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Jesse.Markowitz 2ab25e320c v0.7.2 — a leg that is part of the row, the deck the sheet prints, regions not miles per hour, and a Division you read left to right
Gitea#17 — a 45° leg is an end of the west-to-east row, so backing into a cut
through a curve's south leg no longer couples it back to front. The same
assumption left a crew's own cut standing when it pulled out through a leg,
which is the "cars left behind" report we had failed to reproduce.

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

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

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

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

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

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

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

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

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

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016JczK5i33ZNSf2PtzZqdhS
2026-08-23 06:02:19 -04:00
32 changed files with 5609 additions and 3372 deletions
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@@ -19,6 +19,306 @@ page as `v0.1.0 · <sha> · <date>`, so what is deployed can always be identifie
--- ---
## 0.7.2 — 2026-08-26
Five issues off the tracker. Two are engine bugs a player hit at the board, two are the design
catching up with rulings from RAR that the code had got wrong or never had, and one is the Division
map being redrawn. The first four ship as **0.4.9h** on the 0.4.9 line; the map does not — it is a
multiplayer redesign, and pushing one of those into a build people are mid-playtest on invalidates
the feedback.
### A 45° leg is part of the row (Gitea#17)
**REPORTED:** "Cars were West to East Caboose, Loaded boxcar, Loaded boxcar, Loaded boxcar. After
backing into that square cars were attached to the train Loaded boxcar, Loaded boxcar, Loaded boxcar,
Caboose, Engine." The caboose came back next to the engine instead of at the far end, which also
leaves the train badly made up under §8.2.
The square was a `sw` CURVE and the train backed in through its SOUTH leg. `standing` runs west to
east, and both places that walk that row asked the PORT which end they were at: `exploreMoves`
reversed the row for an `'e'` entry and nothing else, and `cutTowards` answered "you meet nothing"
for a north or south exit. Neither is a property of the port. A 45° leg leaves through the MIDDLE of
its edge, so its end of the run is whichever end the arc does not reach — a `sw` curve's south leg is
the row's EAST end and an `se` curve's south leg is its WEST end.
`rowEndAt` answers it from the card, and `cutTowards` is narrowed from `Port` to `'e' | 'w'` so the
type checker forces every caller to resolve rather than leaving a fourth to be found later.
**THE SECOND HALF WAS LIVE TOO, and is a report we had failed to reproduce.** With `cutTowards`
returning nothing for a leg, a crew standing on a curve pulled out through it and DROVE AWAY LEAVING
ITS OWN CUT STANDING — against §A.4's mandatory coupling. That is "cars left behind when backing up
over them", carried as NOT REPRODUCED since 2026-08-22; the earlier sweep had tried that case only
with an east or west exit. The report's second sentence — "I can later drive right through them" —
is still unexplained and still open.
### The deck is the sheet (Gitea#14)
`docs/Deck cards5.xlsx` is in the repo, and every count in the catalogue is now its count. Track is
halved: 16 straights, 8+8 curves, 8+8 turnouts, sharp curves at zero — which is where they already
were, and where sheet 5 independently puts them.
**BOTH LONG-STANDING MULTIPLIERS COME OUT WITH IT.** The Q12 office doubling (14 → 7) and the Gap 12
industry tripling (27 → 9) were measured against a deck holding 96 track cards, and halving the track
turns the tripling backwards — the deck keeps dealing industries while the district stays too small
to reach them. Measured over 300 bot games on identical seeds, 96 track with the multipliers / 48
with them / 48 without: reefer cars set out by a crew **49 / 0 / 39**, mean revenue **−0.20 / +0.22 /
+0.27**. The middle column wipes out the reefer chain completely. The sheet's own density is the best
of the three on both counts.
Q12's own failure was re-measured rather than assumed: 43 of 100 games now never upgrade off a
Whistle Post, up from 25 — but they average −0.2 revenue against +1.4 for games that do, where the
gap used to be −6.0 against −0.4, and collisions fell from 26 per 100 games to 6. Staying at a
Whistle Post is now common and survivable rather than rare and fatal.
Everything sheet 5 does not list is dealt ZERO copies rather than deleted, so the design stays
visible and the rules stay implemented: the Telegraph/Telephone/Radio dispatching ladder, Facing
Point Locks, Flying Switch, Section House and Vandalism — all confirmed by Jesse as deliberate
removals — plus Poling and the sharp curves, which were already there. Card for card, **84 rows agree
with the sheet**; the only ones that do not are the ten Safety, Event, Inspection and Space-use cards
it adds that are not built, held out until they are.
### A rail may stop dead against its neighbour (Gitea#15)
Filed as "track placements must connect", against a right-hand curve laid with its north leg against
an Ice House and the turnout below pointing at its portless south edge. **RAR reversed it on review:**
the placement is fine, and a stub like that has a use — a siding to park cars on. What he asked to
confirm instead is that no train can traverse the gap.
It could not, and cannot: `exploreMoves` gates every hop on `joins`, which tests both ports AND that
two 45° legs lie on the same diagonal. That was already true and simply unpinned; `track.test.ts`
now holds it against the reported geometry, including a check that the curve IS reachable from the
side that joins, so the negative test cannot pass on a card that is merely unreachable.
A per-edge placement check was written and then taken out, along with a matching guard on
`checkTurnoutUpgrade`. Both are documented in place as deliberately absent, because this is exactly
the rule someone will "fix" again. A Modifier is scenery (Jesse): a rail pointing at a building is
fine.
### Crossing a Mainline card is regions, not miles per hour (Gitea#3)
**REPORTED:** a train taking two Stages to clear Double Track, which prints 60. RAR, on review:
"Ignore speed signs, they are just graphics. Regions shown on cards indicate how many stages it takes
to cross."
Two recorded rulings are superseded together — Q1, that the printed 60/30 are crossing time, and Q2,
that a Slow train adds a Stage to every card. Q2 is what produced the report. Cards carry a region
count now and **where a train STARTS is what varies**: Plains 1, Double Track 1, Trestle 1, Curves 2,
Tunnel 2, Heavy Grade 3. Fast/Slow is read on Hilly and nowhere else — and Hilly no longer reads the
consist, which had a fast freight crossing slower than a slow passenger train. The grade modifiers
move the start rather than cutting the clock: Helpers start an uphill train a region on, Brakeman a
downhill one, Airbrakes another again. The Uncontrolled Siding and the Interchange print a back
region that is not road: a train through starts past it, one arriving to find the siding occupied
takes it and runs a region behind, and an Extra beginning its run at an Interchange starts there.
**THREE THINGS WERE MISSING RATHER THAN WRONG.** With Plains now one region, a following train is in
the same place as the train ahead the moment it enters — and nothing tested that, because the
catch-up check sits inside `stagesRemaining > 1`, which a one-Stage crossing never reaches. That is
the case ABS describes ("the train moving onto the card is instead held back") and it needed
building. ABS was also holding SILENTLY on the Office and Division Point paths, so the one card whose
purpose is preventing a wreck did its job invisibly. And `collide` never released the A/D track,
which did not matter while every collision happened out on the road — a train destroyed as it LEAVES
is still standing at the Office.
The Uncontrolled Siding was marked "trains may pass", which skipped the collision test altogether and
made the siding do nothing at all. It is `false` now, with the siding entry doing the work.
Measured: on the Mainline cards of a 3-player Division, a fast train pays ~5.6 Stages against ~5.4
before and a slow one ~6.0 against ~9.4. **Fast traffic is unchanged; slow traffic is about a third
quicker**, and the gap across a Division collapses from roughly four Stages to under one — so Q2's
recorded consequence, that every Slow train is still on the road when the next Day begins holding its
Crew Tray, no longer holds and `players + 3` is due a re-examination.
Two effects are recorded in `TODO.md` rather than acted on: freight share fell 8% → 5% and completed
freight loads got scarcer, which runs against the obvious expectation and nobody knows why yet; and
the bot stopped playing Red Flags — offered 4,212 times in 600 games, played 4.
### The Division is one row (Gitea#18)
**REPORTED:** "track design should not be horseshoe / square, but a single row… Division map should
not show any office area detail."
It was laid out around a table — one row for a single seat, two facing rows for two, a horseshoe for
three, a square for four — on the reasoning that players sit around one. Three reports came out of
that, and the one that decided it is that **east stopped being to the right**: a player's east could
be drawn south, west or north depending which lane their district landed in, on a map whose whole job
is saying which way a train is going. `WDP · ML · Office · … · ML · EDP`, left to right, and the
buffer stops simply face outward at the two ends.
An Office no longer expands into its Running Track either, so the map stops carrying every straight,
turnout and Limits sign of every district — that is the Office map's job, and it draws them properly,
with the rails. It also stops the Division map growing sideways every time somebody lays a card.
The trains stay, in two registers: those holding an A/D track ON the rail, and crews switching in the
district UNDER it — the distinction drawn as position rather than colour, because that is where those
trains are. Each chip carries its number, a direction arrow and a car count, with the consist and the
train's printed card on the tooltip. Every district cell is four chips two-by-two regardless of tier,
because a Whistle Post with one A/D track can still hold four trains when three of them are crews,
and sizing by occupancy is what "The Roster Pass" fixed. 1,580px wide at four players against 842
before, drawn at 1:1 so it scrolls rather than shrinking — Jesse's call, "zooming and scrolling
worked fine".
This supersedes `TODO.md` item 24 outright and makes 19, 20, 21, 22, 25 and 26 irrelevant; item 27 is
fixed.
### Six test fixtures that pinned a seed and meant "a game like this"
Every one of them broke on a rules change and none was about the rule that changed: the deck's SIZE
moves the RNG stream, so any count change re-deals every fixture that names a seed.
`mainline-cards` now searches for a Division holding a single-track card, `multiplayer` for a game
that reaches Day 3, `web` clicks every play verb rather than assuming the first goes on the board and
searches for a seed that builds a board, and the `sim` commodity samples were re-measured — a tank is
first set out at game 216 now, unload Revenue at game 46. A seventh, `mainline-cards`' `hand()`
helper, threw when a card was not in the deck, so dealing Flying Switch zero copies took five passing
tests of an unchanged rule with it; it mints one now, which is the point of keeping a row at zero.
**And one real bug, in a test.** `the game conserves Rolling Stock` went red claiming the engine had
conjured three cars. The engine was right: Gap 2c sends a wreck's cabooses to the Division Yard and
everything else to Classification, destroying nothing. The test subtracted the wreck's consist from
the expected census — a rule the engine does not have — and the branch had never executed, because
none of its six seeds had ever collided. The census is held flat unconditionally now, which is both
the true invariant and stricter than what it replaced.
---
## 0.7.1 — 2026-08-25
Four issues off the Gitea tracker, all of them things a player saw at the board. Two are engine or
page bugs, one is a rules ruling that supersedes a ruling from three days earlier, and the fourth
turned out not to be a bug at all — the fix there is that the game now says so. The same four ship
as **0.4.9g** on the 0.4.9 line.
### A caboose is not a load (Gitea#8)
**REPORTED:** X22 Pee-Dee could not couple a caboose — including the one it was made up with. Drop
it at the end of a sweep and it was stranded there, which makes a train whose whole card is a
restriction ("may only pick up MTs") unplayable rather than merely restricted.
`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 there
is no white caboose to make a train up from. So `.loaded` carries two meanings, and the second one
escaped in exactly one place: `pickUpEmptiesOnly`'s `fresh.some((c) => c.loaded)`. Every other read
of the flag in `apply.ts` is already scoped to a coach or to a named car type.
`carriesLoad` now answers the question the rule is actually asking — a caboose carries the crew, not
freight, so it is never a load — and the restriction itself is untouched: a loaded car alongside the
caboose still refuses. `trainRules` says so on the card ("A caboose is not a load"), because a player
reading "EMPTIES ONLY" has no way to know which reading the game took.
### The Day rolls over and says so (Gitea#10)
**REPORTED:** "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.
What is wrong is WHEN it changes: a Day turns over inside the phases that run themselves, so it
happens between one click and the next, while the player is watching the board and waiting for their
turn. The two transient signals the page already had are both gone before that — the phase banner at
2.6s, the announcement flash at 4.2s. A modal is the whole request: it stops, and it waits.
`dayEndHtml` writes it from the frame AFTER the rollover, so the Day that ended is `f.day - 1`.
It carries the standings in **Revenue order** rather than seat order (the question at the end of a
Day is who is ahead), the Days left to run, and the combined target — reported against the whole
table's Revenue, because `minCombinedRevenue` is a combined floor and one player's score against a
four-player target reads as hopeless when the table is comfortably ahead. Collisions appear only
where §3.4 actually scores them: competitive and co-op, and only when a dial is non-zero. A solitaire
game carries the default dials and enforces neither, so printing a collision budget there would put a
rule on screen that this game does not have.
Three suppressions, each of them a way it would otherwise lie:
- **the first frame** — arriving in a game already on Day 3 is not Day 2 ending, and a page reloaded
mid-game would announce a rollover that happened before it was watching;
- **the Day going DOWN** — that is Undo stepping back across the rollover, not a Day passing. Undo
also clears `lastDay`, so replaying forward through the same rollover does not announce it twice;
- **the Day the game ends on** — the outcome panel is the thing to read then. Verified by playing a
full solitaire game through: the dialog fires four times in a 5-Day game, not five.
### A Timetabled train may be thrown away (Gitea#9)
**REPORTED:** "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."
This **supersedes Gitea#6**, shipped three days earlier in 0.6.2, which made every train card
unconditionally undiscardable. Two things narrow it:
- an **Extra** is still never discardable. It never joins the timetable, so it can never be what
jams it, and the only rule it would dodge by being thrown away is the hand limit;
- the Timetabled half is a **New Game setting** — `discardTimetabled`, on by default — because
Jesse's reasoning is explicitly about games run LONGER than five days, and a five-Day game may well
want Gitea#6's pressure back. Jesse asked for it as a setting on this line and as the plain rule on
the 0.4.9 line, which has no scaffolding for one; both play the same game at main's default.
**The second half of the ruling needed no code at all.** "Someone else might pick it up" — a discard
already goes face-up onto a Department pile, and a Department pile is exactly what a rival draws
from. Only the first half was a change.
**One place decides, and the card says which rule refused.** `keepReason` returns the sentence a
player should read, or `null` if the card may go; `check`, the hand panel and the blocked "End Local
Operations" button all ask it. 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 the panel that used to
hard-code one of them would now tell half the players the wrong thing. It reaches the page as the
Frame's `handKeepWhy`, replacing text `panels.ts` and `main.ts` each wrote for themselves.
**Two places would have dropped the setting silently**, both found by looking rather than by `tsc` —
`HouseRuleOverrides`' fields are all optional, so omitting one compiles and falls back to the
default. The New Game dialog's close handler builds its own `houseRules` object (the comment
directly above it warns of exactly this: "a setting missing from here is a setting the dialog
silently discards"), and `presets.ts`'s Frame-to-config path, which is how a JOINER is shown someone
else's game — a setting dropped there shows them a rule the table is not playing.
**Gitea#6's corner survives, narrowed.** A hand of four undiscardable trains still has exactly one
legal way on — play one — with nothing in the engine computing "you must play a train". With the
setting on, the only hand that reaches it is four Extras; with it off, any four trains, as before.
Both are pinned by tests.
### Why nothing is moving on the platform (Gitea#2)
**REPORTED:** "The Sparrow pulled into the station with two loaded coaches. 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 is not deviating from the rules**, and this was checked step by step against the
reported save. §9.2 discards the white coach into the Classification Yard on boarding and draws one
from the Division Yard on de-training; §2.2 returns the Classification Yard only when the Division
Yard is empty. All three are implemented exactly. What bites is the interaction: both halves of every
passenger cycle consume coaches one-way, and a single global refill condition over a pile of six
commodities means they do not come back. Traced over the reported game the coach pool goes 8+/8− on
Day 1 to 0+/1− by Day 5, with eight coaches stranded in Classification behind ~60 other cars.
**Jesse's ruling is that the shortage stays** — "it is possible to run out, that's part of the
strategy" — so the three balance options written up in `TODO.md` are declined rather than deferred.
What was unambiguously a bug is that the game said **nothing**. A Porter action that cannot be taken
is simply absent from the menu, and `impediments()` — the panel whose entire job is "why is nothing
moving?" — opened with `if (!f || f.kind !== 'freight') continue`, so a platform had never had
anything to say for itself. The player was not merely blocked; he was given no reason.
A Passenger Facility now reports both directions: passengers standing with no train to take them, a
train whose card bars Porters from working it, a Terminals-only train at a lesser Office, every coach
already full, the red slots full, the same-district rule, and the coach shortage itself — that last
one naming how many coaches are sitting in Classification and the condition that brings them back,
because a yard visibly full of cars that will not yield one coach is the state that looks like a
broken game. The reason text comes from `passengerRefusal`, the engine's own predicate (exported for
this), so what is on screen is the rule that actually refused rather than a second guess at it.
**A second defect fell out of fixing it.** The row's name is read off `card.geometry.facility`, which
a Passenger Facility does not have — it rides on the `office` card — so every passenger impediment
would have read `facility 0,0` beside a freight row saying `mineTipple 1,-3`. It is named by the
Office Area's tier now (`terminal 0,0`), and there is exactly one Office per Area, so that tier is
the card's own.
Verified by replaying the reported save (`playtests/station-master-seed947338225-day5(1).json`)
through `fromSave` and printing the panel. Worth noting for anyone who tries it: that save is a
v0.4.9-line recording and stops at intent 250 of 323 on the 0.7 engine, because Gitea#4, #6 and #7
changed the rules its later intents were recorded against. That is expected divergence, not a
save-format bug — a replay reproduces a game from decisions, and the decisions no longer mean the
same thing.
---
## 0.7.0 — 2026-08-23 ## 0.7.0 — 2026-08-23
The multiplayer set-up, the lobby, the start of a game, and four things a remote client had never The multiplayer set-up, the lobby, the start of a game, and four things a remote client had never
+273 -46
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@@ -50,8 +50,10 @@ Queued 2026-08-22, from a v0.4.9d gameplay-testing report (six bugs, forwarded b
it just boarded**~~ — done in v0.4.9e / the release below. it just boarded**~~ — done in v0.4.9e / the release below.
11. ~~**The Grocer's Warehouse ships and the Refinery receives**~~ — done in v0.4.9e / the release 11. ~~**The Grocer's Warehouse ships and the Refinery receives**~~ — done in v0.4.9e / the release
below: both are one-way again. below: both are one-way again.
12. **NOT REPRODUCED: cars left behind when backing up over them** — see Rules Questions below. The 12. **PARTLY REPRODUCED: cars left behind when backing up over them** — see Rules Questions below.
one report of the six that is still open, and it needs a board from whoever filed it. Half of it turned out to be the second half of Gitea#17 and is fixed (2026-08-26): a train
pulling out through a 45° leg left its own cut standing. The "I can later drive right through
them" half is still unexplained and still needs a board from whoever filed it.
Queued 2026-08-22, from the v0.4.9e gameplay-testing report filed as Gitea issues. Queued 2026-08-22, from the v0.4.9e gameplay-testing report filed as Gitea issues.
@@ -69,12 +71,40 @@ Queued 2026-08-22, from the v0.4.9e gameplay-testing report filed as Gitea issue
and Extra alike; the forced play falls out of the hand limit rather than needing a mechanism of and Extra alike; the forced play falls out of the hand limit rather than needing a mechanism of
its own. Reasoning in `docs/rules/implications.md` §6.2. its own. Reasoning in `docs/rules/implications.md` §6.2.
12b. **Gitea#2 — four porters, two passengers on the platform, and only one may be worked.** 12b. ~~**Gitea#2 — four porters, two passengers on the platform, and only one may be worked**~~ —
DIAGNOSED, AWAITING JESSE'S RULING — see Play Balance below. The engine is faithful to the RULED AND FIXED in the release below, though not the way the report implies. The engine is
written rules at every step; what bites is that BOTH directions of porter work move coaches faithful to the written rules at every step; what bites is that BOTH directions of porter work
one-way into a Classification Yard that comes back only when the Division Yard is bare of all move coaches one-way into a Classification Yard that comes back only when the Division Yard is
~60 cars. Sixteen coaches in the game, and the reported save runs dry on Day 5 with eight of bare of all ~60 cars. Sixteen coaches in the game, and the reported save runs dry on Day 5 with
them stranded in Classification. eight of them stranded in Classification. **Jesse's ruling: the shortage stays** — "it is
possible to run out, that's part of the strategy" — so the three balance options in Play Balance
below are declined, not deferred. What was actually wrong is that the game said NOTHING: a Porter
action that cannot be taken is simply absent from the menu, and the "why is nothing moving?"
panel covered freight facilities only. That half is fixed.
12e. ~~**Gitea#8 — the per-diem train could not couple a caboose**~~ — done in the release below.
`ROLLING_STOCK_SUPPLY` mints all six cabooses `loaded: true` because §2.2's "coloured is loaded,
white is empty" doubles as a PIECE COUNT there and there is no white caboose. X22 Pee-Dee, whose
whole card is "may only pick up MTs", read that literally and refused every caboose including the
one it was made up with — set it out and the train was stranded, which made it unplayable rather
than merely restricted. A caboose carries the crew, not freight, so it is never a load.
12g. ~~**Gitea#9 — a Timetabled train may be discarded**~~ — done in the release below, and it
SUPERSEDES Gitea#6 (item 12c above), shipped three days earlier. A Timetabled train may be tossed
face-up to a Department slot, where a rival may pick it up — which needed no machinery, since
that is where every discard already goes. An Extra still may not: it never joins the timetable,
so it can never be what jams it. On this line the Timetabled half is a New Game setting
(`discardTimetabled`, on by default), because Jesse's reasoning is about games run longer than
five Days; the 0.4.9 line takes the plain rule. Reasoning in `docs/rules/implications.md` §6.2.
12f. ~~**Gitea#10 — a dialog when the Day rolls over**~~ — done in the release below. "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 passes
between one click and the next, and the two transient signals the page had (the phase banner at
2.6s, the announcement flash at 4.2s) are both gone before a player reading the board notices.
A modal stops and waits, and carries the standings, the Days left and the combined target.
Suppressed on the first frame, on Undo stepping back across a rollover, and on the Day the game
ends — the outcome panel is the thing to read then.
13. **Show me the other players' moves, bots included** — raised by Jesse 2026-08-22 from playing a 13. **Show me the other players' moves, bots included** — raised by Jesse 2026-08-22 from playing a
multiplayer game. Reasoning in Multiplayer below. multiplayer game. Reasoning in Multiplayer below.
@@ -99,30 +129,31 @@ Queued 2026-08-22, from a session looking at the screen rather than the rules. A
means something different and useful: hide it now, bring it back at the end of the phase. means something different and useful: hide it now, bring it back at the end of the phase.
18. **Give every phase a visible beat.** The automatic phases are not too fast — they are never 18. **Give every phase a visible beat.** The automatic phases are not too fast — they are never
drawn at all, because `pump` runs them all before the page renders once. drawn at all, because `pump` runs them all before the page renders once.
19. **Turn the track art vertical on a Division card laid vertically** — a side lane currently reads 19. ~~**Turn the track art vertical on a Division card laid vertically**~~ — **SUPERSEDED by
as stacked left-right segments rather than one continuous run. Gitea#18** (Jesse, 2026-08-26). There are no vertical lanes any more: the Division draws as a
20. **Run the inter-row connector round the OUTSIDE**, draw it as rail rather than a plain line, and single row, west to east.
give the corners an angled piece. 20. ~~**Run the inter-row connector round the OUTSIDE**~~ — **SUPERSEDED by Gitea#18.** No second
21. **The Division Point captions overflow the map**, and the buffer stops point the wrong way once row, so nothing to connect.
the route wraps. 21. ~~**The Division Point captions overflow the map**, and the buffer stops point the wrong way once
22. **Fill the dead centre of the Division map with the common board** — timetable, yards, the the route wraps~~ — **SUPERSEDED by Gitea#18.** Nothing wraps; both ends face outward.
Department and Salvage decks. Then the map is what everyone shares and the right column is yours. 22. ~~**Fill the dead centre of the Division map with the common board**~~ — **SUPERSEDED by
Gitea#18.** A row has no centre to fill.
23. **History: newest at the top?** Plus the timestamps question from item 14, which lands here. 23. **History: newest at the top?** Plus the timestamps question from item 14, which lands here.
24. **Put the viewer's own district at the BOTTOM of the Division map** and wrap the table around 24. ~~**Put the viewer's own district at the BOTTOM of the Division map** and wrap the table around
them, so the screen sits you at the table. Needs no new data; the cost is that "west to east" them~~ — **DEFINITIVELY SUPERSEDED by Gitea#18** (Jesse's word, 2026-08-26). A single row and a
stops starting where you start reading. table wrapped around the viewer cannot both hold, and the row wins: being able to rely on east
meaning right is worth more than being seated at the table.
Queued 2026-08-23, from Jesse playing the v0.7.0 build on StartOS. **All three are the same drawing Queued 2026-08-23, from Jesse playing the v0.7.0 build on StartOS. **All three were the same drawing
pass as 19-21 and 24 above, and he asked for them to be discussed together rather than picked off:** pass as 19-21 and 24 above, and all three are answered by Gitea#18 rather than fixed:**
25. **The Division map does not draw track geometry at all** — a turnout laid on the Running Track 25. ~~**The Division map does not draw track geometry at all**~~ — **SUPERSEDED by Gitea#18.** The
looks exactly like the straight it replaced, because the only thing that changes is a caption. Division map stops drawing office-area detail altogether, so there is no Running Track on it to
Reasoning and the measurement in Display below. draw geometry for. The geometry belongs to the Office map, which already draws it.
26. **CONFIRMED IN PLAY: the buffer stop points the wrong way** at two players — see item 21, now 26. ~~**CONFIRMED IN PLAY: the buffer stop points the wrong way** at two players~~ — **SUPERSEDED by
reported from a real game rather than read off the code. Gitea#18**, with item 21.
27. **CONFIRMED IN PLAY: east is not always to the right.** As a train crosses the Division the route 27. ~~**CONFIRMED IN PLAY: east is not always to the right.**~~ — **FIXED OUTRIGHT by Gitea#18**, and
wraps through the lanes, so a player's east can be drawn south, west or north. See item 20; it is the reason it wins over item 24. One row means east is always to the right.
the same wrap that puts the buffer stop in the wrong place.
28. **INVESTIGATE: move the game's settings off the top line and into a card of their own** — and 28. **INVESTIGATE: move the game's settings off the top line and into a card of their own** — and
show ALL of them, not the four that fit. Reasoning in Display below. show ALL of them, not the four that fit. Reasoning in Display below.
@@ -130,6 +161,29 @@ pass as 19-21 and 24 above, and he asked for them to be discussed together rathe
29. **Put the Fedora at the right-hand end of the phase row**, with (or in) the Supervisor Shift 29. **Put the Fedora at the right-hand end of the phase row**, with (or in) the Supervisor Shift
pill. Reasoning in Display below. pill. Reasoning in Display below.
Queued 2026-08-25, from releasing 0.7.1 / 0.4.9g. **Both are blocked on the two commits being made
and pushed** — they were still uncommitted when the session ended.
30. **Close the Gitea issues by hand, each with a comment naming the commit that fixed it.** Raised
by Jesse 2026-08-25. `Closes #<n>` is in the main commit message and will auto-close #2, #8, #9
and #10 when it reaches the default branch, but auto-closing leaves the issue with no record of
WHICH commit or WHICH release answered it — and #9 supersedes #6, which nothing on #6 will ever
say. So each issue wants a comment of its own: the commit SHA on both lines, the version each
shipped in (0.7.1 and 0.4.9g), and for #2 and #9 the ruling that decided it, since neither was
fixed the way the report implies. #6 wants a comment too, pointing at #9. The token and the API
calls are in the workspace's `AGENTS.local.md`.
31. **Bump the StartOS wrapper to 0.7.1.** `station-master-startos` is clean, on `master`, pinned to
`v0.7.0` and versioned `0.7.0:3`. Once v0.7.1 is tagged: move the submodule pin to the tag, set
`startos/versions/current.ts` to **`0.7.1:0`** (a new upstream tag resets the downstream digit —
`UPDATING.md`), and write release notes in all five locales. **No new version FILE and no
migration** — `current.ts`'s `migrations.up` is empty, so nothing is carried from 0.7.0, and a
0.7.0 save replays under 0.7.1 unchanged (its intents cannot contain a Timetabled discard,
because that was illegal when they were recorded). `instructions.md` and `README.md` both name
0.7.0 and both need the three user-visible changes: the Day-end dialog, the Timetabled discard
and its New Game checkbox, and the reasons a blocked platform now gives. Remember the branch
trap: the game pushes to `main`, the wrapper to `master`.
--- ---
## Replay / Save Games ## Replay / Save Games
@@ -264,6 +318,18 @@ The replay viewer, the save format, and how a game gets shared.
## Bot Performance ## Bot Performance
- [ ] **THE BOT WILL NOT PLAY RED FLAGS, and the reachability canary now says so.** Measured over
600 games (2026-08-26): `maneuver.redFlags` is OFFERED **4,212 times**, first in game 5 — the
rule is live and constantly available — and the bot PLAYS it **4 times**, first in game 252.
It is exempted by name in `sim.test.ts`'s anomaly test alongside `flyingSwitch`, and deleting
that line is what proves this fixed.
Two changes compounded to make it rarer without breaking anything: Gitea#14 took Red Flags from
5 copies to the sheet's 3, and Gitea#3 shortened most crossings to a single Stage, so the
window in which a train is STANDING on a Mainline card — the only place the card may be played
— is now usually one Stage wide.
What the developer bot can and cannot yet do, measured. Every revenue figure below measured before What the developer bot can and cannot yet do, measured. Every revenue figure below measured before
v0.4.7 is low by roughly half a point — see the stub-industry entry — and the rebalance pass should v0.4.7 is low by roughly half a point — see the stub-industry entry — and the rebalance pass should
not read that drop as a deck problem. not read that drop as a deck problem.
@@ -377,6 +443,30 @@ not read that drop as a deck problem.
## Play Balance ## Play Balance
- [ ] **FREIGHT GOT SCARCER WHEN THE MAINLINE WENT ONTO REGIONS, and nobody knows why yet.**
Gitea#3, measured 2026-08-26 across the same 100 games: freight share of gross fell **8% → 5%**,
and completed freight loads went from something a 40-game sample caught reliably to needing
200 — on `sim.test.ts`'s seeds, 40 games now yield 0 loads, 80 yield 3, 120 yield 10, 200
yield 21.
**It runs against the obvious expectation.** The change SPEEDS crossings up, so more trains
should reach more districts, not fewer. Revenue is flat (−0.2 against 0.0) and collisions are
unchanged at 0.1 a game, so nothing is obviously eating the traffic. Candidates worth checking:
trains now clear a district before a crew can work them; the entry-time collision rule
(below) destroying trains at the Office; or simply that faster turnover means fewer trains
standing where freight can be loaded.
- [ ] **THE CREW TRAY COUNT IS DUE A RE-EXAMINATION, and this is the change that triggers it.**
`players + 3` was set when a Slow train took roughly twice as long to cross as a Fast one, and
Q2's recorded consequence was that "every Slow train is still on the road when the next Day
begins, holding its Crew Tray". Gitea#3 removed the Slow penalty from every card but Hilly.
Measured on the Mainline cards alone, a 3-player Division now costs a fast train ~5.6 Stages
and a slow one ~6.0, against ~5.4 and ~9.4 before: **fast traffic is unchanged, slow traffic is
about a third quicker**, and the gap across a whole Division collapses from roughly four Stages
to less than one. RAR's own closing note on the issue: "been worried about the time it takes to
cross the division. More thunking on this is needed."
Numbers chosen to fix a measured problem rather than taken from the design. Revisit once the victory Numbers chosen to fix a measured problem rather than taken from the design. Revisit once the victory
target is settled and freight carries its intended share; read no balance conclusion from a revenue target is settled and freight carries its intended share; read no balance conclusion from a revenue
number until the rules stop moving. number until the rules stop moving.
@@ -466,19 +556,27 @@ number until the rules stop moving.
~60 cars) are consumed by both halves of every passenger cycle. Traced over the reported game ~60 cars) are consumed by both halves of every passenger cycle. Traced over the reported game
the coach pool goes 8+/8− to 0+/1− by Day 5. the coach pool goes 8+/8− to 0+/1− by Day 5.
**Three ways out, and it is Jesse's call which:** (a) refill when the Division Yard is dry of **RULED — the shortage stays, and none of the three is being built.** Jesse: "it is possible
the type-and-state being asked for rather than dry of everything — the reading a player to run out, that's part of the strategy." For the record, the options were (a) refill when the
rummaging a table-top pile actually uses, and the biggest balance change; (b) the same trigger Division Yard is dry of the type-and-state being asked for rather than dry of everything; (b)
but return only the cars of that type; (c) leave the rules alone and raise the coach count in the same trigger but return only the cars of that type; (c) leave the rules alone and raise the
`ROLLING_STOCK_SUPPLY`, which the item below already sanctions — lowest risk, but it delays the coach count in `ROLLING_STOCK_SUPPLY`. All three are declined. What shipped instead is the
wall rather than removing it. Measure (a) or (b) over 400 paired seeds before shipping. EXPLANATION — the impediments panel now says the Division Yard has no white coach, how many are
stranded in Classification, and that Classification returns only when the Division Yard is
bare. Running dry is a position to play out of, not a broken game, once the screen says so.
- [ ] **A blocked PASSENGER facility produces no impediment at all.** `impediments()` - [x] **A blocked PASSENGER facility produces no impediment at all — FIXED.** `impediments()`
(`src/sim/narrate.ts`) opens with `if (!f || f.kind !== 'freight') continue`, so the "why (`src/sim/narrate.ts`) opened with `if (!f || f.kind !== 'freight') continue`, so the "why
nothing is moving" panel has never had anything to say about a platform. That is the second nothing is moving" panel had never had anything to say about a platform. That was the second
half of Gitea#2 and the half that is unambiguously a bug: the player above was not merely half of Gitea#2 and the half that was unambiguously a bug: the player above was not merely
blocked, he was given no reason — the button simply was not there. Worth fixing whichever way blocked, he was given no reason — the button simply was not there. A platform now reports
the supply question is settled. passengers with no train, a train the card bars Porters from working, full coaches, full red
slots, the same-district rule, and the coach shortage itself — the last naming how many coaches
are stranded in Classification and what brings them back. The reason comes from
`passengerRefusal`, the engine's own predicate, so the panel cannot drift from the rule that
actually refused. Fixing the label found a second defect: a Passenger Facility rides on the
`office` card, so every passenger row would have read `facility 0,0` next to `mineTipple 1,-3`;
it is named by its tier now.
- [ ] **The log lowercases the first letter of every narration it attributes to a player**, so - [ ] **The log lowercases the first letter of every narration it attributes to a player**, so
`EXTRA X18 started…` renders as `Player Solitaire eXTRA X18 started…` (`src/web/game.ts`:1065, `EXTRA X18 started…` renders as `Player Solitaire eXTRA X18 started…` (`src/web/game.ts`:1065,
@@ -1119,6 +1217,14 @@ Deferred while planning the server; decisions and reasoning are in `docs/archite
## Display ## Display
- [ ] **THE BOARD STILL DOES NOT SAY WHICH WAY A HEAVY GRADE CLIMBS.** RAR, twice: "grade should
tell you which way is up." `gradeUp` is dealt at setup and drives which of Helpers or
Brakeman/Airbrakes can ever pay, and Gitea#3 made it matter more — the modifiers now move a
train's STARTING REGION, so playing the wrong one is three Stages of climb instead of two. The
tooltip says it (`mainlineDescription`); the map does not. Untouched by Gitea#3, which was
about the rules rather than the drawing.
What is on the screen and where. Split out of Other 2026-08-22; the rules are elsewhere. What is on the screen and where. Split out of Other 2026-08-22; the rules are elsewhere.
- [ ] **The log's start marker only works while the whole log fits.** Added 2026-08-23: a multiplayer - [ ] **The log's start marker only works while the whole log fits.** Added 2026-08-23: a multiplayer
@@ -1470,17 +1576,31 @@ What is on the screen and where. Split out of Other 2026-08-22; the rules are el
## Rules Questions ## Rules Questions
- [ ] **NOT REPRODUCED: "when I back up to collect standing cars and, further down the tracks, the - [ ] **PARTLY REPRODUCED: "when I back up to collect standing cars and, further down the tracks, the
caboose, I get the caboose but the cars remain. I can later drive right through them."** caboose, I get the caboose but the cars remain. I can later drive right through them."**
Reported against v0.4.9d by a playtester (not Jesse, who forwarded it and could not add detail; Reported against v0.4.9d by a playtester (not Jesse, who forwarded it and could not add detail;
his guess was that the cars were spotted at an industry). his guess was that the cars were spotted at an industry).
**HALF OF IT IS NOW REPRODUCED AND FIXED (2026-08-26), as the second half of Gitea#17.** The
one case the earlier sweep did not try is a train pulling out through a 45° LEG rather than an
east or west port. `cutTowards` answered "you meet nothing" for a north or south exit, so a
crew standing on a curve drove away and left the cut beside it standing — the reported symptom
exactly, and against §A.4's mandatory coupling. `rowEndAt` (`track.ts`) fixes it, and
`cut-ordering.test.ts` pins it.
**WHAT IS STILL UNEXPLAINED is the second sentence — "I can later drive right through them."**
Nothing found so far accounts for that. A card is swept by `carsOn` whenever a train enters it,
whichever port it enters by, so a later pass over those cars picks them up. Until that half has
a board behind it this stays open: the fix above may be the whole report, or only the part that
happened to be reachable from the code.
**What was tried, all of which works.** Cars on plain track on the way to the caboose; cars **What was tried, all of which works.** Cars on plain track on the way to the caboose; cars
SPOTTED AT AN INDUSTRY on the way; the train's own cut standing on the square it is pulling out SPOTTED AT AN INDUSTRY on the way; the train's own cut standing on the square it is pulling out
of; a stale `standingWest` on the intermediate card; the industry locked by MEN AT WORK (which of *through an east or west port*; a stale `standingWest` on the intermediate card; the industry
correctly blocks the whole route rather than letting the crew past). Every one couples the lot. locked by MEN AT WORK (which correctly blocks the whole route rather than letting the crew
The first three are pinned in `apply.test.ts` — "backing up over a cut to something beyond it past). Every one couples the lot. The first three are pinned in `apply.test.ts` — "backing up
takes both" — so if the case is found later it is somewhere none of them cover. over a cut to something beyond it takes both" — so if the remaining case is found later it is
somewhere none of them cover.
**Why it is hard to make happen.** Coupling is mandatory (§A.4) and `exploreMoves` accumulates **Why it is hard to make happen.** Coupling is mandatory (§A.4) and `exploreMoves` accumulates
what it meets card by card, so a route that reaches the caboose has already met everything what it meets card by card, so a route that reaches the caboose has already met everything
@@ -1511,6 +1631,87 @@ What is on the screen and where. Split out of Other 2026-08-22; the rules are el
Doesn't fit the above. Doesn't fit the above.
- [ ] **THE DECK IS `docs/Deck cards5.xlsx` EXACTLY, BAR TEN CARDS THAT ARE NOT BUILT.** Gitea#14,
2026-08-26. Card for card, **84 rows agree with the sheet** and the only ones that do not are
the ten it adds that we have never implemented — Cargo Theft, Civic Improvement, Civilian
angel, Delayed Clearance, Flares 2, Robbery, Service Delays, Shipper complaints, Strike,
Union Hall 2: **12 copies**, held out on Jesse's instruction until they are built. Gitea#12
partly specifies the Inspections among them.
What landed: track halved; the Q12 office doubling and the Gap 12 industry tripling both
removed; Interlocking 2→1, Water column 2→1, ABS Signals 2→1, Red Flags 5→3. **Everything
sheet 5 does not list is dealt 0 copies rather than deleted** — the Telegraph/Telephone/Radio
dispatching ladder, Facing Point Locks (Enhancement and Mainline both), Flying Switch, Section
House, Vandalism, all confirmed by Jesse as deliberate removals from the design, plus Poling
and the sharp curves which were already there. The rows and their rules stay, so the design
stays visible and each mechanic works the moment it is dealt again. Deck 206 → **121** dealt.
Measured, 100 games, developer bot: revenue per player **−0.2 → +0.4**, trains scheduled
1.3 → 1.6, cards played 16.8 → 13.0. Freight share fell 9% → 4%, and part of that is Flying
Switch going to zero — it was a freight mechanic. Worth a look if freight is meant to carry
more.
**NOT A DISCREPANCY, though it looks like one in a card-by-card diff:** Second Section is on
neither sheet and is not a drawn card here either. It is a New Train phase intent
(`newTrain.secondSection`), and the `copies: 1` on the `SECOND_SECTION` constant is vestigial —
nothing deals it. Worth removing that field so the next diff does not flag it again.
**The deck reads 40% track against the sheet's 31%**, and the whole of that gap is the ten
held-out cards concentrating everything else. Building them moves the ratio to the sheet's on
its own, which is why the share is held to a loose band in `setup.test.ts` rather than pinned.
- [ ] **FIVE TEST FIXTURES PINNED A SEED AND MEANT "A GAME LIKE THIS".** All five broke on Gitea#14
and none of them was about card counts — the deck's SIZE moves the RNG stream, so changing it
re-deals every fixture that names a seed. Fixed in place: `mainline-cards` now searches for a
Division holding a single-track card, `multiplayer` for a game that reaches Day 3, `web` clicks
every play verb rather than assuming the first one goes on the board, and the two `sim`
commodity samples were re-measured (tank is first set out at game **216** now, unload Revenue
at game **46**). The `web` fix is on BOTH lines — it broke on `main` at the next count change,
exactly as predicted. `multiplayer`'s seed search is still playtest-only; port it when
convenient.
A sixth turned up when the dropped cards went to zero: `mainline-cards`' `hand()` helper threw
if the card it wanted was not in the deck, so zeroing Flying Switch took five passing tests of
an UNCHANGED rule down with it. It mints a card that is no longer dealt now — which is the
point of keeping a row at zero, and the same will hold for the ladder if anyone tests it.
- [ ] **THE 0.4.9 PLAYTEST LINE IS BEHIND ON A RULES RULING, and that was checked rather than
assumed.** Recorded 2026-08-23, when Jesse asked whether any of v0.7.0 needed porting to the
`playtest` branch. Almost none of it does — that line has no lobby and no server, and the
`undo()` config fix is inert there because its `GameConfig` carries no victory dials, so
`configWith` only ever varies the house rules the save already restores.
**But one v0.5.0 ruling is a CODE difference the testers do not have.** §A.4, the Local's
coach — so on that build a coach still may not be set out at the Office.
**IT IS THREE SITES, NOT ONE.** This entry named only the first until 2026-08-25, when a full
branch diff found the other two. Porting just the `apply.ts` line would leave the build in a
WORSE state than either line is in today: the coach could be set out at the Office and the next
arriving train would then collide with it.
1. `src/engine/apply.ts` — `main` reads `if (dropRules.coachStaysOnStationTrack &&
cut.some(coach) && !atOffice)`; `playtest`'s is the same line **without `&& !atOffice`**.
This is the one that refuses the drop.
2. `src/engine/track.ts` — `canDropCarsAt(area, coord, count, coachesOnly)` takes a fourth
`coachesOnly` parameter on `main` and returns the Office square as droppable when it is set.
`playtest`'s signature has no such parameter and returns `false` for the Office outright.
3. `src/engine/advance.ts` — the §8.3 "cars fouling the Running Track" check. `main` reads
`officeCard.standing.some((c) => c.type !== 'coach')`, so a coach parked at the Office is
not a hazard to the next arrival; `playtest` reads `officeCard.standing.length > 0`, which
collides with anything standing there. **This one is behavioural and easy to miss** — it is
in a different file from the drop rules and reads as a collision fix rather than a coach one.
The other two questions the 0.4.9 README calls open are documentation-only there (Poling is
already at 0 copies; Heavy Grade behaves identically — both lines run the same
`rng.nextInt(2)`, re-verified 2026-08-25 — and it even deals the Mainline deck without
replacement, so the correction applies word for word).
**Jesse's call, 2026-08-23: do not port it now.** A settled rules change is not a playtest bug
fix, and pushing one into the build people are mid-playtest on would invalidate the feedback
that build exists to collect. Recorded so the divergence is a decision rather than a surprise —
and so the 0.4.9 README is not "corrected" to match `main`'s wording, which would then describe
behaviour that build does not have.
- [ ] **Documentation generated from the implementation, not written alongside it.** Raised by Jesse - [ ] **Documentation generated from the implementation, not written alongside it.** Raised by Jesse
2026-08-22, immediately after Gitea#7 changed the coach counts on four train cards and the 2026-08-22, immediately after Gitea#7 changed the coach counts on four train cards and the
answer to "where do we keep track of that?" turned out to be **five places of three different answer to "where do we keep track of that?" turned out to be **five places of three different
@@ -1611,6 +1812,32 @@ Doesn't fit the above.
## Done, kept for the reasoning ## Done, kept for the reasoning
- **Gitea#15 — a rail may stop dead against its neighbour, and the rule is on MOVEMENT.**
Filed 2026-08-25 as "track placements must connect": a right-hand curve had been laid with its
north leg against an Ice House and the turnout below pointing at its portless south edge, and the
report called that illegal. **RAR reversed it on review (2026-08-26)** — the placement is fine, and
a stub like that has a use, as a siding to park cars on. What he asked to confirm instead is that
no train can traverse the gap.
It could not, and cannot: `exploreMoves` gates every hop on `joins`, which tests both ports AND
that two 45° legs lie on the same diagonal — never a bare pair of `hasPort` calls. That was already
true; `track.test.ts` now pins it against the reported geometry, including the check that the curve
IS reachable from the side that joins, so the negative test cannot pass on a card that is merely
unreachable.
**A per-edge placement check was written and then taken out**, along with the matching guard on
`checkTurnoutUpgrade`. Both are documented in place as deliberately absent, because this is exactly
the rule someone will "fix" again. `canPlaceAt` keeps only the weaker requirement it always had:
the piece must touch the network somewhere, which is what stops orphaned track.
**A Modifier is scenery** (Jesse, 2026-08-26): a rail pointing at a building is fine, so nothing
guards Modifier placement either. Measured before the ruling: 24 of 283 Modifiers across 200 bot
games sit where a neighbour's rail points at them, and that is simply legal.
The attached save is dead — Gitea#14 took the deck from 206 cards to 121, so its card ids no longer
exist and the replay stops at the first `card.play`. **Every save filed before that deck change is
in the same position**, including Gitea#17's. Reproduce from the geometry, not the file.
- [x] **Put rolling stock back into circulation.** The Classification Yard was write-only — seven - [x] **Put rolling stock back into circulation.** The Classification Yard was write-only — seven
writers, no readers — so 37% of all rolling stock left the game by Day 5. Returning it at the writers, no readers — so 37% of all rolling stock left the game by Day 5. Returning it at the
Day boundary is **+2.32 ± 0.52 (t = 8.79)**, the largest single change measured on this bot, Day boundary is **+2.32 ± 0.52 (t = 8.79)**, the largest single change measured on this bot,
Binary file not shown.
+83 -18
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@@ -40,8 +40,9 @@ All nine answers are implemented, **170 tests passing**:
| Answer | Implemented as | | Answer | Implemented as |
| --- | --- | | --- | --- |
| Q1 crossing time | `crossingStages()` — a 60 card takes 1 Stage, a 30 takes 2. Mainline nodes now carry a **terrain type** dealt at setup, and trains count down Stages instead of stepping through regions. The `Region` model is gone. | | ~~Q1 crossing time~~ | **SUPERSEDED 2026-08-26 — see Q1a below.** Was: a 60 card takes 1 Stage, a 30 takes 2. |
| Q2 Fast/Slow | Slow adds one Stage to every card. Hilly reads the consist (any coach = passenger). | | ~~Q2 Fast/Slow~~ | **SUPERSEDED 2026-08-26 — see Q1a below.** Was: Slow adds one Stage to every card; Hilly reads the consist. |
| Q1a crossing time | `crossingStages()` — a card costs one Stage per **region printed on it**, and where a train STARTS is what varies. Plains 1, Double Track 1, Trestle 1, Curves 2, Tunnel 2, Heavy Grade 3. The printed mph are scenery. Fast/Slow is read on Hilly and nowhere else. |
| Q3 Expedite | An expedited train departs the Stage it arrives — it gets a second `moveTrain` in the same Mainline Phase, still subject to §8.1 clearance. | | Q3 Expedite | An expedited train departs the Stage it arrives — it gets a second `moveTrain` in the same Mainline Phase, still subject to §8.1 clearance. |
| Q4 Lockouts | `isLockedOut()` rejects the placement with `FACILITY_LOCKED`. | | Q4 Lockouts | `isLockedOut()` rejects the placement with `FACILITY_LOCKED`. |
| Q5 Run-around | Nothing to do — reachability is geometric, so a built bypass already works. | | Q5 Run-around | Nothing to do — reachability is geometric, so a built bypass already works. |
@@ -76,6 +77,39 @@ Crossing time never falls below one Stage — a train cannot cross in no time.
there is nothing to build. A test asserts it remains TBD, to stop anyone "fixing" it by inventing there is nothing to build. A test asserts it remains TBD, to stop anyone "fixing" it by inventing
an effect; a silent no-op would be worse than a rejection. an effect; a silent no-op would be worse than a rejection.
**Q1a, answered by RAR 2026-08-26 (Gitea#3), and it replaces Q1 and Q2 together.**
> "Ignore speed signs. They are just graphics. Regions shown on cards indicate how many stages it
> takes to cross. Plains is 1. Double track is 1, tunnel is 2, curves is 2, heavy grade is 3 unless
> you have help… Some cards say fast / slow. This is an indication that if on the train card, the
> train is listed as fast or slow, that's starting position / how many stages it takes to traverse
> the card. Fast / Slow does not apply to every card — just those that say fast / slow on them.
> Currently this is only hilly."
What this changes, against what was recorded before:
- **The printed 60/30 mean nothing.** Q1 read them as crossing time; they are ambiance.
- **Fast/Slow is not a global penalty.** Q2 added a Stage to every card for a Slow train, which is
what made a Slow train take two Stages to clear Double Track — the report that opened the issue.
It now applies on Hilly alone, where a fast train starts in the second region.
- **Hilly no longer reads the consist.** RAR: "I notice that you are basing stages in mainline cards
off coach/non-coach. Actually, all trains are rated as FAST and SLOW."
- **Heavy Grade is three regions, not two**, and the modifiers move the START rather than cutting the
clock: Helpers start an uphill train a region on, Brakeman a downhill one, Airbrakes another again.
- **The Uncontrolled Siding and the Interchange print a back region** that is not part of the road. A
train running through starts past it; a train arriving to find the siding occupied takes it and
runs a region behind, which is what keeps the two apart, and an Extra beginning its run at an
Interchange starts there too.
- **ABS holds a train off the card** rather than letting it collide, on any Mainline card.
Measured consequence, replacing the one recorded under Q2: on a **3-player Division the Mainline
cards themselves now cost a fast train ~5.6 Stages and a slow train ~6.0**, against ~5.4 and ~9.4
before. Fast traffic is unchanged; **slow traffic is about a third quicker**, and the Fast/Slow gap
across a whole Division collapses from roughly four Stages to less than one. The Q2 note that "every
Slow train is still on the road when the next Day begins, holding its Crew Tray" no longer holds, so
the `players + 3` tray count is due a re-examination — RAR's own closing worry: "been worried about
the time it takes to cross the division. More thunking on this is needed."
**Q11, answered from the source.** The Heavy Grade card prints **"(Up)"** and **"Player sets **Q11, answered from the source.** The Heavy Grade card prints **"(Up)"** and **"Player sets
orientation"**, so which way it climbs is a property of the placed card, not a fixed compass orientation"**, so which way it climbs is a property of the placed card, not a fixed compass
direction. `DivisionNode.gradeUp` records the direction a train travels when **climbing**; a train direction. `DivisionNode.gradeUp` records the direction a train travels when **climbing**; a train
@@ -888,34 +922,65 @@ any setting** — being a place an Extra can start is part of what upgrading buy
--- ---
## §6.2 — a train card is never discarded ## §6.2 — which train cards may be discarded
**Jesse's ruling, v0.4.9e playtest** (Gitea#6): "Players are not allowed to discard Train cards. They **SUPERSEDED ONCE. Read both rulings; the second narrows the first.**
may keep the card in their hand for multiple stages and even multiple days, but they may not discard
it. If a player has three train cards in their hand, and they draw a fourth, then they must play one
of those cards."
**Extras count.** An Extra is a train, even though it runs once and ends in the Salvage Yard where a **Gitea#6, v0.4.9e playtest:** "Players are not allowed to discard Train cards. They may keep the
Timetabled card joins the timetable for the rest of the game. card in their hand for multiple stages and even multiple days, but they may not discard it. If a
player has three train cards in their hand, and they draw a fourth, then they must play one of those
cards." Extras counted: an Extra is a train.
**Gitea#9, 2026-08-24 — the ruling in force:** "Timetabled trains are at the choice of the player:
they can either play or discard. If someone else wants to pick it up, they are more than able to.
The reason: I don't want, if you decide to play a game longer than five days, to decide that maybe
there are too many trains, the stations are jammed, and the railroad doesn't need any more. You can
toss it. Someone else might disagree and pick it up."
So the rule is now:
- a **Timetabled** train may be discarded;
- an **Extra** may not. It never joins the timetable, so it can never be what jams it, and the only
rule it would dodge by being thrown away is the hand limit;
- **on `main` the Timetabled half is a New Game setting** (`discardTimetabled`, on by default),
because Jesse's reasoning is explicitly about LONG games and a five-Day game may well want
Gitea#6's pressure. The 0.4.9 playtest line has no scaffolding for a setting and takes the plain
rule. Both lines behave identically at their defaults.
**"Someone else might disagree and pick it up" needed no machinery.** A discard already goes face-up
onto a Department pile, and a Department pile is exactly what a rival draws from. The second half of
the ruling was already built; only the first half was a change.
§6.2 as transcribed says only "the player must reduce his hand to no more than three cards" with no §6.2 as transcribed says only "the player must reduce his hand to no more than three cards" with no
exception for any card type, so this is a ruling rather than a gap — the prototype rules do not exception for any card type, so both of these are rulings rather than gaps — the prototype rules do
address it either way. not address it either way.
### It needs no forcing mechanism, and that is the point ### It needs no forcing mechanism, and that is the point
The interesting property of this rule is that the forced play falls out of two rules that already The interesting property of the rule is that the forced play falls out of two rules that already
exist rather than needing a third: exist rather than needing a third:
1. a train card cannot be discarded, so it is not among the ways to shed a card; and 1. an undiscardable card is not among the ways to shed a card; and
2. `draw.end` already refuses while the hand is over the limit (§6.2). 2. `draw.end` already refuses while the hand is over the limit (§6.2).
A player holding four trains therefore has exactly one legal way to conclude the turn — play one — A player holding four undiscardable trains therefore has exactly one legal way to conclude the turn —
without anything in the engine ever computing "you must play a train". The corner cannot lock a play one — without anything in the engine ever computing "you must play a train". The corner cannot
player in, because **playing a train card is unconditionally legal**: `card.play`'s train case 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 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 hand (it simply schedules nothing). Confirmed by playing it: such a hand offers zero discards, no
discards, no `draw.end`, and four plays. `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 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` `check`, so the option stops being offered; and the developer bot already reaches for `card.play`
+1 -1
View File
@@ -1,6 +1,6 @@
{ {
"name": "station-master", "name": "station-master",
"version": "0.7.0", "version": "0.7.2",
"private": true, "private": true,
"type": "module", "type": "module",
"description": "Station Master — a railroad operations game", "description": "Station Master — a railroad operations game",
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
+168 -28
View File
@@ -23,16 +23,16 @@ import {
enhancementRule, enhancementRule,
crossingStages, crossingStages,
trainProfile, trainProfile,
startRegion,
MOVES_PER_LOCAL_OPS, MOVES_PER_LOCAL_OPS,
MOVES_PER_LOCAL_OPS_NIGHT, MOVES_PER_LOCAL_OPS_NIGHT,
STAGES_PER_DAY, STAGES_PER_DAY,
STAGES_PER_SHIFT, STAGES_PER_SHIFT,
houseRules, houseRules,
officeProfile, officeProfile,
REGIONS_PER_MAINLINE_CARD,
mainlineProfile, mainlineProfile,
} from './content.ts'; } from './content.ts';
import type { Direction } from './content.ts'; import type { Direction, MainlineEntry, MainlineKind } from './content.ts';
import type { GameEvent } from './events.ts'; import type { GameEvent } from './events.ts';
// `trainNeedingCars` lives in apply.ts beside `check`'s copy of the same question, so the phase and // `trainNeedingCars` lives in apply.ts beside `check`'s copy of the same question, so the phase and
// the legality test cannot disagree about which train is being assembled. // the legality test cannot disagree about which train is being assembled.
@@ -451,6 +451,104 @@ function badlyMadeUp(tray: CrewTray): string | null {
return caboose === rear ? null : 'not made up — the caboose must be at the rear of the train'; return caboose === rear ? null : 'not made up — the caboose must be at the rear of the train';
} }
/**
* WHICH REGION OF A MAINLINE CARD A TRAIN IS STANDING IN (Gitea#3).
*
* A card is `regions` boxes wide and a train advances one per Stage, so what it has LEFT to run says
* where it is: enter with `regions` still to go and you are at the beginning; enter with one to go
* and you are in the last box.
*
* This used to be derived from a single global `REGIONS_PER_MAINLINE_CARD = 2`, with an entry term
* that put a one-Stage train in region 1 of a two-region card — a fast train did not traverse a fast
* card, it appeared at the far half of it. Cards carry their own region count now, so the position
* is simply the count minus what is left.
*/
export function regionOfTransit(card: MainlineKind, stagesRemaining: number): number {
const regions = mainlineProfile(card).regions;
return Math.min(regions - 1, Math.max(0, regions - stagesRemaining));
}
/** The entry a train would make onto this card, before occupancy is taken into account. */
function entryFor(
node: Extract<DivisionNode, { kind: 'mainline' }>,
tray: CrewTray,
startsAtBack = false,
): MainlineEntry {
const profile = trainProfile(tray.trainNumber ?? 0, tray.trainIsExtra);
return {
trainSpeed: profile?.speed ?? 'slow',
direction: tray.direction,
gradeUp: node.gradeUp ?? 'east',
modifiers: node.modifiers ?? [],
...(startsAtBack ? { startsAtBack: true } : {}),
};
}
/**
* THE UNCONTROLLED SIDING RULE (Gitea#3): "if a train already exists when you arrive, you go in the
* second stage back — you are in the siding and are one behind the other train. This prevents a
* collision, since you are not in same exact location."
*
* So arriving at an occupied siding is not a collision and not a hold; it is a different, slower
* entry. Anywhere else this returns false and the ordinary start applies.
*/
function takesTheSiding(node: Extract<DivisionNode, { kind: 'mainline' }>): boolean {
return node.card === 'uncontrolledSiding' && node.transits.length > 0;
}
/**
* IS MOVING ONTO THIS CARD A COLLISION? (Gitea#3)
*
* A card can be ONE region wide — Plains, Double Track and Trestle all are — so a following train
* granted clearance arrives in the same region as the train ahead the moment it enters. There was no
* test for that at all: the catch-up check lives inside `stagesRemaining > 1`, which a one-Stage
* crossing never reaches, so entering behind another train on a Plains was silently free.
*
* ABS is the card that answers it, in RAR's words: "This is played on a mainline card to prevent
* collisions. If a collision would normally occur, the train moving onto the card is instead held
* back." Held, not waved through — it tries again next Stage.
*
* The Uncontrolled Siding never conflicts on entry, because `takesTheSiding` has already moved this
* train a region back; that is the whole point of the card.
*/
function entryConflict(
s: GameState,
node: Extract<DivisionNode, { kind: 'mainline' }>,
id: TrayId,
tray: CrewTray,
events: GameEvent[],
startsAtBack = false,
): 'collided' | 'held' | null {
if (mainlineProfile(node.card).trainsMayPass) return null;
const start = startRegion(node.card, entryFor(node, tray, startsAtBack || takesTheSiding(node)));
const ahead = node.transits.find(
(t) =>
t.tray !== id &&
t.direction === tray.direction &&
regionOfTransit(node.card, t.stagesRemaining) === start,
);
if (!ahead) return null;
/**
* A BACKSTOP, not the main path. `evaluateClearance` already refuses to clear a train onto a card
* carrying ABS, so in the ordinary run of things nothing reaches here with signals up. It stays
* because the two rules answer to different questions — clearance looks at the whole Subdivision,
* this looks at one region — and a card that promises no rear-enders should not depend on the
* wider check happening to fire first.
*/
if (node.absSignals) {
events.push({
type: 'trainHeld',
trainNumber: tray.trainNumber ?? 0,
reason: 'ABS Signals — held short of the train ahead',
});
return 'held';
}
// §10 — the Superintendent cleared it into an occupied region, so it is the Superintendent's fault.
collide(s, s.clock.superintendent, [id, ahead.tray], events, 'ran into the train ahead', 'the Mainline');
return 'collided';
}
/** Puts a train onto a Mainline card with its crossing time already computed. */ /** Puts a train onto a Mainline card with its crossing time already computed. */
function enterMainline( function enterMainline(
s: GameState, s: GameState,
@@ -458,17 +556,9 @@ function enterMainline(
id: TrayId, id: TrayId,
tray: CrewTray, tray: CrewTray,
index: number, index: number,
startsAtBack = false,
): void { ): void {
const profile = trainProfile(tray.trainNumber ?? 0, tray.trainIsExtra); const stages = crossingStages(node.card, entryFor(node, tray, startsAtBack || takesTheSiding(node)));
const carriesPassengers = tray.consist.some((c) => c.type === 'coach');
const stages = crossingStages(
node.card,
profile?.speed ?? 'slow',
carriesPassengers,
node.modifiers ?? [],
tray.direction,
node.gradeUp ?? 'east',
);
node.transits.push({ tray: id, stagesRemaining: stages, stagesTotal: stages, direction: tray.direction }); node.transits.push({ tray: id, stagesRemaining: stages, stagesTotal: stages, direction: tray.direction });
tray.position = { at: 'mainline', index }; tray.position = { at: 'mainline', index };
// It is running now, so it is no longer being assembled (state.ts). A train at a Division Point // It is running now, so it is no longer being assembled (state.ts). A train at a Division Point
@@ -577,6 +667,10 @@ function moveTrain(s: GameState, id: TrayId, tray: CrewTray, events: GameEvent[]
if (clearance === 'blocked') return 'held'; if (clearance === 'blocked') return 'held';
if (clearance === 'ask') return 'needsClearance'; if (clearance === 'ask') return 'needsClearance';
const conflict = entryConflict(s, node, id, tray, events);
if (conflict === 'held') return 'held';
if (conflict === 'collided') return 'moved';
enterMainline(s, node, id, tray, target); enterMainline(s, node, id, tray, target);
const dp = s.division.nodes[dpIndex]; const dp = s.division.nodes[dpIndex];
if (dp?.kind === 'divisionPoint') dp.holding = dp.holding.filter((t) => t !== id); if (dp?.kind === 'divisionPoint') dp.holding = dp.holding.filter((t) => t !== id);
@@ -636,6 +730,11 @@ function moveTrain(s: GameState, id: TrayId, tray: CrewTray, events: GameEvent[]
if (clearance === 'blocked') return 'held'; if (clearance === 'blocked') return 'held';
if (clearance === 'ask') return 'needsClearance'; if (clearance === 'ask') return 'needsClearance';
const conflict = entryConflict(s, node, id, tray, events);
if (conflict === 'held') return 'held';
// The wreck's A/D track is released by `collide` itself, which is why it has to be.
if (conflict === 'collided') return 'moved';
enterMainline(s, node, id, tray, target); enterMainline(s, node, id, tray, target);
area.adOccupancy = area.adOccupancy.filter((t) => t !== id); area.adOccupancy = area.adOccupancy.filter((t) => t !== id);
events.push({ events.push({
@@ -696,8 +795,19 @@ function moveTrain(s: GameState, id: TrayId, tray: CrewTray, events: GameEvent[]
} }
if (clearance === 'ask') return 'needsClearance'; if (clearance === 'ask') return 'needsClearance';
/**
* AN EXTRA PULLING OUT OF THE INTERCHANGE STARTS IN THE BACK REGION (Gitea#3) — "interchange
* has new extras show up in second region (like uncontrolled siding)", and earlier, "Plains is
* 1 stage for ALL trains. So are interlockings, with a second stage for incoming extras to hold
* at." A train running THROUGH the Interchange starts past that region and crosses in one
* Stage; one that began its run here has the holding region to clear first.
*/
const conflict = entryConflict(s, node, id, tray, events, true);
if (conflict === 'held') return 'held';
if (conflict === 'collided') return 'moved';
node.holding = node.holding.filter((t) => t !== id); node.holding = node.holding.filter((t) => t !== id);
enterMainline(s, node, id, tray, index); enterMainline(s, node, id, tray, index, true);
events.push({ events.push({
type: 'trainHighballed', type: 'trainHighballed',
trainNumber: tray.trainNumber ?? 0, trainNumber: tray.trainNumber ?? 0,
@@ -729,21 +839,22 @@ function moveTrain(s: GameState, id: TrayId, tray: CrewTray, events: GameEvent[]
* *
* ABS Signals does what it says instead: the follower stops SHORT of the collision and holds. * ABS Signals does what it says instead: the follower stops SHORT of the collision and holds.
*/ */
const regionOf = (t: { stagesTotal: number; stagesRemaining: number }): number => { // NOT on a card that prints "trains may pass" — Double Track holds two trains because it HAS
const entry = REGIONS_PER_MAINLINE_CARD - t.stagesTotal; // two roads, so a train catching another there goes past it. That is what the card is for.
const elapsed = t.stagesTotal - t.stagesRemaining; //
return Math.min(REGIONS_PER_MAINLINE_CARD - 1, Math.max(0, entry + elapsed)); // The Uncontrolled Siding used to be in that set and no longer is: it keeps two trains apart
}; // by putting the second one in the siding a region back (`takesTheSiding`), not by letting
// NOT on a card that prints "trains may pass". Double Track and Uncontrolled Siding hold two // them share a place. Marking it "may pass" skipped this test entirely and made the siding do
// trains because they HAVE two roads, so a train catching another there goes past it — that // nothing at all.
// is what the card is for. Without this the mechanic fired 0.41 times a game while the bot
// never once granted clearance, which is the tell: those were all passing cards.
const mayPass = mainlineProfile(node.card).trainsMayPass; const mayPass = mainlineProfile(node.card).trainsMayPass;
const next = regionOf({ stagesTotal: transit.stagesTotal, stagesRemaining: transit.stagesRemaining - 1 }); const next = regionOfTransit(node.card, transit.stagesRemaining - 1);
const ahead = mayPass const ahead = mayPass
? undefined ? undefined
: node.transits.find( : node.transits.find(
(t) => t.tray !== id && t.direction === transit.direction && regionOf(t) === next, (t) =>
t.tray !== id &&
t.direction === transit.direction &&
regionOfTransit(node.card, t.stagesRemaining) === next,
); );
if (ahead) { if (ahead) {
@@ -882,10 +993,27 @@ function evaluateClearance(
// they are not, and the protection belongs where the train it protects actually is. // they are not, and the protection belongs where the train it protects actually is.
if (onNode?.kind === 'mainline' && (onNode.redFlagged ?? []).includes(other)) return 'blocked'; if (onNode?.kind === 'mainline' && (onNode.redFlagged ?? []).includes(other)) return 'blocked';
// ABS Signals — "trains on this card will not rear-end each other; they stop short of a /**
// collision". With signals in place a following train simply holds, and the Superintendent has * ABS Signals — "this is played on a mainline card to prevent collisions. If a collision would
// no judgment call to make. This is the amendment to Gap 2's unconditional collisions. * normally occur, the train moving onto the card is instead held back" (RAR, Gitea#3).
if (onNode?.kind === 'mainline' && onNode.absSignals) return 'blocked'; *
* With signals in place a following train simply holds and the Superintendent has no judgment
* call to make, which is the amendment to Gap 2's unconditional collisions. It is caught HERE
* rather than at the entry itself, so the train never gets as far as the card.
*
* IT USED TO HOLD SILENTLY. A blocked clearance emits nothing on the Office and Division Point
* paths, so the one card whose entire purpose is to stop a wreck did its job invisibly: the
* train simply did not move, Stage after Stage, with nothing on screen saying why. The card is
* unplayable to reason about without this line.
*/
if (onNode?.kind === 'mainline' && onNode.absSignals) {
events.push({
type: 'trainHeld',
trainNumber: tray.trainNumber ?? 0,
reason: 'ABS Signals — held short of the train ahead',
});
return 'blocked';
}
// Same direction — the Superintendent must rule (§8.1, fourth condition). // Same direction — the Superintendent must rule (§8.1, fourth condition).
s.clock.pendingDecision = { train: id, occupiedBy: other }; s.clock.pendingDecision = { train: id, occupiedBy: other };
@@ -1041,6 +1169,18 @@ function collide(
if (n.holding) n.holding = n.holding.filter((t) => t !== id); if (n.holding) n.holding = n.holding.filter((t) => t !== id);
if (n.redFlagged) n.redFlagged = n.redFlagged.filter((t) => t !== id); if (n.redFlagged) n.redFlagged = n.redFlagged.filter((t) => t !== id);
} }
/**
* AND OFF THE A/D TRACK, for exactly the same reason as the transit above.
*
* It never mattered while every collision happened to a train already out on the road. Gitea#3
* adds one that can happen as a train LEAVES — a following train entering an occupied region —
* and that train is still standing at the Office when it dies. Without this its A/D track stays
* marked forever: the Office reads as permanently full, and every later arrival collides against
* a train that no longer exists.
*/
for (const [, area] of s.officeAreas) {
area.adOccupancy = area.adOccupancy.filter((t) => t !== id);
}
} }
if (lost.length > 0) { if (lost.length > 0) {
+77 -23
View File
@@ -77,6 +77,7 @@ import {
facilityVariants, facilityVariants,
opposite, opposite,
reachableDestinations, reachableDestinations,
rowEndAt,
variantsFor, variantsFor,
withinLimits, withinLimits,
} from './track.ts'; } from './track.ts';
@@ -331,6 +332,15 @@ function checkTurnoutUpgrade(existing: TrackCard, proto: TrackCard): RejectionCo
if (existing.standing.length > 0) return 'UPGRADE_OCCUPIED'; if (existing.standing.length > 0) return 'UPGRADE_OCCUPIED';
if (existing.enhancements.length > 0) return 'UPGRADE_ENHANCED'; if (existing.enhancements.length > 0) return 'UPGRADE_ENHANCED';
/**
* NOTHING IS ASKED ABOUT THE NEIGHBOURS, deliberately (Gitea#15).
*
* A turnout adds a 45° leg the card underneath did not have, and that leg may well point into an
* occupied square with nothing to meet it. That is legal: RAR ruled (2026-08-26) that a rail may
* stop dead against its neighbour, and an upgrade is no different from laying the piece there in
* the first place. What must hold either way is that no train can cross the gap, which is
* `exploreMoves`' business and is tested in `track.test.ts`.
*/
return null; return null;
} }
@@ -417,14 +427,42 @@ 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" * A Timetabled or Extra train card (§6.2) — the one place that decides what "a train card" means.
* means, so the rule, the UI's reason text and any test all ask the same question.
*/ */
export function isTrainCard(s: GameState, cardId: CardId): boolean { export function isTrainCard(s: GameState, cardId: CardId): boolean {
const kind = s.cards.get(cardId)?.kind.kind; const kind = s.cards.get(cardId)?.kind.kind;
return kind === 'timetabledTrain' || kind === 'extraTrain'; 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 * 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. * all use, so a placement can never be checked against one square and made on another.
@@ -563,6 +601,21 @@ function freightWorkedKey(trayId: TrayId, at: GridCoord): string {
const isFreight = (c: RollingStock): boolean => c.type !== 'coach' && c.type !== 'caboose'; 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? * May this train work these freight cars on this square?
* *
@@ -662,7 +715,7 @@ 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 * 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. * reported "no train at the Office", which is both wrong and unhelpful.
*/ */
function passengerRefusal( export function passengerRefusal(
s: GameState, s: GameState,
player: PlayerIndex, player: PlayerIndex,
at: GridCoord, at: GridCoord,
@@ -777,7 +830,7 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
*/ */
if (rules.noSwitching) return 'PICKUP_NOT_ALLOWED'; if (rules.noSwitching) return 'PICKUP_NOT_ALLOWED';
if (rules.dropOnly) 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; const freight = fresh.filter(isFreight).length;
if (freight > 0 && !freightBudgetLeft(s, player, tray, i.to, freight)) return 'FREIGHT_WORKED_HERE'; if (freight > 0 && !freightBudgetLeft(s, player, tray, i.to, freight)) return 'FREIGHT_WORKED_HERE';
} }
@@ -881,30 +934,29 @@ 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 * `keepReason` holds the rule; this asks it. A Timetabled train is discardable unless the
* pressure on it — but it never goes onto a Department pile. The consequence is the point of the * `discardTimetabled` house rule is off, and an Extra never is.
* 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.
* *
* Extras count. They are trains — Jesse's ruling in the same breath — even though an Extra runs * WHERE THE DISCARD GOES IS THE OTHER HALF OF THE RULING. "If someone else wants to pick it up,
* once and ends in the Salvage Yard while a Timetabled card joins the timetable for the rest of * they are more than able to" — a discard goes face-up on a Department pile, which is exactly
* the game. * 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 * The corner Gitea#6 created still exists when the setting is off, and is still deliberate: a
* stops being offered for these cards; the bot needs no separate rule and already reaches for * player holding four undiscardable trains has one way forward, which is to PLAY one. `draw.end`
* `card.play` before it reaches for a discard. * 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': { case 'card.discard': {
if (!inPhase(s, 'localOps')) return 'WRONG_PHASE'; if (!inPhase(s, 'localOps')) return 'WRONG_PHASE';
const hand = s.decks.hands.get(player) ?? []; const hand = s.decks.hands.get(player) ?? [];
if (!hand.includes(i.cardId)) return 'CARD_NOT_IN_HAND'; if (!hand.includes(i.cardId)) return 'CARD_NOT_IN_HAND';
if (i.toSlot < 0 || i.toSlot > 2) return 'SLOT_EMPTY'; 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; return null;
} }
@@ -920,7 +972,7 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
if (!node || node.kind !== 'mainline') return 'NO_PLACEMENT'; if (!node || node.kind !== 'mainline') return 'NO_PLACEMENT';
const on = node.modifiers ?? []; const on = node.modifiers ?? [];
if (on.includes(rule.key)) return 'OPTION_ALREADY_CHOSEN'; if (on.includes(rule.key)) return 'OPTION_ALREADY_CHOSEN';
if (rule.gradeOnly && mainlineProfile(node.card).speed.kind !== 'grade') return 'NOT_A_GRADE'; if (rule.gradeOnly && node.card !== 'heavyGrade') return 'NOT_A_GRADE';
if (rule.requiresOnCard && !on.includes(rule.requiresOnCard)) return 'NOT_CONNECTED'; if (rule.requiresOnCard && !on.includes(rule.requiresOnCard)) return 'NOT_CONNECTED';
// "Not while a train is on it" — realigning under a moving train is exactly the situation the // "Not while a train is on it" — realigning under a moving train is exactly the situation the
// restriction exists to prevent. A train standing in the Interchange's yard counts: it is on // restriction exists to prevent. A train standing in the Interchange's yard counts: it is on
@@ -1428,7 +1480,7 @@ export function ownCutFor(s: GameState, player: PlayerIndex, trayId: TrayId, rev
const facing = facingPort(s, trayId); const facing = facingPort(s, trayId);
const exit: Port = reverse ? reversePort(s, player, here, facing) : facing; const exit: Port = reverse ? reversePort(s, player, here, facing) : facing;
const card = areaOf(s, player).grid.get(coordKey(here)) ?? emptyCard(); const card = areaOf(s, player).grid.get(coordKey(here)) ?? emptyCard();
return cutTowards(card, carsOn(card), exit); return cutTowards(card, carsOn(card), rowEndAt(card, exit));
} }
/** /**
@@ -1546,14 +1598,16 @@ function execute(s: GameState, player: PlayerIndex, i: Intent): GameEvent[] {
*/ */
const grid = areaOf(s, player).grid; const grid = areaOf(s, player).grid;
const startCard = grid.get(coordKey(from)) ?? emptyCard(); const startCard = grid.get(coordKey(from)) ?? emptyCard();
const startCut = cutTowards(startCard, carsOn(startCard), exitPort); const startCut = cutTowards(startCard, carsOn(startCard), rowEndAt(startCard, exitPort));
const lifted = [ const lifted = [
...(startCut.length > 0 ? [from] : []), ...(startCut.length > 0 ? [from] : []),
...dest.path.map((step) => step.coord), ...dest.path.map((step) => step.coord),
i.to, i.to,
].filter((c) => carsOn(grid.get(coordKey(c)) ?? emptyCard()).length > 0); ].filter((c) => carsOn(grid.get(coordKey(c)) ?? emptyCard()).length > 0);
const sides = standingSides(startCard, carsOn(startCard)); const sides = standingSides(startCard, carsOn(startCard));
const stayed = exitPort === 'e' ? sides.west : exitPort === 'w' ? sides.east : []; // The OTHER end's cut, which stays behind — so it is the other end of the row, not the
// other port. A 45° leg is an end of the row too (`rowEndAt`, Gitea#17).
const stayed = rowEndAt(startCard, exitPort) === 'e' ? sides.west : sides.east;
// §A.3 — "engines also have couplers on the front end, so a train can pick cars up onto // §A.3 — "engines also have couplers on the front end, so a train can pick cars up onto
// its nose". Running forward the engine meets cars head-on and takes them in front; backing // its nose". Running forward the engine meets cars head-on and takes them in front; backing
// up, they couple behind. Which end they land on is the whole point of a run-around: it // up, they couple behind. Which end they land on is the whole point of a run-around: it
+290 -165
View File
@@ -72,6 +72,26 @@ export type TrackProfile = {
* from `docs/Deck cards2.xlsx`, a fixed document, and stay here as the audit trail for the * from `docs/Deck cards2.xlsx`, a fixed document, and stay here as the audit trail for the
* transcription — they are not claims about what the game deals today. * transcription — they are not claims about what the game deals today.
* *
* THE COUNTS BELOW NOW COME FROM `docs/Deck cards5.xlsx` (Gitea#14), which HALVES every track row
* against sheet 2: straight 32 → 16, each curve 16 → 8, each turnout 16 → 8. Track is the only
* section of that sheet whose numbers moved — every station, industry, modifier and train row is
* character-for-character what sheet 2 said — so this is the whole of the deck change it asks for.
*
* Sheet 5 also deals the sharp curves ZERO, which is where they already were: Jesse took them out
* for the reason below, and RAR arrived at the same number independently. Nothing to do, but worth
* recording that the two agree rather than leaving it looking like a coincidence.
*
* IT LANDS ON RAR'S OWN TARGETS, which is the check that matters — the top right of sheet 5 states
* the draw rates he is designing to. Against his denominators (start cards counted for track, only
* the non-track deck counted for trains): he wants track 48/167 = **28.7%** and trains 22/107 =
* **20.6%**; this deck gives 48/170 = **28.2%** and 22/110 = **20.0%**.
*
* THAT MATCH IS PARTLY A CANCELLATION, and whoever retunes next should know it. The engine holds
* ~25 more office and industry cards than the sheet (doubled and tripled, below) and is missing the
* ~33 Safety, Event, Inspection and Space-use cards sheet 5 lists, which Gitea#14 defers. The two
* errors are opposite and nearly equal today. Build the deferred categories and they stop
* cancelling, so the ratios have to be re-measured then rather than assumed to have held.
*
* It matters well beyond bookkeeping. Track competes for the draw with industry, trains and * It matters well beyond bookkeeping. Track competes for the draw with industry, trains and
* enhancements, so building a district is paid for in cards you did not draw instead — and the * enhancements, so building a district is paid for in cards you did not draw instead — and the
* hand-of-three is the real constraint on how fast a railroad grows. * hand-of-three is the real constraint on how fast a railroad grows.
@@ -86,9 +106,9 @@ export type TrackProfile = {
* published replay still plays. Reordering to look tidy would silently re-deal every saved game. * published replay still plays. Reordering to look tidy would silently re-deal every saved game.
*/ */
export const TRACK_CARDS: readonly TrackProfile[] = [ export const TRACK_CARDS: readonly TrackProfile[] = [
{ geometry: 'straight', hand: 'none', name: 'Straight track', copiesInDeck: 32, isOperationalRail: true, moveCost: 1 }, { geometry: 'straight', hand: 'none', name: 'Straight track', copiesInDeck: 16, isOperationalRail: true, moveCost: 1 },
{ geometry: 'curved', hand: 'right', name: 'Curved track (right)', copiesInDeck: 16, isOperationalRail: true, moveCost: 1 }, { geometry: 'curved', hand: 'right', name: 'Curved track (right)', copiesInDeck: 8, isOperationalRail: true, moveCost: 1 },
{ geometry: 'curved', hand: 'left', name: 'Curved track (left)', copiesInDeck: 16, isOperationalRail: true, moveCost: 1 }, { geometry: 'curved', hand: 'left', name: 'Curved track (left)', copiesInDeck: 8, isOperationalRail: true, moveCost: 1 },
/** /**
* SHARP CURVES ARE DEALT ZERO COPIES — Jesse's call, and the same treatment as Poling. * SHARP CURVES ARE DEALT ZERO COPIES — Jesse's call, and the same treatment as Poling.
* *
@@ -103,8 +123,8 @@ export const TRACK_CARDS: readonly TrackProfile[] = [
*/ */
{ geometry: 'sharpCurved', hand: 'right', name: 'Sharp Curved Track (right)', copiesInDeck: 0, isOperationalRail: true, moveCost: 2 }, { geometry: 'sharpCurved', hand: 'right', name: 'Sharp Curved Track (right)', copiesInDeck: 0, isOperationalRail: true, moveCost: 2 },
{ geometry: 'sharpCurved', hand: 'left', name: 'Sharp Curved Track (left)', copiesInDeck: 0, isOperationalRail: true, moveCost: 2 }, { geometry: 'sharpCurved', hand: 'left', name: 'Sharp Curved Track (left)', copiesInDeck: 0, isOperationalRail: true, moveCost: 2 },
{ geometry: 'turnout', hand: 'right', name: 'Turnout (right)', copiesInDeck: 16, isOperationalRail: false, moveCost: 1 }, { geometry: 'turnout', hand: 'right', name: 'Turnout (right)', copiesInDeck: 8, isOperationalRail: false, moveCost: 1 },
{ geometry: 'turnout', hand: 'left', name: 'Turnout (left)', copiesInDeck: 16, isOperationalRail: false, moveCost: 1 }, { geometry: 'turnout', hand: 'left', name: 'Turnout (left)', copiesInDeck: 8, isOperationalRail: false, moveCost: 1 },
]; ];
/** Summed from `copiesInDeck` above, never written down — it moves whenever the deck is retuned. */ /** Summed from `copiesInDeck` above, never written down — it moves whenever the deck is retuned. */
@@ -143,29 +163,39 @@ export type OfficeProfile = {
* passenger modifier cards (Waiting Area, Restaurant, Hotel). * passenger modifier cards (Waiting Area, Restaurant, Hotel).
*/ */
/** /**
* Office cards. Every tier's `copiesInDeck` was **doubled** against the recovered design — Q12. * Office cards, at `docs/Deck cards5.xlsx`'s counts exactly: Depot 4, Station 2, Terminal 1.
* *
* Players always start at a Whistle Post, which has ONE A/D track, so a second arrival is an * THE Q12 DOUBLING IS GONE (Gitea#14). Every tier used to be dealt at twice the sheet, to remove a
* automatic collision (§8.3, Gap 2a). Measured at the original density, 25 of 100 games never drew * 25% chance of an unwinnable opening deal: players always start at a Whistle Post, which has ONE
* a Depot and never escaped: they averaged **−6.0** revenue against **−0.4** for games that * A/D track, so a second arrival is an automatic collision (§8.3, Gap 2a), and measured at the
* upgraded at least once, and 25 of 26 collisions happened at Whistle Post. * sheet's density 25 of 100 games never drew a Depot and never escaped — averaging **−6.0** revenue
* against **−0.4** for games that upgraded at least once, with 25 of 26 collisions at a Whistle
* Post.
*
* That measurement was taken against a deck with 96 track cards in it, and the failure it describes
* does not survive the halving of track. RE-MEASURED at the sheet's counts, 100 games: **43 of 100**
* never upgrade off a Whistle Post, up from 25 — but they average **−0.2** revenue against **+1.4**
* for games that do upgrade, where the gap used to be −6.0 against −0.4. Collisions fell from 26 per
* 100 games to **6**, and only 3 of those are in games that never upgraded, against 25 of 26 before.
*
* So staying at a Whistle Post is now common and survivable rather than rare and fatal, which is the
* opposite of the shape Q12 was answering: with fewer trains reaching an Office, a single A/D track
* is seldom contested. The doubling was the blunt instrument its own note called it, and at the
* sheet's deck size it costs more than it buys — see `TRACK_CARDS` for the whole comparison and
* `INDUSTRY_PROFILES` for the other half of the same decision.
* *
* Upgrades are strictly sequential (Gap 3b, no skipping), so Station and Terminal are rarer than * Upgrades are strictly sequential (Gap 3b, no skipping), so Station and Terminal are rarer than
* their raw counts imply — Terminal needs all three cards in order. Station and Terminal were * their raw counts imply — Terminal needs all three cards in order.
* doubled with Depot to keep that ladder in proportion rather than making Depot a special case.
* *
* PROVISIONAL — re-evaluate. This was chosen to remove a 25% chance of an unwinnable opening deal, * IF THE OPENING BITES AGAIN, the fix is not to re-double this. The note it replaces already listed
* not from the recovered design, and it is a blunt instrument: it lifts the whole office ladder and * the better options: fewer Terminals, a cheaper first upgrade, or more A/D capacity at a Whistle
* dilutes every other category slightly. Revisit once the victory target is settled and freight is * Post. Any of those answers the collision without diluting every other category to do it.
* carrying its intended share; the right answer may instead be fewer Terminals, a cheaper first
* upgrade, or more A/D capacity at Whistle Post. The counts themselves are in the rows below, which
* is the only place they should be read from.
*/ */
export const OFFICE_PROFILES: readonly OfficeProfile[] = [ export const OFFICE_PROFILES: readonly OfficeProfile[] = [
{ tier: 'whistlePost', name: 'Whistle Post', isControlPoint: false, isPassengerFacility: false, adTracks: 1, porters: 0, passengerOut: 0, passengerIn: 0, copiesInDeck: 0 }, { tier: 'whistlePost', name: 'Whistle Post', isControlPoint: false, isPassengerFacility: false, adTracks: 1, porters: 0, passengerOut: 0, passengerIn: 0, copiesInDeck: 0 },
{ tier: 'depot', name: 'Depot', isControlPoint: true, isPassengerFacility: true, adTracks: 2, porters: 1, passengerOut: 1, passengerIn: 1, copiesInDeck: 8 }, { tier: 'depot', name: 'Depot', isControlPoint: true, isPassengerFacility: true, adTracks: 2, porters: 1, passengerOut: 1, passengerIn: 1, copiesInDeck: 4 },
{ tier: 'station', name: 'Station', isControlPoint: true, isPassengerFacility: true, adTracks: 3, porters: 2, passengerOut: 2, passengerIn: 2, copiesInDeck: 4 }, { tier: 'station', name: 'Station', isControlPoint: true, isPassengerFacility: true, adTracks: 3, porters: 2, passengerOut: 2, passengerIn: 2, copiesInDeck: 2 },
{ tier: 'terminal', name: 'Terminal', isControlPoint: true, isPassengerFacility: true, adTracks: 4, porters: 3, passengerOut: 3, passengerIn: 3, copiesInDeck: 2 }, { tier: 'terminal', name: 'Terminal', isControlPoint: true, isPassengerFacility: true, adTracks: 4, porters: 3, passengerOut: 3, passengerIn: 3, copiesInDeck: 1 },
]; ];
export const OFFICE_ORDER: readonly OfficeTier[] = ['whistlePost', 'depot', 'station', 'terminal']; export const OFFICE_ORDER: readonly OfficeTier[] = ['whistlePost', 'depot', 'station', 'terminal'];
@@ -202,15 +232,24 @@ export type IndustryProfile = {
}; };
/** /**
* Industry density (Gap 12). The recovered sheet lists 9 industries in a 115-card deck; the * Industry density, at `docs/Deck cards5.xlsx`'s counts exactly (Gitea#14).
* prototype ran 10 in 52. At the sheet's density a game saw 1.6 Freight Facilities, freight was 10%
* of gross revenue, and `carsCoupled` fired 4 times per 100 games — the freight loop, which is the
* point of the game, effectively never ran.
* *
* Each industry's `copies` is TRIPLED against the sheet, which restores roughly the prototype's * THE GAP-12 TRIPLING IS GONE. The recovered sheet listed 9 industries in a 115-card deck and the
* ratio while preserving the sheet's proportions exactly: the outbound/inbound balance and the * prototype ran 10 in 52; at that density a game saw 1.6 Freight Facilities, freight was 10% of
* lockout structure are unchanged, because every kind scales by the same factor. The multiplier is * gross revenue, and `carsCoupled` fired 4 times per 100 games, so the freight loop effectively
* the decision; the resulting totals are in the rows below and move with every retune. * never ran. Tripling every kind restored roughly the prototype's ratio.
*
* ALL OF THAT WAS MEASURED AGAINST A DECK WITH 96 TRACK CARDS. Sheet 5 halves the track, and the
* tripling then works backwards: the deck keeps dealing industries while the district stays too
* small to reach them. Measured over 300 bot games on identical seeds — 96 track with the multiplier
* / 48 track with it / 48 track without — reefer cars set out by a crew went **49 / 0 / 39** and
* mean revenue **−0.20 / +0.22 / +0.27**. The middle column is the tripling meeting the halved
* deck: it wipes out the reefer chain completely. The sheet's own density is the best of the three
* on both counts.
*
* The sheet's proportions were always preserved by the multiplier, since every kind scaled by the
* same factor — so removing it changes the density and nothing else. The outbound/inbound balance
* and the lockout structure below are the sheet's, as they always were.
*/ */
/** /**
* LOCKOUTS, from the sheet's "Lockouts" column verbatim: * LOCKOUTS, from the sheet's "Lockouts" column verbatim:
@@ -233,8 +272,8 @@ export type IndustryProfile = {
* enforced for every kind in `isLockedOut`, not repeated in each row here. * enforced for every kind in `isLockedOut`, not repeated in each row here.
*/ */
export const INDUSTRY_PROFILES: readonly IndustryProfile[] = [ export const INDUSTRY_PROFILES: readonly IndustryProfile[] = [
{ kind: 'freightHouse', name: 'Freight House', carTypes: ['boxcar'], flow: 'both', baseOut: 1, baseIn: 1, baseLoaders: 1, lockouts: ['grocersWarehouse'], copies: 6 }, { kind: 'freightHouse', name: 'Freight House', carTypes: ['boxcar'], flow: 'both', baseOut: 1, baseIn: 1, baseLoaders: 1, lockouts: ['grocersWarehouse'], copies: 2 },
{ kind: 'mineTipple', name: 'Mine Tipple', carTypes: ['hopper'], flow: 'outbound', baseOut: 1, baseIn: 0, baseLoaders: 1, lockouts: ['powerPlant'], copies: 6 }, { kind: 'mineTipple', name: 'Mine Tipple', carTypes: ['hopper'], flow: 'outbound', baseOut: 1, baseIn: 0, baseLoaders: 1, lockouts: ['powerPlant'], copies: 2 },
/** /**
* OUTBOUND ONLY. A Refinery ships oil out and receives nothing; reported from playtesting and * OUTBOUND ONLY. A Refinery ships oil out and receives nothing; reported from playtesting and
* confirmed by Jesse (v0.4.9e): "only ships out tanks, does not receive anything". * confirmed by Jesse (v0.4.9e): "only ships out tanks, does not receive anything".
@@ -252,9 +291,9 @@ export const INDUSTRY_PROFILES: readonly IndustryProfile[] = [
* the game with no way to raise the direction it is supposed to use half its capacity on. * the game with no way to raise the direction it is supposed to use half its capacity on.
* `StationMaster-Home-Deck-v0.4.5.md` prints it "Outbound, 1 out / 0 in". * `StationMaster-Home-Deck-v0.4.5.md` prints it "Outbound, 1 out / 0 in".
*/ */
{ kind: 'refinery', name: 'Refinery', carTypes: ['tank'], flow: 'outbound', baseOut: 1, baseIn: 0, baseLoaders: 1, lockouts: ['powerPlant'], copies: 3 }, { kind: 'refinery', name: 'Refinery', carTypes: ['tank'], flow: 'outbound', baseOut: 1, baseIn: 0, baseLoaders: 1, lockouts: ['powerPlant'], copies: 1 },
{ kind: 'powerPlant', name: 'Power Plant', carTypes: ['hopper', 'tank'], flow: 'inbound', baseOut: 0, baseIn: 1, baseLoaders: 1, lockouts: ['mineTipple', 'refinery'], copies: 6 }, { kind: 'powerPlant', name: 'Power Plant', carTypes: ['hopper', 'tank'], flow: 'inbound', baseOut: 0, baseIn: 1, baseLoaders: 1, lockouts: ['mineTipple', 'refinery'], copies: 2 },
{ kind: 'packingSheds', name: 'Packing Sheds', carTypes: ['reefer'], flow: 'outbound', baseOut: 1, baseIn: 0, baseLoaders: 1, lockouts: ['grocersWarehouse'], copies: 3 }, { kind: 'packingSheds', name: 'Packing Sheds', carTypes: ['reefer'], flow: 'outbound', baseOut: 1, baseIn: 0, baseLoaders: 1, lockouts: ['grocersWarehouse'], copies: 1 },
/** /**
* INBOUND ONLY — the mirror of the Refinery above, and the same correction. Reported from * INBOUND ONLY — the mirror of the Refinery above, and the same correction. Reported from
* playtesting and confirmed by Jesse (v0.4.9e): "Grocer's Warehouse should be receive only, does * playtesting and confirmed by Jesse (v0.4.9e): "Grocer's Warehouse should be receive only, does
@@ -267,7 +306,7 @@ export const INDUSTRY_PROFILES: readonly IndustryProfile[] = [
* other example. The Truck Dock (+1 inbound) and Local Small Groceries (+1 Laborer) are the two * other example. The Truck Dock (+1 inbound) and Local Small Groceries (+1 Laborer) are the two
* that do work here. * that do work here.
*/ */
{ kind: 'grocersWarehouse', name: "Grocer's Warehouse", carTypes: ['boxcar', 'reefer'], flow: 'inbound', baseOut: 0, baseIn: 1, baseLoaders: 1, lockouts: ['packingSheds', 'freightHouse'], copies: 3 }, { kind: 'grocersWarehouse', name: "Grocer's Warehouse", carTypes: ['boxcar', 'reefer'], flow: 'inbound', baseOut: 0, baseIn: 1, baseLoaders: 1, lockouts: ['packingSheds', 'freightHouse'], copies: 1 },
]; ];
/** Legacy alias; the engine still reads FREIGHT_PROFILES in places. */ /** Legacy alias; the engine still reads FREIGHT_PROFILES in places. */
@@ -504,23 +543,35 @@ export type MainlineKind =
| 'uncontrolledSiding' | 'tunnel' | 'trestle' | 'interchange'; | 'uncontrolledSiding' | 'tunnel' | 'trestle' | 'interchange';
/** /**
* Speed as printed. `60` and `30` appear on the cards; Hilly prints P60/F30, and Heavy Grade prints * THE PRINTED SPEEDS ARE GRAPHICS. RAR, 2026-08-26 (Gitea#3): "please ignore the speed signs I put
* "G" — no number at all, plus "Player sets orientation", **which the game deliberately does not do** * on the cards — those are nothing but scene-setting graphics that mimic the speed you are
* (see `gradeReduction` below, and implications.md §10 Q11). * travelling. It's just ambiance, nothing more."
* *
* WHAT THESE NUMBERS MEAN IS NOT YET SETTLED — see implications.md §10 Q2. Transcribed as data so * They used to decide everything: a `MainlineSpeed` of 60 meant one Stage and a 30 meant two, plus
* the answer can be applied without re-reading the cards. * one more for a Slow train. Both rules are gone. **What crosses a card is REGIONS** — the boxes
* printed on it — one per Stage, and where a train STARTS decides how many it has left to run.
*/ */
export type MainlineSpeed =
| { kind: 'uniform'; value: number }
| { kind: 'byTrainType'; passenger: number; freight: number }
| { kind: 'grade' };
export type MainlineProfile = { export type MainlineProfile = {
kind: MainlineKind; kind: MainlineKind;
name: string; name: string;
speed: MainlineSpeed; /** Regions printed on the card. A train advances one per Stage, so a full run costs `regions`. */
/** Double Track and Uncontrolled Siding: "Trains may pass". */ regions: number;
/**
* The region an ordinary train enters at. Zero on nearly everything — but the Uncontrolled Siding
* and the Interchange print a back region that is a siding or a holding spur rather than part of
* the road, so a train running straight through starts past it and crosses in one Stage.
*/
defaultStart: number;
/**
* Cards that print a FAST and a SLOW start, and the region each begins at. "Some cards say fast /
* slow. This is an indication that if on the train card, the train is listed as fast or slow,
* that's starting position / how many stages it takes to traverse the card. Fast / Slow does not
* apply to every card — just those that say fast / slow on them. Currently this is only hilly."
*
* So the train's rating is read HERE and nowhere else. It used to add a Stage to every card.
*/
speedStarts?: { fast: number; slow: number };
/** Double Track: "Trains may pass". */
trainsMayPass: boolean; trainsMayPass: boolean;
/** Interchange: "Sort cars in new order". */ /** Interchange: "Sort cars in new order". */
sortsCars: boolean; sortsCars: boolean;
@@ -529,30 +580,56 @@ export type MainlineProfile = {
}; };
export const MAINLINE_PROFILES: readonly MainlineProfile[] = [ export const MAINLINE_PROFILES: readonly MainlineProfile[] = [
{ kind: 'plains', name: 'Plains', speed: { kind: 'uniform', value: 60 }, trainsMayPass: false, sortsCars: false, entryPoints: ['start'] }, { kind: 'plains', name: 'Plains', regions: 1, defaultStart: 0, trainsMayPass: false, sortsCars: false, entryPoints: ['start'] },
{ kind: 'curves', name: 'Curves', speed: { kind: 'uniform', value: 30 }, trainsMayPass: false, sortsCars: false, entryPoints: ['start'] }, { kind: 'curves', name: 'Curves', regions: 2, defaultStart: 0, trainsMayPass: false, sortsCars: false, entryPoints: ['start'] },
{ kind: 'hilly', name: 'Hilly', speed: { kind: 'byTrainType', passenger: 60, freight: 30 }, trainsMayPass: false, sortsCars: false, entryPoints: ['passenger', 'freight'] },
/** /**
* `entryPoints` is TRANSCRIBED, NOT READ — nothing anywhere reads this field on any profile, and * THE ONLY CARD THAT READS A TRAIN'S FAST/SLOW RATING. A fast train starts in the second region
* the printed start positions are not modelled: `crossingStages` counts Stages instead. Recorded * and is across in one Stage; a slow one starts at the beginning and takes two.
* here because implications.md §6 describes the card as having FIVE distinct starts (plain, *
* brakemen, airbrakes, plain, helpers) against the four listed, and that discrepancy should be * It used to read the CONSIST instead — any coach aboard made the train "passenger" for this card
* settled against `Mainline Cards.pdf` if the starts are ever implemented — not quietly "fixed" * — off the printed P60/F30. RAR corrected that directly: "I notice that you are basing stages in
* now, when nothing depends on it either way. * mainline cards off coach/non-coach. Actually, all trains are rated as FAST and SLOW."
*/ */
{ kind: 'heavyGrade', name: 'Heavy Grade', speed: { kind: 'grade' }, trainsMayPass: false, sortsCars: false, entryPoints: ['start', 'brakemen', 'airbrakes', 'helpers'] }, { kind: 'hilly', name: 'Hilly', regions: 2, defaultStart: 0, speedStarts: { fast: 1, slow: 0 }, trainsMayPass: false, sortsCars: false, entryPoints: ['fast', 'slow'] },
{ kind: 'doubleTrack', name: 'Double Track', speed: { kind: 'uniform', value: 60 }, trainsMayPass: true, sortsCars: false, entryPoints: ['start'] },
{ kind: 'uncontrolledSiding', name: 'Uncontrolled Siding', speed: { kind: 'uniform', value: 60 }, trainsMayPass: true, sortsCars: false, entryPoints: ['noPass', 'passingTrains'] },
{ kind: 'tunnel', name: 'Tunnel', speed: { kind: 'uniform', value: 30 }, trainsMayPass: false, sortsCars: false, entryPoints: ['start'] },
{ kind: 'trestle', name: 'Trestle', speed: { kind: 'uniform', value: 60 }, trainsMayPass: false, sortsCars: false, entryPoints: ['start'] },
/** /**
* RENAMED FROM "Yard" after play. The card is unchanged — same 60, same "sort cars in new * THREE REGIONS, AND THE MODIFIERS MOVE THE START RATHER THAN CUTTING THE TIME — which comes to
* order", same entry points, same art — but "Yard" collided with the Division Yard, the * the same number of Stages and is how the card is actually printed and played. "If you play the
* Classification Yard, the Salvage Yard, the Yard Office and the Small Yard, none of which are * home deck card 'helpers' against the mainline card heavy grade, it remains there the rest of the
* this. Its own key is renamed with it, so the two never drift apart. Those OTHER yards are * game and helps all trains going up hill by starting 1 region easier — so 2 to traverse, not 3.
* deliberately left alone: they are different things that merely shared a word. * Other cards help the other direction, similar idea. Airbrakes is an upgrade from brakemen (which
* must be played first)."
*
* So: Helpers moves an UPHILL train up one region; Brakeman moves a DOWNHILL train up one, and
* Airbrakes another on top of it. A fully-equipped grade is one Stage downhill and two up.
*/ */
{ kind: 'interchange', name: 'Interchange', speed: { kind: 'uniform', value: 60 }, trainsMayPass: false, sortsCars: true, entryPoints: ['start', 'sortCars'] }, { kind: 'heavyGrade', name: 'Heavy Grade', regions: 3, defaultStart: 0, trainsMayPass: false, sortsCars: false, entryPoints: ['start', 'brakemen', 'airbrakes', 'helpers'] },
{ kind: 'doubleTrack', name: 'Double Track', regions: 1, defaultStart: 0, trainsMayPass: true, sortsCars: false, entryPoints: ['start'] },
/**
* TWO REGIONS, AND THE BACK ONE IS THE SIDING. A train with the card to itself starts past it and
* crosses in one Stage. "Uncontrolled siding: if a train already exists when you arrive, you go in
* the second stage back (you are in the siding and are one behind the other train). This prevents
* a collision — since you are not in same exact location."
*
* `trainsMayPass` is FALSE here, and used to be true. Two trains fit, but not by passing: the
* second one takes the siding and sits a region behind, which is what keeps them apart. Leaving it
* true skipped the collision test altogether and made the siding do nothing at all.
*/
{ kind: 'uncontrolledSiding', name: 'Uncontrolled Siding', regions: 2, defaultStart: 1, trainsMayPass: false, sortsCars: false, entryPoints: ['through', 'siding'] },
{ kind: 'tunnel', name: 'Tunnel', regions: 2, defaultStart: 0, trainsMayPass: false, sortsCars: false, entryPoints: ['start'] },
{ kind: 'trestle', name: 'Trestle', regions: 1, defaultStart: 0, trainsMayPass: false, sortsCars: false, entryPoints: ['start'] },
/**
* RENAMED FROM "Yard" after play. The card is unchanged — same "sort cars in new order", same art
* — but "Yard" collided with the Division Yard, the Classification Yard, the Salvage Yard, the
* Yard Office and the Small Yard, none of which are this. Its own key is renamed with it, so the
* two never drift apart. Those OTHER yards are deliberately left alone: they are different things
* that merely shared a word.
*
* TWO REGIONS, the back one a holding spur, exactly as the Uncontrolled Siding: "interchange has
* new extras show up in second region (like uncontrolled siding)", and earlier, "Plains is 1 stage
* for ALL trains. So are interlockings, with a second stage for incoming extras to hold at." A
* train running through crosses in one Stage; an Extra beginning its run here starts at the back.
*/
{ kind: 'interchange', name: 'Interchange', regions: 2, defaultStart: 1, trainsMayPass: false, sortsCars: true, entryPoints: ['through', 'extraStart'] },
]; ];
/** /**
@@ -579,44 +656,63 @@ export const MAINLINE_DECK: readonly MainlineKind[] = [
]; ];
/** /**
* How many Stages a train needs to cross a Mainline card. * WHERE A TRAIN ENTERS A MAINLINE CARD, and therefore how long it takes to cross (Gitea#3).
* *
* Q1 — the printed 60/30 are miles per hour expressed as crossing time: a 60 card takes one Stage, * "Regions shown on cards indicate how many stages it takes to cross. Plains is 1. Double track is
* a 30 card takes two. The cells drawn on the cards are decoration. * 1, tunnel is 2, curves is 2, heavy grade is 3 unless you have help." A train advances one region
* Q2 — a Slow train adds one Stage to every card. * per Stage, so the whole of crossing time is `regions - startRegion`.
* *
* Hilly prints P60/F30, so it reads the consist rather than the speed class: a train carrying any * FOUR THINGS MOVE THE START, and nothing else does:
* coach is "passenger" for this purpose. *
* 1. the card's own `defaultStart` — the Uncontrolled Siding and the Interchange print a back
* region that is not part of the road, so a train running through begins past it;
* 2. `speedStarts`, on a card that prints a Fast and a Slow start. Only Hilly does;
* 3. the permanent Heavy Grade modifiers, which move a train one region up the hill each;
* 4. `takesSiding` / `startsAtBack`, the two occupancy cases below.
*
* WHAT NO LONGER MOVES IT: the printed mph, which is now scenery, and a train's Fast/Slow rating on
* any card but Hilly. That rating used to add a Stage to EVERY card, which is what made a Slow train
* cross Double Track in two Stages and produced the report this issue opened with.
*/ */
export function crossingStages( export type MainlineEntry = {
kind: MainlineKind, trainSpeed: TrainSpeed;
trainSpeed: TrainSpeed, direction: Direction;
carriesPassengers: boolean, gradeUp: Direction;
modifiers: readonly string[] = [], modifiers: readonly string[];
direction: Direction = 'east', /**
gradeUp: Direction = 'east', * The Uncontrolled Siding with a train already on it: this one takes the siding and sits a region
): number { * behind, which is what keeps them out of the same place. Also the Interchange, where an Extra
const profile = MAINLINE_PROFILES.find((m) => m.kind === kind); * beginning its run starts in the holding region rather than on the road.
if (!profile) throw new Error(`unknown mainline card: ${kind}`); */
startsAtBack?: boolean;
};
let mph: number; export function startRegion(kind: MainlineKind, entry: MainlineEntry): number {
switch (profile.speed.kind) { const profile = mainlineProfile(kind);
case 'uniform': if (entry.startsAtBack) return 0;
mph = profile.speed.value;
break; const base = profile.speedStarts
case 'byTrainType': ? profile.speedStarts[entry.trainSpeed]
mph = carriesPassengers ? profile.speed.passenger : profile.speed.freight; : profile.defaultStart;
break;
case 'grade': const climbing = entry.direction === entry.gradeUp;
// Heavy Grade has no printed number; the modifier cards are what improve it, so it is a 30 let help = 0;
// until one is placed. if (kind === 'heavyGrade') {
mph = 30; if (climbing) {
break; if (entry.modifiers.includes('helpers')) help++;
} else {
// Airbrakes is an upgrade on Brakeman and cannot be played without it, so this counts both.
if (entry.modifiers.includes('brakeman')) help++;
if (entry.modifiers.includes('airbrakes')) help++;
}
} }
// Never past the last region: a card always costs at least one Stage to cross.
return Math.min(profile.regions - 1, base + help);
}
const base = mph >= 60 ? 1 : 2; /** How many Stages a train needs to cross a Mainline card — the regions it has left to run. */
const stages = base + (trainSpeed === 'slow' ? 1 : 0); export function crossingStages(kind: MainlineKind, entry: MainlineEntry): number {
return Math.max(1, stages - gradeReduction(profile, modifiers, direction, gradeUp)); return mainlineProfile(kind).regions - startRegion(kind, entry);
} }
/** /**
@@ -634,35 +730,50 @@ export function crossingStages(
export function mainlineDescription(kind: MainlineKind, gradeUp: Direction = 'east'): string { export function mainlineDescription(kind: MainlineKind, gradeUp: Direction = 'east'): string {
const p = mainlineProfile(kind); const p = mainlineProfile(kind);
const stages = (n: number): string => `${n} Stage${n === 1 ? '' : 's'}`; const stages = (n: number): string => `${n} Stage${n === 1 ? '' : 's'}`;
const run = (entry: Partial<MainlineEntry>): number =>
crossingStages(kind, { trainSpeed: 'fast', direction: 'east', gradeUp, modifiers: [], ...entry });
const parts: string[] = []; const parts: string[] = [];
if (p.speed.kind === 'byTrainType') { parts.push(`${p.regions} region${p.regions === 1 ? '' : 's'} — one Stage each.`);
// Hilly. The split is by CONSIST, not by the train's speed class: anything with a coach on it
// takes the passenger figure. if (p.speedStarts) {
parts.push( parts.push(
`P${p.speed.passenger} / F${p.speed.freight} — a train carrying ANY coach crosses as a ` + `This card reads the train's FAST/SLOW rating: a fast train starts further along and crosses ` +
`${p.speed.passenger} (${stages(crossingStages(kind, 'fast', true))} for a fast train), and a ` + `in ${stages(run({ trainSpeed: 'fast' }))}, a slow one in ${stages(run({ trainSpeed: 'slow' }))}. ` +
`freight-only train as a ${p.speed.freight} (${stages(crossingStages(kind, 'fast', false))}). ` + `No other card cares which it is.`,
`A slow train adds one Stage either way.`,
); );
} else if (p.speed.kind === 'grade') { } else if (kind === 'heavyGrade') {
parts.push( parts.push(
`A grade, climbing ${gradeUp === 'east' ? 'eastward' : 'westward'}. It crosses as a 30 — ` + `A grade, climbing ${gradeUp === 'east' ? 'eastward' : 'westward'}. ` +
`${stages(crossingStages(kind, 'fast', false, [], gradeUp, gradeUp))} for a fast train, and one ` + `${stages(run({ direction: gradeUp }))} to climb it and ${stages(run({ direction: gradeUp === 'east' ? 'west' : 'east' }))} to run down, ` +
`more for a slow one. Brakeman and Airbrakes each take a Stage off a train running DOWNHILL; ` + `before help. Helpers start an UPHILL train a region further on; Brakeman does the same ` +
`Helpers takes one off a train running UPHILL. Never below one Stage.`, `DOWNHILL and Airbrakes another again, and Airbrakes cannot be played without Brakeman. ` +
`Never less than one Stage.`,
);
} else if (p.defaultStart > 0) {
parts.push(
`A train with the card to itself starts past the back region and is across in ` +
`${stages(run({}))}.`,
); );
} else { } else {
parts.push(`${stages(run({}))} for every train — the printed speed is scenery.`);
}
if (kind === 'uncontrolledSiding') {
parts.push( parts.push(
`${p.speed.value} — ${stages(crossingStages(kind, 'fast', false))} for a fast train, ` + 'UNCONTROLLED SIDING — arrive to find a train already here and you take the siding, a region ' +
`${stages(crossingStages(kind, 'slow', false))} for a slow one.`, 'behind it. You are not in the same place, so you do not run into it; it costs you the ' +
'extra Stage instead.',
); );
} }
if (kind === 'interchange') {
parts.push('An Extra beginning its run here starts in the back region and takes the extra Stage.');
}
if (p.trainsMayPass) { if (p.trainsMayPass) {
parts.push( parts.push(
'TRAINS MAY PASS — two trains may stand on this card at once, so a following train is not held ' + 'TRAINS MAY PASS — two trains may stand on this card at once, so a following train is not held ' +
'behind a slower one. Only this and the Double Track allow it.', 'behind a slower one.',
); );
} else { } else {
parts.push('One train at a time — anything following has to wait for it to clear.'); parts.push('One train at a time — anything following has to wait for it to clear.');
@@ -672,43 +783,7 @@ export function mainlineDescription(kind: MainlineKind, gradeUp: Direction = 'ea
return parts.join(' · '); return parts.join(' · ');
} }
/**
* WHICH WAY THE GRADE CLIMBS, AND WHY NO PLAYER CHOOSES IT.
*
* Q11, answered from the card: Heavy Grade prints "(Up)" and "Player sets orientation", so the climb
* is a property of the PLACED CARD rather than a compass constant. `gradeUp` is the direction a train
* is travelling when it goes UPHILL; a train heading the other way is descending.
*
* **The second half of that print is deliberately overridden.** No player sets it — `setup.ts` rolls
* it from the seed. Settled v0.5.0 and re-confirmed 2026-08-23 after the question was raised again:
* a Heavy Grade always sits BETWEEN two districts (or beyond an end Division Point next to one),
* never inside one player's own, so there is no player with a fair claim to the choice — and the
* choice is not cosmetic, because it decides which of the three modifiers below can ever pay and
* therefore which direction of traffic is favoured, permanently. Giving it to the Superintendent was
* considered and rejected in that re-examination: the office rotates every three Stages, the
* advantage does not. Full reasoning in implications.md §10 Q11.
*
* Each applicable card takes a Stage off, never below one: a train cannot cross in no time.
* Airbrakes only counts when Brakeman is already there, which the placement rule enforces
* (`MAINLINE_MODIFIER_RULES`, `requiresOnCard`).
*/
function gradeReduction(
profile: MainlineProfile,
modifiers: readonly string[],
direction: Direction,
gradeUp: Direction,
): number {
if (profile.speed.kind !== 'grade') return 0;
const downhill = direction !== gradeUp;
let n = 0;
if (downhill) {
if (modifiers.includes('brakeman')) n++;
if (modifiers.includes('airbrakes')) n++;
} else if (modifiers.includes('helpers')) {
n++;
}
return n;
}
export function mainlineProfile(kind: MainlineKind): MainlineProfile { export function mainlineProfile(kind: MainlineKind): MainlineProfile {
const p = MAINLINE_PROFILES.find((m) => m.kind === kind); const p = MAINLINE_PROFILES.find((m) => m.kind === kind);
@@ -769,7 +844,8 @@ export const SPACE_USE_CARDS: readonly SimpleCard[] = [
{ key: 'flopHouse', name: 'Flop house', copies: 1, placement: 'adjacent to any straight, curve, turnout', effect: 'Burns tablespace.' }, { key: 'flopHouse', name: 'Flop house', copies: 1, placement: 'adjacent to any straight, curve, turnout', effect: 'Burns tablespace.' },
{ key: 'watertower', name: 'Watertower', copies: 1, placement: 'adjacent to any straight, turnout on Running Track', effect: 'Burns tablespace.' }, { key: 'watertower', name: 'Watertower', copies: 1, placement: 'adjacent to any straight, turnout on Running Track', effect: 'Burns tablespace.' },
{ key: 'hoboJungle', name: 'Hobo Jungle', copies: 1, placement: 'adjacent to any straight, turnout, Limit on Running Track', effect: 'Burns tablespace. Vandalism can loot a boxcar passing it.' }, { key: 'hoboJungle', name: 'Hobo Jungle', copies: 1, placement: 'adjacent to any straight, turnout, Limit on Running Track', effect: 'Burns tablespace. Vandalism can loot a boxcar passing it.' },
{ key: 'sectionHouse', name: 'Section House', copies: 1, placement: 'adjacent to any straight, curve, turnout', effect: 'Burns tablespace.' }, // Not in sheet 5 — dealt 0 copies (Jesse, 2026-08-26), the same treatment as the ladder.
{ key: 'sectionHouse', name: 'Section House', copies: 0, placement: 'adjacent to any straight, curve, turnout', effect: 'Burns tablespace.' },
{ key: 'cityBlocks', name: 'City blocks', copies: 4, placement: 'adjacent to any straight, curve, turnout, Limit', effect: 'Burns tablespace.' }, { key: 'cityBlocks', name: 'City blocks', copies: 4, placement: 'adjacent to any straight, curve, turnout, Limit', effect: 'Burns tablespace.' },
{ key: 'engineShops', name: 'Engine Shops', copies: 1, placement: 'adjacent to any straight, curve, turnout', effect: 'Burns tablespace.' }, { key: 'engineShops', name: 'Engine Shops', copies: 1, placement: 'adjacent to any straight, curve, turnout', effect: 'Burns tablespace.' },
{ key: 'tenderloin', name: 'Tenderloin District', copies: 1, placement: 'adjacent to any straight, curve, turnout, Limit', effect: 'Burns tablespace.' }, { key: 'tenderloin', name: 'Tenderloin District', copies: 1, placement: 'adjacent to any straight, curve, turnout, Limit', effect: 'Burns tablespace.' },
@@ -876,16 +952,32 @@ export function enhancementRule(key: string): EnhancementRule | null {
} }
export const ENHANCEMENT_CARDS: readonly SimpleCard[] = [ export const ENHANCEMENT_CARDS: readonly SimpleCard[] = [
{ key: 'interlocking', name: 'Interlocking', copies: 2, placement: 'any Running Track Straight', effect: 'May stop an inbound train on the Limit Track.' }, { key: 'interlocking', name: 'Interlocking', copies: 1, placement: 'any Running Track Straight', effect: 'May stop an inbound train on the Limit Track.' },
{ key: 'facingPointLocks', name: 'Facing Point Locks', copies: 2, placement: 'adjacent to Interlocking', effect: 'Must have Interlocking. Prevents Derail being played on you.', answers: 'Derail' }, // Not in sheet 5 — dealt 0 copies (Jesse, 2026-08-26). It answers Derail, which is itself an
// Event held out until built, so at zero it defends against nothing that can be dealt anyway.
{ key: 'facingPointLocks', name: 'Facing Point Locks', copies: 0, placement: 'adjacent to Interlocking', effect: 'Must have Interlocking. Prevents Derail being played on you.', answers: 'Derail' },
{ key: 'yardOffice', name: 'Yard office', copies: 1, placement: 'any Secondary Track Straight', effect: 'An inbound train with no coaches that can reach the yard office in one move may arrive there instead of the Train Order Office.' }, { key: 'yardOffice', name: 'Yard office', copies: 1, placement: 'any Secondary Track Straight', effect: 'An inbound train with no coaches that can reach the yard office in one move may arrive there instead of the Train Order Office.' },
{ key: 'smallYard', name: 'Small yard', copies: 1, placement: 'any Secondary Track Straight', effect: 'A train that spends one move in the yard may sort itself into ANY order, including cars ahead of the engine.' }, { key: 'smallYard', name: 'Small yard', copies: 1, placement: 'any Secondary Track Straight', effect: 'A train that spends one move in the yard may sort itself into ANY order, including cars ahead of the engine.' },
{ key: 'waterColumn', name: 'Water column', copies: 2, placement: 'any Running Track Straight', effect: 'Lets you remove any Watertower in your district.', answers: 'Watertower' }, { key: 'waterColumn', name: 'Water column', copies: 1, placement: 'any Running Track Straight', effect: 'Lets you remove any Watertower in your district.', answers: 'Watertower' },
{ key: 'overpass', name: 'Overpass', copies: 1, placement: 'any Railroad Crossing', effect: 'Removes the restrictions of a played Railroad Crossing.', answers: 'Railroad crossing' }, { key: 'overpass', name: 'Overpass', copies: 1, placement: 'any Railroad Crossing', effect: 'Removes the restrictions of a played Railroad Crossing.', answers: 'Railroad crossing' },
{ key: 'telegraph', name: 'Telegraph', copies: 3, placement: 'any Running Track Straight', effect: 'Once a day, when dispatching facing trains, add +4 to the other train’s number.' }, /**
{ key: 'telephone', name: 'Telephone', copies: 2, placement: 'on Telegraph', effect: 'Once a day, add +8 to the other train’s number.' }, * THE DISPATCHING LADDER IS OUT OF THE DECK, at 0 copies rather than deleted — the treatment
{ key: 'radio', name: 'Radio', copies: 2, placement: 'on Telephone', effect: 'Once a day, add +12 to the other train’s number.' }, * Poling and the sharp curves already get, and for the same reason.
{ key: 'absSignals', name: 'ABS Signals', copies: 2, placement: 'any Mainline card', effect: 'Trains on this card will not rear-end each other; they stop short of a collision.' }, *
* `docs/Deck cards5.xlsx` does not list Telegraph, Telephone or Radio at any count, and **Jesse
* confirmed (2026-08-26) that the removal is deliberate, not a row that failed to carry across**
* from sheet 2. So no copy is dealt, which is what the sheet asks for.
*
* The rows and `ENHANCEMENT_RULES`' `dispatchBonus` chain stay exactly where they are. The rule
* is implemented and tested — `advance.ts` reads the ladder when the Superintendent dispatches
* facing trains, best device first — and deleting working machinery to express a count of zero
* would throw away the only record of how it worked. At zero copies the code is unreachable: no
* card is ever dealt, so nothing ever places one, so the bonus never applies.
*/
{ key: 'telegraph', name: 'Telegraph', copies: 0, placement: 'any Running Track Straight', effect: 'Once a day, when dispatching facing trains, add +4 to the other train’s number.' },
{ key: 'telephone', name: 'Telephone', copies: 0, placement: 'on Telegraph', effect: 'Once a day, add +8 to the other train’s number.' },
{ key: 'radio', name: 'Radio', copies: 0, placement: 'on Telephone', effect: 'Once a day, add +12 to the other train’s number.' },
{ key: 'absSignals', name: 'ABS Signals', copies: 1, placement: 'any Mainline card', effect: 'Trains on this card will not rear-end each other; they stop short of a collision.' },
]; ];
export const MAINLINE_MODIFIER_CARDS: readonly SimpleCard[] = [ export const MAINLINE_MODIFIER_CARDS: readonly SimpleCard[] = [
@@ -893,7 +985,8 @@ export const MAINLINE_MODIFIER_CARDS: readonly SimpleCard[] = [
{ key: 'airbrakes', name: 'Airbrakes', copies: 1, placement: 'a GRADE Mainline card', effect: 'Faster passage downhill. Brakeman must be in effect.' }, { key: 'airbrakes', name: 'Airbrakes', copies: 1, placement: 'a GRADE Mainline card', effect: 'Faster passage downhill. Brakeman must be in effect.' },
{ key: 'helpers', name: 'Helpers', copies: 1, placement: 'a GRADE Mainline card', effect: 'Faster passage uphill.' }, { key: 'helpers', name: 'Helpers', copies: 1, placement: 'a GRADE Mainline card', effect: 'Faster passage uphill.' },
{ key: 'realignment', name: 'Realignment', copies: 2, placement: 'a Mainline card', effect: 'Convert one Mainline type to another. Not while a train is on it.' }, { key: 'realignment', name: 'Realignment', copies: 2, placement: 'a Mainline card', effect: 'Convert one Mainline type to another. Not while a train is on it.' },
{ key: 'facingPointLocksMainline', name: 'Facing Point Locks', copies: 2, placement: 'adjacent to Interlocking', effect: 'Prevents Derail being played on you.', answers: 'Derail' }, // Not in sheet 5 — dealt 0 copies (Jesse, 2026-08-26); see the Enhancement of the same name.
{ key: 'facingPointLocksMainline', name: 'Facing Point Locks', copies: 0, placement: 'adjacent to Interlocking', effect: 'Prevents Derail being played on you.', answers: 'Derail' },
]; ];
/** /**
@@ -904,8 +997,9 @@ export const MAINLINE_MODIFIER_CARDS: readonly SimpleCard[] = [
export const SECOND_SECTION = { key: 'secondSection', name: 'Second Section', copies: 1 }; export const SECOND_SECTION = { key: 'secondSection', name: 'Second Section', copies: 1 };
export const MANEUVER_CARDS: readonly SimpleCard[] = [ export const MANEUVER_CARDS: readonly SimpleCard[] = [
{ key: 'redFlags', name: 'Red Flags', copies: 5, placement: 'any time', effect: 'A stopped train is prevented from being hit; the approaching train is prevented from moving.' }, { key: 'redFlags', name: 'Red Flags', copies: 3, placement: 'any time', effect: 'A stopped train is prevented from being hit; the approaching train is prevented from moving.' },
{ key: 'flyingSwitch', name: 'Flying Switch', copies: 1, placement: 'any time', effect: 'Break a cut of cars away from behind the engine and roll them into an industry.' }, // Not in sheet 5 — dealt 0 copies (Jesse, 2026-08-26). The reducer stays; nothing can reach it.
{ key: 'flyingSwitch', name: 'Flying Switch', copies: 0, placement: 'any time', effect: 'Break a cut of cars away from behind the engine and roll them into an industry.' },
// POLING IS OUT OF THE DECK, at 0 copies rather than deleted. // POLING IS OUT OF THE DECK, at 0 copies rather than deleted.
// //
// It is the one card whose effect the source records as "TBD", so there is nothing to implement // It is the one card whose effect the source records as "TBD", so there is nothing to implement
@@ -922,7 +1016,8 @@ export const ACTION_CARDS: readonly SimpleCard[] = [
{ key: 'perDiemInventory', name: 'Per Diem inventory', copies: 1, placement: 'another player', effect: 'Lose one point per 2 empty cars on Secondary Tracks.' }, { key: 'perDiemInventory', name: 'Per Diem inventory', copies: 1, placement: 'another player', effect: 'Lose one point per 2 empty cars on Secondary Tracks.' },
{ key: 'demurrageCharge', name: 'Demurrage charge', copies: 1, placement: 'another player', effect: 'Lose one point per 2 loaded freight cars on Secondary Tracks.' }, { key: 'demurrageCharge', name: 'Demurrage charge', copies: 1, placement: 'another player', effect: 'Lose one point per 2 loaded freight cars on Secondary Tracks.' },
{ key: 'customerComplaints', name: 'Customer complaints', copies: 1, placement: 'another player', effect: 'Lose one point per 2 coaches in loading boxes.' }, { key: 'customerComplaints', name: 'Customer complaints', copies: 1, placement: 'another player', effect: 'Lose one point per 2 coaches in loading boxes.' },
{ key: 'vandalism', name: 'Vandalism', copies: 1, placement: 'another player', effect: 'A train passing a Hobo Jungle has a boxcar looted (converted to empty).' }, // Not in sheet 5 — dealt 0 copies (Jesse, 2026-08-26).
{ key: 'vandalism', name: 'Vandalism', copies: 0, placement: 'another player', effect: 'A train passing a Hobo Jungle has a boxcar looted (converted to empty).' },
{ key: 'hotbox', name: 'Hotbox', copies: 1, placement: 'another player', effect: 'A train just arrived must set one car (chooser’s pick) onto Secondary Track until it departs.' }, { key: 'hotbox', name: 'Hotbox', copies: 1, placement: 'another player', effect: 'A train just arrived must set one car (chooser’s pick) onto Secondary Track until it departs.' },
{ key: 'outlawed', name: 'Outlawed', copies: 1, placement: 'another player', effect: 'A train just arrived may not depart for one turn — the crew’s hours have expired.' }, { key: 'outlawed', name: 'Outlawed', copies: 1, placement: 'another player', effect: 'A train just arrived may not depart for one turn — the crew’s hours have expired.' },
]; ];
@@ -972,7 +1067,6 @@ export function crewTrayCount(players: number): number {
return players + 3; return players + 3;
} }
export const REGIONS_PER_MAINLINE_CARD = 2; // provisional, pending §10 Q2
export const STAGES_PER_DAY = 12; export const STAGES_PER_DAY = 12;
export const STAGES_PER_SHIFT = 3; export const STAGES_PER_SHIFT = 3;
export const HAND_LIMIT = 3; export const HAND_LIMIT = 3;
@@ -1058,13 +1152,36 @@ export type RevenueRules = {
*/ */
export type ExtraStartRule = 'divisionPointsOnly' | 'ownOffice' | 'anyOffice'; 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()`. */ /** What a caller may name — any subset, down to none — resolved by `houseRules()`. */
export type HouseRuleOverrides = { export type HouseRuleOverrides = {
startingHand?: StartingHand; startingHand?: StartingHand;
revenue?: Partial<RevenueRules>; revenue?: Partial<RevenueRules>;
extraStart?: ExtraStartRule; extraStart?: ExtraStartRule;
discardTimetabled?: boolean;
}; };
/** The dialog's range. Zero is a real setting: it switches an economy off so the others can be read. */ /** The dialog's range. Zero is a real setting: it switches an economy off so the others can be read. */
@@ -1078,6 +1195,10 @@ 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 // 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. // its testers in the middle of a bugfix release.
extraStart: 'anyOffice', 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,
}; };
/** /**
@@ -1094,6 +1215,9 @@ export const LEGACY_HOUSE_RULES: HouseRules = {
revenue: { passengerPerCoach: 1, freightPerLoad: 1, trainPerTransit: 1 }, revenue: { passengerPerCoach: 1, freightPerLoad: 1, trainPerTransit: 1 },
// An Extra could always be started at a Control Point in these games, in any district. // An Extra could always be started at a Control Point in these games, in any district.
extraStart: 'anyOffice', 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. */ /** A whole, valid rule set from a config that may carry none, some, or out-of-range values. */
@@ -1113,6 +1237,7 @@ export function houseRules(config: { houseRules?: HouseRuleOverrides }): HouseRu
trainPerTransit: clamp(rev.trainPerTransit, d.revenue.trainPerTransit), trainPerTransit: clamp(rev.trainPerTransit, d.revenue.trainPerTransit),
}, },
extraStart: given.extraStart ?? d.extraStart, extraStart: given.extraStart ?? d.extraStart,
discardTimetabled: given.discardTimetabled ?? d.discardTimetabled,
}; };
} }
+1 -1
View File
@@ -246,7 +246,7 @@ function buildDivision(players: number, rng: Rng): DivisionNode[] {
if (deck.length === 0) throw new Error('the Mainline deck ran out — too many players for it'); if (deck.length === 0) throw new Error('the Mainline deck ran out — too many players for it');
const card = deck.splice(rng.nextInt(deck.length), 1)[0]!; const card = deck.splice(rng.nextInt(deck.length), 1)[0]!;
const node: DivisionNode = { kind: 'mainline', card, transits: [] }; const node: DivisionNode = { kind: 'mainline', card, transits: [] };
if (mainlineProfile(card).speed.kind === 'grade') { if (card === 'heavyGrade') {
/** /**
* SETTLED, not provisional (v0.5.0, Jesse's call) — this overrides the card's own printed * 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 * "Player sets orientation". A Heavy Grade sits on the shared west-to-east chain BETWEEN two
+12 -9
View File
@@ -771,22 +771,25 @@ export function standingSides(
} }
/** /**
* The cut a train would run into if it left this card through `exit` — the cars between it and that * The cut a train would run into if it left this card by the `exit` END OF THE ROW — the cars
* end of the card. * between it and that end. Returned in the order the train MEETS them, nearest first, which is what
* `carsCoupled` wants.
* *
* Only 'e' and 'w' can hold a cut: the array is a west-to-east row, so a train leaving north or * `exit` IS AN END OF THE ROW, NOT A PORT. It used to be a raw `Port`, and answered "you meet
* south off a curve or a spur is not running along it and meets nothing. Returned in the order the * nothing" for north and south on the reasoning that a leg leaving through an edge is not running
* train MEETS them, nearest first, which is what `carsCoupled` wants. * along the west-to-east row. It is: a `sw` curve's south leg IS the east end of that row, so a
* crew standing on the curve pulled out through the leg and drove away leaving the cars beside it
* standing, against §A.4's mandatory coupling (Gitea#17). Callers resolve the leg with `rowEndAt`
* (`track.ts`), which lives there because only the card's arc can say which end a leg is — and the
* narrowed type is what makes every caller do it.
*/ */
export function cutTowards( export function cutTowards(
tray: { standingWest?: number | undefined }, tray: { standingWest?: number | undefined },
cars: readonly RollingStock[], cars: readonly RollingStock[],
exit: 'n' | 's' | 'e' | 'w', exit: 'e' | 'w',
): RollingStock[] { ): RollingStock[] {
const { west, east } = standingSides(tray, cars); const { west, east } = standingSides(tray, cars);
if (exit === 'e') return east; return exit === 'e' ? east : [...west].reverse();
if (exit === 'w') return [...west].reverse();
return [];
} }
export function turnOf(s: GameState, player: PlayerIndex): TurnState { export function turnOf(s: GameState, player: PlayerIndex): TurnState {
+63 -6
View File
@@ -188,6 +188,40 @@ export function joins(a: TrackCard, p: Port, b: TrackCard): boolean {
return slopeAt(a, p) === slopeAt(b, opposite(p)); return slopeAt(a, p) === slopeAt(b, opposite(p));
} }
/**
* WHICH END OF THE WEST-TO-EAST ROW A PORT SITS AT.
*
* `TrackCard.standing` is ordered west to east (§A.3), so whether a train meets the row front to
* back or back to front depends on which end it enters by — and a port is not always at one of
* those two extremes. Every 45° leg leaves through the MIDDLE of its north or south edge, so its
* end of the run is whichever end the arc does NOT reach: a `sw` curve's south leg is the EAST end
* of the row, and an `se` curve's south leg is the WEST end. Same port, opposite answers, which is
* why this has to ask the card rather than read the port.
*
* Gitea#17 is what both callers looked like without it. `exploreMoves` reversed the row for an 'e'
* entry and for nothing else, so backing into a cut through a `sw` curve's south leg coupled it up
* back to front — the caboose came out next to the engine, which §8.2 then calls badly made up.
* `cutTowards` answered "you meet nothing" for a north or south exit, so a crew standing on a curve
* pulled out through the leg and left the cars beside it standing, which §A.4 forbids.
*
* There is no north-south straight anywhere on the printed sheet (see the module comment), so a run
* touching a 45° leg always has an east or west port at its other end and the answer is never
* undefined. A TURNOUT is the one card whose row has three ends rather than two — and it is also
* the one card no cut can ever stand on, since a train may not stop there (§A.1) and so never sets
* anything out there. Its stem answers for it.
*/
export function rowEndAt(card: TrackCard, p: Port): 'e' | 'w' {
if (p === 'e' || p === 'w') return p;
for (const [a, b] of connectionsFor(card)) {
const other = a === p ? b : b === p ? a : null;
if (other === 'e') return 'w';
if (other === 'w') return 'e';
}
// Not a card the printed sheet can produce. Reading the leg as the west end leaves the row in the
// order it is stored rather than inventing a reversal on a card nothing knows the shape of.
return 'w';
}
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
// Orientation (Gap 11) // Orientation (Gap 11)
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
@@ -450,7 +484,7 @@ export function exploreMoves(
* *
* Ordered nearest-first like every other card's, so it simply seeds the accumulator. * Ordered nearest-first like every other card's, so it simply seeds the accumulator.
*/ */
const ownCut = cutTowards(startCard, carsOn(startCard), initialExit); const ownCut = cutTowards(startCard, carsOn(startCard), rowEndAt(startCard, initialExit));
const startKey = coordKey(start); const startKey = coordKey(start);
const queue: Frontier[] = [ const queue: Frontier[] = [
{ {
@@ -502,12 +536,15 @@ export function exploreMoves(
* overfill the tray is illegal, not a move that picks up fewer cars. * overfill the tray is illegal, not a move that picks up fewer cars.
* *
* NEAREST FIRST ALONG THE DIRECTION OF TRAVEL. `carsOn` runs west to east, so a train entering * NEAREST FIRST ALONG THE DIRECTION OF TRAVEL. `carsOn` runs west to east, so a train entering
* through the card's EAST port meets them back to front and the row has to be reversed. Without * at the row's EAST end meets them back to front and the row has to be reversed. Without this
* this the same parked cut produced an identical consist whichever way it was approached, when * the same parked cut produced an identical consist whichever way it was approached, when the
* the two must mirror — which is the difference between a run-around being worth a Move and * two must mirror — which is the difference between a run-around being worth a Move and being
* being pointless. * pointless.
*
* `rowEndAt` rather than `node.entry === 'e'`: a 45° leg is an end of the row too, and which
* end it is depends on the card's arc (Gitea#17).
*/ */
const met = node.entry === 'e' ? [...carsOn(card)].reverse() : carsOn(card); const met = rowEndAt(card, node.entry) === 'e' ? [...carsOn(card)].reverse() : carsOn(card);
const couples = [...node.couples, ...met]; const couples = [...node.couples, ...met];
const nodeKey = coordKey(node.coord); const nodeKey = coordKey(node.coord);
const origins = [...node.origins, ...met.map(() => nodeKey)]; const origins = [...node.origins, ...met.map(() => nodeKey)];
@@ -658,6 +695,26 @@ export function canPlaceAt(area: OfficeArea, coord: GridCoord, card: TrackCard):
// into a stub and cutting the Office off from the Limits. // into a stub and cutting the Office off from the Limits.
if (coord.row === area.runningRow && !carriesThroughTrack(card)) return false; if (coord.row === area.runningRow && !carriesThroughTrack(card)) return false;
/**
* ONE NEIGHBOUR MUST JOIN. THE OTHERS NEED NOT — AND THIS RULE HAS BEEN BOTH WAYS (Gitea#15).
*
* A card may be laid with an exit facing a card that has nothing to meet it. The rail stops dead
* at that edge, and that is legal.
*
* The issue was filed the other way round — "if a card is placed in that space, it MUST connect" —
* against a right-hand curve laid with its north leg against an Ice House and the turnout below it
* pointing at its portless south edge. **RAR reversed it on review (2026-08-26): placing it is
* fine, and a stub like that is useful — a siding to park cars on.**
*
* WHAT MATTERS INSTEAD IS THAT NOTHING CAN DRIVE ACROSS THE GAP, so the real requirement is on
* MOVEMENT rather than on placement: two cards touching are not connected, and `exploreMoves` must
* refuse the hop. It does — every step is gated on `joins`, never on a bare pair of `hasPort`
* calls — and `track.test.ts` pins the reported geometry against exactly that.
*
* SO DO NOT ADD A PER-EDGE CHECK HERE. One was written and taken out again when the ruling
* arrived. What survives is the weaker rule that was always here: the piece must touch the network
* SOMEWHERE, which is what stops orphaned track being laid in an empty corner of the board.
*/
const ports: Port[] = ['n', 's', 'e', 'w']; const ports: Port[] = ['n', 's', 'e', 'w'];
for (const p of ports) { for (const p of ports) {
const neighbourCard = cardAt(area, neighbour(coord, p)); const neighbourCard = cardAt(area, neighbour(coord, p));
+190 -157
View File
@@ -65,7 +65,30 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
* anything outside its own body. * anything outside its own body.
*/ */
const CW = { dp: 118, ml: 152, run: 78 }; const CW = { dp: 118, ml: 152, run: 78 };
const CH = 58; /**
* TALL ENOUGH FOR TWO REGISTERS OF CHIPS, on every cell so the rail runs level across the row.
* Was 58, when a cell held one row of trains.
*/
const CH = 76;
/**
* EVERY DISTRICT THE SAME WIDTH, sized for four chips two-by-two and NOT for its A/D count.
*
* Measured over 60 games: one office area holds at most 4 distinct trains, and up to 3 of those
* can be crews switching below the Running Track — which do not occupy A/D tracks at all. So a
* Whistle Post, with its single A/D track, can still have four trains to show, and sizing the cell
* by capacity would overflow it. Sizing by OCCUPANCY is worse still: that is what "The Roster
* Pass" fixed, because the cell then resizes as trains come and go and shoves the rest of the map
* sideways. A fixed two-by-two block holds the map still all game, upgrades included.
*/
const OFFICE_W = 2 * 54 + 12;
/**
* THE VERTICAL ANATOMY OF A CELL, so the two chip registers and the rail cannot drift apart.
* The rail sits above centre; A/D chips straddle it, and the district register hangs below —
* which is where those trains are on the real board (Gitea#18).
*/
const RAIL_Y = 34;
const CHIP_Y = RAIL_Y - 10;
const BELOW_Y = RAIL_Y + 13;
const GAP = 6; const GAP = 6;
/** /**
* ONE FIXED SLOT PER A/D TRACK, so the Office Running Track cell is drawn wide enough to hold * ONE FIXED SLOT PER A/D TRACK, so the Office Running Track cell is drawn wide enough to hold
@@ -115,6 +138,12 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
seat: number | null; seat: number | null;
/** Set on an Office cell when a roster was supplied: whose district this is. */ /** Set on an Office cell when a roster was supplied: whose district this is. */
owner?: { name: string; isTurn: boolean; isYou: boolean } | null; owner?: { name: string; isTurn: boolean; isYou: boolean } | null;
/**
* Office cells only: trains in the district that are NOT holding an A/D track — a crew switching
* below the Running Track, or a train standing on it away from the Office. Drawn in a second
* register under the rail (Gitea#18).
*/
below?: Cell['trains'];
/** Mainline cards only: §2.1 divides one into two regions. 0 elsewhere — no bars are drawn. */ /** Mainline cards only: §2.1 divides one into two regions. 0 elsewhere — no bars are drawn. */
regions: number; regions: number;
w: number; w: number;
@@ -122,11 +151,8 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
y: number; y: number;
}; };
const cells: Cell[] = []; const cells: Cell[] = [];
const sides: number[][] = [];
let side: number[] = [];
const push = (c: Omit<Cell, 'x' | 'y'>): void => { const push = (c: Omit<Cell, 'x' | 'y'>): void => {
side.push(cells.length);
cells.push({ ...c, x: 0, y: 0 }); cells.push({ ...c, x: 0, y: 0 });
}; };
@@ -152,47 +178,54 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
} }
: null; : null;
for (const rc of n.running ?? []) { /**
const isOffice = rc.kind === 'office'; * ONE CELL PER DISTRICT — NO OFFICE-AREA DETAIL ON THIS MAP (Gitea#18).
const adLabel = cap === null ? '' : `A/D ${ad.length}/${cap}`; *
push({ * An Office used to expand into its whole Running Track, Limits to Limits, so this map carried
kind: 'run', * every straight, turnout, facility and Limits sign of every district. Two things were wrong
label: isOffice && owner ? owner.name : rc.label, * with that. It is the OFFICE map's job, and it draws all of it properly, with the rails; and
owner: isOffice ? owner : null, * it made the Division map grow sideways as districts were built, shoving everything east of a
// With an owner on the headline the tier would otherwise vanish, so it joins the A/D * district along every time somebody laid a card.
// count on the line below. *
sub: isOffice ? (owner ? [rc.label, adLabel].filter(Boolean).join(' · ') : adLabel) : '', * TRAINS STAY. "Trains within the office area should definitely be represented on the division
/** * map" — at a glance the number and which way it is pointing, and the consist on the tooltip.
* A train standing at the Office occupies an A/D track, which is where it is — but it is * They are split into two registers, because a train holding an A/D track and a crew switching
* ALSO standing on the Office grid card, so it arrives here in both lists and used to be * in the district are not the same thing: A/D occupancy is a hard capacity that causes
* drawn twice. Reported as two T10 chips on one Office. * collisions, switching is not. The split is drawn as POSITION rather than colour — A/D on the
*/ * rail, the rest below it — which is where those trains actually are.
trains: isOffice */
? [...rc.trains, ...ad.filter((t) => !rc.trains.some((r) => r.label === t.label))] const seen = new Set(ad.map((t) => t.label));
: rc.trains, const below: typeof ad = [];
cap: isOffice ? cap : null, for (const t of [...(n.running ?? []).flatMap((rc) => rc.trains), ...(n.switching ?? [])]) {
tip: owner && isOffice if (seen.has(t.label)) continue;
? `${owner.name}'s ${rc.label}` + seen.add(t.label);
(owner.isYou ? ' — this is your railroad' : '') + below.push(t);
// "their move" is wrong when the reader is the one being waited on.
(owner.isTurn ? (owner.isYou ? ' — it is your move' : ' — it is their move') : '')
: `${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.
regions: 0,
w: isOffice && cap !== null ? Math.max(CW.run, cap * CHIP_W + 12) : CW.run,
});
} }
// A crew below the Running Track has no position ON it, so it is reported against the const adLabel = cap === null ? '' : `A/D ${ad.length}/${cap}`;
// district rather than drawn somewhere it is not. push({
const below = n.switching ?? []; kind: 'run',
if (below.length > 0) { label: owner ? owner.name : n.label,
const last = cells[cells.length - 1]; owner,
if (last) last.sub = `${below.length} switching below`; sub: [owner ? n.label : '', adLabel, below.length > 0 ? `${below.length} switching` : '']
} .filter(Boolean)
sides.push(side); .join(' \u00b7 '),
side = []; trains: ad,
below,
cap,
tip:
(owner ? `${owner.name}'s ${n.label}` : n.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') : '') +
`\n\nThe district itself is drawn on the Office map — this cell is the whole of it, with the ` +
`trains standing in it: those holding an A/D track on the rail, and any crew switching in ` +
`the district below it.`,
seat: n.seat ?? null,
// No regions in a district: a crew moves by Moves there, not by Stages, so it occupies a
// card outright rather than a part of one.
regions: 0,
w: OFFICE_W,
});
continue; continue;
} }
const dp = n.kind === 'dp'; const dp = n.kind === 'dp';
@@ -229,58 +262,31 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
w: dp ? CW.dp : CW.ml, w: dp ? CW.dp : CW.ml,
}); });
} }
if (side.length > 0) sides.push(side);
// Each player's side carries their district and the Mainline card leading into it; whatever is /**
// left over (the last Mainline and the East DP) joins the final side. * ONE ROW, WEST TO EAST (Gitea#18). The West Division Point is at the far left, the East at the
const seats = Math.max(1, Math.min(4, nodes.filter((n) => n.kind === 'office').length)); * far right, and nothing wraps.
const lanes: number[][] = []; *
for (let i = 0; i < seats; i++) lanes.push([]); * IT USED TO BE LAID OUT AROUND A TABLE — one row for a single seat, two facing rows for two, a
sides.forEach((grp, i) => { * horseshoe for three, a square for four — on the reasoning that players sit around a table so the
const target = Math.min(i, seats - 1); * route should too. That cost more than it bought, and three separate reports came out of it: the
for (const idx of grp) lanes[target]!.push(idx); * buffer stops pointed the wrong way once the route turned a corner, and, the one that decided it,
}); * **east stopped being to the right**. A player's east could be drawn south, west or north
* depending on which lane their district landed in, on a map whose whole job is saying which way
// -- lay the sides out around the table ------------------------------------------------------- * a train is going.
// top → right → bottom (reversed) → left (reversed), which gives a row, two facing rows, a *
// horseshoe open to the west, and a square broken at the same place. * A row is wider than a square — roughly 1,580px at four players against 842 — and that is
const dir: ('top' | 'right' | 'bottom' | 'left')[] = * accepted: the map scrolls and zooms, and being able to rely on east meaning right is worth the
seats === 1 ? ['top'] : seats === 2 ? ['top', 'bottom'] : seats === 3 ? ['top', 'right', 'bottom'] : ['top', 'right', 'bottom', 'left']; * scroll.
*/
const runLen = (idxs: number[]): number => let x = PAD;
idxs.reduce((n, i) => n + cells[i]!.w + GAP, -GAP); for (const c of cells) {
const widest = Math.max(...lanes.map((l) => runLen(l)), 200); c.x = x;
const tall = lanes.length > 1 ? Math.max(...lanes.map((l) => l.length), 1) * (CH + GAP) : CH; c.y = PAD;
x += c.w + GAP;
const vertCount = dir.filter((d) => d === 'right' || d === 'left').length; }
const boardW = PAD * 2 + widest + (vertCount > 0 ? CW.run + SIDE_GAP : 0); const boardW = x - GAP + PAD;
const boardH = PAD * 2 + (dir.includes('bottom') ? CH * 2 + SIDE_GAP + (vertCount ? tall : 0) : CH) + 30; const boardH = PAD * 2 + CH + 30;
lanes.forEach((idxs, i) => {
const d = dir[i]!;
if (d === 'top' || d === 'bottom') {
const y = d === 'top' ? PAD : boardH - PAD - CH - 22;
const order = d === 'bottom' ? [...idxs].reverse() : idxs;
let x = PAD;
for (const idx of order) {
const c = cells[idx]!;
c.x = x;
c.y = y;
x += c.w + GAP;
}
} else {
const x = d === 'right' ? boardW - PAD - CW.run : PAD;
const order = d === 'left' ? [...idxs].reverse() : idxs;
let y = PAD + CH + SIDE_GAP;
for (const idx of order) {
const c = cells[idx]!;
c.x = x;
c.y = y;
c.w = CW.run;
y += CH + GAP;
}
}
});
// -- draw ------------------------------------------------------------------------------------- // -- draw -------------------------------------------------------------------------------------
const rail = (x1: number, y: number, x2: number): string => { const rail = (x1: number, y: number, x2: number): string => {
@@ -295,20 +301,29 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
return o; return o;
}; };
// The same rail turned through ninety degrees, for the sides of the table. /**
const railV = (x: number, y1: number, y2: number): string => { * DRAWN AT ITS OWN SIZE, SO IT SCROLLS RATHER THAN SHRINKING (Gitea#18).
let o = *
`<line class="bs-rail" x1="${x - 2.5}" y1="${y1}" x2="${x - 2.5}" y2="${y2}"/>` + * An SVG has a viewBox and a drawn size, and the browser scales one to the other. `.bs` is
`<line class="bs-rail" x1="${x + 2.5}" y1="${y1}" x2="${x + 2.5}" y2="${y2}"/>`; * `width:100%`, so the map is drawn at whatever the panel is wide — which was harmless while the
const n = Math.max(2, Math.floor(Math.abs(y2 - y1) / 9)); * Division was 842px and wrapped around a table, and is not now that a single row is 1,580px. At
for (let i = 0; i <= n; i++) { * that width in an 800px panel every label renders at half size, on the map that needs reading
const ty = y1 + ((y2 - y1) * i) / n; * most. Setting the width to the viewBox width makes one unit one pixel, and the containers
o += `<line class="bs-tie" x1="${x - 4.5}" y1="${ty}" x2="${x + 4.5}" y2="${ty}"/>`; * already scroll (`#division`, `#vdivision`).
} *
return o; * THE PLAYABLE PAGE DOES NOT NEED THIS — `applyZoom` (`main.ts`) sets exactly the same width from
}; * the same viewBox after every render, and overrides this when the zoom is not 100%. THE REPLAYS
* DO: neither `replays.ts` nor the standalone `replay.ts` calls it, so without this they get the
let out = `<svg class="bs bs-div" viewBox="0 0 ${Math.ceil(boardW)} ${Math.ceil(boardH)}" preserveAspectRatio="xMinYMin meet">`; * `width:100%` shrink. It is inline rather than in `BOARD_CSS` because only this function knows
* how wide the row came out.
*
* `flex:none` because `#division` is a flex container and a flex item may be shrunk below an
* explicit width; there is no point pinning it and then letting the panel squeeze it anyway.
*/
let out =
`<svg class="bs bs-div" viewBox="0 0 ${Math.ceil(boardW)} ${Math.ceil(boardH)}" ` +
`style="width:${Math.ceil(boardW)}px;flex:none" ` +
`preserveAspectRatio="xMinYMin meet">`;
// The joins between consecutive cells, drawn as rail so a connection is rail meeting rail. A join // The joins between consecutive cells, drawn as rail so a connection is rail meeting rail. A join
// that crosses from one player's side to the next is drawn heavier and labelled: that boundary is // that crosses from one player's side to the next is drawn heavier and labelled: that boundary is
@@ -316,23 +331,7 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
for (let i = 0; i + 1 < cells.length; i++) { for (let i = 0; i + 1 < cells.length; i++) {
const a = cells[i]!; const a = cells[i]!;
const b = cells[i + 1]!; const b = cells[i + 1]!;
const sameRow = Math.abs(a.y - b.y) < 1; out += rail(a.x + a.w, a.y + RAIL_Y, b.x);
const sameCol = Math.abs(a.x - b.x) < 1;
if (sameRow && b.x > a.x) out += rail(a.x + a.w, a.y + CH / 2, b.x);
else if (sameRow && b.x < a.x) out += rail(b.x + b.w, a.y + CH / 2, a.x);
else if (sameCol) {
// Stacked down one side of the table: still one straight run of track, not a turn.
const top = Math.min(a.y + CH, b.y + CH);
const bot = Math.max(a.y, b.y);
out += railV(a.x + a.w / 2, top, bot);
} else {
// A turn between sides: an elbow, so the route is visibly continuous around the table.
const ax = a.x + a.w / 2;
const bx = b.x + b.w / 2;
const ay = a.y + CH;
const by = b.y;
out += `<path class="bs-turn" d="M${ax} ${ay} L${ax} ${(ay + by) / 2} L${bx} ${(ay + by) / 2} L${bx} ${by}"/>`;
}
} }
cells.forEach((c) => { cells.forEach((c) => {
@@ -348,15 +347,14 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
const mark = c.owner ? ` bs-owner${c.owner.isTurn ? ' bs-turn' : ''}${c.owner.isYou ? ' bs-you' : ''}` : ''; const mark = c.owner ? ` bs-owner${c.owner.isTurn ? ' bs-turn' : ''}${c.owner.isYou ? ' bs-you' : ''}` : '';
const suffix = c.owner?.isYou ? ' (you)' : ''; const suffix = c.owner?.isYou ? ' (you)' : '';
out += `<text class="bs-name${mark}" x="${c.x + 7}" y="${c.y + 14}">${esc(c.label + suffix)}</text>`; out += `<text class="bs-name${mark}" x="${c.x + 7}" y="${c.y + 14}">${esc(c.label + suffix)}</text>`;
out += rail(c.x + 6, c.y + 32, c.x + c.w - 6); out += rail(c.x + 6, c.y + RAIL_Y, c.x + c.w - 6);
if (c.sub) out += `<text class="bs-cap" x="${c.x + 7}" y="${c.y + CH - 6}">${esc(c.sub)}</text>`; if (c.sub) out += `<text class="bs-cap" x="${c.x + 7}" y="${c.y + CH - 6}">${esc(c.sub)}</text>`;
// REGIONS. §2.1 divides a Mainline card into two, and §8.2 moves a train one region per Stage. // REGIONS. A Mainline card is 1 to 3 of them (Gitea#3) and a train advances one per Stage. The
// The bars are the card's DISTANCE and never vary; what varies is how fast a train covers them, // bars are the card's DISTANCE and never vary; where a train STARTS is what does.
// so a 60 card is crossed in one Stage and a slow train on a 30 takes three.
const RW = c.regions > 0 ? (c.w - 12) / c.regions : 0; const RW = c.regions > 0 ? (c.w - 12) / c.regions : 0;
for (let r = 0; r < c.regions; r++) { for (let r = 0; r < c.regions; r++) {
out += `<line class="bs-region" x1="${c.x + 6 + RW * r}" y1="${c.y + 20}" x2="${c.x + 6 + RW * r}" y2="${c.y + 44}"/>`; out += `<line class="bs-region" x1="${c.x + 6 + RW * r}" y1="${c.y + RAIL_Y - 14}" x2="${c.x + 6 + RW * r}" y2="${c.y + RAIL_Y + 10}"/>`;
} }
/** /**
@@ -371,36 +369,25 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
* So this keeps the two things the Division map is actually for — where a train is and which way * So this keeps the two things the Division map is actually for — where a train is and which way
* it is going — and leaves the cars to the tooltip and to the district. * it is going — and leaves the cars to the tooltip and to the district.
*/ */
c.trains.forEach((t, k) => { /**
* A TRAIN IS A CHIP — its number, which way it points, and how many cars.
*
* It was drawn as a full consist here, matching the Office Area card, and reported as too large
* and hard to read. The Office card is where a consist is worth drawing, because that is where
* the switching decisions are made and where there is room to read it. So this keeps the two
* things the Division map is for — where a train is and which way it is going — and leaves the
* cars to the tooltip and to the district.
*/
const chip = (t: NonNullable<Cell['trains']>[number], tx: number, ty: number, w: number): void => {
const cars = t.cars ?? []; const cars = t.cars ?? [];
const arrow = t.facing === 'w' ? '\u25c0' : '\u25b6'; const arrow = t.facing === 'w' ? '\u25c0' : '\u25b6';
const loaded = cars.filter((x) => /^loaded/.test(x) || /caboose/.test(x)).length; const loaded = cars.filter((x) => /^loaded/.test(x) || /caboose/.test(x)).length;
const label = cars.length === 0 ? `${t.label} ${arrow}` : `${t.label} ${arrow}${cars.length}`; const label = cars.length === 0 ? `${t.label} ${arrow}` : `${t.label} ${arrow}${cars.length}`;
/**
* THE OFFICE RUNNING CELL GETS FIXED SLOTS, ONE PER A/D TRACK — never a centre spread.
*
* Centred spreading pushes its outer chips outward as MORE trains arrive, and the cell was
* sized for the cards it holds, not for its trains — so two chips at a Station used to land at
* x 215–267 and 271–316 inside a cell spanning only 230–308, spilling onto the Limits cards
* either side. A fixed slot per A/D track cannot overflow the cell at any occupancy, because
* the cell was sized for exactly that many slots (see `CHIP_W` above).
*/
const isOfficeRun = c.kind === 'run' && c.cap !== null && c.cap > 0;
const slotW = isOfficeRun ? (c.w - 12) / c.cap! : 0;
const w = isOfficeRun ? Math.min(slotW - 4, label.length * 6.6 + 12) : Math.min(c.w - 8, label.length * 6.6 + 12);
// A train on a Mainline card sits in ITS region; anywhere else it just sits on the card.
const inRegion = c.regions > 1 && typeof t.region === 'number'; const inRegion = c.regions > 1 && typeof t.region === 'number';
const tx = isOfficeRun
? c.x + 6 + slotW * (k + 0.5)
: (inRegion ? c.x + 6 + RW * (t.region ?? 0) + RW / 2 : c.x + c.w / 2) +
(inRegion ? 0 : (k - (c.trains.length - 1) / 2) * (w + 4));
const dir = t.direction === 'west' ? ' \u25c0 west' : t.direction === 'east' ? ' east \u25b6' : ''; const dir = t.direction === 'west' ? ' \u25c0 west' : t.direction === 'east' ? ' east \u25b6' : '';
const stages = const stages =
typeof t.stagesLeft === 'number' typeof t.stagesLeft === 'number'
? ` \u00b7 ${t.stagesLeft} Stage${t.stagesLeft === 1 ? '' : 's'} still to run across this card` + ? ` \u00b7 ${t.stagesLeft} Stage${t.stagesLeft === 1 ? '' : 's'} still to run across this card`
' (Stages, not regions: a card is two regions of fixed distance, and how many Stages a' +
' train takes over them depends on the card speed and the train)'
: ''; : '';
out += `<g class="bs-train" data-tip="${esc(t.label)} \u2014 carrying ${esc(cars.join(', ') || 'no cars')}${ out += `<g class="bs-train" data-tip="${esc(t.label)} \u2014 carrying ${esc(cars.join(', ') || 'no cars')}${
cars.length ? ` (${loaded} loaded)` : '' cars.length ? ` (${loaded} loaded)` : ''
@@ -409,15 +396,61 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
// me?" gets asked, and EXPEDITED is the answer more often than not. // me?" gets asked, and EXPEDITED is the answer more often than not.
t.what ? `\n\n${esc(t.what)}` : '' t.what ? `\n\n${esc(t.what)}` : ''
}">` + }">` +
`<rect x="${tx - w / 2}" y="${c.y + 22}" width="${w}" height="19" rx="3"/>` + `<rect x="${tx - w / 2}" y="${ty}" width="${w}" height="19" rx="3"/>` +
`<text class="bs-tlab" x="${tx}" y="${c.y + 35}" text-anchor="middle">${esc(label)}</text>`; `<text class="bs-tlab" x="${tx}" y="${ty + 13}" text-anchor="middle">${esc(label)}</text>`;
out += '</g>'; out += '</g>';
};
const textW = (t: NonNullable<Cell['trains']>[number]): number =>
(`${t.label} \u25b6${(t.cars ?? []).length || ''}`).length * 6.6 + 12;
/**
* TWO CHIPS TO A REGISTER ON A DISTRICT, in fixed slots — never a centre spread.
*
* Centred spreading pushes its outer chips outward as more trains arrive, which is how two chips
* at a Station once landed outside the cell that held them. Fixed slots cannot overflow, because
* the cell was sized for exactly that many (`OFFICE_W`).
*/
const isDistrict = c.kind === 'run';
const SLOTS = 2;
const slotW = (c.w - 12) / SLOTS;
c.trains.forEach((t, k) => {
if (isDistrict) {
// Row-major within the A/D register: two across, then wrap under. A district can hold four
// trains and only two fit across it.
const col = k % SLOTS;
const row = Math.floor(k / SLOTS);
chip(t, c.x + 6 + slotW * (col + 0.5), c.y + CHIP_Y + row * 21, Math.min(slotW - 4, textW(t)));
return;
}
// A train on a Mainline card sits in ITS region; anywhere else it just sits on the card.
const inRegion = c.regions > 1 && typeof t.region === 'number';
const w = Math.min(c.w - 8, textW(t));
const tx = (inRegion ? c.x + 6 + RW * (t.region ?? 0) + RW / 2 : c.x + c.w / 2) +
(inRegion ? 0 : (k - (c.trains.length - 1) / 2) * (w + 4));
chip(t, tx, c.y + CHIP_Y, w);
}); });
/**
* THE SECOND REGISTER, under the rail: trains in the district that hold no A/D track (Gitea#18).
*
* A crew switching below the Running Track and a train standing at an A/D track are different
* things — A/D occupancy is a hard capacity that causes collisions, switching is not — and the
* difference is drawn as POSITION rather than as a colour to learn, because below the rail is
* where those trains actually are.
*/
(c.below ?? []).forEach((t, k) => {
const col = k % SLOTS;
const row = Math.floor(k / SLOTS);
chip(t, c.x + 6 + slotW * (col + 0.5), c.y + BELOW_Y + row * 21, Math.min(slotW - 4, textW(t)));
});
out += '</g>'; out += '</g>';
}); });
// THE ENDS. The route stops at both Division Points; drawing buffer stops and naming the gap is // THE ENDS. The route stops at both Division Points, and the buffer stops say so — a Division is
// what stops a seated layout being read as a loop. // a LINE, not a loop. With a single row (Gitea#18) they simply face outward at the two ends, west
// on the left and east on the right, which is the bug reported twice against the wrapped layout.
const first = cells[0]; const first = cells[0];
const last = cells[cells.length - 1]; const last = cells[cells.length - 1];
/** /**
+113 -3
View File
@@ -18,7 +18,7 @@
import { MAX_CONSIST } from '../engine/content.ts'; import { MAX_CONSIST } from '../engine/content.ts';
import { adTrackCount, coordKey, seatOf, turnOf } from '../engine/state.ts'; import { adTrackCount, coordKey, seatOf, turnOf } from '../engine/state.ts';
import type { GameState, GridCoord, PlayerIndex, RollingStock, SeatIndex, TrayId } 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'; import type { GameEvent } from '../engine/events.ts';
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
@@ -524,14 +524,124 @@ export type Impediment = { where: string; why: string; severity: 'stuck' | 'wait
* This is the panel that should answer the standing questions: whether facilities jam, whether * 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. * 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[] { export function impediments(s: GameState, player: PlayerIndex = 0): Impediment[] {
const out: Impediment[] = []; const out: Impediment[] = [];
const area = areaOf(s, player); const area = areaOf(s, player);
for (const [key, card] of area.grid) { for (const [key, card] of area.grid) {
const f = card.facility; const f = card.facility;
if (!f || f.kind !== 'freight') continue; if (!f) continue;
const name = card.geometry.kind === 'facility' ? card.geometry.facility : 'facility'; /**
* 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); const want = facilityCarType(f);
// A load that cannot move, with Laborers standing by, is the worst state a facility reaches: // A load that cannot move, with Laborers standing by, is the worst state a facility reaches:
+35 -31
View File
@@ -10,6 +10,7 @@
* drift into two different pictures of the same board. * drift into two different pictures of the same board.
*/ */
import { regionOfTransit } from '../engine/advance.ts';
import { import {
areaAtSeat, areaAtSeat,
areaOf, areaOf,
@@ -18,7 +19,7 @@ import {
laborersLeft, laborersLeft,
movesFor, movesFor,
ownCutFor, ownCutFor,
isTrainCard, keepReason,
portersLeft, portersLeft,
resolveExtraStart, resolveExtraStart,
selectDestination, selectDestination,
@@ -32,7 +33,6 @@ import {
MANEUVER_CARDS, MANEUVER_CARDS,
MODIFIER_PROFILES, MODIFIER_PROFILES,
REALIGNMENTS, REALIGNMENTS,
REGIONS_PER_MAINLINE_CARD,
OFFICE_ORDER, OFFICE_ORDER,
SPACE_USE_CARDS, SPACE_USE_CARDS,
enhancementRule, enhancementRule,
@@ -492,12 +492,22 @@ export type Frame = {
/** /**
* Whether each hand card may be DISCARDED, in the same order. * 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 * The player has to be told which cards those are, not merely find that a button is missing —
* cards those are, not merely find that a button is missing — that silence is the whole of the * that silence is the whole of the Gitea#2 complaint, where a blocked platform left the board with
* Gitea#2 complaint, where a blocked platform left the board with nothing to click and no reason. * nothing to click and no reason. Named for the rule rather than for trains, since it answers the
* Named for the rule rather than for trains, since it answers the question the panel is asking. * question the panel is asking.
*/ */
handDiscardable: boolean[]; 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; deck: number;
/** The face-up card on top of each Department pile — the only one that may be drawn. */ /** The face-up card on top of each Department pile — the only one that may be drawn. */
departments: string[]; departments: string[];
@@ -1155,36 +1165,27 @@ export function snapshot(
// Crossing time is in Stages now, so a Mainline card shows its terrain and the trains on it // Crossing time is in Stages now, so a Mainline card shows its terrain and the trains on it
// with how long each still has to run. // with how long each still has to run.
const name = MAINLINE_PROFILES.find((m) => m.kind === n.card)?.name ?? n.card; const name = MAINLINE_PROFILES.find((m) => m.kind === n.card)?.name ?? n.card;
const isGrade = MAINLINE_PROFILES.find((m) => m.kind === n.card)?.speed.kind === 'grade'; const isGrade = n.card === 'heavyGrade';
/** /**
* WHERE ON THE CARD, from what the crossing already cost. * WHERE ON THE CARD — now simply what the card says.
* *
* §2.1 divides a Mainline card into two regions and §8.2 moves a train one region per Stage. * This used to recover a printed two-region model from a crossing time computed out of the
* The engine crosses in `crossingStages` Stages instead, which varies by card speed, train * card's mph, the train's Fast/Slow class, its consist and any modifiers, by treating the
* speed, passengers and modifiers — so the printed model is recovered by treating the entry * ENTRY point as the thing that varied: `entry = 2 - stagesTotal`. It even had to cope with a
* point as the thing that varies, exactly as the cards do: * negative entry, for a slow train needing three Stages to cross a card with two regions.
* *
* entry = REGIONS - stagesTotal position = entry + elapsed * Gitea#3 turned that the right way up. Regions are the primary thing — printed on the card,
* * one per Stage — and the entry point is what the rules actually move. There is nothing left
* A 60 card is one Stage, so the train enters at the second region and is gone — which is * to reconstruct.
* what "Start positions further along the card" means on the printed art. A 30 card is two
* Stages, giving one region per Stage, which is §8.2 exactly. A slow train needing three
* Stages cannot fit three steps into two regions, so it holds in the first for a Stage: the
* card's distance is fixed and the train is simply slow across it.
*/ */
const place = (t: { stagesRemaining: number; stagesTotal: number }): number => { // One region per Stage, straight off the card's own count: what a train has LEFT to run says
// `entry` may be NEGATIVE — a slow train needing three Stages cannot fit three steps into // where it is standing. `regionOfTransit` is the engine's own answer, so the picture and the
// two regions, so it notionally starts before the card and spends the extra Stage getting // collision rule cannot disagree about who is where.
// to the first region. Clamping only the final position keeps that Stage at the START, const place = (t: { stagesRemaining: number }): number => regionOfTransit(n.card, t.stagesRemaining);
// where being slow shows; clamping `entry` first would have parked it at the exit instead.
const entry = REGIONS_PER_MAINLINE_CARD - t.stagesTotal;
const elapsed = t.stagesTotal - t.stagesRemaining;
return Math.min(REGIONS_PER_MAINLINE_CARD - 1, Math.max(0, entry + elapsed));
};
return { return {
kind: 'ml', kind: 'ml',
label: name, label: name,
regions: REGIONS_PER_MAINLINE_CARD, regions: mainlineProfile(n.card).regions,
trains: [n.transits.map((t) => { trains: [n.transits.map((t) => {
const chip = trainChip(s, t.tray); const chip = trainChip(s, t.tray);
return { return {
@@ -1294,7 +1295,8 @@ export function snapshot(
*/ */
hand: [...(s.decks.hands.get(viewer) ?? [])].reverse().map((id) => cardName(s, id)), hand: [...(s.decks.hands.get(viewer) ?? [])].reverse().map((id) => cardName(s, id)),
handWhat: [...(s.decks.hands.get(viewer) ?? [])].reverse().map((id) => cardDescription(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, deck: s.decks.homeOffice.length,
departments: s.decks.departments.map((pile) => { departments: s.decks.departments.map((pile) => {
const top = pile[pile.length - 1]; const top = pile[pile.length - 1];
@@ -1575,7 +1577,9 @@ export function trainRules(t: {
} }
if (p.rules.noPassengerWork) parts.push('NO PASSENGER WORK — Porters may not board or detrain it'); 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.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) { if (p.rules.stopThenExpedite) {
parts.push('STOPS ONCE FOR SPEECHES, then runs expedited from its next Office onward'); parts.push('STOPS ONCE FOR SPEECHES, then runs expedited from its next Office onward');
} }
+61 -11
View File
@@ -10,7 +10,7 @@ import { TURNCHART_CSS, turnChartHtml } from '../sim/turnchart.ts';
import type { Frame } from '../sim/view.ts'; import type { Frame } from '../sim/view.ts';
import { seatLabel } from '../sim/view.ts'; import { seatLabel } from '../sim/view.ts';
import type { Menu, Save } from './game.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 { TOOLTIP_CSS, installTooltips } from './tooltip.ts';
import { playCue } from './sound.ts'; import { playCue } from './sound.ts';
import { import {
@@ -158,6 +158,13 @@ let zoom = settings.zoom;
* ended or what happened in between. Reported exactly that way. * ended or what happened in between. Reported exactly that way.
*/ */
let lastPhase: string | null = null; 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. * WHICH CREW THE BOARD IS DRAWING, when the district holds more than one.
* *
@@ -302,6 +309,10 @@ function gameOptionsFromUrl(params: URLSearchParams): NewGameOptions {
if (STARTING_HAND_LABELS.some((o) => o.value === hand)) rules.startingHand = hand as StartingHand; if (STARTING_HAND_LABELS.some((o) => o.value === hand)) rules.startingHand = hand as StartingHand;
const extra = params.get('extra'); const extra = params.get('extra');
if (EXTRA_START_LABELS.some((o) => o.value === extra)) rules.extraStart = extra as ExtraStartRule; if (EXTRA_START_LABELS.some((o) => o.value === extra)) rules.extraStart = extra as ExtraStartRule;
// §6.2 (Gitea#9). This one defaults ON, so the URL only ever has to carry the OFF case — `?toss=0`.
// Read the same way the optional rules are: present and not "0" means on.
const toss = params.get('toss');
if (toss !== null) rules.discardTimetabled = toss !== '0';
const revenue: Partial<RevenueRules> = {}; const revenue: Partial<RevenueRules> = {};
for (const [param, key] of Object.entries(RULE_PARAMS)) { for (const [param, key] of Object.entries(RULE_PARAMS)) {
@@ -358,6 +369,7 @@ function solitaireDefaults(options: NewGameOptions): NewGameOptions {
houseRules: { houseRules: {
startingHand: options.houseRules?.startingHand ?? p.startingHand, startingHand: options.houseRules?.startingHand ?? p.startingHand,
extraStart: options.houseRules?.extraStart ?? p.extraStart, extraStart: options.houseRules?.extraStart ?? p.extraStart,
discardTimetabled: options.houseRules?.discardTimetabled ?? p.discardTimetabled,
revenue: { revenue: {
passengerPerCoach: revenue.passengerPerCoach ?? p.passengerPerCoach, passengerPerCoach: revenue.passengerPerCoach ?? p.passengerPerCoach,
freightPerLoad: revenue.freightPerLoad ?? p.freightPerLoad, freightPerLoad: revenue.freightPerLoad ?? p.freightPerLoad,
@@ -374,6 +386,9 @@ function rulesToUrl(rules: HouseRules, options: NewGameOptions, seed: string): s
// The dialog answers reach `start()` through the URL and nowhere else, so a setting missing from // The dialog answers reach `start()` through the URL and nowhere else, so a setting missing from
// here is a setting the dialog silently discards. // here is a setting the dialog silently discards.
params.set('extra', rules.extraStart); params.set('extra', rules.extraStart);
// Written only when OFF, for the reason the optional rules are written only when on: this one
// defaults to on, so `toss=1` on every link would say nothing and cost a parameter.
if (!rules.discardTimetabled) params.set('toss', '0');
for (const [param, key] of Object.entries(RULE_PARAMS)) params.set(param, String(rules.revenue[key])); 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)) { for (const [param, key] of Object.entries(VICTORY_PARAMS)) {
const value = options[key]; const value = options[key];
@@ -561,6 +576,34 @@ function flashAnnounce(text: string): void {
}, 4200); }, 4200);
} }
/**
* 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 two transient signals the page
* already had are both gone in under five 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();
}
/** /**
* THE FIRST FRAME OF A MULTIPLAYER GAME — the one moment nobody had ever seen drawn. * THE FIRST FRAME OF A MULTIPLAYER GAME — the one moment nobody had ever seen drawn.
* *
@@ -1186,6 +1229,8 @@ function render(): void {
} }
lastPhase = f.phaseKey; 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 * 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. * out loud rather than left in the log. Drained, so it shows once and does not re-fire on a redraw.
@@ -1236,6 +1281,9 @@ function renderUndo(): void {
// A phase change is announced by comparing against the last frame drawn. Stepping BACK into a // 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. // different phase is not that event, so the banner is suppressed rather than fired backwards.
lastPhase = null; 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;
}; };
} }
@@ -1577,20 +1625,21 @@ function renderActions(
/** /**
* WHEN NOTHING IN HAND MAY BE DISCARDED, SAY SO AND SAY WHAT TO DO INSTEAD. * 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 * §6.2 (Gitea#9) leaves two kinds of undiscardable card — an Extra always, and a Timetabled
* trains has exactly one way forward — play one onto the timetable. The rule creates that corner * train in a game whose `discardTimetabled` rule is off. Either way a player holding nothing but
* deliberately and needs no machinery, but it must not be a corner the player has to infer from * those has exactly one way forward: play one. The rule creates that corner deliberately and
* a discard button that has quietly stopped appearing. * 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`), so this says
* what actually refused rather than assuming which of the two rules is in force.
*/ */
const stuck = f.handDiscardable.length > 0 && f.handDiscardable.every((d) => !d); const stuck = f.handDiscardable.length > 0 && f.handDiscardable.every((d) => !d);
const why = f.handKeepWhy.find((w) => w !== null) ?? '';
const tip = stuck const tip = stuck
? 'You may not end a turn holding more than three cards, and a TRAIN CARD IS NEVER ' + ? 'You may not end a turn holding more than three cards, and every card you hold is one that ' +
'DISCARDED. Every card you hold is a train, so the only way on is to play one onto the ' + `cannot be thrown away. ${why} The only way on is to play one.`
'timetable. A train may be held for as many Stages and Days as you like; it just cannot be ' +
'thrown away.'
: 'You may not end a turn holding more than three cards (four with a Red Flag). Play ' + : 'You may not end a turn holding more than three cards (four with a Red Flag). Play ' +
'one onto the board, or discard one face-up to a Department slot. A train card is never ' + 'one onto the board, or discard one face-up to a Department slot — where a rival may pick ' +
'discardable and can only be played.'; 'it up.';
html += html +=
`<div class="grp"><button class="act blocked" disabled data-tip="${tip.replace(/"/g, '&quot;')}">` + `<div class="grp"><button class="act blocked" disabled data-tip="${tip.replace(/"/g, '&quot;')}">` +
(stuck (stuck
@@ -1888,6 +1937,7 @@ if (newBtn && dlg) {
houseRules: { houseRules: {
startingHand: settings.startingHand, startingHand: settings.startingHand,
extraStart: settings.extraStart, extraStart: settings.extraStart,
discardTimetabled: settings.discardTimetabled,
revenue: { revenue: {
passengerPerCoach: settings.passengerPerCoach, passengerPerCoach: settings.passengerPerCoach,
freightPerLoad: settings.freightPerLoad, freightPerLoad: settings.freightPerLoad,
+78 -6
View File
@@ -31,16 +31,16 @@ export function cardRow(name: string, why: string, playable: boolean | null): st
} }
export function handHtml(f: Frame, canPlay: (boolean | null)[] = []): string { 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 // §6.2 — say so on the card itself. A player who cannot discard a train needs to read that on the
// that on the train, not deduce it from a button that is not there. // train, not deduce it from a button that is not there. The sentence comes off the Frame
const held = 'You may hold this for as many Stages and Days as you like — but a train card is ' + // (`handKeepWhy`) rather than being written here, because since Gitea#9 there are two of them and
'never discarded. The only way it leaves your hand is onto the timetable.'; // which one applies depends on the card AND the game's rules.
return f.hand.length return f.hand.length
? f.hand ? f.hand
.map((h, i) => { .map((h, i) => {
const what = f.handWhat[i] ?? ''; const what = f.handWhat[i] ?? '';
const keep = f.handDiscardable[i] === false; const held = f.handKeepWhy[i];
return cardRow(h, keep ? [what, held].filter(Boolean).join(' · ') : what, canPlay[i] ?? null); return cardRow(h, held ? [what, held].filter(Boolean).join(' · ') : what, canPlay[i] ?? null);
}) })
.join('') .join('')
: '<span class="dim">empty</span>'; : '<span class="dim">empty</span>';
@@ -153,6 +153,70 @@ export function timetableHtml(f: Frame, justSet: number | null): string {
return `<div class="tt">${slots}</div>`; return `<div class="tt">${slots}</div>`;
} }
/**
* THE DAY THAT JUST ENDED — the body of the dialog `main.ts` puts up at every Day rollover.
*
* Reported as Gitea#10: "as the game rolls off the end of the day, you get a dialog saying such.
* Hard to keep track of time." The clock was on screen the whole time, but a Day turns over inside
* the automatic phases — between one click and the next — and neither the phase banner (2.6s) nor
* the announcement flash (4.2s) survives long enough to be noticed by someone reading the board.
* A modal is the point: it stops, and it waits to be dismissed.
*
* It is written from the FRAME AFTER the rollover, so `f.day` is the Day about to start and the one
* that ended is the Day before it. Standings are in Revenue order rather than seat order: the
* question at the end of a Day is who is ahead.
*/
export function dayEndHtml(f: Frame): string {
const ended = f.day - 1;
const left = f.days - ended;
const standings = [...f.players]
.sort((a, b) => b.revenue - a.revenue || a.seat - b.seat)
.map(
(p) =>
`<tr${p.index === f.viewer ? ' class="you"' : ''}><td>${esc(p.name)}` +
`${p.index === f.viewer ? ' <span class="dim">(you)</span>' : ''}</td>` +
`<td class="num">${p.revenue}</td></tr>`,
)
.join('');
// The target is a COMBINED floor in every mode that sets one, so it is reported against the whole
// table's Revenue rather than the viewer's — showing one player's score against a four-player
// target reads as a hopeless position when the table may be comfortably ahead.
const combined = f.players.reduce((n, p) => n + p.revenue, 0);
const target =
f.minCombinedRevenue > 0
? `<p>Combined Revenue <b>${combined}</b> against a target of <b>${f.minCombinedRevenue}</b>.</p>`
: '';
/**
* Only when the game is actually scored on collisions.
*
* Two conditions, both of them `advance.ts`'s own: `0` on a dial turns that check off, and the
* checks run in COMPETITIVE AND CO-OP ONLY (§3.4). A solitaire game carries the default dials on
* its config and enforces neither, so reporting a collision budget there would put a rule on
* screen that this game does not have.
*/
const scoredOnCollisions =
(f.mode === 'competitive' || f.mode === 'coop') &&
(f.maxCollisionsTotal > 0 || f.maxCollisionsPerDay > 0);
const collisions = scoredOnCollisions
? `<p>Collisions: <b>${f.collisionsToday}</b> today, <b>${f.collisionsTotal}</b> in all.</p>`
: '';
const ahead =
left <= 0
? '<p>That was the last Day on the timetable.</p>'
: `<p><b>Day ${f.day} of ${f.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 +
collisions
);
}
export function blockedHtml(f: Frame): string { export function blockedHtml(f: Frame): string {
return f.blocked.length === 0 return f.blocked.length === 0
? '<li class="dim">nothing blocked</li>' ? '<li class="dim">nothing blocked</li>'
@@ -407,4 +471,12 @@ ul.blocked{margin:0;padding-left:18px}
.fstat.good{background:rgba(40,140,60,.28)} .fstat.good{background:rgba(40,140,60,.28)}
.fstat.bad{background:rgba(190,50,50,.38);font-weight:700} .fstat.bad{background:rgba(190,50,50,.38);font-weight:700}
.fstat.idle{opacity:.6} .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}
`; `;
+27
View File
@@ -534,6 +534,13 @@ ul.blocked li{padding:2px 0}
<input id="lb-toolbox" type="checkbox"></label> <input id="lb-toolbox" type="checkbox"></label>
<span class="set-hint" id="lb-toolbox-hint"></span> <span class="set-hint" id="lb-toolbox-hint"></span>
</div> </div>
<div class="set-row" id="lb-tossloco-row">
<label class="ng-num"><span>A Timetabled train may be discarded — toss it face-up to a
Department slot, where a rival may pick it up. Turn this off and a train card can only ever
be played onto the timetable. An Extra is never discardable either way</span>
<input id="lb-tossloco" type="checkbox"></label>
<span class="set-hint" id="lb-tossloco-hint"></span>
</div>
</div> </div>
</div> </div>
@@ -850,6 +857,13 @@ ul.blocked li{padding:2px 0}
<input id="ng-toolbox" type="checkbox"></label> <input id="ng-toolbox" type="checkbox"></label>
<span class="set-hint" id="ng-toolbox-hint"></span> <span class="set-hint" id="ng-toolbox-hint"></span>
</div> </div>
<div class="set-row" id="ng-tossloco-row">
<label class="ng-num"><span>A Timetabled train may be discarded — toss it face-up to a
Department slot, where a rival may pick it up. Turn this off and a train card can only ever
be played onto the timetable. An Extra is never discardable either way</span>
<input id="ng-tossloco" type="checkbox"></label>
<span class="set-hint" id="ng-tossloco-hint"></span>
</div>
</div> </div>
</div> </div>
@@ -863,6 +877,19 @@ ul.blocked li{padding:2px 0}
</form> </form>
</dialog> </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>
<!-- THE HANDOFF, between `Lobby.Start` and the first Frame. <!-- THE HANDOFF, between `Lobby.Start` and the first Frame.
`beginRemote` used to write "… connecting to the game" into `#presence` — the DISCONNECT banner, `beginRemote` used to write "… connecting to the game" into `#presence` — the DISCONNECT banner,
whose job is `⚠ waiting on Alice`. It worked only because the first render overwrote it, and it whose job is `⚠ waiting on Alice`. It worked only because the first render overwrote it, and it
+15 -1
View File
@@ -52,6 +52,8 @@ export type Settings = {
reducedVisibility: boolean; reducedVisibility: boolean;
employeeRotation: boolean; employeeRotation: boolean;
emergencyToolbox: boolean; emergencyToolbox: boolean;
/** §6.2 (Gitea#9) — may a Timetabled train be thrown away? An Extra never may, whatever this says. */
discardTimetabled: boolean;
}; };
export const SETTING_KEYS: readonly (keyof Settings)[] = [ export const SETTING_KEYS: readonly (keyof Settings)[] = [
@@ -66,6 +68,7 @@ export const SETTING_KEYS: readonly (keyof Settings)[] = [
'reducedVisibility', 'reducedVisibility',
'employeeRotation', 'employeeRotation',
'emergencyToolbox', 'emergencyToolbox',
'discardTimetabled',
]; ];
export type Preset = { export type Preset = {
@@ -94,6 +97,12 @@ const NO_OPTIONAL_RULES = {
reducedVisibility: false, reducedVisibility: false,
employeeRotation: false, employeeRotation: false,
emergencyToolbox: false, emergencyToolbox: false,
/**
* ON in every type (Gitea#9). Jesse's ruling is the rule now, and the setting exists so a table
* can put Gitea#6's pressure back rather than so a type can choose for them — the reasoning is
* about how long a game runs, which is a dial the table already sets for itself.
*/
discardTimetabled: true,
} as const; } as const;
/** Every type deals six now (Jesse, 2026-08-23) — the hand limit is three, so the first turn is a /** Every type deals six now (Jesse, 2026-08-23) — the hand limit is three, so the first turn is a
@@ -211,6 +220,7 @@ export function settingsOf(config: GameConfig): Settings {
reducedVisibility: config.optionalRules.reducedVisibility, reducedVisibility: config.optionalRules.reducedVisibility,
employeeRotation: config.optionalRules.employeeRotation, employeeRotation: config.optionalRules.employeeRotation,
emergencyToolbox: config.optionalRules.emergencyToolbox, emergencyToolbox: config.optionalRules.emergencyToolbox,
discardTimetabled: rules.discardTimetabled,
}; };
} }
@@ -258,7 +268,7 @@ export function configFromFrame(f: {
maxCollisionsPerDay: number; maxCollisionsPerDay: number;
maxCollisionsTotal: number; maxCollisionsTotal: number;
optionalRules: GameConfig['optionalRules']; optionalRules: GameConfig['optionalRules'];
houseRules: { startingHand: StartingHand; extraStart: ExtraStartRule; revenue: RevenueRules }; houseRules: { startingHand: StartingHand; extraStart: ExtraStartRule; revenue: RevenueRules; discardTimetabled: boolean };
}): GameConfig { }): GameConfig {
return { return {
mode: f.mode, mode: f.mode,
@@ -272,6 +282,9 @@ export function configFromFrame(f: {
houseRules: { houseRules: {
startingHand: f.houseRules.startingHand, startingHand: f.houseRules.startingHand,
extraStart: f.houseRules.extraStart, extraStart: f.houseRules.extraStart,
// Carried like the rest: this path describes SOMEONE ELSE'S game to a joiner, so a setting
// dropped here shows them a rule the table is not playing (§6.2, Gitea#9).
discardTimetabled: f.houseRules.discardTimetabled,
revenue: f.houseRules.revenue, revenue: f.houseRules.revenue,
}, },
}; };
@@ -335,6 +348,7 @@ export function configFromSettings(
houseRules: { houseRules: {
startingHand: settings.startingHand, startingHand: settings.startingHand,
extraStart: settings.extraStart, extraStart: settings.extraStart,
discardTimetabled: settings.discardTimetabled,
revenue: { revenue: {
passengerPerCoach: settings.passengerPerCoach, passengerPerCoach: settings.passengerPerCoach,
freightPerLoad: settings.freightPerLoad, freightPerLoad: settings.freightPerLoad,
+7 -2
View File
@@ -1,7 +1,7 @@
/** /**
* THE RULES BLOCK, driven identically on both screens. * THE RULES BLOCK, driven identically on both screens.
* *
* The lobby (`lobby.ts`) and the solitaire New Game dialog (`main.ts`) ask the same eleven questions. * The lobby (`lobby.ts`) and the solitaire New Game dialog (`main.ts`) ask the same twelve questions.
* They used to ask them in two hand-written copies and had already drifted — the dialog had "where * They used to ask them in two hand-written copies and had already drifted — the dialog had "where
* an Extra may start" and no optional rules, the lobby the reverse — so this module owns reading, * an Extra may start" and no optional rules, the lobby the reverse — so this module owns reading,
* writing, comparing and annotating the block, and each screen supplies only the id prefix its * writing, comparing and annotating the block, and each screen supplies only the id prefix its
@@ -47,10 +47,11 @@ export const FIELDS: readonly Field[] = [
{ key: 'reducedVisibility', kind: 'checkbox', id: 'visibility' }, { key: 'reducedVisibility', kind: 'checkbox', id: 'visibility' },
{ key: 'employeeRotation', kind: 'checkbox', id: 'rotation' }, { key: 'employeeRotation', kind: 'checkbox', id: 'rotation' },
{ key: 'emergencyToolbox', kind: 'checkbox', id: 'toolbox' }, { key: 'emergencyToolbox', kind: 'checkbox', id: 'toolbox' },
{ key: 'discardTimetabled', kind: 'checkbox', id: 'tossloco' },
]; ];
/** /**
* What `play.html` must contain for a screen to be able to ask all eleven questions — the exact * What `play.html` must contain for a screen to be able to ask all twelve questions — the exact
* attribute text, so `test/web.test.ts` can assert it against the built page. * attribute text, so `test/web.test.ts` can assert it against the built page.
* *
* THIS IS THE DRIFT GUARD. The two blocks are generated from one template today; this is what says * THIS IS THE DRIFT GUARD. The two blocks are generated from one template today; this is what says
@@ -71,6 +72,7 @@ export function fieldSelectors(prefix: string): string[] {
const FIELD_LABELS: Record<keyof Settings, string> = { const FIELD_LABELS: Record<keyof Settings, string> = {
startingHand: 'Starting hand', startingHand: 'Starting hand',
extraStart: 'An Extra may start at', extraStart: 'An Extra may start at',
discardTimetabled: 'A Timetabled train may be discarded',
passengerPerCoach: 'Passenger per coach', passengerPerCoach: 'Passenger per coach',
freightPerLoad: 'Freight per load', freightPerLoad: 'Freight per load',
trainPerTransit: 'Train per transit', trainPerTransit: 'Train per transit',
@@ -115,6 +117,7 @@ export function rulesListHtml(config: GameConfig, players: number, days: number)
return ( return (
head + head +
`<h4>Opening</h4><dl>${rows(['startingHand', 'extraStart'])}</dl>` + `<h4>Opening</h4><dl>${rows(['startingHand', 'extraStart'])}</dl>` +
`<h4>Train cards</h4><dl>${rows(['discardTimetabled'])}</dl>` +
`<h4>Revenue</h4><dl>${rows(['passengerPerCoach', 'freightPerLoad', 'trainPerTransit'])}</dl>` + `<h4>Revenue</h4><dl>${rows(['passengerPerCoach', 'freightPerLoad', 'trainPerTransit'])}</dl>` +
`<h4>Victory conditions</h4><dl>${rows(['minCombinedRevenue', 'maxCollisionsPerDay', 'maxCollisionsTotal'])}</dl>` + `<h4>Victory conditions</h4><dl>${rows(['minCombinedRevenue', 'maxCollisionsPerDay', 'maxCollisionsTotal'])}</dl>` +
`<h4>Optional rules</h4><dl>${rows(['reducedVisibility', 'employeeRotation', 'emergencyToolbox'])}</dl>` `<h4>Optional rules</h4><dl>${rows(['reducedVisibility', 'employeeRotation', 'emergencyToolbox'])}</dl>`
@@ -205,6 +208,7 @@ export function settingsForm(prefix: string): SettingsForm {
reducedVisibility: el<HTMLInputElement>('visibility')?.checked === true, reducedVisibility: el<HTMLInputElement>('visibility')?.checked === true,
employeeRotation: el<HTMLInputElement>('rotation')?.checked === true, employeeRotation: el<HTMLInputElement>('rotation')?.checked === true,
emergencyToolbox: el<HTMLInputElement>('toolbox')?.checked === true, emergencyToolbox: el<HTMLInputElement>('toolbox')?.checked === true,
discardTimetabled: el<HTMLInputElement>('tossloco')?.checked === true,
}; };
} }
@@ -220,6 +224,7 @@ export function settingsForm(prefix: string): SettingsForm {
setChecked('visibility', values.reducedVisibility); setChecked('visibility', values.reducedVisibility);
setChecked('rotation', values.employeeRotation); setChecked('rotation', values.employeeRotation);
setChecked('toolbox', values.emergencyToolbox); setChecked('toolbox', values.emergencyToolbox);
setChecked('tossloco', values.discardTimetabled);
} }
function setNumber(id: string, value: number): void { function setNumber(id: string, value: number): void {
+94 -27
View File
@@ -262,19 +262,20 @@ describe('Local Operations: drawing (§6.2)', () => {
assert.equal(check(s, 0, { type: 'draw.end' }), null, 'the turn cannot be ended even at the limit'); 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 * Gitea#6's ruling, v0.4.9e playtest, was that NO train card may be discarded. Gitea#9 narrows
* keep the card in their hand for multiple stages and even multiple days, but they may not * it — Jesse, 2026-08-24: "Timetabled trains are at the choice of the player: they can either
* discard it. If a player has three train cards in their hand, and they draw a fourth, then they * play or discard. If someone else wants to pick it up, they are more than able to. The reason:
* must play one of those cards." * 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 * So a Timetabled train is discardable, an EXTRA still is not — it never joins the timetable, so
* where a Timetabled card joins the timetable for the rest of the game. * 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 * Note there is still no 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 * existing rules produce together whenever the setting is off.
* limit" leaves exactly one legal way on, and playing a train is unconditionally legal.
*/ */
const handOf = (s: GameState, kinds: string[]): string[] => { const handOf = (s: GameState, kinds: string[]): string[] => {
// Hand-pick cards of the wanted kinds straight out of the catalogue, so the test does not // Hand-pick cards of the wanted kinds straight out of the catalogue, so the test does not
@@ -292,35 +293,74 @@ describe('Local Operations: drawing (§6.2)', () => {
return picked; 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(); const s = game();
applyIntent(s, 0, { type: 'localOps.choose', option: 'draw' }); applyIntent(s, 0, { type: 'localOps.choose', option: 'draw' });
const [timetabled, extra, track] = handOf(s, ['timetabledTrain', 'extraTrain', 'track']); const [timetabled, extra, track] = handOf(s, ['timetabledTrain', 'extraTrain', 'track']);
assert.equal( assert.equal(
check(s, 0, { type: 'card.discard', cardId: timetabled!, toSlot: 0 }), 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( assert.equal(
check(s, 0, { type: 'card.discard', cardId: extra!, toSlot: 0 }), check(s, 0, { type: 'card.discard', cardId: extra!, toSlot: 0 }),
'TRAINS_ARE_NEVER_DISCARDED', '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); 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(); const s = game();
applyIntent(s, 0, { type: 'localOps.choose', option: 'draw' }); applyIntent(s, 0, { type: 'localOps.choose', option: 'draw' });
const [timetabled] = handOf(s, ['timetabledTrain', 'track']); const [timetabled] = handOf(s, ['timetabledTrain', 'track']);
const offered = legalActions(s, 0).filter( assert.ok(applyIntent(s, 0, { type: 'card.discard', cardId: timetabled!, toSlot: 1 }).ok);
(i) => i.type === 'card.discard' && i.cardId === timetabled, const pile = s.decks.departments[1]!;
); assert.equal(pile[pile.length - 1], timetabled, 'the train is not face-up on the pile');
assert.deepEqual(offered, [], 'a train discard was offered as a legal action');
}); });
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(); const s = game();
applyIntent(s, 0, { type: 'localOps.choose', option: 'draw' }); 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']); const four = handOf(s, ['timetabledTrain', 'timetabledTrain', 'timetabledTrain', 'extraTrain']);
assert.ok(four.length > HAND_LIMIT, 'this test needs a hand over the limit'); assert.ok(four.length > HAND_LIMIT, 'this test needs a hand over the limit');
@@ -337,11 +377,26 @@ describe('Local Operations: drawing (§6.2)', () => {
assert.equal(check(s, 0, { type: 'draw.end' }), null, 'playing a train did not free the turn'); 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', () => { 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 // "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 s = game();
const [timetabled] = handOf(s, ['timetabledTrain', 'track']); const [extra] = handOf(s, ['extraTrain', 'track']);
const startDay = s.clock.day; const startDay = s.clock.day;
// Play out Stages by taking whatever ends the current turn, until the Day turns over. // Play out Stages by taking whatever ends the current turn, until the Day turns over.
@@ -357,24 +412,36 @@ 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.clock.day > startDay, `the Day never turned (stopped at ${s.clock.day}/${s.clock.stage})`);
assert.ok( 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', 'the train did not survive being held into the next Day',
); );
assert.equal( 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', '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 // 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(); const s = game();
handOf(s, ['timetabledTrain', 'extraTrain', 'track']); handOf(s, ['timetabledTrain', 'extraTrain', 'track']);
const f = snapshot(s, [], null); const f = snapshot(s, [], null);
// `hand` is reversed for display, so compare as a set rather than by position. // `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',
);
}); });
}); });
+92 -4
View File
@@ -13,7 +13,7 @@ import assert from 'node:assert/strict';
import { applyIntent, areaOf, check } from '../src/engine/apply.ts'; import { applyIntent, areaOf, check } from '../src/engine/apply.ts';
import { createGame } from '../src/engine/setup.ts'; import { createGame } from '../src/engine/setup.ts';
import type { CrewTray, GameConfig, GameState, GridCoord, RollingStock, TrackCard } from '../src/engine/state.ts'; import type { CrewTray, GameConfig, GameState, GridCoord, RollingStock, TrackArc, TrackCard } from '../src/engine/state.ts';
import { carsOn, coordKey, turnOf } from '../src/engine/state.ts'; import { carsOn, coordKey, turnOf } from '../src/engine/state.ts';
const config: GameConfig = { const config: GameConfig = {
@@ -53,12 +53,18 @@ function row(s: GameState, n: number): void {
for (let c = 0; c < n; c++) addCard(s, at(1, c), straight()); for (let c = 0; c < n; c++) addCard(s, at(1, c), straight());
} }
/**
* `facing` is the PORT the engine points out through, which is not always an east-west one: a train
* standing on a curve points along its 45° leg. `railFacing` carries the east-west sense the train
* arrived with, so it keeps a straight answer whatever port the nose is on (`railFacingOf`).
*/
function placeTray( function placeTray(
s: GameState, s: GameState,
coord: GridCoord, coord: GridCoord,
consist: RollingStock[], consist: RollingStock[],
facing: 'e' | 'w', facing: 'n' | 's' | 'e' | 'w',
engineAt = 0, engineAt = 0,
railFacing: 'e' | 'w' = facing === 'w' ? 'w' : 'e',
): string { ): string {
const id = s.freeTrays.pop()!; const id = s.freeTrays.pop()!;
s.trays.set(id, { s.trays.set(id, {
@@ -67,9 +73,9 @@ function placeTray(
trainIsExtra: false, trainIsExtra: false,
engineAt, engineAt,
consist, consist,
direction: facing === 'w' ? 'west' : 'east', direction: railFacing === 'w' ? 'west' : 'east',
facing, facing,
railFacing: facing, railFacing,
position: { at: 'grid', seat: 0, coord }, position: { at: 'grid', seat: 0, coord },
movesUsed: 0, movesUsed: 0,
} as CrewTray); } as CrewTray);
@@ -373,3 +379,85 @@ describe('taking your own cut back is undoing the drop, not a fresh pick-up', ()
); );
}); });
}); });
// ---------------------------------------------------------------------------
describe('a 45° leg is part of the west-to-east row, not outside it (Gitea#17)', () => {
/**
* Reported: "Cars were West to East Caboose, Loaded boxcar, Loaded boxcar, Loaded boxcar. After
* backing into that square cars were attached to the train Loaded boxcar, Loaded boxcar, Loaded
* boxcar, Caboose, Engine." The caboose came back next to the engine instead of at the far end,
* which also leaves the train badly made up under §8.2.
*
* The square was a `sw` CURVE and the train backed in through its SOUTH leg. `standing` runs west
* to east, and the two places that walk it both asked the PORT which end of the row they were at:
* `exploreMoves` reversed the row for an 'e' entry and for nothing else, and `cutTowards` answered
* "you meet nothing" for a north or south exit. Neither is a property of the port.
*
* A 45° leg leaves through the MIDDLE of its edge, so its end of the run is whichever end the arc
* does not reach: the south leg of a `sw` curve is the row's EAST end, and the south leg of an
* `se` curve is its WEST end. Same port, opposite answers — which is why `rowEndAt` has to ask the
* card.
*/
const curve = (arc: TrackArc, standing: RollingStock[] = [], standingWest = 0): TrackCard => ({
geometry: { kind: 'track', geometry: 'curved', arc, hand: 'right' },
baseOperationalRail: true,
standing,
standingWest,
facility: null,
modifiers: [],
enhancements: [],
});
/**
* The reported board, minimally: a `sw` curve holding the cut, and an `ne` curve below it for the
* train to run from. Both legs lie on the `ne_sw` diagonal, so the two cards actually join.
*/
function board(standing: RollingStock[], standingWest = standing.length): GameState {
const s = game();
addCard(s, at(1, 0), curve('sw', standing, standingWest));
addCard(s, at(0, 0), curve('ne'));
switching(s);
return s;
}
it('backs into a cut through the south leg and meets the EAST end of the row first', () => {
const s = board([car('caboose', true), car('boxcar', true), car('boxcar', true), car('boxcar', true)]);
// Facing east on the `ne` curve, so reversing pulls out through its north leg and into the
// curve above through that card's south leg — the move in the reported save.
const id = placeTray(s, at(0, 0), [], 'e');
const r = applyIntent(s, 0, { type: 'switch.move', trayId: id, to: at(1, 0), reverse: true });
assert.ok(r.ok, `the reverse move was refused: ${r.ok ? '' : r.code}`);
// Coupled behind the engine nearest-car-first, and the nearest car is the one at the south end
// — the LAST of a west-to-east row on a `sw` curve. The caboose was westmost, so it ends up
// furthest from the engine, which is where §8.2 needs it.
assert.deepEqual(types(s.trays.get(id)!.consist), ['boxcar', 'boxcar', 'boxcar', 'caboose']);
});
it('meets the WEST end of the row first where the same leg belongs to an `se` curve', () => {
// The mirror, and the reason the port alone cannot answer: an `se` curve's south leg is the
// west end of its row, so the same reverse move meets the caboose first.
const s = game();
addCard(s, at(1, 0), curve('se', [car('caboose', true), car('boxcar', true)], 2));
addCard(s, at(0, 0), curve('nw'));
switching(s);
const id = placeTray(s, at(0, 0), [], 'w');
const r = applyIntent(s, 0, { type: 'switch.move', trayId: id, to: at(1, 0), reverse: true });
assert.ok(r.ok, `the reverse move was refused: ${r.ok ? '' : r.code}`);
assert.deepEqual(types(s.trays.get(id)!.consist), ['caboose', 'boxcar']);
});
it('takes its own cut back with it when it pulls out through the south leg (§A.4)', () => {
// The other half of the same assumption: `cutTowards` said a train leaving north or south meets
// nothing, so a crew standing on a curve drove away and left the cars beside it standing —
// exactly what mandatory coupling forbids.
const s = board([car('boxcar', true)], 0);
// `standingWest` 0 puts the boxcar EAST of the train, which on a `sw` curve is between it and
// the south leg it is about to leave by.
const id = placeTray(s, at(1, 0), [], 's');
const r = applyIntent(s, 0, { type: 'switch.move', trayId: id, to: at(0, 0), reverse: false });
assert.ok(r.ok, `the move off the curve was refused: ${r.ok ? '' : r.code}`);
assert.deepEqual(types(s.trays.get(id)!.consist), ['boxcar'], 'the cut beside the train was left standing');
assert.deepEqual(standingAt(s, at(1, 0)), [], 'the cars should have come off the card');
});
});
+22 -8
View File
@@ -228,14 +228,28 @@ describe('the game conserves Rolling Stock', () => {
for (let t = 0; t < 50_000; t++) { for (let t = 0; t < 50_000; t++) {
const before = census(s); const before = census(s);
const pumped = pump(s); const pumped = pump(s);
// §10 — a collision destroys both trains and everything they were carrying. That is the one /**
// legitimate way the count falls, so the expectation follows it down. * A COLLISION DESTROYS NO CAR, and this used to assume it destroyed all of them.
for (const e of pumped) { *
if (e.type === 'trainsDestroyed') for (const tr of e.trains) expected -= tr.consist.length; * The subtraction that stood here — `expected -= tr.consist.length` for every train in a
} * `trainsDestroyed` event — describes a rule the engine does not have. Gap 2c (`advance.ts`,
assert.ok( * "TAKE THE WRECK OFF THE CARD") sends the wreck's cabooses back to the Division Yard and
census(s) === before || pumped.some((e) => e.type === 'trainsDestroyed'), * everything else to Classification, so the stock is conserved through a collision like any
`seed ${seed}: the engine changed the census by ${census(s) - before} outside a collision`, * other move. The train is destroyed; its cars are not.
*
* It passed for as long as it did because none of the six seeds below ever collided, so the
* branch never ran. Changing the deck to the sheet's counts (Gitea#14) moved the deals, seed
* 24757 collided, and the test failed claiming the engine had CONJURED three cars — the
* exact opposite of what had happened.
*
* So the census is now held flat, unconditionally, which is both the real invariant and a
* stronger test than the one it replaces: there is no longer any event that excuses a
* change, and `expected` cannot drift away from the supply it was dealt.
*/
assert.equal(
census(s),
before,
`seed ${seed}: the engine changed the census by ${census(s) - before} while pumping`,
); );
if (s.status === 'finished') break; if (s.status === 'finished') break;
const actor = s.clock.pendingDecision !== null ? s.clock.superintendent : s.clock.currentActor; const actor = s.clock.pendingDecision !== null ? s.clock.superintendent : s.clock.currentActor;
+258 -48
View File
@@ -12,6 +12,7 @@
import { describe, it } from 'node:test'; import { describe, it } from 'node:test';
import assert from 'node:assert/strict'; import assert from 'node:assert/strict';
import type { MainlineKind } from '../src/engine/content.ts';
import { advance } from '../src/engine/advance.ts'; import { advance } from '../src/engine/advance.ts';
import { applyIntent, areaOf, check } from '../src/engine/apply.ts'; import { applyIntent, areaOf, check } from '../src/engine/apply.ts';
import { legalActions } from '../src/engine/legal.ts'; import { legalActions } from '../src/engine/legal.ts';
@@ -43,6 +44,20 @@ const game = (seed = 5): GameState => createGame({ id: 'g', seed, config, player
const at = (row: number, col: number): GridCoord => ({ row, col }); const at = (row: number, col: number): GridCoord => ({ row, col });
/** Puts a card of `kind`/`key` in hand and returns its id. */ /** Puts a card of `kind`/`key` in hand and returns its id. */
/**
* Puts a specific rules card in hand and returns its id, MINTING ONE IF THE DECK NO LONGER DEALS IT.
*
* A card at `copies: 0` is still a card: the catalogue keeps its row and the engine keeps its rule,
* so the design stays visible and the mechanic works the moment it is dealt again. Poling and the
* sharp curves have been treated that way for a while, and Gitea#14 put the dispatching ladder,
* Facing Point Locks, Flying Switch, Section House and Vandalism there too — none of them are in
* `docs/Deck cards5.xlsx`.
*
* This used to throw when it could not find one, which made "dealt zero copies" and "deleted"
* indistinguishable from a test's point of view: zeroing Flying Switch took five passing tests of a
* rule that had not changed at all down with it. Minting keeps the rule under test independently of
* whether the deck currently deals the card, which is the whole reason for keeping the row.
*/
function hand(s: GameState, kind: string, key: string): string { function hand(s: GameState, kind: string, key: string): string {
for (const [id, card] of s.cards) { for (const [id, card] of s.cards) {
const k = card.kind as { kind: string; key?: string }; const k = card.kind as { kind: string; key?: string };
@@ -51,7 +66,10 @@ function hand(s: GameState, kind: string, key: string): string {
return id; return id;
} }
} }
throw new Error(`no ${kind} card: ${key}`); const id = `zero-copy-${kind}-${key}`;
s.cards.set(id, { id, kind: { kind, key } } as never);
s.decks.hands.set(0, [id]);
return id;
} }
/** /**
@@ -90,53 +108,124 @@ function drawTurn(s: GameState): void {
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
describe('grade modifiers change crossing time', () => { /**
it('a Heavy Grade takes two Stages bare', () => { * Crossing time on the region model (Gitea#3). `cross` fills in the parts each test does not care
assert.equal(crossingStages('heavyGrade', 'fast', false), 2); * about, so the numbers below read as the table RAR gave rather than as argument lists.
*/
const cross = (
kind: Parameters<typeof crossingStages>[0],
over: Partial<Parameters<typeof crossingStages>[1]> = {},
): number =>
crossingStages(kind, {
trainSpeed: 'fast',
direction: 'east',
gradeUp: 'east',
modifiers: [],
...over,
});
describe('a card costs one Stage per printed region (Gitea#3)', () => {
/**
* RAR, 2026-08-26, and this REPLACES the two rules that were here before — Q1, "the printed 60/30
* are mph expressed as crossing time", and Q2, "a Slow train adds one Stage to every card".
*
* "Ignore speed signs, they are just graphics. Regions shown on cards indicate how many stages it
* takes to cross. Plains is 1. Double track is 1, tunnel is 2, curves is 2, heavy grade is 3
* unless you have help."
*
* The report that opened the issue was a Slow train taking two Stages to clear Double Track. Q2 is
* what did that, and it is gone.
*/
it('crosses in the number of regions the card prints, whatever the train', () => {
for (const speed of ['fast', 'slow'] as const) {
assert.equal(cross('plains', { trainSpeed: speed }), 1, `plains, ${speed}`);
assert.equal(cross('doubleTrack', { trainSpeed: speed }), 1, `double track, ${speed}`);
assert.equal(cross('trestle', { trainSpeed: speed }), 1, `trestle, ${speed}`);
assert.equal(cross('curves', { trainSpeed: speed }), 2, `curves, ${speed}`);
assert.equal(cross('tunnel', { trainSpeed: speed }), 2, `tunnel, ${speed}`);
assert.equal(cross('heavyGrade', { trainSpeed: speed }), 3, `heavy grade, ${speed}`);
}
});
it('reads Fast/Slow on Hilly and on nothing else', () => {
// "Some cards say fast / slow… Fast / Slow does not apply to every card — just those that say
// fast / slow on them. Currently this is only hilly." A fast train starts in the second region.
assert.equal(cross('hilly', { trainSpeed: 'fast' }), 1);
assert.equal(cross('hilly', { trainSpeed: 'slow' }), 2);
});
it('does not read the consist any more', () => {
// Hilly used to take its split off the printed P60/F30 and decide by whether the train carried a
// coach, so a fast freight crossed slower than a slow passenger train. RAR: "I notice that you
// are basing stages in mainline cards off coach/non-coach. Actually, all trains are rated as
// FAST and SLOW." `crossingStages` no longer takes a consist at all — this test is here so the
// deletion is deliberate rather than incidental.
assert.equal(cross('hilly', { trainSpeed: 'fast' }), cross('hilly', { trainSpeed: 'fast' }));
});
it('runs a train through a siding or an Interchange in one Stage', () => {
// Both print a back region that is not part of the road, so a train passing through starts past
// it. What that region is FOR is tested below and in the collision tests.
assert.equal(cross('uncontrolledSiding'), 1);
assert.equal(cross('interchange'), 1);
});
it('costs the extra Stage to anything starting in that back region', () => {
// The Uncontrolled Siding with a train already on it, and an Extra beginning its run at an
// Interchange. Both start at the back and have the whole card to run.
assert.equal(cross('uncontrolledSiding', { startsAtBack: true }), 2);
assert.equal(cross('interchange', { startsAtBack: true }), 2);
});
});
describe('grade modifiers move the start, not the clock', () => {
it('a Heavy Grade takes three Stages bare', () => {
// Three regions, up from the two the old 30mph reading gave it.
assert.equal(cross('heavyGrade'), 3);
}); });
it('Brakeman speeds the descent but not the climb', () => { it('Brakeman speeds the descent but not the climb', () => {
// Q11 — the card prints "(Up)" and "Player sets orientation", so the last argument is which // Q11 — the card prints "(Up)" and "Player sets orientation", so `gradeUp` is which way is
// way is UPHILL. With up = east, a westbound train is descending. // UPHILL. With up = east, a westbound train is descending.
assert.equal(crossingStages('heavyGrade', 'fast', false, ['brakeman'], 'west', 'east'), 1); assert.equal(cross('heavyGrade', { modifiers: ['brakeman'], direction: 'west' }), 2);
assert.equal(crossingStages('heavyGrade', 'fast', false, ['brakeman'], 'east', 'east'), 2); assert.equal(cross('heavyGrade', { modifiers: ['brakeman'], direction: 'east' }), 3);
}); });
it('follows the orientation the player chose, not a fixed compass direction', () => { it('follows the orientation the card was dealt, not a fixed compass direction', () => {
// The same train on the same card, with the card turned around: Brakeman helps a westbound // The same train on the same card, with the card turned around.
// train on an east-climbing grade, and an eastbound one when the grade climbs west. assert.equal(cross('heavyGrade', { modifiers: ['brakeman'], direction: 'east', gradeUp: 'west' }), 2);
assert.equal(crossingStages('heavyGrade', 'fast', false, ['brakeman'], 'east', 'west'), 1); assert.equal(cross('heavyGrade', { modifiers: ['brakeman'], direction: 'west', gradeUp: 'west' }), 3);
assert.equal(crossingStages('heavyGrade', 'fast', false, ['brakeman'], 'west', 'west'), 2); assert.equal(cross('heavyGrade', { modifiers: ['helpers'], direction: 'west', gradeUp: 'west' }), 2);
assert.equal(crossingStages('heavyGrade', 'fast', false, ['helpers'], 'west', 'west'), 1); assert.equal(cross('heavyGrade', { modifiers: ['helpers'], direction: 'east', gradeUp: 'west' }), 3);
assert.equal(crossingStages('heavyGrade', 'fast', false, ['helpers'], 'east', 'west'), 2);
}); });
it('Helpers speed the climb but not the descent', () => { it('Helpers speed the climb but not the descent', () => {
assert.equal(crossingStages('heavyGrade', 'fast', false, ['helpers'], 'east', 'east'), 1); // RAR: "helpers… helps all trains going up hill by starting 1 region easier — so 2 to traverse,
assert.equal(crossingStages('heavyGrade', 'fast', false, ['helpers'], 'west', 'east'), 2); // not 3."
assert.equal(cross('heavyGrade', { modifiers: ['helpers'], direction: 'east' }), 2);
assert.equal(cross('heavyGrade', { modifiers: ['helpers'], direction: 'west' }), 3);
}); });
it('Airbrakes stack with Brakeman on a slow train', () => { it('Airbrakes stack on top of Brakeman', () => {
// A slow train pays 3 on a grade; Brakeman and Airbrakes take one Stage each. // "Airbrakes is an upgrade from brakemen (which must be played first)", so a fully-equipped
assert.equal(crossingStages('heavyGrade', 'slow', false, [], 'west', 'east'), 3); // grade is one Stage downhill — and `check` refuses Airbrakes without Brakeman already there.
assert.equal(crossingStages('heavyGrade', 'slow', false, ['brakeman'], 'west', 'east'), 2); assert.equal(cross('heavyGrade', { direction: 'west' }), 3);
assert.equal( assert.equal(cross('heavyGrade', { modifiers: ['brakeman'], direction: 'west' }), 2);
crossingStages('heavyGrade', 'slow', false, ['brakeman', 'airbrakes'], 'west', 'east'), assert.equal(cross('heavyGrade', { modifiers: ['brakeman', 'airbrakes'], direction: 'west' }), 1);
1,
);
}); });
it('never lets a train cross in no time', () => { it('never lets a train cross in no time', () => {
// Three modifiers on a three-region card would otherwise put the start past the far edge.
assert.equal( assert.equal(
crossingStages('heavyGrade', 'fast', false, ['brakeman', 'airbrakes'], 'west', 'east'), cross('heavyGrade', { modifiers: ['brakeman', 'airbrakes', 'helpers'], direction: 'west' }),
1, 1,
); );
}); });
it('leaves non-grade cards alone', () => { it('leaves non-grade cards alone', () => {
// Brakeman on Plains would be an illegal placement anyway; the maths must not move regardless. // Brakeman on Plains would be an illegal placement anyway; the maths must not move regardless.
assert.equal(crossingStages('plains', 'fast', false, ['brakeman'], 'west', 'east'), 1); assert.equal(cross('plains', { modifiers: ['brakeman'], direction: 'west' }), 1);
assert.equal(crossingStages('curves', 'fast', false, ['helpers'], 'east', 'east'), 2); assert.equal(cross('curves', { modifiers: ['helpers'] }), 2);
}); });
}); });
@@ -209,8 +298,8 @@ describe('Realignment converts one Mainline type to another', () => {
assert.ok(r.ok); assert.ok(r.ok);
assert.equal(node.card, 'plains', 'Curves realigns to Plains'); assert.equal(node.card, 'plains', 'Curves realigns to Plains');
// The point of the card: Curves is a 30 (two Stages), Plains a 60 (one). // The point of the card: Curves prints two regions, Plains one, so realigning halves the time.
assert.equal(crossingStages(node.card, 'fast', false), 1); assert.equal(cross(node.card), 1);
}); });
it('refuses a card with no conversion listed', () => { it('refuses a card with no conversion listed', () => {
@@ -796,18 +885,35 @@ describe('Q13 — a train that catches the one ahead runs into it', () => {
* then region 1 — so it catches up whichever order the phase happens to process them in. * then region 1 — so it catches up whichever order the phase happens to process them in.
*/ */
const twoTrains = (opts: { absSignals?: boolean } = {}): { s: GameState; events: GameEvent[] } => { const twoTrains = (opts: { absSignals?: boolean } = {}): { s: GameState; events: GameEvent[] } => {
const s = createGame({ /**
id: 'rear', seed: 3, * THE SEED IS SEARCHED FOR, NOT WRITTEN DOWN.
config: { *
mode: 'solitaire', days: 5, minCombinedRevenue: 0, maxCollisionsPerDay: 0, maxCollisionsTotal: 0, pvpCardsAllowed: false, * This asked for seed 3 and asserted that its Division held a single-track Mainline card. It
optionalRules: { reducedVisibility: false, employeeRotation: false, emergencyToolbox: false }, * does not any more: the Division is laid out from the same RNG stream the card deck is
}, * shuffled from, so changing the SIZE of that deck re-deals the Division too. Gitea#14's deck
playerNames: ['bot'], * counts moved it, and the test failed on its own precondition — "no single-track Mainline card
}); * in this Division" — which says nothing about the rule under test.
const index = s.division.nodes.findIndex( *
(n) => n.kind === 'mainline' && !mainlineProfile(n.card).trainsMayPass, * The fixture needs A Division with a card trains may not pass on, not one particular one, so
); * it now takes the first seed that provides one. That is stable across any future retune, and
assert.ok(index >= 0, 'no single-track Mainline card in this Division'); * it fails loudly if such a Division stops being reachable at all.
*/
let s!: GameState;
let index = -1;
for (let seed = 3; seed < 200 && index < 0; seed++) {
s = createGame({
id: 'rear', seed,
config: {
mode: 'solitaire', days: 5, minCombinedRevenue: 0, maxCollisionsPerDay: 0, maxCollisionsTotal: 0, pvpCardsAllowed: false,
optionalRules: { reducedVisibility: false, employeeRotation: false, emergencyToolbox: false },
},
playerNames: ['bot'],
});
index = s.division.nodes.findIndex(
(n) => n.kind === 'mainline' && !mainlineProfile(n.card).trainsMayPass,
);
}
assert.ok(index >= 0, 'no seed under 200 deals a Division holding a single-track Mainline card');
const node = s.division.nodes[index]!; const node = s.division.nodes[index]!;
assert.ok(node.kind === 'mainline'); assert.ok(node.kind === 'mainline');
if (node.kind !== 'mainline') throw new Error('unreachable'); if (node.kind !== 'mainline') throw new Error('unreachable');
@@ -863,12 +969,116 @@ describe('Q13 — a train that catches the one ahead runs into it', () => {
); );
}); });
it('leaves trains alone on a card that prints "trains may pass"', () => { /**
// Double Track and Uncontrolled Siding hold two trains because they HAVE two roads. Catching up * ENTERING an occupied region, as opposed to catching up inside the card (Gitea#3).
// there means going past, which is what the card is for. Without this the mechanic fired 0.41 *
// times a game while the bot never once granted clearance — the tell that they were all * A card can be ONE region wide — Plains, Double Track and Trestle all are — so a following train
// passing cards. * granted clearance is in the same place as the train ahead the moment it arrives. Nothing tested
* that: the catch-up check lives inside `stagesRemaining > 1`, which a one-Stage crossing never
* reaches, so entering behind another train on a Plains was silently free.
*/
const enteringBehind = (card: MainlineKind, opts: { absSignals?: boolean } = {}) => {
const s = game();
const index = s.division.nodes.findIndex((n) => n.kind === 'mainline');
const node = s.division.nodes[index]!;
assert.ok(node.kind === 'mainline');
if (node.kind !== 'mainline') throw new Error('unreachable');
node.card = card;
node.transits = [];
if (opts.absSignals) node.absSignals = true;
/**
* THE TRAIN ALREADY THERE IS THE JUNIOR ONE, and that is what makes the situation reachable.
*
* Trains move lowest number first, so a card's occupant normally clears before anything behind
* it is even considered — put train 9 on the card and train 11 at the Division Point and 9 has
* gone by the time 11 enters. The conflict is a SUPERIOR train catching an inferior one that has
* not got out of the way yet, so the numbers run the other way round here.
*/
const leader = s.freeTrays.pop()!;
s.trays.set(leader, {
id: leader, trainNumber: 11, trainIsExtra: false, engineAt: 0,
consist: [{ type: 'boxcar', loaded: false }], direction: 'east',
position: { at: 'mainline', index },
} as never);
const total = crossingStages(card, { trainSpeed: 'fast', direction: 'east', gradeUp: 'east', modifiers: [] });
node.transits.push({ tray: leader, stagesRemaining: total, stagesTotal: total, direction: 'east' });
// And the one arriving, held at the Division Point west of it.
const dp = s.division.nodes[index - 1];
assert.ok(dp && dp.kind === 'divisionPoint', 'expected a Division Point west of the first card');
if (!dp || dp.kind !== 'divisionPoint') throw new Error('unreachable');
const follower = s.freeTrays.pop()!;
s.trays.set(follower, {
id: follower, trainNumber: 9, trainIsExtra: false, engineAt: 0,
consist: [{ type: 'boxcar', loaded: false }], direction: 'east',
position: { at: 'divisionPoint', side: dp.side },
} as never);
dp.holding.push(follower);
/**
* THE SUPERINTENDENT LETS IT IN, which is the whole point.
*
* A same-direction train in the Subdivision is not an absolute bar — §8.1 makes it a judgment
* call, and `advance` stops and asks. Granting it is what puts one train in behind another, and
* §10 is then explicit that the wreck is the Superintendent's fault. So the fixture answers
* `allow: true` whenever it is asked, and the collision below is the consequence of that
* ruling rather than of a rule firing on its own.
*/
s.clock.phase = 'mainline';
const events: GameEvent[] = [];
for (let i = 0; i < 6; i++) {
events.push(...advance(s).events);
if (s.clock.pendingDecision !== null) {
const who = s.clock.superintendent;
const r = applyIntent(s, who, { type: 'mainline.clearance', allow: true });
assert.ok(r.ok, `clearance refused: ${r.ok ? '' : r.code}`);
events.push(...r.events);
}
}
return { s, node, events, follower };
};
it('runs a train into the one ahead when it ENTERS an occupied region', () => {
const { events } = enteringBehind('plains');
const smash = events.find((e) => e.type === 'trainsDestroyed');
assert.ok(smash, 'a train entered a one-region card behind another and nothing happened');
});
it('holds it short instead when the card carries ABS Signals', () => {
// RAR: "ABS. This is played on a mainline card to prevent collisions. If a collision would
// normally occur, the train moving onto the card is instead held back."
const { events } = enteringBehind('plains', { absSignals: true });
assert.ok(!events.some((e) => e.type === 'trainsDestroyed'), 'ABS Signals did not prevent it');
assert.ok(
events.some((e) => e.type === 'trainHeld' && /ABS Signals/.test(e.reason)),
'nothing was held short of the train ahead',
);
});
it('takes the siding instead of colliding on an Uncontrolled Siding', () => {
// "If a train already exists when you arrive, you go in the second stage back — you are in the
// siding and are one behind the other train. This prevents a collision, since you are not in
// same exact location." So: no wreck, both trains on the card, and the newcomer paying the
// extra Stage for the detour.
const { node, events, follower } = enteringBehind('uncontrolledSiding');
assert.ok(!events.some((e) => e.type === 'trainsDestroyed'), 'the siding did not prevent a collision');
const mine = node.transits.find((t) => t.tray === follower);
assert.ok(mine, 'the arriving train never made it onto the card');
assert.equal(mine.stagesTotal, 2, 'it should have entered at the back of the card, not the front');
});
it('leaves trains alone on the one card that prints "trains may pass"', () => {
// Double Track holds two trains because it HAS two roads. Catching up there means going past,
// which is what the card is for.
//
// THE UNCONTROLLED SIDING USED TO BE IN THIS LIST AND IS NOT ANY MORE (Gitea#3). It holds two
// trains as well, but not by letting them share a place: the second one takes the siding and
// sits a region behind, which is what keeps them apart — "you are in the siding and are one
// behind the other train. This prevents a collision, since you are not in same exact location."
// Marked "may pass" it skipped the collision test entirely, so the siding did nothing at all and
// two trains could occupy the same region of it unchallenged.
const passing = MAINLINE_PROFILES.filter((m) => m.trainsMayPass).map((m) => m.kind); const passing = MAINLINE_PROFILES.filter((m) => m.trainsMayPass).map((m) => m.kind);
assert.deepEqual(passing, ['doubleTrack', 'uncontrolledSiding']); assert.deepEqual(passing, ['doubleTrack']);
}); });
}); });
+88 -1
View File
@@ -11,8 +11,10 @@ import assert from 'node:assert/strict';
import { pump } from '../src/engine/advance.ts'; import { pump } from '../src/engine/advance.ts';
import { DEFAULT_MAX_COLLISIONS_PER_DAY, DEFAULT_MAX_COLLISIONS_TOTAL, collectiveRevenueFloor } from '../src/engine/content.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 type { GameEvent } from '../src/engine/events.ts';
import { areaOf } from '../src/engine/apply.ts';
import { createGame } from '../src/engine/setup.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 { developerBot, playGame } from '../src/sim/bot.ts';
import { impediments, isVisible, narrate, phaseLabel } from '../src/sim/narrate.ts'; import { impediments, isVisible, narrate, phaseLabel } from '../src/sim/narrate.ts';
import { compress, rehydrateCells, record, renderHtml } from '../src/sim/replay.ts'; import { compress, rehydrateCells, record, renderHtml } from '../src/sim/replay.ts';
@@ -138,6 +140,91 @@ 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', () => { describe('replay recording', () => {
const rec = record(1234, 'standard'); const rec = record(1234, 'standard');
+75 -42
View File
@@ -63,56 +63,73 @@ const gameDealtWith = (startingHand: StartingHand, seed = 1234) =>
describe('card catalogue (component 1)', () => { describe('card catalogue (component 1)', () => {
it('composes the deck from the design', () => { it('composes the deck from the design', () => {
// Transcribed from docs/Deck cards2.xlsx. The sheet's own totals are "Sum other 115" and // THE WHOLE CATALOGUE IS docs/Deck cards5.xlsx NOW (Gitea#14). Sheet 5's own totals are
// "Total track 104", i.e. 219, plus 12 start cards for its grand total of 231. // "Total track 48" and "Total other (in play) 107", i.e. 155 shuffled, plus 12 start cards for
// its grand total of 167. Card for card, 84 rows agree with it exactly and the only ones that
// do not are listed below — every one of them a deliberate hold, in one direction or the other.
// //
// We are at 235 rather than 219 because of three deliberate departures, all flagged in // EVERY COUNT IN THE CATALOGUE IS NOW THE SHEET'S. The two deliberate departures that used to
// content.ts: 18 extra industry cards (Gap 12, industries 9 → 27), 7 extra office cards (Q12, // sit here are gone with Gitea#14 — the Q12 office doubling (offices 14 → 7) and the Gap 12
// offices 7 → 14), and the 8 sharp curves taken back OUT. The first two were tuned against a deck // industry tripling (27 → 9) — because both were measured against a deck holding 96 track
// that had NO track in it, so both are due a re-measurement now that 96 track cards share the // cards, and sheet 5 halves that. content.ts carries the measurements that decided it.
// draw.
// //
// Two entries are dealt ZERO copies and kept in the catalogue so the design stays visible: // We are at 143 rather than the sheet's 155 for ONE reason: the ten Safety, Event, Inspection
// Poling, whose effect is "TBD in the source", and the sharp curves, whose only difference from // and Space-use cards sheet 5 adds are not built, and stay out until they are (Jesse,
// an ordinary curve was a Move cost nothing ever charged. // 2026-08-26) — Cargo Theft, Civic Improvement, Civilian angel, Delayed Clearance, Flares 2,
// DECK_SIZE is the CATALOGUE, 235. The deck actually dealt is smaller: the 22 opponent-directed // Robbery, Service Delays, Shipper complaints, Strike, Union Hall 2. Twelve copies in all.
// cards are held back in every mode until they are implemented, so `buildDeck` returns 213. //
assert.equal(DECK_SIZE, 235); // NOTHING RUNS THE OTHER WAY ANY MORE. Every card sheet 5 does not list is dealt ZERO copies
// rather than deleted, so the design stays visible and the rules stay implemented: the
// Telegraph/Telephone/Radio ladder, Facing Point Locks (both), Flying Switch, Section House and
// Vandalism, all removed from the design on purpose; Poling, whose effect the source records as
// "TBD"; and the sharp curves, whose only difference from an ordinary curve was a Move cost
// nothing ever charged — sheet 5 deals those zero too, so the catalogue and the design agree.
//
// DECK_SIZE is the CATALOGUE, 143. The deck actually dealt is smaller: the 20 opponent-directed
// cards are held back in every mode until they are implemented, so `buildDeck` returns 123.
assert.equal(DECK_SIZE, 143);
assert.equal(buildDeck().length, SOLITAIRE_DECK_SIZE); assert.equal(buildDeck().length, SOLITAIRE_DECK_SIZE);
}); });
it('matches the design deck composition exactly', () => { it('matches the design deck composition exactly', () => {
const byCategory = Object.fromEntries(deckComposition().map((c) => [c.category, c.count])); const byCategory = Object.fromEntries(deckComposition().map((c) => [c.category, c.count]));
assert.deepEqual(byCategory, { assert.deepEqual(byCategory, {
// 96, not the sheet's 104: the 8 SHARP CURVES are dealt zero copies. The only thing that made // Sheet 5's track counts exactly (Gitea#14): 16 straights, 8+8 curves, 8+8 turnouts, and the
// one different from an ordinary curve was a Move cost that nothing ever charged, so they were // sharp curves dealt none — which is where the catalogue already had them, and where sheet 5
// geometric duplicates taking 8 draws. Kept in the catalogue at zero, as Poling is. // now puts them too.
track: 96, track: 48,
// 14, not the sheet's 7 — Q12 office density; see OFFICE_PROFILES. // The sheet's 7 — the Q12 doubling came out in Gitea#14; see OFFICE_PROFILES.
office: 14, office: 7,
// 27, not the sheet's 9 — Gap 12 industry density; see INDUSTRY_PROFILES. // The sheet's 9 — the Gap 12 tripling came out in Gitea#14; see INDUSTRY_PROFILES.
industry: 27, industry: 9,
modifier: 23, modifier: 23,
train: 22, train: 22,
spaceUse: 12, spaceUse: 11,
enhancement: 18, // 6 — the dispatching ladder and Facing Point Locks are dealt 0 copies (see
mainlineModifier: 7, // ENHANCEMENT_CARDS), and Interlocking, Water column and ABS Signals came down to the sheet's
// 6, not 7 — Poling is dealt no copies until its rule is known. // single copies. What is left is the sheet's Enhancements exactly, bar Railroad crossing,
maneuver: 6, // which sheet 5 moved here from the Action cards and which is still counted there below.
action: 10, enhancement: 6,
// 5 — Facing Point Locks came out of the Mainline modifiers too.
mainlineModifier: 5,
// 3 — Red Flags is the sheet's 3; Flying Switch and Poling are both dealt none.
maneuver: 3,
// 9 — Vandalism is dealt none. The rest are opponent-directed and held out of every deck.
action: 9,
}); });
}); });
it('removes opponent-directed cards from a solitaire deck', () => { it('removes opponent-directed cards from a solitaire deck', () => {
// Q6 took Space-use and Action cards out of solitaire, where they have no legal target. They are // Q6 took Space-use and Action cards out of solitaire, where they have no legal target. They are
// now out of the COMPETITIVE deck too, until they are implemented: `checkPlay` answers both // now out of the COMPETITIVE deck too, until they are implemented: `checkPlay` answers both
// categories NOT_IMPLEMENTED, so dealing them would make 22 of 235 draws (9%) reject outright. // categories NOT_IMPLEMENTED, so dealing them would be a dead draw.
// 206, not 213: the 22 opponent-directed cards come out, and so do the SEVEN that exist only to // 121, not 123: the 20 opponent-directed cards come out, and so do the TWO that exist only to
// answer them — Facing Point Locks (both the Enhancement and the Mainline modifier, 2 each), two // answer them — one Water Column and one Overpass. A defence with nothing to defend against is
// Water Columns and one Overpass. A defence with nothing to defend against is the same dead draw // the same dead draw as the attack would be. `SimpleCard.answers` names the pairing, so they
// as the attack would be. `SimpleCard.answers` names the pairing, so they return together. // return together. It was seven until Gitea#14 dealt Facing Point Locks zero copies: a card at
assert.equal(SOLITAIRE_DECK_SIZE, 206); // zero is already out, so it no longer needs holding back.
assert.equal(DEFENCE_ONLY_COPIES, 7); assert.equal(SOLITAIRE_DECK_SIZE, 121);
assert.equal(DEFENCE_ONLY_COPIES, 2);
for (const c of DEFENCE_ONLY_CARDS) { for (const c of DEFENCE_ONLY_CARDS) {
assert.ok(c.answers, `${c.name} is held back without saying what it answers`); assert.ok(c.answers, `${c.name} is held back without saying what it answers`);
assert.ok( assert.ok(
@@ -131,11 +148,12 @@ describe('card catalogue (component 1)', () => {
}); });
it('deals track FROM the deck, at the sheet\'s counts', () => { it('deals track FROM the deck, at the sheet\'s counts', () => {
// Column B of Deck cards2.xlsx, "Number in Deck": 32 straights, 16+16 curves, 16+16 turnouts — // Column B of Deck cards5.xlsx, "Number in Deck": 16 straights, 8+8 curves, 8+8 turnouts, and
// and 4+4 sharp curves, which are dealt none. An earlier reading took the sheet's LAST column, // 0+0 sharp curves. Sheet 2 had each of those at double, which is what the deck dealt until
// "Track Per Player" (26), as a separate stack outside the deck; it is the sheet's 104 shared out // Gitea#14. An earlier reading took the sheet's LAST column, "Track Per Player" (26), as a
// among four players, not a second pile. // separate stack outside the deck; it is the sheet's total shared out among four players, not a
assert.equal(TRACK_IN_DECK, 96); // second pile.
assert.equal(TRACK_IN_DECK, 48);
const deck = buildDeck(); const deck = buildDeck();
for (const t of TRACK_CARDS) { for (const t of TRACK_CARDS) {
const n = deck.filter( const n = deck.filter(
@@ -146,11 +164,26 @@ describe('card catalogue (component 1)', () => {
}); });
it('makes track the largest category in the deck', () => { it('makes track the largest category in the deck', () => {
// 96 of 235. Building a district is paid for in the industry or train you did not draw, which // 48 of 121. Building a district is paid for in the industry or train you did not draw, which
// is the whole reason it matters that track is a card rather than a private supply. // is the whole reason it matters that track is a card rather than a private supply.
//
// This asked for a THIRD of the deck until Gitea#14, which was only ever a rule of thumb. It
// asks its own question now — is track still the biggest single thing you can draw — plus a
// loose band, because the exact share is not settled yet and should not be pinned as though it
// were. Sheet 5 puts track at 48 of the 155 cards it would have you shuffle, i.e. 31%; we read
// 40% because the Space-use, Safety, Event and Inspection cards are held out, which concentrates
// everything that is left. The share falls TOWARDS the sheet as those land, so the band is set
// to hold across that whole journey rather than to be re-edited at each step.
const deck = buildDeck(); const deck = buildDeck();
const track = deck.filter((c) => c.kind.kind === 'track').length; const counts = new Map<string, number>();
assert.ok(track > deck.length / 3, `track is only ${track} of ${deck.length} cards`); for (const c of deck) counts.set(c.kind.kind, (counts.get(c.kind.kind) ?? 0) + 1);
const track = counts.get('track') ?? 0;
for (const [kind, n] of counts) {
if (kind === 'track') continue;
assert.ok(track > n, `${kind} has ${n} cards against track's ${track}`);
}
const share = track / deck.length;
assert.ok(share > 0.28 && share < 0.45, `track is ${(share * 100).toFixed(1)}% of the deck`);
}); });
it('has 12 timetabled trains, odd westbound and even eastbound', () => { it('has 12 timetabled trains, odd westbound and even eastbound', () => {
+54 -9
View File
@@ -191,15 +191,26 @@ describe('the revenue chain works end to end (regression)', () => {
// only because unloads were mis-scored as completed loads after one Laborer action instead of // only because unloads were mis-scored as completed loads after one Laborer action instead of
// four. Correcting that dropped mean revenue from 24.8 to ~4.6 and the win rate to zero, so // four. Correcting that dropped mean revenue from 24.8 to ~4.6 and the win rate to zero, so
// "did anyone win" is no longer a safe proxy for "does freight work". // "did anyone win" is no longer a safe proxy for "does freight work".
/**
* TWO HUNDRED GAMES, up from forty (Gitea#3). Completed freight loads got scarcer when the
* Mainline went onto the region model, and measurably so — on these seeds: 40 games yield 0
* loads, 80 yield 3 (1 game), 120 yield 10 (4 games), 200 yield 21 (9 games). Forty could no
* longer reach the precondition it exists to establish.
*
* WHY it got scarcer is not settled and is worth someone's attention rather than a guess — the
* change speeds crossings up, which ought to put MORE trains through a district, not fewer.
* Freight share of gross fell from 8% to 5% over 100 games across the same change. Recorded in
* TODO.md under Play Balance; the assertion itself is untouched.
*/
const report = simulate({ const report = simulate({
games: 40, games: 200,
length: 'standard', length: 'standard',
mode: 'solitaire', mode: 'solitaire',
players: ['bot'], players: ['bot'],
policy: developerBot, policy: developerBot,
}); });
const freight = report.perGame.reduce((n, g) => n + g.revenue.freightLoad, 0); const freight = report.perGame.reduce((n, g) => n + g.revenue.freightLoad, 0);
assert.ok(freight > 0, 'no freight load completed across 40 games'); assert.ok(freight > 0, 'no freight load completed across 200 games');
}); });
it('grows the Office Area off the Running Track, on either side', () => { it('grows the Office Area off the Running Track, on either side', () => {
@@ -351,7 +362,24 @@ describe('end-of-game statistics', () => {
* rule that has become unreachable. Exempted by name so the other forty-odd event checks stay live, * rule that has become unreachable. Exempted by name so the other forty-odd event checks stay live,
* and so removing this line is what proves the bot has been fixed. * and so removing this line is what proves the bot has been fixed.
*/ */
const KNOWN_UNREACHABLE_BY_THE_BOT = ['event flyingSwitch']; /**
* RED FLAGS JOINS IT (Gitea#3), and for the same reason — the rule is reachable and the bot will
* not take it.
*
* MEASURED over 600 games: `maneuver.redFlags` is OFFERED 4,212 times, first in game 5 — so the
* rule is live and constantly available. The bot PLAYS it 4 times, first in game 252. At 200
* games this canary sees nothing and calls it unreachable, which is the opposite of the truth.
*
* It got rarer for two compounding reasons, neither of them a broken rule: Gitea#14 took Red
* Flags from 5 copies to the sheet's 3, and Gitea#3 shortened most crossings to a single Stage,
* so the window in which a train is STANDING on a Mainline card — the only place the card may be
* played — is now usually one Stage wide.
*
* The bot's unwillingness is the thing worth fixing, and it is in TODO.md under Bot Performance.
* Exempted BY NAME so the other forty-odd checks stay live, and so deleting this line is what
* proves the bot has learned to use it.
*/
const KNOWN_UNREACHABLE_BY_THE_BOT = ['event flyingSwitch', 'event redFlagsSet'];
const found = anomalies(report.perGame); const found = anomalies(report.perGame);
const never = found const never = found
.filter((a) => a.severity === 'never') .filter((a) => a.severity === 'never')
@@ -643,12 +671,17 @@ describe('the bot builds sidings that are actually sidings (regression)', () =>
// Measured across 100 games: tank cars boarded a train 0.07 times a game and were dropped by a // Measured across 100 games: tank cars boarded a train 0.07 times a game and were dropped by a
// crew ZERO times, while boxcars were 67% of every drop — and 23 of 79 waiting loads were // crew ZERO times, while boxcars were 67% of every drop — and 23 of 79 waiting loads were
// sitting at an industry that wanted a tank. // sitting at an industry that wanted a tank.
// A HUNDRED GAMES, not thirty — the comment above says the original measurement used 100, and // THREE HUNDRED GAMES, up from a hundred, because the sheet's industry density (Gitea#14) makes
// the sample has to be that big to mean anything: measured now, a tank is set out in 3% of games // the rare commodities much rarer. Measured on these exact seeds, the game at which each type is
// and a reefer in 5%. Thirty games passed on luck and stopped the moment the opening deal moved // first set out by a crew: caboose 5, boxcar 12, hopper 37, reefer 44, coach 64, **tank 216**.
// which cards a seed puts in reach. Deterministic seeds, so this either holds or it does not. //
// A Refinery is one card in a hundred and fifty now, so a tank moving at all needs that card
// drawn, placed, reached and worked. The old sample of 100 stopped covering it — not because the
// rule broke, but because the deck did what the sheet asks. The sample follows the measurement
// rather than the assertion being softened: tank is still the strict test, for the reason below.
// Deterministic seeds, so this either holds or it does not.
const dropped = new Set<string>(); const dropped = new Set<string>();
for (let i = 0; i < 100; i++) { for (let i = 0; i < 300; i++) {
const s = createGame({ const s = createGame({
id: `cs-${i}`, id: `cs-${i}`,
seed: 1000 + i * 7919, seed: 1000 + i * 7919,
@@ -998,6 +1031,12 @@ describe('the bot does not lay track that cannot work (regression)', () => {
// A TIE-BREAKER rather than a veto, so this is a rate and not a zero: forbidding it outright // A TIE-BREAKER rather than a veto, so this is a rate and not a zero: forbidding it outright
// measured WORSE (-0.62 revenue a game), while preferring the cleaner of two equally good // measured WORSE (-0.62 revenue a game), while preferring the cleaner of two equally good
// placements measured better and cut these from 28% of pieces to 7%. // placements measured better and cut these from 28% of pieces to 7%.
//
// AND IT STAYS A TIE-BREAKER. Gitea#15 was filed as "track placements must connect" and briefly
// became a rule here; RAR reversed it on review (2026-08-26) — a rail may stop dead against its
// neighbour, and such a stub is useful as a siding to park cars on. What the engine must refuse
// is a TRAIN crossing the gap, which is `exploreMoves`' job and is tested in `track.test.ts`.
// So laying one of these is a preference, exactly as it was, and the rate below is the bar.
let laid = 0; let laid = 0;
let dead = 0; let dead = 0;
/** /**
@@ -1094,8 +1133,14 @@ describe('the freight figures count both halves (regression)', () => {
* The subject here is the INSTRUMENT — does `freightUnload` count Revenue earned rather than * The subject here is the INSTRUMENT — does `freightUnload` count Revenue earned rather than
* unloads started — and `unloads > 0` is only the precondition that makes the comparison mean * unloads started — and `unloads > 0` is only the precondition that makes the comparison mean
* anything. Widening the sample restores the precondition without weakening the assertion. * anything. Widening the sample restores the precondition without weakening the assertion.
*
* A HUNDRED AND FIFTY DEALS, up from forty, for the same reason as the commodity test above:
* Gitea#14 put the deck on the sheet's industry density and completed unloads went with it.
* Measured on these seeds, the first deal to EARN unload Revenue is number **46**, and 19 deals
* in 400 earn any — so forty could not reach the precondition it exists to establish. 150 clears
* it with room, and the assertion itself is untouched.
*/ */
for (let i = 0; i < 40; i++) { for (let i = 0; i < 150; i++) {
const seed = 1000 + i * 7919; const seed = 1000 + i * 7919;
const s = createGame({ const s = createGame({
id: `fu-${seed}`, seed, id: `fu-${seed}`, seed,
+94
View File
@@ -540,6 +540,100 @@ describe('placement and drop-off', () => {
assert.ok(!canPlaceAt(area, at(-1, 1), straight()), 'an east-west straight cannot meet a 45° leg'); assert.ok(!canPlaceAt(area, at(-1, 1), straight()), 'an east-west straight cannot meet a 45° leg');
}); });
describe('a rail that stops dead against its neighbour (Gitea#15)', () => {
/**
* REPORTED, THEN REVERSED. The issue first read "if a card is placed in that space, it MUST
* connect", against a right-hand curve laid at (1,-1) with an Ice House above it and a turnout
* with a north-facing leg below. **RAR reviewed it and ruled the other way (2026-08-26): the
* placement is fine, and a stub like that has a use — a siding to park cars on.**
*
* "We need to confirm, however, that trains are not allowed to traverse from the turnout below
* to that right-hand curve since the tracks do not connect." That is what these tests are: the
* rule lives in MOVEMENT, not in placement.
*
* The save cannot carry this any more — Gitea#14 took the deck from 206 cards to 121, so its
* card ids no longer exist and the history stops at the first `card.play`. The geometry is what
* mattered, and it is rebuilt here directly.
*/
/** A Modifier card — an Ice House. Not track: no ports on any edge. */
const modifierCard = (): TrackCard => ({
geometry: { kind: 'modifier', modifier: 'iceHouse' },
baseOperationalRail: false,
standing: [],
standingWest: 0,
facility: null,
modifiers: [],
enhancements: [],
});
/** A Grocer's Warehouse — a Facility, so a plain east-west through track. */
const warehouse = (): TrackCard => ({
geometry: { kind: 'facility', facility: 'grocersWarehouse' },
baseOperationalRail: true,
standing: [],
standingWest: 0,
facility: null,
modifiers: [],
enhancements: [],
});
/**
* The reported district. `withCurve` puts the disputed right-hand curve on the square; without
* it, the square is empty and the placement itself is under test.
*
* The turnout's leg goes NORTH on the `nw_se` diagonal; the curve is `ne`, which is `ne_sw` and
* has no south port at all. Two reasons the two do not join, either of which is enough.
*/
const board = (withCurve: boolean): OfficeArea =>
areaFrom(
{
[coordKey(at(0, -1))]: turnout({ stem: 'w', through: 'e', diverge: 'n' }),
[coordKey(at(0, 0))]: officeCard(),
[coordKey(at(1, 0))]: warehouse(),
[coordKey(at(2, -1))]: modifierCard(),
...(withCurve ? { [coordKey(at(1, -1))]: curve('ne') } : {}),
},
at(0, 0),
);
it('allows the reported placement, which connects on one side and nothing else', () => {
// RAR's ruling. The curve joins the warehouse to its east; its north leg faces an Ice House
// that carries no rail, and the turnout below faces its portless south edge. All legal.
assert.ok(canPlaceAt(board(false), at(1, -1), curve('ne')), 'the reported play was refused');
});
it('will not let a train cross from the turnout below onto that curve', () => {
// The confirmation the issue actually asks for. Running west out of the Office and into the
// turnout, the 45° leg goes north — and stops at the curve's blank south edge.
const dests = reachableDestinations(ctxFor(board(true)), at(0, 0), 'w');
assert.ok(!has(dests, 1, -1), 'a train drove across rails that do not meet');
});
it('still reaches the curve from the side that DOES join', () => {
// Otherwise the test above would pass on a card that is simply unreachable, which proves
// nothing. East of the curve is the warehouse, and east-west edges always meet.
const dests = reachableDestinations(ctxFor(board(true)), at(1, 0), 'w');
assert.ok(has(dests, 1, -1), 'the curve was unreachable from the side that joins');
});
it('will not let a train cross a north edge onto a card with no rail at all', () => {
// The Ice House above. A Modifier is scenery beside the rails — Jesse confirmed a rail may
// point at a building — so what stops a train is the same `joins` test, not a placement rule.
const dests = reachableDestinations(ctxFor(board(true)), at(1, 0), 'w');
assert.ok(!has(dests, 2, -1), 'a train drove into an Ice House');
});
it('still allows an exit that faces a BLANK square', () => {
// Unchanged by the reversal, and the reason a district can grow at all: a turnout laid on the
// Running Track with nothing yet beside its diverging leg is a perfectly good play.
const area = areaFrom({ [coordKey(at(0, 0))]: officeCard() }, at(0, 0));
assert.ok(
canPlaceAt(area, at(0, 1), turnout({ stem: 'w', through: 'e', diverge: 'n' })),
'a turnout whose leg faces open space was refused',
);
});
});
it('refuses a card that connects to nothing', () => { it('refuses a card that connects to nothing', () => {
const area = areaFrom({ [coordKey(at(0, 0))]: officeCard() }, at(0, 0)); const area = areaFrom({ [coordKey(at(0, 0))]: officeCard() }, at(0, 0));
assert.ok(!canPlaceAt(area, at(3, 3), straight()), 'orphaned track is never legal'); assert.ok(!canPlaceAt(area, at(3, 3), straight()), 'orphaned track is never legal');
+19
View File
@@ -74,6 +74,8 @@ const west = (s: GameState, n = 2): GridCoord => {
}; };
const boxcar = (loaded = false): RollingStock => ({ type: 'boxcar', loaded }); 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 }); const coach = (loaded = false): RollingStock => ({ type: 'coach', loaded });
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
@@ -141,6 +143,23 @@ describe('§7 — what a train may couple', () => {
'EMPTIES_ONLY', '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)', () => { describe('§7 — one freight car per location (trains 3/4)', () => {
+234 -18
View File
@@ -22,10 +22,11 @@ import { cardDescription, cardName, describeIntent, variantLabel } from '../src/
import { variantsFor } from '../src/engine/track.ts'; import { variantsFor } from '../src/engine/track.ts';
import { divisionSvg, officeSvg } from '../src/sim/board-svg.ts'; import { divisionSvg, officeSvg } from '../src/sim/board-svg.ts';
import { ENHANCEMENT_RULES } from '../src/engine/content.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 { turnChartHtml } from '../src/sim/turnchart.ts'; import { turnChartHtml } from '../src/sim/turnchart.ts';
import { fieldSelectors } from '../src/web/settings-form.ts'; import { fieldSelectors } from '../src/web/settings-form.ts';
import { record, renderHtml } from '../src/sim/replay.ts'; import { record, renderHtml } from '../src/sim/replay.ts';
import type { Frame } from '../src/sim/view.ts';
import { snapshot } from '../src/sim/view.ts'; import { snapshot } from '../src/sim/view.ts';
import { createGame as createEngineGame } from '../src/engine/setup.ts'; import { createGame as createEngineGame } from '../src/engine/setup.ts';
import { import {
@@ -946,17 +947,29 @@ describe('the page explains itself', () => {
// A played card becomes a cell with a name on it — "turnout", "Freight House", "waiting area" — // A played card becomes a cell with a name on it — "turnout", "Freight House", "waiting area" —
// and the explanation that was visible while it sat in hand disappears exactly when it starts // and the explanation that was visible while it sat in hand disappears exactly when it starts
// mattering. Play a long way in so every card kind reaches the grid. // mattering. Play a long way in so every card kind reaches the grid.
const game = newGame(111); /**
for (let i = 0; i < 400; i++) { * THE SEED IS SEARCHED FOR, not written down. This took seed 111 flat and asserted its board
if (currentActor(game) === null) break; * ended up with more than four cards on it. Gitea#3 changed how fast trains cross, which changes
const { options } = actionGroups(game); * how a game unfolds, and 111 stopped building enough of a district — so the test failed on its
if (options.length === 0) break; * own precondition rather than on anything about tooltips.
const pick = options.find((o) => o.type === 'card.play' && o.placement) ?? options[0]!; *
if (!submit(game, pick)) break; * It needs A well-built board, not one particular one, so it takes the first seed that gives it.
*/
let game = newGame(111);
for (let seed = 111; seed < 211; seed++) {
game = newGame(seed);
for (let i = 0; i < 400; i++) {
if (currentActor(game) === null) break;
const { options } = actionGroups(game);
if (options.length === 0) break;
const pick = options.find((o) => o.type === 'card.play' && o.placement) ?? options[0]!;
if (!submit(game, pick)) break;
}
if (view(game).cells.length > 4) break;
} }
const cells = view(game).cells; const cells = view(game).cells;
assert.ok(cells.length > 4, 'not enough of the board was built to be a real check'); assert.ok(cells.length > 4, 'no seed under 211 built enough of a board to be a real check');
for (const c of cells) { for (const c of cells) {
assert.ok(c.what.length > 0, `(${c.row},${c.col}) ${c.label} has no explanation`); assert.ok(c.what.length > 0, `(${c.row},${c.col}) ${c.label} has no explanation`);
// camelCase on the board is the failure that keeps recurring — labels AND descriptions. // camelCase on the board is the failure that keeps recurring — labels AND descriptions.
@@ -1585,7 +1598,40 @@ describe('the static build', () => {
(target['onclick'] as (() => void) | null)?.(); (target['onclick'] as (() => void) | null)?.();
return true; return true;
}; };
assert.ok(clickVerb(hand, 'play'), 'no card in hand offers a play verb'); /**
* TRY EVERY PLAY BUTTON, NOT JUST THE FIRST — a card offering "play" does not necessarily play
* ONTO THE BOARD.
*
* This clicked the first play verb it found and then asserted the board had lit up. A train card
* plays to the timetable and a Department discard to the piles, so neither lights a square, and
* whether the first playable card in this deal happens to be a track or facility card is luck.
* Gitea#14's deck counts re-dealt seed 555, the first play verb landed on Train 2, and the test
* failed claiming the page highlighted nothing — when the page was right and the card simply had
* no square to point at.
*
* So it clicks each play button in turn until the board lights, which is the property the test
* is named for. It still fails loudly if NO card in hand can light a square.
*
* EACH BUTTON IS CLICKED EXACTLY ONCE. Picking a card is a toggle, so clicking one to check it
* and then clicking it again inside the loop would UNPICK it — which is how the first draft of
* this managed to fail on a deal whose very first play card was a good one.
*/
const playButtons = (el: Record<string, unknown>): Record<string, unknown>[] => {
const fn = el['querySelectorAll'] as (s: string) => Record<string, unknown>[];
return fn
.call(el, 'button.cardact')
.filter((n) => (n['dataset'] as Record<string, string>)['verb'] === 'play');
};
assert.ok(playButtons(hand).length > 0, 'no card in hand offers a play verb');
let litTheBoard = false;
for (const target of playButtons(hand)) {
(target['onclick'] as (() => void) | null)?.();
const drawn = String(grid['innerHTML']);
if ((grid['highlighted'] as () => unknown[])().length > 0 || /data-ghost="/.test(drawn)) {
litTheBoard = true;
break;
}
}
// Without the board stylesheet every shape is drawn black on a near-black background: the page // Without the board stylesheet every shape is drawn black on a near-black background: the page
// looks empty even though the markup is perfect. // looks empty even though the markup is perfect.
@@ -1598,7 +1644,10 @@ describe('the static build', () => {
assert.match(html, /data-cell="/, 'the board drew no addressable cards'); assert.match(html, /data-cell="/, 'the board drew no addressable cards');
const lit = (grid['highlighted'] as () => unknown[])(); const lit = (grid['highlighted'] as () => unknown[])();
const ghosts = /data-ghost="/.test(html); const ghosts = /data-ghost="/.test(html);
assert.ok(lit.length > 0 || ghosts, 'picking a card highlighted nothing on the board'); assert.ok(
litTheBoard || lit.length > 0 || ghosts,
'no card in hand, picked in turn, ever highlighted a square on the board',
);
/** /**
* POINTING AT THE SQUARE A BUTTON MEANS — wired on the emitted bundle, not asserted off the menu. * POINTING AT THE SQUARE A BUTTON MEANS — wired on the emitted bundle, not asserted off the menu.
@@ -2761,18 +2810,44 @@ describe('the Division map shows the whole route', () => {
} }
}); });
it('seats 1 to 4 players without overlapping or spilling off the canvas', () => { it('draws 1 to 4 players as ONE row, west to east, without overlapping or spilling', () => {
// A row, two facing rows, a horseshoe and a square. The layout is geometry with no visual /**
// feedback loop, so this is the only thing standing between a change and an unreadable board. * Gitea#18. This used to check "a row, two facing rows, a horseshoe and a square" — the route
* was laid out around a table, on the reasoning that players sit around one. It cost three
* reports, and the one that decided it was that **east stopped being to the right**: a player's
* east could be drawn south, west or north depending which lane their district landed in, on a
* map whose whole job is saying which way a train is going.
*
* So the property is now stronger and much simpler to state — every cell on one row, ordered
* west to east — which is exactly what makes "east is right" true and is the thing that would
* silently regress if anyone reintroduced lanes. The overlap and canvas checks are kept: the
* layout is geometry with no visual feedback loop.
*/
for (const players of [1, 2, 3, 4]) { for (const players of [1, 2, 3, 4]) {
const svg = divisionFor(players); const svg = divisionFor(players);
const vb = /viewBox="0 0 (\d+) (\d+)"/.exec(svg); const vb = /viewBox="0 0 (\d+) (\d+)"/.exec(svg);
assert.ok(vb, `${players}p produced no viewBox`); assert.ok(vb, `${players}p produced no viewBox`);
const W = Number(vb![1]); const W = Number(vb![1]);
const H = Number(vb![2]); const H = Number(vb![2]);
const rects = [...svg.matchAll(/class="bs-dcell[^"]*"[^>]*><rect x="([\d.]+)" y="([\d.]+)" width="([\d.]+)" height="([\d.]+)"/g)] const rects = [...svg.matchAll(/class="bs-dcell bs-d(\w+)[^"]*"[^>]*><rect x="([\d.]+)" y="([\d.]+)" width="([\d.]+)" height="([\d.]+)"/g)]
.map((m) => ({ x: +m[1]!, y: +m[2]!, w: +m[3]!, h: +m[4]! })); .map((m) => ({ kind: m[1]!, x: +m[2]!, y: +m[3]!, w: +m[4]!, h: +m[5]! }));
assert.ok(rects.length >= 5, `${players}p drew only ${rects.length} cells`); // WDP · (ML · Office) × players · ML · EDP — including the Mainline card before the East
// Division Point, which the issue's own sketch left out.
assert.equal(rects.length, 2 * players + 3, `${players}p drew ${rects.length} cells`);
assert.equal(rects[0]!.kind, 'dp', `${players}p does not start at a Division Point`);
assert.equal(rects[rects.length - 1]!.kind, 'dp', `${players}p does not end at a Division Point`);
assert.equal(rects[rects.length - 2]!.kind, 'ml', `${players}p has no Mainline card before the East DP`);
// ONE ROW: every cell at the same y, and x strictly increasing.
const ys = new Set(rects.map((r) => r.y));
assert.equal(ys.size, 1, `${players}p drew ${ys.size} rows — the Division must be one`);
for (let i = 1; i < rects.length; i++) {
assert.ok(
rects[i]!.x > rects[i - 1]!.x,
`${players}p: cell ${i} is not east of the one before it — east is no longer to the right`,
);
}
for (let i = 0; i < rects.length; i++) { for (let i = 0; i < rects.length; i++) {
const a = rects[i]!; const a = rects[i]!;
assert.ok( assert.ok(
@@ -2788,6 +2863,52 @@ describe('the Division map shows the whole route', () => {
} }
}); });
it('draws no office-area detail on the Division map, but keeps the trains', () => {
// Gitea#18: "Division map should not show any office area detail (no limits, no running track,
// etc.)" — an Office used to expand into its whole Running Track, Limits to Limits, so this map
// carried every straight, turnout and Limits sign of every district and grew sideways as
// districts were built. One cell per district now.
//
// The trains stay: "trains within the office area should definitely be represented on the
// division map", split into the A/D register and the crews switching below it.
const s = createEngineGame({
id: 'div-collapse', seed: 7,
config: {
mode: 'solitaire', days: 5, minCombinedRevenue: 0, maxCollisionsPerDay: 0, maxCollisionsTotal: 0, pvpCardsAllowed: false,
optionalRules: { reducedVisibility: false, employeeRotation: false, emergencyToolbox: false },
},
playerNames: ['Solitaire'],
});
const area = areaOf(s, 0);
area.tier = 'terminal';
const place = (id: string, n: number, coord: { row: number; col: number }, ad: boolean): void => {
s.trays.set(id, {
id, trainNumber: n, trainIsExtra: false, engineAt: 0,
consist: [{ type: 'boxcar', loaded: true }],
direction: 'east', facing: 'e',
position: { at: 'grid', seat: 0, coord }, movesUsed: 0,
} as never);
if (ad) area.adOccupancy.push(id);
};
place('ad1', 9, area.officeCoord, true);
place('sw1', 7, { row: area.runningRow - 1, col: 0 }, false);
const svg = divisionSvg(snapshot(s, [], null).division);
// ONE district cell, not one per Running Track card.
const districts = [...svg.matchAll(/class="bs-dcell bs-drun/g)].length;
assert.equal(districts, 1, `the district drew as ${districts} cells`);
assert.doesNotMatch(svg, /Limits/, 'a Limits sign reached the Division map');
// Both trains are on it, in two registers — the A/D one above the crew switching below.
const chips = [...svg.matchAll(/class="bs-train" data-tip="(T\d+)[^"]*"><rect x="[\d.]+" y="([\d.]+)"/g)]
.map((m) => ({ label: m[1]!, y: +m[2]! }));
const ad = chips.find((c) => c.label === 'T9');
const sw = chips.find((c) => c.label === 'T7');
assert.ok(ad, 'the train holding an A/D track is not on the map');
assert.ok(sw, 'the crew switching in the district is not on the map');
assert.ok(sw.y > ad.y, 'the switching crew should be drawn BELOW the A/D register, not beside it');
});
it('keeps every roster chip inside the Office cell it belongs to, at any occupancy', () => { it('keeps every roster chip inside the Office cell it belongs to, at any occupancy', () => {
// "Two Trains, One Card": sizing the cell by OCCUPANCY moved the East Division Point sideways // "Two Trains, One Card": sizing the cell by OCCUPANCY moved the East Division Point sideways
// every time an A/D track filled or cleared. Sizing by CAPACITY (docs/plans/switching-paths.md) // every time an A/D track filled or cleared. Sizing by CAPACITY (docs/plans/switching-paths.md)
@@ -3090,6 +3211,84 @@ 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 and the announcement flash are both gone in a few seconds.
const frameAt = (day: number, days = 5): Frame => {
const s = createEngineGame({
id: 'dayend', seed: 4021,
config: {
mode: 'solitaire', days, minCombinedRevenue: 12, maxCollisionsPerDay: 0, maxCollisionsTotal: 0, pvpCardsAllowed: false,
optionalRules: { reducedVisibility: 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('scores the table against the COMBINED target, not one player against it', () => {
// `minCombinedRevenue` is a floor for the whole table. Showing one player's Revenue against a
// four-player target reads as hopeless when the table may be well ahead.
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.includes('<b>11</b>'), `combined Revenue is not 4 + 7:\n${html}`);
assert.ok(html.includes('<b>12</b>'), 'the target is not shown');
// Revenue order, so the leader is first: Bo (7) above Ada (4).
assert.ok(html.indexOf('Bo') < html.indexOf('Ada'), 'the standings are not in Revenue order');
assert.ok(html.includes('(you)'), 'the viewer is not marked in the standings');
});
it('says nothing about collisions in a game that is not scored on them', () => {
// §3.4's collision checks run in competitive and co-op ONLY, and `0` on a dial turns that check
// off besides. A solitaire game carries the default dials and enforces neither, so a collision
// budget on screen there would be a rule this game does not have.
const solo = frameAt(2);
assert.ok(!dayEndHtml(solo).includes('Collision'), 'reports a collision budget in solitaire');
const coop = frameAt(2);
coop.mode = 'coop';
coop.maxCollisionsTotal = 3;
coop.collisionsTotal = 1;
assert.ok(dayEndHtml(coop).includes('Collision'), 'hides collisions in a game scored on them');
const noDials = frameAt(2);
noDials.mode = 'coop';
noDials.maxCollisionsTotal = 0;
noDials.maxCollisionsPerDay = 0;
assert.ok(!dayEndHtml(noDials).includes('Collision'), 'reports collisions with both dials off');
});
it('gives the page the dialog to fill', () => {
const html = readFileSync(join(dist, 'play.html'), 'utf8');
for (const id of ['dayenddlg', 'dayendbody']) {
assert.ok(html.includes(`id="${id}"`), `play.html has no #${id}`);
}
});
});
describe('every file the build needs is actually in the repo (regression)', () => { describe('every file the build needs is actually in the repo (regression)', () => {
it('does not gitignore a source page', () => { it('does not gitignore a source page', () => {
// REGRESSION. `.gitignore` carried `replay*.html` to catch the throwaway files generated at the // REGRESSION. `.gitignore` carried `replay*.html` to catch the throwaway files generated at the
@@ -3569,7 +3768,7 @@ describe('the New Game dialog', () => {
* A seed alone stopped naming a game the moment the opening hand and the revenue rates became * A seed alone stopped naming a game the moment the opening hand and the revenue rates became
* settings, so what this really pins is that all of them ride in the URL and come back out. * settings, so what this really pins is that all of them ride in the URL and come back out.
* *
* REBUILT 2026-08-23 with the five game types. The dialog and the lobby now ask the same eleven * REBUILT 2026-08-23 with the five game types. The dialog and the lobby now ask the same twelve
* questions through `settings-form.ts`, which addresses its radio groups by NAME through the * questions through `settings-form.ts`, which addresses its radio groups by NAME through the
* DOCUMENT — so the stub keeps one set of groups and answers for both the document and the dialog. * DOCUMENT — so the stub keeps one set of groups and answers for both the document and the dialog.
*/ */
@@ -3681,6 +3880,7 @@ describe('the New Game dialog', () => {
transit: els.get('ng-transit')!['value'], transit: els.get('ng-transit')!['value'],
days: els.get('ng-days')!['value'], days: els.get('ng-days')!['value'],
minrev: els.get('ng-minrev')!['value'], minrev: els.get('ng-minrev')!['value'],
tossloco: els.get('ng-tossloco')!['checked'],
}); });
it('opens on the rules in play, so a second game can be dealt to compare with the first', async () => { it('opens on the rules in play, so a second game can be dealt to compare with the first', async () => {
@@ -3699,6 +3899,22 @@ describe('the New Game dialog', () => {
assert.equal(form.hand, 'sixRandom', 'the opening hand in play was not preselected'); assert.equal(form.hand, 'sixRandom', 'the opening hand in play was not preselected');
}); });
it('carries §6.2 in the URL, written only when it is OFF (Gitea#9)', async () => {
// The setting defaults ON, so a link that spelled out `toss=1` every time would say nothing and
// cost a parameter — the same reason the optional rules are written only when they are on. What
// has to survive the trip is therefore the OFF case, which is the one that changes the game.
const on = await load('?seed=430');
(on.els.get('newgame')!['onclick'] as () => void)();
assert.equal(readForm(on.els, on.groups).tossloco, true, 'a default game did not allow the discard');
const off = await load('?seed=430&toss=0');
(off.els.get('newgame')!['onclick'] as () => void)();
const form = readForm(off.els, off.groups);
assert.equal(form.tossloco, false, '?toss=0 did not reach the dialog');
// And it counts as a rule change, so the game is no longer the named type.
assert.equal(form.type, 'custom', 'turning the rule off still read as Solitaire');
});
it('reopens on Solitaire when the game in play is one, and on Custom when it was tuned', async () => { it('reopens on Solitaire when the game in play is one, and on Custom when it was tuned', async () => {
// The type is DERIVED (`presets.ts`) rather than remembered, so what the dialog says a game is // The type is DERIVED (`presets.ts`) rather than remembered, so what the dialog says a game is
// has to follow from its numbers — including a game whose numbers were hand-edited into the URL. // has to follow from its numbers — including a game whose numbers were hand-edited into the URL.