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+484
@@ -19,6 +19,490 @@ page as `v0.1.0 · <sha> · <date>`, so what is deployed can always be identifie
|
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|
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---
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## 0.7.4 — 2026-08-29
|
||||
|
||||
Three rules issues off the tracker, in the order Jesse asked for them: #13, #5, #19. All three are
|
||||
rules Jesse has designed or redefined, and two of them turned out to be rules the code claimed to
|
||||
have and did not.
|
||||
|
||||
### Some Extras must run loaded (Gitea#13)
|
||||
|
||||
X17 Campaign, X18 Circus and X19 Military now prefer loaded cars at make-up — "if not loaded, then
|
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empty, and if none available, run without". It is a preference ORDER, so the rule is asked of the
|
||||
Division Yard: an empty is refused only while the yard can still supply a loaded car this train
|
||||
would take, per category, and once it cannot the empty is legal and the train may depart short.
|
||||
|
||||
The per-stop point is **once per Office Area** rather than once per game (Jesse: "in a multiplayer
|
||||
game, each player could score if the circus stops in their area"), and only when the train is fully
|
||||
loaded — every non-caboose car, with a coach counting as loaded when occupied. That last detail is
|
||||
what makes the rule work for the Campaign Train, which carries one coach and no freight, so "fully
|
||||
loaded" is exactly "the candidate is aboard". X17 also GAINS the point; it had `stopThenExpedite`
|
||||
and no scoring rule at all.
|
||||
|
||||
**Two bugs found doing it.** `ConsistSpec.emptiesOnly` was declared on X13 Appleseed, rendered to
|
||||
the player as "(empties only)", and enforced nowhere — the same rule as this issue pointing the
|
||||
other way, so it would have been perverse to add one and leave the other. And a set-up out on the
|
||||
Mainline paid its point to PLAYER 0 whoever was playing, because `playerAtSeat` needs a seat and off
|
||||
the grid the fallback was `0`; scoping the rule to Office Areas removes that rather than patching it.
|
||||
|
||||
### The Yard Office is offered, reachable, and can be run into (Gitea#5)
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|
||||
It was implemented, in a form missing all three of the rule's conditions: a qualifying train was
|
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TELEPORTED onto the card. Nobody was asked, no route was computed — so the card's own printed "that
|
||||
can reach the yard office in one move" was unenforced — and because nothing was walked, nothing was
|
||||
ever met on the way in.
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||||
|
||||
Now it is offered to the district's owner; reachability is the engine's own move walk, which already
|
||||
means what the card means; and cars on the lead collide. The walk COUPLES standing cars rather than
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||||
treating them as obstacles, because that is what a switching move does — so what an arriving train
|
||||
would have coupled is what it is about to hit, and `destination.couples` turned out to be the
|
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fouling signal with no new machinery. Per Jesse's ruling the two failures are kept apart: no route
|
||||
means no offer and the history says why; a route that exists but is fouled is offered, and taking it
|
||||
crashes.
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||||
|
||||
**This needed a refactor that #19 then reused.** `pendingDecision` was one question asked of one
|
||||
player, and `currentActor` hardcoded that. It is a discriminated union now, with `decisionActor` as
|
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the single place mapping a question to whoever answers it; six copies of `pendingDecision !== null ?
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||||
superintendent : currentActor` across engine, sim, web and tests collapse into `actingPlayer`.
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|
||||
### Red Flags, redesigned (Gitea#19)
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||||
The old card protected a stopped train out on the Mainline: offered 4,212 times and played 4 across
|
||||
600 games. It is replaced outright by a flag planted on one side of your own Limits, holding the
|
||||
next train from that direction — "Flag East holds westbound trains" — spent on the train it stops.
|
||||
One card, one train, so there is no lifting action to build and a flag cannot strangle the Division.
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||||
|
||||
It can also be played **out of phase**: when an arrival would certainly collide and the district's
|
||||
owner holds the card, the phase breaks in with the question. Offered only to somebody holding one,
|
||||
because a prompt with a single button is not a choice and would leak that a collision is coming.
|
||||
|
||||
**The bot still never plays it, and the reason changed — measured, not assumed.** It now takes the
|
||||
out-of-phase prompt unconditionally, since the engine has already established the danger. Over 200
|
||||
solitaire games it plays ZERO, because the prompt needs an arrival that would collide (about one
|
||||
game in seven) to coincide with holding the card from a three-card hand out of 121. The anomaly
|
||||
exemption in `sim.test.ts` stays, but its comment no longer claims the bot is unwilling; what is
|
||||
left to fix is the half of the card a human uses — planting a flag on purpose to buy switching time.
|
||||
|
||||
**A bug the redesign walked into**, recorded because the next interruption will meet it too: the
|
||||
flag was originally taken down in a `reduce` case, which never fires for an event `advance.ts`
|
||||
emits — the phase driver mutates and then describes. The flag stayed up and held every train that
|
||||
came. `test/events.test.ts`'s unreduced-event registry is what makes that class of mistake visible,
|
||||
and `redFlagSpent` is now on it deliberately.
|
||||
|
||||
858 tests pass.
|
||||
|
||||
---
|
||||
|
||||
## 0.7.3 — 2026-08-29
|
||||
|
||||
Two issues off the tracker, and they are halves of one thing: the end of a game. Gitea#11 stops the
|
||||
game being over when the timetable runs out, and Gitea#16 replaces the four lines that were shown
|
||||
there with a results screen worth reading. Neither ships on the 0.4.9 line — Jesse's call
|
||||
(2026-08-29): that line may be complete, and these are not fixes people mid-playtest need.
|
||||
|
||||
### The game asks before it ends (Gitea#11)
|
||||
|
||||
"When game ends allow players to continue playing if they wish… don't force end."
|
||||
|
||||
The rule, decided with Jesse: **the official result is settled at the original game length and never
|
||||
changes.** In a five-Day game extended to eight, the winner is whoever led at the end of Day 5.
|
||||
Extending grants exactly **one** Day and the question is put again at the end of it — solitaire the
|
||||
player decides alone, multiplayer it is unanimous and one refusal ends it there and then. Only
|
||||
days-based endings offer it: a §3.4 collision breach is final, during an extended Day exactly as
|
||||
during the scheduled game, because a railroad declared unsafe does not carry on regardless.
|
||||
|
||||
**It could not be a client-side change**, for three reasons that each rule out the others' fixes.
|
||||
`check` refused every intent once `status` left `active`; `server/index.ts` never loads a `finished`
|
||||
game back into memory; and a save is `{ seed, config, history }` replayed through the engine, so a
|
||||
"continue" the history does not record did not happen — the extended game would evaporate on the next
|
||||
reload, Undo or restart. So there is a fourth status, `awaitingExtension`, and the vote is an intent.
|
||||
|
||||
`config.days` never moves. `extraDays` counts the borrowed Days, and `official` — the outcome, the
|
||||
standings and the statistics, frozen at the first ending — is what the results screen reports. That
|
||||
freeze is done by a wrapper around `advance` rather than inside `checkVictory`, so it happens *after*
|
||||
the last Day's events have been counted rather than before them.
|
||||
|
||||
**Three bugs found while testing it, all of which would have shipped:**
|
||||
|
||||
- **A saved game with a vote in it could not be resumed** — `NO_ACTOR`. A history is a flat
|
||||
`Intent[]` with no seat written down; the replay derives who acted from the turn order. That works
|
||||
for every other intent, `mainline.clearance` included, because there is exactly one seat it could
|
||||
have been. Not here: every seat may vote in any order. `game.extend` therefore carries its voter,
|
||||
uniquely, and the server checks it against the seat it authenticated.
|
||||
- **An all-bot game hung on the question for ever.** `driveBots` loops on `currentActor`, which is
|
||||
null the moment the game stops, so it cannot cast a vote; the bot-vote driver returned early when
|
||||
there were no humans to follow, and nothing ever asked. With nobody to follow, the bots' own answer
|
||||
stands — no — and a bot-only game ends on the timetable it was dealt.
|
||||
- **The balance harness became unbounded**, which is how the third one announced itself:
|
||||
`test/sim.test.ts` went from under a second to never finishing. `randomBot` picks uniformly among
|
||||
its legal options, so once the two votes were among them it took another Day about half the time —
|
||||
and because a table may go on granting Days indefinitely, every seeded game ran to `playGame`'s
|
||||
50,000-turn cap instead of a couple of hundred. Giving `developerBot` a policy was not enough: the
|
||||
guarantee has to hold for every policy, so **`playGame` itself declines**. A simulated game plays
|
||||
the timetable it was dealt, whatever the bot would have voted.
|
||||
|
||||
All three have regression tests.
|
||||
|
||||
Bots never lead. They agree only once every human has agreed, which is the rule Jesse set: "bots will
|
||||
not disagree with the human. Humans get to vote first."
|
||||
|
||||
### The results screen (Gitea#16)
|
||||
|
||||
`GAME OVER — revenueFloor` was not a message. It was `outcome.reason`, an internal enum, interpolated
|
||||
straight into the page at the one moment the game has the player's whole attention. Every reason now
|
||||
has a sentence with the game's own numbers in it, and that fix alone answers the issue's "why did the
|
||||
game end?".
|
||||
|
||||
Around it: the result and the winner, the standings, the rules the game was actually dealt under, a
|
||||
per-player breakdown, and **the railroad** — trains through the Division and how many of them did any
|
||||
switching en route, loads made up and broken, passengers worked, cars switched, trains destroyed and
|
||||
what they took with them. It shares the Day-end dialog's standings, target and collision blocks rather
|
||||
than reimplementing them, because two screens reporting the same game must not be able to disagree.
|
||||
It opens itself once per ending and leaves a button to reopen it, which is what stops Gitea#11's
|
||||
extended play costing you the results.
|
||||
|
||||
**"I don't know if we keep statistics on…"** — nothing was being kept, and now `state.tally` is,
|
||||
folded from the event stream. Hooked at `applyIntent` and at `advance`, because `reduce` never sees
|
||||
the phase driver's events and those are exactly the interesting ones: `trainCompleted`,
|
||||
`trainsDestroyed`, `trainStoodStill`. The test that matters asserts **exactly once** — it plays real
|
||||
games, counts the event stream independently, and checks the tally against that count, so a fold
|
||||
hooked twice or nowhere fails whatever the seed.
|
||||
|
||||
Nothing in the rules reads the tally, so adding a counter is always safe. It rides the `Frame`, so
|
||||
multiplayer gets the same numbers as solitaire from one implementation — and `test/redaction.test.ts`
|
||||
gained a case proving a tally never carries a card id, since that is a property of what `tally.ts`
|
||||
chooses to count and not something the types enforce.
|
||||
|
||||
**"Longest an engine sat on a siding" is not in this pass, and the issue comment was wrong about
|
||||
why it could be.** That comment said `trainStoodStill` "is emitted per Stage, so a run of them is
|
||||
exactly the 'sat on a siding' streak you describe". It is not. Reading `advance.ts` rather than
|
||||
trusting it: the event fires only for a train whose profile sets `stopEarnsPoint` — the X18 Circus,
|
||||
the one card in the deck that pays for standing still — and `stopPointClaimed` makes sure it can
|
||||
never fire twice for the same train. The streak was built, shipped nothing but "1 Stage" against a
|
||||
raw grid coordinate, and has been taken out again. The engine has **no per-Stage "this train did not
|
||||
move" signal at all**, so this needs one before it can be answered; `TODO.md` #36 records that. What
|
||||
is reported instead is the Circus set-up itself, which is a real thing that happened.
|
||||
|
||||
**Badges are not here.** The issue asks for them in a second pass after "a whole conversation
|
||||
brainstorming session", and that is where they belong. The tally keeps the raw material — the
|
||||
switching join for "switching master", the standing runs for "longest engine sat on a siding" — and
|
||||
because the statistics are *derived* rather than recorded, a second pass can add any of them
|
||||
retroactively to games already played and saved.
|
||||
|
||||
### Also
|
||||
|
||||
- **A recorded replay plays to its end.** `save-replay.ts` stopped where `currentActor` went null,
|
||||
which since Gitea#11 is the extension question — so a newly recorded file would have replayed to a
|
||||
question nobody answered rather than to a finished game. It declines, like every other bot driver.
|
||||
The three files already published in `public/replays` predate the vote and stop on the question
|
||||
when replayed; `test/harness.test.ts` accepts that as the end of their history, since it is.
|
||||
- The status line stops lying past the last Day. It read `N of TARGET · D Days left` with both halves
|
||||
false; in an extended game it now reads the Day and how far beyond the timetable play has got.
|
||||
- `objectiveOf` paces against the timetable actually being played rather than `config.days`, which
|
||||
otherwise reported "the last Day is over" through every extended Day.
|
||||
|
||||
---
|
||||
|
||||
## 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
|
||||
|
||||
The multiplayer set-up, the lobby, the start of a game, and four things a remote client had never
|
||||
|
||||
@@ -132,6 +132,32 @@ is the thing this machinery exists to prevent.
|
||||
roughly a third of the event types are never reduced at all. Anything that needs to rebuild a game
|
||||
replays the intents.
|
||||
- **Never call `Math.random()`.** One ambient random call silently breaks replay.
|
||||
- **The Mainline Phase can stop and ask, and there are three questions it asks.** §8.1's clearance
|
||||
ruling goes to the Superintendent; the Yard Office offer and the Red Flag prompt go to the owner of
|
||||
the district a train is arriving at. `pendingDecision` is a discriminated union and `decisionActor`
|
||||
is the single place that maps a question to whoever must answer it — a new question adds a case
|
||||
there and nowhere else. **Ask before the move is committed:** returning `needsClearance` unwinds
|
||||
the whole phase and the driver re-enters from the top, so anything already mutated is applied
|
||||
twice or left half-done.
|
||||
- **A game ends by PAUSING, and the first ending is the real one.** Running out of Days, or closing
|
||||
short of the combined Revenue floor, puts the game in `awaitingExtension` rather than `finished`:
|
||||
the table is asked whether to play one more Day, unanimously, and asked again at the end of every
|
||||
Day it grants. `state.official` is written at the first ending and never rewritten, so the winner
|
||||
is always the one decided at `config.days` however long play carries on — `config.days` itself
|
||||
never moves, and `state.extraDays` counts the borrowed ones. A §3.4 collision breach is the
|
||||
exception and finishes outright, during an extended Day exactly as during the scheduled game.
|
||||
Because a save is a replay, the vote is an intent (`game.extend`), and it is the one intent that
|
||||
**carries its own player**: every seat may vote in any order, so a replay cannot derive who did.
|
||||
- **Statistics are folded, not recorded.** `state.tally` counts what the event stream says happened —
|
||||
trains through the Division and how many of them did any switching, loads made up and broken — and
|
||||
is hooked
|
||||
at the two boundaries every event crosses exactly once, `applyIntent` and `advance`. It is not
|
||||
hooked in `reduce`, which never sees the phase driver's events at all. Nothing in the rules reads
|
||||
it, so adding a counter is always safe; it rides the `Frame`, so a multiplayer client gets the same
|
||||
numbers as solitaire from one implementation. **What it cannot count is anything the events do not
|
||||
say.** `trainStoodStill` fires once per game for the X18 Circus alone, so "the longest an engine sat
|
||||
on a siding" has no signal behind it — see `TODO.md` #36 rather than assuming an event means what
|
||||
its name suggests.
|
||||
- **A game is one of four TYPES, and a type is a set of defaults rather than a ruleset.** Co-op,
|
||||
Competitive, Cutthroat and Solitaire (`src/web/presets.ts`) each name an opening hand, an Extra
|
||||
rule, three revenue rates and the victory conditions; picking one fills the form, and changing any
|
||||
|
||||
@@ -34,9 +34,11 @@ Queued 2026-08-21, from playing the StartOS build:
|
||||
|
||||
Queued 2026-08-22, from playing on StartOS:
|
||||
|
||||
7. **Make "Games in Progress" readable** — nested groups rather than one run-on line per game, plus
|
||||
sorting by name, start time or last move. Reasoning in Multiplayer below. Small, and it is the
|
||||
action most used for actual administration.
|
||||
7. **Make "Games in Progress" readable** — **ON HOLD, 2026-08-29 (Jesse).** StartOS 0.4.0.2 is
|
||||
expected to improve how action results are displayed, which is most of what makes this unreadable
|
||||
— so wait and see what the platform fixes before rewriting the action around a limitation that
|
||||
may be gone. Re-open it against 0.4.0.2 and re-read the output before designing anything.
|
||||
Reasoning in Multiplayer below.
|
||||
8. **Give a player a way back into a game after losing their browser** — a fresh browser is still
|
||||
locked out of a RUNNING game, even though the server knows who they are. Reasoning in Multiplayer
|
||||
below; needs Jesse's call on whether a token in a URL is acceptable. **The lobby half of this was
|
||||
@@ -50,8 +52,10 @@ 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.
|
||||
11. ~~**The Grocer's Warehouse ships and the Refinery receives**~~ — done in v0.4.9e / the release
|
||||
below: both are one-way again.
|
||||
12. **NOT REPRODUCED: cars left behind when backing up over them** — see Rules Questions below. The
|
||||
one report of the six that is still open, and it needs a board from whoever filed it.
|
||||
12. **PARTLY REPRODUCED: cars left behind when backing up over them** — see Rules Questions below.
|
||||
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.
|
||||
|
||||
@@ -69,15 +73,51 @@ 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
|
||||
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.**
|
||||
DIAGNOSED, AWAITING JESSE'S RULING — see Play Balance below. The engine is faithful to the
|
||||
written rules at every step; what bites is that BOTH directions of porter work move coaches
|
||||
one-way into a Classification Yard that comes back only when the Division Yard is bare of all
|
||||
~60 cars. Sixteen coaches in the game, and the reported save runs dry on Day 5 with eight of
|
||||
them stranded in Classification.
|
||||
12b. ~~**Gitea#2 — four porters, two passengers on the platform, and only one may be worked**~~ —
|
||||
RULED AND FIXED in the release below, though not the way the report implies. The engine is
|
||||
faithful to the written rules at every step; what bites is that BOTH directions of porter work
|
||||
move coaches one-way into a Classification Yard that comes back only when the Division Yard is
|
||||
bare of all ~60 cars. Sixteen coaches in the game, and the reported save runs dry on Day 5 with
|
||||
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.
|
||||
|
||||
13. **Show me the other players' moves, bots included** — raised by Jesse 2026-08-22 from playing a
|
||||
multiplayer game. Reasoning in Multiplayer below.
|
||||
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. **Watch the other players and the bots actually make their moves** — raised by Jesse
|
||||
2026-08-22, and **settled 2026-08-29 as the harder of the two readings**: "I want to be able to
|
||||
watch other players and bots make their moves. It's not fun to do my turn and have magic happen
|
||||
in the background and then have to figure out what others did."
|
||||
|
||||
So this is not the log-legibility fix. It is the ordered, per-action presentation of everyone
|
||||
else's turns — **the same mechanism Gitea#20 step 4 specifies for the common board**, routed to a
|
||||
player's own screen as well. Jesse: "this relates to issue #20 and will require a lot more
|
||||
thinking." Do not start it as a standalone piece; it wants designing with #20. Reasoning in
|
||||
Multiplayer below.
|
||||
|
||||
14. **INVESTIGATE: stamp the history with wall-clock time** — even if nothing displays it yet, so
|
||||
"how long did that turn take" can be answered afterwards. Reasoning in Replay / Save Games below.
|
||||
@@ -99,30 +139,31 @@ 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.
|
||||
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.
|
||||
19. **Turn the track art vertical on a Division card laid vertically** — a side lane currently reads
|
||||
as stacked left-right segments rather than one continuous run.
|
||||
20. **Run the inter-row connector round the OUTSIDE**, draw it as rail rather than a plain line, and
|
||||
give the corners an angled piece.
|
||||
21. **The Division Point captions overflow the map**, and the buffer stops point the wrong way once
|
||||
the route wraps.
|
||||
22. **Fill the dead centre of the Division map with the common board** — timetable, yards, the
|
||||
Department and Salvage decks. Then the map is what everyone shares and the right column is yours.
|
||||
19. ~~**Turn the track art vertical on a Division card laid vertically**~~ — **SUPERSEDED by
|
||||
Gitea#18** (Jesse, 2026-08-26). There are no vertical lanes any more: the Division draws as a
|
||||
single row, west to east.
|
||||
20. ~~**Run the inter-row connector round the OUTSIDE**~~ — **SUPERSEDED by Gitea#18.** No second
|
||||
row, so nothing to connect.
|
||||
21. ~~**The Division Point captions overflow the map**, and the buffer stops point the wrong way once
|
||||
the route wraps~~ — **SUPERSEDED by Gitea#18.** Nothing wraps; both ends face outward.
|
||||
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.
|
||||
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"
|
||||
stops starting where you start reading.
|
||||
24. ~~**Put the viewer's own district at the BOTTOM of the Division map** and wrap the table around
|
||||
them~~ — **DEFINITIVELY SUPERSEDED by Gitea#18** (Jesse's word, 2026-08-26). A single row and a
|
||||
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
|
||||
pass as 19-21 and 24 above, and he asked for them to be discussed together rather than picked off:**
|
||||
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 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
|
||||
looks exactly like the straight it replaced, because the only thing that changes is a caption.
|
||||
Reasoning and the measurement in Display below.
|
||||
26. **CONFIRMED IN PLAY: the buffer stop points the wrong way** at two players — see item 21, now
|
||||
reported from a real game rather than read off the code.
|
||||
27. **CONFIRMED IN PLAY: east is not always to the right.** As a train crosses the Division the route
|
||||
wraps through the lanes, so a player's east can be drawn south, west or north. See item 20; it is
|
||||
the same wrap that puts the buffer stop in the wrong place.
|
||||
25. ~~**The Division map does not draw track geometry at all**~~ — **SUPERSEDED by Gitea#18.** The
|
||||
Division map stops drawing office-area detail altogether, so there is no Running Track on it to
|
||||
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~~ — **SUPERSEDED by
|
||||
Gitea#18**, with item 21.
|
||||
27. ~~**CONFIRMED IN PLAY: east is not always to the right.**~~ — **FIXED OUTRIGHT by Gitea#18**, and
|
||||
the reason it wins over item 24. One row means east is always to the right.
|
||||
|
||||
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.
|
||||
@@ -130,6 +171,115 @@ 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
|
||||
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.**~~ —
|
||||
done, and done again for v0.7.2 / v0.4.9h (2026-08-26). #2, #6, #8, #9 and #10 carry their
|
||||
comments from the v0.7.1 release, including the pointer on #6 saying #9 superseded it. #3, #14,
|
||||
#15, #17 and #18 now carry theirs, each naming `2ab25e3` and `e9683cc` and the version each
|
||||
shipped in — and, where the fix was not what the report implied, the ruling that decided it:
|
||||
#15 was REVERSED on review (the placement is legal; what was confirmed is that no train crosses
|
||||
the gap), and #14's comment lists the ten unbuilt cards that are held out, so they do not vanish
|
||||
along with the issue.
|
||||
|
||||
**Keep doing this.** Auto-closing leaves an issue with no record of which commit or which release
|
||||
answered it. The token and the API calls are in the workspace's `AGENTS.local.md`.
|
||||
|
||||
31. ~~**Bump the StartOS wrapper to 0.7.2.**~~ — done 2026-08-26 (`1bfea8d`). Submodule pinned to
|
||||
`v0.7.2`, `current.ts` at `0.7.2:0`, release notes rewritten in all five locales, `README.md` and
|
||||
`instructions.md` updated. No new version file and no migration. Verified: `npm run check` clean
|
||||
and `make x86` packs as `v0.7.2:0`.
|
||||
|
||||
**This is the first release that does NOT carry games in progress**, and the release notes lead
|
||||
with it in every locale. A save is a seed plus the moves played; the deck going from 206 cards to
|
||||
121 means a card id recorded under 0.7.1 refers to a different card or to none, so a save stops
|
||||
replaying at its first `card.play`. There is nothing to migrate — those moves were made against a
|
||||
deck that no longer exists — and it fails safe: `src/server/index.ts` refuses to resume a save the
|
||||
rules reject, names the move it stopped at, and leaves the file untouched, so an operator can put
|
||||
0.7.1 back on to finish a game that matters.
|
||||
|
||||
32. **Tell the 0.4.9 playtesters their saves are dead, before they find out.** The same deck change
|
||||
shipped as v0.4.9h, so every save filed before it — including the ones attached to Gitea#15 and
|
||||
#17 — stops replaying at its first `card.play`, and any game a tester has in progress will be
|
||||
declined on restart. They fail safe and the files are kept, but nobody has been told. Worth a
|
||||
line wherever the tester build is announced, and worth knowing when the next bug report arrives
|
||||
with a save that will not load.
|
||||
|
||||
Queued 2026-08-29, from building Gitea#11 and #16 (both shipped in v0.7.3, main only):
|
||||
|
||||
33. **The second pass on the results screen — badges, and the brainstorm Gitea#16 asks for.** The
|
||||
first pass is in and reports everything the Frame and the event tally know. What it deliberately
|
||||
does not have is the interesting half: "maybe create badges for anything interesting that
|
||||
happened… there should be a whole conversation brainstorming session on what are the things that
|
||||
might be interesting for people to be aware of at the end of the game." The raw material is
|
||||
already being kept — `tally.trainsCompletedWithWork` is the switching-master join, `longestStand`
|
||||
is the engine that sat on a siding — and because the statistics are DERIVED from the event stream
|
||||
rather than recorded, a second pass can add any of them retroactively to games already played and
|
||||
saved. Needs Jesse and a conversation, not code, to start.
|
||||
|
||||
34. **`replay.ts` prints a raw outcome enum, exactly as the results screen used to.** Its summary
|
||||
line is `` `${o.result} — ${o.reason}` ``, which renders "loss — revenueFloor" — the same defect
|
||||
Gitea#16 was filed about, in the dev-side replay viewer rather than the playable page. The
|
||||
sentences now exist (`panels.ts`'s `reasonSentence`), but they are written against a `Frame` and
|
||||
the replay recorder has a `GameState`, so it is a small refactor rather than a one-line swap. Not
|
||||
done in v0.7.3 because nothing about it is player-facing and the change earns its own look.
|
||||
|
||||
35. **Extended play has never been played at a real table** — but it now works on a real server.
|
||||
**Verified live on phoenix.local, 2026-08-29**, against the installed v0.7.3:0 rather than in
|
||||
tests: a two-seat competitive game (one human client, one bot) was dealt over the HTTP API with
|
||||
`days: 1`, played to the end of its timetable, and reached `awaitingExtension` on Day 2 with
|
||||
`official = { win, winner 0, daysElapsed }` frozen at Day 1 (`config.days`) and votes
|
||||
`[null, null]`. Voting yes as seat 0 was accepted, the bot followed as designed, and the game
|
||||
returned to `active` with `extraDays: 1` and the official outcome **unchanged**. The tally rode
|
||||
the Frame to the client. Both test games were deleted afterwards; the box is back to Jesse's own
|
||||
`WHISTLE-4086` and the `FREIGHT-3230` lobby.
|
||||
|
||||
**The save carry-over claim was also checked rather than asserted**: phoenix held five saves
|
||||
before the update, of which `WHISTLE-4086` resumed and three were already refused by the 0.7.2
|
||||
deck change. After updating to 0.7.3 the log is identical — same game resumed with the same 7
|
||||
intents, same three refusals at the same move with the same code.
|
||||
|
||||
**What is still untested is the part the item is named for: humans, at a table.** Nobody has sat
|
||||
down and played a game off the end of its timetable, and the multiplayer vote has never been
|
||||
driven through two browsers — what a second player sees while waiting on a first, and whether
|
||||
"waiting on Carol" is legible once Carol has closed her laptop, are still unanswered. v0.7.3 is tested — engine, server,
|
||||
replay, an all-bot regression — and compiled and exercised headlessly, but nobody has sat down,
|
||||
run a game off the end of its timetable and voted. The multiplayer vote in particular has only
|
||||
been driven through `session.intent`, never through two browsers: what a second player sees while
|
||||
waiting on a first, and whether "waiting on Carol" is legible when Carol has closed her laptop,
|
||||
are both unanswered. Worth being the first thing the next play session does.
|
||||
|
||||
36. **There is no per-Stage "this train did not move" signal, so "longest an engine sat on a siding"
|
||||
cannot be answered.** Gitea#16 asks for it and the comment on that issue said `trainStoodStill`
|
||||
would supply it, "emitted per Stage, so a run of them is exactly the streak you describe". That
|
||||
is wrong, and was found only by reading `advance.ts` while building the tally: the event fires
|
||||
for a train whose profile sets `stopEarnsPoint` — the X18 Circus and nothing else — and
|
||||
`tray.stopPointClaimed` guarantees it fires at most once per train per game. A streak folded from
|
||||
it reads "1 Stage" for ever, which is what v0.7.3 built and then removed.
|
||||
**What it would take:** either a new event emitted per Stage per stationary tray (cheap to emit,
|
||||
but it is a lot of events for a statistic nothing scores), or sampling live state on the Stage
|
||||
boundary the way `stats.ts`'s funnel probe does — which the tally cannot do today, because it
|
||||
folds a batch of events AFTER `advance` has already mutated past the moment they describe. Worth
|
||||
settling with the badge pass (#33) rather than on its own, since that is the only consumer.
|
||||
|
||||
37. ~~**Bump the StartOS wrapper to 0.7.3.**~~ — done 2026-08-29 (`74aea24` in
|
||||
`station-master-startos`). Submodule pinned to `v0.7.3` (`45580d8`), `current.ts` at `0.7.3:0`,
|
||||
release notes in all five locales, `README.md` and `instructions.md` updated. No new version file
|
||||
and no migration — the outgoing `0.7.2:0`'s `up` was empty, `versions.md`'s common case, so
|
||||
`current.ts` bumped in place. Verified: `npm run check` clean, prettier clean, `make x86` packs
|
||||
as `v0.7.3:0`. **NOT installed on a box and not played** — see #35.
|
||||
|
||||
**Unlike 0.7.2, games in progress survive this one**, and both docs lead with it. No card data
|
||||
changed and the engine changes are additive, so every intent in a 0.7.2 save is still legal;
|
||||
proven rather than assumed by `test/harness.test.ts`, which replays the three files in
|
||||
`public/replays` (all recorded under an older ruleset) and asserts every intent still applies.
|
||||
|
||||
**The v0.7.3 tag is made locally and signed, but not pushed** — agents cannot push to
|
||||
`origin`. Until Jesse pushes it, the tag exists only here and in the wrapper's submodule clone;
|
||||
the recorded pin is the commit SHA, which is already on `origin`, so the wrapper is not blocked
|
||||
on it.
|
||||
|
||||
---
|
||||
|
||||
## Replay / Save Games
|
||||
@@ -264,9 +414,23 @@ The replay viewer, the save format, and how a game gets shared.
|
||||
|
||||
## Bot Performance
|
||||
|
||||
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
|
||||
not read that drop as a deck problem.
|
||||
- [ ] **THE BOT NEVER PLAYS RED FLAGS — and since Gitea#19 that is deck luck, not unwillingness.**
|
||||
**Re-measured 2026-08-29, after the card was redesigned: `redFlagsSet` fires ZERO times in 200
|
||||
solitaire games.** The old measurement (600 games: OFFERED 4,212 times, PLAYED 4) described a
|
||||
bot that declined a card it was constantly handed. That bot is gone.
|
||||
|
||||
Gitea#19 replaced the rule outright: a flag is planted on one side of your own Limits and holds
|
||||
the next train from that direction, and it can be played out of phase when the engine breaks in
|
||||
with "COLLISION RISK! FLAG AGAINST T2?". The bot takes that prompt **unconditionally** — the
|
||||
engine only raises it when an arrival is certainly about to collide, so there is nothing left
|
||||
to judge. It still never plays one, because the prompt needs two things to coincide: an arrival
|
||||
that would collide (0.14 collisions per game, about one game in seven) AND the district's owner
|
||||
holding a Red Flags card at that moment, from a three-card hand drawn out of 121.
|
||||
|
||||
**What is left to fix is the OTHER half of the card**, and it is the half a human would use:
|
||||
planting a flag on purpose to buy a Stage for switching. That needs the bot to know it wants
|
||||
time, which it has no notion of today. Until then the anomaly canary in `sim.test.ts` is
|
||||
measuring deck luck rather than reachability, and its comment now says so.
|
||||
|
||||
- [ ] **THE BOT DOES NOT KNOW TO BRING AN EXPEDITED TRAIN BACK TO THE STATION — new in v0.4.9.**
|
||||
The `expediteFault` mechanic (§7, Q3) charges 1 Revenue every Mainline Phase an expedited train
|
||||
@@ -377,6 +541,30 @@ not read that drop as a deck problem.
|
||||
|
||||
## 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
|
||||
target is settled and freight carries its intended share; read no balance conclusion from a revenue
|
||||
number until the rules stop moving.
|
||||
@@ -466,19 +654,27 @@ number until the rules stop moving.
|
||||
~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.
|
||||
|
||||
**Three ways out, and it is Jesse's call which:** (a) refill when the Division Yard is dry of
|
||||
the type-and-state being asked for rather than dry of everything — the reading a player
|
||||
rummaging a table-top pile actually uses, and the biggest balance change; (b) the same trigger
|
||||
but return only the cars of that type; (c) leave the rules alone and raise the coach count in
|
||||
`ROLLING_STOCK_SUPPLY`, which the item below already sanctions — lowest risk, but it delays the
|
||||
wall rather than removing it. Measure (a) or (b) over 400 paired seeds before shipping.
|
||||
**RULED — the shortage stays, and none of the three is being built.** Jesse: "it is possible
|
||||
to run out, that's part of the strategy." For the record, the options were (a) refill when the
|
||||
Division Yard is dry of the type-and-state being asked for rather than dry of everything; (b)
|
||||
the same trigger but return only the cars of that type; (c) leave the rules alone and raise the
|
||||
coach count in `ROLLING_STOCK_SUPPLY`. All three are declined. What shipped instead is the
|
||||
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()`
|
||||
(`src/sim/narrate.ts`) opens 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
|
||||
half of Gitea#2 and the half that is 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
|
||||
the supply question is settled.
|
||||
- [x] **A blocked PASSENGER facility produces no impediment at all — FIXED.** `impediments()`
|
||||
(`src/sim/narrate.ts`) opened with `if (!f || f.kind !== 'freight') continue`, so the "why
|
||||
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 was unambiguously a bug: the player above was not merely
|
||||
blocked, he was given no reason — the button simply was not there. A platform now reports
|
||||
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
|
||||
`EXTRA X18 started…` renders as `Player Solitaire eXTRA X18 started…` (`src/web/game.ts`:1065,
|
||||
@@ -564,11 +760,31 @@ Deferred while planning the server; decisions and reasoning are in `docs/archite
|
||||
is a line of text. The Division map is the one shared picture, and it shows trains on the
|
||||
Mainline, not switching inside a district.
|
||||
|
||||
**Not yet established: which of the two Jesse means.** "I need to see other players' moves" fits
|
||||
both "the history panel is not telling me" (a legibility problem — the panel scrolls, a bot can
|
||||
take a dozen actions between your turns, and nothing marks where your last turn ended) and "I
|
||||
want to watch their railroad" (a Frame problem). Ask before building: the first is an afternoon,
|
||||
the second is a new view.
|
||||
**ANSWERED 2026-08-29, and it is the harder reading.** Jesse: "I want to be able to watch other
|
||||
players and bots make their moves. It's not fun to do my turn and have magic happen in the
|
||||
background and then have to figure out what others did." So the complaint is not that the
|
||||
history panel is hard to read — it is that the moves are not WATCHABLE. Marking the log is a
|
||||
consolation prize, not the fix.
|
||||
|
||||
**This is Gitea#20 step 4, pointed at a player's screen instead of the common board.** That
|
||||
issue — the public common-board display published into Jitsi — already specifies the mechanism,
|
||||
and `docs/plans/jitsi-common-board.md` §"Step 4 — Preserve individual human and bot actions"
|
||||
has the design: a display-step collector inside `GameSession` that captures a projected frame
|
||||
after EVERY successful `submit()`, human and bot alike, deltas it, and emits one step per
|
||||
accepted intent (not one per `GameEvent` — an intent drains automatic work behind it, and the
|
||||
event list is not a complete reducer).
|
||||
|
||||
**The reason it is not simply free once #20 lands** is that the plan deliberately stops short
|
||||
of here: *"Keep player pushes unchanged: players still receive the final coalesced result after
|
||||
all immediately due bots finish."* Extending the step stream to seated players raises questions
|
||||
the common board never has to answer — a spectator can be a second behind, a player waiting to
|
||||
act cannot; and a player animating three bot turns while their own move is due is a game that
|
||||
feels slower, which is the opposite of the complaint. **Jesse, 2026-08-29: "this relates to
|
||||
issue #20 and will require a lot more thinking."** Design it with #20; do not start it alone.
|
||||
|
||||
**The constraint below still binds either way**, and hardest here: the common board is seatless
|
||||
and shows only public state, whereas a step stream sent to a SEATED player is a Frame, and
|
||||
Frames are redacted per seat.
|
||||
|
||||
**The constraint on the second**, and it is the one that must not be got wrong: a district's
|
||||
BOARD is public — cards on the table, cars standing on them, trains — and a player's HAND,
|
||||
@@ -635,8 +851,14 @@ Deferred while planning the server; decisions and reasoning are in `docs/archite
|
||||
not yet decided whether a token in a URL is acceptable; the alternative is a bare token
|
||||
pasted into a field, which is uglier and stays out of history.
|
||||
|
||||
- [ ] **The StartOS "Games in Progress" action is one long unreadable run-on per game.** Raised by
|
||||
Jesse 2026-08-22 after using it against four games. Lives in the WRAPPER repo
|
||||
- [ ] **The StartOS "Games in Progress" action is one long unreadable run-on per game.**
|
||||
**ON HOLD, 2026-08-29 (Jesse): StartOS 0.4.0.2 should make action displays better.** The
|
||||
diagnosis below is that the action-result view collapses newlines — which is exactly the sort
|
||||
of thing a platform release fixes. Re-read the real output on 0.4.0.2 before building anything;
|
||||
the nested-group rewrite may turn out to be unnecessary, and designing around a limitation that
|
||||
has just been lifted is worse than waiting.
|
||||
|
||||
Raised by Jesse 2026-08-22 after using it against four games. Lives in the WRAPPER repo
|
||||
(`station-master-startos`, `startos/actions/gamesInProgress.ts`), whose `AGENTS.md` says work
|
||||
belongs in issues on that repo rather than a `TODO.md` — recorded here because this is where
|
||||
the project's list actually is; move it if that policy is meant to bind.
|
||||
@@ -1119,6 +1341,14 @@ Deferred while planning the server; decisions and reasoning are in `docs/archite
|
||||
|
||||
## 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.
|
||||
|
||||
- [ ] **The log's start marker only works while the whole log fits.** Added 2026-08-23: a multiplayer
|
||||
@@ -1470,17 +1700,31 @@ What is on the screen and where. Split out of Other 2026-08-22; the rules are el
|
||||
|
||||
## 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."**
|
||||
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).
|
||||
|
||||
**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
|
||||
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
|
||||
correctly blocks the whole route rather than letting the crew past). Every one couples the lot.
|
||||
The first three are pinned in `apply.test.ts` — "backing up over a cut to something beyond it
|
||||
takes both" — so if the case is found later it is somewhere none of them cover.
|
||||
of *through an east or west port*; a stale `standingWest` on the intermediate card; the industry
|
||||
locked by MEN AT WORK (which correctly blocks the whole route rather than letting the crew
|
||||
past). Every one couples the lot. The first three are pinned in `apply.test.ts` — "backing up
|
||||
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
|
||||
what it meets card by card, so a route that reaches the caboose has already met everything
|
||||
@@ -1511,6 +1755,87 @@ What is on the screen and where. Split out of Other 2026-08-22; the rules are el
|
||||
|
||||
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
|
||||
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
|
||||
@@ -1611,6 +1936,32 @@ Doesn't fit the above.
|
||||
|
||||
## 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
|
||||
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,
|
||||
|
||||
Binary file not shown.
+83
-18
@@ -40,8 +40,9 @@ All nine answers are implemented, **170 tests passing**:
|
||||
|
||||
| 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. |
|
||||
| Q2 Fast/Slow | Slow adds one Stage to every card. Hilly reads the consist (any coach = passenger). |
|
||||
| ~~Q1 crossing time~~ | **SUPERSEDED 2026-08-26 — see Q1a below.** Was: a 60 card takes 1 Stage, a 30 takes 2. |
|
||||
| ~~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. |
|
||||
| Q4 Lockouts | `isLockedOut()` rejects the placement with `FACILITY_LOCKED`. |
|
||||
| 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
|
||||
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
|
||||
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
|
||||
@@ -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
|
||||
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."
|
||||
**SUPERSEDED ONCE. Read both rulings; the second narrows the first.**
|
||||
|
||||
**Extras count.** An Extra is a train, even though it runs once and ends in the Salvage Yard where a
|
||||
Timetabled card joins the timetable for the rest of the game.
|
||||
**Gitea#6, v0.4.9e playtest:** "Players are not allowed to discard Train cards. They may keep the
|
||||
card in their hand for multiple stages and even multiple days, but they may not discard it. If a
|
||||
player has three train cards in their hand, and they draw a fourth, then they must play one of those
|
||||
cards." 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
|
||||
exception for any card type, so this is a ruling rather than a gap — the prototype rules do not
|
||||
address it either way.
|
||||
exception for any card type, so both of these are rulings rather than gaps — the prototype rules do
|
||||
not address it either way.
|
||||
|
||||
### 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:
|
||||
|
||||
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).
|
||||
|
||||
A player holding four trains therefore has exactly one legal way to conclude the turn — play one —
|
||||
without anything in the engine ever computing "you must play a train". The corner cannot lock a
|
||||
player in, because **playing a train card is unconditionally legal**: `card.play`'s train case
|
||||
A player holding four undiscardable trains therefore has exactly one legal way to conclude the turn —
|
||||
play one — without anything in the engine ever computing "you must play a train". The corner cannot
|
||||
lock a player in, because **playing a train card is unconditionally legal**: `card.play`'s train case
|
||||
refuses only a board placement, and a train card played when the timetable is full still leaves the
|
||||
hand (it simply schedules nothing). Confirmed by playing it: a hand of four trains offers zero
|
||||
discards, no `draw.end`, and four plays.
|
||||
hand (it simply schedules nothing). Confirmed by playing it: such a hand offers zero discards, no
|
||||
`draw.end`, and four plays.
|
||||
|
||||
**Gitea#9 does not retire that corner, it narrows the way in.** With the setting on, the only hand
|
||||
that reaches it is four Extras; with the setting off it is any four trains, exactly as before.
|
||||
|
||||
### One place decides, and the card says which rule refused
|
||||
|
||||
`keepReason` (`src/engine/apply.ts`) returns the sentence a player should read, or `null` if the card
|
||||
may be discarded. `check`, the hand panel and the blocked "End Local Operations" button all ask it,
|
||||
so none of them can drift from the rule. It returns a SENTENCE rather than a boolean because there
|
||||
are now two distinct reasons — "an Extra is never discarded" and "not in this game" — and a panel
|
||||
that hard-codes one of them tells half the players the wrong thing. It reaches the page as the
|
||||
Frame's `handKeepWhy`.
|
||||
|
||||
The bot needed no rule of its own either. `legal.ts` enumerates candidates and filters them through
|
||||
`check`, so the option stops being offered; and the developer bot already reaches for `card.play`
|
||||
|
||||
+1
-1
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "station-master",
|
||||
"version": "0.7.0",
|
||||
"version": "0.7.4",
|
||||
"private": true,
|
||||
"type": "module",
|
||||
"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
+582
-73
@@ -23,23 +23,25 @@ import {
|
||||
enhancementRule,
|
||||
crossingStages,
|
||||
trainProfile,
|
||||
startRegion,
|
||||
MOVES_PER_LOCAL_OPS,
|
||||
MOVES_PER_LOCAL_OPS_NIGHT,
|
||||
STAGES_PER_DAY,
|
||||
STAGES_PER_SHIFT,
|
||||
houseRules,
|
||||
officeProfile,
|
||||
REGIONS_PER_MAINLINE_CARD,
|
||||
mainlineProfile,
|
||||
} from './content.ts';
|
||||
import type { Direction } from './content.ts';
|
||||
import type { Direction, MainlineEntry, MainlineKind } from './content.ts';
|
||||
import type { GameEvent } from './events.ts';
|
||||
// `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.
|
||||
import { areaAtSeat, areaOf, trainNeedingCars } from './apply.ts';
|
||||
import { areaAtSeat, areaOf, occupancyFor, trainNeedingCars } from './apply.ts';
|
||||
import { legalActions } from './legal.ts';
|
||||
import type { CrewTray, DivisionNode, GameState, PlayerIndex, RollingStock, SeatIndex, TrayId } from './state.ts';
|
||||
import { coordKey, freshTurns, playerAtSeat, playerLeftOf, pooled, subdivisions, totalRevenue, turnOf } from './state.ts';
|
||||
import type { CrewTray, DivisionNode, GameState, GridCoord, Outcome, PlayerIndex, RollingStock, SeatIndex, TrayId } from './state.ts';
|
||||
import { cloneTally, coordKey, freshTurns, isExtendable, playerAtSeat, playerLeftOf, pooled, railFacingOf, subdivisions, totalRevenue, turnOf } from './state.ts';
|
||||
import { reachableDestinations } from './track.ts';
|
||||
import { tallyEvent } from './tally.ts';
|
||||
|
||||
export type AdvanceResult = {
|
||||
events: GameEvent[];
|
||||
@@ -49,6 +51,31 @@ export type AdvanceResult = {
|
||||
|
||||
const NIGHT_STAGES = new Set([1, 2, 3, 11, 12]);
|
||||
|
||||
/**
|
||||
* IS EVERY CAR ON THIS TRAIN LOADED? (Gitea#13)
|
||||
*
|
||||
* "You only get credit for a circus or campaign train (one point per stop) if you have it fully
|
||||
* loaded. Not much of a circus if all the cars are empty."
|
||||
*
|
||||
* A COACH COUNTS AS LOADED WHEN IT IS OCCUPIED, which is what makes this the right test for the
|
||||
* Campaign Train: X17 carries one coach and no freight, so "fully loaded" is precisely "the
|
||||
* candidate is aboard" (Jesse's ruling, 2026-08-29). The engine already models an occupied coach
|
||||
* as `loaded`, so no second notion is introduced here.
|
||||
*
|
||||
* A CABOOSE IS EXEMPT, and it costs nothing to say so: every caboose in `ROLLING_STOCK_SUPPLY` is
|
||||
* minted `loaded: true` — there is no empty one — so including it would change no outcome today.
|
||||
* It is excluded anyway because a caboose is crew space rather than payload, and a supply table
|
||||
* that grew an empty caboose should not silently start voiding circus points.
|
||||
*
|
||||
* AN EMPTY TRAIN IS NOT FULLY LOADED. A Circus that departed short and carries nothing at all earns
|
||||
* nothing: `every` on an empty list is vacuously true, which would pay the emptiest train of the
|
||||
* lot, so the length is tested first.
|
||||
*/
|
||||
function fullyLoaded(tray: CrewTray): boolean {
|
||||
const payload = tray.consist.filter((c) => c.type !== 'caboose');
|
||||
return payload.length > 0 && payload.every((c) => c.loaded);
|
||||
}
|
||||
|
||||
function movesForStage(s: GameState): number {
|
||||
return s.config.optionalRules.reducedVisibility && NIGHT_STAGES.has(s.clock.stage)
|
||||
? MOVES_PER_LOCAL_OPS_NIGHT
|
||||
@@ -71,10 +98,58 @@ const step = (d: Direction): number => (d === 'east' ? 1 : -1);
|
||||
// advance
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/**
|
||||
* The phase driver, plus the two things that have to happen around EVERY batch of events it
|
||||
* produces. `advanceInner` below is the driver itself, unchanged.
|
||||
*
|
||||
* ORDER IS THE WHOLE POINT of this wrapper, and it is the one subtle thing in Gitea#16.
|
||||
* `checkVictory` runs deep inside the driver, so if the official result froze a copy of the Tally
|
||||
* from in there it would freeze it BEFORE this batch's events had been counted — and the batch that
|
||||
* ends a game is exactly the one carrying the last Day's work. So the Tally is folded first and the
|
||||
* result frozen second, both out here where the whole batch is in hand.
|
||||
*
|
||||
* Safe because both endings `return` the moment they fire: no scoring event is emitted after a game
|
||||
* has ended within a single batch, so "everything in this batch" and "everything up to the ending"
|
||||
* are the same set of events. `test/tally.test.ts` pins that.
|
||||
*/
|
||||
export function advance(s: GameState): AdvanceResult {
|
||||
const r = advanceInner(s);
|
||||
for (const e of r.events) tallyEvent(s, e);
|
||||
freezeOfficial(s);
|
||||
return r;
|
||||
}
|
||||
|
||||
/**
|
||||
* THE OFFICIAL RESULT, written once (Gitea#11).
|
||||
*
|
||||
* "The winner is based upon the original game length" — so the first ending is the real one and
|
||||
* every later evaluation is informational. Idempotent by construction: it does nothing once
|
||||
* `official` is set, which is what stops an extended Day, or a §3.4 breach during one, from
|
||||
* rewriting a recorded win.
|
||||
*/
|
||||
function freezeOfficial(s: GameState): void {
|
||||
if (s.official !== null || s.outcome === null) return;
|
||||
s.official = {
|
||||
day: s.config.days,
|
||||
outcome: { ...s.outcome },
|
||||
revenues: s.players.map((p) => p.revenue),
|
||||
collisionsTotal: s.collisionsTotal,
|
||||
tally: cloneTally(s.tally),
|
||||
};
|
||||
}
|
||||
|
||||
function advanceInner(s: GameState): AdvanceResult {
|
||||
const events: GameEvent[] = [];
|
||||
if (s.status === 'finished') return { events, needsInput: false };
|
||||
|
||||
/**
|
||||
* §3.3 (Gitea#11) — the timetable has run out and the table is being asked whether to play one
|
||||
* more Day. Nothing runs itself while that question is open, so this is `needsInput` rather than
|
||||
* an ending: `pump` stops here, the server keeps the game in memory, and the only intent the
|
||||
* rules will take is `game.extend`.
|
||||
*/
|
||||
if (s.status === 'awaitingExtension') return { events, needsInput: true };
|
||||
|
||||
// The Superintendent's clearance ruling interrupts the Mainline Phase (§8.1).
|
||||
if (s.clock.pendingDecision !== null) return { events, needsInput: true };
|
||||
|
||||
@@ -371,33 +446,45 @@ function mainlinePhase(s: GameState, events: GameEvent[]): AdvanceResult {
|
||||
const where = tray.position;
|
||||
const moved = moveTrain(s, id, tray, events);
|
||||
/**
|
||||
* X18 CIRCUS TRAIN — "one turn stopped on any track (circus set-up) earns 1 point".
|
||||
* X18 CIRCUS / X17 CAMPAIGN — a Stage spent set up in somebody's Office Area earns a point.
|
||||
*
|
||||
* The flag was declared on the profile and read NOWHERE, so the one card in the deck that pays
|
||||
* The flag was declared on the profile and read NOWHERE, so the one card in the deck that paid
|
||||
* for standing still paid nothing: reported from a playtest where TX18 sat on a siding for a
|
||||
* full Stage and no point arrived. Claimed once — an Extra runs once and is gone.
|
||||
* full Stage and no point arrived.
|
||||
*
|
||||
* ONCE PER OFFICE AREA (Gitea#13, Jesse 2026-08-29): "once per stop in an office area. In a
|
||||
* multiplayer game, each player could score if the circus stops in their area." So a Circus
|
||||
* touring three districts is paid three times and one parked in the same district all game is
|
||||
* paid once, which `stopPointSeats` records per seat.
|
||||
*
|
||||
* ONLY IN AN OFFICE AREA. It used to pay for standing on the Mainline or at a Division Point
|
||||
* too, and misattributed both: `playerAtSeat` needs a seat, and off the grid there is none, so
|
||||
* the fallback handed the point to PLAYER 0 wherever the train happened to be. Scoping the rule
|
||||
* to Office Areas is what Jesse's ruling says and it removes that bug rather than patching it.
|
||||
*
|
||||
* FULLY LOADED, or nothing. "Not much of a circus if all the cars are empty" — see
|
||||
* `fullyLoaded` below for what that means for a train whose only car is a coach.
|
||||
*
|
||||
* "Stopped" is measured against the Mainline Phase: the train attempted to move and stayed where
|
||||
* it was. A train that is still in the district when the phase runs has not moved either, which
|
||||
* is the circus setting up on a siding rather than crossing the Division.
|
||||
*/
|
||||
if (!tray.stopPointClaimed && trainProfile(tray.trainNumber ?? 0, tray.trainIsExtra)?.rules.stopEarnsPoint) {
|
||||
if (trainProfile(tray.trainNumber ?? 0, tray.trainIsExtra)?.rules.stopEarnsPoint) {
|
||||
const stillThere =
|
||||
tray.position.at === where.at &&
|
||||
(tray.position.at !== 'mainline' || where.at !== 'mainline' || tray.position.index === where.index) &&
|
||||
(tray.position.at !== 'grid' ||
|
||||
where.at !== 'grid' ||
|
||||
(tray.position.coord.row === where.coord.row && tray.position.coord.col === where.coord.col));
|
||||
if (stillThere) {
|
||||
tray.stopPointClaimed = true;
|
||||
// Bound as one value so the grid case narrows: `tray.position` is a union, and testing a
|
||||
// `seat` extracted from it does not tell the compiler which member it came from.
|
||||
const at = tray.position.at === 'grid' ? tray.position : null;
|
||||
const alreadyPaidHere = at !== null && (tray.stopPointSeats ?? []).includes(at.seat);
|
||||
if (stillThere && at !== null && !alreadyPaidHere && fullyLoaded(tray)) {
|
||||
tray.stopPointSeats = [...(tray.stopPointSeats ?? []), at.seat];
|
||||
// The point goes to whoever is SITTING in the district it stopped in.
|
||||
const owner = tray.position.at === 'grid' ? playerAtSeat(s, tray.position.seat) : 0;
|
||||
const label =
|
||||
tray.position.at === 'grid'
|
||||
? `(${tray.position.coord.col},${tray.position.coord.row})`
|
||||
: tray.position.at === 'mainline'
|
||||
? `Mainline card ${tray.position.index}`
|
||||
: `the ${tray.position.side} Division Point`;
|
||||
const owner = playerAtSeat(s, at.seat);
|
||||
const label = `(${at.coord.col},${at.coord.row})`;
|
||||
events.push({ type: 'trainStoodStill', trainNumber: tray.trainNumber ?? 0, where: label });
|
||||
const p = s.players[owner];
|
||||
if (p) {
|
||||
@@ -407,7 +494,7 @@ function mainlinePhase(s: GameState, events: GameEvent[]): AdvanceResult {
|
||||
player: owner,
|
||||
delta: 1,
|
||||
total: p.revenue,
|
||||
reason: 'circus set-up — a Stage spent standing still',
|
||||
reason: 'set up in the district — a Stage spent standing still, fully loaded',
|
||||
});
|
||||
}
|
||||
}
|
||||
@@ -451,6 +538,104 @@ function badlyMadeUp(tray: CrewTray): string | null {
|
||||
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. */
|
||||
function enterMainline(
|
||||
s: GameState,
|
||||
@@ -458,17 +643,9 @@ function enterMainline(
|
||||
id: TrayId,
|
||||
tray: CrewTray,
|
||||
index: number,
|
||||
startsAtBack = false,
|
||||
): void {
|
||||
const profile = trainProfile(tray.trainNumber ?? 0, tray.trainIsExtra);
|
||||
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',
|
||||
);
|
||||
const stages = crossingStages(node.card, entryFor(node, tray, startsAtBack || takesTheSiding(node)));
|
||||
node.transits.push({ tray: id, stagesRemaining: stages, stagesTotal: stages, direction: tray.direction });
|
||||
tray.position = { at: 'mainline', index };
|
||||
// It is running now, so it is no longer being assembled (state.ts). A train at a Division Point
|
||||
@@ -577,6 +754,10 @@ function moveTrain(s: GameState, id: TrayId, tray: CrewTray, events: GameEvent[]
|
||||
if (clearance === 'blocked') return 'held';
|
||||
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);
|
||||
const dp = s.division.nodes[dpIndex];
|
||||
if (dp?.kind === 'divisionPoint') dp.holding = dp.holding.filter((t) => t !== id);
|
||||
@@ -636,6 +817,11 @@ function moveTrain(s: GameState, id: TrayId, tray: CrewTray, events: GameEvent[]
|
||||
if (clearance === 'blocked') return 'held';
|
||||
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);
|
||||
area.adOccupancy = area.adOccupancy.filter((t) => t !== id);
|
||||
events.push({
|
||||
@@ -696,8 +882,19 @@ function moveTrain(s: GameState, id: TrayId, tray: CrewTray, events: GameEvent[]
|
||||
}
|
||||
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);
|
||||
enterMainline(s, node, id, tray, index);
|
||||
enterMainline(s, node, id, tray, index, true);
|
||||
events.push({
|
||||
type: 'trainHighballed',
|
||||
trainNumber: tray.trainNumber ?? 0,
|
||||
@@ -729,21 +926,22 @@ 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.
|
||||
*/
|
||||
const regionOf = (t: { stagesTotal: number; stagesRemaining: number }): number => {
|
||||
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));
|
||||
};
|
||||
// NOT on a card that prints "trains may pass". Double Track and Uncontrolled Siding hold two
|
||||
// trains because they HAVE two roads, so a train catching another there goes past it — that
|
||||
// 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.
|
||||
// NOT on a card that prints "trains may pass" — Double Track holds two trains because it HAS
|
||||
// two roads, so a train catching another there goes past it. That is what the card is for.
|
||||
//
|
||||
// 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
|
||||
// them share a place. Marking it "may pass" skipped this test entirely and made the siding do
|
||||
// nothing at all.
|
||||
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
|
||||
? undefined
|
||||
: 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) {
|
||||
@@ -768,9 +966,30 @@ function moveTrain(s: GameState, id: TrayId, tray: CrewTray, events: GameEvent[]
|
||||
// Off the end of the card: into the adjoining Limit, then straight to the Office (§8.2).
|
||||
const target = index + dir;
|
||||
const dest = s.division.nodes[target];
|
||||
|
||||
/**
|
||||
* §11 (Gitea#5) — the Yard Office offer is put BEFORE the train leaves the Mainline card, for
|
||||
* the same reason §8.1's clearance is: `needsClearance` unwinds the whole phase and the driver
|
||||
* re-enters here from the top, so anything already mutated is mutated twice or, worse, left
|
||||
* half-applied. Asking after the `transits` filter below cost the train its place on the card
|
||||
* and it was never seen again — the question was asked and the answer had nowhere to land.
|
||||
*/
|
||||
if (dest?.kind === 'office') {
|
||||
/**
|
||||
* §Q, RED FLAGS (Gitea#19) — asked and answered before the train leaves the card, for exactly
|
||||
* the reason the Yard Office offer is (see below): `needsClearance` unwinds the phase.
|
||||
*
|
||||
* Order matters. A flag stops the train OUTSIDE the Limits, so it never reaches the point
|
||||
* where the Yard Office would be offered — flagging is about keeping a train out altogether.
|
||||
*/
|
||||
const flagged = redFlagStop(s, id, tray, dest, events);
|
||||
if (flagged === 'ask') return 'needsClearance';
|
||||
if (flagged === 'held') return 'held';
|
||||
|
||||
if (yardOfficeQuestion(s, id, tray, dest.seat, events) === 'ask') return 'needsClearance';
|
||||
}
|
||||
|
||||
node.transits = node.transits.filter((t) => t.tray !== id);
|
||||
// Red Flags protect a train while it is stopped here; once it rolls, the flags come in.
|
||||
if (node.redFlagged) node.redFlagged = node.redFlagged.filter((t) => t !== id);
|
||||
|
||||
if (!dest) return 'held';
|
||||
|
||||
@@ -806,10 +1025,10 @@ function evaluateClearance(
|
||||
): 'clear' | 'blocked' | 'ask' {
|
||||
// A ruling already given for this train is consumed here — this is what stops the driver from
|
||||
// re-asking the same question every time it re-evaluates the train.
|
||||
const ruling = s.clock.clearanceRuling;
|
||||
if (ruling && ruling.train === id) {
|
||||
s.clock.clearanceRuling = null;
|
||||
return ruling.allow ? 'clear' : 'blocked';
|
||||
const answer = s.clock.decisionAnswer;
|
||||
if (answer && answer.kind === 'clearance' && answer.train === id) {
|
||||
s.clock.decisionAnswer = null;
|
||||
return answer.allow ? 'clear' : 'blocked';
|
||||
}
|
||||
|
||||
const node = s.division.nodes[targetIndex];
|
||||
@@ -877,24 +1096,239 @@ function evaluateClearance(
|
||||
// from moving". Flagging is per-train rather than per-card, so it protects one specific train
|
||||
// where ABS Signals protects everything on the card.
|
||||
//
|
||||
// Both of these read the card the OTHER train is standing on rather than the card being
|
||||
// entered. They were the same card while this only looked one card ahead; across a Subdivision
|
||||
// they are not, and the protection belongs where the train it protects actually is.
|
||||
if (onNode?.kind === 'mainline' && (onNode.redFlagged ?? []).includes(other)) return 'blocked';
|
||||
// Red Flags used to protect a stopped train here as well. Gitea#19 replaced that rule outright
|
||||
// (Jesse, 2026-08-29): a flag is now planted on a district's Limits and holds trains coming from
|
||||
// one direction, so it never applies out on the Mainline. ABS Signals is what protects a train
|
||||
// standing on a Mainline card now, and it always did the job better.
|
||||
|
||||
// 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
|
||||
// no judgment call to make. This is the amendment to Gap 2's unconditional collisions.
|
||||
if (onNode?.kind === 'mainline' && onNode.absSignals) return 'blocked';
|
||||
/**
|
||||
* ABS Signals — "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" (RAR, Gitea#3).
|
||||
*
|
||||
* 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).
|
||||
s.clock.pendingDecision = { train: id, occupiedBy: other };
|
||||
s.clock.pendingDecision = { kind: 'clearance', train: id, occupiedBy: other };
|
||||
events.push({ type: 'clearanceRequested', trainId: id, occupiedBy: other });
|
||||
return 'ask';
|
||||
}
|
||||
return 'clear';
|
||||
}
|
||||
|
||||
/**
|
||||
* CAN THIS TRAIN REACH THE YARD OFFICE, AND IS THE LEAD CLEAR? (Gitea#5)
|
||||
*
|
||||
* Three answers, because Jesse's ruling (2026-08-29) splits two failures his issue describes
|
||||
* separately: "if the Yard Office is not accessible in one move, you should not get the option"
|
||||
* and "cars on the tracks you use to get in result in a crash".
|
||||
*
|
||||
* - `clear` — a route exists and nothing is standing on it. Offer it; taking it is safe.
|
||||
* - `fouled` — a route exists and there are cars on it. Offer it; taking it collides.
|
||||
* - `none` — no route in one move. Do not offer it, and say why in the history.
|
||||
*
|
||||
* WALKED WITH THE ENGINE'S OWN MOVE RULES rather than a bespoke adjacency test. `exploreMoves`
|
||||
* already means exactly what the card's "in one move" means — any distance without changing
|
||||
* direction, finishing on Operational Rail (§2.4, §A.1) — so using it is what makes the code and
|
||||
* the card agree, which was the whole complaint.
|
||||
*
|
||||
* THE FOULING SIGNAL IS `couples`. The walk does not treat standing cars as obstructions: it
|
||||
* COUPLES them, because that is what a switching move does (§A.4). An arriving train is not
|
||||
* switching, so anything it would have coupled is instead something it is about to hit — the same
|
||||
* reading §8.3 already applies to the Running Track.
|
||||
*
|
||||
* The walk starts at the Office square, where a standard arrival puts the train, and leaves by the
|
||||
* way the train is already facing. Reversing is a separate Move (§A.5), so a Yard Office that can
|
||||
* only be reached by backing up is correctly "not in one move".
|
||||
*/
|
||||
/**
|
||||
* The flag comes down as it stops the train — one card, one train (Gitea#19).
|
||||
*
|
||||
* MUTATES RATHER THAN EMITTING A REDUCED EVENT, because this is the phase driver: `advance.ts`
|
||||
* changes state directly and then describes what it did, and roughly a third of the event types are
|
||||
* never reduced at all (`README.md`, and `tally.ts` on the same asymmetry). A `redFlagSpent`
|
||||
* reducer case looked right and never fired — the flag stayed up and held every train that came.
|
||||
*/
|
||||
function spendFlag(
|
||||
office: Extract<DivisionNode, { kind: 'office' }>,
|
||||
tray: CrewTray,
|
||||
side: Direction,
|
||||
events: GameEvent[],
|
||||
): 'held' {
|
||||
delete office.redFlag;
|
||||
events.push({ type: 'redFlagSpent', seat: office.seat, side, trainNumber: tray.trainNumber ?? 0 });
|
||||
events.push({
|
||||
type: 'trainHeld',
|
||||
trainNumber: tray.trainNumber ?? 0,
|
||||
reason: 'Red Flags — held short of the Limits',
|
||||
});
|
||||
return 'held';
|
||||
}
|
||||
|
||||
/**
|
||||
* §Q, RED FLAGS (Gitea#19) — does a flag stop this train, and should its owner be offered one?
|
||||
*
|
||||
* Two jobs, because they are the same moment seen twice: a flag already planted stops the train
|
||||
* outright, and a train about to run into trouble is the cue to offer a flag to somebody holding
|
||||
* the card. "You can play the card normally or out of phase, but only if you need it."
|
||||
*
|
||||
* - `held` — a flag was up on the side this train is coming from. It loses this Mainline
|
||||
* Phase and the flag comes down with it: one card, one train (Jesse, 2026-08-29).
|
||||
* - `ask` — entering would collide and the district's owner holds a Red Flags card.
|
||||
* - `proceed` — neither.
|
||||
*
|
||||
* WHICH SIDE. A train running WEST arrives from the east, so `FLAG EAST` is what holds it — which
|
||||
* is the example the issue gives, and the reason the flag names a side rather than a heading.
|
||||
*/
|
||||
function redFlagStop(
|
||||
s: GameState,
|
||||
id: TrayId,
|
||||
tray: CrewTray,
|
||||
dest: Extract<DivisionNode, { kind: 'office' }>,
|
||||
events: GameEvent[],
|
||||
): 'held' | 'ask' | 'proceed' {
|
||||
const from: Direction = tray.direction === 'east' ? 'west' : 'east';
|
||||
|
||||
// The answer to a prompt already put. Consumed here so the driver cannot ask twice.
|
||||
const answer = s.clock.decisionAnswer;
|
||||
if (answer && answer.kind === 'redFlag' && answer.train === id) {
|
||||
s.clock.decisionAnswer = null;
|
||||
if (!answer.flag) return 'proceed';
|
||||
// The card was spent planting the flag; it stops this train and comes down again at once.
|
||||
return spendFlag(dest, tray, from, events);
|
||||
}
|
||||
|
||||
if (dest.redFlag === from) return spendFlag(dest, tray, from, events);
|
||||
|
||||
/**
|
||||
* "In actual cases of danger… if there is a train or cars on the track and there will be a
|
||||
* collision, then you break in with a dialog." The two ways an arrival collides are §8.3's own:
|
||||
* no free A/D track, and cars fouling the Running Track. Asked only of a player who can actually
|
||||
* answer — offering a flag to somebody holding no card is a prompt with one button.
|
||||
*/
|
||||
const owner = playerAtSeat(s, dest.seat);
|
||||
const holdsFlag = (s.decks.hands.get(owner) ?? []).some((cid) => {
|
||||
const c = s.cards.get(cid);
|
||||
return c?.kind.kind === 'maneuver' && c.kind.key === 'redFlags';
|
||||
});
|
||||
if (!holdsFlag) return 'proceed';
|
||||
if (!arrivalWouldCollide(s, id, tray, dest.seat)) return 'proceed';
|
||||
|
||||
s.clock.pendingDecision = { kind: 'redFlag', train: id, seat: dest.seat, from };
|
||||
return 'ask';
|
||||
}
|
||||
|
||||
/**
|
||||
* Would this arrival collide? §8.3's two triggers, asked before the train commits.
|
||||
*
|
||||
* Deliberately a READ of the same conditions `arriveAtOffice` enforces rather than a second rule:
|
||||
* if these two ever diverge, the prompt offers a flag against a collision that will not happen, or
|
||||
* stays silent before one that will.
|
||||
*/
|
||||
function arrivalWouldCollide(s: GameState, id: TrayId, tray: CrewTray, seat: SeatIndex): boolean {
|
||||
const area = areaAtSeat(s, seat);
|
||||
const hasInterlocking = [...area.grid.values()].some((c) => c.enhancements.includes('interlocking'));
|
||||
const full = area.adOccupancy.length >= officeProfile(area.tier).adTracks;
|
||||
// Interlocking turns a full Office into a hold rather than a collision, so it is not danger.
|
||||
if (full && !hasInterlocking) return true;
|
||||
|
||||
// A coach may legally stand at the Office while its engine switches (§A.4's carve-out), so it is
|
||||
// not a hazard to the next arrival. Anything else on the Running Track is.
|
||||
const officeCard = area.grid.get(coordKey(area.officeCoord));
|
||||
return officeCard !== undefined && officeCard.standing.some((c) => c.type !== 'coach');
|
||||
}
|
||||
|
||||
/**
|
||||
* §11 (Gitea#5) — should the district's owner be asked about the Yard Office, and is there
|
||||
* anything to ask about?
|
||||
*
|
||||
* Returns `ask` only when the offer is real: a coachless train, a Yard Office card in the district,
|
||||
* and a route to it in one move. Everything else is `proceed`, which means the ordinary arrival.
|
||||
*
|
||||
* ALSO THE PLACE THE HISTORY LEARNS WHY NOT. Jesse, 2026-08-29: "make sure this is logged in
|
||||
* history — why can't move so user knows why they can't get to yard." A qualifying train that is
|
||||
* simply never offered the choice looks exactly like the feature being broken, which is how the
|
||||
* missing reachability check went unnoticed for so long.
|
||||
*/
|
||||
function yardOfficeQuestion(
|
||||
s: GameState,
|
||||
id: TrayId,
|
||||
tray: CrewTray,
|
||||
seat: SeatIndex,
|
||||
events: GameEvent[],
|
||||
): 'ask' | 'proceed' {
|
||||
// Already answered: `arriveAtOffice` consumes it. Asking again would loop the phase for ever.
|
||||
const answer = s.clock.decisionAnswer;
|
||||
if (answer && answer.kind === 'yardOffice' && answer.train === id) return 'proceed';
|
||||
|
||||
if (tray.consist.some((c) => c.type === 'coach')) return 'proceed';
|
||||
const area = areaAtSeat(s, seat);
|
||||
if (![...area.grid.values()].some((c) => c.enhancements.includes('yardOffice'))) return 'proceed';
|
||||
|
||||
const route = yardOfficeRoute(s, seat, id, tray);
|
||||
if (route.kind === 'none') {
|
||||
events.push({
|
||||
type: 'trainDiverted',
|
||||
trainNumber: tray.trainNumber ?? 0,
|
||||
to: 'the Office',
|
||||
reason: `the Yard Office could not be offered — ${route.why}`,
|
||||
});
|
||||
return 'proceed';
|
||||
}
|
||||
|
||||
s.clock.pendingDecision = { kind: 'yardOffice', train: id, seat };
|
||||
return 'ask';
|
||||
}
|
||||
|
||||
type YardOfficeRoute =
|
||||
| { kind: 'clear' | 'fouled'; coord: GridCoord }
|
||||
| { kind: 'none'; why: string };
|
||||
|
||||
function yardOfficeRoute(s: GameState, seat: SeatIndex, id: TrayId, tray: CrewTray): YardOfficeRoute {
|
||||
const area = areaAtSeat(s, seat);
|
||||
const target = [...area.grid.entries()].find(([, card]) => card.enhancements.includes('yardOffice'));
|
||||
if (!target) return { kind: 'none', why: 'there is no Yard Office in this district' };
|
||||
const [key] = target;
|
||||
const [row, col] = key.split(',').map(Number);
|
||||
const coord = { row: row!, col: col! };
|
||||
|
||||
const player = playerAtSeat(s, seat);
|
||||
const facing = railFacingOf(tray);
|
||||
const found = reachableDestinations(
|
||||
{
|
||||
area,
|
||||
occupancy: occupancyFor(s, player, id),
|
||||
consistSize: tray.consist.length,
|
||||
self: id,
|
||||
},
|
||||
area.officeCoord,
|
||||
facing,
|
||||
).find((d) => d.coord.row === coord.row && d.coord.col === coord.col);
|
||||
|
||||
if (!found) {
|
||||
return {
|
||||
kind: 'none',
|
||||
why: 'it cannot be reached from the Office in one move, running the way this train is facing',
|
||||
};
|
||||
}
|
||||
return { kind: found.couples.length > 0 ? 'fouled' : 'clear', coord };
|
||||
}
|
||||
|
||||
/**
|
||||
* §8.3 — arriving at an Office. Collisions here are AUTOMATIC (Gap 2a): if the trigger holds,
|
||||
* the collision happens, with no die roll and no judgment.
|
||||
@@ -911,22 +1345,51 @@ function arriveAtOffice(
|
||||
const hasEnhancement = (key: string): boolean =>
|
||||
[...area.grid.values()].some((c) => c.enhancements.includes(key));
|
||||
|
||||
// Yard Office — "an inbound train with NO COACHES that can make a single move to the yard office
|
||||
// track may arrive there, not at the Train Order Office". It sidesteps the A/D track entirely.
|
||||
const noCoaches = !tray.consist.some((c) => c.type === 'coach');
|
||||
if (noCoaches && hasEnhancement('yardOffice')) {
|
||||
for (const [key, card] of area.grid) {
|
||||
if (!card.enhancements.includes('yardOffice')) continue;
|
||||
const [row, col] = key.split(',').map(Number);
|
||||
tray.position = { at: 'grid', seat, coord: { row: row!, col: col! } };
|
||||
/**
|
||||
* §11, THE YARD OFFICE (Gitea#5) — offered, not imposed.
|
||||
*
|
||||
* "Trains that are only freight (cabooses ok, no coaches allowed) that arrive in a player's area
|
||||
* who has the yard office card get an extra ability. On the turn (mainline phase) that the train
|
||||
* arrives the game will offer that player the option to have that train go directly to the yard
|
||||
* office card instead of the standard office. They can of course still choose to have the train
|
||||
* go to the standard office."
|
||||
*
|
||||
* WHAT THIS USED TO DO, and why all three of the rule's conditions were missing: a qualifying
|
||||
* train was TELEPORTED onto the Yard Office card. The player was never asked, no route was ever
|
||||
* computed — so the card's own printed text, "that can reach the yard office in one move", was
|
||||
* unenforced — and because nothing was walked, nothing was ever met on the way in.
|
||||
*
|
||||
* The answer comes back through `pendingDecision`, so this returns `needsClearance` and is
|
||||
* re-entered once the player has answered. `yardOfficeOffer` below is where the route is walked.
|
||||
*/
|
||||
/**
|
||||
* The answer to the offer `yardOfficeQuestion` put before the train left the Mainline card.
|
||||
* Absent — because the train has no Yard Office, or no route to it, or carries coaches — this
|
||||
* falls straight through to the ordinary arrival below.
|
||||
*/
|
||||
const answer = s.clock.decisionAnswer;
|
||||
if (answer && answer.kind === 'yardOffice' && answer.train === id) {
|
||||
s.clock.decisionAnswer = null;
|
||||
const route = answer.take ? yardOfficeRoute(s, seat, id, tray) : { kind: 'none' as const };
|
||||
if (route.kind !== 'none') {
|
||||
tray.position = { at: 'grid', seat, coord: route.coord };
|
||||
events.push({
|
||||
type: 'trainDiverted',
|
||||
trainNumber: tray.trainNumber ?? 0,
|
||||
to: 'the Yard Office',
|
||||
reason: 'no coaches, so it need not occupy the Train Order Office',
|
||||
});
|
||||
/**
|
||||
* Cars on the lead are a COLLISION, not a coupling — the same §8.3 rule that governs the
|
||||
* Running Track, and the third of the three things this implementation was missing. An
|
||||
* arriving train is at speed and is not expecting them (§A.4).
|
||||
*/
|
||||
if (route.kind === 'fouled') {
|
||||
collide(s, playerAtSeat(s, seat), [id], events, 'cars fouling the lead into the Yard Office', 'the Yard Office');
|
||||
}
|
||||
return 'moved';
|
||||
}
|
||||
// Declined: fall through to the standard Office, with its own capacity and collision rules.
|
||||
}
|
||||
|
||||
// Gap 2d — no room at the station is a collision, and it is the local player's fault (§10).
|
||||
@@ -1039,7 +1502,18 @@ function collide(
|
||||
if (n.kind !== 'mainline') continue;
|
||||
n.transits = n.transits.filter((t) => t.tray !== id);
|
||||
if (n.holding) n.holding = n.holding.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);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1173,6 +1647,14 @@ function shiftChange(s: GameState, events: GameEvent[]): AdvanceResult {
|
||||
s.config.maxCollisionsTotal > 0 && s.collisionsTotal >= s.config.maxCollisionsTotal;
|
||||
if (perDayBreach || totalBreach) {
|
||||
s.status = 'finished';
|
||||
/**
|
||||
* NOT EXTENDABLE, AND IT DOES NOT REWRITE A RECORDED RESULT (Gitea#11).
|
||||
*
|
||||
* A breach during an EXTENDED Day ends play at once, exactly as it would during the regular
|
||||
* game — but by then the official result already exists, and a railroad declared unsafe on
|
||||
* Day 9 does not retract who won on Day 5. `freezeOfficial` is what keeps that true: it
|
||||
* writes only when `official` is still null, so assigning `outcome` here is safe.
|
||||
*/
|
||||
s.outcome = { result: 'loss', winner: null, reason: 'collisionFloor' };
|
||||
return { events, needsInput: false };
|
||||
}
|
||||
@@ -1216,28 +1698,55 @@ function rotateSeats(s: GameState, events: GameEvent[]): void {
|
||||
|
||||
function checkVictory(s: GameState, _events: GameEvent[]): boolean {
|
||||
const daysElapsed = s.clock.day - 1;
|
||||
if (daysElapsed < s.config.days) return false;
|
||||
/**
|
||||
* `extraDays` is Gitea#11. `config.days` is never touched by an extension — it is what the
|
||||
* OFFICIAL result is decided at — so the Day the timetable currently runs to is the sum of the
|
||||
* two. On the first ending they are equal, which is why `freezeOfficial` can record `config.days`
|
||||
* as the official Day without asking anything further.
|
||||
*/
|
||||
if (daysElapsed < s.config.days + s.extraDays) return false;
|
||||
|
||||
s.status = 'finished';
|
||||
s.outcome = decideOutcome(s);
|
||||
/**
|
||||
* §3.3, EXTENDED PLAY — an ending the table may play past PAUSES rather than finishing.
|
||||
*
|
||||
* `freezeOfficial` (the `advance` wrapper) records the first of these as the official result, so
|
||||
* by the time a second one is reached the winner is already settled and everything here is
|
||||
* informational. The votes are cleared each time because the question is asked again at the end
|
||||
* of every extended Day: agreeing once does not agree to the rest of the game.
|
||||
*/
|
||||
if (isExtendable(s.outcome.reason)) {
|
||||
s.status = 'awaitingExtension';
|
||||
s.extensionVotes = s.players.map(() => null);
|
||||
} else {
|
||||
s.status = 'finished';
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* WHO WON, on the evidence as it stands right now.
|
||||
*
|
||||
* Split out of `checkVictory` for Gitea#11: it is asked once per ending, and an extended game has
|
||||
* more than one. Unchanged in substance — the revenue floor, then co-op's shared achievement, then
|
||||
* the highest Revenue — it simply no longer writes to the state it is reasoning about.
|
||||
*/
|
||||
function decideOutcome(s: GameState): Outcome {
|
||||
const combined = totalRevenue(s);
|
||||
if (s.config.minCombinedRevenue > 0 && combined < s.config.minCombinedRevenue) {
|
||||
s.outcome = { result: 'loss', winner: null, reason: 'revenueFloor' };
|
||||
return true;
|
||||
return { result: 'loss', winner: null, reason: 'revenueFloor' };
|
||||
}
|
||||
|
||||
if (s.config.mode === 'coop') {
|
||||
s.outcome = { result: 'win', winner: null, reason: 'daysElapsed' };
|
||||
return true;
|
||||
return { result: 'win', winner: null, reason: 'daysElapsed' };
|
||||
}
|
||||
|
||||
const best = Math.max(...s.players.map((p) => p.revenue));
|
||||
s.outcome = {
|
||||
return {
|
||||
result: 'win',
|
||||
winner: s.players.findIndex((p) => p.revenue === best),
|
||||
reason: 'daysElapsed',
|
||||
};
|
||||
return true;
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
+296
-49
@@ -52,11 +52,14 @@ import type {
|
||||
TrayId,
|
||||
TurnoutOrientation,
|
||||
} from './state.ts';
|
||||
import { tallyEvent } from './tally.ts';
|
||||
import { createRng } from './rng.ts';
|
||||
import {
|
||||
carsOn,
|
||||
coordKey,
|
||||
cutTowards,
|
||||
decisionActor,
|
||||
officeNodeFor,
|
||||
isOperationalRail,
|
||||
playerAtSeat,
|
||||
pooled,
|
||||
@@ -77,6 +80,7 @@ import {
|
||||
facilityVariants,
|
||||
opposite,
|
||||
reachableDestinations,
|
||||
rowEndAt,
|
||||
variantsFor,
|
||||
withinLimits,
|
||||
} from './track.ts';
|
||||
@@ -122,7 +126,12 @@ function trayCoord(s: GameState, trayId: TrayId): GridCoord | null {
|
||||
}
|
||||
|
||||
/** A tray sitting on the Office card occupies an A/D track (§2.1). */
|
||||
function occupancyFor(s: GameState, player: PlayerIndex, self: TrayId): Occupancy {
|
||||
/**
|
||||
* Exported for `advance.ts`'s Yard Office walk (Gitea#5), which has to ask the SAME occupancy
|
||||
* question a switching move asks — a second copy would be free to drift into a different answer
|
||||
* about which cards are free.
|
||||
*/
|
||||
export function occupancyFor(s: GameState, player: PlayerIndex, self: TrayId): Occupancy {
|
||||
const area = areaOf(s, player);
|
||||
return {
|
||||
trayAt: (c) => {
|
||||
@@ -331,6 +340,15 @@ function checkTurnoutUpgrade(existing: TrackCard, proto: TrackCard): RejectionCo
|
||||
|
||||
if (existing.standing.length > 0) return 'UPGRADE_OCCUPIED';
|
||||
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;
|
||||
}
|
||||
|
||||
@@ -417,14 +435,42 @@ export function canDetrain(s: GameState, player: PlayerIndex, at: GridCoord, tra
|
||||
}
|
||||
|
||||
/**
|
||||
* A Timetabled or Extra train card (§6.2, Gitea#6) — the one place that decides what "a train card"
|
||||
* means, so the rule, the UI's reason text and any test all ask the same question.
|
||||
* A Timetabled or Extra train card (§6.2) — the one place that decides what "a train card" means.
|
||||
*/
|
||||
export function isTrainCard(s: GameState, cardId: CardId): boolean {
|
||||
const kind = s.cards.get(cardId)?.kind.kind;
|
||||
return kind === 'timetabledTrain' || kind === 'extraTrain';
|
||||
}
|
||||
|
||||
/**
|
||||
* WHY THIS CARD CANNOT BE THROWN AWAY, or `null` if it can (§6.2, Gitea#9 superseding Gitea#6).
|
||||
*
|
||||
* The one place that answers the question, so `check`, the hand panel and the blocked "End Local
|
||||
* Operations" button all give the same reason rather than three hand-written approximations of it.
|
||||
* Gitea#6 made every train card unconditionally undiscardable; Gitea#9 narrows that:
|
||||
*
|
||||
* - a TIMETABLED train is discardable unless the `discardTimetabled` house rule is off. Jesse's
|
||||
* reasoning is about a long game whose timetable has filled up — "the stations are jammed and
|
||||
* the railroad doesn't need any more. You can toss it";
|
||||
* - an EXTRA is never discardable. It never joins the timetable, so it cannot jam it, and the
|
||||
* rule it would otherwise dodge is the hand limit.
|
||||
*
|
||||
* Returns the sentence rather than a code because it is written for a player, and the two cases
|
||||
* fail for genuinely different reasons — "not in this game" and "not ever".
|
||||
*/
|
||||
export function keepReason(s: GameState, cardId: CardId): string | null {
|
||||
const kind = s.cards.get(cardId)?.kind.kind;
|
||||
if (kind === 'extraTrain') {
|
||||
return 'An Extra is never discarded. It runs once and ends in the Salvage Yard, so it can only ' +
|
||||
'be played — hold it for as many Stages and Days as you like.';
|
||||
}
|
||||
if (kind === 'timetabledTrain' && !houseRules(s.config).discardTimetabled) {
|
||||
return 'A train card is never discarded in this game. The only way it leaves your hand is onto ' +
|
||||
'the timetable — hold it for as many Stages and Days as you like.';
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* WHERE AN EXTRA STARTS AND WHICH WAY IT RUNS — the one answer `check`, `execute` and the reducer
|
||||
* all use, so a placement can never be checked against one square and made on another.
|
||||
@@ -563,6 +609,21 @@ function freightWorkedKey(trayId: TrayId, at: GridCoord): string {
|
||||
|
||||
const isFreight = (c: RollingStock): boolean => c.type !== 'coach' && c.type !== 'caboose';
|
||||
|
||||
/**
|
||||
* IS THIS CAR CARRYING A LOAD? A CABOOSE NEVER IS, whatever its `loaded` flag says.
|
||||
*
|
||||
* `ROLLING_STOCK_SUPPLY` mints all six cabooses as `{ loaded: 6, empty: 0 }` because §2.2's
|
||||
* "a coloured car is loaded, a white car is empty" is doing double duty there as a PIECE COUNT,
|
||||
* and a caboose has no white version — there is no such thing as an empty one to make up a train
|
||||
* from. Every other reading of `.loaded` in this file is already scoped to a coach or to a named
|
||||
* car type, so the flag's second meaning only ever escaped here.
|
||||
*
|
||||
* Reported as Gitea#8: X22 Pee-Dee, whose whole card is "may only pick up MTs", could not couple a
|
||||
* caboose at all — including the one it was made up with. Drop it and it was stranded, which made
|
||||
* the train unplayable rather than merely restricted.
|
||||
*/
|
||||
const carriesLoad = (c: RollingStock): boolean => c.loaded && c.type !== 'caboose';
|
||||
|
||||
/**
|
||||
* May this train work these freight cars on this square?
|
||||
*
|
||||
@@ -662,7 +723,7 @@ function refusesThisOffice(s: GameState, player: PlayerIndex, tray: CrewTray): b
|
||||
* this works out whether a card is the reason. Without it a Military train standing at the platform
|
||||
* reported "no train at the Office", which is both wrong and unhelpful.
|
||||
*/
|
||||
function passengerRefusal(
|
||||
export function passengerRefusal(
|
||||
s: GameState,
|
||||
player: PlayerIndex,
|
||||
at: GridCoord,
|
||||
@@ -716,16 +777,64 @@ function passengerRefusal(
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCode | null {
|
||||
/**
|
||||
* §3.3, EXTENDED PLAY (Gitea#11) — asked ABOVE the status guard, because the whole point of the
|
||||
* vote is that it is the one thing the rules will take from a game that has stopped.
|
||||
*
|
||||
* Out of turn like `mainline.clearance` below, and unlike it open to every seat at once: it is a
|
||||
* table decision rather than a ruling, so there is no actor to be.
|
||||
*/
|
||||
if (i.type === 'game.extend') {
|
||||
if (s.status !== 'awaitingExtension') return 'NOT_AWAITING_EXTENSION';
|
||||
// The intent NAMES its voter so that a save can be replayed (`intents.ts`), which makes it a
|
||||
// claim until it is checked against the seat the caller authenticated. One seat may not vote
|
||||
// for another.
|
||||
if (i.player !== player) return 'NOT_YOUR_TURN';
|
||||
if (s.extensionVotes[player] !== null) return 'ALREADY_VOTED';
|
||||
return null;
|
||||
}
|
||||
|
||||
if (s.status !== 'active') return 'WRONG_PHASE';
|
||||
|
||||
// The clearance ruling is the one intent that arrives out of turn order: it interrupts the
|
||||
// automatic Mainline Phase and goes to the Superintendent (§8.1, fourth condition).
|
||||
if (i.type === 'mainline.clearance') {
|
||||
if (s.clock.pendingDecision === null) return 'NO_PENDING_DECISION';
|
||||
if (s.clock.pendingDecision?.kind !== 'clearance') return 'NO_PENDING_DECISION';
|
||||
if (s.clock.superintendent !== player) return 'NOT_SUPERINTENDENT';
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* §Q (Gitea#19) — the Red Flag prompt, the third interruption of the Mainline Phase.
|
||||
*
|
||||
* Only ever raised for a player who holds the card, so `flag: true` can always be paid for; the
|
||||
* card is checked again here because `check` is the authority and a hand can change between the
|
||||
* prompt being raised and answered.
|
||||
*/
|
||||
if (i.type === 'mainline.redFlag') {
|
||||
if (s.clock.pendingDecision?.kind !== 'redFlag') return 'NO_RED_FLAG_PROMPT';
|
||||
if (decisionActor(s) !== player) return 'NOT_YOUR_TURN';
|
||||
if (!i.flag) return null;
|
||||
const held = (s.decks.hands.get(player) ?? []).find((id) => {
|
||||
const c = s.cards.get(id);
|
||||
return c?.kind.kind === 'maneuver' && c.kind.key === 'redFlags';
|
||||
});
|
||||
if (!held) return 'NO_SUCH_CARD';
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* §11 (Gitea#5) — the Yard Office offer, the second interruption of the Mainline Phase.
|
||||
*
|
||||
* Goes to the district's owner rather than the Superintendent, which is the whole reason
|
||||
* `pendingDecision` became a union. `decisionActor` is the single place that mapping lives.
|
||||
*/
|
||||
if (i.type === 'mainline.yardOffice') {
|
||||
if (s.clock.pendingDecision?.kind !== 'yardOffice') return 'NO_YARD_OFFICE_OFFER';
|
||||
if (decisionActor(s) !== player) return 'NOT_YOUR_TURN';
|
||||
return null;
|
||||
}
|
||||
|
||||
if (!isActor(s, player)) return 'NOT_YOUR_TURN';
|
||||
|
||||
switch (i.type) {
|
||||
@@ -777,7 +886,7 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
|
||||
*/
|
||||
if (rules.noSwitching) return 'PICKUP_NOT_ALLOWED';
|
||||
if (rules.dropOnly) return 'PICKUP_NOT_ALLOWED';
|
||||
if (rules.pickUpEmptiesOnly && fresh.some((c) => c.loaded)) return 'EMPTIES_ONLY';
|
||||
if (rules.pickUpEmptiesOnly && fresh.some(carriesLoad)) return 'EMPTIES_ONLY';
|
||||
const freight = fresh.filter(isFreight).length;
|
||||
if (freight > 0 && !freightBudgetLeft(s, player, tray, i.to, freight)) return 'FREIGHT_WORKED_HERE';
|
||||
}
|
||||
@@ -881,30 +990,29 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
|
||||
}
|
||||
|
||||
/**
|
||||
* §6.2, AS RULED BY JESSE (Gitea#6): A TRAIN CARD MAY NOT BE DISCARDED. EVER.
|
||||
* §6.2 — WHICH TRAIN CARDS MAY BE THROWN AWAY (Gitea#9, superseding Gitea#6).
|
||||
*
|
||||
* It may be held for as many Stages and Days as the player likes — the hand limit is the only
|
||||
* pressure on it — but it never goes onto a Department pile. The consequence is the point of the
|
||||
* rule and needs no machinery of its own: a player holding four train cards has nothing
|
||||
* discardable, and `draw.end` already refuses while the hand is over the limit, so the only way
|
||||
* to conclude the turn is to PLAY one. Playing a train card is unconditionally legal (see
|
||||
* `card.play`'s `timetabledTrain` case, which refuses only a board placement), so that corner
|
||||
* can never lock a player in.
|
||||
* `keepReason` holds the rule; this asks it. A Timetabled train is discardable unless the
|
||||
* `discardTimetabled` house rule is off, and an Extra never is.
|
||||
*
|
||||
* Extras count. They are trains — Jesse's ruling in the same breath — even though an Extra runs
|
||||
* once and ends in the Salvage Yard while a Timetabled card joins the timetable for the rest of
|
||||
* the game.
|
||||
* WHERE THE DISCARD GOES IS THE OTHER HALF OF THE RULING. "If someone else wants to pick it up,
|
||||
* they are more than able to" — a discard goes face-up on a Department pile, which is exactly
|
||||
* where a rival can draw it from, so the second half needed no machinery at all.
|
||||
*
|
||||
* `legal.ts` enumerates candidates and filters them through here, so the discard option simply
|
||||
* stops being offered for these cards; the bot needs no separate rule and already reaches for
|
||||
* `card.play` before it reaches for a discard.
|
||||
* The corner Gitea#6 created still exists when the setting is off, and is still deliberate: a
|
||||
* player holding four undiscardable trains has one way forward, which is to PLAY one. `draw.end`
|
||||
* refuses while the hand is over the limit, and playing a train card is unconditionally legal
|
||||
* (`card.play`'s `timetabledTrain` case refuses only a board placement), so it can never lock.
|
||||
*
|
||||
* `legal.ts` enumerates candidates and filters them through here, so an undiscardable card
|
||||
* simply stops being offered; the bot needs no separate rule.
|
||||
*/
|
||||
case 'card.discard': {
|
||||
if (!inPhase(s, 'localOps')) return 'WRONG_PHASE';
|
||||
const hand = s.decks.hands.get(player) ?? [];
|
||||
if (!hand.includes(i.cardId)) return 'CARD_NOT_IN_HAND';
|
||||
if (i.toSlot < 0 || i.toSlot > 2) return 'SLOT_EMPTY';
|
||||
if (isTrainCard(s, i.cardId)) return 'TRAINS_ARE_NEVER_DISCARDED';
|
||||
if (keepReason(s, i.cardId) !== null) return 'TRAINS_ARE_NEVER_DISCARDED';
|
||||
return null;
|
||||
}
|
||||
|
||||
@@ -920,7 +1028,7 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
|
||||
if (!node || node.kind !== 'mainline') return 'NO_PLACEMENT';
|
||||
const on = node.modifiers ?? [];
|
||||
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';
|
||||
// "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
|
||||
@@ -936,14 +1044,9 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
|
||||
const card = s.cards.get(i.cardId);
|
||||
if (!card || !(s.decks.hands.get(player) ?? []).includes(i.cardId)) return 'NO_SUCH_CARD';
|
||||
if (card.kind.kind !== 'maneuver' || card.kind.key !== 'redFlags') return 'WRONG_INTENT';
|
||||
const tray = s.trays.get(i.trayId);
|
||||
if (!tray) return 'NO_SUCH_TRAY';
|
||||
// "A STOPPED train is prevented from being hit" — it protects a train that is standing on a
|
||||
// Mainline card, which is the only place a rear-ender can happen.
|
||||
if (tray.position.at !== 'mainline') return 'NO_PLACEMENT';
|
||||
const node = s.division.nodes[tray.position.index];
|
||||
if (!node || node.kind !== 'mainline') return 'NO_PLACEMENT';
|
||||
if ((node.redFlagged ?? []).includes(i.trayId)) return 'OPTION_ALREADY_CHOSEN';
|
||||
// §Q (Gitea#19) — a flag goes on your OWN Limits. There is no target train to name and no
|
||||
// placement to find: the district is yours, and the only question is which side.
|
||||
if (officeNodeFor(s, seatOf(s, player))?.redFlag === i.side) return 'ALREADY_FLAGGED';
|
||||
return null;
|
||||
}
|
||||
|
||||
@@ -1089,7 +1192,7 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
|
||||
// This was not enforced at all: any car could be added in any quantity, so Train 9 "Heavy
|
||||
// Freight" — a card calling for 3 freight AND a caboose — was made up with four hoppers and
|
||||
// no caboose. Fewer is allowed; more, or of the wrong category, is not.
|
||||
return acceptsCar(tray, i.carType) ? null : 'NO_SUITABLE_CAR';
|
||||
return acceptsCar(tray, i.carType, i.loaded, s.yards.divisionYard) ? null : 'NO_SUITABLE_CAR';
|
||||
}
|
||||
|
||||
case 'newTrain.secondSection': {
|
||||
@@ -1428,7 +1531,7 @@ export function ownCutFor(s: GameState, player: PlayerIndex, trayId: TrayId, rev
|
||||
const facing = facingPort(s, trayId);
|
||||
const exit: Port = reverse ? reversePort(s, player, here, facing) : facing;
|
||||
const card = areaOf(s, player).grid.get(coordKey(here)) ?? emptyCard();
|
||||
return cutTowards(card, carsOn(card), exit);
|
||||
return cutTowards(card, carsOn(card), rowEndAt(card, exit));
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -1480,6 +1583,33 @@ export function movesFor(
|
||||
|
||||
function execute(s: GameState, player: PlayerIndex, i: Intent): GameEvent[] {
|
||||
switch (i.type) {
|
||||
/**
|
||||
* §3.3, EXTENDED PLAY (Gitea#11) — the vote, and what it settles.
|
||||
*
|
||||
* Decided HERE rather than in `reduce` because the answer depends on the votes as they stand
|
||||
* BEFORE this one lands, and `execute` is the half that still sees that. Three outcomes:
|
||||
*
|
||||
* - a refusal ends it immediately. Unanimity means one "no" is decisive, so nobody is made to
|
||||
* wait on a player who has already said no (Jesse's call, 2026-08-28);
|
||||
* - the last outstanding "yes" grants the Day — ONE Day, and the question is put again at the
|
||||
* end of it;
|
||||
* - anything else is just a vote recorded, and the table waits.
|
||||
*/
|
||||
case 'game.extend': {
|
||||
const vote: GameEvent = { type: 'extensionVoted', player, agree: i.agree };
|
||||
if (!i.agree) return [vote, { type: 'playConcluded', declinedBy: player }];
|
||||
const after = s.extensionVotes.map((v, p) => (p === player ? true : v));
|
||||
return after.every((v) => v === true)
|
||||
? [vote, { type: 'dayExtended', day: s.config.days + s.extraDays + 1 }]
|
||||
: [vote];
|
||||
}
|
||||
|
||||
case 'mainline.yardOffice': {
|
||||
const pending = s.clock.pendingDecision;
|
||||
const trainId = pending?.kind === 'yardOffice' ? pending.train : '';
|
||||
return [{ type: 'yardOfficeRuled', player, trainId, take: i.take }];
|
||||
}
|
||||
|
||||
case 'localOps.choose':
|
||||
return [{ type: 'localOpsOptionChosen', player, option: i.option }];
|
||||
|
||||
@@ -1546,14 +1676,16 @@ function execute(s: GameState, player: PlayerIndex, i: Intent): GameEvent[] {
|
||||
*/
|
||||
const grid = areaOf(s, player).grid;
|
||||
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 = [
|
||||
...(startCut.length > 0 ? [from] : []),
|
||||
...dest.path.map((step) => step.coord),
|
||||
i.to,
|
||||
].filter((c) => carsOn(grid.get(coordKey(c)) ?? emptyCard()).length > 0);
|
||||
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
|
||||
// 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
|
||||
@@ -1711,10 +1843,25 @@ function execute(s: GameState, player: PlayerIndex, i: Intent): GameEvent[] {
|
||||
];
|
||||
}
|
||||
|
||||
case 'maneuver.redFlags': {
|
||||
const tray = s.trays.get(i.trayId)!;
|
||||
const index = tray.position.at === 'mainline' ? tray.position.index : -1;
|
||||
return [{ type: 'redFlagsSet', player, cardId: i.cardId, trayId: i.trayId, node: index }];
|
||||
case 'maneuver.redFlags':
|
||||
return [{ type: 'redFlagsSet', player, cardId: i.cardId, seat: seatOf(s, player), side: i.side }];
|
||||
|
||||
case 'mainline.redFlag': {
|
||||
const pending = s.clock.pendingDecision;
|
||||
const trainId = pending?.kind === 'redFlag' ? pending.train : '';
|
||||
const seat = pending?.kind === 'redFlag' ? pending.seat : 0;
|
||||
const side = pending?.kind === 'redFlag' ? pending.from : 'east';
|
||||
if (!i.flag) return [{ type: 'redFlagRuled', player, trainId, flag: false }];
|
||||
const cardId =
|
||||
i.cardId ??
|
||||
(s.decks.hands.get(player) ?? []).find((id) => {
|
||||
const c = s.cards.get(id);
|
||||
return c?.kind.kind === 'maneuver' && c.kind.key === 'redFlags';
|
||||
})!;
|
||||
return [
|
||||
{ type: 'redFlagsSet', player, cardId, seat, side },
|
||||
{ type: 'redFlagRuled', player, trainId, flag: true },
|
||||
];
|
||||
}
|
||||
|
||||
case 'maneuver.flyingSwitch': {
|
||||
@@ -1888,6 +2035,37 @@ function findTimetableSlot(s: GameState, from: number): number | null {
|
||||
|
||||
export function reduce(s: GameState, e: GameEvent): void {
|
||||
switch (e.type) {
|
||||
// -- §3.3, extended play (Gitea#11)
|
||||
case 'extensionVoted':
|
||||
s.extensionVotes[e.player] = e.agree;
|
||||
break;
|
||||
|
||||
/**
|
||||
* One more Day, and the votes are wiped: agreeing once does not agree to the rest of the game.
|
||||
*
|
||||
* `config.days` is deliberately untouched. It is what the OFFICIAL result was decided at
|
||||
* (`state.ts`'s `FinalReport`), so leaving it alone is what makes "the winner is decided at the
|
||||
* original game length" a fact about the code rather than a comment on it. `outcome` is left
|
||||
* alone too — it is the last evaluation, and it is what the results screen shows while the extra
|
||||
* Day is played.
|
||||
*/
|
||||
case 'dayExtended':
|
||||
s.extraDays += 1;
|
||||
s.extensionVotes = s.players.map(() => null);
|
||||
s.status = 'active';
|
||||
break;
|
||||
|
||||
case 'playConcluded':
|
||||
s.status = 'finished';
|
||||
break;
|
||||
|
||||
// §11 (Gitea#5) — the same shape as `clearanceGiven`: clear the question, record the answer for
|
||||
// the arriving train to consume, or the driver asks again for ever.
|
||||
case 'yardOfficeRuled':
|
||||
s.clock.pendingDecision = null;
|
||||
s.clock.decisionAnswer = { kind: 'yardOffice', train: e.trainId, take: e.take };
|
||||
break;
|
||||
|
||||
case 'localOpsOptionChosen':
|
||||
turnOf(s, e.player).option = e.option;
|
||||
break;
|
||||
@@ -2112,14 +2290,23 @@ export function reduce(s: GameState, e: GameEvent): void {
|
||||
}
|
||||
|
||||
case 'redFlagsSet': {
|
||||
const node = s.division.nodes[e.node];
|
||||
if (node?.kind === 'mainline') {
|
||||
node.redFlagged = [...(node.redFlagged ?? []), e.trayId];
|
||||
}
|
||||
const node = officeNodeFor(s, e.seat);
|
||||
if (node) node.redFlag = e.side;
|
||||
spendCard(s, e.player, e.cardId);
|
||||
break;
|
||||
}
|
||||
|
||||
/**
|
||||
* §Q (Gitea#19) — `redFlagSpent` is NOT reduced, deliberately. It is emitted only by the phase
|
||||
* driver, which mutates state itself and then describes it (`advance.ts`'s `spendFlag`), so a
|
||||
* case here would be dead code that reads as the live one.
|
||||
*/
|
||||
|
||||
case 'redFlagRuled':
|
||||
s.clock.pendingDecision = null;
|
||||
s.clock.decisionAnswer = { kind: 'redFlag', train: e.trainId, flag: e.flag };
|
||||
break;
|
||||
|
||||
case 'flyingSwitch': {
|
||||
const tray = s.trays.get(e.trayId);
|
||||
const area = areaOf(s, e.player);
|
||||
@@ -2476,7 +2663,7 @@ export function reduce(s: GameState, e: GameEvent): void {
|
||||
case 'clearanceGiven':
|
||||
s.clock.pendingDecision = null;
|
||||
// Recorded for the asking train to consume; otherwise the driver asks again forever.
|
||||
s.clock.clearanceRuling = { train: e.trainId, allow: e.allow };
|
||||
s.clock.decisionAnswer = { kind: 'clearance', train: e.trainId, allow: e.allow };
|
||||
break;
|
||||
|
||||
default:
|
||||
@@ -2879,7 +3066,20 @@ function extendLimitsIfNeeded(area: OfficeArea, placed: GridCoord): void {
|
||||
* this. A second copy stalled the game outright: the phase believed a car could be added while
|
||||
* `check` rejected every option, so the Stage never completed.
|
||||
*/
|
||||
export function acceptsCar(tray: CrewTray, carType: CarType): boolean {
|
||||
export function acceptsCar(
|
||||
tray: CrewTray,
|
||||
carType: CarType,
|
||||
/**
|
||||
* Whether the car being offered is loaded, and what the Division Yard still holds.
|
||||
*
|
||||
* Both optional so that a caller asking the SHAPE question — "does this card take a car of this
|
||||
* category at all?" — need not answer the loading question. `trainNeedingCars` asks the shape
|
||||
* question of every car in the yard; `check` asks the full one about a specific car a player has
|
||||
* named. Omitting them skips the loading rules rather than guessing at them.
|
||||
*/
|
||||
loaded?: boolean,
|
||||
yard?: readonly RollingStock[],
|
||||
): boolean {
|
||||
const profile = trainProfile(tray.trainNumber ?? 0, tray.trainIsExtra);
|
||||
if (!profile) return true;
|
||||
|
||||
@@ -2902,6 +3102,40 @@ export function acceptsCar(tray: CrewTray, carType: CarType): boolean {
|
||||
const types = profile.consist.freightTypes;
|
||||
if (adding === 'freight' && types && !types.includes(carType)) return false;
|
||||
|
||||
if (loaded === undefined) return true;
|
||||
|
||||
/**
|
||||
* X13 APPLESEED — "may drop MTs but not pick up anything", and its consist prints EMPTIES ONLY.
|
||||
*
|
||||
* `emptiesOnly` was declared on the card, RENDERED to the player as "(empties only)" by both
|
||||
* `web/game.ts` and `sim/view.ts`, and enforced by nothing: the Appleseed could be made up with
|
||||
* loaded cars while its own card said it could not. Found while building Gitea#13, which is the
|
||||
* same rule pointing the other way, and fixed with it rather than left as the odd one out.
|
||||
*
|
||||
* A caboose is exempt. Every caboose in `ROLLING_STOCK_SUPPLY` is `loaded: true` — there is no
|
||||
* such thing as an empty one — so applying this to the caboose would bar the Appleseed from the
|
||||
* caboose its own consist calls for.
|
||||
*/
|
||||
if (profile.consist.emptiesOnly && loaded && adding !== 'caboose') return false;
|
||||
|
||||
/**
|
||||
* MUST RUN LOADED (Gitea#13) — a preference order, not a flat requirement.
|
||||
*
|
||||
* "If not loaded, then empty, and if none available, run without." So an EMPTY is refused only
|
||||
* while the yard can still supply a loaded car this train would accept; once it cannot, the empty
|
||||
* becomes legal and the train may also simply depart short. Asked of the yard rather than
|
||||
* remembered on the tray, because the yard is what the rule is about and it changes under the
|
||||
* train as other consists are built.
|
||||
*
|
||||
* The caboose is exempt for the same reason as above.
|
||||
*/
|
||||
if (profile.rules.mustRunLoaded && !loaded && adding !== 'caboose' && yard) {
|
||||
const loadedAvailable = yard.some(
|
||||
(c) => c.loaded && cat(c.type) === adding && acceptsCar(tray, c.type),
|
||||
);
|
||||
if (loadedAvailable) return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -2942,11 +3176,21 @@ export function isBeingMadeUp(tray: CrewTray): boolean {
|
||||
export function trainNeedingCars(s: GameState): TrayId | null {
|
||||
for (const [id, tray] of s.trays) {
|
||||
if (!isBeingMadeUp(tray)) continue;
|
||||
// Consists are specified by CATEGORY — "Freight (2)" is any two freight cars — so any car in
|
||||
// the yard is potentially suitable unless the card narrows it. Ask the SAME predicate `check`
|
||||
// uses: a separate copy of this test stalled the game, because the phase believed a car could
|
||||
// be added while `check` rejected every option, so the Stage never ended.
|
||||
if (s.yards.divisionYard.some((c) => acceptsCar(tray, c.type))) return id;
|
||||
/**
|
||||
* Consists are specified by CATEGORY — "Freight (2)" is any two freight cars — so any car in
|
||||
* the yard is potentially suitable unless the card narrows it. Ask the SAME predicate `check`
|
||||
* uses: a separate copy of this test stalled the game, because the phase believed a car could
|
||||
* be added while `check` rejected every option, so the Stage never ended.
|
||||
*
|
||||
* ASKED PER CAR, WITH ITS LOADED STATE, since Gitea#13. The shape question alone is no longer
|
||||
* the same question `check` answers: an `emptiesOnly` train looking at a yard of nothing but
|
||||
* loaded cars, or a `mustRunLoaded` train offered only empties while loaded ones remain, would
|
||||
* both be told a car was available and then refused every one of them — the very stall this
|
||||
* comment was written about.
|
||||
*/
|
||||
if (s.yards.divisionYard.some((c) => acceptsCar(tray, c.type, c.loaded, s.yards.divisionYard))) {
|
||||
return id;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
@@ -2998,6 +3242,9 @@ export function applyIntent(s: GameState, player: PlayerIndex, i: Intent): Apply
|
||||
|
||||
const events = execute(s, player, i);
|
||||
for (const e of events) reduce(s, e);
|
||||
// Gitea#16 — the intent half of the fold; `advance` does the phase driver's half. See `tally.ts`
|
||||
// for why it cannot simply live inside `reduce`.
|
||||
for (const e of events) tallyEvent(s, e);
|
||||
return { ok: true, events };
|
||||
}
|
||||
|
||||
|
||||
+306
-168
@@ -72,6 +72,26 @@ export type TrackProfile = {
|
||||
* 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.
|
||||
*
|
||||
* 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
|
||||
* 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.
|
||||
@@ -86,9 +106,9 @@ export type TrackProfile = {
|
||||
* published replay still plays. Reordering to look tidy would silently re-deal every saved game.
|
||||
*/
|
||||
export const TRACK_CARDS: readonly TrackProfile[] = [
|
||||
{ geometry: 'straight', hand: 'none', name: 'Straight track', copiesInDeck: 32, isOperationalRail: true, moveCost: 1 },
|
||||
{ geometry: 'curved', hand: 'right', name: 'Curved track (right)', copiesInDeck: 16, isOperationalRail: true, moveCost: 1 },
|
||||
{ geometry: 'curved', hand: 'left', name: 'Curved track (left)', copiesInDeck: 16, 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: 8, 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.
|
||||
*
|
||||
@@ -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: '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: 'left', name: 'Turnout (left)', 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: 8, isOperationalRail: false, moveCost: 1 },
|
||||
];
|
||||
|
||||
/** 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).
|
||||
*/
|
||||
/**
|
||||
* 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
|
||||
* automatic collision (§8.3, Gap 2a). Measured at the original density, 25 of 100 games never drew
|
||||
* a Depot and never escaped: they averaged **−6.0** revenue against **−0.4** for games that
|
||||
* upgraded at least once, and 25 of 26 collisions happened at Whistle Post.
|
||||
* THE Q12 DOUBLING IS GONE (Gitea#14). Every tier used to be dealt at twice the sheet, to remove a
|
||||
* 25% chance of an unwinnable opening deal: players always start at a Whistle Post, which has ONE
|
||||
* A/D track, so a second arrival is an automatic collision (§8.3, Gap 2a), and measured at the
|
||||
* 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
|
||||
* their raw counts imply — Terminal needs all three cards in order. Station and Terminal were
|
||||
* doubled with Depot to keep that ladder in proportion rather than making Depot a special case.
|
||||
* their raw counts imply — Terminal needs all three cards in order.
|
||||
*
|
||||
* PROVISIONAL — re-evaluate. This was chosen to remove a 25% chance of an unwinnable opening deal,
|
||||
* not from the recovered design, and it is a blunt instrument: it lifts the whole office ladder and
|
||||
* dilutes every other category slightly. Revisit once the victory target is settled and freight is
|
||||
* 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.
|
||||
* IF THE OPENING BITES AGAIN, the fix is not to re-double this. The note it replaces already listed
|
||||
* the better options: fewer Terminals, a cheaper first upgrade, or more A/D capacity at a Whistle
|
||||
* Post. Any of those answers the collision without diluting every other category to do it.
|
||||
*/
|
||||
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: 'depot', name: 'Depot', isControlPoint: true, isPassengerFacility: true, adTracks: 2, porters: 1, passengerOut: 1, passengerIn: 1, copiesInDeck: 8 },
|
||||
{ tier: 'station', name: 'Station', isControlPoint: true, isPassengerFacility: true, adTracks: 3, porters: 2, passengerOut: 2, passengerIn: 2, copiesInDeck: 4 },
|
||||
{ tier: 'terminal', name: 'Terminal', isControlPoint: true, isPassengerFacility: true, adTracks: 4, porters: 3, passengerOut: 3, passengerIn: 3, copiesInDeck: 2 },
|
||||
{ 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: 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'];
|
||||
@@ -202,15 +232,24 @@ export type IndustryProfile = {
|
||||
};
|
||||
|
||||
/**
|
||||
* Industry density (Gap 12). The recovered sheet lists 9 industries in a 115-card deck; the
|
||||
* 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.
|
||||
* Industry density, at `docs/Deck cards5.xlsx`'s counts exactly (Gitea#14).
|
||||
*
|
||||
* Each industry's `copies` is TRIPLED against the sheet, which restores roughly the prototype's
|
||||
* ratio while preserving the sheet's proportions exactly: the outbound/inbound balance and the
|
||||
* lockout structure are unchanged, because every kind scales by the same factor. The multiplier is
|
||||
* the decision; the resulting totals are in the rows below and move with every retune.
|
||||
* THE GAP-12 TRIPLING IS GONE. The recovered sheet listed 9 industries in a 115-card deck and the
|
||||
* prototype ran 10 in 52; at that density a game saw 1.6 Freight Facilities, freight was 10% of
|
||||
* gross revenue, and `carsCoupled` fired 4 times per 100 games, so the freight loop effectively
|
||||
* 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:
|
||||
@@ -233,8 +272,8 @@ export type IndustryProfile = {
|
||||
* enforced for every kind in `isLockedOut`, not repeated in each row here.
|
||||
*/
|
||||
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: 'mineTipple', name: 'Mine Tipple', carTypes: ['hopper'], flow: 'outbound', baseOut: 1, baseIn: 0, baseLoaders: 1, lockouts: ['powerPlant'], 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: 2 },
|
||||
/**
|
||||
* 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".
|
||||
@@ -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.
|
||||
* `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: 'powerPlant', name: 'Power Plant', carTypes: ['hopper', 'tank'], flow: 'inbound', baseOut: 0, baseIn: 1, baseLoaders: 1, lockouts: ['mineTipple', 'refinery'], copies: 6 },
|
||||
{ kind: 'packingSheds', name: 'Packing Sheds', carTypes: ['reefer'], flow: 'outbound', baseOut: 1, baseIn: 0, baseLoaders: 1, lockouts: ['grocersWarehouse'], 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: 2 },
|
||||
{ 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
|
||||
* 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
|
||||
* 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. */
|
||||
@@ -395,6 +434,19 @@ export type TrainRules = {
|
||||
/** X17 Campaign, X18 Circus: a scheduled stop that does something. */
|
||||
stopEarnsPoint?: boolean;
|
||||
stopThenExpedite?: boolean;
|
||||
/**
|
||||
* MUST RUN LOADED (Gitea#13) — X17 Campaign, X18 Circus, X19 Military.
|
||||
*
|
||||
* "I've redefined some of the extra trains that they have to run full boxcars (not just any crazy
|
||||
* stuff) — military trains, circus trains, etc. If not loaded, then empty, and if none available,
|
||||
* run without." So it is a PREFERENCE ORDER enforced at make-up, not a flat requirement: a loaded
|
||||
* car of an acceptable type must be taken while one is in the Division Yard; only once none is
|
||||
* left may an empty be taken; and a train may still depart short (§8.2 already allows fewer cars
|
||||
* than the card lists).
|
||||
*
|
||||
* Distinct from `ConsistSpec.emptiesOnly`, which is the opposite rule for X13 Appleseed.
|
||||
*/
|
||||
mustRunLoaded?: boolean;
|
||||
/**
|
||||
* `copiesNextScheduled` was here and is DELETED. No train card ever carried it: a Second Section
|
||||
* is a Maneuver card played on a train that is due out, and it has its own intent
|
||||
@@ -453,9 +505,9 @@ export const EXTRA_TRAINS: readonly TrainProfile[] = [
|
||||
{ number: 14, isExtra: true, name: 'Fruit Growers Express', speed: 'fast', direction: 'playerChoice', consist: { freight: 2, coach: 0, caboose: 1, freightTypes: ['reefer'] }, rules: { expedite: true, note: 'Reefers only. May pick up one extra loaded reefer.' } },
|
||||
{ number: 15, isExtra: true, name: 'Yard Xfer', speed: 'slow', direction: 'playerChoice', consist: { freight: 2, coach: 0, caboose: 1 }, rules: {} },
|
||||
{ number: 16, isExtra: true, name: 'Light Engine Move', speed: 'fast', direction: 'playerChoice', consist: { freight: 0, coach: 0, caboose: 0 }, rules: { noSwitching: true, note: 'No cars at all.' } },
|
||||
{ number: 17, isExtra: true, name: 'Campaign Train', speed: 'fast', direction: 'playerChoice', consist: { freight: 0, coach: 1, caboose: 0 }, rules: { noSwitching: true, stopThenExpedite: true, note: 'One turn at station (speeches) then expedite.' } },
|
||||
{ number: 18, isExtra: true, name: 'Circus Train', speed: 'slow', direction: 'playerChoice', consist: { freight: 2, coach: 1, caboose: 1 }, rules: { noSwitching: true, stopEarnsPoint: true, note: 'One turn stopped on any track (circus set-up) earns 1 point.' } },
|
||||
{ number: 19, isExtra: true, name: 'Military Train', speed: 'slow', direction: 'playerChoice', consist: { freight: 1, coach: 2, caboose: 0 }, rules: { noSwitching: true, noPassengerWork: true, expedite: true } },
|
||||
{ number: 17, isExtra: true, name: 'Campaign Train', speed: 'fast', direction: 'playerChoice', consist: { freight: 0, coach: 1, caboose: 0 }, rules: { noSwitching: true, stopThenExpedite: true, stopEarnsPoint: true, mustRunLoaded: true, note: 'One turn at station (speeches) then expedite. Earns a point per Office Area if the candidate is aboard.' } },
|
||||
{ number: 18, isExtra: true, name: 'Circus Train', speed: 'slow', direction: 'playerChoice', consist: { freight: 2, coach: 1, caboose: 1 }, rules: { noSwitching: true, stopEarnsPoint: true, mustRunLoaded: true, note: 'One turn stopped in an Office Area (circus set-up) earns 1 point, once per Area, if fully loaded.' } },
|
||||
{ number: 19, isExtra: true, name: 'Military Train', speed: 'slow', direction: 'playerChoice', consist: { freight: 1, coach: 2, caboose: 0 }, rules: { noSwitching: true, noPassengerWork: true, expedite: true, mustRunLoaded: true, note: 'Troops and materiel: runs loaded where the yard can supply it.' } },
|
||||
{ number: 20, isExtra: true, name: "Director's private car", speed: 'slow', direction: 'playerChoice', consist: { freight: 2, coach: 1, caboose: 0 }, rules: { noPassengerWork: true } },
|
||||
{ number: 21, isExtra: true, name: 'Freight Extra', speed: 'slow', direction: 'playerChoice', consist: { freight: 3, coach: 0, caboose: 1 }, rules: {} },
|
||||
{ number: 22, isExtra: true, name: 'Pee-Dee', speed: 'slow', direction: 'playerChoice', consist: { freight: 0, coach: 0, caboose: 1 }, rules: { pickUpEmptiesOnly: true, note: 'Per-diem train. May only pick up MTs.' } },
|
||||
@@ -504,23 +556,35 @@ export type MainlineKind =
|
||||
| 'uncontrolledSiding' | 'tunnel' | 'trestle' | 'interchange';
|
||||
|
||||
/**
|
||||
* Speed as printed. `60` and `30` appear on the cards; Hilly prints P60/F30, and Heavy Grade prints
|
||||
* "G" — no number at all, plus "Player sets orientation", **which the game deliberately does not do**
|
||||
* (see `gradeReduction` below, and implications.md §10 Q11).
|
||||
* THE PRINTED SPEEDS ARE GRAPHICS. RAR, 2026-08-26 (Gitea#3): "please ignore the speed signs I put
|
||||
* on the cards — those are nothing but scene-setting graphics that mimic the speed you are
|
||||
* travelling. It's just ambiance, nothing more."
|
||||
*
|
||||
* WHAT THESE NUMBERS MEAN IS NOT YET SETTLED — see implications.md §10 Q2. Transcribed as data so
|
||||
* the answer can be applied without re-reading the cards.
|
||||
* They used to decide everything: a `MainlineSpeed` of 60 meant one Stage and a 30 meant two, plus
|
||||
* 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 = {
|
||||
kind: MainlineKind;
|
||||
name: string;
|
||||
speed: MainlineSpeed;
|
||||
/** Double Track and Uncontrolled Siding: "Trains may pass". */
|
||||
/** Regions printed on the card. A train advances one per Stage, so a full run costs `regions`. */
|
||||
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;
|
||||
/** Interchange: "Sort cars in new order". */
|
||||
sortsCars: boolean;
|
||||
@@ -529,30 +593,56 @@ export type MainlineProfile = {
|
||||
};
|
||||
|
||||
export const MAINLINE_PROFILES: readonly MainlineProfile[] = [
|
||||
{ kind: 'plains', name: 'Plains', speed: { kind: 'uniform', value: 60 }, trainsMayPass: false, sortsCars: false, entryPoints: ['start'] },
|
||||
{ kind: 'curves', name: 'Curves', speed: { kind: 'uniform', value: 30 }, trainsMayPass: false, sortsCars: false, entryPoints: ['start'] },
|
||||
{ kind: 'hilly', name: 'Hilly', speed: { kind: 'byTrainType', passenger: 60, freight: 30 }, trainsMayPass: false, sortsCars: false, entryPoints: ['passenger', 'freight'] },
|
||||
{ kind: 'plains', name: 'Plains', regions: 1, defaultStart: 0, trainsMayPass: false, sortsCars: false, entryPoints: ['start'] },
|
||||
{ kind: 'curves', name: 'Curves', regions: 2, defaultStart: 0, trainsMayPass: false, sortsCars: false, entryPoints: ['start'] },
|
||||
/**
|
||||
* `entryPoints` is TRANSCRIBED, NOT READ — nothing anywhere reads this field on any profile, and
|
||||
* the printed start positions are not modelled: `crossingStages` counts Stages instead. Recorded
|
||||
* 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
|
||||
* settled against `Mainline Cards.pdf` if the starts are ever implemented — not quietly "fixed"
|
||||
* now, when nothing depends on it either way.
|
||||
* THE ONLY CARD THAT READS A TRAIN'S FAST/SLOW RATING. A fast train starts in the second region
|
||||
* and is across in one Stage; a slow one starts at the beginning and takes two.
|
||||
*
|
||||
* It used to read the CONSIST instead — any coach aboard made the train "passenger" for this card
|
||||
* — off the printed P60/F30. RAR corrected that directly: "I notice that you are basing stages in
|
||||
* 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: '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'] },
|
||||
{ kind: 'hilly', name: 'Hilly', regions: 2, defaultStart: 0, speedStarts: { fast: 1, slow: 0 }, trainsMayPass: false, sortsCars: false, entryPoints: ['fast', 'slow'] },
|
||||
/**
|
||||
* RENAMED FROM "Yard" after play. The card is unchanged — same 60, same "sort cars in new
|
||||
* order", same entry points, 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.
|
||||
* THREE REGIONS, AND THE MODIFIERS MOVE THE START RATHER THAN CUTTING THE TIME — which comes to
|
||||
* the same number of Stages and is how the card is actually printed and played. "If you play the
|
||||
* home deck card 'helpers' against the mainline card heavy grade, it remains there the rest of the
|
||||
* game and helps all trains going up hill by starting 1 region easier — so 2 to traverse, not 3.
|
||||
* 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 +669,63 @@ 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,
|
||||
* a 30 card takes two. The cells drawn on the cards are decoration.
|
||||
* Q2 — a Slow train adds one Stage to every card.
|
||||
* "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." A train advances one region
|
||||
* 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
|
||||
* coach is "passenger" for this purpose.
|
||||
* FOUR THINGS MOVE THE START, and nothing else does:
|
||||
*
|
||||
* 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(
|
||||
kind: MainlineKind,
|
||||
trainSpeed: TrainSpeed,
|
||||
carriesPassengers: boolean,
|
||||
modifiers: readonly string[] = [],
|
||||
direction: Direction = 'east',
|
||||
gradeUp: Direction = 'east',
|
||||
): number {
|
||||
const profile = MAINLINE_PROFILES.find((m) => m.kind === kind);
|
||||
if (!profile) throw new Error(`unknown mainline card: ${kind}`);
|
||||
export type MainlineEntry = {
|
||||
trainSpeed: TrainSpeed;
|
||||
direction: Direction;
|
||||
gradeUp: Direction;
|
||||
modifiers: readonly string[];
|
||||
/**
|
||||
* The Uncontrolled Siding with a train already on it: this one takes the siding and sits a region
|
||||
* behind, which is what keeps them out of the same place. Also the Interchange, where an Extra
|
||||
* beginning its run starts in the holding region rather than on the road.
|
||||
*/
|
||||
startsAtBack?: boolean;
|
||||
};
|
||||
|
||||
let mph: number;
|
||||
switch (profile.speed.kind) {
|
||||
case 'uniform':
|
||||
mph = profile.speed.value;
|
||||
break;
|
||||
case 'byTrainType':
|
||||
mph = carriesPassengers ? profile.speed.passenger : profile.speed.freight;
|
||||
break;
|
||||
case 'grade':
|
||||
// Heavy Grade has no printed number; the modifier cards are what improve it, so it is a 30
|
||||
// until one is placed.
|
||||
mph = 30;
|
||||
break;
|
||||
export function startRegion(kind: MainlineKind, entry: MainlineEntry): number {
|
||||
const profile = mainlineProfile(kind);
|
||||
if (entry.startsAtBack) return 0;
|
||||
|
||||
const base = profile.speedStarts
|
||||
? profile.speedStarts[entry.trainSpeed]
|
||||
: profile.defaultStart;
|
||||
|
||||
const climbing = entry.direction === entry.gradeUp;
|
||||
let help = 0;
|
||||
if (kind === 'heavyGrade') {
|
||||
if (climbing) {
|
||||
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;
|
||||
const stages = base + (trainSpeed === 'slow' ? 1 : 0);
|
||||
return Math.max(1, stages - gradeReduction(profile, modifiers, direction, gradeUp));
|
||||
/** How many Stages a train needs to cross a Mainline card — the regions it has left to run. */
|
||||
export function crossingStages(kind: MainlineKind, entry: MainlineEntry): number {
|
||||
return mainlineProfile(kind).regions - startRegion(kind, entry);
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -634,35 +743,50 @@ export function crossingStages(
|
||||
export function mainlineDescription(kind: MainlineKind, gradeUp: Direction = 'east'): string {
|
||||
const p = mainlineProfile(kind);
|
||||
const stages = (n: number): string => `${n} Stage${n === 1 ? '' : 's'}`;
|
||||
const run = (entry: Partial<MainlineEntry>): number =>
|
||||
crossingStages(kind, { trainSpeed: 'fast', direction: 'east', gradeUp, modifiers: [], ...entry });
|
||||
const parts: string[] = [];
|
||||
|
||||
if (p.speed.kind === 'byTrainType') {
|
||||
// Hilly. The split is by CONSIST, not by the train's speed class: anything with a coach on it
|
||||
// takes the passenger figure.
|
||||
parts.push(`${p.regions} region${p.regions === 1 ? '' : 's'} — one Stage each.`);
|
||||
|
||||
if (p.speedStarts) {
|
||||
parts.push(
|
||||
`P${p.speed.passenger} / F${p.speed.freight} — a train carrying ANY coach crosses as a ` +
|
||||
`${p.speed.passenger} (${stages(crossingStages(kind, 'fast', true))} for a fast train), and a ` +
|
||||
`freight-only train as a ${p.speed.freight} (${stages(crossingStages(kind, 'fast', false))}). ` +
|
||||
`A slow train adds one Stage either way.`,
|
||||
`This card reads the train's FAST/SLOW rating: a fast train starts further along and crosses ` +
|
||||
`in ${stages(run({ trainSpeed: 'fast' }))}, a slow one in ${stages(run({ trainSpeed: 'slow' }))}. ` +
|
||||
`No other card cares which it is.`,
|
||||
);
|
||||
} else if (p.speed.kind === 'grade') {
|
||||
} else if (kind === 'heavyGrade') {
|
||||
parts.push(
|
||||
`A grade, climbing ${gradeUp === 'east' ? 'eastward' : 'westward'}. It crosses as a 30 — ` +
|
||||
`${stages(crossingStages(kind, 'fast', false, [], gradeUp, gradeUp))} for a fast train, and one ` +
|
||||
`more for a slow one. Brakeman and Airbrakes each take a Stage off a train running DOWNHILL; ` +
|
||||
`Helpers takes one off a train running UPHILL. Never below one Stage.`,
|
||||
`A grade, climbing ${gradeUp === 'east' ? 'eastward' : 'westward'}. ` +
|
||||
`${stages(run({ direction: gradeUp }))} to climb it and ${stages(run({ direction: gradeUp === 'east' ? 'west' : 'east' }))} to run down, ` +
|
||||
`before help. Helpers start an UPHILL train a region further on; Brakeman does the same ` +
|
||||
`DOWNHILL and Airbrakes another again, and Airbrakes cannot be played without Brakeman. ` +
|
||||
`Never less than one Stage.`,
|
||||
);
|
||||
} else if (p.defaultStart > 0) {
|
||||
parts.push(
|
||||
`A train with the card to itself starts past the back region and is across in ` +
|
||||
`${stages(run({}))}.`,
|
||||
);
|
||||
} else {
|
||||
parts.push(`${stages(run({}))} for every train — the printed speed is scenery.`);
|
||||
}
|
||||
|
||||
if (kind === 'uncontrolledSiding') {
|
||||
parts.push(
|
||||
`${p.speed.value} — ${stages(crossingStages(kind, 'fast', false))} for a fast train, ` +
|
||||
`${stages(crossingStages(kind, 'slow', false))} for a slow one.`,
|
||||
'UNCONTROLLED SIDING — arrive to find a train already here and you take the siding, a region ' +
|
||||
'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) {
|
||||
parts.push(
|
||||
'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 {
|
||||
parts.push('One train at a time — anything following has to wait for it to clear.');
|
||||
@@ -672,43 +796,7 @@ export function mainlineDescription(kind: MainlineKind, gradeUp: Direction = 'ea
|
||||
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 {
|
||||
const p = MAINLINE_PROFILES.find((m) => m.kind === kind);
|
||||
@@ -769,7 +857,8 @@ 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: '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: '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: '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.' },
|
||||
@@ -876,16 +965,32 @@ export function enhancementRule(key: string): EnhancementRule | null {
|
||||
}
|
||||
|
||||
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: 'facingPointLocks', name: 'Facing Point Locks', copies: 2, placement: 'adjacent to Interlocking', effect: 'Must have Interlocking. Prevents Derail being played on you.', answers: 'Derail' },
|
||||
{ key: 'interlocking', name: 'Interlocking', copies: 1, placement: 'any Running Track Straight', effect: 'May stop an inbound train on the Limit Track.' },
|
||||
// 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: '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: '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.' },
|
||||
{ key: 'radio', name: 'Radio', copies: 2, placement: 'on Telephone', effect: 'Once a day, add +12 to the other train’s number.' },
|
||||
{ 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.' },
|
||||
/**
|
||||
* THE DISPATCHING LADDER IS OUT OF THE DECK, at 0 copies rather than deleted — the treatment
|
||||
* Poling and the sharp curves already get, and for the same reason.
|
||||
*
|
||||
* `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[] = [
|
||||
@@ -893,7 +998,8 @@ 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: '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: '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 +1010,9 @@ export const MAINLINE_MODIFIER_CARDS: readonly SimpleCard[] = [
|
||||
export const SECOND_SECTION = { key: 'secondSection', name: 'Second Section', copies: 1 };
|
||||
|
||||
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: '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.' },
|
||||
{ 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.' },
|
||||
// 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.
|
||||
//
|
||||
// It is the one card whose effect the source records as "TBD", so there is nothing to implement
|
||||
@@ -922,7 +1029,8 @@ 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: '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: '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: '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 +1080,6 @@ export function crewTrayCount(players: number): number {
|
||||
return players + 3;
|
||||
}
|
||||
|
||||
export const REGIONS_PER_MAINLINE_CARD = 2; // provisional, pending §10 Q2
|
||||
export const STAGES_PER_DAY = 12;
|
||||
export const STAGES_PER_SHIFT = 3;
|
||||
export const HAND_LIMIT = 3;
|
||||
@@ -1058,13 +1165,36 @@ export type RevenueRules = {
|
||||
*/
|
||||
export type ExtraStartRule = 'divisionPointsOnly' | 'ownOffice' | 'anyOffice';
|
||||
|
||||
export type HouseRules = { startingHand: StartingHand; revenue: RevenueRules; extraStart: ExtraStartRule };
|
||||
export type HouseRules = {
|
||||
startingHand: StartingHand;
|
||||
revenue: RevenueRules;
|
||||
extraStart: ExtraStartRule;
|
||||
/**
|
||||
* §6.2 — MAY A TIMETABLED TRAIN BE THROWN AWAY? (Gitea#9, superseding Gitea#6.)
|
||||
*
|
||||
* Jesse: "Timetabled trains are at the choice of the player — they can either play or discard. If
|
||||
* someone else wants to pick it up, they are more than able to. The reason: I don't want, if you
|
||||
* decide to play a game longer than five days, to decide that maybe there are too many trains, the
|
||||
* stations are jammed, and the railroad doesn't need any more. You can toss it. Someone else might
|
||||
* disagree and pick it up."
|
||||
*
|
||||
* A setting rather than a flat rule because Jesse asked for it as one — the reasoning above is
|
||||
* about LONG games, and a five-Day game may well want the pressure Gitea#6 created. Discarding
|
||||
* puts the card face-up on a Department pile, so "someone else might pick it up" needs no
|
||||
* machinery of its own: that is where every discard already goes.
|
||||
*
|
||||
* AN EXTRA IS NEVER DISCARDED WHATEVER THIS SAYS. Gitea#9 is about the timetable filling up, and
|
||||
* an Extra never joins it — it runs once and ends in the Salvage Yard, so it cannot jam anything.
|
||||
*/
|
||||
discardTimetabled: boolean;
|
||||
};
|
||||
|
||||
/** What a caller may name — any subset, down to none — resolved by `houseRules()`. */
|
||||
export type HouseRuleOverrides = {
|
||||
startingHand?: StartingHand;
|
||||
revenue?: Partial<RevenueRules>;
|
||||
extraStart?: ExtraStartRule;
|
||||
discardTimetabled?: boolean;
|
||||
};
|
||||
|
||||
/** The dialog's range. Zero is a real setting: it switches an economy off so the others can be read. */
|
||||
@@ -1078,6 +1208,10 @@ export const DEFAULT_HOUSE_RULES: HouseRules = {
|
||||
// it plays the way it always has. Jesse's call, so the 0.4.9 playtest line does not change under
|
||||
// its testers in the middle of a bugfix release.
|
||||
extraStart: 'anyOffice',
|
||||
// Gitea#9's ruling is the default, so a game dealt without naming it plays the rule Jesse most
|
||||
// recently gave rather than the one it replaced. This keeps main and the 0.4.9 playtest line —
|
||||
// which has no setting and simply allows it — playing the same game.
|
||||
discardTimetabled: true,
|
||||
};
|
||||
|
||||
/**
|
||||
@@ -1094,6 +1228,9 @@ export const LEGACY_HOUSE_RULES: HouseRules = {
|
||||
revenue: { passengerPerCoach: 1, freightPerLoad: 1, trainPerTransit: 1 },
|
||||
// An Extra could always be started at a Control Point in these games, in any district.
|
||||
extraStart: 'anyOffice',
|
||||
// These games predate Gitea#6 as well as Gitea#9: a train card could simply be discarded. `true`
|
||||
// is what they were played under, and a replay that discards a Timetabled train needs it.
|
||||
discardTimetabled: true,
|
||||
};
|
||||
|
||||
/** A whole, valid rule set from a config that may carry none, some, or out-of-range values. */
|
||||
@@ -1113,6 +1250,7 @@ export function houseRules(config: { houseRules?: HouseRuleOverrides }): HouseRu
|
||||
trainPerTransit: clamp(rev.trainPerTransit, d.revenue.trainPerTransit),
|
||||
},
|
||||
extraStart: given.extraStart ?? d.extraStart,
|
||||
discardTimetabled: given.discardTimetabled ?? d.discardTimetabled,
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
+26
-2
@@ -87,7 +87,12 @@ export type GameEvent =
|
||||
/** `variant` is the chosen orientation (Gap 11); it must be replayable, so it rides the event. */
|
||||
| { type: 'cardPlayed'; player: PlayerIndex; cardId: CardId; placement?: GridCoord; variant?: number }
|
||||
| { type: 'mainlineModified'; player: PlayerIndex; cardId: CardId; node: number; key: string; became?: string }
|
||||
| { type: 'redFlagsSet'; player: PlayerIndex; cardId: CardId; trayId: TrayId; node: number }
|
||||
/** §Q (Gitea#19) — a flag planted on one side of a district's Limits. */
|
||||
| { type: 'redFlagsSet'; player: PlayerIndex; cardId: CardId; seat: SeatIndex; side: Direction }
|
||||
/** §Q (Gitea#19) — the flag stopped a train and came down with it. One card, one train. */
|
||||
| { type: 'redFlagSpent'; seat: SeatIndex; side: Direction; trainNumber: number }
|
||||
/** §Q (Gitea#19) — the district's owner answered the out-of-phase "flag against this train?". */
|
||||
| { type: 'redFlagRuled'; player: PlayerIndex; trainId: TrayId; flag: boolean }
|
||||
| {
|
||||
type: 'trainsDestroyed';
|
||||
player: PlayerIndex;
|
||||
@@ -195,6 +200,25 @@ export type GameEvent =
|
||||
| { type: 'unloadBegan'; player: PlayerIndex; at: GridCoord; carType: CarType; carIndex: number }
|
||||
// -- consequences
|
||||
| { type: 'revenueChanged'; player: PlayerIndex; delta: number; total: number; reason: string }
|
||||
| { type: 'phaseEnded'; player: PlayerIndex; phase: string };
|
||||
| { type: 'phaseEnded'; player: PlayerIndex; phase: string }
|
||||
// -- §3.3, extended play (Gitea#11)
|
||||
/**
|
||||
* One seat's answer to "play one more Day?". Every seat votes; the vote is unanimous, and one
|
||||
* refusal ends it. In the log so that a table can see who is still being waited on, and who
|
||||
* called time.
|
||||
*/
|
||||
| { type: 'extensionVoted'; player: PlayerIndex; agree: boolean }
|
||||
/** The table agreed. `day` is the Day the extra one becomes — `config.days + extraDays`. */
|
||||
| { type: 'dayExtended'; day: number }
|
||||
/**
|
||||
* Play is over for good — somebody declined the extension.
|
||||
*
|
||||
* Distinct from the ending itself, which `checkVictory` already announced by way of the result: an
|
||||
* ending that COULD have been played past and was not is a decision the table made, and the log
|
||||
* should say so rather than simply stopping.
|
||||
*/
|
||||
| { type: 'playConcluded'; declinedBy: PlayerIndex }
|
||||
/** §11 (Gitea#5) — the district's owner answered the Yard Office offer. */
|
||||
| { type: 'yardOfficeRuled'; player: PlayerIndex; trainId: TrayId; take: boolean };
|
||||
|
||||
export type EventType = GameEvent['type'];
|
||||
|
||||
+59
-5
@@ -120,10 +120,24 @@ export type Intent =
|
||||
*/
|
||||
| { type: 'mainline.modify'; cardId: CardId; node: number }
|
||||
/**
|
||||
* Red Flags — protect a stopped train. The flagged train cannot be hit; an approaching train is
|
||||
* held instead of colliding.
|
||||
* §Q, RED FLAGS (Gitea#19) — plant a flag on one side of your own district.
|
||||
*
|
||||
* "If played, asked FLAG EAST or FLAG WEST. That stops all trains from entering your limits from
|
||||
* that direction (i.e. Flag East holds westbound trains). You can do this if you see a problem or
|
||||
* wish to complete switching."
|
||||
*
|
||||
* `side` names the side of the district the flag goes on, so a train arriving from that side is
|
||||
* held. It REPLACES the old rule, which was played on a stopped train out on the Mainline and
|
||||
* protected it from a rear-ender: measured at 4,212 offers and 4 plays across 600 games, a
|
||||
* mechanic nobody used. ABS Signals already protects a train standing on a Mainline card.
|
||||
*/
|
||||
| { type: 'maneuver.redFlags'; cardId: CardId; trayId: TrayId }
|
||||
| { type: 'maneuver.redFlags'; cardId: CardId; side: Direction }
|
||||
/**
|
||||
* The same card, played OUT OF PHASE at the moment of danger (Gitea#19) — "COLLISION RISK! FLAG
|
||||
* AGAINST T2?". Answers a pending `redFlag` decision; `flag: false` declines and lets the
|
||||
* collision happen. The side is not asked for: the train is already coming from one.
|
||||
*/
|
||||
| { type: 'mainline.redFlag'; flag: boolean; cardId?: CardId }
|
||||
/**
|
||||
* Flying Switch — cut cars off behind the engine and roll them into an adjacent industry, without
|
||||
* the engine entering it.
|
||||
@@ -147,7 +161,37 @@ export type Intent =
|
||||
| { type: 'laborer.startLoad'; at: GridCoord }
|
||||
| { type: 'laborer.advanceLoad'; at: GridCoord; box: number }
|
||||
| { type: 'laborer.beginUnload'; at: GridCoord; carIndex: number }
|
||||
| { type: 'loadUnload.end' };
|
||||
| { type: 'loadUnload.end' }
|
||||
/**
|
||||
* §3.3, EXTENDED PLAY (Gitea#11) — one vote on whether to play one more Day.
|
||||
*
|
||||
* ARRIVES OUT OF TURN, like `mainline.clearance`, and unlike it goes to EVERY seat rather than to
|
||||
* the Superintendent: it is a table decision, not a ruling. Unanimous, and one `agree: false`
|
||||
* ends the game immediately — nobody waits on a player who has already refused.
|
||||
*
|
||||
* It is an intent, rather than a button the client handles by itself, because a save is
|
||||
* `{ seed, config, history }` replayed through the engine: a decision that is not in the history
|
||||
* did not happen, and an extended game would evaporate on the next reload, Undo, or server
|
||||
* restart. This is the record of the table agreeing.
|
||||
*
|
||||
* CARRIES ITS VOTER, uniquely among intents, and it has to. A saved history is a flat `Intent[]`
|
||||
* with no seat recorded against each move: the replay DERIVES who acted from the turn order
|
||||
* (`fromMultiplayerSave`). That works for every other intent, including `mainline.clearance`,
|
||||
* because there is exactly one seat it could have been. Here there is not — every seat may vote,
|
||||
* in any order — so a vote whose voter is not written down cannot be replayed at all, and a
|
||||
* resumed server would refuse the save with `NO_ACTOR`. The server checks this against the seat
|
||||
* it authenticated (`NOT_YOUR_TURN`), so it is a record, never a claim.
|
||||
*/
|
||||
| { type: 'game.extend'; player: PlayerIndex; agree: boolean }
|
||||
/**
|
||||
* §11 (Gitea#5) — take the Yard Office, or the standard Office.
|
||||
*
|
||||
* Interrupts the Mainline Phase like `mainline.clearance`, and like it goes to one named player:
|
||||
* whoever sits in the district the train is arriving at. Offered only when a route exists, so
|
||||
* `take: true` always has somewhere to go — though it may still meet cars on the lead and crash,
|
||||
* which is the point of the rule.
|
||||
*/
|
||||
| { type: 'mainline.yardOffice'; take: boolean };
|
||||
|
||||
export type IntentType = Intent['type'];
|
||||
|
||||
@@ -276,7 +320,17 @@ export type RejectionCode =
|
||||
* §6.2, Jesse's ruling (Gitea#6) — a train card is never discarded. Hold it as long as you like;
|
||||
* the only way it leaves your hand is onto the timetable.
|
||||
*/
|
||||
| 'TRAINS_ARE_NEVER_DISCARDED';
|
||||
| 'TRAINS_ARE_NEVER_DISCARDED'
|
||||
/** §3.3 (Gitea#11) — `game.extend` when the game is not waiting on an extension vote. */
|
||||
| 'NOT_AWAITING_EXTENSION'
|
||||
/** §3.3 (Gitea#11) — this seat has already voted on this extension. */
|
||||
| 'ALREADY_VOTED'
|
||||
/** §11 (Gitea#5) — answering a Yard Office offer that is not open. */
|
||||
| 'NO_YARD_OFFICE_OFFER'
|
||||
/** §Q (Gitea#19) — answering a Red Flag prompt that is not open. */
|
||||
| 'NO_RED_FLAG_PROMPT'
|
||||
/** §Q (Gitea#19) — this district already has a flag on that side. */
|
||||
| 'ALREADY_FLAGGED';
|
||||
|
||||
export type Rejection = { code: RejectionCode; message: string };
|
||||
|
||||
|
||||
+30
-3
@@ -68,11 +68,37 @@ export function isLegal(s: GameState, player: PlayerIndex, i: Intent): boolean {
|
||||
function candidates(s: GameState, player: PlayerIndex): Intent[] {
|
||||
const out: Intent[] = [];
|
||||
|
||||
// The clearance ruling arrives out of turn order and goes to the Superintendent (§8.1).
|
||||
if (s.clock.pendingDecision !== null) {
|
||||
/**
|
||||
* §3.3, EXTENDED PLAY (Gitea#11) — the only thing on offer when the timetable has run out and the
|
||||
* table is being asked whether to play on.
|
||||
*
|
||||
* Returned EARLY rather than added to the list, because nothing else is legal in this state and
|
||||
* the phase switch below would otherwise generate a boardful of candidates for `check` to reject
|
||||
* one at a time. It also puts the vote in front of the bot driver through the ordinary path, which
|
||||
* is what lets a bot seat answer without the engine having to know which seats are bots.
|
||||
*/
|
||||
if (s.status === 'awaitingExtension') {
|
||||
if (s.extensionVotes[player] === null) {
|
||||
out.push({ type: 'game.extend', player, agree: true });
|
||||
out.push({ type: 'game.extend', player, agree: false });
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
// The two interruptions of the Mainline Phase. Each goes to one named player — `check` is the
|
||||
// authority on which — so both are generated here and filtered there.
|
||||
if (s.clock.pendingDecision?.kind === 'clearance') {
|
||||
out.push({ type: 'mainline.clearance', allow: true });
|
||||
out.push({ type: 'mainline.clearance', allow: false });
|
||||
}
|
||||
if (s.clock.pendingDecision?.kind === 'yardOffice') {
|
||||
out.push({ type: 'mainline.yardOffice', take: true });
|
||||
out.push({ type: 'mainline.yardOffice', take: false });
|
||||
}
|
||||
if (s.clock.pendingDecision?.kind === 'redFlag') {
|
||||
out.push({ type: 'mainline.redFlag', flag: true });
|
||||
out.push({ type: 'mainline.redFlag', flag: false });
|
||||
}
|
||||
|
||||
switch (s.clock.phase) {
|
||||
case 'localOps':
|
||||
@@ -93,7 +119,8 @@ function candidates(s: GameState, player: PlayerIndex): Intent[] {
|
||||
for (const cardId of s.decks.hands.get(player) ?? []) {
|
||||
const k = s.cards.get(cardId)?.kind;
|
||||
if (k?.kind !== 'maneuver' || k.key !== 'redFlags') continue;
|
||||
for (const [trayId] of s.trays) out.push({ type: 'maneuver.redFlags', cardId, trayId });
|
||||
// §Q (Gitea#19) — a flag goes on one side of your own district, so the only choice is which.
|
||||
for (const side of ['east', 'west'] as const) out.push({ type: 'maneuver.redFlags', cardId, side });
|
||||
}
|
||||
|
||||
out.push({ type: 'redFlag.play' });
|
||||
|
||||
+7
-3
@@ -43,7 +43,7 @@ import type {
|
||||
TrackCard,
|
||||
TrayId,
|
||||
} from './state.ts';
|
||||
import { coordKey, freshTurns } from './state.ts';
|
||||
import { coordKey, emptyTally, freshTurns } from './state.ts';
|
||||
|
||||
export type SetupOptions = {
|
||||
id: string;
|
||||
@@ -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');
|
||||
const card = deck.splice(rng.nextInt(deck.length), 1)[0]!;
|
||||
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
|
||||
* "Player sets orientation". A Heavy Grade sits on the shared west-to-east chain BETWEEN two
|
||||
@@ -424,7 +424,7 @@ export function createGame(opts: SetupOptions): GameState {
|
||||
phase: 'localOps',
|
||||
currentActor: superintendent,
|
||||
pendingDecision: null,
|
||||
clearanceRuling: null,
|
||||
decisionAnswer: null,
|
||||
superintendent,
|
||||
actorOffset: 0,
|
||||
},
|
||||
@@ -434,6 +434,10 @@ export function createGame(opts: SetupOptions): GameState {
|
||||
collisionsTotal: 0,
|
||||
status: 'active',
|
||||
outcome: null,
|
||||
extraDays: 0,
|
||||
extensionVotes: players.map(() => null),
|
||||
official: null,
|
||||
tally: emptyTally(playerCount),
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
+335
-30
@@ -445,20 +445,27 @@ export type CrewTray = {
|
||||
position: NodeRef;
|
||||
movesUsed: number;
|
||||
/**
|
||||
* X18 Circus Train — "one turn stopped on any track (circus set-up) earns 1 point", claimed once.
|
||||
* X18 Circus / X17 Campaign — Office Areas this train has already been paid for setting up in
|
||||
* (Gitea#13).
|
||||
*
|
||||
* Recorded on the tray rather than the player because it is the TRAIN that sets up, and an Extra
|
||||
* runs once and is gone; there is no second visit to claim it on.
|
||||
* "Once per stop in an office area. In a multiplayer game, each player could score if the circus
|
||||
* stops in their area" (Jesse, 2026-08-29). So the claim is per SEAT, not per train: a Circus
|
||||
* touring three districts is paid three times, and one that parks in the same district for six
|
||||
* Stages is paid once.
|
||||
*
|
||||
* Recorded on the tray, which also gives the other half of Jesse's ruling for free — "if the
|
||||
* circus train gets recycled and played a second time as a second extra, then it could again
|
||||
* score points later too". A train is made up onto a FRESH tray object every time, so a re-played
|
||||
* Extra starts with an empty list and no reset code is needed.
|
||||
*/
|
||||
stopPointClaimed?: boolean;
|
||||
stopPointSeats?: SeatIndex[];
|
||||
/**
|
||||
* X17 Campaign Train — "one turn at station (speeches) then expedite".
|
||||
*
|
||||
* It makes its speech at the first Office it reaches: that arrival is an ordinary stop, and from
|
||||
* then on the train is expedited — it may be switched normally, but it faults (Q3) if it is left
|
||||
* off the Office square when a Mainline Phase begins. Recorded on the tray for the same reason as
|
||||
* `stopPointClaimed` — it is the TRAIN that stops, and an Extra runs once, so there is no later
|
||||
* visit to hang it on.
|
||||
* `stopPointSeats` — it is the TRAIN that stops, and a re-played Extra gets a fresh tray.
|
||||
*/
|
||||
speechMade?: boolean;
|
||||
};
|
||||
@@ -518,10 +525,23 @@ export type DivisionNode =
|
||||
* "Player sets orientation", so the direction is chosen when the card is placed.
|
||||
*/
|
||||
gradeUp?: Direction;
|
||||
/** Red Flags protecting a stopped train here, by tray. */
|
||||
redFlagged?: TrayId[];
|
||||
}
|
||||
| { kind: 'office'; seat: SeatIndex };
|
||||
| {
|
||||
kind: 'office';
|
||||
seat: SeatIndex;
|
||||
/**
|
||||
* §Q, RED FLAGS (Gitea#19) — the side of this district a flag is planted on.
|
||||
*
|
||||
* "If played, asked FLAG EAST or FLAG WEST. That stops all trains from entering your limits
|
||||
* from that direction (i.e. Flag East holds westbound trains)." So the value names the SIDE,
|
||||
* and a train arriving from that side is held: a westbound train comes from the east.
|
||||
*
|
||||
* SPENT ON THE TRAIN IT STOPS (Jesse's ruling, 2026-08-29). One card, one train — the flag
|
||||
* comes down as it is used, so there is no lifting action to build, nothing to forget, and a
|
||||
* flag cannot quietly strangle the Division.
|
||||
*/
|
||||
redFlag?: Direction;
|
||||
};
|
||||
|
||||
/** Ordered west to east. For N players: N Office nodes and N+1 Mainline cards. */
|
||||
export type Division = { nodes: DivisionNode[] };
|
||||
@@ -585,10 +605,42 @@ export type Yards = {
|
||||
export type Phase = 'localOps' | 'newTrain' | 'mainline' | 'loadUnload' | 'shiftChange';
|
||||
|
||||
/** §8.1 fourth condition — the Superintendent rules on a following train. */
|
||||
export type SuperintendentClearance = {
|
||||
train: TrayId;
|
||||
occupiedBy: TrayId;
|
||||
};
|
||||
/**
|
||||
* AN INTERRUPTION TO THE AUTOMATIC MAINLINE PHASE — a question the driver cannot answer itself.
|
||||
*
|
||||
* There was one of these and it was hardcoded to one question asked of one player: the §8.1
|
||||
* clearance ruling, always to the Superintendent. Gitea#5 and Gitea#19 each need to stop the same
|
||||
* phase and ask a DIFFERENT player something different, so the shape is a union and `decisionActor`
|
||||
* below decides who answers.
|
||||
*
|
||||
* Every member names the `train` the question is about, because the answer has to be matched back
|
||||
* to it — see `DecisionAnswer`.
|
||||
*/
|
||||
export type PendingDecision =
|
||||
/** §8.1 — a following train in the same Subdivision. The Superintendent rules. */
|
||||
| { kind: 'clearance'; train: TrayId; occupiedBy: TrayId }
|
||||
/**
|
||||
* §11 (Gitea#5) — an inbound freight may take the Yard Office instead of the Train Order Office.
|
||||
* Asked of whoever sits in `seat`, on the Mainline Phase the train arrives.
|
||||
*/
|
||||
| { kind: 'yardOffice'; train: TrayId; seat: SeatIndex }
|
||||
/**
|
||||
* §Q (Gitea#19) — a train is about to enter this district into a collision, and its owner holds a
|
||||
* Red Flags card. "You can play the card normally or out of phase, but only if you need it."
|
||||
*/
|
||||
| { kind: 'redFlag'; train: TrayId; seat: SeatIndex; from: Direction };
|
||||
|
||||
/**
|
||||
* The answer, waiting to be consumed by the train that asked.
|
||||
*
|
||||
* Without this the driver would re-evaluate the same train, ask the same question, and never
|
||||
* advance. Keyed by `kind` as well as `train` so an answer can never be mistaken for the reply to a
|
||||
* different question about the same train.
|
||||
*/
|
||||
export type DecisionAnswer =
|
||||
| { kind: 'clearance'; train: TrayId; allow: boolean }
|
||||
| { kind: 'yardOffice'; train: TrayId; take: boolean }
|
||||
| { kind: 'redFlag'; train: TrayId; flag: boolean };
|
||||
|
||||
export type Clock = {
|
||||
day: number;
|
||||
@@ -597,13 +649,10 @@ export type Clock = {
|
||||
phase: Phase;
|
||||
/** Exactly one player may act at a time. Null during automatic Mainline movement. */
|
||||
currentActor: PlayerIndex | null;
|
||||
/** Interrupts the Mainline Phase to ask the Superintendent (§8.1). */
|
||||
pendingDecision: SuperintendentClearance | null;
|
||||
/**
|
||||
* The Superintendent's answer, waiting to be consumed by the train that asked. Without this the
|
||||
* driver would re-evaluate the same train and ask the same question forever.
|
||||
*/
|
||||
clearanceRuling: { train: TrayId; allow: boolean } | null;
|
||||
/** Interrupts the Mainline Phase to ask a player something (§8.1, §11). */
|
||||
pendingDecision: PendingDecision | null;
|
||||
/** The answer to `pendingDecision`, waiting to be consumed by the train that asked. */
|
||||
decisionAnswer: DecisionAnswer | null;
|
||||
superintendent: PlayerIndex;
|
||||
/**
|
||||
* How far round the table the current phase has got. Acting order starts at the Superintendent
|
||||
@@ -684,6 +733,139 @@ export type Outcome = {
|
||||
reason: OutcomeReason;
|
||||
};
|
||||
|
||||
/**
|
||||
* §3.3, EXTENDED PLAY (Gitea#11) — which endings may be played past.
|
||||
*
|
||||
* Both days-based endings offer another Day: running out of timetable, and closing short of the
|
||||
* combined Revenue floor, are the same event seen twice — the last Day ended and this is what the
|
||||
* books say. A `collisionFloor` ending is NOT extendable, and neither is a collision breach that
|
||||
* happens during an extended Day: §3.4 stopped the game because the railroad was declared unsafe,
|
||||
* and carrying on regardless would contradict the rule that stopped it (Jesse's call, 2026-08-28).
|
||||
*/
|
||||
export function isExtendable(reason: OutcomeReason): boolean {
|
||||
return reason === 'daysElapsed' || reason === 'revenueFloor';
|
||||
}
|
||||
|
||||
/**
|
||||
* Running counts of everything interesting that has happened, tallied from the event stream
|
||||
* (Gitea#16).
|
||||
*
|
||||
* WHY IT LIVES ON `GameState` rather than being computed by whoever happens to want it. Three
|
||||
* reasons, in ascending order of how much they cost to work around:
|
||||
*
|
||||
* 1. `snapshot()` already takes a `GameState`, so every number here reaches a MULTIPLAYER client
|
||||
* through the `Frame` it is already being sent — no new server route, no new `Push` field, no
|
||||
* new `Session` method, and no second implementation that can disagree with the first.
|
||||
* 2. It is REPLAY-EXACT. A save is `{ seed, config, history }` replayed through the engine
|
||||
* (`web/game.ts`'s `fromSave`), so a tally folded from the events that replay emits is rebuilt
|
||||
* identically every time — which is what makes Undo and a server restart correct here for free.
|
||||
* 3. The official result freezes a COPY of this at the moment the timetable ran out (`official`
|
||||
* below), and a frozen copy has to be taken from something that already exists.
|
||||
*
|
||||
* Aggregate counts only. Nothing here is seat-secret — no card ids, no hands — which is why
|
||||
* `test/redaction.test.ts` stays green with the whole thing on the Frame.
|
||||
*
|
||||
* NOT SCORING. Nothing in here feeds a rule; it is read by the results screen and by the badge work
|
||||
* that Gitea#16 leaves to a second pass. Adding a counter is always safe.
|
||||
*/
|
||||
export type Tally = {
|
||||
/** §8.3 — a train that ran the length of the Division and left it. */
|
||||
trainsCompleted: number;
|
||||
/**
|
||||
* Of those, how many did some switching between being made up and leaving.
|
||||
*
|
||||
* The join Gitea#16 asks for by name ("a player who completes an entire game where every train
|
||||
* that passed through did some switching on"). Counted as the train completes, against whether
|
||||
* that tray has coupled or dropped anything since it was made up — which is why `switchedSince`
|
||||
* below exists rather than this being derivable afterwards.
|
||||
*/
|
||||
trainsCompletedWithWork: number;
|
||||
/** §10 — trains lost to a collision, and the cars that went with them. */
|
||||
trainsDestroyed: number;
|
||||
carsDestroyed: number;
|
||||
/** §6 — switching volume, both directions. */
|
||||
carsCoupled: number;
|
||||
carsDropped: number;
|
||||
/** §9.1 — the MEN | AT | WORK pipeline: begun, and carried all the way through. */
|
||||
loadsStarted: number;
|
||||
loadsCompleted: number;
|
||||
unloadsBegun: number;
|
||||
unloadsCompleted: number;
|
||||
/** §9.2 — passenger work. */
|
||||
passengersBoarded: number;
|
||||
passengersDetrained: number;
|
||||
/** Colour, and the vocabulary the badge pass will draw on. */
|
||||
flyingSwitches: number;
|
||||
officeUpgrades: number;
|
||||
dispatchBonusesUsed: number;
|
||||
facilitiesUnjammed: number;
|
||||
expediteFaults: number;
|
||||
trainsHeld: number;
|
||||
trainsDiverted: number;
|
||||
secondSections: number;
|
||||
extrasStarted: number;
|
||||
cardsDrawn: number;
|
||||
cardsPlayed: number;
|
||||
cardsDiscarded: number;
|
||||
clearancesRequested: number;
|
||||
/** §8.1 — rulings that let the other train through. A refusal is a ruling too, but not this one. */
|
||||
clearancesAllowed: number;
|
||||
/**
|
||||
* X18 CIRCUS SET-UPS — a train that spent a Stage standing still and was paid for it (§X18).
|
||||
*
|
||||
* NOT "the longest an engine sat on a siding", which is what Gitea#16 asks for and what the
|
||||
* comment on that issue assumed this was. `trainStoodStill` is emitted ONCE IN A GAME PER SUCH
|
||||
* TRAIN — only for a train whose profile has `stopEarnsPoint`, and `advance.ts` sets
|
||||
* `stopPointClaimed` so it can never fire twice. There is no per-Stage "this train did not move"
|
||||
* signal in the engine at all, so a longest-stand streak cannot be folded from the event stream:
|
||||
* it needs an engine-side signal that does not exist yet. Recorded in `TODO.md` for the badge
|
||||
* pass rather than shipped as a statistic that would read "1 Stage" for ever.
|
||||
*/
|
||||
circusStops: { trainNumber: number; where: string }[];
|
||||
/**
|
||||
* Train numbers that have coupled or dropped something since they were made up, for
|
||||
* `trainsCompletedWithWork`. Cleared when the train is made up and when it leaves the Division.
|
||||
*/
|
||||
switchedSince: number[];
|
||||
/** Indexed by PLAYER. Only events that name a player reach these. */
|
||||
byPlayer: PlayerTally[];
|
||||
};
|
||||
|
||||
export type PlayerTally = {
|
||||
loads: number;
|
||||
unloads: number;
|
||||
passengersBoarded: number;
|
||||
passengersDetrained: number;
|
||||
cardsPlayed: number;
|
||||
/** §10 — collisions this player was faulted for, not collisions they were caught in. */
|
||||
collisions: number;
|
||||
/** Revenue gained and Revenue lost, kept apart: the net is already on `players[i].revenue`. */
|
||||
revenueGained: number;
|
||||
revenueLost: number;
|
||||
};
|
||||
|
||||
/**
|
||||
* THE OFFICIAL RESULT, frozen at the moment the timetable ran out (Gitea#11).
|
||||
*
|
||||
* "The winner is based upon the original game length. In a five-day game, even if it's extended to
|
||||
* eight or nine days, the winner and the official answer is the winner at the end of five days"
|
||||
* (Jesse, 2026-08-28). So this is written ONCE, at the first ending, and never overwritten —
|
||||
* including by a §3.4 collision breach during an extended Day, which ends play without touching it.
|
||||
*
|
||||
* `state.outcome` keeps moving: it is always the CURRENT evaluation, which is what the live game
|
||||
* wants. Once `official` exists, everything after it is informational.
|
||||
*/
|
||||
export type FinalReport = {
|
||||
/** The Day the game was scheduled to end on — always `config.days`. */
|
||||
day: number;
|
||||
outcome: Outcome;
|
||||
/** Every player's Revenue at that moment, in player order. */
|
||||
revenues: number[];
|
||||
collisionsTotal: number;
|
||||
/** The Tally as it stood when the timetable ran out. */
|
||||
tally: Tally;
|
||||
};
|
||||
|
||||
/**
|
||||
* Per-Stage transient bookkeeping for the acting player. Reset when the actor changes.
|
||||
*
|
||||
@@ -726,6 +908,66 @@ export function freshTurns(players: number, moves: number): Map<PlayerIndex, Tur
|
||||
return turns;
|
||||
}
|
||||
|
||||
/** A Tally with everything at zero — the state every game starts in (Gitea#16). */
|
||||
export function emptyTally(players: number): Tally {
|
||||
return {
|
||||
trainsCompleted: 0,
|
||||
trainsCompletedWithWork: 0,
|
||||
trainsDestroyed: 0,
|
||||
carsDestroyed: 0,
|
||||
carsCoupled: 0,
|
||||
carsDropped: 0,
|
||||
loadsStarted: 0,
|
||||
loadsCompleted: 0,
|
||||
unloadsBegun: 0,
|
||||
unloadsCompleted: 0,
|
||||
passengersBoarded: 0,
|
||||
passengersDetrained: 0,
|
||||
flyingSwitches: 0,
|
||||
officeUpgrades: 0,
|
||||
dispatchBonusesUsed: 0,
|
||||
facilitiesUnjammed: 0,
|
||||
expediteFaults: 0,
|
||||
trainsHeld: 0,
|
||||
trainsDiverted: 0,
|
||||
secondSections: 0,
|
||||
extrasStarted: 0,
|
||||
cardsDrawn: 0,
|
||||
cardsPlayed: 0,
|
||||
cardsDiscarded: 0,
|
||||
clearancesRequested: 0,
|
||||
clearancesAllowed: 0,
|
||||
circusStops: [],
|
||||
switchedSince: [],
|
||||
byPlayer: Array.from({ length: players }, () => ({
|
||||
loads: 0,
|
||||
unloads: 0,
|
||||
passengersBoarded: 0,
|
||||
passengersDetrained: 0,
|
||||
cardsPlayed: 0,
|
||||
collisions: 0,
|
||||
revenueGained: 0,
|
||||
revenueLost: 0,
|
||||
})),
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* A deep copy, for freezing the official result (`FinalReport`).
|
||||
*
|
||||
* Written out rather than reached for via `structuredClone` because a Tally is a flat bag of numbers
|
||||
* with two containers in it, and spelling the copy out means a field added later that needs deep
|
||||
* copying is a compile error here rather than a shared reference discovered in a results screen.
|
||||
*/
|
||||
export function cloneTally(t: Tally): Tally {
|
||||
return {
|
||||
...t,
|
||||
circusStops: t.circusStops.map((c) => ({ ...c })),
|
||||
switchedSince: [...t.switchedSince],
|
||||
byPlayer: t.byPlayer.map((p) => ({ ...p })),
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* WHICH WAY TO DRAW THE ENGINE — east or west, for every train, everywhere.
|
||||
*
|
||||
@@ -771,22 +1013,25 @@ export function standingSides(
|
||||
}
|
||||
|
||||
/**
|
||||
* The cut a train would run into if it left this card through `exit` — the cars between it and that
|
||||
* end of the card.
|
||||
* The cut a train would run into if it left this card by the `exit` END OF THE ROW — the cars
|
||||
* 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
|
||||
* south off a curve or a spur is not running along it and meets nothing. Returned in the order the
|
||||
* train MEETS them, nearest first, which is what `carsCoupled` wants.
|
||||
* `exit` IS AN END OF THE ROW, NOT A PORT. It used to be a raw `Port`, and answered "you meet
|
||||
* nothing" for north and south on the reasoning that a leg leaving through an edge is not running
|
||||
* 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(
|
||||
tray: { standingWest?: number | undefined },
|
||||
cars: readonly RollingStock[],
|
||||
exit: 'n' | 's' | 'e' | 'w',
|
||||
exit: 'e' | 'w',
|
||||
): RollingStock[] {
|
||||
const { west, east } = standingSides(tray, cars);
|
||||
if (exit === 'e') return east;
|
||||
if (exit === 'w') return [...west].reverse();
|
||||
return [];
|
||||
return exit === 'e' ? east : [...west].reverse();
|
||||
}
|
||||
|
||||
export function turnOf(s: GameState, player: PlayerIndex): TurnState {
|
||||
@@ -863,8 +1108,34 @@ export type GameState = {
|
||||
collisionsToday: number;
|
||||
/** §3.4 — never reset; checked against `config.maxCollisionsTotal`. */
|
||||
collisionsTotal: number;
|
||||
status: 'setup' | 'active' | 'finished';
|
||||
/**
|
||||
* `awaitingExtension` is Gitea#11: the timetable has run out, the result is recorded, and the
|
||||
* table is being asked whether to play one more Day. It is a PAUSE, not an ending — `advance`
|
||||
* reports `needsInput` there, the server resumes it like any live game, and the only intent the
|
||||
* rules will accept is `game.extend`.
|
||||
*/
|
||||
status: 'setup' | 'active' | 'awaitingExtension' | 'finished';
|
||||
/** The CURRENT evaluation, re-decided at the end of every Day including extended ones. */
|
||||
outcome: Outcome | null;
|
||||
/**
|
||||
* §3.3 (Gitea#11) — Days granted beyond `config.days`, one vote at a time.
|
||||
*
|
||||
* `config.days` is deliberately never touched: it is what the official result was decided at, so
|
||||
* leaving it alone is what makes "the winner is decided at the original game length" a fact about
|
||||
* the code rather than a comment on it.
|
||||
*/
|
||||
extraDays: number;
|
||||
/**
|
||||
* Per PLAYER, while `awaitingExtension`. `null` means they have not voted yet.
|
||||
*
|
||||
* Unanimous, and one refusal is decisive: nobody is made to wait on a player who has already said
|
||||
* no (Jesse's call, 2026-08-28). Solitaire is the same code with one voter.
|
||||
*/
|
||||
extensionVotes: (boolean | null)[];
|
||||
/** Frozen at the FIRST ending and never overwritten. See `FinalReport`. */
|
||||
official: FinalReport | null;
|
||||
/** Gitea#16. Folded from the event stream; see `Tally`. */
|
||||
tally: Tally;
|
||||
};
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
@@ -909,6 +1180,40 @@ export function playerAtSeat(state: GameState, seat: SeatIndex): PlayerIndex {
|
||||
return p;
|
||||
}
|
||||
|
||||
/** This seat's node on the Division — where its Limits, and any Red Flag on them, live. */
|
||||
export function officeNodeFor(
|
||||
state: GameState,
|
||||
seat: SeatIndex,
|
||||
): Extract<DivisionNode, { kind: 'office' }> | null {
|
||||
for (const n of state.division.nodes) if (n.kind === 'office' && n.seat === seat) return n;
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* WHO MUST ANSWER the interruption, or null when nothing is pending.
|
||||
*
|
||||
* The one place that knows which player each kind of question goes to. §8.1's clearance is the
|
||||
* Superintendent's ruling wherever it happens; the Yard Office is offered to whoever sits in the
|
||||
* district the train is arriving at, because it is their card and their yard.
|
||||
*/
|
||||
export function decisionActor(state: GameState): PlayerIndex | null {
|
||||
const d = state.clock.pendingDecision;
|
||||
if (!d) return null;
|
||||
return d.kind === 'clearance' ? state.clock.superintendent : playerAtSeat(state, d.seat);
|
||||
}
|
||||
|
||||
/**
|
||||
* WHOSE MOVE IT IS RIGHT NOW — a pending interruption's owner if there is one, else the phase's
|
||||
* own actor.
|
||||
*
|
||||
* Written out six times across the engine, the sim, the web client and the tests as
|
||||
* `pendingDecision !== null ? superintendent : currentActor`, which stopped being right the moment
|
||||
* a second kind of question existed. One copy now, so a new decision kind cannot be half-adopted.
|
||||
*/
|
||||
export function actingPlayer(state: GameState): PlayerIndex | null {
|
||||
return decisionActor(state) ?? state.clock.currentActor;
|
||||
}
|
||||
|
||||
/** Where this player is sitting, and therefore which Office Area is theirs. */
|
||||
/**
|
||||
* The player `n` seats to the LEFT of this one, wrapping round the table.
|
||||
|
||||
@@ -0,0 +1,201 @@
|
||||
/**
|
||||
* The event tally — Gitea#16's statistics, folded from the event stream into `GameState.tally`.
|
||||
*
|
||||
* WHERE IT IS HOOKED, and why it is not in `reduce`. `apply.ts`'s `reduce` sees only the events an
|
||||
* INTENT produced; `advance.ts` mutates state directly and pushes its events without reducing them
|
||||
* at all — and `advance` is where `trainCompleted`, `trainsDestroyed` and `trainStoodStill` come
|
||||
* from, which are exactly the numbers this issue asks for. So the fold is hooked at the two places
|
||||
* every event in the game passes through exactly once on its way to a caller:
|
||||
*
|
||||
* - `applyIntent` (`apply.ts`), beside its `reduce` loop;
|
||||
* - `advance` (`advance.ts`), which now wraps the phase driver and folds what it returns.
|
||||
*
|
||||
* Exactly once matters in both directions: an event folded twice inflates a count, and an event
|
||||
* folded nowhere is a statistic that silently reads zero. `test/tally.test.ts` pins both by playing
|
||||
* real games and checking the tally against an independent count over the same event array.
|
||||
*
|
||||
* NOTHING HERE IS A RULE. The tally is read by the results screen and by the badge work Gitea#16
|
||||
* leaves to a second pass; no engine decision consults it. That is what makes adding a counter
|
||||
* always safe.
|
||||
*
|
||||
* WHAT IS NOT COUNTED PER PLAYER, and why. `carsCoupled` and `carsDropped` carry a `trayId` and no
|
||||
* `player` — switching is done BY a crew, and the event says which crew rather than which person.
|
||||
* Rather than guess an owner from whose turn it happened to be, those two are table totals only.
|
||||
* The events that do name a player (`loadCompleted`, `passengersBoarded`, `cardPlayed`,
|
||||
* `revenueChanged`, `trainsDestroyed`) are the ones `byPlayer` reports.
|
||||
*/
|
||||
|
||||
import type { GameEvent } from './events.ts';
|
||||
import type { GameState } from './state.ts';
|
||||
|
||||
/**
|
||||
* Fold one event into `s.tally`.
|
||||
*
|
||||
* The switch is deliberately not exhaustive — most of the 49 event types say nothing a player would
|
||||
* want counted, and listing them all to `break` would bury the ones that do. A `default` that does
|
||||
* nothing is the honest shape.
|
||||
*/
|
||||
export function tallyEvent(s: GameState, e: GameEvent): void {
|
||||
const t = s.tally;
|
||||
const mine = 'player' in e && typeof e.player === 'number' ? t.byPlayer[e.player] : undefined;
|
||||
|
||||
switch (e.type) {
|
||||
/**
|
||||
* §X18 — the Circus train set up and was paid for the Stage it spent standing.
|
||||
*
|
||||
* NOT a "longest stand" streak, which is what Gitea#16 wants and what its comment assumed this
|
||||
* event was. It fires once in a game per such train: only trains whose profile sets
|
||||
* `stopEarnsPoint` emit it at all, and `advance.ts` claims it once with `stopPointClaimed`. So
|
||||
* there is nothing to count a run of, and the honest thing to report is the event itself.
|
||||
*/
|
||||
case 'trainStoodStill':
|
||||
t.circusStops.push({ trainNumber: e.trainNumber, where: e.where });
|
||||
break;
|
||||
|
||||
/**
|
||||
* DID THIS TRAIN DO ANY SWITCHING — Gitea#16's "switching master" join, kept as it happens
|
||||
* rather than reconstructed afterwards.
|
||||
*
|
||||
* The two halves of the join are in different currencies: switching events name a `trayId` and
|
||||
* completion names a `trainNumber`, and no event carries both. The tray is looked up in LIVE
|
||||
* state, which is sound precisely here — a crew that has just coupled or dropped is still on the
|
||||
* board — where re-deriving it at completion time would not be, the tray having been released by
|
||||
* then. A lookup that misses costs one train its mark on a statistic; it cannot affect a rule.
|
||||
*/
|
||||
case 'carsCoupled':
|
||||
t.carsCoupled += e.stock.length;
|
||||
markSwitched(s, e.trayId);
|
||||
break;
|
||||
|
||||
case 'carsDropped':
|
||||
t.carsDropped += e.stock.length;
|
||||
markSwitched(s, e.trayId);
|
||||
break;
|
||||
|
||||
case 'flyingSwitch':
|
||||
t.flyingSwitches += 1;
|
||||
markSwitched(s, e.trayId);
|
||||
break;
|
||||
|
||||
// A tray is reused run after run, so a fresh train starts with a clean sheet.
|
||||
case 'trainMadeUp':
|
||||
t.switchedSince = t.switchedSince.filter((n) => n !== e.trainNumber);
|
||||
break;
|
||||
|
||||
case 'trainCompleted':
|
||||
t.trainsCompleted += 1;
|
||||
if (t.switchedSince.includes(e.trainNumber)) t.trainsCompletedWithWork += 1;
|
||||
t.switchedSince = t.switchedSince.filter((n) => n !== e.trainNumber);
|
||||
break;
|
||||
|
||||
case 'trainsDestroyed':
|
||||
t.trainsDestroyed += e.trains.length;
|
||||
for (const train of e.trains) t.carsDestroyed += train.consist.length;
|
||||
if (mine) mine.collisions += 1;
|
||||
break;
|
||||
|
||||
case 'officeUpgraded':
|
||||
t.officeUpgrades += 1;
|
||||
break;
|
||||
|
||||
case 'dispatchBonusUsed':
|
||||
t.dispatchBonusesUsed += 1;
|
||||
break;
|
||||
|
||||
case 'facilityUnjammed':
|
||||
t.facilitiesUnjammed += 1;
|
||||
break;
|
||||
|
||||
case 'expediteFault':
|
||||
t.expediteFaults += 1;
|
||||
break;
|
||||
|
||||
case 'trainHeld':
|
||||
t.trainsHeld += 1;
|
||||
break;
|
||||
|
||||
case 'trainDiverted':
|
||||
t.trainsDiverted += 1;
|
||||
break;
|
||||
|
||||
case 'secondSectionOrdered':
|
||||
t.secondSections += 1;
|
||||
break;
|
||||
|
||||
case 'extraStarted':
|
||||
t.extrasStarted += 1;
|
||||
break;
|
||||
|
||||
case 'cardDrawn':
|
||||
t.cardsDrawn += 1;
|
||||
break;
|
||||
|
||||
case 'cardPlayed':
|
||||
t.cardsPlayed += 1;
|
||||
if (mine) mine.cardsPlayed += 1;
|
||||
break;
|
||||
|
||||
case 'cardDiscarded':
|
||||
t.cardsDiscarded += 1;
|
||||
break;
|
||||
|
||||
case 'clearanceRequested':
|
||||
t.clearancesRequested += 1;
|
||||
break;
|
||||
|
||||
// §8.1 — a ruling is given either way; only a YES let the other train through.
|
||||
case 'clearanceGiven':
|
||||
if (e.allow) t.clearancesAllowed += 1;
|
||||
break;
|
||||
|
||||
case 'loadStarted':
|
||||
t.loadsStarted += 1;
|
||||
break;
|
||||
|
||||
case 'loadCompleted':
|
||||
t.loadsCompleted += 1;
|
||||
if (mine) mine.loads += 1;
|
||||
break;
|
||||
|
||||
case 'unloadBegan':
|
||||
t.unloadsBegun += 1;
|
||||
break;
|
||||
|
||||
case 'unloadCompleted':
|
||||
t.unloadsCompleted += 1;
|
||||
if (mine) mine.unloads += 1;
|
||||
break;
|
||||
|
||||
case 'passengersBoarded':
|
||||
t.passengersBoarded += 1;
|
||||
if (mine) mine.passengersBoarded += 1;
|
||||
break;
|
||||
|
||||
case 'passengersDetrained':
|
||||
t.passengersDetrained += 1;
|
||||
if (mine) mine.passengersDetrained += 1;
|
||||
break;
|
||||
|
||||
/**
|
||||
* Gained and lost are kept APART because the net is already on `players[i].revenue`. What the
|
||||
* results screen cannot otherwise say is how much of a modest final score was earned and then
|
||||
* handed back at a grade crossing — which is the whole difference between a quiet game and an
|
||||
* eventful one.
|
||||
*/
|
||||
case 'revenueChanged':
|
||||
if (mine) {
|
||||
if (e.delta >= 0) mine.revenueGained += e.delta;
|
||||
else mine.revenueLost += -e.delta;
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
function markSwitched(s: GameState, trayId: string): void {
|
||||
const n = s.trays.get(trayId)?.trainNumber;
|
||||
if (n === undefined || n === null) return;
|
||||
if (!s.tally.switchedSince.includes(n)) s.tally.switchedSince.push(n);
|
||||
}
|
||||
+63
-6
@@ -188,6 +188,40 @@ export function joins(a: TrackCard, p: Port, b: TrackCard): boolean {
|
||||
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)
|
||||
// ---------------------------------------------------------------------------
|
||||
@@ -450,7 +484,7 @@ export function exploreMoves(
|
||||
*
|
||||
* 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 queue: Frontier[] = [
|
||||
{
|
||||
@@ -502,12 +536,15 @@ export function exploreMoves(
|
||||
* 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
|
||||
* through the card's EAST port meets them back to front and the row has to be reversed. Without
|
||||
* this the same parked cut produced an identical consist whichever way it was approached, when
|
||||
* the two must mirror — which is the difference between a run-around being worth a Move and
|
||||
* being pointless.
|
||||
* at the row's EAST end meets them back to front and the row has to be reversed. Without this
|
||||
* the same parked cut produced an identical consist whichever way it was approached, when the
|
||||
* two must mirror — which is the difference between a run-around being worth a Move and being
|
||||
* 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 nodeKey = coordKey(node.coord);
|
||||
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.
|
||||
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'];
|
||||
for (const p of ports) {
|
||||
const neighbourCard = cardAt(area, neighbour(coord, p));
|
||||
|
||||
+67
-6
@@ -22,7 +22,7 @@ import { check } from '../engine/apply.ts';
|
||||
import { legalActions } from '../engine/legal.ts';
|
||||
import type { Intent } from '../engine/intents.ts';
|
||||
import type { GameConfig, PlayerIndex } from '../engine/state.ts';
|
||||
import { actionMenu, currentActor, fromMultiplayerSave, newMultiplayerGame, submit } from '../web/game.ts';
|
||||
import { actionMenu, currentActor, fromMultiplayerSave, isOutOfTurn, newMultiplayerGame, submit } from '../web/game.ts';
|
||||
import type { Game, Menu } from '../web/game.ts';
|
||||
import { deltaFrame } from '../sim/frame-delta.ts';
|
||||
import type { FrameDelta } from '../sim/frame-delta.ts';
|
||||
@@ -262,6 +262,52 @@ function buildSession(
|
||||
* in zero wall-clock time by definition. Called once at construction (a resume could land exactly
|
||||
* on a bot's turn) and once after every accepted human intent.
|
||||
*/
|
||||
/**
|
||||
* §3.3, EXTENDED PLAY (Gitea#11) — the bots' half of a unanimous vote.
|
||||
*
|
||||
* "Bots will not disagree with the human. Humans get to vote first. If all humans vote yes, then
|
||||
* bots vote yes too. If a human votes no, it's not unanimous, it ends right then. If only bots are
|
||||
* playing, they never vote to extend" (Jesse, 2026-08-28).
|
||||
*
|
||||
* Which makes a bot's vote a formality rather than a policy decision, performed once the humans
|
||||
* have already settled it, so that the unanimity the engine checks is a real unanimity rather than
|
||||
* a special case carved into the rules for absent players.
|
||||
*
|
||||
* THE ALL-BOT TABLE IS THE CASE TO GET RIGHT, and getting it wrong hung the game. `driveBots`
|
||||
* cannot reach the vote — it loops on `currentActor`, which is null the moment the game stops —
|
||||
* so if this returns early with no humans to follow, nobody votes at all and a bot-only game sits
|
||||
* on the question for ever. It happened: an all-bot session never reached `finished`. With nobody
|
||||
* to follow, the bots' own answer stands, and it is no.
|
||||
*/
|
||||
function driveBotVotes(): void {
|
||||
if (game.state.status !== 'awaitingExtension') return;
|
||||
const humans = [...Array(playerNames.length).keys()].filter((p) => !botSeats.has(p));
|
||||
// A human who has voted `false` has already ended the game, so reaching here with humans still
|
||||
// outstanding means the table is genuinely waiting on a person. Bots wait with it.
|
||||
if (humans.length > 0 && !humans.every((p) => game.state.extensionVotes[p] === true)) return;
|
||||
const agree = humans.length > 0;
|
||||
for (const seat of botSeats) {
|
||||
if (game.state.extensionVotes[seat] === null) {
|
||||
submit(game, { type: 'game.extend', player: seat, agree }, seat);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Bots play, bots vote, and an agreed extension puts them back to playing — so the two drivers
|
||||
* alternate rather than running once each. Bounded because every pass must consume something: a
|
||||
* turn, or a vote that cannot be cast twice.
|
||||
*/
|
||||
function driveBotTurns(): void {
|
||||
for (let pass = 0; pass < 1_000; pass++) {
|
||||
const before = game.history.length;
|
||||
driveBots();
|
||||
driveBotVotes();
|
||||
if (game.history.length === before) return;
|
||||
}
|
||||
throw new Error('driveBotTurns: probable infinite loop');
|
||||
}
|
||||
|
||||
function driveBots(): void {
|
||||
let guard = 0;
|
||||
for (;;) {
|
||||
@@ -281,7 +327,7 @@ function buildSession(
|
||||
settleTiming();
|
||||
}
|
||||
}
|
||||
driveBots();
|
||||
driveBotTurns();
|
||||
// Whatever the opening bot turns earned belongs to a game nobody was connected to yet — dropped
|
||||
// here rather than fired at the first client to arrive. (It also stops `game.cues` growing without
|
||||
// bound on a server, which nothing was draining before this.)
|
||||
@@ -304,7 +350,17 @@ function buildSession(
|
||||
// never applied, so it is worth trying again (see the `lastSeq.set` below: only on success).
|
||||
if (lastSeq.get(seat) === seq) return { accepted: true, pushes: new Map(), timing: null };
|
||||
|
||||
if (seat !== currentActor(game)) return { accepted: false, code: 'NOT_YOUR_TURN' };
|
||||
/**
|
||||
* §3.3, EXTENDED PLAY (Gitea#11) — the vote is the one intent with no actor to be.
|
||||
*
|
||||
* `currentActor` is null once the timetable has run out, so this guard would refuse every
|
||||
* vote with NOT_YOUR_TURN. Every seat may vote, and `check` is still the authority on whether
|
||||
* this particular seat may vote right now (it has voted already; the game is not waiting on a
|
||||
* vote at all), so skipping the turn test here gives nothing away.
|
||||
*/
|
||||
if (!isOutOfTurn(i) && seat !== currentActor(game)) {
|
||||
return { accepted: false, code: 'NOT_YOUR_TURN' };
|
||||
}
|
||||
|
||||
// Checked directly, rather than via `submit`'s boolean, for two reasons: `submit` writes a
|
||||
// "that is not allowed" line into the SHARED `game.log` on rejection, which would otherwise
|
||||
@@ -315,7 +371,7 @@ function buildSession(
|
||||
if (code) return { accepted: false, code };
|
||||
|
||||
const drawnBefore = game.justDrawn;
|
||||
const applied = submit(game, i);
|
||||
const applied = submit(game, i, isOutOfTurn(i) ? seat : null);
|
||||
if (game.justDrawn !== drawnBefore && game.justDrawn !== null) {
|
||||
lastDraw = { seat, cardId: game.justDrawn };
|
||||
}
|
||||
@@ -327,8 +383,9 @@ function buildSession(
|
||||
const timing = settleTiming();
|
||||
// Any bot due to act now plays out entirely before this push goes back — the delta mechanism
|
||||
// diffs against whatever was last sent, so it captures the bots' moves along with the human's
|
||||
// in one push regardless of how many turns that took.
|
||||
driveBots();
|
||||
// in one push regardless of how many turns that took. Votes included, since Gitea#11: a human
|
||||
// agreeing to another Day is exactly the move the bots are waiting on to agree themselves.
|
||||
driveBotTurns();
|
||||
return { accepted: true, pushes: pushesForAll(), timing };
|
||||
},
|
||||
|
||||
@@ -338,6 +395,8 @@ function buildSession(
|
||||
config: game.state.config,
|
||||
playerNames: [...playerNames],
|
||||
history: [...game.history],
|
||||
// `awaitingExtension` is a game waiting on its table, not a game that is over — so it maps
|
||||
// to 'active' and `server/index.ts` resumes it on a restart like any other (Gitea#11).
|
||||
status: game.state.status === 'finished' ? 'finished' : 'active',
|
||||
createdAt,
|
||||
botSeats: [...botSeats],
|
||||
@@ -351,6 +410,8 @@ function buildSession(
|
||||
playerCount: playerNames.length,
|
||||
playerNames: [...playerNames],
|
||||
botSeats: [...botSeats],
|
||||
// `awaitingExtension` is a game waiting on its table, not a game that is over — so it maps
|
||||
// to 'active' and `server/index.ts` resumes it on a restart like any other (Gitea#11).
|
||||
status: game.state.status === 'finished' ? 'finished' : 'active',
|
||||
createdAt,
|
||||
lastMoveAt,
|
||||
|
||||
+190
-157
@@ -65,7 +65,30 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
|
||||
* anything outside its own body.
|
||||
*/
|
||||
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;
|
||||
/**
|
||||
* 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;
|
||||
/** Set on an Office cell when a roster was supplied: whose district this is. */
|
||||
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. */
|
||||
regions: number;
|
||||
w: number;
|
||||
@@ -122,11 +151,8 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
|
||||
y: number;
|
||||
};
|
||||
const cells: Cell[] = [];
|
||||
const sides: number[][] = [];
|
||||
let side: number[] = [];
|
||||
|
||||
const push = (c: Omit<Cell, 'x' | 'y'>): void => {
|
||||
side.push(cells.length);
|
||||
cells.push({ ...c, x: 0, y: 0 });
|
||||
};
|
||||
|
||||
@@ -152,47 +178,54 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
|
||||
}
|
||||
: null;
|
||||
|
||||
for (const rc of n.running ?? []) {
|
||||
const isOffice = rc.kind === 'office';
|
||||
const adLabel = cap === null ? '' : `A/D ${ad.length}/${cap}`;
|
||||
push({
|
||||
kind: 'run',
|
||||
label: isOffice && owner ? owner.name : rc.label,
|
||||
owner: isOffice ? owner : null,
|
||||
// With an owner on the headline the tier would otherwise vanish, so it joins the A/D
|
||||
// count on the line below.
|
||||
sub: isOffice ? (owner ? [rc.label, adLabel].filter(Boolean).join(' · ') : adLabel) : '',
|
||||
/**
|
||||
* A train standing at the Office occupies an A/D track, which is where it is — but it is
|
||||
* ALSO standing on the Office grid card, so it arrives here in both lists and used to be
|
||||
* drawn twice. Reported as two T10 chips on one Office.
|
||||
*/
|
||||
trains: isOffice
|
||||
? [...rc.trains, ...ad.filter((t) => !rc.trains.some((r) => r.label === t.label))]
|
||||
: rc.trains,
|
||||
cap: isOffice ? cap : null,
|
||||
tip: owner && isOffice
|
||||
? `${owner.name}'s ${rc.label}` +
|
||||
(owner.isYou ? ' — this is your railroad' : '') +
|
||||
// "their move" is wrong when the reader is the one being waited on.
|
||||
(owner.isTurn ? (owner.isYou ? ' — it is your move' : ' — it is their move') : '')
|
||||
: `${rc.label} — ${rc.kind === 'limits' ? 'the end of this district; the Running Track runs between the Limits' : 'Running Track'}`,
|
||||
seat: n.seat ?? null,
|
||||
// No regions inside a district: a crew moves by Moves there, not by Stages, so it
|
||||
// occupies a card outright rather than a part of one.
|
||||
regions: 0,
|
||||
w: isOffice && cap !== null ? Math.max(CW.run, cap * CHIP_W + 12) : CW.run,
|
||||
});
|
||||
/**
|
||||
* ONE CELL PER DISTRICT — NO OFFICE-AREA DETAIL ON THIS MAP (Gitea#18).
|
||||
*
|
||||
* An Office used to expand into its whole Running Track, Limits to Limits, so this map carried
|
||||
* every straight, turnout, facility and Limits sign of every district. Two things were wrong
|
||||
* with that. It is the OFFICE map's job, and it draws all of it properly, with the rails; and
|
||||
* it made the Division map grow sideways as districts were built, shoving everything east of a
|
||||
* district along every time somebody laid a card.
|
||||
*
|
||||
* 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.
|
||||
* They are split into two registers, because a train holding an A/D track and a crew switching
|
||||
* in the district are not the same thing: A/D occupancy is a hard capacity that causes
|
||||
* 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.
|
||||
*/
|
||||
const seen = new Set(ad.map((t) => t.label));
|
||||
const below: typeof ad = [];
|
||||
for (const t of [...(n.running ?? []).flatMap((rc) => rc.trains), ...(n.switching ?? [])]) {
|
||||
if (seen.has(t.label)) continue;
|
||||
seen.add(t.label);
|
||||
below.push(t);
|
||||
}
|
||||
// A crew below the Running Track has no position ON it, so it is reported against the
|
||||
// district rather than drawn somewhere it is not.
|
||||
const below = n.switching ?? [];
|
||||
if (below.length > 0) {
|
||||
const last = cells[cells.length - 1];
|
||||
if (last) last.sub = `${below.length} switching below`;
|
||||
}
|
||||
sides.push(side);
|
||||
side = [];
|
||||
const adLabel = cap === null ? '' : `A/D ${ad.length}/${cap}`;
|
||||
push({
|
||||
kind: 'run',
|
||||
label: owner ? owner.name : n.label,
|
||||
owner,
|
||||
sub: [owner ? n.label : '', adLabel, below.length > 0 ? `${below.length} switching` : '']
|
||||
.filter(Boolean)
|
||||
.join(' \u00b7 '),
|
||||
trains: ad,
|
||||
below,
|
||||
cap,
|
||||
tip:
|
||||
(owner ? `${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;
|
||||
}
|
||||
const dp = n.kind === 'dp';
|
||||
@@ -229,58 +262,31 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
|
||||
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.
|
||||
const seats = Math.max(1, Math.min(4, nodes.filter((n) => n.kind === 'office').length));
|
||||
const lanes: number[][] = [];
|
||||
for (let i = 0; i < seats; i++) lanes.push([]);
|
||||
sides.forEach((grp, i) => {
|
||||
const target = Math.min(i, seats - 1);
|
||||
for (const idx of grp) lanes[target]!.push(idx);
|
||||
});
|
||||
|
||||
// -- lay the sides out around the table -------------------------------------------------------
|
||||
// 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.
|
||||
const dir: ('top' | 'right' | 'bottom' | 'left')[] =
|
||||
seats === 1 ? ['top'] : seats === 2 ? ['top', 'bottom'] : seats === 3 ? ['top', 'right', 'bottom'] : ['top', 'right', 'bottom', 'left'];
|
||||
|
||||
const runLen = (idxs: number[]): number =>
|
||||
idxs.reduce((n, i) => n + cells[i]!.w + GAP, -GAP);
|
||||
const widest = Math.max(...lanes.map((l) => runLen(l)), 200);
|
||||
const tall = lanes.length > 1 ? Math.max(...lanes.map((l) => l.length), 1) * (CH + GAP) : CH;
|
||||
|
||||
const vertCount = dir.filter((d) => d === 'right' || d === 'left').length;
|
||||
const boardW = PAD * 2 + widest + (vertCount > 0 ? CW.run + SIDE_GAP : 0);
|
||||
const boardH = PAD * 2 + (dir.includes('bottom') ? CH * 2 + SIDE_GAP + (vertCount ? tall : 0) : 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;
|
||||
}
|
||||
}
|
||||
});
|
||||
/**
|
||||
* ONE ROW, WEST TO EAST (Gitea#18). The West Division Point is at the far left, the East at the
|
||||
* far right, and nothing wraps.
|
||||
*
|
||||
* IT USED TO BE 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 a table so the
|
||||
* route should too. That cost more than it bought, and three separate reports came out of it: the
|
||||
* 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
|
||||
* a train is going.
|
||||
*
|
||||
* A row is wider than a square — roughly 1,580px at four players against 842 — and that is
|
||||
* accepted: the map scrolls and zooms, and being able to rely on east meaning right is worth the
|
||||
* scroll.
|
||||
*/
|
||||
let x = PAD;
|
||||
for (const c of cells) {
|
||||
c.x = x;
|
||||
c.y = PAD;
|
||||
x += c.w + GAP;
|
||||
}
|
||||
const boardW = x - GAP + PAD;
|
||||
const boardH = PAD * 2 + CH + 30;
|
||||
|
||||
// -- draw -------------------------------------------------------------------------------------
|
||||
const rail = (x1: number, y: number, x2: number): string => {
|
||||
@@ -295,20 +301,29 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
|
||||
return o;
|
||||
};
|
||||
|
||||
// The same rail turned through ninety degrees, for the sides of the table.
|
||||
const railV = (x: number, y1: number, y2: number): string => {
|
||||
let o =
|
||||
`<line class="bs-rail" x1="${x - 2.5}" y1="${y1}" x2="${x - 2.5}" y2="${y2}"/>` +
|
||||
`<line class="bs-rail" x1="${x + 2.5}" y1="${y1}" x2="${x + 2.5}" y2="${y2}"/>`;
|
||||
const n = Math.max(2, Math.floor(Math.abs(y2 - y1) / 9));
|
||||
for (let i = 0; i <= n; i++) {
|
||||
const ty = y1 + ((y2 - y1) * i) / n;
|
||||
o += `<line class="bs-tie" x1="${x - 4.5}" y1="${ty}" x2="${x + 4.5}" y2="${ty}"/>`;
|
||||
}
|
||||
return o;
|
||||
};
|
||||
|
||||
let out = `<svg class="bs bs-div" viewBox="0 0 ${Math.ceil(boardW)} ${Math.ceil(boardH)}" preserveAspectRatio="xMinYMin meet">`;
|
||||
/**
|
||||
* DRAWN AT ITS OWN SIZE, SO IT SCROLLS RATHER THAN SHRINKING (Gitea#18).
|
||||
*
|
||||
* An SVG has a viewBox and a drawn size, and the browser scales one to the other. `.bs` is
|
||||
* `width:100%`, so the map is drawn at whatever the panel is wide — which was harmless while the
|
||||
* Division was 842px and wrapped around a table, and is not now that a single row is 1,580px. At
|
||||
* that width in an 800px panel every label renders at half size, on the map that needs reading
|
||||
* most. Setting the width to the viewBox width makes one unit one pixel, and the containers
|
||||
* already scroll (`#division`, `#vdivision`).
|
||||
*
|
||||
* 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
|
||||
* `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
|
||||
// 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++) {
|
||||
const a = cells[i]!;
|
||||
const b = cells[i + 1]!;
|
||||
const sameRow = Math.abs(a.y - b.y) < 1;
|
||||
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} ${by}"/>`;
|
||||
}
|
||||
out += rail(a.x + a.w, a.y + RAIL_Y, b.x);
|
||||
}
|
||||
|
||||
cells.forEach((c) => {
|
||||
@@ -348,15 +347,14 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
|
||||
const mark = c.owner ? ` bs-owner${c.owner.isTurn ? ' bs-turn' : ''}${c.owner.isYou ? ' bs-you' : ''}` : '';
|
||||
const suffix = c.owner?.isYou ? ' (you)' : '';
|
||||
out += `<text class="bs-name${mark}" x="${c.x + 7}" y="${c.y + 14}">${esc(c.label + suffix)}</text>`;
|
||||
out += rail(c.x + 6, c.y + 32, c.x + c.w - 6);
|
||||
out += rail(c.x + 6, c.y + RAIL_Y, c.x + c.w - 6);
|
||||
if (c.sub) out += `<text class="bs-cap" x="${c.x + 7}" y="${c.y + CH - 6}">${esc(c.sub)}</text>`;
|
||||
|
||||
// REGIONS. §2.1 divides a Mainline card into two, and §8.2 moves a train one region per Stage.
|
||||
// The bars are the card's DISTANCE and never vary; what varies is how fast a train covers them,
|
||||
// so a 60 card is crossed in one Stage and a slow train on a 30 takes three.
|
||||
// REGIONS. A Mainline card is 1 to 3 of them (Gitea#3) and a train advances one per Stage. The
|
||||
// bars are the card's DISTANCE and never vary; where a train STARTS is what does.
|
||||
const RW = c.regions > 0 ? (c.w - 12) / c.regions : 0;
|
||||
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
|
||||
* 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 arrow = t.facing === 'w' ? '\u25c0' : '\u25b6';
|
||||
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}`;
|
||||
|
||||
/**
|
||||
* 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 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 stages =
|
||||
typeof t.stagesLeft === 'number'
|
||||
? ` \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)'
|
||||
? ` \u00b7 ${t.stagesLeft} Stage${t.stagesLeft === 1 ? '' : 's'} still to run across this card`
|
||||
: '';
|
||||
out += `<g class="bs-train" data-tip="${esc(t.label)} \u2014 carrying ${esc(cars.join(', ') || 'no cars')}${
|
||||
cars.length ? ` (${loaded} loaded)` : ''
|
||||
@@ -409,15 +396,61 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
|
||||
// me?" gets asked, and EXPEDITED is the answer more often than not.
|
||||
t.what ? `\n\n${esc(t.what)}` : ''
|
||||
}">` +
|
||||
`<rect x="${tx - w / 2}" y="${c.y + 22}" width="${w}" height="19" rx="3"/>` +
|
||||
`<text class="bs-tlab" x="${tx}" y="${c.y + 35}" text-anchor="middle">${esc(label)}</text>`;
|
||||
`<rect x="${tx - w / 2}" y="${ty}" width="${w}" height="19" rx="3"/>` +
|
||||
`<text class="bs-tlab" x="${tx}" y="${ty + 13}" text-anchor="middle">${esc(label)}</text>`;
|
||||
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>';
|
||||
});
|
||||
|
||||
// THE ENDS. The route stops at both Division Points; drawing buffer stops and naming the gap is
|
||||
// what stops a seated layout being read as a loop.
|
||||
// THE ENDS. The route stops at both Division Points, and the buffer stops say so — a Division is
|
||||
// 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 last = cells[cells.length - 1];
|
||||
/**
|
||||
|
||||
+72
-16
@@ -35,7 +35,7 @@ import type { Intent } from '../engine/intents.ts';
|
||||
import { legalActions } from '../engine/legal.ts';
|
||||
import { connectionsFor, exitsFrom, facilityVariants, hasPort, joins, neighbour, opposite, variantsFor } from '../engine/track.ts';
|
||||
import type { Port } from '../engine/track.ts';
|
||||
import { coordKey, turnOf } from '../engine/state.ts';
|
||||
import { actingPlayer, coordKey, turnOf } from '../engine/state.ts';
|
||||
import type { Facility, GameState, GridCoord, OfficeArea, PlayerIndex, RollingStock, TrackCard } from '../engine/state.ts';
|
||||
|
||||
export type BotPolicy = {
|
||||
@@ -138,13 +138,39 @@ export function makeDeveloperBot(tweaks: BotTweaks): BotPolicy {
|
||||
|
||||
choose(s, player, options) {
|
||||
lastReason = 'no specific reason — first legal option';
|
||||
|
||||
/**
|
||||
* §3.3, EXTENDED PLAY (Gitea#11) — a bot never asks for another Day.
|
||||
*
|
||||
* "If only bots are playing, they never vote to extend" (Jesse, 2026-08-28), which is what keeps
|
||||
* the balance harness and every bot-only game ending at the timetable it was dealt with. It also
|
||||
* makes this the SAFE DEFAULT everywhere else: a bot's agreement in a game with humans in it is
|
||||
* decided by `server/session.ts`, which votes on the bots' behalf only once every human has
|
||||
* already said yes, and never reaches this policy at all.
|
||||
*/
|
||||
const extend = options.find((i) => i.type === 'game.extend' && i.agree === false);
|
||||
if (extend) return because('a bot plays the timetable it was dealt and no more', extend);
|
||||
|
||||
const clearance = ruleOnClearance(options);
|
||||
if (clearance) return because('the Superintendent must rule on a following train', clearance);
|
||||
|
||||
/**
|
||||
* §11 (Gitea#5) — the bot keeps its trains at the Train Order Office.
|
||||
*
|
||||
* A deliberate policy, not an oversight, and the cautious half of a real choice: the Yard Office
|
||||
* frees an A/D track, which is worth something on a busy district, but the lead into it may be
|
||||
* fouled and the bot does not read its own yard well enough to tell (`TODO.md`, Bot
|
||||
* Performance — it cannot spot a car at a stub industry either). Declining is always safe, and
|
||||
* it keeps the balance harness comparable with every measurement taken before this rule existed.
|
||||
* Worth revisiting when the bot can judge the lead.
|
||||
*/
|
||||
const yardOffice = options.find((i) => i.type === 'mainline.yardOffice' && i.take === false);
|
||||
if (yardOffice) return because('the bot does not judge the lead into a yard, so it stays at the Office', yardOffice);
|
||||
|
||||
// Red Flags come before anything else — protection is only worth playing at the moment the
|
||||
// collision is actually pending, and that moment passes.
|
||||
const flags = worthFlagging(s, options);
|
||||
if (flags) return because('a train of ours is stopped on a Mainline card with another train on it — Red Flags now or not at all', flags);
|
||||
if (flags) return because('the engine says this arrival collides, and we hold a Red Flag — now or never', flags);
|
||||
|
||||
// --- Load/Unload: spend every worker, then end. Each is a point, or a step toward one.
|
||||
//
|
||||
@@ -1017,19 +1043,20 @@ function facilityWantsAt(
|
||||
}
|
||||
|
||||
/**
|
||||
* Red Flags — "any time". Worth spending only when a train of ours is stopped out on the Mainline
|
||||
* with another train on the same card, which is the situation that becomes a rear-ender.
|
||||
* §Q, RED FLAGS (Gitea#19) — spent only at the moment of danger.
|
||||
*
|
||||
* The card was redefined: it plants a directional flag on your own Limits rather than protecting a
|
||||
* stopped train out on the Mainline, so the old heuristic ("is a train of ours sharing a Mainline
|
||||
* card") no longer describes anything the card does.
|
||||
*
|
||||
* The bot now flags ONLY through the out-of-phase prompt, which the engine raises exactly when an
|
||||
* arrival would collide (`redFlagStop`). That is a better policy than the old one and a much
|
||||
* simpler one: the engine has already established the danger, so there is nothing for the bot to
|
||||
* judge. It never plants a flag speculatively — it cannot tell whether it wants time to switch, and
|
||||
* a flag spent early is a flag not there when a train is actually bearing down.
|
||||
*/
|
||||
function worthFlagging(s: GameState, options: Intent[]): Intent | null {
|
||||
for (const i of options) {
|
||||
if (i.type !== 'maneuver.redFlags') continue;
|
||||
const tray = s.trays.get(i.trayId);
|
||||
if (!tray || tray.position.at !== 'mainline') continue;
|
||||
const node = s.division.nodes[tray.position.index];
|
||||
if (node?.kind !== 'mainline') continue;
|
||||
if (node.transits.length > 1) return i;
|
||||
}
|
||||
return null;
|
||||
function worthFlagging(_s: GameState, options: Intent[]): Intent | null {
|
||||
return options.find((i) => i.type === 'mainline.redFlag' && i.flag === true) ?? null;
|
||||
}
|
||||
|
||||
/** A one-line account of which Load/Unload action was taken, and why it ranked first. */
|
||||
@@ -1861,8 +1888,37 @@ export function playGame(
|
||||
tally(pumpFn(s));
|
||||
if (s.status === 'finished') break;
|
||||
|
||||
const actor =
|
||||
s.clock.pendingDecision !== null ? s.clock.superintendent : s.clock.currentActor;
|
||||
/**
|
||||
* §3.3, EXTENDED PLAY (Gitea#11) — a simulated game plays the timetable it was dealt.
|
||||
*
|
||||
* DECIDED BY THE DRIVER, not by the policy, and that distinction is the whole point. A bot that
|
||||
* is merely handed the two votes among its legal options will sometimes take another Day —
|
||||
* `randomBot` does so half the time — and since the table can go on granting Days for ever, the
|
||||
* game then runs until `maxTurns`. That is not a hypothetical: it turned `test/sim.test.ts` from
|
||||
* under a second into an unbounded hang, because every seeded game in the harness suddenly played
|
||||
* fifty thousand turns instead of two hundred.
|
||||
*
|
||||
* The harness exists to measure games of a configured length against a configured floor, so
|
||||
* "would you like more Days?" has one answer here whatever the policy. `developerBot` declines on
|
||||
* its own account too, which is what the server relies on when a table is all bots; this is the
|
||||
* guarantee that holds for every OTHER policy, including ones not written yet.
|
||||
*/
|
||||
if (s.status === 'awaitingExtension') {
|
||||
const voter = s.extensionVotes.findIndex((v) => v === null);
|
||||
if (voter < 0) break;
|
||||
const decline: Intent = { type: 'game.extend', player: voter, agree: false };
|
||||
intents.push(decline.type);
|
||||
history.push(decline);
|
||||
const declined = applyIntent(s, voter, decline);
|
||||
// A broken invariant, not a game ending early: the status says a vote is pending and `voter` is
|
||||
// a seat that has not cast one. Thrown rather than broken out of, matching the illegal-action
|
||||
// check below — silently returning a short game is how a dead replay looks like a real one.
|
||||
if (!declined.ok) throw new Error(`the extension vote was refused with ${declined.code}`);
|
||||
tally(declined.events);
|
||||
continue;
|
||||
}
|
||||
|
||||
const actor = actingPlayer(s);
|
||||
if (actor === null) break;
|
||||
|
||||
const options = legalActions(s, actor);
|
||||
|
||||
+139
-4
@@ -18,7 +18,7 @@
|
||||
import { MAX_CONSIST } from '../engine/content.ts';
|
||||
import { adTrackCount, coordKey, seatOf, turnOf } from '../engine/state.ts';
|
||||
import type { GameState, GridCoord, PlayerIndex, RollingStock, SeatIndex, TrayId } from '../engine/state.ts';
|
||||
import { areaOf, canAdvanceLoad, canStartLoad, facilityCarType, facilityCarTypes, laborersLeft, movesFor, portersLeft } from '../engine/apply.ts';
|
||||
import { areaOf, canAdvanceLoad, canBoard, canDetrain, canStartLoad, facilityCarType, facilityCarTypes, laborersLeft, movesFor, passengerRefusal, portersLeft } from '../engine/apply.ts';
|
||||
import type { GameEvent } from '../engine/events.ts';
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
@@ -218,10 +218,19 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
|
||||
? `Realignment: Mainline card ${e.node} converted to ${e.became}`
|
||||
: `Played ${e.key} on Mainline card ${e.node}`,
|
||||
};
|
||||
case 'redFlagSpent':
|
||||
return {
|
||||
tone: 'good',
|
||||
text: `RED FLAG — Train ${e.trainNumber} stopped short of the ${e.side === 'east' ? 'Eastern' : 'Western'} Limits. The flag comes down with it.`,
|
||||
};
|
||||
case 'redFlagRuled':
|
||||
return e.flag
|
||||
? { tone: 'plain', text: `Player ${e.player} flagged the approaching train` }
|
||||
: { tone: 'plain', text: `Player ${e.player} waved the train through` };
|
||||
case 'redFlagsSet':
|
||||
return {
|
||||
tone: 'good',
|
||||
text: `Red Flags set out to protect train ${e.trayId} on Mainline card ${e.node} — an approaching train must stop`,
|
||||
text: `RED FLAGS set out on the ${e.side === 'east' ? 'Eastern' : 'Western'} Limits — the next train from that way is held short`,
|
||||
};
|
||||
case 'flyingSwitch':
|
||||
return {
|
||||
@@ -488,6 +497,22 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
|
||||
: { tone: 'good', text: `+${e.delta} Revenue (now ${e.total}) — ${e.reason}` };
|
||||
case 'phaseEnded':
|
||||
return { tone: 'quiet', text: `Player ${e.player} finished ${phaseLabel(e.phase)}` };
|
||||
|
||||
// -- §3.3, extended play (Gitea#11)
|
||||
case 'extensionVoted':
|
||||
return e.agree
|
||||
? { tone: 'plain', text: `Player ${e.player} would play one more Day` }
|
||||
: { tone: 'plain', text: `Player ${e.player} called time — the game ends here` };
|
||||
case 'dayExtended':
|
||||
return { tone: 'clock', text: `── The table plays on: Day ${e.day} is added to the timetable ──` };
|
||||
case 'playConcluded':
|
||||
return { tone: 'clock', text: '── The railroad is put to bed. Final results stand. ──' };
|
||||
|
||||
// -- §11, the Yard Office (Gitea#5)
|
||||
case 'yardOfficeRuled':
|
||||
return e.take
|
||||
? { tone: 'plain', text: `Player ${e.player} sent ${train(e.trainId)} into the Yard Office` }
|
||||
: { tone: 'plain', text: `Player ${e.player} kept ${train(e.trainId)} at the Train Order Office` };
|
||||
}
|
||||
}
|
||||
|
||||
@@ -524,14 +549,124 @@ export type Impediment = { where: string; why: string; severity: 'stuck' | 'wait
|
||||
* This is the panel that should answer the standing questions: whether facilities jam, whether
|
||||
* trains are held for want of a crew, whether the Office is about to cause a collision.
|
||||
*/
|
||||
/** `coordKey`'s inverse — the grid is keyed by string and the engine predicates take coordinates. */
|
||||
function uncoordKey(key: string): GridCoord {
|
||||
const [row, col] = key.split(',').map(Number);
|
||||
return { row: row ?? 0, col: col ?? 0 };
|
||||
}
|
||||
|
||||
/**
|
||||
* One of `passengerRefusal`'s codes, in words a player can act on.
|
||||
*
|
||||
* `NO_EMPTY_COACH_IN_YARD` gets the longest answer because it is the one that looks like a broken
|
||||
* game: the Division Yard is visibly full of cars, and the single type that has run out is the one
|
||||
* §9.2 needs. Where the missing coaches ARE, and the condition that brings them back, is the whole
|
||||
* of what the player needs to know — §2.2 returns the Classification Yard only when the Division
|
||||
* Yard is bare, so a yard with fifty freight cars in it will not refill for a long time.
|
||||
*/
|
||||
function passengerReason(
|
||||
s: GameState,
|
||||
player: PlayerIndex,
|
||||
at: GridCoord,
|
||||
dir: 'board' | 'detrain',
|
||||
): string {
|
||||
const code = passengerRefusal(s, player, at, dir);
|
||||
switch (code) {
|
||||
case 'NO_TRAIN_AT_OFFICE':
|
||||
return dir === 'board'
|
||||
? 'passengers waiting, no train at the platform to take them'
|
||||
: 'no train at the platform';
|
||||
case 'NOT_A_TERMINAL':
|
||||
return 'the only train here stops at Terminals only — Porters may not work it at this Office';
|
||||
case 'NO_PASSENGER_WORK':
|
||||
return 'the only train here is one its card bars Porters from working';
|
||||
case 'NO_EMPTY_COACH':
|
||||
return 'passengers waiting, but every coach on the train is already full';
|
||||
case 'INBOUND_BOX_FULL':
|
||||
return 'arrivals aboard, but the red Unloading slots are all occupied';
|
||||
case 'LOADED_IN_THIS_DISTRICT':
|
||||
return 'the loaded coaches all boarded here — passengers must be carried to another Office ' +
|
||||
'Area before they can alight';
|
||||
case 'NO_EMPTY_COACH_IN_YARD': {
|
||||
const stuck = s.yards.classificationYard.filter((c) => c.type === 'coach').length;
|
||||
const total = s.yards.divisionYard.length;
|
||||
return (
|
||||
'arrivals aboard, but §9.2 needs a white empty coach from the Division Yard to swap in and ' +
|
||||
`there is none left${stuck > 0 ? ` — ${stuck} ${stuck === 1 ? 'coach is' : 'coaches are'} in the Classification Yard` : ''}. ` +
|
||||
`Classification returns only when the Division Yard is bare, and it still holds ${total} cars.`
|
||||
);
|
||||
}
|
||||
default:
|
||||
return `Porters cannot work here (${code})`;
|
||||
}
|
||||
}
|
||||
|
||||
export function impediments(s: GameState, player: PlayerIndex = 0): Impediment[] {
|
||||
const out: Impediment[] = [];
|
||||
const area = areaOf(s, player);
|
||||
|
||||
for (const [key, card] of area.grid) {
|
||||
const f = card.facility;
|
||||
if (!f || f.kind !== 'freight') continue;
|
||||
const name = card.geometry.kind === 'facility' ? card.geometry.facility : 'facility';
|
||||
if (!f) continue;
|
||||
/**
|
||||
* A Freight Facility names itself off its own card; a Passenger Facility does NOT — it rides on
|
||||
* the `office` card, so `geometry.kind` is `'office'` and it fell through to the literal
|
||||
* "facility". Every passenger impediment therefore read `facility 0,0`, next to a freight row
|
||||
* saying `mineTipple 1,-3`. The Office Area's tier is the name it should carry, and there is
|
||||
* exactly one Office per Area, so `area.tier` is that card's own.
|
||||
*/
|
||||
const name =
|
||||
card.geometry.kind === 'facility'
|
||||
? card.geometry.facility
|
||||
: card.geometry.kind === 'office'
|
||||
? area.tier
|
||||
: 'facility';
|
||||
|
||||
/**
|
||||
* WHY THE PORTERS ARE STANDING THERE (Gitea#2).
|
||||
*
|
||||
* "Note that the sparrow (with two loaded coaches) pulled into the station. There are two
|
||||
* passengers on the platform. Four porters. My thought was to unload two and load two. I never
|
||||
* get the chance to load the last two."
|
||||
*
|
||||
* The engine was right — §9.2 needs a white coach out of the Division Yard to de-train into,
|
||||
* §2.2 returns the Classification Yard only when the Division Yard is BARE, and the Division
|
||||
* Yard was one empty coach short with eight more sitting in Classification unable to come back.
|
||||
* Jesse's ruling is that the shortage stays: "it is possible to run out — that's part of the
|
||||
* strategy." What was missing was any way to SEE it. A Porter action that cannot be taken is
|
||||
* simply absent from the menu, and this panel — the one that answers "why is nothing moving?" —
|
||||
* covered freight facilities only, so the platform had nothing to say for itself at all.
|
||||
*
|
||||
* The reason comes from `passengerRefusal`, the engine's own, so what is on screen is the rule
|
||||
* that actually refused rather than a second guess at it.
|
||||
*/
|
||||
if (f.kind === 'passenger') {
|
||||
if (portersLeft(f) > 0) {
|
||||
const coord = uncoordKey(key);
|
||||
// Passengers standing on the platform with nothing carrying them away.
|
||||
if (f.outboundBox.some((c) => c.type === 'coach' && c.loaded) && !canBoard(s, player, coord)) {
|
||||
out.push({
|
||||
where: `${name} ${key}`,
|
||||
why: passengerReason(s, player, coord, 'board'),
|
||||
severity: 'waiting',
|
||||
});
|
||||
}
|
||||
// A coach full of arrivals that cannot be emptied.
|
||||
const arriving = area.adOccupancy.some((id) =>
|
||||
s.trays.get(id)?.consist.some((c) => c.type === 'coach' && c.loaded && c.origin !== seatOf(s, player)),
|
||||
);
|
||||
if (arriving && !canDetrain(s, player, coord)) {
|
||||
out.push({
|
||||
where: `${name} ${key}`,
|
||||
why: passengerReason(s, player, coord, 'detrain'),
|
||||
severity: 'stuck',
|
||||
});
|
||||
}
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
if (f.kind !== 'freight') continue;
|
||||
const want = facilityCarType(f);
|
||||
|
||||
// A load that cannot move, with Laborers standing by, is the worst state a facility reaches:
|
||||
|
||||
+2
-1
@@ -34,6 +34,7 @@ import type { Intent } from '../engine/intents.ts';
|
||||
import { legalActions } from '../engine/legal.ts';
|
||||
import { createGame } from '../engine/setup.ts';
|
||||
import type { Facility, GameConfig, GameState } from '../engine/state.ts';
|
||||
import { actingPlayer } from '../engine/state.ts';
|
||||
import { developerBot, lastChoiceReason } from './bot.ts';
|
||||
import { carLabel, cuesFor, idleNote, isVisible, narrate } from './narrate.ts';
|
||||
// The view-model lives in its own module so the browser build can import it without dragging in
|
||||
@@ -135,7 +136,7 @@ export function record(seed: number, length: GameLength, maxSteps = 100_000): Re
|
||||
if (s.status === 'finished') break;
|
||||
if (!r.needsInput) continue;
|
||||
|
||||
const actor = s.clock.pendingDecision !== null ? s.clock.superintendent : s.clock.currentActor;
|
||||
const actor = actingPlayer(s);
|
||||
if (actor === null) break;
|
||||
const options = legalActions(s, actor);
|
||||
if (options.length === 0) break;
|
||||
|
||||
@@ -52,6 +52,21 @@ export type PlayedGame = {
|
||||
export function playForReplay(seed: number, policy: BotPolicy, maxTurns = 50_000): PlayedGame {
|
||||
const game = newGame(seed);
|
||||
for (let t = 0; t < maxTurns; t++) {
|
||||
/**
|
||||
* §3.3, EXTENDED PLAY (Gitea#11) — a recorded replay is a game played to its end.
|
||||
*
|
||||
* The timetable running out leaves the game on "play one more Day?", where `currentActor` is
|
||||
* null and this loop would otherwise stop — recording a file that replays to a question nobody
|
||||
* answered rather than to a finished game. A recording bot plays the timetable it was dealt, the
|
||||
* same rule `playGame` follows, so it declines and the file ends where a real game would.
|
||||
*/
|
||||
if (game.state.status === 'awaitingExtension') {
|
||||
const voter = game.state.extensionVotes.findIndex((v) => v === null);
|
||||
if (voter < 0) break;
|
||||
if (!submit(game, { type: 'game.extend', player: voter, agree: false }, voter)) break;
|
||||
continue;
|
||||
}
|
||||
|
||||
const actor = currentActor(game);
|
||||
if (actor === null) break;
|
||||
const options = legalActions(game.state, actor);
|
||||
|
||||
+120
-36
@@ -10,6 +10,7 @@
|
||||
* drift into two different pictures of the same board.
|
||||
*/
|
||||
|
||||
import { regionOfTransit } from '../engine/advance.ts';
|
||||
import {
|
||||
areaAtSeat,
|
||||
areaOf,
|
||||
@@ -18,7 +19,7 @@ import {
|
||||
laborersLeft,
|
||||
movesFor,
|
||||
ownCutFor,
|
||||
isTrainCard,
|
||||
keepReason,
|
||||
portersLeft,
|
||||
resolveExtraStart,
|
||||
selectDestination,
|
||||
@@ -32,7 +33,6 @@ import {
|
||||
MANEUVER_CARDS,
|
||||
MODIFIER_PROFILES,
|
||||
REALIGNMENTS,
|
||||
REGIONS_PER_MAINLINE_CARD,
|
||||
OFFICE_ORDER,
|
||||
SPACE_USE_CARDS,
|
||||
enhancementRule,
|
||||
@@ -398,6 +398,24 @@ export type Frame = {
|
||||
collisionsTotal: number;
|
||||
status: GameState['status'];
|
||||
outcome: GameState['outcome'];
|
||||
/**
|
||||
* §3.3, EXTENDED PLAY (Gitea#11). `days` above stays the ORIGINAL timetable — it is what the
|
||||
* official result was decided at — so the Day the game now runs to is `days + extraDays`.
|
||||
*/
|
||||
extraDays: number;
|
||||
/** Per PLAYER, while `status` is `awaitingExtension`. `null` is a seat that has not voted. */
|
||||
extensionVotes: (boolean | null)[];
|
||||
/** The official result, frozen when the original timetable ran out. Null until then. */
|
||||
official: GameState['official'];
|
||||
/**
|
||||
* Gitea#16 — everything interesting that has happened, folded from the event stream.
|
||||
*
|
||||
* Aggregate counts only, which is why it can ride the Frame at all: `test/redaction.test.ts`
|
||||
* proves a Frame carries no other seat's secrets, and a count of trains is nobody's secret. Being
|
||||
* here rather than on a side channel is what gets the results screen the same numbers in
|
||||
* multiplayer as in solitaire, from one implementation.
|
||||
*/
|
||||
tally: GameState['tally'];
|
||||
/**
|
||||
* Every PLAYER's public standing — names and Revenue. "The race is the game" (protocol.md §4).
|
||||
*
|
||||
@@ -492,12 +510,22 @@ export type Frame = {
|
||||
/**
|
||||
* Whether each hand card may be DISCARDED, in the same order.
|
||||
*
|
||||
* §6.2 as ruled by Jesse (Gitea#6): a train card never can be. The player has to be told which
|
||||
* cards those are, not merely find that a button is missing — that silence is the whole of the
|
||||
* Gitea#2 complaint, where a blocked platform left the board with nothing to click and no reason.
|
||||
* Named for the rule rather than for trains, since it answers the question the panel is asking.
|
||||
* The player has to be told which cards those are, not merely find that a button is missing —
|
||||
* that silence is the whole of the Gitea#2 complaint, where a blocked platform left the board with
|
||||
* nothing to click and no reason. Named for the rule rather than for trains, since it answers the
|
||||
* question the panel is asking.
|
||||
*/
|
||||
handDiscardable: boolean[];
|
||||
/**
|
||||
* WHY a card may not be discarded, in the same order; `null` where it may.
|
||||
*
|
||||
* Carried rather than written on the page because §6.2 now fails for two different reasons
|
||||
* (Gitea#9): an Extra is never discardable, and a Timetabled train is not discardable only when
|
||||
* the `discardTimetabled` house rule is off. A panel that hard-codes one sentence tells half the
|
||||
* players the wrong thing, and a panel that reconstructs the rule is a second implementation of
|
||||
* it. `keepReason` is the engine's own, so the card says the rule that actually refused.
|
||||
*/
|
||||
handKeepWhy: (string | null)[];
|
||||
deck: number;
|
||||
/** The face-up card on top of each Department pile — the only one that may be drawn. */
|
||||
departments: string[];
|
||||
@@ -1015,15 +1043,41 @@ export function describeIntent(s: GameState, i: Intent): string {
|
||||
return `${cardName(s, i.cardId)} on ${shortWhere} — ${where}${effect ? `; ${effect}` : ''}`;
|
||||
}
|
||||
case 'maneuver.redFlags':
|
||||
return `set Red Flags to protect ${trainName(s, i.trayId)} — an approaching train must stop short`;
|
||||
return (
|
||||
`FLAG ${i.side === 'east' ? 'EAST' : 'WEST'} — hold the next ${i.side === 'east' ? 'westbound' : 'eastbound'} ` +
|
||||
'train short of your Limits, so you can finish switching'
|
||||
);
|
||||
// §Q, the out-of-phase play (Gitea#19) — "COLLISION RISK! FLAG AGAINST T2?"
|
||||
case 'mainline.redFlag':
|
||||
return i.flag
|
||||
? 'FLAG IT — stop the train short of your Limits, spending a Red Flags card'
|
||||
: 'wave it through — let it come in';
|
||||
/**
|
||||
* §11, the Yard Office (Gitea#5). The offer interrupts the Mainline Phase, so the label has to
|
||||
* carry the whole question — there is no surrounding context on screen to lean on, and the
|
||||
* player is being asked about a train they were not otherwise thinking about.
|
||||
*/
|
||||
case 'mainline.yardOffice':
|
||||
return i.take
|
||||
? 'take the YARD OFFICE — straight into the yard, leaving the Train Order Office free'
|
||||
: 'keep it at the Train Order Office — the ordinary arrival, onto an A/D track';
|
||||
// §3.3, extended play (Gitea#11). The results screen draws its own buttons, but a bot reads its
|
||||
// options through this list like any other, and the label is what the history says it chose.
|
||||
case 'game.extend':
|
||||
return i.agree
|
||||
? 'play one more Day — the result already recorded still stands'
|
||||
: 'end the game here';
|
||||
case 'maneuver.flyingSwitch':
|
||||
return `Flying Switch ${i.count} car(s) into ${at(i.to)}`;
|
||||
case 'mainline.clearance': {
|
||||
// The §8.1 ruling is the sharpest decision in the game and read "grant clearance" — no hint
|
||||
// that granting it risks a rear-ender, or that refusing merely costs time.
|
||||
// Narrowed to the clearance question: `pendingDecision` is a union since Gitea#5, and only
|
||||
// this member names a train ahead.
|
||||
const pending = s.clock.pendingDecision;
|
||||
const who = pending ? trainName(s, pending.train) : 'the train';
|
||||
const ahead = pending ? trainName(s, pending.occupiedBy) : 'the train ahead';
|
||||
const clearance = pending?.kind === 'clearance' ? pending : null;
|
||||
const who = clearance ? trainName(s, clearance.train) : 'the train';
|
||||
const ahead = clearance ? trainName(s, clearance.occupiedBy) : 'the train ahead';
|
||||
// NOT "risks a collision, −5". A rear-end on a Mainline card is described by §10 and is what
|
||||
// ABS Signals exists to prevent, but no such collision is implemented — granting clearance is
|
||||
// currently free. Saying otherwise invents a consequence the engine will never deliver.
|
||||
@@ -1063,7 +1117,30 @@ export function describeIntent(s: GameState, i: Intent): string {
|
||||
case 'redFlag.play':
|
||||
return 'play your red flag';
|
||||
case 'maneuver.redFlags':
|
||||
return `set Red Flags to protect ${trainName(s, i.trayId)} — an approaching train must stop short`;
|
||||
return (
|
||||
`FLAG ${i.side === 'east' ? 'EAST' : 'WEST'} — hold the next ${i.side === 'east' ? 'westbound' : 'eastbound'} ` +
|
||||
'train short of your Limits, so you can finish switching'
|
||||
);
|
||||
// §Q, the out-of-phase play (Gitea#19) — "COLLISION RISK! FLAG AGAINST T2?"
|
||||
case 'mainline.redFlag':
|
||||
return i.flag
|
||||
? 'FLAG IT — stop the train short of your Limits, spending a Red Flags card'
|
||||
: 'wave it through — let it come in';
|
||||
/**
|
||||
* §11, the Yard Office (Gitea#5). The offer interrupts the Mainline Phase, so the label has to
|
||||
* carry the whole question — there is no surrounding context on screen to lean on, and the
|
||||
* player is being asked about a train they were not otherwise thinking about.
|
||||
*/
|
||||
case 'mainline.yardOffice':
|
||||
return i.take
|
||||
? 'take the YARD OFFICE — straight into the yard, leaving the Train Order Office free'
|
||||
: 'keep it at the Train Order Office — the ordinary arrival, onto an A/D track';
|
||||
// §3.3, extended play (Gitea#11). The results screen draws its own buttons, but a bot reads its
|
||||
// options through this list like any other, and the label is what the history says it chose.
|
||||
case 'game.extend':
|
||||
return i.agree
|
||||
? 'play one more Day — the result already recorded still stands'
|
||||
: 'end the game here';
|
||||
default: {
|
||||
// Every Intent now has a sentence, so `i` narrows to never here. Keeping the assignment makes
|
||||
// that a COMPILE error the day someone adds an intent without describing it — the playable UI
|
||||
@@ -1155,36 +1232,27 @@ export function snapshot(
|
||||
// Crossing time is in Stages now, so a Mainline card shows its terrain and the trains on it
|
||||
// with how long each still has to run.
|
||||
const name = MAINLINE_PROFILES.find((m) => m.kind === n.card)?.name ?? n.card;
|
||||
const isGrade = MAINLINE_PROFILES.find((m) => m.kind === n.card)?.speed.kind === 'grade';
|
||||
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.
|
||||
* The engine crosses in `crossingStages` Stages instead, which varies by card speed, train
|
||||
* speed, passengers and modifiers — so the printed model is recovered by treating the entry
|
||||
* point as the thing that varies, exactly as the cards do:
|
||||
* This used to recover a printed two-region model from a crossing time computed out of the
|
||||
* card's mph, the train's Fast/Slow class, its consist and any modifiers, by treating the
|
||||
* ENTRY point as the thing that varied: `entry = 2 - stagesTotal`. It even had to cope with a
|
||||
* negative entry, for a slow train needing three Stages to cross a card with two regions.
|
||||
*
|
||||
* entry = REGIONS - stagesTotal position = entry + elapsed
|
||||
*
|
||||
* A 60 card is one Stage, so the train enters at the second region and is gone — which is
|
||||
* 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.
|
||||
* 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
|
||||
* to reconstruct.
|
||||
*/
|
||||
const place = (t: { stagesRemaining: number; stagesTotal: number }): number => {
|
||||
// `entry` may be NEGATIVE — a slow train needing three Stages cannot fit three steps into
|
||||
// two regions, so it notionally starts before the card and spends the extra Stage getting
|
||||
// to the first region. Clamping only the final position keeps that Stage at the START,
|
||||
// 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));
|
||||
};
|
||||
// One region per Stage, straight off the card's own count: what a train has LEFT to run says
|
||||
// where it is standing. `regionOfTransit` is the engine's own answer, so the picture and the
|
||||
// collision rule cannot disagree about who is where.
|
||||
const place = (t: { stagesRemaining: number }): number => regionOfTransit(n.card, t.stagesRemaining);
|
||||
return {
|
||||
kind: 'ml',
|
||||
label: name,
|
||||
regions: REGIONS_PER_MAINLINE_CARD,
|
||||
regions: mainlineProfile(n.card).regions,
|
||||
trains: [n.transits.map((t) => {
|
||||
const chip = trainChip(s, t.tray);
|
||||
return {
|
||||
@@ -1294,7 +1362,8 @@ export function snapshot(
|
||||
*/
|
||||
hand: [...(s.decks.hands.get(viewer) ?? [])].reverse().map((id) => cardName(s, id)),
|
||||
handWhat: [...(s.decks.hands.get(viewer) ?? [])].reverse().map((id) => cardDescription(s, id)),
|
||||
handDiscardable: [...(s.decks.hands.get(viewer) ?? [])].reverse().map((id) => !isTrainCard(s, id)),
|
||||
handDiscardable: [...(s.decks.hands.get(viewer) ?? [])].reverse().map((id) => keepReason(s, id) === null),
|
||||
handKeepWhy: [...(s.decks.hands.get(viewer) ?? [])].reverse().map((id) => keepReason(s, id)),
|
||||
deck: s.decks.homeOffice.length,
|
||||
departments: s.decks.departments.map((pile) => {
|
||||
const top = pile[pile.length - 1];
|
||||
@@ -1333,6 +1402,10 @@ export function snapshot(
|
||||
collisionsTotal: s.collisionsTotal,
|
||||
status: s.status,
|
||||
outcome: s.outcome,
|
||||
extraDays: s.extraDays,
|
||||
extensionVotes: [...s.extensionVotes],
|
||||
official: s.official,
|
||||
tally: s.tally,
|
||||
players: s.players.map((p) => ({
|
||||
index: p.index,
|
||||
seat: seatOf(s, p.index),
|
||||
@@ -1575,7 +1648,9 @@ export function trainRules(t: {
|
||||
}
|
||||
if (p.rules.noPassengerWork) parts.push('NO PASSENGER WORK — Porters may not board or detrain it');
|
||||
if (p.rules.dropOnly) parts.push('MAY DROP BUT NOT PICK UP — it cannot couple anything');
|
||||
if (p.rules.pickUpEmptiesOnly) parts.push('EMPTIES ONLY — it may not couple a loaded car');
|
||||
if (p.rules.pickUpEmptiesOnly) {
|
||||
parts.push('EMPTIES ONLY — it may not couple a loaded car. A caboose is not a load.');
|
||||
}
|
||||
if (p.rules.stopThenExpedite) {
|
||||
parts.push('STOPS ONCE FOR SPEECHES, then runs expedited from its next Office onward');
|
||||
}
|
||||
@@ -1775,7 +1850,16 @@ const SIMPLE_CARDS = [
|
||||
* view of its own. `0` means no floor is configured — nothing to pace against.
|
||||
*/
|
||||
function objectiveOf(s: GameState, viewer: PlayerIndex): Frame['objective'] {
|
||||
const { days, minCombinedRevenue: target } = s.config;
|
||||
const { minCombinedRevenue: target } = s.config;
|
||||
/**
|
||||
* PACED AGAINST THE TIMETABLE ACTUALLY BEING PLAYED, extensions included (Gitea#11).
|
||||
*
|
||||
* `config.days` alone would say "the last Day is over" through every extended Day, and pace an
|
||||
* eight-Day game against five — both of which the status line used to do the moment play carried
|
||||
* on past the end. The official result is still decided at `config.days`; that is `checkVictory`'s
|
||||
* business, and nothing here feeds it.
|
||||
*/
|
||||
const days = s.config.days + s.extraDays;
|
||||
const revenue = s.players[viewer]?.revenue ?? 0;
|
||||
const daysLeft = Math.max(0, days - s.clock.day + 1);
|
||||
const elapsed = days - daysLeft + 1;
|
||||
|
||||
+57
-9
@@ -30,6 +30,7 @@ import type { Intent } from '../engine/intents.ts';
|
||||
import { legalActions } from '../engine/legal.ts';
|
||||
import { createGame } from '../engine/setup.ts';
|
||||
import type { CardId, GameConfig, GameState, PlayerIndex } from '../engine/state.ts';
|
||||
import { actingPlayer } from '../engine/state.ts';
|
||||
import { playerAtSeat } from '../engine/state.ts';
|
||||
import { cuesFor, narrate } from '../sim/narrate.ts';
|
||||
// Import from the view module, NOT replay.ts — replay.ts writes files and reads process.argv,
|
||||
@@ -266,6 +267,7 @@ export type Game = {
|
||||
/** How each intent kind is introduced in the action list, in the order they should appear. */
|
||||
const GROUP_ORDER: readonly { prefix: string; title: string }[] = [
|
||||
{ prefix: 'mainline.clearance', title: 'Superintendent — rule on this train' },
|
||||
{ prefix: 'mainline.yardOffice', title: 'Where does this train arrive?' },
|
||||
{ prefix: 'localOps.choose', title: 'Local Operations — choose ONE' },
|
||||
{ prefix: 'switch.', title: 'Switching' },
|
||||
// Specific before general: `startsWith` means a bare `draw.` would swallow all three, and the
|
||||
@@ -334,9 +336,9 @@ export function drain(game: Game): void {
|
||||
/** Whose turn it is, or null if the game is over or waiting on nothing. */
|
||||
export function currentActor(game: Game): PlayerIndex | null {
|
||||
if (game.state.status !== 'active') return null;
|
||||
return game.state.clock.pendingDecision !== null
|
||||
? game.state.clock.superintendent
|
||||
: game.state.clock.currentActor;
|
||||
// `actingPlayer` (state.ts) knows which player each kind of interruption goes to — the
|
||||
// Superintendent for a §8.1 clearance, the district's owner for a Yard Office offer.
|
||||
return actingPlayer(game.state);
|
||||
}
|
||||
|
||||
/** Every legal action right now, grouped for display. Empty when there is nothing to decide. */
|
||||
@@ -465,13 +467,26 @@ export function actionGroups(game: Game): { options: Intent[]; groups: ActionGro
|
||||
*/
|
||||
if (prefix === 'mainline.clearance') {
|
||||
const pending = game.state.clock.pendingDecision;
|
||||
if (pending) {
|
||||
if (pending?.kind === 'clearance') {
|
||||
headed =
|
||||
`Superintendent — may ${trainName(game.state, pending.train)} follow ` +
|
||||
`${trainName(game.state, pending.occupiedBy)} onto the same Mainline card?`;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* §11 (Gitea#5) — the Yard Office offer interrupts the Mainline Phase, so it arrives with no
|
||||
* context around it: the player was not thinking about this train a moment ago.
|
||||
*/
|
||||
if (prefix === 'mainline.yardOffice') {
|
||||
const pending = game.state.clock.pendingDecision;
|
||||
if (pending?.kind === 'yardOffice') {
|
||||
headed =
|
||||
`${trainName(game.state, pending.train)} is arriving with no coaches — ` +
|
||||
'take it into the Yard Office, or hold it at the Train Order Office?';
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* A PENDING EXTRA IS ITS OWN QUESTION, and its own heading.
|
||||
*
|
||||
@@ -1014,9 +1029,42 @@ export function overHandLimit(game: Game, seat: PlayerIndex = 0): boolean {
|
||||
return hand.length > limit;
|
||||
}
|
||||
|
||||
/** Submit an action. Returns false and changes nothing if the engine rejects it. */
|
||||
export function submit(game: Game, intent: Intent): boolean {
|
||||
const actor = currentActor(game);
|
||||
/**
|
||||
* Intents any seat may send regardless of whose turn it is — and, for `game.extend`, regardless of
|
||||
* whether the game is still running at all (§3.3, Gitea#11).
|
||||
*
|
||||
* `currentActor` is null once the timetable has run out, which is correct for everything else and
|
||||
* exactly wrong for the vote on playing another Day. Rather than teach `currentActor` about a state
|
||||
* where EVERY seat may act at once — which it has no way to express — callers name the seat.
|
||||
*/
|
||||
export function isOutOfTurn(intent: Intent): intent is Extract<Intent, { type: 'game.extend' }> {
|
||||
return intent.type === 'game.extend';
|
||||
}
|
||||
|
||||
/**
|
||||
* WHO ACTED, when replaying a saved history.
|
||||
*
|
||||
* A save is a flat `Intent[]` with no seat written beside each move, so a replay normally derives
|
||||
* the actor from the turn order — the same order the live game went round in, reproduced exactly.
|
||||
* That breaks for exactly one intent: the extension vote, which every seat may cast in any order,
|
||||
* and which `currentActor` answers `null` for because the game has stopped. Replaying such a save
|
||||
* used to fail outright with `NO_ACTOR`, which is to say an extended game could not be resumed at
|
||||
* all — found by `test/server/session.test.ts`'s resume test, and the reason `game.extend` carries
|
||||
* its voter (`intents.ts`).
|
||||
*/
|
||||
function replayActor(game: Game, intent: Intent): PlayerIndex | null {
|
||||
return isOutOfTurn(intent) ? intent.player : currentActor(game);
|
||||
}
|
||||
|
||||
/**
|
||||
* Submit an action. Returns false and changes nothing if the engine rejects it.
|
||||
*
|
||||
* `as` names the seat for an out-of-turn intent (see `isOutOfTurn`). It cannot be used to smuggle an
|
||||
* ordinary move past the turn order: `check` is still the authority and still asks `isActor`, so a
|
||||
* named seat that is not the actor is refused exactly as it would have been.
|
||||
*/
|
||||
export function submit(game: Game, intent: Intent, as: PlayerIndex | null = null): boolean {
|
||||
const actor = as ?? currentActor(game);
|
||||
if (actor === null) return false;
|
||||
|
||||
const result = applyIntent(game.state, actor, intent);
|
||||
@@ -1167,7 +1215,7 @@ export function undo(game: Game, config: GameConfig = game.state.config): Game |
|
||||
export function fromSave(save: Save, config: GameConfig = SOLO_CONFIG): Game {
|
||||
const game = newGame(save.seed, configFor(save, config));
|
||||
for (const intent of save.history) {
|
||||
const actor = currentActor(game);
|
||||
const actor = replayActor(game, intent);
|
||||
if (actor === null) break;
|
||||
const result = applyIntent(game.state, actor, intent);
|
||||
if (!result.ok) break;
|
||||
@@ -1218,7 +1266,7 @@ export function fromMultiplayerSave(
|
||||
): { game: Game; stopped: ReplayStop | null } {
|
||||
const game = newMultiplayerGame(seed, config, playerNames);
|
||||
for (const [index, intent] of history.entries()) {
|
||||
const actor = currentActor(game);
|
||||
const actor = replayActor(game, intent);
|
||||
if (actor === null) {
|
||||
return { game, stopped: { index, intent, code: 'NO_ACTOR' } };
|
||||
}
|
||||
|
||||
+183
-22
@@ -10,7 +10,7 @@ import { TURNCHART_CSS, turnChartHtml } from '../sim/turnchart.ts';
|
||||
import type { Frame } from '../sim/view.ts';
|
||||
import { seatLabel } from '../sim/view.ts';
|
||||
import type { Menu, Save } from './game.ts';
|
||||
import { PANEL_CSS, blockedHtml, facilitiesHtml, pilesHtml, timetableHtml, yardHtml } from './panels.ts';
|
||||
import { PANEL_CSS, blockedHtml, dayEndHtml, facilitiesHtml, pilesHtml, resultsHtml, timetableHtml, yardHtml } from './panels.ts';
|
||||
import { TOOLTIP_CSS, installTooltips } from './tooltip.ts';
|
||||
import { playCue } from './sound.ts';
|
||||
import {
|
||||
@@ -158,6 +158,13 @@ let zoom = settings.zoom;
|
||||
* ended or what happened in between. Reported exactly that way.
|
||||
*/
|
||||
let lastPhase: string | null = null;
|
||||
/**
|
||||
* The Day the page last drew, so a Day rolling over can be shown as a dialog (Gitea#10).
|
||||
*
|
||||
* Null until the first frame: arriving in a game already on Day 3 is not Day 2 ending, and a page
|
||||
* reloaded mid-game would otherwise announce a rollover that happened before it was watching.
|
||||
*/
|
||||
let lastDay: number | null = null;
|
||||
/**
|
||||
* WHICH CREW THE BOARD IS DRAWING, when the district holds more than one.
|
||||
*
|
||||
@@ -302,6 +309,10 @@ function gameOptionsFromUrl(params: URLSearchParams): NewGameOptions {
|
||||
if (STARTING_HAND_LABELS.some((o) => o.value === hand)) rules.startingHand = hand as StartingHand;
|
||||
const extra = params.get('extra');
|
||||
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> = {};
|
||||
for (const [param, key] of Object.entries(RULE_PARAMS)) {
|
||||
@@ -358,6 +369,7 @@ function solitaireDefaults(options: NewGameOptions): NewGameOptions {
|
||||
houseRules: {
|
||||
startingHand: options.houseRules?.startingHand ?? p.startingHand,
|
||||
extraStart: options.houseRules?.extraStart ?? p.extraStart,
|
||||
discardTimetabled: options.houseRules?.discardTimetabled ?? p.discardTimetabled,
|
||||
revenue: {
|
||||
passengerPerCoach: revenue.passengerPerCoach ?? p.passengerPerCoach,
|
||||
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
|
||||
// here is a setting the dialog silently discards.
|
||||
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(VICTORY_PARAMS)) {
|
||||
const value = options[key];
|
||||
@@ -561,6 +576,34 @@ function flashAnnounce(text: string): void {
|
||||
}, 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.
|
||||
*
|
||||
@@ -873,7 +916,16 @@ function render(): void {
|
||||
* figure came from a target that is itself an open question.
|
||||
*/
|
||||
const obj = $('objective');
|
||||
obj.textContent = `${f.revenue} of ${f.objective.target} · ${f.objective.daysLeft} Day${f.objective.daysLeft === 1 ? '' : 's'} left`;
|
||||
/**
|
||||
* Past the original timetable this has to stop saying "N Days left" of a Day count that no longer
|
||||
* applies (Gitea#11). `objective.daysLeft` already counts against the EXTENDED timetable; what it
|
||||
* cannot say on its own is that the Days being counted are borrowed ones.
|
||||
*/
|
||||
const left = `${f.objective.daysLeft} Day${f.objective.daysLeft === 1 ? '' : 's'} left`;
|
||||
obj.textContent =
|
||||
f.extraDays > 0
|
||||
? `${f.revenue} · Day ${f.day} — ${f.extraDays} beyond the timetable`
|
||||
: `${f.revenue} of ${f.objective.target} · ${left}`;
|
||||
obj.className = 'pace';
|
||||
// The seed is never sent to a remote client at all (it would leak every future shuffle and roll,
|
||||
// `multiplayer.md` §7) — `RemoteSession` has no `.seed()` because there is nothing to return.
|
||||
@@ -1186,6 +1238,8 @@ function render(): void {
|
||||
}
|
||||
lastPhase = f.phaseKey;
|
||||
|
||||
noteDayEnd(f);
|
||||
|
||||
/**
|
||||
* A train completing its run pays every player and nobody took a turn to cause it, so it is said
|
||||
* out loud rather than left in the log. Drained, so it shows once and does not re-fire on a redraw.
|
||||
@@ -1236,6 +1290,9 @@ function renderUndo(): void {
|
||||
// A phase change is announced by comparing against the last frame drawn. Stepping BACK into a
|
||||
// different phase is not that event, so the banner is suppressed rather than fired backwards.
|
||||
lastPhase = null;
|
||||
// Same for the Day: `noteDayEnd` already ignores a Day going down, but undoing back across a
|
||||
// rollover and then replaying forward through it would announce the same Day ending twice.
|
||||
lastDay = null;
|
||||
};
|
||||
}
|
||||
|
||||
@@ -1344,6 +1401,114 @@ function wirePointing(node: HTMLElement, key: string, routeKeys: readonly string
|
||||
node.onblur = off;
|
||||
}
|
||||
|
||||
/**
|
||||
* THE END OF THE GAME — the action area once there is nothing left to decide, or only one thing.
|
||||
*
|
||||
* Two states share this, and they are genuinely different (Gitea#11):
|
||||
*
|
||||
* - `awaitingExtension` — the timetable ran out on an ending the table MAY play past. The result
|
||||
* is already recorded and already readable; the only question open is whether to run one more
|
||||
* Day. In multiplayer that is a unanimous vote, so this also has to show who is still to answer.
|
||||
* - `finished` — over for good. The results screen, and a new game.
|
||||
*
|
||||
* The results are reachable in BOTH, and stay reachable after play continues, which is the
|
||||
* constraint Gitea#16 and Gitea#11 put on each other: continuing must not cost you the results
|
||||
* screen, so it is a button that reopens rather than a screen you get one look at.
|
||||
*/
|
||||
function renderEnding(el: HTMLElement, f: Frame): void {
|
||||
const o = f.official?.outcome ?? f.outcome;
|
||||
const won = o?.result === 'win';
|
||||
|
||||
/**
|
||||
* Put the results up once per ending, unasked.
|
||||
*
|
||||
* "Once per ENDING" rather than once per game is the extended-play case: an extended game ends,
|
||||
* is played on, and ends again, and each of those is a moment worth reading. `renderActions`
|
||||
* clears the flag whenever the game is running again, so the next ending gets its own showing —
|
||||
* while a redraw during the same ending does not reopen a dialog the player has dismissed.
|
||||
*/
|
||||
if (!resultsShown) {
|
||||
resultsShown = true;
|
||||
showResults(f);
|
||||
}
|
||||
|
||||
if (f.status === 'awaitingExtension') {
|
||||
const mine = f.extensionVotes[f.viewer];
|
||||
// Only seats that exist are counted; `extensionVotes` is per PLAYER and so is `players`.
|
||||
const waiting = f.players.filter((p) => f.extensionVotes[p.index] === null);
|
||||
const tally = f.players.length > 1
|
||||
? '<div class="vote-tally">' +
|
||||
f.players
|
||||
.map((p) => {
|
||||
const v = f.extensionVotes[p.index];
|
||||
const mark = v === true ? '✓' : v === false ? '✗' : '·';
|
||||
return `<span class="vote ${v === true ? 'yes' : v === false ? 'no' : 'wait'}">` +
|
||||
`${mark} ${esc(p.name)}${p.index === f.viewer ? ' (you)' : ''}</span>`;
|
||||
})
|
||||
.join('') +
|
||||
'</div>'
|
||||
: '';
|
||||
|
||||
el.innerHTML =
|
||||
`<div class="over ${won ? 'win' : 'loss'}">` +
|
||||
`${won ? 'THE DIVISION RAN' : 'THE DIVISION FAILED'} — Day ${f.official?.day ?? f.days} is scored.<br>` +
|
||||
'The result above is final. Play one more Day?</div>' +
|
||||
tally +
|
||||
(mine === null
|
||||
? '<button id="extend-yes">play one more Day</button>' +
|
||||
'<button id="extend-no">end the game here</button>'
|
||||
: `<div class="dim">You voted ${mine ? 'to play on' : 'to end it'}. ` +
|
||||
(waiting.length
|
||||
? `Waiting on ${waiting.map((p) => esc(p.name)).join(', ')}.`
|
||||
: 'Settling…') +
|
||||
'</div>') +
|
||||
'<button id="results">see the full results</button>';
|
||||
|
||||
if (mine === null) {
|
||||
const vote = (agree: boolean) => () =>
|
||||
void session.submit({ type: 'game.extend', player: f.viewer, agree });
|
||||
$('extend-yes').onclick = vote(true);
|
||||
$('extend-no').onclick = vote(false);
|
||||
}
|
||||
$('results').onclick = () => showResults(f);
|
||||
return;
|
||||
}
|
||||
|
||||
el.innerHTML =
|
||||
`<div class="over ${won ? 'win' : 'loss'}">` +
|
||||
`${won ? 'THE DIVISION RAN' : 'THE DIVISION FAILED'}<br>` +
|
||||
`final Revenue ${f.revenue}${f.objective.target > 0 ? ` against a target of ${f.objective.target}` : ''}</div>` +
|
||||
'<button id="results">see the full results</button>' +
|
||||
(session.capabilities.newGame ? '<button id="again">new game</button>' : '');
|
||||
|
||||
$('results').onclick = () => showResults(f);
|
||||
if (session.capabilities.newGame) {
|
||||
$('again').onclick = () => {
|
||||
clearSave();
|
||||
location.search = '';
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Whether the results have been put up by themselves for the ending currently on screen.
|
||||
*
|
||||
* Cleared by `renderActions` the moment the game is running again, so an extended game gets a fresh
|
||||
* showing at each of its endings while a redraw during one ending does not reopen a dialog the
|
||||
* player has just dismissed.
|
||||
*/
|
||||
let resultsShown = false;
|
||||
|
||||
function showResults(f: Frame): void {
|
||||
const dlg = document.getElementById('resultsdlg') as HTMLDialogElement | null;
|
||||
const body = document.getElementById('resultsbody');
|
||||
if (!dlg || !body) return;
|
||||
body.innerHTML = resultsHtml(f);
|
||||
// A redraw can arrive while it is open — `showModal` throws on an already-open dialog rather
|
||||
// than doing nothing (the same trap `noteDayEnd` documents).
|
||||
if (!dlg.open) dlg.showModal();
|
||||
}
|
||||
|
||||
function renderActions(
|
||||
menu: Menu,
|
||||
f: Frame,
|
||||
@@ -1352,18 +1517,12 @@ function renderActions(
|
||||
const el = $('actions');
|
||||
|
||||
if (f.status !== 'active') {
|
||||
const o = f.outcome;
|
||||
el.innerHTML =
|
||||
`<div class="over ${o?.result === 'win' ? 'win' : 'loss'}">` +
|
||||
`${o?.result === 'win' ? 'YOU WIN' : 'GAME OVER'} — ${esc(String(o?.reason ?? ''))}<br>` +
|
||||
`final Revenue ${f.revenue} against a target of ${f.objective.target}</div>` +
|
||||
`<button id="again">new game</button>`;
|
||||
$('again').onclick = () => {
|
||||
clearSave();
|
||||
location.search = '';
|
||||
};
|
||||
renderEnding(el, f);
|
||||
return;
|
||||
}
|
||||
// The game is running, so the next ending — an extended Day's, or a fresh game's — is entitled to
|
||||
// put its results up unasked again (Gitea#11).
|
||||
resultsShown = false;
|
||||
|
||||
if (menu.direct.length === 0 && menu.placeable.length === 0) {
|
||||
el.innerHTML = '<div class="dim">nothing to decide — the engine is running the Division</div>';
|
||||
@@ -1577,20 +1736,21 @@ function renderActions(
|
||||
/**
|
||||
* WHEN NOTHING IN HAND MAY BE DISCARDED, SAY SO AND SAY WHAT TO DO INSTEAD.
|
||||
*
|
||||
* §6.2 as ruled by Jesse (Gitea#6): a train card is never discarded, so a player holding four
|
||||
* trains has exactly one way forward — play one onto the timetable. The rule creates that corner
|
||||
* deliberately and needs no machinery, but it must not be a corner the player has to infer from
|
||||
* a discard button that has quietly stopped appearing.
|
||||
* §6.2 (Gitea#9) leaves two kinds of undiscardable card — an Extra always, and a Timetabled
|
||||
* train in a game whose `discardTimetabled` rule is off. Either way a player holding nothing but
|
||||
* those has exactly one way forward: play one. The rule creates that corner deliberately and
|
||||
* needs no machinery, but it must not be a corner the player has to infer from a discard button
|
||||
* that has quietly stopped appearing. The reason is the card's own (`handKeepWhy`), 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 why = f.handKeepWhy.find((w) => w !== null) ?? '';
|
||||
const tip = stuck
|
||||
? 'You may not end a turn holding more than three cards, and a TRAIN CARD IS NEVER ' +
|
||||
'DISCARDED. Every card you hold is a train, so the only way on is to play one onto the ' +
|
||||
'timetable. A train may be held for as many Stages and Days as you like; it just cannot be ' +
|
||||
'thrown away.'
|
||||
? 'You may not end a turn holding more than three cards, and every card you hold is one that ' +
|
||||
`cannot be thrown away. ${why} The only way on is to play one.`
|
||||
: 'You may not end a turn holding more than three cards (four with a Red Flag). Play ' +
|
||||
'one onto the board, or discard one face-up to a Department slot. A train card is never ' +
|
||||
'discardable and can only be played.';
|
||||
'one onto the board, or discard one face-up to a Department slot — where a rival may pick ' +
|
||||
'it up.';
|
||||
html +=
|
||||
`<div class="grp"><button class="act blocked" disabled data-tip="${tip.replace(/"/g, '"')}">` +
|
||||
(stuck
|
||||
@@ -1888,6 +2048,7 @@ if (newBtn && dlg) {
|
||||
houseRules: {
|
||||
startingHand: settings.startingHand,
|
||||
extraStart: settings.extraStart,
|
||||
discardTimetabled: settings.discardTimetabled,
|
||||
revenue: {
|
||||
passengerPerCoach: settings.passengerPerCoach,
|
||||
freightPerLoad: settings.freightPerLoad,
|
||||
|
||||
+361
-6
@@ -31,16 +31,16 @@ export function cardRow(name: string, why: string, playable: boolean | null): st
|
||||
}
|
||||
|
||||
export function handHtml(f: Frame, canPlay: (boolean | null)[] = []): string {
|
||||
// §6.2 (Gitea#6) — say so on the card itself. A player who cannot discard a train needs to read
|
||||
// that on the train, not deduce it from a button that is not there.
|
||||
const held = 'You may hold this for as many Stages and Days as you like — but a train card is ' +
|
||||
'never discarded. The only way it leaves your hand is onto the timetable.';
|
||||
// §6.2 — say so on the card itself. A player who cannot discard a train needs to read that on the
|
||||
// train, not deduce it from a button that is not there. The sentence comes off the Frame
|
||||
// (`handKeepWhy`) rather than being written here, because since Gitea#9 there are two of them and
|
||||
// which one applies depends on the card AND the game's rules.
|
||||
return f.hand.length
|
||||
? f.hand
|
||||
.map((h, i) => {
|
||||
const what = f.handWhat[i] ?? '';
|
||||
const keep = f.handDiscardable[i] === false;
|
||||
return cardRow(h, keep ? [what, held].filter(Boolean).join(' · ') : what, canPlay[i] ?? null);
|
||||
const held = f.handKeepWhy[i];
|
||||
return cardRow(h, held ? [what, held].filter(Boolean).join(' · ') : what, canPlay[i] ?? null);
|
||||
})
|
||||
.join('')
|
||||
: '<span class="dim">empty</span>';
|
||||
@@ -153,6 +153,337 @@ export function timetableHtml(f: Frame, justSet: number | null): string {
|
||||
return `<div class="tt">${slots}</div>`;
|
||||
}
|
||||
|
||||
/**
|
||||
* THE DAY THAT JUST ENDED — the body of the dialog `main.ts` puts up at every Day rollover.
|
||||
*
|
||||
* Reported as Gitea#10: "as the game rolls off the end of the day, you get a dialog saying such.
|
||||
* Hard to keep track of time." The clock was on screen the whole time, but a Day turns over inside
|
||||
* the automatic phases — between one click and the next — and neither the phase banner (2.6s) nor
|
||||
* the announcement flash (4.2s) survives long enough to be noticed by someone reading the board.
|
||||
* A modal is the point: it stops, and it waits to be dismissed.
|
||||
*
|
||||
* It is written from the FRAME AFTER the rollover, so `f.day` is the Day about to start and the one
|
||||
* that ended is the Day before it. Standings are in Revenue order rather than seat order: the
|
||||
* question at the end of a Day is who is ahead.
|
||||
*/
|
||||
export function dayEndHtml(f: Frame): string {
|
||||
const ended = f.day - 1;
|
||||
const left = f.days + f.extraDays - ended;
|
||||
|
||||
const ahead =
|
||||
left <= 0
|
||||
? '<p>That was the last Day on the timetable.</p>'
|
||||
: `<p><b>Day ${f.day} of ${f.days + f.extraDays}</b> begins now — ${left} ${left === 1 ? 'Day' : 'Days'} left to run.</p>`;
|
||||
|
||||
return (
|
||||
`<h3 class="dayend-h">Day ${ended} has ended</h3>` +
|
||||
ahead +
|
||||
standingsHtml(f) +
|
||||
targetHtml(f) +
|
||||
collisionsHtml(f)
|
||||
);
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Shared between the Day-end dialog and the end-of-game results screen.
|
||||
//
|
||||
// Gitea#16 asked for the results screen and Gitea#10's dialog had already assembled most of it. The
|
||||
// three blocks below are the overlap, factored out rather than written twice: the two screens report
|
||||
// the same numbers about the same game, and the one thing they must never do is disagree.
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/**
|
||||
* Every player in Revenue order, the viewer marked.
|
||||
*
|
||||
* `winner` rings the player the OFFICIAL result named, which is not always the player at the top:
|
||||
* in an extended game the standings keep moving after the result is settled, and showing the leader
|
||||
* without saying who actually won would be the screen contradicting itself.
|
||||
*/
|
||||
function standingsHtml(f: Frame, winner: number | null = null): string {
|
||||
const rows = [...f.players]
|
||||
.sort((a, b) => b.revenue - a.revenue || a.seat - b.seat)
|
||||
.map((p) => {
|
||||
const marks =
|
||||
(p.index === f.viewer ? ' <span class="dim">(you)</span>' : '') +
|
||||
(p.index === winner ? ' <span class="wins">— winner</span>' : '');
|
||||
return (
|
||||
`<tr${p.index === f.viewer ? ' class="you"' : ''}><td>${esc(p.name)}${marks}</td>` +
|
||||
`<td class="num">${p.revenue}</td></tr>`
|
||||
);
|
||||
})
|
||||
.join('');
|
||||
return `<table class="dayend-t"><tbody>${rows}</tbody></table>`;
|
||||
}
|
||||
|
||||
/**
|
||||
* 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.
|
||||
*/
|
||||
function targetHtml(f: Frame): string {
|
||||
if (f.minCombinedRevenue <= 0) return '';
|
||||
const combined = f.players.reduce((n, p) => n + p.revenue, 0);
|
||||
const met = combined >= f.minCombinedRevenue;
|
||||
return (
|
||||
`<p>Combined Revenue <b>${combined}</b> against a target of <b>${f.minCombinedRevenue}</b>` +
|
||||
`${met ? ' — cleared.' : ' — short.'}</p>`
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* Only when the game is actually scored on collisions.
|
||||
*
|
||||
* Two conditions, both of them `advance.ts`'s own: `0` on a dial turns that check off, and the
|
||||
* checks run in COMPETITIVE AND CO-OP ONLY (§3.4). A solitaire game carries the default dials on
|
||||
* its config and enforces neither, so reporting a collision budget there would put a rule on
|
||||
* screen that this game does not have.
|
||||
*/
|
||||
function collisionsHtml(f: Frame): string {
|
||||
const scoredOnCollisions =
|
||||
(f.mode === 'competitive' || f.mode === 'coop') &&
|
||||
(f.maxCollisionsTotal > 0 || f.maxCollisionsPerDay > 0);
|
||||
return scoredOnCollisions
|
||||
? `<p>Collisions: <b>${f.collisionsToday}</b> today, <b>${f.collisionsTotal}</b> in all.</p>`
|
||||
: '';
|
||||
}
|
||||
|
||||
/**
|
||||
* WHY THE GAME ENDED, as a sentence (Gitea#16).
|
||||
*
|
||||
* The page used to interpolate `outcome.reason` straight into the DOM, so a player who finished a
|
||||
* game read the words `GAME OVER — revenueFloor`: an internal enum value, printed at the one moment
|
||||
* the game has the player's whole attention. Each reason gets a sentence that says what actually
|
||||
* happened, with this game's own numbers in it.
|
||||
*/
|
||||
function reasonSentence(f: Frame, o: NonNullable<Frame['outcome']>, day: number): string {
|
||||
const combined = f.players.reduce((n, p) => n + p.revenue, 0);
|
||||
switch (o.reason) {
|
||||
case 'daysElapsed':
|
||||
return `Day ${day} was the last on the timetable, and it ran out.`;
|
||||
case 'revenueFloor':
|
||||
return (
|
||||
`The Division closed short: <b>${combined}</b> Revenue between everyone, against a floor of ` +
|
||||
`<b>${f.minCombinedRevenue}</b>. §3.3 — miss the floor and the whole table loses, whoever ` +
|
||||
`earned the most.`
|
||||
);
|
||||
case 'collisionFloor':
|
||||
return (
|
||||
`Too many collisions — <b>${f.collisionsToday}</b> in one Day and <b>${f.collisionsTotal}</b> ` +
|
||||
`in all, against limits of ${f.maxCollisionsPerDay || '—'} and ${f.maxCollisionsTotal || '—'}. ` +
|
||||
`§3.4 — the railroad was declared unsafe and the game was stopped.`
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
/** The rules this game was actually dealt under — Gitea#16's "what the rules of the game were". */
|
||||
function rulesHtml(f: Frame): string {
|
||||
const mode =
|
||||
f.mode === 'coop' ? 'Co-op — the table scores together' :
|
||||
f.mode === 'competitive' ? 'Competitive — highest Revenue wins' :
|
||||
'Solitaire';
|
||||
const optional = [
|
||||
f.optionalRules.employeeRotation ? 'Employee Rotation' : null,
|
||||
f.optionalRules.reducedVisibility ? 'Reduced Visibility' : null,
|
||||
f.optionalRules.emergencyToolbox ? 'Emergency Toolbox' : null,
|
||||
].filter((x): x is string => x !== null);
|
||||
const r = f.houseRules.revenue;
|
||||
|
||||
const rows: [string, string][] = [
|
||||
['Scoring', mode],
|
||||
['Timetable', f.extraDays > 0
|
||||
? `${f.days} Days, extended by ${f.extraDays} more`
|
||||
: `${f.days} Day${f.days === 1 ? '' : 's'}`],
|
||||
['Revenue floor', f.minCombinedRevenue > 0 ? `${f.minCombinedRevenue} combined` : 'none'],
|
||||
['Collision limits', f.maxCollisionsPerDay > 0 || f.maxCollisionsTotal > 0
|
||||
? `${f.maxCollisionsPerDay || '—'} per Day, ${f.maxCollisionsTotal || '—'} in all`
|
||||
: 'not scored'],
|
||||
['Pay rates', `${r.freightPerLoad} per load, ${r.passengerPerCoach} per coach, ${r.trainPerTransit} per transit`],
|
||||
['Extras start', f.houseRules.extraStart === 'divisionPointsOnly' ? 'Division Points and the Interchange'
|
||||
: f.houseRules.extraStart === 'ownOffice' ? 'those, plus your own Control Point'
|
||||
: 'those, plus any Control Point'],
|
||||
['Timetabled trains', f.houseRules.discardTimetabled ? 'may be discarded' : 'are never discarded'],
|
||||
['Optional rules', optional.length ? optional.join(', ') : 'none'],
|
||||
];
|
||||
|
||||
return `<h4 class="res-h">The rules in play</h4>${factTable(rows)}`;
|
||||
}
|
||||
|
||||
/**
|
||||
* A two-column table of plain-text facts.
|
||||
*
|
||||
* BOTH HALVES ESCAPED, exactly once, which is the only reason this is a shared helper rather than a
|
||||
* template repeated twice. The rows it is given today are numbers and fixed phrases, but they are
|
||||
* assembled from the Frame — and the day somebody adds a row carrying a player's name, or a facility
|
||||
* label, the escaping has to already be here rather than be remembered.
|
||||
*/
|
||||
function factTable(rows: [string, string][]): string {
|
||||
return (
|
||||
'<table class="res-t"><tbody>' +
|
||||
rows.map(([k, v]) => `<tr><td>${esc(k)}</td><td>${esc(v)}</td></tr>`).join('') +
|
||||
'</tbody></table>'
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* THE RAILROAD — what actually happened out there, from `GameState.tally` (Gitea#16).
|
||||
*
|
||||
* Rows that would read zero for a reason (no passenger work in a game that had none, no collisions
|
||||
* in a clean one) are dropped rather than printed as `0`: a screen of zeroes reads as a bug, and the
|
||||
* absence of a line is the same information more quietly. A zero that is genuinely interesting —
|
||||
* trains through the Division — stays.
|
||||
*/
|
||||
function tallyHtml(t: Frame['tally']): string {
|
||||
const rows: [string, string][] = [['Trains through the Division', String(t.trainsCompleted)]];
|
||||
|
||||
if (t.trainsCompleted > 0) {
|
||||
rows.push([
|
||||
'Of those, worked en route',
|
||||
`${t.trainsCompletedWithWork} of ${t.trainsCompleted}` +
|
||||
(t.trainsCompletedWithWork === t.trainsCompleted ? ' — every one' : ''),
|
||||
]);
|
||||
}
|
||||
const push = (label: string, n: number, detail = ''): void => {
|
||||
if (n > 0) rows.push([label, `${n}${detail}`]);
|
||||
};
|
||||
push('Loads made up', t.loadsCompleted);
|
||||
push('Loads broken', t.unloadsCompleted);
|
||||
push('Loads still in the pipeline', t.loadsStarted - t.loadsCompleted);
|
||||
push('Passengers boarded', t.passengersBoarded);
|
||||
push('Passengers detrained', t.passengersDetrained);
|
||||
push('Cars coupled', t.carsCoupled);
|
||||
push('Cars set out', t.carsDropped);
|
||||
push('Extras run', t.extrasStarted);
|
||||
push('Second sections ordered', t.secondSections);
|
||||
push('Flying switches', t.flyingSwitches);
|
||||
push('Offices upgraded', t.officeUpgrades);
|
||||
push('Facilities unjammed', t.facilitiesUnjammed);
|
||||
push('Trains held', t.trainsHeld);
|
||||
push('Trains diverted', t.trainsDiverted);
|
||||
push('Expedite faults', t.expediteFaults);
|
||||
push('Dispatch bonuses used', t.dispatchBonusesUsed);
|
||||
if (t.clearancesRequested > 0) {
|
||||
rows.push(['Clearances', `${t.clearancesAllowed} allowed of ${t.clearancesRequested} asked`]);
|
||||
}
|
||||
if (t.trainsDestroyed > 0) {
|
||||
rows.push([
|
||||
'Trains destroyed',
|
||||
`${t.trainsDestroyed}, taking ${t.carsDestroyed} car${t.carsDestroyed === 1 ? '' : 's'} with them`,
|
||||
]);
|
||||
}
|
||||
// §X18 only — the one card in the deck that pays a train for standing still. Reported as what it
|
||||
// is rather than as "the longest an engine sat on a siding", which the engine cannot answer (see
|
||||
// `Tally.circusStops`).
|
||||
if (t.circusStops.length > 0) {
|
||||
rows.push([
|
||||
'Circus set-ups',
|
||||
t.circusStops.map((c) => `Train ${c.trainNumber} at ${c.where}`).join(', '),
|
||||
]);
|
||||
}
|
||||
push('Cards drawn', t.cardsDrawn);
|
||||
push('Cards played', t.cardsPlayed);
|
||||
|
||||
return `<h4 class="res-h">The railroad</h4>${factTable(rows)}`;
|
||||
}
|
||||
|
||||
/** Per-player work, for a table that wants to know who did what rather than only who won. */
|
||||
function perPlayerHtml(f: Frame): string {
|
||||
const t = f.tally;
|
||||
if (f.players.length < 2) return '';
|
||||
const head =
|
||||
'<tr><th></th><th class="num">Rev</th><th class="num">Loads</th><th class="num">Unloads</th>' +
|
||||
'<th class="num">Pass.</th><th class="num">Cards</th><th class="num">Crashes</th></tr>';
|
||||
const rows = [...f.players]
|
||||
.sort((a, b) => b.revenue - a.revenue || a.seat - b.seat)
|
||||
.map((p) => {
|
||||
const q = t.byPlayer[p.index];
|
||||
if (!q) return '';
|
||||
return (
|
||||
`<tr${p.index === f.viewer ? ' class="you"' : ''}><td>${esc(p.name)}</td>` +
|
||||
`<td class="num">${p.revenue}</td><td class="num">${q.loads}</td>` +
|
||||
`<td class="num">${q.unloads}</td>` +
|
||||
`<td class="num">${q.passengersBoarded + q.passengersDetrained}</td>` +
|
||||
`<td class="num">${q.cardsPlayed}</td><td class="num">${q.collisions}</td></tr>`
|
||||
);
|
||||
})
|
||||
.join('');
|
||||
return `<h4 class="res-h">Who did what</h4><table class="res-t res-wide"><tbody>${head}${rows}</tbody></table>`;
|
||||
}
|
||||
|
||||
/**
|
||||
* THE END-OF-GAME RESULTS SCREEN — Gitea#16, first pass.
|
||||
*
|
||||
* Everything the Frame already knew plus everything the event tally counted, in the order a player
|
||||
* asks for it: what happened, who won, by how much, under what rules, and then what the railroad
|
||||
* actually did all game. Badges and the "what would make this exciting" brainstorm are the second
|
||||
* pass the issue asks for and are deliberately not here.
|
||||
*
|
||||
* THE OFFICIAL RESULT IS THE ONE AT THE TOP, always. In an extended game (Gitea#11) the standings go
|
||||
* on moving after the winner is settled, so this screen reports the frozen result first and puts
|
||||
* everything that happened afterwards in its own section, marked as informational. "In a five-day
|
||||
* game, even if it's extended to eight or nine days, the winner and the official answer is the
|
||||
* winner at the end of five days" (Jesse, 2026-08-28).
|
||||
*/
|
||||
export function resultsHtml(f: Frame): string {
|
||||
// `official` is written by the engine the moment any game ends, so it is present on every finished
|
||||
// game. The fallback keeps this rendering something sane for a Frame that predates it — a replay
|
||||
// of a save recorded before this release, which the replay viewer will happily hand us.
|
||||
const report = f.official;
|
||||
const o = report?.outcome ?? f.outcome;
|
||||
if (!o) return '<p class="dim">This game has not ended.</p>';
|
||||
|
||||
const officialDay = report?.day ?? f.days;
|
||||
const winnerName =
|
||||
o.winner === null ? null : (f.players.find((p) => p.index === o.winner)?.name ?? null);
|
||||
|
||||
const headline =
|
||||
o.result === 'loss'
|
||||
? 'The Division failed'
|
||||
: winnerName === null
|
||||
? 'The Division ran'
|
||||
: `${esc(winnerName)} takes the Division`;
|
||||
|
||||
/**
|
||||
* The result is reported against the standings AS THEY WERE at the official ending, not as they
|
||||
* are now — in an extended game those are different numbers, and the winner has to be shown
|
||||
* winning. `revenues` is frozen alongside the outcome for exactly this.
|
||||
*/
|
||||
const frozen = report
|
||||
? { ...f, players: f.players.map((p) => ({ ...p, revenue: report.revenues[p.index] ?? p.revenue })) }
|
||||
: f;
|
||||
|
||||
const result =
|
||||
o.result === 'loss'
|
||||
? '<p>Nobody wins this one.</p>'
|
||||
: o.winner === null
|
||||
? '<p>The table clears it together — a Co-op game has no individual winner.</p>'
|
||||
: `<p><b>${esc(winnerName ?? '')}</b> finishes ahead on Revenue.</p>`;
|
||||
|
||||
const extended =
|
||||
f.extraDays > 0
|
||||
? '<h4 class="res-h">After the timetable</h4>' +
|
||||
`<p>The table played on for ${f.extraDays} more Day${f.extraDays === 1 ? '' : 's'}, ` +
|
||||
`through Day ${f.days + f.extraDays}. None of it changed the result above — it is recorded ` +
|
||||
'here because it happened.</p>' +
|
||||
standingsHtml(f) +
|
||||
targetHtml(f) +
|
||||
collisionsHtml(f) +
|
||||
tallyHtml(f.tally)
|
||||
: '';
|
||||
|
||||
return (
|
||||
`<h3 class="dayend-h res-${o.result}">${headline}</h3>` +
|
||||
`<p>${reasonSentence(frozen, o, officialDay)}</p>` +
|
||||
result +
|
||||
standingsHtml(frozen, o.winner) +
|
||||
targetHtml(frozen) +
|
||||
collisionsHtml(frozen) +
|
||||
perPlayerHtml(frozen) +
|
||||
rulesHtml(f) +
|
||||
tallyHtml(report?.tally ?? f.tally) +
|
||||
extended
|
||||
);
|
||||
}
|
||||
|
||||
export function blockedHtml(f: Frame): string {
|
||||
return f.blocked.length === 0
|
||||
? '<li class="dim">nothing blocked</li>'
|
||||
@@ -407,4 +738,28 @@ ul.blocked{margin:0;padding-left:18px}
|
||||
.fstat.good{background:rgba(40,140,60,.28)}
|
||||
.fstat.bad{background:rgba(190,50,50,.38);font-weight:700}
|
||||
.fstat.idle{opacity:.6}
|
||||
/* THE DAY-END DIALOG (Gitea#10). The dialog chrome is play.html's; these are its contents, here
|
||||
because dayEndHtml is here — a panel and its styling stay together. */
|
||||
.dayend-h{font-size:15px;text-transform:none;letter-spacing:0;color:#e6e9ee;margin:0 0 8px}
|
||||
.dayend-t{border-collapse:collapse;margin:9px 0;min-width:210px}
|
||||
.dayend-t td{padding:3px 12px 3px 0;border-top:1px solid #2c333d}
|
||||
.dayend-t tr:first-child td{border-top:0}
|
||||
.dayend-t .num{text-align:right;font-variant-numeric:tabular-nums;font-weight:700;padding-right:0}
|
||||
.dayend-t .you td{color:#8fd6a0}
|
||||
.dayend-t .wins{color:#e8c56a;font-weight:700}
|
||||
|
||||
/* END-OF-GAME RESULTS (Gitea#16). Same family as the Day-end dialog above, which is the point —
|
||||
the two screens share their standings/target/collision blocks and should look like each other. */
|
||||
.res-h{font-size:12px;text-transform:uppercase;letter-spacing:.08em;color:#8b95a3;
|
||||
margin:16px 0 6px;border-top:1px solid #2c333d;padding-top:10px}
|
||||
.res-win{color:#8fd6a0}
|
||||
.res-loss{color:#d98f8f}
|
||||
.res-t{border-collapse:collapse;margin:4px 0;width:100%}
|
||||
.res-t td,.res-t th{padding:3px 12px 3px 0;border-top:1px solid #232a33;vertical-align:top}
|
||||
.res-t tr:first-child td{border-top:0}
|
||||
.res-t td:first-child{color:#8b95a3;white-space:nowrap}
|
||||
.res-t th{color:#6d7783;font-weight:600;font-size:11px;text-transform:uppercase;letter-spacing:.05em}
|
||||
.res-t .num{text-align:right;font-variant-numeric:tabular-nums}
|
||||
.res-wide td:first-child{color:#e6e9ee}
|
||||
.res-t .you td{color:#8fd6a0}
|
||||
`;
|
||||
|
||||
@@ -222,6 +222,14 @@ h3.actions-hd{font-size:13px;text-transform:none;letter-spacing:.01em;color:#cfe
|
||||
.over{padding:9px;border-radius:5px;font-weight:700;margin-bottom:8px}
|
||||
.over.win{background:rgba(40,140,60,.35)}
|
||||
.over.loss{background:rgba(160,60,60,.3)}
|
||||
/* THE EXTENSION VOTE (Gitea#11) — unanimous, so who has not answered yet is the useful half. */
|
||||
.vote-tally{display:flex;flex-wrap:wrap;gap:4px 12px;margin:0 0 9px;font-size:12px}
|
||||
.vote.yes{color:#8fd6a0}
|
||||
.vote.no{color:#d98f8f}
|
||||
.vote.wait{color:var(--dim)}
|
||||
/* Wider than the New Game dialog: the results carry a seven-column per-player table (Gitea#16). */
|
||||
#resultsdlg{max-width:640px}
|
||||
#resultsdlg table{max-width:100%}
|
||||
/* cards, log, blocked */
|
||||
.card.gone{opacity:.35;text-decoration:line-through}
|
||||
.subj{display:block;width:100%;margin:2px 0}
|
||||
@@ -534,6 +542,13 @@ ul.blocked li{padding:2px 0}
|
||||
<input id="lb-toolbox" type="checkbox"></label>
|
||||
<span class="set-hint" id="lb-toolbox-hint"></span>
|
||||
</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>
|
||||
@@ -850,6 +865,13 @@ ul.blocked li{padding:2px 0}
|
||||
<input id="ng-toolbox" type="checkbox"></label>
|
||||
<span class="set-hint" id="ng-toolbox-hint"></span>
|
||||
</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>
|
||||
@@ -863,6 +885,31 @@ ul.blocked li{padding:2px 0}
|
||||
</form>
|
||||
</dialog>
|
||||
|
||||
<!-- THE DAY ROLLING OVER (Gitea#10). A Day turns inside the automatic phases, so it happens
|
||||
between one click and the next; the phase banner and the announcement flash both fade before
|
||||
someone reading the board notices them. A modal stops and waits, which is the whole request:
|
||||
"hard to keep track of time". Filled by `dayEndHtml` and opened from `render()`. -->
|
||||
<dialog id="dayenddlg" aria-labelledby="de-title">
|
||||
<form method="dialog">
|
||||
<div id="dayendbody"></div>
|
||||
<menu class="ng-buttons">
|
||||
<button value="ok" id="de-ok" type="submit">Carry on</button>
|
||||
</menu>
|
||||
</form>
|
||||
</dialog>
|
||||
|
||||
<!-- THE END-OF-GAME RESULTS (Gitea#16). Filled by `resultsHtml` and opened from `renderEnding`,
|
||||
which puts it up once per ending unasked and leaves a button to reopen it. Reopenable matters:
|
||||
Gitea#11 lets a table play past the end, and continuing must not cost you the results screen. -->
|
||||
<dialog id="resultsdlg" aria-labelledby="rs-title">
|
||||
<form method="dialog">
|
||||
<div id="resultsbody"></div>
|
||||
<menu class="ng-buttons">
|
||||
<button value="ok" id="rs-ok" type="submit">Close</button>
|
||||
</menu>
|
||||
</form>
|
||||
</dialog>
|
||||
|
||||
<!-- THE HANDOFF, between `Lobby.Start` and the first Frame.
|
||||
`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
|
||||
|
||||
+15
-1
@@ -52,6 +52,8 @@ export type Settings = {
|
||||
reducedVisibility: boolean;
|
||||
employeeRotation: 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)[] = [
|
||||
@@ -66,6 +68,7 @@ export const SETTING_KEYS: readonly (keyof Settings)[] = [
|
||||
'reducedVisibility',
|
||||
'employeeRotation',
|
||||
'emergencyToolbox',
|
||||
'discardTimetabled',
|
||||
];
|
||||
|
||||
export type Preset = {
|
||||
@@ -94,6 +97,12 @@ const NO_OPTIONAL_RULES = {
|
||||
reducedVisibility: false,
|
||||
employeeRotation: 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;
|
||||
|
||||
/** 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,
|
||||
employeeRotation: config.optionalRules.employeeRotation,
|
||||
emergencyToolbox: config.optionalRules.emergencyToolbox,
|
||||
discardTimetabled: rules.discardTimetabled,
|
||||
};
|
||||
}
|
||||
|
||||
@@ -258,7 +268,7 @@ export function configFromFrame(f: {
|
||||
maxCollisionsPerDay: number;
|
||||
maxCollisionsTotal: number;
|
||||
optionalRules: GameConfig['optionalRules'];
|
||||
houseRules: { startingHand: StartingHand; extraStart: ExtraStartRule; revenue: RevenueRules };
|
||||
houseRules: { startingHand: StartingHand; extraStart: ExtraStartRule; revenue: RevenueRules; discardTimetabled: boolean };
|
||||
}): GameConfig {
|
||||
return {
|
||||
mode: f.mode,
|
||||
@@ -272,6 +282,9 @@ export function configFromFrame(f: {
|
||||
houseRules: {
|
||||
startingHand: f.houseRules.startingHand,
|
||||
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,
|
||||
},
|
||||
};
|
||||
@@ -335,6 +348,7 @@ export function configFromSettings(
|
||||
houseRules: {
|
||||
startingHand: settings.startingHand,
|
||||
extraStart: settings.extraStart,
|
||||
discardTimetabled: settings.discardTimetabled,
|
||||
revenue: {
|
||||
passengerPerCoach: settings.passengerPerCoach,
|
||||
freightPerLoad: settings.freightPerLoad,
|
||||
|
||||
+2
-1
@@ -26,6 +26,7 @@ import { createGame } from '../engine/setup.ts';
|
||||
import { snapshot } from '../sim/view.ts';
|
||||
import type { Intent } from '../engine/intents.ts';
|
||||
import { SOLO_CONFIG } from './game.ts';
|
||||
import { actingPlayer } from '../engine/state.ts';
|
||||
|
||||
type Save = { seed: number; history: Intent[] };
|
||||
type Entry = { file: string; title: string; note?: string; seed?: number };
|
||||
@@ -69,7 +70,7 @@ function rebuild(save: Save): { steps: Step[]; stoppedEarly: boolean } {
|
||||
push(pump(s));
|
||||
let stoppedEarly = false;
|
||||
for (const intent of save.history) {
|
||||
const actor = s.clock.pendingDecision !== null ? s.clock.superintendent : s.clock.currentActor;
|
||||
const actor = actingPlayer(s);
|
||||
if (actor === null || s.status !== 'active') break;
|
||||
const r = applyIntent(s, actor, intent);
|
||||
if (!r.ok) {
|
||||
|
||||
+4
-1
@@ -27,6 +27,7 @@ import {
|
||||
currentActor,
|
||||
fromSave,
|
||||
handPlayable,
|
||||
isOutOfTurn,
|
||||
newGame,
|
||||
overHandLimit,
|
||||
submit,
|
||||
@@ -163,7 +164,9 @@ export function createLocalSession(seed: number, options?: NewGameOptions): Loca
|
||||
overHandLimit: () => overHandLimit(game),
|
||||
handPlayable: () => handPlayable(game),
|
||||
submit: async (intent: Intent) => {
|
||||
const ok = submit(game, intent);
|
||||
// Seat 0 is the solitaire player, and the extension vote (Gitea#11) is the one intent that
|
||||
// arrives when `currentActor` is null — so it has to name its seat. See `isOutOfTurn`.
|
||||
const ok = submit(game, intent, isOutOfTurn(intent) ? 0 : null);
|
||||
if (ok) changed();
|
||||
return ok;
|
||||
},
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
/**
|
||||
* 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
|
||||
* 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
|
||||
@@ -47,10 +47,11 @@ export const FIELDS: readonly Field[] = [
|
||||
{ key: 'reducedVisibility', kind: 'checkbox', id: 'visibility' },
|
||||
{ key: 'employeeRotation', kind: 'checkbox', id: 'rotation' },
|
||||
{ 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.
|
||||
*
|
||||
* 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> = {
|
||||
startingHand: 'Starting hand',
|
||||
extraStart: 'An Extra may start at',
|
||||
discardTimetabled: 'A Timetabled train may be discarded',
|
||||
passengerPerCoach: 'Passenger per coach',
|
||||
freightPerLoad: 'Freight per load',
|
||||
trainPerTransit: 'Train per transit',
|
||||
@@ -115,6 +117,7 @@ export function rulesListHtml(config: GameConfig, players: number, days: number)
|
||||
return (
|
||||
head +
|
||||
`<h4>Opening</h4><dl>${rows(['startingHand', 'extraStart'])}</dl>` +
|
||||
`<h4>Train cards</h4><dl>${rows(['discardTimetabled'])}</dl>` +
|
||||
`<h4>Revenue</h4><dl>${rows(['passengerPerCoach', 'freightPerLoad', 'trainPerTransit'])}</dl>` +
|
||||
`<h4>Victory conditions</h4><dl>${rows(['minCombinedRevenue', 'maxCollisionsPerDay', 'maxCollisionsTotal'])}</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,
|
||||
employeeRotation: el<HTMLInputElement>('rotation')?.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('rotation', values.employeeRotation);
|
||||
setChecked('toolbox', values.emergencyToolbox);
|
||||
setChecked('tossloco', values.discardTimetabled);
|
||||
}
|
||||
|
||||
function setNumber(id: string, value: number): void {
|
||||
|
||||
+161
-29
@@ -66,6 +66,21 @@ function playToCompletion(s: GameState, seed = 1, maxTurns = 20_000): PlayStats
|
||||
tally(pump(s));
|
||||
if (s.status === 'finished') break;
|
||||
|
||||
/**
|
||||
* §3.3, EXTENDED PLAY (Gitea#11) — this harness plays the timetable it was dealt.
|
||||
*
|
||||
* It picks at random among legal options, and one of the two options here is "play another
|
||||
* Day" — so left alone it would extend the game forever and terminate only on `maxTurns`. That
|
||||
* is not a bug in the feature: a game genuinely does not end now until somebody says stop, and
|
||||
* `developerBot` says stop for exactly this reason. Said explicitly here rather than folded
|
||||
* into the random pick, because "how does this loop terminate" deserves an answer in the loop.
|
||||
*/
|
||||
if (s.status === 'awaitingExtension') {
|
||||
const r = applyIntent(s, 0, { type: 'game.extend', player: 0, agree: false });
|
||||
assert.ok(r.ok, 'a solitaire player could not decline an extension');
|
||||
break;
|
||||
}
|
||||
|
||||
const actor = s.clock.pendingDecision !== null ? s.clock.superintendent : s.clock.currentActor;
|
||||
if (actor === null) break;
|
||||
|
||||
@@ -480,7 +495,7 @@ describe('the Superintendent clearance interrupt (§8.1)', () => {
|
||||
assert.equal(r.needsInput, true, 'the phase must stop and ask');
|
||||
assert.notEqual(s.clock.pendingDecision, null);
|
||||
assert.equal(s.clock.pendingDecision!.train, 'behind');
|
||||
assert.equal(s.clock.pendingDecision!.occupiedBy, 'ahead');
|
||||
assert.equal((s.clock.pendingDecision as { occupiedBy: string }).occupiedBy, 'ahead');
|
||||
});
|
||||
|
||||
it('does not ask when the train ahead is coming the other way — that is an absolute bar', () => {
|
||||
@@ -526,7 +541,7 @@ describe('the Superintendent clearance interrupt (§8.1)', () => {
|
||||
it('clears the decision once the Superintendent rules', () => {
|
||||
const s = game();
|
||||
s.clock.phase = 'mainline';
|
||||
s.clock.pendingDecision = { train: 'a', occupiedBy: 'b' };
|
||||
s.clock.pendingDecision = { kind: 'clearance', train: 'a', occupiedBy: 'b' };
|
||||
const r = applyIntent(s, 0, { type: 'mainline.clearance', allow: false });
|
||||
assert.ok(r.ok);
|
||||
assert.equal(s.clock.pendingDecision, null);
|
||||
@@ -544,9 +559,13 @@ describe('victory conditions (§3, Gap 10e) — unified 2026-08-20', () => {
|
||||
s.clock.phase = 'shiftChange';
|
||||
s.players[0]!.revenue = 0;
|
||||
advance(s);
|
||||
assert.equal(s.status, 'finished');
|
||||
// PAUSES rather than finishes since Gitea#11: a days-based ending offers another Day, and the
|
||||
// result is recorded either way. `official` is the frozen answer; `status` is only where play
|
||||
// has got to. The two collision tests at the foot of this block are the contrast.
|
||||
assert.equal(s.status, 'awaitingExtension');
|
||||
assert.equal(s.outcome!.result, 'loss');
|
||||
assert.equal(s.outcome!.reason, 'revenueFloor');
|
||||
assert.equal(s.official!.outcome.reason, 'revenueFloor');
|
||||
});
|
||||
|
||||
it('wins a timed Solitaire game that clears minCombinedRevenue', () => {
|
||||
@@ -556,7 +575,7 @@ describe('victory conditions (§3, Gap 10e) — unified 2026-08-20', () => {
|
||||
s.clock.phase = 'shiftChange';
|
||||
s.players[0]!.revenue = 10;
|
||||
advance(s);
|
||||
assert.equal(s.status, 'finished');
|
||||
assert.equal(s.status, 'awaitingExtension');
|
||||
assert.equal(s.outcome!.result, 'win');
|
||||
});
|
||||
|
||||
@@ -567,7 +586,7 @@ describe('victory conditions (§3, Gap 10e) — unified 2026-08-20', () => {
|
||||
s.clock.phase = 'shiftChange';
|
||||
s.players[0]!.revenue = 0;
|
||||
advance(s);
|
||||
assert.equal(s.status, 'finished');
|
||||
assert.equal(s.status, 'awaitingExtension');
|
||||
assert.equal(s.outcome!.result, 'win');
|
||||
});
|
||||
|
||||
@@ -582,7 +601,7 @@ describe('victory conditions (§3, Gap 10e) — unified 2026-08-20', () => {
|
||||
s.players[0]!.revenue = 5; // best individual score...
|
||||
s.players[1]!.revenue = 3; // ...but combined (8) still misses the floor (20).
|
||||
advance(s);
|
||||
assert.equal(s.status, 'finished');
|
||||
assert.equal(s.status, 'awaitingExtension');
|
||||
assert.equal(s.outcome!.result, 'loss');
|
||||
assert.equal(s.outcome!.reason, 'revenueFloor');
|
||||
});
|
||||
@@ -598,7 +617,7 @@ describe('victory conditions (§3, Gap 10e) — unified 2026-08-20', () => {
|
||||
s.players[0]!.revenue = 4;
|
||||
s.players[1]!.revenue = 6; // combined 10 clears the floor, neither alone would.
|
||||
advance(s);
|
||||
assert.equal(s.status, 'finished');
|
||||
assert.equal(s.status, 'awaitingExtension');
|
||||
assert.equal(s.outcome!.result, 'win');
|
||||
assert.equal(s.outcome!.winner, null, 'Co-op names an individual winner instead of a shared one');
|
||||
});
|
||||
@@ -730,43 +749,156 @@ describe('MILESTONE: a full solitaire game runs headless', () => {
|
||||
});
|
||||
});
|
||||
|
||||
describe('X18 Circus Train — a point for standing still', () => {
|
||||
it('pays once for a Stage spent stopped, and never again', () => {
|
||||
/**
|
||||
* REPORTED: "Circus train TX18 was stopped on a siding for a full Stage and I did not get my
|
||||
* Revenue point." It never could: `stopEarnsPoint` was declared on the profile and read
|
||||
* NOWHERE, along with eight other special-train rules. The one card in the deck that pays for
|
||||
* standing still paid nothing.
|
||||
*/
|
||||
const s = game();
|
||||
describe('X18 Circus / X17 Campaign — a point for setting up (Gitea#13)', () => {
|
||||
/**
|
||||
* REPORTED originally: "Circus train TX18 was stopped on a siding for a full Stage and I did not
|
||||
* get my Revenue point." It never could: `stopEarnsPoint` was declared on the profile and read
|
||||
* NOWHERE, along with eight other special-train rules.
|
||||
*
|
||||
* REDEFINED by Gitea#13 (Jesse, 2026-08-29), and these tests carry the three parts of that
|
||||
* ruling: the point is paid ONCE PER OFFICE AREA rather than once per game, only when the train
|
||||
* is FULLY LOADED, and only in an Office Area at all.
|
||||
*/
|
||||
const circusAt = (s: GameState, seat: number, coord: { row: number; col: number }, consist: unknown[]) => {
|
||||
s.clock.phase = 'mainline';
|
||||
s.trays.set('circus', {
|
||||
id: 'circus', trainNumber: 18, trainIsExtra: true, engineAt: 0,
|
||||
consist: [], direction: 'east',
|
||||
position: { at: 'grid', seat: 0, coord: { row: -1, col: 0 } },
|
||||
consist, direction: 'east',
|
||||
position: { at: 'grid', seat, coord },
|
||||
movesUsed: 0,
|
||||
} as never);
|
||||
// A card under it, so the crew is somewhere real rather than off the grid.
|
||||
areaOf(s, 0).grid.set('-1,0', {
|
||||
areaOf(s, seat as never).grid.set(`${coord.row},${coord.col}`, {
|
||||
geometry: { kind: 'track', geometry: 'straight' },
|
||||
baseOperationalRail: true, standing: [], facility: null, modifiers: [], enhancements: [],
|
||||
} as never);
|
||||
};
|
||||
|
||||
const loaded = [
|
||||
{ type: 'boxcar', loaded: true },
|
||||
{ type: 'boxcar', loaded: true },
|
||||
{ type: 'coach', loaded: true },
|
||||
{ type: 'caboose', loaded: true },
|
||||
];
|
||||
|
||||
const runPhase = (s: GameState) => {
|
||||
s.clock.phase = 'mainline';
|
||||
s.movedThisPhase = new Set();
|
||||
return pump(s);
|
||||
};
|
||||
|
||||
it('pays a fully loaded Circus for a Stage spent set up', () => {
|
||||
const s = game();
|
||||
circusAt(s, 0, { row: -1, col: 0 }, loaded);
|
||||
const before = s.players[0]!.revenue;
|
||||
const first = pump(s);
|
||||
assert.ok(
|
||||
first.some((e) => e.type === 'trainStoodStill' && e.trainNumber === 18),
|
||||
pump(s).some((e) => e.type === 'trainStoodStill' && e.trainNumber === 18),
|
||||
'the Circus Train stood still for a Stage and earned nothing',
|
||||
);
|
||||
assert.equal(s.players[0]!.revenue, before + 1, 'the point was not paid');
|
||||
});
|
||||
|
||||
// "One turn stopped" — once. A train that goes on standing there does not keep earning.
|
||||
const paidAgain = () => {
|
||||
s.clock.phase = 'mainline';
|
||||
s.movedThisPhase = new Set();
|
||||
return pump(s).some((e) => e.type === 'trainStoodStill');
|
||||
};
|
||||
assert.ok(!paidAgain(), 'the Circus Train collected a second time for the same set-up');
|
||||
it('pays once per Office Area, however long it parks there', () => {
|
||||
// "Once per stop in an office area" — a train that goes on standing in the same district does
|
||||
// not keep earning. This is the half that was already true, for a different reason.
|
||||
const s = game();
|
||||
circusAt(s, 0, { row: -1, col: 0 }, loaded);
|
||||
pump(s);
|
||||
assert.ok(!runPhase(s).some((e) => e.type === 'trainStoodStill'),
|
||||
'the Circus collected twice for the same set-up');
|
||||
assert.ok(!runPhase(s).some((e) => e.type === 'trainStoodStill'),
|
||||
'the Circus collected a third time for the same set-up');
|
||||
});
|
||||
|
||||
it('pays AGAIN in a different district — each player can be visited', () => {
|
||||
/**
|
||||
* The half that is new. "In a multiplayer game, each player could score if the circus stops in
|
||||
* their area" — so the claim is per seat, and a touring Circus is paid by each district it sets
|
||||
* up in. Before Gitea#13 this paid once per GAME and the second district got nothing.
|
||||
*/
|
||||
const s = createGame({
|
||||
id: 'g', seed: 5, config: baseConfig({ mode: 'competitive' }), playerNames: ['A', 'B'],
|
||||
});
|
||||
circusAt(s, 0, { row: -1, col: 0 }, loaded);
|
||||
pump(s);
|
||||
const paidFirst = s.players.map((p) => p.revenue);
|
||||
|
||||
// The same train, moved into the other player's district.
|
||||
const tray = s.trays.get('circus')!;
|
||||
areaOf(s, 1 as never).grid.set('-1,0', {
|
||||
geometry: { kind: 'track', geometry: 'straight' },
|
||||
baseOperationalRail: true, standing: [], facility: null, modifiers: [], enhancements: [],
|
||||
} as never);
|
||||
tray.position = { at: 'grid', seat: 1, coord: { row: -1, col: 0 } } as never;
|
||||
|
||||
assert.ok(runPhase(s).some((e) => e.type === 'trainStoodStill'),
|
||||
'the Circus set up in a second district and earned nothing');
|
||||
const owner = s.seating[1]!;
|
||||
assert.equal(
|
||||
s.players[owner]!.revenue,
|
||||
paidFirst[owner]! + 1,
|
||||
'the point did not go to whoever sits in the district it stopped in',
|
||||
);
|
||||
});
|
||||
|
||||
it('pays nothing when the cars are empty — "not much of a circus"', () => {
|
||||
const s = game();
|
||||
circusAt(s, 0, { row: -1, col: 0 }, [
|
||||
{ type: 'boxcar', loaded: false },
|
||||
{ type: 'coach', loaded: true },
|
||||
{ type: 'caboose', loaded: true },
|
||||
]);
|
||||
const before = s.players[0]!.revenue;
|
||||
assert.ok(!pump(s).some((e) => e.type === 'trainStoodStill'),
|
||||
'an empty car aboard still collected the set-up point');
|
||||
assert.equal(s.players[0]!.revenue, before, 'Revenue moved for a train that was not full');
|
||||
});
|
||||
|
||||
it('pays nothing to a train carrying nothing at all', () => {
|
||||
// `every` on an empty list is vacuously true, so the emptiest train of the lot is exactly the
|
||||
// one a careless test would pay.
|
||||
const s = game();
|
||||
circusAt(s, 0, { row: -1, col: 0 }, []);
|
||||
assert.ok(!pump(s).some((e) => e.type === 'trainStoodStill'),
|
||||
'a Circus carrying nothing was paid for setting up');
|
||||
});
|
||||
|
||||
it('pays nothing for standing out on the Mainline', () => {
|
||||
/**
|
||||
* It used to, and it misattributed the point: `playerAtSeat` needs a seat, there is none off
|
||||
* the grid, and the fallback handed it to PLAYER 0 wherever the train was standing. Jesse's
|
||||
* ruling scopes the rule to Office Areas, which removes the bug rather than patching it.
|
||||
*/
|
||||
const s = game();
|
||||
s.clock.phase = 'mainline';
|
||||
const index = s.division.nodes.findIndex((n) => n.kind === 'mainline');
|
||||
s.trays.set('circus', {
|
||||
id: 'circus', trainNumber: 18, trainIsExtra: true, engineAt: 0,
|
||||
consist: loaded, direction: 'east',
|
||||
position: { at: 'mainline', index },
|
||||
movesUsed: 0,
|
||||
} as never);
|
||||
const before = s.players[0]!.revenue;
|
||||
pump(s);
|
||||
assert.equal(s.players[0]!.revenue, before, 'a Mainline set-up paid a point');
|
||||
});
|
||||
|
||||
it('pays the Campaign Train only when its candidate is aboard', () => {
|
||||
// X17 carries one coach and no freight, so "fully loaded" is exactly "the coach is occupied".
|
||||
// It earned nothing at all before Gitea#13 — it had `stopThenExpedite` and no scoring rule.
|
||||
const occupied = game();
|
||||
circusAt(occupied, 0, { row: -1, col: 0 }, [{ type: 'coach', loaded: true }]);
|
||||
occupied.trays.get('circus')!.trainNumber = 17;
|
||||
const beforeOccupied = occupied.players[0]!.revenue;
|
||||
pump(occupied);
|
||||
assert.equal(occupied.players[0]!.revenue, beforeOccupied + 1, 'a full Campaign Train earned nothing');
|
||||
|
||||
const empty = game();
|
||||
circusAt(empty, 0, { row: -1, col: 0 }, [{ type: 'coach', loaded: false }]);
|
||||
empty.trays.get('circus')!.trainNumber = 17;
|
||||
const beforeEmpty = empty.players[0]!.revenue;
|
||||
pump(empty);
|
||||
assert.equal(empty.players[0]!.revenue, beforeEmpty, 'an empty Campaign Train was paid for its speech');
|
||||
});
|
||||
});
|
||||
|
||||
@@ -1272,7 +1404,7 @@ describe('an Extra starts where the player puts it (Gitea#4)', () => {
|
||||
const r = advance(s);
|
||||
assert.equal(r.needsInput, true, 'the phase must stop and ask');
|
||||
assert.equal(s.clock.pendingDecision?.train, tray.id);
|
||||
assert.equal(s.clock.pendingDecision?.occupiedBy, 'ahead');
|
||||
assert.equal((s.clock.pendingDecision as { occupiedBy: string } | null)?.occupiedBy, 'ahead');
|
||||
|
||||
// HOLD keeps it in the yard.
|
||||
assert.ok(applyIntent(s, s.clock.superintendent, { type: 'mainline.clearance', allow: false }).ok);
|
||||
|
||||
+96
-29
@@ -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');
|
||||
});
|
||||
|
||||
describe('a train card is never discarded (Gitea#6)', () => {
|
||||
describe('which train cards may be discarded (Gitea#9, superseding Gitea#6)', () => {
|
||||
/**
|
||||
* Jesse's ruling, v0.4.9e playtest: "Players are not allowed to discard Train cards. They may
|
||||
* keep the card in their hand for multiple stages and even multiple days, but they may not
|
||||
* discard it. If a player has three train cards in their hand, and they draw a fourth, then they
|
||||
* must play one of those cards."
|
||||
* Gitea#6's ruling, v0.4.9e playtest, was that NO train card may be discarded. Gitea#9 narrows
|
||||
* it — Jesse, 2026-08-24: "Timetabled trains are at the choice of the player: they can either
|
||||
* play or discard. If someone else wants to pick it up, they are more than able to. The reason:
|
||||
* I don't want, if you decide to play a game longer than five days, to decide that maybe there
|
||||
* are too many trains, the stations are jammed, and the railroad doesn't need any more."
|
||||
*
|
||||
* Extras count too — an Extra is a train, even though it runs once and ends in the Salvage Yard
|
||||
* where a Timetabled card joins the timetable for the rest of the game.
|
||||
* So a Timetabled train is discardable, an EXTRA still is not — it never joins the timetable, so
|
||||
* it cannot be what jams it — and whether the Timetabled half applies is a New Game setting,
|
||||
* because the reasoning is about long games and a five-Day game may want Gitea#6's pressure.
|
||||
*
|
||||
* Note there is no new FORCING mechanism, and deliberately so: the corner is what the two
|
||||
* existing rules produce together. Nothing discardable plus "you may not end the turn over the
|
||||
* limit" leaves exactly one legal way on, and playing a train is unconditionally legal.
|
||||
* Note there is still no FORCING mechanism, and deliberately so: the corner is what the two
|
||||
* existing rules produce together whenever the setting is off.
|
||||
*/
|
||||
const handOf = (s: GameState, kinds: string[]): string[] => {
|
||||
// Hand-pick cards of the wanted kinds straight out of the catalogue, so the test does not
|
||||
@@ -292,35 +293,74 @@ describe('Local Operations: drawing (§6.2)', () => {
|
||||
return picked;
|
||||
};
|
||||
|
||||
it('refuses the discard, for a Timetabled train and for an Extra alike', () => {
|
||||
/** The same game with the setting turned off — Gitea#6's rule, still reachable. */
|
||||
const strictGame = (): GameState =>
|
||||
createGame({
|
||||
id: 'g',
|
||||
seed: 77,
|
||||
config: { ...config, houseRules: { ...(config.houseRules ?? {}), discardTimetabled: false } },
|
||||
playerNames: ['Jesse'],
|
||||
});
|
||||
|
||||
it('lets a Timetabled train be discarded, and still refuses an Extra', () => {
|
||||
const s = game();
|
||||
applyIntent(s, 0, { type: 'localOps.choose', option: 'draw' });
|
||||
const [timetabled, extra, track] = handOf(s, ['timetabledTrain', 'extraTrain', 'track']);
|
||||
assert.equal(
|
||||
check(s, 0, { type: 'card.discard', cardId: timetabled!, toSlot: 0 }),
|
||||
'TRAINS_ARE_NEVER_DISCARDED',
|
||||
null,
|
||||
'Gitea#9 allows this and it was refused',
|
||||
);
|
||||
assert.equal(
|
||||
check(s, 0, { type: 'card.discard', cardId: extra!, toSlot: 0 }),
|
||||
'TRAINS_ARE_NEVER_DISCARDED',
|
||||
'an Extra never joins the timetable, so Gitea#9 does not reach it',
|
||||
);
|
||||
// And everything else is still discardable — the rule is about trains, not about discarding.
|
||||
assert.equal(check(s, 0, { type: 'card.discard', cardId: track!, toSlot: 0 }), null);
|
||||
});
|
||||
|
||||
it('never offers the discard, so the bot needs no rule of its own', () => {
|
||||
it('puts the discarded train where a rival can pick it up', () => {
|
||||
// The other half of the ruling — "if someone else wants to pick it up, they are more than able
|
||||
// to" — needed no machinery, because a discard already goes face-up onto a Department pile.
|
||||
const s = game();
|
||||
applyIntent(s, 0, { type: 'localOps.choose', option: 'draw' });
|
||||
const [timetabled] = handOf(s, ['timetabledTrain', 'track']);
|
||||
const offered = legalActions(s, 0).filter(
|
||||
(i) => i.type === 'card.discard' && i.cardId === timetabled,
|
||||
);
|
||||
assert.deepEqual(offered, [], 'a train discard was offered as a legal action');
|
||||
assert.ok(applyIntent(s, 0, { type: 'card.discard', cardId: timetabled!, toSlot: 1 }).ok);
|
||||
const pile = s.decks.departments[1]!;
|
||||
assert.equal(pile[pile.length - 1], timetabled, 'the train is not face-up on the pile');
|
||||
});
|
||||
|
||||
it('leaves PLAYING a train as the only way out of a hand of four trains', () => {
|
||||
it('offers the discard as a legal action, so the bot can take it', () => {
|
||||
const s = game();
|
||||
applyIntent(s, 0, { type: 'localOps.choose', option: 'draw' });
|
||||
const [timetabled, extra] = handOf(s, ['timetabledTrain', 'extraTrain', 'track']);
|
||||
const offered = legalActions(s, 0).filter((i) => i.type === 'card.discard');
|
||||
assert.ok(
|
||||
offered.some((i) => i.type === 'card.discard' && i.cardId === timetabled),
|
||||
'a Timetabled train was not offered as a discard',
|
||||
);
|
||||
assert.ok(
|
||||
!offered.some((i) => i.type === 'card.discard' && i.cardId === extra),
|
||||
'an Extra was offered as a discard',
|
||||
);
|
||||
});
|
||||
|
||||
it('keeps Gitea#6 reachable when the setting is off', () => {
|
||||
const s = strictGame();
|
||||
applyIntent(s, 0, { type: 'localOps.choose', option: 'draw' });
|
||||
const [timetabled, extra, track] = handOf(s, ['timetabledTrain', 'extraTrain', 'track']);
|
||||
for (const id of [timetabled!, extra!]) {
|
||||
assert.equal(
|
||||
check(s, 0, { type: 'card.discard', cardId: id, toSlot: 0 }),
|
||||
'TRAINS_ARE_NEVER_DISCARDED',
|
||||
);
|
||||
}
|
||||
assert.equal(check(s, 0, { type: 'card.discard', cardId: track!, toSlot: 0 }), null);
|
||||
});
|
||||
|
||||
it('leaves PLAYING a train as the only way out of a hand of four, setting off', () => {
|
||||
const s = strictGame();
|
||||
applyIntent(s, 0, { type: 'localOps.choose', option: 'draw' });
|
||||
const four = handOf(s, ['timetabledTrain', 'timetabledTrain', 'timetabledTrain', 'extraTrain']);
|
||||
assert.ok(four.length > HAND_LIMIT, 'this test needs a hand over the limit');
|
||||
|
||||
@@ -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');
|
||||
});
|
||||
|
||||
it('a hand of four Extras is the corner that survives Gitea#9 with the setting ON', () => {
|
||||
// Gitea#9 does not reach an Extra, so the deadlock-that-is-not-a-deadlock is still real in a
|
||||
// default game — worth pinning, since it is now the ONLY way to reach it.
|
||||
const s = game();
|
||||
applyIntent(s, 0, { type: 'localOps.choose', option: 'draw' });
|
||||
const four = handOf(s, ['extraTrain', 'extraTrain', 'extraTrain', 'extraTrain']);
|
||||
assert.equal(check(s, 0, { type: 'draw.end' }), 'HAND_LIMIT');
|
||||
for (const id of four) {
|
||||
assert.equal(check(s, 0, { type: 'card.discard', cardId: id, toSlot: 0 }), 'TRAINS_ARE_NEVER_DISCARDED');
|
||||
}
|
||||
assert.ok(applyIntent(s, 0, { type: 'card.play', cardId: four[0]! }).ok);
|
||||
assert.equal(check(s, 0, { type: 'draw.end' }), null);
|
||||
});
|
||||
|
||||
it('lets a train be held across Stages and into the next Day', () => {
|
||||
// "They may keep the card in their hand for multiple stages and even multiple days." Nothing
|
||||
// sweeps a hand at a Stage or Day boundary, and this is what says so out loud.
|
||||
// sweeps a hand at a Stage or Day boundary, and this is what says so out loud. An Extra is
|
||||
// used, because it is the card that still cannot be got rid of any other way.
|
||||
const s = game();
|
||||
const [timetabled] = handOf(s, ['timetabledTrain', 'track']);
|
||||
const [extra] = handOf(s, ['extraTrain', 'track']);
|
||||
const startDay = s.clock.day;
|
||||
|
||||
// Play out Stages by taking whatever ends the current turn, until the Day turns over.
|
||||
@@ -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.decks.hands.get(0) ?? []).includes(timetabled!),
|
||||
(s.decks.hands.get(0) ?? []).includes(extra!),
|
||||
'the train did not survive being held into the next Day',
|
||||
);
|
||||
assert.equal(
|
||||
check(s, 0, { type: 'card.discard', cardId: timetabled!, toSlot: 0 }),
|
||||
check(s, 0, { type: 'card.discard', cardId: extra!, toSlot: 0 }),
|
||||
'TRAINS_ARE_NEVER_DISCARDED',
|
||||
'a Day boundary made a train discardable',
|
||||
'a Day boundary made an Extra discardable',
|
||||
);
|
||||
});
|
||||
|
||||
it('tells the player on the card itself, and on the button when every card is a train', () => {
|
||||
it('tells the player on the card itself which of the two rules applies', () => {
|
||||
// The Gitea#2 lesson: a rule the player cannot see is a board with nothing to click and no
|
||||
// reason given.
|
||||
// reason given. Since Gitea#9 there are TWO reasons, so the card has to say which.
|
||||
const s = game();
|
||||
handOf(s, ['timetabledTrain', 'extraTrain', 'track']);
|
||||
const f = snapshot(s, [], null);
|
||||
// `hand` is reversed for display, so compare as a set rather than by position.
|
||||
assert.deepEqual([...f.handDiscardable].sort(), [false, false, true]);
|
||||
assert.deepEqual([...f.handDiscardable].sort(), [false, true, true]);
|
||||
const said = f.handKeepWhy.filter((w): w is string => w !== null);
|
||||
assert.equal(said.length, 1, 'exactly one card in this hand may not be discarded');
|
||||
assert.match(said[0]!, /An Extra is never discarded/);
|
||||
|
||||
const strict = strictGame();
|
||||
handOf(strict, ['timetabledTrain', 'extraTrain', 'track']);
|
||||
const sf = snapshot(strict, [], null);
|
||||
assert.deepEqual([...sf.handDiscardable].sort(), [false, false, true]);
|
||||
assert.ok(
|
||||
sf.handKeepWhy.some((w) => w !== null && /never discarded in this game/.test(w)),
|
||||
'the setting being off is not explained on the card',
|
||||
);
|
||||
});
|
||||
});
|
||||
|
||||
@@ -889,7 +956,7 @@ describe('the Superintendent clearance ruling (§8.1)', () => {
|
||||
const s = game();
|
||||
s.clock.phase = 'mainline';
|
||||
s.clock.currentActor = null; // nobody's turn — yet the Superintendent must still rule
|
||||
s.clock.pendingDecision = { train: 'tray0', occupiedBy: 'tray1' };
|
||||
s.clock.pendingDecision = { kind: 'clearance', train: 'tray0', occupiedBy: 'tray1' };
|
||||
const r = applyIntent(s, 0, { type: 'mainline.clearance', allow: false });
|
||||
assert.ok(r.ok);
|
||||
assert.equal(s.clock.pendingDecision, null);
|
||||
@@ -897,7 +964,7 @@ describe('the Superintendent clearance ruling (§8.1)', () => {
|
||||
|
||||
it('is refused to a player who is not the Superintendent', () => {
|
||||
const s = game();
|
||||
s.clock.pendingDecision = { train: 'tray0', occupiedBy: 'tray1' };
|
||||
s.clock.pendingDecision = { kind: 'clearance', train: 'tray0', occupiedBy: 'tray1' };
|
||||
s.clock.superintendent = 1;
|
||||
assert.equal(check(s, 0, { type: 'mainline.clearance', allow: true }), 'NOT_SUPERINTENDENT');
|
||||
});
|
||||
|
||||
@@ -13,7 +13,7 @@ import assert from 'node:assert/strict';
|
||||
|
||||
import { applyIntent, areaOf, check } from '../src/engine/apply.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';
|
||||
|
||||
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());
|
||||
}
|
||||
|
||||
/**
|
||||
* `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(
|
||||
s: GameState,
|
||||
coord: GridCoord,
|
||||
consist: RollingStock[],
|
||||
facing: 'e' | 'w',
|
||||
facing: 'n' | 's' | 'e' | 'w',
|
||||
engineAt = 0,
|
||||
railFacing: 'e' | 'w' = facing === 'w' ? 'w' : 'e',
|
||||
): string {
|
||||
const id = s.freeTrays.pop()!;
|
||||
s.trays.set(id, {
|
||||
@@ -67,9 +73,9 @@ function placeTray(
|
||||
trainIsExtra: false,
|
||||
engineAt,
|
||||
consist,
|
||||
direction: facing === 'w' ? 'west' : 'east',
|
||||
direction: railFacing === 'w' ? 'west' : 'east',
|
||||
facing,
|
||||
railFacing: facing,
|
||||
railFacing,
|
||||
position: { at: 'grid', seat: 0, coord },
|
||||
movesUsed: 0,
|
||||
} 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');
|
||||
});
|
||||
});
|
||||
|
||||
+112
-5
@@ -14,7 +14,7 @@ import { applyIntent, areaOf, check, hasDistrictEnhancement, isProtectedFromDera
|
||||
import { ENHANCEMENT_RULES, enhancementRule, trainProfile } from '../src/engine/content.ts';
|
||||
import { createGame } from '../src/engine/setup.ts';
|
||||
import type { GameConfig, GameState, GridCoord, TrackCard } from '../src/engine/state.ts';
|
||||
import { coordKey, subdivisions, turnOf } from '../src/engine/state.ts';
|
||||
import { coordKey, decisionActor, subdivisions, turnOf } from '../src/engine/state.ts';
|
||||
|
||||
const config: GameConfig = {
|
||||
mode: 'solitaire',
|
||||
@@ -287,17 +287,124 @@ describe('Interlocking and Yard Office relieve the Office', () => {
|
||||
assert.equal(s.players[0]!.revenue, -5);
|
||||
});
|
||||
|
||||
it('diverts a coachless train to the Yard Office', () => {
|
||||
/**
|
||||
* §11, THE YARD OFFICE (Gitea#5) — offered, not imposed, and only down a route that exists.
|
||||
*
|
||||
* Jesse: "you have to ask if non-coach trains wish to go in there, rather than to the office",
|
||||
* "if the Yard Office is not accessible in one move, you should not get the option", and cars on
|
||||
* the way in "result in a crash". All three were missing: the train was teleported onto the card.
|
||||
*/
|
||||
const answer = (s: GameState, take: boolean) => {
|
||||
const who = decisionActor(s);
|
||||
assert.notEqual(who, null, 'nothing was pending, so there was nothing to answer');
|
||||
const r = applyIntent(s, who!, { type: 'mainline.yardOffice', take });
|
||||
assert.ok(r.ok, 'the district owner could not answer the Yard Office offer');
|
||||
advance(s);
|
||||
};
|
||||
|
||||
it('OFFERS the Yard Office to the district owner rather than diverting automatically', () => {
|
||||
const s = game();
|
||||
const card = straight();
|
||||
card.enhancements.push('yardOffice');
|
||||
addCard(s, at(-1, 0), card);
|
||||
addCard(s, at(0, 2), card);
|
||||
const id = inbound(s, [{ type: 'hopper', loaded: true }]);
|
||||
|
||||
advance(s);
|
||||
assert.equal(s.clock.pendingDecision?.kind, 'yardOffice', 'the phase did not stop to ask');
|
||||
assert.equal(decisionActor(s), 0, 'the question went to the wrong player');
|
||||
const pos = s.trays.get(id)!.position;
|
||||
assert.ok(pos.at === 'grid' && pos.coord.row === -1, 'arrived at the Yard Office');
|
||||
assert.ok(!areaOf(s, 0).adOccupancy.includes(id), 'did not take an A/D track');
|
||||
assert.ok(pos.at !== 'grid' || pos.coord.col !== 2, 'the train moved before anyone answered');
|
||||
});
|
||||
|
||||
it('takes the Yard Office when the owner says yes', () => {
|
||||
const s = game();
|
||||
const card = straight();
|
||||
card.enhancements.push('yardOffice');
|
||||
addCard(s, at(0, 2), card);
|
||||
const id = inbound(s, [{ type: 'hopper', loaded: true }]);
|
||||
|
||||
advance(s);
|
||||
answer(s, true);
|
||||
const pos = s.trays.get(id)!.position;
|
||||
assert.ok(pos.at === 'grid' && pos.coord.col === 2, 'did not arrive at the Yard Office');
|
||||
assert.ok(!areaOf(s, 0).adOccupancy.includes(id), 'took an A/D track anyway');
|
||||
assert.equal(s.players[0]!.revenue, 0, 'a clear lead should not have collided');
|
||||
});
|
||||
|
||||
it('goes to the Train Order Office when the owner says no', () => {
|
||||
// "They can of course still choose to have the train go to the standard office."
|
||||
const s = game();
|
||||
const card = straight();
|
||||
card.enhancements.push('yardOffice');
|
||||
addCard(s, at(0, 2), card);
|
||||
const id = inbound(s, [{ type: 'hopper', loaded: true }]);
|
||||
|
||||
advance(s);
|
||||
answer(s, false);
|
||||
assert.ok(areaOf(s, 0).adOccupancy.includes(id), 'declining did not put it on an A/D track');
|
||||
});
|
||||
|
||||
it('does not offer what cannot be reached, and says why in the history', () => {
|
||||
/**
|
||||
* Jesse, 2026-08-29: "make sure this is logged in history — why can't move so user knows why
|
||||
* they can't get to yard." A silent absence is indistinguishable from a broken feature, which
|
||||
* is how the missing reachability check survived this long.
|
||||
*/
|
||||
const s = game();
|
||||
const card = straight();
|
||||
card.enhancements.push('yardOffice');
|
||||
// Far off the Running Track, with nothing laid between: no route in one move.
|
||||
addCard(s, at(3, 4), card);
|
||||
inbound(s, [{ type: 'hopper', loaded: true }]);
|
||||
|
||||
const events = advance(s).events;
|
||||
assert.equal(s.clock.pendingDecision, null, 'offered a Yard Office it cannot reach');
|
||||
const said = events.find(
|
||||
(e) => e.type === 'trainDiverted' && e.reason.includes('could not be offered'),
|
||||
);
|
||||
assert.ok(said, `nothing in the history explains why:\n${JSON.stringify(events, null, 1)}`);
|
||||
assert.match(
|
||||
(said as { reason: string }).reason,
|
||||
/one move/,
|
||||
'the reason does not say it is out of reach in one move',
|
||||
);
|
||||
});
|
||||
|
||||
it('offers a fouled lead, and taking it collides', () => {
|
||||
/**
|
||||
* The third missing condition. "Just like other trains finding cars on the tracks you use to
|
||||
* get into either result in a crash" — and Jesse's ruling keeps the OFFER: a route that exists
|
||||
* is offered, and the consequence of taking it is the player's. §8.3 already reads cars in the
|
||||
* path of an arriving train as a collision rather than a coupling.
|
||||
*/
|
||||
const s = game();
|
||||
const card = straight();
|
||||
card.enhancements.push('yardOffice');
|
||||
addCard(s, at(0, 2), card);
|
||||
// A car standing on the lead between the Office and the yard.
|
||||
areaOf(s, 0).grid.get(coordKey(at(0, 1)))!.standing = [{ type: 'boxcar', loaded: false }];
|
||||
const id = inbound(s, [{ type: 'hopper', loaded: true }]);
|
||||
|
||||
advance(s);
|
||||
assert.equal(s.clock.pendingDecision?.kind, 'yardOffice', 'a fouled lead was not offered at all');
|
||||
|
||||
answer(s, true);
|
||||
assert.equal(s.players[0]!.revenue, -5, 'running through standing cars did not collide');
|
||||
assert.ok(!s.trays.has(id), 'the train survived the collision');
|
||||
});
|
||||
|
||||
it('declining a fouled lead is safe — the standard Office is unaffected', () => {
|
||||
const s = game();
|
||||
const card = straight();
|
||||
card.enhancements.push('yardOffice');
|
||||
addCard(s, at(0, 2), card);
|
||||
areaOf(s, 0).grid.get(coordKey(at(0, 1)))!.standing = [{ type: 'boxcar', loaded: false }];
|
||||
const id = inbound(s, [{ type: 'hopper', loaded: true }]);
|
||||
|
||||
advance(s);
|
||||
answer(s, false);
|
||||
assert.equal(s.players[0]!.revenue, 0, 'declining the Yard Office still cost a collision');
|
||||
assert.ok(areaOf(s, 0).adOccupancy.includes(id), 'the train did not reach the Office');
|
||||
});
|
||||
|
||||
it('does not divert a train carrying coaches', () => {
|
||||
|
||||
@@ -48,6 +48,15 @@ const KNOWN_UNREDUCED = [
|
||||
'dispatchBonusUsed',
|
||||
'expediteFault',
|
||||
'phaseBegan',
|
||||
/**
|
||||
* §Q, Red Flags (Gitea#19). The flag comes down inside the phase driver as it stops a train, so
|
||||
* this is described rather than reduced like everything else here.
|
||||
*
|
||||
* ADDED DELIBERATELY, and it cost a bug first: the flag was originally taken down in a `reduce`
|
||||
* case, which never fires for an event `advance.ts` emits — so it stayed up and held every train
|
||||
* that came. That is precisely the failure this list exists to make visible.
|
||||
*/
|
||||
'redFlagSpent',
|
||||
// Employee Rotation moves `seating` in the phase driver and then describes what it did, which is
|
||||
// the pattern every entry on this list follows.
|
||||
'seatsRotated',
|
||||
|
||||
@@ -0,0 +1,256 @@
|
||||
/**
|
||||
* §3.3, EXTENDED PLAY — Gitea#11, "when game ends allow players to continue playing if they wish".
|
||||
*
|
||||
* The rule as Jesse specified it (2026-08-28), which is what these tests are written against:
|
||||
*
|
||||
* - the OFFICIAL result is decided at the original game length and never changes. "In a five-day
|
||||
* game, even if it's extended to eight or nine days, the winner and the official answer is the
|
||||
* winner at the end of five days";
|
||||
* - extending grants exactly ONE Day, and the question is put again at the end of it;
|
||||
* - solitaire: the player decides alone. Multiplayer: unanimous, and one refusal ends it there;
|
||||
* - only days-based endings offer it. A §3.4 collision breach is final, during an extended Day
|
||||
* just as during the regular game.
|
||||
*
|
||||
* The persistence half matters as much as the rules half: a save is `{ seed, config, history }`
|
||||
* replayed through the engine, so an extension that is not an INTENT does not survive a reload, an
|
||||
* Undo, or a server restart. `replays the extension` below is the test that pins that.
|
||||
*/
|
||||
|
||||
import { describe, it } from 'node:test';
|
||||
import assert from 'node:assert/strict';
|
||||
|
||||
import { advance, pump } from '../src/engine/advance.ts';
|
||||
import { applyIntent, check } from '../src/engine/apply.ts';
|
||||
import { STAGES_PER_DAY } from '../src/engine/content.ts';
|
||||
import { legalActions } from '../src/engine/legal.ts';
|
||||
import { createGame } from '../src/engine/setup.ts';
|
||||
import { developerBot, playGame, randomBot } from '../src/sim/bot.ts';
|
||||
import type { GameConfig, GameState } from '../src/engine/state.ts';
|
||||
|
||||
const baseConfig = (over: Partial<GameConfig> = {}): GameConfig => ({
|
||||
mode: 'solitaire',
|
||||
days: 3,
|
||||
minCombinedRevenue: 0,
|
||||
maxCollisionsPerDay: 0,
|
||||
maxCollisionsTotal: 0,
|
||||
pvpCardsAllowed: false,
|
||||
optionalRules: { reducedVisibility: false, employeeRotation: false, emergencyToolbox: false },
|
||||
...over,
|
||||
});
|
||||
|
||||
const game = (over: Partial<GameConfig> = {}, names = ['Jesse']): GameState =>
|
||||
createGame({ id: 'g', seed: 1, config: baseConfig(over), playerNames: names });
|
||||
|
||||
/** Parks a game on the last Stage of its final Day, so one `advance` runs the clock off the end. */
|
||||
function atTheEnd(s: GameState): GameState {
|
||||
s.clock.day = s.config.days + s.extraDays + 1;
|
||||
s.clock.stage = STAGES_PER_DAY;
|
||||
s.clock.phase = 'shiftChange';
|
||||
return s;
|
||||
}
|
||||
|
||||
describe('§3.3 extended play — the ending pauses rather than stopping (Gitea#11)', () => {
|
||||
it('offers another Day on a days-based ending, and records the result anyway', () => {
|
||||
const s = atTheEnd(game());
|
||||
advance(s);
|
||||
assert.equal(s.status, 'awaitingExtension', 'a days-based ending did not offer another Day');
|
||||
assert.ok(s.outcome, 'the result was not decided');
|
||||
assert.ok(s.official, 'the official result was not frozen');
|
||||
assert.equal(s.official!.day, s.config.days, 'the official Day is not the original game length');
|
||||
});
|
||||
|
||||
it('does NOT offer another Day after a collision breach — §3.4 is final', () => {
|
||||
const s = game({ mode: 'competitive', maxCollisionsPerDay: 2 });
|
||||
s.collisionsToday = 2;
|
||||
s.clock.stage = 1;
|
||||
s.clock.phase = 'shiftChange';
|
||||
advance(s);
|
||||
assert.equal(s.status, 'finished', 'a railroad declared unsafe offered to carry on');
|
||||
assert.equal(s.outcome!.reason, 'collisionFloor');
|
||||
});
|
||||
|
||||
it('refuses every ordinary intent while the extension question is open', () => {
|
||||
const s = atTheEnd(game());
|
||||
advance(s);
|
||||
assert.equal(check(s, 0, { type: 'draw.fromHomeOffice' }), 'WRONG_PHASE');
|
||||
assert.equal(check(s, 0, { type: 'game.extend', player: 0, agree: true }), null, 'the vote itself was refused');
|
||||
});
|
||||
|
||||
it('offers only the two votes, and only to a seat that has not voted', () => {
|
||||
const s = atTheEnd(game({ mode: 'competitive' }, ['A', 'B']));
|
||||
advance(s);
|
||||
assert.deepEqual(
|
||||
legalActions(s, 0).map((i) => i.type),
|
||||
['game.extend', 'game.extend'],
|
||||
'something other than the vote is legal while the game is stopped',
|
||||
);
|
||||
applyIntent(s, 0, { type: 'game.extend', player: 0, agree: true });
|
||||
assert.equal(legalActions(s, 0).length, 0, 'a seat was offered a second vote');
|
||||
assert.equal(check(s, 0, { type: 'game.extend', player: 0, agree: true }), 'ALREADY_VOTED');
|
||||
assert.equal(legalActions(s, 1).length, 2, 'the seat still to vote was not offered the vote');
|
||||
});
|
||||
|
||||
it('refuses the vote when no extension is pending', () => {
|
||||
const s = game();
|
||||
assert.equal(check(s, 0, { type: 'game.extend', player: 0, agree: true }), 'NOT_AWAITING_EXTENSION');
|
||||
});
|
||||
});
|
||||
|
||||
describe('§3.3 extended play — one Day at a time (Gitea#11)', () => {
|
||||
it('grants exactly one Day in solitaire, then asks again at the end of it', () => {
|
||||
const s = atTheEnd(game());
|
||||
advance(s);
|
||||
const official = { ...s.official!.outcome };
|
||||
|
||||
applyIntent(s, 0, { type: 'game.extend', player: 0, agree: true });
|
||||
assert.equal(s.status, 'active', 'agreeing did not resume play');
|
||||
assert.equal(s.extraDays, 1, 'more or less than one Day was granted');
|
||||
assert.deepEqual(s.extensionVotes, [null], 'the votes were not cleared for the next question');
|
||||
|
||||
// Run the extra Day off the end: the question comes round again.
|
||||
atTheEnd(s);
|
||||
advance(s);
|
||||
assert.equal(s.status, 'awaitingExtension', 'the second ending did not ask again');
|
||||
assert.equal(s.extraDays, 1, 'a second Day was granted without being asked for');
|
||||
assert.deepEqual(s.official!.outcome, official, 'the official result was rewritten');
|
||||
assert.equal(s.official!.day, s.config.days, 'the official Day moved with the extension');
|
||||
});
|
||||
|
||||
it('ends the moment one seat declines, without waiting for the rest', () => {
|
||||
const s = atTheEnd(game({ mode: 'competitive' }, ['A', 'B', 'C']));
|
||||
advance(s);
|
||||
applyIntent(s, 0, { type: 'game.extend', player: 0, agree: true });
|
||||
assert.equal(s.status, 'awaitingExtension', 'one yes ended the vote');
|
||||
|
||||
applyIntent(s, 1, { type: 'game.extend', player: 1, agree: false });
|
||||
assert.equal(s.status, 'finished', 'a refusal did not end the game immediately');
|
||||
assert.equal(s.extraDays, 0, 'a Day was granted despite a refusal');
|
||||
assert.equal(check(s, 2, { type: 'game.extend', player: 2, agree: true }), 'NOT_AWAITING_EXTENSION',
|
||||
'the seat that never voted is still being waited on');
|
||||
});
|
||||
|
||||
it('needs every seat before it grants the Day', () => {
|
||||
const s = atTheEnd(game({ mode: 'competitive' }, ['A', 'B', 'C']));
|
||||
advance(s);
|
||||
applyIntent(s, 0, { type: 'game.extend', player: 0, agree: true });
|
||||
applyIntent(s, 1, { type: 'game.extend', player: 1, agree: true });
|
||||
assert.equal(s.status, 'awaitingExtension', 'two of three votes granted the Day');
|
||||
applyIntent(s, 2, { type: 'game.extend', player: 2, agree: true });
|
||||
assert.equal(s.status, 'active', 'a unanimous table was not given its Day');
|
||||
assert.equal(s.extraDays, 1);
|
||||
});
|
||||
|
||||
it('keeps the official result when a collision ends an EXTENDED Day', () => {
|
||||
// The case the freeze exists for: a railroad declared unsafe on the extra Day does not retract
|
||||
// who won on the last scheduled one.
|
||||
const s = atTheEnd(game({ mode: 'competitive', maxCollisionsPerDay: 2 }, ['A', 'B']));
|
||||
s.players[0]!.revenue = 9;
|
||||
s.players[1]!.revenue = 2;
|
||||
advance(s);
|
||||
const official = { ...s.official!.outcome };
|
||||
assert.equal(official.result, 'win');
|
||||
assert.equal(official.winner, 0);
|
||||
|
||||
applyIntent(s, 0, { type: 'game.extend', player: 0, agree: true });
|
||||
applyIntent(s, 1, { type: 'game.extend', player: 1, agree: true });
|
||||
assert.equal(s.status, 'active');
|
||||
|
||||
s.collisionsToday = 2;
|
||||
s.clock.stage = 1;
|
||||
s.clock.phase = 'shiftChange';
|
||||
advance(s);
|
||||
assert.equal(s.status, 'finished');
|
||||
assert.equal(s.outcome!.reason, 'collisionFloor', 'the current evaluation was not updated');
|
||||
assert.deepEqual(s.official!.outcome, official, 'a late collision rewrote a recorded win');
|
||||
});
|
||||
|
||||
it('decides the winner at the ORIGINAL game length, whoever leads afterwards', () => {
|
||||
const s = atTheEnd(game({ mode: 'competitive' }, ['A', 'B']));
|
||||
s.players[0]!.revenue = 9;
|
||||
s.players[1]!.revenue = 2;
|
||||
advance(s);
|
||||
assert.equal(s.official!.outcome.winner, 0);
|
||||
assert.deepEqual(s.official!.revenues, [9, 2], 'the official standings were not frozen');
|
||||
|
||||
applyIntent(s, 0, { type: 'game.extend', player: 0, agree: true });
|
||||
applyIntent(s, 1, { type: 'game.extend', player: 1, agree: true });
|
||||
|
||||
// B overtakes A during the extra Day, and it changes nothing official.
|
||||
s.players[1]!.revenue = 40;
|
||||
atTheEnd(s);
|
||||
advance(s);
|
||||
assert.equal(s.official!.outcome.winner, 0, 'overtaking after the timetable took the win');
|
||||
assert.deepEqual(s.official!.revenues, [9, 2], 'the frozen standings moved');
|
||||
assert.equal(s.outcome!.winner, 1, 'the informational evaluation did not follow the new leader');
|
||||
});
|
||||
});
|
||||
|
||||
describe('§3.3 extended play — it survives being replayed (Gitea#11)', () => {
|
||||
it('reproduces an extended game from seed and intents alone', () => {
|
||||
// The reason the vote is an intent at all. A save is a replay, so a decision that is not in the
|
||||
// history did not happen — an extended game would evaporate on the next reload.
|
||||
const play = (): GameState => {
|
||||
const s = atTheEnd(game());
|
||||
advance(s);
|
||||
applyIntent(s, 0, { type: 'game.extend', player: 0, agree: true });
|
||||
return s;
|
||||
};
|
||||
const a = play();
|
||||
const b = play();
|
||||
assert.equal(a.extraDays, b.extraDays);
|
||||
assert.equal(a.status, b.status);
|
||||
assert.deepEqual(a.official!.outcome, b.official!.outcome);
|
||||
});
|
||||
|
||||
it('narrates the vote, so a table can see who called time', () => {
|
||||
const s = atTheEnd(game({ mode: 'competitive' }, ['A', 'B']));
|
||||
advance(s);
|
||||
const yes = applyIntent(s, 0, { type: 'game.extend', player: 0, agree: true });
|
||||
assert.ok(yes.ok);
|
||||
assert.deepEqual(yes.events.map((e) => e.type), ['extensionVoted']);
|
||||
const no = applyIntent(s, 1, { type: 'game.extend', player: 1, agree: false });
|
||||
assert.ok(no.ok);
|
||||
assert.deepEqual(no.events.map((e) => e.type), ['extensionVoted', 'playConcluded']);
|
||||
});
|
||||
|
||||
it('announces the granted Day', () => {
|
||||
const s = atTheEnd(game());
|
||||
advance(s);
|
||||
const r = applyIntent(s, 0, { type: 'game.extend', player: 0, agree: true });
|
||||
assert.ok(r.ok);
|
||||
assert.deepEqual(r.events.map((e) => e.type), ['extensionVoted', 'dayExtended']);
|
||||
const extended = r.events.find((e) => e.type === 'dayExtended');
|
||||
assert.equal(extended && 'day' in extended ? extended.day : null, s.config.days + 1);
|
||||
});
|
||||
});
|
||||
|
||||
describe('§3.3 extended play — bots play the timetable they were dealt (Gitea#11)', () => {
|
||||
it('REGRESSION: a simulated game terminates whatever the policy would vote', () => {
|
||||
/**
|
||||
* `playGame` declines on the driver's own account rather than leaving it to the policy, and this
|
||||
* is why. `randomBot` picks uniformly among its legal options, so it takes another Day about
|
||||
* half the time — and since a table may go on granting Days for ever, the game then runs to
|
||||
* `maxTurns`. It did: `test/sim.test.ts` went from under a second to an unbounded hang, every
|
||||
* seeded game in the harness playing fifty thousand turns instead of a couple of hundred.
|
||||
*
|
||||
* `randomBot` is the policy that exposes it, but the guarantee has to hold for any policy,
|
||||
* including ones not written yet — hence the fix living in the driver and the test living here.
|
||||
*/
|
||||
const s = createGame({ id: 'g', seed: 9, config: baseConfig({ days: 1 }), playerNames: ['Jesse'] });
|
||||
const out = playGame(s, randomBot(7), pump, 4_000);
|
||||
assert.equal(s.status, 'finished', 'a simulated game did not finish');
|
||||
assert.equal(s.extraDays, 0, 'the harness played Days the game was not dealt');
|
||||
assert.ok(out.turns < 4_000, `ran to the turn cap (${out.turns}) instead of ending`);
|
||||
});
|
||||
|
||||
it('developerBot declines, so a bot-only game ends on schedule', () => {
|
||||
// "If only bots are playing, they never vote to extend" (Jesse, 2026-08-28). The server votes
|
||||
// yes on a bot's behalf once every human has already agreed; this policy is what is left when
|
||||
// there are no humans to follow.
|
||||
const s = atTheEnd(game());
|
||||
advance(s);
|
||||
const choice = developerBot.choose(s, 0, legalActions(s, 0));
|
||||
assert.equal(choice.type, 'game.extend');
|
||||
assert.equal('agree' in choice ? choice.agree : null, false, 'a bot asked for another Day');
|
||||
});
|
||||
});
|
||||
+34
-9
@@ -228,14 +228,28 @@ describe('the game conserves Rolling Stock', () => {
|
||||
for (let t = 0; t < 50_000; t++) {
|
||||
const before = census(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.
|
||||
for (const e of pumped) {
|
||||
if (e.type === 'trainsDestroyed') for (const tr of e.trains) expected -= tr.consist.length;
|
||||
}
|
||||
assert.ok(
|
||||
census(s) === before || pumped.some((e) => e.type === 'trainsDestroyed'),
|
||||
`seed ${seed}: the engine changed the census by ${census(s) - before} outside a collision`,
|
||||
/**
|
||||
* A COLLISION DESTROYS NO CAR, and this used to assume it destroyed all of them.
|
||||
*
|
||||
* 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`,
|
||||
* "TAKE THE WRECK OFF THE CARD") sends the wreck's cabooses back to the Division Yard and
|
||||
* everything else to Classification, so the stock is conserved through a collision like any
|
||||
* 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 ${census(s) - before} while pumping`,
|
||||
);
|
||||
if (s.status === 'finished') break;
|
||||
const actor = s.clock.pendingDecision !== null ? s.clock.superintendent : s.clock.currentActor;
|
||||
@@ -290,7 +304,18 @@ describe('every published replay actually replays', () => {
|
||||
`${f} is dead — it replays ${back.history.length} of ${save.history.length} intents. ` +
|
||||
'Re-record it with save-replay.ts rather than editing the file.',
|
||||
);
|
||||
assert.equal(back.state.status, 'finished', `${f} does not reach the end of its game`);
|
||||
/**
|
||||
* `awaitingExtension` counts as the end since Gitea#11 — and for a published file it is the
|
||||
* EXPECTED end. These saves were recorded before extended play existed, so their histories
|
||||
* carry no `game.extend` vote: replaying one runs the timetable out and stops on the question
|
||||
* nobody was there to answer. That is a game that reached the end of its own history, which is
|
||||
* what this test is about. `active` would still be a dead replay.
|
||||
*/
|
||||
assert.ok(
|
||||
back.state.status === 'finished' || back.state.status === 'awaitingExtension',
|
||||
`${f} does not reach the end of its game — status ${back.state.status}`,
|
||||
);
|
||||
assert.ok(back.state.official !== null, `${f} ends without recording a result`);
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
+498
-94
@@ -12,6 +12,7 @@
|
||||
import { describe, it } from 'node:test';
|
||||
import assert from 'node:assert/strict';
|
||||
|
||||
import type { MainlineKind } from '../src/engine/content.ts';
|
||||
import { advance } from '../src/engine/advance.ts';
|
||||
import { applyIntent, areaOf, check } from '../src/engine/apply.ts';
|
||||
import { legalActions } from '../src/engine/legal.ts';
|
||||
@@ -27,7 +28,7 @@ import {
|
||||
import { createGame } from '../src/engine/setup.ts';
|
||||
import type { GameEvent } from '../src/engine/events.ts';
|
||||
import type { GameConfig, GameState, GridCoord, TrackCard } from '../src/engine/state.ts';
|
||||
import { coordKey, turnOf } from '../src/engine/state.ts';
|
||||
import { coordKey, decisionActor, turnOf } from '../src/engine/state.ts';
|
||||
import { snapshot } from '../src/sim/view.ts';
|
||||
|
||||
const config: GameConfig = {
|
||||
@@ -43,6 +44,20 @@ const game = (seed = 5): GameState => createGame({ id: 'g', seed, config, player
|
||||
const at = (row: number, col: number): GridCoord => ({ row, col });
|
||||
|
||||
/** 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 {
|
||||
for (const [id, card] of s.cards) {
|
||||
const k = card.kind as { kind: string; key?: string };
|
||||
@@ -51,7 +66,10 @@ function hand(s: GameState, kind: string, key: string): string {
|
||||
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', () => {
|
||||
assert.equal(crossingStages('heavyGrade', 'fast', false), 2);
|
||||
/**
|
||||
* Crossing time on the region model (Gitea#3). `cross` fills in the parts each test does not care
|
||||
* 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', () => {
|
||||
// Q11 — the card prints "(Up)" and "Player sets orientation", so the last argument is which
|
||||
// way is UPHILL. With up = east, a westbound train is descending.
|
||||
assert.equal(crossingStages('heavyGrade', 'fast', false, ['brakeman'], 'west', 'east'), 1);
|
||||
assert.equal(crossingStages('heavyGrade', 'fast', false, ['brakeman'], 'east', 'east'), 2);
|
||||
// Q11 — the card prints "(Up)" and "Player sets orientation", so `gradeUp` is which way is
|
||||
// UPHILL. With up = east, a westbound train is descending.
|
||||
assert.equal(cross('heavyGrade', { modifiers: ['brakeman'], direction: 'west' }), 2);
|
||||
assert.equal(cross('heavyGrade', { modifiers: ['brakeman'], direction: 'east' }), 3);
|
||||
});
|
||||
|
||||
it('follows the orientation the player chose, not a fixed compass direction', () => {
|
||||
// The same train on the same card, with the card turned around: Brakeman helps a westbound
|
||||
// train on an east-climbing grade, and an eastbound one when the grade climbs west.
|
||||
assert.equal(crossingStages('heavyGrade', 'fast', false, ['brakeman'], 'east', 'west'), 1);
|
||||
assert.equal(crossingStages('heavyGrade', 'fast', false, ['brakeman'], 'west', 'west'), 2);
|
||||
assert.equal(crossingStages('heavyGrade', 'fast', false, ['helpers'], 'west', 'west'), 1);
|
||||
assert.equal(crossingStages('heavyGrade', 'fast', false, ['helpers'], 'east', 'west'), 2);
|
||||
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.
|
||||
assert.equal(cross('heavyGrade', { modifiers: ['brakeman'], direction: 'east', gradeUp: 'west' }), 2);
|
||||
assert.equal(cross('heavyGrade', { modifiers: ['brakeman'], direction: 'west', gradeUp: 'west' }), 3);
|
||||
assert.equal(cross('heavyGrade', { modifiers: ['helpers'], direction: 'west', gradeUp: 'west' }), 2);
|
||||
assert.equal(cross('heavyGrade', { modifiers: ['helpers'], direction: 'east', gradeUp: 'west' }), 3);
|
||||
});
|
||||
|
||||
it('Helpers speed the climb but not the descent', () => {
|
||||
assert.equal(crossingStages('heavyGrade', 'fast', false, ['helpers'], 'east', 'east'), 1);
|
||||
assert.equal(crossingStages('heavyGrade', 'fast', false, ['helpers'], 'west', 'east'), 2);
|
||||
// RAR: "helpers… helps all trains going up hill by starting 1 region easier — so 2 to traverse,
|
||||
// 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', () => {
|
||||
// A slow train pays 3 on a grade; Brakeman and Airbrakes take one Stage each.
|
||||
assert.equal(crossingStages('heavyGrade', 'slow', false, [], 'west', 'east'), 3);
|
||||
assert.equal(crossingStages('heavyGrade', 'slow', false, ['brakeman'], 'west', 'east'), 2);
|
||||
assert.equal(
|
||||
crossingStages('heavyGrade', 'slow', false, ['brakeman', 'airbrakes'], 'west', 'east'),
|
||||
1,
|
||||
);
|
||||
it('Airbrakes stack on top of Brakeman', () => {
|
||||
// "Airbrakes is an upgrade from brakemen (which must be played first)", so a fully-equipped
|
||||
// grade is one Stage downhill — and `check` refuses Airbrakes without Brakeman already there.
|
||||
assert.equal(cross('heavyGrade', { direction: 'west' }), 3);
|
||||
assert.equal(cross('heavyGrade', { modifiers: ['brakeman'], direction: 'west' }), 2);
|
||||
assert.equal(cross('heavyGrade', { modifiers: ['brakeman', 'airbrakes'], direction: 'west' }), 1);
|
||||
});
|
||||
|
||||
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(
|
||||
crossingStages('heavyGrade', 'fast', false, ['brakeman', 'airbrakes'], 'west', 'east'),
|
||||
cross('heavyGrade', { modifiers: ['brakeman', 'airbrakes', 'helpers'], direction: 'west' }),
|
||||
1,
|
||||
);
|
||||
});
|
||||
|
||||
it('leaves non-grade cards alone', () => {
|
||||
// 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(crossingStages('curves', 'fast', false, ['helpers'], 'east', 'east'), 2);
|
||||
assert.equal(cross('plains', { modifiers: ['brakeman'], direction: 'west' }), 1);
|
||||
assert.equal(cross('curves', { modifiers: ['helpers'] }), 2);
|
||||
});
|
||||
});
|
||||
|
||||
@@ -209,8 +298,8 @@ describe('Realignment converts one Mainline type to another', () => {
|
||||
|
||||
assert.ok(r.ok);
|
||||
assert.equal(node.card, 'plains', 'Curves realigns to Plains');
|
||||
// The point of the card: Curves is a 30 (two Stages), Plains a 60 (one).
|
||||
assert.equal(crossingStages(node.card, 'fast', false), 1);
|
||||
// The point of the card: Curves prints two regions, Plains one, so realigning halves the time.
|
||||
assert.equal(cross(node.card), 1);
|
||||
});
|
||||
|
||||
it('refuses a card with no conversion listed', () => {
|
||||
@@ -228,77 +317,177 @@ describe('Realignment converts one Mainline type to another', () => {
|
||||
});
|
||||
});
|
||||
|
||||
describe('Red Flags protect a stopped train', () => {
|
||||
/** A slow train `behind` closing on a stopped train `ahead`, both eastbound on node 1. */
|
||||
function rearEnder(s: GameState) {
|
||||
const node = pinned(s, 1, 'plains');
|
||||
node.transits.push({ tray: 'ahead', stagesRemaining: 2, stagesTotal: 2, direction: 'east' });
|
||||
s.trays.set('ahead', {
|
||||
id: 'ahead', trainNumber: 4, trainIsExtra: false, engineAt: 0,
|
||||
consist: [], direction: 'east', position: { at: 'mainline', index: 1 }, movesUsed: 0,
|
||||
describe('Red Flags hold a train out of your Limits (Gitea#19)', () => {
|
||||
/**
|
||||
* REPLACES the old rule outright (Jesse, 2026-08-29). Red Flags used to be played on a stopped
|
||||
* train out on the Mainline and protected it from a rear-ender — measured at 4,212 offers and 4
|
||||
* plays across 600 games, a mechanic nobody used. ABS Signals already does that job better.
|
||||
*
|
||||
* Now: "If played, asked FLAG EAST or FLAG WEST. That stops all trains from entering your limits
|
||||
* from that direction (i.e. Flag East holds westbound trains)." Spent on the train it stops —
|
||||
* one card, one train.
|
||||
*/
|
||||
|
||||
/** A westbound train one Stage from entering seat 0's district from the east. */
|
||||
function approaching(s: GameState) {
|
||||
const officeIndex = s.division.nodes.findIndex((n) => n.kind === 'office' && n.seat === 0);
|
||||
const node = pinned(s, officeIndex + 1, 'plains');
|
||||
node.transits.push({ tray: 'inbound', stagesRemaining: 1, stagesTotal: 1, direction: 'west' });
|
||||
s.trays.set('inbound', {
|
||||
id: 'inbound', trainNumber: 9, trainIsExtra: false, engineAt: 0,
|
||||
consist: [{ type: 'hopper', loaded: true }], direction: 'west',
|
||||
position: { at: 'mainline', index: officeIndex + 1 }, movesUsed: 0,
|
||||
});
|
||||
s.trays.set('behind', {
|
||||
id: 'behind', trainNumber: 2, trainIsExtra: false, engineAt: 0,
|
||||
consist: [], direction: 'east', position: { at: 'divisionPoint', side: 'west' }, movesUsed: 0,
|
||||
});
|
||||
const dp = s.division.nodes[0];
|
||||
if (dp?.kind === 'divisionPoint') dp.holding.push('behind');
|
||||
s.clock.phase = 'mainline';
|
||||
s.movedThisPhase = new Set();
|
||||
return node;
|
||||
return s.division.nodes[officeIndex] as Extract<typeof s.division.nodes[0], { kind: 'office' }>;
|
||||
}
|
||||
|
||||
it('holds the approaching train instead of letting it close', () => {
|
||||
it('FLAG EAST holds a westbound train short of the Limits', () => {
|
||||
const s = game();
|
||||
const node = rearEnder(s);
|
||||
node.redFlagged = ['ahead'];
|
||||
const office = approaching(s);
|
||||
office.redFlag = 'east';
|
||||
|
||||
advance(s);
|
||||
assert.deepEqual(
|
||||
s.trays.get('behind')!.position,
|
||||
{ at: 'divisionPoint', side: 'west' },
|
||||
'the flagged train must not be approached',
|
||||
);
|
||||
const pos = s.trays.get('inbound')!.position;
|
||||
assert.equal(pos.at, 'mainline', 'the flagged train came in anyway');
|
||||
assert.ok(!areaOf(s, 0).adOccupancy.includes('inbound'), 'it reached an A/D track');
|
||||
});
|
||||
|
||||
it('comes in when the protected train rolls', () => {
|
||||
it('is spent on the train it stops — one card, one train', () => {
|
||||
const s = game();
|
||||
const node = rearEnder(s);
|
||||
node.redFlagged = ['ahead'];
|
||||
// Bring the protected train to the end of its crossing so it leaves the card.
|
||||
node.transits[0]!.stagesRemaining = 1;
|
||||
const office = approaching(s);
|
||||
office.redFlag = 'east';
|
||||
|
||||
for (let i = 0; i < 12 && (node.redFlagged?.length ?? 0) > 0; i++) advance(s);
|
||||
assert.deepEqual(node.redFlagged, [], 'flags come in once the train moves off');
|
||||
advance(s);
|
||||
assert.equal(office.redFlag, undefined, 'the flag stayed up after stopping a train');
|
||||
});
|
||||
|
||||
it('only protects a train out on the Mainline', () => {
|
||||
it('lets the train in on the next Mainline Phase', () => {
|
||||
// "Loses one Mainline Phase" — it buys a Stage to clear the lead, not permanent protection.
|
||||
const s = game();
|
||||
const office = approaching(s);
|
||||
office.redFlag = 'east';
|
||||
advance(s);
|
||||
|
||||
s.clock.phase = 'mainline';
|
||||
s.movedThisPhase = new Set();
|
||||
advance(s);
|
||||
assert.ok(areaOf(s, 0).adOccupancy.includes('inbound'), 'the train never came in');
|
||||
});
|
||||
|
||||
it('does not hold a train coming from the OTHER side', () => {
|
||||
// "Flag East holds westbound trains" — an eastbound train arrives from the west.
|
||||
const s = game();
|
||||
const office = approaching(s);
|
||||
office.redFlag = 'west';
|
||||
|
||||
advance(s);
|
||||
assert.ok(areaOf(s, 0).adOccupancy.includes('inbound'), 'a west flag held a train from the east');
|
||||
assert.equal(office.redFlag, 'west', 'the wrong-side flag was spent');
|
||||
});
|
||||
|
||||
it('is played on a side, not on a train', () => {
|
||||
const s = game();
|
||||
rearEnder(s);
|
||||
s.clock.phase = 'localOps';
|
||||
s.clock.currentActor = 0;
|
||||
const cardId = hand(s, 'maneuver', 'redFlags');
|
||||
|
||||
assert.equal(
|
||||
check(s, 0, { type: 'maneuver.redFlags', cardId, trayId: 'behind' }),
|
||||
'NO_PLACEMENT',
|
||||
'a train sitting at a Division Point cannot be rear-ended',
|
||||
);
|
||||
assert.equal(check(s, 0, { type: 'maneuver.redFlags', cardId, trayId: 'ahead' }), null);
|
||||
assert.equal(check(s, 0, { type: 'maneuver.redFlags', cardId, side: 'east' }), null);
|
||||
assert.equal(check(s, 0, { type: 'maneuver.redFlags', cardId, side: 'west' }), null);
|
||||
});
|
||||
|
||||
it('will not double-flag the same train', () => {
|
||||
it('will not double-flag the same side', () => {
|
||||
const s = game();
|
||||
const node = rearEnder(s);
|
||||
s.clock.phase = 'localOps';
|
||||
s.clock.currentActor = 0;
|
||||
const cardId = hand(s, 'maneuver', 'redFlags');
|
||||
node.redFlagged = ['ahead'];
|
||||
const officeIndex = s.division.nodes.findIndex((n) => n.kind === 'office' && n.seat === 0);
|
||||
const office = s.division.nodes[officeIndex] as { redFlag?: string };
|
||||
office.redFlag = 'east';
|
||||
|
||||
assert.equal(
|
||||
check(s, 0, { type: 'maneuver.redFlags', cardId, trayId: 'ahead' }),
|
||||
'OPTION_ALREADY_CHOSEN',
|
||||
);
|
||||
assert.equal(check(s, 0, { type: 'maneuver.redFlags', cardId, side: 'east' }), 'ALREADY_FLAGGED');
|
||||
assert.equal(check(s, 0, { type: 'maneuver.redFlags', cardId, side: 'west' }), null,
|
||||
'the other side should still be free');
|
||||
});
|
||||
});
|
||||
|
||||
describe('Red Flags offered at the moment of danger (Gitea#19)', () => {
|
||||
/**
|
||||
* "In actual cases of danger… if there is a train or cars on the track and there will be a
|
||||
* collision, then you break in with a dialog that says COLLISION RISK! FLAG AGAINST T2? This way,
|
||||
* you can play the card normally or out of phase, but only if you need it."
|
||||
*
|
||||
* The engine establishes the danger, so the player is never asked to judge it — which is also why
|
||||
* the bot can now use this card at all. It is offered ONLY to somebody holding one.
|
||||
*/
|
||||
function dangerous(s: GameState, giveCard: boolean) {
|
||||
const officeIndex = s.division.nodes.findIndex((n) => n.kind === 'office' && n.seat === 0);
|
||||
const node = pinned(s, officeIndex + 1, 'plains');
|
||||
node.transits.push({ tray: 'inbound', stagesRemaining: 1, stagesTotal: 1, direction: 'west' });
|
||||
s.trays.set('inbound', {
|
||||
id: 'inbound', trainNumber: 9, trainIsExtra: false, engineAt: 0,
|
||||
consist: [{ type: 'hopper', loaded: true }], direction: 'west',
|
||||
position: { at: 'mainline', index: officeIndex + 1 }, movesUsed: 0,
|
||||
});
|
||||
// A hopper fouling the Running Track: §8.3 makes this arrival a collision.
|
||||
const area = areaOf(s, 0);
|
||||
area.grid.get(coordKey(area.officeCoord))!.standing = [{ type: 'hopper', loaded: false }];
|
||||
if (giveCard) hand(s, 'maneuver', 'redFlags');
|
||||
s.clock.phase = 'mainline';
|
||||
s.movedThisPhase = new Set();
|
||||
}
|
||||
|
||||
it('breaks in to offer the flag when an arrival would collide', () => {
|
||||
const s = game();
|
||||
dangerous(s, true);
|
||||
advance(s);
|
||||
assert.equal(s.clock.pendingDecision?.kind, 'redFlag', 'no prompt before a certain collision');
|
||||
assert.equal(decisionActor(s), 0, 'the prompt went to the wrong player');
|
||||
});
|
||||
|
||||
it('flagging holds the train and costs the card', () => {
|
||||
const s = game();
|
||||
dangerous(s, true);
|
||||
advance(s);
|
||||
const before = (s.decks.hands.get(0) ?? []).length;
|
||||
|
||||
const r = applyIntent(s, 0, { type: 'mainline.redFlag', flag: true });
|
||||
assert.ok(r.ok, 'the flag was refused');
|
||||
advance(s);
|
||||
|
||||
assert.equal(s.players[0]!.revenue, 0, 'the collision happened anyway');
|
||||
assert.equal(s.trays.get('inbound')!.position.at, 'mainline', 'the train came in regardless');
|
||||
assert.equal((s.decks.hands.get(0) ?? []).length, before - 1, 'the card was not spent');
|
||||
});
|
||||
|
||||
it('declining lets the collision happen', () => {
|
||||
const s = game();
|
||||
dangerous(s, true);
|
||||
advance(s);
|
||||
|
||||
assert.ok(applyIntent(s, 0, { type: 'mainline.redFlag', flag: false }).ok);
|
||||
advance(s);
|
||||
assert.equal(s.players[0]!.revenue, -5, 'waving it through did not collide');
|
||||
});
|
||||
|
||||
it('does not offer a flag to a player holding none', () => {
|
||||
// A prompt with one button is not a choice, and it leaks that a collision is coming.
|
||||
const s = game();
|
||||
dangerous(s, false);
|
||||
advance(s);
|
||||
assert.equal(s.clock.pendingDecision, null, 'offered a flag to a player with no card');
|
||||
assert.equal(s.players[0]!.revenue, -5, 'the collision should have happened');
|
||||
});
|
||||
|
||||
it('stays quiet when the arrival is safe', () => {
|
||||
const s = game();
|
||||
dangerous(s, true);
|
||||
// Clear the hazard: nothing fouling the Running Track, and room at the Office.
|
||||
const area = areaOf(s, 0);
|
||||
area.grid.get(coordKey(area.officeCoord))!.standing = [];
|
||||
advance(s);
|
||||
assert.equal(s.clock.pendingDecision, null, 'interrupted the phase for a safe arrival');
|
||||
});
|
||||
});
|
||||
|
||||
@@ -681,6 +870,100 @@ describe('a turnout may be laid on top of a card already down', () => {
|
||||
});
|
||||
});
|
||||
|
||||
describe('extras that must run loaded, and one that must not (Gitea#13)', () => {
|
||||
/**
|
||||
* "I've redefined some of the extra trains that they have to run full boxcars — military trains,
|
||||
* circus trains, etc. If not loaded, then empty, and if none available, run without."
|
||||
*
|
||||
* A PREFERENCE ORDER, so every test here is about what the DIVISION YARD still holds. The rule
|
||||
* has nothing to say about a train once it is running; it decides which car may be taken next.
|
||||
*/
|
||||
const madeUp = (trainNumber: number) => {
|
||||
const s = game();
|
||||
s.clock.phase = 'newTrain';
|
||||
s.trays.set('t', {
|
||||
id: 't', trainNumber, trainIsExtra: true, engineAt: 0,
|
||||
consist: [], direction: 'east', position: { at: 'divisionPoint', side: 'west' }, movesUsed: 0,
|
||||
});
|
||||
return s;
|
||||
};
|
||||
const place = (carType: string, loaded: boolean) =>
|
||||
({ type: 'newTrain.placeCar', trayId: 't', carType, loaded }) as never;
|
||||
/** Leaves the Division Yard holding exactly the cars described. */
|
||||
const stockYard = (s: ReturnType<typeof madeUp>, cars: { type: string; loaded: boolean }[]) => {
|
||||
s.yards.divisionYard.length = 0;
|
||||
s.yards.divisionYard.push(...(cars as never[]));
|
||||
};
|
||||
|
||||
it('refuses an empty while the yard can still supply a loaded one (X18 Circus)', () => {
|
||||
const s = madeUp(18);
|
||||
stockYard(s, [{ type: 'boxcar', loaded: true }, { type: 'boxcar', loaded: false }]);
|
||||
assert.equal(check(s, 0, place('boxcar', false)), 'NO_SUITABLE_CAR',
|
||||
'an empty was accepted while a loaded boxcar was still in the yard');
|
||||
assert.equal(check(s, 0, place('boxcar', true)), null, 'the loaded boxcar was refused');
|
||||
});
|
||||
|
||||
it('accepts an empty once the yard has no loaded car of that kind left', () => {
|
||||
// "If not loaded, then empty." The rule releases as soon as the yard cannot supply.
|
||||
const s = madeUp(18);
|
||||
stockYard(s, [{ type: 'boxcar', loaded: false }]);
|
||||
assert.equal(check(s, 0, place('boxcar', false)), null,
|
||||
'an empty was refused when the yard held no loaded car at all');
|
||||
});
|
||||
|
||||
it('does not let a loaded car of the WRONG category unlock the rule', () => {
|
||||
// A loaded coach is no reason to refuse an empty boxcar: the preference is per category, since
|
||||
// that is the slot the car is competing for.
|
||||
const s = madeUp(18);
|
||||
stockYard(s, [{ type: 'coach', loaded: true }, { type: 'boxcar', loaded: false }]);
|
||||
assert.equal(check(s, 0, place('boxcar', false)), null,
|
||||
'a loaded coach blocked an empty boxcar');
|
||||
});
|
||||
|
||||
it('exempts the caboose, which is never empty in the supply', () => {
|
||||
const s = madeUp(18);
|
||||
stockYard(s, [{ type: 'caboose', loaded: true }, { type: 'boxcar', loaded: true }]);
|
||||
assert.equal(check(s, 0, place('caboose', true)), null, 'the caboose its card calls for was refused');
|
||||
});
|
||||
|
||||
it('applies to the Military train too', () => {
|
||||
const s = madeUp(19);
|
||||
stockYard(s, [{ type: 'coach', loaded: true }, { type: 'coach', loaded: false }]);
|
||||
assert.equal(check(s, 0, place('coach', false)), 'NO_SUITABLE_CAR',
|
||||
'the Military train took an empty coach over a loaded one');
|
||||
});
|
||||
|
||||
it('leaves trains without the rule alone', () => {
|
||||
// X21 Freight Extra has no loading rule: an empty is as good as a loaded one.
|
||||
const s = madeUp(21);
|
||||
stockYard(s, [{ type: 'boxcar', loaded: true }, { type: 'boxcar', loaded: false }]);
|
||||
assert.equal(check(s, 0, place('boxcar', false)), null,
|
||||
'a train with no loading rule was made to prefer loaded cars');
|
||||
});
|
||||
|
||||
it('REGRESSION: X13 Appleseed is empties-only, and now the rules say so too', () => {
|
||||
/**
|
||||
* `ConsistSpec.emptiesOnly` was declared on the card, RENDERED to the player as "(empties only)"
|
||||
* by `web/game.ts` and `sim/view.ts`, and enforced by NOTHING — `acceptsCar` never read it. So
|
||||
* the Appleseed could be made up with loaded cars while its own card said it could not. Found
|
||||
* while building Gitea#13, which is the same rule pointing the other way.
|
||||
*/
|
||||
const s = madeUp(13);
|
||||
stockYard(s, [{ type: 'boxcar', loaded: true }, { type: 'boxcar', loaded: false }]);
|
||||
assert.equal(check(s, 0, place('boxcar', true)), 'NO_SUITABLE_CAR',
|
||||
'the Appleseed took a loaded car despite printing "empties only"');
|
||||
assert.equal(check(s, 0, place('boxcar', false)), null, 'the Appleseed refused an empty');
|
||||
});
|
||||
|
||||
it('still lets the Appleseed take the caboose its consist calls for', () => {
|
||||
// Every caboose in ROLLING_STOCK_SUPPLY is minted loaded, so an unexempted empties-only rule
|
||||
// would bar the one car the card explicitly lists.
|
||||
const s = madeUp(13);
|
||||
stockYard(s, [{ type: 'caboose', loaded: true }]);
|
||||
assert.equal(check(s, 0, place('caboose', true)), null, 'the empties-only rule ate the caboose');
|
||||
});
|
||||
});
|
||||
|
||||
describe("a train is made up to its card's consist (§8.2)", () => {
|
||||
it('takes a caboose when the card calls for one, and refuses a fourth freight car', () => {
|
||||
// Train 9 "Heavy Freight" is freight 3 + caboose 1. It was being made up with FOUR hoppers and
|
||||
@@ -796,18 +1079,35 @@ 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.
|
||||
*/
|
||||
const twoTrains = (opts: { absSignals?: boolean } = {}): { s: GameState; events: GameEvent[] } => {
|
||||
const s = createGame({
|
||||
id: 'rear', seed: 3,
|
||||
config: {
|
||||
mode: 'solitaire', days: 5, minCombinedRevenue: 0, maxCollisionsPerDay: 0, maxCollisionsTotal: 0, pvpCardsAllowed: false,
|
||||
optionalRules: { reducedVisibility: false, employeeRotation: false, emergencyToolbox: false },
|
||||
},
|
||||
playerNames: ['bot'],
|
||||
});
|
||||
const index = s.division.nodes.findIndex(
|
||||
(n) => n.kind === 'mainline' && !mainlineProfile(n.card).trainsMayPass,
|
||||
);
|
||||
assert.ok(index >= 0, 'no single-track Mainline card in this Division');
|
||||
/**
|
||||
* THE SEED IS SEARCHED FOR, NOT WRITTEN DOWN.
|
||||
*
|
||||
* This asked for seed 3 and asserted that its Division held a single-track Mainline card. It
|
||||
* 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
|
||||
* 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.
|
||||
*
|
||||
* 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
|
||||
* 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]!;
|
||||
assert.ok(node.kind === 'mainline');
|
||||
if (node.kind !== 'mainline') throw new Error('unreachable');
|
||||
@@ -863,12 +1163,116 @@ 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
|
||||
// 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
|
||||
// passing cards.
|
||||
/**
|
||||
* ENTERING an occupied region, as opposed to catching up inside the card (Gitea#3).
|
||||
*
|
||||
* A card can be ONE region wide — Plains, Double Track and Trestle all are — so a following train
|
||||
* 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);
|
||||
assert.deepEqual(passing, ['doubleTrack', 'uncontrolledSiding']);
|
||||
assert.deepEqual(passing, ['doubleTrack']);
|
||||
});
|
||||
});
|
||||
|
||||
@@ -99,6 +99,30 @@ describe('redaction — a seat\'s Frame never carries another seat\'s secrets',
|
||||
assert.ok(!serialized.includes(String(s.seed)), 'the seed value leaked into the Frame some other way');
|
||||
});
|
||||
|
||||
it('the tally that rides the Frame is aggregate counts, never a card id (Gitea#16)', () => {
|
||||
// Gitea#16's statistics live on `GameState` and reach a remote client on the Frame, which is
|
||||
// only safe because nothing in a Tally identifies a card. That is a property of what
|
||||
// `tally.ts` chooses to count, and nothing in the type system enforces it — so it is asserted
|
||||
// here, where a future counter that stashed a `cardId` "just for badges" would be caught.
|
||||
for (const players of [3, 4]) {
|
||||
const s = midGame(players, 5000 + players);
|
||||
const secrets = new Set<string>([...s.decks.homeOffice]);
|
||||
for (const hand of s.decks.hands.values()) for (const id of hand) secrets.add(id);
|
||||
for (let viewer = 0 as PlayerIndex; viewer < players; viewer++) {
|
||||
const serialized = JSON.stringify(snapshot(s, [], null, null, null, false, viewer).tally);
|
||||
for (const cardId of secrets) {
|
||||
assert.ok(!serialized.includes(`"${cardId}"`), `the tally carries card id "${cardId}"`);
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
it('every seat sees the SAME tally — it is the table\'s account, not a private one', () => {
|
||||
const s = midGame(3, 5555);
|
||||
const tallies = [0, 1, 2].map((p) => snapshot(s, [], null, null, null, false, p as PlayerIndex).tally);
|
||||
for (const t of tallies) assert.deepEqual(t, tallies[0], 'the tally differs by seat');
|
||||
});
|
||||
|
||||
it('only the viewer\'s own hand and handCount are non-public — everything else matches across seats', () => {
|
||||
// The redaction surface is four fields (§7), not sixty event types. Cross-check that seats agree
|
||||
// on everything else a Frame carries about shared state.
|
||||
|
||||
+88
-1
@@ -11,8 +11,10 @@ import assert from 'node:assert/strict';
|
||||
import { pump } from '../src/engine/advance.ts';
|
||||
import { DEFAULT_MAX_COLLISIONS_PER_DAY, DEFAULT_MAX_COLLISIONS_TOTAL, collectiveRevenueFloor } from '../src/engine/content.ts';
|
||||
import type { GameEvent } from '../src/engine/events.ts';
|
||||
import { areaOf } from '../src/engine/apply.ts';
|
||||
import { createGame } from '../src/engine/setup.ts';
|
||||
import type { GameConfig } from '../src/engine/state.ts';
|
||||
import { coordKey } from '../src/engine/state.ts';
|
||||
import type { GameConfig, GameState } from '../src/engine/state.ts';
|
||||
import { developerBot, playGame } from '../src/sim/bot.ts';
|
||||
import { impediments, isVisible, narrate, phaseLabel } from '../src/sim/narrate.ts';
|
||||
import { compress, rehydrateCells, record, renderHtml } from '../src/sim/replay.ts';
|
||||
@@ -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', () => {
|
||||
const rec = record(1234, 'standard');
|
||||
|
||||
|
||||
@@ -412,3 +412,122 @@ describe('the four transient signals (2026-08-23)', () => {
|
||||
assert.equal(later.scheduled, undefined, 'a reconnecting client was re-sent an old timetable flash');
|
||||
});
|
||||
});
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
describe('§3.3 extended play across the server (Gitea#11)', () => {
|
||||
/**
|
||||
* A one-Day game, so these tests reach the end of the timetable by actually PLAYING to it.
|
||||
*
|
||||
* There is no back door into a session's engine state and there should not be — `connect`,
|
||||
* `intent`, `exportSave` and `summary` are the whole surface. So the clock is run down through the
|
||||
* same calls a client makes, which has the side benefit of exercising the real path: what is under
|
||||
* test here is the session's handling of the vote (the turn guard, the bots, the saved status),
|
||||
* and reaching it any other way would prove less.
|
||||
*/
|
||||
const oneDay: GameConfig = { ...config, days: 1 };
|
||||
|
||||
/** What seat `seat` can currently see. `connect` always yields a full Frame, never a delta. */
|
||||
const frameOf = (session: GameSession, seat: PlayerIndex) => session.connect(seat).frame!;
|
||||
|
||||
/** Plays until the game stops asking for ordinary moves. Returns the Frame it stopped on. */
|
||||
function playToTheEnd(session: GameSession, seats: PlayerIndex[]) {
|
||||
let seq = 0;
|
||||
for (let i = 0; i < 5_000; i++) {
|
||||
const acting = seats.find((s) => session.connect(s).menu !== null);
|
||||
if (acting === undefined) break;
|
||||
const menu = session.connect(acting).menu!;
|
||||
if (menu.options.length === 0) break;
|
||||
if (!session.intent(acting, seq++, menu.options[0]!).accepted) break;
|
||||
}
|
||||
return { frame: frameOf(session, seats[0]!), seq };
|
||||
}
|
||||
|
||||
it('stops to ask rather than ending, and every seat can see the question', () => {
|
||||
const session = createSession(42, oneDay, ['Alice', 'Bob']);
|
||||
const { frame } = playToTheEnd(session, [0, 1] as PlayerIndex[]);
|
||||
assert.equal(frame.status, 'awaitingExtension', 'the game did not stop to ask');
|
||||
assert.ok(frame.official, 'the official result did not reach the client');
|
||||
assert.deepEqual(frame.extensionVotes, [null, null], 'the votes did not reach the client');
|
||||
});
|
||||
|
||||
it('accepts the vote from a seat that is not the current actor', () => {
|
||||
// `currentActor` is null once the game has stopped, so the ordinary turn guard would refuse
|
||||
// every vote with NOT_YOUR_TURN. Both seats vote here and neither of them is the actor.
|
||||
const session = createSession(42, oneDay, ['Alice', 'Bob']);
|
||||
const { seq } = playToTheEnd(session, [0, 1] as PlayerIndex[]);
|
||||
const a = session.intent(0 as PlayerIndex, seq + 1, { type: 'game.extend', player: 0, agree: true });
|
||||
assert.equal(a.accepted, true, 'seat 0 could not vote');
|
||||
const b = session.intent(1 as PlayerIndex, seq + 2, { type: 'game.extend', player: 1, agree: true });
|
||||
assert.equal(b.accepted, true, 'seat 1 could not vote');
|
||||
|
||||
const after = frameOf(session, 0 as PlayerIndex);
|
||||
assert.equal(after.extraDays, 1, 'a unanimous table was not given its Day');
|
||||
assert.equal(after.status, 'active', 'play did not resume');
|
||||
});
|
||||
|
||||
it('bots agree only once every human has, and never lead', () => {
|
||||
// "Bots will not disagree with the human. Humans get to vote first" (Jesse, 2026-08-28).
|
||||
const session = createSession(42, oneDay, ['Alice', 'Botty'], [1 as PlayerIndex]);
|
||||
const { seq } = playToTheEnd(session, [0, 1] as PlayerIndex[]);
|
||||
assert.equal(frameOf(session, 0 as PlayerIndex).status, 'awaitingExtension');
|
||||
assert.equal(
|
||||
frameOf(session, 0 as PlayerIndex).extensionVotes[1],
|
||||
null,
|
||||
'the bot voted before the human did',
|
||||
);
|
||||
|
||||
session.intent(0 as PlayerIndex, seq + 1, { type: 'game.extend', player: 0, agree: true });
|
||||
const after = frameOf(session, 0 as PlayerIndex);
|
||||
assert.equal(after.extraDays, 1, 'the bot did not follow the human into another Day');
|
||||
assert.equal(after.status, 'active');
|
||||
});
|
||||
|
||||
it('a human refusal ends it, and no bot overrides that', () => {
|
||||
const session = createSession(42, oneDay, ['Alice', 'Botty'], [1 as PlayerIndex]);
|
||||
const { seq } = playToTheEnd(session, [0, 1] as PlayerIndex[]);
|
||||
session.intent(0 as PlayerIndex, seq + 1, { type: 'game.extend', player: 0, agree: false });
|
||||
const after = frameOf(session, 0 as PlayerIndex);
|
||||
assert.equal(after.status, 'finished');
|
||||
assert.equal(after.extraDays, 0);
|
||||
});
|
||||
|
||||
it('REGRESSION: an all-bot game ends rather than hanging on the question', () => {
|
||||
/**
|
||||
* `driveBots` loops on `currentActor`, which is null the moment the game stops to ask — so it
|
||||
* cannot cast the vote itself, and the bots' vote is driven separately. The first cut of that
|
||||
* driver returned early when there were no humans to follow, on the reasoning that a bot-only
|
||||
* table would decline through the ordinary path. It has no ordinary path: nothing ever asked
|
||||
* the bots, and an all-bot session sat on the question for ever without reaching `finished`.
|
||||
* Caught by `summary()`'s own "a finished game waits on nobody" test.
|
||||
*/
|
||||
const session = createSession(4242, oneDay, ['A', 'B'], [0, 1] as PlayerIndex[]);
|
||||
assert.equal(frameOf(session, 0 as PlayerIndex).status, 'finished', 'the bots never answered');
|
||||
assert.equal(session.summary().waitingOn, null);
|
||||
assert.equal(frameOf(session, 0 as PlayerIndex).extraDays, 0, 'bots voted themselves another Day');
|
||||
});
|
||||
|
||||
it('saves a game awaiting its vote as ACTIVE, so a restart resumes it', () => {
|
||||
// `server/index.ts` never loads a `finished` game back into memory. A game paused on the
|
||||
// extension question is waiting on its table, not over — persisting it as finished would strand
|
||||
// it on disk mid-decision.
|
||||
const session = createSession(42, oneDay, ['Alice', 'Bob']);
|
||||
playToTheEnd(session, [0, 1] as PlayerIndex[]);
|
||||
assert.equal(frameOf(session, 0 as PlayerIndex).status, 'awaitingExtension');
|
||||
assert.equal(session.exportSave().status, 'active', 'a paused game was saved as finished');
|
||||
assert.equal(session.summary().status, 'active');
|
||||
});
|
||||
|
||||
it('resumes a paused game from its history, vote and all', () => {
|
||||
const session = createSession(42, oneDay, ['Alice', 'Bob']);
|
||||
const { seq } = playToTheEnd(session, [0, 1] as PlayerIndex[]);
|
||||
session.intent(0 as PlayerIndex, seq + 1, { type: 'game.extend', player: 0, agree: true });
|
||||
|
||||
const resumed = resumeSession(session.exportSave());
|
||||
const a = frameOf(session, 0 as PlayerIndex);
|
||||
const b = frameOf(resumed, 0 as PlayerIndex);
|
||||
assert.deepEqual(b.extensionVotes, a.extensionVotes, 'the votes did not survive the replay');
|
||||
assert.equal(b.extraDays, a.extraDays, 'the extra Day did not survive the replay');
|
||||
assert.deepEqual(b.official, a.official, 'the official result did not survive the replay');
|
||||
});
|
||||
});
|
||||
|
||||
@@ -63,7 +63,13 @@ describe('a local session plays the same game as the calls it replaced', () => {
|
||||
assert.ok(turns > 50, `only ${turns} decisions — the game stalled`);
|
||||
|
||||
const f = session.view();
|
||||
assert.equal(f.status, 'finished');
|
||||
/**
|
||||
* `awaitingExtension` since Gitea#11, not `finished`: both loops stop when there is no actor,
|
||||
* and a days-based ending now parks the game on the "play one more Day?" question rather than
|
||||
* ending it outright. What this test is actually about is unchanged — the two sides reach the
|
||||
* SAME position — and the assertion below is still the one carrying that.
|
||||
*/
|
||||
assert.equal(f.status, 'awaitingExtension');
|
||||
assert.equal(f.status, view(game).status);
|
||||
assert.equal(f.day, view(game).day);
|
||||
assert.deepEqual(f.cells, view(game).cells, 'the board differs across the boundary');
|
||||
|
||||
+75
-42
@@ -63,56 +63,73 @@ const gameDealtWith = (startingHand: StartingHand, seed = 1234) =>
|
||||
|
||||
describe('card catalogue (component 1)', () => {
|
||||
it('composes the deck from the design', () => {
|
||||
// Transcribed from docs/Deck cards2.xlsx. The sheet's own totals are "Sum other 115" and
|
||||
// "Total track 104", i.e. 219, plus 12 start cards for its grand total of 231.
|
||||
// THE WHOLE CATALOGUE IS docs/Deck cards5.xlsx NOW (Gitea#14). Sheet 5's own totals are
|
||||
// "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
|
||||
// content.ts: 18 extra industry cards (Gap 12, industries 9 → 27), 7 extra office cards (Q12,
|
||||
// offices 7 → 14), and the 8 sharp curves taken back OUT. The first two were tuned against a deck
|
||||
// that had NO track in it, so both are due a re-measurement now that 96 track cards share the
|
||||
// draw.
|
||||
// EVERY COUNT IN THE CATALOGUE IS NOW THE SHEET'S. The two deliberate departures that used to
|
||||
// sit here are gone with Gitea#14 — the Q12 office doubling (offices 14 → 7) and the Gap 12
|
||||
// industry tripling (27 → 9) — because both were measured against a deck holding 96 track
|
||||
// cards, and sheet 5 halves that. content.ts carries the measurements that decided it.
|
||||
//
|
||||
// Two entries are dealt ZERO copies and kept in the catalogue so the design stays visible:
|
||||
// Poling, whose effect is "TBD in the source", and the sharp curves, whose only difference from
|
||||
// an ordinary curve was a Move cost nothing ever charged.
|
||||
// DECK_SIZE is the CATALOGUE, 235. The deck actually dealt is smaller: the 22 opponent-directed
|
||||
// cards are held back in every mode until they are implemented, so `buildDeck` returns 213.
|
||||
assert.equal(DECK_SIZE, 235);
|
||||
// We are at 143 rather than the sheet's 155 for ONE reason: the ten Safety, Event, Inspection
|
||||
// and Space-use cards sheet 5 adds are not built, and stay out until they are (Jesse,
|
||||
// 2026-08-26) — Cargo Theft, Civic Improvement, Civilian angel, Delayed Clearance, Flares 2,
|
||||
// Robbery, Service Delays, Shipper complaints, Strike, Union Hall 2. Twelve copies in all.
|
||||
//
|
||||
// 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);
|
||||
});
|
||||
|
||||
it('matches the design deck composition exactly', () => {
|
||||
const byCategory = Object.fromEntries(deckComposition().map((c) => [c.category, c.count]));
|
||||
assert.deepEqual(byCategory, {
|
||||
// 96, not the sheet's 104: the 8 SHARP CURVES are dealt zero copies. The only thing that made
|
||||
// one different from an ordinary curve was a Move cost that nothing ever charged, so they were
|
||||
// geometric duplicates taking 8 draws. Kept in the catalogue at zero, as Poling is.
|
||||
track: 96,
|
||||
// 14, not the sheet's 7 — Q12 office density; see OFFICE_PROFILES.
|
||||
office: 14,
|
||||
// 27, not the sheet's 9 — Gap 12 industry density; see INDUSTRY_PROFILES.
|
||||
industry: 27,
|
||||
// Sheet 5's track counts exactly (Gitea#14): 16 straights, 8+8 curves, 8+8 turnouts, and the
|
||||
// sharp curves dealt none — which is where the catalogue already had them, and where sheet 5
|
||||
// now puts them too.
|
||||
track: 48,
|
||||
// The sheet's 7 — the Q12 doubling came out in Gitea#14; see OFFICE_PROFILES.
|
||||
office: 7,
|
||||
// The sheet's 9 — the Gap 12 tripling came out in Gitea#14; see INDUSTRY_PROFILES.
|
||||
industry: 9,
|
||||
modifier: 23,
|
||||
train: 22,
|
||||
spaceUse: 12,
|
||||
enhancement: 18,
|
||||
mainlineModifier: 7,
|
||||
// 6, not 7 — Poling is dealt no copies until its rule is known.
|
||||
maneuver: 6,
|
||||
action: 10,
|
||||
spaceUse: 11,
|
||||
// 6 — the dispatching ladder and Facing Point Locks are dealt 0 copies (see
|
||||
// ENHANCEMENT_CARDS), and Interlocking, Water column and ABS Signals came down to the sheet's
|
||||
// single copies. What is left is the sheet's Enhancements exactly, bar Railroad crossing,
|
||||
// which sheet 5 moved here from the Action cards and which is still counted there below.
|
||||
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', () => {
|
||||
// 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
|
||||
// categories NOT_IMPLEMENTED, so dealing them would make 22 of 235 draws (9%) reject outright.
|
||||
// 206, not 213: the 22 opponent-directed cards come out, and so do the SEVEN that exist only to
|
||||
// answer them — Facing Point Locks (both the Enhancement and the Mainline modifier, 2 each), two
|
||||
// Water Columns and one Overpass. A defence with nothing to defend against is the same dead draw
|
||||
// as the attack would be. `SimpleCard.answers` names the pairing, so they return together.
|
||||
assert.equal(SOLITAIRE_DECK_SIZE, 206);
|
||||
assert.equal(DEFENCE_ONLY_COPIES, 7);
|
||||
// categories NOT_IMPLEMENTED, so dealing them would be a dead draw.
|
||||
// 121, not 123: the 20 opponent-directed cards come out, and so do the TWO that exist only to
|
||||
// answer them — one Water Column and one Overpass. A defence with nothing to defend against is
|
||||
// the same dead draw as the attack would be. `SimpleCard.answers` names the pairing, so they
|
||||
// return together. It was seven until Gitea#14 dealt Facing Point Locks zero copies: a card at
|
||||
// zero is already out, so it no longer needs holding back.
|
||||
assert.equal(SOLITAIRE_DECK_SIZE, 121);
|
||||
assert.equal(DEFENCE_ONLY_COPIES, 2);
|
||||
for (const c of DEFENCE_ONLY_CARDS) {
|
||||
assert.ok(c.answers, `${c.name} is held back without saying what it answers`);
|
||||
assert.ok(
|
||||
@@ -131,11 +148,12 @@ describe('card catalogue (component 1)', () => {
|
||||
});
|
||||
|
||||
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 —
|
||||
// and 4+4 sharp curves, which are dealt none. An earlier reading took the sheet's LAST column,
|
||||
// "Track Per Player" (26), as a separate stack outside the deck; it is the sheet's 104 shared out
|
||||
// among four players, not a second pile.
|
||||
assert.equal(TRACK_IN_DECK, 96);
|
||||
// Column B of Deck cards5.xlsx, "Number in Deck": 16 straights, 8+8 curves, 8+8 turnouts, and
|
||||
// 0+0 sharp curves. Sheet 2 had each of those at double, which is what the deck dealt until
|
||||
// Gitea#14. An earlier reading took the sheet's LAST column, "Track Per Player" (26), as a
|
||||
// separate stack outside the deck; it is the sheet's total shared out among four players, not a
|
||||
// second pile.
|
||||
assert.equal(TRACK_IN_DECK, 48);
|
||||
const deck = buildDeck();
|
||||
for (const t of TRACK_CARDS) {
|
||||
const n = deck.filter(
|
||||
@@ -146,11 +164,26 @@ describe('card catalogue (component 1)', () => {
|
||||
});
|
||||
|
||||
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.
|
||||
//
|
||||
// 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 track = deck.filter((c) => c.kind.kind === 'track').length;
|
||||
assert.ok(track > deck.length / 3, `track is only ${track} of ${deck.length} cards`);
|
||||
const counts = new Map<string, number>();
|
||||
for (const c of deck) counts.set(c.kind.kind, (counts.get(c.kind.kind) ?? 0) + 1);
|
||||
const track = counts.get('track') ?? 0;
|
||||
for (const [kind, n] of counts) {
|
||||
if (kind === 'track') continue;
|
||||
assert.ok(track > n, `${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', () => {
|
||||
|
||||
+62
-9
@@ -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
|
||||
// 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".
|
||||
/**
|
||||
* 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({
|
||||
games: 40,
|
||||
games: 200,
|
||||
length: 'standard',
|
||||
mode: 'solitaire',
|
||||
players: ['bot'],
|
||||
policy: developerBot,
|
||||
});
|
||||
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', () => {
|
||||
@@ -351,7 +362,32 @@ describe('end-of-game statistics', () => {
|
||||
* 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.
|
||||
*/
|
||||
const KNOWN_UNREACHABLE_BY_THE_BOT = ['event flyingSwitch'];
|
||||
/**
|
||||
* RED FLAGS JOINS IT, and the reason CHANGED with Gitea#19 — the exemption stays, but it no
|
||||
* longer means what it used to.
|
||||
*
|
||||
* IT USED TO MEAN "the bot will not take it": measured over 600 games under the old rule,
|
||||
* `maneuver.redFlags` was OFFERED 4,212 times and PLAYED 4. The card protected a stopped train
|
||||
* out on the Mainline, it was always available, and the bot simply declined it.
|
||||
*
|
||||
* SINCE Gitea#19 the bot would take it every time — `worthFlagging` accepts the out-of-phase
|
||||
* prompt unconditionally, because the engine only raises that prompt when an arrival is
|
||||
* certainly about to collide, so there is nothing left for the bot to judge. It still never
|
||||
* plays one. MEASURED after the redesign, 200 solitaire games: `redFlagsSet` fires ZERO times.
|
||||
*
|
||||
* The reason is now arithmetic rather than judgement, and it is worth writing down because it
|
||||
* says what would actually change it. The prompt needs two things to coincide — an arrival that
|
||||
* would collide (0.14 collisions per game, so roughly one game in seven) AND the district's
|
||||
* owner holding a Red Flags card at that moment, out of a three-card hand drawn from 121. The
|
||||
* bot also never plants a flag speculatively, which is the other half of the card and the half
|
||||
* a human would use to buy time for switching.
|
||||
*
|
||||
* So this canary is measuring deck luck, not reachability. `test/mainline-cards.test.ts`
|
||||
* exercises both halves of the rule end to end on a hand-built board, which is where the
|
||||
* behaviour is actually pinned. Removing this line still proves something worth proving — that
|
||||
* the bot has learned to plant a flag on purpose rather than only when handed one.
|
||||
*/
|
||||
const KNOWN_UNREACHABLE_BY_THE_BOT = ['event flyingSwitch', 'event redFlagsSet'];
|
||||
const found = anomalies(report.perGame);
|
||||
const never = found
|
||||
.filter((a) => a.severity === 'never')
|
||||
@@ -643,12 +679,17 @@ 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
|
||||
// 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.
|
||||
// A HUNDRED GAMES, not thirty — the comment above says the original measurement used 100, and
|
||||
// the sample has to be that big to mean anything: measured now, a tank is set out in 3% of games
|
||||
// and a reefer in 5%. Thirty games passed on luck and stopped the moment the opening deal moved
|
||||
// which cards a seed puts in reach. Deterministic seeds, so this either holds or it does not.
|
||||
// THREE HUNDRED GAMES, up from a hundred, because the sheet's industry density (Gitea#14) makes
|
||||
// the rare commodities much rarer. Measured on these exact seeds, the game at which each type is
|
||||
// first set out by a crew: caboose 5, boxcar 12, hopper 37, reefer 44, coach 64, **tank 216**.
|
||||
//
|
||||
// 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>();
|
||||
for (let i = 0; i < 100; i++) {
|
||||
for (let i = 0; i < 300; i++) {
|
||||
const s = createGame({
|
||||
id: `cs-${i}`,
|
||||
seed: 1000 + i * 7919,
|
||||
@@ -998,6 +1039,12 @@ 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
|
||||
// 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%.
|
||||
//
|
||||
// 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 dead = 0;
|
||||
/**
|
||||
@@ -1094,8 +1141,14 @@ describe('the freight figures count both halves (regression)', () => {
|
||||
* 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
|
||||
* 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 s = createGame({
|
||||
id: `fu-${seed}`, seed,
|
||||
|
||||
@@ -0,0 +1,214 @@
|
||||
/**
|
||||
* THE EVENT TALLY — Gitea#16's statistics, and the one property they depend on.
|
||||
*
|
||||
* "I don't know if we keep statistics on…" is the question the issue opens with. Nothing was being
|
||||
* kept; `GameState.tally` now is, folded from the event stream at the two places every event passes
|
||||
* through (`engine/tally.ts` explains which and why).
|
||||
*
|
||||
* The property that matters is EXACTLY ONCE. A statistic folded twice reads high and a statistic
|
||||
* folded nowhere reads zero, and both are indistinguishable from a quiet game when you are looking
|
||||
* at a results screen. So the central test here does not assert particular numbers: it plays real
|
||||
* games, collects every event the engine emitted along the way, counts them independently, and
|
||||
* checks the tally against that count. A fold hooked in the wrong place fails it whatever the seed.
|
||||
*/
|
||||
|
||||
import { describe, it } from 'node:test';
|
||||
import assert from 'node:assert/strict';
|
||||
|
||||
import { advance } from '../src/engine/advance.ts';
|
||||
import { tallyEvent } from '../src/engine/tally.ts';
|
||||
import { applyIntent } from '../src/engine/apply.ts';
|
||||
import { STAGES_PER_DAY } from '../src/engine/content.ts';
|
||||
import { legalActions } from '../src/engine/legal.ts';
|
||||
import { createGame } from '../src/engine/setup.ts';
|
||||
import { developerBot } from '../src/sim/bot.ts';
|
||||
import type { GameEvent } from '../src/engine/events.ts';
|
||||
import type { GameConfig, GameState } from '../src/engine/state.ts';
|
||||
|
||||
const baseConfig = (over: Partial<GameConfig> = {}): GameConfig => ({
|
||||
mode: 'solitaire',
|
||||
days: 3,
|
||||
minCombinedRevenue: 0,
|
||||
maxCollisionsPerDay: 0,
|
||||
maxCollisionsTotal: 0,
|
||||
pvpCardsAllowed: false,
|
||||
optionalRules: { reducedVisibility: false, employeeRotation: false, emergencyToolbox: false },
|
||||
...over,
|
||||
});
|
||||
|
||||
/** Plays a whole game with the developer bot, keeping every event the engine produced. */
|
||||
function playKeepingEvents(
|
||||
seed: number,
|
||||
over: Partial<GameConfig> = {},
|
||||
names = ['Jesse'],
|
||||
): { state: GameState; events: GameEvent[] } {
|
||||
const state = createGame({ id: 'g', seed, config: baseConfig(over), playerNames: names });
|
||||
const events: GameEvent[] = [];
|
||||
for (let i = 0; i < 20_000; i++) {
|
||||
const r = advance(state);
|
||||
events.push(...r.events);
|
||||
if (state.status === 'finished') break;
|
||||
if (!r.needsInput) continue;
|
||||
|
||||
// The bot declines an extension, so this terminates on the timetable it was dealt (Gitea#11).
|
||||
const actor =
|
||||
state.status === 'awaitingExtension'
|
||||
? state.extensionVotes.findIndex((v) => v === null)
|
||||
: state.clock.pendingDecision !== null
|
||||
? state.clock.superintendent
|
||||
: state.clock.currentActor;
|
||||
if (actor === null || actor < 0) break;
|
||||
const options = legalActions(state, actor);
|
||||
if (options.length === 0) break;
|
||||
const applied = applyIntent(state, actor, developerBot.choose(state, actor, options));
|
||||
if (!applied.ok) break;
|
||||
events.push(...applied.events);
|
||||
}
|
||||
return { state, events };
|
||||
}
|
||||
|
||||
/** Counts events the way `tally.ts` should have, without sharing any of its code. */
|
||||
function countIndependently(events: GameEvent[]) {
|
||||
let sum = 0;
|
||||
const n = (type: GameEvent['type']): number => events.filter((e) => e.type === type).length;
|
||||
for (const e of events) {
|
||||
if (e.type === 'carsCoupled' || e.type === 'carsDropped') sum += e.stock.length;
|
||||
}
|
||||
return {
|
||||
trainsCompleted: n('trainCompleted'),
|
||||
loadsCompleted: n('loadCompleted'),
|
||||
unloadsCompleted: n('unloadCompleted'),
|
||||
loadsStarted: n('loadStarted'),
|
||||
unloadsBegun: n('unloadBegan'),
|
||||
passengersBoarded: n('passengersBoarded'),
|
||||
passengersDetrained: n('passengersDetrained'),
|
||||
cardsDrawn: n('cardDrawn'),
|
||||
cardsPlayed: n('cardPlayed'),
|
||||
cardsDiscarded: n('cardDiscarded'),
|
||||
officeUpgrades: n('officeUpgraded'),
|
||||
flyingSwitches: n('flyingSwitch'),
|
||||
extrasStarted: n('extraStarted'),
|
||||
secondSections: n('secondSectionOrdered'),
|
||||
trainsHeld: n('trainHeld'),
|
||||
trainsDiverted: n('trainDiverted'),
|
||||
expediteFaults: n('expediteFault'),
|
||||
facilitiesUnjammed: n('facilityUnjammed'),
|
||||
dispatchBonusesUsed: n('dispatchBonusUsed'),
|
||||
clearancesRequested: n('clearanceRequested'),
|
||||
switchedCars: sum,
|
||||
};
|
||||
}
|
||||
|
||||
describe('the tally counts every event exactly once (Gitea#16)', () => {
|
||||
for (const seed of [1, 7, 42, 116956197]) {
|
||||
it(`agrees with an independent count of the event stream — seed ${seed}`, () => {
|
||||
const { state, events } = playKeepingEvents(seed);
|
||||
const want = countIndependently(events);
|
||||
const t = state.tally;
|
||||
|
||||
assert.equal(t.trainsCompleted, want.trainsCompleted, 'trains through the Division');
|
||||
assert.equal(t.loadsCompleted, want.loadsCompleted, 'loads made up');
|
||||
assert.equal(t.unloadsCompleted, want.unloadsCompleted, 'loads broken');
|
||||
assert.equal(t.loadsStarted, want.loadsStarted, 'loads started');
|
||||
assert.equal(t.unloadsBegun, want.unloadsBegun, 'unloads begun');
|
||||
assert.equal(t.passengersBoarded, want.passengersBoarded, 'passengers boarded');
|
||||
assert.equal(t.passengersDetrained, want.passengersDetrained, 'passengers detrained');
|
||||
assert.equal(t.cardsDrawn, want.cardsDrawn, 'cards drawn');
|
||||
assert.equal(t.cardsPlayed, want.cardsPlayed, 'cards played');
|
||||
assert.equal(t.cardsDiscarded, want.cardsDiscarded, 'cards discarded');
|
||||
assert.equal(t.officeUpgrades, want.officeUpgrades, 'offices upgraded');
|
||||
assert.equal(t.flyingSwitches, want.flyingSwitches, 'flying switches');
|
||||
assert.equal(t.extrasStarted, want.extrasStarted, 'extras started');
|
||||
assert.equal(t.secondSections, want.secondSections, 'second sections');
|
||||
assert.equal(t.trainsHeld, want.trainsHeld, 'trains held');
|
||||
assert.equal(t.trainsDiverted, want.trainsDiverted, 'trains diverted');
|
||||
assert.equal(t.expediteFaults, want.expediteFaults, 'expedite faults');
|
||||
assert.equal(t.facilitiesUnjammed, want.facilitiesUnjammed, 'facilities unjammed');
|
||||
assert.equal(t.dispatchBonusesUsed, want.dispatchBonusesUsed, 'dispatch bonuses');
|
||||
assert.equal(t.clearancesRequested, want.clearancesRequested, 'clearances requested');
|
||||
assert.equal(t.carsCoupled + t.carsDropped, want.switchedCars, 'cars switched');
|
||||
});
|
||||
}
|
||||
|
||||
it('actually counted something — a tally of zeroes would pass the check above vacuously', () => {
|
||||
// The trap `stats.ts` warns about in its own doc comment: "this never happened" is a finding,
|
||||
// not something to scroll past. A fold hooked nowhere at all agrees perfectly with an
|
||||
// independent count of an event stream nobody looked at, so the exactly-once tests above cannot
|
||||
// catch it on their own.
|
||||
//
|
||||
// ASSERTED ON WHAT THE DEVELOPER BOT ACTUALLY DOES, which is not much: `node src/sim/harness.ts
|
||||
// 12 standard` means 1.1 Revenue per game at an 8% freight share and loses every game on the
|
||||
// revenue floor, and it goes whole games without coupling a single car. That is a known
|
||||
// property of the bot (TODO.md, Bot Performance) and not this fold's business — so this test
|
||||
// asserts on traffic and cards, which happen in every game, rather than on switching, which
|
||||
// would make it a bot-strength test wearing a statistics test's clothes.
|
||||
const { state, events } = playKeepingEvents(1);
|
||||
assert.ok(events.length > 500, `only ${events.length} events — the game barely ran`);
|
||||
assert.ok(state.tally.cardsDrawn > 0, 'no cards were drawn all game');
|
||||
assert.ok(state.tally.trainsCompleted > 0, 'no train ever left the Division');
|
||||
assert.ok(state.tally.cardsPlayed > 0, 'no card was ever played');
|
||||
});
|
||||
|
||||
it('splits Revenue into what was earned and what was given back', () => {
|
||||
// Reconciliation is the real assertion and it holds for any game, earned or not: gained minus
|
||||
// lost IS the score the engine kept. Seed 42 is named because it is one where Revenue actually
|
||||
// moves in both directions — it earns 1 and gives back 5 to a collision — so the two halves are
|
||||
// being told apart rather than both sitting at zero.
|
||||
for (const seed of [1, 7, 42]) {
|
||||
const { state } = playKeepingEvents(seed);
|
||||
const me = state.tally.byPlayer[0]!;
|
||||
assert.equal(
|
||||
me.revenueGained - me.revenueLost,
|
||||
state.players[0]!.revenue,
|
||||
`seed ${seed}: gained minus lost does not reconcile with the score the engine kept`,
|
||||
);
|
||||
}
|
||||
const { state } = playKeepingEvents(42);
|
||||
const me = state.tally.byPlayer[0]!;
|
||||
assert.ok(me.revenueGained > 0, 'seed 42 earned nothing — the gained half is not being counted');
|
||||
assert.ok(me.revenueLost > 0, 'seed 42 lost nothing — the lost half is not being counted');
|
||||
});
|
||||
|
||||
it('records a Circus set-up as the one-off it is, not as a streak', () => {
|
||||
/**
|
||||
* `trainStoodStill` is NOT "this train did not move this Stage". It fires only for a train whose
|
||||
* profile sets `stopEarnsPoint` — the X18 Circus — and `advance.ts` claims it once per train
|
||||
* with `stopPointClaimed`, so it can never fire twice for the same one.
|
||||
*
|
||||
* Gitea#16 asks for "longest engine sat on a siding" and its comment assumed this event would
|
||||
* answer it. It cannot, and a streak folded from it would have read "1 Stage" for ever. Pinned
|
||||
* here so that the day a real per-Stage signal is added, whoever adds it finds this test rather
|
||||
* than the old wrong assumption.
|
||||
*/
|
||||
const s = createGame({ id: 'g', seed: 1, config: baseConfig(), playerNames: ['Jesse'] });
|
||||
const feed = (e: GameEvent): void => tallyEvent(s, e);
|
||||
feed({ type: 'trainStoodStill', trainNumber: 18, where: '(0,0)' });
|
||||
assert.deepEqual(s.tally.circusStops, [{ trainNumber: 18, where: '(0,0)' }]);
|
||||
assert.ok(!('longestStand' in s.tally), 'a streak that cannot be computed is being reported');
|
||||
});
|
||||
});
|
||||
|
||||
describe('the official result freezes the tally with it (Gitea#11 + #16)', () => {
|
||||
it('records the statistics as they stood when the timetable ran out', () => {
|
||||
const { state } = playKeepingEvents(1);
|
||||
assert.ok(state.official, 'no official result was recorded');
|
||||
// Nothing was played after the ending in this game, so the two agree — which is the check that
|
||||
// the freeze happens AFTER the last batch of events is folded rather than before it.
|
||||
assert.equal(state.official!.tally.trainsCompleted, state.tally.trainsCompleted);
|
||||
assert.ok(state.official!.tally.cardsDrawn > 0, 'the frozen tally is empty');
|
||||
});
|
||||
|
||||
it('keeps the frozen copy still while the live tally moves on', () => {
|
||||
const s = createGame({ id: 'g', seed: 1, config: baseConfig(), playerNames: ['Jesse'] });
|
||||
s.clock.day = s.config.days + 1;
|
||||
s.clock.stage = STAGES_PER_DAY;
|
||||
s.clock.phase = 'shiftChange';
|
||||
advance(s);
|
||||
const frozen = s.official!.tally.cardsDrawn;
|
||||
|
||||
applyIntent(s, 0, { type: 'game.extend', player: 0, agree: true });
|
||||
tallyEvent(s, { type: 'cardDrawn', player: 0, source: 'homeOffice', cardId: 'x' });
|
||||
assert.equal(s.tally.cardsDrawn, frozen + 1, 'the live tally did not move');
|
||||
assert.equal(s.official!.tally.cardsDrawn, frozen, 'the frozen tally moved with it');
|
||||
});
|
||||
});
|
||||
@@ -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');
|
||||
});
|
||||
|
||||
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', () => {
|
||||
const area = areaFrom({ [coordKey(at(0, 0))]: officeCard() }, at(0, 0));
|
||||
assert.ok(!canPlaceAt(area, at(3, 3), straight()), 'orphaned track is never legal');
|
||||
|
||||
@@ -74,6 +74,8 @@ const west = (s: GameState, n = 2): GridCoord => {
|
||||
};
|
||||
|
||||
const boxcar = (loaded = false): RollingStock => ({ type: 'boxcar', loaded });
|
||||
/** As `ROLLING_STOCK_SUPPLY` mints them: there is no empty caboose in the game. */
|
||||
const caboose = (): RollingStock => ({ type: 'caboose', loaded: true });
|
||||
const coach = (loaded = false): RollingStock => ({ type: 'coach', loaded });
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
@@ -141,6 +143,23 @@ describe('§7 — what a train may couple', () => {
|
||||
'EMPTIES_ONLY',
|
||||
);
|
||||
});
|
||||
|
||||
it('X22 Pee-Dee may still couple a caboose, which is not a load (Gitea#8)', () => {
|
||||
// Every caboose in the game is minted `loaded: true` because the supply table's loaded/empty
|
||||
// split doubles as a piece count. Taken literally that left the per-diem train unable to pick
|
||||
// up ANY caboose, its own included: set it out at the end of a sweep and it was stranded there.
|
||||
const s = game();
|
||||
switching(s, 22, true, [], [caboose()]);
|
||||
assert.equal(check(s, 0, { type: 'switch.move', trayId: 't', to: west(s), reverse: false }), null);
|
||||
|
||||
// The restriction itself is untouched — a loaded car alongside the caboose still refuses.
|
||||
const withLoad = game();
|
||||
switching(withLoad, 22, true, [], [caboose(), boxcar(true)]);
|
||||
assert.equal(
|
||||
check(withLoad, 0, { type: 'switch.move', trayId: 't', to: west(withLoad), reverse: false }),
|
||||
'EMPTIES_ONLY',
|
||||
);
|
||||
});
|
||||
});
|
||||
|
||||
describe('§7 — one freight car per location (trains 3/4)', () => {
|
||||
|
||||
+339
-22
@@ -21,13 +21,16 @@ import { URLSearchParams as NodeURLSearchParams } from 'node:url';
|
||||
import { cardDescription, cardName, describeIntent, variantLabel } from '../src/sim/view.ts';
|
||||
import { variantsFor } from '../src/engine/track.ts';
|
||||
import { divisionSvg, officeSvg } from '../src/sim/board-svg.ts';
|
||||
import { ENHANCEMENT_RULES } from '../src/engine/content.ts';
|
||||
import { facilitiesHtml, timetableHtml } from '../src/web/panels.ts';
|
||||
import { ENHANCEMENT_RULES, STAGES_PER_DAY } from '../src/engine/content.ts';
|
||||
import { dayEndHtml, facilitiesHtml, resultsHtml, timetableHtml } from '../src/web/panels.ts';
|
||||
import { turnChartHtml } from '../src/sim/turnchart.ts';
|
||||
import { fieldSelectors } from '../src/web/settings-form.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 { createGame as createEngineGame } from '../src/engine/setup.ts';
|
||||
import { advance as advanceEngine } from '../src/engine/advance.ts';
|
||||
import type { GameConfig } from '../src/engine/state.ts';
|
||||
import {
|
||||
overHandLimit,
|
||||
actionGroups,
|
||||
@@ -103,6 +106,18 @@ describe('the browser game plays', () => {
|
||||
it('reaches the end of a game through the same calls the page makes', () => {
|
||||
const { game, turns } = playThrough(77);
|
||||
assert.ok(turns > 50, `only ${turns} decisions — the game stalled`);
|
||||
|
||||
/**
|
||||
* The timetable runs out and the game STOPS TO ASK rather than ending (Gitea#11) — `currentActor`
|
||||
* is null there, which is where `playThrough` breaks. Declining through `submit` finishes it,
|
||||
* which is worth doing here rather than merely asserting the pause: this test exists to prove a
|
||||
* whole game is playable through the calls the page makes, and since Gitea#11 the last of those
|
||||
* calls is the vote.
|
||||
*/
|
||||
assert.equal(game.state.status, 'awaitingExtension');
|
||||
assert.ok(game.state.official !== null, 'an ended game must have recorded its official result');
|
||||
assert.ok(submit(game, { type: 'game.extend', player: 0, agree: false }, 0), 'the page cannot decline');
|
||||
|
||||
assert.equal(game.state.status, 'finished');
|
||||
assert.ok(game.state.outcome !== null, 'a finished game must have an outcome');
|
||||
});
|
||||
@@ -946,17 +961,29 @@ describe('the page explains itself', () => {
|
||||
// A played card becomes a cell with a name on it — "turnout", "Freight House", "waiting area" —
|
||||
// and the explanation that was visible while it sat in hand disappears exactly when it starts
|
||||
// mattering. Play a long way in so every card kind reaches the grid.
|
||||
const game = newGame(111);
|
||||
for (let i = 0; i < 400; i++) {
|
||||
if (currentActor(game) === null) break;
|
||||
const { options } = actionGroups(game);
|
||||
if (options.length === 0) break;
|
||||
const pick = options.find((o) => o.type === 'card.play' && o.placement) ?? options[0]!;
|
||||
if (!submit(game, pick)) break;
|
||||
/**
|
||||
* THE SEED IS SEARCHED FOR, not written down. This took seed 111 flat and asserted its board
|
||||
* ended up with more than four cards on it. Gitea#3 changed how fast trains cross, which changes
|
||||
* how a game unfolds, and 111 stopped building enough of a district — so the test failed on its
|
||||
* own precondition rather than on anything about tooltips.
|
||||
*
|
||||
* 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;
|
||||
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) {
|
||||
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.
|
||||
@@ -1197,7 +1224,7 @@ describe('the page explains itself', () => {
|
||||
id: 'tray3', trainNumber: 7, trainIsExtra: false, engineAt: 0,
|
||||
consist: [], direction: 'east', position: { at: 'mainline', index: 1 }, movesUsed: 0,
|
||||
});
|
||||
s.clock.pendingDecision = { train: 'tray2', occupiedBy: 'tray3' };
|
||||
s.clock.pendingDecision = { kind: 'clearance', train: 'tray2', occupiedBy: 'tray3' };
|
||||
|
||||
const allow = describeIntent(s, { type: 'mainline.clearance', allow: true });
|
||||
const hold = describeIntent(s, { type: 'mainline.clearance', allow: false });
|
||||
@@ -1585,7 +1612,40 @@ describe('the static build', () => {
|
||||
(target['onclick'] as (() => void) | null)?.();
|
||||
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
|
||||
// looks empty even though the markup is perfect.
|
||||
@@ -1598,7 +1658,10 @@ describe('the static build', () => {
|
||||
assert.match(html, /data-cell="/, 'the board drew no addressable cards');
|
||||
const lit = (grid['highlighted'] as () => unknown[])();
|
||||
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.
|
||||
@@ -1883,8 +1946,10 @@ describe('the static build', () => {
|
||||
const asked = new Set([...src.matchAll(/\$\('([a-zA-Z][\w-]*)'\)/g)].map((m) => m[1]!));
|
||||
const html = readFileSync(join(dist, 'play.html'), 'utf8');
|
||||
const present = new Set([...html.matchAll(/id="([a-zA-Z][\w-]*)"/g)].map((m) => m[1]!));
|
||||
// `again` is created by the game-over screen before it is looked up.
|
||||
present.add('again');
|
||||
// Created by the ending screen (`renderEnding`) before they are looked up, so they are never in
|
||||
// the served HTML: `again` starts a new game, `results` reopens the results dialog, and the two
|
||||
// `extend-*` buttons are the extension vote (Gitea#11).
|
||||
for (const id of ['again', 'results', 'extend-yes', 'extend-no']) present.add(id);
|
||||
for (const id of asked) {
|
||||
assert.ok(present.has(id), `main.ts asks for #${id}, which the page does not contain`);
|
||||
}
|
||||
@@ -2761,18 +2826,44 @@ describe('the Division map shows the whole route', () => {
|
||||
}
|
||||
});
|
||||
|
||||
it('seats 1 to 4 players without overlapping or spilling off the canvas', () => {
|
||||
// A row, two facing rows, a horseshoe and a square. The layout is geometry with no visual
|
||||
// feedback loop, so this is the only thing standing between a change and an unreadable board.
|
||||
it('draws 1 to 4 players as ONE row, west to east, without overlapping or spilling', () => {
|
||||
/**
|
||||
* Gitea#18. This used to check "a row, two facing rows, a horseshoe and a square" — the route
|
||||
* was laid out around a table, on the reasoning that players sit around one. It cost three
|
||||
* reports, and the one that decided it was that **east stopped being to the right**: a player's
|
||||
* east could be drawn south, west or north depending which lane their district landed in, on a
|
||||
* map whose whole job is saying which way a train is going.
|
||||
*
|
||||
* So the property is now stronger and much simpler to state — every cell on one row, ordered
|
||||
* west to east — which is exactly what makes "east is right" true and is the thing that would
|
||||
* silently regress if anyone reintroduced lanes. The overlap and canvas checks are kept: the
|
||||
* layout is geometry with no visual feedback loop.
|
||||
*/
|
||||
for (const players of [1, 2, 3, 4]) {
|
||||
const svg = divisionFor(players);
|
||||
const vb = /viewBox="0 0 (\d+) (\d+)"/.exec(svg);
|
||||
assert.ok(vb, `${players}p produced no viewBox`);
|
||||
const W = Number(vb![1]);
|
||||
const H = Number(vb![2]);
|
||||
const rects = [...svg.matchAll(/class="bs-dcell[^"]*"[^>]*><rect x="([\d.]+)" y="([\d.]+)" width="([\d.]+)" height="([\d.]+)"/g)]
|
||||
.map((m) => ({ x: +m[1]!, y: +m[2]!, w: +m[3]!, h: +m[4]! }));
|
||||
assert.ok(rects.length >= 5, `${players}p drew only ${rects.length} cells`);
|
||||
const rects = [...svg.matchAll(/class="bs-dcell bs-d(\w+)[^"]*"[^>]*><rect x="([\d.]+)" y="([\d.]+)" width="([\d.]+)" height="([\d.]+)"/g)]
|
||||
.map((m) => ({ kind: m[1]!, x: +m[2]!, y: +m[3]!, w: +m[4]!, h: +m[5]! }));
|
||||
// WDP · (ML · Office) × players · ML · EDP — including the Mainline card before the East
|
||||
// Division Point, which the issue's own sketch left out.
|
||||
assert.equal(rects.length, 2 * players + 3, `${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++) {
|
||||
const a = rects[i]!;
|
||||
assert.ok(
|
||||
@@ -2788,6 +2879,52 @@ 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', () => {
|
||||
// "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)
|
||||
@@ -3090,6 +3227,169 @@ 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${html}`);
|
||||
assert.ok(html.includes('<b>12</b>'), 'the target is not shown');
|
||||
// Revenue order, so the leader is first: Bo (7) above Ada (4).
|
||||
assert.ok(html.indexOf('Bo') < html.indexOf('Ada'), 'the standings are not in Revenue order');
|
||||
assert.ok(html.includes('(you)'), 'the viewer is not marked in the standings');
|
||||
});
|
||||
|
||||
it('says nothing about collisions in a game that is not scored on them', () => {
|
||||
// §3.4's collision checks run in competitive and co-op ONLY, and `0` on a dial turns that check
|
||||
// off besides. A solitaire game carries the default dials and enforces neither, so a collision
|
||||
// budget on screen there would be a rule this game does not have.
|
||||
const solo = frameAt(2);
|
||||
assert.ok(!dayEndHtml(solo).includes('Collision'), 'reports a collision budget in solitaire');
|
||||
|
||||
const coop = frameAt(2);
|
||||
coop.mode = 'coop';
|
||||
coop.maxCollisionsTotal = 3;
|
||||
coop.collisionsTotal = 1;
|
||||
assert.ok(dayEndHtml(coop).includes('Collision'), 'hides collisions in a game scored on them');
|
||||
|
||||
const noDials = frameAt(2);
|
||||
noDials.mode = 'coop';
|
||||
noDials.maxCollisionsTotal = 0;
|
||||
noDials.maxCollisionsPerDay = 0;
|
||||
assert.ok(!dayEndHtml(noDials).includes('Collision'), 'reports collisions with both dials off');
|
||||
});
|
||||
|
||||
it('gives the page the dialog to fill', () => {
|
||||
const html = readFileSync(join(dist, 'play.html'), 'utf8');
|
||||
for (const id of ['dayenddlg', 'dayendbody', 'resultsdlg', 'resultsbody']) {
|
||||
assert.ok(html.includes(`id="${id}"`), `play.html has no #${id}`);
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
describe('the end-of-game results screen (Gitea#16)', () => {
|
||||
/**
|
||||
* A finished game, built by running the clock off the end of a real one rather than by hand — the
|
||||
* screen reads `official`, and only the engine writes that.
|
||||
*/
|
||||
const finished = (over: Partial<GameConfig> = {}, names = ['Solitaire']): Frame => {
|
||||
const s = createEngineGame({
|
||||
id: 'results', seed: 4021,
|
||||
config: {
|
||||
mode: 'solitaire', days: 5, minCombinedRevenue: 12,
|
||||
maxCollisionsPerDay: 0, maxCollisionsTotal: 0, pvpCardsAllowed: false,
|
||||
optionalRules: { reducedVisibility: false, employeeRotation: false, emergencyToolbox: false },
|
||||
...over,
|
||||
},
|
||||
playerNames: names,
|
||||
});
|
||||
s.clock.day = s.config.days + 1;
|
||||
s.clock.stage = STAGES_PER_DAY;
|
||||
s.clock.phase = 'shiftChange';
|
||||
advanceEngine(s);
|
||||
return snapshot(s, [], null);
|
||||
};
|
||||
|
||||
it('never prints a raw enum at the player', () => {
|
||||
// The bug the issue opens on: `GAME OVER — revenueFloor` is an internal identifier, shown at
|
||||
// the one moment the game has the player's whole attention.
|
||||
for (const f of [finished(), finished({ minCombinedRevenue: 0 })]) {
|
||||
const html = resultsHtml(f);
|
||||
for (const raw of ['revenueFloor', 'daysElapsed', 'collisionFloor']) {
|
||||
assert.ok(!html.includes(raw), `the results screen prints the raw reason "${raw}"`);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
it('says why the game ended, in a sentence, with the game\'s own numbers in it', () => {
|
||||
const html = resultsHtml(finished());
|
||||
assert.ok(html.includes('closed short'), `the revenue-floor ending is not explained:\n${html}`);
|
||||
assert.ok(html.includes('<b>12</b>'), 'the floor that was missed is not named');
|
||||
});
|
||||
|
||||
it('reports the rules the game was actually dealt under', () => {
|
||||
const html = resultsHtml(finished({ mode: 'coop' }, ['Ada', 'Bo']));
|
||||
assert.ok(html.includes('The rules in play'), 'the rules section is missing');
|
||||
assert.ok(html.includes('Co-op'), 'the mode is not reported');
|
||||
assert.ok(html.includes('per load'), 'the pay rates are not reported');
|
||||
});
|
||||
|
||||
it('reports the railroad from the tally, not from nothing', () => {
|
||||
const html = resultsHtml(finished());
|
||||
assert.ok(html.includes('Trains through the Division'), 'the tally section is missing');
|
||||
});
|
||||
|
||||
it('names the winner the OFFICIAL result named, not whoever leads now (Gitea#11)', () => {
|
||||
const f = finished({ mode: 'competitive', minCombinedRevenue: 0 }, ['Ada', 'Bo']);
|
||||
// Ada won at the timetable; Bo overtakes during extended play. The frozen result stands.
|
||||
f.official = {
|
||||
day: 5,
|
||||
outcome: { result: 'win', winner: 0, reason: 'daysElapsed' },
|
||||
revenues: [9, 2],
|
||||
collisionsTotal: 0,
|
||||
tally: f.tally,
|
||||
};
|
||||
f.extraDays = 3;
|
||||
f.players = [
|
||||
{ index: 0, seat: 0, name: 'Ada', revenue: 9, hand: 3 },
|
||||
{ index: 1, seat: 1, name: 'Bo', revenue: 40, hand: 2 },
|
||||
];
|
||||
const html = resultsHtml(f);
|
||||
assert.ok(html.includes('Ada takes the Division'), `the official winner is not the headline:\n${html}`);
|
||||
assert.ok(html.includes('winner'), 'nobody is marked as the winner in the standings');
|
||||
assert.ok(html.includes('After the timetable'), 'extended play is not reported at all');
|
||||
assert.ok(html.includes('3 more Days'), 'the extra Days are not counted');
|
||||
assert.ok(
|
||||
html.indexOf('Ada takes the Division') < html.indexOf('After the timetable'),
|
||||
'the informational section is above the official result',
|
||||
);
|
||||
});
|
||||
|
||||
it('leaves out the extended-play section entirely when nothing was extended', () => {
|
||||
assert.ok(!resultsHtml(finished()).includes('After the timetable'));
|
||||
});
|
||||
});
|
||||
|
||||
describe('every file the build needs is actually in the repo (regression)', () => {
|
||||
it('does not gitignore a source page', () => {
|
||||
// REGRESSION. `.gitignore` carried `replay*.html` to catch the throwaway files generated at the
|
||||
@@ -3569,7 +3869,7 @@ describe('the New Game dialog', () => {
|
||||
* 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.
|
||||
*
|
||||
* 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
|
||||
* DOCUMENT — so the stub keeps one set of groups and answers for both the document and the dialog.
|
||||
*/
|
||||
@@ -3681,6 +3981,7 @@ describe('the New Game dialog', () => {
|
||||
transit: els.get('ng-transit')!['value'],
|
||||
days: els.get('ng-days')!['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 () => {
|
||||
@@ -3699,6 +4000,22 @@ describe('the New Game dialog', () => {
|
||||
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 () => {
|
||||
// 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.
|
||||
|
||||
Reference in New Issue
Block a user