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17 changed files with 3038 additions and 321 deletions
+4 -1
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@@ -9,7 +9,10 @@
},
"scripts": {
"typecheck": "tsc --noEmit",
"test": "node --test test/**/*.test.ts"
"test": "node --test test/**/*.test.ts",
"build:web": "node scripts/build-web.ts",
"serve:web": "node scripts/build-web.ts && npx --yes http-server dist -p 8080 -c-1",
"deploy:web": "node scripts/deploy-web.ts"
},
"devDependencies": {
"@types/node": "^26.1.2",
+132
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@@ -0,0 +1,132 @@
/**
* Build the static solitaire site into `dist/`.
*
* Everything here is BUILD-time. The output is plain files on disk — upload them anywhere that
* serves static content and the game runs entirely in the visitor's browser. No server, no API, no
* network call at runtime.
*
* The one thing a browser cannot do is run TypeScript: Node 22's type-stripping is a Node feature.
* So `tsc` emits ES2022 modules, rewriting the `.ts` import extensions the engine uses into `.js`.
*/
import { execFileSync } from 'node:child_process';
import { mkdirSync, readFileSync, readdirSync, rmSync, writeFileSync } from 'node:fs';
import { dirname, join } from 'node:path';
import { fileURLToPath } from 'node:url';
const root = join(dirname(fileURLToPath(import.meta.url)), '..');
const dist = join(root, 'dist');
rmSync(dist, { recursive: true, force: true });
mkdirSync(dist, { recursive: true });
execFileSync(
'npx',
[
'tsc',
'--ignoreConfig',
'src/web/main.ts',
'--outDir', dist,
'--rootDir', 'src',
'--target', 'es2022',
'--module', 'es2022',
'--moduleResolution', 'bundler',
'--lib', 'es2022,dom',
'--types', '',
'--strict',
'--allowImportingTsExtensions',
'--rewriteRelativeImportExtensions',
],
{ cwd: root, stdio: 'inherit' },
);
/**
* Stamp the build into the page.
*
* Once this is published, "what is actually deployed?" stops being answerable by looking at the
* source. The stamp is written into index.html at copy time rather than generated into `src/`, so
* no generated file has to be ignored, imported, or kept in step.
*
* `-dirty` marks a build made from an uncommitted tree — the honest state of most test deploys, and
* exactly the thing you want to know when a fix appears to have had no effect.
*/
function buildStamp(): string {
const pkg = JSON.parse(readFileSync(join(root, 'package.json'), 'utf8')) as { version: string };
let git = 'nogit';
try {
const sha = execFileSync('git', ['rev-parse', '--short', 'HEAD'], { cwd: root })
.toString()
.trim();
const dirty =
execFileSync('git', ['status', '--porcelain'], { cwd: root }).toString().trim().length > 0;
git = sha + (dirty ? '-dirty' : '');
} catch {
// A build from a tarball with no git history is still a valid build.
}
const when = new Date().toISOString().replace('T', ' ').slice(0, 16);
return `v${pkg.version} · ${git} · ${when}Z`;
}
const stamp = buildStamp();
/**
* Cache-bust every module.
*
* A returning visitor gets a fresh index.html and STALE JavaScript, because a static host caches
* .js and the filenames never change. That is not a cosmetic staleness: it mixes new HTML with old
* code, and the first mismatch is fatal. It happened on the first real deploy — index.html had
* dropped an element that the cached main.js still asked for, so the page threw
* `missing element: target` and the game never started.
*
* Appending the build tag to every relative import makes each deploy a new set of URLs, so a
* browser cannot serve half of one build and half of another.
*/
const tag = encodeURIComponent(stamp.split(' · ')[1] ?? stamp);
function bustImports(dir: string): number {
let count = 0;
for (const entry of readdirSync(dir, { withFileTypes: true })) {
const full = join(dir, entry.name);
if (entry.isDirectory()) {
count += bustImports(full);
continue;
}
if (!entry.name.endsWith('.js')) continue;
const src = readFileSync(full, 'utf8');
const next = src.replace(
/^(\s*(?:import|export)[^'"\n]*?from\s+['"])(\.[^'"]+\.js)(['"])/gm,
(_m, head: string, spec: string, tail: string) => `${head}${spec}?v=${tag}${tail}`,
);
if (next !== src) {
writeFileSync(full, next);
count++;
}
}
return count;
}
const busted = bustImports(dist);
const page = readFileSync(join(root, 'src/web/index.html'), 'utf8')
.replaceAll('__BUILD__', stamp)
.replace(/(<script type="module" src="[^"]+?\.js)(")/, `$1?v=${tag}$2`);
writeFileSync(join(dist, 'index.html'), page);
// A tiny note for whoever unzips this later and wonders what it needs.
writeFileSync(
join(dist, 'README.txt'),
[
'Station Master — solitaire, static build.',
'',
'Upload the contents of this folder to any static host and open index.html.',
'There is no server component. The game runs entirely in the browser and saves',
'to localStorage. Add ?seed=1234 to the URL for a reproducible deal.',
'',
'Note: ES modules require the files to be SERVED over http(s). Opening',
'index.html directly from the filesystem will be blocked by the browser.',
'To try it locally: npx http-server dist (or any static file server)',
'',
].join('\n'),
);
console.log(`built -> ${dist}\n ${stamp}\n cache-busted ${busted} modules with ?v=${tag}`);
+155
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@@ -0,0 +1,155 @@
/**
* Build the solitaire site and push it to a File Browser instance.
*
* Written against File Browser v2.63's REST API, read from its own bundle rather than guessed:
*
* POST /api/login {username, password, recaptcha} -> JWT as plain text
* POST /api/resources/<dir>/ X-Auth: <jwt> -> create a directory
* POST /api/resources/<file>?override=true X-Auth: <jwt>, body = bytes -> upload
*
* File Browser is the STORE, not the server — Start9 Pages serves the uploaded folder as the site.
* So the job here is simply to land the built files in the right folder, intact.
*
* CREDENTIALS COME FROM THE ENVIRONMENT and are never written anywhere. Putting a password in a
* repo is how it ends up in a commit, and this repo is going to be pushed.
*
* FB_USER=jesse FB_PASS='…' npm run deploy:web
*
* Optional:
* FB_URL default https://phoenix.local:58157
* FB_DEST default websites/stationmaster — the folder Start9 Pages serves from
* FB_INSECURE set to 1 for a self-signed certificate (usual for a .local StartOS host)
* --dry-run list what would be sent, contact nothing
*/
import { execFileSync } from 'node:child_process';
import { readFileSync, readdirSync, statSync } from 'node:fs';
import { dirname, join, posix, relative, sep } from 'node:path';
import { fileURLToPath } from 'node:url';
const root = join(dirname(fileURLToPath(import.meta.url)), '..');
const dist = join(root, 'dist');
const URL_BASE = (process.env['FB_URL'] ?? 'https://phoenix.local:58157').replace(/\/+$/, '');
const DEST = `/${(process.env['FB_DEST'] ?? 'websites/stationmaster').replace(/^\/+|\/+$/g, '')}`;
const USER = process.env['FB_USER'] ?? '';
const PASS = process.env['FB_PASS'] ?? '';
const DRY = process.argv.includes('--dry-run');
/**
* A .local StartOS host presents a certificate the system store does not know. Disabling
* verification is opt-in and announced rather than silent: it is the right call on a LAN box you
* own and the wrong one everywhere else, and that judgment is not the script's to make quietly.
*/
if (process.env['FB_INSECURE'] === '1') {
process.env['NODE_TLS_REJECT_UNAUTHORIZED'] = '0';
console.warn('! TLS verification disabled (FB_INSECURE=1)');
}
/** Every file in `dir`, as paths relative to it, with POSIX separators. */
function walk(dir: string, base = dir): string[] {
const out: string[] = [];
for (const entry of readdirSync(dir)) {
const full = join(dir, entry);
if (statSync(full).isDirectory()) out.push(...walk(full, base));
else out.push(relative(base, full).split(sep).join('/'));
}
return out.sort();
}
const CONTENT_TYPES: Record<string, string> = {
'.html': 'text/html',
'.js': 'text/javascript',
'.css': 'text/css',
'.json': 'application/json',
'.txt': 'text/plain',
};
async function login(): Promise<string> {
const res = await fetch(`${URL_BASE}/api/login`, {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ username: USER, password: PASS, recaptcha: '' }),
});
const body = await res.text();
if (!res.ok) throw new Error(`login failed: ${res.status} ${body || res.statusText}`);
if (!body.trim()) throw new Error('login returned an empty token');
return body.trim();
}
async function makeDir(jwt: string, path: string): Promise<void> {
// Trailing slash is what marks a directory in this API. A 409 means it already exists, which is
// the normal case on every deploy after the first.
const res = await fetch(`${URL_BASE}/api/resources${encodePath(path)}/`, {
method: 'POST',
headers: { 'X-Auth': jwt },
});
if (!res.ok && res.status !== 409) {
throw new Error(`could not create ${path}: ${res.status} ${await res.text()}`);
}
}
async function upload(jwt: string, localPath: string, remotePath: string): Promise<void> {
const bytes = readFileSync(localPath);
const ext = remotePath.slice(remotePath.lastIndexOf('.'));
const res = await fetch(`${URL_BASE}/api/resources${encodePath(remotePath)}?override=true`, {
method: 'POST',
headers: {
'X-Auth': jwt,
'Content-Type': CONTENT_TYPES[ext] ?? 'application/octet-stream',
'Content-Length': String(bytes.byteLength),
},
body: new Uint8Array(bytes),
});
if (!res.ok) throw new Error(`upload ${remotePath} failed: ${res.status} ${await res.text()}`);
}
/** Encode each segment but keep the separators, so a path stays a path. */
function encodePath(p: string): string {
return p.split('/').map(encodeURIComponent).join('/');
}
// ---------------------------------------------------------------------------
console.log('building…');
execFileSync('node', ['scripts/build-web.ts'], { cwd: root, stdio: 'inherit' });
const files = walk(dist);
if (files.length === 0) throw new Error('dist/ is empty — nothing to deploy');
const dirs = [...new Set(files.map((f) => posix.dirname(f)).filter((d) => d !== '.'))].sort();
const total = files.reduce((n, f) => n + statSync(join(dist, f)).size, 0);
console.log(`\n${files.length} files, ${(total / 1024).toFixed(0)} KB`);
console.log(` from ${dist}`);
console.log(` to ${URL_BASE}${DEST}\n`);
if (DRY) {
for (const d of dirs) console.log(` dir ${DEST}/${d}`);
for (const f of files) console.log(` file ${DEST}/${f}`);
console.log('\ndry run — nothing was sent');
} else {
if (!USER || !PASS) {
throw new Error(
'set FB_USER and FB_PASS.\n' +
" e.g. FB_USER=me FB_PASS='…' FB_INSECURE=1 npm run deploy:web\n" +
' or run with --dry-run to see what would be sent',
);
}
const jwt = await login();
console.log('logged in');
await makeDir(jwt, DEST);
for (const d of dirs) await makeDir(jwt, `${DEST}/${d}`);
let done = 0;
for (const f of files) {
await upload(jwt, join(dist, f), `${DEST}/${f}`);
done++;
console.log(` [${String(done).padStart(2)}/${files.length}] ${f}`);
}
console.log(`\ndeployed to ${URL_BASE}${DEST}`);
console.log('Start9 Pages serves these files as the site; File Browser is only the store.');
}
+4 -5
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@@ -33,7 +33,7 @@ import {
} from './content.ts';
import type { Direction } from './content.ts';
import type { GameEvent } from './events.ts';
import { areaOf } from './apply.ts';
import { acceptsCar, areaOf } from './apply.ts';
import { legalActions } from './legal.ts';
import type { CrewTray, DivisionNode, GameState, PlayerIndex, TrayId } from './state.ts';
import { coordKey, freshTurn, totalRevenue } from './state.ts';
@@ -295,10 +295,9 @@ function trainNeedingCars(s: GameState): TrayId | null {
if (tray.consist.length >= want) continue;
// Consists are specified by CATEGORY — "Freight (2)" is any two freight cars — so any car in
// the yard is potentially suitable unless the card narrows it.
const allowed = profile.consist.freightTypes;
const suitable = s.yards.divisionYard.some(
(c) => c.type === 'caboose' || c.type === 'coach' || !allowed || allowed.includes(c.type),
);
// Ask the SAME predicate `check` uses. A separate copy of this test stalled the game: the phase
// believed a car could be added while check rejected every option, so the Stage never ended.
const suitable = s.yards.divisionYard.some((c) => acceptsCar(tray, c.type));
if (suitable) return id;
}
return null;
+87 -4
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@@ -27,12 +27,14 @@ import {
modifierProfile,
nextOfficeTier,
officeProfile,
trainProfile,
} from './content.ts';
import type { CarType, FreightKind, Hand, MainlineKind, ModifierKind, TrackGeometry } from './content.ts';
import type { GameEvent } from './events.ts';
import type { Intent, RejectionCode } from './intents.ts';
import type {
CardId,
CrewTray,
Facility,
GameState,
GridCoord,
@@ -468,7 +470,15 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
if (!s.yards.divisionYard.some((c) => c.type === i.carType && c.loaded === i.loaded)) {
return 'NO_SUITABLE_CAR';
}
return null;
// §8.2 — "the train must be in the order listed on the train's card (engine on the front,
// Rolling Stock, and possibly a Caboose). It may depart with FEWER Rolling Stock than listed,
// but not out of order."
//
// This was not enforced at all: any car could be added in any quantity, so Train 9 "Heavy
// Freight" — a card calling for 3 freight AND a caboose — was made up with four hoppers and
// no caboose. Fewer is allowed; more, or of the wrong category, is not.
return acceptsCar(tray, i.carType) ? null : 'NO_SUITABLE_CAR';
}
case 'newTrain.secondSection': {
@@ -613,8 +623,15 @@ function checkPlay(
// nothing, which is exactly the bug that made Modifiers dead weight for weeks.
return 'NOT_IMPLEMENTED';
case 'timetabledTrain':
case 'extraTrain':
// A train card goes to the TIMETABLE, not onto the board. Accepting a placement made the UI
// offer the same play at six different grid squares with six rotations apiece — all identical,
// because the placement was then ignored. Same reasoning as the Office upgrade above: silently
// discarding a placement makes the event log claim the card was laid somewhere it was not.
return placement ? 'NO_PLACEMENT' : null;
default:
// Train cards go to the timetable; the phase driver schedules them.
return null;
}
}
@@ -1528,10 +1545,76 @@ function applyModifier(area: OfficeArea, coord: GridCoord, modifier: ModifierKin
}
/** §2.1, Gap 4a — extending the Running Track pushes the Limits sign outward. */
/**
* §2.1 Gap 4a — "when you extend your Running Track, the Limits sign MOVES outwards with it".
*
* The sign is a physical card, not just a recorded column. Moving only the coordinate left the
* Limits card stranded mid-track: a district grew to
* (0,-5) (0,-4) (0,-3) (0,-2)=Power Plant [LIMITS] (0,0)=Office [LIMITS] (0,2)=Freight House …
* with everything beyond (0,-2) built OUTSIDE a sign that never moved. That is not cosmetic —
* §8.1 and §10 both reason about "the track between the train and the Limits", Interlocking holds
* an arrival AT the Limits, and running past a player's Limits is what makes a collision his fault.
*/
function extendLimitsIfNeeded(area: OfficeArea, placed: GridCoord): void {
if (placed.row !== area.runningRow) return;
if (placed.col <= area.limitsWest.col) area.limitsWest = { row: placed.row, col: placed.col - 1 };
if (placed.col >= area.limitsEast.col) area.limitsEast = { row: placed.row, col: placed.col + 1 };
if (placed.col <= area.limitsWest.col) {
area.limitsWest = { row: placed.row, col: placed.col - 1 };
area.grid.set(coordKey(area.limitsWest), limitsCard());
}
if (placed.col >= area.limitsEast.col) {
area.limitsEast = { row: placed.row, col: placed.col + 1 };
area.grid.set(coordKey(area.limitsEast), limitsCard());
}
}
/**
* §8.2 — may this car be coupled onto this train right now?
*
* "The train must be in the order listed on the train's card (engine on the front, Rolling Stock,
* and possibly a Caboose). It may depart with FEWER Rolling Stock than listed, but not out of
* order." Fewer is allowed; more, or of the wrong category, is not.
*
* SHARED. Both `check` and the New Train Phase's "is there a suitable car in the yard" test call
* this. A second copy stalled the game outright: the phase believed a car could be added while
* `check` rejected every option, so the Stage never completed.
*/
export function acceptsCar(tray: CrewTray, carType: CarType): boolean {
const profile = trainProfile(tray.trainNumber ?? 0, tray.trainIsExtra);
if (!profile) return true;
const cat = (t: CarType): 'coach' | 'caboose' | 'freight' =>
t === 'coach' ? 'coach' : t === 'caboose' ? 'caboose' : 'freight';
const adding = cat(carType);
const already = tray.consist.filter((c) => cat(c.type) === adding).length;
const allowed =
adding === 'coach'
? profile.consist.coach
: adding === 'caboose'
? profile.consist.caboose
: profile.consist.freight;
if (already >= allowed) return false;
// The caboose rides last (§A.3), so nothing may be coupled behind one.
if (adding !== 'caboose' && tray.consist.some((c) => c.type === 'caboose')) return false;
// The card also narrows WHICH freight types it will take.
const types = profile.consist.freightTypes;
if (adding === 'freight' && types && !types.includes(carType)) return false;
return true;
}
/** A fresh Limits sign. The set is "2N + spares" (§12), so relocating one is not a supply question. */
function limitsCard(): TrackCard {
return {
geometry: { kind: 'limits' },
baseOperationalRail: true,
standing: [],
facility: null,
modifiers: [],
enhancements: [],
};
}
// ---------------------------------------------------------------------------
+5 -1
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@@ -252,7 +252,11 @@ function placementCandidates(s: GameState, player: PlayerIndex): GridCoord[] {
// Q7 — a district hangs BELOW the Running Track; there is nothing above it.
if (c.row > area.runningRow) continue;
const k = `${c.row},${c.col}`;
if (area.grid.has(k) || seen.has(k)) continue;
if (seen.has(k)) continue;
// The Limits signs are candidates even though they are occupied: laying track there is how
// the Running Track grows, and the sign moves outward (§2.1). `check` still has the final say.
const occupied = area.grid.get(k);
if (occupied && !(occupied.geometry.kind === 'limits' && c.row === area.runningRow)) continue;
seen.add(k);
out.push(c);
}
+19 -1
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@@ -330,7 +330,25 @@ export function allReachable(
* stubs above and below so this is satisfiable from the opening Stage.
*/
export function canPlaceAt(area: OfficeArea, coord: GridCoord, card: TrackCard): boolean {
if (cardAt(area, coord)) return false;
const existing = cardAt(area, coord);
// A Limits sign on the Running Track is the GROWTH POINT, not an obstacle. Extending means laying
// the card where the sign stands and moving the sign outward (§2.1, Gap 4a) — the physical act at
// the table. Treating the sign as occupied forced players to build PAST it, stranding the sign
// mid-track with everything beyond it nominally outside their own Limits.
const isMovableSign =
existing?.geometry.kind === 'limits' &&
coord.row === area.runningRow &&
existing.standing.length === 0;
if (existing && !isMovableSign) return false;
// §2.1 — the Running Track runs BETWEEN the Limits. Nothing on that row may sit outside them, so
// the sign itself is the only growth point. Allowing a placement beyond it built track on the far
// side of the sign and then planted a SECOND sign further out, leaving the board reading
// limits · Whistle Post · limits · straight · limits
// with a Limits card stranded mid-track. The district below the Running Track is unbounded.
if (coord.row === area.runningRow) {
if (coord.col < area.limitsWest.col || coord.col > area.limitsEast.col) return false;
}
const ports: Port[] = ['n', 's', 'e', 'w'];
for (const p of ports) {
+96 -42
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@@ -56,17 +56,37 @@ function ruleOnClearance(options: Intent[]): Intent | null {
// ---------------------------------------------------------------------------
/**
* Why the developer bot made its last choice, for the replay's decision panel.
*
* WRITE-ONLY DIAGNOSTIC. Nothing reads this to make a decision, so it cannot affect play or
* determinism — it exists so the viewer can show the branch that fired instead of re-deriving the
* reasoning, which would drift from the bot exactly as a second copy of the rules would.
*/
let lastReason = '';
export function lastChoiceReason(): string {
return lastReason;
}
/** Records the branch that fired and returns the intent unchanged. */
function because(reason: string, intent: Intent): Intent {
lastReason = reason;
return intent;
}
export const developerBot: BotPolicy = {
name: 'developer',
choose(s, player, options) {
lastReason = 'no specific reason — first legal option';
const clearance = ruleOnClearance(options);
if (clearance) return clearance;
if (clearance) return because('the Superintendent must rule on a following train (§8.1)', clearance);
// Red Flags come before anything else — protection is only worth playing at the moment the
// collision is actually pending, and that moment passes.
const flags = worthFlagging(s, options);
if (flags) return flags;
if (flags) return because('a train of ours is stopped on a Mainline card with another train on it — Red Flags now or not at all', flags);
// --- Load/Unload: spend every worker, then end. Each is a point, or a step toward one.
//
@@ -87,7 +107,8 @@ export const developerBot: BotPolicy = {
// jam costs a Freight Agent action to clear AND locks the industry track until it is cleared.
// A first attempt kept a last-resort `startLoad` here "rather than idle", and the measured
// result was identical to having no gate at all — 415 starts, 413 unjams, 13 completions.
return work ?? options.find((i) => i.type === 'loadUnload.end') ?? options[0]!;
if (work) return because(loadReason(work), work);
return because('every worker is spent or has nothing it can finish', options.find((i) => i.type === 'loadUnload.end') ?? options[0]!);
}
// --- New Train: fill the consist, but with the RIGHT cars.
@@ -102,9 +123,9 @@ export const developerBot: BotPolicy = {
const match = options.find(
(i) => i.type === 'newTrain.placeCar' && i.carType === w.type && i.loaded === w.loaded,
);
if (match) return match;
if (match) return because(`the ${w.loaded ? 'loaded' : 'empty'} ${w.type} is what a facility is short of`, match);
}
return pickFirst(options, 'newTrain.placeCar', 'newTrain.passCar') ?? options[0]!;
return because('no car on offer is one our facilities need', pickFirst(options, 'newTrain.placeCar', 'newTrain.passCar') ?? options[0]!);
}
// --- Local Operations.
@@ -140,43 +161,51 @@ function chooseLocalOption(s: GameState, player: PlayerIndex, options: Intent[])
// An Office upgrade outranks even a train card: a train that arrives with nowhere to stand is a
// collision, and collisions are the largest single drain on revenue.
if (can('draw') && hand.some((id) => s.cards.get(id)?.kind.kind === 'office')) {
return can('draw')!;
return because('an Office upgrade is in hand — more A/D track means fewer collisions', can('draw')!);
}
if (can('draw') && hand.some((id) => isTrainCard(s, id))) return can('draw')!;
if (can('draw') && hand.some((id) => isTrainCard(s, id))) {
return because('a train card is in hand and its value compounds every Day', can('draw')!);
}
// A Mainline modifier is worth the option too: Realignment permanently converts a 30 card into a
// 60, and Helpers/Brakeman take a Stage off every future crossing. Like a train card, the value
// compounds — but only if it can be laid right now, so check for a legal target rather than for
// the card sitting in hand.
if (can('draw') && options.some((i) => i.type === 'mainline.modify')) return can('draw')!;
if (can('draw') && options.some((i) => i.type === 'mainline.modify')) {
return because('a Mainline modifier can be laid — every later crossing pays less', can('draw')!);
}
// 2. A train standing at the Office is a fleeting chance to spot cars — but ONLY if there is
// actually a car to spot or collect. Choosing to switch merely because a train is present
// wasted the whole Local Operations action shuttling back and forth: a passenger train needs
// no switching at all, because §9.2 works coaches straight off the A/D track.
if (can('switch') && area.adOccupancy.length > 0 && usefulSwitching(s, player)) {
return can('switch')!;
return because('a train is at the Office and there is switching worth doing', can('switch')!);
}
// A crew stranded away from the Office is worth a whole turn on its own. A train may only
// highball from the Office square, so one sitting anywhere else is out of the game permanently —
// and the condition above never fires for it, because a crew down in the district has no work
// left and would never claim the option needed to walk back.
if (can('switch') && strandedFromOffice(s, player)) return can('switch')!;
if (can('switch') && strandedFromOffice(s, player)) {
return because('the crew is away from the Office and can never depart from where it stands', can('switch')!);
}
// 3. Stock a green box only when the load can actually finish — an empty car of the right type
// is already spotted. Stocking without one just fills the box.
if (can('freightAgent') && canStockProductively(s, player)) return can('freightAgent')!;
if (can('freightAgent') && canStockProductively(s, player)) {
return because('a green box can be stocked with a load that can actually finish', can('freightAgent')!);
}
// 4. Rescue a jammed facility, or clear a full red box blocking further unloading.
if (can('freightAgent') && (hasStuckLoad(s, player) || needsClearing(s, player))) {
return can('freightAgent')!;
return because('a facility is jammed or its red box is full, blocking the pipeline', can('freightAgent')!);
}
// 5. Otherwise develop. More facilities and a bigger Office are what make later Stages pay.
if (can('draw')) return can('draw')!;
return can('freightAgent') ?? can('switch') ?? choices[0] ?? options[0]!;
if (can('draw')) return because('nothing urgent — develop the district instead', can('draw')!);
return because('no option has a clear purpose this turn', can('freightAgent') ?? can('switch') ?? choices[0] ?? options[0]!);
}
/** A face-up card worth spending the draw on rather than gambling on the deck. */
@@ -317,6 +346,24 @@ function worthFlagging(s: GameState, options: Intent[]): Intent | null {
return null;
}
/** A one-line account of which Load/Unload action was taken, and why it ranked first. */
function loadReason(i: Intent): string {
switch (i.type) {
case 'porter.board':
return 'a Porter earns a point in ONE action — always the best use of a worker';
case 'porter.detrain':
return 'detraining passengers is a point for a single Porter action';
case 'laborer.advanceLoad':
return 'finish work already started — a load parked on WORK locks the industry track';
case 'laborer.startLoad':
return 'a matching empty car is spotted, so this load can actually finish';
case 'laborer.beginUnload':
return 'a loaded car is spotted and the red box has room';
default:
return 'the best remaining use of a worker';
}
}
/**
* Is there already an empty car of the right type spotted to receive this load (§9.3)? Without one
* the load can be started and walked across MEN|AT|WORK but can never come off.
@@ -376,11 +423,11 @@ function followThrough(s: GameState, player: PlayerIndex, options: Intent[]): In
const useful = options.find(
(i) => i.type === 'draw.fromDepartment' && isWorthTaking(s, i.slot),
);
if (useful) return useful;
if (useful) return because('a face-up card is worth more than a blind draw right now', useful);
const blind = options.find((i) => i.type === 'draw.fromHomeOffice');
if (blind) return blind;
if (blind) return because('no face-up card is worth taking — gamble on the deck', blind);
const any = options.find((i) => i.type === 'draw.fromDepartment');
if (any) return any;
if (any) return because('the deck is empty, so take a face-up card', any);
}
// UPGRADE THE OFFICE FIRST. A Whistle Post has ONE A/D track, so a second arrival is an
// automatic collision (§8.3, Gap 2a) — and measured, 25 of 26 collisions happened at Whistle
@@ -391,13 +438,13 @@ function followThrough(s: GameState, player: PlayerIndex, options: Intent[]): In
const upgrade = options.find(
(i) => i.type === 'card.play' && s.cards.get(i.cardId)?.kind.kind === 'office',
);
if (upgrade) return upgrade;
if (upgrade) return because('upgrade the Office — a Whistle Post has ONE A/D track and a second arrival collides', upgrade);
// Train cards next — they take no placement and their value compounds every Day.
const train = options.find(
(i) => i.type === 'card.play' && i.placement === undefined && isTrainCard(s, i.cardId),
);
if (train) return train;
if (train) return because('a scheduled train runs every Day thereafter — the only card whose value compounds', train);
// Mainline modifiers rank with train cards: every train that crosses afterwards pays the
// lower price. Realignment first — converting Curves to Plains halves the crossing for
@@ -405,9 +452,9 @@ function followThrough(s: GameState, player: PlayerIndex, options: Intent[]): In
const realign = options.find(
(i) => i.type === 'mainline.modify' && isMainlineKey(s, i.cardId, 'realignment'),
);
if (realign) return realign;
if (realign) return because('Realignment converts this Mainline card into a faster one for every future crossing', realign);
const grade = options.find((i) => i.type === 'mainline.modify');
if (grade) return grade;
if (grade) return because('a grade modifier takes a Stage off every crossing in that direction', grade);
// Enhancements next: Small Yard makes switching solvable, Interlocking stops the Office
// overflowing into a collision, and the dispatch devices win meets. All are worth more than
@@ -420,12 +467,12 @@ function followThrough(s: GameState, player: PlayerIndex, options: Intent[]): In
i.placement !== undefined &&
isEnhancementKey(s, i.cardId, 'interlocking'),
);
if (interlock) return interlock;
if (interlock) return because('Interlocking holds an arrival at the Limits instead of colliding into a full Office', interlock);
const enh = options.find(
(i) => i.type === 'card.play' && i.placement !== undefined && isEnhancement(s, i.cardId),
);
if (enh) return enh;
if (enh) return because('an Enhancement is permanent and changes how the district works', enh);
// Lay track before spending a card on the grid. Track is the scarce enabler, not the
// consolation prize: nothing else in the deck can create the Running-Track and Secondary-Track
@@ -433,16 +480,16 @@ function followThrough(s: GameState, player: PlayerIndex, options: Intent[]): In
// district exists. Measured with track absent, the hand held a playable Enhancement on 4,778
// turns and could legally place one on 33.
const track = bestTrackLay(s, player, options);
if (track) return track;
if (track) return because('lay track — nothing else creates the straights Enhancements need or the spurs freight needs', track);
// Then real development: a card actually laid into the grid.
const placed = options.find((i) => i.type === 'card.play' && i.placement !== undefined);
if (placed) return placed;
if (placed) return because('develop the district with a card that goes on the board', placed);
const play = options.find((i) => i.type === 'card.play');
if (play) return play;
if (play) return because('play what is in hand', play);
const end = options.find((i) => i.type === 'draw.end');
if (end) return end;
return pickFirst(options, 'card.discard') ?? options[0]!;
if (end) return because('nothing in hand can be played anywhere legal', end);
return because('nothing playable and nothing to draw — discard to a Department slot', pickFirst(options, 'card.discard') ?? options[0]!);
}
case 'switch': {
@@ -457,7 +504,7 @@ function followThrough(s: GameState, player: PlayerIndex, options: Intent[]): In
i.count === 1 &&
facilityWantsAt(s, player, i.to, trayOf(s, player)?.consist.slice(-1)[0]),
);
if (flyingFirst) return flyingFirst;
if (flyingFirst) return because('a Flying Switch rolls the back car straight into an industry that wants it', flyingFirst);
if (!usefulSwitching(s, player)) {
// GO HOME. A train may only highball from the Office square itself (§8.1, Gap 2b) — from
@@ -467,9 +514,9 @@ function followThrough(s: GameState, player: PlayerIndex, options: Intent[]): In
// the wrong column and 43 down in the district. A parked train earns nothing, holds its A/D
// track, and is unavailable for the next load.
const home = moveTowardOffice(s, player, options);
if (home) return home;
if (home) return because('no switching left worth doing — head back to the Office so the train can depart', home);
const stop = options.find((i) => i.type === 'switch.end');
if (stop) return stop;
if (stop) return because('no switching left worth doing, and the crew is already at the Office', stop);
}
// Spotting the RIGHT car at the RIGHT facility is the whole point of switching.
@@ -499,7 +546,7 @@ function followThrough(s: GameState, player: PlayerIndex, options: Intent[]): In
const sort = options.find(
(i) => i.type === 'switch.sortConsist' && i.order.join() === order.join(),
);
if (sort) return sort;
if (sort) return because('standing on a Small Yard — re-order so a car a facility wants ends up droppable', sort);
}
}
}
@@ -512,7 +559,7 @@ function followThrough(s: GameState, player: PlayerIndex, options: Intent[]): In
// Standing on a facility that wants the back car: put it down. This is the payoff move.
if (hereFacility && facilityWants(hereFacility, endCar)) {
const drop = options.find((i) => i.type === 'switch.dropCars' && i.count === 1);
if (drop) return drop;
if (drop) return because('standing on a facility that wants the back car — spot it', drop);
}
// SET OUT — and do it BEFORE travelling.
@@ -538,7 +585,14 @@ function followThrough(s: GameState, player: PlayerIndex, options: Intent[]): In
const isSpur = here.row !== area.runningRow && !hereFacility;
if (isSpur) {
const setOut = options.find((i) => i.type === 'switch.dropCars' && i.count === 1);
if (setOut) return setOut;
if (setOut) {
return because(
tray.consist.length >= MAX_CONSIST
? 'the tray is full, so nothing can be coupled — set a car out here'
: 'the back car is dead weight hiding a car a facility wants — set it out to expose it',
setOut,
);
}
}
const toSpur = options.find(
(i) =>
@@ -546,7 +600,7 @@ function followThrough(s: GameState, player: PlayerIndex, options: Intent[]): In
i.to.row !== area.runningRow &&
!area.grid.get(`${i.to.row},${i.to.col}`)?.facility,
);
if (toSpur) return toSpur;
if (toSpur) return because('looking for a plain spur to set out on — an industry track would silt with the wrong commodity', toSpur);
}
// Now travel — to a facility that wants SOMETHING aboard, not only the back car. Weighing
@@ -562,7 +616,7 @@ function followThrough(s: GameState, player: PlayerIndex, options: Intent[]): In
i.type === 'switch.move' &&
wanted.some((t) => t.row === i.to.row && t.col === i.to.col),
);
if (toward) return toward;
if (toward) return because('heading for a facility that wants a car we are carrying', toward);
}
// Never take an arbitrary Move. Picking "the first legal move" is what produced the original
@@ -571,8 +625,8 @@ function followThrough(s: GameState, player: PlayerIndex, options: Intent[]): In
// Moves oscillating between two cells. If there is no move with a purpose, the only useful
// thing left is to head for the Office, because a train that is not on it can never depart.
const goHome = moveTowardOffice(s, player, options);
if (goHome) return goHome;
return options.find((i) => i.type === 'switch.end') ?? options[0]!;
if (goHome) return because('nothing productive left — head for the Office rather than shuttle aimlessly', goHome);
return because('out of useful switching moves', options.find((i) => i.type === 'switch.end') ?? options[0]!);
}
case 'freightAgent': {
@@ -581,13 +635,13 @@ function followThrough(s: GameState, player: PlayerIndex, options: Intent[]): In
// rescue it. §6.3's unjam exists for exactly this. Clear it before anything else.
if (hasStuckLoad(s, player)) {
const unjam = options.find((i) => i.type === 'freightAgent.unjam' && i.from === 'menAtWork');
if (unjam) return unjam;
if (unjam) return because('a jammed load blocks the pipeline AND strips the industry track of Operational Rail', unjam);
}
const clear = options.find((i) => i.type === 'freightAgent.clearInbound');
if (clear) return clear;
if (clear) return because('the red Inbound box is full and blocking further unloading', clear);
const stock = options.find((i) => i.type === 'freightAgent.stockOutbound');
if (stock) return stock;
return pickFirst(options, 'freightAgent.unjam') ?? options[0]!;
if (stock) return because('stock a green box so a Laborer has work next Stage', stock);
return because('nothing productive at any facility — clear whatever is stuck', pickFirst(options, 'freightAgent.unjam') ?? options[0]!);
}
default:
+17 -3
View File
@@ -34,6 +34,9 @@ export function clockTime(stage: number): string {
}
export function carLabel(c: RollingStock): string {
// A caboose carries the crew, not freight, so "loaded caboose" is nonsense on the page even
// though the supply marks every caboose loaded. Name it plainly.
if (c.type === 'caboose') return 'caboose';
return `${c.loaded ? 'loaded' : 'empty'} ${c.type}`;
}
@@ -84,10 +87,17 @@ export type Narration = {
export type NarrateContext = {
/** Resolves a card id to something a person can read, e.g. "Mine Tipple" or "Train 8". */
cardName?: (id: string) => string;
/**
* Resolves a Crew Tray id to the train riding it. Without this the §8.1 clearance question read
* "may tray2 follow tray3 into the next Subdivision?" — the most consequential decision in the
* game, phrased in internal identifiers.
*/
trainName?: (trayId: TrayId) => string;
};
export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
const card = (id: string): string => ctx.cardName?.(id) ?? 'a card';
const train = (id: TrayId): string => ctx.trainName?.(id) ?? String(id);
switch (e.type) {
// -- clock
@@ -287,14 +297,18 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
case 'clearanceRequested':
return {
tone: 'bad',
text: `SUPERINTENDENT ASKED: may ${e.trainId} follow ${e.occupiedBy} into the next Subdivision?`,
text:
`SUPERINTENDENT MUST RULE (§8.1): ${train(e.trainId)} wants to enter the Mainline card ` +
`that ${train(e.occupiedBy)} is still crossing. Allow it and ${train(e.trainId)} may run ` +
`into the back of ${train(e.occupiedBy)} — a collision costs 5 Revenue. Hold it and it ` +
`waits where it is, losing time but safe.`,
};
case 'clearanceGiven':
return {
tone: e.allow ? 'bad' : 'plain',
text: e.allow
? `Clearance GRANTED to ${e.trainId} — it follows into an occupied Subdivision`
: `Clearance DENIED to ${e.trainId} — it holds where it is`,
? `Clearance GRANTED ${train(e.trainId)} follows into the occupied Subdivision`
: `Clearance DENIED ${train(e.trainId)} holds where it is`,
};
// -- passengers
+123 -262
View File
@@ -23,263 +23,24 @@ import { applyIntent, areaOf, facilityCarType, laborersLeft, portersLeft } from
import type { GameLength } from '../engine/content.ts';
import { MAINLINE_PROFILES, lengthProfile, officeProfile } from '../engine/content.ts';
import type { GameEvent } from '../engine/events.ts';
import type { Intent } from '../engine/intents.ts';
import { legalActions } from '../engine/legal.ts';
import { createGame } from '../engine/setup.ts';
import type { GameConfig, GameState } from '../engine/state.ts';
import { developerBot } from './bot.ts';
import type { Impediment } from './narrate.ts';
import { carLabel, clockTime, idleNote, impediments, isVisible, narrate, phaseLabel } from './narrate.ts';
import type { Facility, GameConfig, GameState } from '../engine/state.ts';
import { developerBot, lastChoiceReason } from './bot.ts';
import { carLabel, idleNote, isVisible, narrate } from './narrate.ts';
// The view-model lives in its own module so the browser build can import it without dragging in
// this file's Node dependencies. Re-exported because tests and the web app import it from here.
export type { CellView, DivisionView, FacilityView, Frame, Decision, TrainChip } from './view.ts';
export { cardName, describeIntent, snapshot } from './view.ts';
import type { Frame } from './view.ts';
import type { Decision } from './view.ts';
import { cardName, describeDecision, snapshot, trainName } from './view.ts';
// ---------------------------------------------------------------------------
// Frame shape — only what the viewer draws
// ---------------------------------------------------------------------------
export type CellView = {
row: number;
col: number;
kind: string;
label: string;
running: boolean;
tray: string | null;
cars: string[];
facility: FacilityView | null;
};
export type FacilityView = {
name: string;
commodity: string;
flow: string;
green: string[];
greenCap: number;
maw: (string | null)[];
red: string[];
redCap: number;
track: string[];
trackCap: number;
laborers: string;
porters: string;
};
export type TrainChip = { label: string; consist: string[] };
export type DivisionView = { kind: string; label: string; trains: TrainChip[][] };
export type Frame = {
day: number;
stage: number;
clock: string;
phase: string;
actor: number | null;
superintendent: number;
revenue: number;
lines: { text: string; tone: string }[];
where: { row: number; col: number } | null;
/** Origin of a Move, so the crew's journey is visible rather than a chip teleporting. */
whereFrom: { row: number; col: number } | null;
division: DivisionView[];
cells: CellView[];
facilities: FacilityView[];
hand: string[];
deck: number;
departments: string[];
/** 12 slots; the train number due out at each Stage, or null. */
timetable: (number | null)[];
blocked: Impediment[];
trains: { label: string; where: string }[];
};
// ---------------------------------------------------------------------------
// Snapshotting
// ---------------------------------------------------------------------------
const FACILITY_NAMES: Record<string, string> = {
mineTipple: 'Mine Tipple',
produceShed: 'Produce Shed',
grocersWarehouse: "Grocer's Warehouse",
oilRefinery: 'Oil Refinery',
powerPlant: 'Power Plant',
};
function facilityView(
card: { geometry: { kind: string; facility?: string }; facility: unknown },
officeName: string,
): FacilityView | null {
const f = (card as { facility: import('../engine/state.ts').Facility | null }).facility;
// Passenger facilities were excluded entirely, so the Office's green and red slots never
// appeared — which is why stocking a coach into the green box looked like nothing happening.
if (!f) return null;
if (f.kind === 'passenger' && f.porters === 0 && f.capacity.outbound === 0) return null;
const key = card.geometry.kind === 'facility' ? (card.geometry.facility ?? '') : '';
return {
name: f.kind === 'passenger' ? officeName + ' (passengers)' : (FACILITY_NAMES[key] ?? key),
commodity: facilityCarType(f) ?? '?',
flow: f.kind === 'passenger'
? 'passengers on and off'
: f.allows.outbound && f.allows.inbound ? 'both' : f.allows.outbound ? 'ships out' : 'receives',
green: f.outboundBox.map(carLabel),
greenCap: f.capacity.outbound,
maw: f.menAtWork.map((l) => (l ? `${l.type} ${l.dir === 'out' ? '→' : '←'}` : null)),
red: f.inboundBox.map(carLabel),
redCap: f.capacity.inbound,
track: f.industryTrack.cars.map(carLabel),
trackCap: f.industryTrack.length,
laborers: `${laborersLeft(f)}/${f.laborers}`,
porters: `${portersLeft(f)}/${f.porters}`,
};
}
function snapshot(
s: GameState,
lines: { text: string; tone: string }[],
where: { row: number; col: number } | null,
whereFrom: { row: number; col: number } | null = null,
): Frame {
const area = areaOf(s, 0);
const trayAt = new Map<string, string>();
for (const [id, tray] of s.trays) {
if (tray.position.at === 'grid') {
const label = tray.trainNumber === null ? 'crew' : `T${tray.trainIsExtra ? 'X' : ''}${tray.trainNumber}`;
const carrying = tray.consist.length ? ` [${tray.consist.map(carLabel).join(', ')}]` : ' [empty]';
trayAt.set(`${tray.position.coord.row},${tray.position.coord.col}`, label + carrying);
}
}
const cells: CellView[] = [];
const facilities: FacilityView[] = [];
for (const [key, card] of area.grid) {
const [row, col] = key.split(',').map(Number);
const g = card.geometry;
const kind = g.kind;
let label: string;
if (g.kind === 'office') label = officeProfile(area.tier).name;
else if (g.kind === 'limits') label = 'Limits';
else if (g.kind === 'facility') label = FACILITY_NAMES[g.facility] ?? g.facility;
else if (g.kind === 'modifier') label = MODIFIER_NAMES[g.modifier] ?? g.modifier;
else if (g.kind === 'spaceUse') label = prettyKey(g.key);
else label = g.geometry === 'sharpCurved' ? 'sharp curve' : g.geometry;
const fv = facilityView(card as never, officeProfile(area.tier).name);
if (fv) facilities.push(fv);
cells.push({
row: row!,
col: col!,
kind,
label,
running: row === area.runningRow,
tray: trayAt.get(key) ?? null,
cars: (card.facility?.industryTrack.length ? card.facility.industryTrack.cars : card.standing).map(carLabel),
facility: fv,
});
}
const division: DivisionView[] = s.division.nodes.map((n) => {
if (n.kind === 'divisionPoint') {
return {
kind: 'dp',
label: n.side === 'west' ? 'West DP' : 'East DP',
trains: [n.holding.map((id) => trainChip(s, id))],
};
}
if (n.kind === 'mainline') {
// Crossing time is in Stages now, so a Mainline card shows its terrain and the trains on it
// with how long each still has to run.
const name = MAINLINE_PROFILES.find((m) => m.kind === n.card)?.name ?? n.card;
return {
kind: 'ml',
label: name,
trains: [n.transits.map((t) => {
const chip = trainChip(s, t.tray);
return { ...chip, label: `${chip.label} (${t.stagesRemaining})` };
})],
};
}
return {
kind: 'office',
label: officeProfile(areaOf(s, n.owner).tier).name,
trains: [areaOf(s, n.owner).adOccupancy.map((id) => trainChip(s, id))],
};
});
return {
day: s.clock.day,
stage: s.clock.stage,
clock: clockTime(s.clock.stage),
phase: phaseLabel(s.clock.phase),
actor: s.clock.currentActor,
superintendent: s.clock.superintendent,
revenue: s.players[0]?.revenue ?? 0,
lines,
where,
whereFrom,
division,
cells,
facilities,
hand: (s.decks.hands.get(0) ?? []).map((id) => cardName(s, id)),
deck: s.decks.homeOffice.length,
departments: s.decks.departments.map((id) => (id ? cardName(s, id) : '—')),
timetable: [...s.timetable],
blocked: impediments(s, 0),
trains: [...s.trays.values()].map((t) => ({
label: t.trainNumber === null ? 'local crew' : `Train ${t.trainIsExtra ? 'X' : ''}${t.trainNumber}`,
where:
t.position.at === 'divisionPoint'
? `${t.position.side} Division Point`
: t.position.at === 'mainline'
? `Mainline card ${t.position.index}`
: `Office Area (${t.position.coord.row},${t.position.coord.col})`,
})),
};
}
/** A card id turned into something a person can read. */
export function cardName(s: GameState, id: string): string {
const k = s.cards.get(id)?.kind;
if (!k) return 'a card';
switch (k.kind) {
case 'timetabledTrain':
return `Train ${k.number}`;
case 'extraTrain':
return `Extra X${k.number}`;
case 'office':
return `${k.tier.replace(/([A-Z])/g, ' $1').replace(/^./, (c) => c.toUpperCase())} upgrade`;
case 'freightFacility':
return FACILITY_NAMES[k.facility] ?? k.facility;
case 'modifier':
return MODIFIER_NAMES[k.modifier] ?? k.modifier;
case 'track':
return k.geometry === 'sharpCurved' ? 'Sharp curve' : `${k.geometry} track`;
case 'spaceUse':
case 'enhancement':
case 'mainlineModifier':
case 'maneuver':
case 'action':
return prettyKey(k.key);
}
}
/** camelCase key → readable name, for the card categories that carry only a key. */
function prettyKey(key: string): string {
return key.replace(/([A-Z])/g, ' $1').replace(/^./, (c) => c.toUpperCase());
}
const MODIFIER_NAMES: Record<string, string> = {
teamTrack: 'Team Track',
loadingDock: 'Loading Dock',
storageShed: 'Storage Shed',
extraPlatform: 'Extra Platform',
sectionGang: 'Section Gang',
};
/** A train on the board, with what it is carrying — otherwise a run looks identical empty or full. */
function trainChip(s: GameState, id: string): TrainChip {
const t = s.trays.get(id);
if (!t) return { label: id, consist: [] };
return {
label: t.trainNumber === null ? 'crew' : `T${t.trainIsExtra ? 'X' : ''}${t.trainNumber}`,
consist: t.consist.map(carLabel),
};
}
// ---------------------------------------------------------------------------
// Recording
// ---------------------------------------------------------------------------
@@ -300,10 +61,15 @@ export function record(seed: number, length: GameLength, maxSteps = 100_000): Re
};
const s = createGame({ id: `replay-${seed}`, seed, config, playerNames: ['player'] });
const frames: Frame[] = [];
const narrateCtx = { cardName: (id: string) => cardName(s, id) };
const narrateCtx = {
cardName: (id: string) => cardName(s, id),
trainName: (id: string) => trainName(s, id),
};
// Tracks whether a phase did anything, so an empty one can say so rather than ending silently.
let didSomething = false;
// The choice that produced the events about to be pushed.
let pendingDecision: Decision | null = null;
const push = (events: GameEvent[]): void => {
const visible = events.filter(isVisible);
@@ -328,7 +94,16 @@ export function record(seed: number, length: GameLength, maxSteps = 100_000): Re
const where = visible.map((e) => narrate(e, narrateCtx)).find((n) => n.where)?.where ?? null;
const moved = visible.find((e) => e.type === 'trayMoved');
const from = moved && moved.type === 'trayMoved' ? moved.from : null;
frames.push(snapshot(s, lines, where ?? null, from));
const d = pendingDecision;
pendingDecision = null;
// A Local Operations turn that ended with nothing but the turn ending is a wasted action —
// six Moves and a card play spent on nothing. Among 600+ frames these are invisible unless
// marked, and they are the ones worth reviewing.
const wasted =
d !== null &&
(d.chose === 'switch.end' || d.chose === 'draw.end' || d.chose === 'loadUnload.end') &&
visible.every((e) => e.type === 'phaseEnded' || e.type === 'actorChanged');
frames.push(snapshot(s, lines, where ?? null, from, d, wasted));
};
frames.push(
@@ -345,8 +120,11 @@ export function record(seed: number, length: GameLength, maxSteps = 100_000): Re
if (actor === null) break;
const options = legalActions(s, actor);
if (options.length === 0) break;
const applied = applyIntent(s, actor, developerBot.choose(s, actor, options));
const chosen = developerBot.choose(s, actor, options);
const decision = describeDecision(s, actor, chosen, options, lastChoiceReason());
const applied = applyIntent(s, actor, chosen);
if (!applied.ok) break;
pendingDecision = decision;
push(applied.events);
}
@@ -363,6 +141,27 @@ export function record(seed: number, length: GameLength, maxSteps = 100_000): Re
// HTML
// ---------------------------------------------------------------------------
/**
* Drop repeated board state from the serialised frames.
*
* Only the wire format changes: `record()` still returns complete frames, so tests and any other
* consumer are unaffected. The page resolves a null by walking back to the last frame that carried
* the field.
*/
function compress(frames: Frame[]): unknown[] {
const keys = ['cells', 'facilities', 'division'] as const;
let prev: Record<string, string> = {};
return frames.map((f, i) => {
const out: Record<string, unknown> = { ...f };
for (const k of keys) {
const json = JSON.stringify(f[k]);
if (i > 0 && prev[k] === json) out[k] = null;
prev[k] = json;
}
return out;
});
}
export function renderHtml(rec: Recording): string {
const target = lengthProfile(rec.length);
return `<!doctype html>
@@ -432,6 +231,21 @@ kbd{background:#2a3038;border:1px solid var(--line);border-radius:3px;padding:0
.mini .box{padding:0 4px;font-size:9.5px}
.cell.office{border-color:var(--clock)}
.cell.modifier{border-style:dashed;opacity:.85}
.chose{font-size:15px;margin-bottom:4px}
.why{font-style:italic;opacity:.85;margin-bottom:2px}
.rejected{list-style:none;margin:0;padding:0;max-height:210px;overflow:auto}
.rejected li{padding:3px 0;border-top:1px solid rgba(128,128,128,.25);font-size:12px}
.wasted{background:#b03030;color:#fff;font-weight:bold;padding:3px 6px;margin-bottom:5px;border-radius:3px}
.fstat{margin-top:4px;font-size:11px;padding:2px 5px;border-radius:3px;display:inline-block}
.fstat.good{background:rgba(40,140,60,.28)}
.fstat.bad{background:rgba(190,50,50,.38);font-weight:bold}
.fstat.idle{opacity:.6}
.wastedmark{color:#e06060;font-weight:bold}
.enh{font-size:10px;background:rgba(90,140,220,.30);border-radius:3px;padding:1px 4px;margin-top:2px}
.mlmods{font-size:10px;background:rgba(200,150,60,.28);border-radius:3px;padding:1px 4px;margin-top:2px}
.grade{font-size:10px;background:rgba(200,90,60,.35);border-radius:3px;padding:1px 4px;font-weight:normal}
</style></head><body>
<header>
@@ -455,6 +269,7 @@ kbd{background:#2a3038;border:1px solid var(--line);border-radius:3px;padding:0
</div>
<div>
<section><h2>What just happened</h2><div id="now"></div></section>
<section><h2>Decision — what it chose, and what it passed over</h2><div id="decision"></div></section>
<section><h2>Cards</h2>
<div><span class="dim">your hand:</span> <span id="hand">—</span></div>
<div style="margin-top:5px"><span class="dim">face-up Department slots:</span> <span id="depts">—</span></div>
@@ -468,7 +283,7 @@ kbd{background:#2a3038;border:1px solid var(--line);border-radius:3px;padding:0
<div class="legend">
<b>Keyboard:</b> <kbd>←</kbd>/<kbd>→</kbd> step · <kbd>space</kbd> play/pause ·
<kbd>Home</kbd>/<kbd>End</kbd> first/last · <kbd>S</kbd> next Stage · <kbd>R</kbd> next revenue change ·
<kbd>C</kbd> next collision.<br>
<kbd>C</kbd> next collision · <kbd>W</kbd> next wasted turn · <kbd>J</kbd> next jam.<br>
Running Track is the lighter row. <span class="chip">T4</span> is a train on the Division;
<span style="background:var(--warn);color:#0d1117;font-weight:700;border-radius:3px;padding:0 4px">🚂 T4</span>
is the crew in your yard — it carries the whole train with it as it moves, and a dashed outline
@@ -485,6 +300,8 @@ kbd{background:#2a3038;border:1px solid var(--line);border-radius:3px;padding:0
<button id="stage">next Stage ⏭</button>
<button id="money">next revenue 💰</button>
<button id="crash">next collision ⚠</button>
<button id="waste">next wasted turn 🗑</button>
<button id="jam">next jam 🔒</button>
<input type="range" id="scrub" min="0" value="0">
<select id="speed">
<option value="3000">extra slow</option>
@@ -496,7 +313,14 @@ kbd{background:#2a3038;border:1px solid var(--line);border-radius:3px;padding:0
</footer>
<script>
const FRAMES = ${JSON.stringify(rec.frames)};
const FRAMES = ${JSON.stringify(compress(rec.frames))};
/* The board changes rarely, so cells/facilities/division are emitted as null when identical to the
previous frame and resolved by walking back. Re-serialising the full grid every frame was 63% of
a 5.2 MB page. The scrubber jumps anywhere, hence the walk rather than a running pointer. */
function carry(i, key) {
for (let k = i; k >= 0; k--) if (FRAMES[k][key] !== null) return FRAMES[k][key];
return [];
}
let i = 0, timer = null;
const $ = (id) => document.getElementById(id);
const esc = (s) => String(s).replace(/[&<>]/g, (c) => ({'&':'&amp;','<':'&lt;','>':'&gt;'}[c]));
@@ -543,8 +367,13 @@ function render() {
$('fno').textContent = i;
$('scrub').value = i;
$('division').innerHTML = f.division.map((n) =>
'<div class="node ' + (n.kind === 'office' ? 'office' : '') + '"><div class="nm">' + esc(n.label) + '</div>' +
const CELLS = carry(i, 'cells'), FACS = carry(i, 'facilities'), DIV = carry(i, 'division');
$('division').innerHTML = DIV.map((n) =>
'<div class="node ' + (n.kind === 'office' ? 'office' : '') + '"><div class="nm">' + esc(n.label) +
(n.gradeUp ? ' <span class="grade">' + (n.gradeUp === 'east' ? 'climbs E ▲' : '▲ W climbs') + '</span>' : '') +
'</div>' +
(n.modifiers.length ? '<div class="mlmods">' + n.modifiers.map(esc).join(' · ') + '</div>' : '') +
'<div class="regions">' + n.trains.map((r) =>
'<div class="region">' + r.map((t) =>
'<span class="chip">' + esc(t.label) + '</span>' +
@@ -552,14 +381,14 @@ function render() {
).join('') + '</div>').join('') +
'</div></div>').join('');
const rows = f.cells.map((c) => c.row), cols = f.cells.map((c) => c.col);
const rows = CELLS.map((c) => c.row), cols = CELLS.map((c) => c.col);
const r0 = Math.min(...rows), r1 = Math.max(...rows), c0 = Math.min(...cols), c1 = Math.max(...cols);
const g = $('grid');
g.style.gridTemplateColumns = 'repeat(' + (c1 - c0 + 1) + ', minmax(110px, 1fr))';
let cellsHtml = '';
for (let r = r1; r >= r0; r--) {
for (let c = c0; c <= c1; c++) {
const cell = f.cells.find((x) => x.row === r && x.col === c);
const cell = CELLS.find((x) => x.row === r && x.col === c);
if (!cell) { cellsHtml += '<div></div>'; continue; }
const hl = f.where && f.where.row === r && f.where.col === c;
const wasHere = f.whereFrom && f.whereFrom.row === r && f.whereFrom.col === c;
@@ -567,6 +396,9 @@ function render() {
(cell.kind === 'modifier' ? 'modifier ' : '') + (hl ? 'hl ' : '') + (wasHere ? 'from' : '') + '">' +
'<div class="nm">' + esc(cell.label) + '</div>' +
'<div class="dim" style="font-size:10px">(' + r + ',' + c + ')</div>' +
(cell.enhancements.length
? '<div class="enh">' + cell.enhancements.map(esc).join(' · ') + '</div>'
: '') +
(cell.tray ? '<div class="crew">🚂 ' + esc(cell.tray) + '</div>' : '') +
(cell.facility ? miniFacility(cell.facility) : '') +
(cell.cars.length ? '<div class="cars">siding: ' + cell.cars.map(esc).join('<br>') + '</div>' : '') +
@@ -575,9 +407,9 @@ function render() {
}
g.innerHTML = cellsHtml;
$('facs').innerHTML = f.facilities.length === 0
$('facs').innerHTML = FACS.length === 0
? '<span class="dim">no freight facilities built yet</span>'
: f.facilities.map((x) =>
: FACS.map((x) =>
'<div class="fac"><b>' + esc(x.name) + '</b> <span class="dim">' + esc(x.commodity) + ' · ' + esc(x.flow) +
' · laborers ' + esc(x.laborers) + ' · porters ' + esc(x.porters) + '</span>' +
'<div class="boxes"><span class="dim">green</span>' + boxes(x.green, x.greenCap, 'g') + '</div>' +
@@ -585,9 +417,34 @@ function render() {
x.maw.map((m) => '<span class="box ' + (m ? 'm' : 'empty') + '">' + (m ? esc(m) : '·') + '</span>').join('') + '</div>' +
'<div class="boxes"><span class="dim">red</span>' + boxes(x.red, x.redCap, 'r') + '</div>' +
'<div class="boxes"><span class="dim">siding</span>' + boxes(x.track, x.trackCap, 'g') + '</div>' +
'<div class="fstat ' + (x.jammed ? 'bad' : (x.canFinish ? 'good' : 'idle')) + '">' +
(x.jammed
? 'JAMMED — a load is on WORK with no car spotted to receive it; the industry track is locked'
: (x.canFinish
? 'ready — a matching empty car is spotted, so a load can finish'
: 'no car spotted — starting a load here would jam it')) +
'</div>' +
'</div>').join('');
$('now').innerHTML = f.lines.map((l) => '<div class="line t-' + l.tone + '">' + esc(l.text) + '</div>').join('');
var d = f.decision;
if (!d) {
$('decision').innerHTML = '<span class="dim">no choice here — the engine advanced on its own</span>';
} else {
var h = '';
if (f.wasted) h += '<div class="wasted">WASTED TURN — the whole action produced no change</div>';
h += '<div class="chose"><span class="dim">chose:</span> <b>' + esc(d.chose) + '</b></div>';
h += '<div class="why">why: ' + esc(d.why) + '</div>';
h += '<div class="dim" style="margin:6px 0 3px">passed over ' + (d.totalOptions - 1) +
' other legal option' + ((d.totalOptions - 1) === 1 ? '' : 's') + ':</div>';
if (d.rejected.length === 0) h += '<div class="dim">none — this was the only legal action</div>';
else h += '<ul class="rejected">' + d.rejected.map(function (r) {
return '<li><b>' + esc(r.kind) + '</b> <span class="dim">x' + r.count + '</span><br>' +
'<span class="dim">' + esc(r.detail) + '</span></li>';
}).join('') + '</ul>';
$('decision').innerHTML = h;
}
$('blocked').innerHTML = f.blocked.length === 0
? '<li class="dim">nothing blocked</li>'
: f.blocked.map((b) => '<li class="sev-' + b.severity + '"><b>' + esc(b.where) + '</b> — ' + esc(b.why) + '</li>').join('');
@@ -604,7 +461,7 @@ function render() {
}
function go(n) { i = Math.max(0, Math.min(FRAMES.length - 1, n)); render(); }
function findNext(pred) { for (let k = i + 1; k < FRAMES.length; k++) if (pred(FRAMES[k], FRAMES[k - 1])) return go(k); go(FRAMES.length - 1); }
function findNext(pred) { for (let k = i + 1; k < FRAMES.length; k++) if (pred(FRAMES[k], FRAMES[k - 1], k)) return go(k); go(FRAMES.length - 1); }
$('ftot').textContent = FRAMES.length - 1;
$('scrub').max = FRAMES.length - 1;
@@ -615,6 +472,8 @@ $('fwd').onclick = () => go(i + 1);
$('stage').onclick = () => findNext((f, p) => f.stage !== p.stage || f.day !== p.day);
$('money').onclick = () => findNext((f, p) => f.revenue !== p.revenue);
$('crash').onclick = () => findNext((f) => f.lines.some((l) => /COLLISION|collision/.test(l.text)));
$('waste').onclick = () => findNext((f) => f.wasted);
$('jam').onclick = () => findNext((f, p, idx) => carry(idx, 'facilities').some((x) => x.jammed));
$('play').onclick = () => {
if (timer) { clearInterval(timer); timer = null; $('play').textContent = '▶ play'; return; }
$('play').textContent = '⏸ pause';
@@ -632,6 +491,8 @@ document.onkeydown = (e) => {
else if (e.key === 's' || e.key === 'S') $('stage').click();
else if (e.key === 'r' || e.key === 'R') $('money').click();
else if (e.key === 'c' || e.key === 'C') $('crash').click();
else if (e.key === 'w' || e.key === 'W') $('waste').click();
else if (e.key === 'j' || e.key === 'J') $('jam').click();
else if (e.key === ' ') { e.preventDefault(); $('play').click(); }
};
render();
+733
View File
@@ -0,0 +1,733 @@
/**
* The view-model: what a Station Master position LOOKS like.
*
* Split out of `replay.ts` so the playable browser build can use it. `replay.ts` writes files and
* reads `process.argv`, so importing it pulled `node:fs` into the bundle — and the engine's whole
* claim to run client-side rests on nothing in the import graph needing Node.
*
* Nothing here decides anything. It turns a `GameState` into boxes and labels, and turns an
* `Intent` into a sentence. The live game and the replay both render from this, so they cannot
* drift into two different pictures of the same board.
*/
import { areaOf, facilityCarType, laborersLeft, portersLeft } from '../engine/apply.ts';
import {
ACTION_CARDS,
ENHANCEMENT_CARDS,
MAINLINE_MODIFIER_CARDS,
MAINLINE_PROFILES,
MANEUVER_CARDS,
OFFICE_ORDER,
SPACE_USE_CARDS,
industryProfile,
modifierProfile,
lengthProfile,
officeProfile,
trainProfile,
} from '../engine/content.ts';
import type { Intent } from '../engine/intents.ts';
import type { Facility, GameState, TrackCard } from '../engine/state.ts';
import type { TrackGeometry } from '../engine/content.ts';
import { variantsFor } from '../engine/track.ts';
import type { Impediment } from './narrate.ts';
import { carLabel, clockTime, impediments, phaseLabel } from './narrate.ts';
export type CellView = {
row: number;
col: number;
kind: string;
label: string;
running: boolean;
/**
* Enhancements laid ON this card. They were invisible: playing an Overpass onto the Office
* announced itself in the log and then changed nothing on the board, so a permanent change to how
* the district works left no trace you could see.
*/
enhancements: string[];
tray: string | null;
cars: string[];
facility: FacilityView | null;
/**
* What this card DOES, now that it is on the board.
*
* A played card becomes a cell with a name on it and nothing else — "turnout", "Freight House",
* "waiting area" — so the explanation that was visible while it sat in hand disappears at exactly
* the moment it starts mattering.
*/
what: string;
};
export type FacilityView = {
name: string;
commodity: string;
flow: string;
green: string[];
greenCap: number;
maw: (string | null)[];
red: string[];
redCap: number;
track: string[];
trackCap: number;
laborers: string;
porters: string;
/**
* Can a load actually come off WORK onto a spotted car (§9.3)? A load with nowhere to go parks on
* WORK and LOCKS the industry track, blocking the very car that would clear it — the deadlock
* that held freight to a 3% completion rate.
*/
canFinish: boolean;
/** A load is sitting on WORK with no spotted car to receive it. */
jammed: boolean;
};
export type TrainChip = { label: string; consist: string[] };
export type DivisionView = {
kind: string;
label: string;
trains: TrainChip[][];
/** Modifiers laid on a Mainline card (Brakeman, Helpers, Realignment …). */
modifiers: string[];
/**
* Which way a Heavy Grade climbs. The card prints "(Up)" and "Player sets orientation", so the
* direction is a property of the placed card — and without showing it, a Brakeman or Helpers card
* on that grade has no visible meaning.
*/
gradeUp: string | null;
};
export type Frame = {
day: number;
stage: number;
clock: string;
phase: string;
actor: number | null;
superintendent: number;
revenue: number;
lines: { text: string; tone: string }[];
where: { row: number; col: number } | null;
/** Origin of a Move, so the crew's journey is visible rather than a chip teleporting. */
whereFrom: { row: number; col: number } | null;
division: DivisionView[];
cells: CellView[];
facilities: FacilityView[];
hand: string[];
/** What each hand card does, in the same order — names alone are not a playable hand. */
handWhat: string[];
deck: number;
departments: string[];
/** What each face-up Department card does. */
departmentsWhat: string[];
/** 12 slots; the train number due out at each Stage, or null. */
timetable: (number | null)[];
blocked: Impediment[];
trains: { label: string; where: string }[];
/**
* Where you stand against the target. Nothing on screen said what the game was FOR, so a player
* had the score but no way to know whether it was good.
*/
objective: { target: number; days: number; daysLeft: number; onPace: boolean; note: string };
/**
* What is left of the player's personal track supply (§12.2). Track is NOT drawn from the deck —
* each player starts with 26 pieces and lays at most one a turn, so "how many straights have I
* got left" is a real planning question the board could not answer.
*/
trackSupply: { piece: string; left: number }[];
/** What the bot chose here, why, and what it passed over. Null on engine-driven frames. */
decision: Decision | null;
/** A Local Operations turn that changed nothing — the frames worth your attention. */
wasted: boolean;
};
/**
* The choice behind a frame.
*
* The whole point is `rejected`: the replay could always show what happened, never what COULD have
* happened, so a daft move was visible but the alternatives it passed over were not — which is
* exactly what you need to say what it should have done instead.
*/
export type Decision = {
actor: number;
chose: string;
why: string;
/** Every legal option not taken, grouped by kind with a count. */
rejected: { kind: string; count: number; detail: string }[];
totalOptions: number;
};
// ---------------------------------------------------------------------------
// Snapshotting
// ---------------------------------------------------------------------------
const FACILITY_NAMES: Record<string, string> = {
mineTipple: 'Mine Tipple',
produceShed: 'Produce Shed',
grocersWarehouse: "Grocer's Warehouse",
oilRefinery: 'Oil Refinery',
powerPlant: 'Power Plant',
};
function facilityView(
card: { geometry: { kind: string; facility?: string }; facility: unknown },
officeName: string,
): FacilityView | null {
const f = (card as { facility: import('../engine/state.ts').Facility | null }).facility;
// Passenger facilities were excluded entirely, so the Office's green and red slots never
// appeared — which is why stocking a coach into the green box looked like nothing happening.
if (!f) return null;
if (f.kind === 'passenger' && f.porters === 0 && f.capacity.outbound === 0) return null;
const key = card.geometry.kind === 'facility' ? (card.geometry.facility ?? '') : '';
return {
name: f.kind === 'passenger' ? officeName + ' (passengers)' : (FACILITY_NAMES[key] ?? prettyKey(key)),
commodity: facilityCarType(f) ?? '?',
flow: f.kind === 'passenger'
? 'passengers on and off'
: f.allows.outbound && f.allows.inbound ? 'both' : f.allows.outbound ? 'ships out' : 'receives',
green: f.outboundBox.map(carLabel),
greenCap: f.capacity.outbound,
maw: f.menAtWork.map((l) => (l ? `${l.type} ${l.dir === 'out' ? '→' : '←'}` : null)),
red: f.inboundBox.map(carLabel),
redCap: f.capacity.inbound,
track: f.industryTrack.cars.map(carLabel),
trackCap: f.industryTrack.length,
laborers: `${laborersLeft(f)}/${f.laborers}`,
porters: `${portersLeft(f)}/${f.porters}`,
canFinish: canFinishHere(f),
jammed: f.menAtWork.some((l) => l !== null) && !canFinishHere(f),
};
}
/** Is a car spotted that a load on WORK could actually come off onto (§9.3)? */
function canFinishHere(f: Facility): boolean {
const pending = f.menAtWork.find((l) => l !== null) ?? f.outboundBox[0];
if (!pending) return false;
return f.industryTrack.cars.some((c) => !c.loaded && c.type === pending.type);
}
/**
* Summarise the choice: what was taken, why, and what was passed over.
*
* Options are grouped by kind because a switching turn can offer 40 destinations, and a list that
* long hides the shape of the decision rather than showing it.
*/
export function describeDecision(
s: GameState,
actor: number,
chosen: Intent,
options: Intent[],
why: string,
): Decision {
const groups = new Map<string, Intent[]>();
for (const o of options) {
if (o === chosen) continue;
const list = groups.get(o.type) ?? [];
list.push(o);
groups.set(o.type, list);
}
const rejected = [...groups.entries()]
.map(([kind, list]) => ({ kind, count: list.length, detail: sampleDetail(s, kind, list) }))
.sort((a, b) => b.count - a.count);
return { actor, chose: describeIntent(s, chosen), why, rejected, totalOptions: options.length };
}
/** A short, concrete example of what a group of rejected options would have done. */
function sampleDetail(s: GameState, kind: string, list: Intent[]): string {
// Deduplicate by DESCRIPTION. Orientation variants and repeated copies of a card describe
// identically, so the raw list reads "play Overpass at (0,0)" three times over and hides the
// actual range of choices — the opposite of what this panel is for.
const seen = new Set<string>();
for (const i of list) seen.add(describeIntent(s, i));
const unique = [...seen];
const shown = unique.slice(0, 4);
const more = unique.length - shown.length;
return shown.join('; ') + (more > 0 ? ` … and ${more} more distinct` : '');
}
/** One readable line for a single intent. */
export function describeIntent(s: GameState, i: Intent): string {
const at = (c: { row: number; col: number }): string => `(${c.row},${c.col})`;
switch (i.type) {
case 'localOps.choose':
// The most consequential decision of the Stage, and it was labelled "choose switch". Say what
// each option actually spends and buys.
return i.option === 'switch'
? 'SWITCH — six Moves to shunt cars: spot empties at industries, collect loads'
: i.option === 'draw'
? 'DRAW — take a card and play one, and you may lay a piece of track'
: 'FREIGHT AGENT — one car moved to or from a facility, or clear a jam';
case 'card.play':
return `play ${cardName(s, i.cardId)}${i.placement ? ` at ${at(i.placement)}` : ''}`;
case 'card.discard':
return `discard ${cardName(s, i.cardId)}`;
case 'track.lay':
return (
`lay ${i.hand === 'none' ? '' : i.hand + '-hand '}${geometryLabel(i.geometry)} ` +
`at ${at(i.placement)}${variantLabel(i.geometry, i.variant)}`
);
case 'switch.move':
return `move to ${at(i.to)}${i.reverse ? ' (reverse)' : ''}`;
case 'switch.dropCars':
return `drop ${i.count} car(s)`;
case 'switch.sortConsist':
return `re-order consist [${i.order.join(',')}]`;
case 'freightAgent.stockOutbound':
return `stock a ${i.carType} at ${at(i.at)}`;
case 'freightAgent.unjam':
return `unjam ${i.from} at ${at(i.at)}`;
case 'freightAgent.clearInbound':
return `clear red box at ${at(i.at)}`;
case 'laborer.startLoad':
return `start a load at ${at(i.at)}`;
case 'laborer.advanceLoad':
return `advance load in box ${i.box} at ${at(i.at)}`;
case 'laborer.beginUnload':
return `begin unloading car ${i.carIndex} at ${at(i.at)}`;
case 'porter.board':
return `board passengers at ${at(i.at)}`;
case 'porter.detrain':
return `detrain passengers at ${at(i.at)}`;
case 'newTrain.placeCar':
return `add ${i.loaded ? 'loaded' : 'empty'} ${i.carType}`;
case 'mainline.modify':
return `${cardName(s, i.cardId)} on Mainline card ${i.node}`;
case 'maneuver.redFlags':
return `Red Flags on ${i.trayId}`;
case 'maneuver.flyingSwitch':
return `Flying Switch ${i.count} car(s) into ${at(i.to)}`;
case 'mainline.clearance': {
// The §8.1 ruling is the sharpest decision in the game and read "grant clearance" — no hint
// that granting it risks a rear-ender, or that refusing merely costs time.
const pending = s.clock.pendingDecision;
const who = pending ? trainName(s, pending.train) : 'the train';
const ahead = pending ? trainName(s, pending.occupiedBy) : 'the train ahead';
return i.allow
? `ALLOW — ${who} follows ${ahead} into the same Subdivision (risks a collision, 5 Revenue)`
: `HOLD — ${who} waits where it is: safe, but it loses the Stage`;
}
case 'draw.fromDepartment': {
// Naming the card is the whole point of a FACE-UP slot: "slot 2" tells a player nothing, and
// the choice between a visible card and a blind draw is unmakeable without it.
const id = s.decks.departments[i.slot];
return id ? `take ${cardName(s, id)} (face-up slot ${i.slot + 1})` : `slot ${i.slot + 1} (empty)`;
}
case 'draw.fromHomeOffice':
return `draw blind from the Home Office deck (${s.decks.homeOffice.length} left)`;
case 'draw.end':
return 'done drawing — end my turn';
case 'switch.end':
return 'done switching — end my turn';
case 'loadUnload.end':
return 'done working — end the Load/Unload phase';
case 'newTrain.passCar':
return 'add no more cars to this train';
case 'newTrain.secondSection':
return `run a Second Section behind Train ${i.trainNumber}`;
case 'redFlag.play':
return 'play your red flag';
case 'maneuver.redFlags':
return `Red Flags on ${i.trayId}`;
default: {
// Every Intent now has a sentence, so `i` narrows to never here. Keeping the assignment makes
// that a COMPILE error the day someone adds an intent without describing it — the playable UI
// labels its buttons from this function, so a missing case ships as a button reading
// "maneuver.poling".
const unhandled: never = i;
return String((unhandled as { type: string }).type);
}
}
}
/**
* Build the view-model for a state. Shared with the playable web app so the live game and the
* replay cannot drift into two different pictures of the same board.
*/
export function snapshot(
s: GameState,
lines: { text: string; tone: string }[],
where: { row: number; col: number } | null,
whereFrom: { row: number; col: number } | null = null,
decision: Decision | null = null,
wasted = false,
): Frame {
const area = areaOf(s, 0);
const trayAt = new Map<string, string>();
for (const [id, tray] of s.trays) {
if (tray.position.at === 'grid') {
const label = tray.trainNumber === null ? 'crew' : `T${tray.trainIsExtra ? 'X' : ''}${tray.trainNumber}`;
const carrying = tray.consist.length ? ` [${tray.consist.map(carLabel).join(', ')}]` : ' [empty]';
trayAt.set(`${tray.position.coord.row},${tray.position.coord.col}`, label + carrying);
}
}
const cells: CellView[] = [];
const facilities: FacilityView[] = [];
for (const [key, card] of area.grid) {
const [row, col] = key.split(',').map(Number);
const g = card.geometry;
const kind = g.kind;
let label: string;
if (g.kind === 'office') label = officeProfile(area.tier).name;
else if (g.kind === 'limits') label = 'Limits';
// Fall back to prettyKey, never the raw key. The lookup tables exist for names prettyKey cannot
// guess ("Grocer's Warehouse"), not as the only route to a readable label — leaving the raw key
// as the fallback put `refinery` and `viscosityBreakers` on the board.
else if (g.kind === 'facility') label = FACILITY_NAMES[g.facility] ?? prettyKey(g.facility);
else if (g.kind === 'modifier') label = MODIFIER_NAMES[g.modifier] ?? prettyKey(g.modifier);
else if (g.kind === 'spaceUse') label = prettyKey(g.key);
else label = geometryLabel(g.geometry);
const fv = facilityView(card as never, officeProfile(area.tier).name);
if (fv) facilities.push(fv);
cells.push({
row: row!,
col: col!,
kind,
label,
running: row === area.runningRow,
what: cellDescription(card, officeProfile(area.tier).name),
enhancements: card.enhancements.map(prettyKey),
tray: trayAt.get(key) ?? null,
cars: (card.facility?.industryTrack.length ? card.facility.industryTrack.cars : card.standing).map(carLabel),
facility: fv,
});
}
const division: DivisionView[] = s.division.nodes.map((n) => {
if (n.kind === 'divisionPoint') {
return {
kind: 'dp',
label: n.side === 'west' ? 'West DP' : 'East DP',
trains: [n.holding.map((id) => trainChip(s, id))],
modifiers: [],
gradeUp: null,
};
}
if (n.kind === 'mainline') {
// Crossing time is in Stages now, so a Mainline card shows its terrain and the trains on it
// with how long each still has to run.
const name = MAINLINE_PROFILES.find((m) => m.kind === n.card)?.name ?? n.card;
const isGrade = MAINLINE_PROFILES.find((m) => m.kind === n.card)?.speed.kind === 'grade';
return {
kind: 'ml',
label: name,
trains: [n.transits.map((t) => {
const chip = trainChip(s, t.tray);
return { ...chip, label: `${chip.label} (${t.stagesRemaining})` };
})],
modifiers: [
...(n.modifiers ?? []).map(prettyKey),
...(n.absSignals ? ['ABS Signals'] : []),
],
gradeUp: isGrade ? (n.gradeUp ?? 'east') : null,
};
}
return {
kind: 'office',
label: officeProfile(areaOf(s, n.owner).tier).name,
trains: [areaOf(s, n.owner).adOccupancy.map((id) => trainChip(s, id))],
modifiers: [],
gradeUp: null,
};
});
return {
day: s.clock.day,
stage: s.clock.stage,
clock: clockTime(s.clock.stage),
phase: phaseLabel(s.clock.phase),
actor: s.clock.currentActor,
superintendent: s.clock.superintendent,
revenue: s.players[0]?.revenue ?? 0,
lines,
where,
whereFrom,
division,
cells,
facilities,
hand: (s.decks.hands.get(0) ?? []).map((id) => cardName(s, id)),
handWhat: (s.decks.hands.get(0) ?? []).map((id) => cardDescription(s, id)),
deck: s.decks.homeOffice.length,
departments: s.decks.departments.map((id) => (id ? cardName(s, id) : '—')),
departmentsWhat: s.decks.departments.map((id) => (id ? cardDescription(s, id) : '')),
timetable: [...s.timetable],
decision,
wasted,
objective: objectiveOf(s),
trackSupply: [...area.trackSupply.entries()]
.map(([key, left]) => {
const [geometry, hand] = key.split(':');
return { piece: `${hand === 'none' ? '' : hand + '-hand '}${geometryLabel(geometry ?? '')}`, left };
})
.sort((a, b) => a.piece.localeCompare(b.piece)),
blocked: impediments(s, 0),
trains: [...s.trays.values()].map((t) => ({
label: t.trainNumber === null ? 'local crew' : `Train ${t.trainIsExtra ? 'X' : ''}${t.trainNumber}`,
where:
t.position.at === 'divisionPoint'
? `${t.position.side} Division Point`
: t.position.at === 'mainline'
? `Mainline card ${t.position.index}`
: `Office Area (${t.position.coord.row},${t.position.coord.col})`,
})),
};
}
/** A card id turned into something a person can read. */
export function cardName(s: GameState, id: string): string {
const k = s.cards.get(id)?.kind;
if (!k) return 'a card';
switch (k.kind) {
case 'timetabledTrain':
return `Train ${k.number}`;
case 'extraTrain':
return `Extra X${k.number}`;
case 'office':
return `${k.tier.replace(/([A-Z])/g, ' $1').replace(/^./, (c) => c.toUpperCase())} upgrade`;
// Fall back to prettyKey, never to the raw key: an unnamed card showed as "rotaryDumps" on a
// button a player is meant to read. The lookup tables are for names prettyKey cannot guess
// (Grocer's Warehouse), not the only source of a readable label.
case 'freightFacility':
return FACILITY_NAMES[k.facility] ?? prettyKey(k.facility);
case 'modifier':
return MODIFIER_NAMES[k.modifier] ?? prettyKey(k.modifier);
case 'track':
return `${geometryLabel(k.geometry)} track`;
case 'spaceUse':
case 'enhancement':
case 'mainlineModifier':
case 'maneuver':
case 'action':
return prettyKey(k.key);
}
}
/**
* What a card actually DOES, in one line.
*
* The hand showed names only, so "Steam Turbines" or "Facing Point Locks" told a player nothing
* about the effect — the difference between playing the game and clicking hopefully. Every fact
* here already existed in the content tables; none of it was reaching the screen.
*/
export function cardDescription(s: GameState, id: string): string {
const k = s.cards.get(id)?.kind;
if (!k) return '';
switch (k.kind) {
case 'timetabledTrain':
case 'extraTrain': {
const t = trainProfile(k.number, k.kind === 'extraTrain');
if (!t) return '';
const parts: string[] = [];
if (t.consist.freight > 0) {
const types = t.consist.freightTypes;
parts.push(`${t.consist.freight} freight${types ? ` (${types.join('/')})` : ''}`);
}
if (t.consist.coach > 0) parts.push(`${t.consist.coach} coach`);
if (t.consist.caboose > 0) parts.push('caboose');
const extra = k.kind === 'extraTrain' ? 'runs ONCE, unscheduled' : 'runs every Day once scheduled';
// Several Extras leave the direction to the player, so "playerChoicebound" is not a word.
const dir = t.direction === 'playerChoice' ? 'either direction' : `${t.direction}bound`;
const rule = t.rules.note ? ` · ${t.rules.note}` : '';
return `${t.name} · ${t.speed}, ${dir} · ${parts.join(' + ') || 'no cars'} · ${extra}${rule}`;
}
case 'office': {
const p = officeProfile(k.tier);
// Upgrades are strictly sequential (Gap 3b), so a Station card is dead weight until the
// Office is a Depot. Without saying so, the card looks playable and simply never is.
const needs = OFFICE_ORDER[OFFICE_ORDER.indexOf(k.tier) - 1];
const prereq = needs ? ` · requires the Office to be a ${prettyKey(needs)} first` : '';
return (
`upgrade the Office: ${p.adTracks} A/D track${p.adTracks === 1 ? '' : 's'}, ` +
`${p.porters} porter${p.porters === 1 ? '' : 's'}, ` +
`${p.passengerOut} passenger out / ${p.passengerIn} in` +
(p.isControlPoint ? ' · a Control Point' : '') +
prereq
);
}
case 'freightFacility': {
const f = industryProfile(k.facility);
const flow = f.flow === 'both' ? 'ships out AND receives' : f.flow === 'outbound' ? 'ships out' : 'receives';
const lock = f.lockouts.length
? ` · cannot share a district with ${f.lockouts.map(facilityLabel).join(', ')}`
: '';
return `${flow} ${f.carTypes.join('/')} · ${f.baseLoaders} laborer${f.baseLoaders === 1 ? '' : 's'}${lock}`;
}
case 'modifier': {
const m = modifierProfile(k.modifier);
const adds: string[] = [];
if (m.addOut) adds.push(`+${m.addOut} out`);
if (m.addIn) adds.push(`+${m.addIn} in`);
if (m.addLoaders) adds.push(`+${m.addLoaders} laborer`);
if (m.addPorters) adds.push(`+${m.addPorters} porter`);
return `${adds.join(', ') || 'no change'} · goes beside ${m.hosts.map(facilityLabel).join(' or ')}`;
}
default: {
// The recovered categories carry their own prose — effect plus where it may be played.
const card = SIMPLE_CARDS.find((c) => c.key === (k as { key: string }).key);
return card ? `${card.effect} · played on ${card.placement}` : '';
}
}
}
/** The train riding a Crew Tray, for anything that has to talk about it. */
export function trainName(s: GameState, trayId: string): string {
const tray = s.trays.get(trayId);
if (!tray) return trayId;
if (tray.trainNumber === null) return 'the local crew';
return `Train ${tray.trainIsExtra ? 'X' : ''}${tray.trainNumber}`;
}
/** What a card on the board does, in one short line. */
function cellDescription(card: TrackCard, officeName: string): string {
const g = card.geometry;
switch (g.kind) {
case 'limits':
return 'the edge of your control area — lay track HERE to extend the Running Track';
case 'office': {
const p = officeProfile(
(OFFICE_ORDER.find((t) => officeProfile(t).name === officeName) ?? 'whistlePost'),
);
return (
`${p.adTracks} A/D track${p.adTracks === 1 ? '' : 's'} — trains stand here to be worked · ` +
(p.isPassengerFacility
? `${p.porters} porter${p.porters === 1 ? '' : 's'}, passengers ${p.passengerOut} out / ${p.passengerIn} in`
: 'not a Passenger Facility — no porters, no passenger boxes')
);
}
case 'modifier': {
const m = modifierProfile(g.modifier);
const adds: string[] = [];
if (m.addOut) adds.push(`+${m.addOut} outbound slot`);
if (m.addIn) adds.push(`+${m.addIn} inbound slot`);
if (m.addLoaders) adds.push(`+${m.addLoaders} laborer`);
if (m.addPorters) adds.push(`+${m.addPorters} porter`);
return `${adds.join(', ') || 'no effect'} for the adjacent ${m.hosts.map(facilityLabel).join('/')}`;
}
case 'spaceUse':
return SIMPLE_CARDS.find((c) => c.key === g.key)?.effect ?? 'takes up space';
case 'facility': {
const f = card.facility;
if (!f) return 'a facility';
if (f.kind === 'passenger') return 'passengers board and detrain here';
const p = industryProfile(g.facility as never);
const flow = p.flow === 'both' ? 'ships out AND receives' : p.flow === 'outbound' ? 'ships out' : 'receives';
return `${flow} ${p.carTypes.join('/')} · spot a matching car on its siding to work a load`;
}
case 'track':
switch (g.geometry) {
case 'straight':
return g.axis === 'ns' ? 'through track, northsouth' : 'through track, eastwest';
case 'curved':
case 'sharpCurved': {
const stem = g.hand === 'left' ? 'west' : 'east';
const cost = g.geometry === 'sharpCurved' ? ' · costs TWO Moves to cross' : '';
return `curve — joins the ${stem} end to a leg running south${cost}`;
}
case 'turnout': {
const t = g.turnout;
if (!t) return 'turnout';
const dir = (p: string): string =>
({ n: 'north', s: 'south', e: 'east', w: 'west' })[p] ?? p;
// §A.1 is the subtlety worth spelling out: the missing edge, not a one-way street.
return (
`turnout — stem ${dir(t.stem)}, through ${dir(t.through)}, diverges ${dir(t.diverge)} · ` +
`a train may run stem↔through or stem↔diverge, but NEVER between ${dir(t.through)} and ${dir(t.diverge)}`
);
}
}
}
}
/** An industry's name for the screen. `office` is the Passenger Facility, not an industry. */
function facilityLabel(key: string): string {
return key === 'office' ? 'the Office' : (FACILITY_NAMES[key] ?? prettyKey(key));
}
/** Every card category that carries a written effect rather than a profile. */
const SIMPLE_CARDS = [
...ENHANCEMENT_CARDS,
...MAINLINE_MODIFIER_CARDS,
...MANEUVER_CARDS,
...SPACE_USE_CARDS,
...ACTION_CARDS,
];
/** The goal, and whether the current score is keeping up with the clock. */
function objectiveOf(s: GameState): Frame['objective'] {
const profile = lengthProfile(s.config.length);
const revenue = s.players[0]?.revenue ?? 0;
const daysLeft = Math.max(0, profile.days - s.clock.day + 1);
const elapsed = profile.days - daysLeft + 1;
// Straight-line pace: by the end of Day N you want N/days of the target.
const expected = (profile.target * elapsed) / profile.days;
const onPace = revenue >= expected;
const note =
daysLeft === 0
? 'the last Day is over'
: `${revenue} of ${profile.target} · ${daysLeft} Day${daysLeft === 1 ? '' : 's'} left · ` +
(onPace ? 'on pace' : `behind pace (about ${Math.ceil(expected)} by now)`);
return { target: profile.target, days: profile.days, daysLeft, onPace, note };
}
/**
* Which way a piece will point, in words.
*
* "rotation 2" is not a choice anyone can make — for a curve or a turnout the orientation IS the
* decision. Read from `variantsFor`, the same list the placement uses, so the label cannot describe
* one rotation while the engine lays another.
*/
export function variantLabel(geometry: TrackGeometry, variant: number | undefined): string {
const v = variantsFor(geometry)[variant ?? 0];
if (!v) return '';
if (v.axis) return v.axis === 'ew' ? ' — eastwest' : ' — northsouth';
if (v.turnout) {
const dir = (p: string): string =>
({ n: 'north', s: 'south', e: 'east', w: 'west' })[p] ?? p;
return ` — stem ${dir(v.turnout.stem)}, through ${dir(v.turnout.through)}, diverges ${dir(v.turnout.diverge)}`;
}
return '';
}
/**
* A track shape in words. One place, because it is written on the board, in the action buttons and
* in the supply list — and `sharpCurved` was reaching the screen raw in two of the three.
*/
export function geometryLabel(geometry: string): string {
switch (geometry) {
case 'sharpCurved':
return 'sharp curve';
case 'curved':
return 'curve';
case 'turnout':
return 'turnout';
case 'straight':
return 'straight';
default:
return prettyKey(geometry);
}
}
/** camelCase key → readable name, for the card categories that carry only a key. */
function prettyKey(key: string): string {
return key.replace(/([A-Z])/g, ' $1').replace(/^./, (c) => c.toUpperCase());
}
const MODIFIER_NAMES: Record<string, string> = {
teamTrack: 'Team Track',
loadingDock: 'Loading Dock',
storageShed: 'Storage Shed',
extraPlatform: 'Extra Platform',
sectionGang: 'Section Gang',
};
/** A train on the board, with what it is carrying — otherwise a run looks identical empty or full. */
function trainChip(s: GameState, id: string): TrainChip {
const t = s.trays.get(id);
if (!t) return { label: id, consist: [] };
return {
label: t.trainNumber === null ? 'crew' : `T${t.trainIsExtra ? 'X' : ''}${t.trainNumber}`,
consist: t.consist.map(carLabel),
};
}
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/**
* Station Master — solitaire, playable in a browser.
*
* The whole game runs client-side. There is no server and no network call at any point: the engine
* is pure, imports nothing outside itself, and never touches `Math.random`, `Date` or `crypto`, so
* a static host is all this needs. (Proven, not assumed — a test runs full games with every Node
* global replaced by a throwing stub.)
*
* WHAT THIS MODULE IS. Everything here is presentation and input. It builds no rules of its own:
*
* - what you may do -> `legalActions(state, actor)`
* - what it means -> `describeIntent()`, shared with the replay
* - what the board looks like -> `snapshot()`, shared with the replay
* - what just happened -> `narrate()`, shared with the replay
*
* That is the same discipline the engine holds itself to. A second opinion about which moves are
* legal would eventually disagree with `check`, and the failure mode is a UI that offers an illegal
* move or refuses a legal one.
*
* SAVING. The event log is the game (`state = fold(events)`), and the RNG is seeded, so a save is
* the seed plus the list of intents submitted. Replaying them reconstructs the position exactly,
* which is far smaller and far more robust than serialising the state graph.
*/
import { pump } from '../engine/advance.ts';
import { applyIntent } from '../engine/apply.ts';
import type { GameEvent } from '../engine/events.ts';
import type { Intent } from '../engine/intents.ts';
import { legalActions } from '../engine/legal.ts';
import { createGame } from '../engine/setup.ts';
import type { GameConfig, GameState, PlayerIndex } from '../engine/state.ts';
import { narrate } from '../sim/narrate.ts';
// Import from the view module, NOT replay.ts — replay.ts writes files and reads process.argv,
// which would pull node:fs into a browser bundle.
import {
cardName,
describeIntent,
geometryLabel,
snapshot,
trainName,
variantLabel,
} from '../sim/view.ts';
import type { TrackGeometry } from '../engine/content.ts';
import { variantsFor } from '../engine/track.ts';
import type { Frame } from '../sim/view.ts';
export const SOLO_CONFIG: GameConfig = {
mode: 'solitaire',
victory: 'highestAfterDays',
length: 'standard',
optionalRules: {
reducedVisibility: false,
sisterTrains: false,
employeeRotation: false,
emergencyToolbox: false,
},
};
/** A group of legal actions of one kind, ready to put on screen. */
export type ActionGroup = {
kind: string;
title: string;
actions: { index: number; label: string }[];
};
export type Game = {
state: GameState;
seed: number;
/** Every intent submitted, in order — the save file. */
history: Intent[];
/** Narrated lines, newest last. */
log: { text: string; tone: string }[];
};
/** How each intent kind is introduced in the action list, in the order they should appear. */
const GROUP_ORDER: readonly { prefix: string; title: string }[] = [
{ prefix: 'mainline.clearance', title: 'Superintendent — rule on this train' },
{ prefix: 'localOps.choose', title: 'Local Operations — choose ONE' },
{ prefix: 'switch.', title: 'Switching' },
{ prefix: 'draw.', title: 'Draw' },
{ prefix: 'card.', title: 'Cards' },
{ prefix: 'track.lay', title: 'Lay track from your supply' },
{ prefix: 'mainline.modify', title: 'Mainline modifiers' },
{ prefix: 'maneuver.', title: 'Manoeuvres' },
{ prefix: 'freightAgent.', title: 'Freight Agent' },
{ prefix: 'newTrain.', title: 'Making up the train' },
{ prefix: 'porter.', title: 'Porters' },
{ prefix: 'laborer.', title: 'Laborers' },
{ prefix: 'loadUnload.', title: 'Finish' },
{ prefix: 'redFlag.', title: 'Red flag' },
];
export function newGame(seed: number, config: GameConfig = SOLO_CONFIG): Game {
const state = createGame({ id: `web-${seed}`, seed, config, playerNames: ['You'] });
const game: Game = { state, seed, history: [], log: [] };
drain(game);
return game;
}
/**
* Run the engine forward until it needs a decision.
*
* Most of a Stage is automatic — the Mainline Phase moves trains, the clock turns over — so the
* player is only ever asked when `advance` genuinely stops.
*/
export function drain(game: Game): void {
record(game, pump(game.state));
}
/** Whose turn it is, or null if the game is over or waiting on nothing. */
export function currentActor(game: Game): PlayerIndex | null {
if (game.state.status !== 'active') return null;
return game.state.clock.pendingDecision !== null
? game.state.clock.superintendent
: game.state.clock.currentActor;
}
/** Every legal action right now, grouped for display. Empty when there is nothing to decide. */
export function actionGroups(game: Game): { options: Intent[]; groups: ActionGroup[] } {
const actor = currentActor(game);
if (actor === null) return { options: [], groups: [] };
const options = legalActions(game.state, actor);
const byKind = new Map<string, { index: number; label: string }[]>();
options.forEach((intent, index) => {
const label = describeIntent(game.state, intent);
const list = byKind.get(intent.type) ?? [];
// Orientation variants and duplicate copies describe identically; showing one is enough, and a
// list of forty identical rows hides the real choice rather than presenting it.
if (!list.some((a) => a.label === label)) list.push({ index, label });
byKind.set(intent.type, list);
});
const groups: ActionGroup[] = [];
const used = new Set<string>();
for (const { prefix, title } of GROUP_ORDER) {
const kinds = [...byKind.keys()].filter((k) => k.startsWith(prefix) && !used.has(k));
const actions = kinds.flatMap((k) => {
used.add(k);
return byKind.get(k) ?? [];
});
if (actions.length > 0) groups.push({ kind: prefix, title, actions });
}
// Anything the table above does not name still has to be offered — silently dropping a legal
// action would make the game unplayable in a way that is very hard to notice.
const leftovers = [...byKind.entries()].filter(([k]) => !used.has(k));
for (const [kind, actions] of leftovers) groups.push({ kind, title: kind, actions });
return { options, groups };
}
/**
* A thing you might do, and — if it goes on the board — where it could go.
*
* Placeable actions are presented as SUBJECT then LOCATION rather than as one flat list of every
* (card x square x rotation) combination. A single turn offered 29 track buttons and 7 card buttons
* with no way to tell which square each referred to; picking the card first and the square second is
* how the choice is actually made at the table.
*/
export type Placeable = {
/** Groups every option that plays the same card or lays the same piece. */
subjectKey: string;
subject: string;
/**
* Where it may go. `coord` drives board highlighting; several spots can share one square when the
* piece has more than one legal rotation there, which is why the label carries the rotation too.
*/
spots: { label: string; index: number; coord: { row: number; col: number } }[];
};
export type Menu = {
options: Intent[];
/** Actions with no further choice to make. */
direct: ActionGroup[];
/** Actions needing a location, grouped under their card or track piece. */
placeable: { title: string; items: Placeable[] }[];
};
/** The action list as the page shows it: direct actions, plus subject-then-location for the rest. */
export function actionMenu(game: Game): Menu {
const { options, groups } = actionGroups(game);
const direct: ActionGroup[] = [];
const placeableByTitle = new Map<string, Map<string, Placeable>>();
for (const g of groups) {
const plain: ActionGroup['actions'] = [];
for (const a of g.actions) {
const intent = options[a.index]!;
const key = subjectOf(game, intent);
if (key === null) {
plain.push(a);
continue;
}
const bucket = placeableByTitle.get(g.title) ?? new Map<string, Placeable>();
const entry = bucket.get(key.subjectKey) ?? {
subjectKey: key.subjectKey,
subject: key.subject,
spots: [],
};
if (!entry.spots.some((sp) => sp.label === key.spot)) {
entry.spots.push({ label: key.spot, index: a.index, coord: key.coord });
}
bucket.set(key.subjectKey, entry);
placeableByTitle.set(g.title, bucket);
}
if (plain.length > 0) direct.push({ ...g, actions: plain });
}
const placeable = [...placeableByTitle.entries()].map(([title, m]) => ({
title,
items: [...m.values()],
}));
return { options, direct, placeable };
}
/** Split an intent into "what" and "where", or null if it needs no location. */
function subjectOf(
game: Game,
i: Intent,
): { subjectKey: string; subject: string; spot: string; coord: { row: number; col: number } } | null {
const at = (c: { row: number; col: number }): string => `(${c.row}, ${c.col})`;
if (i.type === 'card.play' && i.placement) {
return {
subjectKey: `card:${i.cardId}`,
subject: cardName(game.state, i.cardId),
spot: `${at(i.placement)}${rotationNote(null, i.variant)}`,
coord: i.placement,
};
}
if (i.type === 'track.lay') {
const hand = i.hand === 'none' ? '' : `${i.hand}-hand `;
return {
subjectKey: `track:${i.geometry}:${i.hand}`,
subject: `${hand}${geometryLabel(i.geometry)}`,
spot: `${at(i.placement)}${rotationNote(i.geometry, i.variant)}`,
coord: i.placement,
};
}
return null;
}
/**
* Rotations share a square, so the square alone does not identify the choice — and "rotation 2"
* does not tell a player which way the rail will run, which for a curve or turnout is the entire
* decision. Only shown when there is more than one way to lay the piece.
*/
function rotationNote(geometry: TrackGeometry | null, variant: number | undefined): string {
if (geometry === null) return variant === undefined || variant === 0 ? '' : ` — option ${variant + 1}`;
return variantsFor(geometry).length > 1 ? variantLabel(geometry, variant) : '';
}
/** Submit an action. Returns false and changes nothing if the engine rejects it. */
export function submit(game: Game, intent: Intent): boolean {
const actor = currentActor(game);
if (actor === null) return false;
const result = applyIntent(game.state, actor, intent);
if (!result.ok) {
game.log.push({ text: `That is not allowed: ${result.code}`, tone: 'bad' });
return false;
}
game.history.push(intent);
record(game, result.events);
drain(game);
return true;
}
/**
* Which cards in hand can be played RIGHT NOW, in hand order.
*
* A hand where some cards are simply unplayable — a Station upgrade before the Office is a Depot, a
* Modifier with no Facility to sit beside — looks identical to one where everything is available.
* Derived from `legalActions`, so it cannot disagree with what the buttons offer.
*/
export function handPlayable(game: Game): boolean[] {
const hand = game.state.decks.hands.get(0) ?? [];
const actor = currentActor(game);
if (actor === null) return hand.map(() => false);
const playable = new Set(
legalActions(game.state, actor)
.filter((i) => i.type === 'card.play')
.map((i) => (i as Extract<Intent, { type: 'card.play' }>).cardId),
);
return hand.map((id) => playable.has(id));
}
/** The board as the replay draws it, so the live game and the replay agree. */
export function view(game: Game): Frame {
return snapshot(game.state, [], null);
}
function record(game: Game, events: GameEvent[]): void {
for (const e of events) {
// The same filter the replay uses: actor changes and phase bookkeeping are noise on screen.
if (e.type === 'actorChanged') continue;
const n = narrate(e, {
cardName: (id) => cardName(game.state, id),
trainName: (id) => trainName(game.state, id),
});
game.log.push({ text: n.text, tone: n.tone });
}
// Keep the log bounded; the full history lives in `history` and can be replayed.
if (game.log.length > 400) game.log.splice(0, game.log.length - 400);
}
// ---------------------------------------------------------------------------
// Saving — seed plus intents, replayed
// ---------------------------------------------------------------------------
export type Save = { seed: number; history: Intent[] };
export function toSave(game: Game): Save {
return { seed: game.seed, history: game.history };
}
/**
* Rebuild a game from a save.
*
* Replays the intents through the real engine rather than restoring a serialised state, so a save
* can never describe a position the rules could not have produced. An intent that no longer applies
* stops the replay rather than being forced — better a short game than a corrupt one.
*/
export function fromSave(save: Save, config: GameConfig = SOLO_CONFIG): Game {
const game = newGame(save.seed, config);
for (const intent of save.history) {
const actor = currentActor(game);
if (actor === null) break;
const result = applyIntent(game.state, actor, intent);
if (!result.ok) break;
game.history.push(intent);
record(game, result.events);
drain(game);
}
return game;
}
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<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width,initial-scale=1">
<title>Station Master — solitaire</title>
<style>
:root{--bg:#12151a;--fg:#e6e9ee;--dim:#8b94a3;--line:#2c333d;--panel:#1a1f26;--run:#3a4250}
*{box-sizing:border-box}
body{margin:0;background:var(--bg);color:var(--fg);
font:14px/1.45 ui-monospace,SFMono-Regular,Menlo,Consolas,monospace}
h1{font-size:17px;margin:0}
h2{font-size:12px;text-transform:uppercase;letter-spacing:.09em;color:var(--dim);
margin:0 0 6px;font-weight:600}
h3{font-size:11px;text-transform:uppercase;letter-spacing:.07em;color:var(--dim);margin:9px 0 4px}
.dim{color:var(--dim)}
header{position:sticky;top:0;z-index:5;background:var(--panel);border-bottom:1px solid var(--line);
padding:9px 14px;display:flex;gap:20px;align-items:baseline;flex-wrap:wrap}
header b{font-size:16px}
.build{margin-left:auto;font-size:11px;opacity:.7}
.pace{font-size:12px;padding:1px 7px;border-radius:10px}
.pace.good{background:rgba(40,140,60,.32)}
.pace.behind{background:rgba(190,120,40,.28)}
.handcard{border-top:1px solid var(--line);padding:4px 0}
.handcard:first-child{border-top:0}
.handcard .what{font-size:11px;line-height:1.35}
.handcard.unplayable{opacity:.55}
.tag{font-size:10px;background:rgba(190,120,40,.3);border-radius:3px;padding:0 5px}
main{display:grid;grid-template-columns:minmax(0,1fr) 400px;gap:14px;padding:14px;align-items:start}
@media(max-width:1100px){main{grid-template-columns:1fr}}
section{background:var(--panel);border:1px solid var(--line);border-radius:7px;
padding:10px 12px;margin-bottom:12px}
/* division strip */
#division{display:flex;gap:7px;overflow-x:auto;padding-bottom:4px}
.node{border:1px solid var(--line);border-radius:6px;padding:6px 9px;min-width:112px;flex:0 0 auto}
.node.office{border-color:#4d6fa8;background:rgba(60,100,170,.13)}
.node .nm{font-weight:600;font-size:12px}
.chip{display:inline-block;background:#2f6b3d;border-radius:4px;padding:1px 6px;margin:3px 3px 0 0;font-size:11px}
.consist{font-size:10px;color:var(--dim)}
.grade{font-size:10px;background:rgba(200,90,60,.35);border-radius:3px;padding:1px 4px;font-weight:400}
.mlmods{font-size:10px;background:rgba(200,150,60,.28);border-radius:3px;padding:1px 4px;margin-top:2px}
/* board */
#grid{display:grid;gap:5px;overflow-x:auto}
.cell{border:1px solid var(--line);border-radius:5px;padding:5px 6px;min-height:64px;background:#161b21}
.cell.run{background:var(--run)}
.cell.office{border-color:#4d6fa8}
.cell.modifier{background:#2b2333;border-style:dashed}
.cell.legal{outline:2px solid #5aa9e6;outline-offset:-2px;cursor:pointer;
box-shadow:0 0 0 3px rgba(90,169,230,.18) inset}
.cell.legal:hover{background:#233246}
.cell.ghost{border-style:dashed;background:rgba(90,169,230,.07);
display:flex;flex-direction:column;justify-content:center;align-items:center;text-align:center}
.cell.ghost .nm{font-weight:400;color:#5aa9e6;font-size:11px}
.cell .nm{font-size:12px;font-weight:600}
.cell .what{font-size:10px;line-height:1.25;margin-top:2px}
.cell{cursor:help}
.coord{font-size:10px}
.enh{font-size:10px;background:rgba(90,140,220,.30);border-radius:3px;padding:1px 4px;margin-top:2px}
.crew{font-size:11px;margin-top:3px;color:#8fd6a0}
.cars{font-size:10px;color:var(--dim)}
/* facilities */
.fac{border-top:1px solid var(--line);padding:7px 0}
.fac:first-child{border-top:0}
.boxes{display:flex;gap:3px;align-items:center;margin-top:3px;flex-wrap:wrap}
.box{display:inline-block;min-width:22px;text-align:center;border-radius:3px;padding:1px 4px;font-size:10px}
.box.empty{background:#242a32;color:#5a6472}
.box.f{background:#2f6b3d}
.box.m{background:#8a6d1f}
.fstat{margin-top:4px;font-size:11px;padding:2px 5px;border-radius:3px;display:inline-block}
.fstat.good{background:rgba(40,140,60,.28)}
.fstat.bad{background:rgba(190,50,50,.38);font-weight:700}
.fstat.idle{opacity:.6}
/* actions */
#actions{max-height:none}
.grp{margin-bottom:6px}
button{background:#2a3038;color:var(--fg);border:1px solid var(--line);border-radius:5px;
padding:5px 9px;margin:2px 3px 2px 0;cursor:pointer;font:inherit;font-size:12px;text-align:left}
button:hover{background:#39424e;border-color:#4d6fa8}
button.act{display:inline-block}
.over{padding:9px;border-radius:5px;font-weight:700;margin-bottom:8px}
.over.win{background:rgba(40,140,60,.35)}
.over.loss{background:rgba(160,60,60,.3)}
/* cards, log, blocked */
.card.gone{opacity:.35;text-decoration:line-through}
.subj{display:block;width:100%;margin:2px 0}
.subj.open{border-color:#4d6fa8;background:#39424e}
.spots{margin:0 0 6px 12px;padding-left:8px;border-left:2px solid #4d6fa8}
.card{display:inline-block;background:#242c36;border:1px solid var(--line);border-radius:4px;
padding:2px 6px;margin:2px 2px 0 0;font-size:11px}
#log{max-height:230px;overflow:auto;font-size:12px}
.line{padding:1px 0}
.t-good{color:#8fd6a0}.t-bad{color:#e58080}.t-clock{color:#9fb6d8;font-weight:600}.t-quiet{color:var(--dim)}
ul.blocked{list-style:none;margin:0;padding:0;font-size:12px}
ul.blocked li{padding:2px 0}
.sev-warn{color:#e0b060}.sev-stop{color:#e58080}
</style>
</head>
<body>
<header>
<b>Station Master</b>
<span id="clock"></span>
<span>phase: <b id="phase"></b></span>
<span>Revenue <b id="revenue">0</b></span>
<span id="objective" class="pace"></span>
<span class="dim">seed <span id="seed"></span></span>
<span class="dim">saved in this browser · add ?seed=1234 to the address for a set deal</span>
<span class="dim build" title="what is actually deployed">__BUILD__</span>
</header>
<main>
<div>
<section><h2>The Division — west to east</h2><div id="division"></div></section>
<section><h2>Your Office Area <span class="dim" style="text-transform:none;letter-spacing:0">— hover any card for the full explanation</span></h2><div id="grid"></div></section>
<section><h2>History</h2><div id="log"></div></section>
</div>
<div>
<section><h2>Your move</h2><div id="actions"></div></section>
<section><h2>Cards</h2>
<div><span class="dim">hand:</span> <span id="hand"></span></div>
<div style="margin-top:5px"><span class="dim">face-up Department slots:</span> <span id="depts"></span></div>
</section>
<section><h2>Your track supply</h2><div id="supply"></div></section>
<section><h2>Blocked — why nothing is moving</h2><ul class="blocked" id="blocked"></ul></section>
<section><h2>Facilities</h2><div id="facs"></div></section>
</div>
</main>
<script type="module" src="./web/main.js"></script>
</body>
</html>
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/**
* Browser entry point — wires the DOM to `game.ts`.
*
* Presentation only. Every question of what is legal, what it means, or what the board looks like
* is answered by the engine or by the shared view helpers.
*/
import type { Game } from './game.ts';
import {
actionMenu,
handPlayable,
currentActor,
fromSave,
newGame,
submit,
toSave,
view,
} from './game.ts';
const SAVE_KEY = 'station-master.save.v1';
let game: Game;
/** Which card or track piece is picked, waiting for a location. */
let selected: string | null = null;
/** A square picked on the board, waiting for a rotation. */
let pendingAt: string | null = null;
const $ = (id: string): HTMLElement => {
const el = document.getElementById(id);
if (!el) throw new Error(`missing element: ${id}`);
return el as HTMLElement;
};
const esc = (s: string): string =>
s.replace(/[&<>"]/g, (c) => ({ '&': '&amp;', '<': '&lt;', '>': '&gt;', '"': '&quot;' })[c] ?? c);
// ---------------------------------------------------------------------------
function start(): void {
const params = new URLSearchParams(location.search);
const requested = params.get('seed');
const saved = load();
if (saved && requested === null) {
game = fromSave(saved);
} else {
// A seed in the URL makes a game shareable and reproducible: same link, same deal.
const seed = requested !== null ? Number(requested) || 1 : Math.floor(Math.random() * 1e9);
game = newGame(seed);
}
render();
}
function render(): void {
const f = view(game);
const menu = actionMenu(game);
// Which squares the selected card or track piece may go on. Highlighting them is what turns the
// coordinate list into a board: you pick the thing, then click where it goes.
const chosen = menu.placeable.flatMap((g) => g.items).find((it) => it.subjectKey === selected);
const spotsAt = new Map<string, { label: string; index: number }[]>();
for (const sp of chosen?.spots ?? []) {
const key = `${sp.coord.row},${sp.coord.col}`;
spotsAt.set(key, [...(spotsAt.get(key) ?? []), sp]);
}
$('clock').textContent = `Day ${f.day} · Stage ${f.stage}${f.clock}`;
$('phase').textContent = f.phase;
$('revenue').textContent = String(f.revenue);
const obj = $('objective');
obj.textContent = f.objective.note;
obj.className = f.objective.onPace ? 'pace good' : 'pace behind';
$('seed').textContent = String(game.seed);
// -- division
$('division').innerHTML = f.division
.map(
(n) =>
`<div class="node ${n.kind === 'office' ? 'office' : ''}">` +
`<div class="nm">${esc(n.label)}` +
(n.gradeUp
? ` <span class="grade">${n.gradeUp === 'east' ? 'climbs E ▲' : '▲ W climbs'}</span>`
: '') +
`</div>` +
(n.modifiers.length ? `<div class="mlmods">${n.modifiers.map(esc).join(' · ')}</div>` : '') +
`<div class="regions">` +
n.trains
.map(
(r) =>
`<div class="region">` +
r
.map(
(t) =>
`<span class="chip">${esc(t.label)}</span>` +
`<div class="consist">${t.consist.length ? esc(t.consist.join(', ')) : 'empty'}</div>`,
)
.join('') +
`</div>`,
)
.join('') +
`</div></div>`,
)
.join('');
// -- grid
// Include the legal squares in the bounds. A placement is usually just OUTSIDE the current
// extent — that is what extending the district means — so a grid sized to the existing cards
// would highlight nothing at exactly the moment highlighting matters.
const spotCoords = [...spotsAt.keys()].map((k) => k.split(',').map(Number));
const rows = [...f.cells.map((c) => c.row), ...spotCoords.map((c) => c[0]!)];
const cols = [...f.cells.map((c) => c.col), ...spotCoords.map((c) => c[1]!)];
const r0 = Math.min(...rows);
const r1 = Math.max(...rows);
const c0 = Math.min(...cols);
const c1 = Math.max(...cols);
const grid = $('grid');
grid.style.gridTemplateColumns = `repeat(${c1 - c0 + 1}, minmax(104px, 1fr))`;
let cells = '';
for (let r = r1; r >= r0; r--) {
for (let c = c0; c <= c1; c++) {
const cell = f.cells.find((x) => x.row === r && x.col === c);
const spots = spotsAt.get(`${r},${c}`);
if (!cell) {
// An empty square is still a legal destination — render it as a target rather than a gap,
// or the most common placement of all would have nothing to click.
cells += spots
? `<div class="cell ghost legal" data-at="${r},${c}">` +
`<div class="nm">place here</div><div class="dim coord">(${r},${c})</div>` +
(spots.length > 1 ? `<div class="dim">${spots.length} rotations</div>` : '') +
`</div>`
: '<div></div>';
continue;
}
// The full explanation goes in `title` so hovering any card says what it does, with a short
// version printed on the card itself — a name alone tells a player nothing once it is played.
cells +=
`<div class="cell ${cell.running ? 'run ' : ''}${cell.kind === 'office' ? 'office ' : ''}` +
`${cell.kind === 'modifier' ? 'modifier ' : ''}${spots ? 'legal' : ''}"` +
`${spots ? ` data-at="${r},${c}"` : ''} title="${esc(cell.label)}${esc(cell.what)}">` +
`<div class="nm">${esc(cell.label)}</div>` +
`<div class="dim coord">(${r},${c})</div>` +
`<div class="dim what">${esc(short(cell.what))}</div>` +
(cell.enhancements.length
? `<div class="enh">${cell.enhancements.map(esc).join(' · ')}</div>`
: '') +
(cell.tray ? `<div class="crew">🚂 ${esc(cell.tray)}</div>` : '') +
(cell.cars.length ? `<div class="cars">${esc(cell.cars.join(', '))}</div>` : '') +
`</div>`;
}
}
grid.innerHTML = cells;
// Clicking a highlighted square plays there. With more than one rotation available it narrows to
// that square instead, so the rotation is a second click rather than a guess.
for (const el of Array.from(grid.querySelectorAll('[data-at]'))) {
const node = el as HTMLElement;
node.onclick = () => {
const spots = spotsAt.get(node.dataset['at'] ?? '') ?? [];
if (spots.length === 1) {
const intent = menu.options[spots[0]!.index];
if (intent) submit(game, intent);
selected = null;
pendingAt = null;
} else if (spots.length > 1) {
pendingAt = node.dataset['at'] ?? null;
}
render();
};
}
// -- facilities
$('facs').innerHTML =
f.facilities.length === 0
? '<div class="dim">no facilities yet</div>'
: f.facilities
.map(
(x) =>
`<div class="fac"><div class="nm">${esc(x.name)}</div>` +
`<div class="dim">${esc(x.commodity)} · ${esc(x.flow)} · laborers ${esc(x.laborers)}</div>` +
`<div class="boxes"><span class="dim">green</span>${boxes(x.green, x.greenCap)}</div>` +
`<div class="boxes"><span class="dim">MEN AT WORK</span>` +
x.maw
.map(
(m) => `<span class="box ${m ? 'm' : 'empty'}">${m ? esc(m) : '·'}</span>`,
)
.join('') +
`</div>` +
`<div class="boxes"><span class="dim">red</span>${boxes(x.red, x.redCap)}</div>` +
`<div class="boxes"><span class="dim">siding</span>${boxes(x.track, x.trackCap)}</div>` +
`<div class="fstat ${x.jammed ? 'bad' : x.canFinish ? 'good' : 'idle'}">` +
(x.jammed
? 'JAMMED — a load is on WORK with no car spotted; the siding is locked'
: x.canFinish
? 'ready — a matching empty car is spotted'
: 'no car spotted — a load started here would jam') +
`</div></div>`,
)
.join('');
// Name AND effect. A hand of names alone tells a player nothing about what they can do.
const cardRow = (name: string, why: string, playable: boolean | null): string =>
`<div class="handcard${playable === false ? ' unplayable' : ''}"><b>${esc(name)}</b>` +
(playable === false ? ' <span class="tag">not playable yet</span>' : '') +
(why ? `<div class="dim what">${esc(why)}</div>` : '') +
`</div>`;
const canPlay = handPlayable(game);
$('hand').innerHTML = f.hand.length
? f.hand.map((h, i) => cardRow(h, f.handWhat[i] ?? '', canPlay[i] ?? null)).join('')
: '<span class="dim">empty</span>';
$('depts').innerHTML = f.departments.length
? f.departments.map((d, i) => cardRow(d, f.departmentsWhat[i] ?? '', null)).join('')
: '<span class="dim">none</span>';
const total = f.trackSupply.reduce((n, t) => n + t.left, 0);
$('supply').innerHTML =
`<div class="dim">${total} pieces left · one may be laid per turn, during the DRAW option</div>` +
f.trackSupply
.map(
(t) =>
`<span class="card ${t.left === 0 ? 'gone' : ''}">${esc(t.piece)} <b>${t.left}</b></span>`,
)
.join(' ');
$('blocked').innerHTML =
f.blocked.length === 0
? '<li class="dim">nothing blocked</li>'
: f.blocked
.map((b) => `<li class="sev-${b.severity}"><b>${esc(b.where)}</b> — ${esc(b.why)}</li>`)
.join('');
// -- log
const log = $('log');
log.innerHTML = game.log
.slice(-60)
.map((l) => `<div class="line t-${l.tone}">${esc(l.text)}</div>`)
.join('');
log.scrollTop = log.scrollHeight;
renderActions(menu);
save();
}
/** First clause only — the cards are small, and the full text is on the tooltip. */
function short(what: string): string {
const head = what.split(' · ')[0] ?? what;
return head.length > 64 ? head.slice(0, 61) + '…' : head;
}
function boxes(items: string[], cap: number): string {
let out = '';
for (let i = 0; i < Math.max(cap, items.length); i++) {
const v = items[i];
out += `<span class="box ${v ? 'f' : 'empty'}">${v ? esc(v) : '·'}</span>`;
}
return out || '<span class="dim">—</span>';
}
function renderActions(menu: ReturnType<typeof actionMenu>): void {
const el = $('actions');
if (game.state.status !== 'active') {
const o = game.state.outcome;
el.innerHTML =
`<div class="over ${o?.result === 'win' ? 'win' : 'loss'}">` +
`${o?.result === 'win' ? 'YOU WIN' : 'GAME OVER'}${esc(String(o?.reason ?? ''))}<br>` +
`final Revenue ${game.state.players[0]?.revenue ?? 0} against a target of ${view(game).objective.target}</div>` +
`<button id="again">new game</button>`;
$('again').onclick = () => {
clearSave();
location.search = '';
};
return;
}
if (menu.direct.length === 0 && menu.placeable.length === 0) {
el.innerHTML = '<div class="dim">nothing to decide — the engine is running the Division</div>';
return;
}
const apply = (index: number): void => {
const intent = menu.options[index];
if (intent) submit(game, intent);
selected = null;
pendingAt = null;
render();
};
let html = menu.direct
.map(
(g) =>
`<div class="grp"><h3>${esc(g.title)}</h3>` +
g.actions.map((a) => `<button class="act" data-i="${a.index}">${esc(a.label)}</button>`).join('') +
`</div>`,
)
.join('');
// Subject first, location second. Picking a card then a square is how the choice is actually made;
// one flat list of every card-square-rotation combination was unreadable.
for (const group of menu.placeable) {
html += `<div class="grp"><h3>${esc(group.title)}</h3>`;
for (const item of group.items) {
const open = selected === item.subjectKey;
html +=
`<button class="subj ${open ? 'open' : ''}" data-subj="${esc(item.subjectKey)}">` +
`${esc(item.subject)} <span class="dim">${item.spots.length} spot${item.spots.length === 1 ? '' : 's'}</span>` +
`</button>`;
if (open) {
// Once a square is picked, show only that square's rotations — the rest is noise.
const shown = pendingAt
? item.spots.filter((sp) => `${sp.coord.row},${sp.coord.col}` === pendingAt)
: item.spots;
html +=
`<div class="spots"><div class="dim">` +
(pendingAt ? `choose a rotation for (${esc(pendingAt.replace(',', ', '))}):` : 'click a highlighted square, or:') +
`</div>` +
shown.map((sp) => `<button class="act" data-i="${sp.index}">${esc(sp.label)}</button>`).join('') +
`</div>`;
}
}
html += `</div>`;
}
el.innerHTML = html;
for (const b of Array.from(el.querySelectorAll('button.act'))) {
const node = b as HTMLElement;
node.onclick = () => apply(Number(node.dataset['i']));
}
for (const b of Array.from(el.querySelectorAll('button.subj'))) {
const node = b as HTMLElement;
node.onclick = () => {
const key = node.dataset['subj'] ?? null;
selected = selected === key ? null : key;
pendingAt = null;
render();
};
}
}
// ---------------------------------------------------------------------------
// Saving. localStorage only — nothing leaves the browser.
// ---------------------------------------------------------------------------
function save(): void {
try {
localStorage.setItem(SAVE_KEY, JSON.stringify(toSave(game)));
} catch {
// A full or disabled localStorage must not take the game down with it.
}
}
function load(): ReturnType<typeof toSave> | null {
try {
const raw = localStorage.getItem(SAVE_KEY);
return raw ? (JSON.parse(raw) as ReturnType<typeof toSave>) : null;
} catch {
return null;
}
}
function clearSave(): void {
try {
localStorage.removeItem(SAVE_KEY);
} catch {
/* nothing to do */
}
}
start();
+122
View File
@@ -412,3 +412,125 @@ describe('card coverage', () => {
assert.match(poling!.effect, /TBD/i);
});
});
// ---------------------------------------------------------------------------
describe('the Limits sign moves with the Running Track (§2.1, Gap 4a)', () => {
it('refuses to build beyond the Limits sign', () => {
// §2.1 — the Running Track runs BETWEEN the Limits, so the sign is the only growth point.
// Offering the square PAST it produced, from one straight laid at (0,2):
// limits · Whistle Post · limits · straight · limits
// — track on the far side of the sign, and a second sign planted beyond that.
const s = game();
const area = areaOf(s, 0);
s.turn.option = 'draw';
const beyondEast = { row: area.runningRow, col: area.limitsEast.col + 1 };
const beyondWest = { row: area.runningRow, col: area.limitsWest.col - 1 };
for (const placement of [beyondEast, beyondWest]) {
assert.notEqual(
check(s, 0, { type: 'track.lay', geometry: 'straight', hand: 'none', placement, variant: 0 }),
null,
`(${placement.row},${placement.col}) is outside the Limits and must not be placeable`,
);
}
// The sign itself IS legal — that is how the Running Track grows.
assert.equal(
check(s, 0, {
type: 'track.lay', geometry: 'straight', hand: 'none',
placement: { row: area.runningRow, col: area.limitsEast.col }, variant: 0,
}),
null,
'laying on the Limits sign must be how the track extends',
);
// The district hangs below the Running Track and is not bounded by the Limits at all.
assert.equal(
check(s, 0, {
type: 'track.lay', geometry: 'straight', hand: 'none',
placement: { row: area.runningRow - 1, col: 0 }, variant: 1,
}),
null,
'Secondary Track below the Office must stay legal',
);
});
it('keeps the Limits at the ends, never stranded mid-track', () => {
// Found by watching a replay: a district grew to
// (0,-5) (0,-4) (0,-3) (0,-2)=Power Plant [LIMITS] (0,0)=Office [LIMITS] (0,2) …
// with everything beyond (0,-2) built OUTSIDE a sign that never moved. Not cosmetic — §8.1 and
// §10 both reason about "the track between the train and the Limits", and running past a
// player's Limits is what makes a collision his fault.
const s = game();
const area = areaOf(s, 0);
s.turn.option = 'draw';
for (let n = 0; n < 4; n++) {
s.turn.laidThisTurn = false;
const target = { row: area.runningRow, col: area.limitsWest.col };
const r = applyIntent(s, 0, {
type: 'track.lay', geometry: 'straight', hand: 'none', placement: target, variant: 0,
});
assert.ok(r.ok, `extending onto the Limits should be legal (attempt ${n + 1})`);
}
const onRunning = [...area.grid.entries()]
.map(([k, c]) => ({ col: Number(k.split(',')[1]), kind: c.geometry.kind }))
.filter((x) => !Number.isNaN(x.col));
const limits = onRunning.filter((x) => x.kind === 'limits').map((x) => x.col).sort((a, b) => a - b);
const cols = onRunning.map((x) => x.col);
assert.equal(limits.length, 2, 'there must be exactly two Limits signs');
assert.equal(limits[0], Math.min(...cols), 'the west sign must be the westernmost card');
assert.equal(limits[1], Math.max(...cols), 'the east sign must be the easternmost card');
});
});
describe("a train is made up to its card's consist (§8.2)", () => {
it('takes a caboose when the card calls for one, and refuses a fourth freight car', () => {
// Train 9 "Heavy Freight" is freight 3 + caboose 1. It was being made up with FOUR hoppers and
// no caboose, because placeCar checked only MAX_CONSIST and yard availability.
const s = game();
s.clock.phase = 'newTrain';
s.trays.set('t', {
id: 't', trainNumber: 9, trainIsExtra: false, engineFront: true,
consist: [], direction: 'west', position: { at: 'divisionPoint', side: 'east' }, movesUsed: 0,
});
for (let n = 0; n < 3; n++) {
const r = applyIntent(s, 0, { type: 'newTrain.placeCar', trayId: 't', carType: 'hopper', loaded: true });
assert.ok(r.ok, `hopper ${n + 1} of 3 should be accepted`);
}
assert.equal(
check(s, 0, { type: 'newTrain.placeCar', trayId: 't', carType: 'hopper', loaded: true }),
'NO_SUITABLE_CAR',
'a fourth freight car exceeds the card',
);
assert.equal(
check(s, 0, { type: 'newTrain.placeCar', trayId: 't', carType: 'coach', loaded: true }),
'NO_SUITABLE_CAR',
'this card carries no coaches',
);
assert.equal(
check(s, 0, { type: 'newTrain.placeCar', trayId: 't', carType: 'caboose', loaded: true }),
null,
'the card calls for a caboose',
);
});
it('couples nothing behind the caboose', () => {
// §A.3 — the caboose rides last.
const s = game();
s.clock.phase = 'newTrain';
s.trays.set('t', {
id: 't', trainNumber: 9, trainIsExtra: false, engineFront: true,
consist: [{ type: 'caboose', loaded: true }],
direction: 'west', position: { at: 'divisionPoint', side: 'east' }, movesUsed: 0,
});
assert.equal(
check(s, 0, { type: 'newTrain.placeCar', trayId: 't', carType: 'hopper', loaded: true }),
'NO_SUITABLE_CAR',
);
});
});
+61 -2
View File
@@ -191,7 +191,7 @@ describe('replay HTML', () => {
});
it('offers the controls that make it usable', () => {
for (const id of ['play', 'back', 'fwd', 'scrub', 'stage', 'money', 'crash']) {
for (const id of ['play', 'back', 'fwd', 'scrub', 'stage', 'money', 'crash', 'waste', 'jam', 'decision']) {
assert.ok(html.includes(`id="${id}"`), `missing control: ${id}`);
}
});
@@ -207,7 +207,7 @@ describe('replay HTML', () => {
it('wires a handler to every control', () => {
const js = html.slice(html.lastIndexOf('<script>') + 8, html.lastIndexOf('</script>'));
for (const id of ['play', 'back', 'fwd', 'first', 'stage', 'money', 'crash']) {
for (const id of ['play', 'back', 'fwd', 'first', 'stage', 'money', 'crash', 'waste', 'jam']) {
assert.match(js, new RegExp(`\\$\\('${id}'\\)\\.onclick`), `no handler bound to ${id}`);
}
assert.match(js, /\$\('scrub'\)\.oninput/, 'no handler bound to scrub');
@@ -233,6 +233,65 @@ describe('replay HTML', () => {
assert.match(String(els.get('when')?.textContent ?? ''), /Day \d+/);
});
it('records what the bot chose, why, and what it passed over', () => {
// The replay could always show what happened, never what COULD have happened — so a daft move
// was visible but the alternatives it declined were not, which is what you need to say what it
// should have done instead.
const rec = record(202, 'standard');
const decided = rec.frames.filter((f) => f.decision !== null);
assert.ok(decided.length > 0, 'no frame carried a decision');
for (const f of decided) {
assert.ok(f.decision!.chose.length > 0, 'a decision with no chosen action');
assert.ok(f.decision!.why.length > 0, 'a decision with no stated reason');
assert.ok(f.decision!.totalOptions >= 1, 'a decision offering nothing');
}
// The reasons must come from the bot's own branches, not a generic fallback for everything.
const reasons = new Set(decided.map((f) => f.decision!.why));
assert.ok(reasons.size > 5, `only ${reasons.size} distinct reasons — the branches are not reporting`);
// Turns with real alternatives must show them, or the panel is decoration.
assert.ok(
decided.some((f) => f.decision!.rejected.length > 0),
'no frame ever recorded a rejected option',
);
});
it('flags jammed facilities and can tell them from ready ones', () => {
const rec = record(202, 'standard');
for (const f of rec.frames) {
for (const x of f.facilities) {
// A jam is precisely "work on WORK that cannot come off", so it can never be 'ready'.
assert.ok(!(x.jammed && x.canFinish), `${x.name} reported both jammed and ready`);
}
}
});
it('renders a LATER frame, where the board state is carried forward', () => {
// The page omits cells/facilities/division when unchanged and resolves them by walking back —
// 63% of a 5.2 MB payload was the same grid re-serialised every frame. Rendering only frame 0
// would never exercise that path, because frame 0 always carries everything.
const js = html.slice(html.lastIndexOf('<script>') + 8, html.lastIndexOf('</script>'));
const els = new Map<string, Record<string, unknown>>();
const stub = {
getElementById: (id: string) => {
if (!els.has(id)) els.set(id, { textContent: '', innerHTML: '', value: '', style: {}, max: 0 });
return els.get(id);
},
};
// Append a jump to a late frame so render() runs against carried-forward state.
const run = new Function('document', 'setInterval', 'clearInterval', js + '\n;go(FRAMES.length - 1);');
assert.doesNotThrow(
() => run(stub, () => 0, () => undefined),
'the page threw rendering a frame whose board state was carried forward',
);
assert.ok(
String(els.get('grid')?.innerHTML ?? '').length > 0,
'the grid rendered empty on a carried-forward frame',
);
});
it('stays a sane size', () => {
const mb = Buffer.byteLength(html) / 1024 / 1024;
assert.ok(mb < 5, `replay is ${mb.toFixed(1)} MB`);
+644
View File
@@ -0,0 +1,644 @@
/**
* The playable browser build.
*
* These tests drive `game.ts` exactly as the page does — take the offered actions, submit one, look
* at the new position — so "it compiles" is never mistaken for "it plays".
*/
import { describe, it } from 'node:test';
import assert from 'node:assert/strict';
import { execFileSync } from 'node:child_process';
import { existsSync, readFileSync, readdirSync } from 'node:fs';
import { dirname, join, resolve } from 'node:path';
import { cardDescription, describeIntent } from '../src/sim/view.ts';
import {
actionGroups,
actionMenu,
handPlayable,
currentActor,
fromSave,
newGame,
submit,
toSave,
view,
} from '../src/web/game.ts';
/** Play a whole game by always taking the first offered action. */
function playThrough(seed: number, maxTurns = 20_000) {
const game = newGame(seed);
let turns = 0;
for (; turns < maxTurns; turns++) {
if (currentActor(game) === null) break;
const { options, groups } = actionGroups(game);
if (groups.length === 0 || options.length === 0) break;
const first = groups[0]!.actions[0]!;
if (!submit(game, options[first.index]!)) break;
}
return { game, turns };
}
describe('the browser game plays', () => {
it('reaches the end of a game through the same calls the page makes', () => {
const { game, turns } = playThrough(77);
assert.ok(turns > 50, `only ${turns} decisions — the game stalled`);
assert.equal(game.state.status, 'finished');
assert.ok(game.state.outcome !== null, 'a finished game must have an outcome');
});
it('never offers an action the engine then refuses', () => {
// The action list comes from legalActions, which delegates to check — so every button on the
// page must be accepted. A rejection here means the UI and the rules disagree.
const game = newGame(21);
for (let i = 0; i < 300; i++) {
if (currentActor(game) === null) break;
const { options, groups } = actionGroups(game);
if (groups.length === 0) break;
const pick = groups[groups.length - 1]!.actions[0]!;
assert.ok(submit(game, options[pick.index]!), 'the engine refused an offered action');
}
});
it('offers every legal action somewhere, dropping none', () => {
// Grouping is presentation. If a kind is not named in GROUP_ORDER it must still appear, or a
// legal move becomes unreachable in a way that is very hard to notice.
const game = newGame(5);
for (let i = 0; i < 120; i++) {
if (currentActor(game) === null) break;
const { options, groups } = actionGroups(game);
if (options.length === 0) break;
const shown = new Set(groups.flatMap((g) => g.actions.map((a) => a.index)));
const kinds = new Set(options.map((o) => o.type));
const shownKinds = new Set([...shown].map((i2) => options[i2]!.type));
assert.deepEqual(shownKinds, kinds, 'a kind of legal action was not offered at all');
submit(game, options[[...shown][0]!]!);
}
});
it('restores a saved game to the same position', () => {
// A save is the seed plus the intents; replaying them must reproduce the game exactly. That is
// the payoff of event sourcing, and it is only true while the RNG stays seeded.
const game = newGame(909);
for (let i = 0; i < 80; i++) {
if (currentActor(game) === null) break;
const { options, groups } = actionGroups(game);
if (groups.length === 0) break;
submit(game, options[groups[0]!.actions[0]!.index]!);
}
const restored = fromSave(toSave(game));
assert.equal(restored.state.players[0]!.revenue, game.state.players[0]!.revenue);
assert.equal(restored.state.clock.day, game.state.clock.day);
assert.equal(restored.state.clock.stage, game.state.clock.stage);
assert.equal(restored.state.status, game.state.status);
assert.deepEqual(view(restored).cells, view(game).cells, 'the board differs after restore');
});
it('is deterministic — the same seed deals the same game', () => {
const a = playThrough(4242).game;
const b = playThrough(4242).game;
assert.equal(a.state.players[0]!.revenue, b.state.players[0]!.revenue);
assert.deepEqual(view(a).cells, view(b).cells);
});
});
describe('the action menu presents choices the way they are made', () => {
it('offers a card ONCE, with its locations underneath', () => {
// A single turn offered 29 track buttons and 7 card buttons in one flat list, with no way to
// tell which square each referred to. Subject first, location second.
const game = newGame(555);
submit(game, actionGroups(game).options.find((o) => o.type === 'localOps.choose' && o.option === 'draw')!);
const menu = actionMenu(game);
const items = menu.placeable.flatMap((g) => g.items);
assert.ok(items.length > 0, 'nothing placeable was offered');
const keys = items.map((i) => i.subjectKey);
assert.equal(new Set(keys).size, keys.length, 'the same card appeared as two subjects');
for (const item of items) {
const labels = item.spots.map((sp) => sp.label);
assert.equal(new Set(labels).size, labels.length, `${item.subject} lists a spot twice`);
assert.ok(item.spots.length > 0, `${item.subject} has nowhere to go but was offered`);
}
});
it('loses no legal action in the reshuffle', () => {
// Splitting into direct + placeable must not drop anything: every option must still be reachable.
const game = newGame(88);
for (let i = 0; i < 120; i++) {
if (currentActor(game) === null) break;
const menu = actionMenu(game);
if (menu.options.length === 0) break;
const reachable = new Set([
...menu.direct.flatMap((g) => g.actions.map((a) => a.index)),
...menu.placeable.flatMap((g) => g.items.flatMap((it) => it.spots.map((sp) => sp.index))),
]);
const kinds = new Set(menu.options.map((o) => o.type));
const shown = new Set([...reachable].map((k) => menu.options[k]!.type));
assert.deepEqual(shown, kinds, 'a kind of legal action became unreachable');
submit(game, menu.options[[...reachable][0]!]!);
}
});
it('names the card in every face-up slot', () => {
// "slot 2" is unusable information: the whole point of a face-up slot is choosing it on sight.
const game = newGame(555);
submit(game, actionGroups(game).options.find((o) => o.type === 'localOps.choose' && o.option === 'draw')!);
const draw = actionMenu(game).direct.find((g) => g.title === 'Draw');
assert.ok(draw, 'no draw group');
for (const a of draw!.actions) {
assert.ok(!/^draw\.|^slot \d+$/.test(a.label), `raw intent name on a button: ${a.label}`);
}
assert.ok(
draw!.actions.some((a) => /face-up slot/.test(a.label)),
'face-up slots are not named',
);
});
it('never offers a train card a place on the board', () => {
// A train card goes to the TIMETABLE. Seed 555 offered Extra X15 at six squares with six
// rotations each — all identical, because the placement was accepted and then ignored.
const game = newGame(555);
for (let i = 0; i < 200; i++) {
if (currentActor(game) === null) break;
const { options } = actionGroups(game);
if (options.length === 0) break;
for (const o of options) {
if (o.type !== 'card.play') continue;
const kind = game.state.cards.get(o.cardId)?.kind.kind;
if (kind === 'timetabledTrain' || kind === 'extraTrain') {
assert.equal(o.placement, undefined, 'a train card was offered a board square');
}
}
submit(game, options[0]!);
}
});
it('reports what is left of the personal track supply', () => {
// Track is not drawn from the deck — 26 pieces per player, at most one laid a turn — so the
// board alone could never answer "how many straights have I got left".
const game = newGame(31);
const supply = view(game).trackSupply;
assert.ok(supply.length > 0, 'no track supply reported');
assert.equal(supply.reduce((n, t) => n + t.left, 0), 26, 'the opening supply should be 26');
assert.ok(supply.every((t) => !/none/.test(t.piece)), 'un-handed pieces should not say "none"');
});
});
describe('board highlighting', () => {
it('gives every spot a coordinate to highlight', () => {
const game = newGame(555);
submit(game, actionGroups(game).options.find((o) => o.type === 'localOps.choose' && o.option === 'draw')!);
const items = actionMenu(game).placeable.flatMap((g) => g.items);
assert.ok(items.length > 0);
for (const it of items) {
for (const sp of it.spots) {
assert.equal(typeof sp.coord.row, 'number', `${it.subject} has a spot with no coordinate`);
assert.equal(typeof sp.coord.col, 'number', `${it.subject} has a spot with no coordinate`);
assert.ok(sp.label.includes(`(${sp.coord.row}, ${sp.coord.col})`), 'label and coord disagree');
}
}
});
it('highlights squares OUTSIDE the current district', () => {
// The commonest placement is just beyond the existing cards — that is what extending means. A
// grid sized only to the cards already down would highlight nothing exactly when it matters.
const game = newGame(555);
submit(game, actionGroups(game).options.find((o) => o.type === 'localOps.choose' && o.option === 'draw')!);
const cells = view(game).cells;
const minCol = Math.min(...cells.map((c) => c.col));
const maxCol = Math.max(...cells.map((c) => c.col));
const spots = actionMenu(game).placeable.flatMap((g) => g.items).flatMap((i) => i.spots);
assert.ok(
spots.some((sp) => sp.coord.col < minCol || sp.coord.col > maxCol || sp.coord.row < 0),
'no legal spot lies outside the current cards — the bounds test would be vacuous',
);
});
});
describe('the page explains itself', () => {
it('says what every card in hand and every face-up slot does', () => {
// A hand of bare names is unplayable: "Steam Turbines" carries no hint of its effect, and all of
// this text already existed in the content tables without reaching the screen.
for (const seed of [555, 430, 7, 99]) {
const f = view(newGame(seed));
assert.equal(f.handWhat.length, f.hand.length, 'a hand card has no description slot');
f.hand.forEach((name, i) => {
const what = f.handWhat[i]!;
assert.ok(what.length > 0, `${name} has no description`);
// camelCase leaking to the screen is the recurring failure here.
assert.doesNotMatch(what, /[a-z][A-Z]/, `raw camelCase in "${name}": ${what}`);
assert.doesNotMatch(what, /playerChoicebound|undefined|NaN/, `broken text: ${what}`);
});
f.departments.forEach((name, i) => {
if (name === '—') return;
assert.ok(f.departmentsWhat[i]!.length > 0, `face-up ${name} has no description`);
});
}
});
it('says what every card on the BOARD does, in readable words', () => {
// A played card becomes a cell with a name on it — "turnout", "Freight House", "waiting area" —
// and the explanation that was visible while it sat in hand disappears exactly when it starts
// mattering. Play a long way in so every card kind reaches the grid.
const game = newGame(111);
for (let i = 0; i < 400; i++) {
if (currentActor(game) === null) break;
const { options } = actionGroups(game);
if (options.length === 0) break;
const pick =
options.find((o) => o.type === 'card.play' && o.placement) ??
options.find((o) => o.type === 'track.lay') ??
options[0]!;
if (!submit(game, pick)) break;
}
const cells = view(game).cells;
assert.ok(cells.length > 4, 'not enough of the board was built to be a real check');
for (const c of cells) {
assert.ok(c.what.length > 0, `(${c.row},${c.col}) ${c.label} has no explanation`);
// camelCase on the board is the failure that keeps recurring — labels AND descriptions.
assert.doesNotMatch(c.label, /[a-z][A-Z]/, `raw camelCase label: ${c.label}`);
assert.doesNotMatch(c.what, /[a-z][A-Z]/, `raw camelCase in "${c.label}": ${c.what}`);
}
});
it('spells out which way a turnout will and will not let a train run', () => {
// §A.1 is an ABSENT edge, not a one-way street, and it is invisible on a card that just says
// "turnout". Getting it wrong is how a crew ends up somewhere it cannot leave.
const game = newGame(3);
const area = game.state.officeAreas.get(0)!;
area.grid.set('-1,0', {
geometry: { kind: 'track', geometry: 'turnout', turnout: { stem: 'e', through: 'w', diverge: 's' } },
baseOperationalRail: true, standing: [], facility: null, modifiers: [], enhancements: [],
});
const cell = view(game).cells.find((c) => c.row === -1 && c.col === 0)!;
assert.match(cell.what, /stem east/);
assert.match(cell.what, /diverges south/);
assert.match(cell.what, /NEVER/, 'the missing edge is not spelled out');
});
it('describes every card kind in the deck, not just the easy ones', () => {
// Walk the whole deck rather than one hand: the categories differ, and a missing branch would
// show as a blank line under a card name only for the seeds that happen to deal it.
const game = newGame(1);
const seen = new Set<string>();
for (const [id, card] of game.state.cards) {
const what = cardDescription(game.state, id);
assert.ok(what.length > 0, `${card.kind.kind} has no description`);
seen.add(card.kind.kind);
}
assert.ok(seen.size >= 7, `only ${seen.size} card kinds seen — the deck should hold more`);
});
it('marks cards that cannot be played yet, and says why', () => {
// A Station upgrade drawn at a Whistle Post is dead weight — upgrades are strictly sequential
// (Gap 3b) — but the hand showed it identically to a playable card, so taking it looked like an
// action that did nothing.
const game = newGame(111);
submit(game, actionGroups(game).options.find((o) => o.type === 'localOps.choose' && o.option === 'draw')!);
submit(game, actionGroups(game).options.find((o) => o.type === 'draw.fromDepartment' && o.slot === 0)!);
const f = view(game);
const playable = handPlayable(game);
assert.equal(playable.length, f.hand.length, 'a hand card has no playable flag');
const upgrades = f.hand
.map((name, i) => ({ name, what: f.handWhat[i]!, can: playable[i]! }))
.filter((c) => /upgrade/.test(c.name));
assert.ok(upgrades.length > 0, 'this seed should deal an Office upgrade');
for (const u of upgrades) {
// Only Depot is reachable from a Whistle Post.
if (/Depot/.test(u.name)) continue;
assert.equal(u.can, false, `${u.name} should not be playable from a Whistle Post`);
assert.match(u.what, /requires the Office to be a/, `${u.name} does not say what it needs`);
}
});
it('agrees with the buttons about what is playable', () => {
// The flag is derived from legalActions, so it must never disagree with the offered actions.
const game = newGame(7);
for (let i = 0; i < 60; i++) {
if (currentActor(game) === null) break;
const hand = game.state.decks.hands.get(0) ?? [];
const flags = handPlayable(game);
const offered = new Set(
actionGroups(game)
.options.filter((o) => o.type === 'card.play')
.map((o) => (o as { cardId: string }).cardId),
);
hand.forEach((id, k) => {
assert.equal(flags[k], offered.has(id), 'playable flag disagrees with the action list');
});
const { options } = actionGroups(game);
if (options.length === 0) break;
submit(game, options[0]!);
}
});
it('never puts an internal tray id in front of a player', () => {
// The §8.1 clearance question read "may tray2 follow tray3 into the next Subdivision?" — the
// sharpest decision in the game, phrased in internal identifiers.
const game = newGame(430);
for (let i = 0; i < 600; i++) {
if (currentActor(game) === null) break;
const { options } = actionGroups(game);
if (options.length === 0) break;
submit(game, options[0]!);
}
for (const line of game.log) {
assert.doesNotMatch(line.text, /\btray\d+\b/, `internal tray id shown to the player: ${line.text}`);
}
});
it('spells out what each clearance ruling costs', () => {
const game = newGame(5);
const s = game.state;
s.trays.set('tray2', {
id: 'tray2', trainNumber: 4, trainIsExtra: false, engineFront: true,
consist: [], direction: 'east', position: { at: 'mainline', index: 1 }, movesUsed: 0,
});
s.trays.set('tray3', {
id: 'tray3', trainNumber: 7, trainIsExtra: false, engineFront: true,
consist: [], direction: 'east', position: { at: 'mainline', index: 1 }, movesUsed: 0,
});
s.clock.pendingDecision = { train: 'tray2', occupiedBy: 'tray3' };
const allow = describeIntent(s, { type: 'mainline.clearance', allow: true });
const hold = describeIntent(s, { type: 'mainline.clearance', allow: false });
for (const label of [allow, hold]) {
assert.match(label, /Train 4/, `the ruling does not name the train: ${label}`);
assert.doesNotMatch(label, /tray\d/, `internal id on a button: ${label}`);
}
assert.match(allow, /collision/, 'granting clearance does not mention the risk');
assert.match(hold, /safe|loses/, 'holding does not mention the cost');
});
it('states the objective and whether you are keeping up', () => {
const f = view(newGame(430));
assert.equal(f.objective.target, 20);
assert.equal(f.objective.days, 5);
assert.match(f.objective.note, /of 20/);
assert.match(f.objective.note, /Days? left/);
});
it('explains what each Local Operations option spends', () => {
// The most consequential decision of the Stage, previously labelled "choose switch".
const game = newGame(555);
const choices = actionGroups(game)
.options.filter((o) => o.type === 'localOps.choose')
.map((o) => describeIntent(game.state, o));
assert.ok(choices.length > 0);
for (const c of choices) {
assert.ok(c.length > 25, `too terse to be an explanation: "${c}"`);
assert.match(c, /—/, `no explanation after the option name: "${c}"`);
}
});
it('says which way a piece will point, never "rotation 2"', () => {
const game = newGame(555);
submit(game, actionGroups(game).options.find((o) => o.type === 'localOps.choose' && o.option === 'draw')!);
const track = actionMenu(game)
.placeable.flatMap((g) => g.items)
.filter((i) => /straight|curve|turnout/.test(i.subject));
assert.ok(track.length > 0, 'no track pieces offered');
for (const item of track) {
for (const sp of item.spots) {
assert.doesNotMatch(sp.label, /rotation \d/, `opaque rotation label: ${sp.label}`);
}
// A piece with more than one orientation must say which is which, or the spots are ambiguous.
const perSquare = new Map<string, number>();
for (const sp of item.spots) {
const k = `${sp.coord.row},${sp.coord.col}`;
perSquare.set(k, (perSquare.get(k) ?? 0) + 1);
}
if ([...perSquare.values()].some((n) => n > 1)) {
assert.ok(
item.spots.some((sp) => /east|west|north|south/.test(sp.label)),
`${item.subject} offers two orientations on one square without naming them`,
);
}
}
});
});
describe('the static build', () => {
const root = join(import.meta.dirname, '..');
const dist = join(root, 'dist');
it('builds, and needs nothing but a static host', () => {
execFileSync('node', ['scripts/build-web.ts'], { cwd: root, stdio: 'pipe' });
assert.ok(existsSync(join(dist, 'index.html')), 'no index.html');
assert.ok(existsSync(join(dist, 'web/main.js')), 'no entry script');
assert.ok(existsSync(join(dist, 'engine/apply.js')), 'the engine did not emit');
});
it('emits no import that a browser cannot resolve', () => {
// Node's type-stripping lets the source import './x.ts'; a browser cannot. The build rewrites
// those to .js, and nothing may reach for a bare module or a node: builtin.
const files: string[] = [];
const walk = (dir: string): void => {
for (const e of readdirSync(dir, { withFileTypes: true })) {
if (e.isDirectory()) walk(join(dir, e.name));
else if (e.name.endsWith('.js')) files.push(join(dir, e.name));
}
};
walk(dist);
assert.ok(files.length > 5, 'suspiciously few emitted files');
for (const f of files) {
const src = readFileSync(f, 'utf8');
// Anchor to real import/export statements. A loose `from '...'` also matches PROSE — the
// turnout comment "a train entering a turnout from \"A\"" was read as importing a module
// called A, which is the kind of false alarm that trains you to ignore a failing test.
const imports = /^\s*(?:import|export)[^'"\n]*?from\s+['"]([^'"]+)['"]/gm;
for (const m of src.matchAll(imports)) {
const spec = m[1]!.split('?')[0]!;
assert.ok(!spec.endsWith('.ts'), `${f} imports a .ts path: ${spec}`);
assert.ok(!spec.startsWith('node:'), `${f} imports a Node builtin: ${spec}`);
assert.ok(spec.startsWith('.') || spec.startsWith('/'), `${f} imports bare module: ${spec}`);
}
assert.ok(!/^[^/*]*\bprocess\.\w/m.test(src), `${f} references process`);
assert.ok(!/\brequire\(/.test(src), `${f} uses require()`);
}
});
it('renders clickable highlights on the board when a card is picked', async () => {
// The real check: load the EMITTED bundle with a DOM stub, click a card, and confirm the board
// came back with highlighted squares wired to handlers. Asserting the data has coordinates says
// nothing about whether the page draws them.
const els = new Map<string, Record<string, unknown>>();
const make = (): Record<string, unknown> => {
let html = '';
// Cache per selector and clear it when innerHTML changes. Returning fresh objects each call
// would drop the handlers the page assigns — the test would then report "no button" for a
// page that works perfectly.
let cache = new Map<string, Record<string, unknown>[]>();
const node: Record<string, unknown> = {
textContent: '', style: {}, dataset: {}, onclick: null, scrollTop: 0, scrollHeight: 0,
querySelectorAll(sel: string) {
const hit = cache.get(sel);
if (hit) return hit;
const out: Record<string, unknown>[] = [];
const re = sel.startsWith('[')
? /data-at="([^"]*)"/g
: new RegExp(`<button class="${sel.split('.')[1]}[^"]*"([^>]*)>`, 'g');
let m: RegExpExecArray | null;
while ((m = re.exec(html)) !== null) {
const data: Record<string, string> = {};
if (sel.startsWith('[')) data['at'] = m[1]!;
else {
const attr = /data-(\w+)="([^"]*)"/g;
let a: RegExpExecArray | null;
while ((a = attr.exec(m[1]!)) !== null) data[a[1]!] = a[2]!;
}
out.push({ dataset: data, onclick: null });
}
cache.set(sel, out);
return out;
},
};
Object.defineProperty(node, 'innerHTML', {
get: () => html,
set: (v: string) => {
html = v;
cache = new Map();
},
});
return node;
};
// STRICT: only ids that really exist in the served page. The stub used to conjure an element
// for any id asked for, so a `$('target')` left behind after removing #target from the HTML
// would pass here and throw on load in a browser — the page would simply never start.
const served = new Set(
[...readFileSync(join(dist, 'index.html'), 'utf8').matchAll(/id="([a-zA-Z]+)"/g)].map(
(m) => m[1]!,
),
);
const g = globalThis as Record<string, unknown>;
g['document'] = {
getElementById: (id: string) => {
if (!served.has(id)) return null;
if (!els.has(id)) els.set(id, make());
return els.get(id);
},
};
g['location'] = { search: '?seed=555' };
const store = new Map<string, string>();
g['localStorage'] = {
getItem: (k: string) => store.get(k) ?? null,
setItem: (k: string, v: string) => void store.set(k, v),
removeItem: (k: string) => void store.delete(k),
};
// No parameter properties — `erasableSyntaxOnly` forbids them, since Node strips types rather
// than compiling them.
g['URLSearchParams'] = class {
search: string;
constructor(search: string) {
this.search = search;
}
get(k: string): string | null {
return new RegExp(`${k}=([^&]*)`).exec(this.search)?.[1] ?? null;
}
};
await import(`file://${join(dist, 'web/main.js')}?t=${Date.now()}`);
const actions = els.get('actions')!;
const grid = els.get('grid')!;
// Take the draw option, then pick the first placeable subject.
const clickFirst = (el: Record<string, unknown>, sel: string): boolean => {
const fn = el['querySelectorAll'] as (s: string) => Record<string, unknown>[];
const nodes = fn.call(el, sel);
const target = nodes[0];
if (!target) return false;
(target['onclick'] as (() => void) | null)?.();
return true;
};
assert.ok(clickFirst(actions, 'button.act'), 'no action button rendered');
assert.ok(clickFirst(actions, 'button.subj'), 'no card/track subject to pick');
const html = String(grid['innerHTML']);
assert.match(html, /class="cell[^"]*legal/, 'picking a card highlighted nothing');
assert.match(html, /data-at="/, 'highlighted squares carry no click target');
assert.match(html, /ghost/, 'no empty square was offered as a destination');
});
it('busts the cache on every module, so a deploy cannot half-load', () => {
// The first real deploy served a fresh index.html against a CACHED main.js: the HTML had
// dropped an element the old script still asked for, so the page threw `missing element:
// target` and never started. Filenames never change, so without a version query a static host
// will happily mix two builds.
const html = readFileSync(join(dist, 'index.html'), 'utf8');
const entry = /<script type="module" src="([^"]+)"/.exec(html)?.[1] ?? '';
assert.match(entry, /\?v=/, 'the entry script is not cache-busted');
const files: string[] = [];
const walk = (dir: string): void => {
for (const e of readdirSync(dir, { withFileTypes: true })) {
if (e.isDirectory()) walk(join(dir, e.name));
else if (e.name.endsWith('.js')) files.push(join(dir, e.name));
}
};
walk(dist);
let checked = 0;
for (const f of files) {
const src = readFileSync(f, 'utf8');
for (const m of src.matchAll(/^\s*(?:import|export)[^'"\n]*?from\s+['"](\.[^'"]+)['"]/gm)) {
assert.match(m[1]!, /\.js\?v=/, `${f} imports ${m[1]} without a version`);
checked++;
}
}
assert.ok(checked > 5, `only ${checked} relative imports seen — the check is too weak`);
});
it('resolves every busted import to a real file', () => {
// Appending a query must not break resolution: the path before `?` still has to exist.
const files: string[] = [];
const walk = (dir: string): void => {
for (const e of readdirSync(dir, { withFileTypes: true })) {
if (e.isDirectory()) walk(join(dir, e.name));
else if (e.name.endsWith('.js')) files.push(join(dir, e.name));
}
};
walk(dist);
for (const f of files) {
const src = readFileSync(f, 'utf8');
for (const m of src.matchAll(/^\s*(?:import|export)[^'"\n]*?from\s+['"](\.[^'"]+)['"]/gm)) {
const target = resolve(dirname(f), m[1]!.split('?')[0]!);
assert.ok(existsSync(target), `${f} imports ${m[1]}, which does not exist`);
}
}
});
it('asks only for elements the page actually has', () => {
// Cheap and total: compare every $('id') in the source against the ids in the served HTML.
// Getting this wrong does not degrade the page, it stops the game starting at all.
const src = readFileSync(join(root, 'src/web/main.ts'), 'utf8');
const asked = new Set([...src.matchAll(/\$\('([a-zA-Z]+)'\)/g)].map((m) => m[1]!));
const html = readFileSync(join(dist, 'index.html'), 'utf8');
const present = new Set([...html.matchAll(/id="([a-zA-Z]+)"/g)].map((m) => m[1]!));
// `again` is created by the game-over screen before it is looked up.
present.add('again');
for (const id of asked) {
assert.ok(present.has(id), `main.ts asks for #${id}, which the page does not contain`);
}
});
it('serves a page that loads the game as a module', () => {
const html = readFileSync(join(dist, 'index.html'), 'utf8');
assert.match(html, /<script type="module" src="\.\/web\/main\.js(\?v=[^"]*)?">/);
assert.ok(!/https?:\/\//.test(html.replace(/<!--[\s\S]*?-->/g, '')), 'page fetches something external');
for (const id of ['grid', 'division', 'actions', 'log', 'facs', 'hand', 'blocked']) {
assert.ok(html.includes(`id="${id}"`), `page is missing #${id}`);
}
});
});