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Jesse.MarkowitzandClaude Opus 5 6058f6c17e TODO.md: work sections first, the argument moved to the back
The file had reached 2,441 lines and had to be read end to end to find
out what was live. Restructured with Jesse.

WHAT WAS WRONG was not the ordering. Eight subject sections sat under a
43-entry chronological queue that had come to duplicate them: the queue
was where the priority lived, the sections were where the reasoning
lived, so every live item existed in both and drifted between them.
That is what let eight items be closed in one place and left open in
the other last week, which reads as live work and is worse than no
entry at all. One item per place now.

THE SHAPE. A short overview; then "Every time", the process this
project runs on — the version bump being Jesse's call, signed commits
and tags, deploying from the right line, the wrapper release sequence,
and the lesson that only a test failing before the fix proves a fix;
then an index; then ten work sections in priority order, one per area,
each holding every open item for that area. Play it at a table first,
because the file itself calls it the largest gap in the project.
Gitea#20 second, as v0.8.0. Then multiplayer operations, the screen,
replays, rules, balance, the bot, code health, documentation.

THE ARGUMENT MOVED TO THE BACK, NOT AWAY. An item in a work section is
a few lines: what it is, what it blocks, what it would cost. The
measurements, rulings and rejected approaches behind it are in a
Reference section keyed by the same number, moved verbatim. All 61 open
items have one. Then Done, which keeps every closed item because
several are the only record of a ruling or a lesson.

Checked mechanically rather than trusted: every lead and every body
line over 40 characters from all 120 items of the old file was
asserted present in the new one. Zero fragments lost. Two rendering
bugs the move introduced were caught the same way — bodies that were
list continuations indented 4 or 6 spaces render as CODE BLOCKS once
they are no longer inside a list, and a wrapped lead splits mid
sentence if a blank line is inserted before its continuation.

THE NUMBERS ARE PERMANENT IDS. Items keep the number they were raised
under for life, wherever they later move, because commit messages,
Gitea comments and other items refer to them by number. Nothing was
renumbered; previously unnumbered items took the next free numbers.
Items that existed only as queue entries — 32, 33, 35, 36, 39, 40, 42a
— are proper items with checkboxes for the first time, which is why the
open count reads 61 against last week's 54 without anything new being
raised.

Also carries the two items Jesse asked for while finishing 0.7.9. #44:
how much history the panel holds should be configurable, with his three
candidates left deliberately open — a StartOS action reaches only
multiplayer, since solitaire has no server; per game puts a display
preference into the ruleset and every save; per browser is where every
other display preference already lives. The cap has no recorded reason
anywhere, and the replay viewer already answers the same question in a
different unit. #46: 29 unused declarations and no flag to catch them,
with the argument that the flag matters more than the 29.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YTaNBL1jVxNqgFdjHkHoo3
2026-08-30 19:44:26 -04:00
Jesse.MarkowitzandClaude Opus 5 e62ea54259 Four things the game counted and never said, and two it said wrong
Stays in the unshipped v0.7.9. Prompted by Jesse asking the general
question after two v0.7.9 fixes turned out to be the same shape:
actingPlayer existed and the Frame threw it away, and collisionsToday /
collisionsTotal rode the Frame for three releases with nothing drawing
them. So what else is computed, serialised and sent to nobody?

THE AUDIT, done rather than guessed. Every one of Frame's 59 top-level
fields grepped for a read across the seven renderers, then the same for
Tally's 26 members. 55 of 59 are read. Four are not.

tally.unloadsBegun was visible rather than merely unused. §9.1 makes
loading and unloading the same shape — begun, then carried through —
and the results screen printed "Loads still in the pipeline" for one
side and nothing for the other, reporting half of a symmetric
mechanism. tally.cardsDiscarded was counted by the engine and listed
beside "Cards drawn" and "Cards played" without it, though Gitea#9 made
throwing a Timetabled train away a deliberate move — a player CHOICE
the game counted and never reported. Both are reported now.

viewerSeat and overHandLimit are deferred by Jesse. The second is the
fullest version of the shape: engine computes it, view.ts puts it on
the Frame, session.ts declares it on the Session interface AND
implements it twice, and the only caller in the repo is its own test.
Four layers of plumbing, no consumer. The decision when it comes is
delete-or-document, not a patch.

Fixing the two turned up a third thing: resultsHtml draws
tallyHtml(report?.tally ?? f.tally), and report is f.official, so a
finished game reports the tally frozen at the official ending rather
than the live one. The first attempt at a test overrode f.tally alone,
changed nothing on screen, and failed for a reason unrelated to the
fix.

A SHOUTED KEYWORD IS NOT A SENTENCE. `EXTRA X18 started…` attributed to
a player rendered as `Player Solitaire eXTRA X18 started…`, and the
same happened to TRAIN 1 MADE UP and COLLISION. `record` folds a
narration's opening word into the middle of a sentence and did it with
a flat charAt(0).toLowerCase(). It now folds only a sentence-cased word
— ^[A-Z][a-z], a capital followed by a lower-case letter — which also
leaves X22 Pee-Dee alone, where a naive uppercase test gets it wrong
because '2'.toUpperCase() is '2'. It had been filed under Play Balance,
where it has no business being, which is how it survived a session that
had ruled balance work out of scope.

A REPLAYED SAVE NOW NARRATES WHAT THE LIVE GAME NARRATED. fromSave's
loop called record(game, result.events) with no actor, so every
restored save, every undo (which rebuilds through fromSave) and the
replay viewer stripped the "Player X" prefix off every attributed line.
submit attributes and fromMultiplayerSave attributes; this was the one
path of three that did not. One argument, with actor already computed
on the line above.

Why it survived: nothing ever compared a fromSave-built log against a
LIVE-played one. The single log-comparing test compares undo's rebuilt
log against another fromSave-built log — and undo itself rebuilds
through fromSave — so the gap cancelled out on both sides. The suite
was green with the bug in and green with it out. The new test plays a
game, saves it, restores it and asserts the two logs are identical:
the missing direction, not a new requirement.

All three fixes were confirmed to go RED with the fix reverted before
being called done.

884 tests pass, seventeen new.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YTaNBL1jVxNqgFdjHkHoo3
2026-08-30 19:44:25 -04:00
Jesse.MarkowitzandClaude Opus 5 d267f89a82 The screen does what you tell it — three Display items, and a fourth declined
Reviewed with Jesse out of TODO.md's Display section. Stays in the
unshipped v0.7.9.

#17 (hiding the Division map) was DECLINED, and the reason is that its
premise had already died. Gitea#18 replaced the wrapped layout with a
single row, and the reason to fold the map away was that it GREW — a
horseshoe of three or a square of four pushed the board off the screen.
One row is boardH = PAD * 2 + CH + 30: 150px, fixed, at every seat
count. That is not worth a control, three states and a persisted
preference. It was a sixth member of the drawing pass that got closed
with Gitea#18 and stayed open only because it reads as a control
question rather than a drawing one — recorded in TODO.md as an explicit
decision, with the design that had already been worked out kept, and
with the one thing that would justify reopening it: the map growing
again.

#16 THE OFFICE AREA'S AUTO-HIDE COULD NOT REACH EVERY STATE. One button
cycling auto -> pinned -> auto, where the pin was `open ? 'closed' :
'open'` and `open` is what auto is doing AT THAT MOMENT. So the pin a
press offered depended on the phase, and going from always-show to
always-hide meant clicking back to auto, waiting for the phase to turn
over, and clicking again. Three controls now, one per mode. The labels
still say what pressing DOES, which was an earlier deliberate fix; what
the cycle could not do was report the state it was in, and aria-pressed
carries that now.

They are addressed by id rather than queried off the container, and
that is testability rather than style: the stub DOM the web suite runs
against only models markup the page WROTE, so a child query finds
nothing and the control would have shipped green and unexercised. The
test presses always-show to always-hide directly — the transition the
cycle could not make.

#23 THE HISTORY READS NEWEST FIRST. Jesse: "the top line is the most
recent and the further down you go, the older the entry." The phase
headings now trail the lines they announce, ruled acceptable rather
than overlooked: "stage changes will be beneath (prior to / older than)
the following events. That is OK." Reading down is reading backwards.
Grouping by phase and reversing the groups was offered and declined as
more machinery than the complaint needs. replays.ts keeps its
oldest-first log deliberately — it is paired with a frame stepper,
where newest-first would fight the stepping. The slice(-60) cap is
untouched and stays open.

#28 THE SETTINGS MOVED INTO A CARD. The top line carried six things and
now carries four: Revenue, the objective, the collision counts and the
game code. The rest is a This Game card at the foot of the right-hand
column, folded by default. Nothing new travels for it — configFromFrame
already existed and main.ts already called it three times, so
rulesListHtml(configFromFrame(f), ...) needed no refactor, and the card
draws from the same renderer as the lobby's join preview so the two
cannot drift.

THE COLLISION COUNTS ARE NEW ON THE BOARD, NOT MOVED. The Frame has
carried collisionsToday and collisionsTotal since v0.7.0 and nothing
drew them, so the one victory condition that ends a game EARLY ran
invisibly — the second time this release that the Frame had the answer
and the view never asked (see #43's actingPlayer). They stay on the top
line while the limits go in the card: a limit is agreed to once, "2 of
3 today" changes how you play the next Stage.

One stub gap closed to get here: none of the five element factories in
test/web.test.ts had setAttribute, so the first render threw and any
control reporting state through ARIA was untestable.

WHAT IS NOT VERIFIED: the layout. There is no browser on this box, so
nothing has confirmed the segmented control, the card or the reversed
panel look right on screen. The logic is tested; the appearance is not,
and wants the next play session.

881 tests pass, fourteen new.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YTaNBL1jVxNqgFdjHkHoo3
2026-08-30 18:16:08 -04:00
Jesse.MarkowitzandClaude Opus 5 31b942cc38 TODO.md had stopped tracking its own closures
Nothing was wrong with the ordering. What had gone wrong is that eight
items were done or superseded in one place and still open in another,
which reads as live work — worse than no entry at all. Found by
reviewing the file against the Gitea tracker and the git log, not by
reading it.

NEXT WAS 43 CHRONOLOGICAL ENTRIES, 26 OF THEM STRUCK THROUGH, and the
live work had stopped being visible in it. It is grouped by what each
item is WAITING ON now — blocked on a table, the screen, waiting on
something outside the code, unscheduled, standing practice — with the
closed entries moved to a Settled block at the end of the section.

EVERY NUMBER IS KEPT AS A STABLE ID. The rest of the file refers to
items by number ("decide with item 15", "same drawing pass as 19-21"),
so renumbering would have silently broken every cross-reference.
Numbers are ids, not positions, and the file now says so. The one
reference that pointed at a settled item (item 22, the dead centre of
the Division map) is rewritten to name the principle that outlived it
rather than the item.

EIGHT STALE ITEMS CLOSED. The Heavy Grade orientation was fixed in
cf018b4 and never checked off. The Fedora is TODO #29, done in this
same unshipped v0.7.9. The remaining six were the Division-map drawing
pass, all answered by Gitea#18 (closed 2026-08-26) replacing the layout
rather than fixing the drawing — 167 lines describing a wrapped map
that no longer exists, collapsed to 32 that keep the two ideas which
outlived their items: "SHARED in the middle, YOURS on the right", now
Gitea#20's territory, and why rotating the map to seat a viewer at the
bottom was refused (it moves the open gap between the buffer stops out
of the eye's path, and that gap is the only thing saying the Division
is a line and not a loop).

65 open items to 57; 2,400 lines to 2,179.

TWO PIECES OF DEAD CODE GITEA#18 LEFT BEHIND, found while confirming
the map really is one row before closing the items that say it is.
SIDE_GAP was declared and never read. And divisionSvg's header comment
still described "one row alone, two rows facing, a horseshoe of three,
a square of four" — contradicting the layout comment 200 lines below
it, which explains why that layout was dropped. A comment that
survives the code it describes is how the next reader gets it wrong.

No behaviour change. 878 tests pass.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YTaNBL1jVxNqgFdjHkHoo3
2026-08-30 16:10:41 -04:00
Jesse.MarkowitzandClaude Sonnet 5 bb1b661211 A game you come back to has not begun
Reported by Jesse, 2026-08-30: "when you are continuing the saved game
out of that screen, do not post a message that says 'The game has
begun.' … it needs to say 'The game has resumed.'"

A restored game draws exactly like a dealt one — mid-Day, mid-phase,
with a log already several turns deep — and solitaire said nothing at
all to tell the two apart. It flashes "The game has resumed — Day 3,
Stage 7" now, on both ways back in: the setup screen's Continue saved
game, and a bare reload that restores the save.

THE SAME LINE WAS WRONG ON THE MULTIPLAYER SIDE, IN THE OTHER
DIRECTION. noteFirstFrame guards on firstFrameSeen, which is per
page-load — so re-entering a game this browser already held a seat in,
by reloading mid-game or picking it out of the lobby's list, announced
that the game had BEGUN to somebody who had been playing it for an
hour. beginRemote carries whether this is a rejoin now, and the line
reads "resumed" when it is.

Both halves are pinned, including that a brand-new game does not claim
to be a resume — an announcement that fires either way says nothing.

Stays in the unshipped v0.7.9. 878 tests pass, eleven new.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AdG46Ja2PEDBkpqiDazMoX
2026-08-30 16:10:17 -04:00
Jesse.MarkowitzandClaude Sonnet 5 788e5f2eec The save warning, the buttons, and a claim that was simply false
- The save warning is a warning: 15px, weight 500, bright amber on a
  deeper ground with a 5px rule down the side. (What Jesse was looking
  at is v0.7.8, where this line is still the small grey .ng-note —
  none of 0.7.9 has been deployed.)

- The buttons read the same on both screens: "Continue saved game" and
  "Create new game". Solitaire said "Continue Existing Saved Game" and
  "Deal New Game", the lobby said "Create game" — three phrasings for
  two actions.

- "Off in every game type" is deleted from the Optional rules note
  because it was not true. Checked against the presets rather than
  taken on trust: discardTimetabled (§6.2, a Timetabled train may be
  discarded) ships ON in all four types, not just Co-op. The note now
  says only what holds for all of them.

Stays in the unshipped v0.7.9. 877 tests pass.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AdG46Ja2PEDBkpqiDazMoX
2026-08-30 09:26:56 -04:00
Jesse.MarkowitzandClaude Sonnet 5 a70b7f88f3 Say who the game is waiting on, and move the Fedora; replay in words
Three items folded into the unshipped v0.7.9.

WAITING ON (reported by Jesse from play). The status line said "nobody —
the Division is running itself" while the game was stopped on the
Superintendent. Frame.actor carried clock.currentActor, which is null
for the whole Mainline Phase, so all three interruptions — §8.1's
clearance ruling, Gitea#5's Yard Office offer, Gitea#19's Red Flag
prompt — reported that nobody was holding it up. actingPlayer had the
answer since the Gitea#5 refactor; the Frame threw it away. It carries
actingPlayer now, plus a new `awaiting` field naming the question and
the train: "waiting on Bob · a clearance ruling · Train 4". Naming the
person alone is not enough when three different things can be pending.

THE FEDORA (TODO #29) rides at the right-hand end of the phase row
instead of a line of its own, and wraps under rather than squeezing the
chips.

THE DEVELOPER REPLAY (TODO #34) printed "loss — revenueFloor", the same
defect Gitea#16 was filed about, still alive because nothing
player-facing pointed at it. panels.ts's reasonSentence is exported and
shared rather than reimplemented, fed the last recorded frame and
stripped of markup. The drift test maps win/loss to won/lost so it still
checks the two AGREE rather than that they are spelled alike.

Also carries the previous, unsigned commit's work: the two setup screens
worded the same section by section.

877 tests pass, ten new.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AdG46Ja2PEDBkpqiDazMoX
2026-08-30 09:01:19 -04:00
Jesse.MarkowitzandClaude Sonnet 5 131538dc7c Two setup screens, not three — the in-game dialog is deleted
Jesse: "it should not go to a separate screen. We should reuse the
Solitaire New Game Screen… in general we should reuse what we already
have."

#newgamedlg was a third copy of the same questions and the one that
drifted: shown only to a solitaire player, it asked "Everyone loses if
COMBINED Revenue…" and explained Employee Rotation in full multiplayer
terms beside a control it had disabled. Both were on the list to
re-word; deleting the screen removes the drift instead of restating it.

New game opens the setup screen IN PLACE rather than navigating, so the
live session stays in memory: the fields open on the rules actually
being played (what the dialog was good for), and Continue Existing Saved
Game puts the board back with no reload. render() calls save() every
frame, so nothing is at risk either way.

The two remaining screens now match below their headers — same three
parameters in the same order, same seed note, same chair note. Solitaire
shows Players at the table locked at 1 rather than omitting it: a fixed
control says "same form, table of one", a missing one made it a
different form sharing a rules block.

Drift guard drops to two prefixes and now fails if any ng- id returns.

Stays in the unshipped v0.7.9. 874 tests pass.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AdG46Ja2PEDBkpqiDazMoX
2026-08-30 07:58:56 -04:00
Jesse.MarkowitzandClaude Sonnet 5 cf018b4a5f A Heavy Grade shows which way it climbs
Jesse: "heavy grade mainline card tooltip states climbs east, but card
doesn't show it." The Frame has carried gradeUp all along and the tip
has said it; the card drew nothing, so the one Mainline card whose
orientation is set per game was the one you had to hover to read.

A brown wedge in the lower right rising toward the climb, with a bone
arrow lying along its slope, centred on the triangle's centroid. East is
right on this map (Gitea#18), which is what lets a wedge be read without
a compass.

Four passes. Up the hypotenuse the arrow began at the wedge's thin
corner, where there is no height, so its head read as clipped. Level, it
was contained but did not read as climbing. At 30° — steeper than the
wedge's own 22.5° — it had to be tucked into the fat half. Parallel to
the slope is the shape that fits: the gap to the hypotenuse is then
constant, so the arrow can sit centred. The wedge grew to 58x24 to pay
for it, since a centred arrow has less room than an off-centre one.
Sizes are a search result, clearing every edge by 2.88px.

The first containment test bounded the arrow against the CARD, which it
never left, while the wedge clipped it — a green check on a visibly
broken glyph. It checks the TRIANGLE now with a 2px floor, plus
parallelism derived from the wedge and centroid placement.

Orientation is always set, measured not assumed: 400 seeds x 4 player
counts, 535 grades placed, 0 without one, 276 east / 259 west.

Stays in the unshipped v0.7.9. 874 tests pass, one new.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AdG46Ja2PEDBkpqiDazMoX
2026-08-30 05:28:31 -04:00
Jesse.MarkowitzandClaude Sonnet 5 45cf521a40 configWith let the day count and the Revenue floor disagree
minCombinedRevenue fell back to SOLO_CONFIG's constant — the floor for a
FIVE-Day game — whatever days said. configWith({ days: 1 }) asked a
one-Day game to clear 15, which a full five-Day game averages barely
half of; configWith({ days: 10 }) asked for that same 15. It derives
from the days it was given now.

Not a live fault: createLocalSession is the only caller and the page
always writes the floor itself, so no dealt game was ever wrong. Found
by a throwaway probe that passed only days — which is how the next
caller would reach for it. Unchanged at the default day count, since
SOLO_CONFIG's floor is this same formula at DEFAULT_DAYS.

Stays in the unshipped v0.7.9 per Jesse — no version bump for the next
several fixes. 873 tests pass, three new.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AdG46Ja2PEDBkpqiDazMoX
2026-08-30 01:51:11 -04:00
Jesse.MarkowitzandClaude Sonnet 5 e035dda5a3 The extension question was hidden behind the results screen (Gitea#11)
Jesse, playing v0.7.8: "Solitaire game ended. I did not have an option
to extend the game by a day."

The engine and the Frame were right — checked before changing anything.
A solitaire game at the end of its timetable reaches awaitingExtension
with extensionVotes [null], and renderEnding writes "play one more Day"
into #actions. It then opens #resultsdlg, which is MODAL, so those
buttons were directly underneath a dialog whose only control was Close.

The results dialog now carries the question itself, hidden unless a vote
is pending: Play One More Day / End the Game Here, casting the same
game.extend intent. The #actions buttons stay as the fallback once it is
closed.

TODO.md #35 recorded extended play as verified on phoenix.local — over
the HTTP API, which renders no dialog. What was proven was that the
server supports it, not that a player can reach it. Noted there.

Rides along in the unshipped v0.7.9. 870 tests pass, one new.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AdG46Ja2PEDBkpqiDazMoX
2026-08-30 01:26:03 -04:00
Jesse.MarkowitzandClaude Sonnet 5 f2c87b6871 v0.7.9 — solitaire setup screen feedback, and the dead settings it exposed
Four pieces of feedback from Jesse on the solitaire setup screen.

THE COLLISION LIMITS DID NOTHING IN SOLITAIRE. Asked to reword those
entries to "the game ends immediately and results in a loss", which was
unwriteable: advance.ts gated the §3.4 check on competitive/coop, and a
solitaire game's mode is 'solitaire'. Both limits were offered as live
settings, rode into the config, and never fired — the existing text was
already false. The exclusion was never a stated rule and nothing
recorded a reason for it. Jesse's ruling: the settings do what they say,
so the gate is gone rather than the controls.

Measured, not asserted — 200 standard developer-bot games:
loss/collisionFloor 1 in 200, Days played 5.00 -> 4.98 mean with a
minimum of 1, collisions per game unchanged at 0.14. Recorded in
TODO.md under Play Balance, since full-length figures predate it.

Extra start defaults to ownOffice: at one seat it is the same rule as
anyOffice (apply.ts only rejects another seat's start), so this is a
label fix with no gameplay effect.

Also: collision wording on all three screens, Employee Rotation reads
"not applicable for solitaire", and the save warning is legible at 14px
on an amber panel with buttons that say Continue Existing Saved Game and
Deal New Game.

869 tests pass, two new; one asserted the opposite of the ruling and
says so where it was reversed.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AdG46Ja2PEDBkpqiDazMoX
2026-08-30 01:01:11 -04:00
Jesse.MarkowitzandClaude Sonnet 5 193800a649 v0.7.8 — the setup screen was unreachable for anyone who had ever played
Third report of the same symptom, this time with the build confirmed
current on screen, which ruled out v0.7.7's caching fault and left the
real cause exposed.

v0.7.5 skipped the setup screen whenever load() found a save, reasoned
as "a saved game is a game to resume". A browser that has ever played
solitaire always has one, so the door could never reach the screen
again — and the fresh private window that appeared to vindicate v0.7.7
simply had no save. Two real faults were stacked; the caching one is
fixed and had been masking this.

The door outranks a saved game now: ?solitaire is a request to set one
up, while a bare reload still resumes (pinned by its own test). Since
Deal clears the save, the screen carries #ss-resume and says what Deal
costs, so the door cannot destroy a game in progress.

Also, per Jesse, riding along rather than taking its own release: the
splash footer now names both ways to play.

868 tests pass, four new. The reproduction was a failing test written
before the fix.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AdG46Ja2PEDBkpqiDazMoX
2026-08-29 23:47:44 -04:00
Jesse.MarkowitzandClaude Sonnet 5 af68aac78d v0.7.7 — two releases shipped to a browser that never received them
buildStamp()'s no-git fallback was the literal "nogit", and the .s9pk
Dockerfile copies the tree in without .git — so git rev-parse fails on
every packaged build. That string is also the cache-bust key every
module URL carries, so v0.7.4, v0.7.5 and v0.7.6 all published
./web/main.js?v=nogit, byte-identical, and returning browsers refetched
nothing. v0.7.5's setup screen and v0.7.6's door fix were both correct
and neither arrived.

The fallback is now the package version plus the build timestamp, always
distinct. And serveStatic sent no Cache-Control at all, which is the
other half — a cached play.html pins a player to the whole build it
names. A request carrying ?v= is now immutable for a year; everything
else is no-cache. ?v= rather than "not HTML" because build-web.ts tags
the modules and nothing else.

Neither half is sufficient alone.

864 tests pass, two new.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AdG46Ja2PEDBkpqiDazMoX
2026-08-29 22:23:09 -04:00
Jesse.MarkowitzandClaude Sonnet 5 b4f09f05cb v0.7.6 — the solitaire door could not reach solitaire
Found by Jesse playing v0.7.5 on phoenix.local: a browser that had ever
held a multiplayer seat could not reach the new solitaire setup screen
at all. start() checked a browser-remembered multiplayer session before
ever looking at solitaire's own state, and a bare ./play.html load could
not tell "clicked Play solitaire" apart from "reloaded mid multiplayer
game" — the same problem ?lobby already solved for the door on the
other side, never applied to this one.

The door now links to ./play.html?solitaire, and start() treats that,
an explicit ?seed=, or the setup screen's own ?hand= (written by every
Deal) as proof this navigation means solitaire — checked ahead of the
remembered-session lookup rather than only below it.

862 tests pass, three new.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AdG46Ja2PEDBkpqiDazMoX
2026-08-29 19:59:37 -04:00
Jesse.MarkowitzandClaude Sonnet 5 3e961496b0 v0.7.5 — solitaire asks before it deals, the same way multiplayer already does
A new #solitairesetup screen in play.html asks the full shared game-options
block — type, starting hand, Extra start, revenue, victory conditions,
optional rules — before a genuinely fresh visit deals a game. A saved game,
an explicit ?seed=, or a URL a Deal already wrote all skip past it, same as
?lobby already skips the front doors on an invite link.

The in-game dialog, the lobby and this screen now share one
wireGameTypeBlock()/commitNewGame() pair instead of the dialog carrying its
own copy of the questions.

859 tests pass. Not yet played in a browser.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AdG46Ja2PEDBkpqiDazMoX
2026-08-29 19:14:37 -04:00
Jesse.MarkowitzandClaude Opus 5 a02d1fcffe TODO: v0.7.4 is shipped and installed, and four features are unplayed
Records the close of the 2026-08-29 session.

#38, done: Gitea#13, #5 and #19 in v0.7.4, wrapper 085b88b as 0.7.4:0, installed on
phoenix.local. Each issue carries a comment naming its commit and what was ruled,
per the standing instruction in #30 — auto-closing alone leaves no record of which
release answered a report.

#37 extended: the wrapper went 0.7.3 then 0.7.4 the same day, and the sequence is
written down rather than rediscovered next time. Both tags signed and pushed.

Three things the session leaves behind, and the first is the one that matters:

  #39 — NOTHING FROM v0.7.4 HAS BEEN PLAYED BY A HUMAN, and nor has extended play
  from v0.7.3 (#35). Four features shipped without a table between them. Two of them
  are interruptions that stop the Mainline Phase and put a question in front of
  somebody mid-thought, which is exactly what only play reveals.

  #40 — a save from before v0.7.4 may not replay, and nobody has been told. Same
  shape as #32 for the playtest line. It fails safe and WHISTLE-4086 did survive on
  phoenix, so "may not" rather than "will not".

  #41 — the bot still cannot use the half of Red Flags a human would: planting a
  flag on purpose to buy a Stage for switching. It takes the danger prompt
  unconditionally and still plays zero in 200 games.

Also de-duplicates #35, where an earlier edit left the superseded paragraph appended
to the rewritten one.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EAgJSmeV8zrMh55Mj85ESb
2026-08-29 08:43:43 -04:00
Jesse.MarkowitzandClaude Opus 5 19a6a47ab6 v0.7.4 — Red Flags hold a train out of your Limits (Gitea#19)
"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."

REPLACES the old rule outright, per Jesse's call. Red Flags used to be played on a
stopped train out on the Mainline and protected it from a rear-ender: offered 4,212
times and played 4 across 600 games, a mechanic nobody used, and ABS Signals already
does that job better. The flag is now planted on one side of your own district and
holds the next train arriving from that side.

SPENT ON THE TRAIN IT STOPS. One card, one train, so there is no lifting action to
build, nothing to forget, and a flag cannot quietly strangle the Division. The held
train loses one Mainline Phase and comes in on the next — it buys a Stage to clear
the lead, which is what "wish to complete switching" asks for.

PLAYABLE OUT OF PHASE, which is the other half of the issue: when an arrival would
certainly collide and the district's owner holds the card, the phase breaks in and
asks. Offered ONLY to somebody holding one — a prompt with a single button is not a
choice, and it would leak that a collision is coming. The danger is read from §8.3's
own two triggers rather than restated, so the prompt cannot offer a flag against a
collision that will not happen.

Built on the decision union Gitea#5 introduced: this adds a `redFlag` case and
nothing else structural.

THE BOT STILL NEVER PLAYS IT, AND I MEASURED RATHER THAN ASSUMED. It now takes the
out-of-phase prompt unconditionally — the engine has already established the danger,
so there is nothing left to judge — and over 200 solitaire games `redFlagsSet` fires
ZERO times. The prompt needs an arrival that would collide (0.14 per game, about one
game in seven) to coincide with holding the card from a three-card hand out of 121.
So the anomaly exemption in sim.test.ts stays, but its comment no longer claims the
bot is unwilling: it is measuring deck luck. What is left to fix is the half of the
card a human would use, planting a flag on purpose to buy switching time, and TODO.md
now says that instead of the old finding.

A BUG WORTH RECORDING, because the next interruption will meet it too: the flag was
originally taken down in a `reduce` case, which never fires for an event advance.ts
emits — the phase driver mutates state and then describes it. The flag stayed up and
held every train that came. test/events.test.ts's unreduced-event registry is what
makes that class of mistake visible, and `redFlagSpent` is on it deliberately now,
with the reasoning.

858 tests pass.

Closes #19

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EAgJSmeV8zrMh55Mj85ESb
2026-08-29 07:12:36 -04:00
Jesse.MarkowitzandClaude Opus 5 228027637b The Yard Office is offered, reachable, and can be run into (Gitea#5)
"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… the game will
offer that player the option… They can of course still choose to have the train go
to the standard office."

It was implemented, in a stripped form missing all three conditions: a qualifying
train was TELEPORTED onto the Yard Office card. Nobody was asked, no route was
computed — so the card's own printed "that can reach the yard office in one move"
was unenforced — and because nothing was walked, nothing was ever met on the way.

All three now hold:

  - OFFERED to whoever sits in the district, interrupting the Mainline Phase on the
    turn the train arrives. Declining is an ordinary arrival onto an A/D track.
  - REACHABILITY is the engine's own move walk. `exploreMoves` already means what
    the card means — any distance without changing direction, finishing on
    Operational Rail (§2.4, §A.1) — so using it is what makes code and card agree.
    Reversing is a separate Move, so a yard that can only be reached by backing up
    is correctly out of reach.
  - CARS ON THE LEAD COLLIDE. The walk does not treat standing cars as obstacles;
    it COUPLES them, because that is what a switching move does. An arriving train
    is not switching, so what it would have coupled is what it is about to hit —
    the same reading §8.3 already applies to the Running Track. `destination.couples`
    is therefore the fouling signal, and it needed no new machinery.

Per Jesse's ruling (2026-08-29) the two failures his issue names are kept apart: no
route means no offer, with the history saying why ("make sure this is logged in
history — why can't move so user knows why they can't get to yard"); a route that
exists but is fouled IS offered, and taking it crashes. A silent absence is
indistinguishable from a broken feature, which is how the missing check survived.

THE SHARED REFACTOR THIS NEEDED. `pendingDecision` was one question asked of one
player — §8.1's clearance, always the Superintendent — and `currentActor` hardcoded
that. It is a discriminated union now, with `decisionActor` as the single place that
maps a question to whoever must answer it, and `clearanceRuling` generalised to
`decisionAnswer`. Six copies of `pendingDecision !== null ? superintendent :
currentActor` across the engine, the sim, the web client and the tests collapse into
`actingPlayer`; they had already stopped being right the moment a second kind of
question existed. Gitea#19 needs the same machinery and now only has to add a case.

A BUG THE FIRST CUT WALKED INTO, worth recording because it is a trap the next
interruption will meet too: the offer must be put BEFORE the train is taken off its
Mainline card. `needsClearance` unwinds the whole phase and the driver re-enters
from the top, so asking after the `transits` filter cost the train its place on the
card and the answer had nowhere to land. §8.1 gets this right by asking before it
commits, and the Yard Office now does the same.

The developer bot declines: the Yard Office frees an A/D track, but the lead may be
fouled and the bot cannot read its own yard well enough to tell (`TODO.md`, Bot
Performance). Declining is always safe and keeps the harness comparable with every
measurement taken before this rule existed.

851 tests pass.

Closes #5

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EAgJSmeV8zrMh55Mj85ESb
2026-08-29 06:57:31 -04:00
Jesse.MarkowitzandClaude Opus 5 5e34c73b16 Extras that must run loaded, and a circus paid per district (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."

MAKE-UP. X17 Campaign, X18 Circus and X19 Military carry `mustRunLoaded`. It is a
preference order rather than a flat requirement, so the rule is asked of the
DIVISION YARD: an empty is refused only while the yard can still supply a loaded
car this train would accept, and once it cannot, the empty is legal and the train
may still depart short. Per category, since that is the slot the car competes for
— a loaded coach is no reason to refuse an empty boxcar.

SCORING, per Jesse's ruling (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
`stopPointClaimed` (a boolean, once per game) becomes `stopPointSeats` (the seats
already paid). A Circus touring three districts is paid three times; one parked in
the same district all game is paid once. The other half of the ruling — "if the
circus train gets recycled and played a second time as a second extra, then it
could again score points later too" — needs no code: a train is made up onto a
fresh tray every time, so a re-played Extra starts with an empty list.

The point now requires the train to be FULLY LOADED, meaning every non-caboose car
loaded. A coach counts as loaded when occupied, which is what makes this the right
test for the Campaign Train: X17 carries one coach and no freight, so "fully
loaded" is exactly "the candidate is aboard". X17 also GAINS the per-stop point —
it had `stopThenExpedite` and no scoring rule at all, and Jesse's "credit for a
circus or campaign train (one point per stop)" says it should score.

TWO BUGS FIXED ALONG THE WAY:

  - `ConsistSpec.emptiesOnly` was declared on X13 Appleseed, RENDERED to the player
    as "(empties only)" by both web/game.ts and sim/view.ts, and enforced by
    nothing — `acceptsCar` never read it, so the Appleseed could be made up loaded
    while its own card said otherwise. It is the same rule as this issue pointing
    the other way, and it would have been perverse to add one and leave the other.
  - Setting up out on the Mainline paid a point to PLAYER 0 whoever was playing:
    `playerAtSeat` needs a seat, off the grid there is none, and the fallback was
    `0`. Scoping the rule to Office Areas is what the ruling says and removes the
    misattribution rather than patching it.

Both loading rules exempt the caboose: every caboose in ROLLING_STOCK_SUPPLY is
minted loaded, so an unexempted rule would bar the one car a consist lists by name.

`trainNeedingCars` now asks the full question per car rather than the shape
question. It shares its predicate with `check` precisely to avoid the stall its own
comment describes, and the shape question stopped being the same question: an
empties-only train facing a yard of loaded cars would have been told a car was
available and then refused every one.

The two published replays that stopped replaying under the new rules were retired
and re-recorded with save-replay.ts, which verifies each candidate before writing
it. That is what test/harness.test.ts is for and what its comment prescribes.

846 tests pass.

Closes #13

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EAgJSmeV8zrMh55Mj85ESb
2026-08-29 06:44:13 -04:00
Jesse.MarkowitzandClaude Opus 5 9ae8e9e09d TODO: extended play verified against the running server on phoenix.local
v0.7.3:0 is installed. #35 keeps its heading — nobody has played this at a table
with humans — but the engine and server half is no longer merely compiled.

Dealt a two-seat competitive game over the HTTP API with days: 1, played it to the
end of its timetable, and watched it reach `awaitingExtension` with the official
result frozen at config.days. Voted yes; the bot followed; the game returned to
active with extraDays: 1 and the official outcome unchanged. Both test games were
deleted afterwards.

The carry-over claim was checked the same way rather than asserted. phoenix held
five saves before the update, one resumable; after it the resume log is identical
— same game, same 7 intents, same three refusals at the same move with the same
code.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EAgJSmeV8zrMh55Mj85ESb
2026-08-29 06:04:55 -04:00
Jesse.MarkowitzandClaude Opus 5 5865c3a6b7 TODO: the wrapper is on 0.7.3, and #13 is the harder reading after all
Three updates from the 2026-08-29 session, none of them code.

#37, new and already done: the StartOS wrapper is bumped to 0.7.3 (`74aea24` in
station-master-startos). Recorded with what was verified — check, prettier, pack —
and what was not: it is not installed on a box and has not been played, which is
#35 and still open.

#13 is settled, and as the reading that costs more. 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." The
entry had explicitly left open which of two things was meant — a log-legibility
problem or a new view — and it is the second. It is Gitea#20 step 4 pointed at a
player's screen rather than the common board, and `docs/plans/jitsi-common-board.md`
already has the mechanism; what it does not have is the seated-player half, which
that plan deliberately excludes. Jesse: "this relates to issue #20 and will require
a lot more thinking." Marked to be designed with #20, not started alone.

#7 is on hold: StartOS 0.4.0.2 is expected to improve action displays, and the
diagnosis behind that item is that the action-result view collapses newlines —
exactly the sort of thing a platform release fixes. Re-read the real output before
designing around a limitation that may have been lifted.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EAgJSmeV8zrMh55Mj85ESb
2026-08-29 05:07:36 -04:00
Jesse.MarkowitzandClaude Opus 5 45580d8b61 v0.7.3 — a game that asks before it ends, and a results screen worth reading
Two issues off the tracker, and they are halves of one thing: the end of a game.
Neither ships on the 0.4.9 line — Jesse's call, that line may be complete and
these are not fixes people mid-playtest need.

EXTENDED PLAY (#11). The official result is settled at the original game length
and never changes: in a five-Day game extended to eight, the winner is whoever
led at the end of Day 5. Extending grants exactly one Day and the question is put
again at the end of it — solitaire the player decides alone, multiplayer it is
unanimous and one refusal ends it there. Only days-based endings offer it; a §3.4
collision breach is final, during an extended Day exactly as during the scheduled
game.

It could not be a client-side change. `check` refused every intent once `status`
left `active`; the server never loads a `finished` game back into memory; and a
save is `{ seed, config, history }` replayed through the engine, so a "continue"
the history does not record did not happen. Hence a fourth status,
`awaitingExtension`, and a `game.extend` intent. `config.days` never moves —
`extraDays` counts the borrowed Days and `official` freezes the outcome, the
standings and the statistics at the first ending.

THE RESULTS SCREEN (#16). `GAME OVER — revenueFloor` was `outcome.reason`, an
internal enum interpolated into the page at the one moment the game has the
player's whole attention. Every reason now has a sentence with the game's own
numbers in it. Around it: the result and winner, standings, the rules the game
was dealt under, a per-player breakdown, and the railroad — trains through the
Division and how many worked en route, loads made up and broken, passengers, cars
switched, trains destroyed. It shares the Day-end dialog's blocks rather than
reimplementing them, and stays reopenable so continuing does not cost you the
results.

Statistics are folded, not recorded: `state.tally` counts what the event stream
says happened, hooked at `applyIntent` and `advance` because `reduce` never sees
the phase driver's events — and those are the interesting ones. Nothing in the
rules reads it, and it rides the Frame, so multiplayer gets the same numbers as
solitaire from one implementation.

THREE BUGS FOUND IN TESTING, all of which would have shipped:

  - a saved game containing a vote could not be resumed (NO_ACTOR). A history is
    a flat Intent[] with no seat recorded; the replay derives who acted from the
    turn order, which cannot work for an intent every seat may send in any order.
    `game.extend` carries its voter, checked against the authenticated seat.
  - an all-bot game hung on the question for ever. `driveBots` loops on
    `currentActor`, null the moment the game stops, so it cannot cast a vote, and
    the bot-vote driver returned early with no humans to follow.
  - the balance harness became unbounded — `test/sim.test.ts` went from under a
    second to never finishing. `randomBot` took another Day about half the time,
    so every seeded game ran to playGame's 50,000-turn cap. Fixed in the driver,
    not in a policy, so it holds for bots not yet written.

All three have regression tests. 832 tests pass, against 793 before this change.

NOT BUILT, and a correction. #16's own comment said `trainStoodStill` "is emitted
per Stage, so a run of them is exactly the sat-on-a-siding streak". It is not:
reading advance.ts, it fires once per game and only for a train whose profile
sets `stopEarnsPoint` — the X18 Circus — with `stopPointClaimed` preventing a
second. The streak was built, rendered "1 Stage at (0,0)", and was taken out
again. There is no per-Stage "this train did not move" signal in the engine, so
"longest an engine sat on a siding" needs one first; TODO.md #36 records what it
would take, and the Circus set-up is reported instead. Badges remain the second
pass #16 asks for (TODO.md #33), and because the statistics are derived rather
than recorded, that pass can add any of them retroactively to games already
played and saved.

Extended play has not yet been played at a real table (TODO.md #35): the
multiplayer vote has only been driven through `session.intent`, never through two
browsers.

Closes #11
Closes #16

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EAgJSmeV8zrMh55Mj85ESb
2026-08-29 04:23:26 -04:00
Jesse.Markowitz 510e33bac7 TODO: the wrapper is on 0.7.2, and the playtesters need telling their saves are dead 2026-08-26 15:35:41 -04:00
Jesse.Markowitz c4a08433ba TODO: the release follow-ups, and the wrapper bump is waiting on a v0.7.2 tag 2026-08-26 15:27:25 -04:00
Jesse.Markowitz 2ab25e320c v0.7.2 — a leg that is part of the row, the deck the sheet prints, regions not miles per hour, and a Division you read left to right
Gitea#17 — a 45° leg is an end of the west-to-east row, so backing into a cut
through a curve's south leg no longer couples it back to front. The same
assumption left a crew's own cut standing when it pulled out through a leg,
which is the "cars left behind" report we had failed to reproduce.

Gitea#14 — every count is docs/Deck cards5.xlsx. Track halved, and the Q12
office doubling and Gap 12 industry tripling both come out with it: they were
measured against a deck with twice the track, and keeping them at the sheet's
track count wipes out the reefer chain entirely. 84 rows now match card for
card; the ten Safety, Event and Inspection cards it adds are not built and are
held out. Cards the sheet no longer lists are dealt zero copies rather than
deleted, so their rules stay implemented.

Gitea#15 — RAR reversed it: a rail may stop dead against its neighbour and the
placement is legal. What must hold is that no train crosses the gap, which was
already true and is now pinned against the reported board.

Gitea#3 — the printed speeds are scenery. A card costs one Stage per printed
region and where a train STARTS is what varies; Fast/Slow is read on Hilly
alone. Entering a one-region card behind another is a collision now, which is
what ABS exists to prevent, and ABS no longer holds trains silently.

Gitea#18 — the Division draws as one row, west to east, with no office-area
detail. East is finally always to the right.

Closes #3
Closes #14
Closes #15
Closes #17
Closes #18
2026-08-26 15:20:56 -04:00
Jesse.MarkowitzandClaude Opus 5 441447648d v0.7.1 — a caboose is not a load, a Day that says it ended, and a train you may throw away
Four issues off the Gitea tracker, all of them things a player saw at the board. Reasoning for
every item, and what was verified how: CHANGELOG.md.

- Gitea#8: X22 Pee-Dee refused every caboose, including the one it was made up with, so setting it
  out stranded the train. All six cabooses are minted loaded because §2.2's "coloured is loaded,
  white is empty" doubles as a piece count in the supply table; one read of the flag took that
  literally. A caboose carries the crew, not freight, so it is never a load.
- Gitea#10: a Day turns over inside the phases that run themselves, so it passes between one click
  and the next — and both transient signals fade before a player reading the board notices. A modal
  stops and waits, carrying 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.
- Gitea#9, which SUPERSEDES Gitea#6 from three days ago: a Timetabled train may be tossed face-up
  to a Department slot, where a rival may pick it up — the second half of the ruling needed no code,
  since that is where every discard already goes. An Extra still may not. A New Game setting on this
  line (discardTimetabled, on by default), the plain rule on the 0.4.9 line.
- Gitea#2 is not an engine bug: the rules are implemented exactly, and running the coach pool dry is
  Jesse's ruling to keep — "part of the strategy". What was wrong is that the game said nothing. A
  blocked platform now gives its reason, from the engine's own predicate, including how many coaches
  are stranded in Classification and what brings them back.

The same four ship as v0.4.9g on the playtest line.

Closes #2
Closes #8
Closes #9
Closes #10

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01FLnYR4XtXQNamYJXGYT8oC
2026-08-25 10:46:22 -04:00
Jesse.MarkowitzandClaude Opus 5 603d38602c TODO: record the 0.4.9 divergence on the Local's coach
Checked while answering whether v0.7.0 needed porting to the playtest line: almost none of it does,
but §A.4's coach ruling from v0.5.0 is a code difference that line never received — `!atOffice` on
the coachStaysOnStationTrack check. Jesse's call is not to port it mid-playtest; written down so the
divergence is a decision rather than a surprise, and so that line's README is not "corrected" into
describing behaviour its build does not have.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016JczK5i33ZNSf2PtzZqdhS
2026-08-23 06:02:19 -04:00
Jesse.MarkowitzandClaude Opus 5 06db36e5b5 v0.7.0 — four game types, a lobby you can read and leave, and a multiplayer game that makes a sound
The multiplayer set-up, the lobby, the start of a game, and four signals a remote client had never
been sent. Reasoning, the preset table and what was verified how: CHANGELOG.md.

- Co-op, Competitive, Cutthroat, Solitaire and Custom, on both screens, from one shared block —
  they had drifted, and each was missing a question the other asked.
- A player reads the whole rule set before taking a seat, may leave a lobby or a running game, and
  keeps a seat across a reload. The host may clear a chair. The browser remembers every game it is
  in, not just the last one.
- The start of a game is drawn: a handoff beat, an announcement, the code and type in the header.
- Sound, the timetable flash, announcements and the just-drawn badge now reach a remote client;
  justDrawn goes to the seat that drew it and nobody else.
- Played on StartOS, which found the rest: an Extra belongs to the player who played it, the board
  never named the Superintendent, bot seats were reported as absent players, and rule section
  numbers are out of every string a player reads.

Also carries the previous session's Heavy Grade documentation work — asked again, answer unchanged.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016JczK5i33ZNSf2PtzZqdhS
2026-08-23 05:46:42 -04:00
Jesse.Markowitz 42adfda390 v0.6.3 — the deploy script follows the host to FileBrowser Quantum
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.

Found trying to publish the 0.4.9f playtest build: every deploy died with "login failed: 404 404
page not found". The File Browser host 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: auth is a session COOKIE rather than a JWT sent back as X-Auth, so a deploy that
ignored it would authenticate and then be rejected by every upload; the password is an X-Password
header, URL-encoded, rather than a JSON body field; and the path is a query parameter, with every
resource call also having to name a `source` — Quantum can serve several named stores and refuses
any call that does not say which, a concept the v2.63 API did not have.

Rewritten against the running instance's own bundle rather than guessed, the same discipline the
v2.63 version was written with. Two things worth knowing next time: the bundle is gzip-compressed,
so it needs gunzip before it can be grepped; and an endpoint that exists answers a bad password
with 401 while a missing one answers 404, which is how each path was confirmed against the live
host without holding a password.

The source is discovered from GET /api/settings/sources — one configured source is used silently,
several makes the script stop and list them rather than deploy into the wrong store. FB_SOURCE
overrides it, FB_OTP carries a two-factor code.

Verified by deploying with it rather than by reading: 0.4.9f went up this way. This is that same
file byte-identical, brought across to the main line — both branches carried the same broken
script, so deploying 0.6.x would have failed identically.

Also removes dist-test/, an untracked hand-made copy of a v0.6.2 dist/ build that no script or test
references. 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.

715 tests pass, tsc clean, site builds.
2026-08-22 22:04:23 -04:00
Jesse.Markowitz 7804756f11 v0.6.2 — an Extra starts where you put it, a train card is never discarded
Three more from the v0.4.9e gameplay-testing round, filed as Gitea issues, plus two bugs found
underneath them. Gitea#2 is diagnosed but NOT fixed: it needs a ruling, and the reasoning is in
TODO.md under Play Balance.

GITEA#4 — AN EXTRA STARTS WHERE THE PLAYER PUTS IT. Only one Division Point was ever offered,
chosen by number parity. The number no longer decides an Extra's direction — the start does, which
supersedes the recorded ruling that "the number decides, like everything else on the timetable".
The two cannot both hold: an odd, westbound Extra placed at the WEST end would leave the Division
on its first move having crossed nothing, and be paid for the run. Either end now runs the train
away from itself; at an Interchange or a Control Point the player picks the direction. The
Interchange start is a YARD, off the running line, which is what makes the Superintendent clause
work: placing it can never force a collision, a guaranteed one holds it there for another Stage,
and a potential one is the Superintendent's to rule on — exactly evaluateClearance's `blocked` and
`ask`, so nothing new decides collisions. Where an Extra may start is now a house rule
(divisionPointsOnly / ownOffice / anyOffice, defaulting to what the engine already did). The
legacy `atSeat` intent field still replays as it always meant.

FOUND UNDERNEATH IT: an Extra started away from a Division Point ran empty. isBeingMadeUp tested
position alone, so the Control Point start has been shipping since it was added with a train that
could never be given a consist. Found by playing it, not by the tests, which had only asserted
where the tray landed.

FOUND UNDERNEATH IT: collide left the wrecks on the card. Destroyed trains kept their Transit
entries, and evaluateClearance counts every transit as an occupant, so one rear-end collision
permanently poisoned that Mainline card for every later train.

THE MAINLINE CARDS WERE ROLLED, NOT DEALT — drawn from the nine types with replacement, so a
Division could hold two Interchanges and Plains carried the weight of a card printed once. "An
Extra may start at the Interchange if one is on the board" only reads as a rule if the board holds
at most one. Now dealt from the printed deck without replacement, verified over 1600 deals. This
re-deals every seed: the published replays were re-recorded, and the saved games in docs/ are
retired too — two of those were already dead before this release and nobody had noticed.

GITEA#6 — A TRAIN CARD IS NEVER DISCARDED, Timetabled and Extra alike. The forced play needed no
mechanism: nothing discardable plus a hand over the limit leaves exactly one legal way to end the
turn, and playing a train is unconditionally legal, so the corner cannot trap anyone. The bot
needed no rule either. 400/400 games finished, revenue unmoved, trains scheduled 1.2 -> 1.3. The
player is told on the card and on the button.

GITEA#7 — COACH COUNTS. 1/2 Crack Limited 3 -> 2, 5/6 The Sparrow 2 -> 3. A change to the cards,
so Trains3.pdf and the transcription keep the original numbers with a footnote while content.ts
and the Home Deck reference carry what the game plays.

CONTENT.TS COMMENT PASS — no data changed, only comments. Four were factually wrong, including an
office table naming counts doubled long ago and a pointer to a DEALT_DECK_SIZE that has never
existed. Every Enhancement row cited its implementation by line number and every citation had
rotted; they name functions now. Card counts came out of the comments, since they move with play
balance; source-sheet figures and dated measurements stayed.

TODO.md gains an item for a card reference generated from content.ts, in six sections, so the
documentation cannot disagree with the game.

715 tests pass, tsc clean, site builds.
2026-08-22 19:51:40 -04:00
Jesse.MarkowitzandClaude Opus 5 83a5450866 v0.6.1 — five of six playtest bugs: one button per train, and a load that has to go somewhere
Gameplay testing on 0.4.9d returned six reports. Five are fixed; the sixth could not be
reproduced and is written up in TODO.md with the two questions that would pin it down.

TWO TRAINS AT ONE PLATFORM ANSWERED TO ONE BUTTON. `porter.board` and `porter.detrain`
carried no tray, so there was one button per platform however many trains stood at it and
the reducer filled the first empty coach on the A/D tracks. `check` and the reducer were not
even asking the same question: `check` skipped a train whose card refuses passenger work and
the reducer did not. Both intents now carry an optional `trayId`, one function resolves the
train and the coach for check/execute/reduce alike, `legal.ts` offers one candidate per train,
and the label names it.

A LOAD COULD BE MADE AND BROKEN WITHOUT GOING ANYWHERE. A Freight House could unload the
boxcar it had just loaded; a platform could detrain the passengers it had just boarded. Full
Revenue at both ends for a movement that never happened. Jesse's rule: a load made anywhere in
an Office Area may not be broken anywhere in that Office Area, ever — it has to be carried to
another district. The load carries the seat that made it (`RollingStock.origin`), stripped by
`pooled` at every yard push. Measured at -0.60 +/- 0.10 Revenue a game (t = -6.1) over 400
paired deals: 78 worse, 3 better, 319 unchanged — free Revenue coming off the board, not a nerf.

THE GROCER'S WAREHOUSE SHIPPED AND THE REFINERY RECEIVED. Both were `flow: 'both'` on the
reading that "Freight House" was a collective term for exactly those two, and therefore what
§9.3 described. The engine has dealt a Freight House CARD since before v0.4.9, so §9.3 names
it and the argument goes. The card set agrees: all three Refinery modifiers grant +1 outbound.
Refinery outbound-only, Grocer's inbound-only, Freight House the one two-way industry — which
leaves exactly the one same-district pairing the rule above refuses.

NOT REPRODUCED: cars left behind when backing up over them. Five layouts tried, including cars
spotted at an industry; every one couples the lot. Three are pinned in `apply.test.ts`. One way
to create such cars was closed anyway — `flyingSwitch` wrote its cut past `carsOn`.

Both published replays that had gone dead were re-recorded; a rules change retires a save, and
`harness.test.ts` is what catches it.

The same change ships as v0.4.9e on the 0.4.9 line, branched from the v0.4.9d commit — the engine
files these fixes touch are identical across the two lines, so the patch applied cleanly both ways.

Also carries the two "Queued 2026-08-22, from playing on StartOS" TODO items that were staged
before this work started (Games in Progress readability, and getting back into a game after
losing a browser). They are notes, and items 9-12 below them are numbered against them.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011nbvwWMef8CuEP6t5cgkTv
2026-08-21 23:54:24 -04:00
Jesse.Markowitz 40f07b0710 v0.6.0 — saves survive a release, Employee Rotation is real, and the lobby
asks what game you want

Three queued items. The last matters most.

A RELEASE NO LONGER DESTROYS EVERY GAME IN PROGRESS.

Four consecutive releases killed every game on the box, one of them a
release that changed only how the board is drawn. The reasoning behind the
refusal was always right — a move legal under old rules may not be legal
under new ones, and half-replaying a save is worse than refusing it. The
TEST was wrong: it compared engineVersion for exact equality, and that
stamp is the package version, which moves for a CSS fix.

Whether a save still replays has an exact answer, so it is now asked
directly. loadGame reads the file and judges nothing; tryResumeSession
replays the intents and reports the first one the engine refuses. A save
stamped with a version this server has never run resumes fine provided its
moves replay — verified against a file hand-stamped 0.4.9-ancient. One that
genuinely does not replay is still refused, but the log names the move
rather than two version strings: "move 3 of 8 (localOps.choose) is rejected
by the current rules with OPTION_ALREADY_CHOSEN".

fromMultiplayerSave had to stop lying first. It has always stopped at the
first unacceptable intent and done so in silence, which was survivable only
because the version gate meant a doomed replay was never attempted. Now
that the replay IS the check, it returns where it stopped and why.

Deliberately not done: resuming a partly-replayable game at its last good
move. That silently rewinds a game to a position nobody played to while
every browser holding a later Frame carries on unaware. Refusing leaves the
file intact, so putting the previous version back still recovers it.

EMPLOYEE ROTATION IS IMPLEMENTED, SISTER TRAINS IS DELETED.

Two of the four optional-rule flags were read by nothing at all. Employee
Rotation is four lines in advance.ts, because the seat/player split (D9)
exists for precisely this rule: seating is the only thing that moves, so
Revenue, hands, the Superintendent and whose turn it is travel with the
player, and the Office, district, grid and any trains standing in it stay
with the chair. Inheriting the district you move into is the point of the
rule, not a side effect. "Left" is seat + 1, matching playerLeftOf.

Sister Trains is deleted rather than built: Q9 records that the Second
Section card supersedes it, and that card exists, so the flag was a toggle
for a rule the game no longer has.

THE LOBBY ASKS WHAT GAME YOU WANT TO PLAY.

Creating a game asked for a name, a mode and a table size; every other dial
was hardcoded. A Game settings block now carries the same set the solitaire
dialog does — seed, starting hand, the three revenue rates, Days, the
combined-Revenue floor, both collision caps, the opponent-card toggle —
plus the three surviving optional rules. Mode and table size set the
defaults and everything stays editable. The seed is honoured, so a game can
be reproduced or compared.

Verified: 682 tests pass (679 + 3). The rotation tests were mutation-checked
both ways — disabling the rotation and turning the table the wrong way each
fail the suite. Live: a save stamped 0.4.9-ancient resumed, an injected
illegal move was refused by name, and a create with every dial set to a
non-default value came back out of game.json with all of them intact,
including seed 777.

Two of my own assertions were wrong on the way and the tests caught them:
the Fedora legitimately passes at Stage 12 (§5) so it cannot be compared
against its own earlier value, and dispatchUsedToday is cleared at every
Day boundary so it cannot mark a district.
2026-08-21 21:45:34 -04:00
Jesse 51710498f5 v0.5.6 — seats counted from 1, a name you can read, and a line that stops repeating
Three things off the first proper look at a live table.

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

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

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

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

675 tests pass (673 + 2).
2026-08-21 20:53:17 -04:00
Jesse bfd2708ecc v0.5.5 — a remembered session for a game that no longer exists
Reported after updating to v0.5.4: clicking Multiplayer went straight into
a game with no lobby and no controls, and the board was blank.

Three things lined up. start() enters a remembered session WITHOUT checking
it still exists — that is what makes reconnection seamless, and it is why
the lobby was skipped. The v0.5.4 update had refused to resume that game,
its save being recorded under v0.5.3 and the engine-version check being
exact (D7). And createRemoteSession had no onerror at all, so EventSource
retried the resulting 404 forever in silence while frame stayed null and
nothing rendered. The only escape was clearing site data, and nothing on
screen said so.

v0.5.3's Manage Game -> End had just widened the same dead end: it closes
every watcher's stream, so a player whose game an administrator ended would
sit frozen on a stale board indefinitely, for exactly the same reason.

GET /api/session?token= is new: a cheap yes/no on whether a token still
names a live game. EventSource fires error identically for a transient blip
— the expected shape of a game idle for minutes (§9) — and for a 404 it
will retry forever, and exposes no status code either way, so the client
asks rather than guessing. Only a definite 404 closes the stream and
reports the game gone; a flaky network still self-heals.

The page then forgets the stored session, says why (ended by an
administrator, or the service was updated, which does not carry games
across), and drops into the lobby. Forgetting the token is what stops the
next load repeating it. It also stops rendering nothing while it waits —
"… connecting to the game" sits in the presence banner until the first push
arrives, because a page showing nothing is indistinguishable from a broken
one, which is what this looked like.

Recorded but NOT fixed, in TODO.md: three releases in a row destroyed every
game in progress, and v0.5.4's changes were rendering only. The refusal is
right, but the test is exact equality against the PACKAGE version, which
moves for reasons unrelated to the rules. Three options costed; the
recommendation is to replay the save and refuse only if an intent actually
rejects — the real question rather than a proxy for it, and a full replay
measures ~100 ms.

Verified live: /api/session answers 200 for a seated token, 404 once an
administrator ends the game, 404 for a garbage token, and /api/stream 404s
in the same state — which is the response EventSource had been retrying
silently. 673 tests pass.
2026-08-21 17:55:59 -04:00
Jesse 689de2ff0f v0.5.4 — the map says whose railroad is whose
Six things found playing the StartOS build, all of them the game telling
you what it already knew.

The lobby's Start button did not look disabled when it was. The reported
symptom was "it says it's waiting for a player but Start is enabled" — it
wasn't: the note and the disabled assignment are two lines apart in the
same block. The page had only `header button:disabled` and `#actions
button:disabled`, and #lb-start is in neither, so a disabled button kept
its normal face AND still lit up under the cursor from the generic
button:hover. It advertised a click it would refuse. The rule is generic
now.

The game code was rendered as "— code TRESTLE-5109" in dim text beside a
heading, reading like a reference number rather than the thing you have to
send somebody. It is a labelled block at 22px with a Copy button, and a
clipboard refusal says the code can be selected instead of failing
silently. The blurb under it was also WRONG — it claimed the chairs were
"in the order everyone joined", which stopped being true in v0.4.1 when the
§4.4 D12 started deciding. It now says what actually happens.

Every Office on the Division map was labelled with its tier, which every
other player's Office also has, so four districts read identically and
"where does Bob sit" had no answer on the one map showing where trains are.
The owner's name takes the headline and the tier moves beside the A/D
count. Amber marks whose move it is — the same "happening here" the action
panel uses — and "(you)" is spelled out on the reader's own district,
because colour alone cannot say which of four railroads is yours. Turn
colour wins over the you-colour when both apply: whose turn it is changes
every few seconds, which railroad is yours never does.

Under the map, the chain in words with the roll behind it: "West to East:
Alice (1) → Bot 2 (5) → Bot 1 (11)". state.openingRolls has been kept for
exactly this since v0.4.1 and nothing had displayed it. It also answers
"is the host always at the eastern end" outright — no. Alice there is the
host, rolled lowest, and sits at the western end.

Supporting: Frame gained viewer and viewerSeat. Every private field on it
was already scoped to one player, but nothing said which player, so a page
could draw a railroad without being able to say whose it was — harmless in
solitaire, the first question at four seats. Frame also gained
openingRolls. Bots are Bot 1 / Bot 2 rather than all Bot, since two of them
are two different railroads. The standalone replay gets all of it: players,
actor and viewer are not delta'd keys in compress, so they ride whole on
every frame and replay.ts passes the same roster.

Verified: 673 tests pass (668 + 5). The new ones were mutation-checked —
removing the (you) suffix, never applying the turn mark, and reinstating
the pre-v0.4.1 identity seating each fail the suite. The seating test
deliberately asserts across six seeds that the eastern end is NOT always
player 0, which is the claim it exists to defend.
2026-08-21 17:12:25 -04:00
Jesse 2fbfe11977 v0.5.3 — a table you size yourself, and games an administrator can see and end
Both halves came out of playing the StartOS build. The wrapper's health
check and admin actions consume this; they land separately.

The host picks the table size (2-4) when creating a game, and the seats
array is built at that length once. Before, it GREW as people joined, so
the four rows on screen were partly fiction — a 2-player game just started
with a 2-long array, while a host who dropped a bot into a later chair
padded it with a null and silently disabled Start behind a one-line note.
A gap can no longer be written down rather than merely being refused.

That also avoided a trap. Compacting seats at Lobby.Start — the obvious
way to support a "closed" chair — would have shifted the player index that
every PlayerSession stamps at join time and that /api/stream and
/api/intent both route by, handing a player somebody else's railroad with
no error anywhere.

And it fixed a live balance bug: minCombinedRevenue is derived from the
player count, but the config was fixed at CREATE while the count wasn't
known until START, so the lobby guessed 4. Every 2-player game ran against
a floor of 60 instead of 30 — and missing the floor means everyone loses,
so a 2-player competitive game was set up to fail for a UI artifact rather
than a rule.

/api/health gained games:{active,lobby}, read from a new cheap summary()
on GameSession rather than exportSave(), which would copy every intent of
every game to answer a question about none of them. Three admin routes are
new behind an ADMIN_SECRET env var in an x-admin-secret header: GET
/api/games, GET /api/games/<id>/save, DELETE /api/games/<id>. Until now a
started game could not be ended by anyone — no route, no player action, no
resignation — so an abandoned game stayed active in the index and was
faithfully resumed on every boot, forever.

Three deliberate choices there: the admin secret is NOT the join secret,
which every player holds and which would therefore let anyone at the table
destroy anyone else's game; unset means the routes 404 exactly as any
unknown path does, with or without a header, so a server never given an
administrator doesn't advertise that it has one; and a delete returns the
deleted game's save, since the intents are the game (D5) — nothing is
destroyed without being handed to whoever destroyed it.

SavedGame gained an optional lastMoveAt (falling back to createdAt) so
"has this stalled?" survives a restart. Kept out of history for the same
reason the turn timings are: a replay must reproduce a game from decisions
alone, and wall-clock is not a decision.

index.ts logs "Resuming N saved games..." before the loop rather than one
line per game after it. Measured a full 4-player game at 100ms to replay,
and only unfinished games are replayed, so listening before loading would
have bought nothing for the cost of a "still loading" state everywhere.

Verified: 667 tests pass (662 + 5), and the new session tests were checked
against two mutations (lastMoveAt never advancing; resume dropping it) to
confirm they fail without the code. Live against a running server: health
counts tracking through the lobby->game transition, admin auth rejecting a
missing and a wrong secret, list/export/delete, the deleted game's files
and index entry actually gone from disk, a second delete 404ing, the admin
routes invisible when ADMIN_SECRET is unset, and a 3-player table refusing
a 4th player and a size of 5 refused at the door.

Also carries the TODO items raised on 2026-08-21: the lobby offering no
game parameters (the floor bug within it now fixed, the form still
missing), and the four optionalRules — of which only reducedVisibility and
emergencyToolbox are read by anything, while sisterTrains and
employeeRotation are declared, defaulted, and consulted nowhere.
2026-08-21 14:53:53 -04:00
Jesse 62b6ed7e1b v0.5.2 — the splash's multiplayer door opens, and knows whether it should
The "Play multiplayer" door on index.html had sat disabled, labelled
"Coming soon", since before the server existed — Phases 2 through 4 built
a working lobby and nothing ever linked to it. Loading the site landed on
the same solitaire splash whether a real multiplayer server was behind it
or not, with no visible way in. Found packaging Phase 6 for StartOS.

The door is now a live link to ./play.html?lobby, and main.ts's start()
routes ?lobby straight to the lobby screen — the same showScreen('lobby');
runLobby(beginRemote) the in-game Multiplayer button already used —
instead of dealing a solitaire game first.

GET /api/health is new, and exists to be failed. The same dist/ ships both
served by src/server/ and uploaded as flat files by deploy-web.ts, and the
bundle is identical either way (D4), so the page cannot know from its own
build which it is; every other route 404s an unknown path exactly as a
static host does, so nothing distinguished them. The splash probes it on
load and closes the door when nothing names itself in reply.

The door starts open and only ever closes, deliberately: a wrong "no
server" is the bug above again — invisible, and it strands a player who
does have one — while a wrong "there is one" costs a click and a lobby
that says it cannot connect. The reply must name itself rather than merely
return 200, or a host answering every path with its index page would pass.

Verified: tsc clean; 659 tests pass (656 + 3); /api/health exercised live
against a running server — 200 with the right body, unauthenticated, while
an unknown path and a wrong method both still 404, which is what makes the
probe discriminate at all.

The probe's own test was vacuous on the first attempt — both its "closes"
cases reached close() through the .catch arm, so deleting the body-naming
check outright still passed. Caught by mutating splash.ts and re-running;
the test now covers all three closing routes and fails without the check.
2026-08-21 11:00:06 -04:00
Jesse e76bd77099 v0.5.1 — multiplayer Phase 4: lobby, sessions, reconnection
A real server existed since v0.5.0 but nobody could reach it without a hand-built ?seat=&secret=
URL. This is what makes it a game you can actually create or join.

The server now hosts more than one game: src/server/lobby.ts (new) is pure logic — creating,
joining, bot seats, host transfer, starting — same split session.ts already draws for a running
game. persistence.ts gained one directory per gameId plus a top-level index so index.ts resumes
every saved game on boot. /api/stream and /api/intent now authenticate by session token instead of
?seat=&secret= — the token alone proves identity (lobby-and-sessions.md §1), so the join secret's
job ends at the lobby door.

Bots fill empty seats at Lobby.Start only, never take over a disconnected human (D8): session.ts
gained driveBots(), playing developerBot forward through consecutive bot seats after every accepted
intent. Disconnect keeps the seat and says so — Push gained an optional presence field, built
entirely by http.ts and never routed through the engine, since a disconnect is transport news, not
a GameEvent. Host rights pass to the earliest-joined remaining player if the host drops before
start.

Client: src/web/lobby.ts adds create/join forms and a live seating screen; localStorage replaces
?seat= for reconnecting straight back into a game already joined. A Multiplayer button sits beside
New game; the New Game dialog itself is untouched.

Found only by the live smoke test, not by typechecking: /api/intent read its token from the JSON
body while the client sends it in the query string (matching /api/stream) — every intent failed
"no such game" until caught by curl-level verification.

Doc fix: multiplayer.md's D18 said the player cap was 6; lobby-and-sessions.md §2 says 2-4 with the
reasoning and the test coverage to back it. The two had drifted apart. D18 now reads 2-4.

Not verified: an actual browser walking through the lobby screens — none available in this
environment, same limitation Phase 2's RemoteSession shipped under. 656 tests, 0 failures.

tools/jitsi-harness/ deliberately left untracked — unrelated side-project work, not part of this
release.
2026-08-21 05:25:47 -04:00
Jesse c3c5cbfeec v0.5.0 — multiplayer Phases 2 and 3: a server that runs a game and survives being restarted
Phases 0-1 shipped in v0.4.0 (seat/identity split, per-player turn state, the Session boundary).
This lands Phase 2 (server core, one game, no lobby) and Phase 3 (persistence and resumption) per
docs/architecture/multiplayer.md §12. Phases 4-6 (lobby/reconnection, the 22 opponent-directed
cards, StartOS packaging) are still ahead.

Phase 2: src/server/session.ts hosts a game in pure logic (no sockets) on top of game.ts's existing
Game/submit/currentActor/actionMenu; it verifies seat === currentActor(game) itself before calling
submit, since submit() trusts its caller and a server can't. src/server/http.ts and index.ts add
POST /api/game, GET /api/stream (SSE, per-seat), POST /api/intent, and static serving of dist/.
src/sim/frame-delta.ts is a purpose-built per-seat board delta for one live push at a time. Found
and fixed along the way: actionMenu(game, seat) only used seat for the hand field, so a server
computing every connected seat's Menu would have handed the acting player's legal moves to a
waiting seat. Verified with a live end-to-end smoke test (2-player game, two SSE streams, a
rejected intent from the wrong seat, an idempotent resend) plus test/server/session.test.ts and
test/redaction.test.ts. Not verified: an actual browser (none available in this environment).

Phase 3: src/server/persistence.ts writes game.json and turn-timings.json, atomic-rewrite-then-
rename. game.ts gained fromMultiplayerSave, fixing a narration-attribution bug found while testing
it (fromSave's replay loop drops the actor argument, invisible in solitaire, unreadable the moment
there's more than one seat — fromSave itself still has this gap, deliberately untouched). Verified
live: server killed and restarted mid-game, both seats reconnected exactly where they left off.

Two rules bugs found while building this: the New Train phase never implemented its car-placement
round (every car of every train was placed by the Superintendent alone, in every mode, all along —
now reads the round position off tray.consist.length); and victory conditions are now one shared,
configurable GameConfig set across solitaire/competitive/coop instead of a fixed length lookup and
a dead firstToTarget condition.

Also folds in the three fixes already released on the patch line as v0.4.9b/c/d: a switching
train's crew badge failing to draw once it left the Office square, an unload that always took the
westmost car regardless of which was picked, and a legal decision that could render with zero
buttons.

docs/testing/0.5.0-test-plan.md and three reported-bug save files (docs/station-master-seed*.json)
included for reproducibility. tools/jitsi-harness/ deliberately left untracked — unrelated
side-project work, not part of this release. 635 tests, 0 failures.
2026-08-20 23:50:38 -04:00
Jesse f9c4d9fa92 v0.4.9d — three playtest bugs: a train that looked gone, an unload that ignored the pick, a hang that wasn't one
Patched directly onto 0.4.9a rather than the in-progress 0.5.0 line.

A switching train vanished from the board the moment it left the Office. `selectedTrain` in
`officeSvg` (board-svg.ts), which gates whether a card draws a train's crew badge, was only ever
assigned inside the `cell.adTracks !== null` branch — true for the Office card alone. A train
standing anywhere else, which is everywhere it stands while actually being switched, drew no badge
at all. Game state was never affected; confirmed against the reported save with the engine directly.
Fix hoists the assignment out of the guard so it runs for any card with a train on it.

Unloading always took the westmost car, whichever one was picked. `laborer.beginUnload` carried the
player's chosen `carIndex`, and `check()` validated that specific car, but the `unloadBegan` event
it produced carried only the car's type — the reducer that performs the swap re-derived the target
with `industryTrack.cars.findIndex(c => c.loaded)`, which always answers the first loaded car in
track order regardless of what was requested. Fix adds `carIndex` to the event and uses it directly.

A legal decision could render with zero buttons, which looked exactly like a hang. The "where does
this Extra start" decision is titled by `trainCardTitle`, beginning "Making up Extra X22…" — the
same prefix `renderActions()` stripped from the action list on the assumption it only ever belonged
to the separate yard-chip car-placement panel. With no tray yet being filled, that panel is null, so
nothing rendered the Extra's decision either: a legal, correctly-computed option with no button
anywhere on the page. Replaying the reported save found no engine deadlock at any step — the engine
always had a move. Fix matches the exact title of the one group the yard-chip panel covers instead
of a title-prefix regex.

New tests for all three: a train parked on an ordinary facility card must draw its crew badge; three
differently-typed loaded cars, unloading index 2, must leave indices 0 and 1 alone; the existing
softlock regression test now mirrors the real render filter instead of only the raw menu, plus a
deterministic test for the exact reported scenario. 590 tests, 0 failures.
2026-08-20 23:26:39 -04:00
Jesse 3a5a909ec0 v0.4.9a — box art opens full size, a third splash card, and a scoped footer claim
Splash page only: the box art thumbnail opens a full-size lightbox on click, a
new "Play multiplayer" (coming soon) card balances the bottom row to three
cards, and the footer's "runs entirely in your browser" claim is now scoped
to solitaire.
2026-08-20 07:40:58 -04:00
JesseandClaude Sonnet 5 859817d173 v0.4.9 — X,Y coordinates, no-switching can still clear the mainline, Q3 corrected, a clearance bug, three sounds, and the box art
A playtest review of seed 58228926 (day 6), plus one long-standing display complaint and the
first real audio beyond a placeholder.

- Coordinate labels read X,Y everywhere shown to a player, not the internal Y,X storage order.
  Display-only.
- "No switching" now means may not add or drop cars, not "never touch it" — these trains can
  still be moved onto Secondary Track to clear the mainline.
- Q3 corrected: Expedite governs WHERE a train may be left standing, not WHEN it leaves. The
  forced same-Stage departure is gone; a new fault costs 1 Revenue if an expedited train is left
  off the station when a Mainline Phase begins. Resolves "3/4 Express prints a rule it can never
  use" as a side effect.
- evaluateClearance now checks every occupant on a Mainline card before offering a judgment
  call, instead of returning on whichever it found first — found while explaining a playtest
  report, fixed with a regression test.
- Three new synthesised sounds: arrive, depart, crash.
- The splash page shows the box art.

Full detail, measurements and reasoning in CHANGELOG.md.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01FvU99NEakShRMg3nN3fHAZ
2026-08-19 23:51:35 -04:00
JesseandClaude Sonnet 5 37b1e5b969 the Roster Pass: every train at the Office visible
Builds "The Roster Pass" / "Two Trains, One Card" (station display for
multiple trains at one Office). The Office is the one square where
more than one train may legally stand at once (one per A/D track), and
CellView.train had room for exactly one — a second train at a busy
Station was counted in the old A/D pips and never drawn.

CellView.train -> CellView.trains: TrainView[], seat-filtered and
collecting every match rather than the first (fixes a latent
cross-district leak in the process: trainOnCard never checked seat).
The A/D pips are replaced with one roster chip per A/D track, always,
free or occupied; clicking a chip sets selectedCrew, wiring the board
and the action panel to the same value.

standingWest moves from CrewTray to TrackCard: two trays sharing one
Office card need one shared split, not one each, and there is no such
thing as "west of one particular A/D track". No save migration — Save
replays through the engine — and a stale value on an emptied card is
inert because nothing reads a split with no train standing there.

The Division map's Office cell is now sized by A/D capacity rather
than occupancy, so it holds still as trains arrive and leave; chips
lay into fixed slots instead of centre-spreading onto the Limits cards
either side.

584 tests, 0 failures. Verified end-to-end against the built app and a
direct render of a 4-train Terminal (screenshotted).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SAt2YCXgd5qCjBcF2x34aK
2026-08-19 17:32:17 -04:00
JesseandClaude Sonnet 5 fbaa3d4147 switching paths: two routes to the same square
Builds docs/plans/switching-paths.md. A passing loop can offer two legal
routes between the same two squares, coupling different cars — the engine
only ever found one, an artifact of search order (Reported by Jesse, undo
379). exploreMoves now enumerates every simple route (per-path visited set,
capped at 4000 frontier nodes) and dedupes on outcome — destination, entry
side, and origin-tagged cars — rather than on reaching the square at all.

switch.move gains an optional `via: GridCoord` naming one intermediate
square on the chosen route; absent, it resolves exactly as before, so
every existing save and bot decision replays identically (575/575, then
579/579 with the new tests). Threaded through the label, the action-list
dedupe, the hover highlight (data-route), and the history (trayMoved.via).

Ruling recorded as Gap 14 in docs/rules/open-questions.md: the player may
choose the path; §A.4's "may not go around" a car does not reach a
different track the player declined to enter.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SAt2YCXgd5qCjBcF2x34aK
2026-08-19 16:52:10 -04:00
JesseandClaude Opus 5 7932bb6ccf plan: switching paths — two routes to the same square
Planning only; no source files touched. The BFS visited set in exploreMoves
keys on (coord, entry), so two legal routes that rejoin through the same port
collapse to whichever is shorter — silently discarding the option that couples
cars on the way.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YQAJ4dND7enLj54eLyiF2C
2026-08-19 13:39:53 -04:00
JesseandClaude Opus 5 461c4d9bac v0.4.8 — the Limits bound the whole district, the nine spots really are nine, and an action points at its square
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YQAJ4dND7enLj54eLyiF2C
2026-08-19 13:38:06 -04:00
Jesse 9f3b92d08e v0.4.7 — the switching game: track order, the cut on your own card, and four rules
Eight play reports and one design that had been written up and not built. The
through-line is switching: what a card can hold, which end of a train a cut comes
off, which way a train meets cars standing on the line, and what the board and the
log say about all of it.

TRACK ORDER FOR STANDING CARS, AND THE CUT ON YOUR OWN CARD

Two reports turned out to be one root cause. `TrackCard.standing` claimed "in track
order (§A.3)" and had no defined orientation at all, while `CrewTray.consist` does
(nose first, relative to facing) — so every transfer between them was a conversion
nothing performed. §A.3 says what it should be: cars occupy the track "in the same
order they originally held, left-to-right". Left-to-right is west-to-east, and that
is now the defined orientation of `standing` and of an industry track through
`carsOn`. It is the board's orientation, not the train's, so it does not change when
a different train touches the card.

  - Setting out is batch-invariant. Four cars at once, four singles and two pairs
    parked three different orders, one of them physically impossible. Successive
    cuts off the same end stack up towards the engine, so the insertion point is the
    train's own place in the row.
  - Approaching a cut from either end now mirrors. `couples` is built nearest-first
    along the direction of travel and reverses onto the nose, so the farthest car met
    ends up nose-most — which is what makes a run-around worth its Move.
  - A train no longer drives through its own cut. The walk began at the neighbour of
    the start square and never read the start card, so a crew could set cars out and
    pull straight away from them. Coupling is mandatory (§A.4) and your own square is
    no exception; the cut counts against the four-car limit. Setting out off the end
    you are not leaving by still works.

`CrewTray.standingWest` records where a train stands among the cars on its card — a
train may set out off both ends on one square, so which side a cut is on is not
recoverable from the array alone.

On the board, the cut is drawn split at the train — west cars left, east cars right,
engine in the gap — and each car's tooltip says whether it stands ahead of or behind
the engine. The history says which end a cut came off, and a move's button separates
"takes your own boxcar back off this card" from cars found standing on the line.

Decided: taking your own cut back on the square you are standing on is UNDOING the
drop. It is exempt from trains 3/4's per-location freight budget, X13's "drop but not
pick up" and X22's "empties only", and it refunds the budget the drop spent.
Otherwise a legal-looking drop becomes silently one-way.

Measured, 200 paired seeds, developer bot: -0.55 revenue (t = -3.63), freight revenue
1.11 -> 0.56. That cost is the bot's, not the rule's — its trains run engine-first,
so at a stub industry it sets a car out between itself and the only way out, and the
correct play is §A.5's facing-point move, which is the cross-turn planning TODO.md
already records as out of reach of any bot. Filtering self-recoupling moves out of its
options took recoupling from 625 of 1,029 set-outs to 101 of 677, and all 101 that
remain are that case. Read the number as a bot measurement, not a balance one.

THE SUPERINTENDENT'S RULING NAMES THE TRAINS IT IS ABOUT

Reported: the Superintendent could not tell which train he was clearing. The heading
asks the question now — "may Train 6 follow Train 4 onto the same Mainline card?" —
and the trains moved to the FRONT of each button, because the button splits its label
at the first em-dash and showed only the head.

AN INDUSTRY TRACK HOLDS FOUR CARS, LIKE EVERY OTHER CARD

Reported at undo 188: "we wanted to drop two cars, but were only allowed to drop one."
An industry track was built as long as its box count, so a one-box industry had room
for one car. Box count is how much WORK an industry can hold, not how much RAIL it
has. Ordinary track was the other exception, unbounded; both are gone and every card
holds four.

THE FREIGHT AGENT MAY STAGE A LOAD BEFORE THE CAR IS THERE

§6.3 asks nothing of the industry track — the empty car belongs to §9.3's Load the
car, which is the Laborer's action. The gate now lives only there, so cargo can wait
on the dock while the car to ship it in is still being switched in. Nothing can jam:
a load in a green box is waiting, not stuck.

THE TRUCK DOCK UNLOADS, AND BRINGS NOBODY

+1 inbound, no Laborer. It printed +1 outbound and +1 Laborer, which made it a
longer-host-list copy of Forklifts. Beside Packing Sheds it now does nothing at all,
and the hand tooltip says so before it is played.

Also in this release, from the days before: Mainline card tooltips computed from the
crossing rule; an Extra starts from the Division Point its number sends it to; a
modifier's suppressed grant comes back when a Whistle Post is upgraded; the Oil
Refinery and the Grocer's Warehouse ship as well as receive, per the card reference;
and the dormant defences name the attack they answer. `.claude/` is now gitignored —
it holds Claude Code's worktrees, i.e. a second checkout of this repository.

570 tests, typecheck clean. The three published replays were re-recorded twice —
legality changed, so bot play changed. Full detail in CHANGELOG.md.
2026-08-19 12:12:30 -04:00
Jesse 08339effba more info on train moves in history. train info added to tooltip on timetable and division map. support for multiple trains in area switching. more info on train7/8 wrt location of coach on initial train build. 2026-08-16 21:45:19 -04:00
Jesse 98f93e6691 v0.4.5 - fix bug with not being able to drop cars 2026-08-14 23:22:00 -04:00
Jesse 6655e20ea8 v0.4.4 — New Game dialog for the opening hand and the three revenue rates, Yard renamed Interchange, and two movement bugs behind a mirrored consist 2026-08-14 22:39:50 -04:00
Jesse d1314066bd v0.4.3 fixed load/unload bugs. empty cars must be staged prior to loading. rolling stock is now conserved. 2026-08-14 08:33:32 -04:00
Jesse 393a669418 v0.4.2 fixed passenger trains not stopping at office. changeed revenue for train completing run - 1 point to every player when train exits division 2026-08-13 21:29:52 -04:00
97 changed files with 37889 additions and 7870 deletions
+23 -1
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@@ -8,13 +8,26 @@ Thumbs.db
*.swp
# Dependencies / build output
node_modules/
#
# NO TRAILING SLASH on node_modules, deliberately. `node_modules/` matches a directory and not a
# SYMLINK of that name — so one pointing at a shared install was committed in v0.4.7, and because it
# pointed at a path that does not exist, a fresh checkout had no TypeScript: `npm run typecheck` said
# "tsc: not found" and 20 tests failed for a reason that had nothing to do with the code.
node_modules
dist/
dist-test/
build/
target/
__pycache__/
*.pyc
# Claude Code's own state — session checkpoints and the git worktrees it works in.
#
# NOT ignored until now, so `git add -A` in the repo root would have staged
# `.claude/worktrees/`: a whole second checkout of this repository, committed into itself. Nothing
# in here is a source file and none of it should travel with the package.
.claude/
# Env
.env
.env.local
@@ -28,3 +41,12 @@ __pycache__/
# website's replay viewer. It was therefore never committed, and a fresh clone was missing a page
# the build copies unconditionally. Only the throwaway files this directory collects are ignored.
/replay*.html
# Playtest saves — somebody's game, attached to a bug report.
#
# ANCHORED, and with the README exempted: the directory has to exist and say what it is for, while
# nothing that lands in it is ever committed. A save is a seed plus the moves made, it belongs to
# whoever sent it, and it goes stale the moment the rules move. `public/replays/` is the place for
# one that is worth publishing.
/playtests/*
!/playtests/README.md
+3372 -1
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File diff suppressed because it is too large Load Diff
+111 -30
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@@ -10,26 +10,48 @@ train into an occupied Subdivision. Get that wrong and two trains meet at speed.
## Status
**v0.4.1 — 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 averages 7.0 Revenue against a target of 20 —
of which ~5.4 is the "one Revenue per train that clears your section" rule, so the working freight
and passenger economy is still only ~2. `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.
@@ -43,14 +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
@@ -59,7 +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
@@ -101,18 +129,71 @@ 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 one exception is setup: track is shuffled separately and
each player is dealt **3 track + 3 other**, with the leftover track shuffled back in afterwards.
You therefore open holding six against a limit of three, and the first turn is spent choosing.
Provisional — see `TODO.md`.
- **Clearing the line scores.** Every train highballed out of your Office earns one Revenue, paid
once. It is worth +5.4 a game, more than the entire freight and passenger economy put together,
and it pays for traffic you do not have to work. Also provisional.
- **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
third pays every player when a train runs off the end of the Division and **defaults to 0**: at 1
it was worth more than the entire freight and passenger economy put together, for traffic nobody
has to work. A seed alone therefore no longer names a game — the settings ride in the URL beside
it, and every save records the rules it was dealt under.
- **A load may not be broken in the district that made it.** Freight or passengers loaded anywhere in
an Office Area cannot be unloaded anywhere in that same Office Area — not at another facility, not
in a later Stage. A train has to carry them to a different district first. The printed game turns
the chip upside down in the tray; here the load carries the seat that made it (`RollingStock.origin`
in `src/engine/state.ts`) and it never expires. Without it a Freight House could unload the boxcar
its own Laborers had just loaded and a platform could detrain the passengers it had just boarded,
each paying Revenue at both ends for a load that went nowhere: worth **0.60 ± 0.10 Revenue a game**
to the developer bot over 400 paired deals, on 78 of them.
- **A turnout can be laid on top of a card already down.** It upgrades a straight at any rotation, or
a curve whose arc matches its own diverging leg — both strict port supersets of what they replace,
so an upgrade can never sever an existing join. Without it a district could only hang off track that
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# Station Master — Components and Markers
**Rules implementation reference: v0.4.5**
**Scope:** non-card physical components and supplies modeled by the v0.4.5 game. Card-created facilities, workers, deck piles, hand state, timetable state, and other markers are documented with their cards or in the rules book.
## Rolling stock
Rolling stock has a type and a load state. In the interface, coloured cars are loaded and white cars are empty. The Division Yard starts with the following supply.
| Type | Loaded | Empty | Total | Use |
| --- | ---: | ---: | ---: | --- |
| Coach | 8 | 8 | 16 | Passenger work. |
| Boxcar | 10 | 10 | 20 | Freight House outbound/inbound; Grocer’s Warehouse inbound. |
| Hopper | 8 | 8 | 16 | Mine Tipple outbound; Power Plant inbound. |
| Reefer | 5 | 5 | 10 | Packing Sheds outbound; Grocer’s Warehouse inbound. |
| Tank car | 6 | 6 | 12 | Refinery outbound; Power Plant inbound. |
| Caboose | 6 | 0 | 6 | Required or permitted at the rear of the applicable train cards. |
| **Total** | **43** | **35** | **78** | |
The engine is not rolling stock and does not count against the four-car Crew Tray limit.
## The two yards
### Division Yard
The Division Yard is the active supply. It provides:
- loaded cars to a Freight Agent stocking a green outbound box;
- empty cars for building up trains;
- an empty coach when passengers detrain; and
- an empty matching freight car when a loaded freight car begins unloading.
When a train completes a run or is destroyed, its caboose returns to the Division Yard. When a car is taken from the Division Yard and that yard has become entirely empty, every car from the Classification Yard moves back into the Division Yard immediately.
### Classification Yard
The Classification Yard collects used rolling stock: cars displaced by boarding passengers, cars cleared from inbound red boxes, cars removed by unjamming a facility, ordinary cars from completed or destroyed trains, and empty cars replaced by a completed outbound freight load. It is not a player-selectable source. It returns to service only when the Division Yard is empty.
## Crew Trays and trains
Crew Trays represent an engine and its coupled consist. The game creates **players + 3** free trays at setup. A tray is scarce: a due train without a free tray is held for that Stage, and Extras wait until one becomes free.
Within a tray, the engine can pull, push, or be between cars while switching. To depart an Office for the Mainline, it must be made up with the engine at an outer end; if it has a caboose, the caboose must be at the opposite outer end. A train may have at most four cars. A scheduled train can run under-strength but never with more than its card allows.
## Fedora
The **Fedora** is the physical marker for the Superintendent. The player with it resolves following-train clearance decisions and takes the 5-Revenue penalty for a Mainline collision caused by an unsafe clearance. The initial holder is the first player tied for the highest Superintendent setup D12 roll. The Fedora passes to the next seat to the left at each third-stage shift change.
## D12 and seeded randomness
The D12 is used by the engine for:
- the initial seating roll in a multi-player engine game;
- the initial Superintendent roll;
- a timetabled train’s timetable slot; and
- all shuffled deck order and automatic setup selection through the same seeded random stream.
The rules engine uses a deterministic 32-bit seeded random generator. The same numeric seed, player configuration, house rules, and accepted intent sequence reconstruct the same game. A seed by itself is not enough when house rules differ.
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# Station Master — Home Deck
**Rules implementation reference: v0.4.5**
**Scope:** every card associated with the Home Office deck, including cards catalogued in the source but deliberately excluded from the dealt deck.
## Dealt card catalogue
The live Home Office deck contains **213 cards** in every currently supported mode. The rules for its setup, drawing, discarding, reshuffling, and hand limit are in the rules book, section 4.2.
| Active category | Cards |
| --- | ---: |
| Track | 96 |
| Office upgrades | 14 |
| Freight facilities | 27 |
| Facility modifiers | 23 |
| Train cards | 22 |
| Enhancements | 18 |
| Mainline modifiers | 7 |
| Maneuvers | 6 |
| **Total dealt** | **213** |
The catalogue also contains 12 space-use cards and 10 action cards. All 22 are excluded from every v0.4.5 dealt deck because their opponent-directed play rules are not implemented. They are listed at the end of this document for completeness.
## Track cards — 96
Track cards are ordinary Home Office cards, not a separate personal supply. A placed card must connect to existing rail. The Running Track is the horizontal row from Limit to Limit; cards there must carry an east–west through route. Placing track on a Limit extends the Running Track and moves that Limit outward.
| Card | Copies | Implemented placement facts |
| --- | ---: | --- |
| Straight track | 32 | East–west Operational Rail. |
| Curved track, right | 16 | A 45° curve; can rotate 180°, but cannot flip. Right-hand geometry is fixed to the `ne_sw` diagonal. |
| Curved track, left | 16 | A 45° curve; can rotate 180°, but cannot flip. Left-hand geometry is fixed to the `nw_se` diagonal. |
| Turnout, right | 16 | East–west through route plus one 45° branch. It may be passed through but is not Operational Rail, so a train cannot end a Move on it. |
| Turnout, left | 16 | Same operational rules; opposite fixed diagonal. |
| Sharp curved track, right | 0 | Catalogued but not dealt. |
| Sharp curved track, left | 0 | Catalogued but not dealt. |
A turnout may upgrade an existing straight, or a curve whose arc is exactly the turnout’s diverging arc. An upgrade is forbidden if the existing card holds standing cars or an enhancement. All other occupied squares are unavailable.
## Offices — 14
Every player begins at a Whistle Post, which is not drawn from the deck. Office cards are upgrades and must be played in sequence; they upgrade the existing Office rather than replacing its card or attached track.
| Card | Copies | A/D tracks | Porters | Passenger outbound/inbound slots | Other effect |
| --- | ---: | ---: | ---: | ---: | --- |
| Depot | 8 | 2 | 1 | 1 / 1 | Becomes a Control Point and Passenger Facility. |
| Station | 4 | 3 | 2 | 2 / 2 | Upgrade Depot only; Control Point and Passenger Facility. |
| Terminal | 2 | 4 | 3 | 3 / 3 | Upgrade Station only; Control Point and Passenger Facility. |
The Whistle Post has one A/D track, no porters, and no passenger slots. An Office upgrade preserves modifiers already applied to it.
## Freight facilities — 27
An industry may be placed only on a connected straight stub off the Running Track. Each facility begins with one Laborer and a three-box MEN | AT | WORK freight pipeline. Its industry track has capacity equal to its base outbound plus inbound capacity, with a minimum of one car.
No Office Area may contain a duplicate industry, or both ends of a listed lockout pair.
| Card | Copies | Cars handled | Flow | Base boxes | Lockout in same Office Area |
| --- | ---: | --- | --- | --- | --- |
| Freight House | 6 | Boxcar | Outbound and inbound | 1 out / 1 in | Freight House; Grocer’s Warehouse |
| Mine Tipple | 6 | Hopper | Outbound | 1 out / 0 in | Power Plant |
| Refinery | 3 | Tank car | Outbound | 1 out / 0 in | Power Plant |
| Power Plant | 6 | Hopper or tank car | Inbound | 0 out / 1 in | Mine Tipple; Refinery |
| Packing Sheds | 3 | Reefer | Outbound | 1 out / 0 in | Grocer’s Warehouse |
| Grocer’s Warehouse | 3 | Boxcar or reefer | Inbound | 0 out / 1 in | Packing Sheds; Freight House |
## Facility modifiers — 23
A modifier occupies an empty square adjacent to an eligible facility. It is unique by modifier type within an Office Area. The implementation attaches it permanently to the first eligible adjacent facility found; it does not implement a per-Stage choice when one modifier touches more than one possible facility.
`+ out` adds green outbound capacity only where the host can load; `+ in` adds red inbound capacity only where the host can unload. A capacity increase at a freight facility also lengthens its industry track by the usable number of added slots. Worker increases always apply.
| Modifier | Copies | Eligible host | Actual grant |
| --- | ---: | --- | --- |
| Waiting Area | 3 | Any Office | +1 outbound passenger slot; +1 Porter |
| Restaurant | 2 | Any Office | +1 outbound passenger slot; +1 Porter |
| Hotel | 1 | Any Office | +1 outbound passenger slot; +1 Porter |
| Truck Dock | 2 | Freight House, Packing Sheds, Grocer’s Warehouse | +1 **inbound** slot; no Laborer |
| Railroad Express Agency | 1 | Freight House | +1 outbound slot; +1 Laborer |
| Forklifts | 2 | Freight House, Packing Sheds | +1 outbound slot; +1 Laborer |
| Prep Plant | 1 | Mine Tipple | +1 outbound slot; +1 Laborer |
| Coal Piles | 1 | Mine Tipple | +1 outbound slot; +1 Laborer |
| Conveyor Belts | 1 | Mine Tipple | +1 outbound slot; +1 Laborer |
| Pipelines | 1 | Refinery | +1 outbound slot; +1 Laborer |
| Oil Depot | 1 | Refinery | +1 outbound slot; +1 Laborer |
| Viscosity Breakers | 1 | Refinery | +1 outbound slot; +1 Laborer |
| Transmission Lines | 1 | Power Plant | +1 Laborer |
| Rotary Dumps | 1 | Power Plant | +1 Laborer |
| Steam Turbines | 1 | Power Plant | +1 Laborer |
| Ice House | 2 | Packing Sheds or Grocer’s Warehouse | +1 outbound slot; +1 Laborer |
| Local Small Groceries | 1 | Grocer’s Warehouse | +1 Laborer |
A bonus beside a facility that cannot use its direction is not usable and does not create a slot or lengthen the track — an outbound bonus beside an inbound-only facility, or the Truck Dock's inbound bonus beside the outbound-only Packing Sheds, which leaves that card with no effect at all. Likewise, passenger modifiers beside a Whistle Post add Porters but do not create an outbound slot until the Office becomes a Passenger Facility.
## Train cards — 22
Playing a timetabled train card rolls the seeded D12 and places its number in the first open timetable slot at or after the result, wrapping around the 12-slot chart. It then runs at that Stage every Day. An Extra is queued and made up when a Crew Tray becomes available; v0.4.5 automatically launches Extras eastbound from the Western Division Point.
The listed consist is a maximum, not a minimum: a train may depart with fewer cars, but must not exceed the listed categories, put a car behind a caboose, or leave with the engine buried among cars. A Crew Tray holds no more than four rolling-stock cars.
> **Changed 2026-08-22 (Gitea#7), Jesse's call:** the coach counts on **1/2 Crack Limited** and
> **5/6 The Sparrow** were swapped — the Limited drops from three coaches to two, the Sparrow rises
> from two to three. This is a change to the CARDS, not a correction to this table: `Trains3.pdf` and
> the transcription in [`rules/implications.md`](rules/implications.md) §5 still show the original
> numbers, and are right about what the printed cards said. `src/engine/content.ts` and this table
> carry what the game plays.
| Train | Speed | Direction | Listed maximum consist | Implemented special rule |
| --- | --- | --- | --- | --- |
| 1/2 Crack Limited | Fast | 1 west / 2 east | **2 coaches** | No switching; passenger work only at Terminals; expedited. |
| 3/4 Express | Fast | 3 west / 4 east | 2 freight | May exchange at most one freight car at each grid location during its switching turn; expedited. |
| 5/6 The Sparrow | Fast | 5 west / 6 east | **3 coaches** | No switching; expedited. |
| 7/8 Local | Slow | 7 west / 8 east | 1 freight, 1 coach | Its coach may not be set out during switching. |
| 9/10 Heavy Freight | Slow | 9 west / 10 east | 3 freight, 1 caboose | — |
| 11/12 Drag Freight | Slow | 11 west / 12 east | 2 freight, 1 caboose | — |
| X13 Appleseed Extra | Slow | Player choice printed; v0.4.5 launches east | 3 empty freight, 1 caboose | May drop cars but cannot pick up. The engine enforces no pickup, but does not enforce the printed empties-only consist restriction at make-up. |
| X14 Fruit Growers Express | Fast | Player choice printed; v0.4.5 launches east | 2 reefers, 1 caboose | Expedited. The code enforces reefers-only; the printed extra loaded-reefer pickup is not a separate rule. |
| X15 Yard Xfer | Slow | Player choice printed; v0.4.5 launches east | 2 freight, 1 caboose | — |
| X16 Light Engine Move | Fast | Player choice printed; v0.4.5 launches east | No cars | No switching. |
| X17 Campaign Train | Fast | Player choice printed; v0.4.5 launches east | 1 coach | No switching. First Office arrival lays over for speeches; later arrivals are expedited. |
| X18 Circus Train | Slow | Player choice printed; v0.4.5 launches east | 2 freight, 1 coach, 1 caboose | No switching. The first Mainline Phase in which it remains stopped awards its current Office’s player 1 Revenue. |
| X19 Military Train | Slow | Player choice printed; v0.4.5 launches east | 1 freight, 2 coaches | No switching; no passenger work; expedited. |
| X20 Director’s Private Car | Slow | Player choice printed; v0.4.5 launches east | 2 freight, 1 coach | No passenger work. |
| X21 Freight Extra | Slow | Player choice printed; v0.4.5 launches east | 3 freight, 1 caboose | — |
| X22 Pee-Dee | Slow | Player choice printed; v0.4.5 launches east | 1 caboose | May pick up empty cars only. |
## Enhancements — 18
| Card | Copies | Placement | v0.4.5 behavior |
| --- | ---: | --- | --- |
| Interlocking | 2 | Bare Running Track straight | When the Office is full, an inbound train is held at the Limits instead of colliding. |
| Facing Point Locks | 2 | Any card; requires an Interlocking somewhere in the district | Blocks Derail. Derail is unavailable in v0.4.5, so this remains dormant. |
| Yard Office | 1 | Bare Secondary Track straight | A coachless inbound train is diverted to this track instead of occupying an A/D track. |
| Small Yard | 1 | Bare Secondary Track straight | A train may spend one switching Move here to reorder its entire consist and put the engine at the nose. |
| Water Column | 2 | Bare Running Track straight | Removes a Watertower. Watertower cards are unavailable, so this remains dormant. |
| Overpass | 1 | Any card | No implemented effect. |
| Telegraph | 3 | Bare Running Track straight | Once per Day, the Superintendent may add 4 to an opposing train’s number when that makes a facing clearance safe. |
| Telephone | 2 | On a Telegraph | Same dispatch mechanism, +8 once per Day. |
| Radio | 2 | On a Telephone | Same dispatch mechanism, +12 once per Day. |
| ABS Signals | 2 | Any Mainline card | Prevents rear-end collisions and holds a following train short. |
An enhancement requiring a bare straight cannot share that straight with another such enhancement. Telephone and Radio are the explicit stackable chain.
## Maneuvers — 6
| Card | Copies | Behavior |
| --- | ---: | --- |
| Red Flags | 5 | May be played at any time on a train stopped on a Mainline card. An approaching following train is held instead of moving into it. |
| Flying Switch | 1 | During the owner’s switching option, spend one Move to roll a tail-end cut into a track-connected freight facility without moving the engine there. |
| Poling | 0 | Catalogued but not dealt; no rule is implemented. |
## Catalogued but not dealt — 22 opponent-directed cards
### Space-use cards — 12
Bean House (1), Flop House (1), Watertower (1), Hobo Jungle (1), Section House (1), City Blocks (4), Engine Shops (1), Tenderloin District (1), and Engineer Cemetery (1) are excluded. Their source descriptions say they consume table space; Hobo Jungle additionally describes vandalism looting a passing boxcar. No placement or effect is available in v0.4.5.
### Action cards — 10
Derail (2), Broken Coupler (1), Railroad Crossing (1), Per Diem Inventory (1), Demurrage Charge (1), Customer Complaints (1), Vandalism (1), Hotbox (1), and Outlawed (1) are excluded. Their printed target/effect text is catalogued in the code, but `card.play` rejects the categories as not implemented. Consequently, no card can currently be played on another player.
There are also two **Facing Point Locks** listed among Mainline modifiers. They are treated as the same grid enhancement as Facing Point Locks above, require an Interlocking, and are included in the active 213-card total.
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# Station Master — Mainline Deck
**Rules implementation reference: v0.4.5**
**Scope:** the tarot-sized Mainline cards placed between Offices. This is an implementation reference, not a transcription of earlier prototype rules.
## How Mainline cards work
At setup the game places one randomly selected Mainline card between each neighbouring pair of Offices and one beyond each end Office, between it and a Division Point. Thus, a game with *N* players has *N + 1* Mainline cards. The implementation selects types with replacement; it does not deal them from a shuffled finite deck.
A train crossing a Mainline card spends Stages, rather than moving through its printed cells. A 60 mph card costs one Stage and a 30 mph card costs two. A Slow train adds one Stage to every crossing. On Hilly terrain, any train carrying at least one coach uses the passenger rate; a train carrying no coach uses the freight rate. No crossing can take less than one Stage.
The card does not itself determine which player owns the adjacent Office. It is part of the shared Division.
## Physical card inventory in `Mainline Cards.pdf`
The supplied PDF has **ten** tarot-sized terrain cards. Plains appears twice; the other terrain types appear once each. It also includes two Division Point cards.
| Physical card | Copies in the PDF |
| --- | ---: |
| Plains | 2 |
| Curves | 1 |
| Hilly | 1 |
| Heavy Grade | 1 |
| Double Track | 1 |
| Uncontrolled Siding | 1 |
| Tunnel | 1 |
| Trestle | 1 |
| Interchange | 1 |
| East Division Point | 1 |
| West Division Point | 1 |
The PDF art labels this card “Yard”; this reference uses the implementation’s correct name, **Interchange**, to distinguish it from the Division Yard, Classification Yard, Yard Office, and Small Yard.
## Implemented Mainline card reference
| Card | Implemented crossing time and feature |
| --- | --- |
| 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 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. |
| Trestle | 60 mph. |
| Interchange | 60 mph. A train may be reordered there only through the card’s printed “sort cars” concept; the current engine does **not** provide a Mainline sorting action for it. |
### PDF/code mismatch — CORRECTED
**Was:** `src/engine/content.ts` defines nine `MAINLINE_PROFILES` types: one Plains entry plus the eight other terrain types above. `setup.ts` selected uniformly from that nine-type list, **with replacement**. The second Plains card shown in `Mainline Cards.pdf` was therefore not represented as a duplicate card or as extra Plains weight in setup — and, worse than a weighting error, a Division could be dealt two Interchanges, two Tunnels or two Trestles, none of which the deck contains.
**Now:** `MAINLINE_DECK` in `content.ts` is the inventory table above — ten drawable cards, Plains twice and the other eight once each — and `buildDivision` deals from it without replacement. The two Division Point cards are not in that deck: they are the fixed ends of the Division, laid by `buildDivision` itself rather than drawn.
The Interchange is what forced the correction. §7 lets an Extra be started at the Interchange "if one is on the board" (see `docs/rules/implications.md`, §7), which only reads as a rule if the board can hold at most one.
The executable state represents East and West Division Points as fixed end nodes, not as card records. They are functionally present at the ends of the Division, but are not represented as the two PDF cards in the deck/state model.
## Heavy Grade modifiers
These cards come from the Home Office deck and are played onto a Mainline card during a player’s Draw option.
| Card | Copies | Placement and actual effect |
| --- | ---: | --- |
| Brakeman | 1 | Heavy Grade only. Reduces a downhill crossing by one Stage. |
| Airbrakes | 1 | Heavy Grade only, and Brakeman must already be on that card. Reduces a downhill crossing by one additional Stage. |
| Helpers | 1 | Heavy Grade only. Reduces an uphill crossing by one Stage. |
| Realignment | 2 | May be played only onto an unoccupied Mainline card. Changes Plains → Double Track, Curves → Plains, Uncontrolled Siding → Double Track, or Trestle → Uncontrolled Siding. It cannot be played on any other card type. |
For the grade cards, “uphill” should be the direction selected by the player when the card is placed. In v0.4.5 it is the seeded `gradeUp` direction because setup has no player-choice step.
## What is not implemented
- 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.
- 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).
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# Station Master — Rules
**First-draft rules reference for v0.4.5**
**Authority:** observed v0.4.5 code paths and tests. Where a card face, prototype document, and executable behavior differ, this document reports executable behavior and marks unimplemented material.
## 1. Overview and background
Station Master is a railroad-operations game set in the timetable-and-train-order era. Each player operates an Office Area on a shared east–west Division. The local work is building rail, switching cars, moving passengers and freight through facilities, and keeping the Office clear. The shared work is dispatching scheduled trains across the Division. The player holding the Superintendent’s Fedora decides whether to clear a following train into an occupied Subdivision; an unsafe decision can cause a collision.
Revenue is the score. Passenger boarding and detraining, freight loading and unloading, completed runs, collisions, and victory conditions are all resolved by the rules configured when the game is dealt.
This book is divided as follows:
1. overview and scope;
2. definitions;
3. creating, saving, replaying, and configuring games;
4. the shared basic game mechanics;
5. the implemented solitaire game;
6. the implemented multiplayer/engine status; and
7. FAQs and implementation limits.
The companion references are [Mainline deck](StationMaster-Mainline-Deck-v0.4.5.md), [Home deck](StationMaster-Home-Deck-v0.4.5.md), and [components](StationMaster-Components-v0.4.5.md).
## 2. Definitions
| Term | Meaning in v0.4.5 |
| --- | --- |
| A/D track | An Office arrival/departure capacity. A Whistle Post has 1; Depot, Station, and Terminal have 2, 3, and 4. |
| Card location | A square in an Office Area grid. A train may end a switching Move only on Operational Rail. |
| Classification Yard | The holding yard for used rolling stock. It refills the Division Yard only when that yard is completely empty. |
| Control Point | A Depot, Station, or Terminal. It breaks the shared Mainline into Subdivisions. A Whistle Post is not one. |
| Crew Tray | An engine plus up to four coupled rolling-stock cars. The engine itself does not count as a car. |
| Department pile | One of three shared face-up card stacks. Draw and discard affect only the top card. |
| Division Point | The western or eastern end of the shared Division, where trains enter and leave it. |
| Division Yard | The active source of rolling stock. |
| Expedited train | A train with the expedite rule. It performs Load/Unload at an Office after arriving, then attempts to depart at the end of that same Stage. |
| Facility | A Passenger Facility at an upgraded Office or a Freight Facility at an industry. |
| Freight Agent | The Local Operations option that stocks one outbound box, clears one inbound box, unjams one load, or ends without acting. |
| Limits | The two signs defining an Office Area’s Running Track. They move outward when that track is extended. |
| Local Operations | The first player-driven phase of a Stage. A player chooses one: switch, draw, or Freight Agent. |
| Mainline | The shared cards between Offices and Division Points. |
| MEN \| AT \| WORK | A three-box freight pipeline. Any load on it locks its industry track. |
| Operational Rail | A card on which a train may finish a Move. Turnouts are pass-through only; a locked industry is not usable at all. |
| Running Track | The east–west track between an Office Area’s Limits, including its Office. |
| Secondary Track | All local rail inside the Limits that is not Running Track. |
| Stage | One of twelve turns in a Day. Its phases are Local Operations, New Train, Mainline, Load/Unload, and Shift Change. |
| Subdivision | Mainline between Division Points or Control Points. Clearance checks look through the whole next Subdivision. |
| Superintendent | The player with the Fedora. The role decides same-direction clearances and rotates every three Stages. |
| Timetabled train | A numbered train card scheduled to one of the 12 Stage slots, then due at that slot each Day. Odd numbers go west; even numbers go east. |
## 3. Create, save, replay, and game configuration
### 3.1 Starting a new game in the shipped client
The v0.4.5 browser page creates a **one-player solitaire Standard game**. Select **New game**, then choose:
1. a numeric seed, or leave it blank for a fresh browser-generated seed;
2. a starting hand;
3. passenger, freight, and train-transit Revenue rates.
The browser writes those choices into the URL. A particular game is defined by the **seed plus these house rules**, not the seed alone.
The three starting-hand choices are:
| Choice | Setup result |
| --- | --- |
| Three random cards | Default. Deal three cards from one shuffled deck. |
| Six random cards | Deal six cards from one shuffled deck. The player begins over the normal hand limit and must play/discard down before ending the first Draw turn. |
| Three random track and three random non-track cards | Shuffle track and non-track piles separately for the opening deal; then recombine and shuffle their remainders for all later draws. |
The three Revenue values are independently rounded and clamped to 0–5:
- passenger Revenue per coach, paid on boarding and again on detraining;
- freight Revenue per load, paid on completion of an outbound load and again on completion of an inbound unload; and
- train Revenue per transit, paid to every player when a train leaves the Division.
Defaults are 1 / 1 / 0. Zero turns that revenue source off; it does not prevent the underlying operation.
### 3.2 Deterministic setup and the seed
The engine uses one seeded random stream for shuffles, Mainline selection, opening D12 rolls, timetable rolls, and automatic Heavy Grade orientation. Given the same seed, configuration, player names/order, and accepted action history, it reconstructs the same state.
At setup it creates each Office Area as `Limit — Whistle Post — Limit`, makes the Division Yard, creates players + 3 Crew Trays, turns up three Department cards, and constructs the shared Division.
In a multi-player engine game, every player receives two seeded D12 rolls:
- The **division roll** orders seats from low west to high east; equal results put the lower player index farther east.
- The **Superintendent roll** gives the initial Fedora to the first player tied for highest.
The opening deal starts at the Superintendent’s seat and proceeds left (eastward in the engine’s seat ordering).
### 3.3 Saving, resuming, and replaying solitaire
The local save format is JSON containing the seed, the accepted intent history, and the house rules. It does not serialize mutable game state. Loading recreates the game from the seed and replays every action through the rules engine. If an old history reaches an action that is no longer legal, replay stops there instead of forcing an invalid state.
The browser also stores the current local game and resumes it automatically when the page opens without an explicit seed in the URL. A downloaded save is named `station-master-seed<seed>-day<day>.json`.
**Undo is solitaire-only.** It removes the final accepted intent and rebuilds the game from the earlier history. Random outcomes are not rerolled: replaying the same action consumes the same seeded result. Undo can therefore change the player’s decision after seeing an outcome, but cannot fish for a different timetable die roll.
### 3.4 Engine game modes and endings
The engine defines Solitaire, Competitive, and Co-op modes. The browser exposes only Solitaire.
| Length | Target | Days |
| --- | ---: | ---: |
| Short | 10 | 3 |
| Standard | 20 | 5 |
| Campaign | 45 | 10 |
With `firstToTarget`, competitive mode ends when any individual reaches the target; co-op uses target × player count and total Revenue. With `highestAfterDays`, competitive mode requires the table’s combined Revenue to reach `3 × players × days`; otherwise everyone loses. If that floor is met, the highest individual score wins. Solitaire and co-op win only if their score reaches their target at the end of the length.
Competitive mode also ends in a collective loss after three collisions in one Day.
The configuration contains four optional-rule flags. Only two have engine effects: **Reduced Visibility** gives five rather than six switching Moves in Stages 1, 2, 3, 11, and 12; **Emergency Toolbox** initially sets the Red Flags hand-limit status, allowing four cards. Sister Trains and Employee Rotation are represented in configuration/state design but are not executed by v0.4.5.
### 3.5 Multiplayer setup status
There is no multiplayer lobby, room creation flow, remote server, invitation flow, or network session in v0.4.5. The engine can be called with multiple player names (and rejects a Solitaire configuration with more than one), but the delivered page always calls it for one local player. See section 6.
## 4. Basic game mechanics
### 4.1 The Stage sequence
Each of 12 Stages follows this sequence:
```text
1. Local Operations — each player, starting with the Superintendent and proceeding left
2. New Train — make up due timetabled trains, then queued second sections and Extras
3. Mainline — automatic train movement in numeric order
4. Load/Unload — each player, starting with the Superintendent and proceeding left
5. Shift Change — expedited departures, clocks/workers, and possibly the Fedora
```
At a Shift Change, Laborers and Porters reset. The Fedora moves after Stages 3, 6, 9, and 12. At Day end, dispatch-device use resets, collision count resets, the Day and Stage roll over, and victory is checked.
### 4.2 Local Operations: choose one option
On a player’s Local Operations turn, choose exactly one available option.
**Switch.** Select any Crew Tray currently in that player’s Office Area. It gets six Moves, or five under Reduced Visibility on the listed night Stages. A Move travels any connected distance in one direction and must end on Operational Rail. Reversing is a separate Move. A train may pass through a turnout but cannot stop on it. It may not share or pass through another train except through an Office with a free A/D track.
Standing cars couple automatically when the train reaches them; it may not pass them, and the resulting consist may not exceed four cars. Coupling forward places cars ahead of the engine; coupling while backing places them behind it. Setting out cars does not spend a Move, but the cut must come from an outer end of the consist and may not be left on the Office. A Small Yard can reorder a consist for one Move. Flying Switch spends one Move to roll a tail cut into a connected Freight Facility.
**Draw.** Take one card from the face-down Home Office or the exposed top of one Department pile. During this option, play eligible cards and/or discard cards to Department piles, then finish at the hand limit. Track, facilities, offices, modifiers, enhancements, and train cards have the placement or scheduling rules in the deck references. Mainline modifiers are played from this option as well.
**Freight Agent.** Make one of these operations, then the turn ends: stock one green outbound box from a matching loaded Division Yard car; clear one red inbound box to the Classification Yard; unjam one outbound, inbound, or MEN | AT | WORK load to the Classification Yard; or explicitly end without acting. Freight can be stocked only when an unclaimed empty matching car is already spotted at that industry. Passengers may wait in a green Office box without a train present.
Implementation note: `card.discard` is accepted by the v0.4.5 engine during Local Operations without checking that Draw was chosen. This unusual implementation behavior is not a separate published turn option.
### 4.3 Track, switching, and local safety
The Running Track cannot be broken by a curve or other card lacking its east–west through route. Local branches use turnouts and 45° curves. Cards that touch vertically connect only if their 45° legs share the correct diagonal; mere adjacency is not rail connection.
An industry’s track is locked while any load is on its MEN | AT | WORK pipeline. Trains cannot enter, cross, pick up from, or set cars out there. When it is unlocked, an industry track is ordinary Operating Rail and holds up to four cars, the same as any other non-turnout, non-Limits card: a crew may set out one, two, three or four cars there, whatever it is carrying. An industry’s green and red boxes are how much work it can hold, not how much rail it has, and a Modifier beside it adds a box without adding room for a car.
Train-card restrictions also apply while switching. No-switching trains cannot move, set out, or sort locally. Trains 3/4 share a one-freight-car budget for pickup or setout at each grid location. Trains 7/8 cannot set out their coach. X13 cannot pick up, and X22 may pick up empty cars only.
### 4.4 New Train phase
At the Stage shown on the timetable, the engine makes up the matching timetabled train if a Crew Tray is free. It starts at the Division Point appropriate to its direction. A train may receive matching loaded or empty cars from the Division Yard until its listed maximum consist is reached or no suitable car remains. It is permitted to leave under-strength.
A Second Section order on the due train creates another identical timetabled train behind it when a free tray is available. A played Extra is made up after timetabled trains and Second Sections when a tray is free; v0.4.5 automatically sends every Extra east from the Western Division Point.
### 4.5 Mainline movement and Office arrival
Mainline movement is automatic and processes lower train numbers first; a timetabled train outranks an Extra with the same number. A train at a Division Point, at an Office A/D track, or already crossing a Mainline card attempts its applicable movement.
Crossing time comes from the Mainline card and train speed. On a normal card, a train must check the entire next Subdivision before entering it:
- an opposing train normally blocks entry;
- a following same-direction train asks the Superintendent to allow or deny clearance;
- Red Flags or ABS Signals hold the follower automatically; and
- passing cards allow entry without this occupancy check.
An Office arrival normally takes a free A/D track. If the Office is full, the inbound train collides and the local Office player loses 5 Revenue; Interlocking instead holds it at the Limits. A coachless inbound train may divert to a Yard Office. Cars fouling the Running Track at the Office also cause a collision.
An expedited train remains available for this Stage’s Load/Unload work after arriving, then attempts to depart at Shift Change. A non-expedited arrival waits until a later Mainline phase. A train departing an Office must be correctly made up: engine at one end, caboose at the far end if present.
When a train leaves the far Division Point, its cars are returned to yards, its Crew Tray becomes free, and each player receives the configured train-transit Revenue (zero by default).
### 4.6 Passenger work
Passenger work occurs during Load/Unload, at a Depot, Station, or Terminal. Each Porter may take one action per Stage.
- **Board:** replace an empty coach on an eligible train at the Office with a loaded coach from a green outbound box. The removed empty coach goes to the Classification Yard. Earn configured passenger Revenue.
- **Detrain:** replace a loaded coach on an eligible train with an empty coach from the Division Yard, placing the loaded coach into an available red inbound box. Earn configured passenger Revenue.
Crack Limited trains permit passenger work at Terminals only. Military Train and Director’s Private Car permit no passenger work. A Whistle Post has no Porters.
### 4.7 Freight work
Freight work also occurs during Load/Unload. Each Laborer can take one action per Stage. Every freight facility has MEN, AT, and WORK boxes.
For an **outbound load**, first use the Freight Agent to put a matching loaded car into the green box, with an unclaimed empty matching car spotted on the industry track. A Laborer starts the load on MEN, then advances it to AT, then WORK, then onto the empty car. Completing the last step changes that car to loaded, sends the replaced empty car to the Classification Yard, and earns configured freight Revenue.
For an **inbound unload**, a matching loaded car must be spotted at an inbound-capable industry and the Division Yard must contain a matching empty car. A Laborer replaces the spotted loaded car with that empty car and starts the load on WORK. Laborers move it backward through AT and MEN into a free red inbound box. That final placement earns configured freight Revenue. Clearing the red box later with the Freight Agent pays no additional Revenue.
## 5. Solitaire
The implemented game is solitaire: one named player, one Office Area, local browser execution, Standard length, highest-after-days victory, and the default house rules unless changed in New Game. The game has no AI opponent. “Multiplayer” gameplay does not occur locally by simulating other players.
Solitaire-specific features are:
- a local browser save, automatic resume, and JSON download/load;
- unlimited step-by-step Undo back through accepted action history; and
- a seed/rules URL suitable for sharing or reproducing a game.
The active deck removes all 22 opponent-directed cards. Therefore, the defensive cards whose only purpose is to answer them (Facing Point Locks and Water Column) can be placed but have no opportunity to fire; Overpass has no effect at all. The game still includes shared-rail mechanics such as Mainline clearance, but with one player no other player can occupy the Division.
To win the default game, finish Day 5 with at least 20 Revenue. A result below 20 is a loss. Train-transit Revenue defaults to zero, so the default score must principally come from passenger and freight work.
## 6. Multiplayer
### 6.1 What the engine supports
The engine has player, seat, score, Office Area, Director/Division, phase-order, co-op, and competitive-mode data for multiple named players. It deals each player a hand, creates one Office Area per seat, starts acting order at the Superintendent and proceeds left, and models the following multiplayer-specific outcomes:
- the D12 seating and Superintendent rolls described in section 3;
- individual Revenue in competitive play and shared total Revenue in co-op;
- a competitive collective loss after three collisions in one Day;
- a collective Revenue floor for competitive highest-after-days games; and
- train-transit Revenue awarded to every player, if that revenue setting is nonzero.
The engine’s setup checks only that there is at least one player and that Solitaire has exactly one player. It does not enforce a maximum player count, although the test and design material exercise two through four players.
### 6.2 What is not delivered in v0.4.5
There is no implemented multiplayer game setup for end users: no server, lobby, invitation, room code, player join flow, authoritative remote state, or remote Session. The browser page creates a local single-player session only. Accordingly, there is no supported procedure for resuming a multiplayer game, and no multiplayer Undo.
The 12 space-use cards and 10 action cards are not dealt in competitive or co-op either. The engine rejects attempts to play either category. Thus, **no card can currently be played on another player**. This includes Derail, Broken Coupler, Railroad Crossing, score-penalty cards, Vandalism, Hotbox, Outlawed, and all table-space cards. Facing Point Locks and Water Column are implemented only as dormant defences for these unavailable effects.
### 6.3 Difference from solitaire, if a multi-player engine session is created
Players have separate local districts, hands, and scores, but they share the Home Office deck, Department piles, yards, timetable, Mainline, and traffic consequences. Turn order is sequential; one current actor acts at a time. The Superintendent role is attached to a player while Offices are attached to fixed seats. Employee Rotation is not active, so players do not actually change seats in v0.4.5.
The deck is still 213 cards and still excludes opponent-directed content. Therefore multi-player engine mode changes shared traffic, scores, turns, and win/loss evaluation—not card attacks or a remote user experience.
## 7. Frequently asked questions
### Is the same seed always the same game?
Only with the same house rules, player configuration/order, and action history. The seed drives all engine randomness, but the starting hand and Revenue settings also change the game.
### Why can’t I end my draw turn?
Your hand exceeds three cards, or four when the Red Flags hand-limit status is active. Play or discard down to the limit.
### Why can’t my train move onto a turnout?
It may move through a turnout but cannot end a Move there because turnouts are not Operational Rail.
### Why can’t a train enter my industry?
Its MEN | AT | WORK pipeline contains a load, which locks the track; the rail geometry does not connect; another train occupies it; mandatory coupling would exceed four cars; or four cars are already standing there, which is as many as any card holds.
### Why won’t an industry accept a new outbound load?
The green box may be full, the Division Yard may lack a matching loaded car, or there is no unclaimed empty matching car already spotted on that industry’s track.
### Why does an inbound freight unload require an empty car in the Division Yard?
The engine immediately replaces the spotted loaded car with a matching empty car. It will not create a new car from nothing.
### Why did an arriving train collide instead of wait?
The Office had no free A/D track and no Interlocking. A full Office is an automatic local collision. An Interlocking holds the arrival at the Limits.
### Why is a train held at an Office even though the Mainline is clear?
It may be on Secondary Track rather than the Office, or be badly made up: its engine is between cars or its caboose is not at the far end.
### Why did an expedited train leave after passenger/freight work?
Expedite means it departs in the Stage it arrived, but v0.4.5 waits until Shift Change so it remains present for that Stage’s Load/Unload phase.
### Can I choose the direction of an Extra or a Heavy Grade?
Not in v0.4.5. The engine launches Extras eastbound from the Western Division Point. Heavy Grade orientation is seeded automatically at setup.
### Can I use an Interchange to reorder a train?
No. The card is catalogued with a sorting concept, but there is no implemented Interchange sorting action. Small Yard is the available local sorting mechanism.
### Can I play attack cards on another player?
No. All action and space-use cards are excluded from every dealt deck in v0.4.5 and their play is rejected.
### Is multiplayer playable?
No. Multi-player state and rules-engine support exist, but the lobby, server, remote client, and opponent-directed card mechanics are not implemented.
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@@ -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
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@@ -245,9 +245,31 @@ special handling: `pump` stops, and the next push simply carries a `Menu` contai
POST /api/lobby/create, /api/lobby/join lobby
POST /api/intent { gameId, seq, intent }
GET /api/stream EventSource — per-seat frames, with Last-Event-ID resume
GET /api/health { ok, service, engineVersion, games } — unauthenticated; see below
GET /api/games every game and lobby, summarised ┐
GET /api/games/<id>/save the save, for keeping or replaying ├ ADMIN_SECRET
DELETE /api/games/<id> ends a game, and returns its save ┘
GET / the client
```
`/api/health` exists because the client cannot otherwise tell a server from a static host. The same
`dist/` is served both ways and the bundle is identical (D4), and every other route 404s an unknown
path exactly as a static host does — so the splash asks, and closes its multiplayer door only when
nothing names itself in reply. It is unauthenticated on purpose: it reveals that a Station Master
server is answering and nothing else, no game and no seat. Its `games` field — `{ active, lobby }`
— is what the StartOS package's health check reports as "3 games in progress".
**The three administrative routes are gated by `ADMIN_SECRET`, which is deliberately not the join
secret.** Every player holds the join secret, so gating a delete with it would let anyone at the
table destroy anyone else's game; this one belongs to whoever runs the server. It arrives in an
`x-admin-secret` header rather than the query string, so it stays out of logs and referrers. When
the variable is unset the routes answer 404 exactly as any unknown path does, so a server that was
never given an administrator does not advertise that it has one.
**A delete returns the deleted game's save.** The intents are the game (D5), so what comes back is
the whole thing and not a summary of it — the record survives even though the game does not, and
nothing is destroyed without being handed to whoever destroyed it first.
Chosen over WebSocket because this game is **idle most of the time** — turn-based with human
think-time means a connection sits silent for minutes, exactly when proxies reap sockets. SSE's
reconnection and `Last-Event-ID` resume are handled by the browser, and it needs no `Upgrade` support
@@ -338,7 +360,7 @@ all it needs.
| **D15** | **Build to `deployment.md`'s five portability rules; package as an `.s9pk`** | This is a StartOS packaging workspace and the toolchain is on disk. |
| **D16** | **The server serves the client** | Required for same-origin, which is what makes multiple access addresses work without CORS. |
| **D17** | **Undo is solitaire-only** | Other players have seen the result. |
| **D18** | **Player cap 6** | Per `lobby-and-sessions.md` §2. |
| **D18** | **Player cap 2-4** for competitive/coop (solitaire is 1) | Per `lobby-and-sessions.md` §2 — sized to what is actually exercised (`test/multiplayer.test.ts` plays 2, 3 and 4 to a finish), not to a guess. This entry read "6" until Phase 4 (v0.5.1); that number was never implemented or tested anywhere and the two docs had drifted apart. Raise it once somebody has played a bigger game and reported back, not before. |
| **D19** | **Per-player turn state now; parallel turns deferred** | The model change is behaviour-neutral and cheap today. Whether local work should run off-cursor depends on how often humans choose to switch — 13% for the bot, and the benefit ranges from ~8 minutes to ~27 off an hour-long game between 13% and 50%. Measure with real players, then flip one function. |
| **D20** | **Replay reveals everything once the game ends** | Most useful for learning and for arguing about it afterwards; costs nothing extra to retain. |
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@@ -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.
---
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@@ -49,7 +49,7 @@ must do.
## Current status
**v0.4.1.** Rules formalized, card faces specified, architecture documented, and the game playable
**v0.4.3.** Rules formalized, card faces specified, architecture documented, and the game playable
solitaire in a browser. See [`../CHANGELOG.md`](../CHANGELOG.md) for what each version changed and
[`../TODO.md`](../TODO.md) for what is open; this section is the shape of the project, not a
running tally, because a hand-maintained tally is what drifted last time.
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@@ -0,0 +1,233 @@
# Track order for standing cars, and the cut you left on your own card
> **BUILT IN v0.4.7.** Kept as the record of why the model is what it is — the reproductions below
> are the evidence for west-to-east, and none of them is re-derivable from the code that fixed them.
>
> Two departures from the plan as written, both recorded here so the document does not read as a
> description of the code:
>
> - **Step 3 does not flip the card's cut.** The plan asked for `board-svg` to apply the tray strip's
> `facing === 'e' ? reverse : as-is` to the standing cars too. Once `standing` is defined west to
> east that flip would be wrong — the board is a map and draws west on the left, so the array is
> already in drawing order. What the renderer got instead is the half that actually answers the
> report: the row is split at the train, west cars left and east cars right, with the engine in the
> gap, and each car's tooltip says whether it is ahead of or behind the engine.
> - **One new field after all.** The plan argued a cut's end is *derivable* from position in the
> array. It is not, in the one case that matters: a train may set out off both ends on the same
> square, and nothing in the array records where the train itself stands among them. That is
> `CrewTray.standingWest`, kept on the tray rather than the card because it describes a
> relationship — with no train there, a cut has no near or far side.
>
> **Step 5 was decided (i)**: taking your own cut back on the square you are standing on is undoing
> the drop, exempt from the printed pick-up restrictions, and it refunds the freight budget.
Plan for the next session. Two reported problems that turned out to be one problem.
---
## The reports
1. **Drops.** "If I put cars off the nose on a given track, and my next move is go forward, I need to
couple those cars right back on. If I drop cars off the back and I move back, then I will
automatically recouple the cars onto the back of my train. Right after dropping my cars I need to
be able to see if those cars are ahead or behind the train."
2. **Ordering.** "When dropping all 4 cars, order was reversed. It worked properly if we dropped cars
individually. Also, when adding four cars, again the order was reversed."
---
## The single root cause
`TrackCard.standing` is a bare `RollingStock[]` whose doc comment claims "in track order (§A.3)" and
which in fact has **no defined orientation at all**. `CrewTray.consist` *is* oriented — nose first,
relative to `facing` — so every transfer between the two is an orientation change that nothing
performs.
§A.3 states the requirement plainly:
> It is critical that cars are loaded into and unloaded from the Crew Tray, and occupy the track, in
> the same order they originally held, **left-to-right**.
Left-to-right is west-to-east. That is the orientation `standing` is missing.
### Reproduced, against the working tree
Scratch scripts only; reproduce with a tray on a plain straight, consist `[boxcar hopper reefer
tank]`, `engineAt = 0`.
**(a) Batch size changes the parked order.** Tail drops:
| drops | `card.standing` afterwards |
| --- | --- |
| `count: 4` | `[boxcar hopper reefer tank]` |
| `count: 1` ×4 | `[tank reefer hopper boxcar]` |
| `count: 2` ×2 | `[reefer tank boxcar hopper]` — physically impossible |
`carsDropped` always does `carsOn(card).push(...stock)` (`apply.ts:1657`). Each successive tail cut is
left *outboard* of the previous one on the track, so it belongs at the other end of the array. Nose
drops are batch-invariant by luck, so only tail drops show it.
**(b) Coupling is orientation-blind.** A train running **east** onto a parked cut and a train running
**west** onto the same cut yield the **identical** consist. They must mirror. `couples` is
accumulated in path order in `exploreMoves` (`track.ts:448`) and `unshift`ed wholesale in
`carsCoupled` (`apply.ts:1618`), with no reference to which way the engine met the cars.
**(c) The display mismatch — what was actually seen on screen.** `board-svg.ts:736` draws the tray
strip as `t.facing === 'e' ? [...items].reverse() : items`, so the nose lands on the right for an
east-facing train (a deliberate fix, documented in the comment above it). The card's standing cars at
`board-svg.ts:~633` are drawn in raw array order with no such flip. The same physical cut therefore
reads one way in the tray and the other way on the card — and which one looks "reversed" flips with
batch size *and* with train facing.
The round trip (drop, run away, back up, collect) is internally self-consistent today, which is why
this survived: whatever order got parked comes back in that order. Only the picture disagreed.
### Why this settles the earlier design question
The previous session offered two models for recording which end a cut sits at:
- **Option A** — one cut per card plus a `standingEnd?: Port` marker. Cheap.
- **Option B** — give `standing` a real orientation.
Option A leaves (a), (b) and (c) in place. **Do Option B.** With orientation defined, "which end is
the cut at" is *derivable* from position in the array and needs no new field — so B is also the
smaller change once the ordering bugs are counted as in scope, which they now are.
---
## The model
**`TrackCard.standing` (and `Facility.industryTrack.cars`, via `carsOn`) is ordered WEST to EAST.**
That is the printed rule, it is the convention the board already draws in, and it is the only
orientation that is a property of the board rather than of whichever train last touched the card.
Two derived quantities, both cheap:
- **A cut's end.** With a train on the card, cars before the train in track order are at its west
end, cars after it are at its east end. Combined with `railFacing`, that is "ahead" or "behind".
- **Approach order.** A train travelling east meets a card's cars in array order; travelling west, in
reverse array order.
The nose/tail blocking rule then reads: **a move that leaves the card through the end the cut sits at
must couple that cut first** — onto the nose when running forward, onto the tail when reversing,
which is what the existing `toNose: !i.reverse` already gives.
### The two conversions, stated once
- **Consist → track.** `consist` is nose-first; nose is `facing`. So an east-facing train's consist
reads east-to-west and must be **reversed** on the way onto the card; a west-facing train's reads
west-to-east and goes on **as-is**.
- **Track → consist.** Build `couples` **near-to-far along the direction of travel** (reverse each
card's array when travelling west, and visit cards in path order). Then a nose coupling is
`unshift(...[...couples].reverse())` and a tail coupling is `push(...couples)` unchanged.
Check the tail case by hand: backing east into a cut, the nearest car couples closest to the existing
tail, and `consist` runs nose-to-tail, so near-before-far pushed in order is right. Check the nose
case: running east into a cut, the *farthest* car ends up nose-most, so the reverse is right.
---
## Work, in order
Each step should land green on its own.
### 1. Define the orientation and fix the drop
- `state.ts` — rewrite the `standing` doc comment to state west-to-east outright, and say `carsOn`
inherits it. That comment is currently the thing that is wrong.
- `apply.ts` `carsDropped` reducer (~1649) — insert at the correct end for the dropping train's
`facing`, reversing the cut where the conversion above says to. A tail cut from an east-facing
train goes at the **west** end of whatever is already on the card; a nose cut from the same train
goes at the **east** end.
- Tests: batch-invariance. `count: 4`, `1×4` and `2×2` must all produce the same `standing`, from
both ends, at both facings. Direct regression for report (2).
### 2. Fix the coupling
- `track.ts` `exploreMoves` (~448) — build `couples` near-to-far along travel, per the conversion
above. Needs the exit port at each hop, which the walk already has in `MoveStep`.
- `apply.ts` `carsCoupled` (~1612) — reverse on `toNose`.
- Tests: the mirror property. Approaching the same parked cut eastbound and westbound must give
mirrored consists, never identical ones.
- Tests: round trip at both facings and all batch sizes — drop, run clear, back up, collect; the
consist must come back identical.
### 3. Fix the picture
- `view.ts` `CellView` — `cars: string[]` is flat and carries no relation to `train`. It needs enough
for the renderer to place the cut relative to the engine. Preferred: keep `cars` in track order
(west-to-east, matching state) and let the renderer flip, exactly as it already does for the tray
strip.
- `board-svg.ts` (~633) — apply the same `facing === 'e' ? reverse : as-is` flip to the cut that line
736 applies to the tray, and lay the cut on the correct **side** of the train chip rather than in
the fixed slot row. This is the real UI work and answers "I need to see if those cars are ahead or
behind".
- Tooltips: "standing here" becomes "standing ahead of the engine" / "behind the engine" when a train
shares the card.
### 4. Layer on the blocking rule
- `track.ts` `exploreMoves` — seed the walk's `couples` with the start card's cut when the cut sits at
the exit end. Today the walk begins at `neighbour(start, initialExit)` and never reads
`carsOn(startCard)` at all, so a train drives through its own cut in both directions. Regularise
the loop-back case at the same time: `couples` already picks up the start card if the walk circles
back to it, because only `results.push`/`block` are guarded by `!sameCoord(node.coord, start)`.
- `apply.ts` `switch.move` build (~1230) — `lifted` is `[...dest.path.map(s => s.coord), i.to]` and can
never contain `start`. It must, or the recoupled cut is not cleared off the card.
- `ctx.consistSize` — the start-card cut must count toward `MAX_CONSIST`, so `tooManyCars` bites at
the start square. Its message should name the cut on your own card or it will read as nonsense.
- Tests: encode §A.5's two worked examples move-for-move. Both must remain playable; the trailing
example's step 1 ("drop the back two on Card F, move train to Card B") is the specific case that
must *not* recouple, and it is the strongest single check that the rule is right.
### 5. Decide the printed-rule interaction — Jesse's call
Dropping a freight car spends the square's budget for trains 3/4 (`oneFreightPerLocation`). Recoupling
it on the way out would then be refused with `FREIGHT_WORKED_HERE`, so the train could only ever back
away from its own cut. Same shape for X13 `dropOnly` and X22 `pickUpEmptiesOnly`.
Two defensible answers:
- **(i)** Recoupling your own cut on the square you are standing on is *undoing the drop* — exempt
from those restrictions, and it refunds the freight budget.
- **(ii)** It is a pickup like any other; a train that sets out off its nose is committed to
reversing. Harsher, but never strands a train permanently, since backing up stays legal.
Leaning (i): (ii) makes a legal-looking drop silently one-way, which is exactly the kind of trap the
"why can't I move" panel exists to prevent.
### 6. Bot and fixtures
- `bot.ts` — the "drop the nose cut to un-bury the engine" heuristic (~1268) and "spot the back car at
this facility" (~1352) now have direction consequences. The bot cannot produce an illegal move
(legality is enforced upstream) but it will silently get worse until its scoring knows about the
cut.
- `public/replays/seed-*.json` will diverge — legality changes, so bot play changes. Regenerate, as
was done last release.
- **`docs/station-master-seed58228926-day6.json` no longer replays at all.** It stops at intent #2,
`mainline.modify c108` → `NO_SUCH_CARD`, because uncommitted deck changes shifted card ids. It
cannot serve as the regression case for these reports. Capture a fresh save against current code
reproducing the same switching sequence, and keep it.
---
## Files expected to change
| File | Why |
| --- | --- |
| `src/engine/state.ts` | `standing` orientation, doc comment |
| `src/engine/track.ts` | direction-aware `couples`; start-card cut; consist limit |
| `src/engine/apply.ts` | `carsDropped`, `carsCoupled`, `switch.move` `lifted`, budget decision |
| `src/sim/view.ts` | `CellView.cars` orientation and its relation to `train` |
| `src/sim/board-svg.ts` | flip the cut, place it beside the chip, tooltips |
| `src/sim/narrate.ts` | say which end was set out; distinguish recoupling own cut (~138) |
| `src/sim/bot.ts` | direction-aware set-out heuristics |
| `test/apply.test.ts`, `test/train-rules.test.ts`, `test/web.test.ts`, `test/replay.test.ts` | drop/couple batteries, §A.5 examples |
| `public/replays/seed-*.json` | regenerate |
## Not in scope
- Leaving a coach at the Office (§A.4 / trains 7/8) — separate open item in `TODO.md`.
- Any change to `maneuver.flyingSwitch`'s target rules. It drops onto a card with no train on it, so
the cut has no "end" to sit at; it just needs to land in west-to-east order like any other cut.
+207
View File
@@ -0,0 +1,207 @@
# Plan — Train Switching Paths: two routes to the same square
**Status:** built, v0.4.8. Written against `461c4d9`; see `docs/rules/open-questions.md` Gap 14 and
the CHANGELOG's "Two routes to the same square" for the ruling and what shipped.
**Reported by Jesse:** *"There are times when a train can take two different paths to get to a
destination. See game at undo 379. Train 11 can go from Eastern limits to the straight at 1,1 two
different ways. It can go through the refinery and pick up the tanker on its nose, or it could go
straight straight and then make the curve and skip the refinery and not pick up the car. The player
should have the two different options."*
---
## 1. The defect
A district with a passing loop — turnout down off the main, curve, industry, curve, turnout back up —
offers two routes from one end to the rejoin square. Both are legal under §2.4 (a Move runs any
distance without changing direction; neither route ever leaves a card by the port it entered). They
differ in what they couple.
**The engine offers only one of them, and which one is an artifact of search order.**
`exploreMoves` (`src/engine/track.ts:386`) keys its visited set on destination *and entry port*:
```ts
// src/engine/track.ts:492
const key = `${coordKey(node.coord)}|${node.entry}`;
if (seen.has(key)) continue;
```
Both routes arrive at the rejoin square through the **same port**, so they collide on that key. The
walk is breadth-first, so the shorter route is recorded and the longer one is discarded before it can
become a destination.
### Reproduction
Fixture — Running Track on row 0, industry spur on row −1:
| | col 0 | col 1 | col 2 | col 3 | col 4 |
|---|---|---|---|---|---|
| **row 0** | straight | turnout `{w,e,s}` | straight | turnout `{e,w,s}` | Limits (east) |
| **row −1** | — | curve `ne` | **Refinery + tanker** | curve `nw` | — |
Walking west from `(0,4)`, today's engine returns:
```
(0,2) entry=e couples=[] path=(0,3)
(-1,3) entry=n couples=[] path=(0,3)
(-1,2) entry=e couples=[tanker] path=(0,3)->(-1,3)
(0,0) entry=e couples=[] path=(0,3)->(0,2)->(0,1) ← only one route to (0,0)
(-1,1) entry=e couples=[tanker] path=(0,3)->(-1,3)->(-1,2)
```
The refinery route to `(0,0)` — which couples the tanker — is absent. A simple-path prototype on the
same fixture returns both. Verified identical on v0.4.7 and v0.4.8.
### It is not cosmetic
`dest.path` feeds `carsCoupled.from` (`src/engine/apply.ts`, the `switch.move` execute branch at
`:1303`) — the list of cards swept clean when cars are lifted. The route reaches the reducer, so
"which route" must be part of the intent, not just the button text.
### How often
Instrumented over 60 developer-bot games (17,884 destinations enumerated):
| measure | count |
|---|---|
| destinations enumerated | 17,884 |
| squares reachable by 2+ **distinct paths** | 208 (~1.2%) |
| squares where the routes **differed in what they couple** | **0** |
So the geometry occurs and today's engine silently discards a route about 1% of the time — but the
bot never builds a district where the discarded route *matters*. Two consequences:
- **Balance impact is expected to be nil.** Still confirm with `compare.ts` (see §6).
- **The bot will never regression-test this.** It needs explicit unit tests.
---
## 2. The rules question, and Jesse's ruling
§A.4 says: *"If you move your Crew Tray into cars on your track, you **MUST** pick them up. You may
not go around them."* Whether taking the main instead of the siding counts as "going around" decides
whether this feature is legal at all.
**Ruling (Jesse):** the player may choose the path. Different paths may pick up different cars, or
none.
The permissive reading is well-supported by the text: §A.4 says *"cars on your track"*, and the
industry spur is a different track. Declining to enter it is not going around the tanker — it is not
going to the tanker's track at all, which is ordinary railroading. The mandatory half still bites in
full: once a route is chosen, every car standing on it couples, and there is no route that passes a
car and leaves it.
**Doc changes:** add the clarifying sentence to §A.4 in `docs/rules/rules-v0.2.md`, and record the
ruling in `docs/rules/open-questions.md`.
---
## 3. Design decisions
**The discriminator is `via`: one intermediate `GridCoord` on the chosen route** (Jesse's call).
Not an index into the destination list — intents are the canonical record and `undo` replays history
minus one intent, so an order-dependent field would silently reinterpret saved games.
```ts
// src/engine/intents.ts:19
| { type: 'switch.move'; trayId: TrayId; to: GridCoord; reverse: boolean; via?: GridCoord }
```
- `via` names an **intermediate** card — never the start, never the destination.
- **Resolution:** among destinations at `to` matching `reverse`, take the first enumerated route whose
path contains `via`. Enumeration stays shortest-first.
- **`via` absent resolves exactly as today** (first route at `to`), so existing histories replay
unchanged. Note v0.4.8 already established that saves are *not* preserved across rule changes —
this is belt-and-braces, not a hard constraint.
- **`legal.ts` emits a distinguishing `via`** per route, so a generated intent is never ambiguous.
**Collapse routes whose outcome is identical.** Two routes that lift the same cars from the same
cards are not a choice; offering both is noise in the action list and doubles the bot's branching
factor for nothing.
**The dedupe key must include the origin cards, not just car types.** Two routes can couple an
identical car *multiset* lifted from *different* cards. Keying on type alone would collapse them and
sweep the wrong card clean. Key on `(coord, entry, [(origin card, car)...])`.
**Simple-path walk with an enumeration cap.** Relaxing `seen` to a per-path visited set keeps
termination (no card twice within one path), but the number of simple paths is worst-case exponential
in a dense district. Cap enumeration and prefer shortest routes when the cap bites.
> Note: the 45°-diagonal matching rule appears to make closed loops geometrically impossible — a
> rectangle of four curves cannot close, because the slopes do not match at the corners. **Do not
> rely on this.** Use a path-local visited set and a cap regardless.
---
## 4. Change list
| File | Site | Change |
|---|---|---|
| `src/engine/track.ts` | `exploreMoves` :386, `seen` :492 | Per-path visited set; dedupe on outcome; cap. Preserve shortest-first ordering. |
| `src/engine/intents.ts` | :19 | Add `via?: GridCoord`. |
| `src/engine/apply.ts` | `check` :623 | Select destination by `via`, not first-by-coord. |
| `src/engine/apply.ts` | `execute` :1303 | Same selection; `carsCoupled.from` follows the chosen path. |
| `src/engine/apply.ts` | `destinationsFor` :1210, `movesFor` :1260 | Unchanged signatures; `movesFor` still collapses to one square per coord for the board. |
| `src/engine/legal.ts` | :90 | Emit one intent per distinct route, each with a distinguishing `via`. |
| `src/sim/view.ts` | `describeIntent` :724 | Find the destination by `via` so the label names the cars *that route* couples. |
| `src/web/game.ts` | `coordOf` :113, label dedupe ~:229 | Labels must differ per route or the label-dedupe drops one button. |
| `src/web/main.ts` | `cellRef` :660 | Route-on-hover — see §5. |
| `src/sim/narrate.ts` | move narration | Name the route when it is not the only one. |
**`ownCutFor` (`apply.ts:1241`) needs no change** — it depends only on the exit port, not the route.
---
## 5. UI — route on hover (Jesse's choice)
v0.4.8 already built the mechanism: `coordOf(intent)` → `cellRef` → `data-square="r,c"` on each
action button, and hovering or focusing lights that square. This feature extends it from one square
to a route.
- Carry the path on the **menu**, resolved server-side, for the same reason `coordOf` is: a remote
client holds no `GameState`.
- Emit the route as a second attribute (`data-route="r,c r,c …"`); hovering or focusing lights every
card the route runs over, with the destination keeping its existing stronger mark.
- **On focus as well as hover**, matching v0.4.8 — the keyboard route is not a lesser one.
Target rendering:
```
Switching Train 11, standing at (1, 4)
[ move to (1,1) ]
[ move to (1,1) — couples 1 tanker on the way (onto the nose) ] ← hover
```
---
## 6. Verification
- **Unit test the fixture in §1** — both routes offered, one coupling the tanker and one not.
- **`via` round-trip** — each intent `legal.ts` emits resolves back to the route it was generated for.
- **Back-compat** — replay `public/replays/*.json` and assert identical outcomes with `via` absent.
- **Origin-card dedupe** — two routes coupling identical car *types* from *different* cards must both
be offered, and each must sweep its own card.
- **Cap** — a dense district must terminate and stay bounded.
- **Balance** — `node src/sim/compare.ts 1600`. Expect no movement (the bot never builds this
geometry); keep only at t ≥ 3 per `README.md`, and read the better/worse/identical split.
**Run the suite serially: `node --test --test-concurrency=1`.** The `npm test` script runs files in
parallel and several of them invoke the static build against a shared `dist/`, which produces ~20
spurious failures. Measured on `461c4d9`: parallel 20 fail / serial **575 pass, 0 fail**.
> v0.4.8's CHANGELOG attributes those 20 failures to the tracked `node_modules` symlink. That fix was
> real and worth making, but it is **not** the whole cause: on this checkout `tsc` resolves and
> typecheck exits 0, yet the same 20 fail under parallel execution and pass under
> `--test-concurrency=1`. The `dist/` race is still there. Worth fixing separately — give each
> build-invoking test its own output directory.
---
## 7. Open question for Jesse
A route's cards may be reachable only as a *subset* of a longer route's cards. If that ever happens,
no single `via` uniquely selects the shorter route, and it is addressable only by the
shortest-first tiebreak. It did not arise in any fixture or in 60 bot games, and it may be
geometrically impossible — but if it does arise, the alternatives are to reject the ambiguous intent
or to let shortest-first stand. **Shortest-first is assumed here.**
+43 -16
View File
@@ -42,17 +42,37 @@ Operational Rail wheel icon, an industry track of the stated length, Laborer ico
| --- | --- | --- | ---: | ---: | ---: | ---: | ---: |
| Mine Tipple | Hopper | Outbound only | 3 | 3 | — | 4 | 2 |
| Produce Shed | Reefer | Outbound only | 2 | 2 | — | 3 | 2 |
| Grocer's Warehouse | Boxcar | Both | 2 | 2 | 2 | 3 | 2 |
| Oil Refinery | Tank car | Both | 3 | 2 | 2 | 4 | 2 |
| Power Plant | Hopper | Inbound only | 3 | — | 3 | 4 | 2 |
| Grocer's Warehouse | Boxcar or reefer | Inbound only | 1 | — | 1 | 3 | 3 |
| Oil Refinery | Tank car | Outbound only | 1 | 1 | — | 4 | 3 |
| Power Plant | Hopper or tank car | Inbound only | 3 | — | 3 | 4 | 2 |
| Freight House | Boxcar | Both | 1 | 1 | 1 | — | 6 |
Directions follow the commodity: coal originates at a Mine Tipple and is consumed at a Power Plant;
produce ships out; a warehouse and a refinery do both. This gives §9 all three of its cases —
outbound-only, inbound-only, and both.
produce ships out; a warehouse receives. This gives §9 all three of its cases — outbound-only,
inbound-only, and both — with the **Freight House the one card that does both**.
**"Freight House"** (§9.3, Appendix A) is not a card. It is the collective term for a freight facility
that loads *and* unloads — the Grocer's Warehouse and the Oil Refinery. §9.3's "Passenger Facilities
and Freight Houses permit cars to move each direction" therefore names exactly those two.
**"Freight House" IS a card** (corrected v0.5.0) — a sixth industry, dealt 6 copies, one Laborer and
one slot each direction. An earlier pass here read §9.3/Appendix A's "Passenger Facilities and
Freight Houses permit cars to move each direction" as meaning "Freight House" was only ever a
*collective term* for the Grocer's Warehouse and the Oil Refinery, never a card of its own — that
reading was wrong; the engine deals it as a real sixth industry (`content.ts`'s `freightHouse`
profile) and this table follows the engine.
**The Grocer's Warehouse and the Oil Refinery are ONE-WAY** (corrected v0.4.9e). The Direction column
read "Both" for both of them, and that was the *other half* of the same mistaken reading: if "Freight
House" named those two, §9.3 had to be describing them, so they had to be two-way. Once the Freight
House is its own card the argument evaporates, and playtesting settled it — "Grocer's Warehouse
should be receive only, does not ship anything out"; "Refinery: only ships out tanks, does not
receive anything" (Jesse). `StationMaster-Home-Deck-v0.4.5.md` prints both that way, and the modifier
set agrees: all three Refinery modifiers (Pipelines, Oil Depot, Viscosity Breakers) grant **+1
outbound**, which would be an odd card set for a facility that receives half the time.
<!-- TODO v0.5.0: Mine Tipple, Produce Shed and Power Plant above (3/3/4, 2/2/3, 3/3/4) were NOT
re-verified against the engine in this pass — only Grocer's Warehouse, Oil Refinery and Freight
House were. `mineTipple` and `powerPlant` in `content.ts` are also base 1/1/1, same as the three
corrected here, so these three rows and the "Throughput" reasoning below (built on the OLD
2–3-Laborer numbers) may be stale too. Flagged in TODO.md rather than silently rewritten — this
needs the same kind of decision Jesse made for Grocer's/Refinery/Freight House, not an assumption
that the same correction applies. -->
### Throughput — why these Laborer counts
@@ -80,9 +100,10 @@ deliberately slower industries, unable to quite keep up with a dedicated player.
That is why Laborer counts track Outbound capacity: Mine Tipple 3/3, Power Plant 3/3, Produce Shed
2/2, Grocer's Warehouse 2/2. The numbers are derived from the action budget, not chosen freely.
The Oil Refinery is the exception at 3 Laborers against 2+2 capacity, and deliberately so: it serves
two flows through one three-box pipeline, so its pipeline stays fuller than a one-way facility's and
the third Laborer is earning its keep.
<!-- The paragraph that stood here explained the Oil Refinery's third Laborer as the price of serving
two flows through one pipeline. It serves one flow (v0.4.9e), so the explanation is gone with the
premise; whether the Laborer count is still right is part of the same unverified block flagged
above and in TODO.md. -->
Even so, Laborers are rarely what limits a player — spotting the empty car and hauling the loaded one
away both cost switching actions from the same budget. See §7.
@@ -138,8 +159,14 @@ above and below. Upgrades are drop-in and must never disturb a connection.
## 5. Modifier cards
Five cards, one each. A Modifier is **not track**. It is placed adjacent to a Facility, on any of the
nine nearby spots, and if adjacent to two Facilities its effect may be used on only one per Stage
(§9).
nine nearby spots — **diagonals included** — and if adjacent to two Facilities its effect may be used
on only one per Stage (§9).
Two placement rules follow from it not being track. It is **not bounded by the Limits**: a host
standing at the edge of the district keeps all nine of its spots, or the card would be unplayable
exactly where the district ends. And it may **never stand in the Running Track's row**, which inside
the Limits is always full anyway — beyond the sign that row is the ground the main grows onto, and a
Modifier parked there would block the Limits sign from moving outward (§2.1).
| Card | Effect | Applies to |
| --- | --- | --- |
@@ -252,12 +279,12 @@ with all boxes full:
| Car | Facility demand | Supply | Headroom |
| --- | ---: | ---: | --- |
| Hopper | Mine Tipple 3×2 + Power Plant 3×2 = 12 | 12 | exactly met |
| Tank | Oil Refinery (2+2)×2 = 8 | 8 | exactly met |
| Boxcar | Grocer's (2+2)×2 = 8 | 12 | 4 spare |
| Tank | Oil Refinery 2×2 = 4 | 8 | 4 spare (was "exactly met" while the Refinery was two-way) |
| Boxcar | Grocer's 2×2 = 4 | 12 | 8 spare (same correction) |
| Reefer | Produce Shed 2×2 = 4 | 8 | 4 spare |
| Coach | Terminal 4+4, per Office | 16 | scales with Office count |
Hoppers and tank cars are exactly met in the theoretical worst case, which cannot occur in practice —
Hoppers are exactly met in the theoretical worst case, which cannot occur in practice —
only 10 freight facility cards exist across a 52-card deck shared by all players, and the §2.2
Classification Yard recycle returns stock to the Division Yard whenever it empties. Both are worth
watching in playtesting.
+2 -2
View File
@@ -24,8 +24,8 @@ Every defined term, alphabetized for lookup. The core comes from the Definitions
| **Extra Platform** | Modifier card: +1 green and +1 red slot at a Passenger Facility. | §12.5 |
| **Extra Train** | A one-and-done train; its card returns to the Salvage Yard on completion. Head-on card image, so the drawing player picks its direction. Numbered with an "X" prefix; the following number gives its seniority, and it yields to the Timetabled train of that number. | §2.3, §8 |
| **Facility** | A business which loads/unloads cargo and freight. | §2.5 |
| **Freight Facility** | Mine Tipples, Produce Sheds, Grocer's Warehouses, Oil Refineries, Power Plants. Some allow only outbound, some only inbound, some both. Per-card values in §12.5. | §9, §12.5 |
| **Freight House** | Not a card — the collective term for a freight facility permitting both directions, namely the Grocer's Warehouse and the Oil Refinery. | §9.3, §12.5 |
| **Freight Facility** | Mine Tipples, Produce Sheds, Grocer's Warehouses, Oil Refineries, Power Plants, Freight Houses. Some allow only outbound, some only inbound, some both. Per-card values in §12.5. | §9, §12.5 |
| **Freight House** | A sixth Freight Facility card (corrected v0.5.0 — an earlier pass here read it as a collective term for the Grocer's Warehouse and the Oil Refinery rather than a card of its own; it is dealt like any other industry). **The only industry that permits both directions** — the Grocer's Warehouse receives and the Oil Refinery ships, one way each (v0.4.9e). | §9.3, §12.5 |
| **Highball** | When a train holding at an Office automatically departs. | §2.4 |
| **Home Office** | The primary face-down deck cards are drawn from. 52 cards. | §2.6, §12.1 |
| **Hopper** | Coal rolling stock (brown = loaded, white = empty). | §2.2 |
+250 -11
View File
@@ -6,7 +6,7 @@ it into this workspace:
| File | What it is |
| --- | --- |
| `Deck cards2.xlsx` | The **complete card list** — every card, its count, where it may be placed, what it does |
| `Mainline Cards.pdf` | The **Mainline card types** — Plains, Curves, Hilly, Heavy Grade, Double Track, Uncontrolled Siding, Tunnel, Trestle, Yard, and both Division Points |
| `Mainline Cards.pdf` | The **Mainline card types** — Plains, Curves, Hilly, Heavy Grade, Double Track, Uncontrolled Siding, Tunnel, Trestle, Interchange (printed "Yard"), and both Division Points |
| `Trains3.pdf` | The **train cards** — all 22, with names, speed class, consist and individual operating rules |
| `tracks.png` | **Card art** for track and industry cards |
@@ -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. |
@@ -76,16 +77,73 @@ 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
going the other way is descending. Brakeman and Airbrakes apply to the descent, Helpers to the
climb, so turning the card around swaps which trains each card helps.
One gap remains, and it is a **setup** gap rather than a rules one: `createGame` is synchronous and
returns a ready state, so there is no point at which a player can be asked. Orientation is currently
**rolled** — deterministic from the seed, and roughly even (51/49 east/west across 400 games) — and
should become a real player choice when setup gains an interactive phase.
**Settled (v0.5.0): orientation is never a player choice, and this overrides the card's own printed
"Player sets orientation."** A Heavy Grade sits on the shared west-to-east Division chain, between
two players (§4.2) or beyond an end Division Point next to one — never inside a single player's own
district — so whichever direction climbs advantages one neighbour over the other, and no one player
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`.
@@ -241,6 +299,27 @@ Freeing the Laborers freed the whole turn economy — passenger revenue doubled
passenger rule changing. **Still 0 wins against a target of 20**, and freight is still only 13% of
gross, so the loop runs now but does not yet carry the game.
### Where the empty-car requirement belongs
The rule above was later copied onto **stocking** as well, so `freightAgent.stockOutbound` refused a
green box with no matching empty spotted. That is one step too early, and the designer's ruling is
that it should never have been there:
> A freight agent should be able to load an outbound green box prior to having the car there that
> matches the load that he's putting in there. But in order for the laborers to move it from the
> green box into the men at work track, they would need to have an empty car of the appropriate type
> waiting there.
Which is what §6.3 and §9.3 say between them. §6.3 lists the Freight Agent's act with no reference to
the industry track at all; §9.3's **Load the car** is what requires "*a load in the Green Loading Box
and an empty car of the required type on the industry's track*". So the two errands — fetch the
cargo, spot the car — may be run in either order, and only the Laborer needs both done.
**Staging ahead cannot jam anything**, which is why the early gate bought nothing: a load in a green
box is waiting, not stuck, and the lockout in §9.3 applies to loads on MEN | AT | WORK. `startableLoad`
holds the real gate, counting cars against loads already staged or on the sign so two loads can never
walk toward one car.
### Track was unplayable (found while wiring up Enhancements)
Moving track out of the deck into a per-player supply (§12.2) left **no way to play it**. Districts
@@ -465,13 +544,19 @@ Hotel) are what grow them.
| # | Name | Speed | Consist | Rule |
| --- | --- | --- | --- | --- |
| 1/2 | Crack Limited | Fast | 3 coaches | Stop at Terminals only. No switching. Expedite. |
| 1/2 | Crack Limited | Fast | 3 coaches † | Stop at Terminals only. No switching. Expedite. |
| 3/4 | Express | Fast | 2 freight | May drop or pick up one freight car at every location. Expedite. |
| 5/6 | The Sparrow | Fast | 2 coaches | No switching. Expedite. |
| 5/6 | The Sparrow | Fast | 2 coaches † | No switching. Expedite. |
| 7/8 | Local | Slow | 1 freight + 1 coach | Coach must remain on station track if switching. |
| 9/10 | Heavy Freight | Slow | 3 freight + caboose | |
| 11/12 | Drag Freight | Slow | 2 freight + caboose | |
† **The two coach counts have since been swapped by Jesse** (Gitea#7, 2026-08-22): the Crack Limited
now carries **2** coaches and The Sparrow **3**. The table above is left as `Trains3.pdf` prints it,
because that is what this section is for — what the design SAYS. What the game plays is
`src/engine/content.ts`, with the per-card table in
[`../StationMaster-Home-Deck-v0.4.5.md`](../StationMaster-Home-Deck-v0.4.5.md).
### Extras (X13–X22) — ten distinct trains, not four generic ones
Appleseed Extra (MT freight only, may drop but not pick up), Fruit Growers Express (reefers only),
@@ -513,14 +598,18 @@ 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 | |
| Trestle | 60 | |
| Yard | 60 | **sort cars into any new order**; has a Yard Limit |
| 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.
@@ -762,3 +851,153 @@ Crossing is counted in Stages (Q1), so both trains simply run their counters dow
Until this is settled the clearance buttons describe only what the engine actually does — they say
the train "closes up behind" rather than promising a −5 risk that cannot occur. Wording that invents
a consequence is worse than wording that under-sells one.
---
## §7 — where an Extra starts, and which way it runs
**Reported from playing v0.4.9e** (Gitea#4): "When extras are played the player doing so may choose
where the extra starts. They may choose either division point. And if the interchange mainline card
has been played, they may start the extra on that card and choose the direction from there. If there
is potential for conflict with other trains in that area the superintendent may hold the extra."
**This supersedes an earlier ruling**, and the supersession is the interesting part. §2.3 gives every
train its direction from its number — odd runs west, even runs east — and an earlier pass extended
that to Extras explicitly: *"the number decides, like everything else on the timetable."* That reading
cannot survive "either Division Point". An odd Extra placed at the WEST end would run west, leave the
Division on its first move having crossed nothing, and be paid the completion Revenue for the run.
So for **Extras only**, the start decides the direction:
| Start | Direction |
| --- | --- |
| Western Division Point | east |
| Eastern Division Point | west |
| Interchange | player's choice |
| Control Point (any Office above a Whistle Post) | player's choice |
A timetabled train is unchanged: its number still decides. The Extra cards were always printed
`direction: 'playerChoice'` (§5) and the engine had been overriding it; they now mean it.
### The Interchange start is a YARD, not a spot on the running line
§7's last clause — "the superintendent may hold the extra" — is what settles how this is modelled.
An Extra started at an Interchange stands in that card's **yard**, off the running line, and highballs
onto the card itself at a later Mainline Phase. Three things follow, all of them Jesse's rule rather
than an implementation convenience:
1. **Placing it can never force a collision**, however busy the card is. It is not on the road yet.
2. **A guaranteed collision holds it in the yard** for another Stage, and it tries again next Stage.
3. **A potential collision is the Superintendent's to rule on.**
Those last two are exactly §8.1's two answers — an absolute bar against a facing train, a judgment
call against a following one — so the Extra leaves the yard through the same clearance check a train
leaves a Division Point through. Nothing new decides collisions.
The Interchange keeps its printed "sort cars in new order" concept, still unimplemented (§6). Being
the card with a Yard Limit is what makes it the one Mainline card a train can be made up on.
### Which starts are offered is a setting
The Division Points and the Interchange sit on shared ground and belong to nobody; starting an Extra
inside a player's own district does not. That is a table preference rather than a rule, so it is set
when the game is dealt (`extraStart`): Division Points and Interchange only, plus the playing
player's own Control Point, or plus any player's Control Point. A **Whistle Post never qualifies at
any setting** — being a place an Extra can start is part of what upgrading buys (§11).
### Two bugs found underneath it
- **The Mainline cards were rolled, not dealt.** `buildDivision` drew uniformly from the nine card
TYPES **with replacement**, so a Division could be dealt two Interchanges or two Tunnels, and
Plains — printed twice in the deck — carried the same weight as cards printed once.
`docs/StationMaster-Mainline-Deck-v0.4.5.md` had already flagged the mismatch as needing
correction; "an Extra may start at the Interchange if one is on the board" is what forced it, since
that only reads as a rule if the board holds at most one. Now dealt from the printed ten-card deck
without replacement.
- **An Extra started anywhere but a Division Point ran empty.** `isBeingMadeUp` asked only "is this
tray standing at a Division Point", which was the whole truth while that was the only place to
build a train — so the Control Point start had shipped since it was added with a train that could
never be given a consist, and the Interchange start would have shipped the same way. Found by
playing it, not by the tests, which had only ever asserted where the tray landed.
---
## §6.2 — which train cards may be discarded
**SUPERSEDED ONCE. Read both rulings; the second narrows the first.**
**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 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 the rule is that the forced play falls out of two rules that already
exist rather than needing a third:
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 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: 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`
before it reaches for a discard. Measured over 400 games: 400/400 finished, revenue unmoved, and
**trains scheduled 1.2 → 1.3** — the rule's intended effect, small because a bot rarely held four.
### Consequences
- **Two of the three published replays discarded train cards** (2 and 15 of them) and were retired
and re-recorded. Jesse's call: "I'm okay with retiring the replays that no longer work under those
old rules."
- **The opening six-card hand is not exempt.** Under *six random cards* a player opens holding six
against a limit of three; if four or more are trains, they all go onto the timetable on turn one.
Jesse's call: "If the opening hand has lots of trains, then lots of trains will be placed on the
board." Rare — roughly 1.5% of deals — but deliberate.
- **The player is told, on the card and on the button.** `handDiscardable` on the Frame marks which
cards may be shed, the hand panel says so in the card's own tooltip, and when EVERY card held is a
train the blocked end-turn button changes its text to say a train must be played. That is the
Gitea#2 lesson applied: a rule the player cannot see is a board with nothing to click and no reason
given.
+39 -6
View File
@@ -28,6 +28,7 @@ left open, with the consequence noted.
| 11 | Track card orientation | **SUPERSEDED** — handedness is printed; both hands supplied |
| 12 | Balance targets | **INVALIDATED** — measured against a placeholder ruleset |
| 13 | Deck scaling by player count | **LARGELY DISSOLVED** — track is per-player by design |
| 14 | Two routes to the same square | **DECIDED** |
---
@@ -669,10 +670,15 @@ balance work was possible.
| --- | --- | --- | ---: | ---: | ---: | ---: |
| Mine Tipple | Hopper | Outbound | 3 | 3 | — | 4 |
| Produce Shed | Reefer | Outbound | 2 | 2 | — | 3 |
| Grocer's Warehouse | Boxcar | Both | 2 | 2 | 2 | 3 |
| Oil Refinery | Tank | Both | 3 | 2 | 2 | 4 |
| Grocer's Warehouse | Boxcar | Inbound | 2 | — | 2 | 3 |
| Oil Refinery | Tank | Outbound | 3 | 2 | — | 4 |
| Power Plant | Hopper | Inbound | 3 | — | 3 | 4 |
*Amended v0.4.9e.* The warehouse and the refinery were briefly "Both", on the reading that "Freight
House" was a collective term for exactly those two and therefore what §9.3's "permit cars to move
each direction" described. The Freight House turned out to be a card of its own (v0.5.0), and
playtesting confirmed the one-way reading the sheet always printed.
*Rationale.* Directions follow the commodity and give §9 all three of its stated cases. Bulk
industries get more Laborers and a 4-car track so the types feel distinct when choosing what to
build — but the counts stay moderate because Laborers are **not** the binding constraint (see 10e),
@@ -717,10 +723,12 @@ leave no way at all to speed up a slow facility. Section Gang is the sole worker
keeps that power scarce. Capacity modifiers are stronger than they sound, since banking room rather
than worker count is what limits output.
**Sub-decision — what a "Freight House" is.** §9.3 and Appendix A refer to Freight Houses, but §9's
facility list never defines one. It is **not a card**: it is the collective term for a freight
facility that both loads and unloads — under 10a, the Grocer's Warehouse and the Oil Refinery. This
reconciles every reference without adding a card type or disturbing Gap 4a's deck composition.
**Sub-decision — what a "Freight House" is. SUPERSEDED (v0.5.0).** §9.3 and Appendix A refer to
Freight Houses, but §9's facility list never defines one. This originally concluded it was **not a
card** — the collective term for a freight facility that both loads and unloads, under 10a the
Grocer's Warehouse and the Oil Refinery. That reading was wrong: it **is** a card, a sixth Freight
Facility dealt 6 copies (`content.ts`'s `freightHouse` profile), which the engine has implemented
all along. Left here for the reasoning; do not read this entry as current.
### 10e — Revenue/Day revalidated, and the Gap 6 targets revised
@@ -1003,3 +1011,28 @@ needs to get started, while giving each player material to build with.
**Not yet decided**, because it interacts with Gap 12's variance question: more facilities per player
would raise the ceiling on the runaway mode as well as the floor.
## Gap 14 — Two routes to the same square
**Status:** DECIDED.
**Reported by Jesse:** "There are times when a train can take two different paths to get to a
destination. See game at undo 379. Train 11 can go from Eastern limits to the straight at 1,1 two
different ways. It can go through the refinery and pick up the tanker on its nose, or it could go
straight and then make the curve and skip the refinery and not pick up the car. The player should
have the two different options."
**The question:** a passing loop — turnout off the main, curve down, industry, curve back up — offers
two legal routes between the same two squares, and they couple different cars. Does §A.4's "you may
not go around" a car standing on your track forbid taking the bypass?
**Ruling: the player may choose the path.** Different paths may pick up different cars, or none.
§A.4 says "cars **on your track**", and the industry spur is a different track — declining to enter
it is not going around the car standing on it, it is not going to that car's track at all, which is
ordinary railroading. The mandatory half still bites in full once a route is chosen: every car
standing on the chosen route couples, and there is no route that passes a car and leaves it.
**Built in v0.4.8** — see `docs/plans/switching-paths.md`. The engine enumerates every distinct
simple route, dedupes by outcome (destination, entry side, and origin-tagged cars) rather than by
destination alone, and an intent that would otherwise be ambiguous carries a `via` naming one
intermediate square on the chosen route.
+22 -9
View File
@@ -452,9 +452,10 @@ Loading and unloading of Rolling Stock (passengers and freight) takes place in t
(§11). A Whistle Post is not a Passenger Facility, so a player who has not upgraded has no
passenger business at all.
- **Freight Facilities:** Mine Tipples, Produce Sheds, Grocer's Warehouses, Oil Refineries, Power
Plants. Per-card values in §12.5.
- **Freight House:** **[Gap 10d]** not a facility type of its own, but the collective term for a
freight facility permitting both directions — the Grocer's Warehouse and the Oil Refinery.
Plants, Freight Houses. Per-card values in §12.5.
- **Freight House:** a Freight Facility card in its own right (corrected v0.5.0 — **[Gap 10d]**
previously read this as a collective term for the Grocer's Warehouse and the Oil Refinery rather
than a card of its own). Permits both directions, the same as those two.
- **Modifier Facilities:** Cards that, placed adjacent (on any of the nine nearby spots), increase a
passenger or freight facility's capacities. If two Facilities are adjacent to the Modifier, its
effects may only be used on one Facility per **Stage** **[Gap 7]**.
@@ -593,10 +594,16 @@ horizontal row through the Office, Limit-to-Limit; everything else is Secondary
- Plain track, turnouts and Facility cards are all played from hand into an empty adjacent grid spot,
and **must connect to existing track**. Facility cards carry their own rails — placing a Facility
places track.
- Track stays **inside the Limits at every row**, not only on the Running Track. §2.1 makes the sign
"the limit of your control area" and §3 defines Secondary Track as "all tracks in your limits", so
a siding may run *under* a sign — the sign stands on the boundary — and never past it. Widening a
district therefore means extending the main first.
- Extending the **Running Track** horizontally moves that player's Limits sign outward with it (§2.1).
Growth is uncapped in the prototype.
- Modifier Facility cards are not track. They are placed adjacent to a Facility, on any of the nine
nearby spots (§9).
nearby spots (§9) — diagonals included, and not bounded by the Limits, since a host at the edge of
the district would otherwise have nowhere to put one. The one square they may not take is in the
Running Track's own row, which is where the main grows.
A longer Running Track is more track to keep clear of arriving trains, so territory carries its own
collision risk.
@@ -729,8 +736,8 @@ Modifier effects, and track geometries — is catalogued in
| --- | --- | --- | ---: | ---: | ---: | ---: |
| Mine Tipple | Hopper | Outbound | 3 | 3 | — | 4 |
| Produce Shed | Reefer | Outbound | 2 | 2 | — | 3 |
| Grocer's Warehouse | Boxcar | Both | 2 | 2 | 2 | 3 |
| Oil Refinery | Tank | Both | 3 | 2 | 2 | 4 |
| Grocer's Warehouse | Boxcar | Inbound | 2 | — | 2 | 3 |
| Oil Refinery | Tank | Outbound | 3 | 2 | — | 4 |
| Power Plant | Hopper | Inbound | 3 | — | 3 | 4 |
| Office | Porters | Green slots | Red slots |
@@ -747,8 +754,11 @@ Modifier effects, and track geometries — is catalogued in
| Extra Platform | +1 green and +1 red slot (passenger) |
| Section Gang | +1 Laborer or +1 Porter |
**"Freight House"** (§9.3, Appendix A) is not a card — it is the collective term for a freight
facility that both loads and unloads, namely the Grocer's Warehouse and the Oil Refinery.
**"Freight House"** (§9.3, Appendix A) is a Freight Facility card (corrected v0.5.0 — previously
read as not a card, only a collective term for a facility that both loads and unloads). It is the
**only** industry that permits both directions: the Grocer's Warehouse receives and the Oil Refinery
ships, one way each (corrected v0.4.9e from playtesting — the "Both" reading was the other half of
the same mistake about what "Freight House" meant).
---
@@ -795,7 +805,10 @@ same order they originally held, left-to-right.
- The exception is your Office track, which has the number of A/D tracks listed (§11.1). As long as
fewer trains are holding there than A/D tracks, you may enter and pass through.
- If you move your Crew Tray into cars on your track, you **MUST** pick them up. You may not go around
them.
them. Where a passing loop offers two routes to the same square, choosing not to enter a siding is
not "going around" a car standing on it — that car is on a different track, and declining to run
onto it is ordinary railroading. Once a route is chosen, every car standing on it still must be
coupled in full.
- A Crew Tray must always have an engine, and may move a maximum of four Rolling Stock — cabooses
included **[Gap 4c]**.
- You automatically couple to cars you meet during your Moves. The same is **not** true of trains
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File diff suppressed because it is too large Load Diff
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{
"type": "freightAgent.stockOutbound",
"at": {
"row": 0,
"col": 0
},
"carType": "coach"
},
{
"type": "loadUnload.end"
},
{
"type": "localOps.choose",
"option": "draw"
},
{
"type": "draw.fromDepartment",
"slot": 1
},
{
"type": "card.play",
"cardId": "c182",
"placement": {
"row": 0,
"col": 1
},
"variant": 1
},
{
"type": "card.play",
"cardId": "c159",
"placement": {
"row": 1,
"col": 1
},
"variant": 0
},
{
"type": "card.play",
"cardId": "c49",
"placement": {
"row": 1,
"col": 0
},
"variant": 0
},
{
"type": "draw.end"
},
{
"type": "loadUnload.end"
},
{
"type": "localOps.choose",
"option": "draw"
},
{
"type": "draw.fromDepartment",
"slot": 0
},
{
"type": "card.play",
"cardId": "c5"
},
{
"type": "draw.end"
},
{
"type": "newTrain.placeCar",
"trayId": "tray3",
"carType": "tank",
"loaded": false
},
{
"type": "newTrain.placeCar",
"trayId": "tray3",
"carType": "tank",
"loaded": false
},
{
"type": "newTrain.placeCar",
"trayId": "tray3",
"carType": "caboose",
"loaded": true
},
{
"type": "loadUnload.end"
},
{
"type": "localOps.choose",
"option": "freightAgent"
},
{
"type": "freightAgent.end"
},
{
"type": "loadUnload.end"
},
{
"type": "localOps.choose",
"option": "freightAgent"
},
{
"type": "freightAgent.end"
},
{
"type": "newTrain.placeCar",
"trayId": "tray2",
"carType": "coach",
"loaded": true
},
{
"type": "newTrain.placeCar",
"trayId": "tray2",
"carType": "coach",
"loaded": false
},
{
"type": "mainline.clearance",
"allow": true
},
{
"type": "loadUnload.end"
},
{
"type": "localOps.choose",
"option": "switch"
},
{
"type": "switch.move",
"trayId": "tray3",
"to": {
"row": 0,
"col": 2
},
"reverse": false
},
{
"type": "switch.move",
"trayId": "tray3",
"to": {
"row": 1,
"col": 0
},
"reverse": true
},
{
"type": "switch.end"
},
{
"type": "porter.detrain",
"at": {
"row": 0,
"col": 0
}
},
{
"type": "porter.board",
"at": {
"row": 0,
"col": 0
}
},
{
"type": "loadUnload.end"
},
{
"type": "localOps.choose",
"option": "switch"
},
{
"type": "switch.move",
"trayId": "tray3",
"to": {
"row": 0,
"col": 2
},
"reverse": false
},
{
"type": "switch.move",
"trayId": "tray3",
"to": {
"row": 0,
"col": -1
},
"reverse": true
},
{
"type": "switch.dropCars",
"trayId": "tray3",
"count": 1
},
{
"type": "switch.move",
"trayId": "tray3",
"to": {
"row": 0,
"col": 2
},
"reverse": false
},
{
"type": "switch.move",
"trayId": "tray3",
"to": {
"row": 1,
"col": 0
},
"reverse": true
},
{
"type": "switch.dropCars",
"trayId": "tray3",
"count": 1
},
{
"type": "switch.move",
"trayId": "tray3",
"to": {
"row": 0,
"col": 2
},
"reverse": false
},
{
"type": "switch.move",
"trayId": "tray3",
"to": {
"row": 0,
"col": -1
},
"reverse": true
},
{
"type": "loadUnload.end"
},
{
"type": "localOps.choose",
"option": "switch"
},
{
"type": "switch.move",
"trayId": "tray3",
"to": {
"row": 0,
"col": 0
},
"reverse": false
},
{
"type": "switch.end"
},
{
"type": "loadUnload.end"
},
{
"type": "localOps.choose",
"option": "freightAgent"
},
{
"type": "freightAgent.stockOutbound",
"at": {
"row": 1,
"col": 0
},
"carType": "tank"
},
{
"type": "laborer.startLoad",
"at": {
"row": 1,
"col": 0
}
},
{
"type": "loadUnload.end"
},
{
"type": "localOps.choose",
"option": "draw"
},
{
"type": "draw.fromDepartment",
"slot": 0
},
{
"type": "card.play",
"cardId": "c194",
"placement": {
"row": 0,
"col": -2
},
"variant": 1
},
{
"type": "draw.end"
},
{
"type": "laborer.advanceLoad",
"at": {
"row": 1,
"col": 0
},
"box": 0
},
{
"type": "loadUnload.end"
},
{
"type": "localOps.choose",
"option": "freightAgent"
},
{
"type": "freightAgent.stockOutbound",
"at": {
"row": 0,
"col": 0
},
"carType": "coach"
},
{
"type": "laborer.advanceLoad",
"at": {
"row": 1,
"col": 0
},
"box": 1
},
{
"type": "loadUnload.end"
},
{
"type": "localOps.choose",
"option": "freightAgent"
},
{
"type": "freightAgent.end"
},
{
"type": "laborer.advanceLoad",
"at": {
"row": 1,
"col": 0
},
"box": 2
},
{
"type": "loadUnload.end"
},
{
"type": "localOps.choose",
"option": "draw"
},
{
"type": "draw.fromDepartment",
"slot": 1
},
{
"type": "card.play",
"cardId": "c154",
"placement": {
"row": 1,
"col": -2
},
"variant": 0
},
{
"type": "draw.end"
},
{
"type": "loadUnload.end"
},
{
"type": "localOps.choose",
"option": "draw"
},
{
"type": "draw.fromHomeOffice"
},
{
"type": "card.play",
"cardId": "c102",
"node": 1
},
{
"type": "draw.end"
},
{
"type": "loadUnload.end"
},
{
"type": "localOps.choose",
"option": "freightAgent"
},
{
"type": "freightAgent.end"
},
{
"type": "newTrain.placeCar",
"trayId": "tray3",
"carType": "boxcar",
"loaded": true
},
{
"type": "newTrain.placeCar",
"trayId": "tray3",
"carType": "tank",
"loaded": false
},
{
"type": "newTrain.placeCar",
"trayId": "tray3",
"carType": "caboose",
"loaded": true
},
{
"type": "loadUnload.end"
},
{
"type": "localOps.choose",
"option": "draw"
},
{
"type": "draw.fromHomeOffice"
},
{
"type": "draw.end"
},
{
"type": "loadUnload.end"
},
{
"type": "localOps.choose",
"option": "freightAgent"
},
{
"type": "freightAgent.end"
},
{
"type": "newTrain.placeCar",
"trayId": "tray2",
"carType": "coach",
"loaded": true
},
{
"type": "newTrain.placeCar",
"trayId": "tray2",
"carType": "coach",
"loaded": true
},
{
"type": "loadUnload.end"
},
{
"type": "localOps.choose",
"option": "switch"
},
{
"type": "switch.move",
"trayId": "tray3",
"to": {
"row": 1,
"col": -2
},
"reverse": true
},
{
"type": "switch.dropCars",
"trayId": "tray3",
"count": 1
},
{
"type": "switch.dropCars",
"trayId": "tray3",
"count": 2
},
{
"type": "switch.move",
"trayId": "tray3",
"to": {
"row": 0,
"col": 2
},
"reverse": false
},
{
"type": "switch.move",
"trayId": "tray3",
"to": {
"row": 1,
"col": 0
},
"reverse": true
},
{
"type": "switch.move",
"trayId": "tray3",
"to": {
"row": 0,
"col": 2
},
"reverse": false
},
{
"type": "switch.move",
"trayId": "tray3",
"to": {
"row": 1,
"col": -2
},
"reverse": true
},
{
"type": "switch.dropCars",
"trayId": "tray3",
"count": 3
},
{
"type": "switch.dropCars",
"trayId": "tray3",
"count": 1
},
{
"type": "switch.end"
},
{
"type": "loadUnload.end"
},
{
"type": "localOps.choose",
"option": "switch"
},
{
"type": "switch.end"
},
{
"type": "porter.detrain",
"at": {
"row": 0,
"col": 0
}
},
{
"type": "porter.board",
"at": {
"row": 0,
"col": 0
}
},
{
"type": "loadUnload.end"
},
{
"type": "localOps.choose",
"option": "switch"
},
{
"type": "switch.move",
"trayId": "tray3",
"to": {
"row": 0,
"col": -1
},
"reverse": false
},
{
"type": "switch.move",
"trayId": "tray3",
"to": {
"row": 1,
"col": -2
},
"reverse": true
}
]
}
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# Station Master 0.5.0 — Test Plan
Written 2026-08-21, against an uncommitted working tree. Covers only the changes made in this
session's work — victory-condition unification, the New Train phase fix, and the multiplayer server
(Phases 2-3). Nothing here is committed yet; see the Coordination Note below before running any of it
against a tree that has since moved.
## Coordination note — shared working tree
Another thread is bug-fixing the 0.4.9 series **in this same uncommitted working tree**, concurrently.
`git status` shows changes I did not make in: `apply.ts`, `events.ts`, `track.ts`, `board-svg.ts`,
`docs/rules/*.md`, `package-lock.json`, `scripts/build-web.ts`, `.gitignore`, plus new
`docs/station-master-seed*.json` files still appearing as of this writing. **This plan does not cover
any of that** — it is scoped to the files below, which are the ones I actually touched.
Practical implications:
- Before running this plan, confirm the files under "Files this plan covers" still read the way this
document describes them — the other thread's commits could in principle touch the same functions
(`apply.ts`'s `check()` is used directly by `src/server/session.ts`, for instance).
- Run the full regression gate (`npm run typecheck && npm test`) fresh, not from a memory of an earlier
green run — both threads are editing live.
- The two bodies of work are unrelated in intent (0.4.9 patch fixes vs. 0.5.0 multiplayer groundwork)
but share a tree, so a clean split into separate commits before either is finalized is worth doing
deliberately rather than by accident.
### Files this plan covers
```
Engine: src/engine/advance.ts, src/engine/content.ts, src/engine/setup.ts, src/engine/state.ts
Web: src/web/game.ts, src/web/main.ts, src/web/play.html, src/web/session.ts
Sim: src/sim/view.ts, src/sim/frame-delta.ts (new), src/sim/compare.ts, src/sim/harness.ts,
src/sim/replay.ts
Server: src/server/ (new — index.ts, http.ts, session.ts, persistence.ts)
Tests: test/advance.test.ts, test/multiplayer.test.ts, test/web.test.ts, test/setup.test.ts,
test/redaction.test.ts (new), test/frame-delta.test.ts (new), test/server/ (new)
Docs: TODO.md, package.json (test script only)
```
---
## 0. Automated regression gate — run first, every time
```
npm run typecheck
npm test
```
Expected: typecheck clean, **all tests passing** (632 at the time this plan was written — the exact
number will drift as the other thread's work lands; what matters is zero failures). If either command
is red, stop and diagnose before doing anything below — a red gate means the manual steps are testing
against a broken build.
**If you only have time for one thing before the break ends, run this.** Everything else in this
document is either already covered by it, or is the manual/live verification that can't be — flagged
per-section below.
---
## 1. Regression baseline — solitaire must play exactly as before
The engine and dialog changes touch shared code paths solitaire also uses. None of this should have
changed solitaire's actual behavior.
| # | Test | Steps | Expected |
|---|---|---|---|
| 1.1 | Fresh deal | `npm run serve:web`, open `/play.html`, no URL params | A new random-seed solitaire game deals normally, board and hand render |
| 1.2 | Full game to completion | Play (or let a bot/harness play) a solitaire game to Day 5 | Game ends with a win/loss exactly as it would have before — `minCombinedRevenue` defaults to `collectiveRevenueFloor(1,5)=15`, not the old fixed `20`; a game scoring 15-19 that used to lose now wins (**intentional** — see §3, not a bug) |
| 1.3 | Save / restore | Play a few turns, reload the page (auto-restores from `localStorage`) | Game resumes exactly where it left off, house rules and victory dials intact |
| 1.4 | Save file download | Click "Save replay" mid-game | Downloads a small JSON; re-opening it in the replay viewer plays back identically |
| 1.5 | Undo | Play a few turns, click Undo repeatedly to the start | Each step back is clean; log never shows a move that "un-happened" |
| 1.6 | Existing published replays | Open each file under `public/replays/` in the replay viewer | All three still play back — `LEGACY_HOUSE_RULES` fallback for saves with no `houseRules` field is unaffected by this session's changes |
Automated coverage: `test/advance.test.ts`, `test/web.test.ts`, `test/session.test.ts` already assert
most of this at the unit level. §1 is about confirming nothing *visibly* changed for a solitaire
player, which only a live playthrough shows.
---
## 2. New Train phase car-placement rotation (engine fix)
**What changed:** the Superintendent used to place every car of every train alone, even in
competitive mode, against §7's written rule. Now the round rotates Superintendent-then-left, one car
per player, per `tray.consist.length`.
Automated: `test/multiplayer.test.ts`, "the New Train phase car-placement round rotates (§7, Gap 9)" —
asserts the exact actor sequence for 2p (wraps: 0,1,0) and 3p (no wrap: 0,1,2) against a real train
profile.
| # | Test | Steps | Expected |
|---|---|---|---|
| 2.1 | Manual multi-seat check | Drive a 3-4 player competitive game via the bot harness (`node src/sim/harness.ts`) or by hand through `src/server/`, and watch a Timetabled train get made up | Car-placement decisions visibly move between seats rather than one player filling the whole consist |
| 2.2 | Solitaire unaffected | Play any solitaire game where a train is made up | No visible change — one player, nothing to rotate, `tray.consist.length % 1 === 0` always |
Not covered, flagged in `TODO.md` (do not re-test, it's expected to be unreachable): `newTrain.passCar`
still has a dormant `check()`/`reduce()` gap, harmless because `trainNeedingCars` never offers a tray
with nothing suitable in the yard.
---
## 3. Victory conditions unified (`GameConfig` dials)
**What changed:** `days`, `minCombinedRevenue`, `maxCollisionsPerDay`, `maxCollisionsTotal`,
`pvpCardsAllowed` replace the old `length`-preset/`target`/flat collision constant, across all three
modes. Automated coverage: `test/advance.test.ts`'s "victory conditions (§3, Gap 10e) — unified
2026-08-20" describe block (8 tests) covers every case below at the engine level already. This section
is for confirming the *dialog* actually produces the numbers the engine then honors.
| # | Test | Steps | Expected |
|---|---|---|---|
| 3.1 | `minCombinedRevenue` — loss | New Game, set it to a number higher than achievable, play to Day N | Loss, reason `revenueFloor`, regardless of individual score |
| 3.2 | `minCombinedRevenue` — win | Set it to 0, play to Day N with any score | Win — `0` genuinely disables the floor |
| 3.3 | `maxCollisionsPerDay` — **new solitaire behavior** | Set to 1, deliberately cause 1 collision (e.g. leave every A/D track occupied on an arrival) | Game ends **immediately**, mid-Stage, loss, reason `collisionFloor` — solitaire could never lose this way before this change |
| 3.4 | `maxCollisionsTotal` | Set `maxCollisionsPerDay=0` (off), `maxCollisionsTotal=2`, cause 2 collisions across different Days | Game ends on the 2nd collision, whichever Day it falls on |
| 3.5 | Both collision caps at 0 | Set both to 0, cause several collisions | Game does **not** end early — same as pre-change solitaire (collisions still cost Revenue, just don't end the game) |
| 3.6 | Mode radio defaults | Open New Game, click Competitive | `minCombinedRevenue` suggests `3 × 4 × days` (nominal 4-player assumption — no lobby yet to ask real seat count), `pvpCardsAllowed` checks and enables, Deal disables with a "needs a server" note |
| 3.7 | Mode radio — Co-op | Click Co-op | `pvpCardsAllowed` unchecks and **greys out** (forced off, not just defaulted off — no valid target when everyone's on one side), Deal disables |
| 3.8 | Mode radio — back to Solitaire | Click Solitaire again | Deal re-enables, `pvpCardsAllowed` unchecks and greys, all four dials show the numbers the *currently playing* game actually has (not the preset) |
| 3.9 | URL round-trip | Deal a game with non-default `days`/`minrev`/`colday`/`coltotal`, copy the URL, open it in a new tab | Identical settings — all four now travel via `?days=&minrev=&colday=&coltotal=` alongside the existing `?hand=&passenger=&freight=&transit=` |
**Not yet clicked through in a real browser** (no browser binary in the sandbox this was built in —
verified only via a simulated-DOM test harness, `test/web.test.ts`'s "the New Game dialog" describe
block, which drives the actual compiled bundle). §3.6-3.9 specifically should get a real click-through
before calling this done.
---
## 4. Multiplayer server — Phase 2 (session core)
New in this release: `src/server/` (session host, HTTP/SSE, static serving), `src/web/session.ts`'s
`createRemoteSession`, `src/sim/frame-delta.ts`. Automated: `test/server/session.test.ts` (12 cases,
pure logic, no sockets), `test/redaction.test.ts` (4 cases — the exhaustive "no seat sees another
seat's secrets" check), `test/frame-delta.test.ts` (5 cases).
| # | Test | Steps | Expected |
|---|---|---|---|
| 4.1 | Boot | `JOIN_SECRET=x PORT=8081 node src/server/index.ts` | Starts, logs the bind address and `dist/` path |
| 4.2 | Join secret gate | `curl -X POST localhost:8081/api/game` (no `?secret=`) | `403 bad or missing secret` |
| 4.3 | Create game | `POST /api/game?secret=x` with `{config, playerNames}` | `200 {ok:true, playerCount:N}`; a second call while a game exists → `409` |
| 4.4 | Per-seat SSE | Open `/api/stream?seat=0` and `?seat=1` for a 2-player game | Only the current actor's push has a non-null `menu`; the other seat's is `null` |
| 4.5 | Turn enforcement | `POST /api/intent` as the **non-acting** seat | `{ok:false, code:"NOT_YOUR_TURN"}`, no broadcast, no state change |
| 4.6 | Accept + broadcast | `POST /api/intent` as the acting seat, a legal intent | `{ok:true}`; **both** SSE streams receive a push with fresh narration |
| 4.7 | Idempotent resend | Submit the same `{seq, intent}` twice | Second call: `{ok:true}`, **no** new SSE push (already applied, silently ignored) |
| 4.8 | Illegal intent | Submit something `check()` would reject | `{ok:false, code:"<real RejectionCode>"}`; the rejection text does **not** appear in the *other* seat's narration (private feedback, §session.ts's design note) |
| 4.9 | Board delta | Submit an intent that doesn't move anything on the board (e.g. `localOps.choose`) | The next push's `frame.division`/`frame.cells` are `null` (unchanged-since-last-push-to-this-seat) |
| 4.10 | Heartbeat | Hold an SSE connection open >20s idle | A `: ping` comment line appears (EventSource ignores it; keeps a proxy from reaping the socket) |
| 4.11 | **Real browser — not yet done** | Two actual browser tabs, `?seat=0` and `?seat=1`, playing a shared game by clicking | Confirm the whole loop works through the actual UI, not just curl: turn indicator, disabled controls for the non-acting seat, board updates on both sides, a rejected action shows *something* sensible on screen rather than silently doing nothing |
§4.1-4.10 were run live against a real server process during this session (not just unit-tested) — see
the session transcript for the actual curl commands and captured output. §4.11 genuinely was not done;
no browser was available in the environment this was built in.
---
## 5. Multiplayer server — Phase 3 (persistence and resumption)
New: `src/server/persistence.ts`, `game.ts`'s `fromMultiplayerSave`, `session.ts`'s `exportSave`/
`resumeSession`/turn-timing tracking. Automated: `test/server/persistence.test.ts` (6 cases),
`test/server/session.test.ts`'s "turn timings" and "persistence hooks" describe blocks.
| # | Test | Steps | Expected |
|---|---|---|---|
| 5.1 | Immediate persistence | `POST /api/game`, then check `DATA_DIR/game.json` | Exists immediately, empty `history`, correct `engineVersion` (= `package.json`'s `version`) |
| 5.2 | History grows | Submit a few intents | `game.json`'s `history` array grows by one entry per accepted intent, in order |
| 5.3 | Turn timings recorded | Submit enough intents to cross a full turn (player/phase/day/stage change) | `DATA_DIR/turn-timings.json` gains an entry: `{player, phase, day, stage, startedAt, endedAt}`, `endedAt >= startedAt` |
| 5.4 | **Restart and resume** (the actual "done when" for Phase 3) | Kill the server process mid-game, restart it against the same `DATA_DIR` | Log line: `"Resumed a saved game... N intents replayed"`; reconnecting both `?seat=` streams shows the exact same Day/Stage/phase/whose-turn as before the kill, correct narration attribution ("Player X chose to...", not anonymous) |
| 5.5 | Version-mismatch refusal | Hand-edit `game.json`'s `engineVersion` to a bogus value, restart | Log line refusing to load, naming both versions; server starts with **no** active game (confirm via `POST /api/game` succeeding, not `409`ing); the file is **not** deleted or modified |
| 5.6 | Atomic writes, no stray temp files | After several intents, check `DATA_DIR` | Only `game.json`/`turn-timings.json` present — no leftover `.tmp` files from an interrupted write |
§5.1-5.6 were all run live during this session (kill-and-restart included) — see the transcript. This
is the most thoroughly live-verified section of the whole plan.
---
## 6. Things this session found but did *not* fix — verify they're still correctly deferred
These are logged in `TODO.md`, not bugs to chase here — listed so a tester doesn't rediscover them and
assume something regressed.
| Item | Where | Current state to confirm |
|---|---|---|
| `fromSave`'s replay loses "Player X" narration attribution | `src/web/game.ts` | Still present in `fromSave` (untouched, out of scope); **fixed** in the new `fromMultiplayerSave` — §5.4's narration check is what confirms the fix landed where it needed to |
| `newTrain.passCar`'s `check()`/`reduce()` gap | `src/engine/apply.ts` | Still dormant/unreachable — confirm no new caller has started exercising it (would only matter if the *other* thread's 0.4.9 work touches this area) |
| No real browser click-through | This session | §3.6-3.9, §4.11 — the two gaps a human still needs to close |
---
## Summary checklist
- [ ] §0 automated gate green
- [ ] §1 solitaire regression (six checks)
- [ ] §2 New Train rotation, manual multi-seat check
- [ ] §3 victory conditions, especially §3.6-3.9 (dialog, not yet browser-verified)
- [ ] §4 server core, especially §4.11 (real browser, not yet done)
- [ ] §5 persistence — already live-verified this session; worth a second independent run
- [ ] §6 confirm the three known-and-deferred items are still exactly as described
+2 -2
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@@ -1,12 +1,12 @@
{
"name": "station-master",
"version": "0.0.1",
"version": "0.7.0",
"lockfileVersion": 3,
"requires": true,
"packages": {
"": {
"name": "station-master",
"version": "0.0.1",
"version": "0.7.0",
"devDependencies": {
"@types/node": "^26.1.2",
"typescript": "^7.0.2"
+3 -2
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@@ -1,6 +1,6 @@
{
"name": "station-master",
"version": "0.4.1",
"version": "0.7.9",
"private": true,
"type": "module",
"description": "Station Master — a railroad operations game",
@@ -9,7 +9,8 @@
},
"scripts": {
"typecheck": "tsc --noEmit",
"test": "node --test test/**/*.test.ts",
"pretest": "node scripts/build-web.ts",
"test": "node --test test/*.test.ts test/**/*.test.ts",
"build:web": "node scripts/build-web.ts",
"serve:web": "node scripts/build-web.ts && npx --yes http-server dist -p 8080 -c-1",
"deploy:web": "node scripts/deploy-web.ts"
+28
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@@ -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.
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+34 -3
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@@ -10,12 +10,18 @@
*/
import { execFileSync } from 'node:child_process';
import { existsSync, mkdirSync, readFileSync, readdirSync, rmSync, writeFileSync } from 'node:fs';
import { copyFileSync, existsSync, mkdirSync, readFileSync, readdirSync, rmSync, writeFileSync } from 'node:fs';
import { dirname, join } from 'node:path';
import { fileURLToPath } from 'node:url';
const root = join(dirname(fileURLToPath(import.meta.url)), '..');
const dist = join(root, 'dist');
/**
* Overridable so a test can point the build at an isolated directory instead of the shared
* `dist/` the rest of the suite reads — see `test/web.test.ts`'s "builds, and needs nothing but a
* static host". Must be a sibling of `dist/`, not nested inside it: this script's own `rmSync`
* below wipes the whole directory it is given, so nesting one inside the other would still race.
*/
const dist = join(root, process.env['BUILD_DIST_DIR'] ?? 'dist');
rmSync(dist, { recursive: true, force: true });
mkdirSync(dist, { recursive: true });
@@ -54,7 +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()
@@ -151,6 +171,17 @@ if (existsSync(replaySrc)) {
}
writeFileSync(join(replayOut, 'manifest.json'), JSON.stringify(manifest, null, 1));
/**
* Static images — the splash artwork and whatever joins it. Copied verbatim, unlike the replays
* above: an image needs no validation, only a place in `dist/` to be served from.
*/
const imageSrc = join(root, 'public/images');
if (existsSync(imageSrc)) {
const imageOut = join(dist, 'images');
mkdirSync(imageOut, { recursive: true });
for (const f of readdirSync(imageSrc)) copyFileSync(join(imageSrc, f), join(imageOut, f));
}
// A tiny note for whoever unzips this later and wonders what it needs.
writeFileSync(
join(dist, 'README.txt'),
+96 -35
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@@ -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}`);
}
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@@ -19,18 +19,25 @@
* reconstruct the whole board to draw one frame.
*/
import type { CarType, OfficeTier } from './content.ts';
import type { LocalOpsOption } from './intents.ts';
import type { CardId, GridCoord, PlayerIndex, RollingStock, TrayId } from './state.ts';
import type { CarType, Direction, OfficeTier } from './content.ts';
import type { ExtraStart, LocalOpsOption } from './intents.ts';
import type { CardId, GridCoord, PlayerIndex, RollingStock, SeatIndex, TrayId } from './state.ts';
export type GameEvent =
// -- clock
| { type: 'stageBegan'; day: number; stage: number }
/** Employee Rotation (Appendix B) — every player has moved one chair left for the new Day. */
| { type: 'seatsRotated'; day: number; seating: PlayerIndex[] }
| { type: 'phaseBegan'; phase: string }
| { type: 'actorChanged'; player: PlayerIndex | null }
// -- local operations
| { type: 'localOpsOptionChosen'; player: PlayerIndex; option: LocalOpsOption }
| { type: 'trayMoved'; trayId: TrayId; from: GridCoord; to: GridCoord; movesRemaining: number; facing?: 'n' | 's' | 'e' | 'w' }
/**
* `via` mirrors the intent's `via` (docs/plans/switching-paths.md) — present only when there was
* more than one legal route to `to`, so the history can say which one ran rather than leaving a
* choice the player made invisible in their own log.
*/
| { type: 'trayMoved'; trayId: TrayId; from: GridCoord; to: GridCoord; movesRemaining: number; facing?: 'n' | 's' | 'e' | 'w'; via?: GridCoord }
| {
type: 'carsCoupled';
trayId: TrayId;
@@ -43,6 +50,26 @@ export type GameEvent =
* running forward: the engine meets the cars head-on and takes them on the front.
*/
toNose: boolean;
/**
* Cars that STAY on the card the crew pulled out of, when it coupled its own cut.
*
* A train may set out off both ends on one square, and pulling forward picks up only the cut
* at the end it leaves by — the one behind it is still standing there. `from` names the cards
* to sweep and every other one is emptied outright, so the start card needs the exception said
* explicitly rather than recomputed: the tray has already moved by the time this is reduced,
* and `standingWest` went with it.
*/
leaves?: { at: GridCoord; stock: RollingStock[] };
/**
* The train's OWN cut, lifted back off the square it set it out on.
*
* Recoupling your own cars on the square you are standing on is UNDOING the drop, not a fresh
* pick-up (Jesse's call, of the two the plan put up). Trains 3/4 spend a per-location freight
* budget on setting out, so without this a legal-looking drop became silently one-way: the
* train could only ever back away from its own cut, never pull forward through it. The budget
* is refunded here and not charged again at the far end.
*/
recoupled?: { at: GridCoord; stock: RollingStock[] };
}
| { type: 'carsDropped'; trayId: TrayId; at: GridCoord; stock: RollingStock[]; fromNose?: boolean }
| { type: 'consistSorted'; trayId: TrayId; at: GridCoord; before: RollingStock[]; after: RollingStock[] }
@@ -60,7 +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;
@@ -99,30 +131,94 @@ export type GameEvent =
| { type: 'trainHeld'; trainNumber: number; reason: string }
/** A train whose card pays for standing still (X18 Circus) collected on it. */
| { type: 'trainStoodStill'; trainNumber: number; where: string }
| { type: 'trainHighballed'; trainNumber: number; from: string; to: string }
/**
* `expedited` because it changes what the player must do RIGHT NOW. Q3 — an expedited train
* departs the same Stage it arrives, so there is no Local Operations turn in which to work it;
* every other train stands until the next Mainline Phase and can be switched in between.
* Q3 — A STATION MASTER FAULT. An expedited train is not to be held anywhere but the station: if
* it is still off the Office square — parked on Secondary Track, say, to clear a switching move —
* when a Mainline Phase begins, that is a failure to keep it ready to highball, and it costs
* Revenue. `where` names the square it was found on. Always followed by a `revenueChanged`.
*/
| { type: 'expediteFault'; player: PlayerIndex; trainNumber: number; where: string }
/**
* `why` is the RULE that let it go now, not a restatement of the move.
*
* Reported from play: "some trains seem to be moving before I can switch or do other operations on
* them." Every departure looked identical in the history, so the one that mattered — an Expedited
* train leaving at the end of the Stage it arrived, with no Local Operations turn in between —
* read exactly like an ordinary train leaving a Stage later.
*/
| { type: 'trainHighballed'; trainNumber: number; from: string; to: string; why: string }
/**
* `expedited` flags a train that must not be left standing off the station (Q3) — it may be
* switched normally like any other arrival, but it has to be back on the Office square before the
* next Mainline Phase begins, or `expediteFault` fires.
*/
| { type: 'trainArrived'; trainNumber: number; consist: RollingStock[]; office: string; expedited: boolean }
| { type: 'trainDiverted'; trainNumber: number; to: string; reason: string }
| { type: 'trainCompleted'; trainNumber: number; consist: RollingStock[] }
/**
* The train ran the length of the Division and left it. `side` is the Division Point it left by,
* which is what the announcement needs — and every player scores 1 for it, so this event is
* always followed by one `revenueChanged` per player.
*/
| { type: 'trainCompleted'; trainNumber: number; isExtra: boolean; side: 'east' | 'west'; consist: RollingStock[] }
/** An Extra took a Crew Tray and started its run — at a Division Point, or at a Control Point. */
/**
* Carries the RESOLVED start and direction (`resolveExtraStart`), not the raw intent fields, so
* the reducer never re-answers a question `check` already answered — the same shape as
* `passengersBoarded` carrying its tray and coach index.
*/
| {
type: 'extraStarted';
player: PlayerIndex;
trainNumber: number;
at: ExtraStart;
direction: Direction;
}
| { type: 'carPlacedOnTrain'; player: PlayerIndex; trayId: TrayId; stock: RollingStock }
| { type: 'carPassed'; player: PlayerIndex; trayId: TrayId }
| { type: 'dispatchBonusUsed'; key: string; bonus: number; trainNumber: number; againstTrain: number }
| { type: 'clearanceRequested'; trainId: TrayId; occupiedBy: TrayId }
| { type: 'clearanceGiven'; trainId: TrayId; allow: boolean }
// -- load / unload
| { type: 'passengersBoarded'; player: PlayerIndex; at: GridCoord }
| { type: 'passengersDetrained'; player: PlayerIndex; at: GridCoord }
/**
* `trayId` and `coachIndex` name the TRAIN and the COACH the Porter worked, rather than leaving the
* reducer to find them again — the same lesson as `unloadBegan`'s `carIndex` below. Re-deriving
* "the first empty coach on the first train at the Office" is how two trains standing at one
* station both answered to one roster chip (v0.4.9d playtest), and how a coach the player had not
* chosen got filled. Required, not optional: an event is a fact, and a fact that has to be looked
* up against live state cannot render standalone in a replay.
*/
| { type: 'passengersBoarded'; player: PlayerIndex; at: GridCoord; trayId: TrayId; coachIndex: number }
| { type: 'passengersDetrained'; player: PlayerIndex; at: GridCoord; trayId: TrayId; coachIndex: number }
| { type: 'loadStarted'; player: PlayerIndex; at: GridCoord; carType: CarType }
| { type: 'loadAdvanced'; player: PlayerIndex; at: GridCoord; fromBox: number; toBox: number }
| { type: 'unloadCompleted'; player: PlayerIndex; at: GridCoord; carType: CarType }
| { type: 'loadCompleted'; player: PlayerIndex; at: GridCoord; carType: CarType }
| { type: 'unloadBegan'; player: PlayerIndex; at: GridCoord; carType: CarType }
/**
* `carIndex` carries the SPECIFIC car the player picked off the industry track — see the comment
* on `laborer.beginUnload` in `apply.ts` for why the reducer must not re-derive it.
*/
| { 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'];
+178 -9
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@@ -5,7 +5,7 @@
*/
import type { CarType, Direction, Hand, OfficeTier, TrackGeometry } from './content.ts';
import type { CardId, GridCoord, PlayerIndex, TrayId } from './state.ts';
import type { CardId, GridCoord, PlayerIndex, SeatIndex, TrayId } from './state.ts';
// ---------------------------------------------------------------------------
// Local Operations Phase (§6) — a three-way exclusive choice
@@ -13,10 +13,28 @@ import type { CardId, GridCoord, PlayerIndex, TrayId } from './state.ts';
export type LocalOpsOption = 'switch' | 'draw' | 'freightAgent';
/**
* Where an Extra is placed when it is started (§7).
*
* `mainline` names a node index in `division.nodes` and is only ever an Interchange; `office` names
* a SEAT, which is what an Office Area belongs to, and only ever a Control Point.
*/
export type ExtraStart =
| { kind: 'divisionPoint'; side: Direction }
| { kind: 'mainline'; node: number }
| { kind: 'office'; seat: SeatIndex };
export type Intent =
| { type: 'localOps.choose'; option: LocalOpsOption }
// -- switch (§6.1, Appendix A)
| { type: 'switch.move'; trayId: TrayId; to: GridCoord; reverse: boolean }
/**
* `via` names one INTERMEDIATE card on the chosen route, for the rare case where two routes to
* `to` couple different cars (see docs/plans/switching-paths.md) — never the start, never `to`
* itself. Absent, it resolves exactly as it always has: the first route `legal.ts` enumerated to
* `to`. An index into the destination list would do the same job worse — intents are the
* canonical record `undo` replays against, and enumeration order is not a stable thing to save.
*/
| { type: 'switch.move'; trayId: TrayId; to: GridCoord; reverse: boolean; via?: GridCoord }
/**
* Set out a cut. `fromNose` takes it off the FRONT of the train rather than the back — Appendix A's
* worked example does exactly this: "Back up and drop off everything on the nose of your train
@@ -66,6 +84,32 @@ export type Intent =
// -- New Train Phase (§7)
| { type: 'newTrain.placeCar'; trayId: TrayId; carType: CarType; loaded: boolean }
| { type: 'newTrain.passCar'; trayId: TrayId }
/**
* §7 — "the player who played the card may place the Crew Tray at EITHER Division Point for
* immediate departure", plus Jesse's ruling on where else and which way.
*
* The number does not decide an Extra's direction — the START does. Either Division Point may be
* chosen and the train runs away from it (west end runs east, east end runs west, since the other
* reading is a train that leaves the Division having crossed nothing). At an Interchange or a
* Control Point, which are in the middle of the railroad, both ways are real runs and `direction`
* says which; it is required there and ignored at a Division Point.
*
* WHICH STARTS ARE OFFERED is the `extraStart` house rule (content.ts) — Division Points and the
* Interchange always, Offices by setting.
*
* `atSeat` IS LEGACY AND WRITE-ONCE. Saves written before this choice existed carry only that
* field: `null` meant "the Division Point this train's number sends it to" and a seat meant that
* Office, both running in the number's direction. `start` absent is exactly what those saves said,
* so they replay unchanged; everything written from now on carries `start` and `atSeat` is
* omitted. `resolveExtraStart` (apply.ts) is the single place that reads either.
*/
| {
type: 'newTrain.startExtra';
trainNumber: number;
atSeat?: SeatIndex | null;
start?: ExtraStart;
direction?: Direction;
}
/** Q9 — run a second, identical section behind a train that is due out this Stage. */
| { type: 'newTrain.secondSection'; trainNumber: number }
// -- Mainline Phase (§8.1) — the Superintendent's clearance ruling
@@ -76,10 +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.
@@ -87,13 +145,53 @@ export type Intent =
| { type: 'maneuver.flyingSwitch'; cardId: CardId; trayId: TrayId; count: number; to: GridCoord }
| { type: 'redFlag.play' }
// -- Load/Unload Phase (§9)
| { type: 'porter.board'; at: GridCoord }
| { type: 'porter.detrain'; at: GridCoord }
/**
* `trayId` names the train the Porter works — reported from playtesting v0.4.9d as "operating two
* trains in a station, the select button does not work: regardless of which you pick, it is always
* one train, not the other". It was: neither intent carried a train, so the reducer took the first
* one on the A/D tracks and the roster chip the player had clicked changed nothing but the drawing.
*
* OPTIONAL, like `switch.move`'s `via` and for the same reason: intents are the canonical record
* `undo` and every save replay against, and absent means what it has always meant — the first
* eligible train at the Office.
*/
| { type: 'porter.board'; at: GridCoord; trayId?: TrayId }
| { type: 'porter.detrain'; at: GridCoord; trayId?: TrayId }
/** §9.3 — the first Laborer step: Green Loading Slot -> MEN. */
| { 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'];
@@ -136,6 +234,11 @@ export type RejectionCode =
| 'ON_RUNNING_TRACK'
/** A card with no east-west road would dead-end the Running Track it was laid in. */
| 'BREAKS_RUNNING_TRACK'
/**
* §2.1 — track, and the Facilities that carry it, stay inside your own Limits at every row. A
* Modifier is not track and is exempt (§9's nine spots), which is why this is not shared with it.
*/
| 'OUTSIDE_LIMITS'
/**
* A turnout may be laid on top of a straight, or of a curve on the same arc as its diverging leg
* — but only those, and only while the square is idle. See `checkTurnoutUpgrade`.
@@ -161,7 +264,73 @@ export type RejectionCode =
| 'NOT_A_GRADE'
| 'TRAIN_ON_CARD'
| 'CONSIST_ORDER'
| 'NO_TRAIN_AT_OFFICE';
| 'NO_TRAIN_AT_OFFICE'
/**
* WHY PASSENGER WORK WAS REFUSED, told apart.
*
* All three used to come back as `NO_TRAIN_AT_OFFICE` — said while a train was standing at the
* Office, which reads as a broken game rather than a rule. Measured over 60 solitaire games, the
* fallback fired 51 times with a coach train in front of the player: 27 with nobody waiting to
* travel, 24 with passengers waiting and every coach on the train already full.
*/
/**
* §9.3 — a load may only start down the sign when an empty car of THAT type is standing on the
* industry's track and is not already promised to another load. Walking cargo onto WORK with
* nothing to put it in is "just dropping it onto the tracks".
*
* STOCKING THE GREEN BOX IS NOT GATED ON IT. §6.3 lets the Freight Agent stage a load whenever
* the Division Yard has the car and the box has room; the empty car only has to be there before
* the Laborers can move it out of the box.
*/
| 'NO_EMPTY_CAR_SPOTTED'
/**
* §9 (Jesse's ruling, v0.4.9e) — freight or passengers loaded anywhere in an Office Area may not
* be unloaded anywhere in that same Office Area. The load has to be carried out of the district by
* a train first; a Freight House may not break the load it just made, and passengers may not
* detrain at the platform they boarded from.
*
* Distinct from the other refusals because the car IS loaded, the Laborer IS free and the boxes
* ARE clear: the only thing wrong with it is where it came from, and a player looking at a loaded
* boxcar standing on their own industry track deserves to be told that rather than "wrong car".
*/
| 'LOADED_IN_THIS_DISTRICT'
| 'NO_PORTERS_HERE'
| 'NO_PASSENGERS_WAITING'
| 'NO_EMPTY_COACH'
| 'NO_LOADED_COACH'
| 'INBOUND_BOX_FULL'
| '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`)
| 'NO_SUCH_DIVISION_POINT'
/** Only the Interchange has a yard an Extra can be made up in. */
| 'NOT_AN_INTERCHANGE'
/** In the middle of the railroad both ways are real runs, so the intent has to say which. */
| 'NO_DIRECTION_CHOSEN'
/** The `extraStart` house rule is `divisionPointsOnly`. */
| 'OFFICE_STARTS_NOT_ALLOWED'
/** The `extraStart` house rule is `ownOffice` and this is somebody else's district. */
| 'NOT_YOUR_OFFICE'
/**
* §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'
/** §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 };
+148 -11
View File
@@ -13,13 +13,42 @@
*/
import type { CarType, Hand, TrackGeometry } from './content.ts';
import { enhancementRule } from './content.ts';
import { enhancementRule, mainlineProfile } from './content.ts';
import { check, areaOf, destinationsFor } from './apply.ts';
import type { Intent } from './intents.ts';
import type { GameState, GridCoord, PlayerIndex } from './state.ts';
import { seatOf } from './state.ts';
import { coordKey, seatOf } from './state.ts';
import type { MoveDestination } from './track.ts';
import { variantsFor } from './track.ts';
/**
* A square GridCoord this route passes through that no OTHER route to the same destination does —
* the discriminator `switch.move.via` needs so `selectDestination` (apply.ts) never has to guess
* which of two routes an intent meant. `siblings` is every route the same `destinationsFor` call
* returned at this same square; `route` must be one of them.
*
* Absent when `route` is the only route there (the overwhelmingly common case — `via` need not be
* carried at all), or when the destination is one hop away, which is never ambiguous: the square
* immediately before a given entry port is fixed by geometry, so a zero-length path cannot have a
* sibling.
*/
function distinguishingVia(route: MoveDestination, siblings: readonly MoveDestination[]): GridCoord | undefined {
if (route.path.length === 0) return undefined;
const otherSquares = new Set<string>();
for (const sibling of siblings) {
if (sibling === route) continue;
for (const step of sibling.path) otherSquares.add(coordKey(step.coord));
}
for (const step of route.path) {
if (!otherSquares.has(coordKey(step.coord))) return step.coord;
}
// Every square on this route is shared with some sibling — geometrically possible only if the
// routes fork and rejoin more than once, which `track.ts`'s doc comment says not to rely on not
// happening. Naming the last square before the destination at least matches today's behaviour:
// wrong in the same way a route with no `via` at all would be.
return route.path[route.path.length - 1]!.coord;
}
const CAR_TYPES: readonly CarType[] = ['coach', 'boxcar', 'reefer', 'hopper', 'tank', 'caboose'];
/** Every intent `player` may legally submit right now. */
@@ -39,18 +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));
@@ -64,7 +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' });
@@ -86,8 +142,20 @@ function localOpsCandidates(s: GameState, player: PlayerIndex): Intent[] {
if (tray.position.at !== 'grid' || tray.position.seat !== seatOf(s, player)) continue;
const from = tray.position.coord;
for (const reverse of [false, true]) {
for (const d of destinationsFor(s, player, trayId, from, reverse)) {
out.push({ type: 'switch.move', trayId, to: d.coord, reverse });
const dests = destinationsFor(s, player, trayId, from, reverse);
// Grouped by destination square so `distinguishingVia` only ever compares routes that are
// actually racing for the same button — two routes to DIFFERENT squares need no `via` to
// tell apart, `to` already does that.
const byCoord = new Map<string, MoveDestination[]>();
for (const d of dests) {
const k = coordKey(d.coord);
(byCoord.get(k) ?? byCoord.set(k, []).get(k)!).push(d);
}
for (const group of byCoord.values()) {
for (const d of group) {
const via = group.length > 1 ? distinguishingVia(d, group) : undefined;
out.push({ type: 'switch.move', trayId, to: d.coord, reverse, ...(via ? { via } : {}) });
}
}
}
for (let n = 1; n <= tray.consist.length; n++) {
@@ -216,7 +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) {
@@ -229,6 +297,33 @@ function newTrainCandidates(s: GameState): Intent[] {
if (due !== null && due !== undefined) {
out.push({ type: 'newTrain.secondSection', trainNumber: due });
}
/**
* WHERE A PENDING EXTRA MAY START (§7, Jesse's ruling) — every candidate offered, with `check`
* doing the filtering, so "is this a Control Point" and "does the house rule allow it" have one
* implementation each rather than two.
*
* BOTH Division Points, not the one the number dictates: an Extra's direction comes from where it
* 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.
*/
// 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 } });
}
for (const [node, n] of s.division.nodes.entries()) {
if (n.kind !== 'mainline' || !mainlineProfile(n.card).sortsCars) continue;
for (const direction of ['west', 'east'] as const) {
out.push({ type: 'newTrain.startExtra', trainNumber, start: { kind: 'mainline', node }, direction });
}
}
for (const seat of s.officeAreas.keys()) {
for (const direction of ['west', 'east'] as const) {
out.push({ type: 'newTrain.startExtra', trainNumber, start: { kind: 'office', seat }, direction });
}
}
}
return out;
}
@@ -236,9 +331,21 @@ function loadUnloadCandidates(s: GameState, player: PlayerIndex): Intent[] {
const out: Intent[] = [];
const area = areaOf(s, player);
/**
* ONE OPTION PER TRAIN STANDING AT THE OFFICE, not one per square.
*
* Reported from playtesting v0.4.9d: "operating two trains in a station, the select button does
* not work — regardless of which you pick, it is always one train, not the other". There was only
* ever ONE `board passengers` button, because the intent carried no train; the roster chip chose
* what the board drew and nothing else. Now each eligible train is its own candidate, and `check`
* filters the ones whose card, consist or passengers rule them out.
*/
const traysHere = area.adOccupancy.filter((id) => s.trays.has(id));
for (const coord of facilityCoords(s, player)) {
out.push({ type: 'porter.board', at: coord });
out.push({ type: 'porter.detrain', at: coord });
for (const trayId of traysHere) {
out.push({ type: 'porter.board', at: coord, trayId });
out.push({ type: 'porter.detrain', at: coord, trayId });
}
const f = area.grid.get(`${coord.row},${coord.col}`)?.facility;
if (f) {
out.push({ type: 'laborer.startLoad', at: coord });
@@ -302,5 +409,35 @@ function placementCandidates(s: GameState, player: PlayerIndex): GridCoord[] {
out.push(c);
}
}
/**
* THE NINE-SPOT MODIFIER NEIGHBOURHOOD (§9), which the four-square walk above cannot reach.
*
* A Modifier goes "adjacent to a Facility, on any of the nine nearby spots" — diagonals included —
* and `check` has always accepted all eight. It was the CANDIDATES that were orthogonal-only, so a
* diagonal square with no orthogonal neighbour was legal and never offered: reported by Jesse as
* being unable to place a Modifier to the south-east of his industry.
*
* Only around a Facility, and only in a second pass. Track has to JOIN, and a diagonal shares no
* edge, so a Modifier is the only card these squares can ever take — generating diagonals around
* every card instead costs 54% more simulation time for candidates `check` then rejects. Appending
* rather than interleaving leaves the existing order untouched, which matters because the bot
* breaks ties by first-best: measured over 200 seeded games, 0 played differently.
*/
for (const [key, card] of area.grid) {
if (!card.facility) continue;
const [row, col] = key.split(',').map(Number);
for (const c of [
{ row: row! + 1, col: col! + 1 },
{ row: row! + 1, col: col! - 1 },
{ row: row! - 1, col: col! + 1 },
{ row: row! - 1, col: col! - 1 },
]) {
const k = `${c.row},${c.col}`;
if (seen.has(k) || area.grid.has(k)) continue;
seen.add(k);
out.push(c);
}
}
return out;
}
+107 -59
View File
@@ -16,9 +16,9 @@ import {
MOVES_PER_LOCAL_OPS,
MODIFIER_PROFILES,
OFFICE_PROFILES,
OPENING_OTHER,
OPENING_TRACK,
MAINLINE_PROFILES,
OPENING_DEALS,
MAINLINE_DECK,
houseRules,
mainlineProfile,
TRACK_CARDS,
ROLLING_STOCK_SUPPLY,
@@ -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;
@@ -53,21 +53,26 @@ export type SetupOptions = {
};
/** Builds the 52-card Home Office deck (§12.1). Unshuffled; caller shuffles with the seeded RNG. */
export function buildDeck(mode: GameConfig['mode'] = 'competitive'): Card[] {
export function buildDeck(mode: GameConfig['mode'] = 'competitive', pvpCardsAllowed = false): Card[] {
/**
* THE 22 OPPONENT-DIRECTED CARDS ARE OUT OF EVERY DECK FOR NOW, not just the solitaire one.
* THE 22 OPPONENT-DIRECTED CARDS ARE OUT OF EVERY DECK REGARDLESS OF `pvpCardsAllowed`, for now.
*
* Q6 took them out of solitaire because they have no legal target in a one-player game. They are
* out of the competitive deck too because `checkPlay` answers both categories `NOT_IMPLEMENTED`:
* leaving them in would make ~9% of draws reject outright, which is worse than not dealing them.
* Three Enhancements — Facing Point Locks, Water Column and Overpass — exist only to answer these,
* and stay dormant until they come back. Recorded in TODO.md as multiplayer work.
* `pvpCardsAllowed` (`GameConfig`, wired 2026-08-20) is the player-facing toggle, but ANDing it
* with `cardsImplemented` keeps it inert until Phase 5 actually builds the cards — flipping
* `pvpCardsAllowed` on today must not turn a working game into one where ~9% of draws reject.
*
* AND SO ARE THE SEVEN CARDS THAT ANSWER THEM — see below. They used to be dealt and sit dormant,
* which is the same dead draw by another name. Recorded in TODO.md as multiplayer work.
*
* `mode` is still taken so the signature does not move when they return; it is deliberately unused
* for these two categories today.
*/
void mode;
const opponentCardsInDeck = false;
const cardsImplemented = false;
const opponentCardsInDeck = pvpCardsAllowed && cardsImplemented;
const cards: Card[] = [];
let n = 0;
const push = (kind: Card['kind']): void => {
@@ -90,10 +95,22 @@ export function buildDeck(mode: GameConfig['mode'] = 'competitive'): Card[] {
for (let i = 0; i < c.copies; i++) push({ kind: 'spaceUse', key: c.key });
}
}
/**
* A DEFENCE GOES OUT WITH THE ATTACK IT ANSWERS.
*
* Facing Point Locks (both kinds), the Water Column and the Overpass exist only to answer Derail,
* a Watertower and a Railroad Crossing — all of which are among the 22 opponent-directed cards
* held out above. Left in, they are dead draws for exactly the same reason the attacks would be,
* and there are 7 of them. `SimpleCard.answers` names the pairing on the card itself, so they come
* back together the moment `opponentCardsInDeck` does.
*/
const dealt = (c: { answers?: string }): boolean => opponentCardsInDeck || !c.answers;
for (const c of ENHANCEMENT_CARDS) {
if (!dealt(c)) continue;
for (let i = 0; i < c.copies; i++) push({ kind: 'enhancement', key: c.key });
}
for (const c of MAINLINE_MODIFIER_CARDS) {
if (!dealt(c)) continue;
for (let i = 0; i < c.copies; i++) push({ kind: 'mainlineModifier', key: c.key });
}
for (const c of MANEUVER_CARDS) {
@@ -140,6 +157,7 @@ function buildOfficeArea(seat: SeatIndex): OfficeArea {
geometry: { kind: 'office' },
baseOperationalRail: true,
standing: [],
standingWest: 0,
facility: buildPassengerFacility('whistlePost'),
modifiers: [],
enhancements: [],
@@ -149,6 +167,7 @@ function buildOfficeArea(seat: SeatIndex): OfficeArea {
geometry: { kind: 'limits' },
baseOperationalRail: true,
standing: [],
standingWest: 0,
facility: null,
modifiers: [],
enhancements: [],
@@ -191,7 +210,7 @@ function buildPassengerFacility(tier: Parameters<typeof officeProfile>[0]): NonN
// WORK sign is printed "For Freight Facilities" (rules-v0.2.md:452). This was a three-slot array
// of nulls, which read as "three empty boxes" to every renderer that looked.
menAtWork: null,
industryTrack: { length: 0, cars: [] },
industryTrack: { cars: [] },
laborers: 0,
porters: p.porters,
usedThisStage: { laborers: 0, porters: 0 },
@@ -205,23 +224,41 @@ function buildPassengerFacility(tier: Parameters<typeof officeProfile>[0]): NonN
* placed between each player"), which is what gives the Division its terrain and therefore its
* crossing times.
*/
/**
* THE MAINLINE CARDS ARE DEALT FROM A DECK, NOT ROLLED.
*
* `MAINLINE_PROFILES` is a list of card TYPES and this drew from it uniformly WITH replacement, so
* a Division could be handed two Interchanges or two Tunnels, and Plains — printed twice in the
* deck — carried the same weight as cards printed once. `MAINLINE_DECK` is the printed inventory
* (`docs/StationMaster-Mainline-Deck-v0.4.5.md`, which flagged this as needing correction), and the
* deal is now a deal: take cards out of it and do not put them back.
*
* The Extra-start rules are what forced the issue. "An Extra may start at the Interchange if one is
* on the board" only reads as a rule if the board can hold at most one.
*
* A Division needs `players + 1` cards, so four players draw five from ten and the deck is never
* close to exhausted; the throw is there because a silent short Division would be very hard to see.
*/
function buildDivision(players: number, rng: Rng): DivisionNode[] {
const nodes: DivisionNode[] = [];
const kinds = MAINLINE_PROFILES.map((m) => m.kind);
const deck = [...MAINLINE_DECK];
const mainline = (): DivisionNode => {
const card = kinds[rng.nextInt(kinds.length)]!;
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: [] };
// The Heavy Grade card says "Player sets orientation", but setup has no decision point yet —
// createGame is synchronous and returns a ready state. Rolled for now so the orientation is at
// least deterministic and varies between games; it should become a real player choice when
// setup gains an interactive phase. See implications.md §10 Q11.
if (mainlineProfile(card).speed.kind === 'grade') {
if (card === 'heavyGrade') {
/**
* TEMPORARY, and flagged in TODO. The card prints "(Up)" and "Player sets orientation", so
* which way a Heavy Grade climbs is the player's decision — but it is dealt during setup, and
* setup has no decision point at all. Rolled from the seed until it gains one, because the
* orientation MATTERS: it decides which direction climbs, and therefore what a Brakeman or
* Helpers card is worth.
* 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
* players (§4.2), or beyond an end Division Point next to one — never inside one player's own
* 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.
*
* 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';
}
@@ -287,53 +324,59 @@ export function createGame(opts: SetupOptions): GameState {
.sort((a, b) => divisionRolls[a]! - divisionRolls[b]! || b - a);
/**
* §4.6-4.7 — THE OPENING DEAL, dealt from two piles rather than one.
* §4.6-4.7 — THE OPENING DEAL, in whichever of the three shapes this game was dealt with.
*
* Track is shuffled SEPARATELY from everything else and each player is dealt **3 track cards and 3
* other cards**; the track left over is then shuffled back in and the game runs off one deck as
* before. The player opens holding six against a limit of three, so the first turn is spent
* `threeRandom` and `sixRandom` deal off ONE shuffled deck; `threeTrackThreeOther` shuffles track
* separately and deals three of each, then shuffles the remainder back together so the game runs
* off one deck from the first draw onward either way. `content.ts` says what each option is for.
*
* A player dealt six holds six against a limit of three, on purpose: the first turn is spent
* choosing what to keep — draw as usual, then play or discard down to three (§6.2, enforced on
* `draw.end`, which needs no special case for this).
* `draw.end`, which needs no special case for this). A player dealt three is already at the limit.
*
* WHY. A run-around needs five specific pieces in a usable order, and the bot held a turnout and a
* matching-hand curve together on **0.2% of turns** — about once every eight games. Measured five
* ways, that is a SUPPLY problem and not a bot weakness: 91 run-arounds per 100 games when track
* was a private 26-piece supply the player chose from, 29 per 100 once it was drawn, 4 per 60 with
* track in the deck. Dealing the opening district as track restores something close to the
* prototype's private supply without reintroducing an unbounded one, and makes the opening a
* decision rather than a wait.
*
* PROVISIONAL — flagged for review once it has been played. See `TODO.md`.
* §4.7 — "starting from the Superintendent, deal each player…", which proceeds round the table and
* is therefore SEAT order, not player order. That is the same in all three shapes.
*/
const deck = buildDeck(config.mode);
const rules = houseRules(config);
const deal = OPENING_DEALS[rules.startingHand];
const deck = buildDeck(config.mode, config.pvpCardsAllowed);
const cards = new Map<CardId, Card>();
for (const c of deck) cards.set(c.id, c);
const isTrack = (id: CardId): boolean => cards.get(id)?.kind.kind === 'track';
const ids = deck.map((c) => c.id);
// Shuffled in a fixed order — track first — so the RNG stream is deterministic for a given seed.
const trackPile = rng.shuffle(ids.filter(isTrack));
const otherPile = rng.shuffle(ids.filter((id) => !isTrack(id)));
const hands = new Map<PlayerIndex, CardId[]>();
let trackCursor = 0;
let otherCursor = 0;
// §4.7 — "starting from the Superintendent, deal each player…", which proceeds round the table
// and is therefore seat order, not player order.
const superSeat = seating.indexOf(superintendent);
for (let i = 0; i < playerCount; i++) {
const p = seating[(superSeat + i) % playerCount]!;
hands.set(p, [
...trackPile.slice(trackCursor, trackCursor + OPENING_TRACK),
...otherPile.slice(otherCursor, otherCursor + OPENING_OTHER),
]);
trackCursor += OPENING_TRACK;
otherCursor += OPENING_OTHER;
}
const hands = new Map<PlayerIndex, CardId[]>();
const dealtTo = (i: number): PlayerIndex => seating[(superSeat + i) % playerCount]!;
// The remainder goes back into ONE deck for the rest of the game — the split is an opening-deal
// device only, so track competes for the draw exactly as before from the first draw onward.
const shuffled = rng.shuffle([...trackPile.slice(trackCursor), ...otherPile.slice(otherCursor)]);
let shuffled: CardId[];
if (deal.any > 0) {
// One deck, one shuffle, the top cards off it — the prototype's own deal.
const single = rng.shuffle(ids);
let cut = 0;
for (let i = 0; i < playerCount; i++) {
hands.set(dealtTo(i), single.slice(cut, cut + deal.any));
cut += deal.any;
}
shuffled = single.slice(cut);
} else {
// Shuffled in a fixed order — track first — so the RNG stream is deterministic for a given seed.
const trackPile = rng.shuffle(ids.filter(isTrack));
const otherPile = rng.shuffle(ids.filter((id) => !isTrack(id)));
let trackCursor = 0;
let otherCursor = 0;
for (let i = 0; i < playerCount; i++) {
hands.set(dealtTo(i), [
...trackPile.slice(trackCursor, trackCursor + deal.track),
...otherPile.slice(otherCursor, otherCursor + deal.other),
]);
trackCursor += deal.track;
otherCursor += deal.other;
}
// The remainder goes back into ONE deck for the rest of the game — the split is an opening-deal
// device only, so track competes for the draw exactly as before from the first draw onward.
shuffled = rng.shuffle([...trackPile.slice(trackCursor), ...otherPile.slice(otherCursor)]);
}
// §4.6-4.7 — three cards turned face up beside the deck. Each is the bottom of a Department pile
// that grows as players discard onto it. Taken after the recombination, so a Department slot can
@@ -381,15 +424,20 @@ export function createGame(opts: SetupOptions): GameState {
phase: 'localOps',
currentActor: superintendent,
pendingDecision: null,
clearanceRuling: null,
decisionAnswer: null,
superintendent,
actorOffset: 0,
},
turns: freshTurns(playerCount, MOVES_PER_LOCAL_OPS),
movedThisPhase: new Set(),
collisionsToday: 0,
collisionsTotal: 0,
status: 'active',
outcome: null,
extraDays: 0,
extensionVotes: players.map(() => null),
official: null,
tally: emptyTally(playerCount),
};
}
+633 -48
View File
@@ -12,12 +12,12 @@ import type {
Hand,
MainlineKind,
FreightKind,
GameLength,
HouseRuleOverrides,
ModifierKind,
OfficeTier,
TrackGeometry,
} from './content.ts';
import { officeProfile } from './content.ts';
import { MAX_CONSIST, officeProfile } from './content.ts';
// ---------------------------------------------------------------------------
// Identifiers
@@ -55,7 +55,47 @@ export function coordKey(c: GridCoord): string {
// ---------------------------------------------------------------------------
/** §2.2 — a coloured car is loaded, a white car is empty. */
export type RollingStock = { type: CarType; loaded: boolean };
export type RollingStock = {
type: CarType;
loaded: boolean;
/**
* WHICH OFFICE AREA MADE THIS LOAD — the physical game's chip turned upside down in the tray.
*
* Reported from playtesting v0.4.9d as two bugs with one cause: a boxcar loaded at a Freight
* House could be unloaded at that same Freight House on the next Laborer action, and passengers
* who had just boarded could be detrained again before the train turned a wheel. Both paid full
* Revenue at each end for a load that never went anywhere.
*
* Jesse's rule (v0.4.9e): freight or passengers loaded anywhere in an Office Area may not be
* unloaded ANYWHERE in that same Office Area — not at another facility, not in a later Stage.
* They have to be carried by a train to a different Office Area. So the stamp is the SEAT, which
* is what an Office Area belongs to (Employee Rotation moves players between chairs; the district
* stays with the chair), and it never expires.
*
* A SEAT, NOT A PLAYER, and undefined rather than -1 for "no origin": the Division Yard opens with
* loaded cars and loaded coaches that were made up off-Division (`ROLLING_STOCK_SUPPLY`), and
* those are exactly the inbound traffic a solitaire district lives on. A sentinel inside
* `SeatIndex`'s own value range is not a sentinel — see `card.play`'s `node` in intents.ts.
*
* Stripped by `pooled` whenever a car goes back to a yard: the stamp belongs to the LOAD, and a
* car returning to the common supply is carrying nothing.
*/
origin?: SeatIndex;
};
/**
* A car returning to the common pool — the Division or Classification Yard — with its load's origin
* stamp taken off.
*
* Every yard push goes through this. A loaded car CAN reach a yard still loaded (a train retires at
* a Division Point with freight aboard, `advance.ts`), and without this it would carry a stamp from
* a district it left several Days ago into whatever train is made up from it next.
*/
export function pooled(car: RollingStock): RollingStock {
if (car.origin === undefined) return car;
const { origin: _origin, ...rest } = car;
return rest;
}
// ---------------------------------------------------------------------------
// Track and Office Area
@@ -118,8 +158,53 @@ export type TrackCard = {
* Operational Rail (§9.3). Use isOperationalRail() rather than reading a stored flag.
*/
baseOperationalRail: boolean;
/** Uncoupled cars left here, in track order (§A.3). */
/**
* Uncoupled cars left standing here, **ordered WEST to EAST** (§A.3).
*
* §A.3 states the requirement outright: "cars are loaded into and unloaded from the Crew Tray, and
* occupy the track, in the same order they originally held, **left-to-right**". Left-to-right is
* west-to-east, and this array had no defined orientation at all — the doc comment said "in track
* order" and named no direction, so nothing performed the conversion.
*
* That is one bug wearing three faces, all reported from play. Setting out four cars at once
* parked them in a different order than setting out one car four times, because `carsDropped`
* always pushed onto the end. A train that ran onto a parked cut got the SAME consist whichever
* way it approached, when the two must mirror. And the board drew the tray strip flipped for an
* east-facing train and the card's cars unflipped, so the same cut read one way in the tray and
* the other on the card.
*
* WEST-TO-EAST IS THE BOARD'S ORIENTATION, not the train's, which is exactly why it is the right
* one: it is a property of the card, so it does not change when a different train touches it. The
* two conversions are stated once, in `apply.ts`'s `carsDropped` and `carsCoupled` reducers, and
* `standingWest` below records where a train standing here sits among them.
*/
standing: RollingStock[];
/**
* HOW MANY OF `standing` LIE WEST OF THE TRAIN(S) STANDING HERE.
*
* `standing` runs west to east and a train sits somewhere IN that row: cars `[0, standingWest)`
* are west of it, cars `[standingWest, end)` are east. A train can set out off both ends on the
* same square — §A.3 lets a cut come off either outer end — so "which side is this cut on" is not
* recoverable from the array alone, and it is the question every remaining rule asks: which cars
* are AHEAD of an engine and which BEHIND (combine with `CrewTray.railFacing`), which cut a
* departing train must couple back up (the one at the end it leaves by), and which side of the
* chip the renderer draws the cut on.
*
* WITH NO TRAIN STANDING HERE, THIS NUMBER MEANS NOTHING: a card's cars are simply a cut with no
* near or far side, and the next train to arrive couples all of them regardless — nothing reads
* `standingWest` in that state, so a stale value left over from a train that has since moved on is
* inert, not wrong. That reasoning is unchanged from when this lived on `CrewTray`.
*
* WHAT MOVED IT TO THE CARD: the Office square is the one place more than one train may stand at
* once, and only one route lets two trays disagree about the same row of cars — a train already
* at the Office sets out a cut in place, without moving, while a second train on another A/D track
* still holds whatever split it arrived with. A cut lies west or east of the WHOLE block of A/D
* tracks, never of one particular track and never between two trains, so there is exactly one
* number for the card to carry and every train standing there reads the same one. Everywhere else
* on the board at most one train ever stands on a card, so the two homes for this field are
* identical in every other case.
*/
standingWest: number;
facility: Facility | null;
modifiers: ModifierKind[];
/** Enhancement cards laid on this card (§7 of implications.md). */
@@ -178,8 +263,19 @@ export type Facility = {
* reported from playtesting. Typing it away means a fourth renderer cannot reintroduce the bug.
*/
menAtWork: [Load | null, Load | null, Load | null] | null;
/** Where cars are spotted for loading and unloading. */
industryTrack: { length: number; cars: RollingStock[] };
/**
* Where cars are spotted for loading and unloading.
*
* NO LENGTH. This used to carry `length: baseOut + baseIn`, which quietly made an industry's
* SIDING as long as its box count — so a Mine Tipple (one green box) had room for exactly one
* car, and a crew standing on it with two hoppers to set out could only put down one. Reported
* from play at undo 188. The box count is how much WORK an industry can hold, not how much RAIL
* it has; conflating the two invented a printed siding that no industry card actually has.
*
* An industry track is ordinary Operating Rail and holds what any card holds — see `spaceOn`.
* Modifiers raise `capacity` (another red or green box) and never the room for cars.
*/
industryTrack: { cars: RollingStock[] };
laborers: number;
porters: number;
/** Resets at the start of each Stage (§9.1). */
@@ -191,25 +287,35 @@ export type Facility = {
* Operational Rail status. This is why isOperationalRail is a function, not a stored field.
*/
/**
* The cars physically standing on a card.
* The cars physically standing on a card, **ordered WEST to EAST**.
*
* On a Facility card the industry track IS where cars stand — spotting a car there and leaving a
* car there are the same act (§9.3). Modelling them as two separate places was a bug: cars dropped
* at a facility went into `standing`, while loading looked for them on `industryTrack`, so no
* freight load could ever complete and freight revenue was structurally zero.
*
* THE ORIENTATION IS THE BOARD'S, NOT THE TRAIN'S, and it is `standing`'s alone to keep — see the
* comment on that field. `industryTrack.cars` inherits it through this function, so every reader of
* either place gets the same convention and the two can never drift apart.
*/
export function carsOn(card: TrackCard): RollingStock[] {
return card.facility && card.facility.industryTrack.length > 0
? card.facility.industryTrack.cars
: card.standing;
// Gated on the facility being FREIGHT, not on a track length that no longer exists. A Passenger
// Facility has no industry track at all — passengers board off the platform — so cars left on a
// Depot stand on the card like they would anywhere else.
return card.facility && card.facility.kind === 'freight' ? card.facility.industryTrack.cars : card.standing;
}
/** How many more cars this card can hold. Ordinary track is unbounded; an industry track is not. */
/**
* How many more cars this card can hold.
*
* ONE RULE FOR EVERY OPERATING TRACK CARD, industry or not: a card holds up to `MAX_CONSIST` cars,
* because a consist may not exceed four and four is therefore all that can ever be shoved onto one.
* An industry used to be the exception — its room came from its box count, so a one-box industry
* refused a second car — and that exception was the bug. Ordinary track used to be the other
* exception, unbounded, which let a pile build up that no train could then legally couple.
*/
export function spaceOn(card: TrackCard): number {
if (card.facility && card.facility.industryTrack.length > 0) {
return card.facility.industryTrack.length - card.facility.industryTrack.cars.length;
}
return Number.MAX_SAFE_INTEGER;
return MAX_CONSIST - carsOn(card).length;
}
export function isOperationalRail(card: TrackCard): boolean {
@@ -248,6 +354,32 @@ export type CrewTray = {
/** null while a local crew is switching without a train card. */
trainNumber: number | null;
trainIsExtra: boolean;
/**
* STILL BEING ASSEMBLED, somewhere that is not a Division Point.
*
* `isBeingMadeUp` used to read the position alone — "standing at a Division Point" — which was
* true of every train being built when the only place to build one WAS a Division Point. An Extra
* may now be started at a Control Point or in an Interchange's yard (§7), and those trains could
* not be given a consist at all: they ran empty, and so did every Control Point Extra since that
* option was added. Jesse's report says it plainly — an Extra started at the Interchange "would be
* loaded with cars".
*
* Set when such an Extra is placed and cleared the moment it starts running (`enterMainline`), so
* it names a train that is being made up rather than one that merely happens to be standing
* somewhere. That distinction is load-bearing: a train that ARRIVED at an Office must never be
* fillable from the Division Yard, which is the "cars appearing on a train nobody was making up"
* 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`.
*
@@ -259,6 +391,12 @@ export type CrewTray = {
*
* The engine is NOT one of the `consist` entries: §8.2 counts the consist as Rolling Stock, and
* the four-car limit (§A.4) is a limit on cars, not on the locomotive hauling them.
*
* This only records POSITION, not a supply — and that is not a gap. `rules-v0.2.md`:339 (Gap 4b)
* ties Crew Trays and engine pieces together as one combined resource, `player count + 3`
* (`crewTrayCount` in `content.ts`), so engine scarcity IS tray scarcity: `freeTrays` running out
* already blocks a new train exactly when the engine supply would. There is no state for "a tray
* with no engine" because the rules never separate the two.
*/
engineAt: number;
/**
@@ -282,22 +420,52 @@ export type CrewTray = {
* without one falls back to `direction`.
*/
facing?: 'n' | 's' | 'e' | 'w';
/**
* WHICH WAY THE ENGINE POINTS IN RAILROAD TERMS — east or west, and never anything else.
*
* `facing` is a PORT, because movement needs one: a crew on a north-south spur must be able to
* leave by 'n' or 's'. But a Division runs east and west, and a player reads a train the way a
* railroader does — "the engine is on the west end" — so a ▲ on a crew that had turned onto a
* spur read as a train that had somehow stood itself on end. Worse, nothing resets `facing` when
* a train leaves the district, so a crew that shunted onto a north-south spur and then departed
* carried its 'n' out onto the Division map and drew ▲ there too.
*
* So this is the DISPLAY facing, and it is a separate field because it cannot be derived: on
* north-south track the east-west sense is not in the current port, it is in the last one. It
* holds its value across north-south track and updates whenever `facing` becomes 'e' or 'w' —
* which is exactly the railroad's own convention, where compass north on a branch is still
* timetable east. A train that runs forward through 180° of curves genuinely does come out
* pointing the other way, and this follows it; backing up does not change it, because a train
* that backs up has not turned around.
*
* NOT `direction`: that is the timetable direction of the RUN and does not move when a run-around
* puts the engine on the other end, which is the one thing the arrow exists to show.
*/
railFacing?: 'e' | 'w';
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 runs expedited, departing every Office in the Stage it arrives. 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.
* 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
* `stopPointSeats` — it is the TRAIN that stops, and a re-played Extra gets a fresh tray.
*/
speechMade?: boolean;
};
@@ -335,6 +503,20 @@ export type DivisionNode =
kind: 'mainline';
card: MainlineKind;
transits: Transit[];
/**
* TRAINS STANDING IN THE INTERCHANGE'S YARD — not out on the running line.
*
* Only an Interchange ever has these. An Extra started there (§7, Jesse's ruling) is made up
* in the yard beside the Mainline, which is why placing it can never be a collision however
* busy the card is: it is not on the road yet. It highballs onto this same card at a later
* Mainline Phase, through the ordinary §8.1 clearance check — held automatically against a
* facing train, put to the Superintendent against a following one — and becomes a `Transit`
* at that moment, exactly like a train leaving a Division Point.
*
* A tray listed here has `position.at === 'mainline'` with this node's index and NO entry in
* `transits`. That pair is what distinguishes standing from crossing.
*/
holding?: TrayId[];
absSignals?: boolean;
/** Brakeman / Airbrakes / Helpers / Realignment laid on this card. */
modifiers?: string[];
@@ -343,10 +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[] };
@@ -410,10 +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;
@@ -422,13 +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
@@ -450,25 +674,58 @@ export type Player = {
};
export type GameMode = 'solitaire' | 'competitive' | 'coop';
export type VictoryCondition = 'firstToTarget' | 'highestAfterDays';
/**
* VICTORY CONDITIONS — designed 2026-08-20, unified across all three modes.
*
* Replaces the old `length`-preset lookup (`LENGTH_PROFILES.target`) and the dead
* `VictoryCondition: 'firstToTarget'` (grepped: never selected anywhere in the codebase). Winner is
* whoever has the most Revenue when `days` run out — solitaire's own player counts as "everyone" —
* unless `minCombinedRevenue` was missed, in which case everyone loses. Coop keeps summing every
* player's Revenue into one table score, now against a configurable floor instead of
* `profile.target * players.length`.
*
* `0` means "off" for every numeric field below. `minCombinedRevenue`'s natural default is
* `collectiveRevenueFloor(players, days)` (`content.ts`), computed by whoever authors the config —
* the engine only ever reads a concrete number here, never resolves one lazily, because player count
* is not always known at config-authoring time (a lobby, a CLI flag, a dialog).
*
* `maxCollisionsPerDay`/`maxCollisionsTotal` are deliberately FLAT, not scaled by player count: more
* players means more independent chances to collide, not a bigger shared budget, so a multiplayer
* table is genuinely riskier than solitaire at the same default (Jesse's call).
*/
export type GameConfig = {
mode: GameMode;
victory: VictoryCondition;
length: GameLength;
/** How many Days the game runs. */
days: number;
/** Everyone loses if the table's total Revenue is below this when `days` run out. 0 = off. */
minCombinedRevenue: number;
/** Everyone loses immediately, mid-game, once collisions in one Day reach this. 0 = off. */
maxCollisionsPerDay: number;
/** Same, summed across the whole game, never reset. 0 = off. */
maxCollisionsTotal: number;
/**
* Whether the 22 opponent-directed cards are in the deck (`setup.ts`'s `buildDeck`). Forced off in
* `solitaire` and `coop` — neither has a valid target for them — on by default in `competitive`.
* Has no effect until those cards are built (Phase 5); see `TODO.md`.
*/
pvpCardsAllowed: boolean;
optionalRules: {
reducedVisibility: boolean;
sisterTrains: boolean;
employeeRotation: boolean;
emergencyToolbox: boolean;
};
/**
* The opening deal and the three revenue rates, chosen when the game is dealt (`content.ts`).
*
* Optional and PARTIAL on purpose. Every caller that does not care about them — and most of the
* engine tests do not — gets `DEFAULT_HOUSE_RULES` through `houseRules()`, which is the one place
* a default is written down. A caller that cares names only the dials it is setting.
*/
houseRules?: HouseRuleOverrides;
};
export type OutcomeReason =
| 'targetReached'
| 'daysElapsed'
| 'collisionFloor'
| 'revenueFloor';
export type OutcomeReason = 'daysElapsed' | 'collisionFloor' | 'revenueFloor';
export type Outcome = {
result: 'win' | 'loss';
@@ -476,6 +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.
*
@@ -518,6 +908,132 @@ 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.
*
* The single place the display facing is decided, so the Division map, the Office cards and the
* tooltips can never disagree about which end of a train the engine is on. Three sources, in the
* order they can be trusted: the carried east-west sense; the current port, when it happens to be
* an east-west one (a tray placed straight onto the board has no history yet); and failing both,
* the direction of the run.
*/
export function railFacingOf(tray: Pick<CrewTray, 'railFacing' | 'facing' | 'direction'>): 'e' | 'w' {
if (tray.railFacing) return tray.railFacing;
if (tray.facing === 'e' || tray.facing === 'w') return tray.facing;
return tray.direction === 'west' ? 'w' : 'e';
}
/**
* THE ONE CONVERSION BETWEEN A TRAY AND A TRACK, stated once and used by both directions.
*
* `consist` is ordered NOSE FIRST and the nose points `facing`; `standing` is ordered WEST TO EAST.
* So for an east-facing train the tray reads east-to-west and has to be reversed to go onto the
* card; for a west-facing train it already reads west-to-east and goes on as it stands.
*
* It is its own inverse, which is why lifting cars off a card uses the same function.
*/
export function trackOrder(cut: readonly RollingStock[], facing: 'e' | 'w'): RollingStock[] {
return facing === 'e' ? [...cut].reverse() : [...cut];
}
/**
* The cars standing west and east of a train, split at `standingWest`.
*
* Clamped rather than trusted: a tray that has never dropped anything carries no `standingWest` at
* all, and a saved game from before this field existed carries none either — both read as 0, which
* puts every car on the card east of the engine. That is the same answer the engine gave before the
* split existed, so an old save degrades to the old behaviour instead of throwing.
*/
export function standingSides(
tray: { standingWest?: number | undefined },
cars: readonly RollingStock[],
): { west: RollingStock[]; east: RollingStock[] } {
const k = Math.max(0, Math.min(cars.length, tray.standingWest ?? 0));
return { west: cars.slice(0, k), east: cars.slice(k) };
}
/**
* 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.
*
* `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: 'e' | 'w',
): RollingStock[] {
const { west, east } = standingSides(tray, cars);
return exit === 'e' ? east : [...west].reverse();
}
export function turnOf(s: GameState, player: PlayerIndex): TurnState {
const t = s.turns.get(player);
if (!t) throw new Error(`no turn state for player ${player}`);
@@ -569,8 +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.
@@ -581,10 +1104,38 @@ export type GameState = {
turns: Map<PlayerIndex, TurnState>;
/** Transient: trains already moved in the current Mainline Phase. Cleared when it ends. */
movedThisPhase: Set<TrayId>;
/** §3.4 — resets at the start of each Day. */
/** §3.4 — resets at the start of each Day; checked against `config.maxCollisionsPerDay`. */
collisionsToday: number;
status: 'setup' | 'active' | 'finished';
/** §3.4 — never reset; checked against `config.maxCollisionsTotal`. */
collisionsTotal: number;
/**
* `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;
};
// ---------------------------------------------------------------------------
@@ -629,6 +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.
+201
View File
@@ -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);
}
+197 -25
View File
@@ -34,7 +34,7 @@ import type {
TrackArc,
TurnoutOrientation,
} from './state.ts';
import { carsOn, coordKey, isLockedByWork, isOperationalRail, spaceOn } from './state.ts';
import { carsOn, coordKey, cutTowards, isLockedByWork, isOperationalRail, spaceOn } from './state.ts';
// ---------------------------------------------------------------------------
// Ports and geometry
@@ -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)
// ---------------------------------------------------------------------------
@@ -374,6 +408,28 @@ export type MoveBlock = { coord: GridCoord; kind: MoveBlockKind; why: string };
* beyond a reachable one whose rails do not meet. Squares the walk never came near are not listed:
* "there is no track between here and there" is not news.
*/
/**
* How many frontier nodes a single `exploreMoves` walk may enqueue before it stops finding new
* routes. A per-path visited set (below) guarantees every individual route terminates, but the
* NUMBER of simple paths through a dense district is worst-case exponential — a real board never
* gets close, but nothing stops a pathological one from being built. BFS order means the queue
* fills shortest-route-first, so hitting the cap loses only the longest, least-likely-to-matter
* routes; it never loses a shorter one in favour of a longer one.
*/
const MAX_ENUMERATED_FRONTIER = 4000;
/**
* The identity of a route's OUTCOME, for dedupe: which square it ends at, which side it entered
* by, and exactly which cars it couples, each tagged with the card it came off. Two routes that
* couple the same car TYPES from DIFFERENT cards are not the same outcome — sweeping the wrong
* card clean is exactly the bug this key exists to avoid — so the origin card rides along with
* every car, not just its type.
*/
function routeOutcomeKey(coord: GridCoord, entry: Port, couples: RollingStock[], origins: string[]): string {
const cars = couples.map((c, idx) => `${origins[idx]}:${c.type}:${c.loaded ? 1 : 0}`).join(',');
return `${coordKey(coord)}|${entry}|${cars}`;
}
export function exploreMoves(
ctx: MoveContext,
start: GridCoord,
@@ -394,9 +450,20 @@ export function exploreMoves(
if (!startCard) return { destinations: results, blocked };
if (!hasPort(startCard, initialExit)) return { destinations: results, blocked };
const seen = new Set<string>();
const resultKeys = new Set<string>();
type Frontier = { coord: GridCoord; entry: Port; path: MoveStep[]; couples: RollingStock[] };
type Frontier = {
coord: GridCoord;
entry: Port;
path: MoveStep[];
couples: RollingStock[];
/** Coord key each entry in `couples` came off, aligned by index — see `routeOutcomeKey`. */
origins: string[];
/** Cards visited on THIS route, start included. A per-path set, not a global one — see the
* module doc comment on `MAX_ENUMERATED_FRONTIER` for why a global one would forbid the very
* routes this walk exists to find. */
visited: Set<string>;
};
// The very first hop is checked here because `start`'s card is not itself enqueued; every later
// hop is checked at the push site below, where both sides of the edge are in hand.
@@ -406,9 +473,30 @@ export function exploreMoves(
if (firstCard) block(first, 'noJoin', 'the rails do not meet — two cards touching is not a join, and on a north or south edge both 45° legs must lie on the same diagonal');
return { destinations: results, blocked };
}
/**
* THE CUT ON YOUR OWN CARD, which the walk used to ignore entirely.
*
* Reported from play: "if I put cars off the nose on a given track, and my next move is go
* forward, I need to couple those cars right back on". Exactly so — and the engine let the train
* drive away and leave them. `cutTowards` takes only the cars between the engine and the end it is
* leaving by, so setting out off the nose and then BACKING away is still free, which is the whole
* point of setting out off one particular end.
*
* Ordered nearest-first like every other card's, so it simply seeds the accumulator.
*/
const ownCut = cutTowards(startCard, carsOn(startCard), rowEndAt(startCard, initialExit));
const startKey = coordKey(start);
const queue: Frontier[] = [
{ coord: first, entry: opposite(initialExit), path: [], couples: [] },
{
coord: first,
entry: opposite(initialExit),
path: [],
couples: ownCut,
origins: ownCut.map(() => startKey),
visited: new Set([startKey]),
},
];
let enumerated = 1;
while (queue.length > 0) {
const node = queue.shift()!;
@@ -443,30 +531,54 @@ export function exploreMoves(
continue;
}
// Mandatory coupling. Rejecting rather than truncating is deliberate: a move that would
// overfill the tray is illegal, not a move that picks up fewer cars.
const couples = [...node.couples, ...carsOn(card)];
/**
* Mandatory coupling. Rejecting rather than truncating is deliberate: a move that would
* 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
* 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 = 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)];
if (ctx.consistSize + couples.length > MAX_CONSIST) {
const own =
ownCut.length > 0
? `, ${ownCut.length} of them the cut standing at the end of your OWN card that this move pulls out through`
: '';
block(
node.coord,
'tooManyCars',
`too many cars — running here couples ${couples.length} standing car(s) onto a train already holding ${ctx.consistSize}, and ${MAX_CONSIST} is the limit. Coupling is mandatory: you may not run past a car and leave it (§A.4)`,
`too many cars — running here couples ${couples.length} standing car(s)${own} onto a train already holding ${ctx.consistSize}, and ${MAX_CONSIST} is the limit. Coupling is mandatory: you may not run past a car and leave it (§A.4)`,
);
continue;
}
const key = `${coordKey(node.coord)}|${node.entry}`;
if (seen.has(key)) continue;
seen.add(key);
if (isOperationalRail(card) && !sameCoord(node.coord, start)) {
results.push({ coord: node.coord, entry: node.entry, path: node.path, couples });
// Dedupe on OUTCOME, not on reaching the square: two routes that end here having coupled
// different cars (or the same cars off different cards) are a real choice, and both are
// offered. Two routes that end here having coupled identically are not a choice — one is
// noise doubling the button list and the bot's branching factor for nothing.
const rkey = routeOutcomeKey(node.coord, node.entry, couples, origins);
if (!resultKeys.has(rkey)) {
resultKeys.add(rkey);
results.push({ coord: node.coord, entry: node.entry, path: node.path, couples });
}
} else if (!sameCoord(node.coord, start)) {
// Reached, crossable, but not somewhere a train may STOP — a turnout carries no wheel icon
// (§A.1). Trains run through one all day; they just cannot finish a Move on it.
block(node.coord, 'noStopping', 'a train may run through here but not stop — this is not Operational Rail (§A.1), so it cannot be the end of a Move');
}
if (enumerated >= MAX_ENUMERATED_FRONTIER) continue;
for (const exit of exitsFrom(card, node.entry)) {
// Slope is a property of the EDGE, not of either card, so it can only be tested with both in
// hand. Enqueueing on `hasPort` alone routed trains across a 45° leg that bent back on itself.
@@ -476,8 +588,18 @@ export function exploreMoves(
if (next) block(to, 'noJoin', 'the rails do not meet — two cards touching is not a join, and on a north or south edge both 45° legs must lie on the same diagonal');
continue;
}
// A card twice on ONE route is a loop, not a longer route (§2.4 travels without changing
// direction; it never says without repeating ground, but a train cannot occupy the same
// track twice at once either). Per-path, not global — a DIFFERENT route may legitimately
// pass through a card this one already used.
const toKey = coordKey(to);
if (node.visited.has(toKey)) continue;
if (enumerated >= MAX_ENUMERATED_FRONTIER) break;
enumerated++;
const step: MoveStep = { coord: node.coord, entry: node.entry, exit };
queue.push({ coord: to, entry: opposite(exit), path: [...node.path, step], couples });
const visited = new Set(node.visited);
visited.add(toKey);
queue.push({ coord: to, entry: opposite(exit), path: [...node.path, step], couples, origins, visited });
}
}
@@ -525,6 +647,31 @@ export function carriesThroughTrack(card: TrackCard): boolean {
* a TURNOUT laid on the Running Track — the Office no longer carries a stub of its own, because no
* office or industry card on the printed sheet does.
*/
/**
* §2.1 — IS THIS SQUARE INSIDE THE DISTRICT AT ALL?
*
* The Limits sign denotes "the limit of your control area", and §3 defines Secondary Track as "all
* tracks IN YOUR LIMITS that are not the Running Track" — so the bound belongs to the district, not
* to the one row the sign happens to stand in. This used to guard the Running Track alone, on the
* reasoning that the rows above and below were unbounded; the consequence was a siding snaking east
* past your own sign, taking industries with it, and a player switching cars on track outside the
* territory §8.1 and §10 reason about. Reported by Jesse: sidings must not be built outside the
* Limits.
*
* INCLUSIVE OF THE SIGN'S OWN COLUMN. The sign stands ON the boundary rather than beyond it, and the
* opening district is signs at ±1 around the Office — so the strict reading would leave exactly one
* buildable column and break §11.3's promise that both Secondary rows, and the nine-spot Modifier
* neighbourhood, are usable from the first Stage.
*
* MODIFIERS ARE NOT SUBJECT TO THIS, and are not track: §9 places one on any of the nine spots
* around a Facility, and a Facility standing at the limit has three of its nine outside them.
* Jesse's call. `check` bars them from the Running Track ROW instead, which is the ground the main
* grows onto.
*/
export function withinLimits(area: OfficeArea, coord: GridCoord): boolean {
return coord.col >= area.limitsWest.col && coord.col <= area.limitsEast.col;
}
export function canPlaceAt(area: OfficeArea, coord: GridCoord, card: TrackCard): boolean {
const existing = cardAt(area, coord);
// A Limits sign on the Running Track is the GROWTH POINT, not an obstacle. Extending means laying
@@ -541,15 +688,33 @@ export function canPlaceAt(area: OfficeArea, coord: GridCoord, card: TrackCard):
// the sign itself is the only growth point. Allowing a placement beyond it built track on the far
// side of the sign and then planted a SECOND sign further out, leaving the board reading
// limits · Whistle Post · limits · straight · limits
// with a Limits card stranded mid-track. The district below the Running Track is unbounded.
if (coord.row === area.runningRow) {
if (coord.col < area.limitsWest.col || coord.col > area.limitsEast.col) return false;
// And it must not BREAK the Running Track. A curve laid here has no east-west road, so the main
// stops dead at it — the bot did exactly this, turning the west end of its own Running Track
// into a stub and cutting the Office off from the Limits.
if (!carriesThroughTrack(card)) return false;
}
// with a Limits card stranded mid-track.
if (!withinLimits(area, coord)) return false;
// And it must not BREAK the Running Track. A curve laid here has no east-west road, so the main
// stops dead at it — the bot did exactly this, turning the west end of its own Running Track
// 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));
@@ -559,12 +724,19 @@ export function canPlaceAt(area: OfficeArea, coord: GridCoord, card: TrackCard):
}
/**
* §A.4 — the Office track is Operational Rail, but Rolling Stock may not be left there.
* §A.4 — the Office track is Operational Rail, but Rolling Stock may not be left there — WITH ONE
* EXCEPTION (Jesse's call, v0.5.0): any train may set out one or more coaches at the Office. It is
* the one car type a passenger platform is meant to hold, and it is what makes the ENGINE-boxcar-
* coach Local arrangement workable — the coach drops here while the engine and freight car switch
* freely. Freight and cabooses stay banned at the Office for every train, no exception.
*
* An industry track also has a finite length (§9.3), so it can be full.
*/
export function canDropCarsAt(area: OfficeArea, coord: GridCoord, count = 1): boolean {
if (sameCoord(coord, area.officeCoord)) return false;
export function canDropCarsAt(area: OfficeArea, coord: GridCoord, count = 1, coachesOnly = false): boolean {
const card = cardAt(area, coord);
if (sameCoord(coord, area.officeCoord)) {
return coachesOnly && !!card && isOperationalRail(card) && spaceOn(card) >= count;
}
if (!card || !isOperationalRail(card)) return false;
return spaceOn(card) >= count;
}
+736
View File
@@ -0,0 +1,736 @@
/**
* The HTTP/SSE wiring — Phase 2 of `docs/architecture/multiplayer.md` (§8-9, §12 steps 8 and 12),
* extended for Phase 4 (§12 steps 17-20) to a lobby and more than one game.
*
* Plain `node:http`, no framework: the project has zero runtime dependencies
* (`package.json`), and `scripts/build-web.ts` already shells out to `tsc` directly rather than
* reaching for a bundler — this matches that everywhere-else choice rather than introducing the
* first framework dependency for one route table.
*
* All the game logic lives in `session.ts` and `lobby.ts`; this file is deliberately thin — routing,
* the join-secret gate on the DOOR (create/join), token resolution once a player is through it, SSE
* mechanics, and static file serving for the built client (`dist/`, D16: the server serves the
* client, which is what makes same-origin work with no CORS).
*
* TOKENS REPLACE `?seat=&secret=` ON THE RUNNING-GAME ROUTES. `lobby-and-sessions.md` §1: the token
* already proves "I am the player who was in this game," which is the only identity claim `/api/stream`
* and `/api/intent` need — the join secret's job ends at the lobby door.
*/
import { createServer } from 'node:http';
import type { IncomingMessage, ServerResponse } from 'node:http';
import { createReadStream } from 'node:fs';
import { stat } from 'node:fs/promises';
import { extname, join, normalize } from 'node:path';
import type { Intent } from '../engine/intents.ts';
import type { GameConfig, PlayerIndex } from '../engine/state.ts';
import {
appendTiming,
deleteGame,
deleteLobby,
gameDir,
readIndex,
removeIndexEntry,
upsertIndexEntry,
writeGame,
writeLobby,
writeSessions,
} from './persistence.ts';
import { createSession } from './session.ts';
import type { GameSession, Push } from './session.ts';
import {
createLobby,
leaveLobby,
freshGameCode,
playerCountAllowed,
joinLobby,
reassignHost,
setBotSeat,
startLobby,
} from './lobby.ts';
import type { Lobby, PlayerSession } from './lobby.ts';
export type ServerOptions = {
port: number;
bindAddress: string;
/** D14 — a server-wide secret, passed out of band. Gates lobby creation and joining — the door;
* once a player is through it and holds a token, the token alone authenticates them. */
joinSecret: string;
/** The built client (`npm run build:web`'s `dist/`), served at `/` (D16). */
distDir: string;
/** Where every game's files live, one subdirectory per `gameId` (`persistence.ts`'s `gameDir`). */
dataDir: string;
/** `package.json`'s version — stamped onto every write, checked on every load (§12 step 15). */
engineVersion: string;
/**
* Gates the administrative routes — listing, exporting and deleting games — and is DELIBERATELY
* not the join secret. Every player holds that one, so gating a delete with it would let anyone
* at the table destroy anyone else's game. This is held by whoever runs the server and nobody
* else. When it is unset the admin routes do not exist at all (404, the same answer as any other
* unknown path), so a server that was never given one cannot be administered by guessing.
*/
adminSecret?: string | undefined;
/** Reconstructed by `index.ts`'s load-on-start. Empty maps for a fresh server. */
initialGames: Map<string, GameSession>;
initialLobbies: Map<string, Lobby>;
initialSessions: Map<string, PlayerSession>;
};
const MIME: Record<string, string> = {
'.html': 'text/html; charset=utf-8',
'.js': 'text/javascript; charset=utf-8',
'.css': 'text/css; charset=utf-8',
'.json': 'application/json; charset=utf-8',
'.png': 'image/png',
'.svg': 'image/svg+xml',
};
const HEARTBEAT_MS = 20_000;
async function readJson(req: IncomingMessage): Promise<unknown> {
const chunks: Buffer[] = [];
for await (const chunk of req) chunks.push(chunk as Buffer);
const text = Buffer.concat(chunks).toString('utf8');
return text.trim() === '' ? {} : JSON.parse(text);
}
function sendJson(res: ServerResponse, status: number, body: unknown): void {
const text = JSON.stringify(body);
res.writeHead(status, { 'Content-Type': 'application/json; charset=utf-8', 'Content-Length': Buffer.byteLength(text) });
res.end(text);
}
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.
const full = join(distDir, normalize(rel));
if (!full.startsWith(distDir)) {
sendJson(res, 400, { error: 'bad path' });
return;
}
try {
const info = await stat(full);
if (!info.isFile()) throw new Error('not a file');
/**
* 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' });
res.end('not found');
}
}
/**
* What a lobby SSE push carries — the whole `Lobby`, since the seat list is small and a delta
* mechanism buys nothing at this size (`session.ts`'s `Push` deltas the BOARD, which is not this).
*
* `started` rides on the FINAL push of a lobby's life, sent the instant before the connection is
* closed at `Lobby.Start` — without it, the client's only signal that the game began is the stream
* 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;
const lobbies = opts.initialLobbies;
const sessions = opts.initialSessions;
const gameCodes = new Map<string, string>(); // gameCode -> gameId, for /api/lobby/join
for (const [gameId, lobby] of lobbies) gameCodes.set(lobby.gameCode, gameId);
// One open SSE response per (gameId, seat) for a running game, and per (gameId, token) for a
// lobby still being seated — a second connection from the same seat/token replaces the first
// rather than fanning out to both (no concept yet of "the same seat from two tabs").
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`);
}
function nextEventId(gameId: string, seat: PlayerIndex): number {
const ids = gameEventIds.get(gameId) ?? new Map<PlayerIndex, number>();
const id = (ids.get(seat) ?? 0) + 1;
ids.set(seat, id);
gameEventIds.set(gameId, ids);
return id;
}
function broadcastGame(gameId: string, pushes: Map<PlayerIndex, Push>): void {
const conns = gameConnections.get(gameId);
if (!conns) return;
for (const [seat, push] of pushes) {
const res = conns.get(seat);
if (res) writeSse(res, nextEventId(gameId, seat), push);
}
}
/**
* Presence is transport-layer news about a CONNECTION, never a `GameEvent` — it does not go
* through `session.ts` at all (`lobby-and-sessions.md` §5). Sent to every OTHER currently
* connected seat of the same game as a presence-only push (an empty board delta, no menu, no new
* lines) rather than inventing a second SSE event type — one message shape for the client to parse.
*/
function broadcastPresence(gameId: string, seat: PlayerIndex, connected: boolean): void {
const conns = gameConnections.get(gameId);
if (!conns) return;
for (const [other, res] of conns) {
if (other === seat) continue;
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);
if (!lobby || !conns) return;
for (const [token, res] of conns) {
const ps = sessions.get(token);
if (!ps) continue;
writeSse(res, 0, { lobby, you: ps.player, started: false } satisfies LobbyPush);
}
}
async function persistLobby(lobby: Lobby): Promise<void> {
lobbies.set(lobby.gameId, lobby);
gameCodes.set(lobby.gameCode, lobby.gameId);
await writeLobby(opts.dataDir, lobby);
await upsertIndexEntry(opts.dataDir, { gameId: lobby.gameId, gameCode: lobby.gameCode, status: 'lobby' });
}
async function persistSession(ps: PlayerSession): Promise<void> {
sessions.set(ps.token, ps);
const all = [...sessions.values()].filter((s) => s.gameId === ps.gameId);
await writeSessions(opts.dataDir, ps.gameId, all);
}
const server = createServer((req, res) => {
void (async () => {
const url = new URL(req.url ?? '/', `http://${req.headers.host ?? 'localhost'}`);
// -- Is anyone home? --------------------------------------------------------------------
/**
* THE ONE ROUTE THAT EXISTS TO BE FAILED.
*
* The same `dist/` is served two ways: by this server, and as a plain static upload with no
* server behind it at all (`scripts/deploy-web.ts`). The bundle is byte-identical either way
* — one client, mode decided at runtime (D4) — so the page cannot know from its own build
* which it is, and every other route here answers a 404 for a path it does not have, exactly
* as a static host would. Nothing distinguished them until this did.
*
* Unauthenticated on purpose: it says only that a Station Master server is answering, which
* is what the client is about to offer the player anyway. It reveals no game and no seat.
*/
if (url.pathname === '/api/health' && req.method === 'GET') {
// `summary()` rather than `exportSave()`: this is polled on a timer, and the save copies
// every intent of every game to answer a question about none of them.
let active = 0;
for (const g of games.values()) if (g.summary().status === 'active') active++;
sendJson(res, 200, {
ok: true,
service: 'station-master',
engineVersion: opts.engineVersion,
games: { active, lobby: lobbies.size },
});
return;
}
// -- Administration: listing, exporting and deleting games ------------------------------
if (url.pathname === '/api/games' || url.pathname.startsWith('/api/games/')) {
// 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, url.searchParams.has('v'));
return;
}
if (req.headers['x-admin-secret'] !== opts.adminSecret) {
sendJson(res, 403, { error: 'bad or missing admin secret' });
return;
}
const codes = new Map((await readIndex(opts.dataDir)).map((e) => [e.gameId, e.gameCode]));
if (url.pathname === '/api/games' && req.method === 'GET') {
const running = [...games.entries()].map(([gameId, g]) => ({
gameId,
gameCode: codes.get(gameId) ?? null,
state: 'running' as const,
...g.summary(),
}));
// A lobby has no game to summarize yet — it is reported as what it is, so an
// administrator sees a table that never started rather than nothing at all.
const waiting = [...lobbies.values()].map((l) => ({
gameId: l.gameId,
gameCode: l.gameCode,
state: 'lobby' as const,
playerCount: l.seats.length,
playerNames: l.seats.map((seat) =>
seat === null ? '(empty)' : seat.kind === 'bot' ? 'Bot' : seat.displayName,
),
createdAt: l.createdAt,
}));
sendJson(res, 200, { games: [...running, ...waiting] });
return;
}
const match = /^\/api\/games\/([^/]+)(\/save)?$/.exec(url.pathname);
const gameId = match?.[1];
if (!gameId) {
sendJson(res, 404, { error: 'no such route' });
return;
}
if (match?.[2] && req.method === 'GET') {
const session = games.get(gameId);
if (!session) {
sendJson(res, 404, { error: 'no such game' });
return;
}
sendJson(res, 200, { gameCode: codes.get(gameId) ?? null, save: session.exportSave() });
return;
}
if (req.method === 'DELETE') {
const session = games.get(gameId);
const lobby = lobbies.get(gameId);
if (!session && !lobby) {
sendJson(res, 404, { error: 'no such game' });
return;
}
// The save goes back with the deletion, so a game can never be destroyed without its
// record being handed to whoever destroyed it — the intents ARE the game (D5), so this
// is the whole thing, replayable later, not a summary of it.
const save = session?.exportSave() ?? null;
// Everyone watching is told the game is gone before its files are, rather than being
// left on a stream that will never push again.
for (const [, watcher] of gameConnections.get(gameId) ?? []) watcher.end();
gameConnections.delete(gameId);
for (const [, watcher] of lobbyConnections.get(gameId) ?? []) watcher.end();
lobbyConnections.delete(gameId);
games.delete(gameId);
lobbies.delete(gameId);
gameEventIds.delete(gameId);
const code = lobby?.gameCode ?? codes.get(gameId);
if (code) gameCodes.delete(code);
for (const [token, ps] of [...sessions]) if (ps.gameId === gameId) sessions.delete(token);
await removeIndexEntry(opts.dataDir, gameId);
await deleteGame(opts.dataDir, gameId);
sendJson(res, 200, { ok: true, gameCode: code ?? null, save });
return;
}
sendJson(res, 405, { error: 'method not allowed' });
return;
}
// -- Lobby: creating and joining (the door — join-secret gated) --------------------------
if (url.pathname === '/api/lobby/create' && req.method === 'POST') {
const body = (await readJson(req)) as {
secret?: string;
config?: GameConfig;
displayName?: string;
players?: number;
seed?: number | null;
};
if (body.secret !== opts.joinSecret) {
sendJson(res, 403, { error: 'bad or missing secret' });
return;
}
if (!body.config || typeof body.displayName !== 'string' || body.displayName.trim() === '') {
sendJson(res, 400, { error: 'expected { secret, config, displayName, players }' });
return;
}
// The table size is the host's to choose and is fixed from here on, so it is validated at
// the door rather than at Start — `createLobby` builds the seats array from it.
const players = body.players ?? 0;
if (!Number.isInteger(players) || !playerCountAllowed(body.config.mode, players)) {
sendJson(res, 400, { error: 'BAD_PLAYER_COUNT' });
return;
}
const gameCode = freshGameCode((code) => gameCodes.has(code));
const seed = typeof body.seed === 'number' && Number.isFinite(body.seed) ? Math.trunc(body.seed) : null;
const { lobby, session } = createLobby(body.config, body.displayName.trim(), gameCode, players, seed);
await persistLobby(lobby);
await persistSession(session);
sendJson(res, 200, { gameId: lobby.gameId, gameCode: lobby.gameCode, token: session.token, player: session.player });
return;
}
if (url.pathname === '/api/lobby/join' && req.method === 'POST') {
const body = (await readJson(req)) as { secret?: string; gameCode?: string; displayName?: string };
if (body.secret !== opts.joinSecret) {
sendJson(res, 403, { error: 'bad or missing secret' });
return;
}
if (typeof body.gameCode !== 'string' || typeof body.displayName !== 'string' || body.displayName.trim() === '') {
sendJson(res, 400, { error: 'expected { secret, gameCode, displayName }' });
return;
}
const gameId = gameCodes.get(body.gameCode.trim().toUpperCase());
const lobby = gameId ? lobbies.get(gameId) : undefined;
if (!lobby) {
// A game code that already started is no longer in `lobbies` at all — same NOT_FOUND a
// typo gets, which tells a latecomer "that game is gone" without leaking which case it was.
sendJson(res, 404, { error: 'no open lobby with that code' });
return;
}
const result = joinLobby(lobby, body.displayName.trim());
if (!result.ok) {
sendJson(res, 409, { error: result.code });
return;
}
await persistLobby(result.lobby);
await persistSession(result.session);
broadcastLobby(lobby.gameId);
sendJson(res, 200, {
gameId: lobby.gameId,
gameCode: lobby.gameCode,
token: result.session.token,
player: result.session.player,
});
return;
}
// -- Lobby: seating, once inside (token-authenticated) ------------------------------------
if (url.pathname === '/api/lobby/bot' && req.method === 'POST') {
const body = (await readJson(req)) as { token?: string; seat?: number; filled?: boolean };
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;
}
if (lobby.hostToken !== ps.token) {
sendJson(res, 403, { error: 'NOT_HOST' });
return;
}
if (typeof body.seat !== 'number' || typeof body.filled !== 'boolean') {
sendJson(res, 400, { error: 'expected { token, seat, filled }' });
return;
}
const updated = setBotSeat(lobby, body.seat as PlayerIndex, body.filled);
await persistLobby(updated);
broadcastLobby(lobby.gameId);
sendJson(res, 200, { ok: true });
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;
const lobby = ps ? lobbies.get(ps.gameId) : undefined;
if (!ps || !lobby) {
sendJson(res, 404, { error: 'no such lobby' });
return;
}
const result = startLobby(lobby, ps.token);
if (!result.ok) {
sendJson(res, 409, { error: result.code });
return;
}
// The host's seed if they named one; otherwise a fresh random deal.
const session = createSession(
lobby.seed ?? Math.floor(Math.random() * 1e9),
lobby.config,
result.playerNames,
result.botSeats,
);
games.set(lobby.gameId, session);
lobbies.delete(lobby.gameId);
// Every SSE watcher on the LOBBY stream is done — the game stream is what carries the game
// forward from here. `started: true` on one last message, THEN close, is what lets a
// still-open lobby tab tell "the game began" apart from a network hiccup `EventSource`
// would otherwise silently retry through.
for (const [watcherToken, watcherRes] of lobbyConnections.get(lobby.gameId) ?? []) {
const watcherPs = sessions.get(watcherToken);
if (watcherPs) writeSse(watcherRes, 0, { lobby, you: watcherPs.player, started: true } satisfies LobbyPush);
watcherRes.end();
}
lobbyConnections.delete(lobby.gameId);
await writeGame(gameDir(opts.dataDir, lobby.gameId), session.exportSave(), opts.engineVersion);
await upsertIndexEntry(opts.dataDir, { gameId: lobby.gameId, gameCode: lobby.gameCode, status: 'active' });
await deleteLobby(opts.dataDir, lobby.gameId);
sendJson(res, 200, { ok: true });
return;
}
if (url.pathname === '/api/lobby/stream' && req.method === 'GET') {
const token = url.searchParams.get('token') ?? '';
const ps = sessions.get(token);
const lobby = ps ? lobbies.get(ps.gameId) : undefined;
if (!ps || !lobby) {
sendJson(res, 404, { error: 'no such lobby' });
return;
}
res.writeHead(200, { 'Content-Type': 'text/event-stream', 'Cache-Control': 'no-cache', Connection: 'keep-alive' });
const conns = lobbyConnections.get(lobby.gameId) ?? new Map<string, ServerResponse>();
conns.set(token, res);
lobbyConnections.set(lobby.gameId, conns);
writeSse(res, 0, { lobby, you: ps.player, started: false } satisfies LobbyPush);
const heartbeat = setInterval(() => res.write(': ping\n\n'), HEARTBEAT_MS);
req.on('close', () => {
clearInterval(heartbeat);
const live = lobbyConnections.get(lobby.gameId);
if (live?.get(token) === res) live.delete(token);
// `lobby-and-sessions.md` §2 — host rights pass to the earliest-joined remaining player
// if the host's connection closes before start. `lobbies.get` again, not the captured
// `lobby`, because it may have changed (another join, another bot toggle) since connect.
const current = lobbies.get(lobby.gameId);
if (current && current.hostToken === token) {
void persistLobby(reassignHost(current, token)).then(() => broadcastLobby(lobby.gameId));
}
});
return;
}
// -- The running game (token-authenticated) ------------------------------------------------
/**
* IS THIS TOKEN STILL GOOD FOR ANYTHING?
*
* A browser remembers its session in `localStorage` and re-enters the game on the next load
* without asking, which is what makes reconnection seamless — and what leaves it stranded
* when the game is gone. `EventSource` cannot report a status code and retries a 404
* silently forever, so the client needs somewhere cheap to ask a yes/no question. Two ways a
* game legitimately disappears under a player: an engine-version bump refuses to resume it
* (D7), and an administrator ends it (`DELETE /api/games/<id>`).
*/
if (url.pathname === '/api/session' && req.method === 'GET') {
const ps = sessions.get(url.searchParams.get('token') ?? '');
const live = ps ? games.get(ps.gameId) : undefined;
if (!ps || !live) {
sendJson(res, 404, { error: 'no such game' });
return;
}
sendJson(res, 200, { gameId: ps.gameId, player: ps.player });
return;
}
if (url.pathname === '/api/stream' && req.method === 'GET') {
const token = url.searchParams.get('token') ?? '';
const ps = sessions.get(token);
const session = ps ? games.get(ps.gameId) : undefined;
if (!ps || !session) {
sendJson(res, 404, { error: 'no such game' });
return;
}
const { gameId, player: seat } = ps;
res.writeHead(200, { 'Content-Type': 'text/event-stream', 'Cache-Control': 'no-cache', Connection: 'keep-alive' });
const conns = gameConnections.get(gameId) ?? new Map<PlayerIndex, ServerResponse>();
conns.set(seat, res);
gameConnections.set(gameId, conns);
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
// real event (EventSource ignores lines starting with `:`), so it costs the client nothing.
const heartbeat = setInterval(() => res.write(': ping\n\n'), HEARTBEAT_MS);
req.on('close', () => {
clearInterval(heartbeat);
const live = gameConnections.get(gameId);
if (live?.get(seat) === res) live.delete(seat);
broadcastPresence(gameId, seat, false);
});
return;
}
if (url.pathname === '/api/intent' && req.method === 'POST') {
// Token comes from the QUERY STRING, matching `/api/stream` and matching what
// `web/session.ts`'s `RemoteSession.submit` actually sends (`fetch('/api/intent?token=…')`)
// — the body carries only what changes per call, `{ seq, intent }`.
const token = url.searchParams.get('token') ?? '';
const ps = sessions.get(token);
const session = ps ? games.get(ps.gameId) : undefined;
if (!ps || !session) {
sendJson(res, 404, { error: 'no such game' });
return;
}
const body = (await readJson(req)) as { seq?: number; intent?: Intent };
if (typeof body.seq !== 'number' || !body.intent) {
sendJson(res, 400, { error: 'expected { seq, intent }' });
return;
}
const result = session.intent(ps.player, body.seq, body.intent);
if (result.accepted) {
// Persisted BEFORE the response goes out — "accepted" should mean "durably on disk" at
// this scale, not just "applied in memory" (§12 step 14).
const dir = gameDir(opts.dataDir, ps.gameId);
await writeGame(dir, session.exportSave(), opts.engineVersion);
if (result.timing) await appendTiming(dir, result.timing);
if (session.exportSave().status === 'finished') {
// `upsertIndexEntry` replaces the WHOLE row for this `gameId`, so the code has to be
// carried forward here rather than left blank — `gameCodes` is the only place still
// holding it once a lobby's own record is gone.
const gameCode = [...gameCodes.entries()].find(([, id]) => id === ps.gameId)?.[0] ?? '';
await upsertIndexEntry(opts.dataDir, { gameId: ps.gameId, gameCode, status: 'finished' });
}
}
sendJson(res, 200, result.accepted ? { ok: true } : { ok: false, code: result.code });
if (result.accepted) broadcastGame(ps.gameId, result.pushes);
return;
}
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' });
});
});
server.listen(opts.port, opts.bindAddress);
}
+107
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@@ -0,0 +1,107 @@
/**
* Process bootstrap — Phase 2 §12 step 8, extended for Phase 3 (§12 steps 14-15) load-on-start and
* Phase 4 (§12 steps 17-20) to resume every saved game and lobby, not just one.
*
* Run with: node src/server/index.ts
*
* Env-configured, no config file — matches how the rest of this project's dev-side tooling reads
* `process.env` directly (`scripts/build-web.ts`'s `BUILD_DIST_DIR`).
*/
import { readFileSync } from 'node:fs';
import { dirname, join, resolve } from 'node:path';
import { fileURLToPath } from 'node:url';
import { startServer } from './http.ts';
import { gameDir, loadGame, readIndex, readLobby, readSessions } from './persistence.ts';
import { tryResumeSession } from './session.ts';
import type { GameSession } from './session.ts';
import type { Lobby, PlayerSession } from './lobby.ts';
const port = Number(process.env['PORT'] ?? 8081);
const bindAddress = process.env['BIND_ADDRESS'] ?? '0.0.0.0';
const joinSecret = process.env['JOIN_SECRET'];
/**
* Optional, unlike `JOIN_SECRET`: a server with no administrator is a perfectly good server, and
* refusing to boot without one would break every existing deployment and every dev run. Unset
* simply means the admin routes are not there (`http.ts`), which is the safe default — the
* capability has to be granted, never merely left ungated.
*/
const adminSecret = process.env['ADMIN_SECRET'];
const distDir = resolve(process.env['DIST_DIR'] ?? 'dist');
const dataDir = resolve(process.env['DATA_DIR'] ?? 'data');
if (!joinSecret) {
console.error('JOIN_SECRET must be set — a server-wide secret, passed out of band (D14).');
process.exit(1);
}
// `package.json`'s version IS `engineVersion` (§12 step 15) — the same reading `scripts/build-web.ts`'s
// `buildStamp()` already does, just from `src/server/` rather than the repo root script directory.
const root = join(dirname(fileURLToPath(import.meta.url)), '..', '..');
const engineVersion = (JSON.parse(readFileSync(join(root, 'package.json'), 'utf8')) as { version: string }).version;
const initialGames = new Map<string, GameSession>();
const initialLobbies = new Map<string, Lobby>();
const initialSessions = new Map<string, PlayerSession>();
const index = await readIndex(dataDir);
// Said before the loop, not after it: replaying is the reason a restart pauses before the port
// opens, and a log that only reports each game once it is done gives no warning of how much is
// still to come.
const resumable = index.filter((e) => e.status !== 'finished').length;
if (resumable > 0) console.log(`Resuming ${resumable} saved game(s)…`);
for (const entry of index) {
const sessions = await readSessions(dataDir, entry.gameId);
for (const s of sessions) initialSessions.set(s.token, s);
if (entry.status === 'lobby') {
const lobby = await readLobby(dataDir, entry.gameId);
if (lobby) initialLobbies.set(entry.gameId, lobby);
continue;
}
const loaded = await loadGame(gameDir(dataDir, entry.gameId));
if (loaded.found) {
const resumed = tryResumeSession(loaded.saved);
if (resumed.ok) {
initialGames.set(entry.gameId, resumed.session);
console.log(`Resumed ${entry.gameId} (${entry.gameCode}) — ${loaded.saved.history.length} intents replayed.`);
} else {
/**
* The save does not replay under these rules, which is the only thing that has ever actually
* mattered — and now the only thing asked. Says which move it choked on, because "some
* version differs" was never enough to act on: the file is left untouched, so an operator who
* wants the game back can put the previous version on and finish it.
*/
const f = resumed.failure;
console.error(
`Refusing to resume ${entry.gameId} (${entry.gameCode}): move ${f.stoppedAt + 1} of ${f.of} ` +
`(${f.intent}) is rejected by the current rules with ${f.code}. Saved under engine ` +
`version ${loaded.storedVersion}, this server is running ${engineVersion}. The file is ` +
`left untouched.`,
);
}
}
// `entry.status === 'finished'` games are not resumed into memory at all — nothing plays them
// forward, and their files stay on disk for post-game replay (`lobby-and-sessions.md` §6).
}
startServer({
port,
bindAddress,
joinSecret,
adminSecret,
distDir,
dataDir,
engineVersion,
initialGames,
initialLobbies,
initialSessions,
});
console.log(
`Station Master multiplayer server on ${bindAddress}:${port}, serving ${distDir} — ` +
`${initialGames.size} game(s) and ${initialLobbies.size} lobby(ies) resumed.`,
);
if (!adminSecret) {
console.log('ADMIN_SECRET is unset — the /api/games administration routes are disabled.');
}
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/**
* The lobby — Phase 4 of `docs/architecture/multiplayer.md` (§12 steps 17-20), fully specified in
* `docs/architecture/lobby-and-sessions.md`.
*
* Pure logic, no sockets, no filesystem, no in-memory registry — same split `session.ts` already
* draws (`http.ts` wires connections and persistence to this; `persistence.ts` is the only thing
* that touches disk). A `Lobby` exists only BEFORE `Lobby.Start`: once the config locks and the
* `GameSession` is built, this module is done with that game — everything after is `session.ts`.
*
* WHY A SEPARATE FILE FROM `session.ts`. `session.ts` is already the "running game" module and is
* large; a lobby's concerns — seating, host rights, the join secret's door versus a game code's
* discovery, config locking — share almost no code with running a Stage clock, and mixing them would
* make both harder to read for no reuse gained.
*/
import { randomUUID } from 'node:crypto';
import type { GameConfig, PlayerIndex } from '../engine/state.ts';
/** `lobby-and-sessions.md` §1 — names the PLAYER, not the seat. Issued once, at join, and never
* reissued: it is what makes reconnection work, so it must outlive the connection that first used
* it. */
export type PlayerSession = {
token: string;
gameId: string;
player: PlayerIndex;
displayName: string;
};
export type LobbySeat = { kind: 'human'; token: string; displayName: string } | { kind: 'bot' } | null;
/** A game that has not started. `hostToken` ends its meaning at `Lobby.Start` — nothing here
* survives into the running game except the seat list and the locked `config`. */
export type Lobby = {
gameId: string;
gameCode: string;
hostToken: string;
config: GameConfig;
seats: LobbySeat[];
/** Tokens in the order they joined — human seats only, host first — so a departed host's
* replacement is unambiguous (`lobby-and-sessions.md` §2: "earliest-joined remaining player"). */
joinOrder: string[];
createdAt: number;
/**
* The seed the host asked for, or null for one picked at `Lobby.Start`. Chosen here rather than
* at start because the same seed and the same settings deal the same railroad — which is only
* useful if the person setting the game up can name it.
*/
seed: number | null;
};
export type CreateResult = { lobby: Lobby; session: PlayerSession };
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' };
/**
* `lobby-and-sessions.md` §2 — short and speakable, not an account name and not a UUID. A small
* fixed word list rather than a dictionary: this is read aloud across a table or a call, not typed
* from memory, so a handful of unambiguous railroad words serve better than a large random one.
*/
const CODE_WORDS = [
'RAIL', 'YARD', 'DEPOT', 'COAL', 'MAIL', 'CABOOSE', 'SIGNAL', 'FREIGHT',
'TRESTLE', 'HOPPER', 'TENDER', 'SIDING', 'GRADE', 'SPUR', 'WHISTLE', 'TROLLEY',
];
function randomCode(): string {
const word = CODE_WORDS[Math.floor(Math.random() * CODE_WORDS.length)]!;
const digits = Math.floor(Math.random() * 10_000)
.toString()
.padStart(4, '0');
return `${word}-${digits}`;
}
/** Collision-checked against whatever codes the caller already knows about — `http.ts` holds the
* live registry, so the check lives there rather than this module owning a set of its own. */
export function freshGameCode(taken: (code: string) => boolean): string {
let code = randomCode();
while (taken(code)) code = randomCode();
return code;
}
/** `lobby-and-sessions.md` §2 — solitaire is exactly 1, competitive/coop are 2-4. Not a rules
* limit: the engine will build a Division for any seat count. This is the lobby judgment, sized to
* what has actually been played and tested (`test/multiplayer.test.ts` exercises 2, 3 and 4). */
export function playerCountAllowed(mode: GameConfig['mode'], count: number): boolean {
return mode === 'solitaire' ? count === 1 : count >= 2 && count <= 4;
}
/** The creating player is the host and takes seat 0 (`lobby-and-sessions.md` §2). */
/**
* THE TABLE SIZE IS FIXED WHEN THE GAME IS CREATED, and `seats.length` is it.
*
* The host says how many are playing, so the seats array is built at full length with the host in
* chair 0 and the rest empty. Nothing ever grows or shrinks it, which is what makes a gap
* impossible to express rather than merely illegal — and that matters more than it looks: seats
* used to be appended as people joined, so a bot dropped into a later chair padded the array with
* a hole that silently blocked Start. It also removes any need to compact the seats at
* `Lobby.Start`, and compaction would have shifted the `player` index every `PlayerSession`
* already carries (`joinLobby` stamps it at join time, and `/api/stream` and `/api/intent` route
* by it) — quietly handing a player somebody else's railroad.
*
* Knowing the count this early has one more consequence, and it is a bug fix: the config's
* `minCombinedRevenue` is derived from the player count, and the lobby previously had to guess it
* as 4 before anyone had sat down.
*/
export function createLobby(
config: GameConfig,
hostDisplayName: string,
gameCode: string,
players: number,
seed: number | null = null,
): CreateResult {
const gameId = randomUUID();
const token = randomUUID();
const session: PlayerSession = { token, gameId, player: 0, displayName: hostDisplayName };
const seats: LobbySeat[] = Array.from({ length: players }, (_, i) =>
i === 0 ? { kind: 'human', token, displayName: hostDisplayName } : null,
);
const lobby: Lobby = {
gameId,
gameCode,
hostToken: token,
config,
seats,
joinOrder: [token],
createdAt: Date.now(),
seed,
};
return { lobby, session };
}
/** Joins the first empty seat, or extends the seat list if every seat so far is filled and the
* mode's cap allows one more (`lobby-and-sessions.md` §2's 2-4 is enforced at `Lobby.Start`, not
* here — a 5th join before anyone starts is refused outright since there is no seat it could ever
* play in, but the running count is checked against `playerCountAllowed` at every join too, so a
* lobby can never grow the seats array past what could legally start). */
export function joinLobby(lobby: Lobby, displayName: string): JoinResult {
// The table was sized at creation, so joining takes an empty chair or none at all — there is no
// longer an "append another seat" path for a late arrival to grow the game through.
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];
seats[seatIndex] = { kind: 'human', token, displayName };
return {
ok: true,
lobby: { ...lobby, seats, joinOrder: [...lobby.joinOrder, token] },
session,
};
}
/**
* 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. */
export function setBotSeat(lobby: Lobby, seat: PlayerIndex, filled: boolean): Lobby {
const seats = [...lobby.seats];
// No padding: a seat outside the table the host chose is not a seat, and inventing one is how
// the old array grew holes in it.
if (seat < 0 || seat >= seats.length) return lobby;
if (filled) {
if (seats[seat] !== null) return lobby;
seats[seat] = { kind: 'bot' };
} else {
if (seats[seat]?.kind !== 'bot') return lobby;
seats[seat] = null;
}
return { ...lobby, seats };
}
/**
* The host's connection closed before `Lobby.Start`. `lobby-and-sessions.md` §2: rights pass to the
* earliest-joined remaining player — remaining means still occupying a seat, not necessarily still
* connected, since a momentary drop should not also cost the NEXT person the host chair. Returns
* the lobby unchanged if the departing token was not the host, or if no other human seat exists.
*/
export function reassignHost(lobby: Lobby, departingToken: string): Lobby {
if (lobby.hostToken !== departingToken) return lobby;
const stillSeated = new Set(
lobby.seats.flatMap((s) => (s?.kind === 'human' ? [s.token] : [])),
);
const next = lobby.joinOrder.find((t) => t !== departingToken && stillSeated.has(t));
return next ? { ...lobby, hostToken: next } : lobby;
}
/**
* Locks the config, checks the player count, and hands back exactly what `session.ts`'s
* `createSession` needs — this function does not call it, so `lobby.ts` never depends on
* `session.ts` (the dependency runs the other way: `http.ts` calls both).
*/
export function startLobby(lobby: Lobby, callerToken: string): StartResult {
if (callerToken !== lobby.hostToken) return { ok: false, code: 'NOT_HOST' };
// Every chair at the table must be taken. The size itself was validated at creation and cannot
// have moved since, so this is only ever waiting on the last empty seat to fill.
if (lobby.seats.some((s) => s === null) || !playerCountAllowed(lobby.config.mode, lobby.seats.length)) {
return { ok: false, code: 'BAD_PLAYER_COUNT' };
}
// Seat index IS player index — no compaction, because there is nothing to compact past.
const taken = lobby.seats as Exclude<LobbySeat, null>[];
// Bots are numbered rather than all being called "Bot": two of them at one table are two
// different railroads, and a map labelling both the same cannot say which is which.
let botNumber = 0;
const playerNames = taken.map((s) => (s.kind === 'human' ? s.displayName : `Bot ${++botNumber}`));
const botSeats = taken.flatMap((s, i) => (s.kind === 'bot' ? [i as PlayerIndex] : []));
return { ok: true, playerNames, botSeats };
}
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/**
* Persistence — Phase 3 of `docs/architecture/multiplayer.md` (§12 steps 14-15), extended for
* Phase 4 (§12 steps 17-20) to more than one game (`lobby-and-sessions.md` §6 specifies both
* shapes and the reasoning behind them).
*
* ONE DIRECTORY PER GAME (`games/<gameId>/`), plus one top-level `index.json` naming every game so
* `index.ts` can find and resume them all on boot without scanning the filesystem. Every write is
* still a full-file atomic rewrite (write to `.tmp`, `rename` over the real path) rather than true
* on-disk appending — §6 says the storage mechanism is genuinely open as long as the LOGICAL history
* is never rewritten or reordered, which a full rewrite of an always-growing array satisfies, and at
* the measured scale (~350 intents, a few hundred bytes per game) there is nothing to optimize yet.
*/
import { mkdir, readFile, rename, rm, unlink, writeFile } from 'node:fs/promises';
import { join } from 'node:path';
import type { SavedGame, TurnTiming } from './session.ts';
import type { Lobby, PlayerSession } from './lobby.ts';
const GAME_FILE = 'game.json';
const TIMINGS_FILE = 'turn-timings.json';
const LOBBY_FILE = 'lobby.json';
const SESSIONS_FILE = 'sessions.json';
const INDEX_FILE = 'index.json';
type PersistedGame = SavedGame & { engineVersion: string };
async function atomicWrite(path: string, text: string): Promise<void> {
const tmp = `${path}.tmp`;
await writeFile(tmp, text);
await rename(tmp, path);
}
export async function writeGame(dataDir: string, saved: SavedGame, engineVersion: string): Promise<void> {
await mkdir(dataDir, { recursive: true });
const payload: PersistedGame = { engineVersion, ...saved };
await atomicWrite(join(dataDir, GAME_FILE), JSON.stringify(payload, null, 1));
}
export type LoadResult =
| { found: false }
/** The version that wrote the file, for diagnostics — it is no longer what decides. */
| { found: true; saved: SavedGame; storedVersion: string };
/**
* READS THE SAVE. DOES NOT JUDGE IT.
*
* This used to refuse any save whose `engineVersion` was not an exact match for the running one,
* on the reasoning that a move legal under old rules may not be legal under new ones (D7). The
* reasoning is sound and the test was not: the stamp is the PACKAGE version, which moves for
* reasons that have nothing to do with the rules, so four consecutive releases destroyed every
* game in progress — one of them a release that changed only how the board is drawn.
*
* Whether a save still replays is a question with an exact answer, so it is now asked directly:
* `tryResumeSession` replays the intents and reports the first one the engine refuses, if any.
* The version is kept and reported because it is useful in a failure, but it decides nothing.
*/
export async function loadGame(dataDir: string): Promise<LoadResult> {
let text: string;
try {
text = await readFile(join(dataDir, GAME_FILE), 'utf8');
} catch {
return { found: false };
}
const payload = JSON.parse(text) as PersistedGame;
const { engineVersion, ...saved } = payload;
return { found: true, saved, storedVersion: engineVersion };
}
/** Appended once per closed turn span (`GameSession.intent`'s `timing` result) — read-modify-write at
* this scale rather than real appending, same reasoning as `writeGame`. */
export async function appendTiming(dataDir: string, timing: TurnTiming): Promise<void> {
await mkdir(dataDir, { recursive: true });
const path = join(dataDir, TIMINGS_FILE);
let existing: TurnTiming[];
try {
existing = JSON.parse(await readFile(path, 'utf8')) as TurnTiming[];
} catch {
existing = [];
}
existing.push(timing);
await atomicWrite(path, JSON.stringify(existing, null, 1));
}
// ---------------------------------------------------------------------------
// Phase 4 — more than one game
// ---------------------------------------------------------------------------
export type GameIndexEntry = { gameId: string; gameCode: string; status: 'lobby' | 'active' | 'finished' };
/** Where one game's own files live. Every function below takes a `gameId` and joins it under here
* itself; `writeGame`/`loadGame`/`appendTiming` above do not, and take a directory directly, so a
* caller wanting one specific game's `game.json` passes `gameDir(dataDir, gameId)` to those. */
export function gameDir(dataDir: string, gameId: string): string {
return join(dataDir, 'games', gameId);
}
export async function readIndex(dataDir: string): Promise<GameIndexEntry[]> {
try {
return JSON.parse(await readFile(join(dataDir, INDEX_FILE), 'utf8')) as GameIndexEntry[];
} catch {
return [];
}
}
async function writeIndex(dataDir: string, entries: GameIndexEntry[]): Promise<void> {
await mkdir(dataDir, { recursive: true });
await atomicWrite(join(dataDir, INDEX_FILE), JSON.stringify(entries, null, 1));
}
/**
* Adds or updates exactly one game's row, by `gameId` — every caller that changes one game's status
* (created, started, finished) wants precisely this, not "replace the whole index", which would
* silently drop every other game's row the moment two writes happened close together.
*/
export async function upsertIndexEntry(dataDir: string, entry: GameIndexEntry): Promise<void> {
const entries = await readIndex(dataDir);
const i = entries.findIndex((e) => e.gameId === entry.gameId);
if (i >= 0) entries[i] = entry;
else entries.push(entry);
await writeIndex(dataDir, entries);
}
/**
* Removes a game from the index. Paired with `deleteGame` — the directory holds the game, the
* index says the game exists, and a delete that did one without the other would either resurrect
* it on the next boot or leave `index.json` pointing at nothing.
*/
export async function removeIndexEntry(dataDir: string, gameId: string): Promise<void> {
const entries = await readIndex(dataDir);
await writeIndex(
dataDir,
entries.filter((e) => e.gameId !== gameId),
);
}
/** Deletes a game's whole directory — its save, its turn timings, its sessions, its lobby file. */
export async function deleteGame(dataDir: string, gameId: string): Promise<void> {
await rm(gameDir(dataDir, gameId), { recursive: true, force: true });
}
export async function writeLobby(dataDir: string, lobby: Lobby): Promise<void> {
const dir = gameDir(dataDir, lobby.gameId);
await mkdir(dir, { recursive: true });
await atomicWrite(join(dir, LOBBY_FILE), JSON.stringify(lobby, null, 1));
}
export async function readLobby(dataDir: string, gameId: string): Promise<Lobby | null> {
try {
return JSON.parse(await readFile(join(gameDir(dataDir, gameId), LOBBY_FILE), 'utf8')) as Lobby;
} catch {
return null;
}
}
/**
* Removed once a game starts — a `Lobby` and a running `SavedGame` are mutually exclusive for one
* `gameId`, and leaving the file behind would let a restart resurrect a lobby for a game already
* under way. Missing already is not an error; `Lobby.Start` calls this exactly once, in the same
* request that writes `game.json`.
*/
export async function deleteLobby(dataDir: string, gameId: string): Promise<void> {
try {
await unlink(join(gameDir(dataDir, gameId), LOBBY_FILE));
} catch {
// Already gone — nothing to do.
}
}
/** Session tokens for one game — `lobby-and-sessions.md` §6: persisted so a token still works after
* a server restart, the same reason `game.json` itself is persisted. */
export async function writeSessions(dataDir: string, gameId: string, sessions: PlayerSession[]): Promise<void> {
const dir = gameDir(dataDir, gameId);
await mkdir(dir, { recursive: true });
await atomicWrite(join(dir, SESSIONS_FILE), JSON.stringify(sessions, null, 1));
}
export async function readSessions(dataDir: string, gameId: string): Promise<PlayerSession[]> {
try {
return JSON.parse(await readFile(join(gameDir(dataDir, gameId), SESSIONS_FILE), 'utf8')) as PlayerSession[];
} catch {
return [];
}
}
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/**
* The game session host — Phases 2 and 3 of `docs/architecture/multiplayer.md` (§8, §12 steps 9,
* 14-16).
*
* Pure logic, no sockets, no filesystem — `src/server/http.ts` is the thin wiring that calls into
* this, and `src/server/persistence.ts` is what actually reads/writes disk. One `GameSession` per
* in-memory game (Phase 2 is one game per process; Phase 4 generalizes to many).
*
* REUSES `src/web/game.ts`'s `Game`/`submit`/`drain`/`currentActor`/`actionMenu` wholesale — all pure
* logic already, with no DOM dependency, exactly as `LocalSession` uses them client-side. Building a
* second copy of "apply an intent, narrate it, compute the Menu" here would drift from what solitaire
* already does and is tested against.
*
* ONE THING `game.ts`'s `submit` DOES NOT DO: verify who is calling it. `submit(game, intent)` reads
* `currentActor(game)` itself and applies the intent AS that player, regardless of who asked — safe
* for `LocalSession` (there is only ever one possible caller: the one browser). A server has more than
* one seat submitting, so THIS file is where "is `seat` actually allowed to act right now?" has to be
* checked, before `submit` is ever called — see `intent()` below.
*/
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, 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';
import { snapshot, seatLabel } from '../sim/view.ts';
import type { Frame } from '../sim/view.ts';
import { developerBot } from '../sim/bot.ts';
export type Push = {
/**
* Absent on a presence-only push (below) — there is no board delta to send when nothing about the
* GAME changed, and computing one just to say "unchanged" would mean tracking a last-sent frame
* for a seat that may not even be in this game's connection table (a lobby-stage notice has none).
*/
frame?: FrameDelta;
/** Non-null only for the seat that may currently act — never guess otherwise (`game.ts`'s `actionMenu` guards this too, but the host must still only compute/send it for the actor). */
menu: Menu | null;
/** Narration since the LAST push to this specific seat, not the whole game's log. */
lines: { text: string; tone: string }[];
/**
* 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; 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;
};
/**
* `lobby-and-sessions.md` §5 — "wall-clock at the start of a turn, wall-clock at the intent that
* ends it, per player per phase." Computed entirely here, never touching the engine (which has no
* clock and must stay deterministic) and never stored inside `history` (a replay must reproduce a
* game from decisions alone).
*/
export type TurnTiming = {
player: PlayerIndex;
phase: string;
day: number;
stage: number;
startedAt: number;
endedAt: number;
};
/** Everything `persistence.ts` needs to write `game.json` and rebuild a session from it later. */
export type SavedGame = {
seed: number;
config: GameConfig;
playerNames: string[];
history: Intent[];
status: 'active' | 'finished';
createdAt: number;
/**
* Seats `developerBot` plays for, filled at `Lobby.Start` (D8 — bots fill EMPTY seats at lobby
* time only, never mid-game). Persisted so a bot seat is still a bot after a server restart —
* `resumeSession` has no other way to know, and re-deriving it from `playerNames` would mean
* guessing from a display name rather than reading a fact.
*/
botSeats: PlayerIndex[];
/**
* Wall-clock of the last accepted intent, so "has this game stalled?" survives a restart.
*
* Optional because it postdates the format, and defaulted to `createdAt` when absent — a game
* whose last move is unrecorded reads as untouched since it began, which is the honest answer
* rather than a fabricated one. Kept OUT of `history`, like the turn timings and for the same
* reason: a replay must reproduce a game from decisions alone, and wall-clock is not a decision.
*/
lastMoveAt?: number;
};
/** What an administrator needs to see about a game without replaying it themselves. */
export type GameSummary = {
playerCount: number;
playerNames: string[];
botSeats: PlayerIndex[];
status: 'active' | 'finished';
createdAt: number;
lastMoveAt: number;
day: number;
stage: number;
phase: string;
/**
* Whose move it is, or `null` — which is not an error state: the Mainline Phase runs itself, and
* a finished game waits on nobody.
*/
waitingOn: { seat: PlayerIndex; name: string } | null;
};
export type IntentResult =
| { accepted: true; pushes: Map<PlayerIndex, Push>; timing: TurnTiming | null }
| { accepted: false; code: string };
export type GameSession = {
readonly playerCount: number;
isBot(seat: PlayerIndex): boolean;
/** A new SSE connection (or a reconnect) for `seat` — always a full Frame, never a delta. */
connect(seat: PlayerIndex): Push;
intent(seat: PlayerIndex, seq: number, i: Intent): IntentResult;
/** Everything needed to persist this game and, later, rebuild it via `resumeSession`. */
exportSave(): SavedGame;
/**
* A cheap description of where this game has got to. Deliberately does not copy `history` the
* way `exportSave` must — the health check polls this on a timer, and an administrator listing
* games wants the state of each, not a copy of every intent in all of them.
*/
summary(): GameSummary;
};
type OpenSpan = { player: PlayerIndex; phase: string; day: number; stage: number; startedAt: number };
function buildSession(
game: Game,
playerNames: string[],
createdAt: number,
botSeats: Set<PlayerIndex>,
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>();
const openSpanFor = (now: number): OpenSpan | null => {
const actor = currentActor(game);
if (actor === null) return null;
return { player: actor, phase: game.state.clock.phase, day: game.state.clock.day, stage: game.state.clock.stage, startedAt: now };
};
let open: OpenSpan | null = openSpanFor(Date.now());
function frameFor(seat: PlayerIndex): Frame {
return snapshot(game.state, game.log, null, null, null, false, seat);
}
function linesSince(seat: PlayerIndex): { text: string; tone: string }[] {
const already = sentLines.get(seat) ?? 0;
sentLines.set(seat, game.log.length);
return game.log.slice(already);
}
function menuFor(seat: PlayerIndex): Menu | null {
return seat === currentActor(game) ? actionMenu(game, seat) : null;
}
/** 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);
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, moment));
}
return out;
}
/**
* Closes the open span if the acting player, phase, Day or Stage moved since it opened, and opens
* the next one (or none, in the automatic Mainline Phase). Returns the just-closed span, if any,
* for the caller to persist — a "turn" here is exactly the contiguous stretch where none of those
* four things changed, which can span several intents (draw, then play, then end) as one span.
*/
function settleTiming(): TurnTiming | null {
const now = Date.now();
const next = openSpanFor(now);
const same =
open !== null &&
next !== null &&
open.player === next.player &&
open.phase === next.phase &&
open.day === next.day &&
open.stage === next.stage;
if (same) return null;
const closed: TurnTiming | null = open === null ? null : { ...open, endedAt: now };
open = next;
return closed;
}
/**
* PLAY EVERY BOT SEAT FORWARD until a human is due, or the game ends.
*
* `developerBot` (D8, `lobby-and-sessions.md` §2) fills EMPTY seats at lobby time only — it never
* takes over for a disconnected human, so this loop only ever touches seats `botSeats` named at
* `Lobby.Start`. Uses `submit` directly rather than the public `intent()` path: a bot is not a
* client with a `seq` to dedupe against, and its choice is by construction always legal (`check`
* would only ever confirm what `legalActions` already promised).
*
* Intermediate bot-turn spans are swept through `settleTiming()` but their result is discarded —
* `lobby-and-sessions.md` §5's turn clock exists to learn how long HUMANS take, and a bot decides
* 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 (;;) {
const actor = currentActor(game);
if (actor === null || !botSeats.has(actor)) return;
if (++guard > 10_000) throw new Error(`driveBots: probable infinite loop at seat ${actor}`);
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();
}
}
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,
isBot: (seat) => botSeats.has(seat),
connect(seat) {
// 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, null);
},
intent(seat, seq, i) {
// Idempotent resend (protocol.md §5): a repeat of an ALREADY-APPLIED seq is a no-op success,
// with no pushes to re-broadcast. A repeat after a REJECTION is not remembered here — it was
// 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 };
/**
* §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
// broadcast one seat's illegal attempt to the whole table on their next push (rejection
// feedback is private, to the submitter only); and calling `check` first means an intent
// already known to be illegal never touches the engine at all.
const code = check(game.state, seat, i);
if (code) return { accepted: false, code };
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' };
lastSeq.set(seat, seq);
lastMoveAt = Date.now();
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. 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 };
},
exportSave() {
return {
seed: game.seed,
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],
lastMoveAt,
};
},
summary() {
const actor = currentActor(game);
return {
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,
day: game.state.clock.day,
stage: game.state.clock.stage,
phase: game.state.clock.phase,
waitingOn: actor === null ? null : { seat: actor, name: playerNames[actor] ?? `Seat ${seatLabel(actor)}` },
};
},
};
}
export function createSession(
seed: number,
config: GameConfig,
playerNames: string[],
botSeats: PlayerIndex[] = [],
): GameSession {
const now = Date.now();
return buildSession(newMultiplayerGame(seed, config, playerNames), playerNames, now, new Set(botSeats), now);
}
/**
* Phase 3 — rebuild a session from a persisted `SavedGame` (`persistence.ts`). The engine-version
* check happens before this is ever called; by the time `saved.history` reaches here it is already
* known to have been recorded under the currently-running rules.
*/
/**
* A resume that could not complete, and exactly where it gave up. `index.ts` turns this into the
* refusal it logs, so the operator is told which move the current rules will not accept rather
* than only that some version string differs.
*/
export type ResumeFailure = { stoppedAt: number; of: number; intent: string; code: string };
export function tryResumeSession(saved: SavedGame): { ok: true; session: GameSession } | { ok: false; failure: ResumeFailure } {
const { game, stopped } = fromMultiplayerSave(saved.seed, saved.config, saved.playerNames, saved.history);
if (stopped) {
return {
ok: false,
failure: { stoppedAt: stopped.index, of: saved.history.length, intent: stopped.intent.type, code: stopped.code },
};
}
return { ok: true, session: build(game, saved) };
}
/**
* Throws on a save the current rules will not replay. Kept for callers that have already
* established the save is good — the server boots through `tryResumeSession`, which answers
* instead of throwing.
*/
export function resumeSession(saved: SavedGame): GameSession {
const r = tryResumeSession(saved);
if (!r.ok) {
throw new Error(
`save does not replay under the current rules: intent ${r.failure.stoppedAt + 1} of ` +
`${r.failure.of} (${r.failure.intent}) was rejected with ${r.failure.code}`,
);
}
return r.session;
}
function build(game: Game, saved: SavedGame): GameSession {
return buildSession(
game,
saved.playerNames,
saved.createdAt,
new Set(saved.botSeats),
saved.lastMoveAt ?? saved.createdAt,
);
}
+639 -214
View File
File diff suppressed because it is too large Load Diff
+183 -32
View File
@@ -19,15 +19,23 @@
* complete at all.
*/
import { applyIntent, areaOf, canAdvanceLoad, destinationsFor, facilityCarTypes, laborersLeft } from '../engine/apply.ts';
import {
applyIntent,
areaOf,
canAdvanceLoad,
destinationsFor,
facilityCarTypes,
laborersLeft,
ownCutFor,
} from '../engine/apply.ts';
import { MAX_CONSIST, nextOfficeTier, officeProfile } from '../engine/content.ts';
import type { Hand, TrackGeometry } from '../engine/content.ts';
import type { CarType, Hand, TrackGeometry } from '../engine/content.ts';
import type { GameEvent } from '../engine/events.ts';
import type { Intent } from '../engine/intents.ts';
import { legalActions } from '../engine/legal.ts';
import { 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 = {
@@ -130,13 +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.
//
@@ -364,8 +398,10 @@ function chooseLocalOption(
return because('the crew is away from the Office and can never depart from where it stands', can('switch')!);
}
// 3. Stock a green box only when the load can actually finish — an empty car of the right type
// is already spotted. Stocking without one just fills the box.
// 3. Stock a green box when the load can actually be worked — an empty car of the right type is
// already spotted. Staging ahead of the car is legal (§6.3) and cannot jam anything, but it
// spends the Stage's one Freight Agent action on a load no Laborer can touch yet, so it is not
// worth CHOOSING the option for; it is taken only as a fallback once the option is chosen.
if (can('freightAgent') && canStockProductively(s, player)) {
return because('a green box can be stocked with a load that can actually finish', can('freightAgent')!);
}
@@ -463,9 +499,13 @@ function isTrainCard(s: GameState, cardId: string): boolean {
/**
* A facility with room in its green box AND an empty car OF ITS OWN TYPE already spotted.
*
* The type match matters: a load that reaches WORK with no matching car to go onto is stuck, and a
* stuck load strips the industry track of Operational Rail status (§9.3), so no car can be brought
* in to rescue it. Stocking speculatively jams the facility.
* A PRIORITY TEST, NOT A LEGALITY TEST — the engine stocks either way (§6.3). What it decides is
* whether stocking is worth the Local Operations action THIS Stage: with a car spotted the load
* moves next Stage, without one it sits.
*
* The type match matters when it does move: a load that reaches WORK with no matching car to go
* onto is stuck, and a stuck load strips the industry track of Operational Rail status (§9.3), so
* no car can be brought in to rescue it. `loadCanFinish` keeps the Laborers off such a load.
*/
function canStockProductively(s: GameState, player: PlayerIndex): boolean {
for (const card of areaOf(s, player).grid.values()) {
@@ -1003,19 +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. */
@@ -1036,6 +1077,25 @@ function loadReason(i: Intent): string {
}
}
/**
* Would a load stocked here be workable straight away — is there a spotted empty car of that type
* not already promised to a load in the box or on the sign?
*
* A PREFERENCE, NOT A RULE. §6.3 stocking has no car requirement; this only ranks one legal stock
* above another, so the Stage's single Freight Agent action goes where a Laborer can use it.
*/
function stockCanBeWorked(s: GameState, player: PlayerIndex, at: GridCoord, carType: CarType): boolean {
const f = areaOf(s, player).grid.get(coordKey(at))?.facility;
if (!f) return false;
// Passengers board off the platform with no car spotted at all (§9.2), so a stocked coach is
// always immediately workable.
if (f.kind !== 'freight') return true;
const spotted = f.industryTrack.cars.filter((c) => !c.loaded && c.type === carType).length;
const staged = f.outboundBox.filter((c) => c.type === carType).length;
const working = (f.menAtWork ?? []).filter((l) => l?.dir === 'out' && l.type === carType).length;
return spotted - staged - working > 0;
}
/**
* Is there already an empty car of the right type spotted to receive this load (§9.3)? Without one
* the load can be started and walked across MEN|AT|WORK but can never come off.
@@ -1077,10 +1137,30 @@ function consistAfterMove(
(d) => d.coord.row === move.to.row && d.coord.col === move.to.col,
);
if (!dest) return null;
// Forward means the engine leads and meets the cars head-on (§A.3).
return move.reverse ? [...tray.consist, ...dest.couples] : [...dest.couples, ...tray.consist];
/**
* Forward means the engine leads and meets the cars head-on (§A.3), and `couples` is ordered
* NEAREST FIRST — so the last car met ends up nose-most and the cut reverses on its way into the
* tray. Predicting it unreversed made the bot's run-around test read the wrong car as the tail
* whenever it approached a cut of two or more forwards.
*/
return move.reverse
? [...tray.consist, ...dest.couples]
: [...[...dest.couples].reverse(), ...tray.consist];
}
/**
* Would this move drag the cars the crew has just set out back onto the train?
*
* Coupling is mandatory, so pulling out through the end a cut is standing at picks it up again —
* which usually undoes the set-out the crew made this turn. The bot cannot make an ILLEGAL move
* (legality is enforced upstream), so this costs it nothing to ignore; it simply wastes the Move,
* and the crew arrives with the car it was trying to leave behind.
*/
function recouplesOwnCut(s: GameState, player: PlayerIndex, i: Intent): boolean {
return i.type === 'switch.move' && ownCutFor(s, player, i.trayId, i.reverse).length > 0;
}
/** Is this player's crew sitting somewhere it can never depart from? */
function strandedFromOffice(s: GameState, player: PlayerIndex): boolean {
const area = areaOf(s, player);
@@ -1238,6 +1318,26 @@ function followThrough(
}
case 'switch': {
/**
* A MOVE THAT DRAGS THE CREW'S OWN CUT BACK ON IS A WASTED MOVE, so take those off the table
* before any heuristic gets to choose one.
*
* Coupling is mandatory (§A.4), so pulling out through the end a cut is standing at picks it
* straight back up — which undoes the set-out the crew just made. Measured before this filter:
* **625 of 1,029 set-outs across 60 games were recoupled by the very next move**, 219 of them
* cars that had just been spotted at an industry. The bot was not doing anything illegal; it
* was spending two Moves to end up where it started, over and over.
*
* Filtered here rather than at each `find` below because there are six of them and a rule that
* has to be remembered at six call sites is a rule that will be forgotten at the seventh. The
* originals come back if the filter would leave the crew with no move at all — backed into a
* stub behind its own cars, the only way out IS through them, and standing still is worse.
*/
const clear = options.filter((i) => !recouplesOwnCut(s, player, i));
if (options.some((i) => i.type === 'switch.move') && clear.some((i) => i.type === 'switch.move')) {
options = clear;
}
// Re-check every Move, not just when choosing the option. Conditions change mid-turn — a car
// gets coupled, a siding fills — and once there is nothing left to do the fall-through would
// pick an arbitrary legal move and burn the remaining Moves shuttling.
@@ -1457,8 +1557,30 @@ function followThrough(
}
const clear = options.find((i) => i.type === 'freightAgent.clearInbound');
if (clear) return because('the red Inbound box is full and blocking further unloading', clear);
const stock = options.find((i) => i.type === 'freightAgent.stockOutbound');
if (stock) return because('stock a green box so a Laborer has work next Stage', stock);
/**
* PREFER THE BOX WHOSE LOAD CAN ACTUALLY BE WORKED.
*
* §6.3 lets the Freight Agent stage a load with no car spotted — cargo may wait on the dock —
* so every facility with room and a matching car in the Division Yard is now offered, not just
* the ready ones. `canStockProductively` chose the option believing a ready facility existed;
* taking the first offer regardless would spend the Stage's one Freight Agent action on some
* other industry that cannot move its load for want of a car. Staging ahead is still taken as
* a fallback: it is legal, it cannot jam anything, and it saves an action later.
*/
const stockable = options.filter(
(i): i is Extract<Intent, { type: 'freightAgent.stockOutbound' }> =>
i.type === 'freightAgent.stockOutbound',
);
const workable = stockable.find((i) => stockCanBeWorked(s, player, i.at, i.carType));
const stock = workable ?? stockable[0];
if (stock) {
return because(
workable
? 'stock a green box whose load a Laborer can start next Stage'
: 'stage a load ahead of the car — it waits in the green box until one is spotted',
stock,
);
}
/**
* NEVER UNJAM A HEALTHY BOX.
*
@@ -1508,7 +1630,7 @@ function wantedCars(s: GameState, player: PlayerIndex): WantedCar[] {
const f = card.facility;
if (!f || f.kind !== 'freight') continue;
const spotted = f.industryTrack.cars.length;
if (spotted >= f.industryTrack.length) continue;
if (spotted >= MAX_CONSIST) continue;
// Every commodity the industry handles, asked of its profile. A hand-written switch here had
// drifted from the sheet: it named two industries that do not exist (`produceShed`,
// `oilRefinery`) and omitted three that do (`freightHouse`, `refinery`, `packingSheds`), so
@@ -1537,12 +1659,12 @@ function wantedCars(s: GameState, player: PlayerIndex): WantedCar[] {
* Would spotting this car here do any work?
*
* An OUTBOUND facility needs an EMPTY car of its own commodity to load onto; an INBOUND one needs
* a LOADED car of its commodity to unload. Anything else merely consumes a slot on a finite
* industry track (§9.3).
* a LOADED car of its commodity to unload. Anything else merely consumes room on the industry's
* track, which holds four cars like any other card (§9.3).
*/
function facilityWants(f: Facility, car: RollingStock): boolean {
if (f.kind !== 'freight') return false;
if (f.industryTrack.cars.length >= f.industryTrack.length) return false;
if (f.industryTrack.cars.length >= MAX_CONSIST) return false;
if (!facilityCarTypes(f).includes(car.type)) return false;
if (!car.loaded && f.allows.outbound) return true;
if (car.loaded && f.allows.inbound) return true;
@@ -1766,8 +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);
+23 -11
View File
@@ -31,6 +31,12 @@
import { pump } from '../engine/advance.ts';
import { createGame } from '../engine/setup.ts';
import {
DEFAULT_MAX_COLLISIONS_PER_DAY,
DEFAULT_MAX_COLLISIONS_TOTAL,
collectiveRevenueFloor,
lengthProfile,
} from '../engine/content.ts';
import type { GameLength } from '../engine/content.ts';
import type { GameConfig, GameMode } from '../engine/state.ts';
import type { BotPolicy, BotTweaks } from './bot.ts';
@@ -56,17 +62,23 @@ export type PairedResult = {
variantStats: GameStats[];
};
const SOLO = (length: GameLength, mode: GameMode): GameConfig => ({
mode,
victory: 'highestAfterDays',
length,
optionalRules: {
reducedVisibility: false,
sisterTrains: false,
employeeRotation: false,
emergencyToolbox: false,
},
});
// Always one bot (`runOne` below), so the revenue floor is `collectiveRevenueFloor(1, days)`.
const SOLO = (length: GameLength, mode: GameMode): GameConfig => {
const days = lengthProfile(length).days;
return {
mode,
days,
minCombinedRevenue: collectiveRevenueFloor(1, days),
maxCollisionsPerDay: DEFAULT_MAX_COLLISIONS_PER_DAY,
maxCollisionsTotal: DEFAULT_MAX_COLLISIONS_TOTAL,
pvpCardsAllowed: false,
optionalRules: {
reducedVisibility: false,
employeeRotation: false,
emergencyToolbox: false,
},
};
};
/**
* One game, one seed, one policy.
+53
View File
@@ -0,0 +1,53 @@
/**
* Live per-seat Frame delta — Phase 2 of `docs/architecture/multiplayer.md`.
*
* `src/sim/replay.ts`'s `compress()` looked like the thing to reuse here (D2/D3's "2.9 KB per push
* with the board omitted when unchanged" cites it) but it solves a different problem: it interns
* card/description strings across a WHOLE recorded array of frames, which only pays off when
* bundling many frames into one replay file. A live server pushes one frame at a time and has
* nothing to intern against. The part that genuinely carries over is much smaller — a one-step-back
* "null if unchanged since the last thing sent to THIS seat" check on the three fields that make up
* almost all of a Frame's size: `cells`, `facilities`, `division` (`replay.ts`'s own `keys` array).
*
* Node-free by design, unlike `replay.ts` (which imports `node:fs`) — both the server and a browser
* `RemoteSession` import this file directly.
*/
import type { CellView, DivisionView, FacilityView, Frame } from './view.ts';
/** A `Frame` with the three board-shaped fields replaced by `null` where unchanged since `previous`. */
export type FrameDelta = Omit<Frame, 'cells' | 'facilities' | 'division'> & {
cells: CellView[] | null;
facilities: FacilityView[] | null;
division: DivisionView[] | null;
};
const BOARD_KEYS = ['cells', 'facilities', 'division'] as const;
/**
* `previous` is the last Frame actually sent to THIS seat, or `null` for a first connect / a
* reconnect after a gap — Phase 2 has no persistence to replay a gap against (Phase 3), so a
* reconnect always gets a full Frame here rather than a delta.
*/
export function deltaFrame(previous: Frame | null, next: Frame): FrameDelta {
const out = { ...next } as unknown as FrameDelta;
for (const key of BOARD_KEYS) {
const unchanged = previous !== null && JSON.stringify(previous[key]) === JSON.stringify(next[key]);
(out as Record<string, unknown>)[key] = unchanged ? null : next[key];
}
return out;
}
/** The receiving side: merges a delta back onto the last full Frame this seat actually has. */
export function applyDelta(previous: Frame | null, delta: FrameDelta): Frame {
const out = { ...delta } as unknown as Frame;
for (const key of BOARD_KEYS) {
if (delta[key] === null) {
if (previous === null) {
throw new Error(`deltaFrame said "${key}" is unchanged, but there is no previous Frame to merge onto`);
}
(out as Record<string, unknown>)[key] = previous[key];
}
}
return out;
}
+15 -7
View File
@@ -12,7 +12,12 @@
*/
import { pump } from '../engine/advance.ts';
import { collectiveRevenueFloor, lengthProfile } from '../engine/content.ts';
import {
DEFAULT_MAX_COLLISIONS_PER_DAY,
DEFAULT_MAX_COLLISIONS_TOTAL,
collectiveRevenueFloor,
lengthProfile,
} from '../engine/content.ts';
import { createGame } from '../engine/setup.ts';
import type { GameLength } from '../engine/content.ts';
import type { GameConfig, GameMode } from '../engine/state.ts';
@@ -60,14 +65,17 @@ function statsOf(xs: number[]): Stats {
};
}
function configFor(mode: GameMode, length: GameLength): GameConfig {
function configFor(mode: GameMode, length: GameLength, players: number): GameConfig {
const days = lengthProfile(length).days;
return {
mode,
victory: 'highestAfterDays',
length,
days,
minCombinedRevenue: collectiveRevenueFloor(players, days),
maxCollisionsPerDay: DEFAULT_MAX_COLLISIONS_PER_DAY,
maxCollisionsTotal: DEFAULT_MAX_COLLISIONS_TOTAL,
pvpCardsAllowed: false,
optionalRules: {
reducedVisibility: false,
sisterTrains: false,
employeeRotation: false,
emergencyToolbox: false,
},
@@ -83,7 +91,7 @@ export function simulate(opts: SimOptions): SimReport {
const s = createGame({
id: `sim-${i}`,
seed,
config: configFor(opts.mode, opts.length),
config: configFor(opts.mode, opts.length, opts.players.length),
playerNames: opts.players,
});
// The probe watches the game as it is played: the funnel gates are conditions at a moment, not
@@ -154,7 +162,7 @@ export function formatReport(r: SimReport, length: GameLength, players: number):
// The provisional numbers this exists to test.
out.push('\n against the provisional targets:');
out.push(` target ${profile.target} over ${profile.days} Days`);
out.push(` ${profile.days} Days`);
out.push(
` predicted ~5-6 revenue/player/Day steady state; observed mean ` +
`${r.revenuePerPlayerPerDay.mean.toFixed(1)}`,
+333 -61
View File
@@ -15,9 +15,10 @@
* panel cannot drift from the rules.
*/
import { MAX_CONSIST } from '../engine/content.ts';
import { adTrackCount, coordKey, seatOf, turnOf } from '../engine/state.ts';
import type { GameState, GridCoord, PlayerIndex, RollingStock, TrayId } from '../engine/state.ts';
import { areaOf, canAdvanceLoad, canStartLoad, facilityCarType, laborersLeft, movesFor, portersLeft } from '../engine/apply.ts';
import type { GameState, GridCoord, PlayerIndex, RollingStock, SeatIndex, TrayId } from '../engine/state.ts';
import { areaOf, canAdvanceLoad, canBoard, canDetrain, canStartLoad, facilityCarType, facilityCarTypes, laborersLeft, movesFor, passengerRefusal, portersLeft } from '../engine/apply.ts';
import type { GameEvent } from '../engine/events.ts';
// ---------------------------------------------------------------------------
@@ -33,11 +34,20 @@ export function clockTime(stage: number): string {
return CLOCK[stage - 1] ?? `Stage ${stage}`;
}
export function carLabel(c: RollingStock): string {
/**
* `homeSeat` is the district the page is being drawn for. Give it, and a load THIS district made
* says so — the printed game's answer is to turn the chip upside down in the tray, and this is the
* screen's. A load may not be broken in the Office Area that made it (state.ts `RollingStock.origin`),
* so "loaded here" is the difference between a boxcar worth switching and one that has to leave the
* district first. Omit it and the label is what it always was, which is what the replay viewers and
* the history lines want: they describe a board, not a seat's view of one.
*/
export function carLabel(c: RollingStock, homeSeat?: SeatIndex): string {
// A caboose carries the crew, not freight, so "loaded caboose" is nonsense on the page even
// though the supply marks every caboose loaded. Name it plainly.
if (c.type === 'caboose') return 'caboose';
return `${c.loaded ? 'loaded' : 'empty'} ${c.type}`;
const label = `${c.loaded ? 'loaded' : 'empty'} ${c.type}`;
return homeSeat !== undefined && c.origin === homeSeat ? `${label} (loaded here)` : label;
}
export function carsLabel(cars: RollingStock[]): string {
@@ -93,6 +103,11 @@ export type NarrateContext = {
* game, phrased in internal identifiers.
*/
trainName?: (trayId: TrayId) => string;
/**
* Resolves a player index to their display name. Optional like the rest: an engine test narrating
* events has no roster, and "Player 2" is a truthful fallback rather than a broken one.
*/
playerName?: (player: PlayerIndex) => string;
};
export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
@@ -103,6 +118,15 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
// -- clock
case 'stageBegan':
return { tone: 'clock', text: `── Day ${e.day}, Stage ${e.stage} — ${clockTime(e.stage)} ──` };
case 'seatsRotated':
// Named players rather than seat numbers: the rule is that everyone MOVED, and a list of
// indices does not say who is now next to whom.
return {
tone: 'clock',
text: `Employee Rotation — everyone moves one chair left. West to East: ${e.seating
.map((p) => ctx.playerName?.(p) ?? `Player ${p + 1}`)
.join(' → ')}`,
};
case 'phaseBegan':
// Its own tone, not `quiet`. A phase marker sat in the same grey as the events inside it, so
// the log read as one undifferentiated column and you could not see where a phase began.
@@ -125,19 +149,34 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
: 'Chose FREIGHT AGENT work — one car moved to or from a facility',
};
case 'trayMoved':
// `via` rides on the event only when there was another legal route to the same square
// (docs/plans/switching-paths.md) — so naming it here says which one the crew actually took,
// rather than leaving a real choice invisible in the crew's own history.
return {
tone: 'plain',
where: e.to,
text: `CREW moved ${at(e.from)} → ${at(e.to)} — ${e.movesRemaining} of 6 Moves left. The crew chip on the grid carries the whole train with it.`,
text: `CREW moved ${at(e.from)} → ${at(e.to)}${e.via ? ` via ${at(e.via)}` : ''} — ${e.movesRemaining} of 6 Moves left. The crew chip on the grid carries the whole train with it.`,
};
case 'carsCoupled':
case 'carsCoupled': {
/**
* TAKING YOUR OWN CUT BACK IS NOT THE SAME EVENT AS FINDING CARS ON THE LINE, and the history
* read as though it were — "coupled 2 cars" told a player who had just set those very cars out
* that the game had silently undone their work. It has not: they were standing at the end the
* train pulled out through, and coupling is mandatory (§A.4).
*/
const own = e.recoupled?.stock.length ?? 0;
const found = e.stock.length - own;
const parts: string[] = [];
if (own > 0) parts.push(`picked its own ${carsLabel(e.recoupled!.stock)} back up off ${at(e.recoupled!.at)} on the way out`);
if (found > 0) parts.push(`coupled ${carsLabel(e.stock.slice(own))} standing on the line`);
return {
tone: 'plain',
where: e.at,
text:
`Coupled ${e.stock.length} car(s) at ${at(e.at)} ${e.toNose ? 'ONTO THE NOSE' : 'behind the train'}` +
`: ${carsLabel(e.stock)}`,
` — ${parts.join(', and ')}`,
};
}
case 'consistSorted':
return {
tone: 'good',
@@ -145,10 +184,14 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
text: `SMALL YARD — consist re-ordered from [${carsLabel(e.before)}] to [${carsLabel(e.after)}], so the right car is now on the end and can be spotted`,
};
case 'carsDropped':
// WHICH END. A cut comes off an outer end (§A.3) and the end decides everything that follows:
// the train may pull away from cars set out behind it and must couple back up to cars set out
// in front. "Dropped 2 cars" left the one fact that matters out of the record.
return {
tone: 'plain',
where: e.at,
text: `Dropped ${carsLabel(e.stock)} at ${at(e.at)}`,
text:
`Set out ${carsLabel(e.stock)} at ${at(e.at)}, off the ${e.fromNose ? 'NOSE — ahead of the engine, so pulling forward will couple them again' : 'TAIL — behind the engine, so it may pull away and leave them'}`,
};
// -- cards
@@ -175,10 +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 {
@@ -224,8 +276,33 @@ 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.
*
* An Extra's direction comes from its start now (§7, Jesse's ruling), so the line that used to
* explain the number's parity would be explaining a rule that no longer applies to this train.
*/
case 'extraStarted': {
const where =
e.at.kind === 'divisionPoint'
? `the ${e.at.side === 'west' ? 'Western' : 'Eastern'} Division Point`
: e.at.kind === 'mainline'
? "the Interchange's yard"
: `the Control Point in seat ${e.at.seat}`;
const why =
e.at.kind === 'divisionPoint'
? 'the end it runs away from — an Extra may start at either, and the end chooses the run'
: e.at.kind === 'mainline'
? 'made up off the running line, so it highballs onto the Mainline once the Subdivision ' +
'is clear and may be held in the yard until it is'
: 'an Extra may begin at any Office above a Whistle Post, and the player chooses the run';
return {
tone: 'good',
text: `EXTRA X${e.trainNumber} started at ${where}, running ${e.direction} — ${why}`,
};
}
case 'trainMadeUp':
return {
tone: 'good',
@@ -244,24 +321,32 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
text: `Train ${e.trainNumber} was due out but is HELD — ${e.reason}`,
};
case 'trainHighballed':
// The RULE that released it, not a restatement of the move. "Some trains seem to be moving
// before I can switch them" was reported against a log in which every departure read alike.
return {
tone: 'plain',
text: `Train ${e.trainNumber} HIGHBALLED — departed ${e.from} onto ${e.to}`,
text: `Train ${e.trainNumber} HIGHBALLED — departed ${e.from} onto ${e.to}. Why now: ${e.why}`,
};
case 'trainArrived':
/**
* AN EXPEDITED TRAIN IS NOT COMING BACK ROUND.
* AN EXPEDITED ARRIVAL IS AN ORDINARY ARRIVAL, WITH ONE STANDING OBLIGATION.
*
* This said "it will highball again next Mainline Phase, so any work must happen now" to every
* arrival. For an expedited train that is exactly backwards — Q3 departs it in the SAME Stage
* it arrived, so there is no turn in which to work it — and the log then contradicted itself
* two lines later when the train left. Reported after Train 4, the Express, did precisely that.
* This used to say the train stands through Cargo and is forced out at the end of the Stage —
* true once, and wrong: Q3 means the train must not be PARKED anywhere but the station, not
* that it is rushed out early. It is switched, worked and released exactly like any other
* arrival; the only difference is what happens if it is left on Secondary Track when the next
* Mainline Phase begins (`expediteFault`).
*/
return {
tone: 'plain',
text: e.expedited
? `Train ${e.trainNumber} ARRIVED at the ${e.office} carrying ${carsLabel(e.consist)} — and EXPEDITES, so it leaves again this same Mainline Phase; there is no turn in which to work it`
: `Train ${e.trainNumber} ARRIVED at the ${e.office} carrying ${carsLabel(e.consist)} — it stands until the next Mainline Phase, so any work must happen before then`,
? `Train ${e.trainNumber} ARRIVED at the ${e.office} carrying ${carsLabel(e.consist)} — its card prints EXPEDITE, so keep it on the Office square: parked anywhere else in the district when the next Mainline Phase begins costs a Revenue point. It works and switches normally in the meantime.`
: `Train ${e.trainNumber} ARRIVED at the ${e.office} carrying ${carsLabel(e.consist)} — it stands here for the rest of this Stage. You can work it in Cargo now, switch it in the NEXT Stage's Local Operations, and it departs in that Stage's Mainline Phase.`,
};
case 'expediteFault':
return {
tone: 'bad',
text: `Train ${e.trainNumber} was left at ${e.where}, off the station, when the Mainline Phase began — an expedited train must be kept ready to highball. Station Master fault.`,
};
case 'trainDiverted':
return {
@@ -269,11 +354,13 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
text: `Train ${e.trainNumber} DIVERTED to ${e.to} — ${e.reason}`,
};
case 'trainCompleted':
// The one line in the log that is good news for everybody, so it is not 'quiet'.
return {
tone: 'quiet',
tone: 'good',
text:
`Train ${e.trainNumber} finished its run and left the Division carrying ` +
`${carsLabel(e.consist)} — the crew is free again`,
`Train ${e.isExtra ? 'X' : ''}${e.trainNumber} has completed its run, leaving via the ` +
`${e.side === 'east' ? 'Eastern' : 'Western'} Division Point carrying ${carsLabel(e.consist)}. ` +
`All players get 1 Revenue. The crew is free again.`,
};
// -- freight agent
@@ -304,7 +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`,
};
}
@@ -322,9 +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'})`)
@@ -333,7 +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.`,
};
}
@@ -342,7 +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.`,
@@ -362,13 +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 ${at(e.at)} — one coach per Porter per Stage`,
};
// -- freight pipeline
@@ -410,6 +497,22 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
: { tone: 'good', text: `+${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` };
}
}
@@ -446,14 +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} ${key}`,
why: passengerReason(s, player, coord, 'detrain'),
severity: 'stuck',
});
}
}
continue;
}
if (f.kind !== 'freight') continue;
const want = facilityCarType(f);
// A load that cannot move, with Laborers standing by, is the worst state a facility reaches:
@@ -476,25 +689,47 @@ export function impediments(s: GameState, player: PlayerIndex = 0): Impediment[]
}
if (f.outboundBox.length > 0 && !canStartLoad(f) && laborersLeft(f) > 0) {
// Two quite different reasons, and telling a player "MEN is occupied" when the real answer is
// "there is no car to load onto" sends them to fix the wrong thing.
const blockedByBox = f.menAtWork?.[0] != null;
out.push({
where: `${name} ${key}`,
why: 'green box has a load but MEN is occupied',
severity: 'waiting',
why: blockedByBox
? 'green box has a load but MEN is occupied'
: `a load is staged but no empty ${want} is spotted on this industry's track — it stays ` +
'in the green box until a crew sets one out here',
severity: blockedByBox ? 'waiting' : 'stuck',
});
}
if (f.allows.outbound && f.outboundBox.length === 0) {
/**
* WHAT TO DO NEXT — AND THE TWO STEPS CAN BE DONE IN EITHER ORDER.
*
* §6.3 stocking needs only a car in the Division Yard; §9.3's "Load the car" is what needs an
* empty car of the commodity standing on the industry's track. So an empty siding is not a
* reason to hold the Freight Agent back — it is a second errand to run before the Laborers can
* start. Saying "bring a car in FIRST" sent players to do them in a fixed order they are not
* bound by, and wasted the Stage's one Freight Agent action.
*/
const spotted = f.industryTrack.cars.some((c) => !c.loaded && facilityCarTypes(f).includes(c.type));
out.push({
where: `${name} ${key}`,
why: 'green box empty — nothing to load (needs a Freight Agent action)',
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 ${want} is ` +
'spotted here, so a crew must set one out before Laborers can work it',
severity: 'waiting',
});
}
if (f.industryTrack.cars.length >= f.industryTrack.length) {
// Four cars is the whole of any track card, industry or not — the same limit that caps a
// consist. It is no longer the industry's box count, which is what used to make a one-box
// industry report itself full with a single car standing on it.
if (f.industryTrack.cars.length >= MAX_CONSIST) {
out.push({
where: `${name} ${key}`,
why: `industry track full (${f.industryTrack.length} cars) — no room to spot another`,
why: `industry track full (${MAX_CONSIST} cars) — no room to spot another`,
severity: 'stuck',
});
}
@@ -522,7 +757,7 @@ export function impediments(s: GameState, player: PlayerIndex = 0): Impediment[]
// the board says it on the card instead.
if (b.kind === 'noStopping') continue;
out.push({
where: `${tray.trainNumber === null ? 'crew' : `Train ${tray.trainNumber}`} → (${b.coord.row},${b.coord.col})`,
where: `${tray.trainNumber === null ? 'crew' : `Train ${tray.trainNumber}`} → (${b.coord.col},${b.coord.row})`,
why: b.why,
// Not "stuck": these are the shape of the district and of the other trains in it, which is
// the puzzle rather than a fault. Amber, not red.
@@ -533,41 +768,66 @@ export function impediments(s: GameState, player: PlayerIndex = 0): Impediment[]
}
/**
* WHY THE PASSENGERS ARE NOT GETTING OFF.
* WHY THE PASSENGERS ARE NOT MOVING — boarding as well as de-training.
*
* Reported: "I can't figure out how to have a train with three passenger coaches unload all three
* at my depot." You cannot — a Depot has ONE Porter and ONE red slot, so it works one coach a
* Stage and then needs a Freight Agent action to clear the box before the next. A Station does two
* and a Terminal three. That is the Office ladder doing its job, and nothing on screen said so.
* Reported first as "I can't figure out how to have a train with three passenger coaches unload
* all three at my depot." You cannot — a Depot has ONE Porter and ONE red slot, so it works one
* coach a Stage and then needs a Freight Agent action to clear the box before the next. A Station
* does two and a Terminal three. That is the Office ladder doing its job, and nothing on screen
* said so.
*
* §9.2 also requires an empty coach in the DIVISION YARD to swap into the train, which is a
* requirement the engine only started enforcing recently and which no panel mentions at all.
* Reported again as "passenger trains arrive at my Office and move on before I can load or unload
* them", which turned out to be two separate silences. This block only looked at trains carrying
* a LOADED coach, so a train arriving to PICK UP said nothing at all. A Whistle Post's Office card
* carries a passenger facility with zero Porters, so the engine answered `RESOURCE_SPENT` — "all
* Porters used" — to a player who had used none.
*
* §9.2 also requires an empty coach in the DIVISION YARD to swap into the train, which no panel
* mentioned at all.
*/
const office = area.grid.get(coordKey(area.officeCoord));
const pf = office?.facility;
if (pf && pf.kind === 'passenger') {
const waiting = area.adOccupancy
const coachTrains = area.adOccupancy
.map((id) => s.trays.get(id))
.filter((t) => t?.consist.some((c) => c.type === 'coach' && c.loaded));
if (waiting.length > 0) {
const reasons: string[] = [];
if (portersLeft(pf) < 1) {
reasons.push(
.filter((t): t is NonNullable<typeof t> => !!t && t.consist.some((c) => c.type === 'coach'));
if (coachTrains.length > 0) {
const say = (why: string, severity: Impediment['severity'] = 'waiting'): void => {
out.push({ where: 'Office — passengers', why, severity });
};
const boarding = pf.outboundBox.some((c) => c.type === 'coach' && c.loaded);
const emptyOnTrain = coachTrains.some((t) => t.consist.some((c) => c.type === 'coach' && !c.loaded));
const loadedOnTrain = coachTrains.some((t) => t.consist.some((c) => c.type === 'coach' && c.loaded));
if (pf.porters < 1) {
say(
'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',
);
} else if (portersLeft(pf) < 1) {
say(
`all ${pf.porters} Porter${pf.porters === 1 ? '' : 's'} used this Stage — one works one coach, ` +
'and the Office tier is the Porter count (Depot 1, Station 2, Terminal 3)',
);
}
if (pf.inboundBox.length >= pf.capacity.inbound) {
reasons.push(
`the red Unloading box is full (${pf.capacity.inbound} slot${pf.capacity.inbound === 1 ? '' : 's'}) — ` +
'a Freight Agent action clears it, which costs a whole Local Operations turn',
);
}
if (!s.yards.divisionYard.some((c) => c.type === 'coach' && !c.loaded)) {
reasons.push('no EMPTY coach in the Division Yard to swap into the train (§9.2 requires one)');
}
for (const why of reasons) {
out.push({ where: 'passengers waiting to de-train', why, severity: 'waiting' });
} else {
if (boarding && !emptyOnTrain) {
say('passengers are waiting to board, but every coach standing here is already full');
}
if (!boarding && !loadedOnTrain) {
say('nobody waiting to travel and no loaded coach to set down — stock the platform with a Freight Agent action');
}
if (loadedOnTrain && pf.inboundBox.length >= pf.capacity.inbound) {
say(
`the red Unloading box is full (${pf.capacity.inbound} slot${pf.capacity.inbound === 1 ? '' : 's'}) — ` +
'a Freight Agent action clears it, which costs a whole Local Operations turn',
);
}
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 — one is required');
}
}
}
}
@@ -645,6 +905,18 @@ export function cuesFor(events: readonly GameEvent[]): string[] {
// The 1D12 that sets a train's departure Stage. It is the one roll a player makes and it landed
// silently, so the card was gone and the answer to "when does it run?" was a line of history.
if (e.type === 'trainScheduled') out.push('schedule');
// A train running the whole length of the Division pays every player, and it is the one event
// nobody made happen on the turn it lands. It should be heard, not found in the log.
if (e.type === 'trainCompleted') out.push('completed');
// A train pulling into an Office. `trainDiverted` (the Yard Office siding) is deliberately not
// included — that one goes straight to a work track without the A/D stop `arrive` depicts.
if (e.type === 'trainArrived') out.push('arrive');
// Only an OFFICE departure, not every highball: a fresh make-up leaving a Division Point already
// sounds `train` ("All aboard"), and a train clearing the whole Division already sounds
// `completed` — this is the one case neither of those covers.
if (e.type === 'trainHighballed' && e.from === 'the Office') out.push('depart');
// §10 — the one event nobody wants to hear and everybody needs to.
if (e.type === 'trainsDestroyed') out.push('crash');
if (e.type === 'stageBegan') {
// A Stage BEGINNING is the previous one ending — except the first, which is the game opening
// and has nothing behind it. A Day boundary rings the bell only: sounding both would collide,
+73 -26
View File
@@ -21,12 +21,21 @@ import { writeFileSync } from 'node:fs';
import { advance } from '../engine/advance.ts';
import { applyIntent, areaOf, facilityCarType, laborersLeft, portersLeft } from '../engine/apply.ts';
import type { GameLength } from '../engine/content.ts';
import { MAINLINE_PROFILES, lengthProfile, officeProfile } from '../engine/content.ts';
import {
DEFAULT_MAX_COLLISIONS_PER_DAY,
DEFAULT_MAX_COLLISIONS_TOTAL,
MAINLINE_PROFILES,
collectiveRevenueFloor,
lengthProfile,
officeProfile,
} from '../engine/content.ts';
import type { GameEvent } from '../engine/events.ts';
import type { Intent } from '../engine/intents.ts';
import { legalActions } from '../engine/legal.ts';
import { createGame } from '../engine/setup.ts';
import type { Facility, GameConfig, GameState } from '../engine/state.ts';
import { actingPlayer } from '../engine/state.ts';
import { reasonSentence } from '../web/panels.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
@@ -51,13 +60,16 @@ import { playCue } from '../web/sound.ts';
export type Recording = { seed: number; length: GameLength; frames: Frame[]; outcome: string };
export function record(seed: number, length: GameLength, maxSteps = 100_000): Recording {
const days = lengthProfile(length).days;
const config: GameConfig = {
mode: 'solitaire',
victory: 'highestAfterDays',
length,
days,
minCombinedRevenue: collectiveRevenueFloor(1, days),
maxCollisionsPerDay: DEFAULT_MAX_COLLISIONS_PER_DAY,
maxCollisionsTotal: DEFAULT_MAX_COLLISIONS_TOTAL,
pvpCardsAllowed: false,
optionalRules: {
reducedVisibility: false,
sisterTrains: false,
employeeRotation: false,
emergencyToolbox: false,
},
@@ -125,7 +137,7 @@ 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;
@@ -137,12 +149,26 @@ export function record(seed: number, length: GameLength, maxSteps = 100_000): Re
push(applied.events);
}
/**
* IN WORDS, NOT AS AN ENUM (`TODO.md` #34). This heading read `loss — revenueFloor`, which is
* exactly the defect Gitea#16 was filed about on the playable page — it just outlived the fix
* here, because nothing player-facing pointed at it. `reasonSentence` is shared rather than
* reimplemented, so the replay and the results screen cannot end up explaining the same ending
* two different ways.
*
* Fed the LAST frame, which is the state the outcome was decided in and is already recorded.
* Tags are stripped: this lands in an `<h1>` and in a console line, neither of which wants markup.
*/
const o = s.outcome;
const last = frames[frames.length - 1];
const why = o && last ? reasonSentence(last, o, last.day).replace(/<[^>]+>/g, '') : '';
return {
seed,
length,
frames,
outcome: o ? `${o.result} — ${o.reason} · final Revenue ${s.players[0]?.revenue ?? 0}` : 'unfinished',
outcome: o
? `${o.result === 'win' ? 'won' : 'lost'} — ${why} Final Revenue ${s.players[0]?.revenue ?? 0}.`
: 'unfinished',
};
}
@@ -202,9 +228,9 @@ export function compress(frames: Frame[]): Packed {
// Identity, not equality: `snapshot` pushes the very same FacilityView object into both the
// cell and the frame's `facilities`, so this always resolves.
const fi = c.facility ? f.facilities.indexOf(c.facility) : -1;
// `train` rides whole rather than being interned: it changes almost every frame, so a table
// `trains` rides whole rather than being interned: it changes almost every frame, so a table
// of them would be as long as the frames are and buy nothing.
return [ci, wi, c.enhancements, c.tray, c.cars, fi, c.train, c.ad, c.enhancementsWhat];
return [ci, wi, c.enhancements, c.cars, fi, c.trains, c.adTracks, c.enhancementsWhat, c.standingWest];
});
return { ...f, cells } as unknown as Frame;
});
@@ -238,23 +264,32 @@ export function rehydrateCells(
facs: unknown[],
): unknown[] {
return packed.map((row) => {
const p = row as [number, number, string[], string | null, string[], number, unknown, unknown, string[]];
const p = row as [number, number, string[], string[], number, unknown, unknown, string[], number];
const c = cards[p[0]] as [number, number, string, string, boolean, string[]];
// Tolerant the same way `standingWest` below is: an array rides through as-is, a lone object
// (an older recording's singular `train`) is wrapped into a one-train roster, and null or
// undefined reads as no train at all.
const rawTrains = p[5];
const trains = Array.isArray(rawTrains) ? rawTrains : rawTrains ? [rawTrains] : [];
return {
row: c[0], col: c[1], kind: c[2], label: c[3], running: c[4], links: c[5],
what: whats[p[1]], enhancements: p[2], tray: p[3], cars: p[4],
facility: p[5] < 0 ? null : facs[p[5]],
train: p[6] ?? null,
ad: p[7] ?? null,
what: whats[p[1]], enhancements: p[2], cars: p[3],
facility: p[4] < 0 ? null : facs[p[4]],
trains,
adTracks: (p[6] as number | undefined) ?? null,
// Carried rather than recomputed: this function is emitted into the page by toString() and so
// cannot reach the card catalogue that produced the text.
enhancementsWhat: p[8] ?? [],
enhancementsWhat: p[7] ?? [],
// Where the train(s) on this card stand among the cars standing on it, so the replay draws a
// cut ahead of or behind the engine exactly as the live board does. Absent in older recordings,
// which read as 0 — the whole cut east of the engine, which is what they used to draw anyway.
standingWest: p[8] ?? 0,
};
});
}
export function renderHtml(rec: Recording): string {
const target = lengthProfile(rec.length);
const profile = lengthProfile(rec.length);
return `<!doctype html>
<html lang="en"><head><meta charset="utf-8">
<meta name="viewport" content="width=device-width,initial-scale=1">
@@ -351,7 +386,7 @@ kbd{background:#2a3038;border:1px solid var(--line);border-radius:3px;padding:0
</style></head><body>
<header>
<h1>Station Master — replay · seed ${rec.seed} · ${rec.length} (target ${target.target} over ${target.days} Days) · ${esc(rec.outcome)}</h1>
<h1>Station Master — replay · seed ${rec.seed} · ${rec.length} (${profile.days} Days) · ${esc(rec.outcome)}</h1>
<div class="bar">
<span class="dim">fedora <span id="super">—</span></span>
<span>revenue <b class="big" id="rev">0</b></span>
@@ -453,7 +488,10 @@ const esc = (s) => String(s).replace(/[&<>]/g, (c) => ({'&':'&amp;','<':'&lt;','
function miniFacility(x) {
let h = '<div class="mini">';
if (x.greenCap > 0) h += '<span class="dim">grn </span>' + boxes(x.green, x.greenCap, 'g');
if (x.trackCap > 0) h += '<br><span class="dim">work </span>' +
// Gated on the sign itself. This used to gate on trackCap, which was a stand-in for "freight
// facility" back when only a freight card had an industry track length; the length is gone and
// maw is the honest test — a Passenger Facility has no MEN | AT | WORK sign at all.
if (x.maw.length > 0) h += '<br><span class="dim">work </span>' +
x.maw.map((m) => '<span class="box ' + (m ? 'm' : 'empty') + '">' + (m ? esc(m) : '·') + '</span>').join('');
if (x.redCap > 0) h += '<br><span class="dim">red </span>' + boxes(x.red, x.redCap, 'r');
return h + '</div>';
@@ -470,7 +508,11 @@ 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' : '');
@@ -490,9 +532,12 @@ function render() {
const CELLS = cellsAt(i), FACS = carry(i, 'facilities'), DIV = carry(i, 'division');
$('division').innerHTML = divisionSvg(DIV);
// players, actor and viewer are not among the delta'd keys (see compress), so they ride whole on
// every frame and the replay names the districts exactly as the live page does. No backticks in
// this comment: it is inside the generated-page template literal, which they would terminate.
$('division').innerHTML = divisionSvg(DIV, { players: f.players, actor: f.actor, viewer: f.viewer });
// The same office renderer the playable app uses, so replay and game draw one board.
$('grid').innerHTML = officeSvg(CELLS, f.runningRow);
$('grid').innerHTML = officeSvg(CELLS, f.runningRow, [], [], f.limits);
/* Auto-hide: the district is worth its space during the phases that change it, and folded
otherwise. A summary stays, because a panel that vanishes reads as broken. */
@@ -522,18 +567,20 @@ function render() {
'<div class="fac"><b>' + esc(x.name) + '</b> <span class="dim">' + esc(x.commodity) + ' · ' + esc(x.flow) +
' · laborers ' + esc(x.laborers) + ' · porters ' + esc(x.porters) + '</span>' +
'<div class="boxes"><span class="dim">green</span>' + boxes(x.green, x.greenCap, 'g') + '</div>' +
// No sign and no siding on a Passenger Facility: maw is empty for one, but the LABEL was
// printed before the loop, so a Depot showed the caption over nothing. The mini card above
// gates on trackCap and was already right; this copy was not.
// No sign on a Passenger Facility: maw is empty for one, but the LABEL was printed before
// the loop, so a Depot showed the caption over nothing.
// (No backticks in here — this whole block is inside a template literal.)
(x.maw.length > 0
? '<div class="boxes"><span class="dim">MEN|AT|WORK</span>' +
x.maw.map((m) => '<span class="box ' + (m ? 'm' : 'empty') + '">' + (m ? esc(m) : '·') + '</span>').join('') + '</div>'
: '') +
'<div class="boxes"><span class="dim">red</span>' + boxes(x.red, x.redCap, 'r') + '</div>' +
// 's', not 'g': the siding is a place, not a direction, and green is reserved for outbound.
(x.trackCap > 0 || x.track.length > 0
? '<div class="boxes"><span class="dim">siding</span>' + boxes(x.track, x.trackCap, 's') + '</div>'
// 's', not 'g': standing here is a place, not a direction, and green is reserved for outbound.
// Cap 0 so only the cars actually spotted are drawn — an industry card prints no siding, and
// the row of empty squares this used to draw claimed both that it did and that the siding was
// as long as the industry's box count. It holds four cars, the same as any track card.
(x.track.length > 0
? '<div class="boxes"><span class="dim">spotted</span>' + boxes(x.track, 0, 's') + '</div>'
: '') +
'<div class="fstat ' + (x.jammed ? 'bad' : (x.canFinish ? 'good' : 'idle')) + '">' +
(x.jammed
+45 -7
View File
@@ -21,7 +21,7 @@
* node src/sim/save-replay.ts 400 --top 3 trainCapSlack=0
*/
import { writeFileSync } from 'node:fs';
import { readdirSync, unlinkSync, writeFileSync } from 'node:fs';
import { dirname, join } from 'node:path';
import { fileURLToPath } from 'node:url';
@@ -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);
@@ -131,13 +146,33 @@ if (isMain) {
` best ${revenues.slice(0, 5).join(', ')} · median ${revenues[Math.floor(revenues.length / 2)]}`,
);
let written = 0;
for (const p of best) {
const verified = best.filter((p) => {
const check = verifyReplays(p);
if (!check.ok) {
console.warn(` REFUSED seed ${p.seed} — ${check.why}`);
continue;
if (!check.ok) console.warn(` REFUSED seed ${p.seed} — ${check.why}`);
return check.ok;
});
/**
* THE PUBLISHED SET IS REPLACED, NOT ADDED TO.
*
* Every file here is named for its seed, so re-recording used to leave the previous set sitting
* beside the new one — and the previous set is precisely the one whose rules have just moved. The
* point of re-recording is that those files are dead; keeping them means the site serves dead
* replays and `harness.test.ts` fails on them forever, which is how the last two went unnoticed.
*
* Only ever run after at least one replacement verifies, so a run that produces nothing publishable
* leaves what is already published alone.
*/
if (verified.length > 0) {
for (const old of readdirSync(dest).filter((f) => f.endsWith('.json') && f !== 'manifest.json')) {
if (verified.some((p) => `seed-${p.seed}.json` === old)) continue;
unlinkSync(join(dest, old));
console.log(` retired ${old} — recorded under rules that have since moved`);
}
}
let written = 0;
for (const p of verified) {
const file = join(dest, `seed-${p.seed}.json`);
writeFileSync(
file,
@@ -148,13 +183,16 @@ if (isMain) {
// there is room — a title carrying seven tweak names is a title nobody reads.
title: `${p.revenue} Revenue · seed ${p.seed}`,
note: `${p.note} · played by ${policy.name}`,
// The house rules it was DEALT under, without which the seed does not name this game and
// the file replays as something else — see `Save.rules` in `web/game.ts`.
...(p.save.rules ? { rules: p.save.rules } : {}),
history: p.save.history,
},
null,
1,
),
);
console.log(` wrote ${file} (${p.note}, ${check.why})`);
console.log(` wrote ${file} (${p.note})`);
written += 1;
}
console.log(`${written} replay(s) saved — run \`npm run build:web\` to publish them`);
+54 -5
View File
@@ -19,6 +19,8 @@ export type TurnChartFrame = {
phase: string;
phaseKey: string;
actor: number | null;
/** What the game has stopped to ask, when it has. Null while a phase is simply running. */
awaiting?: { asks: string; train: string } | null;
};
/**
@@ -27,7 +29,18 @@ 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 +52,10 @@ 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"/>',
},
@@ -79,15 +95,37 @@ export function turnChartHtml(f: TurnChartFrame, actorName: string | null): stri
);
}).join('');
// An automatic phase is waiting on nobody, and saying so is more use than a blank.
/**
* WAITING ON WHOM, AND FOR WHAT.
*
* "nobody — the Division is running itself" is true of an automatic phase and was being printed
* over the top of three interruptions that are emphatically waiting on a person: §8.1's clearance
* ruling, the Yard Office offer and the Red Flag prompt. The Frame carried the phase's actor,
* which is null throughout the Mainline Phase, so a game stopped on a named player's decision
* reported that nobody was holding it up (Jesse, 2026-08-30). `Frame.actor` is `actingPlayer` now
* and answers who; `awaiting` says what, because "waiting on Bob" with no more than that is a
* game that looks stuck to everyone except Bob.
*/
const who = actorName ?? 'nobody — the Division is running itself';
const asked = f.awaiting
? ` <span class="tc-asks">${esc(f.awaiting.asks)} · ${esc(f.awaiting.train)}</span>`
: '';
const fedora =
superName === null
? ''
: `<div class="tc-super" data-tip="The Superintendent holds the Fedora. Every third Stage — 3, 6, 9 and 12 — it passes one seat to the left. The office rules on whether a following train may depart, and every round that goes round the table starts here: the New Train make-up round, and the acting order within a phase." tabindex="0">` +
`<span aria-hidden="true">🎩</span> Superintendent <b>${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>` +
`<ol class="tc-phases">${chips}</ol>`
`<div class="tc-who">waiting on <b>${esc(who)}</b>${asked}</div>` +
// THE FEDORA RIDES AT THE END OF THE PHASE ROW (`TODO.md` #29, Jesse). It sat on its own line
// between the phases and everything above them, which put a thing that changes every third
// Stage in the middle of the things that change every Stage. The row it belongs beside is the
// one whose last chip is Supervisor Shift — the phase that passes it.
`<div class="tc-row"><ol class="tc-phases">${chips}</ol>${fedora}</div>`
);
}
@@ -110,8 +148,19 @@ export const TURNCHART_CSS = `
says "Player Solitaire", so the chart should agree. In multiplayer this is the thing a table
glances at most often, so it gets its own chip rather than hiding in the phase text. */
.tc-who{display:flex;align-items:center;gap:6px;font-size:12px;color:#8b94a3}
.tc-asks{color:#a99ac4;font-style:italic}
.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. */
/* The phase row and the Fedora on one line, the hat pushed to the far end (TODO.md #29): the row
is the Stage, and the Superintendent is who holds it. Wraps under the phases on a narrow screen
rather than squeezing the chips. */
.tc-row{display:flex;align-items:center;gap:12px;flex-wrap:wrap}
.tc-row ol.tc-phases{flex:1 1 auto}
.tc-super{margin-left:auto;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}
+557 -113
View File
File diff suppressed because it is too large Load Diff
+615 -33
View File
@@ -30,6 +30,8 @@ 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,
// which would pull node:fs into a browser bundle.
@@ -42,25 +44,122 @@ import {
trainName,
variantLabel,
} from '../sim/view.ts';
import { HAND_LIMIT, mainlineProfile, trainProfile } from '../engine/content.ts';
import type { Hand, TrackGeometry } from '../engine/content.ts';
import {
DEFAULT_DAYS,
DEFAULT_HOUSE_RULES,
DEFAULT_MAX_COLLISIONS_PER_DAY,
DEFAULT_MAX_COLLISIONS_TOTAL,
HAND_LIMIT,
LEGACY_HOUSE_RULES,
collectiveRevenueFloor,
houseRules,
mainlineProfile,
trainProfile,
} from '../engine/content.ts';
import type { Hand, HouseRuleOverrides, TrackGeometry } from '../engine/content.ts';
import type { Port } from '../engine/track.ts';
import { connectionsFor, joins, neighbour, variantsFor } from '../engine/track.ts';
import { areaOf, trainNeedingCars } from '../engine/apply.ts';
import { areaOf, destinationsFor, selectDestination, trainNeedingCars } from '../engine/apply.ts';
import type { Frame } from '../sim/view.ts';
/**
* The canonical "what does a fresh solitaire game look like" config — also what the New Game
* dialog's solitaire defaults are drawn from (`main.ts`). One player, so `minCombinedRevenue` uses
* `collectiveRevenueFloor(1, DEFAULT_DAYS)` — the same formula multiplayer configs use, just at
* player count 1.
*/
export const SOLO_CONFIG: GameConfig = {
mode: 'solitaire',
victory: 'highestAfterDays',
length: 'standard',
days: DEFAULT_DAYS,
minCombinedRevenue: collectiveRevenueFloor(1, DEFAULT_DAYS),
maxCollisionsPerDay: DEFAULT_MAX_COLLISIONS_PER_DAY,
maxCollisionsTotal: DEFAULT_MAX_COLLISIONS_TOTAL,
pvpCardsAllowed: false,
optionalRules: {
reducedVisibility: false,
sisterTrains: false,
employeeRotation: false,
emergencyToolbox: false,
},
// Spelt out rather than left to fall through, so a save written by the page always names the rules
// it was played under — see `Save.rules`.
houseRules: DEFAULT_HOUSE_RULES,
};
/**
* The lobby's (`lobby.ts`) starting point for a Competitive or Co-op `Lobby.Create` — same formula
* `SOLO_CONFIG` uses, at a nominal player count. `minCombinedRevenue` is necessarily a guess at
* create time: nobody is seated yet, so there is no real headcount to size it against. It stays a
* guess rather than being fixed up at `Lobby.Start`, matching what the New Game dialog already told
* players before there was a lobby at all ("assumes a 4-player table until there's a lobby to ask
* who's actually seated") — Phase 5 or a follow-up can revisit sizing it to the seats actually
* filled once that is worth the complexity.
*/
export function defaultMultiplayerConfig(mode: 'competitive' | 'coop', players = 4): GameConfig {
return {
mode,
days: DEFAULT_DAYS,
minCombinedRevenue: collectiveRevenueFloor(players, DEFAULT_DAYS),
maxCollisionsPerDay: DEFAULT_MAX_COLLISIONS_PER_DAY,
maxCollisionsTotal: DEFAULT_MAX_COLLISIONS_TOTAL,
pvpCardsAllowed: mode === 'competitive',
optionalRules: {
reducedVisibility: false,
employeeRotation: false,
emergencyToolbox: false,
},
houseRules: DEFAULT_HOUSE_RULES,
};
}
/**
* Everything the New Game dialog can set for a solitaire game — the opening deal and the three
* revenue rates (`houseRules`, unchanged), plus the four victory-condition dials added 2026-08-20.
* Solitaire's `pvpCardsAllowed` is not here: it is forced off (`SOLO_CONFIG`), never a player choice.
*/
export type NewGameOptions = {
houseRules?: HouseRuleOverrides;
days?: number;
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. */
export function configWith(opts: NewGameOptions): GameConfig {
const days = opts.days ?? SOLO_CONFIG.days;
return {
...SOLO_CONFIG,
days,
/**
* DERIVED FROM THE DAYS ACTUALLY IN PLAY, not from `SOLO_CONFIG`'s five-Day constant.
*
* It fell back to the constant until 2026-08-30, so `configWith({ days: 1 })` asked a one-Day
* game to clear **15** — a floor a five-Day game averages barely half of — and
* `configWith({ days: 10 })` asked for the same 15 a five-Day game does. The two fields silently
* disagreed, which is the one thing a "build me a config" helper must not let happen.
*
* Not a live fault when it was found: `createLocalSession` is the only caller, and the page
* always writes `minCombinedRevenue` itself (`solitaireDefaults` re-derives it from the preset).
* Found by a throwaway probe that passed only `days` — which is exactly how the next caller
* would use this. At the default day count the answer is unchanged, since `SOLO_CONFIG`'s own
* floor is this same formula at `DEFAULT_DAYS`.
*/
minCombinedRevenue: opts.minCombinedRevenue ?? collectiveRevenueFloor(1, days),
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 } : {}),
};
}
/** A group of legal actions of one kind, ready to put on screen. */
export type ActionGroup = {
kind: string;
@@ -72,9 +171,65 @@ export type ActionGroup = {
* from the browser, which needs the whole `GameState`. A remote client has no state, so the menu
* carries it. See `docs/architecture/multiplayer.md` §5.
*/
actions: { index: number; label: string; tip?: string }[];
/**
* `coord` is the square the action HAPPENS ON, when it happens on one.
*
* Carried as data rather than left inside the label. Half these buttons are near-identical
* sentences distinguished only by a coordinate — "(1,3)" against "(-1,3)" — and picking the wrong
* one is recoverable in solitaire, where Undo is a click, and a disaster in a multiplayer game
* where it is not. The page hovers the matching square on the board instead of asking the player
* to read the row and column off the button. Reported by Jesse.
*
* Resolved HERE for the same reason `tip` is: a remote client holds no `GameState` and cannot look
* up where a tray is standing. See `docs/architecture/multiplayer.md` §5.
*/
actions: {
index: number;
label: string;
tip?: string;
coord?: { row: number; col: number };
/**
* Every square a `switch.move` runs OVER on its way to `coord`, when there is more than one
* legal route there (docs/plans/switching-paths.md) — so hovering a route lights the whole
* road, not just its destination, which is the only way to tell two buttons reading "move to
* (0,0)" apart before clicking one.
*/
route?: { row: number; col: number }[];
}[];
};
/**
* The square an intent acts on, or null when it acts on none.
*
* Only squares the intent NAMES. A card played out on the Mainline (`node`) is not a district
* coordinate and must not be treated as one — that confusion is exactly why `placement` and `node`
* are separate fields on the intent (see `intents.ts`) — and an action like ending a turn has no
* square at all.
*/
export function coordOf(i: Intent): { row: number; col: number } | null {
if ('at' in i) return i.at;
if ('to' in i) return i.to;
if (i.type === 'card.play' && i.placement) return i.placement;
return null;
}
/**
* Every intermediate square a `switch.move` runs over, resolved the same way `execute` resolves
* `via` — so the squares that light up on hover are exactly the squares the move will actually
* couple cars from. `undefined` for the overwhelming majority of moves, which run in a straight
* line and need nothing beyond the destination `coordOf` already carries.
*/
function routeFor(state: GameState, i: Intent): { row: number; col: number }[] | undefined {
if (i.type !== 'switch.move') return undefined;
const tray = state.trays.get(i.trayId);
if (!tray || tray.position.at !== 'grid') return undefined;
const actor = playerAtSeat(state, tray.position.seat);
const dests = destinationsFor(state, actor, i.trayId, tray.position.coord, i.reverse);
const dest = selectDestination(dests, i.to, i.via);
if (!dest || dest.path.length === 0) return undefined;
return dest.path.map((step) => step.coord);
}
export type Game = {
state: GameState;
seed: number;
@@ -116,11 +271,18 @@ export type Game = {
* clear it when the card is played — no element carries the class once the card leaves the hand.
*/
justDrawn: CardId | null;
/**
* A one-line announcement to flash, once. Drained like `scheduled` rather than read like `Frame`,
* because it marks a MOMENT — the only event in the game that scores for everybody without anyone
* having taken a turn to cause it.
*/
announced: string | null;
};
/** 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
@@ -150,7 +312,7 @@ export const SOLO_PLAYER = 'Solitaire';
export function newGame(seed: number, config: GameConfig = SOLO_CONFIG): Game {
const state = createGame({ id: `web-${seed}`, seed, config, playerNames: [SOLO_PLAYER] });
const game: Game = { state, seed, history: [], log: [], mustPlayCard: false, cues: [], scheduled: null, justDrawn: null };
const game: Game = { state, seed, history: [], log: [], mustPlayCard: false, cues: [], scheduled: null, justDrawn: null, announced: null };
// A history that opens mid-Stage reads as though something was missed. Say what the game IS
// first, then let the clock take over.
game.log.push({ text: 'Game Begins', tone: 'start' });
@@ -159,6 +321,23 @@ export function newGame(seed: number, config: GameConfig = SOLO_CONFIG): Game {
return game;
}
/**
* `newGame`'s multi-player sibling — the server session host (Phase 2) needs a `Game` wrapper for
* more than one seat, and `newGame` hardcodes `[SOLO_PLAYER]`. Kept as a separate function rather
* than a shared parametrized helper: `newGame` is exercised by every solitaire test and save, and
* reordering its log-then-drain sequence to share code with this risks nothing for a marginal DRY
* gain. `submit`/`drain`/`actionMenu`/`currentActor` all work on either unchanged, since none of them
* know or care how many players a `Game` has.
*/
export function newMultiplayerGame(seed: number, config: GameConfig, playerNames: string[]): Game {
const state = createGame({ id: `mp-${seed}`, seed, config, playerNames });
const game: Game = { state, seed, history: [], log: [], mustPlayCard: false, cues: [], scheduled: null, justDrawn: null, announced: null };
game.log.push({ text: 'Game Begins', tone: 'start' });
game.log.push({ text: `${config.mode} · ${playerNames.length} players · seed ${seed}`, tone: 'quiet' });
drain(game);
return game;
}
/**
* Run the engine forward until it needs a decision.
*
@@ -172,9 +351,9 @@ 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. */
@@ -183,25 +362,106 @@ export function actionGroups(game: Game): { options: Intent[]; groups: ActionGro
if (actor === null) return { options: [], groups: [] };
const options = legalActions(game.state, actor);
const byKind = new Map<string, { index: number; label: string; tip?: string }[]>();
/**
* Entries carry the crew they belong to, rather than it being encoded into the map key.
*
* An earlier version keyed this map by `type + separator + trayId`, which worked and was a
* standing invitation: the key is also what `GROUP_ORDER` prefix-matches on, so the separator had
* to survive every edit to a line nobody would think to check. One stray byte and every crew's
* moves silently collapsed back into a single group. The tray is data; it travels as data.
*/
type Entry = {
index: number;
label: string;
tip?: string;
trayId?: string;
coord?: { row: number; col: number };
route?: { row: number; col: number }[];
};
const byKind = new Map<string, Entry[]>();
options.forEach((intent, index) => {
const label = describeIntent(game.state, intent);
const trayId = 'trayId' in intent ? intent.trayId : undefined;
const list = byKind.get(intent.type) ?? [];
const cardId = 'cardId' in intent ? (intent as { cardId: string }).cardId : null;
const tip = cardId ? cardDescription(game.state, cardId) : undefined;
// Orientation variants and duplicate copies describe identically; showing one is enough, and a
// list of forty identical rows hides the real choice rather than presenting it.
if (!list.some((a) => a.label === label)) list.push({ index, label, ...(tip ? { tip } : {}) });
/**
* Identical labels are collapsed, which is right for forty copies of the same track rotation and
* wrong for two different trains: "move to (0, 2)" describes Train 8's move and the local crew's
* move identically, so one of them was silently dropped and could not be chosen at all. Matching
* on the crew as well makes the de-duplication per crew, which is what it always meant.
*/
if (!list.some((a) => a.label === label && a.trayId === trayId)) {
const coord = coordOf(intent);
const route = routeFor(game.state, intent);
list.push({
index,
label,
...(tip ? { tip } : {}),
...(trayId ? { trayId } : {}),
...(coord ? { coord } : {}),
...(route ? { route } : {}),
});
}
byKind.set(intent.type, list);
});
/** Groups take the plain shape; the crew was only ever needed to split them. */
const plain = (entries: Entry[]): ActionGroup['actions'] =>
entries.map(({ index, label, tip, coord }) => ({
index,
label,
...(tip ? { tip } : {}),
...(coord ? { coord } : {}),
}));
const groups: ActionGroup[] = [];
const used = new Set<string>();
for (const { prefix, title } of GROUP_ORDER) {
const kinds = [...byKind.keys()].filter((k) => k.startsWith(prefix) && !used.has(k));
/**
* ONE GROUP PER CREW, NAMED — because more than one train can be switching in a district.
*
* Reported from play: with two crews on the board, every move from both of them arrived in a
* single "Switching" list of bare coordinates, and there was no way to tell which train a button
* belonged to. Naming the train in the heading rather than on every button keeps the buttons
* short, and the crew's own square is in the heading so the list can be matched to the board.
*
* `switch.end` carries no tray and is the whole turn rather than one crew's, so it keeps its own
* heading at the bottom.
*/
if (prefix === 'switch.') {
const perCrew = new Map<string, Entry[]>();
const loose: Entry[] = [];
for (const k of kinds) {
used.add(k);
for (const entry of byKind.get(k) ?? []) {
if (entry.trayId === undefined) loose.push(entry);
else perCrew.set(entry.trayId, [...(perCrew.get(entry.trayId) ?? []), entry]);
}
}
for (const [trayId, entries] of perCrew) {
const tray = game.state.trays.get(trayId);
const where =
tray?.position.at === 'grid'
? `, standing at (${tray.position.coord.col}, ${tray.position.coord.row})`
: '';
groups.push({
kind: prefix,
title: `Switching ${trainName(game.state, trayId)}${where}`,
actions: plain(entries),
});
}
// `switch.end` belongs to the TURN rather than to any one crew, so it gets its own heading —
// "Switching" over a lone "End Local Operations" reads as a crew with nothing it can do.
if (loose.length > 0) groups.push({ kind: prefix, title: 'Finish', actions: plain(loose) });
continue;
}
const actions = kinds.flatMap((k) => {
used.add(k);
return byKind.get(k) ?? [];
return plain(byKind.get(k) ?? []);
});
if (actions.length > 0) {
// The New Train group names the TRAIN and what its card calls for. Without it, Extra X22
@@ -211,8 +471,57 @@ export function actionGroups(game: Game): { options: Intent[]; groups: ActionGro
// The tray the phase is waiting on, so the heading names the train the yard chips will load
// rather than whichever tray happened to come first out of the map.
const filling = prefix === 'newTrain.' ? trainNeedingCars(game.state) : null;
const headed = filling !== null ? (consistTitle(game, filling) ?? title) : title;
groups.push({ kind: prefix, title: headed, actions });
let headed = filling !== null ? (consistTitle(game, filling) ?? title) : title;
/**
* THE RULING NAMES ITS TRAINS IN THE HEADING TOO.
*
* "rule on this train" was the only thing said in plain sight about the §8.1 clearance, and
* "this train" is exactly the part the Superintendent has to know. The pending decision holds
* both trays, so the heading can ask the actual question.
*/
if (prefix === 'mainline.clearance') {
const pending = game.state.clock.pendingDecision;
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 =
`${trainName(game.state, pending.train)} is arriving with no coaches — ` +
'take it into the Yard Office, or hold it at the Train Order Office?';
}
}
/**
* A PENDING EXTRA IS ITS OWN QUESTION, and its own heading.
*
* "Where does this Extra start?" arrived in the same `newTrain.` group as "which car goes on
* this train", under whichever heading the group happened to have — and with no tray being
* filled there is no train to name, so it read "Making up the train" over a choice about a
* different train entirely. Split out, and headed with the Extra's own card: it is about to
* run, and what it may carry is the thing the player needs before choosing where to put it.
*/
const extras = actions.filter((a) => options[a.index]?.type === 'newTrain.startExtra');
const rest = actions.filter((a) => options[a.index]?.type !== 'newTrain.startExtra');
if (extras.length > 0) {
const number = (options[extras[0]!.index] as { trainNumber: number }).trainNumber;
groups.push({
kind: prefix,
title: `${trainCardTitle(number, true) ?? title} — choose where it starts`,
actions: extras,
});
}
if (rest.length > 0) groups.push({ kind: prefix, title: headed, actions: rest });
}
}
// Anything the table above does not name still has to be offered — silently dropping a legal
@@ -320,12 +629,31 @@ export type Menu = {
* is already on screen showing exactly those cars by type and load state. The yard is the surface;
* these key each chip to the option that adds it.
*/
makeUp: { trayId: string; title: string; cars: MakeUpAction[]; pass: number | null } | null;
makeUp: {
trayId: string;
title: string;
cars: MakeUpAction[];
pass: number | null;
/**
* The order to add the cars in, when the order decides whether the train can work at all.
* Absent for every train where it does not matter, which is nearly all of them.
*/
advice: { text: string; tone: 'hint' | 'warn' } | null;
} | null;
};
/** The action list as the page shows it: direct actions, plus subject-then-location for the rest. */
export function actionMenu(game: Game, seat: PlayerIndex = 0): Menu {
const { options, groups } = actionGroups(game);
/**
* SEAT-SAFETY. `actionGroups`/`legalActions` answer for `currentActor(game)`, not for `seat` — there
* is exactly one acting player at a time, so a Menu built for anyone else must show no actions at
* all, only their own hand (found the hard way: calling this for a non-acting seat used to hand
* back the ACTOR's legal moves paired with the WRONG seat's cards). Emptying `options`/`groups` here
* degrades every downstream computation (`direct`, `placeable`, `makeUp`) to empty for free — the
* hand section below still reads `seat`'s own cards correctly either way.
*/
const isActor = seat === currentActor(game);
const { options, groups } = isActor ? actionGroups(game) : { options: [] as Intent[], groups: [] as ActionGroup[] };
const direct: ActionGroup[] = [];
const placeableByTitle = new Map<string, Map<string, Placeable>>();
@@ -446,6 +774,7 @@ export function actionMenu(game: Game, seat: PlayerIndex = 0): Menu {
title: consistTitle(game, filling) ?? 'Making up the train',
cars: makeUpCars,
pass,
advice: makeUpAdvice(game, filling, makeUpCars),
}
: null;
@@ -464,7 +793,8 @@ function subjectOf(
node?: number;
links: string[];
} | null {
const at = (c: { row: number; col: number }): string => `(${c.row}, ${c.col})`;
// X,Y — east/west then north/south, not the internal row/col storage order.
const at = (c: { row: number; col: number }): string => `(${c.col}, ${c.row})`;
/**
* ABS Signals is placed on a MAINLINE card, which is not in the Office Area at all — so it names
* a Division NODE and carries no coordinate. It used to travel as `{ row: -1, col: node }`, and
@@ -591,7 +921,18 @@ function joinsNote(
function consistTitle(game: Game, trayId: string): string | null {
const tray = game.state.trays.get(trayId);
if (!tray) return null;
const p = trainProfile(tray.trainNumber ?? 0, tray.trainIsExtra);
return trainCardTitle(tray.trainNumber ?? 0, tray.trainIsExtra);
}
/**
* "Making up Extra X22 “Pee-Dee”: its card calls for 1 caboose — Per-diem train…"
*
* Taken by NUMBER rather than by tray, because a pending Extra has no Crew Tray yet — it is waiting
* for the player to say where it starts, and that heading has to name the train just as much as the
* one over a train being loaded does.
*/
function trainCardTitle(number: number, isExtra: boolean): string | null {
const p = trainProfile(number, isExtra);
if (!p) return null;
const parts: string[] = [];
@@ -607,6 +948,91 @@ function consistTitle(game: Game, trayId: string): string | null {
return `Making up ${name}: its card calls for ${calls}${note}`;
}
/**
* THE ORDER YOU ADD THE CARS IN CAN DECIDE WHETHER THE TRAIN CAN EVER SWITCH.
*
* Only trains 7/8 Local, and only because of the rule printed on them: "coach must remain on
* station track if switching", which the engine reads as "the coach is never set out". A cut always
* comes off an OUTER end, so if the coach is on one outer end and the engine is on the other, every
* cut on offer contains the coach and the train is locked — it cannot set out its freight car, and
* it cannot even uncouple to run around, because that means leaving the coach standing too. Measured
* over 60 games: 1,181 positions where a set-out should have been possible, every one refused.
*
* Cars are appended as they are clicked and the engine stays on the nose, so the make-up reads
* ENGINE, first car, second car — and the LAST car added is the one on the outer end. Hence the
* whole of the advice: do not let the coach be last.
*
* ENGINE coach boxcar the boxcar is on the outer end and can be set out
* ENGINE boxcar coach locked — nothing can ever come off
*
* Said here rather than left to the player to discover, because the dead end is invisible until the
* train is out on the district with no button to press and no explanation for it.
*/
function makeUpAdvice(
game: Game,
trayId: string,
cars: readonly MakeUpAction[],
): { text: string; tone: 'hint' | 'warn' } | null {
const tray = game.state.trays.get(trayId);
if (!tray) return null;
if (!trainProfile(tray.trainNumber ?? 0, tray.trainIsExtra)?.rules.coachStaysOnStationTrack) return null;
const hasCoach = tray.consist.some((c) => c.type === 'coach');
const lastIsCoach = tray.consist[tray.consist.length - 1]?.type === 'coach';
// Nothing to say about a coach that is not coming: the Division Yard may hold none, and a Local
// made up of freight alone switches perfectly well.
const coachToCome = cars.some((c) => c.carType === 'coach');
if (!hasCoach && !coachToCome) return null;
/**
* The coach is on the outer end — which is where it lands the moment it goes on, including for a
* player who has just correctly put it on first. So the tone turns on whether it can still be
* fixed: while a freight car is there to add, this is the NEXT STEP and not a mistake, and
* colouring it as a mistake punishes the player for taking the advice.
*/
if (lastIsCoach) {
const freightToCome = cars.some((c) => c.carType !== 'coach');
return freightToCome
? {
tone: 'hint',
text:
'Now add the freight car — it takes the outer end, leaving the coach safely inside. Sent out ' +
'as it stands, with the coach on the outer end, this train would not be able to set anything ' +
'out at all.',
}
: {
tone: 'warn',
text:
'The coach is on the outer end and there is nothing left to add that would take that end off ' +
'it. This train may never set its coach out, so it will not be able to set anything out at ' +
'all — not even to uncouple for a run-around.',
};
}
if (!hasCoach) {
// Nothing on yet, so the good order is still free.
if (tray.consist.length === 0) {
return {
tone: 'hint',
text:
'Add the coach FIRST. This train may never set its coach out, and the last car added is the one ' +
'on the outer end — so a coach added last blocks the freight car in behind it and the train can ' +
'never switch. ENGINE, coach, freight is the order that works.',
};
}
// Freight is already on, so a coach added now can only land on the outer end. Saying "add the
// coach first" here would be advice it is too late to take.
return {
tone: 'warn',
text:
'The freight car is already on, so a coach added now would land on the outer end — and this train ' +
'may never set its coach out, which would leave it unable to switch at all. Send it out without ' +
'the coach if you want it to work the district.',
};
}
return null;
}
/**
* §6.2 — "the player must reduce his hand to no more than three cards", four while a Red Flag is
* held. The same test the engine applies to `draw.end`, asked here so the page can DISABLE the
@@ -618,9 +1044,42 @@ 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);
@@ -663,6 +1122,24 @@ export function view(game: Game, seat: PlayerIndex = 0): Frame {
return snapshot(game.state, [], null, null, null, false, seat);
}
/**
* Fold a narration's opening word into the middle of a sentence — "Chose to draw" after a name has
* to read "Player Bob chose to draw".
*
* ONLY A SENTENCE-CASED WORD, which is the whole point. It used to be a flat
* `text.charAt(0).toLowerCase()`, so every line opening with an all-caps keyword came out mangled:
* `EXTRA X18 started…` rendered as `Player Solitaire eXTRA X18 started…`, and the same happened to
* `TRAIN 1 MADE UP` and `COLLISION`. Those words are shouted deliberately.
*
* `^[A-Z][a-z]` is the test — a capital followed by a lower-case letter is an ordinary word that was
* capitalised because it began a sentence, and nothing else is. It leaves all-caps keywords alone,
* and it also leaves alone a word whose second character is a digit or a hyphen (`X22 Pee-Dee`),
* which a naive "is it uppercase?" check would get wrong because `'2'.toUpperCase() === '2'`.
*/
function uncapitalise(text: string): string {
return /^[A-Z][a-z]/.test(text) ? text.charAt(0).toLowerCase() + text.slice(1) : text;
}
function record(game: Game, events: GameEvent[], actor: PlayerIndex | null = null): void {
const who = actor === null ? null : (game.state.players[actor]?.name ?? null);
for (const e of events) {
@@ -675,7 +1152,7 @@ function record(game: Game, events: GameEvent[], actor: PlayerIndex | null = nul
// "Chose to DRAW a card" does not say WHO, which is unreadable the moment there is more than
// one seat. Only events the player caused are attributed; the Division running itself is not.
const mine = who !== null && 'player' in e;
const text = mine ? `Player ${who} ${n.text.charAt(0).toLowerCase()}${n.text.slice(1)}` : n.text;
const text = mine ? `Player ${who} ${uncapitalise(n.text)}` : n.text;
game.log.push({ text, tone: mine ? 'act' : n.tone });
}
@@ -685,6 +1162,15 @@ function record(game: Game, events: GameEvent[], actor: PlayerIndex | null = nul
for (const e of events) if (e.type === 'trainScheduled') game.scheduled = e.slot;
// Which card just came into hand, so the row can badge it. Last one wins for the same reason.
for (const e of events) if (e.type === 'cardDrawn') game.justDrawn = e.cardId;
// A train that ran the whole Division pays EVERY player, and nobody did anything on this turn to
// make it happen — so it is announced rather than left to be found in the log.
for (const e of events) {
if (e.type === 'trainCompleted') {
game.announced =
`Train ${e.isExtra ? 'X' : ''}${e.trainNumber} has completed its run, leaving via the ` +
`${e.side === 'east' ? 'Eastern' : 'Western'} Division Point. All players get 1 Revenue.`;
}
}
// Keep the log bounded; the full history lives in `history` and can be replayed.
if (game.log.length > 400) game.log.splice(0, game.log.length - 400);
}
@@ -693,10 +1179,31 @@ function record(game: Game, events: GameEvent[], actor: PlayerIndex | null = nul
// Saving — seed plus intents, replayed
// ---------------------------------------------------------------------------
export type Save = { seed: number; history: Intent[] };
/**
* A save is a seed, the house rules it was dealt under, and the intents submitted.
*
* `rules` is optional because saves written before the New Game dialog existed do not have it, and
* those replay under `LEGACY_HOUSE_RULES` — see `configFor`. Everything written from now on carries
* its rules, so a save can never again be silently re-dealt by a change of default.
*/
export type Save = { seed: number; history: Intent[]; rules?: HouseRuleOverrides };
export function toSave(game: Game): Save {
return { seed: game.seed, history: game.history };
const rules = game.state.config.houseRules;
return rules ? { seed: game.seed, history: game.history, rules } : { seed: game.seed, history: game.history };
}
/**
* THE CONFIG A SAVE MUST BE REPLAYED UNDER, which is not necessarily today's default.
*
* A save is a seed and a list of intents: replay it under different rules and it is a different
* game, and the symptom is not an error but a replay that quietly stops early. `TODO.md` records
* that happening twice unnoticed, once 42 intents into 360. So a save that names its rules gets
* exactly those, and a save that names none is from before the dialog and gets the rules that were
* in force then — never the current defaults.
*/
function configFor(save: Save, config: GameConfig): GameConfig {
return { ...config, houseRules: save.rules ?? LEGACY_HOUSE_RULES };
}
/**
@@ -719,9 +1226,16 @@ export function toSave(game: Game): Save {
*
* 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;
return fromSave({ seed: game.seed, history: game.history.slice(0, -1) }, config);
// `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);
}
/**
@@ -732,15 +1246,83 @@ export function undo(game: Game, config: GameConfig = SOLO_CONFIG): Game | null
* stops the replay rather than being forced — better a short game than a corrupt one.
*/
export function fromSave(save: Save, config: GameConfig = SOLO_CONFIG): Game {
const game = newGame(save.seed, config);
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;
game.history.push(intent);
record(game, result.events);
/**
* `actor` IS PASSED HERE, so a replayed game narrates exactly as the live one did.
*
* It was omitted, and the omission was invisible in solitaire for a reason worth keeping: the
* only test that compares logs ("leaves nothing in the log describing a move that was taken
* back") compares one `fromSave`-built log against ANOTHER, so the missing attribution cancelled
* out on both sides. Live play attributes (`submit` passes `actor`) and so does multiplayer's
* replay (`fromMultiplayerSave`) — this was the one path of the three that did not, which meant
* a restored save, an undone game (undo rebuilds through here) and the replay viewer all
* described the same moves in different words from the game that produced them.
*/
record(game, result.events, actor);
drain(game);
}
return game;
}
/**
* `fromSave`'s multi-player sibling — Phase 3 (`docs/architecture/multiplayer.md`): "a mid-game
* server restart is a replay rather than a recovery" (`lobby-and-sessions.md` §6). Built on
* `newMultiplayerGame` instead of `newGame` since a saved multiplayer game did not deal to
* `[SOLO_PLAYER]`. The engine-version check belongs to the caller (`src/server/persistence.ts`) —
* this function only ever reconstructs from history that is already known to have been recorded
* under the currently-running rules.
*
* LIKE `fromSave`'s loop, this passes `actor` to `record()` (matching `submit`'s own call,
* `game.ts` above) — found while testing Phase 3's resume path: without it, every replayed line loses
* its "Player X" attribution and reads as anonymous "Chose to..." narration, which `record`'s own
* comment calls "unreadable the moment there is more than one seat" — exactly the multiplayer case a
* resumed game hits every time.
*
* `fromSave` HAD THE SAME GAP AND NO LONGER DOES (fixed 2026-08-30). It predated multiplayer, and
* nothing ever compared its output against a LIVE-played log: `undo`'s rebuilt game is itself
* `fromSave`-built, so `test/web.test.ts`'s replay-fidelity test only ever compared one unattributed
* replay against another and the gap cancelled out on both sides. The test that now pins it plays a
* game live, restores it from its own save, and asserts the two logs are identical — which is the
* comparison that had been missing rather than a new requirement.
*/
/**
* Why the intent a replay stopped at is reported rather than swallowed.
*
* The loop below has always stopped at the first intent the engine will not accept, and used to do
* it in silence — which is the one outcome nobody can afford to guess at, because the result is a
* game that looks fine and is short of where it should be. That silence was survivable only
* because `loadGame` refused any save whose engine version was not an exact match, so a replay
* that could fail was never attempted. Refusing on the version is a proxy question, though, and it
* answered "no" for four releases running that changed no rules at all — so the real question gets
* asked instead, and its answer has to be legible.
*/
export type ReplayStop = { index: number; intent: Intent; code: string };
export function fromMultiplayerSave(
seed: number,
config: GameConfig,
playerNames: string[],
history: Intent[],
): { game: Game; stopped: ReplayStop | null } {
const game = newMultiplayerGame(seed, config, playerNames);
for (const [index, intent] of history.entries()) {
const actor = replayActor(game, intent);
if (actor === null) {
return { game, stopped: { index, intent, code: 'NO_ACTOR' } };
}
const result = applyIntent(game.state, actor, intent);
if (!result.ok) {
return { game, stopped: { index, intent, code: result.code } };
}
game.history.push(intent);
record(game, result.events, actor);
drain(game);
}
return { game, stopped: null };
}
+59 -25
View File
@@ -11,18 +11,30 @@ body{margin:0;background:var(--bg);color:var(--fg);
font:15px/1.6 ui-monospace,SFMono-Regular,Menlo,Consolas,monospace;
min-height:100vh;display:flex;flex-direction:column;align-items:center;justify-content:center;padding:28px}
main{width:100%;max-width:760px}
.hero{display:flex;gap:24px;align-items:flex-start}
.hero-image{width:230px;flex:none;border-radius:9px;overflow:hidden;border:1px solid var(--line);cursor:zoom-in}
.hero-image img{display:block;width:100%;height:auto}
.hero-content{flex:1;min-width:0}
@media(max-width:640px){.hero{flex-direction:column}.hero-image{width:100%;max-width:280px}}
h1{font-size:32px;margin:0 0 2px;letter-spacing:.02em}
.tag{color:var(--dim);margin:0;font-size:14px}
.blurb{color:#c6ccd6;margin:16px 0 26px;max-width:66ch}
.blurb{color:#c6ccd6;margin:16px 0 0;max-width:66ch}
.rule{height:1px;background:var(--line);margin:22px 0}
.doors{display:grid;grid-template-columns:1fr 1fr;gap:14px}
.doors{display:grid;grid-template-columns:1fr 1fr 1fr;gap:14px;margin-top:26px}
@media(max-width:640px){.doors{grid-template-columns:1fr}}
a.door{display:block;text-decoration:none;color:inherit;background:var(--panel);
.door{display:block;text-decoration:none;color:inherit;background:var(--panel);
border:1px solid var(--line);border-radius:9px;padding:18px 18px 16px;transition:.12s}
a.door:hover{border-color:#4d6fa8;background:#1f2733;transform:translateY(-1px)}
a.door h2{font-size:17px;margin:0 0 5px;color:#9fb6d8}
a.door p{margin:0;color:var(--dim);font-size:13px;line-height:1.5}
a.door .go{display:inline-block;margin-top:11px;font-size:12px;color:#5aa9e6}
.door h2{font-size:17px;margin:0 0 5px;color:#9fb6d8}
.door p{margin:0;color:var(--dim);font-size:13px;line-height:1.5}
.door .go{display:inline-block;margin-top:11px;font-size:12px;color:#5aa9e6}
.door.disabled .go{color:var(--dim)}
a.door.disabled{pointer-events:none}
a.door.disabled:hover{border-color:var(--line);background:var(--panel);transform:none}
.lightbox{position:fixed;inset:0;background:rgba(8,10,13,.92);display:flex;
align-items:center;justify-content:center;padding:32px;z-index:10;cursor:zoom-out}
.lightbox[hidden]{display:none}
.lightbox img{display:block;max-width:90vw;max-height:90vh;border-radius:6px;box-shadow:0 12px 40px rgba(0,0,0,.5)}
/* the rule between title and blurb is drawn as rail, not decorated */
svg.trackline{width:100%;height:24px;display:block;margin:10px 0 0}
.rail{stroke:#4a5361;stroke-width:1.6}
@@ -32,31 +44,48 @@ footer{margin-top:26px;color:var(--dim);font-size:11px;display:flex;gap:18px;fle
</head>
<body>
<main>
<h1>Station Master</h1>
<p class="tag">TimeTable and Train Order (TT&amp;TO) railroading, 1840&ndash;1950.</p>
<div class="hero">
<div class="hero-image" id="hero-image" tabindex="0" role="button" aria-label="View full-size box art">
<img src="./images/station-master-splash.jpg"
alt="Station Master — TimeTable &amp; Train Order Railroading, 1840&ndash;1950. Box art: two trains meet at a junction beside a train order office."
width="560" height="700">
</div>
<div class="hero-content">
<h1>Station Master</h1>
<p class="tag">TimeTable and Train Order (TT&amp;TO) railroading, 1840&ndash;1950.</p>
<svg class="trackline" viewBox="0 0 700 24" preserveAspectRatio="none" aria-hidden="true">
<line class="rail" x1="0" y1="10" x2="700" y2="10"/>
<line class="rail" x1="0" y1="15" x2="700" y2="15"/>
<g id="ties"></g>
</svg>
<svg class="trackline" viewBox="0 0 700 24" preserveAspectRatio="none" aria-hidden="true">
<line class="rail" x1="0" y1="10" x2="700" y2="10"/>
<line class="rail" x1="0" y1="15" x2="700" y2="15"/>
<g id="ties"></g>
</svg>
<p class="blurb">
As Station Master in your line-side office, you manage the town's railroad connection. You are
responsible for all track between your Limits, a district of industries hanging beneath it, and
trains that arrive whether or not you are ready for them. Spot the right cars, work the loads,
and get every train away again &mdash; a train with nowhere to stand is a collision, and a
collision costs more than the freight was worth.
</p>
<p class="blurb">
As Station Master in your line-side office, you manage the town's railroad connection. You are
responsible for all track between your Limits, a district of industries hanging beneath it, and
trains that arrive whether or not you are ready for them. Spot the right cars, work the loads,
and get every train away again &mdash; a train with nowhere to stand is a collision, and a
collision costs more than the freight was worth.
</p>
</div>
</div>
<div class="doors">
<a class="door" href="./play.html">
<a class="door" id="door-multiplayer" href="./play.html?lobby">
<h2>Play multiplayer</h2>
<p id="door-multiplayer-blurb">Play with your friends across the internet. You each run your
own office area within the entire division. You can play a normal game, or choose co-op or
cutthroat.</p>
<span class="go" id="door-multiplayer-go">Set up a game &rarr;</span>
</a>
<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 &mdash; 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 &mdash; 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 &rarr;</span>
<span class="go">Set up a game &rarr;</span>
</a>
<a class="door" href="./replays.html">
@@ -71,10 +100,15 @@ footer{margin-top:26px;color:var(--dim);font-size:11px;display:flex;gap:18px;fle
<footer>
<span>build <span id="build">__BUILD__</span></span>
<span>runs entirely in your browser &mdash; no server code required</span>
<span>Multiplayer runs on StartOS server. Solitaire runs entirely in your browser.</span>
</footer>
</main>
<div class="lightbox" id="lightbox" hidden>
<img src="./images/station-master-splash.jpg"
alt="Station Master — TimeTable &amp; Train Order Railroading, 1840&ndash;1950. Box art: two trains meet at a junction beside a train order office.">
</div>
<script type="module" src="./web/splash.js"></script>
</body>
</html>
+627
View File
@@ -0,0 +1,627 @@
/**
* 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, 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
* it ships to the browser and the server does not.
*/
import type { GameConfig, PlayerIndex } from '../engine/state.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; 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 = {
gameId: string;
gameCode: string;
hostToken: string;
config: GameConfig;
seats: LobbySeat[];
joinOrder: string[];
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, {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify(body),
});
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` 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(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;
const form = settingsForm('lb-');
let source: EventSource | null = null;
let done = false;
/**
* 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;
localStorage.setItem(SECRET_KEY, value);
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;
/**
* NO SENTENCE UNDER THE RADIOS since 2026-08-30 — it restated the type just chosen to the person
* who had just chosen it, and the row is already labelled and already carries its own
* description (Jesse: "There's no need to repeat it below"). `form.mark` still puts a hint on
* each row that actually differs, which is where a Custom game's differences can be acted on.
*/
// A Custom game is nobody's default: open the block that says how it differs.
if (type === 'custom') $<HTMLDetailsElement>('lb-settings').open = true;
}
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. Dimmed and left to speak for itself: the heading says "Game type
// (multi-player)", which is the explanation (Jesse, 2026-08-30).
if (r.value === 'solitaire') markUnavailable(r);
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 ${botNumber}`
: `${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>`;
}
$('lb-seats').innerHTML = html;
/**
* The code is the whole invitation, so it has to leave this screen by some route other than
* 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 say = (m: string): void => {
$('lb-copied').textContent = m;
setTimeout(() => ($('lb-copied').textContent = ''), 4000);
};
const copy = (text: string, ok: string): void => {
void navigator.clipboard
?.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($('lb-seats').querySelectorAll<HTMLButtonElement>('.lb-bot-add'))) {
btn.onclick = () => void postJson('/api/lobby/bot', { token, seat: Number(btn.dataset['seat']), filled: true });
}
for (const btn of Array.from($('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;
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) {
startBtn.disabled = false;
startBtn.textContent = 'Start game';
$('lb-start-note').textContent = explain(body['error'], 'Could not start the game.');
}
});
};
}
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();
if (done) return;
done = true;
handlers.onReady({ token, gameId, seat: push.you, gameCode: push.lobby.gameCode });
return;
}
renderSeating(push.lobby, push.you, token);
};
/**
* 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=${encodeURIComponent(token)}`).then(({ status, body }) => {
if (done) return;
if (status === 200) {
done = true;
source?.close();
handlers.onReady({ token, gameId, seat: body['player'] as PlayerIndex, gameCode });
return;
}
void getJson(
`/api/lobby/preview?gameCode=${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.');
});
});
};
}
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.
*
* The dimming is the whole signal now. It used to append a reason to the row as well, and dropped
* that in 2026-08-30 along with the same text on the solitaire screen: one heading naming which
* game the screen deals says it once, where three dimmed rows each said it again.
*/
function markUnavailable(radio: HTMLInputElement): void {
radio.disabled = true;
radio.closest('label')?.classList.add('disabled');
}
function escapeHtml(s: string): string {
return s.replace(/&/g, '&amp;').replace(/</g, '&lt;').replace(/>/g, '&gt;').replace(/"/g, '&quot;');
}
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@@ -31,8 +31,18 @@ export function cardRow(name: string, why: string, playable: boolean | null): st
}
export function handHtml(f: Frame, canPlay: (boolean | null)[] = []): string {
// §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) => cardRow(h, f.handWhat[i] ?? '', canPlay[i] ?? null)).join('')
? f.hand
.map((h, i) => {
const what = f.handWhat[i] ?? '';
const held = f.handKeepWhy[i];
return cardRow(h, held ? [what, held].filter(Boolean).join(' · ') : what, canPlay[i] ?? null);
})
.join('')
: '<span class="dim">empty</span>';
}
@@ -120,9 +130,18 @@ export function timetableHtml(f: Frame, justSet: number | null): string {
]
.filter(Boolean)
.join(' ');
/**
* THE CARD ITSELF, not just the number.
*
* A train card is played once and then lives only as a number in a Timetable slot — but what
* it prints is what decides whether the train can be switched, worked by Porters, or loaded at
* all. Reported from play: "once a train card's been played, how would I see that particular
* train card again?" This is where the player already looks for that train.
*/
const tip =
t !== null
? `Train ${t} departs at Stage ${stage}. A train's NUMBER is its seniority and direction — odd runs west, even runs east — and the Stage it leaves is set by the 1D12 roll made when its card was played, so Train 8 at Stage 6 is normal.`
? `Train ${t} departs at Stage ${stage}. A train's NUMBER is its seniority and direction — odd runs west, even runs east — and the Stage it leaves is set by the 1D12 roll made when its card was played, so Train 8 at Stage 6 is normal.` +
(f.timetableWhat[k] ? `\n\nITS CARD — ${f.timetableWhat[k]}` : '')
: `Stage ${stage} — no train due out.`;
return (
`<div class="tt-slot ${cls}" data-tip="${esc(tip)}" tabindex="0">` +
@@ -134,6 +153,356 @@ 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.
*
* EXPORTED for the developer replay recorder (`sim/replay.ts`), which was still printing
* `loss — revenueFloor` into its own heading a release after this was written — the same defect the
* issue was filed about, surviving in the one place nobody had looked (`TODO.md` #34). One
* implementation, so the two cannot say the game ended for different reasons.
*/
export 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}${detail}`]);
};
push('Loads made up', t.loadsCompleted);
push('Loads broken', t.unloadsCompleted);
/**
* BOTH HALVES OF THE MEN | AT | WORK PIPELINE, not just the loading one.
*
* §9.1 makes loading and unloading the same shape — begun, then carried through — and the Tally
* has counted both since it was written. The screen reported only the loading side, so a player
* with three unloads part-finished at the final whistle was told nothing about them while the
* equivalent loads were listed. Found 2026-08-30 auditing which Frame fields nothing reads:
* `unloadsBegun` was one of four, and the only one whose absence was visible on screen.
*/
push('Loads still in the pipeline', t.loadsStarted - t.loadsCompleted);
push('Unloads still in the pipeline', t.unloadsBegun - t.unloadsCompleted);
push('Passengers boarded', t.passengersBoarded);
push('Passengers detrained', t.passengersDetrained);
push('Cars coupled', t.carsCoupled);
push('Cars set out', t.carsDropped);
push('Extras run', t.extrasStarted);
push('Second sections ordered', t.secondSections);
push('Flying switches', t.flyingSwitches);
push('Offices upgraded', t.officeUpgrades);
push('Facilities unjammed', t.facilitiesUnjammed);
push('Trains held', t.trainsHeld);
push('Trains diverted', t.trainsDiverted);
push('Expedite faults', t.expediteFaults);
push('Dispatch bonuses used', t.dispatchBonusesUsed);
if (t.clearancesRequested > 0) {
rows.push(['Clearances', `${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 ${c.where}`).join(', '),
]);
}
push('Cards drawn', t.cardsDrawn);
push('Cards played', t.cardsPlayed);
// Gitea#9 made throwing a Timetabled train away a legal and deliberate move, so a discard is a
// CHOICE the player made rather than an accident of the hand limit — and the engine has counted
// it all along while the screen listed only draws and plays beside it.
push('Cards discarded', t.cardsDiscarded);
return `<h4 class="res-h">The railroad</h4>${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>'
@@ -142,7 +511,7 @@ export function blockedHtml(f: Frame): string {
.join('');
}
/** The load pipeline at each industry: green → MEN | AT | WORK → red, and the siding. */
/** The load pipeline at each industry: green → MEN | AT | WORK → red, and the cars spotted here. */
export function facilitiesHtml(f: Frame): string {
/**
* One number, with what the card printed and what a Modifier added.
@@ -239,12 +608,12 @@ export function facilitiesHtml(f: Frame): string {
}">${x.kind === 'passenger' ? 'waiting to board' : 'waiting to load'}</span>${boxes(x.green, x.greenCap, 'g')}</div>`
: '') +
/**
* A PASSENGER FACILITY HAS NO SIGN AND NO SIDING, so neither row is drawn for one.
* A PASSENGER FACILITY HAS NO SIGN, so the row is not drawn for one.
*
* `maw` comes back empty for a Depot, Station or Terminal — the pipeline is a Freight
* Facility fitting (§9.2 is Porters, with no MEN | AT | WORK step). The row LABEL printed
* ahead of the loop regardless, so a Depot showed the caption and three empty boxes it
* has no Laborer to work. Same for the siding: an Office has no industry track at all.
* has no Laborer to work.
*/
(x.maw.length > 0
? `<div class="boxes"><span class="dim" data-tip="One physical sign, worked in whichever direction this industry runs. Only one load may sit on each of the three boxes.">MEN AT WORK</span>` +
@@ -258,14 +627,23 @@ export function facilitiesHtml(f: Frame): string {
: 'Loads that have come off an arriving car and been cleared. They travel car → WORK → AT → MEN, then into a red box — the opposite direction to loading.'
}">${x.kind === 'passenger' ? 'arrived' : 'cleared inbound'}</span>${boxes(x.red, x.redCap, 'r')}</div>`
: '') +
(x.trackCap > 0 || x.track.length > 0
? `<div class="boxes"><span class="dim" data-tip="Cars spotted on this industry's track. A load leaves the sign onto one of these, or an arriving load starts from one.">siding</span>${boxes(x.track, x.trackCap, 's')}</div>`
/**
* THE CARS THAT ARE HERE — NOT A SIDING OF A FIXED LENGTH.
*
* This drew one empty box per unit of the industry's capacity and labelled the row
* "siding", which said two untrue things: that the card prints a siding, and that its
* length is the box count. It is neither. An industry track is ordinary Operating Rail
* and holds four cars like every other card, so there is no printed length worth
* drawing — only what is actually standing there. Passing cap 0 renders the cars alone.
*/
(x.track.length > 0
? `<div class="boxes"><span class="dim" data-tip="Cars standing on this industry's track. A load leaves the sign onto one of these, or an arriving load starts from one. Up to four cars fit here, the same as any Operating track card.">spotted</span>${boxes(x.track, 0, 's')}</div>`
: '') +
`<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 the siding, so a load worked here can come off onto it.'
? '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.'
}">` +
(x.jammed ? 'JAMMED' : x.canFinish ? 'ready' : 'no car spotted') +
@@ -369,7 +747,7 @@ ul.blocked{margin:0;padding-left:18px}
.box{display:inline-block;min-width:22px;text-align:center;border-radius:3px;padding:1px 4px;font-size:10px}
.box.empty{background:#242a32;color:#5a6472}
/* Green OUT, red IN, matching the board SVG's palette exactly — the panel and the map are the same
card seen twice, so they may not disagree about which colour means which way. Grey for the siding,
card seen twice, so they may not disagree about which colour means which way. Grey for spotted cars,
which is a place rather than a direction. */
.box.g{background:#2f6b3d}
.box.r{background:#8a4a4a}
@@ -379,4 +757,28 @@ 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}
`;
+780 -4
View File
@@ -33,6 +33,16 @@ header button:hover{border-color:#4d6fa8}
stops inviting the press. */
header button:disabled{opacity:.45;cursor:not-allowed;border-color:#2c333d}
header button:disabled:hover{border-color:#2c333d}
.zoom{display:inline-flex;align-items:center;gap:4px}
.zoom button{padding:3px 9px;line-height:1}
.lb-invite{display:flex;align-items:center;gap:12px;flex-wrap:wrap;margin:0 0 10px;
background:#1e242c;border:1px solid var(--line);border-radius:7px;padding:10px 12px}
.lb-invite-label{font-size:11px;color:var(--dim)}
.lb-invite-code{font-size:22px;font-weight:700;letter-spacing:.08em;color:#f2e6cf}
#lb-settings{margin:10px 0;border:1px solid var(--line);border-radius:7px;padding:8px 12px;background:#171c23}
#lb-settings summary{cursor:pointer;font-size:13px;color:#9fb6d8}
#lb-settings h3{font-size:12px;margin:12px 0 4px;color:#9fb6d8}
.zoom #zoomlabel{font-size:11px;color:var(--dim);min-width:32px;text-align:center;display:inline-block}
.build{margin-left:auto;font-size:10px;opacity:.55;white-space:nowrap}
.home{color:inherit;text-decoration:none;border-bottom:1px dotted #5f6b7a}
.home:hover{color:#5aa9e6}
@@ -40,10 +50,71 @@ header button:disabled:hover{border-color:#2c333d}
.pace.good{background:rgba(40,140,60,.32)}
.pace.behind{background:rgba(190,120,40,.28)}
.yard.bare{outline:1px dashed #e0a060;outline-offset:3px;border-radius:4px;padding:3px}
/* NEW GAME DIALOG. Native <dialog>, so Esc closes it and focus is trapped without any of that
being written here. Everything below is only colour and spacing: the browser's own white-on-white
default is unreadable against this page. */
dialog{background:var(--panel);color:var(--fg);border:1px solid var(--line);border-radius:9px;
padding:16px 18px;max-width:520px;width:calc(100% - 32px);font:inherit;max-height:86vh;overflow:auto}
dialog::backdrop{background:rgba(0,0,0,.62)}
dialog h3{margin-top:15px}
/* The rationale under each heading, not beside each control — the reasons are sentences, and a
sentence squeezed into a label column wraps into noise. */
.ng-note{color:var(--dim);font-size:11.5px;margin:0 0 8px;line-height:1.45}
dialog input[type=text],dialog input[type=number]{background:#0f1318;color:var(--fg);
border:1px solid var(--line);border-radius:5px;padding:4px 7px;font:inherit;font-size:13px}
dialog input[type=text]{width:100%}
dialog input[type=number]{width:64px;text-align:right}
dialog input:focus{outline:none;border-color:#4d6fa8}
/* Whole rows, so the click target is the sentence and not the 13px circle beside it. */
.ng-radio{display:flex;gap:9px;align-items:flex-start;padding:6px 7px;border-radius:5px;cursor:pointer}
.ng-radio:hover{background:#20262e}
.ng-radio input{margin-top:3px;flex:0 0 auto}
.ng-radio .dim{font-size:11.5px}
.ng-num{display:flex;justify-content:space-between;align-items:center;gap:12px;padding:4px 7px}
.ng-buttons{display:flex;justify-content:flex-end;gap:8px;margin:16px 0 0;padding:0}
.ng-buttons button{background:#2a3038;color:inherit;border:1px solid var(--line);border-radius:5px;
padding:5px 14px;cursor:pointer;font:inherit;font-size:13px}
.ng-buttons button:hover{border-color:#4d6fa8}
#ng-deal{background:#31527f;border-color:#4d6fa8}
/* The save warning is the one thing on this screen that describes something IRREVERSIBLE, and it
sat in `.ng-note` — the same dim 11px grey as the twenty explanatory notes above it, which is
where the eye has already learned there is nothing to act on. Sized and coloured to be read
(Jesse, 2026-08-30). Amber rather than red: losing a saved game is a real cost, not a danger, and
red here would outrank the actual rules of the game sitting above it. */
#ss-saved-note{font-size:15px;font-weight:500;line-height:1.55;color:#ffcf70;background:#332a15;
border:1px solid #b8912c;border-left:5px solid #e0a83c;border-radius:5px;padding:12px 14px;
margin:18px 0 0}
#ss-saved-note b{color:#ffe3a6}
/* Two live choices, so neither is the quiet one: `Create new game` keeps the primary blue it has when
it is the only button, and `Continue` is given the same weight rather than reading as a cancel. */
#ss-deal{background:#31527f;border-color:#4d6fa8}
#ss-resume{background:#2f5340;border-color:#4f8a68}
main{display:grid;grid-template-columns:minmax(0,1fr) 400px;gap:14px;padding:14px;align-items:start}
@media(max-width:1100px){main{grid-template-columns:1fr}}
section{background:var(--panel);border:1px solid var(--line);border-radius:7px;
padding:10px 12px;margin-bottom:12px}
#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}
#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}
#presence{color:#e0b060;font-size:12px;padding:0 14px;empty-cells:hide}
#presence:empty{display:none}
/* division strip */
#division{display:flex;gap:7px;overflow-x:auto;padding-bottom:4px}
.node{border:1px solid var(--line);border-radius:6px;padding:6px 9px;min-width:112px;flex:0 0 auto}
@@ -88,11 +159,32 @@ button.cardact.discard{color:#d6b48a}
box-shadow:0 6px 22px rgba(0,0,0,.5)}
#phasenote.shown{opacity:1;transform:translateX(-50%) translateY(0)}
@media(prefers-reduced-motion:reduce){#phasenote{transition:none}}
/* A train completing its run pays EVERY player, so it is announced rather than left to the log —
green like a revenue gain, and its own element so it cannot fight the phase note for the slot. */
#announce{position:fixed;left:50%;top:14px;transform:translateX(-50%) translateY(-14px);z-index:41;
background:#16301f;border:1px solid #4c9a6a;color:#c8f0d8;border-radius:14px;padding:7px 18px;
font-size:14px;font-weight:700;opacity:0;pointer-events:none;transition:opacity .18s,transform .18s;
box-shadow:0 6px 22px rgba(0,0,0,.5);max-width:min(680px,90vw);text-align:center}
#announce.shown{opacity:1;transform:translateX(-50%) translateY(0)}
@media(prefers-reduced-motion:reduce){#announce{transition:none}}
/* The die's answer, said where the player is looking. Green like a revenue gain — it is a good
thing that just happened — and it disappears with the next render, as a moment should. */
.scheduled{display:block;font-size:11.5px;margin:0 0 7px;padding:3px 9px;border-radius:5px;
background:rgba(40,140,60,.22);border:1px solid #2f6b47;color:#bfe8cd;font-weight:600}
.makeup-note{font-size:11px;margin:0 0 5px}
/* WHICH TRAIN AM I SWITCHING. A row of crews rather than a stacked list — they are alternatives,
and the chosen one is the crew whose squares the board is drawing, so it wears the same violet
"you are here" the rest of the page uses. */
.crewpick{display:flex;flex-wrap:wrap;gap:6px;align-items:baseline}
.crewpick h3{flex:0 0 100%;margin:0 0 2px}
button.act.crew{width:auto;display:inline-block;margin:0}
button.act.crew.on{border-color:var(--now);background:rgba(185,140,240,.18);color:#e9dcff}
/* THE ORDER TO ADD THE CARS IN. Only ever drawn for a train whose make-up order can lock it (7/8
Local), so it is worth a coloured rule down the side: a player who sees this once needs to read
it, and will not see it again on the next train. `warn` is the train already made up badly. */
.makeup-advice{font-size:11px;line-height:1.45;margin:0 0 6px;padding:5px 8px;border-radius:4px;
border-left:3px solid #4d6fa8;background:rgba(60,100,170,.13)}
.makeup-advice.warn{border-left-color:#e0a060;background:rgba(200,150,60,.15)}
/* Moves left, beside the moves. Amber like the actions, because it is a budget being spent by the
buttons underneath it; struck through in red once it is gone. */
.moves{display:inline-block;font-size:11px;margin:0 0 7px;padding:1px 8px;border-radius:10px;
@@ -107,6 +199,12 @@ button.cardact.discard{color:#d6b48a}
button{background:#2a3038;color:var(--fg);border:1px solid var(--line);border-radius:5px;
padding:5px 9px;margin:2px 3px 2px 0;cursor:pointer;font:inherit;font-size:12px;text-align:left}
button:hover{background:#39424e;border-color:#4d6fa8}
/* GENERIC, and it was not. `header button:disabled` and `#actions button:disabled` were the only
disabled styles on the page, so a disabled button anywhere else — #lb-start being the one that
mattered — kept its normal face AND still lit up under the cursor from the rule above. It was
advertising a click it would refuse. */
button:disabled{opacity:.45;cursor:not-allowed}
button:disabled:hover{background:#2a3038;border-color:var(--line)}
#actions button{background:#2b3444;border:2px solid #c8912f;box-shadow:0 0 0 1px rgba(200,145,47,.18);
color:#f2e6cf;font-weight:600}
#actions button:hover{background:#3a4a63;border-color:#f0b64a;box-shadow:0 0 0 3px rgba(240,182,74,.20)}
@@ -117,6 +215,17 @@ button.act{display:inline-block}
button.ghost{background:#222831;border:1px solid #4a5361;color:#c6ccd6;font-size:11px;
padding:2px 9px;margin-left:10px;text-transform:none;letter-spacing:0;vertical-align:middle}
button.ghost:hover{border-color:#4d6fa8;color:var(--fg)}
/* A SEGMENTED CONTROL, BECAUSE A CYCLE COULD NOT REACH EVERY STATE (TODO #16).
One button that steps auto -> pinned -> auto can only ever offer the pin OPPOSITE to whatever
auto is doing at that moment, which depends on the phase — so "always hidden" was unreachable
from "always showing" without waiting for the right phase in between. Three controls, one per
mode, and the current one is lit. The buttons still say what they DO rather than what the panel
is doing, which was the earlier fix and is worth keeping. */
.seg{display:inline-flex;margin-left:10px;vertical-align:middle;border-radius:4px;overflow:hidden;
border:1px solid #4a5361}
.seg button.ghost{margin:0;border:0;border-radius:0;border-left:1px solid #4a5361}
.seg button.ghost:first-child{border-left:0}
.seg button.ghost[aria-pressed="true"]{background:#2f3a4a;color:var(--fg);font-weight:600}
#district.folded #grid{display:none}
#district.folded .districtrule{display:none}
/* Said once, quietly, beside the thing it governs — a rule a player needs on their first district
@@ -126,6 +235,16 @@ button.ghost:hover{border-color:#4d6fa8;color:var(--fg)}
.districtrule b{color:#cfd6e0}
#district.folded #districtsummary{display:block;padding:2px 0 1px;font-size:12px}
#districtsummary{display:none}
/* The This Game card folds the same way the district does, and for the same reason: a panel that
vanishes entirely reads as broken, so the summary line is what a folded card still says. */
#gamecard.folded #gamecardbody{display:none}
#gamecard #gamecardsummary{display:none}
#gamecard.folded #gamecardsummary{display:block;padding:2px 0 1px;font-size:12px}
#gamecardbody dl{display:grid;grid-template-columns:auto 1fr;gap:2px 10px;margin:4px 0 10px}
#gamecardbody dt{color:#8b94a3;font-size:11px}
#gamecardbody dd{margin:0;font-size:12px;color:#cfd6e0}
#gamecardbody dd.changed{color:#f0b64a}
#gamecardbody h4{margin:8px 0 0;font-size:11px;text-transform:uppercase;letter-spacing:.06em;color:#8b94a3}
/* An action you cannot take yet keeps its place but drops its light — the amber means "press me",
so a disabled button must not wear it. */
#actions button.blocked,#actions button:disabled{background:#232830;border:1px dashed #4a5361;
@@ -136,6 +255,14 @@ 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}
@@ -156,10 +283,553 @@ 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>
<!-- 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, `#solitairesetup` or `#gameui` is the one visible.
`#solitairesetup` asks the same questions of a solitaire player, through the same shared module
(`settings-form.ts`) — the two blocks are generated from one template, and since 2026-08-30
they are the ONLY two: the in-game dialog that was a third copy is gone. -->
<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>
<!-- 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">
<label class="ng-num"><span>Your display name</span><input id="lb-name" type="text" autocomplete="off" maxlength="40"></label>
<!-- 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>
<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>
<!-- 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 must be filled before the game can start. For solitaire,
there&rsquo;s only one player. For multiplayer, that must be filled by a person or a
bot. The number of players cannot be changed once the game is created.</p>
</div>
<div class="lb-col">
<h3>Game type (multi-player)</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&#8217;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>
</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; changing the game type 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>
<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&#8217;s own Control Point</b><br><span class="dim">You may start one at home, but not in somebody else&#8217;s district.</span></span></label>
<label class="ng-radio"><input type="radio" name="lb-extra" value="anyOffice">
<span><b>Also any player&#8217;s Control Point</b><br><span class="dim">The most permissive — an Extra may be planted in another player&#8217;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. 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">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 immediately and results in a loss 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 immediately and results in a loss 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">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&ndash;3 and 11&ndash;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>
</div>
</details>
<div class="lb-span">
<button id="lb-create" type="button">Create new 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. -->
<section id="lb-seating-section" hidden>
<h2>Seating</h2>
<div class="lb-invite">
<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" 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 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>
<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>
<!-- THE SAME THREE PARAMETERS THE LOBBY ASKS, in the same order, with the same note under them
(Jesse, 2026-08-30: "everything beneath that should be the same"). The table size is here
rather than hidden because it is one of the three things that describe a game, and leaving
it out made this screen a different form that happened to share a rules block. It is LOCKED
at one: a `LocalSession` runs the engine in this browser and a table needs a server, which
is the same reason the four multiplayer game types are shown disabled below. -->
<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>Players at the table</span>
<select id="ss-players" disabled>
<option value="1" selected>1</option>
</select></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>
<p class="ng-note">Every chair must be filled before the game can start. For solitaire,
there&rsquo;s only one player. For multiplayer, that must be filled by a person or a
bot. The number of players cannot be changed once the game is created.</p>
<h3>Game type (solitaire)</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&#8217;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>
<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>, which keeps the scoring of the type you
started from; changing the game type 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>
<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&#8217;s own Control Point</b><br><span class="dim">You may start one at home, but not in somebody else&#8217;s district.</span></span></label>
<label class="ng-radio"><input type="radio" name="ss-extra" value="anyOffice">
<span><b>Also any player&#8217;s Control Point</b><br><span class="dim">The most permissive — an Extra may be planted in another player&#8217;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. 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="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 immediately and results 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 immediately and results 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">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&ndash;3 and 11&ndash;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 — not applicable for solitaire</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>
<!-- Shown only when `station-master.save.v1` holds a game. Dealing from this screen CLEARS that
save (`commitNewGame` calls `clearSave`), so without a way back the door would be a way to
lose a game in progress — and the door is reached by clicking "Play solitaire", which nobody
reads as "discard what I was playing". -->
<p id="ss-saved-note" hidden><b>You have a solitaire game in progress.</b> Creating a new game
replaces it permanently &mdash; there is no undo. Choose <b>Continue saved game</b> to pick it
up where you left off.</p>
<menu class="ng-buttons">
<button id="ss-resume" type="button" hidden>Continue saved game</button>
<button id="ss-deal" type="button">Create new game</button>
</menu>
</section>
</div>
<div id="gameui" hidden>
<div class="topbar">
<header>
<b><a href="./index.html" class="home">Station Master</a></b>
@@ -167,11 +837,40 @@ ul.blocked li{padding:2px 0}
<!-- The objective, and nothing else: score, target, Days left. The "behind the pace" chip and the
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 COLLISION COUNTS, WHICH ARE A LIVE SCORE AND NOT A SETTING (TODO #28). The Frame has
carried `collisionsToday` and `collisionsTotal` since v0.7.0 and nothing on the board drew
them, so the one victory condition that can end a game early was invisible while it ran.
Empty and collapsed when both limits are 0 — a game that cannot end this way should not be
counting towards it. The limits themselves live in the This Game card; this is progress. -->
<span class="dim" id="collisions" title=""></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>
<!-- The seed, the seat, the game type and every house rule MOVED TO THE THIS GAME CARD, 2026-08-30
(TODO #28). Jesse: "we can give complete information about all the game options and not take
up valuable real estate at the top of the screen… it is not something that they're likely to
need all the time." What stays here is what is glanced at every turn — Revenue, the objective,
the collision counts — plus the game code, which is identity rather than settings: it is how
you say WHICH game you are in, out loud, without opening anything. -->
<button id="sound" title="Whistle at the end of each Stage, the crossing bell at the end of each Day, and the conductor when a train is built. Currently synthesised, not recorded.">🔇 muted</button>
<!-- BOARD ZOOM. Applies to the Division map and the Office Area grid alike — both already scroll
horizontally (`#division`, `#grid`) when they run wide, so this only ever needs to resize the
rendered SVG's own pixel dimensions; the existing scrollbar keeps doing the panning. -->
<span class="zoom" title="Zoom the Division map and your Office Area. Both already scroll — this only changes their size.">
<button id="zoomout" aria-label="Zoom out">−</button><span id="zoomlabel">100%</span><button id="zoomin" aria-label="Zoom in">+</button>
</span>
<button id="undo" title="Take the last action back. The save is the seed plus the moves made, so this replays the game without the last one — as far back as you like.">Undo</button>
<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 will be asked for a seed — leave it blank for a random one. 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="newgame" title="Set up a fresh game — the seed, the table, the opening hand and what the three economies pay. Opens the same screen a new solitaire game starts from, with your current rules filled in; your game in progress is kept until you press Deal, and Continue puts it straight back.">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>
@@ -185,14 +884,20 @@ ul.blocked li{padding:2px 0}
<!-- Announces a phase CHANGE. The turn chart says where you are; this says that it moved, which is
what you miss when the automatic phases run between two clicks. -->
<div id="phasenote"></div>
<div id="announce"></div>
<!-- `lobby-and-sessions.md` §5 — a disconnect keeps the seat and the game simply waits; this is
what says WHY, instead of the table watching nothing happen with no explanation. Empty and
collapsed whenever everyone connected is still connected — a `LocalSession` never fills it. -->
<div id="presence"></div>
<main>
<div>
<section><h2>The Division — west to east</h2><div id="division"></div></section>
<section><h2>The Division — west to east</h2><div id="division"></div>
<p class="ng-note" id="seating-chain"></p></section>
<section id="district">
<h2>Your Office Area
<span class="dim" style="text-transform:none;letter-spacing:0">— hover any card for the full explanation</span>
<button id="districttoggle" class="ghost" title="Auto-hide keeps the district open during Local Operations and Cargo — the phases that change it — and folds it otherwise. Click to pin it open or hidden instead.">auto-hide: on</button>
<span id="districttoggle" class="seg" role="group" aria-label="When to show your Office Area"><button id="dm-auto" class="ghost" type="button" title="Open during Local Operations and Cargo — the phases that change the district — and folded otherwise.">Auto-hide</button><button id="dm-open" class="ghost" type="button" title="Keep the Office Area open in every phase.">Always show</button><button id="dm-closed" class="ghost" type="button" title="Keep the Office Area folded in every phase. The summary line stays, so it reads as folded rather than missing.">Always hide</button></span>
</h2>
<div id="districtsummary" class="dim"></div>
<!-- THE RULE THAT SHAPES EVERY DISTRICT, said once where the district is.
@@ -236,9 +941,80 @@ ul.blocked li{padding:2px 0}
</section>
<section><h2>Blocked — why nothing is moving</h2><ul class="blocked" id="blocked"></ul></section>
<section><h2>Facilities</h2><div id="facs"></div></section>
<!-- THIS GAME — the settings it was dealt under, off the top line and out of the way (TODO #28).
Last in the column and folded by default because it is looked up, not watched: "Oh wait,
what did we set that to?" The body is `rulesListHtml`, the same renderer the join preview
and the seating screen draw, so what you agreed to in the lobby and what you can read
mid-game cannot drift apart. -->
<section id="gamecard" class="folded"><h2>This Game
<button id="gamecardtoggle" class="ghost" type="button" title="The seed, the seat, the game type and every rule this game was dealt under.">show</button>
</h2>
<div id="gamecardsummary" class="dim"></div>
<div id="gamecardbody"></div>
</section>
</div>
</main>
<!-- THE IN-GAME "NEW GAME" BUTTON GOES TO THE SOLITAIRE SETUP SCREEN — there is no second
dialog any more (Jesse, 2026-08-30: "it should not go to a separate screen. We should reuse the
Solitaire New Game Screen… in general we should reuse what we already have").
`#newgamedlg` was a third copy of the same questions, and the one that drifted: it kept the
multiplayer wording ("Everyone loses if COMBINED Revenue…") on a screen only ever shown to a
solitaire player, and explained Employee Rotation in full beside a control it had disabled.
Deleting it removes the drift rather than re-wording it.
Nothing is lost by navigating away mid-game: `render()` calls `save()` on every frame, so the
game in progress is always on disk, and the setup screen offers "Continue saved game"
to come straight back to it. -->
</div><!-- /gameui -->
<!-- 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. -->
<!-- THE EXTENSION QUESTION IS ASKED HERE, not only behind this dialog (Gitea#11 + #16).
This opens ITSELF at every ending, and it is modal — so `renderEnding`'s "play one more Day"
buttons, which it writes into `#actions`, sit underneath it. A player saw a results screen whose
only control was Close and reasonably concluded the game was over: reported by Jesse
2026-08-30, "Solitaire game ended. I did not have an option to extend the game by a day."
Gitea#11 was verified over the HTTP API, which renders no dialog, so the browser never was.
The two extension buttons are hidden unless the game is actually awaiting a vote. -->
<dialog id="resultsdlg" aria-labelledby="rs-title">
<form method="dialog">
<div id="resultsbody"></div>
<menu class="ng-buttons">
<button value="extend-yes" id="rs-extend-yes" type="submit" hidden>Play One More Day</button>
<button value="extend-no" id="rs-extend-no" type="submit" hidden>End the Game Here</button>
<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>
+371
View File
@@ -0,0 +1,371 @@
/**
* 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 —
* `apply.ts` only ever rejects `ownOffice` when `start.seat !== seatOf(s, player)`, which
* cannot happen at one seat. It said `anyOffice` until 2026-08-30, which was true and read
* wrong: a solitaire player has no "any player" to contrast themselves with, so the permissive
* label described a permission nobody was being granted. Jesse's call; no gameplay effect.
*/
extraStart: 'ownOffice',
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);
}
+7 -3
View File
@@ -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) {
@@ -117,12 +118,15 @@ 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);
$('vdivision').innerHTML = divisionSvg(f.division);
$('vgrid').innerHTML = officeSvg(f.cells, f.runningRow);
$('vgrid').innerHTML = officeSvg(f.cells, f.runningRow, [], [], f.limits);
// Auto-hide: the district is worth its space during the phases that change it.
const open = districtMode === 'auto' ? FOCUS_PHASES.has(f.phaseKey) : districtMode === 'open';
+226 -5
View File
@@ -17,13 +17,17 @@
import type { Intent } from '../engine/intents.ts';
import type { Frame } from '../sim/view.ts';
import type { GameConfig, PlayerIndex } from '../engine/state.ts';
import type { Game, Menu, Save } from './game.ts';
import type { PlayerIndex } from '../engine/state.ts';
import { applyDelta } from '../sim/frame-delta.ts';
import type { FrameDelta } from '../sim/frame-delta.ts';
import type { Game, Menu, NewGameOptions, Save } from './game.ts';
import {
actionMenu,
configWith,
currentActor,
fromSave,
handPlayable,
isOutOfTurn,
newGame,
overHandLimit,
submit,
@@ -86,8 +90,33 @@ export type Session = {
takeCues(): string[];
/** The timetable slot the last 1D12 filled, once. Draining. */
takeScheduled(): number | null;
/** A one-line announcement to flash, once. Draining. */
takeAnnouncement(): string | null;
/** The card most recently drawn into this seat's hand. Persists until another draw replaces it. */
justDrawn(): string | null;
/**
* Which OTHER seats are currently connected, as last reported by the server — always empty for a
* `LocalSession` (there is nobody else to track). `lobby-and-sessions.md` §5: a disconnect keeps
* 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.
*
* `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; 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;
};
/**
@@ -110,9 +139,15 @@ export type LocalSession = Session & {
*
* `Game` is mutated in place by `submit`, so the wrapper keeps a mutable reference rather than
* copying — `undo` and `restore` replace the whole game, which is why `game` is a getter.
*
* It takes `NewGameOptions` rather than a whole `GameConfig` because DEALING is the only thing on the
* far side of this that the page is allowed to decide. A config carries the mode and the optional
* rules — table settings a lobby owns — and handing main.ts a `GameConfig` to build meant importing
* the engine's own defaults into the page, which is the boundary `session.test.ts` guards. The seed,
* the house rules and the victory-condition dials are what a player picks when they press New game.
*/
export function createLocalSession(seed: number, config?: GameConfig): LocalSession {
let game: Game = config ? newGame(seed, config) : newGame(seed);
export function createLocalSession(seed: number, options?: NewGameOptions): LocalSession {
let game: Game = options ? newGame(seed, configWith(options)) : newGame(seed);
const listeners = new Set<() => void>();
const changed = (): void => {
for (const fn of [...listeners]) fn();
@@ -129,7 +164,9 @@ export function createLocalSession(seed: number, config?: GameConfig): LocalSess
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;
},
@@ -146,7 +183,13 @@ export function createLocalSession(seed: number, config?: GameConfig): LocalSess
game.scheduled = null;
return slot;
},
takeAnnouncement: () => {
const text = game.announced;
game.announced = null;
return text;
},
justDrawn: () => game.justDrawn,
presence: () => [],
seed: () => game.seed,
save: () => toSave(game),
@@ -159,6 +202,7 @@ export function createLocalSession(seed: number, config?: GameConfig): LocalSess
back.cues.length = 0;
back.scheduled = null;
back.justDrawn = null;
back.announced = null;
changed();
return true;
},
@@ -166,7 +210,184 @@ export function createLocalSession(seed: number, config?: GameConfig): LocalSess
game = fromSave(save);
// Restoring replays the whole history and re-records every draw; none of it is news.
game.justDrawn = null;
game.announced = null;
changed();
},
};
}
/** The push envelope `src/server/session.ts` sends over SSE — mirrored here rather than imported,
* so this file never depends on anything under `src/server/` even at the type level. */
type Push = {
frame?: FrameDelta;
menu: Menu | null;
lines: { text: string; tone: string }[];
/** 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;
};
/**
* A session backed by a server (Phase 2, extended Phase 4). Holds no authoritative state — no deck
* order, no other seat's hand — only the last `Frame`/`Menu` a push actually told it. `capabilities`
* are all `false`: undo would have to un-see what other players already saw, a local save is
* meaningless when the server is the store, and dealing a new game is the lobby's job.
*
* `token` is `lobby-and-sessions.md` §1's session token, issued at `Lobby.Create`/`Lobby.Join` and
* stored by the caller (`main.ts`, in `localStorage`) — it alone proves identity to `/api/stream`
* and `/api/intent`, so this function no longer takes a join secret at all; that gate belongs to
* the lobby endpoints only. `seat` still has to be passed in rather than learned from a push,
* because the very FIRST thing this session needs — `seat()` — has to answer before any push has
* necessarily arrived; the caller already knows it from the join/create/start response.
*
* Construction is synchronous (the `Session` interface has no async surface), but the first real
* `Frame` only exists once the SSE connection's first push arrives — `main.ts` accounts for this by
* not rendering until `subscribe`'s callback fires at least once for a session whose `capabilities`
* are all `false` (a `LocalSession` always has data the instant it is constructed; this does not).
*/
export function createRemoteSession(
token: string,
seat: PlayerIndex,
/**
* Called once when this session's game is established to be gone for good, so the page can stop
* waiting for it. Without this the only symptom is a blank screen: `EventSource` retries a 404
* forever and reports nothing, and `frame` never becomes non-null.
*/
onGone?: () => void,
): Session {
let frame: Frame | null = null;
let menu: Menu | null = null;
let lines: { text: string; tone: string }[] = [];
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 => {
for (const fn of [...listeners]) fn();
};
const qs = `token=${encodeURIComponent(token)}`;
const source = new EventSource(`/api/stream?${qs}`);
/**
* A DROPPED CONNECTION AND A DEAD GAME LOOK IDENTICAL HERE, so ask before giving up.
*
* `EventSource` fires `error` for both a transient blip — which it recovers from by itself, and
* which is the expected shape of a game that sits idle for minutes (multiplayer.md §9) — and a
* 404 it will nonetheless retry forever. It exposes no status code either way. `/api/session` is
* the cheap question that separates them: only a definite 404 closes the stream and reports the
* game gone, so a flaky network still self-heals.
*/
let reportedGone = false;
source.onerror = () => {
if (reportedGone) return;
void fetch(`/api/session?${qs}`)
.then((r) => {
if (r.status !== 404 || reportedGone) return;
reportedGone = true;
source.close();
onGone?.();
})
.catch(() => {
// The probe itself failed, so this says nothing about the game — leave the retry running.
});
};
source.onmessage = (ev: MessageEvent<string>) => {
const push = JSON.parse(ev.data) as Push;
// A presence-only push (no `frame`) carries `menu: null` too, but that is not news about this
// seat's turn — only a push that actually came from the game (always carries a real `frame`,
// per `session.ts`'s `Push`) updates the board or the menu.
if (push.frame) {
frame = applyDelta(frame, push.frame);
menu = push.menu;
}
lines = [...lines, ...push.lines];
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();
};
const need = (): Frame => {
if (frame === null) throw new Error('RemoteSession.view() called before the first Frame arrived');
return frame;
};
return {
view: need,
menu: () => menu ?? { options: [], direct: [], placeable: [], hand: [], makeUp: null },
seat: () => seat,
actor: () => need().actor,
overHandLimit: () => need().overHandLimit,
handPlayable: () => (menu?.hand ?? []).map((h) => h.playNow !== null),
async submit(intent: Intent): Promise<boolean> {
const seq = nextSeq++;
const res = await fetch(`/api/intent?${qs}`, {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ seq, intent }),
});
const result = (await res.json()) as { ok: boolean; code?: string };
// The visible update arrives via the SSE push (broadcast to every seat, including this one),
// not from this response — this only reports whether the rules accepted it.
return result.ok;
},
subscribe(fn: () => void) {
listeners.add(fn);
return () => listeners.delete(fn);
},
capabilities: { undo: false, saveLocal: false, newGame: false },
lines: () => lines,
// 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();
},
};
}
+358
View File
@@ -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}${f.id}-hint"`);
}
return out;
}
/** The label each field goes under in the read-only view below. */
const FIELD_LABELS: Record<keyof Settings, string> = {
startingHand: 'Starting hand',
extraStart: 'An Extra may start at',
discardTimetabled: 'A Timetabled train may be discarded',
passengerPerCoach: 'Passenger per coach',
freightPerLoad: 'Freight per load',
trainPerTransit: 'Train per transit',
minCombinedRevenue: 'Combined Revenue floor',
maxCollisionsPerDay: 'Collisions in one Day',
maxCollisionsTotal: 'Collisions in the game',
reducedVisibility: 'Reduced Visibility',
employeeRotation: 'Employee Rotation',
emergencyToolbox: 'Emergency Toolbox',
};
const esc = (s: string): string =>
s.replace(/&/g, '&amp;').replace(/</g, '&lt;').replace(/>/g, '&gt;').replace(/"/g, '&quot;');
/**
* THE WHOLE RULE SET, READ-ONLY — what a player weighing a join reads before taking a seat, and what
* the seating screen keeps showing afterwards.
*
* Generated rather than a fourth copy of the form: nobody may change these, so form controls would
* be a lie, and a `<dl>` says "this is what you are joining" in a third of the space. Fields that
* differ from the nearest named type are amber here for the same reason they are amber in the form —
* a non-standard game should never be a surprise.
*/
export function rulesListHtml(config: GameConfig, players: number, days: number): string {
const settings = settingsOf(config);
const type = presetOf(config, players, days);
const near = closestPreset(config, players, days);
const differing = type === 'custom' ? near.differing : [];
const rows = (keys: (keyof Settings)[]): string =>
keys
.map((k) => {
const changed = differing.includes(k) ? ' class="changed"' : '';
return `<dt>${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];
}
+92 -17
View File
@@ -64,6 +64,38 @@ export function playCue(cue: string): void {
osc.stop(at + dur + 0.02);
};
/**
* A burst of filtered noise — the breath of steam behind a whistle, one chuff of a moving
* locomotive, or the boom of an impact. Shared by `stage` (one long burst) and the chuffs in
* `arrive`/`depart` (several short ones), and the wide-open burst under `crash`.
*/
const noiseBurst = (
at: number,
dur: number,
gain: number,
freq: number,
q: number,
type: BiquadFilterType = 'bandpass',
): void => {
const frames = Math.max(1, Math.floor(c.sampleRate * dur));
const buf = c.createBuffer(1, frames, c.sampleRate);
const data = buf.getChannelData(0);
for (let i = 0; i < frames; i++) data[i] = Math.random() * 2 - 1;
const src = c.createBufferSource();
src.buffer = buf;
const filt = c.createBiquadFilter();
filt.type = type;
filt.frequency.value = freq;
filt.Q.value = q;
const amp = c.createGain();
amp.gain.setValueAtTime(0, at);
amp.gain.linearRampToValueAtTime(gain, at + Math.min(0.05, dur / 4));
amp.gain.exponentialRampToValueAtTime(0.0001, at + dur);
src.connect(filt).connect(amp).connect(c.destination);
src.start(at);
src.stop(at + dur + 0.02);
};
const t = c.currentTime + 0.02;
if (cue === 'stage') {
@@ -73,23 +105,55 @@ export function playCue(cue: string): void {
for (const fg of [[392, 0.16], [466, 0.13], [587, 0.1], [784, 0.05]]) {
tone(t, fg[0]!, d, fg[1]!, 'sawtooth', fg[0]! * 0.985);
}
const frames = Math.floor(c.sampleRate * d);
const buf = c.createBuffer(1, Math.max(1, frames), c.sampleRate);
const data = buf.getChannelData(0);
for (let i = 0; i < frames; i++) data[i] = Math.random() * 2 - 1;
const src = c.createBufferSource();
src.buffer = buf;
const band = c.createBiquadFilter();
band.type = 'bandpass';
band.frequency.value = 1400;
band.Q.value = 0.8;
const amp = c.createGain();
amp.gain.setValueAtTime(0, t);
amp.gain.linearRampToValueAtTime(0.05, t + 0.05);
amp.gain.exponentialRampToValueAtTime(0.0001, t + d);
src.connect(band).connect(amp).connect(c.destination);
src.start(t);
src.stop(t + d);
noiseBurst(t, d, 0.05, 1400, 0.8);
return;
}
if (cue === 'arrive') {
/**
* A LOCOMOTIVE SLOWING TO A STOP: chuffs (one per wheel revolution) spaced FARTHER apart as
* road speed drops, then a soft two-partial bell tap as it settles — a lighter cousin of the
* `day` bell, not a repeat of it.
*/
let at = t;
const gaps = [0.13, 0.17, 0.22, 0.28];
for (let i = 0; i < gaps.length; i++) {
noiseBurst(at, 0.07, 0.11 - i * 0.015, 190, 1.1, 'bandpass');
at += gaps[i]!;
}
for (const fg of [[1046, 0.07], [1568, 0.04]]) {
tone(at + 0.12, fg[0]!, 0.3, fg[1]!, 'sine');
}
return;
}
if (cue === 'depart') {
/**
* THE INVERSE OF `arrive`: chuffs starting slow and pulling closer together as the train
* gathers speed, then one falling, fading horn note — a single call, not `completed`'s pair,
* since this train is only leaving the Office, not clearing the whole Division.
*/
let at = t;
const gaps = [0.22, 0.15, 0.1, 0.07, 0.05];
for (let i = 0; i < gaps.length; i++) {
noiseBurst(at, 0.06, 0.06 + i * 0.012, 210, 1.2, 'bandpass');
at += gaps[i]!;
}
tone(at, 349, 0.45, 0.1, 'sawtooth', 300);
return;
}
if (cue === 'crash') {
/**
* IMPACT, NOT MUSIC: two tones bent sharply downward at a DISSONANT (non-harmonic) interval,
* so the ear reads a collision rather than a chord — `couple`'s clank is consonant on purpose,
* and this is its opposite. A wide-open noise boom and a percussive sub-bass thump give it
* weight under the screech.
*/
tone(t, 311, 0.35, 0.16, 'square', 70);
tone(t, 233, 0.4, 0.13, 'sawtooth', 52);
noiseBurst(t, 0.4, 0.16, 900, 0.4, 'lowpass');
tone(t, 45, 0.3, 0.18, 'sine');
return;
}
@@ -124,6 +188,17 @@ export function playCue(cue: string): void {
return;
}
if (cue === 'completed') {
// A train clearing the Division and whistling off: two long horn notes falling away, with the
// second quieter and lower so it reads as distance rather than repetition. Longer than any other
// cue on purpose — it is the only one that pays every player, and it should land as an event.
tone(t, 392, 0.55, 0.13, 'sawtooth', 370);
tone(t, 262, 0.55, 0.09, 'triangle', 247);
tone(t + 0.42, 330, 0.75, 0.08, 'sawtooth', 300);
tone(t + 0.42, 220, 0.75, 0.055, 'triangle', 200);
return;
}
if (cue === 'day') {
// The grade-crossing bell: two strikes. Inharmonic partials separate a bell from a beep.
for (const at of [t, t + 0.22]) {
+62
View File
@@ -7,3 +7,65 @@ if (ties) {
}
ties.innerHTML = out;
}
/** Clicking the box art opens it full size, since the thumbnail is too small to read. */
const heroImage = document.getElementById('hero-image');
const lightbox = document.getElementById('lightbox');
if (heroImage && lightbox) {
const open = () => { lightbox.hidden = false; };
const close = () => { lightbox.hidden = true; };
heroImage.addEventListener('click', open);
heroImage.addEventListener('keydown', (e) => {
if (e instanceof KeyboardEvent && (e.key === 'Enter' || e.key === ' ')) {
e.preventDefault();
open();
}
});
lightbox.addEventListener('click', close);
document.addEventListener('keydown', (e) => {
if (e instanceof KeyboardEvent && e.key === 'Escape') close();
});
}
/**
* Is a Station Master server actually behind this page?
*
* The same `dist/` ships two ways — served by `src/server/`, or uploaded as flat files with no
* server at all (`scripts/deploy-web.ts`) — and the bundle is identical in both, so the only
* honest way to answer is to ask. `/api/health` is the one route that exists to be failed.
*
* THE DOOR STARTS OPEN AND ONLY EVER CLOSES. Getting this wrong in the "no server" direction is
* the bug this whole change exists to fix: a disabled door is invisible and leaves a player who
* DOES have a server with no way in, and nothing on screen to explain it. Getting it wrong the
* other way costs a click and a lobby that says it cannot reach a server — which is legible, and
* recoverable. So a slow or flaky probe leaves the door alone; only a definite answer closes it.
*/
const mpDoor = document.getElementById('door-multiplayer');
if (mpDoor) {
const close = (): void => {
mpDoor.classList.add('disabled');
mpDoor.removeAttribute('href');
const go = document.getElementById('door-multiplayer-go');
if (go) go.textContent = 'Requires a Station Master server';
const blurb = document.getElementById('door-multiplayer-blurb');
if (blurb) {
blurb.textContent =
'Play with your friends across the internet, each running your own office area within the ' +
'entire division. This copy of the game is a plain website with no server behind it, so ' +
'there is nowhere to host a table — multiplayer needs a Station Master server.';
}
};
// Relative, never absolute: the page must work at whatever address it is reached by, and the
// server is always the origin that served it (D16).
void fetch('./api/health')
.then((r) => (r.ok ? (r.json() as Promise<unknown>) : null))
.then((body) => {
// A static host that answers unknown paths with 200 and its own index page would sail past
// an `r.ok` check, so the body has to name itself before the door is believed.
const named =
typeof body === 'object' && body !== null && (body as { service?: unknown }).service === 'station-master';
if (!named) close();
})
.catch(() => close());
}
+941 -42
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+1157 -58
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+463
View File
@@ -0,0 +1,463 @@
/**
* §A.3 — cars occupy the track "in the same order they originally held, left-to-right".
*
* Left-to-right is west-to-east, and `TrackCard.standing` had no defined orientation at all until
* this release. Three reports came out of that one omission and each gets its own battery here:
* a cut parked in a different order depending on how many cars were set out at once; a train that
* got the identical consist whichever end it approached a cut from; and a train that drove straight
* through the cars it had just set out.
*/
import { describe, it } from 'node:test';
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, TrackArc, TrackCard } from '../src/engine/state.ts';
import { carsOn, coordKey, turnOf } from '../src/engine/state.ts';
const config: GameConfig = {
mode: 'solitaire',
days: 5,
minCombinedRevenue: 0,
maxCollisionsPerDay: 0,
maxCollisionsTotal: 0,
pvpCardsAllowed: false,
optionalRules: {
reducedVisibility: false,
employeeRotation: false,
emergencyToolbox: false,
},
};
const game = (seed = 77): GameState => createGame({ id: 'g', seed, config, playerNames: ['Jesse'] });
const at = (row: number, col: number): GridCoord => ({ row, col });
const car = (type: string, loaded = false): RollingStock => ({ type, loaded }) as RollingStock;
const straight = (standing: RollingStock[] = []): TrackCard => ({
geometry: { kind: 'track', geometry: 'straight' },
baseOperationalRail: true,
standing,
standingWest: 0,
facility: null,
modifiers: [],
enhancements: [],
});
function addCard(s: GameState, coord: GridCoord, card: TrackCard): void {
areaOf(s, 0).grid.set(coordKey(coord), card);
}
/** A row of plain straights, on row 1 — row 0 is the Running Track and holds the Office. */
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: 'n' | 's' | 'e' | 'w',
engineAt = 0,
railFacing: 'e' | 'w' = facing === 'w' ? 'w' : 'e',
): string {
const id = s.freeTrays.pop()!;
s.trays.set(id, {
id,
trainNumber: null,
trainIsExtra: false,
engineAt,
consist,
direction: railFacing === 'w' ? 'west' : 'east',
facing,
railFacing,
position: { at: 'grid', seat: 0, coord },
movesUsed: 0,
} as CrewTray);
return id;
}
/** Puts the game in the one phase switching intents are legal in. */
function switching(s: GameState): void {
s.clock.phase = 'localOps';
s.clock.currentActor = 0;
turnOf(s, 0).option = 'switch';
}
const types = (cars: readonly RollingStock[]): string[] => cars.map((c) => c.type);
const FOUR = (): RollingStock[] => [car('boxcar'), car('hopper'), car('reefer'), car('tank')];
const standingAt = (s: GameState, coord: GridCoord): string[] =>
types(carsOn(areaOf(s, 0).grid.get(coordKey(coord))!));
// ---------------------------------------------------------------------------
describe('a cut parks in the same order however many cars come off at once', () => {
/**
* Reported: "when dropping all 4 cars, order was reversed. It worked properly if we dropped cars
* individually." Both halves are the same bug — `carsDropped` pushed onto the end of the array
* whatever end the cut came off, so the answer depended on how the player chose to spend the drop.
*
* A drop costs no Moves, so one drop of four and four drops of one are the SAME turn played two
* ways. They must park the same cars in the same order, and that is the whole property.
*/
function park(facing: 'e' | 'w', fromNose: boolean, batches: number[]): string[] {
const s = game();
row(s, 1);
// The engine goes at whichever end lets the cut come off the one being tested: cars ahead of it
// for a nose drop, behind it for a tail drop.
const id = placeTray(s, at(1, 0), FOUR(), facing, fromNose ? 4 : 0);
switching(s);
for (const count of batches) {
const r = applyIntent(s, 0, {
type: 'switch.dropCars',
trayId: id,
count,
...(fromNose ? { fromNose: true } : {}),
});
assert.ok(r.ok, `drop of ${count} refused: ${r.ok ? '' : r.code}`);
}
return standingAt(s, at(1, 0));
}
for (const facing of ['e', 'w'] as const) {
for (const fromNose of [false, true]) {
const end = fromNose ? 'nose' : 'tail';
it(`is batch-invariant off the ${end}, facing ${facing}`, () => {
const all = park(facing, fromNose, [4]);
assert.equal(all.length, 4, 'all four cars should be standing on the card');
assert.deepEqual(park(facing, fromNose, [1, 1, 1, 1]), all, 'four singles parked a different order than one four');
assert.deepEqual(park(facing, fromNose, [2, 2]), all, 'two pairs parked a different order again');
});
}
}
it('parks west-to-east, so an east-facing train sets its tail cut out behind itself', () => {
// Consist is nose first and the nose points east, so `[boxcar hopper reefer tank]` stands on the
// ground as tank, reefer, hopper, boxcar reading west to east. The tail car is the westmost.
assert.deepEqual(park('e', false, [4]), ['tank', 'reefer', 'hopper', 'boxcar']);
// Facing west the tray already reads west-to-east, so it goes down as it stands.
assert.deepEqual(park('w', false, [4]), ['boxcar', 'hopper', 'reefer', 'tank']);
});
it('keeps the two cuts apart when a train sets out off both ends on one square', () => {
// §A.3 lets a cut come off either outer end, so both can happen on one square. The engine ends
// up standing between them, which is the thing `standingWest` exists to record.
const s = game();
row(s, 1);
const id = placeTray(s, at(1, 0), FOUR(), 'e', 2);
switching(s);
assert.ok(applyIntent(s, 0, { type: 'switch.dropCars', trayId: id, count: 1, fromNose: true }).ok);
assert.ok(applyIntent(s, 0, { type: 'switch.dropCars', trayId: id, count: 1 }).ok);
// Facing east: the nose cut (boxcar) is set out east of the engine, the tail cut (tank) west.
assert.deepEqual(standingAt(s, at(1, 0)), ['tank', 'boxcar']);
// `standingWest` lives on the CARD now, not the tray (docs/plans/switching-paths.md — "The
// Roster Pass"): the Office is the one square more than one train may share, and a cut lies
// west or east of the block of A/D tracks rather than of any one engine.
assert.equal(
areaOf(s, 0).grid.get(coordKey(at(1, 0)))!.standingWest,
1,
'the engine should be standing between the two cuts',
);
});
});
// ---------------------------------------------------------------------------
describe('a parked cut mirrors depending on which end the train comes from', () => {
/**
* The consist a train ends up with must depend on which way it ran, or a run-around buys nothing.
* `couples` was accumulated in path order with no reference to the direction of travel, so both
* approaches produced the identical tray.
*/
function collect(from: 'west' | 'east'): string[] {
const s = game();
row(s, 3);
// The cut stands on the middle square, boxcar west of hopper.
addCard(s, at(1, 1), straight([car('boxcar'), car('hopper')]));
const start = from === 'west' ? at(1, 0) : at(1, 2);
const to = from === 'west' ? at(1, 2) : at(1, 0);
const id = placeTray(s, start, [], from === 'west' ? 'e' : 'w');
switching(s);
const r = applyIntent(s, 0, { type: 'switch.move', trayId: id, to, reverse: false });
assert.ok(r.ok, `the run was refused: ${r.ok ? '' : r.code}`);
return types(s.trays.get(id)!.consist);
}
it('gives mirrored consists, never the same one twice', () => {
const eastbound = collect('west');
const westbound = collect('east');
assert.notDeepEqual(eastbound, westbound, 'approaching from either end gave the identical consist');
assert.deepEqual(eastbound, [...westbound].reverse(), 'the two approaches are not mirror images');
});
it('puts the car the engine met LAST on the nose, running forward', () => {
// Running east onto boxcar-then-hopper, the engine pushes the boxcar ahead of it and picks the
// hopper up in front of that. Nose first, the tray reads hopper, boxcar.
assert.deepEqual(collect('west'), ['hopper', 'boxcar']);
assert.deepEqual(collect('east'), ['boxcar', 'hopper']);
});
it('couples behind the train nearest-car-first when backing up', () => {
const s = game();
row(s, 3);
addCard(s, at(1, 1), straight([car('boxcar'), car('hopper')]));
// Facing east at the east end, so backing up runs WEST into the cut: it meets the hopper first.
const id = placeTray(s, at(1, 2), [car('caboose')], 'e');
switching(s);
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', 'hopper', 'boxcar']);
});
});
// ---------------------------------------------------------------------------
describe('a train may not drive through the cut on its own card (§A.4)', () => {
/**
* Reported: "if I put cars off the nose on a given track, and my next move is go forward, I need
* to couple those cars right back on." The walk started at the NEIGHBOUR of the start square and
* never read the start card at all, so the cut was simply left behind.
*
* The rule is direction-sensitive, which is the point: only the cut at the end the train pulls out
* through is in the way. That is what makes setting out off one particular end a decision.
*/
function runOut(fromNose: boolean, reverse: boolean): { consist: string[]; left: string[] } {
const s = game();
row(s, 3);
const id = placeTray(s, at(1, 1), [car('boxcar'), car('hopper')], 'e', fromNose ? 2 : 0);
switching(s);
assert.ok(
applyIntent(s, 0, {
type: 'switch.dropCars',
trayId: id,
count: 1,
...(fromNose ? { fromNose: true } : {}),
}).ok,
);
const to = reverse ? at(1, 0) : at(1, 2);
const r = applyIntent(s, 0, { type: 'switch.move', trayId: id, to, reverse });
assert.ok(r.ok, `the move was refused: ${r.ok ? '' : r.code}`);
return { consist: types(s.trays.get(id)!.consist), left: standingAt(s, at(1, 1)) };
}
it('picks a nose cut back up when it pulls forward through it', () => {
const out = runOut(true, false);
assert.deepEqual(out.left, [], 'the cut was left standing on the card the train pulled out of');
assert.equal(out.consist.length, 2, 'the train should have both cars back');
});
it('leaves a nose cut standing when it backs away from it instead', () => {
const out = runOut(true, true);
assert.deepEqual(out.left, ['boxcar'], 'backing away from a nose cut should leave it where it is');
assert.deepEqual(out.consist, ['hopper']);
});
it('encodes §A.5’s trailing-point step 1 — drop the back cars, then pull away from them', () => {
// "Drop the back two cars (blue and red) on Card F. Move train to Card B." The whole example
// collapses if that first move drags them along again.
const s = game();
row(s, 3);
const id = placeTray(s, at(1, 2), FOUR(), 'w');
switching(s);
assert.ok(applyIntent(s, 0, { type: 'switch.dropCars', trayId: id, count: 2 }).ok);
const r = applyIntent(s, 0, { type: 'switch.move', trayId: id, to: at(1, 0), reverse: false });
assert.ok(r.ok, `pulling away from the set-out cars was refused: ${r.ok ? '' : r.code}`);
assert.deepEqual(types(s.trays.get(id)!.consist), ['boxcar', 'hopper'], 'the train kept cars it had set out');
assert.deepEqual(
standingAt(s, at(1, 2)),
['reefer', 'tank'],
'the two cars set out should still be standing on the square the train left',
);
});
it('counts the own cut against the four-car limit', () => {
// A full tray that sets out one car cannot simply pull forward through it again — that would be
// five cars, and coupling is mandatory, so the MOVE is what has to be refused.
const s = game();
row(s, 3);
const id = placeTray(s, at(1, 1), FOUR(), 'e', 4);
switching(s);
assert.ok(applyIntent(s, 0, { type: 'switch.dropCars', trayId: id, count: 1, fromNose: true }).ok);
// Refill the tray so the recoupled car would be a fifth.
s.trays.get(id)!.consist = FOUR();
assert.equal(check(s, 0, { type: 'switch.move', trayId: id, to: at(1, 2), reverse: false }), 'ILLEGAL_MOVE');
// Backing away from it is still legal — the cut is not at that end.
assert.equal(check(s, 0, { type: 'switch.move', trayId: id, to: at(1, 0), reverse: true }), null);
});
});
// ---------------------------------------------------------------------------
describe('the round trip comes back with the train it started with', () => {
/**
* Drop, run clear, back up, collect. This was already self-consistent before the fix — whatever
* order got parked came back — and it has to STAY that way now that both halves have changed, at
* both facings and every batch size.
*/
for (const facing of ['e', 'w'] as const) {
for (const batches of [[4], [1, 1, 1, 1], [2, 2]]) {
it(`survives ${batches.join('+')} cars set out, facing ${facing}`, () => {
const s = game();
row(s, 3);
const start = facing === 'e' ? at(1, 0) : at(1, 2);
const away = facing === 'e' ? at(1, 2) : at(1, 0);
const before = types(FOUR());
const id = placeTray(s, start, FOUR(), facing);
switching(s);
turnOf(s, 0).movesRemaining = 6;
for (const count of batches) {
assert.ok(applyIntent(s, 0, { type: 'switch.dropCars', trayId: id, count }).ok);
}
assert.equal(s.trays.get(id)!.consist.length, 0, 'the whole train should be on the ground');
// Pull forward clear of the cut, then back up onto it again.
assert.ok(applyIntent(s, 0, { type: 'switch.move', trayId: id, to: away, reverse: false }).ok);
const back = applyIntent(s, 0, { type: 'switch.move', trayId: id, to: start, reverse: true });
assert.ok(back.ok, `backing onto the cut was refused: ${back.ok ? '' : back.code}`);
assert.deepEqual(types(s.trays.get(id)!.consist), before, 'the train came back in a different order');
assert.deepEqual(standingAt(s, start), [], 'cars were left behind');
});
}
}
});
// ---------------------------------------------------------------------------
describe('taking your own cut back is undoing the drop, not a fresh pick-up', () => {
/**
* Jesse's call, of the two answers the plan put up. Trains 3/4 print "may drop OR pick up one
* freight car at every location" and the two share one budget, so a drop off the nose would
* otherwise leave the train forbidden to pull forward past its own cars — a legal-looking move
* that is silently one-way. Same shape for X13's "drop but not pick up".
*/
it('refunds the 3/4 Express its per-location freight budget', () => {
const s = game();
row(s, 3);
const id = placeTray(s, at(1, 1), [car('boxcar'), car('hopper')], 'e', 2);
s.trays.get(id)!.trainNumber = 3;
switching(s);
turnOf(s, 0).movesRemaining = 6;
assert.ok(applyIntent(s, 0, { type: 'switch.dropCars', trayId: id, count: 1, fromNose: true }).ok);
const r = applyIntent(s, 0, { type: 'switch.move', trayId: id, to: at(1, 2), reverse: false });
assert.ok(r.ok, `the Express could not take its own car back: ${r.ok ? '' : r.code}`);
assert.equal(s.trays.get(id)!.consist.length, 2, 'the car it set out should be back on the train');
assert.deepEqual(
Object.values(turnOf(s, 0).freightWorked).filter((n) => n > 0),
[],
'the drop it undid is still charged against the square it was made on',
);
});
it('still charges a genuine pick-up', () => {
// The exemption is for YOUR OWN cut and nothing else: a car that was already standing there when
// the crew arrived is an ordinary pick-up and the budget still bites.
const s = game();
row(s, 3);
addCard(s, at(1, 2), straight([car('reefer')]));
const id = placeTray(s, at(1, 1), [car('boxcar'), car('hopper')], 'e', 2);
s.trays.get(id)!.trainNumber = 3;
switching(s);
turnOf(s, 0).movesRemaining = 6;
assert.ok(applyIntent(s, 0, { type: 'switch.dropCars', trayId: id, count: 1, fromNose: true }).ok);
assert.ok(applyIntent(s, 0, { type: 'switch.move', trayId: id, to: at(1, 2), reverse: false }).ok);
assert.equal(
turnOf(s, 0).freightWorked[`${id}@${coordKey(at(1, 2))}`],
1,
'only the car that was already standing there should be charged',
);
});
});
// ---------------------------------------------------------------------------
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');
});
});
+275 -35
View File
@@ -14,13 +14,16 @@ 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',
victory: 'highestAfterDays',
length: 'standard',
optionalRules: { reducedVisibility: false, sisterTrains: false, employeeRotation: false, emergencyToolbox: false },
days: 5,
minCombinedRevenue: 0,
maxCollisionsPerDay: 0,
maxCollisionsTotal: 0,
pvpCardsAllowed: false,
optionalRules: { reducedVisibility: false, employeeRotation: false, emergencyToolbox: false },
};
const game = (seed = 5): GameState => createGame({ id: 'g', seed, config, playerNames: ['p'] });
const at = (row: number, col: number): GridCoord => ({ row, col });
@@ -29,6 +32,7 @@ const straight = (): TrackCard => ({
geometry: { kind: 'track', geometry: 'straight' },
baseOperationalRail: true,
standing: [],
standingWest: 0,
facility: null,
modifiers: [],
enhancements: [],
@@ -38,7 +42,15 @@ function addCard(s: GameState, coord: GridCoord, card: TrackCard): void {
areaOf(s, 0).grid.set(coordKey(coord), card);
}
/** Puts an enhancement card in hand and returns its id. */
/**
* An Enhancement in hand — minting one if the deck does not deal it.
*
* Facing Point Locks, the Water Column and the Overpass answer opponent-directed cards, which are
* held out of every deck until they are implemented, so those three are no longer dealt either
* (v0.4.7). Their RULES are still live and still worth testing: they fire the moment their attacker
* returns, and a rule nobody exercises is a rule that rots. So the card is put in hand directly
* rather than fished out of a deck that deliberately no longer contains it.
*/
function handEnhancement(s: GameState, key: string): string {
for (const [id, card] of s.cards) {
if (card.kind.kind === 'enhancement' && card.kind.key === key) {
@@ -46,7 +58,10 @@ function handEnhancement(s: GameState, key: string): string {
return id;
}
}
throw new Error(`no enhancement card: ${key}`);
const id = `mint-${key}-${s.cards.size}`;
s.cards.set(id, { id, kind: { kind: 'enhancement', key } } as never);
s.decks.hands.set(0, [id]);
return id;
}
/** Puts a specific track card in hand and returns its id. */
@@ -272,17 +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', () => {
@@ -332,7 +454,20 @@ describe('ABS Signals amend the collision rule', () => {
// ---------------------------------------------------------------------------
describe('one Revenue for every train that clears your section', () => {
describe('train revenue per transit — paid to EVERY player when a train completes its run', () => {
/**
* `trainPerTransit` is a dial now, and it defaults to ZERO: at 1 it was worth ~5.4 Revenue against
* a bot mean of 7.0, drowning out the freight and passenger economies the game is about. These
* tests are about the rule, so they set the rate; the last one is about the default.
*/
const paying = (rate = 1, seed = 5): GameState =>
createGame({
id: 'g',
seed,
config: { ...config, houseRules: { revenue: { trainPerTransit: rate } } },
playerNames: ['p'],
});
/** A train sitting on the A/D track, made up and ready to highball. */
const readyToLeave = (s: GameState, direction: 'east' | 'west' = 'east'): string => {
const id = 'leaving';
@@ -348,35 +483,87 @@ describe('one Revenue for every train that clears your section', () => {
return id;
};
it('pays the owner when a train departs onto the Mainline', () => {
it('pays nothing for merely leaving the Office', () => {
/**
* THE RULE CHANGED IN v0.4.2. It used to pay 1 to the Office a train departed, which meant a
* five-Office railroad paid five times for one train and paid most to whoever it happened to
* pass first. Departing is now worth nothing on its own.
*/
const s = game();
const before = s.players[0]!.revenue;
readyToLeave(s, 'east');
const r = advance(s);
advance(s);
assert.equal(s.players[0]!.revenue, before + 1, 'clearing a train earned nothing');
assert.ok(
r.events.some((e) => e.type === 'revenueChanged' && e.reason === 'a train cleared your section'),
'no revenue event was emitted for the departure',
);
// Paid ONCE. Running off the end of the Division later is not a second departure — that far
// Division Point belongs to whoever is seated at it.
const after = s.players[0]!.revenue;
for (let i = 0; i < 8; i++) { s.movedThisPhase = new Set(); s.clock.phase = 'mainline'; advance(s); }
assert.equal(s.players[0]!.revenue, after, 'the same train was paid for a second time on its way out');
assert.equal(s.players[0]!.revenue, before, 'departing the Office still paid');
});
it('pays nothing for a local crew, which is switching rather than departing', () => {
const s = game();
it('pays every player once the train runs off the end of the Division', () => {
const s = paying();
const before = s.players.map((p) => p.revenue);
readyToLeave(s, 'east');
// Run the Mainline Phase until the train has crossed the Division and left it.
const seen: typeof s.players[number]['revenue'][] = [];
let completed: { type: string; side?: string } | undefined;
for (let i = 0; i < 20 && !completed; i++) {
s.movedThisPhase = new Set();
s.clock.phase = 'mainline';
const r = advance(s);
completed = r.events.find((e) => e.type === 'trainCompleted');
if (completed) {
assert.equal(completed.side, 'east', 'an eastbound train left by the wrong Division Point');
assert.ok(
r.events.some((e) => e.type === 'revenueChanged' && e.reason === 'a train completed its run'),
'no revenue event was emitted for the completed run',
);
}
seen.push(s.players[0]!.revenue);
}
assert.ok(completed, 'the train never left the Division');
assert.deepEqual(s.players.map((p) => p.revenue), before.map((r) => r + 1), 'not every player was paid');
// Paid ONCE — the train is gone, so there is nothing left to pay again.
const after = s.players.map((p) => p.revenue);
for (let i = 0; i < 8; i++) { s.movedThisPhase = new Set(); s.clock.phase = 'mainline'; advance(s); }
assert.deepEqual(s.players.map((p) => p.revenue), after, 'the same run was paid twice');
});
it('pays nothing for a local crew, which is switching rather than running', () => {
const s = paying();
const before = s.players[0]!.revenue;
const id = readyToLeave(s, 'east');
s.trays.get(id)!.trainNumber = null;
advance(s);
for (let i = 0; i < 20; i++) { s.movedThisPhase = new Set(); s.clock.phase = 'mainline'; advance(s); }
assert.equal(s.players[0]!.revenue, before, 'a switching crew was paid as though it had cleared the section');
assert.equal(s.players[0]!.revenue, before, 'a switching crew was paid as though it had completed a run');
});
it('pays at the rate the game was dealt with, and nothing at the default of zero', () => {
// Zero is not "one, suppressed": no revenue event is emitted at all, so the history does not
// fill with "+0 Revenue" for work that did not pay.
const run = (rate: number): { revenue: number; events: number } => {
const s = rate === 0 ? game() : paying(rate);
readyToLeave(s, 'east');
let events = 0;
let done = false;
for (let i = 0; i < 20 && !done; i++) {
s.movedThisPhase = new Set();
s.clock.phase = 'mainline';
const r = advance(s);
events += r.events.filter(
(e) => e.type === 'revenueChanged' && e.reason === 'a train completed its run',
).length;
done = r.events.some((e) => e.type === 'trainCompleted');
}
assert.ok(done, `the train never left the Division at rate ${rate}`);
return { revenue: s.players[0]!.revenue, events };
};
assert.deepEqual(run(0), { revenue: 0, events: 0 }, 'the default paid for a transit');
assert.deepEqual(run(1), { revenue: 1, events: 1 });
assert.deepEqual(run(5), { revenue: 5, events: 1 }, 'the top of the range pays 5 in one event');
});
});
@@ -391,8 +578,10 @@ describe('§8.1 — a train that just arrived from the mainline stops for the St
* Nothing states the rule, which makes it exactly the kind of property a later change to the loop
* would break in silence. These pin it.
*
* It is also what gives the printed **Expedite** rule something to do — an Expedited train is
* granted a second `moveTrain` in the same phase precisely because the general rule forbids it.
* v0.4.9 CORRECTED Q3 so **Expedite is not an exception to this any more**: an Expedited train
* stops for the Stage exactly like any other and may be switched in the Local Operations turn that
* follows. What Expedite restricts is where the train may be left standing afterwards, not when it
* departs — see `advance.test.ts`'s `expediteFault` coverage for that half.
*/
const arriving = (s: GameState, trainNumber: number, isExtra = false): string => {
const id = 'arriving';
@@ -425,9 +614,15 @@ describe('§8.1 — a train that just arrived from the mainline stops for the St
);
});
it('unless its card prints Expedite, which exists to override exactly this', () => {
// Q3. Train 3 prints `expedite`, so it arrives and departs in one Stage — still subject to the
// rest of §8.1, which is why the clearance path is re-entered rather than skipped.
it('an Expedite train follows the same rule now — no exception any more', () => {
/**
* Q3, as CORRECTED in v0.4.9. Before this, an Expedite train left the Stage it arrived — at the
* end of it rather than inside the Mainline Phase (v0.4.2's fix for coaches otherwise never
* reaching Load/Unload) — which made it the one exception to "stops for the Stage". That forced
* departure is gone: Expedite no longer changes WHEN a train leaves, only where it may be left
* standing afterwards (`expediteFault`, pinned in `advance.test.ts`). So it stops for the Stage
* exactly like Train 9 above.
*/
const s = game();
assert.equal(trainProfile(3, false)?.rules.expedite, true, 'train 3 should be an Expedite train');
const id = arriving(s, 3);
@@ -435,9 +630,10 @@ describe('§8.1 — a train that just arrived from the mainline stops for the St
advance(s);
assert.equal(
s.trays.get(id)!.position.at, 'mainline',
'an Expedite train should leave again the Stage it arrives',
s.trays.get(id)!.position.at, 'grid',
'an Expedite train departed again in the same Stage it arrived from a mainline card',
);
assert.ok(areaOf(s, 0).adOccupancy.includes(id), 'it is not standing on an A/D track');
});
});
@@ -573,6 +769,50 @@ describe('Telegraph, Telephone and Radio dispatch meets', () => {
assert.deepEqual(s.trays.get('mine')!.position, { at: 'divisionPoint', side: 'west' });
});
it('holds against an uncleared facing train even if a same-direction one is checked first', () => {
// Reproduces a playtest report: the Superintendent was asked to rule on a same-direction train
// instead of being automatically held against an opposite-direction one also occupying the
// card. Root cause — `evaluateClearance` returned on whichever occupant it examined first, in
// `node.transits` insertion order, rather than checking every occupant. Only visible once a
// card can hold two trains at once, which the Telegraph/Telephone/Radio exception is exactly
// what creates: a facing train dispatched past another sits on the same card as it.
const s = game();
const ml = s.division.nodes[1];
assert.equal(ml?.kind, 'mainline');
if (ml?.kind === 'mainline') {
ml.card = 'plains';
// SAME direction, entered the transit list FIRST — what the old code asked about.
s.trays.set('sameDir', {
id: 'sameDir', trainNumber: 3, trainIsExtra: false, engineAt: 0,
consist: [], direction: 'east', position: { at: 'mainline', index: 1 }, movesUsed: 0,
});
ml.transits.push({ tray: 'sameDir', stagesRemaining: 2, stagesTotal: 2, direction: 'east' });
// OPPOSITE direction, entered SECOND, no dispatch device on the board — an absolute bar.
s.trays.set('facing', {
id: 'facing', trainNumber: 5, trainIsExtra: false, engineAt: 0,
consist: [], direction: 'west', position: { at: 'mainline', index: 1 }, movesUsed: 0,
});
ml.transits.push({ tray: 'facing', stagesRemaining: 2, stagesTotal: 2, direction: 'west' });
}
s.trays.set('mine', {
id: 'mine', trainNumber: 9, trainIsExtra: false, engineAt: 0,
consist: [], direction: 'east', position: { at: 'divisionPoint', side: 'west' }, movesUsed: 0,
});
s.clock.phase = 'mainline';
s.movedThisPhase = new Set();
const r = advance(s);
assert.equal(
s.trays.get('mine')!.position.at, 'divisionPoint',
'the train entered despite an uncleared opposite-direction occupant on the card',
);
assert.ok(
!r.events.some((e) => e.type === 'clearanceRequested'),
'the Superintendent was asked to rule on the same-direction occupant instead of an automatic hold',
);
});
it('lets a junior train win the meet with a Telegraph', () => {
// Train 9 against Train 3: +4 makes the other count as 7 — still senior. Radio's +12 wins.
const s = game();
+19 -2
View File
@@ -46,7 +46,20 @@ const KNOWN_UNREDUCED = [
'carPassed',
'clearanceRequested',
'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',
'stageBegan',
'trainArrived',
'trainCompleted',
@@ -119,10 +132,14 @@ describe('the intents are what reconstructs a game', () => {
);
});
it('carries no state in the save beyond the seed and the intents', () => {
it('carries no POSITION in the save — the seed, the rules dealt under, and the intents', () => {
// If anything else ever creeps into `Save`, the claim above weakens: the game would no longer be
// reconstructible from decisions alone, and persistence would have a schema to migrate.
//
// `rules` is the one addition, and it is not position: it is the other half of the seed. A seed
// only names a game together with the rules it was dealt under, which is why two published
// replays went dead when the rules moved (`TODO.md`) — the intents were fine, the deal was not.
const game = newGame(7);
assert.deepEqual(Object.keys(toSave(game)).sort(), ['history', 'seed']);
assert.deepEqual(Object.keys(toSave(game)).sort(), ['history', 'rules', 'seed']);
});
});
+256
View File
@@ -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');
});
});
+86
View File
@@ -0,0 +1,86 @@
import { describe, it } from 'node:test';
import assert from 'node:assert/strict';
import { areaOf } from '../src/engine/apply.ts';
import { createGame } from '../src/engine/setup.ts';
import { coordKey } from '../src/engine/state.ts';
import type { GameConfig, GameState } from '../src/engine/state.ts';
import { applyDelta, deltaFrame } from '../src/sim/frame-delta.ts';
import { snapshot } from '../src/sim/view.ts';
const config: GameConfig = {
mode: 'solitaire',
days: 5,
minCombinedRevenue: 0,
maxCollisionsPerDay: 0,
maxCollisionsTotal: 0,
pvpCardsAllowed: false,
optionalRules: {
reducedVisibility: false,
employeeRotation: false,
emergencyToolbox: false,
},
};
const game = (seed = 1): GameState => createGame({ id: 'g', seed, config, playerNames: ['a'] });
describe('deltaFrame — the live one-step-back board diff', () => {
it('nulls cells/facilities/division when the board has not changed, keeps everything else', () => {
const s = game();
const first = snapshot(s, [], null);
s.players[0]!.revenue = 42; // a non-board change
const second = snapshot(s, [], null);
const delta = deltaFrame(first, second);
assert.equal(delta.cells, null, 'unchanged cells were not nulled');
assert.equal(delta.facilities, null, 'unchanged facilities were not nulled');
assert.equal(delta.division, null, 'unchanged division was not nulled');
assert.equal(delta.revenue, 42, 'a real change was dropped along with the unchanged board');
});
it('sends the real board when it changed', () => {
const s = game();
const first = snapshot(s, [], null);
const area = areaOf(s, 0);
area.grid.set(coordKey({ row: area.runningRow - 1, col: 0 }), {
geometry: { kind: 'track', geometry: 'straight' },
baseOperationalRail: true, standing: [], standingWest: 0, facility: null, modifiers: [], enhancements: [],
});
const second = snapshot(s, [], null);
const delta = deltaFrame(first, second);
assert.notEqual(delta.cells, null, 'a real board change was nulled');
assert.deepEqual(delta.cells, second.cells);
});
it('never nulls anything on a first connect (no previous Frame)', () => {
const s = game();
const frame = snapshot(s, [], null);
const delta = deltaFrame(null, frame);
assert.deepEqual(delta.cells, frame.cells);
assert.deepEqual(delta.facilities, frame.facilities);
assert.deepEqual(delta.division, frame.division);
});
it('applyDelta round-trips: merge(delta(A, B)) against A reconstructs B exactly', () => {
const s = game();
const a = snapshot(s, [], null);
s.players[0]!.revenue = 7;
const area = areaOf(s, 0);
area.grid.set(coordKey({ row: area.runningRow - 1, col: 1 }), {
geometry: { kind: 'track', geometry: 'straight' },
baseOperationalRail: true, standing: [], standingWest: 0, facility: null, modifiers: [], enhancements: [],
});
const b = snapshot(s, [], null);
const merged = applyDelta(a, deltaFrame(a, b));
assert.deepEqual(merged, b);
});
it('throws rather than silently reconstructing garbage when previous is missing but the delta says "unchanged"', () => {
const s = game();
const frame = snapshot(s, [], null);
const delta = deltaFrame(frame, frame); // everything nulled, since nothing changed
assert.throws(() => applyDelta(null, delta));
});
});
+45 -13
View File
@@ -29,11 +29,13 @@ const root = join(dirname(fileURLToPath(import.meta.url)), '..');
const config: GameConfig = {
mode: 'solitaire',
victory: 'highestAfterDays',
length: 'standard',
days: 5,
minCombinedRevenue: 0,
maxCollisionsPerDay: 0,
maxCollisionsTotal: 0,
pvpCardsAllowed: false,
optionalRules: {
reducedVisibility: false,
sisterTrains: false,
employeeRotation: false,
emergencyToolbox: false,
},
@@ -226,14 +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 ${census(s) - before} while pumping`,
);
if (s.status === 'finished') break;
const actor = s.clock.pendingDecision !== null ? s.clock.superintendent : s.clock.currentActor;
@@ -275,15 +291,31 @@ describe('every published replay actually replays', () => {
const save = JSON.parse(readFileSync(join(dir, f), 'utf8')) as {
seed: number;
history: unknown[];
rules?: unknown;
};
const back = fromSave({ seed: save.seed, history: save.history as never });
// The WHOLE save, `rules` included. Rebuilding it from seed and history alone threw away the
// one field that says which ruleset the file was recorded under, so this replayed every
// published file under the pre-dialog defaults no matter what it said — a test that would
// pass a genuinely dead replay the moment the defaults and the file disagreed.
const back = fromSave(save as never);
assert.equal(
back.history.length,
save.history.length,
`${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`);
}
});
});
+508 -100
View File
@@ -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';
@@ -27,19 +28,36 @@ 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 = {
mode: 'solitaire',
victory: 'highestAfterDays',
length: 'standard',
optionalRules: { reducedVisibility: false, sisterTrains: false, employeeRotation: false, emergencyToolbox: false },
days: 5,
minCombinedRevenue: 0,
maxCollisionsPerDay: 0,
maxCollisionsTotal: 0,
pvpCardsAllowed: false,
optionalRules: { reducedVisibility: false, employeeRotation: false, emergencyToolbox: false },
};
const game = (seed = 5): GameState => createGame({ id: 'g', seed, config, playerNames: ['p'] });
const at = (row: number, col: number): GridCoord => ({ row, col });
/** Puts a card of `kind`/`key` in hand and returns its id. */
/**
* 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 };
@@ -48,7 +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;
}
/**
@@ -87,53 +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);
});
});
@@ -206,8 +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', () => {
@@ -225,77 +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');
});
});
@@ -313,6 +505,7 @@ describe('Flying Switch rolls a cut into an industry', () => {
geometry: { kind: 'track', geometry: 'straight' },
baseOperationalRail: true,
standing: [],
standingWest: 0,
facility: null,
modifiers: [],
enhancements: [],
@@ -332,7 +525,7 @@ describe('Flying Switch rolls a cut into an industry', () => {
outboundBox: [], inboundBox: [],
capacity: { outbound: 1, inbound: 0 },
menAtWork: [null, null, null],
industryTrack: { length: 2, cars: [] },
industryTrack: { cars: [] },
laborers: 1, porters: 0,
usedThisStage: { laborers: 0, porters: 0 },
},
@@ -677,6 +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
@@ -732,8 +1019,8 @@ describe('regions on a Mainline card (§2.1, §8.2)', () => {
id: 'reg',
seed: 4,
config: {
mode: 'solitaire', victory: 'highestAfterDays', length: 'standard',
optionalRules: { reducedVisibility: false, sisterTrains: false, employeeRotation: false, emergencyToolbox: false },
mode: 'solitaire', days: 5, minCombinedRevenue: 0, maxCollisionsPerDay: 0, maxCollisionsTotal: 0, pvpCardsAllowed: false,
optionalRules: { reducedVisibility: false, employeeRotation: false, emergencyToolbox: false },
},
playerNames: ['Solitaire'],
});
@@ -792,18 +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', victory: 'highestAfterDays', length: 'standard',
optionalRules: { reducedVisibility: false, sisterTrains: 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');
@@ -859,12 +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']);
});
});
+416 -20
View File
@@ -11,22 +11,34 @@ import { describe, it } from 'node:test';
import assert from 'node:assert/strict';
import { advance, pump } from '../src/engine/advance.ts';
import { areaAtSeat, areaOf } from '../src/engine/apply.ts';
import { STAGES_PER_SHIFT, crewTrayCount } from '../src/engine/content.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, seatOf, subdivisions } from '../src/engine/state.ts';
import { coordKey, playerAtSeat, playerLeftOf, seatOf, subdivisions } from '../src/engine/state.ts';
import { developerBot, playGame } from '../src/sim/bot.ts';
import { snapshot } from '../src/sim/view.ts';
import { impediments } from '../src/sim/narrate.ts';
import { divisionSvg } from '../src/sim/board-svg.ts';
import { impediments, narrate } from '../src/sim/narrate.ts';
import { readFileSync, readdirSync } from 'node:fs';
import { join } from 'node:path';
import { actionMenu } from '../src/web/game.ts';
import type { Game } from '../src/web/game.ts';
/** The thin wrapper `actionMenu` expects, built directly around an already-created multi-player state
* — `newGame` (game.ts) hardcodes one player, so it cannot construct this for a multi-seat game. */
const wrap = (s: GameState): Game =>
({ state: s, seed: s.seed, history: [], log: [], mustPlayCard: false, cues: [], scheduled: null, justDrawn: null, announced: null });
const competitive: GameConfig = {
mode: 'competitive',
victory: 'highestAfterDays',
length: 'standard',
optionalRules: { reducedVisibility: false, sisterTrains: false, employeeRotation: false, emergencyToolbox: false },
days: 5,
minCombinedRevenue: 0,
maxCollisionsPerDay: 0,
maxCollisionsTotal: 0,
pvpCardsAllowed: false,
optionalRules: { reducedVisibility: false, employeeRotation: false, emergencyToolbox: false },
};
const game = (players: number, seed = 4242): GameState =>
@@ -63,7 +75,7 @@ const idleIndustry = () =>
inboundBox: [],
capacity: { outbound: 1, inbound: 0 },
menAtWork: [null, null, null],
industryTrack: { length: 1, cars: [] },
industryTrack: { cars: [] },
laborers: 1,
porters: 0,
usedThisStage: { laborers: 0, porters: 0 },
@@ -450,7 +462,7 @@ describe('the view shows one seat at a time', () => {
for (let n = 0; n < p; n++) {
area.grid.set(coordKey({ row: area.runningRow - 1, col: n }), {
geometry: { kind: 'track', geometry: 'straight' },
baseOperationalRail: true, standing: [], facility: null, modifiers: [], enhancements: [],
baseOperationalRail: true, standing: [], standingWest: 0, facility: null, modifiers: [], enhancements: [],
});
}
s.decks.hands.set(p, source.slice(0, p + 1));
@@ -474,6 +486,9 @@ describe('the view shows one seat at a time', () => {
* which is a list of squares that do not exist on the board they are looking at.
*/
const s = game(3);
// A real floor to pace against — the shared `competitive` fixture leaves it off (0) since most
// tests in this file don't care, but pacing against "off" is trivially "always on pace" (view.ts).
s.config.minCombinedRevenue = 10;
s.players[0]!.revenue = 1;
s.players[1]!.revenue = 9;
s.players[2]!.revenue = 17;
@@ -504,7 +519,7 @@ describe('the view shows one seat at a time', () => {
inboundBox: [],
capacity: { outbound: 1, inbound: 0 },
menAtWork: [null, null, null],
industryTrack: { length: 1, cars: [] },
industryTrack: { cars: [] },
laborers: 1,
porters: 0,
usedThisStage: { laborers: 0, porters: 0 },
@@ -527,7 +542,7 @@ describe('the view shows one seat at a time', () => {
readyToLeave(s, 1, 'crew-1', 'east');
const withTray = (p: PlayerIndex): number =>
snapshot(s, [], null, null, null, false, p).cells.filter((c) => c.tray != null).length;
snapshot(s, [], null, null, null, false, p).cells.filter((c) => c.trains.length > 0).length;
assert.equal(withTray(1), 1, "the crew is not on its own seat's board");
assert.deepEqual([withTray(0), withTray(2)], [0, 0], "a crew was drawn onto another seat's board");
});
@@ -543,13 +558,25 @@ describe('the view shows one seat at a time', () => {
});
describe('scoring lands on the right seat', () => {
it('pays the departure Revenue to the Office the train left, not to seat 0', () => {
it('pays EVERY player when a train completes its run, and nobody for merely departing', () => {
/**
* The rule reads "one Revenue for every train that clears YOUR section", and `awardDeparture`
* takes the owner of the departing Office. With one player that is unfalsifiable: seat 0 is the
* only seat there is. This is the test that says so with three.
* THE RULE CHANGED IN v0.4.2. It used to pay 1 to the Office a train departed — which on a
* three-Office railroad paid three separate times for one train, and paid whichever Office the
* train happened to pass first. It pays once now, when the train runs off the end of the
* Division, and it pays everybody: getting a train the whole length is the shared achievement.
*
* With one player this is unfalsifiable, because "everybody" is one person. This is the test
* that says so with three.
*
* The rate is a dial now and defaults to zero, so this names it: what is under test is WHO gets
* paid, not whether the default pays at all (`enhancements.test.ts` covers that).
*/
const s = game(3);
const s = createGame({
id: 'm',
seed: 4242,
config: { ...competitive, houseRules: { revenue: { trainPerTransit: 1 } } },
playerNames: ['a', 'b', 'c'],
});
pinTerrain(s);
const before = s.players.map((p) => p.revenue);
@@ -558,10 +585,20 @@ describe('scoring lands on the right seat', () => {
s.movedThisPhase = new Set();
advance(s);
assert.deepEqual(s.players.map((p) => p.revenue), before, 'departing the Office paid somebody');
assert.equal(s.players[2]!.revenue, before[2]! + 1, 'seat 2 was not paid for its own departure');
assert.equal(s.players[0]!.revenue, before[0]!, 'seat 0 was paid for a train it never ran');
assert.equal(s.players[1]!.revenue, before[1]!, 'seat 1 was paid for a train it never ran');
let completed;
for (let i = 0; i < 25 && !completed; i++) {
s.movedThisPhase = new Set();
s.clock.phase = 'mainline';
completed = advance(s).events.find((e) => e.type === 'trainCompleted');
}
assert.ok(completed, 'the train never ran off the end of the Division');
assert.deepEqual(
s.players.map((p) => p.revenue),
before.map((r) => r + 1),
'a completed run did not pay every player exactly 1',
);
});
it('keeps each seat’s Office Area to itself', () => {
@@ -572,9 +609,368 @@ describe('scoring lands on the right seat', () => {
const sizeBefore = areaAtSeat(s, 2).grid.size;
mine.grid.set(coordKey({ row: mine.runningRow - 1, col: 0 }), {
geometry: { kind: 'track', geometry: 'straight' },
baseOperationalRail: true, standing: [], facility: null, modifiers: [], enhancements: [],
baseOperationalRail: true, standing: [], standingWest: 0, facility: null, modifiers: [], enhancements: [],
});
assert.equal(areaAtSeat(s, 2).grid.size, sizeBefore, "one seat's track appeared in another's district");
assert.notEqual(areaAtSeat(s, 1), areaAtSeat(s, 2), 'two seats share one Office Area object');
});
});
describe('the New Train phase car-placement round rotates (§7, Gap 9)', () => {
/**
* REGRESSION. `newTrainPhase` used to hand the whole car-filling loop to a fixed actor —
* `actorOffset` is reset to 0 entering the phase and was never incremented, so `actorAt(s, 0)`
* always resolved to the Superintendent, who placed every car of every train alone. The written
* rule (`rules-v0.2.md` §7, Gap 9) is explicit: "starting with the Superintendent and working
* left, each player may place ONE car... the round repeats... until the consist is full," with a
* worked example showing seats alternating. The fix reads the round position off
* `tray.consist.length` instead, which is already exactly that counter and resets per train.
*/
it('cycles Superintendent-then-left, one car per player, wrapping as the round repeats', () => {
// Train 5, "The Sparrow" — 3 coaches, no freight or caboose (content.ts) — small enough to
// exercise both a player count that wraps (2p: seats 0,1,0) and one that doesn't (3p: 0,1,2).
// It was Train 1 until Gitea#7 swapped the coach counts on 1/2 and 5/6; the test needs a
// THREE-car consist and the Crack Limited now carries two, so it follows the three coaches.
for (const players of [2, 3]) {
const s = game(players);
s.clock.phase = 'newTrain';
s.trays.set('t1', {
id: 't1',
trainNumber: 5,
trainIsExtra: false,
engineAt: 0,
consist: [],
direction: 'west',
position: { at: 'divisionPoint', side: 'east' },
movesUsed: 0,
});
s.yards.divisionYard.push(
{ type: 'coach', loaded: false },
{ type: 'coach', loaded: false },
{ type: 'coach', loaded: false },
);
const expected = [0, 1, 2].map((offset) => playerLeftOf(s, s.clock.superintendent, offset));
const seenActors: PlayerIndex[] = [];
for (let guard = 0; guard < 10; guard++) {
const r = advance(s);
if (!r.needsInput) break;
const actor = s.clock.currentActor!;
seenActors.push(actor);
const result = applyIntent(s, actor, {
type: 'newTrain.placeCar',
trayId: 't1',
carType: 'coach',
loaded: false,
});
assert.ok(result.ok, `${players}p: placeCar rejected — ${result.ok ? '' : result.code}`);
}
const wanted = [0, 1, 2].map((i) => expected[i % players]!);
assert.deepEqual(
seenActors,
wanted,
`${players}p: actor sequence was [${seenActors}], wanted [${wanted}] (Superintendent-then-left)`,
);
}
});
});
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`/
* `placeable`/`makeUp` all came from `currentActor(game)` regardless of which seat was asked. A
* server computing every connected seat's Menu would have handed the acting player's legal moves to
* a waiting seat, paired with the WRONG seat's hand. Found tracing Phase 2's per-seat Menu step.
*/
it('gives the acting seat its real options, and every other seat none at all', () => {
const s = game(3);
const g = wrap(s);
const actorSeat = s.clock.currentActor!;
const waiting = [0, 1, 2].filter((seat) => seat !== actorSeat);
const actorMenu = actionMenu(g, actorSeat as PlayerIndex);
assert.ok(actorMenu.options.length > 0, "the acting seat's Menu had no options at all");
for (const seat of waiting) {
const menu = actionMenu(g, seat as PlayerIndex);
assert.deepEqual(menu.options, [], `seat ${seat} (not acting) was given real options`);
assert.deepEqual(menu.direct, [], `seat ${seat} (not acting) was given direct actions`);
assert.deepEqual(menu.placeable, [], `seat ${seat} (not acting) was given placeable actions`);
assert.equal(menu.makeUp, null, `seat ${seat} (not acting) was given a make-up panel`);
}
});
it('still shows a waiting seat its own hand, just nothing to do with it', () => {
const s = game(3);
const g = wrap(s);
const actorSeat = s.clock.currentActor!;
const waitingSeat = [0, 1, 2].find((seat) => seat !== actorSeat)! as PlayerIndex;
const menu = actionMenu(g, waitingSeat);
const expectedHand = s.decks.hands.get(waitingSeat) ?? [];
assert.equal(menu.hand.length, expectedHand.length, "the waiting seat's own hand did not come through");
for (const card of menu.hand) {
assert.equal(card.playNow, null, 'a waiting seat was offered a way to play a card');
assert.equal(card.spots, 0, 'a waiting seat was offered somewhere to place a card');
}
});
});
describe('the map says whose railroad is whose', () => {
it('the Frame names its own viewer, which nothing on it did before', () => {
// Every private field is already scoped to one player — hand, Office Area, revenue, option —
// but a page rendering that could not say WHICH player, so it could not tell you which of four
// railroads was yours.
const s = game(4);
for (const viewer of [0, 1, 2, 3] as PlayerIndex[]) {
const f = snapshot(s, [], null, null, null, false, viewer);
assert.equal(f.viewer, viewer);
assert.equal(f.viewerSeat, seatOf(s, viewer), 'viewerSeat must be the seat, not the player index');
}
});
it('carries the opening D12 that decided the west-to-east chain', () => {
const s = game(4);
const f = snapshot(s, [], null, null, null, false, 0 as PlayerIndex);
assert.equal(f.openingRolls.division.length, 4, 'one division roll per player');
assert.equal(f.openingRolls.superintendent.length, 4);
// The rule the rolls implement: ascending by roll, west to east — so sorting the players by
// their roll must reproduce the seating exactly (§4.4).
const bySeat = [...f.players].sort((a, b) => a.seat - b.seat).map((p) => p.index);
const byRoll = [...f.players]
.map((p) => p.index)
.sort((a, b) => f.openingRolls.division[a]! - f.openingRolls.division[b]! || b - a);
assert.deepEqual(bySeat, byRoll, 'seating does not follow the opening rolls');
});
it('is not always the host at the eastern end — the roll decides', () => {
// The question this answers: player 0 is the lobby host, and the eastern end is the LAST seat.
// If the two were the same thing, every seed would put player 0 there.
const easternPlayer = (seed: number): number => {
const s = game(4, seed);
const f = snapshot(s, [], null, null, null, false, 0 as PlayerIndex);
return [...f.players].sort((a, b) => b.seat - a.seat)[0]!.index;
};
const seen = new Set([101, 202, 303, 404, 505, 606].map(easternPlayer));
assert.ok(seen.size > 1, `the eastern end was always player ${[...seen][0]} across six seeds`);
});
it('labels each Office with its owner, marking whose move it is and which one is yours', () => {
const s = game(3);
const viewer = 1 as PlayerIndex;
const f = snapshot(s, [], null, null, null, false, viewer);
const svg = divisionSvg(f.division, { players: f.players, actor: f.actor, viewer: f.viewer });
const owners = [...svg.matchAll(/<text class="bs-name([^"]*bs-owner[^"]*)"[^>]*>([^<]*)<\/text>/g)].map(
(m) => ({ classes: m[1]!, text: m[2]! }),
);
assert.equal(owners.length, 3, 'expected one owner-labelled Office per player');
// Every player is named somewhere, in seat order.
const bySeat = [...f.players].sort((a, b) => a.seat - b.seat);
assert.deepEqual(
owners.map((o) => o.text.replace(' (you)', '')),
bySeat.map((p) => p.name),
);
const you = owners.find((o) => o.classes.includes('bs-you'));
assert.ok(you, 'the viewer’s own Office is not marked');
assert.ok(you!.text.endsWith('(you)'), 'colour alone cannot say which railroad is the reader’s');
assert.equal(
you!.text.replace(' (you)', ''),
f.players.find((p) => p.index === viewer)!.name,
'the (you) mark is on the wrong Office',
);
const turn = owners.filter((o) => o.classes.includes('bs-turn'));
assert.equal(turn.length, f.actor === null ? 0 : 1, 'exactly one Office is the current actor’s');
if (f.actor !== null) {
assert.equal(turn[0]!.text.replace(' (you)', ''), f.players.find((p) => p.index === f.actor)!.name);
}
});
it('draws no owner marks at all when given no roster, so the replay still renders', () => {
const s = game(3);
const f = snapshot(s, [], null, null, null, false, 0 as PlayerIndex);
assert.equal(divisionSvg(f.division).includes('bs-owner'), false);
});
});
describe('Employee Rotation (Appendix B)', () => {
/**
* Straight to the Day boundary, which is the only moment a rotation happens — the same shortcut
* `advance.test.ts` uses to roll the clock over without playing twelve Stages of real turns.
*/
const atDayEnd = (on: boolean): GameState => {
const s = createGame({
id: 'rot',
seed: 4242,
config: { ...competitive, optionalRules: { ...competitive.optionalRules, employeeRotation: on } },
playerNames: ['Alice', 'Bob', 'Carol'],
});
s.clock.stage = STAGES_PER_DAY;
s.clock.phase = 'shiftChange';
return s;
};
it('is off unless asked for — the clock alone must not move anybody', () => {
const s = atDayEnd(false);
const before = [...s.seating];
advance(s);
assert.equal(s.clock.day, 2, 'the clock did not roll over');
assert.deepEqual(s.seating, before, 'seats moved with the rule switched off');
});
it('moves every player one chair left at the Day boundary', () => {
const s = atDayEnd(true);
const before = [...s.seating];
advance(s);
assert.equal(s.clock.day, 2);
// "One chair to the left" is seat + 1, the direction `playerLeftOf` already turns the table.
const expected = before.map((_, seat, all) => all[(seat - 1 + all.length) % all.length]!);
assert.deepEqual(s.seating, expected);
// Everyone moved, and nobody was lost or duplicated on the way round.
assert.deepEqual([...s.seating].sort(), [...before].sort());
assert.notDeepEqual(s.seating, before);
});
it('takes your points and the Fedora with you, and leaves the district behind', () => {
const s = atDayEnd(true);
const traveller = 1 as PlayerIndex;
s.players[traveller]!.revenue = 17;
const seatBefore = seatOf(s, traveller);
/**
* The Fedora is compared against the SAME game with the rule off, not against its own value
* before the advance — Stage 12 is a shift change (§5), so it passes here anyway for reasons
* that have nothing to do with rotation. What matters is that moving the chairs does not move
* it: it names a player, and players are exactly what the rotation does not renumber.
*/
const control = atDayEnd(false);
advance(control);
// Identity, not a field: anything mutable is liable to be reset at a Day boundary anyway (the
// once-a-Day dispatch reset clears `dispatchUsedToday` right there), and the claim under test
// is about which OBJECT is attached to which chair.
const districtLeftBehind = areaAtSeat(s, seatBefore);
advance(s);
assert.notEqual(seatOf(s, traveller), seatBefore, 'the traveller did not move');
assert.equal(s.players[traveller]!.revenue, 17, 'Revenue is keyed by player and must travel');
assert.equal(s.clock.superintendent, control.clock.superintendent, 'rotating the chairs moved the Fedora');
// The Office stayed exactly where it was, so whoever sits there now inherits it as they find
// it. That is the rule rather than a side effect of it — you take over the next station up the
// line, mess and all.
assert.equal(areaAtSeat(s, seatBefore), districtLeftBehind, 'the district moved with the player');
assert.notEqual(areaOf(s, traveller), districtLeftBehind, 'the traveller kept their old district');
});
it('says who is now sitting where, by name', () => {
const s = atDayEnd(true);
const { events } = advance(s);
const rotated = events.find((e) => e.type === 'seatsRotated');
assert.ok(rotated, 'no seatsRotated event was emitted');
const line = narrate(rotated, { playerName: (p) => s.players[p]!.name }).text;
for (const name of ['Alice', 'Bob', 'Carol']) assert.match(line, new RegExp(name));
});
});
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/**
* 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, `${name} pays for transits`);
}
});
it('lets an Extra be planted in another player’s district in Cutthroat only', () => {
assert.equal(presetSettings('cutthroat', 4, 5).extraStart, 'anyOffice');
assert.equal(presetSettings('coop', 4, 5).extraStart, 'ownOffice');
assert.equal(presetSettings('competitive', 4, 5).extraStart, 'ownOffice');
// At one player the two rules ARE the same rule — `apply.ts` only rejects `ownOffice` when the
// start is another seat's, which cannot happen. Solitaire said `anyOffice` until 2026-08-30:
// true, and it read wrong, since a lone player has no "any player" to be contrasted with. The
// label changed and the behaviour did not.
assert.equal(presetSettings('solitaire', 1, 5).extraStart, 'ownOffice');
});
it('leaves every optional rule off, in every type', () => {
for (const name of NAMES) {
const s = presetSettings(name, 4, 5);
assert.deepEqual(
[s.reducedVisibility, s.employeeRotation, s.emergencyToolbox],
[false, false, false],
`${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,
});
});
});
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/**
* §7's redaction test — "the single most important test in the plan."
*
* Everything else about `Frame` degrades gracefully; a redaction bug hands one player's hand to
* another and cannot be walked back once it has been seen. `test/multiplayer.test.ts`'s "the view
* shows one seat at a time" section already proves `snapshot(s, ..., viewer)` gives each seat its
* own hand, board and Revenue — spot-checks that today's code does the right thing. This is the
* different, exhaustive check: serialize a seat's whole `Frame` and assert none of some OTHER seat's
* actual secret data appears anywhere in it, so a future careless edit is caught rather than assumed
* safe. No server needed — `snapshot()` and a multi-player `GameState` are all this exercises.
*/
import { describe, it } from 'node:test';
import assert from 'node:assert/strict';
import { pump } from '../src/engine/advance.ts';
import { createGame } from '../src/engine/setup.ts';
import type { GameConfig, GameState, PlayerIndex } from '../src/engine/state.ts';
import { developerBot, playGame } from '../src/sim/bot.ts';
import { snapshot } from '../src/sim/view.ts';
const config: GameConfig = {
mode: 'competitive',
days: 5,
minCombinedRevenue: 0,
maxCollisionsPerDay: 0,
maxCollisionsTotal: 0,
pvpCardsAllowed: false,
optionalRules: {
reducedVisibility: false,
employeeRotation: false,
emergencyToolbox: false,
},
};
/** Plays a real multi-player game partway — enough for every seat to hold a real, distinct hand. */
function midGame(players: number, seed: number): GameState {
const s = createGame({
id: `redact-${players}`,
seed,
config,
playerNames: Array.from({ length: players }, (_, i) => `p${i}`),
});
const r = playGame(s, developerBot, pump, 400);
// A partial or finished game both exercise real hands — either is fine for this check.
void r;
return s;
}
describe('redaction — a seat\'s Frame never carries another seat\'s secrets', () => {
it('never contains another seat\'s actual hand-card ids', () => {
for (const players of [3, 4]) {
const s = midGame(players, 1000 + players);
for (let viewer = 0 as PlayerIndex; viewer < players; viewer++) {
const serialized = JSON.stringify(snapshot(s, [], null, null, null, false, viewer));
for (let other = 0 as PlayerIndex; other < players; other++) {
if (other === viewer) continue;
for (const cardId of s.decks.hands.get(other) ?? []) {
assert.ok(
!serialized.includes(`"${cardId}"`),
`${players}p seed ${1000 + players}: seat ${viewer}'s Frame contains seat ${other}'s ` +
`hand card id "${cardId}"`,
);
}
}
}
}
});
it('never contains the Home Office deck\'s order or contents, only its count', () => {
for (const players of [3, 4]) {
const s = midGame(players, 2000 + players);
// The deck's own card ids are the thing that must never leak — distinct from any hand's ids,
// since a card once dealt is removed from `homeOffice` (state.ts).
const deckIds = new Set(s.decks.homeOffice);
for (let viewer = 0 as PlayerIndex; viewer < players; viewer++) {
const frame = snapshot(s, [], null, null, null, false, viewer);
assert.equal(frame.deck, s.decks.homeOffice.length, 'deck field is not a plain count');
const serialized = JSON.stringify(frame);
for (const cardId of deckIds) {
assert.ok(
!serialized.includes(`"${cardId}"`),
`${players}p seed ${2000 + players}: seat ${viewer}'s Frame contains a Home Office deck id "${cardId}"`,
);
}
}
}
});
it('never carries the seed or rngState — Frame has no field for either', () => {
// A structural guarantee, not a runtime one: confirmed here so a future field addition to Frame
// that reintroduces one of these is at least forced past a reader of this test, if not the type
// system directly (see Frame in src/sim/view.ts, which carries neither today).
const s = midGame(3, 3003);
const frame = snapshot(s, [], null, null, null, false, 0);
assert.ok(!('seed' in frame), 'Frame gained a seed field');
assert.ok(!('rngState' in frame), 'Frame gained an rngState field');
const serialized = JSON.stringify(frame);
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.
const s = midGame(3, 4004);
const frames = [0, 1, 2].map((p) => snapshot(s, [], null, null, null, false, p as PlayerIndex));
for (const f of frames) {
assert.deepEqual(f.timetable, frames[0]!.timetable, 'the public timetable differs by seat');
assert.deepEqual(f.deck, frames[0]!.deck, 'the deck count differs by seat');
assert.deepEqual(
f.players.map((p) => ({ index: p.index, revenue: p.revenue, hand: p.hand })),
frames[0]!.players.map((p) => ({ index: p.index, revenue: p.revenue, hand: p.hand })),
'public standing (names, Revenue, hand COUNTS) differs by seat',
);
}
});
});
+167 -9
View File
@@ -9,21 +9,28 @@ import { describe, it } from 'node:test';
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';
import { summarize } from '../src/sim/stats.ts';
// Mirrors `record()`'s own default exactly (`replay.ts`) — "does not drift from the engine" below
// plays the same seed through both paths and compares outcomes, so they must share one floor.
const config: GameConfig = {
mode: 'solitaire',
victory: 'highestAfterDays',
length: 'standard',
days: 5,
minCombinedRevenue: collectiveRevenueFloor(1, 5),
maxCollisionsPerDay: DEFAULT_MAX_COLLISIONS_PER_DAY,
maxCollisionsTotal: DEFAULT_MAX_COLLISIONS_TOTAL,
pvpCardsAllowed: false,
optionalRules: {
reducedVisibility: false,
sisterTrains: false,
employeeRotation: false,
emergencyToolbox: false,
},
@@ -52,13 +59,13 @@ const SAMPLES: GameEvent[] = [
{ type: 'carPassed', player: 0, trayId: 't0' },
{ type: 'clearanceRequested', trainId: 't1', occupiedBy: 't0' },
{ type: 'clearanceGiven', trainId: 't1', allow: false },
{ type: 'passengersBoarded', player: 0, at: { row: 0, col: 0 } },
{ type: 'passengersDetrained', player: 0, at: { row: 0, col: 0 } },
{ type: 'passengersBoarded', player: 0, at: { row: 0, col: 0 }, trayId: 't0', coachIndex: 0 },
{ type: 'passengersDetrained', player: 0, at: { row: 0, col: 0 }, trayId: 't0', coachIndex: 0 },
{ type: 'loadStarted', player: 0, at: { row: 1, col: 0 }, carType: 'hopper' },
{ type: 'loadAdvanced', player: 0, at: { row: 1, col: 0 }, fromBox: 0, toBox: 1 },
{ type: 'unloadCompleted', player: 0, at: { row: 1, col: 0 }, carType: 'hopper' },
{ type: 'loadCompleted', player: 0, at: { row: 1, col: 0 }, carType: 'hopper' },
{ type: 'unloadBegan', player: 0, at: { row: 1, col: 0 }, carType: 'hopper' },
{ type: 'unloadBegan', player: 0, at: { row: 1, col: 0 }, carType: 'hopper', carIndex: 0 },
{ type: 'revenueChanged', player: 0, delta: 1, total: 3, reason: 'freightLoad' },
{ type: 'phaseEnded', player: 0, phase: 'localOps' },
];
@@ -133,6 +140,109 @@ 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: ${row.why}`);
assert.match(row.why, /Classification returns only when the Division Yard is bare/);
assert.ok(f.inboundBox.length === 0, 'the red slots were free — the shortage is the only cause');
});
it('says why the game ended in words, not as a raw enum (TODO #34)', () => {
/**
* The heading read `loss — revenueFloor` — the exact defect Gitea#16 was filed about on the
* playable page, still alive here a release after that was fixed, because nothing
* player-facing pointed at the developer replay. It shares `reasonSentence` with the results
* screen now, so the two cannot explain one ending in two ways.
*/
const rec = record(1234, 'standard');
for (const raw of ['revenueFloor', 'daysElapsed', 'collisionFloor']) {
assert.ok(!rec.outcome.includes(raw), `the summary still prints the raw reason "${raw}"`);
}
assert.doesNotMatch(rec.outcome, /<[^>]+>/, 'markup leaked into a heading and a console line');
assert.match(rec.outcome, /Revenue/, 'the summary says nothing about how the game went');
// And the sentence is the shared one, with this game's own numbers in it.
assert.match(rec.outcome, /closed short|last on the timetable|declared unsafe/,
'the ending is not explained in the words the results screen uses');
});
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');
@@ -165,7 +275,10 @@ describe('replay recording', () => {
const last = rec.frames[rec.frames.length - 1]!;
assert.equal(last.revenue, stats.revenue.net, 'final revenue disagrees with the engine');
assert.equal(last.day, s.clock.day, 'final Day disagrees with the engine');
assert.match(rec.outcome, new RegExp(stats.result));
// The summary says "won"/"lost" rather than the engine's `win`/`loss` (TODO #34 — it is a
// sentence for a reader now, not an enum). Mapped here so this still checks the two AGREE,
// which is what the test is for, rather than checking they are spelled the same.
assert.match(rec.outcome, new RegExp(stats.result === 'win' ? 'won' : 'lost'));
});
it('narrates every frame', () => {
@@ -368,6 +481,34 @@ describe('the replay wire format is lossless (regression)', () => {
assert.ok(checked > 100, `only ${checked} frames checked`);
});
it("tolerates an older recording's singular train at the trains slot", () => {
// Before "The Roster Pass" (docs/plans/switching-paths.md), the trains slot held one train
// object or null — `rehydrateCells` has to make sense of that shape too, with no version flag
// anywhere in a packed row to key off.
const cards: unknown[] = [[0, 0, 'office', 'Whistle Post', true, ['ew']]];
const whats = ['a station'];
const facs: unknown[] = [];
const oldTrain = { trayId: 'crew', label: 'crew', cars: [], engineAt: 0, facing: 'e', what: '' };
const [withObject] = rehydrateCells([[0, 0, [], [], -1, oldTrain, 1, [], 0]], cards, whats, facs) as {
trains: unknown[];
}[];
assert.deepEqual(withObject!.trains, [oldTrain], 'a lone train object should wrap into a one-train roster');
const [withNull] = rehydrateCells([[0, 0, [], [], -1, null, 1, [], 0]], cards, whats, facs) as {
trains: unknown[];
}[];
assert.deepEqual(withNull!.trains, [], 'a null train slot should read as no train at all');
const [withArray] = rehydrateCells(
[[0, 0, [], [], -1, [oldTrain, oldTrain], 1, [], 0]],
cards,
whats,
facs,
) as { trains: unknown[] }[];
assert.equal(withArray!.trains.length, 2, 'an array should ride through as-is');
});
it('writes each distinct card and description once, not once per frame', () => {
const rec = record(880009, 'standard', 4000);
const packed = compress(rec.frames);
@@ -395,7 +536,17 @@ describe('the replay behaves like the game it is replaying', () => {
// seed and passed on luck — the moment the opening deal changed, that seed's game happened to
// contain no switching at all and four of the six cues vanished. What is under test is the
// plumbing, not one game, so the frames are pooled.
const recs = [5, 4321, 880009].map((seed) => record(seed, 'standard', 4000));
/**
* TWELVE SEEDS, not three — the same lesson as the comment above, learnt again at v0.4.7.
* Coupling happens in about 39 games in 200, so three deals expect 0.6 of one: the assertion was
* riding on luck exactly as the single seed had been, and the deck losing seven cards was enough
* to tip it.
*
* TWENTY-FOUR, not twelve, and the difference is instructive: on this stride the first game that
* couples anything is index 13, so a twelve-seed pool still contained none. The rate is what
* matters, not the count — measured 39 in 200, with couplers at indices 13, 19, 22, 24, 28 …
*/
const recs = Array.from({ length: 24 }, (_, i) => record(1000 + i * 7919, 'standard', 4000));
const withCues = recs.flatMap((rec) => rec.frames.filter((f) => (f.cues?.length ?? 0) > 0));
assert.ok(withCues.length > 20, `only ${withCues.length} frames carry a cue`);
@@ -408,6 +559,13 @@ describe('the replay behaves like the game it is replaying', () => {
assert.ok(kinds.has('couple'), 'coupling a cut never made a sound');
assert.ok(kinds.has('drop'), 'setting cars out never made a sound');
assert.ok(kinds.has('schedule'), 'the 1D12 that sets a train\'s departure Stage landed silently');
assert.ok(kinds.has('arrive'), 'a train pulling into an Office never made a sound');
assert.ok(kinds.has('depart'), 'a train highballing out of an Office never made a sound');
// Collisions are rare — measured 2 in 40 games — so this is the one cue this pool is not
// guaranteed to contain on every stride; it happens to (seeds 96028 and 159380) at the current
// stride and seed count. If this starts failing after either changes, widen the pool rather than
// deleting the assertion — §10 is the one event a player most needs to hear.
assert.ok(kinds.has('crash'), 'a collision never made a sound');
// One CLOCK cue per Stage boundary, the bell replacing the whistle at a Day — the same
// accounting the live game is held to. The switching cues are counted separately: they follow
+346
View File
@@ -0,0 +1,346 @@
/**
* The lobby (`src/server/lobby.ts`) — pure logic, no sockets, no filesystem, exercised directly.
*/
import { describe, it } from 'node:test';
import assert from 'node:assert/strict';
import type { GameConfig } from '../../src/engine/state.ts';
import {
createLobby,
freshGameCode,
joinLobby,
leaveLobby,
playerCountAllowed,
reassignHost,
setBotSeat,
startLobby,
} from '../../src/server/lobby.ts';
const competitive: GameConfig = {
mode: 'competitive',
days: 5,
minCombinedRevenue: 0,
maxCollisionsPerDay: 0,
maxCollisionsTotal: 0,
pvpCardsAllowed: false,
optionalRules: {
reducedVisibility: false,
employeeRotation: false,
emergencyToolbox: false,
},
};
const solitaire: GameConfig = { ...competitive, mode: 'solitaire' };
describe('creating and joining', () => {
it('seats the host at 0 and lays out the whole table at once', () => {
const { lobby, session } = createLobby(competitive, 'Alice', 'RAIL-0001', 3);
assert.equal(session.player, 0);
assert.equal(lobby.hostToken, session.token);
// The table is its full size immediately — the empty chairs exist and are waiting, rather
// than being appended as people arrive.
assert.equal(lobby.seats.length, 3);
assert.deepEqual(lobby.seats[0], { kind: 'human', token: session.token, displayName: 'Alice' });
assert.deepEqual(lobby.seats.slice(1), [null, null]);
assert.deepEqual(lobby.joinOrder, [session.token]);
});
it('fills the next empty seat, in order', () => {
const { lobby: l1, session: s1 } = createLobby(competitive, 'Alice', 'RAIL-0001', 4);
const j2 = joinLobby(l1, 'Bob');
assert.ok(j2.ok);
if (!j2.ok) return;
assert.equal(j2.session.player, 1);
const j3 = joinLobby(j2.lobby, 'Carol');
assert.ok(j3.ok);
if (!j3.ok) return;
assert.equal(j3.session.player, 2);
assert.deepEqual(j3.lobby.joinOrder, [s1.token, j2.session.token, j3.session.token]);
});
it('refuses a join once every chair is taken', () => {
let lobby = createLobby(competitive, 'Alice', 'RAIL-0001', 4).lobby;
for (const name of ['Bob', 'Carol', 'Dave']) {
const r = joinLobby(lobby, name);
assert.ok(r.ok);
if (r.ok) lobby = r.lobby;
}
const fifth = joinLobby(lobby, 'Eve');
assert.deepEqual(fifth, { ok: false, code: 'LOBBY_FULL' });
});
it('refuses a 2nd join to a one-chair table', () => {
const { lobby } = createLobby(solitaire, 'Alice', 'RAIL-0002', 1);
const second = joinLobby(lobby, 'Bob');
assert.deepEqual(second, { ok: false, code: 'LOBBY_FULL' });
});
it('rejoins into a seat an earlier player vacated, not past the end', () => {
// Joining always fills the FIRST empty seat, so a bot-seat cleared back to empty (setBotSeat)
// is exactly as joinable as one nobody ever filled.
let lobby = createLobby(competitive, 'Alice', 'RAIL-0003', 3).lobby;
lobby = setBotSeat(lobby, 1, true);
lobby = setBotSeat(lobby, 1, false);
const r = joinLobby(lobby, 'Bob');
assert.ok(r.ok);
if (!r.ok) return;
assert.equal(r.session.player, 1, 'should take the reopened chair 1');
assert.equal(r.lobby.seats.length, 3, 'joining must never resize the table');
assert.equal(r.lobby.seats[2], null);
});
it('never grows the table, whoever asks', () => {
// The old model appended a seat for anyone who turned up, which is how a lobby could end up
// holding more chairs than the host ever asked for.
const { lobby } = createLobby(competitive, 'Alice', 'RAIL-0013', 2);
const bob = joinLobby(lobby, 'Bob');
assert.ok(bob.ok);
if (!bob.ok) return;
assert.equal(bob.lobby.seats.length, 2);
assert.deepEqual(joinLobby(bob.lobby, 'Carol'), { ok: false, code: 'LOBBY_FULL' });
});
});
describe('bot seats', () => {
it('fills only an empty seat, and clears only a bot seat', () => {
const { lobby: l0 } = createLobby(competitive, 'Alice', 'RAIL-0004', 2);
const withBot = setBotSeat(l0, 1, true);
assert.deepEqual(withBot.seats[1], { kind: 'bot' });
// Filling an already-bot seat again is a no-op, not a crash.
const stillBot = setBotSeat(withBot, 1, true);
assert.deepEqual(stillBot.seats[1], { kind: 'bot' });
// Clearing seat 0 (a human) does nothing — a host is removed by leaving, not overwritten.
const untouched = setBotSeat(withBot, 0, false);
assert.deepEqual(untouched.seats[0], l0.seats[0]);
const cleared = setBotSeat(withBot, 1, false);
assert.equal(cleared.seats[1], null);
});
it('refuses a chair that is not at the table, instead of padding one in', () => {
// Padding is what used to put a hole in the seats array: dropping a bot into chair 3 of a
// 2-chair table grew it to 4 with a null at 2, and Start then refused for reasons the host
// had no way to see.
const { lobby } = createLobby(competitive, 'Alice', 'RAIL-0014', 2);
assert.equal(setBotSeat(lobby, 3, true), lobby);
assert.equal(setBotSeat(lobby, 2, true), lobby);
assert.equal(lobby.seats.length, 2);
});
});
describe('host transfer', () => {
it('passes to the earliest-joined remaining human seat when the host departs', () => {
let lobby = createLobby(competitive, 'Alice', 'RAIL-0005', 2).lobby;
const hostToken = lobby.hostToken;
const j2 = joinLobby(lobby, 'Bob');
assert.ok(j2.ok);
if (!j2.ok) return;
lobby = j2.lobby;
// Alice's own seat is cleared (simulating her leaving the table entirely, not just dropping
// her connection) so the transfer target is unambiguous in this test.
lobby = { ...lobby, seats: [null, lobby.seats[1]!] };
const after = reassignHost(lobby, hostToken);
assert.equal(after.hostToken, j2.session.token);
});
it('does nothing when the departing token is not the host', () => {
const { lobby } = createLobby(competitive, 'Alice', 'RAIL-0006', 2);
const after = reassignHost(lobby, 'not-a-real-token');
assert.equal(after, lobby);
});
it('leaves hostToken alone when no other human seat exists', () => {
const { lobby, session } = createLobby(competitive, 'Alice', 'RAIL-0007', 2);
const after = reassignHost(lobby, session.token);
assert.equal(after.hostToken, session.token);
});
});
describe('starting', () => {
it('refuses a non-host caller', () => {
const { lobby } = createLobby(competitive, 'Alice', 'RAIL-0008', 2);
joinLobby(lobby, 'Bob');
assert.deepEqual(startLobby(lobby, 'someone-elses-token'), { ok: false, code: 'NOT_HOST' });
});
it('refuses to start while a chair is still empty', () => {
const lobby = createLobby(competitive, 'Alice', 'RAIL-0009', 3).lobby;
const j2 = joinLobby(lobby, 'Bob');
assert.ok(j2.ok);
if (!j2.ok) return;
assert.deepEqual(startLobby(j2.lobby, j2.lobby.hostToken), { ok: false, code: 'BAD_PLAYER_COUNT' });
});
it('refuses a solo human at a table sized for more', () => {
const { lobby } = createLobby(competitive, 'Alice', 'RAIL-0010', 2);
assert.deepEqual(startLobby(lobby, lobby.hostToken), { ok: false, code: 'BAD_PLAYER_COUNT' });
});
it('starts a full 2-player lobby, naming humans by their display name and numbering the bot', () => {
let lobby = createLobby(competitive, 'Alice', 'RAIL-0011', 2).lobby;
lobby = setBotSeat(lobby, 1, true);
const r = startLobby(lobby, lobby.hostToken);
assert.deepEqual(r, { ok: true, playerNames: ['Alice', 'Bot 1'], botSeats: [1] });
});
it('numbers bots so two of them at one table can be told apart', () => {
// They are two different railroads on the Division map, and a map that labels both "Bot"
// cannot answer "which one is that".
let lobby = createLobby(competitive, 'Alice', 'RAIL-0016', 3).lobby;
lobby = setBotSeat(setBotSeat(lobby, 1, true), 2, true);
const r = startLobby(lobby, lobby.hostToken);
assert.ok(r.ok);
if (!r.ok) return;
assert.deepEqual(r.playerNames, ['Alice', 'Bot 1', 'Bot 2']);
assert.deepEqual(r.botSeats, [1, 2]);
});
it('starts a solitaire lobby of exactly 1', () => {
const { lobby } = createLobby(solitaire, 'Alice', 'RAIL-0012', 1);
const r = startLobby(lobby, lobby.hostToken);
assert.deepEqual(r, { ok: true, playerNames: ['Alice'], botSeats: [] });
});
it('seat index is player index, with no compaction to shift it', () => {
// The seats array is never resized or squeezed, so the chair a player joined into is the
// player index the game gives them — which is what every PlayerSession already recorded at
// join time, and what /api/stream and /api/intent route by.
let lobby = createLobby(competitive, 'Alice', 'RAIL-0015', 4).lobby;
const bob = joinLobby(lobby, 'Bob');
assert.ok(bob.ok);
if (!bob.ok) return;
lobby = setBotSeat(setBotSeat(bob.lobby, 2, true), 3, true);
const r = startLobby(lobby, lobby.hostToken);
assert.deepEqual(r, { ok: true, playerNames: ['Alice', 'Bob', 'Bot 1', 'Bot 2'], botSeats: [2, 3] });
assert.equal(bob.session.player, 1, "Bob's stored player index still names his chair");
});
});
describe('playerCountAllowed', () => {
it('solitaire is exactly 1', () => {
assert.equal(playerCountAllowed('solitaire', 1), true);
assert.equal(playerCountAllowed('solitaire', 0), false);
assert.equal(playerCountAllowed('solitaire', 2), false);
});
it('competitive and coop are 2-4', () => {
for (const mode of ['competitive', 'coop'] as const) {
assert.equal(playerCountAllowed(mode, 1), false);
assert.equal(playerCountAllowed(mode, 2), true);
assert.equal(playerCountAllowed(mode, 4), true);
assert.equal(playerCountAllowed(mode, 5), false);
}
});
});
describe('game codes', () => {
it('skips codes the caller marks taken', () => {
let calls = 0;
const code = freshGameCode((c) => {
calls++;
return calls < 3; // taken twice, free on the third
});
assert.equal(typeof code, 'string');
assert.equal(calls, 3);
});
it('is speakable — a word, a dash, four digits', () => {
const code = freshGameCode(() => false);
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');
});
});
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import { describe, it } from 'node:test';
import assert from 'node:assert/strict';
import { mkdtemp, readFile, rm } from 'node:fs/promises';
import { tmpdir } from 'node:os';
import { join } from 'node:path';
import type { GameConfig } from '../../src/engine/state.ts';
import type { SavedGame } from '../../src/server/session.ts';
import { appendTiming, loadGame, writeGame } from '../../src/server/persistence.ts';
const config: GameConfig = {
mode: 'competitive',
days: 5,
minCombinedRevenue: 0,
maxCollisionsPerDay: 0,
maxCollisionsTotal: 0,
pvpCardsAllowed: false,
optionalRules: {
reducedVisibility: false,
employeeRotation: false,
emergencyToolbox: false,
},
};
const saved: SavedGame = {
seed: 42,
config,
playerNames: ['Alice', 'Bob'],
history: [{ type: 'localOps.choose', option: 'draw' }],
status: 'active',
createdAt: 1000,
botSeats: [],
};
async function withTempDir<T>(fn: (dir: string) => Promise<T>): Promise<T> {
const dir = await mkdtemp(join(tmpdir(), 'station-master-persist-'));
try {
return await fn(dir);
} finally {
await rm(dir, { recursive: true, force: true });
}
}
describe('game persistence (Phase 3)', () => {
it('writes and reads back exactly what was written', () =>
withTempDir(async (dir) => {
await writeGame(dir, saved, '1.2.3');
const result = await loadGame(dir);
assert.equal(result.found, true);
if (!result.found) return;
assert.deepEqual(result.saved, saved);
}));
it('reports the version that wrote the file without judging it', () =>
withTempDir(async (dir) => {
// Reading a save no longer refuses on the version. The stamp is the PACKAGE version, which
// moves for reasons unrelated to the rules, and gating on it destroyed every game in progress
// across four releases — one of which only changed how the board is drawn. Whether a save
// still replays is decided by replaying it (`tryResumeSession`); the version is kept because
// it is worth naming in a failure, and nothing else.
await writeGame(dir, saved, '1.2.3');
const result = await loadGame(dir);
assert.equal(result.found, true);
if (!result.found) return;
assert.equal(result.storedVersion, '1.2.3');
assert.deepEqual(result.saved, saved);
}));
it('reports not-found rather than throwing when nothing has been saved yet', () =>
withTempDir(async (dir) => {
const result = await loadGame(dir);
assert.deepEqual(result, { found: false });
}));
it('a later writeGame fully replaces the earlier one, not merges with it', () =>
withTempDir(async (dir) => {
await writeGame(dir, saved, '1.2.3');
const grown: SavedGame = { ...saved, history: [...saved.history, { type: 'draw.end' }] };
await writeGame(dir, grown, '1.2.3');
const result = await loadGame(dir);
assert.equal(result.found, true);
if (!result.found) return;
assert.equal(result.saved.history.length, 2);
}));
it('never leaves a stray .tmp file behind after a write', () =>
withTempDir(async (dir) => {
await writeGame(dir, saved, '1.2.3');
await assert.rejects(() => readFile(join(dir, 'game.json.tmp')));
}));
it('appendTiming accumulates across calls rather than overwriting', () =>
withTempDir(async (dir) => {
await appendTiming(dir, { player: 0, phase: 'localOps', day: 1, stage: 1, startedAt: 1, endedAt: 2 });
await appendTiming(dir, { player: 1, phase: 'localOps', day: 1, stage: 1, startedAt: 2, endedAt: 3 });
const text = await readFile(join(dir, 'turn-timings.json'), 'utf8');
const timings = JSON.parse(text) as unknown[];
assert.equal(timings.length, 2);
}));
});
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/**
* The game session host (`src/server/session.ts`) — pure logic, no sockets, exercised directly.
*/
import { describe, it } from 'node:test';
import assert from 'node:assert/strict';
import type { GameConfig, PlayerIndex } from '../../src/engine/state.ts';
import type { GameSession, Push } from '../../src/server/session.ts';
import { createSession, resumeSession, tryResumeSession } from '../../src/server/session.ts';
const config: GameConfig = {
mode: 'competitive',
days: 5,
minCombinedRevenue: 0,
maxCollisionsPerDay: 0,
maxCollisionsTotal: 0,
pvpCardsAllowed: false,
optionalRules: {
reducedVisibility: false,
employeeRotation: false,
emergencyToolbox: false,
},
};
describe('the game session host', () => {
it('gives a fresh connect a full Frame — nothing nulled', () => {
const session = createSession(42, config, ['Alice', 'Bob']);
const push = session.connect(0 as PlayerIndex);
assert.notEqual(push.frame!.cells, null, 'a first connect nulled the board');
assert.notEqual(push.frame!.division, null, 'a first connect nulled the division');
});
it('only the current actor gets a real Menu; every other seat gets null', () => {
const session = createSession(42, config, ['Alice', 'Bob']);
const a = session.connect(0 as PlayerIndex);
const b = session.connect(1 as PlayerIndex);
const actorPushes = [a, b].filter((p) => p.menu !== null);
assert.equal(actorPushes.length, 1, 'more than one seat (or zero) was given a real Menu');
});
it('rejects an intent from a seat that is not the current actor, with NOT_YOUR_TURN', () => {
const session = createSession(42, config, ['Alice', 'Bob']);
// Whichever seat is NOT the current actor should be refused, regardless of the intent's content.
const bPush = session.connect(1 as PlayerIndex);
const notActor = (bPush.menu === null ? 1 : 0) as PlayerIndex;
const result = session.intent(notActor, 1, { type: 'localOps.choose', option: 'draw' });
assert.equal(result.accepted, false);
if (!result.accepted) assert.equal(result.code, 'NOT_YOUR_TURN');
});
it('accepts a legal intent from the current actor and pushes every seat', () => {
const session = createSession(42, config, ['Alice', 'Bob']);
const aPush = session.connect(0 as PlayerIndex);
const actor = (aPush.menu !== null ? 0 : 1) as PlayerIndex;
const result = session.intent(actor, 1, { type: 'localOps.choose', option: 'draw' });
assert.equal(result.accepted, true);
if (result.accepted) assert.equal(result.pushes.size, 2, 'not every connected seat was pushed to');
});
it('rejects an illegal intent with its real RejectionCode, and does not remember the seq', () => {
const session = createSession(42, config, ['Alice', 'Bob']);
const aPush = session.connect(0 as PlayerIndex);
const actor = (aPush.menu !== null ? 0 : 1) as PlayerIndex;
// Discarding before ever drawing is illegal on an opening hand at the limit — a safe "this is
// definitely rejected" fixture that does not depend on exactly which cards were dealt.
const bad = session.intent(actor, 1, { type: 'card.discard', cardId: 'not-a-real-card', toSlot: 0 });
assert.equal(bad.accepted, false);
if (!bad.accepted) assert.ok(bad.code.length > 0, 'a rejection carried no code at all');
// The same seq, now with a legal intent, must still go through — a rejection is not "applied".
const retry = session.intent(actor, 1, { type: 'localOps.choose', option: 'draw' });
assert.equal(retry.accepted, true, 'a seq burned by an earlier rejection could not be reused');
});
it('treats a repeated seq as an already-applied no-op, not a second application', () => {
const session = createSession(42, config, ['Alice', 'Bob']);
const aPush = session.connect(0 as PlayerIndex);
const actor = (aPush.menu !== null ? 0 : 1) as PlayerIndex;
const first = session.intent(actor, 1, { type: 'localOps.choose', option: 'draw' });
assert.equal(first.accepted, true);
const second = session.intent(actor, 1, { type: 'localOps.choose', option: 'draw' });
assert.equal(second.accepted, true, 'a resend of an already-applied seq was rejected instead of ignored');
if (second.accepted) assert.equal(second.pushes.size, 0, 'a resend produced pushes as if newly applied');
});
it('deltas the board on a second push when it has not changed since the first', () => {
const session = createSession(42, config, ['Alice', 'Bob']);
const aPush = session.connect(0 as PlayerIndex);
session.connect(1 as PlayerIndex); // both seats need a baseline Frame before a delta means anything
const actor = (aPush.menu !== null ? 0 : 1) as PlayerIndex;
const result = session.intent(actor, 1, { type: 'localOps.choose', option: 'draw' });
assert.equal(result.accepted, true);
if (!result.accepted) return;
// Choosing "draw" doesn't move a single card on the board — the division/cells should be nulled
// on this push for a seat that already had them from `connect`.
const push = result.pushes.get(actor)!;
assert.equal(push.frame!.division, null, 'the board was resent even though nothing on it changed');
});
it('only sends narration NEW since the last push to that specific seat', () => {
const session = createSession(42, config, ['Alice', 'Bob']);
const aPush = session.connect(0 as PlayerIndex);
const actor = (aPush.menu !== null ? 0 : 1) as PlayerIndex;
// A first connect is this seat's first contact, so it gets everything narrated so far (the
// "Game Begins" intro and whatever `drain()` said entering the first Stage) — not an empty log.
assert.ok(aPush.lines.length > 0, 'a first connect got no narration at all, not even the game-begins intro');
const first = session.intent(actor, 1, { type: 'localOps.choose', option: 'draw' });
assert.equal(first.accepted, true);
if (!first.accepted) return;
const firstLines = first.pushes.get(actor)!.lines;
assert.ok(firstLines.length > 0, 'the acting seat got no narration for its own action');
const second = session.intent(actor, 2, { type: 'draw.end' });
assert.equal(second.accepted, true);
if (!second.accepted) return;
const secondLines = second.pushes.get(actor)!.lines;
assert.ok(secondLines.length > 0, 'a second real action produced no narration at all');
for (const line of firstLines) {
assert.ok(!secondLines.includes(line), 'the second push repeated narration already sent in the first');
}
});
});
describe('turn timings (lobby-and-sessions.md §5)', () => {
it('records a wall-clock span once the acting player, phase, Day or Stage changes', () => {
const session = createSession(42, config, ['Alice', 'Bob']);
let pushes = new Map<PlayerIndex, Push>([
[0 as PlayerIndex, session.connect(0 as PlayerIndex)],
[1 as PlayerIndex, session.connect(1 as PlayerIndex)],
]);
const seq = new Map<PlayerIndex, number>([[0 as PlayerIndex, 1], [1 as PlayerIndex, 1]]);
const timings = [];
for (let step = 0; step < 60 && timings.length === 0; step++) {
const acting = [0, 1].find((seat) => pushes.get(seat as PlayerIndex)!.menu !== null) as PlayerIndex | undefined;
const menu = acting === undefined ? null : pushes.get(acting)!.menu;
if (acting === undefined || !menu || menu.options.length === 0) break;
const n = seq.get(acting)!;
seq.set(acting, n + 1);
const result = session.intent(acting, n, menu.options[0]!);
assert.equal(result.accepted, true, `step ${step}: ${JSON.stringify(menu.options[0])} rejected`);
if (!result.accepted) break;
if (result.timing) timings.push(result.timing);
pushes = result.pushes;
}
assert.ok(timings.length > 0, 'no turn timing ever closed across 60 real steps of actual play');
const [timing] = timings;
assert.ok(timing!.endedAt >= timing!.startedAt, 'a span ended before it started');
assert.ok([0, 1].includes(timing!.player), 'a timing named a player outside the table');
});
});
describe('bot seats (Phase 4 — D8, lobby-and-sessions.md §2)', () => {
it('a bot never becomes the observable current actor — it plays before anyone can see it waiting', () => {
// Seat 0 acts first (the opening Superintendent), so marking it a bot exercises `driveBots()`
// at CONSTRUCTION time — before any external `intent()` has run at all.
const session = createSession(11, config, ['Bot', 'Alice'], [0 as PlayerIndex]);
assert.equal(session.isBot(0 as PlayerIndex), true);
assert.equal(session.isBot(1 as PlayerIndex), false);
const botPush = session.connect(0 as PlayerIndex);
const humanPush = session.connect(1 as PlayerIndex);
assert.equal(botPush.menu, null, 'the bot seat was handed a real decision to make');
assert.notEqual(humanPush.menu, null, 'nobody was left with a turn to take — the bot never played');
});
it('botSeats round-trips through exportSave/resumeSession', () => {
const session = createSession(11, config, ['Bot', 'Alice'], [0 as PlayerIndex]);
const resumed = resumeSession(session.exportSave());
assert.equal(resumed.isBot(0 as PlayerIndex), true);
assert.equal(resumed.connect(0 as PlayerIndex).menu, null, 'a resumed bot seat still never gets a real decision');
});
it('a bot seat is driven forward after a human intent too, not only at construction', () => {
// Two bots and one human: whichever of the two non-human seats comes up next after the human's
// own move must be played automatically, with no external `intent()` for either of them.
const session = createSession(11, config, ['Alice', 'Bot', 'Bot'], [1 as PlayerIndex, 2 as PlayerIndex]);
const before = session.exportSave().history.length;
const applied = session.intent(0 as PlayerIndex, 1, { type: 'localOps.choose', option: 'draw' });
assert.equal(applied.accepted, true);
assert.equal(session.connect(1 as PlayerIndex).menu, null, 'bot seat 1 was left with a real decision');
assert.equal(session.connect(2 as PlayerIndex).menu, null, 'bot seat 2 was left with a real decision');
// Not a strict proof either bot actually moved (the human's own turn may not have ended yet),
// but the history can only ever have grown, never shrunk, and never rejected mid-drive.
assert.ok(session.exportSave().history.length >= before + 1);
});
});
describe('persistence hooks — exportSave / resumeSession (Phase 3)', () => {
it('exportSave carries enough to reconstruct the exact same game', () => {
const session = createSession(42, config, ['Alice', 'Bob']);
const push = session.connect(0 as PlayerIndex);
const actor = (push.menu !== null ? 0 : 1) as PlayerIndex;
const applied = session.intent(actor, 1, { type: 'localOps.choose', option: 'draw' });
assert.equal(applied.accepted, true);
const saved = session.exportSave();
assert.equal(saved.seed, 42);
assert.deepEqual(saved.playerNames, ['Alice', 'Bob']);
assert.equal(saved.history.length, 1);
assert.equal(saved.status, 'active');
assert.ok(saved.createdAt > 0, 'createdAt was not set');
const resumed = resumeSession(saved);
const before = session.connect(actor);
const after = resumed.connect(actor);
assert.deepEqual(after.frame, before.frame, 'resumeSession did not reconstruct the same board/state');
});
it('a resumed session keeps enforcing whose turn it is', () => {
const session = createSession(7, config, ['Alice', 'Bob']);
const push = session.connect(0 as PlayerIndex);
const actor = (push.menu !== null ? 0 : 1) as PlayerIndex;
session.intent(actor, 1, { type: 'localOps.choose', option: 'draw' });
const resumed = resumeSession(session.exportSave());
const notActor = (actor === 0 ? 1 : 0) as PlayerIndex;
const rejected = resumed.intent(notActor, 1, { type: 'draw.end' });
assert.equal(rejected.accepted, false);
if (!rejected.accepted) assert.equal(rejected.code, 'NOT_YOUR_TURN');
});
it('marks status finished only once the game actually is', () => {
const session = createSession(42, config, ['Alice', 'Bob']);
assert.equal(session.exportSave().status, 'active');
});
});
describe('summary() — what an administrator sees without replaying the game', () => {
it('describes a fresh game: who is at the table, where it has got to, and who it waits on', () => {
const session = createSession(42, config, ['Alice', 'Bob']);
const s = session.summary();
assert.equal(s.playerCount, 2);
assert.deepEqual(s.playerNames, ['Alice', 'Bob']);
assert.equal(s.status, 'active');
assert.equal(s.day, 1);
assert.equal(s.stage, 1);
assert.equal(typeof s.phase, 'string');
assert.ok(s.waitingOn, 'a game in play must be waiting on somebody');
assert.equal(s.waitingOn!.name, s.playerNames[s.waitingOn!.seat]);
});
it('does not hand back a copy of the history the way exportSave must', () => {
// The health check polls this on a timer, so it answering with every intent of every game
// would make a question about none of them cost a copy of all of them.
const session = createSession(42, config, ['Alice', 'Bob']);
assert.equal('history' in session.summary(), false);
});
it('moves lastMoveAt when a move is accepted, and leaves it alone when one is refused', async () => {
const session = createSession(42, config, ['Alice', 'Bob']);
const created = session.summary();
assert.equal(created.lastMoveAt, created.createdAt, 'an untouched game has not moved since it began');
const actor = (session.connect(0 as PlayerIndex).menu !== null ? 0 : 1) as PlayerIndex;
const idle = (1 - actor) as PlayerIndex;
// A rejection is not a move — a player poking at a game they cannot act in must not make it
// look alive to whoever is deciding whether it has stalled.
session.intent(idle, 1, { type: 'localOps.choose', option: 'draw' });
assert.equal(session.summary().lastMoveAt, created.lastMoveAt, 'a refused intent moved the clock');
await new Promise((r) => setTimeout(r, 2));
const accepted = session.intent(actor, 1, { type: 'localOps.choose', option: 'draw' });
assert.equal(accepted.accepted, true);
assert.ok(session.summary().lastMoveAt > created.lastMoveAt, 'an accepted intent did not move the clock');
});
it('carries lastMoveAt across a restart, and falls back to createdAt for a save without one', async () => {
const session = createSession(42, config, ['Alice', 'Bob']);
const actor = (session.connect(0 as PlayerIndex).menu !== null ? 0 : 1) as PlayerIndex;
await new Promise((r) => setTimeout(r, 2));
session.intent(actor, 1, { type: 'localOps.choose', option: 'draw' });
const saved = session.exportSave();
assert.equal(resumeSession(saved).summary().lastMoveAt, saved.lastMoveAt);
// A game written before the field existed still has to load, and reads as untouched since it
// began rather than as having just moved.
const { lastMoveAt: _dropped, ...older } = saved;
const revived = resumeSession(older).summary();
assert.equal(revived.lastMoveAt, saved.createdAt);
});
it('reports a finished game as waiting on nobody', () => {
// Every seat a bot, so the game plays itself to a finish inside the constructor.
const session = createSession(4242, config, ['A', 'B'], [0 as PlayerIndex, 1 as PlayerIndex]);
const s = session.summary();
assert.equal(s.status, 'finished');
assert.equal(s.waitingOn, null, 'a finished game must not name somebody to wait for');
});
});
describe('a save survives a release that did not change the rules', () => {
/** Plays a couple of real moves so the history is worth replaying. */
const played = (): ReturnType<GameSession['exportSave']> => {
const s = createSession(42, config, ['Alice', 'Bob']);
const actor = (s.connect(0 as PlayerIndex).menu !== null ? 0 : 1) as PlayerIndex;
s.intent(actor, 1, { type: 'localOps.choose', option: 'draw' });
return s.exportSave();
};
it('resumes whatever version stamped it, so long as the moves still replay', () => {
// This is the whole point. The engine version used to gate this, and it is the PACKAGE version
// — it moves for a CSS fix. Four releases in a row destroyed every game in progress, one of
// them for a change that only altered how the board is drawn.
const saved = played();
const r = tryResumeSession(saved);
assert.equal(r.ok, true, 'a replayable save was refused');
if (!r.ok) return;
assert.deepEqual(r.session.exportSave().history, saved.history);
});
it('refuses a save whose moves no longer replay, and says which move and why', () => {
// A rules change is simulated by corrupting one intent — the engine cannot apply it, which is
// exactly the shape a genuinely incompatible save has.
const saved = played();
const broken = {
...saved,
history: [...saved.history, { type: 'localOps.choose', option: 'not-a-real-option' } as never],
};
const r = tryResumeSession(broken);
assert.equal(r.ok, false, 'a save the rules reject was accepted');
if (r.ok) return;
assert.equal(r.failure.of, broken.history.length);
assert.equal(r.failure.stoppedAt, broken.history.length - 1, 'wrong move blamed');
assert.equal(r.failure.intent, 'localOps.choose');
assert.ok(r.failure.code.length > 0, 'no rejection code to act on');
});
it('never silently truncates — the old loop stopped at a bad move and said nothing', () => {
// The silence was survivable only because the version check meant a doomed replay was never
// attempted. Now that the replay IS the check, a partial one must be impossible to mistake for
// a whole one.
const saved = played();
const broken = { ...saved, history: [{ type: 'draw.end' } as never, ...saved.history] };
const r = tryResumeSession(broken);
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');
});
});
+35 -2
View File
@@ -14,11 +14,12 @@
import { describe, it } from 'node:test';
import assert from 'node:assert/strict';
import { readFileSync } from 'node:fs';
import { readFileSync, readdirSync } from 'node:fs';
import { join } from 'node:path';
import { actionGroups, currentActor, handPlayable, newGame, overHandLimit, submit, toSave, view } from '../src/web/game.ts';
import { createLocalSession } from '../src/web/session.ts';
import { seatLabel } from '../src/sim/view.ts';
/**
* Drive a session by always taking the first offered action.
@@ -62,7 +63,13 @@ describe('a local session plays the same game as the calls it replaced', () => {
assert.ok(turns > 50, `only ${turns} decisions — the game stalled`);
const f = session.view();
assert.equal(f.status, 'finished');
/**
* `awaitingExtension` since Gitea#11, not `finished`: both loops stop when there is no actor,
* and a days-based ending now parks the game on the "play one more Day?" question rather than
* ending it outright. What this test is actually about is unchanged — the two sides reach the
* SAME position — and the assertion below is still the one carrying that.
*/
assert.equal(f.status, 'awaitingExtension');
assert.equal(f.status, view(game).status);
assert.equal(f.day, view(game).day);
assert.deepEqual(f.cells, view(game).cells, 'the board differs across the boundary');
@@ -218,6 +225,32 @@ describe('the page stays on the near side of the boundary', () => {
});
});
describe('seats are counted from 1 wherever a person reads them', () => {
it('seatLabel shifts the zero-based index the whole engine uses', () => {
assert.deepEqual([0, 1, 2, 3].map(seatLabel), [1, 2, 3, 4]);
});
it('no user-facing "Seat N" bypasses it', () => {
// The internal convention is zero-based and must stay that way — it indexes `seating`, the
// seats array and every route. The DISPLAYED number is the one a player would say out loud, so
// the two have to be converted at exactly one place; anything interpolating a raw seat into a
// "Seat …" string has quietly reintroduced "Seat 0".
const roots = ['src/web', 'src/sim', 'src/server'];
const offenders: string[] = [];
for (const dir of roots) {
const base = join(import.meta.dirname, '..', dir);
for (const name of readdirSync(base, { recursive: true, encoding: 'utf8' })) {
if (!name.endsWith('.ts')) continue;
const text = readFileSync(join(base, name), 'utf8');
for (const m of text.matchAll(/`[^`]*Seat \$\{([^}]*)\}/g)) {
if (!m[1]!.includes('seatLabel')) offenders.push(`${dir}/${name}: ${m[0]!.slice(0, 60)}`);
}
}
}
assert.deepEqual(offenders, [], 'a seat is shown to a player without going through seatLabel');
});
});
describe('capabilities say what only a local session can do', () => {
it('offers undo, a local save and a new deal', () => {
// The page hides these rather than calling them and failing. A server can offer none of them: it
+203 -54
View File
@@ -7,7 +7,7 @@ import { describe, it } from 'node:test';
import assert from 'node:assert/strict';
import type { CarType } from '../src/engine/content.ts';
import { MODIFIER_PROFILES, OPENING_OTHER, OPENING_TRACK, SOLITAIRE_DECK_SIZE, TRACK_CARDS, TRACK_IN_DECK } from '../src/engine/content.ts';
import { DEFENCE_ONLY_CARDS, DEFENCE_ONLY_COPIES, MODIFIER_PROFILES, OPENING_OTHER, OPENING_TRACK, SOLITAIRE_DECK_SIZE, TRACK_CARDS, TRACK_IN_DECK } from '../src/engine/content.ts';
import {
DECK_SIZE,
EXTRA_TRAINS,
@@ -22,22 +22,26 @@ import {
deckComposition,
isFreightHouse,
lengthProfile,
MAINLINE_DECK,
mainlineCardCount,
nextOfficeTier,
officeProfile,
} from '../src/engine/content.ts';
import { createRng } from '../src/engine/rng.ts';
import { buildDeck, buildRollingStock, createGame } from '../src/engine/setup.ts';
import type { StartingHand } from '../src/engine/content.ts';
import type { GameConfig } from '../src/engine/state.ts';
import { subdivisions } from '../src/engine/state.ts';
const solitaireConfig: GameConfig = {
mode: 'solitaire',
victory: 'highestAfterDays',
length: 'standard',
days: 5,
minCombinedRevenue: 0,
maxCollisionsPerDay: 0,
maxCollisionsTotal: 0,
pvpCardsAllowed: false,
optionalRules: {
reducedVisibility: false,
sisterTrains: false,
employeeRotation: false,
emergencyToolbox: false,
},
@@ -46,55 +50,93 @@ const solitaireConfig: GameConfig = {
const newSolitaireGame = (seed = 1234) =>
createGame({ id: 'g1', seed, config: solitaireConfig, playerNames: ['Jesse'] });
/** A game dealt under one named `StartingHand`, for the tests that are about the deal itself. */
const gameDealtWith = (startingHand: StartingHand, seed = 1234) =>
createGame({
id: 'g1',
seed,
config: { ...solitaireConfig, houseRules: { startingHand } },
playerNames: ['Jesse'],
});
// ---------------------------------------------------------------------------
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.
assert.equal(SOLITAIRE_DECK_SIZE, 213);
// 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(
!buildDeck().some((x) => (x.kind as { key?: string }).key === c.key),
`${c.name} is still dealt`,
);
}
for (const mode of ['solitaire', 'competitive'] as const) {
const deck = buildDeck(mode);
assert.equal(deck.length, SOLITAIRE_DECK_SIZE, `${mode} deck size`);
@@ -106,11 +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(
@@ -121,11 +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', () => {
@@ -159,9 +217,30 @@ describe('card catalogue (component 1)', () => {
}
});
it('identifies the both-direction industry', () => {
it('names the Freight House and nothing else as the two-way industry', () => {
/**
* §9.3 — "Passenger Facilities and Freight Houses permit cars to move each direction". ONE card
* answers to that.
*
* This briefly asserted three. `card-reference.md` reads "'Freight House' is not a card. It is
* the collective term for a freight facility that loads *and* unloads — the Grocer's Warehouse
* and the Oil Refinery", and on that premise the Refinery and the Grocer's were both made
* `flow: 'both'`. The premise is dead: `glossary.md` and `rules-v0.2.md` corrected the Freight
* House to a card of its own, dealt like any other industry, so §9.3 names it and the table's
* "Both" column loses its only argument.
*
* Reported from playtesting v0.4.9d and confirmed by Jesse: the Refinery only ships tanks out,
* the Grocer's Warehouse only receives. `StationMaster-Home-Deck-v0.4.5.md` prints both that way,
* and so does the modifier set — all three Refinery modifiers grant outbound.
*/
const houses = FREIGHT_PROFILES.filter(isFreightHouse).map((f) => f.kind);
assert.deepEqual(houses.sort(), ['freightHouse']);
const refinery = FREIGHT_PROFILES.find((f) => f.kind === 'refinery')!;
assert.equal(refinery.flow, 'outbound');
assert.deepEqual([refinery.baseOut, refinery.baseIn], [1, 0]);
const grocers = FREIGHT_PROFILES.find((f) => f.kind === 'grocersWarehouse')!;
assert.equal(grocers.flow, 'inbound');
assert.deepEqual([grocers.baseOut, grocers.baseIn], [0, 1]);
});
it('starts every industry at one car out and one loader', () => {
@@ -263,12 +342,16 @@ describe('card catalogue (component 1)', () => {
}
});
it('uses the Gap 10e revised victory targets', () => {
it('keeps the three day-count presets sim/CLI tooling still relies on', () => {
// Gap 10e's fixed targets retired 2026-08-20 — `minCombinedRevenue` is a free `GameConfig`
// variable now, not a `length`-keyed lookup. `LENGTH_PROFILES` survives only as a convenience
// preset for tools that still want a short/standard/campaign argument (`harness.ts`, `compare.ts`,
// `replay.ts`).
assert.deepEqual(
LENGTH_PROFILES.map((p) => [p.target, p.days]),
[[10, 3], [20, 5], [45, 10]],
LENGTH_PROFILES.map((p) => [p.length, p.days]),
[['short', 3], ['standard', 5], ['campaign', 10]],
);
assert.equal(lengthProfile('standard').target, 20);
assert.equal(lengthProfile('standard').days, 5);
});
it('scales fixed supplies with player count', () => {
@@ -364,6 +447,42 @@ describe('game setup (component 2)', () => {
}
});
it('deals the Mainline cards from the printed deck, without replacement', () => {
/**
* `buildDivision` drew uniformly from the nine card TYPES with replacement, so a Division could
* be dealt two Interchanges (or two Tunnels), and Plains — printed twice in the deck — carried
* the same weight as cards printed once. That became a rules question rather than a flavour one
* when an Extra gained the right to start "at the Interchange if one is on the board" (§7): the
* board has to hold at most one for that to mean anything.
*
* Swept over many seeds because a single deal cannot tell a deck from a die.
*/
const seen = new Map<string, number>();
for (let seed = 0; seed < 400; seed++) {
for (const players of [1, 2, 3, 4]) {
const g = createGame({
id: 'deck', seed,
config: players === 1 ? solitaireConfig : { ...solitaireConfig, mode: 'competitive' },
playerNames: Array.from({ length: players }, (_, i) => `P${i}`),
});
const cards = g.division.nodes.flatMap((n) => (n.kind === 'mainline' ? [n.card] : []));
assert.equal(cards.length, mainlineCardCount(players));
const counts = new Map<string, number>();
for (const c of cards) {
const n = (counts.get(c) ?? 0) + 1;
counts.set(c, n);
seen.set(c, (seen.get(c) ?? 0) + 1);
// Plains is the one card printed twice; nothing else may be dealt twice at all.
assert.ok(n <= (c === 'plains' ? 2 : 1), `${c} dealt ${n} times at seed ${seed}`);
}
}
}
// Every card in the deck reachable, so the deal is not quietly missing one.
for (const kind of new Set(MAINLINE_DECK)) {
assert.ok((seen.get(kind) ?? 0) > 0, `${kind} was never dealt in 400 seeds`);
}
});
it('opens with the whole railroad as one Subdivision', () => {
// §8 — every Office is a Whistle Post, which is not a Control Point.
const g = newSolitaireGame();
@@ -380,26 +499,40 @@ describe('game setup (component 2)', () => {
assert.equal(area.adOccupancy.length, 0);
});
it('deals three track and three other cards, and starts three Department piles', () => {
// The opening deal comes from two separately shuffled piles, so the district you can build is
// dealt rather than waited for. Six against a hand limit of three is deliberate: the first turn
// is spent choosing which of them to keep.
it('deals three random cards by default, and starts three Department piles', () => {
// The prototype rule, and the New Game dialog's default: three off one deck, already at the hand
// limit, with no guarantee of anything. The other two shapes are below.
const g = newSolitaireGame();
assert.equal(g.decks.hands.get(0)!.length, 3);
assert.equal(g.decks.departments.length, 3);
assert.ok(g.decks.departments.every((pile) => pile.length === 1), 'each Department starts with one face-up card');
});
it('deals six random cards when that is the rule, over the hand limit on purpose', () => {
// Six against a hand limit of three is deliberate: the first turn is spent choosing which of
// them to keep. What it does NOT do is guarantee track, which is the difference from the split
// deal below.
const g = gameDealtWith('sixRandom');
assert.equal(g.decks.hands.get(0)!.length, 6);
});
it('deals three track and three other cards when that is the rule', () => {
// From two separately shuffled piles, so the district you can build is dealt rather than waited
// for — a run-around needs five specific pieces, and drawing for them took eight games.
const g = gameDealtWith('threeTrackThreeOther');
const hand = g.decks.hands.get(0)!;
assert.equal(hand.length, OPENING_TRACK + OPENING_OTHER);
const track = hand.filter((id) => g.cards.get(id)!.kind.kind === 'track');
assert.equal(track.length, OPENING_TRACK, 'the opening hand is not three track cards');
assert.equal(hand.length - track.length, OPENING_OTHER, 'the opening hand is not three other cards');
assert.equal(g.decks.departments.length, 3);
assert.ok(g.decks.departments.every((pile) => pile.length === 1), 'each Department starts with one face-up card');
});
it('shuffles the leftover track back into one deck for the rest of the game', () => {
// The split is an opening-deal device only. If the leftover track stayed out, every draw after
// the first turn would be drawn from a deck with no track in it at all.
const g = newSolitaireGame();
const g = gameDealtWith('threeTrackThreeOther');
const rest = [...g.decks.homeOffice, ...g.decks.departments.flat()];
const track = rest.filter((id) => g.cards.get(id)!.kind.kind === 'track');
assert.equal(
@@ -408,6 +541,22 @@ describe('game setup (component 2)', () => {
);
});
it('leaves every card accounted for whichever shape it was dealt in', () => {
// The single-deck path and the two-pile path deal from different piles into the same game; a
// card lost or duplicated by either would be a deck that quietly runs short mid-game.
for (const shape of ['threeRandom', 'sixRandom', 'threeTrackThreeOther'] as const) {
const g = gameDealtWith(shape);
const all = [
...g.decks.homeOffice,
...g.decks.departments.flat(),
...g.decks.salvageYard,
...[...g.decks.hands.values()].flat(),
];
assert.equal(all.length, SOLITAIRE_DECK_SIZE, `cards lost or duplicated dealing ${shape}`);
assert.equal(new Set(all).size, all.length, `duplicate card dealing ${shape}`);
}
});
it('accounts for every card exactly once', () => {
const g = newSolitaireGame();
const all = [
+182 -53
View File
@@ -22,11 +22,13 @@ import { anomalies, strategyBuckets } from '../src/sim/stats.ts';
const config: GameConfig = {
mode: 'solitaire',
victory: 'highestAfterDays',
length: 'short',
days: 3,
minCombinedRevenue: 0,
maxCollisionsPerDay: 0,
maxCollisionsTotal: 0,
pvpCardsAllowed: false,
optionalRules: {
reducedVisibility: false,
sisterTrains: false,
employeeRotation: false,
emergencyToolbox: false,
},
@@ -146,15 +148,22 @@ describe('the revenue chain works end to end (regression)', () => {
// REGRESSION. Cars dropped at a facility went into the card's `standing` list, while §9.3's
// loading rule looked at `industryTrack`. Across 50 games ZERO cars were ever spotted and
// freight revenue was structurally zero. Win rate went 0% -> ~35% when these were unified.
//
// TWENTY SEEDS, NOT EIGHT. The claim is "structurally zero", and eight games was far too thin a
// sample to stand for it: across the original eight, exactly ONE car was ever left spotted, so
// the test passed on a single coin-flip. It went red on a change that measurably IMPROVED
// spotting — once an industry track stopped being as short as its box count, the bot began
// leaving whole cuts (2-5 cars) instead of single cars, which lands on fewer seeds but delivers
// more cars in total (22 vs 19 over forty games). Widened so it fails for the reason it names.
let spotted = 0;
for (const seed of [1, 2, 3, 4, 5, 6, 7, 8]) {
const s = createGame({ id: 'g', seed, config: { ...config, length: 'standard' }, playerNames: ['bot'] });
for (const seed of [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20]) {
const s = createGame({ id: 'g', seed, config: { ...config, days: 5 }, playerNames: ['bot'] });
playGame(s, developerBot, pump);
for (const card of s.officeAreas.get(0)!.grid.values()) {
if (card.facility?.kind === 'freight') spotted += card.facility.industryTrack.cars.length;
}
}
assert.ok(spotted > 0, 'no car ever reached an industry track across eight games');
assert.ok(spotted > 0, 'no car ever reached an industry track across twenty games');
});
it('instantiates a real Facility when a freight card is placed', () => {
@@ -165,7 +174,7 @@ describe('the revenue chain works end to end (regression)', () => {
// the old 52-card placeholder it was 10 in 52.
let placed = 0;
for (const seed of [11, 23, 47, 91, 137, 211]) {
const s = createGame({ id: 'g', seed, config: { ...config, length: 'campaign' }, playerNames: ['bot'] });
const s = createGame({ id: 'g', seed, config: { ...config, days: 10 }, playerNames: ['bot'] });
playGame(s, developerBot, pump);
for (const card of s.officeAreas.get(0)!.grid.values()) {
if (card.geometry.kind !== 'facility') continue;
@@ -182,15 +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', () => {
@@ -199,7 +219,7 @@ describe('the revenue chain works end to end (regression)', () => {
// "downward only" is gone, and with it the rule that rejected every square above row 0.
const rows = new Set<number>();
for (const seed of [3, 9, 27, 81]) {
const s = createGame({ id: 'g', seed, config: { ...config, length: 'campaign' }, playerNames: ['bot'] });
const s = createGame({ id: 'g', seed, config: { ...config, days: 10 }, playerNames: ['bot'] });
playGame(s, developerBot, pump);
for (const key of s.officeAreas.get(0)!.grid.keys()) rows.add(Number(key.split(',')[0]));
}
@@ -265,7 +285,7 @@ describe('the deck is closed — no card is created or destroyed', () => {
// Every card is in exactly one place: the Home Office deck, a Department pile, the Salvage Yard,
// a hand, or on the board — grid cells, enhancements laid on them, and Mainline modifiers.
for (const seed of [3, 17, 91]) {
const s = createGame({ id: `cc-${seed}`, seed, config: { ...config, length: 'standard' }, playerNames: ['bot'] });
const s = createGame({ id: `cc-${seed}`, seed, config: { ...config, days: 5 }, playerNames: ['bot'] });
const total = s.cards.size;
playGame(s, developerBot, pump);
@@ -287,7 +307,7 @@ describe('the deck is closed — no card is created or destroyed', () => {
// The sharper form of the same guard. A discard moves a card from a hand to a Department pile
// and a draw moves one back, so the count across deck + Departments + Salvage Yard + hands can
// only fall by cards actually placed on the board — never by one being overwritten.
const s = createGame({ id: 'cc', seed: 5, config: { ...config, length: 'standard' }, playerNames: ['bot'] });
const s = createGame({ id: 'cc', seed: 5, config: { ...config, days: 5 }, playerNames: ['bot'] });
const before = s.cards.size;
playGame(s, developerBot, pump);
const loose =
@@ -315,11 +335,19 @@ describe('end-of-game statistics', () => {
});
it('reports no anomalies — every rule in the engine is reachable', () => {
/**
* 200 GAMES, not 60. This is a reachability canary, and the rarest thing it watches for is Red
* Flags: measured at 200 games it fires in 4 of them, about 2%, so a 60-game sample expects 1.2
* and reports "unreachable" on the luck of the draw — which is the opposite of what a canary is
* for. Coupling is the next rarest at 39 in 200. Both are genuinely reachable; the sample was
* simply too small to say so, and it got smaller in effect when v0.4.7 took seven cards out of
* the deck and moved which seeds reach which districts.
*/
// THE POINT OF THIS MODULE. Every serious bug so far was an unreachable rule: a pipeline with
// no entry point, a facility that could not be worked, a car that could not be spotted. If an
// expected event stops firing, something has become unreachable again.
const report = simulate({
games: 60, length: 'standard', mode: 'solitaire', players: ['bot'], policy: developerBot,
games: 200, length: 'standard', mode: 'solitaire', players: ['bot'], policy: developerBot,
});
/**
* ONE NAMED EXEMPTION, not a blanket one.
@@ -330,11 +358,36 @@ describe('end-of-game statistics', () => {
* BOT no longer gets a crew next to an industry: it builds shallow districts and places 2.2
* facilities a game, down from 3.8 when industries could sit on the main.
*
* That is the bot's district-building weakness, which is the top item in TODO.md, not a rule
* that has become unreachable. Exempted by name so the other forty-odd event checks stay live,
* That is the bot's district-building weakness, tracked in TODO.md under Bot Performance, not a
* 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')
@@ -371,13 +424,22 @@ describe('switching accomplishes something (regression)', () => {
// no switching at all (§9.2 works coaches straight off the A/D track), so an entire Local
// Operations action was wasted.
/**
* ACROSS SEEDS, because one game cannot tell a fixed bug from a lucky deal. Measured over these
* 16: thirteen show no oscillation at all and three reach a run of five, so the shuttling is a
* minority behaviour rather than the every-game waste this test was written to catch. The bar is
* therefore a RATE — most games clean — plus a ceiling on how bad the worst may get. The residual
* is recorded in TODO.md with the rest of the bot work.
* ACROSS SEEDS, because one game cannot tell a fixed bug from a lucky deal — and the sample has
* to be big enough that it cannot tell a lucky DEAL from a fixed bug either.
*
* It was 16 hand-picked seeds against a bar of 70% clean, on a measurement of 13/16. Dealing the
* Mainline cards from the printed deck instead of rolling them (`buildDivision`) re-dealt every
* one of those boards and the same 16 came back 11/16, which read as a regression and was not
* one: re-measured over 80 seeds the rate is **70.0% clean, worst run 5** — the identical
* behaviour, and 13/16 was the lucky draw. A bar sitting exactly on the true rate fails half the
* time it is moved.
*
* So: a wider sweep, and a bar well below the measured rate. What the test is really guarding is
* the every-game waste it was written for, which shows up as a rate near ZERO, not as a few
* points of drift. The ceiling on the worst run is the sharp half of the assertion and is
* unchanged. The residual is recorded in TODO.md with the rest of the bot work.
*/
const seeds = [1234, 5, 77, 430, 202, 999, 21, 555, 4321, 31337, 60606, 7777, 123456, 888, 31, 42];
const seeds = Array.from({ length: 48 }, (_, i) => i + 1);
let clean = 0;
let worstAnywhere = 0;
for (const seed of seeds) {
@@ -409,7 +471,7 @@ describe('switching accomplishes something (regression)', () => {
}
assert.ok(
clean >= seeds.length * 0.7,
clean >= seeds.length * 0.55,
`only ${clean}/${seeds.length} games were free of aimless shuttling`,
);
assert.ok(worstAnywhere <= 5, `a crew oscillated ${worstAnywhere + 1} times without doing any work`);
@@ -424,24 +486,53 @@ describe('switching accomplishes something (regression)', () => {
// So test the thing the old threshold was a proxy for: motion must convert into work. A crew
// that shuttles for its own sake shows a high ratio here, however few or many Moves it makes.
/**
* 150 games, not 40. At 40 this measured 1.9 productive acts against a floor of 2 and failed,
* while the same bot over 200 games gives 2.6 — the test was under-powered rather than the bot
* broken, and a floor that trips on sample noise trains you to ignore it. Switching is a
* low-count, high-variance activity: a couple of games with a stranded crew move the mean.
* 400 games, not 150 and not 40. This has been under-powered twice: at 40 it measured 1.9
* against a floor of 2, and the fix was 150 on the strength of a 200-game figure of 2.6. Neither
* number survived. Measured decisively at 400 games the bot does **1.76** productive acts, and
* the 150-game sample was reading 2.16 purely on which seeds it happened to include — so the
* floor of 2 had been passing on sample composition rather than on behaviour, which is the exact
* failure mode the previous comment was written to prevent.
*
* Switching is a low-count, high-variance activity: a couple of games with a stranded crew move
* the mean, so the sample has to be big enough that they cannot.
*/
const report = simulate({
games: 150, length: 'standard', mode: 'solitaire', players: ['bot'], policy: developerBot,
games: 400, length: 'standard', mode: 'solitaire', players: ['bot'], policy: developerBot,
});
const per = (f: (g: (typeof report.perGame)[number]) => number): number =>
report.perGame.reduce((n, g) => n + f(g), 0) / report.perGame.length;
const moves = per((g) => g.actions.moves);
const work = per((g) => g.actions.drops + g.actions.couples);
assert.ok(work > 2, `only ${work.toFixed(1)} productive acts a game — the crew is doing nothing`);
/**
* 1.2, against 1.48 measured. Lowered from 2 in v0.4.2 for two separate reasons, both recorded
* rather than blended: the old floor was never actually met (1.76 at 400 games), and expedited
* trains now stand at the Office for a Stage instead of passing straight through, which costs
* about 16% of the crew's work because a train on the A/D track and the Office square is in the
* way. That second part is the change doing what it is supposed to do, not a fault — but it IS
* drift, and it is logged in `TODO.md` with the rest of it rather than quietly absorbed here.
*/
assert.ok(work > 1.2, `only ${work.toFixed(2)} productive acts a game — the crew is doing nothing`);
/**
* RAISED 9 -> 11, and the crew is doing MORE work rather than less.
*
* Measured at 400 games after v0.4.7: 18 Moves and 1.84 productive acts, a ratio of 9.9 — where
* the work figure was 1.48 when the floor above was written. Both halves grew and the numerator
* grew faster, which is traffic rather than aimlessness, and there are two new sources of it:
* Extras now start at the Division Point their NUMBER sends them to, so westbound Extras exist
* at all (measured 32 west / 29 east across 60 deals, against every single one launching
* eastbound from the West Division Point before); and the Grocer's Warehouse briefly shipped as
* well as received, which was more switching worth doing. That second source is gone again in
* v0.4.9e — the Grocer's is inbound-only, as it always was on the sheet — and the ratio still
* clears the floor, so the figure is left where it is rather than re-tuned to one release.
*
* A crew that shuttles for its own sake would show this ratio climbing while `work` stood still.
* Logged in TODO.md with the rest of the bot drift rather than quietly absorbed.
*/
assert.ok(
moves / work < 8,
moves / work < 11,
`${(moves / work).toFixed(1)} Moves per drop or coupling suggests aimless shuttling ` +
`(${moves.toFixed(0)} Moves, ${work.toFixed(1)} productive acts)`,
`(${moves.toFixed(0)} Moves, ${work.toFixed(2)} productive acts)`,
);
});
});
@@ -499,7 +590,7 @@ describe('the bot builds sidings that are actually sidings (regression)', () =>
const s = createGame({
id: `sd-${i}`,
seed: 1000 + i * 7919,
config: { ...config, length: 'standard' },
config: { ...config, days: 5 },
playerNames: ['bot'],
});
playGame(s, developerBot, pump);
@@ -588,16 +679,21 @@ 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-${i}`,
seed: 1000 + i * 7919,
config: { ...config, length: 'standard' },
config: { ...config, days: 5 },
playerNames: ['bot'],
});
const r = playGame(s, developerBot, pump);
@@ -681,7 +777,7 @@ describe('the bot does not throw away its own freight (regression)', () => {
const s = createGame({
id: `uj-${i}`,
seed: 1000 + i * 7919,
config: { ...config, length: 'standard' },
config: { ...config, days: 5 },
playerNames: ['bot'],
});
const r = playGame(s, developerBot, pump);
@@ -710,7 +806,7 @@ describe('the bot does not throw away its own freight (regression)', () => {
// The other half of the regression above. Gutting the fallback entirely would satisfy "never
// unjams a green box" while leaving a real jam to block the industry forever — a load stranded
// on WORK keeps the track locked, which now stops trains passing as well as stopping (§9.3).
const s = createGame({ id: 'jam', seed: 5, config: { ...config, length: 'standard' }, playerNames: ['bot'] });
const s = createGame({ id: 'jam', seed: 5, config: { ...config, days: 5 }, playerNames: ['bot'] });
const area = s.officeAreas.get(0)!;
area.grid.set('-1,0', {
geometry: { kind: 'facility', facility: 'mineTipple' },
@@ -721,7 +817,7 @@ describe('the bot does not throw away its own freight (regression)', () => {
outboundBox: [], inboundBox: [], capacity: { outbound: 1, inbound: 0 },
// Stranded on WORK with no spotted car to receive it — the definition of a jam.
menAtWork: [null, null, { type: 'hopper', dir: 'out' }],
industryTrack: { length: 2, cars: [] },
industryTrack: { cars: [] },
laborers: 1, porters: 0, usedThisStage: { laborers: 0, porters: 0 },
},
} as never);
@@ -755,7 +851,7 @@ describe('Enhancements can reach the board at all (regression)', () => {
const s = createGame({
id: `st-${i}`,
seed: 1000 + i * 7919,
config: { ...config, length: 'standard' },
config: { ...config, days: 5 },
playerNames: ['bot'],
});
playGame(s, developerBot, pump);
@@ -792,7 +888,7 @@ describe('Enhancements can reach the board at all (regression)', () => {
const s = createGame({
id: `il-${i}`,
seed: 1000 + i * 7919,
config: { ...config, length: 'standard' },
config: { ...config, days: 5 },
playerNames: ['bot'],
});
playGame(s, developerBot, pump);
@@ -830,7 +926,7 @@ describe('rolling stock returns to service (regression)', () => {
const s = createGame({
id: 'refill',
seed: 4,
config: { ...config, length: 'standard' },
config: { ...config, days: 5 },
playerNames: ['bot'],
});
@@ -869,7 +965,7 @@ describe('measurement discipline', () => {
// the observer hook cannot drift from the log, so probes have one trustworthy way in and no
// reason to hand-roll the drive loop again.
const seen: string[] = [];
const s = createGame({ id: 'obs', seed: 4242, config: { ...config, length: 'standard' }, playerNames: ['b'] });
const s = createGame({ id: 'obs', seed: 4242, config: { ...config, days: 5 }, playerNames: ['b'] });
const out = playGame(s, developerBot, pump, 50_000, (e) => seen.push(e.type));
assert.ok(out.events.length > 0, 'a finished game must produce events');
@@ -881,7 +977,7 @@ describe('measurement discipline', () => {
// Asserted across several seeds because a single game may never draw a Depot card.
let upgrades = 0;
for (let seed = 0; seed < 25; seed++) {
const s = createGame({ id: `u${seed}`, seed, config: { ...config, length: 'standard' }, playerNames: ['b'] });
const s = createGame({ id: `u${seed}`, seed, config: { ...config, days: 5 }, playerNames: ['b'] });
const out = playGame(s, developerBot, pump);
upgrades += out.events.filter((e) => e.type === 'officeUpgraded').length;
}
@@ -901,7 +997,7 @@ describe('the bot does not lay track that cannot work (regression)', () => {
const s = createGame({
id: `lay-${seed}`,
seed,
config: { ...config, length: 'standard' },
config: { ...config, days: 5 },
playerNames: ['Solitaire'],
});
const laid: Lay[] = [];
@@ -932,6 +1028,8 @@ describe('the bot does not lay track that cannot work (regression)', () => {
assert.ok(lays.length > 3, `the bot laid only ${lays.length} pieces`);
});
const SEEDS = [1000, 8919, 16838, 24757, 32676, 40595, 48514, 56433];
it('rarely lays rail that butts a card which cannot accept it', () => {
// A port facing an EMPTY square is a promise — something may be built there later. A port
// butting an OCCUPIED square whose card has no matching port is not: that square is taken, so
@@ -941,12 +1039,24 @@ describe('the bot does not lay track that cannot work (regression)', () => {
// A TIE-BREAKER rather than a veto, so this is a rate and not a zero: forbidding it outright
// measured WORSE (-0.62 revenue a game), while preferring the cleaner of two equally good
// placements measured better and cut these from 28% of pieces to 7%.
//
// AND IT STAYS A TIE-BREAKER. Gitea#15 was filed as "track placements must connect" and briefly
// became a rule here; RAR reversed it on review (2026-08-26) — a rail may stop dead against its
// neighbour, and such a stub is useful as a siding to park cars on. What the engine must refuse
// is a TRAIN crossing the gap, which is `exploreMoves`' job and is tested in `track.test.ts`.
// So laying one of these is a preference, exactly as it was, and the rate below is the bar.
let laid = 0;
let dead = 0;
for (const seed of [1000, 8919, 16838, 24757, 32676]) {
/**
* EIGHT GAMES, NOT FIVE. Five stopped yielding a big enough sample once crews could back out of
* a curve: the bot has more switching worth doing, so it spends fewer turns laying track, and
* the count fell to 34 against a floor of 40. Seeds added on the same stride rather than the
* floor lowered — the floor is what makes the RATE below mean anything.
*/
for (const seed of SEEDS) {
const s = createGame({
id: `dp-${seed}`, seed,
config: { ...config, length: 'standard' },
config: { ...config, days: 5 },
playerNames: ['Solitaire'],
});
const spy = {
@@ -982,7 +1092,7 @@ describe('the bot does not lay track that cannot work (regression)', () => {
};
playGame(s, spy as never, pump);
}
assert.ok(laid > 40, `only ${laid} pieces laid across five games`);
assert.ok(laid > 40, `only ${laid} pieces laid across ${SEEDS.length} games`);
const rate = dead / laid;
/**
* RAISED FROM 0.15 TO 0.25 WHEN THE OPENING DEAL CHANGED, and that is a regression, not a
@@ -1019,11 +1129,30 @@ describe('the freight figures count both halves (regression)', () => {
// the precondition that makes the comparison mean anything. Three deals is a thin thread to hang
// that on: an unload needs an inbound industry built, reachable, and a loaded car spotted at it,
// and whether the bot manages all three on a given deal is luck, not the thing under test.
// Measured across these twelve: 34 unloads earned, on 12 of 40 deals sampled more widely.
for (const seed of [1000, 8919, 16838, 24757, 32676, 40595, 48514, 56433, 64352, 72271, 80190, 88109]) {
/**
* FORTY DEALS, up from twelve, and the reason was a rules correction rather than flakiness.
*
* The Grocer's Warehouse was briefly a both-direction facility, so the bot shipped from it as
* well as receiving and deals producing at least one completed unload fell from 12 in 40 to 6 in
* 40. v0.4.9e put it back to inbound-only, which is what the sheet always printed. The wider
* sample is kept: the precondition it protects — that some deal in the batch actually completes
* an unload — is worth having whichever way the rule goes.
*
* 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 < 150; i++) {
const seed = 1000 + i * 7919;
const s = createGame({
id: `fu-${seed}`, seed,
config: { ...config, length: 'standard' },
config: { ...config, days: 5 },
playerNames: ['bot'],
});
const r = playGame(s, developerBot, pump);
+214
View File
@@ -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');
});
});
+317 -11
View File
@@ -18,6 +18,8 @@ import type {
import { coordKey, isOperationalRail, turnOf } from '../src/engine/state.ts';
import { createGame } from '../src/engine/setup.ts';
import { applyIntent, areaOf } from '../src/engine/apply.ts';
import { legalActions } from '../src/engine/legal.ts';
import type { Intent } from '../src/engine/intents.ts';
import type { MoveContext, Occupancy, Port } from '../src/engine/track.ts';
import {
allReachable,
@@ -46,6 +48,7 @@ const straight = (standing: RollingStock[] = []): TrackCard => ({
geometry: { kind: 'track', geometry: 'straight' },
baseOperationalRail: true,
standing,
standingWest: 0,
facility: null,
modifiers: [],
enhancements: [],
@@ -60,6 +63,7 @@ const curve = (arc: TrackArc, standing: RollingStock[] = []): TrackCard => ({
geometry: { kind: 'track', geometry: 'curved', arc },
baseOperationalRail: true,
standing,
standingWest: 0,
facility: null,
modifiers: [],
enhancements: [],
@@ -71,6 +75,7 @@ const turnout = (o?: TurnoutOrientation): TrackCard => ({
: { kind: 'track', geometry: 'turnout' },
baseOperationalRail: false, // no wheel icon — a train may pass through but not stop (§A.1)
standing: [],
standingWest: 0,
facility: null,
modifiers: [],
enhancements: [],
@@ -80,6 +85,7 @@ const officeCard = (): TrackCard => ({
geometry: { kind: 'office' },
baseOperationalRail: true,
standing: [],
standingWest: 0,
facility: null,
modifiers: [],
enhancements: [],
@@ -89,6 +95,7 @@ const lockedFacility = (): TrackCard => ({
geometry: { kind: 'facility', facility: 'mineTipple' },
baseOperationalRail: true,
standing: [],
standingWest: 0,
// A load sitting on MEN|AT|WORK locks the industry track down (§9.3).
facility: {
kind: 'freight',
@@ -98,7 +105,7 @@ const lockedFacility = (): TrackCard => ({
inboundBox: [],
capacity: { outbound: 3, inbound: 0 },
menAtWork: [{ type: 'hopper', dir: 'out' }, null, null],
industryTrack: { length: 4, cars: [] },
industryTrack: { cars: [] },
laborers: 3,
porters: 0,
usedThisStage: { laborers: 0, porters: 0 },
@@ -112,7 +119,7 @@ const car = (): RollingStock => ({ type: 'boxcar', loaded: false });
function straightCard(): TrackCard {
return {
geometry: { kind: 'track', geometry: 'straight' },
baseOperationalRail: true, standing: [], facility: null, modifiers: [], enhancements: [],
baseOperationalRail: true, standing: [], standingWest: 0, facility: null, modifiers: [], enhancements: [],
};
}
@@ -121,8 +128,8 @@ function gameWith(area: OfficeArea): GameState {
const s = createGame({
id: 'g', seed: 5,
config: {
mode: 'solitaire', victory: 'highestAfterDays', length: 'standard',
optionalRules: { reducedVisibility: false, sisterTrains: false, employeeRotation: false, emergencyToolbox: false },
mode: 'solitaire', days: 5, minCombinedRevenue: 0, maxCollisionsPerDay: 0, maxCollisionsTotal: 0, pvpCardsAllowed: false,
optionalRules: { reducedVisibility: false, employeeRotation: false, emergencyToolbox: false },
},
playerNames: ['p'],
});
@@ -208,6 +215,7 @@ describe('ports and geometry', () => {
geometry: { kind: 'track', geometry: 'curved', hand: 'left' },
baseOperationalRail: true,
standing: [],
standingWest: 0,
facility: null,
modifiers: [],
enhancements: [],
@@ -532,6 +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');
@@ -555,6 +657,16 @@ describe('placement and drop-off', () => {
assert.ok(canDropCarsAt(area, at(0, 1)), 'ordinary Operational Rail');
});
it('allows a coach, and only a coach, to be dropped at the Office (v0.5.0 §A.4 exception)', () => {
const area = areaFrom(
{ [coordKey(at(0, 0))]: officeCard(), [coordKey(at(0, 1))]: straight() },
at(0, 0),
);
assert.ok(!canDropCarsAt(area, at(0, 0), 1, false), 'not asking for the coach exception');
assert.ok(canDropCarsAt(area, at(0, 0), 1, true), 'one coach');
assert.ok(canDropCarsAt(area, at(0, 0), 2, true), 'more than one coach');
});
it('forbids dropping cars on a locked industry track', () => {
const area = areaFrom(
{
@@ -565,12 +677,69 @@ describe('placement and drop-off', () => {
);
assert.ok(!canDropCarsAt(area, at(0, 1)));
});
it('lets a crew set out as many cars at an industry as anywhere else (regression)', () => {
/**
* REPORTED from a playtest, at undo 188: "we wanted to drop two cars, but were only allowed to
* drop one."
*
* An industry track used to be `length: baseOut + baseIn` cars long, so a Mine Tipple — one
* green box, no red one — had room for exactly ONE car and refused the second. The box count is
* how much WORK an industry can hold; it has nothing to do with how much rail is in front of it.
* No industry card prints a siding of a fixed length, and an industry track is ordinary
* Operating Rail: four cars fit, the same as on the plain straight beside it.
*/
const oneBoxIndustry = (): TrackCard => {
const c = lockedFacility();
// Unlocked — §9.3's lock is tested above and is not what this is about.
c.facility!.menAtWork = [null, null, null];
c.facility!.capacity = { outbound: 1, inbound: 0 };
return c;
};
const area = areaFrom(
{
[coordKey(at(0, 0))]: officeCard(),
[coordKey(at(0, 1))]: oneBoxIndustry(),
[coordKey(at(0, 2))]: straight(),
},
at(0, 0),
);
for (const count of [1, 2, 3, 4]) {
assert.ok(
canDropCarsAt(area, at(0, 1), count),
`a one-box industry refused a cut of ${count} — the box count is not the siding length`,
);
assert.equal(
canDropCarsAt(area, at(0, 1), count),
canDropCarsAt(area, at(0, 2), count),
`an industry and a plain straight disagreed about a cut of ${count}`,
);
}
// Four is the ceiling everywhere, because a consist may not exceed four.
assert.ok(!canDropCarsAt(area, at(0, 1), 5), 'a fifth car fitted on an industry track');
assert.ok(!canDropCarsAt(area, at(0, 2), 5), 'a fifth car fitted on a plain straight');
});
it('counts the cars already spotted at an industry against the room left', () => {
const busy = lockedFacility();
busy.facility!.menAtWork = [null, null, null];
busy.facility!.industryTrack.cars = [car(), car(), car()];
const area = areaFrom(
{ [coordKey(at(0, 0))]: officeCard(), [coordKey(at(0, 1))]: busy },
at(0, 0),
);
assert.ok(canDropCarsAt(area, at(0, 1), 1), 'the fourth car should still fit');
assert.ok(!canDropCarsAt(area, at(0, 1), 2), 'a fifth car fitted');
});
});
describe('curves are arcs, and arcs make sidings possible', () => {
const arcCard = (arc: 'ne' | 'nw' | 'se' | 'sw', geometry: 'curved' | 'sharpCurved' = 'curved'): TrackCard => ({
geometry: { kind: 'track', geometry, arc },
baseOperationalRail: true, standing: [], facility: null, modifiers: [], enhancements: [],
baseOperationalRail: true, standing: [], standingWest: 0, facility: null, modifiers: [], enhancements: [],
});
it('joins exactly two adjacent edges, with no through track', () => {
@@ -588,7 +757,7 @@ describe('curves are arcs, and arcs make sidings possible', () => {
c.map((p) => [...p].sort().join('')).sort().join(' ');
const turnout: TrackCard = {
geometry: { kind: 'track', geometry: 'turnout', turnout: { stem: 'w', through: 'e', diverge: 's' } },
baseOperationalRail: true, standing: [], facility: null, modifiers: [], enhancements: [],
baseOperationalRail: true, standing: [], standingWest: 0, facility: null, modifiers: [], enhancements: [],
};
for (const arc of ['ne', 'nw', 'se', 'sw'] as const) {
assert.notEqual(norm(connectionsFor(arcCard(arc))), norm(connectionsFor(turnout)),
@@ -631,11 +800,11 @@ describe('curves are arcs, and arcs make sidings possible', () => {
const ew = (): TrackCard => straightCard();
const grid: Record<string, TrackCard> = {
'0,-2': ew(),
'0,-1': { geometry: { kind: 'track', geometry: 'turnout', turnout: { stem: 'w', through: 'e', diverge: 's' }, hand: 'right' }, baseOperationalRail: true, standing: [], facility: null, modifiers: [], enhancements: [] },
'0,-1': { geometry: { kind: 'track', geometry: 'turnout', turnout: { stem: 'w', through: 'e', diverge: 's' }, hand: 'right' }, baseOperationalRail: true, standing: [], standingWest: 0, facility: null, modifiers: [], enhancements: [] },
'-1,-1': arcCard('ne'),
'-1,0': ew(),
'-1,1': arcCard('nw'),
'0,1': { geometry: { kind: 'track', geometry: 'turnout', turnout: { stem: 'e', through: 'w', diverge: 's' }, hand: 'left' }, baseOperationalRail: true, standing: [], facility: null, modifiers: [], enhancements: [] },
'0,1': { geometry: { kind: 'track', geometry: 'turnout', turnout: { stem: 'e', through: 'w', diverge: 's' }, hand: 'left' }, baseOperationalRail: true, standing: [], standingWest: 0, facility: null, modifiers: [], enhancements: [] },
'0,0': ew(),
};
const area = areaFrom(grid, { row: 0, col: 0 });
@@ -719,12 +888,13 @@ describe('Operational Rail — where a train may stop and leave cars (Appendix A
geometry: { kind: 'facility', facility: 'mineTipple' },
baseOperationalRail: true,
standing: [],
standingWest: 0,
facility: {
kind: 'freight', subtype: 'mineTipple',
allows: { outbound: true, inbound: false },
outboundBox: [], inboundBox: [], capacity: { outbound: 1, inbound: 0 },
menAtWork: menAtWork as never,
industryTrack: { length: 2, cars: [] },
industryTrack: { cars: [] },
laborers: 1, porters: 0, usedThisStage: { laborers: 0, porters: 0 },
},
modifiers: [],
@@ -860,7 +1030,7 @@ describe('a turnout may be laid to face another, making a crossover', () => {
/** A turnout stated the way the cards read: who may come in, and where they may go. */
const facing = (stem: Port, through: Port, diverge: Port, hand: 'left' | 'right'): TrackCard => ({
geometry: { kind: 'track', geometry: 'turnout', turnout: { stem, through, diverge }, hand },
baseOperationalRail: false, standing: [], facility: null, modifiers: [], enhancements: [],
baseOperationalRail: false, standing: [], standingWest: 0, facility: null, modifiers: [], enhancements: [],
});
it('joins a south-diverging turnout to the north-diverging one beneath it', () => {
@@ -968,13 +1138,14 @@ describe('why a square is NOT offered (the same walk, keeping its rejections)',
geometry: { kind: 'facility', facility: 'mineTipple' },
baseOperationalRail: true,
standing: [],
standingWest: 0,
facility: {
kind: 'freight', subtype: 'mineTipple',
allows: { outbound: true, inbound: false },
outboundBox: [], inboundBox: [], capacity: { outbound: 1, inbound: 0 },
// A load on MEN locks the track (§9.3).
menAtWork: [{ type: 'hopper', dir: 'out' }, null, null] as never,
industryTrack: { length: 2, cars: [] },
industryTrack: { cars: [] },
laborers: 1, porters: 0, usedThisStage: { laborers: 0, porters: 0 },
},
modifiers: [],
@@ -1053,3 +1224,138 @@ describe('why a square is NOT offered (the same walk, keeping its rejections)',
}
});
});
// ---------------------------------------------------------------------------
// docs/plans/switching-paths.md — two routes to the same square
// ---------------------------------------------------------------------------
describe('two routes to one square', () => {
const limitsCard = (): TrackCard => ({
geometry: { kind: 'limits' },
baseOperationalRail: true,
standing: [],
standingWest: 0,
facility: null,
modifiers: [],
enhancements: [],
});
/**
* A passing loop: a turnout diverges off the Running Track, curves down to an industry, and
* curves back up to rejoin the main two columns west. Both routes from (0,4) to (0,0) are legal
* under §2.4 (neither ever leaves a card by the port it entered); they differ in what they
* couple. This is the fixture in the plan's §1, verified identical on v0.4.7 and v0.4.8.
*/
function loopArea(midCard: (col: number) => TrackCard = () => straight()): OfficeArea {
return areaFrom(
{
[coordKey(at(0, 0))]: straight(),
[coordKey(at(0, 1))]: turnout({ stem: 'w', through: 'e', diverge: 's' }),
[coordKey(at(0, 2))]: midCard(2),
[coordKey(at(0, 3))]: turnout({ stem: 'e', through: 'w', diverge: 's' }),
[coordKey(at(0, 4))]: limitsCard(),
[coordKey(at(-1, 1))]: curve('ne'),
[coordKey(at(-1, 2))]: midCard(-1),
[coordKey(at(-1, 3))]: curve('nw'),
},
at(9, 9), // office coord, deliberately away from the fixture
);
}
const tanker: RollingStock = { type: 'tank', loaded: false };
it('offers both routes, and only one couples the tanker on the spur', () => {
const area = loopArea((col) => (col === -1 ? straight([tanker]) : straight()));
const dests = reachableDestinations(ctxFor(area), at(0, 4), 'w');
const atZero = dests.filter((d) => d.coord.row === 0 && d.coord.col === 0);
assert.equal(atZero.length, 2, `expected two distinct routes to (0,0), got ${atZero.length}`);
const withTanker = atZero.filter((d) => d.couples.some((c) => c.type === 'tank'));
const without = atZero.filter((d) => d.couples.length === 0);
assert.equal(withTanker.length, 1, 'exactly one route should couple the tanker');
assert.equal(without.length, 1, 'exactly one route should couple nothing');
});
it('offers two routes coupling the SAME car type off DIFFERENT cards, and neither is dropped', () => {
// The dedupe key must include the origin card, not just the car type (plan §3) — two boxcars,
// one on the bypass and one on the main, must not collapse into one destination.
const area = loopArea(() => straight([{ type: 'boxcar', loaded: false }]));
const dests = reachableDestinations(ctxFor(area), at(0, 4), 'w');
const atZero = dests.filter((d) => d.coord.row === 0 && d.coord.col === 0);
assert.equal(atZero.length, 2, `expected two distinct routes to (0,0), got ${atZero.length}`);
for (const d of atZero) {
assert.deepEqual(d.couples.map((c) => c.type), ['boxcar'], 'each route should couple its own boxcar');
}
});
it('a `via`-qualified switch.move resolves to the route it names', () => {
function freshGame(): GameState {
const s = gameWith(loopArea((col) => (col === -1 ? straight([tanker]) : straight())));
s.trays.set('crew', {
id: 'crew', trainNumber: null, trainIsExtra: false, engineAt: 0, consist: [],
direction: 'west', facing: 'w', position: { at: 'grid', seat: 0, coord: at(0, 4) }, movesUsed: 0,
});
s.clock.phase = 'localOps';
s.clock.currentActor = 0;
turnOf(s, 0).option = 'switch';
turnOf(s, 0).movesRemaining = 6;
return s;
}
const probe = freshGame();
const options = legalActions(probe, 0).filter(
(i): i is Extract<Intent, { type: 'switch.move' }> =>
i.type === 'switch.move' && i.to.row === 0 && i.to.col === 0,
);
assert.equal(options.length, 2, 'expected two distinct switch.move intents to (0,0)');
assert.ok(options.every((i) => i.via !== undefined), 'an ambiguous route must carry a distinguishing via');
const vias = new Set(options.map((i) => `${i.via!.row},${i.via!.col}`));
assert.equal(vias.size, 2, 'the two routes must carry DIFFERENT via');
const outcomes = options.map((intent) => {
const s = freshGame();
const r = applyIntent(s, 0, intent);
assert.ok(r.ok, 'a via-qualified move to a square the engine offered must be legal');
return s.trays.get('crew')!.consist.map((c) => c.type);
});
assert.ok(outcomes.some((c) => c.includes('tank')), 'one via should have coupled the tanker');
assert.ok(outcomes.some((c) => c.length === 0), 'the other via should have coupled nothing');
// `via` absent still resolves — the first route enumerated, exactly as before this feature.
const s = freshGame();
const r = applyIntent(s, 0, { type: 'switch.move', trayId: 'crew', to: at(0, 0), reverse: false });
assert.ok(r.ok, 'a plain move with no via must still resolve to SOME legal route');
});
it('a dense district terminates and stays bounded, preferring the routes BFS finds first', () => {
// Chained passing loops: each one independently offers "through" or "detour", so N of them
// offer 2^N routes to the far end with no global memo to stop it — exactly the exponential case
// the cap exists for (plan §3). 15 segments is 32,768 routes; the cap is 4,000 frontier nodes.
const segments = 15;
const start = 3 * segments;
const grid: Record<string, TrackCard> = { [coordKey(at(0, start + 1))]: limitsCard() };
for (let k = 0; k < segments; k++) {
const divergeCol = start - 3 * k;
const midCol = divergeCol - 1;
const mergeCol = divergeCol - 2;
grid[coordKey(at(0, divergeCol))] = turnout({ stem: 'e', through: 'w', diverge: 's' });
grid[coordKey(at(0, midCol))] = straight();
grid[coordKey(at(0, mergeCol))] = turnout({ stem: 'w', through: 'e', diverge: 's' });
grid[coordKey(at(-1, divergeCol))] = curve('nw');
grid[coordKey(at(-1, midCol))] = straight();
grid[coordKey(at(-1, mergeCol))] = curve('ne');
}
grid[coordKey(at(0, 0))] = straight();
const area = areaFrom(grid, at(9, 9));
const startedAt = Date.now();
const dests = reachableDestinations(ctxFor(area), at(0, start + 1), 'w');
const elapsed = Date.now() - startedAt;
assert.ok(elapsed < 5000, `exploreMoves took ${elapsed}ms — the cap should keep this fast`);
assert.ok(dests.length > 0, 'the cap must not eliminate every route');
assert.ok(
dests.length < 2 ** segments,
`${dests.length} destinations found — the cap should have cut off full 2^${segments} enumeration`,
);
});
});
+78 -10
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@@ -19,9 +19,12 @@ import { trainRules } from '../src/sim/view.ts';
const config: GameConfig = {
mode: 'solitaire',
victory: 'highestAfterDays',
length: 'standard',
optionalRules: { reducedVisibility: false, sisterTrains: false, employeeRotation: false, emergencyToolbox: false },
days: 5,
minCombinedRevenue: 0,
maxCollisionsPerDay: 0,
maxCollisionsTotal: 0,
pvpCardsAllowed: false,
optionalRules: { reducedVisibility: false, employeeRotation: false, emergencyToolbox: false },
};
const game = (seed = 5): GameState => createGame({ id: 'g', seed, config, playerNames: ['p'] });
const at = (row: number, col: number): GridCoord => ({ row, col });
@@ -30,6 +33,7 @@ const straight = (standing: RollingStock[] = []): TrackCard => ({
geometry: { kind: 'track', geometry: 'straight' },
baseOperationalRail: true,
standing,
standingWest: 0,
facility: null,
modifiers: [],
enhancements: [],
@@ -45,9 +49,9 @@ function switching(
): string {
const area = areaOf(s, 0);
const office = area.officeCoord;
// The crew stands one square west of the Office and works westward. It may NOT stand on the Office
// itself: §A.4 forbids leaving Rolling Stock on the Office track, so every drop there is refused
// whatever the train's own card says.
// The crew stands one square west of the Office and works westward, away from the Office square's
// own special-cased drop rule (§A.4 forbids everything but a coach there, v0.5.0) — tests that want
// that exception exercise it directly instead.
const here = { row: office.row, col: office.col - 1 };
area.grid.set(coordKey(here), straight());
area.grid.set(coordKey({ row: office.row, col: office.col - 2 }), straight(westCars));
@@ -70,18 +74,30 @@ 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 });
// ---------------------------------------------------------------------------
describe('§7 — no switching', () => {
it('refuses every switching act to a train whose card forbids it', () => {
it('still allows a plain move — "no switching" means no adding or dropping cars', () => {
// Six cards print it: both expresses, the Light Engine, Campaign, Circus and Military trains.
// Moving, setting out and sorting are all switching, so all three are refused.
// A train held at the Office may still need to clear onto Secondary Track ahead of other
// traffic, so a move that couples nothing is legal.
const s = game();
switching(s, 1, false, [boxcar()]);
assert.equal(check(s, 0, { type: 'switch.move', trayId: 't', to: west(s), reverse: false }), null);
});
assert.equal(check(s, 0, { type: 'switch.move', trayId: 't', to: west(s), reverse: false }), 'NO_SWITCHING');
it('refuses a move that would couple a car, and refuses dropping and sorting outright', () => {
const s = game();
switching(s, 1, false, [boxcar()], [boxcar()]);
assert.equal(
check(s, 0, { type: 'switch.move', trayId: 't', to: west(s), reverse: false }),
'PICKUP_NOT_ALLOWED',
);
assert.equal(check(s, 0, { type: 'switch.dropCars', trayId: 't', count: 1 }), 'NO_SWITCHING');
assert.equal(check(s, 0, { type: 'switch.sortConsist', trayId: 't', order: [0] }), 'NO_SWITCHING');
});
@@ -127,6 +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)', () => {
@@ -191,6 +224,41 @@ describe('§7 — the Local keeps its coach (trains 7/8)', () => {
switching(s, 9, false, [boxcar(), coach()]);
assert.equal(check(s, 0, { type: 'switch.dropCars', trayId: 't', count: 1 }), null);
});
it('may set the coach out at the Office — the one place §A.4 now allows it (v0.5.0)', () => {
const s = game();
const area = areaOf(s, 0);
const office = area.officeCoord;
s.trays.set('t', {
id: 't',
trainNumber: 7,
trainIsExtra: false,
engineAt: 0,
consist: [boxcar(), coach()],
direction: 'west',
facing: 'w',
position: { at: 'grid', seat: 0, coord: office },
movesUsed: 0,
});
s.clock.phase = 'localOps';
s.clock.currentActor = 0;
turnOf(s, 0).option = 'switch';
turnOf(s, 0).movesRemaining = 6;
assert.equal(
check(s, 0, { type: 'switch.dropCars', trayId: 't', count: 1 }),
null,
'the coach may be cut loose at the Office',
);
assert.ok(applyIntent(s, 0, { type: 'switch.dropCars', trayId: 't', count: 1 }).ok);
const officeCard = area.grid.get(coordKey(office))!;
assert.deepEqual(
officeCard.standing.map((c) => c.type),
['coach'],
'the coach is parked on the Office card',
);
assert.equal(s.trays.get('t')!.consist.length, 1, 'the coach left the tray');
});
});
describe('§7 — trains Porters may not work', () => {
@@ -205,7 +273,7 @@ describe('§7 — trains Porters may not work', () => {
outboundBox: [coach(true)], inboundBox: [],
capacity: { outbound: 2, inbound: 2 },
menAtWork: null,
industryTrack: { length: 0, cars: [] },
industryTrack: { cars: [] },
laborers: 0, porters: 2, usedThisStage: { laborers: 0, porters: 0 },
};
s.trays.set('t', {
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