Compare commits
3
Commits
d261ad7af8
...
main
| Author | SHA1 | Date | |
|---|---|---|---|
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dd300ac154 | ||
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2eca9de09f | ||
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160190da3f |
+4
-1
@@ -9,7 +9,10 @@
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},
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||||
"scripts": {
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||||
"typecheck": "tsc --noEmit",
|
||||
"test": "node --test test/**/*.test.ts"
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"test": "node --test test/**/*.test.ts",
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"build:web": "node scripts/build-web.ts",
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||||
"serve:web": "node scripts/build-web.ts && npx --yes http-server dist -p 8080 -c-1",
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"deploy:web": "node scripts/deploy-web.ts"
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},
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"devDependencies": {
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"@types/node": "^26.1.2",
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@@ -0,0 +1,132 @@
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/**
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* Build the static solitaire site into `dist/`.
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*
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* Everything here is BUILD-time. The output is plain files on disk — upload them anywhere that
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* serves static content and the game runs entirely in the visitor's browser. No server, no API, no
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* network call at runtime.
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*
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* The one thing a browser cannot do is run TypeScript: Node 22's type-stripping is a Node feature.
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* So `tsc` emits ES2022 modules, rewriting the `.ts` import extensions the engine uses into `.js`.
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*/
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import { execFileSync } from 'node:child_process';
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import { mkdirSync, readFileSync, readdirSync, rmSync, writeFileSync } from 'node:fs';
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import { dirname, join } from 'node:path';
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import { fileURLToPath } from 'node:url';
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const root = join(dirname(fileURLToPath(import.meta.url)), '..');
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const dist = join(root, 'dist');
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rmSync(dist, { recursive: true, force: true });
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mkdirSync(dist, { recursive: true });
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execFileSync(
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'npx',
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[
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'tsc',
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'--ignoreConfig',
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'src/web/main.ts',
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'--outDir', dist,
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'--rootDir', 'src',
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'--target', 'es2022',
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'--module', 'es2022',
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'--moduleResolution', 'bundler',
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'--lib', 'es2022,dom',
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'--types', '',
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'--strict',
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'--allowImportingTsExtensions',
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'--rewriteRelativeImportExtensions',
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],
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{ cwd: root, stdio: 'inherit' },
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);
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/**
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* Stamp the build into the page.
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*
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* Once this is published, "what is actually deployed?" stops being answerable by looking at the
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* source. The stamp is written into index.html at copy time rather than generated into `src/`, so
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* no generated file has to be ignored, imported, or kept in step.
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*
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* `-dirty` marks a build made from an uncommitted tree — the honest state of most test deploys, and
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* exactly the thing you want to know when a fix appears to have had no effect.
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*/
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function buildStamp(): string {
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const pkg = JSON.parse(readFileSync(join(root, 'package.json'), 'utf8')) as { version: string };
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let git = 'nogit';
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try {
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const sha = execFileSync('git', ['rev-parse', '--short', 'HEAD'], { cwd: root })
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.toString()
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.trim();
|
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const dirty =
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execFileSync('git', ['status', '--porcelain'], { cwd: root }).toString().trim().length > 0;
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git = sha + (dirty ? '-dirty' : '');
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} catch {
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// A build from a tarball with no git history is still a valid build.
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}
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const when = new Date().toISOString().replace('T', ' ').slice(0, 16);
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return `v${pkg.version} · ${git} · ${when}Z`;
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}
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|
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const stamp = buildStamp();
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/**
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* Cache-bust every module.
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*
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* A returning visitor gets a fresh index.html and STALE JavaScript, because a static host caches
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* .js and the filenames never change. That is not a cosmetic staleness: it mixes new HTML with old
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* code, and the first mismatch is fatal. It happened on the first real deploy — index.html had
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* dropped an element that the cached main.js still asked for, so the page threw
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* `missing element: target` and the game never started.
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*
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* Appending the build tag to every relative import makes each deploy a new set of URLs, so a
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* browser cannot serve half of one build and half of another.
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*/
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const tag = encodeURIComponent(stamp.split(' · ')[1] ?? stamp);
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function bustImports(dir: string): number {
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let count = 0;
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for (const entry of readdirSync(dir, { withFileTypes: true })) {
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const full = join(dir, entry.name);
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if (entry.isDirectory()) {
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count += bustImports(full);
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continue;
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}
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if (!entry.name.endsWith('.js')) continue;
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const src = readFileSync(full, 'utf8');
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const next = src.replace(
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/^(\s*(?:import|export)[^'"\n]*?from\s+['"])(\.[^'"]+\.js)(['"])/gm,
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(_m, head: string, spec: string, tail: string) => `${head}${spec}?v=${tag}${tail}`,
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);
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if (next !== src) {
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writeFileSync(full, next);
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count++;
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}
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}
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return count;
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}
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const busted = bustImports(dist);
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const page = readFileSync(join(root, 'src/web/index.html'), 'utf8')
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.replaceAll('__BUILD__', stamp)
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.replace(/(<script type="module" src="[^"]+?\.js)(")/, `$1?v=${tag}$2`);
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writeFileSync(join(dist, 'index.html'), page);
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// A tiny note for whoever unzips this later and wonders what it needs.
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writeFileSync(
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join(dist, 'README.txt'),
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[
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'Station Master — solitaire, static build.',
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'',
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'Upload the contents of this folder to any static host and open index.html.',
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'There is no server component. The game runs entirely in the browser and saves',
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'to localStorage. Add ?seed=1234 to the URL for a reproducible deal.',
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'',
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'Note: ES modules require the files to be SERVED over http(s). Opening',
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'index.html directly from the filesystem will be blocked by the browser.',
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'To try it locally: npx http-server dist (or any static file server)',
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'',
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].join('\n'),
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);
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console.log(`built -> ${dist}\n ${stamp}\n cache-busted ${busted} modules with ?v=${tag}`);
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@@ -0,0 +1,155 @@
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/**
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* Build the solitaire site and push it to a File Browser instance.
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*
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* Written against File Browser v2.63's REST API, read from its own bundle rather than guessed:
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*
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* POST /api/login {username, password, recaptcha} -> JWT as plain text
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* POST /api/resources/<dir>/ X-Auth: <jwt> -> create a directory
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* POST /api/resources/<file>?override=true X-Auth: <jwt>, body = bytes -> upload
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*
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* File Browser is the STORE, not the server — Start9 Pages serves the uploaded folder as the site.
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* So the job here is simply to land the built files in the right folder, intact.
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*
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* CREDENTIALS COME FROM THE ENVIRONMENT and are never written anywhere. Putting a password in a
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* repo is how it ends up in a commit, and this repo is going to be pushed.
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*
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* FB_USER=jesse FB_PASS='…' npm run deploy:web
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*
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* Optional:
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* FB_URL default https://phoenix.local:58157
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* FB_DEST default websites/stationmaster — the folder Start9 Pages serves from
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* FB_INSECURE set to 1 for a self-signed certificate (usual for a .local StartOS host)
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* --dry-run list what would be sent, contact nothing
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*/
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import { execFileSync } from 'node:child_process';
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import { readFileSync, readdirSync, statSync } from 'node:fs';
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import { dirname, join, posix, relative, sep } from 'node:path';
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import { fileURLToPath } from 'node:url';
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const root = join(dirname(fileURLToPath(import.meta.url)), '..');
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const dist = join(root, 'dist');
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const URL_BASE = (process.env['FB_URL'] ?? 'https://phoenix.local:58157').replace(/\/+$/, '');
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const DEST = `/${(process.env['FB_DEST'] ?? 'websites/stationmaster').replace(/^\/+|\/+$/g, '')}`;
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const USER = process.env['FB_USER'] ?? '';
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const PASS = process.env['FB_PASS'] ?? '';
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const DRY = process.argv.includes('--dry-run');
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/**
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* A .local StartOS host presents a certificate the system store does not know. Disabling
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* verification is opt-in and announced rather than silent: it is the right call on a LAN box you
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* own and the wrong one everywhere else, and that judgment is not the script's to make quietly.
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*/
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if (process.env['FB_INSECURE'] === '1') {
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process.env['NODE_TLS_REJECT_UNAUTHORIZED'] = '0';
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console.warn('! TLS verification disabled (FB_INSECURE=1)');
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}
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|
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/** Every file in `dir`, as paths relative to it, with POSIX separators. */
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||||
function walk(dir: string, base = dir): string[] {
|
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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('/'));
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||||
}
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return out.sort();
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||||
}
|
||||
|
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const CONTENT_TYPES: Record<string, string> = {
|
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'.html': 'text/html',
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'.js': 'text/javascript',
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'.css': 'text/css',
|
||||
'.json': 'application/json',
|
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'.txt': 'text/plain',
|
||||
};
|
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|
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async function login(): Promise<string> {
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const res = await fetch(`${URL_BASE}/api/login`, {
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method: 'POST',
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headers: { 'Content-Type': 'application/json' },
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body: JSON.stringify({ username: USER, password: PASS, recaptcha: '' }),
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});
|
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const body = await res.text();
|
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if (!res.ok) throw new Error(`login failed: ${res.status} ${body || res.statusText}`);
|
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if (!body.trim()) throw new Error('login returned an empty token');
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return body.trim();
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||||
}
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||||
|
||||
async function makeDir(jwt: string, path: string): Promise<void> {
|
||||
// Trailing slash is what marks a directory in this API. A 409 means it already exists, which is
|
||||
// the normal case on every deploy after the first.
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||||
const res = await fetch(`${URL_BASE}/api/resources${encodePath(path)}/`, {
|
||||
method: 'POST',
|
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headers: { 'X-Auth': jwt },
|
||||
});
|
||||
if (!res.ok && res.status !== 409) {
|
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throw new Error(`could not create ${path}: ${res.status} ${await res.text()}`);
|
||||
}
|
||||
}
|
||||
|
||||
async function upload(jwt: string, localPath: string, remotePath: string): Promise<void> {
|
||||
const bytes = readFileSync(localPath);
|
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const ext = remotePath.slice(remotePath.lastIndexOf('.'));
|
||||
const res = await fetch(`${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}`);
|
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console.log(` to ${URL_BASE}${DEST}\n`);
|
||||
|
||||
if (DRY) {
|
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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.');
|
||||
}
|
||||
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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) => ({'&':'&','<':'<','>':'>'}[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
@@ -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, north–south' : 'through track, east–west';
|
||||
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' ? ' — east–west' : ' — north–south';
|
||||
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),
|
||||
};
|
||||
}
|
||||
|
||||
+335
@@ -0,0 +1,335 @@
|
||||
/**
|
||||
* 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;
|
||||
}
|
||||
@@ -0,0 +1,132 @@
|
||||
<!doctype html>
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="utf-8">
|
||||
<meta name="viewport" content="width=device-width,initial-scale=1">
|
||||
<title>Station Master — solitaire</title>
|
||||
<style>
|
||||
:root{--bg:#12151a;--fg:#e6e9ee;--dim:#8b94a3;--line:#2c333d;--panel:#1a1f26;--run:#3a4250}
|
||||
*{box-sizing:border-box}
|
||||
body{margin:0;background:var(--bg);color:var(--fg);
|
||||
font:14px/1.45 ui-monospace,SFMono-Regular,Menlo,Consolas,monospace}
|
||||
h1{font-size:17px;margin:0}
|
||||
h2{font-size:12px;text-transform:uppercase;letter-spacing:.09em;color:var(--dim);
|
||||
margin:0 0 6px;font-weight:600}
|
||||
h3{font-size:11px;text-transform:uppercase;letter-spacing:.07em;color:var(--dim);margin:9px 0 4px}
|
||||
.dim{color:var(--dim)}
|
||||
header{position:sticky;top:0;z-index:5;background:var(--panel);border-bottom:1px solid var(--line);
|
||||
padding:9px 14px;display:flex;gap:20px;align-items:baseline;flex-wrap:wrap}
|
||||
header b{font-size:16px}
|
||||
.build{margin-left:auto;font-size:11px;opacity:.7}
|
||||
.pace{font-size:12px;padding:1px 7px;border-radius:10px}
|
||||
.pace.good{background:rgba(40,140,60,.32)}
|
||||
.pace.behind{background:rgba(190,120,40,.28)}
|
||||
.handcard{border-top:1px solid var(--line);padding:4px 0}
|
||||
.handcard:first-child{border-top:0}
|
||||
.handcard .what{font-size:11px;line-height:1.35}
|
||||
.handcard.unplayable{opacity:.55}
|
||||
.tag{font-size:10px;background:rgba(190,120,40,.3);border-radius:3px;padding:0 5px}
|
||||
main{display:grid;grid-template-columns:minmax(0,1fr) 400px;gap:14px;padding:14px;align-items:start}
|
||||
@media(max-width:1100px){main{grid-template-columns:1fr}}
|
||||
section{background:var(--panel);border:1px solid var(--line);border-radius:7px;
|
||||
padding:10px 12px;margin-bottom:12px}
|
||||
/* division strip */
|
||||
#division{display:flex;gap:7px;overflow-x:auto;padding-bottom:4px}
|
||||
.node{border:1px solid var(--line);border-radius:6px;padding:6px 9px;min-width:112px;flex:0 0 auto}
|
||||
.node.office{border-color:#4d6fa8;background:rgba(60,100,170,.13)}
|
||||
.node .nm{font-weight:600;font-size:12px}
|
||||
.chip{display:inline-block;background:#2f6b3d;border-radius:4px;padding:1px 6px;margin:3px 3px 0 0;font-size:11px}
|
||||
.consist{font-size:10px;color:var(--dim)}
|
||||
.grade{font-size:10px;background:rgba(200,90,60,.35);border-radius:3px;padding:1px 4px;font-weight:400}
|
||||
.mlmods{font-size:10px;background:rgba(200,150,60,.28);border-radius:3px;padding:1px 4px;margin-top:2px}
|
||||
/* board */
|
||||
#grid{display:grid;gap:5px;overflow-x:auto}
|
||||
.cell{border:1px solid var(--line);border-radius:5px;padding:5px 6px;min-height:64px;background:#161b21}
|
||||
.cell.run{background:var(--run)}
|
||||
.cell.office{border-color:#4d6fa8}
|
||||
.cell.modifier{background:#2b2333;border-style:dashed}
|
||||
.cell.legal{outline:2px solid #5aa9e6;outline-offset:-2px;cursor:pointer;
|
||||
box-shadow:0 0 0 3px rgba(90,169,230,.18) inset}
|
||||
.cell.legal:hover{background:#233246}
|
||||
.cell.ghost{border-style:dashed;background:rgba(90,169,230,.07);
|
||||
display:flex;flex-direction:column;justify-content:center;align-items:center;text-align:center}
|
||||
.cell.ghost .nm{font-weight:400;color:#5aa9e6;font-size:11px}
|
||||
.cell .nm{font-size:12px;font-weight:600}
|
||||
.cell .what{font-size:10px;line-height:1.25;margin-top:2px}
|
||||
.cell{cursor:help}
|
||||
.coord{font-size:10px}
|
||||
.enh{font-size:10px;background:rgba(90,140,220,.30);border-radius:3px;padding:1px 4px;margin-top:2px}
|
||||
.crew{font-size:11px;margin-top:3px;color:#8fd6a0}
|
||||
.cars{font-size:10px;color:var(--dim)}
|
||||
/* facilities */
|
||||
.fac{border-top:1px solid var(--line);padding:7px 0}
|
||||
.fac:first-child{border-top:0}
|
||||
.boxes{display:flex;gap:3px;align-items:center;margin-top:3px;flex-wrap:wrap}
|
||||
.box{display:inline-block;min-width:22px;text-align:center;border-radius:3px;padding:1px 4px;font-size:10px}
|
||||
.box.empty{background:#242a32;color:#5a6472}
|
||||
.box.f{background:#2f6b3d}
|
||||
.box.m{background:#8a6d1f}
|
||||
.fstat{margin-top:4px;font-size:11px;padding:2px 5px;border-radius:3px;display:inline-block}
|
||||
.fstat.good{background:rgba(40,140,60,.28)}
|
||||
.fstat.bad{background:rgba(190,50,50,.38);font-weight:700}
|
||||
.fstat.idle{opacity:.6}
|
||||
/* actions */
|
||||
#actions{max-height:none}
|
||||
.grp{margin-bottom:6px}
|
||||
button{background:#2a3038;color:var(--fg);border:1px solid var(--line);border-radius:5px;
|
||||
padding:5px 9px;margin:2px 3px 2px 0;cursor:pointer;font:inherit;font-size:12px;text-align:left}
|
||||
button:hover{background:#39424e;border-color:#4d6fa8}
|
||||
button.act{display:inline-block}
|
||||
.over{padding:9px;border-radius:5px;font-weight:700;margin-bottom:8px}
|
||||
.over.win{background:rgba(40,140,60,.35)}
|
||||
.over.loss{background:rgba(160,60,60,.3)}
|
||||
/* cards, log, blocked */
|
||||
.card.gone{opacity:.35;text-decoration:line-through}
|
||||
.subj{display:block;width:100%;margin:2px 0}
|
||||
.subj.open{border-color:#4d6fa8;background:#39424e}
|
||||
.spots{margin:0 0 6px 12px;padding-left:8px;border-left:2px solid #4d6fa8}
|
||||
.card{display:inline-block;background:#242c36;border:1px solid var(--line);border-radius:4px;
|
||||
padding:2px 6px;margin:2px 2px 0 0;font-size:11px}
|
||||
#log{max-height:230px;overflow:auto;font-size:12px}
|
||||
.line{padding:1px 0}
|
||||
.t-good{color:#8fd6a0}.t-bad{color:#e58080}.t-clock{color:#9fb6d8;font-weight:600}.t-quiet{color:var(--dim)}
|
||||
ul.blocked{list-style:none;margin:0;padding:0;font-size:12px}
|
||||
ul.blocked li{padding:2px 0}
|
||||
.sev-warn{color:#e0b060}.sev-stop{color:#e58080}
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<header>
|
||||
<b>Station Master</b>
|
||||
<span id="clock">—</span>
|
||||
<span>phase: <b id="phase">—</b></span>
|
||||
<span>Revenue <b id="revenue">0</b></span>
|
||||
<span id="objective" class="pace">—</span>
|
||||
<span class="dim">seed <span id="seed">—</span></span>
|
||||
<span class="dim">saved in this browser · add ?seed=1234 to the address for a set deal</span>
|
||||
<span class="dim build" title="what is actually deployed">__BUILD__</span>
|
||||
</header>
|
||||
|
||||
<main>
|
||||
<div>
|
||||
<section><h2>The Division — west to east</h2><div id="division"></div></section>
|
||||
<section><h2>Your Office Area <span class="dim" style="text-transform:none;letter-spacing:0">— hover any card for the full explanation</span></h2><div id="grid"></div></section>
|
||||
<section><h2>History</h2><div id="log"></div></section>
|
||||
</div>
|
||||
|
||||
<div>
|
||||
<section><h2>Your move</h2><div id="actions"></div></section>
|
||||
<section><h2>Cards</h2>
|
||||
<div><span class="dim">hand:</span> <span id="hand">—</span></div>
|
||||
<div style="margin-top:5px"><span class="dim">face-up Department slots:</span> <span id="depts">—</span></div>
|
||||
</section>
|
||||
<section><h2>Your track supply</h2><div id="supply"></div></section>
|
||||
<section><h2>Blocked — why nothing is moving</h2><ul class="blocked" id="blocked"></ul></section>
|
||||
<section><h2>Facilities</h2><div id="facs"></div></section>
|
||||
</div>
|
||||
</main>
|
||||
|
||||
<script type="module" src="./web/main.js"></script>
|
||||
</body>
|
||||
</html>
|
||||
+369
@@ -0,0 +1,369 @@
|
||||
/**
|
||||
* Browser entry point — wires the DOM to `game.ts`.
|
||||
*
|
||||
* Presentation only. Every question of what is legal, what it means, or what the board looks like
|
||||
* is answered by the engine or by the shared view helpers.
|
||||
*/
|
||||
|
||||
import type { Game } from './game.ts';
|
||||
import {
|
||||
actionMenu,
|
||||
handPlayable,
|
||||
currentActor,
|
||||
fromSave,
|
||||
newGame,
|
||||
submit,
|
||||
toSave,
|
||||
view,
|
||||
} from './game.ts';
|
||||
|
||||
const SAVE_KEY = 'station-master.save.v1';
|
||||
|
||||
let game: Game;
|
||||
/** Which card or track piece is picked, waiting for a location. */
|
||||
let selected: string | null = null;
|
||||
/** A square picked on the board, waiting for a rotation. */
|
||||
let pendingAt: string | null = null;
|
||||
|
||||
const $ = (id: string): HTMLElement => {
|
||||
const el = document.getElementById(id);
|
||||
if (!el) throw new Error(`missing element: ${id}`);
|
||||
return el as HTMLElement;
|
||||
};
|
||||
|
||||
const esc = (s: string): string =>
|
||||
s.replace(/[&<>"]/g, (c) => ({ '&': '&', '<': '<', '>': '>', '"': '"' })[c] ?? c);
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
function start(): void {
|
||||
const params = new URLSearchParams(location.search);
|
||||
const requested = params.get('seed');
|
||||
|
||||
const saved = load();
|
||||
if (saved && requested === null) {
|
||||
game = fromSave(saved);
|
||||
} else {
|
||||
// A seed in the URL makes a game shareable and reproducible: same link, same deal.
|
||||
const seed = requested !== null ? Number(requested) || 1 : Math.floor(Math.random() * 1e9);
|
||||
game = newGame(seed);
|
||||
}
|
||||
render();
|
||||
}
|
||||
|
||||
function render(): void {
|
||||
const f = view(game);
|
||||
const menu = actionMenu(game);
|
||||
|
||||
// Which squares the selected card or track piece may go on. Highlighting them is what turns the
|
||||
// coordinate list into a board: you pick the thing, then click where it goes.
|
||||
const chosen = menu.placeable.flatMap((g) => g.items).find((it) => it.subjectKey === selected);
|
||||
const spotsAt = new Map<string, { label: string; index: number }[]>();
|
||||
for (const sp of chosen?.spots ?? []) {
|
||||
const key = `${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();
|
||||
@@ -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 ${n + 1} of 3 should be accepted`);
|
||||
}
|
||||
assert.equal(
|
||||
check(s, 0, { type: 'newTrain.placeCar', trayId: 't', carType: 'hopper', loaded: true }),
|
||||
'NO_SUITABLE_CAR',
|
||||
'a fourth freight car exceeds the card',
|
||||
);
|
||||
assert.equal(
|
||||
check(s, 0, { type: 'newTrain.placeCar', trayId: 't', carType: 'coach', loaded: true }),
|
||||
'NO_SUITABLE_CAR',
|
||||
'this card carries no coaches',
|
||||
);
|
||||
assert.equal(
|
||||
check(s, 0, { type: 'newTrain.placeCar', trayId: 't', carType: 'caboose', loaded: true }),
|
||||
null,
|
||||
'the card calls for a caboose',
|
||||
);
|
||||
});
|
||||
|
||||
it('couples nothing behind the caboose', () => {
|
||||
// §A.3 — the caboose rides last.
|
||||
const s = game();
|
||||
s.clock.phase = 'newTrain';
|
||||
s.trays.set('t', {
|
||||
id: 't', trainNumber: 9, trainIsExtra: false, engineFront: true,
|
||||
consist: [{ type: 'caboose', loaded: true }],
|
||||
direction: 'west', position: { at: 'divisionPoint', side: 'east' }, movesUsed: 0,
|
||||
});
|
||||
assert.equal(
|
||||
check(s, 0, { type: 'newTrain.placeCar', trayId: 't', carType: 'hopper', loaded: true }),
|
||||
'NO_SUITABLE_CAR',
|
||||
);
|
||||
});
|
||||
});
|
||||
|
||||
+61
-2
@@ -191,7 +191,7 @@ describe('replay HTML', () => {
|
||||
});
|
||||
|
||||
it('offers the controls that make it usable', () => {
|
||||
for (const id of ['play', 'back', 'fwd', 'scrub', 'stage', 'money', 'crash']) {
|
||||
for (const id of ['play', 'back', 'fwd', 'scrub', 'stage', 'money', 'crash', 'waste', 'jam', 'decision']) {
|
||||
assert.ok(html.includes(`id="${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`);
|
||||
|
||||
@@ -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}`);
|
||||
}
|
||||
});
|
||||
});
|
||||
Reference in New Issue
Block a user