already goes. An Extra still may not: it never joins the timetable,
|
||||
so it can never be what jams it. On this line the Timetabled half is a New Game setting
|
||||
(`discardTimetabled`, on by default), because Jesse's reasoning is about games run longer than
|
||||
five Days; the 0.4.9 line takes the plain rule. Reasoning in `docs/rules/implications.md` §6.2.
|
||||
|
||||
12f. ~~**Gitea#10 — a dialog when the Day rolls over**~~ — done in the release below. "Hard to keep
|
||||
track of time." Nothing on screen was wrong — the clock, the turn chart and the timetable all
|
||||
said which Day it was — but a Day turns over inside the phases that run themselves, so it passes
|
||||
between one click and the next, and the two transient signals the page had (the phase banner at
|
||||
2.6s, the announcement flash at 4.2s) are both gone before a player reading the board notices.
|
||||
A modal stops and waits, and carries the standings, the Days left and the combined target.
|
||||
Suppressed on the first frame, on Undo stepping back across a rollover, and on the Day the game
|
||||
ends — the outcome panel is the thing to read then.
|
||||
|
||||
13. **Watch the other players and the bots actually make their moves** — raised by Jesse
|
||||
2026-08-22, and **settled 2026-08-29 as the harder of the two readings**: "I want to be able to
|
||||
watch other players and bots make their moves. It's not fun to do my turn and have magic happen
|
||||
in the background and then have to figure out what others did."
|
||||
|
||||
So this is not the log-legibility fix. It is the ordered, per-action presentation of everyone
|
||||
else's turns — **the same mechanism Gitea#20 step 4 specifies for the common board**, routed to a
|
||||
player's own screen as well. Jesse: "this relates to issue #20 and will require a lot more
|
||||
thinking." Do not start it as a standalone piece; it wants designing with #20. Reasoning in
|
||||
Multiplayer below.
|
||||
|
||||
14. **INVESTIGATE: stamp the history with wall-clock time** — even if nothing displays it yet, so
|
||||
"how long did that turn take" can be answered afterwards. Reasoning in Replay / Save Games below.
|
||||
@@ -97,18 +139,203 @@ Queued 2026-08-22, from a session looking at the screen rather than the rules. A
|
||||
means something different and useful: hide it now, bring it back at the end of the phase.
|
||||
18. **Give every phase a visible beat.** The automatic phases are not too fast — they are never
|
||||
drawn at all, because `pump` runs them all before the page renders once.
|
||||
19. **Turn the track art vertical on a Division card laid vertically** — a side lane currently reads
|
||||
as stacked left-right segments rather than one continuous run.
|
||||
20. **Run the inter-row connector round the OUTSIDE**, draw it as rail rather than a plain line, and
|
||||
give the corners an angled piece.
|
||||
21. **The Division Point captions overflow the map**, and the buffer stops point the wrong way once
|
||||
the route wraps.
|
||||
22. **Fill the dead centre of the Division map with the common board** — timetable, yards, the
|
||||
Department and Salvage decks. Then the map is what everyone shares and the right column is yours.
|
||||
19. ~~**Turn the track art vertical on a Division card laid vertically**~~ — **SUPERSEDED by
|
||||
Gitea#18** (Jesse, 2026-08-26). There are no vertical lanes any more: the Division draws as a
|
||||
single row, west to east.
|
||||
20. ~~**Run the inter-row connector round the OUTSIDE**~~ — **SUPERSEDED by Gitea#18.** No second
|
||||
row, so nothing to connect.
|
||||
21. ~~**The Division Point captions overflow the map**, and the buffer stops point the wrong way once
|
||||
the route wraps~~ — **SUPERSEDED by Gitea#18.** Nothing wraps; both ends face outward.
|
||||
22. ~~**Fill the dead centre of the Division map with the common board**~~ — **SUPERSEDED by
|
||||
Gitea#18.** A row has no centre to fill.
|
||||
23. **History: newest at the top?** Plus the timestamps question from item 14, which lands here.
|
||||
24. **Put the viewer's own district at the BOTTOM of the Division map** and wrap the table around
|
||||
them, so the screen sits you at the table. Needs no new data; the cost is that "west to east"
|
||||
stops starting where you start reading.
|
||||
24. ~~**Put the viewer's own district at the BOTTOM of the Division map** and wrap the table around
|
||||
them~~ — **DEFINITIVELY SUPERSEDED by Gitea#18** (Jesse's word, 2026-08-26). A single row and a
|
||||
table wrapped around the viewer cannot both hold, and the row wins: being able to rely on east
|
||||
meaning right is worth more than being seated at the table.
|
||||
|
||||
Queued 2026-08-23, from Jesse playing the v0.7.0 build on StartOS. **All three were the same drawing
|
||||
pass as 19-21 and 24 above, and all three are answered by Gitea#18 rather than fixed:**
|
||||
|
||||
25. ~~**The Division map does not draw track geometry at all**~~ — **SUPERSEDED by Gitea#18.** The
|
||||
Division map stops drawing office-area detail altogether, so there is no Running Track on it to
|
||||
draw geometry for. The geometry belongs to the Office map, which already draws it.
|
||||
26. ~~**CONFIRMED IN PLAY: the buffer stop points the wrong way** at two players~~ — **SUPERSEDED by
|
||||
Gitea#18**, with item 21.
|
||||
27. ~~**CONFIRMED IN PLAY: east is not always to the right.**~~ — **FIXED OUTRIGHT by Gitea#18**, and
|
||||
the reason it wins over item 24. One row means east is always to the right.
|
||||
|
||||
28. **INVESTIGATE: move the game's settings off the top line and into a card of their own** — and
|
||||
show ALL of them, not the four that fit. Reasoning in Display below.
|
||||
|
||||
29. **Put the Fedora at the right-hand end of the phase row**, with (or in) the Supervisor Shift
|
||||
pill. Reasoning in Display below.
|
||||
|
||||
Queued 2026-08-25, from releasing 0.7.1 / 0.4.9g. **Both are blocked on the two commits being made
|
||||
and pushed** — they were still uncommitted when the session ended.
|
||||
|
||||
30. ~~**Close the Gitea issues by hand, each with a comment naming the commit that fixed it.**~~ —
|
||||
done, and done again for v0.7.2 / v0.4.9h (2026-08-26). #2, #6, #8, #9 and #10 carry their
|
||||
comments from the v0.7.1 release, including the pointer on #6 saying #9 superseded it. #3, #14,
|
||||
#15, #17 and #18 now carry theirs, each naming `2ab25e3` and `e9683cc` and the version each
|
||||
shipped in — and, where the fix was not what the report implied, the ruling that decided it:
|
||||
#15 was REVERSED on review (the placement is legal; what was confirmed is that no train crosses
|
||||
the gap), and #14's comment lists the ten unbuilt cards that are held out, so they do not vanish
|
||||
along with the issue.
|
||||
|
||||
**Keep doing this.** Auto-closing leaves an issue with no record of which commit or which release
|
||||
answered it. The token and the API calls are in the workspace's `AGENTS.local.md`.
|
||||
|
||||
31. ~~**Bump the StartOS wrapper to 0.7.2.**~~ — done 2026-08-26 (`1bfea8d`). Submodule pinned to
|
||||
`v0.7.2`, `current.ts` at `0.7.2:0`, release notes rewritten in all five locales, `README.md` and
|
||||
`instructions.md` updated. No new version file and no migration. Verified: `npm run check` clean
|
||||
and `make x86` packs as `v0.7.2:0`.
|
||||
|
||||
**This is the first release that does NOT carry games in progress**, and the release notes lead
|
||||
with it in every locale. A save is a seed plus the moves played; the deck going from 206 cards to
|
||||
121 means a card id recorded under 0.7.1 refers to a different card or to none, so a save stops
|
||||
replaying at its first `card.play`. There is nothing to migrate — those moves were made against a
|
||||
deck that no longer exists — and it fails safe: `src/server/index.ts` refuses to resume a save the
|
||||
rules reject, names the move it stopped at, and leaves the file untouched, so an operator can put
|
||||
0.7.1 back on to finish a game that matters.
|
||||
|
||||
32. **Tell the 0.4.9 playtesters their saves are dead, before they find out.** The same deck change
|
||||
shipped as v0.4.9h, so every save filed before it — including the ones attached to Gitea#15 and
|
||||
#17 — stops replaying at its first `card.play`, and any game a tester has in progress will be
|
||||
declined on restart. They fail safe and the files are kept, but nobody has been told. Worth a
|
||||
line wherever the tester build is announced, and worth knowing when the next bug report arrives
|
||||
with a save that will not load.
|
||||
|
||||
Queued 2026-08-29, from building Gitea#11 and #16 (both shipped in v0.7.3, main only):
|
||||
|
||||
33. **The second pass on the results screen — badges, and the brainstorm Gitea#16 asks for.** The
|
||||
first pass is in and reports everything the Frame and the event tally know. What it deliberately
|
||||
does not have is the interesting half: "maybe create badges for anything interesting that
|
||||
happened… there should be a whole conversation brainstorming session on what are the things that
|
||||
might be interesting for people to be aware of at the end of the game." The raw material is
|
||||
already being kept — `tally.trainsCompletedWithWork` is the switching-master join, `longestStand`
|
||||
is the engine that sat on a siding — and because the statistics are DERIVED from the event stream
|
||||
rather than recorded, a second pass can add any of them retroactively to games already played and
|
||||
saved. Needs Jesse and a conversation, not code, to start.
|
||||
|
||||
34. **`replay.ts` prints a raw outcome enum, exactly as the results screen used to.** Its summary
|
||||
line is `` `${o.result} — ${o.reason}` ``, which renders "loss — revenueFloor" — the same defect
|
||||
Gitea#16 was filed about, in the dev-side replay viewer rather than the playable page. The
|
||||
sentences now exist (`panels.ts`'s `reasonSentence`), but they are written against a `Frame` and
|
||||
the replay recorder has a `GameState`, so it is a small refactor rather than a one-line swap. Not
|
||||
done in v0.7.3 because nothing about it is player-facing and the change earns its own look.
|
||||
|
||||
35. **Extended play has never been played at a real table** — but it now works on a real server.
|
||||
**Verified live on phoenix.local, 2026-08-29**, against the installed v0.7.3:0 rather than in
|
||||
tests: a two-seat competitive game (one human client, one bot) was dealt over the HTTP API with
|
||||
`days: 1`, played to the end of its timetable, and reached `awaitingExtension` on Day 2 with
|
||||
`official = { win, winner 0, daysElapsed }` frozen at Day 1 (`config.days`) and votes
|
||||
`[null, null]`. Voting yes as seat 0 was accepted, the bot followed as designed, and the game
|
||||
returned to `active` with `extraDays: 1` and the official outcome **unchanged**. The tally rode
|
||||
the Frame to the client. Both test games were deleted afterwards; the box is back to Jesse's own
|
||||
`WHISTLE-4086` and the `FREIGHT-3230` lobby.
|
||||
|
||||
**The save carry-over claim was also checked rather than asserted**: phoenix held five saves
|
||||
before the update, of which `WHISTLE-4086` resumed and three were already refused by the 0.7.2
|
||||
deck change. After updating to 0.7.3 the log is identical — same game resumed with the same 7
|
||||
intents, same three refusals at the same move with the same code.
|
||||
|
||||
**What is still untested is the part the item is named for: humans, at a table.** Nobody has sat
|
||||
down and played a game off the end of its timetable, and the multiplayer vote has never been
|
||||
driven through two browsers — what a second player sees while waiting on a first, and whether
|
||||
"waiting on Carol" is legible once Carol has closed her laptop, are still unanswered. Worth being
|
||||
the first thing the next play session does.
|
||||
|
||||
36. **There is no per-Stage "this train did not move" signal, so "longest an engine sat on a siding"
|
||||
cannot be answered.** Gitea#16 asks for it and the comment on that issue said `trainStoodStill`
|
||||
would supply it, "emitted per Stage, so a run of them is exactly the streak you describe". That
|
||||
is wrong, and was found only by reading `advance.ts` while building the tally: the event fires
|
||||
for a train whose profile sets `stopEarnsPoint` — the X18 Circus and nothing else — and
|
||||
`tray.stopPointClaimed` guarantees it fires at most once per train per game. A streak folded from
|
||||
it reads "1 Stage" for ever, which is what v0.7.3 built and then removed.
|
||||
**What it would take:** either a new event emitted per Stage per stationary tray (cheap to emit,
|
||||
but it is a lot of events for a statistic nothing scores), or sampling live state on the Stage
|
||||
boundary the way `stats.ts`'s funnel probe does — which the tally cannot do today, because it
|
||||
folds a batch of events AFTER `advance` has already mutated past the moment they describe. Worth
|
||||
settling with the badge pass (#33) rather than on its own, since that is the only consumer.
|
||||
|
||||
37. ~~**Bump the StartOS wrapper to 0.7.3, then 0.7.4.**~~ — 0.7.3 done 2026-08-29 (`74aea24` in
|
||||
`station-master-startos`). Submodule pinned to `v0.7.3` (`45580d8`), `current.ts` at `0.7.3:0`,
|
||||
release notes in all five locales, `README.md` and `instructions.md` updated. No new version file
|
||||
and no migration — the outgoing `0.7.2:0`'s `up` was empty, `versions.md`'s common case, so
|
||||
`current.ts` bumped in place. Verified: `npm run check` clean, prettier clean, `make x86` packs
|
||||
as `v0.7.3:0`. **NOT installed on a box and not played** — see #35.
|
||||
|
||||
**Unlike 0.7.2, games in progress survive this one**, and both docs lead with it. No card data
|
||||
changed and the engine changes are additive, so every intent in a 0.7.2 save is still legal;
|
||||
proven rather than assumed by `test/harness.test.ts`, which replays the three files in
|
||||
`public/replays` (all recorded under an older ruleset) and asserts every intent still applies.
|
||||
|
||||
**Bumped again to `0.7.4:0` the same day** (`085b88b`), pinned to `v0.7.4`, and installed on
|
||||
`phoenix.local` — verified there, not merely packed: the resume log shows `WHISTLE-4086` coming
|
||||
back with its 7 intents and all five new engine code paths present in the served build. Both tags
|
||||
are signed and pushed.
|
||||
|
||||
**Keep doing the whole sequence.** Tag the app, fetch the tag into the wrapper's submodule,
|
||||
bump `current.ts` in place (the outgoing `up` has been empty every time, `versions.md`'s common
|
||||
case), rewrite the notes in all five locales, update `README.md` and `instructions.md`, then
|
||||
`npm run check` / prettier / `make x86` / `make install`. `UPDATING.md` in the wrapper is the
|
||||
authority and has not needed changing.
|
||||
|
||||
38. ~~**Gitea#13, #5 and #19 — three rules corrections.**~~ — done 2026-08-29 in v0.7.4
|
||||
(`5e34c73`, `2280276`, `19a6a47`), wrapper `085b88b` as `0.7.4:0`, installed on `phoenix.local`.
|
||||
Each issue carries a comment naming its commit and what was ruled, per #30. Reasoning is in
|
||||
`CHANGELOG.md`; what matters here is what they left behind, below.
|
||||
|
||||
39. **NONE OF v0.7.4 HAS BEEN PLAYED BY A HUMAN.** The Yard Office offer, the Red Flag hold and its
|
||||
out-of-phase prompt, and the loaded-Extra make-up rules are all tested end to end, packed, and
|
||||
running on `phoenix.local` — and no person has met any of them at a board. Two are interruptions
|
||||
that stop the Mainline Phase and put a question in front of somebody mid-thought, which is
|
||||
exactly the kind of thing only play reveals. Together with #35 this is now the biggest gap in the
|
||||
project: four features shipped without a table.
|
||||
|
||||
40. **A save from before v0.7.4 may not replay, and nobody has been told.** The same shape as #32 but
|
||||
for the main line: the Red Flags intent changed shape, a make-up that was legal may now be
|
||||
refused, and a Yard Office arrival asks a question no older history has an answer for. It fails
|
||||
safe — the server declines the save, names the move and leaves the file untouched — and
|
||||
`WHISTLE-4086` did survive on `phoenix.local`, so it is "may not" rather than "will not". Worth a
|
||||
line wherever the build is announced, and worth knowing when a bug report arrives with a save
|
||||
that will not load.
|
||||
|
||||
41. **The bot cannot use the half of Red Flags a human would.** It takes the danger prompt
|
||||
unconditionally and still plays zero flags in 200 games, because the prompt needs a colliding
|
||||
arrival to coincide with holding the card. What it never does is plant a flag ON PURPOSE to buy a
|
||||
Stage for switching, which needs it to know it wants time — a notion it does not have. Reasoning
|
||||
and the measurement are under Bot Performance.
|
||||
|
||||
42. ~~**Solitaire must ask before it deals, the same way multiplayer's lobby already does.**~~ — done
|
||||
2026-08-29 in v0.7.5. Jesse: "let the user choose their options like the start of a multiplayer
|
||||
game"; "asking first is the only path." A new `#solitairesetup` screen in `play.html` asks the
|
||||
full shared block — game type, starting hand, Extra start, revenue, victory conditions, optional
|
||||
rules — before a genuinely fresh visit deals anything; a saved game, an explicit `?seed=`, or a
|
||||
URL a Deal already wrote all skip past it. The in-game dialog, the lobby and this screen now
|
||||
share one `wireGameTypeBlock()`/`commitNewGame()` pair instead of the dialog carrying its own
|
||||
copy. Reasoning in `CHANGELOG.md`.
|
||||
|
||||
**Played in a browser on `phoenix.local` 2026-08-29, and it found a real bug — fixed same day in
|
||||
v0.7.6.** The splash's "Play solitaire" door landed straight in a leftover Co-op four-seat lobby
|
||||
instead of the new setup screen: `start()` checked a browser-remembered multiplayer session
|
||||
before ever looking at solitaire's own state, and a bare `./play.html` load could not tell "I
|
||||
clicked Play solitaire" apart from "I reloaded mid multiplayer game" — the same class of problem
|
||||
`?lobby` already solved for the door on the other side (D11), just never applied to this one. The
|
||||
door now marks its intent (`?solitaire`), checked ahead of the remembered-session lookup.
|
||||
|
||||
**And it happened AGAIN on v0.7.6, which is what found the real cause — fixed in v0.7.7.** Every
|
||||
packaged build published the same cache-bust key (`?v=nogit`, because the `.s9pk` build has no
|
||||
`.git` for `git rev-parse`), and the server sent no `Cache-Control` at all, so neither release
|
||||
ever reached the browser that asked for it. Both earlier fixes were correct and both were
|
||||
verified by reading what the SERVER served — which was true and was never the thing in doubt.
|
||||
**The lesson worth keeping: when a fix appears to have had no effect, check that it arrived
|
||||
before re-diagnosing it.** A hard-reload would have answered it on the first report.
|
||||
|
||||
Still not verified past that: nobody has clicked all the way through the setup screen's own
|
||||
fields and confirmed the dealt game matches what was chosen. Worth being an early item in the
|
||||
next play session, alongside #39's four unplayed v0.7.4 features.
|
||||
|
||||
---
|
||||
|
||||
@@ -244,9 +471,23 @@ The replay viewer, the save format, and how a game gets shared.
|
||||
|
||||
## Bot Performance
|
||||
|
||||
What the developer bot can and cannot yet do, measured. Every revenue figure below measured before
|
||||
v0.4.7 is low by roughly half a point — see the stub-industry entry — and the rebalance pass should
|
||||
not read that drop as a deck problem.
|
||||
- [ ] **THE BOT NEVER PLAYS RED FLAGS — and since Gitea#19 that is deck luck, not unwillingness.**
|
||||
**Re-measured 2026-08-29, after the card was redesigned: `redFlagsSet` fires ZERO times in 200
|
||||
solitaire games.** The old measurement (600 games: OFFERED 4,212 times, PLAYED 4) described a
|
||||
bot that declined a card it was constantly handed. That bot is gone.
|
||||
|
||||
Gitea#19 replaced the rule outright: a flag is planted on one side of your own Limits and holds
|
||||
the next train from that direction, and it can be played out of phase when the engine breaks in
|
||||
with "COLLISION RISK! FLAG AGAINST T2?". The bot takes that prompt **unconditionally** — the
|
||||
engine only raises it when an arrival is certainly about to collide, so there is nothing left
|
||||
to judge. It still never plays one, because the prompt needs two things to coincide: an arrival
|
||||
that would collide (0.14 collisions per game, about one game in seven) AND the district's owner
|
||||
holding a Red Flags card at that moment, from a three-card hand drawn out of 121.
|
||||
|
||||
**What is left to fix is the OTHER half of the card**, and it is the half a human would use:
|
||||
planting a flag on purpose to buy a Stage for switching. That needs the bot to know it wants
|
||||
time, which it has no notion of today. Until then the anomaly canary in `sim.test.ts` is
|
||||
measuring deck luck rather than reachability, and its comment now says so.
|
||||
|
||||
- [ ] **THE BOT DOES NOT KNOW TO BRING AN EXPEDITED TRAIN BACK TO THE STATION — new in v0.4.9.**
|
||||
The `expediteFault` mechanic (§7, Q3) charges 1 Revenue every Mainline Phase an expedited train
|
||||
@@ -357,6 +598,30 @@ not read that drop as a deck problem.
|
||||
|
||||
## Play Balance
|
||||
|
||||
- [ ] **FREIGHT GOT SCARCER WHEN THE MAINLINE WENT ONTO REGIONS, and nobody knows why yet.**
|
||||
Gitea#3, measured 2026-08-26 across the same 100 games: freight share of gross fell **8% → 5%**,
|
||||
and completed freight loads went from something a 40-game sample caught reliably to needing
|
||||
200 — on `sim.test.ts`'s seeds, 40 games now yield 0 loads, 80 yield 3, 120 yield 10, 200
|
||||
yield 21.
|
||||
|
||||
**It runs against the obvious expectation.** The change SPEEDS crossings up, so more trains
|
||||
should reach more districts, not fewer. Revenue is flat (−0.2 against 0.0) and collisions are
|
||||
unchanged at 0.1 a game, so nothing is obviously eating the traffic. Candidates worth checking:
|
||||
trains now clear a district before a crew can work them; the entry-time collision rule
|
||||
(below) destroying trains at the Office; or simply that faster turnover means fewer trains
|
||||
standing where freight can be loaded.
|
||||
|
||||
- [ ] **THE CREW TRAY COUNT IS DUE A RE-EXAMINATION, and this is the change that triggers it.**
|
||||
`players + 3` was set when a Slow train took roughly twice as long to cross as a Fast one, and
|
||||
Q2's recorded consequence was that "every Slow train is still on the road when the next Day
|
||||
begins, holding its Crew Tray". Gitea#3 removed the Slow penalty from every card but Hilly.
|
||||
Measured on the Mainline cards alone, a 3-player Division now costs a fast train ~5.6 Stages
|
||||
and a slow one ~6.0, against ~5.4 and ~9.4 before: **fast traffic is unchanged, slow traffic is
|
||||
about a third quicker**, and the gap across a whole Division collapses from roughly four Stages
|
||||
to less than one. RAR's own closing note on the issue: "been worried about the time it takes to
|
||||
cross the division. More thunking on this is needed."
|
||||
|
||||
|
||||
Numbers chosen to fix a measured problem rather than taken from the design. Revisit once the victory
|
||||
target is settled and freight carries its intended share; read no balance conclusion from a revenue
|
||||
number until the rules stop moving.
|
||||
@@ -446,19 +711,27 @@ number until the rules stop moving.
|
||||
~60 cars) are consumed by both halves of every passenger cycle. Traced over the reported game
|
||||
the coach pool goes 8+/8− to 0+/1− by Day 5.
|
||||
|
||||
**Three ways out, and it is Jesse's call which:** (a) refill when the Division Yard is dry of
|
||||
the type-and-state being asked for rather than dry of everything — the reading a player
|
||||
rummaging a table-top pile actually uses, and the biggest balance change; (b) the same trigger
|
||||
but return only the cars of that type; (c) leave the rules alone and raise the coach count in
|
||||
`ROLLING_STOCK_SUPPLY`, which the item below already sanctions — lowest risk, but it delays the
|
||||
wall rather than removing it. Measure (a) or (b) over 400 paired seeds before shipping.
|
||||
**RULED — the shortage stays, and none of the three is being built.** Jesse: "it is possible
|
||||
to run out, that's part of the strategy." For the record, the options were (a) refill when the
|
||||
Division Yard is dry of the type-and-state being asked for rather than dry of everything; (b)
|
||||
the same trigger but return only the cars of that type; (c) leave the rules alone and raise the
|
||||
coach count in `ROLLING_STOCK_SUPPLY`. All three are declined. What shipped instead is the
|
||||
EXPLANATION — the impediments panel now says the Division Yard has no white coach, how many are
|
||||
stranded in Classification, and that Classification returns only when the Division Yard is
|
||||
bare. Running dry is a position to play out of, not a broken game, once the screen says so.
|
||||
|
||||
- [ ] **A blocked PASSENGER facility produces no impediment at all.** `impediments()`
|
||||
(`src/sim/narrate.ts`) opens with `if (!f || f.kind !== 'freight') continue`, so the "why
|
||||
nothing is moving" panel has never had anything to say about a platform. That is the second
|
||||
half of Gitea#2 and the half that is unambiguously a bug: the player above was not merely
|
||||
blocked, he was given no reason — the button simply was not there. Worth fixing whichever way
|
||||
the supply question is settled.
|
||||
- [x] **A blocked PASSENGER facility produces no impediment at all — FIXED.** `impediments()`
|
||||
(`src/sim/narrate.ts`) opened with `if (!f || f.kind !== 'freight') continue`, so the "why
|
||||
nothing is moving" panel had never had anything to say about a platform. That was the second
|
||||
half of Gitea#2 and the half that was unambiguously a bug: the player above was not merely
|
||||
blocked, he was given no reason — the button simply was not there. A platform now reports
|
||||
passengers with no train, a train the card bars Porters from working, full coaches, full red
|
||||
slots, the same-district rule, and the coach shortage itself — the last naming how many coaches
|
||||
are stranded in Classification and what brings them back. The reason comes from
|
||||
`passengerRefusal`, the engine's own predicate, so the panel cannot drift from the rule that
|
||||
actually refused. Fixing the label found a second defect: a Passenger Facility rides on the
|
||||
`office` card, so every passenger row would have read `facility 0,0` next to `mineTipple 1,-3`;
|
||||
it is named by its tier now.
|
||||
|
||||
- [ ] **The log lowercases the first letter of every narration it attributes to a player**, so
|
||||
`EXTRA X18 started…` renders as `Player Solitaire eXTRA X18 started…` (`src/web/game.ts`:1065,
|
||||
@@ -544,11 +817,31 @@ Deferred while planning the server; decisions and reasoning are in `docs/archite
|
||||
is a line of text. The Division map is the one shared picture, and it shows trains on the
|
||||
Mainline, not switching inside a district.
|
||||
|
||||
**Not yet established: which of the two Jesse means.** "I need to see other players' moves" fits
|
||||
both "the history panel is not telling me" (a legibility problem — the panel scrolls, a bot can
|
||||
take a dozen actions between your turns, and nothing marks where your last turn ended) and "I
|
||||
want to watch their railroad" (a Frame problem). Ask before building: the first is an afternoon,
|
||||
the second is a new view.
|
||||
**ANSWERED 2026-08-29, and it is the harder reading.** Jesse: "I want to be able to watch other
|
||||
players and bots make their moves. It's not fun to do my turn and have magic happen in the
|
||||
background and then have to figure out what others did." So the complaint is not that the
|
||||
history panel is hard to read — it is that the moves are not WATCHABLE. Marking the log is a
|
||||
consolation prize, not the fix.
|
||||
|
||||
**This is Gitea#20 step 4, pointed at a player's screen instead of the common board.** That
|
||||
issue — the public common-board display published into Jitsi — already specifies the mechanism,
|
||||
and `docs/plans/jitsi-common-board.md` §"Step 4 — Preserve individual human and bot actions"
|
||||
has the design: a display-step collector inside `GameSession` that captures a projected frame
|
||||
after EVERY successful `submit()`, human and bot alike, deltas it, and emits one step per
|
||||
accepted intent (not one per `GameEvent` — an intent drains automatic work behind it, and the
|
||||
event list is not a complete reducer).
|
||||
|
||||
**The reason it is not simply free once #20 lands** is that the plan deliberately stops short
|
||||
of here: *"Keep player pushes unchanged: players still receive the final coalesced result after
|
||||
all immediately due bots finish."* Extending the step stream to seated players raises questions
|
||||
the common board never has to answer — a spectator can be a second behind, a player waiting to
|
||||
act cannot; and a player animating three bot turns while their own move is due is a game that
|
||||
feels slower, which is the opposite of the complaint. **Jesse, 2026-08-29: "this relates to
|
||||
issue #20 and will require a lot more thinking."** Design it with #20; do not start it alone.
|
||||
|
||||
**The constraint below still binds either way**, and hardest here: the common board is seatless
|
||||
and shows only public state, whereas a step stream sent to a SEATED player is a Frame, and
|
||||
Frames are redacted per seat.
|
||||
|
||||
**The constraint on the second**, and it is the one that must not be got wrong: a district's
|
||||
BOARD is public — cards on the table, cars standing on them, trains — and a player's HAND,
|
||||
@@ -565,6 +858,19 @@ Deferred while planning the server; decisions and reasoning are in `docs/archite
|
||||
2026-08-22: "if I opened a fresh browser window and wanted to resume HOPPER-4607, how would
|
||||
the server know which player I am and which game I'm trying to get to?"
|
||||
|
||||
**PARTLY FIXED 2026-08-23, and the fixed half was the more common one.** A browser that
|
||||
reloaded while SEATED IN A LOBBY used to orphan its chair outright — the token lived in a
|
||||
closure and was only written to `localStorage` at `Lobby.Start`, so the player could not
|
||||
return and nobody could free the seat, on a table that cannot start until every chair is
|
||||
taken. The record is written at create/join now, carries `stage`, and `start()` walks the two
|
||||
probes (`/api/session`, then the lobby stream) to land the browser wherever its seat actually
|
||||
is. **A player may also LEAVE now** (`/api/lobby/leave`), and the host may clear a chair, so a
|
||||
stranded seat is no longer permanent for the rest of the table either.
|
||||
|
||||
**What is left is exactly the case Jesse asked about**: a genuinely fresh browser, on a
|
||||
RUNNING game. Everything below still stands, and still needs his call on whether a token in a
|
||||
URL is acceptable.
|
||||
|
||||
**A new tab or window of the SAME browser is fine** — `localStorage` is per-origin and shared
|
||||
across a profile, so `start()` finds the token and rejoins automatically. **A genuinely fresh
|
||||
browser is not**: another browser, a private window, another device, or cleared site data.
|
||||
@@ -602,8 +908,14 @@ Deferred while planning the server; decisions and reasoning are in `docs/archite
|
||||
not yet decided whether a token in a URL is acceptable; the alternative is a bare token
|
||||
pasted into a field, which is uglier and stays out of history.
|
||||
|
||||
- [ ] **The StartOS "Games in Progress" action is one long unreadable run-on per game.** Raised by
|
||||
Jesse 2026-08-22 after using it against four games. Lives in the WRAPPER repo
|
||||
- [ ] **The StartOS "Games in Progress" action is one long unreadable run-on per game.**
|
||||
**ON HOLD, 2026-08-29 (Jesse): StartOS 0.4.0.2 should make action displays better.** The
|
||||
diagnosis below is that the action-result view collapses newlines — which is exactly the sort
|
||||
of thing a platform release fixes. Re-read the real output on 0.4.0.2 before building anything;
|
||||
the nested-group rewrite may turn out to be unnecessary, and designing around a limitation that
|
||||
has just been lifted is worse than waiting.
|
||||
|
||||
Raised by Jesse 2026-08-22 after using it against four games. Lives in the WRAPPER repo
|
||||
(`station-master-startos`, `startos/actions/gamesInProgress.ts`), whose `AGENTS.md` says work
|
||||
belongs in issues on that repo rather than a `TODO.md` — recorded here because this is where
|
||||
the project's list actually is; move it if that policy is meant to bind.
|
||||
@@ -634,6 +946,58 @@ Deferred while planning the server; decisions and reasoning are in `docs/archite
|
||||
almost nothing — and sorting by last move ascending is how you find the game nobody has
|
||||
touched, which is the main reason to open this action at all.
|
||||
|
||||
- [x] **~~The lobby, the setup form and the start of a game~~ — done 2026-08-23 (Jesse's cleanup
|
||||
pass).** Kept for the reasoning, since several of these were decisions rather than fixes.
|
||||
|
||||
**The game types.** Co-op, Competitive, Cutthroat, Solitaire and Custom (`src/web/presets.ts`),
|
||||
replacing the old two-mode radio. A type is a set of DEFAULTS, not a ruleset: every rule stays
|
||||
editable, and editing one selects Custom, which keeps the scoring of the type it came from.
|
||||
Jesse's numbers — Co-op pays 1 per transit and asks 3 combined Revenue per player per Day;
|
||||
Competitive asks 2 and pays nothing for transits; Cutthroat asks nothing at all and lifts the
|
||||
whole-game collision cap, leaving three-in-one-Day as the only shared way to lose; every type
|
||||
deals six cards. **The Revenue floor is a formula**, so table size and Day count re-derive it
|
||||
rather than making a game Custom — which is why those two, and the seed, sit above the type
|
||||
radios as parameters. The type is DERIVED from the numbers, never stored, so no saved game
|
||||
carries a label that can disagree with itself (`test/presets.test.ts`).
|
||||
|
||||
**Where an Extra may start was missing from the lobby entirely**, so every multiplayer game
|
||||
ever played used the most permissive setting (`anyOffice` — an Extra may be planted in another
|
||||
player's district) and no host was ever asked. It is a Cutthroat-only default now. The reverse
|
||||
hole existed too: the solitaire dialog had none of the three optional rules. Both screens ask
|
||||
the same eleven questions through one shared module (`settings-form.ts`), and a test asserts
|
||||
the markup carries every field on both — the drift is what motivated the shared block.
|
||||
|
||||
**The dead PvP checkbox is gone from both screens.** `buildDeck` ANDs `pvpCardsAllowed` with a
|
||||
hard-coded `cardsImplemented = false`, so the control could not do anything whatever it was
|
||||
set to. The 22 opponent-directed cards (and the 7 defences held out with them) are now a
|
||||
property of the game type, and the fact is stated in words where the checkbox was.
|
||||
|
||||
**The lobby itself:** joining is a door of its own rather than a heading below fifteen fields
|
||||
the joiner has no use for; a stored join secret collapses to one line and re-opens on a 403; a
|
||||
display name is remembered and may not duplicate another at the same table (`NAME_TAKEN`); the
|
||||
seating list numbers bots as the game will; the code copies as a code AND as an invite link;
|
||||
server codes are translated into sentences in a red block instead of `.dim` grey; the lobby
|
||||
stream has an `onerror` that tells a blip from a dead lobby (and finds a game that started
|
||||
while the connection was down); and **a player may read the whole rule set before taking a
|
||||
seat** (`/api/lobby/preview`, which never carries the seed).
|
||||
|
||||
**The start of a game**, which nobody had ever drawn: a handoff curtain with a deliberate beat
|
||||
instead of a "connecting" line written into the DISCONNECT banner, an announcement naming the
|
||||
game and its type, a marker at the top of the log so the bots' opening turns are visibly after
|
||||
the start, the game code and the type in the header for the rest of the game, and a Start
|
||||
button that cannot be pressed twice.
|
||||
|
||||
**The four transient signals reach a remote client at last.** `createRemoteSession` answered
|
||||
all four with empty values, so multiplayer had no sound, no timetable flash, no announcement
|
||||
when a completed run paid the table, and no badge on the card you had just drawn. `justDrawn`
|
||||
is the redaction-sensitive one — `game.justDrawn` is one field for the whole game and does not
|
||||
say whose card it is — so the server remembers who drew and sends it to that seat alone.
|
||||
|
||||
**Two things found by RUNNING it rather than reading it.** A bot seat was being reported as a
|
||||
disconnected player, which would have put "waiting on Bot 1 — not here yet" on every screen
|
||||
for a whole game. And the six-card opening survives a table with bots in it: a three-seat game
|
||||
(two humans, one bot) played through Day 1 without stalling on the discard round.
|
||||
|
||||
- [ ] **Let the game join a call and talk to the table.** Long-term. If the game could join a Zoom,
|
||||
Teams or Jitsi call and post into its chat, it could carry the whole table's shared state
|
||||
without anyone alt-tabbing: the history of actions as they happen, and a prompt when someone
|
||||
@@ -1034,8 +1398,23 @@ Deferred while planning the server; decisions and reasoning are in `docs/archite
|
||||
|
||||
## Display
|
||||
|
||||
- [ ] **THE BOARD STILL DOES NOT SAY WHICH WAY A HEAVY GRADE CLIMBS.** RAR, twice: "grade should
|
||||
tell you which way is up." `gradeUp` is dealt at setup and drives which of Helpers or
|
||||
Brakeman/Airbrakes can ever pay, and Gitea#3 made it matter more — the modifiers now move a
|
||||
train's STARTING REGION, so playing the wrong one is three Stages of climb instead of two. The
|
||||
tooltip says it (`mainlineDescription`); the map does not. Untouched by Gitea#3, which was
|
||||
about the rules rather than the drawing.
|
||||
|
||||
|
||||
What is on the screen and where. Split out of Other 2026-08-22; the rules are elsewhere.
|
||||
|
||||
- [ ] **The log's start marker only works while the whole log fits.** Added 2026-08-23: a multiplayer
|
||||
game marks the top of the history with "— the game began —", which is honest only while the
|
||||
panel is showing every line there is. The panel caps at `slice(-60)`, so past sixty lines the
|
||||
marker is suppressed rather than lying about where the top is — and "what happened while I was
|
||||
waiting" (item 13) still has no marker at all. Both want the same mechanism, and item 23's
|
||||
newest-at-the-top question decides what that mechanism draws.
|
||||
|
||||
- [ ] **INVESTIGATE: a "most recent action" line under the status block.** Raised by Jesse
|
||||
2026-08-22: a line below the status block ("Day, Stage, phase, waiting on") and above the
|
||||
Division map, carrying the same kind of text the history does — *"Jesse drew from the Home
|
||||
@@ -1127,6 +1506,102 @@ What is on the screen and where. Split out of Other 2026-08-22; the rules are el
|
||||
will want it off. Whatever this becomes probably needs a speed control, or to scale with whether
|
||||
anything actually happened in the phase.
|
||||
|
||||
- [ ] **INVESTIGATE: the game's settings belong in a card, not along the top line.** Raised by Jesse
|
||||
2026-08-23, playing the v0.7.0 build: "the game-specific information in the very top line should
|
||||
probably be a card like Facilities, timetable or blocked. Off on the side, we can give complete
|
||||
information about all the game options and not take up valuable real estate at the top of the
|
||||
screen."
|
||||
|
||||
**What the top line carries today**, in order: Revenue, the objective (`#objective`), the seed
|
||||
or seat (`#seed` — the seed in solitaire, `Seat 2` in a multiplayer game), the game code
|
||||
(`#gamecode`, added 2026-08-23), the game type (`#gametype`, e.g. "Custom — scored as
|
||||
Competitive"), and an abbreviation of the house rules (`#houserules`, "3 cards · 1/1/0"). The
|
||||
last four were each added because the information was missing entirely, and the header is now
|
||||
carrying them because it was the only place they had ever been put.
|
||||
|
||||
**What a card could say that the header cannot.** Jesse's list, plus what the Frame already
|
||||
carries: seed and seat, the game code, the game type and what it is scored as, the opening hand,
|
||||
all three revenue rates, the Day count, the combined-Revenue floor, BOTH collision limits (with
|
||||
the running counts, which the Frame has as `collisionsToday`/`collisionsTotal`), where an Extra
|
||||
may start, and every optional rule that is on. **Nothing new has to be sent** — `Frame` gained
|
||||
`mode` and `optionalRules` in v0.7.0, and everything else on that list was already on it. The
|
||||
read-only renderer already exists too: `rulesListHtml` (`settings-form.ts`) draws exactly this
|
||||
list for the join preview and the seating screen, so the card is largely a matter of calling it.
|
||||
|
||||
**His own framing of the value**, worth keeping because it names when it is read: "To go, 'Oh
|
||||
wait, what did we set that to?' They should be able to look that up, but it does not need to be
|
||||
at the top every moment because it is not something that they're likely to need all the time."
|
||||
|
||||
**The open questions.** Which of the six stay on the top line — Revenue and the objective are
|
||||
glanced at constantly and clearly belong there, the seed and the code almost never are. Whether
|
||||
the card folds like `#district` does or is always open. Whether the collision counts belong in
|
||||
it or beside the objective, since they are a live score rather than a setting. And it interacts
|
||||
with the Display items about the right column and the middle of the Division map (item 22): if
|
||||
the shared board moves to the centre, the right column is "yours", and a settings card is not
|
||||
yours — it is the table's.
|
||||
|
||||
- [ ] **INVESTIGATE: the Fedora belongs at the right-hand end of the phase row.** Raised by Jesse
|
||||
2026-08-23, the day after it was added: "on the next row down, we recently added Superintendent
|
||||
and saying who's got the Fedora. That information should be all the way on the right, where
|
||||
currently it says 'Supervisor Shift'. Would it be possible to say 'Supervisor Shift — and then
|
||||
the player name, who's the current supervisor'? If not, just moving the Superintendent and the
|
||||
Fedora graphic to the right-hand side of Supervisor Shift is probably a better place for that."
|
||||
|
||||
**Where it is now.** `turnChartHtml` (`sim/turnchart.ts`, shared by the play screen and both
|
||||
replay viewers) lays out four blocks in a row: the Day/Stage/clock, the phase, "waiting on
|
||||
<name>", then the Fedora chip (`.tc-super`), and last the `<ol class="tc-phases">` of five phase
|
||||
pills. So the Fedora sits in the middle of the row, immediately before the pills.
|
||||
|
||||
**Putting the name IN the Supervisor Shift pill is the appealing version and needs thought.**
|
||||
The pills are a WHERE-ARE-WE indicator — each lights violet while its phase is running and dims
|
||||
once it is done — so a name inside one may read as "this phase belongs to that player", which is
|
||||
not what the Fedora means (the office holds the clearance ruling and starts every round, in
|
||||
every phase). The pill is also the one whose tooltip already explains the hat passing every
|
||||
third Stage, which is why it is the natural home. Worth trying both and looking at them.
|
||||
|
||||
**The fallback Jesse names** — move `.tc-super` to the end of the row, after the pills — is a
|
||||
two-line change and safe. Neither should be done without looking at the row as a whole: it is
|
||||
the most-glanced-at strip on the page, and item 15's "most recent action" line wants space in
|
||||
the same place.
|
||||
|
||||
- [ ] **THE DIVISION MAP DRAWS NO TRACK GEOMETRY — a turnout is indistinguishable from a straight.**
|
||||
Reported by Jesse 2026-08-23, playing the v0.7.0 build on StartOS: he upgraded a straight on his
|
||||
Running Track to a turnout and "did not see the division map on my side updated. And in the
|
||||
opponent's screen, they did not see any update in their division map either."
|
||||
|
||||
**It did update. The whole visible change is one word.** Measured rather than reasoned about —
|
||||
a real two-player game played out ~260 turns, then a running-track straight upgraded to a
|
||||
turnout, diffing the drawn SVG on both seats:
|
||||
|
||||
```
|
||||
own division view : CHANGED
|
||||
other's view : CHANGED
|
||||
drawn SVG : CHANGED
|
||||
removed: <text class="bs-name" ...>straight</text>
|
||||
added : <text class="bs-name" ...>turnout</text>
|
||||
```
|
||||
|
||||
**Why.** `divisionSvg` draws the SAME generic rail on every Running Track cell —
|
||||
`rail(c.x + 6, c.y + 32, c.x + c.w - 6)`, unconditionally — and prints the card's name under it.
|
||||
So a straight, a curve and a turnout are pixel-identical on the map and only the caption
|
||||
differs. `officeSvg` does it properly for the district grid: it reads `cell.links` and draws the
|
||||
real geometry, 45° legs included.
|
||||
|
||||
**The data is already there and unused.** `RunningCardView` carries
|
||||
`links: connectionsFor(card)` — the same field `officeSvg` draws from — and `divisionSvg` never
|
||||
reads it. So this is a rendering change with no plumbing behind it.
|
||||
|
||||
**What is NOT wrong, checked at the same time:** a card laid anywhere BELOW the Running Track
|
||||
correctly changes nothing on the map — the map is the through route between the Limits, and
|
||||
district interiors live in the Office Area grid. Of 4,000 bot steps in a two-player game, all
|
||||
15 running-row plays changed both players' maps and none of the 19 below-the-row plays did. The
|
||||
delta is not dropping anything: `deltaFrame` JSON-compares `division` and sends it whenever it
|
||||
differs.
|
||||
|
||||
**Do it with items 19, 20, 21 and 24** — Jesse's instruction, 2026-08-23. Drawing real geometry
|
||||
is the same pass as turning that geometry through 90° down a side lane, and both are wasted
|
||||
work if the map is later rotated to seat the viewer at the bottom.
|
||||
|
||||
- [ ] **INVESTIGATE: turn the track art vertical on a Division card laid vertically.** Raised by Jesse
|
||||
2026-08-22: a side lane "looks like a bunch of disconnected left-right tracks stacked one on top
|
||||
of another instead of looking like a continuous track."
|
||||
@@ -1143,7 +1618,11 @@ What is on the screen and where. Split out of Other 2026-08-22; the rules are el
|
||||
a rotated card or a differently-arranged one. Worth a sketch before any code.
|
||||
|
||||
- [ ] **INVESTIGATE: run the inter-row connector round the outside, as rail, with angled corners.**
|
||||
Raised by Jesse 2026-08-22.
|
||||
Raised by Jesse 2026-08-22. **CONFIRMED IN PLAY 2026-08-23**, and it is worse than a drawing
|
||||
complaint: "as a train traverses the board in a multiplayer game, east is not always to the
|
||||
right. Sometimes, for train direction, east might be south, west, or north as it traverses the
|
||||
different players." The route wrapping through the lanes is exactly this, and a player reading
|
||||
direction off the screen is being told the wrong thing — not merely an ugly corner.
|
||||
|
||||
**Where it comes out is wrong.** The turn between two sides of the table is drawn from
|
||||
`a.y + CH` — the BOTTOM edge of the last cell in the top row — across to `b.y`, the TOP edge of
|
||||
@@ -1167,7 +1646,11 @@ What is on the screen and where. Split out of Other 2026-08-22; the rules are el
|
||||
fill, so these two interact.
|
||||
|
||||
- [ ] **INVESTIGATE: the Division Point captions overflow, and the buffer stops point the wrong way
|
||||
once the route wraps.** Raised by Jesse 2026-08-22.
|
||||
once the route wraps.** Raised by Jesse 2026-08-22. **CONFIRMED IN PLAY 2026-08-23** at two
|
||||
players: "the eastern division point has the end marker to the right, so it overlays where the
|
||||
track is into the person's area, instead of off the left at the actual end of the track." The
|
||||
stop is drawn past the cell's right-hand edge whatever lane the cell ended up in, so at a
|
||||
wrapped route it points back into the board — over a district, not away from the line.
|
||||
|
||||
**The captions.** "west end · in and out" and "east end · in and out" are centred under their own
|
||||
cell at `x = c.x + c.w / 2`. That was a deliberate fix — they used to hang off the outside of
|
||||
@@ -1274,17 +1757,31 @@ What is on the screen and where. Split out of Other 2026-08-22; the rules are el
|
||||
|
||||
## Rules Questions
|
||||
|
||||
- [ ] **NOT REPRODUCED: "when I back up to collect standing cars and, further down the tracks, the
|
||||
- [ ] **PARTLY REPRODUCED: "when I back up to collect standing cars and, further down the tracks, the
|
||||
caboose, I get the caboose but the cars remain. I can later drive right through them."**
|
||||
Reported against v0.4.9d by a playtester (not Jesse, who forwarded it and could not add detail;
|
||||
his guess was that the cars were spotted at an industry).
|
||||
|
||||
**HALF OF IT IS NOW REPRODUCED AND FIXED (2026-08-26), as the second half of Gitea#17.** The
|
||||
one case the earlier sweep did not try is a train pulling out through a 45° LEG rather than an
|
||||
east or west port. `cutTowards` answered "you meet nothing" for a north or south exit, so a
|
||||
crew standing on a curve drove away and left the cut beside it standing — the reported symptom
|
||||
exactly, and against §A.4's mandatory coupling. `rowEndAt` (`track.ts`) fixes it, and
|
||||
`cut-ordering.test.ts` pins it.
|
||||
|
||||
**WHAT IS STILL UNEXPLAINED is the second sentence — "I can later drive right through them."**
|
||||
Nothing found so far accounts for that. A card is swept by `carsOn` whenever a train enters it,
|
||||
whichever port it enters by, so a later pass over those cars picks them up. Until that half has
|
||||
a board behind it this stays open: the fix above may be the whole report, or only the part that
|
||||
happened to be reachable from the code.
|
||||
|
||||
**What was tried, all of which works.** Cars on plain track on the way to the caboose; cars
|
||||
SPOTTED AT AN INDUSTRY on the way; the train's own cut standing on the square it is pulling out
|
||||
of; a stale `standingWest` on the intermediate card; the industry locked by MEN AT WORK (which
|
||||
correctly blocks the whole route rather than letting the crew past). Every one couples the lot.
|
||||
The first three are pinned in `apply.test.ts` — "backing up over a cut to something beyond it
|
||||
takes both" — so if the case is found later it is somewhere none of them cover.
|
||||
of *through an east or west port*; a stale `standingWest` on the intermediate card; the industry
|
||||
locked by MEN AT WORK (which correctly blocks the whole route rather than letting the crew
|
||||
past). Every one couples the lot. The first three are pinned in `apply.test.ts` — "backing up
|
||||
over a cut to something beyond it takes both" — so if the remaining case is found later it is
|
||||
somewhere none of them cover.
|
||||
|
||||
**Why it is hard to make happen.** Coupling is mandatory (§A.4) and `exploreMoves` accumulates
|
||||
what it meets card by card, so a route that reaches the caboose has already met everything
|
||||
@@ -1315,6 +1812,87 @@ What is on the screen and where. Split out of Other 2026-08-22; the rules are el
|
||||
|
||||
Doesn't fit the above.
|
||||
|
||||
- [ ] **THE DECK IS `docs/Deck cards5.xlsx` EXACTLY, BAR TEN CARDS THAT ARE NOT BUILT.** Gitea#14,
|
||||
2026-08-26. Card for card, **84 rows agree with the sheet** and the only ones that do not are
|
||||
the ten it adds that we have never implemented — Cargo Theft, Civic Improvement, Civilian
|
||||
angel, Delayed Clearance, Flares 2, Robbery, Service Delays, Shipper complaints, Strike,
|
||||
Union Hall 2: **12 copies**, held out on Jesse's instruction until they are built. Gitea#12
|
||||
partly specifies the Inspections among them.
|
||||
|
||||
What landed: track halved; the Q12 office doubling and the Gap 12 industry tripling both
|
||||
removed; Interlocking 2→1, Water column 2→1, ABS Signals 2→1, Red Flags 5→3. **Everything
|
||||
sheet 5 does not list is dealt 0 copies rather than deleted** — the Telegraph/Telephone/Radio
|
||||
dispatching ladder, Facing Point Locks (Enhancement and Mainline both), Flying Switch, Section
|
||||
House, Vandalism, all confirmed by Jesse as deliberate removals from the design, plus Poling
|
||||
and the sharp curves which were already there. The rows and their rules stay, so the design
|
||||
stays visible and each mechanic works the moment it is dealt again. Deck 206 → **121** dealt.
|
||||
|
||||
Measured, 100 games, developer bot: revenue per player **−0.2 → +0.4**, trains scheduled
|
||||
1.3 → 1.6, cards played 16.8 → 13.0. Freight share fell 9% → 4%, and part of that is Flying
|
||||
Switch going to zero — it was a freight mechanic. Worth a look if freight is meant to carry
|
||||
more.
|
||||
|
||||
**NOT A DISCREPANCY, though it looks like one in a card-by-card diff:** Second Section is on
|
||||
neither sheet and is not a drawn card here either. It is a New Train phase intent
|
||||
(`newTrain.secondSection`), and the `copies: 1` on the `SECOND_SECTION` constant is vestigial —
|
||||
nothing deals it. Worth removing that field so the next diff does not flag it again.
|
||||
|
||||
**The deck reads 40% track against the sheet's 31%**, and the whole of that gap is the ten
|
||||
held-out cards concentrating everything else. Building them moves the ratio to the sheet's on
|
||||
its own, which is why the share is held to a loose band in `setup.test.ts` rather than pinned.
|
||||
|
||||
- [ ] **FIVE TEST FIXTURES PINNED A SEED AND MEANT "A GAME LIKE THIS".** All five broke on Gitea#14
|
||||
and none of them was about card counts — the deck's SIZE moves the RNG stream, so changing it
|
||||
re-deals every fixture that names a seed. Fixed in place: `mainline-cards` now searches for a
|
||||
Division holding a single-track card, `multiplayer` for a game that reaches Day 3, `web` clicks
|
||||
every play verb rather than assuming the first one goes on the board, and the two `sim`
|
||||
commodity samples were re-measured (tank is first set out at game **216** now, unload Revenue
|
||||
at game **46**). The `web` fix is on BOTH lines — it broke on `main` at the next count change,
|
||||
exactly as predicted. `multiplayer`'s seed search is still playtest-only; port it when
|
||||
convenient.
|
||||
|
||||
A sixth turned up when the dropped cards went to zero: `mainline-cards`' `hand()` helper threw
|
||||
if the card it wanted was not in the deck, so zeroing Flying Switch took five passing tests of
|
||||
an UNCHANGED rule down with it. It mints a card that is no longer dealt now — which is the
|
||||
point of keeping a row at zero, and the same will hold for the ladder if anyone tests it.
|
||||
|
||||
- [ ] **THE 0.4.9 PLAYTEST LINE IS BEHIND ON A RULES RULING, and that was checked rather than
|
||||
assumed.** Recorded 2026-08-23, when Jesse asked whether any of v0.7.0 needed porting to the
|
||||
`playtest` branch. Almost none of it does — that line has no lobby and no server, and the
|
||||
`undo()` config fix is inert there because its `GameConfig` carries no victory dials, so
|
||||
`configWith` only ever varies the house rules the save already restores.
|
||||
|
||||
**But one v0.5.0 ruling is a CODE difference the testers do not have.** §A.4, the Local's
|
||||
coach — so on that build a coach still may not be set out at the Office.
|
||||
|
||||
**IT IS THREE SITES, NOT ONE.** This entry named only the first until 2026-08-25, when a full
|
||||
branch diff found the other two. Porting just the `apply.ts` line would leave the build in a
|
||||
WORSE state than either line is in today: the coach could be set out at the Office and the next
|
||||
arriving train would then collide with it.
|
||||
|
||||
1. `src/engine/apply.ts` — `main` reads `if (dropRules.coachStaysOnStationTrack &&
|
||||
cut.some(coach) && !atOffice)`; `playtest`'s is the same line **without `&& !atOffice`**.
|
||||
This is the one that refuses the drop.
|
||||
2. `src/engine/track.ts` — `canDropCarsAt(area, coord, count, coachesOnly)` takes a fourth
|
||||
`coachesOnly` parameter on `main` and returns the Office square as droppable when it is set.
|
||||
`playtest`'s signature has no such parameter and returns `false` for the Office outright.
|
||||
3. `src/engine/advance.ts` — the §8.3 "cars fouling the Running Track" check. `main` reads
|
||||
`officeCard.standing.some((c) => c.type !== 'coach')`, so a coach parked at the Office is
|
||||
not a hazard to the next arrival; `playtest` reads `officeCard.standing.length > 0`, which
|
||||
collides with anything standing there. **This one is behavioural and easy to miss** — it is
|
||||
in a different file from the drop rules and reads as a collision fix rather than a coach one.
|
||||
|
||||
The other two questions the 0.4.9 README calls open are documentation-only there (Poling is
|
||||
already at 0 copies; Heavy Grade behaves identically — both lines run the same
|
||||
`rng.nextInt(2)`, re-verified 2026-08-25 — and it even deals the Mainline deck without
|
||||
replacement, so the correction applies word for word).
|
||||
|
||||
**Jesse's call, 2026-08-23: do not port it now.** A settled rules change is not a playtest bug
|
||||
fix, and pushing one into the build people are mid-playtest on would invalidate the feedback
|
||||
that build exists to collect. Recorded so the divergence is a decision rather than a surprise —
|
||||
and so the 0.4.9 README is not "corrected" to match `main`'s wording, which would then describe
|
||||
behaviour that build does not have.
|
||||
|
||||
- [ ] **Documentation generated from the implementation, not written alongside it.** Raised by Jesse
|
||||
2026-08-22, immediately after Gitea#7 changed the coach counts on four train cards and the
|
||||
answer to "where do we keep track of that?" turned out to be **five places of three different
|
||||
@@ -1415,6 +1993,32 @@ Doesn't fit the above.
|
||||
|
||||
## Done, kept for the reasoning
|
||||
|
||||
- **Gitea#15 — a rail may stop dead against its neighbour, and the rule is on MOVEMENT.**
|
||||
Filed 2026-08-25 as "track placements must connect": a right-hand curve had been laid with its
|
||||
north leg against an Ice House and the turnout below pointing at its portless south edge, and the
|
||||
report called that illegal. **RAR reversed it on review (2026-08-26)** — the placement is fine, and
|
||||
a stub like that has a use, as a siding to park cars on. What he asked to confirm instead is that
|
||||
no train can traverse the gap.
|
||||
|
||||
It could not, and cannot: `exploreMoves` gates every hop on `joins`, which tests both ports AND
|
||||
that two 45° legs lie on the same diagonal — never a bare pair of `hasPort` calls. That was already
|
||||
true; `track.test.ts` now pins it against the reported geometry, including the check that the curve
|
||||
IS reachable from the side that joins, so the negative test cannot pass on a card that is merely
|
||||
unreachable.
|
||||
|
||||
**A per-edge placement check was written and then taken out**, along with the matching guard on
|
||||
`checkTurnoutUpgrade`. Both are documented in place as deliberately absent, because this is exactly
|
||||
the rule someone will "fix" again. `canPlaceAt` keeps only the weaker requirement it always had:
|
||||
the piece must touch the network somewhere, which is what stops orphaned track.
|
||||
|
||||
**A Modifier is scenery** (Jesse, 2026-08-26): a rail pointing at a building is fine, so nothing
|
||||
guards Modifier placement either. Measured before the ruling: 24 of 283 Modifiers across 200 bot
|
||||
games sit where a neighbour's rail points at them, and that is simply legal.
|
||||
|
||||
The attached save is dead — Gitea#14 took the deck from 206 cards to 121, so its card ids no longer
|
||||
exist and the replay stops at the first `card.play`. **Every save filed before that deck change is
|
||||
in the same position**, including Gitea#17's. Reproduce from the geometry, not the file.
|
||||
|
||||
- [x] **Put rolling stock back into circulation.** The Classification Yard was write-only — seven
|
||||
writers, no readers — so 37% of all rolling stock left the game by Day 5. Returning it at the
|
||||
Day boundary is **+2.32 ± 0.52 (t = 8.79)**, the largest single change measured on this bot,
|
||||
@@ -1698,6 +2302,18 @@ Doesn't fit the above.
|
||||
Shed and Power Plant may be similarly stale — flagged as a new item above rather than assumed.
|
||||
- [x] **Poling — closed, v0.5.0.** Confirmed already at 0 copies, the same treatment as Sharp Curves,
|
||||
pinned by `mainline-cards.test.ts`. No code change; removed from Rules Questions.
|
||||
- [x] **Heavy Grade orientation — asked again 2026-08-23, and the answer did not change.** Raised as
|
||||
"did we ever fix Heavy Grade to allow user placement of direction?", with the option of giving
|
||||
the choice to the **Superintendent** considered and rejected. Jesse's call: v0.5.0 stands.
|
||||
Three things came out of the re-examination and are recorded in `implications.md` §10 Q11 so it
|
||||
is not asked a third time — the advantage is permanent while the office rotates, so a rotating
|
||||
chooser moves the fairness problem rather than solving it; there is no setup phase to ask in
|
||||
(`createGame` is pure, and `pendingDecision` is typed for clearance alone across 19 readers);
|
||||
and since v0.6.2 deals the Mainline deck without replacement, only **20%** of solitaire games
|
||||
contain a Heavy Grade at all. **The docs were the real defect** — `README.md` listed it among
|
||||
three open rules questions, all three of which v0.5.0 had closed, and the Mainline deck
|
||||
reference said the implementation "needs a player-selection step". Both corrected; no code
|
||||
change, and none wanted.
|
||||
- [x] **Heavy Grade orientation stays rolled, permanently — v0.5.0, Jesse's call.** The card prints
|
||||
"Player sets orientation", but a Heavy Grade sits on the shared Division chain between two
|
||||
players (or beyond an end Division Point, next to one) — never inside one player's own district
|
||||
|
||||
Binary file not shown.
@@ -38,7 +38,7 @@ The PDF art labels this card “Yard”; this reference uses the implementation
|
||||
| Plains | 60 mph; one Stage for Fast, two for Slow. The implementation has one Plains *type* rather than the PDF’s two physical copies. |
|
||||
| Curves | 30 mph; two Stages for Fast, three for Slow. |
|
||||
| Hilly | Passenger train: 60 mph. Freight-only train: 30 mph. Add one Stage if Slow. |
|
||||
| Heavy Grade | Starts at 30 mph; two Stages for Fast, three for Slow. The card requires the player to select its uphill direction; v0.4.5 instead selects that direction from the game seed during setup. Grade modifiers can reduce the time, to a minimum of one Stage. |
|
||||
| Heavy Grade | Starts at 30 mph; two Stages for Fast, three for Slow. The card prints “Player sets orientation”; **the game deliberately overrides that and rolls the uphill direction from the seed** — settled in v0.5.0 and re-confirmed 2026-08-23, see the note below. Grade modifiers can reduce the time, to a minimum of one Stage. |
|
||||
| Double Track | 60 mph. Printed capability: trains may pass. The traffic-resolution rule is in Rules §4.5. |
|
||||
| Uncontrolled Siding | 60 mph. Printed capability: trains may pass. The traffic-resolution rule is in Rules §4.5. |
|
||||
| Tunnel | 30 mph. |
|
||||
@@ -70,6 +70,16 @@ For the grade cards, “uphill” should be the direction selected by the player
|
||||
|
||||
## What is not implemented
|
||||
|
||||
- There is no finite draw pile, player choice, or physical placement interaction for Mainline cards; setup selects their types automatically from the seeded random stream.
|
||||
- There is no player choice or physical placement interaction for Mainline cards; setup deals them automatically from the seeded random stream. There **is** a finite draw pile as of v0.6.2 — the deck above, dealt without replacement, so no Division can hold two of a card printed once.
|
||||
- Interchange is catalogued as a “sort cars” card, but v0.4.5 has no operation that reorders a train on the Interchange. The Small Yard in an Office Area is the implemented sorting mechanism.
|
||||
- Heavy Grade orientation is seeded automatically rather than chosen by a player. The implementation needs a player-selection step to match the card.
|
||||
- Interchange now has one player-facing use: an Extra Train may be **started** there, made up in its yard and highballing onto the Mainline when the Subdivision is clear (§7, v0.6.2). Car sorting remains unimplemented.
|
||||
|
||||
## Heavy Grade orientation is settled, not missing
|
||||
|
||||
Heavy Grade orientation is rolled from the seed rather than chosen by a player. **This is a decision, not a gap, and it is not awaiting a player-selection step.**
|
||||
|
||||
The card prints “(Up)” and “Player sets orientation”, which assumes the card has an owner. This one does not: `buildDivision` lays the Division as `DP · Mainline · Office · Mainline · … · DP`, so a Heavy Grade always sits **between two districts**, or beyond an end Division Point next to one — never inside a single player’s own district.
|
||||
|
||||
Orientation is not cosmetic: Brakeman and Airbrakes each take a Stage off a train running **downhill**, Helpers takes one off a train running **uphill**, and odd-numbered trains run west while even run east. Turning the card around therefore decides which of those modifier cards are worth anything and which direction of traffic is favoured — permanently, for the whole game. Handing that to one of the two neighbours advantages them over the other, and no player has a fair claim to it.
|
||||
|
||||
**Re-opened and closed again on 2026-08-23**, when the option of giving the choice to the Superintendent was considered and rejected. Jesse’s call: v0.5.0’s ruling stands. Rolling from the seed is deterministic, roughly even (51/49 east/west over 400 games), identical for solitaire and multiplayer, and keeps setup non-interactive — the game has no setup phase, so the question would have to interrupt play before the first Local Operations, in the minority of games that deal the card at all (20% at one player, rising to 50% at four).
|
||||
|
||||
@@ -44,8 +44,10 @@ Real accounts can be layered on later without touching the rules engine, which i
|
||||
## 2. Creating and joining
|
||||
|
||||
```
|
||||
Lobby.Create { secret, config } → { gameId, gameCode, token }
|
||||
Lobby.Join { secret, gameCode, displayName } → { token, player }
|
||||
Lobby.Create { secret, config, displayName, players, seed } → { gameId, gameCode, token, player }
|
||||
Lobby.Preview { secret, gameCode } → { gameCode, hostName, config, players, seated }
|
||||
Lobby.Join { secret, gameCode, displayName } → { gameId, gameCode, token, player }
|
||||
Lobby.Leave { token, seat? } → { ok, closed? }
|
||||
```
|
||||
|
||||
**These four messages are the one family with no types behind them**, because the engine has no
|
||||
@@ -60,7 +62,28 @@ per-origin, alongside the token.
|
||||
|
||||
A **game code** — short, human-speakable, e.g. `RAIL-4471` — is the discovery mechanism *inside* the
|
||||
door. No matchmaking, no browsing, no public game list. Players are already talking to each other; the
|
||||
code just needs to survive being read aloud.
|
||||
code just needs to survive being read aloud. The seating screen also offers it as an invite **link**
|
||||
(`…/play.html?lobby&code=RAIL-4471`), which is what a chat message wants — the link carries the code
|
||||
and never the join secret, because the secret is the door key and travels out of band by design.
|
||||
|
||||
**A player reads the rules before taking a chair.** `Lobby.Preview` answers the same join secret with
|
||||
the whole config, the host's name and who is seated, and takes no seat — added 2026-08-23, when the
|
||||
alternative was sitting down blind and (until the same pass) having no way back out. **It never
|
||||
carries the seed**: the seed decides every shuffle and every roll in the game, so it belongs to the
|
||||
host alone.
|
||||
|
||||
**Two players may not share a display name.** The name labels the district on the Division map, it is
|
||||
what the turn chart means by "waiting on Jesse", and `record()` puts it in front of every line that
|
||||
player causes — so two of them make all three ambiguous, and the names lock at `Lobby.Start`. A
|
||||
clashing join is refused (`NAME_TAKEN`, compared trimmed and case-insensitively) rather than silently
|
||||
suffixed: a player should play under the name they chose, or be asked for another.
|
||||
|
||||
**Anybody may leave, and the host may clear a chair.** `Lobby.Leave` frees the seat, drops the token
|
||||
from `joinOrder`, and passes host rights on exactly as a dropped connection does. Naming somebody
|
||||
else's `seat` is host-only. When the last human leaves, the lobby is deleted outright — code, file and
|
||||
index row — rather than left as a table of bots waiting for a host who no longer exists. Before this
|
||||
existed a mis-join or a player who wandered off wedged the whole table, since Start needs every chair
|
||||
filled and a bot may not be dropped onto an occupied seat.
|
||||
|
||||
**One game at a time per person is expected usage and is deliberately not enforced** (`multiplayer.md`
|
||||
§10). Enforcing it needs cross-game state whose only job is deciding when to release someone, and
|
||||
@@ -88,15 +111,27 @@ The cap is about what has been played, not about what the game can do.
|
||||
|
||||
## 3. Configuration, and when it locks
|
||||
|
||||
Set before start, immutable after:
|
||||
Set before start, immutable after — the whole of `GameConfig` (`state.ts`), which the host fills in
|
||||
by choosing a **game type** and then editing whatever they like:
|
||||
|
||||
```
|
||||
mode : solitaire | competitive | coop
|
||||
victory : firstToTarget | highestAfterDays
|
||||
length : short | standard | campaign
|
||||
optionalRules : { reducedVisibility, sisterTrains, employeeRotation, emergencyToolbox }
|
||||
mode : solitaire | competitive | coop
|
||||
days : how long the game runs
|
||||
minCombinedRevenue, maxCollisionsPerDay, maxCollisionsTotal (0 = that condition is off)
|
||||
pvpCardsAllowed : a property of the type, not a control — the cards are unbuilt (setup.ts)
|
||||
optionalRules : { reducedVisibility, employeeRotation, emergencyToolbox }
|
||||
houseRules : { startingHand, extraStart, revenue }
|
||||
```
|
||||
|
||||
**The four game types** (`src/web/presets.ts`, Jesse's design 2026-08-23) are Co-op, Competitive,
|
||||
Cutthroat and Solitaire, plus **Custom** — which is not a fifth type but the state of having edited
|
||||
one, and is scored as whichever type it was edited away from. The type is *derived* by comparing a
|
||||
config against the four, never stored, so a saved game carries no label that can disagree with its own
|
||||
numbers. Seed, player count and Day count sit ABOVE the type on both screens as **parameters**: the
|
||||
types are formulas in the table size and the length (the Revenue floor is 3 per player per Day in
|
||||
Co-op, 2 in Competitive, nothing in Cutthroat), so changing one re-derives rather than making the game
|
||||
Custom.
|
||||
|
||||
These must lock at `Lobby.Start`. Changing `length` mid-game would move the finish line; changing
|
||||
`mode` would switch which failure floors apply (§3.4, §3.5). Neither has a coherent meaning
|
||||
mid-game, so the server should refuse rather than try.
|
||||
@@ -141,6 +176,12 @@ to hide it. Show the chain forming.
|
||||
**Solitaire is unchanged and must stay so:** one player is one seat, seating is trivially `[0]`, and
|
||||
every published replay depends on that.
|
||||
|
||||
**What a seat is told as the game begins** (2026-08-23). The board used to simply appear, mid-Local
|
||||
Operations, with a log already several bot turns deep and nothing marking where the game began. The
|
||||
page now holds a deliberate beat on a handoff curtain, announces the game and its type, marks the top
|
||||
of the log, and shows the code and the type in the header for the rest of the game — none of which is
|
||||
new *data*, only the first time any of it was drawn.
|
||||
|
||||
**Employee Rotation** (Appendix B), if enabled, moves every player one seat left at the end of each
|
||||
Day, carrying their Revenue and the Fedora with them. **The model supports this as of v0.4.0**:
|
||||
offices and districts are keyed by seat, hands and Revenue and the Fedora by player, and `seating[]`
|
||||
@@ -163,6 +204,16 @@ if it was their turn. Broadcast a disconnect notice so everyone else can see why
|
||||
server-layer news about a *connection*, not about the game, so it belongs with the transport rather
|
||||
than in `GameEvent`, which must stay replayable from a seed.
|
||||
|
||||
**On connect, a client is told about every other seat at once** (2026-08-23). A change notice alone
|
||||
answered "who just left", never "who is here" — so a player arriving at a table where two people had
|
||||
not opened the game yet was told nothing about them at all, which is precisely the question at the
|
||||
moment a game starts. Each entry carries `seen`, separating **was here and dropped** from **has never
|
||||
opened the game**: the first will probably be back, the second needs somebody to send them the link.
|
||||
`seen` is remembered only for as long as the process runs, so after a restart every absent seat reads
|
||||
as "not here yet" — the more cautious of the two. **Bot seats are never reported**: a bot holds no
|
||||
connection and never will, and listing one puts "waiting on Bot 1" on every screen for the whole game
|
||||
(found by playing a three-seat game, not by reading the code).
|
||||
|
||||
**On reconnect:** the client presents its token and the server replies with a **full current view**.
|
||||
Not an event tail — a returning client needs the position, not the history of how it got there, and
|
||||
the server can always produce the position because it holds the game
|
||||
|
||||
@@ -103,6 +103,17 @@ Two consequences worth knowing before adding an event:
|
||||
- **Events are not what goes over the wire.** The server applies the intent and pushes the resulting
|
||||
`Frame` (`multiplayer.md` D2/D3). Events are narration and cues, not the protocol — and a reconnect
|
||||
gets a fresh `Frame` rather than the tail it missed.
|
||||
- **What events EARN does go over the wire, as four transient signals** (2026-08-23): the sound cues,
|
||||
the timetable slot a D12 just filled, a one-line announcement, and the id of the card that just came
|
||||
into this seat's hand. They ride beside the `Frame` rather than on it because they mark a *moment*
|
||||
and are consumed — putting them on the Frame would re-fire them on every redraw. Before this a
|
||||
remote client got none of them, so multiplayer had no sound at all, no flash and no announcements
|
||||
while solitaire had all three. The first three are shared and identical in every seat's push; the
|
||||
fourth is **not** — `game.justDrawn` is one field for the whole game and does not say whose card it
|
||||
is, so the server remembers who drew and sends it to that seat alone
|
||||
(`test/server/session.test.ts`, "the four transient signals"). A reconnect gets none of the shared
|
||||
three: a fresh connection is drawing a state, and replaying the sounds of everything it missed is a
|
||||
burst of noise about the past.
|
||||
|
||||
---
|
||||
|
||||
|
||||
+110
-19
@@ -40,8 +40,9 @@ All nine answers are implemented, **170 tests passing**:
|
||||
|
||||
| Answer | Implemented as |
|
||||
| --- | --- |
|
||||
| Q1 crossing time | `crossingStages()` — a 60 card takes 1 Stage, a 30 takes 2. Mainline nodes now carry a **terrain type** dealt at setup, and trains count down Stages instead of stepping through regions. The `Region` model is gone. |
|
||||
| Q2 Fast/Slow | Slow adds one Stage to every card. Hilly reads the consist (any coach = passenger). |
|
||||
| ~~Q1 crossing time~~ | **SUPERSEDED 2026-08-26 — see Q1a below.** Was: a 60 card takes 1 Stage, a 30 takes 2. |
|
||||
| ~~Q2 Fast/Slow~~ | **SUPERSEDED 2026-08-26 — see Q1a below.** Was: Slow adds one Stage to every card; Hilly reads the consist. |
|
||||
| Q1a crossing time | `crossingStages()` — a card costs one Stage per **region printed on it**, and where a train STARTS is what varies. Plains 1, Double Track 1, Trestle 1, Curves 2, Tunnel 2, Heavy Grade 3. The printed mph are scenery. Fast/Slow is read on Hilly and nowhere else. |
|
||||
| Q3 Expedite | An expedited train departs the Stage it arrives — it gets a second `moveTrain` in the same Mainline Phase, still subject to §8.1 clearance. |
|
||||
| Q4 Lockouts | `isLockedOut()` rejects the placement with `FACILITY_LOCKED`. |
|
||||
| Q5 Run-around | Nothing to do — reachability is geometric, so a built bypass already works. |
|
||||
@@ -76,6 +77,39 @@ Crossing time never falls below one Stage — a train cannot cross in no time.
|
||||
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.
|
||||
|
||||
**Q1a, answered by RAR 2026-08-26 (Gitea#3), and it replaces Q1 and Q2 together.**
|
||||
|
||||
> "Ignore speed signs. They are just graphics. Regions shown on cards indicate how many stages it
|
||||
> takes to cross. Plains is 1. Double track is 1, tunnel is 2, curves is 2, heavy grade is 3 unless
|
||||
> you have help… Some cards say fast / slow. This is an indication that if on the train card, the
|
||||
> train is listed as fast or slow, that's starting position / how many stages it takes to traverse
|
||||
> the card. Fast / Slow does not apply to every card — just those that say fast / slow on them.
|
||||
> Currently this is only hilly."
|
||||
|
||||
What this changes, against what was recorded before:
|
||||
|
||||
- **The printed 60/30 mean nothing.** Q1 read them as crossing time; they are ambiance.
|
||||
- **Fast/Slow is not a global penalty.** Q2 added a Stage to every card for a Slow train, which is
|
||||
what made a Slow train take two Stages to clear Double Track — the report that opened the issue.
|
||||
It now applies on Hilly alone, where a fast train starts in the second region.
|
||||
- **Hilly no longer reads the consist.** RAR: "I notice that you are basing stages in mainline cards
|
||||
off coach/non-coach. Actually, all trains are rated as FAST and SLOW."
|
||||
- **Heavy Grade is three regions, not two**, and the modifiers move the START rather than cutting the
|
||||
clock: Helpers start an uphill train a region on, Brakeman a downhill one, Airbrakes another again.
|
||||
- **The Uncontrolled Siding and the Interchange print a back region** that is not part of the road. A
|
||||
train running through starts past it; a train arriving to find the siding occupied takes it and
|
||||
runs a region behind, which is what keeps the two apart, and an Extra beginning its run at an
|
||||
Interchange starts there too.
|
||||
- **ABS holds a train off the card** rather than letting it collide, on any Mainline card.
|
||||
|
||||
Measured consequence, replacing the one recorded under Q2: on a **3-player Division the Mainline
|
||||
cards themselves now cost a fast train ~5.6 Stages and a slow train ~6.0**, against ~5.4 and ~9.4
|
||||
before. Fast traffic is unchanged; **slow traffic is about a third quicker**, and the Fast/Slow gap
|
||||
across a whole Division collapses from roughly four Stages to less than one. The Q2 note that "every
|
||||
Slow train is still on the road when the next Day begins, holding its Crew Tray" no longer holds, so
|
||||
the `players + 3` tray count is due a re-examination — RAR's own closing worry: "been worried about
|
||||
the time it takes to cross the division. More thunking on this is needed."
|
||||
|
||||
**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
|
||||
@@ -89,6 +123,28 @@ district — so whichever direction climbs advantages one neighbour over the oth
|
||||
has a fair claim to the decision. Orientation is **rolled** from the seed instead — deterministic,
|
||||
and roughly even (51/49 east/west across 400 games) — identically for solitaire and multiplayer.
|
||||
|
||||
**Re-opened and closed again, 2026-08-23.** The question came back as "did we ever fix Heavy Grade
|
||||
to allow user placement of direction?", and the option of handing the choice to the **Superintendent**
|
||||
— the neutral office, which rotates with the Fedora every three Stages — was considered and rejected.
|
||||
Jesse's call: v0.5.0's ruling stands. What the re-examination surfaced, worth recording so this is not
|
||||
asked a third time:
|
||||
|
||||
- **The advantage is permanent; the office is not.** Orientation decides which modifier cards pay for
|
||||
the whole game (Brakeman and Airbrakes on the descent, Helpers on the climb) and therefore which
|
||||
direction of traffic is favoured — and odd trains run west while even run east. A rotating office
|
||||
making a one-way, once-and-for-all call does not dissolve the fairness problem, it just moves it.
|
||||
- **There is no setup phase to ask in.** `createGame` is pure and synchronous and the game opens at
|
||||
Day 1, Stage 1, Local Operations. The question would have to interrupt play before the first turn,
|
||||
and `clock.pendingDecision` is typed for clearance alone (`SuperintendentClearance | null`, read in
|
||||
19 places), so a second decision kind would be most of the work.
|
||||
- **Most games never meet the card.** Since v0.6.2 deals the Mainline deck without replacement there
|
||||
is at most one Heavy Grade in ten cards, drawn `players + 1` times: **20%** of solitaire games,
|
||||
rising to 50% at four players. A pre-game interrupt for a rule four games in five never see.
|
||||
|
||||
The docs were the actual defect. `README.md` still listed it among three open rules questions (all
|
||||
three closed in v0.5.0) and `StationMaster-Mainline-Deck-v0.4.5.md` still said "the implementation
|
||||
needs a player-selection step to match the card". Both now say settled, and why.
|
||||
|
||||
**Still not implemented**: the Action (10) and Space-use (12) cards, which are genuinely
|
||||
multiplayer-only. Playing them is rejected with `NOT_IMPLEMENTED`.
|
||||
|
||||
@@ -542,7 +598,7 @@ We modelled a Mainline card as **2 regions, uniform**. The design has **ten dist
|
||||
| Plains | 60 | |
|
||||
| Curves | 30 | |
|
||||
| Hilly | **P60 / F30** | different speeds for passenger and freight |
|
||||
| Heavy Grade (Up) | **G** | player sets orientation; Brakeman/Airbrakes/Helpers unlock better start positions |
|
||||
| Heavy Grade (Up) | **G** | player sets orientation †; Brakeman/Airbrakes/Helpers unlock better start positions |
|
||||
| Double Track | 60 | **trains may pass** |
|
||||
| Uncontrolled Siding | 60 | trains may pass; separate "no pass" and "passing" starts |
|
||||
| Tunnel | 30 | |
|
||||
@@ -550,6 +606,10 @@ We modelled a Mainline card as **2 regions, uniform**. The design has **ten dist
|
||||
| Interchange | 60 | **sort cars into any new order**; has a Yard Limit. Printed "Yard" on the prototype card and renamed after play — it shared a word with the Division Yard, the Classification Yard, the Salvage Yard, the Yard Office and the Small Yard, and is none of them |
|
||||
| East / West Division Point | — | the ends |
|
||||
|
||||
† **"Player sets orientation" is deliberately NOT implemented** — the table records what the card
|
||||
prints, which is what this section is for. The game rolls the uphill direction from the seed instead;
|
||||
settled v0.5.0, re-confirmed 2026-08-23, reasoning in §10 Q11 above.
|
||||
|
||||
Each card shows **Start positions** — where a train enters depending on direction, train type, and
|
||||
which modifier cards are in play. The Heavy Grade card has five distinct starts (plain, brakemen,
|
||||
airbrakes, plain, helpers), so playing Brakeman literally moves your entry point further along.
|
||||
@@ -862,34 +922,65 @@ any setting** — being a place an Extra can start is part of what upgrading buy
|
||||
|
||||
---
|
||||
|
||||
## §6.2 — a train card is never discarded
|
||||
## §6.2 — which train cards may be discarded
|
||||
|
||||
**Jesse's ruling, v0.4.9e playtest** (Gitea#6): "Players are not allowed to discard Train cards. They
|
||||
may keep the card in their hand for multiple stages and even multiple days, but they may not discard
|
||||
it. If a player has three train cards in their hand, and they draw a fourth, then they must play one
|
||||
of those cards."
|
||||
**SUPERSEDED ONCE. Read both rulings; the second narrows the first.**
|
||||
|
||||
**Extras count.** An Extra is a train, even though it runs once and ends in the Salvage Yard where a
|
||||
Timetabled card joins the timetable for the rest of the game.
|
||||
**Gitea#6, v0.4.9e playtest:** "Players are not allowed to discard Train cards. They may keep the
|
||||
card in their hand for multiple stages and even multiple days, but they may not discard it. If a
|
||||
player has three train cards in their hand, and they draw a fourth, then they must play one of those
|
||||
cards." Extras counted: an Extra is a train.
|
||||
|
||||
**Gitea#9, 2026-08-24 — the ruling in force:** "Timetabled trains are at the choice of the player:
|
||||
they can either play or discard. If someone else wants to pick it up, they are more than able to.
|
||||
The reason: I don't want, if you decide to play a game longer than five days, to decide that maybe
|
||||
there are too many trains, the stations are jammed, and the railroad doesn't need any more. You can
|
||||
toss it. Someone else might disagree and pick it up."
|
||||
|
||||
So the rule is now:
|
||||
|
||||
- a **Timetabled** train may be discarded;
|
||||
- an **Extra** may not. It never joins the timetable, so it can never be what jams it, and the only
|
||||
rule it would dodge by being thrown away is the hand limit;
|
||||
- **on `main` the Timetabled half is a New Game setting** (`discardTimetabled`, on by default),
|
||||
because Jesse's reasoning is explicitly about LONG games and a five-Day game may well want
|
||||
Gitea#6's pressure. The 0.4.9 playtest line has no scaffolding for a setting and takes the plain
|
||||
rule. Both lines behave identically at their defaults.
|
||||
|
||||
**"Someone else might disagree and pick it up" needed no machinery.** A discard already goes face-up
|
||||
onto a Department pile, and a Department pile is exactly what a rival draws from. The second half of
|
||||
the ruling was already built; only the first half was a change.
|
||||
|
||||
§6.2 as transcribed says only "the player must reduce his hand to no more than three cards" with no
|
||||
exception for any card type, so this is a ruling rather than a gap — the prototype rules do not
|
||||
address it either way.
|
||||
exception for any card type, so both of these are rulings rather than gaps — the prototype rules do
|
||||
not address it either way.
|
||||
|
||||
### It needs no forcing mechanism, and that is the point
|
||||
|
||||
The interesting property of this rule is that the forced play falls out of two rules that already
|
||||
The interesting property of the rule is that the forced play falls out of two rules that already
|
||||
exist rather than needing a third:
|
||||
|
||||
1. a train card cannot be discarded, so it is not among the ways to shed a card; and
|
||||
1. an undiscardable card is not among the ways to shed a card; and
|
||||
2. `draw.end` already refuses while the hand is over the limit (§6.2).
|
||||
|
||||
A player holding four trains therefore has exactly one legal way to conclude the turn — play one —
|
||||
without anything in the engine ever computing "you must play a train". The corner cannot lock a
|
||||
player in, because **playing a train card is unconditionally legal**: `card.play`'s train case
|
||||
A player holding four undiscardable trains therefore has exactly one legal way to conclude the turn —
|
||||
play one — without anything in the engine ever computing "you must play a train". The corner cannot
|
||||
lock a player in, because **playing a train card is unconditionally legal**: `card.play`'s train case
|
||||
refuses only a board placement, and a train card played when the timetable is full still leaves the
|
||||
hand (it simply schedules nothing). Confirmed by playing it: a hand of four trains offers zero
|
||||
discards, no `draw.end`, and four plays.
|
||||
hand (it simply schedules nothing). Confirmed by playing it: such a hand offers zero discards, no
|
||||
`draw.end`, and four plays.
|
||||
|
||||
**Gitea#9 does not retire that corner, it narrows the way in.** With the setting on, the only hand
|
||||
that reaches it is four Extras; with the setting off it is any four trains, exactly as before.
|
||||
|
||||
### One place decides, and the card says which rule refused
|
||||
|
||||
`keepReason` (`src/engine/apply.ts`) returns the sentence a player should read, or `null` if the card
|
||||
may be discarded. `check`, the hand panel and the blocked "End Local Operations" button all ask it,
|
||||
so none of them can drift from the rule. It returns a SENTENCE rather than a boolean because there
|
||||
are now two distinct reasons — "an Extra is never discarded" and "not in this game" — and a panel
|
||||
that hard-codes one of them tells half the players the wrong thing. It reaches the page as the
|
||||
Frame's `handKeepWhy`.
|
||||
|
||||
The bot needed no rule of its own either. `legal.ts` enumerates candidates and filters them through
|
||||
`check`, so the option stops being offered; and the developer bot already reaches for `card.play`
|
||||
|
||||
Generated
+2
-2
@@ -1,12 +1,12 @@
|
||||
{
|
||||
"name": "station-master",
|
||||
"version": "0.5.0",
|
||||
"version": "0.7.0",
|
||||
"lockfileVersion": 3,
|
||||
"requires": true,
|
||||
"packages": {
|
||||
"": {
|
||||
"name": "station-master",
|
||||
"version": "0.5.0",
|
||||
"version": "0.7.0",
|
||||
"devDependencies": {
|
||||
"@types/node": "^26.1.2",
|
||||
"typescript": "^7.0.2"
|
||||
|
||||
+1
-1
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "station-master",
|
||||
"version": "0.6.2",
|
||||
"version": "0.7.7",
|
||||
"private": true,
|
||||
"type": "module",
|
||||
"description": "Station Master — a railroad operations game",
|
||||
|
||||
@@ -0,0 +1,28 @@
|
||||
# Playtest saves
|
||||
|
||||
Save files that came in with a bug report, or that were kept from a session worth re-reading.
|
||||
|
||||
**Nothing in here is committed** — `.gitignore` keeps the directory empty as far as git is
|
||||
concerned, except for this file. They are somebody's game, not part of the project, and they go
|
||||
stale the moment the rules move.
|
||||
|
||||
## What a save is
|
||||
|
||||
A seed and the list of moves made — a few hundred bytes of JSON. That is enough to rebuild the
|
||||
whole game, which is why a replay can be emailed like a text file. Written by **Save replay** on the
|
||||
play screen; a multiplayer game's copy lives on the server, under its data directory.
|
||||
|
||||
## How to open one
|
||||
|
||||
Open `replays.html` on the site (or a local `npm run serve:web`) and use **Open a save file** at the
|
||||
bottom of the page — it takes a file straight off disk, no upload anywhere. Step through it frame by
|
||||
frame to find the position being reported.
|
||||
|
||||
A save replays only under the rules it was dealt with; every save records them, and one written
|
||||
before a rules change may stop part-way. That is expected, and it is why these are kept beside a
|
||||
report rather than in the repository.
|
||||
|
||||
## Publishing one
|
||||
|
||||
A replay worth keeping for everyone goes in `public/replays/` instead, where the build publishes it
|
||||
into the site's replay directory with an index entry.
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
+15
-1
@@ -60,7 +60,21 @@ execFileSync(
|
||||
*/
|
||||
function buildStamp(): string {
|
||||
const pkg = JSON.parse(readFileSync(join(root, 'package.json'), 'utf8')) as { version: string };
|
||||
let git = 'nogit';
|
||||
/**
|
||||
* THE FALLBACK HAS TO BE UNIQUE PER BUILD, because this string is also the cache-bust key.
|
||||
*
|
||||
* It used to be the literal `nogit`, which is exactly what the `.s9pk` build produces — the
|
||||
* Dockerfile copies the working tree in without `.git`, so `git rev-parse` fails there every time.
|
||||
* Every packaged release therefore published `?v=nogit`, byte-identical to the release before it,
|
||||
* and a returning player's browser had no reason to refetch a single module. v0.7.5's setup screen
|
||||
* and v0.7.6's fix to it both shipped correctly to `phoenix.local` and neither reached the browser
|
||||
* that asked for them (Jesse, twice, 2026-08-29 — "setup did not work").
|
||||
*
|
||||
* The version plus the build's own timestamp is always distinct, needs nothing from the
|
||||
* environment, and stays honest: two builds of the same commit ARE two deploys, and a cache key
|
||||
* that says so costs one refetch, while one that lies costs a release nobody receives.
|
||||
*/
|
||||
let git = `${pkg.version}-${Date.now().toString(36)}`;
|
||||
try {
|
||||
const sha = execFileSync('git', ['rev-parse', '--short', 'HEAD'], { cwd: root })
|
||||
.toString()
|
||||
|
||||
+96
-35
@@ -1,11 +1,29 @@
|
||||
/**
|
||||
* Build the solitaire site and push it to a File Browser instance.
|
||||
* Build the solitaire site and push it to a FileBrowser instance.
|
||||
*
|
||||
* Written against File Browser v2.63's REST API, read from its own bundle rather than guessed:
|
||||
* REWRITTEN FOR **FileBrowser Quantum** (2026-08-23). The host was upgraded from File Browser v2.63
|
||||
* to the Quantum fork, whose API is different in three ways at once, and every deploy failed with
|
||||
* `login failed: 404 404 page not found` — the old `/api/login` simply is not there any more.
|
||||
*
|
||||
* 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
|
||||
* Read from the running instance's own bundle rather than guessed, the same way the v2.63 version
|
||||
* was (`/public/static/assets/index-*.js`, gzipped — pipe it through `gunzip` before grepping), and
|
||||
* each path confirmed against the live host by the response code: an endpoint that exists answers a
|
||||
* bad password with **401**, one that does not answers **404**.
|
||||
*
|
||||
* POST /api/auth/login?username=<u>&recaptcha=
|
||||
* headers X-Password: <urlencoded>, X-Secret: <otp or empty> -> sets a session COOKIE
|
||||
* GET /api/settings/sources -> the named sources
|
||||
* POST /api/resources?path=<p>&source=<s>&isDir=true -> create a directory
|
||||
* POST /api/resources?path=<p>&source=<s>&override=true body=bytes -> upload
|
||||
*
|
||||
* THREE THINGS MOVED, and each would break on its own:
|
||||
* 1. AUTH IS A COOKIE, not an `X-Auth: <jwt>` header. Login returns no usable token in its body;
|
||||
* the session arrives in `Set-Cookie` and every later request has to carry it back.
|
||||
* 2. THE PASSWORD IS A HEADER, `X-Password`, URL-encoded — not a JSON body field.
|
||||
* 3. THE PATH IS A QUERY PARAMETER, `?path=`, not part of the URL, and every resource call also
|
||||
* needs a **`source`** naming which configured store to write to. Quantum throws "no source
|
||||
* provided" without it. `FB_SOURCE` names it; left unset, the sole configured source is used,
|
||||
* and if there is more than one this stops and lists them rather than guessing.
|
||||
*
|
||||
* 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.
|
||||
@@ -18,6 +36,8 @@
|
||||
* Optional:
|
||||
* FB_URL default https://phoenix.local:58157
|
||||
* FB_DEST default websites/stationmaster — the folder Start9 Pages serves from
|
||||
* FB_SOURCE which configured source to write to; discovered automatically when there is one
|
||||
* FB_OTP the one-time code, if the account has two-factor enabled
|
||||
* FB_INSECURE set to 1 for a self-signed certificate (usual for a .local StartOS host)
|
||||
* SITE_URL default https://65.78.82.12:54697/ — the public address Start9 Pages serves at
|
||||
* --dry-run list what would be sent, contact nothing
|
||||
@@ -44,6 +64,8 @@ const URL_BASE = (process.env['FB_URL'] ?? 'https://phoenix.local:58157').replac
|
||||
const DEST = `/${(process.env['FB_DEST'] ?? 'websites/stationmaster').replace(/^\/+|\/+$/g, '')}`;
|
||||
const USER = process.env['FB_USER'] ?? '';
|
||||
const PASS = process.env['FB_PASS'] ?? '';
|
||||
const OTP = process.env['FB_OTP'] ?? '';
|
||||
const SOURCE_ENV = process.env['FB_SOURCE'] ?? '';
|
||||
const DRY = process.argv.includes('--dry-run');
|
||||
|
||||
/**
|
||||
@@ -75,37 +97,80 @@ const CONTENT_TYPES: Record<string, string> = {
|
||||
'.txt': 'text/plain',
|
||||
};
|
||||
|
||||
/**
|
||||
* Log in and return the session cookie every later request must carry.
|
||||
*
|
||||
* The password goes in a HEADER and URL-encoded, which is Quantum's own client does
|
||||
* (`X-Password: encodeURIComponent(password)`). The body carries nothing useful on success — the
|
||||
* session is in `Set-Cookie`, so a deploy that ignored the cookie would authenticate and then be
|
||||
* rejected by every upload.
|
||||
*/
|
||||
async function login(): Promise<string> {
|
||||
const res = await fetch(`${URL_BASE}/api/login`, {
|
||||
const url = `${URL_BASE}/api/auth/login?username=${encodeURIComponent(USER)}&recaptcha=`;
|
||||
const res = await fetch(url, {
|
||||
method: 'POST',
|
||||
headers: { 'Content-Type': 'application/json' },
|
||||
body: JSON.stringify({ username: USER, password: PASS, recaptcha: '' }),
|
||||
headers: { 'X-Password': encodeURIComponent(PASS), 'X-Secret': OTP },
|
||||
});
|
||||
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()}`);
|
||||
if (!res.ok) {
|
||||
// 401 here is a wrong username/password; 404 would mean this build has moved the API again.
|
||||
throw new Error(`login failed: ${res.status} ${body || res.statusText}`);
|
||||
}
|
||||
const cookies = res.headers.getSetCookie();
|
||||
if (cookies.length === 0) throw new Error('login succeeded but set no session cookie');
|
||||
return cookies.map((c) => c.split(';')[0]).join('; ');
|
||||
}
|
||||
|
||||
async function upload(jwt: string, localPath: string, remotePath: string): Promise<void> {
|
||||
/**
|
||||
* WHICH STORE TO WRITE TO. Quantum can serve several named sources and refuses any resource call
|
||||
* that does not name one ("no source provided"), which is the parameter the v2.63 API had no
|
||||
* concept of. One configured source is the normal case and is used without asking; more than one is
|
||||
* ambiguous, and guessing would silently deploy the site into the wrong store.
|
||||
*/
|
||||
async function resolveSource(cookie: string): Promise<string> {
|
||||
if (SOURCE_ENV) return SOURCE_ENV;
|
||||
const res = await fetch(`${URL_BASE}/api/settings/sources`, { headers: { cookie } });
|
||||
if (!res.ok) throw new Error(`could not list sources: ${res.status} ${await res.text()}`);
|
||||
const names = Object.keys((await res.json()) ?? {});
|
||||
if (names.length === 1) return names[0]!;
|
||||
if (names.length === 0) throw new Error('the server reports no sources at all');
|
||||
throw new Error(`several sources configured (${names.join(', ')}) — pick one with FB_SOURCE=<name>`);
|
||||
}
|
||||
|
||||
function resourceUrl(source: string, path: string, extra: Record<string, string>): string {
|
||||
const params = new URLSearchParams({ path, source, ...extra });
|
||||
return `${URL_BASE}/api/resources?${params}`;
|
||||
}
|
||||
|
||||
async function makeDir(cookie: string, source: string, path: string): Promise<void> {
|
||||
const res = await fetch(resourceUrl(source, path, { isDir: 'true' }), {
|
||||
method: 'POST',
|
||||
headers: { cookie },
|
||||
});
|
||||
if (res.ok) return;
|
||||
/**
|
||||
* "Already there" is the normal case on every deploy after the first, and Quantum is not
|
||||
* consistent about which code it reports it with. So the two failures worth stopping for are
|
||||
* named — a rejected session, and a server that broke — and every other 4xx is treated as the
|
||||
* directory already existing. A directory that genuinely is not there fails loudly at the upload
|
||||
* a moment later, which is a better place to find out than a guess here.
|
||||
*/
|
||||
const fatal = res.status === 401 || res.status === 403 || res.status >= 500;
|
||||
if (fatal) throw new Error(`could not create ${path}: ${res.status} ${await res.text()}`);
|
||||
}
|
||||
|
||||
async function upload(
|
||||
cookie: string,
|
||||
source: string,
|
||||
localPath: string,
|
||||
remotePath: string,
|
||||
): Promise<void> {
|
||||
const bytes = readFileSync(localPath);
|
||||
const ext = remotePath.slice(remotePath.lastIndexOf('.'));
|
||||
const res = await fetch(`${URL_BASE}/api/resources${encodePath(remotePath)}?override=true`, {
|
||||
const res = await fetch(resourceUrl(source, remotePath, { override: 'true' }), {
|
||||
method: 'POST',
|
||||
headers: {
|
||||
'X-Auth': jwt,
|
||||
cookie,
|
||||
'Content-Type': CONTENT_TYPES[ext] ?? 'application/octet-stream',
|
||||
'Content-Length': String(bytes.byteLength),
|
||||
},
|
||||
@@ -114,11 +179,6 @@ async function upload(jwt: string, localPath: string, remotePath: string): Promi
|
||||
if (!res.ok) throw new Error(`upload ${remotePath} failed: ${res.status} ${await res.text()}`);
|
||||
}
|
||||
|
||||
/** Encode each segment but keep the separators, so a path stays a path. */
|
||||
function encodePath(p: string): string {
|
||||
return p.split('/').map(encodeURIComponent).join('/');
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
console.log('building…');
|
||||
@@ -147,15 +207,16 @@ if (DRY) {
|
||||
);
|
||||
}
|
||||
|
||||
const jwt = await login();
|
||||
console.log('logged in');
|
||||
const cookie = await login();
|
||||
const source = await resolveSource(cookie);
|
||||
console.log(`logged in — writing to source "${source}"`);
|
||||
|
||||
await makeDir(jwt, DEST);
|
||||
for (const d of dirs) await makeDir(jwt, `${DEST}/${d}`);
|
||||
await makeDir(cookie, source, DEST);
|
||||
for (const d of dirs) await makeDir(cookie, source, `${DEST}/${d}`);
|
||||
|
||||
let done = 0;
|
||||
for (const f of files) {
|
||||
await upload(jwt, join(dist, f), `${DEST}/${f}`);
|
||||
await upload(cookie, source, join(dist, f), `${DEST}/${f}`);
|
||||
done++;
|
||||
console.log(` [${String(done).padStart(2)}/${files.length}] ${f}`);
|
||||
}
|
||||
|
||||
+600
-76
@@ -23,23 +23,25 @@ import {
|
||||
enhancementRule,
|
||||
crossingStages,
|
||||
trainProfile,
|
||||
startRegion,
|
||||
MOVES_PER_LOCAL_OPS,
|
||||
MOVES_PER_LOCAL_OPS_NIGHT,
|
||||
STAGES_PER_DAY,
|
||||
STAGES_PER_SHIFT,
|
||||
houseRules,
|
||||
officeProfile,
|
||||
REGIONS_PER_MAINLINE_CARD,
|
||||
mainlineProfile,
|
||||
} from './content.ts';
|
||||
import type { Direction } from './content.ts';
|
||||
import type { Direction, MainlineEntry, MainlineKind } from './content.ts';
|
||||
import type { GameEvent } from './events.ts';
|
||||
// `trainNeedingCars` lives in apply.ts beside `check`'s copy of the same question, so the phase and
|
||||
// the legality test cannot disagree about which train is being assembled.
|
||||
import { areaAtSeat, areaOf, trainNeedingCars } from './apply.ts';
|
||||
import { areaAtSeat, areaOf, occupancyFor, trainNeedingCars } from './apply.ts';
|
||||
import { legalActions } from './legal.ts';
|
||||
import type { CrewTray, DivisionNode, GameState, PlayerIndex, RollingStock, SeatIndex, TrayId } from './state.ts';
|
||||
import { coordKey, freshTurns, playerAtSeat, playerLeftOf, pooled, subdivisions, totalRevenue, turnOf } from './state.ts';
|
||||
import type { CrewTray, DivisionNode, GameState, GridCoord, Outcome, PlayerIndex, RollingStock, SeatIndex, TrayId } from './state.ts';
|
||||
import { cloneTally, coordKey, freshTurns, isExtendable, playerAtSeat, playerLeftOf, pooled, railFacingOf, subdivisions, totalRevenue, turnOf } from './state.ts';
|
||||
import { reachableDestinations } from './track.ts';
|
||||
import { tallyEvent } from './tally.ts';
|
||||
|
||||
export type AdvanceResult = {
|
||||
events: GameEvent[];
|
||||
@@ -49,6 +51,31 @@ export type AdvanceResult = {
|
||||
|
||||
const NIGHT_STAGES = new Set([1, 2, 3, 11, 12]);
|
||||
|
||||
/**
|
||||
* IS EVERY CAR ON THIS TRAIN LOADED? (Gitea#13)
|
||||
*
|
||||
* "You only get credit for a circus or campaign train (one point per stop) if you have it fully
|
||||
* loaded. Not much of a circus if all the cars are empty."
|
||||
*
|
||||
* A COACH COUNTS AS LOADED WHEN IT IS OCCUPIED, which is what makes this the right test for the
|
||||
* Campaign Train: X17 carries one coach and no freight, so "fully loaded" is precisely "the
|
||||
* candidate is aboard" (Jesse's ruling, 2026-08-29). The engine already models an occupied coach
|
||||
* as `loaded`, so no second notion is introduced here.
|
||||
*
|
||||
* A CABOOSE IS EXEMPT, and it costs nothing to say so: every caboose in `ROLLING_STOCK_SUPPLY` is
|
||||
* minted `loaded: true` — there is no empty one — so including it would change no outcome today.
|
||||
* It is excluded anyway because a caboose is crew space rather than payload, and a supply table
|
||||
* that grew an empty caboose should not silently start voiding circus points.
|
||||
*
|
||||
* AN EMPTY TRAIN IS NOT FULLY LOADED. A Circus that departed short and carries nothing at all earns
|
||||
* nothing: `every` on an empty list is vacuously true, which would pay the emptiest train of the
|
||||
* lot, so the length is tested first.
|
||||
*/
|
||||
function fullyLoaded(tray: CrewTray): boolean {
|
||||
const payload = tray.consist.filter((c) => c.type !== 'caboose');
|
||||
return payload.length > 0 && payload.every((c) => c.loaded);
|
||||
}
|
||||
|
||||
function movesForStage(s: GameState): number {
|
||||
return s.config.optionalRules.reducedVisibility && NIGHT_STAGES.has(s.clock.stage)
|
||||
? MOVES_PER_LOCAL_OPS_NIGHT
|
||||
@@ -71,10 +98,58 @@ const step = (d: Direction): number => (d === 'east' ? 1 : -1);
|
||||
// advance
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/**
|
||||
* The phase driver, plus the two things that have to happen around EVERY batch of events it
|
||||
* produces. `advanceInner` below is the driver itself, unchanged.
|
||||
*
|
||||
* ORDER IS THE WHOLE POINT of this wrapper, and it is the one subtle thing in Gitea#16.
|
||||
* `checkVictory` runs deep inside the driver, so if the official result froze a copy of the Tally
|
||||
* from in there it would freeze it BEFORE this batch's events had been counted — and the batch that
|
||||
* ends a game is exactly the one carrying the last Day's work. So the Tally is folded first and the
|
||||
* result frozen second, both out here where the whole batch is in hand.
|
||||
*
|
||||
* Safe because both endings `return` the moment they fire: no scoring event is emitted after a game
|
||||
* has ended within a single batch, so "everything in this batch" and "everything up to the ending"
|
||||
* are the same set of events. `test/tally.test.ts` pins that.
|
||||
*/
|
||||
export function advance(s: GameState): AdvanceResult {
|
||||
const r = advanceInner(s);
|
||||
for (const e of r.events) tallyEvent(s, e);
|
||||
freezeOfficial(s);
|
||||
return r;
|
||||
}
|
||||
|
||||
/**
|
||||
* THE OFFICIAL RESULT, written once (Gitea#11).
|
||||
*
|
||||
* "The winner is based upon the original game length" — so the first ending is the real one and
|
||||
* every later evaluation is informational. Idempotent by construction: it does nothing once
|
||||
* `official` is set, which is what stops an extended Day, or a §3.4 breach during one, from
|
||||
* rewriting a recorded win.
|
||||
*/
|
||||
function freezeOfficial(s: GameState): void {
|
||||
if (s.official !== null || s.outcome === null) return;
|
||||
s.official = {
|
||||
day: s.config.days,
|
||||
outcome: { ...s.outcome },
|
||||
revenues: s.players.map((p) => p.revenue),
|
||||
collisionsTotal: s.collisionsTotal,
|
||||
tally: cloneTally(s.tally),
|
||||
};
|
||||
}
|
||||
|
||||
function advanceInner(s: GameState): AdvanceResult {
|
||||
const events: GameEvent[] = [];
|
||||
if (s.status === 'finished') return { events, needsInput: false };
|
||||
|
||||
/**
|
||||
* §3.3 (Gitea#11) — the timetable has run out and the table is being asked whether to play one
|
||||
* more Day. Nothing runs itself while that question is open, so this is `needsInput` rather than
|
||||
* an ending: `pump` stops here, the server keeps the game in memory, and the only intent the
|
||||
* rules will take is `game.extend`.
|
||||
*/
|
||||
if (s.status === 'awaitingExtension') return { events, needsInput: true };
|
||||
|
||||
// The Superintendent's clearance ruling interrupts the Mainline Phase (§8.1).
|
||||
if (s.clock.pendingDecision !== null) return { events, needsInput: true };
|
||||
|
||||
@@ -266,8 +341,14 @@ function newTrainPhase(s: GameState, events: GameEvent[]): AdvanceResult {
|
||||
* chooser is the acting player; §7 says the player who PLAYED the card, which is the same person
|
||||
* in solitaire and needs `pendingExtras` to carry a player before it is not.
|
||||
*/
|
||||
if (s.pendingExtras.length > 0 && s.freeTrays.length > 0) {
|
||||
s.clock.currentActor = actorAt(s, s.clock.actorOffset % s.players.length);
|
||||
const extra = s.pendingExtras[0];
|
||||
if (extra !== undefined && s.freeTrays.length > 0) {
|
||||
// §7 — the player who PLAYED the card places it. `pendingExtras` carries them (2026-08-23);
|
||||
// before that it was a bare train number and this asked whoever the acting order was on, which
|
||||
// is the same person in solitaire and the wrong one at every table. Reported by Jesse from a
|
||||
// two-player game.
|
||||
if (s.clock.currentActor !== extra.player) events.push({ type: 'actorChanged', player: extra.player });
|
||||
s.clock.currentActor = extra.player;
|
||||
return { events, needsInput: true };
|
||||
}
|
||||
|
||||
@@ -285,7 +366,16 @@ function newTrainPhase(s: GameState, events: GameEvent[]): AdvanceResult {
|
||||
const filling = trainNeedingCars(s);
|
||||
if (filling) {
|
||||
const tray = s.trays.get(filling)!;
|
||||
const nextActor = actorAt(s, tray.consist.length % s.players.length);
|
||||
/**
|
||||
* TWO DIFFERENT RULES, and §7 states them a paragraph apart. A TIMETABLED train's consist is
|
||||
* built by the table — "starting with the Superintendent and working left, each player may place
|
||||
* ONE car" — while an EXTRA is loaded by the player who played it, "as he chooses". So an Extra
|
||||
* does not enter the round at all; it belongs to `builtBy` until it is full.
|
||||
*/
|
||||
const nextActor =
|
||||
tray.trainIsExtra && tray.builtBy !== undefined
|
||||
? tray.builtBy
|
||||
: actorAt(s, tray.consist.length % s.players.length);
|
||||
if (s.clock.currentActor !== nextActor) events.push({ type: 'actorChanged', player: nextActor });
|
||||
s.clock.currentActor = nextActor;
|
||||
return { events, needsInput: true };
|
||||
@@ -356,33 +446,45 @@ function mainlinePhase(s: GameState, events: GameEvent[]): AdvanceResult {
|
||||
const where = tray.position;
|
||||
const moved = moveTrain(s, id, tray, events);
|
||||
/**
|
||||
* X18 CIRCUS TRAIN — "one turn stopped on any track (circus set-up) earns 1 point".
|
||||
* X18 CIRCUS / X17 CAMPAIGN — a Stage spent set up in somebody's Office Area earns a point.
|
||||
*
|
||||
* The flag was declared on the profile and read NOWHERE, so the one card in the deck that pays
|
||||
* The flag was declared on the profile and read NOWHERE, so the one card in the deck that paid
|
||||
* for standing still paid nothing: reported from a playtest where TX18 sat on a siding for a
|
||||
* full Stage and no point arrived. Claimed once — an Extra runs once and is gone.
|
||||
* full Stage and no point arrived.
|
||||
*
|
||||
* ONCE PER OFFICE AREA (Gitea#13, Jesse 2026-08-29): "once per stop in an office area. In a
|
||||
* multiplayer game, each player could score if the circus stops in their area." So a Circus
|
||||
* touring three districts is paid three times and one parked in the same district all game is
|
||||
* paid once, which `stopPointSeats` records per seat.
|
||||
*
|
||||
* ONLY IN AN OFFICE AREA. It used to pay for standing on the Mainline or at a Division Point
|
||||
* too, and misattributed both: `playerAtSeat` needs a seat, and off the grid there is none, so
|
||||
* the fallback handed the point to PLAYER 0 wherever the train happened to be. Scoping the rule
|
||||
* to Office Areas is what Jesse's ruling says and it removes that bug rather than patching it.
|
||||
*
|
||||
* FULLY LOADED, or nothing. "Not much of a circus if all the cars are empty" — see
|
||||
* `fullyLoaded` below for what that means for a train whose only car is a coach.
|
||||
*
|
||||
* "Stopped" is measured against the Mainline Phase: the train attempted to move and stayed where
|
||||
* it was. A train that is still in the district when the phase runs has not moved either, which
|
||||
* is the circus setting up on a siding rather than crossing the Division.
|
||||
*/
|
||||
if (!tray.stopPointClaimed && trainProfile(tray.trainNumber ?? 0, tray.trainIsExtra)?.rules.stopEarnsPoint) {
|
||||
if (trainProfile(tray.trainNumber ?? 0, tray.trainIsExtra)?.rules.stopEarnsPoint) {
|
||||
const stillThere =
|
||||
tray.position.at === where.at &&
|
||||
(tray.position.at !== 'mainline' || where.at !== 'mainline' || tray.position.index === where.index) &&
|
||||
(tray.position.at !== 'grid' ||
|
||||
where.at !== 'grid' ||
|
||||
(tray.position.coord.row === where.coord.row && tray.position.coord.col === where.coord.col));
|
||||
if (stillThere) {
|
||||
tray.stopPointClaimed = true;
|
||||
// Bound as one value so the grid case narrows: `tray.position` is a union, and testing a
|
||||
// `seat` extracted from it does not tell the compiler which member it came from.
|
||||
const at = tray.position.at === 'grid' ? tray.position : null;
|
||||
const alreadyPaidHere = at !== null && (tray.stopPointSeats ?? []).includes(at.seat);
|
||||
if (stillThere && at !== null && !alreadyPaidHere && fullyLoaded(tray)) {
|
||||
tray.stopPointSeats = [...(tray.stopPointSeats ?? []), at.seat];
|
||||
// The point goes to whoever is SITTING in the district it stopped in.
|
||||
const owner = tray.position.at === 'grid' ? playerAtSeat(s, tray.position.seat) : 0;
|
||||
const label =
|
||||
tray.position.at === 'grid'
|
||||
? `(${tray.position.coord.col},${tray.position.coord.row})`
|
||||
: tray.position.at === 'mainline'
|
||||
? `Mainline card ${tray.position.index}`
|
||||
: `the ${tray.position.side} Division Point`;
|
||||
const owner = playerAtSeat(s, at.seat);
|
||||
const label = `(${at.coord.col},${at.coord.row})`;
|
||||
events.push({ type: 'trainStoodStill', trainNumber: tray.trainNumber ?? 0, where: label });
|
||||
const p = s.players[owner];
|
||||
if (p) {
|
||||
@@ -392,7 +494,7 @@ function mainlinePhase(s: GameState, events: GameEvent[]): AdvanceResult {
|
||||
player: owner,
|
||||
delta: 1,
|
||||
total: p.revenue,
|
||||
reason: 'circus set-up — a Stage spent standing still',
|
||||
reason: 'set up in the district — a Stage spent standing still, fully loaded',
|
||||
});
|
||||
}
|
||||
}
|
||||
@@ -436,6 +538,104 @@ function badlyMadeUp(tray: CrewTray): string | null {
|
||||
return caboose === rear ? null : 'not made up — the caboose must be at the rear of the train';
|
||||
}
|
||||
|
||||
/**
|
||||
* WHICH REGION OF A MAINLINE CARD A TRAIN IS STANDING IN (Gitea#3).
|
||||
*
|
||||
* A card is `regions` boxes wide and a train advances one per Stage, so what it has LEFT to run says
|
||||
* where it is: enter with `regions` still to go and you are at the beginning; enter with one to go
|
||||
* and you are in the last box.
|
||||
*
|
||||
* This used to be derived from a single global `REGIONS_PER_MAINLINE_CARD = 2`, with an entry term
|
||||
* that put a one-Stage train in region 1 of a two-region card — a fast train did not traverse a fast
|
||||
* card, it appeared at the far half of it. Cards carry their own region count now, so the position
|
||||
* is simply the count minus what is left.
|
||||
*/
|
||||
export function regionOfTransit(card: MainlineKind, stagesRemaining: number): number {
|
||||
const regions = mainlineProfile(card).regions;
|
||||
return Math.min(regions - 1, Math.max(0, regions - stagesRemaining));
|
||||
}
|
||||
|
||||
/** The entry a train would make onto this card, before occupancy is taken into account. */
|
||||
function entryFor(
|
||||
node: Extract<DivisionNode, { kind: 'mainline' }>,
|
||||
tray: CrewTray,
|
||||
startsAtBack = false,
|
||||
): MainlineEntry {
|
||||
const profile = trainProfile(tray.trainNumber ?? 0, tray.trainIsExtra);
|
||||
return {
|
||||
trainSpeed: profile?.speed ?? 'slow',
|
||||
direction: tray.direction,
|
||||
gradeUp: node.gradeUp ?? 'east',
|
||||
modifiers: node.modifiers ?? [],
|
||||
...(startsAtBack ? { startsAtBack: true } : {}),
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* THE UNCONTROLLED SIDING RULE (Gitea#3): "if a train already exists when you arrive, you go in the
|
||||
* second stage back — you are in the siding and are one behind the other train. This prevents a
|
||||
* collision, since you are not in same exact location."
|
||||
*
|
||||
* So arriving at an occupied siding is not a collision and not a hold; it is a different, slower
|
||||
* entry. Anywhere else this returns false and the ordinary start applies.
|
||||
*/
|
||||
function takesTheSiding(node: Extract<DivisionNode, { kind: 'mainline' }>): boolean {
|
||||
return node.card === 'uncontrolledSiding' && node.transits.length > 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* IS MOVING ONTO THIS CARD A COLLISION? (Gitea#3)
|
||||
*
|
||||
* A card can be ONE region wide — Plains, Double Track and Trestle all are — so a following train
|
||||
* granted clearance arrives in the same region as the train ahead the moment it enters. There was no
|
||||
* test for that at all: the catch-up check lives inside `stagesRemaining > 1`, which a one-Stage
|
||||
* crossing never reaches, so entering behind another train on a Plains was silently free.
|
||||
*
|
||||
* ABS is the card that answers it, in RAR's words: "This is played on a mainline card to prevent
|
||||
* collisions. If a collision would normally occur, the train moving onto the card is instead held
|
||||
* back." Held, not waved through — it tries again next Stage.
|
||||
*
|
||||
* The Uncontrolled Siding never conflicts on entry, because `takesTheSiding` has already moved this
|
||||
* train a region back; that is the whole point of the card.
|
||||
*/
|
||||
function entryConflict(
|
||||
s: GameState,
|
||||
node: Extract<DivisionNode, { kind: 'mainline' }>,
|
||||
id: TrayId,
|
||||
tray: CrewTray,
|
||||
events: GameEvent[],
|
||||
startsAtBack = false,
|
||||
): 'collided' | 'held' | null {
|
||||
if (mainlineProfile(node.card).trainsMayPass) return null;
|
||||
const start = startRegion(node.card, entryFor(node, tray, startsAtBack || takesTheSiding(node)));
|
||||
const ahead = node.transits.find(
|
||||
(t) =>
|
||||
t.tray !== id &&
|
||||
t.direction === tray.direction &&
|
||||
regionOfTransit(node.card, t.stagesRemaining) === start,
|
||||
);
|
||||
if (!ahead) return null;
|
||||
|
||||
/**
|
||||
* A BACKSTOP, not the main path. `evaluateClearance` already refuses to clear a train onto a card
|
||||
* carrying ABS, so in the ordinary run of things nothing reaches here with signals up. It stays
|
||||
* because the two rules answer to different questions — clearance looks at the whole Subdivision,
|
||||
* this looks at one region — and a card that promises no rear-enders should not depend on the
|
||||
* wider check happening to fire first.
|
||||
*/
|
||||
if (node.absSignals) {
|
||||
events.push({
|
||||
type: 'trainHeld',
|
||||
trainNumber: tray.trainNumber ?? 0,
|
||||
reason: 'ABS Signals — held short of the train ahead',
|
||||
});
|
||||
return 'held';
|
||||
}
|
||||
// §10 — the Superintendent cleared it into an occupied region, so it is the Superintendent's fault.
|
||||
collide(s, s.clock.superintendent, [id, ahead.tray], events, 'ran into the train ahead', 'the Mainline');
|
||||
return 'collided';
|
||||
}
|
||||
|
||||
/** Puts a train onto a Mainline card with its crossing time already computed. */
|
||||
function enterMainline(
|
||||
s: GameState,
|
||||
@@ -443,17 +643,9 @@ function enterMainline(
|
||||
id: TrayId,
|
||||
tray: CrewTray,
|
||||
index: number,
|
||||
startsAtBack = false,
|
||||
): 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,
|
||||
node.modifiers ?? [],
|
||||
tray.direction,
|
||||
node.gradeUp ?? 'east',
|
||||
);
|
||||
const stages = crossingStages(node.card, entryFor(node, tray, startsAtBack || takesTheSiding(node)));
|
||||
node.transits.push({ tray: id, stagesRemaining: stages, stagesTotal: stages, direction: tray.direction });
|
||||
tray.position = { at: 'mainline', index };
|
||||
// It is running now, so it is no longer being assembled (state.ts). A train at a Division Point
|
||||
@@ -562,6 +754,10 @@ function moveTrain(s: GameState, id: TrayId, tray: CrewTray, events: GameEvent[]
|
||||
if (clearance === 'blocked') return 'held';
|
||||
if (clearance === 'ask') return 'needsClearance';
|
||||
|
||||
const conflict = entryConflict(s, node, id, tray, events);
|
||||
if (conflict === 'held') return 'held';
|
||||
if (conflict === 'collided') return 'moved';
|
||||
|
||||
enterMainline(s, node, id, tray, target);
|
||||
const dp = s.division.nodes[dpIndex];
|
||||
if (dp?.kind === 'divisionPoint') dp.holding = dp.holding.filter((t) => t !== id);
|
||||
@@ -621,6 +817,11 @@ function moveTrain(s: GameState, id: TrayId, tray: CrewTray, events: GameEvent[]
|
||||
if (clearance === 'blocked') return 'held';
|
||||
if (clearance === 'ask') return 'needsClearance';
|
||||
|
||||
const conflict = entryConflict(s, node, id, tray, events);
|
||||
if (conflict === 'held') return 'held';
|
||||
// The wreck's A/D track is released by `collide` itself, which is why it has to be.
|
||||
if (conflict === 'collided') return 'moved';
|
||||
|
||||
enterMainline(s, node, id, tray, target);
|
||||
area.adOccupancy = area.adOccupancy.filter((t) => t !== id);
|
||||
events.push({
|
||||
@@ -681,8 +882,19 @@ function moveTrain(s: GameState, id: TrayId, tray: CrewTray, events: GameEvent[]
|
||||
}
|
||||
if (clearance === 'ask') return 'needsClearance';
|
||||
|
||||
/**
|
||||
* AN EXTRA PULLING OUT OF THE INTERCHANGE STARTS IN THE BACK REGION (Gitea#3) — "interchange
|
||||
* has new extras show up in second region (like uncontrolled siding)", and earlier, "Plains is
|
||||
* 1 stage for ALL trains. So are interlockings, with a second stage for incoming extras to hold
|
||||
* at." A train running THROUGH the Interchange starts past that region and crosses in one
|
||||
* Stage; one that began its run here has the holding region to clear first.
|
||||
*/
|
||||
const conflict = entryConflict(s, node, id, tray, events, true);
|
||||
if (conflict === 'held') return 'held';
|
||||
if (conflict === 'collided') return 'moved';
|
||||
|
||||
node.holding = node.holding.filter((t) => t !== id);
|
||||
enterMainline(s, node, id, tray, index);
|
||||
enterMainline(s, node, id, tray, index, true);
|
||||
events.push({
|
||||
type: 'trainHighballed',
|
||||
trainNumber: tray.trainNumber ?? 0,
|
||||
@@ -714,21 +926,22 @@ function moveTrain(s: GameState, id: TrayId, tray: CrewTray, events: GameEvent[]
|
||||
*
|
||||
* ABS Signals does what it says instead: the follower stops SHORT of the collision and holds.
|
||||
*/
|
||||
const regionOf = (t: { stagesTotal: number; stagesRemaining: number }): number => {
|
||||
const entry = REGIONS_PER_MAINLINE_CARD - t.stagesTotal;
|
||||
const elapsed = t.stagesTotal - t.stagesRemaining;
|
||||
return Math.min(REGIONS_PER_MAINLINE_CARD - 1, Math.max(0, entry + elapsed));
|
||||
};
|
||||
// NOT on a card that prints "trains may pass". Double Track and Uncontrolled Siding hold two
|
||||
// trains because they HAVE two roads, so a train catching another there goes past it — that
|
||||
// is what the card is for. Without this the mechanic fired 0.41 times a game while the bot
|
||||
// never once granted clearance, which is the tell: those were all passing cards.
|
||||
// NOT on a card that prints "trains may pass" — Double Track holds two trains because it HAS
|
||||
// two roads, so a train catching another there goes past it. That is what the card is for.
|
||||
//
|
||||
// The Uncontrolled Siding used to be in that set and no longer is: it keeps two trains apart
|
||||
// by putting the second one in the siding a region back (`takesTheSiding`), not by letting
|
||||
// them share a place. Marking it "may pass" skipped this test entirely and made the siding do
|
||||
// nothing at all.
|
||||
const mayPass = mainlineProfile(node.card).trainsMayPass;
|
||||
const next = regionOf({ stagesTotal: transit.stagesTotal, stagesRemaining: transit.stagesRemaining - 1 });
|
||||
const next = regionOfTransit(node.card, transit.stagesRemaining - 1);
|
||||
const ahead = mayPass
|
||||
? undefined
|
||||
: node.transits.find(
|
||||
(t) => t.tray !== id && t.direction === transit.direction && regionOf(t) === next,
|
||||
(t) =>
|
||||
t.tray !== id &&
|
||||
t.direction === transit.direction &&
|
||||
regionOfTransit(node.card, t.stagesRemaining) === next,
|
||||
);
|
||||
|
||||
if (ahead) {
|
||||
@@ -753,9 +966,30 @@ function moveTrain(s: GameState, id: TrayId, tray: CrewTray, events: GameEvent[]
|
||||
// Off the end of the card: into the adjoining Limit, then straight to the Office (§8.2).
|
||||
const target = index + dir;
|
||||
const dest = s.division.nodes[target];
|
||||
|
||||
/**
|
||||
* §11 (Gitea#5) — the Yard Office offer is put BEFORE the train leaves the Mainline card, for
|
||||
* the same reason §8.1's clearance is: `needsClearance` unwinds the whole phase and the driver
|
||||
* re-enters here from the top, so anything already mutated is mutated twice or, worse, left
|
||||
* half-applied. Asking after the `transits` filter below cost the train its place on the card
|
||||
* and it was never seen again — the question was asked and the answer had nowhere to land.
|
||||
*/
|
||||
if (dest?.kind === 'office') {
|
||||
/**
|
||||
* §Q, RED FLAGS (Gitea#19) — asked and answered before the train leaves the card, for exactly
|
||||
* the reason the Yard Office offer is (see below): `needsClearance` unwinds the phase.
|
||||
*
|
||||
* Order matters. A flag stops the train OUTSIDE the Limits, so it never reaches the point
|
||||
* where the Yard Office would be offered — flagging is about keeping a train out altogether.
|
||||
*/
|
||||
const flagged = redFlagStop(s, id, tray, dest, events);
|
||||
if (flagged === 'ask') return 'needsClearance';
|
||||
if (flagged === 'held') return 'held';
|
||||
|
||||
if (yardOfficeQuestion(s, id, tray, dest.seat, events) === 'ask') return 'needsClearance';
|
||||
}
|
||||
|
||||
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';
|
||||
|
||||
@@ -791,10 +1025,10 @@ function evaluateClearance(
|
||||
): 'clear' | 'blocked' | 'ask' {
|
||||
// A ruling already given for this train is consumed here — this is what stops the driver from
|
||||
// re-asking the same question every time it re-evaluates the train.
|
||||
const ruling = s.clock.clearanceRuling;
|
||||
if (ruling && ruling.train === id) {
|
||||
s.clock.clearanceRuling = null;
|
||||
return ruling.allow ? 'clear' : 'blocked';
|
||||
const answer = s.clock.decisionAnswer;
|
||||
if (answer && answer.kind === 'clearance' && answer.train === id) {
|
||||
s.clock.decisionAnswer = null;
|
||||
return answer.allow ? 'clear' : 'blocked';
|
||||
}
|
||||
|
||||
const node = s.division.nodes[targetIndex];
|
||||
@@ -862,24 +1096,239 @@ function evaluateClearance(
|
||||
// from moving". Flagging is per-train rather than per-card, so it protects one specific train
|
||||
// where ABS Signals protects everything on the card.
|
||||
//
|
||||
// Both of these read the card the OTHER train is standing on rather than the card being
|
||||
// entered. They were the same card while this only looked one card ahead; across a Subdivision
|
||||
// they are not, and the protection belongs where the train it protects actually is.
|
||||
if (onNode?.kind === 'mainline' && (onNode.redFlagged ?? []).includes(other)) return 'blocked';
|
||||
// Red Flags used to protect a stopped train here as well. Gitea#19 replaced that rule outright
|
||||
// (Jesse, 2026-08-29): a flag is now planted on a district's Limits and holds trains coming from
|
||||
// one direction, so it never applies out on the Mainline. ABS Signals is what protects a train
|
||||
// standing on a Mainline card now, and it always did the job better.
|
||||
|
||||
// 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 (onNode?.kind === 'mainline' && onNode.absSignals) return 'blocked';
|
||||
/**
|
||||
* ABS Signals — "this is played on a mainline card to prevent collisions. If a collision would
|
||||
* normally occur, the train moving onto the card is instead held back" (RAR, Gitea#3).
|
||||
*
|
||||
* With signals in place a following train simply holds and the Superintendent has no judgment
|
||||
* call to make, which is the amendment to Gap 2's unconditional collisions. It is caught HERE
|
||||
* rather than at the entry itself, so the train never gets as far as the card.
|
||||
*
|
||||
* IT USED TO HOLD SILENTLY. A blocked clearance emits nothing on the Office and Division Point
|
||||
* paths, so the one card whose entire purpose is to stop a wreck did its job invisibly: the
|
||||
* train simply did not move, Stage after Stage, with nothing on screen saying why. The card is
|
||||
* unplayable to reason about without this line.
|
||||
*/
|
||||
if (onNode?.kind === 'mainline' && onNode.absSignals) {
|
||||
events.push({
|
||||
type: 'trainHeld',
|
||||
trainNumber: tray.trainNumber ?? 0,
|
||||
reason: 'ABS Signals — held short of the train ahead',
|
||||
});
|
||||
return 'blocked';
|
||||
}
|
||||
|
||||
// Same direction — the Superintendent must rule (§8.1, fourth condition).
|
||||
s.clock.pendingDecision = { train: id, occupiedBy: other };
|
||||
s.clock.pendingDecision = { kind: 'clearance', train: id, occupiedBy: other };
|
||||
events.push({ type: 'clearanceRequested', trainId: id, occupiedBy: other });
|
||||
return 'ask';
|
||||
}
|
||||
return 'clear';
|
||||
}
|
||||
|
||||
/**
|
||||
* CAN THIS TRAIN REACH THE YARD OFFICE, AND IS THE LEAD CLEAR? (Gitea#5)
|
||||
*
|
||||
* Three answers, because Jesse's ruling (2026-08-29) splits two failures his issue describes
|
||||
* separately: "if the Yard Office is not accessible in one move, you should not get the option"
|
||||
* and "cars on the tracks you use to get in result in a crash".
|
||||
*
|
||||
* - `clear` — a route exists and nothing is standing on it. Offer it; taking it is safe.
|
||||
* - `fouled` — a route exists and there are cars on it. Offer it; taking it collides.
|
||||
* - `none` — no route in one move. Do not offer it, and say why in the history.
|
||||
*
|
||||
* WALKED WITH THE ENGINE'S OWN MOVE RULES rather than a bespoke adjacency test. `exploreMoves`
|
||||
* already means exactly what the card's "in one move" means — any distance without changing
|
||||
* direction, finishing on Operational Rail (§2.4, §A.1) — so using it is what makes the code and
|
||||
* the card agree, which was the whole complaint.
|
||||
*
|
||||
* THE FOULING SIGNAL IS `couples`. The walk does not treat standing cars as obstructions: it
|
||||
* COUPLES them, because that is what a switching move does (§A.4). An arriving train is not
|
||||
* switching, so anything it would have coupled is instead something it is about to hit — the same
|
||||
* reading §8.3 already applies to the Running Track.
|
||||
*
|
||||
* The walk starts at the Office square, where a standard arrival puts the train, and leaves by the
|
||||
* way the train is already facing. Reversing is a separate Move (§A.5), so a Yard Office that can
|
||||
* only be reached by backing up is correctly "not in one move".
|
||||
*/
|
||||
/**
|
||||
* The flag comes down as it stops the train — one card, one train (Gitea#19).
|
||||
*
|
||||
* MUTATES RATHER THAN EMITTING A REDUCED EVENT, because this is the phase driver: `advance.ts`
|
||||
* changes state directly and then describes what it did, and roughly a third of the event types are
|
||||
* never reduced at all (`README.md`, and `tally.ts` on the same asymmetry). A `redFlagSpent`
|
||||
* reducer case looked right and never fired — the flag stayed up and held every train that came.
|
||||
*/
|
||||
function spendFlag(
|
||||
office: Extract<DivisionNode, { kind: 'office' }>,
|
||||
tray: CrewTray,
|
||||
side: Direction,
|
||||
events: GameEvent[],
|
||||
): 'held' {
|
||||
delete office.redFlag;
|
||||
events.push({ type: 'redFlagSpent', seat: office.seat, side, trainNumber: tray.trainNumber ?? 0 });
|
||||
events.push({
|
||||
type: 'trainHeld',
|
||||
trainNumber: tray.trainNumber ?? 0,
|
||||
reason: 'Red Flags — held short of the Limits',
|
||||
});
|
||||
return 'held';
|
||||
}
|
||||
|
||||
/**
|
||||
* §Q, RED FLAGS (Gitea#19) — does a flag stop this train, and should its owner be offered one?
|
||||
*
|
||||
* Two jobs, because they are the same moment seen twice: a flag already planted stops the train
|
||||
* outright, and a train about to run into trouble is the cue to offer a flag to somebody holding
|
||||
* the card. "You can play the card normally or out of phase, but only if you need it."
|
||||
*
|
||||
* - `held` — a flag was up on the side this train is coming from. It loses this Mainline
|
||||
* Phase and the flag comes down with it: one card, one train (Jesse, 2026-08-29).
|
||||
* - `ask` — entering would collide and the district's owner holds a Red Flags card.
|
||||
* - `proceed` — neither.
|
||||
*
|
||||
* WHICH SIDE. A train running WEST arrives from the east, so `FLAG EAST` is what holds it — which
|
||||
* is the example the issue gives, and the reason the flag names a side rather than a heading.
|
||||
*/
|
||||
function redFlagStop(
|
||||
s: GameState,
|
||||
id: TrayId,
|
||||
tray: CrewTray,
|
||||
dest: Extract<DivisionNode, { kind: 'office' }>,
|
||||
events: GameEvent[],
|
||||
): 'held' | 'ask' | 'proceed' {
|
||||
const from: Direction = tray.direction === 'east' ? 'west' : 'east';
|
||||
|
||||
// The answer to a prompt already put. Consumed here so the driver cannot ask twice.
|
||||
const answer = s.clock.decisionAnswer;
|
||||
if (answer && answer.kind === 'redFlag' && answer.train === id) {
|
||||
s.clock.decisionAnswer = null;
|
||||
if (!answer.flag) return 'proceed';
|
||||
// The card was spent planting the flag; it stops this train and comes down again at once.
|
||||
return spendFlag(dest, tray, from, events);
|
||||
}
|
||||
|
||||
if (dest.redFlag === from) return spendFlag(dest, tray, from, events);
|
||||
|
||||
/**
|
||||
* "In actual cases of danger… if there is a train or cars on the track and there will be a
|
||||
* collision, then you break in with a dialog." The two ways an arrival collides are §8.3's own:
|
||||
* no free A/D track, and cars fouling the Running Track. Asked only of a player who can actually
|
||||
* answer — offering a flag to somebody holding no card is a prompt with one button.
|
||||
*/
|
||||
const owner = playerAtSeat(s, dest.seat);
|
||||
const holdsFlag = (s.decks.hands.get(owner) ?? []).some((cid) => {
|
||||
const c = s.cards.get(cid);
|
||||
return c?.kind.kind === 'maneuver' && c.kind.key === 'redFlags';
|
||||
});
|
||||
if (!holdsFlag) return 'proceed';
|
||||
if (!arrivalWouldCollide(s, id, tray, dest.seat)) return 'proceed';
|
||||
|
||||
s.clock.pendingDecision = { kind: 'redFlag', train: id, seat: dest.seat, from };
|
||||
return 'ask';
|
||||
}
|
||||
|
||||
/**
|
||||
* Would this arrival collide? §8.3's two triggers, asked before the train commits.
|
||||
*
|
||||
* Deliberately a READ of the same conditions `arriveAtOffice` enforces rather than a second rule:
|
||||
* if these two ever diverge, the prompt offers a flag against a collision that will not happen, or
|
||||
* stays silent before one that will.
|
||||
*/
|
||||
function arrivalWouldCollide(s: GameState, id: TrayId, tray: CrewTray, seat: SeatIndex): boolean {
|
||||
const area = areaAtSeat(s, seat);
|
||||
const hasInterlocking = [...area.grid.values()].some((c) => c.enhancements.includes('interlocking'));
|
||||
const full = area.adOccupancy.length >= officeProfile(area.tier).adTracks;
|
||||
// Interlocking turns a full Office into a hold rather than a collision, so it is not danger.
|
||||
if (full && !hasInterlocking) return true;
|
||||
|
||||
// A coach may legally stand at the Office while its engine switches (§A.4's carve-out), so it is
|
||||
// not a hazard to the next arrival. Anything else on the Running Track is.
|
||||
const officeCard = area.grid.get(coordKey(area.officeCoord));
|
||||
return officeCard !== undefined && officeCard.standing.some((c) => c.type !== 'coach');
|
||||
}
|
||||
|
||||
/**
|
||||
* §11 (Gitea#5) — should the district's owner be asked about the Yard Office, and is there
|
||||
* anything to ask about?
|
||||
*
|
||||
* Returns `ask` only when the offer is real: a coachless train, a Yard Office card in the district,
|
||||
* and a route to it in one move. Everything else is `proceed`, which means the ordinary arrival.
|
||||
*
|
||||
* ALSO THE PLACE THE HISTORY LEARNS WHY NOT. Jesse, 2026-08-29: "make sure this is logged in
|
||||
* history — why can't move so user knows why they can't get to yard." A qualifying train that is
|
||||
* simply never offered the choice looks exactly like the feature being broken, which is how the
|
||||
* missing reachability check went unnoticed for so long.
|
||||
*/
|
||||
function yardOfficeQuestion(
|
||||
s: GameState,
|
||||
id: TrayId,
|
||||
tray: CrewTray,
|
||||
seat: SeatIndex,
|
||||
events: GameEvent[],
|
||||
): 'ask' | 'proceed' {
|
||||
// Already answered: `arriveAtOffice` consumes it. Asking again would loop the phase for ever.
|
||||
const answer = s.clock.decisionAnswer;
|
||||
if (answer && answer.kind === 'yardOffice' && answer.train === id) return 'proceed';
|
||||
|
||||
if (tray.consist.some((c) => c.type === 'coach')) return 'proceed';
|
||||
const area = areaAtSeat(s, seat);
|
||||
if (![...area.grid.values()].some((c) => c.enhancements.includes('yardOffice'))) return 'proceed';
|
||||
|
||||
const route = yardOfficeRoute(s, seat, id, tray);
|
||||
if (route.kind === 'none') {
|
||||
events.push({
|
||||
type: 'trainDiverted',
|
||||
trainNumber: tray.trainNumber ?? 0,
|
||||
to: 'the Office',
|
||||
reason: `the Yard Office could not be offered — ${route.why}`,
|
||||
});
|
||||
return 'proceed';
|
||||
}
|
||||
|
||||
s.clock.pendingDecision = { kind: 'yardOffice', train: id, seat };
|
||||
return 'ask';
|
||||
}
|
||||
|
||||
type YardOfficeRoute =
|
||||
| { kind: 'clear' | 'fouled'; coord: GridCoord }
|
||||
| { kind: 'none'; why: string };
|
||||
|
||||
function yardOfficeRoute(s: GameState, seat: SeatIndex, id: TrayId, tray: CrewTray): YardOfficeRoute {
|
||||
const area = areaAtSeat(s, seat);
|
||||
const target = [...area.grid.entries()].find(([, card]) => card.enhancements.includes('yardOffice'));
|
||||
if (!target) return { kind: 'none', why: 'there is no Yard Office in this district' };
|
||||
const [key] = target;
|
||||
const [row, col] = key.split(',').map(Number);
|
||||
const coord = { row: row!, col: col! };
|
||||
|
||||
const player = playerAtSeat(s, seat);
|
||||
const facing = railFacingOf(tray);
|
||||
const found = reachableDestinations(
|
||||
{
|
||||
area,
|
||||
occupancy: occupancyFor(s, player, id),
|
||||
consistSize: tray.consist.length,
|
||||
self: id,
|
||||
},
|
||||
area.officeCoord,
|
||||
facing,
|
||||
).find((d) => d.coord.row === coord.row && d.coord.col === coord.col);
|
||||
|
||||
if (!found) {
|
||||
return {
|
||||
kind: 'none',
|
||||
why: 'it cannot be reached from the Office in one move, running the way this train is facing',
|
||||
};
|
||||
}
|
||||
return { kind: found.couples.length > 0 ? 'fouled' : 'clear', coord };
|
||||
}
|
||||
|
||||
/**
|
||||
* §8.3 — arriving at an Office. Collisions here are AUTOMATIC (Gap 2a): if the trigger holds,
|
||||
* the collision happens, with no die roll and no judgment.
|
||||
@@ -896,22 +1345,51 @@ function arriveAtOffice(
|
||||
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', seat, coord: { row: row!, col: col! } };
|
||||
/**
|
||||
* §11, THE YARD OFFICE (Gitea#5) — offered, not imposed.
|
||||
*
|
||||
* "Trains that are only freight (cabooses ok, no coaches allowed) that arrive in a player's area
|
||||
* who has the yard office card get an extra ability. On the turn (mainline phase) that the train
|
||||
* arrives the game will offer that player the option to have that train go directly to the yard
|
||||
* office card instead of the standard office. They can of course still choose to have the train
|
||||
* go to the standard office."
|
||||
*
|
||||
* WHAT THIS USED TO DO, and why all three of the rule's conditions were missing: a qualifying
|
||||
* train was TELEPORTED onto the Yard Office card. The player was never asked, no route was ever
|
||||
* computed — so the card's own printed text, "that can reach the yard office in one move", was
|
||||
* unenforced — and because nothing was walked, nothing was ever met on the way in.
|
||||
*
|
||||
* The answer comes back through `pendingDecision`, so this returns `needsClearance` and is
|
||||
* re-entered once the player has answered. `yardOfficeOffer` below is where the route is walked.
|
||||
*/
|
||||
/**
|
||||
* The answer to the offer `yardOfficeQuestion` put before the train left the Mainline card.
|
||||
* Absent — because the train has no Yard Office, or no route to it, or carries coaches — this
|
||||
* falls straight through to the ordinary arrival below.
|
||||
*/
|
||||
const answer = s.clock.decisionAnswer;
|
||||
if (answer && answer.kind === 'yardOffice' && answer.train === id) {
|
||||
s.clock.decisionAnswer = null;
|
||||
const route = answer.take ? yardOfficeRoute(s, seat, id, tray) : { kind: 'none' as const };
|
||||
if (route.kind !== 'none') {
|
||||
tray.position = { at: 'grid', seat, coord: route.coord };
|
||||
events.push({
|
||||
type: 'trainDiverted',
|
||||
trainNumber: tray.trainNumber ?? 0,
|
||||
to: 'the Yard Office',
|
||||
reason: 'no coaches, so it need not occupy the Train Order Office',
|
||||
});
|
||||
/**
|
||||
* Cars on the lead are a COLLISION, not a coupling — the same §8.3 rule that governs the
|
||||
* Running Track, and the third of the three things this implementation was missing. An
|
||||
* arriving train is at speed and is not expecting them (§A.4).
|
||||
*/
|
||||
if (route.kind === 'fouled') {
|
||||
collide(s, playerAtSeat(s, seat), [id], events, 'cars fouling the lead into the Yard Office', 'the Yard Office');
|
||||
}
|
||||
return 'moved';
|
||||
}
|
||||
// Declined: fall through to the standard Office, with its own capacity and collision rules.
|
||||
}
|
||||
|
||||
// Gap 2d — no room at the station is a collision, and it is the local player's fault (§10).
|
||||
@@ -1024,7 +1502,18 @@ function collide(
|
||||
if (n.kind !== 'mainline') continue;
|
||||
n.transits = n.transits.filter((t) => t.tray !== id);
|
||||
if (n.holding) n.holding = n.holding.filter((t) => t !== id);
|
||||
if (n.redFlagged) n.redFlagged = n.redFlagged.filter((t) => t !== id);
|
||||
}
|
||||
/**
|
||||
* AND OFF THE A/D TRACK, for exactly the same reason as the transit above.
|
||||
*
|
||||
* It never mattered while every collision happened to a train already out on the road. Gitea#3
|
||||
* adds one that can happen as a train LEAVES — a following train entering an occupied region —
|
||||
* and that train is still standing at the Office when it dies. Without this its A/D track stays
|
||||
* marked forever: the Office reads as permanently full, and every later arrival collides against
|
||||
* a train that no longer exists.
|
||||
*/
|
||||
for (const [, area] of s.officeAreas) {
|
||||
area.adOccupancy = area.adOccupancy.filter((t) => t !== id);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1158,6 +1647,14 @@ function shiftChange(s: GameState, events: GameEvent[]): AdvanceResult {
|
||||
s.config.maxCollisionsTotal > 0 && s.collisionsTotal >= s.config.maxCollisionsTotal;
|
||||
if (perDayBreach || totalBreach) {
|
||||
s.status = 'finished';
|
||||
/**
|
||||
* NOT EXTENDABLE, AND IT DOES NOT REWRITE A RECORDED RESULT (Gitea#11).
|
||||
*
|
||||
* A breach during an EXTENDED Day ends play at once, exactly as it would during the regular
|
||||
* game — but by then the official result already exists, and a railroad declared unsafe on
|
||||
* Day 9 does not retract who won on Day 5. `freezeOfficial` is what keeps that true: it
|
||||
* writes only when `official` is still null, so assigning `outcome` here is safe.
|
||||
*/
|
||||
s.outcome = { result: 'loss', winner: null, reason: 'collisionFloor' };
|
||||
return { events, needsInput: false };
|
||||
}
|
||||
@@ -1201,28 +1698,55 @@ function rotateSeats(s: GameState, events: GameEvent[]): void {
|
||||
|
||||
function checkVictory(s: GameState, _events: GameEvent[]): boolean {
|
||||
const daysElapsed = s.clock.day - 1;
|
||||
if (daysElapsed < s.config.days) return false;
|
||||
/**
|
||||
* `extraDays` is Gitea#11. `config.days` is never touched by an extension — it is what the
|
||||
* OFFICIAL result is decided at — so the Day the timetable currently runs to is the sum of the
|
||||
* two. On the first ending they are equal, which is why `freezeOfficial` can record `config.days`
|
||||
* as the official Day without asking anything further.
|
||||
*/
|
||||
if (daysElapsed < s.config.days + s.extraDays) return false;
|
||||
|
||||
s.status = 'finished';
|
||||
s.outcome = decideOutcome(s);
|
||||
/**
|
||||
* §3.3, EXTENDED PLAY — an ending the table may play past PAUSES rather than finishing.
|
||||
*
|
||||
* `freezeOfficial` (the `advance` wrapper) records the first of these as the official result, so
|
||||
* by the time a second one is reached the winner is already settled and everything here is
|
||||
* informational. The votes are cleared each time because the question is asked again at the end
|
||||
* of every extended Day: agreeing once does not agree to the rest of the game.
|
||||
*/
|
||||
if (isExtendable(s.outcome.reason)) {
|
||||
s.status = 'awaitingExtension';
|
||||
s.extensionVotes = s.players.map(() => null);
|
||||
} else {
|
||||
s.status = 'finished';
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* WHO WON, on the evidence as it stands right now.
|
||||
*
|
||||
* Split out of `checkVictory` for Gitea#11: it is asked once per ending, and an extended game has
|
||||
* more than one. Unchanged in substance — the revenue floor, then co-op's shared achievement, then
|
||||
* the highest Revenue — it simply no longer writes to the state it is reasoning about.
|
||||
*/
|
||||
function decideOutcome(s: GameState): Outcome {
|
||||
const combined = totalRevenue(s);
|
||||
if (s.config.minCombinedRevenue > 0 && combined < s.config.minCombinedRevenue) {
|
||||
s.outcome = { result: 'loss', winner: null, reason: 'revenueFloor' };
|
||||
return true;
|
||||
return { result: 'loss', winner: null, reason: 'revenueFloor' };
|
||||
}
|
||||
|
||||
if (s.config.mode === 'coop') {
|
||||
s.outcome = { result: 'win', winner: null, reason: 'daysElapsed' };
|
||||
return true;
|
||||
return { result: 'win', winner: null, reason: 'daysElapsed' };
|
||||
}
|
||||
|
||||
const best = Math.max(...s.players.map((p) => p.revenue));
|
||||
s.outcome = {
|
||||
return {
|
||||
result: 'win',
|
||||
winner: s.players.findIndex((p) => p.revenue === best),
|
||||
reason: 'daysElapsed',
|
||||
};
|
||||
return true;
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
+307
-52
@@ -52,11 +52,14 @@ import type {
|
||||
TrayId,
|
||||
TurnoutOrientation,
|
||||
} from './state.ts';
|
||||
import { tallyEvent } from './tally.ts';
|
||||
import { createRng } from './rng.ts';
|
||||
import {
|
||||
carsOn,
|
||||
coordKey,
|
||||
cutTowards,
|
||||
decisionActor,
|
||||
officeNodeFor,
|
||||
isOperationalRail,
|
||||
playerAtSeat,
|
||||
pooled,
|
||||
@@ -77,6 +80,7 @@ import {
|
||||
facilityVariants,
|
||||
opposite,
|
||||
reachableDestinations,
|
||||
rowEndAt,
|
||||
variantsFor,
|
||||
withinLimits,
|
||||
} from './track.ts';
|
||||
@@ -122,7 +126,12 @@ function trayCoord(s: GameState, trayId: TrayId): GridCoord | null {
|
||||
}
|
||||
|
||||
/** A tray sitting on the Office card occupies an A/D track (§2.1). */
|
||||
function occupancyFor(s: GameState, player: PlayerIndex, self: TrayId): Occupancy {
|
||||
/**
|
||||
* Exported for `advance.ts`'s Yard Office walk (Gitea#5), which has to ask the SAME occupancy
|
||||
* question a switching move asks — a second copy would be free to drift into a different answer
|
||||
* about which cards are free.
|
||||
*/
|
||||
export function occupancyFor(s: GameState, player: PlayerIndex, self: TrayId): Occupancy {
|
||||
const area = areaOf(s, player);
|
||||
return {
|
||||
trayAt: (c) => {
|
||||
@@ -331,6 +340,15 @@ function checkTurnoutUpgrade(existing: TrackCard, proto: TrackCard): RejectionCo
|
||||
|
||||
if (existing.standing.length > 0) return 'UPGRADE_OCCUPIED';
|
||||
if (existing.enhancements.length > 0) return 'UPGRADE_ENHANCED';
|
||||
/**
|
||||
* NOTHING IS ASKED ABOUT THE NEIGHBOURS, deliberately (Gitea#15).
|
||||
*
|
||||
* A turnout adds a 45° leg the card underneath did not have, and that leg may well point into an
|
||||
* occupied square with nothing to meet it. That is legal: RAR ruled (2026-08-26) that a rail may
|
||||
* stop dead against its neighbour, and an upgrade is no different from laying the piece there in
|
||||
* the first place. What must hold either way is that no train can cross the gap, which is
|
||||
* `exploreMoves`' business and is tested in `track.test.ts`.
|
||||
*/
|
||||
return null;
|
||||
}
|
||||
|
||||
@@ -417,14 +435,42 @@ export function canDetrain(s: GameState, player: PlayerIndex, at: GridCoord, tra
|
||||
}
|
||||
|
||||
/**
|
||||
* A Timetabled or Extra train card (§6.2, Gitea#6) — the one place that decides what "a train card"
|
||||
* means, so the rule, the UI's reason text and any test all ask the same question.
|
||||
* A Timetabled or Extra train card (§6.2) — the one place that decides what "a train card" means.
|
||||
*/
|
||||
export function isTrainCard(s: GameState, cardId: CardId): boolean {
|
||||
const kind = s.cards.get(cardId)?.kind.kind;
|
||||
return kind === 'timetabledTrain' || kind === 'extraTrain';
|
||||
}
|
||||
|
||||
/**
|
||||
* WHY THIS CARD CANNOT BE THROWN AWAY, or `null` if it can (§6.2, Gitea#9 superseding Gitea#6).
|
||||
*
|
||||
* The one place that answers the question, so `check`, the hand panel and the blocked "End Local
|
||||
* Operations" button all give the same reason rather than three hand-written approximations of it.
|
||||
* Gitea#6 made every train card unconditionally undiscardable; Gitea#9 narrows that:
|
||||
*
|
||||
* - a TIMETABLED train is discardable unless the `discardTimetabled` house rule is off. Jesse's
|
||||
* reasoning is about a long game whose timetable has filled up — "the stations are jammed and
|
||||
* the railroad doesn't need any more. You can toss it";
|
||||
* - an EXTRA is never discardable. It never joins the timetable, so it cannot jam it, and the
|
||||
* rule it would otherwise dodge is the hand limit.
|
||||
*
|
||||
* Returns the sentence rather than a code because it is written for a player, and the two cases
|
||||
* fail for genuinely different reasons — "not in this game" and "not ever".
|
||||
*/
|
||||
export function keepReason(s: GameState, cardId: CardId): string | null {
|
||||
const kind = s.cards.get(cardId)?.kind.kind;
|
||||
if (kind === 'extraTrain') {
|
||||
return 'An Extra is never discarded. It runs once and ends in the Salvage Yard, so it can only ' +
|
||||
'be played — hold it for as many Stages and Days as you like.';
|
||||
}
|
||||
if (kind === 'timetabledTrain' && !houseRules(s.config).discardTimetabled) {
|
||||
return 'A train card is never discarded in this game. The only way it leaves your hand is onto ' +
|
||||
'the timetable — hold it for as many Stages and Days as you like.';
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* WHERE AN EXTRA STARTS AND WHICH WAY IT RUNS — the one answer `check`, `execute` and the reducer
|
||||
* all use, so a placement can never be checked against one square and made on another.
|
||||
@@ -563,6 +609,21 @@ function freightWorkedKey(trayId: TrayId, at: GridCoord): string {
|
||||
|
||||
const isFreight = (c: RollingStock): boolean => c.type !== 'coach' && c.type !== 'caboose';
|
||||
|
||||
/**
|
||||
* IS THIS CAR CARRYING A LOAD? A CABOOSE NEVER IS, whatever its `loaded` flag says.
|
||||
*
|
||||
* `ROLLING_STOCK_SUPPLY` mints all six cabooses as `{ loaded: 6, empty: 0 }` because §2.2's
|
||||
* "a coloured car is loaded, a white car is empty" is doing double duty there as a PIECE COUNT,
|
||||
* and a caboose has no white version — there is no such thing as an empty one to make up a train
|
||||
* from. Every other reading of `.loaded` in this file is already scoped to a coach or to a named
|
||||
* car type, so the flag's second meaning only ever escaped here.
|
||||
*
|
||||
* Reported as Gitea#8: X22 Pee-Dee, whose whole card is "may only pick up MTs", could not couple a
|
||||
* caboose at all — including the one it was made up with. Drop it and it was stranded, which made
|
||||
* the train unplayable rather than merely restricted.
|
||||
*/
|
||||
const carriesLoad = (c: RollingStock): boolean => c.loaded && c.type !== 'caboose';
|
||||
|
||||
/**
|
||||
* May this train work these freight cars on this square?
|
||||
*
|
||||
@@ -662,7 +723,7 @@ function refusesThisOffice(s: GameState, player: PlayerIndex, tray: CrewTray): b
|
||||
* this works out whether a card is the reason. Without it a Military train standing at the platform
|
||||
* reported "no train at the Office", which is both wrong and unhelpful.
|
||||
*/
|
||||
function passengerRefusal(
|
||||
export function passengerRefusal(
|
||||
s: GameState,
|
||||
player: PlayerIndex,
|
||||
at: GridCoord,
|
||||
@@ -716,16 +777,64 @@ function passengerRefusal(
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCode | null {
|
||||
/**
|
||||
* §3.3, EXTENDED PLAY (Gitea#11) — asked ABOVE the status guard, because the whole point of the
|
||||
* vote is that it is the one thing the rules will take from a game that has stopped.
|
||||
*
|
||||
* Out of turn like `mainline.clearance` below, and unlike it open to every seat at once: it is a
|
||||
* table decision rather than a ruling, so there is no actor to be.
|
||||
*/
|
||||
if (i.type === 'game.extend') {
|
||||
if (s.status !== 'awaitingExtension') return 'NOT_AWAITING_EXTENSION';
|
||||
// The intent NAMES its voter so that a save can be replayed (`intents.ts`), which makes it a
|
||||
// claim until it is checked against the seat the caller authenticated. One seat may not vote
|
||||
// for another.
|
||||
if (i.player !== player) return 'NOT_YOUR_TURN';
|
||||
if (s.extensionVotes[player] !== null) return 'ALREADY_VOTED';
|
||||
return null;
|
||||
}
|
||||
|
||||
if (s.status !== 'active') return 'WRONG_PHASE';
|
||||
|
||||
// The clearance ruling is the one intent that arrives out of turn order: it interrupts the
|
||||
// automatic Mainline Phase and goes to the Superintendent (§8.1, fourth condition).
|
||||
if (i.type === 'mainline.clearance') {
|
||||
if (s.clock.pendingDecision === null) return 'NO_PENDING_DECISION';
|
||||
if (s.clock.pendingDecision?.kind !== 'clearance') return 'NO_PENDING_DECISION';
|
||||
if (s.clock.superintendent !== player) return 'NOT_SUPERINTENDENT';
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* §Q (Gitea#19) — the Red Flag prompt, the third interruption of the Mainline Phase.
|
||||
*
|
||||
* Only ever raised for a player who holds the card, so `flag: true` can always be paid for; the
|
||||
* card is checked again here because `check` is the authority and a hand can change between the
|
||||
* prompt being raised and answered.
|
||||
*/
|
||||
if (i.type === 'mainline.redFlag') {
|
||||
if (s.clock.pendingDecision?.kind !== 'redFlag') return 'NO_RED_FLAG_PROMPT';
|
||||
if (decisionActor(s) !== player) return 'NOT_YOUR_TURN';
|
||||
if (!i.flag) return null;
|
||||
const held = (s.decks.hands.get(player) ?? []).find((id) => {
|
||||
const c = s.cards.get(id);
|
||||
return c?.kind.kind === 'maneuver' && c.kind.key === 'redFlags';
|
||||
});
|
||||
if (!held) return 'NO_SUCH_CARD';
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* §11 (Gitea#5) — the Yard Office offer, the second interruption of the Mainline Phase.
|
||||
*
|
||||
* Goes to the district's owner rather than the Superintendent, which is the whole reason
|
||||
* `pendingDecision` became a union. `decisionActor` is the single place that mapping lives.
|
||||
*/
|
||||
if (i.type === 'mainline.yardOffice') {
|
||||
if (s.clock.pendingDecision?.kind !== 'yardOffice') return 'NO_YARD_OFFICE_OFFER';
|
||||
if (decisionActor(s) !== player) return 'NOT_YOUR_TURN';
|
||||
return null;
|
||||
}
|
||||
|
||||
if (!isActor(s, player)) return 'NOT_YOUR_TURN';
|
||||
|
||||
switch (i.type) {
|
||||
@@ -777,7 +886,7 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
|
||||
*/
|
||||
if (rules.noSwitching) return 'PICKUP_NOT_ALLOWED';
|
||||
if (rules.dropOnly) return 'PICKUP_NOT_ALLOWED';
|
||||
if (rules.pickUpEmptiesOnly && fresh.some((c) => c.loaded)) return 'EMPTIES_ONLY';
|
||||
if (rules.pickUpEmptiesOnly && fresh.some(carriesLoad)) return 'EMPTIES_ONLY';
|
||||
const freight = fresh.filter(isFreight).length;
|
||||
if (freight > 0 && !freightBudgetLeft(s, player, tray, i.to, freight)) return 'FREIGHT_WORKED_HERE';
|
||||
}
|
||||
@@ -881,30 +990,29 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
|
||||
}
|
||||
|
||||
/**
|
||||
* §6.2, AS RULED BY JESSE (Gitea#6): A TRAIN CARD MAY NOT BE DISCARDED. EVER.
|
||||
* §6.2 — WHICH TRAIN CARDS MAY BE THROWN AWAY (Gitea#9, superseding Gitea#6).
|
||||
*
|
||||
* It may be held for as many Stages and Days as the player likes — the hand limit is the only
|
||||
* pressure on it — but it never goes onto a Department pile. The consequence is the point of the
|
||||
* rule and needs no machinery of its own: a player holding four train cards has nothing
|
||||
* discardable, and `draw.end` already refuses while the hand is over the limit, so the only way
|
||||
* to conclude the turn is to PLAY one. Playing a train card is unconditionally legal (see
|
||||
* `card.play`'s `timetabledTrain` case, which refuses only a board placement), so that corner
|
||||
* can never lock a player in.
|
||||
* `keepReason` holds the rule; this asks it. A Timetabled train is discardable unless the
|
||||
* `discardTimetabled` house rule is off, and an Extra never is.
|
||||
*
|
||||
* Extras count. They are trains — Jesse's ruling in the same breath — even though an Extra runs
|
||||
* once and ends in the Salvage Yard while a Timetabled card joins the timetable for the rest of
|
||||
* the game.
|
||||
* WHERE THE DISCARD GOES IS THE OTHER HALF OF THE RULING. "If someone else wants to pick it up,
|
||||
* they are more than able to" — a discard goes face-up on a Department pile, which is exactly
|
||||
* where a rival can draw it from, so the second half needed no machinery at all.
|
||||
*
|
||||
* `legal.ts` enumerates candidates and filters them through here, so the discard option simply
|
||||
* stops being offered for these cards; the bot needs no separate rule and already reaches for
|
||||
* `card.play` before it reaches for a discard.
|
||||
* The corner Gitea#6 created still exists when the setting is off, and is still deliberate: a
|
||||
* player holding four undiscardable trains has one way forward, which is to PLAY one. `draw.end`
|
||||
* refuses while the hand is over the limit, and playing a train card is unconditionally legal
|
||||
* (`card.play`'s `timetabledTrain` case refuses only a board placement), so it can never lock.
|
||||
*
|
||||
* `legal.ts` enumerates candidates and filters them through here, so an undiscardable card
|
||||
* simply stops being offered; the bot needs no separate rule.
|
||||
*/
|
||||
case 'card.discard': {
|
||||
if (!inPhase(s, 'localOps')) return 'WRONG_PHASE';
|
||||
const hand = s.decks.hands.get(player) ?? [];
|
||||
if (!hand.includes(i.cardId)) return 'CARD_NOT_IN_HAND';
|
||||
if (i.toSlot < 0 || i.toSlot > 2) return 'SLOT_EMPTY';
|
||||
if (isTrainCard(s, i.cardId)) return 'TRAINS_ARE_NEVER_DISCARDED';
|
||||
if (keepReason(s, i.cardId) !== null) return 'TRAINS_ARE_NEVER_DISCARDED';
|
||||
return null;
|
||||
}
|
||||
|
||||
@@ -920,7 +1028,7 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
|
||||
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.gradeOnly && node.card !== 'heavyGrade') 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. A train standing in the Interchange's yard counts: it is on
|
||||
@@ -936,14 +1044,9 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
|
||||
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';
|
||||
// §Q (Gitea#19) — a flag goes on your OWN Limits. There is no target train to name and no
|
||||
// placement to find: the district is yours, and the only question is which side.
|
||||
if (officeNodeFor(s, seatOf(s, player))?.redFlag === i.side) return 'ALREADY_FLAGGED';
|
||||
return null;
|
||||
}
|
||||
|
||||
@@ -1050,7 +1153,11 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
|
||||
// -- New Train ------------------------------------------------------------
|
||||
case 'newTrain.startExtra': {
|
||||
if (!inPhase(s, 'newTrain')) return 'WRONG_PHASE';
|
||||
if (!s.pendingExtras.includes(i.trainNumber)) return 'NO_EXTRA_PENDING';
|
||||
const pending = s.pendingExtras.find((x) => x.trainNumber === i.trainNumber);
|
||||
if (!pending) return 'NO_EXTRA_PENDING';
|
||||
// §7 — "the player who played the card MAY place the Crew Tray": it is theirs to place, and
|
||||
// nobody else's to place for them.
|
||||
if (pending.player !== player) return 'NOT_YOUR_EXTRA';
|
||||
if (s.freeTrays.length === 0) return 'NO_FREE_TRAY';
|
||||
const where = resolveExtraStart(s, player, i);
|
||||
if (typeof where === 'string') return where;
|
||||
@@ -1085,7 +1192,7 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
|
||||
// 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';
|
||||
return acceptsCar(tray, i.carType, i.loaded, s.yards.divisionYard) ? null : 'NO_SUITABLE_CAR';
|
||||
}
|
||||
|
||||
case 'newTrain.secondSection': {
|
||||
@@ -1424,7 +1531,7 @@ export function ownCutFor(s: GameState, player: PlayerIndex, trayId: TrayId, rev
|
||||
const facing = facingPort(s, trayId);
|
||||
const exit: Port = reverse ? reversePort(s, player, here, facing) : facing;
|
||||
const card = areaOf(s, player).grid.get(coordKey(here)) ?? emptyCard();
|
||||
return cutTowards(card, carsOn(card), exit);
|
||||
return cutTowards(card, carsOn(card), rowEndAt(card, exit));
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -1476,6 +1583,33 @@ export function movesFor(
|
||||
|
||||
function execute(s: GameState, player: PlayerIndex, i: Intent): GameEvent[] {
|
||||
switch (i.type) {
|
||||
/**
|
||||
* §3.3, EXTENDED PLAY (Gitea#11) — the vote, and what it settles.
|
||||
*
|
||||
* Decided HERE rather than in `reduce` because the answer depends on the votes as they stand
|
||||
* BEFORE this one lands, and `execute` is the half that still sees that. Three outcomes:
|
||||
*
|
||||
* - a refusal ends it immediately. Unanimity means one "no" is decisive, so nobody is made to
|
||||
* wait on a player who has already said no (Jesse's call, 2026-08-28);
|
||||
* - the last outstanding "yes" grants the Day — ONE Day, and the question is put again at the
|
||||
* end of it;
|
||||
* - anything else is just a vote recorded, and the table waits.
|
||||
*/
|
||||
case 'game.extend': {
|
||||
const vote: GameEvent = { type: 'extensionVoted', player, agree: i.agree };
|
||||
if (!i.agree) return [vote, { type: 'playConcluded', declinedBy: player }];
|
||||
const after = s.extensionVotes.map((v, p) => (p === player ? true : v));
|
||||
return after.every((v) => v === true)
|
||||
? [vote, { type: 'dayExtended', day: s.config.days + s.extraDays + 1 }]
|
||||
: [vote];
|
||||
}
|
||||
|
||||
case 'mainline.yardOffice': {
|
||||
const pending = s.clock.pendingDecision;
|
||||
const trainId = pending?.kind === 'yardOffice' ? pending.train : '';
|
||||
return [{ type: 'yardOfficeRuled', player, trainId, take: i.take }];
|
||||
}
|
||||
|
||||
case 'localOps.choose':
|
||||
return [{ type: 'localOpsOptionChosen', player, option: i.option }];
|
||||
|
||||
@@ -1542,14 +1676,16 @@ function execute(s: GameState, player: PlayerIndex, i: Intent): GameEvent[] {
|
||||
*/
|
||||
const grid = areaOf(s, player).grid;
|
||||
const startCard = grid.get(coordKey(from)) ?? emptyCard();
|
||||
const startCut = cutTowards(startCard, carsOn(startCard), exitPort);
|
||||
const startCut = cutTowards(startCard, carsOn(startCard), rowEndAt(startCard, exitPort));
|
||||
const lifted = [
|
||||
...(startCut.length > 0 ? [from] : []),
|
||||
...dest.path.map((step) => step.coord),
|
||||
i.to,
|
||||
].filter((c) => carsOn(grid.get(coordKey(c)) ?? emptyCard()).length > 0);
|
||||
const sides = standingSides(startCard, carsOn(startCard));
|
||||
const stayed = exitPort === 'e' ? sides.west : exitPort === 'w' ? sides.east : [];
|
||||
// The OTHER end's cut, which stays behind — so it is the other end of the row, not the
|
||||
// other port. A 45° leg is an end of the row too (`rowEndAt`, Gitea#17).
|
||||
const stayed = rowEndAt(startCard, exitPort) === 'e' ? sides.west : sides.east;
|
||||
// §A.3 — "engines also have couplers on the front end, so a train can pick cars up onto
|
||||
// its nose". Running forward the engine meets cars head-on and takes them in front; backing
|
||||
// up, they couple behind. Which end they land on is the whole point of a run-around: it
|
||||
@@ -1707,10 +1843,25 @@ function execute(s: GameState, player: PlayerIndex, i: Intent): GameEvent[] {
|
||||
];
|
||||
}
|
||||
|
||||
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.redFlags':
|
||||
return [{ type: 'redFlagsSet', player, cardId: i.cardId, seat: seatOf(s, player), side: i.side }];
|
||||
|
||||
case 'mainline.redFlag': {
|
||||
const pending = s.clock.pendingDecision;
|
||||
const trainId = pending?.kind === 'redFlag' ? pending.train : '';
|
||||
const seat = pending?.kind === 'redFlag' ? pending.seat : 0;
|
||||
const side = pending?.kind === 'redFlag' ? pending.from : 'east';
|
||||
if (!i.flag) return [{ type: 'redFlagRuled', player, trainId, flag: false }];
|
||||
const cardId =
|
||||
i.cardId ??
|
||||
(s.decks.hands.get(player) ?? []).find((id) => {
|
||||
const c = s.cards.get(id);
|
||||
return c?.kind.kind === 'maneuver' && c.kind.key === 'redFlags';
|
||||
})!;
|
||||
return [
|
||||
{ type: 'redFlagsSet', player, cardId, seat, side },
|
||||
{ type: 'redFlagRuled', player, trainId, flag: true },
|
||||
];
|
||||
}
|
||||
|
||||
case 'maneuver.flyingSwitch': {
|
||||
@@ -1884,6 +2035,37 @@ function findTimetableSlot(s: GameState, from: number): number | null {
|
||||
|
||||
export function reduce(s: GameState, e: GameEvent): void {
|
||||
switch (e.type) {
|
||||
// -- §3.3, extended play (Gitea#11)
|
||||
case 'extensionVoted':
|
||||
s.extensionVotes[e.player] = e.agree;
|
||||
break;
|
||||
|
||||
/**
|
||||
* One more Day, and the votes are wiped: agreeing once does not agree to the rest of the game.
|
||||
*
|
||||
* `config.days` is deliberately untouched. It is what the OFFICIAL result was decided at
|
||||
* (`state.ts`'s `FinalReport`), so leaving it alone is what makes "the winner is decided at the
|
||||
* original game length" a fact about the code rather than a comment on it. `outcome` is left
|
||||
* alone too — it is the last evaluation, and it is what the results screen shows while the extra
|
||||
* Day is played.
|
||||
*/
|
||||
case 'dayExtended':
|
||||
s.extraDays += 1;
|
||||
s.extensionVotes = s.players.map(() => null);
|
||||
s.status = 'active';
|
||||
break;
|
||||
|
||||
case 'playConcluded':
|
||||
s.status = 'finished';
|
||||
break;
|
||||
|
||||
// §11 (Gitea#5) — the same shape as `clearanceGiven`: clear the question, record the answer for
|
||||
// the arriving train to consume, or the driver asks again for ever.
|
||||
case 'yardOfficeRuled':
|
||||
s.clock.pendingDecision = null;
|
||||
s.clock.decisionAnswer = { kind: 'yardOffice', train: e.trainId, take: e.take };
|
||||
break;
|
||||
|
||||
case 'localOpsOptionChosen':
|
||||
turnOf(s, e.player).option = e.option;
|
||||
break;
|
||||
@@ -2108,14 +2290,23 @@ export function reduce(s: GameState, e: GameEvent): void {
|
||||
}
|
||||
|
||||
case 'redFlagsSet': {
|
||||
const node = s.division.nodes[e.node];
|
||||
if (node?.kind === 'mainline') {
|
||||
node.redFlagged = [...(node.redFlagged ?? []), e.trayId];
|
||||
}
|
||||
const node = officeNodeFor(s, e.seat);
|
||||
if (node) node.redFlag = e.side;
|
||||
spendCard(s, e.player, e.cardId);
|
||||
break;
|
||||
}
|
||||
|
||||
/**
|
||||
* §Q (Gitea#19) — `redFlagSpent` is NOT reduced, deliberately. It is emitted only by the phase
|
||||
* driver, which mutates state itself and then describes it (`advance.ts`'s `spendFlag`), so a
|
||||
* case here would be dead code that reads as the live one.
|
||||
*/
|
||||
|
||||
case 'redFlagRuled':
|
||||
s.clock.pendingDecision = null;
|
||||
s.clock.decisionAnswer = { kind: 'redFlag', train: e.trainId, flag: e.flag };
|
||||
break;
|
||||
|
||||
case 'flyingSwitch': {
|
||||
const tray = s.trays.get(e.trayId);
|
||||
const area = areaOf(s, e.player);
|
||||
@@ -2254,7 +2445,8 @@ export function reduce(s: GameState, e: GameEvent): void {
|
||||
}
|
||||
|
||||
case 'extraQueued':
|
||||
s.pendingExtras.push(e.trainNumber);
|
||||
// §7 hands this train to the player who played the card, so the queue records them.
|
||||
s.pendingExtras.push({ trainNumber: e.trainNumber, player: e.player });
|
||||
break;
|
||||
|
||||
case 'secondSectionOrdered':
|
||||
@@ -2284,11 +2476,14 @@ export function reduce(s: GameState, e: GameEvent): void {
|
||||
*/
|
||||
case 'extraStarted': {
|
||||
const trayId = s.freeTrays.pop()!;
|
||||
s.pendingExtras = s.pendingExtras.filter((n) => n !== e.trainNumber);
|
||||
s.pendingExtras = s.pendingExtras.filter((x) => x.trainNumber !== e.trainNumber);
|
||||
const { direction } = e;
|
||||
const base = {
|
||||
id: trayId, trainNumber: e.trainNumber, trainIsExtra: true, engineAt: 0,
|
||||
consist: [] as RollingStock[], direction, movesUsed: 0,
|
||||
// The queue is emptied here, before a single car goes on, so the tray carries the owner
|
||||
// from now on — §7 lets the player who played it load the consist as they choose.
|
||||
builtBy: e.player,
|
||||
};
|
||||
// Which way the tray physically points, for the cards it will pick up. A Division Point start
|
||||
// does not set it: those trays have never carried a facing and `enterMainline` does not read
|
||||
@@ -2468,7 +2663,7 @@ export function reduce(s: GameState, e: GameEvent): void {
|
||||
case 'clearanceGiven':
|
||||
s.clock.pendingDecision = null;
|
||||
// Recorded for the asking train to consume; otherwise the driver asks again forever.
|
||||
s.clock.clearanceRuling = { train: e.trainId, allow: e.allow };
|
||||
s.clock.decisionAnswer = { kind: 'clearance', train: e.trainId, allow: e.allow };
|
||||
break;
|
||||
|
||||
default:
|
||||
@@ -2871,7 +3066,20 @@ function extendLimitsIfNeeded(area: OfficeArea, placed: GridCoord): void {
|
||||
* 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 {
|
||||
export function acceptsCar(
|
||||
tray: CrewTray,
|
||||
carType: CarType,
|
||||
/**
|
||||
* Whether the car being offered is loaded, and what the Division Yard still holds.
|
||||
*
|
||||
* Both optional so that a caller asking the SHAPE question — "does this card take a car of this
|
||||
* category at all?" — need not answer the loading question. `trainNeedingCars` asks the shape
|
||||
* question of every car in the yard; `check` asks the full one about a specific car a player has
|
||||
* named. Omitting them skips the loading rules rather than guessing at them.
|
||||
*/
|
||||
loaded?: boolean,
|
||||
yard?: readonly RollingStock[],
|
||||
): boolean {
|
||||
const profile = trainProfile(tray.trainNumber ?? 0, tray.trainIsExtra);
|
||||
if (!profile) return true;
|
||||
|
||||
@@ -2894,6 +3102,40 @@ export function acceptsCar(tray: CrewTray, carType: CarType): boolean {
|
||||
const types = profile.consist.freightTypes;
|
||||
if (adding === 'freight' && types && !types.includes(carType)) return false;
|
||||
|
||||
if (loaded === undefined) return true;
|
||||
|
||||
/**
|
||||
* X13 APPLESEED — "may drop MTs but not pick up anything", and its consist prints EMPTIES ONLY.
|
||||
*
|
||||
* `emptiesOnly` was declared on the card, RENDERED to the player as "(empties only)" by both
|
||||
* `web/game.ts` and `sim/view.ts`, and enforced by nothing: the Appleseed could be made up with
|
||||
* loaded cars while its own card said it could not. Found while building Gitea#13, which is the
|
||||
* same rule pointing the other way, and fixed with it rather than left as the odd one out.
|
||||
*
|
||||
* A caboose is exempt. Every caboose in `ROLLING_STOCK_SUPPLY` is `loaded: true` — there is no
|
||||
* such thing as an empty one — so applying this to the caboose would bar the Appleseed from the
|
||||
* caboose its own consist calls for.
|
||||
*/
|
||||
if (profile.consist.emptiesOnly && loaded && adding !== 'caboose') return false;
|
||||
|
||||
/**
|
||||
* MUST RUN LOADED (Gitea#13) — a preference order, not a flat requirement.
|
||||
*
|
||||
* "If not loaded, then empty, and if none available, run without." So an EMPTY is refused only
|
||||
* while the yard can still supply a loaded car this train would accept; once it cannot, the empty
|
||||
* becomes legal and the train may also simply depart short. Asked of the yard rather than
|
||||
* remembered on the tray, because the yard is what the rule is about and it changes under the
|
||||
* train as other consists are built.
|
||||
*
|
||||
* The caboose is exempt for the same reason as above.
|
||||
*/
|
||||
if (profile.rules.mustRunLoaded && !loaded && adding !== 'caboose' && yard) {
|
||||
const loadedAvailable = yard.some(
|
||||
(c) => c.loaded && cat(c.type) === adding && acceptsCar(tray, c.type),
|
||||
);
|
||||
if (loadedAvailable) return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -2934,11 +3176,21 @@ export function isBeingMadeUp(tray: CrewTray): boolean {
|
||||
export function trainNeedingCars(s: GameState): TrayId | null {
|
||||
for (const [id, tray] of s.trays) {
|
||||
if (!isBeingMadeUp(tray)) 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. Ask the SAME predicate `check`
|
||||
// uses: a separate copy of this test stalled the game, because the phase believed a car could
|
||||
// be added while `check` rejected every option, so the Stage never ended.
|
||||
if (s.yards.divisionYard.some((c) => acceptsCar(tray, c.type))) return id;
|
||||
/**
|
||||
* 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. Ask the SAME predicate `check`
|
||||
* uses: a separate copy of this test stalled the game, because the phase believed a car could
|
||||
* be added while `check` rejected every option, so the Stage never ended.
|
||||
*
|
||||
* ASKED PER CAR, WITH ITS LOADED STATE, since Gitea#13. The shape question alone is no longer
|
||||
* the same question `check` answers: an `emptiesOnly` train looking at a yard of nothing but
|
||||
* loaded cars, or a `mustRunLoaded` train offered only empties while loaded ones remain, would
|
||||
* both be told a car was available and then refused every one of them — the very stall this
|
||||
* comment was written about.
|
||||
*/
|
||||
if (s.yards.divisionYard.some((c) => acceptsCar(tray, c.type, c.loaded, s.yards.divisionYard))) {
|
||||
return id;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
@@ -2990,6 +3242,9 @@ export function applyIntent(s: GameState, player: PlayerIndex, i: Intent): Apply
|
||||
|
||||
const events = execute(s, player, i);
|
||||
for (const e of events) reduce(s, e);
|
||||
// Gitea#16 — the intent half of the fold; `advance` does the phase driver's half. See `tally.ts`
|
||||
// for why it cannot simply live inside `reduce`.
|
||||
for (const e of events) tallyEvent(s, e);
|
||||
return { ok: true, events };
|
||||
}
|
||||
|
||||
|
||||
+308
-149
@@ -72,6 +72,26 @@ export type TrackProfile = {
|
||||
* from `docs/Deck cards2.xlsx`, a fixed document, and stay here as the audit trail for the
|
||||
* transcription — they are not claims about what the game deals today.
|
||||
*
|
||||
* THE COUNTS BELOW NOW COME FROM `docs/Deck cards5.xlsx` (Gitea#14), which HALVES every track row
|
||||
* against sheet 2: straight 32 → 16, each curve 16 → 8, each turnout 16 → 8. Track is the only
|
||||
* section of that sheet whose numbers moved — every station, industry, modifier and train row is
|
||||
* character-for-character what sheet 2 said — so this is the whole of the deck change it asks for.
|
||||
*
|
||||
* Sheet 5 also deals the sharp curves ZERO, which is where they already were: Jesse took them out
|
||||
* for the reason below, and RAR arrived at the same number independently. Nothing to do, but worth
|
||||
* recording that the two agree rather than leaving it looking like a coincidence.
|
||||
*
|
||||
* IT LANDS ON RAR'S OWN TARGETS, which is the check that matters — the top right of sheet 5 states
|
||||
* the draw rates he is designing to. Against his denominators (start cards counted for track, only
|
||||
* the non-track deck counted for trains): he wants track 48/167 = **28.7%** and trains 22/107 =
|
||||
* **20.6%**; this deck gives 48/170 = **28.2%** and 22/110 = **20.0%**.
|
||||
*
|
||||
* THAT MATCH IS PARTLY A CANCELLATION, and whoever retunes next should know it. The engine holds
|
||||
* ~25 more office and industry cards than the sheet (doubled and tripled, below) and is missing the
|
||||
* ~33 Safety, Event, Inspection and Space-use cards sheet 5 lists, which Gitea#14 defers. The two
|
||||
* errors are opposite and nearly equal today. Build the deferred categories and they stop
|
||||
* cancelling, so the ratios have to be re-measured then rather than assumed to have held.
|
||||
*
|
||||
* It matters well beyond bookkeeping. Track competes for the draw with industry, trains and
|
||||
* enhancements, so building a district is paid for in cards you did not draw instead — and the
|
||||
* hand-of-three is the real constraint on how fast a railroad grows.
|
||||
@@ -86,9 +106,9 @@ export type TrackProfile = {
|
||||
* published replay still plays. Reordering to look tidy would silently re-deal every saved game.
|
||||
*/
|
||||
export const TRACK_CARDS: readonly TrackProfile[] = [
|
||||
{ geometry: 'straight', hand: 'none', name: 'Straight track', copiesInDeck: 32, isOperationalRail: true, moveCost: 1 },
|
||||
{ geometry: 'curved', hand: 'right', name: 'Curved track (right)', copiesInDeck: 16, isOperationalRail: true, moveCost: 1 },
|
||||
{ geometry: 'curved', hand: 'left', name: 'Curved track (left)', copiesInDeck: 16, isOperationalRail: true, moveCost: 1 },
|
||||
{ geometry: 'straight', hand: 'none', name: 'Straight track', copiesInDeck: 16, isOperationalRail: true, moveCost: 1 },
|
||||
{ geometry: 'curved', hand: 'right', name: 'Curved track (right)', copiesInDeck: 8, isOperationalRail: true, moveCost: 1 },
|
||||
{ geometry: 'curved', hand: 'left', name: 'Curved track (left)', copiesInDeck: 8, isOperationalRail: true, moveCost: 1 },
|
||||
/**
|
||||
* SHARP CURVES ARE DEALT ZERO COPIES — Jesse's call, and the same treatment as Poling.
|
||||
*
|
||||
@@ -103,8 +123,8 @@ export const TRACK_CARDS: readonly TrackProfile[] = [
|
||||
*/
|
||||
{ geometry: 'sharpCurved', hand: 'right', name: 'Sharp Curved Track (right)', copiesInDeck: 0, isOperationalRail: true, moveCost: 2 },
|
||||
{ geometry: 'sharpCurved', hand: 'left', name: 'Sharp Curved Track (left)', copiesInDeck: 0, isOperationalRail: true, moveCost: 2 },
|
||||
{ geometry: 'turnout', hand: 'right', name: 'Turnout (right)', copiesInDeck: 16, isOperationalRail: false, moveCost: 1 },
|
||||
{ geometry: 'turnout', hand: 'left', name: 'Turnout (left)', copiesInDeck: 16, isOperationalRail: false, moveCost: 1 },
|
||||
{ geometry: 'turnout', hand: 'right', name: 'Turnout (right)', copiesInDeck: 8, isOperationalRail: false, moveCost: 1 },
|
||||
{ geometry: 'turnout', hand: 'left', name: 'Turnout (left)', copiesInDeck: 8, isOperationalRail: false, moveCost: 1 },
|
||||
];
|
||||
|
||||
/** Summed from `copiesInDeck` above, never written down — it moves whenever the deck is retuned. */
|
||||
@@ -143,29 +163,39 @@ export type OfficeProfile = {
|
||||
* passenger modifier cards (Waiting Area, Restaurant, Hotel).
|
||||
*/
|
||||
/**
|
||||
* Office cards. Every tier's `copiesInDeck` was **doubled** against the recovered design — Q12.
|
||||
* Office cards, at `docs/Deck cards5.xlsx`'s counts exactly: Depot 4, Station 2, Terminal 1.
|
||||
*
|
||||
* 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.
|
||||
* THE Q12 DOUBLING IS GONE (Gitea#14). Every tier used to be dealt at twice the sheet, to remove a
|
||||
* 25% chance of an unwinnable opening deal: 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), and measured at the
|
||||
* sheet's density 25 of 100 games never drew a Depot and never escaped — averaging **−6.0** revenue
|
||||
* against **−0.4** for games that upgraded at least once, with 25 of 26 collisions at a Whistle
|
||||
* Post.
|
||||
*
|
||||
* That measurement was taken against a deck with 96 track cards in it, and the failure it describes
|
||||
* does not survive the halving of track. RE-MEASURED at the sheet's counts, 100 games: **43 of 100**
|
||||
* never upgrade off a Whistle Post, up from 25 — but they average **−0.2** revenue against **+1.4**
|
||||
* for games that do upgrade, where the gap used to be −6.0 against −0.4. Collisions fell from 26 per
|
||||
* 100 games to **6**, and only 3 of those are in games that never upgraded, against 25 of 26 before.
|
||||
*
|
||||
* So staying at a Whistle Post is now common and survivable rather than rare and fatal, which is the
|
||||
* opposite of the shape Q12 was answering: with fewer trains reaching an Office, a single A/D track
|
||||
* is seldom contested. The doubling was the blunt instrument its own note called it, and at the
|
||||
* sheet's deck size it costs more than it buys — see `TRACK_CARDS` for the whole comparison and
|
||||
* `INDUSTRY_PROFILES` for the other half of the same decision.
|
||||
*
|
||||
* 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.
|
||||
* their raw counts imply — Terminal needs all three cards in order.
|
||||
*
|
||||
* 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. 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. The counts themselves are in the rows below, which
|
||||
* is the only place they should be read from.
|
||||
* IF THE OPENING BITES AGAIN, the fix is not to re-double this. The note it replaces already listed
|
||||
* the better options: fewer Terminals, a cheaper first upgrade, or more A/D capacity at a Whistle
|
||||
* Post. Any of those answers the collision without diluting every other category to do it.
|
||||
*/
|
||||
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: 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 },
|
||||
{ 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 },
|
||||
];
|
||||
|
||||
export const OFFICE_ORDER: readonly OfficeTier[] = ['whistlePost', 'depot', 'station', 'terminal'];
|
||||
@@ -202,15 +232,24 @@ export type IndustryProfile = {
|
||||
};
|
||||
|
||||
/**
|
||||
* Industry density (Gap 12). The recovered sheet lists 9 industries in a 115-card deck; the
|
||||
* prototype ran 10 in 52. At the sheet's density 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.
|
||||
* Industry density, at `docs/Deck cards5.xlsx`'s counts exactly (Gitea#14).
|
||||
*
|
||||
* Each industry's `copies` is TRIPLED against the sheet, which 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. The multiplier is
|
||||
* the decision; the resulting totals are in the rows below and move with every retune.
|
||||
* THE GAP-12 TRIPLING IS GONE. The recovered sheet listed 9 industries in a 115-card deck and the
|
||||
* prototype ran 10 in 52; at that density a game saw 1.6 Freight Facilities, freight was 10% of
|
||||
* gross revenue, and `carsCoupled` fired 4 times per 100 games, so the freight loop effectively
|
||||
* never ran. Tripling every kind restored roughly the prototype's ratio.
|
||||
*
|
||||
* ALL OF THAT WAS MEASURED AGAINST A DECK WITH 96 TRACK CARDS. Sheet 5 halves the track, and the
|
||||
* tripling then works backwards: the deck keeps dealing industries while the district stays too
|
||||
* small to reach them. Measured over 300 bot games on identical seeds — 96 track with the multiplier
|
||||
* / 48 track with it / 48 track without — reefer cars set out by a crew went **49 / 0 / 39** and
|
||||
* mean revenue **−0.20 / +0.22 / +0.27**. The middle column is the tripling meeting the halved
|
||||
* deck: it wipes out the reefer chain completely. The sheet's own density is the best of the three
|
||||
* on both counts.
|
||||
*
|
||||
* The sheet's proportions were always preserved by the multiplier, since every kind scaled by the
|
||||
* same factor — so removing it changes the density and nothing else. The outbound/inbound balance
|
||||
* and the lockout structure below are the sheet's, as they always were.
|
||||
*/
|
||||
/**
|
||||
* LOCKOUTS, from the sheet's "Lockouts" column verbatim:
|
||||
@@ -233,8 +272,8 @@ export type IndustryProfile = {
|
||||
* enforced for every kind in `isLockedOut`, not repeated in each row here.
|
||||
*/
|
||||
export const INDUSTRY_PROFILES: readonly IndustryProfile[] = [
|
||||
{ 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: '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 },
|
||||
/**
|
||||
* OUTBOUND ONLY. A Refinery ships oil out and receives nothing; reported from playtesting and
|
||||
* confirmed by Jesse (v0.4.9e): "only ships out tanks, does not receive anything".
|
||||
@@ -252,9 +291,9 @@ export const INDUSTRY_PROFILES: readonly IndustryProfile[] = [
|
||||
* the game with no way to raise the direction it is supposed to use half its capacity on.
|
||||
* `StationMaster-Home-Deck-v0.4.5.md` prints it "Outbound, 1 out / 0 in".
|
||||
*/
|
||||
{ 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: '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 },
|
||||
/**
|
||||
* INBOUND ONLY — the mirror of the Refinery above, and the same correction. Reported from
|
||||
* playtesting and confirmed by Jesse (v0.4.9e): "Grocer's Warehouse should be receive only, does
|
||||
@@ -267,7 +306,7 @@ export const INDUSTRY_PROFILES: readonly IndustryProfile[] = [
|
||||
* other example. The Truck Dock (+1 inbound) and Local Small Groceries (+1 Laborer) are the two
|
||||
* that do work here.
|
||||
*/
|
||||
{ kind: 'grocersWarehouse', name: "Grocer's Warehouse", carTypes: ['boxcar', 'reefer'], flow: 'inbound', baseOut: 0, baseIn: 1, baseLoaders: 1, lockouts: ['packingSheds', 'freightHouse'], copies: 3 },
|
||||
{ kind: 'grocersWarehouse', name: "Grocer's Warehouse", carTypes: ['boxcar', 'reefer'], flow: 'inbound', baseOut: 0, baseIn: 1, baseLoaders: 1, lockouts: ['packingSheds', 'freightHouse'], copies: 1 },
|
||||
];
|
||||
|
||||
/** Legacy alias; the engine still reads FREIGHT_PROFILES in places. */
|
||||
@@ -395,6 +434,19 @@ export type TrainRules = {
|
||||
/** X17 Campaign, X18 Circus: a scheduled stop that does something. */
|
||||
stopEarnsPoint?: boolean;
|
||||
stopThenExpedite?: boolean;
|
||||
/**
|
||||
* MUST RUN LOADED (Gitea#13) — X17 Campaign, X18 Circus, X19 Military.
|
||||
*
|
||||
* "I've redefined some of the extra trains that they have to run full boxcars (not just any crazy
|
||||
* stuff) — military trains, circus trains, etc. If not loaded, then empty, and if none available,
|
||||
* run without." So it is a PREFERENCE ORDER enforced at make-up, not a flat requirement: a loaded
|
||||
* car of an acceptable type must be taken while one is in the Division Yard; only once none is
|
||||
* left may an empty be taken; and a train may still depart short (§8.2 already allows fewer cars
|
||||
* than the card lists).
|
||||
*
|
||||
* Distinct from `ConsistSpec.emptiesOnly`, which is the opposite rule for X13 Appleseed.
|
||||
*/
|
||||
mustRunLoaded?: boolean;
|
||||
/**
|
||||
* `copiesNextScheduled` was here and is DELETED. No train card ever carried it: a Second Section
|
||||
* is a Maneuver card played on a train that is due out, and it has its own intent
|
||||
@@ -453,9 +505,9 @@ export const EXTRA_TRAINS: readonly TrainProfile[] = [
|
||||
{ number: 14, isExtra: true, name: 'Fruit Growers Express', speed: 'fast', direction: 'playerChoice', consist: { freight: 2, coach: 0, caboose: 1, freightTypes: ['reefer'] }, rules: { expedite: true, note: 'Reefers only. May pick up one extra loaded reefer.' } },
|
||||
{ number: 15, isExtra: true, name: 'Yard Xfer', speed: 'slow', direction: 'playerChoice', consist: { freight: 2, coach: 0, caboose: 1 }, rules: {} },
|
||||
{ number: 16, isExtra: true, name: 'Light Engine Move', speed: 'fast', direction: 'playerChoice', consist: { freight: 0, coach: 0, caboose: 0 }, rules: { noSwitching: true, note: 'No cars at all.' } },
|
||||
{ number: 17, isExtra: true, name: 'Campaign Train', speed: 'fast', direction: 'playerChoice', consist: { freight: 0, coach: 1, caboose: 0 }, rules: { noSwitching: true, stopThenExpedite: true, note: 'One turn at station (speeches) then expedite.' } },
|
||||
{ number: 18, isExtra: true, name: 'Circus Train', speed: 'slow', direction: 'playerChoice', consist: { freight: 2, coach: 1, caboose: 1 }, rules: { noSwitching: true, stopEarnsPoint: true, note: 'One turn stopped on any track (circus set-up) earns 1 point.' } },
|
||||
{ number: 19, isExtra: true, name: 'Military Train', speed: 'slow', direction: 'playerChoice', consist: { freight: 1, coach: 2, caboose: 0 }, rules: { noSwitching: true, noPassengerWork: true, expedite: true } },
|
||||
{ number: 17, isExtra: true, name: 'Campaign Train', speed: 'fast', direction: 'playerChoice', consist: { freight: 0, coach: 1, caboose: 0 }, rules: { noSwitching: true, stopThenExpedite: true, stopEarnsPoint: true, mustRunLoaded: true, note: 'One turn at station (speeches) then expedite. Earns a point per Office Area if the candidate is aboard.' } },
|
||||
{ number: 18, isExtra: true, name: 'Circus Train', speed: 'slow', direction: 'playerChoice', consist: { freight: 2, coach: 1, caboose: 1 }, rules: { noSwitching: true, stopEarnsPoint: true, mustRunLoaded: true, note: 'One turn stopped in an Office Area (circus set-up) earns 1 point, once per Area, if fully loaded.' } },
|
||||
{ number: 19, isExtra: true, name: 'Military Train', speed: 'slow', direction: 'playerChoice', consist: { freight: 1, coach: 2, caboose: 0 }, rules: { noSwitching: true, noPassengerWork: true, expedite: true, mustRunLoaded: true, note: 'Troops and materiel: runs loaded where the yard can supply it.' } },
|
||||
{ number: 20, isExtra: true, name: "Director's private car", speed: 'slow', direction: 'playerChoice', consist: { freight: 2, coach: 1, caboose: 0 }, rules: { noPassengerWork: true } },
|
||||
{ number: 21, isExtra: true, name: 'Freight Extra', speed: 'slow', direction: 'playerChoice', consist: { freight: 3, coach: 0, caboose: 1 }, rules: {} },
|
||||
{ number: 22, isExtra: true, name: 'Pee-Dee', speed: 'slow', direction: 'playerChoice', consist: { freight: 0, coach: 0, caboose: 1 }, rules: { pickUpEmptiesOnly: true, note: 'Per-diem train. May only pick up MTs.' } },
|
||||
@@ -504,22 +556,35 @@ export type MainlineKind =
|
||||
| 'uncontrolledSiding' | 'tunnel' | 'trestle' | 'interchange';
|
||||
|
||||
/**
|
||||
* Speed as printed. `60` and `30` appear on the cards; Hilly prints P60/F30, and Heavy Grade
|
||||
* prints "G" with the player setting orientation.
|
||||
* THE PRINTED SPEEDS ARE GRAPHICS. RAR, 2026-08-26 (Gitea#3): "please ignore the speed signs I put
|
||||
* on the cards — those are nothing but scene-setting graphics that mimic the speed you are
|
||||
* travelling. It's just ambiance, nothing more."
|
||||
*
|
||||
* WHAT THESE NUMBERS MEAN IS NOT YET SETTLED — see implications.md §10 Q2. Transcribed as data so
|
||||
* the answer can be applied without re-reading the cards.
|
||||
* They used to decide everything: a `MainlineSpeed` of 60 meant one Stage and a 30 meant two, plus
|
||||
* one more for a Slow train. Both rules are gone. **What crosses a card is REGIONS** — the boxes
|
||||
* printed on it — one per Stage, and where a train STARTS decides how many it has left to run.
|
||||
*/
|
||||
export type MainlineSpeed =
|
||||
| { kind: 'uniform'; value: number }
|
||||
| { kind: 'byTrainType'; passenger: number; freight: number }
|
||||
| { kind: 'grade' };
|
||||
|
||||
export type MainlineProfile = {
|
||||
kind: MainlineKind;
|
||||
name: string;
|
||||
speed: MainlineSpeed;
|
||||
/** Double Track and Uncontrolled Siding: "Trains may pass". */
|
||||
/** Regions printed on the card. A train advances one per Stage, so a full run costs `regions`. */
|
||||
regions: number;
|
||||
/**
|
||||
* The region an ordinary train enters at. Zero on nearly everything — but the Uncontrolled Siding
|
||||
* and the Interchange print a back region that is a siding or a holding spur rather than part of
|
||||
* the road, so a train running straight through starts past it and crosses in one Stage.
|
||||
*/
|
||||
defaultStart: number;
|
||||
/**
|
||||
* Cards that print a FAST and a SLOW start, and the region each begins at. "Some cards say fast /
|
||||
* slow. This is an indication that if on the train card, the train is listed as fast or slow,
|
||||
* that's starting position / how many stages it takes to traverse the card. Fast / Slow does not
|
||||
* apply to every card — just those that say fast / slow on them. Currently this is only hilly."
|
||||
*
|
||||
* So the train's rating is read HERE and nowhere else. It used to add a Stage to every card.
|
||||
*/
|
||||
speedStarts?: { fast: number; slow: number };
|
||||
/** Double Track: "Trains may pass". */
|
||||
trainsMayPass: boolean;
|
||||
/** Interchange: "Sort cars in new order". */
|
||||
sortsCars: boolean;
|
||||
@@ -528,22 +593,56 @@ export type MainlineProfile = {
|
||||
};
|
||||
|
||||
export const MAINLINE_PROFILES: readonly MainlineProfile[] = [
|
||||
{ kind: 'plains', name: 'Plains', speed: { kind: 'uniform', value: 60 }, trainsMayPass: false, sortsCars: false, entryPoints: ['start'] },
|
||||
{ kind: 'curves', name: 'Curves', speed: { kind: 'uniform', value: 30 }, trainsMayPass: false, sortsCars: false, entryPoints: ['start'] },
|
||||
{ kind: 'hilly', name: 'Hilly', speed: { kind: 'byTrainType', passenger: 60, freight: 30 }, trainsMayPass: false, sortsCars: false, entryPoints: ['passenger', 'freight'] },
|
||||
{ kind: 'heavyGrade', name: 'Heavy Grade', speed: { kind: 'grade' }, trainsMayPass: false, sortsCars: false, entryPoints: ['start', 'brakemen', 'airbrakes', 'helpers'] },
|
||||
{ kind: 'doubleTrack', name: 'Double Track', speed: { kind: 'uniform', value: 60 }, trainsMayPass: true, sortsCars: false, entryPoints: ['start'] },
|
||||
{ kind: 'uncontrolledSiding', name: 'Uncontrolled Siding', speed: { kind: 'uniform', value: 60 }, trainsMayPass: true, sortsCars: false, entryPoints: ['noPass', 'passingTrains'] },
|
||||
{ kind: 'tunnel', name: 'Tunnel', speed: { kind: 'uniform', value: 30 }, trainsMayPass: false, sortsCars: false, entryPoints: ['start'] },
|
||||
{ kind: 'trestle', name: 'Trestle', speed: { kind: 'uniform', value: 60 }, trainsMayPass: false, sortsCars: false, entryPoints: ['start'] },
|
||||
{ kind: 'plains', name: 'Plains', regions: 1, defaultStart: 0, trainsMayPass: false, sortsCars: false, entryPoints: ['start'] },
|
||||
{ kind: 'curves', name: 'Curves', regions: 2, defaultStart: 0, trainsMayPass: false, sortsCars: false, entryPoints: ['start'] },
|
||||
/**
|
||||
* RENAMED FROM "Yard" after play. The card is unchanged — same 60, same "sort cars in new
|
||||
* order", same entry points, same art — but "Yard" collided with the Division Yard, the
|
||||
* Classification Yard, the Salvage Yard, the Yard Office and the Small Yard, none of which are
|
||||
* this. Its own key is renamed with it, so the two never drift apart. Those OTHER yards are
|
||||
* deliberately left alone: they are different things that merely shared a word.
|
||||
* THE ONLY CARD THAT READS A TRAIN'S FAST/SLOW RATING. A fast train starts in the second region
|
||||
* and is across in one Stage; a slow one starts at the beginning and takes two.
|
||||
*
|
||||
* It used to read the CONSIST instead — any coach aboard made the train "passenger" for this card
|
||||
* — off the printed P60/F30. RAR corrected that directly: "I notice that you are basing stages in
|
||||
* mainline cards off coach/non-coach. Actually, all trains are rated as FAST and SLOW."
|
||||
*/
|
||||
{ kind: 'interchange', name: 'Interchange', speed: { kind: 'uniform', value: 60 }, trainsMayPass: false, sortsCars: true, entryPoints: ['start', 'sortCars'] },
|
||||
{ kind: 'hilly', name: 'Hilly', regions: 2, defaultStart: 0, speedStarts: { fast: 1, slow: 0 }, trainsMayPass: false, sortsCars: false, entryPoints: ['fast', 'slow'] },
|
||||
/**
|
||||
* THREE REGIONS, AND THE MODIFIERS MOVE THE START RATHER THAN CUTTING THE TIME — which comes to
|
||||
* the same number of Stages and is how the card is actually printed and played. "If you play the
|
||||
* home deck card 'helpers' against the mainline card heavy grade, it remains there the rest of the
|
||||
* game and helps all trains going up hill by starting 1 region easier — so 2 to traverse, not 3.
|
||||
* Other cards help the other direction, similar idea. Airbrakes is an upgrade from brakemen (which
|
||||
* must be played first)."
|
||||
*
|
||||
* So: Helpers moves an UPHILL train up one region; Brakeman moves a DOWNHILL train up one, and
|
||||
* Airbrakes another on top of it. A fully-equipped grade is one Stage downhill and two up.
|
||||
*/
|
||||
{ kind: 'heavyGrade', name: 'Heavy Grade', regions: 3, defaultStart: 0, trainsMayPass: false, sortsCars: false, entryPoints: ['start', 'brakemen', 'airbrakes', 'helpers'] },
|
||||
{ kind: 'doubleTrack', name: 'Double Track', regions: 1, defaultStart: 0, trainsMayPass: true, sortsCars: false, entryPoints: ['start'] },
|
||||
/**
|
||||
* TWO REGIONS, AND THE BACK ONE IS THE SIDING. A train with the card to itself starts past it and
|
||||
* crosses in one Stage. "Uncontrolled siding: if a train already exists when you arrive, you go in
|
||||
* the second stage back (you are in the siding and are one behind the other train). This prevents
|
||||
* a collision — since you are not in same exact location."
|
||||
*
|
||||
* `trainsMayPass` is FALSE here, and used to be true. Two trains fit, but not by passing: the
|
||||
* second one takes the siding and sits a region behind, which is what keeps them apart. Leaving it
|
||||
* true skipped the collision test altogether and made the siding do nothing at all.
|
||||
*/
|
||||
{ kind: 'uncontrolledSiding', name: 'Uncontrolled Siding', regions: 2, defaultStart: 1, trainsMayPass: false, sortsCars: false, entryPoints: ['through', 'siding'] },
|
||||
{ kind: 'tunnel', name: 'Tunnel', regions: 2, defaultStart: 0, trainsMayPass: false, sortsCars: false, entryPoints: ['start'] },
|
||||
{ kind: 'trestle', name: 'Trestle', regions: 1, defaultStart: 0, trainsMayPass: false, sortsCars: false, entryPoints: ['start'] },
|
||||
/**
|
||||
* RENAMED FROM "Yard" after play. The card is unchanged — same "sort cars in new order", same art
|
||||
* — but "Yard" collided with the Division Yard, the Classification Yard, the Salvage Yard, the
|
||||
* Yard Office and the Small Yard, none of which are this. Its own key is renamed with it, so the
|
||||
* two never drift apart. Those OTHER yards are deliberately left alone: they are different things
|
||||
* that merely shared a word.
|
||||
*
|
||||
* TWO REGIONS, the back one a holding spur, exactly as the Uncontrolled Siding: "interchange has
|
||||
* new extras show up in second region (like uncontrolled siding)", and earlier, "Plains is 1 stage
|
||||
* for ALL trains. So are interlockings, with a second stage for incoming extras to hold at." A
|
||||
* train running through crosses in one Stage; an Extra beginning its run here starts at the back.
|
||||
*/
|
||||
{ kind: 'interchange', name: 'Interchange', regions: 2, defaultStart: 1, trainsMayPass: false, sortsCars: true, entryPoints: ['through', 'extraStart'] },
|
||||
];
|
||||
|
||||
/**
|
||||
@@ -570,44 +669,63 @@ export const MAINLINE_DECK: readonly MainlineKind[] = [
|
||||
];
|
||||
|
||||
/**
|
||||
* How many Stages a train needs to cross a Mainline card.
|
||||
* WHERE A TRAIN ENTERS A MAINLINE CARD, and therefore how long it takes to cross (Gitea#3).
|
||||
*
|
||||
* Q1 — the printed 60/30 are miles per hour expressed as crossing time: a 60 card takes one Stage,
|
||||
* a 30 card takes two. The cells drawn on the cards are decoration.
|
||||
* Q2 — a Slow train adds one Stage to every card.
|
||||
* "Regions shown on cards indicate how many stages it takes to cross. Plains is 1. Double track is
|
||||
* 1, tunnel is 2, curves is 2, heavy grade is 3 unless you have help." A train advances one region
|
||||
* per Stage, so the whole of crossing time is `regions - startRegion`.
|
||||
*
|
||||
* Hilly prints P60/F30, so it reads the consist rather than the speed class: a train carrying any
|
||||
* coach is "passenger" for this purpose.
|
||||
* FOUR THINGS MOVE THE START, and nothing else does:
|
||||
*
|
||||
* 1. the card's own `defaultStart` — the Uncontrolled Siding and the Interchange print a back
|
||||
* region that is not part of the road, so a train running through begins past it;
|
||||
* 2. `speedStarts`, on a card that prints a Fast and a Slow start. Only Hilly does;
|
||||
* 3. the permanent Heavy Grade modifiers, which move a train one region up the hill each;
|
||||
* 4. `takesSiding` / `startsAtBack`, the two occupancy cases below.
|
||||
*
|
||||
* WHAT NO LONGER MOVES IT: the printed mph, which is now scenery, and a train's Fast/Slow rating on
|
||||
* any card but Hilly. That rating used to add a Stage to EVERY card, which is what made a Slow train
|
||||
* cross Double Track in two Stages and produced the report this issue opened with.
|
||||
*/
|
||||
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}`);
|
||||
export type MainlineEntry = {
|
||||
trainSpeed: TrainSpeed;
|
||||
direction: Direction;
|
||||
gradeUp: Direction;
|
||||
modifiers: readonly string[];
|
||||
/**
|
||||
* The Uncontrolled Siding with a train already on it: this one takes the siding and sits a region
|
||||
* behind, which is what keeps them out of the same place. Also the Interchange, where an Extra
|
||||
* beginning its run starts in the holding region rather than on the road.
|
||||
*/
|
||||
startsAtBack?: boolean;
|
||||
};
|
||||
|
||||
let mph: number;
|
||||
switch (profile.speed.kind) {
|
||||
case 'uniform':
|
||||
mph = profile.speed.value;
|
||||
break;
|
||||
case 'byTrainType':
|
||||
mph = carriesPassengers ? profile.speed.passenger : profile.speed.freight;
|
||||
break;
|
||||
case 'grade':
|
||||
// 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;
|
||||
export function startRegion(kind: MainlineKind, entry: MainlineEntry): number {
|
||||
const profile = mainlineProfile(kind);
|
||||
if (entry.startsAtBack) return 0;
|
||||
|
||||
const base = profile.speedStarts
|
||||
? profile.speedStarts[entry.trainSpeed]
|
||||
: profile.defaultStart;
|
||||
|
||||
const climbing = entry.direction === entry.gradeUp;
|
||||
let help = 0;
|
||||
if (kind === 'heavyGrade') {
|
||||
if (climbing) {
|
||||
if (entry.modifiers.includes('helpers')) help++;
|
||||
} else {
|
||||
// Airbrakes is an upgrade on Brakeman and cannot be played without it, so this counts both.
|
||||
if (entry.modifiers.includes('brakeman')) help++;
|
||||
if (entry.modifiers.includes('airbrakes')) help++;
|
||||
}
|
||||
}
|
||||
// Never past the last region: a card always costs at least one Stage to cross.
|
||||
return Math.min(profile.regions - 1, base + help);
|
||||
}
|
||||
|
||||
const base = mph >= 60 ? 1 : 2;
|
||||
const stages = base + (trainSpeed === 'slow' ? 1 : 0);
|
||||
return Math.max(1, stages - gradeReduction(profile, modifiers, direction, gradeUp));
|
||||
/** How many Stages a train needs to cross a Mainline card — the regions it has left to run. */
|
||||
export function crossingStages(kind: MainlineKind, entry: MainlineEntry): number {
|
||||
return mainlineProfile(kind).regions - startRegion(kind, entry);
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -625,35 +743,50 @@ export function crossingStages(
|
||||
export function mainlineDescription(kind: MainlineKind, gradeUp: Direction = 'east'): string {
|
||||
const p = mainlineProfile(kind);
|
||||
const stages = (n: number): string => `${n} Stage${n === 1 ? '' : 's'}`;
|
||||
const run = (entry: Partial<MainlineEntry>): number =>
|
||||
crossingStages(kind, { trainSpeed: 'fast', direction: 'east', gradeUp, modifiers: [], ...entry });
|
||||
const parts: string[] = [];
|
||||
|
||||
if (p.speed.kind === 'byTrainType') {
|
||||
// Hilly. The split is by CONSIST, not by the train's speed class: anything with a coach on it
|
||||
// takes the passenger figure.
|
||||
parts.push(`${p.regions} region${p.regions === 1 ? '' : 's'} — one Stage each.`);
|
||||
|
||||
if (p.speedStarts) {
|
||||
parts.push(
|
||||
`P${p.speed.passenger} / F${p.speed.freight} — a train carrying ANY coach crosses as a ` +
|
||||
`${p.speed.passenger} (${stages(crossingStages(kind, 'fast', true))} for a fast train), and a ` +
|
||||
`freight-only train as a ${p.speed.freight} (${stages(crossingStages(kind, 'fast', false))}). ` +
|
||||
`A slow train adds one Stage either way.`,
|
||||
`This card reads the train's FAST/SLOW rating: a fast train starts further along and crosses ` +
|
||||
`in ${stages(run({ trainSpeed: 'fast' }))}, a slow one in ${stages(run({ trainSpeed: 'slow' }))}. ` +
|
||||
`No other card cares which it is.`,
|
||||
);
|
||||
} else if (p.speed.kind === 'grade') {
|
||||
} else if (kind === 'heavyGrade') {
|
||||
parts.push(
|
||||
`A grade, climbing ${gradeUp === 'east' ? 'eastward' : 'westward'}. It crosses as a 30 — ` +
|
||||
`${stages(crossingStages(kind, 'fast', false, [], gradeUp, gradeUp))} for a fast train, and one ` +
|
||||
`more for a slow one. Brakeman and Airbrakes each take a Stage off a train running DOWNHILL; ` +
|
||||
`Helpers takes one off a train running UPHILL. Never below one Stage.`,
|
||||
`A grade, climbing ${gradeUp === 'east' ? 'eastward' : 'westward'}. ` +
|
||||
`${stages(run({ direction: gradeUp }))} to climb it and ${stages(run({ direction: gradeUp === 'east' ? 'west' : 'east' }))} to run down, ` +
|
||||
`before help. Helpers start an UPHILL train a region further on; Brakeman does the same ` +
|
||||
`DOWNHILL and Airbrakes another again, and Airbrakes cannot be played without Brakeman. ` +
|
||||
`Never less than one Stage.`,
|
||||
);
|
||||
} else if (p.defaultStart > 0) {
|
||||
parts.push(
|
||||
`A train with the card to itself starts past the back region and is across in ` +
|
||||
`${stages(run({}))}.`,
|
||||
);
|
||||
} else {
|
||||
parts.push(`${stages(run({}))} for every train — the printed speed is scenery.`);
|
||||
}
|
||||
|
||||
if (kind === 'uncontrolledSiding') {
|
||||
parts.push(
|
||||
`${p.speed.value} — ${stages(crossingStages(kind, 'fast', false))} for a fast train, ` +
|
||||
`${stages(crossingStages(kind, 'slow', false))} for a slow one.`,
|
||||
'UNCONTROLLED SIDING — arrive to find a train already here and you take the siding, a region ' +
|
||||
'behind it. You are not in the same place, so you do not run into it; it costs you the ' +
|
||||
'extra Stage instead.',
|
||||
);
|
||||
}
|
||||
if (kind === 'interchange') {
|
||||
parts.push('An Extra beginning its run here starts in the back region and takes the extra Stage.');
|
||||
}
|
||||
|
||||
if (p.trainsMayPass) {
|
||||
parts.push(
|
||||
'TRAINS MAY PASS — two trains may stand on this card at once, so a following train is not held ' +
|
||||
'behind a slower one. Only this and the Double Track allow it.',
|
||||
'behind a slower one.',
|
||||
);
|
||||
} else {
|
||||
parts.push('One train at a time — anything following has to wait for it to clear.');
|
||||
@@ -663,31 +796,7 @@ export function mainlineDescription(kind: MainlineKind, gradeUp: Direction = 'ea
|
||||
return parts.join(' · ');
|
||||
}
|
||||
|
||||
/**
|
||||
* 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);
|
||||
@@ -748,7 +857,8 @@ export const SPACE_USE_CARDS: readonly SimpleCard[] = [
|
||||
{ key: 'flopHouse', name: 'Flop house', copies: 1, placement: 'adjacent to any straight, curve, turnout', effect: 'Burns tablespace.' },
|
||||
{ key: 'watertower', name: 'Watertower', copies: 1, placement: 'adjacent to any straight, turnout on Running Track', effect: 'Burns tablespace.' },
|
||||
{ key: 'hoboJungle', name: 'Hobo Jungle', copies: 1, placement: 'adjacent to any straight, turnout, Limit on Running Track', effect: 'Burns tablespace. Vandalism can loot a boxcar passing it.' },
|
||||
{ key: 'sectionHouse', name: 'Section House', copies: 1, placement: 'adjacent to any straight, curve, turnout', effect: 'Burns tablespace.' },
|
||||
// Not in sheet 5 — dealt 0 copies (Jesse, 2026-08-26), the same treatment as the ladder.
|
||||
{ key: 'sectionHouse', name: 'Section House', copies: 0, placement: 'adjacent to any straight, curve, turnout', effect: 'Burns tablespace.' },
|
||||
{ key: 'cityBlocks', name: 'City blocks', copies: 4, placement: 'adjacent to any straight, curve, turnout, Limit', effect: 'Burns tablespace.' },
|
||||
{ key: 'engineShops', name: 'Engine Shops', copies: 1, placement: 'adjacent to any straight, curve, turnout', effect: 'Burns tablespace.' },
|
||||
{ key: 'tenderloin', name: 'Tenderloin District', copies: 1, placement: 'adjacent to any straight, curve, turnout, Limit', effect: 'Burns tablespace.' },
|
||||
@@ -855,16 +965,32 @@ export function enhancementRule(key: string): EnhancementRule | 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.', answers: 'Derail' },
|
||||
{ key: 'interlocking', name: 'Interlocking', copies: 1, placement: 'any Running Track Straight', effect: 'May stop an inbound train on the Limit Track.' },
|
||||
// Not in sheet 5 — dealt 0 copies (Jesse, 2026-08-26). It answers Derail, which is itself an
|
||||
// Event held out until built, so at zero it defends against nothing that can be dealt anyway.
|
||||
{ key: 'facingPointLocks', name: 'Facing Point Locks', copies: 0, placement: 'adjacent to Interlocking', effect: 'Must have Interlocking. Prevents Derail being played on you.', answers: 'Derail' },
|
||||
{ key: 'yardOffice', name: 'Yard office', copies: 1, placement: 'any Secondary Track Straight', effect: 'An inbound train with no coaches that can reach the yard office in one move may arrive there instead of the Train Order Office.' },
|
||||
{ key: 'smallYard', name: 'Small yard', copies: 1, placement: 'any Secondary Track Straight', effect: 'A train that spends one move in the yard may sort itself into ANY order, including cars ahead of the engine.' },
|
||||
{ key: 'waterColumn', name: 'Water column', copies: 2, placement: 'any Running Track Straight', effect: 'Lets you remove any Watertower in your district.', answers: 'Watertower' },
|
||||
{ key: 'waterColumn', name: 'Water column', copies: 1, placement: 'any Running Track Straight', effect: 'Lets you remove any Watertower in your district.', answers: 'Watertower' },
|
||||
{ key: 'overpass', name: 'Overpass', copies: 1, placement: 'any Railroad Crossing', effect: 'Removes the restrictions of a played Railroad Crossing.', answers: 'Railroad crossing' },
|
||||
{ key: 'telegraph', name: 'Telegraph', copies: 3, placement: 'any Running Track Straight', effect: 'Once a day, when dispatching facing trains, add +4 to the other train’s number.' },
|
||||
{ key: 'telephone', name: 'Telephone', copies: 2, placement: 'on Telegraph', effect: 'Once a day, add +8 to the other train’s number.' },
|
||||
{ key: 'radio', name: 'Radio', copies: 2, placement: 'on Telephone', effect: 'Once a day, add +12 to the other train’s number.' },
|
||||
{ key: 'absSignals', name: 'ABS Signals', copies: 2, placement: 'any Mainline card', effect: 'Trains on this card will not rear-end each other; they stop short of a collision.' },
|
||||
/**
|
||||
* THE DISPATCHING LADDER IS OUT OF THE DECK, at 0 copies rather than deleted — the treatment
|
||||
* Poling and the sharp curves already get, and for the same reason.
|
||||
*
|
||||
* `docs/Deck cards5.xlsx` does not list Telegraph, Telephone or Radio at any count, and **Jesse
|
||||
* confirmed (2026-08-26) that the removal is deliberate, not a row that failed to carry across**
|
||||
* from sheet 2. So no copy is dealt, which is what the sheet asks for.
|
||||
*
|
||||
* The rows and `ENHANCEMENT_RULES`' `dispatchBonus` chain stay exactly where they are. The rule
|
||||
* is implemented and tested — `advance.ts` reads the ladder when the Superintendent dispatches
|
||||
* facing trains, best device first — and deleting working machinery to express a count of zero
|
||||
* would throw away the only record of how it worked. At zero copies the code is unreachable: no
|
||||
* card is ever dealt, so nothing ever places one, so the bonus never applies.
|
||||
*/
|
||||
{ key: 'telegraph', name: 'Telegraph', copies: 0, placement: 'any Running Track Straight', effect: 'Once a day, when dispatching facing trains, add +4 to the other train’s number.' },
|
||||
{ key: 'telephone', name: 'Telephone', copies: 0, placement: 'on Telegraph', effect: 'Once a day, add +8 to the other train’s number.' },
|
||||
{ key: 'radio', name: 'Radio', copies: 0, placement: 'on Telephone', effect: 'Once a day, add +12 to the other train’s number.' },
|
||||
{ key: 'absSignals', name: 'ABS Signals', copies: 1, placement: 'any Mainline card', effect: 'Trains on this card will not rear-end each other; they stop short of a collision.' },
|
||||
];
|
||||
|
||||
export const MAINLINE_MODIFIER_CARDS: readonly SimpleCard[] = [
|
||||
@@ -872,7 +998,8 @@ export const MAINLINE_MODIFIER_CARDS: readonly SimpleCard[] = [
|
||||
{ key: 'airbrakes', name: 'Airbrakes', copies: 1, placement: 'a GRADE Mainline card', effect: 'Faster passage downhill. Brakeman must be in effect.' },
|
||||
{ key: 'helpers', name: 'Helpers', copies: 1, placement: 'a GRADE Mainline card', effect: 'Faster passage uphill.' },
|
||||
{ key: 'realignment', name: 'Realignment', copies: 2, placement: 'a Mainline card', effect: 'Convert one Mainline type to another. Not while a train is on it.' },
|
||||
{ key: 'facingPointLocksMainline', name: 'Facing Point Locks', copies: 2, placement: 'adjacent to Interlocking', effect: 'Prevents Derail being played on you.', answers: 'Derail' },
|
||||
// Not in sheet 5 — dealt 0 copies (Jesse, 2026-08-26); see the Enhancement of the same name.
|
||||
{ key: 'facingPointLocksMainline', name: 'Facing Point Locks', copies: 0, placement: 'adjacent to Interlocking', effect: 'Prevents Derail being played on you.', answers: 'Derail' },
|
||||
];
|
||||
|
||||
/**
|
||||
@@ -883,8 +1010,9 @@ export const MAINLINE_MODIFIER_CARDS: readonly SimpleCard[] = [
|
||||
export const SECOND_SECTION = { key: 'secondSection', name: 'Second Section', copies: 1 };
|
||||
|
||||
export const MANEUVER_CARDS: readonly SimpleCard[] = [
|
||||
{ key: 'redFlags', name: 'Red Flags', copies: 5, placement: 'any time', effect: 'A stopped train is prevented from being hit; the approaching train is prevented from moving.' },
|
||||
{ key: 'flyingSwitch', name: 'Flying Switch', copies: 1, placement: 'any time', effect: 'Break a cut of cars away from behind the engine and roll them into an industry.' },
|
||||
{ key: 'redFlags', name: 'Red Flags', copies: 3, placement: 'any time', effect: 'A stopped train is prevented from being hit; the approaching train is prevented from moving.' },
|
||||
// Not in sheet 5 — dealt 0 copies (Jesse, 2026-08-26). The reducer stays; nothing can reach it.
|
||||
{ key: 'flyingSwitch', name: 'Flying Switch', copies: 0, placement: 'any time', effect: 'Break a cut of cars away from behind the engine and roll them into an industry.' },
|
||||
// POLING IS OUT OF THE DECK, at 0 copies rather than deleted.
|
||||
//
|
||||
// It is the one card whose effect the source records as "TBD", so there is nothing to implement
|
||||
@@ -901,7 +1029,8 @@ export const ACTION_CARDS: readonly SimpleCard[] = [
|
||||
{ key: 'perDiemInventory', name: 'Per Diem inventory', copies: 1, placement: 'another player', effect: 'Lose one point per 2 empty cars on Secondary Tracks.' },
|
||||
{ key: 'demurrageCharge', name: 'Demurrage charge', copies: 1, placement: 'another player', effect: 'Lose one point per 2 loaded freight cars on Secondary Tracks.' },
|
||||
{ key: 'customerComplaints', name: 'Customer complaints', copies: 1, placement: 'another player', effect: 'Lose one point per 2 coaches in loading boxes.' },
|
||||
{ key: 'vandalism', name: 'Vandalism', copies: 1, placement: 'another player', effect: 'A train passing a Hobo Jungle has a boxcar looted (converted to empty).' },
|
||||
// Not in sheet 5 — dealt 0 copies (Jesse, 2026-08-26).
|
||||
{ key: 'vandalism', name: 'Vandalism', copies: 0, placement: 'another player', effect: 'A train passing a Hobo Jungle has a boxcar looted (converted to empty).' },
|
||||
{ key: 'hotbox', name: 'Hotbox', copies: 1, placement: 'another player', effect: 'A train just arrived must set one car (chooser’s pick) onto Secondary Track until it departs.' },
|
||||
{ key: 'outlawed', name: 'Outlawed', copies: 1, placement: 'another player', effect: 'A train just arrived may not depart for one turn — the crew’s hours have expired.' },
|
||||
];
|
||||
@@ -951,7 +1080,6 @@ export function crewTrayCount(players: number): number {
|
||||
return players + 3;
|
||||
}
|
||||
|
||||
export const REGIONS_PER_MAINLINE_CARD = 2; // provisional, pending §10 Q2
|
||||
export const STAGES_PER_DAY = 12;
|
||||
export const STAGES_PER_SHIFT = 3;
|
||||
export const HAND_LIMIT = 3;
|
||||
@@ -1037,13 +1165,36 @@ export type RevenueRules = {
|
||||
*/
|
||||
export type ExtraStartRule = 'divisionPointsOnly' | 'ownOffice' | 'anyOffice';
|
||||
|
||||
export type HouseRules = { startingHand: StartingHand; revenue: RevenueRules; extraStart: ExtraStartRule };
|
||||
export type HouseRules = {
|
||||
startingHand: StartingHand;
|
||||
revenue: RevenueRules;
|
||||
extraStart: ExtraStartRule;
|
||||
/**
|
||||
* §6.2 — MAY A TIMETABLED TRAIN BE THROWN AWAY? (Gitea#9, superseding Gitea#6.)
|
||||
*
|
||||
* Jesse: "Timetabled trains are at the choice of the player — they can either play or discard. If
|
||||
* someone else wants to pick it up, they are more than able to. The reason: I don't want, if you
|
||||
* decide to play a game longer than five days, to decide that maybe there are too many trains, the
|
||||
* stations are jammed, and the railroad doesn't need any more. You can toss it. Someone else might
|
||||
* disagree and pick it up."
|
||||
*
|
||||
* A setting rather than a flat rule because Jesse asked for it as one — the reasoning above is
|
||||
* about LONG games, and a five-Day game may well want the pressure Gitea#6 created. Discarding
|
||||
* puts the card face-up on a Department pile, so "someone else might pick it up" needs no
|
||||
* machinery of its own: that is where every discard already goes.
|
||||
*
|
||||
* AN EXTRA IS NEVER DISCARDED WHATEVER THIS SAYS. Gitea#9 is about the timetable filling up, and
|
||||
* an Extra never joins it — it runs once and ends in the Salvage Yard, so it cannot jam anything.
|
||||
*/
|
||||
discardTimetabled: boolean;
|
||||
};
|
||||
|
||||
/** What a caller may name — any subset, down to none — resolved by `houseRules()`. */
|
||||
export type HouseRuleOverrides = {
|
||||
startingHand?: StartingHand;
|
||||
revenue?: Partial<RevenueRules>;
|
||||
extraStart?: ExtraStartRule;
|
||||
discardTimetabled?: boolean;
|
||||
};
|
||||
|
||||
/** The dialog's range. Zero is a real setting: it switches an economy off so the others can be read. */
|
||||
@@ -1057,6 +1208,10 @@ export const DEFAULT_HOUSE_RULES: HouseRules = {
|
||||
// it plays the way it always has. Jesse's call, so the 0.4.9 playtest line does not change under
|
||||
// its testers in the middle of a bugfix release.
|
||||
extraStart: 'anyOffice',
|
||||
// Gitea#9's ruling is the default, so a game dealt without naming it plays the rule Jesse most
|
||||
// recently gave rather than the one it replaced. This keeps main and the 0.4.9 playtest line —
|
||||
// which has no setting and simply allows it — playing the same game.
|
||||
discardTimetabled: true,
|
||||
};
|
||||
|
||||
/**
|
||||
@@ -1073,6 +1228,9 @@ export const LEGACY_HOUSE_RULES: HouseRules = {
|
||||
revenue: { passengerPerCoach: 1, freightPerLoad: 1, trainPerTransit: 1 },
|
||||
// An Extra could always be started at a Control Point in these games, in any district.
|
||||
extraStart: 'anyOffice',
|
||||
// These games predate Gitea#6 as well as Gitea#9: a train card could simply be discarded. `true`
|
||||
// is what they were played under, and a replay that discards a Timetabled train needs it.
|
||||
discardTimetabled: true,
|
||||
};
|
||||
|
||||
/** A whole, valid rule set from a config that may carry none, some, or out-of-range values. */
|
||||
@@ -1092,6 +1250,7 @@ export function houseRules(config: { houseRules?: HouseRuleOverrides }): HouseRu
|
||||
trainPerTransit: clamp(rev.trainPerTransit, d.revenue.trainPerTransit),
|
||||
},
|
||||
extraStart: given.extraStart ?? d.extraStart,
|
||||
discardTimetabled: given.discardTimetabled ?? d.discardTimetabled,
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
+26
-2
@@ -87,7 +87,12 @@ export type GameEvent =
|
||||
/** `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: 'mainlineModified'; player: PlayerIndex; cardId: CardId; node: number; key: string; became?: string }
|
||||
| { type: 'redFlagsSet'; player: PlayerIndex; cardId: CardId; trayId: TrayId; node: number }
|
||||
/** §Q (Gitea#19) — a flag planted on one side of a district's Limits. */
|
||||
| { type: 'redFlagsSet'; player: PlayerIndex; cardId: CardId; seat: SeatIndex; side: Direction }
|
||||
/** §Q (Gitea#19) — the flag stopped a train and came down with it. One card, one train. */
|
||||
| { type: 'redFlagSpent'; seat: SeatIndex; side: Direction; trainNumber: number }
|
||||
/** §Q (Gitea#19) — the district's owner answered the out-of-phase "flag against this train?". */
|
||||
| { type: 'redFlagRuled'; player: PlayerIndex; trainId: TrayId; flag: boolean }
|
||||
| {
|
||||
type: 'trainsDestroyed';
|
||||
player: PlayerIndex;
|
||||
@@ -195,6 +200,25 @@ export type GameEvent =
|
||||
| { type: 'unloadBegan'; player: PlayerIndex; at: GridCoord; carType: CarType; carIndex: number }
|
||||
// -- consequences
|
||||
| { type: 'revenueChanged'; player: PlayerIndex; delta: number; total: number; reason: string }
|
||||
| { type: 'phaseEnded'; player: PlayerIndex; phase: string };
|
||||
| { type: 'phaseEnded'; player: PlayerIndex; phase: string }
|
||||
// -- §3.3, extended play (Gitea#11)
|
||||
/**
|
||||
* One seat's answer to "play one more Day?". Every seat votes; the vote is unanimous, and one
|
||||
* refusal ends it. In the log so that a table can see who is still being waited on, and who
|
||||
* called time.
|
||||
*/
|
||||
| { type: 'extensionVoted'; player: PlayerIndex; agree: boolean }
|
||||
/** The table agreed. `day` is the Day the extra one becomes — `config.days + extraDays`. */
|
||||
| { type: 'dayExtended'; day: number }
|
||||
/**
|
||||
* Play is over for good — somebody declined the extension.
|
||||
*
|
||||
* Distinct from the ending itself, which `checkVictory` already announced by way of the result: an
|
||||
* ending that COULD have been played past and was not is a decision the table made, and the log
|
||||
* should say so rather than simply stopping.
|
||||
*/
|
||||
| { type: 'playConcluded'; declinedBy: PlayerIndex }
|
||||
/** §11 (Gitea#5) — the district's owner answered the Yard Office offer. */
|
||||
| { type: 'yardOfficeRuled'; player: PlayerIndex; trainId: TrayId; take: boolean };
|
||||
|
||||
export type EventType = GameEvent['type'];
|
||||
|
||||
+61
-5
@@ -120,10 +120,24 @@ export type Intent =
|
||||
*/
|
||||
| { 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.
|
||||
* §Q, RED FLAGS (Gitea#19) — plant a flag on one side of your own district.
|
||||
*
|
||||
* "If played, asked FLAG EAST or FLAG WEST. That stops all trains from entering your limits from
|
||||
* that direction (i.e. Flag East holds westbound trains). You can do this if you see a problem or
|
||||
* wish to complete switching."
|
||||
*
|
||||
* `side` names the side of the district the flag goes on, so a train arriving from that side is
|
||||
* held. It REPLACES the old rule, which was played on a stopped train out on the Mainline and
|
||||
* protected it from a rear-ender: measured at 4,212 offers and 4 plays across 600 games, a
|
||||
* mechanic nobody used. ABS Signals already protects a train standing on a Mainline card.
|
||||
*/
|
||||
| { type: 'maneuver.redFlags'; cardId: CardId; trayId: TrayId }
|
||||
| { type: 'maneuver.redFlags'; cardId: CardId; side: Direction }
|
||||
/**
|
||||
* The same card, played OUT OF PHASE at the moment of danger (Gitea#19) — "COLLISION RISK! FLAG
|
||||
* AGAINST T2?". Answers a pending `redFlag` decision; `flag: false` declines and lets the
|
||||
* collision happen. The side is not asked for: the train is already coming from one.
|
||||
*/
|
||||
| { type: 'mainline.redFlag'; flag: boolean; cardId?: CardId }
|
||||
/**
|
||||
* Flying Switch — cut cars off behind the engine and roll them into an adjacent industry, without
|
||||
* the engine entering it.
|
||||
@@ -147,7 +161,37 @@ export type Intent =
|
||||
| { type: 'laborer.startLoad'; at: GridCoord }
|
||||
| { type: 'laborer.advanceLoad'; at: GridCoord; box: number }
|
||||
| { type: 'laborer.beginUnload'; at: GridCoord; carIndex: number }
|
||||
| { type: 'loadUnload.end' };
|
||||
| { type: 'loadUnload.end' }
|
||||
/**
|
||||
* §3.3, EXTENDED PLAY (Gitea#11) — one vote on whether to play one more Day.
|
||||
*
|
||||
* ARRIVES OUT OF TURN, like `mainline.clearance`, and unlike it goes to EVERY seat rather than to
|
||||
* the Superintendent: it is a table decision, not a ruling. Unanimous, and one `agree: false`
|
||||
* ends the game immediately — nobody waits on a player who has already refused.
|
||||
*
|
||||
* It is an intent, rather than a button the client handles by itself, because a save is
|
||||
* `{ seed, config, history }` replayed through the engine: a decision that is not in the history
|
||||
* did not happen, and an extended game would evaporate on the next reload, Undo, or server
|
||||
* restart. This is the record of the table agreeing.
|
||||
*
|
||||
* CARRIES ITS VOTER, uniquely among intents, and it has to. A saved history is a flat `Intent[]`
|
||||
* with no seat recorded against each move: the replay DERIVES who acted from the turn order
|
||||
* (`fromMultiplayerSave`). That works for every other intent, including `mainline.clearance`,
|
||||
* because there is exactly one seat it could have been. Here there is not — every seat may vote,
|
||||
* in any order — so a vote whose voter is not written down cannot be replayed at all, and a
|
||||
* resumed server would refuse the save with `NO_ACTOR`. The server checks this against the seat
|
||||
* it authenticated (`NOT_YOUR_TURN`), so it is a record, never a claim.
|
||||
*/
|
||||
| { type: 'game.extend'; player: PlayerIndex; agree: boolean }
|
||||
/**
|
||||
* §11 (Gitea#5) — take the Yard Office, or the standard Office.
|
||||
*
|
||||
* Interrupts the Mainline Phase like `mainline.clearance`, and like it goes to one named player:
|
||||
* whoever sits in the district the train is arriving at. Offered only when a route exists, so
|
||||
* `take: true` always has somewhere to go — though it may still meet cars on the lead and crash,
|
||||
* which is the point of the rule.
|
||||
*/
|
||||
| { type: 'mainline.yardOffice'; take: boolean };
|
||||
|
||||
export type IntentType = Intent['type'];
|
||||
|
||||
@@ -258,6 +302,8 @@ export type RejectionCode =
|
||||
| 'NO_EMPTY_COACH_IN_YARD'
|
||||
| 'NOT_A_CONTROL_POINT'
|
||||
| 'NO_EXTRA_PENDING'
|
||||
/** §7 gives an Extra to the player who played the card; another seat may not place it for them. */
|
||||
| 'NOT_YOUR_EXTRA'
|
||||
| 'NO_FREE_TRAY'
|
||||
| 'NO_FREE_AD_TRACK'
|
||||
// -- §7, where an Extra may be started (`resolveExtraStart`)
|
||||
@@ -274,7 +320,17 @@ export type RejectionCode =
|
||||
* §6.2, Jesse's ruling (Gitea#6) — a train card is never discarded. Hold it as long as you like;
|
||||
* the only way it leaves your hand is onto the timetable.
|
||||
*/
|
||||
| 'TRAINS_ARE_NEVER_DISCARDED';
|
||||
| 'TRAINS_ARE_NEVER_DISCARDED'
|
||||
/** §3.3 (Gitea#11) — `game.extend` when the game is not waiting on an extension vote. */
|
||||
| 'NOT_AWAITING_EXTENSION'
|
||||
/** §3.3 (Gitea#11) — this seat has already voted on this extension. */
|
||||
| 'ALREADY_VOTED'
|
||||
/** §11 (Gitea#5) — answering a Yard Office offer that is not open. */
|
||||
| 'NO_YARD_OFFICE_OFFER'
|
||||
/** §Q (Gitea#19) — answering a Red Flag prompt that is not open. */
|
||||
| 'NO_RED_FLAG_PROMPT'
|
||||
/** §Q (Gitea#19) — this district already has a flag on that side. */
|
||||
| 'ALREADY_FLAGGED';
|
||||
|
||||
export type Rejection = { code: RejectionCode; message: string };
|
||||
|
||||
|
||||
+35
-6
@@ -68,18 +68,44 @@ export function isLegal(s: GameState, player: PlayerIndex, i: Intent): boolean {
|
||||
function candidates(s: GameState, player: PlayerIndex): Intent[] {
|
||||
const out: Intent[] = [];
|
||||
|
||||
// The clearance ruling arrives out of turn order and goes to the Superintendent (§8.1).
|
||||
if (s.clock.pendingDecision !== null) {
|
||||
/**
|
||||
* §3.3, EXTENDED PLAY (Gitea#11) — the only thing on offer when the timetable has run out and the
|
||||
* table is being asked whether to play on.
|
||||
*
|
||||
* Returned EARLY rather than added to the list, because nothing else is legal in this state and
|
||||
* the phase switch below would otherwise generate a boardful of candidates for `check` to reject
|
||||
* one at a time. It also puts the vote in front of the bot driver through the ordinary path, which
|
||||
* is what lets a bot seat answer without the engine having to know which seats are bots.
|
||||
*/
|
||||
if (s.status === 'awaitingExtension') {
|
||||
if (s.extensionVotes[player] === null) {
|
||||
out.push({ type: 'game.extend', player, agree: true });
|
||||
out.push({ type: 'game.extend', player, agree: false });
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
// The two interruptions of the Mainline Phase. Each goes to one named player — `check` is the
|
||||
// authority on which — so both are generated here and filtered there.
|
||||
if (s.clock.pendingDecision?.kind === 'clearance') {
|
||||
out.push({ type: 'mainline.clearance', allow: true });
|
||||
out.push({ type: 'mainline.clearance', allow: false });
|
||||
}
|
||||
if (s.clock.pendingDecision?.kind === 'yardOffice') {
|
||||
out.push({ type: 'mainline.yardOffice', take: true });
|
||||
out.push({ type: 'mainline.yardOffice', take: false });
|
||||
}
|
||||
if (s.clock.pendingDecision?.kind === 'redFlag') {
|
||||
out.push({ type: 'mainline.redFlag', flag: true });
|
||||
out.push({ type: 'mainline.redFlag', flag: false });
|
||||
}
|
||||
|
||||
switch (s.clock.phase) {
|
||||
case 'localOps':
|
||||
out.push(...localOpsCandidates(s, player));
|
||||
break;
|
||||
case 'newTrain':
|
||||
out.push(...newTrainCandidates(s));
|
||||
out.push(...newTrainCandidates(s, player));
|
||||
break;
|
||||
case 'loadUnload':
|
||||
out.push(...loadUnloadCandidates(s, player));
|
||||
@@ -93,7 +119,8 @@ function candidates(s: GameState, player: PlayerIndex): Intent[] {
|
||||
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 });
|
||||
// §Q (Gitea#19) — a flag goes on one side of your own district, so the only choice is which.
|
||||
for (const side of ['east', 'west'] as const) out.push({ type: 'maneuver.redFlags', cardId, side });
|
||||
}
|
||||
|
||||
out.push({ type: 'redFlag.play' });
|
||||
@@ -257,7 +284,7 @@ function localOpsCandidates(s: GameState, player: PlayerIndex): Intent[] {
|
||||
return out;
|
||||
}
|
||||
|
||||
function newTrainCandidates(s: GameState): Intent[] {
|
||||
function newTrainCandidates(s: GameState, player: PlayerIndex): Intent[] {
|
||||
const out: Intent[] = [];
|
||||
for (const [trayId] of s.trays) {
|
||||
for (const carType of CAR_TYPES) {
|
||||
@@ -279,7 +306,9 @@ function newTrainCandidates(s: GameState): Intent[] {
|
||||
* is placed. In the middle of the railroad — an Interchange, a Control Point — both ways are real
|
||||
* runs, so those are offered twice, once per direction.
|
||||
*/
|
||||
for (const trainNumber of s.pendingExtras) {
|
||||
// Only the player who played it is offered anywhere to put it (§7) — `check` refuses anyone else
|
||||
// with NOT_YOUR_EXTRA, and offering options that are certain to be refused is how a menu lies.
|
||||
for (const { trainNumber } of s.pendingExtras.filter((x) => x.player === player)) {
|
||||
for (const side of ['west', 'east'] as const) {
|
||||
out.push({ type: 'newTrain.startExtra', trainNumber, start: { kind: 'divisionPoint', side } });
|
||||
}
|
||||
|
||||
+12
-4
@@ -43,7 +43,7 @@ import type {
|
||||
TrackCard,
|
||||
TrayId,
|
||||
} from './state.ts';
|
||||
import { coordKey, freshTurns } from './state.ts';
|
||||
import { coordKey, emptyTally, freshTurns } from './state.ts';
|
||||
|
||||
export type SetupOptions = {
|
||||
id: string;
|
||||
@@ -246,7 +246,7 @@ function buildDivision(players: number, rng: Rng): DivisionNode[] {
|
||||
if (deck.length === 0) throw new Error('the Mainline deck ran out — too many players for it');
|
||||
const card = deck.splice(rng.nextInt(deck.length), 1)[0]!;
|
||||
const node: DivisionNode = { kind: 'mainline', card, transits: [] };
|
||||
if (mainlineProfile(card).speed.kind === 'grade') {
|
||||
if (card === 'heavyGrade') {
|
||||
/**
|
||||
* SETTLED, not provisional (v0.5.0, Jesse's call) — this overrides the card's own printed
|
||||
* "Player sets orientation". A Heavy Grade sits on the shared west-to-east chain BETWEEN two
|
||||
@@ -254,7 +254,11 @@ function buildDivision(players: number, rng: Rng): DivisionNode[] {
|
||||
* district — so whichever direction climbs advantages one neighbour over the other, and there
|
||||
* is no single player who owns that call fairly. Orientation is rolled from the seed instead,
|
||||
* identically for solitaire and multiplayer, and this is not expected to change when setup
|
||||
* eventually gains an interactive phase for other decisions. See implications.md §10 Q11.
|
||||
* eventually gains an interactive phase for other decisions.
|
||||
*
|
||||
* RE-CONFIRMED 2026-08-23, when the question was raised again and giving the choice to the
|
||||
* Superintendent was considered and rejected — the office rotates every three Stages, the
|
||||
* advantage it would hand out does not. See implications.md §10 Q11.
|
||||
*/
|
||||
node.gradeUp = rng.nextInt(2) === 0 ? 'east' : 'west';
|
||||
}
|
||||
@@ -420,7 +424,7 @@ export function createGame(opts: SetupOptions): GameState {
|
||||
phase: 'localOps',
|
||||
currentActor: superintendent,
|
||||
pendingDecision: null,
|
||||
clearanceRuling: null,
|
||||
decisionAnswer: null,
|
||||
superintendent,
|
||||
actorOffset: 0,
|
||||
},
|
||||
@@ -430,6 +434,10 @@ export function createGame(opts: SetupOptions): GameState {
|
||||
collisionsTotal: 0,
|
||||
status: 'active',
|
||||
outcome: null,
|
||||
extraDays: 0,
|
||||
extensionVotes: players.map(() => null),
|
||||
official: null,
|
||||
tally: emptyTally(playerCount),
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
+352
-31
@@ -371,6 +371,15 @@ export type CrewTray = {
|
||||
* bug `isBeingMadeUp` was tightened to kill, and an arriving train never carries this.
|
||||
*/
|
||||
beingMadeUp?: boolean;
|
||||
/**
|
||||
* WHOSE TRAIN THIS IS TO BUILD, for an Extra only.
|
||||
*
|
||||
* §7's Extra is loaded by the player who played the card, not by the Superintendent-first round
|
||||
* that fills a Timetabled train — so the tray has to remember them: `pendingExtras` is emptied the
|
||||
* moment the Extra starts, which is before a single car goes on. Undefined on every Timetabled
|
||||
* train, where the round decides instead.
|
||||
*/
|
||||
builtBy?: PlayerIndex;
|
||||
/**
|
||||
* WHERE THE ENGINE SITS IN THE TRAY, as an index into `consist`.
|
||||
*
|
||||
@@ -436,20 +445,27 @@ export type CrewTray = {
|
||||
position: NodeRef;
|
||||
movesUsed: number;
|
||||
/**
|
||||
* X18 Circus Train — "one turn stopped on any track (circus set-up) earns 1 point", claimed once.
|
||||
* X18 Circus / X17 Campaign — Office Areas this train has already been paid for setting up in
|
||||
* (Gitea#13).
|
||||
*
|
||||
* Recorded on the tray rather than the player because it is the TRAIN that sets up, and an Extra
|
||||
* runs once and is gone; there is no second visit to claim it on.
|
||||
* "Once per stop in an office area. In a multiplayer game, each player could score if the circus
|
||||
* stops in their area" (Jesse, 2026-08-29). So the claim is per SEAT, not per train: a Circus
|
||||
* touring three districts is paid three times, and one that parks in the same district for six
|
||||
* Stages is paid once.
|
||||
*
|
||||
* Recorded on the tray, which also gives the other half of Jesse's ruling for free — "if the
|
||||
* circus train gets recycled and played a second time as a second extra, then it could again
|
||||
* score points later too". A train is made up onto a FRESH tray object every time, so a re-played
|
||||
* Extra starts with an empty list and no reset code is needed.
|
||||
*/
|
||||
stopPointClaimed?: boolean;
|
||||
stopPointSeats?: SeatIndex[];
|
||||
/**
|
||||
* X17 Campaign Train — "one turn at station (speeches) then expedite".
|
||||
*
|
||||
* It makes its speech at the first Office it reaches: that arrival is an ordinary stop, and from
|
||||
* then on the train is expedited — it may be switched normally, but it faults (Q3) if it is left
|
||||
* off the Office square when a Mainline Phase begins. Recorded on the tray for the same reason as
|
||||
* `stopPointClaimed` — it is the TRAIN that stops, and an Extra runs once, so there is no later
|
||||
* visit to hang it on.
|
||||
* `stopPointSeats` — it is the TRAIN that stops, and a re-played Extra gets a fresh tray.
|
||||
*/
|
||||
speechMade?: boolean;
|
||||
};
|
||||
@@ -509,10 +525,23 @@ export type DivisionNode =
|
||||
* "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'; seat: SeatIndex };
|
||||
| {
|
||||
kind: 'office';
|
||||
seat: SeatIndex;
|
||||
/**
|
||||
* §Q, RED FLAGS (Gitea#19) — the side of this district a flag is planted on.
|
||||
*
|
||||
* "If played, asked FLAG EAST or FLAG WEST. That stops all trains from entering your limits
|
||||
* from that direction (i.e. Flag East holds westbound trains)." So the value names the SIDE,
|
||||
* and a train arriving from that side is held: a westbound train comes from the east.
|
||||
*
|
||||
* SPENT ON THE TRAIN IT STOPS (Jesse's ruling, 2026-08-29). One card, one train — the flag
|
||||
* comes down as it is used, so there is no lifting action to build, nothing to forget, and a
|
||||
* flag cannot quietly strangle the Division.
|
||||
*/
|
||||
redFlag?: Direction;
|
||||
};
|
||||
|
||||
/** Ordered west to east. For N players: N Office nodes and N+1 Mainline cards. */
|
||||
export type Division = { nodes: DivisionNode[] };
|
||||
@@ -576,10 +605,42 @@ export type Yards = {
|
||||
export type Phase = 'localOps' | 'newTrain' | 'mainline' | 'loadUnload' | 'shiftChange';
|
||||
|
||||
/** §8.1 fourth condition — the Superintendent rules on a following train. */
|
||||
export type SuperintendentClearance = {
|
||||
train: TrayId;
|
||||
occupiedBy: TrayId;
|
||||
};
|
||||
/**
|
||||
* AN INTERRUPTION TO THE AUTOMATIC MAINLINE PHASE — a question the driver cannot answer itself.
|
||||
*
|
||||
* There was one of these and it was hardcoded to one question asked of one player: the §8.1
|
||||
* clearance ruling, always to the Superintendent. Gitea#5 and Gitea#19 each need to stop the same
|
||||
* phase and ask a DIFFERENT player something different, so the shape is a union and `decisionActor`
|
||||
* below decides who answers.
|
||||
*
|
||||
* Every member names the `train` the question is about, because the answer has to be matched back
|
||||
* to it — see `DecisionAnswer`.
|
||||
*/
|
||||
export type PendingDecision =
|
||||
/** §8.1 — a following train in the same Subdivision. The Superintendent rules. */
|
||||
| { kind: 'clearance'; train: TrayId; occupiedBy: TrayId }
|
||||
/**
|
||||
* §11 (Gitea#5) — an inbound freight may take the Yard Office instead of the Train Order Office.
|
||||
* Asked of whoever sits in `seat`, on the Mainline Phase the train arrives.
|
||||
*/
|
||||
| { kind: 'yardOffice'; train: TrayId; seat: SeatIndex }
|
||||
/**
|
||||
* §Q (Gitea#19) — a train is about to enter this district into a collision, and its owner holds a
|
||||
* Red Flags card. "You can play the card normally or out of phase, but only if you need it."
|
||||
*/
|
||||
| { kind: 'redFlag'; train: TrayId; seat: SeatIndex; from: Direction };
|
||||
|
||||
/**
|
||||
* The answer, waiting to be consumed by the train that asked.
|
||||
*
|
||||
* Without this the driver would re-evaluate the same train, ask the same question, and never
|
||||
* advance. Keyed by `kind` as well as `train` so an answer can never be mistaken for the reply to a
|
||||
* different question about the same train.
|
||||
*/
|
||||
export type DecisionAnswer =
|
||||
| { kind: 'clearance'; train: TrayId; allow: boolean }
|
||||
| { kind: 'yardOffice'; train: TrayId; take: boolean }
|
||||
| { kind: 'redFlag'; train: TrayId; flag: boolean };
|
||||
|
||||
export type Clock = {
|
||||
day: number;
|
||||
@@ -588,13 +649,10 @@ export type Clock = {
|
||||
phase: Phase;
|
||||
/** Exactly one player may act at a time. Null during automatic Mainline movement. */
|
||||
currentActor: PlayerIndex | null;
|
||||
/** Interrupts the Mainline Phase to ask the Superintendent (§8.1). */
|
||||
pendingDecision: SuperintendentClearance | null;
|
||||
/**
|
||||
* The Superintendent's answer, waiting to be consumed by the train that asked. Without this the
|
||||
* driver would re-evaluate the same train and ask the same question forever.
|
||||
*/
|
||||
clearanceRuling: { train: TrayId; allow: boolean } | null;
|
||||
/** Interrupts the Mainline Phase to ask a player something (§8.1, §11). */
|
||||
pendingDecision: PendingDecision | null;
|
||||
/** The answer to `pendingDecision`, waiting to be consumed by the train that asked. */
|
||||
decisionAnswer: DecisionAnswer | null;
|
||||
superintendent: PlayerIndex;
|
||||
/**
|
||||
* How far round the table the current phase has got. Acting order starts at the Superintendent
|
||||
@@ -675,6 +733,139 @@ export type Outcome = {
|
||||
reason: OutcomeReason;
|
||||
};
|
||||
|
||||
/**
|
||||
* §3.3, EXTENDED PLAY (Gitea#11) — which endings may be played past.
|
||||
*
|
||||
* Both days-based endings offer another Day: running out of timetable, and closing short of the
|
||||
* combined Revenue floor, are the same event seen twice — the last Day ended and this is what the
|
||||
* books say. A `collisionFloor` ending is NOT extendable, and neither is a collision breach that
|
||||
* happens during an extended Day: §3.4 stopped the game because the railroad was declared unsafe,
|
||||
* and carrying on regardless would contradict the rule that stopped it (Jesse's call, 2026-08-28).
|
||||
*/
|
||||
export function isExtendable(reason: OutcomeReason): boolean {
|
||||
return reason === 'daysElapsed' || reason === 'revenueFloor';
|
||||
}
|
||||
|
||||
/**
|
||||
* Running counts of everything interesting that has happened, tallied from the event stream
|
||||
* (Gitea#16).
|
||||
*
|
||||
* WHY IT LIVES ON `GameState` rather than being computed by whoever happens to want it. Three
|
||||
* reasons, in ascending order of how much they cost to work around:
|
||||
*
|
||||
* 1. `snapshot()` already takes a `GameState`, so every number here reaches a MULTIPLAYER client
|
||||
* through the `Frame` it is already being sent — no new server route, no new `Push` field, no
|
||||
* new `Session` method, and no second implementation that can disagree with the first.
|
||||
* 2. It is REPLAY-EXACT. A save is `{ seed, config, history }` replayed through the engine
|
||||
* (`web/game.ts`'s `fromSave`), so a tally folded from the events that replay emits is rebuilt
|
||||
* identically every time — which is what makes Undo and a server restart correct here for free.
|
||||
* 3. The official result freezes a COPY of this at the moment the timetable ran out (`official`
|
||||
* below), and a frozen copy has to be taken from something that already exists.
|
||||
*
|
||||
* Aggregate counts only. Nothing here is seat-secret — no card ids, no hands — which is why
|
||||
* `test/redaction.test.ts` stays green with the whole thing on the Frame.
|
||||
*
|
||||
* NOT SCORING. Nothing in here feeds a rule; it is read by the results screen and by the badge work
|
||||
* that Gitea#16 leaves to a second pass. Adding a counter is always safe.
|
||||
*/
|
||||
export type Tally = {
|
||||
/** §8.3 — a train that ran the length of the Division and left it. */
|
||||
trainsCompleted: number;
|
||||
/**
|
||||
* Of those, how many did some switching between being made up and leaving.
|
||||
*
|
||||
* The join Gitea#16 asks for by name ("a player who completes an entire game where every train
|
||||
* that passed through did some switching on"). Counted as the train completes, against whether
|
||||
* that tray has coupled or dropped anything since it was made up — which is why `switchedSince`
|
||||
* below exists rather than this being derivable afterwards.
|
||||
*/
|
||||
trainsCompletedWithWork: number;
|
||||
/** §10 — trains lost to a collision, and the cars that went with them. */
|
||||
trainsDestroyed: number;
|
||||
carsDestroyed: number;
|
||||
/** §6 — switching volume, both directions. */
|
||||
carsCoupled: number;
|
||||
carsDropped: number;
|
||||
/** §9.1 — the MEN | AT | WORK pipeline: begun, and carried all the way through. */
|
||||
loadsStarted: number;
|
||||
loadsCompleted: number;
|
||||
unloadsBegun: number;
|
||||
unloadsCompleted: number;
|
||||
/** §9.2 — passenger work. */
|
||||
passengersBoarded: number;
|
||||
passengersDetrained: number;
|
||||
/** Colour, and the vocabulary the badge pass will draw on. */
|
||||
flyingSwitches: number;
|
||||
officeUpgrades: number;
|
||||
dispatchBonusesUsed: number;
|
||||
facilitiesUnjammed: number;
|
||||
expediteFaults: number;
|
||||
trainsHeld: number;
|
||||
trainsDiverted: number;
|
||||
secondSections: number;
|
||||
extrasStarted: number;
|
||||
cardsDrawn: number;
|
||||
cardsPlayed: number;
|
||||
cardsDiscarded: number;
|
||||
clearancesRequested: number;
|
||||
/** §8.1 — rulings that let the other train through. A refusal is a ruling too, but not this one. */
|
||||
clearancesAllowed: number;
|
||||
/**
|
||||
* X18 CIRCUS SET-UPS — a train that spent a Stage standing still and was paid for it (§X18).
|
||||
*
|
||||
* NOT "the longest an engine sat on a siding", which is what Gitea#16 asks for and what the
|
||||
* comment on that issue assumed this was. `trainStoodStill` is emitted ONCE IN A GAME PER SUCH
|
||||
* TRAIN — only for a train whose profile has `stopEarnsPoint`, and `advance.ts` sets
|
||||
* `stopPointClaimed` so it can never fire twice. There is no per-Stage "this train did not move"
|
||||
* signal in the engine at all, so a longest-stand streak cannot be folded from the event stream:
|
||||
* it needs an engine-side signal that does not exist yet. Recorded in `TODO.md` for the badge
|
||||
* pass rather than shipped as a statistic that would read "1 Stage" for ever.
|
||||
*/
|
||||
circusStops: { trainNumber: number; where: string }[];
|
||||
/**
|
||||
* Train numbers that have coupled or dropped something since they were made up, for
|
||||
* `trainsCompletedWithWork`. Cleared when the train is made up and when it leaves the Division.
|
||||
*/
|
||||
switchedSince: number[];
|
||||
/** Indexed by PLAYER. Only events that name a player reach these. */
|
||||
byPlayer: PlayerTally[];
|
||||
};
|
||||
|
||||
export type PlayerTally = {
|
||||
loads: number;
|
||||
unloads: number;
|
||||
passengersBoarded: number;
|
||||
passengersDetrained: number;
|
||||
cardsPlayed: number;
|
||||
/** §10 — collisions this player was faulted for, not collisions they were caught in. */
|
||||
collisions: number;
|
||||
/** Revenue gained and Revenue lost, kept apart: the net is already on `players[i].revenue`. */
|
||||
revenueGained: number;
|
||||
revenueLost: number;
|
||||
};
|
||||
|
||||
/**
|
||||
* THE OFFICIAL RESULT, frozen at the moment the timetable ran out (Gitea#11).
|
||||
*
|
||||
* "The winner is based upon the original game length. In a five-day game, even if it's extended to
|
||||
* eight or nine days, the winner and the official answer is the winner at the end of five days"
|
||||
* (Jesse, 2026-08-28). So this is written ONCE, at the first ending, and never overwritten —
|
||||
* including by a §3.4 collision breach during an extended Day, which ends play without touching it.
|
||||
*
|
||||
* `state.outcome` keeps moving: it is always the CURRENT evaluation, which is what the live game
|
||||
* wants. Once `official` exists, everything after it is informational.
|
||||
*/
|
||||
export type FinalReport = {
|
||||
/** The Day the game was scheduled to end on — always `config.days`. */
|
||||
day: number;
|
||||
outcome: Outcome;
|
||||
/** Every player's Revenue at that moment, in player order. */
|
||||
revenues: number[];
|
||||
collisionsTotal: number;
|
||||
/** The Tally as it stood when the timetable ran out. */
|
||||
tally: Tally;
|
||||
};
|
||||
|
||||
/**
|
||||
* Per-Stage transient bookkeeping for the acting player. Reset when the actor changes.
|
||||
*
|
||||
@@ -717,6 +908,66 @@ export function freshTurns(players: number, moves: number): Map<PlayerIndex, Tur
|
||||
return turns;
|
||||
}
|
||||
|
||||
/** A Tally with everything at zero — the state every game starts in (Gitea#16). */
|
||||
export function emptyTally(players: number): Tally {
|
||||
return {
|
||||
trainsCompleted: 0,
|
||||
trainsCompletedWithWork: 0,
|
||||
trainsDestroyed: 0,
|
||||
carsDestroyed: 0,
|
||||
carsCoupled: 0,
|
||||
carsDropped: 0,
|
||||
loadsStarted: 0,
|
||||
loadsCompleted: 0,
|
||||
unloadsBegun: 0,
|
||||
unloadsCompleted: 0,
|
||||
passengersBoarded: 0,
|
||||
passengersDetrained: 0,
|
||||
flyingSwitches: 0,
|
||||
officeUpgrades: 0,
|
||||
dispatchBonusesUsed: 0,
|
||||
facilitiesUnjammed: 0,
|
||||
expediteFaults: 0,
|
||||
trainsHeld: 0,
|
||||
trainsDiverted: 0,
|
||||
secondSections: 0,
|
||||
extrasStarted: 0,
|
||||
cardsDrawn: 0,
|
||||
cardsPlayed: 0,
|
||||
cardsDiscarded: 0,
|
||||
clearancesRequested: 0,
|
||||
clearancesAllowed: 0,
|
||||
circusStops: [],
|
||||
switchedSince: [],
|
||||
byPlayer: Array.from({ length: players }, () => ({
|
||||
loads: 0,
|
||||
unloads: 0,
|
||||
passengersBoarded: 0,
|
||||
passengersDetrained: 0,
|
||||
cardsPlayed: 0,
|
||||
collisions: 0,
|
||||
revenueGained: 0,
|
||||
revenueLost: 0,
|
||||
})),
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* A deep copy, for freezing the official result (`FinalReport`).
|
||||
*
|
||||
* Written out rather than reached for via `structuredClone` because a Tally is a flat bag of numbers
|
||||
* with two containers in it, and spelling the copy out means a field added later that needs deep
|
||||
* copying is a compile error here rather than a shared reference discovered in a results screen.
|
||||
*/
|
||||
export function cloneTally(t: Tally): Tally {
|
||||
return {
|
||||
...t,
|
||||
circusStops: t.circusStops.map((c) => ({ ...c })),
|
||||
switchedSince: [...t.switchedSince],
|
||||
byPlayer: t.byPlayer.map((p) => ({ ...p })),
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* WHICH WAY TO DRAW THE ENGINE — east or west, for every train, everywhere.
|
||||
*
|
||||
@@ -762,22 +1013,25 @@ export function standingSides(
|
||||
}
|
||||
|
||||
/**
|
||||
* The cut a train would run into if it left this card through `exit` — the cars between it and that
|
||||
* end of the card.
|
||||
* The cut a train would run into if it left this card by the `exit` END OF THE ROW — the cars
|
||||
* between it and that end. Returned in the order the train MEETS them, nearest first, which is what
|
||||
* `carsCoupled` wants.
|
||||
*
|
||||
* Only 'e' and 'w' can hold a cut: the array is a west-to-east row, so a train leaving north or
|
||||
* south off a curve or a spur is not running along it and meets nothing. Returned in the order the
|
||||
* train MEETS them, nearest first, which is what `carsCoupled` wants.
|
||||
* `exit` IS AN END OF THE ROW, NOT A PORT. It used to be a raw `Port`, and answered "you meet
|
||||
* nothing" for north and south on the reasoning that a leg leaving through an edge is not running
|
||||
* along the west-to-east row. It is: a `sw` curve's south leg IS the east end of that row, so a
|
||||
* crew standing on the curve pulled out through the leg and drove away leaving the cars beside it
|
||||
* standing, against §A.4's mandatory coupling (Gitea#17). Callers resolve the leg with `rowEndAt`
|
||||
* (`track.ts`), which lives there because only the card's arc can say which end a leg is — and the
|
||||
* narrowed type is what makes every caller do it.
|
||||
*/
|
||||
export function cutTowards(
|
||||
tray: { standingWest?: number | undefined },
|
||||
cars: readonly RollingStock[],
|
||||
exit: 'n' | 's' | 'e' | 'w',
|
||||
exit: 'e' | 'w',
|
||||
): RollingStock[] {
|
||||
const { west, east } = standingSides(tray, cars);
|
||||
if (exit === 'e') return east;
|
||||
if (exit === 'w') return [...west].reverse();
|
||||
return [];
|
||||
return exit === 'e' ? east : [...west].reverse();
|
||||
}
|
||||
|
||||
export function turnOf(s: GameState, player: PlayerIndex): TurnState {
|
||||
@@ -831,8 +1085,15 @@ export type GameState = {
|
||||
/**
|
||||
* §7 — Extra Trains played from hand, waiting for a free Crew Tray. An Extra is not scheduled:
|
||||
* it runs once, immediately, then its card goes to the Salvage Yard (§2.3).
|
||||
*
|
||||
* CARRIES WHO PLAYED IT (2026-08-23, Jesse's call). §7 gives an Extra to the player who played the
|
||||
* card — "may place the Crew Tray at either Division Point ... and may load the consist as he
|
||||
* chooses" — which is a different rule from the Timetabled make-up round, where the table goes
|
||||
* round starting at the Superintendent. This was a bare `number[]`, so the engine could not tell
|
||||
* whose Extra it was and asked whoever the acting order happened to be on: correct in solitaire,
|
||||
* where there is only one player, and wrong at every table.
|
||||
*/
|
||||
pendingExtras: number[];
|
||||
pendingExtras: { trainNumber: number; player: PlayerIndex }[];
|
||||
/**
|
||||
* Q9 — train numbers ordered to run a second section. The next New Train Phase makes up an
|
||||
* identical train behind the first, if a Crew Tray is free.
|
||||
@@ -847,8 +1108,34 @@ export type GameState = {
|
||||
collisionsToday: number;
|
||||
/** §3.4 — never reset; checked against `config.maxCollisionsTotal`. */
|
||||
collisionsTotal: number;
|
||||
status: 'setup' | 'active' | 'finished';
|
||||
/**
|
||||
* `awaitingExtension` is Gitea#11: the timetable has run out, the result is recorded, and the
|
||||
* table is being asked whether to play one more Day. It is a PAUSE, not an ending — `advance`
|
||||
* reports `needsInput` there, the server resumes it like any live game, and the only intent the
|
||||
* rules will accept is `game.extend`.
|
||||
*/
|
||||
status: 'setup' | 'active' | 'awaitingExtension' | 'finished';
|
||||
/** The CURRENT evaluation, re-decided at the end of every Day including extended ones. */
|
||||
outcome: Outcome | null;
|
||||
/**
|
||||
* §3.3 (Gitea#11) — Days granted beyond `config.days`, one vote at a time.
|
||||
*
|
||||
* `config.days` is deliberately never touched: it is what the official result was decided at, so
|
||||
* leaving it alone is what makes "the winner is decided at the original game length" a fact about
|
||||
* the code rather than a comment on it.
|
||||
*/
|
||||
extraDays: number;
|
||||
/**
|
||||
* Per PLAYER, while `awaitingExtension`. `null` means they have not voted yet.
|
||||
*
|
||||
* Unanimous, and one refusal is decisive: nobody is made to wait on a player who has already said
|
||||
* no (Jesse's call, 2026-08-28). Solitaire is the same code with one voter.
|
||||
*/
|
||||
extensionVotes: (boolean | null)[];
|
||||
/** Frozen at the FIRST ending and never overwritten. See `FinalReport`. */
|
||||
official: FinalReport | null;
|
||||
/** Gitea#16. Folded from the event stream; see `Tally`. */
|
||||
tally: Tally;
|
||||
};
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
@@ -893,6 +1180,40 @@ export function playerAtSeat(state: GameState, seat: SeatIndex): PlayerIndex {
|
||||
return p;
|
||||
}
|
||||
|
||||
/** This seat's node on the Division — where its Limits, and any Red Flag on them, live. */
|
||||
export function officeNodeFor(
|
||||
state: GameState,
|
||||
seat: SeatIndex,
|
||||
): Extract<DivisionNode, { kind: 'office' }> | null {
|
||||
for (const n of state.division.nodes) if (n.kind === 'office' && n.seat === seat) return n;
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* WHO MUST ANSWER the interruption, or null when nothing is pending.
|
||||
*
|
||||
* The one place that knows which player each kind of question goes to. §8.1's clearance is the
|
||||
* Superintendent's ruling wherever it happens; the Yard Office is offered to whoever sits in the
|
||||
* district the train is arriving at, because it is their card and their yard.
|
||||
*/
|
||||
export function decisionActor(state: GameState): PlayerIndex | null {
|
||||
const d = state.clock.pendingDecision;
|
||||
if (!d) return null;
|
||||
return d.kind === 'clearance' ? state.clock.superintendent : playerAtSeat(state, d.seat);
|
||||
}
|
||||
|
||||
/**
|
||||
* WHOSE MOVE IT IS RIGHT NOW — a pending interruption's owner if there is one, else the phase's
|
||||
* own actor.
|
||||
*
|
||||
* Written out six times across the engine, the sim, the web client and the tests as
|
||||
* `pendingDecision !== null ? superintendent : currentActor`, which stopped being right the moment
|
||||
* a second kind of question existed. One copy now, so a new decision kind cannot be half-adopted.
|
||||
*/
|
||||
export function actingPlayer(state: GameState): PlayerIndex | null {
|
||||
return decisionActor(state) ?? state.clock.currentActor;
|
||||
}
|
||||
|
||||
/** Where this player is sitting, and therefore which Office Area is theirs. */
|
||||
/**
|
||||
* The player `n` seats to the LEFT of this one, wrapping round the table.
|
||||
|
||||
@@ -0,0 +1,201 @@
|
||||
/**
|
||||
* The event tally — Gitea#16's statistics, folded from the event stream into `GameState.tally`.
|
||||
*
|
||||
* WHERE IT IS HOOKED, and why it is not in `reduce`. `apply.ts`'s `reduce` sees only the events an
|
||||
* INTENT produced; `advance.ts` mutates state directly and pushes its events without reducing them
|
||||
* at all — and `advance` is where `trainCompleted`, `trainsDestroyed` and `trainStoodStill` come
|
||||
* from, which are exactly the numbers this issue asks for. So the fold is hooked at the two places
|
||||
* every event in the game passes through exactly once on its way to a caller:
|
||||
*
|
||||
* - `applyIntent` (`apply.ts`), beside its `reduce` loop;
|
||||
* - `advance` (`advance.ts`), which now wraps the phase driver and folds what it returns.
|
||||
*
|
||||
* Exactly once matters in both directions: an event folded twice inflates a count, and an event
|
||||
* folded nowhere is a statistic that silently reads zero. `test/tally.test.ts` pins both by playing
|
||||
* real games and checking the tally against an independent count over the same event array.
|
||||
*
|
||||
* NOTHING HERE IS A RULE. The tally is read by the results screen and by the badge work Gitea#16
|
||||
* leaves to a second pass; no engine decision consults it. That is what makes adding a counter
|
||||
* always safe.
|
||||
*
|
||||
* WHAT IS NOT COUNTED PER PLAYER, and why. `carsCoupled` and `carsDropped` carry a `trayId` and no
|
||||
* `player` — switching is done BY a crew, and the event says which crew rather than which person.
|
||||
* Rather than guess an owner from whose turn it happened to be, those two are table totals only.
|
||||
* The events that do name a player (`loadCompleted`, `passengersBoarded`, `cardPlayed`,
|
||||
* `revenueChanged`, `trainsDestroyed`) are the ones `byPlayer` reports.
|
||||
*/
|
||||
|
||||
import type { GameEvent } from './events.ts';
|
||||
import type { GameState } from './state.ts';
|
||||
|
||||
/**
|
||||
* Fold one event into `s.tally`.
|
||||
*
|
||||
* The switch is deliberately not exhaustive — most of the 49 event types say nothing a player would
|
||||
* want counted, and listing them all to `break` would bury the ones that do. A `default` that does
|
||||
* nothing is the honest shape.
|
||||
*/
|
||||
export function tallyEvent(s: GameState, e: GameEvent): void {
|
||||
const t = s.tally;
|
||||
const mine = 'player' in e && typeof e.player === 'number' ? t.byPlayer[e.player] : undefined;
|
||||
|
||||
switch (e.type) {
|
||||
/**
|
||||
* §X18 — the Circus train set up and was paid for the Stage it spent standing.
|
||||
*
|
||||
* NOT a "longest stand" streak, which is what Gitea#16 wants and what its comment assumed this
|
||||
* event was. It fires once in a game per such train: only trains whose profile sets
|
||||
* `stopEarnsPoint` emit it at all, and `advance.ts` claims it once with `stopPointClaimed`. So
|
||||
* there is nothing to count a run of, and the honest thing to report is the event itself.
|
||||
*/
|
||||
case 'trainStoodStill':
|
||||
t.circusStops.push({ trainNumber: e.trainNumber, where: e.where });
|
||||
break;
|
||||
|
||||
/**
|
||||
* DID THIS TRAIN DO ANY SWITCHING — Gitea#16's "switching master" join, kept as it happens
|
||||
* rather than reconstructed afterwards.
|
||||
*
|
||||
* The two halves of the join are in different currencies: switching events name a `trayId` and
|
||||
* completion names a `trainNumber`, and no event carries both. The tray is looked up in LIVE
|
||||
* state, which is sound precisely here — a crew that has just coupled or dropped is still on the
|
||||
* board — where re-deriving it at completion time would not be, the tray having been released by
|
||||
* then. A lookup that misses costs one train its mark on a statistic; it cannot affect a rule.
|
||||
*/
|
||||
case 'carsCoupled':
|
||||
t.carsCoupled += e.stock.length;
|
||||
markSwitched(s, e.trayId);
|
||||
break;
|
||||
|
||||
case 'carsDropped':
|
||||
t.carsDropped += e.stock.length;
|
||||
markSwitched(s, e.trayId);
|
||||
break;
|
||||
|
||||
case 'flyingSwitch':
|
||||
t.flyingSwitches += 1;
|
||||
markSwitched(s, e.trayId);
|
||||
break;
|
||||
|
||||
// A tray is reused run after run, so a fresh train starts with a clean sheet.
|
||||
case 'trainMadeUp':
|
||||
t.switchedSince = t.switchedSince.filter((n) => n !== e.trainNumber);
|
||||
break;
|
||||
|
||||
case 'trainCompleted':
|
||||
t.trainsCompleted += 1;
|
||||
if (t.switchedSince.includes(e.trainNumber)) t.trainsCompletedWithWork += 1;
|
||||
t.switchedSince = t.switchedSince.filter((n) => n !== e.trainNumber);
|
||||
break;
|
||||
|
||||
case 'trainsDestroyed':
|
||||
t.trainsDestroyed += e.trains.length;
|
||||
for (const train of e.trains) t.carsDestroyed += train.consist.length;
|
||||
if (mine) mine.collisions += 1;
|
||||
break;
|
||||
|
||||
case 'officeUpgraded':
|
||||
t.officeUpgrades += 1;
|
||||
break;
|
||||
|
||||
case 'dispatchBonusUsed':
|
||||
t.dispatchBonusesUsed += 1;
|
||||
break;
|
||||
|
||||
case 'facilityUnjammed':
|
||||
t.facilitiesUnjammed += 1;
|
||||
break;
|
||||
|
||||
case 'expediteFault':
|
||||
t.expediteFaults += 1;
|
||||
break;
|
||||
|
||||
case 'trainHeld':
|
||||
t.trainsHeld += 1;
|
||||
break;
|
||||
|
||||
case 'trainDiverted':
|
||||
t.trainsDiverted += 1;
|
||||
break;
|
||||
|
||||
case 'secondSectionOrdered':
|
||||
t.secondSections += 1;
|
||||
break;
|
||||
|
||||
case 'extraStarted':
|
||||
t.extrasStarted += 1;
|
||||
break;
|
||||
|
||||
case 'cardDrawn':
|
||||
t.cardsDrawn += 1;
|
||||
break;
|
||||
|
||||
case 'cardPlayed':
|
||||
t.cardsPlayed += 1;
|
||||
if (mine) mine.cardsPlayed += 1;
|
||||
break;
|
||||
|
||||
case 'cardDiscarded':
|
||||
t.cardsDiscarded += 1;
|
||||
break;
|
||||
|
||||
case 'clearanceRequested':
|
||||
t.clearancesRequested += 1;
|
||||
break;
|
||||
|
||||
// §8.1 — a ruling is given either way; only a YES let the other train through.
|
||||
case 'clearanceGiven':
|
||||
if (e.allow) t.clearancesAllowed += 1;
|
||||
break;
|
||||
|
||||
case 'loadStarted':
|
||||
t.loadsStarted += 1;
|
||||
break;
|
||||
|
||||
case 'loadCompleted':
|
||||
t.loadsCompleted += 1;
|
||||
if (mine) mine.loads += 1;
|
||||
break;
|
||||
|
||||
case 'unloadBegan':
|
||||
t.unloadsBegun += 1;
|
||||
break;
|
||||
|
||||
case 'unloadCompleted':
|
||||
t.unloadsCompleted += 1;
|
||||
if (mine) mine.unloads += 1;
|
||||
break;
|
||||
|
||||
case 'passengersBoarded':
|
||||
t.passengersBoarded += 1;
|
||||
if (mine) mine.passengersBoarded += 1;
|
||||
break;
|
||||
|
||||
case 'passengersDetrained':
|
||||
t.passengersDetrained += 1;
|
||||
if (mine) mine.passengersDetrained += 1;
|
||||
break;
|
||||
|
||||
/**
|
||||
* Gained and lost are kept APART because the net is already on `players[i].revenue`. What the
|
||||
* results screen cannot otherwise say is how much of a modest final score was earned and then
|
||||
* handed back at a grade crossing — which is the whole difference between a quiet game and an
|
||||
* eventful one.
|
||||
*/
|
||||
case 'revenueChanged':
|
||||
if (mine) {
|
||||
if (e.delta >= 0) mine.revenueGained += e.delta;
|
||||
else mine.revenueLost += -e.delta;
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
function markSwitched(s: GameState, trayId: string): void {
|
||||
const n = s.trays.get(trayId)?.trainNumber;
|
||||
if (n === undefined || n === null) return;
|
||||
if (!s.tally.switchedSince.includes(n)) s.tally.switchedSince.push(n);
|
||||
}
|
||||
+63
-6
@@ -188,6 +188,40 @@ export function joins(a: TrackCard, p: Port, b: TrackCard): boolean {
|
||||
return slopeAt(a, p) === slopeAt(b, opposite(p));
|
||||
}
|
||||
|
||||
/**
|
||||
* WHICH END OF THE WEST-TO-EAST ROW A PORT SITS AT.
|
||||
*
|
||||
* `TrackCard.standing` is ordered west to east (§A.3), so whether a train meets the row front to
|
||||
* back or back to front depends on which end it enters by — and a port is not always at one of
|
||||
* those two extremes. Every 45° leg leaves through the MIDDLE of its north or south edge, so its
|
||||
* end of the run is whichever end the arc does NOT reach: a `sw` curve's south leg is the EAST end
|
||||
* of the row, and an `se` curve's south leg is the WEST end. Same port, opposite answers, which is
|
||||
* why this has to ask the card rather than read the port.
|
||||
*
|
||||
* Gitea#17 is what both callers looked like without it. `exploreMoves` reversed the row for an 'e'
|
||||
* entry and for nothing else, so backing into a cut through a `sw` curve's south leg coupled it up
|
||||
* back to front — the caboose came out next to the engine, which §8.2 then calls badly made up.
|
||||
* `cutTowards` answered "you meet nothing" for a north or south exit, so a crew standing on a curve
|
||||
* pulled out through the leg and left the cars beside it standing, which §A.4 forbids.
|
||||
*
|
||||
* There is no north-south straight anywhere on the printed sheet (see the module comment), so a run
|
||||
* touching a 45° leg always has an east or west port at its other end and the answer is never
|
||||
* undefined. A TURNOUT is the one card whose row has three ends rather than two — and it is also
|
||||
* the one card no cut can ever stand on, since a train may not stop there (§A.1) and so never sets
|
||||
* anything out there. Its stem answers for it.
|
||||
*/
|
||||
export function rowEndAt(card: TrackCard, p: Port): 'e' | 'w' {
|
||||
if (p === 'e' || p === 'w') return p;
|
||||
for (const [a, b] of connectionsFor(card)) {
|
||||
const other = a === p ? b : b === p ? a : null;
|
||||
if (other === 'e') return 'w';
|
||||
if (other === 'w') return 'e';
|
||||
}
|
||||
// Not a card the printed sheet can produce. Reading the leg as the west end leaves the row in the
|
||||
// order it is stored rather than inventing a reversal on a card nothing knows the shape of.
|
||||
return 'w';
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Orientation (Gap 11)
|
||||
// ---------------------------------------------------------------------------
|
||||
@@ -450,7 +484,7 @@ export function exploreMoves(
|
||||
*
|
||||
* Ordered nearest-first like every other card's, so it simply seeds the accumulator.
|
||||
*/
|
||||
const ownCut = cutTowards(startCard, carsOn(startCard), initialExit);
|
||||
const ownCut = cutTowards(startCard, carsOn(startCard), rowEndAt(startCard, initialExit));
|
||||
const startKey = coordKey(start);
|
||||
const queue: Frontier[] = [
|
||||
{
|
||||
@@ -502,12 +536,15 @@ export function exploreMoves(
|
||||
* overfill the tray is illegal, not a move that picks up fewer cars.
|
||||
*
|
||||
* NEAREST FIRST ALONG THE DIRECTION OF TRAVEL. `carsOn` runs west to east, so a train entering
|
||||
* through the card's EAST port meets them back to front and the row has to be reversed. Without
|
||||
* this the same parked cut produced an identical consist whichever way it was approached, when
|
||||
* the two must mirror — which is the difference between a run-around being worth a Move and
|
||||
* being pointless.
|
||||
* at the row's EAST end meets them back to front and the row has to be reversed. Without this
|
||||
* the same parked cut produced an identical consist whichever way it was approached, when the
|
||||
* two must mirror — which is the difference between a run-around being worth a Move and being
|
||||
* pointless.
|
||||
*
|
||||
* `rowEndAt` rather than `node.entry === 'e'`: a 45° leg is an end of the row too, and which
|
||||
* end it is depends on the card's arc (Gitea#17).
|
||||
*/
|
||||
const met = node.entry === 'e' ? [...carsOn(card)].reverse() : carsOn(card);
|
||||
const met = rowEndAt(card, node.entry) === 'e' ? [...carsOn(card)].reverse() : carsOn(card);
|
||||
const couples = [...node.couples, ...met];
|
||||
const nodeKey = coordKey(node.coord);
|
||||
const origins = [...node.origins, ...met.map(() => nodeKey)];
|
||||
@@ -658,6 +695,26 @@ export function canPlaceAt(area: OfficeArea, coord: GridCoord, card: TrackCard):
|
||||
// into a stub and cutting the Office off from the Limits.
|
||||
if (coord.row === area.runningRow && !carriesThroughTrack(card)) return false;
|
||||
|
||||
/**
|
||||
* ONE NEIGHBOUR MUST JOIN. THE OTHERS NEED NOT — AND THIS RULE HAS BEEN BOTH WAYS (Gitea#15).
|
||||
*
|
||||
* A card may be laid with an exit facing a card that has nothing to meet it. The rail stops dead
|
||||
* at that edge, and that is legal.
|
||||
*
|
||||
* The issue was filed the other way round — "if a card is placed in that space, it MUST connect" —
|
||||
* against a right-hand curve laid with its north leg against an Ice House and the turnout below it
|
||||
* pointing at its portless south edge. **RAR reversed it on review (2026-08-26): placing it is
|
||||
* fine, and a stub like that is useful — a siding to park cars on.**
|
||||
*
|
||||
* WHAT MATTERS INSTEAD IS THAT NOTHING CAN DRIVE ACROSS THE GAP, so the real requirement is on
|
||||
* MOVEMENT rather than on placement: two cards touching are not connected, and `exploreMoves` must
|
||||
* refuse the hop. It does — every step is gated on `joins`, never on a bare pair of `hasPort`
|
||||
* calls — and `track.test.ts` pins the reported geometry against exactly that.
|
||||
*
|
||||
* SO DO NOT ADD A PER-EDGE CHECK HERE. One was written and taken out again when the ruling
|
||||
* arrived. What survives is the weaker rule that was always here: the piece must touch the network
|
||||
* SOMEWHERE, which is what stops orphaned track being laid in an empty corner of the board.
|
||||
*/
|
||||
const ports: Port[] = ['n', 's', 'e', 'w'];
|
||||
for (const p of ports) {
|
||||
const neighbourCard = cardAt(area, neighbour(coord, p));
|
||||
|
||||
+159
-7
@@ -41,6 +41,7 @@ import { createSession } from './session.ts';
|
||||
import type { GameSession, Push } from './session.ts';
|
||||
import {
|
||||
createLobby,
|
||||
leaveLobby,
|
||||
freshGameCode,
|
||||
playerCountAllowed,
|
||||
joinLobby,
|
||||
@@ -100,7 +101,13 @@ function sendJson(res: ServerResponse, status: number, body: unknown): void {
|
||||
res.end(text);
|
||||
}
|
||||
|
||||
async function serveStatic(distDir: string, urlPath: string, res: ServerResponse): Promise<void> {
|
||||
async function serveStatic(
|
||||
distDir: string,
|
||||
urlPath: string,
|
||||
res: ServerResponse,
|
||||
/** The request's `?v=` build tag, when it has one — see the `Cache-Control` note below. */
|
||||
buildTagged = false,
|
||||
): Promise<void> {
|
||||
const rel = urlPath === '/' ? '/index.html' : urlPath;
|
||||
// `normalize` collapses `..`, and the join is then checked to still be inside `distDir` — a request
|
||||
// for `/../../etc/passwd` must not escape the one directory this is allowed to read from.
|
||||
@@ -112,7 +119,27 @@ async function serveStatic(distDir: string, urlPath: string, res: ServerResponse
|
||||
try {
|
||||
const info = await stat(full);
|
||||
if (!info.isFile()) throw new Error('not a file');
|
||||
res.writeHead(200, { 'Content-Type': MIME[extname(full)] ?? 'application/octet-stream', 'Content-Length': info.size });
|
||||
/**
|
||||
* ONLY A URL CARRYING A BUILD TAG MAY BE CACHED, AND NOTHING ELSE MAY BE.
|
||||
*
|
||||
* Nothing here sent a `Cache-Control` at all before, so a browser applied its own heuristic to
|
||||
* the pages as much as the modules. The pages are the one thing that CANNOT be versioned in
|
||||
* their own URL — a player types the address or follows a bookmark — so a cached `play.html`
|
||||
* pins that player to the entire build it names, including every `?v=` tag inside it. That is
|
||||
* half of why v0.7.5 and v0.7.6 did not reach the browser that asked for them; `build-web.ts`
|
||||
* publishing `?v=nogit` on every packaged release was the other half, and neither is enough on
|
||||
* its own.
|
||||
*
|
||||
* `?v=` is the exact condition rather than "not HTML": `build-web.ts` tags the modules and the
|
||||
* script tags that load them, and tags NOTHING else. An untagged URL — an image, the replay
|
||||
* manifest — has no way to announce a change, so a year of `immutable` on one would outlive
|
||||
* several releases of whatever it holds.
|
||||
*/
|
||||
res.writeHead(200, {
|
||||
'Content-Type': MIME[extname(full)] ?? 'application/octet-stream',
|
||||
'Content-Length': info.size,
|
||||
'Cache-Control': buildTagged ? 'public, max-age=31536000, immutable' : 'no-cache',
|
||||
});
|
||||
createReadStream(full).pipe(res);
|
||||
} catch {
|
||||
res.writeHead(404, { 'Content-Type': 'text/plain' });
|
||||
@@ -129,6 +156,15 @@ async function serveStatic(distDir: string, urlPath: string, res: ServerResponse
|
||||
* simply ending, indistinguishable from a network hiccup that `EventSource` would otherwise retry.
|
||||
*/
|
||||
type LobbyPush = { lobby: Lobby; you: PlayerIndex; started: boolean };
|
||||
/** What `/api/lobby/preview` answers with — everything a player weighing a join needs, and nothing
|
||||
* that would spoil the game. THE SEED IS NOT IN IT: it decides every shuffle and every roll. */
|
||||
type LobbyPreview = {
|
||||
gameCode: string;
|
||||
hostName: string;
|
||||
config: GameConfig;
|
||||
players: number;
|
||||
seated: { seat: number; who: string | null; bot: boolean }[];
|
||||
};
|
||||
|
||||
export function startServer(opts: ServerOptions): void {
|
||||
const games = opts.initialGames;
|
||||
@@ -143,6 +179,8 @@ export function startServer(opts: ServerOptions): void {
|
||||
const gameConnections = new Map<string, Map<PlayerIndex, ServerResponse>>();
|
||||
const gameEventIds = new Map<string, Map<PlayerIndex, number>>();
|
||||
const lobbyConnections = new Map<string, Map<string, ServerResponse>>();
|
||||
/** Which seats of a game have ever held a connection in THIS process — see `presenceOfOthers`. */
|
||||
const everConnected = new Map<string, Set<PlayerIndex>>();
|
||||
|
||||
function writeSse(res: ServerResponse, id: number, data: unknown): void {
|
||||
res.write(`id: ${id}\ndata: ${JSON.stringify(data)}\n\n`);
|
||||
@@ -176,11 +214,37 @@ export function startServer(opts: ServerOptions): void {
|
||||
if (!conns) return;
|
||||
for (const [other, res] of conns) {
|
||||
if (other === seat) continue;
|
||||
const push: Push = { menu: null, lines: [], presence: { seat, connected } };
|
||||
const push: Push = { menu: null, lines: [], presence: [{ seat, connected, seen: true }] };
|
||||
writeSse(res, nextEventId(gameId, other), push);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* EVERY OTHER SEAT'S STATE, for a client that has just connected.
|
||||
*
|
||||
* `broadcastPresence` only ever reports a CHANGE, so a player arriving at a table where two people
|
||||
* had not opened the game yet was told nothing about them at all — and "is everyone here?" is the
|
||||
* question at the moment a game starts. `seen` separates a seat that was here and dropped from one
|
||||
* that has never connected; it is remembered only for as long as this process runs, so after a
|
||||
* restart every absent seat reads as "not here yet", which is the more cautious of the two.
|
||||
*/
|
||||
function presenceOfOthers(
|
||||
gameId: string,
|
||||
seat: PlayerIndex,
|
||||
session: GameSession,
|
||||
): NonNullable<Push['presence']> {
|
||||
const conns = gameConnections.get(gameId);
|
||||
const ever = everConnected.get(gameId) ?? new Set<PlayerIndex>();
|
||||
const out: NonNullable<Push['presence']> = [];
|
||||
for (let other = 0 as PlayerIndex; other < session.playerCount; other++) {
|
||||
// A bot holds no connection and never will, so reporting it would put "waiting on Bot 1 — not
|
||||
// here yet" on every screen for the whole game. Found by playing a real 3-seat game.
|
||||
if (other === seat || session.isBot(other)) continue;
|
||||
out.push({ seat: other, connected: conns?.has(other) === true, seen: ever.has(other) });
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
function broadcastLobby(gameId: string): void {
|
||||
const lobby = lobbies.get(gameId);
|
||||
const conns = lobbyConnections.get(gameId);
|
||||
@@ -243,7 +307,7 @@ export function startServer(opts: ServerOptions): void {
|
||||
// Unset means the routes are not here — indistinguishable from any other unknown path, so
|
||||
// nothing advertises an administrative surface to someone probing for one.
|
||||
if (!opts.adminSecret) {
|
||||
await serveStatic(opts.distDir, url.pathname, res);
|
||||
await serveStatic(opts.distDir, url.pathname, res, url.searchParams.has('v'));
|
||||
return;
|
||||
}
|
||||
if (req.headers['x-admin-secret'] !== opts.adminSecret) {
|
||||
@@ -389,7 +453,12 @@ export function startServer(opts: ServerOptions): void {
|
||||
await persistLobby(result.lobby);
|
||||
await persistSession(result.session);
|
||||
broadcastLobby(lobby.gameId);
|
||||
sendJson(res, 200, { gameId: lobby.gameId, token: result.session.token, player: result.session.player });
|
||||
sendJson(res, 200, {
|
||||
gameId: lobby.gameId,
|
||||
gameCode: lobby.gameCode,
|
||||
token: result.session.token,
|
||||
player: result.session.player,
|
||||
});
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -418,6 +487,83 @@ export function startServer(opts: ServerOptions): void {
|
||||
return;
|
||||
}
|
||||
|
||||
/**
|
||||
* GIVING UP A SEAT — the player's own, or (host only) somebody else's.
|
||||
*
|
||||
* There was no door out of a lobby before this: a mis-join or a player who wandered off left a
|
||||
* chair that could not be freed, and a table that cannot start until every chair is taken.
|
||||
* The host's "remove" and a player's "Leave" are the same act from opposite ends, so they are
|
||||
* one route — `seat` names somebody else's chair and is refused to anyone but the host.
|
||||
*/
|
||||
if (url.pathname === '/api/lobby/leave' && req.method === 'POST') {
|
||||
const body = (await readJson(req)) as { token?: string; seat?: number };
|
||||
const ps = typeof body.token === 'string' ? sessions.get(body.token) : undefined;
|
||||
const lobby = ps ? lobbies.get(ps.gameId) : undefined;
|
||||
if (!ps || !lobby) {
|
||||
sendJson(res, 404, { error: 'no such lobby' });
|
||||
return;
|
||||
}
|
||||
const seat = typeof body.seat === 'number' ? (body.seat as PlayerIndex) : undefined;
|
||||
if (seat !== undefined && seat !== ps.player && lobby.hostToken !== ps.token) {
|
||||
sendJson(res, 403, { error: 'NOT_HOST' });
|
||||
return;
|
||||
}
|
||||
const result = leaveLobby(lobby, ps.token, seat);
|
||||
if (result.empty) {
|
||||
// Nobody human is left to start it. Everything about this lobby goes, including the code,
|
||||
// so it cannot be joined into a game that will never begin.
|
||||
lobbies.delete(lobby.gameId);
|
||||
gameCodes.delete(lobby.gameCode);
|
||||
for (const [, watcher] of lobbyConnections.get(lobby.gameId) ?? []) watcher.end();
|
||||
lobbyConnections.delete(lobby.gameId);
|
||||
await deleteLobby(opts.dataDir, lobby.gameId);
|
||||
// The row goes with the lobby rather than being marked: a game that never started is not a
|
||||
// game an administrator has any use for a record of.
|
||||
await removeIndexEntry(opts.dataDir, lobby.gameId);
|
||||
sendJson(res, 200, { ok: true, closed: true });
|
||||
return;
|
||||
}
|
||||
await persistLobby(result.lobby);
|
||||
broadcastLobby(lobby.gameId);
|
||||
sendJson(res, 200, { ok: true });
|
||||
return;
|
||||
}
|
||||
|
||||
/**
|
||||
* WHAT AM I ABOUT TO JOIN? Read-only, takes no seat, and gated by the same join secret the
|
||||
* door itself is.
|
||||
*
|
||||
* A player used to have to take a chair before they could see a single rule of the game they
|
||||
* were sitting down to — and until 2026-08-23 there was then no way back out of it.
|
||||
*/
|
||||
if (url.pathname === '/api/lobby/preview' && req.method === 'GET') {
|
||||
if (url.searchParams.get('secret') !== opts.joinSecret) {
|
||||
sendJson(res, 403, { error: 'bad or missing secret' });
|
||||
return;
|
||||
}
|
||||
const code = (url.searchParams.get('gameCode') ?? '').trim().toUpperCase();
|
||||
const gameId = gameCodes.get(code);
|
||||
const lobby = gameId ? lobbies.get(gameId) : undefined;
|
||||
if (!lobby) {
|
||||
sendJson(res, 404, { error: 'no open lobby with that code' });
|
||||
return;
|
||||
}
|
||||
const hostSeat = lobby.seats.find((seat) => seat?.kind === 'human' && seat.token === lobby.hostToken);
|
||||
const preview: LobbyPreview = {
|
||||
gameCode: lobby.gameCode,
|
||||
hostName: hostSeat?.kind === 'human' ? hostSeat.displayName : 'unknown',
|
||||
config: lobby.config,
|
||||
players: lobby.seats.length,
|
||||
seated: lobby.seats.map((seat, i) => ({
|
||||
seat: i,
|
||||
who: seat?.kind === 'human' ? seat.displayName : null,
|
||||
bot: seat?.kind === 'bot',
|
||||
})),
|
||||
};
|
||||
sendJson(res, 200, preview);
|
||||
return;
|
||||
}
|
||||
|
||||
if (url.pathname === '/api/lobby/start' && req.method === 'POST') {
|
||||
const body = (await readJson(req)) as { token?: string };
|
||||
const ps = typeof body.token === 'string' ? sessions.get(body.token) : undefined;
|
||||
@@ -523,7 +669,13 @@ export function startServer(opts: ServerOptions): void {
|
||||
const conns = gameConnections.get(gameId) ?? new Map<PlayerIndex, ServerResponse>();
|
||||
conns.set(seat, res);
|
||||
gameConnections.set(gameId, conns);
|
||||
writeSse(res, nextEventId(gameId, seat), session.connect(seat));
|
||||
const ever = everConnected.get(gameId) ?? new Set<PlayerIndex>();
|
||||
ever.add(seat);
|
||||
everConnected.set(gameId, ever);
|
||||
// The board, and who else is at the table — the second half used to be missing entirely.
|
||||
const first = session.connect(seat);
|
||||
first.presence = presenceOfOthers(gameId, seat, session);
|
||||
writeSse(res, nextEventId(gameId, seat), first);
|
||||
broadcastPresence(gameId, seat, true);
|
||||
// Idle for minutes at a time is the expected shape of this game (multiplayer.md §9) — a
|
||||
// silent SSE connection is exactly what a proxy in the path may reap. A comment line is not a
|
||||
@@ -574,7 +726,7 @@ export function startServer(opts: ServerOptions): void {
|
||||
return;
|
||||
}
|
||||
|
||||
await serveStatic(opts.distDir, url.pathname, res);
|
||||
await serveStatic(opts.distDir, url.pathname, res, url.searchParams.has('v'));
|
||||
})().catch((err: unknown) => {
|
||||
sendJson(res, 500, { error: err instanceof Error ? err.message : 'internal error' });
|
||||
});
|
||||
|
||||
+48
-1
@@ -50,7 +50,12 @@ export type Lobby = {
|
||||
};
|
||||
|
||||
export type CreateResult = { lobby: Lobby; session: PlayerSession };
|
||||
export type JoinResult = { ok: true; lobby: Lobby; session: PlayerSession } | { ok: false; code: 'LOBBY_FULL' | 'ALREADY_STARTED' };
|
||||
export type JoinResult =
|
||||
| { ok: true; lobby: Lobby; session: PlayerSession }
|
||||
| { ok: false; code: 'LOBBY_FULL' | 'ALREADY_STARTED' | 'NAME_TAKEN' };
|
||||
/** `empty` when the last human has gone — the caller drops the lobby rather than leaving a table of
|
||||
* bots waiting for a host who no longer exists. */
|
||||
export type LeaveResult = { lobby: Lobby; empty: boolean };
|
||||
export type StartResult = { ok: true; playerNames: string[]; botSeats: PlayerIndex[] } | { ok: false; code: 'NOT_HOST' | 'BAD_PLAYER_COUNT' };
|
||||
|
||||
/**
|
||||
@@ -140,6 +145,19 @@ export function joinLobby(lobby: Lobby, displayName: string): JoinResult {
|
||||
const seatIndex = lobby.seats.findIndex((s) => s === null);
|
||||
if (seatIndex < 0) return { ok: false, code: 'LOBBY_FULL' };
|
||||
|
||||
/**
|
||||
* TWO PLAYERS CANNOT SHARE A NAME (2026-08-23).
|
||||
*
|
||||
* The name is not decoration: it labels the district on the Division map, it is what the turn
|
||||
* chart means by "waiting on Jesse", and `record()` puts it in front of every line that player
|
||||
* causes. Two identical names make all three ambiguous, and there is no way to fix it once the
|
||||
* game starts — the names are locked into the session at `Lobby.Start`. Refused rather than
|
||||
* silently suffixed: a player should play under the name they chose, or be told to choose again.
|
||||
*/
|
||||
const wanted = displayName.trim().toLowerCase();
|
||||
const clash = lobby.seats.some((s) => s?.kind === 'human' && s.displayName.trim().toLowerCase() === wanted);
|
||||
if (clash) return { ok: false, code: 'NAME_TAKEN' };
|
||||
|
||||
const token = randomUUID();
|
||||
const session: PlayerSession = { token, gameId: lobby.gameId, player: seatIndex, displayName };
|
||||
const seats = [...lobby.seats];
|
||||
@@ -151,6 +169,35 @@ export function joinLobby(lobby: Lobby, displayName: string): JoinResult {
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* GIVING UP A SEAT — a player leaving, or the host clearing somebody out of a chair.
|
||||
*
|
||||
* There was no way out of a lobby at all before 2026-08-23: a mis-join or a player who wandered off
|
||||
* wedged the table, because Start needs every chair filled and `setBotSeat` refuses to touch an
|
||||
* occupied human seat. One function serves both, since they differ only in whose seat is named, and
|
||||
* `http.ts` is what checks that a caller naming somebody else's seat is the host.
|
||||
*
|
||||
* Host rights move exactly as they do on a dropped connection (`reassignHost`), and the caller is
|
||||
* told when the last human has gone so the lobby can be dropped rather than left orphaned.
|
||||
*/
|
||||
export function leaveLobby(lobby: Lobby, token: string, seat?: PlayerIndex): LeaveResult {
|
||||
const index =
|
||||
seat === undefined ? lobby.seats.findIndex((s) => s?.kind === 'human' && s.token === token) : seat;
|
||||
const occupant = index >= 0 ? (lobby.seats[index] ?? null) : null;
|
||||
if (index < 0 || occupant?.kind !== 'human') return { lobby, empty: false };
|
||||
|
||||
const seats = [...lobby.seats];
|
||||
seats[index] = null;
|
||||
const departing = occupant.token;
|
||||
const withoutThem: Lobby = {
|
||||
...lobby,
|
||||
seats,
|
||||
joinOrder: lobby.joinOrder.filter((t) => t !== departing),
|
||||
};
|
||||
const empty = !seats.some((s) => s?.kind === 'human');
|
||||
return { lobby: reassignHost(withoutThem, departing), empty };
|
||||
}
|
||||
|
||||
/** Host-only in effect (`http.ts` checks the caller's token against `hostToken` before calling
|
||||
* this) — marks an empty seat as bot-filled, or clears one back to empty. Never touches an occupied
|
||||
* human seat; the host removes a person by them leaving, not by overwriting their seat. */
|
||||
|
||||
+132
-12
@@ -22,7 +22,7 @@ import { check } from '../engine/apply.ts';
|
||||
import { legalActions } from '../engine/legal.ts';
|
||||
import type { Intent } from '../engine/intents.ts';
|
||||
import type { GameConfig, PlayerIndex } from '../engine/state.ts';
|
||||
import { actionMenu, currentActor, fromMultiplayerSave, newMultiplayerGame, submit } from '../web/game.ts';
|
||||
import { actionMenu, currentActor, fromMultiplayerSave, isOutOfTurn, newMultiplayerGame, submit } from '../web/game.ts';
|
||||
import type { Game, Menu } from '../web/game.ts';
|
||||
import { deltaFrame } from '../sim/frame-delta.ts';
|
||||
import type { FrameDelta } from '../sim/frame-delta.ts';
|
||||
@@ -42,14 +42,33 @@ export type Push = {
|
||||
/** Narration since the LAST push to this specific seat, not the whole game's log. */
|
||||
lines: { text: string; tone: string }[];
|
||||
/**
|
||||
* Connection news about ANOTHER seat — never this push's own recipient. `lobby-and-sessions.md`
|
||||
* Connection news about OTHER seats — never this push's own recipient. `lobby-and-sessions.md`
|
||||
* §5: a disconnect is server-layer news about a connection, not a `GameEvent`, so it must not go
|
||||
* through the engine or the shared narration log (which must stay replayable from a seed). Built
|
||||
* and broadcast entirely by `http.ts`, which already owns the connection table; `session.ts` never
|
||||
* sets this field itself — every `Push` `session.ts` builds carries a real `frame` and no
|
||||
* `presence`, and `http.ts`'s presence notices carry no `frame` and no `menu`.
|
||||
*
|
||||
* A LIST, since 2026-08-23: a connecting client is told about every other seat at once. It used to
|
||||
* learn of a seat only when that seat disconnected AFTER it connected, so a player arriving at a
|
||||
* table where two people had not shown up yet was told nothing at all. `seen` distinguishes "was
|
||||
* here and dropped" from "has never opened the game".
|
||||
*/
|
||||
presence?: { seat: PlayerIndex; connected: boolean };
|
||||
presence?: { seat: PlayerIndex; connected: boolean; seen: boolean }[];
|
||||
/**
|
||||
* THE FOUR TRANSIENT SIGNALS (2026-08-23) — what solitaire has always drawn and multiplayer never
|
||||
* did: sound cues, the timetable slot a D12 just filled, a one-line announcement, and the card
|
||||
* that just came into this seat's hand.
|
||||
*
|
||||
* The first three are SHARED — a collision anywhere on the Division, the Stage bell, a train
|
||||
* running off the end pays everyone — so they are identical in every seat's push and drained once
|
||||
* per broadcast. `justDrawn` is not: it goes ONLY to the seat that drew it (`game.justDrawn` is
|
||||
* one field for the whole game and does not say whose). `test/redaction.test.ts` is the guard.
|
||||
*/
|
||||
cues?: string[];
|
||||
scheduled?: number | null;
|
||||
announcement?: string | null;
|
||||
justDrawn?: string | null;
|
||||
};
|
||||
|
||||
/**
|
||||
@@ -141,6 +160,9 @@ function buildSession(
|
||||
lastMoveAtInit: number,
|
||||
): GameSession {
|
||||
let lastMoveAt = lastMoveAtInit;
|
||||
/** Who drew the card `game.justDrawn` names. The engine records WHICH card came into hand but not
|
||||
* whose hand it went into, and that is the whole difference between a badge and a leak. */
|
||||
let lastDraw: { seat: PlayerIndex; cardId: string } | null = null;
|
||||
const lastSeq = new Map<PlayerIndex, number>();
|
||||
const lastFrame = new Map<PlayerIndex, Frame>();
|
||||
const sentLines = new Map<PlayerIndex, number>();
|
||||
@@ -166,16 +188,41 @@ function buildSession(
|
||||
return seat === currentActor(game) ? actionMenu(game, seat) : null;
|
||||
}
|
||||
|
||||
function pushFor(seat: PlayerIndex): Push {
|
||||
/** What the last batch of events earned, drained from the game exactly once and then handed to
|
||||
* every seat. `null` on a (re)connect: a fresh connection is drawing a STATE, and replaying the
|
||||
* sounds of everything it missed would be a burst of noise about the past. */
|
||||
type Moment = { cues: string[]; scheduled: number | null; announcement: string | null };
|
||||
|
||||
function takeMoment(): Moment {
|
||||
const cues = game.cues.splice(0, game.cues.length);
|
||||
const scheduled = game.scheduled;
|
||||
game.scheduled = null;
|
||||
const announcement = game.announced;
|
||||
game.announced = null;
|
||||
return { cues, scheduled, announcement };
|
||||
}
|
||||
|
||||
function pushFor(seat: PlayerIndex, moment: Moment | null): Push {
|
||||
const frame = frameFor(seat);
|
||||
const delta = deltaFrame(lastFrame.get(seat) ?? null, frame);
|
||||
lastFrame.set(seat, frame);
|
||||
return { frame: delta, menu: menuFor(seat), lines: linesSince(seat) };
|
||||
const push: Push = { frame: delta, menu: menuFor(seat), lines: linesSince(seat) };
|
||||
if (moment) {
|
||||
if (moment.cues.length > 0) push.cues = moment.cues;
|
||||
if (moment.scheduled !== null) push.scheduled = moment.scheduled;
|
||||
if (moment.announcement !== null) push.announcement = moment.announcement;
|
||||
}
|
||||
// The drawer's own card, and nobody else's — on a reconnect too, so the badge survives a refresh.
|
||||
if (lastDraw !== null && lastDraw.seat === seat) push.justDrawn = lastDraw.cardId;
|
||||
return push;
|
||||
}
|
||||
|
||||
function pushesForAll(): Map<PlayerIndex, Push> {
|
||||
const moment = takeMoment();
|
||||
const out = new Map<PlayerIndex, Push>();
|
||||
for (let seat = 0; seat < playerNames.length; seat++) out.set(seat as PlayerIndex, pushFor(seat as PlayerIndex));
|
||||
for (let seat = 0; seat < playerNames.length; seat++) {
|
||||
out.set(seat as PlayerIndex, pushFor(seat as PlayerIndex, moment));
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
@@ -215,6 +262,52 @@ function buildSession(
|
||||
* in zero wall-clock time by definition. Called once at construction (a resume could land exactly
|
||||
* on a bot's turn) and once after every accepted human intent.
|
||||
*/
|
||||
/**
|
||||
* §3.3, EXTENDED PLAY (Gitea#11) — the bots' half of a unanimous vote.
|
||||
*
|
||||
* "Bots will not disagree with the human. Humans get to vote first. If all humans vote yes, then
|
||||
* bots vote yes too. If a human votes no, it's not unanimous, it ends right then. If only bots are
|
||||
* playing, they never vote to extend" (Jesse, 2026-08-28).
|
||||
*
|
||||
* Which makes a bot's vote a formality rather than a policy decision, performed once the humans
|
||||
* have already settled it, so that the unanimity the engine checks is a real unanimity rather than
|
||||
* a special case carved into the rules for absent players.
|
||||
*
|
||||
* THE ALL-BOT TABLE IS THE CASE TO GET RIGHT, and getting it wrong hung the game. `driveBots`
|
||||
* cannot reach the vote — it loops on `currentActor`, which is null the moment the game stops —
|
||||
* so if this returns early with no humans to follow, nobody votes at all and a bot-only game sits
|
||||
* on the question for ever. It happened: an all-bot session never reached `finished`. With nobody
|
||||
* to follow, the bots' own answer stands, and it is no.
|
||||
*/
|
||||
function driveBotVotes(): void {
|
||||
if (game.state.status !== 'awaitingExtension') return;
|
||||
const humans = [...Array(playerNames.length).keys()].filter((p) => !botSeats.has(p));
|
||||
// A human who has voted `false` has already ended the game, so reaching here with humans still
|
||||
// outstanding means the table is genuinely waiting on a person. Bots wait with it.
|
||||
if (humans.length > 0 && !humans.every((p) => game.state.extensionVotes[p] === true)) return;
|
||||
const agree = humans.length > 0;
|
||||
for (const seat of botSeats) {
|
||||
if (game.state.extensionVotes[seat] === null) {
|
||||
submit(game, { type: 'game.extend', player: seat, agree }, seat);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Bots play, bots vote, and an agreed extension puts them back to playing — so the two drivers
|
||||
* alternate rather than running once each. Bounded because every pass must consume something: a
|
||||
* turn, or a vote that cannot be cast twice.
|
||||
*/
|
||||
function driveBotTurns(): void {
|
||||
for (let pass = 0; pass < 1_000; pass++) {
|
||||
const before = game.history.length;
|
||||
driveBots();
|
||||
driveBotVotes();
|
||||
if (game.history.length === before) return;
|
||||
}
|
||||
throw new Error('driveBotTurns: probable infinite loop');
|
||||
}
|
||||
|
||||
function driveBots(): void {
|
||||
let guard = 0;
|
||||
for (;;) {
|
||||
@@ -224,13 +317,21 @@ function buildSession(
|
||||
const options = legalActions(game.state, actor);
|
||||
if (options.length === 0) return;
|
||||
const choice = developerBot.choose(game.state, actor, options);
|
||||
const drawnBefore = game.justDrawn;
|
||||
const ok = submit(game, choice);
|
||||
if (game.justDrawn !== drawnBefore && game.justDrawn !== null) {
|
||||
lastDraw = { seat: actor, cardId: game.justDrawn };
|
||||
}
|
||||
/* c8 ignore next -- `options` came from `legalActions`, so `choice` is always legal. */
|
||||
if (!ok) throw new Error(`driveBots: developerBot chose an illegal action for seat ${actor}`);
|
||||
settleTiming();
|
||||
}
|
||||
}
|
||||
driveBots();
|
||||
driveBotTurns();
|
||||
// Whatever the opening bot turns earned belongs to a game nobody was connected to yet — dropped
|
||||
// here rather than fired at the first client to arrive. (It also stops `game.cues` growing without
|
||||
// bound on a server, which nothing was draining before this.)
|
||||
takeMoment();
|
||||
|
||||
return {
|
||||
playerCount: playerNames.length,
|
||||
@@ -240,7 +341,7 @@ function buildSession(
|
||||
// A (re)connect always starts from a clean slate — no cache to trust across a lost connection
|
||||
// (or a server restart, Phase 3) — so the honest thing is a full Frame, not a delta.
|
||||
lastFrame.delete(seat);
|
||||
return pushFor(seat);
|
||||
return pushFor(seat, null);
|
||||
},
|
||||
|
||||
intent(seat, seq, i) {
|
||||
@@ -249,7 +350,17 @@ function buildSession(
|
||||
// never applied, so it is worth trying again (see the `lastSeq.set` below: only on success).
|
||||
if (lastSeq.get(seat) === seq) return { accepted: true, pushes: new Map(), timing: null };
|
||||
|
||||
if (seat !== currentActor(game)) return { accepted: false, code: 'NOT_YOUR_TURN' };
|
||||
/**
|
||||
* §3.3, EXTENDED PLAY (Gitea#11) — the vote is the one intent with no actor to be.
|
||||
*
|
||||
* `currentActor` is null once the timetable has run out, so this guard would refuse every
|
||||
* vote with NOT_YOUR_TURN. Every seat may vote, and `check` is still the authority on whether
|
||||
* this particular seat may vote right now (it has voted already; the game is not waiting on a
|
||||
* vote at all), so skipping the turn test here gives nothing away.
|
||||
*/
|
||||
if (!isOutOfTurn(i) && seat !== currentActor(game)) {
|
||||
return { accepted: false, code: 'NOT_YOUR_TURN' };
|
||||
}
|
||||
|
||||
// Checked directly, rather than via `submit`'s boolean, for two reasons: `submit` writes a
|
||||
// "that is not allowed" line into the SHARED `game.log` on rejection, which would otherwise
|
||||
@@ -259,7 +370,11 @@ function buildSession(
|
||||
const code = check(game.state, seat, i);
|
||||
if (code) return { accepted: false, code };
|
||||
|
||||
const applied = submit(game, i);
|
||||
const drawnBefore = game.justDrawn;
|
||||
const applied = submit(game, i, isOutOfTurn(i) ? seat : null);
|
||||
if (game.justDrawn !== drawnBefore && game.justDrawn !== null) {
|
||||
lastDraw = { seat, cardId: game.justDrawn };
|
||||
}
|
||||
/* c8 ignore next -- `check` above already proved this intent is legal; `submit` cannot then refuse it. */
|
||||
if (!applied) return { accepted: false, code: 'REJECTED' };
|
||||
|
||||
@@ -268,8 +383,9 @@ function buildSession(
|
||||
const timing = settleTiming();
|
||||
// Any bot due to act now plays out entirely before this push goes back — the delta mechanism
|
||||
// diffs against whatever was last sent, so it captures the bots' moves along with the human's
|
||||
// in one push regardless of how many turns that took.
|
||||
driveBots();
|
||||
// in one push regardless of how many turns that took. Votes included, since Gitea#11: a human
|
||||
// agreeing to another Day is exactly the move the bots are waiting on to agree themselves.
|
||||
driveBotTurns();
|
||||
return { accepted: true, pushes: pushesForAll(), timing };
|
||||
},
|
||||
|
||||
@@ -279,6 +395,8 @@ function buildSession(
|
||||
config: game.state.config,
|
||||
playerNames: [...playerNames],
|
||||
history: [...game.history],
|
||||
// `awaitingExtension` is a game waiting on its table, not a game that is over — so it maps
|
||||
// to 'active' and `server/index.ts` resumes it on a restart like any other (Gitea#11).
|
||||
status: game.state.status === 'finished' ? 'finished' : 'active',
|
||||
createdAt,
|
||||
botSeats: [...botSeats],
|
||||
@@ -292,6 +410,8 @@ function buildSession(
|
||||
playerCount: playerNames.length,
|
||||
playerNames: [...playerNames],
|
||||
botSeats: [...botSeats],
|
||||
// `awaitingExtension` is a game waiting on its table, not a game that is over — so it maps
|
||||
// to 'active' and `server/index.ts` resumes it on a restart like any other (Gitea#11).
|
||||
status: game.state.status === 'finished' ? 'finished' : 'active',
|
||||
createdAt,
|
||||
lastMoveAt,
|
||||
|
||||
+190
-157
@@ -65,7 +65,30 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
|
||||
* anything outside its own body.
|
||||
*/
|
||||
const CW = { dp: 118, ml: 152, run: 78 };
|
||||
const CH = 58;
|
||||
/**
|
||||
* TALL ENOUGH FOR TWO REGISTERS OF CHIPS, on every cell so the rail runs level across the row.
|
||||
* Was 58, when a cell held one row of trains.
|
||||
*/
|
||||
const CH = 76;
|
||||
/**
|
||||
* EVERY DISTRICT THE SAME WIDTH, sized for four chips two-by-two and NOT for its A/D count.
|
||||
*
|
||||
* Measured over 60 games: one office area holds at most 4 distinct trains, and up to 3 of those
|
||||
* can be crews switching below the Running Track — which do not occupy A/D tracks at all. So a
|
||||
* Whistle Post, with its single A/D track, can still have four trains to show, and sizing the cell
|
||||
* by capacity would overflow it. Sizing by OCCUPANCY is worse still: that is what "The Roster
|
||||
* Pass" fixed, because the cell then resizes as trains come and go and shoves the rest of the map
|
||||
* sideways. A fixed two-by-two block holds the map still all game, upgrades included.
|
||||
*/
|
||||
const OFFICE_W = 2 * 54 + 12;
|
||||
/**
|
||||
* THE VERTICAL ANATOMY OF A CELL, so the two chip registers and the rail cannot drift apart.
|
||||
* The rail sits above centre; A/D chips straddle it, and the district register hangs below —
|
||||
* which is where those trains are on the real board (Gitea#18).
|
||||
*/
|
||||
const RAIL_Y = 34;
|
||||
const CHIP_Y = RAIL_Y - 10;
|
||||
const BELOW_Y = RAIL_Y + 13;
|
||||
const GAP = 6;
|
||||
/**
|
||||
* ONE FIXED SLOT PER A/D TRACK, so the Office Running Track cell is drawn wide enough to hold
|
||||
@@ -115,6 +138,12 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
|
||||
seat: number | null;
|
||||
/** Set on an Office cell when a roster was supplied: whose district this is. */
|
||||
owner?: { name: string; isTurn: boolean; isYou: boolean } | null;
|
||||
/**
|
||||
* Office cells only: trains in the district that are NOT holding an A/D track — a crew switching
|
||||
* below the Running Track, or a train standing on it away from the Office. Drawn in a second
|
||||
* register under the rail (Gitea#18).
|
||||
*/
|
||||
below?: Cell['trains'];
|
||||
/** Mainline cards only: §2.1 divides one into two regions. 0 elsewhere — no bars are drawn. */
|
||||
regions: number;
|
||||
w: number;
|
||||
@@ -122,11 +151,8 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
|
||||
y: number;
|
||||
};
|
||||
const cells: Cell[] = [];
|
||||
const sides: number[][] = [];
|
||||
let side: number[] = [];
|
||||
|
||||
const push = (c: Omit<Cell, 'x' | 'y'>): void => {
|
||||
side.push(cells.length);
|
||||
cells.push({ ...c, x: 0, y: 0 });
|
||||
};
|
||||
|
||||
@@ -152,47 +178,54 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
|
||||
}
|
||||
: null;
|
||||
|
||||
for (const rc of n.running ?? []) {
|
||||
const isOffice = rc.kind === 'office';
|
||||
const adLabel = cap === null ? '' : `A/D ${ad.length}/${cap}`;
|
||||
push({
|
||||
kind: 'run',
|
||||
label: isOffice && owner ? owner.name : rc.label,
|
||||
owner: isOffice ? owner : null,
|
||||
// With an owner on the headline the tier would otherwise vanish, so it joins the A/D
|
||||
// count on the line below.
|
||||
sub: isOffice ? (owner ? [rc.label, adLabel].filter(Boolean).join(' · ') : adLabel) : '',
|
||||
/**
|
||||
* A train standing at the Office occupies an A/D track, which is where it is — but it is
|
||||
* ALSO standing on the Office grid card, so it arrives here in both lists and used to be
|
||||
* drawn twice. Reported as two T10 chips on one Office.
|
||||
*/
|
||||
trains: isOffice
|
||||
? [...rc.trains, ...ad.filter((t) => !rc.trains.some((r) => r.label === t.label))]
|
||||
: rc.trains,
|
||||
cap: isOffice ? cap : null,
|
||||
tip: owner && isOffice
|
||||
? `${owner.name}'s ${rc.label}` +
|
||||
(owner.isYou ? ' — this is your railroad' : '') +
|
||||
// "their move" is wrong when the reader is the one being waited on.
|
||||
(owner.isTurn ? (owner.isYou ? ' — it is your move' : ' — it is their move') : '')
|
||||
: `${rc.label} — ${rc.kind === 'limits' ? 'the end of this district; the Running Track runs between the Limits' : 'Running Track'}`,
|
||||
seat: n.seat ?? null,
|
||||
// No regions inside a district: a crew moves by Moves there, not by Stages, so it
|
||||
// occupies a card outright rather than a part of one.
|
||||
regions: 0,
|
||||
w: isOffice && cap !== null ? Math.max(CW.run, cap * CHIP_W + 12) : CW.run,
|
||||
});
|
||||
/**
|
||||
* ONE CELL PER DISTRICT — NO OFFICE-AREA DETAIL ON THIS MAP (Gitea#18).
|
||||
*
|
||||
* An Office used to expand into its whole Running Track, Limits to Limits, so this map carried
|
||||
* every straight, turnout, facility and Limits sign of every district. Two things were wrong
|
||||
* with that. It is the OFFICE map's job, and it draws all of it properly, with the rails; and
|
||||
* it made the Division map grow sideways as districts were built, shoving everything east of a
|
||||
* district along every time somebody laid a card.
|
||||
*
|
||||
* TRAINS STAY. "Trains within the office area should definitely be represented on the division
|
||||
* map" — at a glance the number and which way it is pointing, and the consist on the tooltip.
|
||||
* They are split into two registers, because a train holding an A/D track and a crew switching
|
||||
* in the district are not the same thing: A/D occupancy is a hard capacity that causes
|
||||
* collisions, switching is not. The split is drawn as POSITION rather than colour — A/D on the
|
||||
* rail, the rest below it — which is where those trains actually are.
|
||||
*/
|
||||
const seen = new Set(ad.map((t) => t.label));
|
||||
const below: typeof ad = [];
|
||||
for (const t of [...(n.running ?? []).flatMap((rc) => rc.trains), ...(n.switching ?? [])]) {
|
||||
if (seen.has(t.label)) continue;
|
||||
seen.add(t.label);
|
||||
below.push(t);
|
||||
}
|
||||
// A crew below the Running Track has no position ON it, so it is reported against the
|
||||
// district rather than drawn somewhere it is not.
|
||||
const below = n.switching ?? [];
|
||||
if (below.length > 0) {
|
||||
const last = cells[cells.length - 1];
|
||||
if (last) last.sub = `${below.length} switching below`;
|
||||
}
|
||||
sides.push(side);
|
||||
side = [];
|
||||
const adLabel = cap === null ? '' : `A/D ${ad.length}/${cap}`;
|
||||
push({
|
||||
kind: 'run',
|
||||
label: owner ? owner.name : n.label,
|
||||
owner,
|
||||
sub: [owner ? n.label : '', adLabel, below.length > 0 ? `${below.length} switching` : '']
|
||||
.filter(Boolean)
|
||||
.join(' \u00b7 '),
|
||||
trains: ad,
|
||||
below,
|
||||
cap,
|
||||
tip:
|
||||
(owner ? `${owner.name}'s ${n.label}` : n.label) +
|
||||
(owner?.isYou ? ' — this is your railroad' : '') +
|
||||
// "their move" is wrong when the reader is the one being waited on.
|
||||
(owner?.isTurn ? (owner.isYou ? ' — it is your move' : ' — it is their move') : '') +
|
||||
`\n\nThe district itself is drawn on the Office map — this cell is the whole of it, with the ` +
|
||||
`trains standing in it: those holding an A/D track on the rail, and any crew switching in ` +
|
||||
`the district below it.`,
|
||||
seat: n.seat ?? null,
|
||||
// No regions in a district: a crew moves by Moves there, not by Stages, so it occupies a
|
||||
// card outright rather than a part of one.
|
||||
regions: 0,
|
||||
w: OFFICE_W,
|
||||
});
|
||||
continue;
|
||||
}
|
||||
const dp = n.kind === 'dp';
|
||||
@@ -229,58 +262,31 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
|
||||
w: dp ? CW.dp : CW.ml,
|
||||
});
|
||||
}
|
||||
if (side.length > 0) sides.push(side);
|
||||
|
||||
// Each player's side carries their district and the Mainline card leading into it; whatever is
|
||||
// left over (the last Mainline and the East DP) joins the final side.
|
||||
const seats = Math.max(1, Math.min(4, nodes.filter((n) => n.kind === 'office').length));
|
||||
const lanes: number[][] = [];
|
||||
for (let i = 0; i < seats; i++) lanes.push([]);
|
||||
sides.forEach((grp, i) => {
|
||||
const target = Math.min(i, seats - 1);
|
||||
for (const idx of grp) lanes[target]!.push(idx);
|
||||
});
|
||||
|
||||
// -- lay the sides out around the table -------------------------------------------------------
|
||||
// top → right → bottom (reversed) → left (reversed), which gives a row, two facing rows, a
|
||||
// horseshoe open to the west, and a square broken at the same place.
|
||||
const dir: ('top' | 'right' | 'bottom' | 'left')[] =
|
||||
seats === 1 ? ['top'] : seats === 2 ? ['top', 'bottom'] : seats === 3 ? ['top', 'right', 'bottom'] : ['top', 'right', 'bottom', 'left'];
|
||||
|
||||
const runLen = (idxs: number[]): number =>
|
||||
idxs.reduce((n, i) => n + cells[i]!.w + GAP, -GAP);
|
||||
const widest = Math.max(...lanes.map((l) => runLen(l)), 200);
|
||||
const tall = lanes.length > 1 ? Math.max(...lanes.map((l) => l.length), 1) * (CH + GAP) : CH;
|
||||
|
||||
const vertCount = dir.filter((d) => d === 'right' || d === 'left').length;
|
||||
const boardW = PAD * 2 + widest + (vertCount > 0 ? CW.run + SIDE_GAP : 0);
|
||||
const boardH = PAD * 2 + (dir.includes('bottom') ? CH * 2 + SIDE_GAP + (vertCount ? tall : 0) : CH) + 30;
|
||||
|
||||
lanes.forEach((idxs, i) => {
|
||||
const d = dir[i]!;
|
||||
if (d === 'top' || d === 'bottom') {
|
||||
const y = d === 'top' ? PAD : boardH - PAD - CH - 22;
|
||||
const order = d === 'bottom' ? [...idxs].reverse() : idxs;
|
||||
let x = PAD;
|
||||
for (const idx of order) {
|
||||
const c = cells[idx]!;
|
||||
c.x = x;
|
||||
c.y = y;
|
||||
x += c.w + GAP;
|
||||
}
|
||||
} else {
|
||||
const x = d === 'right' ? boardW - PAD - CW.run : PAD;
|
||||
const order = d === 'left' ? [...idxs].reverse() : idxs;
|
||||
let y = PAD + CH + SIDE_GAP;
|
||||
for (const idx of order) {
|
||||
const c = cells[idx]!;
|
||||
c.x = x;
|
||||
c.y = y;
|
||||
c.w = CW.run;
|
||||
y += CH + GAP;
|
||||
}
|
||||
}
|
||||
});
|
||||
/**
|
||||
* ONE ROW, WEST TO EAST (Gitea#18). The West Division Point is at the far left, the East at the
|
||||
* far right, and nothing wraps.
|
||||
*
|
||||
* IT USED TO BE LAID OUT AROUND A TABLE — one row for a single seat, two facing rows for two, a
|
||||
* horseshoe for three, a square for four — on the reasoning that players sit around a table so the
|
||||
* route should too. That cost more than it bought, and three separate reports came out of it: the
|
||||
* buffer stops pointed the wrong way once the route turned a corner, and, the one that decided it,
|
||||
* **east stopped being to the right**. A player's east could be drawn south, west or north
|
||||
* depending on which lane their district landed in, on a map whose whole job is saying which way
|
||||
* a train is going.
|
||||
*
|
||||
* A row is wider than a square — roughly 1,580px at four players against 842 — and that is
|
||||
* accepted: the map scrolls and zooms, and being able to rely on east meaning right is worth the
|
||||
* scroll.
|
||||
*/
|
||||
let x = PAD;
|
||||
for (const c of cells) {
|
||||
c.x = x;
|
||||
c.y = PAD;
|
||||
x += c.w + GAP;
|
||||
}
|
||||
const boardW = x - GAP + PAD;
|
||||
const boardH = PAD * 2 + CH + 30;
|
||||
|
||||
// -- draw -------------------------------------------------------------------------------------
|
||||
const rail = (x1: number, y: number, x2: number): string => {
|
||||
@@ -295,20 +301,29 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
|
||||
return o;
|
||||
};
|
||||
|
||||
// The same rail turned through ninety degrees, for the sides of the table.
|
||||
const railV = (x: number, y1: number, y2: number): string => {
|
||||
let o =
|
||||
`<line class="bs-rail" x1="${x - 2.5}" y1="${y1}" x2="${x - 2.5}" y2="${y2}"/>` +
|
||||
`<line class="bs-rail" x1="${x + 2.5}" y1="${y1}" x2="${x + 2.5}" y2="${y2}"/>`;
|
||||
const n = Math.max(2, Math.floor(Math.abs(y2 - y1) / 9));
|
||||
for (let i = 0; i <= n; i++) {
|
||||
const ty = y1 + ((y2 - y1) * i) / n;
|
||||
o += `<line class="bs-tie" x1="${x - 4.5}" y1="${ty}" x2="${x + 4.5}" y2="${ty}"/>`;
|
||||
}
|
||||
return o;
|
||||
};
|
||||
|
||||
let out = `<svg class="bs bs-div" viewBox="0 0 ${Math.ceil(boardW)} ${Math.ceil(boardH)}" preserveAspectRatio="xMinYMin meet">`;
|
||||
/**
|
||||
* DRAWN AT ITS OWN SIZE, SO IT SCROLLS RATHER THAN SHRINKING (Gitea#18).
|
||||
*
|
||||
* An SVG has a viewBox and a drawn size, and the browser scales one to the other. `.bs` is
|
||||
* `width:100%`, so the map is drawn at whatever the panel is wide — which was harmless while the
|
||||
* Division was 842px and wrapped around a table, and is not now that a single row is 1,580px. At
|
||||
* that width in an 800px panel every label renders at half size, on the map that needs reading
|
||||
* most. Setting the width to the viewBox width makes one unit one pixel, and the containers
|
||||
* already scroll (`#division`, `#vdivision`).
|
||||
*
|
||||
* THE PLAYABLE PAGE DOES NOT NEED THIS — `applyZoom` (`main.ts`) sets exactly the same width from
|
||||
* the same viewBox after every render, and overrides this when the zoom is not 100%. THE REPLAYS
|
||||
* DO: neither `replays.ts` nor the standalone `replay.ts` calls it, so without this they get the
|
||||
* `width:100%` shrink. It is inline rather than in `BOARD_CSS` because only this function knows
|
||||
* how wide the row came out.
|
||||
*
|
||||
* `flex:none` because `#division` is a flex container and a flex item may be shrunk below an
|
||||
* explicit width; there is no point pinning it and then letting the panel squeeze it anyway.
|
||||
*/
|
||||
let out =
|
||||
`<svg class="bs bs-div" viewBox="0 0 ${Math.ceil(boardW)} ${Math.ceil(boardH)}" ` +
|
||||
`style="width:${Math.ceil(boardW)}px;flex:none" ` +
|
||||
`preserveAspectRatio="xMinYMin meet">`;
|
||||
|
||||
// The joins between consecutive cells, drawn as rail so a connection is rail meeting rail. A join
|
||||
// that crosses from one player's side to the next is drawn heavier and labelled: that boundary is
|
||||
@@ -316,23 +331,7 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
|
||||
for (let i = 0; i + 1 < cells.length; i++) {
|
||||
const a = cells[i]!;
|
||||
const b = cells[i + 1]!;
|
||||
const sameRow = Math.abs(a.y - b.y) < 1;
|
||||
const sameCol = Math.abs(a.x - b.x) < 1;
|
||||
if (sameRow && b.x > a.x) out += rail(a.x + a.w, a.y + CH / 2, b.x);
|
||||
else if (sameRow && b.x < a.x) out += rail(b.x + b.w, a.y + CH / 2, a.x);
|
||||
else if (sameCol) {
|
||||
// Stacked down one side of the table: still one straight run of track, not a turn.
|
||||
const top = Math.min(a.y + CH, b.y + CH);
|
||||
const bot = Math.max(a.y, b.y);
|
||||
out += railV(a.x + a.w / 2, top, bot);
|
||||
} else {
|
||||
// A turn between sides: an elbow, so the route is visibly continuous around the table.
|
||||
const ax = a.x + a.w / 2;
|
||||
const bx = b.x + b.w / 2;
|
||||
const ay = a.y + CH;
|
||||
const by = b.y;
|
||||
out += `<path class="bs-turn" d="M${ax} ${ay} L${ax} ${(ay + by) / 2} L${bx} ${(ay + by) / 2} L${bx} ${by}"/>`;
|
||||
}
|
||||
out += rail(a.x + a.w, a.y + RAIL_Y, b.x);
|
||||
}
|
||||
|
||||
cells.forEach((c) => {
|
||||
@@ -348,15 +347,14 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
|
||||
const mark = c.owner ? ` bs-owner${c.owner.isTurn ? ' bs-turn' : ''}${c.owner.isYou ? ' bs-you' : ''}` : '';
|
||||
const suffix = c.owner?.isYou ? ' (you)' : '';
|
||||
out += `<text class="bs-name${mark}" x="${c.x + 7}" y="${c.y + 14}">${esc(c.label + suffix)}</text>`;
|
||||
out += rail(c.x + 6, c.y + 32, c.x + c.w - 6);
|
||||
out += rail(c.x + 6, c.y + RAIL_Y, c.x + c.w - 6);
|
||||
if (c.sub) out += `<text class="bs-cap" x="${c.x + 7}" y="${c.y + CH - 6}">${esc(c.sub)}</text>`;
|
||||
|
||||
// REGIONS. §2.1 divides a Mainline card into two, and §8.2 moves a train one region per Stage.
|
||||
// The bars are the card's DISTANCE and never vary; what varies is how fast a train covers them,
|
||||
// so a 60 card is crossed in one Stage and a slow train on a 30 takes three.
|
||||
// REGIONS. A Mainline card is 1 to 3 of them (Gitea#3) and a train advances one per Stage. The
|
||||
// bars are the card's DISTANCE and never vary; where a train STARTS is what does.
|
||||
const RW = c.regions > 0 ? (c.w - 12) / c.regions : 0;
|
||||
for (let r = 0; r < c.regions; r++) {
|
||||
out += `<line class="bs-region" x1="${c.x + 6 + RW * r}" y1="${c.y + 20}" x2="${c.x + 6 + RW * r}" y2="${c.y + 44}"/>`;
|
||||
out += `<line class="bs-region" x1="${c.x + 6 + RW * r}" y1="${c.y + RAIL_Y - 14}" x2="${c.x + 6 + RW * r}" y2="${c.y + RAIL_Y + 10}"/>`;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -371,36 +369,25 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
|
||||
* So this keeps the two things the Division map is actually for — where a train is and which way
|
||||
* it is going — and leaves the cars to the tooltip and to the district.
|
||||
*/
|
||||
c.trains.forEach((t, k) => {
|
||||
/**
|
||||
* A TRAIN IS A CHIP — its number, which way it points, and how many cars.
|
||||
*
|
||||
* It was drawn as a full consist here, matching the Office Area card, and reported as too large
|
||||
* and hard to read. The Office card is where a consist is worth drawing, because that is where
|
||||
* the switching decisions are made and where there is room to read it. So this keeps the two
|
||||
* things the Division map is for — where a train is and which way it is going — and leaves the
|
||||
* cars to the tooltip and to the district.
|
||||
*/
|
||||
const chip = (t: NonNullable<Cell['trains']>[number], tx: number, ty: number, w: number): void => {
|
||||
const cars = t.cars ?? [];
|
||||
const arrow = t.facing === 'w' ? '\u25c0' : '\u25b6';
|
||||
const loaded = cars.filter((x) => /^loaded/.test(x) || /caboose/.test(x)).length;
|
||||
const label = cars.length === 0 ? `${t.label} ${arrow}` : `${t.label} ${arrow}${cars.length}`;
|
||||
|
||||
/**
|
||||
* THE OFFICE RUNNING CELL GETS FIXED SLOTS, ONE PER A/D TRACK — never a centre spread.
|
||||
*
|
||||
* Centred spreading pushes its outer chips outward as MORE trains arrive, and the cell was
|
||||
* sized for the cards it holds, not for its trains — so two chips at a Station used to land at
|
||||
* x 215–267 and 271–316 inside a cell spanning only 230–308, spilling onto the Limits cards
|
||||
* either side. A fixed slot per A/D track cannot overflow the cell at any occupancy, because
|
||||
* the cell was sized for exactly that many slots (see `CHIP_W` above).
|
||||
*/
|
||||
const isOfficeRun = c.kind === 'run' && c.cap !== null && c.cap > 0;
|
||||
const slotW = isOfficeRun ? (c.w - 12) / c.cap! : 0;
|
||||
const w = isOfficeRun ? Math.min(slotW - 4, label.length * 6.6 + 12) : Math.min(c.w - 8, label.length * 6.6 + 12);
|
||||
// A train on a Mainline card sits in ITS region; anywhere else it just sits on the card.
|
||||
const inRegion = c.regions > 1 && typeof t.region === 'number';
|
||||
const tx = isOfficeRun
|
||||
? c.x + 6 + slotW * (k + 0.5)
|
||||
: (inRegion ? c.x + 6 + RW * (t.region ?? 0) + RW / 2 : c.x + c.w / 2) +
|
||||
(inRegion ? 0 : (k - (c.trains.length - 1) / 2) * (w + 4));
|
||||
const dir = t.direction === 'west' ? ' \u25c0 west' : t.direction === 'east' ? ' east \u25b6' : '';
|
||||
const stages =
|
||||
typeof t.stagesLeft === 'number'
|
||||
? ` \u00b7 ${t.stagesLeft} Stage${t.stagesLeft === 1 ? '' : 's'} still to run across this card` +
|
||||
' (Stages, not regions: a card is two regions of fixed distance, and how many Stages a' +
|
||||
' train takes over them depends on the card speed and the train)'
|
||||
? ` \u00b7 ${t.stagesLeft} Stage${t.stagesLeft === 1 ? '' : 's'} still to run across this card`
|
||||
: '';
|
||||
out += `<g class="bs-train" data-tip="${esc(t.label)} \u2014 carrying ${esc(cars.join(', ') || 'no cars')}${
|
||||
cars.length ? ` (${loaded} loaded)` : ''
|
||||
@@ -409,15 +396,61 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
|
||||
// me?" gets asked, and EXPEDITED is the answer more often than not.
|
||||
t.what ? `\n\n${esc(t.what)}` : ''
|
||||
}">` +
|
||||
`<rect x="${tx - w / 2}" y="${c.y + 22}" width="${w}" height="19" rx="3"/>` +
|
||||
`<text class="bs-tlab" x="${tx}" y="${c.y + 35}" text-anchor="middle">${esc(label)}</text>`;
|
||||
`<rect x="${tx - w / 2}" y="${ty}" width="${w}" height="19" rx="3"/>` +
|
||||
`<text class="bs-tlab" x="${tx}" y="${ty + 13}" text-anchor="middle">${esc(label)}</text>`;
|
||||
out += '</g>';
|
||||
};
|
||||
|
||||
const textW = (t: NonNullable<Cell['trains']>[number]): number =>
|
||||
(`${t.label} \u25b6${(t.cars ?? []).length || ''}`).length * 6.6 + 12;
|
||||
|
||||
/**
|
||||
* TWO CHIPS TO A REGISTER ON A DISTRICT, in fixed slots — never a centre spread.
|
||||
*
|
||||
* Centred spreading pushes its outer chips outward as more trains arrive, which is how two chips
|
||||
* at a Station once landed outside the cell that held them. Fixed slots cannot overflow, because
|
||||
* the cell was sized for exactly that many (`OFFICE_W`).
|
||||
*/
|
||||
const isDistrict = c.kind === 'run';
|
||||
const SLOTS = 2;
|
||||
const slotW = (c.w - 12) / SLOTS;
|
||||
c.trains.forEach((t, k) => {
|
||||
if (isDistrict) {
|
||||
// Row-major within the A/D register: two across, then wrap under. A district can hold four
|
||||
// trains and only two fit across it.
|
||||
const col = k % SLOTS;
|
||||
const row = Math.floor(k / SLOTS);
|
||||
chip(t, c.x + 6 + slotW * (col + 0.5), c.y + CHIP_Y + row * 21, Math.min(slotW - 4, textW(t)));
|
||||
return;
|
||||
}
|
||||
// A train on a Mainline card sits in ITS region; anywhere else it just sits on the card.
|
||||
const inRegion = c.regions > 1 && typeof t.region === 'number';
|
||||
const w = Math.min(c.w - 8, textW(t));
|
||||
const tx = (inRegion ? c.x + 6 + RW * (t.region ?? 0) + RW / 2 : c.x + c.w / 2) +
|
||||
(inRegion ? 0 : (k - (c.trains.length - 1) / 2) * (w + 4));
|
||||
chip(t, tx, c.y + CHIP_Y, w);
|
||||
});
|
||||
|
||||
/**
|
||||
* THE SECOND REGISTER, under the rail: trains in the district that hold no A/D track (Gitea#18).
|
||||
*
|
||||
* A crew switching below the Running Track and a train standing at an A/D track are different
|
||||
* things — A/D occupancy is a hard capacity that causes collisions, switching is not — and the
|
||||
* difference is drawn as POSITION rather than as a colour to learn, because below the rail is
|
||||
* where those trains actually are.
|
||||
*/
|
||||
(c.below ?? []).forEach((t, k) => {
|
||||
const col = k % SLOTS;
|
||||
const row = Math.floor(k / SLOTS);
|
||||
chip(t, c.x + 6 + slotW * (col + 0.5), c.y + BELOW_Y + row * 21, Math.min(slotW - 4, textW(t)));
|
||||
});
|
||||
|
||||
out += '</g>';
|
||||
});
|
||||
|
||||
// THE ENDS. The route stops at both Division Points; drawing buffer stops and naming the gap is
|
||||
// what stops a seated layout being read as a loop.
|
||||
// THE ENDS. The route stops at both Division Points, and the buffer stops say so — a Division is
|
||||
// a LINE, not a loop. With a single row (Gitea#18) they simply face outward at the two ends, west
|
||||
// on the left and east on the right, which is the bug reported twice against the wrapped layout.
|
||||
const first = cells[0];
|
||||
const last = cells[cells.length - 1];
|
||||
/**
|
||||
|
||||
+73
-17
@@ -35,7 +35,7 @@ import type { Intent } from '../engine/intents.ts';
|
||||
import { legalActions } from '../engine/legal.ts';
|
||||
import { connectionsFor, exitsFrom, facilityVariants, hasPort, joins, neighbour, opposite, variantsFor } from '../engine/track.ts';
|
||||
import type { Port } from '../engine/track.ts';
|
||||
import { coordKey, turnOf } from '../engine/state.ts';
|
||||
import { actingPlayer, coordKey, turnOf } from '../engine/state.ts';
|
||||
import type { Facility, GameState, GridCoord, OfficeArea, PlayerIndex, RollingStock, TrackCard } from '../engine/state.ts';
|
||||
|
||||
export type BotPolicy = {
|
||||
@@ -138,13 +138,39 @@ export function makeDeveloperBot(tweaks: BotTweaks): BotPolicy {
|
||||
|
||||
choose(s, player, options) {
|
||||
lastReason = 'no specific reason — first legal option';
|
||||
|
||||
/**
|
||||
* §3.3, EXTENDED PLAY (Gitea#11) — a bot never asks for another Day.
|
||||
*
|
||||
* "If only bots are playing, they never vote to extend" (Jesse, 2026-08-28), which is what keeps
|
||||
* the balance harness and every bot-only game ending at the timetable it was dealt with. It also
|
||||
* makes this the SAFE DEFAULT everywhere else: a bot's agreement in a game with humans in it is
|
||||
* decided by `server/session.ts`, which votes on the bots' behalf only once every human has
|
||||
* already said yes, and never reaches this policy at all.
|
||||
*/
|
||||
const extend = options.find((i) => i.type === 'game.extend' && i.agree === false);
|
||||
if (extend) return because('a bot plays the timetable it was dealt and no more', extend);
|
||||
|
||||
const clearance = ruleOnClearance(options);
|
||||
if (clearance) return because('the Superintendent must rule on a following train (§8.1)', clearance);
|
||||
if (clearance) return because('the Superintendent must rule on a following train', clearance);
|
||||
|
||||
/**
|
||||
* §11 (Gitea#5) — the bot keeps its trains at the Train Order Office.
|
||||
*
|
||||
* A deliberate policy, not an oversight, and the cautious half of a real choice: the Yard Office
|
||||
* frees an A/D track, which is worth something on a busy district, but the lead into it may be
|
||||
* fouled and the bot does not read its own yard well enough to tell (`TODO.md`, Bot
|
||||
* Performance — it cannot spot a car at a stub industry either). Declining is always safe, and
|
||||
* it keeps the balance harness comparable with every measurement taken before this rule existed.
|
||||
* Worth revisiting when the bot can judge the lead.
|
||||
*/
|
||||
const yardOffice = options.find((i) => i.type === 'mainline.yardOffice' && i.take === false);
|
||||
if (yardOffice) return because('the bot does not judge the lead into a yard, so it stays at the Office', yardOffice);
|
||||
|
||||
// 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);
|
||||
if (flags) return because('the engine says this arrival collides, and we hold a Red Flag — now or never', flags);
|
||||
|
||||
// --- Load/Unload: spend every worker, then end. Each is a point, or a step toward one.
|
||||
//
|
||||
@@ -1017,19 +1043,20 @@ function facilityWantsAt(
|
||||
}
|
||||
|
||||
/**
|
||||
* 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.
|
||||
* §Q, RED FLAGS (Gitea#19) — spent only at the moment of danger.
|
||||
*
|
||||
* The card was redefined: it plants a directional flag on your own Limits rather than protecting a
|
||||
* stopped train out on the Mainline, so the old heuristic ("is a train of ours sharing a Mainline
|
||||
* card") no longer describes anything the card does.
|
||||
*
|
||||
* The bot now flags ONLY through the out-of-phase prompt, which the engine raises exactly when an
|
||||
* arrival would collide (`redFlagStop`). That is a better policy than the old one and a much
|
||||
* simpler one: the engine has already established the danger, so there is nothing for the bot to
|
||||
* judge. It never plants a flag speculatively — it cannot tell whether it wants time to switch, and
|
||||
* a flag spent early is a flag not there when a train is actually bearing down.
|
||||
*/
|
||||
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;
|
||||
function worthFlagging(_s: GameState, options: Intent[]): Intent | null {
|
||||
return options.find((i) => i.type === 'mainline.redFlag' && i.flag === true) ?? null;
|
||||
}
|
||||
|
||||
/** A one-line account of which Load/Unload action was taken, and why it ranked first. */
|
||||
@@ -1861,8 +1888,37 @@ export function playGame(
|
||||
tally(pumpFn(s));
|
||||
if (s.status === 'finished') break;
|
||||
|
||||
const actor =
|
||||
s.clock.pendingDecision !== null ? s.clock.superintendent : s.clock.currentActor;
|
||||
/**
|
||||
* §3.3, EXTENDED PLAY (Gitea#11) — a simulated game plays the timetable it was dealt.
|
||||
*
|
||||
* DECIDED BY THE DRIVER, not by the policy, and that distinction is the whole point. A bot that
|
||||
* is merely handed the two votes among its legal options will sometimes take another Day —
|
||||
* `randomBot` does so half the time — and since the table can go on granting Days for ever, the
|
||||
* game then runs until `maxTurns`. That is not a hypothetical: it turned `test/sim.test.ts` from
|
||||
* under a second into an unbounded hang, because every seeded game in the harness suddenly played
|
||||
* fifty thousand turns instead of two hundred.
|
||||
*
|
||||
* The harness exists to measure games of a configured length against a configured floor, so
|
||||
* "would you like more Days?" has one answer here whatever the policy. `developerBot` declines on
|
||||
* its own account too, which is what the server relies on when a table is all bots; this is the
|
||||
* guarantee that holds for every OTHER policy, including ones not written yet.
|
||||
*/
|
||||
if (s.status === 'awaitingExtension') {
|
||||
const voter = s.extensionVotes.findIndex((v) => v === null);
|
||||
if (voter < 0) break;
|
||||
const decline: Intent = { type: 'game.extend', player: voter, agree: false };
|
||||
intents.push(decline.type);
|
||||
history.push(decline);
|
||||
const declined = applyIntent(s, voter, decline);
|
||||
// A broken invariant, not a game ending early: the status says a vote is pending and `voter` is
|
||||
// a seat that has not cast one. Thrown rather than broken out of, matching the illegal-action
|
||||
// check below — silently returning a short game is how a dead replay looks like a real one.
|
||||
if (!declined.ok) throw new Error(`the extension vote was refused with ${declined.code}`);
|
||||
tally(declined.events);
|
||||
continue;
|
||||
}
|
||||
|
||||
const actor = actingPlayer(s);
|
||||
if (actor === null) break;
|
||||
|
||||
const options = legalActions(s, actor);
|
||||
|
||||
+151
-16
@@ -18,7 +18,7 @@
|
||||
import { MAX_CONSIST } from '../engine/content.ts';
|
||||
import { adTrackCount, coordKey, seatOf, turnOf } from '../engine/state.ts';
|
||||
import type { GameState, GridCoord, PlayerIndex, RollingStock, SeatIndex, TrayId } from '../engine/state.ts';
|
||||
import { areaOf, canAdvanceLoad, canStartLoad, facilityCarType, facilityCarTypes, laborersLeft, movesFor, portersLeft } from '../engine/apply.ts';
|
||||
import { areaOf, canAdvanceLoad, canBoard, canDetrain, canStartLoad, facilityCarType, facilityCarTypes, laborersLeft, movesFor, passengerRefusal, portersLeft } from '../engine/apply.ts';
|
||||
import type { GameEvent } from '../engine/events.ts';
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
@@ -218,10 +218,19 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
|
||||
? `Realignment: Mainline card ${e.node} converted to ${e.became}`
|
||||
: `Played ${e.key} on Mainline card ${e.node}`,
|
||||
};
|
||||
case 'redFlagSpent':
|
||||
return {
|
||||
tone: 'good',
|
||||
text: `RED FLAG — Train ${e.trainNumber} stopped short of the ${e.side === 'east' ? 'Eastern' : 'Western'} Limits. The flag comes down with it.`,
|
||||
};
|
||||
case 'redFlagRuled':
|
||||
return e.flag
|
||||
? { tone: 'plain', text: `Player ${e.player} flagged the approaching train` }
|
||||
: { tone: 'plain', text: `Player ${e.player} waved the train through` };
|
||||
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`,
|
||||
text: `RED FLAGS set out on the ${e.side === 'east' ? 'Eastern' : 'Western'} Limits — the next train from that way is held short`,
|
||||
};
|
||||
case 'flyingSwitch':
|
||||
return {
|
||||
@@ -267,7 +276,7 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
|
||||
case 'secondSectionOrdered':
|
||||
return {
|
||||
tone: 'bad',
|
||||
text: `SECOND SECTION ordered on Train ${e.trainNumber} — an identical train will run right behind it, which forces the Superintendent to rule on a following train (§8.1)`,
|
||||
text: `SECOND SECTION ordered on Train ${e.trainNumber} — an identical train will run right behind it, which forces the Superintendent to rule on a following train`,
|
||||
};
|
||||
/**
|
||||
* WHERE THE PLAYER PUT IT, not where its number would have sent it.
|
||||
@@ -382,7 +391,7 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
|
||||
return {
|
||||
tone: 'good',
|
||||
text: bumped
|
||||
? `Train ${e.trainNumber} SCHEDULED at Stage ${e.slot + 1} — rolled ${e.roll}, but Stage ${e.roll} was already taken, so it moved down the column to the next free Stage (§7)`
|
||||
? `Train ${e.trainNumber} SCHEDULED at Stage ${e.slot + 1} — rolled ${e.roll}, but Stage ${e.roll} was already taken, so it moved down the column to the next free Stage`
|
||||
: `Train ${e.trainNumber} SCHEDULED to depart at Stage ${e.slot + 1} (rolled ${e.roll}) — it will run at this time EVERY Day from now on`,
|
||||
};
|
||||
}
|
||||
@@ -400,9 +409,9 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
|
||||
// player the score had changed and nothing else.
|
||||
const why =
|
||||
e.reason === 'no free A/D track'
|
||||
? `it arrived at ${e.where} with every A/D track already occupied — there was nowhere to put it (§8.3)`
|
||||
? `it arrived at ${e.where} with every A/D track already occupied — there was nowhere to put it`
|
||||
: e.reason === 'cars fouling the Running Track'
|
||||
? `it ran into cars left standing on ${e.where} between the Limits and the Office (§8.3)`
|
||||
? `it ran into cars left standing on ${e.where} between the Limits and the Office`
|
||||
: e.reason;
|
||||
const wrecked = e.trains
|
||||
.map((t) => `${t.label} (${t.consist.length ? carsLabel(t.consist) : 'no cars'})`)
|
||||
@@ -411,7 +420,7 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
|
||||
tone: 'bad',
|
||||
text:
|
||||
`COLLISION — ${wrecked} destroyed: ${why}. Engines and cabooses go back to the Division ` +
|
||||
`Yard, all other cars to the Classification Yard (§10). A Timetabled train card returns ` +
|
||||
`Yard, all other cars to the Classification Yard. A Timetabled train card returns ` +
|
||||
`to its slot and runs again next Day; an Extra is gone for good.`,
|
||||
};
|
||||
}
|
||||
@@ -420,7 +429,7 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
|
||||
return {
|
||||
tone: 'bad',
|
||||
text:
|
||||
`SUPERINTENDENT MUST RULE (§8.1): ${train(e.trainId)} wants to enter the Mainline card ` +
|
||||
`SUPERINTENDENT MUST RULE: ${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.`,
|
||||
@@ -440,13 +449,13 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
|
||||
return {
|
||||
tone: 'good',
|
||||
where: e.at,
|
||||
text: `Porter boarded passengers at ${at(e.at)} — one coach per Porter per Stage (§9.2)`,
|
||||
text: `Porter boarded passengers at ${at(e.at)} — one coach per Porter per Stage`,
|
||||
};
|
||||
case 'passengersDetrained':
|
||||
return {
|
||||
tone: 'good',
|
||||
where: e.at,
|
||||
text: `Porter de-trained passengers at ${at(e.at)} — one coach per Porter per Stage (§9.2)`,
|
||||
text: `Porter de-trained passengers at ${at(e.at)} — one coach per Porter per Stage`,
|
||||
};
|
||||
|
||||
// -- freight pipeline
|
||||
@@ -488,6 +497,22 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
|
||||
: { tone: 'good', text: `+${e.delta} Revenue (now ${e.total}) — ${e.reason}` };
|
||||
case 'phaseEnded':
|
||||
return { tone: 'quiet', text: `Player ${e.player} finished ${phaseLabel(e.phase)}` };
|
||||
|
||||
// -- §3.3, extended play (Gitea#11)
|
||||
case 'extensionVoted':
|
||||
return e.agree
|
||||
? { tone: 'plain', text: `Player ${e.player} would play one more Day` }
|
||||
: { tone: 'plain', text: `Player ${e.player} called time — the game ends here` };
|
||||
case 'dayExtended':
|
||||
return { tone: 'clock', text: `── The table plays on: Day ${e.day} is added to the timetable ──` };
|
||||
case 'playConcluded':
|
||||
return { tone: 'clock', text: '── The railroad is put to bed. Final results stand. ──' };
|
||||
|
||||
// -- §11, the Yard Office (Gitea#5)
|
||||
case 'yardOfficeRuled':
|
||||
return e.take
|
||||
? { tone: 'plain', text: `Player ${e.player} sent ${train(e.trainId)} into the Yard Office` }
|
||||
: { tone: 'plain', text: `Player ${e.player} kept ${train(e.trainId)} at the Train Order Office` };
|
||||
}
|
||||
}
|
||||
|
||||
@@ -524,14 +549,124 @@ export type Impediment = { where: string; why: string; severity: 'stuck' | 'wait
|
||||
* This is the panel that should answer the standing questions: whether facilities jam, whether
|
||||
* trains are held for want of a crew, whether the Office is about to cause a collision.
|
||||
*/
|
||||
/** `coordKey`'s inverse — the grid is keyed by string and the engine predicates take coordinates. */
|
||||
function uncoordKey(key: string): GridCoord {
|
||||
const [row, col] = key.split(',').map(Number);
|
||||
return { row: row ?? 0, col: col ?? 0 };
|
||||
}
|
||||
|
||||
/**
|
||||
* One of `passengerRefusal`'s codes, in words a player can act on.
|
||||
*
|
||||
* `NO_EMPTY_COACH_IN_YARD` gets the longest answer because it is the one that looks like a broken
|
||||
* game: the Division Yard is visibly full of cars, and the single type that has run out is the one
|
||||
* §9.2 needs. Where the missing coaches ARE, and the condition that brings them back, is the whole
|
||||
* of what the player needs to know — §2.2 returns the Classification Yard only when the Division
|
||||
* Yard is bare, so a yard with fifty freight cars in it will not refill for a long time.
|
||||
*/
|
||||
function passengerReason(
|
||||
s: GameState,
|
||||
player: PlayerIndex,
|
||||
at: GridCoord,
|
||||
dir: 'board' | 'detrain',
|
||||
): string {
|
||||
const code = passengerRefusal(s, player, at, dir);
|
||||
switch (code) {
|
||||
case 'NO_TRAIN_AT_OFFICE':
|
||||
return dir === 'board'
|
||||
? 'passengers waiting, no train at the platform to take them'
|
||||
: 'no train at the platform';
|
||||
case 'NOT_A_TERMINAL':
|
||||
return 'the only train here stops at Terminals only — Porters may not work it at this Office';
|
||||
case 'NO_PASSENGER_WORK':
|
||||
return 'the only train here is one its card bars Porters from working';
|
||||
case 'NO_EMPTY_COACH':
|
||||
return 'passengers waiting, but every coach on the train is already full';
|
||||
case 'INBOUND_BOX_FULL':
|
||||
return 'arrivals aboard, but the red Unloading slots are all occupied';
|
||||
case 'LOADED_IN_THIS_DISTRICT':
|
||||
return 'the loaded coaches all boarded here — passengers must be carried to another Office ' +
|
||||
'Area before they can alight';
|
||||
case 'NO_EMPTY_COACH_IN_YARD': {
|
||||
const stuck = s.yards.classificationYard.filter((c) => c.type === 'coach').length;
|
||||
const total = s.yards.divisionYard.length;
|
||||
return (
|
||||
'arrivals aboard, but §9.2 needs a white empty coach from the Division Yard to swap in and ' +
|
||||
`there is none left${stuck > 0 ? ` — ${stuck} ${stuck === 1 ? 'coach is' : 'coaches are'} in the Classification Yard` : ''}. ` +
|
||||
`Classification returns only when the Division Yard is bare, and it still holds ${total} cars.`
|
||||
);
|
||||
}
|
||||
default:
|
||||
return `Porters cannot work here (${code})`;
|
||||
}
|
||||
}
|
||||
|
||||
export function impediments(s: GameState, player: PlayerIndex = 0): Impediment[] {
|
||||
const out: Impediment[] = [];
|
||||
const area = areaOf(s, player);
|
||||
|
||||
for (const [key, card] of area.grid) {
|
||||
const f = card.facility;
|
||||
if (!f || f.kind !== 'freight') continue;
|
||||
const name = card.geometry.kind === 'facility' ? card.geometry.facility : 'facility';
|
||||
if (!f) continue;
|
||||
/**
|
||||
* A Freight Facility names itself off its own card; a Passenger Facility does NOT — it rides on
|
||||
* the `office` card, so `geometry.kind` is `'office'` and it fell through to the literal
|
||||
* "facility". Every passenger impediment therefore read `facility 0,0`, next to a freight row
|
||||
* saying `mineTipple 1,-3`. The Office Area's tier is the name it should carry, and there is
|
||||
* exactly one Office per Area, so `area.tier` is that card's own.
|
||||
*/
|
||||
const name =
|
||||
card.geometry.kind === 'facility'
|
||||
? card.geometry.facility
|
||||
: card.geometry.kind === 'office'
|
||||
? area.tier
|
||||
: 'facility';
|
||||
|
||||
/**
|
||||
* WHY THE PORTERS ARE STANDING THERE (Gitea#2).
|
||||
*
|
||||
* "Note that the sparrow (with two loaded coaches) pulled into the station. There are two
|
||||
* passengers on the platform. Four porters. My thought was to unload two and load two. I never
|
||||
* get the chance to load the last two."
|
||||
*
|
||||
* The engine was right — §9.2 needs a white coach out of the Division Yard to de-train into,
|
||||
* §2.2 returns the Classification Yard only when the Division Yard is BARE, and the Division
|
||||
* Yard was one empty coach short with eight more sitting in Classification unable to come back.
|
||||
* Jesse's ruling is that the shortage stays: "it is possible to run out — that's part of the
|
||||
* strategy." What was missing was any way to SEE it. A Porter action that cannot be taken is
|
||||
* simply absent from the menu, and this panel — the one that answers "why is nothing moving?" —
|
||||
* covered freight facilities only, so the platform had nothing to say for itself at all.
|
||||
*
|
||||
* The reason comes from `passengerRefusal`, the engine's own, so what is on screen is the rule
|
||||
* that actually refused rather than a second guess at it.
|
||||
*/
|
||||
if (f.kind === 'passenger') {
|
||||
if (portersLeft(f) > 0) {
|
||||
const coord = uncoordKey(key);
|
||||
// Passengers standing on the platform with nothing carrying them away.
|
||||
if (f.outboundBox.some((c) => c.type === 'coach' && c.loaded) && !canBoard(s, player, coord)) {
|
||||
out.push({
|
||||
where: `${name} ${key}`,
|
||||
why: passengerReason(s, player, coord, 'board'),
|
||||
severity: 'waiting',
|
||||
});
|
||||
}
|
||||
// A coach full of arrivals that cannot be emptied.
|
||||
const arriving = area.adOccupancy.some((id) =>
|
||||
s.trays.get(id)?.consist.some((c) => c.type === 'coach' && c.loaded && c.origin !== seatOf(s, player)),
|
||||
);
|
||||
if (arriving && !canDetrain(s, player, coord)) {
|
||||
out.push({
|
||||
where: `${name} ${key}`,
|
||||
why: passengerReason(s, player, coord, 'detrain'),
|
||||
severity: 'stuck',
|
||||
});
|
||||
}
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
if (f.kind !== 'freight') continue;
|
||||
const want = facilityCarType(f);
|
||||
|
||||
// A load that cannot move, with Laborers standing by, is the worst state a facility reaches:
|
||||
@@ -562,7 +697,7 @@ export function impediments(s: GameState, player: PlayerIndex = 0): Impediment[]
|
||||
why: blockedByBox
|
||||
? 'green box has a load but MEN is occupied'
|
||||
: `a load is staged but no empty ${want} is spotted on this industry's track — it stays ` +
|
||||
'in the green box until a crew sets one out here (§9.3)',
|
||||
'in the green box until a crew sets one out here',
|
||||
severity: blockedByBox ? 'waiting' : 'stuck',
|
||||
});
|
||||
}
|
||||
@@ -583,7 +718,7 @@ export function impediments(s: GameState, player: PlayerIndex = 0): Impediment[]
|
||||
why: spotted
|
||||
? 'green box empty — nothing to load (needs a Freight Agent action)'
|
||||
: `green box empty — the Freight Agent can stage a load now, but no empty ${want} is ` +
|
||||
'spotted here, so a crew must set one out before Laborers can work it (§9.3)',
|
||||
'spotted here, so a crew must set one out before Laborers can work it',
|
||||
severity: 'waiting',
|
||||
});
|
||||
}
|
||||
@@ -668,7 +803,7 @@ export function impediments(s: GameState, player: PlayerIndex = 0): Impediment[]
|
||||
|
||||
if (pf.porters < 1) {
|
||||
say(
|
||||
'this Office has NO Porters — a Whistle Post is not a Passenger Facility (§9) and cannot ' +
|
||||
'this Office has NO Porters — a Whistle Post is not a Passenger Facility and cannot ' +
|
||||
'work passengers at all. Upgrade it to a Depot or better.',
|
||||
'stuck',
|
||||
);
|
||||
@@ -691,7 +826,7 @@ export function impediments(s: GameState, player: PlayerIndex = 0): Impediment[]
|
||||
);
|
||||
}
|
||||
if (loadedOnTrain && !s.yards.divisionYard.some((c) => c.type === 'coach' && !c.loaded)) {
|
||||
say('no EMPTY coach in the Division Yard to swap into the train (§9.2 requires one)');
|
||||
say('no EMPTY coach in the Division Yard to swap into the train — one is required');
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+7
-2
@@ -34,6 +34,7 @@ import type { Intent } from '../engine/intents.ts';
|
||||
import { legalActions } from '../engine/legal.ts';
|
||||
import { createGame } from '../engine/setup.ts';
|
||||
import type { Facility, GameConfig, GameState } from '../engine/state.ts';
|
||||
import { actingPlayer } from '../engine/state.ts';
|
||||
import { developerBot, lastChoiceReason } from './bot.ts';
|
||||
import { carLabel, cuesFor, idleNote, isVisible, narrate } from './narrate.ts';
|
||||
// The view-model lives in its own module so the browser build can import it without dragging in
|
||||
@@ -135,7 +136,7 @@ export function record(seed: number, length: GameLength, maxSteps = 100_000): Re
|
||||
if (s.status === 'finished') break;
|
||||
if (!r.needsInput) continue;
|
||||
|
||||
const actor = s.clock.pendingDecision !== null ? s.clock.superintendent : s.clock.currentActor;
|
||||
const actor = actingPlayer(s);
|
||||
if (actor === null) break;
|
||||
const options = legalActions(s, actor);
|
||||
if (options.length === 0) break;
|
||||
@@ -492,7 +493,11 @@ function boxes(items, cap, cls) {
|
||||
|
||||
function render() {
|
||||
const f = FRAMES[i];
|
||||
$('turnchart').innerHTML = turnChartHtml(f, f.actor === null ? null : 'Player ' + (f.actor + 1));
|
||||
$('turnchart').innerHTML = turnChartHtml(
|
||||
f,
|
||||
f.actor === null ? null : 'Player ' + (f.actor + 1),
|
||||
f.players.length > 1 ? 'Player ' + (f.superintendent + 1) : null,
|
||||
);
|
||||
$('super').textContent = 'P' + f.superintendent;
|
||||
$('rev').textContent = f.revenue;
|
||||
$('rev').className = 'big ' + (f.revenue < 0 ? 't-bad' : f.revenue > 0 ? 't-good' : '');
|
||||
|
||||
@@ -52,6 +52,21 @@ export type PlayedGame = {
|
||||
export function playForReplay(seed: number, policy: BotPolicy, maxTurns = 50_000): PlayedGame {
|
||||
const game = newGame(seed);
|
||||
for (let t = 0; t < maxTurns; t++) {
|
||||
/**
|
||||
* §3.3, EXTENDED PLAY (Gitea#11) — a recorded replay is a game played to its end.
|
||||
*
|
||||
* The timetable running out leaves the game on "play one more Day?", where `currentActor` is
|
||||
* null and this loop would otherwise stop — recording a file that replays to a question nobody
|
||||
* answered rather than to a finished game. A recording bot plays the timetable it was dealt, the
|
||||
* same rule `playGame` follows, so it declines and the file ends where a real game would.
|
||||
*/
|
||||
if (game.state.status === 'awaitingExtension') {
|
||||
const voter = game.state.extensionVotes.findIndex((v) => v === null);
|
||||
if (voter < 0) break;
|
||||
if (!submit(game, { type: 'game.extend', player: voter, agree: false }, voter)) break;
|
||||
continue;
|
||||
}
|
||||
|
||||
const actor = currentActor(game);
|
||||
if (actor === null) break;
|
||||
const options = legalActions(game.state, actor);
|
||||
|
||||
+27
-2
@@ -27,7 +27,18 @@ export type TurnChartFrame = {
|
||||
* The first three are the rules text; Cargo and Supervisor Shift are written from what the engine
|
||||
* does, since the recovered sheet does not spell them out.
|
||||
*/
|
||||
export function turnChartHtml(f: TurnChartFrame, actorName: string | null): string {
|
||||
/**
|
||||
* `superName` is the player holding the Fedora, or null for a table where saying so is noise — one
|
||||
* seat, where it is always you.
|
||||
*
|
||||
* REPORTED BY JESSE 2026-08-23, from a two-player game on StartOS: seat 1 played a train card and
|
||||
* seat 2 was asked to build the train, "what's the rule for WHICH player builds a train?" The engine
|
||||
* was right — §7 makes up a consist "starting with the Superintendent and working left" — but the
|
||||
* board did not name the Superintendent ANYWHERE, so the question could not be answered from the
|
||||
* screen. `Frame` has carried `superintendent` all along and the standalone replay printed it; the
|
||||
* live game never did.
|
||||
*/
|
||||
export function turnChartHtml(f: TurnChartFrame, actorName: string | null, superName: string | null = null): string {
|
||||
const PHASES: { key: string; label: string; tip: string; icon: string }[] = [
|
||||
{
|
||||
key: 'localOps',
|
||||
@@ -39,7 +50,10 @@ export function turnChartHtml(f: TurnChartFrame, actorName: string | null): stri
|
||||
{
|
||||
key: 'newTrain',
|
||||
label: 'New Train',
|
||||
tip: 'Timetabled trains for this Stage are built. New timetabled trains are randomly placed on the timetable. Held trains are built. Extra trains are built.',
|
||||
// Says WHO builds, which is the question this phase actually raises at a table: the round
|
||||
// starts with the Superintendent and works left, one car each, repeating (§7, Gap 9) — not
|
||||
// with whoever played the card. An Extra is the exception: its player loads it as they choose.
|
||||
tip: 'Timetabled trains for this Stage are built: starting with the Superintendent and working left, each player adds ONE car, going round again until the consist is full or the Division Yard has nothing suitable. New timetabled trains are rolled onto the timetable. Held trains are built. An Extra is loaded by the player who played it.',
|
||||
// a locomotive being made up
|
||||
icon: '<rect class="ic" x="2" y="6" width="9" height="7" rx="1"/><path class="ic" d="M11 9h4v4h-4"/><circle class="icf" cx="5" cy="15" r="1.5"/><circle class="icf" cx="13" cy="15" r="1.5"/>',
|
||||
},
|
||||
@@ -81,12 +95,18 @@ export function turnChartHtml(f: TurnChartFrame, actorName: string | null): stri
|
||||
|
||||
// An automatic phase is waiting on nobody, and saying so is more use than a blank.
|
||||
const who = actorName ?? 'nobody — the Division is running itself';
|
||||
const fedora =
|
||||
superName === null
|
||||
? ''
|
||||
: `<div class="tc-super" data-tip="The Superintendent holds the Fedora. Every third Stage — 3, 6, 9 and 12 — it passes one seat to the left. The office rules on whether a following train may depart, and every round that goes round the table starts here: the New Train make-up round, and the acting order within a phase." tabindex="0">` +
|
||||
`<span aria-hidden="true">🎩</span> Superintendent <b>${esc(superName)}</b></div>`;
|
||||
|
||||
return (
|
||||
`<div class="tc-when"><b>Day ${f.day}</b><span>Stage ${f.stage} of 12</span>` +
|
||||
`<span class="dim">${esc(f.clock)}</span></div>` +
|
||||
`<div class="tc-now">phase <b>${esc(f.phase)}</b></div>` +
|
||||
`<div class="tc-who">waiting on <b>${esc(who)}</b></div>` +
|
||||
fedora +
|
||||
`<ol class="tc-phases">${chips}</ol>`
|
||||
);
|
||||
}
|
||||
@@ -112,6 +132,11 @@ export const TURNCHART_CSS = `
|
||||
.tc-who{display:flex;align-items:center;gap:6px;font-size:12px;color:#8b94a3}
|
||||
.tc-who b{color:#b98cf0;background:rgba(150,110,230,.16);border:1px solid #8b6ad0;
|
||||
border-radius:11px;padding:1px 9px;font-size:12px}
|
||||
/* WHO HOLDS THE FEDORA. Violet like the rest of the chart — this is "where you are" news, not
|
||||
something to press — but unfilled, so the eye still lands on "waiting on" first: that is the one
|
||||
that changes every turn, while this changes four times a Day. */
|
||||
.tc-super{display:flex;align-items:center;gap:6px;font-size:12px;color:#8b94a3;cursor:help}
|
||||
.tc-super b{color:#cbb6f2;border:1px solid #6b5a94;border-radius:11px;padding:1px 9px;font-size:12px}
|
||||
ol.tc-phases{display:flex;gap:6px;list-style:none;margin:0;padding:0;flex-wrap:wrap}
|
||||
.tc-phase{display:flex;align-items:center;gap:6px;border:1px solid #2c333d;border-radius:14px;
|
||||
padding:3px 10px 3px 7px;font-size:11px;color:#8b94a3;background:#1a1f26;cursor:help}
|
||||
|
||||
+133
-37
@@ -10,6 +10,7 @@
|
||||
* drift into two different pictures of the same board.
|
||||
*/
|
||||
|
||||
import { regionOfTransit } from '../engine/advance.ts';
|
||||
import {
|
||||
areaAtSeat,
|
||||
areaOf,
|
||||
@@ -18,7 +19,7 @@ import {
|
||||
laborersLeft,
|
||||
movesFor,
|
||||
ownCutFor,
|
||||
isTrainCard,
|
||||
keepReason,
|
||||
portersLeft,
|
||||
resolveExtraStart,
|
||||
selectDestination,
|
||||
@@ -32,7 +33,6 @@ import {
|
||||
MANEUVER_CARDS,
|
||||
MODIFIER_PROFILES,
|
||||
REALIGNMENTS,
|
||||
REGIONS_PER_MAINLINE_CARD,
|
||||
OFFICE_ORDER,
|
||||
SPACE_USE_CARDS,
|
||||
enhancementRule,
|
||||
@@ -46,7 +46,7 @@ import {
|
||||
mainlineDescription,
|
||||
} from '../engine/content.ts';
|
||||
import type { Intent } from '../engine/intents.ts';
|
||||
import type { Facility, GameState, PlayerIndex, SeatIndex, TrackCard, TurnoutOrientation } from '../engine/state.ts';
|
||||
import type { Facility, GameConfig, GameState, PlayerIndex, SeatIndex, TrackCard, TurnoutOrientation } from '../engine/state.ts';
|
||||
import { carsOn, playerAtSeat, railFacingOf, seatOf, turnOf } from '../engine/state.ts';
|
||||
import type { Hand, HouseRules, TrackGeometry } from '../engine/content.ts';
|
||||
import type { Port } from '../engine/track.ts';
|
||||
@@ -374,6 +374,16 @@ export type Frame = {
|
||||
* must be able to answer. Resolved, never partial, so nobody downstream re-applies defaults.
|
||||
*/
|
||||
houseRules: HouseRules;
|
||||
/**
|
||||
* WHICH GAME THIS IS — the mode it is scored under and Appendix B's three switches.
|
||||
*
|
||||
* Added 2026-08-23 with the game types (`web/presets.ts`). Everything else needed to name a game
|
||||
* "Co-op" or "Cutthroat" was already here; `mode` and `optionalRules` were the two missing pieces,
|
||||
* so a remote client could see the dials but not what they added up to — and a Cutthroat game
|
||||
* looked exactly like a Co-op one from the board.
|
||||
*/
|
||||
mode: GameConfig['mode'];
|
||||
optionalRules: GameConfig['optionalRules'];
|
||||
/**
|
||||
* The victory-condition dials this game was configured with (`GameConfig`, `state.ts`), plus the
|
||||
* running collision counts — same reasoning as `houseRules`: a remote client holds no `GameState`
|
||||
@@ -388,6 +398,24 @@ export type Frame = {
|
||||
collisionsTotal: number;
|
||||
status: GameState['status'];
|
||||
outcome: GameState['outcome'];
|
||||
/**
|
||||
* §3.3, EXTENDED PLAY (Gitea#11). `days` above stays the ORIGINAL timetable — it is what the
|
||||
* official result was decided at — so the Day the game now runs to is `days + extraDays`.
|
||||
*/
|
||||
extraDays: number;
|
||||
/** Per PLAYER, while `status` is `awaitingExtension`. `null` is a seat that has not voted. */
|
||||
extensionVotes: (boolean | null)[];
|
||||
/** The official result, frozen when the original timetable ran out. Null until then. */
|
||||
official: GameState['official'];
|
||||
/**
|
||||
* Gitea#16 — everything interesting that has happened, folded from the event stream.
|
||||
*
|
||||
* Aggregate counts only, which is why it can ride the Frame at all: `test/redaction.test.ts`
|
||||
* proves a Frame carries no other seat's secrets, and a count of trains is nobody's secret. Being
|
||||
* here rather than on a side channel is what gets the results screen the same numbers in
|
||||
* multiplayer as in solitaire, from one implementation.
|
||||
*/
|
||||
tally: GameState['tally'];
|
||||
/**
|
||||
* Every PLAYER's public standing — names and Revenue. "The race is the game" (protocol.md §4).
|
||||
*
|
||||
@@ -482,12 +510,22 @@ export type Frame = {
|
||||
/**
|
||||
* Whether each hand card may be DISCARDED, in the same order.
|
||||
*
|
||||
* §6.2 as ruled by Jesse (Gitea#6): a train card never can be. The player has to be told which
|
||||
* cards those are, not merely find that a button is missing — that silence is the whole of the
|
||||
* Gitea#2 complaint, where a blocked platform left the board with nothing to click and no reason.
|
||||
* Named for the rule rather than for trains, since it answers the question the panel is asking.
|
||||
* The player has to be told which cards those are, not merely find that a button is missing —
|
||||
* that silence is the whole of the Gitea#2 complaint, where a blocked platform left the board with
|
||||
* nothing to click and no reason. Named for the rule rather than for trains, since it answers the
|
||||
* question the panel is asking.
|
||||
*/
|
||||
handDiscardable: boolean[];
|
||||
/**
|
||||
* WHY a card may not be discarded, in the same order; `null` where it may.
|
||||
*
|
||||
* Carried rather than written on the page because §6.2 now fails for two different reasons
|
||||
* (Gitea#9): an Extra is never discardable, and a Timetabled train is not discardable only when
|
||||
* the `discardTimetabled` house rule is off. A panel that hard-codes one sentence tells half the
|
||||
* players the wrong thing, and a panel that reconstructs the rule is a second implementation of
|
||||
* it. `keepReason` is the engine's own, so the card says the rule that actually refused.
|
||||
*/
|
||||
handKeepWhy: (string | null)[];
|
||||
deck: number;
|
||||
/** The face-up card on top of each Department pile — the only one that may be drawn. */
|
||||
departments: string[];
|
||||
@@ -1005,15 +1043,41 @@ export function describeIntent(s: GameState, i: Intent): string {
|
||||
return `${cardName(s, i.cardId)} on ${shortWhere} — ${where}${effect ? `; ${effect}` : ''}`;
|
||||
}
|
||||
case 'maneuver.redFlags':
|
||||
return `set Red Flags to protect ${trainName(s, i.trayId)} — an approaching train must stop short`;
|
||||
return (
|
||||
`FLAG ${i.side === 'east' ? 'EAST' : 'WEST'} — hold the next ${i.side === 'east' ? 'westbound' : 'eastbound'} ` +
|
||||
'train short of your Limits, so you can finish switching'
|
||||
);
|
||||
// §Q, the out-of-phase play (Gitea#19) — "COLLISION RISK! FLAG AGAINST T2?"
|
||||
case 'mainline.redFlag':
|
||||
return i.flag
|
||||
? 'FLAG IT — stop the train short of your Limits, spending a Red Flags card'
|
||||
: 'wave it through — let it come in';
|
||||
/**
|
||||
* §11, the Yard Office (Gitea#5). The offer interrupts the Mainline Phase, so the label has to
|
||||
* carry the whole question — there is no surrounding context on screen to lean on, and the
|
||||
* player is being asked about a train they were not otherwise thinking about.
|
||||
*/
|
||||
case 'mainline.yardOffice':
|
||||
return i.take
|
||||
? 'take the YARD OFFICE — straight into the yard, leaving the Train Order Office free'
|
||||
: 'keep it at the Train Order Office — the ordinary arrival, onto an A/D track';
|
||||
// §3.3, extended play (Gitea#11). The results screen draws its own buttons, but a bot reads its
|
||||
// options through this list like any other, and the label is what the history says it chose.
|
||||
case 'game.extend':
|
||||
return i.agree
|
||||
? 'play one more Day — the result already recorded still stands'
|
||||
: 'end the game here';
|
||||
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.
|
||||
// Narrowed to the clearance question: `pendingDecision` is a union since Gitea#5, and only
|
||||
// this member names a train ahead.
|
||||
const pending = s.clock.pendingDecision;
|
||||
const who = pending ? trainName(s, pending.train) : 'the train';
|
||||
const ahead = pending ? trainName(s, pending.occupiedBy) : 'the train ahead';
|
||||
const clearance = pending?.kind === 'clearance' ? pending : null;
|
||||
const who = clearance ? trainName(s, clearance.train) : 'the train';
|
||||
const ahead = clearance ? trainName(s, clearance.occupiedBy) : 'the train ahead';
|
||||
// NOT "risks a collision, −5". A rear-end on a Mainline card is described by §10 and is what
|
||||
// ABS Signals exists to prevent, but no such collision is implemented — granting clearance is
|
||||
// currently free. Saying otherwise invents a consequence the engine will never deliver.
|
||||
@@ -1053,7 +1117,30 @@ export function describeIntent(s: GameState, i: Intent): string {
|
||||
case 'redFlag.play':
|
||||
return 'play your red flag';
|
||||
case 'maneuver.redFlags':
|
||||
return `set Red Flags to protect ${trainName(s, i.trayId)} — an approaching train must stop short`;
|
||||
return (
|
||||
`FLAG ${i.side === 'east' ? 'EAST' : 'WEST'} — hold the next ${i.side === 'east' ? 'westbound' : 'eastbound'} ` +
|
||||
'train short of your Limits, so you can finish switching'
|
||||
);
|
||||
// §Q, the out-of-phase play (Gitea#19) — "COLLISION RISK! FLAG AGAINST T2?"
|
||||
case 'mainline.redFlag':
|
||||
return i.flag
|
||||
? 'FLAG IT — stop the train short of your Limits, spending a Red Flags card'
|
||||
: 'wave it through — let it come in';
|
||||
/**
|
||||
* §11, the Yard Office (Gitea#5). The offer interrupts the Mainline Phase, so the label has to
|
||||
* carry the whole question — there is no surrounding context on screen to lean on, and the
|
||||
* player is being asked about a train they were not otherwise thinking about.
|
||||
*/
|
||||
case 'mainline.yardOffice':
|
||||
return i.take
|
||||
? 'take the YARD OFFICE — straight into the yard, leaving the Train Order Office free'
|
||||
: 'keep it at the Train Order Office — the ordinary arrival, onto an A/D track';
|
||||
// §3.3, extended play (Gitea#11). The results screen draws its own buttons, but a bot reads its
|
||||
// options through this list like any other, and the label is what the history says it chose.
|
||||
case 'game.extend':
|
||||
return i.agree
|
||||
? 'play one more Day — the result already recorded still stands'
|
||||
: 'end the game here';
|
||||
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
|
||||
@@ -1145,36 +1232,27 @@ export function snapshot(
|
||||
// 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';
|
||||
const isGrade = n.card === 'heavyGrade';
|
||||
/**
|
||||
* WHERE ON THE CARD, from what the crossing already cost.
|
||||
* WHERE ON THE CARD — now simply what the card says.
|
||||
*
|
||||
* §2.1 divides a Mainline card into two regions and §8.2 moves a train one region per Stage.
|
||||
* The engine crosses in `crossingStages` Stages instead, which varies by card speed, train
|
||||
* speed, passengers and modifiers — so the printed model is recovered by treating the entry
|
||||
* point as the thing that varies, exactly as the cards do:
|
||||
* This used to recover a printed two-region model from a crossing time computed out of the
|
||||
* card's mph, the train's Fast/Slow class, its consist and any modifiers, by treating the
|
||||
* ENTRY point as the thing that varied: `entry = 2 - stagesTotal`. It even had to cope with a
|
||||
* negative entry, for a slow train needing three Stages to cross a card with two regions.
|
||||
*
|
||||
* entry = REGIONS - stagesTotal position = entry + elapsed
|
||||
*
|
||||
* A 60 card is one Stage, so the train enters at the second region and is gone — which is
|
||||
* what "Start positions further along the card" means on the printed art. A 30 card is two
|
||||
* Stages, giving one region per Stage, which is §8.2 exactly. A slow train needing three
|
||||
* Stages cannot fit three steps into two regions, so it holds in the first for a Stage: the
|
||||
* card's distance is fixed and the train is simply slow across it.
|
||||
* Gitea#3 turned that the right way up. Regions are the primary thing — printed on the card,
|
||||
* one per Stage — and the entry point is what the rules actually move. There is nothing left
|
||||
* to reconstruct.
|
||||
*/
|
||||
const place = (t: { stagesRemaining: number; stagesTotal: number }): number => {
|
||||
// `entry` may be NEGATIVE — a slow train needing three Stages cannot fit three steps into
|
||||
// two regions, so it notionally starts before the card and spends the extra Stage getting
|
||||
// to the first region. Clamping only the final position keeps that Stage at the START,
|
||||
// where being slow shows; clamping `entry` first would have parked it at the exit instead.
|
||||
const entry = REGIONS_PER_MAINLINE_CARD - t.stagesTotal;
|
||||
const elapsed = t.stagesTotal - t.stagesRemaining;
|
||||
return Math.min(REGIONS_PER_MAINLINE_CARD - 1, Math.max(0, entry + elapsed));
|
||||
};
|
||||
// One region per Stage, straight off the card's own count: what a train has LEFT to run says
|
||||
// where it is standing. `regionOfTransit` is the engine's own answer, so the picture and the
|
||||
// collision rule cannot disagree about who is where.
|
||||
const place = (t: { stagesRemaining: number }): number => regionOfTransit(n.card, t.stagesRemaining);
|
||||
return {
|
||||
kind: 'ml',
|
||||
label: name,
|
||||
regions: REGIONS_PER_MAINLINE_CARD,
|
||||
regions: mainlineProfile(n.card).regions,
|
||||
trains: [n.transits.map((t) => {
|
||||
const chip = trainChip(s, t.tray);
|
||||
return {
|
||||
@@ -1284,7 +1362,8 @@ export function snapshot(
|
||||
*/
|
||||
hand: [...(s.decks.hands.get(viewer) ?? [])].reverse().map((id) => cardName(s, id)),
|
||||
handWhat: [...(s.decks.hands.get(viewer) ?? [])].reverse().map((id) => cardDescription(s, id)),
|
||||
handDiscardable: [...(s.decks.hands.get(viewer) ?? [])].reverse().map((id) => !isTrainCard(s, id)),
|
||||
handDiscardable: [...(s.decks.hands.get(viewer) ?? [])].reverse().map((id) => keepReason(s, id) === null),
|
||||
handKeepWhy: [...(s.decks.hands.get(viewer) ?? [])].reverse().map((id) => keepReason(s, id)),
|
||||
deck: s.decks.homeOffice.length,
|
||||
departments: s.decks.departments.map((pile) => {
|
||||
const top = pile[pile.length - 1];
|
||||
@@ -1313,6 +1392,8 @@ export function snapshot(
|
||||
wasted,
|
||||
option: turnOf(s, viewer).option,
|
||||
houseRules: houseRules(s.config),
|
||||
mode: s.config.mode,
|
||||
optionalRules: s.config.optionalRules,
|
||||
days: s.config.days,
|
||||
minCombinedRevenue: s.config.minCombinedRevenue,
|
||||
maxCollisionsPerDay: s.config.maxCollisionsPerDay,
|
||||
@@ -1321,6 +1402,10 @@ export function snapshot(
|
||||
collisionsTotal: s.collisionsTotal,
|
||||
status: s.status,
|
||||
outcome: s.outcome,
|
||||
extraDays: s.extraDays,
|
||||
extensionVotes: [...s.extensionVotes],
|
||||
official: s.official,
|
||||
tally: s.tally,
|
||||
players: s.players.map((p) => ({
|
||||
index: p.index,
|
||||
seat: seatOf(s, p.index),
|
||||
@@ -1563,7 +1648,9 @@ export function trainRules(t: {
|
||||
}
|
||||
if (p.rules.noPassengerWork) parts.push('NO PASSENGER WORK — Porters may not board or detrain it');
|
||||
if (p.rules.dropOnly) parts.push('MAY DROP BUT NOT PICK UP — it cannot couple anything');
|
||||
if (p.rules.pickUpEmptiesOnly) parts.push('EMPTIES ONLY — it may not couple a loaded car');
|
||||
if (p.rules.pickUpEmptiesOnly) {
|
||||
parts.push('EMPTIES ONLY — it may not couple a loaded car. A caboose is not a load.');
|
||||
}
|
||||
if (p.rules.stopThenExpedite) {
|
||||
parts.push('STOPS ONCE FOR SPEECHES, then runs expedited from its next Office onward');
|
||||
}
|
||||
@@ -1763,7 +1850,16 @@ const SIMPLE_CARDS = [
|
||||
* view of its own. `0` means no floor is configured — nothing to pace against.
|
||||
*/
|
||||
function objectiveOf(s: GameState, viewer: PlayerIndex): Frame['objective'] {
|
||||
const { days, minCombinedRevenue: target } = s.config;
|
||||
const { minCombinedRevenue: target } = s.config;
|
||||
/**
|
||||
* PACED AGAINST THE TIMETABLE ACTUALLY BEING PLAYED, extensions included (Gitea#11).
|
||||
*
|
||||
* `config.days` alone would say "the last Day is over" through every extended Day, and pace an
|
||||
* eight-Day game against five — both of which the status line used to do the moment play carried
|
||||
* on past the end. The official result is still decided at `config.days`; that is `checkVictory`'s
|
||||
* business, and nothing here feeds it.
|
||||
*/
|
||||
const days = s.config.days + s.extraDays;
|
||||
const revenue = s.players[viewer]?.revenue ?? 0;
|
||||
const daysLeft = Math.max(0, days - s.clock.day + 1);
|
||||
const elapsed = days - daysLeft + 1;
|
||||
|
||||
+72
-10
@@ -30,6 +30,7 @@ import type { Intent } from '../engine/intents.ts';
|
||||
import { legalActions } from '../engine/legal.ts';
|
||||
import { createGame } from '../engine/setup.ts';
|
||||
import type { CardId, GameConfig, GameState, PlayerIndex } from '../engine/state.ts';
|
||||
import { actingPlayer } from '../engine/state.ts';
|
||||
import { playerAtSeat } from '../engine/state.ts';
|
||||
import { cuesFor, narrate } from '../sim/narrate.ts';
|
||||
// Import from the view module, NOT replay.ts — replay.ts writes files and reads process.argv,
|
||||
@@ -121,6 +122,14 @@ export type NewGameOptions = {
|
||||
minCombinedRevenue?: number;
|
||||
maxCollisionsPerDay?: number;
|
||||
maxCollisionsTotal?: number;
|
||||
/**
|
||||
* Appendix B's three, added 2026-08-23 when the New Game dialog gained them.
|
||||
*
|
||||
* The lobby has offered these since v0.6.0 and the solitaire dialog could not, which meant a
|
||||
* solitaire game could never be played under Employee Rotation or the Emergency Toolbox at all.
|
||||
* Partial like `houseRules`: a caller names only what it is setting.
|
||||
*/
|
||||
optionalRules?: Partial<GameConfig['optionalRules']>;
|
||||
};
|
||||
|
||||
/** The same config with the New Game dialog's answers in it. */
|
||||
@@ -131,6 +140,7 @@ export function configWith(opts: NewGameOptions): GameConfig {
|
||||
minCombinedRevenue: opts.minCombinedRevenue ?? SOLO_CONFIG.minCombinedRevenue,
|
||||
maxCollisionsPerDay: opts.maxCollisionsPerDay ?? SOLO_CONFIG.maxCollisionsPerDay,
|
||||
maxCollisionsTotal: opts.maxCollisionsTotal ?? SOLO_CONFIG.maxCollisionsTotal,
|
||||
optionalRules: { ...SOLO_CONFIG.optionalRules, ...(opts.optionalRules ?? {}) },
|
||||
houseRules: houseRules(opts.houseRules ? { houseRules: opts.houseRules } : {}),
|
||||
};
|
||||
}
|
||||
@@ -257,6 +267,7 @@ export type Game = {
|
||||
/** 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: 'mainline.yardOffice', title: 'Where does this train arrive?' },
|
||||
{ prefix: 'localOps.choose', title: 'Local Operations — choose ONE' },
|
||||
{ prefix: 'switch.', title: 'Switching' },
|
||||
// Specific before general: `startsWith` means a bare `draw.` would swallow all three, and the
|
||||
@@ -325,9 +336,9 @@ export function drain(game: Game): void {
|
||||
/** 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;
|
||||
// `actingPlayer` (state.ts) knows which player each kind of interruption goes to — the
|
||||
// Superintendent for a §8.1 clearance, the district's owner for a Yard Office offer.
|
||||
return actingPlayer(game.state);
|
||||
}
|
||||
|
||||
/** Every legal action right now, grouped for display. Empty when there is nothing to decide. */
|
||||
@@ -456,13 +467,26 @@ export function actionGroups(game: Game): { options: Intent[]; groups: ActionGro
|
||||
*/
|
||||
if (prefix === 'mainline.clearance') {
|
||||
const pending = game.state.clock.pendingDecision;
|
||||
if (pending) {
|
||||
if (pending?.kind === 'clearance') {
|
||||
headed =
|
||||
`Superintendent — may ${trainName(game.state, pending.train)} follow ` +
|
||||
`${trainName(game.state, pending.occupiedBy)} onto the same Mainline card?`;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* §11 (Gitea#5) — the Yard Office offer interrupts the Mainline Phase, so it arrives with no
|
||||
* context around it: the player was not thinking about this train a moment ago.
|
||||
*/
|
||||
if (prefix === 'mainline.yardOffice') {
|
||||
const pending = game.state.clock.pendingDecision;
|
||||
if (pending?.kind === 'yardOffice') {
|
||||
headed =
|
||||
`${trainName(game.state, pending.train)} is arriving with no coaches — ` +
|
||||
'take it into the Yard Office, or hold it at the Train Order Office?';
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* A PENDING EXTRA IS ITS OWN QUESTION, and its own heading.
|
||||
*
|
||||
@@ -1005,9 +1029,42 @@ export function overHandLimit(game: Game, seat: PlayerIndex = 0): boolean {
|
||||
return hand.length > limit;
|
||||
}
|
||||
|
||||
/** 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);
|
||||
/**
|
||||
* Intents any seat may send regardless of whose turn it is — and, for `game.extend`, regardless of
|
||||
* whether the game is still running at all (§3.3, Gitea#11).
|
||||
*
|
||||
* `currentActor` is null once the timetable has run out, which is correct for everything else and
|
||||
* exactly wrong for the vote on playing another Day. Rather than teach `currentActor` about a state
|
||||
* where EVERY seat may act at once — which it has no way to express — callers name the seat.
|
||||
*/
|
||||
export function isOutOfTurn(intent: Intent): intent is Extract<Intent, { type: 'game.extend' }> {
|
||||
return intent.type === 'game.extend';
|
||||
}
|
||||
|
||||
/**
|
||||
* WHO ACTED, when replaying a saved history.
|
||||
*
|
||||
* A save is a flat `Intent[]` with no seat written beside each move, so a replay normally derives
|
||||
* the actor from the turn order — the same order the live game went round in, reproduced exactly.
|
||||
* That breaks for exactly one intent: the extension vote, which every seat may cast in any order,
|
||||
* and which `currentActor` answers `null` for because the game has stopped. Replaying such a save
|
||||
* used to fail outright with `NO_ACTOR`, which is to say an extended game could not be resumed at
|
||||
* all — found by `test/server/session.test.ts`'s resume test, and the reason `game.extend` carries
|
||||
* its voter (`intents.ts`).
|
||||
*/
|
||||
function replayActor(game: Game, intent: Intent): PlayerIndex | null {
|
||||
return isOutOfTurn(intent) ? intent.player : currentActor(game);
|
||||
}
|
||||
|
||||
/**
|
||||
* Submit an action. Returns false and changes nothing if the engine rejects it.
|
||||
*
|
||||
* `as` names the seat for an out-of-turn intent (see `isOutOfTurn`). It cannot be used to smuggle an
|
||||
* ordinary move past the turn order: `check` is still the authority and still asks `isActor`, so a
|
||||
* named seat that is not the actor is refused exactly as it would have been.
|
||||
*/
|
||||
export function submit(game: Game, intent: Intent, as: PlayerIndex | null = null): boolean {
|
||||
const actor = as ?? currentActor(game);
|
||||
if (actor === null) return false;
|
||||
|
||||
const result = applyIntent(game.state, actor, intent);
|
||||
@@ -1136,10 +1193,15 @@ function configFor(save: Save, config: GameConfig): GameConfig {
|
||||
*
|
||||
* Returns null when there is nothing to undo, so the caller can leave the button disabled.
|
||||
*/
|
||||
export function undo(game: Game, config: GameConfig = SOLO_CONFIG): Game | null {
|
||||
export function undo(game: Game, config: GameConfig = game.state.config): Game | null {
|
||||
if (game.history.length === 0) return null;
|
||||
// `toSave` first, so the rules this game was dealt under come with it. Rebuilding the save by hand
|
||||
// here dropped them, and undo re-dealt the game under the defaults instead of its own settings.
|
||||
//
|
||||
// THE VICTORY DIALS COME FROM THE GAME ITSELF for the same reason (2026-08-23). `Save` carries only
|
||||
// the house rules, so defaulting this parameter to `SOLO_CONFIG` meant undoing a game dealt over
|
||||
// eight Days replayed it as a five-Day game — the length, the Revenue floor and both collision
|
||||
// caps all quietly reverting to the defaults.
|
||||
return fromSave({ ...toSave(game), history: game.history.slice(0, -1) }, config);
|
||||
}
|
||||
|
||||
@@ -1153,7 +1215,7 @@ export function undo(game: Game, config: GameConfig = SOLO_CONFIG): Game | null
|
||||
export function fromSave(save: Save, config: GameConfig = SOLO_CONFIG): Game {
|
||||
const game = newGame(save.seed, configFor(save, config));
|
||||
for (const intent of save.history) {
|
||||
const actor = currentActor(game);
|
||||
const actor = replayActor(game, intent);
|
||||
if (actor === null) break;
|
||||
const result = applyIntent(game.state, actor, intent);
|
||||
if (!result.ok) break;
|
||||
@@ -1204,7 +1266,7 @@ export function fromMultiplayerSave(
|
||||
): { game: Game; stopped: ReplayStop | null } {
|
||||
const game = newMultiplayerGame(seed, config, playerNames);
|
||||
for (const [index, intent] of history.entries()) {
|
||||
const actor = currentActor(game);
|
||||
const actor = replayActor(game, intent);
|
||||
if (actor === null) {
|
||||
return { game, stopped: { index, intent, code: 'NO_ACTOR' } };
|
||||
}
|
||||
|
||||
+4
-4
@@ -79,13 +79,13 @@ footer{margin-top:26px;color:var(--dim);font-size:11px;display:flex;gap:18px;fle
|
||||
<span class="go" id="door-multiplayer-go">Set up a game →</span>
|
||||
</a>
|
||||
|
||||
<a class="door" href="./play.html">
|
||||
<a class="door" href="./play.html?solitaire">
|
||||
<h2>Play solitaire</h2>
|
||||
<p>Play by yourself and run the entire division for five full days. Your goal is 20 Revenue.
|
||||
Your game data is saved in your browser — if you close the tab and reopen this site
|
||||
<p>Play by yourself and run the entire division for five full days. Clear the Revenue floor of
|
||||
15 by the end or the game is a loss. Your game data is saved in your browser — if you close the tab and reopen this site
|
||||
without clearing your cache, your game is preserved and you can continue automatically.
|
||||
During the game you can also explicitly save your progress for later replay.</p>
|
||||
<span class="go">Start a game →</span>
|
||||
<span class="go">Set up a game →</span>
|
||||
</a>
|
||||
|
||||
<a class="door" href="./replays.html">
|
||||
|
||||
+519
-135
@@ -1,10 +1,22 @@
|
||||
/**
|
||||
* The lobby screen — Phase 4 of `docs/architecture/multiplayer.md` (§12 steps 17-20).
|
||||
* The lobby screen — Phase 4 of `docs/architecture/multiplayer.md` (§12 steps 17-20), rebuilt
|
||||
* 2026-08-23 (Jesse's cleanup pass).
|
||||
*
|
||||
* Everything in `#lobby` (`play.html`) is owned here: the join-secret gate, creating or joining a
|
||||
* game by code, and the seating screen up to `Lobby.Start`. `main.ts` calls `runLobby` once, at
|
||||
* `start()`, only when there is no stored session to reconnect with — see `main.ts`'s own comment
|
||||
* on why a stored `{token, gameId, seat}` skips this module entirely.
|
||||
* Everything in `#lobby` (`play.html`) is owned here: the join-secret gate, the two doors (join a
|
||||
* game, create one), the read-only preview a player reads BEFORE taking a seat, and the seating
|
||||
* screen up to `Lobby.Start`.
|
||||
*
|
||||
* WHAT CHANGED, and why each one was worth changing:
|
||||
* - JOINING CAME FIRST. It used to be a heading below the whole create form — fifteen fields a
|
||||
* player who was handed a code has no use for.
|
||||
* - A SEAT SURVIVES A RELOAD. The token was held in a closure and only written to `localStorage`
|
||||
* at `Lobby.Start`, so a refresh before the host started orphaned the chair: the player could
|
||||
* not get back and the seat could not be freed. `onSeated` hands it to `main.ts` immediately.
|
||||
* - THERE IS A WAY OUT. `/api/lobby/leave` frees a seat, so a mis-join or a player who wanders off
|
||||
* no longer wedges a table that cannot start until every chair is taken.
|
||||
* - THE STREAM CAN FAIL OUT LOUD. `onmessage` was the only handler; a dropped connection left the
|
||||
* seating screen frozen and silent.
|
||||
* - THE RULES ARE VISIBLE TO EVERYONE, not just the host who typed them.
|
||||
*
|
||||
* MIRRORS SERVER TYPES RATHER THAN IMPORTING THEM, same choice `web/session.ts` already made for
|
||||
* `Push`: this file must never depend on anything under `src/server/`, even at the type level, since
|
||||
@@ -12,12 +24,36 @@
|
||||
*/
|
||||
|
||||
import type { GameConfig, PlayerIndex } from '../engine/state.ts';
|
||||
import { defaultMultiplayerConfig } from './game.ts';
|
||||
import { STARTING_HAND_LABELS, houseRules } from '../engine/content.ts';
|
||||
import type { StartingHand } from '../engine/content.ts';
|
||||
import {
|
||||
closestPreset,
|
||||
configFromSettings,
|
||||
gameTypeLabel,
|
||||
preset,
|
||||
presetSettings,
|
||||
} from './presets.ts';
|
||||
import type { GameType, PresetName } from './presets.ts';
|
||||
import { rulesListHtml, settingsForm } from './settings-form.ts';
|
||||
import { seatLabel } from '../sim/view.ts';
|
||||
|
||||
export type LobbyReady = { token: string; gameId: string; seat: PlayerIndex };
|
||||
export type LobbyReady = { token: string; gameId: string; seat: PlayerIndex; gameCode: string };
|
||||
|
||||
/** What the page must do with a seat this screen takes or gives up. `main.ts` owns the storage; this
|
||||
* module owns the moments. */
|
||||
export type LobbyHandlers = {
|
||||
/** The game has begun — tear this screen down and build a `RemoteSession`. Called at most once. */
|
||||
onReady: (r: LobbyReady) => void;
|
||||
/** A seat is now held. Called before the game starts, so a reload can come back to it. */
|
||||
onSeated: (s: { token: string; gameId: string; gameCode: string }) => void;
|
||||
/** The seat is gone — left, removed, or the lobby closed under us. Forget the stored record. */
|
||||
onLeft: (gameId?: string) => void;
|
||||
/** Every game this browser still holds a seat in — the page owns the storage, this screen only
|
||||
* draws it. */
|
||||
known?: () => { gameId: string; gameCode: string; stage: 'lobby' | 'game' }[];
|
||||
/** Re-enter one of them. */
|
||||
rejoin?: (gameId: string) => void;
|
||||
/** Give one up for good: the token is the only proof of identity, so this cannot be undone. */
|
||||
forget?: (gameId: string) => void;
|
||||
};
|
||||
|
||||
type LobbySeat = { kind: 'human'; token: string; displayName: string } | { kind: 'bot' } | null;
|
||||
type Lobby = {
|
||||
@@ -30,12 +66,46 @@ type Lobby = {
|
||||
createdAt: number;
|
||||
};
|
||||
type LobbyPush = { lobby: Lobby; you: PlayerIndex; started: boolean };
|
||||
type Preview = {
|
||||
gameCode: string;
|
||||
hostName: string;
|
||||
config: GameConfig;
|
||||
players: number;
|
||||
seated: { seat: number; who: string | null; bot: boolean }[];
|
||||
};
|
||||
|
||||
/** Per-origin, same reasoning `lobby-and-sessions.md` §1 gives for the session token itself — a
|
||||
* secret typed at one address means nothing at another. */
|
||||
const SECRET_KEY = 'stationmaster-joinsecret';
|
||||
/** The name is not a credential; it is remembered for the same reason the secret is — nobody should
|
||||
* retype what they typed last time. */
|
||||
const NAME_KEY = 'stationmaster-displayname';
|
||||
|
||||
const $ = <T extends HTMLElement = HTMLElement>(id: string): T => document.getElementById(id) as T;
|
||||
const has = (id: string): boolean => document.getElementById(id) !== null;
|
||||
|
||||
/**
|
||||
* A server code turned into a sentence.
|
||||
*
|
||||
* `LOBBY_FULL` and `BAD_PLAYER_COUNT` used to be printed at the player exactly as the server said
|
||||
* them. The codes are the server's vocabulary, not the table's.
|
||||
*/
|
||||
function explain(code: unknown, fallback: string): string {
|
||||
const messages: Record<string, string> = {
|
||||
LOBBY_FULL: 'That table is already full — every chair is taken.',
|
||||
ALREADY_STARTED: 'That game has already started.',
|
||||
BAD_PLAYER_COUNT: 'That table size cannot start a game — 2 to 4 players.',
|
||||
NOT_HOST: 'Only the host can do that.',
|
||||
NAME_TAKEN: 'Somebody at that table is already using that name — pick another.',
|
||||
'bad or missing secret': 'That join secret was not accepted by this server.',
|
||||
// What a lobby answers once it has become a GAME — most often seen by a host pressing Start
|
||||
// twice, and by a tab left open on a lobby that started somewhere else.
|
||||
'no such lobby': 'That game is no longer waiting to start — it has either begun or been closed.',
|
||||
'no open lobby with that code': 'No game is waiting under that code. Check it, or ask for a new one — a game that has already started cannot be joined.',
|
||||
};
|
||||
const key = typeof code === 'string' ? code : '';
|
||||
return messages[key] ?? (key !== '' ? key : fallback);
|
||||
}
|
||||
|
||||
async function postJson(path: string, body: unknown): Promise<{ status: number; body: Record<string, unknown> }> {
|
||||
const res = await fetch(path, {
|
||||
@@ -46,21 +116,73 @@ async function postJson(path: string, body: unknown): Promise<{ status: number;
|
||||
return { status: res.status, body: (await res.json()) as Record<string, unknown> };
|
||||
}
|
||||
|
||||
async function getJson(path: string): Promise<{ status: number; body: Record<string, unknown> }> {
|
||||
const res = await fetch(path);
|
||||
return { status: res.status, body: (await res.json().catch(() => ({}))) as Record<string, unknown> };
|
||||
}
|
||||
|
||||
/**
|
||||
* Shows `#lobby`, drives it through creating or joining a game and then seating, and calls
|
||||
* `onReady` exactly once — the instant `Lobby.Start` fires, from WHICHEVER browser tab started it.
|
||||
* Never calls back more than once; the caller is expected to tear this screen down (`main.ts` hides
|
||||
* `#lobby` and shows `#gameui`) as its very first action inside `onReady`.
|
||||
* Shows `#lobby` and drives it. `resume` re-enters the seating screen for a browser that already
|
||||
* holds a seat (a reload before the host started) rather than starting at the doors.
|
||||
*/
|
||||
export function runLobby(onReady: (r: LobbyReady) => void): void {
|
||||
export function runLobby(handlers: LobbyHandlers, resume?: { token: string; gameId: string; gameCode: string }): void {
|
||||
// Nothing below exists on a page that is not `play.html` — and `main.ts` is imported by tests that
|
||||
// stub only part of the DOM. Bail rather than throwing through the module's caller.
|
||||
if (!has('lobby') || !has('lb-choice-section')) return;
|
||||
$('lobby').hidden = false;
|
||||
$<HTMLInputElement>('lb-secret').value = localStorage.getItem(SECRET_KEY) ?? '';
|
||||
|
||||
const form = settingsForm('lb-');
|
||||
let source: EventSource | null = null;
|
||||
let done = false;
|
||||
|
||||
function setError(id: string, message: string): void {
|
||||
$(id).textContent = message;
|
||||
/**
|
||||
* THE GAMES THIS BROWSER IS ALREADY IN.
|
||||
*
|
||||
* Rejoining is what the stored token is FOR, and until now the only thing that ever used one was a
|
||||
* bare page load — so a player who left a game, or who joined a second, had no way to get back to
|
||||
* the first. Drawn from the page's own storage (`main.ts`), never from this module.
|
||||
*/
|
||||
function renderKnown(): void {
|
||||
if (!has('lb-known')) return;
|
||||
const games = handlers.known?.() ?? [];
|
||||
$('lb-known').hidden = games.length === 0;
|
||||
if (games.length === 0) return;
|
||||
$('lb-known-list').innerHTML = games
|
||||
.map(
|
||||
(g) =>
|
||||
`<div class="lb-known-row"><span class="code">${escapeHtml(g.gameCode || g.gameId.slice(0, 8))}</span>` +
|
||||
`<span class="dim">${g.stage === 'lobby' ? 'waiting to start' : 'in play'}</span>` +
|
||||
`<button class="lb-rejoin" data-game="${escapeHtml(g.gameId)}">Rejoin</button>` +
|
||||
`<button class="lb-forget ghost" data-game="${escapeHtml(g.gameId)}">Forget</button></div>`,
|
||||
)
|
||||
.join('');
|
||||
for (const btn of Array.from($('lb-known-list').querySelectorAll<HTMLButtonElement>('.lb-rejoin'))) {
|
||||
btn.onclick = () => handlers.rejoin?.(btn.dataset['game'] ?? '');
|
||||
}
|
||||
for (const btn of Array.from($('lb-known-list').querySelectorAll<HTMLButtonElement>('.lb-forget'))) {
|
||||
btn.onclick = () => {
|
||||
// Confirmed, because it is not recoverable from this browser: the token IS the identity
|
||||
// (`lobby-and-sessions.md` §1), and nothing else on this server will accept a claim to that
|
||||
// seat.
|
||||
const code = btn.previousElementSibling?.previousElementSibling?.textContent ?? 'that game';
|
||||
if (!confirm(`Forget ${code}? This browser will not be able to rejoin it — your seat stays in the game, and only whoever runs the server could let you back in.`)) return;
|
||||
handlers.forget?.(btn.dataset['game'] ?? '');
|
||||
renderKnown();
|
||||
};
|
||||
}
|
||||
}
|
||||
renderKnown();
|
||||
|
||||
// -- the join secret ------------------------------------------------------------------------
|
||||
|
||||
function showSecret(saved: boolean): void {
|
||||
$('lb-secret-saved').hidden = !saved;
|
||||
$('lb-secret-ask').hidden = saved;
|
||||
}
|
||||
const storedSecret = localStorage.getItem(SECRET_KEY) ?? '';
|
||||
$<HTMLInputElement>('lb-secret').value = storedSecret;
|
||||
showSecret(storedSecret !== '');
|
||||
$<HTMLButtonElement>('lb-secret-change').onclick = () => showSecret(false);
|
||||
|
||||
function secret(): string {
|
||||
const value = $<HTMLInputElement>('lb-secret').value;
|
||||
@@ -68,25 +190,248 @@ export function runLobby(onReady: (r: LobbyReady) => void): void {
|
||||
return value;
|
||||
}
|
||||
|
||||
/** A rejected secret re-opens the field it is about — the error used to appear a screen away from
|
||||
* the box that caused it. */
|
||||
function secretRejected(status: number): boolean {
|
||||
if (status !== 403) return false;
|
||||
showSecret(false);
|
||||
$<HTMLInputElement>('lb-secret').focus();
|
||||
return true;
|
||||
}
|
||||
|
||||
// -- display name ---------------------------------------------------------------------------
|
||||
|
||||
const nameField = $<HTMLInputElement>('lb-name');
|
||||
nameField.value = localStorage.getItem(NAME_KEY) ?? '';
|
||||
function displayName(): string {
|
||||
const value = nameField.value.trim();
|
||||
if (value !== '') localStorage.setItem(NAME_KEY, value);
|
||||
return value;
|
||||
}
|
||||
|
||||
// -- the two doors --------------------------------------------------------------------------
|
||||
|
||||
function door(which: 'join' | 'create'): void {
|
||||
$('lb-join-panel').hidden = which !== 'join';
|
||||
$('lb-create-panel').hidden = which !== 'create';
|
||||
$('lb-door-join').classList.toggle('active', which === 'join');
|
||||
$('lb-door-create').classList.toggle('active', which === 'create');
|
||||
}
|
||||
$<HTMLButtonElement>('lb-door-join').onclick = () => door('join');
|
||||
$<HTMLButtonElement>('lb-door-create').onclick = () => door('create');
|
||||
|
||||
// -- the create form ------------------------------------------------------------------------
|
||||
|
||||
/** The named type the form is currently measured against — and, for a Custom game, the type it is
|
||||
* scored as. Custom is only ever reached FROM one of these, so there is always an answer. */
|
||||
let base: PresetName = 'coop';
|
||||
let type: GameType = 'coop';
|
||||
/** Once the host types a Revenue floor it is theirs; players and days stop re-deriving it. */
|
||||
let floorTyped = false;
|
||||
|
||||
const players = (): number => Number($<HTMLSelectElement>('lb-players').value) || 4;
|
||||
const days = (): number => {
|
||||
const raw = Number($<HTMLInputElement>('lb-days').value);
|
||||
return Number.isFinite(raw) && raw >= 1 ? Math.round(raw) : 5;
|
||||
};
|
||||
|
||||
function typeRadios(): HTMLInputElement[] {
|
||||
return Array.from(document.querySelectorAll<HTMLInputElement>('input[name="lb-type"]'));
|
||||
}
|
||||
|
||||
/** Reset every rule to a named type. Seed, players and days are parameters, and are left alone. */
|
||||
function selectPreset(name: PresetName): void {
|
||||
base = name;
|
||||
type = name;
|
||||
floorTyped = false;
|
||||
const values = presetSettings(name, players(), days());
|
||||
form.write(values, values);
|
||||
form.setEmployeeRotationAvailable(true);
|
||||
refresh();
|
||||
}
|
||||
|
||||
function refresh(): void {
|
||||
const differing = form.mark(base, players(), days());
|
||||
if (differing.length > 0) type = 'custom';
|
||||
else if (type === 'custom') type = base;
|
||||
for (const r of typeRadios()) r.checked = r.value === type;
|
||||
|
||||
const scoring = preset(base).scoring;
|
||||
const note = $('lb-type-note');
|
||||
if (type === 'custom') {
|
||||
note.textContent =
|
||||
`${gameTypeLabel('custom', scoring)} · ${differing.length} ` +
|
||||
`${differing.length === 1 ? 'setting differs' : 'settings differ'} from ${preset(base).label}.`;
|
||||
note.className = 'ng-note changed-note';
|
||||
// A Custom game is nobody's default: open the block that says how it differs.
|
||||
$<HTMLDetailsElement>('lb-settings').open = true;
|
||||
} else {
|
||||
note.textContent = preset(type as PresetName).blurb;
|
||||
note.className = 'ng-note';
|
||||
}
|
||||
}
|
||||
|
||||
for (const r of typeRadios()) {
|
||||
// Solitaire is on this screen so the two screens read as one list, but there is nothing here to
|
||||
// deal it with — the New Game dialog is where a solitaire game comes from.
|
||||
if (r.value === 'solitaire') markUnavailable(r, 'dealt with the New game button, not here');
|
||||
r.onchange = () => {
|
||||
if (!r.checked) return;
|
||||
if (r.value === 'custom') {
|
||||
// Clicking Custom keeps everything as it stands, and keeps the scoring of the type it came
|
||||
// from (Jesse, 2026-08-23) — it is only ever reached from one of the named types.
|
||||
type = 'custom';
|
||||
refresh();
|
||||
return;
|
||||
}
|
||||
selectPreset(r.value as PresetName);
|
||||
};
|
||||
}
|
||||
|
||||
form.onEdit((key) => {
|
||||
// The floor is derived until somebody sets it; ticking the condition off counts as setting it.
|
||||
if (key === 'minCombinedRevenue') floorTyped = true;
|
||||
type = 'custom';
|
||||
refresh();
|
||||
});
|
||||
|
||||
/** Players and days are parameters, not settings: they re-derive the floor and never make a game
|
||||
* Custom by themselves. */
|
||||
function paramsChanged(): void {
|
||||
if (!floorTyped) {
|
||||
const values = form.read();
|
||||
const want = presetSettings(base, players(), days());
|
||||
form.write({ ...values, minCombinedRevenue: want.minCombinedRevenue }, want);
|
||||
}
|
||||
refresh();
|
||||
}
|
||||
$<HTMLSelectElement>('lb-players').onchange = paramsChanged;
|
||||
$<HTMLInputElement>('lb-days').oninput = paramsChanged;
|
||||
|
||||
selectPreset('coop');
|
||||
door('join');
|
||||
|
||||
// -- creating -------------------------------------------------------------------------------
|
||||
|
||||
$<HTMLButtonElement>('lb-create').onclick = () => {
|
||||
const name = displayName();
|
||||
if (name === '') {
|
||||
$('lb-create-err').textContent = 'Enter a display name first.';
|
||||
return;
|
||||
}
|
||||
const asked = $<HTMLInputElement>('lb-seed').value.trim();
|
||||
// Blank or unparseable both mean "surprise me", which is what leaving the box alone asks for.
|
||||
const seed = asked === '' || !Number.isFinite(Number(asked)) ? null : Math.trunc(Number(asked));
|
||||
const config = configFromSettings(form.read(), preset(base).scoring, days(), preset(base).pvpCards);
|
||||
|
||||
$('lb-create-err').textContent = '';
|
||||
void postJson('/api/lobby/create', {
|
||||
secret: secret(),
|
||||
config,
|
||||
displayName: name,
|
||||
players: players(),
|
||||
seed,
|
||||
}).then(({ status, body }) => {
|
||||
if (status !== 200) {
|
||||
secretRejected(status);
|
||||
$('lb-create-err').textContent = explain(body['error'], 'Could not create the game.');
|
||||
return;
|
||||
}
|
||||
enterSeating(body['gameId'] as string, body['token'] as string, body['gameCode'] as string);
|
||||
});
|
||||
};
|
||||
|
||||
// -- joining --------------------------------------------------------------------------------
|
||||
|
||||
let previewed: Preview | null = null;
|
||||
|
||||
function showPreview(p: Preview): void {
|
||||
previewed = p;
|
||||
$('lb-preview').hidden = false;
|
||||
$('lb-preview-code').textContent = p.gameCode;
|
||||
const near = closestPreset(p.config, p.players, p.config.days);
|
||||
const label = gameTypeLabel(
|
||||
near.differing.length === 0 ? near.name : 'custom',
|
||||
p.config.mode,
|
||||
);
|
||||
$('lb-preview-type').textContent =
|
||||
near.differing.length === 0
|
||||
? label
|
||||
: `${label} · ${near.differing.length} ${near.differing.length === 1 ? 'setting differs' : 'settings differ'} from ${preset(near.name).label}`;
|
||||
const taken = p.seated.filter((s) => s.who !== null || s.bot).length;
|
||||
const names = p.seated
|
||||
.map((s) => (s.bot ? 'a bot' : (s.who ?? 'empty')))
|
||||
.join(', ');
|
||||
$('lb-preview-who').textContent = `Host: ${p.hostName} · ${taken} of ${p.players} seats taken — ${names}`;
|
||||
$('lb-preview-rules').innerHTML = rulesListHtml(p.config, p.players, p.config.days);
|
||||
}
|
||||
|
||||
$<HTMLButtonElement>('lb-look').onclick = () => {
|
||||
const code = $<HTMLInputElement>('lb-code').value.trim().toUpperCase();
|
||||
$('lb-preview').hidden = true;
|
||||
if (code === '') {
|
||||
$('lb-join-err').textContent = 'Enter the game code you were given.';
|
||||
return;
|
||||
}
|
||||
$('lb-join-err').textContent = '';
|
||||
void getJson(
|
||||
`/api/lobby/preview?gameCode=${encodeURIComponent(code)}&secret=${encodeURIComponent(secret())}`,
|
||||
).then(({ status, body }) => {
|
||||
if (status !== 200) {
|
||||
secretRejected(status);
|
||||
$('lb-join-err').textContent = explain(body['error'], 'Could not look up that game.');
|
||||
return;
|
||||
}
|
||||
showPreview(body as unknown as Preview);
|
||||
});
|
||||
};
|
||||
|
||||
$<HTMLButtonElement>('lb-join').onclick = () => {
|
||||
const name = displayName();
|
||||
const code = previewed?.gameCode ?? $<HTMLInputElement>('lb-code').value.trim().toUpperCase();
|
||||
if (name === '') {
|
||||
$('lb-join-err').textContent = 'Enter a display name first.';
|
||||
return;
|
||||
}
|
||||
$('lb-join-err').textContent = '';
|
||||
void postJson('/api/lobby/join', { secret: secret(), gameCode: code, displayName: name }).then(
|
||||
({ status, body }) => {
|
||||
if (status !== 200) {
|
||||
secretRejected(status);
|
||||
$('lb-join-err').textContent = explain(body['error'], 'Could not join that game.');
|
||||
return;
|
||||
}
|
||||
enterSeating(body['gameId'] as string, body['token'] as string, code);
|
||||
},
|
||||
);
|
||||
};
|
||||
|
||||
// -- seating --------------------------------------------------------------------------------
|
||||
|
||||
function renderSeating(lobby: Lobby, you: PlayerIndex, token: string): void {
|
||||
$('lb-gamecode').textContent = lobby.gameCode;
|
||||
const isHost = lobby.hostToken === token;
|
||||
|
||||
let html = '';
|
||||
// Bots are numbered here exactly as `startLobby` numbers them at the moment the game starts, so
|
||||
// the table you set up is the table that appears on the board.
|
||||
let botNumber = 0;
|
||||
for (let seat = 0; seat < lobby.seats.length; seat++) {
|
||||
const occupant = lobby.seats[seat] ?? null;
|
||||
const isYou = occupant?.kind === 'human' && occupant.token === token;
|
||||
const isSeatHost = occupant?.kind === 'human' && occupant.token === lobby.hostToken;
|
||||
if (occupant?.kind === 'bot') botNumber++;
|
||||
const who =
|
||||
occupant === null
|
||||
? '<span class="dim">— waiting —</span>'
|
||||
: occupant.kind === 'bot'
|
||||
? 'Bot'
|
||||
: `${occupant.displayName}${isYou ? ' (you)' : ''}${isSeatHost ? ' — host' : ''}`;
|
||||
? `Bot ${botNumber}`
|
||||
: `${escapeHtml(occupant.displayName)}${isYou ? ' (you)' : ''}${isSeatHost ? ' — host' : ''}`;
|
||||
let action = '';
|
||||
if (isHost) {
|
||||
if (occupant === null) action = `<button class="lb-bot-add" data-seat="${seat}">+ bot</button>`;
|
||||
else if (occupant.kind === 'bot') action = `<button class="lb-bot-remove" data-seat="${seat}">remove bot</button>`;
|
||||
else if (!isYou) action = `<button class="lb-kick" data-seat="${seat}">remove</button>`;
|
||||
}
|
||||
html += `<div class="lb-seat"><span class="dim">Seat ${seatLabel(seat)}</span><span class="who">${who}</span>${action}</div>`;
|
||||
}
|
||||
@@ -94,21 +439,30 @@ export function runLobby(onReady: (r: LobbyReady) => void): void {
|
||||
|
||||
/**
|
||||
* The code is the whole invitation, so it has to leave this screen by some route other than
|
||||
* being read off it and retyped. `navigator.clipboard` is unavailable on an insecure origin
|
||||
* and can be refused outright, so a failure says the code is there to be selected rather than
|
||||
* silently doing nothing.
|
||||
* being read off it and retyped. Two buttons because they are two different acts: the CODE is
|
||||
* what you read aloud on a call and works at whatever address each player reaches the box by;
|
||||
* the LINK is what you paste into a chat, and only works for someone who can reach this address.
|
||||
* Neither carries the join secret — that is the door key, and it travels out of band.
|
||||
*
|
||||
* `navigator.clipboard` is unavailable on an insecure origin and can be refused outright, so a
|
||||
* failure says the code is there to be selected rather than silently doing nothing.
|
||||
*/
|
||||
const copyBtn = $<HTMLButtonElement>('lb-copy');
|
||||
copyBtn.onclick = () => {
|
||||
const say = (m: string): void => {
|
||||
$('lb-copied').textContent = m;
|
||||
setTimeout(() => ($('lb-copied').textContent = ''), 4000);
|
||||
};
|
||||
const say = (m: string): void => {
|
||||
$('lb-copied').textContent = m;
|
||||
setTimeout(() => ($('lb-copied').textContent = ''), 4000);
|
||||
};
|
||||
const copy = (text: string, ok: string): void => {
|
||||
void navigator.clipboard
|
||||
?.writeText(lobby.gameCode)
|
||||
.then(() => say('Copied.'))
|
||||
?.writeText(text)
|
||||
.then(() => say(ok))
|
||||
.catch(() => say('Could not copy — select the code above instead.'));
|
||||
};
|
||||
$<HTMLButtonElement>('lb-copy').onclick = () => copy(lobby.gameCode, 'Code copied.');
|
||||
$<HTMLButtonElement>('lb-copylink').onclick = () =>
|
||||
copy(
|
||||
`${location.origin}${location.pathname}?lobby&code=${encodeURIComponent(lobby.gameCode)}`,
|
||||
'Invite link copied — the join secret is not in it.',
|
||||
);
|
||||
|
||||
for (const btn of Array.from($('lb-seats').querySelectorAll<HTMLButtonElement>('.lb-bot-add'))) {
|
||||
btn.onclick = () => void postJson('/api/lobby/bot', { token, seat: Number(btn.dataset['seat']), filled: true });
|
||||
@@ -116,135 +470,165 @@ export function runLobby(onReady: (r: LobbyReady) => void): void {
|
||||
for (const btn of Array.from($('lb-seats').querySelectorAll<HTMLButtonElement>('.lb-bot-remove'))) {
|
||||
btn.onclick = () => void postJson('/api/lobby/bot', { token, seat: Number(btn.dataset['seat']), filled: false });
|
||||
}
|
||||
for (const btn of Array.from($('lb-seats').querySelectorAll<HTMLButtonElement>('.lb-kick'))) {
|
||||
btn.onclick = () => {
|
||||
void postJson('/api/lobby/leave', { token, seat: Number(btn.dataset['seat']) }).then(({ status, body }) => {
|
||||
if (status !== 200) $('lb-start-note').textContent = explain(body['error'], 'Could not clear that seat.');
|
||||
});
|
||||
};
|
||||
}
|
||||
|
||||
// What everyone at the table is about to play — the host chose it, and until now nobody else
|
||||
// could see any of it.
|
||||
const near = closestPreset(lobby.config, lobby.seats.length, lobby.config.days);
|
||||
const label = gameTypeLabel(near.differing.length === 0 ? near.name : 'custom', lobby.config.mode);
|
||||
$('lb-seating-type').textContent =
|
||||
near.differing.length === 0
|
||||
? label
|
||||
: `${label} · ${near.differing.length} ${near.differing.length === 1 ? 'setting differs' : 'settings differ'} from ${preset(near.name).label}`;
|
||||
$('lb-seating-rules').innerHTML = rulesListHtml(lobby.config, lobby.seats.length, lobby.config.days);
|
||||
|
||||
const waiting = lobby.seats.filter((s) => s === null).length;
|
||||
const startBtn = $<HTMLButtonElement>('lb-start');
|
||||
startBtn.hidden = !isHost;
|
||||
startBtn.disabled = waiting > 0;
|
||||
$('lb-start-note').textContent = isHost
|
||||
? waiting === 0
|
||||
? ''
|
||||
: `Waiting on ${waiting} more ${waiting === 1 ? 'player' : 'players'} — add a bot to any empty chair to start now.`
|
||||
: 'Waiting for the host to start the game.';
|
||||
startBtn.textContent = 'Start game';
|
||||
$('lb-start-note').textContent = '';
|
||||
const waitNote = $('lb-stream-note');
|
||||
if (waitNote.dataset['reason'] !== 'stream') {
|
||||
waitNote.hidden = waiting === 0 && isHost;
|
||||
waitNote.textContent = isHost
|
||||
? waiting === 0
|
||||
? ''
|
||||
: `Waiting on ${waiting} more ${waiting === 1 ? 'player' : 'players'} — add a bot to any empty chair to start now.`
|
||||
: 'Waiting for the host to start the game.';
|
||||
waitNote.hidden = waitNote.textContent === '';
|
||||
}
|
||||
startBtn.onclick = () => {
|
||||
// No busy state used to mean a second press posted a second start, whose 409 landed on screen
|
||||
// as a raw code.
|
||||
startBtn.disabled = true;
|
||||
startBtn.textContent = 'Starting…';
|
||||
void postJson('/api/lobby/start', { token }).then(({ status, body }) => {
|
||||
if (status !== 200) setError('lb-start-note', String(body['error'] ?? 'could not start'));
|
||||
if (status !== 200) {
|
||||
startBtn.disabled = false;
|
||||
startBtn.textContent = 'Start game';
|
||||
$('lb-start-note').textContent = explain(body['error'], 'Could not start the game.');
|
||||
}
|
||||
});
|
||||
};
|
||||
}
|
||||
|
||||
function enterSeating(gameId: string, token: string): void {
|
||||
function streamNote(message: string): void {
|
||||
const el = $('lb-stream-note');
|
||||
el.dataset['reason'] = message === '' ? '' : 'stream';
|
||||
el.textContent = message;
|
||||
el.hidden = message === '';
|
||||
}
|
||||
|
||||
function enterSeating(gameId: string, token: string, gameCode: string): void {
|
||||
handlers.onSeated({ token, gameId, gameCode });
|
||||
$('lb-choice-section').hidden = true;
|
||||
$('lb-seating-section').hidden = false;
|
||||
|
||||
$<HTMLButtonElement>('lb-leave').onclick = () => {
|
||||
void postJson('/api/lobby/leave', { token }).then(() => {
|
||||
source?.close();
|
||||
handlers.onLeft(gameId);
|
||||
$('lb-seating-section').hidden = true;
|
||||
$('lb-choice-section').hidden = false;
|
||||
renderKnown();
|
||||
notice('');
|
||||
});
|
||||
};
|
||||
|
||||
source = new EventSource(`/api/lobby/stream?token=${encodeURIComponent(token)}`);
|
||||
source.onmessage = (ev: MessageEvent<string>) => {
|
||||
streamNote('');
|
||||
const push = JSON.parse(ev.data) as LobbyPush;
|
||||
if (push.started) {
|
||||
source?.close();
|
||||
onReady({ token, gameId, seat: push.you });
|
||||
if (done) return;
|
||||
done = true;
|
||||
handlers.onReady({ token, gameId, seat: push.you, gameCode: push.lobby.gameCode });
|
||||
return;
|
||||
}
|
||||
renderSeating(push.lobby, push.you, token);
|
||||
};
|
||||
}
|
||||
|
||||
const chosenMode = (): 'competitive' | 'coop' =>
|
||||
($('lb-choice-section').querySelector<HTMLInputElement>('input[name="lb-mode"]:checked')?.value ??
|
||||
'competitive') as 'competitive' | 'coop';
|
||||
const chosenPlayers = (): number => Number($<HTMLSelectElement>('lb-players').value) || 4;
|
||||
const num = (id: string): number => Number($<HTMLInputElement>(id).value);
|
||||
|
||||
/**
|
||||
* Mode and table size only move the DEFAULTS, exactly as the solitaire dialog's own presets do —
|
||||
* every field stays editable afterwards, so "Co-op, 3 players" is a starting point rather than a
|
||||
* fixed ruleset. Re-running this on a change is also what keeps the combined-Revenue floor
|
||||
* honest: it is derived from the player count, and the count is a control on this form.
|
||||
*/
|
||||
function applyDefaults(): void {
|
||||
const c = defaultMultiplayerConfig(chosenMode(), chosenPlayers());
|
||||
const rules = houseRules(c);
|
||||
$<HTMLInputElement>('lb-days').value = String(c.days);
|
||||
$<HTMLInputElement>('lb-minrev').value = String(c.minCombinedRevenue);
|
||||
$<HTMLInputElement>('lb-colday').value = String(c.maxCollisionsPerDay);
|
||||
$<HTMLInputElement>('lb-coltotal').value = String(c.maxCollisionsTotal);
|
||||
$<HTMLInputElement>('lb-passenger').value = String(rules.revenue.passengerPerCoach);
|
||||
$<HTMLInputElement>('lb-freight').value = String(rules.revenue.freightPerLoad);
|
||||
$<HTMLInputElement>('lb-transit').value = String(rules.revenue.trainPerTransit);
|
||||
// Co-op has no valid target for the opponent-directed cards, so the toggle is forced off rather
|
||||
// than merely defaulted off — the same rule `buildDeck` applies.
|
||||
const pvp = $<HTMLInputElement>('lb-pvp');
|
||||
pvp.checked = c.pvpCardsAllowed;
|
||||
pvp.disabled = chosenMode() !== 'competitive';
|
||||
}
|
||||
for (const input of Array.from(
|
||||
$('lb-choice-section').querySelectorAll<HTMLInputElement>('input[name="lb-mode"]'),
|
||||
)) {
|
||||
input.onchange = applyDefaults;
|
||||
}
|
||||
$<HTMLSelectElement>('lb-players').onchange = applyDefaults;
|
||||
applyDefaults();
|
||||
|
||||
$<HTMLButtonElement>('lb-create').onclick = () => {
|
||||
const displayName = $<HTMLInputElement>('lb-name').value.trim();
|
||||
const mode = chosenMode();
|
||||
if (displayName === '') {
|
||||
setError('lb-create-err', 'enter a display name first');
|
||||
return;
|
||||
}
|
||||
const players = chosenPlayers();
|
||||
const hand = $('lb-settings').querySelector<HTMLInputElement>('input[name="lb-hand"]:checked')?.value;
|
||||
// Blank or unparseable both mean "surprise me", which is what leaving the box alone asks for.
|
||||
const asked = $<HTMLInputElement>('lb-seed').value.trim();
|
||||
const seed = asked === '' || !Number.isFinite(Number(asked)) ? null : Math.trunc(Number(asked));
|
||||
|
||||
const config: GameConfig = {
|
||||
...defaultMultiplayerConfig(mode, players),
|
||||
days: Math.max(1, Math.round(num('lb-days')) || 5),
|
||||
minCombinedRevenue: Math.max(0, Math.round(num('lb-minrev')) || 0),
|
||||
maxCollisionsPerDay: Math.max(0, Math.round(num('lb-colday')) || 0),
|
||||
maxCollisionsTotal: Math.max(0, Math.round(num('lb-coltotal')) || 0),
|
||||
pvpCardsAllowed: $<HTMLInputElement>('lb-pvp').checked && mode === 'competitive',
|
||||
optionalRules: {
|
||||
reducedVisibility: $<HTMLInputElement>('lb-visibility').checked,
|
||||
employeeRotation: $<HTMLInputElement>('lb-rotation').checked,
|
||||
emergencyToolbox: $<HTMLInputElement>('lb-toolbox').checked,
|
||||
},
|
||||
houseRules: {
|
||||
...(STARTING_HAND_LABELS.some((o) => o.value === hand) ? { startingHand: hand as StartingHand } : {}),
|
||||
revenue: {
|
||||
passengerPerCoach: num('lb-passenger'),
|
||||
freightPerLoad: num('lb-freight'),
|
||||
trainPerTransit: num('lb-transit'),
|
||||
},
|
||||
},
|
||||
};
|
||||
|
||||
void postJson('/api/lobby/create', { secret: secret(), config, displayName, players, seed }).then(
|
||||
({ status, body }) => {
|
||||
if (status !== 200) {
|
||||
setError('lb-create-err', String(body['error'] ?? 'could not create the game'));
|
||||
/**
|
||||
* A DEAD LOBBY AND A BLIP LOOK IDENTICAL HERE, so ask — the same shape `session.ts` already uses
|
||||
* for the game stream, which the lobby never got.
|
||||
*
|
||||
* Three answers matter. The game may have STARTED while we were disconnected (the `started` push
|
||||
* is sent once and then the connection closes, so a drop at the wrong moment loses it) —
|
||||
* `/api/session` knows, and we go straight in. The lobby may still be there, in which case
|
||||
* `EventSource` is already retrying and the note is all that is needed. Or it is gone, and
|
||||
* sitting on a frozen seating screen is the one thing that must not happen.
|
||||
*/
|
||||
source.onerror = () => {
|
||||
if (done) return;
|
||||
streamNote('Connection lost — retrying. You can leave and rejoin if this does not clear.');
|
||||
void getJson(`/api/session?token=${encodeURIComponent(token)}`).then(({ status, body }) => {
|
||||
if (done) return;
|
||||
if (status === 200) {
|
||||
done = true;
|
||||
source?.close();
|
||||
handlers.onReady({ token, gameId, seat: body['player'] as PlayerIndex, gameCode });
|
||||
return;
|
||||
}
|
||||
setError('lb-create-err', '');
|
||||
enterSeating(body['gameId'] as string, body['token'] as string);
|
||||
},
|
||||
);
|
||||
};
|
||||
void getJson(
|
||||
`/api/lobby/preview?gameCode=${encodeURIComponent(gameCode)}&secret=${encodeURIComponent(secret())}`,
|
||||
).then(({ status: lobbyStatus }) => {
|
||||
if (done || lobbyStatus === 200) return;
|
||||
source?.close();
|
||||
handlers.onLeft(gameId);
|
||||
$('lb-seating-section').hidden = true;
|
||||
$('lb-choice-section').hidden = false;
|
||||
renderKnown();
|
||||
streamNote('');
|
||||
notice('That game is no longer waiting on this server — it was ended, or the last player left.');
|
||||
});
|
||||
});
|
||||
};
|
||||
}
|
||||
|
||||
$<HTMLButtonElement>('lb-join').onclick = () => {
|
||||
const displayName = $<HTMLInputElement>('lb-name').value.trim();
|
||||
const gameCode = $<HTMLInputElement>('lb-code').value.trim();
|
||||
if (displayName === '' || gameCode === '') {
|
||||
setError('lb-join-err', 'enter a display name and a game code');
|
||||
return;
|
||||
}
|
||||
void postJson('/api/lobby/join', { secret: secret(), gameCode, displayName }).then(({ status, body }) => {
|
||||
if (status !== 200) {
|
||||
setError('lb-join-err', String(body['error'] ?? 'could not join that game'));
|
||||
return;
|
||||
}
|
||||
setError('lb-join-err', '');
|
||||
enterSeating(body['gameId'] as string, body['token'] as string);
|
||||
});
|
||||
};
|
||||
if (resume) enterSeating(resume.gameId, resume.token, resume.gameCode);
|
||||
}
|
||||
|
||||
/** The lobby-wide message slot: why you are looking at this screen, when it was not your own click. */
|
||||
export function notice(message: string): void {
|
||||
const el = document.getElementById('lb-notice');
|
||||
if (!el) return;
|
||||
el.textContent = message;
|
||||
el.hidden = message === '';
|
||||
}
|
||||
|
||||
/** Prefills the code from an invite link and opens the join door on it. */
|
||||
export function prefillCode(code: string): void {
|
||||
const field = document.getElementById('lb-code') as HTMLInputElement | null;
|
||||
if (field) field.value = code.toUpperCase();
|
||||
}
|
||||
|
||||
/**
|
||||
* A CHOICE THAT CANNOT BE TAKEN HAS TO SAY SO.
|
||||
*
|
||||
* Reported by Jesse 2026-08-23: "solitaire is disabled, but really hard to tell." A bare `disabled`
|
||||
* on a radio leaves the whole row at full strength — the dot simply refuses the click, which reads
|
||||
* as a broken control rather than an unavailable one. Dims the row and says why, once.
|
||||
*/
|
||||
function markUnavailable(radio: HTMLInputElement, why: string): void {
|
||||
radio.disabled = true;
|
||||
const row = radio.closest('label');
|
||||
if (!row) return;
|
||||
row.classList.add('disabled');
|
||||
if (row.querySelector('.lb-why')) return;
|
||||
const note = document.createElement('span');
|
||||
note.className = 'lb-why';
|
||||
note.textContent = ` — ${why}`;
|
||||
row.querySelector('span')?.appendChild(note);
|
||||
}
|
||||
|
||||
function escapeHtml(s: string): string {
|
||||
return s.replace(/&/g, '&').replace(/</g, '<').replace(/>/g, '>').replace(/"/g, '"');
|
||||
}
|
||||
|
||||
+869
-169
File diff suppressed because it is too large
Load Diff
+362
-7
@@ -31,16 +31,16 @@ export function cardRow(name: string, why: string, playable: boolean | null): st
|
||||
}
|
||||
|
||||
export function handHtml(f: Frame, canPlay: (boolean | null)[] = []): string {
|
||||
// §6.2 (Gitea#6) — say so on the card itself. A player who cannot discard a train needs to read
|
||||
// that on the train, not deduce it from a button that is not there.
|
||||
const held = 'You may hold this for as many Stages and Days as you like — but a train card is ' +
|
||||
'never discarded (§6.2). The only way it leaves your hand is onto the timetable.';
|
||||
// §6.2 — say so on the card itself. A player who cannot discard a train needs to read that on the
|
||||
// train, not deduce it from a button that is not there. The sentence comes off the Frame
|
||||
// (`handKeepWhy`) rather than being written here, because since Gitea#9 there are two of them and
|
||||
// which one applies depends on the card AND the game's rules.
|
||||
return f.hand.length
|
||||
? f.hand
|
||||
.map((h, i) => {
|
||||
const what = f.handWhat[i] ?? '';
|
||||
const keep = f.handDiscardable[i] === false;
|
||||
return cardRow(h, keep ? [what, held].filter(Boolean).join(' · ') : what, canPlay[i] ?? null);
|
||||
const held = f.handKeepWhy[i];
|
||||
return cardRow(h, held ? [what, held].filter(Boolean).join(' · ') : what, canPlay[i] ?? null);
|
||||
})
|
||||
.join('')
|
||||
: '<span class="dim">empty</span>';
|
||||
@@ -153,6 +153,337 @@ export function timetableHtml(f: Frame, justSet: number | null): string {
|
||||
return `<div class="tt">${slots}</div>`;
|
||||
}
|
||||
|
||||
/**
|
||||
* THE DAY THAT JUST ENDED — the body of the dialog `main.ts` puts up at every Day rollover.
|
||||
*
|
||||
* Reported as Gitea#10: "as the game rolls off the end of the day, you get a dialog saying such.
|
||||
* Hard to keep track of time." The clock was on screen the whole time, but a Day turns over inside
|
||||
* the automatic phases — between one click and the next — and neither the phase banner (2.6s) nor
|
||||
* the announcement flash (4.2s) survives long enough to be noticed by someone reading the board.
|
||||
* A modal is the point: it stops, and it waits to be dismissed.
|
||||
*
|
||||
* It is written from the FRAME AFTER the rollover, so `f.day` is the Day about to start and the one
|
||||
* that ended is the Day before it. Standings are in Revenue order rather than seat order: the
|
||||
* question at the end of a Day is who is ahead.
|
||||
*/
|
||||
export function dayEndHtml(f: Frame): string {
|
||||
const ended = f.day - 1;
|
||||
const left = f.days + f.extraDays - ended;
|
||||
|
||||
const ahead =
|
||||
left <= 0
|
||||
? '<p>That was the last Day on the timetable.</p>'
|
||||
: `<p><b>Day ${f.day} of ${f.days + f.extraDays}</b> begins now — ${left} ${left === 1 ? 'Day' : 'Days'} left to run.</p>`;
|
||||
|
||||
return (
|
||||
`<h3 class="dayend-h">Day ${ended} has ended</h3>` +
|
||||
ahead +
|
||||
standingsHtml(f) +
|
||||
targetHtml(f) +
|
||||
collisionsHtml(f)
|
||||
);
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Shared between the Day-end dialog and the end-of-game results screen.
|
||||
//
|
||||
// Gitea#16 asked for the results screen and Gitea#10's dialog had already assembled most of it. The
|
||||
// three blocks below are the overlap, factored out rather than written twice: the two screens report
|
||||
// the same numbers about the same game, and the one thing they must never do is disagree.
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/**
|
||||
* Every player in Revenue order, the viewer marked.
|
||||
*
|
||||
* `winner` rings the player the OFFICIAL result named, which is not always the player at the top:
|
||||
* in an extended game the standings keep moving after the result is settled, and showing the leader
|
||||
* without saying who actually won would be the screen contradicting itself.
|
||||
*/
|
||||
function standingsHtml(f: Frame, winner: number | null = null): string {
|
||||
const rows = [...f.players]
|
||||
.sort((a, b) => b.revenue - a.revenue || a.seat - b.seat)
|
||||
.map((p) => {
|
||||
const marks =
|
||||
(p.index === f.viewer ? ' <span class="dim">(you)</span>' : '') +
|
||||
(p.index === winner ? ' <span class="wins">— winner</span>' : '');
|
||||
return (
|
||||
`<tr${p.index === f.viewer ? ' class="you"' : ''}><td>${esc(p.name)}${marks}</td>` +
|
||||
`<td class="num">${p.revenue}</td></tr>`
|
||||
);
|
||||
})
|
||||
.join('');
|
||||
return `<table class="dayend-t"><tbody>${rows}</tbody></table>`;
|
||||
}
|
||||
|
||||
/**
|
||||
* The target is a COMBINED floor in every mode that sets one, so it is reported against the whole
|
||||
* table's Revenue rather than the viewer's — showing one player's score against a four-player
|
||||
* target reads as a hopeless position when the table may be comfortably ahead.
|
||||
*/
|
||||
function targetHtml(f: Frame): string {
|
||||
if (f.minCombinedRevenue <= 0) return '';
|
||||
const combined = f.players.reduce((n, p) => n + p.revenue, 0);
|
||||
const met = combined >= f.minCombinedRevenue;
|
||||
return (
|
||||
`<p>Combined Revenue <b>${combined}</b> against a target of <b>${f.minCombinedRevenue}</b>` +
|
||||
`${met ? ' — cleared.' : ' — short.'}</p>`
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* Only when the game is actually scored on collisions.
|
||||
*
|
||||
* Two conditions, both of them `advance.ts`'s own: `0` on a dial turns that check off, and the
|
||||
* checks run in COMPETITIVE AND CO-OP ONLY (§3.4). A solitaire game carries the default dials on
|
||||
* its config and enforces neither, so reporting a collision budget there would put a rule on
|
||||
* screen that this game does not have.
|
||||
*/
|
||||
function collisionsHtml(f: Frame): string {
|
||||
const scoredOnCollisions =
|
||||
(f.mode === 'competitive' || f.mode === 'coop') &&
|
||||
(f.maxCollisionsTotal > 0 || f.maxCollisionsPerDay > 0);
|
||||
return scoredOnCollisions
|
||||
? `<p>Collisions: <b>${f.collisionsToday}</b> today, <b>${f.collisionsTotal}</b> in all.</p>`
|
||||
: '';
|
||||
}
|
||||
|
||||
/**
|
||||
* WHY THE GAME ENDED, as a sentence (Gitea#16).
|
||||
*
|
||||
* The page used to interpolate `outcome.reason` straight into the DOM, so a player who finished a
|
||||
* game read the words `GAME OVER — revenueFloor`: an internal enum value, printed at the one moment
|
||||
* the game has the player's whole attention. Each reason gets a sentence that says what actually
|
||||
* happened, with this game's own numbers in it.
|
||||
*/
|
||||
function reasonSentence(f: Frame, o: NonNullable<Frame['outcome']>, day: number): string {
|
||||
const combined = f.players.reduce((n, p) => n + p.revenue, 0);
|
||||
switch (o.reason) {
|
||||
case 'daysElapsed':
|
||||
return `Day ${day} was the last on the timetable, and it ran out.`;
|
||||
case 'revenueFloor':
|
||||
return (
|
||||
`The Division closed short: <b>${combined}</b> Revenue between everyone, against a floor of ` +
|
||||
`<b>${f.minCombinedRevenue}</b>. §3.3 — miss the floor and the whole table loses, whoever ` +
|
||||
`earned the most.`
|
||||
);
|
||||
case 'collisionFloor':
|
||||
return (
|
||||
`Too many collisions — <b>${f.collisionsToday}</b> in one Day and <b>${f.collisionsTotal}</b> ` +
|
||||
`in all, against limits of ${f.maxCollisionsPerDay || '—'} and ${f.maxCollisionsTotal || '—'}. ` +
|
||||
`§3.4 — the railroad was declared unsafe and the game was stopped.`
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
/** The rules this game was actually dealt under — Gitea#16's "what the rules of the game were". */
|
||||
function rulesHtml(f: Frame): string {
|
||||
const mode =
|
||||
f.mode === 'coop' ? 'Co-op — the table scores together' :
|
||||
f.mode === 'competitive' ? 'Competitive — highest Revenue wins' :
|
||||
'Solitaire';
|
||||
const optional = [
|
||||
f.optionalRules.employeeRotation ? 'Employee Rotation' : null,
|
||||
f.optionalRules.reducedVisibility ? 'Reduced Visibility' : null,
|
||||
f.optionalRules.emergencyToolbox ? 'Emergency Toolbox' : null,
|
||||
].filter((x): x is string => x !== null);
|
||||
const r = f.houseRules.revenue;
|
||||
|
||||
const rows: [string, string][] = [
|
||||
['Scoring', mode],
|
||||
['Timetable', f.extraDays > 0
|
||||
? `${f.days} Days, extended by ${f.extraDays} more`
|
||||
: `${f.days} Day${f.days === 1 ? '' : 's'}`],
|
||||
['Revenue floor', f.minCombinedRevenue > 0 ? `${f.minCombinedRevenue} combined` : 'none'],
|
||||
['Collision limits', f.maxCollisionsPerDay > 0 || f.maxCollisionsTotal > 0
|
||||
? `${f.maxCollisionsPerDay || '—'} per Day, ${f.maxCollisionsTotal || '—'} in all`
|
||||
: 'not scored'],
|
||||
['Pay rates', `${r.freightPerLoad} per load, ${r.passengerPerCoach} per coach, ${r.trainPerTransit} per transit`],
|
||||
['Extras start', f.houseRules.extraStart === 'divisionPointsOnly' ? 'Division Points and the Interchange'
|
||||
: f.houseRules.extraStart === 'ownOffice' ? 'those, plus your own Control Point'
|
||||
: 'those, plus any Control Point'],
|
||||
['Timetabled trains', f.houseRules.discardTimetabled ? 'may be discarded' : 'are never discarded'],
|
||||
['Optional rules', optional.length ? optional.join(', ') : 'none'],
|
||||
];
|
||||
|
||||
return `<h4 class="res-h">The rules in play</h4>${factTable(rows)}`;
|
||||
}
|
||||
|
||||
/**
|
||||
* A two-column table of plain-text facts.
|
||||
*
|
||||
* BOTH HALVES ESCAPED, exactly once, which is the only reason this is a shared helper rather than a
|
||||
* template repeated twice. The rows it is given today are numbers and fixed phrases, but they are
|
||||
* assembled from the Frame — and the day somebody adds a row carrying a player's name, or a facility
|
||||
* label, the escaping has to already be here rather than be remembered.
|
||||
*/
|
||||
function factTable(rows: [string, string][]): string {
|
||||
return (
|
||||
'<table class="res-t"><tbody>' +
|
||||
rows.map(([k, v]) => `<tr><td>${esc(k)}</td><td>${esc(v)}</td></tr>`).join('') +
|
||||
'</tbody></table>'
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* THE RAILROAD — what actually happened out there, from `GameState.tally` (Gitea#16).
|
||||
*
|
||||
* Rows that would read zero for a reason (no passenger work in a game that had none, no collisions
|
||||
* in a clean one) are dropped rather than printed as `0`: a screen of zeroes reads as a bug, and the
|
||||
* absence of a line is the same information more quietly. A zero that is genuinely interesting —
|
||||
* trains through the Division — stays.
|
||||
*/
|
||||
function tallyHtml(t: Frame['tally']): string {
|
||||
const rows: [string, string][] = [['Trains through the Division', String(t.trainsCompleted)]];
|
||||
|
||||
if (t.trainsCompleted > 0) {
|
||||
rows.push([
|
||||
'Of those, worked en route',
|
||||
`${t.trainsCompletedWithWork} of ${t.trainsCompleted}` +
|
||||
(t.trainsCompletedWithWork === t.trainsCompleted ? ' — every one' : ''),
|
||||
]);
|
||||
}
|
||||
const push = (label: string, n: number, detail = ''): void => {
|
||||
if (n > 0) rows.push([label, `${n}${detail}`]);
|
||||
};
|
||||
push('Loads made up', t.loadsCompleted);
|
||||
push('Loads broken', t.unloadsCompleted);
|
||||
push('Loads still in the pipeline', t.loadsStarted - t.loadsCompleted);
|
||||
push('Passengers boarded', t.passengersBoarded);
|
||||
push('Passengers detrained', t.passengersDetrained);
|
||||
push('Cars coupled', t.carsCoupled);
|
||||
push('Cars set out', t.carsDropped);
|
||||
push('Extras run', t.extrasStarted);
|
||||
push('Second sections ordered', t.secondSections);
|
||||
push('Flying switches', t.flyingSwitches);
|
||||
push('Offices upgraded', t.officeUpgrades);
|
||||
push('Facilities unjammed', t.facilitiesUnjammed);
|
||||
push('Trains held', t.trainsHeld);
|
||||
push('Trains diverted', t.trainsDiverted);
|
||||
push('Expedite faults', t.expediteFaults);
|
||||
push('Dispatch bonuses used', t.dispatchBonusesUsed);
|
||||
if (t.clearancesRequested > 0) {
|
||||
rows.push(['Clearances', `${t.clearancesAllowed} allowed of ${t.clearancesRequested} asked`]);
|
||||
}
|
||||
if (t.trainsDestroyed > 0) {
|
||||
rows.push([
|
||||
'Trains destroyed',
|
||||
`${t.trainsDestroyed}, taking ${t.carsDestroyed} car${t.carsDestroyed === 1 ? '' : 's'} with them`,
|
||||
]);
|
||||
}
|
||||
// §X18 only — the one card in the deck that pays a train for standing still. Reported as what it
|
||||
// is rather than as "the longest an engine sat on a siding", which the engine cannot answer (see
|
||||
// `Tally.circusStops`).
|
||||
if (t.circusStops.length > 0) {
|
||||
rows.push([
|
||||
'Circus set-ups',
|
||||
t.circusStops.map((c) => `Train ${c.trainNumber} at ${c.where}`).join(', '),
|
||||
]);
|
||||
}
|
||||
push('Cards drawn', t.cardsDrawn);
|
||||
push('Cards played', t.cardsPlayed);
|
||||
|
||||
return `<h4 class="res-h">The railroad</h4>${factTable(rows)}`;
|
||||
}
|
||||
|
||||
/** Per-player work, for a table that wants to know who did what rather than only who won. */
|
||||
function perPlayerHtml(f: Frame): string {
|
||||
const t = f.tally;
|
||||
if (f.players.length < 2) return '';
|
||||
const head =
|
||||
'<tr><th></th><th class="num">Rev</th><th class="num">Loads</th><th class="num">Unloads</th>' +
|
||||
'<th class="num">Pass.</th><th class="num">Cards</th><th class="num">Crashes</th></tr>';
|
||||
const rows = [...f.players]
|
||||
.sort((a, b) => b.revenue - a.revenue || a.seat - b.seat)
|
||||
.map((p) => {
|
||||
const q = t.byPlayer[p.index];
|
||||
if (!q) return '';
|
||||
return (
|
||||
`<tr${p.index === f.viewer ? ' class="you"' : ''}><td>${esc(p.name)}</td>` +
|
||||
`<td class="num">${p.revenue}</td><td class="num">${q.loads}</td>` +
|
||||
`<td class="num">${q.unloads}</td>` +
|
||||
`<td class="num">${q.passengersBoarded + q.passengersDetrained}</td>` +
|
||||
`<td class="num">${q.cardsPlayed}</td><td class="num">${q.collisions}</td></tr>`
|
||||
);
|
||||
})
|
||||
.join('');
|
||||
return `<h4 class="res-h">Who did what</h4><table class="res-t res-wide"><tbody>${head}${rows}</tbody></table>`;
|
||||
}
|
||||
|
||||
/**
|
||||
* THE END-OF-GAME RESULTS SCREEN — Gitea#16, first pass.
|
||||
*
|
||||
* Everything the Frame already knew plus everything the event tally counted, in the order a player
|
||||
* asks for it: what happened, who won, by how much, under what rules, and then what the railroad
|
||||
* actually did all game. Badges and the "what would make this exciting" brainstorm are the second
|
||||
* pass the issue asks for and are deliberately not here.
|
||||
*
|
||||
* THE OFFICIAL RESULT IS THE ONE AT THE TOP, always. In an extended game (Gitea#11) the standings go
|
||||
* on moving after the winner is settled, so this screen reports the frozen result first and puts
|
||||
* everything that happened afterwards in its own section, marked as informational. "In a five-day
|
||||
* game, even if it's extended to eight or nine days, the winner and the official answer is the
|
||||
* winner at the end of five days" (Jesse, 2026-08-28).
|
||||
*/
|
||||
export function resultsHtml(f: Frame): string {
|
||||
// `official` is written by the engine the moment any game ends, so it is present on every finished
|
||||
// game. The fallback keeps this rendering something sane for a Frame that predates it — a replay
|
||||
// of a save recorded before this release, which the replay viewer will happily hand us.
|
||||
const report = f.official;
|
||||
const o = report?.outcome ?? f.outcome;
|
||||
if (!o) return '<p class="dim">This game has not ended.</p>';
|
||||
|
||||
const officialDay = report?.day ?? f.days;
|
||||
const winnerName =
|
||||
o.winner === null ? null : (f.players.find((p) => p.index === o.winner)?.name ?? null);
|
||||
|
||||
const headline =
|
||||
o.result === 'loss'
|
||||
? 'The Division failed'
|
||||
: winnerName === null
|
||||
? 'The Division ran'
|
||||
: `${esc(winnerName)} takes the Division`;
|
||||
|
||||
/**
|
||||
* The result is reported against the standings AS THEY WERE at the official ending, not as they
|
||||
* are now — in an extended game those are different numbers, and the winner has to be shown
|
||||
* winning. `revenues` is frozen alongside the outcome for exactly this.
|
||||
*/
|
||||
const frozen = report
|
||||
? { ...f, players: f.players.map((p) => ({ ...p, revenue: report.revenues[p.index] ?? p.revenue })) }
|
||||
: f;
|
||||
|
||||
const result =
|
||||
o.result === 'loss'
|
||||
? '<p>Nobody wins this one.</p>'
|
||||
: o.winner === null
|
||||
? '<p>The table clears it together — a Co-op game has no individual winner.</p>'
|
||||
: `<p><b>${esc(winnerName ?? '')}</b> finishes ahead on Revenue.</p>`;
|
||||
|
||||
const extended =
|
||||
f.extraDays > 0
|
||||
? '<h4 class="res-h">After the timetable</h4>' +
|
||||
`<p>The table played on for ${f.extraDays} more Day${f.extraDays === 1 ? '' : 's'}, ` +
|
||||
`through Day ${f.days + f.extraDays}. None of it changed the result above — it is recorded ` +
|
||||
'here because it happened.</p>' +
|
||||
standingsHtml(f) +
|
||||
targetHtml(f) +
|
||||
collisionsHtml(f) +
|
||||
tallyHtml(f.tally)
|
||||
: '';
|
||||
|
||||
return (
|
||||
`<h3 class="dayend-h res-${o.result}">${headline}</h3>` +
|
||||
`<p>${reasonSentence(frozen, o, officialDay)}</p>` +
|
||||
result +
|
||||
standingsHtml(frozen, o.winner) +
|
||||
targetHtml(frozen) +
|
||||
collisionsHtml(frozen) +
|
||||
perPlayerHtml(frozen) +
|
||||
rulesHtml(f) +
|
||||
tallyHtml(report?.tally ?? f.tally) +
|
||||
extended
|
||||
);
|
||||
}
|
||||
|
||||
export function blockedHtml(f: Frame): string {
|
||||
return f.blocked.length === 0
|
||||
? '<li class="dim">nothing blocked</li>'
|
||||
@@ -291,7 +622,7 @@ export function facilitiesHtml(f: Frame): string {
|
||||
: '') +
|
||||
`<div class="fstat ${x.jammed ? 'bad' : x.canFinish ? 'good' : 'idle'}" data-tip="${
|
||||
x.jammed
|
||||
? 'A load is sitting on MEN|AT|WORK with no spotted car to receive it. That locks the industry track, which blocks the very car that would clear it (§9.3).'
|
||||
? 'A load is sitting on MEN|AT|WORK with no spotted car to receive it. That locks the industry track, which blocks the very car that would clear it.'
|
||||
: x.canFinish
|
||||
? 'A matching empty car is spotted on this industry\'s track, so a load worked here can come off onto it.'
|
||||
: 'No matching car is spotted. Starting a load here would park it on WORK and jam the facility.'
|
||||
@@ -407,4 +738,28 @@ ul.blocked{margin:0;padding-left:18px}
|
||||
.fstat.good{background:rgba(40,140,60,.28)}
|
||||
.fstat.bad{background:rgba(190,50,50,.38);font-weight:700}
|
||||
.fstat.idle{opacity:.6}
|
||||
/* THE DAY-END DIALOG (Gitea#10). The dialog chrome is play.html's; these are its contents, here
|
||||
because dayEndHtml is here — a panel and its styling stay together. */
|
||||
.dayend-h{font-size:15px;text-transform:none;letter-spacing:0;color:#e6e9ee;margin:0 0 8px}
|
||||
.dayend-t{border-collapse:collapse;margin:9px 0;min-width:210px}
|
||||
.dayend-t td{padding:3px 12px 3px 0;border-top:1px solid #2c333d}
|
||||
.dayend-t tr:first-child td{border-top:0}
|
||||
.dayend-t .num{text-align:right;font-variant-numeric:tabular-nums;font-weight:700;padding-right:0}
|
||||
.dayend-t .you td{color:#8fd6a0}
|
||||
.dayend-t .wins{color:#e8c56a;font-weight:700}
|
||||
|
||||
/* END-OF-GAME RESULTS (Gitea#16). Same family as the Day-end dialog above, which is the point —
|
||||
the two screens share their standings/target/collision blocks and should look like each other. */
|
||||
.res-h{font-size:12px;text-transform:uppercase;letter-spacing:.08em;color:#8b95a3;
|
||||
margin:16px 0 6px;border-top:1px solid #2c333d;padding-top:10px}
|
||||
.res-win{color:#8fd6a0}
|
||||
.res-loss{color:#d98f8f}
|
||||
.res-t{border-collapse:collapse;margin:4px 0;width:100%}
|
||||
.res-t td,.res-t th{padding:3px 12px 3px 0;border-top:1px solid #232a33;vertical-align:top}
|
||||
.res-t tr:first-child td{border-top:0}
|
||||
.res-t td:first-child{color:#8b95a3;white-space:nowrap}
|
||||
.res-t th{color:#6d7783;font-weight:600;font-size:11px;text-transform:uppercase;letter-spacing:.05em}
|
||||
.res-t .num{text-align:right;font-variant-numeric:tabular-nums}
|
||||
.res-wide td:first-child{color:#e6e9ee}
|
||||
.res-t .you td{color:#8fd6a0}
|
||||
`;
|
||||
|
||||
+698
-131
@@ -80,9 +80,24 @@ main{display:grid;grid-template-columns:minmax(0,1fr) 400px;gap:14px;padding:14p
|
||||
@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}
|
||||
#lobby{max-width:640px;margin:0 auto;padding:14px}
|
||||
#lobby h2{margin-top:0}
|
||||
#lobby h3{margin-bottom:2px}
|
||||
#lobby,#solitairesetup{max-width:1040px;margin:0 auto;padding:14px}
|
||||
/* The create form is two short lists, not one long one: what game this is on the left, what its
|
||||
rules are on the right. Collapses to one column where there is no room for two. */
|
||||
.lb-two{display:grid;grid-template-columns:minmax(0,1fr) minmax(0,1.1fr);gap:22px;align-items:start}
|
||||
@media(max-width:860px){.lb-two{grid-template-columns:1fr;gap:0}}
|
||||
.lb-col{min-width:0}
|
||||
.lb-span{grid-column:1/-1;min-width:0}
|
||||
/* The rules in as many columns as the width allows — one in the New Game dialog, which is narrow. */
|
||||
.set-groups{display:grid;grid-template-columns:repeat(auto-fit,minmax(290px,1fr));gap:0 26px;align-items:start}
|
||||
.set-group{min-width:0;break-inside:avoid}
|
||||
.set-group h3:first-child{margin-top:4px}
|
||||
/* A DISABLED CHOICE HAS TO LOOK DISABLED. Reported by Jesse: Solitaire is not selectable in the
|
||||
lobby and nothing on it said so — a radio that silently refuses reads as a broken radio. */
|
||||
.ng-radio.disabled{opacity:.45;cursor:not-allowed}
|
||||
.ng-radio.disabled:hover{background:none}
|
||||
.lb-why{color:#e0b060;font-size:11px}
|
||||
#lobby h2,#solitairesetup h2{margin-top:0}
|
||||
#lobby h3,#solitairesetup h3{margin-bottom:2px}
|
||||
.lb-seat{display:flex;align-items:center;gap:8px;padding:5px 0;border-bottom:1px solid var(--line)}
|
||||
.lb-seat:last-child{border-bottom:none}
|
||||
.lb-seat .who{flex:1}
|
||||
@@ -207,6 +222,14 @@ h3.actions-hd{font-size:13px;text-transform:none;letter-spacing:.01em;color:#cfe
|
||||
.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)}
|
||||
/* THE EXTENSION VOTE (Gitea#11) — unanimous, so who has not answered yet is the useful half. */
|
||||
.vote-tally{display:flex;flex-wrap:wrap;gap:4px 12px;margin:0 0 9px;font-size:12px}
|
||||
.vote.yes{color:#8fd6a0}
|
||||
.vote.no{color:#d98f8f}
|
||||
.vote.wait{color:var(--dim)}
|
||||
/* Wider than the New Game dialog: the results carry a seven-column per-player table (Gitea#16). */
|
||||
#resultsdlg{max-width:640px}
|
||||
#resultsdlg table{max-width:100%}
|
||||
/* cards, log, blocked */
|
||||
.card.gone{opacity:.35;text-decoration:line-through}
|
||||
.subj{display:block;width:100%;margin:2px 0}
|
||||
@@ -227,6 +250,57 @@ h3.actions-hd{font-size:13px;text-transform:none;letter-spacing:.01em;color:#cfe
|
||||
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}
|
||||
/* THE RULES BLOCK, shared by the lobby and the New Game dialog (`settings-form.ts`).
|
||||
`.changed` is the one signal that says "this game is not the type it claims" — amber, the palette's
|
||||
attention colour, never red: a changed rule is a choice, not an error. */
|
||||
.set-row{padding:3px 0}
|
||||
.set-row.changed{border-left:3px solid #e0b060;padding-left:9px;margin-left:-12px;
|
||||
background:rgba(224,176,96,.08);border-radius:0 4px 4px 0}
|
||||
.set-hint{display:block;font-size:11px;color:var(--dim);margin:2px 0 0}
|
||||
/* The line under the type radios when a game is no longer the type it started as. */
|
||||
.changed-note{color:#e0b060}
|
||||
.set-row.changed .set-hint{color:#e0b060}
|
||||
.set-row.unavailable{opacity:.5}
|
||||
.ng-gate{display:flex;align-items:center;gap:8px;flex-wrap:wrap;padding:3px 0}
|
||||
.ng-gate input[type=checkbox]{flex:none}
|
||||
.gate-num{width:82px}
|
||||
.ng-gate input:disabled{opacity:.45}
|
||||
.lb-params{display:flex;gap:14px;flex-wrap:wrap;align-items:end;margin:8px 0}
|
||||
.lb-params .ng-num{flex:1 1 150px}
|
||||
/* An error a player must not scroll past. The grey `.dim` line this replaced was routinely missed —
|
||||
it looked like the note above it. Red is the palette's `.sev-stop`. */
|
||||
.lb-error{color:#e58080;font-size:14px;font-weight:600;margin:8px 0;padding:8px 11px;
|
||||
border-left:3px solid #e58080;background:rgba(229,128,128,.12);border-radius:0 5px 5px 0;
|
||||
empty-cells:hide}
|
||||
.lb-error:empty{display:none}
|
||||
.lb-warn{color:#e0b060;font-size:13px;margin:8px 0}
|
||||
.lb-doors{display:flex;gap:9px;margin:14px 0 12px}
|
||||
.lb-door{flex:1;background:#222831;color:var(--fg);border:1px solid var(--line);border-radius:7px;
|
||||
padding:9px 12px;cursor:pointer;font:inherit;font-size:14px}
|
||||
.lb-door:hover{border-color:#4d6fa8}
|
||||
.lb-door.active{background:#2f3a4b;border-color:#6f8fc8;color:#cfe0f5;font-weight:600}
|
||||
.lb-saved{display:flex;align-items:center;gap:10px}
|
||||
.lb-known-row{display:flex;align-items:center;gap:10px;padding:6px 0;border-bottom:1px solid var(--line)}
|
||||
.lb-known-row:last-child{border-bottom:none}
|
||||
.lb-known-row .code{font-weight:700;letter-spacing:.06em;color:#f2e6cf;flex:1}
|
||||
.lb-type{font-size:15px;font-weight:600;color:#cfe0f5;margin:2px 0 8px}
|
||||
.lb-preview-head{background:#1e242c;border:1px solid var(--line);border-radius:7px;padding:10px 12px;margin:0 0 10px}
|
||||
/* The read-only rule set — what a joining player reads before sitting down, and what the seating
|
||||
screen keeps showing afterwards. Generated, never a form: nobody but the host may change these. */
|
||||
.rules-list{border:1px solid var(--line);border-radius:7px;background:#171c23;padding:4px 12px;margin:0 0 12px}
|
||||
.rules-list dl{display:grid;grid-template-columns:minmax(140px,auto) 1fr;gap:2px 14px;margin:8px 0}
|
||||
.rules-list dt{color:var(--dim);font-size:12px}
|
||||
.rules-list dd{margin:0;font-size:13px}
|
||||
.rules-list dd.changed{color:#e0b060}
|
||||
.rules-list h4{font-size:11px;text-transform:uppercase;letter-spacing:.07em;color:var(--dim);margin:10px 0 0}
|
||||
/* THE HANDOFF. Between the host pressing Start and the first Frame arriving there is nothing to
|
||||
draw — and a blank board is what a broken game looks like too. */
|
||||
#handoff{position:fixed;inset:0;z-index:20;display:none;align-items:center;justify-content:center;
|
||||
background:rgba(18,21,26,.94);text-align:center;padding:20px}
|
||||
#handoff.shown{display:flex}
|
||||
#handoff .hand-inner{max-width:460px}
|
||||
#handoff h2{font-size:15px;text-transform:none;letter-spacing:.01em;color:#cfe0f5}
|
||||
#handoff .hand-note{color:var(--dim);font-size:13px;margin-top:8px}
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
@@ -234,102 +308,258 @@ ul.blocked li{padding:2px 0}
|
||||
<!-- THE LOBBY (Phase 4) — shown instead of the game UI whenever there is no game yet to play: no
|
||||
stored session token, or a token whose game hasn't started. `lobby.ts` owns everything in here;
|
||||
`main.ts` only decides whether THIS div or `#gameui` below is the one currently visible.
|
||||
`#newgamedlg` at the very end of the body is solitaire-only and untouched by any of this. -->
|
||||
`#newgamedlg` at the very end of the body is solitaire-only, and asks the same questions through
|
||||
the same shared module (`settings-form.ts`) — the two blocks are generated from one template. -->
|
||||
<div id="lobby" hidden>
|
||||
<header><b><a href="./index.html" class="home">Station Master</a></b> — <span class="dim">Multiplayer</span></header>
|
||||
|
||||
<!-- Whatever brought the player here when it was not their own click: a game that was ended under
|
||||
them, or a lobby that closed. Never a field-level error — those sit with their fields. -->
|
||||
<p class="lb-error" id="lb-notice" role="alert" hidden></p>
|
||||
|
||||
<section id="lb-secret-section">
|
||||
<h2>Join secret</h2>
|
||||
<p class="ng-note">Whoever is running this server gave you a secret out of band (a chat message, not a public page). It is kept in this browser only, never shown back, and sent with every lobby request.</p>
|
||||
<label class="ng-num"><span>Join secret</span><input id="lb-secret" type="password" autocomplete="off"></label>
|
||||
<!-- Saved: one line, not a password field asking to be filled in again. `lobby.ts` swaps these
|
||||
two, and re-opens the ask automatically when the server answers 403. -->
|
||||
<div id="lb-secret-saved" class="lb-saved" hidden>
|
||||
<span class="dim">Join secret · saved in this browser</span>
|
||||
<button id="lb-secret-change" class="ghost" type="button">Change</button>
|
||||
</div>
|
||||
<div id="lb-secret-ask">
|
||||
<p class="ng-note">Whoever is running this server gave you a secret out of band (a chat message, not a public page). It is kept in this browser only, never shown back, and sent with every lobby request.</p>
|
||||
<label class="ng-num"><span>Join secret</span><input id="lb-secret" type="password" autocomplete="off"></label>
|
||||
</div>
|
||||
</section>
|
||||
|
||||
<!-- EVERY GAME THIS BROWSER IS IN. `localStorage` used to hold exactly ONE multiplayer session, so
|
||||
joining a second silently overwrote the first and locked that seat out for good. Keyed by game
|
||||
now, and this is where they are picked between — and forgotten deliberately rather than by
|
||||
accident. -->
|
||||
<section id="lb-known" hidden>
|
||||
<h2>Games you are in</h2>
|
||||
<p class="ng-note">This browser holds a seat in these. Rejoining needs the token kept here, so
|
||||
<b>Forget</b> is the one thing that cannot be undone from this screen.</p>
|
||||
<div id="lb-known-list"></div>
|
||||
</section>
|
||||
|
||||
<section id="lb-choice-section">
|
||||
<h2>Create or join a game</h2>
|
||||
<label class="ng-num"><span>Your display name</span><input id="lb-name" type="text" autocomplete="off" maxlength="40"></label>
|
||||
|
||||
<h3>Create a new game</h3>
|
||||
<p class="ng-note">You become the host — you choose the mode and, once everyone's seated, start the game. 2 to 4 players.</p>
|
||||
<label class="ng-radio"><input type="radio" name="lb-mode" value="competitive" checked>
|
||||
<span><b>Competitive</b><br><span class="dim">Highest Revenue wins, unless the table misses the combined minimum — then everyone loses.</span></span></label>
|
||||
<label class="ng-radio"><input type="radio" name="lb-mode" value="coop">
|
||||
<span><b>Co-op</b><br><span class="dim">Everyone's Revenue counts as one table score, against the same kind of combined minimum.</span></span></label>
|
||||
<label class="ng-num"><span>Players at the table</span>
|
||||
<select id="lb-players">
|
||||
<option value="2">2</option>
|
||||
<option value="3">3</option>
|
||||
<option value="4" selected>4</option>
|
||||
</select></label>
|
||||
<details id="lb-settings">
|
||||
<summary>Game settings</summary>
|
||||
<p class="ng-note">The same dials the solitaire New Game dialog has. Picking a mode or a table
|
||||
size sets them to that game's defaults; every one stays yours to change. They are fixed when
|
||||
the game is created and cannot be changed once it starts.</p>
|
||||
<!-- TWO DOORS, one panel at a time. Joining used to be a heading at the BOTTOM of the create
|
||||
form: someone sent a code had to scroll past fifteen fields they had no use for. -->
|
||||
<div class="lb-doors">
|
||||
<button id="lb-door-join" class="lb-door active" type="button">Join a game</button>
|
||||
<button id="lb-door-create" class="lb-door" type="button">Create a game</button>
|
||||
</div>
|
||||
|
||||
<h3>Seed</h3>
|
||||
<section id="lb-join-panel">
|
||||
<h2>Join a game</h2>
|
||||
<p class="ng-note">Ask whoever created the game for its code. You will see the whole rule set
|
||||
before you take a seat.</p>
|
||||
<label class="ng-num"><span>Game code</span><input id="lb-code" type="text" autocomplete="off" placeholder="RAIL-1234"></label>
|
||||
<button id="lb-look" type="button">Look up game</button>
|
||||
<p class="lb-error" id="lb-join-err" role="alert"></p>
|
||||
|
||||
<!-- Filled by `/api/lobby/preview` — the config, who is seated, and nothing else. The SEED is
|
||||
never in that response: it decides every shuffle in the game. -->
|
||||
<div id="lb-preview" hidden>
|
||||
<h3>Before you sit down</h3>
|
||||
<div class="lb-preview-head">
|
||||
<div class="lb-invite-code" id="lb-preview-code"></div>
|
||||
<div id="lb-preview-type" class="lb-type"></div>
|
||||
<div id="lb-preview-who" class="dim"></div>
|
||||
</div>
|
||||
<div id="lb-preview-rules" class="rules-list"></div>
|
||||
<button id="lb-join" type="button">Join this game</button>
|
||||
</div>
|
||||
</section>
|
||||
|
||||
<section id="lb-create-panel" hidden>
|
||||
<h2>Create a new game</h2>
|
||||
<p class="ng-note">You become the host — you choose the game type and, once everyone is seated, start the game. 2 to 4 players.</p>
|
||||
|
||||
<!-- TWO COLUMNS WHERE THERE IS ROOM. One 640px-wide column made this form a very long scroll
|
||||
for what is really two short lists: what game this is, and what its rules are. -->
|
||||
<div class="lb-two">
|
||||
<div class="lb-col">
|
||||
|
||||
<!-- THE PARAMETERS, above the type. Changing one of these does NOT make the game Custom: the
|
||||
types are formulas in the table size and the length, so the Revenue floor re-derives and
|
||||
"Co-op, 3 players, 8 days" is still Co-op. -->
|
||||
<div class="lb-params">
|
||||
<label class="ng-num"><span>Seed</span>
|
||||
<input id="lb-seed" type="text" inputmode="numeric" autocomplete="off" placeholder="blank for a random seed"></label>
|
||||
<label class="ng-num"><span>Players at the table</span>
|
||||
<select id="lb-players">
|
||||
<option value="2">2</option>
|
||||
<option value="3">3</option>
|
||||
<option value="4" selected>4</option>
|
||||
</select></label>
|
||||
<label class="ng-num"><span>Days</span>
|
||||
<input id="lb-days" type="number" min="1" max="20" step="1" value="5"></label>
|
||||
</div>
|
||||
<p class="ng-note">The same seed and the same settings always deal the same railroad, so a game
|
||||
can be shared, compared or replayed. Leave it blank for a random one.</p>
|
||||
<input id="lb-seed" type="text" inputmode="numeric" autocomplete="off" placeholder="blank for a random seed">
|
||||
<!-- WITH THE TABLE SIZE IT IS ABOUT, not below the rules block — reported by Jesse, who found
|
||||
it separated from the control it explains by fifteen settings. -->
|
||||
<p class="ng-note">Every chair has to be taken before the game can start — by a person or by a
|
||||
bot. Pick the size of the table now; it cannot change once the game is created.</p>
|
||||
</div>
|
||||
|
||||
<div class="lb-col">
|
||||
<h3>Game type</h3>
|
||||
<div class="set-row" id="lb-type-row">
|
||||
<label class="ng-radio"><input type="radio" name="lb-type" value="solitaire">
|
||||
<span><b>Solitaire</b><br><span class="dim">One railroad, one player. The whole Division is yours to run.</span></span></label>
|
||||
<label class="ng-radio"><input type="radio" name="lb-type" value="coop" checked>
|
||||
<span><b>Co-op</b><br><span class="dim">Everyone’s Revenue is one table score. You win together or lose together.</span></span></label>
|
||||
<label class="ng-radio"><input type="radio" name="lb-type" value="competitive">
|
||||
<span><b>Competitive</b><br><span class="dim">Highest Revenue wins — unless the table misses its combined minimum, and then everyone loses.</span></span></label>
|
||||
<label class="ng-radio"><input type="radio" name="lb-type" value="cutthroat">
|
||||
<span><b>Cutthroat</b><br><span class="dim">Highest Revenue wins, and nothing is shared — the only way everyone loses is three collisions in one Day.</span></span></label>
|
||||
<label class="ng-radio"><input type="radio" name="lb-type" value="custom">
|
||||
<span><b>Custom</b><br><span class="dim">Whatever you set below. Selected for you the moment you change a rule; it is scored as the type you started from.</span></span></label>
|
||||
</div>
|
||||
|
||||
<p class="ng-note" id="lb-type-note"></p>
|
||||
</div>
|
||||
|
||||
<!-- FULL WIDTH WHEN IT OPENS. Reported by Jesse: opened inside the right-hand column it made a
|
||||
very long scroll with the left column standing empty beside it. It is a grid child of its
|
||||
own now, spanning both, and its five groups flow into as many columns as fit. -->
|
||||
<details id="lb-settings" class="lb-span">
|
||||
<summary>Game settings</summary>
|
||||
<p class="ng-note">Every rule the game type sets, and every one of them yours to change.
|
||||
Changing any of them selects <b>Custom</b>, which keeps the scoring of the type you
|
||||
started from; clicking a type again resets all of them back to it. They are fixed when the
|
||||
game is created and cannot be changed once it starts.</p>
|
||||
<div class="set-groups">
|
||||
|
||||
<div class="set-group">
|
||||
<h3>Starting hand</h3>
|
||||
<p class="ng-note">What each player is dealt before the first turn. The hand limit is three
|
||||
either way — deal six and the first turn is spent choosing which of them to keep.</p>
|
||||
<label class="ng-radio"><input type="radio" name="lb-hand" value="threeRandom" checked>
|
||||
<span>Three random cards</span></label>
|
||||
<label class="ng-radio"><input type="radio" name="lb-hand" value="sixRandom">
|
||||
<span>Six random cards</span></label>
|
||||
<label class="ng-radio"><input type="radio" name="lb-hand" value="threeTrackThreeOther">
|
||||
<span>Three track and three other</span></label>
|
||||
<div class="set-row" id="lb-hand-row">
|
||||
<label class="ng-radio"><input type="radio" name="lb-hand" value="threeRandom">
|
||||
<span><b>Three random cards</b><br><span class="dim">The original rule. At the hand limit already, and no guarantee of track.</span></span></label>
|
||||
<label class="ng-radio"><input type="radio" name="lb-hand" value="sixRandom" checked>
|
||||
<span><b>Six random cards</b><br><span class="dim">Twice the choice, still no guaranteed track — the first turn is a discard.</span></span></label>
|
||||
<label class="ng-radio"><input type="radio" name="lb-hand" value="threeTrackThreeOther">
|
||||
<span><b>Three random track and three random non-track cards</b><br><span class="dim">Dealt from two piles, so the district you can build is dealt rather than waited for.</span></span></label>
|
||||
<span class="set-hint" id="lb-hand-hint"></span>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="set-group">
|
||||
<h3>Where an Extra may start</h3>
|
||||
<p class="ng-note">The player who plays an Extra Train card chooses where its Crew Tray goes,
|
||||
and the place decides which way it runs — a Division Point sends it away from itself; in the
|
||||
middle of the railroad the player picks east or west. The Division Points and the Interchange
|
||||
belong to nobody and are always available. Starting one inside a district is the part that
|
||||
favours a seat, so it is set here. An Office must be a Control Point whatever this says: a
|
||||
Whistle Post never qualifies.</p>
|
||||
<div class="set-row" id="lb-extra-row">
|
||||
<label class="ng-radio"><input type="radio" name="lb-extra" value="divisionPointsOnly">
|
||||
<span><b>Division Points and the Interchange only</b><br><span class="dim">The strictest reading. Every Extra begins on shared ground.</span></span></label>
|
||||
<label class="ng-radio"><input type="radio" name="lb-extra" value="ownOffice">
|
||||
<span><b>Also the playing player’s own Control Point</b><br><span class="dim">You may start one at home, but not in somebody else’s district.</span></span></label>
|
||||
<label class="ng-radio"><input type="radio" name="lb-extra" value="anyOffice">
|
||||
<span><b>Also any player’s Control Point</b><br><span class="dim">The most permissive — an Extra may be planted in another player’s district.</span></span></label>
|
||||
<span class="set-hint" id="lb-extra-hint"></span>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="set-group">
|
||||
<h3>Revenue</h3>
|
||||
<p class="ng-note">What each piece of work pays, 0 to 5. Zero switches an economy off so the
|
||||
others can be read.</p>
|
||||
<label class="ng-num"><span>Passenger revenue per coach</span>
|
||||
<input id="lb-passenger" type="number" min="0" max="5" step="1" value="1"></label>
|
||||
<label class="ng-num"><span>Freight revenue per load</span>
|
||||
<input id="lb-freight" type="number" min="0" max="5" step="1" value="1"></label>
|
||||
<label class="ng-num"><span>Train revenue per transit</span>
|
||||
<input id="lb-transit" type="number" min="0" max="5" step="1" value="0"></label>
|
||||
<p class="ng-note">What each piece of work pays, 0 to 5. A coach pays when it is boarded and
|
||||
again when it is detrained; a load pays when it is made up and again when it is broken. Zero
|
||||
switches an economy off so the others can be read.</p>
|
||||
<div class="set-row" id="lb-passenger-row">
|
||||
<label class="ng-num"><span>Passenger revenue per coach</span>
|
||||
<input id="lb-passenger" type="number" min="0" max="5" step="1" value="1"></label>
|
||||
<span class="set-hint" id="lb-passenger-hint"></span>
|
||||
</div>
|
||||
<div class="set-row" id="lb-freight-row">
|
||||
<label class="ng-num"><span>Freight revenue per load</span>
|
||||
<input id="lb-freight" type="number" min="0" max="5" step="1" value="1"></label>
|
||||
<span class="set-hint" id="lb-freight-hint"></span>
|
||||
</div>
|
||||
<div class="set-row" id="lb-transit-row">
|
||||
<label class="ng-num"><span>Train revenue per transit</span>
|
||||
<input id="lb-transit" type="number" min="0" max="5" step="1" value="0"></label>
|
||||
<span class="set-hint" id="lb-transit-hint"></span>
|
||||
</div>
|
||||
<p class="ng-note">A transit pays every player, once, when a train runs off the end of the
|
||||
Division — the one thing nobody has to work for.</p>
|
||||
</div>
|
||||
|
||||
<div class="set-group">
|
||||
<h3>Victory conditions</h3>
|
||||
<p class="ng-note">How long the game runs, and the ways it can end. 0 turns any of these off.
|
||||
The combined-Revenue default is sized for the table you chose above.</p>
|
||||
<label class="ng-num"><span>Days</span>
|
||||
<input id="lb-days" type="number" min="1" max="20" step="1" value="5"></label>
|
||||
<label class="ng-num"><span>Minimum combined Revenue to avoid a loss</span>
|
||||
<input id="lb-minrev" type="number" min="0" step="1" value="60"></label>
|
||||
<label class="ng-num"><span>Collisions in one Day that end the game</span>
|
||||
<input id="lb-colday" type="number" min="0" step="1" value="3"></label>
|
||||
<label class="ng-num"><span>Collisions across the whole game that end it</span>
|
||||
<input id="lb-coltotal" type="number" min="0" step="1" value="5"></label>
|
||||
<label class="ng-num"><span>Allow the opponent-directed cards</span>
|
||||
<input id="lb-pvp" type="checkbox"></label>
|
||||
<p class="ng-note" id="lb-pvp-note">Not yet built (<code>TODO.md</code>) — this has no effect
|
||||
either way until then.</p>
|
||||
<p class="ng-note">The ways this game can end badly. Each one is switched on or off in its own
|
||||
right; how long the game runs is set above, with the table size.</p>
|
||||
<div class="set-row" id="lb-minrev-row">
|
||||
<label class="ng-gate"><input type="checkbox" id="lb-minrev-on" checked>
|
||||
<span>Everyone loses if combined Revenue at the end is under</span>
|
||||
<input id="lb-minrev" type="number" min="0" step="1" class="gate-num"></label>
|
||||
<span class="set-hint" id="lb-minrev-hint"></span>
|
||||
</div>
|
||||
<div class="set-row" id="lb-colday-row">
|
||||
<label class="ng-gate"><input type="checkbox" id="lb-colday-on" checked>
|
||||
<span>The game ends and everyone loses if collisions in one Day reach</span>
|
||||
<input id="lb-colday" type="number" min="0" step="1" class="gate-num"></label>
|
||||
<span class="set-hint" id="lb-colday-hint"></span>
|
||||
</div>
|
||||
<div class="set-row" id="lb-coltotal-row">
|
||||
<label class="ng-gate"><input type="checkbox" id="lb-coltotal-on" checked>
|
||||
<span>The game ends and everyone loses after this many collisions in the whole game</span>
|
||||
<input id="lb-coltotal" type="number" min="0" step="1" class="gate-num"></label>
|
||||
<span class="set-hint" id="lb-coltotal-hint"></span>
|
||||
</div>
|
||||
<p class="ng-note">The opponent-directed cards — Derail, Watertower, Hobo Jungle and the
|
||||
nineteen others, along with the seven that answer them — are not implemented yet, so no game
|
||||
type deals them whatever else is set here.</p>
|
||||
</div>
|
||||
|
||||
<div class="set-group">
|
||||
<h3>Optional rules</h3>
|
||||
<p class="ng-note">Appendix B. Off by default; each one changes how the game plays.</p>
|
||||
<label class="ng-num"><span>Reduced Visibility — five switching Moves instead of six in the
|
||||
night Stages (1–3 and 11–12)</span>
|
||||
<input id="lb-visibility" type="checkbox"></label>
|
||||
<label class="ng-num"><span>Employee Rotation — at the end of each Day everyone moves one chair
|
||||
left and takes over the next station up the line. Your Revenue and the Fedora go with you;
|
||||
the district stays where it is</span>
|
||||
<input id="lb-rotation" type="checkbox"></label>
|
||||
<label class="ng-num"><span>Emergency Toolbox — everyone starts holding a Red Flag, so a hand of
|
||||
four; play or discard down to three on the first turn</span>
|
||||
<input id="lb-toolbox" type="checkbox"></label>
|
||||
</details>
|
||||
<p class="ng-note">Every chair has to be taken before the game can start — by a person or by a
|
||||
bot. Pick the size of the table now; it cannot change once the game is created.</p>
|
||||
<button id="lb-create">Create game</button>
|
||||
<p class="dim" id="lb-create-err" role="alert"></p>
|
||||
<p class="ng-note">Off in every game type; each one changes how the game plays.</p>
|
||||
<div class="set-row" id="lb-visibility-row">
|
||||
<label class="ng-num"><span>Reduced Visibility — five switching Moves instead of six in the
|
||||
night Stages (1–3 and 11–12)</span>
|
||||
<input id="lb-visibility" type="checkbox"></label>
|
||||
<span class="set-hint" id="lb-visibility-hint"></span>
|
||||
</div>
|
||||
<div class="set-row" id="lb-rotation-row">
|
||||
<label class="ng-num"><span>Employee Rotation — at the end of each Day everyone moves one
|
||||
chair left and takes over the next station up the line. Your Revenue and the Fedora go with
|
||||
you; the district stays where it is</span>
|
||||
<input id="lb-rotation" type="checkbox"></label>
|
||||
<span class="set-hint" id="lb-rotation-hint"></span>
|
||||
</div>
|
||||
<div class="set-row" id="lb-toolbox-row">
|
||||
<label class="ng-num"><span>Emergency Toolbox — everyone starts holding a Red Flag, so a hand
|
||||
of four; play or discard down to three on the first turn</span>
|
||||
<input id="lb-toolbox" type="checkbox"></label>
|
||||
<span class="set-hint" id="lb-toolbox-hint"></span>
|
||||
</div>
|
||||
<div class="set-row" id="lb-tossloco-row">
|
||||
<label class="ng-num"><span>A Timetabled train may be discarded — toss it face-up to a
|
||||
Department slot, where a rival may pick it up. Turn this off and a train card can only ever
|
||||
be played onto the timetable. An Extra is never discardable either way</span>
|
||||
<input id="lb-tossloco" type="checkbox"></label>
|
||||
<span class="set-hint" id="lb-tossloco-hint"></span>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<h3>Join a game</h3>
|
||||
<p class="ng-note">Ask whoever created the game for its code.</p>
|
||||
<label class="ng-num"><span>Game code</span><input id="lb-code" type="text" autocomplete="off" placeholder="RAIL-1234"></label>
|
||||
<button id="lb-join">Join game</button>
|
||||
<p class="dim" id="lb-join-err" role="alert"></p>
|
||||
</div>
|
||||
</details>
|
||||
|
||||
<div class="lb-span">
|
||||
<button id="lb-create" type="button">Create game</button>
|
||||
<p class="lb-error" id="lb-create-err" role="alert"></p>
|
||||
</div>
|
||||
</div>
|
||||
</section>
|
||||
</section>
|
||||
|
||||
<!-- Shown once created or joined, in place of the choice above, until the host starts the game. -->
|
||||
@@ -337,20 +567,207 @@ ul.blocked li{padding:2px 0}
|
||||
<h2>Seating</h2>
|
||||
<div class="lb-invite">
|
||||
<div>
|
||||
<div class="lb-invite-label">Send this code to your players</div>
|
||||
<div class="lb-invite-label">Send this to your players</div>
|
||||
<div class="lb-invite-code" id="lb-gamecode"></div>
|
||||
</div>
|
||||
<button id="lb-copy" class="ghost">Copy</button>
|
||||
<button id="lb-copy" class="ghost" type="button">Copy code</button>
|
||||
<button id="lb-copylink" class="ghost" type="button">Copy invite link</button>
|
||||
<span class="ng-note" id="lb-copied"></span>
|
||||
</div>
|
||||
<p class="ng-note">They enter it under <b>Join a game</b>, along with the same join secret you used.</p>
|
||||
<p class="ng-note">The host may fill an empty seat with a bot, and starts the game once every
|
||||
seat is either a player or a bot. <b>These chairs are not the running order</b> — who sits
|
||||
where along the Division is decided by a D12 roll when the game starts (§4.4), and the map
|
||||
shows the result.</p>
|
||||
<p class="ng-note">They enter the code under <b>Join a game</b>, along with the same join secret
|
||||
you used — the link carries the code, never the secret.</p>
|
||||
<p class="ng-note">The host may fill an empty seat with a bot or clear an occupied one, and
|
||||
starts the game once every seat is either a player or a bot. <b>These chairs are not the
|
||||
running order</b> — who sits where along the Division is decided by a D12 roll when the game
|
||||
starts, and the map shows the result.</p>
|
||||
<div id="lb-seats"></div>
|
||||
<p class="lb-warn" id="lb-stream-note" role="status" hidden></p>
|
||||
<button id="lb-start" disabled>Start game</button>
|
||||
<p class="dim" id="lb-start-note"></p>
|
||||
<button id="lb-leave" class="ghost" type="button">Leave</button>
|
||||
<p class="lb-error" id="lb-start-note" role="alert"></p>
|
||||
|
||||
<h3>The game you are in</h3>
|
||||
<div id="lb-seating-type" class="lb-type"></div>
|
||||
<div id="lb-seating-rules" class="rules-list"></div>
|
||||
</section>
|
||||
</div>
|
||||
|
||||
<!-- ===================================================================
|
||||
SOLITAIRE SETUP — the same question multiplayer already asks first,
|
||||
now asked here too (Jesse, 2026-08-29): a genuinely fresh visit deals
|
||||
nothing until this screen's own Deal button is pressed. A saved game,
|
||||
an explicit `?seed=`, or a URL already carrying a Deal's answers (any
|
||||
of the shared block's fields — `hand` names the one always written)
|
||||
all skip straight past this screen, exactly as `?lobby` already skips
|
||||
past it into the lobby: those are not "no plan yet", they are a
|
||||
choice already made, elsewhere.
|
||||
|
||||
THE SAME BLOCK THE DIALOG AND THE LOBBY USE, same shared module
|
||||
(`settings-form.ts`), same order — three screens are one design now
|
||||
instead of two. Only Solitaire can be dealt from here, so the other
|
||||
four types are shown exactly as the in-game dialog shows them: present,
|
||||
disabled, with a note pointing at the Multiplayer door instead.
|
||||
==================================================================== -->
|
||||
<div id="solitairesetup" hidden>
|
||||
<header><b><a href="./index.html" class="home">Station Master</a></b> — <span class="dim">Solitaire</span></header>
|
||||
|
||||
<section>
|
||||
<h2>New solitaire game</h2>
|
||||
<p class="ng-note">One railroad, one player, five full days by default — everything below is
|
||||
yours to change before you deal. Clearing the Revenue floor wins; falling short loses.</p>
|
||||
|
||||
<div class="lb-params">
|
||||
<label class="ng-num"><span>Seed</span>
|
||||
<input id="ss-seed" type="text" inputmode="numeric" autocomplete="off" placeholder="blank for a random seed"></label>
|
||||
<label class="ng-num"><span>Days</span>
|
||||
<input id="ss-days" type="number" min="1" max="20" step="1" value="5"></label>
|
||||
</div>
|
||||
<p class="ng-note">The same seed and the same settings always deal the same railroad, so a game
|
||||
can be shared, compared or replayed. Leave it blank for a random one.</p>
|
||||
|
||||
<h3>Game type</h3>
|
||||
<div class="set-row" id="ss-type-row">
|
||||
<label class="ng-radio"><input type="radio" name="ss-type" value="solitaire" checked>
|
||||
<span><b>Solitaire</b><br><span class="dim">One railroad, one player. The whole Division is yours to run.</span></span></label>
|
||||
<label class="ng-radio"><input type="radio" name="ss-type" value="coop">
|
||||
<span><b>Co-op</b><br><span class="dim">Everyone’s Revenue is one table score. You win together or lose together.</span></span></label>
|
||||
<label class="ng-radio"><input type="radio" name="ss-type" value="competitive">
|
||||
<span><b>Competitive</b><br><span class="dim">Highest Revenue wins — unless the table misses its combined minimum, and then everyone loses.</span></span></label>
|
||||
<label class="ng-radio"><input type="radio" name="ss-type" value="cutthroat">
|
||||
<span><b>Cutthroat</b><br><span class="dim">Highest Revenue wins, and nothing is shared — the only way everyone loses is three collisions in one Day.</span></span></label>
|
||||
<label class="ng-radio"><input type="radio" name="ss-type" value="custom">
|
||||
<span><b>Custom</b><br><span class="dim">Whatever you set below. Selected for you the moment you change a rule; it is scored as the type you started from.</span></span></label>
|
||||
</div>
|
||||
|
||||
<p class="ng-note" id="ss-type-note"></p>
|
||||
|
||||
<details id="ss-settings" open>
|
||||
<summary>Game settings</summary>
|
||||
<p class="ng-note">Every rule the game type sets, and every one of them yours to change.
|
||||
Changing any of them selects <b>Custom</b>; clicking a type again resets all of them back
|
||||
to it.</p>
|
||||
<div class="set-groups">
|
||||
|
||||
<div class="set-group">
|
||||
<h3>Starting hand</h3>
|
||||
<p class="ng-note">What you are dealt before the first turn. The hand limit is three either
|
||||
way — deal six and the first turn is spent choosing which of them to keep.</p>
|
||||
<div class="set-row" id="ss-hand-row">
|
||||
<label class="ng-radio"><input type="radio" name="ss-hand" value="threeRandom">
|
||||
<span><b>Three random cards</b><br><span class="dim">The original rule. At the hand limit already, and no guarantee of track.</span></span></label>
|
||||
<label class="ng-radio"><input type="radio" name="ss-hand" value="sixRandom" checked>
|
||||
<span><b>Six random cards</b><br><span class="dim">Twice the choice, still no guaranteed track — the first turn is a discard.</span></span></label>
|
||||
<label class="ng-radio"><input type="radio" name="ss-hand" value="threeTrackThreeOther">
|
||||
<span><b>Three random track and three random non-track cards</b><br><span class="dim">Dealt from two piles, so the district you can build is dealt rather than waited for.</span></span></label>
|
||||
<span class="set-hint" id="ss-hand-hint"></span>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="set-group">
|
||||
<h3>Where an Extra may start</h3>
|
||||
<p class="ng-note">The player who plays an Extra Train card chooses where its Crew Tray goes,
|
||||
and the place decides which way it runs — a Division Point sends it away from itself; in the
|
||||
middle of the railroad the player picks east or west. The Division Points and the Interchange
|
||||
belong to nobody and are always available. Starting one inside a district is the part that
|
||||
favours a seat, so it is set here. An Office must be a Control Point whatever this says: a
|
||||
Whistle Post never qualifies.</p>
|
||||
<div class="set-row" id="ss-extra-row">
|
||||
<label class="ng-radio"><input type="radio" name="ss-extra" value="divisionPointsOnly">
|
||||
<span><b>Division Points and the Interchange only</b><br><span class="dim">The strictest reading. Every Extra begins on shared ground.</span></span></label>
|
||||
<label class="ng-radio"><input type="radio" name="ss-extra" value="ownOffice">
|
||||
<span><b>Also the playing player’s own Control Point</b><br><span class="dim">You may start one at home, but not in somebody else’s district.</span></span></label>
|
||||
<label class="ng-radio"><input type="radio" name="ss-extra" value="anyOffice">
|
||||
<span><b>Also any player’s Control Point</b><br><span class="dim">The most permissive — an Extra may be planted in another player’s district.</span></span></label>
|
||||
<span class="set-hint" id="ss-extra-hint"></span>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="set-group">
|
||||
<h3>Revenue</h3>
|
||||
<p class="ng-note">What each piece of work pays, 0 to 5. A coach pays when it is boarded and
|
||||
again when it is detrained; a load pays when it is made up and again when it is broken. Zero
|
||||
switches an economy off so the others can be read.</p>
|
||||
<div class="set-row" id="ss-passenger-row">
|
||||
<label class="ng-num"><span>Passenger revenue per coach</span>
|
||||
<input id="ss-passenger" type="number" min="0" max="5" step="1" value="1"></label>
|
||||
<span class="set-hint" id="ss-passenger-hint"></span>
|
||||
</div>
|
||||
<div class="set-row" id="ss-freight-row">
|
||||
<label class="ng-num"><span>Freight revenue per load</span>
|
||||
<input id="ss-freight" type="number" min="0" max="5" step="1" value="1"></label>
|
||||
<span class="set-hint" id="ss-freight-hint"></span>
|
||||
</div>
|
||||
<div class="set-row" id="ss-transit-row">
|
||||
<label class="ng-num"><span>Train revenue per transit</span>
|
||||
<input id="ss-transit" type="number" min="0" max="5" step="1" value="0"></label>
|
||||
<span class="set-hint" id="ss-transit-hint"></span>
|
||||
</div>
|
||||
<p class="ng-note">A transit pays every player, once, when a train runs off the end of the
|
||||
Division — the one thing nobody has to work for.</p>
|
||||
</div>
|
||||
|
||||
<div class="set-group">
|
||||
<h3>Victory conditions</h3>
|
||||
<p class="ng-note">The ways this game can end badly. How long it runs is set above, in Days.</p>
|
||||
<div class="set-row" id="ss-minrev-row">
|
||||
<label class="ng-gate"><input type="checkbox" id="ss-minrev-on" checked>
|
||||
<span>You lose if Revenue at the end is under</span>
|
||||
<input id="ss-minrev" type="number" min="0" step="1" class="gate-num"></label>
|
||||
<span class="set-hint" id="ss-minrev-hint"></span>
|
||||
</div>
|
||||
<div class="set-row" id="ss-colday-row">
|
||||
<label class="ng-gate"><input type="checkbox" id="ss-colday-on" checked>
|
||||
<span>The game ends in a loss if collisions in one Day reach</span>
|
||||
<input id="ss-colday" type="number" min="0" step="1" class="gate-num"></label>
|
||||
<span class="set-hint" id="ss-colday-hint"></span>
|
||||
</div>
|
||||
<div class="set-row" id="ss-coltotal-row">
|
||||
<label class="ng-gate"><input type="checkbox" id="ss-coltotal-on" checked>
|
||||
<span>The game ends in a loss after this many collisions in the whole game</span>
|
||||
<input id="ss-coltotal" type="number" min="0" step="1" class="gate-num"></label>
|
||||
<span class="set-hint" id="ss-coltotal-hint"></span>
|
||||
</div>
|
||||
<p class="ng-note">The opponent-directed cards — Derail, Watertower, Hobo Jungle and the
|
||||
nineteen others, along with the seven that answer them — are not implemented yet, so no game
|
||||
type deals them whatever else is set here.</p>
|
||||
</div>
|
||||
|
||||
<div class="set-group">
|
||||
<h3>Optional rules</h3>
|
||||
<p class="ng-note">Off in every game type; each one changes how the game plays.</p>
|
||||
<div class="set-row" id="ss-visibility-row">
|
||||
<label class="ng-num"><span>Reduced Visibility — five switching Moves instead of six in the
|
||||
night Stages (1–3 and 11–12)</span>
|
||||
<input id="ss-visibility" type="checkbox"></label>
|
||||
<span class="set-hint" id="ss-visibility-hint"></span>
|
||||
</div>
|
||||
<div class="set-row" id="ss-rotation-row">
|
||||
<label class="ng-num"><span>Employee Rotation — meaningless at a table of one, shown here so
|
||||
this screen and the lobby read as one list</span>
|
||||
<input id="ss-rotation" type="checkbox" disabled></label>
|
||||
<span class="set-hint" id="ss-rotation-hint"></span>
|
||||
</div>
|
||||
<div class="set-row" id="ss-toolbox-row">
|
||||
<label class="ng-num"><span>Emergency Toolbox — start holding a Red Flag, so a hand of four;
|
||||
play or discard down to three on the first turn</span>
|
||||
<input id="ss-toolbox" type="checkbox"></label>
|
||||
<span class="set-hint" id="ss-toolbox-hint"></span>
|
||||
</div>
|
||||
<div class="set-row" id="ss-tossloco-row">
|
||||
<label class="ng-num"><span>A Timetabled train may be discarded — toss it face-up to a
|
||||
Department slot. Turn this off and a train card can only ever be played onto the timetable.
|
||||
An Extra is never discardable either way</span>
|
||||
<input id="ss-tossloco" type="checkbox"></label>
|
||||
<span class="set-hint" id="ss-tossloco-hint"></span>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
</div>
|
||||
</details>
|
||||
|
||||
<menu class="ng-buttons">
|
||||
<button id="ss-deal" type="button">Deal</button>
|
||||
</menu>
|
||||
</section>
|
||||
</div>
|
||||
|
||||
@@ -363,6 +780,14 @@ ul.blocked li{padding:2px 0}
|
||||
engine's guess at what your score ought to be were noise on the one line that must not wrap. -->
|
||||
<span id="objective" class="pace">—</span>
|
||||
<span class="dim">seed <span id="seed">—</span></span>
|
||||
<!-- THE GAME CODE SURVIVES THE LOBBY. It used to end at `Lobby.Start` — the code was never carried
|
||||
into `LobbyReady` — so a seated player could not say which game they were in, could not match
|
||||
it against the administrator's Games in Progress list, and could not pass it to a latecomer.
|
||||
Empty (and collapsed) in solitaire, where there is no code. -->
|
||||
<span class="dim" id="gamecode" title="The code this game was created under. The administrator's Games in Progress list uses it, and it is how you say which game you mean."></span>
|
||||
<!-- Co-op, Competitive, Cutthroat or Custom, derived from the config the Frame carries
|
||||
(`presets.ts`). A Cutthroat game used to look exactly like a Co-op one from the board. -->
|
||||
<span class="dim" id="gametype" title=""></span>
|
||||
<!-- WHICH RULES THIS GAME IS BEING PLAYED UNDER. The settings are chosen when the game is dealt
|
||||
and then never mentioned again, which makes a playtest note ("scored 4") unreadable a week
|
||||
later: at 0 revenue per transit that is a different game from the same seed at 5. Short enough
|
||||
@@ -379,6 +804,12 @@ ul.blocked li{padding:2px 0}
|
||||
<button id="savefile" title="Download this game as a save file you can replay or share">Save replay</button>
|
||||
<button id="newgame" title="Deal a fresh game. You choose the seed, the opening hand and what the three economies pay. Undo steps back one action at a time; this throws the whole game away, so download the replay first if you want to keep it.">New game</button>
|
||||
<button id="multiplayer" title="Create or join a Competitive or Co-op game on this server, with other players.">Multiplayer</button>
|
||||
<!-- LEAVING A RUNNING GAME. Reported by Jesse 2026-08-23: "if I'm a player in the middle of the
|
||||
game and I need to leave, how do I leave the game, clear the token from my browser so I can
|
||||
play a different game later?" There was no way at all — the page rejoined the same game on
|
||||
every load and nothing let go of it. This keeps your seat — the table waits for you — and
|
||||
your token, and puts you back at the lobby, which lists every game this browser is in. -->
|
||||
<button id="leavegame" hidden title="Go back to the lobby. Your seat is kept and the game waits for you — the lobby lists it under Games you are in, so you can come back or hand the browser to a different game.">Leave game</button>
|
||||
<a class="home" href="./replays.html" style="font-size:12px">replays</a>
|
||||
<span class="dim build" title="what is actually deployed">__BUILD__</span>
|
||||
</header>
|
||||
@@ -471,60 +902,159 @@ ul.blocked li{padding:2px 0}
|
||||
<form method="dialog" id="newgameform">
|
||||
<h2 class="big" id="ng-title">New game</h2>
|
||||
|
||||
<!-- THE SAME BLOCK THE LOBBY USES, same shared module, same order — the two screens are one
|
||||
design. Only Solitaire can be dealt here; the multiplayer types are shown disabled rather
|
||||
than hidden, so what this screen offers and what the lobby offers read as one list. -->
|
||||
<div class="lb-params">
|
||||
<label class="ng-num"><span>Seed</span>
|
||||
<input id="ng-seed" type="text" inputmode="numeric" autocomplete="off" placeholder="blank for a random seed"></label>
|
||||
<label class="ng-num"><span>Days</span>
|
||||
<input id="ng-days" type="number" min="1" max="20" step="1" value="5"></label>
|
||||
</div>
|
||||
<p class="ng-note">The same seed and the same settings always deal the same railroad, so a game
|
||||
can be shared, compared or replayed. Leave it blank for a random one.</p>
|
||||
|
||||
<h3>Game type</h3>
|
||||
<p class="ng-note">Picking a type just sets the fields below to that type's defaults — every number stays yours to change afterward. Solitaire is the only type that can be dealt today; Competitive and Co-op need a server (coming soon).</p>
|
||||
<label class="ng-radio"><input type="radio" name="ng-mode" value="solitaire" checked>
|
||||
<span><b>Solitaire</b><br><span class="dim">One railroad, one player. Everything below is real today.</span></span></label>
|
||||
<label class="ng-radio"><input type="radio" name="ng-mode" value="competitive">
|
||||
<span><b>Competitive</b><br><span class="dim">Highest Revenue wins, unless the table misses the combined minimum — then everyone loses.</span></span></label>
|
||||
<label class="ng-radio"><input type="radio" name="ng-mode" value="coop">
|
||||
<span><b>Co-op</b><br><span class="dim">Everyone's Revenue counts as one table score, against the same kind of combined minimum.</span></span></label>
|
||||
<div class="set-row" id="ng-type-row">
|
||||
<label class="ng-radio"><input type="radio" name="ng-type" value="solitaire">
|
||||
<span><b>Solitaire</b><br><span class="dim">One railroad, one player. The whole Division is yours to run.</span></span></label>
|
||||
<label class="ng-radio"><input type="radio" name="ng-type" value="coop" checked>
|
||||
<span><b>Co-op</b><br><span class="dim">Everyone’s Revenue is one table score. You win together or lose together.</span></span></label>
|
||||
<label class="ng-radio"><input type="radio" name="ng-type" value="competitive">
|
||||
<span><b>Competitive</b><br><span class="dim">Highest Revenue wins — unless the table misses its combined minimum, and then everyone loses.</span></span></label>
|
||||
<label class="ng-radio"><input type="radio" name="ng-type" value="cutthroat">
|
||||
<span><b>Cutthroat</b><br><span class="dim">Highest Revenue wins, and nothing is shared — the only way everyone loses is three collisions in one Day.</span></span></label>
|
||||
<label class="ng-radio"><input type="radio" name="ng-type" value="custom">
|
||||
<span><b>Custom</b><br><span class="dim">Whatever you set below. Selected for you the moment you change a rule; it is scored as the type you started from.</span></span></label>
|
||||
</div>
|
||||
|
||||
<h3>Seed</h3>
|
||||
<p class="ng-note">The same seed and the same settings always deal the same railroad, so a game can be shared, compared or replayed. Leave it blank for a random one.</p>
|
||||
<input id="ng-seed" type="text" inputmode="numeric" autocomplete="off" placeholder="blank for a random seed">
|
||||
<p class="ng-note" id="ng-type-note"></p>
|
||||
|
||||
<h3>Starting hand</h3>
|
||||
<p class="ng-note">What each player is dealt before the first turn. The hand limit is three either way — deal six and the first turn is spent choosing which of them to keep.</p>
|
||||
<label class="ng-radio"><input type="radio" name="ng-hand" value="threeRandom" checked>
|
||||
<span><b>Three random cards</b><br><span class="dim">The original rule. At the hand limit already, and no guarantee of track.</span></span></label>
|
||||
<label class="ng-radio"><input type="radio" name="ng-hand" value="sixRandom">
|
||||
<span><b>Six random cards</b><br><span class="dim">Twice the choice, still no guaranteed track — the first turn is a discard.</span></span></label>
|
||||
<label class="ng-radio"><input type="radio" name="ng-hand" value="threeTrackThreeOther">
|
||||
<span><b>Three random track and three random non-track cards</b><br><span class="dim">Dealt from two piles, so the district you can build is dealt rather than waited for.</span></span></label>
|
||||
<details id="ng-settings" open>
|
||||
<summary>Game settings</summary>
|
||||
<p class="ng-note">Every rule the game type sets, and every one of them yours to change.
|
||||
Changing any of them selects <b>Custom</b>; clicking a type again resets all of them back
|
||||
to it.</p>
|
||||
<div class="set-groups">
|
||||
|
||||
<h3>Where an Extra may start</h3>
|
||||
<p class="ng-note">The player who plays an Extra Train card chooses where its Crew Tray goes, and the place decides which way it runs — a Division Point sends it away from itself; in the middle of the railroad the player picks east or west. The Division Points and the Interchange belong to nobody and are always available. Starting one inside a district is the part that favours a seat, so it is set here. An Office must be a Control Point whatever this says: a Whistle Post never qualifies.</p>
|
||||
<label class="ng-radio"><input type="radio" name="ng-extra" value="divisionPointsOnly">
|
||||
<span><b>Division Points and the Interchange only</b><br><span class="dim">The strictest reading of §7. Every Extra begins on shared ground.</span></span></label>
|
||||
<label class="ng-radio"><input type="radio" name="ng-extra" value="ownOffice">
|
||||
<span><b>Also the playing player’s own Control Point</b><br><span class="dim">You may start one at home, but not in somebody else’s district.</span></span></label>
|
||||
<label class="ng-radio"><input type="radio" name="ng-extra" value="anyOffice" checked>
|
||||
<span><b>Also any player’s Control Point</b><br><span class="dim">The most permissive, and what the game did before this setting existed.</span></span></label>
|
||||
<div class="set-group">
|
||||
<h3>Starting hand</h3>
|
||||
<p class="ng-note">What each player is dealt before the first turn. The hand limit is three
|
||||
either way — deal six and the first turn is spent choosing which of them to keep.</p>
|
||||
<div class="set-row" id="ng-hand-row">
|
||||
<label class="ng-radio"><input type="radio" name="ng-hand" value="threeRandom">
|
||||
<span><b>Three random cards</b><br><span class="dim">The original rule. At the hand limit already, and no guarantee of track.</span></span></label>
|
||||
<label class="ng-radio"><input type="radio" name="ng-hand" value="sixRandom" checked>
|
||||
<span><b>Six random cards</b><br><span class="dim">Twice the choice, still no guaranteed track — the first turn is a discard.</span></span></label>
|
||||
<label class="ng-radio"><input type="radio" name="ng-hand" value="threeTrackThreeOther">
|
||||
<span><b>Three random track and three random non-track cards</b><br><span class="dim">Dealt from two piles, so the district you can build is dealt rather than waited for.</span></span></label>
|
||||
<span class="set-hint" id="ng-hand-hint"></span>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<h3>Revenue</h3>
|
||||
<p class="ng-note">What each piece of work pays, 0 to 5. A coach pays when it is boarded and again when it is detrained; a load pays when it is made up and again when it is broken. Zero switches an economy off so the others can be read.</p>
|
||||
<label class="ng-num"><span>Passenger revenue per coach</span>
|
||||
<input id="ng-passenger" type="number" min="0" max="5" step="1" value="1"></label>
|
||||
<label class="ng-num"><span>Freight revenue per load</span>
|
||||
<input id="ng-freight" type="number" min="0" max="5" step="1" value="1"></label>
|
||||
<label class="ng-num"><span>Train revenue per transit</span>
|
||||
<input id="ng-transit" type="number" min="0" max="5" step="1" value="0"></label>
|
||||
<p class="ng-note">A transit pays every player, once, when a train runs off the end of the Division — the one thing nobody has to work for. It defaults to 0 for that reason.</p>
|
||||
<div class="set-group">
|
||||
<h3>Where an Extra may start</h3>
|
||||
<p class="ng-note">The player who plays an Extra Train card chooses where its Crew Tray goes,
|
||||
and the place decides which way it runs — a Division Point sends it away from itself; in the
|
||||
middle of the railroad the player picks east or west. The Division Points and the Interchange
|
||||
belong to nobody and are always available. Starting one inside a district is the part that
|
||||
favours a seat, so it is set here. An Office must be a Control Point whatever this says: a
|
||||
Whistle Post never qualifies.</p>
|
||||
<div class="set-row" id="ng-extra-row">
|
||||
<label class="ng-radio"><input type="radio" name="ng-extra" value="divisionPointsOnly">
|
||||
<span><b>Division Points and the Interchange only</b><br><span class="dim">The strictest reading. Every Extra begins on shared ground.</span></span></label>
|
||||
<label class="ng-radio"><input type="radio" name="ng-extra" value="ownOffice">
|
||||
<span><b>Also the playing player’s own Control Point</b><br><span class="dim">You may start one at home, but not in somebody else’s district.</span></span></label>
|
||||
<label class="ng-radio"><input type="radio" name="ng-extra" value="anyOffice">
|
||||
<span><b>Also any player’s Control Point</b><br><span class="dim">The most permissive — an Extra may be planted in another player’s district.</span></span></label>
|
||||
<span class="set-hint" id="ng-extra-hint"></span>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<h3>Victory conditions</h3>
|
||||
<p class="ng-note">How long the game runs, and the ways it can end. 0 turns any of these off. The combined-Revenue suggestion updates for Competitive/Co-op — it assumes a 4-player table until there's a lobby to ask who's actually seated.</p>
|
||||
<label class="ng-num"><span>Days</span>
|
||||
<input id="ng-days" type="number" min="1" max="20" step="1" value="5"></label>
|
||||
<label class="ng-num"><span>Minimum combined Revenue to avoid a loss</span>
|
||||
<input id="ng-minrev" type="number" min="0" step="1" value="15"></label>
|
||||
<label class="ng-num"><span>Collisions in one Day that end the game</span>
|
||||
<input id="ng-colday" type="number" min="0" step="1" value="3"></label>
|
||||
<label class="ng-num"><span>Collisions across the whole game that end it</span>
|
||||
<input id="ng-coltotal" type="number" min="0" step="1" value="5"></label>
|
||||
<label class="ng-num"><span>Allow the opponent-directed cards</span>
|
||||
<input id="ng-pvp" type="checkbox"></label>
|
||||
<p class="ng-note" id="ng-pvp-note">Not yet built (<code>TODO.md</code>) — this has no effect either way until then.</p>
|
||||
<div class="set-group">
|
||||
<h3>Revenue</h3>
|
||||
<p class="ng-note">What each piece of work pays, 0 to 5. A coach pays when it is boarded and
|
||||
again when it is detrained; a load pays when it is made up and again when it is broken. Zero
|
||||
switches an economy off so the others can be read.</p>
|
||||
<div class="set-row" id="ng-passenger-row">
|
||||
<label class="ng-num"><span>Passenger revenue per coach</span>
|
||||
<input id="ng-passenger" type="number" min="0" max="5" step="1" value="1"></label>
|
||||
<span class="set-hint" id="ng-passenger-hint"></span>
|
||||
</div>
|
||||
<div class="set-row" id="ng-freight-row">
|
||||
<label class="ng-num"><span>Freight revenue per load</span>
|
||||
<input id="ng-freight" type="number" min="0" max="5" step="1" value="1"></label>
|
||||
<span class="set-hint" id="ng-freight-hint"></span>
|
||||
</div>
|
||||
<div class="set-row" id="ng-transit-row">
|
||||
<label class="ng-num"><span>Train revenue per transit</span>
|
||||
<input id="ng-transit" type="number" min="0" max="5" step="1" value="0"></label>
|
||||
<span class="set-hint" id="ng-transit-hint"></span>
|
||||
</div>
|
||||
<p class="ng-note">A transit pays every player, once, when a train runs off the end of the
|
||||
Division — the one thing nobody has to work for.</p>
|
||||
</div>
|
||||
|
||||
<div class="set-group">
|
||||
<h3>Victory conditions</h3>
|
||||
<p class="ng-note">The ways this game can end badly. Each one is switched on or off in its own
|
||||
right; how long the game runs is set above, with the table size.</p>
|
||||
<div class="set-row" id="ng-minrev-row">
|
||||
<label class="ng-gate"><input type="checkbox" id="ng-minrev-on" checked>
|
||||
<span>Everyone loses if combined Revenue at the end is under</span>
|
||||
<input id="ng-minrev" type="number" min="0" step="1" class="gate-num"></label>
|
||||
<span class="set-hint" id="ng-minrev-hint"></span>
|
||||
</div>
|
||||
<div class="set-row" id="ng-colday-row">
|
||||
<label class="ng-gate"><input type="checkbox" id="ng-colday-on" checked>
|
||||
<span>The game ends and everyone loses if collisions in one Day reach</span>
|
||||
<input id="ng-colday" type="number" min="0" step="1" class="gate-num"></label>
|
||||
<span class="set-hint" id="ng-colday-hint"></span>
|
||||
</div>
|
||||
<div class="set-row" id="ng-coltotal-row">
|
||||
<label class="ng-gate"><input type="checkbox" id="ng-coltotal-on" checked>
|
||||
<span>The game ends and everyone loses after this many collisions in the whole game</span>
|
||||
<input id="ng-coltotal" type="number" min="0" step="1" class="gate-num"></label>
|
||||
<span class="set-hint" id="ng-coltotal-hint"></span>
|
||||
</div>
|
||||
<p class="ng-note">The opponent-directed cards — Derail, Watertower, Hobo Jungle and the
|
||||
nineteen others, along with the seven that answer them — are not implemented yet, so no game
|
||||
type deals them whatever else is set here.</p>
|
||||
</div>
|
||||
|
||||
<div class="set-group">
|
||||
<h3>Optional rules</h3>
|
||||
<p class="ng-note">Off in every game type; each one changes how the game plays.</p>
|
||||
<div class="set-row" id="ng-visibility-row">
|
||||
<label class="ng-num"><span>Reduced Visibility — five switching Moves instead of six in the
|
||||
night Stages (1–3 and 11–12)</span>
|
||||
<input id="ng-visibility" type="checkbox"></label>
|
||||
<span class="set-hint" id="ng-visibility-hint"></span>
|
||||
</div>
|
||||
<div class="set-row" id="ng-rotation-row">
|
||||
<label class="ng-num"><span>Employee Rotation — at the end of each Day everyone moves one
|
||||
chair left and takes over the next station up the line. Your Revenue and the Fedora go with
|
||||
you; the district stays where it is</span>
|
||||
<input id="ng-rotation" type="checkbox"></label>
|
||||
<span class="set-hint" id="ng-rotation-hint"></span>
|
||||
</div>
|
||||
<div class="set-row" id="ng-toolbox-row">
|
||||
<label class="ng-num"><span>Emergency Toolbox — everyone starts holding a Red Flag, so a hand
|
||||
of four; play or discard down to three on the first turn</span>
|
||||
<input id="ng-toolbox" type="checkbox"></label>
|
||||
<span class="set-hint" id="ng-toolbox-hint"></span>
|
||||
</div>
|
||||
<div class="set-row" id="ng-tossloco-row">
|
||||
<label class="ng-num"><span>A Timetabled train may be discarded — toss it face-up to a
|
||||
Department slot, where a rival may pick it up. Turn this off and a train card can only ever
|
||||
be played onto the timetable. An Extra is never discardable either way</span>
|
||||
<input id="ng-tossloco" type="checkbox"></label>
|
||||
<span class="set-hint" id="ng-tossloco-hint"></span>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
</div>
|
||||
</details>
|
||||
|
||||
<menu class="ng-buttons">
|
||||
<span class="ng-note" id="ng-multiplayer-note" style="margin:0 auto 0 0">Use the <b>Multiplayer</b> button instead — it creates or joins a game on this server.</span>
|
||||
@@ -534,6 +1064,43 @@ ul.blocked li{padding:2px 0}
|
||||
</form>
|
||||
</dialog>
|
||||
|
||||
<!-- THE DAY ROLLING OVER (Gitea#10). A Day turns inside the automatic phases, so it happens
|
||||
between one click and the next; the phase banner and the announcement flash both fade before
|
||||
someone reading the board notices them. A modal stops and waits, which is the whole request:
|
||||
"hard to keep track of time". Filled by `dayEndHtml` and opened from `render()`. -->
|
||||
<dialog id="dayenddlg" aria-labelledby="de-title">
|
||||
<form method="dialog">
|
||||
<div id="dayendbody"></div>
|
||||
<menu class="ng-buttons">
|
||||
<button value="ok" id="de-ok" type="submit">Carry on</button>
|
||||
</menu>
|
||||
</form>
|
||||
</dialog>
|
||||
|
||||
<!-- THE END-OF-GAME RESULTS (Gitea#16). Filled by `resultsHtml` and opened from `renderEnding`,
|
||||
which puts it up once per ending unasked and leaves a button to reopen it. Reopenable matters:
|
||||
Gitea#11 lets a table play past the end, and continuing must not cost you the results screen. -->
|
||||
<dialog id="resultsdlg" aria-labelledby="rs-title">
|
||||
<form method="dialog">
|
||||
<div id="resultsbody"></div>
|
||||
<menu class="ng-buttons">
|
||||
<button value="ok" id="rs-ok" type="submit">Close</button>
|
||||
</menu>
|
||||
</form>
|
||||
</dialog>
|
||||
|
||||
<!-- THE HANDOFF, between `Lobby.Start` and the first Frame.
|
||||
`beginRemote` used to write "… connecting to the game" into `#presence` — the DISCONNECT banner,
|
||||
whose job is `⚠ waiting on Alice`. It worked only because the first render overwrote it, and it
|
||||
had nothing to say when the first push never came. This is its own state: it opens on the way
|
||||
into a game, holds a deliberate beat so the game visibly begins, and closes on the first Frame. -->
|
||||
<div id="handoff">
|
||||
<div class="hand-inner">
|
||||
<h2 id="handoff-title">Dealing the railroad…</h2>
|
||||
<div id="handoff-note" class="hand-note"></div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<script type="module" src="./web/main.js"></script>
|
||||
</body>
|
||||
</html>
|
||||
|
||||
@@ -0,0 +1,365 @@
|
||||
/**
|
||||
* THE FOUR GAME TYPES, and what "Custom" means.
|
||||
*
|
||||
* Jesse's design, 2026-08-23. A game type is not a mode and not a ruleset — it is a NAMED SET OF
|
||||
* DEFAULTS that the host may then edit. Editing any of them selects `custom`, which keeps the
|
||||
* values and inherits the scoring of the type it was edited away from; clicking a named type again
|
||||
* resets every rule back to it.
|
||||
*
|
||||
* WHY THIS FILE EXISTS RATHER THAN A CONSTANT IN EACH SCREEN. The lobby (`lobby.ts`) and the
|
||||
* solitaire New Game dialog (`main.ts`) ask the same questions, and they had already drifted apart
|
||||
* before this was written: the dialog had "where an Extra may start" and no optional rules, the
|
||||
* lobby had the optional rules and no Extra rule — so a multiplayer game silently played the most
|
||||
* permissive Extra rule and nobody was ever asked. One description of the defaults, imported by
|
||||
* both, is what stops that happening a third time.
|
||||
*
|
||||
* PARAMETERS ARE NOT SETTINGS. Seed, player count and Day count sit ABOVE the type radios on both
|
||||
* screens and never select `custom`: the presets are formulas in players and days, so "Co-op, 3
|
||||
* players, 8 days" is still Co-op and its Revenue floor re-derives. Everything below the radios is
|
||||
* a rule, and changing one is what makes a game Custom.
|
||||
*/
|
||||
|
||||
import {
|
||||
DEFAULT_MAX_COLLISIONS_PER_DAY,
|
||||
DEFAULT_MAX_COLLISIONS_TOTAL,
|
||||
collectiveRevenueFloor,
|
||||
houseRules,
|
||||
} from '../engine/content.ts';
|
||||
import type { ExtraStartRule, RevenueRules, StartingHand } from '../engine/content.ts';
|
||||
import type { GameConfig, GameMode } from '../engine/state.ts';
|
||||
|
||||
export type PresetName = 'solitaire' | 'coop' | 'competitive' | 'cutthroat';
|
||||
/** What the radio group answers: one of the four named types, or the state of having edited one. */
|
||||
export type GameType = PresetName | 'custom';
|
||||
|
||||
/**
|
||||
* Every rule a game type sets, flattened to one value per control.
|
||||
*
|
||||
* Flat rather than shaped like `GameConfig` because this is what the FORM compares against: each key
|
||||
* is one field on screen, so "which fields differ from the preset" is a key-by-key comparison rather
|
||||
* than a walk through nested objects. `configFromSettings` puts the shape back.
|
||||
*/
|
||||
export type Settings = {
|
||||
startingHand: StartingHand;
|
||||
extraStart: ExtraStartRule;
|
||||
passengerPerCoach: number;
|
||||
freightPerLoad: number;
|
||||
trainPerTransit: number;
|
||||
/** 0 means the condition is off — the engine's convention (`state.ts`). The form draws a checkbox. */
|
||||
minCombinedRevenue: number;
|
||||
maxCollisionsPerDay: number;
|
||||
maxCollisionsTotal: number;
|
||||
reducedVisibility: boolean;
|
||||
employeeRotation: boolean;
|
||||
emergencyToolbox: boolean;
|
||||
/** §6.2 (Gitea#9) — may a Timetabled train be thrown away? An Extra never may, whatever this says. */
|
||||
discardTimetabled: boolean;
|
||||
};
|
||||
|
||||
export const SETTING_KEYS: readonly (keyof Settings)[] = [
|
||||
'startingHand',
|
||||
'extraStart',
|
||||
'passengerPerCoach',
|
||||
'freightPerLoad',
|
||||
'trainPerTransit',
|
||||
'minCombinedRevenue',
|
||||
'maxCollisionsPerDay',
|
||||
'maxCollisionsTotal',
|
||||
'reducedVisibility',
|
||||
'employeeRotation',
|
||||
'emergencyToolbox',
|
||||
'discardTimetabled',
|
||||
];
|
||||
|
||||
export type Preset = {
|
||||
name: PresetName;
|
||||
label: string;
|
||||
/** One line under the radio, saying what winning and losing mean in this type. */
|
||||
blurb: string;
|
||||
/** The engine mode this type is scored under — what a `custom` game inherits. */
|
||||
scoring: GameMode;
|
||||
/**
|
||||
* Whether the 22 opponent-directed cards would be dealt, once they exist. Not a form control any
|
||||
* more: it is a property of the type (`TODO.md` — the cards are unbuilt, so `buildDeck` holds them
|
||||
* out regardless, and a checkbox that cannot do anything is worse than a sentence saying so).
|
||||
*/
|
||||
pvpCards: boolean;
|
||||
/**
|
||||
* The Revenue floor this type asks for, as a function of the table and the length. Co-op keeps the
|
||||
* engine's own `collectiveRevenueFloor` (3 per player per Day); Competitive asks two thirds of it,
|
||||
* because a table racing each other is not also pulling in one direction; Cutthroat asks nothing.
|
||||
*/
|
||||
revenueFloor: (players: number, days: number) => number;
|
||||
rules: Omit<Settings, 'minCombinedRevenue'>;
|
||||
};
|
||||
|
||||
const NO_OPTIONAL_RULES = {
|
||||
reducedVisibility: false,
|
||||
employeeRotation: false,
|
||||
emergencyToolbox: false,
|
||||
/**
|
||||
* ON in every type (Gitea#9). Jesse's ruling is the rule now, and the setting exists so a table
|
||||
* can put Gitea#6's pressure back rather than so a type can choose for them — the reasoning is
|
||||
* about how long a game runs, which is a dial the table already sets for itself.
|
||||
*/
|
||||
discardTimetabled: true,
|
||||
} as const;
|
||||
|
||||
/** Every type deals six now (Jesse, 2026-08-23) — the hand limit is three, so the first turn is a
|
||||
* discard whichever three you keep. Solitaire moved with the rest so the two screens agree. */
|
||||
const SIX: StartingHand = 'sixRandom';
|
||||
|
||||
export const PRESETS: readonly Preset[] = [
|
||||
{
|
||||
name: 'solitaire',
|
||||
label: 'Solitaire',
|
||||
blurb: 'One railroad, one player. The whole Division is yours to run.',
|
||||
scoring: 'solitaire',
|
||||
pvpCards: false,
|
||||
revenueFloor: (players, days) => collectiveRevenueFloor(players, days),
|
||||
rules: {
|
||||
startingHand: SIX,
|
||||
// Nobody else's district exists, so "any Control Point" and "your own" are the same rule.
|
||||
extraStart: 'anyOffice',
|
||||
passengerPerCoach: 1,
|
||||
freightPerLoad: 1,
|
||||
trainPerTransit: 0,
|
||||
maxCollisionsPerDay: DEFAULT_MAX_COLLISIONS_PER_DAY,
|
||||
maxCollisionsTotal: DEFAULT_MAX_COLLISIONS_TOTAL,
|
||||
...NO_OPTIONAL_RULES,
|
||||
},
|
||||
},
|
||||
{
|
||||
name: 'coop',
|
||||
label: 'Co-op',
|
||||
blurb: 'Everyone’s Revenue is one table score. You win together or lose together.',
|
||||
scoring: 'coop',
|
||||
// Never, even once the cards are built: there is no opponent to point them at when the table is
|
||||
// one side.
|
||||
pvpCards: false,
|
||||
revenueFloor: (players, days) => collectiveRevenueFloor(players, days),
|
||||
rules: {
|
||||
startingHand: SIX,
|
||||
extraStart: 'ownOffice',
|
||||
passengerPerCoach: 1,
|
||||
freightPerLoad: 1,
|
||||
// The one economy that pays every player at once, for work nobody had to do — which is the
|
||||
// co-operative one, so it is the type that switches it on.
|
||||
trainPerTransit: 1,
|
||||
maxCollisionsPerDay: DEFAULT_MAX_COLLISIONS_PER_DAY,
|
||||
maxCollisionsTotal: DEFAULT_MAX_COLLISIONS_TOTAL,
|
||||
...NO_OPTIONAL_RULES,
|
||||
},
|
||||
},
|
||||
{
|
||||
name: 'competitive',
|
||||
label: 'Competitive',
|
||||
blurb: 'Highest Revenue wins — unless the table misses its combined minimum, and then everyone loses.',
|
||||
scoring: 'competitive',
|
||||
pvpCards: true,
|
||||
revenueFloor: (players, days) => 2 * players * days,
|
||||
rules: {
|
||||
startingHand: SIX,
|
||||
extraStart: 'ownOffice',
|
||||
passengerPerCoach: 1,
|
||||
freightPerLoad: 1,
|
||||
trainPerTransit: 0,
|
||||
maxCollisionsPerDay: DEFAULT_MAX_COLLISIONS_PER_DAY,
|
||||
maxCollisionsTotal: DEFAULT_MAX_COLLISIONS_TOTAL,
|
||||
...NO_OPTIONAL_RULES,
|
||||
},
|
||||
},
|
||||
{
|
||||
name: 'cutthroat',
|
||||
label: 'Cutthroat',
|
||||
blurb: 'Highest Revenue wins, and nothing is shared — the only way everyone loses is three collisions in one Day.',
|
||||
scoring: 'competitive',
|
||||
pvpCards: true,
|
||||
// Off. Cutthroat has no collective obligation of any kind.
|
||||
revenueFloor: () => 0,
|
||||
rules: {
|
||||
startingHand: SIX,
|
||||
// The one type that lets you plant an Extra in somebody else's district.
|
||||
extraStart: 'anyOffice',
|
||||
passengerPerCoach: 1,
|
||||
freightPerLoad: 1,
|
||||
trainPerTransit: 0,
|
||||
maxCollisionsPerDay: DEFAULT_MAX_COLLISIONS_PER_DAY,
|
||||
// Off, with the per-Day check left standing: a table can bleed collisions all game, but three
|
||||
// in one Day still ends it.
|
||||
maxCollisionsTotal: 0,
|
||||
...NO_OPTIONAL_RULES,
|
||||
},
|
||||
},
|
||||
];
|
||||
|
||||
export function preset(name: PresetName): Preset {
|
||||
const found = PRESETS.find((p) => p.name === name);
|
||||
if (!found) throw new Error(`no such preset: ${name}`);
|
||||
return found;
|
||||
}
|
||||
|
||||
/** Every rule a named type sets, at the table size and length the form currently shows. */
|
||||
export function presetSettings(name: PresetName, players: number, days: number): Settings {
|
||||
const p = preset(name);
|
||||
return { ...p.rules, minCombinedRevenue: p.revenueFloor(players, days) };
|
||||
}
|
||||
|
||||
/** The settings a config is actually carrying — the other half of every comparison below. */
|
||||
export function settingsOf(config: GameConfig): Settings {
|
||||
const rules = houseRules(config);
|
||||
return {
|
||||
startingHand: rules.startingHand,
|
||||
extraStart: rules.extraStart,
|
||||
passengerPerCoach: rules.revenue.passengerPerCoach,
|
||||
freightPerLoad: rules.revenue.freightPerLoad,
|
||||
trainPerTransit: rules.revenue.trainPerTransit,
|
||||
minCombinedRevenue: config.minCombinedRevenue,
|
||||
maxCollisionsPerDay: config.maxCollisionsPerDay,
|
||||
maxCollisionsTotal: config.maxCollisionsTotal,
|
||||
reducedVisibility: config.optionalRules.reducedVisibility,
|
||||
employeeRotation: config.optionalRules.employeeRotation,
|
||||
emergencyToolbox: config.optionalRules.emergencyToolbox,
|
||||
discardTimetabled: rules.discardTimetabled,
|
||||
};
|
||||
}
|
||||
|
||||
/** Which controls differ from a named type — what the form paints amber and counts in its summary. */
|
||||
export function differencesFrom(
|
||||
name: PresetName,
|
||||
settings: Settings,
|
||||
players: number,
|
||||
days: number,
|
||||
): (keyof Settings)[] {
|
||||
const want = presetSettings(name, players, days);
|
||||
return SETTING_KEYS.filter((k) => settings[k] !== want[k]);
|
||||
}
|
||||
|
||||
/**
|
||||
* WHICH TYPE IS THIS, derived rather than stored.
|
||||
*
|
||||
* Nothing writes a type name into `GameConfig` — a saved game is its numbers, and a name in the save
|
||||
* would be one more thing that can disagree with them. So the screens ask this instead, which means
|
||||
* a hand-tuned game that happens to match Competitive exactly reads as Competitive, and that is the
|
||||
* honest answer: it IS one.
|
||||
*
|
||||
* `mode` is part of the comparison, so a Co-op game whose dials happen to equal Competitive's is
|
||||
* still not Competitive.
|
||||
*/
|
||||
export function presetOf(config: GameConfig, players: number, days: number): GameType {
|
||||
const settings = settingsOf(config);
|
||||
const match = PRESETS.find(
|
||||
(p) => p.scoring === config.mode && differencesFrom(p.name, settings, players, days).length === 0,
|
||||
);
|
||||
return match?.name ?? 'custom';
|
||||
}
|
||||
|
||||
/**
|
||||
* A `Frame`'s copy of the config, as a `GameConfig` the functions above can read.
|
||||
*
|
||||
* The page has a Frame, never a `GameState` — a remote client holds no game — and the Frame carries
|
||||
* every field these comparisons need. Structurally typed rather than importing `Frame` so this
|
||||
* module stays free of `sim/view.ts`.
|
||||
*/
|
||||
export function configFromFrame(f: {
|
||||
mode: GameMode;
|
||||
days: number;
|
||||
minCombinedRevenue: number;
|
||||
maxCollisionsPerDay: number;
|
||||
maxCollisionsTotal: number;
|
||||
optionalRules: GameConfig['optionalRules'];
|
||||
houseRules: { startingHand: StartingHand; extraStart: ExtraStartRule; revenue: RevenueRules; discardTimetabled: boolean };
|
||||
}): GameConfig {
|
||||
return {
|
||||
mode: f.mode,
|
||||
days: f.days,
|
||||
minCombinedRevenue: f.minCombinedRevenue,
|
||||
maxCollisionsPerDay: f.maxCollisionsPerDay,
|
||||
maxCollisionsTotal: f.maxCollisionsTotal,
|
||||
// Never shown from a Frame — the cards are unbuilt, and the type carries the answer.
|
||||
pvpCardsAllowed: false,
|
||||
optionalRules: f.optionalRules,
|
||||
houseRules: {
|
||||
startingHand: f.houseRules.startingHand,
|
||||
extraStart: f.houseRules.extraStart,
|
||||
// Carried like the rest: this path describes SOMEONE ELSE'S game to a joiner, so a setting
|
||||
// dropped here shows them a rule the table is not playing (§6.2, Gitea#9).
|
||||
discardTimetabled: f.houseRules.discardTimetabled,
|
||||
revenue: f.houseRules.revenue,
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* The named type a config is NEAREST to, for a screen that has to describe someone else's game.
|
||||
*
|
||||
* The create form always knows which type was clicked, so it compares against that. A join preview
|
||||
* and the seating screen do not — they are handed a finished config and nothing else — and "Custom"
|
||||
* on its own tells a player nothing about what they are joining. Comparing against the same-scoring
|
||||
* type with the fewest differences answers the question they actually have: how far from a normal
|
||||
* game is this, and which normal game?
|
||||
*/
|
||||
export function closestPreset(
|
||||
config: GameConfig,
|
||||
players: number,
|
||||
days: number,
|
||||
): { name: PresetName; differing: (keyof Settings)[] } {
|
||||
const settings = settingsOf(config);
|
||||
const candidates = PRESETS.filter((p) => p.scoring === config.mode);
|
||||
const scored = (candidates.length > 0 ? candidates : PRESETS).map((p) => ({
|
||||
name: p.name,
|
||||
differing: differencesFrom(p.name, settings, players, days),
|
||||
}));
|
||||
return scored.reduce((best, c) => (c.differing.length < best.differing.length ? c : best));
|
||||
}
|
||||
|
||||
/**
|
||||
* The label a screen shows for the current state of the form — including what a Custom game is being
|
||||
* scored as, which is the one thing a player cannot see from the dials.
|
||||
*/
|
||||
export function gameTypeLabel(type: GameType, scoring: GameMode): string {
|
||||
if (type !== 'custom') return preset(type).label;
|
||||
const named = PRESETS.find((p) => p.scoring === scoring && p.name !== 'cutthroat');
|
||||
return `Custom — scored as ${named?.label ?? scoring}`;
|
||||
}
|
||||
|
||||
/** Assembles the config a form's answers describe. `players` reaches the caller separately: it sizes
|
||||
* the lobby's seat array rather than being part of the rules. */
|
||||
export function configFromSettings(
|
||||
settings: Settings,
|
||||
scoring: GameMode,
|
||||
days: number,
|
||||
pvpCards: boolean,
|
||||
): GameConfig {
|
||||
return {
|
||||
mode: scoring,
|
||||
days,
|
||||
minCombinedRevenue: settings.minCombinedRevenue,
|
||||
maxCollisionsPerDay: settings.maxCollisionsPerDay,
|
||||
maxCollisionsTotal: settings.maxCollisionsTotal,
|
||||
// Inert until the cards are built (`setup.ts`'s `buildDeck` ANDs it with `cardsImplemented`),
|
||||
// and no longer a control on any screen — it is a property of the game type.
|
||||
pvpCardsAllowed: pvpCards,
|
||||
optionalRules: {
|
||||
reducedVisibility: settings.reducedVisibility,
|
||||
employeeRotation: settings.employeeRotation,
|
||||
emergencyToolbox: settings.emergencyToolbox,
|
||||
},
|
||||
houseRules: {
|
||||
startingHand: settings.startingHand,
|
||||
extraStart: settings.extraStart,
|
||||
discardTimetabled: settings.discardTimetabled,
|
||||
revenue: {
|
||||
passengerPerCoach: settings.passengerPerCoach,
|
||||
freightPerLoad: settings.freightPerLoad,
|
||||
trainPerTransit: settings.trainPerTransit,
|
||||
},
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
/** The whole config a named type produces, with nothing edited. */
|
||||
export function configFromPreset(name: PresetName, players: number, days: number): GameConfig {
|
||||
const p = preset(name);
|
||||
return configFromSettings(presetSettings(name, players, days), p.scoring, days, p.pvpCards);
|
||||
}
|
||||
+6
-2
@@ -26,6 +26,7 @@ import { createGame } from '../engine/setup.ts';
|
||||
import { snapshot } from '../sim/view.ts';
|
||||
import type { Intent } from '../engine/intents.ts';
|
||||
import { SOLO_CONFIG } from './game.ts';
|
||||
import { actingPlayer } from '../engine/state.ts';
|
||||
|
||||
type Save = { seed: number; history: Intent[] };
|
||||
type Entry = { file: string; title: string; note?: string; seed?: number };
|
||||
@@ -69,7 +70,7 @@ function rebuild(save: Save): { steps: Step[]; stoppedEarly: boolean } {
|
||||
push(pump(s));
|
||||
let stoppedEarly = false;
|
||||
for (const intent of save.history) {
|
||||
const actor = s.clock.pendingDecision !== null ? s.clock.superintendent : s.clock.currentActor;
|
||||
const actor = actingPlayer(s);
|
||||
if (actor === null || s.status !== 'active') break;
|
||||
const r = applyIntent(s, actor, intent);
|
||||
if (!r.ok) {
|
||||
@@ -117,7 +118,10 @@ function show(i: number): void {
|
||||
// A replay carries the seat names in the frame's own lines rather than a player table, so the
|
||||
// solitaire seat is named directly; a multi-player replay reports the index it has.
|
||||
const actorName = f.actor === null ? null : `Player ${f.actor + 1}`;
|
||||
$('turnchart').innerHTML = turnChartHtml(f, actorName);
|
||||
// A replay of a multi-player game gets the Fedora too — it is the answer to "why is it asking
|
||||
// THEM", which a replay raises exactly as a live game does.
|
||||
const superName = f.players.length > 1 ? `Player ${f.superintendent + 1}` : null;
|
||||
$('turnchart').innerHTML = turnChartHtml(f, actorName, superName);
|
||||
$('vrev').textContent = String(f.revenue);
|
||||
$('vpos').textContent = `${at} / ${steps.length - 1}`;
|
||||
($('vscrub') as HTMLInputElement).value = String(at);
|
||||
|
||||
+78
-11
@@ -27,6 +27,7 @@ import {
|
||||
currentActor,
|
||||
fromSave,
|
||||
handPlayable,
|
||||
isOutOfTurn,
|
||||
newGame,
|
||||
overHandLimit,
|
||||
submit,
|
||||
@@ -99,9 +100,23 @@ export type Session = {
|
||||
* the seat and waits; this is what lets the page say why, instead of going quiet with no
|
||||
* explanation. Reflects the last presence push for each seat the server has ever mentioned, not
|
||||
* only the ones currently disconnected — a seat that reconnects updates its own entry rather than
|
||||
* disappearing, so the page can tell "never heard from" apart from "was here, then left."
|
||||
* disappearing.
|
||||
*
|
||||
* `seen` is what separates the two absences the page must not conflate: a seat that has connected
|
||||
* at some point and dropped, against one that has never opened the game at all. The server now
|
||||
* reports every other seat on connect (2026-08-23), so this is answerable at the moment a game
|
||||
* starts — which is exactly when "is everyone here?" is the question.
|
||||
*/
|
||||
presence(): { seat: PlayerIndex; connected: boolean }[];
|
||||
presence(): { seat: PlayerIndex; connected: boolean; seen: boolean }[];
|
||||
/**
|
||||
* Stop listening, for good.
|
||||
*
|
||||
* Only a remote session has anything to close, and only one caller needs it: a player LEAVING a
|
||||
* running game (2026-08-23). Without it the page went back to the lobby with its `EventSource`
|
||||
* still open, so the server — and therefore every other seat — went on reporting them as present
|
||||
* at a table they had walked away from.
|
||||
*/
|
||||
close?(): void;
|
||||
};
|
||||
|
||||
/**
|
||||
@@ -149,7 +164,9 @@ export function createLocalSession(seed: number, options?: NewGameOptions): Loca
|
||||
overHandLimit: () => overHandLimit(game),
|
||||
handPlayable: () => handPlayable(game),
|
||||
submit: async (intent: Intent) => {
|
||||
const ok = submit(game, intent);
|
||||
// Seat 0 is the solitaire player, and the extension vote (Gitea#11) is the one intent that
|
||||
// arrives when `currentActor` is null — so it has to name its seat. See `isOutOfTurn`.
|
||||
const ok = submit(game, intent, isOutOfTurn(intent) ? 0 : null);
|
||||
if (ok) changed();
|
||||
return ok;
|
||||
},
|
||||
@@ -205,7 +222,24 @@ type Push = {
|
||||
frame?: FrameDelta;
|
||||
menu: Menu | null;
|
||||
lines: { text: string; tone: string }[];
|
||||
presence?: { seat: PlayerIndex; connected: boolean };
|
||||
/** One entry for a change; every other seat at once on the connect push. */
|
||||
presence?: { seat: PlayerIndex; connected: boolean; seen: boolean }[];
|
||||
/**
|
||||
* THE FOUR TRANSIENT SIGNALS, added 2026-08-23.
|
||||
*
|
||||
* A remote session used to return nothing for any of them, so multiplayer had no sound at all, no
|
||||
* timetable flash when the D12 filled a slot, no announcement when a completed run paid the table,
|
||||
* and no highlight on the card you had just drawn — four things solitaire has had all along, and
|
||||
* most of why a multiplayer game felt inert.
|
||||
*
|
||||
* `cues` and `announcement` are SHARED events (a collision anywhere, the Stage bell, a train
|
||||
* leaving the Division) and reach every seat; `justDrawn` is the recipient's own card and nobody
|
||||
* else's — `test/redaction.test.ts` covers exactly that.
|
||||
*/
|
||||
cues?: string[];
|
||||
scheduled?: number | null;
|
||||
announcement?: string | null;
|
||||
justDrawn?: string | null;
|
||||
};
|
||||
|
||||
/**
|
||||
@@ -239,7 +273,11 @@ export function createRemoteSession(
|
||||
let frame: Frame | null = null;
|
||||
let menu: Menu | null = null;
|
||||
let lines: { text: string; tone: string }[] = [];
|
||||
const presence = new Map<PlayerIndex, boolean>();
|
||||
const presence = new Map<PlayerIndex, { connected: boolean; seen: boolean }>();
|
||||
let cues: string[] = [];
|
||||
let scheduled: number | null = null;
|
||||
let announcement: string | null = null;
|
||||
let justDrawnCard: string | null = null;
|
||||
let nextSeq = 1;
|
||||
const listeners = new Set<() => void>();
|
||||
const changed = (): void => {
|
||||
@@ -282,7 +320,14 @@ export function createRemoteSession(
|
||||
menu = push.menu;
|
||||
}
|
||||
lines = [...lines, ...push.lines];
|
||||
if (push.presence) presence.set(push.presence.seat, push.presence.connected);
|
||||
for (const p of push.presence ?? []) presence.set(p.seat, { connected: p.connected, seen: p.seen });
|
||||
// Accumulated rather than replaced: two pushes can arrive between two renders, and a cue that
|
||||
// was earned is a cue that should be heard.
|
||||
if (push.cues) cues = [...cues, ...push.cues];
|
||||
if (push.scheduled !== undefined && push.scheduled !== null) scheduled = push.scheduled;
|
||||
if (push.announcement !== undefined && push.announcement !== null) announcement = push.announcement;
|
||||
// Persists until another draw replaces it, matching the local session's own `justDrawn`.
|
||||
if (push.justDrawn !== undefined) justDrawnCard = push.justDrawn;
|
||||
changed();
|
||||
};
|
||||
|
||||
@@ -317,10 +362,32 @@ export function createRemoteSession(
|
||||
capabilities: { undo: false, saveLocal: false, newGame: false },
|
||||
|
||||
lines: () => lines,
|
||||
takeCues: () => [],
|
||||
takeScheduled: () => null,
|
||||
takeAnnouncement: () => null,
|
||||
justDrawn: () => null,
|
||||
presence: () => [...presence].map(([s, connected]) => ({ seat: s, connected })),
|
||||
// Draining, exactly as the local session's are: each of these marks a moment, so it plays once
|
||||
// and is gone by the next render rather than re-firing on every redraw.
|
||||
takeCues: () => {
|
||||
const out = cues;
|
||||
cues = [];
|
||||
return out;
|
||||
},
|
||||
takeScheduled: () => {
|
||||
const out = scheduled;
|
||||
scheduled = null;
|
||||
return out;
|
||||
},
|
||||
takeAnnouncement: () => {
|
||||
const out = announcement;
|
||||
announcement = null;
|
||||
return out;
|
||||
},
|
||||
justDrawn: () => justDrawnCard,
|
||||
presence: () => [...presence].map(([seat, p]) => ({ seat, connected: p.connected, seen: p.seen })),
|
||||
close() {
|
||||
// `reportedGone` first: closing the stream fires `onerror`, and this is a deliberate exit, not
|
||||
// a game that vanished — `onGone` must not be called and land the page in "that game is no
|
||||
// longer on this server".
|
||||
reportedGone = true;
|
||||
source.close();
|
||||
listeners.clear();
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
@@ -0,0 +1,358 @@
|
||||
/**
|
||||
* THE RULES BLOCK, driven identically on both screens.
|
||||
*
|
||||
* The lobby (`lobby.ts`) and the solitaire New Game dialog (`main.ts`) ask the same twelve questions.
|
||||
* They used to ask them in two hand-written copies and had already drifted — the dialog had "where
|
||||
* an Extra may start" and no optional rules, the lobby the reverse — so this module owns reading,
|
||||
* writing, comparing and annotating the block, and each screen supplies only the id prefix its
|
||||
* markup uses (`lb-` or `ng-`).
|
||||
*
|
||||
* THE MARKUP ITSELF STAYS STATIC IN `play.html`, deliberately. Generating it here would be less
|
||||
* duplication, but `test/web.test.ts` drives the emitted bundle against a hand-built DOM stub with
|
||||
* no HTML parser in it (there is no jsdom in this project, and adding one to test a form is a poor
|
||||
* trade), and the ids in that stub come from scanning the real `play.html`. A test in the same suite
|
||||
* asserts both screens carry every key below, which is the drift guard the shared markup would have
|
||||
* been.
|
||||
*/
|
||||
|
||||
import { REVENUE_MAX, REVENUE_MIN } from '../engine/content.ts';
|
||||
import type { ExtraStartRule, StartingHand } from '../engine/content.ts';
|
||||
import { closestPreset, differencesFrom, presetOf, presetSettings, settingsOf } from './presets.ts';
|
||||
import type { PresetName, Settings } from './presets.ts';
|
||||
import type { GameConfig } from '../engine/state.ts';
|
||||
|
||||
/**
|
||||
* How each rule is asked on screen.
|
||||
*
|
||||
* `gated` is the pair introduced 2026-08-23: a checkbox that says whether the condition applies at
|
||||
* all, plus the number it applies at. The engine's convention is that `0` switches these off, which
|
||||
* is exact but unreadable — a Cutthroat game showed two zeroes and left the player to know the
|
||||
* convention. Unchecked still WRITES 0, so nothing under this changed.
|
||||
*/
|
||||
type Field =
|
||||
| { key: keyof Settings; kind: 'radio'; id: string }
|
||||
| { key: keyof Settings; kind: 'number'; id: string }
|
||||
| { key: keyof Settings; kind: 'checkbox'; id: string }
|
||||
| { key: keyof Settings; kind: 'gated'; id: string };
|
||||
|
||||
export const FIELDS: readonly Field[] = [
|
||||
{ key: 'startingHand', kind: 'radio', id: 'hand' },
|
||||
{ key: 'extraStart', kind: 'radio', id: 'extra' },
|
||||
{ key: 'passengerPerCoach', kind: 'number', id: 'passenger' },
|
||||
{ key: 'freightPerLoad', kind: 'number', id: 'freight' },
|
||||
{ key: 'trainPerTransit', kind: 'number', id: 'transit' },
|
||||
{ key: 'minCombinedRevenue', kind: 'gated', id: 'minrev' },
|
||||
{ key: 'maxCollisionsPerDay', kind: 'gated', id: 'colday' },
|
||||
{ key: 'maxCollisionsTotal', kind: 'gated', id: 'coltotal' },
|
||||
{ key: 'reducedVisibility', kind: 'checkbox', id: 'visibility' },
|
||||
{ key: 'employeeRotation', kind: 'checkbox', id: 'rotation' },
|
||||
{ key: 'emergencyToolbox', kind: 'checkbox', id: 'toolbox' },
|
||||
{ key: 'discardTimetabled', kind: 'checkbox', id: 'tossloco' },
|
||||
];
|
||||
|
||||
/**
|
||||
* What `play.html` must contain for a screen to be able to ask all twelve questions — the exact
|
||||
* attribute text, so `test/web.test.ts` can assert it against the built page.
|
||||
*
|
||||
* THIS IS THE DRIFT GUARD. The two blocks are generated from one template today; this is what says
|
||||
* so tomorrow, when someone edits one of them by hand.
|
||||
*/
|
||||
export function fieldSelectors(prefix: string): string[] {
|
||||
const out: string[] = [];
|
||||
for (const f of FIELDS) {
|
||||
// A radio group is addressed by NAME — there is no one element carrying the field's id.
|
||||
out.push(f.kind === 'radio' ? `name="${prefix}${f.id}"` : `id="${prefix}${f.id}"`);
|
||||
if (f.kind === 'gated') out.push(`id="${prefix}${f.id}-on"`);
|
||||
out.push(`id="${prefix}${f.id}-row"`, `id="${prefix}${f.id}-hint"`);
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
/** The label each field goes under in the read-only view below. */
|
||||
const FIELD_LABELS: Record<keyof Settings, string> = {
|
||||
startingHand: 'Starting hand',
|
||||
extraStart: 'An Extra may start at',
|
||||
discardTimetabled: 'A Timetabled train may be discarded',
|
||||
passengerPerCoach: 'Passenger per coach',
|
||||
freightPerLoad: 'Freight per load',
|
||||
trainPerTransit: 'Train per transit',
|
||||
minCombinedRevenue: 'Combined Revenue floor',
|
||||
maxCollisionsPerDay: 'Collisions in one Day',
|
||||
maxCollisionsTotal: 'Collisions in the game',
|
||||
reducedVisibility: 'Reduced Visibility',
|
||||
employeeRotation: 'Employee Rotation',
|
||||
emergencyToolbox: 'Emergency Toolbox',
|
||||
};
|
||||
|
||||
const esc = (s: string): string =>
|
||||
s.replace(/&/g, '&').replace(/</g, '<').replace(/>/g, '>').replace(/"/g, '"');
|
||||
|
||||
/**
|
||||
* THE WHOLE RULE SET, READ-ONLY — what a player weighing a join reads before taking a seat, and what
|
||||
* the seating screen keeps showing afterwards.
|
||||
*
|
||||
* Generated rather than a fourth copy of the form: nobody may change these, so form controls would
|
||||
* be a lie, and a `<dl>` says "this is what you are joining" in a third of the space. Fields that
|
||||
* differ from the nearest named type are amber here for the same reason they are amber in the form —
|
||||
* a non-standard game should never be a surprise.
|
||||
*/
|
||||
export function rulesListHtml(config: GameConfig, players: number, days: number): string {
|
||||
const settings = settingsOf(config);
|
||||
const type = presetOf(config, players, days);
|
||||
const near = closestPreset(config, players, days);
|
||||
const differing = type === 'custom' ? near.differing : [];
|
||||
|
||||
const rows = (keys: (keyof Settings)[]): string =>
|
||||
keys
|
||||
.map((k) => {
|
||||
const changed = differing.includes(k) ? ' class="changed"' : '';
|
||||
return `<dt>${esc(FIELD_LABELS[k])}</dt><dd${changed}>${esc(describe(k, settings[k]))}</dd>`;
|
||||
})
|
||||
.join('');
|
||||
|
||||
const head =
|
||||
`<dl><dt>Players</dt><dd>${players}</dd><dt>Days</dt><dd>${days}</dd>` +
|
||||
`<dt>Opponent-directed cards</dt><dd>not implemented yet</dd></dl>`;
|
||||
|
||||
return (
|
||||
head +
|
||||
`<h4>Opening</h4><dl>${rows(['startingHand', 'extraStart'])}</dl>` +
|
||||
`<h4>Train cards</h4><dl>${rows(['discardTimetabled'])}</dl>` +
|
||||
`<h4>Revenue</h4><dl>${rows(['passengerPerCoach', 'freightPerLoad', 'trainPerTransit'])}</dl>` +
|
||||
`<h4>Victory conditions</h4><dl>${rows(['minCombinedRevenue', 'maxCollisionsPerDay', 'maxCollisionsTotal'])}</dl>` +
|
||||
`<h4>Optional rules</h4><dl>${rows(['reducedVisibility', 'employeeRotation', 'emergencyToolbox'])}</dl>`
|
||||
);
|
||||
}
|
||||
|
||||
/** What a value looks like beside its label — "Co-op default: 75", "Co-op default: six random cards". */
|
||||
function describe(key: keyof Settings, value: Settings[keyof Settings]): string {
|
||||
if (typeof value === 'boolean') return value ? 'on' : 'off';
|
||||
if (key === 'startingHand') {
|
||||
const words: Record<StartingHand, string> = {
|
||||
threeRandom: 'three random',
|
||||
sixRandom: 'six random',
|
||||
threeTrackThreeOther: 'three track and three other',
|
||||
};
|
||||
return words[value as StartingHand];
|
||||
}
|
||||
if (key === 'extraStart') {
|
||||
const words: Record<ExtraStartRule, string> = {
|
||||
divisionPointsOnly: 'Division Points only',
|
||||
ownOffice: 'your own Control Point',
|
||||
anyOffice: 'any Control Point',
|
||||
};
|
||||
return words[value as ExtraStartRule];
|
||||
}
|
||||
// A victory condition at 0 is not "0" on screen, it is a condition that does not apply.
|
||||
if (value === 0 && (key === 'minCombinedRevenue' || key === 'maxCollisionsPerDay' || key === 'maxCollisionsTotal')) {
|
||||
return 'off';
|
||||
}
|
||||
return String(value);
|
||||
}
|
||||
|
||||
export type SettingsForm = {
|
||||
read(): Settings;
|
||||
/** `suggestions` fills the placeholder of a switched-off condition, so ticking it back on has a
|
||||
* number to offer rather than an empty box. */
|
||||
write(values: Settings, suggestions: Settings): void;
|
||||
/**
|
||||
* Paint the block against a named type: every field that differs goes amber and every field gets
|
||||
* its "<Type> default: x" hint. Returns what differs, for the summary line the screen draws.
|
||||
*/
|
||||
mark(name: PresetName, players: number, days: number): (keyof Settings)[];
|
||||
/** Custom with no named baseline to compare against — clears the paint rather than lying. */
|
||||
clearMarks(): void;
|
||||
/** Called whenever the player changes any rule; the screen answers by selecting Custom. */
|
||||
onEdit(fn: (key: keyof Settings) => void): void;
|
||||
/** Read-only for the join preview and the seating screen: shown in full, changeable by nobody. */
|
||||
setEditable(on: boolean): void;
|
||||
/** Employee Rotation is meaningless at one player — disabled with a note rather than hidden, so
|
||||
* the two screens still read the same. */
|
||||
setEmployeeRotationAvailable(on: boolean): void;
|
||||
};
|
||||
|
||||
const $ = <T extends HTMLElement = HTMLElement>(id: string): T | null =>
|
||||
document.getElementById(id) as T | null;
|
||||
|
||||
export function settingsForm(prefix: string): SettingsForm {
|
||||
const el = <T extends HTMLElement = HTMLElement>(id: string): T | null => $<T>(`${prefix}${id}`);
|
||||
const radios = (name: string): HTMLInputElement[] =>
|
||||
Array.from(document.querySelectorAll<HTMLInputElement>(`input[name="${prefix}${name}"]`));
|
||||
const checkedRadio = (name: string): string | null =>
|
||||
radios(name).find((r) => r.checked)?.value ?? null;
|
||||
|
||||
let editHandler: ((key: keyof Settings) => void) | null = null;
|
||||
let editable = true;
|
||||
|
||||
function num(id: string, fallback: number): number {
|
||||
const raw = el<HTMLInputElement>(id)?.value ?? '';
|
||||
return raw.trim() === '' || !Number.isFinite(Number(raw)) ? fallback : Math.round(Number(raw));
|
||||
}
|
||||
|
||||
function readGated(id: string): number {
|
||||
// Unchecked IS zero — the engine's "off". The number in the box is kept so re-ticking restores it.
|
||||
if (el<HTMLInputElement>(`${id}-on`)?.checked !== true) return 0;
|
||||
return Math.max(0, num(id, 0));
|
||||
}
|
||||
|
||||
function read(): Settings {
|
||||
return {
|
||||
startingHand: (checkedRadio('hand') ?? 'sixRandom') as StartingHand,
|
||||
extraStart: (checkedRadio('extra') ?? 'anyOffice') as ExtraStartRule,
|
||||
passengerPerCoach: clampRevenue(num('passenger', 1)),
|
||||
freightPerLoad: clampRevenue(num('freight', 1)),
|
||||
trainPerTransit: clampRevenue(num('transit', 0)),
|
||||
minCombinedRevenue: readGated('minrev'),
|
||||
maxCollisionsPerDay: readGated('colday'),
|
||||
maxCollisionsTotal: readGated('coltotal'),
|
||||
reducedVisibility: el<HTMLInputElement>('visibility')?.checked === true,
|
||||
employeeRotation: el<HTMLInputElement>('rotation')?.checked === true,
|
||||
emergencyToolbox: el<HTMLInputElement>('toolbox')?.checked === true,
|
||||
discardTimetabled: el<HTMLInputElement>('tossloco')?.checked === true,
|
||||
};
|
||||
}
|
||||
|
||||
function write(values: Settings, suggestions: Settings): void {
|
||||
for (const r of radios('hand')) r.checked = r.value === values.startingHand;
|
||||
for (const r of radios('extra')) r.checked = r.value === values.extraStart;
|
||||
setNumber('passenger', values.passengerPerCoach);
|
||||
setNumber('freight', values.freightPerLoad);
|
||||
setNumber('transit', values.trainPerTransit);
|
||||
writeGated('minrev', values.minCombinedRevenue, suggestions.minCombinedRevenue);
|
||||
writeGated('colday', values.maxCollisionsPerDay, suggestions.maxCollisionsPerDay);
|
||||
writeGated('coltotal', values.maxCollisionsTotal, suggestions.maxCollisionsTotal);
|
||||
setChecked('visibility', values.reducedVisibility);
|
||||
setChecked('rotation', values.employeeRotation);
|
||||
setChecked('toolbox', values.emergencyToolbox);
|
||||
setChecked('tossloco', values.discardTimetabled);
|
||||
}
|
||||
|
||||
function setNumber(id: string, value: number): void {
|
||||
const input = el<HTMLInputElement>(id);
|
||||
if (input) input.value = String(value);
|
||||
}
|
||||
|
||||
function setChecked(id: string, on: boolean): void {
|
||||
const input = el<HTMLInputElement>(id);
|
||||
if (input) input.checked = on;
|
||||
}
|
||||
|
||||
function writeGated(id: string, value: number, suggestion: number): void {
|
||||
const box = el<HTMLInputElement>(`${id}-on`);
|
||||
const input = el<HTMLInputElement>(id);
|
||||
if (box) box.checked = value > 0;
|
||||
if (input) {
|
||||
// A switched-off condition shows an empty box with the suggestion as its placeholder, rather
|
||||
// than a `0` the player has to decode.
|
||||
input.value = value > 0 ? String(value) : '';
|
||||
input.placeholder = String(suggestion);
|
||||
input.disabled = !editable || value === 0;
|
||||
}
|
||||
}
|
||||
|
||||
function mark(name: PresetName, players: number, days: number): (keyof Settings)[] {
|
||||
const want = presetSettings(name, players, days);
|
||||
const differing = differencesFrom(name, read(), players, days);
|
||||
const label = presetLabelOf(name);
|
||||
for (const f of FIELDS) {
|
||||
const row = el(`${f.id}-row`);
|
||||
const hint = el(`${f.id}-hint`);
|
||||
const off = differing.includes(f.key);
|
||||
row?.classList.toggle('changed', off);
|
||||
if (hint) hint.textContent = `${label} default: ${describe(f.key, want[f.key])}`;
|
||||
}
|
||||
return differing;
|
||||
}
|
||||
|
||||
function clearMarks(): void {
|
||||
for (const f of FIELDS) {
|
||||
el(`${f.id}-row`)?.classList.remove('changed');
|
||||
const hint = el(`${f.id}-hint`);
|
||||
if (hint) hint.textContent = '';
|
||||
}
|
||||
}
|
||||
|
||||
function setEditable(on: boolean): void {
|
||||
editable = on;
|
||||
for (const f of FIELDS) {
|
||||
if (f.kind === 'radio') {
|
||||
for (const r of radios(f.id)) r.disabled = !on;
|
||||
continue;
|
||||
}
|
||||
const input = el<HTMLInputElement>(f.id);
|
||||
if (input) {
|
||||
// A gated number stays disabled when its own condition is off, whatever the block's state.
|
||||
const gatedOff = f.kind === 'gated' && el<HTMLInputElement>(`${f.id}-on`)?.checked !== true;
|
||||
input.disabled = !on || gatedOff;
|
||||
}
|
||||
if (f.kind === 'gated') {
|
||||
const box = el<HTMLInputElement>(`${f.id}-on`);
|
||||
if (box) box.disabled = !on;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function setEmployeeRotationAvailable(on: boolean): void {
|
||||
const input = el<HTMLInputElement>('rotation');
|
||||
if (input) {
|
||||
input.disabled = !on || !editable;
|
||||
if (!on) input.checked = false;
|
||||
}
|
||||
el('rotation-row')?.classList.toggle('unavailable', !on);
|
||||
}
|
||||
|
||||
/** One change handler for every control — the screens all answer it the same way (select Custom). */
|
||||
for (const f of FIELDS) {
|
||||
const fire = (): void => editHandler?.(f.key);
|
||||
if (f.kind === 'radio') {
|
||||
for (const r of radios(f.id)) r.onchange = fire;
|
||||
continue;
|
||||
}
|
||||
const input = el<HTMLInputElement>(f.id);
|
||||
if (input) {
|
||||
input.oninput = fire;
|
||||
input.onchange = fire;
|
||||
}
|
||||
if (f.kind === 'gated') {
|
||||
const box = el<HTMLInputElement>(`${f.id}-on`);
|
||||
if (box) {
|
||||
box.onchange = () => {
|
||||
const number = el<HTMLInputElement>(f.id);
|
||||
if (number) {
|
||||
number.disabled = !box.checked || !editable;
|
||||
// Ticking a condition back on with an empty box takes the suggestion showing in it,
|
||||
// so "on" never means "on, at zero".
|
||||
if (box.checked && number.value.trim() === '') number.value = number.placeholder;
|
||||
}
|
||||
fire();
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
read,
|
||||
write,
|
||||
mark,
|
||||
clearMarks,
|
||||
onEdit: (fn) => void (editHandler = fn),
|
||||
setEditable,
|
||||
setEmployeeRotationAvailable,
|
||||
};
|
||||
}
|
||||
|
||||
function clampRevenue(n: number): number {
|
||||
return Math.max(REVENUE_MIN, Math.min(REVENUE_MAX, n));
|
||||
}
|
||||
|
||||
/** Kept local rather than imported from `presets.ts`'s `preset()`, which would drag the whole table
|
||||
* in for one word — and this is the only place a hint needs it. */
|
||||
function presetLabelOf(name: PresetName): string {
|
||||
const labels: Record<PresetName, string> = {
|
||||
solitaire: 'Solitaire',
|
||||
coop: 'Co-op',
|
||||
competitive: 'Competitive',
|
||||
cutthroat: 'Cutthroat',
|
||||
};
|
||||
return labels[name];
|
||||
}
|
||||
+163
-30
@@ -66,6 +66,21 @@ function playToCompletion(s: GameState, seed = 1, maxTurns = 20_000): PlayStats
|
||||
tally(pump(s));
|
||||
if (s.status === 'finished') break;
|
||||
|
||||
/**
|
||||
* §3.3, EXTENDED PLAY (Gitea#11) — this harness plays the timetable it was dealt.
|
||||
*
|
||||
* It picks at random among legal options, and one of the two options here is "play another
|
||||
* Day" — so left alone it would extend the game forever and terminate only on `maxTurns`. That
|
||||
* is not a bug in the feature: a game genuinely does not end now until somebody says stop, and
|
||||
* `developerBot` says stop for exactly this reason. Said explicitly here rather than folded
|
||||
* into the random pick, because "how does this loop terminate" deserves an answer in the loop.
|
||||
*/
|
||||
if (s.status === 'awaitingExtension') {
|
||||
const r = applyIntent(s, 0, { type: 'game.extend', player: 0, agree: false });
|
||||
assert.ok(r.ok, 'a solitaire player could not decline an extension');
|
||||
break;
|
||||
}
|
||||
|
||||
const actor = s.clock.pendingDecision !== null ? s.clock.superintendent : s.clock.currentActor;
|
||||
if (actor === null) break;
|
||||
|
||||
@@ -480,7 +495,7 @@ describe('the Superintendent clearance interrupt (§8.1)', () => {
|
||||
assert.equal(r.needsInput, true, 'the phase must stop and ask');
|
||||
assert.notEqual(s.clock.pendingDecision, null);
|
||||
assert.equal(s.clock.pendingDecision!.train, 'behind');
|
||||
assert.equal(s.clock.pendingDecision!.occupiedBy, 'ahead');
|
||||
assert.equal((s.clock.pendingDecision as { occupiedBy: string }).occupiedBy, 'ahead');
|
||||
});
|
||||
|
||||
it('does not ask when the train ahead is coming the other way — that is an absolute bar', () => {
|
||||
@@ -526,7 +541,7 @@ describe('the Superintendent clearance interrupt (§8.1)', () => {
|
||||
it('clears the decision once the Superintendent rules', () => {
|
||||
const s = game();
|
||||
s.clock.phase = 'mainline';
|
||||
s.clock.pendingDecision = { train: 'a', occupiedBy: 'b' };
|
||||
s.clock.pendingDecision = { kind: 'clearance', train: 'a', occupiedBy: 'b' };
|
||||
const r = applyIntent(s, 0, { type: 'mainline.clearance', allow: false });
|
||||
assert.ok(r.ok);
|
||||
assert.equal(s.clock.pendingDecision, null);
|
||||
@@ -544,9 +559,13 @@ describe('victory conditions (§3, Gap 10e) — unified 2026-08-20', () => {
|
||||
s.clock.phase = 'shiftChange';
|
||||
s.players[0]!.revenue = 0;
|
||||
advance(s);
|
||||
assert.equal(s.status, 'finished');
|
||||
// PAUSES rather than finishes since Gitea#11: a days-based ending offers another Day, and the
|
||||
// result is recorded either way. `official` is the frozen answer; `status` is only where play
|
||||
// has got to. The two collision tests at the foot of this block are the contrast.
|
||||
assert.equal(s.status, 'awaitingExtension');
|
||||
assert.equal(s.outcome!.result, 'loss');
|
||||
assert.equal(s.outcome!.reason, 'revenueFloor');
|
||||
assert.equal(s.official!.outcome.reason, 'revenueFloor');
|
||||
});
|
||||
|
||||
it('wins a timed Solitaire game that clears minCombinedRevenue', () => {
|
||||
@@ -556,7 +575,7 @@ describe('victory conditions (§3, Gap 10e) — unified 2026-08-20', () => {
|
||||
s.clock.phase = 'shiftChange';
|
||||
s.players[0]!.revenue = 10;
|
||||
advance(s);
|
||||
assert.equal(s.status, 'finished');
|
||||
assert.equal(s.status, 'awaitingExtension');
|
||||
assert.equal(s.outcome!.result, 'win');
|
||||
});
|
||||
|
||||
@@ -567,7 +586,7 @@ describe('victory conditions (§3, Gap 10e) — unified 2026-08-20', () => {
|
||||
s.clock.phase = 'shiftChange';
|
||||
s.players[0]!.revenue = 0;
|
||||
advance(s);
|
||||
assert.equal(s.status, 'finished');
|
||||
assert.equal(s.status, 'awaitingExtension');
|
||||
assert.equal(s.outcome!.result, 'win');
|
||||
});
|
||||
|
||||
@@ -582,7 +601,7 @@ describe('victory conditions (§3, Gap 10e) — unified 2026-08-20', () => {
|
||||
s.players[0]!.revenue = 5; // best individual score...
|
||||
s.players[1]!.revenue = 3; // ...but combined (8) still misses the floor (20).
|
||||
advance(s);
|
||||
assert.equal(s.status, 'finished');
|
||||
assert.equal(s.status, 'awaitingExtension');
|
||||
assert.equal(s.outcome!.result, 'loss');
|
||||
assert.equal(s.outcome!.reason, 'revenueFloor');
|
||||
});
|
||||
@@ -598,7 +617,7 @@ describe('victory conditions (§3, Gap 10e) — unified 2026-08-20', () => {
|
||||
s.players[0]!.revenue = 4;
|
||||
s.players[1]!.revenue = 6; // combined 10 clears the floor, neither alone would.
|
||||
advance(s);
|
||||
assert.equal(s.status, 'finished');
|
||||
assert.equal(s.status, 'awaitingExtension');
|
||||
assert.equal(s.outcome!.result, 'win');
|
||||
assert.equal(s.outcome!.winner, null, 'Co-op names an individual winner instead of a shared one');
|
||||
});
|
||||
@@ -730,43 +749,156 @@ describe('MILESTONE: a full solitaire game runs headless', () => {
|
||||
});
|
||||
});
|
||||
|
||||
describe('X18 Circus Train — a point for standing still', () => {
|
||||
it('pays once for a Stage spent stopped, and never again', () => {
|
||||
/**
|
||||
* REPORTED: "Circus train TX18 was stopped on a siding for a full Stage and I did not get my
|
||||
* Revenue point." It never could: `stopEarnsPoint` was declared on the profile and read
|
||||
* NOWHERE, along with eight other special-train rules. The one card in the deck that pays for
|
||||
* standing still paid nothing.
|
||||
*/
|
||||
const s = game();
|
||||
describe('X18 Circus / X17 Campaign — a point for setting up (Gitea#13)', () => {
|
||||
/**
|
||||
* REPORTED originally: "Circus train TX18 was stopped on a siding for a full Stage and I did not
|
||||
* get my Revenue point." It never could: `stopEarnsPoint` was declared on the profile and read
|
||||
* NOWHERE, along with eight other special-train rules.
|
||||
*
|
||||
* REDEFINED by Gitea#13 (Jesse, 2026-08-29), and these tests carry the three parts of that
|
||||
* ruling: the point is paid ONCE PER OFFICE AREA rather than once per game, only when the train
|
||||
* is FULLY LOADED, and only in an Office Area at all.
|
||||
*/
|
||||
const circusAt = (s: GameState, seat: number, coord: { row: number; col: number }, consist: unknown[]) => {
|
||||
s.clock.phase = 'mainline';
|
||||
s.trays.set('circus', {
|
||||
id: 'circus', trainNumber: 18, trainIsExtra: true, engineAt: 0,
|
||||
consist: [], direction: 'east',
|
||||
position: { at: 'grid', seat: 0, coord: { row: -1, col: 0 } },
|
||||
consist, direction: 'east',
|
||||
position: { at: 'grid', seat, coord },
|
||||
movesUsed: 0,
|
||||
} as never);
|
||||
// A card under it, so the crew is somewhere real rather than off the grid.
|
||||
areaOf(s, 0).grid.set('-1,0', {
|
||||
areaOf(s, seat as never).grid.set(`${coord.row},${coord.col}`, {
|
||||
geometry: { kind: 'track', geometry: 'straight' },
|
||||
baseOperationalRail: true, standing: [], facility: null, modifiers: [], enhancements: [],
|
||||
} as never);
|
||||
};
|
||||
|
||||
const loaded = [
|
||||
{ type: 'boxcar', loaded: true },
|
||||
{ type: 'boxcar', loaded: true },
|
||||
{ type: 'coach', loaded: true },
|
||||
{ type: 'caboose', loaded: true },
|
||||
];
|
||||
|
||||
const runPhase = (s: GameState) => {
|
||||
s.clock.phase = 'mainline';
|
||||
s.movedThisPhase = new Set();
|
||||
return pump(s);
|
||||
};
|
||||
|
||||
it('pays a fully loaded Circus for a Stage spent set up', () => {
|
||||
const s = game();
|
||||
circusAt(s, 0, { row: -1, col: 0 }, loaded);
|
||||
const before = s.players[0]!.revenue;
|
||||
const first = pump(s);
|
||||
assert.ok(
|
||||
first.some((e) => e.type === 'trainStoodStill' && e.trainNumber === 18),
|
||||
pump(s).some((e) => e.type === 'trainStoodStill' && e.trainNumber === 18),
|
||||
'the Circus Train stood still for a Stage and earned nothing',
|
||||
);
|
||||
assert.equal(s.players[0]!.revenue, before + 1, 'the point was not paid');
|
||||
});
|
||||
|
||||
// "One turn stopped" — once. A train that goes on standing there does not keep earning.
|
||||
const paidAgain = () => {
|
||||
s.clock.phase = 'mainline';
|
||||
s.movedThisPhase = new Set();
|
||||
return pump(s).some((e) => e.type === 'trainStoodStill');
|
||||
};
|
||||
assert.ok(!paidAgain(), 'the Circus Train collected a second time for the same set-up');
|
||||
it('pays once per Office Area, however long it parks there', () => {
|
||||
// "Once per stop in an office area" — a train that goes on standing in the same district does
|
||||
// not keep earning. This is the half that was already true, for a different reason.
|
||||
const s = game();
|
||||
circusAt(s, 0, { row: -1, col: 0 }, loaded);
|
||||
pump(s);
|
||||
assert.ok(!runPhase(s).some((e) => e.type === 'trainStoodStill'),
|
||||
'the Circus collected twice for the same set-up');
|
||||
assert.ok(!runPhase(s).some((e) => e.type === 'trainStoodStill'),
|
||||
'the Circus collected a third time for the same set-up');
|
||||
});
|
||||
|
||||
it('pays AGAIN in a different district — each player can be visited', () => {
|
||||
/**
|
||||
* The half that is new. "In a multiplayer game, each player could score if the circus stops in
|
||||
* their area" — so the claim is per seat, and a touring Circus is paid by each district it sets
|
||||
* up in. Before Gitea#13 this paid once per GAME and the second district got nothing.
|
||||
*/
|
||||
const s = createGame({
|
||||
id: 'g', seed: 5, config: baseConfig({ mode: 'competitive' }), playerNames: ['A', 'B'],
|
||||
});
|
||||
circusAt(s, 0, { row: -1, col: 0 }, loaded);
|
||||
pump(s);
|
||||
const paidFirst = s.players.map((p) => p.revenue);
|
||||
|
||||
// The same train, moved into the other player's district.
|
||||
const tray = s.trays.get('circus')!;
|
||||
areaOf(s, 1 as never).grid.set('-1,0', {
|
||||
geometry: { kind: 'track', geometry: 'straight' },
|
||||
baseOperationalRail: true, standing: [], facility: null, modifiers: [], enhancements: [],
|
||||
} as never);
|
||||
tray.position = { at: 'grid', seat: 1, coord: { row: -1, col: 0 } } as never;
|
||||
|
||||
assert.ok(runPhase(s).some((e) => e.type === 'trainStoodStill'),
|
||||
'the Circus set up in a second district and earned nothing');
|
||||
const owner = s.seating[1]!;
|
||||
assert.equal(
|
||||
s.players[owner]!.revenue,
|
||||
paidFirst[owner]! + 1,
|
||||
'the point did not go to whoever sits in the district it stopped in',
|
||||
);
|
||||
});
|
||||
|
||||
it('pays nothing when the cars are empty — "not much of a circus"', () => {
|
||||
const s = game();
|
||||
circusAt(s, 0, { row: -1, col: 0 }, [
|
||||
{ type: 'boxcar', loaded: false },
|
||||
{ type: 'coach', loaded: true },
|
||||
{ type: 'caboose', loaded: true },
|
||||
]);
|
||||
const before = s.players[0]!.revenue;
|
||||
assert.ok(!pump(s).some((e) => e.type === 'trainStoodStill'),
|
||||
'an empty car aboard still collected the set-up point');
|
||||
assert.equal(s.players[0]!.revenue, before, 'Revenue moved for a train that was not full');
|
||||
});
|
||||
|
||||
it('pays nothing to a train carrying nothing at all', () => {
|
||||
// `every` on an empty list is vacuously true, so the emptiest train of the lot is exactly the
|
||||
// one a careless test would pay.
|
||||
const s = game();
|
||||
circusAt(s, 0, { row: -1, col: 0 }, []);
|
||||
assert.ok(!pump(s).some((e) => e.type === 'trainStoodStill'),
|
||||
'a Circus carrying nothing was paid for setting up');
|
||||
});
|
||||
|
||||
it('pays nothing for standing out on the Mainline', () => {
|
||||
/**
|
||||
* It used to, and it misattributed the point: `playerAtSeat` needs a seat, there is none off
|
||||
* the grid, and the fallback handed it to PLAYER 0 wherever the train was standing. Jesse's
|
||||
* ruling scopes the rule to Office Areas, which removes the bug rather than patching it.
|
||||
*/
|
||||
const s = game();
|
||||
s.clock.phase = 'mainline';
|
||||
const index = s.division.nodes.findIndex((n) => n.kind === 'mainline');
|
||||
s.trays.set('circus', {
|
||||
id: 'circus', trainNumber: 18, trainIsExtra: true, engineAt: 0,
|
||||
consist: loaded, direction: 'east',
|
||||
position: { at: 'mainline', index },
|
||||
movesUsed: 0,
|
||||
} as never);
|
||||
const before = s.players[0]!.revenue;
|
||||
pump(s);
|
||||
assert.equal(s.players[0]!.revenue, before, 'a Mainline set-up paid a point');
|
||||
});
|
||||
|
||||
it('pays the Campaign Train only when its candidate is aboard', () => {
|
||||
// X17 carries one coach and no freight, so "fully loaded" is exactly "the coach is occupied".
|
||||
// It earned nothing at all before Gitea#13 — it had `stopThenExpedite` and no scoring rule.
|
||||
const occupied = game();
|
||||
circusAt(occupied, 0, { row: -1, col: 0 }, [{ type: 'coach', loaded: true }]);
|
||||
occupied.trays.get('circus')!.trainNumber = 17;
|
||||
const beforeOccupied = occupied.players[0]!.revenue;
|
||||
pump(occupied);
|
||||
assert.equal(occupied.players[0]!.revenue, beforeOccupied + 1, 'a full Campaign Train earned nothing');
|
||||
|
||||
const empty = game();
|
||||
circusAt(empty, 0, { row: -1, col: 0 }, [{ type: 'coach', loaded: false }]);
|
||||
empty.trays.get('circus')!.trainNumber = 17;
|
||||
const beforeEmpty = empty.players[0]!.revenue;
|
||||
pump(empty);
|
||||
assert.equal(empty.players[0]!.revenue, beforeEmpty, 'an empty Campaign Train was paid for its speech');
|
||||
});
|
||||
});
|
||||
|
||||
@@ -1036,7 +1168,8 @@ describe('an Extra starts where the player puts it (Gitea#4)', () => {
|
||||
*/
|
||||
const pending = (trainNumber: number, tier?: 'depot' | 'station'): GameState => {
|
||||
const s = game(11);
|
||||
s.pendingExtras = [trainNumber];
|
||||
// Queued by seat 0, who is therefore the one §7 lets place it.
|
||||
s.pendingExtras = [{ trainNumber, player: 0 }];
|
||||
s.timetable = s.timetable.map(() => null);
|
||||
if (tier) s.officeAreas.get(0)!.tier = tier;
|
||||
s.clock.phase = 'newTrain';
|
||||
@@ -1271,7 +1404,7 @@ describe('an Extra starts where the player puts it (Gitea#4)', () => {
|
||||
const r = advance(s);
|
||||
assert.equal(r.needsInput, true, 'the phase must stop and ask');
|
||||
assert.equal(s.clock.pendingDecision?.train, tray.id);
|
||||
assert.equal(s.clock.pendingDecision?.occupiedBy, 'ahead');
|
||||
assert.equal((s.clock.pendingDecision as { occupiedBy: string } | null)?.occupiedBy, 'ahead');
|
||||
|
||||
// HOLD keeps it in the yard.
|
||||
assert.ok(applyIntent(s, s.clock.superintendent, { type: 'mainline.clearance', allow: false }).ok);
|
||||
|
||||
+96
-29
@@ -262,19 +262,20 @@ describe('Local Operations: drawing (§6.2)', () => {
|
||||
assert.equal(check(s, 0, { type: 'draw.end' }), null, 'the turn cannot be ended even at the limit');
|
||||
});
|
||||
|
||||
describe('a train card is never discarded (Gitea#6)', () => {
|
||||
describe('which train cards may be discarded (Gitea#9, superseding Gitea#6)', () => {
|
||||
/**
|
||||
* Jesse's ruling, v0.4.9e playtest: "Players are not allowed to discard Train cards. They may
|
||||
* keep the card in their hand for multiple stages and even multiple days, but they may not
|
||||
* discard it. If a player has three train cards in their hand, and they draw a fourth, then they
|
||||
* must play one of those cards."
|
||||
* Gitea#6's ruling, v0.4.9e playtest, was that NO train card may be discarded. Gitea#9 narrows
|
||||
* it — Jesse, 2026-08-24: "Timetabled trains are at the choice of the player: they can either
|
||||
* play or discard. If someone else wants to pick it up, they are more than able to. The reason:
|
||||
* I don't want, if you decide to play a game longer than five days, to decide that maybe there
|
||||
* are too many trains, the stations are jammed, and the railroad doesn't need any more."
|
||||
*
|
||||
* Extras count too — an Extra is a train, even though it runs once and ends in the Salvage Yard
|
||||
* where a Timetabled card joins the timetable for the rest of the game.
|
||||
* So a Timetabled train is discardable, an EXTRA still is not — it never joins the timetable, so
|
||||
* it cannot be what jams it — and whether the Timetabled half applies is a New Game setting,
|
||||
* because the reasoning is about long games and a five-Day game may want Gitea#6's pressure.
|
||||
*
|
||||
* Note there is no new FORCING mechanism, and deliberately so: the corner is what the two
|
||||
* existing rules produce together. Nothing discardable plus "you may not end the turn over the
|
||||
* limit" leaves exactly one legal way on, and playing a train is unconditionally legal.
|
||||
* Note there is still no FORCING mechanism, and deliberately so: the corner is what the two
|
||||
* existing rules produce together whenever the setting is off.
|
||||
*/
|
||||
const handOf = (s: GameState, kinds: string[]): string[] => {
|
||||
// Hand-pick cards of the wanted kinds straight out of the catalogue, so the test does not
|
||||
@@ -292,35 +293,74 @@ describe('Local Operations: drawing (§6.2)', () => {
|
||||
return picked;
|
||||
};
|
||||
|
||||
it('refuses the discard, for a Timetabled train and for an Extra alike', () => {
|
||||
/** The same game with the setting turned off — Gitea#6's rule, still reachable. */
|
||||
const strictGame = (): GameState =>
|
||||
createGame({
|
||||
id: 'g',
|
||||
seed: 77,
|
||||
config: { ...config, houseRules: { ...(config.houseRules ?? {}), discardTimetabled: false } },
|
||||
playerNames: ['Jesse'],
|
||||
});
|
||||
|
||||
it('lets a Timetabled train be discarded, and still refuses an Extra', () => {
|
||||
const s = game();
|
||||
applyIntent(s, 0, { type: 'localOps.choose', option: 'draw' });
|
||||
const [timetabled, extra, track] = handOf(s, ['timetabledTrain', 'extraTrain', 'track']);
|
||||
assert.equal(
|
||||
check(s, 0, { type: 'card.discard', cardId: timetabled!, toSlot: 0 }),
|
||||
'TRAINS_ARE_NEVER_DISCARDED',
|
||||
null,
|
||||
'Gitea#9 allows this and it was refused',
|
||||
);
|
||||
assert.equal(
|
||||
check(s, 0, { type: 'card.discard', cardId: extra!, toSlot: 0 }),
|
||||
'TRAINS_ARE_NEVER_DISCARDED',
|
||||
'an Extra never joins the timetable, so Gitea#9 does not reach it',
|
||||
);
|
||||
// And everything else is still discardable — the rule is about trains, not about discarding.
|
||||
assert.equal(check(s, 0, { type: 'card.discard', cardId: track!, toSlot: 0 }), null);
|
||||
});
|
||||
|
||||
it('never offers the discard, so the bot needs no rule of its own', () => {
|
||||
it('puts the discarded train where a rival can pick it up', () => {
|
||||
// The other half of the ruling — "if someone else wants to pick it up, they are more than able
|
||||
// to" — needed no machinery, because a discard already goes face-up onto a Department pile.
|
||||
const s = game();
|
||||
applyIntent(s, 0, { type: 'localOps.choose', option: 'draw' });
|
||||
const [timetabled] = handOf(s, ['timetabledTrain', 'track']);
|
||||
const offered = legalActions(s, 0).filter(
|
||||
(i) => i.type === 'card.discard' && i.cardId === timetabled,
|
||||
);
|
||||
assert.deepEqual(offered, [], 'a train discard was offered as a legal action');
|
||||
assert.ok(applyIntent(s, 0, { type: 'card.discard', cardId: timetabled!, toSlot: 1 }).ok);
|
||||
const pile = s.decks.departments[1]!;
|
||||
assert.equal(pile[pile.length - 1], timetabled, 'the train is not face-up on the pile');
|
||||
});
|
||||
|
||||
it('leaves PLAYING a train as the only way out of a hand of four trains', () => {
|
||||
it('offers the discard as a legal action, so the bot can take it', () => {
|
||||
const s = game();
|
||||
applyIntent(s, 0, { type: 'localOps.choose', option: 'draw' });
|
||||
const [timetabled, extra] = handOf(s, ['timetabledTrain', 'extraTrain', 'track']);
|
||||
const offered = legalActions(s, 0).filter((i) => i.type === 'card.discard');
|
||||
assert.ok(
|
||||
offered.some((i) => i.type === 'card.discard' && i.cardId === timetabled),
|
||||
'a Timetabled train was not offered as a discard',
|
||||
);
|
||||
assert.ok(
|
||||
!offered.some((i) => i.type === 'card.discard' && i.cardId === extra),
|
||||
'an Extra was offered as a discard',
|
||||
);
|
||||
});
|
||||
|
||||
it('keeps Gitea#6 reachable when the setting is off', () => {
|
||||
const s = strictGame();
|
||||
applyIntent(s, 0, { type: 'localOps.choose', option: 'draw' });
|
||||
const [timetabled, extra, track] = handOf(s, ['timetabledTrain', 'extraTrain', 'track']);
|
||||
for (const id of [timetabled!, extra!]) {
|
||||
assert.equal(
|
||||
check(s, 0, { type: 'card.discard', cardId: id, toSlot: 0 }),
|
||||
'TRAINS_ARE_NEVER_DISCARDED',
|
||||
);
|
||||
}
|
||||
assert.equal(check(s, 0, { type: 'card.discard', cardId: track!, toSlot: 0 }), null);
|
||||
});
|
||||
|
||||
it('leaves PLAYING a train as the only way out of a hand of four, setting off', () => {
|
||||
const s = strictGame();
|
||||
applyIntent(s, 0, { type: 'localOps.choose', option: 'draw' });
|
||||
const four = handOf(s, ['timetabledTrain', 'timetabledTrain', 'timetabledTrain', 'extraTrain']);
|
||||
assert.ok(four.length > HAND_LIMIT, 'this test needs a hand over the limit');
|
||||
|
||||
@@ -337,11 +377,26 @@ describe('Local Operations: drawing (§6.2)', () => {
|
||||
assert.equal(check(s, 0, { type: 'draw.end' }), null, 'playing a train did not free the turn');
|
||||
});
|
||||
|
||||
it('a hand of four Extras is the corner that survives Gitea#9 with the setting ON', () => {
|
||||
// Gitea#9 does not reach an Extra, so the deadlock-that-is-not-a-deadlock is still real in a
|
||||
// default game — worth pinning, since it is now the ONLY way to reach it.
|
||||
const s = game();
|
||||
applyIntent(s, 0, { type: 'localOps.choose', option: 'draw' });
|
||||
const four = handOf(s, ['extraTrain', 'extraTrain', 'extraTrain', 'extraTrain']);
|
||||
assert.equal(check(s, 0, { type: 'draw.end' }), 'HAND_LIMIT');
|
||||
for (const id of four) {
|
||||
assert.equal(check(s, 0, { type: 'card.discard', cardId: id, toSlot: 0 }), 'TRAINS_ARE_NEVER_DISCARDED');
|
||||
}
|
||||
assert.ok(applyIntent(s, 0, { type: 'card.play', cardId: four[0]! }).ok);
|
||||
assert.equal(check(s, 0, { type: 'draw.end' }), null);
|
||||
});
|
||||
|
||||
it('lets a train be held across Stages and into the next Day', () => {
|
||||
// "They may keep the card in their hand for multiple stages and even multiple days." Nothing
|
||||
// sweeps a hand at a Stage or Day boundary, and this is what says so out loud.
|
||||
// sweeps a hand at a Stage or Day boundary, and this is what says so out loud. An Extra is
|
||||
// used, because it is the card that still cannot be got rid of any other way.
|
||||
const s = game();
|
||||
const [timetabled] = handOf(s, ['timetabledTrain', 'track']);
|
||||
const [extra] = handOf(s, ['extraTrain', 'track']);
|
||||
const startDay = s.clock.day;
|
||||
|
||||
// Play out Stages by taking whatever ends the current turn, until the Day turns over.
|
||||
@@ -357,24 +412,36 @@ describe('Local Operations: drawing (§6.2)', () => {
|
||||
|
||||
assert.ok(s.clock.day > startDay, `the Day never turned (stopped at ${s.clock.day}/${s.clock.stage})`);
|
||||
assert.ok(
|
||||
(s.decks.hands.get(0) ?? []).includes(timetabled!),
|
||||
(s.decks.hands.get(0) ?? []).includes(extra!),
|
||||
'the train did not survive being held into the next Day',
|
||||
);
|
||||
assert.equal(
|
||||
check(s, 0, { type: 'card.discard', cardId: timetabled!, toSlot: 0 }),
|
||||
check(s, 0, { type: 'card.discard', cardId: extra!, toSlot: 0 }),
|
||||
'TRAINS_ARE_NEVER_DISCARDED',
|
||||
'a Day boundary made a train discardable',
|
||||
'a Day boundary made an Extra discardable',
|
||||
);
|
||||
});
|
||||
|
||||
it('tells the player on the card itself, and on the button when every card is a train', () => {
|
||||
it('tells the player on the card itself which of the two rules applies', () => {
|
||||
// The Gitea#2 lesson: a rule the player cannot see is a board with nothing to click and no
|
||||
// reason given.
|
||||
// reason given. Since Gitea#9 there are TWO reasons, so the card has to say which.
|
||||
const s = game();
|
||||
handOf(s, ['timetabledTrain', 'extraTrain', 'track']);
|
||||
const f = snapshot(s, [], null);
|
||||
// `hand` is reversed for display, so compare as a set rather than by position.
|
||||
assert.deepEqual([...f.handDiscardable].sort(), [false, false, true]);
|
||||
assert.deepEqual([...f.handDiscardable].sort(), [false, true, true]);
|
||||
const said = f.handKeepWhy.filter((w): w is string => w !== null);
|
||||
assert.equal(said.length, 1, 'exactly one card in this hand may not be discarded');
|
||||
assert.match(said[0]!, /An Extra is never discarded/);
|
||||
|
||||
const strict = strictGame();
|
||||
handOf(strict, ['timetabledTrain', 'extraTrain', 'track']);
|
||||
const sf = snapshot(strict, [], null);
|
||||
assert.deepEqual([...sf.handDiscardable].sort(), [false, false, true]);
|
||||
assert.ok(
|
||||
sf.handKeepWhy.some((w) => w !== null && /never discarded in this game/.test(w)),
|
||||
'the setting being off is not explained on the card',
|
||||
);
|
||||
});
|
||||
});
|
||||
|
||||
@@ -889,7 +956,7 @@ describe('the Superintendent clearance ruling (§8.1)', () => {
|
||||
const s = game();
|
||||
s.clock.phase = 'mainline';
|
||||
s.clock.currentActor = null; // nobody's turn — yet the Superintendent must still rule
|
||||
s.clock.pendingDecision = { train: 'tray0', occupiedBy: 'tray1' };
|
||||
s.clock.pendingDecision = { kind: 'clearance', train: 'tray0', occupiedBy: 'tray1' };
|
||||
const r = applyIntent(s, 0, { type: 'mainline.clearance', allow: false });
|
||||
assert.ok(r.ok);
|
||||
assert.equal(s.clock.pendingDecision, null);
|
||||
@@ -897,7 +964,7 @@ describe('the Superintendent clearance ruling (§8.1)', () => {
|
||||
|
||||
it('is refused to a player who is not the Superintendent', () => {
|
||||
const s = game();
|
||||
s.clock.pendingDecision = { train: 'tray0', occupiedBy: 'tray1' };
|
||||
s.clock.pendingDecision = { kind: 'clearance', train: 'tray0', occupiedBy: 'tray1' };
|
||||
s.clock.superintendent = 1;
|
||||
assert.equal(check(s, 0, { type: 'mainline.clearance', allow: true }), 'NOT_SUPERINTENDENT');
|
||||
});
|
||||
|
||||
@@ -13,7 +13,7 @@ import assert from 'node:assert/strict';
|
||||
|
||||
import { applyIntent, areaOf, check } from '../src/engine/apply.ts';
|
||||
import { createGame } from '../src/engine/setup.ts';
|
||||
import type { CrewTray, GameConfig, GameState, GridCoord, RollingStock, TrackCard } from '../src/engine/state.ts';
|
||||
import type { CrewTray, GameConfig, GameState, GridCoord, RollingStock, TrackArc, TrackCard } from '../src/engine/state.ts';
|
||||
import { carsOn, coordKey, turnOf } from '../src/engine/state.ts';
|
||||
|
||||
const config: GameConfig = {
|
||||
@@ -53,12 +53,18 @@ function row(s: GameState, n: number): void {
|
||||
for (let c = 0; c < n; c++) addCard(s, at(1, c), straight());
|
||||
}
|
||||
|
||||
/**
|
||||
* `facing` is the PORT the engine points out through, which is not always an east-west one: a train
|
||||
* standing on a curve points along its 45° leg. `railFacing` carries the east-west sense the train
|
||||
* arrived with, so it keeps a straight answer whatever port the nose is on (`railFacingOf`).
|
||||
*/
|
||||
function placeTray(
|
||||
s: GameState,
|
||||
coord: GridCoord,
|
||||
consist: RollingStock[],
|
||||
facing: 'e' | 'w',
|
||||
facing: 'n' | 's' | 'e' | 'w',
|
||||
engineAt = 0,
|
||||
railFacing: 'e' | 'w' = facing === 'w' ? 'w' : 'e',
|
||||
): string {
|
||||
const id = s.freeTrays.pop()!;
|
||||
s.trays.set(id, {
|
||||
@@ -67,9 +73,9 @@ function placeTray(
|
||||
trainIsExtra: false,
|
||||
engineAt,
|
||||
consist,
|
||||
direction: facing === 'w' ? 'west' : 'east',
|
||||
direction: railFacing === 'w' ? 'west' : 'east',
|
||||
facing,
|
||||
railFacing: facing,
|
||||
railFacing,
|
||||
position: { at: 'grid', seat: 0, coord },
|
||||
movesUsed: 0,
|
||||
} as CrewTray);
|
||||
@@ -373,3 +379,85 @@ describe('taking your own cut back is undoing the drop, not a fresh pick-up', ()
|
||||
);
|
||||
});
|
||||
});
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
describe('a 45° leg is part of the west-to-east row, not outside it (Gitea#17)', () => {
|
||||
/**
|
||||
* Reported: "Cars were West to East Caboose, Loaded boxcar, Loaded boxcar, Loaded boxcar. After
|
||||
* backing into that square cars were attached to the train Loaded boxcar, Loaded boxcar, Loaded
|
||||
* boxcar, Caboose, Engine." The caboose came back next to the engine instead of at the far end,
|
||||
* which also leaves the train badly made up under §8.2.
|
||||
*
|
||||
* The square was a `sw` CURVE and the train backed in through its SOUTH leg. `standing` runs west
|
||||
* to east, and the two places that walk it both asked the PORT which end of the row they were at:
|
||||
* `exploreMoves` reversed the row for an 'e' entry and for nothing else, and `cutTowards` answered
|
||||
* "you meet nothing" for a north or south exit. Neither is a property of the port.
|
||||
*
|
||||
* A 45° leg leaves through the MIDDLE of its edge, so its end of the run is whichever end the arc
|
||||
* does not reach: the south leg of a `sw` curve is the row's EAST end, and the south leg of an
|
||||
* `se` curve is its WEST end. Same port, opposite answers — which is why `rowEndAt` has to ask the
|
||||
* card.
|
||||
*/
|
||||
const curve = (arc: TrackArc, standing: RollingStock[] = [], standingWest = 0): TrackCard => ({
|
||||
geometry: { kind: 'track', geometry: 'curved', arc, hand: 'right' },
|
||||
baseOperationalRail: true,
|
||||
standing,
|
||||
standingWest,
|
||||
facility: null,
|
||||
modifiers: [],
|
||||
enhancements: [],
|
||||
});
|
||||
|
||||
/**
|
||||
* The reported board, minimally: a `sw` curve holding the cut, and an `ne` curve below it for the
|
||||
* train to run from. Both legs lie on the `ne_sw` diagonal, so the two cards actually join.
|
||||
*/
|
||||
function board(standing: RollingStock[], standingWest = standing.length): GameState {
|
||||
const s = game();
|
||||
addCard(s, at(1, 0), curve('sw', standing, standingWest));
|
||||
addCard(s, at(0, 0), curve('ne'));
|
||||
switching(s);
|
||||
return s;
|
||||
}
|
||||
|
||||
it('backs into a cut through the south leg and meets the EAST end of the row first', () => {
|
||||
const s = board([car('caboose', true), car('boxcar', true), car('boxcar', true), car('boxcar', true)]);
|
||||
// Facing east on the `ne` curve, so reversing pulls out through its north leg and into the
|
||||
// curve above through that card's south leg — the move in the reported save.
|
||||
const id = placeTray(s, at(0, 0), [], 'e');
|
||||
const r = applyIntent(s, 0, { type: 'switch.move', trayId: id, to: at(1, 0), reverse: true });
|
||||
assert.ok(r.ok, `the reverse move was refused: ${r.ok ? '' : r.code}`);
|
||||
// Coupled behind the engine nearest-car-first, and the nearest car is the one at the south end
|
||||
// — the LAST of a west-to-east row on a `sw` curve. The caboose was westmost, so it ends up
|
||||
// furthest from the engine, which is where §8.2 needs it.
|
||||
assert.deepEqual(types(s.trays.get(id)!.consist), ['boxcar', 'boxcar', 'boxcar', 'caboose']);
|
||||
});
|
||||
|
||||
it('meets the WEST end of the row first where the same leg belongs to an `se` curve', () => {
|
||||
// The mirror, and the reason the port alone cannot answer: an `se` curve's south leg is the
|
||||
// west end of its row, so the same reverse move meets the caboose first.
|
||||
const s = game();
|
||||
addCard(s, at(1, 0), curve('se', [car('caboose', true), car('boxcar', true)], 2));
|
||||
addCard(s, at(0, 0), curve('nw'));
|
||||
switching(s);
|
||||
const id = placeTray(s, at(0, 0), [], 'w');
|
||||
const r = applyIntent(s, 0, { type: 'switch.move', trayId: id, to: at(1, 0), reverse: true });
|
||||
assert.ok(r.ok, `the reverse move was refused: ${r.ok ? '' : r.code}`);
|
||||
assert.deepEqual(types(s.trays.get(id)!.consist), ['caboose', 'boxcar']);
|
||||
});
|
||||
|
||||
it('takes its own cut back with it when it pulls out through the south leg (§A.4)', () => {
|
||||
// The other half of the same assumption: `cutTowards` said a train leaving north or south meets
|
||||
// nothing, so a crew standing on a curve drove away and left the cars beside it standing —
|
||||
// exactly what mandatory coupling forbids.
|
||||
const s = board([car('boxcar', true)], 0);
|
||||
// `standingWest` 0 puts the boxcar EAST of the train, which on a `sw` curve is between it and
|
||||
// the south leg it is about to leave by.
|
||||
const id = placeTray(s, at(1, 0), [], 's');
|
||||
const r = applyIntent(s, 0, { type: 'switch.move', trayId: id, to: at(0, 0), reverse: false });
|
||||
assert.ok(r.ok, `the move off the curve was refused: ${r.ok ? '' : r.code}`);
|
||||
assert.deepEqual(types(s.trays.get(id)!.consist), ['boxcar'], 'the cut beside the train was left standing');
|
||||
assert.deepEqual(standingAt(s, at(1, 0)), [], 'the cars should have come off the card');
|
||||
});
|
||||
});
|
||||
|
||||
+112
-5
@@ -14,7 +14,7 @@ import { applyIntent, areaOf, check, hasDistrictEnhancement, isProtectedFromDera
|
||||
import { ENHANCEMENT_RULES, enhancementRule, trainProfile } 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, subdivisions, turnOf } from '../src/engine/state.ts';
|
||||
import { coordKey, decisionActor, subdivisions, turnOf } from '../src/engine/state.ts';
|
||||
|
||||
const config: GameConfig = {
|
||||
mode: 'solitaire',
|
||||
@@ -287,17 +287,124 @@ describe('Interlocking and Yard Office relieve the Office', () => {
|
||||
assert.equal(s.players[0]!.revenue, -5);
|
||||
});
|
||||
|
||||
it('diverts a coachless train to the Yard Office', () => {
|
||||
/**
|
||||
* §11, THE YARD OFFICE (Gitea#5) — offered, not imposed, and only down a route that exists.
|
||||
*
|
||||
* Jesse: "you have to ask if non-coach trains wish to go in there, rather than to the office",
|
||||
* "if the Yard Office is not accessible in one move, you should not get the option", and cars on
|
||||
* the way in "result in a crash". All three were missing: the train was teleported onto the card.
|
||||
*/
|
||||
const answer = (s: GameState, take: boolean) => {
|
||||
const who = decisionActor(s);
|
||||
assert.notEqual(who, null, 'nothing was pending, so there was nothing to answer');
|
||||
const r = applyIntent(s, who!, { type: 'mainline.yardOffice', take });
|
||||
assert.ok(r.ok, 'the district owner could not answer the Yard Office offer');
|
||||
advance(s);
|
||||
};
|
||||
|
||||
it('OFFERS the Yard Office to the district owner rather than diverting automatically', () => {
|
||||
const s = game();
|
||||
const card = straight();
|
||||
card.enhancements.push('yardOffice');
|
||||
addCard(s, at(-1, 0), card);
|
||||
addCard(s, at(0, 2), card);
|
||||
const id = inbound(s, [{ type: 'hopper', loaded: true }]);
|
||||
|
||||
advance(s);
|
||||
assert.equal(s.clock.pendingDecision?.kind, 'yardOffice', 'the phase did not stop to ask');
|
||||
assert.equal(decisionActor(s), 0, 'the question went to the wrong player');
|
||||
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');
|
||||
assert.ok(pos.at !== 'grid' || pos.coord.col !== 2, 'the train moved before anyone answered');
|
||||
});
|
||||
|
||||
it('takes the Yard Office when the owner says yes', () => {
|
||||
const s = game();
|
||||
const card = straight();
|
||||
card.enhancements.push('yardOffice');
|
||||
addCard(s, at(0, 2), card);
|
||||
const id = inbound(s, [{ type: 'hopper', loaded: true }]);
|
||||
|
||||
advance(s);
|
||||
answer(s, true);
|
||||
const pos = s.trays.get(id)!.position;
|
||||
assert.ok(pos.at === 'grid' && pos.coord.col === 2, 'did not arrive at the Yard Office');
|
||||
assert.ok(!areaOf(s, 0).adOccupancy.includes(id), 'took an A/D track anyway');
|
||||
assert.equal(s.players[0]!.revenue, 0, 'a clear lead should not have collided');
|
||||
});
|
||||
|
||||
it('goes to the Train Order Office when the owner says no', () => {
|
||||
// "They can of course still choose to have the train go to the standard office."
|
||||
const s = game();
|
||||
const card = straight();
|
||||
card.enhancements.push('yardOffice');
|
||||
addCard(s, at(0, 2), card);
|
||||
const id = inbound(s, [{ type: 'hopper', loaded: true }]);
|
||||
|
||||
advance(s);
|
||||
answer(s, false);
|
||||
assert.ok(areaOf(s, 0).adOccupancy.includes(id), 'declining did not put it on an A/D track');
|
||||
});
|
||||
|
||||
it('does not offer what cannot be reached, and says why in the history', () => {
|
||||
/**
|
||||
* Jesse, 2026-08-29: "make sure this is logged in history — why can't move so user knows why
|
||||
* they can't get to yard." A silent absence is indistinguishable from a broken feature, which
|
||||
* is how the missing reachability check survived this long.
|
||||
*/
|
||||
const s = game();
|
||||
const card = straight();
|
||||
card.enhancements.push('yardOffice');
|
||||
// Far off the Running Track, with nothing laid between: no route in one move.
|
||||
addCard(s, at(3, 4), card);
|
||||
inbound(s, [{ type: 'hopper', loaded: true }]);
|
||||
|
||||
const events = advance(s).events;
|
||||
assert.equal(s.clock.pendingDecision, null, 'offered a Yard Office it cannot reach');
|
||||
const said = events.find(
|
||||
(e) => e.type === 'trainDiverted' && e.reason.includes('could not be offered'),
|
||||
);
|
||||
assert.ok(said, `nothing in the history explains why:\n${JSON.stringify(events, null, 1)}`);
|
||||
assert.match(
|
||||
(said as { reason: string }).reason,
|
||||
/one move/,
|
||||
'the reason does not say it is out of reach in one move',
|
||||
);
|
||||
});
|
||||
|
||||
it('offers a fouled lead, and taking it collides', () => {
|
||||
/**
|
||||
* The third missing condition. "Just like other trains finding cars on the tracks you use to
|
||||
* get into either result in a crash" — and Jesse's ruling keeps the OFFER: a route that exists
|
||||
* is offered, and the consequence of taking it is the player's. §8.3 already reads cars in the
|
||||
* path of an arriving train as a collision rather than a coupling.
|
||||
*/
|
||||
const s = game();
|
||||
const card = straight();
|
||||
card.enhancements.push('yardOffice');
|
||||
addCard(s, at(0, 2), card);
|
||||
// A car standing on the lead between the Office and the yard.
|
||||
areaOf(s, 0).grid.get(coordKey(at(0, 1)))!.standing = [{ type: 'boxcar', loaded: false }];
|
||||
const id = inbound(s, [{ type: 'hopper', loaded: true }]);
|
||||
|
||||
advance(s);
|
||||
assert.equal(s.clock.pendingDecision?.kind, 'yardOffice', 'a fouled lead was not offered at all');
|
||||
|
||||
answer(s, true);
|
||||
assert.equal(s.players[0]!.revenue, -5, 'running through standing cars did not collide');
|
||||
assert.ok(!s.trays.has(id), 'the train survived the collision');
|
||||
});
|
||||
|
||||
it('declining a fouled lead is safe — the standard Office is unaffected', () => {
|
||||
const s = game();
|
||||
const card = straight();
|
||||
card.enhancements.push('yardOffice');
|
||||
addCard(s, at(0, 2), card);
|
||||
areaOf(s, 0).grid.get(coordKey(at(0, 1)))!.standing = [{ type: 'boxcar', loaded: false }];
|
||||
const id = inbound(s, [{ type: 'hopper', loaded: true }]);
|
||||
|
||||
advance(s);
|
||||
answer(s, false);
|
||||
assert.equal(s.players[0]!.revenue, 0, 'declining the Yard Office still cost a collision');
|
||||
assert.ok(areaOf(s, 0).adOccupancy.includes(id), 'the train did not reach the Office');
|
||||
});
|
||||
|
||||
it('does not divert a train carrying coaches', () => {
|
||||
|
||||
@@ -48,6 +48,15 @@ const KNOWN_UNREDUCED = [
|
||||
'dispatchBonusUsed',
|
||||
'expediteFault',
|
||||
'phaseBegan',
|
||||
/**
|
||||
* §Q, Red Flags (Gitea#19). The flag comes down inside the phase driver as it stops a train, so
|
||||
* this is described rather than reduced like everything else here.
|
||||
*
|
||||
* ADDED DELIBERATELY, and it cost a bug first: the flag was originally taken down in a `reduce`
|
||||
* case, which never fires for an event `advance.ts` emits — so it stayed up and held every train
|
||||
* that came. That is precisely the failure this list exists to make visible.
|
||||
*/
|
||||
'redFlagSpent',
|
||||
// Employee Rotation moves `seating` in the phase driver and then describes what it did, which is
|
||||
// the pattern every entry on this list follows.
|
||||
'seatsRotated',
|
||||
|
||||
@@ -0,0 +1,256 @@
|
||||
/**
|
||||
* §3.3, EXTENDED PLAY — Gitea#11, "when game ends allow players to continue playing if they wish".
|
||||
*
|
||||
* The rule as Jesse specified it (2026-08-28), which is what these tests are written against:
|
||||
*
|
||||
* - the OFFICIAL result is decided at the original game length and never changes. "In a five-day
|
||||
* game, even if it's extended to eight or nine days, the winner and the official answer is the
|
||||
* winner at the end of five days";
|
||||
* - extending grants exactly ONE Day, and the question is put again at the end of it;
|
||||
* - solitaire: the player decides alone. Multiplayer: unanimous, and one refusal ends it there;
|
||||
* - only days-based endings offer it. A §3.4 collision breach is final, during an extended Day
|
||||
* just as during the regular game.
|
||||
*
|
||||
* The persistence half matters as much as the rules half: a save is `{ seed, config, history }`
|
||||
* replayed through the engine, so an extension that is not an INTENT does not survive a reload, an
|
||||
* Undo, or a server restart. `replays the extension` below is the test that pins that.
|
||||
*/
|
||||
|
||||
import { describe, it } from 'node:test';
|
||||
import assert from 'node:assert/strict';
|
||||
|
||||
import { advance, pump } from '../src/engine/advance.ts';
|
||||
import { applyIntent, check } from '../src/engine/apply.ts';
|
||||
import { STAGES_PER_DAY } from '../src/engine/content.ts';
|
||||
import { legalActions } from '../src/engine/legal.ts';
|
||||
import { createGame } from '../src/engine/setup.ts';
|
||||
import { developerBot, playGame, randomBot } from '../src/sim/bot.ts';
|
||||
import type { GameConfig, GameState } from '../src/engine/state.ts';
|
||||
|
||||
const baseConfig = (over: Partial<GameConfig> = {}): GameConfig => ({
|
||||
mode: 'solitaire',
|
||||
days: 3,
|
||||
minCombinedRevenue: 0,
|
||||
maxCollisionsPerDay: 0,
|
||||
maxCollisionsTotal: 0,
|
||||
pvpCardsAllowed: false,
|
||||
optionalRules: { reducedVisibility: false, employeeRotation: false, emergencyToolbox: false },
|
||||
...over,
|
||||
});
|
||||
|
||||
const game = (over: Partial<GameConfig> = {}, names = ['Jesse']): GameState =>
|
||||
createGame({ id: 'g', seed: 1, config: baseConfig(over), playerNames: names });
|
||||
|
||||
/** Parks a game on the last Stage of its final Day, so one `advance` runs the clock off the end. */
|
||||
function atTheEnd(s: GameState): GameState {
|
||||
s.clock.day = s.config.days + s.extraDays + 1;
|
||||
s.clock.stage = STAGES_PER_DAY;
|
||||
s.clock.phase = 'shiftChange';
|
||||
return s;
|
||||
}
|
||||
|
||||
describe('§3.3 extended play — the ending pauses rather than stopping (Gitea#11)', () => {
|
||||
it('offers another Day on a days-based ending, and records the result anyway', () => {
|
||||
const s = atTheEnd(game());
|
||||
advance(s);
|
||||
assert.equal(s.status, 'awaitingExtension', 'a days-based ending did not offer another Day');
|
||||
assert.ok(s.outcome, 'the result was not decided');
|
||||
assert.ok(s.official, 'the official result was not frozen');
|
||||
assert.equal(s.official!.day, s.config.days, 'the official Day is not the original game length');
|
||||
});
|
||||
|
||||
it('does NOT offer another Day after a collision breach — §3.4 is final', () => {
|
||||
const s = game({ mode: 'competitive', maxCollisionsPerDay: 2 });
|
||||
s.collisionsToday = 2;
|
||||
s.clock.stage = 1;
|
||||
s.clock.phase = 'shiftChange';
|
||||
advance(s);
|
||||
assert.equal(s.status, 'finished', 'a railroad declared unsafe offered to carry on');
|
||||
assert.equal(s.outcome!.reason, 'collisionFloor');
|
||||
});
|
||||
|
||||
it('refuses every ordinary intent while the extension question is open', () => {
|
||||
const s = atTheEnd(game());
|
||||
advance(s);
|
||||
assert.equal(check(s, 0, { type: 'draw.fromHomeOffice' }), 'WRONG_PHASE');
|
||||
assert.equal(check(s, 0, { type: 'game.extend', player: 0, agree: true }), null, 'the vote itself was refused');
|
||||
});
|
||||
|
||||
it('offers only the two votes, and only to a seat that has not voted', () => {
|
||||
const s = atTheEnd(game({ mode: 'competitive' }, ['A', 'B']));
|
||||
advance(s);
|
||||
assert.deepEqual(
|
||||
legalActions(s, 0).map((i) => i.type),
|
||||
['game.extend', 'game.extend'],
|
||||
'something other than the vote is legal while the game is stopped',
|
||||
);
|
||||
applyIntent(s, 0, { type: 'game.extend', player: 0, agree: true });
|
||||
assert.equal(legalActions(s, 0).length, 0, 'a seat was offered a second vote');
|
||||
assert.equal(check(s, 0, { type: 'game.extend', player: 0, agree: true }), 'ALREADY_VOTED');
|
||||
assert.equal(legalActions(s, 1).length, 2, 'the seat still to vote was not offered the vote');
|
||||
});
|
||||
|
||||
it('refuses the vote when no extension is pending', () => {
|
||||
const s = game();
|
||||
assert.equal(check(s, 0, { type: 'game.extend', player: 0, agree: true }), 'NOT_AWAITING_EXTENSION');
|
||||
});
|
||||
});
|
||||
|
||||
describe('§3.3 extended play — one Day at a time (Gitea#11)', () => {
|
||||
it('grants exactly one Day in solitaire, then asks again at the end of it', () => {
|
||||
const s = atTheEnd(game());
|
||||
advance(s);
|
||||
const official = { ...s.official!.outcome };
|
||||
|
||||
applyIntent(s, 0, { type: 'game.extend', player: 0, agree: true });
|
||||
assert.equal(s.status, 'active', 'agreeing did not resume play');
|
||||
assert.equal(s.extraDays, 1, 'more or less than one Day was granted');
|
||||
assert.deepEqual(s.extensionVotes, [null], 'the votes were not cleared for the next question');
|
||||
|
||||
// Run the extra Day off the end: the question comes round again.
|
||||
atTheEnd(s);
|
||||
advance(s);
|
||||
assert.equal(s.status, 'awaitingExtension', 'the second ending did not ask again');
|
||||
assert.equal(s.extraDays, 1, 'a second Day was granted without being asked for');
|
||||
assert.deepEqual(s.official!.outcome, official, 'the official result was rewritten');
|
||||
assert.equal(s.official!.day, s.config.days, 'the official Day moved with the extension');
|
||||
});
|
||||
|
||||
it('ends the moment one seat declines, without waiting for the rest', () => {
|
||||
const s = atTheEnd(game({ mode: 'competitive' }, ['A', 'B', 'C']));
|
||||
advance(s);
|
||||
applyIntent(s, 0, { type: 'game.extend', player: 0, agree: true });
|
||||
assert.equal(s.status, 'awaitingExtension', 'one yes ended the vote');
|
||||
|
||||
applyIntent(s, 1, { type: 'game.extend', player: 1, agree: false });
|
||||
assert.equal(s.status, 'finished', 'a refusal did not end the game immediately');
|
||||
assert.equal(s.extraDays, 0, 'a Day was granted despite a refusal');
|
||||
assert.equal(check(s, 2, { type: 'game.extend', player: 2, agree: true }), 'NOT_AWAITING_EXTENSION',
|
||||
'the seat that never voted is still being waited on');
|
||||
});
|
||||
|
||||
it('needs every seat before it grants the Day', () => {
|
||||
const s = atTheEnd(game({ mode: 'competitive' }, ['A', 'B', 'C']));
|
||||
advance(s);
|
||||
applyIntent(s, 0, { type: 'game.extend', player: 0, agree: true });
|
||||
applyIntent(s, 1, { type: 'game.extend', player: 1, agree: true });
|
||||
assert.equal(s.status, 'awaitingExtension', 'two of three votes granted the Day');
|
||||
applyIntent(s, 2, { type: 'game.extend', player: 2, agree: true });
|
||||
assert.equal(s.status, 'active', 'a unanimous table was not given its Day');
|
||||
assert.equal(s.extraDays, 1);
|
||||
});
|
||||
|
||||
it('keeps the official result when a collision ends an EXTENDED Day', () => {
|
||||
// The case the freeze exists for: a railroad declared unsafe on the extra Day does not retract
|
||||
// who won on the last scheduled one.
|
||||
const s = atTheEnd(game({ mode: 'competitive', maxCollisionsPerDay: 2 }, ['A', 'B']));
|
||||
s.players[0]!.revenue = 9;
|
||||
s.players[1]!.revenue = 2;
|
||||
advance(s);
|
||||
const official = { ...s.official!.outcome };
|
||||
assert.equal(official.result, 'win');
|
||||
assert.equal(official.winner, 0);
|
||||
|
||||
applyIntent(s, 0, { type: 'game.extend', player: 0, agree: true });
|
||||
applyIntent(s, 1, { type: 'game.extend', player: 1, agree: true });
|
||||
assert.equal(s.status, 'active');
|
||||
|
||||
s.collisionsToday = 2;
|
||||
s.clock.stage = 1;
|
||||
s.clock.phase = 'shiftChange';
|
||||
advance(s);
|
||||
assert.equal(s.status, 'finished');
|
||||
assert.equal(s.outcome!.reason, 'collisionFloor', 'the current evaluation was not updated');
|
||||
assert.deepEqual(s.official!.outcome, official, 'a late collision rewrote a recorded win');
|
||||
});
|
||||
|
||||
it('decides the winner at the ORIGINAL game length, whoever leads afterwards', () => {
|
||||
const s = atTheEnd(game({ mode: 'competitive' }, ['A', 'B']));
|
||||
s.players[0]!.revenue = 9;
|
||||
s.players[1]!.revenue = 2;
|
||||
advance(s);
|
||||
assert.equal(s.official!.outcome.winner, 0);
|
||||
assert.deepEqual(s.official!.revenues, [9, 2], 'the official standings were not frozen');
|
||||
|
||||
applyIntent(s, 0, { type: 'game.extend', player: 0, agree: true });
|
||||
applyIntent(s, 1, { type: 'game.extend', player: 1, agree: true });
|
||||
|
||||
// B overtakes A during the extra Day, and it changes nothing official.
|
||||
s.players[1]!.revenue = 40;
|
||||
atTheEnd(s);
|
||||
advance(s);
|
||||
assert.equal(s.official!.outcome.winner, 0, 'overtaking after the timetable took the win');
|
||||
assert.deepEqual(s.official!.revenues, [9, 2], 'the frozen standings moved');
|
||||
assert.equal(s.outcome!.winner, 1, 'the informational evaluation did not follow the new leader');
|
||||
});
|
||||
});
|
||||
|
||||
describe('§3.3 extended play — it survives being replayed (Gitea#11)', () => {
|
||||
it('reproduces an extended game from seed and intents alone', () => {
|
||||
// The reason the vote is an intent at all. A save is a replay, so a decision that is not in the
|
||||
// history did not happen — an extended game would evaporate on the next reload.
|
||||
const play = (): GameState => {
|
||||
const s = atTheEnd(game());
|
||||
advance(s);
|
||||
applyIntent(s, 0, { type: 'game.extend', player: 0, agree: true });
|
||||
return s;
|
||||
};
|
||||
const a = play();
|
||||
const b = play();
|
||||
assert.equal(a.extraDays, b.extraDays);
|
||||
assert.equal(a.status, b.status);
|
||||
assert.deepEqual(a.official!.outcome, b.official!.outcome);
|
||||
});
|
||||
|
||||
it('narrates the vote, so a table can see who called time', () => {
|
||||
const s = atTheEnd(game({ mode: 'competitive' }, ['A', 'B']));
|
||||
advance(s);
|
||||
const yes = applyIntent(s, 0, { type: 'game.extend', player: 0, agree: true });
|
||||
assert.ok(yes.ok);
|
||||
assert.deepEqual(yes.events.map((e) => e.type), ['extensionVoted']);
|
||||
const no = applyIntent(s, 1, { type: 'game.extend', player: 1, agree: false });
|
||||
assert.ok(no.ok);
|
||||
assert.deepEqual(no.events.map((e) => e.type), ['extensionVoted', 'playConcluded']);
|
||||
});
|
||||
|
||||
it('announces the granted Day', () => {
|
||||
const s = atTheEnd(game());
|
||||
advance(s);
|
||||
const r = applyIntent(s, 0, { type: 'game.extend', player: 0, agree: true });
|
||||
assert.ok(r.ok);
|
||||
assert.deepEqual(r.events.map((e) => e.type), ['extensionVoted', 'dayExtended']);
|
||||
const extended = r.events.find((e) => e.type === 'dayExtended');
|
||||
assert.equal(extended && 'day' in extended ? extended.day : null, s.config.days + 1);
|
||||
});
|
||||
});
|
||||
|
||||
describe('§3.3 extended play — bots play the timetable they were dealt (Gitea#11)', () => {
|
||||
it('REGRESSION: a simulated game terminates whatever the policy would vote', () => {
|
||||
/**
|
||||
* `playGame` declines on the driver's own account rather than leaving it to the policy, and this
|
||||
* is why. `randomBot` picks uniformly among its legal options, so it takes another Day about
|
||||
* half the time — and since a table may go on granting Days for ever, the game then runs to
|
||||
* `maxTurns`. It did: `test/sim.test.ts` went from under a second to an unbounded hang, every
|
||||
* seeded game in the harness playing fifty thousand turns instead of a couple of hundred.
|
||||
*
|
||||
* `randomBot` is the policy that exposes it, but the guarantee has to hold for any policy,
|
||||
* including ones not written yet — hence the fix living in the driver and the test living here.
|
||||
*/
|
||||
const s = createGame({ id: 'g', seed: 9, config: baseConfig({ days: 1 }), playerNames: ['Jesse'] });
|
||||
const out = playGame(s, randomBot(7), pump, 4_000);
|
||||
assert.equal(s.status, 'finished', 'a simulated game did not finish');
|
||||
assert.equal(s.extraDays, 0, 'the harness played Days the game was not dealt');
|
||||
assert.ok(out.turns < 4_000, `ran to the turn cap (${out.turns}) instead of ending`);
|
||||
});
|
||||
|
||||
it('developerBot declines, so a bot-only game ends on schedule', () => {
|
||||
// "If only bots are playing, they never vote to extend" (Jesse, 2026-08-28). The server votes
|
||||
// yes on a bot's behalf once every human has already agreed; this policy is what is left when
|
||||
// there are no humans to follow.
|
||||
const s = atTheEnd(game());
|
||||
advance(s);
|
||||
const choice = developerBot.choose(s, 0, legalActions(s, 0));
|
||||
assert.equal(choice.type, 'game.extend');
|
||||
assert.equal('agree' in choice ? choice.agree : null, false, 'a bot asked for another Day');
|
||||
});
|
||||
});
|
||||
+34
-9
@@ -228,14 +228,28 @@ describe('the game conserves Rolling Stock', () => {
|
||||
for (let t = 0; t < 50_000; t++) {
|
||||
const before = census(s);
|
||||
const pumped = pump(s);
|
||||
// §10 — a collision destroys both trains and everything they were carrying. That is the one
|
||||
// legitimate way the count falls, so the expectation follows it down.
|
||||
for (const e of pumped) {
|
||||
if (e.type === 'trainsDestroyed') for (const tr of e.trains) expected -= tr.consist.length;
|
||||
}
|
||||
assert.ok(
|
||||
census(s) === before || pumped.some((e) => e.type === 'trainsDestroyed'),
|
||||
`seed ${seed}: the engine changed the census by ${census(s) - before} outside a collision`,
|
||||
/**
|
||||
* A COLLISION DESTROYS NO CAR, and this used to assume it destroyed all of them.
|
||||
*
|
||||
* The subtraction that stood here — `expected -= tr.consist.length` for every train in a
|
||||
* `trainsDestroyed` event — describes a rule the engine does not have. Gap 2c (`advance.ts`,
|
||||
* "TAKE THE WRECK OFF THE CARD") sends the wreck's cabooses back to the Division Yard and
|
||||
* everything else to Classification, so the stock is conserved through a collision like any
|
||||
* other move. The train is destroyed; its cars are not.
|
||||
*
|
||||
* It passed for as long as it did because none of the six seeds below ever collided, so the
|
||||
* branch never ran. Changing the deck to the sheet's counts (Gitea#14) moved the deals, seed
|
||||
* 24757 collided, and the test failed claiming the engine had CONJURED three cars — the
|
||||
* exact opposite of what had happened.
|
||||
*
|
||||
* So the census is now held flat, unconditionally, which is both the real invariant and a
|
||||
* stronger test than the one it replaces: there is no longer any event that excuses a
|
||||
* change, and `expected` cannot drift away from the supply it was dealt.
|
||||
*/
|
||||
assert.equal(
|
||||
census(s),
|
||||
before,
|
||||
`seed ${seed}: the engine changed the census by ${census(s) - before} while pumping`,
|
||||
);
|
||||
if (s.status === 'finished') break;
|
||||
const actor = s.clock.pendingDecision !== null ? s.clock.superintendent : s.clock.currentActor;
|
||||
@@ -290,7 +304,18 @@ describe('every published replay actually replays', () => {
|
||||
`${f} is dead — it replays ${back.history.length} of ${save.history.length} intents. ` +
|
||||
'Re-record it with save-replay.ts rather than editing the file.',
|
||||
);
|
||||
assert.equal(back.state.status, 'finished', `${f} does not reach the end of its game`);
|
||||
/**
|
||||
* `awaitingExtension` counts as the end since Gitea#11 — and for a published file it is the
|
||||
* EXPECTED end. These saves were recorded before extended play existed, so their histories
|
||||
* carry no `game.extend` vote: replaying one runs the timetable out and stops on the question
|
||||
* nobody was there to answer. That is a game that reached the end of its own history, which is
|
||||
* what this test is about. `active` would still be a dead replay.
|
||||
*/
|
||||
assert.ok(
|
||||
back.state.status === 'finished' || back.state.status === 'awaitingExtension',
|
||||
`${f} does not reach the end of its game — status ${back.state.status}`,
|
||||
);
|
||||
assert.ok(back.state.official !== null, `${f} ends without recording a result`);
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
+498
-94
@@ -12,6 +12,7 @@
|
||||
import { describe, it } from 'node:test';
|
||||
import assert from 'node:assert/strict';
|
||||
|
||||
import type { MainlineKind } from '../src/engine/content.ts';
|
||||
import { advance } from '../src/engine/advance.ts';
|
||||
import { applyIntent, areaOf, check } from '../src/engine/apply.ts';
|
||||
import { legalActions } from '../src/engine/legal.ts';
|
||||
@@ -27,7 +28,7 @@ import {
|
||||
import { createGame } from '../src/engine/setup.ts';
|
||||
import type { GameEvent } from '../src/engine/events.ts';
|
||||
import type { GameConfig, GameState, GridCoord, TrackCard } from '../src/engine/state.ts';
|
||||
import { coordKey, turnOf } from '../src/engine/state.ts';
|
||||
import { coordKey, decisionActor, turnOf } from '../src/engine/state.ts';
|
||||
import { snapshot } from '../src/sim/view.ts';
|
||||
|
||||
const config: GameConfig = {
|
||||
@@ -43,6 +44,20 @@ const game = (seed = 5): GameState => createGame({ id: 'g', seed, config, player
|
||||
const at = (row: number, col: number): GridCoord => ({ row, col });
|
||||
|
||||
/** Puts a card of `kind`/`key` in hand and returns its id. */
|
||||
/**
|
||||
* Puts a specific rules card in hand and returns its id, MINTING ONE IF THE DECK NO LONGER DEALS IT.
|
||||
*
|
||||
* A card at `copies: 0` is still a card: the catalogue keeps its row and the engine keeps its rule,
|
||||
* so the design stays visible and the mechanic works the moment it is dealt again. Poling and the
|
||||
* sharp curves have been treated that way for a while, and Gitea#14 put the dispatching ladder,
|
||||
* Facing Point Locks, Flying Switch, Section House and Vandalism there too — none of them are in
|
||||
* `docs/Deck cards5.xlsx`.
|
||||
*
|
||||
* This used to throw when it could not find one, which made "dealt zero copies" and "deleted"
|
||||
* indistinguishable from a test's point of view: zeroing Flying Switch took five passing tests of a
|
||||
* rule that had not changed at all down with it. Minting keeps the rule under test independently of
|
||||
* whether the deck currently deals the card, which is the whole reason for keeping the row.
|
||||
*/
|
||||
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 };
|
||||
@@ -51,7 +66,10 @@ function hand(s: GameState, kind: string, key: string): string {
|
||||
return id;
|
||||
}
|
||||
}
|
||||
throw new Error(`no ${kind} card: ${key}`);
|
||||
const id = `zero-copy-${kind}-${key}`;
|
||||
s.cards.set(id, { id, kind: { kind, key } } as never);
|
||||
s.decks.hands.set(0, [id]);
|
||||
return id;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -90,53 +108,124 @@ function drawTurn(s: GameState): void {
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
describe('grade modifiers change crossing time', () => {
|
||||
it('a Heavy Grade takes two Stages bare', () => {
|
||||
assert.equal(crossingStages('heavyGrade', 'fast', false), 2);
|
||||
/**
|
||||
* Crossing time on the region model (Gitea#3). `cross` fills in the parts each test does not care
|
||||
* about, so the numbers below read as the table RAR gave rather than as argument lists.
|
||||
*/
|
||||
const cross = (
|
||||
kind: Parameters<typeof crossingStages>[0],
|
||||
over: Partial<Parameters<typeof crossingStages>[1]> = {},
|
||||
): number =>
|
||||
crossingStages(kind, {
|
||||
trainSpeed: 'fast',
|
||||
direction: 'east',
|
||||
gradeUp: 'east',
|
||||
modifiers: [],
|
||||
...over,
|
||||
});
|
||||
|
||||
describe('a card costs one Stage per printed region (Gitea#3)', () => {
|
||||
/**
|
||||
* RAR, 2026-08-26, and this REPLACES the two rules that were here before — Q1, "the printed 60/30
|
||||
* are mph expressed as crossing time", and Q2, "a Slow train adds one Stage to every card".
|
||||
*
|
||||
* "Ignore speed signs, they are just graphics. Regions shown on cards indicate how many stages it
|
||||
* takes to cross. Plains is 1. Double track is 1, tunnel is 2, curves is 2, heavy grade is 3
|
||||
* unless you have help."
|
||||
*
|
||||
* The report that opened the issue was a Slow train taking two Stages to clear Double Track. Q2 is
|
||||
* what did that, and it is gone.
|
||||
*/
|
||||
it('crosses in the number of regions the card prints, whatever the train', () => {
|
||||
for (const speed of ['fast', 'slow'] as const) {
|
||||
assert.equal(cross('plains', { trainSpeed: speed }), 1, `plains, ${speed}`);
|
||||
assert.equal(cross('doubleTrack', { trainSpeed: speed }), 1, `double track, ${speed}`);
|
||||
assert.equal(cross('trestle', { trainSpeed: speed }), 1, `trestle, ${speed}`);
|
||||
assert.equal(cross('curves', { trainSpeed: speed }), 2, `curves, ${speed}`);
|
||||
assert.equal(cross('tunnel', { trainSpeed: speed }), 2, `tunnel, ${speed}`);
|
||||
assert.equal(cross('heavyGrade', { trainSpeed: speed }), 3, `heavy grade, ${speed}`);
|
||||
}
|
||||
});
|
||||
|
||||
it('reads Fast/Slow on Hilly and on nothing else', () => {
|
||||
// "Some cards say fast / slow… Fast / Slow does not apply to every card — just those that say
|
||||
// fast / slow on them. Currently this is only hilly." A fast train starts in the second region.
|
||||
assert.equal(cross('hilly', { trainSpeed: 'fast' }), 1);
|
||||
assert.equal(cross('hilly', { trainSpeed: 'slow' }), 2);
|
||||
});
|
||||
|
||||
it('does not read the consist any more', () => {
|
||||
// Hilly used to take its split off the printed P60/F30 and decide by whether the train carried a
|
||||
// coach, so a fast freight crossed slower than a slow passenger train. RAR: "I notice that you
|
||||
// are basing stages in mainline cards off coach/non-coach. Actually, all trains are rated as
|
||||
// FAST and SLOW." `crossingStages` no longer takes a consist at all — this test is here so the
|
||||
// deletion is deliberate rather than incidental.
|
||||
assert.equal(cross('hilly', { trainSpeed: 'fast' }), cross('hilly', { trainSpeed: 'fast' }));
|
||||
});
|
||||
|
||||
it('runs a train through a siding or an Interchange in one Stage', () => {
|
||||
// Both print a back region that is not part of the road, so a train passing through starts past
|
||||
// it. What that region is FOR is tested below and in the collision tests.
|
||||
assert.equal(cross('uncontrolledSiding'), 1);
|
||||
assert.equal(cross('interchange'), 1);
|
||||
});
|
||||
|
||||
it('costs the extra Stage to anything starting in that back region', () => {
|
||||
// The Uncontrolled Siding with a train already on it, and an Extra beginning its run at an
|
||||
// Interchange. Both start at the back and have the whole card to run.
|
||||
assert.equal(cross('uncontrolledSiding', { startsAtBack: true }), 2);
|
||||
assert.equal(cross('interchange', { startsAtBack: true }), 2);
|
||||
});
|
||||
});
|
||||
|
||||
describe('grade modifiers move the start, not the clock', () => {
|
||||
it('a Heavy Grade takes three Stages bare', () => {
|
||||
// Three regions, up from the two the old 30mph reading gave it.
|
||||
assert.equal(cross('heavyGrade'), 3);
|
||||
});
|
||||
|
||||
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);
|
||||
// Q11 — the card prints "(Up)" and "Player sets orientation", so `gradeUp` is which way is
|
||||
// UPHILL. With up = east, a westbound train is descending.
|
||||
assert.equal(cross('heavyGrade', { modifiers: ['brakeman'], direction: 'west' }), 2);
|
||||
assert.equal(cross('heavyGrade', { modifiers: ['brakeman'], direction: 'east' }), 3);
|
||||
});
|
||||
|
||||
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('follows the orientation the card was dealt, not a fixed compass direction', () => {
|
||||
// The same train on the same card, with the card turned around.
|
||||
assert.equal(cross('heavyGrade', { modifiers: ['brakeman'], direction: 'east', gradeUp: 'west' }), 2);
|
||||
assert.equal(cross('heavyGrade', { modifiers: ['brakeman'], direction: 'west', gradeUp: 'west' }), 3);
|
||||
assert.equal(cross('heavyGrade', { modifiers: ['helpers'], direction: 'west', gradeUp: 'west' }), 2);
|
||||
assert.equal(cross('heavyGrade', { modifiers: ['helpers'], direction: 'east', gradeUp: 'west' }), 3);
|
||||
});
|
||||
|
||||
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);
|
||||
// RAR: "helpers… helps all trains going up hill by starting 1 region easier — so 2 to traverse,
|
||||
// not 3."
|
||||
assert.equal(cross('heavyGrade', { modifiers: ['helpers'], direction: 'east' }), 2);
|
||||
assert.equal(cross('heavyGrade', { modifiers: ['helpers'], direction: 'west' }), 3);
|
||||
});
|
||||
|
||||
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('Airbrakes stack on top of Brakeman', () => {
|
||||
// "Airbrakes is an upgrade from brakemen (which must be played first)", so a fully-equipped
|
||||
// grade is one Stage downhill — and `check` refuses Airbrakes without Brakeman already there.
|
||||
assert.equal(cross('heavyGrade', { direction: 'west' }), 3);
|
||||
assert.equal(cross('heavyGrade', { modifiers: ['brakeman'], direction: 'west' }), 2);
|
||||
assert.equal(cross('heavyGrade', { modifiers: ['brakeman', 'airbrakes'], direction: 'west' }), 1);
|
||||
});
|
||||
|
||||
it('never lets a train cross in no time', () => {
|
||||
// Three modifiers on a three-region card would otherwise put the start past the far edge.
|
||||
assert.equal(
|
||||
crossingStages('heavyGrade', 'fast', false, ['brakeman', 'airbrakes'], 'west', 'east'),
|
||||
cross('heavyGrade', { modifiers: ['brakeman', 'airbrakes', 'helpers'], direction: 'west' }),
|
||||
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);
|
||||
assert.equal(cross('plains', { modifiers: ['brakeman'], direction: 'west' }), 1);
|
||||
assert.equal(cross('curves', { modifiers: ['helpers'] }), 2);
|
||||
});
|
||||
});
|
||||
|
||||
@@ -209,8 +298,8 @@ describe('Realignment converts one Mainline type to another', () => {
|
||||
|
||||
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);
|
||||
// The point of the card: Curves prints two regions, Plains one, so realigning halves the time.
|
||||
assert.equal(cross(node.card), 1);
|
||||
});
|
||||
|
||||
it('refuses a card with no conversion listed', () => {
|
||||
@@ -228,77 +317,177 @@ describe('Realignment converts one Mainline type to another', () => {
|
||||
});
|
||||
});
|
||||
|
||||
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, stagesTotal: 2, direction: 'east' });
|
||||
s.trays.set('ahead', {
|
||||
id: 'ahead', trainNumber: 4, trainIsExtra: false, engineAt: 0,
|
||||
consist: [], direction: 'east', position: { at: 'mainline', index: 1 }, movesUsed: 0,
|
||||
describe('Red Flags hold a train out of your Limits (Gitea#19)', () => {
|
||||
/**
|
||||
* REPLACES the old rule outright (Jesse, 2026-08-29). Red Flags used to be played on a stopped
|
||||
* train out on the Mainline and protected it from a rear-ender — measured at 4,212 offers and 4
|
||||
* plays across 600 games, a mechanic nobody used. ABS Signals already does that job better.
|
||||
*
|
||||
* Now: "If played, asked FLAG EAST or FLAG WEST. That stops all trains from entering your limits
|
||||
* from that direction (i.e. Flag East holds westbound trains)." Spent on the train it stops —
|
||||
* one card, one train.
|
||||
*/
|
||||
|
||||
/** A westbound train one Stage from entering seat 0's district from the east. */
|
||||
function approaching(s: GameState) {
|
||||
const officeIndex = s.division.nodes.findIndex((n) => n.kind === 'office' && n.seat === 0);
|
||||
const node = pinned(s, officeIndex + 1, 'plains');
|
||||
node.transits.push({ tray: 'inbound', stagesRemaining: 1, stagesTotal: 1, direction: 'west' });
|
||||
s.trays.set('inbound', {
|
||||
id: 'inbound', trainNumber: 9, trainIsExtra: false, engineAt: 0,
|
||||
consist: [{ type: 'hopper', loaded: true }], direction: 'west',
|
||||
position: { at: 'mainline', index: officeIndex + 1 }, movesUsed: 0,
|
||||
});
|
||||
s.trays.set('behind', {
|
||||
id: 'behind', trainNumber: 2, trainIsExtra: false, engineAt: 0,
|
||||
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;
|
||||
return s.division.nodes[officeIndex] as Extract<typeof s.division.nodes[0], { kind: 'office' }>;
|
||||
}
|
||||
|
||||
it('holds the approaching train instead of letting it close', () => {
|
||||
it('FLAG EAST holds a westbound train short of the Limits', () => {
|
||||
const s = game();
|
||||
const node = rearEnder(s);
|
||||
node.redFlagged = ['ahead'];
|
||||
const office = approaching(s);
|
||||
office.redFlag = 'east';
|
||||
|
||||
advance(s);
|
||||
assert.deepEqual(
|
||||
s.trays.get('behind')!.position,
|
||||
{ at: 'divisionPoint', side: 'west' },
|
||||
'the flagged train must not be approached',
|
||||
);
|
||||
const pos = s.trays.get('inbound')!.position;
|
||||
assert.equal(pos.at, 'mainline', 'the flagged train came in anyway');
|
||||
assert.ok(!areaOf(s, 0).adOccupancy.includes('inbound'), 'it reached an A/D track');
|
||||
});
|
||||
|
||||
it('comes in when the protected train rolls', () => {
|
||||
it('is spent on the train it stops — one card, one train', () => {
|
||||
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;
|
||||
const office = approaching(s);
|
||||
office.redFlag = 'east';
|
||||
|
||||
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');
|
||||
advance(s);
|
||||
assert.equal(office.redFlag, undefined, 'the flag stayed up after stopping a train');
|
||||
});
|
||||
|
||||
it('only protects a train out on the Mainline', () => {
|
||||
it('lets the train in on the next Mainline Phase', () => {
|
||||
// "Loses one Mainline Phase" — it buys a Stage to clear the lead, not permanent protection.
|
||||
const s = game();
|
||||
const office = approaching(s);
|
||||
office.redFlag = 'east';
|
||||
advance(s);
|
||||
|
||||
s.clock.phase = 'mainline';
|
||||
s.movedThisPhase = new Set();
|
||||
advance(s);
|
||||
assert.ok(areaOf(s, 0).adOccupancy.includes('inbound'), 'the train never came in');
|
||||
});
|
||||
|
||||
it('does not hold a train coming from the OTHER side', () => {
|
||||
// "Flag East holds westbound trains" — an eastbound train arrives from the west.
|
||||
const s = game();
|
||||
const office = approaching(s);
|
||||
office.redFlag = 'west';
|
||||
|
||||
advance(s);
|
||||
assert.ok(areaOf(s, 0).adOccupancy.includes('inbound'), 'a west flag held a train from the east');
|
||||
assert.equal(office.redFlag, 'west', 'the wrong-side flag was spent');
|
||||
});
|
||||
|
||||
it('is played on a side, not on a train', () => {
|
||||
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);
|
||||
assert.equal(check(s, 0, { type: 'maneuver.redFlags', cardId, side: 'east' }), null);
|
||||
assert.equal(check(s, 0, { type: 'maneuver.redFlags', cardId, side: 'west' }), null);
|
||||
});
|
||||
|
||||
it('will not double-flag the same train', () => {
|
||||
it('will not double-flag the same side', () => {
|
||||
const s = game();
|
||||
const node = rearEnder(s);
|
||||
s.clock.phase = 'localOps';
|
||||
s.clock.currentActor = 0;
|
||||
const cardId = hand(s, 'maneuver', 'redFlags');
|
||||
node.redFlagged = ['ahead'];
|
||||
const officeIndex = s.division.nodes.findIndex((n) => n.kind === 'office' && n.seat === 0);
|
||||
const office = s.division.nodes[officeIndex] as { redFlag?: string };
|
||||
office.redFlag = 'east';
|
||||
|
||||
assert.equal(
|
||||
check(s, 0, { type: 'maneuver.redFlags', cardId, trayId: 'ahead' }),
|
||||
'OPTION_ALREADY_CHOSEN',
|
||||
);
|
||||
assert.equal(check(s, 0, { type: 'maneuver.redFlags', cardId, side: 'east' }), 'ALREADY_FLAGGED');
|
||||
assert.equal(check(s, 0, { type: 'maneuver.redFlags', cardId, side: 'west' }), null,
|
||||
'the other side should still be free');
|
||||
});
|
||||
});
|
||||
|
||||
describe('Red Flags offered at the moment of danger (Gitea#19)', () => {
|
||||
/**
|
||||
* "In actual cases of danger… if there is a train or cars on the track and there will be a
|
||||
* collision, then you break in with a dialog that says COLLISION RISK! FLAG AGAINST T2? This way,
|
||||
* you can play the card normally or out of phase, but only if you need it."
|
||||
*
|
||||
* The engine establishes the danger, so the player is never asked to judge it — which is also why
|
||||
* the bot can now use this card at all. It is offered ONLY to somebody holding one.
|
||||
*/
|
||||
function dangerous(s: GameState, giveCard: boolean) {
|
||||
const officeIndex = s.division.nodes.findIndex((n) => n.kind === 'office' && n.seat === 0);
|
||||
const node = pinned(s, officeIndex + 1, 'plains');
|
||||
node.transits.push({ tray: 'inbound', stagesRemaining: 1, stagesTotal: 1, direction: 'west' });
|
||||
s.trays.set('inbound', {
|
||||
id: 'inbound', trainNumber: 9, trainIsExtra: false, engineAt: 0,
|
||||
consist: [{ type: 'hopper', loaded: true }], direction: 'west',
|
||||
position: { at: 'mainline', index: officeIndex + 1 }, movesUsed: 0,
|
||||
});
|
||||
// A hopper fouling the Running Track: §8.3 makes this arrival a collision.
|
||||
const area = areaOf(s, 0);
|
||||
area.grid.get(coordKey(area.officeCoord))!.standing = [{ type: 'hopper', loaded: false }];
|
||||
if (giveCard) hand(s, 'maneuver', 'redFlags');
|
||||
s.clock.phase = 'mainline';
|
||||
s.movedThisPhase = new Set();
|
||||
}
|
||||
|
||||
it('breaks in to offer the flag when an arrival would collide', () => {
|
||||
const s = game();
|
||||
dangerous(s, true);
|
||||
advance(s);
|
||||
assert.equal(s.clock.pendingDecision?.kind, 'redFlag', 'no prompt before a certain collision');
|
||||
assert.equal(decisionActor(s), 0, 'the prompt went to the wrong player');
|
||||
});
|
||||
|
||||
it('flagging holds the train and costs the card', () => {
|
||||
const s = game();
|
||||
dangerous(s, true);
|
||||
advance(s);
|
||||
const before = (s.decks.hands.get(0) ?? []).length;
|
||||
|
||||
const r = applyIntent(s, 0, { type: 'mainline.redFlag', flag: true });
|
||||
assert.ok(r.ok, 'the flag was refused');
|
||||
advance(s);
|
||||
|
||||
assert.equal(s.players[0]!.revenue, 0, 'the collision happened anyway');
|
||||
assert.equal(s.trays.get('inbound')!.position.at, 'mainline', 'the train came in regardless');
|
||||
assert.equal((s.decks.hands.get(0) ?? []).length, before - 1, 'the card was not spent');
|
||||
});
|
||||
|
||||
it('declining lets the collision happen', () => {
|
||||
const s = game();
|
||||
dangerous(s, true);
|
||||
advance(s);
|
||||
|
||||
assert.ok(applyIntent(s, 0, { type: 'mainline.redFlag', flag: false }).ok);
|
||||
advance(s);
|
||||
assert.equal(s.players[0]!.revenue, -5, 'waving it through did not collide');
|
||||
});
|
||||
|
||||
it('does not offer a flag to a player holding none', () => {
|
||||
// A prompt with one button is not a choice, and it leaks that a collision is coming.
|
||||
const s = game();
|
||||
dangerous(s, false);
|
||||
advance(s);
|
||||
assert.equal(s.clock.pendingDecision, null, 'offered a flag to a player with no card');
|
||||
assert.equal(s.players[0]!.revenue, -5, 'the collision should have happened');
|
||||
});
|
||||
|
||||
it('stays quiet when the arrival is safe', () => {
|
||||
const s = game();
|
||||
dangerous(s, true);
|
||||
// Clear the hazard: nothing fouling the Running Track, and room at the Office.
|
||||
const area = areaOf(s, 0);
|
||||
area.grid.get(coordKey(area.officeCoord))!.standing = [];
|
||||
advance(s);
|
||||
assert.equal(s.clock.pendingDecision, null, 'interrupted the phase for a safe arrival');
|
||||
});
|
||||
});
|
||||
|
||||
@@ -681,6 +870,100 @@ describe('a turnout may be laid on top of a card already down', () => {
|
||||
});
|
||||
});
|
||||
|
||||
describe('extras that must run loaded, and one that must not (Gitea#13)', () => {
|
||||
/**
|
||||
* "I've redefined some of the extra trains that they have to run full boxcars — military trains,
|
||||
* circus trains, etc. If not loaded, then empty, and if none available, run without."
|
||||
*
|
||||
* A PREFERENCE ORDER, so every test here is about what the DIVISION YARD still holds. The rule
|
||||
* has nothing to say about a train once it is running; it decides which car may be taken next.
|
||||
*/
|
||||
const madeUp = (trainNumber: number) => {
|
||||
const s = game();
|
||||
s.clock.phase = 'newTrain';
|
||||
s.trays.set('t', {
|
||||
id: 't', trainNumber, trainIsExtra: true, engineAt: 0,
|
||||
consist: [], direction: 'east', position: { at: 'divisionPoint', side: 'west' }, movesUsed: 0,
|
||||
});
|
||||
return s;
|
||||
};
|
||||
const place = (carType: string, loaded: boolean) =>
|
||||
({ type: 'newTrain.placeCar', trayId: 't', carType, loaded }) as never;
|
||||
/** Leaves the Division Yard holding exactly the cars described. */
|
||||
const stockYard = (s: ReturnType<typeof madeUp>, cars: { type: string; loaded: boolean }[]) => {
|
||||
s.yards.divisionYard.length = 0;
|
||||
s.yards.divisionYard.push(...(cars as never[]));
|
||||
};
|
||||
|
||||
it('refuses an empty while the yard can still supply a loaded one (X18 Circus)', () => {
|
||||
const s = madeUp(18);
|
||||
stockYard(s, [{ type: 'boxcar', loaded: true }, { type: 'boxcar', loaded: false }]);
|
||||
assert.equal(check(s, 0, place('boxcar', false)), 'NO_SUITABLE_CAR',
|
||||
'an empty was accepted while a loaded boxcar was still in the yard');
|
||||
assert.equal(check(s, 0, place('boxcar', true)), null, 'the loaded boxcar was refused');
|
||||
});
|
||||
|
||||
it('accepts an empty once the yard has no loaded car of that kind left', () => {
|
||||
// "If not loaded, then empty." The rule releases as soon as the yard cannot supply.
|
||||
const s = madeUp(18);
|
||||
stockYard(s, [{ type: 'boxcar', loaded: false }]);
|
||||
assert.equal(check(s, 0, place('boxcar', false)), null,
|
||||
'an empty was refused when the yard held no loaded car at all');
|
||||
});
|
||||
|
||||
it('does not let a loaded car of the WRONG category unlock the rule', () => {
|
||||
// A loaded coach is no reason to refuse an empty boxcar: the preference is per category, since
|
||||
// that is the slot the car is competing for.
|
||||
const s = madeUp(18);
|
||||
stockYard(s, [{ type: 'coach', loaded: true }, { type: 'boxcar', loaded: false }]);
|
||||
assert.equal(check(s, 0, place('boxcar', false)), null,
|
||||
'a loaded coach blocked an empty boxcar');
|
||||
});
|
||||
|
||||
it('exempts the caboose, which is never empty in the supply', () => {
|
||||
const s = madeUp(18);
|
||||
stockYard(s, [{ type: 'caboose', loaded: true }, { type: 'boxcar', loaded: true }]);
|
||||
assert.equal(check(s, 0, place('caboose', true)), null, 'the caboose its card calls for was refused');
|
||||
});
|
||||
|
||||
it('applies to the Military train too', () => {
|
||||
const s = madeUp(19);
|
||||
stockYard(s, [{ type: 'coach', loaded: true }, { type: 'coach', loaded: false }]);
|
||||
assert.equal(check(s, 0, place('coach', false)), 'NO_SUITABLE_CAR',
|
||||
'the Military train took an empty coach over a loaded one');
|
||||
});
|
||||
|
||||
it('leaves trains without the rule alone', () => {
|
||||
// X21 Freight Extra has no loading rule: an empty is as good as a loaded one.
|
||||
const s = madeUp(21);
|
||||
stockYard(s, [{ type: 'boxcar', loaded: true }, { type: 'boxcar', loaded: false }]);
|
||||
assert.equal(check(s, 0, place('boxcar', false)), null,
|
||||
'a train with no loading rule was made to prefer loaded cars');
|
||||
});
|
||||
|
||||
it('REGRESSION: X13 Appleseed is empties-only, and now the rules say so too', () => {
|
||||
/**
|
||||
* `ConsistSpec.emptiesOnly` was declared on the card, RENDERED to the player as "(empties only)"
|
||||
* by `web/game.ts` and `sim/view.ts`, and enforced by NOTHING — `acceptsCar` never read it. So
|
||||
* the Appleseed could be made up with loaded cars while its own card said it could not. Found
|
||||
* while building Gitea#13, which is the same rule pointing the other way.
|
||||
*/
|
||||
const s = madeUp(13);
|
||||
stockYard(s, [{ type: 'boxcar', loaded: true }, { type: 'boxcar', loaded: false }]);
|
||||
assert.equal(check(s, 0, place('boxcar', true)), 'NO_SUITABLE_CAR',
|
||||
'the Appleseed took a loaded car despite printing "empties only"');
|
||||
assert.equal(check(s, 0, place('boxcar', false)), null, 'the Appleseed refused an empty');
|
||||
});
|
||||
|
||||
it('still lets the Appleseed take the caboose its consist calls for', () => {
|
||||
// Every caboose in ROLLING_STOCK_SUPPLY is minted loaded, so an unexempted empties-only rule
|
||||
// would bar the one car the card explicitly lists.
|
||||
const s = madeUp(13);
|
||||
stockYard(s, [{ type: 'caboose', loaded: true }]);
|
||||
assert.equal(check(s, 0, place('caboose', true)), null, 'the empties-only rule ate the caboose');
|
||||
});
|
||||
});
|
||||
|
||||
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
|
||||
@@ -796,18 +1079,35 @@ describe('Q13 — a train that catches the one ahead runs into it', () => {
|
||||
* then region 1 — so it catches up whichever order the phase happens to process them in.
|
||||
*/
|
||||
const twoTrains = (opts: { absSignals?: boolean } = {}): { s: GameState; events: GameEvent[] } => {
|
||||
const s = createGame({
|
||||
id: 'rear', seed: 3,
|
||||
config: {
|
||||
mode: 'solitaire', days: 5, minCombinedRevenue: 0, maxCollisionsPerDay: 0, maxCollisionsTotal: 0, pvpCardsAllowed: false,
|
||||
optionalRules: { reducedVisibility: false, employeeRotation: false, emergencyToolbox: false },
|
||||
},
|
||||
playerNames: ['bot'],
|
||||
});
|
||||
const index = s.division.nodes.findIndex(
|
||||
(n) => n.kind === 'mainline' && !mainlineProfile(n.card).trainsMayPass,
|
||||
);
|
||||
assert.ok(index >= 0, 'no single-track Mainline card in this Division');
|
||||
/**
|
||||
* THE SEED IS SEARCHED FOR, NOT WRITTEN DOWN.
|
||||
*
|
||||
* This asked for seed 3 and asserted that its Division held a single-track Mainline card. It
|
||||
* does not any more: the Division is laid out from the same RNG stream the card deck is
|
||||
* shuffled from, so changing the SIZE of that deck re-deals the Division too. Gitea#14's deck
|
||||
* counts moved it, and the test failed on its own precondition — "no single-track Mainline card
|
||||
* in this Division" — which says nothing about the rule under test.
|
||||
*
|
||||
* The fixture needs A Division with a card trains may not pass on, not one particular one, so
|
||||
* it now takes the first seed that provides one. That is stable across any future retune, and
|
||||
* it fails loudly if such a Division stops being reachable at all.
|
||||
*/
|
||||
let s!: GameState;
|
||||
let index = -1;
|
||||
for (let seed = 3; seed < 200 && index < 0; seed++) {
|
||||
s = createGame({
|
||||
id: 'rear', seed,
|
||||
config: {
|
||||
mode: 'solitaire', days: 5, minCombinedRevenue: 0, maxCollisionsPerDay: 0, maxCollisionsTotal: 0, pvpCardsAllowed: false,
|
||||
optionalRules: { reducedVisibility: false, employeeRotation: false, emergencyToolbox: false },
|
||||
},
|
||||
playerNames: ['bot'],
|
||||
});
|
||||
index = s.division.nodes.findIndex(
|
||||
(n) => n.kind === 'mainline' && !mainlineProfile(n.card).trainsMayPass,
|
||||
);
|
||||
}
|
||||
assert.ok(index >= 0, 'no seed under 200 deals a Division holding a single-track Mainline card');
|
||||
const node = s.division.nodes[index]!;
|
||||
assert.ok(node.kind === 'mainline');
|
||||
if (node.kind !== 'mainline') throw new Error('unreachable');
|
||||
@@ -863,12 +1163,116 @@ describe('Q13 — a train that catches the one ahead runs into it', () => {
|
||||
);
|
||||
});
|
||||
|
||||
it('leaves trains alone on a card that prints "trains may pass"', () => {
|
||||
// Double Track and Uncontrolled Siding hold two trains because they HAVE two roads. Catching up
|
||||
// there means going past, which is what the card is for. Without this the mechanic fired 0.41
|
||||
// times a game while the bot never once granted clearance — the tell that they were all
|
||||
// passing cards.
|
||||
/**
|
||||
* ENTERING an occupied region, as opposed to catching up inside the card (Gitea#3).
|
||||
*
|
||||
* A card can be ONE region wide — Plains, Double Track and Trestle all are — so a following train
|
||||
* granted clearance is in the same place as the train ahead the moment it arrives. Nothing tested
|
||||
* that: the catch-up check lives inside `stagesRemaining > 1`, which a one-Stage crossing never
|
||||
* reaches, so entering behind another train on a Plains was silently free.
|
||||
*/
|
||||
const enteringBehind = (card: MainlineKind, opts: { absSignals?: boolean } = {}) => {
|
||||
const s = game();
|
||||
const index = s.division.nodes.findIndex((n) => n.kind === 'mainline');
|
||||
const node = s.division.nodes[index]!;
|
||||
assert.ok(node.kind === 'mainline');
|
||||
if (node.kind !== 'mainline') throw new Error('unreachable');
|
||||
node.card = card;
|
||||
node.transits = [];
|
||||
if (opts.absSignals) node.absSignals = true;
|
||||
|
||||
/**
|
||||
* THE TRAIN ALREADY THERE IS THE JUNIOR ONE, and that is what makes the situation reachable.
|
||||
*
|
||||
* Trains move lowest number first, so a card's occupant normally clears before anything behind
|
||||
* it is even considered — put train 9 on the card and train 11 at the Division Point and 9 has
|
||||
* gone by the time 11 enters. The conflict is a SUPERIOR train catching an inferior one that has
|
||||
* not got out of the way yet, so the numbers run the other way round here.
|
||||
*/
|
||||
const leader = s.freeTrays.pop()!;
|
||||
s.trays.set(leader, {
|
||||
id: leader, trainNumber: 11, trainIsExtra: false, engineAt: 0,
|
||||
consist: [{ type: 'boxcar', loaded: false }], direction: 'east',
|
||||
position: { at: 'mainline', index },
|
||||
} as never);
|
||||
const total = crossingStages(card, { trainSpeed: 'fast', direction: 'east', gradeUp: 'east', modifiers: [] });
|
||||
node.transits.push({ tray: leader, stagesRemaining: total, stagesTotal: total, direction: 'east' });
|
||||
|
||||
// And the one arriving, held at the Division Point west of it.
|
||||
const dp = s.division.nodes[index - 1];
|
||||
assert.ok(dp && dp.kind === 'divisionPoint', 'expected a Division Point west of the first card');
|
||||
if (!dp || dp.kind !== 'divisionPoint') throw new Error('unreachable');
|
||||
const follower = s.freeTrays.pop()!;
|
||||
s.trays.set(follower, {
|
||||
id: follower, trainNumber: 9, trainIsExtra: false, engineAt: 0,
|
||||
consist: [{ type: 'boxcar', loaded: false }], direction: 'east',
|
||||
position: { at: 'divisionPoint', side: dp.side },
|
||||
} as never);
|
||||
dp.holding.push(follower);
|
||||
|
||||
/**
|
||||
* THE SUPERINTENDENT LETS IT IN, which is the whole point.
|
||||
*
|
||||
* A same-direction train in the Subdivision is not an absolute bar — §8.1 makes it a judgment
|
||||
* call, and `advance` stops and asks. Granting it is what puts one train in behind another, and
|
||||
* §10 is then explicit that the wreck is the Superintendent's fault. So the fixture answers
|
||||
* `allow: true` whenever it is asked, and the collision below is the consequence of that
|
||||
* ruling rather than of a rule firing on its own.
|
||||
*/
|
||||
s.clock.phase = 'mainline';
|
||||
const events: GameEvent[] = [];
|
||||
for (let i = 0; i < 6; i++) {
|
||||
events.push(...advance(s).events);
|
||||
if (s.clock.pendingDecision !== null) {
|
||||
const who = s.clock.superintendent;
|
||||
const r = applyIntent(s, who, { type: 'mainline.clearance', allow: true });
|
||||
assert.ok(r.ok, `clearance refused: ${r.ok ? '' : r.code}`);
|
||||
events.push(...r.events);
|
||||
}
|
||||
}
|
||||
return { s, node, events, follower };
|
||||
};
|
||||
|
||||
it('runs a train into the one ahead when it ENTERS an occupied region', () => {
|
||||
const { events } = enteringBehind('plains');
|
||||
const smash = events.find((e) => e.type === 'trainsDestroyed');
|
||||
assert.ok(smash, 'a train entered a one-region card behind another and nothing happened');
|
||||
});
|
||||
|
||||
it('holds it short instead when the card carries ABS Signals', () => {
|
||||
// RAR: "ABS. This is played on a mainline card to prevent collisions. If a collision would
|
||||
// normally occur, the train moving onto the card is instead held back."
|
||||
const { events } = enteringBehind('plains', { absSignals: true });
|
||||
assert.ok(!events.some((e) => e.type === 'trainsDestroyed'), 'ABS Signals did not prevent it');
|
||||
assert.ok(
|
||||
events.some((e) => e.type === 'trainHeld' && /ABS Signals/.test(e.reason)),
|
||||
'nothing was held short of the train ahead',
|
||||
);
|
||||
});
|
||||
|
||||
it('takes the siding instead of colliding on an Uncontrolled Siding', () => {
|
||||
// "If a train already exists when you arrive, you go in the second stage back — you are in the
|
||||
// siding and are one behind the other train. This prevents a collision, since you are not in
|
||||
// same exact location." So: no wreck, both trains on the card, and the newcomer paying the
|
||||
// extra Stage for the detour.
|
||||
const { node, events, follower } = enteringBehind('uncontrolledSiding');
|
||||
assert.ok(!events.some((e) => e.type === 'trainsDestroyed'), 'the siding did not prevent a collision');
|
||||
const mine = node.transits.find((t) => t.tray === follower);
|
||||
assert.ok(mine, 'the arriving train never made it onto the card');
|
||||
assert.equal(mine.stagesTotal, 2, 'it should have entered at the back of the card, not the front');
|
||||
});
|
||||
|
||||
it('leaves trains alone on the one card that prints "trains may pass"', () => {
|
||||
// Double Track holds two trains because it HAS two roads. Catching up there means going past,
|
||||
// which is what the card is for.
|
||||
//
|
||||
// THE UNCONTROLLED SIDING USED TO BE IN THIS LIST AND IS NOT ANY MORE (Gitea#3). It holds two
|
||||
// trains as well, but not by letting them share a place: the second one takes the siding and
|
||||
// sits a region behind, which is what keeps them apart — "you are in the siding and are one
|
||||
// behind the other train. This prevents a collision, since you are not in same exact location."
|
||||
// Marked "may pass" it skipped the collision test entirely, so the siding did nothing at all and
|
||||
// two trains could occupy the same region of it unchallenged.
|
||||
const passing = MAINLINE_PROFILES.filter((m) => m.trainsMayPass).map((m) => m.kind);
|
||||
assert.deepEqual(passing, ['doubleTrack', 'uncontrolledSiding']);
|
||||
assert.deepEqual(passing, ['doubleTrack']);
|
||||
});
|
||||
});
|
||||
|
||||
+101
-1
@@ -11,9 +11,10 @@ import { describe, it } from 'node:test';
|
||||
import assert from 'node:assert/strict';
|
||||
|
||||
import { advance, pump } from '../src/engine/advance.ts';
|
||||
import { applyIntent, areaAtSeat, areaOf } from '../src/engine/apply.ts';
|
||||
import { applyIntent, areaAtSeat, areaOf, check } from '../src/engine/apply.ts';
|
||||
import { STAGES_PER_DAY, STAGES_PER_SHIFT, crewTrayCount } from '../src/engine/content.ts';
|
||||
import { createGame } from '../src/engine/setup.ts';
|
||||
import { legalActions } from '../src/engine/legal.ts';
|
||||
import type { GameConfig, GameState, PlayerIndex } from '../src/engine/state.ts';
|
||||
import { coordKey, playerAtSeat, playerLeftOf, seatOf, subdivisions } from '../src/engine/state.ts';
|
||||
import { developerBot, playGame } from '../src/sim/bot.ts';
|
||||
@@ -675,6 +676,105 @@ describe('the New Train phase car-placement round rotates (§7, Gap 9)', () => {
|
||||
});
|
||||
});
|
||||
|
||||
describe('an Extra belongs to the player who played it (§7)', () => {
|
||||
/**
|
||||
* REPORTED BY JESSE 2026-08-23, from a two-player game on StartOS: one seat played a train card
|
||||
* and the OTHER was asked to build the train. For a Timetabled train that is correct — the round
|
||||
* above starts at the Superintendent — but §7 states the Extra rule a paragraph later and it is
|
||||
* the opposite one: "the player who played the card may place the Crew Tray at either Division
|
||||
* Point ... and may load the consist as he chooses."
|
||||
*
|
||||
* The engine could not honour it: `pendingExtras` was a bare `number[]`, so nothing recorded whose
|
||||
* Extra it was and the phase asked whoever the acting order happened to be on. Invisible in
|
||||
* solitaire, where that is always the same person.
|
||||
*/
|
||||
const withPendingExtra = (players: number, owner: PlayerIndex) => {
|
||||
const s = game(players);
|
||||
s.clock.phase = 'newTrain';
|
||||
s.timetable = s.timetable.map(() => null);
|
||||
// X22 "Pee-Dee" — a caboose-only Extra, so the consist is short and the round would be visible.
|
||||
s.pendingExtras = [{ trainNumber: 22, player: owner }];
|
||||
return s;
|
||||
};
|
||||
|
||||
it('asks the player who played it where it starts — not whoever the round is on', () => {
|
||||
// The owner is deliberately NOT the Superintendent, which is the case that used to go wrong.
|
||||
const s = withPendingExtra(2, 1 as PlayerIndex);
|
||||
const notSuper = playerLeftOf(s, s.clock.superintendent, 1);
|
||||
s.pendingExtras = [{ trainNumber: 22, player: notSuper }];
|
||||
|
||||
const r = advance(s);
|
||||
assert.equal(r.needsInput, true, 'the phase did not stop to place the Extra');
|
||||
assert.equal(s.clock.currentActor, notSuper, 'the wrong player was asked where the Extra starts');
|
||||
});
|
||||
|
||||
it('refuses another seat placing it, and offers it to nobody else', () => {
|
||||
const s = withPendingExtra(2, 0 as PlayerIndex);
|
||||
const intent = {
|
||||
type: 'newTrain.startExtra' as const,
|
||||
trainNumber: 22,
|
||||
start: { kind: 'divisionPoint' as const, side: 'west' as const },
|
||||
};
|
||||
const theirs = applyIntent(s, 0 as PlayerIndex, intent);
|
||||
assert.ok(theirs.ok, `the owner could not place their own Extra — ${theirs.ok ? '' : theirs.code}`);
|
||||
|
||||
/**
|
||||
* TWO EXTRAS, TWO OWNERS — the case where the guard is actually reachable. The phase stops on
|
||||
* the first pending Extra's owner, so seat 0 is legitimately the current actor; nothing but this
|
||||
* rule stops them placing seat 1's train while they are there.
|
||||
*/
|
||||
const both = withPendingExtra(2, 0 as PlayerIndex);
|
||||
both.pendingExtras = [
|
||||
{ trainNumber: 22, player: 0 as PlayerIndex },
|
||||
{ trainNumber: 24, player: 1 as PlayerIndex },
|
||||
];
|
||||
advance(both);
|
||||
assert.equal(both.clock.currentActor, 0, 'the first pending Extra should have stopped on its owner');
|
||||
assert.equal(check(both, 0 as PlayerIndex, { ...intent, trainNumber: 24 }), 'NOT_YOUR_EXTRA');
|
||||
const notTheirs = applyIntent(both, 0 as PlayerIndex, { ...intent, trainNumber: 24 });
|
||||
assert.equal(notTheirs.ok, false, 'a seat placed somebody else’s Extra while it was their turn');
|
||||
// And it is not even offered: a menu that lists an action `check` will refuse is a menu lying.
|
||||
assert.equal(
|
||||
legalActions(both, 0 as PlayerIndex).some(
|
||||
(i) => i.type === 'newTrain.startExtra' && i.trainNumber === 24,
|
||||
),
|
||||
false,
|
||||
'somebody else’s Extra was offered a start point',
|
||||
);
|
||||
});
|
||||
|
||||
it('lets its player load the whole consist, rather than passing the round', () => {
|
||||
// §7: "may load the consist as he chooses" — no going round the table for an Extra.
|
||||
const s = withPendingExtra(2, 0 as PlayerIndex);
|
||||
const owner = 0 as PlayerIndex;
|
||||
const placed = applyIntent(s, owner, {
|
||||
type: 'newTrain.startExtra',
|
||||
trainNumber: 22,
|
||||
start: { kind: 'divisionPoint', side: 'west' },
|
||||
});
|
||||
assert.ok(placed.ok, 'the Extra could not be placed');
|
||||
s.yards.divisionYard.push({ type: 'caboose', loaded: false }, { type: 'caboose', loaded: false });
|
||||
|
||||
const asked: PlayerIndex[] = [];
|
||||
for (let guard = 0; guard < 4; guard++) {
|
||||
const r = advance(s);
|
||||
if (!r.needsInput) break;
|
||||
const actor = s.clock.currentActor!;
|
||||
asked.push(actor);
|
||||
const tray = [...s.trays.values()].find((t) => t.trainIsExtra);
|
||||
assert.ok(tray, 'the Extra has no tray');
|
||||
const result = applyIntent(s, actor, { type: 'newTrain.passCar', trayId: tray.id });
|
||||
if (!result.ok) break;
|
||||
}
|
||||
assert.ok(asked.length > 0, 'nobody was asked to load the Extra');
|
||||
assert.deepEqual(
|
||||
[...new Set(asked)],
|
||||
[owner],
|
||||
`the Extra's consist went round the table (asked ${asked.join(', ')}) instead of staying with its player`,
|
||||
);
|
||||
});
|
||||
});
|
||||
|
||||
describe('actionMenu is seat-safe (Phase 2 prep)', () => {
|
||||
/**
|
||||
* REGRESSION. `actionMenu(game, seat)` used `seat` only for the `hand` field — `options`/`direct`/
|
||||
|
||||
@@ -0,0 +1,179 @@
|
||||
/**
|
||||
* The four game types (`src/web/presets.ts`) — Jesse's design, 2026-08-23.
|
||||
*
|
||||
* These numbers are a DESIGN, not an implementation detail: they say what Co-op asks of a table and
|
||||
* what Cutthroat refuses to. Pinned here so that changing one is a decision somebody makes on
|
||||
* purpose rather than something a refactor can do quietly.
|
||||
*/
|
||||
|
||||
import { describe, it } from 'node:test';
|
||||
import assert from 'node:assert/strict';
|
||||
|
||||
import {
|
||||
PRESETS,
|
||||
closestPreset,
|
||||
configFromPreset,
|
||||
configFromSettings,
|
||||
differencesFrom,
|
||||
gameTypeLabel,
|
||||
preset,
|
||||
presetOf,
|
||||
presetSettings,
|
||||
settingsOf,
|
||||
} from '../src/web/presets.ts';
|
||||
import type { PresetName } from '../src/web/presets.ts';
|
||||
|
||||
const NAMES: PresetName[] = ['solitaire', 'coop', 'competitive', 'cutthroat'];
|
||||
|
||||
describe('what each game type is', () => {
|
||||
it('deals six cards in every type — the hand limit is three, so the first turn is a discard', () => {
|
||||
for (const name of NAMES) {
|
||||
assert.equal(presetSettings(name, 4, 5).startingHand, 'sixRandom', `${name} does not deal six`);
|
||||
}
|
||||
});
|
||||
|
||||
it('scores Cutthroat as Competitive, and Co-op as itself', () => {
|
||||
assert.equal(preset('cutthroat').scoring, 'competitive');
|
||||
assert.equal(preset('competitive').scoring, 'competitive');
|
||||
assert.equal(preset('coop').scoring, 'coop');
|
||||
assert.equal(preset('solitaire').scoring, 'solitaire');
|
||||
});
|
||||
|
||||
it('lets the opponent-directed cards into Competitive and Cutthroat only', () => {
|
||||
// Co-op has no opponent to point them at; solitaire has nobody at all. Inert either way until
|
||||
// the cards are built (`setup.ts`), which is why no screen offers this as a control any more.
|
||||
assert.deepEqual(
|
||||
PRESETS.filter((p) => p.pvpCards).map((p) => p.name),
|
||||
['competitive', 'cutthroat'],
|
||||
);
|
||||
});
|
||||
|
||||
it('pays for a transit in Co-op alone — the one economy that pays everybody at once', () => {
|
||||
assert.equal(presetSettings('coop', 4, 5).trainPerTransit, 1);
|
||||
for (const name of ['solitaire', 'competitive', 'cutthroat'] as PresetName[]) {
|
||||
assert.equal(presetSettings(name, 4, 5).trainPerTransit, 0, `${name} pays for transits`);
|
||||
}
|
||||
});
|
||||
|
||||
it('lets an Extra be planted in another player’s district in Cutthroat only', () => {
|
||||
assert.equal(presetSettings('cutthroat', 4, 5).extraStart, 'anyOffice');
|
||||
assert.equal(presetSettings('coop', 4, 5).extraStart, 'ownOffice');
|
||||
assert.equal(presetSettings('competitive', 4, 5).extraStart, 'ownOffice');
|
||||
// At one player the two rules are the same rule.
|
||||
assert.equal(presetSettings('solitaire', 1, 5).extraStart, 'anyOffice');
|
||||
});
|
||||
|
||||
it('leaves every optional rule off, in every type', () => {
|
||||
for (const name of NAMES) {
|
||||
const s = presetSettings(name, 4, 5);
|
||||
assert.deepEqual(
|
||||
[s.reducedVisibility, s.employeeRotation, s.emergencyToolbox],
|
||||
[false, false, false],
|
||||
`${name} switches an optional rule on`,
|
||||
);
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
describe('the Revenue floor is a formula, not a number', () => {
|
||||
/**
|
||||
* Jesse gave these at five Days — Co-op 15 × players, Competitive 10 × players — and they scale,
|
||||
* because a ten-Day game with a five-Day target is not a target. The floor follows the table size
|
||||
* AND the length, which is exactly why both sit above the type radios as parameters rather than
|
||||
* below them as rules.
|
||||
*/
|
||||
it('asks 15 per player in Co-op at five Days, and 10 in Competitive', () => {
|
||||
for (const players of [2, 3, 4]) {
|
||||
assert.equal(presetSettings('coop', players, 5).minCombinedRevenue, 15 * players);
|
||||
assert.equal(presetSettings('competitive', players, 5).minCombinedRevenue, 10 * players);
|
||||
}
|
||||
});
|
||||
|
||||
it('scales both ways with the Day count', () => {
|
||||
assert.equal(presetSettings('coop', 3, 8).minCombinedRevenue, 3 * 3 * 8);
|
||||
assert.equal(presetSettings('coop', 3, 3).minCombinedRevenue, 3 * 3 * 3);
|
||||
assert.equal(presetSettings('competitive', 4, 10).minCombinedRevenue, 2 * 4 * 10);
|
||||
assert.equal(presetSettings('competitive', 2, 3).minCombinedRevenue, 2 * 2 * 3);
|
||||
});
|
||||
|
||||
it('asks nothing at all in Cutthroat, and leaves only the per-Day collision check standing', () => {
|
||||
const s = presetSettings('cutthroat', 4, 5);
|
||||
assert.equal(s.minCombinedRevenue, 0, 'Cutthroat has a Revenue floor');
|
||||
assert.equal(s.maxCollisionsTotal, 0, 'Cutthroat caps collisions across the game');
|
||||
assert.equal(s.maxCollisionsPerDay, 3, 'three collisions in one Day still ends a Cutthroat game');
|
||||
});
|
||||
});
|
||||
|
||||
describe('naming a game from its numbers', () => {
|
||||
it('reads every type back as itself, at every table size and length', () => {
|
||||
for (const name of NAMES) {
|
||||
const players = name === 'solitaire' ? 1 : 3;
|
||||
for (const days of [3, 5, 10]) {
|
||||
const config = configFromPreset(name, players, days);
|
||||
assert.equal(presetOf(config, players, days), name, `${name} at ${days} Days did not read back`);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
it('tells Cutthroat and Competitive apart, though they are scored the same way', () => {
|
||||
const cut = configFromPreset('cutthroat', 4, 5);
|
||||
const comp = configFromPreset('competitive', 4, 5);
|
||||
assert.equal(cut.mode, comp.mode, 'these two are meant to share a scoring mode');
|
||||
assert.equal(presetOf(cut, 4, 5), 'cutthroat');
|
||||
assert.equal(presetOf(comp, 4, 5), 'competitive');
|
||||
});
|
||||
|
||||
it('calls a changed rule Custom, and says which rule', () => {
|
||||
const base = configFromPreset('coop', 4, 5);
|
||||
const settings = { ...settingsOf(base), emergencyToolbox: true };
|
||||
const custom = configFromSettings(settings, 'coop', 5, false);
|
||||
assert.equal(presetOf(custom, 4, 5), 'custom');
|
||||
assert.deepEqual(differencesFrom('coop', settings, 4, 5), ['emergencyToolbox']);
|
||||
});
|
||||
|
||||
it('does not call a Co-op game Competitive just because its dials line up', () => {
|
||||
// The scoring mode is part of the comparison: the same numbers under a different mode are a
|
||||
// different game, and the type is what a player reads to know which.
|
||||
const settings = presetSettings('competitive', 4, 5);
|
||||
const coopScored = configFromSettings(settings, 'coop', 5, false);
|
||||
assert.notEqual(presetOf(coopScored, 4, 5), 'competitive');
|
||||
assert.equal(presetOf(coopScored, 4, 5), 'custom');
|
||||
});
|
||||
|
||||
it('measures a Custom game against the nearest type it is scored as', () => {
|
||||
// A join preview is handed a finished config and nothing else — "Custom" alone would tell a
|
||||
// player nothing about what they are sitting down to.
|
||||
const settings = { ...presetSettings('cutthroat', 4, 5), freightPerLoad: 3 };
|
||||
const config = configFromSettings(settings, 'competitive', 5, true);
|
||||
const near = closestPreset(config, 4, 5);
|
||||
assert.equal(near.name, 'cutthroat', 'a tuned Cutthroat game was measured against something else');
|
||||
assert.deepEqual(near.differing, ['freightPerLoad']);
|
||||
});
|
||||
|
||||
it('says what a Custom game is scored as, since the dials cannot', () => {
|
||||
assert.match(gameTypeLabel('custom', 'coop'), /Co-op/);
|
||||
assert.match(gameTypeLabel('custom', 'competitive'), /Competitive/);
|
||||
assert.equal(gameTypeLabel('cutthroat', 'competitive'), 'Cutthroat');
|
||||
});
|
||||
});
|
||||
|
||||
describe('the config a form produces', () => {
|
||||
it('carries the type’s scoring mode and its stance on the opponent cards', () => {
|
||||
for (const name of NAMES) {
|
||||
const config = configFromPreset(name, name === 'solitaire' ? 1 : 4, 5);
|
||||
assert.equal(config.mode, preset(name).scoring);
|
||||
assert.equal(config.pvpCardsAllowed, preset(name).pvpCards);
|
||||
}
|
||||
});
|
||||
|
||||
it('spells out every house rule rather than leaving one to a default somewhere else', () => {
|
||||
const config = configFromPreset('competitive', 3, 5);
|
||||
assert.ok(config.houseRules?.startingHand, 'the opening hand was left unnamed');
|
||||
assert.ok(config.houseRules?.extraStart, 'the Extra rule was left unnamed');
|
||||
assert.deepEqual(config.houseRules?.revenue, {
|
||||
passengerPerCoach: 1,
|
||||
freightPerLoad: 1,
|
||||
trainPerTransit: 0,
|
||||
});
|
||||
});
|
||||
});
|
||||
@@ -99,6 +99,30 @@ describe('redaction — a seat\'s Frame never carries another seat\'s secrets',
|
||||
assert.ok(!serialized.includes(String(s.seed)), 'the seed value leaked into the Frame some other way');
|
||||
});
|
||||
|
||||
it('the tally that rides the Frame is aggregate counts, never a card id (Gitea#16)', () => {
|
||||
// Gitea#16's statistics live on `GameState` and reach a remote client on the Frame, which is
|
||||
// only safe because nothing in a Tally identifies a card. That is a property of what
|
||||
// `tally.ts` chooses to count, and nothing in the type system enforces it — so it is asserted
|
||||
// here, where a future counter that stashed a `cardId` "just for badges" would be caught.
|
||||
for (const players of [3, 4]) {
|
||||
const s = midGame(players, 5000 + players);
|
||||
const secrets = new Set<string>([...s.decks.homeOffice]);
|
||||
for (const hand of s.decks.hands.values()) for (const id of hand) secrets.add(id);
|
||||
for (let viewer = 0 as PlayerIndex; viewer < players; viewer++) {
|
||||
const serialized = JSON.stringify(snapshot(s, [], null, null, null, false, viewer).tally);
|
||||
for (const cardId of secrets) {
|
||||
assert.ok(!serialized.includes(`"${cardId}"`), `the tally carries card id "${cardId}"`);
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
it('every seat sees the SAME tally — it is the table\'s account, not a private one', () => {
|
||||
const s = midGame(3, 5555);
|
||||
const tallies = [0, 1, 2].map((p) => snapshot(s, [], null, null, null, false, p as PlayerIndex).tally);
|
||||
for (const t of tallies) assert.deepEqual(t, tallies[0], 'the tally differs by seat');
|
||||
});
|
||||
|
||||
it('only the viewer\'s own hand and handCount are non-public — everything else matches across seats', () => {
|
||||
// The redaction surface is four fields (§7), not sixty event types. Cross-check that seats agree
|
||||
// on everything else a Frame carries about shared state.
|
||||
|
||||
+88
-1
@@ -11,8 +11,10 @@ import assert from 'node:assert/strict';
|
||||
import { pump } from '../src/engine/advance.ts';
|
||||
import { DEFAULT_MAX_COLLISIONS_PER_DAY, DEFAULT_MAX_COLLISIONS_TOTAL, collectiveRevenueFloor } from '../src/engine/content.ts';
|
||||
import type { GameEvent } from '../src/engine/events.ts';
|
||||
import { areaOf } from '../src/engine/apply.ts';
|
||||
import { createGame } from '../src/engine/setup.ts';
|
||||
import type { GameConfig } from '../src/engine/state.ts';
|
||||
import { coordKey } from '../src/engine/state.ts';
|
||||
import type { GameConfig, GameState } from '../src/engine/state.ts';
|
||||
import { developerBot, playGame } from '../src/sim/bot.ts';
|
||||
import { impediments, isVisible, narrate, phaseLabel } from '../src/sim/narrate.ts';
|
||||
import { compress, rehydrateCells, record, renderHtml } from '../src/sim/replay.ts';
|
||||
@@ -138,6 +140,91 @@ describe('impediments', () => {
|
||||
});
|
||||
});
|
||||
|
||||
/**
|
||||
* Gitea#2 — "four porters, two passengers on the platform, and I never get the chance to work them."
|
||||
*
|
||||
* The engine was faithful at every step; what was missing was any way to SEE why. A Porter action
|
||||
* that cannot be taken is simply absent from the menu, and this panel — the one that answers "why is
|
||||
* nothing moving?" — opened with `f.kind !== 'freight'`, so a platform had never had anything to say
|
||||
* for itself at all.
|
||||
*/
|
||||
describe('a blocked platform says why (Gitea#2)', () => {
|
||||
/** Raise the Whistle Post to a working Terminal: the tier's printed numbers, applied directly. */
|
||||
function platform(s: GameState) {
|
||||
const area = areaOf(s, 0);
|
||||
area.tier = 'terminal';
|
||||
const card = area.grid.get(coordKey(area.officeCoord))!;
|
||||
const f = card.facility!;
|
||||
f.allows = { outbound: true, inbound: true };
|
||||
f.porters = 3;
|
||||
f.capacity = { outbound: 3, inbound: 3 };
|
||||
return { area, f };
|
||||
}
|
||||
|
||||
/** A tray standing on an A/D track at the Office, carrying whatever it is given. */
|
||||
function atOffice(s: GameState, consist: { type: 'coach'; loaded: boolean; origin?: number }[]): void {
|
||||
const area = areaOf(s, 0);
|
||||
const id = s.freeTrays.pop()!;
|
||||
s.trays.set(id, {
|
||||
id, trainNumber: null, trainIsExtra: false, engineAt: 0, consist,
|
||||
direction: 'east', position: { at: 'grid', seat: 0, coord: area.officeCoord }, movesUsed: 0,
|
||||
});
|
||||
area.adOccupancy.push(id);
|
||||
}
|
||||
|
||||
it('reports passengers standing on a platform with no train to take them', () => {
|
||||
// The whole of the bug's second half: before this, `impediments` returned an EMPTY list here.
|
||||
const s = createGame({ id: 'g', seed: 5, config, playerNames: ['p'] });
|
||||
const { f } = platform(s);
|
||||
f.outboundBox = [{ type: 'coach', loaded: true }];
|
||||
const found = impediments(s, 0);
|
||||
const platformRow = found.find((b) => /platform/.test(b.why));
|
||||
assert.ok(platformRow, `nothing reported for the platform:\n${JSON.stringify(found, null, 2)}`);
|
||||
assert.match(platformRow.why, /passengers waiting, no train at the platform/);
|
||||
assert.equal(platformRow.severity, 'waiting');
|
||||
});
|
||||
|
||||
it('names the Office by its tier rather than the word "facility"', () => {
|
||||
// A Passenger Facility rides on the `office` card, so the freight branch's `geometry.facility`
|
||||
// is not there to read and every passenger row read `facility 0,0` next to `mineTipple 1,-3`.
|
||||
const s = createGame({ id: 'g', seed: 5, config, playerNames: ['p'] });
|
||||
const { f } = platform(s);
|
||||
f.outboundBox = [{ type: 'coach', loaded: true }];
|
||||
const row = impediments(s, 0).find((b) => /platform/.test(b.why))!;
|
||||
assert.match(row.where, /^terminal /, `the Office is unnamed: ${row.where}`);
|
||||
});
|
||||
|
||||
it('explains the coach shortage that made the game look broken', () => {
|
||||
// The reported state: a train in with passengers to set down, red slots free, four porters —
|
||||
// and §9.2 needs a white coach out of the Division Yard to swap in. There was none, with eight
|
||||
// more sitting in the Classification Yard that §2.2 returns only when the Division Yard is BARE.
|
||||
const s = createGame({ id: 'g', seed: 5, config, playerNames: ['p'] });
|
||||
const { f } = platform(s);
|
||||
atOffice(s, [{ type: 'coach', loaded: true, origin: 1 }]);
|
||||
s.yards.divisionYard = s.yards.divisionYard.filter((c) => !(c.type === 'coach' && !c.loaded));
|
||||
s.yards.classificationYard = [
|
||||
{ type: 'coach', loaded: false },
|
||||
{ type: 'coach', loaded: false },
|
||||
];
|
||||
const row = impediments(s, 0).find((b) => /§9\.2/.test(b.why));
|
||||
assert.ok(row, `the coach shortage was not explained:\n${JSON.stringify(impediments(s, 0), null, 2)}`);
|
||||
assert.equal(row.severity, 'stuck', 'a train that cannot be emptied is stuck, not merely waiting');
|
||||
assert.match(row.why, /2 coaches are in the Classification Yard/, `where the coaches are is not said: ${row.why}`);
|
||||
assert.match(row.why, /Classification returns only when the Division Yard is bare/);
|
||||
assert.ok(f.inboundBox.length === 0, 'the red slots were free — the shortage is the only cause');
|
||||
});
|
||||
|
||||
it('says nothing about a platform that is working fine', () => {
|
||||
// Passengers waiting AND a train with an empty coach to take them: no impediment.
|
||||
const s = createGame({ id: 'g', seed: 5, config, playerNames: ['p'] });
|
||||
const { f } = platform(s);
|
||||
f.outboundBox = [{ type: 'coach', loaded: true }];
|
||||
atOffice(s, [{ type: 'coach', loaded: false }]);
|
||||
const found = impediments(s, 0).filter((b) => /platform|§9\.2|Porters/.test(b.why));
|
||||
assert.deepEqual(found, [], `a working platform reported an impediment:\n${JSON.stringify(found, null, 2)}`);
|
||||
});
|
||||
});
|
||||
|
||||
describe('replay recording', () => {
|
||||
const rec = record(1234, 'standard');
|
||||
|
||||
|
||||
@@ -10,6 +10,7 @@ import {
|
||||
createLobby,
|
||||
freshGameCode,
|
||||
joinLobby,
|
||||
leaveLobby,
|
||||
playerCountAllowed,
|
||||
reassignHost,
|
||||
setBotSeat,
|
||||
@@ -250,3 +251,96 @@ describe('game codes', () => {
|
||||
assert.match(code, /^[A-Z]+-\d{4}$/);
|
||||
});
|
||||
});
|
||||
|
||||
describe('a name nobody else at the table is using', () => {
|
||||
/**
|
||||
* The display name is not decoration: it labels the district on the Division map, it is what the
|
||||
* turn chart means by "waiting on Jesse", and `record()` puts it in front of every line that
|
||||
* player causes. Two identical names make all three ambiguous, and the names lock at
|
||||
* `Lobby.Start` — so the refusal has to happen at the door.
|
||||
*/
|
||||
it('refuses a second player using a name already at the table, whatever the case or spacing', () => {
|
||||
const { lobby } = createLobby(competitive, 'Alice', 'RAIL-0001', 4);
|
||||
for (const attempt of ['Alice', 'alice', ' ALICE ']) {
|
||||
const result = joinLobby(lobby, attempt);
|
||||
assert.equal(result.ok, false, `"${attempt}" was allowed alongside Alice`);
|
||||
if (!result.ok) assert.equal(result.code, 'NAME_TAKEN');
|
||||
}
|
||||
});
|
||||
|
||||
it('frees the name again when that player leaves', () => {
|
||||
const { lobby, session } = createLobby(competitive, 'Alice', 'RAIL-0001', 4);
|
||||
const joined = joinLobby(lobby, 'Bob');
|
||||
assert.ok(joined.ok);
|
||||
if (!joined.ok) return;
|
||||
const after = leaveLobby(joined.lobby, joined.session.token);
|
||||
const again = joinLobby(after.lobby, 'Bob');
|
||||
assert.equal(again.ok, true, 'a departed player’s name was still held against the table');
|
||||
assert.equal(after.empty, false, 'the host is still seated');
|
||||
assert.equal(after.lobby.hostToken, session.token, 'a non-host leaving moved the host chair');
|
||||
});
|
||||
});
|
||||
|
||||
describe('leaving a lobby', () => {
|
||||
/**
|
||||
* There was no way out at all before 2026-08-23. Start needs every chair filled and `setBotSeat`
|
||||
* refuses to touch an occupied human seat, so a mis-join or a player who wandered off wedged the
|
||||
* whole table.
|
||||
*/
|
||||
const table = () => {
|
||||
const { lobby, session } = createLobby(competitive, 'Alice', 'RAIL-0001', 3);
|
||||
const bob = joinLobby(lobby, 'Bob');
|
||||
assert.ok(bob.ok);
|
||||
if (!bob.ok) throw new Error('Bob could not sit down');
|
||||
const carol = joinLobby(bob.lobby, 'Carol');
|
||||
assert.ok(carol.ok);
|
||||
if (!carol.ok) throw new Error('Carol could not sit down');
|
||||
return { lobby: carol.lobby, alice: session, bob: bob.session, carol: carol.session };
|
||||
};
|
||||
|
||||
it('empties the chair and forgets the token, leaving the rest of the table alone', () => {
|
||||
const { lobby, bob } = table();
|
||||
const after = leaveLobby(lobby, bob.token);
|
||||
assert.equal(after.lobby.seats[1], null, 'the seat was not freed');
|
||||
assert.equal(after.lobby.seats.length, 3, 'the table changed size');
|
||||
assert.ok(!after.lobby.joinOrder.includes(bob.token), 'the departed token is still in the join order');
|
||||
assert.equal((after.lobby.seats[0] as { displayName: string }).displayName, 'Alice');
|
||||
assert.equal((after.lobby.seats[2] as { displayName: string }).displayName, 'Carol');
|
||||
});
|
||||
|
||||
it('names a seat to clear somebody else — what the host’s "remove" does', () => {
|
||||
const { lobby, alice, carol } = table();
|
||||
const after = leaveLobby(lobby, alice.token, 2);
|
||||
assert.equal(after.lobby.seats[2], null, 'the named seat was not cleared');
|
||||
assert.ok(!after.lobby.joinOrder.includes(carol.token));
|
||||
// Seat index IS player index (`lobby.ts`), so nothing may shuffle up to fill the hole.
|
||||
assert.equal((after.lobby.seats[0] as { displayName: string }).displayName, 'Alice');
|
||||
assert.equal((after.lobby.seats[1] as { displayName: string }).displayName, 'Bob');
|
||||
});
|
||||
|
||||
it('passes host rights on when the host is the one who leaves', () => {
|
||||
const { lobby, alice, bob } = table();
|
||||
const after = leaveLobby(lobby, alice.token);
|
||||
assert.equal(after.lobby.hostToken, bob.token, 'the earliest-joined remaining player did not become host');
|
||||
assert.equal(after.empty, false);
|
||||
});
|
||||
|
||||
it('reports the table empty when the last human goes, so the caller can drop it', () => {
|
||||
const { lobby, alice, bob, carol } = table();
|
||||
const one = leaveLobby(lobby, bob.token);
|
||||
const two = leaveLobby(one.lobby, carol.token);
|
||||
assert.equal(two.empty, false, 'Alice is still sitting there');
|
||||
const three = leaveLobby(two.lobby, alice.token);
|
||||
assert.equal(three.empty, true, 'a lobby with nobody human in it did not report itself empty');
|
||||
});
|
||||
|
||||
it('leaves a bot seat to the bot controls, and ignores a token holding no seat', () => {
|
||||
const { lobby, alice } = table();
|
||||
const withBot = setBotSeat(leaveLobby(lobby, alice.token, 1).lobby, 1, true);
|
||||
// `leaveLobby` is about people. A bot is removed with the button that put it there.
|
||||
const after = leaveLobby(withBot, alice.token, 1);
|
||||
assert.deepEqual(after.lobby.seats[1], { kind: 'bot' }, 'leaving cleared a bot seat');
|
||||
const stranger = leaveLobby(withBot, 'not-a-token');
|
||||
assert.equal(stranger.lobby, withBot, 'an unknown token changed the lobby');
|
||||
});
|
||||
});
|
||||
|
||||
@@ -347,3 +347,187 @@ describe('a save survives a release that did not change the rules', () => {
|
||||
assert.equal(r.ok, false, 'a truncated replay was returned as a healthy session');
|
||||
});
|
||||
});
|
||||
|
||||
describe('the four transient signals (2026-08-23)', () => {
|
||||
/**
|
||||
* Multiplayer had none of these: `createRemoteSession` answered every one of them with an empty
|
||||
* value, so a game on a server had no sound, no timetable flash, no announcement when a completed
|
||||
* run paid the table, and no badge on the card you had just drawn. They ride on the push now — and
|
||||
* `justDrawn` is the one that has to be careful, because `game.justDrawn` is ONE field for the
|
||||
* whole game and does not say whose card it is.
|
||||
*/
|
||||
|
||||
/** Drives the game until the current actor draws a card, and returns that turn's pushes. */
|
||||
const drawSomething = (session: GameSession, players: number): { seat: PlayerIndex; pushes: Map<PlayerIndex, Push> } => {
|
||||
for (let seat = 0 as PlayerIndex; seat < players; seat++) {
|
||||
if (session.connect(seat).menu === null) continue;
|
||||
// Two steps: §6's three options are exclusive, so the turn is spent on drawing before a card
|
||||
// actually leaves the deck.
|
||||
const chose = session.intent(seat, 1, { type: 'localOps.choose', option: 'draw' });
|
||||
assert.equal(chose.accepted, true, 'the actor could not choose to draw');
|
||||
const result = session.intent(seat, 2, { type: 'draw.fromHomeOffice' });
|
||||
assert.equal(result.accepted, true, 'the actor could not draw from the Home Office deck');
|
||||
if (!result.accepted) throw new Error('unreachable');
|
||||
return { seat, pushes: result.pushes };
|
||||
}
|
||||
throw new Error('no seat was able to act');
|
||||
};
|
||||
|
||||
it('sends the drawn card to the seat that drew it, and to nobody else', () => {
|
||||
const session = createSession(42, config, ['Alice', 'Bob', 'Carol']);
|
||||
const { seat, pushes } = drawSomething(session, 3);
|
||||
const mine = pushes.get(seat);
|
||||
assert.ok(mine?.justDrawn, 'the drawing seat was not told which card it drew');
|
||||
for (const [other, push] of pushes) {
|
||||
if (other === seat) continue;
|
||||
assert.equal(
|
||||
push.justDrawn,
|
||||
undefined,
|
||||
`seat ${other} was told which card seat ${seat} drew — that is a hand leak`,
|
||||
);
|
||||
}
|
||||
});
|
||||
|
||||
it('keeps the badge across a reconnect, still only for its owner', () => {
|
||||
const session = createSession(42, config, ['Alice', 'Bob', 'Carol']);
|
||||
const { seat, pushes } = drawSomething(session, 3);
|
||||
const drawn = pushes.get(seat)?.justDrawn;
|
||||
assert.equal(session.connect(seat).justDrawn, drawn, 'a refresh lost the card the player just drew');
|
||||
const other = ((seat + 1) % 3) as PlayerIndex;
|
||||
assert.equal(session.connect(other).justDrawn, undefined, 'a reconnecting seat was told about someone else’s draw');
|
||||
});
|
||||
|
||||
it('sends the shared signals to every seat, identically, and drains them', () => {
|
||||
// A collision anywhere on the Division, the Stage bell, a train running off the end and paying
|
||||
// everyone: these are the table's, not one player's.
|
||||
const session = createSession(42, config, ['Alice', 'Bob', 'Carol']);
|
||||
const { pushes } = drawSomething(session, 3);
|
||||
const cues = [...pushes.values()].map((p) => JSON.stringify(p.cues ?? []));
|
||||
assert.equal(new Set(cues).size, 1, 'seats were sent different sound cues for the same events');
|
||||
|
||||
// Drained: a signal marks a moment, so a later connect must not replay it.
|
||||
const later = session.connect(0 as PlayerIndex);
|
||||
assert.equal(later.cues, undefined, 'a reconnecting client was sent the sounds of what it missed');
|
||||
assert.equal(later.announcement, undefined, 'a reconnecting client was re-sent an old announcement');
|
||||
assert.equal(later.scheduled, undefined, 'a reconnecting client was re-sent an old timetable flash');
|
||||
});
|
||||
});
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
describe('§3.3 extended play across the server (Gitea#11)', () => {
|
||||
/**
|
||||
* A one-Day game, so these tests reach the end of the timetable by actually PLAYING to it.
|
||||
*
|
||||
* There is no back door into a session's engine state and there should not be — `connect`,
|
||||
* `intent`, `exportSave` and `summary` are the whole surface. So the clock is run down through the
|
||||
* same calls a client makes, which has the side benefit of exercising the real path: what is under
|
||||
* test here is the session's handling of the vote (the turn guard, the bots, the saved status),
|
||||
* and reaching it any other way would prove less.
|
||||
*/
|
||||
const oneDay: GameConfig = { ...config, days: 1 };
|
||||
|
||||
/** What seat `seat` can currently see. `connect` always yields a full Frame, never a delta. */
|
||||
const frameOf = (session: GameSession, seat: PlayerIndex) => session.connect(seat).frame!;
|
||||
|
||||
/** Plays until the game stops asking for ordinary moves. Returns the Frame it stopped on. */
|
||||
function playToTheEnd(session: GameSession, seats: PlayerIndex[]) {
|
||||
let seq = 0;
|
||||
for (let i = 0; i < 5_000; i++) {
|
||||
const acting = seats.find((s) => session.connect(s).menu !== null);
|
||||
if (acting === undefined) break;
|
||||
const menu = session.connect(acting).menu!;
|
||||
if (menu.options.length === 0) break;
|
||||
if (!session.intent(acting, seq++, menu.options[0]!).accepted) break;
|
||||
}
|
||||
return { frame: frameOf(session, seats[0]!), seq };
|
||||
}
|
||||
|
||||
it('stops to ask rather than ending, and every seat can see the question', () => {
|
||||
const session = createSession(42, oneDay, ['Alice', 'Bob']);
|
||||
const { frame } = playToTheEnd(session, [0, 1] as PlayerIndex[]);
|
||||
assert.equal(frame.status, 'awaitingExtension', 'the game did not stop to ask');
|
||||
assert.ok(frame.official, 'the official result did not reach the client');
|
||||
assert.deepEqual(frame.extensionVotes, [null, null], 'the votes did not reach the client');
|
||||
});
|
||||
|
||||
it('accepts the vote from a seat that is not the current actor', () => {
|
||||
// `currentActor` is null once the game has stopped, so the ordinary turn guard would refuse
|
||||
// every vote with NOT_YOUR_TURN. Both seats vote here and neither of them is the actor.
|
||||
const session = createSession(42, oneDay, ['Alice', 'Bob']);
|
||||
const { seq } = playToTheEnd(session, [0, 1] as PlayerIndex[]);
|
||||
const a = session.intent(0 as PlayerIndex, seq + 1, { type: 'game.extend', player: 0, agree: true });
|
||||
assert.equal(a.accepted, true, 'seat 0 could not vote');
|
||||
const b = session.intent(1 as PlayerIndex, seq + 2, { type: 'game.extend', player: 1, agree: true });
|
||||
assert.equal(b.accepted, true, 'seat 1 could not vote');
|
||||
|
||||
const after = frameOf(session, 0 as PlayerIndex);
|
||||
assert.equal(after.extraDays, 1, 'a unanimous table was not given its Day');
|
||||
assert.equal(after.status, 'active', 'play did not resume');
|
||||
});
|
||||
|
||||
it('bots agree only once every human has, and never lead', () => {
|
||||
// "Bots will not disagree with the human. Humans get to vote first" (Jesse, 2026-08-28).
|
||||
const session = createSession(42, oneDay, ['Alice', 'Botty'], [1 as PlayerIndex]);
|
||||
const { seq } = playToTheEnd(session, [0, 1] as PlayerIndex[]);
|
||||
assert.equal(frameOf(session, 0 as PlayerIndex).status, 'awaitingExtension');
|
||||
assert.equal(
|
||||
frameOf(session, 0 as PlayerIndex).extensionVotes[1],
|
||||
null,
|
||||
'the bot voted before the human did',
|
||||
);
|
||||
|
||||
session.intent(0 as PlayerIndex, seq + 1, { type: 'game.extend', player: 0, agree: true });
|
||||
const after = frameOf(session, 0 as PlayerIndex);
|
||||
assert.equal(after.extraDays, 1, 'the bot did not follow the human into another Day');
|
||||
assert.equal(after.status, 'active');
|
||||
});
|
||||
|
||||
it('a human refusal ends it, and no bot overrides that', () => {
|
||||
const session = createSession(42, oneDay, ['Alice', 'Botty'], [1 as PlayerIndex]);
|
||||
const { seq } = playToTheEnd(session, [0, 1] as PlayerIndex[]);
|
||||
session.intent(0 as PlayerIndex, seq + 1, { type: 'game.extend', player: 0, agree: false });
|
||||
const after = frameOf(session, 0 as PlayerIndex);
|
||||
assert.equal(after.status, 'finished');
|
||||
assert.equal(after.extraDays, 0);
|
||||
});
|
||||
|
||||
it('REGRESSION: an all-bot game ends rather than hanging on the question', () => {
|
||||
/**
|
||||
* `driveBots` loops on `currentActor`, which is null the moment the game stops to ask — so it
|
||||
* cannot cast the vote itself, and the bots' vote is driven separately. The first cut of that
|
||||
* driver returned early when there were no humans to follow, on the reasoning that a bot-only
|
||||
* table would decline through the ordinary path. It has no ordinary path: nothing ever asked
|
||||
* the bots, and an all-bot session sat on the question for ever without reaching `finished`.
|
||||
* Caught by `summary()`'s own "a finished game waits on nobody" test.
|
||||
*/
|
||||
const session = createSession(4242, oneDay, ['A', 'B'], [0, 1] as PlayerIndex[]);
|
||||
assert.equal(frameOf(session, 0 as PlayerIndex).status, 'finished', 'the bots never answered');
|
||||
assert.equal(session.summary().waitingOn, null);
|
||||
assert.equal(frameOf(session, 0 as PlayerIndex).extraDays, 0, 'bots voted themselves another Day');
|
||||
});
|
||||
|
||||
it('saves a game awaiting its vote as ACTIVE, so a restart resumes it', () => {
|
||||
// `server/index.ts` never loads a `finished` game back into memory. A game paused on the
|
||||
// extension question is waiting on its table, not over — persisting it as finished would strand
|
||||
// it on disk mid-decision.
|
||||
const session = createSession(42, oneDay, ['Alice', 'Bob']);
|
||||
playToTheEnd(session, [0, 1] as PlayerIndex[]);
|
||||
assert.equal(frameOf(session, 0 as PlayerIndex).status, 'awaitingExtension');
|
||||
assert.equal(session.exportSave().status, 'active', 'a paused game was saved as finished');
|
||||
assert.equal(session.summary().status, 'active');
|
||||
});
|
||||
|
||||
it('resumes a paused game from its history, vote and all', () => {
|
||||
const session = createSession(42, oneDay, ['Alice', 'Bob']);
|
||||
const { seq } = playToTheEnd(session, [0, 1] as PlayerIndex[]);
|
||||
session.intent(0 as PlayerIndex, seq + 1, { type: 'game.extend', player: 0, agree: true });
|
||||
|
||||
const resumed = resumeSession(session.exportSave());
|
||||
const a = frameOf(session, 0 as PlayerIndex);
|
||||
const b = frameOf(resumed, 0 as PlayerIndex);
|
||||
assert.deepEqual(b.extensionVotes, a.extensionVotes, 'the votes did not survive the replay');
|
||||
assert.equal(b.extraDays, a.extraDays, 'the extra Day did not survive the replay');
|
||||
assert.deepEqual(b.official, a.official, 'the official result did not survive the replay');
|
||||
});
|
||||
});
|
||||
|
||||
@@ -63,7 +63,13 @@ describe('a local session plays the same game as the calls it replaced', () => {
|
||||
assert.ok(turns > 50, `only ${turns} decisions — the game stalled`);
|
||||
|
||||
const f = session.view();
|
||||
assert.equal(f.status, 'finished');
|
||||
/**
|
||||
* `awaitingExtension` since Gitea#11, not `finished`: both loops stop when there is no actor,
|
||||
* and a days-based ending now parks the game on the "play one more Day?" question rather than
|
||||
* ending it outright. What this test is actually about is unchanged — the two sides reach the
|
||||
* SAME position — and the assertion below is still the one carrying that.
|
||||
*/
|
||||
assert.equal(f.status, 'awaitingExtension');
|
||||
assert.equal(f.status, view(game).status);
|
||||
assert.equal(f.day, view(game).day);
|
||||
assert.deepEqual(f.cells, view(game).cells, 'the board differs across the boundary');
|
||||
|
||||
+75
-42
@@ -63,56 +63,73 @@ const gameDealtWith = (startingHand: StartingHand, seed = 1234) =>
|
||||
|
||||
describe('card catalogue (component 1)', () => {
|
||||
it('composes the deck from the design', () => {
|
||||
// Transcribed from docs/Deck cards2.xlsx. The sheet's own totals are "Sum other 115" and
|
||||
// "Total track 104", i.e. 219, plus 12 start cards for its grand total of 231.
|
||||
// THE WHOLE CATALOGUE IS docs/Deck cards5.xlsx NOW (Gitea#14). Sheet 5's own totals are
|
||||
// "Total track 48" and "Total other (in play) 107", i.e. 155 shuffled, plus 12 start cards for
|
||||
// its grand total of 167. Card for card, 84 rows agree with it exactly and the only ones that
|
||||
// do not are listed below — every one of them a deliberate hold, in one direction or the other.
|
||||
//
|
||||
// We are at 235 rather than 219 because of three deliberate departures, all flagged in
|
||||
// content.ts: 18 extra industry cards (Gap 12, industries 9 → 27), 7 extra office cards (Q12,
|
||||
// offices 7 → 14), and the 8 sharp curves taken back OUT. The first two were tuned against a deck
|
||||
// that had NO track in it, so both are due a re-measurement now that 96 track cards share the
|
||||
// draw.
|
||||
// EVERY COUNT IN THE CATALOGUE IS NOW THE SHEET'S. The two deliberate departures that used to
|
||||
// sit here are gone with Gitea#14 — the Q12 office doubling (offices 14 → 7) and the Gap 12
|
||||
// industry tripling (27 → 9) — because both were measured against a deck holding 96 track
|
||||
// cards, and sheet 5 halves that. content.ts carries the measurements that decided it.
|
||||
//
|
||||
// Two entries are dealt ZERO copies and kept in the catalogue so the design stays visible:
|
||||
// Poling, whose effect is "TBD in the source", and the sharp curves, whose only difference from
|
||||
// an ordinary curve was a Move cost nothing ever charged.
|
||||
// DECK_SIZE is the CATALOGUE, 235. The deck actually dealt is smaller: the 22 opponent-directed
|
||||
// cards are held back in every mode until they are implemented, so `buildDeck` returns 213.
|
||||
assert.equal(DECK_SIZE, 235);
|
||||
// We are at 143 rather than the sheet's 155 for ONE reason: the ten Safety, Event, Inspection
|
||||
// and Space-use cards sheet 5 adds are not built, and stay out until they are (Jesse,
|
||||
// 2026-08-26) — Cargo Theft, Civic Improvement, Civilian angel, Delayed Clearance, Flares 2,
|
||||
// Robbery, Service Delays, Shipper complaints, Strike, Union Hall 2. Twelve copies in all.
|
||||
//
|
||||
// NOTHING RUNS THE OTHER WAY ANY MORE. Every card sheet 5 does not list is dealt ZERO copies
|
||||
// rather than deleted, so the design stays visible and the rules stay implemented: the
|
||||
// Telegraph/Telephone/Radio ladder, Facing Point Locks (both), Flying Switch, Section House and
|
||||
// Vandalism, all removed from the design on purpose; Poling, whose effect the source records as
|
||||
// "TBD"; and the sharp curves, whose only difference from an ordinary curve was a Move cost
|
||||
// nothing ever charged — sheet 5 deals those zero too, so the catalogue and the design agree.
|
||||
//
|
||||
// DECK_SIZE is the CATALOGUE, 143. The deck actually dealt is smaller: the 20 opponent-directed
|
||||
// cards are held back in every mode until they are implemented, so `buildDeck` returns 123.
|
||||
assert.equal(DECK_SIZE, 143);
|
||||
assert.equal(buildDeck().length, SOLITAIRE_DECK_SIZE);
|
||||
});
|
||||
|
||||
it('matches the design deck composition exactly', () => {
|
||||
const byCategory = Object.fromEntries(deckComposition().map((c) => [c.category, c.count]));
|
||||
assert.deepEqual(byCategory, {
|
||||
// 96, not the sheet's 104: the 8 SHARP CURVES are dealt zero copies. The only thing that made
|
||||
// one different from an ordinary curve was a Move cost that nothing ever charged, so they were
|
||||
// geometric duplicates taking 8 draws. Kept in the catalogue at zero, as Poling is.
|
||||
track: 96,
|
||||
// 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,
|
||||
// Sheet 5's track counts exactly (Gitea#14): 16 straights, 8+8 curves, 8+8 turnouts, and the
|
||||
// sharp curves dealt none — which is where the catalogue already had them, and where sheet 5
|
||||
// now puts them too.
|
||||
track: 48,
|
||||
// The sheet's 7 — the Q12 doubling came out in Gitea#14; see OFFICE_PROFILES.
|
||||
office: 7,
|
||||
// The sheet's 9 — the Gap 12 tripling came out in Gitea#14; see INDUSTRY_PROFILES.
|
||||
industry: 9,
|
||||
modifier: 23,
|
||||
train: 22,
|
||||
spaceUse: 12,
|
||||
enhancement: 18,
|
||||
mainlineModifier: 7,
|
||||
// 6, not 7 — Poling is dealt no copies until its rule is known.
|
||||
maneuver: 6,
|
||||
action: 10,
|
||||
spaceUse: 11,
|
||||
// 6 — the dispatching ladder and Facing Point Locks are dealt 0 copies (see
|
||||
// ENHANCEMENT_CARDS), and Interlocking, Water column and ABS Signals came down to the sheet's
|
||||
// single copies. What is left is the sheet's Enhancements exactly, bar Railroad crossing,
|
||||
// which sheet 5 moved here from the Action cards and which is still counted there below.
|
||||
enhancement: 6,
|
||||
// 5 — Facing Point Locks came out of the Mainline modifiers too.
|
||||
mainlineModifier: 5,
|
||||
// 3 — Red Flags is the sheet's 3; Flying Switch and Poling are both dealt none.
|
||||
maneuver: 3,
|
||||
// 9 — Vandalism is dealt none. The rest are opponent-directed and held out of every deck.
|
||||
action: 9,
|
||||
});
|
||||
});
|
||||
|
||||
it('removes opponent-directed cards from a solitaire deck', () => {
|
||||
// Q6 took Space-use and Action cards out of solitaire, where they have no legal target. They are
|
||||
// now out of the COMPETITIVE deck too, until they are implemented: `checkPlay` answers both
|
||||
// categories NOT_IMPLEMENTED, so dealing them would make 22 of 235 draws (9%) reject outright.
|
||||
// 206, not 213: the 22 opponent-directed cards come out, and so do the SEVEN that exist only to
|
||||
// answer them — Facing Point Locks (both the Enhancement and the Mainline modifier, 2 each), two
|
||||
// Water Columns and one Overpass. A defence with nothing to defend against is the same dead draw
|
||||
// as the attack would be. `SimpleCard.answers` names the pairing, so they return together.
|
||||
assert.equal(SOLITAIRE_DECK_SIZE, 206);
|
||||
assert.equal(DEFENCE_ONLY_COPIES, 7);
|
||||
// categories NOT_IMPLEMENTED, so dealing them would be a dead draw.
|
||||
// 121, not 123: the 20 opponent-directed cards come out, and so do the TWO that exist only to
|
||||
// answer them — one Water Column and one Overpass. A defence with nothing to defend against is
|
||||
// the same dead draw as the attack would be. `SimpleCard.answers` names the pairing, so they
|
||||
// return together. It was seven until Gitea#14 dealt Facing Point Locks zero copies: a card at
|
||||
// zero is already out, so it no longer needs holding back.
|
||||
assert.equal(SOLITAIRE_DECK_SIZE, 121);
|
||||
assert.equal(DEFENCE_ONLY_COPIES, 2);
|
||||
for (const c of DEFENCE_ONLY_CARDS) {
|
||||
assert.ok(c.answers, `${c.name} is held back without saying what it answers`);
|
||||
assert.ok(
|
||||
@@ -131,11 +148,12 @@ describe('card catalogue (component 1)', () => {
|
||||
});
|
||||
|
||||
it('deals track FROM the deck, at the sheet\'s counts', () => {
|
||||
// Column B of Deck cards2.xlsx, "Number in Deck": 32 straights, 16+16 curves, 16+16 turnouts —
|
||||
// and 4+4 sharp curves, which are dealt none. An earlier reading took the sheet's LAST column,
|
||||
// "Track Per Player" (26), as a separate stack outside the deck; it is the sheet's 104 shared out
|
||||
// among four players, not a second pile.
|
||||
assert.equal(TRACK_IN_DECK, 96);
|
||||
// Column B of Deck cards5.xlsx, "Number in Deck": 16 straights, 8+8 curves, 8+8 turnouts, and
|
||||
// 0+0 sharp curves. Sheet 2 had each of those at double, which is what the deck dealt until
|
||||
// Gitea#14. An earlier reading took the sheet's LAST column, "Track Per Player" (26), as a
|
||||
// separate stack outside the deck; it is the sheet's total shared out among four players, not a
|
||||
// second pile.
|
||||
assert.equal(TRACK_IN_DECK, 48);
|
||||
const deck = buildDeck();
|
||||
for (const t of TRACK_CARDS) {
|
||||
const n = deck.filter(
|
||||
@@ -146,11 +164,26 @@ describe('card catalogue (component 1)', () => {
|
||||
});
|
||||
|
||||
it('makes track the largest category in the deck', () => {
|
||||
// 96 of 235. Building a district is paid for in the industry or train you did not draw, which
|
||||
// 48 of 121. Building a district is paid for in the industry or train you did not draw, which
|
||||
// is the whole reason it matters that track is a card rather than a private supply.
|
||||
//
|
||||
// This asked for a THIRD of the deck until Gitea#14, which was only ever a rule of thumb. It
|
||||
// asks its own question now — is track still the biggest single thing you can draw — plus a
|
||||
// loose band, because the exact share is not settled yet and should not be pinned as though it
|
||||
// were. Sheet 5 puts track at 48 of the 155 cards it would have you shuffle, i.e. 31%; we read
|
||||
// 40% because the Space-use, Safety, Event and Inspection cards are held out, which concentrates
|
||||
// everything that is left. The share falls TOWARDS the sheet as those land, so the band is set
|
||||
// to hold across that whole journey rather than to be re-edited at each step.
|
||||
const deck = buildDeck();
|
||||
const track = deck.filter((c) => c.kind.kind === 'track').length;
|
||||
assert.ok(track > deck.length / 3, `track is only ${track} of ${deck.length} cards`);
|
||||
const counts = new Map<string, number>();
|
||||
for (const c of deck) counts.set(c.kind.kind, (counts.get(c.kind.kind) ?? 0) + 1);
|
||||
const track = counts.get('track') ?? 0;
|
||||
for (const [kind, n] of counts) {
|
||||
if (kind === 'track') continue;
|
||||
assert.ok(track > n, `${kind} has ${n} cards against track's ${track}`);
|
||||
}
|
||||
const share = track / deck.length;
|
||||
assert.ok(share > 0.28 && share < 0.45, `track is ${(share * 100).toFixed(1)}% of the deck`);
|
||||
});
|
||||
|
||||
it('has 12 timetabled trains, odd westbound and even eastbound', () => {
|
||||
|
||||
+62
-9
@@ -191,15 +191,26 @@ describe('the revenue chain works end to end (regression)', () => {
|
||||
// only because unloads were mis-scored as completed loads after one Laborer action instead of
|
||||
// four. Correcting that dropped mean revenue from 24.8 to ~4.6 and the win rate to zero, so
|
||||
// "did anyone win" is no longer a safe proxy for "does freight work".
|
||||
/**
|
||||
* TWO HUNDRED GAMES, up from forty (Gitea#3). Completed freight loads got scarcer when the
|
||||
* Mainline went onto the region model, and measurably so — on these seeds: 40 games yield 0
|
||||
* loads, 80 yield 3 (1 game), 120 yield 10 (4 games), 200 yield 21 (9 games). Forty could no
|
||||
* longer reach the precondition it exists to establish.
|
||||
*
|
||||
* WHY it got scarcer is not settled and is worth someone's attention rather than a guess — the
|
||||
* change speeds crossings up, which ought to put MORE trains through a district, not fewer.
|
||||
* Freight share of gross fell from 8% to 5% over 100 games across the same change. Recorded in
|
||||
* TODO.md under Play Balance; the assertion itself is untouched.
|
||||
*/
|
||||
const report = simulate({
|
||||
games: 40,
|
||||
games: 200,
|
||||
length: 'standard',
|
||||
mode: 'solitaire',
|
||||
players: ['bot'],
|
||||
policy: developerBot,
|
||||
});
|
||||
const freight = report.perGame.reduce((n, g) => n + g.revenue.freightLoad, 0);
|
||||
assert.ok(freight > 0, 'no freight load completed across 40 games');
|
||||
assert.ok(freight > 0, 'no freight load completed across 200 games');
|
||||
});
|
||||
|
||||
it('grows the Office Area off the Running Track, on either side', () => {
|
||||
@@ -351,7 +362,32 @@ describe('end-of-game statistics', () => {
|
||||
* rule that has become unreachable. Exempted by name so the other forty-odd event checks stay live,
|
||||
* and so removing this line is what proves the bot has been fixed.
|
||||
*/
|
||||
const KNOWN_UNREACHABLE_BY_THE_BOT = ['event flyingSwitch'];
|
||||
/**
|
||||
* RED FLAGS JOINS IT, and the reason CHANGED with Gitea#19 — the exemption stays, but it no
|
||||
* longer means what it used to.
|
||||
*
|
||||
* IT USED TO MEAN "the bot will not take it": measured over 600 games under the old rule,
|
||||
* `maneuver.redFlags` was OFFERED 4,212 times and PLAYED 4. The card protected a stopped train
|
||||
* out on the Mainline, it was always available, and the bot simply declined it.
|
||||
*
|
||||
* SINCE Gitea#19 the bot would take it every time — `worthFlagging` accepts the out-of-phase
|
||||
* prompt unconditionally, because the engine only raises that prompt when an arrival is
|
||||
* certainly about to collide, so there is nothing left for the bot to judge. It still never
|
||||
* plays one. MEASURED after the redesign, 200 solitaire games: `redFlagsSet` fires ZERO times.
|
||||
*
|
||||
* The reason is now arithmetic rather than judgement, and it is worth writing down because it
|
||||
* says what would actually change it. The prompt needs two things to coincide — an arrival that
|
||||
* would collide (0.14 collisions per game, so roughly one game in seven) AND the district's
|
||||
* owner holding a Red Flags card at that moment, out of a three-card hand drawn from 121. The
|
||||
* bot also never plants a flag speculatively, which is the other half of the card and the half
|
||||
* a human would use to buy time for switching.
|
||||
*
|
||||
* So this canary is measuring deck luck, not reachability. `test/mainline-cards.test.ts`
|
||||
* exercises both halves of the rule end to end on a hand-built board, which is where the
|
||||
* behaviour is actually pinned. Removing this line still proves something worth proving — that
|
||||
* the bot has learned to plant a flag on purpose rather than only when handed one.
|
||||
*/
|
||||
const KNOWN_UNREACHABLE_BY_THE_BOT = ['event flyingSwitch', 'event redFlagsSet'];
|
||||
const found = anomalies(report.perGame);
|
||||
const never = found
|
||||
.filter((a) => a.severity === 'never')
|
||||
@@ -643,12 +679,17 @@ describe('the bot builds sidings that are actually sidings (regression)', () =>
|
||||
// Measured across 100 games: tank cars boarded a train 0.07 times a game and were dropped by a
|
||||
// crew ZERO times, while boxcars were 67% of every drop — and 23 of 79 waiting loads were
|
||||
// sitting at an industry that wanted a tank.
|
||||
// A HUNDRED GAMES, not thirty — the comment above says the original measurement used 100, and
|
||||
// the sample has to be that big to mean anything: measured now, a tank is set out in 3% of games
|
||||
// and a reefer in 5%. Thirty games passed on luck and stopped the moment the opening deal moved
|
||||
// which cards a seed puts in reach. Deterministic seeds, so this either holds or it does not.
|
||||
// THREE HUNDRED GAMES, up from a hundred, because the sheet's industry density (Gitea#14) makes
|
||||
// the rare commodities much rarer. Measured on these exact seeds, the game at which each type is
|
||||
// first set out by a crew: caboose 5, boxcar 12, hopper 37, reefer 44, coach 64, **tank 216**.
|
||||
//
|
||||
// A Refinery is one card in a hundred and fifty now, so a tank moving at all needs that card
|
||||
// drawn, placed, reached and worked. The old sample of 100 stopped covering it — not because the
|
||||
// rule broke, but because the deck did what the sheet asks. The sample follows the measurement
|
||||
// rather than the assertion being softened: tank is still the strict test, for the reason below.
|
||||
// Deterministic seeds, so this either holds or it does not.
|
||||
const dropped = new Set<string>();
|
||||
for (let i = 0; i < 100; i++) {
|
||||
for (let i = 0; i < 300; i++) {
|
||||
const s = createGame({
|
||||
id: `cs-${i}`,
|
||||
seed: 1000 + i * 7919,
|
||||
@@ -998,6 +1039,12 @@ describe('the bot does not lay track that cannot work (regression)', () => {
|
||||
// A TIE-BREAKER rather than a veto, so this is a rate and not a zero: forbidding it outright
|
||||
// measured WORSE (-0.62 revenue a game), while preferring the cleaner of two equally good
|
||||
// placements measured better and cut these from 28% of pieces to 7%.
|
||||
//
|
||||
// AND IT STAYS A TIE-BREAKER. Gitea#15 was filed as "track placements must connect" and briefly
|
||||
// became a rule here; RAR reversed it on review (2026-08-26) — a rail may stop dead against its
|
||||
// neighbour, and such a stub is useful as a siding to park cars on. What the engine must refuse
|
||||
// is a TRAIN crossing the gap, which is `exploreMoves`' job and is tested in `track.test.ts`.
|
||||
// So laying one of these is a preference, exactly as it was, and the rate below is the bar.
|
||||
let laid = 0;
|
||||
let dead = 0;
|
||||
/**
|
||||
@@ -1094,8 +1141,14 @@ describe('the freight figures count both halves (regression)', () => {
|
||||
* The subject here is the INSTRUMENT — does `freightUnload` count Revenue earned rather than
|
||||
* unloads started — and `unloads > 0` is only the precondition that makes the comparison mean
|
||||
* anything. Widening the sample restores the precondition without weakening the assertion.
|
||||
*
|
||||
* A HUNDRED AND FIFTY DEALS, up from forty, for the same reason as the commodity test above:
|
||||
* Gitea#14 put the deck on the sheet's industry density and completed unloads went with it.
|
||||
* Measured on these seeds, the first deal to EARN unload Revenue is number **46**, and 19 deals
|
||||
* in 400 earn any — so forty could not reach the precondition it exists to establish. 150 clears
|
||||
* it with room, and the assertion itself is untouched.
|
||||
*/
|
||||
for (let i = 0; i < 40; i++) {
|
||||
for (let i = 0; i < 150; i++) {
|
||||
const seed = 1000 + i * 7919;
|
||||
const s = createGame({
|
||||
id: `fu-${seed}`, seed,
|
||||
|
||||
@@ -0,0 +1,214 @@
|
||||
/**
|
||||
* THE EVENT TALLY — Gitea#16's statistics, and the one property they depend on.
|
||||
*
|
||||
* "I don't know if we keep statistics on…" is the question the issue opens with. Nothing was being
|
||||
* kept; `GameState.tally` now is, folded from the event stream at the two places every event passes
|
||||
* through (`engine/tally.ts` explains which and why).
|
||||
*
|
||||
* The property that matters is EXACTLY ONCE. A statistic folded twice reads high and a statistic
|
||||
* folded nowhere reads zero, and both are indistinguishable from a quiet game when you are looking
|
||||
* at a results screen. So the central test here does not assert particular numbers: it plays real
|
||||
* games, collects every event the engine emitted along the way, counts them independently, and
|
||||
* checks the tally against that count. A fold hooked in the wrong place fails it whatever the seed.
|
||||
*/
|
||||
|
||||
import { describe, it } from 'node:test';
|
||||
import assert from 'node:assert/strict';
|
||||
|
||||
import { advance } from '../src/engine/advance.ts';
|
||||
import { tallyEvent } from '../src/engine/tally.ts';
|
||||
import { applyIntent } from '../src/engine/apply.ts';
|
||||
import { STAGES_PER_DAY } from '../src/engine/content.ts';
|
||||
import { legalActions } from '../src/engine/legal.ts';
|
||||
import { createGame } from '../src/engine/setup.ts';
|
||||
import { developerBot } from '../src/sim/bot.ts';
|
||||
import type { GameEvent } from '../src/engine/events.ts';
|
||||
import type { GameConfig, GameState } from '../src/engine/state.ts';
|
||||
|
||||
const baseConfig = (over: Partial<GameConfig> = {}): GameConfig => ({
|
||||
mode: 'solitaire',
|
||||
days: 3,
|
||||
minCombinedRevenue: 0,
|
||||
maxCollisionsPerDay: 0,
|
||||
maxCollisionsTotal: 0,
|
||||
pvpCardsAllowed: false,
|
||||
optionalRules: { reducedVisibility: false, employeeRotation: false, emergencyToolbox: false },
|
||||
...over,
|
||||
});
|
||||
|
||||
/** Plays a whole game with the developer bot, keeping every event the engine produced. */
|
||||
function playKeepingEvents(
|
||||
seed: number,
|
||||
over: Partial<GameConfig> = {},
|
||||
names = ['Jesse'],
|
||||
): { state: GameState; events: GameEvent[] } {
|
||||
const state = createGame({ id: 'g', seed, config: baseConfig(over), playerNames: names });
|
||||
const events: GameEvent[] = [];
|
||||
for (let i = 0; i < 20_000; i++) {
|
||||
const r = advance(state);
|
||||
events.push(...r.events);
|
||||
if (state.status === 'finished') break;
|
||||
if (!r.needsInput) continue;
|
||||
|
||||
// The bot declines an extension, so this terminates on the timetable it was dealt (Gitea#11).
|
||||
const actor =
|
||||
state.status === 'awaitingExtension'
|
||||
? state.extensionVotes.findIndex((v) => v === null)
|
||||
: state.clock.pendingDecision !== null
|
||||
? state.clock.superintendent
|
||||
: state.clock.currentActor;
|
||||
if (actor === null || actor < 0) break;
|
||||
const options = legalActions(state, actor);
|
||||
if (options.length === 0) break;
|
||||
const applied = applyIntent(state, actor, developerBot.choose(state, actor, options));
|
||||
if (!applied.ok) break;
|
||||
events.push(...applied.events);
|
||||
}
|
||||
return { state, events };
|
||||
}
|
||||
|
||||
/** Counts events the way `tally.ts` should have, without sharing any of its code. */
|
||||
function countIndependently(events: GameEvent[]) {
|
||||
let sum = 0;
|
||||
const n = (type: GameEvent['type']): number => events.filter((e) => e.type === type).length;
|
||||
for (const e of events) {
|
||||
if (e.type === 'carsCoupled' || e.type === 'carsDropped') sum += e.stock.length;
|
||||
}
|
||||
return {
|
||||
trainsCompleted: n('trainCompleted'),
|
||||
loadsCompleted: n('loadCompleted'),
|
||||
unloadsCompleted: n('unloadCompleted'),
|
||||
loadsStarted: n('loadStarted'),
|
||||
unloadsBegun: n('unloadBegan'),
|
||||
passengersBoarded: n('passengersBoarded'),
|
||||
passengersDetrained: n('passengersDetrained'),
|
||||
cardsDrawn: n('cardDrawn'),
|
||||
cardsPlayed: n('cardPlayed'),
|
||||
cardsDiscarded: n('cardDiscarded'),
|
||||
officeUpgrades: n('officeUpgraded'),
|
||||
flyingSwitches: n('flyingSwitch'),
|
||||
extrasStarted: n('extraStarted'),
|
||||
secondSections: n('secondSectionOrdered'),
|
||||
trainsHeld: n('trainHeld'),
|
||||
trainsDiverted: n('trainDiverted'),
|
||||
expediteFaults: n('expediteFault'),
|
||||
facilitiesUnjammed: n('facilityUnjammed'),
|
||||
dispatchBonusesUsed: n('dispatchBonusUsed'),
|
||||
clearancesRequested: n('clearanceRequested'),
|
||||
switchedCars: sum,
|
||||
};
|
||||
}
|
||||
|
||||
describe('the tally counts every event exactly once (Gitea#16)', () => {
|
||||
for (const seed of [1, 7, 42, 116956197]) {
|
||||
it(`agrees with an independent count of the event stream — seed ${seed}`, () => {
|
||||
const { state, events } = playKeepingEvents(seed);
|
||||
const want = countIndependently(events);
|
||||
const t = state.tally;
|
||||
|
||||
assert.equal(t.trainsCompleted, want.trainsCompleted, 'trains through the Division');
|
||||
assert.equal(t.loadsCompleted, want.loadsCompleted, 'loads made up');
|
||||
assert.equal(t.unloadsCompleted, want.unloadsCompleted, 'loads broken');
|
||||
assert.equal(t.loadsStarted, want.loadsStarted, 'loads started');
|
||||
assert.equal(t.unloadsBegun, want.unloadsBegun, 'unloads begun');
|
||||
assert.equal(t.passengersBoarded, want.passengersBoarded, 'passengers boarded');
|
||||
assert.equal(t.passengersDetrained, want.passengersDetrained, 'passengers detrained');
|
||||
assert.equal(t.cardsDrawn, want.cardsDrawn, 'cards drawn');
|
||||
assert.equal(t.cardsPlayed, want.cardsPlayed, 'cards played');
|
||||
assert.equal(t.cardsDiscarded, want.cardsDiscarded, 'cards discarded');
|
||||
assert.equal(t.officeUpgrades, want.officeUpgrades, 'offices upgraded');
|
||||
assert.equal(t.flyingSwitches, want.flyingSwitches, 'flying switches');
|
||||
assert.equal(t.extrasStarted, want.extrasStarted, 'extras started');
|
||||
assert.equal(t.secondSections, want.secondSections, 'second sections');
|
||||
assert.equal(t.trainsHeld, want.trainsHeld, 'trains held');
|
||||
assert.equal(t.trainsDiverted, want.trainsDiverted, 'trains diverted');
|
||||
assert.equal(t.expediteFaults, want.expediteFaults, 'expedite faults');
|
||||
assert.equal(t.facilitiesUnjammed, want.facilitiesUnjammed, 'facilities unjammed');
|
||||
assert.equal(t.dispatchBonusesUsed, want.dispatchBonusesUsed, 'dispatch bonuses');
|
||||
assert.equal(t.clearancesRequested, want.clearancesRequested, 'clearances requested');
|
||||
assert.equal(t.carsCoupled + t.carsDropped, want.switchedCars, 'cars switched');
|
||||
});
|
||||
}
|
||||
|
||||
it('actually counted something — a tally of zeroes would pass the check above vacuously', () => {
|
||||
// The trap `stats.ts` warns about in its own doc comment: "this never happened" is a finding,
|
||||
// not something to scroll past. A fold hooked nowhere at all agrees perfectly with an
|
||||
// independent count of an event stream nobody looked at, so the exactly-once tests above cannot
|
||||
// catch it on their own.
|
||||
//
|
||||
// ASSERTED ON WHAT THE DEVELOPER BOT ACTUALLY DOES, which is not much: `node src/sim/harness.ts
|
||||
// 12 standard` means 1.1 Revenue per game at an 8% freight share and loses every game on the
|
||||
// revenue floor, and it goes whole games without coupling a single car. That is a known
|
||||
// property of the bot (TODO.md, Bot Performance) and not this fold's business — so this test
|
||||
// asserts on traffic and cards, which happen in every game, rather than on switching, which
|
||||
// would make it a bot-strength test wearing a statistics test's clothes.
|
||||
const { state, events } = playKeepingEvents(1);
|
||||
assert.ok(events.length > 500, `only ${events.length} events — the game barely ran`);
|
||||
assert.ok(state.tally.cardsDrawn > 0, 'no cards were drawn all game');
|
||||
assert.ok(state.tally.trainsCompleted > 0, 'no train ever left the Division');
|
||||
assert.ok(state.tally.cardsPlayed > 0, 'no card was ever played');
|
||||
});
|
||||
|
||||
it('splits Revenue into what was earned and what was given back', () => {
|
||||
// Reconciliation is the real assertion and it holds for any game, earned or not: gained minus
|
||||
// lost IS the score the engine kept. Seed 42 is named because it is one where Revenue actually
|
||||
// moves in both directions — it earns 1 and gives back 5 to a collision — so the two halves are
|
||||
// being told apart rather than both sitting at zero.
|
||||
for (const seed of [1, 7, 42]) {
|
||||
const { state } = playKeepingEvents(seed);
|
||||
const me = state.tally.byPlayer[0]!;
|
||||
assert.equal(
|
||||
me.revenueGained - me.revenueLost,
|
||||
state.players[0]!.revenue,
|
||||
`seed ${seed}: gained minus lost does not reconcile with the score the engine kept`,
|
||||
);
|
||||
}
|
||||
const { state } = playKeepingEvents(42);
|
||||
const me = state.tally.byPlayer[0]!;
|
||||
assert.ok(me.revenueGained > 0, 'seed 42 earned nothing — the gained half is not being counted');
|
||||
assert.ok(me.revenueLost > 0, 'seed 42 lost nothing — the lost half is not being counted');
|
||||
});
|
||||
|
||||
it('records a Circus set-up as the one-off it is, not as a streak', () => {
|
||||
/**
|
||||
* `trainStoodStill` is NOT "this train did not move this Stage". It fires only for a train whose
|
||||
* profile sets `stopEarnsPoint` — the X18 Circus — and `advance.ts` claims it once per train
|
||||
* with `stopPointClaimed`, so it can never fire twice for the same one.
|
||||
*
|
||||
* Gitea#16 asks for "longest engine sat on a siding" and its comment assumed this event would
|
||||
* answer it. It cannot, and a streak folded from it would have read "1 Stage" for ever. Pinned
|
||||
* here so that the day a real per-Stage signal is added, whoever adds it finds this test rather
|
||||
* than the old wrong assumption.
|
||||
*/
|
||||
const s = createGame({ id: 'g', seed: 1, config: baseConfig(), playerNames: ['Jesse'] });
|
||||
const feed = (e: GameEvent): void => tallyEvent(s, e);
|
||||
feed({ type: 'trainStoodStill', trainNumber: 18, where: '(0,0)' });
|
||||
assert.deepEqual(s.tally.circusStops, [{ trainNumber: 18, where: '(0,0)' }]);
|
||||
assert.ok(!('longestStand' in s.tally), 'a streak that cannot be computed is being reported');
|
||||
});
|
||||
});
|
||||
|
||||
describe('the official result freezes the tally with it (Gitea#11 + #16)', () => {
|
||||
it('records the statistics as they stood when the timetable ran out', () => {
|
||||
const { state } = playKeepingEvents(1);
|
||||
assert.ok(state.official, 'no official result was recorded');
|
||||
// Nothing was played after the ending in this game, so the two agree — which is the check that
|
||||
// the freeze happens AFTER the last batch of events is folded rather than before it.
|
||||
assert.equal(state.official!.tally.trainsCompleted, state.tally.trainsCompleted);
|
||||
assert.ok(state.official!.tally.cardsDrawn > 0, 'the frozen tally is empty');
|
||||
});
|
||||
|
||||
it('keeps the frozen copy still while the live tally moves on', () => {
|
||||
const s = createGame({ id: 'g', seed: 1, config: baseConfig(), playerNames: ['Jesse'] });
|
||||
s.clock.day = s.config.days + 1;
|
||||
s.clock.stage = STAGES_PER_DAY;
|
||||
s.clock.phase = 'shiftChange';
|
||||
advance(s);
|
||||
const frozen = s.official!.tally.cardsDrawn;
|
||||
|
||||
applyIntent(s, 0, { type: 'game.extend', player: 0, agree: true });
|
||||
tallyEvent(s, { type: 'cardDrawn', player: 0, source: 'homeOffice', cardId: 'x' });
|
||||
assert.equal(s.tally.cardsDrawn, frozen + 1, 'the live tally did not move');
|
||||
assert.equal(s.official!.tally.cardsDrawn, frozen, 'the frozen tally moved with it');
|
||||
});
|
||||
});
|
||||
@@ -540,6 +540,100 @@ describe('placement and drop-off', () => {
|
||||
assert.ok(!canPlaceAt(area, at(-1, 1), straight()), 'an east-west straight cannot meet a 45° leg');
|
||||
});
|
||||
|
||||
describe('a rail that stops dead against its neighbour (Gitea#15)', () => {
|
||||
/**
|
||||
* REPORTED, THEN REVERSED. The issue first read "if a card is placed in that space, it MUST
|
||||
* connect", against a right-hand curve laid at (1,-1) with an Ice House above it and a turnout
|
||||
* with a north-facing leg below. **RAR reviewed it and ruled the other way (2026-08-26): the
|
||||
* placement is fine, and a stub like that has a use — a siding to park cars on.**
|
||||
*
|
||||
* "We need to confirm, however, that trains are not allowed to traverse from the turnout below
|
||||
* to that right-hand curve since the tracks do not connect." That is what these tests are: the
|
||||
* rule lives in MOVEMENT, not in placement.
|
||||
*
|
||||
* The save cannot carry this any more — Gitea#14 took the deck from 206 cards to 121, so its
|
||||
* card ids no longer exist and the history stops at the first `card.play`. The geometry is what
|
||||
* mattered, and it is rebuilt here directly.
|
||||
*/
|
||||
/** A Modifier card — an Ice House. Not track: no ports on any edge. */
|
||||
const modifierCard = (): TrackCard => ({
|
||||
geometry: { kind: 'modifier', modifier: 'iceHouse' },
|
||||
baseOperationalRail: false,
|
||||
standing: [],
|
||||
standingWest: 0,
|
||||
facility: null,
|
||||
modifiers: [],
|
||||
enhancements: [],
|
||||
});
|
||||
|
||||
/** A Grocer's Warehouse — a Facility, so a plain east-west through track. */
|
||||
const warehouse = (): TrackCard => ({
|
||||
geometry: { kind: 'facility', facility: 'grocersWarehouse' },
|
||||
baseOperationalRail: true,
|
||||
standing: [],
|
||||
standingWest: 0,
|
||||
facility: null,
|
||||
modifiers: [],
|
||||
enhancements: [],
|
||||
});
|
||||
|
||||
/**
|
||||
* The reported district. `withCurve` puts the disputed right-hand curve on the square; without
|
||||
* it, the square is empty and the placement itself is under test.
|
||||
*
|
||||
* The turnout's leg goes NORTH on the `nw_se` diagonal; the curve is `ne`, which is `ne_sw` and
|
||||
* has no south port at all. Two reasons the two do not join, either of which is enough.
|
||||
*/
|
||||
const board = (withCurve: boolean): OfficeArea =>
|
||||
areaFrom(
|
||||
{
|
||||
[coordKey(at(0, -1))]: turnout({ stem: 'w', through: 'e', diverge: 'n' }),
|
||||
[coordKey(at(0, 0))]: officeCard(),
|
||||
[coordKey(at(1, 0))]: warehouse(),
|
||||
[coordKey(at(2, -1))]: modifierCard(),
|
||||
...(withCurve ? { [coordKey(at(1, -1))]: curve('ne') } : {}),
|
||||
},
|
||||
at(0, 0),
|
||||
);
|
||||
|
||||
it('allows the reported placement, which connects on one side and nothing else', () => {
|
||||
// RAR's ruling. The curve joins the warehouse to its east; its north leg faces an Ice House
|
||||
// that carries no rail, and the turnout below faces its portless south edge. All legal.
|
||||
assert.ok(canPlaceAt(board(false), at(1, -1), curve('ne')), 'the reported play was refused');
|
||||
});
|
||||
|
||||
it('will not let a train cross from the turnout below onto that curve', () => {
|
||||
// The confirmation the issue actually asks for. Running west out of the Office and into the
|
||||
// turnout, the 45° leg goes north — and stops at the curve's blank south edge.
|
||||
const dests = reachableDestinations(ctxFor(board(true)), at(0, 0), 'w');
|
||||
assert.ok(!has(dests, 1, -1), 'a train drove across rails that do not meet');
|
||||
});
|
||||
|
||||
it('still reaches the curve from the side that DOES join', () => {
|
||||
// Otherwise the test above would pass on a card that is simply unreachable, which proves
|
||||
// nothing. East of the curve is the warehouse, and east-west edges always meet.
|
||||
const dests = reachableDestinations(ctxFor(board(true)), at(1, 0), 'w');
|
||||
assert.ok(has(dests, 1, -1), 'the curve was unreachable from the side that joins');
|
||||
});
|
||||
|
||||
it('will not let a train cross a north edge onto a card with no rail at all', () => {
|
||||
// The Ice House above. A Modifier is scenery beside the rails — Jesse confirmed a rail may
|
||||
// point at a building — so what stops a train is the same `joins` test, not a placement rule.
|
||||
const dests = reachableDestinations(ctxFor(board(true)), at(1, 0), 'w');
|
||||
assert.ok(!has(dests, 2, -1), 'a train drove into an Ice House');
|
||||
});
|
||||
|
||||
it('still allows an exit that faces a BLANK square', () => {
|
||||
// Unchanged by the reversal, and the reason a district can grow at all: a turnout laid on the
|
||||
// Running Track with nothing yet beside its diverging leg is a perfectly good play.
|
||||
const area = areaFrom({ [coordKey(at(0, 0))]: officeCard() }, at(0, 0));
|
||||
assert.ok(
|
||||
canPlaceAt(area, at(0, 1), turnout({ stem: 'w', through: 'e', diverge: 'n' })),
|
||||
'a turnout whose leg faces open space was refused',
|
||||
);
|
||||
});
|
||||
});
|
||||
|
||||
it('refuses a card that connects to nothing', () => {
|
||||
const area = areaFrom({ [coordKey(at(0, 0))]: officeCard() }, at(0, 0));
|
||||
assert.ok(!canPlaceAt(area, at(3, 3), straight()), 'orphaned track is never legal');
|
||||
|
||||
@@ -74,6 +74,8 @@ const west = (s: GameState, n = 2): GridCoord => {
|
||||
};
|
||||
|
||||
const boxcar = (loaded = false): RollingStock => ({ type: 'boxcar', loaded });
|
||||
/** As `ROLLING_STOCK_SUPPLY` mints them: there is no empty caboose in the game. */
|
||||
const caboose = (): RollingStock => ({ type: 'caboose', loaded: true });
|
||||
const coach = (loaded = false): RollingStock => ({ type: 'coach', loaded });
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
@@ -141,6 +143,23 @@ describe('§7 — what a train may couple', () => {
|
||||
'EMPTIES_ONLY',
|
||||
);
|
||||
});
|
||||
|
||||
it('X22 Pee-Dee may still couple a caboose, which is not a load (Gitea#8)', () => {
|
||||
// Every caboose in the game is minted `loaded: true` because the supply table's loaded/empty
|
||||
// split doubles as a piece count. Taken literally that left the per-diem train unable to pick
|
||||
// up ANY caboose, its own included: set it out at the end of a sweep and it was stranded there.
|
||||
const s = game();
|
||||
switching(s, 22, true, [], [caboose()]);
|
||||
assert.equal(check(s, 0, { type: 'switch.move', trayId: 't', to: west(s), reverse: false }), null);
|
||||
|
||||
// The restriction itself is untouched — a loaded car alongside the caboose still refuses.
|
||||
const withLoad = game();
|
||||
switching(withLoad, 22, true, [], [caboose(), boxcar(true)]);
|
||||
assert.equal(
|
||||
check(withLoad, 0, { type: 'switch.move', trayId: 't', to: west(withLoad), reverse: false }),
|
||||
'EMPTIES_ONLY',
|
||||
);
|
||||
});
|
||||
});
|
||||
|
||||
describe('§7 — one freight car per location (trains 3/4)', () => {
|
||||
|
||||
+992
-130
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user