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+220
@@ -19,6 +19,226 @@ page as `v0.1.0 · <sha> · <date>`, so what is deployed can always be identifie
|
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---
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## 0.7.8 — 2026-08-30
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|
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### The setup screen was unreachable for anyone who had ever played
|
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|
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Third report of the same symptom, and this time the build was confirmed current on screen
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(`0.7.7-mtf7hyxc`), which ruled out the caching fault v0.7.7 had just fixed and left the actual
|
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cause with nowhere to hide.
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|
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**v0.7.5 skipped the setup screen whenever `load()` found a save**, reasoned in its own comment as
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"a saved game is a game to resume". The consequence went unnoticed: a browser that has ever played
|
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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
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v0.7.7's cache fix. The private window had no save. Two genuine faults were stacked, the caching one
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was real and is fixed, and it masked this one.
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|
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**The door now outranks a saved game.** `?solitaire` is an explicit request to set a game up;
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clicking "Play solitaire" is not a request to resume. A BARE reload still resumes, which is the
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zero-friction case D11 is about and is pinned by its own test.
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|
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**Dealing from the door would have destroyed a game in progress**, since `commitNewGame` calls
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`clearSave()` — so the screen now carries `#ss-resume` ("Continue saved game") and states plainly
|
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that dealing replaces the save. Resuming navigates to the bare URL rather than building a session
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on the spot, so `start()` stays the only place that turns a URL into a game.
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**Recorded because the failure was diagnostic, not technical.** The first two attempts each fixed
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something real that was not this, and both were reported as verified. The routing fix in v0.7.6 was
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verified by reading what the server served; v0.7.7's by the same. Neither ever exercised the actual
|
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path with the actual state a returning player has. The reproduction here is a failing test asserting
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the door with a save present — written before the fix, and it failed with "a saved game swallowed
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the door".
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|
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### The splash footer names both ways to play
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|
||||
Was "solitaire runs entirely in your browser — no server code required", written when solitaire was
|
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the only door. Now: "Multiplayer runs on StartOS server. Solitaire runs entirely in your browser."
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(Jesse, 2026-08-30, asked to ride along with the next change rather than take a release of its own.)
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868 tests pass, four of them new.
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---
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## 0.7.7 — 2026-08-30
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### Two releases shipped to a browser that never received them
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Jesse installed v0.7.5, clicked **Play solitaire**, and landed in a dealt game instead of the new
|
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setup screen. v0.7.6 diagnosed that as a routing bug, fixed it, installed, verified — and it happened
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again, identically. The second report is what made the real cause findable: the fix was correct both
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times and neither one ever reached the browser.
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**`buildStamp()`'s no-git fallback was the literal `nogit`, and the `.s9pk` build has no git.** The
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Dockerfile copies the working tree in without `.git`, so `git rev-parse` fails there on every
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packaged build — and that string is not only the visible stamp, it is the cache-bust key every module
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||||
URL carries. So v0.7.4, v0.7.5 and v0.7.6 all published `./web/main.js?v=nogit`, byte-identical, and
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a returning player's browser correctly concluded it had the file already. The fallback is now the
|
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package version plus the build's own timestamp, which is always distinct and needs nothing from the
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environment. Proven rather than assumed: two builds of an identical git-less tree now stamp
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`0.7.6-mtf6l8rm` and `0.7.6-mtf6lant`.
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|
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**And the server sent no `Cache-Control` at all**, which is the other half — the pages are the one
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thing that cannot be versioned in their own URL, since a player types the address or follows a
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bookmark, so a cached `play.html` pins that player to the whole build it names including every `?v=`
|
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inside it. Fixed the exact way round that matters: a request carrying `?v=` may be stored for a year
|
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and marked `immutable`, and anything else is `no-cache`. `?v=` rather than "not HTML" because
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||||
`build-web.ts` tags the modules and nothing else — a year of `immutable` on an untagged image or on
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||||
the replay manifest would outlive several releases of it.
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||||
|
||||
Neither half is sufficient alone: without the varying tag there is nothing for a fresh page to point
|
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at, and without the header the fresh page is itself served from cache.
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|
||||
**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
|
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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.
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||||
|
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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
|
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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.
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||||
|
||||
`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
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"reloaded mid multiplayer game" — a bare `./play.html` load means both. `?lobby` already solved the
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identical problem for the door on the other side (D11); the solitaire door had no equivalent marker.
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|
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The door now links to `./play.html?solitaire`, and `start()` treats that — along with an explicit
|
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`?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
|
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`solitaire=`.
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|
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862 tests pass, three of them new: the door reaching solitaire past a remembered game, a bare reload
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still correctly resuming one (unchanged behaviour, pinned so the fix does not overreach), and Deal's
|
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own URL surviving the same bounce.
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||||
|
||||
---
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||||
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## 0.7.5 — 2026-08-29
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|
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### 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
|
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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
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read.
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`index.html`'s door copy changed to match: "Start a game" reads "Set up a game" now, and the blurb
|
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states the floor (15, not "20 Revenue") since that is what a player is agreeing to before they deal.
|
||||
|
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859 tests pass. **Not yet played in a browser** — verified by `tsc --noEmit`, the full suite, and
|
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reading the diff, not by loading `play.html` fresh and clicking through it.
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||||
|
||||
---
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||||
|
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## 0.7.4 — 2026-08-29
|
||||
|
||||
Three rules issues off the tracker, in the order Jesse asked for them: #13, #5, #19. All three are
|
||||
rules Jesse has designed or redefined, and two of them turned out to be rules the code claimed to
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||||
have and did not.
|
||||
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||||
### Some Extras must run loaded (Gitea#13)
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||||
|
||||
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.
|
||||
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||||
The per-stop point is **once per Office Area** rather than once per game (Jesse: "in a multiplayer
|
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game, each player could score if the circus stops in their area"), and only when the train is fully
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||||
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
|
||||
|
||||
@@ -132,6 +132,13 @@ 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
|
||||
|
||||
@@ -34,9 +34,11 @@ Queued 2026-08-21, from playing the StartOS build:
|
||||
|
||||
Queued 2026-08-22, from playing on StartOS:
|
||||
|
||||
7. **Make "Games in Progress" readable** — nested groups rather than one run-on line per game, plus
|
||||
sorting by name, start time or last move. Reasoning in Multiplayer below. Small, and it is the
|
||||
action most used for actual administration.
|
||||
7. **Make "Games in Progress" readable** — **ON HOLD, 2026-08-29 (Jesse).** StartOS 0.4.0.2 is
|
||||
expected to improve how action results are displayed, which is most of what makes this unreadable
|
||||
— so wait and see what the platform fixes before rewriting the action around a limitation that
|
||||
may be gone. Re-open it against 0.4.0.2 and re-read the output before designing anything.
|
||||
Reasoning in Multiplayer below.
|
||||
8. **Give a player a way back into a game after losing their browser** — a fresh browser is still
|
||||
locked out of a RUNNING game, even though the server knows who they are. Reasoning in Multiplayer
|
||||
below; needs Jesse's call on whether a token in a URL is acceptable. **The lobby half of this was
|
||||
@@ -106,8 +108,16 @@ Queued 2026-08-22, from the v0.4.9e gameplay-testing report filed as Gitea issue
|
||||
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.
|
||||
13. **Watch the other players and the bots actually make their moves** — raised by Jesse
|
||||
2026-08-22, and **settled 2026-08-29 as the harder of the two readings**: "I want to be able to
|
||||
watch other players and bots make their moves. It's not fun to do my turn and have magic happen
|
||||
in the background and then have to figure out what others did."
|
||||
|
||||
So this is not the log-legibility fix. It is the ordered, per-action presentation of everyone
|
||||
else's turns — **the same mechanism Gitea#20 step 4 specifies for the common board**, routed to a
|
||||
player's own screen as well. Jesse: "this relates to issue #20 and will require a lot more
|
||||
thinking." Do not start it as a standalone piece; it wants designing with #20. Reasoning in
|
||||
Multiplayer below.
|
||||
|
||||
14. **INVESTIGATE: stamp the history with wall-clock time** — even if nothing displays it yet, so
|
||||
"how long did that turn take" can be answered afterwards. Reasoning in Replay / Save Games below.
|
||||
@@ -215,12 +225,26 @@ Queued 2026-08-29, from building Gitea#11 and #16 (both shipped in v0.7.3, main
|
||||
the replay recorder has a `GameState`, so it is a small refactor rather than a one-line swap. Not
|
||||
done in v0.7.3 because nothing about it is player-facing and the change earns its own look.
|
||||
|
||||
35. **Extended play has never been played at a real table.** v0.7.3 is tested — engine, server,
|
||||
replay, an all-bot regression — and compiled and exercised headlessly, but nobody has sat down,
|
||||
run a game off the end of its timetable and voted. The multiplayer vote in particular has only
|
||||
been driven through `session.intent`, never through two browsers: what a second player sees while
|
||||
waiting on a first, and whether "waiting on Carol" is legible when Carol has closed her laptop,
|
||||
are both unanswered. Worth being the first thing the next play session does.
|
||||
35. **Extended play has never been played at a real table** — but it now works on a real server.
|
||||
**Verified live on phoenix.local, 2026-08-29**, against the installed v0.7.3:0 rather than in
|
||||
tests: a two-seat competitive game (one human client, one bot) was dealt over the HTTP API with
|
||||
`days: 1`, played to the end of its timetable, and reached `awaitingExtension` on Day 2 with
|
||||
`official = { win, winner 0, daysElapsed }` frozen at Day 1 (`config.days`) and votes
|
||||
`[null, null]`. Voting yes as seat 0 was accepted, the bot followed as designed, and the game
|
||||
returned to `active` with `extraDays: 1` and the official outcome **unchanged**. The tally rode
|
||||
the Frame to the client. Both test games were deleted afterwards; the box is back to Jesse's own
|
||||
`WHISTLE-4086` and the `FREIGHT-3230` lobby.
|
||||
|
||||
**The save carry-over claim was also checked rather than asserted**: phoenix held five saves
|
||||
before the update, of which `WHISTLE-4086` resumed and three were already refused by the 0.7.2
|
||||
deck change. After updating to 0.7.3 the log is identical — same game resumed with the same 7
|
||||
intents, same three refusals at the same move with the same code.
|
||||
|
||||
**What is still untested is the part the item is named for: humans, at a table.** Nobody has sat
|
||||
down and played a game off the end of its timetable, and the multiplayer vote has never been
|
||||
driven through two browsers — what a second player sees while waiting on a first, and whether
|
||||
"waiting on Carol" is legible once Carol has closed her laptop, are still unanswered. Worth being
|
||||
the first thing the next play session does.
|
||||
|
||||
36. **There is no per-Stage "this train did not move" signal, so "longest an engine sat on a siding"
|
||||
cannot be answered.** Gitea#16 asks for it and the comment on that issue said `trainStoodStill`
|
||||
@@ -235,6 +259,97 @@ Queued 2026-08-29, from building Gitea#11 and #16 (both shipped in v0.7.3, main
|
||||
folds a batch of events AFTER `advance` has already mutated past the moment they describe. Worth
|
||||
settling with the badge pass (#33) rather than on its own, since that is the only consumer.
|
||||
|
||||
37. ~~**Bump the StartOS wrapper to 0.7.3, then 0.7.4.**~~ — 0.7.3 done 2026-08-29 (`74aea24` in
|
||||
`station-master-startos`). Submodule pinned to `v0.7.3` (`45580d8`), `current.ts` at `0.7.3:0`,
|
||||
release notes in all five locales, `README.md` and `instructions.md` updated. No new version file
|
||||
and no migration — the outgoing `0.7.2:0`'s `up` was empty, `versions.md`'s common case, so
|
||||
`current.ts` bumped in place. Verified: `npm run check` clean, prettier clean, `make x86` packs
|
||||
as `v0.7.3:0`. **NOT installed on a box and not played** — see #35.
|
||||
|
||||
**Unlike 0.7.2, games in progress survive this one**, and both docs lead with it. No card data
|
||||
changed and the engine changes are additive, so every intent in a 0.7.2 save is still legal;
|
||||
proven rather than assumed by `test/harness.test.ts`, which replays the three files in
|
||||
`public/replays` (all recorded under an older ruleset) and asserts every intent still applies.
|
||||
|
||||
**Bumped again to `0.7.4:0` the same day** (`085b88b`), pinned to `v0.7.4`, and installed on
|
||||
`phoenix.local` — verified there, not merely packed: the resume log shows `WHISTLE-4086` coming
|
||||
back with its 7 intents and all five new engine code paths present in the served build. Both tags
|
||||
are signed and pushed.
|
||||
|
||||
**Keep doing the whole sequence.** 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), rewrite the 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.
|
||||
|
||||
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, per #30. Reasoning is in
|
||||
`CHANGELOG.md`; what matters here is what they left behind, below.
|
||||
|
||||
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. Together with #35 this is now the biggest gap in the
|
||||
project: four features shipped without a table.
|
||||
|
||||
40. **A save from before v0.7.4 may not replay, and nobody has been told.** The same shape as #32 but
|
||||
for the main line: 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.
|
||||
|
||||
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.
|
||||
|
||||
42. ~~**Solitaire must ask before it deals, the same way multiplayer's lobby already does.**~~ — done
|
||||
2026-08-29 in v0.7.5. Jesse: "let the user choose their options like the start of a multiplayer
|
||||
game"; "asking first is the only path." A new `#solitairesetup` screen in `play.html` asks the
|
||||
full shared block — game type, starting hand, Extra start, revenue, victory conditions, optional
|
||||
rules — 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 now
|
||||
share one `wireGameTypeBlock()`/`commitNewGame()` pair instead of the dialog carrying its own
|
||||
copy. Reasoning in `CHANGELOG.md`.
|
||||
|
||||
**Played in a browser on `phoenix.local` 2026-08-29, and it found a real bug — fixed same day in
|
||||
v0.7.6.** The splash's "Play solitaire" door landed straight in a leftover Co-op four-seat lobby
|
||||
instead of the new setup screen: `start()` checked a browser-remembered multiplayer session
|
||||
before ever looking at solitaire's own state, and a bare `./play.html` load could not tell "I
|
||||
clicked Play solitaire" apart from "I reloaded mid multiplayer game" — the same class of problem
|
||||
`?lobby` already solved for the door on the other side (D11), just never applied to this one. The
|
||||
door now marks its intent (`?solitaire`), checked ahead of the remembered-session lookup.
|
||||
|
||||
**And it happened AGAIN on v0.7.6, which is what found the real cause — fixed in 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` at all, so neither release
|
||||
ever reached the browser that asked for it. Both earlier fixes were correct and both were
|
||||
verified by reading what the SERVER served — which was true and was never the thing in doubt.
|
||||
**The lesson worth keeping: 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.
|
||||
|
||||
**And a THIRD report, 2026-08-30, with the build confirmed current on screen — which is what
|
||||
finally found it. Fixed in v0.7.8.** 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. The door
|
||||
outranks a save now, a bare reload still resumes, and `#ss-resume` keeps the game in progress
|
||||
one button away since Deal clears it.
|
||||
|
||||
**Three attempts, two of them fixing something real that was not the reported fault.** Each 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. Worth remembering 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.
|
||||
|
||||
Still not verified past that: nobody has clicked all the way through the setup screen's own
|
||||
fields and confirmed the dealt game matches what was chosen. Worth being an early item in the
|
||||
next play session, alongside #39's four unplayed v0.7.4 features.
|
||||
|
||||
---
|
||||
|
||||
## Replay / Save Games
|
||||
@@ -369,21 +484,23 @@ 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
|
||||
@@ -713,11 +830,31 @@ 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,
|
||||
@@ -784,8 +921,14 @@ 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.
|
||||
|
||||
+1
-1
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "station-master",
|
||||
"version": "0.7.3",
|
||||
"version": "0.7.8",
|
||||
"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
@@ -1389,6 +1389,11 @@
|
||||
},
|
||||
{
|
||||
"type": "loadUnload.end"
|
||||
},
|
||||
{
|
||||
"type": "game.extend",
|
||||
"player": 0,
|
||||
"agree": false
|
||||
}
|
||||
]
|
||||
}
|
||||
+15
-1
@@ -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()
|
||||
|
||||
+322
-37
@@ -36,10 +36,11 @@ 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, Outcome, PlayerIndex, RollingStock, SeatIndex, TrayId } from './state.ts';
|
||||
import { cloneTally, coordKey, freshTurns, isExtendable, 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 = {
|
||||
@@ -50,6 +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
|
||||
@@ -420,33 +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) {
|
||||
@@ -456,7 +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',
|
||||
});
|
||||
}
|
||||
}
|
||||
@@ -928,9 +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';
|
||||
|
||||
@@ -966,10 +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];
|
||||
@@ -1037,10 +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
|
||||
@@ -1065,13 +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.
|
||||
@@ -1088,22 +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).
|
||||
@@ -1216,7 +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.
|
||||
|
||||
+153
-26
@@ -58,6 +58,8 @@ import {
|
||||
carsOn,
|
||||
coordKey,
|
||||
cutTowards,
|
||||
decisionActor,
|
||||
officeNodeFor,
|
||||
isOperationalRail,
|
||||
playerAtSeat,
|
||||
pooled,
|
||||
@@ -124,7 +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) => {
|
||||
@@ -792,11 +799,42 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
|
||||
// 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) {
|
||||
@@ -1006,14 +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;
|
||||
}
|
||||
|
||||
@@ -1159,7 +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': {
|
||||
@@ -1571,6 +1604,12 @@ function execute(s: GameState, player: PlayerIndex, i: Intent): GameEvent[] {
|
||||
: [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 }];
|
||||
|
||||
@@ -1804,10 +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': {
|
||||
@@ -2005,6 +2059,13 @@ export function reduce(s: GameState, e: GameEvent): void {
|
||||
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;
|
||||
@@ -2229,14 +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);
|
||||
@@ -2593,7 +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:
|
||||
@@ -2996,7 +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;
|
||||
|
||||
@@ -3019,6 +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;
|
||||
}
|
||||
|
||||
@@ -3059,11 +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;
|
||||
}
|
||||
|
||||
+16
-3
@@ -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.' } },
|
||||
|
||||
@@ -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;
|
||||
@@ -212,6 +217,8 @@ export type GameEvent =
|
||||
* 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 };
|
||||
| { 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'];
|
||||
|
||||
+34
-5
@@ -120,10 +120,24 @@ export type Intent =
|
||||
*/
|
||||
| { type: 'mainline.modify'; cardId: CardId; node: number }
|
||||
/**
|
||||
* Red Flags — protect a stopped train. The flagged train cannot be hit; an approaching train is
|
||||
* held instead of colliding.
|
||||
* §Q, RED FLAGS (Gitea#19) — plant a flag on one side of your own district.
|
||||
*
|
||||
* "If played, asked FLAG EAST or FLAG WEST. That stops all trains from entering your limits from
|
||||
* that direction (i.e. Flag East holds westbound trains). You can do this if you see a problem or
|
||||
* wish to complete switching."
|
||||
*
|
||||
* `side` names the side of the district the flag goes on, so a train arriving from that side is
|
||||
* held. It REPLACES the old rule, which was played on a stopped train out on the Mainline and
|
||||
* protected it from a rear-ender: measured at 4,212 offers and 4 plays across 600 games, a
|
||||
* mechanic nobody used. ABS Signals already protects a train standing on a Mainline card.
|
||||
*/
|
||||
| { type: 'maneuver.redFlags'; cardId: CardId; trayId: TrayId }
|
||||
| { type: 'maneuver.redFlags'; cardId: CardId; side: Direction }
|
||||
/**
|
||||
* The same card, played OUT OF PHASE at the moment of danger (Gitea#19) — "COLLISION RISK! FLAG
|
||||
* AGAINST T2?". Answers a pending `redFlag` decision; `flag: false` declines and lets the
|
||||
* collision happen. The side is not asked for: the train is already coming from one.
|
||||
*/
|
||||
| { type: 'mainline.redFlag'; flag: boolean; cardId?: CardId }
|
||||
/**
|
||||
* Flying Switch — cut cars off behind the engine and roll them into an adjacent industry, without
|
||||
* the engine entering it.
|
||||
@@ -168,7 +182,16 @@ export type Intent =
|
||||
* 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 };
|
||||
| { 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'];
|
||||
|
||||
@@ -301,7 +324,13 @@ export type RejectionCode =
|
||||
/** §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';
|
||||
| '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 };
|
||||
|
||||
|
||||
+13
-3
@@ -85,11 +85,20 @@ function candidates(s: GameState, player: PlayerIndex): Intent[] {
|
||||
return out;
|
||||
}
|
||||
|
||||
// The clearance ruling arrives out of turn order and goes to the Superintendent (§8.1).
|
||||
if (s.clock.pendingDecision !== null) {
|
||||
// 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':
|
||||
@@ -110,7 +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' });
|
||||
|
||||
+1
-1
@@ -424,7 +424,7 @@ export function createGame(opts: SetupOptions): GameState {
|
||||
phase: 'localOps',
|
||||
currentActor: superintendent,
|
||||
pendingDecision: null,
|
||||
clearanceRuling: null,
|
||||
decisionAnswer: null,
|
||||
superintendent,
|
||||
actorOffset: 0,
|
||||
},
|
||||
|
||||
+103
-20
@@ -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
|
||||
@@ -1131,6 +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.
|
||||
|
||||
+30
-4
@@ -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' });
|
||||
});
|
||||
|
||||
+29
-16
@@ -35,7 +35,7 @@ import type { Intent } from '../engine/intents.ts';
|
||||
import { legalActions } from '../engine/legal.ts';
|
||||
import { connectionsFor, exitsFrom, facilityVariants, hasPort, joins, neighbour, opposite, variantsFor } from '../engine/track.ts';
|
||||
import type { Port } from '../engine/track.ts';
|
||||
import { coordKey, turnOf } from '../engine/state.ts';
|
||||
import { actingPlayer, coordKey, turnOf } from '../engine/state.ts';
|
||||
import type { Facility, GameState, GridCoord, OfficeArea, PlayerIndex, RollingStock, TrackCard } from '../engine/state.ts';
|
||||
|
||||
export type BotPolicy = {
|
||||
@@ -154,10 +154,23 @@ export function makeDeveloperBot(tweaks: BotTweaks): BotPolicy {
|
||||
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.
|
||||
//
|
||||
@@ -1030,19 +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. */
|
||||
@@ -1904,8 +1918,7 @@ export function playGame(
|
||||
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);
|
||||
|
||||
+16
-1
@@ -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 {
|
||||
@@ -498,6 +507,12 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
|
||||
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 ${train(e.trainId)} at the Train Order Office` };
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
+2
-1
@@ -34,6 +34,7 @@ import type { Intent } from '../engine/intents.ts';
|
||||
import { legalActions } from '../engine/legal.ts';
|
||||
import { createGame } from '../engine/setup.ts';
|
||||
import type { Facility, GameConfig, GameState } from '../engine/state.ts';
|
||||
import { actingPlayer } from '../engine/state.ts';
|
||||
import { developerBot, lastChoiceReason } from './bot.ts';
|
||||
import { carLabel, cuesFor, idleNote, isVisible, narrate } from './narrate.ts';
|
||||
// The view-model lives in its own module so the browser build can import it without dragging in
|
||||
@@ -135,7 +136,7 @@ export function record(seed: number, length: GameLength, maxSteps = 100_000): Re
|
||||
if (s.status === 'finished') break;
|
||||
if (!r.needsInput) continue;
|
||||
|
||||
const actor = s.clock.pendingDecision !== null ? s.clock.superintendent : s.clock.currentActor;
|
||||
const actor = actingPlayer(s);
|
||||
if (actor === null) break;
|
||||
const options = legalActions(s, actor);
|
||||
if (options.length === 0) break;
|
||||
|
||||
+41
-4
@@ -1043,7 +1043,24 @@ export function describeIntent(s: GameState, i: Intent): string {
|
||||
return `${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':
|
||||
@@ -1055,9 +1072,12 @@ export function describeIntent(s: GameState, i: Intent): string {
|
||||
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.
|
||||
@@ -1097,7 +1117,24 @@ 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':
|
||||
|
||||
+19
-4
@@ -30,6 +30,7 @@ import type { Intent } from '../engine/intents.ts';
|
||||
import { legalActions } from '../engine/legal.ts';
|
||||
import { createGame } from '../engine/setup.ts';
|
||||
import type { CardId, GameConfig, GameState, PlayerIndex } from '../engine/state.ts';
|
||||
import { actingPlayer } from '../engine/state.ts';
|
||||
import { playerAtSeat } from '../engine/state.ts';
|
||||
import { cuesFor, narrate } from '../sim/narrate.ts';
|
||||
// Import from the view module, NOT replay.ts — replay.ts writes files and reads process.argv,
|
||||
@@ -266,6 +267,7 @@ export type Game = {
|
||||
/** How each intent kind is introduced in the action list, in the order they should appear. */
|
||||
const GROUP_ORDER: readonly { prefix: string; title: string }[] = [
|
||||
{ prefix: 'mainline.clearance', title: 'Superintendent — rule on this train' },
|
||||
{ prefix: 'mainline.yardOffice', title: 'Where does this train arrive?' },
|
||||
{ prefix: 'localOps.choose', title: 'Local Operations — choose ONE' },
|
||||
{ prefix: 'switch.', title: 'Switching' },
|
||||
// Specific before general: `startsWith` means a bare `draw.` would swallow all three, and the
|
||||
@@ -334,9 +336,9 @@ export function drain(game: Game): void {
|
||||
/** Whose turn it is, or null if the game is over or waiting on nothing. */
|
||||
export function currentActor(game: Game): PlayerIndex | null {
|
||||
if (game.state.status !== 'active') return null;
|
||||
return game.state.clock.pendingDecision !== null
|
||||
? game.state.clock.superintendent
|
||||
: game.state.clock.currentActor;
|
||||
// `actingPlayer` (state.ts) knows which player each kind of interruption goes to — the
|
||||
// Superintendent for a §8.1 clearance, the district's owner for a Yard Office offer.
|
||||
return actingPlayer(game.state);
|
||||
}
|
||||
|
||||
/** Every legal action right now, grouped for display. Empty when there is nothing to decide. */
|
||||
@@ -465,13 +467,26 @@ export function actionGroups(game: Game): { options: Intent[]; groups: ActionGro
|
||||
*/
|
||||
if (prefix === 'mainline.clearance') {
|
||||
const pending = game.state.clock.pendingDecision;
|
||||
if (pending) {
|
||||
if (pending?.kind === 'clearance') {
|
||||
headed =
|
||||
`Superintendent — may ${trainName(game.state, pending.train)} follow ` +
|
||||
`${trainName(game.state, pending.occupiedBy)} onto the same Mainline card?`;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* §11 (Gitea#5) — the Yard Office offer interrupts the Mainline Phase, so it arrives with no
|
||||
* context around it: the player was not thinking about this train a moment ago.
|
||||
*/
|
||||
if (prefix === 'mainline.yardOffice') {
|
||||
const pending = game.state.clock.pendingDecision;
|
||||
if (pending?.kind === 'yardOffice') {
|
||||
headed =
|
||||
`${trainName(game.state, pending.train)} is arriving with no coaches — ` +
|
||||
'take it into the Yard Office, or hold it at the Train Order Office?';
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* A PENDING EXTRA IS ITS OWN QUESTION, and its own heading.
|
||||
*
|
||||
|
||||
+5
-5
@@ -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 →</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 — 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 — 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 →</span>
|
||||
<span class="go">Set up a game →</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 — no server code required</span>
|
||||
<span>Multiplayer runs on StartOS server. Solitaire runs entirely in your browser.</span>
|
||||
</footer>
|
||||
</main>
|
||||
|
||||
|
||||
+246
-111
@@ -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';
|
||||
@@ -628,12 +629,15 @@ function noteFirstFrame(f: Frame): void {
|
||||
);
|
||||
}
|
||||
|
||||
/** 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 {
|
||||
/** 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';
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -714,10 +718,29 @@ 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 });
|
||||
return;
|
||||
@@ -739,16 +762,43 @@ 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);
|
||||
|
||||
applyCapabilities();
|
||||
@@ -1895,58 +1945,77 @@ 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-');
|
||||
|
||||
/**
|
||||
* THE SAME FIVE GAME TYPES THE LOBBY OFFERS, and the same shared rules block under them.
|
||||
* 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.
|
||||
*
|
||||
* 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.
|
||||
* 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.
|
||||
*/
|
||||
let ngBase: PresetName = 'solitaire';
|
||||
let ngType: GameType = 'solitaire';
|
||||
/** As in the lobby: the floor is derived from the length until the player sets one themselves. */
|
||||
let ngFloorTyped = false;
|
||||
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;
|
||||
};
|
||||
|
||||
const ngDays = (): number => {
|
||||
const raw = Number(field<HTMLInputElement>('ng-days').value);
|
||||
function wireGameTypeBlock(prefix: string, root: ParentNode): WiredGameType {
|
||||
const field = <T extends HTMLElement>(id: string): T => document.getElementById(`${prefix}${id}`) as T;
|
||||
const form = settingsForm(prefix);
|
||||
|
||||
let base: PresetName = 'solitaire';
|
||||
let type: GameType = 'solitaire';
|
||||
/** As in the lobby: the floor is derived from the length until the player sets one themselves. */
|
||||
let floorTyped = false;
|
||||
|
||||
const days = (): number => {
|
||||
const raw = Number(field<HTMLInputElement>('days').value);
|
||||
return Number.isFinite(raw) && raw >= 1 ? Math.round(raw) : 5;
|
||||
};
|
||||
|
||||
const ngTypeRadios = (): HTMLInputElement[] =>
|
||||
Array.from(dlg.querySelectorAll<HTMLInputElement>('input[name="ng-type"]'));
|
||||
const typeRadios = (): HTMLInputElement[] =>
|
||||
Array.from(root.querySelectorAll<HTMLInputElement>(`input[name="${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');
|
||||
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;
|
||||
const note = field<HTMLElement>('type-note');
|
||||
note.textContent =
|
||||
ngType === 'custom'
|
||||
? `${gameTypeLabel('custom', preset(ngBase).scoring)} · ${differing.length} ` +
|
||||
`${differing.length === 1 ? 'setting differs' : 'settings differ'} from ${preset(ngBase).label}.`
|
||||
: preset(ngType as PresetName).blurb;
|
||||
type === 'custom'
|
||||
? `${gameTypeLabel('custom', preset(base).scoring)} · ${differing.length} ` +
|
||||
`${differing.length === 1 ? 'setting differs' : 'settings differ'} from ${preset(base).label}.`
|
||||
: preset(type as PresetName).blurb;
|
||||
}
|
||||
|
||||
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()) {
|
||||
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. 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).
|
||||
@@ -1964,33 +2033,99 @@ if (newBtn && dlg) {
|
||||
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);
|
||||
|
||||
return { form, days, refresh, selectPreset, setBase };
|
||||
}
|
||||
|
||||
/**
|
||||
* 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;
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
/**
|
||||
* 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. Every screen now reads `presets.ts` and drives its 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.
|
||||
*/
|
||||
const ng = wireGameTypeBlock('ng-', dlg);
|
||||
|
||||
/**
|
||||
* ASK FOR ALL OF IT, rather than documenting URL parameters in the title bar.
|
||||
@@ -2019,65 +2154,65 @@ if (newBtn && dlg) {
|
||||
|
||||
field<HTMLInputElement>('ng-seed').value = '';
|
||||
field<HTMLInputElement>('ng-days').value = String(f.days);
|
||||
ngBase = 'solitaire';
|
||||
ngType = 'solitaire';
|
||||
ngFloorTyped = false;
|
||||
ng.setBase('solitaire', 'solitaire');
|
||||
// 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();
|
||||
ng.form.write(settingsOf(configFromFrame(f)), presetSettings('solitaire', 1, f.days));
|
||||
ng.refresh();
|
||||
dlg.showModal();
|
||||
};
|
||||
|
||||
/**
|
||||
* 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.
|
||||
*
|
||||
* 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.
|
||||
*/
|
||||
dlg.addEventListener('close', () => {
|
||||
if (dlg.returnValue !== 'deal') return;
|
||||
|
||||
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,
|
||||
},
|
||||
},
|
||||
commitNewGame(ng, field<HTMLInputElement>('ng-seed').value);
|
||||
});
|
||||
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,
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
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 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): 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') ?? '';
|
||||
|
||||
/**
|
||||
* 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.
|
||||
*
|
||||
* Resuming is a navigation to the BARE url rather than a session built here: `start()` already
|
||||
* resumes a save on a bare load, and routing both paths through it keeps one place that turns a
|
||||
* URL into a game.
|
||||
*/
|
||||
const resumeBtn = document.getElementById('ss-resume');
|
||||
const savedNote = document.getElementById('ss-saved-note');
|
||||
if (resumeBtn) {
|
||||
resumeBtn.hidden = !hasSave;
|
||||
resumeBtn.onclick = () => void (location.search = '');
|
||||
}
|
||||
if (savedNote) savedNote.hidden = !hasSave;
|
||||
|
||||
ss.selectPreset('solitaire');
|
||||
dealBtn.onclick = () => commitNewGame(ss, seedField?.value ?? '');
|
||||
}
|
||||
|
||||
const zoomOutBtn = document.getElementById('zoomout') as HTMLButtonElement | null;
|
||||
|
||||
+190
-3
@@ -80,7 +80,7 @@ main{display:grid;grid-template-columns:minmax(0,1fr) 400px;gap:14px;padding:14p
|
||||
@media(max-width:1100px){main{grid-template-columns:1fr}}
|
||||
section{background:var(--panel);border:1px solid var(--line);border-radius:7px;
|
||||
padding:10px 12px;margin-bottom:12px}
|
||||
#lobby{max-width: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}
|
||||
@@ -96,8 +96,8 @@ section{background:var(--panel);border:1px solid var(--line);border-radius:7px;
|
||||
.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}
|
||||
@@ -592,6 +592,193 @@ 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>
|
||||
|
||||
<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>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>
|
||||
|
||||
<h3>Game type</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’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>
|
||||
|
||||
<p class="ng-note" id="ss-type-note"></p>
|
||||
|
||||
<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>; 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 you are 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’s own Control Point</b><br><span class="dim">You may start one at home, but not in somebody else’s district.</span></span></label>
|
||||
<label class="ng-radio"><input type="radio" name="ss-extra" value="anyOffice">
|
||||
<span><b>Also any player’s Control Point</b><br><span class="dim">The most permissive — an Extra may be planted in another player’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. How long it runs is set above, in Days.</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 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 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">Off in every game type; 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 (1–3 and 11–12)</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 — meaningless at a table of one, shown here so
|
||||
this screen and the lobby read as one list</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 class="ng-note" id="ss-saved-note" hidden>You have a solitaire game in progress. Dealing a new
|
||||
one below replaces it — there is no undo for that.</p>
|
||||
|
||||
<menu class="ng-buttons">
|
||||
<button id="ss-resume" type="button" hidden>Continue saved game</button>
|
||||
<button id="ss-deal" type="button">Deal</button>
|
||||
</menu>
|
||||
</section>
|
||||
</div>
|
||||
|
||||
<div id="gameui" hidden>
|
||||
<div class="topbar">
|
||||
<header>
|
||||
|
||||
+2
-1
@@ -26,6 +26,7 @@ import { createGame } from '../engine/setup.ts';
|
||||
import { snapshot } from '../sim/view.ts';
|
||||
import type { Intent } from '../engine/intents.ts';
|
||||
import { SOLO_CONFIG } from './game.ts';
|
||||
import { actingPlayer } from '../engine/state.ts';
|
||||
|
||||
type Save = { seed: number; history: Intent[] };
|
||||
type Entry = { file: string; title: string; note?: string; seed?: number };
|
||||
@@ -69,7 +70,7 @@ function rebuild(save: Save): { steps: Step[]; stoppedEarly: boolean } {
|
||||
push(pump(s));
|
||||
let stoppedEarly = false;
|
||||
for (const intent of save.history) {
|
||||
const actor = s.clock.pendingDecision !== null ? s.clock.superintendent : s.clock.currentActor;
|
||||
const actor = actingPlayer(s);
|
||||
if (actor === null || s.status !== 'active') break;
|
||||
const r = applyIntent(s, actor, intent);
|
||||
if (!r.ok) {
|
||||
|
||||
+134
-21
@@ -495,7 +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', () => {
|
||||
@@ -541,7 +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);
|
||||
@@ -749,43 +749,156 @@ describe('MILESTONE: a full solitaire game runs headless', () => {
|
||||
});
|
||||
});
|
||||
|
||||
describe('X18 Circus Train — a point for standing still', () => {
|
||||
it('pays once for a Stage spent stopped, and never again', () => {
|
||||
describe('X18 Circus / X17 Campaign — a point for setting up (Gitea#13)', () => {
|
||||
/**
|
||||
* 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.
|
||||
* 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 s = game();
|
||||
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 = () => {
|
||||
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';
|
||||
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');
|
||||
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');
|
||||
});
|
||||
});
|
||||
|
||||
@@ -1291,7 +1404,7 @@ describe('an Extra starts where the player puts it (Gitea#4)', () => {
|
||||
const r = advance(s);
|
||||
assert.equal(r.needsInput, true, 'the phase must stop and ask');
|
||||
assert.equal(s.clock.pendingDecision?.train, tray.id);
|
||||
assert.equal(s.clock.pendingDecision?.occupiedBy, 'ahead');
|
||||
assert.equal((s.clock.pendingDecision as { occupiedBy: string } | null)?.occupiedBy, 'ahead');
|
||||
|
||||
// HOLD keeps it in the yard.
|
||||
assert.ok(applyIntent(s, s.clock.superintendent, { type: 'mainline.clearance', allow: false }).ok);
|
||||
|
||||
+2
-2
@@ -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
@@ -14,7 +14,7 @@ import { applyIntent, areaOf, check, hasDistrictEnhancement, isProtectedFromDera
|
||||
import { ENHANCEMENT_RULES, enhancementRule, trainProfile } from '../src/engine/content.ts';
|
||||
import { createGame } from '../src/engine/setup.ts';
|
||||
import type { GameConfig, GameState, GridCoord, TrackCard } from '../src/engine/state.ts';
|
||||
import { coordKey, subdivisions, turnOf } from '../src/engine/state.ts';
|
||||
import { coordKey, decisionActor, subdivisions, turnOf } from '../src/engine/state.ts';
|
||||
|
||||
const config: GameConfig = {
|
||||
mode: 'solitaire',
|
||||
@@ -287,17 +287,124 @@ describe('Interlocking and Yard Office relieve the Office', () => {
|
||||
assert.equal(s.players[0]!.revenue, -5);
|
||||
});
|
||||
|
||||
it('diverts a coachless train to the Yard Office', () => {
|
||||
/**
|
||||
* §11, THE YARD OFFICE (Gitea#5) — offered, not imposed, and only down a route that exists.
|
||||
*
|
||||
* Jesse: "you have to ask if non-coach trains wish to go in there, rather than to the office",
|
||||
* "if the Yard Office is not accessible in one move, you should not get the option", and cars on
|
||||
* the way in "result in a crash". All three were missing: the train was teleported onto the card.
|
||||
*/
|
||||
const answer = (s: GameState, take: boolean) => {
|
||||
const who = decisionActor(s);
|
||||
assert.notEqual(who, null, 'nothing was pending, so there was nothing to answer');
|
||||
const r = applyIntent(s, who!, { type: 'mainline.yardOffice', take });
|
||||
assert.ok(r.ok, 'the district owner could not answer the Yard Office offer');
|
||||
advance(s);
|
||||
};
|
||||
|
||||
it('OFFERS the Yard Office to the district owner rather than diverting automatically', () => {
|
||||
const s = game();
|
||||
const card = straight();
|
||||
card.enhancements.push('yardOffice');
|
||||
addCard(s, at(-1, 0), card);
|
||||
addCard(s, at(0, 2), card);
|
||||
const id = inbound(s, [{ type: 'hopper', loaded: true }]);
|
||||
|
||||
advance(s);
|
||||
assert.equal(s.clock.pendingDecision?.kind, 'yardOffice', 'the phase did not stop to ask');
|
||||
assert.equal(decisionActor(s), 0, 'the question went to the wrong player');
|
||||
const pos = s.trays.get(id)!.position;
|
||||
assert.ok(pos.at === 'grid' && pos.coord.row === -1, 'arrived at the Yard Office');
|
||||
assert.ok(!areaOf(s, 0).adOccupancy.includes(id), 'did not take an A/D track');
|
||||
assert.ok(pos.at !== 'grid' || pos.coord.col !== 2, 'the train moved before anyone answered');
|
||||
});
|
||||
|
||||
it('takes the Yard Office when the owner says yes', () => {
|
||||
const s = game();
|
||||
const card = straight();
|
||||
card.enhancements.push('yardOffice');
|
||||
addCard(s, at(0, 2), card);
|
||||
const id = inbound(s, [{ type: 'hopper', loaded: true }]);
|
||||
|
||||
advance(s);
|
||||
answer(s, true);
|
||||
const pos = s.trays.get(id)!.position;
|
||||
assert.ok(pos.at === 'grid' && pos.coord.col === 2, 'did not arrive at the Yard Office');
|
||||
assert.ok(!areaOf(s, 0).adOccupancy.includes(id), 'took an A/D track anyway');
|
||||
assert.equal(s.players[0]!.revenue, 0, 'a clear lead should not have collided');
|
||||
});
|
||||
|
||||
it('goes to the Train Order Office when the owner says no', () => {
|
||||
// "They can of course still choose to have the train go to the standard office."
|
||||
const s = game();
|
||||
const card = straight();
|
||||
card.enhancements.push('yardOffice');
|
||||
addCard(s, at(0, 2), card);
|
||||
const id = inbound(s, [{ type: 'hopper', loaded: true }]);
|
||||
|
||||
advance(s);
|
||||
answer(s, false);
|
||||
assert.ok(areaOf(s, 0).adOccupancy.includes(id), 'declining did not put it on an A/D track');
|
||||
});
|
||||
|
||||
it('does not offer what cannot be reached, and says why in the history', () => {
|
||||
/**
|
||||
* Jesse, 2026-08-29: "make sure this is logged in history — why can't move so user knows why
|
||||
* they can't get to yard." A silent absence is indistinguishable from a broken feature, which
|
||||
* is how the missing reachability check survived this long.
|
||||
*/
|
||||
const s = game();
|
||||
const card = straight();
|
||||
card.enhancements.push('yardOffice');
|
||||
// Far off the Running Track, with nothing laid between: no route in one move.
|
||||
addCard(s, at(3, 4), card);
|
||||
inbound(s, [{ type: 'hopper', loaded: true }]);
|
||||
|
||||
const events = advance(s).events;
|
||||
assert.equal(s.clock.pendingDecision, null, 'offered a Yard Office it cannot reach');
|
||||
const said = events.find(
|
||||
(e) => e.type === 'trainDiverted' && e.reason.includes('could not be offered'),
|
||||
);
|
||||
assert.ok(said, `nothing in the history explains why:\n${JSON.stringify(events, null, 1)}`);
|
||||
assert.match(
|
||||
(said as { reason: string }).reason,
|
||||
/one move/,
|
||||
'the reason does not say it is out of reach in one move',
|
||||
);
|
||||
});
|
||||
|
||||
it('offers a fouled lead, and taking it collides', () => {
|
||||
/**
|
||||
* The third missing condition. "Just like other trains finding cars on the tracks you use to
|
||||
* get into either result in a crash" — and Jesse's ruling keeps the OFFER: a route that exists
|
||||
* is offered, and the consequence of taking it is the player's. §8.3 already reads cars in the
|
||||
* path of an arriving train as a collision rather than a coupling.
|
||||
*/
|
||||
const s = game();
|
||||
const card = straight();
|
||||
card.enhancements.push('yardOffice');
|
||||
addCard(s, at(0, 2), card);
|
||||
// A car standing on the lead between the Office and the yard.
|
||||
areaOf(s, 0).grid.get(coordKey(at(0, 1)))!.standing = [{ type: 'boxcar', loaded: false }];
|
||||
const id = inbound(s, [{ type: 'hopper', loaded: true }]);
|
||||
|
||||
advance(s);
|
||||
assert.equal(s.clock.pendingDecision?.kind, 'yardOffice', 'a fouled lead was not offered at all');
|
||||
|
||||
answer(s, true);
|
||||
assert.equal(s.players[0]!.revenue, -5, 'running through standing cars did not collide');
|
||||
assert.ok(!s.trays.has(id), 'the train survived the collision');
|
||||
});
|
||||
|
||||
it('declining a fouled lead is safe — the standard Office is unaffected', () => {
|
||||
const s = game();
|
||||
const card = straight();
|
||||
card.enhancements.push('yardOffice');
|
||||
addCard(s, at(0, 2), card);
|
||||
areaOf(s, 0).grid.get(coordKey(at(0, 1)))!.standing = [{ type: 'boxcar', loaded: false }];
|
||||
const id = inbound(s, [{ type: 'hopper', loaded: true }]);
|
||||
|
||||
advance(s);
|
||||
answer(s, false);
|
||||
assert.equal(s.players[0]!.revenue, 0, 'declining the Yard Office still cost a collision');
|
||||
assert.ok(areaOf(s, 0).adOccupancy.includes(id), 'the train did not reach the Office');
|
||||
});
|
||||
|
||||
it('does not divert a train carrying coaches', () => {
|
||||
|
||||
@@ -48,6 +48,15 @@ const KNOWN_UNREDUCED = [
|
||||
'dispatchBonusUsed',
|
||||
'expediteFault',
|
||||
'phaseBegan',
|
||||
/**
|
||||
* §Q, Red Flags (Gitea#19). The flag comes down inside the phase driver as it stops a train, so
|
||||
* this is described rather than reduced like everything else here.
|
||||
*
|
||||
* ADDED DELIBERATELY, and it cost a bug first: the flag was originally taken down in a `reduce`
|
||||
* case, which never fires for an event `advance.ts` emits — so it stayed up and held every train
|
||||
* that came. That is precisely the failure this list exists to make visible.
|
||||
*/
|
||||
'redFlagSpent',
|
||||
// Employee Rotation moves `seating` in the phase driver and then describes what it did, which is
|
||||
// the pattern every entry on this list follows.
|
||||
'seatsRotated',
|
||||
|
||||
+240
-46
@@ -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
|
||||
|
||||
+20
-12
@@ -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);
|
||||
|
||||
+146
-11
@@ -1224,7 +1224,7 @@ describe('the page explains itself', () => {
|
||||
id: 'tray3', trainNumber: 7, trainIsExtra: false, engineAt: 0,
|
||||
consist: [], direction: 'east', position: { at: 'mainline', index: 1 }, movesUsed: 0,
|
||||
});
|
||||
s.clock.pendingDecision = { train: 'tray2', occupiedBy: 'tray3' };
|
||||
s.clock.pendingDecision = { kind: 'clearance', train: 'tray2', occupiedBy: 'tray3' };
|
||||
|
||||
const allow = describeIntent(s, { type: 'mainline.clearance', allow: true });
|
||||
const hold = describeIntent(s, { type: 'mainline.clearance', allow: false });
|
||||
@@ -2622,10 +2622,42 @@ 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
|
||||
@@ -3815,18 +3847,20 @@ describe('the lobby and the dialog ask the same questions', () => {
|
||||
return readFileSync(join(dist, 'play.html'), 'utf8');
|
||||
};
|
||||
|
||||
it('carries every field of the shared block on both screens', () => {
|
||||
it('carries every field of the shared block on all three 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-', 'ng-', 'ss-']) {
|
||||
for (const selector of fieldSelectors(prefix)) {
|
||||
assert.ok(html.includes(selector), `the ${prefix} block is missing ${selector}`);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
it('offers all five game types on both screens', () => {
|
||||
it('offers all five game types on all three screens', () => {
|
||||
const html = page();
|
||||
for (const prefix of ['lb-', 'ng-']) {
|
||||
for (const prefix of ['lb-', 'ng-', 'ss-']) {
|
||||
for (const type of ['solitaire', 'coop', 'competitive', 'cutthroat', 'custom']) {
|
||||
assert.ok(
|
||||
html.includes(`name="${prefix}type" value="${type}"`),
|
||||
@@ -3873,7 +3907,7 @@ 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(
|
||||
@@ -3905,6 +3939,13 @@ describe('the New Game dialog', () => {
|
||||
'ng-hand': group(['threeRandom', 'sixRandom', 'threeTrackThreeOther'], 'sixRandom'),
|
||||
'ng-extra': group(['divisionPointsOnly', 'ownOffice', 'anyOffice'], 'anyOffice'),
|
||||
'ng-type': group(['solitaire', 'coop', 'competitive', 'cutthroat', 'custom'], 'coop'),
|
||||
// The pre-game setup screen (Gitea, "asking first is the only path", 2026-08-29) drives the
|
||||
// same shared block under the `ss-` prefix — one set here too, matching the markup's own
|
||||
// `checked` defaults rather than the dialog's (Solitaire, not Co-op: there is no live game to
|
||||
// reopen on, so the static default IS the Solitaire default).
|
||||
'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] ?? '';
|
||||
@@ -3957,7 +3998,7 @@ 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),
|
||||
@@ -4142,11 +4183,105 @@ 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 () => {
|
||||
|
||||
Reference in New Issue
Block a user