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Author SHA1 Message Date
Jesse.MarkowitzandClaude Opus 5 31b942cc38 TODO.md had stopped tracking its own closures
Nothing was wrong with the ordering. What had gone wrong is that eight
items were done or superseded in one place and still open in another,
which reads as live work — worse than no entry at all. Found by
reviewing the file against the Gitea tracker and the git log, not by
reading it.

NEXT WAS 43 CHRONOLOGICAL ENTRIES, 26 OF THEM STRUCK THROUGH, and the
live work had stopped being visible in it. It is grouped by what each
item is WAITING ON now — blocked on a table, the screen, waiting on
something outside the code, unscheduled, standing practice — with the
closed entries moved to a Settled block at the end of the section.

EVERY NUMBER IS KEPT AS A STABLE ID. The rest of the file refers to
items by number ("decide with item 15", "same drawing pass as 19-21"),
so renumbering would have silently broken every cross-reference.
Numbers are ids, not positions, and the file now says so. The one
reference that pointed at a settled item (item 22, the dead centre of
the Division map) is rewritten to name the principle that outlived it
rather than the item.

EIGHT STALE ITEMS CLOSED. The Heavy Grade orientation was fixed in
cf018b4 and never checked off. The Fedora is TODO #29, done in this
same unshipped v0.7.9. The remaining six were the Division-map drawing
pass, all answered by Gitea#18 (closed 2026-08-26) replacing the layout
rather than fixing the drawing — 167 lines describing a wrapped map
that no longer exists, collapsed to 32 that keep the two ideas which
outlived their items: "SHARED in the middle, YOURS on the right", now
Gitea#20's territory, and why rotating the map to seat a viewer at the
bottom was refused (it moves the open gap between the buffer stops out
of the eye's path, and that gap is the only thing saying the Division
is a line and not a loop).

65 open items to 57; 2,400 lines to 2,179.

TWO PIECES OF DEAD CODE GITEA#18 LEFT BEHIND, found while confirming
the map really is one row before closing the items that say it is.
SIDE_GAP was declared and never read. And divisionSvg's header comment
still described "one row alone, two rows facing, a horseshoe of three,
a square of four" — contradicting the layout comment 200 lines below
it, which explains why that layout was dropped. A comment that
survives the code it describes is how the next reader gets it wrong.

No behaviour change. 878 tests pass.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YTaNBL1jVxNqgFdjHkHoo3
2026-08-30 16:10:41 -04:00
Jesse.MarkowitzandClaude Sonnet 5 bb1b661211 A game you come back to has not begun
Reported by Jesse, 2026-08-30: "when you are continuing the saved game
out of that screen, do not post a message that says 'The game has
begun.' … it needs to say 'The game has resumed.'"

A restored game draws exactly like a dealt one — mid-Day, mid-phase,
with a log already several turns deep — and solitaire said nothing at
all to tell the two apart. It flashes "The game has resumed — Day 3,
Stage 7" now, on both ways back in: the setup screen's Continue saved
game, and a bare reload that restores the save.

THE SAME LINE WAS WRONG ON THE MULTIPLAYER SIDE, IN THE OTHER
DIRECTION. noteFirstFrame guards on firstFrameSeen, which is per
page-load — so re-entering a game this browser already held a seat in,
by reloading mid-game or picking it out of the lobby's list, announced
that the game had BEGUN to somebody who had been playing it for an
hour. beginRemote carries whether this is a rejoin now, and the line
reads "resumed" when it is.

Both halves are pinned, including that a brand-new game does not claim
to be a resume — an announcement that fires either way says nothing.

Stays in the unshipped v0.7.9. 878 tests pass, eleven new.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AdG46Ja2PEDBkpqiDazMoX
2026-08-30 16:10:17 -04:00
Jesse.MarkowitzandClaude Sonnet 5 788e5f2eec The save warning, the buttons, and a claim that was simply false
- The save warning is a warning: 15px, weight 500, bright amber on a
  deeper ground with a 5px rule down the side. (What Jesse was looking
  at is v0.7.8, where this line is still the small grey .ng-note —
  none of 0.7.9 has been deployed.)

- The buttons read the same on both screens: "Continue saved game" and
  "Create new game". Solitaire said "Continue Existing Saved Game" and
  "Deal New Game", the lobby said "Create game" — three phrasings for
  two actions.

- "Off in every game type" is deleted from the Optional rules note
  because it was not true. Checked against the presets rather than
  taken on trust: discardTimetabled (§6.2, a Timetabled train may be
  discarded) ships ON in all four types, not just Co-op. The note now
  says only what holds for all of them.

Stays in the unshipped v0.7.9. 877 tests pass.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AdG46Ja2PEDBkpqiDazMoX
2026-08-30 09:26:56 -04:00
Jesse.MarkowitzandClaude Sonnet 5 a70b7f88f3 Say who the game is waiting on, and move the Fedora; replay in words
Three items folded into the unshipped v0.7.9.

WAITING ON (reported by Jesse from play). The status line said "nobody —
the Division is running itself" while the game was stopped on the
Superintendent. Frame.actor carried clock.currentActor, which is null
for the whole Mainline Phase, so all three interruptions — §8.1's
clearance ruling, Gitea#5's Yard Office offer, Gitea#19's Red Flag
prompt — reported that nobody was holding it up. actingPlayer had the
answer since the Gitea#5 refactor; the Frame threw it away. It carries
actingPlayer now, plus a new `awaiting` field naming the question and
the train: "waiting on Bob · a clearance ruling · Train 4". Naming the
person alone is not enough when three different things can be pending.

THE FEDORA (TODO #29) rides at the right-hand end of the phase row
instead of a line of its own, and wraps under rather than squeezing the
chips.

THE DEVELOPER REPLAY (TODO #34) printed "loss — revenueFloor", the same
defect Gitea#16 was filed about, still alive because nothing
player-facing pointed at it. panels.ts's reasonSentence is exported and
shared rather than reimplemented, fed the last recorded frame and
stripped of markup. The drift test maps win/loss to won/lost so it still
checks the two AGREE rather than that they are spelled alike.

Also carries the previous, unsigned commit's work: the two setup screens
worded the same section by section.

877 tests pass, ten new.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AdG46Ja2PEDBkpqiDazMoX
2026-08-30 09:01:19 -04:00
Jesse.MarkowitzandClaude Sonnet 5 131538dc7c Two setup screens, not three — the in-game dialog is deleted
Jesse: "it should not go to a separate screen. We should reuse the
Solitaire New Game Screen… in general we should reuse what we already
have."

#newgamedlg was a third copy of the same questions and the one that
drifted: shown only to a solitaire player, it asked "Everyone loses if
COMBINED Revenue…" and explained Employee Rotation in full multiplayer
terms beside a control it had disabled. Both were on the list to
re-word; deleting the screen removes the drift instead of restating it.

New game opens the setup screen IN PLACE rather than navigating, so the
live session stays in memory: the fields open on the rules actually
being played (what the dialog was good for), and Continue Existing Saved
Game puts the board back with no reload. render() calls save() every
frame, so nothing is at risk either way.

The two remaining screens now match below their headers — same three
parameters in the same order, same seed note, same chair note. Solitaire
shows Players at the table locked at 1 rather than omitting it: a fixed
control says "same form, table of one", a missing one made it a
different form sharing a rules block.

Drift guard drops to two prefixes and now fails if any ng- id returns.

Stays in the unshipped v0.7.9. 874 tests pass.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AdG46Ja2PEDBkpqiDazMoX
2026-08-30 07:58:56 -04:00
Jesse.MarkowitzandClaude Sonnet 5 cf018b4a5f A Heavy Grade shows which way it climbs
Jesse: "heavy grade mainline card tooltip states climbs east, but card
doesn't show it." The Frame has carried gradeUp all along and the tip
has said it; the card drew nothing, so the one Mainline card whose
orientation is set per game was the one you had to hover to read.

A brown wedge in the lower right rising toward the climb, with a bone
arrow lying along its slope, centred on the triangle's centroid. East is
right on this map (Gitea#18), which is what lets a wedge be read without
a compass.

Four passes. Up the hypotenuse the arrow began at the wedge's thin
corner, where there is no height, so its head read as clipped. Level, it
was contained but did not read as climbing. At 30° — steeper than the
wedge's own 22.5° — it had to be tucked into the fat half. Parallel to
the slope is the shape that fits: the gap to the hypotenuse is then
constant, so the arrow can sit centred. The wedge grew to 58x24 to pay
for it, since a centred arrow has less room than an off-centre one.
Sizes are a search result, clearing every edge by 2.88px.

The first containment test bounded the arrow against the CARD, which it
never left, while the wedge clipped it — a green check on a visibly
broken glyph. It checks the TRIANGLE now with a 2px floor, plus
parallelism derived from the wedge and centroid placement.

Orientation is always set, measured not assumed: 400 seeds x 4 player
counts, 535 grades placed, 0 without one, 276 east / 259 west.

Stays in the unshipped v0.7.9. 874 tests pass, one new.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AdG46Ja2PEDBkpqiDazMoX
2026-08-30 05:28:31 -04:00
Jesse.MarkowitzandClaude Sonnet 5 45cf521a40 configWith let the day count and the Revenue floor disagree
minCombinedRevenue fell back to SOLO_CONFIG's constant — the floor for a
FIVE-Day game — whatever days said. configWith({ days: 1 }) asked a
one-Day game to clear 15, which a full five-Day game averages barely
half of; configWith({ days: 10 }) asked for that same 15. It derives
from the days it was given now.

Not a live fault: createLocalSession is the only caller and the page
always writes the floor itself, so no dealt game was ever wrong. Found
by a throwaway probe that passed only days — which is how the next
caller would reach for it. Unchanged at the default day count, since
SOLO_CONFIG's floor is this same formula at DEFAULT_DAYS.

Stays in the unshipped v0.7.9 per Jesse — no version bump for the next
several fixes. 873 tests pass, three new.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AdG46Ja2PEDBkpqiDazMoX
2026-08-30 01:51:11 -04:00
Jesse.MarkowitzandClaude Sonnet 5 e035dda5a3 The extension question was hidden behind the results screen (Gitea#11)
Jesse, playing v0.7.8: "Solitaire game ended. I did not have an option
to extend the game by a day."

The engine and the Frame were right — checked before changing anything.
A solitaire game at the end of its timetable reaches awaitingExtension
with extensionVotes [null], and renderEnding writes "play one more Day"
into #actions. It then opens #resultsdlg, which is MODAL, so those
buttons were directly underneath a dialog whose only control was Close.

The results dialog now carries the question itself, hidden unless a vote
is pending: Play One More Day / End the Game Here, casting the same
game.extend intent. The #actions buttons stay as the fallback once it is
closed.

TODO.md #35 recorded extended play as verified on phoenix.local — over
the HTTP API, which renders no dialog. What was proven was that the
server supports it, not that a player can reach it. Noted there.

Rides along in the unshipped v0.7.9. 870 tests pass, one new.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AdG46Ja2PEDBkpqiDazMoX
2026-08-30 01:26:03 -04:00
Jesse.MarkowitzandClaude Sonnet 5 f2c87b6871 v0.7.9 — solitaire setup screen feedback, and the dead settings it exposed
Four pieces of feedback from Jesse on the solitaire setup screen.

THE COLLISION LIMITS DID NOTHING IN SOLITAIRE. Asked to reword those
entries to "the game ends immediately and results in a loss", which was
unwriteable: advance.ts gated the §3.4 check on competitive/coop, and a
solitaire game's mode is 'solitaire'. Both limits were offered as live
settings, rode into the config, and never fired — the existing text was
already false. The exclusion was never a stated rule and nothing
recorded a reason for it. Jesse's ruling: the settings do what they say,
so the gate is gone rather than the controls.

Measured, not asserted — 200 standard developer-bot games:
loss/collisionFloor 1 in 200, Days played 5.00 -> 4.98 mean with a
minimum of 1, collisions per game unchanged at 0.14. Recorded in
TODO.md under Play Balance, since full-length figures predate it.

Extra start defaults to ownOffice: at one seat it is the same rule as
anyOffice (apply.ts only rejects another seat's start), so this is a
label fix with no gameplay effect.

Also: collision wording on all three screens, Employee Rotation reads
"not applicable for solitaire", and the save warning is legible at 14px
on an amber panel with buttons that say Continue Existing Saved Game and
Deal New Game.

869 tests pass, two new; one asserted the opposite of the ruling and
says so where it was reversed.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AdG46Ja2PEDBkpqiDazMoX
2026-08-30 01:01:11 -04:00
Jesse.MarkowitzandClaude Sonnet 5 193800a649 v0.7.8 — the setup screen was unreachable for anyone who had ever played
Third report of the same symptom, this time with the build confirmed
current on screen, which ruled out v0.7.7's caching fault and left the
real cause exposed.

v0.7.5 skipped the setup screen whenever load() found a save, reasoned
as "a saved game is a game to resume". A browser that has ever played
solitaire always has one, so the door could never reach the screen
again — and the fresh private window that appeared to vindicate v0.7.7
simply had no save. Two real faults were stacked; the caching one is
fixed and had been masking this.

The door outranks a saved game now: ?solitaire is a request to set one
up, while a bare reload still resumes (pinned by its own test). Since
Deal clears the save, the screen carries #ss-resume and says what Deal
costs, so the door cannot destroy a game in progress.

Also, per Jesse, riding along rather than taking its own release: the
splash footer now names both ways to play.

868 tests pass, four new. The reproduction was a failing test written
before the fix.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AdG46Ja2PEDBkpqiDazMoX
2026-08-29 23:47:44 -04:00
Jesse.MarkowitzandClaude Sonnet 5 af68aac78d v0.7.7 — two releases shipped to a browser that never received them
buildStamp()'s no-git fallback was the literal "nogit", and the .s9pk
Dockerfile copies the tree in without .git — so git rev-parse fails on
every packaged build. That string is also the cache-bust key every
module URL carries, so v0.7.4, v0.7.5 and v0.7.6 all published
./web/main.js?v=nogit, byte-identical, and returning browsers refetched
nothing. v0.7.5's setup screen and v0.7.6's door fix were both correct
and neither arrived.

The fallback is now the package version plus the build timestamp, always
distinct. And serveStatic sent no Cache-Control at all, which is the
other half — a cached play.html pins a player to the whole build it
names. A request carrying ?v= is now immutable for a year; everything
else is no-cache. ?v= rather than "not HTML" because build-web.ts tags
the modules and nothing else.

Neither half is sufficient alone.

864 tests pass, two new.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AdG46Ja2PEDBkpqiDazMoX
2026-08-29 22:23:09 -04:00
Jesse.MarkowitzandClaude Sonnet 5 b4f09f05cb v0.7.6 — the solitaire door could not reach solitaire
Found by Jesse playing v0.7.5 on phoenix.local: a browser that had ever
held a multiplayer seat could not reach the new solitaire setup screen
at all. start() checked a browser-remembered multiplayer session before
ever looking at solitaire's own state, and a bare ./play.html load could
not tell "clicked Play solitaire" apart from "reloaded mid multiplayer
game" — the same problem ?lobby already solved for the door on the
other side, never applied to this one.

The door now links to ./play.html?solitaire, and start() treats that,
an explicit ?seed=, or the setup screen's own ?hand= (written by every
Deal) as proof this navigation means solitaire — checked ahead of the
remembered-session lookup rather than only below it.

862 tests pass, three new.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AdG46Ja2PEDBkpqiDazMoX
2026-08-29 19:59:37 -04:00
Jesse.MarkowitzandClaude Sonnet 5 3e961496b0 v0.7.5 — solitaire asks before it deals, the same way multiplayer already does
A new #solitairesetup screen in play.html asks the full shared game-options
block — type, starting hand, Extra start, revenue, victory conditions,
optional rules — before a genuinely fresh visit deals a game. A saved game,
an explicit ?seed=, or a URL a Deal already wrote all skip past it, same as
?lobby already skips the front doors on an invite link.

The in-game dialog, the lobby and this screen now share one
wireGameTypeBlock()/commitNewGame() pair instead of the dialog carrying its
own copy of the questions.

859 tests pass. Not yet played in a browser.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AdG46Ja2PEDBkpqiDazMoX
2026-08-29 19:14:37 -04:00
Jesse.MarkowitzandClaude Opus 5 a02d1fcffe TODO: v0.7.4 is shipped and installed, and four features are unplayed
Records the close of the 2026-08-29 session.

#38, done: Gitea#13, #5 and #19 in v0.7.4, wrapper 085b88b as 0.7.4:0, installed on
phoenix.local. Each issue carries a comment naming its commit and what was ruled,
per the standing instruction in #30 — auto-closing alone leaves no record of which
release answered a report.

#37 extended: the wrapper went 0.7.3 then 0.7.4 the same day, and the sequence is
written down rather than rediscovered next time. Both tags signed and pushed.

Three things the session leaves behind, and the first is the one that matters:

  #39 — NOTHING FROM v0.7.4 HAS BEEN PLAYED BY A HUMAN, and nor has extended play
  from v0.7.3 (#35). Four features shipped without a table between them. Two of them
  are interruptions that stop the Mainline Phase and put a question in front of
  somebody mid-thought, which is exactly what only play reveals.

  #40 — a save from before v0.7.4 may not replay, and nobody has been told. Same
  shape as #32 for the playtest line. It fails safe and WHISTLE-4086 did survive on
  phoenix, so "may not" rather than "will not".

  #41 — the bot still cannot use the half of Red Flags a human would: planting a
  flag on purpose to buy a Stage for switching. It takes the danger prompt
  unconditionally and still plays zero in 200 games.

Also de-duplicates #35, where an earlier edit left the superseded paragraph appended
to the rewritten one.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EAgJSmeV8zrMh55Mj85ESb
2026-08-29 08:43:43 -04:00
Jesse.MarkowitzandClaude Opus 5 19a6a47ab6 v0.7.4 — Red Flags hold a train out of your Limits (Gitea#19)
"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."

REPLACES the old rule outright, per Jesse's call. Red Flags used to be played on a
stopped train out on the Mainline and protected it from a rear-ender: offered 4,212
times and played 4 across 600 games, a mechanic nobody used, and ABS Signals already
does that job better. The flag is now planted on one side of your own district and
holds the next train arriving from that side.

SPENT ON THE TRAIN IT STOPS. One card, one train, so there is no lifting action to
build, nothing to forget, and a flag cannot quietly strangle the Division. The held
train loses one Mainline Phase and comes in on the next — it buys a Stage to clear
the lead, which is what "wish to complete switching" asks for.

PLAYABLE OUT OF PHASE, which is the other half of the issue: when an arrival would
certainly collide and the district's owner holds the card, the phase breaks in and
asks. Offered ONLY to somebody holding one — a prompt with a single button is not a
choice, and it would leak that a collision is coming. The danger is read from §8.3's
own two triggers rather than restated, so the prompt cannot offer a flag against a
collision that will not happen.

Built on the decision union Gitea#5 introduced: this adds a `redFlag` case and
nothing else structural.

THE BOT STILL NEVER PLAYS IT, AND I MEASURED RATHER THAN ASSUMED. It now takes the
out-of-phase prompt unconditionally — the engine has already established the danger,
so there is nothing left to judge — and over 200 solitaire games `redFlagsSet` fires
ZERO times. The prompt needs an arrival that would collide (0.14 per game, about one
game in seven) to coincide with holding the card from a three-card hand out of 121.
So the anomaly exemption in sim.test.ts stays, but its comment no longer claims the
bot is unwilling: it is measuring deck luck. What is left to fix is the half of the
card a human would use, planting a flag on purpose to buy switching time, and TODO.md
now says that instead of the old finding.

A BUG WORTH RECORDING, 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 state and then describes it. 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 on it deliberately now,
with the reasoning.

858 tests pass.

Closes #19

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EAgJSmeV8zrMh55Mj85ESb
2026-08-29 07:12:36 -04:00
Jesse.MarkowitzandClaude Opus 5 228027637b The Yard Office is offered, reachable, and can be run into (Gitea#5)
"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… the game will
offer that player the option… They can of course still choose to have the train go
to the standard office."

It was implemented, in a stripped form missing all three conditions: a qualifying
train was TELEPORTED onto the Yard Office 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.

All three now hold:

  - OFFERED to whoever sits in the district, interrupting the Mainline Phase on the
    turn the train arrives. Declining is an ordinary arrival onto an A/D track.
  - REACHABILITY is the engine's own move walk. `exploreMoves` already means what
    the card means — any distance without changing direction, finishing on
    Operational Rail (§2.4, §A.1) — so using it is what makes code and card agree.
    Reversing is a separate Move, so a yard that can only be reached by backing up
    is correctly out of reach.
  - CARS ON THE LEAD COLLIDE. The walk does not treat standing cars as obstacles;
    it COUPLES them, because that is what a switching move does. An arriving train
    is not switching, so what it would have coupled is what it is about to hit —
    the same reading §8.3 already applies to the Running Track. `destination.couples`
    is therefore the fouling signal, and it needed no new machinery.

Per Jesse's ruling (2026-08-29) the two failures his issue names are kept apart: no
route means no offer, with the history saying why ("make sure this is logged in
history — why can't move so user knows why they can't get to yard"); a route that
exists but is fouled IS offered, and taking it crashes. A silent absence is
indistinguishable from a broken feature, which is how the missing check survived.

THE SHARED REFACTOR THIS NEEDED. `pendingDecision` was one question asked of one
player — §8.1's clearance, always the Superintendent — and `currentActor` hardcoded
that. It is a discriminated union now, with `decisionActor` as the single place that
maps a question to whoever must answer it, and `clearanceRuling` generalised to
`decisionAnswer`. Six copies of `pendingDecision !== null ? superintendent :
currentActor` across the engine, the sim, the web client and the tests collapse into
`actingPlayer`; they had already stopped being right the moment a second kind of
question existed. Gitea#19 needs the same machinery and now only has to add a case.

A BUG THE FIRST CUT WALKED INTO, worth recording because it is a trap the next
interruption will meet too: the offer must be put BEFORE the train is taken off its
Mainline card. `needsClearance` unwinds the whole phase and the driver re-enters
from the top, so asking after the `transits` filter cost the train its place on the
card and the answer had nowhere to land. §8.1 gets this right by asking before it
commits, and the Yard Office now does the same.

The developer bot declines: the Yard Office frees an A/D track, but the lead may be
fouled and the bot cannot read its own yard well enough to tell (`TODO.md`, Bot
Performance). Declining is always safe and keeps the harness comparable with every
measurement taken before this rule existed.

851 tests pass.

Closes #5

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EAgJSmeV8zrMh55Mj85ESb
2026-08-29 06:57:31 -04:00
Jesse.MarkowitzandClaude Opus 5 5e34c73b16 Extras that must run loaded, and a circus paid per district (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."

MAKE-UP. X17 Campaign, X18 Circus and X19 Military carry `mustRunLoaded`. It is a
preference order rather than a flat requirement, 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 accept, and once it cannot, the empty is legal and the train
may still depart short. Per category, since that is the slot the car competes for
— a loaded coach is no reason to refuse an empty boxcar.

SCORING, per Jesse's ruling (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
`stopPointClaimed` (a boolean, once per game) becomes `stopPointSeats` (the seats
already paid). A Circus touring three districts is paid three times; one parked in
the same district all game is paid once. The other half of the ruling — "if the
circus train gets recycled and played a second time as a second extra, then it
could again score points later too" — needs no code: a train is made up onto a
fresh tray every time, so a re-played Extra starts with an empty list.

The point now requires the train to be FULLY LOADED, meaning every non-caboose car
loaded. A coach counts as loaded when occupied, which is what makes this the right
test for the Campaign Train: X17 carries one coach and no freight, so "fully
loaded" is exactly "the candidate is aboard". X17 also GAINS the per-stop point —
it had `stopThenExpedite` and no scoring rule at all, and Jesse's "credit for a
circus or campaign train (one point per stop)" says it should score.

TWO BUGS FIXED ALONG THE WAY:

  - `ConsistSpec.emptiesOnly` was declared on X13 Appleseed, RENDERED to the player
    as "(empties only)" by both web/game.ts and sim/view.ts, and enforced by
    nothing — `acceptsCar` never read it, so the Appleseed could be made up loaded
    while its own card said otherwise. It is the same rule as this issue pointing
    the other way, and it would have been perverse to add one and leave the other.
  - Setting up out on the Mainline paid a point to PLAYER 0 whoever was playing:
    `playerAtSeat` needs a seat, off the grid there is none, and the fallback was
    `0`. Scoping the rule to Office Areas is what the ruling says and removes the
    misattribution rather than patching it.

Both loading rules exempt the caboose: every caboose in ROLLING_STOCK_SUPPLY is
minted loaded, so an unexempted rule would bar the one car a consist lists by name.

`trainNeedingCars` now asks the full question per car rather than the shape
question. It shares its predicate with `check` precisely to avoid the stall its own
comment describes, and the shape question stopped being the same question: an
empties-only train facing a yard of loaded cars would have been told a car was
available and then refused every one.

The two published replays that stopped replaying under the new rules were retired
and re-recorded with save-replay.ts, which verifies each candidate before writing
it. That is what test/harness.test.ts is for and what its comment prescribes.

846 tests pass.

Closes #13

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EAgJSmeV8zrMh55Mj85ESb
2026-08-29 06:44:13 -04:00
Jesse.MarkowitzandClaude Opus 5 9ae8e9e09d TODO: extended play verified against the running server on phoenix.local
v0.7.3:0 is installed. #35 keeps its heading — nobody has played this at a table
with humans — but the engine and server half is no longer merely compiled.

Dealt a two-seat competitive game over the HTTP API with days: 1, played it to the
end of its timetable, and watched it reach `awaitingExtension` with the official
result frozen at config.days. Voted yes; the bot followed; the game returned to
active with extraDays: 1 and the official outcome unchanged. Both test games were
deleted afterwards.

The carry-over claim was checked the same way rather than asserted. phoenix held
five saves before the update, one resumable; after it the resume log is identical
— same game, same 7 intents, same three refusals at the same move with the same
code.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EAgJSmeV8zrMh55Mj85ESb
2026-08-29 06:04:55 -04:00
Jesse.MarkowitzandClaude Opus 5 5865c3a6b7 TODO: the wrapper is on 0.7.3, and #13 is the harder reading after all
Three updates from the 2026-08-29 session, none of them code.

#37, new and already done: the StartOS wrapper is bumped to 0.7.3 (`74aea24` in
station-master-startos). Recorded with what was verified — check, prettier, pack —
and what was not: it is not installed on a box and has not been played, which is
#35 and still open.

#13 is settled, and as the reading that costs more. 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." The
entry had explicitly left open which of two things was meant — a log-legibility
problem or a new view — and it is the second. It is Gitea#20 step 4 pointed at a
player's screen rather than the common board, and `docs/plans/jitsi-common-board.md`
already has the mechanism; what it does not have is the seated-player half, which
that plan deliberately excludes. Jesse: "this relates to issue #20 and will require
a lot more thinking." Marked to be designed with #20, not started alone.

#7 is on hold: StartOS 0.4.0.2 is expected to improve action displays, and the
diagnosis behind that item is that the action-result view collapses newlines —
exactly the sort of thing a platform release fixes. Re-read the real output before
designing around a limitation that may have been lifted.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EAgJSmeV8zrMh55Mj85ESb
2026-08-29 05:07:36 -04:00
Jesse.MarkowitzandClaude Opus 5 45580d8b61 v0.7.3 — a game that asks before it ends, and a results screen worth reading
Two issues off the tracker, and they are halves of one thing: the end of a game.
Neither ships on the 0.4.9 line — Jesse's call, that line may be complete and
these are not fixes people mid-playtest need.

EXTENDED PLAY (#11). 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. Only days-based endings offer it; a §3.4
collision breach is final, during an extended Day exactly as during the scheduled
game.

It could not be a client-side change. `check` refused every intent once `status`
left `active`; the server 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. Hence a fourth status,
`awaitingExtension`, and a `game.extend` intent. `config.days` never moves —
`extraDays` counts the borrowed Days and `official` freezes the outcome, the
standings and the statistics at the first ending.

THE RESULTS SCREEN (#16). `GAME OVER — revenueFloor` was `outcome.reason`, an
internal enum interpolated 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. Around it: the result and winner, standings, the rules the game
was dealt under, a per-player breakdown, and the railroad — trains through the
Division and how many worked en route, loads made up and broken, passengers, cars
switched, trains destroyed. It shares the Day-end dialog's blocks rather than
reimplementing them, and stays reopenable so continuing does not cost you the
results.

Statistics are folded, not recorded: `state.tally` counts what the event stream
says happened, hooked at `applyIntent` and `advance` because `reduce` never sees
the phase driver's events — and those are the interesting ones. Nothing in the
rules reads it, and it rides the Frame, so multiplayer gets the same numbers as
solitaire from one implementation.

THREE BUGS FOUND IN TESTING, all of which would have shipped:

  - a saved game containing a vote could not be resumed (NO_ACTOR). A history is
    a flat Intent[] with no seat recorded; the replay derives who acted from the
    turn order, which cannot work for an intent every seat may send in any order.
    `game.extend` carries its voter, checked against the authenticated seat.
  - an all-bot game hung on the question for ever. `driveBots` loops on
    `currentActor`, null the moment the game stops, so it cannot cast a vote, and
    the bot-vote driver returned early with no humans to follow.
  - the balance harness became unbounded — `test/sim.test.ts` went from under a
    second to never finishing. `randomBot` took another Day about half the time,
    so every seeded game ran to playGame's 50,000-turn cap. Fixed in the driver,
    not in a policy, so it holds for bots not yet written.

All three have regression tests. 832 tests pass, against 793 before this change.

NOT BUILT, and a correction. #16's own comment said `trainStoodStill` "is emitted
per Stage, so a run of them is exactly the sat-on-a-siding streak". It is not:
reading advance.ts, it fires once per game and only for a train whose profile
sets `stopEarnsPoint` — the X18 Circus — with `stopPointClaimed` preventing a
second. The streak was built, rendered "1 Stage at (0,0)", and was taken out
again. There is no per-Stage "this train did not move" signal in the engine, so
"longest an engine sat on a siding" needs one first; TODO.md #36 records what it
would take, and the Circus set-up is reported instead. Badges remain the second
pass #16 asks for (TODO.md #33), and because the statistics are derived rather
than recorded, that pass can add any of them retroactively to games already
played and saved.

Extended play has not yet been played at a real table (TODO.md #35): the
multiplayer vote has only been driven through `session.intent`, never through two
browsers.

Closes #11
Closes #16

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EAgJSmeV8zrMh55Mj85ESb
2026-08-29 04:23:26 -04:00
Jesse.Markowitz 510e33bac7 TODO: the wrapper is on 0.7.2, and the playtesters need telling their saves are dead 2026-08-26 15:35:41 -04:00
Jesse.Markowitz c4a08433ba TODO: the release follow-ups, and the wrapper bump is waiting on a v0.7.2 tag 2026-08-26 15:27:25 -04:00
50 changed files with 7494 additions and 3085 deletions
+584
View File
@@ -19,6 +19,590 @@ page as `v0.1.0 · <sha> · <date>`, so what is deployed can always be identifie
---
## 0.7.9 — 2026-08-30
Four pieces of feedback on the solitaire setup screen, plus the rules bug the second one exposed.
### The collision limits were dead settings in solitaire — now they are not
Asked to reword the collision entries to "the game ends immediately and results in a loss", which
turned out to be unwriteable: `advance.ts` gated the whole §3.4 check on
`mode === 'competitive' || mode === 'coop'`, and a solitaire game's mode is `'solitaire'`. So both
limits were offered on the New Game dialog as live settings, rode into the config, and never fired.
A solitaire player could set a limit of 1 and crash all game. The *existing* text beside them ("the
game ends in a loss") was already false; the new wording would only have made it more so.
The exclusion was never a stated rule — §3.4 does not carve solitaire out — and nothing recorded a
reason for it. **Jesse's ruling: the settings do what they say**, so the mode gate is gone rather
than the controls.
**A solitaire game can therefore now end early, and that is measured rather than asserted.** Over
200 standard games with the developer bot: `loss/collisionFloor` **1 game in 200**, with Days played
falling 5.00 → 4.98 mean and a *minimum of 1* — a bad opening Day can now end a game outright.
Collisions per game are unchanged (0.14 mean, max 3), which is the point: the ending is rare because
crashes are, not because the check is lenient. `0` still switches either limit off, at one seat
exactly as at four, and that path has its own test now.
Every figure in `TODO.md` quoted from a full-length solitaire run predates this.
### Where an Extra may start defaults to your own Control Point
Was "any player's". At one seat the two are the *same rule* — `apply.ts` only rejects `ownOffice`
when `start.seat !== seatOf(s, player)`, which cannot happen — so this is a labelling fix with no
gameplay effect and nothing to re-measure. The permissive label described a permission a lone player
was never being granted, and named an "any player" they have no contrast with.
### The extension question was hidden behind the results screen
Jesse, 2026-08-30: "Solitaire game ended. I did not have an option to extend the game by a day."
**The engine and the Frame were right the whole time** — checked before changing anything: a
solitaire game at the end of its timetable reaches `awaitingExtension` with `extensionVotes: [null]`,
and `isExtendable` covers both `revenueFloor` and `daysElapsed`. `renderActions` reaches
`renderEnding` for any non-active status, and `renderEnding` writes "play one more Day" and "end the
game here" into `#actions`.
Then it opens `#resultsdlg`, **which is modal**. So the two buttons were rendered directly underneath
a dialog whose only control was Close, and the player read a results screen that offered nothing but
Close and concluded the game was over — which is precisely what it looked like.
The results dialog now carries the question itself, hidden unless a vote is actually pending:
**Play One More Day** and **End the Game Here**, casting the same `game.extend` intent. The
`#actions` buttons stay, because they are what remains once the dialog is closed and what a player
who reopens it with "see the full results" comes back to.
**Why this survived being "verified".** `TODO.md` #35 recorded extended play as checked on
`phoenix.local` — over the HTTP API, which renders no dialog. The browser path had never been run to
the end of a timetable. Same shape as the three attempts before it: the thing that was verified was
not the thing the player uses.
### `configWith` let the day count and the Revenue floor disagree
`minCombinedRevenue` fell back to `SOLO_CONFIG`'s constant — the floor for a *five*-Day game —
whatever `days` said. So `configWith({ days: 1 })` asked a one-Day game to clear **15**, a figure a
full five-Day game averages barely half of, and `configWith({ days: 10 })` asked for the same 15 a
five-Day game does. It derives from the days it was actually given now.
Not a live fault: `createLocalSession` is the only caller, and the page always writes the floor
itself, so no dealt game was ever wrong. It was found by a throwaway probe written to reproduce the
extension bug above, which passed only `days` — which is exactly how the next caller would reach for
it. At the default day count the answer is unchanged, since `SOLO_CONFIG`'s own floor is this same
formula at `DEFAULT_DAYS`; the three new tests pin that as well as the derivation.
### A Heavy Grade shows which way it climbs
Jesse, 2026-08-30: "heavy grade mainline card tooltip states climbs east, but card doesn't show it."
The Frame has carried `gradeUp` since the Division map was rebuilt and the tip has read "climbs
east" all along — but the one Mainline card whose orientation is set per game, and the one where
Helpers and Brakeman mean opposite things at opposite ends, drew nothing to tell the two apart.
A brown wedge in the card's lower right, rising toward the climb, with a bone arrow lying along its
slope. **East is right on this map** (Gitea#18), which is what lets a wedge be read without a
compass — and is the layout decision paying for itself again.
**Four passes, and the first three are worth recording because each failed differently.** An arrow
up the hypotenuse had to start at the wedge's thin corner, where there is no height to draw in, so
its head sat over the edge and read as clipped. Level, it was contained but did not read as
climbing. At 30° — steeper than the wedge's own 22.5° — it had to be tucked into the fat half to
survive. Lying **along** the slope is the shape that fits: the perpendicular gap to the hypotenuse
is then constant down the whole arrow instead of closing at one end, so it can sit on the triangle's
centroid. The wedge grew 44×19 → 58×24 to pay for that, because a centred arrow has *less* room than
an off-centre one — the centroid is about 7px from the hypotenuse.
The final sizes are a search result rather than an eyeballed nudge: the roomiest arrow keeping all
seven vertices clear of both edges, at 2.88px.
**A test that passed a visibly broken glyph is the reason this is pinned properly.** The first
containment check bounded the arrow against the CARD, which it never left — while the wedge clipped
it. The check is against the *triangle* now, with a 2px floor, plus the arrow being parallel to the
wedge (derived from the wedge, so resizing it cannot leave a stale angle) and centred on the
centroid.
**Orientation is always set — measured, not assumed**, since a wedge that invented a direction would
be worse than no wedge. Across 400 seeds × 4 player counts: **535 Heavy Grades placed, 0 without an
orientation**, 276 east / 259 west. `setup.ts` is the only place a Mainline node is created and it
rolls the direction from the seed for every grade, so the `?? 'east'` fallbacks in `view.ts` and
`advance.ts` are unreachable.
### Two setup screens, not three — the in-game dialog is deleted
Jesse, 2026-08-30: "If you are in the Solitaire game and you click the new game dialog, it should not
go to a separate screen. We should reuse the Solitaire New Game Screen… in general we should reuse
what we already have."
`#newgamedlg` was a third copy of the same questions and the one that drifted. It was shown ONLY to
a solitaire player, and it asked "Everyone loses if **combined** Revenue at the end is under" — a
table's question, put to one person — and explained Employee Rotation in full, in multiplayer terms,
beside a control it had itself disabled. Both were on the list to re-word. Deleting the screen
removes the drift instead of restating it, which is the cheaper fix and the one that cannot drift
again.
**New game now opens the setup screen in place.** Not a navigation: the live session stays in memory,
so the fields open on the rules actually being played — which is what the dialog was good for, and
losing "change one dial, redeal, compare" would have been a real loss — and **Continue Existing Saved
Game** puts the board straight back with no reload and no replay. Nothing is at risk either way:
`render()` calls `save()` every frame, so the game in progress is always on disk.
**And the two remaining screens now match below their headers.** Each keeps its own opening — the
lobby's join/secret section and "Create a new game" are multiplayer's alone — but from the parameters
down they are one form: the same three fields in the same order (seed, players at the table, days),
the same note about a seed and settings dealing the same railroad, and the same note about every
chair being taken. Solitaire shows **Players at the table** too, locked at one, rather than omitting
it — a control that is present and fixed says "this is the same form, at a table of one", where a
missing one just made it a different form that happened to share a rules block.
The drift guard that had been checking three prefixes now checks two, and a new assertion fails if
any `ng-` id ever reappears.
### The two screens are worded the same, section by section
Jesse, 2026-08-30: "let's get the text between the Multiplayer and solitaire as close as possible to
the same." Walked section by section; where the two said the same thing differently, the lobby's
wording won, because it was written for the harder case.
- **The chair note is one paragraph on both**, replacing two that each described only their own
case: "Every chair must be filled before the game can start. For solitaire, there's only one
player. For multiplayer, that must be filled by a person or a bot. The number of players cannot be
changed once the game is created."
- **The Game type heading names which game the screen deals** — "Game type (multi-player)" and
"Game type (solitaire)". That heading is now the whole explanation for the dimmed rows.
- **No reason is printed beside a dimmed type any more.** The lobby appended "— dealt with the New
game button, not here" to Solitaire, and the solitaire screen appended "— use the Multiplayer
button; a table needs a server" to each of three. Jesse: "grayed out with no additional
explanation. The explanation above… is sufficient." One heading says it once; three rows were
saying it three times. `markUnavailable` is down to dimming, and `.lb-why` is gone with them.
- **The sentence under the radios is deleted on both.** It restated the type just chosen to the
person who had just chosen it. Its one non-obvious case — how many settings a Custom game differs
by — is not lost: `form.mark` already puts "Co-op default: …" on each row that differs, which is
where a reader can act on it rather than a count they would have to go and find. The tests that
read that sentence now read the row hints instead.
- **The Game settings, Starting hand and Victory conditions notes are the lobby's on both**, with
one edit Jesse asked for: "clicking a type again resets" → "changing the game type resets", which
names the control that does it rather than a gesture. Victory conditions was not on his list —
applied under the same rule, and the lobby's wording fits now that solitaire also shows the table
size.
What is deliberately still different: each screen's own opening paragraph, and the heading above.
### The status line said nobody was holding the game up
Jesse, 2026-08-30: "waiting on shows 'nobody — the Division is running itself' BUT the system is
actually waiting on the Superintendent."
`Frame.actor` carried `clock.currentActor`, which is null for the whole Mainline Phase — so the three
interruptions that stop the game and put a question to a named person (§8.1's clearance ruling,
Gitea#5's Yard Office offer, Gitea#19's Red Flag prompt) all reported that the Division was running
itself. `actingPlayer` has had the answer since the Gitea#5 refactor; the Frame threw it away.
It carries `actingPlayer` now, **and what the question is**: "waiting on **Bob** · a clearance ruling
· Train 4". Naming the person is not enough on its own — three different things can be pending, and
"waiting on Bob" with nothing after it is a game that looks stuck to everyone except Bob.
### The Fedora moved to the end of the phase row
`TODO.md` #29. It sat on a line of its own between the phase chips and everything above them, which
put a thing that moves every third Stage in among the things that move every Stage. It rides at the
right-hand end of the phase row now — the row whose last chip is Supervisor Shift, the phase that
passes it — and wraps underneath rather than squeezing the chips on a narrow screen.
### The developer replay stopped printing a raw enum
`TODO.md` #34. Its heading read `loss — revenueFloor`: the exact defect Gitea#16 was filed about on
the playable page, still alive here a release after that was fixed, because nothing player-facing
pointed at it. It reads "lost — The Division closed short: 3 Revenue between everyone, against a
floor of 15…" now.
`panels.ts`'s `reasonSentence` is exported and shared rather than reimplemented, so the replay and
the results screen cannot explain one ending two different ways. It is fed the last recorded frame —
the state the outcome was decided in — and stripped of markup, since it lands in an `<h1>` and a
console line. The drift test that compared this string against the engine now maps `win`/`loss` to
`won`/`lost`, so it still checks the two agree rather than that they are spelled alike.
### The save warning, the buttons, and a claim that was simply false
Three more from Jesse reading the two screens side by side.
- **The save warning is a warning.** "That's a warning, not an 'oh by the way'." It had already moved
off `.ng-note` earlier in this release; it is larger and heavier again now — 15px, weight 500,
bright amber on a deeper ground with a 5px rule down the side. Worth noting what he was actually
looking at: `phoenix.local` runs v0.7.8, where this line is still the small grey `.ng-note`. None
of this release has been deployed.
- **The buttons read the same on both screens**: **Continue saved game** and **Create new game**.
Solitaire said "Continue Existing Saved Game" and "Deal New Game"; the lobby said "Create game".
Three phrasings for two actions.
- **"Off in every game type" is deleted from the Optional rules note, because it was not true.**
Checked against the presets rather than taken on trust: `discardTimetabled` — §6.2's "a Timetabled
train may be discarded" — ships **on** in all four types, not just Co-op. The note now says only
what is true of all of them: "Each one changes how the game plays."
### A game you come back to has not begun
Jesse, 2026-08-30: "when you are continuing the saved game out of that screen, do not post a message
that says 'The game has begun.' … it needs to say 'The game has resumed.'"
A restored game draws exactly like a dealt one — mid-Day, mid-phase, with a log already several turns
deep — and **solitaire said nothing at all** to tell them apart. It flashes "The game has resumed —
Day 3, Stage 7" now, on both ways back: the setup screen's **Continue saved game**, and a bare reload
that restores the save.
**The same line was wrong on the multiplayer side, in the other direction.** `noteFirstFrame` guards
on `firstFrameSeen`, which is per page-load — so re-entering a game this browser already held a seat
in, by reloading mid-game or picking it out of the lobby's list, announced that the game had **begun**
to somebody who had been playing it for an hour. `beginRemote` carries whether this is a rejoin now,
and the line reads "resumed" when it is.
Both halves are pinned, including that a brand-new game does *not* claim to be a resume — an
announcement that fires either way says nothing.
### Three wording and layout fixes
- **The collision entries** on all three screens now read "The game ends immediately and results in
a loss…". The Revenue floor keeps its own wording, since it is settled at the end rather than on
the spot.
- **Employee Rotation** on the solitaire screen says "not applicable for solitaire" instead of
"meaningless at a table of one, shown here so this screen and the lobby read as one list" — which
explained the page's own construction to somebody who had not asked.
- **The save warning is legible.** It sat in `.ng-note`, the same dim 11px grey as the twenty
explanatory notes above it, while being the only thing on the screen describing something
irreversible. It is 14px on an amber panel now — amber and not red because losing a save is a real
cost, not a danger, and red would outrank the actual rules above it. The buttons say **Continue
Existing Saved Game** and **Deal New Game** rather than "Continue saved game" and "Deal".
878 tests pass, eleven of them new; one existing test asserted the opposite of the collision ruling
above and says so where it was reversed.
---
## 0.7.8 — 2026-08-30
### The setup screen was unreachable for anyone who had ever played
Third report of the same symptom, and this time the build was confirmed current on screen
(`0.7.7-mtf7hyxc`), which ruled out the caching fault v0.7.7 had just fixed and left the actual
cause with nowhere to hide.
**v0.7.5 skipped the setup screen whenever `load()` found a save**, reasoned in its own comment as
"a saved game is a game to resume". The consequence went unnoticed: a browser that has ever played
solitaire *always* has a save, so the door could never reach the screen again. Only a browser that
had never played would see it — which is exactly why a fresh private window appeared to prove
v0.7.7's cache fix. The private window had no save. Two genuine faults were stacked, the caching one
was real and is fixed, and it masked this one.
**The door now outranks a saved game.** `?solitaire` is an explicit request to set a game up;
clicking "Play solitaire" is not a request to resume. A BARE reload still resumes, which is the
zero-friction case D11 is about and is pinned by its own test.
**Dealing from the door would have destroyed a game in progress**, since `commitNewGame` calls
`clearSave()` — so the screen now carries `#ss-resume` ("Continue saved game") and states plainly
that dealing replaces the save. Resuming navigates to the bare URL rather than building a session
on the spot, so `start()` stays the only place that turns a URL into a game.
**Recorded because the failure was diagnostic, not technical.** The first two attempts each fixed
something real that was not this, and both were reported as verified. The routing fix in v0.7.6 was
verified by reading what the server served; v0.7.7's by the same. Neither ever exercised the actual
path with the actual state a returning player has. The reproduction here is a failing test asserting
the door with a save present — written before the fix, and it failed with "a saved game swallowed
the door".
### The splash footer names both ways to play
Was "solitaire runs entirely in your browser — no server code required", written when solitaire was
the only door. Now: "Multiplayer runs on StartOS server. Solitaire runs entirely in your browser."
(Jesse, 2026-08-30, asked to ride along with the next change rather than take a release of its own.)
868 tests pass, four of them new.
---
## 0.7.7 — 2026-08-30
### Two releases shipped to a browser that never received them
Jesse installed v0.7.5, clicked **Play solitaire**, and landed in a dealt game instead of the new
setup screen. v0.7.6 diagnosed that as a routing bug, fixed it, installed, verified — and it happened
again, identically. The second report is what made the real cause findable: the fix was correct both
times and neither one ever reached the browser.
**`buildStamp()`'s no-git fallback was the literal `nogit`, and the `.s9pk` build has no git.** The
Dockerfile copies the working tree in without `.git`, so `git rev-parse` fails there on every
packaged build — and that string is not only the visible stamp, it is the cache-bust key every module
URL carries. So v0.7.4, v0.7.5 and v0.7.6 all published `./web/main.js?v=nogit`, byte-identical, and
a returning player's browser correctly concluded it had the file already. The fallback is now the
package version plus the build's own timestamp, which is always distinct and needs nothing from the
environment. Proven rather than assumed: two builds of an identical git-less tree now stamp
`0.7.6-mtf6l8rm` and `0.7.6-mtf6lant`.
**And the server sent no `Cache-Control` at all**, which is the other half — the pages are the one
thing that cannot be versioned in their own URL, since a player types the address or follows a
bookmark, so a cached `play.html` pins that player to the whole build it names including every `?v=`
inside it. Fixed the exact way round that matters: a request carrying `?v=` may be stored for a year
and marked `immutable`, and anything else is `no-cache`. `?v=` rather than "not HTML" because
`build-web.ts` tags the modules and nothing else — a year of `immutable` on an untagged image or on
the replay manifest would outlive several releases of it.
Neither half is sufficient alone: without the varying tag there is nothing for a fresh page to point
at, and without the header the fresh page is itself served from cache.
**What this says about the two releases before it.** v0.7.5's setup screen and v0.7.6's door fix were
both real, both correct, and both verified on `phoenix.local` by reading what the server served —
which was true, and was never the thing in doubt. What went unverified was the browser, and a
hard-reload would have told us on the first report. Worth remembering the next time a fix "has had no
effect": check that it arrived before re-diagnosing it.
864 tests pass, two of them new — one pinning the no-git fallback as something that varies per build,
one pinning the header rule and that the `?v=` flag actually reaches `serveStatic`.
---
## 0.7.6 — 2026-08-29
### The solitaire door could not reach solitaire
Found by Jesse verifying v0.7.5 on `phoenix.local`: from a browser that had ever held a multiplayer
seat, clicking **Play solitaire** on the splash landed straight in a Co-op, four-seat lobby left over
from unrelated earlier testing — not the new setup screen v0.7.5 just shipped.
`start()` checks a browser-remembered multiplayer session (`station-master.remote.v1`) before it ever
looks at solitaire's own state, and there was nothing distinguishing "clicked Play solitaire" from
"reloaded mid multiplayer game" — a bare `./play.html` load means both. `?lobby` already solved the
identical problem for the door on the other side (D11); the solitaire door had no equivalent marker.
The door now links to `./play.html?solitaire`, and `start()` treats that — along with an explicit
`?seed=` or a `?hand=` the setup screen's own Deal button just wrote — as unambiguous proof this
navigation means solitaire, checked ahead of the remembered-session lookup rather than only below it.
The `hand` check matters on its own: without it, pressing Deal would work once and then bounce the
very next load into the remembered game, since `commitNewGame`'s URL carries `hand=` but not
`solitaire=`.
862 tests pass, three of them new: the door reaching solitaire past a remembered game, a bare reload
still correctly resuming one (unchanged behaviour, pinned so the fix does not overreach), and Deal's
own URL surviving the same bounce.
---
## 0.7.5 — 2026-08-29
### Solitaire asks first, the same way multiplayer already does
Jesse: "let the user choose their options like the start of a multiplayer game"; "asking first is
the only path." A bare visit to `play.html` used to deal a game on the spot, at whatever defaults
`gameOptionsFromUrl` fell back to, and the only way to see or change a setting was to open the
in-game "New game" dialog after the fact — compare a hand you already have, not one you are about
to be dealt. The lobby has asked this question for every multiplayer game since v0.6.0; solitaire
never did.
A genuinely fresh visit now lands on a new `#solitairesetup` screen first: game type, starting hand,
where an Extra may start, the three revenue rates, victory conditions, and the three optional rules
— then a Deal button. A saved game, an explicit `?seed=`, or a URL a Deal already wrote (`hand` is
the field every write always sets, so its presence is what tells the difference) all skip straight
past it, the same way `?lobby` already skips the front doors on an invite link — those are not "no
plan yet", they are a choice already made, elsewhere.
**One shared block instead of two copies drifting apart.** The in-game dialog, the lobby, and now
this screen all drive the identical `settings-form.ts` block through one new function,
`wireGameTypeBlock()` — factored out of what used to be dialog-only code. Only Solitaire can be
dealt outside the lobby, so the setup screen shows the other four types exactly as the dialog always
has: present, disabled, with a note pointing at the Multiplayer door. Committing an answer — from
either the dialog or the setup screen — goes through one `commitNewGame()`, which builds the URL and
navigates; `start()` is still the only place that turns a URL into a game.
Prefilling is deliberately left to the caller rather than folded into `wireGameTypeBlock` itself:
the dialog opens on the game CURRENTLY IN PLAY, so redealing to compare keeps comparing against it,
while the setup screen opens on the plain Solitaire defaults, since there is no live game yet to
read.
`index.html`'s door copy changed to match: "Start a game" reads "Set up a game" now, and the blurb
states the floor (15, not "20 Revenue") since that is what a player is agreeing to before they deal.
859 tests pass. **Not yet played in a browser** — verified by `tsc --noEmit`, the full suite, and
reading the diff, not by loading `play.html` fresh and clicking through it.
---
## 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
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)
It was implemented, in a form missing all three of the rule's conditions: a qualifying train was
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.
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
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
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.
**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
the single place mapping a question to whoever answers it; six copies of `pendingDecision !== null ?
superintendent : currentActor` across engine, sim, web and tests collapse into `actingPlayer`.
### Red Flags, redesigned (Gitea#19)
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.
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
+26
View File
@@ -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
+388 -365
View File
@@ -5,184 +5,302 @@ not to — the point is that nothing quietly evaporates.
Grouped by what kind of work it is — Next, Replay/Save Games, Bot Performance, Play Balance,
Multiplayer, Display, Rules Questions, Other — and ordered within each by how much it is currently
costing us. **Display** was split out of Other on 2026-08-22, when a session at the board produced
seven items about the screen rather than the rules; the "most recent action" entry moved with it.
Reorganized 2026-08-20 from a flat list; nothing below changed, only where it lives. Two duplicate
entries (Heavy Grade orientation, the Local's coach) were merged into one each, and the industry-table
item that had been sitting in a "these are all done" section without actually being done was moved out
to Rules Questions.
costing us. **Next is the queue**; the other sections are where the reasoning lives, and Next points
into them rather than repeating them.
**Reorganized 2026-08-30**, and the reason is worth recording because it will happen again. Nothing
was wrong with the ordering — what had gone wrong is that the file had stopped tracking its own
closures. Next was a chronological list of 43 entries with 26 struck through, and eight items in
Display were still open `- [ ]` although Next already recorded them as superseded by Gitea#18 or
shipped in v0.7.9. **An item closed in one place and left open in another is worse than no entry at
all**, because it reads as live work. So: Next is now grouped by what each item is WAITING ON, the
closed entries moved to a "Settled" block at the end of it, and the five dead Division-map drawing
items collapsed into one that keeps only the two ideas which outlived them. 65 open items became 57.
Earlier passes, kept: **Display** was split out of Other on 2026-08-22, when a session at the board
produced seven items about the screen rather than the rules. Reorganized 2026-08-20 from a flat list.
Two duplicate entries (Heavy Grade orientation, the Local's coach) were merged into one each, and the
industry-table item that had been sitting in a "these are all done" section without actually being
done was moved out to Rules Questions.
---
## Next
Queued from the 2026-08-20 multiplayer planning session (reasoning in Multiplayer below), in order:
**The live queue.** Every entry keeps the number it was given when it was raised — these are ids,
not positions, and the rest of this file refers to them by number ("decide with item 15", "same
drawing pass as 19-21"). Nothing is renumbered when something closes; settled entries move to
[Settled, kept for the reasoning](#settled-kept-for-the-reasoning) at the end of this section instead.
1. ~~**Fix the New Train phase car-placement round**~~ — done, see Multiplayer below.
2. ~~**Unify victory conditions across solitaire, competitive and coop**~~ — done, see Multiplayer
below.
3. ~~**Phase 2 of `docs/architecture/multiplayer.md` — server core**~~ — done, see Multiplayer below.
Regrouped 2026-08-30 by **what each is waiting on**, which is the question actually asked of this
list. It was a chronological queue of 43 entries, 26 of them struck through, and the live work had
stopped being visible in it.
Queued 2026-08-21, from playing the StartOS build:
### Blocked on a table, not on code
4. ~~**The lobby must offer every game parameter the solitaire New Game dialog does**~~ — done in
v0.6.0.
5. ~~**Decide what the four `optionalRules` are**~~ — done in v0.6.0: `sisterTrains` deleted,
`employeeRotation` implemented, the other two were already live.
6. ~~**Stop every release destroying every game in progress**~~ — done in v0.6.0, by replaying the
save rather than comparing version strings.
The largest gap in the project, and it is not a coding gap. Four features shipped without a person
ever meeting them.
Queued 2026-08-22, from playing on StartOS:
39. **NONE OF v0.7.4 HAS BEEN PLAYED BY A HUMAN.** The Yard Office offer, the Red Flag hold and its
out-of-phase prompt, and the loaded-Extra make-up rules are all tested end to end, packed, and
running on `phoenix.local` — and no person has met any of them at a board. Two are interruptions
that stop the Mainline Phase and put a question in front of somebody mid-thought, which is
exactly the kind of thing only play reveals.
35. **Extended play has never been played at a real table.** **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 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**. Both test games were deleted afterwards.
**The save carry-over claim was 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 what the item is named for: humans, at a table.** 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.
**A HUMAN DID REACH IT ON 2026-08-30, AND IT WAS UNUSABLE — fixed in v0.7.9.** Jesse played a
solitaire game to the end and was never offered the extra Day. Nothing was wrong with the engine
or the Frame: `renderEnding` wrote the two buttons into `#actions` and then opened `#resultsdlg`,
which is **modal**, so the question sat underneath a dialog whose only control was Close. The
dialog asks it now. **The verification recorded above is exactly why this survived** — it was
driven over the HTTP API, which renders no dialog, so what was proven was that the SERVER
supports extended play, not that a player can reach it. Read that distinction into every
"verified on phoenix.local" line in this file.
42a. **Nobody has clicked through the solitaire setup screen's own fields** and confirmed the dealt
game matches what was chosen. The screen took three attempts to become reachable at all (item 42
below); reachable is not the same as correct. Early item for the next play session, with #39.
40. **A save from before v0.7.4 may not replay, and nobody has been told.** The Red Flags intent
changed shape, a make-up that was legal may now be refused, and a Yard Office arrival asks a
question no older history has an answer for. It fails safe — the server declines the save, names
the move and leaves the file untouched — and `WHISTLE-4086` did survive on `phoenix.local`, so it
is "may not" rather than "will not". Worth a line wherever the build is announced, and worth
knowing when a bug report arrives with a save that will not load.
32. **Tell the 0.4.9 playtesters their saves are dead, before they find out.** The same shape as #40
but for the playtest line: the 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`. They
fail safe and the files are kept, but nobody has been told. `PLAYTEST-0.7.4.md` (untracked, at
the repo root) is the note drafted for this and leads with it.
### The screen — v0.8.0 candidates
All six were raised by Jesse from play and all six live in **Display** below, where the reasoning is.
Listed here in rough increasing cost. Two of them entangle with Gitea#20; see the note under each.
28. **The game's settings belong in a card, not along the top line** — and show ALL of them, not the
four that fit. **Cheapest of the six**: nothing new has to be sent (`Frame` gained `mode` and
`optionalRules` in v0.7.0) and the renderer already exists — `rulesListHtml` (`settings-form.ts`)
draws exactly this list for the join preview and the seating screen.
16. **Three explicit display options for the Office map** — always hidden, always on, auto-hide. All
three modes already exist (`districtMode`, persisted); only the BUTTON is a cycle, and it cannot
reach every one of them.
17. **The same three options for the Division map**, which today cannot be hidden at all. `auto`
there means something different and useful — hide it now, bring it back at the end of the phase —
so it is a one-shot with an expiry rather than a standing rule, and probably should not share an
implementation with #16.
23. **History: newest at the top?** Reversing is nearly free; the cap (`slice(-60)`) and the forward-
reading phase headings are not. Carries the timestamps question from #14. **Weaker if #15 lands.**
15. **INVESTIGATE: a "most recent action" line under the status block.** The text already exists and
is already correct — this is placement, not content. **Overlaps #13 and should be decided with
it**: in solitaire "most recent" is the right unit, but in multiplayer what you missed is
everything that happened while you were WAITING, and one line showing only the last of them may
be the least useful line on the page.
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. **So this is not a `sleep`: it
needs an async pump that steps `advance()` one call at a time and renders between — which is the
same machinery Gitea#20 step 4 specifies.** Whichever is built first should be built for both.
### Waiting on something outside the code
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.
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.
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
fixed 2026-08-23** — a reload while seated no longer orphans the chair, and a seat can now be
given up rather than wedging the table.
locked out of a RUNNING game, even though the server knows who they are. **Needs Jesse's call on
whether a token in a URL is acceptable.** The lobby half was fixed 2026-08-23: a reload while
seated no longer orphans the chair, and a seat can be given up rather than wedging the table.
Queued 2026-08-22, from a v0.4.9d gameplay-testing report (six bugs, forwarded by Jesse):
13. **Watch the other players and the bots actually make their moves.** Settled 2026-08-29 as the
harder of the two readings — Jesse: "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 it 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 standalone.**
9. ~~**Two trains in one station answer to one button**~~ — done in v0.4.9e / the release below.
10. ~~**A Freight House can unload the boxcar it just loaded; a platform can detrain the passengers
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. **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.
33. **The second pass on the results screen — badges, and the brainstorm Gitea#16 asks for.**
**Needs Jesse and a conversation, not code, to start.** 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. The raw material is already 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.
Queued 2026-08-22, from the v0.4.9e gameplay-testing report filed as Gitea issues.
36. **There is no per-Stage "this train did not move" signal, so "longest an engine sat on a siding"
cannot be answered.** The comment on Gitea#16 said `trainStoodStill` would supply it. That is
wrong, and was found by reading `advance.ts`: the event fires only 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, so a streak folded from it reads "1 Stage" for ever.
**What it would take:** a new event per Stage per stationary tray (cheap to emit, 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. **Settle with #33**, its only
consumer.
12a. ~~**Gitea#4 — confirm that extra trains start properly**~~ — done in the release below. Either
Division Point, the Interchange with a direction chosen there, a Control Point gated by a new
`extraStart` house rule, and the Superintendent's hold on the way out of the Interchange yard.
Reasoning in `docs/rules/implications.md` §7.
### Unscheduled
12d. ~~**Gitea#7 — coach counts on four train cards**~~ — done in the release below. 1/2 Crack
Limited 3 coaches → 2, 5/6 The Sparrow 2 → 3. A change to the cards, so `Trains3.pdf` and the
transcription in `docs/rules/implications.md` §5 keep the original numbers with a footnote;
`src/engine/content.ts` and `docs/StationMaster-Home-Deck-v0.4.5.md` carry what the game plays.
12. **PARTLY REPRODUCED: cars left behind when backing up over them.** 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.** See Rules Questions below.
12c. ~~**Gitea#6 — players may not discard train cards**~~ — done in the release below. Timetabled
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.
14. **INVESTIGATE: stamp the history with wall-clock time** — even if nothing displays it yet.
Reasoning in Replay / Save Games below. **Half of it already exists server-side and is read by
nothing**, so the first job is to look at a real game's timings file rather than to build.
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
15a. **Build documentation FROM the implementation, starting with a card reference.** Raised by Jesse
2026-08-22; reasoning in Other below. The prompt was finding train card data spread across five
documents of three different vintages, one of them superseded.
41. **The bot cannot use the half of Red Flags a human would.** It takes the danger prompt
unconditionally and still plays zero flags in 200 games, because the prompt needs a colliding
arrival to coincide with holding the card. What it never does is plant a flag ON PURPOSE to buy a
Stage for switching, which needs it to know it wants time — a notion it does not have. Reasoning
and the measurement are under Bot Performance.
### Standing practice — not items, rules for every release
30. **Close each Gitea issue by hand, with a comment naming the commit that fixed it** and, where the
fix was not what the report implied, the ruling that decided it. Auto-closing leaves an issue with
no record of which commit or which release answered it. Done for every issue closed so far: #2,
#6, #8, #9 and #10 from v0.7.1; #3, #14, #15, #17 and #18 from v0.7.2 — including #15's REVERSAL
on review (the placement is legal; what was confirmed is that no train crosses the gap) and #14's
list of the ten unbuilt cards, so they do not vanish with the issue. The token and the API calls
are in the workspace's `AGENTS.local.md`.
37. **The wrapper release sequence, unchanged since 0.7.2 and worth following exactly.** Tag the app,
fetch the tag into the wrapper's submodule, bump `current.ts` **in place** (the outgoing `up` has
been empty every time, `versions.md`'s common case — no new version file, no migration), rewrite
the release notes in all five locales, update `README.md` and `instructions.md`, then
`npm run check` / prettier / `make x86` / `make install`. `UPDATING.md` in the wrapper is the
authority and has not needed changing.
**Say which way games in progress go, in every locale, every time.** 0.7.2 broke them (206 cards
to 121, so a card id recorded under 0.7.1 refers to a different card or to none) and led with it;
0.7.3 and 0.7.4 carried them and led with that. It fails safe either way — `src/server/index.ts`
refuses a save the rules reject, names the move it stopped at, and leaves the file untouched, so
an operator can put the old version back to finish a game that matters.
### Settled, kept for the reasoning
Closed items, newest first. Kept because several of them are the only record of a ruling or a lesson;
the numbers stay so cross-references above and below still resolve.
43. ~~**"Waiting on" said nobody while the game was stopped on the Superintendent.**~~ — done
2026-08-30 in v0.7.9. `Frame.actor` carried `clock.currentActor`, null for the whole Mainline
Phase, so all three interruptions (clearance, Yard Office, Red Flag) reported that the Division
was running itself. It carries `actingPlayer` now and a new `awaiting` field says what the
question is and which train it is about. **Worth knowing for the next Frame field:** the engine
had the right answer in `actingPlayer` since the Gitea#5 refactor, and the Frame simply did not
carry it. A view that reads one field of `clock` directly is a place this can happen again.
34. ~~**`replay.ts` printed a raw outcome enum, exactly as the results screen used to.**~~ — done
2026-08-30 in v0.7.9. Its summary line rendered "loss — revenueFloor", the same defect Gitea#16
was filed about, alive in the dev-side viewer a release after the playable page was fixed.
`panels.ts`'s `reasonSentence` is exported and shared rather than reimplemented, so the replay and
the results screen cannot explain one ending two different ways; the drift test maps `win`/`loss`
to `won`/`lost` so it still checks agreement rather than spelling.
29. ~~**Put the Fedora at the right-hand end of the phase row.**~~ — done 2026-08-30 in v0.7.9.
Details, and why the name does NOT go inside the Supervisor Shift pill, in Display below.
42. ~~**Solitaire must ask before it deals, the same way multiplayer's lobby already does.**~~ — done
2026-08-29 in v0.7.5, and then fixed three more times. Jesse: "let the user choose their options
like the start of a multiplayer game"; "asking first is the only path." A `#solitairesetup` screen
asks the full shared block before a genuinely fresh visit deals anything; a saved game, an
explicit `?seed=`, or a URL a Deal already wrote all skip past it. The in-game dialog, the lobby
and this screen share one `wireGameTypeBlock()`/`commitNewGame()` pair.
**THE LESSON, AND IT IS THE MOST EXPENSIVE ONE IN THIS FILE.** The same report came back three
times, and each of the first two "fixes" corrected something real that was not the reported fault.
- **v0.7.6** — the splash's "Play solitaire" door landed in a leftover Co-op lobby: `start()`
checked a remembered multiplayer session before looking at solitaire's own state. Real bug.
Not the one reported.
- **v0.7.7** — every packaged build published the same cache-bust key (`?v=nogit`, because the
`.s9pk` build has no `.git` for `git rev-parse`) and the server sent no `Cache-Control`, so
neither release ever reached the browser that asked for it. Real bug. Still not the one
reported. **When a fix appears to have had no effect, check that it ARRIVED before
re-diagnosing it** — a hard reload would have answered it on the first report.
- **v0.7.8** — the actual fault: v0.7.5 skipped the setup screen whenever a save existed ("a
saved game is a game to resume"), so any browser that had ever played solitaire could never
reach it again. The private window that seemed to vindicate v0.7.7 simply had no save.
**Each of the three was reported as verified, and each verification read what the SERVER served
rather than exercising the path with the state a returning player actually has.** The thing that
worked was a failing test written before the fix. Next time a report repeats: reproduce the
user's state first, and treat "I verified it" as unearned until something failed the way they
described.
38. ~~**Gitea#13, #5 and #19 — three rules corrections.**~~ — done 2026-08-29 in v0.7.4 (`5e34c73`,
`2280276`, `19a6a47`), wrapper `085b88b` as `0.7.4:0`, installed on `phoenix.local`. Each issue
carries a comment naming its commit and what was ruled. What they left behind is #39, #40 and #41
above.
31. ~~**Bump the StartOS wrapper to 0.7.2.**~~ — done 2026-08-26 (`1bfea8d`). Folded into the
standing practice at #37 above, which is where the sequence now lives.
25-27. ~~**Three Division-map drawing reports from the v0.7.0 build**~~ — no track geometry, the
buffer stop pointing the wrong way at two players, and east not always being to the right. All
answered by **Gitea#18**; the last was FIXED OUTRIGHT by it and is the reason a single row won.
Collapsed into one entry in Display below.
19-22, 24. ~~**Five drawing items against the wrapped Division map**~~ — vertical track art, the
inter-row connector, overflowing captions, filling the dead centre, and seating the viewer at the
bottom. All **SUPERSEDED by Gitea#18**, which replaced the layout rather than fixing the drawing.
Two ideas survive them and are recorded in Display below: "SHARED in the middle, YOURS on the
right" (now Gitea#20's territory), and why rotating the map to seat a viewer was refused.
9-11, 12a-12g. ~~**The v0.4.9d and v0.4.9e gameplay-testing reports**~~ — twelve bugs, all shipped in
v0.4.9e / v0.7.1. Two trains in one station answering to one button; a Freight House unloading the
boxcar it just loaded; the Grocer's Warehouse shipping and the Refinery receiving; Gitea#4 extra
train starts; #7 coach counts on four train cards; #6 then #9 on discarding train cards (#9
superseded #6 three days later — a Timetabled train may be tossed face-up to a Department slot,
an Extra may not); #8 the per-diem train and the caboose; and #10 the Day-rollover dialog.
Reasoning for each is in `docs/rules/implications.md` and `CHANGELOG.md`.
**Gitea#2 carries a RULING worth keeping.** Four porters, two passengers on the platform, and
only one may be worked — RULED AND FIXED, but not the way the report implied. 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.
eight stranded. **Jesse's ruling: the shortage stays** — "it is possible to run out, that's part
of the strategy" — so the three balance options in Play Balance below are DECLINED, not deferred.
What was actually wrong is that the game said NOTHING: a Porter action that cannot be taken is
simply absent from the menu, and the "why is nothing moving?" panel covered freight facilities
only. That half is fixed.
12e. ~~**Gitea#8 — the per-diem train could not couple a caboose**~~ — done in the release below.
`ROLLING_STOCK_SUPPLY` mints all six cabooses `loaded: true` because §2.2's "coloured is loaded,
white is empty" doubles as a PIECE COUNT there and there is no white caboose. X22 Pee-Dee, whose
whole card is "may only pick up MTs", read that literally and refused every caboose including the
one it was made up with — set it out and the train was stranded, which made it unplayable rather
than merely restricted. A caboose carries the crew, not freight, so it is never a load.
12g. ~~**Gitea#9 — a Timetabled train may be discarded**~~ — done in the release below, and it
SUPERSEDES Gitea#6 (item 12c above), shipped three days earlier. A Timetabled train may be tossed
face-up to a Department slot, where a rival may pick it up — which needed no machinery, since
that is where every discard already goes. An Extra still may not: it never joins the timetable,
so it can never be what jams it. On this line the Timetabled half is a New Game setting
(`discardTimetabled`, on by default), because Jesse's reasoning is about games run longer than
five Days; the 0.4.9 line takes the plain rule. Reasoning in `docs/rules/implications.md` §6.2.
12f. ~~**Gitea#10 — a dialog when the Day rolls over**~~ — done in the release below. "Hard to keep
track of time." Nothing on screen was wrong — the clock, the turn chart and the timetable all
said which Day it was — but a Day turns over inside the phases that run themselves, so it passes
between one click and the next, and the two transient signals the page had (the phase banner at
2.6s, the announcement flash at 4.2s) are both gone before a player reading the board notices.
A modal stops and waits, and carries the standings, the Days left and the combined target.
Suppressed on the first frame, on Undo stepping back across a rollover, and on the Day the game
ends — the outcome panel is the thing to read then.
13. **Show me the other players' moves, bots included** — raised by Jesse 2026-08-22 from playing a
multiplayer game. 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.
Half of it already exists server-side and is read by nothing.
15. **INVESTIGATE: a "most recent action" line under the status block** — above the Division map,
saying what just happened in the same words the history uses. Reasoning in Display below;
overlaps item 13 and should be decided with it.
15a. **Build documentation FROM the implementation, starting with a card reference** — raised by
Jesse 2026-08-22. Reasoning in Other below. The prompt for it was finding train card data spread
across five documents of three different vintages, one of them superseded.
Queued 2026-08-22, from a session looking at the screen rather than the rules. All Display below.
16. **Three explicit display options for the Office map** — always hidden, always on, auto-hide. All
three modes already exist; only the BUTTON is a cycle, and it cannot reach every one of them.
17. **The same three options for the Division map**, which today cannot be hidden at all. Auto there
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**~~ — **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~~ — **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 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**~~ — **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.
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.** Raised
by Jesse 2026-08-25. `Closes #<n>` is in the main commit message and will auto-close #2, #8, #9
and #10 when it reaches the default branch, but auto-closing leaves the issue with no record of
WHICH commit or WHICH release answered it — and #9 supersedes #6, which nothing on #6 will ever
say. So each issue wants a comment of its own: the commit SHA on both lines, the version each
shipped in (0.7.1 and 0.4.9g), and for #2 and #9 the ruling that decided it, since neither was
fixed the way the report implies. #6 wants a comment too, pointing at #9. The token and the API
calls are in the workspace's `AGENTS.local.md`.
31. **Bump the StartOS wrapper to 0.7.1.** `station-master-startos` is clean, on `master`, pinned to
`v0.7.0` and versioned `0.7.0:3`. Once v0.7.1 is tagged: move the submodule pin to the tag, set
`startos/versions/current.ts` to **`0.7.1:0`** (a new upstream tag resets the downstream digit —
`UPDATING.md`), and write release notes in all five locales. **No new version FILE and no
migration** — `current.ts`'s `migrations.up` is empty, so nothing is carried from 0.7.0, and a
0.7.0 save replays under 0.7.1 unchanged (its intents cannot contain a Timetabled discard,
because that was illegal when they were recorded). `instructions.md` and `README.md` both name
0.7.0 and both need the three user-visible changes: the Day-end dialog, the Timetabled discard
and its New Game checkbox, and the reasons a blocked platform now gives. Remember the branch
trap: the game pushes to `main`, the wrapper to `master`.
1-6. ~~**The 2026-08-20 multiplayer planning queue and the first StartOS play session**~~ — the New
Train phase car-placement round, unified victory conditions, Phase 2 server core, the lobby
offering every game parameter, deciding what the four `optionalRules` are (`sisterTrains`
deleted, `employeeRotation` implemented, the other two already live), and stopping every release
from destroying every game in progress — done by replaying the save rather than comparing version
strings. All shipped in v0.6.0; reasoning in Multiplayer below.
---
@@ -318,21 +436,23 @@ The replay viewer, the save format, and how a game gets shared.
## Bot Performance
- [ ] **THE BOT WILL NOT PLAY RED FLAGS, and the reachability canary now says so.** Measured over
600 games (2026-08-26): `maneuver.redFlags` is OFFERED **4,212 times**, first in game 5 — the
rule is live and constantly available — and the bot PLAYS it **4 times**, first in game 252.
It is exempted by name in `sim.test.ts`'s anomaly test alongside `flyingSwitch`, and deleting
that line is what proves this fixed.
- [ ] **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.
Two changes compounded to make it rarer without breaking anything: Gitea#14 took Red Flags from
5 copies to the sheet's 3, and Gitea#3 shortened most crossings to a single Stage, so the
window in which a train is STANDING on a Mainline card — the only place the card may be played
— is now usually one Stage wide.
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 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.
**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
@@ -443,7 +563,19 @@ not read that drop as a deck problem.
## Play Balance
- [ ] **FREIGHT GOT SCARCER WHEN THE MAINLINE WENT ONTO REGIONS, and nobody knows why yet.**
- [ ] **A SOLITAIRE GAME CAN NOW END ON THE COLLISION FLOOR (v0.7.9, 2026-08-30) — small, but every
full-length figure in this file predates it.** §3.4's check was gated on
`mode === 'competitive' || mode === 'coop'`, so the two collision limits were live settings in
the solitaire dialog that did nothing; Jesse's ruling was that they should do what they say, and
the gate is gone. Measured over 200 standard developer-bot games: `loss/collisionFloor` fires in
**1 game in 200**, Days played 5.00 → 4.98 mean with a **minimum of 1**, and collisions per game
unchanged at 0.14 (max 3).
Nothing here needs acting on — the effect is smaller than the noise on every number in this
section — but it is a new way for a run to be short, so **a mean taken over games that all ran
five Days is no longer quite what is being sampled.** Worth remembering when the rebalance pass
re-measures, and worth watching if a future change makes collisions more common, because the
cost of one stops being "−1 Revenue" and starts being "the game".
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
@@ -662,11 +794,31 @@ 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,
@@ -733,8 +885,14 @@ 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.
@@ -1217,11 +1375,19 @@ 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
- [x] **~~THE BOARD STILL DOES NOT SAY WHICH WAY A HEAVY GRADE CLIMBS.~~** — done 2026-08-30 in
v0.7.9 (`cf018b4`). A brown wedge in the card's lower right rising toward the climb, with an
arrow lying along its slope. **It is Gitea#18 that made this drawable**: east is always to the
right on a single-row map, so a wedge can be read without a compass — under the wrapped layout
the same wedge would have pointed a different way at every seat. Orientation was measured
rather than assumed (400 seeds x 4 player counts, 535 grades, 0 without one, 276 east / 259
west). Original note below.
**The board did 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
tooltip says it (`mainlineDescription`); the map did not. Untouched by Gitea#3, which was
about the rules rather than the drawing.
@@ -1354,202 +1520,59 @@ What is on the screen and where. Split out of Other 2026-08-22; the rules are el
**The open questions.** Which of the six stay on the top line — Revenue and the objective are
glanced at constantly and clearly belong there, the seed and the code almost never are. Whether
the card folds like `#district` does or is always open. Whether the collision counts belong in
it or beside the objective, since they are a live score rather than a setting. And it interacts
with the Display items about the right column and the middle of the Division map (item 22): if
the shared board moves to the centre, the right column is "yours", and a settings card is not
yours — it is the table's.
it or beside the objective, since they are a live score rather than a setting. And it inherits
the one principle that outlived the wrapped-map items (settled below): **SHARED in the middle,
YOURS on the right.** A settings card is not yours — it is the table's — so if the common board
of Gitea#20 ever comes back onto this page, the settings card belongs beside it rather than in
the right-hand column.
- [ ] **INVESTIGATE: the Fedora belongs at the right-hand end of the phase row.** Raised by Jesse
2026-08-23, the day after it was added: "on the next row down, we recently added Superintendent
and saying who's got the Fedora. That information should be all the way on the right, where
currently it says 'Supervisor Shift'. Would it be possible to say 'Supervisor Shift — and then
the player name, who's the current supervisor'? If not, just moving the Superintendent and the
Fedora graphic to the right-hand side of Supervisor Shift is probably a better place for that."
- [x] **~~INVESTIGATE: the Fedora belongs at the right-hand end of the phase row.~~** — done
2026-08-30 in v0.7.9 (`Next` #29). Jesse's fallback was the one taken: `.tc-super` moved to the
end of the row, after the pills, and wrapping under them rather than squeezing the chips on a
narrow screen.
**Where it is now.** `turnChartHtml` (`sim/turnchart.ts`, shared by the play screen and both
replay viewers) lays out four blocks in a row: the Day/Stage/clock, the phase, "waiting on
<name>", then the Fedora chip (`.tc-super`), and last the `<ol class="tc-phases">` of five phase
pills. So the Fedora sits in the middle of the row, immediately before the pills.
**The appealing version was tried and rejected.** Putting the name INSIDE the Supervisor Shift
pill reads as "this phase belongs to that player", which is not what the Fedora means — the
office holds the clearance ruling and starts every round, in every phase. Worth knowing if
anyone proposes it again.
**Putting the name IN the Supervisor Shift pill is the appealing version and needs thought.**
The pills are a WHERE-ARE-WE indicator — each lights violet while its phase is running and dims
once it is done — so a name inside one may read as "this phase belongs to that player", which is
not what the Fedora means (the office holds the clearance ruling and starts every round, in
every phase). The pill is also the one whose tooltip already explains the hat passing every
third Stage, which is why it is the natural home. Worth trying both and looking at them.
**The row was looked at as a whole**, per the note left here at the time, because item #15's
"most recent action" line still wants space in the same strip. Nothing was taken; the row has
room for one more block at the widths tested.
**The fallback Jesse names** — move `.tc-super` to the end of the row, after the pills — is a
two-line change and safe. Neither should be done without looking at the row as a whole: it is
the most-glanced-at strip on the page, and item 15's "most recent action" line wants space in
the same place.
- [ ] **THE DIVISION MAP DRAWS NO TRACK GEOMETRY — a turnout is indistinguishable from a straight.**
Reported by Jesse 2026-08-23, playing the v0.7.0 build on StartOS: he upgraded a straight on his
Running Track to a turnout and "did not see the division map on my side updated. And in the
opponent's screen, they did not see any update in their division map either."
- [x] **~~Five drawing items against the wrapped Division map~~ — ALL ANSWERED BY Gitea#18**
(closed 2026-08-26), which replaced the layout rather than fixing the drawing. They were:
the map drawing no track geometry; vertical track art on a card laid down a side lane; the
inter-row connector routed round the outside with angled corners; the Division Point captions
overflowing and the buffer stops pointing the wrong way once the route wrapped; and seating the
viewer at the bottom with the table wrapped around them. All five were the same pass, and
Jesse's instruction was to do them together — which is what made replacing the layout the
cheaper answer than drawing it five ways.
**It did update. The whole visible change is one word.** Measured rather than reasoned about —
a real two-player game played out ~260 turns, then a running-track straight upgraded to a
turnout, diffing the drawn SVG on both seats:
**What the single row settled.** The route is one line, west on the left and east on the right,
at every seat count (`board-svg.ts`). Both buffer stops face outward, so the two "wrong way"
reports cannot recur. The captions sit under their own Division Point rather than hanging off
the ends, so nothing clips. And **east is always to the right** — the report that decided it,
and the reason the horseshoe lost to a row that is 1,580px wide at four players against 842.
It is also what made the Heavy Grade wedge drawable at all (item above).
```
own division view : CHANGED
other's view : CHANGED
drawn SVG : CHANGED
removed: <text class="bs-name" ...>straight</text>
added : <text class="bs-name" ...>turnout</text>
```
**The Division map no longer draws office-area detail**, so there is no Running Track on it to
draw turnout geometry for. That belongs to the Office map, which reads `cell.links` and already
draws it properly.
**Why.** `divisionSvg` draws the SAME generic rail on every Running Track cell —
`rail(c.x + 6, c.y + 32, c.x + c.w - 6)`, unconditionally — and prints the card's name under it.
So a straight, a curve and a turnout are pixel-identical on the map and only the caption
differs. `officeSvg` does it properly for the district grid: it reads `cell.links` and draws the
real geometry, 45° legs included.
**Two things survive their items and are NOT closed with them:**
**The data is already there and unused.** `RunningCardView` carries
`links: connectionsFor(card)` — the same field `officeSvg` draws from — and `divisionSvg` never
reads it. So this is a rendering change with no plumbing behind it.
- **"SHARED in the middle, YOURS on the right"** — Jesse's principle from the dead-centre item,
and worth keeping as the rule that decides where anything new on the screen belongs, even
though a row has no centre to fill. It is now **Gitea#20**'s territory: the common board is
the shared thing, and it got its own display rather than a hole in the map.
- **Why seating the viewer at the bottom was refused**, since it will be proposed again: the
Division is a LINE, and the open gap between the two buffer stops is the only thing that says
so. Rotate the map to seat a viewer and that gap moves with them — sometimes behind them,
out of the eye's path, which is exactly where the one feature saying "this is not a circle"
must not go. Jesse called it definitively superseded, 2026-08-26.
**What is NOT wrong, checked at the same time:** a card laid anywhere BELOW the Running Track
correctly changes nothing on the map — the map is the through route between the Limits, and
district interiors live in the Office Area grid. Of 4,000 bot steps in a two-player game, all
15 running-row plays changed both players' maps and none of the 19 below-the-row plays did. The
delta is not dropping anything: `deltaFrame` JSON-compares `division` and sends it whenever it
differs.
**Do it with items 19, 20, 21 and 24** — Jesse's instruction, 2026-08-23. Drawing real geometry
is the same pass as turning that geometry through 90° down a side lane, and both are wasted
work if the map is later rotated to seat the viewer at the bottom.
- [ ] **INVESTIGATE: turn the track art vertical on a Division card laid vertically.** Raised by Jesse
2026-08-22: a side lane "looks like a bunch of disconnected left-right tracks stacked one on top
of another instead of looking like a continuous track."
**It does, and the cause is one line.** `divisionSvg` draws every cell's rail with
`rail(c.x + 6, c.y + 32, c.x + c.w - 6)` — horizontal, unconditionally, whatever side of the
table the cell was laid on. **`railV` already exists**, is already used for the connector
between stacked cells, and takes the same shape turned ninety degrees. So the cell needs to know
which lane it is in (`dir[i]` is `'top' | 'right' | 'bottom' | 'left'`, known at layout time and
currently not stored on the cell) and pick the one that matches.
Everything else inside a side cell — the name, the capacity line, the train chips — is laid out
horizontally too, so this is bigger than swapping one call: it is deciding whether a side cell is
a rotated card or a differently-arranged one. Worth a sketch before any code.
- [ ] **INVESTIGATE: run the inter-row connector round the outside, as rail, with angled corners.**
Raised by Jesse 2026-08-22. **CONFIRMED IN PLAY 2026-08-23**, and it is worse than a drawing
complaint: "as a train traverses the board in a multiplayer game, east is not always to the
right. Sometimes, for train direction, east might be south, west, or north as it traverses the
different players." The route wrapping through the lanes is exactly this, and a player reading
direction off the screen is being told the wrong thing — not merely an ugly corner.
**Where it comes out is wrong.** The turn between two sides of the table is drawn from
`a.y + CH` — the BOTTOM edge of the last cell in the top row — across to `b.y`, the TOP edge of
the first cell in the next. So the route leaves the top row's rightmost Limits downward out of
its underside, when it should leave from its right-hand side; and on the bottom row it enters
through the top edge when it should come in from the right. Jesse: "it should be on the outside
circumference of the display."
**What it is drawn WITH is wrong too.** That connector is a single `<path class="bs-turn">`
— one plain polyline — while every other join on the map is `rail()` or `railV()`, two rails
with cross ties. The connector between two stacked cells down a side already uses `railV`, which
is why the vertical run looks like track and the corners do not.
**And the corners want an angled piece**, Jesse's wish-list item: a 45° rail between the
horizontal and vertical runs rather than a right-angled elbow, matching how the district's own
track geometry works (everything leaving a card's north or south edge does so at 45°). That
would want a `railD` beside `rail` and `railV`.
All three are the same drawing pass and should be done together. Note the current elbow routes
through `(ay + by) / 2` — the middle of the board — which is the space the item below wants to
fill, so these two interact.
- [ ] **INVESTIGATE: the Division Point captions overflow, and the buffer stops point the wrong way
once the route wraps.** Raised by Jesse 2026-08-22. **CONFIRMED IN PLAY 2026-08-23** at two
players: "the eastern division point has the end marker to the right, so it overlays where the
track is into the person's area, instead of off the left at the actual end of the track." The
stop is drawn past the cell's right-hand edge whatever lane the cell ended up in, so at a
wrapped route it points back into the board — over a district, not away from the line.
**The captions.** "west end · in and out" and "east end · in and out" are centred under their own
cell at `x = c.x + c.w / 2`. That was a deliberate fix — they used to hang off the outside of
the board and print clipped mid-word — and it works for a single row. It does not survive a
wrap: a Running Track cell is 78px wide and the caption is not, and `boardW`/`boardH` are
computed from CELL extents plus `PAD = 22`, never from the text. **The viewBox does not know the
captions exist**, so any caption wider than its cell plus the padding is outside it. This is the
same class of bug as the one the comment above the code says was already fixed once; the fix
solved the one-row case.
**The buffer stops.** Both are drawn on the HORIZONTAL ends of their cell — `first.x - 9` and
`last.x + last.w + 9` — regardless of which side of the table the cell was laid on. With one row
that is right: the line ends to the left and to the right. Wrapped, the East Division Point can
end up on the bottom row or down a side, and its stop still points right, into the board rather
than away from the route. Jesse's read is that it belongs at the top there. The correct rule is
probably "away from the neighbour it joins", which is derivable rather than a special case — and
it depends on the vertical-card question above, so do that one first.
- [ ] **INVESTIGATE: fill the dead centre of the Division map with the common board.** Raised by
Jesse 2026-08-22: with three or four seats the map is a ring with a large empty middle, while
the timetable sits in a column on the far right.
**The proposal, in his words:** move the timetable into the middle; maybe the yards, "because
that is too applicable to everybody"; maybe the Department and Salvage decks as well, since
those apply to all players. "Then the Division map becomes the common board area. The
right-hand side — your move, your cards, your facilities, what's blocked — is your side of
things."
**That is a genuinely good division of the screen** and it names a principle the layout does not
currently have: SHARED in the middle, YOURS on the right. Worth writing down as the rule even if
the move itself is deferred, because it decides where anything new belongs.
**What makes it awkward.** The middle is only empty at three and four seats — at one seat there
is no middle at all, and at two the rows face each other across a gap the width of `SIDE_GAP`.
So whatever goes there needs somewhere else to live at low seat counts, which is close to
building both layouts. And the map is an SVG built by `divisionSvg` while the timetable, yards
and decks are HTML panels (`panels.ts`), so "put them in the middle" means either
foreign-objecting HTML into the SVG or positioning HTML over it — neither free, and the map is
embedded into the replay by `toString()`, which constrains what it may reach for.
- [ ] **INVESTIGATE: seat the viewer at the bottom of the Division map and wrap the table around
them.** Raised by Jesse 2026-08-22: "consider that the player being displayed is always at the
bottom of the display, and the rest of the table is wrapped around. This would give something
of a feel of sitting at an actual table with my cards in front of me and the other players in
front of me as well." His own note: not a decision, something to think about.
**It needs no new data.** `divisionSvg` already takes `roster.viewer` — "the player this map is
being drawn for" — and `main.ts` already passes it. The layout is a fixed lane order,
`top → right → bottom → left`, filled in ROUTE order west to east; rotating means offsetting
which lane the first seat lands in so the viewer's own district comes out on `bottom`. That is
an index shift in one array, not a new layout engine.
**The strongest argument for it is already in the code.** The map marks your district with a
colour AND spells out "(you)", and the comment says why: "a colour alone cannot say which of
four railroads is the reader's, and that is the first thing anybody wants to know at a table
they just sat down at." A fixed position answers that structurally — you would know before
reading anything. The marker stays as reinforcement rather than being the only signal.
**What it costs is the other thing the map says.** The section is headed "The Division — west
to east" and the route is a LINE, not a loop: it starts at the West Division Point and ends at
the East one, with buffer stops at both and a deliberately open gap between them. Today that
line starts top-left, where a reader starts reading. Rotate it and west starts wherever your
seat put it — and the open gap, which is the thing that stops the ring being read as a loop,
moves with it. Sometimes it would land behind you, out of the eye's path, which is exactly
where the one feature that says "this is not a circle" should not be.
**So the question is which of the two the map is FOR**, and it may not have the same answer at
every seat count. At one seat there is nothing to rotate. At two it is a swap, and free. At
three, rotating changes which way the horseshoe opens. At four it moves the break in the
square. A rule like "rotate at three and four, leave one and two alone" is defensible but has
to be decided rather than fallen into.
**One caller has no viewer at all**: the site's replay viewer calls `divisionSvg(f.division)`
with no roster (`web/replays.ts`). A replay watches every seat and belongs to none, so it has
nothing to rotate around — the feature has to degrade cleanly to today's layout there, which is
an argument for building it as an optional rotation rather than as the layout.
**Same drawing pass as items 19, 20 and 22** — vertical track art, the corner connectors and
the dead centre. All four move cells around the ring or change what is drawn inside them, and
doing them one at a time means laying the map out four times.
- [ ] **INVESTIGATE: history newest-at-the-top, and timestamps on it.** Raised by Jesse 2026-08-22.
+1 -1
View File
@@ -1,6 +1,6 @@
{
"name": "station-master",
"version": "0.7.2",
"version": "0.7.9",
"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
+5
View File
@@ -1389,6 +1389,11 @@
},
{
"type": "loadUnload.end"
},
{
"type": "game.extend",
"player": 0,
"agree": false
}
]
}
+15 -1
View File
@@ -60,7 +60,21 @@ execFileSync(
*/
function buildStamp(): string {
const pkg = JSON.parse(readFileSync(join(root, 'package.json'), 'utf8')) as { version: string };
let git = 'nogit';
/**
* THE FALLBACK HAS TO BE UNIQUE PER BUILD, because this string is also the cache-bust key.
*
* It used to be the literal `nogit`, which is exactly what the `.s9pk` build produces — the
* Dockerfile copies the working tree in without `.git`, so `git rev-parse` fails there every time.
* Every packaged release therefore published `?v=nogit`, byte-identical to the release before it,
* and a returning player's browser had no reason to refetch a single module. v0.7.5's setup screen
* and v0.7.6's fix to it both shipped correctly to `phoenix.local` and neither reached the browser
* that asked for them (Jesse, twice, 2026-08-29 — "setup did not work").
*
* The version plus the build's own timestamp is always distinct, needs nothing from the
* environment, and stays honest: two builds of the same commit ARE two deploys, and a cache key
* that says so costs one refetch, while one that lies costs a release nobody receives.
*/
let git = `${pkg.version}-${Date.now().toString(36)}`;
try {
const sha = execFileSync('git', ['rev-parse', '--short', 'HEAD'], { cwd: root })
.toString()
+433 -50
View File
@@ -36,10 +36,12 @@ 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',
});
}
}
@@ -879,9 +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';
@@ -917,10 +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];
@@ -988,10 +1096,10 @@ 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 — "this is played on a mainline card to prevent collisions. If a collision would
@@ -1016,13 +1124,211 @@ function evaluateClearance(
}
// 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.
@@ -1039,22 +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).
@@ -1167,7 +1502,6 @@ 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.
@@ -1302,17 +1636,39 @@ function shiftChange(s: GameState, events: GameEvent[]): AdvanceResult {
events.push({ type: 'stageBegan', day: s.clock.day, stage: s.clock.stage });
}
// §3.4 — every mode but competitive-and-coop-only: a Day's collisions against `maxCollisionsPerDay`
// and the game's running total against `maxCollisionsTotal`. `0` disables either check. Flat, not
// scaled by player count — Jesse's call, 2026-08-20: more players is more independent chances to
// collide, not a bigger shared budget.
if (s.config.mode === 'competitive' || s.config.mode === 'coop') {
/**
* §3.4 — EVERY MODE, SOLITAIRE INCLUDED: a Day's collisions against `maxCollisionsPerDay` and the
* game's running total against `maxCollisionsTotal`. `0` disables either check. Flat, not scaled
* by player count — Jesse's call, 2026-08-20: more players is more independent chances to collide,
* not a bigger shared budget.
*
* SOLITAIRE WAS EXCLUDED UNTIL 2026-08-30 and nothing said so. The gate here read `mode ===
* 'competitive' || mode === 'coop'`, while `SOLO_CONFIG` carried both limits and the New Game
* dialog offered them as live settings — so a solitaire player could set a collision limit, read
* "the game ends in a loss" beside it, and crash as often as they liked. Found reviewing that
* screen's wording (Jesse, 2026-08-30); his ruling is that the settings should do what they say,
* so the gate is gone rather than the controls.
*
* A SOLITAIRE GAME CAN THEREFORE NOW END EARLY, which no measurement in `TODO.md` was taken
* under. At the shipped defaults (3 a Day, 5 total) it is a rare ending rather than a common one —
* the bot averages 0.06 collisions a game — but any figure quoted from a full-length run predates
* it.
*/
{
const perDayBreach =
s.config.maxCollisionsPerDay > 0 && s.collisionsToday >= s.config.maxCollisionsPerDay;
const totalBreach =
s.config.maxCollisionsTotal > 0 && s.collisionsTotal >= s.config.maxCollisionsTotal;
if (perDayBreach || totalBreach) {
s.status = 'finished';
/**
* 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 };
}
@@ -1356,28 +1712,55 @@ 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;
}
// ---------------------------------------------------------------------------
+219 -26
View File
@@ -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,
@@ -123,7 +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) => {
@@ -769,16 +777,64 @@ export 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) {
@@ -988,14 +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;
}
@@ -1141,7 +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': {
@@ -1532,6 +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 }];
@@ -1765,10 +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': {
@@ -1942,6 +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;
@@ -2166,14 +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);
@@ -2530,7 +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:
@@ -2933,7 +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;
@@ -2956,6 +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;
}
@@ -2996,11 +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;
}
@@ -3052,6 +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 };
}
+16 -3
View File
@@ -434,6 +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
@@ -492,9 +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.' } },
+26 -2
View File
@@ -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
View File
@@ -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
View File
@@ -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' });
+6 -2
View File
@@ -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;
@@ -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),
};
}
+323 -21
View File
@@ -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.
*
@@ -866,8 +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;
};
// ---------------------------------------------------------------------------
@@ -912,6 +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.
+201
View File
@@ -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);
}
+30 -4
View File
@@ -101,7 +101,13 @@ function sendJson(res: ServerResponse, status: number, body: unknown): void {
res.end(text);
}
async function serveStatic(distDir: string, urlPath: string, res: ServerResponse): Promise<void> {
async function serveStatic(
distDir: string,
urlPath: string,
res: ServerResponse,
/** The request's `?v=` build tag, when it has one — see the `Cache-Control` note below. */
buildTagged = false,
): Promise<void> {
const rel = urlPath === '/' ? '/index.html' : urlPath;
// `normalize` collapses `..`, and the join is then checked to still be inside `distDir` — a request
// for `/../../etc/passwd` must not escape the one directory this is allowed to read from.
@@ -113,7 +119,27 @@ async function serveStatic(distDir: string, urlPath: string, res: ServerResponse
try {
const info = await stat(full);
if (!info.isFile()) throw new Error('not a file');
res.writeHead(200, { 'Content-Type': MIME[extname(full)] ?? 'application/octet-stream', 'Content-Length': info.size });
/**
* ONLY A URL CARRYING A BUILD TAG MAY BE CACHED, AND NOTHING ELSE MAY BE.
*
* Nothing here sent a `Cache-Control` at all before, so a browser applied its own heuristic to
* the pages as much as the modules. The pages are the one thing that CANNOT be versioned in
* their own URL — a player types the address or follows a bookmark — so a cached `play.html`
* pins that player to the entire build it names, including every `?v=` tag inside it. That is
* half of why v0.7.5 and v0.7.6 did not reach the browser that asked for them; `build-web.ts`
* publishing `?v=nogit` on every packaged release was the other half, and neither is enough on
* its own.
*
* `?v=` is the exact condition rather than "not HTML": `build-web.ts` tags the modules and the
* script tags that load them, and tags NOTHING else. An untagged URL — an image, the replay
* manifest — has no way to announce a change, so a year of `immutable` on one would outlive
* several releases of whatever it holds.
*/
res.writeHead(200, {
'Content-Type': MIME[extname(full)] ?? 'application/octet-stream',
'Content-Length': info.size,
'Cache-Control': buildTagged ? 'public, max-age=31536000, immutable' : 'no-cache',
});
createReadStream(full).pipe(res);
} catch {
res.writeHead(404, { 'Content-Type': 'text/plain' });
@@ -281,7 +307,7 @@ export function startServer(opts: ServerOptions): void {
// Unset means the routes are not here — indistinguishable from any other unknown path, so
// nothing advertises an administrative surface to someone probing for one.
if (!opts.adminSecret) {
await serveStatic(opts.distDir, url.pathname, res);
await serveStatic(opts.distDir, url.pathname, res, url.searchParams.has('v'));
return;
}
if (req.headers['x-admin-secret'] !== opts.adminSecret) {
@@ -700,7 +726,7 @@ export function startServer(opts: ServerOptions): void {
return;
}
await serveStatic(opts.distDir, url.pathname, res);
await serveStatic(opts.distDir, url.pathname, res, url.searchParams.has('v'));
})().catch((err: unknown) => {
sendJson(res, 500, { error: err instanceof Error ? err.message : 'internal error' });
});
+67 -6
View File
@@ -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,
+88 -6
View File
@@ -55,11 +55,12 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
*
* West DP · Mainline · [Limits … Office … Limits] · Mainline · [ … ] · Mainline · East DP
*
* SEATING. Players sit around a table, so the route is laid out the way they do: one row alone,
* two rows facing, a horseshoe of three, a square of four. The Division is a LINE and not a loop
* — trains enter at one Division Point and leave at the other — so the shape is deliberately left
* open, with the two ends drawn as buffer stops facing each other across a marked gap. Closing it
* into a ring would promise a connection the rules do not have.
* ONE ROW AT EVERY SEAT COUNT (Gitea#18). It used to be laid out the way players sit — two rows
* facing, a horseshoe of three, a square of four — and the reasoning for dropping that is at the
* layout itself below. The Division is a LINE and not a loop — trains enter at one Division Point
* and leave at the other — so the row is deliberately left open, with the two ends drawn as
* buffer stops facing outward. Closing it into a ring would promise a connection the rules do
* not have.
*
* Self-contained on purpose: the replay embeds this by `toString()`, so it may not reach for
* anything outside its own body.
@@ -108,7 +109,6 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
* this is back to what a buffer stop actually needs.
*/
const PAD = 22;
const SIDE_GAP = 34;
const esc = (t: string): string =>
String(t).replace(/[&<>"]/g, (c) => ({ '&': '&amp;', '<': '&lt;', '>': '&gt;', '"': '&quot;' })[c] ?? c);
@@ -146,6 +146,12 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
below?: Cell['trains'];
/** Mainline cards only: §2.1 divides one into two regions. 0 elsewhere — no bars are drawn. */
regions: number;
/**
* Which way a Heavy Grade climbs, or null on every other card. Drawn as a wedge, because the
* tooltip said "climbs east" and the card itself showed nothing — so the one card whose
* orientation the PLAYER chooses was the one card you had to hover to read (Jesse, 2026-08-30).
*/
gradeUp?: string | null;
w: number;
x: number;
y: number;
@@ -259,6 +265,7 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
seat: null,
// A Division Point is one region — the queue trains enter and leave the Division through.
regions: dp ? 1 : (n.regions ?? 0),
gradeUp: dp ? null : (n.gradeUp ?? null),
w: dp ? CW.dp : CW.ml,
});
}
@@ -357,6 +364,73 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
out += `<line class="bs-region" x1="${c.x + 6 + RW * r}" y1="${c.y + RAIL_Y - 14}" x2="${c.x + 6 + RW * r}" y2="${c.y + RAIL_Y + 10}"/>`;
}
/**
* WHICH WAY A HEAVY GRADE CLIMBS, drawn rather than only said.
*
* The tooltip has said "climbs east" since the Frame carried `gradeUp`, and the card showed
* nothing — so the one Mainline card whose orientation the PLAYER sets, and the one where a
* Helpers or Brakeman modifier means opposite things at opposite ends, was the one you had to
* hover to read (Jesse, 2026-08-30).
*
* A wedge rising toward the climb, with an arrow up its slope. Two cues rather than one: the
* wedge alone asks the reader to judge which end is taller, which at eleven pixels of rise is a
* comparison rather than a glance. Bottom-right, clear of the left-aligned capacity line and
* below the region bars, so it never lands under a train chip.
*
* `east` is RIGHT on this map and always has been (Gitea#18) — that is what makes a wedge
* readable without a compass, and it is why the row layout is worth its width.
*/
if (c.gradeUp === 'east' || c.gradeUp === 'west') {
const s = c.gradeUp === 'east' ? 1 : -1;
const GW = 58;
const RISE = 24;
const gx1 = c.x + c.w - 9 - GW;
const gx2 = c.x + c.w - 9;
const yb = c.y + CH - 6;
const peakX = s === 1 ? gx2 : gx1;
out += `<polygon class="bs-grade" points="${gx1},${yb} ${gx2},${yb} ${peakX},${yb - RISE}"/>`;
/**
* THE ARROW LIES ALONG THE WEDGE'S OWN SLOPE, CENTRED IN IT (Jesse, 2026-08-30).
*
* Parallel to the hypotenuse is the shape that fits: the perpendicular gap to the slope is
* then CONSTANT along the whole arrow, instead of closing at one end the way a steeper line
* does. The earlier 30° pass had to be tucked into the fat half to survive, because 30° is
* steeper than this wedge climbs — at 58×24 the slope is 22.5°, and the arrow simply lies on
* it.
*
* Centred on the TRIANGLE'S CENTROID (2/3 along the base, 1/3 up), which is the balance point
* of the form rather than of its bounding box — centring on the box would push the arrow into
* the thin corner where there is no height for it.
*
* The wedge grew 50×22 → 58×24 to pay for that: the centroid sits only ~7px from the
* hypotenuse, so a centred arrow has less room than an off-centre one and needs a bigger form
* to keep it. Sizes are the best fit found by search, clearing every edge by 2.88px;
* `web.test.ts` re-derives it and fails under 2px.
*
* Worked in the wedge's own frame — `u` along the base from the thin corner, `h` up from it —
* so a westward climb is one sign on `u` rather than a second set of coordinates.
*/
const L = 20;
const HL = 6;
const HW = 3.5;
const T = 1.4;
const A = Math.atan2(RISE, GW);
const cos = Math.cos(A);
const sin = Math.sin(A);
const cu = (2 * GW) / 3;
const ch = RISE / 3;
const pt = (lx: number, ly: number): string => {
const u = cu + lx * cos - ly * sin;
const h = ch + lx * sin + ly * cos;
return `${s === 1 ? gx1 + u : gx2 - u},${yb - h}`;
};
const H = L / 2;
out +=
`<polygon class="bs-gradeup" points="${pt(-H, -T)} ${pt(H - HL, -T)} ${pt(H - HL, -HW)} ` +
`${pt(H, 0)} ${pt(H - HL, HW)} ${pt(H - HL, T)} ${pt(-H, T)}"/>`;
}
/**
* ON THE DIVISION MAP, A TRAIN IS A CHIP — name, which way it points, how many cars.
*
@@ -1123,6 +1197,14 @@ export const BOARD_CSS = `
/* The vertical bars a Mainline card is divided into (§2.1). Drawn faint: they are the ruler the
train is measured against, not something to look at instead of the train. */
.bs-region{stroke:#4a5361;stroke-width:1.2;stroke-dasharray:3 3}
/* THE HEAVY GRADE WEDGE. Terrain, so it is coloured as terrain rather than as a warning.
SOLID BROWN, fill and border the same (Jesse, 2026-08-30) — the first pass paired a desaturated
fill with an amber arrow and the pair read reddish, which on a map that spends amber on "it is
happening here" made a fixed piece of landscape look like a live alert. One flat brown recedes
into scenery; the arrow is bone so the DIRECTION, which is the fact being reported, is the part
that carries. */
.bs-grade{fill:#6b5334;stroke:#6b5334;stroke-width:1}
.bs-gradeup{fill:#f2e8d5}
.bs-slot{fill:none;stroke:#5f6b7a;stroke-width:1.1;stroke-dasharray:3 2}
.bs-slot.bs-occ{stroke-dasharray:none;stroke-width:1.6}
/* CAR TYPE BY COLOUR, LOAD STATE BY FILL — the SAME distinction the train tray draws, because they
+72 -16
View File
@@ -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);
+26 -1
View File
@@ -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 ${train(e.trainId)} at the Train Order Office` };
}
}
+18 -2
View File
@@ -34,6 +34,8 @@ import type { Intent } from '../engine/intents.ts';
import { legalActions } from '../engine/legal.ts';
import { createGame } from '../engine/setup.ts';
import type { Facility, GameConfig, GameState } from '../engine/state.ts';
import { actingPlayer } from '../engine/state.ts';
import { reasonSentence } from '../web/panels.ts';
import { developerBot, lastChoiceReason } from './bot.ts';
import { carLabel, cuesFor, idleNote, isVisible, narrate } from './narrate.ts';
// The view-model lives in its own module so the browser build can import it without dragging in
@@ -135,7 +137,7 @@ export function record(seed: number, length: GameLength, maxSteps = 100_000): Re
if (s.status === 'finished') break;
if (!r.needsInput) continue;
const actor = s.clock.pendingDecision !== null ? s.clock.superintendent : s.clock.currentActor;
const actor = actingPlayer(s);
if (actor === null) break;
const options = legalActions(s, actor);
if (options.length === 0) break;
@@ -147,12 +149,26 @@ export function record(seed: number, length: GameLength, maxSteps = 100_000): Re
push(applied.events);
}
/**
* IN WORDS, NOT AS AN ENUM (`TODO.md` #34). This heading read `loss — revenueFloor`, which is
* exactly the defect Gitea#16 was filed about on the playable page — it just outlived the fix
* here, because nothing player-facing pointed at it. `reasonSentence` is shared rather than
* reimplemented, so the replay and the results screen cannot end up explaining the same ending
* two different ways.
*
* Fed the LAST frame, which is the state the outcome was decided in and is already recorded.
* Tags are stripped: this lands in an `<h1>` and in a console line, neither of which wants markup.
*/
const o = s.outcome;
const last = frames[frames.length - 1];
const why = o && last ? reasonSentence(last, o, last.day).replace(/<[^>]+>/g, '') : '';
return {
seed,
length,
frames,
outcome: o ? `${o.result} — ${o.reason} · final Revenue ${s.players[0]?.revenue ?? 0}` : 'unfinished',
outcome: o
? `${o.result === 'win' ? 'won' : 'lost'} — ${why} Final Revenue ${s.players[0]?.revenue ?? 0}.`
: 'unfinished',
};
}
+15
View File
@@ -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);
+29 -5
View File
@@ -19,6 +19,8 @@ export type TurnChartFrame = {
phase: string;
phaseKey: string;
actor: number | null;
/** What the game has stopped to ask, when it has. Null while a phase is simply running. */
awaiting?: { asks: string; train: string } | null;
};
/**
@@ -93,8 +95,21 @@ export function turnChartHtml(f: TurnChartFrame, actorName: string | null, super
);
}).join('');
// An automatic phase is waiting on nobody, and saying so is more use than a blank.
/**
* WAITING ON WHOM, AND FOR WHAT.
*
* "nobody — the Division is running itself" is true of an automatic phase and was being printed
* over the top of three interruptions that are emphatically waiting on a person: §8.1's clearance
* ruling, the Yard Office offer and the Red Flag prompt. The Frame carried the phase's actor,
* which is null throughout the Mainline Phase, so a game stopped on a named player's decision
* reported that nobody was holding it up (Jesse, 2026-08-30). `Frame.actor` is `actingPlayer` now
* and answers who; `awaiting` says what, because "waiting on Bob" with no more than that is a
* game that looks stuck to everyone except Bob.
*/
const who = actorName ?? 'nobody — the Division is running itself';
const asked = f.awaiting
? ` <span class="tc-asks">${esc(f.awaiting.asks)} · ${esc(f.awaiting.train)}</span>`
: '';
const fedora =
superName === null
? ''
@@ -105,9 +120,12 @@ export function turnChartHtml(f: TurnChartFrame, actorName: string | null, super
`<div class="tc-when"><b>Day ${f.day}</b><span>Stage ${f.stage} of 12</span>` +
`<span class="dim">${esc(f.clock)}</span></div>` +
`<div class="tc-now">phase <b>${esc(f.phase)}</b></div>` +
`<div class="tc-who">waiting on <b>${esc(who)}</b></div>` +
fedora +
`<ol class="tc-phases">${chips}</ol>`
`<div class="tc-who">waiting on <b>${esc(who)}</b>${asked}</div>` +
// THE FEDORA RIDES AT THE END OF THE PHASE ROW (`TODO.md` #29, Jesse). It sat on its own line
// between the phases and everything above them, which put a thing that changes every third
// Stage in the middle of the things that change every Stage. The row it belongs beside is the
// one whose last chip is Supervisor Shift — the phase that passes it.
`<div class="tc-row"><ol class="tc-phases">${chips}</ol>${fedora}</div>`
);
}
@@ -130,12 +148,18 @@ export const TURNCHART_CSS = `
says "Player Solitaire", so the chart should agree. In multiplayer this is the thing a table
glances at most often, so it gets its own chip rather than hiding in the phase text. */
.tc-who{display:flex;align-items:center;gap:6px;font-size:12px;color:#8b94a3}
.tc-asks{color:#a99ac4;font-style:italic}
.tc-who b{color:#b98cf0;background:rgba(150,110,230,.16);border:1px solid #8b6ad0;
border-radius:11px;padding:1px 9px;font-size:12px}
/* WHO HOLDS THE FEDORA. Violet like the rest of the chart — this is "where you are" news, not
something to press — but unfilled, so the eye still lands on "waiting on" first: that is the one
that changes every turn, while this changes four times a Day. */
.tc-super{display:flex;align-items:center;gap:6px;font-size:12px;color:#8b94a3;cursor:help}
/* The phase row and the Fedora on one line, the hat pushed to the far end (TODO.md #29): the row
is the Stage, and the Superintendent is who holds it. Wraps under the phases on a narrow screen
rather than squeezing the chips. */
.tc-row{display:flex;align-items:center;gap:12px;flex-wrap:wrap}
.tc-row ol.tc-phases{flex:1 1 auto}
.tc-super{margin-left:auto;display:flex;align-items:center;gap:6px;font-size:12px;color:#8b94a3;cursor:help}
.tc-super b{color:#cbb6f2;border:1px solid #6b5a94;border-radius:11px;padding:1px 9px;font-size:12px}
ol.tc-phases{display:flex;gap:6px;list-style:none;margin:0;padding:0;flex-wrap:wrap}
.tc-phase{display:flex;align-items:center;gap:6px;border:1px solid #2c333d;border-radius:14px;
+113 -7
View File
@@ -47,7 +47,7 @@ import {
} from '../engine/content.ts';
import type { Intent } from '../engine/intents.ts';
import type { Facility, GameConfig, GameState, PlayerIndex, SeatIndex, TrackCard, TurnoutOrientation } from '../engine/state.ts';
import { carsOn, playerAtSeat, railFacingOf, seatOf, turnOf } from '../engine/state.ts';
import { actingPlayer, carsOn, playerAtSeat, railFacingOf, seatOf, turnOf } from '../engine/state.ts';
import type { Hand, HouseRules, TrackGeometry } from '../engine/content.ts';
import type { Port } from '../engine/track.ts';
import { connectionsFor, slopeOfPair, variantsFor } from '../engine/track.ts';
@@ -354,7 +354,21 @@ export type Frame = {
* replay recorder, which sees the events; the live game keeps its own on the Game object.
*/
cues?: string[];
/**
* WHO THE GAME IS WAITING ON — the phase's actor, or the owner of a pending interruption when
* there is one. It carried `clock.currentActor` alone until 2026-08-30, which is null during the
* Mainline Phase, so a game stopped dead on a Superintendent's clearance ruling reported "waiting
* on nobody — the Division is running itself" while it waited on a named person to click
* (reported by Jesse). The engine had the answer the whole time in `actingPlayer`.
*/
actor: number | null;
/**
* WHAT that player is being asked, when the game is stopped on a question rather than a turn.
* Null whenever the phase is simply running. Naming the person is not enough on its own: three
* different interruptions can be waiting, and "waiting on Bob" with no more than that is a game
* that looks stuck to everyone except Bob.
*/
awaiting: { asks: string; train: string } | null;
superintendent: number;
revenue: number;
/**
@@ -398,6 +412,24 @@ 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).
*
@@ -1025,15 +1057,41 @@ 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.
@@ -1073,7 +1131,30 @@ 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
@@ -1275,7 +1356,19 @@ export function snapshot(
clock: clockTime(s.clock.stage),
phase: phaseLabel(s.clock.phase),
phaseKey: s.clock.phase,
actor: s.clock.currentActor,
actor: actingPlayer(s),
/**
* The three interruptions §8.1 and Gitea#5/#19 can raise, said in the words the prompt itself
* uses. `decisionActor` above decides WHO; this is only what they are looking at.
*/
awaiting: (() => {
const d = s.clock.pendingDecision;
if (!d) return null;
const train = trainName(s, d.train);
if (d.kind === 'clearance') return { asks: 'a clearance ruling', train };
if (d.kind === 'yardOffice') return { asks: 'the Yard Office offer', train };
return { asks: 'a Red Flag', train };
})(),
superintendent: s.clock.superintendent,
revenue: s.players[viewer]?.revenue ?? 0,
lines,
@@ -1335,6 +1428,10 @@ 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),
@@ -1779,7 +1876,16 @@ 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;
+74 -11
View File
@@ -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,
@@ -133,10 +134,25 @@ export type NewGameOptions = {
/** The same config with the New Game dialog's answers in it. */
export function configWith(opts: NewGameOptions): GameConfig {
const days = opts.days ?? SOLO_CONFIG.days;
return {
...SOLO_CONFIG,
days: opts.days ?? SOLO_CONFIG.days,
minCombinedRevenue: opts.minCombinedRevenue ?? SOLO_CONFIG.minCombinedRevenue,
days,
/**
* DERIVED FROM THE DAYS ACTUALLY IN PLAY, not from `SOLO_CONFIG`'s five-Day constant.
*
* It fell back to the constant until 2026-08-30, so `configWith({ days: 1 })` asked a one-Day
* game to clear **15** — a floor a five-Day game averages barely half of — and
* `configWith({ days: 10 })` asked for the same 15 a five-Day game does. The two fields silently
* disagreed, which is the one thing a "build me a config" helper must not let happen.
*
* Not a live fault when it was found: `createLocalSession` is the only caller, and the page
* always writes `minCombinedRevenue` itself (`solitaireDefaults` re-derives it from the preset).
* Found by a throwaway probe that passed only `days` — which is exactly how the next caller
* would use this. At the default day count the answer is unchanged, since `SOLO_CONFIG`'s own
* floor is this same formula at `DEFAULT_DAYS`.
*/
minCombinedRevenue: opts.minCombinedRevenue ?? collectiveRevenueFloor(1, days),
maxCollisionsPerDay: opts.maxCollisionsPerDay ?? SOLO_CONFIG.maxCollisionsPerDay,
maxCollisionsTotal: opts.maxCollisionsTotal ?? SOLO_CONFIG.maxCollisionsTotal,
optionalRules: { ...SOLO_CONFIG.optionalRules, ...(opts.optionalRules ?? {}) },
@@ -266,6 +282,7 @@ 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 +351,9 @@ 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 +482,26 @@ 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 +1044,42 @@ 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 +1230,7 @@ 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 +1281,7 @@ 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' } };
}
+5 -5
View File
@@ -79,13 +79,13 @@ footer{margin-top:26px;color:var(--dim);font-size:11px;display:flex;gap:18px;fle
<span class="go" id="door-multiplayer-go">Set up a game &rarr;</span>
</a>
<a class="door" href="./play.html">
<a class="door" href="./play.html?solitaire">
<h2>Play solitaire</h2>
<p>Play by yourself and run the entire division for five full days. Your goal is 20 Revenue.
Your game data is saved in your browser &mdash; if you close the tab and reopen this site
<p>Play by yourself and run the entire division for five full days. Clear the Revenue floor of
15 by the end or the game is a loss. Your game data is saved in your browser &mdash; if you close the tab and reopen this site
without clearing your cache, your game is preserved and you can continue automatically.
During the game you can also explicitly save your progress for later replay.</p>
<span class="go">Start a game &rarr;</span>
<span class="go">Set up a game &rarr;</span>
</a>
<a class="door" href="./replays.html">
@@ -100,7 +100,7 @@ footer{margin-top:26px;color:var(--dim);font-size:11px;display:flex;gap:18px;fle
<footer>
<span>build <span id="build">__BUILD__</span></span>
<span>solitaire runs entirely in your browser &mdash; no server code required</span>
<span>Multiplayer runs on StartOS server. Solitaire runs entirely in your browser.</span>
</footer>
</main>
+18 -25
View File
@@ -256,25 +256,21 @@ export function runLobby(handlers: LobbyHandlers, resume?: { token: string; game
else if (type === 'custom') type = base;
for (const r of typeRadios()) r.checked = r.value === type;
const scoring = preset(base).scoring;
const note = $('lb-type-note');
if (type === 'custom') {
note.textContent =
`${gameTypeLabel('custom', scoring)} · ${differing.length} ` +
`${differing.length === 1 ? 'setting differs' : 'settings differ'} from ${preset(base).label}.`;
note.className = 'ng-note changed-note';
// A Custom game is nobody's default: open the block that says how it differs.
$<HTMLDetailsElement>('lb-settings').open = true;
} else {
note.textContent = preset(type as PresetName).blurb;
note.className = 'ng-note';
}
/**
* NO SENTENCE UNDER THE RADIOS since 2026-08-30 — it restated the type just chosen to the person
* who had just chosen it, and the row is already labelled and already carries its own
* description (Jesse: "There's no need to repeat it below"). `form.mark` still puts a hint on
* each row that actually differs, which is where a Custom game's differences can be acted on.
*/
// A Custom game is nobody's default: open the block that says how it differs.
if (type === 'custom') $<HTMLDetailsElement>('lb-settings').open = true;
}
for (const r of typeRadios()) {
// Solitaire is on this screen so the two screens read as one list, but there is nothing here to
// deal it with — the New Game dialog is where a solitaire game comes from.
if (r.value === 'solitaire') markUnavailable(r, 'dealt with the New game button, not here');
// deal it with. Dimmed and left to speak for itself: the heading says "Game type
// (multi-player)", which is the explanation (Jesse, 2026-08-30).
if (r.value === 'solitaire') markUnavailable(r);
r.onchange = () => {
if (!r.checked) return;
if (r.value === 'custom') {
@@ -615,18 +611,15 @@ export function prefillCode(code: string): void {
*
* Reported by Jesse 2026-08-23: "solitaire is disabled, but really hard to tell." A bare `disabled`
* on a radio leaves the whole row at full strength — the dot simply refuses the click, which reads
* as a broken control rather than an unavailable one. Dims the row and says why, once.
* as a broken control rather than an unavailable one.
*
* The dimming is the whole signal now. It used to append a reason to the row as well, and dropped
* that in 2026-08-30 along with the same text on the solitaire screen: one heading naming which
* game the screen deals says it once, where three dimmed rows each said it again.
*/
function markUnavailable(radio: HTMLInputElement, why: string): void {
function markUnavailable(radio: HTMLInputElement): void {
radio.disabled = true;
const row = radio.closest('label');
if (!row) return;
row.classList.add('disabled');
if (row.querySelector('.lb-why')) return;
const note = document.createElement('span');
note.className = 'lb-why';
note.textContent = ` — ${why}`;
row.querySelector('span')?.appendChild(note);
radio.closest('label')?.classList.add('disabled');
}
function escapeHtml(s: string): string {
+465 -174
View File
@@ -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, dayEndHtml, 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 {
@@ -37,6 +37,7 @@ import {
} from './presets.ts';
import type { GameType, PresetName } from './presets.ts';
import { settingsForm } from './settings-form.ts';
import type { SettingsForm } from './settings-form.ts';
const SAVE_KEY = 'station-master.save.v1';
const SETTINGS_KEY = 'station-master.settings.v1';
@@ -505,7 +506,7 @@ const lobbyHandlers = {
const record = readStore().games[gameId];
if (!record) return;
if (record.stage === 'game' && record.seat !== undefined) {
beginRemote({ ...record, seat: record.seat });
beginRemote({ ...record, seat: record.seat }, true);
return;
}
// Still seated in a lobby that had not started: the stream puts us back on the seating screen,
@@ -532,6 +533,8 @@ const HANDOFF_STALL_MS = 8000;
let handoffOpenedAt = 0;
let handoffStall: number | null = null;
let firstFrameSeen = false;
/** Set when this page entered a game it was already seated in, so the first frame says so. */
let rejoiningRemote = false;
function setText(id: string, text: string): void {
const el = document.getElementById(id);
@@ -611,7 +614,7 @@ function noteDayEnd(f: Frame): void {
* nothing saying this was the game just set up. `#phasenote` cannot help: it announces a CHANGE of
* phase, and there is no previous phase to have changed from.
*/
function noteFirstFrame(f: Frame): void {
function noteFirstFrame(f: Frame, rejoining = false): void {
if (firstFrameSeen || isLocal(session)) return;
firstFrameSeen = true;
const held = Date.now() - handoffOpenedAt;
@@ -620,20 +623,43 @@ function noteFirstFrame(f: Frame): void {
window.setTimeout(
() => {
closeHandoff();
/**
* "BEGUN" IS ONLY TRUE ONCE. `firstFrameSeen` is per page-load, so re-entering a game this
* browser already holds a seat in — a reload mid-game, or picking it out of the lobby's list
* — announced that the game had begun, to a player who had been playing it for an hour.
* Reported for the solitaire side by Jesse, 2026-08-30; the same line was wrong here.
*/
flashAnnounce(
`The game has begun — ${type} · ${f.players.length} players · Day ${f.day}, Stage ${f.stage}`,
`The game has ${rejoining ? 'resumed' : 'begun'} — ${type} · ${f.players.length} players · ` +
`Day ${f.day}, Stage ${f.stage}`,
);
},
Math.max(0, HANDOFF_BEAT_MS - held),
);
}
/** Toggles the two mutually-exclusive top-level screens `play.html` defines — `#lobby` (Phase 4)
* and `#gameui` (the board, whether local or remote). Both start `hidden` in the markup so neither
* ever flashes before `start()` decides which one this load actually needs. */
function showScreen(which: 'lobby' | 'gameui'): void {
/**
* COMING BACK TO A GAME, said out loud — the solitaire counterpart to `noteFirstFrame`.
*
* A restored game draws exactly like a dealt one: mid-Day, mid-phase, with a log already several
* turns deep. Nothing distinguished "this is the game you left" from "this is a game that has just
* started", and the multiplayer path had the opposite problem — it announced that the game had
* BEGUN to a player rejoining one (Jesse, 2026-08-30: "do not post a message that says 'The game
* has begun.' … it needs to say 'The game has resumed.'").
*/
function announceResumed(f: Frame): void {
flashAnnounce(`The game has resumed — Day ${f.day}, Stage ${f.stage}`);
}
/** Toggles the three mutually-exclusive top-level screens `play.html` defines — `#lobby` (Phase 4),
* `#gameui` (the board, whether local or remote), and `#solitairesetup` (asked before the first
* solitaire deal, the same way `#lobby` is asked before the first multiplayer one — Jesse,
* 2026-08-29). All three start `hidden` in the markup so none ever flashes before `start()` decides
* which one this load actually needs. */
function showScreen(which: 'lobby' | 'gameui' | 'solitairesetup'): void {
document.getElementById('lobby')!.hidden = which !== 'lobby';
document.getElementById('gameui')!.hidden = which !== 'gameui';
document.getElementById('solitairesetup')!.hidden = which !== 'solitairesetup';
}
/**
@@ -642,7 +668,7 @@ function showScreen(which: 'lobby' | 'gameui'): void {
* earlier visit. Either way the token is what makes reconnection work (`lobby-and-sessions.md` §1),
* so it is always written back here before anything else happens.
*/
function beginRemote(ready: LobbyReady): void {
function beginRemote(ready: LobbyReady, rejoining = false): void {
saveRemote({ token: ready.token, gameId: ready.gameId, gameCode: ready.gameCode, seat: ready.seat, stage: 'game' });
gameCode = ready.gameCode;
showScreen('gameui');
@@ -652,6 +678,7 @@ function beginRemote(ready: LobbyReady): void {
// banner (`#presence`), and it holds a beat so the game visibly begins.
openHandoff();
session = createRemoteSession(ready.token, ready.seat, abandonRemote);
rejoiningRemote = rejoining;
applyCapabilities();
// A LocalSession has data the instant it is constructed; a RemoteSession does not — its first
// real Frame only exists once the SSE connection's first push arrives, so the first render waits
@@ -714,12 +741,31 @@ function start(): void {
return;
}
/**
* ASKING FOR SOLITAIRE BEATS RESUMING A MULTIPLAYER SESSION TOO — same reasoning as `?lobby`
* above, for the door on the other side. A browser that has ever held a multiplayer seat carries
* `remembered` forever (`loadRemote` finds it below), and a bare `./play.html` load could not tell
* "I clicked Play solitaire" apart from "I reloaded mid-game" — so the splash's solitaire door
* always lost to whatever multiplayer game or lobby this browser last touched, and could never
* actually reach solitaire. Found 2026-08-29 verifying v0.7.5 on `phoenix.local`: the door landed
* back in a Co-op, four-seat LOBBY from unrelated earlier testing rather than solitaire's own new
* setup screen. The door now marks its intent explicitly, the same way `?lobby` already does —
* and so does everything else that already means "this is a solitaire navigation": an explicit
* `?seed=` (a shared or bookmarked deal) and `?hand=` (the setup screen's own Deal button writes
* it on every commit, so landing back here with it set is that navigation, not a bare reload).
* Checked here, ahead of `remembered`, rather than only below with `saved` — otherwise Deal would
* work once and then bounce the very next load into whatever multiplayer game this browser last
* touched, since its URL carries `hand=` but not `solitaire=`.
*/
const wantsSolitaire =
params.get('solitaire') !== null || params.get('seed') !== null || params.has('hand');
// Entered without checking it still exists — deliberately. Verifying up front would mean an
// await before anything renders on the common path, where the game IS still there; instead the
// session reports a dead game through `abandonRemote`, which lands in the lobby.
const remembered = loadRemote();
const remembered = wantsSolitaire ? null : loadRemote();
if (remembered && remembered.stage === 'game' && remembered.seat !== undefined) {
beginRemote({ ...remembered, seat: remembered.seat });
beginRemote({ ...remembered, seat: remembered.seat }, true);
return;
}
/**
@@ -739,23 +785,54 @@ function start(): void {
return;
}
showScreen('gameui');
// A saved game carries its OWN rules and re-deals itself under them, whatever the URL says — see
// `configFor`. Read once, here, so the same answer decides both whether to ask before dealing and
// (below) whether to restore.
const saved = load();
const requested = params.get('seed');
/**
* ASK BEFORE THE FIRST DEAL, THE SAME WAY THE LOBBY ASKS BEFORE THE FIRST MULTIPLAYER GAME
* (Jesse, 2026-08-29 — "let the user choose their options like the start of a multiplayer game";
* "asking first is the only path").
*
* Three things answer the question and so skip the screen, in this order of precedence:
* `hand` (every `commitNewGame` write sets it, so this navigation IS the Deal button landing back
* here to deal), `seed` (a specific deal someone chose to share or bookmark), and — only when the
* player did not explicitly ask to set one up — an existing save, which is a game to resume.
*
* THE DOOR OUTRANKS A SAVED GAME, and getting that wrong is what made this feature unreachable
* for three releases. v0.7.5 skipped the screen whenever `load()` found ANYTHING, reasoned as "a
* saved game is a game to resume" — but a browser that has ever played solitaire always has one,
* so the door could never reach the screen again. Reported three times (Jesse, 2026-08-29 twice
* and 2026-08-30); a private window appeared to absolve it only because it had never played and
* so had no save. Clicking "Play solitaire" is a request to set a game up, not to resume one — a
* BARE reload is the resume case, and still is. `#ss-resume` is what keeps the save reachable, so
* this costs nobody the game they were playing.
*/
const askedToSetUp = params.get('solitaire') !== null;
if (requested === null && !params.has('hand') && (askedToSetUp || !saved)) {
showScreen('solitairesetup');
runSolitaireSetup(params, saved !== null);
return;
}
showScreen('gameui');
// A seed in the URL makes a game shareable and reproducible: same link, same deal.
const seed = requested !== null ? Number(requested) || 1 : Math.floor(Math.random() * 1e9);
const local = createLocalSession(seed, solitaireDefaults(gameOptionsFromUrl(params)));
session = local;
// A saved game carries its OWN rules and re-deals itself under them, whatever the URL says — see
// `configFor`. That is why the restore happens after the session is built rather than feeding it.
const saved = load();
if (saved && requested === null) local.restore(saved);
const restored = Boolean(saved) && requested === null;
if (saved && restored) local.restore(saved);
applyCapabilities();
// Every render goes through the session, so the page redraws whenever the game says it changed —
// which is what a remote session will use to push. Locally it fires on each accepted intent.
session.subscribe(render);
render();
// Coming back to a game is not the same event as being dealt one, and the board looks identical
// either way — mid-Day, mid-phase, with a log already deep (Jesse, 2026-08-30).
if (restored) announceResumed(session.view());
}
/**
@@ -884,7 +961,7 @@ function rulesSummary(f: Frame): string {
function render(): void {
const f = session.view();
const menu = session.menu();
noteFirstFrame(f);
noteFirstFrame(f, rejoiningRemote);
// Which squares the selected card or track piece may go on. Highlighting them is what turns the
// coordinate list into a board: you pick the thing, then click where it goes.
@@ -916,7 +993,16 @@ 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.
@@ -1392,6 +1478,141 @@ 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);
/**
* ASK THE EXTENSION QUESTION ON THE THING THAT IS ACTUALLY IN FRONT OF THE PLAYER.
*
* This dialog opens itself at every ending and it is MODAL, so `renderEnding`'s own "play one more
* Day" buttons — written into `#actions` — are behind it. The player read a results screen offering
* nothing but Close and concluded the game was over, which is exactly what it looked like (Jesse,
* 2026-08-30). Gitea#11 was verified over the HTTP API, where there is no dialog to be behind.
*
* The buttons in `#actions` stay, and are still correct: they are what remains after this is
* closed, and what a player who reopened the results with "see the full results" comes back to.
* Voting from either place submits the same intent.
*/
const yes = document.getElementById('rs-extend-yes') as HTMLButtonElement | null;
const no = document.getElementById('rs-extend-no') as HTMLButtonElement | null;
const asking = f.status === 'awaitingExtension' && f.extensionVotes[f.viewer] === null;
if (yes && no) {
yes.hidden = !asking;
no.hidden = !asking;
if (asking) {
// `method="dialog"` closes it on click; the vote rides along. Assigned every time rather than
// once, because `f` is a fresh Frame on each ending.
yes.onclick = () => void session.submit({ type: 'game.extend', player: f.viewer, agree: true });
no.onclick = () => void session.submit({ type: 'game.extend', player: f.viewer, agree: false });
}
}
// 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,
@@ -1400,18 +1621,12 @@ 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>';
@@ -1784,189 +1999,265 @@ if (leaveBtn) {
};
}
const newBtn = document.getElementById('newgame');
const dlg = document.getElementById('newgamedlg') as HTMLDialogElement | null;
if (newBtn && dlg) {
const field = <T extends HTMLElement>(id: string): T => document.getElementById(id) as T;
const ngForm = settingsForm('ng-');
/**
* ONE GAME-TYPE BLOCK, WIRED — the type radios, the shared rules form beneath them, and the small
* glue between them (which type is currently selected, what its note says, how Days feeds the
* floor). The in-game "New game" dialog (`ng-`) and the pre-game setup screen (`ss-`, Gitea
* "let the user choose their options like the start of a multiplayer game", 2026-08-29) both need
* an identical copy of this — factored out once so the two cannot drift apart the way the rules
* block itself already had before `settings-form.ts` existed to stop it.
*
* PREFILLING IS DELIBERATELY LEFT TO THE CALLER. The dialog opens on the game CURRENTLY IN PLAY
* (so redealing to compare keeps comparing); the setup screen opens on the plain Solitaire
* defaults, because there is no game yet to read. `setBase` plus a direct `form.write(...)` is the
* seam that lets each caller do its own version of "what do these fields show at first paint"
* without this function having to guess which one it is wiring.
*/
type WiredGameType = {
form: SettingsForm;
days(): number;
refresh(): void;
/** The common case: prefill straight from a named type's own defaults, then repaint. */
selectPreset(name: PresetName): void;
/** The dialog's case: the caller writes the form itself (from a live game), then calls `refresh`
* — this only sets which type that write should be compared against. */
setBase(name: PresetName, type: GameType): void;
};
/**
* THE SAME FIVE GAME TYPES THE LOBBY OFFERS, and the same shared rules block under them.
*
* The dialog used to carry its own copy of the questions and its own idea of the defaults, which
* is how it ended up with "where an Extra may start" that the lobby did not have and none of the
* three optional rules that it did. Both screens now read `presets.ts` and drive their block
* through `settings-form.ts`; only Solitaire can actually be DEALT here, so the three multiplayer
* types are shown disabled rather than hidden — what this screen offers and what the lobby offers
* should read as one list, not two.
*/
let ngBase: PresetName = 'solitaire';
let ngType: GameType = 'solitaire';
function wireGameTypeBlock(prefix: string, root: ParentNode): WiredGameType {
const field = <T extends HTMLElement>(id: string): T => document.getElementById(`${prefix}${id}`) as T;
const form = settingsForm(prefix);
let base: PresetName = 'solitaire';
let type: GameType = 'solitaire';
/** As in the lobby: the floor is derived from the length until the player sets one themselves. */
let ngFloorTyped = false;
let floorTyped = false;
const ngDays = (): number => {
const raw = Number(field<HTMLInputElement>('ng-days').value);
const days = (): number => {
const raw = Number(field<HTMLInputElement>('days').value);
return Number.isFinite(raw) && raw >= 1 ? Math.round(raw) : 5;
};
const ngTypeRadios = (): HTMLInputElement[] =>
Array.from(dlg.querySelectorAll<HTMLInputElement>('input[name="ng-type"]'));
const typeRadios = (): HTMLInputElement[] =>
Array.from(root.querySelectorAll<HTMLInputElement>(`input[name="${prefix}type"]`));
function ngRefresh(): void {
const differing = ngForm.mark(ngBase, 1, ngDays());
if (differing.length > 0) ngType = 'custom';
else if (ngType === 'custom') ngType = ngBase;
for (const r of ngTypeRadios()) r.checked = r.value === ngType;
const note = field<HTMLElement>('ng-type-note');
note.textContent =
ngType === 'custom'
? `${gameTypeLabel('custom', preset(ngBase).scoring)} · ${differing.length} ` +
`${differing.length === 1 ? 'setting differs' : 'settings differ'} from ${preset(ngBase).label}.`
: preset(ngType as PresetName).blurb;
function refresh(): void {
const differing = form.mark(base, 1, days());
if (differing.length > 0) type = 'custom';
else if (type === 'custom') type = base;
for (const r of typeRadios()) r.checked = r.value === type;
/**
* NO SENTENCE UNDER THE RADIOS. It restated the type just chosen — the row is already labelled
* and already carries its own one-line description — so it was the choice read back to the
* person who had just made it (Jesse, 2026-08-30: "It's obvious from what they selected above
* what they're playing. There's no need to repeat it below.").
*
* The Custom case said something the radios do NOT — how many settings differ, and from which
* type — and that is not lost: `form.mark` puts a hint on each row that actually differs, which
* is where a reader can act on it rather than a count they would then have to go and find.
*/
}
function ngSelectPreset(name: PresetName): void {
ngBase = name;
ngType = name;
ngFloorTyped = false;
const values = presetSettings(name, 1, ngDays());
ngForm.write(values, values);
ngRefresh();
function selectPreset(name: PresetName): void {
base = name;
type = name;
floorTyped = false;
const values = presetSettings(name, 1, days());
form.write(values, values);
refresh();
}
for (const r of ngTypeRadios()) {
// Nothing here can deal a multiplayer game: a `LocalSession` runs the engine in this browser and
// a table needs a server. The lobby is the door, and the row says so rather than just refusing
// the click (Jesse, 2026-08-23 — a disabled radio that looks enabled reads as a broken one).
function setBase(name: PresetName, t: GameType): void {
base = name;
type = t;
floorTyped = false;
}
for (const r of typeRadios()) {
/**
* Nothing here can deal a multiplayer game: a `LocalSession` runs the engine in this browser and
* a table needs a server. Dimmed rather than hidden, so what this screen offers and what the
* lobby offers read as one list (Jesse, 2026-08-23 — a disabled radio that looks enabled reads
* as a broken one).
*
* NO REASON PRINTED BESIDE THEM since 2026-08-30. Each row used to gain "— use the Multiplayer
* button; a table needs a server", which is three unreachable types each explaining the same
* thing on a screen whose heading already says "Game type (solitaire)". Jesse: "grayed out with
* no additional explanation. The explanation above… is sufficient." The lobby dims Solitaire the
* same way and says nothing either, which is what lets one list serve both screens.
*/
if (r.value !== 'solitaire' && r.value !== 'custom') {
r.disabled = true;
const row = r.closest('label');
if (row && !row.querySelector('.lb-why')) {
row.classList.add('disabled');
const note = document.createElement('span');
note.className = 'lb-why';
note.textContent = ' — use the Multiplayer button; a table needs a server';
row.querySelector('span')?.appendChild(note);
}
r.closest('label')?.classList.add('disabled');
}
r.onchange = () => {
if (!r.checked) return;
if (r.value === 'custom') {
ngType = 'custom';
ngRefresh();
type = 'custom';
refresh();
return;
}
ngSelectPreset(r.value as PresetName);
selectPreset(r.value as PresetName);
};
}
ngForm.onEdit((key) => {
if (key === 'minCombinedRevenue') ngFloorTyped = true;
ngType = 'custom';
ngRefresh();
form.onEdit((key) => {
if (key === 'minCombinedRevenue') floorTyped = true;
type = 'custom';
refresh();
});
// Days is a parameter, not a rule: it re-derives the floor and never makes a game Custom by itself.
field<HTMLInputElement>('ng-days').oninput = () => {
if (!ngFloorTyped) {
const values = ngForm.read();
const want = presetSettings(ngBase, 1, ngDays());
ngForm.write({ ...values, minCombinedRevenue: want.minCombinedRevenue }, want);
field<HTMLInputElement>('days').oninput = () => {
if (!floorTyped) {
const values = form.read();
const want = presetSettings(base, 1, days());
form.write({ ...values, minCombinedRevenue: want.minCombinedRevenue }, want);
}
ngRefresh();
refresh();
};
// "Everyone moves one chair left" has no meaning at a table of one — disabled with the rest of the
// block still visible, so the two screens read the same.
ngForm.setEmployeeRotationAvailable(false);
// block still visible, so every screen that offers it reads the same.
form.setEmployeeRotationAvailable(false);
/**
* ASK FOR ALL OF IT, rather than documenting URL parameters in the title bar.
*
* It asked for the seed alone, through `prompt()`. The opening hand and the three revenue rates
* were constants in the source, so trying a variation meant an edit and a rebuild — and balance is
* the open question this game has (`TODO.md`). A dialog is what lets a playtest be a playtest.
*
* The dialog OPENS ON THE RULES IN PLAY rather than on the defaults: dealing a second game to
* compare against the first is the common case, and re-entering settings each time is how a
* comparison silently stops comparing. Which TYPE that is comes out of the comparison — a game
* dealt at the Solitaire defaults reopens on Solitaire, and one that was tuned reopens on Custom
* with every changed field marked.
*/
newBtn.onclick = () => {
// The button itself is hidden for a session that cannot deal (`applyCapabilities`), but the
// dialog's whole answer-reading/URL-navigating flow below assumes a LocalSession throughout, so
// the guard is repeated — and `local` is captured as a `const` so the narrowing survives the
// closures below it (see `renderUndo`'s identical note on why `session` itself cannot be).
if (!isLocal(session)) return;
const local = session;
const f = local.view();
const day = f.day;
const started = f.status === 'active' && (day > 1 || f.stage > 1);
if (started && !confirm(`Forget this game (seed ${local.seed()}, Day ${day}) and deal a new one?`)) return;
return { form, days, refresh, selectPreset, setBase };
}
field<HTMLInputElement>('ng-seed').value = '';
field<HTMLInputElement>('ng-days').value = String(f.days);
ngBase = 'solitaire';
ngType = 'solitaire';
ngFloorTyped = false;
// The rules actually in play, then the comparison decides what to call them.
ngForm.write(settingsOf(configFromFrame(f)), presetSettings('solitaire', 1, f.days));
ngForm.setEmployeeRotationAvailable(false);
ngRefresh();
dlg.showModal();
/**
* THE COMMIT — reads a wired block's answers and turns them into a URL, the same path `?seed=`
* already took: `start()` reads it back out, so there is exactly one place that turns a URL into a
* game, whichever screen produced it.
*/
function commitNewGame(wired: WiredGameType, seedFieldValue: string): void {
const asked = seedFieldValue.trim();
// A seed the browser cannot parse is not a reason to refuse to deal — blank and unparseable both
// mean "surprise me", which is what leaving the box alone plainly asks for.
const seed = asked === '' || !Number.isFinite(Number(asked)) ? '' : String(Math.trunc(Number(asked)));
const settings = wired.form.read();
const rules = houseRules({
houseRules: {
startingHand: settings.startingHand,
extraStart: settings.extraStart,
discardTimetabled: settings.discardTimetabled,
revenue: {
passengerPerCoach: settings.passengerPerCoach,
freightPerLoad: settings.freightPerLoad,
trainPerTransit: settings.trainPerTransit,
},
},
});
const victory: NewGameOptions = {
days: Math.max(1, wired.days()),
minCombinedRevenue: settings.minCombinedRevenue,
maxCollisionsPerDay: settings.maxCollisionsPerDay,
maxCollisionsTotal: settings.maxCollisionsTotal,
optionalRules: {
reducedVisibility: settings.reducedVisibility,
// Never on at a table of one, whatever the box says — the control is disabled for the same
// reason, and this is the half that reaches the engine.
employeeRotation: false,
emergencyToolbox: settings.emergencyToolbox,
},
};
clearSave();
const next = rulesToUrl(rules, victory, seed);
// Assigning the search string the page ALREADY has does nothing at all, which reads as a button
// that did not work — and it is the common case: deal a random seed, decide it was a bad deal,
// deal another at the same settings. Reload instead, and `start()` rolls a fresh seed.
if (next === location.search) location.reload();
else location.search = next;
}
/**
* THE IN-GAME "NEW GAME" BUTTON GOES TO THE SETUP SCREEN (Jesse, 2026-08-30 — "it should not go to
* a separate screen. We should reuse the Solitaire New Game Screen").
*
* `#newgamedlg` used to be a third copy of the same questions and the one that drifted: it carried
* multiplayer wording on a screen only a solitaire player ever sees. It is deleted; this navigates
* to the screen that already asks these questions properly.
*
* Nothing is lost on the way: `render()` calls `save()` every frame, so the game in progress is
* always on disk, and the setup screen offers "Continue saved game" to come back to it.
*/
const newBtn = document.getElementById('newgame');
if (newBtn) {
newBtn.onclick = () => {
showScreen('solitairesetup');
// IN PLACE, not a navigation: the live session stays in memory, so the fields can open on the
// rules actually being played and "Continue saved game" is just showing the board
// again rather than a reload and a replay.
runSolitaireSetup(new URLSearchParams(), true, session.view());
};
}
/**
* THE PRE-GAME SETUP SCREEN — asked before the FIRST solitaire deal, the same way `#lobby` is
* already asked before the first multiplayer one (Jesse, 2026-08-29: "let the user choose their
* options like the start of a multiplayer game"; "asking first is the only path").
*
* Only reached for a genuinely fresh visit — `start()` is what decides that; by the time this runs,
* there is no saved game and no URL already carrying a deal's answers. It opens on the plain
* Solitaire defaults, since there is no live game to compare against yet, and reuses the identical
* `wireGameTypeBlock`/`commitNewGame` pair the in-game dialog uses — the two are one design, not two.
*/
function runSolitaireSetup(params: URLSearchParams, hasSave = false, live: Frame | null = null): void {
const screen = document.getElementById('solitairesetup');
const dealBtn = document.getElementById('ss-deal');
if (!screen || !dealBtn) return;
const ss = wireGameTypeBlock('ss-', screen);
// A `?seed=` with no other rules params still means SOMETHING — a shared or bookmarked link
// naming a specific deal — so it is honoured as a prefill rather than discarded because this
// visit happened to be routed through the screen that now asks first.
const seedField = document.getElementById('ss-seed') as HTMLInputElement | null;
if (seedField) seedField.value = params.get('seed') ?? '';
/**
* One handler for every way the dialog can close — the Deal button, the Cancel button, and Esc,
* which `<dialog>` answers with an empty `returnValue` and no submit event at all.
* WHAT THE FIELDS OPEN ON, and it is not the same question in both directions.
*
* The answers go into the URL and the page navigates, which is the same path `?seed=` already
* took: `start()` reads them back, so there is exactly one place that turns a URL into a game.
* Reached mid-game from "New game", this opens on the rules CURRENTLY IN PLAY — that is what the
* deleted dialog was good for, and losing it would make "change one dial and redeal to compare"
* impossible. Reached from the splash, there is no game to read, so it opens on the plain
* Solitaire defaults.
*/
dlg.addEventListener('close', () => {
if (dlg.returnValue !== 'deal') return;
if (live) {
const daysField = document.getElementById('ss-days') as HTMLInputElement | null;
if (daysField) daysField.value = String(live.days);
ss.setBase('solitaire', 'solitaire');
ss.form.write(settingsOf(configFromFrame(live)), presetSettings('solitaire', 1, live.days));
ss.refresh();
} else {
ss.selectPreset('solitaire');
}
const asked = field<HTMLInputElement>('ng-seed').value.trim();
// A seed the browser cannot parse is not a reason to refuse to deal — blank and unparseable
// both mean "surprise me", which is what leaving the box alone plainly asks for.
const seed = asked === '' || !Number.isFinite(Number(asked)) ? '' : String(Math.trunc(Number(asked)));
const settings = ngForm.read();
const rules = houseRules({
houseRules: {
startingHand: settings.startingHand,
extraStart: settings.extraStart,
discardTimetabled: settings.discardTimetabled,
revenue: {
passengerPerCoach: settings.passengerPerCoach,
freightPerLoad: settings.freightPerLoad,
trainPerTransit: settings.trainPerTransit,
},
},
});
const victory: NewGameOptions = {
days: Math.max(1, ngDays()),
minCombinedRevenue: settings.minCombinedRevenue,
maxCollisionsPerDay: settings.maxCollisionsPerDay,
maxCollisionsTotal: settings.maxCollisionsTotal,
optionalRules: {
reducedVisibility: settings.reducedVisibility,
// Never on at a table of one, whatever the box says — the control is disabled for the same
// reason, and this is the half that reaches the engine.
employeeRotation: false,
emergencyToolbox: settings.emergencyToolbox,
},
};
/**
* THE WAY BACK TO A GAME IN PROGRESS, and the reason the door is allowed to outrank a save at all.
* Dealing from here calls `clearSave()`, so a player who reached this screen from the splash — by
* clicking "Play solitaire", which nobody reads as "throw away what I was playing" — needs their
* game one button away and needs to be told what Deal costs.
*
* Mid-game the game is still in memory, so going back is just showing it again. From the splash
* there is nothing loaded yet, so it is a navigation to the bare URL and `start()` restores the
* save — one place that turns a URL into a game, either way.
*/
const resumeBtn = document.getElementById('ss-resume');
const savedNote = document.getElementById('ss-saved-note');
const canResume = hasSave || live !== null;
if (resumeBtn) {
resumeBtn.hidden = !canResume;
resumeBtn.onclick = live
? () => {
showScreen('gameui');
render();
announceResumed(session.view());
}
: () => void (location.search = '');
}
if (savedNote) savedNote.hidden = !canResume;
clearSave();
const next = rulesToUrl(rules, victory, seed);
// Assigning the search string the page ALREADY has does nothing at all, which reads as a button
// that did not work — and it is the common case: deal a random seed, decide it was a bad deal,
// deal another at the same settings. Reload instead, and `start()` rolls a fresh seed.
if (next === location.search) location.reload();
else location.search = next;
});
dealBtn.onclick = () => commitNewGame(ss, seedField?.value ?? '');
}
const zoomOutBtn = document.getElementById('zoomout') as HTMLButtonElement | null;
+326 -38
View File
@@ -168,52 +168,324 @@ export function timetableHtml(f: Frame, justSet: number | null): string {
*/
export function dayEndHtml(f: Frame): string {
const ended = f.day - 1;
const left = f.days - ended;
const standings = [...f.players]
.sort((a, b) => b.revenue - a.revenue || a.seat - b.seat)
.map(
(p) =>
`<tr${p.index === f.viewer ? ' class="you"' : ''}><td>${esc(p.name)}` +
`${p.index === f.viewer ? ' <span class="dim">(you)</span>' : ''}</td>` +
`<td class="num">${p.revenue}</td></tr>`,
)
.join('');
// The target is a COMBINED floor in every mode that sets one, so it is reported against the whole
// table's Revenue rather than the viewer's — showing one player's score against a four-player
// target reads as a hopeless position when the table may be comfortably ahead.
const combined = f.players.reduce((n, p) => n + p.revenue, 0);
const target =
f.minCombinedRevenue > 0
? `<p>Combined Revenue <b>${combined}</b> against a target of <b>${f.minCombinedRevenue}</b>.</p>`
: '';
/**
* Only when the game is actually scored on collisions.
*
* Two conditions, both of them `advance.ts`'s own: `0` on a dial turns that check off, and the
* checks run in COMPETITIVE AND CO-OP ONLY (§3.4). A solitaire game carries the default dials on
* its config and enforces neither, so reporting a collision budget there would put a rule on
* screen that this game does not have.
*/
const scoredOnCollisions =
(f.mode === 'competitive' || f.mode === 'coop') &&
(f.maxCollisionsTotal > 0 || f.maxCollisionsPerDay > 0);
const collisions = scoredOnCollisions
? `<p>Collisions: <b>${f.collisionsToday}</b> today, <b>${f.collisionsTotal}</b> in all.</p>`
: '';
const 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}</b> begins now — ${left} ${left === 1 ? 'Day' : 'Days'} left to run.</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 ${ended} has ended</h3>` +
ahead +
`<table class="dayend-t"><tbody>${standings}</tbody></table>` +
target +
collisions
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.
*
* EXPORTED for the developer replay recorder (`sim/replay.ts`), which was still printing
* `loss — revenueFloor` into its own heading a release after this was written — the same defect the
* issue was filed about, surviving in the one place nobody had looked (`TODO.md` #34). One
* implementation, so the two cannot say the game ended for different reasons.
*/
export 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
);
}
@@ -479,4 +751,20 @@ ul.blocked{margin:0;padding-left:18px}
.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}
`;
+272 -194
View File
@@ -76,11 +76,24 @@ dialog input:focus{outline:none;border-color:#4d6fa8}
padding:5px 14px;cursor:pointer;font:inherit;font-size:13px}
.ng-buttons button:hover{border-color:#4d6fa8}
#ng-deal{background:#31527f;border-color:#4d6fa8}
/* The save warning is the one thing on this screen that describes something IRREVERSIBLE, and it
sat in `.ng-note` — the same dim 11px grey as the twenty explanatory notes above it, which is
where the eye has already learned there is nothing to act on. Sized and coloured to be read
(Jesse, 2026-08-30). Amber rather than red: losing a saved game is a real cost, not a danger, and
red here would outrank the actual rules of the game sitting above it. */
#ss-saved-note{font-size:15px;font-weight:500;line-height:1.55;color:#ffcf70;background:#332a15;
border:1px solid #b8912c;border-left:5px solid #e0a83c;border-radius:5px;padding:12px 14px;
margin:18px 0 0}
#ss-saved-note b{color:#ffe3a6}
/* Two live choices, so neither is the quiet one: `Create new game` keeps the primary blue it has when
it is the only button, and `Continue` is given the same weight rather than reading as a cancel. */
#ss-deal{background:#31527f;border-color:#4d6fa8}
#ss-resume{background:#2f5340;border-color:#4f8a68}
main{display:grid;grid-template-columns:minmax(0,1fr) 400px;gap:14px;padding:14px;align-items:start}
@media(max-width:1100px){main{grid-template-columns:1fr}}
section{background:var(--panel);border:1px solid var(--line);border-radius:7px;
padding:10px 12px;margin-bottom:12px}
#lobby{max-width:1040px;margin:0 auto;padding:14px}
#lobby,#solitairesetup{max-width:1040px;margin:0 auto;padding:14px}
/* The create form is two short lists, not one long one: what game this is on the left, what its
rules are on the right. Collapses to one column where there is no room for two. */
.lb-two{display:grid;grid-template-columns:minmax(0,1fr) minmax(0,1.1fr);gap:22px;align-items:start}
@@ -95,9 +108,8 @@ section{background:var(--panel);border:1px solid var(--line);border-radius:7px;
lobby and nothing on it said so — a radio that silently refuses reads as a broken radio. */
.ng-radio.disabled{opacity:.45;cursor:not-allowed}
.ng-radio.disabled:hover{background:none}
.lb-why{color:#e0b060;font-size:11px}
#lobby h2{margin-top:0}
#lobby h3{margin-bottom:2px}
#lobby h2,#solitairesetup h2{margin-top:0}
#lobby h3,#solitairesetup h3{margin-bottom:2px}
.lb-seat{display:flex;align-items:center;gap:8px;padding:5px 0;border-bottom:1px solid var(--line)}
.lb-seat:last-child{border-bottom:none}
.lb-seat .who{flex:1}
@@ -222,6 +234,14 @@ 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}
@@ -299,9 +319,10 @@ ul.blocked li{padding:2px 0}
<!-- THE LOBBY (Phase 4) — shown instead of the game UI whenever there is no game yet to play: no
stored session token, or a token whose game hasn't started. `lobby.ts` owns everything in here;
`main.ts` only decides whether THIS div or `#gameui` below is the one currently visible.
`#newgamedlg` at the very end of the body is solitaire-only, and asks the same questions through
the same shared module (`settings-form.ts`) — the two blocks are generated from one template. -->
`main.ts` only decides whether THIS div, `#solitairesetup` or `#gameui` is the one visible.
`#solitairesetup` asks the same questions of a solitaire player, through the same shared module
(`settings-form.ts`) — the two blocks are generated from one template, and since 2026-08-30
they are the ONLY two: the in-game dialog that was a third copy is gone. -->
<div id="lobby" hidden>
<header><b><a href="./index.html" class="home">Station Master</a></b> — <span class="dim">Multiplayer</span></header>
@@ -394,12 +415,13 @@ ul.blocked li{padding:2px 0}
can be shared, compared or replayed. Leave it blank for a random one.</p>
<!-- WITH THE TABLE SIZE IT IS ABOUT, not below the rules block — reported by Jesse, who found
it separated from the control it explains by fifteen settings. -->
<p class="ng-note">Every chair has to be taken before the game can start — by a person or by a
bot. Pick the size of the table now; it cannot change once the game is created.</p>
<p class="ng-note">Every chair must be filled before the game can start. For solitaire,
there&rsquo;s only one player. For multiplayer, that must be filled by a person or a
bot. The number of players cannot be changed once the game is created.</p>
</div>
<div class="lb-col">
<h3>Game type</h3>
<h3>Game type (multi-player)</h3>
<div class="set-row" id="lb-type-row">
<label class="ng-radio"><input type="radio" name="lb-type" value="solitaire">
<span><b>Solitaire</b><br><span class="dim">One railroad, one player. The whole Division is yours to run.</span></span></label>
@@ -413,7 +435,7 @@ ul.blocked li{padding:2px 0}
<span><b>Custom</b><br><span class="dim">Whatever you set below. Selected for you the moment you change a rule; it is scored as the type you started from.</span></span></label>
</div>
<p class="ng-note" id="lb-type-note"></p>
</div>
<!-- FULL WIDTH WHEN IT OPENS. Reported by Jesse: opened inside the right-hand column it made a
@@ -423,7 +445,7 @@ ul.blocked li{padding:2px 0}
<summary>Game settings</summary>
<p class="ng-note">Every rule the game type sets, and every one of them yours to change.
Changing any of them selects <b>Custom</b>, which keeps the scoring of the type you
started from; clicking a type again resets all of them back to it. They are fixed when the
started from; changing the game type resets all of them back to it. They are fixed when the
game is created and cannot be changed once it starts.</p>
<div class="set-groups">
@@ -497,13 +519,13 @@ ul.blocked li{padding:2px 0}
</div>
<div class="set-row" id="lb-colday-row">
<label class="ng-gate"><input type="checkbox" id="lb-colday-on" checked>
<span>The game ends and everyone loses if collisions in one Day reach</span>
<span>The game ends immediately and results in a loss if collisions in one Day reach</span>
<input id="lb-colday" type="number" min="0" step="1" class="gate-num"></label>
<span class="set-hint" id="lb-colday-hint"></span>
</div>
<div class="set-row" id="lb-coltotal-row">
<label class="ng-gate"><input type="checkbox" id="lb-coltotal-on" checked>
<span>The game ends and everyone loses after this many collisions in the whole game</span>
<span>The game ends immediately and results in a loss after this many collisions in the whole game</span>
<input id="lb-coltotal" type="number" min="0" step="1" class="gate-num"></label>
<span class="set-hint" id="lb-coltotal-hint"></span>
</div>
@@ -514,7 +536,7 @@ ul.blocked li{padding:2px 0}
<div class="set-group">
<h3>Optional rules</h3>
<p class="ng-note">Off in every game type; each one changes how the game plays.</p>
<p class="ng-note">Each one changes how the game plays.</p>
<div class="set-row" id="lb-visibility-row">
<label class="ng-num"><span>Reduced Visibility — five switching Moves instead of six in the
night Stages (1&ndash;3 and 11&ndash;12)</span>
@@ -547,7 +569,7 @@ ul.blocked li{padding:2px 0}
</details>
<div class="lb-span">
<button id="lb-create" type="button">Create game</button>
<button id="lb-create" type="button">Create new game</button>
<p class="lb-error" id="lb-create-err" role="alert"></p>
</div>
</div>
@@ -584,6 +606,208 @@ ul.blocked li{padding:2px 0}
</section>
</div>
<!-- ===================================================================
SOLITAIRE SETUP — the same question multiplayer already asks first,
now asked here too (Jesse, 2026-08-29): a genuinely fresh visit deals
nothing until this screen's own Deal button is pressed. A saved game,
an explicit `?seed=`, or a URL already carrying a Deal's answers (any
of the shared block's fields — `hand` names the one always written)
all skip straight past this screen, exactly as `?lobby` already skips
past it into the lobby: those are not "no plan yet", they are a
choice already made, elsewhere.
THE SAME BLOCK THE DIALOG AND THE LOBBY USE, same shared module
(`settings-form.ts`), same order — three screens are one design now
instead of two. Only Solitaire can be dealt from here, so the other
four types are shown exactly as the in-game dialog shows them: present,
disabled, with a note pointing at the Multiplayer door instead.
==================================================================== -->
<div id="solitairesetup" hidden>
<header><b><a href="./index.html" class="home">Station Master</a></b> — <span class="dim">Solitaire</span></header>
<section>
<h2>New solitaire game</h2>
<p class="ng-note">One railroad, one player, five full days by default — everything below is
yours to change before you deal. Clearing the Revenue floor wins; falling short loses.</p>
<!-- THE SAME THREE PARAMETERS THE LOBBY ASKS, in the same order, with the same note under them
(Jesse, 2026-08-30: "everything beneath that should be the same"). The table size is here
rather than hidden because it is one of the three things that describe a game, and leaving
it out made this screen a different form that happened to share a rules block. It is LOCKED
at one: a `LocalSession` runs the engine in this browser and a table needs a server, which
is the same reason the four multiplayer game types are shown disabled below. -->
<div class="lb-params">
<label class="ng-num"><span>Seed</span>
<input id="ss-seed" type="text" inputmode="numeric" autocomplete="off" placeholder="blank for a random seed"></label>
<label class="ng-num"><span>Players at the table</span>
<select id="ss-players" disabled>
<option value="1" selected>1</option>
</select></label>
<label class="ng-num"><span>Days</span>
<input id="ss-days" type="number" min="1" max="20" step="1" value="5"></label>
</div>
<p class="ng-note">The same seed and the same settings always deal the same railroad, so a game
can be shared, compared or replayed. Leave it blank for a random one.</p>
<p class="ng-note">Every chair must be filled before the game can start. For solitaire,
there&rsquo;s only one player. For multiplayer, that must be filled by a person or a
bot. The number of players cannot be changed once the game is created.</p>
<h3>Game type (solitaire)</h3>
<div class="set-row" id="ss-type-row">
<label class="ng-radio"><input type="radio" name="ss-type" value="solitaire" checked>
<span><b>Solitaire</b><br><span class="dim">One railroad, one player. The whole Division is yours to run.</span></span></label>
<label class="ng-radio"><input type="radio" name="ss-type" value="coop">
<span><b>Co-op</b><br><span class="dim">Everyone&#8217;s Revenue is one table score. You win together or lose together.</span></span></label>
<label class="ng-radio"><input type="radio" name="ss-type" value="competitive">
<span><b>Competitive</b><br><span class="dim">Highest Revenue wins — unless the table misses its combined minimum, and then everyone loses.</span></span></label>
<label class="ng-radio"><input type="radio" name="ss-type" value="cutthroat">
<span><b>Cutthroat</b><br><span class="dim">Highest Revenue wins, and nothing is shared — the only way everyone loses is three collisions in one Day.</span></span></label>
<label class="ng-radio"><input type="radio" name="ss-type" value="custom">
<span><b>Custom</b><br><span class="dim">Whatever you set below. Selected for you the moment you change a rule; it is scored as the type you started from.</span></span></label>
</div>
<details id="ss-settings" open>
<summary>Game settings</summary>
<p class="ng-note">Every rule the game type sets, and every one of them yours to change.
Changing any of them selects <b>Custom</b>, which keeps the scoring of the type you
started from; changing the game type resets all of them back to it. They are fixed when the
game is created and cannot be changed once it starts.</p>
<div class="set-groups">
<div class="set-group">
<h3>Starting hand</h3>
<p class="ng-note">What each player is dealt before the first turn. The hand limit is three
either way — deal six and the first turn is spent choosing which of them to keep.</p>
<div class="set-row" id="ss-hand-row">
<label class="ng-radio"><input type="radio" name="ss-hand" value="threeRandom">
<span><b>Three random cards</b><br><span class="dim">The original rule. At the hand limit already, and no guarantee of track.</span></span></label>
<label class="ng-radio"><input type="radio" name="ss-hand" value="sixRandom" checked>
<span><b>Six random cards</b><br><span class="dim">Twice the choice, still no guaranteed track — the first turn is a discard.</span></span></label>
<label class="ng-radio"><input type="radio" name="ss-hand" value="threeTrackThreeOther">
<span><b>Three random track and three random non-track cards</b><br><span class="dim">Dealt from two piles, so the district you can build is dealt rather than waited for.</span></span></label>
<span class="set-hint" id="ss-hand-hint"></span>
</div>
</div>
<div class="set-group">
<h3>Where an Extra may start</h3>
<p class="ng-note">The player who plays an Extra Train card chooses where its Crew Tray goes,
and the place decides which way it runs — a Division Point sends it away from itself; in the
middle of the railroad the player picks east or west. The Division Points and the Interchange
belong to nobody and are always available. Starting one inside a district is the part that
favours a seat, so it is set here. An Office must be a Control Point whatever this says: a
Whistle Post never qualifies.</p>
<div class="set-row" id="ss-extra-row">
<label class="ng-radio"><input type="radio" name="ss-extra" value="divisionPointsOnly">
<span><b>Division Points and the Interchange only</b><br><span class="dim">The strictest reading. Every Extra begins on shared ground.</span></span></label>
<label class="ng-radio"><input type="radio" name="ss-extra" value="ownOffice">
<span><b>Also the playing player&#8217;s own Control Point</b><br><span class="dim">You may start one at home, but not in somebody else&#8217;s district.</span></span></label>
<label class="ng-radio"><input type="radio" name="ss-extra" value="anyOffice">
<span><b>Also any player&#8217;s Control Point</b><br><span class="dim">The most permissive — an Extra may be planted in another player&#8217;s district.</span></span></label>
<span class="set-hint" id="ss-extra-hint"></span>
</div>
</div>
<div class="set-group">
<h3>Revenue</h3>
<p class="ng-note">What each piece of work pays, 0 to 5. A coach pays when it is boarded and
again when it is detrained; a load pays when it is made up and again when it is broken. Zero
switches an economy off so the others can be read.</p>
<div class="set-row" id="ss-passenger-row">
<label class="ng-num"><span>Passenger revenue per coach</span>
<input id="ss-passenger" type="number" min="0" max="5" step="1" value="1"></label>
<span class="set-hint" id="ss-passenger-hint"></span>
</div>
<div class="set-row" id="ss-freight-row">
<label class="ng-num"><span>Freight revenue per load</span>
<input id="ss-freight" type="number" min="0" max="5" step="1" value="1"></label>
<span class="set-hint" id="ss-freight-hint"></span>
</div>
<div class="set-row" id="ss-transit-row">
<label class="ng-num"><span>Train revenue per transit</span>
<input id="ss-transit" type="number" min="0" max="5" step="1" value="0"></label>
<span class="set-hint" id="ss-transit-hint"></span>
</div>
<p class="ng-note">A transit pays every player, once, when a train runs off the end of the
Division — the one thing nobody has to work for.</p>
</div>
<div class="set-group">
<h3>Victory conditions</h3>
<p class="ng-note">The ways this game can end badly. Each one is switched on or off in its own
right; how long the game runs is set above, with the table size.</p>
<div class="set-row" id="ss-minrev-row">
<label class="ng-gate"><input type="checkbox" id="ss-minrev-on" checked>
<span>You lose if Revenue at the end is under</span>
<input id="ss-minrev" type="number" min="0" step="1" class="gate-num"></label>
<span class="set-hint" id="ss-minrev-hint"></span>
</div>
<div class="set-row" id="ss-colday-row">
<label class="ng-gate"><input type="checkbox" id="ss-colday-on" checked>
<span>The game ends immediately and results in a loss if collisions in one Day reach</span>
<input id="ss-colday" type="number" min="0" step="1" class="gate-num"></label>
<span class="set-hint" id="ss-colday-hint"></span>
</div>
<div class="set-row" id="ss-coltotal-row">
<label class="ng-gate"><input type="checkbox" id="ss-coltotal-on" checked>
<span>The game ends immediately and results in a loss after this many collisions in the whole game</span>
<input id="ss-coltotal" type="number" min="0" step="1" class="gate-num"></label>
<span class="set-hint" id="ss-coltotal-hint"></span>
</div>
<p class="ng-note">The opponent-directed cards — Derail, Watertower, Hobo Jungle and the
nineteen others, along with the seven that answer them — are not implemented yet, so no game
type deals them whatever else is set here.</p>
</div>
<div class="set-group">
<h3>Optional rules</h3>
<p class="ng-note">Each one changes how the game plays.</p>
<div class="set-row" id="ss-visibility-row">
<label class="ng-num"><span>Reduced Visibility — five switching Moves instead of six in the
night Stages (1&ndash;3 and 11&ndash;12)</span>
<input id="ss-visibility" type="checkbox"></label>
<span class="set-hint" id="ss-visibility-hint"></span>
</div>
<div class="set-row" id="ss-rotation-row">
<label class="ng-num"><span>Employee Rotation — not applicable for solitaire</span>
<input id="ss-rotation" type="checkbox" disabled></label>
<span class="set-hint" id="ss-rotation-hint"></span>
</div>
<div class="set-row" id="ss-toolbox-row">
<label class="ng-num"><span>Emergency Toolbox — start holding a Red Flag, so a hand of four;
play or discard down to three on the first turn</span>
<input id="ss-toolbox" type="checkbox"></label>
<span class="set-hint" id="ss-toolbox-hint"></span>
</div>
<div class="set-row" id="ss-tossloco-row">
<label class="ng-num"><span>A Timetabled train may be discarded — toss it face-up to a
Department slot. 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="ss-tossloco" type="checkbox"></label>
<span class="set-hint" id="ss-tossloco-hint"></span>
</div>
</div>
</div>
</details>
<!-- Shown only when `station-master.save.v1` holds a game. Dealing from this screen CLEARS that
save (`commitNewGame` calls `clearSave`), so without a way back the door would be a way to
lose a game in progress — and the door is reached by clicking "Play solitaire", which nobody
reads as "discard what I was playing". -->
<p id="ss-saved-note" hidden><b>You have a solitaire game in progress.</b> Creating a new game
replaces it permanently &mdash; there is no undo. Choose <b>Continue saved game</b> to pick it
up where you left off.</p>
<menu class="ng-buttons">
<button id="ss-resume" type="button" hidden>Continue saved game</button>
<button id="ss-deal" type="button">Create new game</button>
</menu>
</section>
</div>
<div id="gameui" hidden>
<div class="topbar">
<header>
@@ -615,7 +839,7 @@ ul.blocked li{padding:2px 0}
</span>
<button id="undo" title="Take the last action back. The save is the seed plus the moves made, so this replays the game without the last one — as far back as you like.">Undo</button>
<button id="savefile" title="Download this game as a save file you can replay or share">Save replay</button>
<button id="newgame" title="Deal a fresh game. You choose the seed, the opening hand and what the three economies pay. Undo steps back one action at a time; this throws the whole game away, so download the replay first if you want to keep it.">New game</button>
<button id="newgame" title="Set up a fresh game — the seed, the table, the opening hand and what the three economies pay. Opens the same screen a new solitaire game starts from, with your current rules filled in; your game in progress is kept until you press Deal, and Continue puts it straight back.">New game</button>
<button id="multiplayer" title="Create or join a Competitive or Co-op game on this server, with other players.">Multiplayer</button>
<!-- LEAVING A RUNNING GAME. Reported by Jesse 2026-08-23: "if I'm a player in the middle of the
game and I need to leave, how do I leave the game, clear the token from my browser so I can
@@ -696,187 +920,20 @@ ul.blocked li{padding:2px 0}
</div>
</main>
<!-- ===================================================================
NEW GAME — the seed, the opening hand, and what the three economies pay.
<!-- THE IN-GAME "NEW GAME" BUTTON GOES TO THE SOLITAIRE SETUP SCREEN — there is no second
dialog any more (Jesse, 2026-08-30: "it should not go to a separate screen. We should reuse the
Solitaire New Game Screen… in general we should reuse what we already have").
It was a `prompt()` asking for a seed. Two of the three things that decide what kind of game
you are about to play had no way in at all: the opening hand had been changed twice with no
way back to the earlier rule, and the revenue rates were constants in the source. Balance is
the open question in this game (`TODO.md`), and the way to settle it is to deal several games
at different settings — which needs a dialog, not a rebuild.
`#newgamedlg` was a third copy of the same questions, and the one that drifted: it kept the
multiplayer wording ("Everyone loses if COMBINED Revenue…") on a screen only ever shown to a
solitaire player, and explained Employee Rotation in full beside a control it had disabled.
Deleting it removes the drift rather than re-wording it.
Every control has a default that is the recommended answer, so DEAL with nothing touched is a
complete, sensible game. The settings ride in the URL alongside the seed, because a seed alone
no longer names a game: `?seed=430` with a different opening hand is a different railroad.
==================================================================== -->
Nothing is lost by navigating away mid-game: `render()` calls `save()` on every frame, so the
game in progress is always on disk, and the setup screen offers "Continue saved game"
to come straight back to it. -->
</div><!-- /gameui -->
<dialog id="newgamedlg" aria-labelledby="ng-title">
<form method="dialog" id="newgameform">
<h2 class="big" id="ng-title">New game</h2>
<!-- THE SAME BLOCK THE LOBBY USES, same shared module, same order — the two screens are one
design. Only Solitaire can be dealt here; the multiplayer types are shown disabled rather
than hidden, so what this screen offers and what the lobby offers read as one list. -->
<div class="lb-params">
<label class="ng-num"><span>Seed</span>
<input id="ng-seed" type="text" inputmode="numeric" autocomplete="off" placeholder="blank for a random seed"></label>
<label class="ng-num"><span>Days</span>
<input id="ng-days" type="number" min="1" max="20" step="1" value="5"></label>
</div>
<p class="ng-note">The same seed and the same settings always deal the same railroad, so a game
can be shared, compared or replayed. Leave it blank for a random one.</p>
<h3>Game type</h3>
<div class="set-row" id="ng-type-row">
<label class="ng-radio"><input type="radio" name="ng-type" value="solitaire">
<span><b>Solitaire</b><br><span class="dim">One railroad, one player. The whole Division is yours to run.</span></span></label>
<label class="ng-radio"><input type="radio" name="ng-type" value="coop" checked>
<span><b>Co-op</b><br><span class="dim">Everyone&#8217;s Revenue is one table score. You win together or lose together.</span></span></label>
<label class="ng-radio"><input type="radio" name="ng-type" value="competitive">
<span><b>Competitive</b><br><span class="dim">Highest Revenue wins — unless the table misses its combined minimum, and then everyone loses.</span></span></label>
<label class="ng-radio"><input type="radio" name="ng-type" value="cutthroat">
<span><b>Cutthroat</b><br><span class="dim">Highest Revenue wins, and nothing is shared — the only way everyone loses is three collisions in one Day.</span></span></label>
<label class="ng-radio"><input type="radio" name="ng-type" value="custom">
<span><b>Custom</b><br><span class="dim">Whatever you set below. Selected for you the moment you change a rule; it is scored as the type you started from.</span></span></label>
</div>
<p class="ng-note" id="ng-type-note"></p>
<details id="ng-settings" open>
<summary>Game settings</summary>
<p class="ng-note">Every rule the game type sets, and every one of them yours to change.
Changing any of them selects <b>Custom</b>; clicking a type again resets all of them back
to it.</p>
<div class="set-groups">
<div class="set-group">
<h3>Starting hand</h3>
<p class="ng-note">What each player is dealt before the first turn. The hand limit is three
either way — deal six and the first turn is spent choosing which of them to keep.</p>
<div class="set-row" id="ng-hand-row">
<label class="ng-radio"><input type="radio" name="ng-hand" value="threeRandom">
<span><b>Three random cards</b><br><span class="dim">The original rule. At the hand limit already, and no guarantee of track.</span></span></label>
<label class="ng-radio"><input type="radio" name="ng-hand" value="sixRandom" checked>
<span><b>Six random cards</b><br><span class="dim">Twice the choice, still no guaranteed track — the first turn is a discard.</span></span></label>
<label class="ng-radio"><input type="radio" name="ng-hand" value="threeTrackThreeOther">
<span><b>Three random track and three random non-track cards</b><br><span class="dim">Dealt from two piles, so the district you can build is dealt rather than waited for.</span></span></label>
<span class="set-hint" id="ng-hand-hint"></span>
</div>
</div>
<div class="set-group">
<h3>Where an Extra may start</h3>
<p class="ng-note">The player who plays an Extra Train card chooses where its Crew Tray goes,
and the place decides which way it runs — a Division Point sends it away from itself; in the
middle of the railroad the player picks east or west. The Division Points and the Interchange
belong to nobody and are always available. Starting one inside a district is the part that
favours a seat, so it is set here. An Office must be a Control Point whatever this says: a
Whistle Post never qualifies.</p>
<div class="set-row" id="ng-extra-row">
<label class="ng-radio"><input type="radio" name="ng-extra" value="divisionPointsOnly">
<span><b>Division Points and the Interchange only</b><br><span class="dim">The strictest reading. Every Extra begins on shared ground.</span></span></label>
<label class="ng-radio"><input type="radio" name="ng-extra" value="ownOffice">
<span><b>Also the playing player&#8217;s own Control Point</b><br><span class="dim">You may start one at home, but not in somebody else&#8217;s district.</span></span></label>
<label class="ng-radio"><input type="radio" name="ng-extra" value="anyOffice">
<span><b>Also any player&#8217;s Control Point</b><br><span class="dim">The most permissive — an Extra may be planted in another player&#8217;s district.</span></span></label>
<span class="set-hint" id="ng-extra-hint"></span>
</div>
</div>
<div class="set-group">
<h3>Revenue</h3>
<p class="ng-note">What each piece of work pays, 0 to 5. A coach pays when it is boarded and
again when it is detrained; a load pays when it is made up and again when it is broken. Zero
switches an economy off so the others can be read.</p>
<div class="set-row" id="ng-passenger-row">
<label class="ng-num"><span>Passenger revenue per coach</span>
<input id="ng-passenger" type="number" min="0" max="5" step="1" value="1"></label>
<span class="set-hint" id="ng-passenger-hint"></span>
</div>
<div class="set-row" id="ng-freight-row">
<label class="ng-num"><span>Freight revenue per load</span>
<input id="ng-freight" type="number" min="0" max="5" step="1" value="1"></label>
<span class="set-hint" id="ng-freight-hint"></span>
</div>
<div class="set-row" id="ng-transit-row">
<label class="ng-num"><span>Train revenue per transit</span>
<input id="ng-transit" type="number" min="0" max="5" step="1" value="0"></label>
<span class="set-hint" id="ng-transit-hint"></span>
</div>
<p class="ng-note">A transit pays every player, once, when a train runs off the end of the
Division — the one thing nobody has to work for.</p>
</div>
<div class="set-group">
<h3>Victory conditions</h3>
<p class="ng-note">The ways this game can end badly. Each one is switched on or off in its own
right; how long the game runs is set above, with the table size.</p>
<div class="set-row" id="ng-minrev-row">
<label class="ng-gate"><input type="checkbox" id="ng-minrev-on" checked>
<span>Everyone loses if combined Revenue at the end is under</span>
<input id="ng-minrev" type="number" min="0" step="1" class="gate-num"></label>
<span class="set-hint" id="ng-minrev-hint"></span>
</div>
<div class="set-row" id="ng-colday-row">
<label class="ng-gate"><input type="checkbox" id="ng-colday-on" checked>
<span>The game ends and everyone loses if collisions in one Day reach</span>
<input id="ng-colday" type="number" min="0" step="1" class="gate-num"></label>
<span class="set-hint" id="ng-colday-hint"></span>
</div>
<div class="set-row" id="ng-coltotal-row">
<label class="ng-gate"><input type="checkbox" id="ng-coltotal-on" checked>
<span>The game ends and everyone loses after this many collisions in the whole game</span>
<input id="ng-coltotal" type="number" min="0" step="1" class="gate-num"></label>
<span class="set-hint" id="ng-coltotal-hint"></span>
</div>
<p class="ng-note">The opponent-directed cards — Derail, Watertower, Hobo Jungle and the
nineteen others, along with the seven that answer them — are not implemented yet, so no game
type deals them whatever else is set here.</p>
</div>
<div class="set-group">
<h3>Optional rules</h3>
<p class="ng-note">Off in every game type; each one changes how the game plays.</p>
<div class="set-row" id="ng-visibility-row">
<label class="ng-num"><span>Reduced Visibility — five switching Moves instead of six in the
night Stages (1&ndash;3 and 11&ndash;12)</span>
<input id="ng-visibility" type="checkbox"></label>
<span class="set-hint" id="ng-visibility-hint"></span>
</div>
<div class="set-row" id="ng-rotation-row">
<label class="ng-num"><span>Employee Rotation — at the end of each Day everyone moves one
chair left and takes over the next station up the line. Your Revenue and the Fedora go with
you; the district stays where it is</span>
<input id="ng-rotation" type="checkbox"></label>
<span class="set-hint" id="ng-rotation-hint"></span>
</div>
<div class="set-row" id="ng-toolbox-row">
<label class="ng-num"><span>Emergency Toolbox — everyone starts holding a Red Flag, so a hand
of four; play or discard down to three on the first turn</span>
<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>
</details>
<menu class="ng-buttons">
<span class="ng-note" id="ng-multiplayer-note" style="margin:0 auto 0 0">Use the <b>Multiplayer</b> button instead — it creates or joins a game on this server.</span>
<button value="cancel" id="ng-cancel" type="submit" formnovalidate>Cancel</button>
<button value="deal" id="ng-deal" type="submit">Deal</button>
</menu>
</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:
@@ -890,6 +947,27 @@ ul.blocked li{padding:2px 0}
</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. -->
<!-- THE EXTENSION QUESTION IS ASKED HERE, not only behind this dialog (Gitea#11 + #16).
This opens ITSELF at every ending, and it is modal — so `renderEnding`'s "play one more Day"
buttons, which it writes into `#actions`, sit underneath it. A player saw a results screen whose
only control was Close and reasonably concluded the game was over: reported by Jesse
2026-08-30, "Solitaire game ended. I did not have an option to extend the game by a day."
Gitea#11 was verified over the HTTP API, which renders no dialog, so the browser never was.
The two extension buttons are hidden unless the game is actually awaiting a vote. -->
<dialog id="resultsdlg" aria-labelledby="rs-title">
<form method="dialog">
<div id="resultsbody"></div>
<menu class="ng-buttons">
<button value="extend-yes" id="rs-extend-yes" type="submit" hidden>Play One More Day</button>
<button value="extend-no" id="rs-extend-no" type="submit" hidden>End the Game Here</button>
<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
+8 -2
View File
@@ -119,8 +119,14 @@ export const PRESETS: readonly Preset[] = [
revenueFloor: (players, days) => collectiveRevenueFloor(players, days),
rules: {
startingHand: SIX,
// Nobody else's district exists, so "any Control Point" and "your own" are the same rule.
extraStart: 'anyOffice',
/**
* Nobody else's district exists, so "any Control Point" and "your own" are the same rule —
* `apply.ts` only ever rejects `ownOffice` when `start.seat !== seatOf(s, player)`, which
* cannot happen at one seat. It said `anyOffice` until 2026-08-30, which was true and read
* wrong: a solitaire player has no "any player" to contrast themselves with, so the permissive
* label described a permission nobody was being granted. Jesse's call; no gameplay effect.
*/
extraStart: 'ownOffice',
passengerPerCoach: 1,
freightPerLoad: 1,
trainPerTransit: 0,
+2 -1
View File
@@ -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
View File
@@ -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;
},
+185 -30
View File
@@ -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');
});
@@ -636,13 +655,36 @@ describe('victory conditions (§3, Gap 10e) — unified 2026-08-20', () => {
assert.notEqual(s.status, 'finished');
});
it('solitaire never checks the collision floor, whatever the counts', () => {
it('solitaire checks the collision floor too, like every other mode', () => {
/**
* REVERSED 2026-08-30, and this test previously asserted the opposite ("solitaire never checks
* the collision floor, whatever the counts").
*
* The exclusion was never a stated rule — §3.4 does not carve solitaire out — and nothing on
* screen reflected it: `SOLO_CONFIG` carried both limits, the New Game dialog offered them as
* live settings, and the text beside them said the game would end in a loss. A solitaire player
* could set a limit of 1 and crash all game. Found reviewing that screen's wording; Jesse's
* ruling is that the settings do what they say.
*/
const s = game(1, { mode: 'solitaire', maxCollisionsPerDay: 1, maxCollisionsTotal: 1 });
s.collisionsToday = 99;
s.collisionsTotal = 99;
s.clock.stage = 1;
s.clock.phase = 'shiftChange';
advance(s);
assert.equal(s.status, 'finished');
assert.equal(s.outcome!.reason, 'collisionFloor');
});
it('still lets a solitaire game switch the collision floor off with 0', () => {
// The disable path is what a player who does not want the new ending reaches for, so it has to
// work at one seat exactly as it does at four.
const s = game(1, { mode: 'solitaire', maxCollisionsPerDay: 0, maxCollisionsTotal: 0 });
s.collisionsToday = 99;
s.collisionsTotal = 99;
s.clock.stage = 1;
s.clock.phase = 'shiftChange';
advance(s);
assert.notEqual(s.status, 'finished');
});
});
@@ -730,43 +772,156 @@ 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 +1427,7 @@ 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);
+2 -2
View File
@@ -956,7 +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);
@@ -964,7 +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');
});
+112 -5
View File
@@ -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', () => {
+9
View File
@@ -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',
+256
View File
@@ -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');
});
});
+12 -1
View File
@@ -304,7 +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`);
}
});
});
+240 -46
View File
@@ -28,7 +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 = {
@@ -317,77 +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');
});
});
@@ -770,6 +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
+5 -2
View File
@@ -59,8 +59,11 @@ describe('what each game type is', () => {
assert.equal(presetSettings('cutthroat', 4, 5).extraStart, 'anyOffice');
assert.equal(presetSettings('coop', 4, 5).extraStart, 'ownOffice');
assert.equal(presetSettings('competitive', 4, 5).extraStart, 'ownOffice');
// At one player the two rules are the same rule.
assert.equal(presetSettings('solitaire', 1, 5).extraStart, 'anyOffice');
// At one player the two rules ARE the same rule — `apply.ts` only rejects `ownOffice` when the
// start is another seat's, which cannot happen. Solitaire said `anyOffice` until 2026-08-30:
// true, and it read wrong, since a lone player has no "any player" to be contrasted with. The
// label changed and the behaviour did not.
assert.equal(presetSettings('solitaire', 1, 5).extraStart, 'ownOffice');
});
it('leaves every optional rule off, in every type', () => {
+24
View File
@@ -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.
+22 -1
View File
@@ -214,6 +214,24 @@ describe('a blocked platform says why (Gitea#2)', () => {
assert.ok(f.inboundBox.length === 0, 'the red slots were free — the shortage is the only cause');
});
it('says why the game ended in words, not as a raw enum (TODO #34)', () => {
/**
* The heading read `loss — revenueFloor` — the exact defect Gitea#16 was filed about on the
* playable page, still alive here a release after that was fixed, because nothing
* player-facing pointed at the developer replay. It shares `reasonSentence` with the results
* screen now, so the two cannot explain one ending in two ways.
*/
const rec = record(1234, 'standard');
for (const raw of ['revenueFloor', 'daysElapsed', 'collisionFloor']) {
assert.ok(!rec.outcome.includes(raw), `the summary still prints the raw reason "${raw}"`);
}
assert.doesNotMatch(rec.outcome, /<[^>]+>/, 'markup leaked into a heading and a console line');
assert.match(rec.outcome, /Revenue/, 'the summary says nothing about how the game went');
// And the sentence is the shared one, with this game's own numbers in it.
assert.match(rec.outcome, /closed short|last on the timetable|declared unsafe/,
'the ending is not explained in the words the results screen uses');
});
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'] });
@@ -257,7 +275,10 @@ describe('replay recording', () => {
const last = rec.frames[rec.frames.length - 1]!;
assert.equal(last.revenue, stats.revenue.net, 'final revenue disagrees with the engine');
assert.equal(last.day, s.clock.day, 'final Day disagrees with the engine');
assert.match(rec.outcome, new RegExp(stats.result));
// The summary says "won"/"lost" rather than the engine's `win`/`loss` (TODO #34 — it is a
// sentence for a reader now, not an enum). Mapped here so this still checks the two AGREE,
// which is what the test is for, rather than checking they are spelled the same.
assert.match(rec.outcome, new RegExp(stats.result === 'win' ? 'won' : 'lost'));
});
it('narrates every frame', () => {
+119
View File
@@ -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');
});
});
+7 -1
View File
@@ -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');
+20 -12
View File
@@ -363,21 +363,29 @@ describe('end-of-game statistics', () => {
* and so removing this line is what proves the bot has been fixed.
*/
/**
* RED FLAGS JOINS IT (Gitea#3), and for the same reason — the rule is reachable and the bot will
* not take it.
* RED FLAGS JOINS IT, and the reason CHANGED with Gitea#19 — the exemption stays, but it no
* longer means what it used to.
*
* MEASURED over 600 games: `maneuver.redFlags` is OFFERED 4,212 times, first in game 5 — so the
* rule is live and constantly available. The bot PLAYS it 4 times, first in game 252. At 200
* games this canary sees nothing and calls it unreachable, which is the opposite of the truth.
* IT 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.
*
* It got rarer for two compounding reasons, neither of them a broken rule: Gitea#14 took Red
* Flags from 5 copies to the sheet's 3, and Gitea#3 shortened most crossings to a single Stage,
* so the window in which a train is STANDING on a Mainline card — the only place the card may be
* played — is now usually one Stage wide.
* 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 bot's unwillingness is the thing worth fixing, and it is in TODO.md under Bot Performance.
* Exempted BY NAME so the other forty-odd checks stay live, and so deleting this line is what
* proves the bot has learned to use it.
* 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);
+214
View File
@@ -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');
});
});
+553 -85
View File
@@ -21,15 +21,20 @@ 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 { dayEndHtml, facilitiesHtml, timetableHtml } from '../src/web/panels.ts';
import type { DivisionView } from '../src/sim/view.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 {
configWith,
SOLO_CONFIG,
overHandLimit,
actionGroups,
actionMenu,
@@ -104,6 +109,18 @@ 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');
});
@@ -1210,7 +1227,7 @@ 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 });
@@ -1932,8 +1949,10 @@ 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 #${id}, which the page does not contain`);
}
@@ -2530,6 +2549,47 @@ describe('the static build', () => {
}
});
it('names who the game is waiting on when it stops to ask them something', () => {
/**
* REPORTED BY JESSE 2026-08-30: "waiting on shows 'nobody — the Division is running itself' BUT
* the system is actually waiting on the Superintendent."
*
* `Frame.actor` carried `clock.currentActor`, which is null for the whole Mainline Phase — so a
* game stopped dead on a §8.1 clearance ruling said nobody was holding it up, while it waited on
* a named person to click. `actingPlayer` had the answer the whole time; the Frame threw it
* away. Naming them is only half of it: three different interruptions can be pending, and
* "waiting on Bob" alone is a game that looks stuck to everyone except Bob.
*/
const base = { day: 2, stage: 5, clock: '2:20', phase: 'Mainline', phaseKey: 'mainline' };
const idle = turnChartHtml({ ...base, actor: null, awaiting: null }, null, 'Bob');
assert.match(idle, /nobody — the Division is running itself/, 'an automatic phase should say so');
for (const [asks, train] of [
['a clearance ruling', 'Train 4'],
['the Yard Office offer', 'Train 7'],
['a Red Flag', 'Train X18'],
] as [string, string][]) {
const html = turnChartHtml({ ...base, actor: 1, awaiting: { asks, train } }, 'Bob', 'Bob');
assert.doesNotMatch(html, /running itself/, `"${asks}" still reported nobody`);
assert.match(html, /waiting on <b>Bob<\/b>/, `"${asks}" did not name who it waits on`);
assert.match(html, new RegExp(asks.replace(/ /g, ' ')), `"${asks}" did not say what is being asked`);
assert.match(html, new RegExp(train), `"${asks}" did not name the train it is about`);
}
});
it('puts the Fedora at the right-hand end of the phase row (TODO #29)', () => {
// It sat on a line of its own between the phases and everything above them, which put a thing
// that moves every third Stage in among the things that move every Stage. The row it belongs
// beside is the one whose last chip is Supervisor Shift — the phase that passes it.
const frame = { day: 1, stage: 4, clock: '2:00', phase: 'New Train', phaseKey: 'newTrain', actor: 1 };
const html = turnChartHtml(frame, 'Bob', 'Bob');
const row = /<div class="tc-row">([\s\S]*?)<\/div>\s*$/.exec(html)?.[1] ?? '';
assert.match(row, /<ol class="tc-phases">/, 'the phase row is not in the row wrapper');
assert.ok(row.indexOf('tc-super') > row.indexOf('tc-phases'), 'the Fedora is not after the phases');
assert.match(turnChartHtml(frame, 'Bob', null), /tc-row/, 'solitaire lost the row wrapper with the Fedora');
});
it('names the Superintendent at a table, and stays quiet about it in solitaire', () => {
/**
* REPORTED BY JESSE 2026-08-23, playing two-player on StartOS: seat 1 played a train card and
@@ -2606,10 +2666,42 @@ describe('the static build', () => {
assert.ok(!/https?:\/\//.test(html.replace(/<!--[\s\S]*?-->/g, '')), `${name} fetches something external`);
}
const splash = readFileSync(join(dist, 'index.html'), 'utf8');
assert.match(splash, /href="\.\/play\.html"/, 'the splash does not link to the game');
// `?solitaire` marks the door's intent explicitly (2026-08-29) so a browser that remembers a
// multiplayer session cannot swallow it — see `start()`'s own comment on `wantsSolitaire`.
assert.match(splash, /href="\.\/play\.html\?solitaire"/, 'the splash does not link to the game');
assert.match(splash, /href="\.\/replays\.html"/, 'the splash does not link to the replays');
});
it('cache-busts with a tag that varies per build even where there is no git', () => {
/**
* THE BUG THIS PINS COST TWO RELEASES. `buildStamp`'s no-git fallback was the literal `nogit`,
* and the `.s9pk` Dockerfile copies the working tree in WITHOUT `.git` — so every packaged
* release published `?v=nogit`, byte-identical to the one before it, and a returning player's
* browser refetched nothing. v0.7.5's setup screen and v0.7.6's fix to it both installed
* correctly on `phoenix.local` and neither reached the browser that asked for them.
*
* Asserted against the SCRIPT rather than a built page, because the property is about what the
* fallback does when `git rev-parse` fails, which a normal build here never exercises.
*/
const src = readFileSync(join(root, 'scripts/build-web.ts'), 'utf8');
const fallback = /let git = ([^;]+);/.exec(src)?.[1] ?? '';
assert.ok(fallback !== '', 'the no-git fallback moved and this test cannot see it any more');
assert.doesNotMatch(fallback, /^'nogit'$|^"nogit"$/, 'the no-git fallback is a constant again');
assert.match(fallback, /Date\.now\(\)/, 'the no-git fallback carries nothing that varies per build');
});
it('lets a build-tagged URL be cached and nothing else', () => {
// The other half of the same bug: the pages carry the `?v=` tags but cannot be versioned in
// their own URL, so a cached `play.html` pins a player to the whole build it names. Only a
// request that actually carries `?v=` may be stored — an untagged image or the replay manifest
// has no way to announce a change.
const src = readFileSync(join(root, 'src/server/http.ts'), 'utf8');
assert.match(src, /'Cache-Control':\s*buildTagged\s*\?/, 'static responses no longer vary their caching');
assert.match(src, /immutable/, 'a tagged asset is not allowed to be cached at all');
assert.match(src, /serveStatic\(opts\.distDir, url\.pathname, res, url\.searchParams\.has\('v'\)\)/,
'the ?v= tag is not reaching serveStatic, so every response falls back to no-cache');
});
it('opens the multiplayer door from the splash, straight into the lobby', () => {
// This door sat `disabled` and labelled "Coming soon" from before the server existed until
// v0.5.2 — Phases 2-4 built a working lobby and nothing ever linked to it, so a player with a
@@ -2784,6 +2876,107 @@ describe('the Division map shows the whole route', () => {
return divisionSvg(snapshot(s, [], null).division);
};
it('draws which way a Heavy Grade climbs, instead of only saying it in the tooltip', () => {
/**
* REPORTED BY JESSE 2026-08-30: "heavy grade mainline card tooltip states climbs east, but card
* doesn't show it." The Frame has carried `gradeUp` since the Division map was rebuilt, and the
* tip has read "climbs east" all along — but the one Mainline card whose orientation the PLAYER
* sets, and the one where Helpers and Brakeman mean opposite things at opposite ends, drew
* nothing to distinguish the two.
*
* Asserted on the geometry rather than on a screenshot: what can actually go wrong here is the
* wedge pointing the wrong way or hanging off the card, and both are numbers.
*/
const card = (gradeUp: string | null): DivisionView =>
({
kind: 'ml', label: 'Heavy Grade', trains: [], capacity: 1,
modifiers: [], gradeUp, regions: 3, what: 'three regions',
} as unknown as DivisionView);
const peakOf = (svg: string): [number, number][] | null => {
const m = /<polygon class="bs-grade" points="([^"]+)"/.exec(svg);
return m ? (m[1]!.split(' ').map((p) => p.split(',').map(Number) as [number, number])) : null;
};
// EAST IS RIGHT on this map (Gitea#18), which is the whole reason a wedge can be read without a
// compass — so the apex belongs at the greater x when the grade climbs east, and the lesser when
// it climbs west.
const east = peakOf(divisionSvg([card('east')]));
assert.ok(east, 'a Heavy Grade climbing east draws no wedge at all');
const [ea, eb, epeak] = east;
assert.equal(epeak![0], Math.max(ea![0], eb![0]), 'the wedge climbs the wrong way for east');
const west = peakOf(divisionSvg([card('west')]));
assert.ok(west, 'a Heavy Grade climbing west draws no wedge at all');
const [wa, wb, wpeak] = west;
assert.equal(wpeak![0], Math.min(wa![0], wb![0]), 'the wedge climbs the wrong way for west');
// Every other Mainline card is flat and must stay unmarked, or the wedge stops meaning anything.
assert.equal(peakOf(divisionSvg([card(null)])), null, 'a card with no grade drew one anyway');
/**
* THE ARROW LIVES INSIDE THE WEDGE, with room to spare.
*
* The first pass ran it up the hypotenuse, which starts at the wedge's thin corner where there
* is no height to draw in, so the head sat over the edge and read as clipped — reported exactly
* that way. A bounding-box check would have passed it: every point was on the card. What matters
* is containment in the TRIANGLE, and a margin big enough to see, so both are asserted.
*/
for (const dir of ['east', 'west'] as const) {
const svg = divisionSvg([card(dir)]);
const wedge = peakOf(svg)!;
const [w1, w2, apex] = wedge;
const yBase = w1![1];
const xMin = Math.min(w1![0], w2![0]);
const xMax = Math.max(w1![0], w2![0]);
const arrow = /<polygon class="bs-gradeup" points="([^"]+)"/.exec(svg)?.[1];
assert.ok(arrow, `the ${dir} grade draws no arrow`);
const av = arrow.trim().split(/\s+/).map((p) => p.split(',').map(Number) as [number, number]);
for (const [ax, ay] of av) {
// 0 at the thin corner, 1 at the apex — the wedge's height scales with it.
const t = apex![0] === xMax ? (ax - xMin) / (xMax - xMin) : (xMax - ax) / (xMax - xMin);
const ceiling = yBase - (yBase - apex![1]) * t;
assert.ok(ax >= xMin && ax <= xMax, `the ${dir} arrow leaves the wedge sideways at ${ax}`);
assert.ok(
yBase - ay >= 2 && ay - ceiling >= 2,
`the ${dir} arrow comes within 2px of the wedge edge at ${ax},${ay} — it will read as clipped`,
);
}
/**
* IT LIES ALONG THE WEDGE'S OWN SLOPE, AND IS CENTRED IN THE FORM.
*
* Derived from the wedge rather than hardcoded, so resizing the wedge cannot leave the arrow
* at a stale angle — the assertion is "parallel", which is the property that makes the gap to
* the hypotenuse constant along the arrow instead of closing at one end.
*
* Measured on the AXIS: the two tail vertices straddle it by the shaft's half-thickness, so
* measuring from a corner under-reads by a few degrees. That mistake cost a wrong reading once
* already.
*/
const tail: [number, number] = [(av[0]![0] + av[6]![0]) / 2, (av[0]![1] + av[6]![1]) / 2];
const tip = av[3]!;
const dx = tip[0] - tail[0];
const climb = (Math.atan2(-(tip[1] - tail[1]), Math.abs(dx)) * 180) / Math.PI;
const slope = (Math.atan2(yBase - apex![1], xMax - xMin) * 180) / Math.PI;
assert.ok(
Math.abs(climb - slope) < 0.5,
`the ${dir} arrow climbs at ${climb.toFixed(1)}° but the wedge rises at ${slope.toFixed(1)}°`,
);
assert.equal(dx > 0, dir === 'east', `the ${dir} arrow points away from the summit`);
// Centred on the TRIANGLE's centroid — 2/3 along the base toward the apex, 1/3 up — not on
// the bounding box, which would put it in the thin corner where there is no height for it.
const midX = (tail[0] + tip[0]) / 2;
const midY = (tail[1] + tip[1]) / 2;
const cX = apex![0] === xMax ? xMin + ((xMax - xMin) * 2) / 3 : xMax - ((xMax - xMin) * 2) / 3;
const cY = yBase - (yBase - apex![1]) / 3;
assert.ok(Math.abs(midX - cX) < 1, `the ${dir} arrow is off the centroid horizontally`);
assert.ok(Math.abs(midY - cY) < 1, `the ${dir} arrow is off the centroid vertically`);
}
});
it('expands each Office into its Running Track, Limits to Limits', () => {
// The map used to collapse a whole district into one "Office" box, so the track a train
// actually runs along was invisible on the only view that shows where trains are.
@@ -3283,12 +3476,155 @@ describe('the Day rolling over says so (Gitea#10)', () => {
it('gives the page the dialog to fill', () => {
const html = readFileSync(join(dist, 'play.html'), 'utf8');
for (const id of ['dayenddlg', 'dayendbody']) {
for (const id of ['dayenddlg', 'dayendbody', 'resultsdlg', 'resultsbody']) {
assert.ok(html.includes(`id="${id}"`), `play.html has no #${id}`);
}
});
});
// ---------------------------------------------------------------------------
describe('configWith', () => {
/**
* The Revenue floor is a function of how long the game is, so a helper that takes `days` and
* defaults the floor has to derive it. It fell back to `SOLO_CONFIG`'s five-Day constant until
* 2026-08-30, which let the two fields disagree: a one-Day game was asked to clear 15, a floor a
* five-Day game averages barely half of. Found by a probe that passed only `days` — which is how
* the next caller would reach for it.
*/
it('derives the Revenue floor from the days it was given', () => {
assert.equal(configWith({ days: 1 }).minCombinedRevenue, 3, 'a one-Day game kept the five-Day floor');
assert.equal(configWith({ days: 10 }).minCombinedRevenue, 30, 'a ten-Day game kept the five-Day floor');
});
it('leaves the default day count exactly where it was', () => {
// The fix must not move the floor anybody is actually playing against: SOLO_CONFIG's own floor
// is this same formula at DEFAULT_DAYS, so the default path is unchanged.
assert.equal(configWith({}).minCombinedRevenue, SOLO_CONFIG.minCombinedRevenue);
assert.equal(configWith({ days: SOLO_CONFIG.days }).minCombinedRevenue, SOLO_CONFIG.minCombinedRevenue);
});
it('still lets a caller name a floor that has nothing to do with the length', () => {
// Deriving is the DEFAULT, not a rule — the New Game dialog and the lobby both let a player set
// a floor directly, and that has to survive being passed through here.
assert.equal(configWith({ days: 10, minCombinedRevenue: 4 }).minCombinedRevenue, 4);
assert.equal(configWith({ days: 3, minCombinedRevenue: 0 }).minCombinedRevenue, 0, 'an off floor was re-derived');
});
});
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('asks the extension question ON the results dialog, not only behind it (Gitea#11)', () => {
/**
* REPORTED BY JESSE 2026-08-30: "Solitaire game ended. I did not have an option to extend the
* game by a day."
*
* The engine and the Frame were right all along — a solitaire game at the end of its timetable
* reaches `awaitingExtension` with an uncast vote, asserted below. What went wrong is that
* `renderEnding` writes its two buttons into `#actions` and then opens `#resultsdlg`, which is
* MODAL: the question was underneath a dialog whose only control was Close. Gitea#11 was
* verified over the HTTP API, which renders no dialog, so the browser path never was.
*/
const f = finished();
assert.equal(f.status, 'awaitingExtension', 'a solitaire game no longer pauses to ask');
assert.equal(f.extensionVotes[f.viewer], null, 'the viewer has somehow already voted');
const html = readFileSync(join(dist, 'play.html'), 'utf8');
for (const id of ['rs-extend-yes', 'rs-extend-no']) {
assert.ok(html.includes(`id="${id}"`), `the results dialog cannot ask: no #${id}`);
}
// And they are wired: shown only while a vote is pending, and casting the same intent the
// `#actions` buttons do. Read from the source, since the dialog needs a DOM to drive.
const src = readFileSync(join(root, 'src/web/main.ts'), 'utf8');
const fn = /function showResults\(f: Frame\): void \{[\s\S]*?\n\}/.exec(src)?.[0] ?? '';
assert.ok(fn !== '', 'showResults moved and this test cannot see it');
assert.match(fn, /awaitingExtension/, 'the dialog does not know the game is asking');
assert.match(fn, /'game\.extend'/, 'the dialog offers no way to answer');
assert.match(fn, /yes\.hidden = !asking/, 'the buttons are not hidden on a game that is over');
});
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
@@ -3444,9 +3780,9 @@ describe('the lobby screen', () => {
'lb-hand': group(['threeRandom', 'sixRandom', 'threeTrackThreeOther'], 'sixRandom'),
'lb-extra': group(['divisionPointsOnly', 'ownOffice', 'anyOffice'], 'anyOffice'),
'lb-type': group(['solitaire', 'coop', 'competitive', 'cutthroat', 'custom'], 'coop'),
'ng-hand': group(['threeRandom', 'sixRandom', 'threeTrackThreeOther'], 'sixRandom'),
'ng-extra': group(['divisionPointsOnly', 'ownOffice', 'anyOffice'], 'anyOffice'),
'ng-type': group(['solitaire', 'coop', 'competitive', 'cutthroat', 'custom'], 'solitaire'),
'ss-hand': group(['threeRandom', 'sixRandom', 'threeTrackThreeOther'], 'sixRandom'),
'ss-extra': group(['divisionPointsOnly', 'ownOffice', 'anyOffice'], 'anyOffice'),
'ss-type': group(['solitaire', 'coop', 'competitive', 'cutthroat', 'custom'], 'solitaire'),
};
const matching = (sel: string): Radio[] => {
const name = /name="([^"]+)"/.exec(sel)?.[1] ?? '';
@@ -3570,8 +3906,13 @@ describe('the lobby screen', () => {
els.get('lb-freight')!['value'] = '3';
(els.get('lb-freight')!['oninput'] as () => void)();
assert.equal(chosen(groups, 'lb-type'), 'custom', 'changing a RULE should have selected Custom');
assert.match(String(els.get('lb-type-note')!['textContent']), /scored as Co-op/);
assert.match(String(els.get('lb-type-note')!['textContent']), /1 setting differs from Co-op/);
// The summary sentence under the radios is gone (2026-08-30). What says HOW a Custom game
// differs is the hint on the row that differs, which is where it can be acted on.
assert.match(
String(els.get('lb-freight-hint')!['textContent']),
/Co-op default/,
'the changed row does not say what it was changed from',
);
});
it('clicking a type again resets every rule, and leaves the parameters alone', async () => {
@@ -3699,7 +4040,7 @@ describe('the lobby screen', () => {
});
});
describe('the lobby and the dialog ask the same questions', () => {
describe('the lobby and the setup screen ask the same questions', () => {
/**
* THE DRIFT GUARD.
*
@@ -3715,8 +4056,10 @@ describe('the lobby and the dialog ask the same questions', () => {
};
it('carries every field of the shared block on both screens', () => {
// `ss-` joined `lb-`/`ng-` 2026-08-29: the pre-game solitaire setup screen drives the identical
// block ("asking first is the only path"). Same drift guard, one more prefix.
const html = page();
for (const prefix of ['lb-', 'ng-']) {
for (const prefix of ['lb-', 'ss-']) {
for (const selector of fieldSelectors(prefix)) {
assert.ok(html.includes(selector), `the ${prefix} block is missing ${selector}`);
}
@@ -3725,7 +4068,7 @@ describe('the lobby and the dialog ask the same questions', () => {
it('offers all five game types on both screens', () => {
const html = page();
for (const prefix of ['lb-', 'ng-']) {
for (const prefix of ['lb-', 'ss-']) {
for (const type of ['solitaire', 'coop', 'competitive', 'cutthroat', 'custom']) {
assert.ok(
html.includes(`name="${prefix}type" value="${type}"`),
@@ -3752,13 +4095,17 @@ describe('the lobby and the dialog ask the same questions', () => {
// The opponent-directed cards are unbuilt, and `buildDeck` holds them out however the config is
// set — so the checkbox could not do anything, on either screen. The fact is stated in words.
const html = page();
assert.ok(!html.includes('id="ng-pvp"'), 'the dialog still has the dead PvP checkbox');
assert.ok(!html.includes('id="lb-pvp"'), 'the lobby still has the dead PvP checkbox');
assert.ok(!html.includes('id="ss-pvp"'), 'the setup screen still has the dead PvP checkbox');
// The in-game dialog was a THIRD copy of this block and the one that drifted — it kept the
// multiplayer wording on a solitaire-only screen. Deleted 2026-08-30; nothing may reintroduce
// a prefix that no screen owns.
assert.ok(!/id="ng-/.test(html), 'the deleted in-game dialog has come back');
assert.match(html, /opponent-directed cards[\s\S]{0,120}not implemented yet/i);
});
});
describe('the New Game dialog', () => {
describe('the solitaire setup screen', () => {
/**
* DRIVEN THROUGH THE EMITTED BUNDLE, like the highlight test above, because the thing that can go
* wrong here is wiring rather than logic: an id that does not match the HTML, a handler on the
@@ -3772,7 +4119,7 @@ describe('the New Game dialog', () => {
* 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.
*/
const load = async (search: string) => {
const load = async (search: string, stored: Record<string, string> = {}) => {
execFileSync('node', ['scripts/build-web.ts'], { cwd: root, stdio: 'pipe' });
const served = new Set(
@@ -3800,10 +4147,13 @@ describe('the New Game dialog', () => {
}));
// ONE set per page, not one per element: the block is addressed through the document, and a stub
// that handed each element its own copy would let a broken selector still pass.
// ONE set, matching the markup's own `checked` defaults. There were two until 2026-08-30, one
// per screen, because the in-game dialog was a second copy of this block — it is deleted, and
// the setup screen it folded into is the only thing on the page driving these radios now.
const groups: Record<string, Radio[]> = {
'ng-hand': group(['threeRandom', 'sixRandom', 'threeTrackThreeOther'], 'sixRandom'),
'ng-extra': group(['divisionPointsOnly', 'ownOffice', 'anyOffice'], 'anyOffice'),
'ng-type': group(['solitaire', 'coop', 'competitive', 'cutthroat', 'custom'], 'coop'),
'ss-hand': group(['threeRandom', 'sixRandom', 'threeTrackThreeOther'], 'sixRandom'),
'ss-extra': group(['divisionPointsOnly', 'ownOffice', 'anyOffice'], 'anyOffice'),
'ss-type': group(['solitaire', 'coop', 'competitive', 'cutthroat', 'custom'], 'solitaire'),
};
const matching = (sel: string): Radio[] => {
const name = /name="([^"]+)"/.exec(sel)?.[1] ?? '';
@@ -3856,7 +4206,7 @@ describe('the New Game dialog', () => {
origin: 'http://box.local',
pathname: '/play.html',
};
const store = new Map<string, string>();
const store = new Map<string, string>(Object.entries(stored));
g['localStorage'] = {
getItem: (k: string) => store.get(k) ?? null,
setItem: (k: string, v: string) => void store.set(k, v),
@@ -3872,15 +4222,15 @@ describe('the New Game dialog', () => {
/** What every field of the block reads, so a test can assert the whole form at once. */
const readForm = (els: Map<string, Record<string, unknown>>, groups: Record<string, { value: string; checked: boolean }[]>) => ({
hand: groups['ng-hand']!.find((r) => r.checked)?.value,
extra: groups['ng-extra']!.find((r) => r.checked)?.value,
type: groups['ng-type']!.find((r) => r.checked)?.value,
passenger: els.get('ng-passenger')!['value'],
freight: els.get('ng-freight')!['value'],
transit: els.get('ng-transit')!['value'],
days: els.get('ng-days')!['value'],
minrev: els.get('ng-minrev')!['value'],
tossloco: els.get('ng-tossloco')!['checked'],
hand: groups['ss-hand']!.find((r) => r.checked)?.value,
extra: groups['ss-extra']!.find((r) => r.checked)?.value,
type: groups['ss-type']!.find((r) => r.checked)?.value,
passenger: els.get('ss-passenger')!['value'],
freight: els.get('ss-freight')!['value'],
transit: els.get('ss-transit')!['value'],
days: els.get('ss-days')!['value'],
minrev: els.get('ss-minrev')!['value'],
tossloco: els.get('ss-tossloco')!['checked'],
});
it('opens on the rules in play, so a second game can be dealt to compare with the first', async () => {
@@ -3889,9 +4239,9 @@ describe('the New Game dialog', () => {
const { els, groups } = await load('?seed=430&hand=sixRandom&passenger=2&freight=3&transit=4');
(els.get('newgame')!['onclick'] as () => void)();
const dlg = els.get('newgamedlg')!;
assert.equal(dlg['open'], true, 'the New game button did not open the dialog');
assert.equal(els.get('ng-seed')!['value'], '', 'the seed box kept the last game’s seed');
assert.equal(els.get('solitairesetup')!['hidden'], false, 'the New game button did not open the setup screen');
assert.equal(els.get('gameui')!['hidden'], true, 'the board is still showing over the setup screen');
assert.equal(els.get('ss-seed')!['value'], '', 'the seed box kept the last game’s seed');
const form = readForm(els, groups);
assert.equal(form.passenger, '2');
assert.equal(form.freight, '3');
@@ -3925,39 +4275,43 @@ describe('the New Game dialog', () => {
const tuned = await load('?seed=430&transit=4');
(tuned.els.get('newgame')!['onclick'] as () => void)();
assert.equal(readForm(tuned.els, tuned.groups).type, 'custom', 'a game paying for transits still read as Solitaire');
// As in the lobby: the row that differs carries the difference, not a sentence under the radios.
assert.match(
String(tuned.els.get('ng-type-note')!['textContent']),
/1 setting differs from Solitaire/,
'the note did not say what differs',
String(tuned.els.get('ss-transit-hint')!['textContent']),
/Solitaire default/,
'the changed row does not say what it was changed from',
);
});
it('offers the multiplayer types, disabled — one list across both screens, dealt from one of them', async () => {
const { els, groups } = await load('?seed=430');
(els.get('newgame')!['onclick'] as () => void)();
const disabled = groups['ng-type']!
const disabled = groups['ss-type']!
.filter((r) => (r as { disabled: boolean }).disabled)
.map((r) => r.value);
assert.deepEqual(disabled, ['coop', 'competitive', 'cutthroat'], 'the wrong game types are dealable here');
// Deal is never disabled here any more: the only types this screen can SELECT are the two it can
// deal, so a disabled button would be answering a question the radios no longer ask.
assert.ok(
readFileSync(join(dist, 'play.html'), 'utf8').includes('id="ng-multiplayer-note"'),
'nothing on the dialog says where a multiplayer game comes from',
);
// No reason is printed beside the dimmed rows any more (Jesse, 2026-08-30 — "grayed out with no
// additional explanation"). The heading is what says which game the screen deals, once, and it
// is the same shape on the lobby, which is what lets one list serve both.
const page = readFileSync(join(dist, 'play.html'), 'utf8');
assert.match(page, /Game type \(solitaire\)/, 'the setup screen does not name the game it deals');
assert.match(page, /Game type \(multi-player\)/, 'the lobby does not name the game it deals');
assert.ok(!page.includes('lb-why'), 'the per-row reason is back, on the page or in its stylesheet');
});
it('clicking a game type resets every rule below to it, and leaves the parameters alone', async () => {
const { els, groups } = await load('?seed=430&transit=4');
(els.get('newgame')!['onclick'] as () => void)();
els.get('ng-days')!['value'] = '8';
(els.get('ng-days')!['oninput'] as () => void)();
els.get('ss-days')!['value'] = '8';
(els.get('ss-days')!['oninput'] as () => void)();
// 3 × 1 player × 8 days: the floor follows the length, and changing the length is not a rule
// change, so this is still Solitaire rather than Custom.
assert.equal(readForm(els, groups).minrev, '24', 'the Revenue floor did not follow the Day count');
const solitaire = groups['ng-type']!.find((r) => r.value === 'solitaire')!;
for (const r of groups['ng-type']!) r.checked = r === solitaire;
const solitaire = groups['ss-type']!.find((r) => r.value === 'solitaire')!;
for (const r of groups['ss-type']!) r.checked = r === solitaire;
(solitaire as { onchange: (() => void) | null }).onchange!();
const form = readForm(els, groups);
@@ -3970,19 +4324,17 @@ describe('the New Game dialog', () => {
const { els, groups, nav: n } = await load('?seed=430');
(els.get('newgame')!['onclick'] as () => void)();
const dlg = els.get('newgamedlg')!;
els.get('ng-seed')!['value'] = '99';
for (const r of groups['ng-hand']!) r.checked = r.value === 'threeTrackThreeOther';
els.get('ng-passenger')!['value'] = '5';
els.get('ng-freight')!['value'] = '0';
els.get('ng-transit')!['value'] = '2';
els.get('ng-toolbox')!['checked'] = true;
dlg['returnValue'] = 'deal';
(dlg['close'] as () => void)();
els.get('ss-seed')!['value'] = '99';
for (const r of groups['ss-hand']!) r.checked = r.value === 'threeTrackThreeOther';
els.get('ss-passenger')!['value'] = '5';
els.get('ss-freight')!['value'] = '0';
els.get('ss-transit')!['value'] = '2';
els.get('ss-toolbox')!['checked'] = true;
(els.get('ss-deal')!['onclick'] as () => void)();
assert.equal(
n.search,
'?seed=99&hand=threeTrackThreeOther&extra=anyOffice&passenger=5&freight=0&transit=2' +
'?seed=99&hand=threeTrackThreeOther&extra=ownOffice&passenger=5&freight=0&transit=2' +
'&days=5&minrev=15&colday=3&coltotal=5&tool=1',
);
});
@@ -3990,38 +4342,62 @@ describe('the New Game dialog', () => {
it('a switched-off victory condition deals as 0, which is what the engine calls off', async () => {
const { els, nav: n } = await load('?seed=430');
(els.get('newgame')!['onclick'] as () => void)();
const dlg = els.get('newgamedlg')!;
els.get('ng-coltotal-on')!['checked'] = false;
(els.get('ng-coltotal-on')!['onchange'] as () => void)();
dlg['returnValue'] = 'deal';
(dlg['close'] as () => void)();
els.get('ss-coltotal-on')!['checked'] = false;
(els.get('ss-coltotal-on')!['onchange'] as () => void)();
(els.get('ss-deal')!['onclick'] as () => void)();
assert.match(n.search, /coltotal=0/, 'unticking the total-collision condition did not switch it off');
});
it('deals nothing on cancel, and nothing on Esc', async () => {
// Esc closes a <dialog> with an empty returnValue and fires no submit at all, so "not deal" has
// to be the test rather than "cancel" — the two arrive identically.
for (const returnValue of ['cancel', '']) {
const { els, nav: n } = await load('?seed=430');
(els.get('newgame')!['onclick'] as () => void)();
const dlg = els.get('newgamedlg')!;
dlg['returnValue'] = returnValue;
(dlg['close'] as () => void)();
assert.equal(n.search, '?seed=430', `closing with "${returnValue}" navigated`);
assert.equal(n.reloads, 0, `closing with "${returnValue}" reloaded`);
}
it('says the game has RESUMED, not begun, when you come back to one', async () => {
/**
* REPORTED BY JESSE 2026-08-30: "when you are continuing the saved game out of that screen, do
* not post a message that says 'The game has begun.' … it needs to say 'The game has resumed.'"
*
* A restored game draws exactly like a dealt one — mid-Day, mid-phase, log already deep — so
* nothing distinguished the two. Checked in both directions here: the wording itself, and that
* the multiplayer line which DOES say "begun" cannot be said to somebody rejoining.
*/
const save = JSON.stringify({ seed: 12345, history: [] });
const { els } = await load('', { 'station-master.save.v1': save });
assert.match(String(els.get('announce')!['textContent']), /has resumed/, 'a restored game said nothing');
assert.doesNotMatch(String(els.get('announce')!['textContent']), /has begun/, 'a restored game claimed to be new');
// A freshly dealt game must NOT claim to be resumed — the announcement has to mean something.
const fresh = await load('?hand=sixRandom');
assert.doesNotMatch(String(fresh.els.get('announce')?.['textContent'] ?? ''), /resumed/,
'a brand new game announced itself as a resume');
// And the multiplayer first-frame line is conditional now rather than always "begun".
const src = readFileSync(join(root, 'src/web/main.ts'), 'utf8');
assert.match(src, /rejoining \? 'resumed' : 'begun'/, 'rejoining a table still says the game has begun');
});
it('backing out deals nothing and puts the same game back on screen', async () => {
/**
* WHAT CANCEL USED TO BE. The dialog had a Cancel button and an Esc key, and this pinned that
* neither dealt. The screen that replaced it has neither — it has "Continue Existing Saved
* Game", which has to do the same job and one more besides: the game was never navigated away
* from, so going back is showing the board again rather than reloading and replaying it.
*/
const { els, nav: n } = await load('?seed=430');
(els.get('newgame')!['onclick'] as () => void)();
assert.equal(els.get('ss-resume')!['hidden'], false, 'mid-game there is no way back to the game');
(els.get('ss-resume')!['onclick'] as () => void)();
assert.equal(els.get('gameui')!['hidden'], false, 'backing out did not return to the board');
assert.equal(els.get('solitairesetup')!['hidden'], true, 'the setup screen stayed up');
assert.equal(n.search, '?seed=430', 'backing out navigated');
assert.equal(n.reloads, 0, 'backing out reloaded, losing the game in memory');
});
it('reloads when the answers are the URL the page already has, so a re-deal is not a no-op', async () => {
// Dealing a random seed, disliking it and dealing again at the same settings produces the same
// search string — and assigning `location.search` the value it already holds does nothing.
const url =
'?hand=sixRandom&extra=anyOffice&passenger=1&freight=1&transit=0&days=5&minrev=15&colday=3&coltotal=5';
'?hand=sixRandom&extra=ownOffice&passenger=1&freight=1&transit=0&days=5&minrev=15&colday=3&coltotal=5';
const { els, nav: n } = await load(url);
(els.get('newgame')!['onclick'] as () => void)();
const dlg = els.get('newgamedlg')!;
dlg['returnValue'] = 'deal';
(dlg['close'] as () => void)();
(els.get('ss-deal')!['onclick'] as () => void)();
assert.equal(n.search, url, 'the URL should be unchanged — that is the whole case');
assert.equal(n.reloads, 1, 'a re-deal at the same settings did nothing at all');
@@ -4041,11 +4417,105 @@ describe('the New Game dialog', () => {
assert.match(String(els.get('gametype')!['title']), /Days: 5/, 'the tooltip does not carry the victory conditions');
});
it('asks before the first deal — a bare visit shows the setup screen, not a dealt game', async () => {
// Jesse, 2026-08-29: "let the user choose their options like the start of a multiplayer game";
// "asking first is the only path". A saved game, an explicit seed, or a URL a Deal already wrote
// (checked via `hand`, below) all skip this screen — nothing else does.
const { els } = await load('');
assert.equal(els.get('solitairesetup')!['hidden'], false, 'the setup screen stayed hidden');
assert.equal(els.get('gameui')!['hidden'], true, 'a game was dealt before anyone chose anything');
});
it('the solitaire door reaches the setup screen even when a solitaire game is saved', async () => {
/**
* REPORTED THREE TIMES BY JESSE (2026-08-29, twice, and 2026-08-30). v0.7.5 skipped the setup
* screen whenever `load()` found a save, reasoned as "a saved game is a game to resume" — but
* that means ANY browser that has ever played solitaire can never reach the setup screen from
* the door again, which is the whole feature. The private window that appeared to prove the
* caching fix had simply never played, so its `localStorage` was empty.
*
* The door is an explicit request to set a game up. A BARE reload still resumes (below).
*/
const save = JSON.stringify({ seed: 12345, history: [] });
const { els } = await load('?solitaire', { 'station-master.save.v1': save });
assert.equal(els.get('solitairesetup')!['hidden'], false, 'a saved game swallowed the door');
assert.equal(els.get('gameui')!['hidden'], true, 'the saved game was resumed instead of asking');
});
it('offers a way back to the saved game, since dealing from the door destroys it', async () => {
// Deal calls `clearSave()`. The door is reached by clicking "Play solitaire", which nobody reads
// as "discard what I was playing" — so the save has to be one button away, and the cost of Deal
// has to be stated. Resuming navigates to the bare URL and lets `start()` do it.
const save = JSON.stringify({ seed: 12345, history: [] });
const { els, nav } = await load('?solitaire', { 'station-master.save.v1': save });
assert.equal(els.get('ss-resume')!['hidden'], false, 'no way back to the game in progress');
assert.equal(els.get('ss-saved-note')!['hidden'], false, "Deal's cost to the save is not stated");
(els.get('ss-resume')!['onclick'] as () => void)();
assert.equal(nav.search, '', 'resuming did not go back to the plain resume path');
});
it('hides the resume button when there is no saved game to go back to', async () => {
const { els } = await load('?solitaire');
assert.equal(els.get('ss-resume')!['hidden'], true, 'a resume button with nothing to resume');
assert.equal(els.get('ss-saved-note')!['hidden'], true, 'warns about replacing a save that does not exist');
});
it('a bare reload still resumes a saved solitaire game rather than asking again', async () => {
// The other half: `?solitaire` is what changed, not resuming itself. Reopening the tab must not
// put a question in front of somebody who just wants their game back (D11's zero-friction case).
const save = JSON.stringify({ seed: 12345, history: [] });
const { els } = await load('', { 'station-master.save.v1': save });
assert.equal(els.get('gameui')!['hidden'], false, 'a bare reload did not resume the saved game');
assert.equal(els.get('solitairesetup')!['hidden'], true, 'the setup screen interrupted a resume');
});
it('the solitaire door reaches solitaire even when this browser remembers a multiplayer game', async () => {
// Found 2026-08-29 verifying v0.7.5 on phoenix.local: a browser with ANY remembered multiplayer
// seat (`station-master.remote.v1`) could never reach solitaire's setup screen at all — a bare
// `./play.html` load and the splash's "Play solitaire" door were indistinguishable from a reload
// mid-multiplayer-game, and `start()` checked the remembered session first. The door now marks
// its intent with `?solitaire`, the same way `?lobby` already does for the door on the other side.
const remembered = JSON.stringify({
games: { g1: { token: 't1', gameId: 'g1', gameCode: 'FREIGHT-3230', seat: 0, stage: 'game' } },
last: 'g1',
});
const { els } = await load('?solitaire', { 'station-master.remote.v1': remembered });
assert.equal(els.get('solitairesetup')!['hidden'], false, 'the door lost to the remembered game');
assert.equal(els.get('gameui')!['hidden'], true, 'the remembered multiplayer game was resumed instead');
});
it('a bare reload still resumes a remembered multiplayer game, unlike the solitaire door', async () => {
// The other half of the fix above: `?solitaire` must be what changed, not remembered-session
// resume itself, which is the correct behaviour for an actual reload mid-game (D11/D14).
const remembered = JSON.stringify({
games: { g1: { token: 't1', gameId: 'g1', gameCode: 'FREIGHT-3230', seat: 0, stage: 'game' } },
last: 'g1',
});
const { els } = await load('', { 'station-master.remote.v1': remembered });
assert.equal(els.get('gameui')!['hidden'], false, 'a bare reload did not resume the remembered game');
assert.equal(els.get('solitairesetup')!['hidden'], true, 'the setup screen wrongly took priority');
});
it("the setup screen's own Deal does not bounce into a remembered multiplayer game", async () => {
// The same bug one level deeper: `commitNewGame` writes `?hand=...`, not `?solitaire=...`, so the
// very next load after pressing Deal has to be recognised as a solitaire navigation too — checked
// via `hand`, the same signal `start()` already uses to skip the setup screen a second time.
const remembered = JSON.stringify({
games: { g1: { token: 't1', gameId: 'g1', gameCode: 'FREIGHT-3230', seat: 0, stage: 'game' } },
last: 'g1',
});
const { els } = await load('?hand=sixRandom', { 'station-master.remote.v1': remembered });
assert.equal(els.get('gameui')!['hidden'], false, "the Deal button's own URL was not honoured");
assert.equal(els.get('solitairesetup')!['hidden'], true, 'the setup screen re-asked its own answer');
});
it('deals six cards by default now, matching what the lobby calls Solitaire', async () => {
// Jesse, 2026-08-23: every game type opens with six. `SOLO_CONFIG` — the ENGINE's fallback, which
// every sim measurement is taken against — deliberately did not move; this is the page's deal.
const { els } = await load('');
assert.match(String(els.get('houserules')!['textContent']), /6 cards/);
// every sim measurement is taken against — deliberately did not move; this is what the setup
// screen deals when nothing on it is touched, the same way the dialog always has.
const { els, nav } = await load('');
(els.get('ss-deal')!['onclick'] as () => void)();
assert.match(nav.search, /hand=sixRandom/, "the setup screen's own default was not six cards");
});
it('ignores a seed the browser cannot parse rather than refusing to deal', async () => {
@@ -4053,14 +4523,12 @@ describe('the New Game dialog', () => {
// optional box is not worth writing.
const { els, nav: n } = await load('?seed=430');
(els.get('newgame')!['onclick'] as () => void)();
const dlg = els.get('newgamedlg')!;
els.get('ng-seed')!['value'] = 'not a number';
dlg['returnValue'] = 'deal';
(dlg['close'] as () => void)();
els.get('ss-seed')!['value'] = 'not a number';
(els.get('ss-deal')!['onclick'] as () => void)();
assert.equal(
n.search,
'?hand=sixRandom&extra=anyOffice&passenger=1&freight=1&transit=0&days=5&minrev=15&colday=3&coltotal=5',
'?hand=sixRandom&extra=ownOffice&passenger=1&freight=1&transit=0&days=5&minrev=15&colday=3&coltotal=5',
'a bad seed was carried into the URL',
);
});