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9735468d25 |
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@@ -19,6 +19,107 @@ page as `v0.1.0 · <sha> · <date>`, so what is deployed can always be identifie
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---
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## 0.4.9g — 2026-08-25
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Four more off the Gitea tracker, all of them things a player saw at the board: **#8** a per-diem train
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that could not couple a caboose, **#10** no way to tell when the Day turned over, **#9** a ruling that
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lets a Timetabled train be thrown away — which supersedes **#6**, shipped three days ago in 0.4.9f —
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and **#2**, which turned out not to be an engine bug at all, so what is fixed there is that the game
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now says why.
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The same four ship as **0.7.1** on the main line. The full reasoning for every item is in that line's
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CHANGELOG; this entry records what reached the playtest build and what differs.
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### Gitea#8 — a caboose is not a load
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X22 Pee-Dee, whose card reads "may only pick up MTs", refused every caboose — including the one it was
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made up with, so setting it out at the end of a sweep stranded the train. All six cabooses are minted
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`loaded: true`, because §2.2's "coloured is loaded, white is empty" doubles as a PIECE COUNT in the
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supply table and there is no white caboose to make a train up from. Exactly one read of the flag took
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that literally. A caboose carries the crew, not freight, so it is never a load; the restriction itself
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is untouched, and a loaded car alongside the caboose still refuses. The card now says so
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("A caboose is not a load"), because a player reading "EMPTIES ONLY" cannot know which reading the
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game took.
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### Gitea#10 — a dialog when the Day rolls over
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"Hard to keep track of time." Nothing on screen was wrong — the clock, the turn chart and the
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timetable all said which Day it was — but a Day turns over inside the phases that run themselves, so
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it passes between one click and the next, and the phase banner that announces it is gone in 2.6
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seconds. A modal stops and waits, which is the whole request. It carries the Day that ended, the
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standings in Revenue order, the Days left to run, and your Revenue against the target with the pace.
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Suppressed on the first frame (arriving in a game already on Day 3 is not Day 2 ending), on Undo
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stepping back across a rollover, and on the Day the game ends — the outcome panel is the thing to
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read then.
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### Gitea#9 — a Timetabled train may be thrown away
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**This supersedes Gitea#6 above, which shipped in 0.4.9f three days ago.** Jesse: "Timetabled trains
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are at the choice of the player — they can either play or discard. If someone else wants to pick it
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up, they are more than able to. The reason: I don't want, if you decide to play a game longer than
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five days, to decide that maybe there are too many trains, the stations are jammed, and the railroad
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doesn't need any more. You can toss it. Someone else might disagree and pick it up."
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An **Extra** is still never discardable: it never joins the timetable, so it can never be what jams
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it. The second half of the ruling needed no code — a discard already goes face-up onto a Department
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pile, which is exactly where a rival draws from.
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**Gitea#6's corner survives, narrowed.** A hand with no discardable card still has exactly one way on
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— play one — with nothing in the engine computing "you must play a train". The hand that reaches it
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is now four Extras rather than any four trains.
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### Gitea#2 — why nothing is moving on the platform
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"The Sparrow pulled into the station with two loaded coaches. There are two passengers on the
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platform. Four porters. My thought was to unload two and load two. I never get the chance to load the
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last two."
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**The engine is not deviating from the rules**, and this was checked step by step against the reported
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save. §9.2 discards the white coach into the Classification Yard on boarding and draws one from the
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Division Yard on de-training; §2.2 returns the Classification Yard only when the Division Yard is
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empty. All three are implemented exactly. What bites is the interaction: both halves of every
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passenger cycle consume coaches one-way, and a single global refill condition over a pile of ~60 cars
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means they do not come back. Over the reported game the coach pool goes 8+/8− on Day 1 to 0+/1− by
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Day 5, with eight coaches stranded in Classification.
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**Jesse's ruling is that the shortage stays** — "it is possible to run out, that's part of the
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strategy" — so the three balance options written up in `TODO.md` are declined, not deferred.
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What was unambiguously a bug is that the game said **nothing**. A Porter action that cannot be taken
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is simply absent from the menu, and the "why nothing is moving" panel covered freight facilities only,
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so a platform had never had anything to say for itself. It now reports passengers with no train, a
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train whose card bars Porters, full coaches, full red slots, the same-district rule, and the coach
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shortage itself — naming how many coaches sit in Classification and what brings them back. The reason
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text comes from the engine's own predicate, so the panel cannot drift from the rule that refused.
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Fixing the label found a second defect: a Passenger Facility rides on the `office` card, so every
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passenger row would have read `facility 0,0`; it is named by its Office tier now.
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### What differs from the main line
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- **The Timetabled discard is the plain rule here, not a setting.** On main it is a New Game checkbox
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(`discardTimetabled`, on by default) because Jesse's reasoning is about games run LONGER than five
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Days. This line has no settings-form scaffolding and no `?toss=` parameter — a Timetabled train can
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simply be discarded. Both lines play the same game at main's default. The house rule itself is kept
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in the engine, unreachable from the page, so `keepReason` is identical on both lines and old saves
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still replay.
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- **The Day-end dialog's goal half is written for this line's Frame, not ported.** Main reads a
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COMBINED Revenue floor off its victory dials; this line has no such dials and instead has
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`objective`, which already resolves a per-player target from the game length and whether you are on
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pace. The dialog asks `objective` rather than recomputing it, so it cannot disagree with the status
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block. Its tests were rewritten to match.
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- **`Frame` gained a `viewer` field.** `snapshot` has always taken a viewer and resolved `revenue`,
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`handCount` and `objective` against it; the index itself was missing, so a panel drawing the whole
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table had no way to mark which row is yours without assuming the web client's `viewer = 0`.
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- The lobby, the game types and the multiplayer handoff overlay that main's versions of `main.ts`,
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`play.html` and `web.test.ts` are built around do not exist here, so those four files were
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hand-resolved rather than patched.
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**636 tests pass.** No replay was retired: Gitea#9 only ADDS a legal action, #8 only widens one, and
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neither #10 nor #2 touches the engine, so nothing already recorded means something different now.
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---
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## 0.4.9f — 2026-08-22
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Three more from the v0.4.9e gameplay-testing round, filed as Gitea issues: **#4** extras did not start
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@@ -25,8 +25,43 @@ Queued 2026-08-22, from the v0.4.9e gameplay-testing report filed as Gitea issue
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Reasoning in `docs/rules/implications.md` §6.2.
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3. ~~**Gitea#7 — coach counts on four train cards**~~ — done in v0.4.9f. 1/2 Crack Limited 3 → 2,
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5/6 The Sparrow 2 → 3.
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4. **Gitea#2 — four porters, two passengers on the platform, and only one may be worked.**
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DIAGNOSED, AWAITING JESSE'S RULING — see Play Balance below.
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4. ~~**Gitea#2 — four porters, two passengers on the platform, and only one may be worked**~~ —
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RULED AND FIXED in v0.4.9g, though not the way the report implies. The engine is faithful to the
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written rules at every step; what bites is that BOTH directions of porter work move coaches
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one-way into a Classification Yard that comes back only when the Division Yard is bare of all ~60
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cars. **Jesse's ruling: the shortage stays** — "it is possible to run out, that's part of the
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strategy" — so the three balance options in Play Balance below are declined, not deferred. What
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was actually wrong is that the game said NOTHING: a Porter action that cannot be taken is simply
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absent from the menu, and the "why is nothing moving?" panel covered freight facilities only. That
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half is fixed.
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Queued 2026-08-24, from the v0.4.9f gameplay-testing round.
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5. ~~**Gitea#8 — the per-diem train could not couple a caboose**~~ — done in v0.4.9g. All six
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cabooses are minted `loaded: true` because §2.2's "coloured is loaded, white is empty" doubles as
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a PIECE COUNT in the supply table and there is no white caboose. X22 Pee-Dee, whose whole card is
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"may only pick up MTs", read that literally and refused every caboose including the one it was
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made up with — set it out and the train was stranded. A caboose carries the crew, not freight, so
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it is never a load.
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6. ~~**Gitea#10 — a dialog when the Day rolls over**~~ — done in v0.4.9g. "Hard to keep track of
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time." Nothing on screen was wrong, but a Day turns over inside the phases that run themselves, so
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it passes between one click and the next and the phase banner is gone in 2.6 seconds. A modal
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stops and waits, and carries the standings, the Days left and your Revenue against the target.
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7. ~~**Gitea#9 — a Timetabled train may be discarded**~~ — done in v0.4.9g, and it SUPERSEDES
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Gitea#6 (item 2 above), shipped three days earlier in v0.4.9f. A Timetabled train may be tossed
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face-up to a Department slot, where a rival may pick it up — which needed no machinery, since that
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is where every discard already goes. An Extra still may not: it never joins the timetable, so it
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can never be what jams it. **This line takes the plain rule**; on main it is a New Game setting,
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because Jesse's reasoning is about games run longer than five Days. Reasoning in
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`docs/rules/implications.md` §6.2.
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Still open on the tracker and NOT in v0.4.9g — these are rules and content work rather than bugs, and
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none has been started on this line: **Gitea#1** (Kick — a new special card and its rules), **Gitea#5**
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(the Yard Office is not implemented), **Gitea#11** (allow extended play past the last Day, and update
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the summary/win screen), **Gitea#12** (Inspection Cards), **Gitea#13** (updated rules for Extra trains
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that have to run full boxcars), **Gitea#14** (update the card counts in the deck).
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The rest of v0.4.9's plan (coordinate labels, the no-switching fix, the expedite rewrite, the
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`evaluateClearance` bug, the splash artwork) is built; see Done below.
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@@ -236,17 +271,26 @@ not read that drop as a deck problem.
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halves of every passenger cycle. Traced over the reported game, the coach pool runs from 8+/8−
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to 0+/1− by Day 5.
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**Three ways out, and it is Jesse's call which:** (a) refill when the Division Yard is dry of
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the type-and-state being asked for rather than dry of everything; (b) the same trigger but
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return only the cars of that type; (c) leave the rules alone and raise the coach count in
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`ROLLING_STOCK_SUPPLY`. Measure (a) or (b) over 400 paired seeds before shipping.
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**RULED 2026-08-25 — the shortage stays, and none of the three is being built.** Jesse: "it is
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possible to run out, that's part of the strategy." For the record, the options were (a) refill
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when the Division Yard is dry of the type-and-state being asked for rather than dry of
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everything; (b) the same trigger but return only the cars of that type; (c) leave the rules
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alone and raise the coach count in `ROLLING_STOCK_SUPPLY`. All three are declined. What shipped
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in v0.4.9g instead is the EXPLANATION — see the item below. Running dry is a position to play
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out of, not a broken game, once the screen says so.
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- [ ] **A blocked PASSENGER facility produces no impediment at all.** `impediments()`
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(`src/sim/narrate.ts`) opens with `if (!f || f.kind !== 'freight') continue`, so the "why
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nothing is moving" panel has never had anything to say about a platform. That is the second
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half of Gitea#2 and the half that is unambiguously a bug: the player was not merely blocked,
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he was given no reason — the button simply was not there. Worth fixing whichever way the
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supply question is settled.
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- [x] **A blocked PASSENGER facility produces no impediment at all — FIXED in v0.4.9g.**
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`impediments()` (`src/sim/narrate.ts`) opened with `if (!f || f.kind !== 'freight') continue`,
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so the "why nothing is moving" panel had never had anything to say about a platform. That was
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the second half of Gitea#2 and the half that was unambiguously a bug: the player was not merely
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blocked, he was given no reason — the button simply was not there. A platform now reports
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passengers with no train, a train the card bars Porters from working, full coaches, full red
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slots, the same-district rule, and the coach shortage itself — the last naming how many coaches
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are stranded in Classification and what brings them back. The reason comes from
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`passengerRefusal`, the engine's own predicate, so the panel cannot drift from the rule that
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actually refused. Fixing the label found a second defect: a Passenger Facility rides on the
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`office` card, so every passenger row would have read `facility 0,0` next to
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`mineTipple 1,-3`; it is named by its tier now.
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Numbers chosen to fix a measured problem rather than taken from the design. Revisit once the victory
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target is settled and freight carries its intended share; read no balance conclusion from a revenue
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+47
-16
@@ -860,34 +860,65 @@ any setting** — being a place an Extra can start is part of what upgrading buy
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---
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## §6.2 — a train card is never discarded
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## §6.2 — which train cards may be discarded
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**Jesse's ruling, v0.4.9e playtest** (Gitea#6): "Players are not allowed to discard Train cards. They
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may keep the card in their hand for multiple stages and even multiple days, but they may not discard
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it. If a player has three train cards in their hand, and they draw a fourth, then they must play one
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of those cards."
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**SUPERSEDED ONCE. Read both rulings; the second narrows the first.**
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**Extras count.** An Extra is a train, even though it runs once and ends in the Salvage Yard where a
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Timetabled card joins the timetable for the rest of the game.
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**Gitea#6, v0.4.9e playtest:** "Players are not allowed to discard Train cards. They may keep the
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card in their hand for multiple stages and even multiple days, but they may not discard it. If a
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player has three train cards in their hand, and they draw a fourth, then they must play one of those
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cards." Extras counted: an Extra is a train.
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**Gitea#9, 2026-08-24 — the ruling in force:** "Timetabled trains are at the choice of the player:
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they can either play or discard. If someone else wants to pick it up, they are more than able to.
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The reason: I don't want, if you decide to play a game longer than five days, to decide that maybe
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there are too many trains, the stations are jammed, and the railroad doesn't need any more. You can
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toss it. Someone else might disagree and pick it up."
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So the rule is now:
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- a **Timetabled** train may be discarded;
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- an **Extra** may not. It never joins the timetable, so it can never be what jams it, and the only
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rule it would dodge by being thrown away is the hand limit;
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- **on `main` the Timetabled half is a New Game setting** (`discardTimetabled`, on by default),
|
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because Jesse's reasoning is explicitly about LONG games and a five-Day game may well want
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Gitea#6's pressure. The 0.4.9 playtest line has no scaffolding for a setting and takes the plain
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rule. Both lines behave identically at their defaults.
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**"Someone else might disagree and pick it up" needed no machinery.** A discard already goes face-up
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onto a Department pile, and a Department pile is exactly what a rival draws from. The second half of
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the ruling was already built; only the first half was a change.
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|
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§6.2 as transcribed says only "the player must reduce his hand to no more than three cards" with no
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exception for any card type, so this is a ruling rather than a gap — the prototype rules do not
|
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address it either way.
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exception for any card type, so both of these are rulings rather than gaps — the prototype rules do
|
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not address it either way.
|
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### It needs no forcing mechanism, and that is the point
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|
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The interesting property of this rule is that the forced play falls out of two rules that already
|
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The interesting property of the rule is that the forced play falls out of two rules that already
|
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exist rather than needing a third:
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|
||||
1. a train card cannot be discarded, so it is not among the ways to shed a card; and
|
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1. an undiscardable card is not among the ways to shed a card; and
|
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2. `draw.end` already refuses while the hand is over the limit (§6.2).
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||||
|
||||
A player holding four trains therefore has exactly one legal way to conclude the turn — play one —
|
||||
without anything in the engine ever computing "you must play a train". The corner cannot lock a
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player in, because **playing a train card is unconditionally legal**: `card.play`'s train case
|
||||
A player holding four undiscardable trains therefore has exactly one legal way to conclude the turn —
|
||||
play one — without anything in the engine ever computing "you must play a train". The corner cannot
|
||||
lock a player in, because **playing a train card is unconditionally legal**: `card.play`'s train case
|
||||
refuses only a board placement, and a train card played when the timetable is full still leaves the
|
||||
hand (it simply schedules nothing). Confirmed by playing it: a hand of four trains offers zero
|
||||
discards, no `draw.end`, and four plays.
|
||||
hand (it simply schedules nothing). Confirmed by playing it: such a hand offers zero discards, no
|
||||
`draw.end`, and four plays.
|
||||
|
||||
**Gitea#9 does not retire that corner, it narrows the way in.** With the setting on, the only hand
|
||||
that reaches it is four Extras; with the setting off it is any four trains, exactly as before.
|
||||
|
||||
### One place decides, and the card says which rule refused
|
||||
|
||||
`keepReason` (`src/engine/apply.ts`) returns the sentence a player should read, or `null` if the card
|
||||
may be discarded. `check`, the hand panel and the blocked "End Local Operations" button all ask it,
|
||||
so none of them can drift from the rule. It returns a SENTENCE rather than a boolean because there
|
||||
are now two distinct reasons — "an Extra is never discarded" and "not in this game" — and a panel
|
||||
that hard-codes one of them tells half the players the wrong thing. It reaches the page as the
|
||||
Frame's `handKeepWhy`.
|
||||
|
||||
The bot needed no rule of its own either. `legal.ts` enumerates candidates and filters them through
|
||||
`check`, so the option stops being offered; and the developer bot already reaches for `card.play`
|
||||
|
||||
+1
-1
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "station-master",
|
||||
"version": "0.4.9f",
|
||||
"version": "0.4.9g",
|
||||
"private": true,
|
||||
"type": "module",
|
||||
"description": "Station Master — a railroad operations game",
|
||||
|
||||
+61
-19
@@ -417,14 +417,42 @@ export function canDetrain(s: GameState, player: PlayerIndex, at: GridCoord, tra
|
||||
}
|
||||
|
||||
/**
|
||||
* A Timetabled or Extra train card (§6.2, Gitea#6) — the one place that decides what "a train card"
|
||||
* means, so the rule, the UI's reason text and any test all ask the same question.
|
||||
* A Timetabled or Extra train card (§6.2) — the one place that decides what "a train card" means.
|
||||
*/
|
||||
export function isTrainCard(s: GameState, cardId: CardId): boolean {
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const kind = s.cards.get(cardId)?.kind.kind;
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||||
return kind === 'timetabledTrain' || kind === 'extraTrain';
|
||||
}
|
||||
|
||||
/**
|
||||
* WHY THIS CARD CANNOT BE THROWN AWAY, or `null` if it can (§6.2, Gitea#9 superseding Gitea#6).
|
||||
*
|
||||
* The one place that answers the question, so `check`, the hand panel and the blocked "End Local
|
||||
* Operations" button all give the same reason rather than three hand-written approximations of it.
|
||||
* Gitea#6 made every train card unconditionally undiscardable; Gitea#9 narrows that:
|
||||
*
|
||||
* - a TIMETABLED train is discardable unless the `discardTimetabled` house rule is off. Jesse's
|
||||
* reasoning is about a long game whose timetable has filled up — "the stations are jammed and
|
||||
* the railroad doesn't need any more. You can toss it";
|
||||
* - an EXTRA is never discardable. It never joins the timetable, so it cannot jam it, and the
|
||||
* rule it would otherwise dodge is the hand limit.
|
||||
*
|
||||
* Returns the sentence rather than a code because it is written for a player, and the two cases
|
||||
* fail for genuinely different reasons — "not in this game" and "not ever".
|
||||
*/
|
||||
export function keepReason(s: GameState, cardId: CardId): string | null {
|
||||
const kind = s.cards.get(cardId)?.kind.kind;
|
||||
if (kind === 'extraTrain') {
|
||||
return 'An Extra is never discarded. It runs once and ends in the Salvage Yard, so it can only ' +
|
||||
'be played — hold it for as many Stages and Days as you like.';
|
||||
}
|
||||
if (kind === 'timetabledTrain' && !houseRules(s.config).discardTimetabled) {
|
||||
return 'A train card is never discarded in this game. The only way it leaves your hand is onto ' +
|
||||
'the timetable — hold it for as many Stages and Days as you like.';
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* WHERE AN EXTRA STARTS AND WHICH WAY IT RUNS — the one answer `check`, `execute` and the reducer
|
||||
* all use, so a placement can never be checked against one square and made on another.
|
||||
@@ -563,6 +591,21 @@ function freightWorkedKey(trayId: TrayId, at: GridCoord): string {
|
||||
|
||||
const isFreight = (c: RollingStock): boolean => c.type !== 'coach' && c.type !== 'caboose';
|
||||
|
||||
/**
|
||||
* IS THIS CAR CARRYING A LOAD? A CABOOSE NEVER IS, whatever its `loaded` flag says.
|
||||
*
|
||||
* `ROLLING_STOCK_SUPPLY` mints all six cabooses as `{ loaded: 6, empty: 0 }` because §2.2's
|
||||
* "a coloured car is loaded, a white car is empty" is doing double duty there as a PIECE COUNT,
|
||||
* and a caboose has no white version — there is no such thing as an empty one to make up a train
|
||||
* from. Every other reading of `.loaded` in this file is already scoped to a coach or to a named
|
||||
* car type, so the flag's second meaning only ever escaped here.
|
||||
*
|
||||
* Reported as Gitea#8: X22 Pee-Dee, whose whole card is "may only pick up MTs", could not couple a
|
||||
* caboose at all — including the one it was made up with. Drop it and it was stranded, which made
|
||||
* the train unplayable rather than merely restricted.
|
||||
*/
|
||||
const carriesLoad = (c: RollingStock): boolean => c.loaded && c.type !== 'caboose';
|
||||
|
||||
/**
|
||||
* May this train work these freight cars on this square?
|
||||
*
|
||||
@@ -662,7 +705,7 @@ function refusesThisOffice(s: GameState, player: PlayerIndex, tray: CrewTray): b
|
||||
* this works out whether a card is the reason. Without it a Military train standing at the platform
|
||||
* reported "no train at the Office", which is both wrong and unhelpful.
|
||||
*/
|
||||
function passengerRefusal(
|
||||
export function passengerRefusal(
|
||||
s: GameState,
|
||||
player: PlayerIndex,
|
||||
at: GridCoord,
|
||||
@@ -777,7 +820,7 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
|
||||
*/
|
||||
if (rules.noSwitching) return 'PICKUP_NOT_ALLOWED';
|
||||
if (rules.dropOnly) return 'PICKUP_NOT_ALLOWED';
|
||||
if (rules.pickUpEmptiesOnly && fresh.some((c) => c.loaded)) return 'EMPTIES_ONLY';
|
||||
if (rules.pickUpEmptiesOnly && fresh.some(carriesLoad)) return 'EMPTIES_ONLY';
|
||||
const freight = fresh.filter(isFreight).length;
|
||||
if (freight > 0 && !freightBudgetLeft(s, player, tray, i.to, freight)) return 'FREIGHT_WORKED_HERE';
|
||||
}
|
||||
@@ -882,30 +925,29 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
|
||||
}
|
||||
|
||||
/**
|
||||
* §6.2, AS RULED BY JESSE (Gitea#6): A TRAIN CARD MAY NOT BE DISCARDED. EVER.
|
||||
* §6.2 — WHICH TRAIN CARDS MAY BE THROWN AWAY (Gitea#9, superseding Gitea#6).
|
||||
*
|
||||
* It may be held for as many Stages and Days as the player likes — the hand limit is the only
|
||||
* pressure on it — but it never goes onto a Department pile. The consequence is the point of the
|
||||
* rule and needs no machinery of its own: a player holding four train cards has nothing
|
||||
* discardable, and `draw.end` already refuses while the hand is over the limit, so the only way
|
||||
* to conclude the turn is to PLAY one. Playing a train card is unconditionally legal (see
|
||||
* `card.play`'s `timetabledTrain` case, which refuses only a board placement), so that corner
|
||||
* can never lock a player in.
|
||||
* `keepReason` holds the rule; this asks it. A Timetabled train is discardable unless the
|
||||
* `discardTimetabled` house rule is off, and an Extra never is.
|
||||
*
|
||||
* Extras count. They are trains — Jesse's ruling in the same breath — even though an Extra runs
|
||||
* once and ends in the Salvage Yard while a Timetabled card joins the timetable for the rest of
|
||||
* the game.
|
||||
* WHERE THE DISCARD GOES IS THE OTHER HALF OF THE RULING. "If someone else wants to pick it up,
|
||||
* they are more than able to" — a discard goes face-up on a Department pile, which is exactly
|
||||
* where a rival can draw it from, so the second half needed no machinery at all.
|
||||
*
|
||||
* `legal.ts` enumerates candidates and filters them through here, so the discard option simply
|
||||
* stops being offered for these cards; the bot needs no separate rule and already reaches for
|
||||
* `card.play` before it reaches for a discard.
|
||||
* The corner Gitea#6 created still exists when the setting is off, and is still deliberate: a
|
||||
* player holding four undiscardable trains has one way forward, which is to PLAY one. `draw.end`
|
||||
* refuses while the hand is over the limit, and playing a train card is unconditionally legal
|
||||
* (`card.play`'s `timetabledTrain` case refuses only a board placement), so it can never lock.
|
||||
*
|
||||
* `legal.ts` enumerates candidates and filters them through here, so an undiscardable card
|
||||
* simply stops being offered; the bot needs no separate rule.
|
||||
*/
|
||||
case 'card.discard': {
|
||||
if (!inPhase(s, 'localOps')) return 'WRONG_PHASE';
|
||||
const hand = s.decks.hands.get(player) ?? [];
|
||||
if (!hand.includes(i.cardId)) return 'CARD_NOT_IN_HAND';
|
||||
if (i.toSlot < 0 || i.toSlot > 2) return 'SLOT_EMPTY';
|
||||
if (isTrainCard(s, i.cardId)) return 'TRAINS_ARE_NEVER_DISCARDED';
|
||||
if (keepReason(s, i.cardId) !== null) return 'TRAINS_ARE_NEVER_DISCARDED';
|
||||
return null;
|
||||
}
|
||||
|
||||
|
||||
+32
-1
@@ -1031,13 +1031,36 @@ export type RevenueRules = {
|
||||
*/
|
||||
export type ExtraStartRule = 'divisionPointsOnly' | 'ownOffice' | 'anyOffice';
|
||||
|
||||
export type HouseRules = { startingHand: StartingHand; revenue: RevenueRules; extraStart: ExtraStartRule };
|
||||
export type HouseRules = {
|
||||
startingHand: StartingHand;
|
||||
revenue: RevenueRules;
|
||||
extraStart: ExtraStartRule;
|
||||
/**
|
||||
* §6.2 — MAY A TIMETABLED TRAIN BE THROWN AWAY? (Gitea#9, superseding Gitea#6.)
|
||||
*
|
||||
* Jesse: "Timetabled trains are at the choice of the player — they can either play or discard. If
|
||||
* someone else wants to pick it up, they are more than able to. The reason: I don't want, if you
|
||||
* decide to play a game longer than five days, to decide that maybe there are too many trains, the
|
||||
* stations are jammed, and the railroad doesn't need any more. You can toss it. Someone else might
|
||||
* disagree and pick it up."
|
||||
*
|
||||
* A setting rather than a flat rule because Jesse asked for it as one — the reasoning above is
|
||||
* about LONG games, and a five-Day game may well want the pressure Gitea#6 created. Discarding
|
||||
* puts the card face-up on a Department pile, so "someone else might pick it up" needs no
|
||||
* machinery of its own: that is where every discard already goes.
|
||||
*
|
||||
* AN EXTRA IS NEVER DISCARDED WHATEVER THIS SAYS. Gitea#9 is about the timetable filling up, and
|
||||
* an Extra never joins it — it runs once and ends in the Salvage Yard, so it cannot jam anything.
|
||||
*/
|
||||
discardTimetabled: boolean;
|
||||
};
|
||||
|
||||
/** What a caller may name — any subset, down to none — resolved by `houseRules()`. */
|
||||
export type HouseRuleOverrides = {
|
||||
startingHand?: StartingHand;
|
||||
revenue?: Partial<RevenueRules>;
|
||||
extraStart?: ExtraStartRule;
|
||||
discardTimetabled?: boolean;
|
||||
};
|
||||
|
||||
/** The dialog's range. Zero is a real setting: it switches an economy off so the others can be read. */
|
||||
@@ -1051,6 +1074,10 @@ export const DEFAULT_HOUSE_RULES: HouseRules = {
|
||||
// it plays the way it always has. Jesse's call, so the 0.4.9 playtest line does not change under
|
||||
// its testers in the middle of a bugfix release.
|
||||
extraStart: 'anyOffice',
|
||||
// Gitea#9's ruling is the default, so a game dealt without naming it plays the rule Jesse most
|
||||
// recently gave rather than the one it replaced. This keeps main and the 0.4.9 playtest line —
|
||||
// which has no setting and simply allows it — playing the same game.
|
||||
discardTimetabled: true,
|
||||
};
|
||||
|
||||
/**
|
||||
@@ -1067,6 +1094,9 @@ export const LEGACY_HOUSE_RULES: HouseRules = {
|
||||
revenue: { passengerPerCoach: 1, freightPerLoad: 1, trainPerTransit: 1 },
|
||||
// An Extra could always be started at a Control Point in these games, in any district.
|
||||
extraStart: 'anyOffice',
|
||||
// These games predate Gitea#6 as well as Gitea#9: a train card could simply be discarded. `true`
|
||||
// is what they were played under, and a replay that discards a Timetabled train needs it.
|
||||
discardTimetabled: true,
|
||||
};
|
||||
|
||||
/** A whole, valid rule set from a config that may carry none, some, or out-of-range values. */
|
||||
@@ -1086,6 +1116,7 @@ export function houseRules(config: { houseRules?: HouseRuleOverrides }): HouseRu
|
||||
trainPerTransit: clamp(rev.trainPerTransit, d.revenue.trainPerTransit),
|
||||
},
|
||||
extraStart: given.extraStart ?? d.extraStart,
|
||||
discardTimetabled: given.discardTimetabled ?? d.discardTimetabled,
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
+113
-3
@@ -18,7 +18,7 @@
|
||||
import { MAX_CONSIST } from '../engine/content.ts';
|
||||
import { adTrackCount, coordKey, seatOf, turnOf } from '../engine/state.ts';
|
||||
import type { GameState, GridCoord, PlayerIndex, RollingStock, SeatIndex, TrayId } from '../engine/state.ts';
|
||||
import { areaOf, canAdvanceLoad, canStartLoad, facilityCarType, facilityCarTypes, laborersLeft, movesFor, portersLeft } from '../engine/apply.ts';
|
||||
import { areaOf, canAdvanceLoad, canBoard, canDetrain, canStartLoad, facilityCarType, facilityCarTypes, laborersLeft, movesFor, passengerRefusal, portersLeft } from '../engine/apply.ts';
|
||||
import type { GameEvent } from '../engine/events.ts';
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
@@ -510,14 +510,124 @@ export type Impediment = { where: string; why: string; severity: 'stuck' | 'wait
|
||||
* This is the panel that should answer the standing questions: whether facilities jam, whether
|
||||
* trains are held for want of a crew, whether the Office is about to cause a collision.
|
||||
*/
|
||||
/** `coordKey`'s inverse — the grid is keyed by string and the engine predicates take coordinates. */
|
||||
function uncoordKey(key: string): GridCoord {
|
||||
const [row, col] = key.split(',').map(Number);
|
||||
return { row: row ?? 0, col: col ?? 0 };
|
||||
}
|
||||
|
||||
/**
|
||||
* One of `passengerRefusal`'s codes, in words a player can act on.
|
||||
*
|
||||
* `NO_EMPTY_COACH_IN_YARD` gets the longest answer because it is the one that looks like a broken
|
||||
* game: the Division Yard is visibly full of cars, and the single type that has run out is the one
|
||||
* §9.2 needs. Where the missing coaches ARE, and the condition that brings them back, is the whole
|
||||
* of what the player needs to know — §2.2 returns the Classification Yard only when the Division
|
||||
* Yard is bare, so a yard with fifty freight cars in it will not refill for a long time.
|
||||
*/
|
||||
function passengerReason(
|
||||
s: GameState,
|
||||
player: PlayerIndex,
|
||||
at: GridCoord,
|
||||
dir: 'board' | 'detrain',
|
||||
): string {
|
||||
const code = passengerRefusal(s, player, at, dir);
|
||||
switch (code) {
|
||||
case 'NO_TRAIN_AT_OFFICE':
|
||||
return dir === 'board'
|
||||
? 'passengers waiting, no train at the platform to take them'
|
||||
: 'no train at the platform';
|
||||
case 'NOT_A_TERMINAL':
|
||||
return 'the only train here stops at Terminals only — Porters may not work it at this Office';
|
||||
case 'NO_PASSENGER_WORK':
|
||||
return 'the only train here is one its card bars Porters from working';
|
||||
case 'NO_EMPTY_COACH':
|
||||
return 'passengers waiting, but every coach on the train is already full';
|
||||
case 'INBOUND_BOX_FULL':
|
||||
return 'arrivals aboard, but the red Unloading slots are all occupied';
|
||||
case 'LOADED_IN_THIS_DISTRICT':
|
||||
return 'the loaded coaches all boarded here — passengers must be carried to another Office ' +
|
||||
'Area before they can alight';
|
||||
case 'NO_EMPTY_COACH_IN_YARD': {
|
||||
const stuck = s.yards.classificationYard.filter((c) => c.type === 'coach').length;
|
||||
const total = s.yards.divisionYard.length;
|
||||
return (
|
||||
'arrivals aboard, but §9.2 needs a white empty coach from the Division Yard to swap in and ' +
|
||||
`there is none left${stuck > 0 ? ` — ${stuck} ${stuck === 1 ? 'coach is' : 'coaches are'} in the Classification Yard` : ''}. ` +
|
||||
`Classification returns only when the Division Yard is bare, and it still holds ${total} cars.`
|
||||
);
|
||||
}
|
||||
default:
|
||||
return `Porters cannot work here (${code})`;
|
||||
}
|
||||
}
|
||||
|
||||
export function impediments(s: GameState, player: PlayerIndex = 0): Impediment[] {
|
||||
const out: Impediment[] = [];
|
||||
const area = areaOf(s, player);
|
||||
|
||||
for (const [key, card] of area.grid) {
|
||||
const f = card.facility;
|
||||
if (!f || f.kind !== 'freight') continue;
|
||||
const name = card.geometry.kind === 'facility' ? card.geometry.facility : 'facility';
|
||||
if (!f) continue;
|
||||
/**
|
||||
* A Freight Facility names itself off its own card; a Passenger Facility does NOT — it rides on
|
||||
* the `office` card, so `geometry.kind` is `'office'` and it fell through to the literal
|
||||
* "facility". Every passenger impediment therefore read `facility 0,0`, next to a freight row
|
||||
* saying `mineTipple 1,-3`. The Office Area's tier is the name it should carry, and there is
|
||||
* exactly one Office per Area, so `area.tier` is that card's own.
|
||||
*/
|
||||
const name =
|
||||
card.geometry.kind === 'facility'
|
||||
? card.geometry.facility
|
||||
: card.geometry.kind === 'office'
|
||||
? area.tier
|
||||
: 'facility';
|
||||
|
||||
/**
|
||||
* WHY THE PORTERS ARE STANDING THERE (Gitea#2).
|
||||
*
|
||||
* "Note that the sparrow (with two loaded coaches) pulled into the station. There are two
|
||||
* passengers on the platform. Four porters. My thought was to unload two and load two. I never
|
||||
* get the chance to load the last two."
|
||||
*
|
||||
* The engine was right — §9.2 needs a white coach out of the Division Yard to de-train into,
|
||||
* §2.2 returns the Classification Yard only when the Division Yard is BARE, and the Division
|
||||
* Yard was one empty coach short with eight more sitting in Classification unable to come back.
|
||||
* Jesse's ruling is that the shortage stays: "it is possible to run out — that's part of the
|
||||
* strategy." What was missing was any way to SEE it. A Porter action that cannot be taken is
|
||||
* simply absent from the menu, and this panel — the one that answers "why is nothing moving?" —
|
||||
* covered freight facilities only, so the platform had nothing to say for itself at all.
|
||||
*
|
||||
* The reason comes from `passengerRefusal`, the engine's own, so what is on screen is the rule
|
||||
* that actually refused rather than a second guess at it.
|
||||
*/
|
||||
if (f.kind === 'passenger') {
|
||||
if (portersLeft(f) > 0) {
|
||||
const coord = uncoordKey(key);
|
||||
// Passengers standing on the platform with nothing carrying them away.
|
||||
if (f.outboundBox.some((c) => c.type === 'coach' && c.loaded) && !canBoard(s, player, coord)) {
|
||||
out.push({
|
||||
where: `${name} ${key}`,
|
||||
why: passengerReason(s, player, coord, 'board'),
|
||||
severity: 'waiting',
|
||||
});
|
||||
}
|
||||
// A coach full of arrivals that cannot be emptied.
|
||||
const arriving = area.adOccupancy.some((id) =>
|
||||
s.trays.get(id)?.consist.some((c) => c.type === 'coach' && c.loaded && c.origin !== seatOf(s, player)),
|
||||
);
|
||||
if (arriving && !canDetrain(s, player, coord)) {
|
||||
out.push({
|
||||
where: `${name} ${key}`,
|
||||
why: passengerReason(s, player, coord, 'detrain'),
|
||||
severity: 'stuck',
|
||||
});
|
||||
}
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
if (f.kind !== 'freight') continue;
|
||||
const want = facilityCarType(f);
|
||||
|
||||
// A load that cannot move, with Laborers standing by, is the worst state a facility reaches:
|
||||
|
||||
+30
-7
@@ -18,7 +18,7 @@ import {
|
||||
laborersLeft,
|
||||
movesFor,
|
||||
ownCutFor,
|
||||
isTrainCard,
|
||||
keepReason,
|
||||
portersLeft,
|
||||
resolveExtraStart,
|
||||
selectDestination,
|
||||
@@ -368,6 +368,15 @@ 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 }[];
|
||||
/**
|
||||
* WHICH of those players is the one this Frame was drawn for.
|
||||
*
|
||||
* `snapshot` has always taken a `viewer`, and everything viewer-scoped on the Frame — `revenue`,
|
||||
* `handCount`, `objective`, `blocked` — is already resolved against it. What was missing was the
|
||||
* INDEX itself, so a panel showing the whole table (the Day-end dialog, Gitea#10) had no way to
|
||||
* mark which row is yours without assuming the web client's `viewer = 0`.
|
||||
*/
|
||||
viewer: number;
|
||||
/** How many cards the VIEWER holds. Other players' counts are in `players`. */
|
||||
handCount: number;
|
||||
lines: { text: string; tone: string }[];
|
||||
@@ -430,12 +439,22 @@ export type Frame = {
|
||||
/**
|
||||
* Whether each hand card may be DISCARDED, in the same order.
|
||||
*
|
||||
* §6.2 as ruled by Jesse (Gitea#6): a train card never can be. The player has to be told which
|
||||
* cards those are, not merely find that a button is missing — that silence is the whole of the
|
||||
* Gitea#2 complaint, where a blocked platform left the board with nothing to click and no reason.
|
||||
* Named for the rule rather than for trains, since it answers the question the panel is asking.
|
||||
* The player has to be told which cards those are, not merely find that a button is missing —
|
||||
* that silence is the whole of the Gitea#2 complaint, where a blocked platform left the board with
|
||||
* nothing to click and no reason. Named for the rule rather than for trains, since it answers the
|
||||
* question the panel is asking.
|
||||
*/
|
||||
handDiscardable: boolean[];
|
||||
/**
|
||||
* WHY a card may not be discarded, in the same order; `null` where it may.
|
||||
*
|
||||
* Carried rather than written on the page because §6.2 now fails for two different reasons
|
||||
* (Gitea#9): an Extra is never discardable, and a Timetabled train is not discardable only when
|
||||
* the `discardTimetabled` house rule is off. A panel that hard-codes one sentence tells half the
|
||||
* players the wrong thing, and a panel that reconstructs the rule is a second implementation of
|
||||
* it. `keepReason` is the engine's own, so the card says the rule that actually refused.
|
||||
*/
|
||||
handKeepWhy: (string | null)[];
|
||||
deck: number;
|
||||
/** The face-up card on top of each Department pile — the only one that may be drawn. */
|
||||
departments: string[];
|
||||
@@ -1232,7 +1251,8 @@ export function snapshot(
|
||||
*/
|
||||
hand: [...(s.decks.hands.get(viewer) ?? [])].reverse().map((id) => cardName(s, id)),
|
||||
handWhat: [...(s.decks.hands.get(viewer) ?? [])].reverse().map((id) => cardDescription(s, id)),
|
||||
handDiscardable: [...(s.decks.hands.get(viewer) ?? [])].reverse().map((id) => !isTrainCard(s, id)),
|
||||
handDiscardable: [...(s.decks.hands.get(viewer) ?? [])].reverse().map((id) => keepReason(s, id) === null),
|
||||
handKeepWhy: [...(s.decks.hands.get(viewer) ?? [])].reverse().map((id) => keepReason(s, id)),
|
||||
deck: s.decks.homeOffice.length,
|
||||
departments: s.decks.departments.map((pile) => {
|
||||
const top = pile[pile.length - 1];
|
||||
@@ -1270,6 +1290,7 @@ export function snapshot(
|
||||
revenue: p.revenue,
|
||||
hand: (s.decks.hands.get(p.index) ?? []).length,
|
||||
})),
|
||||
viewer,
|
||||
handCount: (s.decks.hands.get(viewer) ?? []).length,
|
||||
objective: objectiveOf(s, viewer),
|
||||
runningRow: area.runningRow,
|
||||
@@ -1497,7 +1518,9 @@ export function trainRules(t: {
|
||||
}
|
||||
if (p.rules.noPassengerWork) parts.push('NO PASSENGER WORK — Porters may not board or detrain it');
|
||||
if (p.rules.dropOnly) parts.push('MAY DROP BUT NOT PICK UP — it cannot couple anything');
|
||||
if (p.rules.pickUpEmptiesOnly) parts.push('EMPTIES ONLY — it may not couple a loaded car');
|
||||
if (p.rules.pickUpEmptiesOnly) {
|
||||
parts.push('EMPTIES ONLY — it may not couple a loaded car. A caboose is not a load.');
|
||||
}
|
||||
if (p.rules.stopThenExpedite) {
|
||||
parts.push('STOPS ONCE FOR SPEECHES, then runs expedited from its next Office onward');
|
||||
}
|
||||
|
||||
+56
-13
@@ -9,7 +9,7 @@ import { BOARD_CSS, divisionSvg, officeSvg } from '../sim/board-svg.ts';
|
||||
import { TURNCHART_CSS, turnChartHtml } from '../sim/turnchart.ts';
|
||||
import type { Frame } from '../sim/view.ts';
|
||||
import type { Menu, Save } from './game.ts';
|
||||
import { PANEL_CSS, blockedHtml, facilitiesHtml, pilesHtml, timetableHtml, yardHtml } from './panels.ts';
|
||||
import { PANEL_CSS, blockedHtml, dayEndHtml, facilitiesHtml, pilesHtml, timetableHtml, yardHtml } from './panels.ts';
|
||||
import { TOOLTIP_CSS, installTooltips } from './tooltip.ts';
|
||||
import { playCue } from './sound.ts';
|
||||
import { EXTRA_START_LABELS, MOVES_PER_LOCAL_OPS, STARTING_HAND_LABELS, houseRules } from '../engine/content.ts';
|
||||
@@ -69,6 +69,13 @@ let soundOn = false;
|
||||
* ended or what happened in between. Reported exactly that way.
|
||||
*/
|
||||
let lastPhase: string | null = null;
|
||||
/**
|
||||
* The Day the page last drew, so a Day rolling over can be shown as a dialog (Gitea#10).
|
||||
*
|
||||
* Null until the first frame: arriving in a game already on Day 3 is not Day 2 ending, and a page
|
||||
* reloaded mid-game would otherwise announce a rollover that happened before it was watching.
|
||||
*/
|
||||
let lastDay: number | null = null;
|
||||
/**
|
||||
* WHICH CREW THE BOARD IS DRAWING, when the district holds more than one.
|
||||
*
|
||||
@@ -233,6 +240,34 @@ function applyCapabilities(): void {
|
||||
hide('newgame', c.newGame);
|
||||
}
|
||||
|
||||
/**
|
||||
* THE DAY ROLLING OVER, as a dialog that has to be dismissed (Gitea#10).
|
||||
*
|
||||
* "As the game rolls off the end of the day, you get a dialog saying such. Hard to keep track of
|
||||
* time." Nothing on screen was wrong — the clock, the turn chart and the timetable all said which
|
||||
* Day it was — but a Day turns over inside the phases that run themselves, so it happens while the
|
||||
* player is looking at the board waiting for their next turn. The one transient signal the page
|
||||
* already had, the phase banner, is gone in 2.6 seconds.
|
||||
*
|
||||
* Not shown when:
|
||||
* - this is the first frame (`lastDay === null`) — arriving on Day 3 is not Day 2 ending;
|
||||
* - the Day went DOWN, which is Undo stepping back across the rollover, not a Day passing;
|
||||
* - the game finished on that rollover, when the outcome panel is the thing to read instead.
|
||||
*/
|
||||
function noteDayEnd(f: Frame): void {
|
||||
const previous = lastDay;
|
||||
lastDay = f.day;
|
||||
if (previous === null || f.day <= previous) return;
|
||||
if (f.status !== 'active') return;
|
||||
const dlg = document.getElementById('dayenddlg') as HTMLDialogElement | null;
|
||||
const body = document.getElementById('dayendbody');
|
||||
if (!dlg || !body) return;
|
||||
body.innerHTML = dayEndHtml(f);
|
||||
// A second rollover cannot happen while this one is open, but a redraw can — `showModal` throws
|
||||
// on an already-open dialog rather than doing nothing.
|
||||
if (!dlg.open) dlg.showModal();
|
||||
}
|
||||
|
||||
function render(): void {
|
||||
const f = session.view();
|
||||
const menu = session.menu();
|
||||
@@ -559,6 +594,8 @@ function render(): void {
|
||||
}
|
||||
lastPhase = f.phaseKey;
|
||||
|
||||
noteDayEnd(f);
|
||||
|
||||
/**
|
||||
* A train completing its run pays every player and nobody took a turn to cause it, so it is said
|
||||
* out loud rather than left in the log. Drained, so it shows once and does not re-fire on a redraw.
|
||||
@@ -612,6 +649,9 @@ function renderUndo(): void {
|
||||
// A phase change is announced by comparing against the last frame drawn. Stepping BACK into a
|
||||
// different phase is not that event, so the banner is suppressed rather than fired backwards.
|
||||
lastPhase = null;
|
||||
// Same for the Day: `noteDayEnd` already ignores a Day going down, but undoing back across a
|
||||
// rollover and then replaying forward through it would announce the same Day ending twice.
|
||||
lastDay = null;
|
||||
};
|
||||
}
|
||||
|
||||
@@ -952,24 +992,27 @@ function renderActions(
|
||||
/**
|
||||
* WHEN NOTHING IN HAND MAY BE DISCARDED, SAY SO AND SAY WHAT TO DO INSTEAD.
|
||||
*
|
||||
* §6.2 as ruled by Jesse (Gitea#6): a train card is never discarded, so a player holding four
|
||||
* trains has exactly one way forward — play one onto the timetable. The rule creates that corner
|
||||
* deliberately and needs no machinery, but it must not be a corner the player has to infer from
|
||||
* a discard button that has quietly stopped appearing.
|
||||
* §6.2 (Gitea#9) leaves ONE kind of undiscardable card on this line — an Extra, which never
|
||||
* joins the timetable and so can never be what jams it. A player holding nothing but Extras has
|
||||
* exactly one way forward: play one. The rule creates that corner deliberately and needs no
|
||||
* machinery, but it must not be a corner the player has to infer from a discard button that has
|
||||
* quietly stopped appearing. The reason is the card's own (`handKeepWhy`) rather than a sentence
|
||||
* written here, so this cannot drift from the rule that actually refused — and main, where
|
||||
* `discardTimetabled` is a New Game setting and a Timetabled train is the second kind, reads the
|
||||
* identical code.
|
||||
*/
|
||||
const stuck = f.handDiscardable.length > 0 && f.handDiscardable.every((d) => !d);
|
||||
const why = f.handKeepWhy.find((w) => w !== null) ?? '';
|
||||
const tip = stuck
|
||||
? '§6.2 — you may not end a turn holding more than three cards, and a TRAIN CARD IS NEVER ' +
|
||||
'DISCARDED. Every card you hold is a train, so the only way on is to play one onto the ' +
|
||||
'timetable. A train may be held for as many Stages and Days as you like; it just cannot be ' +
|
||||
'thrown away.'
|
||||
: '§6.2 — you may not end a turn holding more than three cards (four with a Red Flag). Play ' +
|
||||
'one onto the board, or discard one face-up to a Department slot. A train card is never ' +
|
||||
'discardable and can only be played.';
|
||||
? 'You may not end a turn holding more than three cards, and every card you hold is one that ' +
|
||||
`cannot be thrown away. ${why} The only way on is to play one.`
|
||||
: 'You may not end a turn holding more than three cards (four with a Red Flag). Play ' +
|
||||
'one onto the board, or discard one face-up to a Department slot — where a rival may pick ' +
|
||||
'it up.';
|
||||
html +=
|
||||
`<div class="grp"><button class="act blocked" disabled data-tip="${tip.replace(/"/g, '"')}">` +
|
||||
(stuck
|
||||
? `End Local Operations — play a train card first, they cannot be discarded (holding ${hand})`
|
||||
? `End Local Operations — play an Extra first, they cannot be discarded (holding ${hand})`
|
||||
: `End Local Operations — play or discard down to three first (holding ${hand})`) +
|
||||
`</button></div>`;
|
||||
}
|
||||
|
||||
+71
-6
@@ -31,16 +31,17 @@ export function cardRow(name: string, why: string, playable: boolean | null): st
|
||||
}
|
||||
|
||||
export function handHtml(f: Frame, canPlay: (boolean | null)[] = []): string {
|
||||
// §6.2 (Gitea#6) — say so on the card itself. A player who cannot discard a train needs to read
|
||||
// that on the train, not deduce it from a button that is not there.
|
||||
const held = 'You may hold this for as many Stages and Days as you like — but a train card is ' +
|
||||
'never discarded (§6.2). The only way it leaves your hand is onto the timetable.';
|
||||
// §6.2 — say so on the card itself. A player who cannot discard a train needs to read that on the
|
||||
// train, not deduce it from a button that is not there. The sentence comes off the Frame
|
||||
// (`handKeepWhy`) rather than being written here: since Gitea#9 the answer depends on the card,
|
||||
// and this line's rule (an Extra never, a Timetabled train always) is not main's, where it also
|
||||
// depends on a New Game setting. One panel, whichever rule the game is playing.
|
||||
return f.hand.length
|
||||
? f.hand
|
||||
.map((h, i) => {
|
||||
const what = f.handWhat[i] ?? '';
|
||||
const keep = f.handDiscardable[i] === false;
|
||||
return cardRow(h, keep ? [what, held].filter(Boolean).join(' · ') : what, canPlay[i] ?? null);
|
||||
const held = f.handKeepWhy[i];
|
||||
return cardRow(h, held ? [what, held].filter(Boolean).join(' · ') : what, canPlay[i] ?? null);
|
||||
})
|
||||
.join('')
|
||||
: '<span class="dim">empty</span>';
|
||||
@@ -153,6 +154,62 @@ export function timetableHtml(f: Frame, justSet: number | null): string {
|
||||
return `<div class="tt">${slots}</div>`;
|
||||
}
|
||||
|
||||
/**
|
||||
* THE DAY THAT JUST ENDED — the body of the dialog `main.ts` puts up at every Day rollover.
|
||||
*
|
||||
* Reported as Gitea#10: "as the game rolls off the end of the day, you get a dialog saying such.
|
||||
* Hard to keep track of time." The clock was on screen the whole time, but a Day turns over inside
|
||||
* the automatic phases — between one click and the next — and neither the phase banner (2.6s) nor
|
||||
* the announcement flash (4.2s) survives long enough to be noticed by someone reading the board.
|
||||
* A modal is the point: it stops, and it waits to be dismissed.
|
||||
*
|
||||
* It is written from the FRAME AFTER the rollover, so `f.day` is the Day about to start and the one
|
||||
* that ended is the Day before it. Standings are in Revenue order rather than seat order: the
|
||||
* question at the end of a Day is who is ahead.
|
||||
*
|
||||
* THE GOAL COMES OFF `f.objective`, WHICH ALREADY RESOLVES IT. This line scores each player against
|
||||
* a per-player target read from the game LENGTH (`lengthProfile`), and `objectiveOf` has always
|
||||
* worked out both that target and whether the viewer is keeping up with the clock. Recomputing
|
||||
* either here would be a second implementation of the same rule, one dialog away from disagreeing
|
||||
* with the status block that shows it every turn. (Main computes a COMBINED floor instead, from
|
||||
* dials this line does not have — same dialog, different question, so this half is written per line
|
||||
* rather than ported.)
|
||||
*/
|
||||
export function dayEndHtml(f: Frame): string {
|
||||
const ended = f.day - 1;
|
||||
const left = f.objective.daysLeft;
|
||||
const standings = [...f.players]
|
||||
.sort((a, b) => b.revenue - a.revenue || a.seat - b.seat)
|
||||
.map(
|
||||
(p) =>
|
||||
`<tr${p.index === f.viewer ? ' class="you"' : ''}><td>${esc(p.name)}` +
|
||||
`${p.index === f.viewer ? ' <span class="dim">(you)</span>' : ''}</td>` +
|
||||
`<td class="num">${p.revenue}</td></tr>`,
|
||||
)
|
||||
.join('');
|
||||
|
||||
// The viewer's own Revenue against the viewer's own target, because that is what `objective` is
|
||||
// scoped to — `f.revenue` and `f.objective` are drawn for the same player. A target of 0 would be
|
||||
// a game with no goal, and printing "0" there would read as one already met.
|
||||
const target =
|
||||
f.objective.target > 0
|
||||
? `<p>Revenue <b>${f.revenue}</b> against a target of <b>${f.objective.target}</b> — ` +
|
||||
`${f.objective.onPace ? 'on pace' : 'behind pace'}.</p>`
|
||||
: '';
|
||||
|
||||
const ahead =
|
||||
left <= 0
|
||||
? '<p>That was the last Day on the timetable.</p>'
|
||||
: `<p><b>Day ${f.day} of ${f.objective.days}</b> begins now — ${left} ${left === 1 ? 'Day' : 'Days'} left to run.</p>`;
|
||||
|
||||
return (
|
||||
`<h3 class="dayend-h">Day ${ended} has ended</h3>` +
|
||||
ahead +
|
||||
`<table class="dayend-t"><tbody>${standings}</tbody></table>` +
|
||||
target
|
||||
);
|
||||
}
|
||||
|
||||
export function blockedHtml(f: Frame): string {
|
||||
return f.blocked.length === 0
|
||||
? '<li class="dim">nothing blocked</li>'
|
||||
@@ -407,4 +464,12 @@ ul.blocked{margin:0;padding-left:18px}
|
||||
.fstat.good{background:rgba(40,140,60,.28)}
|
||||
.fstat.bad{background:rgba(190,50,50,.38);font-weight:700}
|
||||
.fstat.idle{opacity:.6}
|
||||
/* THE DAY-END DIALOG (Gitea#10). The dialog chrome is play.html's; these are its contents, here
|
||||
because dayEndHtml is here — a panel and its styling stay together. */
|
||||
.dayend-h{font-size:15px;text-transform:none;letter-spacing:0;color:#e6e9ee;margin:0 0 8px}
|
||||
.dayend-t{border-collapse:collapse;margin:9px 0;min-width:210px}
|
||||
.dayend-t td{padding:3px 12px 3px 0;border-top:1px solid #2c333d}
|
||||
.dayend-t tr:first-child td{border-top:0}
|
||||
.dayend-t .num{text-align:right;font-variant-numeric:tabular-nums;font-weight:700;padding-right:0}
|
||||
.dayend-t .you td{color:#8fd6a0}
|
||||
`;
|
||||
|
||||
@@ -348,6 +348,19 @@ ul.blocked li{padding:2px 0}
|
||||
</form>
|
||||
</dialog>
|
||||
|
||||
<!-- THE DAY ROLLING OVER (Gitea#10). A Day turns inside the automatic phases, so it happens
|
||||
between one click and the next; the phase banner and the announcement flash both fade before
|
||||
someone reading the board notices them. A modal stops and waits, which is the whole request:
|
||||
"hard to keep track of time". Filled by `dayEndHtml` and opened from `render()`. -->
|
||||
<dialog id="dayenddlg" aria-labelledby="de-title">
|
||||
<form method="dialog">
|
||||
<div id="dayendbody"></div>
|
||||
<menu class="ng-buttons">
|
||||
<button value="ok" id="de-ok" type="submit">Carry on</button>
|
||||
</menu>
|
||||
</form>
|
||||
</dialog>
|
||||
|
||||
<script type="module" src="./web/main.js"></script>
|
||||
</body>
|
||||
</html>
|
||||
|
||||
+94
-27
@@ -260,19 +260,20 @@ describe('Local Operations: drawing (§6.2)', () => {
|
||||
assert.equal(check(s, 0, { type: 'draw.end' }), null, 'the turn cannot be ended even at the limit');
|
||||
});
|
||||
|
||||
describe('a train card is never discarded (Gitea#6)', () => {
|
||||
describe('which train cards may be discarded (Gitea#9, superseding Gitea#6)', () => {
|
||||
/**
|
||||
* Jesse's ruling, v0.4.9e playtest: "Players are not allowed to discard Train cards. They may
|
||||
* keep the card in their hand for multiple stages and even multiple days, but they may not
|
||||
* discard it. If a player has three train cards in their hand, and they draw a fourth, then they
|
||||
* must play one of those cards."
|
||||
* Gitea#6's ruling, v0.4.9e playtest, was that NO train card may be discarded. Gitea#9 narrows
|
||||
* it — Jesse, 2026-08-24: "Timetabled trains are at the choice of the player: they can either
|
||||
* play or discard. If someone else wants to pick it up, they are more than able to. The reason:
|
||||
* I don't want, if you decide to play a game longer than five days, to decide that maybe there
|
||||
* are too many trains, the stations are jammed, and the railroad doesn't need any more."
|
||||
*
|
||||
* Extras count too — an Extra is a train, even though it runs once and ends in the Salvage Yard
|
||||
* where a Timetabled card joins the timetable for the rest of the game.
|
||||
* So a Timetabled train is discardable, an EXTRA still is not — it never joins the timetable, so
|
||||
* it cannot be what jams it — and whether the Timetabled half applies is a New Game setting,
|
||||
* because the reasoning is about long games and a five-Day game may want Gitea#6's pressure.
|
||||
*
|
||||
* Note there is no new FORCING mechanism, and deliberately so: the corner is what the two
|
||||
* existing rules produce together. Nothing discardable plus "you may not end the turn over the
|
||||
* limit" leaves exactly one legal way on, and playing a train is unconditionally legal.
|
||||
* Note there is still no FORCING mechanism, and deliberately so: the corner is what the two
|
||||
* existing rules produce together whenever the setting is off.
|
||||
*/
|
||||
const handOf = (s: GameState, kinds: string[]): string[] => {
|
||||
// Hand-pick cards of the wanted kinds straight out of the catalogue, so the test does not
|
||||
@@ -290,35 +291,74 @@ describe('Local Operations: drawing (§6.2)', () => {
|
||||
return picked;
|
||||
};
|
||||
|
||||
it('refuses the discard, for a Timetabled train and for an Extra alike', () => {
|
||||
/** The same game with the setting turned off — Gitea#6's rule, still reachable. */
|
||||
const strictGame = (): GameState =>
|
||||
createGame({
|
||||
id: 'g',
|
||||
seed: 77,
|
||||
config: { ...config, houseRules: { ...(config.houseRules ?? {}), discardTimetabled: false } },
|
||||
playerNames: ['Jesse'],
|
||||
});
|
||||
|
||||
it('lets a Timetabled train be discarded, and still refuses an Extra', () => {
|
||||
const s = game();
|
||||
applyIntent(s, 0, { type: 'localOps.choose', option: 'draw' });
|
||||
const [timetabled, extra, track] = handOf(s, ['timetabledTrain', 'extraTrain', 'track']);
|
||||
assert.equal(
|
||||
check(s, 0, { type: 'card.discard', cardId: timetabled!, toSlot: 0 }),
|
||||
'TRAINS_ARE_NEVER_DISCARDED',
|
||||
null,
|
||||
'Gitea#9 allows this and it was refused',
|
||||
);
|
||||
assert.equal(
|
||||
check(s, 0, { type: 'card.discard', cardId: extra!, toSlot: 0 }),
|
||||
'TRAINS_ARE_NEVER_DISCARDED',
|
||||
'an Extra never joins the timetable, so Gitea#9 does not reach it',
|
||||
);
|
||||
// And everything else is still discardable — the rule is about trains, not about discarding.
|
||||
assert.equal(check(s, 0, { type: 'card.discard', cardId: track!, toSlot: 0 }), null);
|
||||
});
|
||||
|
||||
it('never offers the discard, so the bot needs no rule of its own', () => {
|
||||
it('puts the discarded train where a rival can pick it up', () => {
|
||||
// The other half of the ruling — "if someone else wants to pick it up, they are more than able
|
||||
// to" — needed no machinery, because a discard already goes face-up onto a Department pile.
|
||||
const s = game();
|
||||
applyIntent(s, 0, { type: 'localOps.choose', option: 'draw' });
|
||||
const [timetabled] = handOf(s, ['timetabledTrain', 'track']);
|
||||
const offered = legalActions(s, 0).filter(
|
||||
(i) => i.type === 'card.discard' && i.cardId === timetabled,
|
||||
);
|
||||
assert.deepEqual(offered, [], 'a train discard was offered as a legal action');
|
||||
assert.ok(applyIntent(s, 0, { type: 'card.discard', cardId: timetabled!, toSlot: 1 }).ok);
|
||||
const pile = s.decks.departments[1]!;
|
||||
assert.equal(pile[pile.length - 1], timetabled, 'the train is not face-up on the pile');
|
||||
});
|
||||
|
||||
it('leaves PLAYING a train as the only way out of a hand of four trains', () => {
|
||||
it('offers the discard as a legal action, so the bot can take it', () => {
|
||||
const s = game();
|
||||
applyIntent(s, 0, { type: 'localOps.choose', option: 'draw' });
|
||||
const [timetabled, extra] = handOf(s, ['timetabledTrain', 'extraTrain', 'track']);
|
||||
const offered = legalActions(s, 0).filter((i) => i.type === 'card.discard');
|
||||
assert.ok(
|
||||
offered.some((i) => i.type === 'card.discard' && i.cardId === timetabled),
|
||||
'a Timetabled train was not offered as a discard',
|
||||
);
|
||||
assert.ok(
|
||||
!offered.some((i) => i.type === 'card.discard' && i.cardId === extra),
|
||||
'an Extra was offered as a discard',
|
||||
);
|
||||
});
|
||||
|
||||
it('keeps Gitea#6 reachable when the setting is off', () => {
|
||||
const s = strictGame();
|
||||
applyIntent(s, 0, { type: 'localOps.choose', option: 'draw' });
|
||||
const [timetabled, extra, track] = handOf(s, ['timetabledTrain', 'extraTrain', 'track']);
|
||||
for (const id of [timetabled!, extra!]) {
|
||||
assert.equal(
|
||||
check(s, 0, { type: 'card.discard', cardId: id, toSlot: 0 }),
|
||||
'TRAINS_ARE_NEVER_DISCARDED',
|
||||
);
|
||||
}
|
||||
assert.equal(check(s, 0, { type: 'card.discard', cardId: track!, toSlot: 0 }), null);
|
||||
});
|
||||
|
||||
it('leaves PLAYING a train as the only way out of a hand of four, setting off', () => {
|
||||
const s = strictGame();
|
||||
applyIntent(s, 0, { type: 'localOps.choose', option: 'draw' });
|
||||
const four = handOf(s, ['timetabledTrain', 'timetabledTrain', 'timetabledTrain', 'extraTrain']);
|
||||
assert.ok(four.length > HAND_LIMIT, 'this test needs a hand over the limit');
|
||||
|
||||
@@ -335,11 +375,26 @@ describe('Local Operations: drawing (§6.2)', () => {
|
||||
assert.equal(check(s, 0, { type: 'draw.end' }), null, 'playing a train did not free the turn');
|
||||
});
|
||||
|
||||
it('a hand of four Extras is the corner that survives Gitea#9 with the setting ON', () => {
|
||||
// Gitea#9 does not reach an Extra, so the deadlock-that-is-not-a-deadlock is still real in a
|
||||
// default game — worth pinning, since it is now the ONLY way to reach it.
|
||||
const s = game();
|
||||
applyIntent(s, 0, { type: 'localOps.choose', option: 'draw' });
|
||||
const four = handOf(s, ['extraTrain', 'extraTrain', 'extraTrain', 'extraTrain']);
|
||||
assert.equal(check(s, 0, { type: 'draw.end' }), 'HAND_LIMIT');
|
||||
for (const id of four) {
|
||||
assert.equal(check(s, 0, { type: 'card.discard', cardId: id, toSlot: 0 }), 'TRAINS_ARE_NEVER_DISCARDED');
|
||||
}
|
||||
assert.ok(applyIntent(s, 0, { type: 'card.play', cardId: four[0]! }).ok);
|
||||
assert.equal(check(s, 0, { type: 'draw.end' }), null);
|
||||
});
|
||||
|
||||
it('lets a train be held across Stages and into the next Day', () => {
|
||||
// "They may keep the card in their hand for multiple stages and even multiple days." Nothing
|
||||
// sweeps a hand at a Stage or Day boundary, and this is what says so out loud.
|
||||
// sweeps a hand at a Stage or Day boundary, and this is what says so out loud. An Extra is
|
||||
// used, because it is the card that still cannot be got rid of any other way.
|
||||
const s = game();
|
||||
const [timetabled] = handOf(s, ['timetabledTrain', 'track']);
|
||||
const [extra] = handOf(s, ['extraTrain', 'track']);
|
||||
const startDay = s.clock.day;
|
||||
|
||||
// Play out Stages by taking whatever ends the current turn, until the Day turns over.
|
||||
@@ -355,24 +410,36 @@ describe('Local Operations: drawing (§6.2)', () => {
|
||||
|
||||
assert.ok(s.clock.day > startDay, `the Day never turned (stopped at ${s.clock.day}/${s.clock.stage})`);
|
||||
assert.ok(
|
||||
(s.decks.hands.get(0) ?? []).includes(timetabled!),
|
||||
(s.decks.hands.get(0) ?? []).includes(extra!),
|
||||
'the train did not survive being held into the next Day',
|
||||
);
|
||||
assert.equal(
|
||||
check(s, 0, { type: 'card.discard', cardId: timetabled!, toSlot: 0 }),
|
||||
check(s, 0, { type: 'card.discard', cardId: extra!, toSlot: 0 }),
|
||||
'TRAINS_ARE_NEVER_DISCARDED',
|
||||
'a Day boundary made a train discardable',
|
||||
'a Day boundary made an Extra discardable',
|
||||
);
|
||||
});
|
||||
|
||||
it('tells the player on the card itself, and on the button when every card is a train', () => {
|
||||
it('tells the player on the card itself which of the two rules applies', () => {
|
||||
// The Gitea#2 lesson: a rule the player cannot see is a board with nothing to click and no
|
||||
// reason given.
|
||||
// reason given. Since Gitea#9 there are TWO reasons, so the card has to say which.
|
||||
const s = game();
|
||||
handOf(s, ['timetabledTrain', 'extraTrain', 'track']);
|
||||
const f = snapshot(s, [], null);
|
||||
// `hand` is reversed for display, so compare as a set rather than by position.
|
||||
assert.deepEqual([...f.handDiscardable].sort(), [false, false, true]);
|
||||
assert.deepEqual([...f.handDiscardable].sort(), [false, true, true]);
|
||||
const said = f.handKeepWhy.filter((w): w is string => w !== null);
|
||||
assert.equal(said.length, 1, 'exactly one card in this hand may not be discarded');
|
||||
assert.match(said[0]!, /An Extra is never discarded/);
|
||||
|
||||
const strict = strictGame();
|
||||
handOf(strict, ['timetabledTrain', 'extraTrain', 'track']);
|
||||
const sf = snapshot(strict, [], null);
|
||||
assert.deepEqual([...sf.handDiscardable].sort(), [false, false, true]);
|
||||
assert.ok(
|
||||
sf.handKeepWhy.some((w) => w !== null && /never discarded in this game/.test(w)),
|
||||
'the setting being off is not explained on the card',
|
||||
);
|
||||
});
|
||||
});
|
||||
|
||||
|
||||
+88
-1
@@ -10,8 +10,10 @@ import assert from 'node:assert/strict';
|
||||
|
||||
import { pump } from '../src/engine/advance.ts';
|
||||
import type { GameEvent } from '../src/engine/events.ts';
|
||||
import { areaOf } from '../src/engine/apply.ts';
|
||||
import { createGame } from '../src/engine/setup.ts';
|
||||
import type { GameConfig } from '../src/engine/state.ts';
|
||||
import { coordKey } from '../src/engine/state.ts';
|
||||
import type { GameConfig, GameState } from '../src/engine/state.ts';
|
||||
import { developerBot, playGame } from '../src/sim/bot.ts';
|
||||
import { impediments, isVisible, narrate, phaseLabel } from '../src/sim/narrate.ts';
|
||||
import { compress, rehydrateCells, record, renderHtml } from '../src/sim/replay.ts';
|
||||
@@ -133,6 +135,91 @@ describe('impediments', () => {
|
||||
});
|
||||
});
|
||||
|
||||
/**
|
||||
* Gitea#2 — "four porters, two passengers on the platform, and I never get the chance to work them."
|
||||
*
|
||||
* The engine was faithful at every step; what was missing was any way to SEE why. A Porter action
|
||||
* that cannot be taken is simply absent from the menu, and this panel — the one that answers "why is
|
||||
* nothing moving?" — opened with `f.kind !== 'freight'`, so a platform had never had anything to say
|
||||
* for itself at all.
|
||||
*/
|
||||
describe('a blocked platform says why (Gitea#2)', () => {
|
||||
/** Raise the Whistle Post to a working Terminal: the tier's printed numbers, applied directly. */
|
||||
function platform(s: GameState) {
|
||||
const area = areaOf(s, 0);
|
||||
area.tier = 'terminal';
|
||||
const card = area.grid.get(coordKey(area.officeCoord))!;
|
||||
const f = card.facility!;
|
||||
f.allows = { outbound: true, inbound: true };
|
||||
f.porters = 3;
|
||||
f.capacity = { outbound: 3, inbound: 3 };
|
||||
return { area, f };
|
||||
}
|
||||
|
||||
/** A tray standing on an A/D track at the Office, carrying whatever it is given. */
|
||||
function atOffice(s: GameState, consist: { type: 'coach'; loaded: boolean; origin?: number }[]): void {
|
||||
const area = areaOf(s, 0);
|
||||
const id = s.freeTrays.pop()!;
|
||||
s.trays.set(id, {
|
||||
id, trainNumber: null, trainIsExtra: false, engineAt: 0, consist,
|
||||
direction: 'east', position: { at: 'grid', seat: 0, coord: area.officeCoord }, movesUsed: 0,
|
||||
});
|
||||
area.adOccupancy.push(id);
|
||||
}
|
||||
|
||||
it('reports passengers standing on a platform with no train to take them', () => {
|
||||
// The whole of the bug's second half: before this, `impediments` returned an EMPTY list here.
|
||||
const s = createGame({ id: 'g', seed: 5, config, playerNames: ['p'] });
|
||||
const { f } = platform(s);
|
||||
f.outboundBox = [{ type: 'coach', loaded: true }];
|
||||
const found = impediments(s, 0);
|
||||
const platformRow = found.find((b) => /platform/.test(b.why));
|
||||
assert.ok(platformRow, `nothing reported for the platform:\n${JSON.stringify(found, null, 2)}`);
|
||||
assert.match(platformRow.why, /passengers waiting, no train at the platform/);
|
||||
assert.equal(platformRow.severity, 'waiting');
|
||||
});
|
||||
|
||||
it('names the Office by its tier rather than the word "facility"', () => {
|
||||
// A Passenger Facility rides on the `office` card, so the freight branch's `geometry.facility`
|
||||
// is not there to read and every passenger row read `facility 0,0` next to `mineTipple 1,-3`.
|
||||
const s = createGame({ id: 'g', seed: 5, config, playerNames: ['p'] });
|
||||
const { f } = platform(s);
|
||||
f.outboundBox = [{ type: 'coach', loaded: true }];
|
||||
const row = impediments(s, 0).find((b) => /platform/.test(b.why))!;
|
||||
assert.match(row.where, /^terminal /, `the Office is unnamed: ${row.where}`);
|
||||
});
|
||||
|
||||
it('explains the coach shortage that made the game look broken', () => {
|
||||
// The reported state: a train in with passengers to set down, red slots free, four porters —
|
||||
// and §9.2 needs a white coach out of the Division Yard to swap in. There was none, with eight
|
||||
// more sitting in the Classification Yard that §2.2 returns only when the Division Yard is BARE.
|
||||
const s = createGame({ id: 'g', seed: 5, config, playerNames: ['p'] });
|
||||
const { f } = platform(s);
|
||||
atOffice(s, [{ type: 'coach', loaded: true, origin: 1 }]);
|
||||
s.yards.divisionYard = s.yards.divisionYard.filter((c) => !(c.type === 'coach' && !c.loaded));
|
||||
s.yards.classificationYard = [
|
||||
{ type: 'coach', loaded: false },
|
||||
{ type: 'coach', loaded: false },
|
||||
];
|
||||
const row = impediments(s, 0).find((b) => /§9\.2/.test(b.why));
|
||||
assert.ok(row, `the coach shortage was not explained:\n${JSON.stringify(impediments(s, 0), null, 2)}`);
|
||||
assert.equal(row.severity, 'stuck', 'a train that cannot be emptied is stuck, not merely waiting');
|
||||
assert.match(row.why, /2 coaches are in the Classification Yard/, `where the coaches are is not said: ${row.why}`);
|
||||
assert.match(row.why, /Classification returns only when the Division Yard is bare/);
|
||||
assert.ok(f.inboundBox.length === 0, 'the red slots were free — the shortage is the only cause');
|
||||
});
|
||||
|
||||
it('says nothing about a platform that is working fine', () => {
|
||||
// Passengers waiting AND a train with an empty coach to take them: no impediment.
|
||||
const s = createGame({ id: 'g', seed: 5, config, playerNames: ['p'] });
|
||||
const { f } = platform(s);
|
||||
f.outboundBox = [{ type: 'coach', loaded: true }];
|
||||
atOffice(s, [{ type: 'coach', loaded: false }]);
|
||||
const found = impediments(s, 0).filter((b) => /platform|§9\.2|Porters/.test(b.why));
|
||||
assert.deepEqual(found, [], `a working platform reported an impediment:\n${JSON.stringify(found, null, 2)}`);
|
||||
});
|
||||
});
|
||||
|
||||
describe('replay recording', () => {
|
||||
const rec = record(1234, 'standard');
|
||||
|
||||
|
||||
@@ -71,6 +71,8 @@ const west = (s: GameState, n = 2): GridCoord => {
|
||||
};
|
||||
|
||||
const boxcar = (loaded = false): RollingStock => ({ type: 'boxcar', loaded });
|
||||
/** As `ROLLING_STOCK_SUPPLY` mints them: there is no empty caboose in the game. */
|
||||
const caboose = (): RollingStock => ({ type: 'caboose', loaded: true });
|
||||
const coach = (loaded = false): RollingStock => ({ type: 'coach', loaded });
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
@@ -138,6 +140,23 @@ describe('§7 — what a train may couple', () => {
|
||||
'EMPTIES_ONLY',
|
||||
);
|
||||
});
|
||||
|
||||
it('X22 Pee-Dee may still couple a caboose, which is not a load (Gitea#8)', () => {
|
||||
// Every caboose in the game is minted `loaded: true` because the supply table's loaded/empty
|
||||
// split doubles as a piece count. Taken literally that left the per-diem train unable to pick
|
||||
// up ANY caboose, its own included: set it out at the end of a sweep and it was stranded there.
|
||||
const s = game();
|
||||
switching(s, 22, true, [], [caboose()]);
|
||||
assert.equal(check(s, 0, { type: 'switch.move', trayId: 't', to: west(s), reverse: false }), null);
|
||||
|
||||
// The restriction itself is untouched — a loaded car alongside the caboose still refuses.
|
||||
const withLoad = game();
|
||||
switching(withLoad, 22, true, [], [caboose(), boxcar(true)]);
|
||||
assert.equal(
|
||||
check(withLoad, 0, { type: 'switch.move', trayId: 't', to: west(withLoad), reverse: false }),
|
||||
'EMPTIES_ONLY',
|
||||
);
|
||||
});
|
||||
});
|
||||
|
||||
describe('§7 — one freight car per location (trains 3/4)', () => {
|
||||
|
||||
+85
-1
@@ -22,8 +22,10 @@ import { cardDescription, cardName, describeIntent, variantLabel } from '../src/
|
||||
import { variantsFor } from '../src/engine/track.ts';
|
||||
import { divisionSvg, officeSvg } from '../src/sim/board-svg.ts';
|
||||
import { ENHANCEMENT_RULES } from '../src/engine/content.ts';
|
||||
import { facilitiesHtml, timetableHtml } from '../src/web/panels.ts';
|
||||
import { dayEndHtml, facilitiesHtml, timetableHtml } from '../src/web/panels.ts';
|
||||
import { record, renderHtml } from '../src/sim/replay.ts';
|
||||
import type { Frame } from '../src/sim/view.ts';
|
||||
import type { GameLength } from '../src/engine/content.ts';
|
||||
import { snapshot } from '../src/sim/view.ts';
|
||||
import { createGame as createEngineGame } from '../src/engine/setup.ts';
|
||||
import {
|
||||
@@ -2682,6 +2684,88 @@ describe('the three places a game is drawn stay in step', () => {
|
||||
});
|
||||
});
|
||||
|
||||
describe('the Day rolling over says so (Gitea#10)', () => {
|
||||
// "As the game rolls off the end of the day, you get a dialog saying such. Hard to keep track of
|
||||
// time." A Day turns inside the phases that run themselves, so it passes between one click and
|
||||
// the next — the phase banner is gone in 2.6 seconds.
|
||||
//
|
||||
// The goal half is written against `f.objective`, which on this line resolves a PER-PLAYER target
|
||||
// from the game length: `standard` is 20 Revenue over 5 Days. (Main asks a different question of
|
||||
// the same dialog — a combined floor off the victory dials — so that half is not a shared port.)
|
||||
const frameAt = (day: number, length: GameLength = 'standard'): Frame => {
|
||||
const s = createEngineGame({
|
||||
id: 'dayend',
|
||||
seed: 4021,
|
||||
config: {
|
||||
mode: 'solitaire',
|
||||
victory: 'firstToTarget',
|
||||
length,
|
||||
optionalRules: { reducedVisibility: false, sisterTrains: false, employeeRotation: false, emergencyToolbox: false },
|
||||
},
|
||||
playerNames: ['Solitaire'],
|
||||
});
|
||||
s.clock.day = day;
|
||||
return snapshot(s, [], null);
|
||||
};
|
||||
|
||||
it('names the Day that ENDED, not the one starting', () => {
|
||||
// Written from the frame after the rollover, so an off-by-one here would congratulate a player
|
||||
// on finishing a Day they have not played yet.
|
||||
const html = dayEndHtml(frameAt(3));
|
||||
assert.ok(html.includes('Day 2 has ended'), `wrong Day named:\n${html}`);
|
||||
assert.ok(html.includes('Day 3 of 5'), 'the Day now beginning is not named');
|
||||
assert.ok(html.includes('3 Days left'), `the Days remaining are wrong:\n${html}`);
|
||||
});
|
||||
|
||||
it('counts the last Day as the last Day rather than promising more', () => {
|
||||
const html = dayEndHtml(frameAt(6));
|
||||
assert.ok(html.includes('Day 5 has ended'), 'the final Day is misnamed');
|
||||
assert.ok(html.includes('last Day on the timetable'), `still offering Days to run:\n${html}`);
|
||||
assert.ok(!html.includes('Days left'), 'promises more Days after the last one');
|
||||
});
|
||||
|
||||
it('reads the goal and the pace off the objective rather than working them out again', () => {
|
||||
// One implementation of "what is the target and am I keeping up" — `objectiveOf`. A dialog that
|
||||
// recomputed either would be one release away from disagreeing with the status block that shows
|
||||
// the same numbers every turn.
|
||||
const f = frameAt(3);
|
||||
const html = dayEndHtml(f);
|
||||
assert.ok(html.includes(`<b>${f.objective.target}</b>`), `the target is not shown:\n${html}`);
|
||||
assert.ok(html.includes(`<b>${f.revenue}</b>`), "the viewer's Revenue is not shown");
|
||||
// Nothing earned by Day 3 of 5 is behind a 20-Revenue pace, and the dialog says so in words.
|
||||
assert.equal(f.objective.onPace, false, 'the fixture is no longer behind pace');
|
||||
assert.ok(html.includes('behind pace'), 'the pace is not reported');
|
||||
// A campaign game is a different target, and the dialog must not have 20 baked into it.
|
||||
const long = frameAt(3, 'campaign');
|
||||
assert.ok(dayEndHtml(long).includes('<b>45</b>'), 'the target does not follow the game length');
|
||||
assert.ok(dayEndHtml(long).includes('Day 3 of 10'), 'the Day count does not follow the length');
|
||||
});
|
||||
|
||||
it('puts the leader at the top and marks which row is yours', () => {
|
||||
// The question at the end of a Day is who is ahead, which is not the order the seats are in.
|
||||
const f = frameAt(2);
|
||||
f.players = [
|
||||
{ index: 0, seat: 0, name: 'Ada', revenue: 4, hand: 3 },
|
||||
{ index: 1, seat: 1, name: 'Bo', revenue: 7, hand: 2 },
|
||||
];
|
||||
f.viewer = 0;
|
||||
const html = dayEndHtml(f);
|
||||
assert.ok(html.indexOf('Bo') < html.indexOf('Ada'), 'the standings are not in Revenue order');
|
||||
assert.ok(html.includes('(you)'), 'the viewer is not marked in the standings');
|
||||
// Marked from `f.viewer`, not from an assumed seat 0 — so moving the viewer moves the mark.
|
||||
f.viewer = 1;
|
||||
const moved = dayEndHtml(f);
|
||||
assert.ok(moved.indexOf('(you)') < moved.indexOf('Ada'), 'the mark did not follow the viewer');
|
||||
});
|
||||
|
||||
it('gives the page the dialog to fill', () => {
|
||||
const html = readFileSync(join(dist, 'play.html'), 'utf8');
|
||||
for (const id of ['dayenddlg', 'dayendbody']) {
|
||||
assert.ok(html.includes(`id="${id}"`), `play.html has no #${id}`);
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
describe('every file the build needs is actually in the repo (regression)', () => {
|
||||
it('does not gitignore a source page', () => {
|
||||
// REGRESSION. `.gitignore` carried `replay*.html` to catch the throwaway files generated at the
|
||||
|
||||
Reference in New Issue
Block a user