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Jesse.MarkowitzandClaude Opus 5 6058f6c17e TODO.md: work sections first, the argument moved to the back
The file had reached 2,441 lines and had to be read end to end to find
out what was live. Restructured with Jesse.

WHAT WAS WRONG was not the ordering. Eight subject sections sat under a
43-entry chronological queue that had come to duplicate them: the queue
was where the priority lived, the sections were where the reasoning
lived, so every live item existed in both and drifted between them.
That is what let eight items be closed in one place and left open in
the other last week, which reads as live work and is worse than no
entry at all. One item per place now.

THE SHAPE. A short overview; then "Every time", the process this
project runs on — the version bump being Jesse's call, signed commits
and tags, deploying from the right line, the wrapper release sequence,
and the lesson that only a test failing before the fix proves a fix;
then an index; then ten work sections in priority order, one per area,
each holding every open item for that area. Play it at a table first,
because the file itself calls it the largest gap in the project.
Gitea#20 second, as v0.8.0. Then multiplayer operations, the screen,
replays, rules, balance, the bot, code health, documentation.

THE ARGUMENT MOVED TO THE BACK, NOT AWAY. An item in a work section is
a few lines: what it is, what it blocks, what it would cost. The
measurements, rulings and rejected approaches behind it are in a
Reference section keyed by the same number, moved verbatim. All 61 open
items have one. Then Done, which keeps every closed item because
several are the only record of a ruling or a lesson.

Checked mechanically rather than trusted: every lead and every body
line over 40 characters from all 120 items of the old file was
asserted present in the new one. Zero fragments lost. Two rendering
bugs the move introduced were caught the same way — bodies that were
list continuations indented 4 or 6 spaces render as CODE BLOCKS once
they are no longer inside a list, and a wrapped lead splits mid
sentence if a blank line is inserted before its continuation.

THE NUMBERS ARE PERMANENT IDS. Items keep the number they were raised
under for life, wherever they later move, because commit messages,
Gitea comments and other items refer to them by number. Nothing was
renumbered; previously unnumbered items took the next free numbers.
Items that existed only as queue entries — 32, 33, 35, 36, 39, 40, 42a
— are proper items with checkboxes for the first time, which is why the
open count reads 61 against last week's 54 without anything new being
raised.

Also carries the two items Jesse asked for while finishing 0.7.9. #44:
how much history the panel holds should be configurable, with his three
candidates left deliberately open — a StartOS action reaches only
multiplayer, since solitaire has no server; per game puts a display
preference into the ruleset and every save; per browser is where every
other display preference already lives. The cap has no recorded reason
anywhere, and the replay viewer already answers the same question in a
different unit. #46: 29 unused declarations and no flag to catch them,
with the argument that the flag matters more than the 29.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YTaNBL1jVxNqgFdjHkHoo3
2026-08-30 19:44:26 -04:00
Jesse.MarkowitzandClaude Opus 5 e62ea54259 Four things the game counted and never said, and two it said wrong
Stays in the unshipped v0.7.9. Prompted by Jesse asking the general
question after two v0.7.9 fixes turned out to be the same shape:
actingPlayer existed and the Frame threw it away, and collisionsToday /
collisionsTotal rode the Frame for three releases with nothing drawing
them. So what else is computed, serialised and sent to nobody?

THE AUDIT, done rather than guessed. Every one of Frame's 59 top-level
fields grepped for a read across the seven renderers, then the same for
Tally's 26 members. 55 of 59 are read. Four are not.

tally.unloadsBegun was visible rather than merely unused. §9.1 makes
loading and unloading the same shape — begun, then carried through —
and the results screen printed "Loads still in the pipeline" for one
side and nothing for the other, reporting half of a symmetric
mechanism. tally.cardsDiscarded was counted by the engine and listed
beside "Cards drawn" and "Cards played" without it, though Gitea#9 made
throwing a Timetabled train away a deliberate move — a player CHOICE
the game counted and never reported. Both are reported now.

viewerSeat and overHandLimit are deferred by Jesse. The second is the
fullest version of the shape: engine computes it, view.ts puts it on
the Frame, session.ts declares it on the Session interface AND
implements it twice, and the only caller in the repo is its own test.
Four layers of plumbing, no consumer. The decision when it comes is
delete-or-document, not a patch.

Fixing the two turned up a third thing: resultsHtml draws
tallyHtml(report?.tally ?? f.tally), and report is f.official, so a
finished game reports the tally frozen at the official ending rather
than the live one. The first attempt at a test overrode f.tally alone,
changed nothing on screen, and failed for a reason unrelated to the
fix.

A SHOUTED KEYWORD IS NOT A SENTENCE. `EXTRA X18 started…` attributed to
a player rendered as `Player Solitaire eXTRA X18 started…`, and the
same happened to TRAIN 1 MADE UP and COLLISION. `record` folds a
narration's opening word into the middle of a sentence and did it with
a flat charAt(0).toLowerCase(). It now folds only a sentence-cased word
— ^[A-Z][a-z], a capital followed by a lower-case letter — which also
leaves X22 Pee-Dee alone, where a naive uppercase test gets it wrong
because '2'.toUpperCase() is '2'. It had been filed under Play Balance,
where it has no business being, which is how it survived a session that
had ruled balance work out of scope.

A REPLAYED SAVE NOW NARRATES WHAT THE LIVE GAME NARRATED. fromSave's
loop called record(game, result.events) with no actor, so every
restored save, every undo (which rebuilds through fromSave) and the
replay viewer stripped the "Player X" prefix off every attributed line.
submit attributes and fromMultiplayerSave attributes; this was the one
path of three that did not. One argument, with actor already computed
on the line above.

Why it survived: nothing ever compared a fromSave-built log against a
LIVE-played one. The single log-comparing test compares undo's rebuilt
log against another fromSave-built log — and undo itself rebuilds
through fromSave — so the gap cancelled out on both sides. The suite
was green with the bug in and green with it out. The new test plays a
game, saves it, restores it and asserts the two logs are identical:
the missing direction, not a new requirement.

All three fixes were confirmed to go RED with the fix reverted before
being called done.

884 tests pass, seventeen new.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YTaNBL1jVxNqgFdjHkHoo3
2026-08-30 19:44:25 -04:00
Jesse.MarkowitzandClaude Opus 5 d267f89a82 The screen does what you tell it — three Display items, and a fourth declined
Reviewed with Jesse out of TODO.md's Display section. Stays in the
unshipped v0.7.9.

#17 (hiding the Division map) was DECLINED, and the reason is that its
premise had already died. Gitea#18 replaced the wrapped layout with a
single row, and the reason to fold the map away was that it GREW — a
horseshoe of three or a square of four pushed the board off the screen.
One row is boardH = PAD * 2 + CH + 30: 150px, fixed, at every seat
count. That is not worth a control, three states and a persisted
preference. It was a sixth member of the drawing pass that got closed
with Gitea#18 and stayed open only because it reads as a control
question rather than a drawing one — recorded in TODO.md as an explicit
decision, with the design that had already been worked out kept, and
with the one thing that would justify reopening it: the map growing
again.

#16 THE OFFICE AREA'S AUTO-HIDE COULD NOT REACH EVERY STATE. One button
cycling auto -> pinned -> auto, where the pin was `open ? 'closed' :
'open'` and `open` is what auto is doing AT THAT MOMENT. So the pin a
press offered depended on the phase, and going from always-show to
always-hide meant clicking back to auto, waiting for the phase to turn
over, and clicking again. Three controls now, one per mode. The labels
still say what pressing DOES, which was an earlier deliberate fix; what
the cycle could not do was report the state it was in, and aria-pressed
carries that now.

They are addressed by id rather than queried off the container, and
that is testability rather than style: the stub DOM the web suite runs
against only models markup the page WROTE, so a child query finds
nothing and the control would have shipped green and unexercised. The
test presses always-show to always-hide directly — the transition the
cycle could not make.

#23 THE HISTORY READS NEWEST FIRST. Jesse: "the top line is the most
recent and the further down you go, the older the entry." The phase
headings now trail the lines they announce, ruled acceptable rather
than overlooked: "stage changes will be beneath (prior to / older than)
the following events. That is OK." Reading down is reading backwards.
Grouping by phase and reversing the groups was offered and declined as
more machinery than the complaint needs. replays.ts keeps its
oldest-first log deliberately — it is paired with a frame stepper,
where newest-first would fight the stepping. The slice(-60) cap is
untouched and stays open.

#28 THE SETTINGS MOVED INTO A CARD. The top line carried six things and
now carries four: Revenue, the objective, the collision counts and the
game code. The rest is a This Game card at the foot of the right-hand
column, folded by default. Nothing new travels for it — configFromFrame
already existed and main.ts already called it three times, so
rulesListHtml(configFromFrame(f), ...) needed no refactor, and the card
draws from the same renderer as the lobby's join preview so the two
cannot drift.

THE COLLISION COUNTS ARE NEW ON THE BOARD, NOT MOVED. The Frame has
carried collisionsToday and collisionsTotal since v0.7.0 and nothing
drew them, so the one victory condition that ends a game EARLY ran
invisibly — the second time this release that the Frame had the answer
and the view never asked (see #43's actingPlayer). They stay on the top
line while the limits go in the card: a limit is agreed to once, "2 of
3 today" changes how you play the next Stage.

One stub gap closed to get here: none of the five element factories in
test/web.test.ts had setAttribute, so the first render threw and any
control reporting state through ARIA was untestable.

WHAT IS NOT VERIFIED: the layout. There is no browser on this box, so
nothing has confirmed the segmented control, the card or the reversed
panel look right on screen. The logic is tested; the appearance is not,
and wants the next play session.

881 tests pass, fourteen new.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YTaNBL1jVxNqgFdjHkHoo3
2026-08-30 18:16:08 -04:00
Jesse.MarkowitzandClaude Opus 5 31b942cc38 TODO.md had stopped tracking its own closures
Nothing was wrong with the ordering. What had gone wrong is that eight
items were done or superseded in one place and still open in another,
which reads as live work — worse than no entry at all. Found by
reviewing the file against the Gitea tracker and the git log, not by
reading it.

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

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

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

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

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

No behaviour change. 878 tests pass.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

877 tests pass, ten new.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Neither half is sufficient alone.

864 tests pass, two new.

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

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

862 tests pass, three new.

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

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

859 tests pass. Not yet played in a browser.

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

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

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

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

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

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

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

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

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EAgJSmeV8zrMh55Mj85ESb
2026-08-29 08:43:43 -04:00
Jesse.MarkowitzandClaude Opus 5 19a6a47ab6 v0.7.4 — Red Flags hold a train out of your Limits (Gitea#19)
"If played, asked FLAG EAST or FLAG WEST. That stops all trains from entering your
limits from that direction (i.e. Flag East holds westbound trains). You can do this
if you see a problem or wish to complete switching."

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

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

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

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

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

A BUG WORTH RECORDING, because the next interruption will meet it too: the flag was
originally taken down in a `reduce` case, which never fires for an event advance.ts
emits — the phase driver mutates state and then describes it. The flag stayed up and
held every train that came. test/events.test.ts's unreduced-event registry is what
makes that class of mistake visible, and `redFlagSpent` is on it deliberately now,
with the reasoning.

858 tests pass.

Closes #19

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EAgJSmeV8zrMh55Mj85ESb
2026-08-29 07:12:36 -04:00
Jesse.MarkowitzandClaude Opus 5 228027637b The Yard Office is offered, reachable, and can be run into (Gitea#5)
"Trains that are only freight (cabooses ok, no coaches allowed) that arrive in a
player's area who has the yard office card get an extra ability… the game will
offer that player the option… They can of course still choose to have the train go
to the standard office."

It was implemented, in a stripped form missing all three conditions: a qualifying
train was TELEPORTED onto the Yard Office card. Nobody was asked, no route was
computed — so the card's own printed "that can reach the yard office in one move"
was unenforced — and because nothing was walked, nothing was ever met on the way.

All three now hold:

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

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

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

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

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

851 tests pass.

Closes #5

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EAgJSmeV8zrMh55Mj85ESb
2026-08-29 06:57:31 -04:00
Jesse.MarkowitzandClaude Opus 5 5e34c73b16 Extras that must run loaded, and a circus paid per district (Gitea#13)
"I've redefined some of the extra trains that they have to run full boxcars —
military trains, circus trains, etc. If not loaded, then empty, and if none
available, run without."

MAKE-UP. X17 Campaign, X18 Circus and X19 Military carry `mustRunLoaded`. It is a
preference order rather than a flat requirement, so the rule is asked of the
DIVISION YARD: an empty is refused only while the yard can still supply a loaded
car this train would accept, and once it cannot, the empty is legal and the train
may still depart short. Per category, since that is the slot the car competes for
— a loaded coach is no reason to refuse an empty boxcar.

SCORING, per Jesse's ruling (2026-08-29): "once per stop in an office area. In a
multiplayer game, each player could score if the circus stops in their area." So
`stopPointClaimed` (a boolean, once per game) becomes `stopPointSeats` (the seats
already paid). A Circus touring three districts is paid three times; one parked in
the same district all game is paid once. The other half of the ruling — "if the
circus train gets recycled and played a second time as a second extra, then it
could again score points later too" — needs no code: a train is made up onto a
fresh tray every time, so a re-played Extra starts with an empty list.

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

TWO BUGS FIXED ALONG THE WAY:

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

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

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

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

846 tests pass.

Closes #13

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

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

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

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

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

#13 is settled, and as the reading that costs more. Jesse: "I want to be able to
watch other players and bots make their moves. It's not fun to do my turn and have
magic happen in the background and then have to figure out what others did." The
entry had explicitly left open which of two things was meant — a log-legibility
problem or a new view — and it is the second. It is Gitea#20 step 4 pointed at a
player's screen rather than the common board, and `docs/plans/jitsi-common-board.md`
already has the mechanism; what it does not have is the seated-player half, which
that plan deliberately excludes. Jesse: "this relates to issue #20 and will require
a lot more thinking." Marked to be designed with #20, not started alone.

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

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EAgJSmeV8zrMh55Mj85ESb
2026-08-29 05:07:36 -04:00
40 changed files with 7543 additions and 4047 deletions
+625
View File
@@ -19,6 +19,631 @@ page as `v0.1.0 · <sha> · <date>`, so what is deployed can always be identifie
--- ---
## 0.7.9 — 2026-08-30
Four pieces of feedback on the solitaire setup screen, plus the rules bug the second one exposed.
### The collision limits were dead settings in solitaire — now they are not
Asked to reword the collision entries to "the game ends immediately and results in a loss", which
turned out to be unwriteable: `advance.ts` gated the whole §3.4 check on
`mode === 'competitive' || mode === 'coop'`, and a solitaire game's mode is `'solitaire'`. So both
limits were offered on the New Game dialog as live settings, rode into the config, and never fired.
A solitaire player could set a limit of 1 and crash all game. The *existing* text beside them ("the
game ends in a loss") was already false; the new wording would only have made it more so.
The exclusion was never a stated rule — §3.4 does not carve solitaire out — and nothing recorded a
reason for it. **Jesse's ruling: the settings do what they say**, so the mode gate is gone rather
than the controls.
**A solitaire game can therefore now end early, and that is measured rather than asserted.** Over
200 standard games with the developer bot: `loss/collisionFloor` **1 game in 200**, with Days played
falling 5.00 → 4.98 mean and a *minimum of 1* — a bad opening Day can now end a game outright.
Collisions per game are unchanged (0.14 mean, max 3), which is the point: the ending is rare because
crashes are, not because the check is lenient. `0` still switches either limit off, at one seat
exactly as at four, and that path has its own test now.
Every figure in `TODO.md` quoted from a full-length solitaire run predates this.
### Where an Extra may start defaults to your own Control Point
Was "any player's". At one seat the two are the *same rule* — `apply.ts` only rejects `ownOffice`
when `start.seat !== seatOf(s, player)`, which cannot happen — so this is a labelling fix with no
gameplay effect and nothing to re-measure. The permissive label described a permission a lone player
was never being granted, and named an "any player" they have no contrast with.
### The extension question was hidden behind the results screen
Jesse, 2026-08-30: "Solitaire game ended. I did not have an option to extend the game by a day."
**The engine and the Frame were right the whole time** — checked before changing anything: a
solitaire game at the end of its timetable reaches `awaitingExtension` with `extensionVotes: [null]`,
and `isExtendable` covers both `revenueFloor` and `daysElapsed`. `renderActions` reaches
`renderEnding` for any non-active status, and `renderEnding` writes "play one more Day" and "end the
game here" into `#actions`.
Then it opens `#resultsdlg`, **which is modal**. So the two buttons were rendered directly underneath
a dialog whose only control was Close, and the player read a results screen that offered nothing but
Close and concluded the game was over — which is precisely what it looked like.
The results dialog now carries the question itself, hidden unless a vote is actually pending:
**Play One More Day** and **End the Game Here**, casting the same `game.extend` intent. The
`#actions` buttons stay, because they are what remains once the dialog is closed and what a player
who reopens it with "see the full results" comes back to.
**Why this survived being "verified".** `TODO.md` #35 recorded extended play as checked on
`phoenix.local` — over the HTTP API, which renders no dialog. The browser path had never been run to
the end of a timetable. Same shape as the three attempts before it: the thing that was verified was
not the thing the player uses.
### `configWith` let the day count and the Revenue floor disagree
`minCombinedRevenue` fell back to `SOLO_CONFIG`'s constant — the floor for a *five*-Day game —
whatever `days` said. So `configWith({ days: 1 })` asked a one-Day game to clear **15**, a figure a
full five-Day game averages barely half of, and `configWith({ days: 10 })` asked for the same 15 a
five-Day game does. It derives from the days it was actually given now.
Not a live fault: `createLocalSession` is the only caller, and the page always writes the floor
itself, so no dealt game was ever wrong. It was found by a throwaway probe written to reproduce the
extension bug above, which passed only `days` — which is exactly how the next caller would reach for
it. At the default day count the answer is unchanged, since `SOLO_CONFIG`'s own floor is this same
formula at `DEFAULT_DAYS`; the three new tests pin that as well as the derivation.
### A Heavy Grade shows which way it climbs
Jesse, 2026-08-30: "heavy grade mainline card tooltip states climbs east, but card doesn't show it."
The Frame has carried `gradeUp` since the Division map was rebuilt and the tip has read "climbs
east" all along — but the one Mainline card whose orientation is set per game, and the one where
Helpers and Brakeman mean opposite things at opposite ends, drew nothing to tell the two apart.
A brown wedge in the card's lower right, rising toward the climb, with a bone arrow lying along its
slope. **East is right on this map** (Gitea#18), which is what lets a wedge be read without a
compass — and is the layout decision paying for itself again.
**Four passes, and the first three are worth recording because each failed differently.** An arrow
up the hypotenuse had to start at the wedge's thin corner, where there is no height to draw in, so
its head sat over the edge and read as clipped. Level, it was contained but did not read as
climbing. At 30° — steeper than the wedge's own 22.5° — it had to be tucked into the fat half to
survive. Lying **along** the slope is the shape that fits: the perpendicular gap to the hypotenuse
is then constant down the whole arrow instead of closing at one end, so it can sit on the triangle's
centroid. The wedge grew 44×19 → 58×24 to pay for that, because a centred arrow has *less* room than
an off-centre one — the centroid is about 7px from the hypotenuse.
The final sizes are a search result rather than an eyeballed nudge: the roomiest arrow keeping all
seven vertices clear of both edges, at 2.88px.
**A test that passed a visibly broken glyph is the reason this is pinned properly.** The first
containment check bounded the arrow against the CARD, which it never left — while the wedge clipped
it. The check is against the *triangle* now, with a 2px floor, plus the arrow being parallel to the
wedge (derived from the wedge, so resizing it cannot leave a stale angle) and centred on the
centroid.
**Orientation is always set — measured, not assumed**, since a wedge that invented a direction would
be worse than no wedge. Across 400 seeds × 4 player counts: **535 Heavy Grades placed, 0 without an
orientation**, 276 east / 259 west. `setup.ts` is the only place a Mainline node is created and it
rolls the direction from the seed for every grade, so the `?? 'east'` fallbacks in `view.ts` and
`advance.ts` are unreachable.
### Two setup screens, not three — the in-game dialog is deleted
Jesse, 2026-08-30: "If you are in the Solitaire game and you click the new game dialog, it should not
go to a separate screen. We should reuse the Solitaire New Game Screen… in general we should reuse
what we already have."
`#newgamedlg` was a third copy of the same questions and the one that drifted. It was shown ONLY to
a solitaire player, and it asked "Everyone loses if **combined** Revenue at the end is under" — a
table's question, put to one person — and explained Employee Rotation in full, in multiplayer terms,
beside a control it had itself disabled. Both were on the list to re-word. Deleting the screen
removes the drift instead of restating it, which is the cheaper fix and the one that cannot drift
again.
**New game now opens the setup screen in place.** Not a navigation: the live session stays in memory,
so the fields open on the rules actually being played — which is what the dialog was good for, and
losing "change one dial, redeal, compare" would have been a real loss — and **Continue Existing Saved
Game** puts the board straight back with no reload and no replay. Nothing is at risk either way:
`render()` calls `save()` every frame, so the game in progress is always on disk.
**And the two remaining screens now match below their headers.** Each keeps its own opening — the
lobby's join/secret section and "Create a new game" are multiplayer's alone — but from the parameters
down they are one form: the same three fields in the same order (seed, players at the table, days),
the same note about a seed and settings dealing the same railroad, and the same note about every
chair being taken. Solitaire shows **Players at the table** too, locked at one, rather than omitting
it — a control that is present and fixed says "this is the same form, at a table of one", where a
missing one just made it a different form that happened to share a rules block.
The drift guard that had been checking three prefixes now checks two, and a new assertion fails if
any `ng-` id ever reappears.
### The two screens are worded the same, section by section
Jesse, 2026-08-30: "let's get the text between the Multiplayer and solitaire as close as possible to
the same." Walked section by section; where the two said the same thing differently, the lobby's
wording won, because it was written for the harder case.
- **The chair note is one paragraph on both**, replacing two that each described only their own
case: "Every chair must be filled before the game can start. For solitaire, there's only one
player. For multiplayer, that must be filled by a person or a bot. The number of players cannot be
changed once the game is created."
- **The Game type heading names which game the screen deals** — "Game type (multi-player)" and
"Game type (solitaire)". That heading is now the whole explanation for the dimmed rows.
- **No reason is printed beside a dimmed type any more.** The lobby appended "— dealt with the New
game button, not here" to Solitaire, and the solitaire screen appended "— use the Multiplayer
button; a table needs a server" to each of three. Jesse: "grayed out with no additional
explanation. The explanation above… is sufficient." One heading says it once; three rows were
saying it three times. `markUnavailable` is down to dimming, and `.lb-why` is gone with them.
- **The sentence under the radios is deleted on both.** It restated the type just chosen to the
person who had just chosen it. Its one non-obvious case — how many settings a Custom game differs
by — is not lost: `form.mark` already puts "Co-op default: …" on each row that differs, which is
where a reader can act on it rather than a count they would have to go and find. The tests that
read that sentence now read the row hints instead.
- **The Game settings, Starting hand and Victory conditions notes are the lobby's on both**, with
one edit Jesse asked for: "clicking a type again resets" → "changing the game type resets", which
names the control that does it rather than a gesture. Victory conditions was not on his list —
applied under the same rule, and the lobby's wording fits now that solitaire also shows the table
size.
What is deliberately still different: each screen's own opening paragraph, and the heading above.
### The status line said nobody was holding the game up
Jesse, 2026-08-30: "waiting on shows 'nobody — the Division is running itself' BUT the system is
actually waiting on the Superintendent."
`Frame.actor` carried `clock.currentActor`, which is null for the whole Mainline Phase — so the three
interruptions that stop the game and put a question to a named person (§8.1's clearance ruling,
Gitea#5's Yard Office offer, Gitea#19's Red Flag prompt) all reported that the Division was running
itself. `actingPlayer` has had the answer since the Gitea#5 refactor; the Frame threw it away.
It carries `actingPlayer` now, **and what the question is**: "waiting on **Bob** · a clearance ruling
· Train 4". Naming the person is not enough on its own — three different things can be pending, and
"waiting on Bob" with nothing after it is a game that looks stuck to everyone except Bob.
### The Fedora moved to the end of the phase row
`TODO.md` #29. It sat on a line of its own between the phase chips and everything above them, which
put a thing that moves every third Stage in among the things that move every Stage. It rides at the
right-hand end of the phase row now — the row whose last chip is Supervisor Shift, the phase that
passes it — and wraps underneath rather than squeezing the chips on a narrow screen.
### The developer replay stopped printing a raw enum
`TODO.md` #34. Its heading read `loss — revenueFloor`: the exact defect Gitea#16 was filed about on
the playable page, still alive here a release after that was fixed, because nothing player-facing
pointed at it. It reads "lost — The Division closed short: 3 Revenue between everyone, against a
floor of 15…" now.
`panels.ts`'s `reasonSentence` is exported and shared rather than reimplemented, so the replay and
the results screen cannot explain one ending two different ways. It is fed the last recorded frame —
the state the outcome was decided in — and stripped of markup, since it lands in an `<h1>` and a
console line. The drift test that compared this string against the engine now maps `win`/`loss` to
`won`/`lost`, so it still checks the two agree rather than that they are spelled alike.
### The save warning, the buttons, and a claim that was simply false
Three more from Jesse reading the two screens side by side.
- **The save warning is a warning.** "That's a warning, not an 'oh by the way'." It had already moved
off `.ng-note` earlier in this release; it is larger and heavier again now — 15px, weight 500,
bright amber on a deeper ground with a 5px rule down the side. Worth noting what he was actually
looking at: `phoenix.local` runs v0.7.8, where this line is still the small grey `.ng-note`. None
of this release has been deployed.
- **The buttons read the same on both screens**: **Continue saved game** and **Create new game**.
Solitaire said "Continue Existing Saved Game" and "Deal New Game"; the lobby said "Create game".
Three phrasings for two actions.
- **"Off in every game type" is deleted from the Optional rules note, because it was not true.**
Checked against the presets rather than taken on trust: `discardTimetabled` — §6.2's "a Timetabled
train may be discarded" — ships **on** in all four types, not just Co-op. The note now says only
what is true of all of them: "Each one changes how the game plays."
### A game you come back to has not begun
Jesse, 2026-08-30: "when you are continuing the saved game out of that screen, do not post a message
that says 'The game has begun.' … it needs to say 'The game has resumed.'"
A restored game draws exactly like a dealt one — mid-Day, mid-phase, with a log already several turns
deep — and **solitaire said nothing at all** to tell them apart. It flashes "The game has resumed —
Day 3, Stage 7" now, on both ways back: the setup screen's **Continue saved game**, and a bare reload
that restores the save.
**The same line was wrong on the multiplayer side, in the other direction.** `noteFirstFrame` guards
on `firstFrameSeen`, which is per page-load — so re-entering a game this browser already held a seat
in, by reloading mid-game or picking it out of the lobby's list, announced that the game had **begun**
to somebody who had been playing it for an hour. `beginRemote` carries whether this is a rejoin now,
and the line reads "resumed" when it is.
Both halves are pinned, including that a brand-new game does *not* claim to be a resume — an
announcement that fires either way says nothing.
### The screen does what you tell it — three items off `TODO.md`
Reviewed with Jesse 2026-08-30 out of the Display section. A fourth, #17 (hiding the Division map),
was **declined** in the same pass: its premise died with Gitea#18 and nobody had connected the two.
The map used to grow a row at a time and was worth folding away at three or four seats; a single row
is `boardH = PAD * 2 + CH + 30` — 150px, fixed, at every seat count — and that is not worth a
control, three states and a persisted preference.
#### The Office Area's auto-hide could not reach every state (#16)
One button cycling `auto -> pinned -> auto`, where the pin it reached was
`open ? 'closed' : 'open'` — and `open` is what auto is doing **at that moment**,
`FOCUS_PHASES.has(f.phaseKey)`. So which pin a press offered depended on the phase: "always hidden"
during Local Operations and Cargo, "always showing" everywhere else. Getting from one pin to the
other meant clicking back to auto, waiting for the phase to turn over, and clicking again. That is
why it never read as a setting — it was not one.
Three controls now, one per mode, and every mode is one press from every other. The labels still say
what pressing **does** rather than what the panel is doing, which was an earlier deliberate fix; what
the cycle could not do was report the state it was in, and `aria-pressed` on the lit button carries
that instead of the label.
**Addressed by id (`#dm-auto`/`#dm-open`/`#dm-closed`) rather than by querying the container's
children**, and that is a testability decision rather than a style one. The page never writes this
markup, so a child query finds nothing in the stubbed DOM the web suite runs against — the control
would have shipped green and completely unexercised. The test that now pins it presses
always-show → always-hide directly, which is precisely the transition the cycle could not make.
#### The history reads newest first (#23)
Jesse: "it should be reversed so the top line is the most recent and the further down you go, the
older the entry." The panel ran oldest-first and scrolled itself to the bottom, so the thing that had
just happened was the one line you had to go and find.
**The phase headings now trail their lines, and that is accepted rather than overlooked.** A
`t-phase` line reads forwards — it introduces what follows it — so reversing puts each one below the
events it announced. Jesse ruled on it directly: "stage changes will be beneath (prior to / older
than) the following events. That is OK." Reading down the panel is reading backwards in time, and a
heading under its own lines is what backwards looks like. Grouping by phase and reversing the groups
was the alternative and was declined as more machinery than the complaint needs. The
"— the game began —" marker moves by the same logic: it is the oldest thing on screen, so it goes
last.
`replays.ts` keeps its own oldest-first log deliberately. It is paired with a frame stepper, where
"what just happened" is the step you have this moment clicked, so newest-first would fight the
stepping rather than help it.
#### The settings moved into a card, and the collision counts came out of hiding (#28)
Jesse, 2026-08-23: "the game-specific information in the very top line should probably be a card like
Facilities, timetable or blocked… we can give complete information about all the game options and not
take up valuable real estate at the top of the screen." And on when it is read: "To go, 'Oh wait, what
did we set that to?'"
The top line carried six things and now carries four: **Revenue, the objective, the collision counts,
and the game code**. The seed or seat, the game type and the abbreviated house rules moved into a
**This Game** card at the foot of the right-hand column, folded by default and persisted with the
other display preferences.
**Nothing new travels for it.** `configFromFrame` already turns the Frame's copy of the config back
into a `GameConfig`, and `rulesListHtml` is the renderer the lobby's join preview and seating screen
already draw — so what a player agreed to before the deal and what they read mid-game come from one
implementation and cannot drift. The card adds only the half `rulesListHtml` has no notion of: which
seed or seat this is, and what the game is called.
**The collision counts are new on the board, not merely moved.** The Frame has carried
`collisionsToday` and `collisionsTotal` since v0.7.0 and nothing drew them, so the one victory
condition that ends a game EARLY ran invisibly — which v0.7.9 made reachable in solitaire too, and
that is what made them worth having. They stay on the top line while the limits go in the card,
because the two are different kinds of thing: a limit is a setting agreed to once, "2 of 3 today" is
a number that changes how you play the next Stage. A limit of `0` is off, and an off half is left out
rather than shown as "1 of 0"; with both off the chip is empty and collapses.
In solitaire the game-code span is empty, so its tooltip — which still carries the type, the blurb and
the victory conditions — is unreachable. Not a hole: the card's summary line is on screen whether the
card is open or shut and opens with the type, "Solitaire · 5 Days · floor 15 · 3 cards · 4/2/1".
**One gap in the test stubs was closed to get here.** None of the five element factories in the web
suite had `setAttribute`, so the first render threw `b.setAttribute is not a function` — meaning any
control that reports its state through ARIA could not be tested at all. They carry an attribute bag
now, and the segmented control's test reads `aria-pressed` through it.
**What is verified and what is not.** The logic is covered by three new tests and the two that used to
read `#houserules`/`#gametype` were rewritten to open the card rather than deleted. **The layout is
not verified** — there is no browser on this box, so nothing has confirmed the segmented control, the
card, or the reversed panel actually look right on screen. That wants a play session.
### Four things the game counted and never said
Prompted by Jesse asking the general question after two separate v0.7.9 fixes turned out to have the
same shape — `actingPlayer` existed and the Frame threw it away, and `collisionsToday`/`collisionsTotal`
rode the Frame for three releases with nothing drawing them. So: **what else is being computed,
serialised and sent to nobody?**
Audited rather than guessed. Every one of `Frame`'s 59 top-level fields grepped for a read across the
seven renderers, then the same for `Tally`'s 26 members. **55 of 59 are read.** The four that are not:
- **`tally.unloadsBegun`** — and this one was visible rather than merely unused. §9.1 makes loading
and unloading the same shape, begun then carried through, and the results screen printed "Loads
still in the pipeline" for one side and nothing for the other. It reported half of a symmetric
mechanism. There is an "Unloads still in the pipeline" line now.
- **`tally.cardsDiscarded`** — counted by the engine, listed beside "Cards drawn" and "Cards played"
without it. Gitea#9 made throwing a Timetabled train away a legal, deliberate move, so a discard is
a player CHOICE the game counted and never reported. It reports it now.
- **`viewerSeat`** and **`overHandLimit`** — deferred by Jesse. The second is the fullest version of
the shape: the engine computes it, `view.ts` puts it on the Frame, `session.ts` declares it on the
`Session` interface and implements it twice, and the only caller in the repo is its own test. Four
layers of plumbing with no consumer. Left alone for now; the decision when it comes is
delete-or-document, not a patch.
**Fixing the two turned up a third thing worth knowing.** `resultsHtml` draws
`tallyHtml(report?.tally ?? f.tally)`, and `report` is `f.official`, which the engine writes the
moment any game ends — so a finished game reports the tally frozen at the official ending, not the
live one. The first attempt at a test overrode `f.tally` alone, changed nothing on screen, and failed
for a reason that had nothing to do with the fix.
### A shouted keyword is not a sentence
`EXTRA X18 started…`, attributed to a player, rendered as `Player Solitaire eXTRA X18 started…`. The
same happened to `TRAIN 1 MADE UP` and `COLLISION`, which are shouted deliberately.
`record` folds a narration's opening word into the middle of a sentence — "Chose to draw" has to read
"Player Bob chose to draw" — and did it with a flat `charAt(0).toLowerCase()`. It now folds **only a
sentence-cased word**: `^[A-Z][a-z]`, a capital followed by a lower-case letter, which is an ordinary
word capitalised because it began a sentence and nothing else is. That also leaves `X22 Pee-Dee`
alone, which a naive "is the first letter uppercase?" test gets wrong, because `'2'.toUpperCase()`
is `'2'`.
**It had been filed under Play Balance**, where it has no business being — which is how it survived a
session that had explicitly ruled balance work out of scope. Found by reading the section it did not
belong to.
### A replayed save now narrates what the live game narrated
`fromSave`'s loop called `record(game, result.events)` with no `actor`, so every restored save, every
undo (which rebuilds through `fromSave`) and the replay viewer stripped the "Player X" prefix off
every attributed line. Live play attributes — `submit` passes `actor` — and so does multiplayer's
replay; this was the one path of the three that did not, which meant the same moves were described in
different words from the game that produced them. The fix is one argument, with `actor` already
computed on the line above.
**Why it survived two years of green tests, which is the part worth keeping.** Nothing ever compared a
`fromSave`-built log against a LIVE-played one. The single log-comparing test compares `undo`'s
rebuilt log against another `fromSave`-built log — and since `undo` itself rebuilds through
`fromSave`, the missing attribution cancelled out on both sides. The whole suite stayed green with the
bug in place, and stayed green after the fix too.
The new test plays a game, saves it, restores it, and asserts the two logs are identical. That is the
**missing direction**, not a new requirement. All three of this batch's fixes were confirmed to fail
with the fix reverted before being called done — the discipline the v0.7.5→v0.7.8 sequence bought.
### Three wording and layout fixes
- **The collision entries** on all three screens now read "The game ends immediately and results in
a loss…". The Revenue floor keeps its own wording, since it is settled at the end rather than on
the spot.
- **Employee Rotation** on the solitaire screen says "not applicable for solitaire" instead of
"meaningless at a table of one, shown here so this screen and the lobby read as one list" — which
explained the page's own construction to somebody who had not asked.
- **The save warning is legible.** It sat in `.ng-note`, the same dim 11px grey as the twenty
explanatory notes above it, while being the only thing on the screen describing something
irreversible. It is 14px on an amber panel now — amber and not red because losing a save is a real
cost, not a danger, and red would outrank the actual rules above it. The buttons say **Continue
Existing Saved Game** and **Deal New Game** rather than "Continue saved game" and "Deal".
884 tests pass, seventeen of them new; one existing test asserted the opposite of the collision ruling
above and says so where it was reversed.
---
## 0.7.8 — 2026-08-30
### The setup screen was unreachable for anyone who had ever played
Third report of the same symptom, and this time the build was confirmed current on screen
(`0.7.7-mtf7hyxc`), which ruled out the caching fault v0.7.7 had just fixed and left the actual
cause with nowhere to hide.
**v0.7.5 skipped the setup screen whenever `load()` found a save**, reasoned in its own comment as
"a saved game is a game to resume". The consequence went unnoticed: a browser that has ever played
solitaire *always* has a save, so the door could never reach the screen again. Only a browser that
had never played would see it — which is exactly why a fresh private window appeared to prove
v0.7.7's cache fix. The private window had no save. Two genuine faults were stacked, the caching one
was real and is fixed, and it masked this one.
**The door now outranks a saved game.** `?solitaire` is an explicit request to set a game up;
clicking "Play solitaire" is not a request to resume. A BARE reload still resumes, which is the
zero-friction case D11 is about and is pinned by its own test.
**Dealing from the door would have destroyed a game in progress**, since `commitNewGame` calls
`clearSave()` — so the screen now carries `#ss-resume` ("Continue saved game") and states plainly
that dealing replaces the save. Resuming navigates to the bare URL rather than building a session
on the spot, so `start()` stays the only place that turns a URL into a game.
**Recorded because the failure was diagnostic, not technical.** The first two attempts each fixed
something real that was not this, and both were reported as verified. The routing fix in v0.7.6 was
verified by reading what the server served; v0.7.7's by the same. Neither ever exercised the actual
path with the actual state a returning player has. The reproduction here is a failing test asserting
the door with a save present — written before the fix, and it failed with "a saved game swallowed
the door".
### The splash footer names both ways to play
Was "solitaire runs entirely in your browser — no server code required", written when solitaire was
the only door. Now: "Multiplayer runs on StartOS server. Solitaire runs entirely in your browser."
(Jesse, 2026-08-30, asked to ride along with the next change rather than take a release of its own.)
868 tests pass, four of them new.
---
## 0.7.7 — 2026-08-30
### Two releases shipped to a browser that never received them
Jesse installed v0.7.5, clicked **Play solitaire**, and landed in a dealt game instead of the new
setup screen. v0.7.6 diagnosed that as a routing bug, fixed it, installed, verified — and it happened
again, identically. The second report is what made the real cause findable: the fix was correct both
times and neither one ever reached the browser.
**`buildStamp()`'s no-git fallback was the literal `nogit`, and the `.s9pk` build has no git.** The
Dockerfile copies the working tree in without `.git`, so `git rev-parse` fails there on every
packaged build — and that string is not only the visible stamp, it is the cache-bust key every module
URL carries. So v0.7.4, v0.7.5 and v0.7.6 all published `./web/main.js?v=nogit`, byte-identical, and
a returning player's browser correctly concluded it had the file already. The fallback is now the
package version plus the build's own timestamp, which is always distinct and needs nothing from the
environment. Proven rather than assumed: two builds of an identical git-less tree now stamp
`0.7.6-mtf6l8rm` and `0.7.6-mtf6lant`.
**And the server sent no `Cache-Control` at all**, which is the other half — the pages are the one
thing that cannot be versioned in their own URL, since a player types the address or follows a
bookmark, so a cached `play.html` pins that player to the whole build it names including every `?v=`
inside it. Fixed the exact way round that matters: a request carrying `?v=` may be stored for a year
and marked `immutable`, and anything else is `no-cache`. `?v=` rather than "not HTML" because
`build-web.ts` tags the modules and nothing else — a year of `immutable` on an untagged image or on
the replay manifest would outlive several releases of it.
Neither half is sufficient alone: without the varying tag there is nothing for a fresh page to point
at, and without the header the fresh page is itself served from cache.
**What this says about the two releases before it.** v0.7.5's setup screen and v0.7.6's door fix were
both real, both correct, and both verified on `phoenix.local` by reading what the server served —
which was true, and was never the thing in doubt. What went unverified was the browser, and a
hard-reload would have told us on the first report. Worth remembering the next time a fix "has had no
effect": check that it arrived before re-diagnosing it.
864 tests pass, two of them new — one pinning the no-git fallback as something that varies per build,
one pinning the header rule and that the `?v=` flag actually reaches `serveStatic`.
---
## 0.7.6 — 2026-08-29
### The solitaire door could not reach solitaire
Found by Jesse verifying v0.7.5 on `phoenix.local`: from a browser that had ever held a multiplayer
seat, clicking **Play solitaire** on the splash landed straight in a Co-op, four-seat lobby left over
from unrelated earlier testing — not the new setup screen v0.7.5 just shipped.
`start()` checks a browser-remembered multiplayer session (`station-master.remote.v1`) before it ever
looks at solitaire's own state, and there was nothing distinguishing "clicked Play solitaire" from
"reloaded mid multiplayer game" — a bare `./play.html` load means both. `?lobby` already solved the
identical problem for the door on the other side (D11); the solitaire door had no equivalent marker.
The door now links to `./play.html?solitaire`, and `start()` treats that — along with an explicit
`?seed=` or a `?hand=` the setup screen's own Deal button just wrote — as unambiguous proof this
navigation means solitaire, checked ahead of the remembered-session lookup rather than only below it.
The `hand` check matters on its own: without it, pressing Deal would work once and then bounce the
very next load into the remembered game, since `commitNewGame`'s URL carries `hand=` but not
`solitaire=`.
862 tests pass, three of them new: the door reaching solitaire past a remembered game, a bare reload
still correctly resuming one (unchanged behaviour, pinned so the fix does not overreach), and Deal's
own URL surviving the same bounce.
---
## 0.7.5 — 2026-08-29
### Solitaire asks first, the same way multiplayer already does
Jesse: "let the user choose their options like the start of a multiplayer game"; "asking first is
the only path." A bare visit to `play.html` used to deal a game on the spot, at whatever defaults
`gameOptionsFromUrl` fell back to, and the only way to see or change a setting was to open the
in-game "New game" dialog after the fact — compare a hand you already have, not one you are about
to be dealt. The lobby has asked this question for every multiplayer game since v0.6.0; solitaire
never did.
A genuinely fresh visit now lands on a new `#solitairesetup` screen first: game type, starting hand,
where an Extra may start, the three revenue rates, victory conditions, and the three optional rules
— then a Deal button. A saved game, an explicit `?seed=`, or a URL a Deal already wrote (`hand` is
the field every write always sets, so its presence is what tells the difference) all skip straight
past it, the same way `?lobby` already skips the front doors on an invite link — those are not "no
plan yet", they are a choice already made, elsewhere.
**One shared block instead of two copies drifting apart.** The in-game dialog, the lobby, and now
this screen all drive the identical `settings-form.ts` block through one new function,
`wireGameTypeBlock()` — factored out of what used to be dialog-only code. Only Solitaire can be
dealt outside the lobby, so the setup screen shows the other four types exactly as the dialog always
has: present, disabled, with a note pointing at the Multiplayer door. Committing an answer — from
either the dialog or the setup screen — goes through one `commitNewGame()`, which builds the URL and
navigates; `start()` is still the only place that turns a URL into a game.
Prefilling is deliberately left to the caller rather than folded into `wireGameTypeBlock` itself:
the dialog opens on the game CURRENTLY IN PLAY, so redealing to compare keeps comparing against it,
while the setup screen opens on the plain Solitaire defaults, since there is no live game yet to
read.
`index.html`'s door copy changed to match: "Start a game" reads "Set up a game" now, and the blurb
states the floor (15, not "20 Revenue") since that is what a player is agreeing to before they deal.
859 tests pass. **Not yet played in a browser** — verified by `tsc --noEmit`, the full suite, and
reading the diff, not by loading `play.html` fresh and clicking through it.
---
## 0.7.4 — 2026-08-29
Three rules issues off the tracker, in the order Jesse asked for them: #13, #5, #19. All three are
rules Jesse has designed or redefined, and two of them turned out to be rules the code claimed to
have and did not.
### Some Extras must run loaded (Gitea#13)
X17 Campaign, X18 Circus and X19 Military now prefer loaded cars at make-up — "if not loaded, then
empty, and if none available, run without". It is a preference ORDER, so the rule is asked of the
Division Yard: an empty is refused only while the yard can still supply a loaded car this train
would take, per category, and once it cannot the empty is legal and the train may depart short.
The per-stop point is **once per Office Area** rather than once per game (Jesse: "in a multiplayer
game, each player could score if the circus stops in their area"), and only when the train is fully
loaded — every non-caboose car, with a coach counting as loaded when occupied. That last detail is
what makes the rule work for the Campaign Train, which carries one coach and no freight, so "fully
loaded" is exactly "the candidate is aboard". X17 also GAINS the point; it had `stopThenExpedite`
and no scoring rule at all.
**Two bugs found doing it.** `ConsistSpec.emptiesOnly` was declared on X13 Appleseed, rendered to
the player as "(empties only)", and enforced nowhere — the same rule as this issue pointing the
other way, so it would have been perverse to add one and leave the other. And a set-up out on the
Mainline paid its point to PLAYER 0 whoever was playing, because `playerAtSeat` needs a seat and off
the grid the fallback was `0`; scoping the rule to Office Areas removes that rather than patching it.
### The Yard Office is offered, reachable, and can be run into (Gitea#5)
It was implemented, in a form missing all three of the rule's conditions: a qualifying train was
TELEPORTED onto the card. Nobody was asked, no route was computed — so the card's own printed "that
can reach the yard office in one move" was unenforced — and because nothing was walked, nothing was
ever met on the way in.
Now it is offered to the district's owner; reachability is the engine's own move walk, which already
means what the card means; and cars on the lead collide. The walk COUPLES standing cars rather than
treating them as obstacles, because that is what a switching move does — so what an arriving train
would have coupled is what it is about to hit, and `destination.couples` turned out to be the
fouling signal with no new machinery. Per Jesse's ruling the two failures are kept apart: no route
means no offer and the history says why; a route that exists but is fouled is offered, and taking it
crashes.
**This needed a refactor that #19 then reused.** `pendingDecision` was one question asked of one
player, and `currentActor` hardcoded that. It is a discriminated union now, with `decisionActor` as
the single place mapping a question to whoever answers it; six copies of `pendingDecision !== null ?
superintendent : currentActor` across engine, sim, web and tests collapse into `actingPlayer`.
### Red Flags, redesigned (Gitea#19)
The old card protected a stopped train out on the Mainline: offered 4,212 times and played 4 across
600 games. It is replaced outright by a flag planted on one side of your own Limits, holding the
next train from that direction — "Flag East holds westbound trains" — spent on the train it stops.
One card, one train, so there is no lifting action to build and a flag cannot strangle the Division.
It can also be played **out of phase**: when an arrival would certainly collide and the district's
owner holds the card, the phase breaks in with the question. Offered only to somebody holding one,
because a prompt with a single button is not a choice and would leak that a collision is coming.
**The bot still never plays it, and the reason changed — measured, not assumed.** It now takes the
out-of-phase prompt unconditionally, since the engine has already established the danger. Over 200
solitaire games it plays ZERO, because the prompt needs an arrival that would collide (about one
game in seven) to coincide with holding the card from a three-card hand out of 121. The anomaly
exemption in `sim.test.ts` stays, but its comment no longer claims the bot is unwilling; what is
left to fix is the half of the card a human uses — planting a flag on purpose to buy switching time.
**A bug the redesign walked into**, recorded because the next interruption will meet it too: the
flag was originally taken down in a `reduce` case, which never fires for an event `advance.ts`
emits — the phase driver mutates and then describes. The flag stayed up and held every train that
came. `test/events.test.ts`'s unreduced-event registry is what makes that class of mistake visible,
and `redFlagSpent` is now on it deliberately.
858 tests pass.
---
## 0.7.3 — 2026-08-29 ## 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 Two issues off the tracker, and they are halves of one thing: the end of a game. Gitea#11 stops the
+7
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@@ -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 roughly a third of the event types are never reduced at all. Anything that needs to rebuild a game
replays the intents. replays the intents.
- **Never call `Math.random()`.** One ambient random call silently breaks replay. - **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 - **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`: 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 the table is asked whether to play one more Day, unanimously, and asked again at the end of every
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@@ -1,6 +1,6 @@
{ {
"name": "station-master", "name": "station-master",
"version": "0.7.3", "version": "0.7.9",
"private": true, "private": true,
"type": "module", "type": "module",
"description": "Station Master — a railroad operations game", "description": "Station Master — a railroad operations game",
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+5
View File
@@ -1389,6 +1389,11 @@
}, },
{ {
"type": "loadUnload.end" "type": "loadUnload.end"
},
{
"type": "game.extend",
"player": 0,
"agree": false
} }
] ]
} }
+15 -1
View File
@@ -60,7 +60,21 @@ execFileSync(
*/ */
function buildStamp(): string { function buildStamp(): string {
const pkg = JSON.parse(readFileSync(join(root, 'package.json'), 'utf8')) as { version: 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 { try {
const sha = execFileSync('git', ['rev-parse', '--short', 'HEAD'], { cwd: root }) const sha = execFileSync('git', ['rev-parse', '--short', 'HEAD'], { cwd: root })
.toString() .toString()
+341 -42
View File
@@ -36,10 +36,11 @@ import type { Direction, MainlineEntry, MainlineKind } from './content.ts';
import type { GameEvent } from './events.ts'; import type { GameEvent } from './events.ts';
// `trainNeedingCars` lives in apply.ts beside `check`'s copy of the same question, so the phase and // `trainNeedingCars` lives in apply.ts beside `check`'s copy of the same question, so the phase and
// the legality test cannot disagree about which train is being assembled. // the legality test cannot disagree about which train is being assembled.
import { areaAtSeat, areaOf, trainNeedingCars } from './apply.ts'; import { areaAtSeat, areaOf, occupancyFor, trainNeedingCars } from './apply.ts';
import { legalActions } from './legal.ts'; import { legalActions } from './legal.ts';
import type { CrewTray, DivisionNode, GameState, Outcome, PlayerIndex, RollingStock, SeatIndex, TrayId } 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, subdivisions, totalRevenue, turnOf } 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'; import { tallyEvent } from './tally.ts';
export type AdvanceResult = { export type AdvanceResult = {
@@ -50,6 +51,31 @@ export type AdvanceResult = {
const NIGHT_STAGES = new Set([1, 2, 3, 11, 12]); 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 { function movesForStage(s: GameState): number {
return s.config.optionalRules.reducedVisibility && NIGHT_STAGES.has(s.clock.stage) return s.config.optionalRules.reducedVisibility && NIGHT_STAGES.has(s.clock.stage)
? MOVES_PER_LOCAL_OPS_NIGHT ? MOVES_PER_LOCAL_OPS_NIGHT
@@ -420,33 +446,45 @@ function mainlinePhase(s: GameState, events: GameEvent[]): AdvanceResult {
const where = tray.position; const where = tray.position;
const moved = moveTrain(s, id, tray, events); 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 * 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 * "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 * 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. * 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 = const stillThere =
tray.position.at === where.at && tray.position.at === where.at &&
(tray.position.at !== 'mainline' || where.at !== 'mainline' || tray.position.index === where.index) && (tray.position.at !== 'mainline' || where.at !== 'mainline' || tray.position.index === where.index) &&
(tray.position.at !== 'grid' || (tray.position.at !== 'grid' ||
where.at !== 'grid' || where.at !== 'grid' ||
(tray.position.coord.row === where.coord.row && tray.position.coord.col === where.coord.col)); (tray.position.coord.row === where.coord.row && tray.position.coord.col === where.coord.col));
if (stillThere) { // Bound as one value so the grid case narrows: `tray.position` is a union, and testing a
tray.stopPointClaimed = true; // `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. // 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 owner = playerAtSeat(s, at.seat);
const label = const label = `(${at.coord.col},${at.coord.row})`;
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`;
events.push({ type: 'trainStoodStill', trainNumber: tray.trainNumber ?? 0, where: label }); events.push({ type: 'trainStoodStill', trainNumber: tray.trainNumber ?? 0, where: label });
const p = s.players[owner]; const p = s.players[owner];
if (p) { if (p) {
@@ -456,7 +494,7 @@ function mainlinePhase(s: GameState, events: GameEvent[]): AdvanceResult {
player: owner, player: owner,
delta: 1, delta: 1,
total: p.revenue, 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). // Off the end of the card: into the adjoining Limit, then straight to the Office (§8.2).
const target = index + dir; const target = index + dir;
const dest = s.division.nodes[target]; 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); 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'; if (!dest) return 'held';
@@ -966,10 +1025,10 @@ function evaluateClearance(
): 'clear' | 'blocked' | 'ask' { ): 'clear' | 'blocked' | 'ask' {
// A ruling already given for this train is consumed here — this is what stops the driver from // 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. // re-asking the same question every time it re-evaluates the train.
const ruling = s.clock.clearanceRuling; const answer = s.clock.decisionAnswer;
if (ruling && ruling.train === id) { if (answer && answer.kind === 'clearance' && answer.train === id) {
s.clock.clearanceRuling = null; s.clock.decisionAnswer = null;
return ruling.allow ? 'clear' : 'blocked'; return answer.allow ? 'clear' : 'blocked';
} }
const node = s.division.nodes[targetIndex]; 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 // from moving". Flagging is per-train rather than per-card, so it protects one specific train
// where ABS Signals protects everything on the card. // 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 // Red Flags used to protect a stopped train here as well. Gitea#19 replaced that rule outright
// entered. They were the same card while this only looked one card ahead; across a Subdivision // (Jesse, 2026-08-29): a flag is now planted on a district's Limits and holds trains coming from
// they are not, and the protection belongs where the train it protects actually is. // one direction, so it never applies out on the Mainline. ABS Signals is what protects a train
if (onNode?.kind === 'mainline' && (onNode.redFlagged ?? []).includes(other)) return 'blocked'; // 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 * 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). // 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 }); events.push({ type: 'clearanceRequested', trainId: id, occupiedBy: other });
return 'ask'; return 'ask';
} }
return 'clear'; 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, * §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. * the collision happens, with no die roll and no judgment.
@@ -1088,22 +1345,51 @@ function arriveAtOffice(
const hasEnhancement = (key: string): boolean => const hasEnhancement = (key: string): boolean =>
[...area.grid.values()].some((c) => c.enhancements.includes(key)); [...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. * §11, THE YARD OFFICE (Gitea#5) — offered, not imposed.
const noCoaches = !tray.consist.some((c) => c.type === 'coach'); *
if (noCoaches && hasEnhancement('yardOffice')) { * "Trains that are only freight (cabooses ok, no coaches allowed) that arrive in a player's area
for (const [key, card] of area.grid) { * who has the yard office card get an extra ability. On the turn (mainline phase) that the train
if (!card.enhancements.includes('yardOffice')) continue; * arrives the game will offer that player the option to have that train go directly to the yard
const [row, col] = key.split(',').map(Number); * office card instead of the standard office. They can of course still choose to have the train
tray.position = { at: 'grid', seat, coord: { row: row!, col: col! } }; * 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({ events.push({
type: 'trainDiverted', type: 'trainDiverted',
trainNumber: tray.trainNumber ?? 0, trainNumber: tray.trainNumber ?? 0,
to: 'the Yard Office', to: 'the Yard Office',
reason: 'no coaches, so it need not occupy the Train Order 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'; 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). // 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; if (n.kind !== 'mainline') continue;
n.transits = n.transits.filter((t) => t.tray !== id); n.transits = n.transits.filter((t) => t.tray !== id);
if (n.holding) n.holding = n.holding.filter((t) => t !== id); if (n.holding) n.holding = n.holding.filter((t) => t !== id);
if (n.redFlagged) n.redFlagged = n.redFlagged.filter((t) => t !== id);
} }
/** /**
* AND OFF THE A/D TRACK, for exactly the same reason as the transit above. * AND OFF THE A/D TRACK, for exactly the same reason as the transit above.
@@ -1351,11 +1636,25 @@ function shiftChange(s: GameState, events: GameEvent[]): AdvanceResult {
events.push({ type: 'stageBegan', day: s.clock.day, stage: s.clock.stage }); events.push({ type: 'stageBegan', day: s.clock.day, stage: s.clock.stage });
} }
// §3.4 — every mode but competitive-and-coop-only: a Day's collisions against `maxCollisionsPerDay` /**
// and the game's running total against `maxCollisionsTotal`. `0` disables either check. Flat, not * §3.4 — EVERY MODE, SOLITAIRE INCLUDED: a Day's collisions against `maxCollisionsPerDay` and the
// scaled by player count — Jesse's call, 2026-08-20: more players is more independent chances to * game's running total against `maxCollisionsTotal`. `0` disables either check. Flat, not scaled
// collide, not a bigger shared budget. * by player count — Jesse's call, 2026-08-20: more players is more independent chances to collide,
if (s.config.mode === 'competitive' || s.config.mode === 'coop') { * not a bigger shared budget.
*
* SOLITAIRE WAS EXCLUDED UNTIL 2026-08-30 and nothing said so. The gate here read `mode ===
* 'competitive' || mode === 'coop'`, while `SOLO_CONFIG` carried both limits and the New Game
* dialog offered them as live settings — so a solitaire player could set a collision limit, read
* "the game ends in a loss" beside it, and crash as often as they liked. Found reviewing that
* screen's wording (Jesse, 2026-08-30); his ruling is that the settings should do what they say,
* so the gate is gone rather than the controls.
*
* A SOLITAIRE GAME CAN THEREFORE NOW END EARLY, which no measurement in `TODO.md` was taken
* under. At the shipped defaults (3 a Day, 5 total) it is a rare ending rather than a common one —
* the bot averages 0.06 collisions a game — but any figure quoted from a full-length run predates
* it.
*/
{
const perDayBreach = const perDayBreach =
s.config.maxCollisionsPerDay > 0 && s.collisionsToday >= s.config.maxCollisionsPerDay; s.config.maxCollisionsPerDay > 0 && s.collisionsToday >= s.config.maxCollisionsPerDay;
const totalBreach = const totalBreach =
+153 -26
View File
@@ -58,6 +58,8 @@ import {
carsOn, carsOn,
coordKey, coordKey,
cutTowards, cutTowards,
decisionActor,
officeNodeFor,
isOperationalRail, isOperationalRail,
playerAtSeat, playerAtSeat,
pooled, 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). */ /** 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); const area = areaOf(s, player);
return { return {
trayAt: (c) => { 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 // 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). // automatic Mainline Phase and goes to the Superintendent (§8.1, fourth condition).
if (i.type === 'mainline.clearance') { 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'; if (s.clock.superintendent !== player) return 'NOT_SUPERINTENDENT';
return null; 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'; if (!isActor(s, player)) return 'NOT_YOUR_TURN';
switch (i.type) { switch (i.type) {
@@ -1006,14 +1044,9 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
const card = s.cards.get(i.cardId); const card = s.cards.get(i.cardId);
if (!card || !(s.decks.hands.get(player) ?? []).includes(i.cardId)) return 'NO_SUCH_CARD'; 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'; if (card.kind.kind !== 'maneuver' || card.kind.key !== 'redFlags') return 'WRONG_INTENT';
const tray = s.trays.get(i.trayId); // §Q (Gitea#19) — a flag goes on your OWN Limits. There is no target train to name and no
if (!tray) return 'NO_SUCH_TRAY'; // placement to find: the district is yours, and the only question is which side.
// "A STOPPED train is prevented from being hit" — it protects a train that is standing on a if (officeNodeFor(s, seatOf(s, player))?.redFlag === i.side) return 'ALREADY_FLAGGED';
// 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';
return null; 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 // 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 // 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. // 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': { case 'newTrain.secondSection': {
@@ -1571,6 +1604,12 @@ function execute(s: GameState, player: PlayerIndex, i: Intent): GameEvent[] {
: [vote]; : [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': case 'localOps.choose':
return [{ type: 'localOpsOptionChosen', player, option: i.option }]; return [{ type: 'localOpsOptionChosen', player, option: i.option }];
@@ -1804,10 +1843,25 @@ function execute(s: GameState, player: PlayerIndex, i: Intent): GameEvent[] {
]; ];
} }
case 'maneuver.redFlags': { case 'maneuver.redFlags':
const tray = s.trays.get(i.trayId)!; return [{ type: 'redFlagsSet', player, cardId: i.cardId, seat: seatOf(s, player), side: i.side }];
const index = tray.position.at === 'mainline' ? tray.position.index : -1;
return [{ type: 'redFlagsSet', player, cardId: i.cardId, trayId: i.trayId, node: index }]; 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': { case 'maneuver.flyingSwitch': {
@@ -2005,6 +2059,13 @@ export function reduce(s: GameState, e: GameEvent): void {
s.status = 'finished'; s.status = 'finished';
break; 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': case 'localOpsOptionChosen':
turnOf(s, e.player).option = e.option; turnOf(s, e.player).option = e.option;
break; break;
@@ -2229,14 +2290,23 @@ export function reduce(s: GameState, e: GameEvent): void {
} }
case 'redFlagsSet': { case 'redFlagsSet': {
const node = s.division.nodes[e.node]; const node = officeNodeFor(s, e.seat);
if (node?.kind === 'mainline') { if (node) node.redFlag = e.side;
node.redFlagged = [...(node.redFlagged ?? []), e.trayId];
}
spendCard(s, e.player, e.cardId); spendCard(s, e.player, e.cardId);
break; 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': { case 'flyingSwitch': {
const tray = s.trays.get(e.trayId); const tray = s.trays.get(e.trayId);
const area = areaOf(s, e.player); const area = areaOf(s, e.player);
@@ -2593,7 +2663,7 @@ export function reduce(s: GameState, e: GameEvent): void {
case 'clearanceGiven': case 'clearanceGiven':
s.clock.pendingDecision = null; s.clock.pendingDecision = null;
// Recorded for the asking train to consume; otherwise the driver asks again forever. // 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; break;
default: 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 * 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. * `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); const profile = trainProfile(tray.trainNumber ?? 0, tray.trainIsExtra);
if (!profile) return true; if (!profile) return true;
@@ -3019,6 +3102,40 @@ export function acceptsCar(tray: CrewTray, carType: CarType): boolean {
const types = profile.consist.freightTypes; const types = profile.consist.freightTypes;
if (adding === 'freight' && types && !types.includes(carType)) return false; 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; return true;
} }
@@ -3059,11 +3176,21 @@ export function isBeingMadeUp(tray: CrewTray): boolean {
export function trainNeedingCars(s: GameState): TrayId | null { export function trainNeedingCars(s: GameState): TrayId | null {
for (const [id, tray] of s.trays) { for (const [id, tray] of s.trays) {
if (!isBeingMadeUp(tray)) continue; 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` * Consists are specified by CATEGORY — "Freight (2)" is any two freight cars — so any car in
// uses: a separate copy of this test stalled the game, because the phase believed a car could * the yard is potentially suitable unless the card narrows it. Ask the SAME predicate `check`
// be added while `check` rejected every option, so the Stage never ended. * uses: a separate copy of this test stalled the game, because the phase believed a car could
if (s.yards.divisionYard.some((c) => acceptsCar(tray, c.type))) return id; * 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; return null;
} }
+16 -3
View File
@@ -434,6 +434,19 @@ export type TrainRules = {
/** X17 Campaign, X18 Circus: a scheduled stop that does something. */ /** X17 Campaign, X18 Circus: a scheduled stop that does something. */
stopEarnsPoint?: boolean; stopEarnsPoint?: boolean;
stopThenExpedite?: 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 * `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 * 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: 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: 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: 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: 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, note: 'One turn stopped on any track (circus set-up) earns 1 point.' } }, { 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 } }, { 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: 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: 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.' } }, { 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.' } },
+9 -2
View File
@@ -87,7 +87,12 @@ export type GameEvent =
/** `variant` is the chosen orientation (Gap 11); it must be replayable, so it rides the event. */ /** `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: 'cardPlayed'; player: PlayerIndex; cardId: CardId; placement?: GridCoord; variant?: number }
| { type: 'mainlineModified'; player: PlayerIndex; cardId: CardId; node: number; key: string; became?: string } | { 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'; type: 'trainsDestroyed';
player: PlayerIndex; 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 * 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. * 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']; export type EventType = GameEvent['type'];
+34 -5
View File
@@ -120,10 +120,24 @@ export type Intent =
*/ */
| { type: 'mainline.modify'; cardId: CardId; node: number } | { type: 'mainline.modify'; cardId: CardId; node: number }
/** /**
* Red Flags — protect a stopped train. The flagged train cannot be hit; an approaching train is * §Q, RED FLAGS (Gitea#19) — plant a flag on one side of your own district.
* held instead of colliding. *
* "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 * Flying Switch — cut cars off behind the engine and roll them into an adjacent industry, without
* the engine entering it. * 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 * 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. * 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']; 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. */ /** §3.3 (Gitea#11) — `game.extend` when the game is not waiting on an extension vote. */
| 'NOT_AWAITING_EXTENSION' | 'NOT_AWAITING_EXTENSION'
/** §3.3 (Gitea#11) — this seat has already voted on this 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 }; export type Rejection = { code: RejectionCode; message: string };
+13 -3
View File
@@ -85,11 +85,20 @@ function candidates(s: GameState, player: PlayerIndex): Intent[] {
return out; return out;
} }
// The clearance ruling arrives out of turn order and goes to the Superintendent (§8.1). // The two interruptions of the Mainline Phase. Each goes to one named player — `check` is the
if (s.clock.pendingDecision !== null) { // 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: true });
out.push({ type: 'mainline.clearance', allow: false }); 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) { switch (s.clock.phase) {
case 'localOps': case 'localOps':
@@ -110,7 +119,8 @@ function candidates(s: GameState, player: PlayerIndex): Intent[] {
for (const cardId of s.decks.hands.get(player) ?? []) { for (const cardId of s.decks.hands.get(player) ?? []) {
const k = s.cards.get(cardId)?.kind; const k = s.cards.get(cardId)?.kind;
if (k?.kind !== 'maneuver' || k.key !== 'redFlags') continue; 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' }); out.push({ type: 'redFlag.play' });
+1 -1
View File
@@ -424,7 +424,7 @@ export function createGame(opts: SetupOptions): GameState {
phase: 'localOps', phase: 'localOps',
currentActor: superintendent, currentActor: superintendent,
pendingDecision: null, pendingDecision: null,
clearanceRuling: null, decisionAnswer: null,
superintendent, superintendent,
actorOffset: 0, actorOffset: 0,
}, },
+103 -20
View File
@@ -445,20 +445,27 @@ export type CrewTray = {
position: NodeRef; position: NodeRef;
movesUsed: number; 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 * "Once per stop in an office area. In a multiplayer game, each player could score if the circus
* runs once and is gone; there is no second visit to claim it on. * 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". * 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 * 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 * 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 * 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 * `stopPointSeats` — it is the TRAIN that stops, and a re-played Extra gets a fresh tray.
* visit to hang it on.
*/ */
speechMade?: boolean; speechMade?: boolean;
}; };
@@ -518,10 +525,23 @@ export type DivisionNode =
* "Player sets orientation", so the direction is chosen when the card is placed. * "Player sets orientation", so the direction is chosen when the card is placed.
*/ */
gradeUp?: Direction; 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. */ /** Ordered west to east. For N players: N Office nodes and N+1 Mainline cards. */
export type Division = { nodes: DivisionNode[] }; export type Division = { nodes: DivisionNode[] };
@@ -585,10 +605,42 @@ export type Yards = {
export type Phase = 'localOps' | 'newTrain' | 'mainline' | 'loadUnload' | 'shiftChange'; export type Phase = 'localOps' | 'newTrain' | 'mainline' | 'loadUnload' | 'shiftChange';
/** §8.1 fourth condition — the Superintendent rules on a following train. */ /** §8.1 fourth condition — the Superintendent rules on a following train. */
export type SuperintendentClearance = { /**
train: TrayId; * AN INTERRUPTION TO THE AUTOMATIC MAINLINE PHASE — a question the driver cannot answer itself.
occupiedBy: TrayId; *
}; * 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 = { export type Clock = {
day: number; day: number;
@@ -597,13 +649,10 @@ export type Clock = {
phase: Phase; phase: Phase;
/** Exactly one player may act at a time. Null during automatic Mainline movement. */ /** Exactly one player may act at a time. Null during automatic Mainline movement. */
currentActor: PlayerIndex | null; currentActor: PlayerIndex | null;
/** Interrupts the Mainline Phase to ask the Superintendent (§8.1). */ /** Interrupts the Mainline Phase to ask a player something (§8.1, §11). */
pendingDecision: SuperintendentClearance | null; pendingDecision: PendingDecision | null;
/** /** The answer to `pendingDecision`, waiting to be consumed by the train that asked. */
* The Superintendent's answer, waiting to be consumed by the train that asked. Without this the decisionAnswer: DecisionAnswer | null;
* driver would re-evaluate the same train and ask the same question forever.
*/
clearanceRuling: { train: TrayId; allow: boolean } | null;
superintendent: PlayerIndex; superintendent: PlayerIndex;
/** /**
* How far round the table the current phase has got. Acting order starts at the Superintendent * 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; 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. */ /** 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. * The player `n` seats to the LEFT of this one, wrapping round the table.
+30 -4
View File
@@ -101,7 +101,13 @@ function sendJson(res: ServerResponse, status: number, body: unknown): void {
res.end(text); 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; const rel = urlPath === '/' ? '/index.html' : urlPath;
// `normalize` collapses `..`, and the join is then checked to still be inside `distDir` — a request // `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. // 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 { try {
const info = await stat(full); const info = await stat(full);
if (!info.isFile()) throw new Error('not a file'); 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); createReadStream(full).pipe(res);
} catch { } catch {
res.writeHead(404, { 'Content-Type': 'text/plain' }); 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 // Unset means the routes are not here — indistinguishable from any other unknown path, so
// nothing advertises an administrative surface to someone probing for one. // nothing advertises an administrative surface to someone probing for one.
if (!opts.adminSecret) { if (!opts.adminSecret) {
await serveStatic(opts.distDir, url.pathname, res); await serveStatic(opts.distDir, url.pathname, res, url.searchParams.has('v'));
return; return;
} }
if (req.headers['x-admin-secret'] !== opts.adminSecret) { if (req.headers['x-admin-secret'] !== opts.adminSecret) {
@@ -700,7 +726,7 @@ export function startServer(opts: ServerOptions): void {
return; return;
} }
await serveStatic(opts.distDir, url.pathname, res); await serveStatic(opts.distDir, url.pathname, res, url.searchParams.has('v'));
})().catch((err: unknown) => { })().catch((err: unknown) => {
sendJson(res, 500, { error: err instanceof Error ? err.message : 'internal error' }); sendJson(res, 500, { error: err instanceof Error ? err.message : 'internal error' });
}); });
+88 -6
View File
@@ -55,11 +55,12 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
* *
* West DP · Mainline · [Limits … Office … Limits] · Mainline · [ … ] · Mainline · East DP * West DP · Mainline · [Limits … Office … Limits] · Mainline · [ … ] · Mainline · East DP
* *
* SEATING. Players sit around a table, so the route is laid out the way they do: one row alone, * ONE ROW AT EVERY SEAT COUNT (Gitea#18). It used to be laid out the way players sit — two rows
* two rows facing, a horseshoe of three, a square of four. The Division is a LINE and not a loop * facing, a horseshoe of three, a square of four — and the reasoning for dropping that is at the
* — trains enter at one Division Point and leave at the other — so the shape is deliberately left * layout itself below. The Division is a LINE and not a loop — trains enter at one Division Point
* open, with the two ends drawn as buffer stops facing each other across a marked gap. Closing it * and leave at the other — so the row is deliberately left open, with the two ends drawn as
* into a ring would promise a connection the rules do not have. * buffer stops facing outward. Closing it into a ring would promise a connection the rules do
* not have.
* *
* Self-contained on purpose: the replay embeds this by `toString()`, so it may not reach for * Self-contained on purpose: the replay embeds this by `toString()`, so it may not reach for
* anything outside its own body. * anything outside its own body.
@@ -108,7 +109,6 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
* this is back to what a buffer stop actually needs. * this is back to what a buffer stop actually needs.
*/ */
const PAD = 22; const PAD = 22;
const SIDE_GAP = 34;
const esc = (t: string): string => const esc = (t: string): string =>
String(t).replace(/[&<>"]/g, (c) => ({ '&': '&amp;', '<': '&lt;', '>': '&gt;', '"': '&quot;' })[c] ?? c); String(t).replace(/[&<>"]/g, (c) => ({ '&': '&amp;', '<': '&lt;', '>': '&gt;', '"': '&quot;' })[c] ?? c);
@@ -146,6 +146,12 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
below?: Cell['trains']; below?: Cell['trains'];
/** Mainline cards only: §2.1 divides one into two regions. 0 elsewhere — no bars are drawn. */ /** Mainline cards only: §2.1 divides one into two regions. 0 elsewhere — no bars are drawn. */
regions: number; regions: number;
/**
* Which way a Heavy Grade climbs, or null on every other card. Drawn as a wedge, because the
* tooltip said "climbs east" and the card itself showed nothing — so the one card whose
* orientation the PLAYER chooses was the one card you had to hover to read (Jesse, 2026-08-30).
*/
gradeUp?: string | null;
w: number; w: number;
x: number; x: number;
y: number; y: number;
@@ -259,6 +265,7 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
seat: null, seat: null,
// A Division Point is one region — the queue trains enter and leave the Division through. // A Division Point is one region — the queue trains enter and leave the Division through.
regions: dp ? 1 : (n.regions ?? 0), regions: dp ? 1 : (n.regions ?? 0),
gradeUp: dp ? null : (n.gradeUp ?? null),
w: dp ? CW.dp : CW.ml, w: dp ? CW.dp : CW.ml,
}); });
} }
@@ -357,6 +364,73 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
out += `<line class="bs-region" x1="${c.x + 6 + RW * r}" y1="${c.y + RAIL_Y - 14}" x2="${c.x + 6 + RW * r}" y2="${c.y + RAIL_Y + 10}"/>`; out += `<line class="bs-region" x1="${c.x + 6 + RW * r}" y1="${c.y + RAIL_Y - 14}" x2="${c.x + 6 + RW * r}" y2="${c.y + RAIL_Y + 10}"/>`;
} }
/**
* WHICH WAY A HEAVY GRADE CLIMBS, drawn rather than only said.
*
* The tooltip has said "climbs east" since the Frame carried `gradeUp`, and the card showed
* nothing — so the one Mainline card whose orientation the PLAYER sets, and the one where a
* Helpers or Brakeman modifier means opposite things at opposite ends, was the one you had to
* hover to read (Jesse, 2026-08-30).
*
* A wedge rising toward the climb, with an arrow up its slope. Two cues rather than one: the
* wedge alone asks the reader to judge which end is taller, which at eleven pixels of rise is a
* comparison rather than a glance. Bottom-right, clear of the left-aligned capacity line and
* below the region bars, so it never lands under a train chip.
*
* `east` is RIGHT on this map and always has been (Gitea#18) — that is what makes a wedge
* readable without a compass, and it is why the row layout is worth its width.
*/
if (c.gradeUp === 'east' || c.gradeUp === 'west') {
const s = c.gradeUp === 'east' ? 1 : -1;
const GW = 58;
const RISE = 24;
const gx1 = c.x + c.w - 9 - GW;
const gx2 = c.x + c.w - 9;
const yb = c.y + CH - 6;
const peakX = s === 1 ? gx2 : gx1;
out += `<polygon class="bs-grade" points="${gx1},${yb} ${gx2},${yb} ${peakX},${yb - RISE}"/>`;
/**
* THE ARROW LIES ALONG THE WEDGE'S OWN SLOPE, CENTRED IN IT (Jesse, 2026-08-30).
*
* Parallel to the hypotenuse is the shape that fits: the perpendicular gap to the slope is
* then CONSTANT along the whole arrow, instead of closing at one end the way a steeper line
* does. The earlier 30° pass had to be tucked into the fat half to survive, because 30° is
* steeper than this wedge climbs — at 58×24 the slope is 22.5°, and the arrow simply lies on
* it.
*
* Centred on the TRIANGLE'S CENTROID (2/3 along the base, 1/3 up), which is the balance point
* of the form rather than of its bounding box — centring on the box would push the arrow into
* the thin corner where there is no height for it.
*
* The wedge grew 50×22 → 58×24 to pay for that: the centroid sits only ~7px from the
* hypotenuse, so a centred arrow has less room than an off-centre one and needs a bigger form
* to keep it. Sizes are the best fit found by search, clearing every edge by 2.88px;
* `web.test.ts` re-derives it and fails under 2px.
*
* Worked in the wedge's own frame — `u` along the base from the thin corner, `h` up from it —
* so a westward climb is one sign on `u` rather than a second set of coordinates.
*/
const L = 20;
const HL = 6;
const HW = 3.5;
const T = 1.4;
const A = Math.atan2(RISE, GW);
const cos = Math.cos(A);
const sin = Math.sin(A);
const cu = (2 * GW) / 3;
const ch = RISE / 3;
const pt = (lx: number, ly: number): string => {
const u = cu + lx * cos - ly * sin;
const h = ch + lx * sin + ly * cos;
return `${s === 1 ? gx1 + u : gx2 - u},${yb - h}`;
};
const H = L / 2;
out +=
`<polygon class="bs-gradeup" points="${pt(-H, -T)} ${pt(H - HL, -T)} ${pt(H - HL, -HW)} ` +
`${pt(H, 0)} ${pt(H - HL, HW)} ${pt(H - HL, T)} ${pt(-H, T)}"/>`;
}
/** /**
* ON THE DIVISION MAP, A TRAIN IS A CHIP — name, which way it points, how many cars. * ON THE DIVISION MAP, A TRAIN IS A CHIP — name, which way it points, how many cars.
* *
@@ -1123,6 +1197,14 @@ export const BOARD_CSS = `
/* The vertical bars a Mainline card is divided into (§2.1). Drawn faint: they are the ruler the /* The vertical bars a Mainline card is divided into (§2.1). Drawn faint: they are the ruler the
train is measured against, not something to look at instead of the train. */ train is measured against, not something to look at instead of the train. */
.bs-region{stroke:#4a5361;stroke-width:1.2;stroke-dasharray:3 3} .bs-region{stroke:#4a5361;stroke-width:1.2;stroke-dasharray:3 3}
/* THE HEAVY GRADE WEDGE. Terrain, so it is coloured as terrain rather than as a warning.
SOLID BROWN, fill and border the same (Jesse, 2026-08-30) — the first pass paired a desaturated
fill with an amber arrow and the pair read reddish, which on a map that spends amber on "it is
happening here" made a fixed piece of landscape look like a live alert. One flat brown recedes
into scenery; the arrow is bone so the DIRECTION, which is the fact being reported, is the part
that carries. */
.bs-grade{fill:#6b5334;stroke:#6b5334;stroke-width:1}
.bs-gradeup{fill:#f2e8d5}
.bs-slot{fill:none;stroke:#5f6b7a;stroke-width:1.1;stroke-dasharray:3 2} .bs-slot{fill:none;stroke:#5f6b7a;stroke-width:1.1;stroke-dasharray:3 2}
.bs-slot.bs-occ{stroke-dasharray:none;stroke-width:1.6} .bs-slot.bs-occ{stroke-dasharray:none;stroke-width:1.6}
/* CAR TYPE BY COLOUR, LOAD STATE BY FILL — the SAME distinction the train tray draws, because they /* CAR TYPE BY COLOUR, LOAD STATE BY FILL — the SAME distinction the train tray draws, because they
+29 -16
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@@ -35,7 +35,7 @@ import type { Intent } from '../engine/intents.ts';
import { legalActions } from '../engine/legal.ts'; import { legalActions } from '../engine/legal.ts';
import { connectionsFor, exitsFrom, facilityVariants, hasPort, joins, neighbour, opposite, variantsFor } from '../engine/track.ts'; import { connectionsFor, exitsFrom, facilityVariants, hasPort, joins, neighbour, opposite, variantsFor } from '../engine/track.ts';
import type { Port } 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'; import type { Facility, GameState, GridCoord, OfficeArea, PlayerIndex, RollingStock, TrackCard } from '../engine/state.ts';
export type BotPolicy = { export type BotPolicy = {
@@ -154,10 +154,23 @@ export function makeDeveloperBot(tweaks: BotTweaks): BotPolicy {
const clearance = ruleOnClearance(options); const clearance = ruleOnClearance(options);
if (clearance) return because('the Superintendent must rule on a following train', clearance); 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 // Red Flags come before anything else — protection is only worth playing at the moment the
// collision is actually pending, and that moment passes. // collision is actually pending, and that moment passes.
const flags = worthFlagging(s, options); 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. // --- 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 * §Q, RED FLAGS (Gitea#19) — spent only at the moment of danger.
* with another train on the same card, which is the situation that becomes a rear-ender. *
* 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 { function worthFlagging(_s: GameState, options: Intent[]): Intent | null {
for (const i of options) { return options.find((i) => i.type === 'mainline.redFlag' && i.flag === true) ?? null;
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;
} }
/** A one-line account of which Load/Unload action was taken, and why it ranked first. */ /** A one-line account of which Load/Unload action was taken, and why it ranked first. */
@@ -1904,8 +1918,7 @@ export function playGame(
continue; continue;
} }
const actor = const actor = actingPlayer(s);
s.clock.pendingDecision !== null ? s.clock.superintendent : s.clock.currentActor;
if (actor === null) break; if (actor === null) break;
const options = legalActions(s, actor); const options = legalActions(s, actor);
+16 -1
View File
@@ -218,10 +218,19 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
? `Realignment: Mainline card ${e.node} converted to ${e.became}` ? `Realignment: Mainline card ${e.node} converted to ${e.became}`
: `Played ${e.key} on Mainline card ${e.node}`, : `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': case 'redFlagsSet':
return { return {
tone: 'good', 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': case 'flyingSwitch':
return { 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 ──` }; return { tone: 'clock', text: `── The table plays on: Day ${e.day} is added to the timetable ──` };
case 'playConcluded': case 'playConcluded':
return { tone: 'clock', text: '── The railroad is put to bed. Final results stand. ──' }; return { tone: 'clock', text: '── The railroad is put to bed. Final results stand. ──' };
// -- §11, the Yard Office (Gitea#5)
case 'yardOfficeRuled':
return e.take
? { tone: 'plain', text: `Player ${e.player} sent ${train(e.trainId)} into the Yard Office` }
: { tone: 'plain', text: `Player ${e.player} kept ${train(e.trainId)} at the Train Order Office` };
} }
} }
+18 -2
View File
@@ -34,6 +34,8 @@ import type { Intent } from '../engine/intents.ts';
import { legalActions } from '../engine/legal.ts'; import { legalActions } from '../engine/legal.ts';
import { createGame } from '../engine/setup.ts'; import { createGame } from '../engine/setup.ts';
import type { Facility, GameConfig, GameState } from '../engine/state.ts'; import type { Facility, GameConfig, GameState } from '../engine/state.ts';
import { actingPlayer } from '../engine/state.ts';
import { reasonSentence } from '../web/panels.ts';
import { developerBot, lastChoiceReason } from './bot.ts'; import { developerBot, lastChoiceReason } from './bot.ts';
import { carLabel, cuesFor, idleNote, isVisible, narrate } from './narrate.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 // The view-model lives in its own module so the browser build can import it without dragging in
@@ -135,7 +137,7 @@ export function record(seed: number, length: GameLength, maxSteps = 100_000): Re
if (s.status === 'finished') break; if (s.status === 'finished') break;
if (!r.needsInput) continue; if (!r.needsInput) continue;
const actor = s.clock.pendingDecision !== null ? s.clock.superintendent : s.clock.currentActor; const actor = actingPlayer(s);
if (actor === null) break; if (actor === null) break;
const options = legalActions(s, actor); const options = legalActions(s, actor);
if (options.length === 0) break; if (options.length === 0) break;
@@ -147,12 +149,26 @@ export function record(seed: number, length: GameLength, maxSteps = 100_000): Re
push(applied.events); push(applied.events);
} }
/**
* IN WORDS, NOT AS AN ENUM (`TODO.md` #34). This heading read `loss — revenueFloor`, which is
* exactly the defect Gitea#16 was filed about on the playable page — it just outlived the fix
* here, because nothing player-facing pointed at it. `reasonSentence` is shared rather than
* reimplemented, so the replay and the results screen cannot end up explaining the same ending
* two different ways.
*
* Fed the LAST frame, which is the state the outcome was decided in and is already recorded.
* Tags are stripped: this lands in an `<h1>` and in a console line, neither of which wants markup.
*/
const o = s.outcome; const o = s.outcome;
const last = frames[frames.length - 1];
const why = o && last ? reasonSentence(last, o, last.day).replace(/<[^>]+>/g, '') : '';
return { return {
seed, seed,
length, length,
frames, frames,
outcome: o ? `${o.result} — ${o.reason} · final Revenue ${s.players[0]?.revenue ?? 0}` : 'unfinished', outcome: o
? `${o.result === 'win' ? 'won' : 'lost'} — ${why} Final Revenue ${s.players[0]?.revenue ?? 0}.`
: 'unfinished',
}; };
} }
+29 -5
View File
@@ -19,6 +19,8 @@ export type TurnChartFrame = {
phase: string; phase: string;
phaseKey: string; phaseKey: string;
actor: number | null; actor: number | null;
/** What the game has stopped to ask, when it has. Null while a phase is simply running. */
awaiting?: { asks: string; train: string } | null;
}; };
/** /**
@@ -93,8 +95,21 @@ export function turnChartHtml(f: TurnChartFrame, actorName: string | null, super
); );
}).join(''); }).join('');
// An automatic phase is waiting on nobody, and saying so is more use than a blank. /**
* WAITING ON WHOM, AND FOR WHAT.
*
* "nobody — the Division is running itself" is true of an automatic phase and was being printed
* over the top of three interruptions that are emphatically waiting on a person: §8.1's clearance
* ruling, the Yard Office offer and the Red Flag prompt. The Frame carried the phase's actor,
* which is null throughout the Mainline Phase, so a game stopped on a named player's decision
* reported that nobody was holding it up (Jesse, 2026-08-30). `Frame.actor` is `actingPlayer` now
* and answers who; `awaiting` says what, because "waiting on Bob" with no more than that is a
* game that looks stuck to everyone except Bob.
*/
const who = actorName ?? 'nobody — the Division is running itself'; const who = actorName ?? 'nobody — the Division is running itself';
const asked = f.awaiting
? ` <span class="tc-asks">${esc(f.awaiting.asks)} · ${esc(f.awaiting.train)}</span>`
: '';
const fedora = const fedora =
superName === null superName === null
? '' ? ''
@@ -105,9 +120,12 @@ export function turnChartHtml(f: TurnChartFrame, actorName: string | null, super
`<div class="tc-when"><b>Day ${f.day}</b><span>Stage ${f.stage} of 12</span>` + `<div class="tc-when"><b>Day ${f.day}</b><span>Stage ${f.stage} of 12</span>` +
`<span class="dim">${esc(f.clock)}</span></div>` + `<span class="dim">${esc(f.clock)}</span></div>` +
`<div class="tc-now">phase <b>${esc(f.phase)}</b></div>` + `<div class="tc-now">phase <b>${esc(f.phase)}</b></div>` +
`<div class="tc-who">waiting on <b>${esc(who)}</b></div>` + `<div class="tc-who">waiting on <b>${esc(who)}</b>${asked}</div>` +
fedora + // THE FEDORA RIDES AT THE END OF THE PHASE ROW (`TODO.md` #29, Jesse). It sat on its own line
`<ol class="tc-phases">${chips}</ol>` // between the phases and everything above them, which put a thing that changes every third
// Stage in the middle of the things that change every Stage. The row it belongs beside is the
// one whose last chip is Supervisor Shift — the phase that passes it.
`<div class="tc-row"><ol class="tc-phases">${chips}</ol>${fedora}</div>`
); );
} }
@@ -130,12 +148,18 @@ export const TURNCHART_CSS = `
says "Player Solitaire", so the chart should agree. In multiplayer this is the thing a table says "Player Solitaire", so the chart should agree. In multiplayer this is the thing a table
glances at most often, so it gets its own chip rather than hiding in the phase text. */ glances at most often, so it gets its own chip rather than hiding in the phase text. */
.tc-who{display:flex;align-items:center;gap:6px;font-size:12px;color:#8b94a3} .tc-who{display:flex;align-items:center;gap:6px;font-size:12px;color:#8b94a3}
.tc-asks{color:#a99ac4;font-style:italic}
.tc-who b{color:#b98cf0;background:rgba(150,110,230,.16);border:1px solid #8b6ad0; .tc-who b{color:#b98cf0;background:rgba(150,110,230,.16);border:1px solid #8b6ad0;
border-radius:11px;padding:1px 9px;font-size:12px} border-radius:11px;padding:1px 9px;font-size:12px}
/* WHO HOLDS THE FEDORA. Violet like the rest of the chart — this is "where you are" news, not /* WHO HOLDS THE FEDORA. Violet like the rest of the chart — this is "where you are" news, not
something to press — but unfilled, so the eye still lands on "waiting on" first: that is the one something to press — but unfilled, so the eye still lands on "waiting on" first: that is the one
that changes every turn, while this changes four times a Day. */ that changes every turn, while this changes four times a Day. */
.tc-super{display:flex;align-items:center;gap:6px;font-size:12px;color:#8b94a3;cursor:help} /* The phase row and the Fedora on one line, the hat pushed to the far end (TODO.md #29): the row
is the Stage, and the Superintendent is who holds it. Wraps under the phases on a narrow screen
rather than squeezing the chips. */
.tc-row{display:flex;align-items:center;gap:12px;flex-wrap:wrap}
.tc-row ol.tc-phases{flex:1 1 auto}
.tc-super{margin-left:auto;display:flex;align-items:center;gap:6px;font-size:12px;color:#8b94a3;cursor:help}
.tc-super b{color:#cbb6f2;border:1px solid #6b5a94;border-radius:11px;padding:1px 9px;font-size:12px} .tc-super b{color:#cbb6f2;border:1px solid #6b5a94;border-radius:11px;padding:1px 9px;font-size:12px}
ol.tc-phases{display:flex;gap:6px;list-style:none;margin:0;padding:0;flex-wrap:wrap} ol.tc-phases{display:flex;gap:6px;list-style:none;margin:0;padding:0;flex-wrap:wrap}
.tc-phase{display:flex;align-items:center;gap:6px;border:1px solid #2c333d;border-radius:14px; .tc-phase{display:flex;align-items:center;gap:6px;border:1px solid #2c333d;border-radius:14px;
+69 -6
View File
@@ -47,7 +47,7 @@ import {
} from '../engine/content.ts'; } from '../engine/content.ts';
import type { Intent } from '../engine/intents.ts'; import type { Intent } from '../engine/intents.ts';
import type { Facility, GameConfig, GameState, PlayerIndex, SeatIndex, TrackCard, TurnoutOrientation } from '../engine/state.ts'; import type { Facility, GameConfig, GameState, PlayerIndex, SeatIndex, TrackCard, TurnoutOrientation } from '../engine/state.ts';
import { carsOn, playerAtSeat, railFacingOf, seatOf, turnOf } from '../engine/state.ts'; import { actingPlayer, carsOn, playerAtSeat, railFacingOf, seatOf, turnOf } from '../engine/state.ts';
import type { Hand, HouseRules, TrackGeometry } from '../engine/content.ts'; import type { Hand, HouseRules, TrackGeometry } from '../engine/content.ts';
import type { Port } from '../engine/track.ts'; import type { Port } from '../engine/track.ts';
import { connectionsFor, slopeOfPair, variantsFor } from '../engine/track.ts'; import { connectionsFor, slopeOfPair, variantsFor } from '../engine/track.ts';
@@ -354,7 +354,21 @@ export type Frame = {
* replay recorder, which sees the events; the live game keeps its own on the Game object. * replay recorder, which sees the events; the live game keeps its own on the Game object.
*/ */
cues?: string[]; cues?: string[];
/**
* WHO THE GAME IS WAITING ON — the phase's actor, or the owner of a pending interruption when
* there is one. It carried `clock.currentActor` alone until 2026-08-30, which is null during the
* Mainline Phase, so a game stopped dead on a Superintendent's clearance ruling reported "waiting
* on nobody — the Division is running itself" while it waited on a named person to click
* (reported by Jesse). The engine had the answer the whole time in `actingPlayer`.
*/
actor: number | null; actor: number | null;
/**
* WHAT that player is being asked, when the game is stopped on a question rather than a turn.
* Null whenever the phase is simply running. Naming the person is not enough on its own: three
* different interruptions can be waiting, and "waiting on Bob" with no more than that is a game
* that looks stuck to everyone except Bob.
*/
awaiting: { asks: string; train: string } | null;
superintendent: number; superintendent: number;
revenue: number; revenue: number;
/** /**
@@ -1043,7 +1057,24 @@ export function describeIntent(s: GameState, i: Intent): string {
return `${cardName(s, i.cardId)} on ${shortWhere} — ${where}${effect ? `; ${effect}` : ''}`; return `${cardName(s, i.cardId)} on ${shortWhere} — ${where}${effect ? `; ${effect}` : ''}`;
} }
case 'maneuver.redFlags': 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 // §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. // options through this list like any other, and the label is what the history says it chose.
case 'game.extend': case 'game.extend':
@@ -1055,9 +1086,12 @@ export function describeIntent(s: GameState, i: Intent): string {
case 'mainline.clearance': { case 'mainline.clearance': {
// The §8.1 ruling is the sharpest decision in the game and read "grant clearance" — no hint // 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. // 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 pending = s.clock.pendingDecision;
const who = pending ? trainName(s, pending.train) : 'the train'; const clearance = pending?.kind === 'clearance' ? pending : null;
const ahead = pending ? trainName(s, pending.occupiedBy) : 'the train ahead'; 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 // 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 // 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. // currently free. Saying otherwise invents a consequence the engine will never deliver.
@@ -1097,7 +1131,24 @@ export function describeIntent(s: GameState, i: Intent): string {
case 'redFlag.play': case 'redFlag.play':
return 'play your red flag'; return 'play your red flag';
case 'maneuver.redFlags': 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 // §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. // options through this list like any other, and the label is what the history says it chose.
case 'game.extend': case 'game.extend':
@@ -1305,7 +1356,19 @@ export function snapshot(
clock: clockTime(s.clock.stage), clock: clockTime(s.clock.stage),
phase: phaseLabel(s.clock.phase), phase: phaseLabel(s.clock.phase),
phaseKey: s.clock.phase, phaseKey: s.clock.phase,
actor: s.clock.currentActor, actor: actingPlayer(s),
/**
* The three interruptions §8.1 and Gitea#5/#19 can raise, said in the words the prompt itself
* uses. `decisionActor` above decides WHO; this is only what they are looking at.
*/
awaiting: (() => {
const d = s.clock.pendingDecision;
if (!d) return null;
const train = trainName(s, d.train);
if (d.kind === 'clearance') return { asks: 'a clearance ruling', train };
if (d.kind === 'yardOffice') return { asks: 'the Yard Office offer', train };
return { asks: 'a Red Flag', train };
})(),
superintendent: s.clock.superintendent, superintendent: s.clock.superintendent,
revenue: s.players[viewer]?.revenue ?? 0, revenue: s.players[viewer]?.revenue ?? 0,
lines, lines,
+76 -15
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@@ -30,6 +30,7 @@ import type { Intent } from '../engine/intents.ts';
import { legalActions } from '../engine/legal.ts'; import { legalActions } from '../engine/legal.ts';
import { createGame } from '../engine/setup.ts'; import { createGame } from '../engine/setup.ts';
import type { CardId, GameConfig, GameState, PlayerIndex } from '../engine/state.ts'; import type { CardId, GameConfig, GameState, PlayerIndex } from '../engine/state.ts';
import { actingPlayer } from '../engine/state.ts';
import { playerAtSeat } from '../engine/state.ts'; import { playerAtSeat } from '../engine/state.ts';
import { cuesFor, narrate } from '../sim/narrate.ts'; import { cuesFor, narrate } from '../sim/narrate.ts';
// Import from the view module, NOT replay.ts — replay.ts writes files and reads process.argv, // Import from the view module, NOT replay.ts — replay.ts writes files and reads process.argv,
@@ -133,10 +134,25 @@ export type NewGameOptions = {
/** The same config with the New Game dialog's answers in it. */ /** The same config with the New Game dialog's answers in it. */
export function configWith(opts: NewGameOptions): GameConfig { export function configWith(opts: NewGameOptions): GameConfig {
const days = opts.days ?? SOLO_CONFIG.days;
return { return {
...SOLO_CONFIG, ...SOLO_CONFIG,
days: opts.days ?? SOLO_CONFIG.days, days,
minCombinedRevenue: opts.minCombinedRevenue ?? SOLO_CONFIG.minCombinedRevenue, /**
* DERIVED FROM THE DAYS ACTUALLY IN PLAY, not from `SOLO_CONFIG`'s five-Day constant.
*
* It fell back to the constant until 2026-08-30, so `configWith({ days: 1 })` asked a one-Day
* game to clear **15** — a floor a five-Day game averages barely half of — and
* `configWith({ days: 10 })` asked for the same 15 a five-Day game does. The two fields silently
* disagreed, which is the one thing a "build me a config" helper must not let happen.
*
* Not a live fault when it was found: `createLocalSession` is the only caller, and the page
* always writes `minCombinedRevenue` itself (`solitaireDefaults` re-derives it from the preset).
* Found by a throwaway probe that passed only `days` — which is exactly how the next caller
* would use this. At the default day count the answer is unchanged, since `SOLO_CONFIG`'s own
* floor is this same formula at `DEFAULT_DAYS`.
*/
minCombinedRevenue: opts.minCombinedRevenue ?? collectiveRevenueFloor(1, days),
maxCollisionsPerDay: opts.maxCollisionsPerDay ?? SOLO_CONFIG.maxCollisionsPerDay, maxCollisionsPerDay: opts.maxCollisionsPerDay ?? SOLO_CONFIG.maxCollisionsPerDay,
maxCollisionsTotal: opts.maxCollisionsTotal ?? SOLO_CONFIG.maxCollisionsTotal, maxCollisionsTotal: opts.maxCollisionsTotal ?? SOLO_CONFIG.maxCollisionsTotal,
optionalRules: { ...SOLO_CONFIG.optionalRules, ...(opts.optionalRules ?? {}) }, optionalRules: { ...SOLO_CONFIG.optionalRules, ...(opts.optionalRules ?? {}) },
@@ -266,6 +282,7 @@ export type Game = {
/** How each intent kind is introduced in the action list, in the order they should appear. */ /** How each intent kind is introduced in the action list, in the order they should appear. */
const GROUP_ORDER: readonly { prefix: string; title: string }[] = [ const GROUP_ORDER: readonly { prefix: string; title: string }[] = [
{ prefix: 'mainline.clearance', title: 'Superintendent — rule on this train' }, { 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: 'localOps.choose', title: 'Local Operations — choose ONE' },
{ prefix: 'switch.', title: 'Switching' }, { prefix: 'switch.', title: 'Switching' },
// Specific before general: `startsWith` means a bare `draw.` would swallow all three, and the // Specific before general: `startsWith` means a bare `draw.` would swallow all three, and the
@@ -334,9 +351,9 @@ export function drain(game: Game): void {
/** Whose turn it is, or null if the game is over or waiting on nothing. */ /** Whose turn it is, or null if the game is over or waiting on nothing. */
export function currentActor(game: Game): PlayerIndex | null { export function currentActor(game: Game): PlayerIndex | null {
if (game.state.status !== 'active') return null; if (game.state.status !== 'active') return null;
return game.state.clock.pendingDecision !== null // `actingPlayer` (state.ts) knows which player each kind of interruption goes to — the
? game.state.clock.superintendent // Superintendent for a §8.1 clearance, the district's owner for a Yard Office offer.
: game.state.clock.currentActor; return actingPlayer(game.state);
} }
/** Every legal action right now, grouped for display. Empty when there is nothing to decide. */ /** Every legal action right now, grouped for display. Empty when there is nothing to decide. */
@@ -465,13 +482,26 @@ export function actionGroups(game: Game): { options: Intent[]; groups: ActionGro
*/ */
if (prefix === 'mainline.clearance') { if (prefix === 'mainline.clearance') {
const pending = game.state.clock.pendingDecision; const pending = game.state.clock.pendingDecision;
if (pending) { if (pending?.kind === 'clearance') {
headed = headed =
`Superintendent — may ${trainName(game.state, pending.train)} follow ` + `Superintendent — may ${trainName(game.state, pending.train)} follow ` +
`${trainName(game.state, pending.occupiedBy)} onto the same Mainline card?`; `${trainName(game.state, pending.occupiedBy)} onto the same Mainline card?`;
} }
} }
/**
* §11 (Gitea#5) — the Yard Office offer interrupts the Mainline Phase, so it arrives with no
* context around it: the player was not thinking about this train a moment ago.
*/
if (prefix === 'mainline.yardOffice') {
const pending = game.state.clock.pendingDecision;
if (pending?.kind === 'yardOffice') {
headed =
`${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. * A PENDING EXTRA IS ITS OWN QUESTION, and its own heading.
* *
@@ -1092,6 +1122,24 @@ export function view(game: Game, seat: PlayerIndex = 0): Frame {
return snapshot(game.state, [], null, null, null, false, seat); return snapshot(game.state, [], null, null, null, false, seat);
} }
/**
* Fold a narration's opening word into the middle of a sentence — "Chose to draw" after a name has
* to read "Player Bob chose to draw".
*
* ONLY A SENTENCE-CASED WORD, which is the whole point. It used to be a flat
* `text.charAt(0).toLowerCase()`, so every line opening with an all-caps keyword came out mangled:
* `EXTRA X18 started…` rendered as `Player Solitaire eXTRA X18 started…`, and the same happened to
* `TRAIN 1 MADE UP` and `COLLISION`. Those words are shouted deliberately.
*
* `^[A-Z][a-z]` is the test — a capital followed by a lower-case letter is an ordinary word that was
* capitalised because it began a sentence, and nothing else is. It leaves all-caps keywords alone,
* and it also leaves alone a word whose second character is a digit or a hyphen (`X22 Pee-Dee`),
* which a naive "is it uppercase?" check would get wrong because `'2'.toUpperCase() === '2'`.
*/
function uncapitalise(text: string): string {
return /^[A-Z][a-z]/.test(text) ? text.charAt(0).toLowerCase() + text.slice(1) : text;
}
function record(game: Game, events: GameEvent[], actor: PlayerIndex | null = null): void { function record(game: Game, events: GameEvent[], actor: PlayerIndex | null = null): void {
const who = actor === null ? null : (game.state.players[actor]?.name ?? null); const who = actor === null ? null : (game.state.players[actor]?.name ?? null);
for (const e of events) { for (const e of events) {
@@ -1104,7 +1152,7 @@ function record(game: Game, events: GameEvent[], actor: PlayerIndex | null = nul
// "Chose to DRAW a card" does not say WHO, which is unreadable the moment there is more than // "Chose to DRAW a card" does not say WHO, which is unreadable the moment there is more than
// one seat. Only events the player caused are attributed; the Division running itself is not. // one seat. Only events the player caused are attributed; the Division running itself is not.
const mine = who !== null && 'player' in e; const mine = who !== null && 'player' in e;
const text = mine ? `Player ${who} ${n.text.charAt(0).toLowerCase()}${n.text.slice(1)}` : n.text; const text = mine ? `Player ${who} ${uncapitalise(n.text)}` : n.text;
game.log.push({ text, tone: mine ? 'act' : n.tone }); game.log.push({ text, tone: mine ? 'act' : n.tone });
} }
@@ -1205,7 +1253,18 @@ export function fromSave(save: Save, config: GameConfig = SOLO_CONFIG): Game {
const result = applyIntent(game.state, actor, intent); const result = applyIntent(game.state, actor, intent);
if (!result.ok) break; if (!result.ok) break;
game.history.push(intent); game.history.push(intent);
record(game, result.events); /**
* `actor` IS PASSED HERE, so a replayed game narrates exactly as the live one did.
*
* It was omitted, and the omission was invisible in solitaire for a reason worth keeping: the
* only test that compares logs ("leaves nothing in the log describing a move that was taken
* back") compares one `fromSave`-built log against ANOTHER, so the missing attribution cancelled
* out on both sides. Live play attributes (`submit` passes `actor`) and so does multiplayer's
* replay (`fromMultiplayerSave`) — this was the one path of the three that did not, which meant
* a restored save, an undone game (undo rebuilds through here) and the replay viewer all
* described the same moves in different words from the game that produced them.
*/
record(game, result.events, actor);
drain(game); drain(game);
} }
return game; return game;
@@ -1219,16 +1278,18 @@ export function fromSave(save: Save, config: GameConfig = SOLO_CONFIG): Game {
* this function only ever reconstructs from history that is already known to have been recorded * this function only ever reconstructs from history that is already known to have been recorded
* under the currently-running rules. * under the currently-running rules.
* *
* UNLIKE `fromSave`'s loop, this passes `actor` to `record()` (matching `submit`'s own call, * LIKE `fromSave`'s loop, this passes `actor` to `record()` (matching `submit`'s own call,
* `game.ts` above) — found while testing Phase 3's resume path: without it, every replayed line loses * `game.ts` above) — found while testing Phase 3's resume path: without it, every replayed line loses
* its "Player X" attribution and reads as anonymous "Chose to..." narration, which `record`'s own * its "Player X" attribution and reads as anonymous "Chose to..." narration, which `record`'s own
* comment calls "unreadable the moment there is more than one seat" — exactly the multiplayer case a * comment calls "unreadable the moment there is more than one seat" — exactly the multiplayer case a
* resumed game hits every time. `fromSave` has the same gap (it predates multiplayer and nothing ever * resumed game hits every time.
* compares its output against a LIVE-played log, so it has gone unnoticed — `undo`'s rebuilt game is *
* itself `fromSave`-built, so `test/web.test.ts`'s replay-fidelity test only ever compares one * `fromSave` HAD THE SAME GAP AND NO LONGER DOES (fixed 2026-08-30). It predated multiplayer, and
* unattributed replay against another). Flagged in `TODO.md` rather than fixed there in this pass — * nothing ever compared its output against a LIVE-played log: `undo`'s rebuilt game is itself
* out of scope for Phase 3 and used far more widely, so worth its own careful look rather than a * `fromSave`-built, so `test/web.test.ts`'s replay-fidelity test only ever compared one unattributed
* touch-in-passing. * replay against another and the gap cancelled out on both sides. The test that now pins it plays a
* game live, restores it from its own save, and asserts the two logs are identical — which is the
* comparison that had been missing rather than a new requirement.
*/ */
/** /**
* Why the intent a replay stopped at is reported rather than swallowed. * Why the intent a replay stopped at is reported rather than swallowed.
+5 -5
View File
@@ -79,13 +79,13 @@ footer{margin-top:26px;color:var(--dim);font-size:11px;display:flex;gap:18px;fle
<span class="go" id="door-multiplayer-go">Set up a game &rarr;</span> <span class="go" id="door-multiplayer-go">Set up a game &rarr;</span>
</a> </a>
<a class="door" href="./play.html"> <a class="door" href="./play.html?solitaire">
<h2>Play solitaire</h2> <h2>Play solitaire</h2>
<p>Play by yourself and run the entire division for five full days. Your goal is 20 Revenue. <p>Play by yourself and run the entire division for five full days. Clear the Revenue floor of
Your game data is saved in your browser &mdash; if you close the tab and reopen this site 15 by the end or the game is a loss. Your game data is saved in your browser &mdash; if you close the tab and reopen this site
without clearing your cache, your game is preserved and you can continue automatically. 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> During the game you can also explicitly save your progress for later replay.</p>
<span class="go">Start a game &rarr;</span> <span class="go">Set up a game &rarr;</span>
</a> </a>
<a class="door" href="./replays.html"> <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> <footer>
<span>build <span id="build">__BUILD__</span></span> <span>build <span id="build">__BUILD__</span></span>
<span>solitaire runs entirely in your browser &mdash; no server code required</span> <span>Multiplayer runs on StartOS server. Solitaire runs entirely in your browser.</span>
</footer> </footer>
</main> </main>
+17 -24
View File
@@ -256,25 +256,21 @@ export function runLobby(handlers: LobbyHandlers, resume?: { token: string; game
else if (type === 'custom') type = base; else if (type === 'custom') type = base;
for (const r of typeRadios()) r.checked = r.value === type; for (const r of typeRadios()) r.checked = r.value === type;
const scoring = preset(base).scoring; /**
const note = $('lb-type-note'); * NO SENTENCE UNDER THE RADIOS since 2026-08-30 — it restated the type just chosen to the person
if (type === 'custom') { * who had just chosen it, and the row is already labelled and already carries its own
note.textContent = * description (Jesse: "There's no need to repeat it below"). `form.mark` still puts a hint on
`${gameTypeLabel('custom', scoring)} · ${differing.length} ` + * each row that actually differs, which is where a Custom game's differences can be acted on.
`${differing.length === 1 ? 'setting differs' : 'settings differ'} from ${preset(base).label}.`; */
note.className = 'ng-note changed-note';
// A Custom game is nobody's default: open the block that says how it differs. // A Custom game is nobody's default: open the block that says how it differs.
$<HTMLDetailsElement>('lb-settings').open = true; if (type === 'custom') $<HTMLDetailsElement>('lb-settings').open = true;
} else {
note.textContent = preset(type as PresetName).blurb;
note.className = 'ng-note';
}
} }
for (const r of typeRadios()) { for (const r of typeRadios()) {
// Solitaire is on this screen so the two screens read as one list, but there is nothing here to // Solitaire is on this screen so the two screens read as one list, but there is nothing here to
// deal it with — the New Game dialog is where a solitaire game comes from. // deal it with. Dimmed and left to speak for itself: the heading says "Game type
if (r.value === 'solitaire') markUnavailable(r, 'dealt with the New game button, not here'); // (multi-player)", which is the explanation (Jesse, 2026-08-30).
if (r.value === 'solitaire') markUnavailable(r);
r.onchange = () => { r.onchange = () => {
if (!r.checked) return; if (!r.checked) return;
if (r.value === 'custom') { if (r.value === 'custom') {
@@ -615,18 +611,15 @@ export function prefillCode(code: string): void {
* *
* Reported by Jesse 2026-08-23: "solitaire is disabled, but really hard to tell." A bare `disabled` * Reported by Jesse 2026-08-23: "solitaire is disabled, but really hard to tell." A bare `disabled`
* on a radio leaves the whole row at full strength — the dot simply refuses the click, which reads * on a radio leaves the whole row at full strength — the dot simply refuses the click, which reads
* as a broken control rather than an unavailable one. Dims the row and says why, once. * as a broken control rather than an unavailable one.
*
* The dimming is the whole signal now. It used to append a reason to the row as well, and dropped
* that in 2026-08-30 along with the same text on the solitaire screen: one heading naming which
* game the screen deals says it once, where three dimmed rows each said it again.
*/ */
function markUnavailable(radio: HTMLInputElement, why: string): void { function markUnavailable(radio: HTMLInputElement): void {
radio.disabled = true; radio.disabled = true;
const row = radio.closest('label'); radio.closest('label')?.classList.add('disabled');
if (!row) return;
row.classList.add('disabled');
if (row.querySelector('.lb-why')) return;
const note = document.createElement('span');
note.className = 'lb-why';
note.textContent = ` — ${why}`;
row.querySelector('span')?.appendChild(note);
} }
function escapeHtml(s: string): string { function escapeHtml(s: string): string {
+479 -172
View File
@@ -36,7 +36,8 @@ import {
settingsOf, settingsOf,
} from './presets.ts'; } from './presets.ts';
import type { GameType, PresetName } from './presets.ts'; import type { GameType, PresetName } from './presets.ts';
import { settingsForm } from './settings-form.ts'; import { rulesListHtml, settingsForm } from './settings-form.ts';
import type { SettingsForm } from './settings-form.ts';
const SAVE_KEY = 'station-master.save.v1'; const SAVE_KEY = 'station-master.save.v1';
const SETTINGS_KEY = 'station-master.settings.v1'; const SETTINGS_KEY = 'station-master.settings.v1';
@@ -61,9 +62,14 @@ type Settings = {
districtMode: 'auto' | 'open' | 'closed'; districtMode: 'auto' | 'open' | 'closed';
soundOn: boolean; soundOn: boolean;
zoom: number; zoom: number;
/**
* Is the This Game card open? (TODO #28.) Folded by default: it answers "what did we set that
* to?", which Jesse's own framing says is "not something they're likely to need all the time".
*/
gameCardOpen: boolean;
}; };
const DEFAULT_SETTINGS: Settings = { districtMode: 'auto', soundOn: false, zoom: 1 }; const DEFAULT_SETTINGS: Settings = { districtMode: 'auto', soundOn: false, zoom: 1, gameCardOpen: false };
function loadSettings(): Settings { function loadSettings(): Settings {
try { try {
@@ -79,6 +85,8 @@ function loadSettings(): Settings {
typeof parsed.zoom === 'number' && (ZOOM_LEVELS as readonly number[]).includes(parsed.zoom) typeof parsed.zoom === 'number' && (ZOOM_LEVELS as readonly number[]).includes(parsed.zoom)
? parsed.zoom ? parsed.zoom
: DEFAULT_SETTINGS.zoom, : DEFAULT_SETTINGS.zoom,
gameCardOpen:
typeof parsed.gameCardOpen === 'boolean' ? parsed.gameCardOpen : DEFAULT_SETTINGS.gameCardOpen,
}; };
} catch { } catch {
// A full or disabled localStorage must not take the game down with it — same guard as the save. // A full or disabled localStorage must not take the game down with it — same guard as the save.
@@ -140,6 +148,7 @@ let pendingAt: string | null = null;
* save, for exactly that reason. * save, for exactly that reason.
*/ */
let districtMode: 'auto' | 'open' | 'closed' = settings.districtMode; let districtMode: 'auto' | 'open' | 'closed' = settings.districtMode;
let gameCardOpen = settings.gameCardOpen;
/** /**
* Sound, OFF by default until a player asks for it once — then remembered via `settings`. * Sound, OFF by default until a player asks for it once — then remembered via `settings`.
* *
@@ -256,17 +265,88 @@ function renderTurnChart(f: Frame): void {
* tooltip. Written down at all because a playtest note is worthless without it: "scored 4" means one * tooltip. Written down at all because a playtest note is worthless without it: "scored 4" means one
* thing at 1 Revenue per transit and another at 5. * thing at 1 Revenue per transit and another at 5.
*/ */
function renderHouseRules(rules: HouseRules): void { function gameCardSummary(f: Frame): string {
const { passengerPerCoach: pax, freightPerLoad: frt, trainPerTransit: trn } = rules.revenue; const { passengerPerCoach: pax, freightPerLoad: frt, trainPerTransit: trn } = f.houseRules.revenue;
const short = { threeRandom: '3 cards', sixRandom: '6 cards', threeTrackThreeOther: '3+3 cards' }; const short = { threeRandom: '3 cards', sixRandom: '6 cards', threeTrackThreeOther: '3+3 cards' };
const el = $('houserules'); const config = configFromFrame(f);
el.textContent = `· ${short[rules.startingHand]} · ${pax}/${frt}/${trn}`; const type = gameTypeLabel(presetOf(config, f.players.length, f.days), f.mode);
const handWords = STARTING_HAND_LABELS.find((o) => o.value === rules.startingHand)?.label ?? ''; const floor = f.minCombinedRevenue === 0 ? 'no floor' : `floor ${f.minCombinedRevenue}`;
return `${type} · ${f.days} Days · ${floor} · ${short[f.houseRules.startingHand]} · ${pax}/${frt}/${trn}`;
}
/**
* THIS GAME — every setting it was dealt under, in a card rather than along the top line (TODO #28).
*
* Jesse, 2026-08-23: "the game-specific information in the very top line should probably be a card
* like Facilities, timetable or blocked. Off on the side, we can give complete information about all
* the game options and not take up valuable real estate at the top of the screen." And on when it is
* read: "To go, 'Oh wait, what did we set that to?' They should be able to look that up, but it does
* not need to be at the top every moment."
*
* NOTHING NEW TRAVELS FOR THIS. `configFromFrame` already turns the Frame's copy of the config back
* into a `GameConfig`, and `rulesListHtml` is the renderer the lobby's join preview and seating
* screen already draw — so what a player agreed to before the deal and what they can read mid-game
* come from ONE implementation and cannot drift. The identity block above it is the half
* `rulesListHtml` has no notion of: which seed or seat this is, and what the game is called.
*
* THE SEED IS SOLITAIRE-ONLY, and that is a redaction rule rather than a layout one: it is never
* sent to a remote client at all, because it would leak every future shuffle and roll
* (`multiplayer.md` §7). `RemoteSession` has no `.seed()` to call. A seated player gets their seat
* instead, which is the thing they actually need to know.
*/
function renderGameCard(f: Frame): void {
const sec = $('gamecard');
sec.classList.toggle('folded', !gameCardOpen);
$('gamecardsummary').textContent = gameCardSummary(f);
const btn = $('gamecardtoggle');
btn.textContent = gameCardOpen ? 'hide' : 'show';
btn.onclick = () => {
gameCardOpen = !gameCardOpen;
saveSettings({ gameCardOpen });
render();
};
if (!gameCardOpen) {
// Folded: the body is display:none anyway, and rebuilding it every frame is work nobody sees.
$('gamecardbody').innerHTML = '';
return;
}
const config = configFromFrame(f);
const players = f.players.length;
const type = presetOf(config, players, f.days);
const who = isLocal(session)
? `<dt>Seed</dt><dd>${esc(String(session.seed()))}</dd>`
: `<dt>Seat</dt><dd>${esc(String(seatLabel(session.seat())))}</dd>`;
const code = gameCode === '' ? '' : `<dt>Game code</dt><dd>${esc(gameCode)}</dd>`;
$('gamecardbody').innerHTML =
`<dl>${who}${code}<dt>Type</dt><dd>${esc(gameTypeLabel(type, f.mode))}</dd></dl>` +
rulesListHtml(config, players, f.days);
}
/**
* THE COLLISION COUNTS, WHICH ARE A LIVE SCORE (TODO #28, Jesse's call 2026-08-30).
*
* They stay on the top line while the limits themselves move into the card, because the two are
* different kinds of thing: `maxCollisionsPerDay` is a setting you agreed to once, and "2 of 3
* today" is a number that changes how you play the next Stage. The Frame has carried both counts
* since v0.7.0 and nothing drew them, so the one victory condition that ends a game EARLY ran
* invisibly — v0.7.9 made it reachable in solitaire too, which is what made this worth having.
*
* `0` means the limit is off (the engine's convention), and a half that is off is left out rather
* than shown as "1 of 0". With both off the chip is empty, and an empty span collapses.
*/
function renderCollisions(f: Frame): void {
const parts: string[] = [];
if (f.maxCollisionsPerDay > 0) parts.push(`${f.collisionsToday} of ${f.maxCollisionsPerDay} today`);
if (f.maxCollisionsTotal > 0) parts.push(`${f.collisionsTotal} of ${f.maxCollisionsTotal} total`);
const el = $('collisions');
el.textContent = parts.length === 0 ? '' : `collisions ${parts.join(' · ')}`;
el.title = el.title =
`Opening hand: ${handWords.toLowerCase()}.\n` + parts.length === 0
`Passenger revenue per coach: ${pax} (paid on boarding and again on detraining).\n` + ? ''
`Freight revenue per load: ${frt} (paid on loading and again on unloading).\n` + : 'Reaching either limit ends the game immediately and results in a loss. Both limits are in ' +
`Train revenue per transit: ${trn} (paid to every player when a train leaves the Division).`; 'the This Game card; these are the running counts.';
} }
/** /**
@@ -505,7 +585,7 @@ const lobbyHandlers = {
const record = readStore().games[gameId]; const record = readStore().games[gameId];
if (!record) return; if (!record) return;
if (record.stage === 'game' && record.seat !== undefined) { if (record.stage === 'game' && record.seat !== undefined) {
beginRemote({ ...record, seat: record.seat }); beginRemote({ ...record, seat: record.seat }, true);
return; return;
} }
// Still seated in a lobby that had not started: the stream puts us back on the seating screen, // Still seated in a lobby that had not started: the stream puts us back on the seating screen,
@@ -532,6 +612,8 @@ const HANDOFF_STALL_MS = 8000;
let handoffOpenedAt = 0; let handoffOpenedAt = 0;
let handoffStall: number | null = null; let handoffStall: number | null = null;
let firstFrameSeen = false; let firstFrameSeen = false;
/** Set when this page entered a game it was already seated in, so the first frame says so. */
let rejoiningRemote = false;
function setText(id: string, text: string): void { function setText(id: string, text: string): void {
const el = document.getElementById(id); const el = document.getElementById(id);
@@ -611,7 +693,7 @@ function noteDayEnd(f: Frame): void {
* nothing saying this was the game just set up. `#phasenote` cannot help: it announces a CHANGE of * nothing saying this was the game just set up. `#phasenote` cannot help: it announces a CHANGE of
* phase, and there is no previous phase to have changed from. * phase, and there is no previous phase to have changed from.
*/ */
function noteFirstFrame(f: Frame): void { function noteFirstFrame(f: Frame, rejoining = false): void {
if (firstFrameSeen || isLocal(session)) return; if (firstFrameSeen || isLocal(session)) return;
firstFrameSeen = true; firstFrameSeen = true;
const held = Date.now() - handoffOpenedAt; const held = Date.now() - handoffOpenedAt;
@@ -620,20 +702,43 @@ function noteFirstFrame(f: Frame): void {
window.setTimeout( window.setTimeout(
() => { () => {
closeHandoff(); closeHandoff();
/**
* "BEGUN" IS ONLY TRUE ONCE. `firstFrameSeen` is per page-load, so re-entering a game this
* browser already holds a seat in — a reload mid-game, or picking it out of the lobby's list
* — announced that the game had begun, to a player who had been playing it for an hour.
* Reported for the solitaire side by Jesse, 2026-08-30; the same line was wrong here.
*/
flashAnnounce( flashAnnounce(
`The game has begun — ${type} · ${f.players.length} players · Day ${f.day}, Stage ${f.stage}`, `The game has ${rejoining ? 'resumed' : 'begun'} — ${type} · ${f.players.length} players · ` +
`Day ${f.day}, Stage ${f.stage}`,
); );
}, },
Math.max(0, HANDOFF_BEAT_MS - held), Math.max(0, HANDOFF_BEAT_MS - held),
); );
} }
/** Toggles the two mutually-exclusive top-level screens `play.html` defines — `#lobby` (Phase 4) /**
* and `#gameui` (the board, whether local or remote). Both start `hidden` in the markup so neither * COMING BACK TO A GAME, said out loud — the solitaire counterpart to `noteFirstFrame`.
* ever flashes before `start()` decides which one this load actually needs. */ *
function showScreen(which: 'lobby' | 'gameui'): void { * A restored game draws exactly like a dealt one: mid-Day, mid-phase, with a log already several
* turns deep. Nothing distinguished "this is the game you left" from "this is a game that has just
* started", and the multiplayer path had the opposite problem — it announced that the game had
* BEGUN to a player rejoining one (Jesse, 2026-08-30: "do not post a message that says 'The game
* has begun.' … it needs to say 'The game has resumed.'").
*/
function announceResumed(f: Frame): void {
flashAnnounce(`The game has resumed — Day ${f.day}, Stage ${f.stage}`);
}
/** Toggles the three mutually-exclusive top-level screens `play.html` defines — `#lobby` (Phase 4),
* `#gameui` (the board, whether local or remote), and `#solitairesetup` (asked before the first
* solitaire deal, the same way `#lobby` is asked before the first multiplayer one — Jesse,
* 2026-08-29). All three start `hidden` in the markup so none ever flashes before `start()` decides
* which one this load actually needs. */
function showScreen(which: 'lobby' | 'gameui' | 'solitairesetup'): void {
document.getElementById('lobby')!.hidden = which !== 'lobby'; document.getElementById('lobby')!.hidden = which !== 'lobby';
document.getElementById('gameui')!.hidden = which !== 'gameui'; document.getElementById('gameui')!.hidden = which !== 'gameui';
document.getElementById('solitairesetup')!.hidden = which !== 'solitairesetup';
} }
/** /**
@@ -642,7 +747,7 @@ function showScreen(which: 'lobby' | 'gameui'): void {
* earlier visit. Either way the token is what makes reconnection work (`lobby-and-sessions.md` §1), * earlier visit. Either way the token is what makes reconnection work (`lobby-and-sessions.md` §1),
* so it is always written back here before anything else happens. * so it is always written back here before anything else happens.
*/ */
function beginRemote(ready: LobbyReady): void { function beginRemote(ready: LobbyReady, rejoining = false): void {
saveRemote({ token: ready.token, gameId: ready.gameId, gameCode: ready.gameCode, seat: ready.seat, stage: 'game' }); saveRemote({ token: ready.token, gameId: ready.gameId, gameCode: ready.gameCode, seat: ready.seat, stage: 'game' });
gameCode = ready.gameCode; gameCode = ready.gameCode;
showScreen('gameui'); showScreen('gameui');
@@ -652,6 +757,7 @@ function beginRemote(ready: LobbyReady): void {
// banner (`#presence`), and it holds a beat so the game visibly begins. // banner (`#presence`), and it holds a beat so the game visibly begins.
openHandoff(); openHandoff();
session = createRemoteSession(ready.token, ready.seat, abandonRemote); session = createRemoteSession(ready.token, ready.seat, abandonRemote);
rejoiningRemote = rejoining;
applyCapabilities(); applyCapabilities();
// A LocalSession has data the instant it is constructed; a RemoteSession does not — its first // A LocalSession has data the instant it is constructed; a RemoteSession does not — its first
// real Frame only exists once the SSE connection's first push arrives, so the first render waits // real Frame only exists once the SSE connection's first push arrives, so the first render waits
@@ -714,12 +820,31 @@ function start(): void {
return; 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 // 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 // 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. // 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) { if (remembered && remembered.stage === 'game' && remembered.seat !== undefined) {
beginRemote({ ...remembered, seat: remembered.seat }); beginRemote({ ...remembered, seat: remembered.seat }, true);
return; return;
} }
/** /**
@@ -739,23 +864,54 @@ function start(): void {
return; 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'); 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. // 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 seed = requested !== null ? Number(requested) || 1 : Math.floor(Math.random() * 1e9);
const local = createLocalSession(seed, solitaireDefaults(gameOptionsFromUrl(params))); const local = createLocalSession(seed, solitaireDefaults(gameOptionsFromUrl(params)));
session = local; session = local;
const restored = Boolean(saved) && requested === null;
// A saved game carries its OWN rules and re-deals itself under them, whatever the URL says — see if (saved && restored) local.restore(saved);
// `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(); applyCapabilities();
// Every render goes through the session, so the page redraws whenever the game says it changed — // Every render goes through the session, so the page redraws whenever the game says it changed —
// which is what a remote session will use to push. Locally it fires on each accepted intent. // which is what a remote session will use to push. Locally it fires on each accepted intent.
session.subscribe(render); session.subscribe(render);
render(); render();
// Coming back to a game is not the same event as being dealt one, and the board looks identical
// either way — mid-Day, mid-phase, with a log already deep (Jesse, 2026-08-30).
if (restored) announceResumed(session.view());
} }
/** /**
@@ -853,21 +1009,32 @@ function renderPresence(f: Frame): void {
*/ */
function renderGameIdentity(f: Frame): void { function renderGameIdentity(f: Frame): void {
const codeEl = document.getElementById('gamecode'); const codeEl = document.getElementById('gamecode');
if (codeEl) codeEl.textContent = gameCode === '' ? '' : `game ${gameCode}`; if (!codeEl) return;
codeEl.textContent = gameCode === '' ? '' : `game ${gameCode}`;
const el = document.getElementById('gametype'); /**
if (!el) return; * THE CODE KEEPS ITS TOOLTIP, AND THE TOOLTIP KEEPS THE RULES. The game type and the house rules
* moved into the This Game card (TODO #28), but the code is the thing a player reads out to say
* WHICH game they are in — so it is worth being able to hover it and get the whole answer without
* opening the card.
*
* IN SOLITAIRE THERE IS NO CODE, so the span is empty and this tooltip is unreachable. That is not
* a hole: the card's summary line is always on screen whether the card is folded or not, and it
* opens with the type — "Solitaire · 5 Days · floor 15 · 3 cards · 4/2/1". A lone player has no
* game to name to anybody, and the one thing this tooltip adds over that line is the blurb.
*/
const config = configFromFrame(f); const config = configFromFrame(f);
const players = f.players.length; const players = f.players.length;
const type = presetOf(config, players, f.days); const type = presetOf(config, players, f.days);
const near = closestPreset(config, players, f.days); const near = closestPreset(config, players, f.days);
el.textContent = gameTypeLabel(type, f.mode); const blurb =
el.title =
type === 'custom' type === 'custom'
? `A custom game, scored as ${preset(near.name).scoring === 'coop' ? 'Co-op' : 'Competitive'}. ` + ? `A custom game, scored as ${preset(near.name).scoring === 'coop' ? 'Co-op' : 'Competitive'}. ` +
`${near.differing.length} ${near.differing.length === 1 ? 'setting differs' : 'settings differ'} ` + `${near.differing.length} ${near.differing.length === 1 ? 'setting differs' : 'settings differ'} ` +
`from ${preset(near.name).label}.\n\n${rulesSummary(f)}` `from ${preset(near.name).label}.`
: `${preset(type).blurb}\n\n${rulesSummary(f)}`; : preset(type).blurb;
codeEl.title =
`${gameTypeLabel(type, f.mode)}. ${blurb}\n\n${rulesSummary(f)}\n\n` +
'The full settings are in the This Game card, at the foot of the right-hand column.';
} }
/** The victory conditions in force, spelled out for the header's tooltip. */ /** The victory conditions in force, spelled out for the header's tooltip. */
@@ -884,7 +1051,7 @@ function rulesSummary(f: Frame): string {
function render(): void { function render(): void {
const f = session.view(); const f = session.view();
const menu = session.menu(); const menu = session.menu();
noteFirstFrame(f); noteFirstFrame(f, rejoiningRemote);
// Which squares the selected card or track piece may go on. Highlighting them is what turns the // Which squares the selected card or track piece may go on. Highlighting them is what turns the
// coordinate list into a board: you pick the thing, then click where it goes. // coordinate list into a board: you pick the thing, then click where it goes.
@@ -927,11 +1094,9 @@ function render(): void {
? `${f.revenue} · Day ${f.day} — ${f.extraDays} beyond the timetable` ? `${f.revenue} · Day ${f.day} — ${f.extraDays} beyond the timetable`
: `${f.revenue} of ${f.objective.target} · ${left}`; : `${f.revenue} of ${f.objective.target} · ${left}`;
obj.className = 'pace'; obj.className = 'pace';
// The seed is never sent to a remote client at all (it would leak every future shuffle and roll, renderCollisions(f);
// `multiplayer.md` §7) — `RemoteSession` has no `.seed()` because there is nothing to return.
$('seed').textContent = isLocal(session) ? String(session.seed()) : `Seat ${seatLabel(session.seat())}`;
renderGameIdentity(f); renderGameIdentity(f);
renderHouseRules(f.houseRules); renderGameCard(f);
// -- division // -- division
$('division').innerHTML = divisionSvg(f.division, { $('division').innerHTML = divisionSvg(f.division, {
@@ -1211,15 +1376,40 @@ function render(): void {
* WHERE THE GAME BEGAN. In a multiplayer game the bots move the instant the host presses Start, so * WHERE THE GAME BEGAN. In a multiplayer game the bots move the instant the host presses Start, so
* by the time the board paints the log already has several turns in it and nothing says which of * by the time the board paints the log already has several turns in it and nothing says which of
* them are yours to have missed. Only drawn while the whole log is on screen: past sixty lines the * them are yours to have missed. Only drawn while the whole log is on screen: past sixty lines the
* top of the panel is no longer the start of the game, and a marker claiming otherwise would lie. * end of the panel is no longer the start of the game, and a marker claiming otherwise would lie.
*/ */
const startMarker = const startMarker =
!isLocal(session) && allLines.length === shownLines.length !isLocal(session) && allLines.length === shownLines.length
? '<div class="line t-phase">— the game began —</div>' ? '<div class="line t-phase">— the game began —</div>'
: ''; : '';
/**
* NEWEST FIRST (TODO #23). Jesse, 2026-08-30: "it should be reversed so the top line is the most
* recent and the further down you go, the older the entry."
*
* The panel used to run oldest-first and scroll itself to the bottom, so the thing that had just
* happened was the one line you had to go and find. A glance at the top is now always the most
* recent thing, and `scrollTop = 0` keeps it there as lines arrive rather than chasing the end.
*
* THE PHASE HEADINGS NOW TRAIL THEIR LINES, and that is accepted rather than overlooked. A
* `t-phase` line reads forwards — it introduces what follows it — so reversing puts each one
* BELOW the events it announced. Jesse ruled on it directly: "stage changes will be beneath
* (prior to / older than) the following events. That is OK." Reading down the panel is reading
* backwards in time, and a heading sitting under its own lines is what backwards looks like.
* Grouping by phase and reversing the groups was the alternative, and it was declined as more
* machinery than the complaint needs.
*
* The start marker moves with the same logic: it is the OLDEST thing on screen, so it goes last.
*
* `replays.ts` keeps its own oldest-first log deliberately — it is paired with a frame stepper,
* where "what just happened" is the step you have this moment clicked, so newest-first would
* fight the stepping rather than help it.
*/
log.innerHTML = log.innerHTML =
startMarker + shownLines.map((l) => `<div class="line t-${l.tone}">${esc(l.text)}</div>`).join(''); shownLines
log.scrollTop = log.scrollHeight; .map((l) => `<div class="line t-${l.tone}">${esc(l.text)}</div>`)
.reverse()
.join('') + startMarker;
log.scrollTop = 0;
/** /**
* SAY WHEN THE PHASE TURNS OVER. * SAY WHEN THE PHASE TURNS OVER.
@@ -1331,22 +1521,36 @@ function renderDistrict(f: Frame): void {
`${f.cells.length} cards · ${f.facilities.length} facilities · ${cars} cars standing` + `${f.cells.length} cards · ${f.facilities.length} facilities · ${cars} cars standing` +
(crew > 0 ? ` · ${crew} crew on the board` : ''); (crew > 0 ? ` · ${crew} crew on the board` : '');
// Say what pressing it DOES, not what the panel is currently doing. "auto · folded" reads as a /**
// status line and was missed entirely; "always show" is an instruction. * THREE CONTROLS, ONE PER MODE (TODO #16) — not one control that cycles.
const btn = $('districttoggle'); *
btn.textContent = * The cycle was `auto -> (open ? 'closed' : 'open') -> auto`, where `open` is what auto is doing
districtMode === 'auto' * AT THAT MOMENT — `FOCUS_PHASES.has(f.phaseKey)`. So which pin a press reached depended on the
? (open ? 'auto-hide: on — click to keep open' : 'auto-hide: on — click to show') * phase: during Local Operations or Cargo it offered "always hidden", and in every other phase
: districtMode === 'open' * "always showing". Getting from one pin to the other meant clicking back to auto, waiting for
? 'always showing — click for auto-hide' * the phase to turn over, and clicking again — which is why it never read as a setting.
: 'always hidden — click for auto-hide'; *
btn.onclick = () => { * The labels still say what pressing DOES rather than what the panel is doing. That was a
// auto -> pin it to the opposite of what auto is doing -> back to auto. * deliberate earlier fix ("auto · folded" read as a status line and was missed entirely) and it
districtMode = districtMode === 'auto' ? (open ? 'closed' : 'open') : 'auto'; * survives the change; what the CYCLE could not do was be honest about the state it was in, which
* is now carried by `aria-pressed` and the lit button instead of by the label.
*/
/**
* Addressed by id, one lookup each, rather than by querying the container's children. Everything
* else on this page is reached with `$('...')`, and it is what makes the control testable at all:
* the page never writes this markup, so a child query finds nothing in a stubbed DOM and the
* whole control would ship green and unexercised.
*/
for (const mode of ['auto', 'open', 'closed'] as const) {
const b = $(`dm-${mode}`);
b.setAttribute('aria-pressed', String(mode === districtMode));
b.onclick = () => {
districtMode = mode;
saveSettings({ districtMode }); saveSettings({ districtMode });
render(); render();
}; };
} }
}
/** /**
* The square an action button acts on, as an attribute the board can be matched against. * The square an action button acts on, as an attribute the board can be matched against.
@@ -1504,6 +1708,33 @@ function showResults(f: Frame): void {
const body = document.getElementById('resultsbody'); const body = document.getElementById('resultsbody');
if (!dlg || !body) return; if (!dlg || !body) return;
body.innerHTML = resultsHtml(f); body.innerHTML = resultsHtml(f);
/**
* ASK THE EXTENSION QUESTION ON THE THING THAT IS ACTUALLY IN FRONT OF THE PLAYER.
*
* This dialog opens itself at every ending and it is MODAL, so `renderEnding`'s own "play one more
* Day" buttons — written into `#actions` — are behind it. The player read a results screen offering
* nothing but Close and concluded the game was over, which is exactly what it looked like (Jesse,
* 2026-08-30). Gitea#11 was verified over the HTTP API, where there is no dialog to be behind.
*
* The buttons in `#actions` stay, and are still correct: they are what remains after this is
* closed, and what a player who reopened the results with "see the full results" comes back to.
* Voting from either place submits the same intent.
*/
const yes = document.getElementById('rs-extend-yes') as HTMLButtonElement | null;
const no = document.getElementById('rs-extend-no') as HTMLButtonElement | null;
const asking = f.status === 'awaitingExtension' && f.extensionVotes[f.viewer] === null;
if (yes && no) {
yes.hidden = !asking;
no.hidden = !asking;
if (asking) {
// `method="dialog"` closes it on click; the vote rides along. Assigned every time rather than
// once, because `f` is a fresh Frame on each ending.
yes.onclick = () => void session.submit({ type: 'game.extend', player: f.viewer, agree: true });
no.onclick = () => void session.submit({ type: 'game.extend', player: f.viewer, agree: false });
}
}
// A redraw can arrive while it is open — `showModal` throws on an already-open dialog rather // A redraw can arrive while it is open — `showModal` throws on an already-open dialog rather
// than doing nothing (the same trap `noteDayEnd` documents). // than doing nothing (the same trap `noteDayEnd` documents).
if (!dlg.open) dlg.showModal(); if (!dlg.open) dlg.showModal();
@@ -1895,155 +2126,142 @@ 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 * PREFILLING IS DELIBERATELY LEFT TO THE CALLER. The dialog opens on the game CURRENTLY IN PLAY
* is how it ended up with "where an Extra may start" that the lobby did not have and none of the * (so redealing to compare keeps comparing); the setup screen opens on the plain Solitaire
* three optional rules that it did. Both screens now read `presets.ts` and drive their block * defaults, because there is no game yet to read. `setBase` plus a direct `form.write(...)` is the
* through `settings-form.ts`; only Solitaire can actually be DEALT here, so the three multiplayer * seam that lets each caller do its own version of "what do these fields show at first paint"
* types are shown disabled rather than hidden — what this screen offers and what the lobby offers * without this function having to guess which one it is wiring.
* should read as one list, not two.
*/ */
let ngBase: PresetName = 'solitaire'; type WiredGameType = {
let ngType: GameType = 'solitaire'; form: SettingsForm;
/** As in the lobby: the floor is derived from the length until the player sets one themselves. */ days(): number;
let ngFloorTyped = false; 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 => { function wireGameTypeBlock(prefix: string, root: ParentNode): WiredGameType {
const raw = Number(field<HTMLInputElement>('ng-days').value); 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; return Number.isFinite(raw) && raw >= 1 ? Math.round(raw) : 5;
}; };
const ngTypeRadios = (): HTMLInputElement[] => const typeRadios = (): HTMLInputElement[] =>
Array.from(dlg.querySelectorAll<HTMLInputElement>('input[name="ng-type"]')); Array.from(root.querySelectorAll<HTMLInputElement>(`input[name="${prefix}type"]`));
function ngRefresh(): void { function refresh(): void {
const differing = ngForm.mark(ngBase, 1, ngDays()); const differing = form.mark(base, 1, days());
if (differing.length > 0) ngType = 'custom'; if (differing.length > 0) type = 'custom';
else if (ngType === 'custom') ngType = ngBase; else if (type === 'custom') type = base;
for (const r of ngTypeRadios()) r.checked = r.value === ngType; for (const r of typeRadios()) r.checked = r.value === type;
const note = field<HTMLElement>('ng-type-note'); /**
note.textContent = * NO SENTENCE UNDER THE RADIOS. It restated the type just chosen — the row is already labelled
ngType === 'custom' * and already carries its own one-line description — so it was the choice read back to the
? `${gameTypeLabel('custom', preset(ngBase).scoring)} · ${differing.length} ` + * person who had just made it (Jesse, 2026-08-30: "It's obvious from what they selected above
`${differing.length === 1 ? 'setting differs' : 'settings differ'} from ${preset(ngBase).label}.` * what they're playing. There's no need to repeat it below.").
: preset(ngType as PresetName).blurb; *
* The Custom case said something the radios do NOT — how many settings differ, and from which
* type — and that is not lost: `form.mark` puts a hint on each row that actually differs, which
* is where a reader can act on it rather than a count they would then have to go and find.
*/
} }
function ngSelectPreset(name: PresetName): void { function selectPreset(name: PresetName): void {
ngBase = name; base = name;
ngType = name; type = name;
ngFloorTyped = false; floorTyped = false;
const values = presetSettings(name, 1, ngDays()); const values = presetSettings(name, 1, days());
ngForm.write(values, values); form.write(values, values);
ngRefresh(); refresh();
} }
for (const r of ngTypeRadios()) { function setBase(name: PresetName, t: GameType): void {
// Nothing here can deal a multiplayer game: a `LocalSession` runs the engine in this browser and base = name;
// a table needs a server. The lobby is the door, and the row says so rather than just refusing type = t;
// the click (Jesse, 2026-08-23 — a disabled radio that looks enabled reads as a broken one). floorTyped = false;
}
for (const r of typeRadios()) {
/**
* Nothing here can deal a multiplayer game: a `LocalSession` runs the engine in this browser and
* a table needs a server. Dimmed rather than hidden, so what this screen offers and what the
* lobby offers read as one list (Jesse, 2026-08-23 — a disabled radio that looks enabled reads
* as a broken one).
*
* NO REASON PRINTED BESIDE THEM since 2026-08-30. Each row used to gain "— use the Multiplayer
* button; a table needs a server", which is three unreachable types each explaining the same
* thing on a screen whose heading already says "Game type (solitaire)". Jesse: "grayed out with
* no additional explanation. The explanation above… is sufficient." The lobby dims Solitaire the
* same way and says nothing either, which is what lets one list serve both screens.
*/
if (r.value !== 'solitaire' && r.value !== 'custom') { if (r.value !== 'solitaire' && r.value !== 'custom') {
r.disabled = true; r.disabled = true;
const row = r.closest('label'); r.closest('label')?.classList.add('disabled');
if (row && !row.querySelector('.lb-why')) {
row.classList.add('disabled');
const note = document.createElement('span');
note.className = 'lb-why';
note.textContent = ' — use the Multiplayer button; a table needs a server';
row.querySelector('span')?.appendChild(note);
}
} }
r.onchange = () => { r.onchange = () => {
if (!r.checked) return; if (!r.checked) return;
if (r.value === 'custom') { if (r.value === 'custom') {
ngType = 'custom'; type = 'custom';
ngRefresh(); refresh();
return; return;
} }
ngSelectPreset(r.value as PresetName); selectPreset(r.value as PresetName);
}; };
} }
ngForm.onEdit((key) => { form.onEdit((key) => {
if (key === 'minCombinedRevenue') ngFloorTyped = true; if (key === 'minCombinedRevenue') floorTyped = true;
ngType = 'custom'; type = 'custom';
ngRefresh(); refresh();
}); });
// Days is a parameter, not a rule: it re-derives the floor and never makes a game Custom by itself. // 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 = () => { field<HTMLInputElement>('days').oninput = () => {
if (!ngFloorTyped) { if (!floorTyped) {
const values = ngForm.read(); const values = form.read();
const want = presetSettings(ngBase, 1, ngDays()); const want = presetSettings(base, 1, days());
ngForm.write({ ...values, minCombinedRevenue: want.minCombinedRevenue }, want); 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 // "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. // block still visible, so every screen that offers it reads the same.
ngForm.setEmployeeRotationAvailable(false); form.setEmployeeRotationAvailable(false);
return { form, days, refresh, selectPreset, setBase };
}
/** /**
* ASK FOR ALL OF IT, rather than documenting URL parameters in the title bar. * 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
* It asked for the seed alone, through `prompt()`. The opening hand and the three revenue rates * game, whichever screen produced it.
* were constants in the source, so trying a variation meant an edit and a rebuild — and balance is
* the open question this game has (`TODO.md`). A dialog is what lets a playtest be a playtest.
*
* The dialog OPENS ON THE RULES IN PLAY rather than on the defaults: dealing a second game to
* compare against the first is the common case, and re-entering settings each time is how a
* comparison silently stops comparing. Which TYPE that is comes out of the comparison — a game
* dealt at the Solitaire defaults reopens on Solitaire, and one that was tuned reopens on Custom
* with every changed field marked.
*/ */
newBtn.onclick = () => { function commitNewGame(wired: WiredGameType, seedFieldValue: string): void {
// The button itself is hidden for a session that cannot deal (`applyCapabilities`), but the const asked = seedFieldValue.trim();
// dialog's whole answer-reading/URL-navigating flow below assumes a LocalSession throughout, so // A seed the browser cannot parse is not a reason to refuse to deal — blank and unparseable both
// the guard is repeated — and `local` is captured as a `const` so the narrowing survives the // mean "surprise me", which is what leaving the box alone plainly asks for.
// closures below it (see `renderUndo`'s identical note on why `session` itself cannot be).
if (!isLocal(session)) return;
const local = session;
const f = local.view();
const day = f.day;
const started = f.status === 'active' && (day > 1 || f.stage > 1);
if (started && !confirm(`Forget this game (seed ${local.seed()}, Day ${day}) and deal a new one?`)) return;
field<HTMLInputElement>('ng-seed').value = '';
field<HTMLInputElement>('ng-days').value = String(f.days);
ngBase = 'solitaire';
ngType = 'solitaire';
ngFloorTyped = false;
// The rules actually in play, then the comparison decides what to call them.
ngForm.write(settingsOf(configFromFrame(f)), presetSettings('solitaire', 1, f.days));
ngForm.setEmployeeRotationAvailable(false);
ngRefresh();
dlg.showModal();
};
/**
* 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 seed = asked === '' || !Number.isFinite(Number(asked)) ? '' : String(Math.trunc(Number(asked)));
const settings = ngForm.read(); const settings = wired.form.read();
const rules = houseRules({ const rules = houseRules({
houseRules: { houseRules: {
startingHand: settings.startingHand, startingHand: settings.startingHand,
@@ -2057,7 +2275,7 @@ if (newBtn && dlg) {
}, },
}); });
const victory: NewGameOptions = { const victory: NewGameOptions = {
days: Math.max(1, ngDays()), days: Math.max(1, wired.days()),
minCombinedRevenue: settings.minCombinedRevenue, minCombinedRevenue: settings.minCombinedRevenue,
maxCollisionsPerDay: settings.maxCollisionsPerDay, maxCollisionsPerDay: settings.maxCollisionsPerDay,
maxCollisionsTotal: settings.maxCollisionsTotal, maxCollisionsTotal: settings.maxCollisionsTotal,
@@ -2077,7 +2295,96 @@ if (newBtn && dlg) {
// deal another at the same settings. Reload instead, and `start()` rolls a fresh seed. // deal another at the same settings. Reload instead, and `start()` rolls a fresh seed.
if (next === location.search) location.reload(); if (next === location.search) location.reload();
else location.search = next; else location.search = next;
}); }
/**
* THE IN-GAME "NEW GAME" BUTTON GOES TO THE SETUP SCREEN (Jesse, 2026-08-30 — "it should not go to
* a separate screen. We should reuse the Solitaire New Game Screen").
*
* `#newgamedlg` used to be a third copy of the same questions and the one that drifted: it carried
* multiplayer wording on a screen only a solitaire player ever sees. It is deleted; this navigates
* to the screen that already asks these questions properly.
*
* Nothing is lost on the way: `render()` calls `save()` every frame, so the game in progress is
* always on disk, and the setup screen offers "Continue saved game" to come back to it.
*/
const newBtn = document.getElementById('newgame');
if (newBtn) {
newBtn.onclick = () => {
showScreen('solitairesetup');
// IN PLACE, not a navigation: the live session stays in memory, so the fields can open on the
// rules actually being played and "Continue saved game" is just showing the board
// again rather than a reload and a replay.
runSolitaireSetup(new URLSearchParams(), true, session.view());
};
}
/**
* THE PRE-GAME SETUP SCREEN — asked before the FIRST solitaire deal, the same way `#lobby` is
* already asked before the first multiplayer one (Jesse, 2026-08-29: "let the user choose their
* options like the start of a multiplayer game"; "asking first is the only path").
*
* Only reached for a genuinely fresh visit — `start()` is what decides that; by the time this runs,
* there is no saved game and no URL already carrying a deal's answers. It opens on the plain
* Solitaire defaults, since there is no live game to compare against yet, and reuses the identical
* `wireGameTypeBlock`/`commitNewGame` pair the in-game dialog uses — the two are one design, not two.
*/
function runSolitaireSetup(params: URLSearchParams, hasSave = false, live: Frame | null = null): void {
const screen = document.getElementById('solitairesetup');
const dealBtn = document.getElementById('ss-deal');
if (!screen || !dealBtn) return;
const ss = wireGameTypeBlock('ss-', screen);
// A `?seed=` with no other rules params still means SOMETHING — a shared or bookmarked link
// naming a specific deal — so it is honoured as a prefill rather than discarded because this
// visit happened to be routed through the screen that now asks first.
const seedField = document.getElementById('ss-seed') as HTMLInputElement | null;
if (seedField) seedField.value = params.get('seed') ?? '';
/**
* WHAT THE FIELDS OPEN ON, and it is not the same question in both directions.
*
* Reached mid-game from "New game", this opens on the rules CURRENTLY IN PLAY — that is what the
* deleted dialog was good for, and losing it would make "change one dial and redeal to compare"
* impossible. Reached from the splash, there is no game to read, so it opens on the plain
* Solitaire defaults.
*/
if (live) {
const daysField = document.getElementById('ss-days') as HTMLInputElement | null;
if (daysField) daysField.value = String(live.days);
ss.setBase('solitaire', 'solitaire');
ss.form.write(settingsOf(configFromFrame(live)), presetSettings('solitaire', 1, live.days));
ss.refresh();
} else {
ss.selectPreset('solitaire');
}
/**
* THE WAY BACK TO A GAME IN PROGRESS, and the reason the door is allowed to outrank a save at all.
* Dealing from here calls `clearSave()`, so a player who reached this screen from the splash — by
* clicking "Play solitaire", which nobody reads as "throw away what I was playing" — needs their
* game one button away and needs to be told what Deal costs.
*
* Mid-game the game is still in memory, so going back is just showing it again. From the splash
* there is nothing loaded yet, so it is a navigation to the bare URL and `start()` restores the
* save — one place that turns a URL into a game, either way.
*/
const resumeBtn = document.getElementById('ss-resume');
const savedNote = document.getElementById('ss-saved-note');
const canResume = hasSave || live !== null;
if (resumeBtn) {
resumeBtn.hidden = !canResume;
resumeBtn.onclick = live
? () => {
showScreen('gameui');
render();
announceResumed(session.view());
}
: () => void (location.search = '');
}
if (savedNote) savedNote.hidden = !canResume;
dealBtn.onclick = () => commitNewGame(ss, seedField?.value ?? '');
} }
const zoomOutBtn = document.getElementById('zoomout') as HTMLButtonElement | null; const zoomOutBtn = document.getElementById('zoomout') as HTMLButtonElement | null;
+20 -1
View File
@@ -254,8 +254,13 @@ function collisionsHtml(f: Frame): string {
* game read the words `GAME OVER — revenueFloor`: an internal enum value, printed at the one moment * game read the words `GAME OVER — revenueFloor`: an internal enum value, printed at the one moment
* the game has the player's whole attention. Each reason gets a sentence that says what actually * the game has the player's whole attention. Each reason gets a sentence that says what actually
* happened, with this game's own numbers in it. * happened, with this game's own numbers in it.
*
* EXPORTED for the developer replay recorder (`sim/replay.ts`), which was still printing
* `loss — revenueFloor` into its own heading a release after this was written — the same defect the
* issue was filed about, surviving in the one place nobody had looked (`TODO.md` #34). One
* implementation, so the two cannot say the game ended for different reasons.
*/ */
function reasonSentence(f: Frame, o: NonNullable<Frame['outcome']>, day: number): string { export function reasonSentence(f: Frame, o: NonNullable<Frame['outcome']>, day: number): string {
const combined = f.players.reduce((n, p) => n + p.revenue, 0); const combined = f.players.reduce((n, p) => n + p.revenue, 0);
switch (o.reason) { switch (o.reason) {
case 'daysElapsed': case 'daysElapsed':
@@ -347,7 +352,17 @@ function tallyHtml(t: Frame['tally']): string {
}; };
push('Loads made up', t.loadsCompleted); push('Loads made up', t.loadsCompleted);
push('Loads broken', t.unloadsCompleted); push('Loads broken', t.unloadsCompleted);
/**
* BOTH HALVES OF THE MEN | AT | WORK PIPELINE, not just the loading one.
*
* §9.1 makes loading and unloading the same shape — begun, then carried through — and the Tally
* has counted both since it was written. The screen reported only the loading side, so a player
* with three unloads part-finished at the final whistle was told nothing about them while the
* equivalent loads were listed. Found 2026-08-30 auditing which Frame fields nothing reads:
* `unloadsBegun` was one of four, and the only one whose absence was visible on screen.
*/
push('Loads still in the pipeline', t.loadsStarted - t.loadsCompleted); push('Loads still in the pipeline', t.loadsStarted - t.loadsCompleted);
push('Unloads still in the pipeline', t.unloadsBegun - t.unloadsCompleted);
push('Passengers boarded', t.passengersBoarded); push('Passengers boarded', t.passengersBoarded);
push('Passengers detrained', t.passengersDetrained); push('Passengers detrained', t.passengersDetrained);
push('Cars coupled', t.carsCoupled); push('Cars coupled', t.carsCoupled);
@@ -381,6 +396,10 @@ function tallyHtml(t: Frame['tally']): string {
} }
push('Cards drawn', t.cardsDrawn); push('Cards drawn', t.cardsDrawn);
push('Cards played', t.cardsPlayed); push('Cards played', t.cardsPlayed);
// Gitea#9 made throwing a Timetabled train away a legal and deliberate move, so a discard is a
// CHOICE the player made rather than an accident of the hand limit — and the engine has counted
// it all along while the screen listed only draws and plays beside it.
push('Cards discarded', t.cardsDiscarded);
return `<h4 class="res-h">The railroad</h4>${factTable(rows)}`; return `<h4 class="res-h">The railroad</h4>${factTable(rows)}`;
} }
+297 -204
View File
@@ -76,11 +76,24 @@ dialog input:focus{outline:none;border-color:#4d6fa8}
padding:5px 14px;cursor:pointer;font:inherit;font-size:13px} padding:5px 14px;cursor:pointer;font:inherit;font-size:13px}
.ng-buttons button:hover{border-color:#4d6fa8} .ng-buttons button:hover{border-color:#4d6fa8}
#ng-deal{background:#31527f;border-color:#4d6fa8} #ng-deal{background:#31527f;border-color:#4d6fa8}
/* The save warning is the one thing on this screen that describes something IRREVERSIBLE, and it
sat in `.ng-note` — the same dim 11px grey as the twenty explanatory notes above it, which is
where the eye has already learned there is nothing to act on. Sized and coloured to be read
(Jesse, 2026-08-30). Amber rather than red: losing a saved game is a real cost, not a danger, and
red here would outrank the actual rules of the game sitting above it. */
#ss-saved-note{font-size:15px;font-weight:500;line-height:1.55;color:#ffcf70;background:#332a15;
border:1px solid #b8912c;border-left:5px solid #e0a83c;border-radius:5px;padding:12px 14px;
margin:18px 0 0}
#ss-saved-note b{color:#ffe3a6}
/* Two live choices, so neither is the quiet one: `Create new game` keeps the primary blue it has when
it is the only button, and `Continue` is given the same weight rather than reading as a cancel. */
#ss-deal{background:#31527f;border-color:#4d6fa8}
#ss-resume{background:#2f5340;border-color:#4f8a68}
main{display:grid;grid-template-columns:minmax(0,1fr) 400px;gap:14px;padding:14px;align-items:start} main{display:grid;grid-template-columns:minmax(0,1fr) 400px;gap:14px;padding:14px;align-items:start}
@media(max-width:1100px){main{grid-template-columns:1fr}} @media(max-width:1100px){main{grid-template-columns:1fr}}
section{background:var(--panel);border:1px solid var(--line);border-radius:7px; section{background:var(--panel);border:1px solid var(--line);border-radius:7px;
padding:10px 12px;margin-bottom:12px} 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 /* 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. */ 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} .lb-two{display:grid;grid-template-columns:minmax(0,1fr) minmax(0,1.1fr);gap:22px;align-items:start}
@@ -95,9 +108,8 @@ section{background:var(--panel);border:1px solid var(--line);border-radius:7px;
lobby and nothing on it said so — a radio that silently refuses reads as a broken radio. */ lobby and nothing on it said so — a radio that silently refuses reads as a broken radio. */
.ng-radio.disabled{opacity:.45;cursor:not-allowed} .ng-radio.disabled{opacity:.45;cursor:not-allowed}
.ng-radio.disabled:hover{background:none} .ng-radio.disabled:hover{background:none}
.lb-why{color:#e0b060;font-size:11px} #lobby h2,#solitairesetup h2{margin-top:0}
#lobby h2{margin-top:0} #lobby h3,#solitairesetup h3{margin-bottom:2px}
#lobby h3{margin-bottom:2px}
.lb-seat{display:flex;align-items:center;gap:8px;padding:5px 0;border-bottom:1px solid var(--line)} .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:last-child{border-bottom:none}
.lb-seat .who{flex:1} .lb-seat .who{flex:1}
@@ -203,6 +215,17 @@ button.act{display:inline-block}
button.ghost{background:#222831;border:1px solid #4a5361;color:#c6ccd6;font-size:11px; button.ghost{background:#222831;border:1px solid #4a5361;color:#c6ccd6;font-size:11px;
padding:2px 9px;margin-left:10px;text-transform:none;letter-spacing:0;vertical-align:middle} padding:2px 9px;margin-left:10px;text-transform:none;letter-spacing:0;vertical-align:middle}
button.ghost:hover{border-color:#4d6fa8;color:var(--fg)} button.ghost:hover{border-color:#4d6fa8;color:var(--fg)}
/* A SEGMENTED CONTROL, BECAUSE A CYCLE COULD NOT REACH EVERY STATE (TODO #16).
One button that steps auto -> pinned -> auto can only ever offer the pin OPPOSITE to whatever
auto is doing at that moment, which depends on the phase — so "always hidden" was unreachable
from "always showing" without waiting for the right phase in between. Three controls, one per
mode, and the current one is lit. The buttons still say what they DO rather than what the panel
is doing, which was the earlier fix and is worth keeping. */
.seg{display:inline-flex;margin-left:10px;vertical-align:middle;border-radius:4px;overflow:hidden;
border:1px solid #4a5361}
.seg button.ghost{margin:0;border:0;border-radius:0;border-left:1px solid #4a5361}
.seg button.ghost:first-child{border-left:0}
.seg button.ghost[aria-pressed="true"]{background:#2f3a4a;color:var(--fg);font-weight:600}
#district.folded #grid{display:none} #district.folded #grid{display:none}
#district.folded .districtrule{display:none} #district.folded .districtrule{display:none}
/* Said once, quietly, beside the thing it governs — a rule a player needs on their first district /* Said once, quietly, beside the thing it governs — a rule a player needs on their first district
@@ -212,6 +235,16 @@ button.ghost:hover{border-color:#4d6fa8;color:var(--fg)}
.districtrule b{color:#cfd6e0} .districtrule b{color:#cfd6e0}
#district.folded #districtsummary{display:block;padding:2px 0 1px;font-size:12px} #district.folded #districtsummary{display:block;padding:2px 0 1px;font-size:12px}
#districtsummary{display:none} #districtsummary{display:none}
/* The This Game card folds the same way the district does, and for the same reason: a panel that
vanishes entirely reads as broken, so the summary line is what a folded card still says. */
#gamecard.folded #gamecardbody{display:none}
#gamecard #gamecardsummary{display:none}
#gamecard.folded #gamecardsummary{display:block;padding:2px 0 1px;font-size:12px}
#gamecardbody dl{display:grid;grid-template-columns:auto 1fr;gap:2px 10px;margin:4px 0 10px}
#gamecardbody dt{color:#8b94a3;font-size:11px}
#gamecardbody dd{margin:0;font-size:12px;color:#cfd6e0}
#gamecardbody dd.changed{color:#f0b64a}
#gamecardbody h4{margin:8px 0 0;font-size:11px;text-transform:uppercase;letter-spacing:.06em;color:#8b94a3}
/* An action you cannot take yet keeps its place but drops its light — the amber means "press me", /* An action you cannot take yet keeps its place but drops its light — the amber means "press me",
so a disabled button must not wear it. */ so a disabled button must not wear it. */
#actions button.blocked,#actions button:disabled{background:#232830;border:1px dashed #4a5361; #actions button.blocked,#actions button:disabled{background:#232830;border:1px dashed #4a5361;
@@ -307,9 +340,10 @@ ul.blocked li{padding:2px 0}
<!-- THE LOBBY (Phase 4) — shown instead of the game UI whenever there is no game yet to play: no <!-- THE LOBBY (Phase 4) — shown instead of the game UI whenever there is no game yet to play: no
stored session token, or a token whose game hasn't started. `lobby.ts` owns everything in here; stored session token, or a token whose game hasn't started. `lobby.ts` owns everything in here;
`main.ts` only decides whether THIS div or `#gameui` below is the one currently visible. `main.ts` only decides whether THIS div, `#solitairesetup` or `#gameui` is the one visible.
`#newgamedlg` at the very end of the body is solitaire-only, and asks the same questions through `#solitairesetup` asks the same questions of a solitaire player, through the same shared module
the same shared module (`settings-form.ts`) — the two blocks are generated from one template. --> (`settings-form.ts`) — the two blocks are generated from one template, and since 2026-08-30
they are the ONLY two: the in-game dialog that was a third copy is gone. -->
<div id="lobby" hidden> <div id="lobby" hidden>
<header><b><a href="./index.html" class="home">Station Master</a></b> — <span class="dim">Multiplayer</span></header> <header><b><a href="./index.html" class="home">Station Master</a></b> — <span class="dim">Multiplayer</span></header>
@@ -402,12 +436,13 @@ ul.blocked li{padding:2px 0}
can be shared, compared or replayed. Leave it blank for a random one.</p> can be shared, compared or replayed. Leave it blank for a random one.</p>
<!-- WITH THE TABLE SIZE IT IS ABOUT, not below the rules block — reported by Jesse, who found <!-- WITH THE TABLE SIZE IT IS ABOUT, not below the rules block — reported by Jesse, who found
it separated from the control it explains by fifteen settings. --> it separated from the control it explains by fifteen settings. -->
<p class="ng-note">Every chair has to be taken before the game can start — by a person or by a <p class="ng-note">Every chair must be filled before the game can start. For solitaire,
bot. Pick the size of the table now; it cannot change once the game is created.</p> there&rsquo;s only one player. For multiplayer, that must be filled by a person or a
bot. The number of players cannot be changed once the game is created.</p>
</div> </div>
<div class="lb-col"> <div class="lb-col">
<h3>Game type</h3> <h3>Game type (multi-player)</h3>
<div class="set-row" id="lb-type-row"> <div class="set-row" id="lb-type-row">
<label class="ng-radio"><input type="radio" name="lb-type" value="solitaire"> <label class="ng-radio"><input type="radio" name="lb-type" value="solitaire">
<span><b>Solitaire</b><br><span class="dim">One railroad, one player. The whole Division is yours to run.</span></span></label> <span><b>Solitaire</b><br><span class="dim">One railroad, one player. The whole Division is yours to run.</span></span></label>
@@ -421,7 +456,7 @@ ul.blocked li{padding:2px 0}
<span><b>Custom</b><br><span class="dim">Whatever you set below. Selected for you the moment you change a rule; it is scored as the type you started from.</span></span></label> <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> </div>
<p class="ng-note" id="lb-type-note"></p>
</div> </div>
<!-- FULL WIDTH WHEN IT OPENS. Reported by Jesse: opened inside the right-hand column it made a <!-- FULL WIDTH WHEN IT OPENS. Reported by Jesse: opened inside the right-hand column it made a
@@ -431,7 +466,7 @@ ul.blocked li{padding:2px 0}
<summary>Game settings</summary> <summary>Game settings</summary>
<p class="ng-note">Every rule the game type sets, and every one of them yours to change. <p class="ng-note">Every rule the game type sets, and every one of them yours to change.
Changing any of them selects <b>Custom</b>, which keeps the scoring of the type you Changing any of them selects <b>Custom</b>, which keeps the scoring of the type you
started from; clicking a type again resets all of them back to it. They are fixed when the started from; changing the game type resets all of them back to it. They are fixed when the
game is created and cannot be changed once it starts.</p> game is created and cannot be changed once it starts.</p>
<div class="set-groups"> <div class="set-groups">
@@ -505,13 +540,13 @@ ul.blocked li{padding:2px 0}
</div> </div>
<div class="set-row" id="lb-colday-row"> <div class="set-row" id="lb-colday-row">
<label class="ng-gate"><input type="checkbox" id="lb-colday-on" checked> <label class="ng-gate"><input type="checkbox" id="lb-colday-on" checked>
<span>The game ends and everyone loses if collisions in one Day reach</span> <span>The game ends immediately and results in a loss if collisions in one Day reach</span>
<input id="lb-colday" type="number" min="0" step="1" class="gate-num"></label> <input id="lb-colday" type="number" min="0" step="1" class="gate-num"></label>
<span class="set-hint" id="lb-colday-hint"></span> <span class="set-hint" id="lb-colday-hint"></span>
</div> </div>
<div class="set-row" id="lb-coltotal-row"> <div class="set-row" id="lb-coltotal-row">
<label class="ng-gate"><input type="checkbox" id="lb-coltotal-on" checked> <label class="ng-gate"><input type="checkbox" id="lb-coltotal-on" checked>
<span>The game ends and everyone loses after this many collisions in the whole game</span> <span>The game ends immediately and results in a loss after this many collisions in the whole game</span>
<input id="lb-coltotal" type="number" min="0" step="1" class="gate-num"></label> <input id="lb-coltotal" type="number" min="0" step="1" class="gate-num"></label>
<span class="set-hint" id="lb-coltotal-hint"></span> <span class="set-hint" id="lb-coltotal-hint"></span>
</div> </div>
@@ -522,7 +557,7 @@ ul.blocked li{padding:2px 0}
<div class="set-group"> <div class="set-group">
<h3>Optional rules</h3> <h3>Optional rules</h3>
<p class="ng-note">Off in every game type; each one changes how the game plays.</p> <p class="ng-note">Each one changes how the game plays.</p>
<div class="set-row" id="lb-visibility-row"> <div class="set-row" id="lb-visibility-row">
<label class="ng-num"><span>Reduced Visibility — five switching Moves instead of six in the <label class="ng-num"><span>Reduced Visibility — five switching Moves instead of six in the
night Stages (1&ndash;3 and 11&ndash;12)</span> night Stages (1&ndash;3 and 11&ndash;12)</span>
@@ -555,7 +590,7 @@ ul.blocked li{padding:2px 0}
</details> </details>
<div class="lb-span"> <div class="lb-span">
<button id="lb-create" type="button">Create game</button> <button id="lb-create" type="button">Create new game</button>
<p class="lb-error" id="lb-create-err" role="alert"></p> <p class="lb-error" id="lb-create-err" role="alert"></p>
</div> </div>
</div> </div>
@@ -592,6 +627,208 @@ ul.blocked li{padding:2px 0}
</section> </section>
</div> </div>
<!-- ===================================================================
SOLITAIRE SETUP — the same question multiplayer already asks first,
now asked here too (Jesse, 2026-08-29): a genuinely fresh visit deals
nothing until this screen's own Deal button is pressed. A saved game,
an explicit `?seed=`, or a URL already carrying a Deal's answers (any
of the shared block's fields — `hand` names the one always written)
all skip straight past this screen, exactly as `?lobby` already skips
past it into the lobby: those are not "no plan yet", they are a
choice already made, elsewhere.
THE SAME BLOCK THE DIALOG AND THE LOBBY USE, same shared module
(`settings-form.ts`), same order — three screens are one design now
instead of two. Only Solitaire can be dealt from here, so the other
four types are shown exactly as the in-game dialog shows them: present,
disabled, with a note pointing at the Multiplayer door instead.
==================================================================== -->
<div id="solitairesetup" hidden>
<header><b><a href="./index.html" class="home">Station Master</a></b> — <span class="dim">Solitaire</span></header>
<section>
<h2>New solitaire game</h2>
<p class="ng-note">One railroad, one player, five full days by default — everything below is
yours to change before you deal. Clearing the Revenue floor wins; falling short loses.</p>
<!-- THE SAME THREE PARAMETERS THE LOBBY ASKS, in the same order, with the same note under them
(Jesse, 2026-08-30: "everything beneath that should be the same"). The table size is here
rather than hidden because it is one of the three things that describe a game, and leaving
it out made this screen a different form that happened to share a rules block. It is LOCKED
at one: a `LocalSession` runs the engine in this browser and a table needs a server, which
is the same reason the four multiplayer game types are shown disabled below. -->
<div class="lb-params">
<label class="ng-num"><span>Seed</span>
<input id="ss-seed" type="text" inputmode="numeric" autocomplete="off" placeholder="blank for a random seed"></label>
<label class="ng-num"><span>Players at the table</span>
<select id="ss-players" disabled>
<option value="1" selected>1</option>
</select></label>
<label class="ng-num"><span>Days</span>
<input id="ss-days" type="number" min="1" max="20" step="1" value="5"></label>
</div>
<p class="ng-note">The same seed and the same settings always deal the same railroad, so a game
can be shared, compared or replayed. Leave it blank for a random one.</p>
<p class="ng-note">Every chair must be filled before the game can start. For solitaire,
there&rsquo;s only one player. For multiplayer, that must be filled by a person or a
bot. The number of players cannot be changed once the game is created.</p>
<h3>Game type (solitaire)</h3>
<div class="set-row" id="ss-type-row">
<label class="ng-radio"><input type="radio" name="ss-type" value="solitaire" checked>
<span><b>Solitaire</b><br><span class="dim">One railroad, one player. The whole Division is yours to run.</span></span></label>
<label class="ng-radio"><input type="radio" name="ss-type" value="coop">
<span><b>Co-op</b><br><span class="dim">Everyone&#8217;s Revenue is one table score. You win together or lose together.</span></span></label>
<label class="ng-radio"><input type="radio" name="ss-type" value="competitive">
<span><b>Competitive</b><br><span class="dim">Highest Revenue wins — unless the table misses its combined minimum, and then everyone loses.</span></span></label>
<label class="ng-radio"><input type="radio" name="ss-type" value="cutthroat">
<span><b>Cutthroat</b><br><span class="dim">Highest Revenue wins, and nothing is shared — the only way everyone loses is three collisions in one Day.</span></span></label>
<label class="ng-radio"><input type="radio" name="ss-type" value="custom">
<span><b>Custom</b><br><span class="dim">Whatever you set below. Selected for you the moment you change a rule; it is scored as the type you started from.</span></span></label>
</div>
<details id="ss-settings" open>
<summary>Game settings</summary>
<p class="ng-note">Every rule the game type sets, and every one of them yours to change.
Changing any of them selects <b>Custom</b>, which keeps the scoring of the type you
started from; changing the game type resets all of them back to it. They are fixed when the
game is created and cannot be changed once it starts.</p>
<div class="set-groups">
<div class="set-group">
<h3>Starting hand</h3>
<p class="ng-note">What each player is dealt before the first turn. The hand limit is three
either way — deal six and the first turn is spent choosing which of them to keep.</p>
<div class="set-row" id="ss-hand-row">
<label class="ng-radio"><input type="radio" name="ss-hand" value="threeRandom">
<span><b>Three random cards</b><br><span class="dim">The original rule. At the hand limit already, and no guarantee of track.</span></span></label>
<label class="ng-radio"><input type="radio" name="ss-hand" value="sixRandom" checked>
<span><b>Six random cards</b><br><span class="dim">Twice the choice, still no guaranteed track — the first turn is a discard.</span></span></label>
<label class="ng-radio"><input type="radio" name="ss-hand" value="threeTrackThreeOther">
<span><b>Three random track and three random non-track cards</b><br><span class="dim">Dealt from two piles, so the district you can build is dealt rather than waited for.</span></span></label>
<span class="set-hint" id="ss-hand-hint"></span>
</div>
</div>
<div class="set-group">
<h3>Where an Extra may start</h3>
<p class="ng-note">The player who plays an Extra Train card chooses where its Crew Tray goes,
and the place decides which way it runs — a Division Point sends it away from itself; in the
middle of the railroad the player picks east or west. The Division Points and the Interchange
belong to nobody and are always available. Starting one inside a district is the part that
favours a seat, so it is set here. An Office must be a Control Point whatever this says: a
Whistle Post never qualifies.</p>
<div class="set-row" id="ss-extra-row">
<label class="ng-radio"><input type="radio" name="ss-extra" value="divisionPointsOnly">
<span><b>Division Points and the Interchange only</b><br><span class="dim">The strictest reading. Every Extra begins on shared ground.</span></span></label>
<label class="ng-radio"><input type="radio" name="ss-extra" value="ownOffice">
<span><b>Also the playing player&#8217;s own Control Point</b><br><span class="dim">You may start one at home, but not in somebody else&#8217;s district.</span></span></label>
<label class="ng-radio"><input type="radio" name="ss-extra" value="anyOffice">
<span><b>Also any player&#8217;s Control Point</b><br><span class="dim">The most permissive — an Extra may be planted in another player&#8217;s district.</span></span></label>
<span class="set-hint" id="ss-extra-hint"></span>
</div>
</div>
<div class="set-group">
<h3>Revenue</h3>
<p class="ng-note">What each piece of work pays, 0 to 5. A coach pays when it is boarded and
again when it is detrained; a load pays when it is made up and again when it is broken. Zero
switches an economy off so the others can be read.</p>
<div class="set-row" id="ss-passenger-row">
<label class="ng-num"><span>Passenger revenue per coach</span>
<input id="ss-passenger" type="number" min="0" max="5" step="1" value="1"></label>
<span class="set-hint" id="ss-passenger-hint"></span>
</div>
<div class="set-row" id="ss-freight-row">
<label class="ng-num"><span>Freight revenue per load</span>
<input id="ss-freight" type="number" min="0" max="5" step="1" value="1"></label>
<span class="set-hint" id="ss-freight-hint"></span>
</div>
<div class="set-row" id="ss-transit-row">
<label class="ng-num"><span>Train revenue per transit</span>
<input id="ss-transit" type="number" min="0" max="5" step="1" value="0"></label>
<span class="set-hint" id="ss-transit-hint"></span>
</div>
<p class="ng-note">A transit pays every player, once, when a train runs off the end of the
Division — the one thing nobody has to work for.</p>
</div>
<div class="set-group">
<h3>Victory conditions</h3>
<p class="ng-note">The ways this game can end badly. Each one is switched on or off in its own
right; how long the game runs is set above, with the table size.</p>
<div class="set-row" id="ss-minrev-row">
<label class="ng-gate"><input type="checkbox" id="ss-minrev-on" checked>
<span>You lose if Revenue at the end is under</span>
<input id="ss-minrev" type="number" min="0" step="1" class="gate-num"></label>
<span class="set-hint" id="ss-minrev-hint"></span>
</div>
<div class="set-row" id="ss-colday-row">
<label class="ng-gate"><input type="checkbox" id="ss-colday-on" checked>
<span>The game ends immediately and results in a loss if collisions in one Day reach</span>
<input id="ss-colday" type="number" min="0" step="1" class="gate-num"></label>
<span class="set-hint" id="ss-colday-hint"></span>
</div>
<div class="set-row" id="ss-coltotal-row">
<label class="ng-gate"><input type="checkbox" id="ss-coltotal-on" checked>
<span>The game ends immediately and results in a loss after this many collisions in the whole game</span>
<input id="ss-coltotal" type="number" min="0" step="1" class="gate-num"></label>
<span class="set-hint" id="ss-coltotal-hint"></span>
</div>
<p class="ng-note">The opponent-directed cards — Derail, Watertower, Hobo Jungle and the
nineteen others, along with the seven that answer them — are not implemented yet, so no game
type deals them whatever else is set here.</p>
</div>
<div class="set-group">
<h3>Optional rules</h3>
<p class="ng-note">Each one changes how the game plays.</p>
<div class="set-row" id="ss-visibility-row">
<label class="ng-num"><span>Reduced Visibility — five switching Moves instead of six in the
night Stages (1&ndash;3 and 11&ndash;12)</span>
<input id="ss-visibility" type="checkbox"></label>
<span class="set-hint" id="ss-visibility-hint"></span>
</div>
<div class="set-row" id="ss-rotation-row">
<label class="ng-num"><span>Employee Rotation — not applicable for solitaire</span>
<input id="ss-rotation" type="checkbox" disabled></label>
<span class="set-hint" id="ss-rotation-hint"></span>
</div>
<div class="set-row" id="ss-toolbox-row">
<label class="ng-num"><span>Emergency Toolbox — start holding a Red Flag, so a hand of four;
play or discard down to three on the first turn</span>
<input id="ss-toolbox" type="checkbox"></label>
<span class="set-hint" id="ss-toolbox-hint"></span>
</div>
<div class="set-row" id="ss-tossloco-row">
<label class="ng-num"><span>A Timetabled train may be discarded — toss it face-up to a
Department slot. Turn this off and a train card can only ever be played onto the timetable.
An Extra is never discardable either way</span>
<input id="ss-tossloco" type="checkbox"></label>
<span class="set-hint" id="ss-tossloco-hint"></span>
</div>
</div>
</div>
</details>
<!-- Shown only when `station-master.save.v1` holds a game. Dealing from this screen CLEARS that
save (`commitNewGame` calls `clearSave`), so without a way back the door would be a way to
lose a game in progress — and the door is reached by clicking "Play solitaire", which nobody
reads as "discard what I was playing". -->
<p id="ss-saved-note" hidden><b>You have a solitaire game in progress.</b> Creating a new game
replaces it permanently &mdash; there is no undo. Choose <b>Continue saved game</b> to pick it
up where you left off.</p>
<menu class="ng-buttons">
<button id="ss-resume" type="button" hidden>Continue saved game</button>
<button id="ss-deal" type="button">Create new game</button>
</menu>
</section>
</div>
<div id="gameui" hidden> <div id="gameui" hidden>
<div class="topbar"> <div class="topbar">
<header> <header>
@@ -600,20 +837,23 @@ ul.blocked li{padding:2px 0}
<!-- The objective, and nothing else: score, target, Days left. The "behind the pace" chip and the <!-- The objective, and nothing else: score, target, Days left. The "behind the pace" chip and the
engine's guess at what your score ought to be were noise on the one line that must not wrap. --> engine's guess at what your score ought to be were noise on the one line that must not wrap. -->
<span id="objective" class="pace">—</span> <span id="objective" class="pace">—</span>
<span class="dim">seed <span id="seed">—</span></span> <!-- THE COLLISION COUNTS, WHICH ARE A LIVE SCORE AND NOT A SETTING (TODO #28). The Frame has
carried `collisionsToday` and `collisionsTotal` since v0.7.0 and nothing on the board drew
them, so the one victory condition that can end a game early was invisible while it ran.
Empty and collapsed when both limits are 0 — a game that cannot end this way should not be
counting towards it. The limits themselves live in the This Game card; this is progress. -->
<span class="dim" id="collisions" title=""></span>
<!-- THE GAME CODE SURVIVES THE LOBBY. It used to end at `Lobby.Start` — the code was never carried <!-- THE GAME CODE SURVIVES THE LOBBY. It used to end at `Lobby.Start` — the code was never carried
into `LobbyReady` — so a seated player could not say which game they were in, could not match into `LobbyReady` — so a seated player could not say which game they were in, could not match
it against the administrator's Games in Progress list, and could not pass it to a latecomer. it against the administrator's Games in Progress list, and could not pass it to a latecomer.
Empty (and collapsed) in solitaire, where there is no code. --> Empty (and collapsed) in solitaire, where there is no code. -->
<span class="dim" id="gamecode" title="The code this game was created under. The administrator's Games in Progress list uses it, and it is how you say which game you mean."></span> <span class="dim" id="gamecode" title="The code this game was created under. The administrator's Games in Progress list uses it, and it is how you say which game you mean."></span>
<!-- Co-op, Competitive, Cutthroat or Custom, derived from the config the Frame carries <!-- The seed, the seat, the game type and every house rule MOVED TO THE THIS GAME CARD, 2026-08-30
(`presets.ts`). A Cutthroat game used to look exactly like a Co-op one from the board. --> (TODO #28). Jesse: "we can give complete information about all the game options and not take
<span class="dim" id="gametype" title=""></span> up valuable real estate at the top of the screen… it is not something that they're likely to
<!-- WHICH RULES THIS GAME IS BEING PLAYED UNDER. The settings are chosen when the game is dealt need all the time." What stays here is what is glanced at every turn — Revenue, the objective,
and then never mentioned again, which makes a playtest note ("scored 4") unreadable a week the collision counts — plus the game code, which is identity rather than settings: it is how
later: at 0 revenue per transit that is a different game from the same seed at 5. Short enough you say WHICH game you are in, out loud, without opening anything. -->
to keep the header on one line; the tooltip spells it out. -->
<span class="dim" id="houserules" title="">—</span>
<button id="sound" title="Whistle at the end of each Stage, the crossing bell at the end of each Day, and the conductor when a train is built. Currently synthesised, not recorded.">🔇 muted</button> <button id="sound" title="Whistle at the end of each Stage, the crossing bell at the end of each Day, and the conductor when a train is built. Currently synthesised, not recorded.">🔇 muted</button>
<!-- BOARD ZOOM. Applies to the Division map and the Office Area grid alike — both already scroll <!-- BOARD ZOOM. Applies to the Division map and the Office Area grid alike — both already scroll
horizontally (`#division`, `#grid`) when they run wide, so this only ever needs to resize the horizontally (`#division`, `#grid`) when they run wide, so this only ever needs to resize the
@@ -623,7 +863,7 @@ ul.blocked li{padding:2px 0}
</span> </span>
<button id="undo" title="Take the last action back. The save is the seed plus the moves made, so this replays the game without the last one — as far back as you like.">Undo</button> <button id="undo" title="Take the last action back. The save is the seed plus the moves made, so this replays the game without the last one — as far back as you like.">Undo</button>
<button id="savefile" title="Download this game as a save file you can replay or share">Save replay</button> <button id="savefile" title="Download this game as a save file you can replay or share">Save replay</button>
<button id="newgame" title="Deal a fresh game. You choose the seed, the opening hand and what the three economies pay. Undo steps back one action at a time; this throws the whole game away, so download the replay first if you want to keep it.">New game</button> <button id="newgame" title="Set up a fresh game — the seed, the table, the opening hand and what the three economies pay. Opens the same screen a new solitaire game starts from, with your current rules filled in; your game in progress is kept until you press Deal, and Continue puts it straight back.">New game</button>
<button id="multiplayer" title="Create or join a Competitive or Co-op game on this server, with other players.">Multiplayer</button> <button id="multiplayer" title="Create or join a Competitive or Co-op game on this server, with other players.">Multiplayer</button>
<!-- LEAVING A RUNNING GAME. Reported by Jesse 2026-08-23: "if I'm a player in the middle of the <!-- LEAVING A RUNNING GAME. Reported by Jesse 2026-08-23: "if I'm a player in the middle of the
game and I need to leave, how do I leave the game, clear the token from my browser so I can game and I need to leave, how do I leave the game, clear the token from my browser so I can
@@ -657,7 +897,7 @@ ul.blocked li{padding:2px 0}
<section id="district"> <section id="district">
<h2>Your Office Area <h2>Your Office Area
<span class="dim" style="text-transform:none;letter-spacing:0">— hover any card for the full explanation</span> <span class="dim" style="text-transform:none;letter-spacing:0">— hover any card for the full explanation</span>
<button id="districttoggle" class="ghost" title="Auto-hide keeps the district open during Local Operations and Cargo — the phases that change it — and folds it otherwise. Click to pin it open or hidden instead.">auto-hide: on</button> <span id="districttoggle" class="seg" role="group" aria-label="When to show your Office Area"><button id="dm-auto" class="ghost" type="button" title="Open during Local Operations and Cargo — the phases that change the district — and folded otherwise.">Auto-hide</button><button id="dm-open" class="ghost" type="button" title="Keep the Office Area open in every phase.">Always show</button><button id="dm-closed" class="ghost" type="button" title="Keep the Office Area folded in every phase. The summary line stays, so it reads as folded rather than missing.">Always hide</button></span>
</h2> </h2>
<div id="districtsummary" class="dim"></div> <div id="districtsummary" class="dim"></div>
<!-- THE RULE THAT SHAPES EVERY DISTRICT, said once where the district is. <!-- THE RULE THAT SHAPES EVERY DISTRICT, said once where the district is.
@@ -701,190 +941,34 @@ ul.blocked li{padding:2px 0}
</section> </section>
<section><h2>Blocked — why nothing is moving</h2><ul class="blocked" id="blocked"></ul></section> <section><h2>Blocked — why nothing is moving</h2><ul class="blocked" id="blocked"></ul></section>
<section><h2>Facilities</h2><div id="facs"></div></section> <section><h2>Facilities</h2><div id="facs"></div></section>
<!-- THIS GAME — the settings it was dealt under, off the top line and out of the way (TODO #28).
Last in the column and folded by default because it is looked up, not watched: "Oh wait,
what did we set that to?" The body is `rulesListHtml`, the same renderer the join preview
and the seating screen draw, so what you agreed to in the lobby and what you can read
mid-game cannot drift apart. -->
<section id="gamecard" class="folded"><h2>This Game
<button id="gamecardtoggle" class="ghost" type="button" title="The seed, the seat, the game type and every rule this game was dealt under.">show</button>
</h2>
<div id="gamecardsummary" class="dim"></div>
<div id="gamecardbody"></div>
</section>
</div> </div>
</main> </main>
<!-- =================================================================== <!-- THE IN-GAME "NEW GAME" BUTTON GOES TO THE SOLITAIRE SETUP SCREEN — there is no second
NEW GAME — the seed, the opening hand, and what the three economies pay. dialog any more (Jesse, 2026-08-30: "it should not go to a separate screen. We should reuse the
Solitaire New Game Screen… in general we should reuse what we already have").
It was a `prompt()` asking for a seed. Two of the three things that decide what kind of game `#newgamedlg` was a third copy of the same questions, and the one that drifted: it kept the
you are about to play had no way in at all: the opening hand had been changed twice with no multiplayer wording ("Everyone loses if COMBINED Revenue…") on a screen only ever shown to a
way back to the earlier rule, and the revenue rates were constants in the source. Balance is solitaire player, and explained Employee Rotation in full beside a control it had disabled.
the open question in this game (`TODO.md`), and the way to settle it is to deal several games Deleting it removes the drift rather than re-wording it.
at different settings — which needs a dialog, not a rebuild.
Every control has a default that is the recommended answer, so DEAL with nothing touched is a Nothing is lost by navigating away mid-game: `render()` calls `save()` on every frame, so the
complete, sensible game. The settings ride in the URL alongside the seed, because a seed alone game in progress is always on disk, and the setup screen offers "Continue saved game"
no longer names a game: `?seed=430` with a different opening hand is a different railroad. to come straight back to it. -->
==================================================================== -->
</div><!-- /gameui --> </div><!-- /gameui -->
<dialog id="newgamedlg" aria-labelledby="ng-title">
<form method="dialog" id="newgameform">
<h2 class="big" id="ng-title">New game</h2>
<!-- THE SAME BLOCK THE LOBBY USES, same shared module, same order — the two screens are one
design. Only Solitaire can be dealt here; the multiplayer types are shown disabled rather
than hidden, so what this screen offers and what the lobby offers read as one list. -->
<div class="lb-params">
<label class="ng-num"><span>Seed</span>
<input id="ng-seed" type="text" inputmode="numeric" autocomplete="off" placeholder="blank for a random seed"></label>
<label class="ng-num"><span>Days</span>
<input id="ng-days" type="number" min="1" max="20" step="1" value="5"></label>
</div>
<p class="ng-note">The same seed and the same settings always deal the same railroad, so a game
can be shared, compared or replayed. Leave it blank for a random one.</p>
<h3>Game type</h3>
<div class="set-row" id="ng-type-row">
<label class="ng-radio"><input type="radio" name="ng-type" value="solitaire">
<span><b>Solitaire</b><br><span class="dim">One railroad, one player. The whole Division is yours to run.</span></span></label>
<label class="ng-radio"><input type="radio" name="ng-type" value="coop" checked>
<span><b>Co-op</b><br><span class="dim">Everyone&#8217;s Revenue is one table score. You win together or lose together.</span></span></label>
<label class="ng-radio"><input type="radio" name="ng-type" value="competitive">
<span><b>Competitive</b><br><span class="dim">Highest Revenue wins — unless the table misses its combined minimum, and then everyone loses.</span></span></label>
<label class="ng-radio"><input type="radio" name="ng-type" value="cutthroat">
<span><b>Cutthroat</b><br><span class="dim">Highest Revenue wins, and nothing is shared — the only way everyone loses is three collisions in one Day.</span></span></label>
<label class="ng-radio"><input type="radio" name="ng-type" value="custom">
<span><b>Custom</b><br><span class="dim">Whatever you set below. Selected for you the moment you change a rule; it is scored as the type you started from.</span></span></label>
</div>
<p class="ng-note" id="ng-type-note"></p>
<details id="ng-settings" open>
<summary>Game settings</summary>
<p class="ng-note">Every rule the game type sets, and every one of them yours to change.
Changing any of them selects <b>Custom</b>; clicking a type again resets all of them back
to it.</p>
<div class="set-groups">
<div class="set-group">
<h3>Starting hand</h3>
<p class="ng-note">What each player is dealt before the first turn. The hand limit is three
either way — deal six and the first turn is spent choosing which of them to keep.</p>
<div class="set-row" id="ng-hand-row">
<label class="ng-radio"><input type="radio" name="ng-hand" value="threeRandom">
<span><b>Three random cards</b><br><span class="dim">The original rule. At the hand limit already, and no guarantee of track.</span></span></label>
<label class="ng-radio"><input type="radio" name="ng-hand" value="sixRandom" checked>
<span><b>Six random cards</b><br><span class="dim">Twice the choice, still no guaranteed track — the first turn is a discard.</span></span></label>
<label class="ng-radio"><input type="radio" name="ng-hand" value="threeTrackThreeOther">
<span><b>Three random track and three random non-track cards</b><br><span class="dim">Dealt from two piles, so the district you can build is dealt rather than waited for.</span></span></label>
<span class="set-hint" id="ng-hand-hint"></span>
</div>
</div>
<div class="set-group">
<h3>Where an Extra may start</h3>
<p class="ng-note">The player who plays an Extra Train card chooses where its Crew Tray goes,
and the place decides which way it runs — a Division Point sends it away from itself; in the
middle of the railroad the player picks east or west. The Division Points and the Interchange
belong to nobody and are always available. Starting one inside a district is the part that
favours a seat, so it is set here. An Office must be a Control Point whatever this says: a
Whistle Post never qualifies.</p>
<div class="set-row" id="ng-extra-row">
<label class="ng-radio"><input type="radio" name="ng-extra" value="divisionPointsOnly">
<span><b>Division Points and the Interchange only</b><br><span class="dim">The strictest reading. Every Extra begins on shared ground.</span></span></label>
<label class="ng-radio"><input type="radio" name="ng-extra" value="ownOffice">
<span><b>Also the playing player&#8217;s own Control Point</b><br><span class="dim">You may start one at home, but not in somebody else&#8217;s district.</span></span></label>
<label class="ng-radio"><input type="radio" name="ng-extra" value="anyOffice">
<span><b>Also any player&#8217;s Control Point</b><br><span class="dim">The most permissive — an Extra may be planted in another player&#8217;s district.</span></span></label>
<span class="set-hint" id="ng-extra-hint"></span>
</div>
</div>
<div class="set-group">
<h3>Revenue</h3>
<p class="ng-note">What each piece of work pays, 0 to 5. A coach pays when it is boarded and
again when it is detrained; a load pays when it is made up and again when it is broken. Zero
switches an economy off so the others can be read.</p>
<div class="set-row" id="ng-passenger-row">
<label class="ng-num"><span>Passenger revenue per coach</span>
<input id="ng-passenger" type="number" min="0" max="5" step="1" value="1"></label>
<span class="set-hint" id="ng-passenger-hint"></span>
</div>
<div class="set-row" id="ng-freight-row">
<label class="ng-num"><span>Freight revenue per load</span>
<input id="ng-freight" type="number" min="0" max="5" step="1" value="1"></label>
<span class="set-hint" id="ng-freight-hint"></span>
</div>
<div class="set-row" id="ng-transit-row">
<label class="ng-num"><span>Train revenue per transit</span>
<input id="ng-transit" type="number" min="0" max="5" step="1" value="0"></label>
<span class="set-hint" id="ng-transit-hint"></span>
</div>
<p class="ng-note">A transit pays every player, once, when a train runs off the end of the
Division — the one thing nobody has to work for.</p>
</div>
<div class="set-group">
<h3>Victory conditions</h3>
<p class="ng-note">The ways this game can end badly. Each one is switched on or off in its own
right; how long the game runs is set above, with the table size.</p>
<div class="set-row" id="ng-minrev-row">
<label class="ng-gate"><input type="checkbox" id="ng-minrev-on" checked>
<span>Everyone loses if combined Revenue at the end is under</span>
<input id="ng-minrev" type="number" min="0" step="1" class="gate-num"></label>
<span class="set-hint" id="ng-minrev-hint"></span>
</div>
<div class="set-row" id="ng-colday-row">
<label class="ng-gate"><input type="checkbox" id="ng-colday-on" checked>
<span>The game ends and everyone loses if collisions in one Day reach</span>
<input id="ng-colday" type="number" min="0" step="1" class="gate-num"></label>
<span class="set-hint" id="ng-colday-hint"></span>
</div>
<div class="set-row" id="ng-coltotal-row">
<label class="ng-gate"><input type="checkbox" id="ng-coltotal-on" checked>
<span>The game ends and everyone loses after this many collisions in the whole game</span>
<input id="ng-coltotal" type="number" min="0" step="1" class="gate-num"></label>
<span class="set-hint" id="ng-coltotal-hint"></span>
</div>
<p class="ng-note">The opponent-directed cards — Derail, Watertower, Hobo Jungle and the
nineteen others, along with the seven that answer them — are not implemented yet, so no game
type deals them whatever else is set here.</p>
</div>
<div class="set-group">
<h3>Optional rules</h3>
<p class="ng-note">Off in every game type; each one changes how the game plays.</p>
<div class="set-row" id="ng-visibility-row">
<label class="ng-num"><span>Reduced Visibility — five switching Moves instead of six in the
night Stages (1&ndash;3 and 11&ndash;12)</span>
<input id="ng-visibility" type="checkbox"></label>
<span class="set-hint" id="ng-visibility-hint"></span>
</div>
<div class="set-row" id="ng-rotation-row">
<label class="ng-num"><span>Employee Rotation — at the end of each Day everyone moves one
chair left and takes over the next station up the line. Your Revenue and the Fedora go with
you; the district stays where it is</span>
<input id="ng-rotation" type="checkbox"></label>
<span class="set-hint" id="ng-rotation-hint"></span>
</div>
<div class="set-row" id="ng-toolbox-row">
<label class="ng-num"><span>Emergency Toolbox — everyone starts holding a Red Flag, so a hand
of four; play or discard down to three on the first turn</span>
<input id="ng-toolbox" type="checkbox"></label>
<span class="set-hint" id="ng-toolbox-hint"></span>
</div>
<div class="set-row" id="ng-tossloco-row">
<label class="ng-num"><span>A Timetabled train may be discarded — toss it face-up to a
Department slot, where a rival may pick it up. Turn this off and a train card can only ever
be played onto the timetable. An Extra is never discardable either way</span>
<input id="ng-tossloco" type="checkbox"></label>
<span class="set-hint" id="ng-tossloco-hint"></span>
</div>
</div>
</div>
</details>
<menu class="ng-buttons">
<span class="ng-note" id="ng-multiplayer-note" style="margin:0 auto 0 0">Use the <b>Multiplayer</b> button instead — it creates or joins a game on this server.</span>
<button value="cancel" id="ng-cancel" type="submit" formnovalidate>Cancel</button>
<button value="deal" id="ng-deal" type="submit">Deal</button>
</menu>
</form>
</dialog>
<!-- THE DAY ROLLING OVER (Gitea#10). A Day turns inside the automatic phases, so it happens <!-- THE DAY ROLLING OVER (Gitea#10). A Day turns inside the automatic phases, so it happens
between one click and the next; the phase banner and the announcement flash both fade before between one click and the next; the phase banner and the announcement flash both fade before
someone reading the board notices them. A modal stops and waits, which is the whole request: someone reading the board notices them. A modal stops and waits, which is the whole request:
@@ -901,10 +985,19 @@ ul.blocked li{padding:2px 0}
<!-- THE END-OF-GAME RESULTS (Gitea#16). Filled by `resultsHtml` and opened from `renderEnding`, <!-- THE END-OF-GAME RESULTS (Gitea#16). Filled by `resultsHtml` and opened from `renderEnding`,
which puts it up once per ending unasked and leaves a button to reopen it. Reopenable matters: which puts it up once per ending unasked and leaves a button to reopen it. Reopenable matters:
Gitea#11 lets a table play past the end, and continuing must not cost you the results screen. --> Gitea#11 lets a table play past the end, and continuing must not cost you the results screen. -->
<!-- THE EXTENSION QUESTION IS ASKED HERE, not only behind this dialog (Gitea#11 + #16).
This opens ITSELF at every ending, and it is modal — so `renderEnding`'s "play one more Day"
buttons, which it writes into `#actions`, sit underneath it. A player saw a results screen whose
only control was Close and reasonably concluded the game was over: reported by Jesse
2026-08-30, "Solitaire game ended. I did not have an option to extend the game by a day."
Gitea#11 was verified over the HTTP API, which renders no dialog, so the browser never was.
The two extension buttons are hidden unless the game is actually awaiting a vote. -->
<dialog id="resultsdlg" aria-labelledby="rs-title"> <dialog id="resultsdlg" aria-labelledby="rs-title">
<form method="dialog"> <form method="dialog">
<div id="resultsbody"></div> <div id="resultsbody"></div>
<menu class="ng-buttons"> <menu class="ng-buttons">
<button value="extend-yes" id="rs-extend-yes" type="submit" hidden>Play One More Day</button>
<button value="extend-no" id="rs-extend-no" type="submit" hidden>End the Game Here</button>
<button value="ok" id="rs-ok" type="submit">Close</button> <button value="ok" id="rs-ok" type="submit">Close</button>
</menu> </menu>
</form> </form>
+8 -2
View File
@@ -119,8 +119,14 @@ export const PRESETS: readonly Preset[] = [
revenueFloor: (players, days) => collectiveRevenueFloor(players, days), revenueFloor: (players, days) => collectiveRevenueFloor(players, days),
rules: { rules: {
startingHand: SIX, startingHand: SIX,
// Nobody else's district exists, so "any Control Point" and "your own" are the same rule. /**
extraStart: 'anyOffice', * Nobody else's district exists, so "any Control Point" and "your own" are the same rule —
* `apply.ts` only ever rejects `ownOffice` when `start.seat !== seatOf(s, player)`, which
* cannot happen at one seat. It said `anyOffice` until 2026-08-30, which was true and read
* wrong: a solitaire player has no "any player" to contrast themselves with, so the permissive
* label described a permission nobody was being granted. Jesse's call; no gameplay effect.
*/
extraStart: 'ownOffice',
passengerPerCoach: 1, passengerPerCoach: 1,
freightPerLoad: 1, freightPerLoad: 1,
trainPerTransit: 0, trainPerTransit: 0,
+2 -1
View File
@@ -26,6 +26,7 @@ import { createGame } from '../engine/setup.ts';
import { snapshot } from '../sim/view.ts'; import { snapshot } from '../sim/view.ts';
import type { Intent } from '../engine/intents.ts'; import type { Intent } from '../engine/intents.ts';
import { SOLO_CONFIG } from './game.ts'; import { SOLO_CONFIG } from './game.ts';
import { actingPlayer } from '../engine/state.ts';
type Save = { seed: number; history: Intent[] }; type Save = { seed: number; history: Intent[] };
type Entry = { file: string; title: string; note?: string; seed?: number }; 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)); push(pump(s));
let stoppedEarly = false; let stoppedEarly = false;
for (const intent of save.history) { 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; if (actor === null || s.status !== 'active') break;
const r = applyIntent(s, actor, intent); const r = applyIntent(s, actor, intent);
if (!r.ok) { if (!r.ok) {
+158 -22
View File
@@ -495,7 +495,7 @@ describe('the Superintendent clearance interrupt (§8.1)', () => {
assert.equal(r.needsInput, true, 'the phase must stop and ask'); assert.equal(r.needsInput, true, 'the phase must stop and ask');
assert.notEqual(s.clock.pendingDecision, null); assert.notEqual(s.clock.pendingDecision, null);
assert.equal(s.clock.pendingDecision!.train, 'behind'); 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', () => { 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', () => { it('clears the decision once the Superintendent rules', () => {
const s = game(); const s = game();
s.clock.phase = 'mainline'; 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 }); const r = applyIntent(s, 0, { type: 'mainline.clearance', allow: false });
assert.ok(r.ok); assert.ok(r.ok);
assert.equal(s.clock.pendingDecision, null); assert.equal(s.clock.pendingDecision, null);
@@ -655,13 +655,36 @@ describe('victory conditions (§3, Gap 10e) — unified 2026-08-20', () => {
assert.notEqual(s.status, 'finished'); assert.notEqual(s.status, 'finished');
}); });
it('solitaire never checks the collision floor, whatever the counts', () => { it('solitaire checks the collision floor too, like every other mode', () => {
/**
* REVERSED 2026-08-30, and this test previously asserted the opposite ("solitaire never checks
* the collision floor, whatever the counts").
*
* The exclusion was never a stated rule — §3.4 does not carve solitaire out — and nothing on
* screen reflected it: `SOLO_CONFIG` carried both limits, the New Game dialog offered them as
* live settings, and the text beside them said the game would end in a loss. A solitaire player
* could set a limit of 1 and crash all game. Found reviewing that screen's wording; Jesse's
* ruling is that the settings do what they say.
*/
const s = game(1, { mode: 'solitaire', maxCollisionsPerDay: 1, maxCollisionsTotal: 1 }); const s = game(1, { mode: 'solitaire', maxCollisionsPerDay: 1, maxCollisionsTotal: 1 });
s.collisionsToday = 99; s.collisionsToday = 99;
s.collisionsTotal = 99; s.collisionsTotal = 99;
s.clock.stage = 1; s.clock.stage = 1;
s.clock.phase = 'shiftChange'; s.clock.phase = 'shiftChange';
advance(s); advance(s);
assert.equal(s.status, 'finished');
assert.equal(s.outcome!.reason, 'collisionFloor');
});
it('still lets a solitaire game switch the collision floor off with 0', () => {
// The disable path is what a player who does not want the new ending reaches for, so it has to
// work at one seat exactly as it does at four.
const s = game(1, { mode: 'solitaire', maxCollisionsPerDay: 0, maxCollisionsTotal: 0 });
s.collisionsToday = 99;
s.collisionsTotal = 99;
s.clock.stage = 1;
s.clock.phase = 'shiftChange';
advance(s);
assert.notEqual(s.status, 'finished'); assert.notEqual(s.status, 'finished');
}); });
}); });
@@ -749,43 +772,156 @@ describe('MILESTONE: a full solitaire game runs headless', () => {
}); });
}); });
describe('X18 Circus Train — a point for standing still', () => { describe('X18 Circus / X17 Campaign — a point for setting up (Gitea#13)', () => {
it('pays once for a Stage spent stopped, and never again', () => {
/** /**
* REPORTED: "Circus train TX18 was stopped on a siding for a full Stage and I did not get my * REPORTED originally: "Circus train TX18 was stopped on a siding for a full Stage and I did not
* Revenue point." It never could: `stopEarnsPoint` was declared on the profile and read * 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 * NOWHERE, along with eight other special-train rules.
* standing still paid nothing. *
* 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.clock.phase = 'mainline';
s.trays.set('circus', { s.trays.set('circus', {
id: 'circus', trainNumber: 18, trainIsExtra: true, engineAt: 0, id: 'circus', trainNumber: 18, trainIsExtra: true, engineAt: 0,
consist: [], direction: 'east', consist, direction: 'east',
position: { at: 'grid', seat: 0, coord: { row: -1, col: 0 } }, position: { at: 'grid', seat, coord },
movesUsed: 0, movesUsed: 0,
} as never); } as never);
// A card under it, so the crew is somewhere real rather than off the grid. // 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' }, geometry: { kind: 'track', geometry: 'straight' },
baseOperationalRail: true, standing: [], facility: null, modifiers: [], enhancements: [], baseOperationalRail: true, standing: [], facility: null, modifiers: [], enhancements: [],
} as never); } 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 before = s.players[0]!.revenue;
const first = pump(s);
assert.ok( 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', 'the Circus Train stood still for a Stage and earned nothing',
); );
assert.equal(s.players[0]!.revenue, before + 1, 'the point was not paid'); 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. it('pays once per Office Area, however long it parks there', () => {
const paidAgain = () => { // "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.clock.phase = 'mainline';
s.movedThisPhase = new Set(); const index = s.division.nodes.findIndex((n) => n.kind === 'mainline');
return pump(s).some((e) => e.type === 'trainStoodStill'); s.trays.set('circus', {
}; id: 'circus', trainNumber: 18, trainIsExtra: true, engineAt: 0,
assert.ok(!paidAgain(), 'the Circus Train collected a second time for the same set-up'); 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 +1427,7 @@ describe('an Extra starts where the player puts it (Gitea#4)', () => {
const r = advance(s); const r = advance(s);
assert.equal(r.needsInput, true, 'the phase must stop and ask'); assert.equal(r.needsInput, true, 'the phase must stop and ask');
assert.equal(s.clock.pendingDecision?.train, tray.id); 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. // HOLD keeps it in the yard.
assert.ok(applyIntent(s, s.clock.superintendent, { type: 'mainline.clearance', allow: false }).ok); assert.ok(applyIntent(s, s.clock.superintendent, { type: 'mainline.clearance', allow: false }).ok);
+2 -2
View File
@@ -956,7 +956,7 @@ describe('the Superintendent clearance ruling (§8.1)', () => {
const s = game(); const s = game();
s.clock.phase = 'mainline'; s.clock.phase = 'mainline';
s.clock.currentActor = null; // nobody's turn — yet the Superintendent must still rule 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 }); const r = applyIntent(s, 0, { type: 'mainline.clearance', allow: false });
assert.ok(r.ok); assert.ok(r.ok);
assert.equal(s.clock.pendingDecision, null); 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', () => { it('is refused to a player who is not the Superintendent', () => {
const s = game(); const s = game();
s.clock.pendingDecision = { train: 'tray0', occupiedBy: 'tray1' }; s.clock.pendingDecision = { kind: 'clearance', train: 'tray0', occupiedBy: 'tray1' };
s.clock.superintendent = 1; s.clock.superintendent = 1;
assert.equal(check(s, 0, { type: 'mainline.clearance', allow: true }), 'NOT_SUPERINTENDENT'); assert.equal(check(s, 0, { type: 'mainline.clearance', allow: true }), 'NOT_SUPERINTENDENT');
}); });
+112 -5
View File
@@ -14,7 +14,7 @@ import { applyIntent, areaOf, check, hasDistrictEnhancement, isProtectedFromDera
import { ENHANCEMENT_RULES, enhancementRule, trainProfile } from '../src/engine/content.ts'; import { ENHANCEMENT_RULES, enhancementRule, trainProfile } from '../src/engine/content.ts';
import { createGame } from '../src/engine/setup.ts'; import { createGame } from '../src/engine/setup.ts';
import type { GameConfig, GameState, GridCoord, TrackCard } from '../src/engine/state.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 = { const config: GameConfig = {
mode: 'solitaire', mode: 'solitaire',
@@ -287,17 +287,124 @@ describe('Interlocking and Yard Office relieve the Office', () => {
assert.equal(s.players[0]!.revenue, -5); 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 s = game();
const card = straight(); const card = straight();
card.enhancements.push('yardOffice'); card.enhancements.push('yardOffice');
addCard(s, at(-1, 0), card); addCard(s, at(0, 2), card);
const id = inbound(s, [{ type: 'hopper', loaded: true }]); const id = inbound(s, [{ type: 'hopper', loaded: true }]);
advance(s); 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; const pos = s.trays.get(id)!.position;
assert.ok(pos.at === 'grid' && pos.coord.row === -1, 'arrived at the Yard Office'); assert.ok(pos.at !== 'grid' || pos.coord.col !== 2, 'the train moved before anyone answered');
assert.ok(!areaOf(s, 0).adOccupancy.includes(id), 'did not take an A/D track'); });
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', () => { it('does not divert a train carrying coaches', () => {
+9
View File
@@ -48,6 +48,15 @@ const KNOWN_UNREDUCED = [
'dispatchBonusUsed', 'dispatchBonusUsed',
'expediteFault', 'expediteFault',
'phaseBegan', '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 // Employee Rotation moves `seating` in the phase driver and then describes what it did, which is
// the pattern every entry on this list follows. // the pattern every entry on this list follows.
'seatsRotated', 'seatsRotated',
+240 -46
View File
@@ -28,7 +28,7 @@ import {
import { createGame } from '../src/engine/setup.ts'; import { createGame } from '../src/engine/setup.ts';
import type { GameEvent } from '../src/engine/events.ts'; import type { GameEvent } from '../src/engine/events.ts';
import type { GameConfig, GameState, GridCoord, TrackCard } from '../src/engine/state.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'; import { snapshot } from '../src/sim/view.ts';
const config: GameConfig = { const config: GameConfig = {
@@ -317,77 +317,177 @@ describe('Realignment converts one Mainline type to another', () => {
}); });
}); });
describe('Red Flags protect a stopped train', () => { describe('Red Flags hold a train out of your Limits (Gitea#19)', () => {
/** A slow train `behind` closing on a stopped train `ahead`, both eastbound on node 1. */ /**
function rearEnder(s: GameState) { * REPLACES the old rule outright (Jesse, 2026-08-29). Red Flags used to be played on a stopped
const node = pinned(s, 1, 'plains'); * train out on the Mainline and protected it from a rear-ender — measured at 4,212 offers and 4
node.transits.push({ tray: 'ahead', stagesRemaining: 2, stagesTotal: 2, direction: 'east' }); * plays across 600 games, a mechanic nobody used. ABS Signals already does that job better.
s.trays.set('ahead', { *
id: 'ahead', trainNumber: 4, trainIsExtra: false, engineAt: 0, * Now: "If played, asked FLAG EAST or FLAG WEST. That stops all trains from entering your limits
consist: [], direction: 'east', position: { at: 'mainline', index: 1 }, movesUsed: 0, * 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.clock.phase = 'mainline';
s.movedThisPhase = new Set(); 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 s = game();
const node = rearEnder(s); const office = approaching(s);
node.redFlagged = ['ahead']; office.redFlag = 'east';
advance(s); advance(s);
assert.deepEqual( const pos = s.trays.get('inbound')!.position;
s.trays.get('behind')!.position, assert.equal(pos.at, 'mainline', 'the flagged train came in anyway');
{ at: 'divisionPoint', side: 'west' }, assert.ok(!areaOf(s, 0).adOccupancy.includes('inbound'), 'it reached an A/D track');
'the flagged train must not be approached',
);
}); });
it('comes in when the protected train rolls', () => { it('is spent on the train it stops — one card, one train', () => {
const s = game(); const s = game();
const node = rearEnder(s); const office = approaching(s);
node.redFlagged = ['ahead']; office.redFlag = 'east';
// Bring the protected train to the end of its crossing so it leaves the card.
node.transits[0]!.stagesRemaining = 1;
for (let i = 0; i < 12 && (node.redFlagged?.length ?? 0) > 0; i++) advance(s); advance(s);
assert.deepEqual(node.redFlagged, [], 'flags come in once the train moves off'); 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(); const s = game();
rearEnder(s);
s.clock.phase = 'localOps'; s.clock.phase = 'localOps';
s.clock.currentActor = 0; s.clock.currentActor = 0;
const cardId = hand(s, 'maneuver', 'redFlags'); const cardId = hand(s, 'maneuver', 'redFlags');
assert.equal( assert.equal(check(s, 0, { type: 'maneuver.redFlags', cardId, side: 'east' }), null);
check(s, 0, { type: 'maneuver.redFlags', cardId, trayId: 'behind' }), assert.equal(check(s, 0, { type: 'maneuver.redFlags', cardId, side: 'west' }), null);
'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);
}); });
it('will not double-flag the same train', () => { it('will not double-flag the same side', () => {
const s = game(); const s = game();
const node = rearEnder(s);
s.clock.phase = 'localOps'; s.clock.phase = 'localOps';
s.clock.currentActor = 0; s.clock.currentActor = 0;
const cardId = hand(s, 'maneuver', 'redFlags'); 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( assert.equal(check(s, 0, { type: 'maneuver.redFlags', cardId, side: 'east' }), 'ALREADY_FLAGGED');
check(s, 0, { type: 'maneuver.redFlags', cardId, trayId: 'ahead' }), assert.equal(check(s, 0, { type: 'maneuver.redFlags', cardId, side: 'west' }), null,
'OPTION_ALREADY_CHOSEN', '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)", () => { 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', () => { 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 // Train 9 "Heavy Freight" is freight 3 + caboose 1. It was being made up with FOUR hoppers and
+5 -2
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@@ -59,8 +59,11 @@ describe('what each game type is', () => {
assert.equal(presetSettings('cutthroat', 4, 5).extraStart, 'anyOffice'); assert.equal(presetSettings('cutthroat', 4, 5).extraStart, 'anyOffice');
assert.equal(presetSettings('coop', 4, 5).extraStart, 'ownOffice'); assert.equal(presetSettings('coop', 4, 5).extraStart, 'ownOffice');
assert.equal(presetSettings('competitive', 4, 5).extraStart, 'ownOffice'); assert.equal(presetSettings('competitive', 4, 5).extraStart, 'ownOffice');
// At one player the two rules are the same rule. // At one player the two rules ARE the same rule — `apply.ts` only rejects `ownOffice` when the
assert.equal(presetSettings('solitaire', 1, 5).extraStart, 'anyOffice'); // start is another seat's, which cannot happen. Solitaire said `anyOffice` until 2026-08-30:
// true, and it read wrong, since a lone player has no "any player" to be contrasted with. The
// label changed and the behaviour did not.
assert.equal(presetSettings('solitaire', 1, 5).extraStart, 'ownOffice');
}); });
it('leaves every optional rule off, in every type', () => { it('leaves every optional rule off, in every type', () => {
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@@ -214,6 +214,24 @@ describe('a blocked platform says why (Gitea#2)', () => {
assert.ok(f.inboundBox.length === 0, 'the red slots were free — the shortage is the only cause'); assert.ok(f.inboundBox.length === 0, 'the red slots were free — the shortage is the only cause');
}); });
it('says why the game ended in words, not as a raw enum (TODO #34)', () => {
/**
* The heading read `loss — revenueFloor` — the exact defect Gitea#16 was filed about on the
* playable page, still alive here a release after that was fixed, because nothing
* player-facing pointed at the developer replay. It shares `reasonSentence` with the results
* screen now, so the two cannot explain one ending in two ways.
*/
const rec = record(1234, 'standard');
for (const raw of ['revenueFloor', 'daysElapsed', 'collisionFloor']) {
assert.ok(!rec.outcome.includes(raw), `the summary still prints the raw reason "${raw}"`);
}
assert.doesNotMatch(rec.outcome, /<[^>]+>/, 'markup leaked into a heading and a console line');
assert.match(rec.outcome, /Revenue/, 'the summary says nothing about how the game went');
// And the sentence is the shared one, with this game's own numbers in it.
assert.match(rec.outcome, /closed short|last on the timetable|declared unsafe/,
'the ending is not explained in the words the results screen uses');
});
it('says nothing about a platform that is working fine', () => { it('says nothing about a platform that is working fine', () => {
// Passengers waiting AND a train with an empty coach to take them: no impediment. // Passengers waiting AND a train with an empty coach to take them: no impediment.
const s = createGame({ id: 'g', seed: 5, config, playerNames: ['p'] }); const s = createGame({ id: 'g', seed: 5, config, playerNames: ['p'] });
@@ -257,7 +275,10 @@ describe('replay recording', () => {
const last = rec.frames[rec.frames.length - 1]!; const last = rec.frames[rec.frames.length - 1]!;
assert.equal(last.revenue, stats.revenue.net, 'final revenue disagrees with the engine'); assert.equal(last.revenue, stats.revenue.net, 'final revenue disagrees with the engine');
assert.equal(last.day, s.clock.day, 'final Day disagrees with the engine'); assert.equal(last.day, s.clock.day, 'final Day disagrees with the engine');
assert.match(rec.outcome, new RegExp(stats.result)); // The summary says "won"/"lost" rather than the engine's `win`/`loss` (TODO #34 — it is a
// sentence for a reader now, not an enum). Mapped here so this still checks the two AGREE,
// which is what the test is for, rather than checking they are spelled the same.
assert.match(rec.outcome, new RegExp(stats.result === 'win' ? 'won' : 'lost'));
}); });
it('narrates every frame', () => { it('narrates every frame', () => {
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@@ -363,21 +363,29 @@ describe('end-of-game statistics', () => {
* and so removing this line is what proves the bot has been fixed. * and so removing this line is what proves the bot has been fixed.
*/ */
/** /**
* RED FLAGS JOINS IT (Gitea#3), and for the same reason — the rule is reachable and the bot will * RED FLAGS JOINS IT, and the reason CHANGED with Gitea#19 — the exemption stays, but it no
* not take it. * longer means what it used to.
* *
* MEASURED over 600 games: `maneuver.redFlags` is OFFERED 4,212 times, first in game 5 — so the * IT USED TO MEAN "the bot will not take it": measured over 600 games under the old rule,
* rule is live and constantly available. The bot PLAYS it 4 times, first in game 252. At 200 * `maneuver.redFlags` was OFFERED 4,212 times and PLAYED 4. The card protected a stopped train
* games this canary sees nothing and calls it unreachable, which is the opposite of the truth. * 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 * SINCE Gitea#19 the bot would take it every time — `worthFlagging` accepts the out-of-phase
* Flags from 5 copies to the sheet's 3, and Gitea#3 shortened most crossings to a single Stage, * prompt unconditionally, because the engine only raises that prompt when an arrival is
* so the window in which a train is STANDING on a Mainline card — the only place the card may be * certainly about to collide, so there is nothing left for the bot to judge. It still never
* played — is now usually one Stage wide. * 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. * The reason is now arithmetic rather than judgement, and it is worth writing down because it
* Exempted BY NAME so the other forty-odd checks stay live, and so deleting this line is what * says what would actually change it. The prompt needs two things to coincide — an arrival that
* proves the bot has learned to use it. * 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 KNOWN_UNREACHABLE_BY_THE_BOT = ['event flyingSwitch', 'event redFlagsSet'];
const found = anomalies(report.perGame); const found = anomalies(report.perGame);
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