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Author SHA1 Message Date
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
7 changed files with 605 additions and 142 deletions
+65
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@@ -19,6 +19,71 @@ page as `v0.1.0 · <sha> · <date>`, so what is deployed can always be identifie
---
## 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
+59 -11
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@@ -243,12 +243,8 @@ Queued 2026-08-29, from building Gitea#11 and #16 (both shipped in v0.7.3, main
**What is still untested is the part the item is named for: humans, at a table.** Nobody has sat
down and played a game off the end of its timetable, and the multiplayer vote has never been
driven through two browsers — what a second player sees while waiting on a first, and whether
"waiting on Carol" is legible once Carol has closed her laptop, are still unanswered. v0.7.3 is tested — engine, server,
replay, an all-bot regression — and compiled and exercised headlessly, but nobody has sat down,
run a game off the end of its timetable and voted. The multiplayer vote in particular has only
been driven through `session.intent`, never through two browsers: what a second player sees while
waiting on a first, and whether "waiting on Carol" is legible when Carol has closed her laptop,
are both unanswered. Worth being the first thing the next play session does.
"waiting on Carol" is legible once Carol has closed her laptop, are still unanswered. Worth being
the first thing the next play session does.
36. **There is no per-Stage "this train did not move" signal, so "longest an engine sat on a siding"
cannot be answered.** Gitea#16 asks for it and the comment on that issue said `trainStoodStill`
@@ -263,7 +259,7 @@ Queued 2026-08-29, from building Gitea#11 and #16 (both shipped in v0.7.3, main
folds a batch of events AFTER `advance` has already mutated past the moment they describe. Worth
settling with the badge pass (#33) rather than on its own, since that is the only consumer.
37. ~~**Bump the StartOS wrapper to 0.7.3.**~~ — done 2026-08-29 (`74aea24` in
37. ~~**Bump the StartOS wrapper to 0.7.3, then 0.7.4.**~~ — 0.7.3 done 2026-08-29 (`74aea24` in
`station-master-startos`). Submodule pinned to `v0.7.3` (`45580d8`), `current.ts` at `0.7.3:0`,
release notes in all five locales, `README.md` and `instructions.md` updated. No new version file
and no migration — the outgoing `0.7.2:0`'s `up` was empty, `versions.md`'s common case, so
@@ -275,10 +271,62 @@ Queued 2026-08-29, from building Gitea#11 and #16 (both shipped in v0.7.3, main
proven rather than assumed by `test/harness.test.ts`, which replays the three files in
`public/replays` (all recorded under an older ruleset) and asserts every intent still applies.
**The v0.7.3 tag is made locally and signed, but not pushed** — agents cannot push to
`origin`. Until Jesse pushes it, the tag exists only here and in the wrapper's submodule clone;
the recorded pin is the commit SHA, which is already on `origin`, so the wrapper is not blocked
on it.
**Bumped again to `0.7.4:0` the same day** (`085b88b`), pinned to `v0.7.4`, and installed on
`phoenix.local` — verified there, not merely packed: the resume log shows `WHISTLE-4086` coming
back with its 7 intents and all five new engine code paths present in the served build. Both tags
are signed and pushed.
**Keep doing the whole sequence.** Tag the app, fetch the tag into the wrapper's submodule,
bump `current.ts` in place (the outgoing `up` has been empty every time, `versions.md`'s common
case), rewrite the notes in all five locales, update `README.md` and `instructions.md`, then
`npm run check` / prettier / `make x86` / `make install`. `UPDATING.md` in the wrapper is the
authority and has not needed changing.
38. ~~**Gitea#13, #5 and #19 — three rules corrections.**~~ — done 2026-08-29 in v0.7.4
(`5e34c73`, `2280276`, `19a6a47`), wrapper `085b88b` as `0.7.4:0`, installed on `phoenix.local`.
Each issue carries a comment naming its commit and what was ruled, per #30. Reasoning is in
`CHANGELOG.md`; what matters here is what they left behind, below.
39. **NONE OF v0.7.4 HAS BEEN PLAYED BY A HUMAN.** The Yard Office offer, the Red Flag hold and its
out-of-phase prompt, and the loaded-Extra make-up rules are all tested end to end, packed, and
running on `phoenix.local` — and no person has met any of them at a board. Two are interruptions
that stop the Mainline Phase and put a question in front of somebody mid-thought, which is
exactly the kind of thing only play reveals. Together with #35 this is now the biggest gap in the
project: four features shipped without a table.
40. **A save from before v0.7.4 may not replay, and nobody has been told.** The same shape as #32 but
for the main line: the Red Flags intent changed shape, a make-up that was legal may now be
refused, and a Yard Office arrival asks a question no older history has an answer for. It fails
safe — the server declines the save, names the move and leaves the file untouched — and
`WHISTLE-4086` did survive on `phoenix.local`, so it is "may not" rather than "will not". Worth a
line wherever the build is announced, and worth knowing when a bug report arrives with a save
that will not load.
41. **The bot cannot use the half of Red Flags a human would.** It takes the danger prompt
unconditionally and still plays zero flags in 200 games, because the prompt needs a colliding
arrival to coincide with holding the card. What it never does is plant a flag ON PURPOSE to buy a
Stage for switching, which needs it to know it wants time — a notion it does not have. Reasoning
and the measurement are under Bot Performance.
42. ~~**Solitaire must ask before it deals, the same way multiplayer's lobby already does.**~~ — done
2026-08-29 in v0.7.5. Jesse: "let the user choose their options like the start of a multiplayer
game"; "asking first is the only path." A new `#solitairesetup` screen in `play.html` asks the
full shared block — game type, starting hand, Extra start, revenue, victory conditions, optional
rules — before a genuinely fresh visit deals anything; a saved game, an explicit `?seed=`, or a
URL a Deal already wrote all skip past it. The in-game dialog, the lobby and this screen now
share one `wireGameTypeBlock()`/`commitNewGame()` pair instead of the dialog carrying its own
copy. Reasoning in `CHANGELOG.md`.
**Played in a browser on `phoenix.local` 2026-08-29, and it found a real bug — fixed same day in
v0.7.6.** The splash's "Play solitaire" door landed straight in a leftover Co-op four-seat lobby
instead of the new setup screen: `start()` checked a browser-remembered multiplayer session
before ever looking at solitaire's own state, and a bare `./play.html` load could not tell "I
clicked Play solitaire" apart from "I reloaded mid multiplayer game" — the same class of problem
`?lobby` already solved for the door on the other side (D11), just never applied to this one. The
door now marks its intent (`?solitaire`), checked ahead of the remembered-session lookup. Still
not verified past that: nobody has clicked all the way through the setup screen's own fields and
confirmed the dealt game matches what was chosen. Worth being an early item in the next play
session, alongside #39's four unplayed v0.7.4 features.
---
+1 -1
View File
@@ -1,6 +1,6 @@
{
"name": "station-master",
"version": "0.7.4",
"version": "0.7.6",
"private": true,
"type": "module",
"description": "Station Master — a railroad operations game",
+4 -4
View File
@@ -79,13 +79,13 @@ footer{margin-top:26px;color:var(--dim);font-size:11px;display:flex;gap:18px;fle
<span class="go" id="door-multiplayer-go">Set up a game &rarr;</span>
</a>
<a class="door" href="./play.html">
<a class="door" href="./play.html?solitaire">
<h2>Play solitaire</h2>
<p>Play by yourself and run the entire division for five full days. Your goal is 20 Revenue.
Your game data is saved in your browser &mdash; if you close the tab and reopen this site
<p>Play by yourself and run the entire division for five full days. Clear the Revenue floor of
15 by the end or the game is a loss. Your game data is saved in your browser &mdash; if you close the tab and reopen this site
without clearing your cache, your game is preserved and you can continue automatically.
During the game you can also explicitly save your progress for later replay.</p>
<span class="go">Start a game &rarr;</span>
<span class="go">Set up a game &rarr;</span>
</a>
<a class="door" href="./replays.html">
+222 -113
View File
@@ -37,6 +37,7 @@ import {
} from './presets.ts';
import type { GameType, PresetName } from './presets.ts';
import { settingsForm } from './settings-form.ts';
import type { SettingsForm } from './settings-form.ts';
const SAVE_KEY = 'station-master.save.v1';
const SETTINGS_KEY = 'station-master.settings.v1';
@@ -628,12 +629,15 @@ function noteFirstFrame(f: Frame): void {
);
}
/** Toggles the two mutually-exclusive top-level screens `play.html` defines — `#lobby` (Phase 4)
* and `#gameui` (the board, whether local or remote). Both start `hidden` in the markup so neither
* ever flashes before `start()` decides which one this load actually needs. */
function showScreen(which: 'lobby' | 'gameui'): void {
/** Toggles the three mutually-exclusive top-level screens `play.html` defines — `#lobby` (Phase 4),
* `#gameui` (the board, whether local or remote), and `#solitairesetup` (asked before the first
* solitaire deal, the same way `#lobby` is asked before the first multiplayer one — Jesse,
* 2026-08-29). All three start `hidden` in the markup so none ever flashes before `start()` decides
* which one this load actually needs. */
function showScreen(which: 'lobby' | 'gameui' | 'solitairesetup'): void {
document.getElementById('lobby')!.hidden = which !== 'lobby';
document.getElementById('gameui')!.hidden = which !== 'gameui';
document.getElementById('solitairesetup')!.hidden = which !== 'solitairesetup';
}
/**
@@ -714,10 +718,29 @@ function start(): void {
return;
}
/**
* ASKING FOR SOLITAIRE BEATS RESUMING A MULTIPLAYER SESSION TOO — same reasoning as `?lobby`
* above, for the door on the other side. A browser that has ever held a multiplayer seat carries
* `remembered` forever (`loadRemote` finds it below), and a bare `./play.html` load could not tell
* "I clicked Play solitaire" apart from "I reloaded mid-game" — so the splash's solitaire door
* always lost to whatever multiplayer game or lobby this browser last touched, and could never
* actually reach solitaire. Found 2026-08-29 verifying v0.7.5 on `phoenix.local`: the door landed
* back in a Co-op, four-seat LOBBY from unrelated earlier testing rather than solitaire's own new
* setup screen. The door now marks its intent explicitly, the same way `?lobby` already does —
* and so does everything else that already means "this is a solitaire navigation": an explicit
* `?seed=` (a shared or bookmarked deal) and `?hand=` (the setup screen's own Deal button writes
* it on every commit, so landing back here with it set is that navigation, not a bare reload).
* Checked here, ahead of `remembered`, rather than only below with `saved` — otherwise Deal would
* work once and then bounce the very next load into whatever multiplayer game this browser last
* touched, since its URL carries `hand=` but not `solitaire=`.
*/
const wantsSolitaire =
params.get('solitaire') !== null || params.get('seed') !== null || params.has('hand');
// Entered without checking it still exists — deliberately. Verifying up front would mean an
// await before anything renders on the common path, where the game IS still there; instead the
// session reports a dead game through `abandonRemote`, which lands in the lobby.
const remembered = loadRemote();
const remembered = wantsSolitaire ? null : loadRemote();
if (remembered && remembered.stage === 'game' && remembered.seat !== undefined) {
beginRemote({ ...remembered, seat: remembered.seat });
return;
@@ -739,16 +762,35 @@ function start(): void {
return;
}
showScreen('gameui');
// A saved game carries its OWN rules and re-deals itself under them, whatever the URL says — see
// `configFor`. Read once, here, so the same answer decides both whether to ask before dealing and
// (below) whether to restore.
const saved = load();
const requested = params.get('seed');
/**
* ASK BEFORE THE FIRST DEAL, THE SAME WAY THE LOBBY ASKS BEFORE THE FIRST MULTIPLAYER GAME
* (Jesse, 2026-08-29 — "let the user choose their options like the start of a multiplayer game";
* "asking first is the only path").
*
* A saved game or an explicit `seed=` both mean this visit is not "no plan yet" — a saved game is
* a game to resume, and a seed names a specific deal someone already chose to share or bookmark,
* the same reasoning `?lobby` already uses to skip past the doors on an invite link. `hand` is the
* one field every `commitNewGame` write always sets (`rulesToUrl`), so its presence means this
* navigation IS the setup screen's own Deal button, landing back here to actually deal — checking
* it is what stops the screen asking itself the question a second time.
*/
if (!saved && requested === null && !params.has('hand')) {
showScreen('solitairesetup');
runSolitaireSetup(params);
return;
}
showScreen('gameui');
// A seed in the URL makes a game shareable and reproducible: same link, same deal.
const seed = requested !== null ? Number(requested) || 1 : Math.floor(Math.random() * 1e9);
const local = createLocalSession(seed, solitaireDefaults(gameOptionsFromUrl(params)));
session = local;
// A saved game carries its OWN rules and re-deals itself under them, whatever the URL says — see
// `configFor`. That is why the restore happens after the session is built rather than feeding it.
const saved = load();
if (saved && requested === null) local.restore(saved);
applyCapabilities();
@@ -1895,58 +1937,77 @@ if (leaveBtn) {
};
}
const newBtn = document.getElementById('newgame');
const dlg = document.getElementById('newgamedlg') as HTMLDialogElement | null;
if (newBtn && dlg) {
const field = <T extends HTMLElement>(id: string): T => document.getElementById(id) as T;
const ngForm = settingsForm('ng-');
/**
* ONE GAME-TYPE BLOCK, WIRED — the type radios, the shared rules form beneath them, and the small
* glue between them (which type is currently selected, what its note says, how Days feeds the
* floor). The in-game "New game" dialog (`ng-`) and the pre-game setup screen (`ss-`, Gitea
* "let the user choose their options like the start of a multiplayer game", 2026-08-29) both need
* an identical copy of this — factored out once so the two cannot drift apart the way the rules
* block itself already had before `settings-form.ts` existed to stop it.
*
* PREFILLING IS DELIBERATELY LEFT TO THE CALLER. The dialog opens on the game CURRENTLY IN PLAY
* (so redealing to compare keeps comparing); the setup screen opens on the plain Solitaire
* defaults, because there is no game yet to read. `setBase` plus a direct `form.write(...)` is the
* seam that lets each caller do its own version of "what do these fields show at first paint"
* without this function having to guess which one it is wiring.
*/
type WiredGameType = {
form: SettingsForm;
days(): number;
refresh(): void;
/** The common case: prefill straight from a named type's own defaults, then repaint. */
selectPreset(name: PresetName): void;
/** The dialog's case: the caller writes the form itself (from a live game), then calls `refresh`
* — this only sets which type that write should be compared against. */
setBase(name: PresetName, type: GameType): void;
};
/**
* THE SAME FIVE GAME TYPES THE LOBBY OFFERS, and the same shared rules block under them.
*
* The dialog used to carry its own copy of the questions and its own idea of the defaults, which
* is how it ended up with "where an Extra may start" that the lobby did not have and none of the
* three optional rules that it did. Both screens now read `presets.ts` and drive their block
* through `settings-form.ts`; only Solitaire can actually be DEALT here, so the three multiplayer
* types are shown disabled rather than hidden — what this screen offers and what the lobby offers
* should read as one list, not two.
*/
let ngBase: PresetName = 'solitaire';
let ngType: GameType = 'solitaire';
function wireGameTypeBlock(prefix: string, root: ParentNode): WiredGameType {
const field = <T extends HTMLElement>(id: string): T => document.getElementById(`${prefix}${id}`) as T;
const form = settingsForm(prefix);
let base: PresetName = 'solitaire';
let type: GameType = 'solitaire';
/** As in the lobby: the floor is derived from the length until the player sets one themselves. */
let ngFloorTyped = false;
let floorTyped = false;
const ngDays = (): number => {
const raw = Number(field<HTMLInputElement>('ng-days').value);
const days = (): number => {
const raw = Number(field<HTMLInputElement>('days').value);
return Number.isFinite(raw) && raw >= 1 ? Math.round(raw) : 5;
};
const ngTypeRadios = (): HTMLInputElement[] =>
Array.from(dlg.querySelectorAll<HTMLInputElement>('input[name="ng-type"]'));
const typeRadios = (): HTMLInputElement[] =>
Array.from(root.querySelectorAll<HTMLInputElement>(`input[name="${prefix}type"]`));
function ngRefresh(): void {
const differing = ngForm.mark(ngBase, 1, ngDays());
if (differing.length > 0) ngType = 'custom';
else if (ngType === 'custom') ngType = ngBase;
for (const r of ngTypeRadios()) r.checked = r.value === ngType;
const note = field<HTMLElement>('ng-type-note');
function refresh(): void {
const differing = form.mark(base, 1, days());
if (differing.length > 0) type = 'custom';
else if (type === 'custom') type = base;
for (const r of typeRadios()) r.checked = r.value === type;
const note = field<HTMLElement>('type-note');
note.textContent =
ngType === 'custom'
? `${gameTypeLabel('custom', preset(ngBase).scoring)} · ${differing.length} ` +
`${differing.length === 1 ? 'setting differs' : 'settings differ'} from ${preset(ngBase).label}.`
: preset(ngType as PresetName).blurb;
type === 'custom'
? `${gameTypeLabel('custom', preset(base).scoring)} · ${differing.length} ` +
`${differing.length === 1 ? 'setting differs' : 'settings differ'} from ${preset(base).label}.`
: preset(type as PresetName).blurb;
}
function ngSelectPreset(name: PresetName): void {
ngBase = name;
ngType = name;
ngFloorTyped = false;
const values = presetSettings(name, 1, ngDays());
ngForm.write(values, values);
ngRefresh();
function selectPreset(name: PresetName): void {
base = name;
type = name;
floorTyped = false;
const values = presetSettings(name, 1, days());
form.write(values, values);
refresh();
}
for (const r of ngTypeRadios()) {
function setBase(name: PresetName, t: GameType): void {
base = name;
type = t;
floorTyped = false;
}
for (const r of typeRadios()) {
// Nothing here can deal a multiplayer game: a `LocalSession` runs the engine in this browser and
// a table needs a server. The lobby is the door, and the row says so rather than just refusing
// the click (Jesse, 2026-08-23 — a disabled radio that looks enabled reads as a broken one).
@@ -1964,33 +2025,99 @@ if (newBtn && dlg) {
r.onchange = () => {
if (!r.checked) return;
if (r.value === 'custom') {
ngType = 'custom';
ngRefresh();
type = 'custom';
refresh();
return;
}
ngSelectPreset(r.value as PresetName);
selectPreset(r.value as PresetName);
};
}
ngForm.onEdit((key) => {
if (key === 'minCombinedRevenue') ngFloorTyped = true;
ngType = 'custom';
ngRefresh();
form.onEdit((key) => {
if (key === 'minCombinedRevenue') floorTyped = true;
type = 'custom';
refresh();
});
// Days is a parameter, not a rule: it re-derives the floor and never makes a game Custom by itself.
field<HTMLInputElement>('ng-days').oninput = () => {
if (!ngFloorTyped) {
const values = ngForm.read();
const want = presetSettings(ngBase, 1, ngDays());
ngForm.write({ ...values, minCombinedRevenue: want.minCombinedRevenue }, want);
field<HTMLInputElement>('days').oninput = () => {
if (!floorTyped) {
const values = form.read();
const want = presetSettings(base, 1, days());
form.write({ ...values, minCombinedRevenue: want.minCombinedRevenue }, want);
}
ngRefresh();
refresh();
};
// "Everyone moves one chair left" has no meaning at a table of one — disabled with the rest of the
// block still visible, so the two screens read the same.
ngForm.setEmployeeRotationAvailable(false);
// block still visible, so every screen that offers it reads the same.
form.setEmployeeRotationAvailable(false);
return { form, days, refresh, selectPreset, setBase };
}
/**
* THE COMMIT — reads a wired block's answers and turns them into a URL, the same path `?seed=`
* already took: `start()` reads it back out, so there is exactly one place that turns a URL into a
* game, whichever screen produced it.
*/
function commitNewGame(wired: WiredGameType, seedFieldValue: string): void {
const asked = seedFieldValue.trim();
// A seed the browser cannot parse is not a reason to refuse to deal — blank and unparseable both
// mean "surprise me", which is what leaving the box alone plainly asks for.
const seed = asked === '' || !Number.isFinite(Number(asked)) ? '' : String(Math.trunc(Number(asked)));
const settings = wired.form.read();
const rules = houseRules({
houseRules: {
startingHand: settings.startingHand,
extraStart: settings.extraStart,
discardTimetabled: settings.discardTimetabled,
revenue: {
passengerPerCoach: settings.passengerPerCoach,
freightPerLoad: settings.freightPerLoad,
trainPerTransit: settings.trainPerTransit,
},
},
});
const victory: NewGameOptions = {
days: Math.max(1, wired.days()),
minCombinedRevenue: settings.minCombinedRevenue,
maxCollisionsPerDay: settings.maxCollisionsPerDay,
maxCollisionsTotal: settings.maxCollisionsTotal,
optionalRules: {
reducedVisibility: settings.reducedVisibility,
// Never on at a table of one, whatever the box says — the control is disabled for the same
// reason, and this is the half that reaches the engine.
employeeRotation: false,
emergencyToolbox: settings.emergencyToolbox,
},
};
clearSave();
const next = rulesToUrl(rules, victory, seed);
// Assigning the search string the page ALREADY has does nothing at all, which reads as a button
// that did not work — and it is the common case: deal a random seed, decide it was a bad deal,
// deal another at the same settings. Reload instead, and `start()` rolls a fresh seed.
if (next === location.search) location.reload();
else location.search = next;
}
const newBtn = document.getElementById('newgame');
const dlg = document.getElementById('newgamedlg') as HTMLDialogElement | null;
if (newBtn && dlg) {
const field = <T extends HTMLElement>(id: string): T => document.getElementById(id) as T;
/**
* THE SAME FIVE GAME TYPES THE LOBBY OFFERS, and the same shared rules block under them.
*
* The dialog used to carry its own copy of the questions and its own idea of the defaults, which
* is how it ended up with "where an Extra may start" that the lobby did not have and none of the
* three optional rules that it did. Every screen now reads `presets.ts` and drives its block
* through `settings-form.ts`; only Solitaire can actually be DEALT here, so the three multiplayer
* types are shown disabled rather than hidden — what this screen offers and what the lobby offers
* should read as one list, not two.
*/
const ng = wireGameTypeBlock('ng-', dlg);
/**
* ASK FOR ALL OF IT, rather than documenting URL parameters in the title bar.
@@ -2019,67 +2146,49 @@ if (newBtn && dlg) {
field<HTMLInputElement>('ng-seed').value = '';
field<HTMLInputElement>('ng-days').value = String(f.days);
ngBase = 'solitaire';
ngType = 'solitaire';
ngFloorTyped = false;
ng.setBase('solitaire', 'solitaire');
// The rules actually in play, then the comparison decides what to call them.
ngForm.write(settingsOf(configFromFrame(f)), presetSettings('solitaire', 1, f.days));
ngForm.setEmployeeRotationAvailable(false);
ngRefresh();
ng.form.write(settingsOf(configFromFrame(f)), presetSettings('solitaire', 1, f.days));
ng.refresh();
dlg.showModal();
};
/**
* One handler for every way the dialog can close — the Deal button, the Cancel button, and Esc,
* which `<dialog>` answers with an empty `returnValue` and no submit event at all.
*
* The answers go into the URL and the page navigates, which is the same path `?seed=` already
* took: `start()` reads them back, so there is exactly one place that turns a URL into a game.
*/
dlg.addEventListener('close', () => {
if (dlg.returnValue !== 'deal') return;
const asked = field<HTMLInputElement>('ng-seed').value.trim();
// A seed the browser cannot parse is not a reason to refuse to deal — blank and unparseable
// both mean "surprise me", which is what leaving the box alone plainly asks for.
const seed = asked === '' || !Number.isFinite(Number(asked)) ? '' : String(Math.trunc(Number(asked)));
const settings = ngForm.read();
const rules = houseRules({
houseRules: {
startingHand: settings.startingHand,
extraStart: settings.extraStart,
discardTimetabled: settings.discardTimetabled,
revenue: {
passengerPerCoach: settings.passengerPerCoach,
freightPerLoad: settings.freightPerLoad,
trainPerTransit: settings.trainPerTransit,
},
},
});
const victory: NewGameOptions = {
days: Math.max(1, ngDays()),
minCombinedRevenue: settings.minCombinedRevenue,
maxCollisionsPerDay: settings.maxCollisionsPerDay,
maxCollisionsTotal: settings.maxCollisionsTotal,
optionalRules: {
reducedVisibility: settings.reducedVisibility,
// Never on at a table of one, whatever the box says — the control is disabled for the same
// reason, and this is the half that reaches the engine.
employeeRotation: false,
emergencyToolbox: settings.emergencyToolbox,
},
};
clearSave();
const next = rulesToUrl(rules, victory, seed);
// Assigning the search string the page ALREADY has does nothing at all, which reads as a button
// that did not work — and it is the common case: deal a random seed, decide it was a bad deal,
// deal another at the same settings. Reload instead, and `start()` rolls a fresh seed.
if (next === location.search) location.reload();
else location.search = next;
commitNewGame(ng, field<HTMLInputElement>('ng-seed').value);
});
}
/**
* 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): 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') ?? '';
ss.selectPreset('solitaire');
dealBtn.onclick = () => commitNewGame(ss, seedField?.value ?? '');
}
const zoomOutBtn = document.getElementById('zoomout') as HTMLButtonElement | null;
const zoomInBtn = document.getElementById('zoomin') as HTMLButtonElement | null;
const zoomLabel = document.getElementById('zoomlabel');
+182 -3
View File
@@ -80,7 +80,7 @@ main{display:grid;grid-template-columns:minmax(0,1fr) 400px;gap:14px;padding:14p
@media(max-width:1100px){main{grid-template-columns:1fr}}
section{background:var(--panel);border:1px solid var(--line);border-radius:7px;
padding:10px 12px;margin-bottom:12px}
#lobby{max-width:1040px;margin:0 auto;padding:14px}
#lobby,#solitairesetup{max-width:1040px;margin:0 auto;padding:14px}
/* The create form is two short lists, not one long one: what game this is on the left, what its
rules are on the right. Collapses to one column where there is no room for two. */
.lb-two{display:grid;grid-template-columns:minmax(0,1fr) minmax(0,1.1fr);gap:22px;align-items:start}
@@ -96,8 +96,8 @@ section{background:var(--panel);border:1px solid var(--line);border-radius:7px;
.ng-radio.disabled{opacity:.45;cursor:not-allowed}
.ng-radio.disabled:hover{background:none}
.lb-why{color:#e0b060;font-size:11px}
#lobby h2{margin-top:0}
#lobby h3{margin-bottom:2px}
#lobby h2,#solitairesetup h2{margin-top:0}
#lobby h3,#solitairesetup h3{margin-bottom:2px}
.lb-seat{display:flex;align-items:center;gap:8px;padding:5px 0;border-bottom:1px solid var(--line)}
.lb-seat:last-child{border-bottom:none}
.lb-seat .who{flex:1}
@@ -592,6 +592,185 @@ ul.blocked li{padding:2px 0}
</section>
</div>
<!-- ===================================================================
SOLITAIRE SETUP — the same question multiplayer already asks first,
now asked here too (Jesse, 2026-08-29): a genuinely fresh visit deals
nothing until this screen's own Deal button is pressed. A saved game,
an explicit `?seed=`, or a URL already carrying a Deal's answers (any
of the shared block's fields — `hand` names the one always written)
all skip straight past this screen, exactly as `?lobby` already skips
past it into the lobby: those are not "no plan yet", they are a
choice already made, elsewhere.
THE SAME BLOCK THE DIALOG AND THE LOBBY USE, same shared module
(`settings-form.ts`), same order — three screens are one design now
instead of two. Only Solitaire can be dealt from here, so the other
four types are shown exactly as the in-game dialog shows them: present,
disabled, with a note pointing at the Multiplayer door instead.
==================================================================== -->
<div id="solitairesetup" hidden>
<header><b><a href="./index.html" class="home">Station Master</a></b> — <span class="dim">Solitaire</span></header>
<section>
<h2>New solitaire game</h2>
<p class="ng-note">One railroad, one player, five full days by default — everything below is
yours to change before you deal. Clearing the Revenue floor wins; falling short loses.</p>
<div class="lb-params">
<label class="ng-num"><span>Seed</span>
<input id="ss-seed" type="text" inputmode="numeric" autocomplete="off" placeholder="blank for a random seed"></label>
<label class="ng-num"><span>Days</span>
<input id="ss-days" type="number" min="1" max="20" step="1" value="5"></label>
</div>
<p class="ng-note">The same seed and the same settings always deal the same railroad, so a game
can be shared, compared or replayed. Leave it blank for a random one.</p>
<h3>Game type</h3>
<div class="set-row" id="ss-type-row">
<label class="ng-radio"><input type="radio" name="ss-type" value="solitaire" checked>
<span><b>Solitaire</b><br><span class="dim">One railroad, one player. The whole Division is yours to run.</span></span></label>
<label class="ng-radio"><input type="radio" name="ss-type" value="coop">
<span><b>Co-op</b><br><span class="dim">Everyone&#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>
<p class="ng-note" id="ss-type-note"></p>
<details id="ss-settings" open>
<summary>Game settings</summary>
<p class="ng-note">Every rule the game type sets, and every one of them yours to change.
Changing any of them selects <b>Custom</b>; clicking a type again resets all of them back
to it.</p>
<div class="set-groups">
<div class="set-group">
<h3>Starting hand</h3>
<p class="ng-note">What you are dealt before the first turn. The hand limit is three either
way — deal six and the first turn is spent choosing which of them to keep.</p>
<div class="set-row" id="ss-hand-row">
<label class="ng-radio"><input type="radio" name="ss-hand" value="threeRandom">
<span><b>Three random cards</b><br><span class="dim">The original rule. At the hand limit already, and no guarantee of track.</span></span></label>
<label class="ng-radio"><input type="radio" name="ss-hand" value="sixRandom" checked>
<span><b>Six random cards</b><br><span class="dim">Twice the choice, still no guaranteed track — the first turn is a discard.</span></span></label>
<label class="ng-radio"><input type="radio" name="ss-hand" value="threeTrackThreeOther">
<span><b>Three random track and three random non-track cards</b><br><span class="dim">Dealt from two piles, so the district you can build is dealt rather than waited for.</span></span></label>
<span class="set-hint" id="ss-hand-hint"></span>
</div>
</div>
<div class="set-group">
<h3>Where an Extra may start</h3>
<p class="ng-note">The player who plays an Extra Train card chooses where its Crew Tray goes,
and the place decides which way it runs — a Division Point sends it away from itself; in the
middle of the railroad the player picks east or west. The Division Points and the Interchange
belong to nobody and are always available. Starting one inside a district is the part that
favours a seat, so it is set here. An Office must be a Control Point whatever this says: a
Whistle Post never qualifies.</p>
<div class="set-row" id="ss-extra-row">
<label class="ng-radio"><input type="radio" name="ss-extra" value="divisionPointsOnly">
<span><b>Division Points and the Interchange only</b><br><span class="dim">The strictest reading. Every Extra begins on shared ground.</span></span></label>
<label class="ng-radio"><input type="radio" name="ss-extra" value="ownOffice">
<span><b>Also the playing player&#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. How long it runs is set above, in Days.</p>
<div class="set-row" id="ss-minrev-row">
<label class="ng-gate"><input type="checkbox" id="ss-minrev-on" checked>
<span>You lose if Revenue at the end is under</span>
<input id="ss-minrev" type="number" min="0" step="1" class="gate-num"></label>
<span class="set-hint" id="ss-minrev-hint"></span>
</div>
<div class="set-row" id="ss-colday-row">
<label class="ng-gate"><input type="checkbox" id="ss-colday-on" checked>
<span>The game ends in a loss if collisions in one Day reach</span>
<input id="ss-colday" type="number" min="0" step="1" class="gate-num"></label>
<span class="set-hint" id="ss-colday-hint"></span>
</div>
<div class="set-row" id="ss-coltotal-row">
<label class="ng-gate"><input type="checkbox" id="ss-coltotal-on" checked>
<span>The game ends in a loss after this many collisions in the whole game</span>
<input id="ss-coltotal" type="number" min="0" step="1" class="gate-num"></label>
<span class="set-hint" id="ss-coltotal-hint"></span>
</div>
<p class="ng-note">The opponent-directed cards — Derail, Watertower, Hobo Jungle and the
nineteen others, along with the seven that answer them — are not implemented yet, so no game
type deals them whatever else is set here.</p>
</div>
<div class="set-group">
<h3>Optional rules</h3>
<p class="ng-note">Off in every game type; each one changes how the game plays.</p>
<div class="set-row" id="ss-visibility-row">
<label class="ng-num"><span>Reduced Visibility — five switching Moves instead of six in the
night Stages (1&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 — meaningless at a table of one, shown here so
this screen and the lobby read as one list</span>
<input id="ss-rotation" type="checkbox" disabled></label>
<span class="set-hint" id="ss-rotation-hint"></span>
</div>
<div class="set-row" id="ss-toolbox-row">
<label class="ng-num"><span>Emergency Toolbox — start holding a Red Flag, so a hand of four;
play or discard down to three on the first turn</span>
<input id="ss-toolbox" type="checkbox"></label>
<span class="set-hint" id="ss-toolbox-hint"></span>
</div>
<div class="set-row" id="ss-tossloco-row">
<label class="ng-num"><span>A Timetabled train may be discarded — toss it face-up to a
Department slot. Turn this off and a train card can only ever be played onto the timetable.
An Extra is never discardable either way</span>
<input id="ss-tossloco" type="checkbox"></label>
<span class="set-hint" id="ss-tossloco-hint"></span>
</div>
</div>
</div>
</details>
<menu class="ng-buttons">
<button id="ss-deal" type="button">Deal</button>
</menu>
</section>
</div>
<div id="gameui" hidden>
<div class="topbar">
<header>
+72 -10
View File
@@ -2622,7 +2622,9 @@ describe('the static build', () => {
assert.ok(!/https?:\/\//.test(html.replace(/<!--[\s\S]*?-->/g, '')), `${name} fetches something external`);
}
const splash = readFileSync(join(dist, 'index.html'), 'utf8');
assert.match(splash, /href="\.\/play\.html"/, 'the splash does not link to the game');
// `?solitaire` marks the door's intent explicitly (2026-08-29) so a browser that remembers a
// multiplayer session cannot swallow it — see `start()`'s own comment on `wantsSolitaire`.
assert.match(splash, /href="\.\/play\.html\?solitaire"/, 'the splash does not link to the game');
assert.match(splash, /href="\.\/replays\.html"/, 'the splash does not link to the replays');
});
@@ -3815,18 +3817,20 @@ describe('the lobby and the dialog ask the same questions', () => {
return readFileSync(join(dist, 'play.html'), 'utf8');
};
it('carries every field of the shared block on both screens', () => {
it('carries every field of the shared block on all three screens', () => {
// `ss-` joined `lb-`/`ng-` 2026-08-29: the pre-game solitaire setup screen drives the identical
// block ("asking first is the only path"). Same drift guard, one more prefix.
const html = page();
for (const prefix of ['lb-', 'ng-']) {
for (const prefix of ['lb-', 'ng-', 'ss-']) {
for (const selector of fieldSelectors(prefix)) {
assert.ok(html.includes(selector), `the ${prefix} block is missing ${selector}`);
}
}
});
it('offers all five game types on both screens', () => {
it('offers all five game types on all three screens', () => {
const html = page();
for (const prefix of ['lb-', 'ng-']) {
for (const prefix of ['lb-', 'ng-', 'ss-']) {
for (const type of ['solitaire', 'coop', 'competitive', 'cutthroat', 'custom']) {
assert.ok(
html.includes(`name="${prefix}type" value="${type}"`),
@@ -3873,7 +3877,7 @@ describe('the New Game dialog', () => {
* questions through `settings-form.ts`, which addresses its radio groups by NAME through the
* DOCUMENT — so the stub keeps one set of groups and answers for both the document and the dialog.
*/
const load = async (search: string) => {
const load = async (search: string, stored: Record<string, string> = {}) => {
execFileSync('node', ['scripts/build-web.ts'], { cwd: root, stdio: 'pipe' });
const served = new Set(
@@ -3905,6 +3909,13 @@ describe('the New Game dialog', () => {
'ng-hand': group(['threeRandom', 'sixRandom', 'threeTrackThreeOther'], 'sixRandom'),
'ng-extra': group(['divisionPointsOnly', 'ownOffice', 'anyOffice'], 'anyOffice'),
'ng-type': group(['solitaire', 'coop', 'competitive', 'cutthroat', 'custom'], 'coop'),
// The pre-game setup screen (Gitea, "asking first is the only path", 2026-08-29) drives the
// same shared block under the `ss-` prefix — one set here too, matching the markup's own
// `checked` defaults rather than the dialog's (Solitaire, not Co-op: there is no live game to
// reopen on, so the static default IS the Solitaire default).
'ss-hand': group(['threeRandom', 'sixRandom', 'threeTrackThreeOther'], 'sixRandom'),
'ss-extra': group(['divisionPointsOnly', 'ownOffice', 'anyOffice'], 'anyOffice'),
'ss-type': group(['solitaire', 'coop', 'competitive', 'cutthroat', 'custom'], 'solitaire'),
};
const matching = (sel: string): Radio[] => {
const name = /name="([^"]+)"/.exec(sel)?.[1] ?? '';
@@ -3957,7 +3968,7 @@ describe('the New Game dialog', () => {
origin: 'http://box.local',
pathname: '/play.html',
};
const store = new Map<string, string>();
const store = new Map<string, string>(Object.entries(stored));
g['localStorage'] = {
getItem: (k: string) => store.get(k) ?? null,
setItem: (k: string, v: string) => void store.set(k, v),
@@ -4142,11 +4153,62 @@ describe('the New Game dialog', () => {
assert.match(String(els.get('gametype')!['title']), /Days: 5/, 'the tooltip does not carry the victory conditions');
});
it('asks before the first deal — a bare visit shows the setup screen, not a dealt game', async () => {
// Jesse, 2026-08-29: "let the user choose their options like the start of a multiplayer game";
// "asking first is the only path". A saved game, an explicit seed, or a URL a Deal already wrote
// (checked via `hand`, below) all skip this screen — nothing else does.
const { els } = await load('');
assert.equal(els.get('solitairesetup')!['hidden'], false, 'the setup screen stayed hidden');
assert.equal(els.get('gameui')!['hidden'], true, 'a game was dealt before anyone chose anything');
});
it('the solitaire door reaches solitaire even when this browser remembers a multiplayer game', async () => {
// Found 2026-08-29 verifying v0.7.5 on phoenix.local: a browser with ANY remembered multiplayer
// seat (`station-master.remote.v1`) could never reach solitaire's setup screen at all — a bare
// `./play.html` load and the splash's "Play solitaire" door were indistinguishable from a reload
// mid-multiplayer-game, and `start()` checked the remembered session first. The door now marks
// its intent with `?solitaire`, the same way `?lobby` already does for the door on the other side.
const remembered = JSON.stringify({
games: { g1: { token: 't1', gameId: 'g1', gameCode: 'FREIGHT-3230', seat: 0, stage: 'game' } },
last: 'g1',
});
const { els } = await load('?solitaire', { 'station-master.remote.v1': remembered });
assert.equal(els.get('solitairesetup')!['hidden'], false, 'the door lost to the remembered game');
assert.equal(els.get('gameui')!['hidden'], true, 'the remembered multiplayer game was resumed instead');
});
it('a bare reload still resumes a remembered multiplayer game, unlike the solitaire door', async () => {
// The other half of the fix above: `?solitaire` must be what changed, not remembered-session
// resume itself, which is the correct behaviour for an actual reload mid-game (D11/D14).
const remembered = JSON.stringify({
games: { g1: { token: 't1', gameId: 'g1', gameCode: 'FREIGHT-3230', seat: 0, stage: 'game' } },
last: 'g1',
});
const { els } = await load('', { 'station-master.remote.v1': remembered });
assert.equal(els.get('gameui')!['hidden'], false, 'a bare reload did not resume the remembered game');
assert.equal(els.get('solitairesetup')!['hidden'], true, 'the setup screen wrongly took priority');
});
it("the setup screen's own Deal does not bounce into a remembered multiplayer game", async () => {
// The same bug one level deeper: `commitNewGame` writes `?hand=...`, not `?solitaire=...`, so the
// very next load after pressing Deal has to be recognised as a solitaire navigation too — checked
// via `hand`, the same signal `start()` already uses to skip the setup screen a second time.
const remembered = JSON.stringify({
games: { g1: { token: 't1', gameId: 'g1', gameCode: 'FREIGHT-3230', seat: 0, stage: 'game' } },
last: 'g1',
});
const { els } = await load('?hand=sixRandom', { 'station-master.remote.v1': remembered });
assert.equal(els.get('gameui')!['hidden'], false, "the Deal button's own URL was not honoured");
assert.equal(els.get('solitairesetup')!['hidden'], true, 'the setup screen re-asked its own answer');
});
it('deals six cards by default now, matching what the lobby calls Solitaire', async () => {
// Jesse, 2026-08-23: every game type opens with six. `SOLO_CONFIG` — the ENGINE's fallback, which
// every sim measurement is taken against — deliberately did not move; this is the page's deal.
const { els } = await load('');
assert.match(String(els.get('houserules')!['textContent']), /6 cards/);
// every sim measurement is taken against — deliberately did not move; this is what the setup
// screen deals when nothing on it is touched, the same way the dialog always has.
const { els, nav } = await load('');
(els.get('ss-deal')!['onclick'] as () => void)();
assert.match(nav.search, /hand=sixRandom/, "the setup screen's own default was not six cards");
});
it('ignores a seed the browser cannot parse rather than refusing to deal', async () => {