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@@ -15,6 +15,7 @@ Thumbs.db
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# "tsc: not found" and 20 tests failed for a reason that had nothing to do with the code.
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node_modules
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dist/
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dist-test/
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build/
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target/
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__pycache__/
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+372
@@ -19,6 +19,378 @@ page as `v0.1.0 · <sha> · <date>`, so what is deployed can always be identifie
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---
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## 0.5.5 — 2026-08-21
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One bug, found by updating to v0.5.4 and clicking Multiplayer: the page went straight into a game
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with no lobby and no controls, and the board was blank.
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### A remembered session for a game the server no longer has
|
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|
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Three things lined up. `start()` enters a remembered multiplayer session **without checking it
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still exists** — that is what makes reconnection seamless, and it is why the lobby was skipped.
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The v0.5.4 update had **refused to resume** that game, because the save was recorded under v0.5.3
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and the engine-version check is exact (D7). And `createRemoteSession` had **no `onerror` at all**,
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so `EventSource` retried the resulting 404 forever, in silence, while `frame` stayed null and the
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page rendered nothing.
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The only escape was clearing site data, and nothing on screen said so.
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The same dead end had just been widened by v0.5.3's **Manage Game → End**, which closes every
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watcher's stream: a player whose game an administrator ended would sit frozen on a stale board
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indefinitely, for the same reason.
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**The fix.** `GET /api/session?token=…` is new — a cheap yes/no on whether a token still names a
|
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live game. `EventSource` fires `error` identically for a transient blip (the expected shape of a
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game idle for minutes, §9) and for a 404 it will retry forever, and exposes no status code either
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way, so the client asks. Only a definite 404 closes the stream and reports the game gone; a flaky
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network still self-heals as before.
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The page then forgets the stored session, says why — ended by an administrator, or the service was
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updated, which does not carry games across — and drops into the lobby. Forgetting the token is what
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stops the next load repeating it.
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It also stops rendering nothing while it waits: "… connecting to the game" sits in the presence
|
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banner until the first push arrives, because a page showing nothing is indistinguishable from a
|
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page that is broken, which is precisely what this looked like.
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### Recorded, not fixed
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|
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`TODO.md` now carries the underlying problem: **three releases in a row destroyed every game in
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progress, and v0.5.4's changes were rendering only.** The refusal is right — a move legal under old
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rules may not be legal under new ones — but the test is exact equality against the *package*
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version, which moves for reasons that have nothing to do with the rules. Three options are costed
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there; the recommendation is to replay the save and refuse only if an intent actually rejects,
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since that answers the real question rather than a proxy for it, and a full replay measures ~100 ms.
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|
||||
---
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## 0.5.4 — 2026-08-21
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|
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Six things found by playing the StartOS build, all of them about the game telling you what it
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already knows.
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|
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### A disabled button that did not look disabled
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Reported as "the Start button is enabled when it says it is waiting for a player". It was not — the
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note and the `disabled` assignment are two lines apart in the same block, so a lobby waiting on a
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chair had a genuinely disabled button. The page had only two `:disabled` rules, `header button` and
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`#actions button`, and `#lb-start` is in neither, so it kept its normal face **and** still lit up
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under the cursor from the generic `button:hover`. It was advertising a click it would refuse. The
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rule is generic now.
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### The game code is the invitation
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|
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It was rendered as `— code TRESTLE-5109` beside the "Seating" heading, in dim text, reading like a
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reference number rather than the thing you have to send someone. It is now a labelled block —
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"Send this code to your players" — at 22px, with a Copy button beside it. Clipboard access is
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unavailable on an insecure origin and can be refused outright, so a failure says the code can be
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selected instead of silently doing nothing.
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The blurb under it was also **wrong**: it said the chairs were "West to East, in the order everyone
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joined", which has not been true since v0.4.1. §4.4's D12 decides, at start, and the lobby now says
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so rather than claiming the opposite.
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|
||||
### The Division map names its districts
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||||
|
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Every Office was labelled with its tier, which every other player's Office also has, so four
|
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districts read identically and "where does Bob sit?" had no answer on the only map that shows where
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trains are. The owner's name takes the headline and the tier moves down beside the A/D count,
|
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because the name is what is being looked for and the tier is what it is called once found.
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|
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Two marks on top of that: **amber for whose move it is**, the same "it is happening here" the
|
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action panel uses, and **"(you)"** spelled out on the reader's own district. Colour alone cannot
|
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say which of four railroads is yours, and that is the first thing you want at a table you have just
|
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sat down at. Where both apply, the turn colour wins — whose turn it is changes every few seconds
|
||||
and which railroad is yours never does.
|
||||
|
||||
Underneath the map, the chain in words with the roll that decided it: *West to East: Alice (1) →
|
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Bot 2 (5) → Bot 1 (11)*. That is what `state.openingRolls` has been kept for since v0.4.1 and
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nothing had yet displayed — and it answers "is the host always at the eastern end" outright. No:
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Alice there is the host, rolled lowest, and sits at the western end.
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|
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### Supporting changes
|
||||
|
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`Frame` gained `viewer` and `viewerSeat`. Every private field on it was already scoped to one
|
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player — hand, Office Area, `revenue`, `option`, `movesLeft` — but nothing said which player, so a
|
||||
page rendering a Frame could draw a railroad without being able to say whose it was. Harmless in
|
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solitaire; the first question at four seats. It also gained `openingRolls`.
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Bots are named `Bot 1`, `Bot 2` rather than all being `Bot`: two of them at one table are two
|
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different railroads, and a map labelling both the same cannot say which is which.
|
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|
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The standalone replay gets all of this too — `players`, `actor` and `viewer` are not among the
|
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delta'd keys in `compress`, so they ride whole on every frame and `replay.ts` passes the same
|
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roster the live page does.
|
||||
|
||||
---
|
||||
|
||||
## 0.5.3 — 2026-08-21
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|
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Everything a StartOS administrator needs to see and manage a server full of games, plus the seat
|
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control that came out of the first real multiplayer session.
|
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|
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### The host picks the table size, and a gap stops being expressible
|
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|
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The seats array used to GROW as people joined, which made the four rows on screen partly fiction:
|
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a 2-player game just started with a 2-long array, while a host who dropped a bot into a later chair
|
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padded the array with a `null` and silently disabled Start behind a one-line note. The host now
|
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chooses 2, 3 or 4 when creating the game and the array is built at that length once. A gap cannot
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||||
be written down rather than merely being refused.
|
||||
|
||||
That also removed a trap nobody had sprung yet. Compacting seats at `Lobby.Start` — the obvious way
|
||||
to support a "closed" chair — would have shifted the `player` index that every `PlayerSession`
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||||
stamps at join time and that `/api/stream` and `/api/intent` both route by, handing a player
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||||
somebody else's railroad without an error anywhere.
|
||||
|
||||
**And it fixed a live balance bug.** `minCombinedRevenue` is derived from the player count, but the
|
||||
config was fixed at CREATE while the count was not known until START, so the lobby guessed 4. Every
|
||||
2-player game was playing against a floor of 60 instead of 30 — and missing the floor means
|
||||
everyone loses, so a 2-player competitive game was set up to fail for a reason that was a UI
|
||||
artifact rather than a rule. The real count now reaches `defaultMultiplayerConfig`.
|
||||
|
||||
### Administration: what is running, and how to end it
|
||||
|
||||
`/api/health` gained `games: { active, lobby }`, which is what the StartOS package's health check
|
||||
reports as "3 games in progress, 1 waiting to start". It reads `summary()` — a new, cheap
|
||||
`GameSession` accessor — rather than `exportSave()`, which would copy every intent of every game to
|
||||
answer a question about none of them.
|
||||
|
||||
Three administrative routes are new, gated by an `ADMIN_SECRET` env var in an `x-admin-secret`
|
||||
header: `GET /api/games` (every game and lobby, summarised — players, names, started-at,
|
||||
last-move-at, Day/Stage/phase, and who it waits on), `GET /api/games/<id>/save`, and
|
||||
`DELETE /api/games/<id>`. Until this, a started game could not be ended by anybody: no route, no
|
||||
player action, no resignation. An abandoned game stayed `active` in the index and was faithfully
|
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resumed on every boot, forever.
|
||||
|
||||
Three deliberate choices in that:
|
||||
|
||||
- **The admin secret is not the join secret.** Every player holds the join secret, so gating a
|
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delete with it would let anyone at the table destroy anyone else's game.
|
||||
- **Unset means the routes are not there** — 404, the same answer as any unknown path, with or
|
||||
without a header. A server never given an administrator does not advertise that it has one.
|
||||
- **A delete returns the deleted game's save.** The intents are the game (D5), so that is the whole
|
||||
thing and not a summary: nothing is destroyed without being handed to whoever destroyed it.
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||||
|
||||
`SavedGame` gained `lastMoveAt` so "has this stalled?" survives a restart. It is optional and falls
|
||||
back to `createdAt`, and it is kept out of `history` for the same reason the turn timings are — a
|
||||
replay must reproduce a game from decisions alone, and wall-clock is not a decision.
|
||||
|
||||
### Boot
|
||||
|
||||
`Resuming N saved games…` is logged *before* the replay loop rather than one line per game after
|
||||
it, so the pause before the port opens has a reason on screen while it is happening. Measured at
|
||||
**100 ms** for a full 4-player game, and only unfinished games are replayed — so the pause is
|
||||
tenths of a second in practice, and listening before loading would have bought nothing for the cost
|
||||
of a "still loading" state on every route.
|
||||
|
||||
---
|
||||
|
||||
## 0.5.2 — 2026-08-21
|
||||
|
||||
Found packaging Phase 6 for StartOS: the splash's "Play multiplayer" door had sat `disabled`,
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||||
labelled "Coming soon," since before the server existed — Phases 2 through 4 built a working
|
||||
lobby and nobody ever pointed a link at it. Loading the site landed on the exact same solitaire
|
||||
splash whether a real multiplayer server was behind it or not, with no visible way in.
|
||||
|
||||
`index.html`'s door is now a real link to `./play.html?lobby`, matching the other two doors.
|
||||
`main.ts`'s `start()` checks for `?lobby` and routes straight into the lobby screen — the same
|
||||
`showScreen('lobby'); runLobby(beginRemote)` the in-game Multiplayer button already used — instead
|
||||
of dealing a solitaire game first and leaving the player to find that button themselves.
|
||||
|
||||
### The page can now tell whether a server is behind it
|
||||
|
||||
The same `dist/` ships two ways — served by `src/server/`, or uploaded as flat files by
|
||||
`scripts/deploy-web.ts` with no server at all — and the bundle is byte-identical in both, because
|
||||
there is one client and the mode is decided at runtime (D4). So the splash could not know from its
|
||||
own build which it was, and nothing else distinguished them either: every route in `http.ts`
|
||||
answers a 404 for a path it does not have, exactly as a static host does.
|
||||
|
||||
`GET /api/health` is new, and exists to be failed: `{ ok, service, engineVersion }`, no
|
||||
authentication (it says only that a Station Master server is answering, which is what the door is
|
||||
about to offer anyway — no game, no seat). The splash probes it on load and closes the door when
|
||||
nothing names itself in reply.
|
||||
|
||||
**The door starts open and only ever closes**, deliberately. A wrong "no server here" is the bug
|
||||
above all over again — invisible, and it strands a player who *does* have a server. A wrong "there
|
||||
is one" costs a click and a lobby that says it cannot reach a server, which is legible and
|
||||
recoverable. So a slow or flaky probe leaves the door alone; only a definite answer closes it. The
|
||||
reply has to name itself rather than merely return 200, since a host that answers every path with
|
||||
its own index page would otherwise pass.
|
||||
|
||||
Bug fix: the lobby machinery was already complete and tested (Phase 4, v0.5.1); this only
|
||||
re-enables the door to it, and teaches the splash when to.
|
||||
|
||||
Worth recording about the tests: the first version of the probe's test passed with the naming
|
||||
check deleted outright. Both of its "door closes" cases happened to reach `close()` through the
|
||||
`.catch` arm, so the branch that actually reads the body was never run — and the comment claimed
|
||||
otherwise. Caught by mutating `splash.ts` and re-running rather than by reading it.
|
||||
|
||||
---
|
||||
|
||||
## 0.5.1 — 2026-08-21
|
||||
|
||||
Multiplayer Phase 4 — lobby, sessions, reconnection (`docs/architecture/multiplayer.md` §12 steps
|
||||
17-20, fully specified in `docs/architecture/lobby-and-sessions.md`). Phases 0-3 shipped in v0.4.0
|
||||
and v0.5.0; a real server existed but nobody could reach it without a hand-built URL. This is what
|
||||
makes it a game you can actually create or join.
|
||||
|
||||
### The server hosts more than one game, and knows who you are across a reconnect
|
||||
|
||||
`src/server/lobby.ts` is new: pure logic, no sockets, no filesystem, the same split `session.ts`
|
||||
draws for a running game. `createLobby`/`joinLobby`/`setBotSeat`/`reassignHost`/`startLobby`, plus a
|
||||
speakable game code (`RAIL-4471` style) and the player cap.
|
||||
|
||||
`persistence.ts` gained one directory per `gameId` and a top-level index, so `index.ts` resumes
|
||||
every saved game on boot, not just one. `/api/stream` and `/api/intent` now authenticate by session
|
||||
**token** instead of `?seat=&secret=` — `lobby-and-sessions.md` §1: the token alone proves identity,
|
||||
so the join secret's job ends at the lobby door (`/api/lobby/create`/`/api/lobby/join`).
|
||||
|
||||
### Bots fill empty seats, never take over a disconnected human (D8)
|
||||
|
||||
`session.ts` gained `driveBots()` — after any accepted intent, and once at construction for a
|
||||
resume that lands exactly on a bot's turn, it plays `developerBot` forward through every
|
||||
consecutive bot seat before the push goes out. Reuses `legalActions`/`developerBot` wholesale.
|
||||
`SavedGame` gained `botSeats` so a bot seat survives a restart. Bots are assigned once, at
|
||||
`Lobby.Start`, and never afterward — a disconnected human's seat waits, exactly as before.
|
||||
|
||||
### Disconnect keeps the seat and says so; reconnect gets a full view, not a tail
|
||||
|
||||
`Push` gained an optional `presence` field — connection news about another seat, built entirely by
|
||||
`http.ts` (which owns the connection table) and never routed through `session.ts` or the engine: a
|
||||
disconnect is transport news, not a `GameEvent`, and the engine must stay replayable from a seed.
|
||||
The page shows a small banner naming who has dropped and clears it the moment they reconnect.
|
||||
Host rights pass to the earliest-joined remaining player if the host's own connection drops before
|
||||
`Lobby.Start` — tracked by join order rather than seat, since a bot-filled seat never joined at all.
|
||||
|
||||
### The client: an actual lobby, not a URL you hand-build
|
||||
|
||||
`src/web/lobby.ts`, wired from `main.ts`: create-or-join forms, a live seating screen (host-only bot
|
||||
toggles and Start button, updated over its own SSE stream), and `localStorage` in place of `?seat=`
|
||||
for "was I already in a game" — found on load, it reconnects straight through and skips the lobby
|
||||
screen entirely. A `Multiplayer` button sits beside `New game`; the New Game dialog itself is
|
||||
untouched and still solitaire-only, its old "needs a server" note repointed at the new button.
|
||||
|
||||
### Found only by the live smoke test, not by typechecking
|
||||
|
||||
`/api/intent` read its token from the JSON body; `web/session.ts`'s `submit()` — unchanged since
|
||||
Phase 2 — sends it in the query string, the same as `/api/stream`. Every intent failed `no such
|
||||
game`. Both sides typecheck cleanly on their own (an HTTP body is `unknown` on the wire), which is
|
||||
exactly the gap a curl-level smoke test exists to catch: create a lobby, join a second player,
|
||||
start, submit from both seats (including a wrong-actor rejection and an idempotent resend),
|
||||
kill and restart the server and reconnect both tokens, start a bot-filled coop lobby and confirm it
|
||||
never stalls waiting on the bot, and watch a live stream receive a disconnect/reconnect presence
|
||||
notice for another seat.
|
||||
|
||||
### Doc fix
|
||||
|
||||
`multiplayer.md`'s decision table (D18) said the player cap was 6; `lobby-and-sessions.md` §2 —
|
||||
more detailed, and what `test/multiplayer.test.ts` actually exercises — says 2-4 with the reasoning
|
||||
for it. The two had quietly drifted apart; "6" was never implemented or tested anywhere. D18 now
|
||||
reads 2-4.
|
||||
|
||||
**Not verified: an actual browser** walking through the lobby screens — none is available in this
|
||||
environment, the same limitation Phase 2's `RemoteSession` shipped under. 656 tests, 0 failures.
|
||||
|
||||
---
|
||||
|
||||
## 0.5.0 — 2026-08-21
|
||||
|
||||
Multiplayer Phases 2 and 3 (`docs/architecture/multiplayer.md` §12): a real server exists now, one
|
||||
game at a time, and it survives being restarted mid-game. Phases 0 and 1 shipped in v0.4.0; Phases
|
||||
4–6 (lobby/reconnection, the 22 opponent-directed cards, StartOS packaging) are still ahead. Also
|
||||
folds in the three playtest fixes already released as v0.4.9b/c/d on the patch line, plus two rules
|
||||
bugs and a victory-condition redesign found along the way.
|
||||
|
||||
### Phase 2 — server core, one game, no lobby
|
||||
|
||||
- `src/server/session.ts` — the game session host: pure logic, no sockets, built entirely on
|
||||
`game.ts`'s existing `Game`/`submit`/`currentActor`/`actionMenu` rather than re-deriving intent
|
||||
application or narration. **Found while building it:** `submit()` derives the acting player from
|
||||
`currentActor(game)` and never checks who is actually calling it — harmless for `LocalSession`
|
||||
(only one possible caller) but not safe for a server, so the session host now verifies `seat ===
|
||||
currentActor(game)` itself before calling `submit`, rejecting with `NOT_YOUR_TURN` otherwise.
|
||||
Idempotent resend (a repeated `seq`) and the illegal-intent path (checked via `check()` directly,
|
||||
so a rejection never pollutes the shared narration log with text meant only for the submitter) are
|
||||
both handled here.
|
||||
- `src/server/http.ts` / `src/server/index.ts` — plain `node:http`, no framework: `POST /api/game`,
|
||||
`GET /api/stream` (SSE, per-seat, 20s heartbeat, `id:` line per push), `POST /api/intent`, and
|
||||
static serving of `dist/` so the server is same-origin with itself.
|
||||
- `src/sim/frame-delta.ts` — the live per-seat board delta (`deltaFrame`/`applyDelta`), a smaller
|
||||
replacement purpose-built for a single live push rather than reusing `replay.ts`'s `compress()`,
|
||||
which interns strings across a whole recorded array with nothing here to intern against; only its
|
||||
one-step-back "null if unchanged" idea carried over.
|
||||
- **Found and fixed:** `actionMenu(game, seat)` only used `seat` for the `hand` field — everything
|
||||
else came from `currentActor(game)` regardless of who asked, so a server computing every connected
|
||||
seat's Menu would have handed the acting player's legal moves to a waiting seat, paired with the
|
||||
wrong seat's cards. Fixed with a guard in `game.ts`; tested in `multiplayer.test.ts`.
|
||||
- The redaction test (§7, `test/redaction.test.ts`) passed on the first run against the existing
|
||||
`snapshot()`, confirming it was already correct rather than just apparently so.
|
||||
- `src/web/session.ts` gained `createRemoteSession`; `main.ts`'s `start()` switches on `?seat=`
|
||||
presence (one bundle, unchanged). Every `LocalSession`-only call site in `main.ts` now goes through
|
||||
an `isLocal()` type guard instead of assuming.
|
||||
- Verified two ways: `test/server/session.test.ts` exercises the session host directly, and a live
|
||||
end-to-end smoke test (server started, a 2-player game created, two SSE streams opened, an intent
|
||||
rejected from the non-acting seat, accepted from the acting seat and broadcast to both, a resent
|
||||
`seq` producing no second push, the board correctly nulled on the second push). **Not verified: an
|
||||
actual browser** — no browser binary in this environment, so `RemoteSession`'s DOM-facing code
|
||||
compiled and typechecks but was never clicked through visually.
|
||||
|
||||
### Phase 3 — persistence and resumption
|
||||
|
||||
- `src/server/persistence.ts` — `game.json` (`{engineVersion, seed, config, playerNames, history,
|
||||
status, createdAt}`) and `turn-timings.json`, both atomic-rewrite-then-rename.
|
||||
- `game.ts` gained `fromMultiplayerSave`, `fromSave`'s multi-player sibling. **Found while testing
|
||||
it:** `fromSave`'s replay loop calls `record(game, result.events)` without the `actor` argument
|
||||
`submit()` always passes, so every replayed line loses its "Player X" attribution — invisible for
|
||||
solitaire, immediately visible for multiplayer, where anonymous "Chose to…" lines are unreadable
|
||||
the moment there is more than one seat. Fixed in the new function; `fromSave` itself still has the
|
||||
gap, deliberately untouched here since it's used far more widely (undo, save/restore, the replay
|
||||
viewer) and deserves its own pass.
|
||||
- `session.ts` gained `exportSave()`, `resumeSession()`, and turn-timing tracking — a span (player,
|
||||
phase, day, stage, start/end wall-clock) that closes and reopens whenever the acting player, phase,
|
||||
Day or Stage changes, recorded entirely in the session host and never inside `history` (a replay
|
||||
must reproduce a game from decisions alone).
|
||||
- `index.ts` loads `game.json` on boot before starting the listener: version match → resumed and
|
||||
replayed straight through; mismatch → refused explicitly and loudly, file left untouched, server
|
||||
starts with no active game rather than replaying under the wrong rules.
|
||||
- Verified live: server started against a fresh data directory, a 2-player game created, intents
|
||||
submitted from both seats, **the server process killed and restarted**, both `?seat=` streams
|
||||
reconnected and picked up exactly where they left off — same Day/Stage/phase, correct whose-turn,
|
||||
correct narration attribution. Separately confirmed the version-mismatch path with a hand-edited
|
||||
`engineVersion`.
|
||||
- **Found and fixed an infrastructure bug along the way:** adding `test/server/` broke `npm test`'s
|
||||
glob. `"test": "node --test test/**/*.test.ts"` relied on the shell passing the literal,
|
||||
unexpanded pattern through whenever it matched no files at the shell level — the moment a
|
||||
subdirectory existed, the shell expanded it to just that one file, and `npm test` silently ran only
|
||||
the new suite. Fixed by listing both depths explicitly.
|
||||
|
||||
### Two rules bugs found while building this
|
||||
|
||||
- **New Train phase car-placement is one player's job even in competitive mode — it should be a
|
||||
round.** §7 is explicit: starting with the Superintendent and working left, each player places one
|
||||
car, and the round repeats until the consist is full. `newTrainPhase` never implemented the round —
|
||||
`enterPhase` resets `actorOffset` to 0 on entry and nothing ever incremented it the way Local Ops
|
||||
does — so the actor was always the Superintendent alone, for every car of every train, in every
|
||||
mode. Fixed by reading the round position off `tray.consist.length`, which already counts
|
||||
placements toward that tray and resets per train with no new state needed.
|
||||
- **Victory conditions unified across solitaire, competitive and coop.** One shared, configurable
|
||||
`GameConfig` set (`days`, `minCombinedRevenue`, `maxCollisionsPerDay`, `maxCollisionsTotal`,
|
||||
`pvpCardsAllowed`) replaces the old fixed `LENGTH_PROFILES.target`, a dead `firstToTarget` victory
|
||||
condition, and a flat collision-floor constant. Collision caps stay flat rather than scaling with
|
||||
player count — Jesse's call: more players means more independent chances to collide, not a bigger
|
||||
shared budget, so multiplayer is deliberately riskier than solitaire at the same default. One New
|
||||
Game dialog now covers all three modes, with fields greyed out wherever a mode forces a value.
|
||||
|
||||
### The three v0.4.9b/c/d playtest fixes, folded in
|
||||
|
||||
Already shipped on the patch line — see 0.4.9d below for the full writeup of each. Summarized: a
|
||||
switching train's crew badge failed to draw once it left the Office square (display only, game state
|
||||
was never affected); unloading a freight car always took the westmost one regardless of which car
|
||||
was picked; and a legal decision (`newTrain.startExtra`) could render with zero buttons, which was
|
||||
indistinguishable from a hang. 635 tests, 0 failures.
|
||||
|
||||
---
|
||||
|
||||
## 0.4.9d — 2026-08-21
|
||||
|
||||
Three bugs from the same playtest session, patched directly onto 0.4.9a rather than the in-progress
|
||||
|
||||
@@ -14,8 +14,24 @@ to Rules Questions.
|
||||
|
||||
## Next
|
||||
|
||||
Nothing scheduled at the moment — v0.4.9's plan (coordinate labels, the no-switching fix, the
|
||||
expedite rewrite, the `evaluateClearance` bug, the splash artwork) is built; see Done below.
|
||||
Queued from the 2026-08-20 multiplayer planning session (reasoning in Multiplayer below), in order:
|
||||
|
||||
1. ~~**Fix the New Train phase car-placement round**~~ — done, see Multiplayer below.
|
||||
2. ~~**Unify victory conditions across solitaire, competitive and coop**~~ — done, see Multiplayer
|
||||
below.
|
||||
3. ~~**Phase 2 of `docs/architecture/multiplayer.md` — server core**~~ — done, see Multiplayer below.
|
||||
|
||||
Queued 2026-08-21, from playing the StartOS build:
|
||||
|
||||
4. **The lobby must offer every game parameter the solitaire New Game dialog does** — and it
|
||||
currently offers none of them. Reasoning in Multiplayer below; carries a live balance bug with
|
||||
it (the combined-Revenue floor is sized for four players whatever the table's real size), so
|
||||
this is not purely a UI job.
|
||||
5. **Decide what the four `optionalRules` are** before either dialog offers them — two are live,
|
||||
two are read by nothing at all. Reasoning in Multiplayer below.
|
||||
6. **Stop every release destroying every game in progress** — the check is exact equality against
|
||||
the package version, and most releases do not touch the rules. Reasoning in Multiplayer below;
|
||||
the recommendation is to replay-and-see rather than to guess from a version number.
|
||||
|
||||
---
|
||||
|
||||
@@ -58,6 +74,22 @@ The replay viewer, the save format, and how a game gets shared.
|
||||
personal StartOS box at all.** If it is, (1) is the piece (2) would need anyway, so it is the
|
||||
right thing to build first either way.
|
||||
|
||||
- [ ] **`fromSave`'s replayed narration loses "Player X" attribution — found 2026-08-20 building
|
||||
multiplayer Phase 3, not fixed there.** `fromSave`'s loop (`game.ts`) calls `record(game,
|
||||
result.events)` without the `actor` argument `submit()` always passes it (`game.ts`'s own
|
||||
`record(game, events, actor)` — `actor` is what turns "Chose to draw a card" into "Player X
|
||||
chose to draw a card"). So a restored save, an undone game (`undo` rebuilds via `fromSave`
|
||||
internally), or a replayed one all lose attribution on every line — invisible in solitaire
|
||||
because nothing ever compares a `fromSave`-built log against a live-played one (the one test
|
||||
that compares logs, `test/web.test.ts`'s "leaves nothing in the log describing a move that was
|
||||
taken back", compares `undo`'s `fromSave`-built log against ANOTHER `fromSave`-built log, so
|
||||
the missing attribution cancels out both sides), but it would read as broken the moment more
|
||||
than one seat's history is on screen at once — exactly what the replay viewer and any
|
||||
multiplayer post-game replay (D20) need to get right. Fixed in `fromMultiplayerSave`
|
||||
(multiplayer's version of this function, added for Phase 3) by passing `actor` through; not
|
||||
touched in `fromSave` itself since it's used far more widely (undo, save/restore, the replay
|
||||
viewer) and deserves its own careful look rather than a fix bundled into an unrelated change.
|
||||
|
||||
- [ ] **Review the standalone replay against the site's replay viewer.** `node src/sim/replay.ts
|
||||
--seed 1234 --out replay.html` writes a self-contained HTML file; the site instead reads JSON
|
||||
saves from `public/replays/`. Nothing links to the standalone one and its output is gitignored,
|
||||
@@ -228,7 +260,10 @@ number until the rules stop moving.
|
||||
those multipliers exist to relieve. The 8 sharp curves have already been taken out on that
|
||||
argument; offices and industries are the two left. Until then, read no balance conclusion from the revenue
|
||||
numbers; they are a functionality signal only.
|
||||
- [ ] **RE-MEASURE THE BOT AT THE NEW DEFAULTS.** Both provisional rules below are now **settings on
|
||||
- [ ] **Superseded 2026-08-20 by the victory-condition redesign (Multiplayer) — kept for the
|
||||
measurements.** `minCombinedRevenue` replaces the fixed target these numbers were read
|
||||
against; re-measure once that lands rather than off this. **RE-MEASURE THE BOT AT THE NEW
|
||||
DEFAULTS.** Both provisional rules below are now **settings on
|
||||
the New Game dialog** rather than fixed choices, and the defaults are not what the numbers in
|
||||
this file were measured under: the opening hand defaults to **three random cards** (the
|
||||
prototype rule) rather than 3+3, and **train revenue per transit defaults to 0** rather than 1.
|
||||
@@ -237,7 +272,10 @@ number until the rules stop moving.
|
||||
has actually been trying to read all along. Every mean, floor and threshold quoted below and in
|
||||
the tests predates it. The three revenue rates run 0–5, so the useful next step is a sweep
|
||||
rather than a single re-run.
|
||||
- [ ] **REVIEW THE TWO NEW RULES ONCE THEY HAVE BEEN PLAYED — both went in provisional, and both are
|
||||
- [ ] **Not superseded by the 2026-08-20 victory-condition redesign (Multiplayer) — these two stay
|
||||
`houseRules` dials, separate from the new `GameConfig` victory dials.** Noted only so the two
|
||||
redesigns aren't conflated. **REVIEW THE TWO NEW RULES ONCE THEY HAVE BEEN
|
||||
PLAYED — both went in provisional, and both are
|
||||
now selectable rather than fixed.** Jesse's call, both implemented and measured, both flagged
|
||||
in `rules-v0.2.md`. What follows is what was measured when each was the only option.
|
||||
|
||||
@@ -293,8 +331,15 @@ number until the rules stop moving.
|
||||
- [ ] **Train density.** Left alone by decision, but noted: 22 train cards in 140 are drawn less often
|
||||
than 22 in 115 were, and trains scheduled fell 2.9 → 2.1 as a side effect of the other density
|
||||
changes.
|
||||
- [ ] **The victory target (20 over 5 Days) is out of reach by a factor of about four, and the
|
||||
Office ladder is why.** Measured over 800 games with the tuned bot, which no longer throws
|
||||
- [ ] **Superseded 2026-08-20 by the victory-condition redesign (Multiplayer) — kept for the
|
||||
measurements and the reasoning.** `LENGTH_PROFILES.target` (20 over 5 Days, `standard`) is
|
||||
retiring in favour of `minCombinedRevenue`, defaulting to `3 × players × days` (15 for
|
||||
1-player/5-day, not 20) — a different number, deliberately not tuned to match this table.
|
||||
Whether the Office-ladder bottleneck below still applies at the new default is worth
|
||||
re-measuring once the redesign lands, but the fixed "20" this data argues against no longer
|
||||
exists as a target. **The victory target (20 over 5 Days) is out of reach by a factor of
|
||||
about four, and the Office ladder is why.** Measured over 800 games with the tuned bot, which
|
||||
no longer throws
|
||||
revenue away on collisions (0.0 a game, down from 0.4):
|
||||
|
||||
| trains scheduled | games | revenue | | Office reached | games | trains | revenue |
|
||||
@@ -360,19 +405,195 @@ Deferred while planning the server; decisions and reasoning are in `docs/archite
|
||||
at a real table; the reasoning worth keeping is that **deny** is the safe default, since a
|
||||
held train costs a Stage and a wrecked one costs 5 Revenue and feeds the collision floor.
|
||||
- **~~The opening D12 for the Eastern Division Point (§4.4) decides nothing.~~ Done in
|
||||
v0.4.1** — it orders the whole chain now, west to east by ascending roll. The lobby still owes
|
||||
it a display: `state.openingRolls` is kept so clients can show the rolls forming the chain
|
||||
rather than only the result (`lobby-and-sessions.md` §4).
|
||||
v0.4.1**, and **displayed in v0.5.4**. It orders the whole chain, west to east by ascending
|
||||
roll; `openingRolls` is on the `Frame` now and the play page prints the chain under the
|
||||
Division map — *West to East: Alice (1) → Bot 2 (5) → Bot 1 (11)* — so the rolls that formed
|
||||
it are visible rather than only their result (`lobby-and-sessions.md` §4).
|
||||
- **Revisit the join secret** (D14). One server-wide secret, passed out of band, gates create
|
||||
and join. Enough for a private box, probably not enough if `stationmaster.<domain>` is
|
||||
pointed at the open internet for long. Note that one-game-at-a-time per person is expected
|
||||
usage and deliberately NOT enforced — enforcing it needs cross-game state whose only job is
|
||||
deciding when to release someone, and getting that wrong locks a player out.
|
||||
- [ ] **WHY DOES A 4-PLAYER COMPETITIVE GAME END AFTER ~16 STAGES OF A POSSIBLE 60?** Measured while
|
||||
sizing multiplayer: 8 games, all reaching Day 5, but only ~16 distinct (day, stage) pairs each
|
||||
and ~355 intents. Most likely the collision or revenue floor (§3.4) firing early, which would
|
||||
make a competitive game about an hour rather than four. Worth knowing whether that is the
|
||||
design working or a balance bug — it decides what a lobby should tell players about length.
|
||||
- [x] **~~WHY DOES A 4-PLAYER COMPETITIVE GAME END AFTER ~16 STAGES OF A POSSIBLE 60?~~ Answered
|
||||
2026-08-20: the collision floor, not the revenue floor.** Traced `checkVictory`
|
||||
(`advance.ts:1086-1133`): in competitive mode the revenue floor can only fire at the exact
|
||||
Day-5 boundary (Stage 60), so it structurally cannot explain a 16-Stage ending. Only the
|
||||
collision floor can (`advance.ts:1076-1080`, 3 collisions in one Day, checked at every Stage
|
||||
boundary). `collisionsToday` is one counter every seat feeds, so a 4-player table burns a
|
||||
fixed shared budget roughly 4x faster than one player would. Also: `multiplayer.md` §3's
|
||||
8-game sample predates `DEFAULT_HOUSE_RULES` (v0.4.2) and most likely ran under what is now
|
||||
`LEGACY_HOUSE_RULES` — that sizing data is stale on top of the collision-floor explanation.
|
||||
Jesse's call, 2026-08-20: keep the collision caps flat rather than player-scaled (below), so
|
||||
16-Stage games under default settings are an accepted, deliberate outcome, not something to
|
||||
re-tune away — re-measure `multiplayer.md` §3's sizing table once the redesign lands, but
|
||||
expect similar early endings by design.
|
||||
|
||||
- [x] **~~Victory conditions unified across solitaire, competitive and coop~~ — designed and
|
||||
implemented 2026-08-20.** One shared, fully-configurable set of `GameConfig` dials replaces
|
||||
`LENGTH_PROFILES.target`, `VictoryCondition: 'firstToTarget'` (confirmed dead — grepped, never
|
||||
selected anywhere in the codebase today) and the flat `COLLISION_FLOOR_PER_DAY` constant:
|
||||
|
||||
| dial | meaning | default |
|
||||
| --- | --- | --- |
|
||||
| `days` | how many Days the game runs | 5, all modes |
|
||||
| `minCombinedRevenue` | everyone loses if the table's total Revenue is below this when Days run out | `3 × players × days` — reuses `collectiveRevenueFloor()` (`content.ts:1020`), now also applied to solitaire (1 player) rather than competitive-only |
|
||||
| `maxCollisionsPerDay` | everyone loses immediately, mid-game, once collisions in one Day reach this | 3, **flat — not scaled by players.** Jesse's call: more players means more independent chances to collide, not a bigger shared budget, so multiplayer is deliberately riskier than solitaire at the same default |
|
||||
| `maxCollisionsTotal` | same, summed across the whole game | 5, flat, same reasoning |
|
||||
| `pvpCardsAllowed` | whether the 22 opponent-directed cards (still unbuilt, see below) are in the deck | forced off in solitaire and coop — no valid target for them in either — on by default in competitive |
|
||||
|
||||
`0` means "off" for every dial. Win/lose shape is otherwise unchanged from what solitaire
|
||||
already does: most Revenue when Days run out wins, unless `minCombinedRevenue` was missed, in
|
||||
which case everyone loses — just made configurable per game instead of a fixed `length`
|
||||
lookup. Coop keeps its existing "score is the table's total" model, now against a
|
||||
configurable floor instead of `profile.target * players.length`.
|
||||
|
||||
**New Game dialog:** one shared dialog for all three modes, per Jesse — a mode radio button
|
||||
at the top, the same field set underneath for all three, greyed out wherever a mode forces a
|
||||
value (the PvP checkbox in solitaire/coop). Solitaire gains the four new dials alongside the
|
||||
starting-hand and revenue-rate fields it already has; picking a mode only changes the
|
||||
defaults, never the field set. **Deal stays disabled for Competitive/Co-op** with a "needs a
|
||||
server" note, since Phase 2 didn't yet expose a way to actually start one from the browser
|
||||
(see below) — only Solitaire's Deal path is wired to a real game today.
|
||||
|
||||
- [x] **~~New Train phase car-placement is one player's job even in competitive mode~~ — fixed
|
||||
2026-08-20.** §7 (`rules-v0.2.md:346-363`) is explicit: "starting with the Superintendent and
|
||||
working left, each player may place ONE car... the round repeats... until the consist is
|
||||
full," with a worked 2-player example. `newTrainPhase` (`advance.ts:187-282`) never
|
||||
implemented the round: `enterPhase` resets `actorOffset = 0` on entering the phase
|
||||
(`advance.ts:172`) and `newTrainPhase` never incremented it the way `playerPhase` does for
|
||||
Local Ops (`advance.ts:140`), so the actor was always the Superintendent alone, for every car
|
||||
of every train made up that Stage. Fixed by reading the round position off
|
||||
`tray.consist.length` instead — it already counts placements toward that tray and resets per
|
||||
train with no new state needed. Test in `multiplayer.test.ts`, "the New Train phase
|
||||
car-placement round rotates."
|
||||
|
||||
**Found in the process, not fixed, logged separately:** `newTrain.passCar`'s `check()`
|
||||
(`apply.ts:959-967`) tests whether the *entire* Division Yard is empty rather than whether a
|
||||
car suitable for *this* tray exists, and `reduce()` has no case for `carPassed` at all
|
||||
(`apply.ts:2246-2247`, falls to `default: break` — applying a pass currently mutates nothing).
|
||||
Unreachable in practice today: `trainNeedingCars` only ever flags a tray that already has a
|
||||
suitable car waiting, so a legal `passCar` for the flagged tray can't occur. Only matters if a
|
||||
future change lets the New Train phase address more than one tray at a time. Not fixed here —
|
||||
nothing to verify against an intent that can't legally fire.
|
||||
|
||||
- [ ] **The redaction test (multiplayer.md §7) is more done than the plan suggests, but the
|
||||
exhaustive check is still missing.** `test/multiplayer.test.ts`'s "the view shows one seat at
|
||||
a time" section (added earlier) already proves `snapshot(s, ..., viewer)` gives each seat its
|
||||
own hand, board, Revenue and impediments — traced `snapshot()` itself
|
||||
(`src/sim/view.ts:1180-1219`): `hand` reads only `s.decks.hands.get(viewer)`, `deck` is a
|
||||
count, other seats' hands appear only as `.length`, and `Frame`'s type has no `seed`,
|
||||
`rngState` or card-id-dictionary field for anything to leak through by accident. What exists
|
||||
is all spot-checks, though — "this seat's Frame has the right hand length." What's still
|
||||
missing is the exhaustive one §7 actually calls for: serialize a seat's `Frame` and assert it
|
||||
contains none of another seat's actual card ids and no deck order, so a future careless edit
|
||||
is caught rather than assumed safe. Doesn't need a server — buildable now against `snapshot()`
|
||||
and the existing `game()`/`playGame` harness already in `multiplayer.test.ts`. Held for now,
|
||||
2026-08-20.
|
||||
|
||||
- [x] **~~The lobby's seat controls could not express "nobody in this chair"~~ — done in v0.5.3.**
|
||||
Raised by Jesse 2026-08-21. The seats array grew as people joined, so the four rows on screen
|
||||
were partly fictional: a 2-player game simply started with a 2-long array, and a host who
|
||||
added a bot to a later chair padded the array with a `null` that silently disabled Start
|
||||
behind a one-line note. **The host now picks the table size (2-4) when creating the game**
|
||||
and the array is built at that length once, so a gap cannot be expressed rather than merely
|
||||
being rejected. That also removed the need to compact seats at `Lobby.Start` — which would
|
||||
have shifted the `player` index every `PlayerSession` records at join time and that
|
||||
`/api/stream` and `/api/intent` route by, quietly handing a player somebody else's railroad.
|
||||
Tested in `test/server/lobby.test.ts` ("seat index is player index, with no compaction to
|
||||
shift it", "never grows the table, whoever asks", "refuses a chair that is not at the
|
||||
table").
|
||||
|
||||
- [ ] **EVERY RELEASE DESTROYS EVERY GAME IN PROGRESS, AND MOST RELEASES DO NOT CHANGE THE RULES.**
|
||||
Raised 2026-08-21 after v0.5.2, v0.5.3 and v0.5.4 each killed the games on the StartOS box in
|
||||
turn — v0.5.4's changes were *rendering only*, and it still refused two saved games.
|
||||
|
||||
**Why it happens, and why the design is right as far as it goes.** A save is a seed plus a
|
||||
list of intents (D5), so loading one means replaying those intents through the current engine.
|
||||
A move that was legal under the old rules may be rejected under the new ones, and a
|
||||
half-replayed game is worse than no game — so `loadGame` refuses on any `engineVersion`
|
||||
mismatch and `index.ts` logs it and carries on (D7). Nothing is deleted; rolling the version
|
||||
back makes the games loadable again. That is all correct. The problem is only that the test is
|
||||
**exact equality against the package version**, which moves for reasons that have nothing to
|
||||
do with the rules.
|
||||
|
||||
**Why it is getting worse rather than better.** It was harmless while Jesse was the only
|
||||
player. It stops being acceptable the moment other people are seated: their game is destroyed
|
||||
because somebody shipped a CSS fix. It also interacts badly with the stranded-session bug
|
||||
fixed in v0.5.5 — the refusal is precisely what stranded a browser on a blank page.
|
||||
|
||||
Three ways out, cheapest first:
|
||||
|
||||
1. **A separate rules version, bumped by hand.** `RULES_VERSION` in `content.ts`, stamped into
|
||||
the save instead of `package.json`'s version, and raised only when a change can alter
|
||||
whether an intent is legal. v0.5.4 would not have touched it and both games would have
|
||||
survived. Cheapest and the least clever, but it is a judgement call on every release, and
|
||||
getting it wrong silently corrupts a game rather than refusing it — the failure is worse
|
||||
than the one it replaces.
|
||||
2. **A declared compatibility floor.** The save records the version that wrote it; the engine
|
||||
declares the oldest save it will accept. Loading checks `saved >= floor` rather than
|
||||
`saved === current`. Same judgement call as (1), but expressed as a range, which makes
|
||||
"this release breaks saves" an explicit act rather than the default.
|
||||
3. **Verify rather than assume — replay and see.** Load the save, replay it, and refuse only
|
||||
if an intent actually rejects. This is the honest test and needs no judgement at all: it
|
||||
answers the real question ("does this game still replay?") instead of a proxy for it. It
|
||||
costs a full replay per game on boot, which is ~100 ms per finished game (measured
|
||||
2026-08-21) and only unfinished games are loaded — so at any realistic table count it is
|
||||
free. The work is in reporting a partial failure well: the game is intact up to the
|
||||
rejected intent, and a player would probably rather resume there than lose it entirely.
|
||||
|
||||
**(3) is the one worth doing**, and (1)/(2) are what to reach for only if a replay ever
|
||||
becomes too slow to do on boot. Decide before the next release that changes a rule, not after.
|
||||
|
||||
- [ ] **THE FOUR `optionalRules` ARE SETTABLE BY NOTHING, AND TWO OF THEM DO NOTHING.** Split out
|
||||
at Jesse's request 2026-08-21, to review on its own rather than as a footnote to the lobby
|
||||
item below. `GameConfig.optionalRules` (`state.ts:585-588`) carries `reducedVisibility`,
|
||||
`sisterTrains`, `employeeRotation` and `emergencyToolbox`. Neither the solitaire New Game
|
||||
dialog nor the lobby exposes any of them, and every construction site in the codebase
|
||||
hardcodes all four to `false` (`web/game.ts`, `sim/harness.ts`, `sim/replay.ts`,
|
||||
`sim/compare.ts`), so no game has ever been played with one on.
|
||||
|
||||
**Check what is real before building a form for it.** Only two are wired:
|
||||
|
||||
| rule | status |
|
||||
| --- | --- |
|
||||
| `reducedVisibility` | **live** — read at `advance.ts:53`, gates on `NIGHT_STAGES` |
|
||||
| `emergencyToolbox` | **live** — read at `setup.ts:374`, seeds each player's Red Flags |
|
||||
| `sisterTrains` | **nothing reads it.** Declared, defaulted, never consulted — and §9a Q9 records that the Second Section card *supersedes* the Sister Trains optional rule, so this flag is most likely dead rather than unbuilt. Decide whether to implement or delete it |
|
||||
| `employeeRotation` | **nothing reads it.** Declared, defaulted, never consulted. Note the seat/player split (Phase 0, D9) was built specifically so this rule *could* exist — the groundwork is there, the rule is not |
|
||||
|
||||
So a dialog listing all four would offer two working toggles beside two that silently do
|
||||
nothing — the exact failure `checkPlay`'s `NOT_IMPLEMENTED` and `enhancementText`'s
|
||||
live/dormant/unbuilt table exist to prevent. Either implement the two dead ones, delete
|
||||
them, or label them on screen the way an unbuilt Enhancement already labels itself. Doing
|
||||
that is what decides whether this is a UI job or a rules job.
|
||||
|
||||
- [ ] **THE LOBBY OFFERS NO GAME PARAMETERS AT ALL, AND THE ONE IT INFERS IS WRONG.** Raised by
|
||||
Jesse 2026-08-21 after playing the StartOS build. Creating a multiplayer game asks for a
|
||||
display name and a mode, and nothing else — every other dial comes from
|
||||
`defaultMultiplayerConfig(mode)` (`web/game.ts`), hardcoded, with no way to change it.
|
||||
Solitaire's New Game dialog (`play.html`, `#ng-*`) asks for all of it: seed, starting hand
|
||||
(`ng-hand` — three random / six random / three track + three other), the three revenue rates
|
||||
(`ng-passenger` / `ng-freight` / `ng-transit`), `days`, `minCombinedRevenue`,
|
||||
`maxCollisionsPerDay`, `maxCollisionsTotal` and `pvpCardsAllowed`. Multiplayer should ask for
|
||||
the same set. Note that `GameConfig.optionalRules` (reduced visibility, sister trains,
|
||||
employee rotation, emergency toolbox) is exposed by NEITHER dialog and is hardcoded false in
|
||||
both — worth deciding on separately rather than folding in silently.
|
||||
|
||||
**~~The bug this hid~~ — fixed in v0.5.3.** `defaultMultiplayerConfig` defaults to
|
||||
`players = 4` and `lobby.ts` called it without the argument, so `minCombinedRevenue` was
|
||||
always `collectiveRevenueFloor(4, 5)` = 60 whatever the table's real size — a 2-player game
|
||||
played against a floor meant for four (60 rather than 3x2x5 = 30), and missing that floor
|
||||
means *everyone loses*. It fell out of the seat-control change: the host now picks the table
|
||||
size when creating the game, so the real count reaches `defaultMultiplayerConfig` and the
|
||||
ordering problem that caused this (config fixed at CREATE, seat count unknown until START)
|
||||
no longer exists. **The form itself is still missing** — that is what this item is now.
|
||||
|
||||
- [ ] **D19's switching-instrumentation still needs writing, once real people are playing.** "13%
|
||||
for the bot" (`multiplayer.md` D19) was a one-off measurement, not code — nothing in `bot.ts`
|
||||
or the sim tools logs it today. It needs live human wait-state data, so it can't usefully land
|
||||
before Phase 2 and realistically not before Phase 4 (real people at a lobby, not bots). A few
|
||||
lines when the time comes: log whether a legal local-only action existed for a waiting player,
|
||||
and whether they took it the moment their turn arrived.
|
||||
- [ ] **THE 22 OPPONENT-DIRECTED CARDS — 10 Action, 12 Space-use — ARE OUT OF EVERY DECK UNTIL THEY
|
||||
ARE BUILT.** Jesse's call. They were already cut from solitaire (Q6, no legal target with one
|
||||
player); they are now cut from the competitive deck too, because `checkPlay` answers both
|
||||
@@ -382,72 +603,149 @@ Deferred while planning the server; decisions and reasoning are in `docs/archite
|
||||
**three Enhancements are waiting on them**: Facing Point Locks, Water Column and Overpass are
|
||||
wired and read, and fire only against these cards. Until then those three are dormant by
|
||||
design rather than broken.
|
||||
- [ ] **Multiplayer proper — Phases 0 and 1 done (v0.4.0), Phases 2–6 to go.** The full plan is
|
||||
`docs/architecture/multiplayer.md` §12. The engine now has seat/player separation and
|
||||
per-player turn state, the page renders from `Frame` + `Menu` alone and talks to a `Session`
|
||||
rather than to the engine — so a `RemoteSession` can be dropped in without the page changing.
|
||||
Still no server, no turn submission and no per-player push: that is Phase 2, and it is
|
||||
deliberately held until the two provisional rules have been playtested, because a rule change
|
||||
after the wire format is live is much more expensive than one before it.
|
||||
- [x] **Multiplayer proper — Phases 0-4 done (v0.4.0 through v0.5.1), Phases 5-6 to go.** The
|
||||
full plan is `docs/architecture/multiplayer.md` §12. Phase 2 (server core) landed in one pass:
|
||||
|
||||
---
|
||||
- `src/sim/frame-delta.ts` — the live per-seat board delta (`deltaFrame`/`applyDelta`), a
|
||||
smaller, purpose-written replacement for reusing `replay.ts`'s `compress()` — that function
|
||||
interns strings across a whole recorded array, which a live single-frame push has nothing to
|
||||
intern against; only its one-step-back "null if unchanged" idea carried over.
|
||||
- **Found and fixed a real bug tracing this**: `actionMenu(game, seat)` only used `seat` for the
|
||||
`hand` field — everything else came from `currentActor(game)` regardless of who asked, so a
|
||||
server computing every connected seat's Menu would have handed the acting player's legal
|
||||
moves to a waiting seat, paired with the wrong seat's cards. Fixed in `game.ts` with a guard;
|
||||
tested in `multiplayer.test.ts`.
|
||||
- The redaction test (§7) is built — `test/redaction.test.ts` — and passed on the first run
|
||||
against the existing `snapshot()`, confirming it was already correct, not just apparently so.
|
||||
- `src/server/session.ts` — the game session host (pure logic, no sockets, reuses `game.ts`'s
|
||||
`Game`/`submit`/`currentActor`/`actionMenu` wholesale rather than re-deriving intent
|
||||
application/narration). **Found while building it**: `submit()` derives the acting player from
|
||||
`currentActor(game)` itself and does not check who is calling it — safe for `LocalSession`
|
||||
(one possible caller) but not for a server, so the session host verifies `seat ===
|
||||
currentActor(game)` itself before ever calling `submit`, rejecting with `NOT_YOUR_TURN`
|
||||
otherwise. Idempotent resend (a repeat `seq`) and the illegal-intent path (checked via
|
||||
`check()` directly, so a rejection never pollutes the shared narration log with "not allowed"
|
||||
text meant only for the submitter) are both handled here too.
|
||||
- `src/server/http.ts` / `src/server/index.ts` — plain `node:http`, no framework (confirmed
|
||||
nothing to reuse and nothing else warranted — zero runtime dependencies anywhere else in the
|
||||
project). `POST /api/game`, `GET /api/stream` (SSE, per-seat, with a 20s heartbeat and an
|
||||
`id:` line per push), `POST /api/intent`, and static serving of `dist/` so the server can be
|
||||
same-origin with itself (D16). No `gameId`/multi-game concept yet — one game per process,
|
||||
matching "Phase 2 has no lobby."
|
||||
- `src/web/session.ts` gained `createRemoteSession`; `main.ts`'s `start()` switches on `?seat=`
|
||||
presence (D4 — one bundle, unchanged). Every `LocalSession`-only call site in `main.ts`
|
||||
(`seed()`, `save()`, `undo()`, the New Game dialog) now goes through an `isLocal()` type guard
|
||||
rather than assuming, since `session` can now be either.
|
||||
- **Found and fixed a real infrastructure bug**: adding `test/server/` broke `npm test`'s glob.
|
||||
`"test": "node --test test/**/*.test.ts"` relied on bash's non-globstar behaviour of passing
|
||||
the *literal, unexpanded* pattern through to Node (which then globs it correctly itself) —
|
||||
that only happens when the pattern matches *no* files at the shell level. The moment a
|
||||
subdirectory existed, bash expanded it to just that one file, and `npm test` silently ran only
|
||||
the new suite. Fixed by listing both depths explicitly:
|
||||
`"test": "node --test test/*.test.ts test/**/*.test.ts"`.
|
||||
- Verified two ways: `test/server/session.test.ts` exercises the session host directly (no
|
||||
sockets); a live end-to-end curl smoke test (server started, a 2-player game created, two SSE
|
||||
streams opened, an intent rejected from the non-acting seat, accepted from the acting seat and
|
||||
broadcast to both, a resent `seq` producing no second push, and the board correctly nulled on
|
||||
the second push) — see the session transcript. **Not verified**: an actual browser — no
|
||||
browser binary exists in this environment, so `RemoteSession`'s DOM-facing code
|
||||
(`EventSource`/`fetch` wiring) compiled and typechecks but was not clicked through visually.
|
||||
|
||||
## Rules Questions
|
||||
**Phase 3 (persistence/resumption) done, same session, 2026-08-21.** Per §12 steps 14-16 and
|
||||
`lobby-and-sessions.md` §5-6 (unusually concrete — the exact storage shape was specified, not
|
||||
designed here):
|
||||
|
||||
Blocked on a decision, not on work.
|
||||
- `src/server/persistence.ts` — `game.json` (`{engineVersion, seed, config, playerNames,
|
||||
history, status, createdAt}`) and `turn-timings.json`, both atomic-rewrite-then-rename, no
|
||||
`gameId`/index yet (one game per process, same deferral as Phase 2's `gameId`).
|
||||
- `game.ts` gained `fromMultiplayerSave` — `fromSave`'s multi-player sibling, built on
|
||||
`newMultiplayerGame`. **Found while testing it**: `fromSave`'s replay loop calls
|
||||
`record(game, result.events)` without the `actor` argument `submit()` itself always passes,
|
||||
so every replayed line loses its "Player X" attribution — invisible for solitaire (nothing
|
||||
ever compares a `fromSave` replay against a live-played log; `undo`'s rebuilt game is itself
|
||||
`fromSave`-built, so the one test that compares logs only ever compares two unattributed
|
||||
replays against each other) but immediately visible for multiplayer, where anonymous "Chose
|
||||
to..." lines are unreadable the moment there is more than one seat. Fixed in the new function;
|
||||
**`fromSave` itself still has the gap** — not touched here, since it is used far more widely
|
||||
(undo, save/restore, the replay viewer) and deserves its own careful pass rather than a
|
||||
touch-in-passing. Worth its own TODO item if picked up.
|
||||
- `session.ts` gained `exportSave()`, `resumeSession()`, and turn-timing tracking — a `TurnTiming`
|
||||
span (player, phase, day, stage, start/end wall-clock) closes and reopens whenever the acting
|
||||
player, phase, Day or Stage changes; recorded entirely in the session host, never touching the
|
||||
engine (which must stay clock-free and deterministic) and never stored inside `history` (a
|
||||
replay must reproduce a game from decisions alone). No reporting/aggregation/UI on this data
|
||||
yet — §5 calls that "optional... if unobtrusive," and the Phase 3 deliverable is the data
|
||||
being recorded, not a view of it.
|
||||
- `index.ts` loads `game.json` on boot before starting the HTTP listener: version match →
|
||||
`resumeSession`, replayed straight through; mismatch → refused explicitly and loudly (the
|
||||
file is left untouched, so rolling the running version back recovers it), server starts with
|
||||
no active game rather than replaying under the wrong rules.
|
||||
- Verified live, matching this phase's own "done when": server started against a fresh data
|
||||
directory, a 2-player game created, intents submitted from both seats, **the server process
|
||||
killed and restarted**, both `?seat=` streams reconnected and picked up exactly where they
|
||||
left off — same Day/Stage/phase, correct whose-turn-it-is, correct narration attribution.
|
||||
Separately confirmed the version-mismatch path: hand-edited `engineVersion` to a bogus value,
|
||||
restarted, server logged the refusal and started with no active game (confirmed via `POST
|
||||
/api/game` succeeding rather than 409ing).
|
||||
|
||||
- [ ] **WHERE THE LOCAL'S COACH STANDS WHILE ITS ENGINE WORKS (§A.4) — now hit in play, still open.**
|
||||
Trains 7/8 print "coach must remain on station track if switching", read as "the coach is never
|
||||
set out". A cut comes off an OUTER end, so a coach on one outer end with the engine on the
|
||||
other locks the train completely: it cannot set its freight car out, and cannot uncouple to run
|
||||
around either, because that leaves the coach standing. Measured over 60 games — **1,181
|
||||
positions where a set-out should have been possible, every one refused; no other train blocked
|
||||
once.** Two of the six possible arrangements lock, and `ENGINE boxcar coach` — the one that
|
||||
locks — is both prototypical and what make-up naturally produces.
|
||||
**Phase 4 (lobby, sessions, reconnection) done, 2026-08-21 — v0.5.1.** Per §12 steps 17-20 and
|
||||
`lobby-and-sessions.md` in full:
|
||||
|
||||
**Worked around, not solved.** The make-up panel now tells the player to add the coach first
|
||||
(v0.4.6), which produces `ENGINE coach boxcar` and works. The rules question is untouched: if
|
||||
the coach may be set out **at the Office**, which is what the card's wording plainly says and
|
||||
what a real mixed train does, then the prototypical make-up works and the advice becomes
|
||||
unnecessary. That needs one exception to §A.4's blanket refusal to leave Rolling Stock at the
|
||||
Office, for the coach and only on the Local. **Decision needed:** should the Office square — or
|
||||
a station track beside it — accept a parked coach?
|
||||
- [ ] **3/4 EXPRESS PRINTS A RULE IT CAN NEVER USE — Jesse's call.** The card says *"may drop or pick
|
||||
up one freight car at every location"* and also prints **Expedite**. Expedite means the train
|
||||
departs the Stage it arrives (Q3): it arrives in the Mainline phase, stands through Cargo, and
|
||||
highballs in Supervisor Shift — so it is never on the board during a Local Operations phase,
|
||||
which is the only phase in which freight is coupled or set out. Measured over 40 bot games:
|
||||
**31 Office visits, 31 of them with no Local Operations turn.** X14 Fruit Growers Express is in
|
||||
the same position, though its "may pick up one extra loaded reefer" is only a note today.
|
||||
|
||||
The four options put to Jesse, unchanged: drop Expedite from 3/4 only (the other Expedite
|
||||
trains all print "no switching" and lose nothing); leave Q3 alone and strike the freight line
|
||||
from the card; drop Expedite everywhere (it partly exists to relieve Crew Tray scarcity, so
|
||||
this needs re-measuring); or move the Express's freight budget into the Cargo phase, where an
|
||||
expedited train does still get a turn. **Nothing is broken** — this is a contradiction between
|
||||
two lines on one card, and the timing rule itself is behaving exactly as recorded.
|
||||
|
||||
**Should be resolved as a side effect of the Expedite fix in Next**, once built: correcting
|
||||
Q3 so an expedited train gets an ordinary Local Operations turn removes the contradiction
|
||||
without picking any of the four options above. Leaving this open until that lands and is
|
||||
confirmed in play.
|
||||
- [ ] **THE INDUSTRY TABLE STILL DISAGREES WITH THE CARD REFERENCE — two items left, Jesse's call.**
|
||||
v0.4.7 corrected the DIRECTIONS: the Grocer's Warehouse and the Oil Refinery are `flow: 'both'`,
|
||||
as `card-reference.md` always said, which is what let an Ice House finally give a Grocer's its
|
||||
outbound slot. Two discrepancies remain and both are deliberate for now.
|
||||
**(a) Base capacities.** The reference prints Grocer's 2/2 with 2 Laborers and the Refinery 2/2
|
||||
with 3; the engine gives every industry 1 per direction it allows, Mine Tipple included. Raising
|
||||
one alone would be a balance change rather than a correction.
|
||||
**(b) The Freight House card.** The reference is explicit — "'Freight House' is not a card. It is
|
||||
the collective term for a freight facility that loads *and* unloads" — and the engine deals 6
|
||||
copies of one. Removing them is a deck-composition change worth measuring, not a quiet delete.
|
||||
- [ ] **Poling.** The only card in the deck with no defined behaviour — the sheet records its effect
|
||||
as "TBD in the source". A test asserts it stays TBD so nobody invents one.
|
||||
- [ ] **Heavy Grade orientation is rolled, not chosen.** The card prints "Player sets orientation",
|
||||
but it is dealt during setup and setup has no decision point at all — `createGame` is a pure
|
||||
function of the seed, which is also what makes a save portable. Rolled from the seed for now.
|
||||
Revisit when setup gains an interactive phase; the orientation matters, because it decides
|
||||
which direction climbs and therefore what Brakeman and Helpers are worth.
|
||||
- `src/server/lobby.ts` — pure logic, no sockets, no filesystem, same split `session.ts`
|
||||
already draws. `createLobby`/`joinLobby`/`setBotSeat`/`reassignHost`/`startLobby`, a
|
||||
speakable game code (`RAIL-4471` style, from a small railroad-word list rather than a
|
||||
dictionary — read aloud across a table, not typed from memory), and the 2-4 player cap
|
||||
(`playerCountAllowed`) — see the doc-fix note below.
|
||||
- **The server now holds more than one game.** `persistence.ts` gained one directory per
|
||||
`gameId` (`games/<gameId>/`) plus a top-level `index.json` naming every game, so `index.ts`
|
||||
can resume all of them on boot rather than the one `game.json` Phase 3 assumed.
|
||||
`writeGame`/`loadGame`/`appendTiming` needed no signature change — they already took a
|
||||
directory directly.
|
||||
- **Session tokens replace `?seat=&secret=` on the running-game routes.**
|
||||
`lobby-and-sessions.md` §1: the token alone proves identity, so `/api/stream` and
|
||||
`/api/intent` now read `?token=` and the join secret's job ends at the lobby door
|
||||
(`/api/lobby/create`/`/api/lobby/join`). `web/session.ts`'s `createRemoteSession` takes
|
||||
`(token, seat)` — `seat` still passed in rather than learned from a push, since it has to
|
||||
answer before any push necessarily arrives, and the caller already has it from the
|
||||
join/create/start response.
|
||||
- **Bots fill empty seats at `Lobby.Start` only (D8)**, never mid-game. `session.ts` gained
|
||||
`driveBots()`: after any accepted intent (and once at construction, for a resume that lands
|
||||
exactly on a bot's turn), it plays `developerBot` forward through every consecutive bot seat
|
||||
before the push goes out — reuses `legalActions`/`developerBot` wholesale, no new bot logic.
|
||||
`SavedGame` gained `botSeats: PlayerIndex[]` so a bot seat survives a restart.
|
||||
- **Host rights pass to the earliest-joined remaining player** if the host's LOBBY connection
|
||||
closes before start (`lobby-and-sessions.md` §2) — tracked via `Lobby.joinOrder`, a token
|
||||
list rather than seat order, since a bot-filled seat has no join time of its own.
|
||||
- **Disconnect/reconnect** (§5): `Push` gained an optional `presence` field — connection news
|
||||
about ANOTHER seat, built entirely by `http.ts` (which owns the connection table) and never
|
||||
routed through `session.ts` or the engine, since a disconnect is transport news about a
|
||||
connection, not a `GameEvent`. The page shows a banner naming who has dropped
|
||||
(`renderPresence`, `main.ts`) and clears it the moment they reconnect. Reconnect itself needed
|
||||
no new engine-side work: `session.connect(seat)` already sent a full un-delta'd `Frame`.
|
||||
- **The client lobby** (`src/web/lobby.ts`, wired from `main.ts`'s `start()`): create-or-join
|
||||
forms, a live seating screen (host-only bot toggles and Start button, updated over a new
|
||||
`/api/lobby/stream` SSE), and `localStorage` in place of `?seat=` for "was I already in a
|
||||
game" — found on load, reconnects straight to `createRemoteSession` and skips the lobby
|
||||
entirely. A `Multiplayer` button beside `New game` is the entry point; the New Game dialog
|
||||
itself is untouched, still solitaire-only, its old "needs a server" note repointed at the
|
||||
new button.
|
||||
- **Found and fixed while running the live smoke test, not by typechecking:** `/api/intent`
|
||||
read its token from the JSON body, but `web/session.ts`'s `submit()` — unchanged from Phase
|
||||
2 — sends it in the query string, same as `/api/stream`. Every request failed `no such
|
||||
game`. Both sides independently typecheck fine (an HTTP body is `unknown` on the wire), which
|
||||
is exactly why the curl-level smoke test exists rather than stopping at `tsc --noEmit`.
|
||||
- **Doc fix:** `multiplayer.md`'s D18 said "player cap 6", citing `lobby-and-sessions.md` §2 —
|
||||
which actually specifies 2-4 and gives the reasoning (what `test/multiplayer.test.ts` exercises).
|
||||
The two had drifted apart; "6" was never implemented or tested anywhere. D18 now says 2-4.
|
||||
- Verified: `test/server/lobby.test.ts` (pure logic — creating, joining, capacity, bot seats,
|
||||
host transfer, starting) plus new coverage in `session.test.ts` (bot-driving, including two
|
||||
bots in one game) and `web.test.ts`. A live smoke test through `curl`: create a lobby, join a
|
||||
second player, start, submit intents from both (including the wrong-actor rejection and an
|
||||
idempotent resend), reconnect after a real server kill-and-restart, a bot-filled coop lobby
|
||||
starting and never stalling on the bot's seat, and a disconnect/reconnect presence notice
|
||||
observed on an open stream. **Not verified: an actual browser** walking through the lobby
|
||||
screens — none is available in this environment, the same limitation Phase 2's `RemoteSession`
|
||||
shipped under.
|
||||
|
||||
---
|
||||
|
||||
@@ -455,12 +753,6 @@ Blocked on a decision, not on work.
|
||||
|
||||
Doesn't fit the above.
|
||||
|
||||
- [ ] **Engines are not a SUPPLY yet, only a position.** `engineAt` now records where the engine
|
||||
sits in the tray and the consist shows it, but an engine is still conjured with the tray
|
||||
rather than drawn from the Division Yard and returned to it. The rules put engines in the
|
||||
Division Yard alongside the cars, with a predefined number of them, so running out of engines
|
||||
should be a second way trains get held — today only the Crew Tray count does that. Needs a
|
||||
number to start from, then playtesting.
|
||||
- [ ] **Real audio, as committed assets.** Everything the game plays is synthesised from oscillators
|
||||
(`src/web/sound.ts`), which was the honest choice for a site that fetches nothing — but it is a
|
||||
placeholder, not the finished sound. Sound therefore defaults to OFF.
|
||||
@@ -473,9 +765,18 @@ Doesn't fit the above.
|
||||
`trainHighballed` (Office departures only), and `trainsDestroyed`. Good enough to keep as the
|
||||
real thing rather than a placeholder — no WAV clips needed for these three.
|
||||
- **Find and add the rest as assets**: steam whistle, grade-crossing bell, couplers clashing.
|
||||
Needs licences that permit redistribution (CC0 or similar), files small enough to commit, and
|
||||
a check that the "fetches nothing external" test still passes — assets must be served from the
|
||||
site's own folder, never hot-linked.
|
||||
**Every file added needs three things recorded alongside it: the sound file itself, its
|
||||
source (where it was obtained from), and its license.** The preferred license is **CC0
|
||||
("Creative Commons Zero")** — a public-domain dedication: the creator waives all copyright
|
||||
and related rights, so the file may be used, modified, and redistributed for any purpose,
|
||||
including commercial, with **no attribution required and no restriction**. That is the
|
||||
cleanest fit for a file committed straight into the repo, since it needs no attribution to
|
||||
track going forward. Only fall back to an equally-permissive alternative (e.g. a license that
|
||||
explicitly permits redistribution with no ongoing obligation) if CC0 isn't available for a
|
||||
given sound, and record that license's actual terms plainly rather than assuming they match
|
||||
CC0. Files also need to be small enough to commit, and a check that the "fetches nothing
|
||||
external" test still passes — assets must be served from the site's own folder, never
|
||||
hot-linked.
|
||||
- Keep the synthesised versions as the fallback for anything not sourced, so a missing file is
|
||||
a quieter game rather than a broken one.
|
||||
- [ ] **Regions as the primary model (the other half of §8.2).** The Division map now DRAWS regions,
|
||||
@@ -491,22 +792,18 @@ Doesn't fit the above.
|
||||
Doing it properly changes movement, so it invalidates every balance figure — revenue 8.7, the
|
||||
freight numbers, all of it — and needs a full paired re-measure over 400 seeds. Needs the
|
||||
source Start-position art for the ten card types before it can begin.
|
||||
- [ ] **Player settings, saved.** The district's auto-focus is the first of these: it is DISPLAY
|
||||
state, so in a multiplayer game two players may reasonably want it set differently and it must
|
||||
never become part of game state. It currently resets on reload. Worth a settings object in
|
||||
localStorage — auto-focus mode to start with, and whatever else earns a preference — kept
|
||||
strictly separate from the save, which is the seed plus the intents and has to stay portable.
|
||||
- [ ] **The test suite fails at random under `npm test`, and it is the runner rather than the code.**
|
||||
`node --test test/**/*.test.ts` runs the files in parallel and three suites write and read the
|
||||
same `dist/` — the static build, the published-replay check and "the three places a game is
|
||||
drawn stay in step". Back-to-back full runs measured **9 failures then 0**; run one file at a
|
||||
time and every suite passes. That is worse than a slow suite: it trains us to shrug at a red
|
||||
run, which is exactly how a real regression gets waved through. Give the build test its own
|
||||
output directory, or mark the trio to run serially.
|
||||
- [ ] **Curves are drawn as two straight segments meeting**, not true arcs. Fine at this size, angular
|
||||
close up.
|
||||
- [ ] **Wide boards scroll.** A 40-card district and a 13-section Division both need horizontal
|
||||
scrolling. Legible, not compact.
|
||||
- [ ] **`card-reference.md`'s industry table may still be stale beyond Grocer's Warehouse, the Oil
|
||||
Refinery and Freight House (corrected v0.5.0) — Mine Tipple, Produce Shed and Power Plant were
|
||||
NOT re-verified.** The v0.5.0 pass corrected three rows (and the "Freight House is not a card"
|
||||
claim across `card-reference.md`, `glossary.md`, `rules-v0.2.md` and `open-questions.md`) on
|
||||
Jesse's explicit call. Checking `content.ts` while making that change turned up that
|
||||
`mineTipple` and `powerPlant` are ALSO base 1 out/in + 1 Laborer in the engine — the same
|
||||
uniform model as the three that were corrected — while `card-reference.md` still prints Mine
|
||||
Tipple 3/3/4 and Power Plant 3/3/4, and the "Throughput — why these Laborer counts" section
|
||||
right below the table is built entirely on those higher numbers. Flagged inline in
|
||||
`card-reference.md` rather than silently rewritten — this needs the same kind of decision Jesse
|
||||
made for the other three, not an assumption that the same correction applies, since raising or
|
||||
lowering Laborer counts is also a balance question, not only a docs one.
|
||||
|
||||
---
|
||||
|
||||
@@ -768,3 +1065,56 @@ Doesn't fit the above.
|
||||
(3.0 MB) resized to a 145 KB JPEG (`public/images/`, copied into the build by `build-web.ts`)
|
||||
and placed beside the title, tagline, blurb and both buttons in a side-by-side hero, stacking
|
||||
to image-above-text on mobile.
|
||||
- [x] **A coach may now be set out at the Office — v0.5.0, Jesse's call.** §A.4's blanket "no Rolling
|
||||
Stock may be left at the Office" now carries one exception: any train (not just 7/8) may drop
|
||||
one or more coaches there; freight and cabooses stay banned. Unlocks the `ENGINE boxcar coach`
|
||||
arrangement that used to lock completely — measured at 1,181 refused set-outs over 60 games,
|
||||
every one of them this case. `canDropCarsAt` (`track.ts`) takes a `coachesOnly` flag instead of
|
||||
refusing the Office outright; trains 7/8's `coachStaysOnStationTrack` rule now forbids the coach
|
||||
everywhere EXCEPT the Office, rather than everywhere. The Office's "cars fouling the Running
|
||||
Track" collision (`advance.ts`) is exempted for coach-only standing cars, so a legally parked
|
||||
coach is not a hazard to the next arrival.
|
||||
- [x] **3/4 EXPRESS PRINTS A RULE IT CAN NEVER USE — closed, v0.5.0.** Confirmed already resolved as
|
||||
a side effect of the v0.4.9 Expedite fix (see that entry above); removed from Rules Questions.
|
||||
- [x] **THE INDUSTRY TABLE VS. THE CARD REFERENCE — v0.5.0, Jesse's call: the engine was right, the
|
||||
docs were stale.** `card-reference.md` printed Grocer's Warehouse and Oil Refinery at 2/2 with
|
||||
2–3 Laborers, and claimed "'Freight House' is not a card"; the engine already had both
|
||||
industries at 1 out/1 in/1 Laborer and already dealt Freight House as a real sixth industry, 6
|
||||
copies. Corrected the docs (`card-reference.md`, `glossary.md`, `rules-v0.2.md`,
|
||||
`open-questions.md`) to match the engine; no engine change. Turned up that Mine Tipple, Produce
|
||||
Shed and Power Plant may be similarly stale — flagged as a new item above rather than assumed.
|
||||
- [x] **Poling — closed, v0.5.0.** Confirmed already at 0 copies, the same treatment as Sharp Curves,
|
||||
pinned by `mainline-cards.test.ts`. No code change; removed from Rules Questions.
|
||||
- [x] **Heavy Grade orientation stays rolled, permanently — v0.5.0, Jesse's call.** The card prints
|
||||
"Player sets orientation", but a Heavy Grade sits on the shared Division chain between two
|
||||
players (or beyond an end Division Point, next to one) — never inside one player's own district
|
||||
— so there is no single player with a fair claim to the choice. Settled as random from the
|
||||
seed, identically for solitaire and multiplayer, overriding the card's print. No code change
|
||||
(the roll in `setup.ts` was already doing this); the comments and `implications.md` §10 Q11
|
||||
previously framed it as a placeholder awaiting an interactive setup phase — corrected.
|
||||
- [x] **Engines are not a separate supply from Crew Trays — confirmed, v0.5.0.** `rules-v0.2.md`:339
|
||||
(Gap 4b) ties Crew Trays and engine pieces together as one combined resource, `player count +
|
||||
3` — not two independently-tracked supplies. The engine already enforces exactly that via
|
||||
`crewTrayCount`/`freeTrays`; `NO_FREE_TRAY` already fires exactly when engine supply would run
|
||||
out too. No code change; corrected the comments that called this provisional or unsourced.
|
||||
- [x] **Player settings, saved — v0.5.0.** A `localStorage` settings object (`SETTINGS_KEY`, separate
|
||||
from the game save) now persists district auto-focus mode, sound on/off, and board zoom level
|
||||
across reloads — all three previously reset every time. Falls back to today's defaults on a
|
||||
missing, corrupt, or disabled `localStorage`, the same guard the save already had.
|
||||
- [x] **The test suite's flakiness under `npm test` — fixed, v0.5.0.** Two changes: (1) a `pretest`
|
||||
npm script now builds the shared `dist/` once, before `node --test` runs, so every test reading
|
||||
`dist/` no longer depends on another test in the file having built it first; (2) the one test
|
||||
that actually exercises the build COMMAND now builds into its own `dist-test/` directory
|
||||
(`BUILD_DIST_DIR` env var, `scripts/build-web.ts`) instead of rebuilding the shared `dist/` out
|
||||
from under the tests reading it. `dist/` is now single-writer.
|
||||
- [x] **Curves and turnout diverging legs now draw as smooth curves, not two straight segments
|
||||
meeting at a corner — v0.5.0.** `curvedRail` in `board-svg.ts` replaces the old hard-cornered
|
||||
"run to the frog, then a straight 45° leg" with a sampled cubic-Bezier easement: tangent to
|
||||
horizontal at the east/west edge (so an abutting straight card's rail still reads as one
|
||||
unbroken line) and tangent to exactly 45° at the north/south edge (so two stacked curves still
|
||||
read as one continuous diagonal). Both plain curve cards and a turnout's diverging leg go
|
||||
through this same code path, so both are fixed by the one change.
|
||||
- [x] **Wide boards can now be zoomed — v0.5.0.** Discrete zoom presets (75/100/125/150%) for both
|
||||
the district grid and the Division map, applied by resizing the rendered SVG's own pixel
|
||||
dimensions (not a CSS `transform`), so the existing `overflow-x:auto` scrollbars keep doing the
|
||||
panning with no new gesture code. Persisted in the new settings object above.
|
||||
|
||||
@@ -245,9 +245,31 @@ special handling: `pump` stops, and the next push simply carries a `Menu` contai
|
||||
POST /api/lobby/create, /api/lobby/join lobby
|
||||
POST /api/intent { gameId, seq, intent }
|
||||
GET /api/stream EventSource — per-seat frames, with Last-Event-ID resume
|
||||
GET /api/health { ok, service, engineVersion, games } — unauthenticated; see below
|
||||
GET /api/games every game and lobby, summarised ┐
|
||||
GET /api/games/<id>/save the save, for keeping or replaying ├ ADMIN_SECRET
|
||||
DELETE /api/games/<id> ends a game, and returns its save ┘
|
||||
GET / the client
|
||||
```
|
||||
|
||||
`/api/health` exists because the client cannot otherwise tell a server from a static host. The same
|
||||
`dist/` is served both ways and the bundle is identical (D4), and every other route 404s an unknown
|
||||
path exactly as a static host does — so the splash asks, and closes its multiplayer door only when
|
||||
nothing names itself in reply. It is unauthenticated on purpose: it reveals that a Station Master
|
||||
server is answering and nothing else, no game and no seat. Its `games` field — `{ active, lobby }`
|
||||
— is what the StartOS package's health check reports as "3 games in progress".
|
||||
|
||||
**The three administrative routes are gated by `ADMIN_SECRET`, which is deliberately not the join
|
||||
secret.** Every player holds the join secret, so gating a delete with it would let anyone at the
|
||||
table destroy anyone else's game; this one belongs to whoever runs the server. It arrives in an
|
||||
`x-admin-secret` header rather than the query string, so it stays out of logs and referrers. When
|
||||
the variable is unset the routes answer 404 exactly as any unknown path does, so a server that was
|
||||
never given an administrator does not advertise that it has one.
|
||||
|
||||
**A delete returns the deleted game's save.** The intents are the game (D5), so what comes back is
|
||||
the whole thing and not a summary of it — the record survives even though the game does not, and
|
||||
nothing is destroyed without being handed to whoever destroyed it first.
|
||||
|
||||
Chosen over WebSocket because this game is **idle most of the time** — turn-based with human
|
||||
think-time means a connection sits silent for minutes, exactly when proxies reap sockets. SSE's
|
||||
reconnection and `Last-Event-ID` resume are handled by the browser, and it needs no `Upgrade` support
|
||||
@@ -338,7 +360,7 @@ all it needs.
|
||||
| **D15** | **Build to `deployment.md`'s five portability rules; package as an `.s9pk`** | This is a StartOS packaging workspace and the toolchain is on disk. |
|
||||
| **D16** | **The server serves the client** | Required for same-origin, which is what makes multiple access addresses work without CORS. |
|
||||
| **D17** | **Undo is solitaire-only** | Other players have seen the result. |
|
||||
| **D18** | **Player cap 6** | Per `lobby-and-sessions.md` §2. |
|
||||
| **D18** | **Player cap 2-4** for competitive/coop (solitaire is 1) | Per `lobby-and-sessions.md` §2 — sized to what is actually exercised (`test/multiplayer.test.ts` plays 2, 3 and 4 to a finish), not to a guess. This entry read "6" until Phase 4 (v0.5.1); that number was never implemented or tested anywhere and the two docs had drifted apart. Raise it once somebody has played a bigger game and reported back, not before. |
|
||||
| **D19** | **Per-player turn state now; parallel turns deferred** | The model change is behaviour-neutral and cheap today. Whether local work should run off-cursor depends on how often humans choose to switch — 13% for the bot, and the benefit ranges from ~8 minutes to ~27 off an hour-long game between 13% and 50%. Measure with real players, then flip one function. |
|
||||
| **D20** | **Replay reveals everything once the game ends** | Most useful for learning and for arguing about it afterwards; costs nothing extra to retain. |
|
||||
|
||||
|
||||
@@ -42,17 +42,28 @@ Operational Rail wheel icon, an industry track of the stated length, Laborer ico
|
||||
| --- | --- | --- | ---: | ---: | ---: | ---: | ---: |
|
||||
| Mine Tipple | Hopper | Outbound only | 3 | 3 | — | 4 | 2 |
|
||||
| Produce Shed | Reefer | Outbound only | 2 | 2 | — | 3 | 2 |
|
||||
| Grocer's Warehouse | Boxcar | Both | 2 | 2 | 2 | 3 | 2 |
|
||||
| Oil Refinery | Tank car | Both | 3 | 2 | 2 | 4 | 2 |
|
||||
| Grocer's Warehouse | Boxcar | Both | 1 | 1 | 1 | 3 | 3 |
|
||||
| Oil Refinery | Tank car | Both | 1 | 1 | 1 | 4 | 3 |
|
||||
| Power Plant | Hopper | Inbound only | 3 | — | 3 | 4 | 2 |
|
||||
| Freight House | Boxcar | Both | 1 | 1 | 1 | — | 6 |
|
||||
|
||||
Directions follow the commodity: coal originates at a Mine Tipple and is consumed at a Power Plant;
|
||||
produce ships out; a warehouse and a refinery do both. This gives §9 all three of its cases —
|
||||
outbound-only, inbound-only, and both.
|
||||
|
||||
**"Freight House"** (§9.3, Appendix A) is not a card. It is the collective term for a freight facility
|
||||
that loads *and* unloads — the Grocer's Warehouse and the Oil Refinery. §9.3's "Passenger Facilities
|
||||
and Freight Houses permit cars to move each direction" therefore names exactly those two.
|
||||
**"Freight House" IS a card** (corrected v0.5.0) — a sixth industry, dealt 6 copies, one Laborer and
|
||||
one slot each direction. An earlier pass here read §9.3/Appendix A's "Passenger Facilities and
|
||||
Freight Houses permit cars to move each direction" as meaning "Freight House" was only ever a
|
||||
*collective term* for the Grocer's Warehouse and the Oil Refinery, never a card of its own — that
|
||||
reading was wrong; the engine deals it as a real sixth industry (`content.ts`'s `freightHouse`
|
||||
profile) and this table follows the engine.
|
||||
<!-- TODO v0.5.0: Mine Tipple, Produce Shed and Power Plant above (3/3/4, 2/2/3, 3/3/4) were NOT
|
||||
re-verified against the engine in this pass — only Grocer's Warehouse, Oil Refinery and Freight
|
||||
House were. `mineTipple` and `powerPlant` in `content.ts` are also base 1/1/1, same as the three
|
||||
corrected here, so these three rows and the "Throughput" reasoning below (built on the OLD
|
||||
2–3-Laborer numbers) may be stale too. Flagged in TODO.md rather than silently rewritten — this
|
||||
needs the same kind of decision Jesse made for Grocer's/Refinery/Freight House, not an assumption
|
||||
that the same correction applies. -->
|
||||
|
||||
### Throughput — why these Laborer counts
|
||||
|
||||
|
||||
@@ -24,8 +24,8 @@ Every defined term, alphabetized for lookup. The core comes from the Definitions
|
||||
| **Extra Platform** | Modifier card: +1 green and +1 red slot at a Passenger Facility. | §12.5 |
|
||||
| **Extra Train** | A one-and-done train; its card returns to the Salvage Yard on completion. Head-on card image, so the drawing player picks its direction. Numbered with an "X" prefix; the following number gives its seniority, and it yields to the Timetabled train of that number. | §2.3, §8 |
|
||||
| **Facility** | A business which loads/unloads cargo and freight. | §2.5 |
|
||||
| **Freight Facility** | Mine Tipples, Produce Sheds, Grocer's Warehouses, Oil Refineries, Power Plants. Some allow only outbound, some only inbound, some both. Per-card values in §12.5. | §9, §12.5 |
|
||||
| **Freight House** | Not a card — the collective term for a freight facility permitting both directions, namely the Grocer's Warehouse and the Oil Refinery. | §9.3, §12.5 |
|
||||
| **Freight Facility** | Mine Tipples, Produce Sheds, Grocer's Warehouses, Oil Refineries, Power Plants, Freight Houses. Some allow only outbound, some only inbound, some both. Per-card values in §12.5. | §9, §12.5 |
|
||||
| **Freight House** | A sixth Freight Facility card (corrected v0.5.0 — an earlier pass here read it as a collective term for the Grocer's Warehouse and the Oil Refinery rather than a card of its own; it is dealt like any other industry). Permits both directions, the same as a Grocer's Warehouse or Oil Refinery. | §9.3, §12.5 |
|
||||
| **Highball** | When a train holding at an Office automatically departs. | §2.4 |
|
||||
| **Home Office** | The primary face-down deck cards are drawn from. 52 cards. | §2.6, §12.1 |
|
||||
| **Hopper** | Coal rolling stock (brown = loaded, white = empty). | §2.2 |
|
||||
|
||||
@@ -82,10 +82,12 @@ direction. `DivisionNode.gradeUp` records the direction a train travels when **c
|
||||
going the other way is descending. Brakeman and Airbrakes apply to the descent, Helpers to the
|
||||
climb, so turning the card around swaps which trains each card helps.
|
||||
|
||||
One gap remains, and it is a **setup** gap rather than a rules one: `createGame` is synchronous and
|
||||
returns a ready state, so there is no point at which a player can be asked. Orientation is currently
|
||||
**rolled** — deterministic from the seed, and roughly even (51/49 east/west across 400 games) — and
|
||||
should become a real player choice when setup gains an interactive phase.
|
||||
**Settled (v0.5.0): orientation is never a player choice, and this overrides the card's own printed
|
||||
"Player sets orientation."** A Heavy Grade sits on the shared west-to-east Division chain, between
|
||||
two players (§4.2) or beyond an end Division Point next to one — never inside a single player's own
|
||||
district — so whichever direction climbs advantages one neighbour over the other, and no one player
|
||||
has a fair claim to the decision. Orientation is **rolled** from the seed instead — deterministic,
|
||||
and roughly even (51/49 east/west across 400 games) — identically for solitaire and multiplayer.
|
||||
|
||||
**Still not implemented**: the Action (10) and Space-use (12) cards, which are genuinely
|
||||
multiplayer-only. Playing them is rejected with `NOT_IMPLEMENTED`.
|
||||
|
||||
@@ -718,10 +718,12 @@ leave no way at all to speed up a slow facility. Section Gang is the sole worker
|
||||
keeps that power scarce. Capacity modifiers are stronger than they sound, since banking room rather
|
||||
than worker count is what limits output.
|
||||
|
||||
**Sub-decision — what a "Freight House" is.** §9.3 and Appendix A refer to Freight Houses, but §9's
|
||||
facility list never defines one. It is **not a card**: it is the collective term for a freight
|
||||
facility that both loads and unloads — under 10a, the Grocer's Warehouse and the Oil Refinery. This
|
||||
reconciles every reference without adding a card type or disturbing Gap 4a's deck composition.
|
||||
**Sub-decision — what a "Freight House" is. SUPERSEDED (v0.5.0).** §9.3 and Appendix A refer to
|
||||
Freight Houses, but §9's facility list never defines one. This originally concluded it was **not a
|
||||
card** — the collective term for a freight facility that both loads and unloads, under 10a the
|
||||
Grocer's Warehouse and the Oil Refinery. That reading was wrong: it **is** a card, a sixth Freight
|
||||
Facility dealt 6 copies (`content.ts`'s `freightHouse` profile), which the engine has implemented
|
||||
all along. Left here for the reasoning; do not read this entry as current.
|
||||
|
||||
### 10e — Revenue/Day revalidated, and the Gap 6 targets revised
|
||||
|
||||
|
||||
@@ -452,9 +452,10 @@ Loading and unloading of Rolling Stock (passengers and freight) takes place in t
|
||||
(§11). A Whistle Post is not a Passenger Facility, so a player who has not upgraded has no
|
||||
passenger business at all.
|
||||
- **Freight Facilities:** Mine Tipples, Produce Sheds, Grocer's Warehouses, Oil Refineries, Power
|
||||
Plants. Per-card values in §12.5.
|
||||
- **Freight House:** **[Gap 10d]** not a facility type of its own, but the collective term for a
|
||||
freight facility permitting both directions — the Grocer's Warehouse and the Oil Refinery.
|
||||
Plants, Freight Houses. Per-card values in §12.5.
|
||||
- **Freight House:** a Freight Facility card in its own right (corrected v0.5.0 — **[Gap 10d]**
|
||||
previously read this as a collective term for the Grocer's Warehouse and the Oil Refinery rather
|
||||
than a card of its own). Permits both directions, the same as those two.
|
||||
- **Modifier Facilities:** Cards that, placed adjacent (on any of the nine nearby spots), increase a
|
||||
passenger or freight facility's capacities. If two Facilities are adjacent to the Modifier, its
|
||||
effects may only be used on one Facility per **Stage** **[Gap 7]**.
|
||||
@@ -753,8 +754,9 @@ Modifier effects, and track geometries — is catalogued in
|
||||
| Extra Platform | +1 green and +1 red slot (passenger) |
|
||||
| Section Gang | +1 Laborer or +1 Porter |
|
||||
|
||||
**"Freight House"** (§9.3, Appendix A) is not a card — it is the collective term for a freight
|
||||
facility that both loads and unloads, namely the Grocer's Warehouse and the Oil Refinery.
|
||||
**"Freight House"** (§9.3, Appendix A) is a Freight Facility card (corrected v0.5.0 — previously
|
||||
read as not a card, only a collective term for a facility that both loads and unloads). It permits
|
||||
both directions, the same as the Grocer's Warehouse and the Oil Refinery.
|
||||
|
||||
---
|
||||
|
||||
|
||||
@@ -0,0 +1,301 @@
|
||||
{
|
||||
"seed": 116956197,
|
||||
"history": [
|
||||
{
|
||||
"type": "localOps.choose",
|
||||
"option": "draw"
|
||||
},
|
||||
{
|
||||
"type": "draw.fromDepartment",
|
||||
"slot": 0
|
||||
},
|
||||
{
|
||||
"type": "card.play",
|
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
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|
||||
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||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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||||
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|
||||
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||||
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|
||||
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||||
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||||
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||||
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||||
{
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||||
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||||
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||||
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|
||||
],
|
||||
"rules": {
|
||||
"startingHand": "sixRandom",
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||||
"revenue": {
|
||||
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|
||||
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|
||||
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|
||||
}
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||||
}
|
||||
}
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||||
@@ -0,0 +1,714 @@
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||||
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||||
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|
||||
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|
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|
||||
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||||
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|
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|
||||
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|
||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
{
|
||||
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|
||||
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|
||||
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|
||||
{
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
{
|
||||
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|
||||
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|
||||
},
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
{
|
||||
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|
||||
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|
||||
{
|
||||
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|
||||
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|
||||
},
|
||||
{
|
||||
"type": "draw.fromHomeOffice"
|
||||
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|
||||
{
|
||||
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|
||||
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|
||||
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|
||||
},
|
||||
{
|
||||
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|
||||
},
|
||||
{
|
||||
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|
||||
},
|
||||
{
|
||||
"type": "localOps.choose",
|
||||
"option": "draw"
|
||||
},
|
||||
{
|
||||
"type": "draw.fromHomeOffice"
|
||||
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|
||||
{
|
||||
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|
||||
"cardId": "c171",
|
||||
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|
||||
},
|
||||
{
|
||||
"type": "draw.end"
|
||||
},
|
||||
{
|
||||
"type": "newTrain.placeCar",
|
||||
"trayId": "tray3",
|
||||
"carType": "boxcar",
|
||||
"loaded": false
|
||||
},
|
||||
{
|
||||
"type": "newTrain.placeCar",
|
||||
"trayId": "tray3",
|
||||
"carType": "boxcar",
|
||||
"loaded": true
|
||||
},
|
||||
{
|
||||
"type": "loadUnload.end"
|
||||
},
|
||||
{
|
||||
"type": "localOps.choose",
|
||||
"option": "draw"
|
||||
},
|
||||
{
|
||||
"type": "draw.fromHomeOffice"
|
||||
},
|
||||
{
|
||||
"type": "card.discard",
|
||||
"cardId": "c153",
|
||||
"toSlot": 1
|
||||
},
|
||||
{
|
||||
"type": "draw.end"
|
||||
},
|
||||
{
|
||||
"type": "loadUnload.end"
|
||||
},
|
||||
{
|
||||
"type": "localOps.choose",
|
||||
"option": "draw"
|
||||
},
|
||||
{
|
||||
"type": "draw.fromHomeOffice"
|
||||
},
|
||||
{
|
||||
"type": "card.play",
|
||||
"cardId": "c9"
|
||||
},
|
||||
{
|
||||
"type": "draw.end"
|
||||
},
|
||||
{
|
||||
"type": "newTrain.placeCar",
|
||||
"trayId": "tray2",
|
||||
"carType": "coach",
|
||||
"loaded": true
|
||||
},
|
||||
{
|
||||
"type": "newTrain.placeCar",
|
||||
"trayId": "tray2",
|
||||
"carType": "coach",
|
||||
"loaded": true
|
||||
},
|
||||
{
|
||||
"type": "loadUnload.end"
|
||||
},
|
||||
{
|
||||
"type": "localOps.choose",
|
||||
"option": "switch"
|
||||
},
|
||||
{
|
||||
"type": "switch.move",
|
||||
"trayId": "tray3",
|
||||
"to": {
|
||||
"row": 0,
|
||||
"col": -2
|
||||
},
|
||||
"reverse": false
|
||||
},
|
||||
{
|
||||
"type": "switch.move",
|
||||
"trayId": "tray3",
|
||||
"to": {
|
||||
"row": 1,
|
||||
"col": 0
|
||||
},
|
||||
"reverse": true
|
||||
},
|
||||
{
|
||||
"type": "switch.dropCars",
|
||||
"trayId": "tray3",
|
||||
"count": 1
|
||||
},
|
||||
{
|
||||
"type": "switch.move",
|
||||
"trayId": "tray3",
|
||||
"to": {
|
||||
"row": 0,
|
||||
"col": -2
|
||||
},
|
||||
"reverse": false
|
||||
},
|
||||
{
|
||||
"type": "switch.move",
|
||||
"trayId": "tray3",
|
||||
"to": {
|
||||
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|
||||
"col": 0
|
||||
},
|
||||
"reverse": true
|
||||
},
|
||||
{
|
||||
"type": "switch.end"
|
||||
},
|
||||
{
|
||||
"type": "laborer.beginUnload",
|
||||
"at": {
|
||||
"row": 1,
|
||||
"col": 0
|
||||
},
|
||||
"carIndex": 0
|
||||
},
|
||||
{
|
||||
"type": "loadUnload.end"
|
||||
},
|
||||
{
|
||||
"type": "localOps.choose",
|
||||
"option": "draw"
|
||||
},
|
||||
{
|
||||
"type": "draw.fromHomeOffice"
|
||||
},
|
||||
{
|
||||
"type": "card.discard",
|
||||
"cardId": "c162",
|
||||
"toSlot": 2
|
||||
},
|
||||
{
|
||||
"type": "draw.end"
|
||||
},
|
||||
{
|
||||
"type": "porter.detrain",
|
||||
"at": {
|
||||
"row": 0,
|
||||
"col": 0
|
||||
}
|
||||
},
|
||||
{
|
||||
"type": "porter.detrain",
|
||||
"at": {
|
||||
"row": 0,
|
||||
"col": 0
|
||||
}
|
||||
},
|
||||
{
|
||||
"type": "laborer.advanceLoad",
|
||||
"at": {
|
||||
"row": 1,
|
||||
"col": 0
|
||||
},
|
||||
"box": 2
|
||||
},
|
||||
{
|
||||
"type": "loadUnload.end"
|
||||
},
|
||||
{
|
||||
"type": "localOps.choose",
|
||||
"option": "freightAgent"
|
||||
},
|
||||
{
|
||||
"type": "freightAgent.clearInbound",
|
||||
"at": {
|
||||
"row": 0,
|
||||
"col": 0
|
||||
},
|
||||
"index": 0
|
||||
},
|
||||
{
|
||||
"type": "laborer.advanceLoad",
|
||||
"at": {
|
||||
"row": 1,
|
||||
"col": 0
|
||||
},
|
||||
"box": 1
|
||||
},
|
||||
{
|
||||
"type": "loadUnload.end"
|
||||
},
|
||||
{
|
||||
"type": "localOps.choose",
|
||||
"option": "freightAgent"
|
||||
},
|
||||
{
|
||||
"type": "freightAgent.clearInbound",
|
||||
"at": {
|
||||
"row": 0,
|
||||
"col": 0
|
||||
},
|
||||
"index": 0
|
||||
},
|
||||
{
|
||||
"type": "laborer.advanceLoad",
|
||||
"at": {
|
||||
"row": 1,
|
||||
"col": 0
|
||||
},
|
||||
"box": 0
|
||||
},
|
||||
{
|
||||
"type": "loadUnload.end"
|
||||
},
|
||||
{
|
||||
"type": "localOps.choose",
|
||||
"option": "freightAgent"
|
||||
},
|
||||
{
|
||||
"type": "freightAgent.stockOutbound",
|
||||
"at": {
|
||||
"row": 1,
|
||||
"col": 0
|
||||
},
|
||||
"carType": "boxcar"
|
||||
},
|
||||
{
|
||||
"type": "laborer.startLoad",
|
||||
"at": {
|
||||
"row": 1,
|
||||
"col": 0
|
||||
}
|
||||
},
|
||||
{
|
||||
"type": "loadUnload.end"
|
||||
},
|
||||
{
|
||||
"type": "localOps.choose",
|
||||
"option": "freightAgent"
|
||||
},
|
||||
{
|
||||
"type": "freightAgent.stockOutbound",
|
||||
"at": {
|
||||
"row": 0,
|
||||
"col": 0
|
||||
},
|
||||
"carType": "coach"
|
||||
},
|
||||
{
|
||||
"type": "newTrain.placeCar",
|
||||
"trayId": "tray2",
|
||||
"carType": "boxcar",
|
||||
"loaded": true
|
||||
},
|
||||
{
|
||||
"type": "newTrain.placeCar",
|
||||
"trayId": "tray2",
|
||||
"carType": "boxcar",
|
||||
"loaded": true
|
||||
},
|
||||
{
|
||||
"type": "newTrain.placeCar",
|
||||
"trayId": "tray2",
|
||||
"carType": "boxcar",
|
||||
"loaded": true
|
||||
},
|
||||
{
|
||||
"type": "newTrain.placeCar",
|
||||
"trayId": "tray2",
|
||||
"carType": "caboose",
|
||||
"loaded": true
|
||||
},
|
||||
{
|
||||
"type": "loadUnload.end"
|
||||
},
|
||||
{
|
||||
"type": "localOps.choose",
|
||||
"option": "freightAgent"
|
||||
},
|
||||
{
|
||||
"type": "freightAgent.clearInbound",
|
||||
"at": {
|
||||
"row": 1,
|
||||
"col": 0
|
||||
},
|
||||
"index": 0
|
||||
},
|
||||
{
|
||||
"type": "laborer.advanceLoad",
|
||||
"at": {
|
||||
"row": 1,
|
||||
"col": 0
|
||||
},
|
||||
"box": 0
|
||||
},
|
||||
{
|
||||
"type": "loadUnload.end"
|
||||
},
|
||||
{
|
||||
"type": "localOps.choose",
|
||||
"option": "freightAgent"
|
||||
},
|
||||
{
|
||||
"type": "freightAgent.stockOutbound",
|
||||
"at": {
|
||||
"row": 0,
|
||||
"col": 0
|
||||
},
|
||||
"carType": "coach"
|
||||
},
|
||||
{
|
||||
"type": "laborer.advanceLoad",
|
||||
"at": {
|
||||
"row": 1,
|
||||
"col": 0
|
||||
},
|
||||
"box": 1
|
||||
},
|
||||
{
|
||||
"type": "loadUnload.end"
|
||||
},
|
||||
{
|
||||
"type": "localOps.choose",
|
||||
"option": "draw"
|
||||
},
|
||||
{
|
||||
"type": "draw.fromHomeOffice"
|
||||
},
|
||||
{
|
||||
"type": "card.discard",
|
||||
"cardId": "c50",
|
||||
"toSlot": 0
|
||||
},
|
||||
{
|
||||
"type": "draw.end"
|
||||
},
|
||||
{
|
||||
"type": "laborer.advanceLoad",
|
||||
"at": {
|
||||
"row": 1,
|
||||
"col": 0
|
||||
},
|
||||
"box": 2
|
||||
},
|
||||
{
|
||||
"type": "loadUnload.end"
|
||||
},
|
||||
{
|
||||
"type": "localOps.choose",
|
||||
"option": "switch"
|
||||
},
|
||||
{
|
||||
"type": "switch.move",
|
||||
"trayId": "tray2",
|
||||
"to": {
|
||||
"row": 0,
|
||||
"col": -2
|
||||
},
|
||||
"reverse": true
|
||||
},
|
||||
{
|
||||
"type": "switch.dropCars",
|
||||
"trayId": "tray2",
|
||||
"count": 1
|
||||
},
|
||||
{
|
||||
"type": "switch.move",
|
||||
"trayId": "tray2",
|
||||
"to": {
|
||||
"row": 0,
|
||||
"col": 3
|
||||
},
|
||||
"reverse": false,
|
||||
"via": {
|
||||
"row": 0,
|
||||
"col": 0
|
||||
}
|
||||
},
|
||||
{
|
||||
"type": "switch.move",
|
||||
"trayId": "tray2",
|
||||
"to": {
|
||||
"row": 1,
|
||||
"col": 0
|
||||
},
|
||||
"reverse": true
|
||||
},
|
||||
{
|
||||
"type": "switch.move",
|
||||
"trayId": "tray2",
|
||||
"to": {
|
||||
"row": 0,
|
||||
"col": 3
|
||||
},
|
||||
"reverse": false
|
||||
},
|
||||
{
|
||||
"type": "switch.move",
|
||||
"trayId": "tray2",
|
||||
"to": {
|
||||
"row": 0,
|
||||
"col": 1
|
||||
},
|
||||
"reverse": true
|
||||
},
|
||||
{
|
||||
"type": "switch.dropCars",
|
||||
"trayId": "tray2",
|
||||
"count": 1
|
||||
},
|
||||
{
|
||||
"type": "switch.move",
|
||||
"trayId": "tray2",
|
||||
"to": {
|
||||
"row": 0,
|
||||
"col": 3
|
||||
},
|
||||
"reverse": false
|
||||
},
|
||||
{
|
||||
"type": "newTrain.placeCar",
|
||||
"trayId": "tray3",
|
||||
"carType": "tank",
|
||||
"loaded": false
|
||||
},
|
||||
{
|
||||
"type": "newTrain.placeCar",
|
||||
"trayId": "tray3",
|
||||
"carType": "tank",
|
||||
"loaded": false
|
||||
},
|
||||
{
|
||||
"type": "loadUnload.end"
|
||||
},
|
||||
{
|
||||
"type": "localOps.choose",
|
||||
"option": "switch"
|
||||
},
|
||||
{
|
||||
"type": "switch.move",
|
||||
"trayId": "tray2",
|
||||
"to": {
|
||||
"row": 1,
|
||||
"col": 0
|
||||
},
|
||||
"reverse": true
|
||||
},
|
||||
{
|
||||
"type": "switch.dropCars",
|
||||
"trayId": "tray2",
|
||||
"count": 3
|
||||
},
|
||||
{
|
||||
"type": "switch.move",
|
||||
"trayId": "tray2",
|
||||
"to": {
|
||||
"row": 0,
|
||||
"col": 3
|
||||
},
|
||||
"reverse": false
|
||||
},
|
||||
{
|
||||
"type": "switch.move",
|
||||
"trayId": "tray2",
|
||||
"to": {
|
||||
"row": 0,
|
||||
"col": -2
|
||||
},
|
||||
"reverse": true,
|
||||
"via": {
|
||||
"row": 0,
|
||||
"col": 1
|
||||
}
|
||||
},
|
||||
{
|
||||
"type": "switch.move",
|
||||
"trayId": "tray2",
|
||||
"to": {
|
||||
"row": 0,
|
||||
"col": 0
|
||||
},
|
||||
"reverse": false
|
||||
},
|
||||
{
|
||||
"type": "switch.end"
|
||||
}
|
||||
],
|
||||
"rules": {
|
||||
"startingHand": "sixRandom",
|
||||
"revenue": {
|
||||
"passengerPerCoach": 1,
|
||||
"freightPerLoad": 1,
|
||||
"trainPerTransit": 0
|
||||
}
|
||||
}
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,195 @@
|
||||
# Station Master 0.5.0 — Test Plan
|
||||
|
||||
Written 2026-08-21, against an uncommitted working tree. Covers only the changes made in this
|
||||
session's work — victory-condition unification, the New Train phase fix, and the multiplayer server
|
||||
(Phases 2-3). Nothing here is committed yet; see the Coordination Note below before running any of it
|
||||
against a tree that has since moved.
|
||||
|
||||
## Coordination note — shared working tree
|
||||
|
||||
Another thread is bug-fixing the 0.4.9 series **in this same uncommitted working tree**, concurrently.
|
||||
`git status` shows changes I did not make in: `apply.ts`, `events.ts`, `track.ts`, `board-svg.ts`,
|
||||
`docs/rules/*.md`, `package-lock.json`, `scripts/build-web.ts`, `.gitignore`, plus new
|
||||
`docs/station-master-seed*.json` files still appearing as of this writing. **This plan does not cover
|
||||
any of that** — it is scoped to the files below, which are the ones I actually touched.
|
||||
|
||||
Practical implications:
|
||||
- Before running this plan, confirm the files under "Files this plan covers" still read the way this
|
||||
document describes them — the other thread's commits could in principle touch the same functions
|
||||
(`apply.ts`'s `check()` is used directly by `src/server/session.ts`, for instance).
|
||||
- Run the full regression gate (`npm run typecheck && npm test`) fresh, not from a memory of an earlier
|
||||
green run — both threads are editing live.
|
||||
- The two bodies of work are unrelated in intent (0.4.9 patch fixes vs. 0.5.0 multiplayer groundwork)
|
||||
but share a tree, so a clean split into separate commits before either is finalized is worth doing
|
||||
deliberately rather than by accident.
|
||||
|
||||
### Files this plan covers
|
||||
|
||||
```
|
||||
Engine: src/engine/advance.ts, src/engine/content.ts, src/engine/setup.ts, src/engine/state.ts
|
||||
Web: src/web/game.ts, src/web/main.ts, src/web/play.html, src/web/session.ts
|
||||
Sim: src/sim/view.ts, src/sim/frame-delta.ts (new), src/sim/compare.ts, src/sim/harness.ts,
|
||||
src/sim/replay.ts
|
||||
Server: src/server/ (new — index.ts, http.ts, session.ts, persistence.ts)
|
||||
Tests: test/advance.test.ts, test/multiplayer.test.ts, test/web.test.ts, test/setup.test.ts,
|
||||
test/redaction.test.ts (new), test/frame-delta.test.ts (new), test/server/ (new)
|
||||
Docs: TODO.md, package.json (test script only)
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 0. Automated regression gate — run first, every time
|
||||
|
||||
```
|
||||
npm run typecheck
|
||||
npm test
|
||||
```
|
||||
|
||||
Expected: typecheck clean, **all tests passing** (632 at the time this plan was written — the exact
|
||||
number will drift as the other thread's work lands; what matters is zero failures). If either command
|
||||
is red, stop and diagnose before doing anything below — a red gate means the manual steps are testing
|
||||
against a broken build.
|
||||
|
||||
**If you only have time for one thing before the break ends, run this.** Everything else in this
|
||||
document is either already covered by it, or is the manual/live verification that can't be — flagged
|
||||
per-section below.
|
||||
|
||||
---
|
||||
|
||||
## 1. Regression baseline — solitaire must play exactly as before
|
||||
|
||||
The engine and dialog changes touch shared code paths solitaire also uses. None of this should have
|
||||
changed solitaire's actual behavior.
|
||||
|
||||
| # | Test | Steps | Expected |
|
||||
|---|---|---|---|
|
||||
| 1.1 | Fresh deal | `npm run serve:web`, open `/play.html`, no URL params | A new random-seed solitaire game deals normally, board and hand render |
|
||||
| 1.2 | Full game to completion | Play (or let a bot/harness play) a solitaire game to Day 5 | Game ends with a win/loss exactly as it would have before — `minCombinedRevenue` defaults to `collectiveRevenueFloor(1,5)=15`, not the old fixed `20`; a game scoring 15-19 that used to lose now wins (**intentional** — see §3, not a bug) |
|
||||
| 1.3 | Save / restore | Play a few turns, reload the page (auto-restores from `localStorage`) | Game resumes exactly where it left off, house rules and victory dials intact |
|
||||
| 1.4 | Save file download | Click "Save replay" mid-game | Downloads a small JSON; re-opening it in the replay viewer plays back identically |
|
||||
| 1.5 | Undo | Play a few turns, click Undo repeatedly to the start | Each step back is clean; log never shows a move that "un-happened" |
|
||||
| 1.6 | Existing published replays | Open each file under `public/replays/` in the replay viewer | All three still play back — `LEGACY_HOUSE_RULES` fallback for saves with no `houseRules` field is unaffected by this session's changes |
|
||||
|
||||
Automated coverage: `test/advance.test.ts`, `test/web.test.ts`, `test/session.test.ts` already assert
|
||||
most of this at the unit level. §1 is about confirming nothing *visibly* changed for a solitaire
|
||||
player, which only a live playthrough shows.
|
||||
|
||||
---
|
||||
|
||||
## 2. New Train phase car-placement rotation (engine fix)
|
||||
|
||||
**What changed:** the Superintendent used to place every car of every train alone, even in
|
||||
competitive mode, against §7's written rule. Now the round rotates Superintendent-then-left, one car
|
||||
per player, per `tray.consist.length`.
|
||||
|
||||
Automated: `test/multiplayer.test.ts`, "the New Train phase car-placement round rotates (§7, Gap 9)" —
|
||||
asserts the exact actor sequence for 2p (wraps: 0,1,0) and 3p (no wrap: 0,1,2) against a real train
|
||||
profile.
|
||||
|
||||
| # | Test | Steps | Expected |
|
||||
|---|---|---|---|
|
||||
| 2.1 | Manual multi-seat check | Drive a 3-4 player competitive game via the bot harness (`node src/sim/harness.ts`) or by hand through `src/server/`, and watch a Timetabled train get made up | Car-placement decisions visibly move between seats rather than one player filling the whole consist |
|
||||
| 2.2 | Solitaire unaffected | Play any solitaire game where a train is made up | No visible change — one player, nothing to rotate, `tray.consist.length % 1 === 0` always |
|
||||
|
||||
Not covered, flagged in `TODO.md` (do not re-test, it's expected to be unreachable): `newTrain.passCar`
|
||||
still has a dormant `check()`/`reduce()` gap, harmless because `trainNeedingCars` never offers a tray
|
||||
with nothing suitable in the yard.
|
||||
|
||||
---
|
||||
|
||||
## 3. Victory conditions unified (`GameConfig` dials)
|
||||
|
||||
**What changed:** `days`, `minCombinedRevenue`, `maxCollisionsPerDay`, `maxCollisionsTotal`,
|
||||
`pvpCardsAllowed` replace the old `length`-preset/`target`/flat collision constant, across all three
|
||||
modes. Automated coverage: `test/advance.test.ts`'s "victory conditions (§3, Gap 10e) — unified
|
||||
2026-08-20" describe block (8 tests) covers every case below at the engine level already. This section
|
||||
is for confirming the *dialog* actually produces the numbers the engine then honors.
|
||||
|
||||
| # | Test | Steps | Expected |
|
||||
|---|---|---|---|
|
||||
| 3.1 | `minCombinedRevenue` — loss | New Game, set it to a number higher than achievable, play to Day N | Loss, reason `revenueFloor`, regardless of individual score |
|
||||
| 3.2 | `minCombinedRevenue` — win | Set it to 0, play to Day N with any score | Win — `0` genuinely disables the floor |
|
||||
| 3.3 | `maxCollisionsPerDay` — **new solitaire behavior** | Set to 1, deliberately cause 1 collision (e.g. leave every A/D track occupied on an arrival) | Game ends **immediately**, mid-Stage, loss, reason `collisionFloor` — solitaire could never lose this way before this change |
|
||||
| 3.4 | `maxCollisionsTotal` | Set `maxCollisionsPerDay=0` (off), `maxCollisionsTotal=2`, cause 2 collisions across different Days | Game ends on the 2nd collision, whichever Day it falls on |
|
||||
| 3.5 | Both collision caps at 0 | Set both to 0, cause several collisions | Game does **not** end early — same as pre-change solitaire (collisions still cost Revenue, just don't end the game) |
|
||||
| 3.6 | Mode radio defaults | Open New Game, click Competitive | `minCombinedRevenue` suggests `3 × 4 × days` (nominal 4-player assumption — no lobby yet to ask real seat count), `pvpCardsAllowed` checks and enables, Deal disables with a "needs a server" note |
|
||||
| 3.7 | Mode radio — Co-op | Click Co-op | `pvpCardsAllowed` unchecks and **greys out** (forced off, not just defaulted off — no valid target when everyone's on one side), Deal disables |
|
||||
| 3.8 | Mode radio — back to Solitaire | Click Solitaire again | Deal re-enables, `pvpCardsAllowed` unchecks and greys, all four dials show the numbers the *currently playing* game actually has (not the preset) |
|
||||
| 3.9 | URL round-trip | Deal a game with non-default `days`/`minrev`/`colday`/`coltotal`, copy the URL, open it in a new tab | Identical settings — all four now travel via `?days=&minrev=&colday=&coltotal=` alongside the existing `?hand=&passenger=&freight=&transit=` |
|
||||
|
||||
**Not yet clicked through in a real browser** (no browser binary in the sandbox this was built in —
|
||||
verified only via a simulated-DOM test harness, `test/web.test.ts`'s "the New Game dialog" describe
|
||||
block, which drives the actual compiled bundle). §3.6-3.9 specifically should get a real click-through
|
||||
before calling this done.
|
||||
|
||||
---
|
||||
|
||||
## 4. Multiplayer server — Phase 2 (session core)
|
||||
|
||||
New in this release: `src/server/` (session host, HTTP/SSE, static serving), `src/web/session.ts`'s
|
||||
`createRemoteSession`, `src/sim/frame-delta.ts`. Automated: `test/server/session.test.ts` (12 cases,
|
||||
pure logic, no sockets), `test/redaction.test.ts` (4 cases — the exhaustive "no seat sees another
|
||||
seat's secrets" check), `test/frame-delta.test.ts` (5 cases).
|
||||
|
||||
| # | Test | Steps | Expected |
|
||||
|---|---|---|---|
|
||||
| 4.1 | Boot | `JOIN_SECRET=x PORT=8081 node src/server/index.ts` | Starts, logs the bind address and `dist/` path |
|
||||
| 4.2 | Join secret gate | `curl -X POST localhost:8081/api/game` (no `?secret=`) | `403 bad or missing secret` |
|
||||
| 4.3 | Create game | `POST /api/game?secret=x` with `{config, playerNames}` | `200 {ok:true, playerCount:N}`; a second call while a game exists → `409` |
|
||||
| 4.4 | Per-seat SSE | Open `/api/stream?seat=0` and `?seat=1` for a 2-player game | Only the current actor's push has a non-null `menu`; the other seat's is `null` |
|
||||
| 4.5 | Turn enforcement | `POST /api/intent` as the **non-acting** seat | `{ok:false, code:"NOT_YOUR_TURN"}`, no broadcast, no state change |
|
||||
| 4.6 | Accept + broadcast | `POST /api/intent` as the acting seat, a legal intent | `{ok:true}`; **both** SSE streams receive a push with fresh narration |
|
||||
| 4.7 | Idempotent resend | Submit the same `{seq, intent}` twice | Second call: `{ok:true}`, **no** new SSE push (already applied, silently ignored) |
|
||||
| 4.8 | Illegal intent | Submit something `check()` would reject | `{ok:false, code:"<real RejectionCode>"}`; the rejection text does **not** appear in the *other* seat's narration (private feedback, §session.ts's design note) |
|
||||
| 4.9 | Board delta | Submit an intent that doesn't move anything on the board (e.g. `localOps.choose`) | The next push's `frame.division`/`frame.cells` are `null` (unchanged-since-last-push-to-this-seat) |
|
||||
| 4.10 | Heartbeat | Hold an SSE connection open >20s idle | A `: ping` comment line appears (EventSource ignores it; keeps a proxy from reaping the socket) |
|
||||
| 4.11 | **Real browser — not yet done** | Two actual browser tabs, `?seat=0` and `?seat=1`, playing a shared game by clicking | Confirm the whole loop works through the actual UI, not just curl: turn indicator, disabled controls for the non-acting seat, board updates on both sides, a rejected action shows *something* sensible on screen rather than silently doing nothing |
|
||||
|
||||
§4.1-4.10 were run live against a real server process during this session (not just unit-tested) — see
|
||||
the session transcript for the actual curl commands and captured output. §4.11 genuinely was not done;
|
||||
no browser was available in the environment this was built in.
|
||||
|
||||
---
|
||||
|
||||
## 5. Multiplayer server — Phase 3 (persistence and resumption)
|
||||
|
||||
New: `src/server/persistence.ts`, `game.ts`'s `fromMultiplayerSave`, `session.ts`'s `exportSave`/
|
||||
`resumeSession`/turn-timing tracking. Automated: `test/server/persistence.test.ts` (6 cases),
|
||||
`test/server/session.test.ts`'s "turn timings" and "persistence hooks" describe blocks.
|
||||
|
||||
| # | Test | Steps | Expected |
|
||||
|---|---|---|---|
|
||||
| 5.1 | Immediate persistence | `POST /api/game`, then check `DATA_DIR/game.json` | Exists immediately, empty `history`, correct `engineVersion` (= `package.json`'s `version`) |
|
||||
| 5.2 | History grows | Submit a few intents | `game.json`'s `history` array grows by one entry per accepted intent, in order |
|
||||
| 5.3 | Turn timings recorded | Submit enough intents to cross a full turn (player/phase/day/stage change) | `DATA_DIR/turn-timings.json` gains an entry: `{player, phase, day, stage, startedAt, endedAt}`, `endedAt >= startedAt` |
|
||||
| 5.4 | **Restart and resume** (the actual "done when" for Phase 3) | Kill the server process mid-game, restart it against the same `DATA_DIR` | Log line: `"Resumed a saved game... N intents replayed"`; reconnecting both `?seat=` streams shows the exact same Day/Stage/phase/whose-turn as before the kill, correct narration attribution ("Player X chose to...", not anonymous) |
|
||||
| 5.5 | Version-mismatch refusal | Hand-edit `game.json`'s `engineVersion` to a bogus value, restart | Log line refusing to load, naming both versions; server starts with **no** active game (confirm via `POST /api/game` succeeding, not `409`ing); the file is **not** deleted or modified |
|
||||
| 5.6 | Atomic writes, no stray temp files | After several intents, check `DATA_DIR` | Only `game.json`/`turn-timings.json` present — no leftover `.tmp` files from an interrupted write |
|
||||
|
||||
§5.1-5.6 were all run live during this session (kill-and-restart included) — see the transcript. This
|
||||
is the most thoroughly live-verified section of the whole plan.
|
||||
|
||||
---
|
||||
|
||||
## 6. Things this session found but did *not* fix — verify they're still correctly deferred
|
||||
|
||||
These are logged in `TODO.md`, not bugs to chase here — listed so a tester doesn't rediscover them and
|
||||
assume something regressed.
|
||||
|
||||
| Item | Where | Current state to confirm |
|
||||
|---|---|---|
|
||||
| `fromSave`'s replay loses "Player X" narration attribution | `src/web/game.ts` | Still present in `fromSave` (untouched, out of scope); **fixed** in the new `fromMultiplayerSave` — §5.4's narration check is what confirms the fix landed where it needed to |
|
||||
| `newTrain.passCar`'s `check()`/`reduce()` gap | `src/engine/apply.ts` | Still dormant/unreachable — confirm no new caller has started exercising it (would only matter if the *other* thread's 0.4.9 work touches this area) |
|
||||
| No real browser click-through | This session | §3.6-3.9, §4.11 — the two gaps a human still needs to close |
|
||||
|
||||
---
|
||||
|
||||
## Summary checklist
|
||||
|
||||
- [ ] §0 automated gate green
|
||||
- [ ] §1 solitaire regression (six checks)
|
||||
- [ ] §2 New Train rotation, manual multi-seat check
|
||||
- [ ] §3 victory conditions, especially §3.6-3.9 (dialog, not yet browser-verified)
|
||||
- [ ] §4 server core, especially §4.11 (real browser, not yet done)
|
||||
- [ ] §5 persistence — already live-verified this session; worth a second independent run
|
||||
- [ ] §6 confirm the three known-and-deferred items are still exactly as described
|
||||
Generated
+2
-2
@@ -1,12 +1,12 @@
|
||||
{
|
||||
"name": "station-master",
|
||||
"version": "0.4.8",
|
||||
"version": "0.5.0",
|
||||
"lockfileVersion": 3,
|
||||
"requires": true,
|
||||
"packages": {
|
||||
"": {
|
||||
"name": "station-master",
|
||||
"version": "0.4.8",
|
||||
"version": "0.5.0",
|
||||
"devDependencies": {
|
||||
"@types/node": "^26.1.2",
|
||||
"typescript": "^7.0.2"
|
||||
|
||||
+3
-2
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "station-master",
|
||||
"version": "0.4.9d",
|
||||
"version": "0.5.5",
|
||||
"private": true,
|
||||
"type": "module",
|
||||
"description": "Station Master — a railroad operations game",
|
||||
@@ -9,7 +9,8 @@
|
||||
},
|
||||
"scripts": {
|
||||
"typecheck": "tsc --noEmit",
|
||||
"test": "node --test test/**/*.test.ts",
|
||||
"pretest": "node scripts/build-web.ts",
|
||||
"test": "node --test test/*.test.ts test/**/*.test.ts",
|
||||
"build:web": "node scripts/build-web.ts",
|
||||
"serve:web": "node scripts/build-web.ts && npx --yes http-server dist -p 8080 -c-1",
|
||||
"deploy:web": "node scripts/deploy-web.ts"
|
||||
|
||||
@@ -15,7 +15,13 @@ import { dirname, join } from 'node:path';
|
||||
import { fileURLToPath } from 'node:url';
|
||||
|
||||
const root = join(dirname(fileURLToPath(import.meta.url)), '..');
|
||||
const dist = join(root, 'dist');
|
||||
/**
|
||||
* Overridable so a test can point the build at an isolated directory instead of the shared
|
||||
* `dist/` the rest of the suite reads — see `test/web.test.ts`'s "builds, and needs nothing but a
|
||||
* static host". Must be a sibling of `dist/`, not nested inside it: this script's own `rmSync`
|
||||
* below wipes the whole directory it is given, so nesting one inside the other would still race.
|
||||
*/
|
||||
const dist = join(root, process.env['BUILD_DIST_DIR'] ?? 'dist');
|
||||
|
||||
rmSync(dist, { recursive: true, force: true });
|
||||
mkdirSync(dist, { recursive: true });
|
||||
|
||||
+61
-49
@@ -27,9 +27,7 @@ import {
|
||||
MOVES_PER_LOCAL_OPS_NIGHT,
|
||||
STAGES_PER_DAY,
|
||||
STAGES_PER_SHIFT,
|
||||
collectiveRevenueFloor,
|
||||
houseRules,
|
||||
lengthProfile,
|
||||
officeProfile,
|
||||
REGIONS_PER_MAINLINE_CARD,
|
||||
mainlineProfile,
|
||||
@@ -273,10 +271,23 @@ function newTrainPhase(s: GameState, events: GameEvent[]): AdvanceResult {
|
||||
return { events, needsInput: true };
|
||||
}
|
||||
|
||||
// Gap 9 — the car-placement round REPEATS until the consist is full or no suitable car remains.
|
||||
/**
|
||||
* Gap 9 — the car-placement round REPEATS until the consist is full or no suitable car remains,
|
||||
* cycling Superintendent-then-left one car at a time (§7).
|
||||
*
|
||||
* `tray.consist.length` IS the round position: a freshly made-up tray always starts with
|
||||
* `consist: []`, and each `newTrain.placeCar` appends exactly one car to it (`apply.ts`'s
|
||||
* `carPlacedOnTrain` reducer), so it counts placements toward THIS tray without any new state —
|
||||
* and resets to 0 naturally for the next train made up, which a phase-wide `actorOffset` cannot
|
||||
* do. Reproduces the rulebook's worked example exactly: 2 players, 4-coach Limited → seats
|
||||
* 0, 1, 0, 1.
|
||||
*/
|
||||
const filling = trainNeedingCars(s);
|
||||
if (filling) {
|
||||
s.clock.currentActor = actorAt(s, s.clock.actorOffset % s.players.length);
|
||||
const tray = s.trays.get(filling)!;
|
||||
const nextActor = actorAt(s, tray.consist.length % s.players.length);
|
||||
if (s.clock.currentActor !== nextActor) events.push({ type: 'actorChanged', player: nextActor });
|
||||
s.clock.currentActor = nextActor;
|
||||
return { events, needsInput: true };
|
||||
}
|
||||
|
||||
@@ -893,8 +904,13 @@ function arriveAtOffice(
|
||||
|
||||
// §8.3 — cars standing on the Running Track between the Limits and the Office. A train at speed
|
||||
// is not expecting them (§A.4), so this is a collision too, not a coupling.
|
||||
//
|
||||
// A coach is the one exception (v0.5.0, §A.4's Office carve-out): it may be legally, deliberately
|
||||
// parked at the Office while its engine switches, so it must not become a hazard to the next
|
||||
// arrival. Anything else standing there is still illegal to have dropped in the first place —
|
||||
// `canDropCarsAt` already refuses it — so this filter only ever excludes a coach in practice.
|
||||
const officeCard = area.grid.get(coordKey(area.officeCoord));
|
||||
if (officeCard && officeCard.standing.length > 0) {
|
||||
if (officeCard && officeCard.standing.some((c) => c.type !== 'coach')) {
|
||||
collide(s, playerAtSeat(s, seat), [id], events, 'cars fouling the Running Track', 'the Running Track');
|
||||
return 'moved';
|
||||
}
|
||||
@@ -956,6 +972,7 @@ function collide(
|
||||
}
|
||||
|
||||
s.collisionsToday += 1;
|
||||
s.collisionsTotal += 1;
|
||||
const player = s.players[faultPlayer];
|
||||
if (player) {
|
||||
player.revenue -= COLLISION_PENALTY;
|
||||
@@ -1067,63 +1084,58 @@ function shiftChange(s: GameState, events: GameEvent[]): AdvanceResult {
|
||||
events.push({ type: 'stageBegan', day: s.clock.day, stage: s.clock.stage });
|
||||
}
|
||||
|
||||
// §3.4 — Competitive only: three collisions in one Day and everyone loses.
|
||||
if (s.config.mode === 'competitive' && s.collisionsToday >= 3) {
|
||||
s.status = 'finished';
|
||||
s.outcome = { result: 'loss', winner: null, reason: 'collisionFloor' };
|
||||
return { events, needsInput: false };
|
||||
// §3.4 — every mode but competitive-and-coop-only: a Day's collisions against `maxCollisionsPerDay`
|
||||
// and the game's running total against `maxCollisionsTotal`. `0` disables either check. Flat, not
|
||||
// scaled by player count — Jesse's call, 2026-08-20: more players is more independent chances to
|
||||
// collide, not a bigger shared budget.
|
||||
if (s.config.mode === 'competitive' || s.config.mode === 'coop') {
|
||||
const perDayBreach =
|
||||
s.config.maxCollisionsPerDay > 0 && s.collisionsToday >= s.config.maxCollisionsPerDay;
|
||||
const totalBreach =
|
||||
s.config.maxCollisionsTotal > 0 && s.collisionsTotal >= s.config.maxCollisionsTotal;
|
||||
if (perDayBreach || totalBreach) {
|
||||
s.status = 'finished';
|
||||
s.outcome = { result: 'loss', winner: null, reason: 'collisionFloor' };
|
||||
return { events, needsInput: false };
|
||||
}
|
||||
}
|
||||
|
||||
return { events: [...events, ...enterPhase(s, 'localOps')], needsInput: false };
|
||||
}
|
||||
|
||||
/** §3.3 — evaluated at the end of a Day. */
|
||||
/**
|
||||
* §3.3 — evaluated at the end of a Day.
|
||||
*
|
||||
* Unified 2026-08-20 across all three modes: play `config.days`, then whoever has the most Revenue
|
||||
* wins — unless the table's combined Revenue missed `config.minCombinedRevenue`, in which case
|
||||
* everyone loses. Solitaire is "everyone" with one player, so this is the same win/lose shape it
|
||||
* always had, just against a configured floor instead of a `length`-preset `target`. Coop keeps its
|
||||
* "the table's score is everyone's Revenue summed" model — winner stays null, the achievement is
|
||||
* shared — now against the same configurable floor.
|
||||
*/
|
||||
function checkVictory(s: GameState, _events: GameEvent[]): boolean {
|
||||
const profile = lengthProfile(s.config.length);
|
||||
const daysElapsed = s.clock.day - 1;
|
||||
|
||||
if (s.config.victory === 'firstToTarget') {
|
||||
const target =
|
||||
s.config.mode === 'coop' ? profile.target * s.players.length : profile.target;
|
||||
const score = s.config.mode === 'coop' ? totalRevenue(s) : Math.max(...s.players.map((p) => p.revenue));
|
||||
if (score >= target) {
|
||||
const winner =
|
||||
s.config.mode === 'coop'
|
||||
? null
|
||||
: s.players.findIndex((p) => p.revenue === score);
|
||||
s.status = 'finished';
|
||||
s.outcome = { result: 'win', winner: winner === -1 ? null : winner, reason: 'targetReached' };
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
if (daysElapsed < profile.days) return false;
|
||||
if (daysElapsed < s.config.days) return false;
|
||||
|
||||
s.status = 'finished';
|
||||
|
||||
if (s.config.mode === 'competitive') {
|
||||
// §3.5 — all players' Revenue combined must clear the floor, or everyone loses.
|
||||
if (totalRevenue(s) < collectiveRevenueFloor(s.players.length, profile.days)) {
|
||||
s.outcome = { result: 'loss', winner: null, reason: 'revenueFloor' };
|
||||
return true;
|
||||
}
|
||||
const best = Math.max(...s.players.map((p) => p.revenue));
|
||||
s.outcome = {
|
||||
result: 'win',
|
||||
winner: s.players.findIndex((p) => p.revenue === best),
|
||||
reason: 'daysElapsed',
|
||||
};
|
||||
const combined = totalRevenue(s);
|
||||
if (s.config.minCombinedRevenue > 0 && combined < s.config.minCombinedRevenue) {
|
||||
s.outcome = { result: 'loss', winner: null, reason: 'revenueFloor' };
|
||||
return true;
|
||||
}
|
||||
|
||||
// Solitaire and Co-op: the target doubles as a MINIMUM. Below it you lose regardless of score.
|
||||
const target = s.config.mode === 'coop' ? profile.target * s.players.length : profile.target;
|
||||
const score = s.config.mode === 'coop' ? totalRevenue(s) : (s.players[0]?.revenue ?? 0);
|
||||
s.outcome =
|
||||
score >= target
|
||||
? { result: 'win', winner: null, reason: 'daysElapsed' }
|
||||
: { result: 'loss', winner: null, reason: 'revenueFloor' };
|
||||
if (s.config.mode === 'coop') {
|
||||
s.outcome = { result: 'win', winner: null, reason: 'daysElapsed' };
|
||||
return true;
|
||||
}
|
||||
|
||||
const best = Math.max(...s.players.map((p) => p.revenue));
|
||||
s.outcome = {
|
||||
result: 'win',
|
||||
winner: s.players.findIndex((p) => p.revenue === best),
|
||||
reason: 'daysElapsed',
|
||||
};
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
+10
-11
@@ -697,25 +697,24 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
|
||||
? tray.consist.slice(0, i.count)
|
||||
: tray.consist.slice(tray.consist.length - i.count);
|
||||
const dropRules = rulesOf(tray);
|
||||
const dropArea = areaOf(s, player);
|
||||
const atOffice = here.row === dropArea.officeCoord.row && here.col === dropArea.officeCoord.col;
|
||||
/**
|
||||
* Trains 7/8 Local — "coach must remain on station track if switching", i.e. the coach is
|
||||
* never set out during switching at all.
|
||||
*
|
||||
* The intended reading was "set out only at the Office", but §A.4 makes that unimplementable:
|
||||
* `canDropCarsAt` refuses the Office square outright — "the Office track is Operational Rail,
|
||||
* but Rolling Stock may not be left there" — so "only at the Office" and "nowhere" are the same
|
||||
* rule. What is left is the effect that matters: the Local may shunt its freight car around the
|
||||
* district, and may not abandon its coach at an industry or on a siding while it does.
|
||||
* Flagged in `TODO.md` in case the station track is meant to become a real place to leave one.
|
||||
* Trains 7/8 Local — "coach must remain on station track if switching" — the coach may never
|
||||
* be set out anywhere ELSE while switching. §A.4 now carries an exception for the Office
|
||||
* square (v0.5.0, Jesse's call): any train may cut a coach loose there, which is exactly what
|
||||
* "station track" meant on the card all along. So the coach is refused everywhere except the
|
||||
* Office, rather than everywhere.
|
||||
*/
|
||||
if (dropRules.coachStaysOnStationTrack && cut.some((c) => c.type === 'coach')) {
|
||||
if (dropRules.coachStaysOnStationTrack && cut.some((c) => c.type === 'coach') && !atOffice) {
|
||||
return 'COACH_MUST_STAY';
|
||||
}
|
||||
const droppedFreight = cut.filter(isFreight).length;
|
||||
if (droppedFreight > 0 && !freightBudgetLeft(s, player, tray, here, droppedFreight)) {
|
||||
return 'FREIGHT_WORKED_HERE';
|
||||
}
|
||||
return canDropCarsAt(areaOf(s, player), here, i.count) ? null : 'CANNOT_DROP_HERE';
|
||||
const coachesOnly = cut.every((c) => c.type === 'coach');
|
||||
return canDropCarsAt(dropArea, here, i.count, coachesOnly) ? null : 'CANNOT_DROP_HERE';
|
||||
}
|
||||
|
||||
case 'switch.sortConsist': {
|
||||
|
||||
+26
-7
@@ -876,7 +876,13 @@ export function mainlineCardCount(players: number): number {
|
||||
return players + 1;
|
||||
}
|
||||
|
||||
/** Provisional; not in the recovered files. */
|
||||
/**
|
||||
* Sourced, not provisional: `rules-v0.2.md`:339, "There are only a limited number of Crew Trays
|
||||
* and engine pieces [Gap 4b: player count + 3]." The rules tie Crew Trays and engine pieces
|
||||
* together as ONE combined resource, not two independently-tracked supplies — an engine is never
|
||||
* conjured separately from the tray it rides in, and the game has no state for "an engine with no
|
||||
* tray" or "a tray with no engine". `state.ts`'s `freeTrays` pool already IS the engine supply.
|
||||
*/
|
||||
export function crewTrayCount(players: number): number {
|
||||
return players + 3;
|
||||
}
|
||||
@@ -1003,7 +1009,11 @@ export const MOVES_PER_LOCAL_OPS = 6;
|
||||
export const MOVES_PER_LOCAL_OPS_NIGHT = 5;
|
||||
export const LABORER_ACTIONS_PER_LOAD = 4;
|
||||
export const COLLISION_PENALTY = 5;
|
||||
export const COLLISION_FLOOR_PER_DAY = 3;
|
||||
/** Suggested defaults for `GameConfig`'s collision floors — see `state.ts`'s `GameConfig` doc. */
|
||||
export const DEFAULT_MAX_COLLISIONS_PER_DAY = 3;
|
||||
export const DEFAULT_MAX_COLLISIONS_TOTAL = 5;
|
||||
/** Suggested default for `GameConfig.days`, all modes. */
|
||||
export const DEFAULT_DAYS = 5;
|
||||
/**
|
||||
* Q3 — an expedited train left parked off the Office when a Mainline Phase begins is a Station
|
||||
* Master fault: the train was not kept ready to highball the moment the Subdivision allowed it.
|
||||
@@ -1011,18 +1021,27 @@ export const COLLISION_FLOOR_PER_DAY = 3;
|
||||
*/
|
||||
export const EXPEDITE_FAULT_PENALTY = 1;
|
||||
|
||||
/**
|
||||
* The suggested default for `GameConfig.minCombinedRevenue` — a caller computes this before
|
||||
* submitting a config; the engine itself never calls it (`state.ts`'s `GameConfig` doc explains why).
|
||||
*/
|
||||
export function collectiveRevenueFloor(players: number, days: number): number {
|
||||
return 3 * players * days;
|
||||
}
|
||||
|
||||
/**
|
||||
* `GameLength` IS NOT PART OF `GameConfig` ANY MORE (2026-08-20) — `days` is a free variable there
|
||||
* now, replacing the old `target`-bearing preset. This survives only as a convenience for sim/CLI
|
||||
* tooling (`harness.ts`, `compare.ts`, `replay.ts`) that still wants a `short`/`standard`/`campaign`
|
||||
* argument instead of a raw day count; `lengthProfile()` just resolves that argument to `days`.
|
||||
*/
|
||||
export type GameLength = 'short' | 'standard' | 'campaign';
|
||||
export type LengthProfile = { length: GameLength; target: number; days: number };
|
||||
export type LengthProfile = { length: GameLength; days: number };
|
||||
|
||||
/** Provisional and now unvalidated — the balance run they came from used a placeholder ruleset. */
|
||||
export const LENGTH_PROFILES: readonly LengthProfile[] = [
|
||||
{ length: 'short', target: 10, days: 3 },
|
||||
{ length: 'standard', target: 20, days: 5 },
|
||||
{ length: 'campaign', target: 45, days: 10 },
|
||||
{ length: 'short', days: 3 },
|
||||
{ length: 'standard', days: 5 },
|
||||
{ length: 'campaign', days: 10 },
|
||||
];
|
||||
|
||||
export function lengthProfile(length: GameLength): LengthProfile {
|
||||
|
||||
+16
-13
@@ -53,13 +53,16 @@ export type SetupOptions = {
|
||||
};
|
||||
|
||||
/** Builds the 52-card Home Office deck (§12.1). Unshuffled; caller shuffles with the seeded RNG. */
|
||||
export function buildDeck(mode: GameConfig['mode'] = 'competitive'): Card[] {
|
||||
export function buildDeck(mode: GameConfig['mode'] = 'competitive', pvpCardsAllowed = false): Card[] {
|
||||
/**
|
||||
* THE 22 OPPONENT-DIRECTED CARDS ARE OUT OF EVERY DECK FOR NOW, not just the solitaire one.
|
||||
* THE 22 OPPONENT-DIRECTED CARDS ARE OUT OF EVERY DECK REGARDLESS OF `pvpCardsAllowed`, for now.
|
||||
*
|
||||
* Q6 took them out of solitaire because they have no legal target in a one-player game. They are
|
||||
* out of the competitive deck too because `checkPlay` answers both categories `NOT_IMPLEMENTED`:
|
||||
* leaving them in would make ~9% of draws reject outright, which is worse than not dealing them.
|
||||
* `pvpCardsAllowed` (`GameConfig`, wired 2026-08-20) is the player-facing toggle, but ANDing it
|
||||
* with `cardsImplemented` keeps it inert until Phase 5 actually builds the cards — flipping
|
||||
* `pvpCardsAllowed` on today must not turn a working game into one where ~9% of draws reject.
|
||||
*
|
||||
* AND SO ARE THE SEVEN CARDS THAT ANSWER THEM — see below. They used to be dealt and sit dormant,
|
||||
* which is the same dead draw by another name. Recorded in TODO.md as multiplayer work.
|
||||
@@ -68,7 +71,8 @@ export function buildDeck(mode: GameConfig['mode'] = 'competitive'): Card[] {
|
||||
* for these two categories today.
|
||||
*/
|
||||
void mode;
|
||||
const opponentCardsInDeck = false;
|
||||
const cardsImplemented = false;
|
||||
const opponentCardsInDeck = pvpCardsAllowed && cardsImplemented;
|
||||
const cards: Card[] = [];
|
||||
let n = 0;
|
||||
const push = (kind: Card['kind']): void => {
|
||||
@@ -226,17 +230,15 @@ function buildDivision(players: number, rng: Rng): DivisionNode[] {
|
||||
const mainline = (): DivisionNode => {
|
||||
const card = kinds[rng.nextInt(kinds.length)]!;
|
||||
const node: DivisionNode = { kind: 'mainline', card, transits: [] };
|
||||
// The Heavy Grade card says "Player sets orientation", but setup has no decision point yet —
|
||||
// createGame is synchronous and returns a ready state. Rolled for now so the orientation is at
|
||||
// least deterministic and varies between games; it should become a real player choice when
|
||||
// setup gains an interactive phase. See implications.md §10 Q11.
|
||||
if (mainlineProfile(card).speed.kind === 'grade') {
|
||||
/**
|
||||
* TEMPORARY, and flagged in TODO. The card prints "(Up)" and "Player sets orientation", so
|
||||
* which way a Heavy Grade climbs is the player's decision — but it is dealt during setup, and
|
||||
* setup has no decision point at all. Rolled from the seed until it gains one, because the
|
||||
* orientation MATTERS: it decides which direction climbs, and therefore what a Brakeman or
|
||||
* Helpers card is worth.
|
||||
* SETTLED, not provisional (v0.5.0, Jesse's call) — this overrides the card's own printed
|
||||
* "Player sets orientation". A Heavy Grade sits on the shared west-to-east chain BETWEEN two
|
||||
* players (§4.2), or beyond an end Division Point next to one — never inside one player's own
|
||||
* district — so whichever direction climbs advantages one neighbour over the other, and there
|
||||
* is no single player who owns that call fairly. Orientation is rolled from the seed instead,
|
||||
* identically for solitaire and multiplayer, and this is not expected to change when setup
|
||||
* eventually gains an interactive phase for other decisions. See implications.md §10 Q11.
|
||||
*/
|
||||
node.gradeUp = rng.nextInt(2) === 0 ? 'east' : 'west';
|
||||
}
|
||||
@@ -317,7 +319,7 @@ export function createGame(opts: SetupOptions): GameState {
|
||||
*/
|
||||
const rules = houseRules(config);
|
||||
const deal = OPENING_DEALS[rules.startingHand];
|
||||
const deck = buildDeck(config.mode);
|
||||
const deck = buildDeck(config.mode, config.pvpCardsAllowed);
|
||||
const cards = new Map<CardId, Card>();
|
||||
for (const c of deck) cards.set(c.id, c);
|
||||
|
||||
@@ -409,6 +411,7 @@ export function createGame(opts: SetupOptions): GameState {
|
||||
turns: freshTurns(playerCount, MOVES_PER_LOCAL_OPS),
|
||||
movedThisPhase: new Set(),
|
||||
collisionsToday: 0,
|
||||
collisionsTotal: 0,
|
||||
status: 'active',
|
||||
outcome: null,
|
||||
};
|
||||
|
||||
+43
-10
@@ -12,7 +12,6 @@ import type {
|
||||
Hand,
|
||||
MainlineKind,
|
||||
FreightKind,
|
||||
GameLength,
|
||||
HouseRuleOverrides,
|
||||
ModifierKind,
|
||||
OfficeTier,
|
||||
@@ -326,6 +325,12 @@ export type CrewTray = {
|
||||
*
|
||||
* The engine is NOT one of the `consist` entries: §8.2 counts the consist as Rolling Stock, and
|
||||
* the four-car limit (§A.4) is a limit on cars, not on the locomotive hauling them.
|
||||
*
|
||||
* This only records POSITION, not a supply — and that is not a gap. `rules-v0.2.md`:339 (Gap 4b)
|
||||
* ties Crew Trays and engine pieces together as one combined resource, `player count + 3`
|
||||
* (`crewTrayCount` in `content.ts`), so engine scarcity IS tray scarcity: `freeTrays` running out
|
||||
* already blocks a new train exactly when the engine supply would. There is no state for "a tray
|
||||
* with no engine" because the rules never separate the two.
|
||||
*/
|
||||
engineAt: number;
|
||||
/**
|
||||
@@ -540,12 +545,42 @@ export type Player = {
|
||||
};
|
||||
|
||||
export type GameMode = 'solitaire' | 'competitive' | 'coop';
|
||||
export type VictoryCondition = 'firstToTarget' | 'highestAfterDays';
|
||||
|
||||
/**
|
||||
* VICTORY CONDITIONS — designed 2026-08-20, unified across all three modes.
|
||||
*
|
||||
* Replaces the old `length`-preset lookup (`LENGTH_PROFILES.target`) and the dead
|
||||
* `VictoryCondition: 'firstToTarget'` (grepped: never selected anywhere in the codebase). Winner is
|
||||
* whoever has the most Revenue when `days` run out — solitaire's own player counts as "everyone" —
|
||||
* unless `minCombinedRevenue` was missed, in which case everyone loses. Coop keeps summing every
|
||||
* player's Revenue into one table score, now against a configurable floor instead of
|
||||
* `profile.target * players.length`.
|
||||
*
|
||||
* `0` means "off" for every numeric field below. `minCombinedRevenue`'s natural default is
|
||||
* `collectiveRevenueFloor(players, days)` (`content.ts`), computed by whoever authors the config —
|
||||
* the engine only ever reads a concrete number here, never resolves one lazily, because player count
|
||||
* is not always known at config-authoring time (a lobby, a CLI flag, a dialog).
|
||||
*
|
||||
* `maxCollisionsPerDay`/`maxCollisionsTotal` are deliberately FLAT, not scaled by player count: more
|
||||
* players means more independent chances to collide, not a bigger shared budget, so a multiplayer
|
||||
* table is genuinely riskier than solitaire at the same default (Jesse's call).
|
||||
*/
|
||||
export type GameConfig = {
|
||||
mode: GameMode;
|
||||
victory: VictoryCondition;
|
||||
length: GameLength;
|
||||
/** How many Days the game runs. */
|
||||
days: number;
|
||||
/** Everyone loses if the table's total Revenue is below this when `days` run out. 0 = off. */
|
||||
minCombinedRevenue: number;
|
||||
/** Everyone loses immediately, mid-game, once collisions in one Day reach this. 0 = off. */
|
||||
maxCollisionsPerDay: number;
|
||||
/** Same, summed across the whole game, never reset. 0 = off. */
|
||||
maxCollisionsTotal: number;
|
||||
/**
|
||||
* Whether the 22 opponent-directed cards are in the deck (`setup.ts`'s `buildDeck`). Forced off in
|
||||
* `solitaire` and `coop` — neither has a valid target for them — on by default in `competitive`.
|
||||
* Has no effect until those cards are built (Phase 5); see `TODO.md`.
|
||||
*/
|
||||
pvpCardsAllowed: boolean;
|
||||
optionalRules: {
|
||||
reducedVisibility: boolean;
|
||||
sisterTrains: boolean;
|
||||
@@ -562,11 +597,7 @@ export type GameConfig = {
|
||||
houseRules?: HouseRuleOverrides;
|
||||
};
|
||||
|
||||
export type OutcomeReason =
|
||||
| 'targetReached'
|
||||
| 'daysElapsed'
|
||||
| 'collisionFloor'
|
||||
| 'revenueFloor';
|
||||
export type OutcomeReason = 'daysElapsed' | 'collisionFloor' | 'revenueFloor';
|
||||
|
||||
export type Outcome = {
|
||||
result: 'win' | 'loss';
|
||||
@@ -742,8 +773,10 @@ export type GameState = {
|
||||
turns: Map<PlayerIndex, TurnState>;
|
||||
/** Transient: trains already moved in the current Mainline Phase. Cleared when it ends. */
|
||||
movedThisPhase: Set<TrayId>;
|
||||
/** §3.4 — resets at the start of each Day. */
|
||||
/** §3.4 — resets at the start of each Day; checked against `config.maxCollisionsPerDay`. */
|
||||
collisionsToday: number;
|
||||
/** §3.4 — never reset; checked against `config.maxCollisionsTotal`. */
|
||||
collisionsTotal: number;
|
||||
status: 'setup' | 'active' | 'finished';
|
||||
outcome: Outcome | null;
|
||||
};
|
||||
|
||||
+10
-3
@@ -667,12 +667,19 @@ export function canPlaceAt(area: OfficeArea, coord: GridCoord, card: TrackCard):
|
||||
}
|
||||
|
||||
/**
|
||||
* §A.4 — the Office track is Operational Rail, but Rolling Stock may not be left there.
|
||||
* §A.4 — the Office track is Operational Rail, but Rolling Stock may not be left there — WITH ONE
|
||||
* EXCEPTION (Jesse's call, v0.5.0): any train may set out one or more coaches at the Office. It is
|
||||
* the one car type a passenger platform is meant to hold, and it is what makes the ENGINE-boxcar-
|
||||
* coach Local arrangement workable — the coach drops here while the engine and freight car switch
|
||||
* freely. Freight and cabooses stay banned at the Office for every train, no exception.
|
||||
*
|
||||
* An industry track also has a finite length (§9.3), so it can be full.
|
||||
*/
|
||||
export function canDropCarsAt(area: OfficeArea, coord: GridCoord, count = 1): boolean {
|
||||
if (sameCoord(coord, area.officeCoord)) return false;
|
||||
export function canDropCarsAt(area: OfficeArea, coord: GridCoord, count = 1, coachesOnly = false): boolean {
|
||||
const card = cardAt(area, coord);
|
||||
if (sameCoord(coord, area.officeCoord)) {
|
||||
return coachesOnly && !!card && isOperationalRail(card) && spaceOn(card) >= count;
|
||||
}
|
||||
if (!card || !isOperationalRail(card)) return false;
|
||||
return spaceOn(card) >= count;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,576 @@
|
||||
/**
|
||||
* The HTTP/SSE wiring — Phase 2 of `docs/architecture/multiplayer.md` (§8-9, §12 steps 8 and 12),
|
||||
* extended for Phase 4 (§12 steps 17-20) to a lobby and more than one game.
|
||||
*
|
||||
* Plain `node:http`, no framework: the project has zero runtime dependencies
|
||||
* (`package.json`), and `scripts/build-web.ts` already shells out to `tsc` directly rather than
|
||||
* reaching for a bundler — this matches that everywhere-else choice rather than introducing the
|
||||
* first framework dependency for one route table.
|
||||
*
|
||||
* All the game logic lives in `session.ts` and `lobby.ts`; this file is deliberately thin — routing,
|
||||
* the join-secret gate on the DOOR (create/join), token resolution once a player is through it, SSE
|
||||
* mechanics, and static file serving for the built client (`dist/`, D16: the server serves the
|
||||
* client, which is what makes same-origin work with no CORS).
|
||||
*
|
||||
* TOKENS REPLACE `?seat=&secret=` ON THE RUNNING-GAME ROUTES. `lobby-and-sessions.md` §1: the token
|
||||
* already proves "I am the player who was in this game," which is the only identity claim `/api/stream`
|
||||
* and `/api/intent` need — the join secret's job ends at the lobby door.
|
||||
*/
|
||||
|
||||
import { createServer } from 'node:http';
|
||||
import type { IncomingMessage, ServerResponse } from 'node:http';
|
||||
import { createReadStream } from 'node:fs';
|
||||
import { stat } from 'node:fs/promises';
|
||||
import { extname, join, normalize } from 'node:path';
|
||||
|
||||
import type { Intent } from '../engine/intents.ts';
|
||||
import type { GameConfig, PlayerIndex } from '../engine/state.ts';
|
||||
import {
|
||||
appendTiming,
|
||||
deleteGame,
|
||||
deleteLobby,
|
||||
gameDir,
|
||||
readIndex,
|
||||
removeIndexEntry,
|
||||
upsertIndexEntry,
|
||||
writeGame,
|
||||
writeLobby,
|
||||
writeSessions,
|
||||
} from './persistence.ts';
|
||||
import { createSession } from './session.ts';
|
||||
import type { GameSession, Push } from './session.ts';
|
||||
import {
|
||||
createLobby,
|
||||
freshGameCode,
|
||||
playerCountAllowed,
|
||||
joinLobby,
|
||||
reassignHost,
|
||||
setBotSeat,
|
||||
startLobby,
|
||||
} from './lobby.ts';
|
||||
import type { Lobby, PlayerSession } from './lobby.ts';
|
||||
|
||||
export type ServerOptions = {
|
||||
port: number;
|
||||
bindAddress: string;
|
||||
/** D14 — a server-wide secret, passed out of band. Gates lobby creation and joining — the door;
|
||||
* once a player is through it and holds a token, the token alone authenticates them. */
|
||||
joinSecret: string;
|
||||
/** The built client (`npm run build:web`'s `dist/`), served at `/` (D16). */
|
||||
distDir: string;
|
||||
/** Where every game's files live, one subdirectory per `gameId` (`persistence.ts`'s `gameDir`). */
|
||||
dataDir: string;
|
||||
/** `package.json`'s version — stamped onto every write, checked on every load (§12 step 15). */
|
||||
engineVersion: string;
|
||||
/**
|
||||
* Gates the administrative routes — listing, exporting and deleting games — and is DELIBERATELY
|
||||
* not the join secret. Every player holds that one, so gating a delete with it would let anyone
|
||||
* at the table destroy anyone else's game. This is held by whoever runs the server and nobody
|
||||
* else. When it is unset the admin routes do not exist at all (404, the same answer as any other
|
||||
* unknown path), so a server that was never given one cannot be administered by guessing.
|
||||
*/
|
||||
adminSecret?: string | undefined;
|
||||
/** Reconstructed by `index.ts`'s load-on-start. Empty maps for a fresh server. */
|
||||
initialGames: Map<string, GameSession>;
|
||||
initialLobbies: Map<string, Lobby>;
|
||||
initialSessions: Map<string, PlayerSession>;
|
||||
};
|
||||
|
||||
const MIME: Record<string, string> = {
|
||||
'.html': 'text/html; charset=utf-8',
|
||||
'.js': 'text/javascript; charset=utf-8',
|
||||
'.css': 'text/css; charset=utf-8',
|
||||
'.json': 'application/json; charset=utf-8',
|
||||
'.png': 'image/png',
|
||||
'.svg': 'image/svg+xml',
|
||||
};
|
||||
|
||||
const HEARTBEAT_MS = 20_000;
|
||||
|
||||
async function readJson(req: IncomingMessage): Promise<unknown> {
|
||||
const chunks: Buffer[] = [];
|
||||
for await (const chunk of req) chunks.push(chunk as Buffer);
|
||||
const text = Buffer.concat(chunks).toString('utf8');
|
||||
return text.trim() === '' ? {} : JSON.parse(text);
|
||||
}
|
||||
|
||||
function sendJson(res: ServerResponse, status: number, body: unknown): void {
|
||||
const text = JSON.stringify(body);
|
||||
res.writeHead(status, { 'Content-Type': 'application/json; charset=utf-8', 'Content-Length': Buffer.byteLength(text) });
|
||||
res.end(text);
|
||||
}
|
||||
|
||||
async function serveStatic(distDir: string, urlPath: string, res: ServerResponse): Promise<void> {
|
||||
const rel = urlPath === '/' ? '/index.html' : urlPath;
|
||||
// `normalize` collapses `..`, and the join is then checked to still be inside `distDir` — a request
|
||||
// for `/../../etc/passwd` must not escape the one directory this is allowed to read from.
|
||||
const full = join(distDir, normalize(rel));
|
||||
if (!full.startsWith(distDir)) {
|
||||
sendJson(res, 400, { error: 'bad path' });
|
||||
return;
|
||||
}
|
||||
try {
|
||||
const info = await stat(full);
|
||||
if (!info.isFile()) throw new Error('not a file');
|
||||
res.writeHead(200, { 'Content-Type': MIME[extname(full)] ?? 'application/octet-stream', 'Content-Length': info.size });
|
||||
createReadStream(full).pipe(res);
|
||||
} catch {
|
||||
res.writeHead(404, { 'Content-Type': 'text/plain' });
|
||||
res.end('not found');
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* What a lobby SSE push carries — the whole `Lobby`, since the seat list is small and a delta
|
||||
* mechanism buys nothing at this size (`session.ts`'s `Push` deltas the BOARD, which is not this).
|
||||
*
|
||||
* `started` rides on the FINAL push of a lobby's life, sent the instant before the connection is
|
||||
* closed at `Lobby.Start` — without it, the client's only signal that the game began is the stream
|
||||
* simply ending, indistinguishable from a network hiccup that `EventSource` would otherwise retry.
|
||||
*/
|
||||
type LobbyPush = { lobby: Lobby; you: PlayerIndex; started: boolean };
|
||||
|
||||
export function startServer(opts: ServerOptions): void {
|
||||
const games = opts.initialGames;
|
||||
const lobbies = opts.initialLobbies;
|
||||
const sessions = opts.initialSessions;
|
||||
const gameCodes = new Map<string, string>(); // gameCode -> gameId, for /api/lobby/join
|
||||
for (const [gameId, lobby] of lobbies) gameCodes.set(lobby.gameCode, gameId);
|
||||
|
||||
// One open SSE response per (gameId, seat) for a running game, and per (gameId, token) for a
|
||||
// lobby still being seated — a second connection from the same seat/token replaces the first
|
||||
// rather than fanning out to both (no concept yet of "the same seat from two tabs").
|
||||
const gameConnections = new Map<string, Map<PlayerIndex, ServerResponse>>();
|
||||
const gameEventIds = new Map<string, Map<PlayerIndex, number>>();
|
||||
const lobbyConnections = new Map<string, Map<string, ServerResponse>>();
|
||||
|
||||
function writeSse(res: ServerResponse, id: number, data: unknown): void {
|
||||
res.write(`id: ${id}\ndata: ${JSON.stringify(data)}\n\n`);
|
||||
}
|
||||
|
||||
function nextEventId(gameId: string, seat: PlayerIndex): number {
|
||||
const ids = gameEventIds.get(gameId) ?? new Map<PlayerIndex, number>();
|
||||
const id = (ids.get(seat) ?? 0) + 1;
|
||||
ids.set(seat, id);
|
||||
gameEventIds.set(gameId, ids);
|
||||
return id;
|
||||
}
|
||||
|
||||
function broadcastGame(gameId: string, pushes: Map<PlayerIndex, Push>): void {
|
||||
const conns = gameConnections.get(gameId);
|
||||
if (!conns) return;
|
||||
for (const [seat, push] of pushes) {
|
||||
const res = conns.get(seat);
|
||||
if (res) writeSse(res, nextEventId(gameId, seat), push);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Presence is transport-layer news about a CONNECTION, never a `GameEvent` — it does not go
|
||||
* through `session.ts` at all (`lobby-and-sessions.md` §5). Sent to every OTHER currently
|
||||
* connected seat of the same game as a presence-only push (an empty board delta, no menu, no new
|
||||
* lines) rather than inventing a second SSE event type — one message shape for the client to parse.
|
||||
*/
|
||||
function broadcastPresence(gameId: string, seat: PlayerIndex, connected: boolean): void {
|
||||
const conns = gameConnections.get(gameId);
|
||||
if (!conns) return;
|
||||
for (const [other, res] of conns) {
|
||||
if (other === seat) continue;
|
||||
const push: Push = { menu: null, lines: [], presence: { seat, connected } };
|
||||
writeSse(res, nextEventId(gameId, other), push);
|
||||
}
|
||||
}
|
||||
|
||||
function broadcastLobby(gameId: string): void {
|
||||
const lobby = lobbies.get(gameId);
|
||||
const conns = lobbyConnections.get(gameId);
|
||||
if (!lobby || !conns) return;
|
||||
for (const [token, res] of conns) {
|
||||
const ps = sessions.get(token);
|
||||
if (!ps) continue;
|
||||
writeSse(res, 0, { lobby, you: ps.player, started: false } satisfies LobbyPush);
|
||||
}
|
||||
}
|
||||
|
||||
async function persistLobby(lobby: Lobby): Promise<void> {
|
||||
lobbies.set(lobby.gameId, lobby);
|
||||
gameCodes.set(lobby.gameCode, lobby.gameId);
|
||||
await writeLobby(opts.dataDir, lobby);
|
||||
await upsertIndexEntry(opts.dataDir, { gameId: lobby.gameId, gameCode: lobby.gameCode, status: 'lobby' });
|
||||
}
|
||||
|
||||
async function persistSession(ps: PlayerSession): Promise<void> {
|
||||
sessions.set(ps.token, ps);
|
||||
const all = [...sessions.values()].filter((s) => s.gameId === ps.gameId);
|
||||
await writeSessions(opts.dataDir, ps.gameId, all);
|
||||
}
|
||||
|
||||
const server = createServer((req, res) => {
|
||||
void (async () => {
|
||||
const url = new URL(req.url ?? '/', `http://${req.headers.host ?? 'localhost'}`);
|
||||
|
||||
// -- Is anyone home? --------------------------------------------------------------------
|
||||
|
||||
/**
|
||||
* THE ONE ROUTE THAT EXISTS TO BE FAILED.
|
||||
*
|
||||
* The same `dist/` is served two ways: by this server, and as a plain static upload with no
|
||||
* server behind it at all (`scripts/deploy-web.ts`). The bundle is byte-identical either way
|
||||
* — one client, mode decided at runtime (D4) — so the page cannot know from its own build
|
||||
* which it is, and every other route here answers a 404 for a path it does not have, exactly
|
||||
* as a static host would. Nothing distinguished them until this did.
|
||||
*
|
||||
* Unauthenticated on purpose: it says only that a Station Master server is answering, which
|
||||
* is what the client is about to offer the player anyway. It reveals no game and no seat.
|
||||
*/
|
||||
if (url.pathname === '/api/health' && req.method === 'GET') {
|
||||
// `summary()` rather than `exportSave()`: this is polled on a timer, and the save copies
|
||||
// every intent of every game to answer a question about none of them.
|
||||
let active = 0;
|
||||
for (const g of games.values()) if (g.summary().status === 'active') active++;
|
||||
sendJson(res, 200, {
|
||||
ok: true,
|
||||
service: 'station-master',
|
||||
engineVersion: opts.engineVersion,
|
||||
games: { active, lobby: lobbies.size },
|
||||
});
|
||||
return;
|
||||
}
|
||||
|
||||
// -- Administration: listing, exporting and deleting games ------------------------------
|
||||
|
||||
if (url.pathname === '/api/games' || url.pathname.startsWith('/api/games/')) {
|
||||
// Unset means the routes are not here — indistinguishable from any other unknown path, so
|
||||
// nothing advertises an administrative surface to someone probing for one.
|
||||
if (!opts.adminSecret) {
|
||||
await serveStatic(opts.distDir, url.pathname, res);
|
||||
return;
|
||||
}
|
||||
if (req.headers['x-admin-secret'] !== opts.adminSecret) {
|
||||
sendJson(res, 403, { error: 'bad or missing admin secret' });
|
||||
return;
|
||||
}
|
||||
|
||||
const codes = new Map((await readIndex(opts.dataDir)).map((e) => [e.gameId, e.gameCode]));
|
||||
|
||||
if (url.pathname === '/api/games' && req.method === 'GET') {
|
||||
const running = [...games.entries()].map(([gameId, g]) => ({
|
||||
gameId,
|
||||
gameCode: codes.get(gameId) ?? null,
|
||||
state: 'running' as const,
|
||||
...g.summary(),
|
||||
}));
|
||||
// A lobby has no game to summarize yet — it is reported as what it is, so an
|
||||
// administrator sees a table that never started rather than nothing at all.
|
||||
const waiting = [...lobbies.values()].map((l) => ({
|
||||
gameId: l.gameId,
|
||||
gameCode: l.gameCode,
|
||||
state: 'lobby' as const,
|
||||
playerCount: l.seats.length,
|
||||
playerNames: l.seats.map((seat) =>
|
||||
seat === null ? '(empty)' : seat.kind === 'bot' ? 'Bot' : seat.displayName,
|
||||
),
|
||||
createdAt: l.createdAt,
|
||||
}));
|
||||
sendJson(res, 200, { games: [...running, ...waiting] });
|
||||
return;
|
||||
}
|
||||
|
||||
const match = /^\/api\/games\/([^/]+)(\/save)?$/.exec(url.pathname);
|
||||
const gameId = match?.[1];
|
||||
if (!gameId) {
|
||||
sendJson(res, 404, { error: 'no such route' });
|
||||
return;
|
||||
}
|
||||
|
||||
if (match?.[2] && req.method === 'GET') {
|
||||
const session = games.get(gameId);
|
||||
if (!session) {
|
||||
sendJson(res, 404, { error: 'no such game' });
|
||||
return;
|
||||
}
|
||||
sendJson(res, 200, { gameCode: codes.get(gameId) ?? null, save: session.exportSave() });
|
||||
return;
|
||||
}
|
||||
|
||||
if (req.method === 'DELETE') {
|
||||
const session = games.get(gameId);
|
||||
const lobby = lobbies.get(gameId);
|
||||
if (!session && !lobby) {
|
||||
sendJson(res, 404, { error: 'no such game' });
|
||||
return;
|
||||
}
|
||||
// The save goes back with the deletion, so a game can never be destroyed without its
|
||||
// record being handed to whoever destroyed it — the intents ARE the game (D5), so this
|
||||
// is the whole thing, replayable later, not a summary of it.
|
||||
const save = session?.exportSave() ?? null;
|
||||
|
||||
// Everyone watching is told the game is gone before its files are, rather than being
|
||||
// left on a stream that will never push again.
|
||||
for (const [, watcher] of gameConnections.get(gameId) ?? []) watcher.end();
|
||||
gameConnections.delete(gameId);
|
||||
for (const [, watcher] of lobbyConnections.get(gameId) ?? []) watcher.end();
|
||||
lobbyConnections.delete(gameId);
|
||||
|
||||
games.delete(gameId);
|
||||
lobbies.delete(gameId);
|
||||
gameEventIds.delete(gameId);
|
||||
const code = lobby?.gameCode ?? codes.get(gameId);
|
||||
if (code) gameCodes.delete(code);
|
||||
for (const [token, ps] of [...sessions]) if (ps.gameId === gameId) sessions.delete(token);
|
||||
|
||||
await removeIndexEntry(opts.dataDir, gameId);
|
||||
await deleteGame(opts.dataDir, gameId);
|
||||
sendJson(res, 200, { ok: true, gameCode: code ?? null, save });
|
||||
return;
|
||||
}
|
||||
|
||||
sendJson(res, 405, { error: 'method not allowed' });
|
||||
return;
|
||||
}
|
||||
|
||||
// -- Lobby: creating and joining (the door — join-secret gated) --------------------------
|
||||
|
||||
if (url.pathname === '/api/lobby/create' && req.method === 'POST') {
|
||||
const body = (await readJson(req)) as {
|
||||
secret?: string;
|
||||
config?: GameConfig;
|
||||
displayName?: string;
|
||||
players?: number;
|
||||
};
|
||||
if (body.secret !== opts.joinSecret) {
|
||||
sendJson(res, 403, { error: 'bad or missing secret' });
|
||||
return;
|
||||
}
|
||||
if (!body.config || typeof body.displayName !== 'string' || body.displayName.trim() === '') {
|
||||
sendJson(res, 400, { error: 'expected { secret, config, displayName, players }' });
|
||||
return;
|
||||
}
|
||||
// The table size is the host's to choose and is fixed from here on, so it is validated at
|
||||
// the door rather than at Start — `createLobby` builds the seats array from it.
|
||||
const players = body.players ?? 0;
|
||||
if (!Number.isInteger(players) || !playerCountAllowed(body.config.mode, players)) {
|
||||
sendJson(res, 400, { error: 'BAD_PLAYER_COUNT' });
|
||||
return;
|
||||
}
|
||||
const gameCode = freshGameCode((code) => gameCodes.has(code));
|
||||
const { lobby, session } = createLobby(body.config, body.displayName.trim(), gameCode, players);
|
||||
await persistLobby(lobby);
|
||||
await persistSession(session);
|
||||
sendJson(res, 200, { gameId: lobby.gameId, gameCode: lobby.gameCode, token: session.token, player: session.player });
|
||||
return;
|
||||
}
|
||||
|
||||
if (url.pathname === '/api/lobby/join' && req.method === 'POST') {
|
||||
const body = (await readJson(req)) as { secret?: string; gameCode?: string; displayName?: string };
|
||||
if (body.secret !== opts.joinSecret) {
|
||||
sendJson(res, 403, { error: 'bad or missing secret' });
|
||||
return;
|
||||
}
|
||||
if (typeof body.gameCode !== 'string' || typeof body.displayName !== 'string' || body.displayName.trim() === '') {
|
||||
sendJson(res, 400, { error: 'expected { secret, gameCode, displayName }' });
|
||||
return;
|
||||
}
|
||||
const gameId = gameCodes.get(body.gameCode.trim().toUpperCase());
|
||||
const lobby = gameId ? lobbies.get(gameId) : undefined;
|
||||
if (!lobby) {
|
||||
// A game code that already started is no longer in `lobbies` at all — same NOT_FOUND a
|
||||
// typo gets, which tells a latecomer "that game is gone" without leaking which case it was.
|
||||
sendJson(res, 404, { error: 'no open lobby with that code' });
|
||||
return;
|
||||
}
|
||||
const result = joinLobby(lobby, body.displayName.trim());
|
||||
if (!result.ok) {
|
||||
sendJson(res, 409, { error: result.code });
|
||||
return;
|
||||
}
|
||||
await persistLobby(result.lobby);
|
||||
await persistSession(result.session);
|
||||
broadcastLobby(lobby.gameId);
|
||||
sendJson(res, 200, { gameId: lobby.gameId, token: result.session.token, player: result.session.player });
|
||||
return;
|
||||
}
|
||||
|
||||
// -- Lobby: seating, once inside (token-authenticated) ------------------------------------
|
||||
|
||||
if (url.pathname === '/api/lobby/bot' && req.method === 'POST') {
|
||||
const body = (await readJson(req)) as { token?: string; seat?: number; filled?: boolean };
|
||||
const ps = typeof body.token === 'string' ? sessions.get(body.token) : undefined;
|
||||
const lobby = ps ? lobbies.get(ps.gameId) : undefined;
|
||||
if (!ps || !lobby) {
|
||||
sendJson(res, 404, { error: 'no such lobby' });
|
||||
return;
|
||||
}
|
||||
if (lobby.hostToken !== ps.token) {
|
||||
sendJson(res, 403, { error: 'NOT_HOST' });
|
||||
return;
|
||||
}
|
||||
if (typeof body.seat !== 'number' || typeof body.filled !== 'boolean') {
|
||||
sendJson(res, 400, { error: 'expected { token, seat, filled }' });
|
||||
return;
|
||||
}
|
||||
const updated = setBotSeat(lobby, body.seat as PlayerIndex, body.filled);
|
||||
await persistLobby(updated);
|
||||
broadcastLobby(lobby.gameId);
|
||||
sendJson(res, 200, { ok: true });
|
||||
return;
|
||||
}
|
||||
|
||||
if (url.pathname === '/api/lobby/start' && req.method === 'POST') {
|
||||
const body = (await readJson(req)) as { token?: string };
|
||||
const ps = typeof body.token === 'string' ? sessions.get(body.token) : undefined;
|
||||
const lobby = ps ? lobbies.get(ps.gameId) : undefined;
|
||||
if (!ps || !lobby) {
|
||||
sendJson(res, 404, { error: 'no such lobby' });
|
||||
return;
|
||||
}
|
||||
const result = startLobby(lobby, ps.token);
|
||||
if (!result.ok) {
|
||||
sendJson(res, 409, { error: result.code });
|
||||
return;
|
||||
}
|
||||
const session = createSession(Math.floor(Math.random() * 1e9), lobby.config, result.playerNames, result.botSeats);
|
||||
games.set(lobby.gameId, session);
|
||||
lobbies.delete(lobby.gameId);
|
||||
// Every SSE watcher on the LOBBY stream is done — the game stream is what carries the game
|
||||
// forward from here. `started: true` on one last message, THEN close, is what lets a
|
||||
// still-open lobby tab tell "the game began" apart from a network hiccup `EventSource`
|
||||
// would otherwise silently retry through.
|
||||
for (const [watcherToken, watcherRes] of lobbyConnections.get(lobby.gameId) ?? []) {
|
||||
const watcherPs = sessions.get(watcherToken);
|
||||
if (watcherPs) writeSse(watcherRes, 0, { lobby, you: watcherPs.player, started: true } satisfies LobbyPush);
|
||||
watcherRes.end();
|
||||
}
|
||||
lobbyConnections.delete(lobby.gameId);
|
||||
|
||||
await writeGame(gameDir(opts.dataDir, lobby.gameId), session.exportSave(), opts.engineVersion);
|
||||
await upsertIndexEntry(opts.dataDir, { gameId: lobby.gameId, gameCode: lobby.gameCode, status: 'active' });
|
||||
await deleteLobby(opts.dataDir, lobby.gameId);
|
||||
sendJson(res, 200, { ok: true });
|
||||
return;
|
||||
}
|
||||
|
||||
if (url.pathname === '/api/lobby/stream' && req.method === 'GET') {
|
||||
const token = url.searchParams.get('token') ?? '';
|
||||
const ps = sessions.get(token);
|
||||
const lobby = ps ? lobbies.get(ps.gameId) : undefined;
|
||||
if (!ps || !lobby) {
|
||||
sendJson(res, 404, { error: 'no such lobby' });
|
||||
return;
|
||||
}
|
||||
res.writeHead(200, { 'Content-Type': 'text/event-stream', 'Cache-Control': 'no-cache', Connection: 'keep-alive' });
|
||||
const conns = lobbyConnections.get(lobby.gameId) ?? new Map<string, ServerResponse>();
|
||||
conns.set(token, res);
|
||||
lobbyConnections.set(lobby.gameId, conns);
|
||||
writeSse(res, 0, { lobby, you: ps.player, started: false } satisfies LobbyPush);
|
||||
const heartbeat = setInterval(() => res.write(': ping\n\n'), HEARTBEAT_MS);
|
||||
req.on('close', () => {
|
||||
clearInterval(heartbeat);
|
||||
const live = lobbyConnections.get(lobby.gameId);
|
||||
if (live?.get(token) === res) live.delete(token);
|
||||
// `lobby-and-sessions.md` §2 — host rights pass to the earliest-joined remaining player
|
||||
// if the host's connection closes before start. `lobbies.get` again, not the captured
|
||||
// `lobby`, because it may have changed (another join, another bot toggle) since connect.
|
||||
const current = lobbies.get(lobby.gameId);
|
||||
if (current && current.hostToken === token) {
|
||||
void persistLobby(reassignHost(current, token)).then(() => broadcastLobby(lobby.gameId));
|
||||
}
|
||||
});
|
||||
return;
|
||||
}
|
||||
|
||||
// -- The running game (token-authenticated) ------------------------------------------------
|
||||
|
||||
/**
|
||||
* IS THIS TOKEN STILL GOOD FOR ANYTHING?
|
||||
*
|
||||
* A browser remembers its session in `localStorage` and re-enters the game on the next load
|
||||
* without asking, which is what makes reconnection seamless — and what leaves it stranded
|
||||
* when the game is gone. `EventSource` cannot report a status code and retries a 404
|
||||
* silently forever, so the client needs somewhere cheap to ask a yes/no question. Two ways a
|
||||
* game legitimately disappears under a player: an engine-version bump refuses to resume it
|
||||
* (D7), and an administrator ends it (`DELETE /api/games/<id>`).
|
||||
*/
|
||||
if (url.pathname === '/api/session' && req.method === 'GET') {
|
||||
const ps = sessions.get(url.searchParams.get('token') ?? '');
|
||||
const live = ps ? games.get(ps.gameId) : undefined;
|
||||
if (!ps || !live) {
|
||||
sendJson(res, 404, { error: 'no such game' });
|
||||
return;
|
||||
}
|
||||
sendJson(res, 200, { gameId: ps.gameId, player: ps.player });
|
||||
return;
|
||||
}
|
||||
|
||||
if (url.pathname === '/api/stream' && req.method === 'GET') {
|
||||
const token = url.searchParams.get('token') ?? '';
|
||||
const ps = sessions.get(token);
|
||||
const session = ps ? games.get(ps.gameId) : undefined;
|
||||
if (!ps || !session) {
|
||||
sendJson(res, 404, { error: 'no such game' });
|
||||
return;
|
||||
}
|
||||
const { gameId, player: seat } = ps;
|
||||
res.writeHead(200, { 'Content-Type': 'text/event-stream', 'Cache-Control': 'no-cache', Connection: 'keep-alive' });
|
||||
const conns = gameConnections.get(gameId) ?? new Map<PlayerIndex, ServerResponse>();
|
||||
conns.set(seat, res);
|
||||
gameConnections.set(gameId, conns);
|
||||
writeSse(res, nextEventId(gameId, seat), session.connect(seat));
|
||||
broadcastPresence(gameId, seat, true);
|
||||
// Idle for minutes at a time is the expected shape of this game (multiplayer.md §9) — a
|
||||
// silent SSE connection is exactly what a proxy in the path may reap. A comment line is not a
|
||||
// real event (EventSource ignores lines starting with `:`), so it costs the client nothing.
|
||||
const heartbeat = setInterval(() => res.write(': ping\n\n'), HEARTBEAT_MS);
|
||||
req.on('close', () => {
|
||||
clearInterval(heartbeat);
|
||||
const live = gameConnections.get(gameId);
|
||||
if (live?.get(seat) === res) live.delete(seat);
|
||||
broadcastPresence(gameId, seat, false);
|
||||
});
|
||||
return;
|
||||
}
|
||||
|
||||
if (url.pathname === '/api/intent' && req.method === 'POST') {
|
||||
// Token comes from the QUERY STRING, matching `/api/stream` and matching what
|
||||
// `web/session.ts`'s `RemoteSession.submit` actually sends (`fetch('/api/intent?token=…')`)
|
||||
// — the body carries only what changes per call, `{ seq, intent }`.
|
||||
const token = url.searchParams.get('token') ?? '';
|
||||
const ps = sessions.get(token);
|
||||
const session = ps ? games.get(ps.gameId) : undefined;
|
||||
if (!ps || !session) {
|
||||
sendJson(res, 404, { error: 'no such game' });
|
||||
return;
|
||||
}
|
||||
const body = (await readJson(req)) as { seq?: number; intent?: Intent };
|
||||
if (typeof body.seq !== 'number' || !body.intent) {
|
||||
sendJson(res, 400, { error: 'expected { seq, intent }' });
|
||||
return;
|
||||
}
|
||||
const result = session.intent(ps.player, body.seq, body.intent);
|
||||
if (result.accepted) {
|
||||
// Persisted BEFORE the response goes out — "accepted" should mean "durably on disk" at
|
||||
// this scale, not just "applied in memory" (§12 step 14).
|
||||
const dir = gameDir(opts.dataDir, ps.gameId);
|
||||
await writeGame(dir, session.exportSave(), opts.engineVersion);
|
||||
if (result.timing) await appendTiming(dir, result.timing);
|
||||
if (session.exportSave().status === 'finished') {
|
||||
// `upsertIndexEntry` replaces the WHOLE row for this `gameId`, so the code has to be
|
||||
// carried forward here rather than left blank — `gameCodes` is the only place still
|
||||
// holding it once a lobby's own record is gone.
|
||||
const gameCode = [...gameCodes.entries()].find(([, id]) => id === ps.gameId)?.[0] ?? '';
|
||||
await upsertIndexEntry(opts.dataDir, { gameId: ps.gameId, gameCode, status: 'finished' });
|
||||
}
|
||||
}
|
||||
sendJson(res, 200, result.accepted ? { ok: true } : { ok: false, code: result.code });
|
||||
if (result.accepted) broadcastGame(ps.gameId, result.pushes);
|
||||
return;
|
||||
}
|
||||
|
||||
await serveStatic(opts.distDir, url.pathname, res);
|
||||
})().catch((err: unknown) => {
|
||||
sendJson(res, 500, { error: err instanceof Error ? err.message : 'internal error' });
|
||||
});
|
||||
});
|
||||
|
||||
server.listen(opts.port, opts.bindAddress);
|
||||
}
|
||||
@@ -0,0 +1,98 @@
|
||||
/**
|
||||
* Process bootstrap — Phase 2 §12 step 8, extended for Phase 3 (§12 steps 14-15) load-on-start and
|
||||
* Phase 4 (§12 steps 17-20) to resume every saved game and lobby, not just one.
|
||||
*
|
||||
* Run with: node src/server/index.ts
|
||||
*
|
||||
* Env-configured, no config file — matches how the rest of this project's dev-side tooling reads
|
||||
* `process.env` directly (`scripts/build-web.ts`'s `BUILD_DIST_DIR`).
|
||||
*/
|
||||
|
||||
import { readFileSync } from 'node:fs';
|
||||
import { dirname, join, resolve } from 'node:path';
|
||||
import { fileURLToPath } from 'node:url';
|
||||
import { startServer } from './http.ts';
|
||||
import { gameDir, loadGame, readIndex, readLobby, readSessions } from './persistence.ts';
|
||||
import { resumeSession } from './session.ts';
|
||||
import type { GameSession } from './session.ts';
|
||||
import type { Lobby, PlayerSession } from './lobby.ts';
|
||||
|
||||
const port = Number(process.env['PORT'] ?? 8081);
|
||||
const bindAddress = process.env['BIND_ADDRESS'] ?? '0.0.0.0';
|
||||
const joinSecret = process.env['JOIN_SECRET'];
|
||||
/**
|
||||
* Optional, unlike `JOIN_SECRET`: a server with no administrator is a perfectly good server, and
|
||||
* refusing to boot without one would break every existing deployment and every dev run. Unset
|
||||
* simply means the admin routes are not there (`http.ts`), which is the safe default — the
|
||||
* capability has to be granted, never merely left ungated.
|
||||
*/
|
||||
const adminSecret = process.env['ADMIN_SECRET'];
|
||||
const distDir = resolve(process.env['DIST_DIR'] ?? 'dist');
|
||||
const dataDir = resolve(process.env['DATA_DIR'] ?? 'data');
|
||||
|
||||
if (!joinSecret) {
|
||||
console.error('JOIN_SECRET must be set — a server-wide secret, passed out of band (D14).');
|
||||
process.exit(1);
|
||||
}
|
||||
|
||||
// `package.json`'s version IS `engineVersion` (§12 step 15) — the same reading `scripts/build-web.ts`'s
|
||||
// `buildStamp()` already does, just from `src/server/` rather than the repo root script directory.
|
||||
const root = join(dirname(fileURLToPath(import.meta.url)), '..', '..');
|
||||
const engineVersion = (JSON.parse(readFileSync(join(root, 'package.json'), 'utf8')) as { version: string }).version;
|
||||
|
||||
const initialGames = new Map<string, GameSession>();
|
||||
const initialLobbies = new Map<string, Lobby>();
|
||||
const initialSessions = new Map<string, PlayerSession>();
|
||||
|
||||
const index = await readIndex(dataDir);
|
||||
// Said before the loop, not after it: replaying is the reason a restart pauses before the port
|
||||
// opens, and a log that only reports each game once it is done gives no warning of how much is
|
||||
// still to come.
|
||||
const resumable = index.filter((e) => e.status !== 'finished').length;
|
||||
if (resumable > 0) console.log(`Resuming ${resumable} saved game(s)…`);
|
||||
for (const entry of index) {
|
||||
const sessions = await readSessions(dataDir, entry.gameId);
|
||||
for (const s of sessions) initialSessions.set(s.token, s);
|
||||
|
||||
if (entry.status === 'lobby') {
|
||||
const lobby = await readLobby(dataDir, entry.gameId);
|
||||
if (lobby) initialLobbies.set(entry.gameId, lobby);
|
||||
continue;
|
||||
}
|
||||
|
||||
const loaded = await loadGame(gameDir(dataDir, entry.gameId), engineVersion);
|
||||
if (loaded.found && loaded.ok) {
|
||||
initialGames.set(entry.gameId, resumeSession(loaded.saved));
|
||||
console.log(`Resumed ${entry.gameId} (${entry.gameCode}) — ${loaded.saved.history.length} intents replayed.`);
|
||||
} else if (loaded.found && !loaded.ok) {
|
||||
// Refused explicitly (§12 step 15) — never silently replayed under rules it wasn't recorded
|
||||
// under. The file is left untouched: rolling the running version back would let it load again.
|
||||
console.error(
|
||||
`Refusing to resume ${entry.gameId} (${entry.gameCode}): saved under engine version ` +
|
||||
`${loaded.storedVersion}, this server is running ${engineVersion}. Left untouched, and ` +
|
||||
`will not appear as an active game until the version matches again.`,
|
||||
);
|
||||
}
|
||||
// `entry.status === 'finished'` games are not resumed into memory at all — nothing plays them
|
||||
// forward, and their files stay on disk for post-game replay (`lobby-and-sessions.md` §6).
|
||||
}
|
||||
|
||||
startServer({
|
||||
port,
|
||||
bindAddress,
|
||||
joinSecret,
|
||||
adminSecret,
|
||||
distDir,
|
||||
dataDir,
|
||||
engineVersion,
|
||||
initialGames,
|
||||
initialLobbies,
|
||||
initialSessions,
|
||||
});
|
||||
console.log(
|
||||
`Station Master multiplayer server on ${bindAddress}:${port}, serving ${distDir} — ` +
|
||||
`${initialGames.size} game(s) and ${initialLobbies.size} lobby(ies) resumed.`,
|
||||
);
|
||||
if (!adminSecret) {
|
||||
console.log('ADMIN_SECRET is unset — the /api/games administration routes are disabled.');
|
||||
}
|
||||
@@ -0,0 +1,199 @@
|
||||
/**
|
||||
* The lobby — Phase 4 of `docs/architecture/multiplayer.md` (§12 steps 17-20), fully specified in
|
||||
* `docs/architecture/lobby-and-sessions.md`.
|
||||
*
|
||||
* Pure logic, no sockets, no filesystem, no in-memory registry — same split `session.ts` already
|
||||
* draws (`http.ts` wires connections and persistence to this; `persistence.ts` is the only thing
|
||||
* that touches disk). A `Lobby` exists only BEFORE `Lobby.Start`: once the config locks and the
|
||||
* `GameSession` is built, this module is done with that game — everything after is `session.ts`.
|
||||
*
|
||||
* WHY A SEPARATE FILE FROM `session.ts`. `session.ts` is already the "running game" module and is
|
||||
* large; a lobby's concerns — seating, host rights, the join secret's door versus a game code's
|
||||
* discovery, config locking — share almost no code with running a Stage clock, and mixing them would
|
||||
* make both harder to read for no reuse gained.
|
||||
*/
|
||||
|
||||
import { randomUUID } from 'node:crypto';
|
||||
|
||||
import type { GameConfig, PlayerIndex } from '../engine/state.ts';
|
||||
|
||||
/** `lobby-and-sessions.md` §1 — names the PLAYER, not the seat. Issued once, at join, and never
|
||||
* reissued: it is what makes reconnection work, so it must outlive the connection that first used
|
||||
* it. */
|
||||
export type PlayerSession = {
|
||||
token: string;
|
||||
gameId: string;
|
||||
player: PlayerIndex;
|
||||
displayName: string;
|
||||
};
|
||||
|
||||
export type LobbySeat = { kind: 'human'; token: string; displayName: string } | { kind: 'bot' } | null;
|
||||
|
||||
/** A game that has not started. `hostToken` ends its meaning at `Lobby.Start` — nothing here
|
||||
* survives into the running game except the seat list and the locked `config`. */
|
||||
export type Lobby = {
|
||||
gameId: string;
|
||||
gameCode: string;
|
||||
hostToken: string;
|
||||
config: GameConfig;
|
||||
seats: LobbySeat[];
|
||||
/** Tokens in the order they joined — human seats only, host first — so a departed host's
|
||||
* replacement is unambiguous (`lobby-and-sessions.md` §2: "earliest-joined remaining player"). */
|
||||
joinOrder: string[];
|
||||
createdAt: number;
|
||||
};
|
||||
|
||||
export type CreateResult = { lobby: Lobby; session: PlayerSession };
|
||||
export type JoinResult = { ok: true; lobby: Lobby; session: PlayerSession } | { ok: false; code: 'LOBBY_FULL' | 'ALREADY_STARTED' };
|
||||
export type StartResult = { ok: true; playerNames: string[]; botSeats: PlayerIndex[] } | { ok: false; code: 'NOT_HOST' | 'BAD_PLAYER_COUNT' };
|
||||
|
||||
/**
|
||||
* `lobby-and-sessions.md` §2 — short and speakable, not an account name and not a UUID. A small
|
||||
* fixed word list rather than a dictionary: this is read aloud across a table or a call, not typed
|
||||
* from memory, so a handful of unambiguous railroad words serve better than a large random one.
|
||||
*/
|
||||
const CODE_WORDS = [
|
||||
'RAIL', 'YARD', 'DEPOT', 'COAL', 'MAIL', 'CABOOSE', 'SIGNAL', 'FREIGHT',
|
||||
'TRESTLE', 'HOPPER', 'TENDER', 'SIDING', 'GRADE', 'SPUR', 'WHISTLE', 'TROLLEY',
|
||||
];
|
||||
|
||||
function randomCode(): string {
|
||||
const word = CODE_WORDS[Math.floor(Math.random() * CODE_WORDS.length)]!;
|
||||
const digits = Math.floor(Math.random() * 10_000)
|
||||
.toString()
|
||||
.padStart(4, '0');
|
||||
return `${word}-${digits}`;
|
||||
}
|
||||
|
||||
/** Collision-checked against whatever codes the caller already knows about — `http.ts` holds the
|
||||
* live registry, so the check lives there rather than this module owning a set of its own. */
|
||||
export function freshGameCode(taken: (code: string) => boolean): string {
|
||||
let code = randomCode();
|
||||
while (taken(code)) code = randomCode();
|
||||
return code;
|
||||
}
|
||||
|
||||
/** `lobby-and-sessions.md` §2 — solitaire is exactly 1, competitive/coop are 2-4. Not a rules
|
||||
* limit: the engine will build a Division for any seat count. This is the lobby judgment, sized to
|
||||
* what has actually been played and tested (`test/multiplayer.test.ts` exercises 2, 3 and 4). */
|
||||
export function playerCountAllowed(mode: GameConfig['mode'], count: number): boolean {
|
||||
return mode === 'solitaire' ? count === 1 : count >= 2 && count <= 4;
|
||||
}
|
||||
|
||||
/** The creating player is the host and takes seat 0 (`lobby-and-sessions.md` §2). */
|
||||
/**
|
||||
* THE TABLE SIZE IS FIXED WHEN THE GAME IS CREATED, and `seats.length` is it.
|
||||
*
|
||||
* The host says how many are playing, so the seats array is built at full length with the host in
|
||||
* chair 0 and the rest empty. Nothing ever grows or shrinks it, which is what makes a gap
|
||||
* impossible to express rather than merely illegal — and that matters more than it looks: seats
|
||||
* used to be appended as people joined, so a bot dropped into a later chair padded the array with
|
||||
* a hole that silently blocked Start. It also removes any need to compact the seats at
|
||||
* `Lobby.Start`, and compaction would have shifted the `player` index every `PlayerSession`
|
||||
* already carries (`joinLobby` stamps it at join time, and `/api/stream` and `/api/intent` route
|
||||
* by it) — quietly handing a player somebody else's railroad.
|
||||
*
|
||||
* Knowing the count this early has one more consequence, and it is a bug fix: the config's
|
||||
* `minCombinedRevenue` is derived from the player count, and the lobby previously had to guess it
|
||||
* as 4 before anyone had sat down.
|
||||
*/
|
||||
export function createLobby(
|
||||
config: GameConfig,
|
||||
hostDisplayName: string,
|
||||
gameCode: string,
|
||||
players: number,
|
||||
): CreateResult {
|
||||
const gameId = randomUUID();
|
||||
const token = randomUUID();
|
||||
const session: PlayerSession = { token, gameId, player: 0, displayName: hostDisplayName };
|
||||
const seats: LobbySeat[] = Array.from({ length: players }, (_, i) =>
|
||||
i === 0 ? { kind: 'human', token, displayName: hostDisplayName } : null,
|
||||
);
|
||||
const lobby: Lobby = {
|
||||
gameId,
|
||||
gameCode,
|
||||
hostToken: token,
|
||||
config,
|
||||
seats,
|
||||
joinOrder: [token],
|
||||
createdAt: Date.now(),
|
||||
};
|
||||
return { lobby, session };
|
||||
}
|
||||
|
||||
/** Joins the first empty seat, or extends the seat list if every seat so far is filled and the
|
||||
* mode's cap allows one more (`lobby-and-sessions.md` §2's 2-4 is enforced at `Lobby.Start`, not
|
||||
* here — a 5th join before anyone starts is refused outright since there is no seat it could ever
|
||||
* play in, but the running count is checked against `playerCountAllowed` at every join too, so a
|
||||
* lobby can never grow the seats array past what could legally start). */
|
||||
export function joinLobby(lobby: Lobby, displayName: string): JoinResult {
|
||||
// The table was sized at creation, so joining takes an empty chair or none at all — there is no
|
||||
// longer an "append another seat" path for a late arrival to grow the game through.
|
||||
const seatIndex = lobby.seats.findIndex((s) => s === null);
|
||||
if (seatIndex < 0) return { ok: false, code: 'LOBBY_FULL' };
|
||||
|
||||
const token = randomUUID();
|
||||
const session: PlayerSession = { token, gameId: lobby.gameId, player: seatIndex, displayName };
|
||||
const seats = [...lobby.seats];
|
||||
seats[seatIndex] = { kind: 'human', token, displayName };
|
||||
return {
|
||||
ok: true,
|
||||
lobby: { ...lobby, seats, joinOrder: [...lobby.joinOrder, token] },
|
||||
session,
|
||||
};
|
||||
}
|
||||
|
||||
/** Host-only in effect (`http.ts` checks the caller's token against `hostToken` before calling
|
||||
* this) — marks an empty seat as bot-filled, or clears one back to empty. Never touches an occupied
|
||||
* human seat; the host removes a person by them leaving, not by overwriting their seat. */
|
||||
export function setBotSeat(lobby: Lobby, seat: PlayerIndex, filled: boolean): Lobby {
|
||||
const seats = [...lobby.seats];
|
||||
// No padding: a seat outside the table the host chose is not a seat, and inventing one is how
|
||||
// the old array grew holes in it.
|
||||
if (seat < 0 || seat >= seats.length) return lobby;
|
||||
if (filled) {
|
||||
if (seats[seat] !== null) return lobby;
|
||||
seats[seat] = { kind: 'bot' };
|
||||
} else {
|
||||
if (seats[seat]?.kind !== 'bot') return lobby;
|
||||
seats[seat] = null;
|
||||
}
|
||||
return { ...lobby, seats };
|
||||
}
|
||||
|
||||
/**
|
||||
* The host's connection closed before `Lobby.Start`. `lobby-and-sessions.md` §2: rights pass to the
|
||||
* earliest-joined remaining player — remaining means still occupying a seat, not necessarily still
|
||||
* connected, since a momentary drop should not also cost the NEXT person the host chair. Returns
|
||||
* the lobby unchanged if the departing token was not the host, or if no other human seat exists.
|
||||
*/
|
||||
export function reassignHost(lobby: Lobby, departingToken: string): Lobby {
|
||||
if (lobby.hostToken !== departingToken) return lobby;
|
||||
const stillSeated = new Set(
|
||||
lobby.seats.flatMap((s) => (s?.kind === 'human' ? [s.token] : [])),
|
||||
);
|
||||
const next = lobby.joinOrder.find((t) => t !== departingToken && stillSeated.has(t));
|
||||
return next ? { ...lobby, hostToken: next } : lobby;
|
||||
}
|
||||
|
||||
/**
|
||||
* Locks the config, checks the player count, and hands back exactly what `session.ts`'s
|
||||
* `createSession` needs — this function does not call it, so `lobby.ts` never depends on
|
||||
* `session.ts` (the dependency runs the other way: `http.ts` calls both).
|
||||
*/
|
||||
export function startLobby(lobby: Lobby, callerToken: string): StartResult {
|
||||
if (callerToken !== lobby.hostToken) return { ok: false, code: 'NOT_HOST' };
|
||||
// Every chair at the table must be taken. The size itself was validated at creation and cannot
|
||||
// have moved since, so this is only ever waiting on the last empty seat to fill.
|
||||
if (lobby.seats.some((s) => s === null) || !playerCountAllowed(lobby.config.mode, lobby.seats.length)) {
|
||||
return { ok: false, code: 'BAD_PLAYER_COUNT' };
|
||||
}
|
||||
// Seat index IS player index — no compaction, because there is nothing to compact past.
|
||||
const taken = lobby.seats as Exclude<LobbySeat, null>[];
|
||||
// Bots are numbered rather than all being called "Bot": two of them at one table are two
|
||||
// different railroads, and a map labelling both the same cannot say which is which.
|
||||
let botNumber = 0;
|
||||
const playerNames = taken.map((s) => (s.kind === 'human' ? s.displayName : `Bot ${++botNumber}`));
|
||||
const botSeats = taken.flatMap((s, i) => (s.kind === 'bot' ? [i as PlayerIndex] : []));
|
||||
return { ok: true, playerNames, botSeats };
|
||||
}
|
||||
@@ -0,0 +1,174 @@
|
||||
/**
|
||||
* Persistence — Phase 3 of `docs/architecture/multiplayer.md` (§12 steps 14-15), extended for
|
||||
* Phase 4 (§12 steps 17-20) to more than one game (`lobby-and-sessions.md` §6 specifies both
|
||||
* shapes and the reasoning behind them).
|
||||
*
|
||||
* ONE DIRECTORY PER GAME (`games/<gameId>/`), plus one top-level `index.json` naming every game so
|
||||
* `index.ts` can find and resume them all on boot without scanning the filesystem. Every write is
|
||||
* still a full-file atomic rewrite (write to `.tmp`, `rename` over the real path) rather than true
|
||||
* on-disk appending — §6 says the storage mechanism is genuinely open as long as the LOGICAL history
|
||||
* is never rewritten or reordered, which a full rewrite of an always-growing array satisfies, and at
|
||||
* the measured scale (~350 intents, a few hundred bytes per game) there is nothing to optimize yet.
|
||||
*/
|
||||
|
||||
import { mkdir, readFile, rename, rm, unlink, writeFile } from 'node:fs/promises';
|
||||
import { join } from 'node:path';
|
||||
import type { SavedGame, TurnTiming } from './session.ts';
|
||||
import type { Lobby, PlayerSession } from './lobby.ts';
|
||||
|
||||
const GAME_FILE = 'game.json';
|
||||
const TIMINGS_FILE = 'turn-timings.json';
|
||||
const LOBBY_FILE = 'lobby.json';
|
||||
const SESSIONS_FILE = 'sessions.json';
|
||||
const INDEX_FILE = 'index.json';
|
||||
|
||||
type PersistedGame = SavedGame & { engineVersion: string };
|
||||
|
||||
async function atomicWrite(path: string, text: string): Promise<void> {
|
||||
const tmp = `${path}.tmp`;
|
||||
await writeFile(tmp, text);
|
||||
await rename(tmp, path);
|
||||
}
|
||||
|
||||
export async function writeGame(dataDir: string, saved: SavedGame, engineVersion: string): Promise<void> {
|
||||
await mkdir(dataDir, { recursive: true });
|
||||
const payload: PersistedGame = { engineVersion, ...saved };
|
||||
await atomicWrite(join(dataDir, GAME_FILE), JSON.stringify(payload, null, 1));
|
||||
}
|
||||
|
||||
export type LoadResult =
|
||||
| { found: false }
|
||||
| { found: true; ok: true; saved: SavedGame }
|
||||
/** §12 step 15 — refused explicitly, never silently replayed under the wrong rules. */
|
||||
| { found: true; ok: false; storedVersion: string; currentVersion: string };
|
||||
|
||||
export async function loadGame(dataDir: string, currentVersion: string): Promise<LoadResult> {
|
||||
let text: string;
|
||||
try {
|
||||
text = await readFile(join(dataDir, GAME_FILE), 'utf8');
|
||||
} catch {
|
||||
return { found: false };
|
||||
}
|
||||
const payload = JSON.parse(text) as PersistedGame;
|
||||
if (payload.engineVersion !== currentVersion) {
|
||||
return { found: true, ok: false, storedVersion: payload.engineVersion, currentVersion };
|
||||
}
|
||||
const { engineVersion: _engineVersion, ...saved } = payload;
|
||||
return { found: true, ok: true, saved };
|
||||
}
|
||||
|
||||
/** Appended once per closed turn span (`GameSession.intent`'s `timing` result) — read-modify-write at
|
||||
* this scale rather than real appending, same reasoning as `writeGame`. */
|
||||
export async function appendTiming(dataDir: string, timing: TurnTiming): Promise<void> {
|
||||
await mkdir(dataDir, { recursive: true });
|
||||
const path = join(dataDir, TIMINGS_FILE);
|
||||
let existing: TurnTiming[];
|
||||
try {
|
||||
existing = JSON.parse(await readFile(path, 'utf8')) as TurnTiming[];
|
||||
} catch {
|
||||
existing = [];
|
||||
}
|
||||
existing.push(timing);
|
||||
await atomicWrite(path, JSON.stringify(existing, null, 1));
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Phase 4 — more than one game
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
export type GameIndexEntry = { gameId: string; gameCode: string; status: 'lobby' | 'active' | 'finished' };
|
||||
|
||||
/** Where one game's own files live. Every function below takes a `gameId` and joins it under here
|
||||
* itself; `writeGame`/`loadGame`/`appendTiming` above do not, and take a directory directly, so a
|
||||
* caller wanting one specific game's `game.json` passes `gameDir(dataDir, gameId)` to those. */
|
||||
export function gameDir(dataDir: string, gameId: string): string {
|
||||
return join(dataDir, 'games', gameId);
|
||||
}
|
||||
|
||||
export async function readIndex(dataDir: string): Promise<GameIndexEntry[]> {
|
||||
try {
|
||||
return JSON.parse(await readFile(join(dataDir, INDEX_FILE), 'utf8')) as GameIndexEntry[];
|
||||
} catch {
|
||||
return [];
|
||||
}
|
||||
}
|
||||
|
||||
async function writeIndex(dataDir: string, entries: GameIndexEntry[]): Promise<void> {
|
||||
await mkdir(dataDir, { recursive: true });
|
||||
await atomicWrite(join(dataDir, INDEX_FILE), JSON.stringify(entries, null, 1));
|
||||
}
|
||||
|
||||
/**
|
||||
* Adds or updates exactly one game's row, by `gameId` — every caller that changes one game's status
|
||||
* (created, started, finished) wants precisely this, not "replace the whole index", which would
|
||||
* silently drop every other game's row the moment two writes happened close together.
|
||||
*/
|
||||
export async function upsertIndexEntry(dataDir: string, entry: GameIndexEntry): Promise<void> {
|
||||
const entries = await readIndex(dataDir);
|
||||
const i = entries.findIndex((e) => e.gameId === entry.gameId);
|
||||
if (i >= 0) entries[i] = entry;
|
||||
else entries.push(entry);
|
||||
await writeIndex(dataDir, entries);
|
||||
}
|
||||
|
||||
/**
|
||||
* Removes a game from the index. Paired with `deleteGame` — the directory holds the game, the
|
||||
* index says the game exists, and a delete that did one without the other would either resurrect
|
||||
* it on the next boot or leave `index.json` pointing at nothing.
|
||||
*/
|
||||
export async function removeIndexEntry(dataDir: string, gameId: string): Promise<void> {
|
||||
const entries = await readIndex(dataDir);
|
||||
await writeIndex(
|
||||
dataDir,
|
||||
entries.filter((e) => e.gameId !== gameId),
|
||||
);
|
||||
}
|
||||
|
||||
/** Deletes a game's whole directory — its save, its turn timings, its sessions, its lobby file. */
|
||||
export async function deleteGame(dataDir: string, gameId: string): Promise<void> {
|
||||
await rm(gameDir(dataDir, gameId), { recursive: true, force: true });
|
||||
}
|
||||
|
||||
export async function writeLobby(dataDir: string, lobby: Lobby): Promise<void> {
|
||||
const dir = gameDir(dataDir, lobby.gameId);
|
||||
await mkdir(dir, { recursive: true });
|
||||
await atomicWrite(join(dir, LOBBY_FILE), JSON.stringify(lobby, null, 1));
|
||||
}
|
||||
|
||||
export async function readLobby(dataDir: string, gameId: string): Promise<Lobby | null> {
|
||||
try {
|
||||
return JSON.parse(await readFile(join(gameDir(dataDir, gameId), LOBBY_FILE), 'utf8')) as Lobby;
|
||||
} catch {
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Removed once a game starts — a `Lobby` and a running `SavedGame` are mutually exclusive for one
|
||||
* `gameId`, and leaving the file behind would let a restart resurrect a lobby for a game already
|
||||
* under way. Missing already is not an error; `Lobby.Start` calls this exactly once, in the same
|
||||
* request that writes `game.json`.
|
||||
*/
|
||||
export async function deleteLobby(dataDir: string, gameId: string): Promise<void> {
|
||||
try {
|
||||
await unlink(join(gameDir(dataDir, gameId), LOBBY_FILE));
|
||||
} catch {
|
||||
// Already gone — nothing to do.
|
||||
}
|
||||
}
|
||||
|
||||
/** Session tokens for one game — `lobby-and-sessions.md` §6: persisted so a token still works after
|
||||
* a server restart, the same reason `game.json` itself is persisted. */
|
||||
export async function writeSessions(dataDir: string, gameId: string, sessions: PlayerSession[]): Promise<void> {
|
||||
const dir = gameDir(dataDir, gameId);
|
||||
await mkdir(dir, { recursive: true });
|
||||
await atomicWrite(join(dir, SESSIONS_FILE), JSON.stringify(sessions, null, 1));
|
||||
}
|
||||
|
||||
export async function readSessions(dataDir: string, gameId: string): Promise<PlayerSession[]> {
|
||||
try {
|
||||
return JSON.parse(await readFile(join(gameDir(dataDir, gameId), SESSIONS_FILE), 'utf8')) as PlayerSession[];
|
||||
} catch {
|
||||
return [];
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,331 @@
|
||||
/**
|
||||
* The game session host — Phases 2 and 3 of `docs/architecture/multiplayer.md` (§8, §12 steps 9,
|
||||
* 14-16).
|
||||
*
|
||||
* Pure logic, no sockets, no filesystem — `src/server/http.ts` is the thin wiring that calls into
|
||||
* this, and `src/server/persistence.ts` is what actually reads/writes disk. One `GameSession` per
|
||||
* in-memory game (Phase 2 is one game per process; Phase 4 generalizes to many).
|
||||
*
|
||||
* REUSES `src/web/game.ts`'s `Game`/`submit`/`drain`/`currentActor`/`actionMenu` wholesale — all pure
|
||||
* logic already, with no DOM dependency, exactly as `LocalSession` uses them client-side. Building a
|
||||
* second copy of "apply an intent, narrate it, compute the Menu" here would drift from what solitaire
|
||||
* already does and is tested against.
|
||||
*
|
||||
* ONE THING `game.ts`'s `submit` DOES NOT DO: verify who is calling it. `submit(game, intent)` reads
|
||||
* `currentActor(game)` itself and applies the intent AS that player, regardless of who asked — safe
|
||||
* for `LocalSession` (there is only ever one possible caller: the one browser). A server has more than
|
||||
* one seat submitting, so THIS file is where "is `seat` actually allowed to act right now?" has to be
|
||||
* checked, before `submit` is ever called — see `intent()` below.
|
||||
*/
|
||||
|
||||
import { check } from '../engine/apply.ts';
|
||||
import { legalActions } from '../engine/legal.ts';
|
||||
import type { Intent } from '../engine/intents.ts';
|
||||
import type { GameConfig, PlayerIndex } from '../engine/state.ts';
|
||||
import { actionMenu, currentActor, fromMultiplayerSave, newMultiplayerGame, submit } from '../web/game.ts';
|
||||
import type { Game, Menu } from '../web/game.ts';
|
||||
import { deltaFrame } from '../sim/frame-delta.ts';
|
||||
import type { FrameDelta } from '../sim/frame-delta.ts';
|
||||
import { snapshot } from '../sim/view.ts';
|
||||
import type { Frame } from '../sim/view.ts';
|
||||
import { developerBot } from '../sim/bot.ts';
|
||||
|
||||
export type Push = {
|
||||
/**
|
||||
* Absent on a presence-only push (below) — there is no board delta to send when nothing about the
|
||||
* GAME changed, and computing one just to say "unchanged" would mean tracking a last-sent frame
|
||||
* for a seat that may not even be in this game's connection table (a lobby-stage notice has none).
|
||||
*/
|
||||
frame?: FrameDelta;
|
||||
/** Non-null only for the seat that may currently act — never guess otherwise (`game.ts`'s `actionMenu` guards this too, but the host must still only compute/send it for the actor). */
|
||||
menu: Menu | null;
|
||||
/** Narration since the LAST push to this specific seat, not the whole game's log. */
|
||||
lines: { text: string; tone: string }[];
|
||||
/**
|
||||
* Connection news about ANOTHER seat — never this push's own recipient. `lobby-and-sessions.md`
|
||||
* §5: a disconnect is server-layer news about a connection, not a `GameEvent`, so it must not go
|
||||
* through the engine or the shared narration log (which must stay replayable from a seed). Built
|
||||
* and broadcast entirely by `http.ts`, which already owns the connection table; `session.ts` never
|
||||
* sets this field itself — every `Push` `session.ts` builds carries a real `frame` and no
|
||||
* `presence`, and `http.ts`'s presence notices carry no `frame` and no `menu`.
|
||||
*/
|
||||
presence?: { seat: PlayerIndex; connected: boolean };
|
||||
};
|
||||
|
||||
/**
|
||||
* `lobby-and-sessions.md` §5 — "wall-clock at the start of a turn, wall-clock at the intent that
|
||||
* ends it, per player per phase." Computed entirely here, never touching the engine (which has no
|
||||
* clock and must stay deterministic) and never stored inside `history` (a replay must reproduce a
|
||||
* game from decisions alone).
|
||||
*/
|
||||
export type TurnTiming = {
|
||||
player: PlayerIndex;
|
||||
phase: string;
|
||||
day: number;
|
||||
stage: number;
|
||||
startedAt: number;
|
||||
endedAt: number;
|
||||
};
|
||||
|
||||
/** Everything `persistence.ts` needs to write `game.json` and rebuild a session from it later. */
|
||||
export type SavedGame = {
|
||||
seed: number;
|
||||
config: GameConfig;
|
||||
playerNames: string[];
|
||||
history: Intent[];
|
||||
status: 'active' | 'finished';
|
||||
createdAt: number;
|
||||
/**
|
||||
* Seats `developerBot` plays for, filled at `Lobby.Start` (D8 — bots fill EMPTY seats at lobby
|
||||
* time only, never mid-game). Persisted so a bot seat is still a bot after a server restart —
|
||||
* `resumeSession` has no other way to know, and re-deriving it from `playerNames` would mean
|
||||
* guessing from a display name rather than reading a fact.
|
||||
*/
|
||||
botSeats: PlayerIndex[];
|
||||
/**
|
||||
* Wall-clock of the last accepted intent, so "has this game stalled?" survives a restart.
|
||||
*
|
||||
* Optional because it postdates the format, and defaulted to `createdAt` when absent — a game
|
||||
* whose last move is unrecorded reads as untouched since it began, which is the honest answer
|
||||
* rather than a fabricated one. Kept OUT of `history`, like the turn timings and for the same
|
||||
* reason: a replay must reproduce a game from decisions alone, and wall-clock is not a decision.
|
||||
*/
|
||||
lastMoveAt?: number;
|
||||
};
|
||||
|
||||
/** What an administrator needs to see about a game without replaying it themselves. */
|
||||
export type GameSummary = {
|
||||
playerCount: number;
|
||||
playerNames: string[];
|
||||
botSeats: PlayerIndex[];
|
||||
status: 'active' | 'finished';
|
||||
createdAt: number;
|
||||
lastMoveAt: number;
|
||||
day: number;
|
||||
stage: number;
|
||||
phase: string;
|
||||
/**
|
||||
* Whose move it is, or `null` — which is not an error state: the Mainline Phase runs itself, and
|
||||
* a finished game waits on nobody.
|
||||
*/
|
||||
waitingOn: { seat: PlayerIndex; name: string } | null;
|
||||
};
|
||||
|
||||
export type IntentResult =
|
||||
| { accepted: true; pushes: Map<PlayerIndex, Push>; timing: TurnTiming | null }
|
||||
| { accepted: false; code: string };
|
||||
|
||||
export type GameSession = {
|
||||
readonly playerCount: number;
|
||||
isBot(seat: PlayerIndex): boolean;
|
||||
/** A new SSE connection (or a reconnect) for `seat` — always a full Frame, never a delta. */
|
||||
connect(seat: PlayerIndex): Push;
|
||||
intent(seat: PlayerIndex, seq: number, i: Intent): IntentResult;
|
||||
/** Everything needed to persist this game and, later, rebuild it via `resumeSession`. */
|
||||
exportSave(): SavedGame;
|
||||
/**
|
||||
* A cheap description of where this game has got to. Deliberately does not copy `history` the
|
||||
* way `exportSave` must — the health check polls this on a timer, and an administrator listing
|
||||
* games wants the state of each, not a copy of every intent in all of them.
|
||||
*/
|
||||
summary(): GameSummary;
|
||||
};
|
||||
|
||||
type OpenSpan = { player: PlayerIndex; phase: string; day: number; stage: number; startedAt: number };
|
||||
|
||||
function buildSession(
|
||||
game: Game,
|
||||
playerNames: string[],
|
||||
createdAt: number,
|
||||
botSeats: Set<PlayerIndex>,
|
||||
lastMoveAtInit: number,
|
||||
): GameSession {
|
||||
let lastMoveAt = lastMoveAtInit;
|
||||
const lastSeq = new Map<PlayerIndex, number>();
|
||||
const lastFrame = new Map<PlayerIndex, Frame>();
|
||||
const sentLines = new Map<PlayerIndex, number>();
|
||||
|
||||
const openSpanFor = (now: number): OpenSpan | null => {
|
||||
const actor = currentActor(game);
|
||||
if (actor === null) return null;
|
||||
return { player: actor, phase: game.state.clock.phase, day: game.state.clock.day, stage: game.state.clock.stage, startedAt: now };
|
||||
};
|
||||
let open: OpenSpan | null = openSpanFor(Date.now());
|
||||
|
||||
function frameFor(seat: PlayerIndex): Frame {
|
||||
return snapshot(game.state, game.log, null, null, null, false, seat);
|
||||
}
|
||||
|
||||
function linesSince(seat: PlayerIndex): { text: string; tone: string }[] {
|
||||
const already = sentLines.get(seat) ?? 0;
|
||||
sentLines.set(seat, game.log.length);
|
||||
return game.log.slice(already);
|
||||
}
|
||||
|
||||
function menuFor(seat: PlayerIndex): Menu | null {
|
||||
return seat === currentActor(game) ? actionMenu(game, seat) : null;
|
||||
}
|
||||
|
||||
function pushFor(seat: PlayerIndex): Push {
|
||||
const frame = frameFor(seat);
|
||||
const delta = deltaFrame(lastFrame.get(seat) ?? null, frame);
|
||||
lastFrame.set(seat, frame);
|
||||
return { frame: delta, menu: menuFor(seat), lines: linesSince(seat) };
|
||||
}
|
||||
|
||||
function pushesForAll(): Map<PlayerIndex, Push> {
|
||||
const out = new Map<PlayerIndex, Push>();
|
||||
for (let seat = 0; seat < playerNames.length; seat++) out.set(seat as PlayerIndex, pushFor(seat as PlayerIndex));
|
||||
return out;
|
||||
}
|
||||
|
||||
/**
|
||||
* Closes the open span if the acting player, phase, Day or Stage moved since it opened, and opens
|
||||
* the next one (or none, in the automatic Mainline Phase). Returns the just-closed span, if any,
|
||||
* for the caller to persist — a "turn" here is exactly the contiguous stretch where none of those
|
||||
* four things changed, which can span several intents (draw, then play, then end) as one span.
|
||||
*/
|
||||
function settleTiming(): TurnTiming | null {
|
||||
const now = Date.now();
|
||||
const next = openSpanFor(now);
|
||||
const same =
|
||||
open !== null &&
|
||||
next !== null &&
|
||||
open.player === next.player &&
|
||||
open.phase === next.phase &&
|
||||
open.day === next.day &&
|
||||
open.stage === next.stage;
|
||||
if (same) return null;
|
||||
const closed: TurnTiming | null = open === null ? null : { ...open, endedAt: now };
|
||||
open = next;
|
||||
return closed;
|
||||
}
|
||||
|
||||
/**
|
||||
* PLAY EVERY BOT SEAT FORWARD until a human is due, or the game ends.
|
||||
*
|
||||
* `developerBot` (D8, `lobby-and-sessions.md` §2) fills EMPTY seats at lobby time only — it never
|
||||
* takes over for a disconnected human, so this loop only ever touches seats `botSeats` named at
|
||||
* `Lobby.Start`. Uses `submit` directly rather than the public `intent()` path: a bot is not a
|
||||
* client with a `seq` to dedupe against, and its choice is by construction always legal (`check`
|
||||
* would only ever confirm what `legalActions` already promised).
|
||||
*
|
||||
* Intermediate bot-turn spans are swept through `settleTiming()` but their result is discarded —
|
||||
* `lobby-and-sessions.md` §5's turn clock exists to learn how long HUMANS take, and a bot decides
|
||||
* in zero wall-clock time by definition. Called once at construction (a resume could land exactly
|
||||
* on a bot's turn) and once after every accepted human intent.
|
||||
*/
|
||||
function driveBots(): void {
|
||||
let guard = 0;
|
||||
for (;;) {
|
||||
const actor = currentActor(game);
|
||||
if (actor === null || !botSeats.has(actor)) return;
|
||||
if (++guard > 10_000) throw new Error(`driveBots: probable infinite loop at seat ${actor}`);
|
||||
const options = legalActions(game.state, actor);
|
||||
if (options.length === 0) return;
|
||||
const choice = developerBot.choose(game.state, actor, options);
|
||||
const ok = submit(game, choice);
|
||||
/* c8 ignore next -- `options` came from `legalActions`, so `choice` is always legal. */
|
||||
if (!ok) throw new Error(`driveBots: developerBot chose an illegal action for seat ${actor}`);
|
||||
settleTiming();
|
||||
}
|
||||
}
|
||||
driveBots();
|
||||
|
||||
return {
|
||||
playerCount: playerNames.length,
|
||||
isBot: (seat) => botSeats.has(seat),
|
||||
|
||||
connect(seat) {
|
||||
// A (re)connect always starts from a clean slate — no cache to trust across a lost connection
|
||||
// (or a server restart, Phase 3) — so the honest thing is a full Frame, not a delta.
|
||||
lastFrame.delete(seat);
|
||||
return pushFor(seat);
|
||||
},
|
||||
|
||||
intent(seat, seq, i) {
|
||||
// Idempotent resend (protocol.md §5): a repeat of an ALREADY-APPLIED seq is a no-op success,
|
||||
// with no pushes to re-broadcast. A repeat after a REJECTION is not remembered here — it was
|
||||
// never applied, so it is worth trying again (see the `lastSeq.set` below: only on success).
|
||||
if (lastSeq.get(seat) === seq) return { accepted: true, pushes: new Map(), timing: null };
|
||||
|
||||
if (seat !== currentActor(game)) return { accepted: false, code: 'NOT_YOUR_TURN' };
|
||||
|
||||
// Checked directly, rather than via `submit`'s boolean, for two reasons: `submit` writes a
|
||||
// "that is not allowed" line into the SHARED `game.log` on rejection, which would otherwise
|
||||
// broadcast one seat's illegal attempt to the whole table on their next push (rejection
|
||||
// feedback is private, to the submitter only); and calling `check` first means an intent
|
||||
// already known to be illegal never touches the engine at all.
|
||||
const code = check(game.state, seat, i);
|
||||
if (code) return { accepted: false, code };
|
||||
|
||||
const applied = submit(game, i);
|
||||
/* c8 ignore next -- `check` above already proved this intent is legal; `submit` cannot then refuse it. */
|
||||
if (!applied) return { accepted: false, code: 'REJECTED' };
|
||||
|
||||
lastSeq.set(seat, seq);
|
||||
lastMoveAt = Date.now();
|
||||
const timing = settleTiming();
|
||||
// Any bot due to act now plays out entirely before this push goes back — the delta mechanism
|
||||
// diffs against whatever was last sent, so it captures the bots' moves along with the human's
|
||||
// in one push regardless of how many turns that took.
|
||||
driveBots();
|
||||
return { accepted: true, pushes: pushesForAll(), timing };
|
||||
},
|
||||
|
||||
exportSave() {
|
||||
return {
|
||||
seed: game.seed,
|
||||
config: game.state.config,
|
||||
playerNames: [...playerNames],
|
||||
history: [...game.history],
|
||||
status: game.state.status === 'finished' ? 'finished' : 'active',
|
||||
createdAt,
|
||||
botSeats: [...botSeats],
|
||||
lastMoveAt,
|
||||
};
|
||||
},
|
||||
|
||||
summary() {
|
||||
const actor = currentActor(game);
|
||||
return {
|
||||
playerCount: playerNames.length,
|
||||
playerNames: [...playerNames],
|
||||
botSeats: [...botSeats],
|
||||
status: game.state.status === 'finished' ? 'finished' : 'active',
|
||||
createdAt,
|
||||
lastMoveAt,
|
||||
day: game.state.clock.day,
|
||||
stage: game.state.clock.stage,
|
||||
phase: game.state.clock.phase,
|
||||
waitingOn: actor === null ? null : { seat: actor, name: playerNames[actor] ?? `Seat ${actor}` },
|
||||
};
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
export function createSession(
|
||||
seed: number,
|
||||
config: GameConfig,
|
||||
playerNames: string[],
|
||||
botSeats: PlayerIndex[] = [],
|
||||
): GameSession {
|
||||
const now = Date.now();
|
||||
return buildSession(newMultiplayerGame(seed, config, playerNames), playerNames, now, new Set(botSeats), now);
|
||||
}
|
||||
|
||||
/**
|
||||
* Phase 3 — rebuild a session from a persisted `SavedGame` (`persistence.ts`). The engine-version
|
||||
* check happens before this is ever called; by the time `saved.history` reaches here it is already
|
||||
* known to have been recorded under the currently-running rules.
|
||||
*/
|
||||
export function resumeSession(saved: SavedGame): GameSession {
|
||||
const game = fromMultiplayerSave(saved.seed, saved.config, saved.playerNames, saved.history);
|
||||
return buildSession(
|
||||
game,
|
||||
saved.playerNames,
|
||||
saved.createdAt,
|
||||
new Set(saved.botSeats),
|
||||
saved.lastMoveAt ?? saved.createdAt,
|
||||
);
|
||||
}
|
||||
+132
-12
@@ -28,7 +28,23 @@ export type BoardTrain = { label: string; consist: string[] };
|
||||
* The Division as a dispatcher would see it: one continuous line per running track, sections
|
||||
* separated by thin seams, capacity legible because the lines can be counted.
|
||||
*/
|
||||
export function divisionSvg(nodes: DivisionView[]): string {
|
||||
/**
|
||||
* Who is at the table, so an Office can be labelled with its owner rather than only its tier.
|
||||
*
|
||||
* Passed in rather than read off the nodes because a `DivisionView` knows its seat and nothing
|
||||
* about people — the roster lives on the `Frame`, keyed by player, and `seat` is what joins them.
|
||||
* Optional so the standalone replay (`replay.ts`, which serialises this function by `toString()`)
|
||||
* keeps working unchanged.
|
||||
*/
|
||||
export type DivisionRoster = {
|
||||
players: { index: number; seat: number; name: string }[];
|
||||
/** The player whose move it is, or null in an automatic phase. A PLAYER index, not a seat. */
|
||||
actor: number | null;
|
||||
/** The player this map is being drawn for. */
|
||||
viewer: number;
|
||||
};
|
||||
|
||||
export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | null): string {
|
||||
/**
|
||||
* THE WHOLE DIVISION, west to east, as one continuous route.
|
||||
*
|
||||
@@ -97,6 +113,8 @@ export function divisionSvg(nodes: DivisionView[]): string {
|
||||
tip: string;
|
||||
/** Which SEAT's district this cell belongs to, or null for Mainline and Division Points. */
|
||||
seat: number | null;
|
||||
/** Set on an Office cell when a roster was supplied: whose district this is. */
|
||||
owner?: { name: string; isTurn: boolean; isYou: boolean } | null;
|
||||
/** Mainline cards only: §2.1 divides one into two regions. 0 elsewhere — no bars are drawn. */
|
||||
regions: number;
|
||||
w: number;
|
||||
@@ -116,12 +134,34 @@ export function divisionSvg(nodes: DivisionView[]): string {
|
||||
if (n.kind === 'office') {
|
||||
const cap = n.capacity;
|
||||
const ad = n.trains.flat();
|
||||
/**
|
||||
* THE NAME IS THE HEADLINE, the tier is the detail.
|
||||
*
|
||||
* "Where does Bob sit?" is the question this map could not answer: an Office was labelled
|
||||
* with its tier, which every player's Office also has, so four districts read the same. The
|
||||
* owner's name takes the headline and the tier moves down beside the A/D count, because the
|
||||
* name is what is being looked for and the tier is what is being referred to once found.
|
||||
*/
|
||||
const seatOwner =
|
||||
roster && n.seat !== null ? (roster.players.find((p) => p.seat === n.seat) ?? null) : null;
|
||||
const owner = seatOwner
|
||||
? {
|
||||
name: seatOwner.name,
|
||||
isTurn: roster!.actor === seatOwner.index,
|
||||
isYou: roster!.viewer === seatOwner.index,
|
||||
}
|
||||
: null;
|
||||
|
||||
for (const rc of n.running ?? []) {
|
||||
const isOffice = rc.kind === 'office';
|
||||
const adLabel = cap === null ? '' : `A/D ${ad.length}/${cap}`;
|
||||
push({
|
||||
kind: 'run',
|
||||
label: rc.label,
|
||||
sub: isOffice ? (cap === null ? '' : `A/D ${ad.length}/${cap}`) : '',
|
||||
label: isOffice && owner ? owner.name : rc.label,
|
||||
owner: isOffice ? owner : null,
|
||||
// With an owner on the headline the tier would otherwise vanish, so it joins the A/D
|
||||
// count on the line below.
|
||||
sub: isOffice ? (owner ? [rc.label, adLabel].filter(Boolean).join(' · ') : adLabel) : '',
|
||||
/**
|
||||
* A train standing at the Office occupies an A/D track, which is where it is — but it is
|
||||
* ALSO standing on the Office grid card, so it arrives here in both lists and used to be
|
||||
@@ -131,7 +171,12 @@ export function divisionSvg(nodes: DivisionView[]): string {
|
||||
? [...rc.trains, ...ad.filter((t) => !rc.trains.some((r) => r.label === t.label))]
|
||||
: rc.trains,
|
||||
cap: isOffice ? cap : null,
|
||||
tip: `${rc.label} — ${rc.kind === 'limits' ? 'the end of this district; the Running Track runs between the Limits' : 'Running Track'}`,
|
||||
tip: owner && isOffice
|
||||
? `${owner.name}'s ${rc.label}` +
|
||||
(owner.isYou ? ' — this is your railroad' : '') +
|
||||
// "their move" is wrong when the reader is the one being waited on.
|
||||
(owner.isTurn ? (owner.isYou ? ' — it is your move' : ' — it is their move') : '')
|
||||
: `${rc.label} — ${rc.kind === 'limits' ? 'the end of this district; the Running Track runs between the Limits' : 'Running Track'}`,
|
||||
seat: n.seat ?? null,
|
||||
// No regions inside a district: a crew moves by Moves there, not by Stages, so it
|
||||
// occupies a card outright rather than a part of one.
|
||||
@@ -279,7 +324,15 @@ export function divisionSvg(nodes: DivisionView[]): string {
|
||||
const full = c.cap !== null && c.trains.length >= c.cap;
|
||||
out += `<g class="bs-dcell bs-d${c.kind}${full ? ' bs-full' : ''}" data-tip="${esc(c.tip)}">`;
|
||||
out += `<rect x="${c.x}" y="${c.y}" width="${c.w}" height="${CH}" rx="5"/>`;
|
||||
out += `<text class="bs-name" x="${c.x + 7}" y="${c.y + 14}">${esc(c.label)}</text>`;
|
||||
/**
|
||||
* WHOSE IS IT, IS IT THEIR MOVE, AND IS IT MINE — answered by colour and one suffix rather
|
||||
* than by a legend. Amber is the same "it is happening here" the action panel uses; "(you)"
|
||||
* is spelled out because a colour alone cannot say which of four railroads is the reader's,
|
||||
* and that is the first thing anybody wants to know at a table they just sat down at.
|
||||
*/
|
||||
const mark = c.owner ? ` bs-owner${c.owner.isTurn ? ' bs-turn' : ''}${c.owner.isYou ? ' bs-you' : ''}` : '';
|
||||
const suffix = c.owner?.isYou ? ' (you)' : '';
|
||||
out += `<text class="bs-name${mark}" x="${c.x + 7}" y="${c.y + 14}">${esc(c.label + suffix)}</text>`;
|
||||
out += rail(c.x + 6, c.y + 32, c.x + c.w - 6);
|
||||
if (c.sub) out += `<text class="bs-cap" x="${c.x + 7}" y="${c.y + CH - 6}">${esc(c.sub)}</text>`;
|
||||
|
||||
@@ -474,6 +527,65 @@ export function officeSvg(
|
||||
return out;
|
||||
};
|
||||
|
||||
/**
|
||||
* A 45° LEG, drawn as a smooth curve rather than two straight segments meeting at a hard corner.
|
||||
*
|
||||
* It is an EASEMENT, not an arbitrary curve: tangent to horizontal at `p0` (the east or west edge),
|
||||
* so an abutting straight card's through-rail still reads as one unbroken line, and tangent to
|
||||
* exactly 45° at `p3` (the north or south edge), so two stacked curves still read as one continuous
|
||||
* diagonal and the edge-crossing angle the matching rule depends on is unchanged. `p1`/`p2` are
|
||||
* cubic-Bezier control points chosen to hit those two tangents — see the call site.
|
||||
*
|
||||
* Sampled as a short polyline rather than left as one SVG path command, because the two parallel
|
||||
* rails and the tie marks all need points evenly spaced ALONG THE CURVE with the local tangent at
|
||||
* each one — `rail()`'s straight-line version does the same sampling, just on a line.
|
||||
*/
|
||||
const curvedRail = (
|
||||
p0: { x: number; y: number },
|
||||
p1: { x: number; y: number },
|
||||
p2: { x: number; y: number },
|
||||
p3: { x: number; y: number },
|
||||
): string => {
|
||||
const at = (t: number): { x: number; y: number } => {
|
||||
const u = 1 - t;
|
||||
return {
|
||||
x: u * u * u * p0.x + 3 * u * u * t * p1.x + 3 * u * t * t * p2.x + t * t * t * p3.x,
|
||||
y: u * u * u * p0.y + 3 * u * u * t * p1.y + 3 * u * t * t * p2.y + t * t * t * p3.y,
|
||||
};
|
||||
};
|
||||
const tangentAt = (t: number): { x: number; y: number } => {
|
||||
const u = 1 - t;
|
||||
return {
|
||||
x: 3 * u * u * (p1.x - p0.x) + 6 * u * t * (p2.x - p1.x) + 3 * t * t * (p3.x - p2.x),
|
||||
y: 3 * u * u * (p1.y - p0.y) + 6 * u * t * (p2.y - p1.y) + 3 * t * t * (p3.y - p2.y),
|
||||
};
|
||||
};
|
||||
const N = 24;
|
||||
const left: string[] = [];
|
||||
const right: string[] = [];
|
||||
let ties = '';
|
||||
for (let i = 0; i <= N; i++) {
|
||||
const t = i / N;
|
||||
const pt = at(t);
|
||||
const tan = tangentAt(t);
|
||||
const tlen = Math.hypot(tan.x, tan.y) || 1;
|
||||
const nx = (-tan.y / tlen) * 2.5;
|
||||
const ny = (tan.x / tlen) * 2.5;
|
||||
left.push(`${pt.x + nx} ${pt.y + ny}`);
|
||||
right.push(`${pt.x - nx} ${pt.y - ny}`);
|
||||
// Every third sample — the same rough 9px spacing `rail()` uses for a straight run of similar
|
||||
// length, not tied to `N` itself.
|
||||
if (i % 3 === 0) {
|
||||
ties += `<line class="bs-tie" x1="${pt.x + nx * 1.8}" y1="${pt.y + ny * 1.8}" x2="${pt.x - nx * 1.8}" y2="${pt.y - ny * 1.8}"/>`;
|
||||
}
|
||||
}
|
||||
return (
|
||||
`<path class="bs-rail" fill="none" d="M${left.join(' L')}"/>` +
|
||||
`<path class="bs-rail" fill="none" d="M${right.join(' L')}"/>` +
|
||||
ties
|
||||
);
|
||||
};
|
||||
|
||||
// Where each port meets the card edge. East and west sit at the rail height — the card's middle —
|
||||
// so a straight run stays straight across the whole row; north and south are centred on the edge.
|
||||
const port = (p: string): { x: number; y: number } => {
|
||||
@@ -534,19 +646,23 @@ export function officeSvg(
|
||||
out += rail(port(from).x, port(from).y, port(to).x, port(to).y);
|
||||
} else {
|
||||
/**
|
||||
* A 45° LEG, drawn as the card prints it: along the centre line from the east or west edge
|
||||
* to the FROG, then out at exactly 45° through the middle of the north or south edge.
|
||||
* A 45° LEG — drawn as a smooth curve (v0.5.0) that still passes through the same FROG the
|
||||
* old two-segment version bent at, so the underlying geometry (and the `frog` position used
|
||||
* elsewhere for the actual joining/matching rules) is unchanged; only the picture is.
|
||||
*
|
||||
* The frog is `H/2` from the centre because a 45° run climbing half the card's height
|
||||
* travels half its height sideways. This used to be a fixed elbow at (W/2, RAIL+(H-RAIL)/2)
|
||||
* — below the rail on the assumption everything diverged downward — which drew a leg
|
||||
* reaching north as a hook that dropped past the rail and came back up, and drew nothing at
|
||||
* any angle the matching rule cares about.
|
||||
* travels half its height sideways. The control points sit halfway from each endpoint to the
|
||||
* frog, which is what gives the curve a horizontal tangent at the e/w edge (matching an
|
||||
* abutting straight card's through-rail) and an exact 45° tangent at the n/s edge (matching
|
||||
* the card above or below) — see `curvedRail`.
|
||||
*/
|
||||
const side = vertical === from ? to : from;
|
||||
const frog = { x: W / 2 + (side === 'e' ? H / 2 : -H / 2), y: RAIL };
|
||||
const start = port(side);
|
||||
const edge = port(vertical);
|
||||
out += rail(port(side).x, port(side).y, frog.x, frog.y) + rail(frog.x, frog.y, edge.x, edge.y);
|
||||
const c1 = { x: start.x + 0.5 * (frog.x - start.x), y: start.y };
|
||||
const c2 = { x: edge.x + 0.5 * (frog.x - edge.x), y: edge.y + 0.5 * (frog.y - edge.y) };
|
||||
out += curvedRail(start, c1, c2, edge);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1027,6 +1143,10 @@ export const BOARD_CSS = `
|
||||
.bs-cn{fill:#e6e9ee;font:600 11px ui-monospace,monospace}
|
||||
.bs-coord{fill:#5f6b7a;font:9px ui-monospace,monospace}
|
||||
.bs-name{fill:#e6e9ee;font:600 11px ui-monospace,monospace}
|
||||
.bs-name.bs-you{fill:#5aa9e6}
|
||||
/* Their move — wins over .bs-you when both apply, because whose turn it is changes every few
|
||||
seconds and which railroad is yours never does. */
|
||||
.bs-name.bs-turn{fill:#f0b64a;font-weight:700}
|
||||
.bs-cap{fill:#8b94a3;font:10px ui-monospace,monospace}
|
||||
.bs-cap.bs-full{fill:#e0a060;font-weight:600}
|
||||
.bs-grade{fill:#e08060;font:10px ui-monospace,monospace}
|
||||
|
||||
+24
-11
@@ -31,6 +31,12 @@
|
||||
|
||||
import { pump } from '../engine/advance.ts';
|
||||
import { createGame } from '../engine/setup.ts';
|
||||
import {
|
||||
DEFAULT_MAX_COLLISIONS_PER_DAY,
|
||||
DEFAULT_MAX_COLLISIONS_TOTAL,
|
||||
collectiveRevenueFloor,
|
||||
lengthProfile,
|
||||
} from '../engine/content.ts';
|
||||
import type { GameLength } from '../engine/content.ts';
|
||||
import type { GameConfig, GameMode } from '../engine/state.ts';
|
||||
import type { BotPolicy, BotTweaks } from './bot.ts';
|
||||
@@ -56,17 +62,24 @@ export type PairedResult = {
|
||||
variantStats: GameStats[];
|
||||
};
|
||||
|
||||
const SOLO = (length: GameLength, mode: GameMode): GameConfig => ({
|
||||
mode,
|
||||
victory: 'highestAfterDays',
|
||||
length,
|
||||
optionalRules: {
|
||||
reducedVisibility: false,
|
||||
sisterTrains: false,
|
||||
employeeRotation: false,
|
||||
emergencyToolbox: false,
|
||||
},
|
||||
});
|
||||
// Always one bot (`runOne` below), so the revenue floor is `collectiveRevenueFloor(1, days)`.
|
||||
const SOLO = (length: GameLength, mode: GameMode): GameConfig => {
|
||||
const days = lengthProfile(length).days;
|
||||
return {
|
||||
mode,
|
||||
days,
|
||||
minCombinedRevenue: collectiveRevenueFloor(1, days),
|
||||
maxCollisionsPerDay: DEFAULT_MAX_COLLISIONS_PER_DAY,
|
||||
maxCollisionsTotal: DEFAULT_MAX_COLLISIONS_TOTAL,
|
||||
pvpCardsAllowed: false,
|
||||
optionalRules: {
|
||||
reducedVisibility: false,
|
||||
sisterTrains: false,
|
||||
employeeRotation: false,
|
||||
emergencyToolbox: false,
|
||||
},
|
||||
};
|
||||
};
|
||||
|
||||
/**
|
||||
* One game, one seed, one policy.
|
||||
|
||||
@@ -0,0 +1,53 @@
|
||||
/**
|
||||
* Live per-seat Frame delta — Phase 2 of `docs/architecture/multiplayer.md`.
|
||||
*
|
||||
* `src/sim/replay.ts`'s `compress()` looked like the thing to reuse here (D2/D3's "2.9 KB per push
|
||||
* with the board omitted when unchanged" cites it) but it solves a different problem: it interns
|
||||
* card/description strings across a WHOLE recorded array of frames, which only pays off when
|
||||
* bundling many frames into one replay file. A live server pushes one frame at a time and has
|
||||
* nothing to intern against. The part that genuinely carries over is much smaller — a one-step-back
|
||||
* "null if unchanged since the last thing sent to THIS seat" check on the three fields that make up
|
||||
* almost all of a Frame's size: `cells`, `facilities`, `division` (`replay.ts`'s own `keys` array).
|
||||
*
|
||||
* Node-free by design, unlike `replay.ts` (which imports `node:fs`) — both the server and a browser
|
||||
* `RemoteSession` import this file directly.
|
||||
*/
|
||||
|
||||
import type { CellView, DivisionView, FacilityView, Frame } from './view.ts';
|
||||
|
||||
/** A `Frame` with the three board-shaped fields replaced by `null` where unchanged since `previous`. */
|
||||
export type FrameDelta = Omit<Frame, 'cells' | 'facilities' | 'division'> & {
|
||||
cells: CellView[] | null;
|
||||
facilities: FacilityView[] | null;
|
||||
division: DivisionView[] | null;
|
||||
};
|
||||
|
||||
const BOARD_KEYS = ['cells', 'facilities', 'division'] as const;
|
||||
|
||||
/**
|
||||
* `previous` is the last Frame actually sent to THIS seat, or `null` for a first connect / a
|
||||
* reconnect after a gap — Phase 2 has no persistence to replay a gap against (Phase 3), so a
|
||||
* reconnect always gets a full Frame here rather than a delta.
|
||||
*/
|
||||
export function deltaFrame(previous: Frame | null, next: Frame): FrameDelta {
|
||||
const out = { ...next } as unknown as FrameDelta;
|
||||
for (const key of BOARD_KEYS) {
|
||||
const unchanged = previous !== null && JSON.stringify(previous[key]) === JSON.stringify(next[key]);
|
||||
(out as Record<string, unknown>)[key] = unchanged ? null : next[key];
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
/** The receiving side: merges a delta back onto the last full Frame this seat actually has. */
|
||||
export function applyDelta(previous: Frame | null, delta: FrameDelta): Frame {
|
||||
const out = { ...delta } as unknown as Frame;
|
||||
for (const key of BOARD_KEYS) {
|
||||
if (delta[key] === null) {
|
||||
if (previous === null) {
|
||||
throw new Error(`deltaFrame said "${key}" is unchanged, but there is no previous Frame to merge onto`);
|
||||
}
|
||||
(out as Record<string, unknown>)[key] = previous[key];
|
||||
}
|
||||
}
|
||||
return out;
|
||||
}
|
||||
+15
-6
@@ -12,7 +12,12 @@
|
||||
*/
|
||||
|
||||
import { pump } from '../engine/advance.ts';
|
||||
import { collectiveRevenueFloor, lengthProfile } from '../engine/content.ts';
|
||||
import {
|
||||
DEFAULT_MAX_COLLISIONS_PER_DAY,
|
||||
DEFAULT_MAX_COLLISIONS_TOTAL,
|
||||
collectiveRevenueFloor,
|
||||
lengthProfile,
|
||||
} from '../engine/content.ts';
|
||||
import { createGame } from '../engine/setup.ts';
|
||||
import type { GameLength } from '../engine/content.ts';
|
||||
import type { GameConfig, GameMode } from '../engine/state.ts';
|
||||
@@ -60,11 +65,15 @@ function statsOf(xs: number[]): Stats {
|
||||
};
|
||||
}
|
||||
|
||||
function configFor(mode: GameMode, length: GameLength): GameConfig {
|
||||
function configFor(mode: GameMode, length: GameLength, players: number): GameConfig {
|
||||
const days = lengthProfile(length).days;
|
||||
return {
|
||||
mode,
|
||||
victory: 'highestAfterDays',
|
||||
length,
|
||||
days,
|
||||
minCombinedRevenue: collectiveRevenueFloor(players, days),
|
||||
maxCollisionsPerDay: DEFAULT_MAX_COLLISIONS_PER_DAY,
|
||||
maxCollisionsTotal: DEFAULT_MAX_COLLISIONS_TOTAL,
|
||||
pvpCardsAllowed: false,
|
||||
optionalRules: {
|
||||
reducedVisibility: false,
|
||||
sisterTrains: false,
|
||||
@@ -83,7 +92,7 @@ export function simulate(opts: SimOptions): SimReport {
|
||||
const s = createGame({
|
||||
id: `sim-${i}`,
|
||||
seed,
|
||||
config: configFor(opts.mode, opts.length),
|
||||
config: configFor(opts.mode, opts.length, opts.players.length),
|
||||
playerNames: opts.players,
|
||||
});
|
||||
// The probe watches the game as it is played: the funnel gates are conditions at a moment, not
|
||||
@@ -154,7 +163,7 @@ export function formatReport(r: SimReport, length: GameLength, players: number):
|
||||
|
||||
// The provisional numbers this exists to test.
|
||||
out.push('\n against the provisional targets:');
|
||||
out.push(` target ${profile.target} over ${profile.days} Days`);
|
||||
out.push(` ${profile.days} Days`);
|
||||
out.push(
|
||||
` predicted ~5-6 revenue/player/Day steady state; observed mean ` +
|
||||
`${r.revenuePerPlayerPerDay.mean.toFixed(1)}`,
|
||||
|
||||
+20
-6
@@ -21,7 +21,14 @@ import { writeFileSync } from 'node:fs';
|
||||
import { advance } from '../engine/advance.ts';
|
||||
import { applyIntent, areaOf, facilityCarType, laborersLeft, portersLeft } from '../engine/apply.ts';
|
||||
import type { GameLength } from '../engine/content.ts';
|
||||
import { MAINLINE_PROFILES, lengthProfile, officeProfile } from '../engine/content.ts';
|
||||
import {
|
||||
DEFAULT_MAX_COLLISIONS_PER_DAY,
|
||||
DEFAULT_MAX_COLLISIONS_TOTAL,
|
||||
MAINLINE_PROFILES,
|
||||
collectiveRevenueFloor,
|
||||
lengthProfile,
|
||||
officeProfile,
|
||||
} from '../engine/content.ts';
|
||||
import type { GameEvent } from '../engine/events.ts';
|
||||
import type { Intent } from '../engine/intents.ts';
|
||||
import { legalActions } from '../engine/legal.ts';
|
||||
@@ -51,10 +58,14 @@ import { playCue } from '../web/sound.ts';
|
||||
export type Recording = { seed: number; length: GameLength; frames: Frame[]; outcome: string };
|
||||
|
||||
export function record(seed: number, length: GameLength, maxSteps = 100_000): Recording {
|
||||
const days = lengthProfile(length).days;
|
||||
const config: GameConfig = {
|
||||
mode: 'solitaire',
|
||||
victory: 'highestAfterDays',
|
||||
length,
|
||||
days,
|
||||
minCombinedRevenue: collectiveRevenueFloor(1, days),
|
||||
maxCollisionsPerDay: DEFAULT_MAX_COLLISIONS_PER_DAY,
|
||||
maxCollisionsTotal: DEFAULT_MAX_COLLISIONS_TOTAL,
|
||||
pvpCardsAllowed: false,
|
||||
optionalRules: {
|
||||
reducedVisibility: false,
|
||||
sisterTrains: false,
|
||||
@@ -263,7 +274,7 @@ export function rehydrateCells(
|
||||
}
|
||||
|
||||
export function renderHtml(rec: Recording): string {
|
||||
const target = lengthProfile(rec.length);
|
||||
const profile = lengthProfile(rec.length);
|
||||
return `<!doctype html>
|
||||
<html lang="en"><head><meta charset="utf-8">
|
||||
<meta name="viewport" content="width=device-width,initial-scale=1">
|
||||
@@ -360,7 +371,7 @@ kbd{background:#2a3038;border:1px solid var(--line);border-radius:3px;padding:0
|
||||
</style></head><body>
|
||||
|
||||
<header>
|
||||
<h1>Station Master — replay · seed ${rec.seed} · ${rec.length} (target ${target.target} over ${target.days} Days) · ${esc(rec.outcome)}</h1>
|
||||
<h1>Station Master — replay · seed ${rec.seed} · ${rec.length} (${profile.days} Days) · ${esc(rec.outcome)}</h1>
|
||||
<div class="bar">
|
||||
<span class="dim">fedora <span id="super">—</span></span>
|
||||
<span>revenue <b class="big" id="rev">0</b></span>
|
||||
@@ -502,7 +513,10 @@ function render() {
|
||||
|
||||
const CELLS = cellsAt(i), FACS = carry(i, 'facilities'), DIV = carry(i, 'division');
|
||||
|
||||
$('division').innerHTML = divisionSvg(DIV);
|
||||
// players, actor and viewer are not among the delta'd keys (see compress), so they ride whole on
|
||||
// every frame and the replay names the districts exactly as the live page does. No backticks in
|
||||
// this comment: it is inside the generated-page template literal, which they would terminate.
|
||||
$('division').innerHTML = divisionSvg(DIV, { players: f.players, actor: f.actor, viewer: f.viewer });
|
||||
// The same office renderer the playable app uses, so replay and game draw one board.
|
||||
$('grid').innerHTML = officeSvg(CELLS, f.runningRow, [], [], f.limits);
|
||||
|
||||
|
||||
+73
-8
@@ -24,6 +24,7 @@ import {
|
||||
import {
|
||||
ACTION_CARDS,
|
||||
ENHANCEMENT_CARDS,
|
||||
HAND_LIMIT,
|
||||
MAINLINE_MODIFIER_CARDS,
|
||||
MAINLINE_PROFILES,
|
||||
MANEUVER_CARDS,
|
||||
@@ -37,7 +38,6 @@ import {
|
||||
industryProfile,
|
||||
mainlineProfile,
|
||||
modifierProfile,
|
||||
lengthProfile,
|
||||
officeProfile,
|
||||
trainProfile,
|
||||
houseRules,
|
||||
@@ -348,6 +348,18 @@ export type Frame = {
|
||||
* must be able to answer. Resolved, never partial, so nobody downstream re-applies defaults.
|
||||
*/
|
||||
houseRules: HouseRules;
|
||||
/**
|
||||
* The victory-condition dials this game was configured with (`GameConfig`, `state.ts`), plus the
|
||||
* running collision counts — same reasoning as `houseRules`: a remote client holds no `GameState`
|
||||
* and needs to show live progress ("2 of 3 collisions today") without guessing a default. `0` on
|
||||
* any `max*`/`minCombinedRevenue` field means that check is off.
|
||||
*/
|
||||
days: number;
|
||||
minCombinedRevenue: number;
|
||||
maxCollisionsPerDay: number;
|
||||
maxCollisionsTotal: number;
|
||||
collisionsToday: number;
|
||||
collisionsTotal: number;
|
||||
status: GameState['status'];
|
||||
outcome: GameState['outcome'];
|
||||
/**
|
||||
@@ -358,8 +370,32 @@ export type Frame = {
|
||||
* player order once §4.4's D12 decided who sits where.
|
||||
*/
|
||||
players: { index: number; seat: number; name: string; revenue: number; hand: number }[];
|
||||
/**
|
||||
* WHO THIS FRAME WAS BUILT FOR.
|
||||
*
|
||||
* Every private thing on a Frame is already scoped to one player — the hand, the Office Area,
|
||||
* `revenue`, `option`, `movesLeft` — but nothing said which player that was, so a page rendering
|
||||
* it could show a railroad without being able to say whose it is. Harmless in solitaire, where
|
||||
* there is only one; the first thing you want to know at a four-player table.
|
||||
*/
|
||||
viewer: number;
|
||||
/** The viewer's position in the west-to-east chain, which is not their player index (§4.4). */
|
||||
viewerSeat: number;
|
||||
/**
|
||||
* §4.4's opening D12 per player, and the roll that chose the Superintendent — kept so a client
|
||||
* can show the chain being formed rather than only its result (`lobby-and-sessions.md` §4).
|
||||
* Indexed by player, like `s.players`, not by seat.
|
||||
*/
|
||||
openingRolls: { division: number[]; superintendent: number[] };
|
||||
/** How many cards the VIEWER holds. Other players' counts are in `players`. */
|
||||
handCount: number;
|
||||
/**
|
||||
* True when the VIEWER's hand is over §6.2's limit and their turn cannot end until it is played
|
||||
* down. Duplicates `game.ts`'s `overHandLimit(game, seat)` at the engine-data level rather than
|
||||
* importing the web layer here — a `RemoteSession` (Phase 2) has no `GameState` to compute this
|
||||
* from, only a `Frame`, so it has to already be resolved on the wire.
|
||||
*/
|
||||
overHandLimit: boolean;
|
||||
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. */
|
||||
@@ -1207,6 +1243,12 @@ export function snapshot(
|
||||
wasted,
|
||||
option: turnOf(s, viewer).option,
|
||||
houseRules: houseRules(s.config),
|
||||
days: s.config.days,
|
||||
minCombinedRevenue: s.config.minCombinedRevenue,
|
||||
maxCollisionsPerDay: s.config.maxCollisionsPerDay,
|
||||
maxCollisionsTotal: s.config.maxCollisionsTotal,
|
||||
collisionsToday: s.collisionsToday,
|
||||
collisionsTotal: s.collisionsTotal,
|
||||
status: s.status,
|
||||
outcome: s.outcome,
|
||||
players: s.players.map((p) => ({
|
||||
@@ -1216,7 +1258,15 @@ export function snapshot(
|
||||
revenue: p.revenue,
|
||||
hand: (s.decks.hands.get(p.index) ?? []).length,
|
||||
})),
|
||||
viewer,
|
||||
viewerSeat,
|
||||
openingRolls: {
|
||||
division: [...s.openingRolls.division],
|
||||
superintendent: [...s.openingRolls.superintendent],
|
||||
},
|
||||
handCount: (s.decks.hands.get(viewer) ?? []).length,
|
||||
overHandLimit:
|
||||
(s.decks.hands.get(viewer) ?? []).length > (s.decks.redFlags.get(viewer) ? HAND_LIMIT + 1 : HAND_LIMIT),
|
||||
objective: objectiveOf(s, viewer),
|
||||
runningRow: area.runningRow,
|
||||
limits: { west: area.limitsWest.col, east: area.limitsEast.col },
|
||||
@@ -1633,21 +1683,36 @@ const SIMPLE_CARDS = [
|
||||
...ACTION_CARDS,
|
||||
];
|
||||
|
||||
/** The goal, and whether the VIEWER's score is keeping up with the clock. */
|
||||
/**
|
||||
* The goal, and whether the VIEWER's score is keeping up with the clock.
|
||||
*
|
||||
* `target` is `config.minCombinedRevenue` now (2026-08-20) — the floor below which everyone loses,
|
||||
* not a per-player win threshold; `days` and `daysLeft` come off `config.days`. Paced against the
|
||||
* VIEWER's own Revenue, same as before: exact for solitaire (the viewer IS the whole table), an
|
||||
* approximation for competitive/coop until Phase 2 gives the objective panel a combined-progress
|
||||
* view of its own. `0` means no floor is configured — nothing to pace against.
|
||||
*/
|
||||
function objectiveOf(s: GameState, viewer: PlayerIndex): Frame['objective'] {
|
||||
const profile = lengthProfile(s.config.length);
|
||||
const { days, minCombinedRevenue: target } = s.config;
|
||||
const revenue = s.players[viewer]?.revenue ?? 0;
|
||||
const daysLeft = Math.max(0, profile.days - s.clock.day + 1);
|
||||
const elapsed = profile.days - daysLeft + 1;
|
||||
const daysLeft = Math.max(0, days - s.clock.day + 1);
|
||||
const elapsed = days - daysLeft + 1;
|
||||
if (target <= 0) {
|
||||
const note =
|
||||
daysLeft === 0
|
||||
? 'the last Day is over'
|
||||
: `${revenue} · ${daysLeft} Day${daysLeft === 1 ? '' : 's'} left · no minimum this game`;
|
||||
return { target: 0, days, daysLeft, onPace: true, note };
|
||||
}
|
||||
// Straight-line pace: by the end of Day N you want N/days of the target.
|
||||
const expected = (profile.target * elapsed) / profile.days;
|
||||
const expected = (target * elapsed) / days;
|
||||
const onPace = revenue >= expected;
|
||||
const note =
|
||||
daysLeft === 0
|
||||
? 'the last Day is over'
|
||||
: `${revenue} of ${profile.target} · ${daysLeft} Day${daysLeft === 1 ? '' : 's'} left · ` +
|
||||
: `${revenue} of ${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 };
|
||||
return { target, days, daysLeft, onPace, note };
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
+129
-5
@@ -44,9 +44,13 @@ import {
|
||||
variantLabel,
|
||||
} from '../sim/view.ts';
|
||||
import {
|
||||
DEFAULT_DAYS,
|
||||
DEFAULT_HOUSE_RULES,
|
||||
DEFAULT_MAX_COLLISIONS_PER_DAY,
|
||||
DEFAULT_MAX_COLLISIONS_TOTAL,
|
||||
HAND_LIMIT,
|
||||
LEGACY_HOUSE_RULES,
|
||||
collectiveRevenueFloor,
|
||||
houseRules,
|
||||
mainlineProfile,
|
||||
trainProfile,
|
||||
@@ -57,10 +61,19 @@ import { connectionsFor, joins, neighbour, variantsFor } from '../engine/track.t
|
||||
import { areaOf, destinationsFor, selectDestination, trainNeedingCars } from '../engine/apply.ts';
|
||||
import type { Frame } from '../sim/view.ts';
|
||||
|
||||
/**
|
||||
* The canonical "what does a fresh solitaire game look like" config — also what the New Game
|
||||
* dialog's solitaire defaults are drawn from (`main.ts`). One player, so `minCombinedRevenue` uses
|
||||
* `collectiveRevenueFloor(1, DEFAULT_DAYS)` — the same formula multiplayer configs use, just at
|
||||
* player count 1.
|
||||
*/
|
||||
export const SOLO_CONFIG: GameConfig = {
|
||||
mode: 'solitaire',
|
||||
victory: 'highestAfterDays',
|
||||
length: 'standard',
|
||||
days: DEFAULT_DAYS,
|
||||
minCombinedRevenue: collectiveRevenueFloor(1, DEFAULT_DAYS),
|
||||
maxCollisionsPerDay: DEFAULT_MAX_COLLISIONS_PER_DAY,
|
||||
maxCollisionsTotal: DEFAULT_MAX_COLLISIONS_TOTAL,
|
||||
pvpCardsAllowed: false,
|
||||
optionalRules: {
|
||||
reducedVisibility: false,
|
||||
sisterTrains: false,
|
||||
@@ -72,9 +85,56 @@ export const SOLO_CONFIG: GameConfig = {
|
||||
houseRules: DEFAULT_HOUSE_RULES,
|
||||
};
|
||||
|
||||
/**
|
||||
* The lobby's (`lobby.ts`) starting point for a Competitive or Co-op `Lobby.Create` — same formula
|
||||
* `SOLO_CONFIG` uses, at a nominal player count. `minCombinedRevenue` is necessarily a guess at
|
||||
* create time: nobody is seated yet, so there is no real headcount to size it against. It stays a
|
||||
* guess rather than being fixed up at `Lobby.Start`, matching what the New Game dialog already told
|
||||
* players before there was a lobby at all ("assumes a 4-player table until there's a lobby to ask
|
||||
* who's actually seated") — Phase 5 or a follow-up can revisit sizing it to the seats actually
|
||||
* filled once that is worth the complexity.
|
||||
*/
|
||||
export function defaultMultiplayerConfig(mode: 'competitive' | 'coop', players = 4): GameConfig {
|
||||
return {
|
||||
mode,
|
||||
days: DEFAULT_DAYS,
|
||||
minCombinedRevenue: collectiveRevenueFloor(players, DEFAULT_DAYS),
|
||||
maxCollisionsPerDay: DEFAULT_MAX_COLLISIONS_PER_DAY,
|
||||
maxCollisionsTotal: DEFAULT_MAX_COLLISIONS_TOTAL,
|
||||
pvpCardsAllowed: mode === 'competitive',
|
||||
optionalRules: {
|
||||
reducedVisibility: false,
|
||||
sisterTrains: false,
|
||||
employeeRotation: false,
|
||||
emergencyToolbox: false,
|
||||
},
|
||||
houseRules: DEFAULT_HOUSE_RULES,
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Everything the New Game dialog can set for a solitaire game — the opening deal and the three
|
||||
* revenue rates (`houseRules`, unchanged), plus the four victory-condition dials added 2026-08-20.
|
||||
* Solitaire's `pvpCardsAllowed` is not here: it is forced off (`SOLO_CONFIG`), never a player choice.
|
||||
*/
|
||||
export type NewGameOptions = {
|
||||
houseRules?: HouseRuleOverrides;
|
||||
days?: number;
|
||||
minCombinedRevenue?: number;
|
||||
maxCollisionsPerDay?: number;
|
||||
maxCollisionsTotal?: number;
|
||||
};
|
||||
|
||||
/** The same config with the New Game dialog's answers in it. */
|
||||
export function configWith(rules: HouseRuleOverrides): GameConfig {
|
||||
return { ...SOLO_CONFIG, houseRules: houseRules({ houseRules: rules }) };
|
||||
export function configWith(opts: NewGameOptions): GameConfig {
|
||||
return {
|
||||
...SOLO_CONFIG,
|
||||
days: opts.days ?? SOLO_CONFIG.days,
|
||||
minCombinedRevenue: opts.minCombinedRevenue ?? SOLO_CONFIG.minCombinedRevenue,
|
||||
maxCollisionsPerDay: opts.maxCollisionsPerDay ?? SOLO_CONFIG.maxCollisionsPerDay,
|
||||
maxCollisionsTotal: opts.maxCollisionsTotal ?? SOLO_CONFIG.maxCollisionsTotal,
|
||||
houseRules: houseRules(opts.houseRules ? { houseRules: opts.houseRules } : {}),
|
||||
};
|
||||
}
|
||||
|
||||
/** A group of legal actions of one kind, ready to put on screen. */
|
||||
@@ -237,6 +297,23 @@ export function newGame(seed: number, config: GameConfig = SOLO_CONFIG): Game {
|
||||
return game;
|
||||
}
|
||||
|
||||
/**
|
||||
* `newGame`'s multi-player sibling — the server session host (Phase 2) needs a `Game` wrapper for
|
||||
* more than one seat, and `newGame` hardcodes `[SOLO_PLAYER]`. Kept as a separate function rather
|
||||
* than a shared parametrized helper: `newGame` is exercised by every solitaire test and save, and
|
||||
* reordering its log-then-drain sequence to share code with this risks nothing for a marginal DRY
|
||||
* gain. `submit`/`drain`/`actionMenu`/`currentActor` all work on either unchanged, since none of them
|
||||
* know or care how many players a `Game` has.
|
||||
*/
|
||||
export function newMultiplayerGame(seed: number, config: GameConfig, playerNames: string[]): Game {
|
||||
const state = createGame({ id: `mp-${seed}`, seed, config, playerNames });
|
||||
const game: Game = { state, seed, history: [], log: [], mustPlayCard: false, cues: [], scheduled: null, justDrawn: null, announced: null };
|
||||
game.log.push({ text: 'Game Begins', tone: 'start' });
|
||||
game.log.push({ text: `${config.mode} · ${playerNames.length} players · seed ${seed}`, tone: 'quiet' });
|
||||
drain(game);
|
||||
return game;
|
||||
}
|
||||
|
||||
/**
|
||||
* Run the engine forward until it needs a decision.
|
||||
*
|
||||
@@ -530,7 +607,16 @@ export type Menu = {
|
||||
|
||||
/** The action list as the page shows it: direct actions, plus subject-then-location for the rest. */
|
||||
export function actionMenu(game: Game, seat: PlayerIndex = 0): Menu {
|
||||
const { options, groups } = actionGroups(game);
|
||||
/**
|
||||
* SEAT-SAFETY. `actionGroups`/`legalActions` answer for `currentActor(game)`, not for `seat` — there
|
||||
* is exactly one acting player at a time, so a Menu built for anyone else must show no actions at
|
||||
* all, only their own hand (found the hard way: calling this for a non-acting seat used to hand
|
||||
* back the ACTOR's legal moves paired with the WRONG seat's cards). Emptying `options`/`groups` here
|
||||
* degrades every downstream computation (`direct`, `placeable`, `makeUp`) to empty for free — the
|
||||
* hand section below still reads `seat`'s own cards correctly either way.
|
||||
*/
|
||||
const isActor = seat === currentActor(game);
|
||||
const { options, groups } = isActor ? actionGroups(game) : { options: [] as Intent[], groups: [] as ActionGroup[] };
|
||||
const direct: ActionGroup[] = [];
|
||||
const placeableByTitle = new Map<string, Map<string, Placeable>>();
|
||||
|
||||
@@ -1079,3 +1165,41 @@ export function fromSave(save: Save, config: GameConfig = SOLO_CONFIG): Game {
|
||||
}
|
||||
return game;
|
||||
}
|
||||
|
||||
/**
|
||||
* `fromSave`'s multi-player sibling — Phase 3 (`docs/architecture/multiplayer.md`): "a mid-game
|
||||
* server restart is a replay rather than a recovery" (`lobby-and-sessions.md` §6). Built on
|
||||
* `newMultiplayerGame` instead of `newGame` since a saved multiplayer game did not deal to
|
||||
* `[SOLO_PLAYER]`. The engine-version check belongs to the caller (`src/server/persistence.ts`) —
|
||||
* this function only ever reconstructs from history that is already known to have been recorded
|
||||
* under the currently-running rules.
|
||||
*
|
||||
* UNLIKE `fromSave`'s loop, this passes `actor` to `record()` (matching `submit`'s own call,
|
||||
* `game.ts` above) — found while testing Phase 3's resume path: without it, every replayed line loses
|
||||
* its "Player X" attribution and reads as anonymous "Chose to..." narration, which `record`'s own
|
||||
* comment calls "unreadable the moment there is more than one seat" — exactly the multiplayer case a
|
||||
* resumed game hits every time. `fromSave` has the same gap (it predates multiplayer and nothing ever
|
||||
* compares its output against a LIVE-played log, so it has gone unnoticed — `undo`'s rebuilt game is
|
||||
* itself `fromSave`-built, so `test/web.test.ts`'s replay-fidelity test only ever compares one
|
||||
* unattributed replay against another). Flagged in `TODO.md` rather than fixed there in this pass —
|
||||
* out of scope for Phase 3 and used far more widely, so worth its own careful look rather than a
|
||||
* touch-in-passing.
|
||||
*/
|
||||
export function fromMultiplayerSave(
|
||||
seed: number,
|
||||
config: GameConfig,
|
||||
playerNames: string[],
|
||||
history: Intent[],
|
||||
): Game {
|
||||
const game = newMultiplayerGame(seed, config, playerNames);
|
||||
for (const intent of 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, actor);
|
||||
drain(game);
|
||||
}
|
||||
return game;
|
||||
}
|
||||
|
||||
+8
-6
@@ -29,6 +29,8 @@ a.door:hover{border-color:#4d6fa8;background:#1f2733;transform:translateY(-1px)}
|
||||
.door p{margin:0;color:var(--dim);font-size:13px;line-height:1.5}
|
||||
.door .go{display:inline-block;margin-top:11px;font-size:12px;color:#5aa9e6}
|
||||
.door.disabled .go{color:var(--dim)}
|
||||
a.door.disabled{pointer-events:none}
|
||||
a.door.disabled:hover{border-color:var(--line);background:var(--panel);transform:none}
|
||||
.lightbox{position:fixed;inset:0;background:rgba(8,10,13,.92);display:flex;
|
||||
align-items:center;justify-content:center;padding:32px;z-index:10;cursor:zoom-out}
|
||||
.lightbox[hidden]{display:none}
|
||||
@@ -69,13 +71,13 @@ footer{margin-top:26px;color:var(--dim);font-size:11px;display:flex;gap:18px;fle
|
||||
</div>
|
||||
|
||||
<div class="doors">
|
||||
<div class="door disabled">
|
||||
<a class="door" id="door-multiplayer" href="./play.html?lobby">
|
||||
<h2>Play multiplayer</h2>
|
||||
<p>Play with your friends across the internet. You each run your own office area within the
|
||||
entire division. You can play a normal game, or choose co-op or cutthroat. This requires
|
||||
a Station Master server to be running.</p>
|
||||
<span class="go">Coming soon</span>
|
||||
</div>
|
||||
<p id="door-multiplayer-blurb">Play with your friends across the internet. You each run your
|
||||
own office area within the entire division. You can play a normal game, or choose co-op or
|
||||
cutthroat.</p>
|
||||
<span class="go" id="door-multiplayer-go">Set up a game →</span>
|
||||
</a>
|
||||
|
||||
<a class="door" href="./play.html">
|
||||
<h2>Play solitaire</h2>
|
||||
|
||||
@@ -0,0 +1,192 @@
|
||||
/**
|
||||
* The lobby screen — Phase 4 of `docs/architecture/multiplayer.md` (§12 steps 17-20).
|
||||
*
|
||||
* Everything in `#lobby` (`play.html`) is owned here: the join-secret gate, creating or joining a
|
||||
* game by code, and the seating screen up to `Lobby.Start`. `main.ts` calls `runLobby` once, at
|
||||
* `start()`, only when there is no stored session to reconnect with — see `main.ts`'s own comment
|
||||
* on why a stored `{token, gameId, seat}` skips this module entirely.
|
||||
*
|
||||
* MIRRORS SERVER TYPES RATHER THAN IMPORTING THEM, same choice `web/session.ts` already made for
|
||||
* `Push`: this file must never depend on anything under `src/server/`, even at the type level, since
|
||||
* it ships to the browser and the server does not.
|
||||
*/
|
||||
|
||||
import type { GameConfig, PlayerIndex } from '../engine/state.ts';
|
||||
import { defaultMultiplayerConfig } from './game.ts';
|
||||
|
||||
export type LobbyReady = { token: string; gameId: string; seat: PlayerIndex };
|
||||
|
||||
type LobbySeat = { kind: 'human'; token: string; displayName: string } | { kind: 'bot' } | null;
|
||||
type Lobby = {
|
||||
gameId: string;
|
||||
gameCode: string;
|
||||
hostToken: string;
|
||||
config: GameConfig;
|
||||
seats: LobbySeat[];
|
||||
joinOrder: string[];
|
||||
createdAt: number;
|
||||
};
|
||||
type LobbyPush = { lobby: Lobby; you: PlayerIndex; started: boolean };
|
||||
|
||||
/** Per-origin, same reasoning `lobby-and-sessions.md` §1 gives for the session token itself — a
|
||||
* secret typed at one address means nothing at another. */
|
||||
const SECRET_KEY = 'stationmaster-joinsecret';
|
||||
|
||||
const $ = <T extends HTMLElement = HTMLElement>(id: string): T => document.getElementById(id) as T;
|
||||
|
||||
async function postJson(path: string, body: unknown): Promise<{ status: number; body: Record<string, unknown> }> {
|
||||
const res = await fetch(path, {
|
||||
method: 'POST',
|
||||
headers: { 'Content-Type': 'application/json' },
|
||||
body: JSON.stringify(body),
|
||||
});
|
||||
return { status: res.status, body: (await res.json()) as Record<string, unknown> };
|
||||
}
|
||||
|
||||
/**
|
||||
* Shows `#lobby`, drives it through creating or joining a game and then seating, and calls
|
||||
* `onReady` exactly once — the instant `Lobby.Start` fires, from WHICHEVER browser tab started it.
|
||||
* Never calls back more than once; the caller is expected to tear this screen down (`main.ts` hides
|
||||
* `#lobby` and shows `#gameui`) as its very first action inside `onReady`.
|
||||
*/
|
||||
export function runLobby(onReady: (r: LobbyReady) => void): void {
|
||||
$('lobby').hidden = false;
|
||||
$<HTMLInputElement>('lb-secret').value = localStorage.getItem(SECRET_KEY) ?? '';
|
||||
|
||||
let source: EventSource | null = null;
|
||||
|
||||
function setError(id: string, message: string): void {
|
||||
$(id).textContent = message;
|
||||
}
|
||||
|
||||
function secret(): string {
|
||||
const value = $<HTMLInputElement>('lb-secret').value;
|
||||
localStorage.setItem(SECRET_KEY, value);
|
||||
return value;
|
||||
}
|
||||
|
||||
function renderSeating(lobby: Lobby, you: PlayerIndex, token: string): void {
|
||||
$('lb-gamecode').textContent = lobby.gameCode;
|
||||
const isHost = lobby.hostToken === token;
|
||||
|
||||
let html = '';
|
||||
for (let seat = 0; seat < lobby.seats.length; seat++) {
|
||||
const occupant = lobby.seats[seat] ?? null;
|
||||
const isYou = occupant?.kind === 'human' && occupant.token === token;
|
||||
const isSeatHost = occupant?.kind === 'human' && occupant.token === lobby.hostToken;
|
||||
const who =
|
||||
occupant === null
|
||||
? '<span class="dim">— waiting —</span>'
|
||||
: occupant.kind === 'bot'
|
||||
? 'Bot'
|
||||
: `${occupant.displayName}${isYou ? ' (you)' : ''}${isSeatHost ? ' — host' : ''}`;
|
||||
let action = '';
|
||||
if (isHost) {
|
||||
if (occupant === null) action = `<button class="lb-bot-add" data-seat="${seat}">+ bot</button>`;
|
||||
else if (occupant.kind === 'bot') action = `<button class="lb-bot-remove" data-seat="${seat}">remove bot</button>`;
|
||||
}
|
||||
html += `<div class="lb-seat"><span class="dim">Seat ${seat}</span><span class="who">${who}</span>${action}</div>`;
|
||||
}
|
||||
$('lb-seats').innerHTML = html;
|
||||
|
||||
/**
|
||||
* The code is the whole invitation, so it has to leave this screen by some route other than
|
||||
* being read off it and retyped. `navigator.clipboard` is unavailable on an insecure origin
|
||||
* and can be refused outright, so a failure says the code is there to be selected rather than
|
||||
* silently doing nothing.
|
||||
*/
|
||||
const copyBtn = $<HTMLButtonElement>('lb-copy');
|
||||
copyBtn.onclick = () => {
|
||||
const say = (m: string): void => {
|
||||
$('lb-copied').textContent = m;
|
||||
setTimeout(() => ($('lb-copied').textContent = ''), 4000);
|
||||
};
|
||||
void navigator.clipboard
|
||||
?.writeText(lobby.gameCode)
|
||||
.then(() => say('Copied.'))
|
||||
.catch(() => say('Could not copy — select the code above instead.'));
|
||||
};
|
||||
|
||||
for (const btn of Array.from($('lb-seats').querySelectorAll<HTMLButtonElement>('.lb-bot-add'))) {
|
||||
btn.onclick = () => void postJson('/api/lobby/bot', { token, seat: Number(btn.dataset['seat']), filled: true });
|
||||
}
|
||||
for (const btn of Array.from($('lb-seats').querySelectorAll<HTMLButtonElement>('.lb-bot-remove'))) {
|
||||
btn.onclick = () => void postJson('/api/lobby/bot', { token, seat: Number(btn.dataset['seat']), filled: false });
|
||||
}
|
||||
|
||||
const waiting = lobby.seats.filter((s) => s === null).length;
|
||||
const startBtn = $<HTMLButtonElement>('lb-start');
|
||||
startBtn.hidden = !isHost;
|
||||
startBtn.disabled = waiting > 0;
|
||||
$('lb-start-note').textContent = isHost
|
||||
? waiting === 0
|
||||
? ''
|
||||
: `Waiting on ${waiting} more ${waiting === 1 ? 'player' : 'players'} — add a bot to any empty chair to start now.`
|
||||
: 'Waiting for the host to start the game.';
|
||||
startBtn.onclick = () => {
|
||||
void postJson('/api/lobby/start', { token }).then(({ status, body }) => {
|
||||
if (status !== 200) setError('lb-start-note', String(body['error'] ?? 'could not start'));
|
||||
});
|
||||
};
|
||||
}
|
||||
|
||||
function enterSeating(gameId: string, token: string): void {
|
||||
$('lb-choice-section').hidden = true;
|
||||
$('lb-seating-section').hidden = false;
|
||||
source = new EventSource(`/api/lobby/stream?token=${encodeURIComponent(token)}`);
|
||||
source.onmessage = (ev: MessageEvent<string>) => {
|
||||
const push = JSON.parse(ev.data) as LobbyPush;
|
||||
if (push.started) {
|
||||
source?.close();
|
||||
onReady({ token, gameId, seat: push.you });
|
||||
return;
|
||||
}
|
||||
renderSeating(push.lobby, push.you, token);
|
||||
};
|
||||
}
|
||||
|
||||
$<HTMLButtonElement>('lb-create').onclick = () => {
|
||||
const displayName = $<HTMLInputElement>('lb-name').value.trim();
|
||||
const mode = ($('lb-choice-section').querySelector<HTMLInputElement>('input[name="lb-mode"]:checked')?.value ??
|
||||
'competitive') as 'competitive' | 'coop';
|
||||
if (displayName === '') {
|
||||
setError('lb-create-err', 'enter a display name first');
|
||||
return;
|
||||
}
|
||||
const players = Number($<HTMLSelectElement>('lb-players').value) || 4;
|
||||
// The real seat count reaches `defaultMultiplayerConfig`, so the combined-Revenue floor is
|
||||
// sized for the table actually being played rather than for an assumed four.
|
||||
void postJson('/api/lobby/create', {
|
||||
secret: secret(),
|
||||
config: defaultMultiplayerConfig(mode, players),
|
||||
displayName,
|
||||
players,
|
||||
}).then(
|
||||
({ status, body }) => {
|
||||
if (status !== 200) {
|
||||
setError('lb-create-err', String(body['error'] ?? 'could not create the game'));
|
||||
return;
|
||||
}
|
||||
setError('lb-create-err', '');
|
||||
enterSeating(body['gameId'] as string, body['token'] as string);
|
||||
},
|
||||
);
|
||||
};
|
||||
|
||||
$<HTMLButtonElement>('lb-join').onclick = () => {
|
||||
const displayName = $<HTMLInputElement>('lb-name').value.trim();
|
||||
const gameCode = $<HTMLInputElement>('lb-code').value.trim();
|
||||
if (displayName === '' || gameCode === '') {
|
||||
setError('lb-join-err', 'enter a display name and a game code');
|
||||
return;
|
||||
}
|
||||
void postJson('/api/lobby/join', { secret: secret(), gameCode, displayName }).then(({ status, body }) => {
|
||||
if (status !== 200) {
|
||||
setError('lb-join-err', String(body['error'] ?? 'could not join that game'));
|
||||
return;
|
||||
}
|
||||
setError('lb-join-err', '');
|
||||
enterSeating(body['gameId'] as string, body['token'] as string);
|
||||
});
|
||||
};
|
||||
}
|
||||
+409
-38
@@ -12,21 +12,98 @@ import type { Menu, Save } from './game.ts';
|
||||
import { PANEL_CSS, blockedHtml, facilitiesHtml, pilesHtml, timetableHtml, yardHtml } from './panels.ts';
|
||||
import { TOOLTIP_CSS, installTooltips } from './tooltip.ts';
|
||||
import { playCue } from './sound.ts';
|
||||
import { MOVES_PER_LOCAL_OPS, STARTING_HAND_LABELS, houseRules } from '../engine/content.ts';
|
||||
import {
|
||||
DEFAULT_MAX_COLLISIONS_PER_DAY,
|
||||
DEFAULT_MAX_COLLISIONS_TOTAL,
|
||||
MOVES_PER_LOCAL_OPS,
|
||||
STARTING_HAND_LABELS,
|
||||
collectiveRevenueFloor,
|
||||
houseRules,
|
||||
} from '../engine/content.ts';
|
||||
import type { HouseRuleOverrides, HouseRules, RevenueRules, StartingHand } from '../engine/content.ts';
|
||||
import type { LocalSession } from './session.ts';
|
||||
import { createLocalSession } from './session.ts';
|
||||
import type { NewGameOptions } from './game.ts';
|
||||
import type { LocalSession, Session } from './session.ts';
|
||||
import { createLocalSession, createRemoteSession } from './session.ts';
|
||||
import type { PlayerIndex } from '../engine/state.ts';
|
||||
import { runLobby } from './lobby.ts';
|
||||
import type { LobbyReady } from './lobby.ts';
|
||||
|
||||
const SAVE_KEY = 'station-master.save.v1';
|
||||
const SETTINGS_KEY = 'station-master.settings.v1';
|
||||
/**
|
||||
* The multiplayer session — `lobby-and-sessions.md` §1's token, plus the `gameId`/`seat` a fresh
|
||||
* `createRemoteSession` needs without waiting on a push to learn its own seat. Separate from
|
||||
* `SAVE_KEY`: a solitaire save is the seed plus intents and is meant to be portable between
|
||||
* browsers; this is a credential for THIS origin's server and must never be treated as one.
|
||||
*/
|
||||
const REMOTE_KEY = 'station-master.remote.v1';
|
||||
/** Preset board zoom levels — a fraction applied to the rendered SVG's own pixel dimensions. */
|
||||
const ZOOM_LEVELS = [0.75, 1, 1.25, 1.5] as const;
|
||||
|
||||
/**
|
||||
* The game, behind the Session boundary.
|
||||
*
|
||||
* Typed as `LocalSession` because this page is the solitaire client and uses undo, local saves and
|
||||
* new-game — all of which are local-only. The parts that draw and submit go through the plain
|
||||
* `Session` surface, which is what a remote client will provide unchanged.
|
||||
* Small persisted preferences, kept in a `localStorage` key of their own — separate from
|
||||
* `SAVE_KEY`. A save is the seed plus the intents and has to stay portable; none of this belongs
|
||||
* in it, and in a multiplayer game two players may reasonably want these set differently. Grows as
|
||||
* more of the page's display state earns a preference; `districtMode`/`soundOn`/`zoom` are the
|
||||
* first three.
|
||||
*/
|
||||
let session: LocalSession;
|
||||
type Settings = {
|
||||
districtMode: 'auto' | 'open' | 'closed';
|
||||
soundOn: boolean;
|
||||
zoom: number;
|
||||
};
|
||||
|
||||
const DEFAULT_SETTINGS: Settings = { districtMode: 'auto', soundOn: false, zoom: 1 };
|
||||
|
||||
function loadSettings(): Settings {
|
||||
try {
|
||||
const raw = localStorage.getItem(SETTINGS_KEY);
|
||||
const parsed = raw ? (JSON.parse(raw) as Partial<Settings>) : {};
|
||||
// A missing key, a corrupt value, or a level dropped from `ZOOM_LEVELS` since it was saved all
|
||||
// fall back to the default for that one field, rather than rejecting the whole object.
|
||||
return {
|
||||
districtMode:
|
||||
parsed.districtMode === 'open' || parsed.districtMode === 'closed' ? parsed.districtMode : 'auto',
|
||||
soundOn: typeof parsed.soundOn === 'boolean' ? parsed.soundOn : DEFAULT_SETTINGS.soundOn,
|
||||
zoom:
|
||||
typeof parsed.zoom === 'number' && (ZOOM_LEVELS as readonly number[]).includes(parsed.zoom)
|
||||
? parsed.zoom
|
||||
: DEFAULT_SETTINGS.zoom,
|
||||
};
|
||||
} catch {
|
||||
// A full or disabled localStorage must not take the game down with it — same guard as the save.
|
||||
return { ...DEFAULT_SETTINGS };
|
||||
}
|
||||
}
|
||||
|
||||
let settings = loadSettings();
|
||||
|
||||
function saveSettings(patch: Partial<Settings>): void {
|
||||
settings = { ...settings, ...patch };
|
||||
try {
|
||||
localStorage.setItem(SETTINGS_KEY, JSON.stringify(settings));
|
||||
} catch {
|
||||
/* nothing to do */
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* The game, behind the Session boundary — `LocalSession` (solitaire, `?seat=` absent from the URL)
|
||||
* or `RemoteSession` (`?seat=` present, Phase 2). Typed as the common `Session` surface; every
|
||||
* LocalSession-only touch (undo, local saves, dealing a new game) goes through `isLocal` below rather
|
||||
* than assuming, since `session` may now be either.
|
||||
*/
|
||||
let session: Session;
|
||||
|
||||
/**
|
||||
* The three `Capabilities` (`undo`/`saveLocal`/`newGame`) travel together — all `true` for a
|
||||
* `LocalSession`, all `false` for a `RemoteSession` (`session.ts`) — so any one of them is a safe
|
||||
* discriminant. `newGame` is used here since it reads clearly at every call site: "only if this
|
||||
* session can deal locally."
|
||||
*/
|
||||
function isLocal(s: Session): s is LocalSession {
|
||||
return s.capabilities.newGame;
|
||||
}
|
||||
/** Which card or track piece is picked, waiting for a location. */
|
||||
let selected: string | null = null;
|
||||
/**
|
||||
@@ -49,18 +126,20 @@ let pendingAt: string | null = null;
|
||||
*
|
||||
* 'auto' follows the phase; 'open' and 'closed' are the player overriding it and stay put until
|
||||
* they change it again. Display only — in a multiplayer game two players may reasonably want it
|
||||
* set differently, so this must never become part of game state.
|
||||
* set differently, so this must never become part of game state. Persisted in `settings`, not the
|
||||
* save, for exactly that reason.
|
||||
*/
|
||||
let districtMode: 'auto' | 'open' | 'closed' = 'auto';
|
||||
let districtMode: 'auto' | 'open' | 'closed' = settings.districtMode;
|
||||
/**
|
||||
* Sound, OFF until asked for.
|
||||
* Sound, OFF by default until a player asks for it once — then remembered via `settings`.
|
||||
*
|
||||
* Everything it plays is synthesised rather than recorded, so it is a placeholder for real audio
|
||||
* rather than the finished thing — and a playtester who did not ask for noise should not get any.
|
||||
* One click in the title bar turns it on, and that click is also the gesture browsers require
|
||||
* before any audio may start.
|
||||
* rather than the finished thing. One click in the title bar turns it on, and that click is also
|
||||
* the gesture browsers require before any audio may start.
|
||||
*/
|
||||
let soundOn = false;
|
||||
let soundOn = settings.soundOn;
|
||||
/** Preset board zoom (see `ZOOM_LEVELS`), persisted in `settings`. */
|
||||
let zoom = settings.zoom;
|
||||
/**
|
||||
* The phase the page last drew, so a change of phase can be announced.
|
||||
*
|
||||
@@ -99,6 +178,23 @@ const $ = (id: string): HTMLElement => {
|
||||
const esc = (s: string): string =>
|
||||
s.replace(/[&<>"]/g, (c) => ({ '&': '&', '<': '<', '>': '>', '"': '"' })[c] ?? c);
|
||||
|
||||
/**
|
||||
* Size a freshly-rendered board SVG off its own `viewBox`, at the current `zoom`.
|
||||
*
|
||||
* `#grid` and `#division` already scroll horizontally when their content is wider than the column
|
||||
* (`overflow-x:auto` in `play.html`) — that mechanism is untouched. This only changes how big the
|
||||
* SVG itself renders, in real pixels rather than a CSS `transform` (which would leave the container's
|
||||
* scrollable area the wrong size), so zooming in genuinely grows the scrollable area and zooming out
|
||||
* genuinely shrinks it.
|
||||
*/
|
||||
function applyZoom(container: HTMLElement): void {
|
||||
const svg = container.querySelector('svg');
|
||||
const box = svg?.viewBox.baseVal;
|
||||
if (!svg || !box || box.width === 0) return;
|
||||
svg.style.width = `${box.width * zoom}px`;
|
||||
svg.style.height = `${box.height * zoom}px`;
|
||||
}
|
||||
|
||||
/**
|
||||
* A DRAWING OF THE PIECE A PLACEMENT WOULD LAY.
|
||||
*
|
||||
@@ -153,19 +249,27 @@ function renderHouseRules(rules: HouseRules): void {
|
||||
}
|
||||
|
||||
/**
|
||||
* THE HOUSE RULES TRAVEL IN THE URL, BESIDE THE SEED.
|
||||
* THE HOUSE RULES AND VICTORY DIALS TRAVEL IN THE URL, BESIDE THE SEED.
|
||||
*
|
||||
* A seed on its own no longer names a game: `?seed=430` dealt three random cards is a different
|
||||
* railroad from `?seed=430` dealt three track and three other, and at 0 Revenue per transit it is a
|
||||
* different economy again. The link has to carry all of it or "same link, same deal" stops being
|
||||
* true — and the New Game dialog navigates by URL, so this is also how its answers reach `start()`.
|
||||
* different economy again — and now a game with `minrev=15` is a different game from one with
|
||||
* `minrev=0`. The link has to carry all of it or "same link, same deal" stops being true — and the
|
||||
* New Game dialog navigates by URL, so this is also how its answers reach `start()`.
|
||||
*
|
||||
* Absent parameters mean the DEFAULTS, not the legacy rules: a bare `?seed=430` is a new game at
|
||||
* today's settings. It is a save with no rules in it that is old (`game.ts`, `configFor`).
|
||||
*/
|
||||
const RULE_PARAMS = { passenger: 'passengerPerCoach', freight: 'freightPerLoad', transit: 'trainPerTransit' } as const;
|
||||
/** The four victory-condition dials added 2026-08-20 (`GameConfig`), same URL-round-trip convention. */
|
||||
const VICTORY_PARAMS = {
|
||||
days: 'days',
|
||||
minrev: 'minCombinedRevenue',
|
||||
colday: 'maxCollisionsPerDay',
|
||||
coltotal: 'maxCollisionsTotal',
|
||||
} as const;
|
||||
|
||||
function rulesFromUrl(params: URLSearchParams): HouseRuleOverrides {
|
||||
function gameOptionsFromUrl(params: URLSearchParams): NewGameOptions {
|
||||
const rules: HouseRuleOverrides = {};
|
||||
const hand = params.get('hand');
|
||||
if (STARTING_HAND_LABELS.some((o) => o.value === hand)) rules.startingHand = hand as StartingHand;
|
||||
@@ -178,29 +282,134 @@ function rulesFromUrl(params: URLSearchParams): HouseRuleOverrides {
|
||||
if (raw !== null && raw.trim() !== '' && Number.isFinite(Number(raw))) revenue[key] = Number(raw);
|
||||
}
|
||||
if (Object.keys(revenue).length > 0) rules.revenue = revenue;
|
||||
return rules;
|
||||
|
||||
const options: NewGameOptions = { houseRules: rules };
|
||||
for (const [param, key] of Object.entries(VICTORY_PARAMS)) {
|
||||
const raw = params.get(param);
|
||||
// Negative or fractional values from a hand-edited URL are clamped the same way `configWith`'s
|
||||
// defaults are — a stray `minrev=-5` should mean "off-ish", not a config the engine never sees.
|
||||
if (raw !== null && raw.trim() !== '' && Number.isFinite(Number(raw))) {
|
||||
options[key] = Math.max(0, Math.round(Number(raw)));
|
||||
}
|
||||
}
|
||||
return options;
|
||||
}
|
||||
|
||||
function rulesToUrl(rules: HouseRules, seed: string): string {
|
||||
function rulesToUrl(rules: HouseRules, options: NewGameOptions, seed: string): string {
|
||||
const params = new URLSearchParams();
|
||||
if (seed !== '') params.set('seed', seed);
|
||||
params.set('hand', rules.startingHand);
|
||||
for (const [param, key] of Object.entries(RULE_PARAMS)) params.set(param, String(rules.revenue[key]));
|
||||
for (const [param, key] of Object.entries(VICTORY_PARAMS)) {
|
||||
const value = options[key];
|
||||
if (value !== undefined) params.set(param, String(value));
|
||||
}
|
||||
return `?${params}`;
|
||||
}
|
||||
|
||||
function loadRemote(): LobbyReady | null {
|
||||
try {
|
||||
const raw = localStorage.getItem(REMOTE_KEY);
|
||||
return raw ? (JSON.parse(raw) as LobbyReady) : null;
|
||||
} catch {
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
/** Toggles the two mutually-exclusive top-level screens `play.html` defines — `#lobby` (Phase 4)
|
||||
* and `#gameui` (the board, whether local or remote). Both start `hidden` in the markup so neither
|
||||
* ever flashes before `start()` decides which one this load actually needs. */
|
||||
function showScreen(which: 'lobby' | 'gameui'): void {
|
||||
document.getElementById('lobby')!.hidden = which !== 'lobby';
|
||||
document.getElementById('gameui')!.hidden = which !== 'gameui';
|
||||
}
|
||||
|
||||
/**
|
||||
* The one place a `RemoteSession` gets built — from a fresh `Lobby.Start` push (`lobby.ts`'s
|
||||
* `runLobby` callback) or from a `{token, gameId, seat}` already sitting in `localStorage` from an
|
||||
* earlier visit. Either way the token is what makes reconnection work (`lobby-and-sessions.md` §1),
|
||||
* so it is always written back here before anything else happens.
|
||||
*/
|
||||
function beginRemote(ready: LobbyReady): void {
|
||||
localStorage.setItem(REMOTE_KEY, JSON.stringify(ready));
|
||||
showScreen('gameui');
|
||||
// Nothing can be drawn until the first push arrives, and a page showing nothing at all is
|
||||
// indistinguishable from a page that is broken — which is exactly what a dead session used to
|
||||
// look like, forever.
|
||||
$('presence').textContent = '… connecting to the game';
|
||||
session = createRemoteSession(ready.token, ready.seat, abandonRemote);
|
||||
applyCapabilities();
|
||||
// A LocalSession has data the instant it is constructed; a RemoteSession does not — its first
|
||||
// real Frame only exists once the SSE connection's first push arrives, so the first render waits
|
||||
// for `subscribe`'s callback rather than firing immediately (`session.ts`'s own doc comment on
|
||||
// `createRemoteSession` explains why `view()` would otherwise throw).
|
||||
session.subscribe(render);
|
||||
}
|
||||
|
||||
/**
|
||||
* The game this browser remembered is gone, so stop waiting for it and go somewhere useful.
|
||||
*
|
||||
* Two things legitimately destroy a game under a seated player, and both are by design: an
|
||||
* engine-version bump refuses to resume it (D7 — a move legal under the old rules may not be under
|
||||
* the new ones), and an administrator ends it. Neither used to be survivable here. The remembered
|
||||
* token sent `start()` straight past the lobby into a game that no longer existed, `EventSource`
|
||||
* retried the 404 in silence, and the player sat on a blank page with no controls and no way back
|
||||
* short of clearing site data.
|
||||
*
|
||||
* Forgetting the token is what makes the next load land in the lobby instead of repeating it.
|
||||
*/
|
||||
function abandonRemote(): void {
|
||||
localStorage.removeItem(REMOTE_KEY);
|
||||
showScreen('lobby');
|
||||
$('presence').textContent = '';
|
||||
runLobby(beginRemote);
|
||||
const note = document.getElementById('lb-create-err');
|
||||
if (note) {
|
||||
note.textContent =
|
||||
'That game is no longer on this server — it was either ended by whoever runs it, or the ' +
|
||||
'service was updated, which does not carry games in progress across. Create or join a new one.';
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* NO `?seat=` SHORTCUT ANY MORE. A remote game is reached by creating or joining one through
|
||||
* `#lobby` (`lobby.ts`), which is what hands out the token `beginRemote` needs — hand-editing a URL
|
||||
* cannot produce one. `start()`'s job is only to decide which of three screens this load is: back
|
||||
* into a remembered multiplayer game, straight into solitaire (the zero-friction default, D11 — the
|
||||
* common case and the only one a bare page load has ever needed a decision for), or the lobby.
|
||||
*/
|
||||
function start(): void {
|
||||
const params = new URLSearchParams(location.search);
|
||||
const requested = params.get('seed');
|
||||
|
||||
// Entered without checking it still exists — deliberately. Verifying up front would mean an
|
||||
// await before anything renders on the common path, where the game IS still there; instead the
|
||||
// session reports a dead game through `abandonRemote`, which lands in the lobby.
|
||||
const remembered = loadRemote();
|
||||
if (remembered) {
|
||||
beginRemote(remembered);
|
||||
return;
|
||||
}
|
||||
|
||||
// The splash's "Play multiplayer" door (index.html) lands here — straight into the lobby,
|
||||
// rather than dealing a solitaire game first and leaving the player to find the in-game
|
||||
// Multiplayer button themselves.
|
||||
if (params.get('lobby') !== null) {
|
||||
showScreen('lobby');
|
||||
runLobby(beginRemote);
|
||||
return;
|
||||
}
|
||||
|
||||
showScreen('gameui');
|
||||
const requested = params.get('seed');
|
||||
// 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);
|
||||
session = createLocalSession(seed, rulesFromUrl(params));
|
||||
const local = createLocalSession(seed, gameOptionsFromUrl(params));
|
||||
session = local;
|
||||
|
||||
// A saved game carries its OWN rules and re-deals itself under them, whatever the URL says — see
|
||||
// `configFor`. That is why the restore happens after the session is built rather than feeding it.
|
||||
const saved = load();
|
||||
if (saved && requested === null) session.restore(saved);
|
||||
if (saved && requested === null) local.restore(saved);
|
||||
|
||||
applyCapabilities();
|
||||
// Every render goes through the session, so the page redraws whenever the game says it changed —
|
||||
@@ -226,6 +435,50 @@ function applyCapabilities(): void {
|
||||
hide('undo', c.undo);
|
||||
hide('savefile', c.saveLocal);
|
||||
hide('newgame', c.newGame);
|
||||
// Creating or joining ANOTHER multiplayer game from inside a running one is not a thing this
|
||||
// page offers — same reasoning as `newgame`, and the same capability answers both.
|
||||
hide('multiplayer', c.newGame);
|
||||
}
|
||||
|
||||
/**
|
||||
* The west-to-east chain in words, with the D12 that decided it (§4.4).
|
||||
*
|
||||
* The map shows where everyone ended up; this says WHY, which is the half `state.openingRolls` was
|
||||
* kept for. It is also the answer to "am I always at the eastern end" — no, the roll decides, and
|
||||
* here is the roll.
|
||||
*/
|
||||
function renderSeatingChain(f: Frame): void {
|
||||
const el = document.getElementById('seating-chain');
|
||||
if (!el) return;
|
||||
if (f.players.length < 2) {
|
||||
el.textContent = '';
|
||||
return;
|
||||
}
|
||||
const bySeat = [...f.players].sort((a, b) => a.seat - b.seat);
|
||||
const chain = bySeat
|
||||
.map((p) => {
|
||||
const roll = f.openingRolls.division[p.index];
|
||||
const marks = [p.index === f.viewer ? 'you' : '', p.index === f.actor ? 'now' : '']
|
||||
.filter(Boolean)
|
||||
.join(', ');
|
||||
return `${p.name}${roll === undefined ? '' : ` (${roll})`}${marks ? ` [${marks}]` : ''}`;
|
||||
})
|
||||
.join(' → ');
|
||||
el.textContent = `West to East: ${chain}. Order set by the opening D12 — highest roll takes the eastern end.`;
|
||||
}
|
||||
|
||||
/**
|
||||
* `lobby-and-sessions.md` §5 — names every currently-DISCONNECTED other seat, so a stalled table
|
||||
* has a reason on screen instead of silence. Always empty for a `LocalSession` (`presence()` never
|
||||
* has anything to report), and empty again the moment everyone reports back in — `#presence:empty`
|
||||
* collapses the banner rather than leaving a reassuring "all connected" line nobody needs to read.
|
||||
*/
|
||||
function renderPresence(f: Frame): void {
|
||||
const away = session
|
||||
.presence()
|
||||
.filter((p) => !p.connected)
|
||||
.map((p) => f.players.find((pl) => pl.index === p.seat)?.name ?? `Seat ${p.seat}`);
|
||||
$('presence').textContent = away.length === 0 ? '' : `⚠ waiting on ${away.join(', ')} — disconnected`;
|
||||
}
|
||||
|
||||
function render(): void {
|
||||
@@ -251,6 +504,7 @@ function render(): void {
|
||||
}
|
||||
|
||||
renderTurnChart(f);
|
||||
renderPresence(f);
|
||||
$('revenue').textContent = String(f.revenue);
|
||||
/**
|
||||
* THE OBJECTIVE, WITHOUT THE COMMENTARY.
|
||||
@@ -263,11 +517,19 @@ function render(): void {
|
||||
const obj = $('objective');
|
||||
obj.textContent = `${f.revenue} of ${f.objective.target} · ${f.objective.daysLeft} Day${f.objective.daysLeft === 1 ? '' : 's'} left`;
|
||||
obj.className = 'pace';
|
||||
$('seed').textContent = String(session.seed());
|
||||
// The seed is never sent to a remote client at all (it would leak every future shuffle and roll,
|
||||
// `multiplayer.md` §7) — `RemoteSession` has no `.seed()` because there is nothing to return.
|
||||
$('seed').textContent = isLocal(session) ? String(session.seed()) : `Seat ${session.seat()}`;
|
||||
renderHouseRules(f.houseRules);
|
||||
|
||||
// -- division
|
||||
$('division').innerHTML = divisionSvg(f.division);
|
||||
$('division').innerHTML = divisionSvg(f.division, {
|
||||
players: f.players,
|
||||
actor: f.actor,
|
||||
viewer: f.viewer,
|
||||
});
|
||||
renderSeatingChain(f);
|
||||
applyZoom($('division'));
|
||||
|
||||
// -- board. Both renderers are shared with the replay so the two can never draw different
|
||||
// pictures of the same position.
|
||||
@@ -302,6 +564,7 @@ function render(): void {
|
||||
return [{ row: cell.row, col: cell.col, label }];
|
||||
});
|
||||
grid.innerHTML = officeSvg(f.cells, f.runningRow, ghostCoords, legalCaps, f.limits, selectedCrew);
|
||||
applyZoom(grid);
|
||||
|
||||
// Wire the roster chips: clicking one sets `selectedCrew`, the same value the "Which train are
|
||||
// you switching?" picker writes, so the board and the action panel drive one value either way.
|
||||
@@ -593,14 +856,18 @@ function render(): void {
|
||||
*/
|
||||
function renderUndo(): void {
|
||||
const btn = document.getElementById('undo') as HTMLButtonElement | null;
|
||||
if (!btn || !session.capabilities.undo) return;
|
||||
const n = session.steps();
|
||||
if (!btn || !isLocal(session)) return;
|
||||
// Captured as a `const` rather than read as `session` again inside the closure below: `session` is
|
||||
// a mutable module-level `let`, so TypeScript cannot carry the `isLocal` narrowing across a closure
|
||||
// boundary — a local const it can never see reassigned keeps the narrowed `LocalSession` type.
|
||||
const local = session;
|
||||
const n = local.steps();
|
||||
btn.disabled = n === 0;
|
||||
btn.textContent = n === 0 ? 'Undo' : `Undo (${n})`;
|
||||
btn.onclick = () => {
|
||||
// The session drops the rebuilt game's cues and draws — replaying the history re-records them,
|
||||
// and none of it is news to a player who just stepped back.
|
||||
if (!session.undo()) return;
|
||||
if (!local.undo()) return;
|
||||
selected = null;
|
||||
mode = null;
|
||||
pendingAt = null;
|
||||
@@ -657,6 +924,7 @@ function renderDistrict(f: Frame): void {
|
||||
btn.onclick = () => {
|
||||
// auto -> pin it to the opposite of what auto is doing -> back to auto.
|
||||
districtMode = districtMode === 'auto' ? (open ? 'closed' : 'open') : 'auto';
|
||||
saveSettings({ districtMode });
|
||||
render();
|
||||
};
|
||||
}
|
||||
@@ -980,6 +1248,10 @@ function renderActions(
|
||||
* where a rendered page would have been megabytes.
|
||||
*/
|
||||
function downloadSave(): void {
|
||||
// The button this fires from is hidden by `applyCapabilities()` for any session that cannot save
|
||||
// (`#savefile`), but nothing stops this function being called directly, so the guard is repeated
|
||||
// here rather than only trusted to the DOM.
|
||||
if (!isLocal(session)) return;
|
||||
const data = JSON.stringify(session.save(), null, 1);
|
||||
const blob = new Blob([data], { type: 'application/json' });
|
||||
const url = URL.createObjectURL(blob);
|
||||
@@ -991,7 +1263,7 @@ function downloadSave(): void {
|
||||
}
|
||||
|
||||
function save(): void {
|
||||
if (!session.capabilities.saveLocal) return;
|
||||
if (!isLocal(session)) return;
|
||||
try {
|
||||
localStorage.setItem(SAVE_KEY, JSON.stringify(session.save()));
|
||||
} catch {
|
||||
@@ -1039,36 +1311,97 @@ if (saveBtn) saveBtn.onclick = downloadSave;
|
||||
* Navigating rather than re-rendering, so a stale `?seed=` in the URL goes too — leaving it would
|
||||
* deal the same game again and look like the button had done nothing.
|
||||
*/
|
||||
const multiplayerBtn = document.getElementById('multiplayer');
|
||||
if (multiplayerBtn) {
|
||||
multiplayerBtn.onclick = () => {
|
||||
// Hidden whenever `session` cannot deal (`applyCapabilities`), but repeated here for the same
|
||||
// reason `newBtn`'s handler repeats its own guard: the click handler outlives any one session.
|
||||
if (!isLocal(session)) return;
|
||||
const f = session.view();
|
||||
const started = f.status === 'active' && (f.day > 1 || f.stage > 1);
|
||||
if (started && !confirm(`Leave this game (seed ${session.seed()}, Day ${f.day}) for multiplayer?`)) return;
|
||||
showScreen('lobby');
|
||||
runLobby(beginRemote);
|
||||
};
|
||||
}
|
||||
|
||||
const newBtn = document.getElementById('newgame');
|
||||
const dlg = document.getElementById('newgamedlg') as HTMLDialogElement | null;
|
||||
if (newBtn && dlg) {
|
||||
const field = <T extends HTMLElement>(id: string): T => document.getElementById(id) as T;
|
||||
type Mode = 'solitaire' | 'competitive' | 'coop';
|
||||
|
||||
/**
|
||||
* ASK FOR ALL THREE, rather than documenting URL parameters in the title bar.
|
||||
* PICKING A TYPE JUST SETS THE FIELDS BELOW TO THAT TYPE'S DEFAULTS (Jesse's design, 2026-08-20) —
|
||||
* every number stays editable afterward, so "Competitive" isn't a fixed ruleset, it's a starting
|
||||
* point. `players = 4` for Competitive/Co-op is a nominal stand-in: there's no lobby yet to ask who
|
||||
* is actually seated (Phase 4), so this is a suggestion a real seat count will replace.
|
||||
*
|
||||
* Only Solitaire can be dealt today — Deal disables itself for the other two, with a note, rather
|
||||
* than pretending a click would do something (`RemoteSession` is Phase 2).
|
||||
*/
|
||||
function applyModePreset(mode: Mode): void {
|
||||
const days = 5;
|
||||
const players = mode === 'solitaire' ? 1 : 4;
|
||||
field<HTMLInputElement>('ng-days').value = String(days);
|
||||
field<HTMLInputElement>('ng-minrev').value = String(collectiveRevenueFloor(players, days));
|
||||
field<HTMLInputElement>('ng-colday').value = String(DEFAULT_MAX_COLLISIONS_PER_DAY);
|
||||
field<HTMLInputElement>('ng-coltotal').value = String(DEFAULT_MAX_COLLISIONS_TOTAL);
|
||||
|
||||
// No valid target for these cards in Solitaire or Co-op — forced off, not merely defaulted off.
|
||||
const pvp = field<HTMLInputElement>('ng-pvp');
|
||||
pvp.checked = mode === 'competitive';
|
||||
pvp.disabled = mode !== 'competitive';
|
||||
|
||||
field<HTMLButtonElement>('ng-deal').disabled = mode !== 'solitaire';
|
||||
field<HTMLElement>('ng-multiplayer-note').style.visibility = mode === 'solitaire' ? 'hidden' : 'visible';
|
||||
}
|
||||
|
||||
for (const input of dlg.querySelectorAll<HTMLInputElement>('input[name="ng-mode"]')) {
|
||||
input.onchange = () => applyModePreset(input.value as Mode);
|
||||
}
|
||||
|
||||
/**
|
||||
* ASK FOR ALL OF IT, rather than documenting URL parameters in the title bar.
|
||||
*
|
||||
* It asked for the seed alone, through `prompt()`. The opening hand and the three revenue rates
|
||||
* were constants in the source, so trying a variation meant an edit and a rebuild — and balance is
|
||||
* the open question this game has (`TODO.md`). A dialog is what lets a playtest be a playtest.
|
||||
*
|
||||
* The dialog OPENS ON THE RULES IN PLAY rather than on the defaults: dealing a second game to
|
||||
* compare against the first is the common case, and re-entering four settings each time is how a
|
||||
* comparison silently stops comparing.
|
||||
* compare against the first is the common case, and re-entering settings each time is how a
|
||||
* comparison silently stops comparing. Mode always reopens on Solitaire — it's the only one a
|
||||
* previous session could actually have been, since Deal is disabled for the other two.
|
||||
*/
|
||||
newBtn.onclick = () => {
|
||||
const f = session.view();
|
||||
// The button itself is hidden for a session that cannot deal (`applyCapabilities`), but the
|
||||
// dialog's whole answer-reading/URL-navigating flow below assumes a LocalSession throughout, so
|
||||
// the guard is repeated — and `local` is captured as a `const` so the narrowing survives the
|
||||
// closures below it (see `renderUndo`'s identical note on why `session` itself cannot be).
|
||||
if (!isLocal(session)) return;
|
||||
const local = session;
|
||||
const f = local.view();
|
||||
const day = f.day;
|
||||
const started = f.status === 'active' && (day > 1 || f.stage > 1);
|
||||
if (started && !confirm(`Forget this game (seed ${session.seed()}, Day ${day}) and deal a new one?`)) return;
|
||||
if (started && !confirm(`Forget this game (seed ${local.seed()}, Day ${day}) and deal a new one?`)) return;
|
||||
|
||||
const current = session.view().houseRules;
|
||||
const current = f.houseRules;
|
||||
field<HTMLInputElement>('ng-seed').value = '';
|
||||
for (const input of dlg.querySelectorAll<HTMLInputElement>('input[name="ng-mode"]')) {
|
||||
input.checked = input.value === 'solitaire';
|
||||
}
|
||||
applyModePreset('solitaire');
|
||||
for (const input of dlg.querySelectorAll<HTMLInputElement>('input[name="ng-hand"]')) {
|
||||
input.checked = input.value === current.startingHand;
|
||||
}
|
||||
field<HTMLInputElement>('ng-passenger').value = String(current.revenue.passengerPerCoach);
|
||||
field<HTMLInputElement>('ng-freight').value = String(current.revenue.freightPerLoad);
|
||||
field<HTMLInputElement>('ng-transit').value = String(current.revenue.trainPerTransit);
|
||||
// Overwrite the preset with the actual rules in play — solitaire is the only real session today.
|
||||
field<HTMLInputElement>('ng-days').value = String(f.days);
|
||||
field<HTMLInputElement>('ng-minrev').value = String(f.minCombinedRevenue);
|
||||
field<HTMLInputElement>('ng-colday').value = String(f.maxCollisionsPerDay);
|
||||
field<HTMLInputElement>('ng-coltotal').value = String(f.maxCollisionsTotal);
|
||||
dlg.showModal();
|
||||
};
|
||||
|
||||
@@ -1078,6 +1411,8 @@ if (newBtn && dlg) {
|
||||
*
|
||||
* The answers go into the URL and the page navigates, which is the same path `?seed=` already
|
||||
* took: `start()` reads them back, so there is exactly one place that turns a URL into a game.
|
||||
* Deal is disabled whenever the mode radio isn't Solitaire, so this never actually runs for the
|
||||
* other two — nothing here needs to branch on mode.
|
||||
*/
|
||||
dlg.addEventListener('close', () => {
|
||||
if (dlg.returnValue !== 'deal') return;
|
||||
@@ -1097,9 +1432,15 @@ if (newBtn && dlg) {
|
||||
},
|
||||
},
|
||||
});
|
||||
const victory: NewGameOptions = {
|
||||
days: Math.max(1, Math.round(Number(field<HTMLInputElement>('ng-days').value)) || 5),
|
||||
minCombinedRevenue: Math.max(0, Math.round(Number(field<HTMLInputElement>('ng-minrev').value)) || 0),
|
||||
maxCollisionsPerDay: Math.max(0, Math.round(Number(field<HTMLInputElement>('ng-colday').value)) || 0),
|
||||
maxCollisionsTotal: Math.max(0, Math.round(Number(field<HTMLInputElement>('ng-coltotal').value)) || 0),
|
||||
};
|
||||
|
||||
clearSave();
|
||||
const next = rulesToUrl(rules, seed);
|
||||
const next = rulesToUrl(rules, victory, seed);
|
||||
// Assigning the search string the page ALREADY has does nothing at all, which reads as a button
|
||||
// that did not work — and it is the common case: deal a random seed, decide it was a bad deal,
|
||||
// deal another at the same settings. Reload instead, and `start()` rolls a fresh seed.
|
||||
@@ -1108,6 +1449,35 @@ if (newBtn && dlg) {
|
||||
});
|
||||
}
|
||||
|
||||
const zoomOutBtn = document.getElementById('zoomout') as HTMLButtonElement | null;
|
||||
const zoomInBtn = document.getElementById('zoomin') as HTMLButtonElement | null;
|
||||
const zoomLabel = document.getElementById('zoomlabel');
|
||||
if (zoomOutBtn && zoomInBtn && zoomLabel) {
|
||||
const paintZoom = (): void => {
|
||||
zoomLabel.textContent = `${Math.round(zoom * 100)}%`;
|
||||
zoomOutBtn.disabled = zoom <= ZOOM_LEVELS[0]!;
|
||||
zoomInBtn.disabled = zoom >= ZOOM_LEVELS[ZOOM_LEVELS.length - 1]!;
|
||||
};
|
||||
const setZoom = (level: number): void => {
|
||||
zoom = level;
|
||||
saveSettings({ zoom });
|
||||
paintZoom();
|
||||
// Re-apply to whichever boards are already on the page — no full re-render needed, this is
|
||||
// display-only sizing, same as `render()`'s own calls after each innerHTML assignment.
|
||||
applyZoom($('division'));
|
||||
applyZoom($('grid'));
|
||||
};
|
||||
zoomOutBtn.onclick = () => {
|
||||
const i = ZOOM_LEVELS.indexOf(zoom as (typeof ZOOM_LEVELS)[number]);
|
||||
if (i > 0) setZoom(ZOOM_LEVELS[i - 1]!);
|
||||
};
|
||||
zoomInBtn.onclick = () => {
|
||||
const i = ZOOM_LEVELS.indexOf(zoom as (typeof ZOOM_LEVELS)[number]);
|
||||
if (i >= 0 && i < ZOOM_LEVELS.length - 1) setZoom(ZOOM_LEVELS[i + 1]!);
|
||||
};
|
||||
paintZoom();
|
||||
}
|
||||
|
||||
const soundBtn = document.getElementById('sound');
|
||||
if (soundBtn) {
|
||||
const paint = (): void => {
|
||||
@@ -1115,6 +1485,7 @@ if (soundBtn) {
|
||||
};
|
||||
soundBtn.onclick = () => {
|
||||
soundOn = !soundOn;
|
||||
saveSettings({ soundOn });
|
||||
paint();
|
||||
// Confirm the change audibly — the one press where a sound is unambiguously wanted, and it
|
||||
// doubles as the user gesture the browser needs before any audio may start.
|
||||
|
||||
+124
-1
@@ -33,6 +33,13 @@ header button:hover{border-color:#4d6fa8}
|
||||
stops inviting the press. */
|
||||
header button:disabled{opacity:.45;cursor:not-allowed;border-color:#2c333d}
|
||||
header button:disabled:hover{border-color:#2c333d}
|
||||
.zoom{display:inline-flex;align-items:center;gap:4px}
|
||||
.zoom button{padding:3px 9px;line-height:1}
|
||||
.lb-invite{display:flex;align-items:center;gap:12px;flex-wrap:wrap;margin:0 0 10px;
|
||||
background:#1e242c;border:1px solid var(--line);border-radius:7px;padding:10px 12px}
|
||||
.lb-invite-label{font-size:11px;color:var(--dim)}
|
||||
.lb-invite-code{font-size:22px;font-weight:700;letter-spacing:.08em;color:#f2e6cf}
|
||||
.zoom #zoomlabel{font-size:11px;color:var(--dim);min-width:32px;text-align:center;display:inline-block}
|
||||
.build{margin-left:auto;font-size:10px;opacity:.55;white-space:nowrap}
|
||||
.home{color:inherit;text-decoration:none;border-bottom:1px dotted #5f6b7a}
|
||||
.home:hover{color:#5aa9e6}
|
||||
@@ -70,6 +77,14 @@ main{display:grid;grid-template-columns:minmax(0,1fr) 400px;gap:14px;padding:14p
|
||||
@media(max-width:1100px){main{grid-template-columns:1fr}}
|
||||
section{background:var(--panel);border:1px solid var(--line);border-radius:7px;
|
||||
padding:10px 12px;margin-bottom:12px}
|
||||
#lobby{max-width:640px;margin:0 auto;padding:14px}
|
||||
#lobby h2{margin-top:0}
|
||||
#lobby h3{margin-bottom:2px}
|
||||
.lb-seat{display:flex;align-items:center;gap:8px;padding:5px 0;border-bottom:1px solid var(--line)}
|
||||
.lb-seat:last-child{border-bottom:none}
|
||||
.lb-seat .who{flex:1}
|
||||
#presence{color:#e0b060;font-size:12px;padding:0 14px;empty-cells:hide}
|
||||
#presence:empty{display:none}
|
||||
/* division strip */
|
||||
#division{display:flex;gap:7px;overflow-x:auto;padding-bottom:4px}
|
||||
.node{border:1px solid var(--line);border-radius:6px;padding:6px 9px;min-width:112px;flex:0 0 auto}
|
||||
@@ -154,6 +169,12 @@ button.act.crew.on{border-color:var(--now);background:rgba(185,140,240,.18);colo
|
||||
button{background:#2a3038;color:var(--fg);border:1px solid var(--line);border-radius:5px;
|
||||
padding:5px 9px;margin:2px 3px 2px 0;cursor:pointer;font:inherit;font-size:12px;text-align:left}
|
||||
button:hover{background:#39424e;border-color:#4d6fa8}
|
||||
/* GENERIC, and it was not. `header button:disabled` and `#actions button:disabled` were the only
|
||||
disabled styles on the page, so a disabled button anywhere else — #lb-start being the one that
|
||||
mattered — kept its normal face AND still lit up under the cursor from the rule above. It was
|
||||
advertising a click it would refuse. */
|
||||
button:disabled{opacity:.45;cursor:not-allowed}
|
||||
button:disabled:hover{background:#2a3038;border-color:var(--line)}
|
||||
#actions button{background:#2b3444;border:2px solid #c8912f;box-shadow:0 0 0 1px rgba(200,145,47,.18);
|
||||
color:#f2e6cf;font-weight:600}
|
||||
#actions button:hover{background:#3a4a63;border-color:#f0b64a;box-shadow:0 0 0 3px rgba(240,182,74,.20)}
|
||||
@@ -207,6 +228,70 @@ ul.blocked li{padding:2px 0}
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<!-- THE LOBBY (Phase 4) — shown instead of the game UI whenever there is no game yet to play: no
|
||||
stored session token, or a token whose game hasn't started. `lobby.ts` owns everything in here;
|
||||
`main.ts` only decides whether THIS div or `#gameui` below is the one currently visible.
|
||||
`#newgamedlg` at the very end of the body is solitaire-only and untouched by any of this. -->
|
||||
<div id="lobby" hidden>
|
||||
<header><b><a href="./index.html" class="home">Station Master</a></b> — <span class="dim">Multiplayer</span></header>
|
||||
|
||||
<section id="lb-secret-section">
|
||||
<h2>Join secret</h2>
|
||||
<p class="ng-note">Whoever is running this server gave you a secret out of band (a chat message, not a public page). It is kept in this browser only, never shown back, and sent with every lobby request.</p>
|
||||
<label class="ng-num"><span>Join secret</span><input id="lb-secret" type="password" autocomplete="off"></label>
|
||||
</section>
|
||||
|
||||
<section id="lb-choice-section">
|
||||
<h2>Create or join a game</h2>
|
||||
<label class="ng-num"><span>Your display name</span><input id="lb-name" type="text" autocomplete="off" maxlength="40"></label>
|
||||
|
||||
<h3>Create a new game</h3>
|
||||
<p class="ng-note">You become the host — you choose the mode and, once everyone's seated, start the game. 2 to 4 players.</p>
|
||||
<label class="ng-radio"><input type="radio" name="lb-mode" value="competitive" checked>
|
||||
<span><b>Competitive</b><br><span class="dim">Highest Revenue wins, unless the table misses the combined minimum — then everyone loses.</span></span></label>
|
||||
<label class="ng-radio"><input type="radio" name="lb-mode" value="coop">
|
||||
<span><b>Co-op</b><br><span class="dim">Everyone's Revenue counts as one table score, against the same kind of combined minimum.</span></span></label>
|
||||
<label class="ng-num"><span>Players at the table</span>
|
||||
<select id="lb-players">
|
||||
<option value="2">2</option>
|
||||
<option value="3">3</option>
|
||||
<option value="4" selected>4</option>
|
||||
</select></label>
|
||||
<p class="ng-note">Every chair has to be taken before the game can start — by a person or by a
|
||||
bot. Pick the size of the table now; it cannot change once the game is created.</p>
|
||||
<button id="lb-create">Create game</button>
|
||||
<p class="dim" id="lb-create-err" role="alert"></p>
|
||||
|
||||
<h3>Join a game</h3>
|
||||
<p class="ng-note">Ask whoever created the game for its code.</p>
|
||||
<label class="ng-num"><span>Game code</span><input id="lb-code" type="text" autocomplete="off" placeholder="RAIL-1234"></label>
|
||||
<button id="lb-join">Join game</button>
|
||||
<p class="dim" id="lb-join-err" role="alert"></p>
|
||||
</section>
|
||||
|
||||
<!-- Shown once created or joined, in place of the choice above, until the host starts the game. -->
|
||||
<section id="lb-seating-section" hidden>
|
||||
<h2>Seating</h2>
|
||||
<div class="lb-invite">
|
||||
<div>
|
||||
<div class="lb-invite-label">Send this code to your players</div>
|
||||
<div class="lb-invite-code" id="lb-gamecode"></div>
|
||||
</div>
|
||||
<button id="lb-copy" class="ghost">Copy</button>
|
||||
<span class="ng-note" id="lb-copied"></span>
|
||||
</div>
|
||||
<p class="ng-note">They enter it under <b>Join a game</b>, along with the same join secret you used.</p>
|
||||
<p class="ng-note">The host may fill an empty seat with a bot, and starts the game once every
|
||||
seat is either a player or a bot. <b>These chairs are not the running order</b> — who sits
|
||||
where along the Division is decided by a D12 roll when the game starts (§4.4), and the map
|
||||
shows the result.</p>
|
||||
<div id="lb-seats"></div>
|
||||
<button id="lb-start" disabled>Start game</button>
|
||||
<p class="dim" id="lb-start-note"></p>
|
||||
</section>
|
||||
</div>
|
||||
|
||||
<div id="gameui" hidden>
|
||||
<div class="topbar">
|
||||
<header>
|
||||
<b><a href="./index.html" class="home">Station Master</a></b>
|
||||
@@ -221,9 +306,16 @@ ul.blocked li{padding:2px 0}
|
||||
to keep the header on one line; the tooltip spells it out. -->
|
||||
<span class="dim" id="houserules" title="">—</span>
|
||||
<button id="sound" title="Whistle at the end of each Stage, the crossing bell at the end of each Day, and the conductor when a train is built. Currently synthesised, not recorded.">🔇 muted</button>
|
||||
<!-- BOARD ZOOM. Applies to the Division map and the Office Area grid alike — both already scroll
|
||||
horizontally (`#division`, `#grid`) when they run wide, so this only ever needs to resize the
|
||||
rendered SVG's own pixel dimensions; the existing scrollbar keeps doing the panning. -->
|
||||
<span class="zoom" title="Zoom the Division map and your Office Area. Both already scroll — this only changes their size.">
|
||||
<button id="zoomout" aria-label="Zoom out">−</button><span id="zoomlabel">100%</span><button id="zoomin" aria-label="Zoom in">+</button>
|
||||
</span>
|
||||
<button id="undo" title="Take the last action back. The save is the seed plus the moves made, so this replays the game without the last one — as far back as you like.">Undo</button>
|
||||
<button id="savefile" title="Download this game as a save file you can replay or share">Save replay</button>
|
||||
<button id="newgame" title="Deal a fresh game. You choose the seed, the opening hand and what the three economies pay. Undo steps back one action at a time; this throws the whole game away, so download the replay first if you want to keep it.">New game</button>
|
||||
<button id="multiplayer" title="Create or join a Competitive or Co-op game on this server, with other players.">Multiplayer</button>
|
||||
<a class="home" href="./replays.html" style="font-size:12px">replays</a>
|
||||
<span class="dim build" title="what is actually deployed">__BUILD__</span>
|
||||
</header>
|
||||
@@ -238,10 +330,15 @@ ul.blocked li{padding:2px 0}
|
||||
what you miss when the automatic phases run between two clicks. -->
|
||||
<div id="phasenote"></div>
|
||||
<div id="announce"></div>
|
||||
<!-- `lobby-and-sessions.md` §5 — a disconnect keeps the seat and the game simply waits; this is
|
||||
what says WHY, instead of the table watching nothing happen with no explanation. Empty and
|
||||
collapsed whenever everyone connected is still connected — a `LocalSession` never fills it. -->
|
||||
<div id="presence"></div>
|
||||
|
||||
<main>
|
||||
<div>
|
||||
<section><h2>The Division — west to east</h2><div id="division"></div></section>
|
||||
<section><h2>The Division — west to east</h2><div id="division"></div>
|
||||
<p class="ng-note" id="seating-chain"></p></section>
|
||||
<section id="district">
|
||||
<h2>Your Office Area
|
||||
<span class="dim" style="text-transform:none;letter-spacing:0">— hover any card for the full explanation</span>
|
||||
@@ -305,10 +402,21 @@ ul.blocked li{padding:2px 0}
|
||||
complete, sensible game. The settings ride in the URL alongside the seed, because a seed alone
|
||||
no longer names a game: `?seed=430` with a different opening hand is a different railroad.
|
||||
==================================================================== -->
|
||||
</div><!-- /gameui -->
|
||||
|
||||
<dialog id="newgamedlg" aria-labelledby="ng-title">
|
||||
<form method="dialog" id="newgameform">
|
||||
<h2 class="big" id="ng-title">New game</h2>
|
||||
|
||||
<h3>Game type</h3>
|
||||
<p class="ng-note">Picking a type just sets the fields below to that type's defaults — every number stays yours to change afterward. Solitaire is the only type that can be dealt today; Competitive and Co-op need a server (coming soon).</p>
|
||||
<label class="ng-radio"><input type="radio" name="ng-mode" value="solitaire" checked>
|
||||
<span><b>Solitaire</b><br><span class="dim">One railroad, one player. Everything below is real today.</span></span></label>
|
||||
<label class="ng-radio"><input type="radio" name="ng-mode" value="competitive">
|
||||
<span><b>Competitive</b><br><span class="dim">Highest Revenue wins, unless the table misses the combined minimum — then everyone loses.</span></span></label>
|
||||
<label class="ng-radio"><input type="radio" name="ng-mode" value="coop">
|
||||
<span><b>Co-op</b><br><span class="dim">Everyone's Revenue counts as one table score, against the same kind of combined minimum.</span></span></label>
|
||||
|
||||
<h3>Seed</h3>
|
||||
<p class="ng-note">The same seed and the same settings always deal the same railroad, so a game can be shared, compared or replayed. Leave it blank for a random one.</p>
|
||||
<input id="ng-seed" type="text" inputmode="numeric" autocomplete="off" placeholder="blank for a random seed">
|
||||
@@ -332,7 +440,22 @@ ul.blocked li{padding:2px 0}
|
||||
<input id="ng-transit" type="number" min="0" max="5" step="1" value="0"></label>
|
||||
<p class="ng-note">A transit pays every player, once, when a train runs off the end of the Division — the one thing nobody has to work for. It defaults to 0 for that reason.</p>
|
||||
|
||||
<h3>Victory conditions</h3>
|
||||
<p class="ng-note">How long the game runs, and the ways it can end. 0 turns any of these off. The combined-Revenue suggestion updates for Competitive/Co-op — it assumes a 4-player table until there's a lobby to ask who's actually seated.</p>
|
||||
<label class="ng-num"><span>Days</span>
|
||||
<input id="ng-days" type="number" min="1" max="20" step="1" value="5"></label>
|
||||
<label class="ng-num"><span>Minimum combined Revenue to avoid a loss</span>
|
||||
<input id="ng-minrev" type="number" min="0" step="1" value="15"></label>
|
||||
<label class="ng-num"><span>Collisions in one Day that end the game</span>
|
||||
<input id="ng-colday" type="number" min="0" step="1" value="3"></label>
|
||||
<label class="ng-num"><span>Collisions across the whole game that end it</span>
|
||||
<input id="ng-coltotal" type="number" min="0" step="1" value="5"></label>
|
||||
<label class="ng-num"><span>Allow the opponent-directed cards</span>
|
||||
<input id="ng-pvp" type="checkbox"></label>
|
||||
<p class="ng-note" id="ng-pvp-note">Not yet built (<code>TODO.md</code>) — this has no effect either way until then.</p>
|
||||
|
||||
<menu class="ng-buttons">
|
||||
<span class="ng-note" id="ng-multiplayer-note" style="margin:0 auto 0 0">Use the <b>Multiplayer</b> button instead — it creates or joins a game on this server.</span>
|
||||
<button value="cancel" id="ng-cancel" type="submit" formnovalidate>Cancel</button>
|
||||
<button value="deal" id="ng-deal" type="submit">Deal</button>
|
||||
</menu>
|
||||
|
||||
+146
-9
@@ -18,8 +18,9 @@
|
||||
import type { Intent } from '../engine/intents.ts';
|
||||
import type { Frame } from '../sim/view.ts';
|
||||
import type { PlayerIndex } from '../engine/state.ts';
|
||||
import type { HouseRuleOverrides } from '../engine/content.ts';
|
||||
import type { Game, Menu, Save } from './game.ts';
|
||||
import { applyDelta } from '../sim/frame-delta.ts';
|
||||
import type { FrameDelta } from '../sim/frame-delta.ts';
|
||||
import type { Game, Menu, NewGameOptions, Save } from './game.ts';
|
||||
import {
|
||||
actionMenu,
|
||||
configWith,
|
||||
@@ -92,6 +93,15 @@ export type Session = {
|
||||
takeAnnouncement(): string | null;
|
||||
/** The card most recently drawn into this seat's hand. Persists until another draw replaces it. */
|
||||
justDrawn(): string | null;
|
||||
/**
|
||||
* Which OTHER seats are currently connected, as last reported by the server — always empty for a
|
||||
* `LocalSession` (there is nobody else to track). `lobby-and-sessions.md` §5: a disconnect keeps
|
||||
* the seat and waits; this is what lets the page say why, instead of going quiet with no
|
||||
* explanation. Reflects the last presence push for each seat the server has ever mentioned, not
|
||||
* only the ones currently disconnected — a seat that reconnects updates its own entry rather than
|
||||
* disappearing, so the page can tell "never heard from" apart from "was here, then left."
|
||||
*/
|
||||
presence(): { seat: PlayerIndex; connected: boolean }[];
|
||||
};
|
||||
|
||||
/**
|
||||
@@ -115,14 +125,14 @@ export type LocalSession = Session & {
|
||||
* `Game` is mutated in place by `submit`, so the wrapper keeps a mutable reference rather than
|
||||
* copying — `undo` and `restore` replace the whole game, which is why `game` is a getter.
|
||||
*
|
||||
* It takes `rules` rather than a whole `GameConfig` because DEALING is the only thing on the far
|
||||
* side of this that the page is allowed to decide. A config carries the mode, the victory condition
|
||||
* and the optional rules — table settings a lobby owns — and handing main.ts a `GameConfig` to build
|
||||
* meant importing the engine's own defaults into the page, which is the boundary `session.test.ts`
|
||||
* guards. The seed and the house rules are the two things a player picks when they press New game.
|
||||
* It takes `NewGameOptions` rather than a whole `GameConfig` because DEALING is the only thing on the
|
||||
* far side of this that the page is allowed to decide. A config carries the mode and the optional
|
||||
* rules — table settings a lobby owns — and handing main.ts a `GameConfig` to build meant importing
|
||||
* the engine's own defaults into the page, which is the boundary `session.test.ts` guards. The seed,
|
||||
* the house rules and the victory-condition dials are what a player picks when they press New game.
|
||||
*/
|
||||
export function createLocalSession(seed: number, rules?: HouseRuleOverrides): LocalSession {
|
||||
let game: Game = rules ? newGame(seed, configWith(rules)) : newGame(seed);
|
||||
export function createLocalSession(seed: number, options?: NewGameOptions): LocalSession {
|
||||
let game: Game = options ? newGame(seed, configWith(options)) : newGame(seed);
|
||||
const listeners = new Set<() => void>();
|
||||
const changed = (): void => {
|
||||
for (const fn of [...listeners]) fn();
|
||||
@@ -162,6 +172,7 @@ export function createLocalSession(seed: number, rules?: HouseRuleOverrides): Lo
|
||||
return text;
|
||||
},
|
||||
justDrawn: () => game.justDrawn,
|
||||
presence: () => [],
|
||||
|
||||
seed: () => game.seed,
|
||||
save: () => toSave(game),
|
||||
@@ -187,3 +198,129 @@ export function createLocalSession(seed: number, rules?: HouseRuleOverrides): Lo
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
/** The push envelope `src/server/session.ts` sends over SSE — mirrored here rather than imported,
|
||||
* so this file never depends on anything under `src/server/` even at the type level. */
|
||||
type Push = {
|
||||
frame?: FrameDelta;
|
||||
menu: Menu | null;
|
||||
lines: { text: string; tone: string }[];
|
||||
presence?: { seat: PlayerIndex; connected: boolean };
|
||||
};
|
||||
|
||||
/**
|
||||
* A session backed by a server (Phase 2, extended Phase 4). Holds no authoritative state — no deck
|
||||
* order, no other seat's hand — only the last `Frame`/`Menu` a push actually told it. `capabilities`
|
||||
* are all `false`: undo would have to un-see what other players already saw, a local save is
|
||||
* meaningless when the server is the store, and dealing a new game is the lobby's job.
|
||||
*
|
||||
* `token` is `lobby-and-sessions.md` §1's session token, issued at `Lobby.Create`/`Lobby.Join` and
|
||||
* stored by the caller (`main.ts`, in `localStorage`) — it alone proves identity to `/api/stream`
|
||||
* and `/api/intent`, so this function no longer takes a join secret at all; that gate belongs to
|
||||
* the lobby endpoints only. `seat` still has to be passed in rather than learned from a push,
|
||||
* because the very FIRST thing this session needs — `seat()` — has to answer before any push has
|
||||
* necessarily arrived; the caller already knows it from the join/create/start response.
|
||||
*
|
||||
* Construction is synchronous (the `Session` interface has no async surface), but the first real
|
||||
* `Frame` only exists once the SSE connection's first push arrives — `main.ts` accounts for this by
|
||||
* not rendering until `subscribe`'s callback fires at least once for a session whose `capabilities`
|
||||
* are all `false` (a `LocalSession` always has data the instant it is constructed; this does not).
|
||||
*/
|
||||
export function createRemoteSession(
|
||||
token: string,
|
||||
seat: PlayerIndex,
|
||||
/**
|
||||
* Called once when this session's game is established to be gone for good, so the page can stop
|
||||
* waiting for it. Without this the only symptom is a blank screen: `EventSource` retries a 404
|
||||
* forever and reports nothing, and `frame` never becomes non-null.
|
||||
*/
|
||||
onGone?: () => void,
|
||||
): Session {
|
||||
let frame: Frame | null = null;
|
||||
let menu: Menu | null = null;
|
||||
let lines: { text: string; tone: string }[] = [];
|
||||
const presence = new Map<PlayerIndex, boolean>();
|
||||
let nextSeq = 1;
|
||||
const listeners = new Set<() => void>();
|
||||
const changed = (): void => {
|
||||
for (const fn of [...listeners]) fn();
|
||||
};
|
||||
|
||||
const qs = `token=${encodeURIComponent(token)}`;
|
||||
const source = new EventSource(`/api/stream?${qs}`);
|
||||
|
||||
/**
|
||||
* A DROPPED CONNECTION AND A DEAD GAME LOOK IDENTICAL HERE, so ask before giving up.
|
||||
*
|
||||
* `EventSource` fires `error` for both a transient blip — which it recovers from by itself, and
|
||||
* which is the expected shape of a game that sits idle for minutes (multiplayer.md §9) — and a
|
||||
* 404 it will nonetheless retry forever. It exposes no status code either way. `/api/session` is
|
||||
* the cheap question that separates them: only a definite 404 closes the stream and reports the
|
||||
* game gone, so a flaky network still self-heals.
|
||||
*/
|
||||
let reportedGone = false;
|
||||
source.onerror = () => {
|
||||
if (reportedGone) return;
|
||||
void fetch(`/api/session?${qs}`)
|
||||
.then((r) => {
|
||||
if (r.status !== 404 || reportedGone) return;
|
||||
reportedGone = true;
|
||||
source.close();
|
||||
onGone?.();
|
||||
})
|
||||
.catch(() => {
|
||||
// The probe itself failed, so this says nothing about the game — leave the retry running.
|
||||
});
|
||||
};
|
||||
source.onmessage = (ev: MessageEvent<string>) => {
|
||||
const push = JSON.parse(ev.data) as Push;
|
||||
// A presence-only push (no `frame`) carries `menu: null` too, but that is not news about this
|
||||
// seat's turn — only a push that actually came from the game (always carries a real `frame`,
|
||||
// per `session.ts`'s `Push`) updates the board or the menu.
|
||||
if (push.frame) {
|
||||
frame = applyDelta(frame, push.frame);
|
||||
menu = push.menu;
|
||||
}
|
||||
lines = [...lines, ...push.lines];
|
||||
if (push.presence) presence.set(push.presence.seat, push.presence.connected);
|
||||
changed();
|
||||
};
|
||||
|
||||
const need = (): Frame => {
|
||||
if (frame === null) throw new Error('RemoteSession.view() called before the first Frame arrived');
|
||||
return frame;
|
||||
};
|
||||
|
||||
return {
|
||||
view: need,
|
||||
menu: () => menu ?? { options: [], direct: [], placeable: [], hand: [], makeUp: null },
|
||||
seat: () => seat,
|
||||
actor: () => need().actor,
|
||||
overHandLimit: () => need().overHandLimit,
|
||||
handPlayable: () => (menu?.hand ?? []).map((h) => h.playNow !== null),
|
||||
async submit(intent: Intent): Promise<boolean> {
|
||||
const seq = nextSeq++;
|
||||
const res = await fetch(`/api/intent?${qs}`, {
|
||||
method: 'POST',
|
||||
headers: { 'Content-Type': 'application/json' },
|
||||
body: JSON.stringify({ seq, intent }),
|
||||
});
|
||||
const result = (await res.json()) as { ok: boolean; code?: string };
|
||||
// The visible update arrives via the SSE push (broadcast to every seat, including this one),
|
||||
// not from this response — this only reports whether the rules accepted it.
|
||||
return result.ok;
|
||||
},
|
||||
subscribe(fn: () => void) {
|
||||
listeners.add(fn);
|
||||
return () => listeners.delete(fn);
|
||||
},
|
||||
capabilities: { undo: false, saveLocal: false, newGame: false },
|
||||
|
||||
lines: () => lines,
|
||||
takeCues: () => [],
|
||||
takeScheduled: () => null,
|
||||
takeAnnouncement: () => null,
|
||||
justDrawn: () => null,
|
||||
presence: () => [...presence].map(([s, connected]) => ({ seat: s, connected })),
|
||||
};
|
||||
}
|
||||
|
||||
@@ -26,3 +26,46 @@ if (heroImage && lightbox) {
|
||||
if (e instanceof KeyboardEvent && e.key === 'Escape') close();
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Is a Station Master server actually behind this page?
|
||||
*
|
||||
* The same `dist/` ships two ways — served by `src/server/`, or uploaded as flat files with no
|
||||
* server at all (`scripts/deploy-web.ts`) — and the bundle is identical in both, so the only
|
||||
* honest way to answer is to ask. `/api/health` is the one route that exists to be failed.
|
||||
*
|
||||
* THE DOOR STARTS OPEN AND ONLY EVER CLOSES. Getting this wrong in the "no server" direction is
|
||||
* the bug this whole change exists to fix: a disabled door is invisible and leaves a player who
|
||||
* DOES have a server with no way in, and nothing on screen to explain it. Getting it wrong the
|
||||
* other way costs a click and a lobby that says it cannot reach a server — which is legible, and
|
||||
* recoverable. So a slow or flaky probe leaves the door alone; only a definite answer closes it.
|
||||
*/
|
||||
const mpDoor = document.getElementById('door-multiplayer');
|
||||
if (mpDoor) {
|
||||
const close = (): void => {
|
||||
mpDoor.classList.add('disabled');
|
||||
mpDoor.removeAttribute('href');
|
||||
const go = document.getElementById('door-multiplayer-go');
|
||||
if (go) go.textContent = 'Requires a Station Master server';
|
||||
const blurb = document.getElementById('door-multiplayer-blurb');
|
||||
if (blurb) {
|
||||
blurb.textContent =
|
||||
'Play with your friends across the internet, each running your own office area within the ' +
|
||||
'entire division. This copy of the game is a plain website with no server behind it, so ' +
|
||||
'there is nowhere to host a table — multiplayer needs a Station Master server.';
|
||||
}
|
||||
};
|
||||
|
||||
// Relative, never absolute: the page must work at whatever address it is reached by, and the
|
||||
// server is always the origin that served it (D16).
|
||||
void fetch('./api/health')
|
||||
.then((r) => (r.ok ? (r.json() as Promise<unknown>) : null))
|
||||
.then((body) => {
|
||||
// A static host that answers unknown paths with 200 and its own index page would sail past
|
||||
// an `r.ok` check, so the body has to name itself before the door is believed.
|
||||
const named =
|
||||
typeof body === 'object' && body !== null && (body as { service?: unknown }).service === 'station-master';
|
||||
if (!named) close();
|
||||
})
|
||||
.catch(() => close());
|
||||
}
|
||||
|
||||
+168
-20
@@ -9,17 +9,20 @@ import assert from 'node:assert/strict';
|
||||
|
||||
import { advance, pump } from '../src/engine/advance.ts';
|
||||
import { applyIntent, areaOf, check } from '../src/engine/apply.ts';
|
||||
import { EXPEDITE_FAULT_PENALTY, HAND_LIMIT, STAGES_PER_DAY, lengthProfile, TOTAL_ROLLING_STOCK } from '../src/engine/content.ts';
|
||||
import { EXPEDITE_FAULT_PENALTY, HAND_LIMIT, STAGES_PER_DAY, TOTAL_ROLLING_STOCK } from '../src/engine/content.ts';
|
||||
import { legalActions } from '../src/engine/legal.ts';
|
||||
import { createGame } from '../src/engine/setup.ts';
|
||||
import { developerBot } from '../src/sim/bot.ts';
|
||||
import type { CrewTray, GameConfig, GameState } from '../src/engine/state.ts';
|
||||
import { railFacingOf } from '../src/engine/state.ts';
|
||||
import { coordKey, railFacingOf } from '../src/engine/state.ts';
|
||||
|
||||
const baseConfig = (over: Partial<GameConfig> = {}): GameConfig => ({
|
||||
mode: 'solitaire',
|
||||
victory: 'highestAfterDays',
|
||||
length: 'short',
|
||||
days: 3,
|
||||
minCombinedRevenue: 0,
|
||||
maxCollisionsPerDay: 0,
|
||||
maxCollisionsTotal: 0,
|
||||
pvpCardsAllowed: false,
|
||||
optionalRules: {
|
||||
reducedVisibility: false,
|
||||
sisterTrains: false,
|
||||
@@ -327,6 +330,75 @@ describe('collisions are automatic (Gap 2)', () => {
|
||||
assert.ok(!s.trays.has(id), 'the train is removed');
|
||||
});
|
||||
|
||||
it('does not collide when a coach is legally parked at the Office (v0.5.0 §A.4 exception)', () => {
|
||||
// A coach may now be set out at the Office (§A.4's carve-out). It must not become a hazard to
|
||||
// the next train in — that would punish exactly the thing the rule was written to allow.
|
||||
const s = game();
|
||||
const area = s.officeAreas.get(0)!;
|
||||
area.adOccupancy = []; // an A/D track is free — only the fouling check is under test
|
||||
const officeCard = area.grid.get(coordKey(area.officeCoord))!;
|
||||
officeCard.standing = [{ type: 'coach', loaded: false }];
|
||||
|
||||
const id = 'inbound';
|
||||
s.trays.set(id, {
|
||||
id,
|
||||
trainNumber: 2,
|
||||
trainIsExtra: false,
|
||||
engineAt: 0,
|
||||
consist: [{ type: 'coach', loaded: true }],
|
||||
direction: 'east',
|
||||
position: { at: 'mainline', index: 1 },
|
||||
movesUsed: 0,
|
||||
});
|
||||
const ml = s.division.nodes[1];
|
||||
if (ml?.kind === 'mainline') {
|
||||
ml.card = 'plains';
|
||||
ml.transits.push({ tray: id, stagesRemaining: 1, stagesTotal: 1, direction: 'east' });
|
||||
}
|
||||
|
||||
s.clock.phase = 'mainline';
|
||||
s.movedThisPhase = new Set();
|
||||
advance(s);
|
||||
|
||||
assert.equal(s.collisionsToday, 0, 'a legally parked coach is not a hazard to the next arrival');
|
||||
assert.ok(s.trays.has(id), 'the train is not written off');
|
||||
});
|
||||
|
||||
it('still collides when a non-coach car is left fouling the Office track', () => {
|
||||
// Reachable only by poking state directly — `canDropCarsAt` already refuses every non-coach
|
||||
// drop at the Office, so this backstops the collision check itself, not a state a legal game
|
||||
// can reach.
|
||||
const s = game();
|
||||
const area = s.officeAreas.get(0)!;
|
||||
area.adOccupancy = [];
|
||||
const officeCard = area.grid.get(coordKey(area.officeCoord))!;
|
||||
officeCard.standing = [{ type: 'boxcar', loaded: false }];
|
||||
|
||||
const id = 'inbound';
|
||||
s.trays.set(id, {
|
||||
id,
|
||||
trainNumber: 2,
|
||||
trainIsExtra: false,
|
||||
engineAt: 0,
|
||||
consist: [{ type: 'coach', loaded: true }],
|
||||
direction: 'east',
|
||||
position: { at: 'mainline', index: 1 },
|
||||
movesUsed: 0,
|
||||
});
|
||||
const ml = s.division.nodes[1];
|
||||
if (ml?.kind === 'mainline') {
|
||||
ml.card = 'plains';
|
||||
ml.transits.push({ tray: id, stagesRemaining: 1, stagesTotal: 1, direction: 'east' });
|
||||
}
|
||||
|
||||
s.clock.phase = 'mainline';
|
||||
s.movedThisPhase = new Set();
|
||||
advance(s);
|
||||
|
||||
assert.equal(s.collisionsToday, 1);
|
||||
assert.ok(!s.trays.has(id), 'the train is removed');
|
||||
});
|
||||
|
||||
it('returns cabooses to the Division Yard and other stock to Classification (Gap 2c)', () => {
|
||||
const s = game();
|
||||
s.officeAreas.get(0)!.adOccupancy = ['blocker'];
|
||||
@@ -464,11 +536,11 @@ describe('the Superintendent clearance interrupt (§8.1)', () => {
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
describe('victory conditions (§3, Gap 10e)', () => {
|
||||
it('loses a timed Solitaire game that misses the target', () => {
|
||||
// The target doubles as a MINIMUM in Solitaire: below it you lose regardless of score.
|
||||
const s = game(1);
|
||||
s.clock.day = lengthProfile('short').days + 1;
|
||||
describe('victory conditions (§3, Gap 10e) — unified 2026-08-20', () => {
|
||||
it('loses a timed Solitaire game that misses minCombinedRevenue', () => {
|
||||
// minCombinedRevenue doubles as a MINIMUM in Solitaire: below it you lose regardless of score.
|
||||
const s = game(1, { minCombinedRevenue: 10 });
|
||||
s.clock.day = s.config.days + 1;
|
||||
s.clock.stage = STAGES_PER_DAY;
|
||||
s.clock.phase = 'shiftChange';
|
||||
s.players[0]!.revenue = 0;
|
||||
@@ -478,25 +550,101 @@ describe('victory conditions (§3, Gap 10e)', () => {
|
||||
assert.equal(s.outcome!.reason, 'revenueFloor');
|
||||
});
|
||||
|
||||
it('wins a timed Solitaire game that clears the target', () => {
|
||||
const s = game(1);
|
||||
s.clock.day = lengthProfile('short').days + 1;
|
||||
it('wins a timed Solitaire game that clears minCombinedRevenue', () => {
|
||||
const s = game(1, { minCombinedRevenue: 10 });
|
||||
s.clock.day = s.config.days + 1;
|
||||
s.clock.stage = STAGES_PER_DAY;
|
||||
s.clock.phase = 'shiftChange';
|
||||
s.players[0]!.revenue = lengthProfile('short').target;
|
||||
s.players[0]!.revenue = 10;
|
||||
advance(s);
|
||||
assert.equal(s.status, 'finished');
|
||||
assert.equal(s.outcome!.result, 'win');
|
||||
});
|
||||
|
||||
it('ends a first-to-target game the moment the target is reached', () => {
|
||||
const s = game(1, { victory: 'firstToTarget' });
|
||||
s.players[0]!.revenue = lengthProfile('short').target;
|
||||
it('minCombinedRevenue = 0 disables the floor — any score wins once days run out', () => {
|
||||
const s = game(1, { minCombinedRevenue: 0 });
|
||||
s.clock.day = s.config.days + 1;
|
||||
s.clock.stage = STAGES_PER_DAY;
|
||||
s.clock.phase = 'shiftChange';
|
||||
s.players[0]!.revenue = 0;
|
||||
advance(s);
|
||||
assert.equal(s.status, 'finished');
|
||||
assert.equal(s.outcome!.result, 'win');
|
||||
});
|
||||
|
||||
it('everyone loses in Competitive when the TABLE misses minCombinedRevenue, whoever scored best', () => {
|
||||
const s = createGame({
|
||||
id: 'g', seed: 2, config: baseConfig({ mode: 'competitive', minCombinedRevenue: 20 }),
|
||||
playerNames: ['A', 'B'],
|
||||
});
|
||||
s.clock.day = s.config.days + 1;
|
||||
s.clock.stage = STAGES_PER_DAY;
|
||||
s.clock.phase = 'shiftChange';
|
||||
s.players[0]!.revenue = 5; // best individual score...
|
||||
s.players[1]!.revenue = 3; // ...but combined (8) still misses the floor (20).
|
||||
advance(s);
|
||||
assert.equal(s.status, 'finished');
|
||||
assert.equal(s.outcome!.result, 'loss');
|
||||
assert.equal(s.outcome!.reason, 'revenueFloor');
|
||||
});
|
||||
|
||||
it('Co-op wins as one table score (summed Revenue), winner stays null', () => {
|
||||
const s = createGame({
|
||||
id: 'g', seed: 3, config: baseConfig({ mode: 'coop', minCombinedRevenue: 10 }),
|
||||
playerNames: ['A', 'B'],
|
||||
});
|
||||
s.clock.day = s.config.days + 1;
|
||||
s.clock.stage = STAGES_PER_DAY;
|
||||
s.clock.phase = 'shiftChange';
|
||||
s.players[0]!.revenue = 4;
|
||||
s.players[1]!.revenue = 6; // combined 10 clears the floor, neither alone would.
|
||||
advance(s);
|
||||
assert.equal(s.status, 'finished');
|
||||
assert.equal(s.outcome!.result, 'win');
|
||||
assert.equal(s.outcome!.winner, null, 'Co-op names an individual winner instead of a shared one');
|
||||
});
|
||||
|
||||
it('ends immediately, mid-Stage, when collisions reach maxCollisionsPerDay', () => {
|
||||
// Competitive/coop only, and immediate — not gated on the day boundary the way the revenue
|
||||
// floor is. Stage 1, well short of STAGES_PER_DAY, proves it fires mid-day.
|
||||
const s = game(1, { mode: 'competitive', maxCollisionsPerDay: 2 });
|
||||
s.collisionsToday = 2;
|
||||
s.clock.stage = 1;
|
||||
s.clock.phase = 'shiftChange';
|
||||
advance(s);
|
||||
assert.equal(s.status, 'finished');
|
||||
assert.equal(s.outcome!.reason, 'targetReached');
|
||||
assert.equal(s.outcome!.result, 'loss');
|
||||
assert.equal(s.outcome!.reason, 'collisionFloor');
|
||||
});
|
||||
|
||||
it('ends immediately when the running total reaches maxCollisionsTotal, even under the per-day cap', () => {
|
||||
const s = game(1, { mode: 'coop', maxCollisionsPerDay: 0, maxCollisionsTotal: 3 });
|
||||
s.collisionsTotal = 3;
|
||||
s.clock.stage = 1;
|
||||
s.clock.phase = 'shiftChange';
|
||||
advance(s);
|
||||
assert.equal(s.status, 'finished');
|
||||
assert.equal(s.outcome!.reason, 'collisionFloor');
|
||||
});
|
||||
|
||||
it('maxCollisionsPerDay = 0 and maxCollisionsTotal = 0 disable the collision floor entirely', () => {
|
||||
const s = game(1, { mode: 'competitive', maxCollisionsPerDay: 0, maxCollisionsTotal: 0 });
|
||||
s.collisionsToday = 99;
|
||||
s.collisionsTotal = 99;
|
||||
s.clock.stage = 1;
|
||||
s.clock.phase = 'shiftChange';
|
||||
advance(s);
|
||||
assert.notEqual(s.status, 'finished');
|
||||
});
|
||||
|
||||
it('solitaire never checks the collision floor, whatever the counts', () => {
|
||||
const s = game(1, { mode: 'solitaire', maxCollisionsPerDay: 1, maxCollisionsTotal: 1 });
|
||||
s.collisionsToday = 99;
|
||||
s.collisionsTotal = 99;
|
||||
s.clock.stage = 1;
|
||||
s.clock.phase = 'shiftChange';
|
||||
advance(s);
|
||||
assert.notEqual(s.status, 'finished');
|
||||
});
|
||||
});
|
||||
|
||||
@@ -708,7 +856,7 @@ describe('the history says WHY a train moved, and says it truthfully', () => {
|
||||
* which deadlocks the moment Local Operations wants an option chosen before it can be ended.
|
||||
*/
|
||||
const phasesWith = (trainNumber: number): { localOps: number; loadUnload: number; leftIn: string } => {
|
||||
const s = game(7, { length: 'standard' });
|
||||
const s = game(7, { days: 5 });
|
||||
for (const n of s.division.nodes) if (n.kind === 'mainline') n.card = 'plains';
|
||||
/**
|
||||
* A DIVISION WITH NOTHING ELSE ON IT. §8.1 can still hold any train, Expedited or not, on a
|
||||
@@ -799,7 +947,7 @@ describe('the history says WHY a train moved, and says it truthfully', () => {
|
||||
// What Expedite actually restricts now: not WHEN the train leaves, but WHERE it may be left
|
||||
// standing in the meantime. Parked on Secondary Track — cleared there to make way for other
|
||||
// switching, say — it must not still be there when the next Mainline Phase begins.
|
||||
const s = game(7, { length: 'standard' });
|
||||
const s = game(7, { days: 5 });
|
||||
const area = areaOf(s, 0);
|
||||
const id = 'expedited';
|
||||
const secondary = { row: area.officeCoord.row, col: area.officeCoord.col + 1 };
|
||||
@@ -827,7 +975,7 @@ describe('the history says WHY a train moved, and says it truthfully', () => {
|
||||
it('does not fault an Expedited train legitimately held at the station itself', () => {
|
||||
// A train sitting on the Office square is not "left" anywhere — including one §8.1 is holding
|
||||
// for a same-direction meet, which is an ordinary hold, not a Station Master failure.
|
||||
const s = game(7, { length: 'standard' });
|
||||
const s = game(7, { days: 5 });
|
||||
const area = areaOf(s, 0);
|
||||
const id = 'expedited';
|
||||
s.trays.set(id, {
|
||||
|
||||
+5
-2
@@ -17,8 +17,11 @@ import { cardDescription, snapshot } from '../src/sim/view.ts';
|
||||
|
||||
const config: GameConfig = {
|
||||
mode: 'solitaire',
|
||||
victory: 'highestAfterDays',
|
||||
length: 'standard',
|
||||
days: 5,
|
||||
minCombinedRevenue: 0,
|
||||
maxCollisionsPerDay: 0,
|
||||
maxCollisionsTotal: 0,
|
||||
pvpCardsAllowed: false,
|
||||
optionalRules: {
|
||||
reducedVisibility: false,
|
||||
sisterTrains: false,
|
||||
|
||||
@@ -18,8 +18,11 @@ import { carsOn, coordKey, turnOf } from '../src/engine/state.ts';
|
||||
|
||||
const config: GameConfig = {
|
||||
mode: 'solitaire',
|
||||
victory: 'highestAfterDays',
|
||||
length: 'standard',
|
||||
days: 5,
|
||||
minCombinedRevenue: 0,
|
||||
maxCollisionsPerDay: 0,
|
||||
maxCollisionsTotal: 0,
|
||||
pvpCardsAllowed: false,
|
||||
optionalRules: {
|
||||
reducedVisibility: false,
|
||||
sisterTrains: false,
|
||||
|
||||
@@ -18,8 +18,11 @@ import { coordKey, subdivisions, turnOf } from '../src/engine/state.ts';
|
||||
|
||||
const config: GameConfig = {
|
||||
mode: 'solitaire',
|
||||
victory: 'highestAfterDays',
|
||||
length: 'standard',
|
||||
days: 5,
|
||||
minCombinedRevenue: 0,
|
||||
maxCollisionsPerDay: 0,
|
||||
maxCollisionsTotal: 0,
|
||||
pvpCardsAllowed: false,
|
||||
optionalRules: { reducedVisibility: false, sisterTrains: false, employeeRotation: false, emergencyToolbox: false },
|
||||
};
|
||||
const game = (seed = 5): GameState => createGame({ id: 'g', seed, config, playerNames: ['p'] });
|
||||
|
||||
@@ -0,0 +1,87 @@
|
||||
import { describe, it } from 'node:test';
|
||||
import assert from 'node:assert/strict';
|
||||
|
||||
import { areaOf } from '../src/engine/apply.ts';
|
||||
import { createGame } from '../src/engine/setup.ts';
|
||||
import { coordKey } from '../src/engine/state.ts';
|
||||
import type { GameConfig, GameState } from '../src/engine/state.ts';
|
||||
import { applyDelta, deltaFrame } from '../src/sim/frame-delta.ts';
|
||||
import { snapshot } from '../src/sim/view.ts';
|
||||
|
||||
const config: GameConfig = {
|
||||
mode: 'solitaire',
|
||||
days: 5,
|
||||
minCombinedRevenue: 0,
|
||||
maxCollisionsPerDay: 0,
|
||||
maxCollisionsTotal: 0,
|
||||
pvpCardsAllowed: false,
|
||||
optionalRules: {
|
||||
reducedVisibility: false,
|
||||
sisterTrains: false,
|
||||
employeeRotation: false,
|
||||
emergencyToolbox: false,
|
||||
},
|
||||
};
|
||||
|
||||
const game = (seed = 1): GameState => createGame({ id: 'g', seed, config, playerNames: ['a'] });
|
||||
|
||||
describe('deltaFrame — the live one-step-back board diff', () => {
|
||||
it('nulls cells/facilities/division when the board has not changed, keeps everything else', () => {
|
||||
const s = game();
|
||||
const first = snapshot(s, [], null);
|
||||
s.players[0]!.revenue = 42; // a non-board change
|
||||
const second = snapshot(s, [], null);
|
||||
|
||||
const delta = deltaFrame(first, second);
|
||||
assert.equal(delta.cells, null, 'unchanged cells were not nulled');
|
||||
assert.equal(delta.facilities, null, 'unchanged facilities were not nulled');
|
||||
assert.equal(delta.division, null, 'unchanged division was not nulled');
|
||||
assert.equal(delta.revenue, 42, 'a real change was dropped along with the unchanged board');
|
||||
});
|
||||
|
||||
it('sends the real board when it changed', () => {
|
||||
const s = game();
|
||||
const first = snapshot(s, [], null);
|
||||
const area = areaOf(s, 0);
|
||||
area.grid.set(coordKey({ row: area.runningRow - 1, col: 0 }), {
|
||||
geometry: { kind: 'track', geometry: 'straight' },
|
||||
baseOperationalRail: true, standing: [], standingWest: 0, facility: null, modifiers: [], enhancements: [],
|
||||
});
|
||||
const second = snapshot(s, [], null);
|
||||
|
||||
const delta = deltaFrame(first, second);
|
||||
assert.notEqual(delta.cells, null, 'a real board change was nulled');
|
||||
assert.deepEqual(delta.cells, second.cells);
|
||||
});
|
||||
|
||||
it('never nulls anything on a first connect (no previous Frame)', () => {
|
||||
const s = game();
|
||||
const frame = snapshot(s, [], null);
|
||||
const delta = deltaFrame(null, frame);
|
||||
assert.deepEqual(delta.cells, frame.cells);
|
||||
assert.deepEqual(delta.facilities, frame.facilities);
|
||||
assert.deepEqual(delta.division, frame.division);
|
||||
});
|
||||
|
||||
it('applyDelta round-trips: merge(delta(A, B)) against A reconstructs B exactly', () => {
|
||||
const s = game();
|
||||
const a = snapshot(s, [], null);
|
||||
s.players[0]!.revenue = 7;
|
||||
const area = areaOf(s, 0);
|
||||
area.grid.set(coordKey({ row: area.runningRow - 1, col: 1 }), {
|
||||
geometry: { kind: 'track', geometry: 'straight' },
|
||||
baseOperationalRail: true, standing: [], standingWest: 0, facility: null, modifiers: [], enhancements: [],
|
||||
});
|
||||
const b = snapshot(s, [], null);
|
||||
|
||||
const merged = applyDelta(a, deltaFrame(a, b));
|
||||
assert.deepEqual(merged, b);
|
||||
});
|
||||
|
||||
it('throws rather than silently reconstructing garbage when previous is missing but the delta says "unchanged"', () => {
|
||||
const s = game();
|
||||
const frame = snapshot(s, [], null);
|
||||
const delta = deltaFrame(frame, frame); // everything nulled, since nothing changed
|
||||
assert.throws(() => applyDelta(null, delta));
|
||||
});
|
||||
});
|
||||
@@ -29,8 +29,11 @@ const root = join(dirname(fileURLToPath(import.meta.url)), '..');
|
||||
|
||||
const config: GameConfig = {
|
||||
mode: 'solitaire',
|
||||
victory: 'highestAfterDays',
|
||||
length: 'standard',
|
||||
days: 5,
|
||||
minCombinedRevenue: 0,
|
||||
maxCollisionsPerDay: 0,
|
||||
maxCollisionsTotal: 0,
|
||||
pvpCardsAllowed: false,
|
||||
optionalRules: {
|
||||
reducedVisibility: false,
|
||||
sisterTrains: false,
|
||||
|
||||
@@ -32,8 +32,11 @@ import { snapshot } from '../src/sim/view.ts';
|
||||
|
||||
const config: GameConfig = {
|
||||
mode: 'solitaire',
|
||||
victory: 'highestAfterDays',
|
||||
length: 'standard',
|
||||
days: 5,
|
||||
minCombinedRevenue: 0,
|
||||
maxCollisionsPerDay: 0,
|
||||
maxCollisionsTotal: 0,
|
||||
pvpCardsAllowed: false,
|
||||
optionalRules: { reducedVisibility: false, sisterTrains: false, employeeRotation: false, emergencyToolbox: false },
|
||||
};
|
||||
const game = (seed = 5): GameState => createGame({ id: 'g', seed, config, playerNames: ['p'] });
|
||||
@@ -733,7 +736,7 @@ describe('regions on a Mainline card (§2.1, §8.2)', () => {
|
||||
id: 'reg',
|
||||
seed: 4,
|
||||
config: {
|
||||
mode: 'solitaire', victory: 'highestAfterDays', length: 'standard',
|
||||
mode: 'solitaire', days: 5, minCombinedRevenue: 0, maxCollisionsPerDay: 0, maxCollisionsTotal: 0, pvpCardsAllowed: false,
|
||||
optionalRules: { reducedVisibility: false, sisterTrains: false, employeeRotation: false, emergencyToolbox: false },
|
||||
},
|
||||
playerNames: ['Solitaire'],
|
||||
@@ -796,7 +799,7 @@ describe('Q13 — a train that catches the one ahead runs into it', () => {
|
||||
const s = createGame({
|
||||
id: 'rear', seed: 3,
|
||||
config: {
|
||||
mode: 'solitaire', victory: 'highestAfterDays', length: 'standard',
|
||||
mode: 'solitaire', days: 5, minCombinedRevenue: 0, maxCollisionsPerDay: 0, maxCollisionsTotal: 0, pvpCardsAllowed: false,
|
||||
optionalRules: { reducedVisibility: false, sisterTrains: false, employeeRotation: false, emergencyToolbox: false },
|
||||
},
|
||||
playerNames: ['bot'],
|
||||
|
||||
+198
-4
@@ -11,21 +11,32 @@ import { describe, it } from 'node:test';
|
||||
import assert from 'node:assert/strict';
|
||||
|
||||
import { advance, pump } from '../src/engine/advance.ts';
|
||||
import { areaAtSeat, areaOf } from '../src/engine/apply.ts';
|
||||
import { applyIntent, areaAtSeat, areaOf } from '../src/engine/apply.ts';
|
||||
import { STAGES_PER_SHIFT, crewTrayCount } from '../src/engine/content.ts';
|
||||
import { createGame } from '../src/engine/setup.ts';
|
||||
import type { GameConfig, GameState, PlayerIndex } from '../src/engine/state.ts';
|
||||
import { coordKey, playerAtSeat, seatOf, subdivisions } from '../src/engine/state.ts';
|
||||
import { coordKey, playerAtSeat, playerLeftOf, seatOf, subdivisions } from '../src/engine/state.ts';
|
||||
import { developerBot, playGame } from '../src/sim/bot.ts';
|
||||
import { snapshot } from '../src/sim/view.ts';
|
||||
import { divisionSvg } from '../src/sim/board-svg.ts';
|
||||
import { impediments } from '../src/sim/narrate.ts';
|
||||
import { readFileSync, readdirSync } from 'node:fs';
|
||||
import { join } from 'node:path';
|
||||
import { actionMenu } from '../src/web/game.ts';
|
||||
import type { Game } from '../src/web/game.ts';
|
||||
|
||||
/** The thin wrapper `actionMenu` expects, built directly around an already-created multi-player state
|
||||
* — `newGame` (game.ts) hardcodes one player, so it cannot construct this for a multi-seat game. */
|
||||
const wrap = (s: GameState): Game =>
|
||||
({ state: s, seed: s.seed, history: [], log: [], mustPlayCard: false, cues: [], scheduled: null, justDrawn: null, announced: null });
|
||||
|
||||
const competitive: GameConfig = {
|
||||
mode: 'competitive',
|
||||
victory: 'highestAfterDays',
|
||||
length: 'standard',
|
||||
days: 5,
|
||||
minCombinedRevenue: 0,
|
||||
maxCollisionsPerDay: 0,
|
||||
maxCollisionsTotal: 0,
|
||||
pvpCardsAllowed: false,
|
||||
optionalRules: { reducedVisibility: false, sisterTrains: false, employeeRotation: false, emergencyToolbox: false },
|
||||
};
|
||||
|
||||
@@ -474,6 +485,9 @@ describe('the view shows one seat at a time', () => {
|
||||
* which is a list of squares that do not exist on the board they are looking at.
|
||||
*/
|
||||
const s = game(3);
|
||||
// A real floor to pace against — the shared `competitive` fixture leaves it off (0) since most
|
||||
// tests in this file don't care, but pacing against "off" is trivially "always on pace" (view.ts).
|
||||
s.config.minCombinedRevenue = 10;
|
||||
s.players[0]!.revenue = 1;
|
||||
s.players[1]!.revenue = 9;
|
||||
s.players[2]!.revenue = 17;
|
||||
@@ -600,3 +614,183 @@ describe('scoring lands on the right seat', () => {
|
||||
assert.notEqual(areaAtSeat(s, 1), areaAtSeat(s, 2), 'two seats share one Office Area object');
|
||||
});
|
||||
});
|
||||
|
||||
describe('the New Train phase car-placement round rotates (§7, Gap 9)', () => {
|
||||
/**
|
||||
* REGRESSION. `newTrainPhase` used to hand the whole car-filling loop to a fixed actor —
|
||||
* `actorOffset` is reset to 0 entering the phase and was never incremented, so `actorAt(s, 0)`
|
||||
* always resolved to the Superintendent, who placed every car of every train alone. The written
|
||||
* rule (`rules-v0.2.md` §7, Gap 9) is explicit: "starting with the Superintendent and working
|
||||
* left, each player may place ONE car... the round repeats... until the consist is full," with a
|
||||
* worked example showing seats alternating. The fix reads the round position off
|
||||
* `tray.consist.length` instead, which is already exactly that counter and resets per train.
|
||||
*/
|
||||
it('cycles Superintendent-then-left, one car per player, wrapping as the round repeats', () => {
|
||||
// Train 1, "Crack Limited" — 3 coaches, no freight or caboose (content.ts) — small enough to
|
||||
// exercise both a player count that wraps (2p: seats 0,1,0) and one that doesn't (3p: 0,1,2).
|
||||
for (const players of [2, 3]) {
|
||||
const s = game(players);
|
||||
s.clock.phase = 'newTrain';
|
||||
s.trays.set('t1', {
|
||||
id: 't1',
|
||||
trainNumber: 1,
|
||||
trainIsExtra: false,
|
||||
engineAt: 0,
|
||||
consist: [],
|
||||
direction: 'west',
|
||||
position: { at: 'divisionPoint', side: 'east' },
|
||||
movesUsed: 0,
|
||||
});
|
||||
s.yards.divisionYard.push(
|
||||
{ type: 'coach', loaded: false },
|
||||
{ type: 'coach', loaded: false },
|
||||
{ type: 'coach', loaded: false },
|
||||
);
|
||||
|
||||
const expected = [0, 1, 2].map((offset) => playerLeftOf(s, s.clock.superintendent, offset));
|
||||
const seenActors: PlayerIndex[] = [];
|
||||
for (let guard = 0; guard < 10; guard++) {
|
||||
const r = advance(s);
|
||||
if (!r.needsInput) break;
|
||||
const actor = s.clock.currentActor!;
|
||||
seenActors.push(actor);
|
||||
const result = applyIntent(s, actor, {
|
||||
type: 'newTrain.placeCar',
|
||||
trayId: 't1',
|
||||
carType: 'coach',
|
||||
loaded: false,
|
||||
});
|
||||
assert.ok(result.ok, `${players}p: placeCar rejected — ${result.ok ? '' : result.code}`);
|
||||
}
|
||||
|
||||
const wanted = [0, 1, 2].map((i) => expected[i % players]!);
|
||||
assert.deepEqual(
|
||||
seenActors,
|
||||
wanted,
|
||||
`${players}p: actor sequence was [${seenActors}], wanted [${wanted}] (Superintendent-then-left)`,
|
||||
);
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
describe('actionMenu is seat-safe (Phase 2 prep)', () => {
|
||||
/**
|
||||
* REGRESSION. `actionMenu(game, seat)` used `seat` only for the `hand` field — `options`/`direct`/
|
||||
* `placeable`/`makeUp` all came from `currentActor(game)` regardless of which seat was asked. A
|
||||
* server computing every connected seat's Menu would have handed the acting player's legal moves to
|
||||
* a waiting seat, paired with the WRONG seat's hand. Found tracing Phase 2's per-seat Menu step.
|
||||
*/
|
||||
it('gives the acting seat its real options, and every other seat none at all', () => {
|
||||
const s = game(3);
|
||||
const g = wrap(s);
|
||||
const actorSeat = s.clock.currentActor!;
|
||||
const waiting = [0, 1, 2].filter((seat) => seat !== actorSeat);
|
||||
|
||||
const actorMenu = actionMenu(g, actorSeat as PlayerIndex);
|
||||
assert.ok(actorMenu.options.length > 0, "the acting seat's Menu had no options at all");
|
||||
|
||||
for (const seat of waiting) {
|
||||
const menu = actionMenu(g, seat as PlayerIndex);
|
||||
assert.deepEqual(menu.options, [], `seat ${seat} (not acting) was given real options`);
|
||||
assert.deepEqual(menu.direct, [], `seat ${seat} (not acting) was given direct actions`);
|
||||
assert.deepEqual(menu.placeable, [], `seat ${seat} (not acting) was given placeable actions`);
|
||||
assert.equal(menu.makeUp, null, `seat ${seat} (not acting) was given a make-up panel`);
|
||||
}
|
||||
});
|
||||
|
||||
it('still shows a waiting seat its own hand, just nothing to do with it', () => {
|
||||
const s = game(3);
|
||||
const g = wrap(s);
|
||||
const actorSeat = s.clock.currentActor!;
|
||||
const waitingSeat = [0, 1, 2].find((seat) => seat !== actorSeat)! as PlayerIndex;
|
||||
|
||||
const menu = actionMenu(g, waitingSeat);
|
||||
const expectedHand = s.decks.hands.get(waitingSeat) ?? [];
|
||||
assert.equal(menu.hand.length, expectedHand.length, "the waiting seat's own hand did not come through");
|
||||
for (const card of menu.hand) {
|
||||
assert.equal(card.playNow, null, 'a waiting seat was offered a way to play a card');
|
||||
assert.equal(card.spots, 0, 'a waiting seat was offered somewhere to place a card');
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
describe('the map says whose railroad is whose', () => {
|
||||
it('the Frame names its own viewer, which nothing on it did before', () => {
|
||||
// Every private field is already scoped to one player — hand, Office Area, revenue, option —
|
||||
// but a page rendering that could not say WHICH player, so it could not tell you which of four
|
||||
// railroads was yours.
|
||||
const s = game(4);
|
||||
for (const viewer of [0, 1, 2, 3] as PlayerIndex[]) {
|
||||
const f = snapshot(s, [], null, null, null, false, viewer);
|
||||
assert.equal(f.viewer, viewer);
|
||||
assert.equal(f.viewerSeat, seatOf(s, viewer), 'viewerSeat must be the seat, not the player index');
|
||||
}
|
||||
});
|
||||
|
||||
it('carries the opening D12 that decided the west-to-east chain', () => {
|
||||
const s = game(4);
|
||||
const f = snapshot(s, [], null, null, null, false, 0 as PlayerIndex);
|
||||
assert.equal(f.openingRolls.division.length, 4, 'one division roll per player');
|
||||
assert.equal(f.openingRolls.superintendent.length, 4);
|
||||
|
||||
// The rule the rolls implement: ascending by roll, west to east — so sorting the players by
|
||||
// their roll must reproduce the seating exactly (§4.4).
|
||||
const bySeat = [...f.players].sort((a, b) => a.seat - b.seat).map((p) => p.index);
|
||||
const byRoll = [...f.players]
|
||||
.map((p) => p.index)
|
||||
.sort((a, b) => f.openingRolls.division[a]! - f.openingRolls.division[b]! || b - a);
|
||||
assert.deepEqual(bySeat, byRoll, 'seating does not follow the opening rolls');
|
||||
});
|
||||
|
||||
it('is not always the host at the eastern end — the roll decides', () => {
|
||||
// The question this answers: player 0 is the lobby host, and the eastern end is the LAST seat.
|
||||
// If the two were the same thing, every seed would put player 0 there.
|
||||
const easternPlayer = (seed: number): number => {
|
||||
const s = game(4, seed);
|
||||
const f = snapshot(s, [], null, null, null, false, 0 as PlayerIndex);
|
||||
return [...f.players].sort((a, b) => b.seat - a.seat)[0]!.index;
|
||||
};
|
||||
const seen = new Set([101, 202, 303, 404, 505, 606].map(easternPlayer));
|
||||
assert.ok(seen.size > 1, `the eastern end was always player ${[...seen][0]} across six seeds`);
|
||||
});
|
||||
|
||||
it('labels each Office with its owner, marking whose move it is and which one is yours', () => {
|
||||
const s = game(3);
|
||||
const viewer = 1 as PlayerIndex;
|
||||
const f = snapshot(s, [], null, null, null, false, viewer);
|
||||
const svg = divisionSvg(f.division, { players: f.players, actor: f.actor, viewer: f.viewer });
|
||||
|
||||
const owners = [...svg.matchAll(/<text class="bs-name([^"]*bs-owner[^"]*)"[^>]*>([^<]*)<\/text>/g)].map(
|
||||
(m) => ({ classes: m[1]!, text: m[2]! }),
|
||||
);
|
||||
assert.equal(owners.length, 3, 'expected one owner-labelled Office per player');
|
||||
|
||||
// Every player is named somewhere, in seat order.
|
||||
const bySeat = [...f.players].sort((a, b) => a.seat - b.seat);
|
||||
assert.deepEqual(
|
||||
owners.map((o) => o.text.replace(' (you)', '')),
|
||||
bySeat.map((p) => p.name),
|
||||
);
|
||||
|
||||
const you = owners.find((o) => o.classes.includes('bs-you'));
|
||||
assert.ok(you, 'the viewer’s own Office is not marked');
|
||||
assert.ok(you!.text.endsWith('(you)'), 'colour alone cannot say which railroad is the reader’s');
|
||||
assert.equal(
|
||||
you!.text.replace(' (you)', ''),
|
||||
f.players.find((p) => p.index === viewer)!.name,
|
||||
'the (you) mark is on the wrong Office',
|
||||
);
|
||||
|
||||
const turn = owners.filter((o) => o.classes.includes('bs-turn'));
|
||||
assert.equal(turn.length, f.actor === null ? 0 : 1, 'exactly one Office is the current actor’s');
|
||||
if (f.actor !== null) {
|
||||
assert.equal(turn[0]!.text.replace(' (you)', ''), f.players.find((p) => p.index === f.actor)!.name);
|
||||
}
|
||||
});
|
||||
|
||||
it('draws no owner marks at all when given no roster, so the replay still renders', () => {
|
||||
const s = game(3);
|
||||
const f = snapshot(s, [], null, null, null, false, 0 as PlayerIndex);
|
||||
assert.equal(divisionSvg(f.division).includes('bs-owner'), false);
|
||||
});
|
||||
});
|
||||
|
||||
@@ -0,0 +1,118 @@
|
||||
/**
|
||||
* §7's redaction test — "the single most important test in the plan."
|
||||
*
|
||||
* Everything else about `Frame` degrades gracefully; a redaction bug hands one player's hand to
|
||||
* another and cannot be walked back once it has been seen. `test/multiplayer.test.ts`'s "the view
|
||||
* shows one seat at a time" section already proves `snapshot(s, ..., viewer)` gives each seat its
|
||||
* own hand, board and Revenue — spot-checks that today's code does the right thing. This is the
|
||||
* different, exhaustive check: serialize a seat's whole `Frame` and assert none of some OTHER seat's
|
||||
* actual secret data appears anywhere in it, so a future careless edit is caught rather than assumed
|
||||
* safe. No server needed — `snapshot()` and a multi-player `GameState` are all this exercises.
|
||||
*/
|
||||
|
||||
import { describe, it } from 'node:test';
|
||||
import assert from 'node:assert/strict';
|
||||
|
||||
import { pump } from '../src/engine/advance.ts';
|
||||
import { createGame } from '../src/engine/setup.ts';
|
||||
import type { GameConfig, GameState, PlayerIndex } from '../src/engine/state.ts';
|
||||
import { developerBot, playGame } from '../src/sim/bot.ts';
|
||||
import { snapshot } from '../src/sim/view.ts';
|
||||
|
||||
const config: GameConfig = {
|
||||
mode: 'competitive',
|
||||
days: 5,
|
||||
minCombinedRevenue: 0,
|
||||
maxCollisionsPerDay: 0,
|
||||
maxCollisionsTotal: 0,
|
||||
pvpCardsAllowed: false,
|
||||
optionalRules: {
|
||||
reducedVisibility: false,
|
||||
sisterTrains: false,
|
||||
employeeRotation: false,
|
||||
emergencyToolbox: false,
|
||||
},
|
||||
};
|
||||
|
||||
/** Plays a real multi-player game partway — enough for every seat to hold a real, distinct hand. */
|
||||
function midGame(players: number, seed: number): GameState {
|
||||
const s = createGame({
|
||||
id: `redact-${players}`,
|
||||
seed,
|
||||
config,
|
||||
playerNames: Array.from({ length: players }, (_, i) => `p${i}`),
|
||||
});
|
||||
const r = playGame(s, developerBot, pump, 400);
|
||||
// A partial or finished game both exercise real hands — either is fine for this check.
|
||||
void r;
|
||||
return s;
|
||||
}
|
||||
|
||||
describe('redaction — a seat\'s Frame never carries another seat\'s secrets', () => {
|
||||
it('never contains another seat\'s actual hand-card ids', () => {
|
||||
for (const players of [3, 4]) {
|
||||
const s = midGame(players, 1000 + players);
|
||||
for (let viewer = 0 as PlayerIndex; viewer < players; viewer++) {
|
||||
const serialized = JSON.stringify(snapshot(s, [], null, null, null, false, viewer));
|
||||
for (let other = 0 as PlayerIndex; other < players; other++) {
|
||||
if (other === viewer) continue;
|
||||
for (const cardId of s.decks.hands.get(other) ?? []) {
|
||||
assert.ok(
|
||||
!serialized.includes(`"${cardId}"`),
|
||||
`${players}p seed ${1000 + players}: seat ${viewer}'s Frame contains seat ${other}'s ` +
|
||||
`hand card id "${cardId}"`,
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
it('never contains the Home Office deck\'s order or contents, only its count', () => {
|
||||
for (const players of [3, 4]) {
|
||||
const s = midGame(players, 2000 + players);
|
||||
// The deck's own card ids are the thing that must never leak — distinct from any hand's ids,
|
||||
// since a card once dealt is removed from `homeOffice` (state.ts).
|
||||
const deckIds = new Set(s.decks.homeOffice);
|
||||
for (let viewer = 0 as PlayerIndex; viewer < players; viewer++) {
|
||||
const frame = snapshot(s, [], null, null, null, false, viewer);
|
||||
assert.equal(frame.deck, s.decks.homeOffice.length, 'deck field is not a plain count');
|
||||
const serialized = JSON.stringify(frame);
|
||||
for (const cardId of deckIds) {
|
||||
assert.ok(
|
||||
!serialized.includes(`"${cardId}"`),
|
||||
`${players}p seed ${2000 + players}: seat ${viewer}'s Frame contains a Home Office deck id "${cardId}"`,
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
it('never carries the seed or rngState — Frame has no field for either', () => {
|
||||
// A structural guarantee, not a runtime one: confirmed here so a future field addition to Frame
|
||||
// that reintroduces one of these is at least forced past a reader of this test, if not the type
|
||||
// system directly (see Frame in src/sim/view.ts, which carries neither today).
|
||||
const s = midGame(3, 3003);
|
||||
const frame = snapshot(s, [], null, null, null, false, 0);
|
||||
assert.ok(!('seed' in frame), 'Frame gained a seed field');
|
||||
assert.ok(!('rngState' in frame), 'Frame gained an rngState field');
|
||||
const serialized = JSON.stringify(frame);
|
||||
assert.ok(!serialized.includes(String(s.seed)), 'the seed value leaked into the Frame some other way');
|
||||
});
|
||||
|
||||
it('only the viewer\'s own hand and handCount are non-public — everything else matches across seats', () => {
|
||||
// The redaction surface is four fields (§7), not sixty event types. Cross-check that seats agree
|
||||
// on everything else a Frame carries about shared state.
|
||||
const s = midGame(3, 4004);
|
||||
const frames = [0, 1, 2].map((p) => snapshot(s, [], null, null, null, false, p as PlayerIndex));
|
||||
for (const f of frames) {
|
||||
assert.deepEqual(f.timetable, frames[0]!.timetable, 'the public timetable differs by seat');
|
||||
assert.deepEqual(f.deck, frames[0]!.deck, 'the deck count differs by seat');
|
||||
assert.deepEqual(
|
||||
f.players.map((p) => ({ index: p.index, revenue: p.revenue, hand: p.hand })),
|
||||
frames[0]!.players.map((p) => ({ index: p.index, revenue: p.revenue, hand: p.hand })),
|
||||
'public standing (names, Revenue, hand COUNTS) differs by seat',
|
||||
);
|
||||
}
|
||||
});
|
||||
});
|
||||
+8
-2
@@ -9,6 +9,7 @@ import { describe, it } from 'node:test';
|
||||
import assert from 'node:assert/strict';
|
||||
|
||||
import { pump } from '../src/engine/advance.ts';
|
||||
import { DEFAULT_MAX_COLLISIONS_PER_DAY, DEFAULT_MAX_COLLISIONS_TOTAL, collectiveRevenueFloor } from '../src/engine/content.ts';
|
||||
import type { GameEvent } from '../src/engine/events.ts';
|
||||
import { createGame } from '../src/engine/setup.ts';
|
||||
import type { GameConfig } from '../src/engine/state.ts';
|
||||
@@ -17,10 +18,15 @@ import { impediments, isVisible, narrate, phaseLabel } from '../src/sim/narrate.
|
||||
import { compress, rehydrateCells, record, renderHtml } from '../src/sim/replay.ts';
|
||||
import { summarize } from '../src/sim/stats.ts';
|
||||
|
||||
// Mirrors `record()`'s own default exactly (`replay.ts`) — "does not drift from the engine" below
|
||||
// plays the same seed through both paths and compares outcomes, so they must share one floor.
|
||||
const config: GameConfig = {
|
||||
mode: 'solitaire',
|
||||
victory: 'highestAfterDays',
|
||||
length: 'standard',
|
||||
days: 5,
|
||||
minCombinedRevenue: collectiveRevenueFloor(1, 5),
|
||||
maxCollisionsPerDay: DEFAULT_MAX_COLLISIONS_PER_DAY,
|
||||
maxCollisionsTotal: DEFAULT_MAX_COLLISIONS_TOTAL,
|
||||
pvpCardsAllowed: false,
|
||||
optionalRules: {
|
||||
reducedVisibility: false,
|
||||
sisterTrains: false,
|
||||
|
||||
@@ -0,0 +1,253 @@
|
||||
/**
|
||||
* The lobby (`src/server/lobby.ts`) — pure logic, no sockets, no filesystem, exercised directly.
|
||||
*/
|
||||
|
||||
import { describe, it } from 'node:test';
|
||||
import assert from 'node:assert/strict';
|
||||
|
||||
import type { GameConfig } from '../../src/engine/state.ts';
|
||||
import {
|
||||
createLobby,
|
||||
freshGameCode,
|
||||
joinLobby,
|
||||
playerCountAllowed,
|
||||
reassignHost,
|
||||
setBotSeat,
|
||||
startLobby,
|
||||
} from '../../src/server/lobby.ts';
|
||||
|
||||
const competitive: GameConfig = {
|
||||
mode: 'competitive',
|
||||
days: 5,
|
||||
minCombinedRevenue: 0,
|
||||
maxCollisionsPerDay: 0,
|
||||
maxCollisionsTotal: 0,
|
||||
pvpCardsAllowed: false,
|
||||
optionalRules: {
|
||||
reducedVisibility: false,
|
||||
sisterTrains: false,
|
||||
employeeRotation: false,
|
||||
emergencyToolbox: false,
|
||||
},
|
||||
};
|
||||
const solitaire: GameConfig = { ...competitive, mode: 'solitaire' };
|
||||
|
||||
describe('creating and joining', () => {
|
||||
it('seats the host at 0 and lays out the whole table at once', () => {
|
||||
const { lobby, session } = createLobby(competitive, 'Alice', 'RAIL-0001', 3);
|
||||
assert.equal(session.player, 0);
|
||||
assert.equal(lobby.hostToken, session.token);
|
||||
// The table is its full size immediately — the empty chairs exist and are waiting, rather
|
||||
// than being appended as people arrive.
|
||||
assert.equal(lobby.seats.length, 3);
|
||||
assert.deepEqual(lobby.seats[0], { kind: 'human', token: session.token, displayName: 'Alice' });
|
||||
assert.deepEqual(lobby.seats.slice(1), [null, null]);
|
||||
assert.deepEqual(lobby.joinOrder, [session.token]);
|
||||
});
|
||||
|
||||
it('fills the next empty seat, in order', () => {
|
||||
const { lobby: l1, session: s1 } = createLobby(competitive, 'Alice', 'RAIL-0001', 4);
|
||||
const j2 = joinLobby(l1, 'Bob');
|
||||
assert.ok(j2.ok);
|
||||
if (!j2.ok) return;
|
||||
assert.equal(j2.session.player, 1);
|
||||
const j3 = joinLobby(j2.lobby, 'Carol');
|
||||
assert.ok(j3.ok);
|
||||
if (!j3.ok) return;
|
||||
assert.equal(j3.session.player, 2);
|
||||
assert.deepEqual(j3.lobby.joinOrder, [s1.token, j2.session.token, j3.session.token]);
|
||||
});
|
||||
|
||||
it('refuses a join once every chair is taken', () => {
|
||||
let lobby = createLobby(competitive, 'Alice', 'RAIL-0001', 4).lobby;
|
||||
for (const name of ['Bob', 'Carol', 'Dave']) {
|
||||
const r = joinLobby(lobby, name);
|
||||
assert.ok(r.ok);
|
||||
if (r.ok) lobby = r.lobby;
|
||||
}
|
||||
const fifth = joinLobby(lobby, 'Eve');
|
||||
assert.deepEqual(fifth, { ok: false, code: 'LOBBY_FULL' });
|
||||
});
|
||||
|
||||
it('refuses a 2nd join to a one-chair table', () => {
|
||||
const { lobby } = createLobby(solitaire, 'Alice', 'RAIL-0002', 1);
|
||||
const second = joinLobby(lobby, 'Bob');
|
||||
assert.deepEqual(second, { ok: false, code: 'LOBBY_FULL' });
|
||||
});
|
||||
|
||||
it('rejoins into a seat an earlier player vacated, not past the end', () => {
|
||||
// Joining always fills the FIRST empty seat, so a bot-seat cleared back to empty (setBotSeat)
|
||||
// is exactly as joinable as one nobody ever filled.
|
||||
let lobby = createLobby(competitive, 'Alice', 'RAIL-0003', 3).lobby;
|
||||
lobby = setBotSeat(lobby, 1, true);
|
||||
lobby = setBotSeat(lobby, 1, false);
|
||||
const r = joinLobby(lobby, 'Bob');
|
||||
assert.ok(r.ok);
|
||||
if (!r.ok) return;
|
||||
assert.equal(r.session.player, 1, 'should take the reopened chair 1');
|
||||
assert.equal(r.lobby.seats.length, 3, 'joining must never resize the table');
|
||||
assert.equal(r.lobby.seats[2], null);
|
||||
});
|
||||
|
||||
it('never grows the table, whoever asks', () => {
|
||||
// The old model appended a seat for anyone who turned up, which is how a lobby could end up
|
||||
// holding more chairs than the host ever asked for.
|
||||
const { lobby } = createLobby(competitive, 'Alice', 'RAIL-0013', 2);
|
||||
const bob = joinLobby(lobby, 'Bob');
|
||||
assert.ok(bob.ok);
|
||||
if (!bob.ok) return;
|
||||
assert.equal(bob.lobby.seats.length, 2);
|
||||
assert.deepEqual(joinLobby(bob.lobby, 'Carol'), { ok: false, code: 'LOBBY_FULL' });
|
||||
});
|
||||
});
|
||||
|
||||
describe('bot seats', () => {
|
||||
it('fills only an empty seat, and clears only a bot seat', () => {
|
||||
const { lobby: l0 } = createLobby(competitive, 'Alice', 'RAIL-0004', 2);
|
||||
const withBot = setBotSeat(l0, 1, true);
|
||||
assert.deepEqual(withBot.seats[1], { kind: 'bot' });
|
||||
|
||||
// Filling an already-bot seat again is a no-op, not a crash.
|
||||
const stillBot = setBotSeat(withBot, 1, true);
|
||||
assert.deepEqual(stillBot.seats[1], { kind: 'bot' });
|
||||
|
||||
// Clearing seat 0 (a human) does nothing — a host is removed by leaving, not overwritten.
|
||||
const untouched = setBotSeat(withBot, 0, false);
|
||||
assert.deepEqual(untouched.seats[0], l0.seats[0]);
|
||||
|
||||
const cleared = setBotSeat(withBot, 1, false);
|
||||
assert.equal(cleared.seats[1], null);
|
||||
});
|
||||
|
||||
it('refuses a chair that is not at the table, instead of padding one in', () => {
|
||||
// Padding is what used to put a hole in the seats array: dropping a bot into chair 3 of a
|
||||
// 2-chair table grew it to 4 with a null at 2, and Start then refused for reasons the host
|
||||
// had no way to see.
|
||||
const { lobby } = createLobby(competitive, 'Alice', 'RAIL-0014', 2);
|
||||
assert.equal(setBotSeat(lobby, 3, true), lobby);
|
||||
assert.equal(setBotSeat(lobby, 2, true), lobby);
|
||||
assert.equal(lobby.seats.length, 2);
|
||||
});
|
||||
});
|
||||
|
||||
describe('host transfer', () => {
|
||||
it('passes to the earliest-joined remaining human seat when the host departs', () => {
|
||||
let lobby = createLobby(competitive, 'Alice', 'RAIL-0005', 2).lobby;
|
||||
const hostToken = lobby.hostToken;
|
||||
const j2 = joinLobby(lobby, 'Bob');
|
||||
assert.ok(j2.ok);
|
||||
if (!j2.ok) return;
|
||||
lobby = j2.lobby;
|
||||
// Alice's own seat is cleared (simulating her leaving the table entirely, not just dropping
|
||||
// her connection) so the transfer target is unambiguous in this test.
|
||||
lobby = { ...lobby, seats: [null, lobby.seats[1]!] };
|
||||
const after = reassignHost(lobby, hostToken);
|
||||
assert.equal(after.hostToken, j2.session.token);
|
||||
});
|
||||
|
||||
it('does nothing when the departing token is not the host', () => {
|
||||
const { lobby } = createLobby(competitive, 'Alice', 'RAIL-0006', 2);
|
||||
const after = reassignHost(lobby, 'not-a-real-token');
|
||||
assert.equal(after, lobby);
|
||||
});
|
||||
|
||||
it('leaves hostToken alone when no other human seat exists', () => {
|
||||
const { lobby, session } = createLobby(competitive, 'Alice', 'RAIL-0007', 2);
|
||||
const after = reassignHost(lobby, session.token);
|
||||
assert.equal(after.hostToken, session.token);
|
||||
});
|
||||
});
|
||||
|
||||
describe('starting', () => {
|
||||
it('refuses a non-host caller', () => {
|
||||
const { lobby } = createLobby(competitive, 'Alice', 'RAIL-0008', 2);
|
||||
joinLobby(lobby, 'Bob');
|
||||
assert.deepEqual(startLobby(lobby, 'someone-elses-token'), { ok: false, code: 'NOT_HOST' });
|
||||
});
|
||||
|
||||
it('refuses to start while a chair is still empty', () => {
|
||||
const lobby = createLobby(competitive, 'Alice', 'RAIL-0009', 3).lobby;
|
||||
const j2 = joinLobby(lobby, 'Bob');
|
||||
assert.ok(j2.ok);
|
||||
if (!j2.ok) return;
|
||||
assert.deepEqual(startLobby(j2.lobby, j2.lobby.hostToken), { ok: false, code: 'BAD_PLAYER_COUNT' });
|
||||
});
|
||||
|
||||
it('refuses a solo human at a table sized for more', () => {
|
||||
const { lobby } = createLobby(competitive, 'Alice', 'RAIL-0010', 2);
|
||||
assert.deepEqual(startLobby(lobby, lobby.hostToken), { ok: false, code: 'BAD_PLAYER_COUNT' });
|
||||
});
|
||||
|
||||
it('starts a full 2-player lobby, naming humans by their display name and numbering the bot', () => {
|
||||
let lobby = createLobby(competitive, 'Alice', 'RAIL-0011', 2).lobby;
|
||||
lobby = setBotSeat(lobby, 1, true);
|
||||
const r = startLobby(lobby, lobby.hostToken);
|
||||
assert.deepEqual(r, { ok: true, playerNames: ['Alice', 'Bot 1'], botSeats: [1] });
|
||||
});
|
||||
|
||||
it('numbers bots so two of them at one table can be told apart', () => {
|
||||
// They are two different railroads on the Division map, and a map that labels both "Bot"
|
||||
// cannot answer "which one is that".
|
||||
let lobby = createLobby(competitive, 'Alice', 'RAIL-0016', 3).lobby;
|
||||
lobby = setBotSeat(setBotSeat(lobby, 1, true), 2, true);
|
||||
const r = startLobby(lobby, lobby.hostToken);
|
||||
assert.ok(r.ok);
|
||||
if (!r.ok) return;
|
||||
assert.deepEqual(r.playerNames, ['Alice', 'Bot 1', 'Bot 2']);
|
||||
assert.deepEqual(r.botSeats, [1, 2]);
|
||||
});
|
||||
|
||||
it('starts a solitaire lobby of exactly 1', () => {
|
||||
const { lobby } = createLobby(solitaire, 'Alice', 'RAIL-0012', 1);
|
||||
const r = startLobby(lobby, lobby.hostToken);
|
||||
assert.deepEqual(r, { ok: true, playerNames: ['Alice'], botSeats: [] });
|
||||
});
|
||||
|
||||
it('seat index is player index, with no compaction to shift it', () => {
|
||||
// The seats array is never resized or squeezed, so the chair a player joined into is the
|
||||
// player index the game gives them — which is what every PlayerSession already recorded at
|
||||
// join time, and what /api/stream and /api/intent route by.
|
||||
let lobby = createLobby(competitive, 'Alice', 'RAIL-0015', 4).lobby;
|
||||
const bob = joinLobby(lobby, 'Bob');
|
||||
assert.ok(bob.ok);
|
||||
if (!bob.ok) return;
|
||||
lobby = setBotSeat(setBotSeat(bob.lobby, 2, true), 3, true);
|
||||
const r = startLobby(lobby, lobby.hostToken);
|
||||
assert.deepEqual(r, { ok: true, playerNames: ['Alice', 'Bob', 'Bot 1', 'Bot 2'], botSeats: [2, 3] });
|
||||
assert.equal(bob.session.player, 1, "Bob's stored player index still names his chair");
|
||||
});
|
||||
});
|
||||
|
||||
describe('playerCountAllowed', () => {
|
||||
it('solitaire is exactly 1', () => {
|
||||
assert.equal(playerCountAllowed('solitaire', 1), true);
|
||||
assert.equal(playerCountAllowed('solitaire', 0), false);
|
||||
assert.equal(playerCountAllowed('solitaire', 2), false);
|
||||
});
|
||||
|
||||
it('competitive and coop are 2-4', () => {
|
||||
for (const mode of ['competitive', 'coop'] as const) {
|
||||
assert.equal(playerCountAllowed(mode, 1), false);
|
||||
assert.equal(playerCountAllowed(mode, 2), true);
|
||||
assert.equal(playerCountAllowed(mode, 4), true);
|
||||
assert.equal(playerCountAllowed(mode, 5), false);
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
describe('game codes', () => {
|
||||
it('skips codes the caller marks taken', () => {
|
||||
let calls = 0;
|
||||
const code = freshGameCode((c) => {
|
||||
calls++;
|
||||
return calls < 3; // taken twice, free on the third
|
||||
});
|
||||
assert.equal(typeof code, 'string');
|
||||
assert.equal(calls, 3);
|
||||
});
|
||||
|
||||
it('is speakable — a word, a dash, four digits', () => {
|
||||
const code = freshGameCode(() => false);
|
||||
assert.match(code, /^[A-Z]+-\d{4}$/);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,102 @@
|
||||
import { describe, it } from 'node:test';
|
||||
import assert from 'node:assert/strict';
|
||||
import { mkdtemp, readFile, rm } from 'node:fs/promises';
|
||||
import { tmpdir } from 'node:os';
|
||||
import { join } from 'node:path';
|
||||
|
||||
import type { GameConfig } from '../../src/engine/state.ts';
|
||||
import type { SavedGame } from '../../src/server/session.ts';
|
||||
import { appendTiming, loadGame, writeGame } from '../../src/server/persistence.ts';
|
||||
|
||||
const config: GameConfig = {
|
||||
mode: 'competitive',
|
||||
days: 5,
|
||||
minCombinedRevenue: 0,
|
||||
maxCollisionsPerDay: 0,
|
||||
maxCollisionsTotal: 0,
|
||||
pvpCardsAllowed: false,
|
||||
optionalRules: {
|
||||
reducedVisibility: false,
|
||||
sisterTrains: false,
|
||||
employeeRotation: false,
|
||||
emergencyToolbox: false,
|
||||
},
|
||||
};
|
||||
|
||||
const saved: SavedGame = {
|
||||
seed: 42,
|
||||
config,
|
||||
playerNames: ['Alice', 'Bob'],
|
||||
history: [{ type: 'localOps.choose', option: 'draw' }],
|
||||
status: 'active',
|
||||
createdAt: 1000,
|
||||
botSeats: [],
|
||||
};
|
||||
|
||||
async function withTempDir<T>(fn: (dir: string) => Promise<T>): Promise<T> {
|
||||
const dir = await mkdtemp(join(tmpdir(), 'station-master-persist-'));
|
||||
try {
|
||||
return await fn(dir);
|
||||
} finally {
|
||||
await rm(dir, { recursive: true, force: true });
|
||||
}
|
||||
}
|
||||
|
||||
describe('game persistence (Phase 3)', () => {
|
||||
it('writes and reads back exactly what was written', () =>
|
||||
withTempDir(async (dir) => {
|
||||
await writeGame(dir, saved, '1.2.3');
|
||||
const result = await loadGame(dir, '1.2.3');
|
||||
assert.equal(result.found, true);
|
||||
if (!result.found) return;
|
||||
assert.equal(result.ok, true);
|
||||
if (!result.ok) return;
|
||||
assert.deepEqual(result.saved, saved);
|
||||
}));
|
||||
|
||||
it('refuses a version mismatch explicitly, naming both versions', () =>
|
||||
withTempDir(async (dir) => {
|
||||
await writeGame(dir, saved, '1.2.3');
|
||||
const result = await loadGame(dir, '9.9.9');
|
||||
assert.equal(result.found, true);
|
||||
if (!result.found) return;
|
||||
assert.equal(result.ok, false);
|
||||
if (result.ok) return;
|
||||
assert.equal(result.storedVersion, '1.2.3');
|
||||
assert.equal(result.currentVersion, '9.9.9');
|
||||
}));
|
||||
|
||||
it('reports not-found rather than throwing when nothing has been saved yet', () =>
|
||||
withTempDir(async (dir) => {
|
||||
const result = await loadGame(dir, '1.2.3');
|
||||
assert.deepEqual(result, { found: false });
|
||||
}));
|
||||
|
||||
it('a later writeGame fully replaces the earlier one, not merges with it', () =>
|
||||
withTempDir(async (dir) => {
|
||||
await writeGame(dir, saved, '1.2.3');
|
||||
const grown: SavedGame = { ...saved, history: [...saved.history, { type: 'draw.end' }] };
|
||||
await writeGame(dir, grown, '1.2.3');
|
||||
const result = await loadGame(dir, '1.2.3');
|
||||
assert.equal(result.found, true);
|
||||
if (!result.found) return;
|
||||
assert.equal(result.ok, true);
|
||||
if (!result.ok) return;
|
||||
assert.equal(result.saved.history.length, 2);
|
||||
}));
|
||||
|
||||
it('never leaves a stray .tmp file behind after a write', () =>
|
||||
withTempDir(async (dir) => {
|
||||
await writeGame(dir, saved, '1.2.3');
|
||||
await assert.rejects(() => readFile(join(dir, 'game.json.tmp')));
|
||||
}));
|
||||
|
||||
it('appendTiming accumulates across calls rather than overwriting', () =>
|
||||
withTempDir(async (dir) => {
|
||||
await appendTiming(dir, { player: 0, phase: 'localOps', day: 1, stage: 1, startedAt: 1, endedAt: 2 });
|
||||
await appendTiming(dir, { player: 1, phase: 'localOps', day: 1, stage: 1, startedAt: 2, endedAt: 3 });
|
||||
const text = await readFile(join(dir, 'turn-timings.json'), 'utf8');
|
||||
const timings = JSON.parse(text) as unknown[];
|
||||
assert.equal(timings.length, 2);
|
||||
}));
|
||||
});
|
||||
@@ -0,0 +1,302 @@
|
||||
/**
|
||||
* The game session host (`src/server/session.ts`) — pure logic, no sockets, exercised directly.
|
||||
*/
|
||||
|
||||
import { describe, it } from 'node:test';
|
||||
import assert from 'node:assert/strict';
|
||||
|
||||
import type { GameConfig, PlayerIndex } from '../../src/engine/state.ts';
|
||||
import type { Push } from '../../src/server/session.ts';
|
||||
import { createSession, resumeSession } from '../../src/server/session.ts';
|
||||
|
||||
const config: GameConfig = {
|
||||
mode: 'competitive',
|
||||
days: 5,
|
||||
minCombinedRevenue: 0,
|
||||
maxCollisionsPerDay: 0,
|
||||
maxCollisionsTotal: 0,
|
||||
pvpCardsAllowed: false,
|
||||
optionalRules: {
|
||||
reducedVisibility: false,
|
||||
sisterTrains: false,
|
||||
employeeRotation: false,
|
||||
emergencyToolbox: false,
|
||||
},
|
||||
};
|
||||
|
||||
describe('the game session host', () => {
|
||||
it('gives a fresh connect a full Frame — nothing nulled', () => {
|
||||
const session = createSession(42, config, ['Alice', 'Bob']);
|
||||
const push = session.connect(0 as PlayerIndex);
|
||||
assert.notEqual(push.frame!.cells, null, 'a first connect nulled the board');
|
||||
assert.notEqual(push.frame!.division, null, 'a first connect nulled the division');
|
||||
});
|
||||
|
||||
it('only the current actor gets a real Menu; every other seat gets null', () => {
|
||||
const session = createSession(42, config, ['Alice', 'Bob']);
|
||||
const a = session.connect(0 as PlayerIndex);
|
||||
const b = session.connect(1 as PlayerIndex);
|
||||
const actorPushes = [a, b].filter((p) => p.menu !== null);
|
||||
assert.equal(actorPushes.length, 1, 'more than one seat (or zero) was given a real Menu');
|
||||
});
|
||||
|
||||
it('rejects an intent from a seat that is not the current actor, with NOT_YOUR_TURN', () => {
|
||||
const session = createSession(42, config, ['Alice', 'Bob']);
|
||||
// Whichever seat is NOT the current actor should be refused, regardless of the intent's content.
|
||||
const bPush = session.connect(1 as PlayerIndex);
|
||||
const notActor = (bPush.menu === null ? 1 : 0) as PlayerIndex;
|
||||
const result = session.intent(notActor, 1, { type: 'localOps.choose', option: 'draw' });
|
||||
assert.equal(result.accepted, false);
|
||||
if (!result.accepted) assert.equal(result.code, 'NOT_YOUR_TURN');
|
||||
});
|
||||
|
||||
it('accepts a legal intent from the current actor and pushes every seat', () => {
|
||||
const session = createSession(42, config, ['Alice', 'Bob']);
|
||||
const aPush = session.connect(0 as PlayerIndex);
|
||||
const actor = (aPush.menu !== null ? 0 : 1) as PlayerIndex;
|
||||
|
||||
const result = session.intent(actor, 1, { type: 'localOps.choose', option: 'draw' });
|
||||
assert.equal(result.accepted, true);
|
||||
if (result.accepted) assert.equal(result.pushes.size, 2, 'not every connected seat was pushed to');
|
||||
});
|
||||
|
||||
it('rejects an illegal intent with its real RejectionCode, and does not remember the seq', () => {
|
||||
const session = createSession(42, config, ['Alice', 'Bob']);
|
||||
const aPush = session.connect(0 as PlayerIndex);
|
||||
const actor = (aPush.menu !== null ? 0 : 1) as PlayerIndex;
|
||||
|
||||
// Discarding before ever drawing is illegal on an opening hand at the limit — a safe "this is
|
||||
// definitely rejected" fixture that does not depend on exactly which cards were dealt.
|
||||
const bad = session.intent(actor, 1, { type: 'card.discard', cardId: 'not-a-real-card', toSlot: 0 });
|
||||
assert.equal(bad.accepted, false);
|
||||
if (!bad.accepted) assert.ok(bad.code.length > 0, 'a rejection carried no code at all');
|
||||
|
||||
// The same seq, now with a legal intent, must still go through — a rejection is not "applied".
|
||||
const retry = session.intent(actor, 1, { type: 'localOps.choose', option: 'draw' });
|
||||
assert.equal(retry.accepted, true, 'a seq burned by an earlier rejection could not be reused');
|
||||
});
|
||||
|
||||
it('treats a repeated seq as an already-applied no-op, not a second application', () => {
|
||||
const session = createSession(42, config, ['Alice', 'Bob']);
|
||||
const aPush = session.connect(0 as PlayerIndex);
|
||||
const actor = (aPush.menu !== null ? 0 : 1) as PlayerIndex;
|
||||
|
||||
const first = session.intent(actor, 1, { type: 'localOps.choose', option: 'draw' });
|
||||
assert.equal(first.accepted, true);
|
||||
const second = session.intent(actor, 1, { type: 'localOps.choose', option: 'draw' });
|
||||
assert.equal(second.accepted, true, 'a resend of an already-applied seq was rejected instead of ignored');
|
||||
if (second.accepted) assert.equal(second.pushes.size, 0, 'a resend produced pushes as if newly applied');
|
||||
});
|
||||
|
||||
it('deltas the board on a second push when it has not changed since the first', () => {
|
||||
const session = createSession(42, config, ['Alice', 'Bob']);
|
||||
const aPush = session.connect(0 as PlayerIndex);
|
||||
session.connect(1 as PlayerIndex); // both seats need a baseline Frame before a delta means anything
|
||||
const actor = (aPush.menu !== null ? 0 : 1) as PlayerIndex;
|
||||
|
||||
const result = session.intent(actor, 1, { type: 'localOps.choose', option: 'draw' });
|
||||
assert.equal(result.accepted, true);
|
||||
if (!result.accepted) return;
|
||||
// Choosing "draw" doesn't move a single card on the board — the division/cells should be nulled
|
||||
// on this push for a seat that already had them from `connect`.
|
||||
const push = result.pushes.get(actor)!;
|
||||
assert.equal(push.frame!.division, null, 'the board was resent even though nothing on it changed');
|
||||
});
|
||||
|
||||
it('only sends narration NEW since the last push to that specific seat', () => {
|
||||
const session = createSession(42, config, ['Alice', 'Bob']);
|
||||
const aPush = session.connect(0 as PlayerIndex);
|
||||
const actor = (aPush.menu !== null ? 0 : 1) as PlayerIndex;
|
||||
// A first connect is this seat's first contact, so it gets everything narrated so far (the
|
||||
// "Game Begins" intro and whatever `drain()` said entering the first Stage) — not an empty log.
|
||||
assert.ok(aPush.lines.length > 0, 'a first connect got no narration at all, not even the game-begins intro');
|
||||
|
||||
const first = session.intent(actor, 1, { type: 'localOps.choose', option: 'draw' });
|
||||
assert.equal(first.accepted, true);
|
||||
if (!first.accepted) return;
|
||||
const firstLines = first.pushes.get(actor)!.lines;
|
||||
assert.ok(firstLines.length > 0, 'the acting seat got no narration for its own action');
|
||||
|
||||
const second = session.intent(actor, 2, { type: 'draw.end' });
|
||||
assert.equal(second.accepted, true);
|
||||
if (!second.accepted) return;
|
||||
const secondLines = second.pushes.get(actor)!.lines;
|
||||
assert.ok(secondLines.length > 0, 'a second real action produced no narration at all');
|
||||
for (const line of firstLines) {
|
||||
assert.ok(!secondLines.includes(line), 'the second push repeated narration already sent in the first');
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
describe('turn timings (lobby-and-sessions.md §5)', () => {
|
||||
it('records a wall-clock span once the acting player, phase, Day or Stage changes', () => {
|
||||
const session = createSession(42, config, ['Alice', 'Bob']);
|
||||
let pushes = new Map<PlayerIndex, Push>([
|
||||
[0 as PlayerIndex, session.connect(0 as PlayerIndex)],
|
||||
[1 as PlayerIndex, session.connect(1 as PlayerIndex)],
|
||||
]);
|
||||
const seq = new Map<PlayerIndex, number>([[0 as PlayerIndex, 1], [1 as PlayerIndex, 1]]);
|
||||
const timings = [];
|
||||
|
||||
for (let step = 0; step < 60 && timings.length === 0; step++) {
|
||||
const acting = [0, 1].find((seat) => pushes.get(seat as PlayerIndex)!.menu !== null) as PlayerIndex | undefined;
|
||||
const menu = acting === undefined ? null : pushes.get(acting)!.menu;
|
||||
if (acting === undefined || !menu || menu.options.length === 0) break;
|
||||
|
||||
const n = seq.get(acting)!;
|
||||
seq.set(acting, n + 1);
|
||||
const result = session.intent(acting, n, menu.options[0]!);
|
||||
assert.equal(result.accepted, true, `step ${step}: ${JSON.stringify(menu.options[0])} rejected`);
|
||||
if (!result.accepted) break;
|
||||
if (result.timing) timings.push(result.timing);
|
||||
pushes = result.pushes;
|
||||
}
|
||||
|
||||
assert.ok(timings.length > 0, 'no turn timing ever closed across 60 real steps of actual play');
|
||||
const [timing] = timings;
|
||||
assert.ok(timing!.endedAt >= timing!.startedAt, 'a span ended before it started');
|
||||
assert.ok([0, 1].includes(timing!.player), 'a timing named a player outside the table');
|
||||
});
|
||||
});
|
||||
|
||||
describe('bot seats (Phase 4 — D8, lobby-and-sessions.md §2)', () => {
|
||||
it('a bot never becomes the observable current actor — it plays before anyone can see it waiting', () => {
|
||||
// Seat 0 acts first (the opening Superintendent), so marking it a bot exercises `driveBots()`
|
||||
// at CONSTRUCTION time — before any external `intent()` has run at all.
|
||||
const session = createSession(11, config, ['Bot', 'Alice'], [0 as PlayerIndex]);
|
||||
assert.equal(session.isBot(0 as PlayerIndex), true);
|
||||
assert.equal(session.isBot(1 as PlayerIndex), false);
|
||||
|
||||
const botPush = session.connect(0 as PlayerIndex);
|
||||
const humanPush = session.connect(1 as PlayerIndex);
|
||||
assert.equal(botPush.menu, null, 'the bot seat was handed a real decision to make');
|
||||
assert.notEqual(humanPush.menu, null, 'nobody was left with a turn to take — the bot never played');
|
||||
});
|
||||
|
||||
it('botSeats round-trips through exportSave/resumeSession', () => {
|
||||
const session = createSession(11, config, ['Bot', 'Alice'], [0 as PlayerIndex]);
|
||||
const resumed = resumeSession(session.exportSave());
|
||||
assert.equal(resumed.isBot(0 as PlayerIndex), true);
|
||||
assert.equal(resumed.connect(0 as PlayerIndex).menu, null, 'a resumed bot seat still never gets a real decision');
|
||||
});
|
||||
|
||||
it('a bot seat is driven forward after a human intent too, not only at construction', () => {
|
||||
// Two bots and one human: whichever of the two non-human seats comes up next after the human's
|
||||
// own move must be played automatically, with no external `intent()` for either of them.
|
||||
const session = createSession(11, config, ['Alice', 'Bot', 'Bot'], [1 as PlayerIndex, 2 as PlayerIndex]);
|
||||
const before = session.exportSave().history.length;
|
||||
const applied = session.intent(0 as PlayerIndex, 1, { type: 'localOps.choose', option: 'draw' });
|
||||
assert.equal(applied.accepted, true);
|
||||
assert.equal(session.connect(1 as PlayerIndex).menu, null, 'bot seat 1 was left with a real decision');
|
||||
assert.equal(session.connect(2 as PlayerIndex).menu, null, 'bot seat 2 was left with a real decision');
|
||||
// Not a strict proof either bot actually moved (the human's own turn may not have ended yet),
|
||||
// but the history can only ever have grown, never shrunk, and never rejected mid-drive.
|
||||
assert.ok(session.exportSave().history.length >= before + 1);
|
||||
});
|
||||
});
|
||||
|
||||
describe('persistence hooks — exportSave / resumeSession (Phase 3)', () => {
|
||||
it('exportSave carries enough to reconstruct the exact same game', () => {
|
||||
const session = createSession(42, config, ['Alice', 'Bob']);
|
||||
const push = session.connect(0 as PlayerIndex);
|
||||
const actor = (push.menu !== null ? 0 : 1) as PlayerIndex;
|
||||
const applied = session.intent(actor, 1, { type: 'localOps.choose', option: 'draw' });
|
||||
assert.equal(applied.accepted, true);
|
||||
|
||||
const saved = session.exportSave();
|
||||
assert.equal(saved.seed, 42);
|
||||
assert.deepEqual(saved.playerNames, ['Alice', 'Bob']);
|
||||
assert.equal(saved.history.length, 1);
|
||||
assert.equal(saved.status, 'active');
|
||||
assert.ok(saved.createdAt > 0, 'createdAt was not set');
|
||||
|
||||
const resumed = resumeSession(saved);
|
||||
const before = session.connect(actor);
|
||||
const after = resumed.connect(actor);
|
||||
assert.deepEqual(after.frame, before.frame, 'resumeSession did not reconstruct the same board/state');
|
||||
});
|
||||
|
||||
it('a resumed session keeps enforcing whose turn it is', () => {
|
||||
const session = createSession(7, config, ['Alice', 'Bob']);
|
||||
const push = session.connect(0 as PlayerIndex);
|
||||
const actor = (push.menu !== null ? 0 : 1) as PlayerIndex;
|
||||
session.intent(actor, 1, { type: 'localOps.choose', option: 'draw' });
|
||||
|
||||
const resumed = resumeSession(session.exportSave());
|
||||
const notActor = (actor === 0 ? 1 : 0) as PlayerIndex;
|
||||
const rejected = resumed.intent(notActor, 1, { type: 'draw.end' });
|
||||
assert.equal(rejected.accepted, false);
|
||||
if (!rejected.accepted) assert.equal(rejected.code, 'NOT_YOUR_TURN');
|
||||
});
|
||||
|
||||
it('marks status finished only once the game actually is', () => {
|
||||
const session = createSession(42, config, ['Alice', 'Bob']);
|
||||
assert.equal(session.exportSave().status, 'active');
|
||||
});
|
||||
});
|
||||
|
||||
describe('summary() — what an administrator sees without replaying the game', () => {
|
||||
it('describes a fresh game: who is at the table, where it has got to, and who it waits on', () => {
|
||||
const session = createSession(42, config, ['Alice', 'Bob']);
|
||||
const s = session.summary();
|
||||
|
||||
assert.equal(s.playerCount, 2);
|
||||
assert.deepEqual(s.playerNames, ['Alice', 'Bob']);
|
||||
assert.equal(s.status, 'active');
|
||||
assert.equal(s.day, 1);
|
||||
assert.equal(s.stage, 1);
|
||||
assert.equal(typeof s.phase, 'string');
|
||||
assert.ok(s.waitingOn, 'a game in play must be waiting on somebody');
|
||||
assert.equal(s.waitingOn!.name, s.playerNames[s.waitingOn!.seat]);
|
||||
});
|
||||
|
||||
it('does not hand back a copy of the history the way exportSave must', () => {
|
||||
// The health check polls this on a timer, so it answering with every intent of every game
|
||||
// would make a question about none of them cost a copy of all of them.
|
||||
const session = createSession(42, config, ['Alice', 'Bob']);
|
||||
assert.equal('history' in session.summary(), false);
|
||||
});
|
||||
|
||||
it('moves lastMoveAt when a move is accepted, and leaves it alone when one is refused', async () => {
|
||||
const session = createSession(42, config, ['Alice', 'Bob']);
|
||||
const created = session.summary();
|
||||
assert.equal(created.lastMoveAt, created.createdAt, 'an untouched game has not moved since it began');
|
||||
|
||||
const actor = (session.connect(0 as PlayerIndex).menu !== null ? 0 : 1) as PlayerIndex;
|
||||
const idle = (1 - actor) as PlayerIndex;
|
||||
|
||||
// A rejection is not a move — a player poking at a game they cannot act in must not make it
|
||||
// look alive to whoever is deciding whether it has stalled.
|
||||
session.intent(idle, 1, { type: 'localOps.choose', option: 'draw' });
|
||||
assert.equal(session.summary().lastMoveAt, created.lastMoveAt, 'a refused intent moved the clock');
|
||||
|
||||
await new Promise((r) => setTimeout(r, 2));
|
||||
const accepted = session.intent(actor, 1, { type: 'localOps.choose', option: 'draw' });
|
||||
assert.equal(accepted.accepted, true);
|
||||
assert.ok(session.summary().lastMoveAt > created.lastMoveAt, 'an accepted intent did not move the clock');
|
||||
});
|
||||
|
||||
it('carries lastMoveAt across a restart, and falls back to createdAt for a save without one', async () => {
|
||||
const session = createSession(42, config, ['Alice', 'Bob']);
|
||||
const actor = (session.connect(0 as PlayerIndex).menu !== null ? 0 : 1) as PlayerIndex;
|
||||
await new Promise((r) => setTimeout(r, 2));
|
||||
session.intent(actor, 1, { type: 'localOps.choose', option: 'draw' });
|
||||
|
||||
const saved = session.exportSave();
|
||||
assert.equal(resumeSession(saved).summary().lastMoveAt, saved.lastMoveAt);
|
||||
|
||||
// A game written before the field existed still has to load, and reads as untouched since it
|
||||
// began rather than as having just moved.
|
||||
const { lastMoveAt: _dropped, ...older } = saved;
|
||||
const revived = resumeSession(older).summary();
|
||||
assert.equal(revived.lastMoveAt, saved.createdAt);
|
||||
});
|
||||
|
||||
it('reports a finished game as waiting on nobody', () => {
|
||||
// Every seat a bot, so the game plays itself to a finish inside the constructor.
|
||||
const session = createSession(4242, config, ['A', 'B'], [0 as PlayerIndex, 1 as PlayerIndex]);
|
||||
const s = session.summary();
|
||||
assert.equal(s.status, 'finished');
|
||||
assert.equal(s.waitingOn, null, 'a finished game must not name somebody to wait for');
|
||||
});
|
||||
});
|
||||
+13
-6
@@ -34,8 +34,11 @@ import { subdivisions } from '../src/engine/state.ts';
|
||||
|
||||
const solitaireConfig: GameConfig = {
|
||||
mode: 'solitaire',
|
||||
victory: 'highestAfterDays',
|
||||
length: 'standard',
|
||||
days: 5,
|
||||
minCombinedRevenue: 0,
|
||||
maxCollisionsPerDay: 0,
|
||||
maxCollisionsTotal: 0,
|
||||
pvpCardsAllowed: false,
|
||||
optionalRules: {
|
||||
reducedVisibility: false,
|
||||
sisterTrains: false,
|
||||
@@ -299,12 +302,16 @@ describe('card catalogue (component 1)', () => {
|
||||
}
|
||||
});
|
||||
|
||||
it('uses the Gap 10e revised victory targets', () => {
|
||||
it('keeps the three day-count presets sim/CLI tooling still relies on', () => {
|
||||
// Gap 10e's fixed targets retired 2026-08-20 — `minCombinedRevenue` is a free `GameConfig`
|
||||
// variable now, not a `length`-keyed lookup. `LENGTH_PROFILES` survives only as a convenience
|
||||
// preset for tools that still want a short/standard/campaign argument (`harness.ts`, `compare.ts`,
|
||||
// `replay.ts`).
|
||||
assert.deepEqual(
|
||||
LENGTH_PROFILES.map((p) => [p.target, p.days]),
|
||||
[[10, 3], [20, 5], [45, 10]],
|
||||
LENGTH_PROFILES.map((p) => [p.length, p.days]),
|
||||
[['short', 3], ['standard', 5], ['campaign', 10]],
|
||||
);
|
||||
assert.equal(lengthProfile('standard').target, 20);
|
||||
assert.equal(lengthProfile('standard').days, 5);
|
||||
});
|
||||
|
||||
it('scales fixed supplies with player count', () => {
|
||||
|
||||
+22
-19
@@ -22,8 +22,11 @@ import { anomalies, strategyBuckets } from '../src/sim/stats.ts';
|
||||
|
||||
const config: GameConfig = {
|
||||
mode: 'solitaire',
|
||||
victory: 'highestAfterDays',
|
||||
length: 'short',
|
||||
days: 3,
|
||||
minCombinedRevenue: 0,
|
||||
maxCollisionsPerDay: 0,
|
||||
maxCollisionsTotal: 0,
|
||||
pvpCardsAllowed: false,
|
||||
optionalRules: {
|
||||
reducedVisibility: false,
|
||||
sisterTrains: false,
|
||||
@@ -155,7 +158,7 @@ describe('the revenue chain works end to end (regression)', () => {
|
||||
// more cars in total (22 vs 19 over forty games). Widened so it fails for the reason it names.
|
||||
let spotted = 0;
|
||||
for (const seed of [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20]) {
|
||||
const s = createGame({ id: 'g', seed, config: { ...config, length: 'standard' }, playerNames: ['bot'] });
|
||||
const s = createGame({ id: 'g', seed, config: { ...config, days: 5 }, playerNames: ['bot'] });
|
||||
playGame(s, developerBot, pump);
|
||||
for (const card of s.officeAreas.get(0)!.grid.values()) {
|
||||
if (card.facility?.kind === 'freight') spotted += card.facility.industryTrack.cars.length;
|
||||
@@ -172,7 +175,7 @@ describe('the revenue chain works end to end (regression)', () => {
|
||||
// the old 52-card placeholder it was 10 in 52.
|
||||
let placed = 0;
|
||||
for (const seed of [11, 23, 47, 91, 137, 211]) {
|
||||
const s = createGame({ id: 'g', seed, config: { ...config, length: 'campaign' }, playerNames: ['bot'] });
|
||||
const s = createGame({ id: 'g', seed, config: { ...config, days: 10 }, playerNames: ['bot'] });
|
||||
playGame(s, developerBot, pump);
|
||||
for (const card of s.officeAreas.get(0)!.grid.values()) {
|
||||
if (card.geometry.kind !== 'facility') continue;
|
||||
@@ -206,7 +209,7 @@ describe('the revenue chain works end to end (regression)', () => {
|
||||
// "downward only" is gone, and with it the rule that rejected every square above row 0.
|
||||
const rows = new Set<number>();
|
||||
for (const seed of [3, 9, 27, 81]) {
|
||||
const s = createGame({ id: 'g', seed, config: { ...config, length: 'campaign' }, playerNames: ['bot'] });
|
||||
const s = createGame({ id: 'g', seed, config: { ...config, days: 10 }, playerNames: ['bot'] });
|
||||
playGame(s, developerBot, pump);
|
||||
for (const key of s.officeAreas.get(0)!.grid.keys()) rows.add(Number(key.split(',')[0]));
|
||||
}
|
||||
@@ -272,7 +275,7 @@ describe('the deck is closed — no card is created or destroyed', () => {
|
||||
// Every card is in exactly one place: the Home Office deck, a Department pile, the Salvage Yard,
|
||||
// a hand, or on the board — grid cells, enhancements laid on them, and Mainline modifiers.
|
||||
for (const seed of [3, 17, 91]) {
|
||||
const s = createGame({ id: `cc-${seed}`, seed, config: { ...config, length: 'standard' }, playerNames: ['bot'] });
|
||||
const s = createGame({ id: `cc-${seed}`, seed, config: { ...config, days: 5 }, playerNames: ['bot'] });
|
||||
const total = s.cards.size;
|
||||
playGame(s, developerBot, pump);
|
||||
|
||||
@@ -294,7 +297,7 @@ describe('the deck is closed — no card is created or destroyed', () => {
|
||||
// The sharper form of the same guard. A discard moves a card from a hand to a Department pile
|
||||
// and a draw moves one back, so the count across deck + Departments + Salvage Yard + hands can
|
||||
// only fall by cards actually placed on the board — never by one being overwritten.
|
||||
const s = createGame({ id: 'cc', seed: 5, config: { ...config, length: 'standard' }, playerNames: ['bot'] });
|
||||
const s = createGame({ id: 'cc', seed: 5, config: { ...config, days: 5 }, playerNames: ['bot'] });
|
||||
const before = s.cards.size;
|
||||
playGame(s, developerBot, pump);
|
||||
const loose =
|
||||
@@ -541,7 +544,7 @@ describe('the bot builds sidings that are actually sidings (regression)', () =>
|
||||
const s = createGame({
|
||||
id: `sd-${i}`,
|
||||
seed: 1000 + i * 7919,
|
||||
config: { ...config, length: 'standard' },
|
||||
config: { ...config, days: 5 },
|
||||
playerNames: ['bot'],
|
||||
});
|
||||
playGame(s, developerBot, pump);
|
||||
@@ -639,7 +642,7 @@ describe('the bot builds sidings that are actually sidings (regression)', () =>
|
||||
const s = createGame({
|
||||
id: `cs-${i}`,
|
||||
seed: 1000 + i * 7919,
|
||||
config: { ...config, length: 'standard' },
|
||||
config: { ...config, days: 5 },
|
||||
playerNames: ['bot'],
|
||||
});
|
||||
const r = playGame(s, developerBot, pump);
|
||||
@@ -723,7 +726,7 @@ describe('the bot does not throw away its own freight (regression)', () => {
|
||||
const s = createGame({
|
||||
id: `uj-${i}`,
|
||||
seed: 1000 + i * 7919,
|
||||
config: { ...config, length: 'standard' },
|
||||
config: { ...config, days: 5 },
|
||||
playerNames: ['bot'],
|
||||
});
|
||||
const r = playGame(s, developerBot, pump);
|
||||
@@ -752,7 +755,7 @@ describe('the bot does not throw away its own freight (regression)', () => {
|
||||
// The other half of the regression above. Gutting the fallback entirely would satisfy "never
|
||||
// unjams a green box" while leaving a real jam to block the industry forever — a load stranded
|
||||
// on WORK keeps the track locked, which now stops trains passing as well as stopping (§9.3).
|
||||
const s = createGame({ id: 'jam', seed: 5, config: { ...config, length: 'standard' }, playerNames: ['bot'] });
|
||||
const s = createGame({ id: 'jam', seed: 5, config: { ...config, days: 5 }, playerNames: ['bot'] });
|
||||
const area = s.officeAreas.get(0)!;
|
||||
area.grid.set('-1,0', {
|
||||
geometry: { kind: 'facility', facility: 'mineTipple' },
|
||||
@@ -797,7 +800,7 @@ describe('Enhancements can reach the board at all (regression)', () => {
|
||||
const s = createGame({
|
||||
id: `st-${i}`,
|
||||
seed: 1000 + i * 7919,
|
||||
config: { ...config, length: 'standard' },
|
||||
config: { ...config, days: 5 },
|
||||
playerNames: ['bot'],
|
||||
});
|
||||
playGame(s, developerBot, pump);
|
||||
@@ -834,7 +837,7 @@ describe('Enhancements can reach the board at all (regression)', () => {
|
||||
const s = createGame({
|
||||
id: `il-${i}`,
|
||||
seed: 1000 + i * 7919,
|
||||
config: { ...config, length: 'standard' },
|
||||
config: { ...config, days: 5 },
|
||||
playerNames: ['bot'],
|
||||
});
|
||||
playGame(s, developerBot, pump);
|
||||
@@ -872,7 +875,7 @@ describe('rolling stock returns to service (regression)', () => {
|
||||
const s = createGame({
|
||||
id: 'refill',
|
||||
seed: 4,
|
||||
config: { ...config, length: 'standard' },
|
||||
config: { ...config, days: 5 },
|
||||
playerNames: ['bot'],
|
||||
});
|
||||
|
||||
@@ -911,7 +914,7 @@ describe('measurement discipline', () => {
|
||||
// the observer hook cannot drift from the log, so probes have one trustworthy way in and no
|
||||
// reason to hand-roll the drive loop again.
|
||||
const seen: string[] = [];
|
||||
const s = createGame({ id: 'obs', seed: 4242, config: { ...config, length: 'standard' }, playerNames: ['b'] });
|
||||
const s = createGame({ id: 'obs', seed: 4242, config: { ...config, days: 5 }, playerNames: ['b'] });
|
||||
const out = playGame(s, developerBot, pump, 50_000, (e) => seen.push(e.type));
|
||||
|
||||
assert.ok(out.events.length > 0, 'a finished game must produce events');
|
||||
@@ -923,7 +926,7 @@ describe('measurement discipline', () => {
|
||||
// Asserted across several seeds because a single game may never draw a Depot card.
|
||||
let upgrades = 0;
|
||||
for (let seed = 0; seed < 25; seed++) {
|
||||
const s = createGame({ id: `u${seed}`, seed, config: { ...config, length: 'standard' }, playerNames: ['b'] });
|
||||
const s = createGame({ id: `u${seed}`, seed, config: { ...config, days: 5 }, playerNames: ['b'] });
|
||||
const out = playGame(s, developerBot, pump);
|
||||
upgrades += out.events.filter((e) => e.type === 'officeUpgraded').length;
|
||||
}
|
||||
@@ -943,7 +946,7 @@ describe('the bot does not lay track that cannot work (regression)', () => {
|
||||
const s = createGame({
|
||||
id: `lay-${seed}`,
|
||||
seed,
|
||||
config: { ...config, length: 'standard' },
|
||||
config: { ...config, days: 5 },
|
||||
playerNames: ['Solitaire'],
|
||||
});
|
||||
const laid: Lay[] = [];
|
||||
@@ -996,7 +999,7 @@ describe('the bot does not lay track that cannot work (regression)', () => {
|
||||
for (const seed of SEEDS) {
|
||||
const s = createGame({
|
||||
id: `dp-${seed}`, seed,
|
||||
config: { ...config, length: 'standard' },
|
||||
config: { ...config, days: 5 },
|
||||
playerNames: ['Solitaire'],
|
||||
});
|
||||
const spy = {
|
||||
@@ -1085,7 +1088,7 @@ describe('the freight figures count both halves (regression)', () => {
|
||||
const seed = 1000 + i * 7919;
|
||||
const s = createGame({
|
||||
id: `fu-${seed}`, seed,
|
||||
config: { ...config, length: 'standard' },
|
||||
config: { ...config, days: 5 },
|
||||
playerNames: ['bot'],
|
||||
});
|
||||
const r = playGame(s, developerBot, pump);
|
||||
|
||||
+11
-1
@@ -128,7 +128,7 @@ function gameWith(area: OfficeArea): GameState {
|
||||
const s = createGame({
|
||||
id: 'g', seed: 5,
|
||||
config: {
|
||||
mode: 'solitaire', victory: 'highestAfterDays', length: 'standard',
|
||||
mode: 'solitaire', days: 5, minCombinedRevenue: 0, maxCollisionsPerDay: 0, maxCollisionsTotal: 0, pvpCardsAllowed: false,
|
||||
optionalRules: { reducedVisibility: false, sisterTrains: false, employeeRotation: false, emergencyToolbox: false },
|
||||
},
|
||||
playerNames: ['p'],
|
||||
@@ -563,6 +563,16 @@ describe('placement and drop-off', () => {
|
||||
assert.ok(canDropCarsAt(area, at(0, 1)), 'ordinary Operational Rail');
|
||||
});
|
||||
|
||||
it('allows a coach, and only a coach, to be dropped at the Office (v0.5.0 §A.4 exception)', () => {
|
||||
const area = areaFrom(
|
||||
{ [coordKey(at(0, 0))]: officeCard(), [coordKey(at(0, 1))]: straight() },
|
||||
at(0, 0),
|
||||
);
|
||||
assert.ok(!canDropCarsAt(area, at(0, 0), 1, false), 'not asking for the coach exception');
|
||||
assert.ok(canDropCarsAt(area, at(0, 0), 1, true), 'one coach');
|
||||
assert.ok(canDropCarsAt(area, at(0, 0), 2, true), 'more than one coach');
|
||||
});
|
||||
|
||||
it('forbids dropping cars on a locked industry track', () => {
|
||||
const area = areaFrom(
|
||||
{
|
||||
|
||||
@@ -19,8 +19,11 @@ import { trainRules } from '../src/sim/view.ts';
|
||||
|
||||
const config: GameConfig = {
|
||||
mode: 'solitaire',
|
||||
victory: 'highestAfterDays',
|
||||
length: 'standard',
|
||||
days: 5,
|
||||
minCombinedRevenue: 0,
|
||||
maxCollisionsPerDay: 0,
|
||||
maxCollisionsTotal: 0,
|
||||
pvpCardsAllowed: false,
|
||||
optionalRules: { reducedVisibility: false, sisterTrains: false, employeeRotation: false, emergencyToolbox: false },
|
||||
};
|
||||
const game = (seed = 5): GameState => createGame({ id: 'g', seed, config, playerNames: ['p'] });
|
||||
@@ -46,9 +49,9 @@ function switching(
|
||||
): string {
|
||||
const area = areaOf(s, 0);
|
||||
const office = area.officeCoord;
|
||||
// The crew stands one square west of the Office and works westward. It may NOT stand on the Office
|
||||
// itself: §A.4 forbids leaving Rolling Stock on the Office track, so every drop there is refused
|
||||
// whatever the train's own card says.
|
||||
// The crew stands one square west of the Office and works westward, away from the Office square's
|
||||
// own special-cased drop rule (§A.4 forbids everything but a coach there, v0.5.0) — tests that want
|
||||
// that exception exercise it directly instead.
|
||||
const here = { row: office.row, col: office.col - 1 };
|
||||
area.grid.set(coordKey(here), straight());
|
||||
area.grid.set(coordKey({ row: office.row, col: office.col - 2 }), straight(westCars));
|
||||
@@ -202,6 +205,41 @@ describe('§7 — the Local keeps its coach (trains 7/8)', () => {
|
||||
switching(s, 9, false, [boxcar(), coach()]);
|
||||
assert.equal(check(s, 0, { type: 'switch.dropCars', trayId: 't', count: 1 }), null);
|
||||
});
|
||||
|
||||
it('may set the coach out at the Office — the one place §A.4 now allows it (v0.5.0)', () => {
|
||||
const s = game();
|
||||
const area = areaOf(s, 0);
|
||||
const office = area.officeCoord;
|
||||
s.trays.set('t', {
|
||||
id: 't',
|
||||
trainNumber: 7,
|
||||
trainIsExtra: false,
|
||||
engineAt: 0,
|
||||
consist: [boxcar(), coach()],
|
||||
direction: 'west',
|
||||
facing: 'w',
|
||||
position: { at: 'grid', seat: 0, coord: office },
|
||||
movesUsed: 0,
|
||||
});
|
||||
s.clock.phase = 'localOps';
|
||||
s.clock.currentActor = 0;
|
||||
turnOf(s, 0).option = 'switch';
|
||||
turnOf(s, 0).movesRemaining = 6;
|
||||
|
||||
assert.equal(
|
||||
check(s, 0, { type: 'switch.dropCars', trayId: 't', count: 1 }),
|
||||
null,
|
||||
'the coach may be cut loose at the Office',
|
||||
);
|
||||
assert.ok(applyIntent(s, 0, { type: 'switch.dropCars', trayId: 't', count: 1 }).ok);
|
||||
const officeCard = area.grid.get(coordKey(office))!;
|
||||
assert.deepEqual(
|
||||
officeCard.standing.map((c) => c.type),
|
||||
['coach'],
|
||||
'the coach is parked on the Office card',
|
||||
);
|
||||
assert.equal(s.trays.get('t')!.consist.length, 1, 'the coach left the tray');
|
||||
});
|
||||
});
|
||||
|
||||
describe('§7 — trains Porters may not work', () => {
|
||||
|
||||
+476
-46
@@ -42,7 +42,21 @@ import {
|
||||
} from '../src/web/game.ts';
|
||||
|
||||
const root = join(import.meta.dirname, '..');
|
||||
/**
|
||||
* `dist/` is built once by the `pretest` npm script (`scripts/build-web.ts`), before `node --test`
|
||||
* ever starts — every test below that reads `dist` assumes it is already complete, not that some
|
||||
* other test in this file built it. `npm run test` directly (skipping `npm test`'s `pretest` hook)
|
||||
* will not have run it.
|
||||
*/
|
||||
const dist = join(root, 'dist');
|
||||
/**
|
||||
* A directory the actual "run the build command" test below builds into, kept separate from the
|
||||
* shared `dist/` above. Two suites racing to write and read the SAME `dist/` — the build command
|
||||
* doing a full `rmSync` + rebuild while other tests in this file read it mid-run — used to fail 9
|
||||
* times in one measured run and 0 the next. `dist/` is now single-writer (`pretest`, once, before
|
||||
* anything reads it); this directory is the ONLY thing the build-command test itself may touch.
|
||||
*/
|
||||
const distTest = join(root, 'dist-test');
|
||||
|
||||
/** Play a whole game by always taking the first offered action. */
|
||||
function playThrough(seed: number, maxTurns = 20_000) {
|
||||
@@ -764,15 +778,30 @@ describe('the board draws the printed card (docs/tracks.png)', () => {
|
||||
.map((m) => ({ x1: Number(m[1]), y1: Number(m[2]), x2: Number(m[3]), y2: Number(m[4]) }));
|
||||
};
|
||||
|
||||
/** Undirected segment angles in degrees, deduplicated. 0 is horizontal. */
|
||||
const angles = (links: string[]): number[] => [
|
||||
...new Set(
|
||||
draw(links).map((r) => {
|
||||
const a = (Math.atan2(r.y2 - r.y1, r.x2 - r.x1) * 180) / Math.PI;
|
||||
return Math.round((((a % 180) + 180) % 180) * 10) / 10;
|
||||
/**
|
||||
* A 45° leg is a curved `<path>` now (v0.5.0), not straight `<line>`s — see `curvedRail` in
|
||||
* `board-svg.ts`. Each returned array is the sampled polyline for one of the leg's two rails, in
|
||||
* order from the through edge to the diagonal edge.
|
||||
*/
|
||||
const drawCurve = (links: string[]): { x: number; y: number }[][] => {
|
||||
const cell = {
|
||||
row: 0, col: 0, kind: 'trk', label: 'x', running: true, enhancements: [], enhancementsWhat: [],
|
||||
trains: [], adTracks: null, cars: [], standingWest: 0, facility: null, links, what: '',
|
||||
};
|
||||
const svg = officeSvg([cell] as never, 0);
|
||||
return [...svg.matchAll(/<path class="bs-rail" fill="none" d="M([^"]+)"\/>/g)].map((m) =>
|
||||
m[1]!.split(' L').map((pair) => {
|
||||
const [x, y] = pair.trim().split(' ').map(Number);
|
||||
return { x: x!, y: y! };
|
||||
}),
|
||||
),
|
||||
].sort((a, b) => a - b);
|
||||
);
|
||||
};
|
||||
|
||||
/** Undirected angle in degrees between two points, 0–180. */
|
||||
const angleOf = (a: { x: number; y: number }, b: { x: number; y: number }): number => {
|
||||
const deg = (Math.atan2(b.y - a.y, b.x - a.x) * 180) / Math.PI;
|
||||
return ((deg % 180) + 180) % 180;
|
||||
};
|
||||
|
||||
it('runs the through track dead centre, edge to edge', () => {
|
||||
// The measurement from the printed sheet: on every one of its nine rows the east-west rail sits
|
||||
@@ -788,36 +817,46 @@ describe('the board draws the printed card (docs/tracks.png)', () => {
|
||||
}
|
||||
});
|
||||
|
||||
it('leaves at exactly 45°, through the middle of the north or south edge', () => {
|
||||
it('leaves the through edge level and the diagonal edge at 45°, curved rather than kinked', () => {
|
||||
// The TRUE tangent is exactly 0° at the through edge and exactly 45°/135° at the diagonal edge —
|
||||
// that is what the curve's control points are chosen to hit (see `curvedRail`'s call site). What
|
||||
// is rendered is a sampled polyline, so the first and last drawn segment only APPROXIMATE that
|
||||
// limit; a few degrees off at the sample count in use, well inside the tolerance below.
|
||||
for (const links of [['ne'], ['nw'], ['se'], ['sw'], ['ew', 'ws'], ['ew', 'en']]) {
|
||||
const found = angles(links);
|
||||
assert.ok(found.includes(0), `${links} has no level run along the centre line`);
|
||||
assert.ok(
|
||||
found.includes(45) || found.includes(135),
|
||||
`${links} draws its leg at ${found.join('/')}° — the card prints 45°`,
|
||||
);
|
||||
assert.equal(found.length, 2, `${links} draws ${found.join('/')}° — a leg is a run and one 45° angle`);
|
||||
const [rail] = drawCurve(links);
|
||||
assert.ok(rail && rail.length > 2, `${links} drew no curved leg`);
|
||||
const start = angleOf(rail[0]!, rail[1]!);
|
||||
const end = angleOf(rail[rail.length - 2]!, rail[rail.length - 1]!);
|
||||
assert.ok(start <= 6 || start >= 174, `${links} leaves the through edge at ${start}°, not level`);
|
||||
const offDiagonal = Math.min(Math.abs(end - 45), Math.abs(end - 135));
|
||||
assert.ok(offDiagonal <= 6, `${links} meets the diagonal edge at ${end}°, not 45°/135°`);
|
||||
}
|
||||
});
|
||||
|
||||
it('draws the two diagonals as two different diagonals', () => {
|
||||
// The matching rule made visible. `ne` and `sw` lie on one line and `nw` and `se` on the other,
|
||||
// so a stacked pair on the same diagonal reads as one unbroken rail and a mismatched pair reads
|
||||
// as the V it is. Drawn alike, the picture would claim a join the engine refuses.
|
||||
assert.deepEqual(angles(['ne']), angles(['sw']), 'ne and sw must lie on the same diagonal');
|
||||
assert.deepEqual(angles(['nw']), angles(['se']), 'nw and se must lie on the same diagonal');
|
||||
assert.notDeepEqual(angles(['ne']), angles(['nw']), 'the two diagonals must be distinguishable');
|
||||
// so a stacked pair on the same diagonal reads as one continuous curve and a mismatched pair
|
||||
// reads as the V it is. Drawn alike, the picture would claim a join the engine refuses.
|
||||
const family = (links: string[]): 'rising' | 'falling' => {
|
||||
const [rail] = drawCurve(links);
|
||||
const end = angleOf(rail![rail!.length - 2]!, rail![rail!.length - 1]!);
|
||||
return Math.abs(end - 45) < Math.abs(end - 135) ? 'rising' : 'falling';
|
||||
};
|
||||
assert.equal(family(['ne']), family(['sw']), 'ne and sw must lie on the same diagonal');
|
||||
assert.equal(family(['nw']), family(['se']), 'nw and se must lie on the same diagonal');
|
||||
assert.notEqual(family(['ne']), family(['nw']), 'the two diagonals must be distinguishable');
|
||||
});
|
||||
|
||||
it('meets the card edge at its midpoint, so abutting cards line up', () => {
|
||||
// A leg that met the edge anywhere else would join to nothing, however right its angle.
|
||||
// A leg that met the edge anywhere else would join to nothing, however right its angle. Exact,
|
||||
// not approximate: the curve's LAST sampled point is always the true edge point (`edge` in
|
||||
// `curvedRail`'s call site, not a discretised approximation of it), so averaging the two rails'
|
||||
// endpoints cancels their perpendicular offset exactly, the same way it did when the leg was two
|
||||
// straight segments.
|
||||
const W = 166;
|
||||
const H = 96;
|
||||
// Only the sloping segments, and only the end of each that lands on the south edge.
|
||||
const atEdge = draw(['sw'])
|
||||
.filter((r) => r.y1 !== r.y2)
|
||||
.map((r) => (Math.abs(r.y1 - H) < Math.abs(r.y2 - H) ? r.x1 : r.x2));
|
||||
assert.equal(atEdge.length, 2, 'the leg is two rails');
|
||||
const rails = drawCurve(['sw']);
|
||||
assert.equal(rails.length, 2, 'the leg is two rails');
|
||||
const atEdge = rails.map((r) => r[r.length - 1]!.x);
|
||||
const mid = (atEdge[0]! + atEdge[1]!) / 2;
|
||||
assert.ok(Math.abs(mid - W / 2) < 0.5, `the leg crosses the south edge at x=${mid}, not the middle (${W / 2})`);
|
||||
});
|
||||
@@ -1171,10 +1210,12 @@ describe('the page explains itself', () => {
|
||||
});
|
||||
|
||||
it('states the objective and whether you are keeping up', () => {
|
||||
// SOLO_CONFIG's minCombinedRevenue is collectiveRevenueFloor(1, 5) = 15 (game.ts) — the old
|
||||
// fixed target of 20 retired 2026-08-20 with the victory-condition redesign.
|
||||
const f = view(newGame(430));
|
||||
assert.equal(f.objective.target, 20);
|
||||
assert.equal(f.objective.target, 15);
|
||||
assert.equal(f.objective.days, 5);
|
||||
assert.match(f.objective.note, /of 20/);
|
||||
assert.match(f.objective.note, /of 15/);
|
||||
assert.match(f.objective.note, /Days? left/);
|
||||
});
|
||||
|
||||
@@ -1325,11 +1366,17 @@ describe('replays are saves', () => {
|
||||
describe('the static build', () => {
|
||||
|
||||
it('builds, and needs nothing but a static host', () => {
|
||||
execFileSync('node', ['scripts/build-web.ts'], { cwd: root, stdio: 'pipe' });
|
||||
// Its OWN directory (`dist-test/`), not the shared `dist/` every other test in this file reads
|
||||
// — see the comment on `distTest` above.
|
||||
execFileSync('node', ['scripts/build-web.ts'], {
|
||||
cwd: root,
|
||||
stdio: 'pipe',
|
||||
env: { ...process.env, BUILD_DIST_DIR: 'dist-test' },
|
||||
});
|
||||
|
||||
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');
|
||||
assert.ok(existsSync(join(distTest, 'index.html')), 'no index.html');
|
||||
assert.ok(existsSync(join(distTest, 'web/main.js')), 'no entry script');
|
||||
assert.ok(existsSync(join(distTest, 'engine/apply.js')), 'the engine did not emit');
|
||||
});
|
||||
|
||||
it('emits no import that a browser cannot resolve', () => {
|
||||
@@ -1579,6 +1626,173 @@ describe('the static build', () => {
|
||||
);
|
||||
});
|
||||
|
||||
it('remembers auto-focus, sound and zoom across a reload, separately from the save', async () => {
|
||||
// A lighter DOM stub than the highlight test above — this never touches board highlighting or
|
||||
// action buttons, only the settings-bearing elements and `localStorage` itself.
|
||||
const els = new Map<string, Record<string, unknown>>();
|
||||
const injected: Record<string, unknown>[] = [];
|
||||
const make = (): Record<string, unknown> => {
|
||||
let html = '';
|
||||
const listeners = new Map<string, ((e?: unknown) => void)[]>();
|
||||
const ownClasses = new Set<string>();
|
||||
const node: Record<string, unknown> = {
|
||||
textContent: '', style: {}, dataset: {}, onclick: null, disabled: false,
|
||||
title: '', returnValue: '', open: false,
|
||||
addEventListener: (type: string, fn: (e?: unknown) => void) =>
|
||||
void listeners.set(type, [...(listeners.get(type) ?? []), fn]),
|
||||
showModal() {
|
||||
(node as { open: boolean }).open = true;
|
||||
},
|
||||
close(value?: string) {
|
||||
(node as { open: boolean; returnValue: string }).open = false;
|
||||
if (value !== undefined) (node as { returnValue: string }).returnValue = value;
|
||||
for (const fn of listeners.get('close') ?? []) fn();
|
||||
},
|
||||
classList: {
|
||||
add: (c: string) => void ownClasses.add(c),
|
||||
remove: (c: string) => void ownClasses.delete(c),
|
||||
contains: (c: string) => ownClasses.has(c),
|
||||
toggle: (c: string) => (ownClasses.has(c) ? ownClasses.delete(c) : ownClasses.add(c)),
|
||||
},
|
||||
// No real `<svg>` child: `applyZoom` looks for one, finds none on this stub, and no-ops —
|
||||
// the same way it does on a board card the stub never renders. Sizing the actual SVG needs a
|
||||
// real DOM (jsdom or a browser), which this test suite does not carry; what IS checked here —
|
||||
// the persisted setting, the button labels, the click wiring — is everything observable
|
||||
// without one. `querySelectorAll` empty rather than absent: several unrelated render steps
|
||||
// (crew markers, hand buttons, department piles) iterate whatever their element returns.
|
||||
querySelector: () => null,
|
||||
querySelectorAll: () => [],
|
||||
};
|
||||
Object.defineProperty(node, 'innerHTML', {
|
||||
get: () => html,
|
||||
set: (v: string) => void (html = v),
|
||||
});
|
||||
return node;
|
||||
};
|
||||
const served = new Set(
|
||||
[...readFileSync(join(dist, 'play.html'), 'utf8').matchAll(/id="([a-zA-Z][\w-]*)"/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);
|
||||
},
|
||||
createElement: () => make(),
|
||||
addEventListener: () => {},
|
||||
body: { appendChild: () => {} },
|
||||
head: { appendChild: (node: Record<string, unknown>) => void injected.push(node) },
|
||||
};
|
||||
g['location'] = { search: '?seed=555' };
|
||||
const store = new Map<string, string>();
|
||||
// Seeded BEFORE import: settings load once, at module top level, from whatever is already there.
|
||||
store.set(
|
||||
'station-master.settings.v1',
|
||||
JSON.stringify({ districtMode: 'open', soundOn: true, zoom: 1.25 }),
|
||||
);
|
||||
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),
|
||||
};
|
||||
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()}`);
|
||||
|
||||
// The seeded settings took effect on load, before any click.
|
||||
assert.match(String(els.get('sound')!['textContent']), /sound/, 'sound started ON, as seeded');
|
||||
assert.equal(els.get('zoomlabel')!['textContent'], '125%', 'zoom started at the seeded level');
|
||||
|
||||
// Zooming in from 125% goes to 150% and persists; the button disables at the top of the range.
|
||||
(els.get('zoomin')!['onclick'] as () => void)();
|
||||
assert.equal(els.get('zoomlabel')!['textContent'], '150%');
|
||||
assert.equal(els.get('zoomin')!['disabled'], true, 'already at the highest preset');
|
||||
assert.equal(
|
||||
(JSON.parse(store.get('station-master.settings.v1')!) as { zoom: number }).zoom,
|
||||
1.5,
|
||||
'the new zoom level was written back to localStorage',
|
||||
);
|
||||
|
||||
// Muting persists too, independently of zoom.
|
||||
(els.get('sound')!['onclick'] as () => void)();
|
||||
assert.match(String(els.get('sound')!['textContent']), /muted/);
|
||||
assert.equal(
|
||||
(JSON.parse(store.get('station-master.settings.v1')!) as { soundOn: boolean }).soundOn,
|
||||
false,
|
||||
);
|
||||
});
|
||||
|
||||
it('falls back to the defaults when settings are missing or corrupt, rather than throwing', async () => {
|
||||
const els = new Map<string, Record<string, unknown>>();
|
||||
const make = (): Record<string, unknown> => {
|
||||
const node: Record<string, unknown> = {
|
||||
textContent: '', style: {}, dataset: {}, onclick: null, disabled: false,
|
||||
title: '', returnValue: '', open: false,
|
||||
addEventListener: () => {},
|
||||
showModal() {},
|
||||
close() {},
|
||||
classList: { add: () => {}, remove: () => {}, contains: () => false, toggle: () => {} },
|
||||
querySelector: () => null,
|
||||
querySelectorAll: () => [],
|
||||
};
|
||||
let html = '';
|
||||
Object.defineProperty(node, 'innerHTML', { get: () => html, set: (v: string) => void (html = v) });
|
||||
return node;
|
||||
};
|
||||
const served = new Set(
|
||||
[...readFileSync(join(dist, 'play.html'), 'utf8').matchAll(/id="([a-zA-Z][\w-]*)"/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);
|
||||
},
|
||||
createElement: () => make(),
|
||||
addEventListener: () => {},
|
||||
body: { appendChild: () => {} },
|
||||
head: { appendChild: () => {} },
|
||||
};
|
||||
g['location'] = { search: '?seed=556' };
|
||||
g['localStorage'] = {
|
||||
// Neither a JSON parse error nor a thrown access should reach the page — a full or disabled
|
||||
// localStorage must not take the game down with it, the same guard the save already has.
|
||||
getItem: () => {
|
||||
throw new Error('storage disabled');
|
||||
},
|
||||
setItem: () => {},
|
||||
removeItem: () => {},
|
||||
};
|
||||
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=${Date.now()}`);
|
||||
|
||||
assert.match(String(els.get('sound')!['textContent']), /muted/, 'sound defaults OFF');
|
||||
assert.equal(els.get('zoomlabel')!['textContent'], '100%', 'zoom defaults to 100%');
|
||||
});
|
||||
|
||||
it('busts the cache on every module, so a deploy cannot half-load', () => {
|
||||
// The first real deploy served a fresh index.html against a CACHED main.js: the HTML had
|
||||
// dropped an element the old script still asked for, so the page threw `missing element:
|
||||
@@ -2301,6 +2515,149 @@ describe('the static build', () => {
|
||||
assert.match(splash, /href="\.\/replays\.html"/, 'the splash does not link to the replays');
|
||||
});
|
||||
|
||||
it('opens the multiplayer door from the splash, straight into the lobby', () => {
|
||||
// This door sat `disabled` and labelled "Coming soon" from before the server existed until
|
||||
// v0.5.2 — Phases 2-4 built a working lobby and nothing ever linked to it, so a player with a
|
||||
// real server in front of them saw the same dead card as everyone else.
|
||||
const splash = readFileSync(join(dist, 'index.html'), 'utf8');
|
||||
assert.match(splash, /href="\.\/play\.html\?lobby"/, 'the splash does not link to the lobby');
|
||||
assert.doesNotMatch(splash, /Coming soon/, 'the multiplayer door still says it is unbuilt');
|
||||
// The probe addresses all three by id; renaming one silently un-wires it, which is precisely
|
||||
// the class of break that put "Coming soon" on a working feature for two releases.
|
||||
for (const id of ['door-multiplayer', 'door-multiplayer-go', 'door-multiplayer-blurb']) {
|
||||
assert.ok(splash.includes(`id="${id}"`), `the splash is missing #${id}`);
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* The probe decides whether the door above is real, so both of its answers are worth a test —
|
||||
* and the OPEN one especially: a false "no server here" is invisible to the player and is the
|
||||
* exact failure this release exists to remove.
|
||||
*/
|
||||
it('closes the multiplayer door only when nothing answers the health probe', async () => {
|
||||
const served = new Set(
|
||||
[...readFileSync(join(dist, 'index.html'), 'utf8').matchAll(/id="([a-zA-Z][\w-]*)"/g)].map((m) => m[1]!),
|
||||
);
|
||||
const loadSplash = async (fetchImpl: () => Promise<unknown>): Promise<Record<string, unknown>> => {
|
||||
const els = new Map<string, Record<string, unknown>>();
|
||||
const make = (): Record<string, unknown> => {
|
||||
const classes = new Set<string>();
|
||||
return {
|
||||
textContent: '', innerHTML: '', hidden: false, href: './play.html?lobby',
|
||||
classList: { add: (c: string) => void classes.add(c), remove: (c: string) => void classes.delete(c), has: (c: string) => classes.has(c) },
|
||||
removeAttribute: (k: string) => { if (k === 'href') delete (els.get('door-multiplayer') ?? {})['href']; },
|
||||
addEventListener: () => {}, appendChild: () => {},
|
||||
};
|
||||
};
|
||||
const g = globalThis as Record<string, unknown>;
|
||||
g['document'] = {
|
||||
getElementById: (id: string) => {
|
||||
if (!served.has(id)) return null;
|
||||
if (!els.has(id)) els.set(id, make());
|
||||
return els.get(id);
|
||||
},
|
||||
createElement: () => make(), addEventListener: () => {},
|
||||
body: { appendChild: () => {} }, head: { appendChild: () => {} },
|
||||
};
|
||||
g['fetch'] = fetchImpl;
|
||||
await import(`file://${join(dist, 'web/splash.js')}?t=${Date.now()}${Math.random()}`);
|
||||
// The probe settles a microtask or two after load; nothing in the page waits on it.
|
||||
await new Promise((r) => setTimeout(r, 0));
|
||||
return els.get('door-multiplayer')!;
|
||||
};
|
||||
|
||||
const answered = await loadSplash(() =>
|
||||
Promise.resolve({ ok: true, json: () => Promise.resolve({ ok: true, service: 'station-master' }) }),
|
||||
);
|
||||
assert.equal(
|
||||
(answered['classList'] as { has: (c: string) => boolean }).has('disabled'), false,
|
||||
'the door closed even though a Station Master server answered',
|
||||
);
|
||||
|
||||
const silent = await loadSplash(() => Promise.reject(new Error('nothing there')));
|
||||
assert.equal(
|
||||
(silent['classList'] as { has: (c: string) => boolean }).has('disabled'), true,
|
||||
'the door stayed open with no server behind it',
|
||||
);
|
||||
assert.equal(silent['href'], undefined, 'the closed door is still clickable');
|
||||
|
||||
// A host that answers EVERY path 200 — with its own index page, or with some unrelated
|
||||
// service's JSON — sails straight past an `ok` check, so the body has to name itself. Both
|
||||
// shapes below reach the door by a DIFFERENT route through the probe than the rejection
|
||||
// above does, which is the whole reason they are here: an earlier version of this test
|
||||
// asserted only the rejection path and passed with the naming check deleted outright.
|
||||
const unnamed = await loadSplash(() =>
|
||||
Promise.resolve({ ok: true, json: () => Promise.resolve({ service: 'something-else', ok: true }) }),
|
||||
);
|
||||
assert.equal(
|
||||
(unnamed['classList'] as { has: (c: string) => boolean }).has('disabled'), true,
|
||||
'a 200 from some other service was taken for a Station Master server',
|
||||
);
|
||||
|
||||
const unparseable = await loadSplash(() =>
|
||||
Promise.resolve({ ok: true, json: () => Promise.reject(new Error('not json')) }),
|
||||
);
|
||||
assert.equal(
|
||||
(unparseable['classList'] as { has: (c: string) => boolean }).has('disabled'), true,
|
||||
'a 200 that is not JSON at all was taken for a server',
|
||||
);
|
||||
});
|
||||
|
||||
/**
|
||||
* `?lobby` is what the door above hands to `main.ts`. Asserted on the BUILT bundle rather than
|
||||
* the source, because the one thing that broke here was a browser-vs-Node API difference
|
||||
* (`params.has` against the stub below), which only a load of the real output catches.
|
||||
*/
|
||||
it('routes ?lobby straight to the lobby screen instead of dealing a solitaire game', async () => {
|
||||
const shown: string[] = [];
|
||||
const served = new Set(
|
||||
[...readFileSync(join(dist, 'play.html'), 'utf8').matchAll(/id="([a-zA-Z][\w-]*)"/g)].map((m) => m[1]!),
|
||||
);
|
||||
const els = new Map<string, Record<string, unknown>>();
|
||||
const make = (id: string): Record<string, unknown> => ({
|
||||
textContent: '', style: {}, dataset: {}, onclick: null, disabled: false, innerHTML: '',
|
||||
title: '', hidden: false, classList: { add: () => {}, remove: () => {}, has: () => false },
|
||||
appendChild: () => {}, addEventListener: () => {}, removeAttribute: () => {},
|
||||
querySelector: () => null, querySelectorAll: () => [],
|
||||
setAttribute: (k: string, v: string) => { if (k === 'hidden') shown.push(`${id}=${v}`); },
|
||||
});
|
||||
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(id));
|
||||
return els.get(id);
|
||||
},
|
||||
createElement: () => make('?'), addEventListener: () => {},
|
||||
body: { appendChild: () => {} }, head: { appendChild: () => {} },
|
||||
};
|
||||
g['location'] = { search: '?lobby' };
|
||||
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),
|
||||
};
|
||||
g['URLSearchParams'] = class {
|
||||
search: string;
|
||||
constructor(search: string) { this.search = search; }
|
||||
get(k: string): string | null {
|
||||
// A bare flag with no `=value` is still present — `?lobby` is exactly that shape.
|
||||
if (new RegExp(`[?&]${k}(?=$|[&=])`).test(this.search)) {
|
||||
return new RegExp(`${k}=([^&]*)`).exec(this.search)?.[1] ?? '';
|
||||
}
|
||||
return null;
|
||||
}
|
||||
};
|
||||
// The lobby screen opens an EventSource as soon as it is shown; nothing here drives a game.
|
||||
g['EventSource'] = class { close(): void {} addEventListener(): void {} };
|
||||
|
||||
await import(`file://${join(dist, 'web/main.js')}?t=${Date.now()}`);
|
||||
|
||||
assert.equal(els.get('lobby')!['hidden'], false, 'the lobby screen stayed hidden under ?lobby');
|
||||
assert.equal(els.get('gameui')!['hidden'], true, 'it dealt a solitaire game instead of opening the lobby');
|
||||
});
|
||||
|
||||
it('serves a page that loads the game as a module', () => {
|
||||
const html = readFileSync(join(dist, 'play.html'), 'utf8');
|
||||
assert.match(html, /<script type="module" src="\.\/web\/main\.js(\?v=[^"]*)?">/);
|
||||
@@ -2318,8 +2675,11 @@ describe('the Division map shows the whole route', () => {
|
||||
seed: 7,
|
||||
config: {
|
||||
mode: players === 1 ? 'solitaire' : 'competitive',
|
||||
victory: 'highestAfterDays',
|
||||
length: 'standard',
|
||||
days: 5,
|
||||
minCombinedRevenue: 0,
|
||||
maxCollisionsPerDay: 0,
|
||||
maxCollisionsTotal: 0,
|
||||
pvpCardsAllowed: false,
|
||||
optionalRules: { reducedVisibility: false, sisterTrains: false, employeeRotation: false, emergencyToolbox: false },
|
||||
},
|
||||
playerNames: ['A', 'B', 'C', 'D'].slice(0, players),
|
||||
@@ -2334,7 +2694,7 @@ describe('the Division map shows the whole route', () => {
|
||||
id: 'div-run',
|
||||
seed: 7,
|
||||
config: {
|
||||
mode: 'solitaire', victory: 'highestAfterDays', length: 'standard',
|
||||
mode: 'solitaire', days: 5, minCombinedRevenue: 0, maxCollisionsPerDay: 0, maxCollisionsTotal: 0, pvpCardsAllowed: false,
|
||||
optionalRules: { reducedVisibility: false, sisterTrains: false, employeeRotation: false, emergencyToolbox: false },
|
||||
},
|
||||
playerNames: ['Solitaire'],
|
||||
@@ -2387,7 +2747,7 @@ describe('the Division map shows the whole route', () => {
|
||||
const s = createEngineGame({
|
||||
id: 'div-chips', seed: 7,
|
||||
config: {
|
||||
mode: 'solitaire', victory: 'highestAfterDays', length: 'standard',
|
||||
mode: 'solitaire', days: 5, minCombinedRevenue: 0, maxCollisionsPerDay: 0, maxCollisionsTotal: 0, pvpCardsAllowed: false,
|
||||
optionalRules: { reducedVisibility: false, sisterTrains: false, employeeRotation: false, emergencyToolbox: false },
|
||||
},
|
||||
playerNames: ['Solitaire'],
|
||||
@@ -2716,7 +3076,7 @@ describe('the tray is an engine plus its Rolling Stock', () => {
|
||||
const s = createEngineGame({
|
||||
id: 'eng', seed: 1038389,
|
||||
config: {
|
||||
mode: 'solitaire', victory: 'highestAfterDays', length: 'standard',
|
||||
mode: 'solitaire', days: 5, minCombinedRevenue: 0, maxCollisionsPerDay: 0, maxCollisionsTotal: 0, pvpCardsAllowed: false,
|
||||
optionalRules: { reducedVisibility: false, sisterTrains: false, employeeRotation: false, emergencyToolbox: false },
|
||||
},
|
||||
playerNames: ['Solitaire'],
|
||||
@@ -2766,7 +3126,7 @@ describe('the tray is an engine plus its Rolling Stock', () => {
|
||||
const s = createEngineGame({
|
||||
id: 'yards', seed: 1038389,
|
||||
config: {
|
||||
mode: 'solitaire', victory: 'highestAfterDays', length: 'standard',
|
||||
mode: 'solitaire', days: 5, minCombinedRevenue: 0, maxCollisionsPerDay: 0, maxCollisionsTotal: 0, pvpCardsAllowed: false,
|
||||
optionalRules: { reducedVisibility: false, sisterTrains: false, employeeRotation: false, emergencyToolbox: false },
|
||||
},
|
||||
playerNames: ['Solitaire'],
|
||||
@@ -2818,12 +3178,21 @@ describe('the New Game dialog', () => {
|
||||
value,
|
||||
checked: false,
|
||||
}));
|
||||
// The mode radios are real DOM inputs, so `onchange` has to actually fire when a test flips
|
||||
// `checked` — `applyModePreset` is wired to it, not polled.
|
||||
const modeRadios = ['solitaire', 'competitive', 'coop'].map((value) => ({
|
||||
value,
|
||||
checked: value === 'solitaire',
|
||||
onchange: null as (() => void) | null,
|
||||
}));
|
||||
let html = '';
|
||||
const node: Record<string, unknown> = {
|
||||
id, value: '', textContent: '', title: '', returnValue: '', open: false,
|
||||
style: {}, dataset: {}, onclick: null, scrollTop: 0, scrollHeight: 0,
|
||||
checked: false, disabled: false,
|
||||
classList: { add: () => {}, remove: () => {}, contains: () => false, toggle: () => {} },
|
||||
radios,
|
||||
modeRadios,
|
||||
addEventListener: (type: string, fn: () => void) =>
|
||||
void listeners.set(type, [...(listeners.get(type) ?? []), fn]),
|
||||
showModal: () => void ((node as { open: boolean }).open = true),
|
||||
@@ -2833,9 +3202,14 @@ describe('the New Game dialog', () => {
|
||||
},
|
||||
// Only the radio-group selectors the dialog actually uses; anything else is not this
|
||||
// element's business and answering it with a guess would hide a typo in the real selector.
|
||||
querySelectorAll: (sel: string) => (sel === 'input[name="ng-hand"]' ? radios : []),
|
||||
querySelectorAll: (sel: string) =>
|
||||
sel === 'input[name="ng-hand"]' ? radios : sel === 'input[name="ng-mode"]' ? modeRadios : [],
|
||||
querySelector: (sel: string) =>
|
||||
sel === 'input[name="ng-hand"]:checked' ? (radios.find((r) => r.checked) ?? null) : null,
|
||||
sel === 'input[name="ng-hand"]:checked'
|
||||
? (radios.find((r) => r.checked) ?? null)
|
||||
: sel === 'input[name="ng-mode"]:checked'
|
||||
? (modeRadios.find((r) => r.checked) ?? null)
|
||||
: null,
|
||||
};
|
||||
Object.defineProperty(node, 'innerHTML', { get: () => html, set: (v: string) => void (html = v) });
|
||||
return node;
|
||||
@@ -2888,6 +3262,53 @@ describe('the New Game dialog', () => {
|
||||
assert.deepEqual(checked.map((r) => r.value), ['sixRandom'], 'the opening hand in play was not preselected');
|
||||
});
|
||||
|
||||
it('always reopens on Solitaire, Deal enabled, PvP forced off — the only mode a prior game could be', async () => {
|
||||
const { els } = await load('?seed=430');
|
||||
(els.get('newgame')!['onclick'] as () => void)();
|
||||
|
||||
const dlg = els.get('newgamedlg')!;
|
||||
const modeRadios = dlg['modeRadios'] as { value: string; checked: boolean }[];
|
||||
assert.deepEqual(
|
||||
modeRadios.filter((r) => r.checked).map((r) => r.value),
|
||||
['solitaire'],
|
||||
'the dialog did not reopen on Solitaire',
|
||||
);
|
||||
assert.equal(els.get('ng-deal')!['disabled'], false, 'Deal was disabled for the one dealable mode');
|
||||
assert.equal(els.get('ng-pvp')!['checked'], false, 'PvP defaulted on for Solitaire');
|
||||
assert.equal(els.get('ng-pvp')!['disabled'], true, "Solitaire's PvP checkbox was left editable");
|
||||
});
|
||||
|
||||
it('picking Competitive suggests a 4-player floor, turns PvP on, and disables Deal', async () => {
|
||||
const { els } = await load('?seed=430');
|
||||
(els.get('newgame')!['onclick'] as () => void)();
|
||||
|
||||
const dlg = els.get('newgamedlg')!;
|
||||
const modeRadios = dlg['modeRadios'] as { value: string; checked: boolean; onchange: (() => void) | null }[];
|
||||
const competitive = modeRadios.find((r) => r.value === 'competitive')!;
|
||||
for (const r of modeRadios) r.checked = r === competitive;
|
||||
competitive.onchange!();
|
||||
|
||||
assert.equal(els.get('ng-minrev')!['value'], '60', 'the suggested floor is not 3 * 4 players * 5 days');
|
||||
assert.equal(els.get('ng-pvp')!['checked'], true, 'Competitive did not default PvP on');
|
||||
assert.equal(els.get('ng-pvp')!['disabled'], false, "Competitive's PvP checkbox was left disabled");
|
||||
assert.equal(els.get('ng-deal')!['disabled'], true, 'Deal was enabled for a mode with nowhere to go yet');
|
||||
});
|
||||
|
||||
it('picking Co-op forces PvP off — no valid target for those cards when everyone is on one side', async () => {
|
||||
const { els } = await load('?seed=430');
|
||||
(els.get('newgame')!['onclick'] as () => void)();
|
||||
|
||||
const dlg = els.get('newgamedlg')!;
|
||||
const modeRadios = dlg['modeRadios'] as { value: string; checked: boolean; onchange: (() => void) | null }[];
|
||||
const coop = modeRadios.find((r) => r.value === 'coop')!;
|
||||
for (const r of modeRadios) r.checked = r === coop;
|
||||
coop.onchange!();
|
||||
|
||||
assert.equal(els.get('ng-pvp')!['checked'], false, 'Co-op defaulted PvP on');
|
||||
assert.equal(els.get('ng-pvp')!['disabled'], true, "Co-op's PvP checkbox was left editable");
|
||||
assert.equal(els.get('ng-deal')!['disabled'], true, 'Deal was enabled for a mode with nowhere to go yet');
|
||||
});
|
||||
|
||||
it('puts the seed and all three settings into the URL when it deals', async () => {
|
||||
const { els, nav } = await load('?seed=430');
|
||||
(els.get('newgame')!['onclick'] as () => void)();
|
||||
@@ -2901,7 +3322,10 @@ describe('the New Game dialog', () => {
|
||||
dlg['returnValue'] = 'deal';
|
||||
(dlg['close'] as () => void)();
|
||||
|
||||
assert.equal(nav.search, '?seed=99&hand=threeTrackThreeOther&passenger=5&freight=0&transit=2');
|
||||
assert.equal(
|
||||
nav.search,
|
||||
'?seed=99&hand=threeTrackThreeOther&passenger=5&freight=0&transit=2&days=5&minrev=15&colday=3&coltotal=5',
|
||||
);
|
||||
});
|
||||
|
||||
it('deals nothing on cancel, and nothing on Esc', async () => {
|
||||
@@ -2920,8 +3344,10 @@ describe('the New Game dialog', () => {
|
||||
|
||||
it('reloads when the answers are the URL the page already has, so a re-deal is not a no-op', async () => {
|
||||
// Dealing a random seed, disliking it and dealing again at the same settings produces the same
|
||||
// search string — and assigning `location.search` the value it already holds does nothing.
|
||||
const url = '?hand=threeRandom&passenger=1&freight=1&transit=0';
|
||||
// search string — and assigning `location.search` the value it already holds does nothing. Spells
|
||||
// out the victory dials explicitly (rather than leaving them to default) so the URL Deal produces
|
||||
// is byte-identical to the one the page loaded with.
|
||||
const url = '?hand=threeRandom&passenger=1&freight=1&transit=0&days=5&minrev=15&colday=3&coltotal=5';
|
||||
const { els, nav } = await load(url);
|
||||
(els.get('newgame')!['onclick'] as () => void)();
|
||||
const dlg = els.get('newgamedlg')!;
|
||||
@@ -2950,7 +3376,11 @@ describe('the New Game dialog', () => {
|
||||
dlg['returnValue'] = 'deal';
|
||||
(dlg['close'] as () => void)();
|
||||
|
||||
assert.equal(nav.search, '?hand=threeRandom&passenger=1&freight=1&transit=0', 'a bad seed was carried into the URL');
|
||||
assert.equal(
|
||||
nav.search,
|
||||
'?hand=threeRandom&passenger=1&freight=1&transit=0&days=5&minrev=15&colday=3&coltotal=5',
|
||||
'a bad seed was carried into the URL',
|
||||
);
|
||||
});
|
||||
});
|
||||
|
||||
|
||||
Reference in New Issue
Block a user