Compare commits
@@ -50,3 +50,9 @@ __pycache__/
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# one that is worth publishing.
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/playtests/*
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!/playtests/README.md
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# The Jitsi harness is NOT scrubbed — four of its files carry a real domain and real
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# participant names (workspace AGENTS.local.md). Ignored so that a `git add -A` cannot sweep it
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# into a history that would be permanently exposed if this repo is ever made public. When it is
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# promoted in Phase 1, scrub it FIRST, then `git add -f tools/`.
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tools/
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+1152
File diff suppressed because it is too large
Load Diff
@@ -35,8 +35,19 @@ deliberately no longer names one: it went stale for six releases.
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reload; anybody may leave and the host may clear a chair; and the four transient signals that make
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a game feel alive — sound, the timetable flash, an announcement, the badge on the card you just
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drew — reach a remote client, which they did not before v0.7.0. What is still open is in `TODO.md`
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under Multiplayer — chiefly that **a player cannot see what the others did**, and that a lost
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under Multiplayer — chiefly that a lost
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session token still locks someone out of a running game from a genuinely fresh browser.
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- **Watching the table — v0.8.0.** Every accepted move, and every automatic phase that does
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anything, becomes an ordered **presentation step**: the board replays other people's turns instead
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of arriving already rearranged. This is what closes "a player cannot see what the others did",
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which stood open through v0.7.x. A bot's whole switching turn used to land in one push, because
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`driveBots()` plays it out before the push goes back; now it arrives as a run of steps, the
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district panel follows whoever is acting, and a `[N behind] … [Skip]` row says how far the board is
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from the game. Dwell is assigned **by kind** — a switching move holds the screen, turn bookkeeping
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costs nothing — and is tunable per viewer without a rebuild. Solitaire runs the same path, which is
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where its automatic phases finally get a visible beat.
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**Not yet checked in a browser:** the mechanism is proven server-side against a live SSE stream and
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the page is proven not to throw, but nobody has watched a bot switch on screen.
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- **Not built** — the opponent-directed cards (the Action and Space-use categories, held out of every
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deck until they have an implementation, along with the defensive cards whose only purpose is to
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answer them), and real audio. No screen offers a control for the opponent cards any more: the
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@@ -131,6 +142,18 @@ is the thing this machinery exists to prevent.
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and they do not reconstruct the position. The phase driver mutates state and then describes it, so
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roughly a third of the event types are never reduced at all. Anything that needs to rebuild a game
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replays the intents.
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- **A save is only guaranteed to replay on the version that wrote it.** This is the cost of the
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property above and is not a bug to be fixed case by case: a save is a list of moves, so it reopens
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by being *re-played through the current rules*. Any rules change that makes a once-legal move
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illegal will stop an older save at that move — **a change to the deck is the likeliest breaker**,
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since a history that names a card the deck no longer deals has no legal answer at all, but any
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narrowing of what is permitted does it. It fails safe in every case: the load is declined, the
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offending move is named, and the file is left untouched, so nothing a player has is destroyed.
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Assume an older save may not open, tell players so wherever a build is announced, and read "this
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save will not load" in a bug report as this before treating it as a fault. **Versioned, migratable
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replays are a post-1.0 question** — deliberately not worth the effort while the rules are still
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moving this fast, since every migration would have to be written against rules that changed again
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next release.
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- **Never call `Math.random()`.** One ambient random call silently breaks replay.
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- **The Mainline Phase can stop and ask, and there are three questions it asks.** §8.1's clearance
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ruling goes to the Superintendent; the Yard Office offer and the Red Flag prompt go to the owner of
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File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,260 @@
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# Station Master — the cards as built
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> **Generated from `src/engine/content.ts` by `scripts/build-card-reference.ts`. Do not edit by
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> hand** — `npm run build:cards` rewrites it, and `test/card-reference.test.ts` fails if this file
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> and the code disagree.
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This is the one file in `docs/rules/` that describes the game **as it currently is**. Everything
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else in this directory is a historical record and marked as such: [`rules-v0.1.md`](rules-v0.1.md)
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transcribes the prototype PDFs, [`open-questions.md`](open-questions.md) tracks how the gaps in
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them were decided, and [`rules-v0.2.md`](rules-v0.2.md) and
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[`card-reference.md`](card-reference.md) both describe superseded card sets. Read those for the
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reasoning; read this for the numbers.
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The engine instantiates from the same constants this is emitted from, so a disagreement between
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this page and the game is a bug in the generator, not a stale table.
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**No card counts appear here, deliberately** (TODO #15a, Jesse 2026-08-22): the counts move with
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play balance, so a document that prints them is answering a question that will have a different
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answer next retune. Where a count matters it is a yes/no — whether the deck deals the card at
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all — which is a fact about the design rather than about the current tuning.
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---
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## Trains
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12 timetabled and 10 Extras, 22 in all.
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Odd numbers run west, even run east; a pair shares a class and is the same card face in two
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directions. A Crew Tray holds four pieces and a caboose counts toward the four, which is why no
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train with a caboose carries more than three revenue cars.
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### Timetabled
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| # | Class | Speed | Runs | Consist | Printed rules |
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| ---: | --- | --- | --- | --- | --- |
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| 1 | Crack Limited | fast | west | 2 coaches (2 pieces) | terminals only; no switching; expedite; *"Stop at Terminals only."* |
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| 2 | Crack Limited | fast | east | 2 coaches (2 pieces) | terminals only; no switching; expedite; *"Stop at Terminals only."* |
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| 3 | Express | fast | west | 2 freight (2 pieces) | one freight per location; expedite; *"May drop or pick up one freight car at every location."* |
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| 4 | Express | fast | east | 2 freight (2 pieces) | one freight per location; expedite; *"May drop or pick up one freight car at every location."* |
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| 5 | The Sparrow | fast | west | 3 coaches (3 pieces) | no switching; expedite |
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| 6 | The Sparrow | fast | east | 3 coaches (3 pieces) | no switching; expedite |
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| 7 | Local | slow | west | 1 freight + 1 coach (2 pieces) | coach stays on station track; *"Maximum one freight, one coach."* |
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| 8 | Local | slow | east | 1 freight + 1 coach (2 pieces) | coach stays on station track; *"Maximum one freight, one coach."* |
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| 9 | Heavy Freight | slow | west | 3 freight + 1 caboose (4 pieces) | — |
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| 10 | Heavy Freight | slow | east | 3 freight + 1 caboose (4 pieces) | — |
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| 11 | Drag Freight | slow | west | 2 freight + 1 caboose (3 pieces) | — |
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| 12 | Drag Freight | slow | east | 2 freight + 1 caboose (3 pieces) | — |
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### Extras
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| # | Class | Speed | Runs | Consist | Printed rules |
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| ---: | --- | --- | --- | --- | --- |
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| X13 | Appleseed Extra | slow | player's choice | 3 freight + 1 caboose (4 pieces), empties only | drop only; *"May drop MTs but not pick up anything."* |
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| X14 | Fruit Growers Express | fast | player's choice | 2 reefers + 1 caboose (3 pieces) | expedite; *"Reefers only. May pick up one extra loaded reefer."* |
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| X15 | Yard Xfer | slow | player's choice | 2 freight + 1 caboose (3 pieces) | — |
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| X16 | Light Engine Move | fast | player's choice | engine only | no switching; *"No cars at all."* |
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| X17 | Campaign Train | fast | player's choice | 1 coach (1 piece) | no switching; stop then expedite; stop earns point; must run loaded; *"One turn at station (speeches) then expedite. Earns a point per Office Area if the candidate is aboard."* |
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| X18 | Circus Train | slow | player's choice | 2 freight + 1 coach + 1 caboose (4 pieces) | no switching; stop earns point; must run loaded; *"One turn stopped in an Office Area (circus set-up) earns 1 point, once per Area, if fully loaded."* |
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| X19 | Military Train | slow | player's choice | 1 freight + 2 coaches (3 pieces) | no switching; no passenger work; expedite; must run loaded; *"Troops and materiel: runs loaded where the yard can supply it."* |
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| X20 | Director's private car | slow | player's choice | 2 freight + 1 coach (3 pieces) | no passenger work |
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| X21 | Freight Extra | slow | player's choice | 3 freight + 1 caboose (4 pieces) | — |
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| X22 | Pee-Dee | slow | player's choice | 1 caboose (1 piece) | pick up empties only; *"Per-diem train. May only pick up MTs."* |
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---
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## Mainline cards
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A card is divided into **regions**, and a train advances one region per Stage — so the regions a
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card prints are what it costs to cross. Where a train *enters* is what the rules move: a fast
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train on Hilly, a Heavy Grade with Helpers, or a card whose back region is a siding rather than
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part of the road all change the entry point rather than the card's length.
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| Card | Regions | Default entry | Fast / slow entry | Trains may pass | Sorts cars |
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| --- | ---: | ---: | --- | :---: | :---: |
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| Plains | 1 | 0 | — | — | — |
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| Curves | 2 | 0 | — | — | — |
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| Hilly | 2 | 0 | 1 / 0 | — | — |
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| Heavy Grade | 3 | 0 | — | — | — |
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| Double Track | 1 | 0 | — | yes | — |
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| Uncontrolled Siding | 2 | 1 | — | — | — |
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| Tunnel | 2 | 0 | — | — | — |
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| Trestle | 1 | 0 | — | — | — |
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| Interchange | 2 | 1 | — | — | yes |
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The Mainline deck is 10 cards; the two Division Points are the fixed ends of
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the Division and are not dealt. What each card does, in the words the game uses on screen:
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- **Plains** — 1 region — one Stage each. · 1 Stage for every train — the printed speed is scenery. · One train at a time — anything following has to wait for it to clear.
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- **Curves** — 2 regions — one Stage each. · 2 Stages for every train — the printed speed is scenery. · One train at a time — anything following has to wait for it to clear.
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- **Hilly** — 2 regions — one Stage each. · This card reads the train's FAST/SLOW rating: a fast train starts further along and crosses in 1 Stage, a slow one in 2 Stages. No other card cares which it is. · One train at a time — anything following has to wait for it to clear.
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- **Heavy Grade** — 3 regions — one Stage each. · A grade, climbing eastward. 3 Stages to climb it and 3 Stages to run down, before help. Helpers start an UPHILL train a region further on; Brakeman does the same DOWNHILL and Airbrakes another again, and Airbrakes cannot be played without Brakeman. Never less than one Stage. · One train at a time — anything following has to wait for it to clear.
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- **Double Track** — 1 region — one Stage each. · 1 Stage for every train — the printed speed is scenery. · TRAINS MAY PASS — two trains may stand on this card at once, so a following train is not held behind a slower one.
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- **Uncontrolled Siding** — 2 regions — one Stage each. · A train with the card to itself starts past the back region and is across in 1 Stage. · UNCONTROLLED SIDING — arrive to find a train already here and you take the siding, a region behind it. You are not in the same place, so you do not run into it; it costs you the extra Stage instead. · One train at a time — anything following has to wait for it to clear.
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- **Tunnel** — 2 regions — one Stage each. · 2 Stages for every train — the printed speed is scenery. · One train at a time — anything following has to wait for it to clear.
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- **Trestle** — 1 region — one Stage each. · 1 Stage for every train — the printed speed is scenery. · One train at a time — anything following has to wait for it to clear.
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- **Interchange** — 2 regions — one Stage each. · A train with the card to itself starts past the back region and is across in 1 Stage. · An Extra beginning its run here starts in the back region and takes the extra Stage. · One train at a time — anything following has to wait for it to clear. · Cars may be sorted into any new order here.
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||||
---
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## Office cards
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Upgrades are strictly sequential — no skipping a tier — so a Terminal needs all three cards in
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order. Green slots are outbound passengers, red are inbound, and the design gives slots **equal**
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to Porters rather than one more.
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| Office | Control point | Passenger facility | A/D tracks | Porters | Green | Red |
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| --- | :---: | :---: | ---: | ---: | ---: | ---: |
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| Whistle Post | — | — | 1 | 0 | 0 | 0 |
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| Depot | yes | yes | 2 | 1 | 1 | 1 |
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||||
| Station | yes | yes | 3 | 2 | 2 | 2 |
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||||
| Terminal | yes | yes | 4 | 3 | 3 | 3 |
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||||
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||||
Whistle Posts are a fixed supply of 4 outside the deck, and Limits signs a
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supply of 8.
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||||
|
||||
---
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||||
|
||||
## Freight facilities
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||||
|
||||
Each lists the car types it works, which way its traffic flows, and the industries it may not sit
|
||||
beside. **Every lockout pair is a producer and the consumer of the same commodity** — you may
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||||
build one end of a chain or the other, never both, which is what forces traffic to run between
|
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districts rather than in circles inside one. No two of the same industry may share an Office Area,
|
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and that rule is enforced for every kind rather than repeated in each row.
|
||||
|
||||
| Industry | Cars | Flow | Green | Red | Laborers | Locked out with |
|
||||
| --- | --- | --- | ---: | ---: | ---: | --- |
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||||
| Freight House | boxcar | both | 1 | 1 | 1 | Grocer's Warehouse |
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| Mine Tipple | hopper | outbound | 1 | 0 | 1 | Power Plant |
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| Refinery | tank | outbound | 1 | 0 | 1 | Power Plant |
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| Power Plant | hopper, tank | inbound | 0 | 1 | 1 | Mine Tipple, Refinery |
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| Packing Sheds | reefer | outbound | 1 | 0 | 1 | Grocer's Warehouse |
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| Grocer's Warehouse | boxcar, reefer | inbound | 0 | 1 | 1 | Packing Sheds, Freight House |
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|
||||
---
|
||||
|
||||
## Modifier cards
|
||||
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Each sits beside a host and raises one of its capacities. `office` as a host means any Passenger
|
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Facility — so a modifier that adds a green slot to an Office adds nothing to a Whistle Post, which
|
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is not one.
|
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|
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| Modifier | Hosts | +Green | +Red | +Laborers | +Porters |
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| --- | --- | ---: | ---: | ---: | ---: |
|
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| Waiting area | any Passenger Facility | 1 | — | — | 1 |
|
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| Restaurant | any Passenger Facility | 1 | — | — | 1 |
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| Hotel | any Passenger Facility | 1 | — | — | 1 |
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| Truck dock | Freight House, Packing Sheds, Grocer's Warehouse | — | 1 | — | — |
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| Railroad Express Agency | Freight House | 1 | — | 1 | — |
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| Forklifts | Freight House, Packing Sheds | 1 | — | 1 | — |
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| Prep Plant | Mine Tipple | 1 | — | 1 | — |
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| Coal Piles | Mine Tipple | 1 | — | 1 | — |
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| Conveyor Belts | Mine Tipple | 1 | — | 1 | — |
|
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| Pipelines | Refinery | 1 | — | 1 | — |
|
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| Oil Depot | Refinery | 1 | — | 1 | — |
|
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| Viscosity breakers | Refinery | 1 | — | 1 | — |
|
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| Transmission lines | Power Plant | — | — | 1 | — |
|
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| Rotary Dumps | Power Plant | — | — | 1 | — |
|
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| Steam Turbines | Power Plant | — | — | 1 | — |
|
||||
| Ice House | Packing Sheds, Grocer's Warehouse | 1 | — | 1 | — |
|
||||
| Local small groceries | Grocer's Warehouse | — | — | 1 | — |
|
||||
|
||||
---
|
||||
|
||||
## Track cards
|
||||
|
||||
Track is **in the Home Office deck** and is drawn and played like any other card — not a separate
|
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per-player supply. Operational Rail is the flag that says a train may stop on the card; a turnout
|
||||
may be run through but not stopped on.
|
||||
|
||||
| Track | Geometry | Hand | Operational rail | Move cost | Dealt |
|
||||
| --- | --- | --- | :---: | ---: | :---: |
|
||||
| Straight track | straight | none | yes | 1 | yes |
|
||||
| Curved track (right) | curved | right | yes | 1 | yes |
|
||||
| Curved track (left) | curved | left | yes | 1 | yes |
|
||||
| Sharp Curved Track (right) | sharpCurved | right | yes | 2 | no |
|
||||
| Sharp Curved Track (left) | sharpCurved | left | yes | 2 | no |
|
||||
| Turnout (right) | turnout | right | — | 1 | yes |
|
||||
| Turnout (left) | turnout | left | — | 1 | yes |
|
||||
|
||||
A row marked "no" is a shape the engine understands but the deck does not currently print.
|
||||
|
||||
---
|
||||
|
||||
## Enhancements
|
||||
|
||||
The column that only the implementation can fill in: **whether the printed effect actually
|
||||
resolves yet.** `live` is read during play; `dormantSolo` is implemented at the point of attack
|
||||
but the attack is an opponent-directed card held out of every deck, so nothing reaches it in a
|
||||
solitaire game; `unbuilt` means the effect is recorded and nothing reads it. A transcription
|
||||
cannot carry this column, which is the argument for generating the page rather than writing it.
|
||||
|
||||
| Enhancement | Placement | Requires | Effect resolves |
|
||||
| --- | --- | --- | :---: |
|
||||
| Interlocking | runningTrackStraight | — | **live** |
|
||||
| Facing Point Locks | onCard | interlocking in the district | **dormantSolo** |
|
||||
| Yard office | secondaryTrackStraight | — | **live** |
|
||||
| Small yard | secondaryTrackStraight | — | **live** |
|
||||
| Water column | runningTrackStraight | — | **dormantSolo** |
|
||||
| Overpass | onCard | — | **unbuilt** |
|
||||
| Telegraph | runningTrackStraight | — | **live** |
|
||||
| Telephone | onCard | telegraph on the same card | **live** |
|
||||
| Radio | onCard | telephone on the same card | **live** |
|
||||
| ABS Signals | mainlineCard | — | **live** |
|
||||
|
||||
---
|
||||
|
||||
## Opponent-directed cards, and what answers them
|
||||
|
||||
**None of these is dealt in any deck today.** A card that can only be played at another player
|
||||
has no legal target in a solitaire game, and a defence with nothing to defend against is as dead
|
||||
a draw as the attack — so both halves are held out until the attacks are implemented. They are
|
||||
listed because they are the design, and because what a defence answers is the only record of why
|
||||
it exists.
|
||||
|
||||
### Action cards — opponent-directed
|
||||
|
||||
| Card | Played on | Effect | Answers |
|
||||
| --- | --- | --- | --- |
|
||||
| Derail | a moving train in the Local Phase | That train must stop for the remainder of the turn. | — |
|
||||
| Broken coupler | a moving train in the Mainline Phase | That train must stop and not move. | — |
|
||||
| Railroad crossing | any Secondary Track Straight | May not be used as a stop point for switching. May not become an Industry. | — |
|
||||
| Per Diem inventory | another player | Lose one point per 2 empty cars on Secondary Tracks. | — |
|
||||
| Demurrage charge | another player | Lose one point per 2 loaded freight cars on Secondary Tracks. | — |
|
||||
| Customer complaints | another player | Lose one point per 2 coaches in loading boxes. | — |
|
||||
| Vandalism | another player | A train passing a Hobo Jungle has a boxcar looted (converted to empty). | — |
|
||||
| Hotbox | another player | A train just arrived must set one car (chooser’s pick) onto Secondary Track until it departs. | — |
|
||||
| Outlawed | another player | A train just arrived may not depart for one turn — the crew’s hours have expired. | — |
|
||||
|
||||
### Space-use cards — opponent-directed
|
||||
|
||||
| Card | Played on | Effect | Answers |
|
||||
| --- | --- | --- | --- |
|
||||
| Bean house | adjacent to any straight, curve, turnout, Limit | Burns tablespace. | — |
|
||||
| Flop house | adjacent to any straight, curve, turnout | Burns tablespace. | — |
|
||||
| Watertower | adjacent to any straight, turnout on Running Track | Burns tablespace. | — |
|
||||
| Hobo Jungle | adjacent to any straight, turnout, Limit on Running Track | Burns tablespace. Vandalism can loot a boxcar passing it. | — |
|
||||
| Section House | adjacent to any straight, curve, turnout | Burns tablespace. | — |
|
||||
| City blocks | adjacent to any straight, curve, turnout, Limit | Burns tablespace. | — |
|
||||
| Engine Shops | adjacent to any straight, curve, turnout | Burns tablespace. | — |
|
||||
| Tenderloin District | adjacent to any straight, curve, turnout, Limit | Burns tablespace. | — |
|
||||
| Engineer cemetery | adjacent to any straight, curve, turnout, Limit | Burns tablespace. | — |
|
||||
|
||||
### Maneuver cards
|
||||
|
||||
| Card | Played on | Effect | Answers |
|
||||
| --- | --- | --- | --- |
|
||||
| Red Flags | any time | A stopped train is prevented from being hit; the approaching train is prevented from moving. | — |
|
||||
| Flying Switch | any time | Break a cut of cars away from behind the engine and roll them into an industry. | — |
|
||||
| Poling | any time | TBD in the source. | — |
|
||||
|
||||
Mainline modifier cards, for completeness — these ARE dealt:
|
||||
|
||||
| Card | Played on | Effect | Answers |
|
||||
| --- | --- | --- | --- |
|
||||
| Brakeman | a GRADE Mainline card | Faster passage downhill. | — |
|
||||
| Airbrakes | a GRADE Mainline card | Faster passage downhill. Brakeman must be in effect. | — |
|
||||
| Helpers | a GRADE Mainline card | Faster passage uphill. | — |
|
||||
| Realignment | a Mainline card | Convert one Mainline type to another. Not while a train is on it. | — |
|
||||
| Facing Point Locks | adjacent to Interlocking | Prevents Derail being played on you. | Derail |
|
||||
|
||||
@@ -4,6 +4,11 @@
|
||||
> 2026-07-30 in `docs/Deck cards2.xlsx`, `Trains3.pdf` and `Mainline Cards.pdf`, and is transcribed
|
||||
> in `src/engine/content.ts`. See [`implications.md`](implications.md) for the full comparison.
|
||||
>
|
||||
> **For what the cards say today, read [`as-built.md`](as-built.md)** — generated from
|
||||
> `content.ts` and checked against it by the test suite, so it cannot fall behind the way this file
|
||||
> did. For several releases `content.ts` named *this* page as the current reference while the banner
|
||||
> here said otherwise, and a reader following the code landed on the v0.4.5 deck.
|
||||
>
|
||||
> Kept for the reasoning it records — the economy analysis in §7 was how we knew what questions to
|
||||
> ask the design. **Do not use its numbers.**
|
||||
|
||||
|
||||
+4
-3
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "station-master",
|
||||
"version": "0.7.7",
|
||||
"version": "0.8.0",
|
||||
"private": true,
|
||||
"type": "module",
|
||||
"description": "Station Master — a railroad operations game",
|
||||
@@ -9,11 +9,12 @@
|
||||
},
|
||||
"scripts": {
|
||||
"typecheck": "tsc --noEmit",
|
||||
"pretest": "node scripts/build-web.ts",
|
||||
"pretest": "tsc --noEmit && node scripts/build-web.ts",
|
||||
"test": "node --test test/*.test.ts test/**/*.test.ts",
|
||||
"build:web": "node scripts/build-web.ts",
|
||||
"serve:web": "node scripts/build-web.ts && npx --yes http-server dist -p 8080 -c-1",
|
||||
"deploy:web": "node scripts/deploy-web.ts"
|
||||
"deploy:web": "node scripts/deploy-web.ts",
|
||||
"build:cards": "node scripts/build-card-reference.ts"
|
||||
},
|
||||
"devDependencies": {
|
||||
"@types/node": "^26.1.2",
|
||||
|
||||
@@ -0,0 +1,268 @@
|
||||
/**
|
||||
* Generate `docs/rules/as-built.md` — what the cards say, as the code actually has them.
|
||||
*
|
||||
* WHY THIS IS GENERATED RATHER THAN WRITTEN.
|
||||
*
|
||||
* Every other file in `docs/rules/` is a historical record and says so: `rules-v0.1.md` is a
|
||||
* faithful transcription of the prototype PDFs, `open-questions.md` is the gap tracker,
|
||||
* `rules-v0.2.md` and `card-reference.md` both carry SUPERSEDED banners. None of them describes the
|
||||
* game as built, and none of them should be edited to — the record is worth more intact than
|
||||
* patched.
|
||||
*
|
||||
* So there was no current reference at all, and `content.ts` spent several releases pointing at
|
||||
* `card-reference.md` as "the place that now carries what the cards say" while that file's own
|
||||
* banner said "do not use its numbers". A reader following the code's advice landed on the v0.4.5
|
||||
* deck: twelve numbered trains, "3 / 4 Mail-Express, 3 coaches", against a `content.ts` whose train
|
||||
* 3 is the Express with two freight cars and a per-location freight rule.
|
||||
*
|
||||
* A HAND-WRITTEN REPLACEMENT WOULD HAVE DRIFTED THE SAME WAY, and for the same reason: nothing
|
||||
* fails when a table falls behind a constant. So the reference is emitted from the same exported
|
||||
* catalogues the engine instantiates from, and `test/card-reference.test.ts` re-runs this generator
|
||||
* and asserts the checked-in file matches byte for byte. Change a card face and the suite goes red
|
||||
* until the doc is regenerated — which is the only mechanism this project has found that keeps a
|
||||
* document honest.
|
||||
*
|
||||
* `npm run build:cards` writes it. Nothing at runtime reads it; it is for people.
|
||||
*/
|
||||
|
||||
import { writeFileSync } from 'node:fs';
|
||||
import { dirname, join } from 'node:path';
|
||||
import { fileURLToPath } from 'node:url';
|
||||
|
||||
import {
|
||||
ACTION_CARDS, ALL_TRAINS, ENHANCEMENT_CARDS, ENHANCEMENT_RULES, EXTRA_TRAINS, INDUSTRY_PROFILES,
|
||||
LIMITS_SUPPLY, MAINLINE_DECK, MAINLINE_MODIFIER_CARDS, MAINLINE_PROFILES, MANEUVER_CARDS,
|
||||
MODIFIER_PROFILES, OFFICE_PROFILES, SPACE_USE_CARDS, TIMETABLED_TRAINS, TRACK_CARDS,
|
||||
WHISTLE_POST_SUPPLY, consistSize, isOpponentOnly, mainlineDescription,
|
||||
} from '../src/engine/content.ts';
|
||||
import type { ConsistSpec, SimpleCard, TrainProfile, TrainRules } from '../src/engine/content.ts';
|
||||
|
||||
const root = join(dirname(fileURLToPath(import.meta.url)), '..');
|
||||
|
||||
/** Title Case a camelCase key, so `oneFreightPerLocation` reads as a rule rather than an identifier. */
|
||||
const words = (k: string): string => k.replace(/([A-Z])/g, ' $1').toLowerCase().trim();
|
||||
|
||||
const consistOf = (c: ConsistSpec): string => {
|
||||
const parts: string[] = [];
|
||||
if (c.freight > 0) {
|
||||
const kinds = c.freightTypes ? c.freightTypes.join(' or ') : 'freight';
|
||||
parts.push(`${c.freight} ${kinds}${c.freight === 1 ? '' : c.freightTypes ? 's' : ''}`);
|
||||
}
|
||||
if (c.coach > 0) parts.push(`${c.coach} coach${c.coach === 1 ? '' : 'es'}`);
|
||||
if (c.caboose > 0) parts.push(`${c.caboose} caboose`);
|
||||
if (!parts.length) return 'engine only';
|
||||
const n = consistSize(c);
|
||||
// "Empties only" qualifies the whole consist rather than adding to it, so it reads after the count.
|
||||
return `${parts.join(' + ')} (${n} piece${n === 1 ? '' : 's'})${c.emptiesOnly ? ', empties only' : ''}`;
|
||||
};
|
||||
|
||||
const rulesOf = (r: TrainRules): string => {
|
||||
const out: string[] = [];
|
||||
for (const [k, v] of Object.entries(r)) {
|
||||
if (k === 'note' || v === false || v === undefined) continue;
|
||||
out.push(words(k));
|
||||
}
|
||||
if (typeof r.note === 'string') out.push(`*"${r.note}"*`);
|
||||
return out.length ? out.join('; ') : '—';
|
||||
};
|
||||
|
||||
const trainRow = (t: TrainProfile): string =>
|
||||
`| ${t.isExtra ? 'X' : ''}${t.number} | ${t.name} | ${t.speed} | ` +
|
||||
`${t.direction === 'playerChoice' ? "player's choice" : t.direction} | ${consistOf(t.consist)} | ${rulesOf(t.rules)} |`;
|
||||
|
||||
const lines: string[] = [];
|
||||
const w = (s = ''): void => void lines.push(s);
|
||||
|
||||
w('# Station Master — the cards as built');
|
||||
w();
|
||||
w('> **Generated from `src/engine/content.ts` by `scripts/build-card-reference.ts`. Do not edit by');
|
||||
w('> hand** — `npm run build:cards` rewrites it, and `test/card-reference.test.ts` fails if this file');
|
||||
w('> and the code disagree.');
|
||||
w();
|
||||
w('This is the one file in `docs/rules/` that describes the game **as it currently is**. Everything');
|
||||
w('else in this directory is a historical record and marked as such: [`rules-v0.1.md`](rules-v0.1.md)');
|
||||
w('transcribes the prototype PDFs, [`open-questions.md`](open-questions.md) tracks how the gaps in');
|
||||
w('them were decided, and [`rules-v0.2.md`](rules-v0.2.md) and');
|
||||
w('[`card-reference.md`](card-reference.md) both describe superseded card sets. Read those for the');
|
||||
w('reasoning; read this for the numbers.');
|
||||
w();
|
||||
w('The engine instantiates from the same constants this is emitted from, so a disagreement between');
|
||||
w('this page and the game is a bug in the generator, not a stale table.');
|
||||
w();
|
||||
w('**No card counts appear here, deliberately** (TODO #15a, Jesse 2026-08-22): the counts move with');
|
||||
w('play balance, so a document that prints them is answering a question that will have a different');
|
||||
w('answer next retune. Where a count matters it is a yes/no — whether the deck deals the card at');
|
||||
w('all — which is a fact about the design rather than about the current tuning.');
|
||||
w();
|
||||
w('---');
|
||||
w();
|
||||
|
||||
w('## Trains');
|
||||
w();
|
||||
w(`${TIMETABLED_TRAINS.length} timetabled and ${EXTRA_TRAINS.length} Extras, ${ALL_TRAINS.length} in all.`);
|
||||
w('Odd numbers run west, even run east; a pair shares a class and is the same card face in two');
|
||||
w('directions. A Crew Tray holds four pieces and a caboose counts toward the four, which is why no');
|
||||
w('train with a caboose carries more than three revenue cars.');
|
||||
w();
|
||||
w('### Timetabled');
|
||||
w();
|
||||
w('| # | Class | Speed | Runs | Consist | Printed rules |');
|
||||
w('| ---: | --- | --- | --- | --- | --- |');
|
||||
for (const t of TIMETABLED_TRAINS) w(trainRow(t));
|
||||
w();
|
||||
w('### Extras');
|
||||
w();
|
||||
w('| # | Class | Speed | Runs | Consist | Printed rules |');
|
||||
w('| ---: | --- | --- | --- | --- | --- |');
|
||||
for (const t of EXTRA_TRAINS) w(trainRow(t));
|
||||
w();
|
||||
w('---');
|
||||
w();
|
||||
|
||||
w('## Mainline cards');
|
||||
w();
|
||||
w('A card is divided into **regions**, and a train advances one region per Stage — so the regions a');
|
||||
w('card prints are what it costs to cross. Where a train *enters* is what the rules move: a fast');
|
||||
w('train on Hilly, a Heavy Grade with Helpers, or a card whose back region is a siding rather than');
|
||||
w('part of the road all change the entry point rather than the card\'s length.');
|
||||
w();
|
||||
w('| Card | Regions | Default entry | Fast / slow entry | Trains may pass | Sorts cars |');
|
||||
w('| --- | ---: | ---: | --- | :---: | :---: |');
|
||||
for (const m of MAINLINE_PROFILES) {
|
||||
const ss = m.speedStarts ? `${m.speedStarts.fast} / ${m.speedStarts.slow}` : '—';
|
||||
w(`| ${m.name} | ${m.regions} | ${m.defaultStart} | ${ss} | ${m.trainsMayPass ? 'yes' : '—'} | ${m.sortsCars ? 'yes' : '—'} |`);
|
||||
}
|
||||
w();
|
||||
w(`The Mainline deck is ${MAINLINE_DECK.length} cards; the two Division Points are the fixed ends of`);
|
||||
w('the Division and are not dealt. What each card does, in the words the game uses on screen:');
|
||||
w();
|
||||
for (const m of MAINLINE_PROFILES) w(`- **${m.name}** — ${mainlineDescription(m.kind)}`);
|
||||
w();
|
||||
w('---');
|
||||
w();
|
||||
|
||||
w('## Office cards');
|
||||
w();
|
||||
w('Upgrades are strictly sequential — no skipping a tier — so a Terminal needs all three cards in');
|
||||
w('order. Green slots are outbound passengers, red are inbound, and the design gives slots **equal**');
|
||||
w('to Porters rather than one more.');
|
||||
w();
|
||||
w('| Office | Control point | Passenger facility | A/D tracks | Porters | Green | Red |');
|
||||
w('| --- | :---: | :---: | ---: | ---: | ---: | ---: |');
|
||||
for (const o of OFFICE_PROFILES) {
|
||||
w(`| ${o.name} | ${o.isControlPoint ? 'yes' : '—'} | ${o.isPassengerFacility ? 'yes' : '—'} | ` +
|
||||
`${o.adTracks} | ${o.porters} | ${o.passengerOut} | ${o.passengerIn} |`);
|
||||
}
|
||||
w();
|
||||
w(`Whistle Posts are a fixed supply of ${WHISTLE_POST_SUPPLY} outside the deck, and Limits signs a`);
|
||||
w(`supply of ${LIMITS_SUPPLY}.`);
|
||||
w();
|
||||
w('---');
|
||||
w();
|
||||
|
||||
w('## Freight facilities');
|
||||
w();
|
||||
w('Each lists the car types it works, which way its traffic flows, and the industries it may not sit');
|
||||
w('beside. **Every lockout pair is a producer and the consumer of the same commodity** — you may');
|
||||
w('build one end of a chain or the other, never both, which is what forces traffic to run between');
|
||||
w('districts rather than in circles inside one. No two of the same industry may share an Office Area,');
|
||||
w('and that rule is enforced for every kind rather than repeated in each row.');
|
||||
w();
|
||||
w('| Industry | Cars | Flow | Green | Red | Laborers | Locked out with |');
|
||||
w('| --- | --- | --- | ---: | ---: | ---: | --- |');
|
||||
for (const f of INDUSTRY_PROFILES) {
|
||||
const lo = f.lockouts.length
|
||||
? f.lockouts.map((k) => INDUSTRY_PROFILES.find((p) => p.kind === k)?.name ?? k).join(', ')
|
||||
: '—';
|
||||
w(`| ${f.name} | ${f.carTypes.join(', ')} | ${f.flow} | ${f.baseOut} | ${f.baseIn} | ${f.baseLoaders} | ${lo} |`);
|
||||
}
|
||||
w();
|
||||
w('---');
|
||||
w();
|
||||
|
||||
w('## Modifier cards');
|
||||
w();
|
||||
w('Each sits beside a host and raises one of its capacities. `office` as a host means any Passenger');
|
||||
w('Facility — so a modifier that adds a green slot to an Office adds nothing to a Whistle Post, which');
|
||||
w('is not one.');
|
||||
w();
|
||||
w('| Modifier | Hosts | +Green | +Red | +Laborers | +Porters |');
|
||||
w('| --- | --- | ---: | ---: | ---: | ---: |');
|
||||
for (const m of MODIFIER_PROFILES) {
|
||||
const hosts = m.hosts
|
||||
.map((h) => (h === 'office' ? 'any Passenger Facility' : INDUSTRY_PROFILES.find((p) => p.kind === h)?.name ?? h))
|
||||
.join(', ');
|
||||
w(`| ${m.name} | ${hosts} | ${m.addOut || '—'} | ${m.addIn || '—'} | ${m.addLoaders || '—'} | ${m.addPorters || '—'} |`);
|
||||
}
|
||||
w();
|
||||
w('---');
|
||||
w();
|
||||
|
||||
w('## Track cards');
|
||||
w();
|
||||
w('Track is **in the Home Office deck** and is drawn and played like any other card — not a separate');
|
||||
w('per-player supply. Operational Rail is the flag that says a train may stop on the card; a turnout');
|
||||
w('may be run through but not stopped on.');
|
||||
w();
|
||||
w('| Track | Geometry | Hand | Operational rail | Move cost | Dealt |');
|
||||
w('| --- | --- | --- | :---: | ---: | :---: |');
|
||||
for (const t of TRACK_CARDS) {
|
||||
w(`| ${t.name} | ${t.geometry} | ${t.hand} | ${t.isOperationalRail ? 'yes' : '—'} | ${t.moveCost} | ${t.copiesInDeck ? 'yes' : 'no'} |`);
|
||||
}
|
||||
w();
|
||||
w('A row marked "no" is a shape the engine understands but the deck does not currently print.');
|
||||
w();
|
||||
w('---');
|
||||
w();
|
||||
|
||||
w('## Enhancements');
|
||||
w();
|
||||
w('The column that only the implementation can fill in: **whether the printed effect actually');
|
||||
w('resolves yet.** `live` is read during play; `dormantSolo` is implemented at the point of attack');
|
||||
w('but the attack is an opponent-directed card held out of every deck, so nothing reaches it in a');
|
||||
w('solitaire game; `unbuilt` means the effect is recorded and nothing reads it. A transcription');
|
||||
w('cannot carry this column, which is the argument for generating the page rather than writing it.');
|
||||
w();
|
||||
w('| Enhancement | Placement | Requires | Effect resolves |');
|
||||
w('| --- | --- | --- | :---: |');
|
||||
for (const r of ENHANCEMENT_RULES) {
|
||||
const card = ENHANCEMENT_CARDS.find((c) => c.key === r.key);
|
||||
const needs = r.requiresOnSameCard
|
||||
? `${r.requiresOnSameCard} on the same card`
|
||||
: r.requiresInDistrict
|
||||
? `${r.requiresInDistrict} in the district`
|
||||
: '—';
|
||||
w(`| ${card?.name ?? r.key} | ${r.placement} | ${needs} | **${r.effect}** |`);
|
||||
}
|
||||
w();
|
||||
w('---');
|
||||
w();
|
||||
|
||||
w('## Opponent-directed cards, and what answers them');
|
||||
w();
|
||||
w('**None of these is dealt in any deck today.** A card that can only be played at another player');
|
||||
w('has no legal target in a solitaire game, and a defence with nothing to defend against is as dead');
|
||||
w('a draw as the attack — so both halves are held out until the attacks are implemented. They are');
|
||||
w('listed because they are the design, and because what a defence answers is the only record of why');
|
||||
w('it exists.');
|
||||
w();
|
||||
const pvp = (title: string, cards: readonly SimpleCard[], category: string): void => {
|
||||
w(`### ${title}${isOpponentOnly(category) ? ' — opponent-directed' : ''}`);
|
||||
w();
|
||||
w('| Card | Played on | Effect | Answers |');
|
||||
w('| --- | --- | --- | --- |');
|
||||
for (const c of cards) w(`| ${c.name} | ${c.placement} | ${c.effect} | ${c.answers ?? '—'} |`);
|
||||
w();
|
||||
};
|
||||
pvp('Action cards', ACTION_CARDS, 'action');
|
||||
pvp('Space-use cards', SPACE_USE_CARDS, 'spaceUse');
|
||||
pvp('Maneuver cards', MANEUVER_CARDS, 'maneuver');
|
||||
w('Mainline modifier cards, for completeness — these ARE dealt:');
|
||||
w();
|
||||
w('| Card | Played on | Effect | Answers |');
|
||||
w('| --- | --- | --- | --- |');
|
||||
for (const c of MAINLINE_MODIFIER_CARDS) w(`| ${c.name} | ${c.placement} | ${c.effect} | ${c.answers ?? '—'} |`);
|
||||
w();
|
||||
|
||||
writeFileSync(join(root, 'docs/rules/as-built.md'), `${lines.join('\n')}\n`);
|
||||
console.log(`built -> docs/rules/as-built.md (${lines.length} lines)`);
|
||||
+34
-8
@@ -688,8 +688,16 @@ function spendDispatchBonus(
|
||||
const mine = tray.trainNumber ?? 99;
|
||||
const theirs = other.trainNumber ?? 99;
|
||||
|
||||
// The Fedora is held by a PLAYER, and the dispatch devices are installed in an Office Area, which
|
||||
// is keyed by SEAT. Indexing one with the other is right only while seating is the identity map.
|
||||
/**
|
||||
* The Fedora is held by a PLAYER; the devices are installed in an Office Area, which is keyed by
|
||||
* SEAT. `areaOf` is what reconciles the two — it resolves through `seatOf` — so this is correct
|
||||
* under Employee Rotation and not only while seating happens to be the identity map.
|
||||
*
|
||||
* This comment used to say the opposite, warning that indexing one with the other was safe only
|
||||
* while seating was identity. It read as a live bug and was not one: `areaOf(s, player)` IS
|
||||
* `areaAtSeat(s, seatOf(s, player))`. Pinned by test rather than asserted here — see #101's
|
||||
* "spends the Superintendent's own devices under non-identity seating".
|
||||
*/
|
||||
const area = areaOf(s, s.clock.superintendent);
|
||||
|
||||
// Best device first — Radio (+12) beats Telephone (+8) beats Telegraph (+4).
|
||||
@@ -727,7 +735,11 @@ function spendDispatchBonus(
|
||||
* the speeches are made, and every arrival after that is expedited. `speechMade` is set on that first
|
||||
* stop, so the train is exempt once and subject to the fault thereafter.
|
||||
*/
|
||||
function isExpedited(tray: CrewTray): boolean {
|
||||
export function isExpedited(tray: {
|
||||
trainNumber: number | null;
|
||||
trainIsExtra: boolean;
|
||||
speechMade?: boolean;
|
||||
}): boolean {
|
||||
const rules = trainProfile(tray.trainNumber ?? 0, tray.trainIsExtra)?.rules;
|
||||
if (!rules) return false;
|
||||
if (rules.expedite) return true;
|
||||
@@ -1636,11 +1648,25 @@ function shiftChange(s: GameState, events: GameEvent[]): AdvanceResult {
|
||||
events.push({ type: 'stageBegan', day: s.clock.day, stage: s.clock.stage });
|
||||
}
|
||||
|
||||
// §3.4 — every mode but competitive-and-coop-only: a Day's collisions against `maxCollisionsPerDay`
|
||||
// and the game's running total against `maxCollisionsTotal`. `0` disables either check. Flat, not
|
||||
// scaled by player count — Jesse's call, 2026-08-20: more players is more independent chances to
|
||||
// collide, not a bigger shared budget.
|
||||
if (s.config.mode === 'competitive' || s.config.mode === 'coop') {
|
||||
/**
|
||||
* §3.4 — EVERY MODE, SOLITAIRE INCLUDED: a Day's collisions against `maxCollisionsPerDay` and the
|
||||
* game's running total against `maxCollisionsTotal`. `0` disables either check. Flat, not scaled
|
||||
* by player count — Jesse's call, 2026-08-20: more players is more independent chances to collide,
|
||||
* not a bigger shared budget.
|
||||
*
|
||||
* SOLITAIRE WAS EXCLUDED UNTIL 2026-08-30 and nothing said so. The gate here read `mode ===
|
||||
* 'competitive' || mode === 'coop'`, while `SOLO_CONFIG` carried both limits and the New Game
|
||||
* dialog offered them as live settings — so a solitaire player could set a collision limit, read
|
||||
* "the game ends in a loss" beside it, and crash as often as they liked. Found reviewing that
|
||||
* screen's wording (Jesse, 2026-08-30); his ruling is that the settings should do what they say,
|
||||
* so the gate is gone rather than the controls.
|
||||
*
|
||||
* A SOLITAIRE GAME CAN THEREFORE NOW END EARLY, which no measurement in `TODO.md` was taken
|
||||
* under. At the shipped defaults (3 a Day, 5 total) it is a rare ending rather than a common one —
|
||||
* the bot averages 0.06 collisions a game — but any figure quoted from a full-length run predates
|
||||
* it.
|
||||
*/
|
||||
{
|
||||
const perDayBreach =
|
||||
s.config.maxCollisionsPerDay > 0 && s.collisionsToday >= s.config.maxCollisionsPerDay;
|
||||
const totalBreach =
|
||||
|
||||
+24
-7
@@ -16,7 +16,6 @@
|
||||
|
||||
import {
|
||||
FREIGHT_PROFILES,
|
||||
HAND_LIMIT,
|
||||
LABORER_ACTIONS_PER_LOAD,
|
||||
MAX_CONSIST,
|
||||
REALIGNMENTS,
|
||||
@@ -61,6 +60,7 @@ import {
|
||||
decisionActor,
|
||||
officeNodeFor,
|
||||
isOperationalRail,
|
||||
overHandLimit,
|
||||
playerAtSeat,
|
||||
pooled,
|
||||
railFacingOf,
|
||||
@@ -607,7 +607,8 @@ function freightWorkedKey(trayId: TrayId, at: GridCoord): string {
|
||||
return `${trayId}@${coordKey(at)}`;
|
||||
}
|
||||
|
||||
const isFreight = (c: RollingStock): boolean => c.type !== 'coach' && c.type !== 'caboose';
|
||||
/** Exported so the Blocked panel counts a freight car the same way the reducers do (Gitea#21). */
|
||||
export const isFreight = (c: RollingStock): boolean => c.type !== 'coach' && c.type !== 'caboose';
|
||||
|
||||
/**
|
||||
* IS THIS CAR CARRYING A LOAD? A CABOOSE NEVER IS, whatever its `loaded` flag says.
|
||||
@@ -657,6 +658,20 @@ function switchingRefusal(tray: CrewTray): RejectionCode | null {
|
||||
return rulesOf(tray).noSwitching ? 'NO_SWITCHING' : null;
|
||||
}
|
||||
|
||||
/**
|
||||
* WHETHER TRAINS 3/4's PRINTED RULE IS WHAT IS STOPPING THIS CREW WHERE IT STANDS (Gitea#21).
|
||||
*
|
||||
* Exported for the Blocked panel, which needs to say so — and asks `freightBudgetLeft`, the same
|
||||
* predicate the reducer refuses on, rather than rebuilding the key for itself. `narrate.ts` cannot
|
||||
* then drift from the rule it is describing, which is the whole premise of that panel.
|
||||
*/
|
||||
export function freightRuleSpentHere(s: GameState, player: PlayerIndex, trayId: TrayId): boolean {
|
||||
const tray = s.trays.get(trayId);
|
||||
if (!tray || !rulesOf(tray).oneFreightPerLocation) return false;
|
||||
if (tray.position.at !== 'grid') return false;
|
||||
return !freightBudgetLeft(s, player, tray, tray.position.coord, 1);
|
||||
}
|
||||
|
||||
/**
|
||||
* Charge freight cars against this train's per-location budget (trains 3/4).
|
||||
*
|
||||
@@ -1084,10 +1099,9 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
|
||||
case 'draw.end': {
|
||||
if (!inPhase(s, 'localOps')) return 'WRONG_PHASE';
|
||||
if (turnOf(s, player).option !== 'draw') return 'OPTION_NOT_CHOSEN';
|
||||
// §6.2 — "the player must reduce his hand to no more than three cards".
|
||||
const hand = s.decks.hands.get(player) ?? [];
|
||||
const limit = s.decks.redFlags.get(player) ? HAND_LIMIT + 1 : HAND_LIMIT;
|
||||
return hand.length > limit ? 'HAND_LIMIT' : null;
|
||||
// §6.2 — "the player must reduce his hand to no more than three cards". `overHandLimit`
|
||||
// (state.ts) is the one copy of that test; the Frame and the page ask the same function.
|
||||
return overHandLimit(s, player) ? 'HAND_LIMIT' : null;
|
||||
}
|
||||
|
||||
// -- Freight Agent --------------------------------------------------------
|
||||
@@ -1628,6 +1642,7 @@ function execute(s: GameState, player: PlayerIndex, i: Intent): GameEvent[] {
|
||||
const events: GameEvent[] = [
|
||||
{
|
||||
type: 'trayMoved',
|
||||
player,
|
||||
trayId: i.trayId,
|
||||
from,
|
||||
to: i.to,
|
||||
@@ -1692,6 +1707,7 @@ function execute(s: GameState, player: PlayerIndex, i: Intent): GameEvent[] {
|
||||
// decides which car is next to come off.
|
||||
events.push({
|
||||
type: 'carsCoupled',
|
||||
player,
|
||||
trayId: i.trayId,
|
||||
at: i.to,
|
||||
stock: dest.couples,
|
||||
@@ -1712,7 +1728,7 @@ function execute(s: GameState, player: PlayerIndex, i: Intent): GameEvent[] {
|
||||
const stock = i.fromNose
|
||||
? tray.consist.slice(0, i.count)
|
||||
: tray.consist.slice(tray.consist.length - i.count);
|
||||
return [{ type: 'carsDropped', trayId: i.trayId, at: here, stock, ...(i.fromNose ? { fromNose: true } : {}) }];
|
||||
return [{ type: 'carsDropped', player, trayId: i.trayId, at: here, stock, ...(i.fromNose ? { fromNose: true } : {}) }];
|
||||
}
|
||||
|
||||
case 'switch.sortConsist': {
|
||||
@@ -1721,6 +1737,7 @@ function execute(s: GameState, player: PlayerIndex, i: Intent): GameEvent[] {
|
||||
return [
|
||||
{
|
||||
type: 'consistSorted',
|
||||
player,
|
||||
trayId: i.trayId,
|
||||
at: here,
|
||||
before: tray.consist.map((c) => ({ ...c })),
|
||||
|
||||
@@ -481,8 +481,11 @@ export const TIMETABLED_TRAINS: readonly TrainProfile[] = [
|
||||
* COACH COUNTS ON 1/2 AND 5/6 WERE SWAPPED BY JESSE (Gitea#7, v0.4.9e playtest): the Crack Limited
|
||||
* drops from three coaches to two, and The Sparrow rises from two to three. A change to the card
|
||||
* faces themselves, not a transcription fix — `Trains3.pdf` and the tables that transcribe it
|
||||
* still print the old numbers, so `docs/rules/card-reference.md` is the place that now carries
|
||||
* what the cards say.
|
||||
* still print the old numbers, so `docs/rules/as-built.md` is the place that now carries what
|
||||
* the cards say — GENERATED from the constants below by `scripts/build-card-reference.ts`, with
|
||||
* `test/card-reference.test.ts` failing if the two disagree. This comment used to name
|
||||
* `card-reference.md`, which describes the v0.4.5 deck and carries a banner saying not to use its
|
||||
* numbers; the code sent readers to a table it had itself superseded.
|
||||
*/
|
||||
...pair(1, 'Crack Limited', 'fast', { freight: 0, coach: 2, caboose: 0 },
|
||||
{ terminalsOnly: true, noSwitching: true, expedite: true, note: 'Stop at Terminals only.' }),
|
||||
|
||||
@@ -37,9 +37,10 @@ export type GameEvent =
|
||||
* more than one legal route to `to`, so the history can say which one ran rather than leaving a
|
||||
* choice the player made invisible in their own log.
|
||||
*/
|
||||
| { type: 'trayMoved'; trayId: TrayId; from: GridCoord; to: GridCoord; movesRemaining: number; facing?: 'n' | 's' | 'e' | 'w'; via?: GridCoord }
|
||||
| { type: 'trayMoved'; player: PlayerIndex; trayId: TrayId; from: GridCoord; to: GridCoord; movesRemaining: number; facing?: 'n' | 's' | 'e' | 'w'; via?: GridCoord }
|
||||
| {
|
||||
type: 'carsCoupled';
|
||||
player: PlayerIndex;
|
||||
trayId: TrayId;
|
||||
at: GridCoord;
|
||||
stock: RollingStock[];
|
||||
@@ -71,8 +72,8 @@ export type GameEvent =
|
||||
*/
|
||||
recoupled?: { at: GridCoord; stock: RollingStock[] };
|
||||
}
|
||||
| { type: 'carsDropped'; trayId: TrayId; at: GridCoord; stock: RollingStock[]; fromNose?: boolean }
|
||||
| { type: 'consistSorted'; trayId: TrayId; at: GridCoord; before: RollingStock[]; after: RollingStock[] }
|
||||
| { type: 'carsDropped'; player: PlayerIndex; trayId: TrayId; at: GridCoord; stock: RollingStock[]; fromNose?: boolean }
|
||||
| { type: 'consistSorted'; player: PlayerIndex; trayId: TrayId; at: GridCoord; before: RollingStock[]; after: RollingStock[] }
|
||||
| { type: 'cardDrawn'; player: PlayerIndex; source: 'homeOffice' | 'department'; slot?: number; cardId: CardId }
|
||||
/**
|
||||
* §6.2 — the Home Office deck ran out, so the Salvage Yard and all three Department decks were
|
||||
|
||||
+14
-1
@@ -17,7 +17,7 @@ import type {
|
||||
OfficeTier,
|
||||
TrackGeometry,
|
||||
} from './content.ts';
|
||||
import { MAX_CONSIST, officeProfile } from './content.ts';
|
||||
import { HAND_LIMIT, MAX_CONSIST, officeProfile } from './content.ts';
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Identifiers
|
||||
@@ -1040,6 +1040,19 @@ export function turnOf(s: GameState, player: PlayerIndex): TurnState {
|
||||
return t;
|
||||
}
|
||||
|
||||
/**
|
||||
* §6.2 — IS THIS PLAYER HOLDING MORE THAN THEY MAY? Three cards, or four while a Red Flag is held.
|
||||
*
|
||||
* ONE answer, because there were three of them: `check('draw.end')` refused on it, `snapshot()`
|
||||
* recomputed it inline for the Frame, and `web/game.ts` kept a third for the page. All three agreed
|
||||
* — which is the state a disagreement starts from, and #96 is what that costs when the two halves
|
||||
* are a screen and the server that refuses what the screen offered.
|
||||
*/
|
||||
export function overHandLimit(s: GameState, player: PlayerIndex): boolean {
|
||||
const hand = s.decks.hands.get(player) ?? [];
|
||||
return hand.length > (s.decks.redFlags.get(player) ? HAND_LIMIT + 1 : HAND_LIMIT);
|
||||
}
|
||||
|
||||
export function freshTurn(moves: number): TurnState {
|
||||
return {
|
||||
option: null,
|
||||
|
||||
+70
-6
@@ -26,8 +26,10 @@ import { actionMenu, currentActor, fromMultiplayerSave, isOutOfTurn, newMultipla
|
||||
import type { Game, Menu } from '../web/game.ts';
|
||||
import { deltaFrame } from '../sim/frame-delta.ts';
|
||||
import type { FrameDelta } from '../sim/frame-delta.ts';
|
||||
import { snapshot, seatLabel } from '../sim/view.ts';
|
||||
import type { Frame } from '../sim/view.ts';
|
||||
import { publicSnapshot, snapshot, seatLabel } from '../sim/view.ts';
|
||||
import type { Frame, PublicFrame } from '../sim/view.ts';
|
||||
import { takeSteps } from '../sim/display-step.ts';
|
||||
import type { DisplayStep } from '../sim/display-step.ts';
|
||||
import { developerBot } from '../sim/bot.ts';
|
||||
|
||||
export type Push = {
|
||||
@@ -69,6 +71,29 @@ export type Push = {
|
||||
scheduled?: number | null;
|
||||
announcement?: string | null;
|
||||
justDrawn?: string | null;
|
||||
/**
|
||||
* ORDERED PRESENTATION STEPS — v0.8.0, TODO #13.
|
||||
*
|
||||
* A field on `Push` rather than a second SSE event type, following `presence`'s precedent and for
|
||||
* its stated reason (`http.ts`): one message shape for the client to parse. `http.ts` therefore
|
||||
* needs no change at all — `broadcastGame` forwards whatever this file builds.
|
||||
*
|
||||
* IDENTICAL IN EVERY SEAT'S PUSH, because a step carries the PUBLIC board and nothing else. A
|
||||
* player's own hand, menu and objective are not animated: they arrive on the same push, already
|
||||
* coalesced, exactly as they always have. That is what keeps the redaction surface at zero new
|
||||
* area — `test/redaction.test.ts` guards the projection these are built from.
|
||||
*/
|
||||
steps?: DisplayStep[];
|
||||
/**
|
||||
* The public board to start a step queue from — sent on a CONNECT, never on an update.
|
||||
*
|
||||
* Steps carry deltas against one chain shared by the whole table, so a client that has just
|
||||
* arrived (or come back) has nothing to merge the next delta onto and `applyPublicDelta` would
|
||||
* rightly throw. This is that baseline: the exact frame the chain has reached, so the next step
|
||||
* lands on it. A reconnecting client resets rather than replaying what it missed — the history
|
||||
* panel is what carries the words, and it is already sent whole on connect (#97).
|
||||
*/
|
||||
publicReset?: PublicFrame;
|
||||
};
|
||||
|
||||
/**
|
||||
@@ -174,8 +199,17 @@ function buildSession(
|
||||
};
|
||||
let open: OpenSpan | null = openSpanFor(Date.now());
|
||||
|
||||
/**
|
||||
* A seat's full Frame, with `lines` deliberately EMPTY (#97).
|
||||
*
|
||||
* Narration reaches a client by ONE path — `Push.lines` — because `RemoteSession`
|
||||
* (`web/session.ts`) accumulates from that field alone and its `lines()` returns the accumulator.
|
||||
* Passing `game.log` here serialised the entire log into every frame for every seat, where it grew
|
||||
* all game and was thrown away on arrival, while `linesSince` correctly sent the same text beside
|
||||
* it. The duplicate was not merely waste: it masked the reconnect bug `connect` fixes below.
|
||||
*/
|
||||
function frameFor(seat: PlayerIndex): Frame {
|
||||
return snapshot(game.state, game.log, null, null, null, false, seat);
|
||||
return snapshot(game.state, [], null, null, null, false, seat);
|
||||
}
|
||||
|
||||
function linesSince(seat: PlayerIndex): { text: string; tone: string }[] {
|
||||
@@ -202,11 +236,12 @@ function buildSession(
|
||||
return { cues, scheduled, announcement };
|
||||
}
|
||||
|
||||
function pushFor(seat: PlayerIndex, moment: Moment | null): Push {
|
||||
function pushFor(seat: PlayerIndex, moment: Moment | null, steps: DisplayStep[] = []): Push {
|
||||
const frame = frameFor(seat);
|
||||
const delta = deltaFrame(lastFrame.get(seat) ?? null, frame);
|
||||
lastFrame.set(seat, frame);
|
||||
const push: Push = { frame: delta, menu: menuFor(seat), lines: linesSince(seat) };
|
||||
if (steps.length > 0) push.steps = steps;
|
||||
if (moment) {
|
||||
if (moment.cues.length > 0) push.cues = moment.cues;
|
||||
if (moment.scheduled !== null) push.scheduled = moment.scheduled;
|
||||
@@ -219,9 +254,13 @@ function buildSession(
|
||||
|
||||
function pushesForAll(): Map<PlayerIndex, Push> {
|
||||
const moment = takeMoment();
|
||||
// Drained ONCE for the whole broadcast, not per seat: the steps are public and identical, and
|
||||
// `takeSteps` empties the collector, so draining inside the loop would give them to seat 0 and
|
||||
// an empty list to everybody else.
|
||||
const steps = takeSteps(game.display);
|
||||
const out = new Map<PlayerIndex, Push>();
|
||||
for (let seat = 0; seat < playerNames.length; seat++) {
|
||||
out.set(seat as PlayerIndex, pushFor(seat as PlayerIndex, moment));
|
||||
out.set(seat as PlayerIndex, pushFor(seat as PlayerIndex, moment, steps));
|
||||
}
|
||||
return out;
|
||||
}
|
||||
@@ -332,6 +371,19 @@ function buildSession(
|
||||
// here rather than fired at the first client to arrive. (It also stops `game.cues` growing without
|
||||
// bound on a server, which nothing was draining before this.)
|
||||
takeMoment();
|
||||
/**
|
||||
* THE PRESENTATION STEPS THOSE TURNS PRODUCED GO WITH THEM (v0.8.0).
|
||||
*
|
||||
* Left in the collector they would be delivered on the FIRST broadcast after somebody connects —
|
||||
* but that client's `publicReset` is the board as it stands AFTER these very moves, so replaying
|
||||
* them onto it would draw positions the game had already left. The plan says as much: opening bot
|
||||
* moves need no replay, and a later display simply receives the final reset.
|
||||
*
|
||||
* This is the only moment the collector holds anything outside an intent. `pushesForAll()` drains
|
||||
* it synchronously at the end of every `intent()`, so between moves it is always empty — which is
|
||||
* what makes dropping here safe rather than a race with a seat that has not been sent them yet.
|
||||
*/
|
||||
takeSteps(game.display);
|
||||
|
||||
return {
|
||||
playerCount: playerNames.length,
|
||||
@@ -341,7 +393,19 @@ function buildSession(
|
||||
// A (re)connect always starts from a clean slate — no cache to trust across a lost connection
|
||||
// (or a server restart, Phase 3) — so the honest thing is a full Frame, not a delta.
|
||||
lastFrame.delete(seat);
|
||||
return pushFor(seat, null);
|
||||
// ...and the NARRATION watermark with it (#97). The browser this answers has just reloaded
|
||||
// from an empty accumulator, so a seat told "nothing new since your last push" came back to a
|
||||
// blank history panel mid-game, with the server holding the whole log. `Push.lines` on a
|
||||
// connect IS the history, which is what lets the Frame stop carrying a second copy.
|
||||
sentLines.delete(seat);
|
||||
const push = pushFor(seat, null);
|
||||
/**
|
||||
* The baseline for this client's step queue (v0.8.0). `game.display.last` is the exact frame
|
||||
* the shared delta chain has reached, so the next step merges onto it; before any step has
|
||||
* been collected there is no chain yet and a fresh projection is the same thing.
|
||||
*/
|
||||
push.publicReset = game.display.last ?? publicSnapshot(game.state);
|
||||
return push;
|
||||
},
|
||||
|
||||
intent(seat, seq, i) {
|
||||
|
||||
+148
-8
@@ -55,11 +55,12 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
|
||||
*
|
||||
* West DP · Mainline · [Limits … Office … Limits] · Mainline · [ … ] · Mainline · East DP
|
||||
*
|
||||
* SEATING. Players sit around a table, so the route is laid out the way they do: one row alone,
|
||||
* two rows facing, a horseshoe of three, a square of four. The Division is a LINE and not a loop
|
||||
* — trains enter at one Division Point and leave at the other — so the shape is deliberately left
|
||||
* open, with the two ends drawn as buffer stops facing each other across a marked gap. Closing it
|
||||
* into a ring would promise a connection the rules do not have.
|
||||
* ONE ROW AT EVERY SEAT COUNT (Gitea#18). It used to be laid out the way players sit — two rows
|
||||
* facing, a horseshoe of three, a square of four — and the reasoning for dropping that is at the
|
||||
* layout itself below. The Division is a LINE and not a loop — trains enter at one Division Point
|
||||
* and leave at the other — so the row is deliberately left open, with the two ends drawn as
|
||||
* buffer stops facing outward. Closing it into a ring would promise a connection the rules do
|
||||
* not have.
|
||||
*
|
||||
* Self-contained on purpose: the replay embeds this by `toString()`, so it may not reach for
|
||||
* anything outside its own body.
|
||||
@@ -108,7 +109,6 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
|
||||
* this is back to what a buffer stop actually needs.
|
||||
*/
|
||||
const PAD = 22;
|
||||
const SIDE_GAP = 34;
|
||||
|
||||
const esc = (t: string): string =>
|
||||
String(t).replace(/[&<>"]/g, (c) => ({ '&': '&', '<': '<', '>': '>', '"': '"' })[c] ?? c);
|
||||
@@ -144,8 +144,20 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
|
||||
* register under the rail (Gitea#18).
|
||||
*/
|
||||
below?: Cell['trains'];
|
||||
/**
|
||||
* Office cells only: a Red Flag standing at this Office's Limits, and which approach it guards
|
||||
* (#94). A token set out ON the board that holds the next train arriving from that side, so it
|
||||
* is drawn like the other things standing on the map rather than left to the log.
|
||||
*/
|
||||
redFlag?: string | null;
|
||||
/** Mainline cards only: §2.1 divides one into two regions. 0 elsewhere — no bars are drawn. */
|
||||
regions: number;
|
||||
/**
|
||||
* Which way a Heavy Grade climbs, or null on every other card. Drawn as a wedge, because the
|
||||
* tooltip said "climbs east" and the card itself showed nothing — so the one card whose
|
||||
* orientation the PLAYER chooses was the one card you had to hover to read (Jesse, 2026-08-30).
|
||||
*/
|
||||
gradeUp?: string | null;
|
||||
w: number;
|
||||
x: number;
|
||||
y: number;
|
||||
@@ -217,10 +229,17 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
|
||||
(owner?.isYou ? ' — this is your railroad' : '') +
|
||||
// "their move" is wrong when the reader is the one being waited on.
|
||||
(owner?.isTurn ? (owner.isYou ? ' — it is your move' : ' — it is their move') : '') +
|
||||
// #94 — first, and in full, because it is the one thing here that CHANGES what a train
|
||||
// may do. Everything below it describes the cell; this describes a rule in force.
|
||||
(n.redFlag === 'east' || n.redFlag === 'west'
|
||||
? `\n\nRED FLAG set out at the ${n.redFlag === 'east' ? 'East' : 'West'} Limits — the ` +
|
||||
`next train arriving from the ${n.redFlag} is held short, and the flag is spent doing it.`
|
||||
: '') +
|
||||
`\n\nThe district itself is drawn on the Office map — this cell is the whole of it, with the ` +
|
||||
`trains standing in it: those holding an A/D track on the rail, and any crew switching in ` +
|
||||
`the district below it.`,
|
||||
seat: n.seat ?? null,
|
||||
redFlag: n.redFlag ?? null,
|
||||
// No regions in a district: a crew moves by Moves there, not by Stages, so it occupies a
|
||||
// card outright rather than a part of one.
|
||||
regions: 0,
|
||||
@@ -259,6 +278,7 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
|
||||
seat: null,
|
||||
// A Division Point is one region — the queue trains enter and leave the Division through.
|
||||
regions: dp ? 1 : (n.regions ?? 0),
|
||||
gradeUp: dp ? null : (n.gradeUp ?? null),
|
||||
w: dp ? CW.dp : CW.ml,
|
||||
});
|
||||
}
|
||||
@@ -357,6 +377,97 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
|
||||
out += `<line class="bs-region" x1="${c.x + 6 + RW * r}" y1="${c.y + RAIL_Y - 14}" x2="${c.x + 6 + RW * r}" y2="${c.y + RAIL_Y + 10}"/>`;
|
||||
}
|
||||
|
||||
/**
|
||||
* A RED FLAG STANDING AT THE LIMITS (#94).
|
||||
*
|
||||
* Drawn at the END IT GUARDS — west on the left, east on the right, since east is right on this
|
||||
* map — because which approach it covers is the whole of the information. A flag in the middle
|
||||
* of the cell would say a flag is out and leave the reader to hover for the half that decides
|
||||
* whether to run a train.
|
||||
*
|
||||
* A staff with a pennant, at rail height, standing clear of the chips: it is beside the rail,
|
||||
* which is where a flag is. Red is otherwise unused on this map (`bs-full` tints a cell, it does
|
||||
* not draw), so the mark does not compete with anything for meaning.
|
||||
*/
|
||||
if (c.redFlag === 'east' || c.redFlag === 'west') {
|
||||
const west = c.redFlag === 'west';
|
||||
const fx = west ? c.x + 9 : c.x + c.w - 9;
|
||||
const top = c.y + RAIL_Y - 22;
|
||||
const dir = west ? 1 : -1;
|
||||
out += `<g class="bs-flag">`;
|
||||
out += `<line x1="${fx}" y1="${top}" x2="${fx}" y2="${c.y + RAIL_Y + 4}"/>`;
|
||||
// The pennant flies INTO the cell, so it can never overhang the card edge at either end.
|
||||
out += `<polygon points="${fx},${top} ${fx + dir * 13},${top + 5} ${fx},${top + 10}"/>`;
|
||||
out += `</g>`;
|
||||
}
|
||||
|
||||
/**
|
||||
* 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)} ${pt(-H, T)}"/>`;
|
||||
}
|
||||
|
||||
/**
|
||||
* ON THE DIVISION MAP, A TRAIN IS A CHIP — name, which way it points, how many cars.
|
||||
*
|
||||
@@ -378,6 +489,14 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
|
||||
* things the Division map is for — where a train is and which way it is going — and leaves the
|
||||
* cars to the tooltip and to the district.
|
||||
*/
|
||||
/**
|
||||
* THE REGION NUMBER IS A PLACE ON THE MAP, NOT A DISTANCE RUN (Gitea#22).
|
||||
*
|
||||
* `view.ts` mirrors a westbound train before it gets here, so this counts boxes west to east
|
||||
* for every train regardless of which way it is going — and the tooltip says so, because
|
||||
* "region 2 of 2" beside "2 Stages still to run" reads as a contradiction otherwise. It is the
|
||||
* second box from the west end; a westbound train in it has its whole crossing ahead of it.
|
||||
*/
|
||||
const chip = (t: NonNullable<Cell['trains']>[number], tx: number, ty: number, w: number): void => {
|
||||
const cars = t.cars ?? [];
|
||||
const arrow = t.facing === 'w' ? '\u25c0' : '\u25b6';
|
||||
@@ -391,7 +510,7 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
|
||||
: '';
|
||||
out += `<g class="bs-train" data-tip="${esc(t.label)} \u2014 carrying ${esc(cars.join(', ') || 'no cars')}${
|
||||
cars.length ? ` (${loaded} loaded)` : ''
|
||||
}${inRegion ? ` \u00b7 region ${(t.region ?? 0) + 1} of ${c.regions}${dir}` : ''}${esc(stages)}${
|
||||
}${inRegion ? ` \u00b7 region ${(t.region ?? 0) + 1} of ${c.regions}, counted west to east${dir}` : ''}${esc(stages)}${
|
||||
// What the card prints. A train on the Mainline is exactly where "why did that leave without
|
||||
// me?" gets asked, and EXPEDITED is the answer more often than not.
|
||||
t.what ? `\n\n${esc(t.what)}` : ''
|
||||
@@ -979,9 +1098,18 @@ export function officeSvg(
|
||||
// card, the old y = H-46 baseline printed the label straight along the rail itself.
|
||||
// Hover text per enhancement, from the card catalogue — an Interlocking used to be a bare word
|
||||
// on the card with nothing to say what it did, or that it does not do it yet.
|
||||
// A SPENT dispatch device is struck through (#101). Telegraph/Telephone/Radio are "once a
|
||||
// day", and the label said the same thing before and after the Superintendent spent one — so
|
||||
// the card advertised a +12 that was not there. Per-`tspan` rather than per-`text` so the
|
||||
// names still read as one row, and `?? []` because `piecePreview` builds a cell literal by
|
||||
// hand and has no flags.
|
||||
const spentFlags = cell.enhancementsSpent ?? [];
|
||||
const names = cell.enhancements
|
||||
.map((n, i) => (spentFlags[i] ? `<tspan class="bs-enh-spent">${esc(n)}</tspan>` : esc(n)))
|
||||
.join(' · ');
|
||||
out += `<text class="bs-enh" x="6" y="26" data-tip="${esc(
|
||||
(cell.enhancementsWhat ?? []).join(' · '),
|
||||
)}">${esc(cell.enhancements.join(' · '))}</text>`;
|
||||
)}">${names}</text>`;
|
||||
}
|
||||
if (selectedTrain) {
|
||||
/**
|
||||
@@ -1123,6 +1251,17 @@ export const BOARD_CSS = `
|
||||
/* The vertical bars a Mainline card is divided into (§2.1). Drawn faint: they are the ruler the
|
||||
train is measured against, not something to look at instead of the train. */
|
||||
.bs-region{stroke:#4a5361;stroke-width:1.2;stroke-dasharray:3 3}
|
||||
/* #94 — the one red mark on the Division map, so it reads as a stop rather than as decoration. */
|
||||
.bs-flag line{stroke:#9aa3b0;stroke-width:1.6}
|
||||
.bs-flag polygon{fill:#d2453f;stroke:#7d211d;stroke-width:0.8}
|
||||
/* THE HEAVY GRADE WEDGE. Terrain, so it is coloured as terrain rather than as a warning.
|
||||
SOLID BROWN, fill and border the same (Jesse, 2026-08-30) — the first pass paired a desaturated
|
||||
fill with an amber arrow and the pair read reddish, which on a map that spends amber on "it is
|
||||
happening here" made a fixed piece of landscape look like a live alert. One flat brown recedes
|
||||
into scenery; the arrow is bone so the DIRECTION, which is the fact being reported, is the part
|
||||
that carries. */
|
||||
.bs-grade{fill:#6b5334;stroke:#6b5334;stroke-width:1}
|
||||
.bs-gradeup{fill:#f2e8d5}
|
||||
.bs-slot{fill:none;stroke:#5f6b7a;stroke-width:1.1;stroke-dasharray:3 2}
|
||||
.bs-slot.bs-occ{stroke-dasharray:none;stroke-width:1.6}
|
||||
/* CAR TYPE BY COLOUR, LOAD STATE BY FILL — the SAME distinction the train tray draws, because they
|
||||
@@ -1206,6 +1345,7 @@ export const BOARD_CSS = `
|
||||
.bs-mod{font:10px ui-monospace,monospace}
|
||||
text.bs-mod{fill:#c8a04a}
|
||||
.bs-enh{fill:#7fb0e6;font:9px ui-monospace,monospace}
|
||||
.bs-enh-spent{fill:#5b6b7d;text-decoration:line-through}
|
||||
.bs-rowlab{fill:#5f6b7a;font:600 9px ui-monospace,monospace;letter-spacing:.1em}
|
||||
/* THE EDGE OF THE DISTRICT. Deliberately quiet — it is a boundary, not an action — and dashed, so it
|
||||
reads as a line on the table rather than as rail. Nothing is laid outside it (§2.1). */
|
||||
|
||||
@@ -0,0 +1,134 @@
|
||||
/**
|
||||
* THE DISPLAY-STEP COLLECTOR — v0.8.0, `docs/plans/jitsi-common-board.md` § v0.8.0 §§ 1-3.
|
||||
*
|
||||
* One ordered, watchable presentation step per accepted intent, so a player can see what everyone
|
||||
* else did instead of finding the board already rearranged. TODO #13: *"It's not fun to do my turn
|
||||
* and have magic happen in the background and then have to figure out what others did."*
|
||||
*
|
||||
* ONE HOOK, NOT TWO. The design anticipated wiring this into `GameSession.intent()` and
|
||||
* `GameSession.driveBots()` separately, with `LocalSession` doing its own thing for solitaire. It
|
||||
* does not need to: `src/server/session.ts` imports `submit` from `src/web/game.ts`, so solitaire,
|
||||
* live multiplayer and every bot turn already funnel through ONE function. Collecting there is what
|
||||
* makes solitaire a special case of multiplayer rather than a second implementation, which is the
|
||||
* standing design direction for this codebase.
|
||||
*
|
||||
* AND REPLAY IS INERT FOR FREE. `fromSave` and `fromMultiplayerSave` rebuild a game by calling
|
||||
* `applyIntent` + `record` + `drain` directly rather than `submit`, so a resumed server or a rebuilt
|
||||
* undo does NOT re-emit the whole game as steps. That was expected to need an explicit guard — the
|
||||
* plan calls it out as the same class of bug as #97, a mechanism firing on a path nobody pictured
|
||||
* it running on. It needs none, but the property is load-bearing: **if a replay path is ever moved
|
||||
* onto `submit()`, this becomes a real bug**, and `test/watchable.test.ts` pins it.
|
||||
*
|
||||
* WHAT A STEP IS. One accepted intent, or ONE AUTOMATIC PHASE — never one per `GameEvent`, because
|
||||
* the event list is not a complete reducer and a receiver could not rebuild state from it. It gets a
|
||||
* projected frame instead.
|
||||
*
|
||||
* PHASES EARN THEIR OWN STEPS, and that is TODO #18. `pump()` runs every automatic phase between one
|
||||
* click and the next and `drain()` records the whole batch at once, so New Train, the Mainline and
|
||||
* the shift change "look like they are being skipped entirely" — trains cross the Division in one
|
||||
* jump. Folding them into the triggering intent's step reproduces exactly that. So `submit()` steps
|
||||
* `advance()` one call at a time instead, and collects a step for each phase that actually DID
|
||||
* something. A phase that did nothing adds no narration and therefore produces no step at all, which
|
||||
* is Jesse's own rule (2026-09-09): "if nothing happens during a phase then we shouldn't lose time
|
||||
* to it."
|
||||
*
|
||||
* `drain()` is deliberately NOT changed. Replay, undo and `fromSave` all use it, and the
|
||||
* replay-inertness property below depends on their staying off this path. The stepped version lives
|
||||
* in `submit()` and makes the same `advance()` calls in the same order, so the resulting state is
|
||||
* identical — only the collection differs.
|
||||
*/
|
||||
|
||||
import type { Intent } from '../engine/intents.ts';
|
||||
import type { GameState, PlayerIndex, SeatIndex } from '../engine/state.ts';
|
||||
import { seatOf } from '../engine/state.ts';
|
||||
import { publicSnapshot } from './view.ts';
|
||||
import type { PublicFrame } from './view.ts';
|
||||
import { deltaPublicFrame } from './public-delta.ts';
|
||||
import type { PublicFrameDelta } from './public-delta.ts';
|
||||
|
||||
/**
|
||||
* The wire format's version, on the ENVELOPE rather than on the projection.
|
||||
*
|
||||
* The plan's original sketch put `protocolVersion` inside `PublicFrame`. It does not belong there:
|
||||
* `PublicFrame` is a projection of the game and its property list is an allow-list that
|
||||
* `test/redaction.test.ts` enumerates, so a transport concern living in it would have to be
|
||||
* allow-listed as public game state, which it is not. The step is the message; the message carries
|
||||
* the version.
|
||||
*/
|
||||
export const DISPLAY_PROTOCOL_VERSION = 1;
|
||||
|
||||
/** What produced a step: somebody's intent, or the Division advancing a phase by itself. */
|
||||
export type StepCause = Intent['type'] | 'phase';
|
||||
|
||||
/** One watchable thing that happened, in order. */
|
||||
export type DisplayStep = {
|
||||
protocolVersion: typeof DISPLAY_PROTOCOL_VERSION;
|
||||
/** Monotonic per game. 0.8.1's reconnecting display stream needs it to detect a gap; a queue only needs the order. */
|
||||
seq: number;
|
||||
/**
|
||||
* Who acted — NULL for an automatic phase, which nobody did.
|
||||
*
|
||||
* Both are carried because Employee Rotation makes "which seat" and "which player" different
|
||||
* questions.
|
||||
*/
|
||||
player: PlayerIndex | null;
|
||||
seat: SeatIndex | null;
|
||||
/** What caused it — the input to pacing's kind classification. */
|
||||
cause: StepCause;
|
||||
/** The public board after this intent and everything it drained, against the previous step. */
|
||||
frame: PublicFrameDelta;
|
||||
/** The narration this intent added, in order, including any phase lines drained behind it. */
|
||||
lines: { text: string; tone: string }[];
|
||||
};
|
||||
|
||||
/**
|
||||
* Per-game collector state.
|
||||
*
|
||||
* Held on `Game` beside `log`, `cues` and `announced` and drained the same way, which is the
|
||||
* established convention in this codebase for "the model accumulated something, the view takes it".
|
||||
*/
|
||||
export type DisplayCollector = {
|
||||
/** Undrained steps, oldest first. */
|
||||
steps: DisplayStep[];
|
||||
/** The last public frame a step was built against, so the next delta has something to diff. */
|
||||
last: PublicFrame | null;
|
||||
/** Next sequence number to assign. */
|
||||
seq: number;
|
||||
};
|
||||
|
||||
export function newCollector(): DisplayCollector {
|
||||
return { steps: [], last: null, seq: 0 };
|
||||
}
|
||||
|
||||
/**
|
||||
* Record one accepted intent as a step.
|
||||
*
|
||||
* Called from `submit()` AFTER `record()` and `drain()`, so `state` is the position the intent
|
||||
* finally produced and `lines` is everything it caused to be said. The frame is projected
|
||||
* immediately and never from a retained `GameState` reference — a retained reference would resolve
|
||||
* to the FINAL state of a whole bot run, which is exactly the teleporting this exists to prevent.
|
||||
*/
|
||||
export function collectStep(
|
||||
collector: DisplayCollector,
|
||||
state: GameState,
|
||||
player: PlayerIndex | null,
|
||||
cause: StepCause,
|
||||
lines: { text: string; tone: string }[],
|
||||
): void {
|
||||
const next = publicSnapshot(state);
|
||||
collector.steps.push({
|
||||
protocolVersion: DISPLAY_PROTOCOL_VERSION,
|
||||
seq: collector.seq++,
|
||||
player,
|
||||
seat: player === null ? null : seatOf(state, player),
|
||||
cause,
|
||||
frame: deltaPublicFrame(collector.last, next),
|
||||
lines,
|
||||
});
|
||||
collector.last = next;
|
||||
}
|
||||
|
||||
/** Take everything collected so far, leaving the collector empty — `takeMoment()`'s pattern. */
|
||||
export function takeSteps(collector: DisplayCollector): DisplayStep[] {
|
||||
return collector.steps.splice(0, collector.steps.length);
|
||||
}
|
||||
+102
-10
@@ -15,10 +15,10 @@
|
||||
* panel cannot drift from the rules.
|
||||
*/
|
||||
|
||||
import { MAX_CONSIST } from '../engine/content.ts';
|
||||
import { MAX_CONSIST, crewTrayCount } from '../engine/content.ts';
|
||||
import { adTrackCount, coordKey, seatOf, turnOf } from '../engine/state.ts';
|
||||
import type { GameState, GridCoord, PlayerIndex, RollingStock, SeatIndex, TrayId } from '../engine/state.ts';
|
||||
import { areaOf, canAdvanceLoad, canBoard, canDetrain, canStartLoad, facilityCarType, facilityCarTypes, laborersLeft, movesFor, passengerRefusal, portersLeft } from '../engine/apply.ts';
|
||||
import { areaOf, canAdvanceLoad, canBoard, canDetrain, canStartLoad, facilityCarType, facilityCarTypes, freightRuleSpentHere, isFreight, laborersLeft, movesFor, passengerRefusal, portersLeft } from '../engine/apply.ts';
|
||||
import type { GameEvent } from '../engine/events.ts';
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
@@ -155,7 +155,7 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
|
||||
return {
|
||||
tone: 'plain',
|
||||
where: e.to,
|
||||
text: `CREW moved ${at(e.from)} → ${at(e.to)}${e.via ? ` via ${at(e.via)}` : ''} — ${e.movesRemaining} of 6 Moves left. The crew chip on the grid carries the whole train with it.`,
|
||||
text: `Moved ${train(e.trayId)} ${at(e.from)} → ${at(e.to)}${e.via ? ` via ${at(e.via)}` : ''} — ${e.movesRemaining} of 6 Moves left. The crew chip on the grid carries the whole train with it.`,
|
||||
};
|
||||
case 'carsCoupled': {
|
||||
/**
|
||||
@@ -181,7 +181,7 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
|
||||
return {
|
||||
tone: 'good',
|
||||
where: e.at,
|
||||
text: `SMALL YARD — consist re-ordered from [${carsLabel(e.before)}] to [${carsLabel(e.after)}], so the right car is now on the end and can be spotted`,
|
||||
text: `Used the SMALL YARD — consist re-ordered from [${carsLabel(e.before)}] to [${carsLabel(e.after)}], so the right car is now on the end and can be spotted`,
|
||||
};
|
||||
case 'carsDropped':
|
||||
// WHICH END. A cut comes off an outer end (§A.3) and the end decides everything that follows:
|
||||
@@ -746,6 +746,42 @@ export function impediments(s: GameState, player: PlayerIndex = 0): Impediment[]
|
||||
* Only while switching, and only the cards actually in the crew's way: `movesFor` reports the
|
||||
* squares the movement walk reached and refused, not every square on the board.
|
||||
*/
|
||||
/**
|
||||
* WHY A CAR WILL NOT COME OFF (Gitea#21).
|
||||
*
|
||||
* "I dropped the first tank car, but that was all I was allowed to do" — and this panel, asked
|
||||
* why, talked about the refinery's green box. The rule that actually refused is printed on the
|
||||
* train: trains 3/4, the Express, "may drop or pick up one freight car at every location". The
|
||||
* refusal was correct. Nothing said it.
|
||||
*
|
||||
* That is a worse failure than a missing button, because the panel did not stay silent — it
|
||||
* offered a true statement about the FACILITY, which sent the player to spend a Freight Agent
|
||||
* action that could not have helped. The rule was on the train card's tooltip, which is not
|
||||
* where anyone looks when a button they expected is simply absent.
|
||||
*
|
||||
* Only when the crew has a freight car it could otherwise set out. A budget spent by a train
|
||||
* with nothing left to drop is not blocking anything, and this panel earns its keep by being
|
||||
* short enough to read.
|
||||
*/
|
||||
const turnNow = turnOf(s, player);
|
||||
if (s.clock.phase === 'localOps' && turnNow.option === 'switch') {
|
||||
for (const [id, tray] of s.trays) {
|
||||
if (tray.position.at !== 'grid' || tray.position.seat !== seatOf(s, player)) continue;
|
||||
if (!tray.consist.some(isFreight)) continue;
|
||||
if (!freightRuleSpentHere(s, player, id)) continue;
|
||||
const { row, col } = tray.position.coord;
|
||||
out.push({
|
||||
where: `Train ${tray.trainNumber} at (${col},${row})`,
|
||||
why:
|
||||
'ONE FREIGHT CAR PER LOCATION — this train has already worked a freight car on this ' +
|
||||
'square, so no more come off or on here until next turn. It may still work one at the ' +
|
||||
'next square it reaches.',
|
||||
// The printed rule doing its job, and it lifts by itself. Amber, not red.
|
||||
severity: 'waiting',
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
const turn = turnOf(s, player);
|
||||
if (s.clock.phase === 'localOps' && turn.option === 'switch' && turn.movesRemaining > 0) {
|
||||
for (const [id, tray] of s.trays) {
|
||||
@@ -832,13 +868,69 @@ export function impediments(s: GameState, player: PlayerIndex = 0): Impediment[]
|
||||
}
|
||||
}
|
||||
|
||||
// Trains held for want of a Crew Tray (§7) — the scarcity mechanic, made visible.
|
||||
const due = s.timetable[s.clock.stage - 1];
|
||||
if (due !== null && due !== undefined && s.freeTrays.length === 0) {
|
||||
/**
|
||||
* TRAINS HELD FOR WANT OF A CREW TRAY (§7) — the scarcity mechanic, made visible (#98).
|
||||
*
|
||||
* This covered the TIMETABLED train due out this Stage and nothing else, which meant the two
|
||||
* other things that queue for the same pool reported nothing at all. A player who spent a card on
|
||||
* an Extra, or ordered a second section, got an EMPTY panel while their train sat behind an
|
||||
* exhausted pool — and each had been announced once in the log in a line that promised a future
|
||||
* event ("as soon as a Crew Tray frees up") which nothing then confirmed.
|
||||
*
|
||||
* All three are one condition, so they are written as one block: no free tray, and something
|
||||
* waiting for one. The count rides along because "no free Crew Tray" reads like a permanent fact
|
||||
* about the game rather than a state that will pass.
|
||||
*/
|
||||
// `crewTrayCount` is the pool's size, asked rather than re-derived. `trays.size + freeTrays.length`
|
||||
// gives the same number in play — `retireTrain` moves a tray back — but it is a second way to know
|
||||
// one fact, which is the shape of every bug this release fixed.
|
||||
const trays = `${s.freeTrays.length} of ${crewTrayCount(s.players.length)} Crew Trays free`;
|
||||
if (s.freeTrays.length === 0) {
|
||||
const due = s.timetable[s.clock.stage - 1];
|
||||
if (due !== null && due !== undefined) {
|
||||
out.push({
|
||||
where: `Train ${due}`,
|
||||
why: `due to depart but HELD — no free Crew Tray (${trays})`,
|
||||
severity: 'stuck',
|
||||
});
|
||||
}
|
||||
|
||||
// An Extra belongs to the player who played the card (§7), so it is their errand and it is
|
||||
// reported to them. A second section is the table's, like any Timetabled train.
|
||||
for (const x of s.pendingExtras) {
|
||||
if (x.player !== player) continue;
|
||||
out.push({
|
||||
where: `Extra X${x.trainNumber}`,
|
||||
why: `played and waiting to be made up — no free Crew Tray (${trays})`,
|
||||
severity: 'stuck',
|
||||
});
|
||||
}
|
||||
|
||||
for (const n of s.pendingSecondSections) {
|
||||
out.push({
|
||||
where: `Train ${n}`,
|
||||
why: `second section ordered and waiting to be made up — no free Crew Tray (${trays})`,
|
||||
severity: 'stuck',
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* A TRAIN HELD AT THE LIMITS BY AN INTERLOCKING (#99).
|
||||
*
|
||||
* It is inside the player's Limits, not on an A/D track, and it takes the first track that frees
|
||||
* ahead of any newcomer. The map now draws it on the Limits square; this says what it is waiting
|
||||
* for, which is the Office emptying rather than anything the held train itself can do.
|
||||
*/
|
||||
for (const id of area.heldAtLimits) {
|
||||
const t = s.trays.get(id);
|
||||
if (!t) continue;
|
||||
out.push({
|
||||
where: `Train ${due}`,
|
||||
why: 'due to depart but HELD — no free Crew Tray',
|
||||
severity: 'stuck',
|
||||
where: `Train ${t.trainIsExtra ? 'X' : ''}${t.trainNumber ?? '—'}`,
|
||||
why:
|
||||
'held at your Limits by the Interlocking instead of colliding — it takes the first A/D ' +
|
||||
'track that frees, ahead of any train arriving after it',
|
||||
severity: 'waiting',
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,167 @@
|
||||
/**
|
||||
* HOW LONG EACH STEP IS SHOWN — v0.8.0, `docs/plans/jitsi-common-board.md` § v0.8.0 § 5.
|
||||
*
|
||||
* Shared rather than living in `src/web/`, so the 0.8.1 seatless board paces identically to a
|
||||
* player's own screen. Two views of one game that disagreed about how fast it looks would be worse
|
||||
* than either alone.
|
||||
*
|
||||
* WHY BY KIND RATHER THAN BY BUDGET. The obvious scheme is to give the whole backlog a time budget
|
||||
* and divide it by the queue length. Measured against real games, that does exactly the wrong
|
||||
* thing. From `public/replays/`: ~60 stages per game and ~5 intents per player per stage, so a
|
||||
* four-player table produces ~15 other-player steps per stage — but 44 of a 307-intent game are
|
||||
* `draw.end` and 60 are `loadUnload.end`, bookkeeping nobody wants to watch, while the thing that
|
||||
* is worth watching is rare and clustered. Two of the three published replays contain no
|
||||
* `switch.move` at all; the third has bursts of 14, 6, 6 and 6, and `trayMoved`'s own narration says
|
||||
* "N of 6 Moves left" because six is the engine's cap per crew. So a uniform budget spends the
|
||||
* player's attention on `draw.end` and rushes the switching.
|
||||
*
|
||||
* Assigning dwell by kind and letting the total fall out costs ~40s of animation across a whole
|
||||
* 60-stage game, against ~3.6 minutes for a flat 700ms — better switching visibility for a fifth of
|
||||
* the time. Jesse, 2026-09-09, on what matters: *"I definitely want to watch other players struggle
|
||||
* with the switching exercises … I don't think reading the switching in the log will be anywhere
|
||||
* nearly as interesting as watching the trains actually move on the board."*
|
||||
*
|
||||
* PACING IS CLIENT-SIDE ONLY. The server emits steps as fast as it likes and the client decides how
|
||||
* to show them, which is what keeps Gitea#20's "do not slow the authoritative game" true.
|
||||
*/
|
||||
|
||||
import type { StepCause } from './display-step.ts';
|
||||
|
||||
export type StepKind = 'switching' | 'action' | 'phase' | 'bookkeeping';
|
||||
|
||||
/**
|
||||
* THE TUNING TABLE — dwell in milliseconds per kind.
|
||||
*
|
||||
* Start generous and tune down by playing; Jesse, 2026-09-09: *"start at 1s and tune down."* This is
|
||||
* the committed default and changing it needs a web rebuild, which in the `.s9pk` is a release — so
|
||||
* it is deliberately not the only way to change the pacing. A viewer's own `pace` multiplier
|
||||
* (`Settings`, `localStorage`) and a `?pace=` URL parameter both scale these without one, and
|
||||
* `pace = 0` turns the animation off entirely, which is also TODO #18's "a player who has seen it a
|
||||
* hundred times will want it off".
|
||||
*
|
||||
* NOT IN GAME-CREATION SETTINGS, on Jesse's call 2026-09-09: dwell is presentation, not a rule, and
|
||||
* `config` rides along in saves and replays. If it ever moves there, the config field supplies this
|
||||
* table's multiplier — the table, the classification and the queue do not change.
|
||||
*/
|
||||
export const DWELL: Record<StepKind, number> = {
|
||||
/** A train physically moving on the board. The thing worth watching, and protected accordingly. */
|
||||
switching: 1000,
|
||||
/** A card, a car or a load changing hands somewhere visible. */
|
||||
action: 250,
|
||||
/**
|
||||
* An automatic phase that DID something — TODO #18.
|
||||
*
|
||||
* Only reached when the phase actually narrated: `submit()` collects no step for a phase that
|
||||
* changed nothing, so this is never spent on the empty ones Jesse is content to guess at. Between
|
||||
* an ordinary action and a switching move, because the Mainline phase moves trains the length of
|
||||
* the Division and is the clearest case of "stuff just happened without being able to see how".
|
||||
*/
|
||||
phase: 600,
|
||||
/** Turn and phase bookkeeping. Nothing moved; do not spend the player's attention on it. */
|
||||
bookkeeping: 0,
|
||||
};
|
||||
|
||||
/**
|
||||
* Which kind an intent is.
|
||||
*
|
||||
* Exhaustive over `Intent['type']` on purpose — a `default` would silently drop a newly added intent
|
||||
* into whatever tier the fallback names, and the failure mode is invisible (a move that never gets
|
||||
* a beat, or bookkeeping that stalls the queue for a second). `test/pacing.test.ts` walks every
|
||||
* member of the union so a new intent cannot land here unclassified.
|
||||
*/
|
||||
export function kindOf(cause: StepCause): StepKind {
|
||||
switch (cause) {
|
||||
// The Division advancing itself — New Train, the Mainline, the shift change (TODO #18).
|
||||
case 'phase':
|
||||
return 'phase';
|
||||
|
||||
// The crew and its train moving, coupling, setting out and re-ordering — §6.1 and Appendix A.
|
||||
case 'switch.move':
|
||||
case 'switch.dropCars':
|
||||
case 'switch.sortConsist':
|
||||
case 'maneuver.flyingSwitch':
|
||||
case 'maneuver.redFlags':
|
||||
return 'switching';
|
||||
|
||||
// Something visible changed hands or position, but no train drove anywhere.
|
||||
case 'card.play':
|
||||
case 'card.discard':
|
||||
case 'draw.fromHomeOffice':
|
||||
case 'draw.fromDepartment':
|
||||
case 'newTrain.placeCar':
|
||||
case 'newTrain.passCar':
|
||||
case 'newTrain.secondSection':
|
||||
case 'newTrain.startExtra':
|
||||
case 'porter.board':
|
||||
case 'porter.detrain':
|
||||
case 'laborer.startLoad':
|
||||
case 'laborer.advanceLoad':
|
||||
case 'laborer.beginUnload':
|
||||
case 'freightAgent.stockOutbound':
|
||||
case 'freightAgent.clearInbound':
|
||||
case 'freightAgent.unjam':
|
||||
case 'mainline.clearance':
|
||||
case 'mainline.modify':
|
||||
case 'mainline.redFlag':
|
||||
case 'mainline.yardOffice':
|
||||
case 'redFlag.play':
|
||||
return 'action';
|
||||
|
||||
// Ending a phase or a turn, choosing what to do, voting. The consequences are worth watching;
|
||||
// the declaration itself is not, and there are more of these than of anything else.
|
||||
case 'localOps.choose':
|
||||
case 'loadUnload.end':
|
||||
case 'draw.end':
|
||||
case 'switch.end':
|
||||
case 'freightAgent.end':
|
||||
case 'game.extend':
|
||||
return 'bookkeeping';
|
||||
}
|
||||
}
|
||||
|
||||
/** How long to show one step, in ms, at a given speed. `pace` of 0 means "do not animate at all". */
|
||||
export function dwellFor(cause: StepCause, pace = 1): number {
|
||||
return Math.round(DWELL[kindOf(cause)] * Math.max(0, pace));
|
||||
}
|
||||
|
||||
/**
|
||||
* How long to show one STEP — the form the queue actually uses.
|
||||
*
|
||||
* A step that said nothing gets no dwell, whatever caused it. That is one rule covering two cases
|
||||
* arrived at separately: a phase where nothing happened (Jesse, 2026-09-09 — *"if nothing happens
|
||||
* during a phase then we shouldn't lose time to it"*), and a phase that only handed the turn on,
|
||||
* which changes the board but has nothing on it to look at. Structurally typed so this file does not
|
||||
* have to import `DisplayStep` back from the module that imports `StepCause` from it.
|
||||
*/
|
||||
export function dwellForStep(
|
||||
step: { cause: StepCause; lines: readonly unknown[]; frame: { table: object } },
|
||||
pace = 1,
|
||||
): number {
|
||||
if (step.lines.length > 0) return dwellFor(step.cause, pace);
|
||||
/**
|
||||
* A SILENT STEP EARNS A BEAT ONLY WHEN THE CLOCK TURNED OVER — which is TODO #18 exactly: "give
|
||||
* every phase a visible beat", for New Train, the Mainline and the shift change.
|
||||
*
|
||||
* Measured, because the obvious rule was wrong twice. "No narration, no dwell" looked right and
|
||||
* silently killed #18: a phase can move trains without saying anything, and those steps were being
|
||||
* flashed past. "Anything that changed the board" is wrong the other way: `submit()` steps
|
||||
* `advance()` about 4.6 times per intent and most of those merely hand the turn on, so beating on
|
||||
* all of them would cost a quarter of an hour a game. The phase turning over is the thing a player
|
||||
* is being shown, and there are about 180 of those in a full game.
|
||||
*/
|
||||
const table = step.frame.table as Record<string, unknown>;
|
||||
const turned = 'phase' in table || 'phaseKey' in table || 'stage' in table || 'day' in table;
|
||||
return turned ? dwellFor(step.cause, pace) : 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* How many steps in a queue are actually going to be WATCHED.
|
||||
*
|
||||
* This is the number the "N behind" counter shows, and it is deliberately not `queue.length`. With
|
||||
* bookkeeping dwelling at zero, a backlog of 17 where 12 are `*.end` would read "17", plummet to 5
|
||||
* the instant it started, and then crawl — which is not the steady countdown the counter is for.
|
||||
* Thirteen dwelling steps means thirteen things you are going to see.
|
||||
*/
|
||||
export function watchableCount(causes: readonly StepCause[], pace = 1): number {
|
||||
return causes.filter((c) => dwellFor(c, pace) > 0).length;
|
||||
}
|
||||
@@ -0,0 +1,132 @@
|
||||
/**
|
||||
* Delta for the SEATLESS public frame — v0.8.0, `docs/plans/jitsi-common-board.md` § v0.8.0 § 3.
|
||||
*
|
||||
* `frame-delta.ts` solves the same-shaped problem for a seated player's `Frame` and does NOT carry
|
||||
* over, which is worth saying plainly because reusing it looks obvious and is wrong. It nulls three
|
||||
* TOP-LEVEL keys — `cells`, `facilities`, `division` — and a `PublicFrame` has only the last of
|
||||
* those. Its `cells` and `facilities` live one level down, inside `districts[]`, one entry per seat,
|
||||
* and that is where nearly all of the bytes are.
|
||||
*
|
||||
* **So the districts are deltaed PER SEAT rather than as one array.** One accepted intent changes
|
||||
* one district; comparing the whole array as a unit would resend every other player's board on
|
||||
* every step, which is exactly the cost this exists to avoid. On a four-player table that is three
|
||||
* boards of waste per step, and a step is emitted for every bot move as well as every human one.
|
||||
*
|
||||
* It is also a TRUE PARTIAL rather than a full frame with holes in it, which is the other place
|
||||
* `frame-delta.ts` does not carry over. See `PublicFrameDelta` below for the measurement that forced
|
||||
* that; in short, most steps change one field and shipping the other thirty-four cost 16.7 MB a game.
|
||||
*
|
||||
* The convention that does carry over, kept identical so a reader of one file can read the other:
|
||||
* an absent or `null` field means "unchanged since the last thing sent to this receiver", and the
|
||||
* receiving side merges against the last full frame it actually holds. A first connect or a
|
||||
* reconnect after a gap sends a full frame instead — the display stream resets rather than replaying
|
||||
* (§ v0.8.0).
|
||||
*
|
||||
* Node-free by design, like `frame-delta.ts`: the server and the browser both import this directly.
|
||||
*/
|
||||
|
||||
import type { CellView, DivisionView, FacilityView, PublicDistrict, PublicFrame } from './view.ts';
|
||||
|
||||
/**
|
||||
* One district with its two heavy fields nulled when unchanged.
|
||||
*
|
||||
* `seat` is the identity and is always present — it is what the receiver matches on. `player` and
|
||||
* `name` are always sent too, and deliberately: Employee Rotation moves players between districts,
|
||||
* so the pairing of seat to player is itself news, and it costs two small fields to never have to
|
||||
* reason about whether a relabelling was missed.
|
||||
*/
|
||||
export type PublicDistrictDelta = Omit<PublicDistrict, 'cells' | 'facilities'> & {
|
||||
cells: CellView[] | null;
|
||||
facilities: FacilityView[] | null;
|
||||
};
|
||||
|
||||
/** The shared-table half of a `PublicFrame` — everything that is not the Division or a district. */
|
||||
type PublicTable = Omit<PublicFrame, 'division' | 'districts'>;
|
||||
|
||||
/**
|
||||
* A `PublicFrame` reduced to WHAT CHANGED.
|
||||
*
|
||||
* **Partial, not a full frame with holes**, and that distinction was measured rather than assumed.
|
||||
* The first version of this spread `...next` and nulled only the board fields, so every step shipped
|
||||
* all 35 top-level properties even when the sole change was whose turn it was. Once TODO #18 gave
|
||||
* automatic phases their own steps, most steps became exactly that — a turn handed on, nothing to
|
||||
* look at — and a full 6-day game cost **19.4 MB**, of which **16.7 MB was those silent steps at
|
||||
* ~11 KB each**. As a partial they are a few dozen bytes.
|
||||
*/
|
||||
export type PublicFrameDelta = {
|
||||
/** Only the shared-table fields whose value differs from the previous frame. */
|
||||
table: Partial<PublicTable>;
|
||||
/** The Division, only when it changed. */
|
||||
division: DivisionView[] | null;
|
||||
/** Only the districts that changed, each carrying only the board fields that changed. */
|
||||
districts: PublicDistrictDelta[];
|
||||
};
|
||||
|
||||
const same = (a: unknown, b: unknown): boolean => JSON.stringify(a) === JSON.stringify(b);
|
||||
|
||||
const TABLE_KEYS = (frame: PublicFrame): (keyof PublicTable)[] =>
|
||||
(Object.keys(frame) as (keyof PublicFrame)[]).filter(
|
||||
(k): k is keyof PublicTable => k !== 'division' && k !== 'districts',
|
||||
);
|
||||
|
||||
/**
|
||||
* `previous` is the last public frame actually sent to THIS receiver, or `null` for a first connect
|
||||
* or a reset — in which case everything is sent in full.
|
||||
*/
|
||||
export function deltaPublicFrame(previous: PublicFrame | null, next: PublicFrame): PublicFrameDelta {
|
||||
const before = new Map(previous?.districts.map((d) => [d.seat, d]) ?? []);
|
||||
const table: Partial<PublicTable> = {};
|
||||
for (const key of TABLE_KEYS(next)) {
|
||||
if (previous === null || !same(previous[key], next[key])) {
|
||||
(table as Record<string, unknown>)[key] = next[key];
|
||||
}
|
||||
}
|
||||
const districts: PublicDistrictDelta[] = [];
|
||||
for (const d of next.districts) {
|
||||
const was = before.get(d.seat);
|
||||
const cells = was && same(was.cells, d.cells) ? null : d.cells;
|
||||
const facilities = was && same(was.facilities, d.facilities) ? null : d.facilities;
|
||||
// A district with nothing new is left out entirely rather than sent as a row of nulls: on a
|
||||
// four-player table three of them are unchanged on every single step.
|
||||
if (was && cells === null && facilities === null && same(was, d)) continue;
|
||||
districts.push({ ...d, cells, facilities });
|
||||
}
|
||||
return {
|
||||
table,
|
||||
division: previous !== null && same(previous.division, next.division) ? null : next.division,
|
||||
districts,
|
||||
};
|
||||
}
|
||||
|
||||
/** The receiving side: merges a delta back onto the last full public frame this receiver holds. */
|
||||
export function applyPublicDelta(previous: PublicFrame | null, delta: PublicFrameDelta): PublicFrame {
|
||||
const base = previous ?? (delta.table as PublicTable);
|
||||
const merged = { ...base, ...delta.table } as PublicTable;
|
||||
const bySeat = new Map((previous?.districts ?? []).map((d) => [d.seat, d]));
|
||||
for (const d of delta.districts) {
|
||||
const was = bySeat.get(d.seat);
|
||||
bySeat.set(d.seat, {
|
||||
...d,
|
||||
cells: d.cells ?? need(was?.cells, `districts[seat ${d.seat}].cells`),
|
||||
facilities: d.facilities ?? need(was?.facilities, `districts[seat ${d.seat}].facilities`),
|
||||
});
|
||||
}
|
||||
return {
|
||||
...merged,
|
||||
division: delta.division ?? need(previous?.division, 'division'),
|
||||
districts: [...bySeat.values()].sort((a, b) => a.seat - b.seat),
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* A delta that says "unchanged" against a receiver that has nothing to merge onto is a bug in the
|
||||
* SENDER's bookkeeping, not a recoverable state — it means the two sides disagree about what has
|
||||
* been delivered, and quietly producing a frame with a missing board would put a blank district in
|
||||
* front of a player. `frame-delta.ts` throws in the same situation and for the same reason.
|
||||
*/
|
||||
function need<T>(value: T | undefined, what: string): T {
|
||||
if (value === undefined) {
|
||||
throw new Error(`deltaPublicFrame said "${what}" is unchanged, but there is no previous frame to merge onto`);
|
||||
}
|
||||
return value;
|
||||
}
|
||||
+22
-3
@@ -35,6 +35,7 @@ import { legalActions } from '../engine/legal.ts';
|
||||
import { createGame } from '../engine/setup.ts';
|
||||
import type { Facility, GameConfig, GameState } from '../engine/state.ts';
|
||||
import { actingPlayer } from '../engine/state.ts';
|
||||
import { reasonSentence } from '../web/panels.ts';
|
||||
import { developerBot, lastChoiceReason } from './bot.ts';
|
||||
import { carLabel, cuesFor, idleNote, isVisible, narrate } from './narrate.ts';
|
||||
// The view-model lives in its own module so the browser build can import it without dragging in
|
||||
@@ -148,12 +149,26 @@ export function record(seed: number, length: GameLength, maxSteps = 100_000): Re
|
||||
push(applied.events);
|
||||
}
|
||||
|
||||
/**
|
||||
* IN WORDS, NOT AS AN ENUM (`TODO.md` #34). This heading read `loss — revenueFloor`, which is
|
||||
* exactly the defect Gitea#16 was filed about on the playable page — it just outlived the fix
|
||||
* here, because nothing player-facing pointed at it. `reasonSentence` is shared rather than
|
||||
* reimplemented, so the replay and the results screen cannot end up explaining the same ending
|
||||
* two different ways.
|
||||
*
|
||||
* Fed the LAST frame, which is the state the outcome was decided in and is already recorded.
|
||||
* Tags are stripped: this lands in an `<h1>` and in a console line, neither of which wants markup.
|
||||
*/
|
||||
const o = s.outcome;
|
||||
const last = frames[frames.length - 1];
|
||||
const why = o && last ? reasonSentence(last, o, last.day).replace(/<[^>]+>/g, '') : '';
|
||||
return {
|
||||
seed,
|
||||
length,
|
||||
frames,
|
||||
outcome: o ? `${o.result} — ${o.reason} · final Revenue ${s.players[0]?.revenue ?? 0}` : 'unfinished',
|
||||
outcome: o
|
||||
? `${o.result === 'win' ? 'won' : 'lost'} — ${why} Final Revenue ${s.players[0]?.revenue ?? 0}.`
|
||||
: 'unfinished',
|
||||
};
|
||||
}
|
||||
|
||||
@@ -215,7 +230,7 @@ export function compress(frames: Frame[]): Packed {
|
||||
const fi = c.facility ? f.facilities.indexOf(c.facility) : -1;
|
||||
// `trains` rides whole rather than being interned: it changes almost every frame, so a table
|
||||
// of them would be as long as the frames are and buy nothing.
|
||||
return [ci, wi, c.enhancements, c.cars, fi, c.trains, c.adTracks, c.enhancementsWhat, c.standingWest];
|
||||
return [ci, wi, c.enhancements, c.cars, fi, c.trains, c.adTracks, c.enhancementsWhat, c.standingWest, c.enhancementsSpent];
|
||||
});
|
||||
return { ...f, cells } as unknown as Frame;
|
||||
});
|
||||
@@ -249,7 +264,7 @@ export function rehydrateCells(
|
||||
facs: unknown[],
|
||||
): unknown[] {
|
||||
return packed.map((row) => {
|
||||
const p = row as [number, number, string[], string[], number, unknown, unknown, string[], number];
|
||||
const p = row as [number, number, string[], string[], number, unknown, unknown, string[], number, boolean[]];
|
||||
const c = cards[p[0]] as [number, number, string, string, boolean, string[]];
|
||||
// Tolerant the same way `standingWest` below is: an array rides through as-is, a lone object
|
||||
// (an older recording's singular `train`) is wrapped into a one-train roster, and null or
|
||||
@@ -269,6 +284,10 @@ export function rehydrateCells(
|
||||
// cut ahead of or behind the engine exactly as the live board does. Absent in older recordings,
|
||||
// which read as 0 — the whole cut east of the engine, which is what they used to draw anyway.
|
||||
standingWest: p[8] ?? 0,
|
||||
// Which dispatch devices were spent (#101), so a replay strikes a used Radio through exactly
|
||||
// as the live board does. Absent in recordings made before it existed, which read as no
|
||||
// device spent — the same thing they drew at the time, so an old replay is unchanged.
|
||||
enhancementsSpent: p[9] ?? [],
|
||||
};
|
||||
});
|
||||
}
|
||||
|
||||
+29
-5
@@ -19,6 +19,8 @@ export type TurnChartFrame = {
|
||||
phase: string;
|
||||
phaseKey: string;
|
||||
actor: number | null;
|
||||
/** What the game has stopped to ask, when it has. Null while a phase is simply running. */
|
||||
awaiting?: { asks: string; train: string } | null;
|
||||
};
|
||||
|
||||
/**
|
||||
@@ -93,8 +95,21 @@ export function turnChartHtml(f: TurnChartFrame, actorName: string | null, super
|
||||
);
|
||||
}).join('');
|
||||
|
||||
// An automatic phase is waiting on nobody, and saying so is more use than a blank.
|
||||
/**
|
||||
* WAITING ON WHOM, AND FOR WHAT.
|
||||
*
|
||||
* "nobody — the Division is running itself" is true of an automatic phase and was being printed
|
||||
* over the top of three interruptions that are emphatically waiting on a person: §8.1's clearance
|
||||
* ruling, the Yard Office offer and the Red Flag prompt. The Frame carried the phase's actor,
|
||||
* which is null throughout the Mainline Phase, so a game stopped on a named player's decision
|
||||
* reported that nobody was holding it up (Jesse, 2026-08-30). `Frame.actor` is `actingPlayer` now
|
||||
* and answers who; `awaiting` says what, because "waiting on Bob" with no more than that is a
|
||||
* game that looks stuck to everyone except Bob.
|
||||
*/
|
||||
const who = actorName ?? 'nobody — the Division is running itself';
|
||||
const asked = f.awaiting
|
||||
? ` <span class="tc-asks">${esc(f.awaiting.asks)} · ${esc(f.awaiting.train)}</span>`
|
||||
: '';
|
||||
const fedora =
|
||||
superName === null
|
||||
? ''
|
||||
@@ -105,9 +120,12 @@ export function turnChartHtml(f: TurnChartFrame, actorName: string | null, super
|
||||
`<div class="tc-when"><b>Day ${f.day}</b><span>Stage ${f.stage} of 12</span>` +
|
||||
`<span class="dim">${esc(f.clock)}</span></div>` +
|
||||
`<div class="tc-now">phase <b>${esc(f.phase)}</b></div>` +
|
||||
`<div class="tc-who">waiting on <b>${esc(who)}</b></div>` +
|
||||
fedora +
|
||||
`<ol class="tc-phases">${chips}</ol>`
|
||||
`<div class="tc-who">waiting on <b>${esc(who)}</b>${asked}</div>` +
|
||||
// THE FEDORA RIDES AT THE END OF THE PHASE ROW (`TODO.md` #29, Jesse). It sat on its own line
|
||||
// between the phases and everything above them, which put a thing that changes every third
|
||||
// Stage in the middle of the things that change every Stage. The row it belongs beside is the
|
||||
// one whose last chip is Supervisor Shift — the phase that passes it.
|
||||
`<div class="tc-row"><ol class="tc-phases">${chips}</ol>${fedora}</div>`
|
||||
);
|
||||
}
|
||||
|
||||
@@ -130,12 +148,18 @@ export const TURNCHART_CSS = `
|
||||
says "Player Solitaire", so the chart should agree. In multiplayer this is the thing a table
|
||||
glances at most often, so it gets its own chip rather than hiding in the phase text. */
|
||||
.tc-who{display:flex;align-items:center;gap:6px;font-size:12px;color:#8b94a3}
|
||||
.tc-asks{color:#a99ac4;font-style:italic}
|
||||
.tc-who b{color:#b98cf0;background:rgba(150,110,230,.16);border:1px solid #8b6ad0;
|
||||
border-radius:11px;padding:1px 9px;font-size:12px}
|
||||
/* WHO HOLDS THE FEDORA. Violet like the rest of the chart — this is "where you are" news, not
|
||||
something to press — but unfilled, so the eye still lands on "waiting on" first: that is the one
|
||||
that changes every turn, while this changes four times a Day. */
|
||||
.tc-super{display:flex;align-items:center;gap:6px;font-size:12px;color:#8b94a3;cursor:help}
|
||||
/* The phase row and the Fedora on one line, the hat pushed to the far end (TODO.md #29): the row
|
||||
is the Stage, and the Superintendent is who holds it. Wraps under the phases on a narrow screen
|
||||
rather than squeezing the chips. */
|
||||
.tc-row{display:flex;align-items:center;gap:12px;flex-wrap:wrap}
|
||||
.tc-row ol.tc-phases{flex:1 1 auto}
|
||||
.tc-super{margin-left:auto;display:flex;align-items:center;gap:6px;font-size:12px;color:#8b94a3;cursor:help}
|
||||
.tc-super b{color:#cbb6f2;border:1px solid #6b5a94;border-radius:11px;padding:1px 9px;font-size:12px}
|
||||
ol.tc-phases{display:flex;gap:6px;list-style:none;margin:0;padding:0;flex-wrap:wrap}
|
||||
.tc-phase{display:flex;align-items:center;gap:6px;border:1px solid #2c333d;border-radius:14px;
|
||||
|
||||
+435
-69
@@ -10,7 +10,7 @@
|
||||
* drift into two different pictures of the same board.
|
||||
*/
|
||||
|
||||
import { regionOfTransit } from '../engine/advance.ts';
|
||||
import { isExpedited, regionOfTransit } from '../engine/advance.ts';
|
||||
import {
|
||||
areaAtSeat,
|
||||
areaOf,
|
||||
@@ -27,7 +27,6 @@ import {
|
||||
import {
|
||||
ACTION_CARDS,
|
||||
ENHANCEMENT_CARDS,
|
||||
HAND_LIMIT,
|
||||
MAINLINE_MODIFIER_CARDS,
|
||||
MAINLINE_PROFILES,
|
||||
MANEUVER_CARDS,
|
||||
@@ -35,6 +34,8 @@ import {
|
||||
REALIGNMENTS,
|
||||
OFFICE_ORDER,
|
||||
SPACE_USE_CARDS,
|
||||
STAGES_PER_SHIFT,
|
||||
crewTrayCount,
|
||||
enhancementRule,
|
||||
enhancementText,
|
||||
industryProfile,
|
||||
@@ -46,9 +47,9 @@ import {
|
||||
mainlineDescription,
|
||||
} from '../engine/content.ts';
|
||||
import type { Intent } from '../engine/intents.ts';
|
||||
import type { Facility, GameConfig, GameState, PlayerIndex, SeatIndex, TrackCard, TurnoutOrientation } from '../engine/state.ts';
|
||||
import { carsOn, playerAtSeat, railFacingOf, seatOf, turnOf } from '../engine/state.ts';
|
||||
import type { Hand, HouseRules, TrackGeometry } from '../engine/content.ts';
|
||||
import type { Facility, GameConfig, GameState, OfficeArea, PlayerIndex, SeatIndex, TrackCard, TurnoutOrientation } from '../engine/state.ts';
|
||||
import { actingPlayer, carsOn, overHandLimit, playerAtSeat, railFacingOf, seatOf, turnOf } from '../engine/state.ts';
|
||||
import type { Direction, Hand, HouseRules, TrackGeometry } from '../engine/content.ts';
|
||||
import type { Port } from '../engine/track.ts';
|
||||
import { connectionsFor, slopeOfPair, variantsFor } from '../engine/track.ts';
|
||||
import type { Impediment } from './narrate.ts';
|
||||
@@ -73,6 +74,14 @@ export type CellView = {
|
||||
* `toString()`), so it cannot reach the card catalogue itself.
|
||||
*/
|
||||
enhancementsWhat: string[];
|
||||
/**
|
||||
* Which of those enhancements is SPENT for today, in the same order (#101).
|
||||
*
|
||||
* Only ever true of a dispatch device — Telegraph, Telephone, Radio — which is "once a day". The
|
||||
* reason and the Fedora caveat are already written into `enhancementsWhat`; this is the flag the
|
||||
* board styles from, because `board-svg.ts` imports nothing and cannot work it out for itself.
|
||||
*/
|
||||
enhancementsSpent: boolean[];
|
||||
/**
|
||||
* EVERY TRAIN STANDING HERE, in order, each with the engine in it and which way it points.
|
||||
*
|
||||
@@ -104,6 +113,15 @@ export type CellView = {
|
||||
* standing in front of them — the card is face down in a box somewhere by then.
|
||||
*/
|
||||
what: string;
|
||||
/**
|
||||
* HELD AT THE LIMITS BY AN INTERLOCKING, rather than standing on this square (#99).
|
||||
*
|
||||
* The engine keeps these in `OfficeArea.heldAtLimits` and deliberately does NOT move
|
||||
* `tray.position` onto the grid — a held train is not on a square anything may switch it from.
|
||||
* So the map has to draw it from the held list, and mark it, or it reads as an ordinary arrival
|
||||
* the player could work.
|
||||
*/
|
||||
heldAtLimits?: true;
|
||||
}[];
|
||||
/**
|
||||
* Office card only: how many A/D tracks the tier has — null everywhere else.
|
||||
@@ -320,6 +338,16 @@ export type DivisionView = {
|
||||
what?: string;
|
||||
/** Mainline cards only: how many regions the card is divided into (§2.1 — two). */
|
||||
regions?: number;
|
||||
/**
|
||||
* Office nodes only: a Red Flag standing at this Office's Limits, and which approach it guards
|
||||
* (#94). `null` when none is out.
|
||||
*
|
||||
* PUBLIC STATE, and the reason it has to be here: the flag is a token set out ON the board that
|
||||
* holds the next train arriving from that side until it is spent. It was announced once in the
|
||||
* log and then drawn nowhere, so a train would stop short with its only explanation scrolled out
|
||||
* of the panel.
|
||||
*/
|
||||
redFlag?: string | null;
|
||||
/** Office nodes only: the Running Track, Limits to Limits, west to east. */
|
||||
running?: RunningCardView[];
|
||||
/** Office nodes only: whose district this is. */
|
||||
@@ -354,7 +382,21 @@ export type Frame = {
|
||||
* replay recorder, which sees the events; the live game keeps its own on the Game object.
|
||||
*/
|
||||
cues?: string[];
|
||||
/**
|
||||
* WHO THE GAME IS WAITING ON — the phase's actor, or the owner of a pending interruption when
|
||||
* there is one. It carried `clock.currentActor` alone until 2026-08-30, which is null during the
|
||||
* Mainline Phase, so a game stopped dead on a Superintendent's clearance ruling reported "waiting
|
||||
* on nobody — the Division is running itself" while it waited on a named person to click
|
||||
* (reported by Jesse). The engine had the answer the whole time in `actingPlayer`.
|
||||
*/
|
||||
actor: number | null;
|
||||
/**
|
||||
* WHAT that player is being asked, when the game is stopped on a question rather than a turn.
|
||||
* Null whenever the phase is simply running. Naming the person is not enough on its own: three
|
||||
* different interruptions can be waiting, and "waiting on Bob" with no more than that is a game
|
||||
* that looks stuck to everyone except Bob.
|
||||
*/
|
||||
awaiting: { asks: string; train: string } | null;
|
||||
superintendent: number;
|
||||
revenue: number;
|
||||
/**
|
||||
@@ -433,7 +475,17 @@ export type Frame = {
|
||||
* there is only one; the first thing you want to know at a four-player table.
|
||||
*/
|
||||
viewer: number;
|
||||
/** The viewer's position in the west-to-east chain, which is not their player index (§4.4). */
|
||||
/**
|
||||
* The viewer's position in the west-to-east chain, which is not their player index (§4.4).
|
||||
*
|
||||
* CARRIED AHEAD OF ITS CALLER, DELIBERATELY (#45). Nothing renders this today — the 2026-08-30
|
||||
* dead-field audit found it read only by one test, and Jesse deferred the delete-or-document
|
||||
* call. Documenting rather than deleting, because Gitea#20's common board keys every district by
|
||||
* SEAT and resolves the player through `playerAtSeat` (§Employee Rotation moves players between
|
||||
* districts), so a client that must pick its own district out of a seat-keyed board needs exactly
|
||||
* this and cannot derive it from `viewer`. If step 2 ships without using it, delete it then —
|
||||
* this note is the reason it survived one audit, not a permanent exemption from the next.
|
||||
*/
|
||||
viewerSeat: number;
|
||||
/**
|
||||
* §4.4's opening D12 per player, and the roll that chose the Superintendent — kept so a client
|
||||
@@ -726,6 +778,39 @@ function baseOf(
|
||||
*/
|
||||
function trainsOnCard(s: GameState, viewerSeat: SeatIndex, key: string): CellView['trains'] {
|
||||
const out: CellView['trains'] = [];
|
||||
|
||||
/**
|
||||
* TRAINS HELD AT THE LIMITS — drawn here or drawn nowhere (#99).
|
||||
*
|
||||
* `arriveAtOffice` takes the tray out of the Mainline node's `transits` and, when an Interlocking
|
||||
* saves it from Gap 2d's collision, pushes it onto `heldAtLimits` without giving it a grid
|
||||
* position. The map draws mainline nodes from `transits` and squares from `position.at === 'grid'`
|
||||
* — so between the two the train was drawn in NEITHER, and simply vanished off the board until an
|
||||
* A/D track freed some Stages later.
|
||||
*
|
||||
* At WHICH Limits: the end it came in by. An eastbound train entered from the west, so it is held
|
||||
* at `limitsWest`; a westbound one at `limitsEast`.
|
||||
*/
|
||||
const area = areaAtSeat(s, viewerSeat);
|
||||
for (const id of area.heldAtLimits) {
|
||||
const t = s.trays.get(id);
|
||||
if (!t) continue;
|
||||
const at = t.direction === 'east' ? area.limitsWest : area.limitsEast;
|
||||
if (`${at.row},${at.col}` !== key) continue;
|
||||
out.push({
|
||||
trayId: id,
|
||||
label: t.trainNumber === null ? 'crew' : `T${t.trainIsExtra ? 'X' : ''}${t.trainNumber}`,
|
||||
cars: t.consist.map((c) => carLabel(c, viewerSeat)),
|
||||
engineAt: Math.max(0, Math.min(t.consist.length, t.engineAt)),
|
||||
facing: railFacingOf(t),
|
||||
what:
|
||||
'HELD AT THE LIMITS — the Interlocking stopped it on the Limit Track instead of letting it ' +
|
||||
'collide with a full Office. It takes the first A/D track that frees, ahead of any train ' +
|
||||
`arriving after it. ${trainRules(t)}`,
|
||||
heldAtLimits: true,
|
||||
});
|
||||
}
|
||||
|
||||
for (const [id, t] of s.trays) {
|
||||
if (t.position.at !== 'grid' || t.position.seat !== viewerSeat) continue;
|
||||
if (`${t.position.coord.row},${t.position.coord.col}` !== key) continue;
|
||||
@@ -1157,28 +1242,76 @@ export function describeIntent(s: GameState, i: Intent): string {
|
||||
* replay cannot drift into two different pictures of the same board.
|
||||
*/
|
||||
/**
|
||||
* The board as ONE SEAT sees it.
|
||||
* ONE DISTRICT'S BOARD, BY SEAT — the cards on the table and the cars standing on them (Gitea#20
|
||||
* step 1).
|
||||
*
|
||||
* `viewer` decides whose district, whose hand and whose facilities the Frame carries — everything
|
||||
* else (the Division, the timetable, the clock) is common to the table. It defaults to seat 0, which
|
||||
* is what solitaire and every replay want, so existing callers are unaffected.
|
||||
* A district's BOARD is public. Everyone at the table can see the cards somebody has laid, the cars
|
||||
* standing on them and the trains in the Office Area; what is private is a player's HAND, their
|
||||
* objective and their Revenue detail, none of which is here. That split is why this can be handed to
|
||||
* a seatless spectator unchanged.
|
||||
*
|
||||
* This was hardcoded to 0 throughout. That was correct while there was one player and would have
|
||||
* been a quiet disaster with more: every seat would have been shown player 0's railroad, including
|
||||
* player 0's hand, which is the one thing the state model calls secret.
|
||||
* **KEYED BY SEAT, NOT BY PLAYER, and that is not a detail.** Employee Rotation moves players
|
||||
* between districts, so district ownership cannot be assumed to match player index — the board
|
||||
* belongs to the POSITION on the Division and the player is whoever is currently sitting there
|
||||
* (`playerAtSeat`). Taking a player here would silently draw the wrong district the first time
|
||||
* anybody rotated.
|
||||
*
|
||||
* `seat` is also the "home seat" for `carLabel`, which marks a load THIS district made — the printed
|
||||
* game turns the chip upside down in the tray, and a load may not be broken in the Office Area that
|
||||
* made it. For a player's own view that seat is theirs; for a spectator's view of district N it is
|
||||
* N, which is the same fact asked from outside.
|
||||
*/
|
||||
export function snapshot(
|
||||
/**
|
||||
* WHAT AN ENHANCEMENT DOES — AND WHETHER IT CAN DO IT RIGHT NOW (#101).
|
||||
*
|
||||
* `enhancementText(key)` takes only the key, so it says the same thing for ever. That is right for
|
||||
* every enhancement except the three dispatch devices, which are "once a day": a spent Radio read
|
||||
* "Once a day, add +12…" all Day after it was gone, which is `trainRules` before #100 in a different
|
||||
* corner of the same view.
|
||||
*
|
||||
* AND THE FEDORA, which is the half that actually surprises. `spendDispatchBonus` (advance.ts) reads
|
||||
* the SUPERINTENDENT's own devices, not the train owner's, and the Fedora moves every
|
||||
* `STAGES_PER_SHIFT` Stages — so a device does nothing at all while somebody else is dispatching,
|
||||
* and is spent automatically, without its owner being asked, while they are.
|
||||
*
|
||||
* `dispatchBonus` decides what counts as a device, rather than a list of three keys written out
|
||||
* here: the ladder lives in `ENHANCEMENT_RULES` and a fourth rung would otherwise be silently
|
||||
* exempt.
|
||||
*/
|
||||
function enhancementState(
|
||||
s: GameState,
|
||||
lines: { text: string; tone: string }[],
|
||||
where: { row: number; col: number } | null,
|
||||
whereFrom: { row: number; col: number } | null = null,
|
||||
decision: Decision | null = null,
|
||||
wasted = false,
|
||||
viewer: PlayerIndex = 0,
|
||||
): Frame {
|
||||
const area = areaOf(s, viewer);
|
||||
const viewerSeat = seatOf(s, viewer);
|
||||
area: OfficeArea,
|
||||
seat: SeatIndex,
|
||||
key: string,
|
||||
): { what: string; spent: boolean } {
|
||||
const base = enhancementText(key) ?? prettyKey(key);
|
||||
if (enhancementRule(key)?.dispatchBonus === undefined) return { what: base, spent: false };
|
||||
|
||||
const spent = area.dispatchUsedToday.includes(key);
|
||||
if (spent) {
|
||||
return {
|
||||
what: `${base} SPENT for today — it comes back at the start of the next Day.`,
|
||||
spent: true,
|
||||
};
|
||||
}
|
||||
// Available, but only to whoever is dispatching. Naming the shift length is the difference
|
||||
// between "not now" and knowing how long "not now" lasts.
|
||||
if (seatOf(s, s.clock.superintendent) !== seat) {
|
||||
return {
|
||||
what:
|
||||
`${base} Unspent, but IDLE: a device is only used by the district holding the Fedora, ` +
|
||||
`which moves every ${STAGES_PER_SHIFT} Stages.`,
|
||||
spent: false,
|
||||
};
|
||||
}
|
||||
return { what: `${base} Available today, and this district is dispatching.`, spent: false };
|
||||
}
|
||||
|
||||
export function projectDistrict(
|
||||
s: GameState,
|
||||
seat: SeatIndex,
|
||||
): { cells: CellView[]; facilities: FacilityView[]; runningRow: number; limits: { west: number; east: number } } {
|
||||
const area = areaAtSeat(s, seat);
|
||||
const cells: CellView[] = [];
|
||||
const facilities: FacilityView[] = [];
|
||||
for (const [key, card] of area.grid) {
|
||||
@@ -1196,7 +1329,7 @@ export function snapshot(
|
||||
else if (g.kind === 'spaceUse') label = prettyKey(g.key);
|
||||
else label = geometryLabel(g.geometry);
|
||||
|
||||
const fv = facilityView(card as never, officeProfile(area.tier).name, viewerSeat);
|
||||
const fv = facilityView(card as never, officeProfile(area.tier).name, seat);
|
||||
if (fv) facilities.push(fv);
|
||||
|
||||
cells.push({
|
||||
@@ -1208,16 +1341,34 @@ export function snapshot(
|
||||
what: cellDescription(card, officeProfile(area.tier).name, row === area.runningRow),
|
||||
links: connectionsFor(card).map(([a, b]) => `${a}${b}`),
|
||||
enhancements: card.enhancements.map(prettyKey),
|
||||
enhancementsWhat: card.enhancements.map((k) => enhancementText(k) ?? prettyKey(k)),
|
||||
trains: trainsOnCard(s, viewerSeat, key),
|
||||
enhancementsWhat: card.enhancements.map((k) => enhancementState(s, area, seat, k).what),
|
||||
enhancementsSpent: card.enhancements.map((k) => enhancementState(s, area, seat, k).spent),
|
||||
trains: trainsOnCard(s, seat, key),
|
||||
adTracks: card.geometry.kind === 'office' ? officeProfile(area.tier).adTracks : null,
|
||||
cars: carsOn(card).map((c) => carLabel(c, viewerSeat)),
|
||||
cars: carsOn(card).map((c) => carLabel(c, seat)),
|
||||
standingWest: card.standingWest,
|
||||
facility: fv,
|
||||
});
|
||||
}
|
||||
|
||||
const division: DivisionView[] = s.division.nodes.map((n) => {
|
||||
return {
|
||||
cells,
|
||||
facilities,
|
||||
runningRow: area.runningRow,
|
||||
limits: { west: area.limitsWest.col, east: area.limitsEast.col },
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* THE DIVISION — every district's cell, the Mainline between them, and both Division Points.
|
||||
*
|
||||
* Wholly public and always was: it reads no hand, no objective and no per-viewer state, so a
|
||||
* spectator's Division map and a player's are the same picture. It is extracted rather than
|
||||
* rewritten for exactly that reason — the public view must not be a second implementation that can
|
||||
* drift from the one players look at.
|
||||
*/
|
||||
export function projectDivision(s: GameState): DivisionView[] {
|
||||
return s.division.nodes.map((n) => {
|
||||
if (n.kind === 'divisionPoint') {
|
||||
return {
|
||||
kind: 'dp',
|
||||
@@ -1245,10 +1396,31 @@ export function snapshot(
|
||||
* one per Stage — and the entry point is what the rules actually move. There is nothing left
|
||||
* to reconstruct.
|
||||
*/
|
||||
// One region per Stage, straight off the card's own count: what a train has LEFT to run says
|
||||
// where it is standing. `regionOfTransit` is the engine's own answer, so the picture and the
|
||||
// collision rule cannot disagree about who is where.
|
||||
const place = (t: { stagesRemaining: number }): number => regionOfTransit(n.card, t.stagesRemaining);
|
||||
/**
|
||||
* AND WHICH WAY IT CAME IN (Gitea#22). `regionOfTransit` counts from the end the train
|
||||
* ENTERED — everything still to run is region 0 — and both directions share that one index
|
||||
* space, which is what the collision rules want and why the engine asks it directly.
|
||||
*
|
||||
* The map is asking a different question: which printed box, LEFT TO RIGHT. East is right
|
||||
* here and always has been, so for an eastbound train the two questions have the same answer
|
||||
* by luck — it enters at the west end, so "just entered" and "leftmost box" coincide. A
|
||||
* westbound train enters at the EAST end, so its region 0 is the right-hand box, and using
|
||||
* the travel index directly drew the whole card mirrored.
|
||||
*
|
||||
* That cost a collision (seed 550943578, undo 187): a westbound TX17 that had just entered
|
||||
* was drawn WEST of a westbound T5 that was nearly across, so the train physically behind
|
||||
* appeared to be the one in front. Train 3 was cleared to follow T5 and ran into TX17 —
|
||||
* where the rules had always had it.
|
||||
*
|
||||
* So the engine's index is turned into a place on the map here, once, at the boundary the
|
||||
* map is drawn from. `regionOfTransit` keeps its meaning and the collision rules are
|
||||
* untouched; only the picture changes.
|
||||
*/
|
||||
const place = (t: { stagesRemaining: number; direction: Direction }): number => {
|
||||
const travelled = regionOfTransit(n.card, t.stagesRemaining);
|
||||
const regions = mainlineProfile(n.card).regions;
|
||||
return t.direction === 'west' ? regions - 1 - travelled : travelled;
|
||||
};
|
||||
return {
|
||||
kind: 'ml',
|
||||
label: name,
|
||||
@@ -1331,39 +1503,65 @@ export function snapshot(
|
||||
modifiers: [],
|
||||
gradeUp: null,
|
||||
seat: n.seat,
|
||||
// Straight off the node the engine sets (#94). Public to every seat — a flag on the table is
|
||||
// seen by everyone at it — so this is not redacted by viewer and must not become so.
|
||||
redFlag: n.redFlag ?? null,
|
||||
running,
|
||||
switching: below,
|
||||
};
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* WHO THE GAME IS WAITING ON — the one answer, asked one way (Gitea#20 step 1).
|
||||
*
|
||||
* TWO THINGS HAVE TO BE TRUE AT ONCE, and each was somewhere else before #96 put them together.
|
||||
*
|
||||
* `clock.currentActor` alone is not it: the engine sets that null while an interruption is standing
|
||||
* — a §8.1 clearance goes to the Superintendent, a Yard Office offer to the district's owner — so a
|
||||
* view reading the raw field reports "nobody" during exactly the moments a player is being waited
|
||||
* on. `actingPlayer` knows that rule and is the engine's own answer to it.
|
||||
*
|
||||
* `actingPlayer` alone is not it either, and THIS is what #96 was: it has no status guard, so when
|
||||
* the game is not running it hands back whatever `clock.currentActor` was left holding — the last
|
||||
* seat to move before the timetable ran out. The §3.3 vote is the state that exposed it. That vote
|
||||
* is PARALLEL, open to every un-voted seat at once, and `apply.ts` says in as many words that there
|
||||
* is no actor to be; the screen named the last mover anyway, beside a tally correctly showing three
|
||||
* seats outstanding.
|
||||
*
|
||||
* So: nobody is acting unless the game is `active`, and when it is, `actingPlayer` decides who.
|
||||
*
|
||||
* `currentActor(game)` in `web/game.ts` is this function taking a `Game`, and delegates to it —
|
||||
* ONE answer, not two that agree until they don't. That matters more than it looks: `currentActor`
|
||||
* is what refuses an intent, so a screen answering differently tells the table to wait on a player
|
||||
* the server would turn away.
|
||||
*/
|
||||
export function currentActorOfState(s: GameState): PlayerIndex | null {
|
||||
if (s.status !== 'active') return null;
|
||||
return actingPlayer(s);
|
||||
}
|
||||
|
||||
/**
|
||||
* THE TABLE, AS EVERY SEAT SEES IT IDENTICALLY (Gitea#20 step 1).
|
||||
*
|
||||
* The clock, the phase, whose turn it is, the timetable, the yards, the deck COUNTS, the score and
|
||||
* the house rules. Nothing here is redacted, and nothing here may become redacted: the whole point
|
||||
* is that a spectator and a player read the same table state, so a field that has to differ by seat
|
||||
* belongs in the player's own frame instead.
|
||||
*
|
||||
* Deck contents are counts and top-of-pile names only. A Department pile is FACE UP — a discard goes
|
||||
* onto one precisely so a rival can take it — so naming its top card gives nothing away; the Home
|
||||
* Office deck is face down and appears here as a length and nothing else.
|
||||
*/
|
||||
export function projectSharedTable(s: GameState) {
|
||||
return {
|
||||
day: s.clock.day,
|
||||
stage: s.clock.stage,
|
||||
clock: clockTime(s.clock.stage),
|
||||
phase: phaseLabel(s.clock.phase),
|
||||
phaseKey: s.clock.phase,
|
||||
actor: s.clock.currentActor,
|
||||
actor: currentActorOfState(s),
|
||||
superintendent: s.clock.superintendent,
|
||||
revenue: s.players[viewer]?.revenue ?? 0,
|
||||
lines,
|
||||
where,
|
||||
whereFrom,
|
||||
division,
|
||||
cells,
|
||||
facilities,
|
||||
/**
|
||||
* NEWEST FIRST, matching the play page (`actionMenu`).
|
||||
*
|
||||
* The engine pushes a drawn card onto the END of the hand, which put the card just turned over
|
||||
* at the far end of a wrapping row. Reversed here rather than in the engine so the bot's hand
|
||||
* iteration — and every revenue measurement taken with it — is left alone.
|
||||
*
|
||||
* Both lines must reverse together or the descriptions come apart from the names.
|
||||
*/
|
||||
hand: [...(s.decks.hands.get(viewer) ?? [])].reverse().map((id) => cardName(s, id)),
|
||||
handWhat: [...(s.decks.hands.get(viewer) ?? [])].reverse().map((id) => cardDescription(s, id)),
|
||||
handDiscardable: [...(s.decks.hands.get(viewer) ?? [])].reverse().map((id) => keepReason(s, id) === null),
|
||||
handKeepWhy: [...(s.decks.hands.get(viewer) ?? [])].reverse().map((id) => keepReason(s, id)),
|
||||
deck: s.decks.homeOffice.length,
|
||||
departments: s.decks.departments.map((pile) => {
|
||||
const top = pile[pile.length - 1];
|
||||
@@ -1388,9 +1586,6 @@ export function snapshot(
|
||||
},
|
||||
timetable: [...s.timetable],
|
||||
timetableWhat: s.timetable.map((n) => (n === null ? null : trainRules({ trainNumber: n, trainIsExtra: false }))),
|
||||
decision,
|
||||
wasted,
|
||||
option: turnOf(s, viewer).option,
|
||||
houseRules: houseRules(s.config),
|
||||
mode: s.config.mode,
|
||||
optionalRules: s.config.optionalRules,
|
||||
@@ -1411,23 +1606,14 @@ export function snapshot(
|
||||
seat: seatOf(s, p.index),
|
||||
name: p.name,
|
||||
revenue: p.revenue,
|
||||
// A COUNT, never the cards. Hand SIZE is public — you can see how many cards somebody holds
|
||||
// across a table — and this is the only thing about another player's hand that may be here.
|
||||
hand: (s.decks.hands.get(p.index) ?? []).length,
|
||||
})),
|
||||
viewer,
|
||||
viewerSeat,
|
||||
openingRolls: {
|
||||
division: [...s.openingRolls.division],
|
||||
superintendent: [...s.openingRolls.superintendent],
|
||||
},
|
||||
handCount: (s.decks.hands.get(viewer) ?? []).length,
|
||||
overHandLimit:
|
||||
(s.decks.hands.get(viewer) ?? []).length > (s.decks.redFlags.get(viewer) ? HAND_LIMIT + 1 : HAND_LIMIT),
|
||||
objective: objectiveOf(s, viewer),
|
||||
runningRow: area.runningRow,
|
||||
limits: { west: area.limitsWest.col, east: area.limitsEast.col },
|
||||
movesLeft: s.clock.phase === 'localOps' && turnOf(s, viewer).option === 'switch' ? turnOf(s, viewer).movesRemaining : null,
|
||||
moves: switchingMoves(s, viewer),
|
||||
blocked: impediments(s, viewer),
|
||||
trains: [...s.trays.values()].map((t) => ({
|
||||
label: t.trainNumber === null ? 'local crew' : `Train ${t.trainIsExtra ? 'X' : ''}${t.trainNumber}`,
|
||||
where:
|
||||
@@ -1437,6 +1623,166 @@ export function snapshot(
|
||||
? `Mainline card ${t.position.index}`
|
||||
: `Office Area (${t.position.coord.col},${t.position.coord.row})`,
|
||||
})),
|
||||
/**
|
||||
* THE CREW TRAY POOL, WHICH IS §7's SCARCITY MECHANIC (#98).
|
||||
*
|
||||
* `state.ts` calls it explicit, and it was explicit only in the engine: there are fewer trays
|
||||
* than there are trains wanting one, and nothing said how many were left. Public without
|
||||
* question — the trays are physical objects in the middle of the table, and this is a count
|
||||
* beside the deck and yard counts already here.
|
||||
*/
|
||||
crewTrays: { free: s.freeTrays.length, total: crewTrayCount(s.players.length) },
|
||||
/**
|
||||
* THE TRAINS QUEUED FOR ONE — the other half, and the half that had been promised in words.
|
||||
*
|
||||
* Playing an Extra says "it runs once as soon as a Crew Tray frees up"; ordering a second
|
||||
* section says "an identical train will run right behind it". Both were announced once in the
|
||||
* log and then existed only in the engine, so neither promise was ever visibly kept. Who played
|
||||
* an Extra is public: §7 gives the train to the player who played the card, in the open.
|
||||
*/
|
||||
queued: {
|
||||
extras: s.pendingExtras.map((x) => ({ trainNumber: x.trainNumber, player: x.player })),
|
||||
secondSections: [...s.pendingSecondSections],
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
/** One district as a spectator sees it: whose seat it is, who is sitting there, and its board. */
|
||||
export type PublicDistrict = {
|
||||
seat: SeatIndex;
|
||||
player: PlayerIndex;
|
||||
name: string;
|
||||
cells: CellView[];
|
||||
facilities: FacilityView[];
|
||||
runningRow: number;
|
||||
limits: { west: number; east: number };
|
||||
};
|
||||
|
||||
/** What a seatless viewer may be shown: the table, the Division, and every district's board. */
|
||||
export type PublicFrame = ReturnType<typeof projectSharedTable> & {
|
||||
division: DivisionView[];
|
||||
districts: PublicDistrict[];
|
||||
};
|
||||
|
||||
/**
|
||||
* THE WHOLE GAME AS A SPECTATOR MAY SEE IT — no seat, no hand, no secrets (Gitea#20 step 1).
|
||||
*
|
||||
* **Built from the same lower-level projections a player's frame is, and deliberately NOT by calling
|
||||
* `snapshot()` once per seat.** That shortcut is the trap: `snapshot` exists to assemble one
|
||||
* player's view and carries their hand, their objective, their Revenue detail and their legal moves,
|
||||
* so a public view made of player views starts by constructing everything it then has to remember to
|
||||
* strip. It also defaults its viewer to player zero, which means a careless spectator call today
|
||||
* serves seat 0's hand. Composing upward instead means a private field cannot arrive here by
|
||||
* accident: it would have to be added to a projection that has no business holding one.
|
||||
*
|
||||
* **Districts are keyed by SEAT and the player is resolved through `playerAtSeat`.** Employee
|
||||
* Rotation moves players between districts, so seat and player index are not interchangeable, and
|
||||
* a public board that assumed they were would relabel every district the first time anybody rotated.
|
||||
*
|
||||
* What is NOT here, and why each: `hand`/`handWhat`/`handDiscardable`/`handKeepWhy` and `handCount`
|
||||
* (the cards a seat holds), `objective` (a private goal), `option`/`movesLeft`/`moves` (one player's
|
||||
* legal actions, which describe what they are ABOUT to do), `blocked` (computed per viewer and
|
||||
* partly about their own crews), `decision`, `viewer`/`viewerSeat`, and the narration log — which
|
||||
* `session.ts` sends incrementally and which is checked separately, because two of the leaks found
|
||||
* in v0.7.9.2 lived there rather than in any frame.
|
||||
*/
|
||||
export function publicSnapshot(s: GameState): PublicFrame {
|
||||
return {
|
||||
...projectSharedTable(s),
|
||||
division: projectDivision(s),
|
||||
districts: [...s.officeAreas.keys()].sort((a, b) => a - b).map((seat) => {
|
||||
const player = playerAtSeat(s, seat);
|
||||
return {
|
||||
seat,
|
||||
player,
|
||||
// Through `seatLabel`, like every other seat a person reads: the internal index is
|
||||
// zero-based and the spoken number is not (`session.test.ts` guards the conversion).
|
||||
name: s.players[player]?.name ?? `Seat ${seatLabel(seat)}`,
|
||||
...projectDistrict(s, seat),
|
||||
};
|
||||
}),
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* The board as ONE SEAT sees it.
|
||||
*
|
||||
* `viewer` decides whose district, whose hand and whose facilities the Frame carries — everything
|
||||
* else (the Division, the timetable, the clock) is common to the table. It defaults to seat 0, which
|
||||
* is what solitaire and every replay want, so existing callers are unaffected.
|
||||
*
|
||||
* This was hardcoded to 0 throughout. That was correct while there was one player and would have
|
||||
* been a quiet disaster with more: every seat would have been shown player 0's railroad, including
|
||||
* player 0's hand, which is the one thing the state model calls secret.
|
||||
*/
|
||||
export function snapshot(
|
||||
s: GameState,
|
||||
lines: { text: string; tone: string }[],
|
||||
where: { row: number; col: number } | null,
|
||||
whereFrom: { row: number; col: number } | null = null,
|
||||
decision: Decision | null = null,
|
||||
wasted = false,
|
||||
viewer: PlayerIndex = 0,
|
||||
): Frame {
|
||||
const viewerSeat = seatOf(s, viewer);
|
||||
|
||||
const { cells, facilities, runningRow, limits } = projectDistrict(s, viewerSeat);
|
||||
const division = projectDivision(s);
|
||||
return {
|
||||
/**
|
||||
* THE SHARED TABLE COMES FROM THE SAME PROJECTION THE COMMON BOARD USES (Gitea#20 step 1).
|
||||
*
|
||||
* Spread rather than restated, so a player's frame and a spectator's cannot come to disagree
|
||||
* about the clock, the phase, whose turn it is or the score. Everything after this point is
|
||||
* either private to `viewer` or a viewer-specific slice; none of it shadows a shared field, and
|
||||
* one that did would be exactly the bug this arrangement exists to make visible.
|
||||
*/
|
||||
...projectSharedTable(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 };
|
||||
})(),
|
||||
revenue: s.players[viewer]?.revenue ?? 0,
|
||||
lines,
|
||||
where,
|
||||
whereFrom,
|
||||
division,
|
||||
cells,
|
||||
facilities,
|
||||
/**
|
||||
* NEWEST FIRST, matching the play page (`actionMenu`).
|
||||
*
|
||||
* The engine pushes a drawn card onto the END of the hand, which put the card just turned over
|
||||
* at the far end of a wrapping row. Reversed here rather than in the engine so the bot's hand
|
||||
* iteration — and every revenue measurement taken with it — is left alone.
|
||||
*
|
||||
* Both lines must reverse together or the descriptions come apart from the names.
|
||||
*/
|
||||
hand: [...(s.decks.hands.get(viewer) ?? [])].reverse().map((id) => cardName(s, id)),
|
||||
handWhat: [...(s.decks.hands.get(viewer) ?? [])].reverse().map((id) => cardDescription(s, id)),
|
||||
handDiscardable: [...(s.decks.hands.get(viewer) ?? [])].reverse().map((id) => keepReason(s, id) === null),
|
||||
handKeepWhy: [...(s.decks.hands.get(viewer) ?? [])].reverse().map((id) => keepReason(s, id)),
|
||||
decision,
|
||||
wasted,
|
||||
option: turnOf(s, viewer).option,
|
||||
viewer,
|
||||
viewerSeat,
|
||||
handCount: (s.decks.hands.get(viewer) ?? []).length,
|
||||
overHandLimit: overHandLimit(s, viewer),
|
||||
objective: objectiveOf(s, viewer),
|
||||
runningRow,
|
||||
limits,
|
||||
movesLeft: s.clock.phase === 'localOps' && turnOf(s, viewer).option === 'switch' ? turnOf(s, viewer).movesRemaining : null,
|
||||
moves: switchingMoves(s, viewer),
|
||||
blocked: impediments(s, viewer),
|
||||
};
|
||||
}
|
||||
|
||||
@@ -1607,6 +1953,12 @@ export function cardDescription(s: GameState, id: string): string {
|
||||
export function trainRules(t: {
|
||||
trainNumber: number | null;
|
||||
trainIsExtra: boolean;
|
||||
/**
|
||||
* X17 only — whether the speeches are made, which is what decides which HALF of its printed rule
|
||||
* the train is currently living under (#100). Optional because the timetable renders a train
|
||||
* number with no tray behind it; absent means "not yet", which is the state a train starts in.
|
||||
*/
|
||||
speechMade?: boolean;
|
||||
}): string {
|
||||
const p = trainProfile(t.trainNumber ?? 0, t.trainIsExtra);
|
||||
if (!p) return '';
|
||||
@@ -1651,11 +2003,25 @@ export function trainRules(t: {
|
||||
if (p.rules.pickUpEmptiesOnly) {
|
||||
parts.push('EMPTIES ONLY — it may not couple a loaded car. A caboose is not a load.');
|
||||
}
|
||||
/**
|
||||
* WHICH HALF OF ITS RULE THE CAMPAIGN TRAIN IS IN (#100).
|
||||
*
|
||||
* "One turn at station (speeches) then expedite" is two states, not one sentence. This used to
|
||||
* print the sentence and stop, so the chip read identically before and after the speeches — while
|
||||
* the fault the second half creates was warned about only under `expedite`, i.e. to every train
|
||||
* EXCEPT the one that had just become subject to it.
|
||||
*/
|
||||
if (p.rules.stopThenExpedite) {
|
||||
parts.push('STOPS ONCE FOR SPEECHES, then runs expedited from its next Office onward');
|
||||
parts.push(
|
||||
t.speechMade
|
||||
? 'SPEECHES MADE — it runs EXPEDITED from here on'
|
||||
: 'STOPS ONCE FOR SPEECHES at its first Office, then runs expedited from the next one onward',
|
||||
);
|
||||
}
|
||||
|
||||
if (p.rules.expedite) {
|
||||
// `isExpedited` (advance.ts) is the engine's own test, borrowed rather than restated: a card that
|
||||
// described a rule the engine did not apply — or the reverse — is the whole failure this is in.
|
||||
if (isExpedited(t)) {
|
||||
// It is released and switched exactly like any other train — the restriction is on where it may
|
||||
// be LEFT, not on when it leaves.
|
||||
parts.push(
|
||||
|
||||
+178
-28
@@ -23,21 +23,24 @@
|
||||
* folding events does not rebuild a game — `protocol.md` §3.)
|
||||
*/
|
||||
|
||||
import { pump } from '../engine/advance.ts';
|
||||
import { advance, pump } from '../engine/advance.ts';
|
||||
import { applyIntent } from '../engine/apply.ts';
|
||||
import type { GameEvent } from '../engine/events.ts';
|
||||
import type { Intent } from '../engine/intents.ts';
|
||||
import { legalActions } from '../engine/legal.ts';
|
||||
import { createGame } from '../engine/setup.ts';
|
||||
import type { CardId, GameConfig, GameState, PlayerIndex } from '../engine/state.ts';
|
||||
import { actingPlayer } from '../engine/state.ts';
|
||||
import { overHandLimit as overHandLimitOf } from '../engine/state.ts';
|
||||
import { playerAtSeat } from '../engine/state.ts';
|
||||
import { cuesFor, narrate } from '../sim/narrate.ts';
|
||||
import { collectStep, newCollector } from '../sim/display-step.ts';
|
||||
import type { DisplayCollector } from '../sim/display-step.ts';
|
||||
// Import from the view module, NOT replay.ts — replay.ts writes files and reads process.argv,
|
||||
// which would pull node:fs into a browser bundle.
|
||||
import {
|
||||
cardDescription,
|
||||
cardName,
|
||||
currentActorOfState,
|
||||
describeIntent,
|
||||
geometryLabel,
|
||||
snapshot,
|
||||
@@ -49,7 +52,6 @@ import {
|
||||
DEFAULT_HOUSE_RULES,
|
||||
DEFAULT_MAX_COLLISIONS_PER_DAY,
|
||||
DEFAULT_MAX_COLLISIONS_TOTAL,
|
||||
HAND_LIMIT,
|
||||
LEGACY_HOUSE_RULES,
|
||||
collectiveRevenueFloor,
|
||||
houseRules,
|
||||
@@ -134,10 +136,25 @@ export type NewGameOptions = {
|
||||
|
||||
/** The same config with the New Game dialog's answers in it. */
|
||||
export function configWith(opts: NewGameOptions): GameConfig {
|
||||
const days = opts.days ?? SOLO_CONFIG.days;
|
||||
return {
|
||||
...SOLO_CONFIG,
|
||||
days: opts.days ?? SOLO_CONFIG.days,
|
||||
minCombinedRevenue: opts.minCombinedRevenue ?? SOLO_CONFIG.minCombinedRevenue,
|
||||
days,
|
||||
/**
|
||||
* DERIVED FROM THE DAYS ACTUALLY IN PLAY, not from `SOLO_CONFIG`'s five-Day constant.
|
||||
*
|
||||
* It fell back to the constant until 2026-08-30, so `configWith({ days: 1 })` asked a one-Day
|
||||
* game to clear **15** — a floor a five-Day game averages barely half of — and
|
||||
* `configWith({ days: 10 })` asked for the same 15 a five-Day game does. The two fields silently
|
||||
* disagreed, which is the one thing a "build me a config" helper must not let happen.
|
||||
*
|
||||
* Not a live fault when it was found: `createLocalSession` is the only caller, and the page
|
||||
* always writes `minCombinedRevenue` itself (`solitaireDefaults` re-derives it from the preset).
|
||||
* Found by a throwaway probe that passed only `days` — which is exactly how the next caller
|
||||
* would use this. At the default day count the answer is unchanged, since `SOLO_CONFIG`'s own
|
||||
* floor is this same formula at `DEFAULT_DAYS`.
|
||||
*/
|
||||
minCombinedRevenue: opts.minCombinedRevenue ?? collectiveRevenueFloor(1, days),
|
||||
maxCollisionsPerDay: opts.maxCollisionsPerDay ?? SOLO_CONFIG.maxCollisionsPerDay,
|
||||
maxCollisionsTotal: opts.maxCollisionsTotal ?? SOLO_CONFIG.maxCollisionsTotal,
|
||||
optionalRules: { ...SOLO_CONFIG.optionalRules, ...(opts.optionalRules ?? {}) },
|
||||
@@ -230,7 +247,6 @@ export type Game = {
|
||||
* had already been played and the hand held three or fewer. Derived from the hand each render, so
|
||||
* it cannot drift out of step with what is actually held.
|
||||
*/
|
||||
mustPlayCard: boolean;
|
||||
/**
|
||||
* Sounds the last batch of events earned, for the page to play and clear.
|
||||
*
|
||||
@@ -262,6 +278,16 @@ export type Game = {
|
||||
* having taken a turn to cause it.
|
||||
*/
|
||||
announced: string | null;
|
||||
/**
|
||||
* ORDERED PRESENTATION STEPS — v0.8.0, TODO #13. One per accepted intent, so a player can WATCH
|
||||
* what everyone else did rather than find the board already rearranged.
|
||||
*
|
||||
* Accumulated here beside `log`, `cues` and `announced` and drained the same way, because that is
|
||||
* how this file already hands things to whatever is displaying the game. Filled by `submit()`
|
||||
* alone, which is what makes it identical for solitaire and multiplayer and inert during replay —
|
||||
* see `sim/display-step.ts`.
|
||||
*/
|
||||
display: DisplayCollector;
|
||||
};
|
||||
|
||||
/** How each intent kind is introduced in the action list, in the order they should appear. */
|
||||
@@ -297,7 +323,7 @@ export const SOLO_PLAYER = 'Solitaire';
|
||||
|
||||
export function newGame(seed: number, config: GameConfig = SOLO_CONFIG): Game {
|
||||
const state = createGame({ id: `web-${seed}`, seed, config, playerNames: [SOLO_PLAYER] });
|
||||
const game: Game = { state, seed, history: [], log: [], mustPlayCard: false, cues: [], scheduled: null, justDrawn: null, announced: null };
|
||||
const game: Game = { state, seed, history: [], log: [], cues: [], scheduled: null, justDrawn: null, announced: null, display: newCollector() };
|
||||
// A history that opens mid-Stage reads as though something was missed. Say what the game IS
|
||||
// first, then let the clock take over.
|
||||
game.log.push({ text: 'Game Begins', tone: 'start' });
|
||||
@@ -316,9 +342,23 @@ export function newGame(seed: number, config: GameConfig = SOLO_CONFIG): Game {
|
||||
*/
|
||||
export function newMultiplayerGame(seed: number, config: GameConfig, playerNames: string[]): Game {
|
||||
const state = createGame({ id: `mp-${seed}`, seed, config, playerNames });
|
||||
const game: Game = { state, seed, history: [], log: [], mustPlayCard: false, cues: [], scheduled: null, justDrawn: null, announced: null };
|
||||
const game: Game = { state, seed, history: [], log: [], cues: [], scheduled: null, justDrawn: null, announced: null, display: newCollector() };
|
||||
game.log.push({ text: 'Game Begins', tone: 'start' });
|
||||
game.log.push({ text: `${config.mode} · ${playerNames.length} players · seed ${seed}`, tone: 'quiet' });
|
||||
/**
|
||||
* NO SEED AT A TABLE WITH MORE THAN ONE SEAT (Gitea#20 step 1).
|
||||
*
|
||||
* `game.log` is one shared list and `linesSince(seat)` (`server/session.ts`) slices it with no
|
||||
* per-seat filter, so every line here reaches every player. Announcing the seed therefore handed
|
||||
* each of them the whole future of the deal — every card order, every die — in the opening line
|
||||
* of the game. Found while planning the public common board; it is a multiplayer leak with or
|
||||
* without that display, which is why it is fixed here rather than waiting for it.
|
||||
*
|
||||
* `newGame` still records it, deliberately: a solitaire table has nobody to leak to, and the seed
|
||||
* in the log is what a bug report quotes. The rule is "do not tell the OTHER seats", not "write
|
||||
* less down". The seed remains in `game.seed`, in every save (`session.ts` persistence) and in the
|
||||
* lobby record, so nothing administrative or replayable loses it.
|
||||
*/
|
||||
game.log.push({ text: `${config.mode} · ${playerNames.length} players`, tone: 'quiet' });
|
||||
drain(game);
|
||||
return game;
|
||||
}
|
||||
@@ -333,12 +373,18 @@ export function drain(game: Game): void {
|
||||
record(game, pump(game.state));
|
||||
}
|
||||
|
||||
/** 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.
|
||||
*
|
||||
* `currentActorOfState` (sim/view.ts) IS this, taking the state rather than the `Game` — so this is
|
||||
* the adapter and not a second copy. It used to be the second copy: it carried the status guard and
|
||||
* the view's version did not, which is #96 — the turn chart named the last seat to move all the way
|
||||
* through the §3.3 vote, while this function correctly refused every intent that seat could send.
|
||||
* Two functions that agree until they don't are worse than one, because the disagreement surfaces
|
||||
* as a screen nobody can square with the server.
|
||||
*/
|
||||
export function currentActor(game: Game): PlayerIndex | null {
|
||||
if (game.state.status !== 'active') return null;
|
||||
// `actingPlayer` (state.ts) knows which player each kind of interruption goes to — the
|
||||
// Superintendent for a §8.1 clearance, the district's owner for a Yard Office offer.
|
||||
return actingPlayer(game.state);
|
||||
return currentActorOfState(game.state);
|
||||
}
|
||||
|
||||
/** Every legal action right now, grouped for display. Empty when there is nothing to decide. */
|
||||
@@ -1024,9 +1070,7 @@ function makeUpAdvice(
|
||||
* button with a reason instead of hiding a move that has simply become illegal.
|
||||
*/
|
||||
export function overHandLimit(game: Game, seat: PlayerIndex = 0): boolean {
|
||||
const hand = game.state.decks.hands.get(seat) ?? [];
|
||||
const limit = game.state.decks.redFlags.get(seat) ? HAND_LIMIT + 1 : HAND_LIMIT;
|
||||
return hand.length > limit;
|
||||
return overHandLimitOf(game.state, seat);
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -1073,12 +1117,69 @@ export function submit(game: Game, intent: Intent, as: PlayerIndex | null = null
|
||||
return false;
|
||||
}
|
||||
game.history.push(intent);
|
||||
/**
|
||||
* THE HIGH-WATER MARK FOR THIS STEP'S NARRATION (v0.8.0).
|
||||
*
|
||||
* Taken here rather than read from `session.ts`'s `sentLines`, which is per-seat and is MUTATED
|
||||
* by `linesSince()` as a side effect of building a push — so it cannot answer "what did this one
|
||||
* intent say?". `submit` brackets the whole thing, `record` and `drain` below are the only things
|
||||
* that append, and the slice after them is exactly this intent's narration including whatever
|
||||
* automatic phases it drained.
|
||||
*/
|
||||
const saidFrom = game.log.length;
|
||||
record(game, result.events, actor);
|
||||
game.mustPlayCard = overHandLimit(game);
|
||||
drain(game);
|
||||
collectStep(game.display, game.state, actor, intent.type, game.log.slice(saidFrom));
|
||||
drainStepping(game);
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* `drain()`'s STEPPED TWIN — TODO #18, and the reason this is not just `drain(game)`.
|
||||
*
|
||||
* `pump()` runs every automatic phase between one click and the next and `drain()` records the whole
|
||||
* batch at once, so New Train, the Mainline and the shift change are never drawn at all: trains
|
||||
* cross the Division in a single jump. Stepping `advance()` one call at a time and collecting after
|
||||
* each is what gives those phases a visible beat, which is exactly what TODO Reference · #18 says is
|
||||
* needed — *"a minimum dwell time on its own therefore fixes nothing"*.
|
||||
*
|
||||
* IDENTICAL BEHAVIOUR TO `drain()`, deliberately. The same `advance()` calls in the same order
|
||||
* produce the same state; `record()` is called per phase rather than per batch, which is equivalent
|
||||
* because `cuesFor` is a pure per-event map with no cross-event state and `record`'s other outputs
|
||||
* (`scheduled`, `justDrawn`, `announced`) are last-wins in event order either way.
|
||||
*
|
||||
* A PHASE THAT DID NOTHING PRODUCES NO STEP. Jesse, 2026-09-09: *"if nothing happens during a phase
|
||||
* then we shouldn't lose time to it."* Narrating nothing is the test for that — an empty phase adds
|
||||
* no lines, so it is skipped rather than given a dwell to sit through.
|
||||
*
|
||||
* `drain()` itself is untouched, and must stay that way: `fromSave`, `fromMultiplayerSave` and
|
||||
* `undo` all use it, and the collector staying off those paths is what keeps a replay from
|
||||
* re-emitting a whole game as steps.
|
||||
*/
|
||||
function drainStepping(game: Game): void {
|
||||
for (let i = 0; i < 10_000; i++) {
|
||||
const from = game.log.length;
|
||||
const r = advance(game.state);
|
||||
record(game, r.events);
|
||||
/**
|
||||
* THE TEST IS THE EVENT LIST, NOT THE LOG — and getting that wrong drifted the board.
|
||||
*
|
||||
* `record()` deliberately drops `actorChanged` before narrating, so a phase whose only effect is
|
||||
* handing the turn to the next player grows no lines at all. Collecting only when the log grew
|
||||
* therefore skipped those, and the last step's frame was then a position behind the real one:
|
||||
* the animated board ended a turn out of step with the game (`actor: 2` where the game said 1).
|
||||
*
|
||||
* A step whose narration is empty still carries the board. It simply costs no time to show —
|
||||
* `dwellForStep` gives a silent step a dwell of zero — which is the same rule that collapses an
|
||||
* empty phase, arrived at from the other direction.
|
||||
*/
|
||||
if (r.events.length > 0) {
|
||||
collectStep(game.display, game.state, null, 'phase', game.log.slice(from));
|
||||
}
|
||||
if (r.needsInput || game.state.status === 'finished') return;
|
||||
}
|
||||
throw new Error('phase driver failed to settle — probable infinite loop');
|
||||
}
|
||||
|
||||
/**
|
||||
* Which cards in hand can be played RIGHT NOW, in hand order.
|
||||
*
|
||||
@@ -1107,6 +1208,24 @@ export function view(game: Game, seat: PlayerIndex = 0): Frame {
|
||||
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 {
|
||||
const who = actor === null ? null : (game.state.players[actor]?.name ?? null);
|
||||
for (const e of events) {
|
||||
@@ -1116,10 +1235,28 @@ function record(game: Game, events: GameEvent[], actor: PlayerIndex | null = nul
|
||||
cardName: (id) => cardName(game.state, id),
|
||||
trainName: (id) => trainName(game.state, id),
|
||||
});
|
||||
/**
|
||||
* A BLIND DRAW IS PUBLIC; WHICH CARD CAME UP IS NOT (Gitea#20 step 1).
|
||||
*
|
||||
* Everybody at the table sees a hand go to the Home Office deck, so the draw itself belongs in
|
||||
* the shared log. The card's NAME does not: the deck is face down, and this log goes to every
|
||||
* seat unfiltered, so naming it told three opponents exactly what the fourth was holding.
|
||||
*
|
||||
* A DEPARTMENT SLOT IS NOT THE SAME and stays named. Those piles are face up — a discard goes
|
||||
* onto one precisely so a rival can take it — so the card was public before it was drawn, and
|
||||
* hiding it would lose real information for no gain.
|
||||
*
|
||||
* The drawing seat still learns what it got. `justDrawn` below is the owner-only channel and
|
||||
* `session.ts` sends it to that seat alone, so this costs the drawer nothing. Solitaire keeps
|
||||
* the name for the same reason it keeps the seed: a one-seat table has nobody to leak to, and
|
||||
* a solo player's history naming their own draw is the record rather than a leak.
|
||||
*/
|
||||
const blindDraw = e.type === 'cardDrawn' && e.source === 'homeOffice' && game.state.players.length > 1;
|
||||
const said = blindDraw ? 'Drew a card from the Home Office deck' : n.text;
|
||||
// "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.
|
||||
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(said)}` : said;
|
||||
game.log.push({ text, tone: mine ? 'act' : n.tone });
|
||||
|
||||
}
|
||||
@@ -1220,7 +1357,18 @@ export function fromSave(save: Save, config: GameConfig = SOLO_CONFIG): Game {
|
||||
const result = applyIntent(game.state, actor, intent);
|
||||
if (!result.ok) break;
|
||||
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);
|
||||
}
|
||||
return game;
|
||||
@@ -1234,16 +1382,18 @@ 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
|
||||
* 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
|
||||
* 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
|
||||
* resumed game hits every time. `fromSave` has the same gap (it predates multiplayer and nothing ever
|
||||
* 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
|
||||
* unattributed replay against another). Flagged in `TODO.md` rather than fixed there in this pass —
|
||||
* out of scope for Phase 3 and used far more widely, so worth its own careful look rather than a
|
||||
* touch-in-passing.
|
||||
* resumed game hits every time.
|
||||
*
|
||||
* `fromSave` HAD THE SAME GAP AND NO LONGER DOES (fixed 2026-08-30). It predated multiplayer, and
|
||||
* nothing ever compared its output against a LIVE-played log: `undo`'s rebuilt game is itself
|
||||
* `fromSave`-built, so `test/web.test.ts`'s replay-fidelity test only ever compared one unattributed
|
||||
* 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.
|
||||
|
||||
+1
-1
@@ -100,7 +100,7 @@ footer{margin-top:26px;color:var(--dim);font-size:11px;display:flex;gap:18px;fle
|
||||
|
||||
<footer>
|
||||
<span>build <span id="build">__BUILD__</span></span>
|
||||
<span>solitaire runs entirely in your browser — no server code required</span>
|
||||
<span>Multiplayer runs on StartOS server. Solitaire runs entirely in your browser.</span>
|
||||
</footer>
|
||||
</main>
|
||||
|
||||
|
||||
+18
-25
@@ -256,25 +256,21 @@ export function runLobby(handlers: LobbyHandlers, resume?: { token: string; game
|
||||
else if (type === 'custom') type = base;
|
||||
for (const r of typeRadios()) r.checked = r.value === type;
|
||||
|
||||
const scoring = preset(base).scoring;
|
||||
const note = $('lb-type-note');
|
||||
if (type === 'custom') {
|
||||
note.textContent =
|
||||
`${gameTypeLabel('custom', scoring)} · ${differing.length} ` +
|
||||
`${differing.length === 1 ? 'setting differs' : 'settings differ'} from ${preset(base).label}.`;
|
||||
note.className = 'ng-note changed-note';
|
||||
// A Custom game is nobody's default: open the block that says how it differs.
|
||||
$<HTMLDetailsElement>('lb-settings').open = true;
|
||||
} else {
|
||||
note.textContent = preset(type as PresetName).blurb;
|
||||
note.className = 'ng-note';
|
||||
}
|
||||
/**
|
||||
* NO SENTENCE UNDER THE RADIOS since 2026-08-30 — it restated the type just chosen to the person
|
||||
* who had just chosen it, and the row is already labelled and already carries its own
|
||||
* description (Jesse: "There's no need to repeat it below"). `form.mark` still puts a hint on
|
||||
* each row that actually differs, which is where a Custom game's differences can be acted on.
|
||||
*/
|
||||
// A Custom game is nobody's default: open the block that says how it differs.
|
||||
if (type === 'custom') $<HTMLDetailsElement>('lb-settings').open = true;
|
||||
}
|
||||
|
||||
for (const r of typeRadios()) {
|
||||
// Solitaire is on this screen so the two screens read as one list, but there is nothing here to
|
||||
// deal it with — the New Game dialog is where a solitaire game comes from.
|
||||
if (r.value === 'solitaire') markUnavailable(r, 'dealt with the New game button, not here');
|
||||
// deal it with. Dimmed and left to speak for itself: the heading says "Game type
|
||||
// (multi-player)", which is the explanation (Jesse, 2026-08-30).
|
||||
if (r.value === 'solitaire') markUnavailable(r);
|
||||
r.onchange = () => {
|
||||
if (!r.checked) return;
|
||||
if (r.value === 'custom') {
|
||||
@@ -615,18 +611,15 @@ export function prefillCode(code: string): void {
|
||||
*
|
||||
* Reported by Jesse 2026-08-23: "solitaire is disabled, but really hard to tell." A bare `disabled`
|
||||
* on a radio leaves the whole row at full strength — the dot simply refuses the click, which reads
|
||||
* as a broken control rather than an unavailable one. Dims the row and says why, once.
|
||||
* as a broken control rather than an unavailable one.
|
||||
*
|
||||
* The dimming is the whole signal now. It used to append a reason to the row as well, and dropped
|
||||
* that in 2026-08-30 along with the same text on the solitaire screen: one heading naming which
|
||||
* game the screen deals says it once, where three dimmed rows each said it again.
|
||||
*/
|
||||
function markUnavailable(radio: HTMLInputElement, why: string): void {
|
||||
function markUnavailable(radio: HTMLInputElement): void {
|
||||
radio.disabled = true;
|
||||
const row = radio.closest('label');
|
||||
if (!row) return;
|
||||
row.classList.add('disabled');
|
||||
if (row.querySelector('.lb-why')) return;
|
||||
const note = document.createElement('span');
|
||||
note.className = 'lb-why';
|
||||
note.textContent = ` — ${why}`;
|
||||
row.querySelector('span')?.appendChild(note);
|
||||
radio.closest('label')?.classList.add('disabled');
|
||||
}
|
||||
|
||||
function escapeHtml(s: string): string {
|
||||
|
||||
+605
-196
File diff suppressed because it is too large
Load Diff
+20
-1
@@ -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
|
||||
* the game has the player's whole attention. Each reason gets a sentence that says what actually
|
||||
* happened, with this game's own numbers in it.
|
||||
*
|
||||
* EXPORTED for the developer replay recorder (`sim/replay.ts`), which was still printing
|
||||
* `loss — revenueFloor` into its own heading a release after this was written — the same defect the
|
||||
* issue was filed about, surviving in the one place nobody had looked (`TODO.md` #34). One
|
||||
* implementation, so the two cannot say the game ended for different reasons.
|
||||
*/
|
||||
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);
|
||||
switch (o.reason) {
|
||||
case 'daysElapsed':
|
||||
@@ -347,7 +352,17 @@ function tallyHtml(t: Frame['tally']): string {
|
||||
};
|
||||
push('Loads made up', t.loadsCompleted);
|
||||
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('Unloads still in the pipeline', t.unloadsBegun - t.unloadsCompleted);
|
||||
push('Passengers boarded', t.passengersBoarded);
|
||||
push('Passengers detrained', t.passengersDetrained);
|
||||
push('Cars coupled', t.carsCoupled);
|
||||
@@ -381,6 +396,10 @@ function tallyHtml(t: Frame['tally']): string {
|
||||
}
|
||||
push('Cards drawn', t.cardsDrawn);
|
||||
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)}`;
|
||||
}
|
||||
|
||||
+150
-215
@@ -76,6 +76,19 @@ dialog input:focus{outline:none;border-color:#4d6fa8}
|
||||
padding:5px 14px;cursor:pointer;font:inherit;font-size:13px}
|
||||
.ng-buttons button:hover{border-color:#4d6fa8}
|
||||
#ng-deal{background:#31527f;border-color:#4d6fa8}
|
||||
/* The save warning is the one thing on this screen that describes something IRREVERSIBLE, and it
|
||||
sat in `.ng-note` — the same dim 11px grey as the twenty explanatory notes above it, which is
|
||||
where the eye has already learned there is nothing to act on. Sized and coloured to be read
|
||||
(Jesse, 2026-08-30). Amber rather than red: losing a saved game is a real cost, not a danger, and
|
||||
red here would outrank the actual rules of the game sitting above it. */
|
||||
#ss-saved-note{font-size:15px;font-weight:500;line-height:1.55;color:#ffcf70;background:#332a15;
|
||||
border:1px solid #b8912c;border-left:5px solid #e0a83c;border-radius:5px;padding:12px 14px;
|
||||
margin:18px 0 0}
|
||||
#ss-saved-note b{color:#ffe3a6}
|
||||
/* Two live choices, so neither is the quiet one: `Create new game` keeps the primary blue it has when
|
||||
it is the only button, and `Continue` is given the same weight rather than reading as a cancel. */
|
||||
#ss-deal{background:#31527f;border-color:#4d6fa8}
|
||||
#ss-resume{background:#2f5340;border-color:#4f8a68}
|
||||
main{display:grid;grid-template-columns:minmax(0,1fr) 400px;gap:14px;padding:14px;align-items:start}
|
||||
@media(max-width:1100px){main{grid-template-columns:1fr}}
|
||||
section{background:var(--panel);border:1px solid var(--line);border-radius:7px;
|
||||
@@ -95,13 +108,23 @@ section{background:var(--panel);border:1px solid var(--line);border-radius:7px;
|
||||
lobby and nothing on it said so — a radio that silently refuses reads as a broken radio. */
|
||||
.ng-radio.disabled{opacity:.45;cursor:not-allowed}
|
||||
.ng-radio.disabled:hover{background:none}
|
||||
.lb-why{color:#e0b060;font-size:11px}
|
||||
#lobby h2,#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}
|
||||
#presence{color:#e0b060;font-size:12px;padding:0 14px;empty-cells:hide}
|
||||
/* WHAT YOU ARE WATCHING — v0.8.0, TODO #13/#15. An IN-FLOW row rather than a floating banner like
|
||||
#phasenote and #announce: those announce a moment and fade, this one stands for as long as the
|
||||
board is behind and has a button you have to be able to hit. Amber on the button because amber
|
||||
already means clickable everywhere else on this page; the row itself stays quiet so it does not
|
||||
compete with the three banners it sits under. */
|
||||
#watching{display:flex;align-items:center;gap:10px;padding:4px 14px;font-size:12px;color:#9aa0b4}
|
||||
#watching[hidden]{display:none}
|
||||
#watching-what{flex:1;min-width:0;overflow:hidden;text-overflow:ellipsis;white-space:nowrap}
|
||||
.wbehind{font-variant-numeric:tabular-nums;font-weight:700;color:#c9cee0;
|
||||
background:#22263a;border:1px solid #343a52;border-radius:10px;padding:1px 8px;white-space:nowrap}
|
||||
#watching-skip{font-size:11px;padding:2px 10px;border-color:#e0b060;color:#e0b060;flex:none}
|
||||
#presence:empty{display:none}
|
||||
/* division strip */
|
||||
#division{display:flex;gap:7px;overflow-x:auto;padding-bottom:4px}
|
||||
@@ -203,6 +226,17 @@ button.act{display:inline-block}
|
||||
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}
|
||||
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 .districtrule{display:none}
|
||||
/* Said once, quietly, beside the thing it governs — a rule a player needs on their first district
|
||||
@@ -212,6 +246,16 @@ button.ghost:hover{border-color:#4d6fa8;color:var(--fg)}
|
||||
.districtrule b{color:#cfd6e0}
|
||||
#district.folded #districtsummary{display:block;padding:2px 0 1px;font-size:12px}
|
||||
#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",
|
||||
so a disabled button must not wear it. */
|
||||
#actions button.blocked,#actions button:disabled{background:#232830;border:1px dashed #4a5361;
|
||||
@@ -307,9 +351,10 @@ ul.blocked li{padding:2px 0}
|
||||
|
||||
<!-- THE LOBBY (Phase 4) — shown instead of the game UI whenever there is no game yet to play: no
|
||||
stored session token, or a token whose game hasn't started. `lobby.ts` owns everything in here;
|
||||
`main.ts` only decides whether THIS div or `#gameui` below is the one currently visible.
|
||||
`#newgamedlg` at the very end of the body is solitaire-only, and asks the same questions through
|
||||
the same shared module (`settings-form.ts`) — the two blocks are generated from one template. -->
|
||||
`main.ts` only decides whether THIS div, `#solitairesetup` or `#gameui` is the one visible.
|
||||
`#solitairesetup` asks the same questions of a solitaire player, through the same shared module
|
||||
(`settings-form.ts`) — the two blocks are generated from one template, and since 2026-08-30
|
||||
they are the ONLY two: the in-game dialog that was a third copy is gone. -->
|
||||
<div id="lobby" hidden>
|
||||
<header><b><a href="./index.html" class="home">Station Master</a></b> — <span class="dim">Multiplayer</span></header>
|
||||
|
||||
@@ -402,12 +447,13 @@ ul.blocked li{padding:2px 0}
|
||||
can be shared, compared or replayed. Leave it blank for a random one.</p>
|
||||
<!-- WITH THE TABLE SIZE IT IS ABOUT, not below the rules block — reported by Jesse, who found
|
||||
it separated from the control it explains by fifteen settings. -->
|
||||
<p class="ng-note">Every chair has to be taken before the game can start — by a person or by a
|
||||
bot. Pick the size of the table now; it cannot change once the game is created.</p>
|
||||
<p class="ng-note">Every chair must be filled before the game can start. For solitaire,
|
||||
there’s only one player. For multiplayer, that must be filled by a person or a
|
||||
bot. The number of players cannot be changed once the game is created.</p>
|
||||
</div>
|
||||
|
||||
<div class="lb-col">
|
||||
<h3>Game type</h3>
|
||||
<h3>Game type (multi-player)</h3>
|
||||
<div class="set-row" id="lb-type-row">
|
||||
<label class="ng-radio"><input type="radio" name="lb-type" value="solitaire">
|
||||
<span><b>Solitaire</b><br><span class="dim">One railroad, one player. The whole Division is yours to run.</span></span></label>
|
||||
@@ -421,7 +467,7 @@ ul.blocked li{padding:2px 0}
|
||||
<span><b>Custom</b><br><span class="dim">Whatever you set below. Selected for you the moment you change a rule; it is scored as the type you started from.</span></span></label>
|
||||
</div>
|
||||
|
||||
<p class="ng-note" id="lb-type-note"></p>
|
||||
|
||||
</div>
|
||||
|
||||
<!-- FULL WIDTH WHEN IT OPENS. Reported by Jesse: opened inside the right-hand column it made a
|
||||
@@ -431,7 +477,7 @@ ul.blocked li{padding:2px 0}
|
||||
<summary>Game settings</summary>
|
||||
<p class="ng-note">Every rule the game type sets, and every one of them yours to change.
|
||||
Changing any of them selects <b>Custom</b>, which keeps the scoring of the type you
|
||||
started from; clicking a type again resets all of them back to it. They are fixed when the
|
||||
started from; changing the game type resets all of them back to it. They are fixed when the
|
||||
game is created and cannot be changed once it starts.</p>
|
||||
<div class="set-groups">
|
||||
|
||||
@@ -505,13 +551,13 @@ ul.blocked li{padding:2px 0}
|
||||
</div>
|
||||
<div class="set-row" id="lb-colday-row">
|
||||
<label class="ng-gate"><input type="checkbox" id="lb-colday-on" checked>
|
||||
<span>The game ends and everyone loses if collisions in one Day reach</span>
|
||||
<span>The game ends immediately and results in a loss if collisions in one Day reach</span>
|
||||
<input id="lb-colday" type="number" min="0" step="1" class="gate-num"></label>
|
||||
<span class="set-hint" id="lb-colday-hint"></span>
|
||||
</div>
|
||||
<div class="set-row" id="lb-coltotal-row">
|
||||
<label class="ng-gate"><input type="checkbox" id="lb-coltotal-on" checked>
|
||||
<span>The game ends and everyone loses after this many collisions in the whole game</span>
|
||||
<span>The game ends immediately and results in a loss after this many collisions in the whole game</span>
|
||||
<input id="lb-coltotal" type="number" min="0" step="1" class="gate-num"></label>
|
||||
<span class="set-hint" id="lb-coltotal-hint"></span>
|
||||
</div>
|
||||
@@ -522,7 +568,7 @@ ul.blocked li{padding:2px 0}
|
||||
|
||||
<div class="set-group">
|
||||
<h3>Optional rules</h3>
|
||||
<p class="ng-note">Off in every game type; each one changes how the game plays.</p>
|
||||
<p class="ng-note">Each one changes how the game plays.</p>
|
||||
<div class="set-row" id="lb-visibility-row">
|
||||
<label class="ng-num"><span>Reduced Visibility — five switching Moves instead of six in the
|
||||
night Stages (1–3 and 11–12)</span>
|
||||
@@ -555,7 +601,7 @@ ul.blocked li{padding:2px 0}
|
||||
</details>
|
||||
|
||||
<div class="lb-span">
|
||||
<button id="lb-create" type="button">Create game</button>
|
||||
<button id="lb-create" type="button">Create new game</button>
|
||||
<p class="lb-error" id="lb-create-err" role="alert"></p>
|
||||
</div>
|
||||
</div>
|
||||
@@ -616,16 +662,29 @@ ul.blocked li{padding:2px 0}
|
||||
<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’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</h3>
|
||||
<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>
|
||||
@@ -639,19 +698,20 @@ ul.blocked li{padding:2px 0}
|
||||
<span><b>Custom</b><br><span class="dim">Whatever you set below. Selected for you the moment you change a rule; it is scored as the type you started from.</span></span></label>
|
||||
</div>
|
||||
|
||||
<p class="ng-note" id="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>
|
||||
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 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>
|
||||
<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>
|
||||
@@ -708,7 +768,8 @@ ul.blocked li{padding:2px 0}
|
||||
|
||||
<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>
|
||||
<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>
|
||||
@@ -717,13 +778,13 @@ ul.blocked li{padding:2px 0}
|
||||
</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>
|
||||
<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 in a loss 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="ss-coltotal" type="number" min="0" step="1" class="gate-num"></label>
|
||||
<span class="set-hint" id="ss-coltotal-hint"></span>
|
||||
</div>
|
||||
@@ -734,7 +795,7 @@ ul.blocked li{padding:2px 0}
|
||||
|
||||
<div class="set-group">
|
||||
<h3>Optional rules</h3>
|
||||
<p class="ng-note">Off in every game type; each one changes how the game plays.</p>
|
||||
<p class="ng-note">Each one changes how the game plays.</p>
|
||||
<div class="set-row" id="ss-visibility-row">
|
||||
<label class="ng-num"><span>Reduced Visibility — five switching Moves instead of six in the
|
||||
night Stages (1–3 and 11–12)</span>
|
||||
@@ -742,8 +803,7 @@ ul.blocked li{padding:2px 0}
|
||||
<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>
|
||||
<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>
|
||||
@@ -765,8 +825,17 @@ ul.blocked li{padding:2px 0}
|
||||
</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 — 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-deal" type="button">Deal</button>
|
||||
<button id="ss-resume" type="button" hidden>Continue saved game</button>
|
||||
<button id="ss-deal" type="button">Create new game</button>
|
||||
</menu>
|
||||
</section>
|
||||
</div>
|
||||
@@ -779,20 +848,23 @@ ul.blocked li{padding:2px 0}
|
||||
<!-- 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. -->
|
||||
<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
|
||||
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.
|
||||
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>
|
||||
<!-- Co-op, Competitive, Cutthroat or Custom, derived from the config the Frame carries
|
||||
(`presets.ts`). A Cutthroat game used to look exactly like a Co-op one from the board. -->
|
||||
<span class="dim" id="gametype" title=""></span>
|
||||
<!-- WHICH RULES THIS GAME IS BEING PLAYED UNDER. The settings are chosen when the game is dealt
|
||||
and then never mentioned again, which makes a playtest note ("scored 4") unreadable a week
|
||||
later: at 0 revenue per transit that is a different game from the same seed at 5. Short enough
|
||||
to keep the header on one line; the tooltip spells it out. -->
|
||||
<span class="dim" id="houserules" title="">—</span>
|
||||
<!-- The seed, the seat, the game type and every house rule MOVED TO THE THIS GAME CARD, 2026-08-30
|
||||
(TODO #28). Jesse: "we can give complete information about all the game options and not take
|
||||
up valuable real estate at the top of the screen… it is not something that they're likely to
|
||||
need all the time." What stays here is what is glanced at every turn — Revenue, the objective,
|
||||
the collision counts — plus the game code, which is identity rather than settings: it is how
|
||||
you say WHICH game you are in, out loud, without opening anything. -->
|
||||
<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
|
||||
horizontally (`#division`, `#grid`) when they run wide, so this only ever needs to resize the
|
||||
@@ -802,7 +874,7 @@ ul.blocked li{padding:2px 0}
|
||||
</span>
|
||||
<button id="undo" title="Take the last action back. The save is the seed plus the moves made, so this replays the game without the last one — as far back as you like.">Undo</button>
|
||||
<button id="savefile" title="Download this game as a save file you can replay or share">Save replay</button>
|
||||
<button id="newgame" title="Deal a fresh game. You choose the seed, the opening hand and what the three economies pay. Undo steps back one action at a time; this throws the whole game away, so download the replay first if you want to keep it.">New game</button>
|
||||
<button id="newgame" title="Set up a fresh game — the seed, the table, the opening hand and what the three economies pay. Opens the same screen a new solitaire game starts from, with your current rules filled in; your game in progress is kept until you press Deal, and Continue puts it straight back.">New game</button>
|
||||
<button id="multiplayer" title="Create or join a Competitive or Co-op game on this server, with other players.">Multiplayer</button>
|
||||
<!-- LEAVING A RUNNING GAME. Reported by Jesse 2026-08-23: "if I'm a player in the middle of the
|
||||
game and I need to leave, how do I leave the game, clear the token from my browser so I can
|
||||
@@ -829,14 +901,24 @@ ul.blocked li{padding:2px 0}
|
||||
collapsed whenever everyone connected is still connected — a `LocalSession` never fills it. -->
|
||||
<div id="presence"></div>
|
||||
|
||||
<!-- WHAT YOU ARE WATCHING, and how far behind the board is — v0.8.0, TODO #13/#15.
|
||||
One row rather than three additions: the countdown, the caption naming the action being shown,
|
||||
and Skip. Empty and collapsed whenever the board is level with the game, which in solitaire is
|
||||
almost always. -->
|
||||
<div id="watching" hidden>
|
||||
<span id="watching-behind" class="wbehind"></span>
|
||||
<span id="watching-what"></span>
|
||||
<button id="watching-skip" class="ghost" type="button" title="Stop animating and jump the board to where the game actually is. Nothing is lost — every line is already in the History panel.">Skip</button>
|
||||
</div>
|
||||
|
||||
<main>
|
||||
<div>
|
||||
<section><h2>The Division — west to east</h2><div id="division"></div>
|
||||
<p class="ng-note" id="seating-chain"></p></section>
|
||||
<section id="district">
|
||||
<h2>Your Office Area
|
||||
<h2><span id="districtwho">Your Office Area</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>
|
||||
<div id="districtsummary" class="dim"></div>
|
||||
<!-- THE RULE THAT SHAPES EVERY DISTRICT, said once where the district is.
|
||||
@@ -880,190 +962,34 @@ ul.blocked li{padding:2px 0}
|
||||
</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>
|
||||
<!-- 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>
|
||||
</main>
|
||||
|
||||
<!-- ===================================================================
|
||||
NEW GAME — the seed, the opening hand, and what the three economies pay.
|
||||
<!-- THE IN-GAME "NEW GAME" BUTTON GOES TO THE SOLITAIRE SETUP SCREEN — there is no second
|
||||
dialog any more (Jesse, 2026-08-30: "it should not go to a separate screen. We should reuse the
|
||||
Solitaire New Game Screen… in general we should reuse what we already have").
|
||||
|
||||
It was a `prompt()` asking for a seed. Two of the three things that decide what kind of game
|
||||
you are about to play had no way in at all: the opening hand had been changed twice with no
|
||||
way back to the earlier rule, and the revenue rates were constants in the source. Balance is
|
||||
the open question in this game (`TODO.md`), and the way to settle it is to deal several games
|
||||
at different settings — which needs a dialog, not a rebuild.
|
||||
`#newgamedlg` was a third copy of the same questions, and the one that drifted: it kept the
|
||||
multiplayer wording ("Everyone loses if COMBINED Revenue…") on a screen only ever shown to a
|
||||
solitaire player, and explained Employee Rotation in full beside a control it had disabled.
|
||||
Deleting it removes the drift rather than re-wording it.
|
||||
|
||||
Every control has a default that is the recommended answer, so DEAL with nothing touched is a
|
||||
complete, sensible game. The settings ride in the URL alongside the seed, because a seed alone
|
||||
no longer names a game: `?seed=430` with a different opening hand is a different railroad.
|
||||
==================================================================== -->
|
||||
Nothing is lost by navigating away mid-game: `render()` calls `save()` on every frame, so the
|
||||
game in progress is always on disk, and the setup screen offers "Continue saved game"
|
||||
to come straight back to it. -->
|
||||
</div><!-- /gameui -->
|
||||
|
||||
<dialog id="newgamedlg" aria-labelledby="ng-title">
|
||||
<form method="dialog" id="newgameform">
|
||||
<h2 class="big" id="ng-title">New game</h2>
|
||||
|
||||
<!-- THE SAME BLOCK THE LOBBY USES, same shared module, same order — the two screens are one
|
||||
design. Only Solitaire can be dealt here; the multiplayer types are shown disabled rather
|
||||
than hidden, so what this screen offers and what the lobby offers read as one list. -->
|
||||
<div class="lb-params">
|
||||
<label class="ng-num"><span>Seed</span>
|
||||
<input id="ng-seed" type="text" inputmode="numeric" autocomplete="off" placeholder="blank for a random seed"></label>
|
||||
<label class="ng-num"><span>Days</span>
|
||||
<input id="ng-days" type="number" min="1" max="20" step="1" value="5"></label>
|
||||
</div>
|
||||
<p class="ng-note">The same seed and the same settings always deal the same railroad, so a game
|
||||
can be shared, compared or replayed. Leave it blank for a random one.</p>
|
||||
|
||||
<h3>Game type</h3>
|
||||
<div class="set-row" id="ng-type-row">
|
||||
<label class="ng-radio"><input type="radio" name="ng-type" value="solitaire">
|
||||
<span><b>Solitaire</b><br><span class="dim">One railroad, one player. The whole Division is yours to run.</span></span></label>
|
||||
<label class="ng-radio"><input type="radio" name="ng-type" value="coop" checked>
|
||||
<span><b>Co-op</b><br><span class="dim">Everyone’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’s own Control Point</b><br><span class="dim">You may start one at home, but not in somebody else’s district.</span></span></label>
|
||||
<label class="ng-radio"><input type="radio" name="ng-extra" value="anyOffice">
|
||||
<span><b>Also any player’s Control Point</b><br><span class="dim">The most permissive — an Extra may be planted in another player’s district.</span></span></label>
|
||||
<span class="set-hint" id="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 (1–3 and 11–12)</span>
|
||||
<input id="ng-visibility" type="checkbox"></label>
|
||||
<span class="set-hint" id="ng-visibility-hint"></span>
|
||||
</div>
|
||||
<div class="set-row" id="ng-rotation-row">
|
||||
<label class="ng-num"><span>Employee Rotation — at the end of each Day everyone moves one
|
||||
chair left and takes over the next station up the line. Your Revenue and the Fedora go with
|
||||
you; the district stays where it is</span>
|
||||
<input id="ng-rotation" type="checkbox"></label>
|
||||
<span class="set-hint" id="ng-rotation-hint"></span>
|
||||
</div>
|
||||
<div class="set-row" id="ng-toolbox-row">
|
||||
<label class="ng-num"><span>Emergency Toolbox — everyone starts holding a Red Flag, so a hand
|
||||
of four; play or discard down to three on the first turn</span>
|
||||
<input id="ng-toolbox" type="checkbox"></label>
|
||||
<span class="set-hint" id="ng-toolbox-hint"></span>
|
||||
</div>
|
||||
<div class="set-row" id="ng-tossloco-row">
|
||||
<label class="ng-num"><span>A Timetabled train may be discarded — toss it face-up to a
|
||||
Department slot, where a rival may pick it up. Turn this off and a train card can only ever
|
||||
be played onto the timetable. An Extra is never discardable either way</span>
|
||||
<input id="ng-tossloco" type="checkbox"></label>
|
||||
<span class="set-hint" id="ng-tossloco-hint"></span>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
</div>
|
||||
</details>
|
||||
|
||||
<menu class="ng-buttons">
|
||||
<span class="ng-note" id="ng-multiplayer-note" style="margin:0 auto 0 0">Use the <b>Multiplayer</b> button instead — it creates or joins a game on this server.</span>
|
||||
<button value="cancel" id="ng-cancel" type="submit" formnovalidate>Cancel</button>
|
||||
<button value="deal" id="ng-deal" type="submit">Deal</button>
|
||||
</menu>
|
||||
</form>
|
||||
</dialog>
|
||||
|
||||
<!-- THE DAY ROLLING OVER (Gitea#10). A Day turns inside the automatic phases, so it happens
|
||||
between one click and the next; the phase banner and the announcement flash both fade before
|
||||
someone reading the board notices them. A modal stops and waits, which is the whole request:
|
||||
@@ -1080,10 +1006,19 @@ ul.blocked li{padding:2px 0}
|
||||
<!-- THE END-OF-GAME RESULTS (Gitea#16). Filled by `resultsHtml` and opened from `renderEnding`,
|
||||
which puts it up once per ending unasked and leaves a button to reopen it. Reopenable matters:
|
||||
Gitea#11 lets a table play past the end, and continuing must not cost you the results screen. -->
|
||||
<!-- THE EXTENSION QUESTION IS ASKED HERE, not only behind this dialog (Gitea#11 + #16).
|
||||
This opens ITSELF at every ending, and it is modal — so `renderEnding`'s "play one more Day"
|
||||
buttons, which it writes into `#actions`, sit underneath it. A player saw a results screen whose
|
||||
only control was Close and reasonably concluded the game was over: reported by Jesse
|
||||
2026-08-30, "Solitaire game ended. I did not have an option to extend the game by a day."
|
||||
Gitea#11 was verified over the HTTP API, which renders no dialog, so the browser never was.
|
||||
The two extension buttons are hidden unless the game is actually awaiting a vote. -->
|
||||
<dialog id="resultsdlg" aria-labelledby="rs-title">
|
||||
<form method="dialog">
|
||||
<div id="resultsbody"></div>
|
||||
<menu class="ng-buttons">
|
||||
<button value="extend-yes" id="rs-extend-yes" type="submit" hidden>Play One More Day</button>
|
||||
<button value="extend-no" id="rs-extend-no" type="submit" hidden>End the Game Here</button>
|
||||
<button value="ok" id="rs-ok" type="submit">Close</button>
|
||||
</menu>
|
||||
</form>
|
||||
|
||||
+8
-2
@@ -119,8 +119,14 @@ export const PRESETS: readonly Preset[] = [
|
||||
revenueFloor: (players, days) => collectiveRevenueFloor(players, days),
|
||||
rules: {
|
||||
startingHand: SIX,
|
||||
// Nobody else's district exists, so "any Control Point" and "your own" are the same rule.
|
||||
extraStart: 'anyOffice',
|
||||
/**
|
||||
* Nobody else's district exists, so "any Control Point" and "your own" are the same rule —
|
||||
* `apply.ts` only ever rejects `ownOffice` when `start.seat !== seatOf(s, player)`, which
|
||||
* cannot happen at one seat. It said `anyOffice` until 2026-08-30, which was true and read
|
||||
* wrong: a solitaire player has no "any player" to contrast themselves with, so the permissive
|
||||
* label described a permission nobody was being granted. Jesse's call; no gameplay effect.
|
||||
*/
|
||||
extraStart: 'ownOffice',
|
||||
passengerPerCoach: 1,
|
||||
freightPerLoad: 1,
|
||||
trainPerTransit: 0,
|
||||
|
||||
+70
-6
@@ -16,7 +16,10 @@
|
||||
*/
|
||||
|
||||
import type { Intent } from '../engine/intents.ts';
|
||||
import type { Frame } from '../sim/view.ts';
|
||||
import type { Frame, PublicFrame } from '../sim/view.ts';
|
||||
import { publicSnapshot } from '../sim/view.ts';
|
||||
import { takeSteps } from '../sim/display-step.ts';
|
||||
import type { DisplayStep } from '../sim/display-step.ts';
|
||||
import type { PlayerIndex } from '../engine/state.ts';
|
||||
import { applyDelta } from '../sim/frame-delta.ts';
|
||||
import type { FrameDelta } from '../sim/frame-delta.ts';
|
||||
@@ -29,7 +32,6 @@ import {
|
||||
handPlayable,
|
||||
isOutOfTurn,
|
||||
newGame,
|
||||
overHandLimit,
|
||||
submit,
|
||||
toSave,
|
||||
undo,
|
||||
@@ -58,8 +60,6 @@ export type Session = {
|
||||
seat(): PlayerIndex;
|
||||
/** Whose turn it is, or null when the game is over or waiting on nothing. */
|
||||
actor(): PlayerIndex | null;
|
||||
/** True when the hand is over §6.2's limit and the turn cannot be ended. */
|
||||
overHandLimit(): boolean;
|
||||
/** Which cards in hand are playable right now, in hand order. */
|
||||
handPlayable(): boolean[];
|
||||
/**
|
||||
@@ -108,6 +108,28 @@ export type Session = {
|
||||
* starts — which is exactly when "is everyone here?" is the question.
|
||||
*/
|
||||
presence(): { seat: PlayerIndex; connected: boolean; seen: boolean }[];
|
||||
/**
|
||||
* ORDERED PRESENTATION STEPS — v0.8.0, TODO #13. What everyone else did, in order, so it can be
|
||||
* WATCHED rather than discovered.
|
||||
*
|
||||
* On the interface rather than on `LocalSession`, which is the whole point: solitaire drains its
|
||||
* own collector and a remote session reads the same steps off `Push.steps`, so the page animates
|
||||
* one queue and cannot tell which it has. That is what makes TODO #18 (solitaire's phases flying
|
||||
* past) and TODO #13 (multiplayer's invisible turns) the same code path.
|
||||
*
|
||||
* NOT `steps()` — `LocalSession.steps()` already exists and counts submitted intents for the Undo
|
||||
* button. Different thing entirely, hence the longer name.
|
||||
*/
|
||||
takeDisplaySteps(): DisplayStep[];
|
||||
/**
|
||||
* A public frame to start the queue from, once — draining, and non-null only when the queue must
|
||||
* be RESET rather than advanced.
|
||||
*
|
||||
* Steps carry deltas against a chain, so a client with no baseline cannot merge the next one. That
|
||||
* happens on a first connect, on a reconnect, and locally after an undo or a restore — all of
|
||||
* which rebuild from scratch. A reset means "throw away what is queued and draw this".
|
||||
*/
|
||||
takeDisplayReset(): PublicFrame | null;
|
||||
/**
|
||||
* Stop listening, for good.
|
||||
*
|
||||
@@ -148,6 +170,12 @@ export type LocalSession = Session & {
|
||||
*/
|
||||
export function createLocalSession(seed: number, options?: NewGameOptions): LocalSession {
|
||||
let game: Game = options ? newGame(seed, configWith(options)) : newGame(seed);
|
||||
/**
|
||||
* The baseline the step queue starts from. Set here, and again whenever the game is REPLACED —
|
||||
* `undo` and `restore` rebuild by replaying history, which (by design) collects no steps, so the
|
||||
* queue has to be told to start over rather than left holding a chain that no longer continues.
|
||||
*/
|
||||
let pendingReset: PublicFrame | null = publicSnapshot(game.state);
|
||||
const listeners = new Set<() => void>();
|
||||
const changed = (): void => {
|
||||
for (const fn of [...listeners]) fn();
|
||||
@@ -161,7 +189,6 @@ export function createLocalSession(seed: number, options?: NewGameOptions): Loca
|
||||
menu: () => actionMenu(game),
|
||||
seat: () => 0,
|
||||
actor: () => currentActor(game),
|
||||
overHandLimit: () => overHandLimit(game),
|
||||
handPlayable: () => handPlayable(game),
|
||||
submit: async (intent: Intent) => {
|
||||
// Seat 0 is the solitaire player, and the extension vote (Gitea#11) is the one intent that
|
||||
@@ -190,6 +217,14 @@ export function createLocalSession(seed: number, options?: NewGameOptions): Loca
|
||||
},
|
||||
justDrawn: () => game.justDrawn,
|
||||
presence: () => [],
|
||||
// Solitaire's own steps, from the same collector `submit()` fills for every seat of a
|
||||
// multiplayer game. No separate code path — see `sim/display-step.ts`.
|
||||
takeDisplaySteps: () => takeSteps(game.display),
|
||||
takeDisplayReset: () => {
|
||||
const reset = pendingReset;
|
||||
pendingReset = null;
|
||||
return reset;
|
||||
},
|
||||
|
||||
seed: () => game.seed,
|
||||
save: () => toSave(game),
|
||||
@@ -203,6 +238,8 @@ export function createLocalSession(seed: number, options?: NewGameOptions): Loca
|
||||
back.scheduled = null;
|
||||
back.justDrawn = null;
|
||||
back.announced = null;
|
||||
// The rebuilt game has an empty collector and a chain that starts over, so the queue must too.
|
||||
pendingReset = publicSnapshot(back.state);
|
||||
changed();
|
||||
return true;
|
||||
},
|
||||
@@ -211,6 +248,7 @@ export function createLocalSession(seed: number, options?: NewGameOptions): Loca
|
||||
// Restoring replays the whole history and re-records every draw; none of it is news.
|
||||
game.justDrawn = null;
|
||||
game.announced = null;
|
||||
pendingReset = publicSnapshot(game.state);
|
||||
changed();
|
||||
},
|
||||
};
|
||||
@@ -224,6 +262,10 @@ type Push = {
|
||||
lines: { text: string; tone: string }[];
|
||||
/** One entry for a change; every other seat at once on the connect push. */
|
||||
presence?: { seat: PlayerIndex; connected: boolean; seen: boolean }[];
|
||||
/** Ordered presentation steps — v0.8.0, identical in every seat's push because they are public. */
|
||||
steps?: DisplayStep[];
|
||||
/** The baseline for the step queue, sent on a connect only. */
|
||||
publicReset?: PublicFrame;
|
||||
/**
|
||||
* THE FOUR TRANSIENT SIGNALS, added 2026-08-23.
|
||||
*
|
||||
@@ -274,6 +316,8 @@ export function createRemoteSession(
|
||||
let menu: Menu | null = null;
|
||||
let lines: { text: string; tone: string }[] = [];
|
||||
const presence = new Map<PlayerIndex, { connected: boolean; seen: boolean }>();
|
||||
let displaySteps: DisplayStep[] = [];
|
||||
let displayReset: PublicFrame | null = null;
|
||||
let cues: string[] = [];
|
||||
let scheduled: number | null = null;
|
||||
let announcement: string | null = null;
|
||||
@@ -328,6 +372,21 @@ export function createRemoteSession(
|
||||
if (push.announcement !== undefined && push.announcement !== null) announcement = push.announcement;
|
||||
// Persists until another draw replaces it, matching the local session's own `justDrawn`.
|
||||
if (push.justDrawn !== undefined) justDrawnCard = push.justDrawn;
|
||||
/**
|
||||
* A RESET DISCARDS WHAT WAS QUEUED, rather than arriving alongside it.
|
||||
*
|
||||
* `publicReset` comes on a connect, which is also a RECONNECT — and a reconnecting client's
|
||||
* queue holds steps whose deltas chain off a baseline the server has since moved past. Merging
|
||||
* them onto the new baseline would draw a board that never existed. The history panel is what
|
||||
* carries what was missed; the animation does not replay it (§ v0.8.0).
|
||||
*/
|
||||
if (push.publicReset) {
|
||||
displayReset = push.publicReset;
|
||||
displaySteps = [];
|
||||
}
|
||||
// Accumulated, like cues: two pushes can land between two renders and every step is one thing
|
||||
// that happened.
|
||||
if (push.steps) displaySteps = [...displaySteps, ...push.steps];
|
||||
changed();
|
||||
};
|
||||
|
||||
@@ -341,7 +400,6 @@ export function createRemoteSession(
|
||||
menu: () => menu ?? { options: [], direct: [], placeable: [], hand: [], makeUp: null },
|
||||
seat: () => seat,
|
||||
actor: () => need().actor,
|
||||
overHandLimit: () => need().overHandLimit,
|
||||
handPlayable: () => (menu?.hand ?? []).map((h) => h.playNow !== null),
|
||||
async submit(intent: Intent): Promise<boolean> {
|
||||
const seq = nextSeq++;
|
||||
@@ -381,6 +439,12 @@ export function createRemoteSession(
|
||||
},
|
||||
justDrawn: () => justDrawnCard,
|
||||
presence: () => [...presence].map(([seat, p]) => ({ seat, connected: p.connected, seen: p.seen })),
|
||||
takeDisplaySteps: () => displaySteps.splice(0, displaySteps.length),
|
||||
takeDisplayReset: () => {
|
||||
const reset = displayReset;
|
||||
displayReset = null;
|
||||
return reset;
|
||||
},
|
||||
close() {
|
||||
// `reportedGone` first: closing the stream fires `onerror`, and this is a deliberate exit, not
|
||||
// a game that vanished — `onGone` must not be called and land the page in "that game is no
|
||||
|
||||
@@ -0,0 +1,120 @@
|
||||
/**
|
||||
* THE ANIMATION QUEUE — v0.8.0, `docs/plans/jitsi-common-board.md` § v0.8.0 §§ 4-6.
|
||||
*
|
||||
* Holds the public board the screen is currently showing, which is not always the board the game is
|
||||
* actually on. Steps arrive faster than a person can follow — a bot's whole switching turn lands in
|
||||
* ONE push, because `driveBots()` plays it out before the push goes back — so this is what turns a
|
||||
* burst into something watchable. TODO #13.
|
||||
*
|
||||
* TRANSPORT-AGNOSTIC ON PURPOSE. It takes `DisplayStep`s and does not care whether they came from
|
||||
* the engine in this tab or off an SSE stream, which is what lets solitaire (#18: phases that are
|
||||
* never drawn) and multiplayer (#13: turns you never see) run one implementation. Nothing here
|
||||
* imports the DOM either, so it is testable without one.
|
||||
*
|
||||
* NO TIMERS OF ITS OWN. The caller drives it with `advance(now)` from whatever loop it already has
|
||||
* — a `requestAnimationFrame`, a test's fake clock. A queue that owned a `setInterval` would need
|
||||
* starting, stopping and cleaning up on every game replacement, and would be untestable without
|
||||
* faking timers.
|
||||
*/
|
||||
|
||||
import type { PublicFrame } from '../sim/view.ts';
|
||||
import type { DisplayStep } from '../sim/display-step.ts';
|
||||
import { applyPublicDelta } from '../sim/public-delta.ts';
|
||||
import { dwellForStep } from '../sim/pacing.ts';
|
||||
|
||||
export type StepQueue = {
|
||||
/** Throw away what is queued and show this board — a first connect, a reconnect, an undo. */
|
||||
reset(frame: PublicFrame): void;
|
||||
/** Queue steps to be shown in order. */
|
||||
push(steps: readonly DisplayStep[]): void;
|
||||
/**
|
||||
* Show as much as `now` allows. Returns true if the displayed board changed, so a caller can skip
|
||||
* a redraw when nothing did.
|
||||
*/
|
||||
advance(now: number): boolean;
|
||||
/** Show everything immediately. Returns true if anything was skipped. */
|
||||
skip(): boolean;
|
||||
/** The board to draw, or null before any reset has arrived. */
|
||||
current(): PublicFrame | null;
|
||||
/**
|
||||
* How many queued steps the player is still going to WATCH — the number the "N behind" counter
|
||||
* shows. Not the queue length: see `watchableCount` in `sim/pacing.ts`.
|
||||
*/
|
||||
behind(): number;
|
||||
/** The last step actually shown, for the caption line (#15). Null before anything has been shown. */
|
||||
showing(): DisplayStep | null;
|
||||
/** True while there is anything left to show. */
|
||||
busy(): boolean;
|
||||
};
|
||||
|
||||
/** `pace` is read on every step rather than captured, so changing the setting takes effect at once. */
|
||||
export function createStepQueue(pace: () => number = () => 1): StepQueue {
|
||||
let shown: PublicFrame | null = null;
|
||||
let last: DisplayStep | null = null;
|
||||
let pending: DisplayStep[] = [];
|
||||
/** When the step now on screen is due to give way. Null when nothing is waiting. */
|
||||
let dueAt: number | null = null;
|
||||
|
||||
/** Applies one step to the displayed board. A step's delta chains off the previous step's frame. */
|
||||
const show = (step: DisplayStep): void => {
|
||||
shown = applyPublicDelta(shown, step.frame);
|
||||
last = step;
|
||||
};
|
||||
|
||||
return {
|
||||
reset(frame) {
|
||||
shown = frame;
|
||||
pending = [];
|
||||
dueAt = null;
|
||||
// `last` deliberately survives: a reconnect should not blank the caption line, and the
|
||||
// sentence describing the most recent action is still true.
|
||||
},
|
||||
|
||||
push(steps) {
|
||||
pending.push(...steps);
|
||||
},
|
||||
|
||||
advance(now) {
|
||||
if (pending.length === 0) {
|
||||
dueAt = null;
|
||||
return false;
|
||||
}
|
||||
// First step of a burst: show it immediately rather than waiting out a dwell for a board the
|
||||
// player has not been shown yet.
|
||||
if (dueAt === null) {
|
||||
const first = pending.shift()!;
|
||||
show(first);
|
||||
dueAt = now + dwellForStep(first, pace());
|
||||
return true;
|
||||
}
|
||||
let drew = false;
|
||||
/**
|
||||
* A LOOP, not a single step. A dwell of zero means "do not spend the player's attention on
|
||||
* this" — bookkeeping, and phases where nothing happened (TODO #18) — so a run of them must
|
||||
* collapse within one call instead of costing a frame each. The board still passes through
|
||||
* every state in order; nobody is shown a state that never existed.
|
||||
*/
|
||||
while (pending.length > 0 && now >= dueAt) {
|
||||
const next = pending.shift()!;
|
||||
show(next);
|
||||
dueAt = dueAt + dwellForStep(next, pace());
|
||||
drew = true;
|
||||
}
|
||||
if (pending.length === 0 && now >= dueAt) dueAt = null;
|
||||
return drew;
|
||||
},
|
||||
|
||||
skip() {
|
||||
if (pending.length === 0) return false;
|
||||
for (const step of pending) show(step);
|
||||
pending = [];
|
||||
dueAt = null;
|
||||
return true;
|
||||
},
|
||||
|
||||
current: () => shown,
|
||||
behind: () => pending.filter((s) => dwellForStep(s, pace()) > 0).length,
|
||||
showing: () => last,
|
||||
busy: () => pending.length > 0,
|
||||
};
|
||||
}
|
||||
+24
-1
@@ -655,13 +655,36 @@ describe('victory conditions (§3, Gap 10e) — unified 2026-08-20', () => {
|
||||
assert.notEqual(s.status, 'finished');
|
||||
});
|
||||
|
||||
it('solitaire never checks the collision floor, whatever the counts', () => {
|
||||
it('solitaire checks the collision floor too, like every other mode', () => {
|
||||
/**
|
||||
* REVERSED 2026-08-30, and this test previously asserted the opposite ("solitaire never checks
|
||||
* the collision floor, whatever the counts").
|
||||
*
|
||||
* The exclusion was never a stated rule — §3.4 does not carve solitaire out — and nothing on
|
||||
* screen reflected it: `SOLO_CONFIG` carried both limits, the New Game dialog offered them as
|
||||
* live settings, and the text beside them said the game would end in a loss. A solitaire player
|
||||
* could set a limit of 1 and crash all game. Found reviewing that screen's wording; Jesse's
|
||||
* ruling is that the settings do what they say.
|
||||
*/
|
||||
const s = game(1, { mode: 'solitaire', maxCollisionsPerDay: 1, maxCollisionsTotal: 1 });
|
||||
s.collisionsToday = 99;
|
||||
s.collisionsTotal = 99;
|
||||
s.clock.stage = 1;
|
||||
s.clock.phase = 'shiftChange';
|
||||
advance(s);
|
||||
assert.equal(s.status, 'finished');
|
||||
assert.equal(s.outcome!.reason, 'collisionFloor');
|
||||
});
|
||||
|
||||
it('still lets a solitaire game switch the collision floor off with 0', () => {
|
||||
// The disable path is what a player who does not want the new ending reaches for, so it has to
|
||||
// work at one seat exactly as it does at four.
|
||||
const s = game(1, { mode: 'solitaire', maxCollisionsPerDay: 0, maxCollisionsTotal: 0 });
|
||||
s.collisionsToday = 99;
|
||||
s.collisionsTotal = 99;
|
||||
s.clock.stage = 1;
|
||||
s.clock.phase = 'shiftChange';
|
||||
advance(s);
|
||||
assert.notEqual(s.status, 'finished');
|
||||
});
|
||||
});
|
||||
|
||||
+4
-4
@@ -1679,7 +1679,7 @@ describe('the Crew Tray is a train, and must be made up to leave (§8.2, Appendi
|
||||
const build = (toNose: boolean): string[] => {
|
||||
const s = game();
|
||||
const id = placeTray(s, at(0, 0), [car('boxcar')] as never);
|
||||
reduce(s, { type: 'carsCoupled', trayId: id, at: at(0, 0), stock: [car('hopper')] as never, from: [], toNose });
|
||||
reduce(s, { type: 'carsCoupled', player: 0, trayId: id, at: at(0, 0), stock: [car('hopper')] as never, from: [], toNose });
|
||||
return s.trays.get(id)!.consist.map((c) => c.type);
|
||||
};
|
||||
assert.deepEqual(build(true), ['hopper', 'boxcar'], 'running forward takes cars on the nose');
|
||||
@@ -1694,11 +1694,11 @@ describe('the Crew Tray is a train, and must be made up to leave (§8.2, Appendi
|
||||
const tray = s.trays.get(id)!;
|
||||
tray.engineAt = 0;
|
||||
|
||||
reduce(s, { type: 'carsCoupled', trayId: id, at: at(0, 0), stock: [car('hopper')] as never, from: [], toNose: true });
|
||||
reduce(s, { type: 'carsCoupled', player: 0, trayId: id, at: at(0, 0), stock: [car('hopper')] as never, from: [], toNose: true });
|
||||
assert.equal(tray.engineAt, 1, 'the engine should now have a car ahead of it');
|
||||
assert.deepEqual(tray.consist.map((c) => c.type), ['hopper', 'boxcar']);
|
||||
|
||||
reduce(s, { type: 'carsDropped', trayId: id, at: at(0, 0), stock: [car('hopper')] as never, fromNose: true });
|
||||
reduce(s, { type: 'carsDropped', player: 0, trayId: id, at: at(0, 0), stock: [car('hopper')] as never, fromNose: true });
|
||||
assert.equal(tray.engineAt, 0, 'setting out the nose cars puts the engine back in front');
|
||||
assert.deepEqual(tray.consist.map((c) => c.type), ['boxcar']);
|
||||
});
|
||||
@@ -1823,7 +1823,7 @@ describe('the engine is drawn pointing east or west, whatever track it is standi
|
||||
* So `facing` stays a PORT (movement needs one) and `railFacingOf` is what the board draws.
|
||||
*/
|
||||
const moved = (id: string, facing: 'n' | 's' | 'e' | 'w') =>
|
||||
({ type: 'trayMoved', trayId: id, from: at(0, 0), to: at(0, 0), movesRemaining: 3, facing }) as const;
|
||||
({ type: 'trayMoved', player: 0, trayId: id, from: at(0, 0), to: at(0, 0), movesRemaining: 3, facing }) as const;
|
||||
|
||||
it('carries the east-west sense across north-south track', () => {
|
||||
const s = game();
|
||||
|
||||
@@ -0,0 +1,54 @@
|
||||
/**
|
||||
* The card reference must not drift from the cards.
|
||||
*
|
||||
* `docs/rules/card-reference.md` spent several releases describing the v0.4.5 deck — twelve numbered
|
||||
* trains, "3 / 4 Mail-Express, 3 coaches" — while `content.ts` had train 3 as the Express with two
|
||||
* freight cars and a per-location freight rule. Worse, `content.ts` named that file as "the place
|
||||
* that now carries what the cards say", so the code sent readers to a table its own banner told them
|
||||
* not to trust. Nothing failed, because nothing checked.
|
||||
*
|
||||
* `docs/rules/as-built.md` is emitted from the same exported catalogues the engine instantiates
|
||||
* from, and this re-runs the generator and compares. Change a card face without regenerating and
|
||||
* this goes red — which is the whole point: a document nothing verifies is a document that will be
|
||||
* wrong, and this project's own history is the evidence.
|
||||
*/
|
||||
|
||||
import { describe, it } from 'node:test';
|
||||
import assert from 'node:assert/strict';
|
||||
|
||||
import { execFileSync } from 'node:child_process';
|
||||
import { readFileSync } from 'node:fs';
|
||||
import { dirname, join } from 'node:path';
|
||||
import { fileURLToPath } from 'node:url';
|
||||
|
||||
const root = join(dirname(fileURLToPath(import.meta.url)), '..');
|
||||
const doc = join(root, 'docs/rules/as-built.md');
|
||||
|
||||
describe('docs/rules/as-built.md is generated, and current', () => {
|
||||
it('matches what the generator emits from content.ts today', () => {
|
||||
const before = readFileSync(doc, 'utf8');
|
||||
execFileSync(process.execPath, [join(root, 'scripts/build-card-reference.ts')], { cwd: root });
|
||||
const after = readFileSync(doc, 'utf8');
|
||||
assert.equal(
|
||||
after,
|
||||
before,
|
||||
'the checked-in card reference is stale — run `npm run build:cards` and commit the result',
|
||||
);
|
||||
});
|
||||
|
||||
it('carries the current train catalogue, not the v0.4.5 deck', () => {
|
||||
// The specific drift that went unnoticed for several releases, asserted by name so a future
|
||||
// regeneration against an old content.ts cannot quietly reintroduce it.
|
||||
const md = readFileSync(doc, 'utf8');
|
||||
assert.match(md, /Crack Limited/);
|
||||
assert.match(md, /\| 3 \| Express \|/);
|
||||
assert.ok(!/Mail-Express/.test(md), 'the superseded v0.4.5 train names are back');
|
||||
assert.ok(!/Manifest Freight/.test(md), 'the superseded v0.4.5 train names are back');
|
||||
});
|
||||
|
||||
it('says it is generated, so nobody edits it by hand', () => {
|
||||
const md = readFileSync(doc, 'utf8');
|
||||
assert.match(md, /Generated from `src\/engine\/content\.ts`/);
|
||||
assert.match(md, /Do not edit by/);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,437 @@
|
||||
/**
|
||||
* WHAT THE ENGINE KNOWS AND THE SCREEN DOES NOT — the 2026-09-07 sweep.
|
||||
*
|
||||
* Gitea#21, Gitea#22, #94 and #96 were four instances of one fault in a row: the engine gained a
|
||||
* thing that changes what a train may do, and nothing drew it. Each was found by a player hitting
|
||||
* it. So rather than wait for the fifth, every field of `GameState` and its nested types was
|
||||
* enumerated and checked for a reader in `sim/view.ts`, `src/web/` and `sim/narrate.ts`, and the
|
||||
* survivors were then verified by running the engine rather than by trusting the grep.
|
||||
*
|
||||
* Four fields had no reader anywhere. `movedThisPhase` is set and cleared inside one `advance` call
|
||||
* and is genuinely nobody's business. The other three are these tests. The bookkeeping fields whose
|
||||
* EFFECT is already visible as legality — `freightWorked`, `drawnThisTurn`, `freightAgentUsed`,
|
||||
* `movesUsed` (its complement `movesRemaining` is on the Frame), `switchedSince` — are deliberately
|
||||
* not here: a field is not a display gap merely because no one renders it.
|
||||
*
|
||||
* The method is worth more than the three fixes, and is written down in TODO Reference · #98.
|
||||
*/
|
||||
|
||||
import { describe, it } from 'node:test';
|
||||
import assert from 'node:assert/strict';
|
||||
|
||||
import { createGame } from '../src/engine/setup.ts';
|
||||
import { crewTrayCount, enhancementText } from '../src/engine/content.ts';
|
||||
import { areaOf } from '../src/engine/apply.ts';
|
||||
import { impediments } from '../src/sim/narrate.ts';
|
||||
import { projectDistrict, projectSharedTable, publicSnapshot, trainRules } from '../src/sim/view.ts';
|
||||
import type { CrewTray, GameConfig, GameState, PlayerIndex, SeatIndex } from '../src/engine/state.ts';
|
||||
import { seatOf } from '../src/engine/state.ts';
|
||||
|
||||
const config: GameConfig = {
|
||||
mode: 'competitive',
|
||||
days: 3,
|
||||
minCombinedRevenue: 0,
|
||||
maxCollisionsPerDay: 0,
|
||||
maxCollisionsTotal: 0,
|
||||
pvpCardsAllowed: false,
|
||||
optionalRules: { reducedVisibility: false, employeeRotation: false, emergencyToolbox: false },
|
||||
};
|
||||
|
||||
const game = (): GameState => {
|
||||
const s = createGame({ id: 'g', seed: 4242, config, playerNames: ['Ann', 'Bob'] });
|
||||
s.status = 'active';
|
||||
return s;
|
||||
};
|
||||
|
||||
/**
|
||||
* THE CREW TRAY POOL IS A MECHANIC, AND IT WAS INVISIBLE (#98).
|
||||
*
|
||||
* `state.ts` calls tray scarcity "an explicit mechanic": there are fewer trays than there are trains
|
||||
* wanting one, and which trains get held is the whole of §7. The engine knows three things about it
|
||||
* — how many trays are free, which Extras are queued for one, and which second sections are — and
|
||||
* the view read none of them.
|
||||
*
|
||||
* The panel that answers "why is nothing moving?" had exactly one tray rule, keyed off the train due
|
||||
* out THIS Stage (`s.timetable[stage - 1]`). So a player who spent a card on an Extra, or ordered a
|
||||
* second section, got a blocked panel that was completely EMPTY while their train sat behind an
|
||||
* exhausted pool — and both had been announced once in the log, in a line that promised a future
|
||||
* event ("as soon as a Crew Tray frees up") which nothing then confirmed.
|
||||
*/
|
||||
describe('the Crew Tray pool is a mechanic the player can see (#98)', () => {
|
||||
/** A table whose trays are all out, with one Extra and one second section queued behind them. */
|
||||
const jammed = (): GameState => {
|
||||
const s = game();
|
||||
s.freeTrays = [];
|
||||
s.pendingExtras.push({ trainNumber: 17, player: 0 as PlayerIndex });
|
||||
s.pendingSecondSections.push(8);
|
||||
return s;
|
||||
};
|
||||
|
||||
it('reports how many Crew Trays are free, and how many there are', () => {
|
||||
const s = game();
|
||||
const total = crewTrayCount(2);
|
||||
assert.equal(s.freeTrays.length, total, 'the premise is gone: trays were already out at setup');
|
||||
assert.deepEqual(projectSharedTable(s).crewTrays, { free: total, total });
|
||||
|
||||
s.freeTrays = s.freeTrays.slice(0, 1);
|
||||
assert.deepEqual(
|
||||
projectSharedTable(s).crewTrays,
|
||||
{ free: 1, total },
|
||||
'the pool emptied and the shared table did not notice',
|
||||
);
|
||||
});
|
||||
|
||||
it('names the trains queued for a tray, so a promise made in the log is kept on the board', () => {
|
||||
const q = projectSharedTable(jammed()).queued;
|
||||
assert.deepEqual(q.extras, [{ trainNumber: 17, player: 0 }], 'a played Extra is waiting nowhere visible');
|
||||
assert.deepEqual(q.secondSections, [8], 'an ordered second section is waiting nowhere visible');
|
||||
});
|
||||
|
||||
it('tells the player who played the Extra that it is held for want of a crew', () => {
|
||||
const blocked = impediments(jammed(), 0 as PlayerIndex);
|
||||
const extra = blocked.find((b) => /X17/.test(b.where));
|
||||
assert.ok(extra, 'the blocked panel said nothing about an Extra held for want of a Crew Tray');
|
||||
assert.match(extra.why, /Crew Tray/, 'it was listed without naming the thing it is waiting for');
|
||||
assert.equal(extra.severity, 'stuck');
|
||||
// The POOL SIZE, not a second derivation of it. Written as `trays.size + freeTrays.length`
|
||||
// first, which reads 0 of 0 for any state where a tray is neither free nor carrying a train.
|
||||
assert.match(
|
||||
extra.why,
|
||||
new RegExp(`0 of ${crewTrayCount(2)} Crew Trays free`),
|
||||
'the panel reported the wrong pool size',
|
||||
);
|
||||
});
|
||||
|
||||
it('says the same for a second section, which waits on the identical pool', () => {
|
||||
const blocked = impediments(jammed(), 0 as PlayerIndex);
|
||||
const second = blocked.find((b) => /Train 8\b/.test(b.where) && /second section/i.test(b.why));
|
||||
assert.ok(second, 'an ordered second section was queued invisibly');
|
||||
assert.match(second.why, /Crew Tray/);
|
||||
});
|
||||
|
||||
it('says none of it once a tray is free, because then nothing is being waited on', () => {
|
||||
const s = jammed();
|
||||
s.freeTrays = ['tray0'];
|
||||
const blocked = impediments(s, 0 as PlayerIndex);
|
||||
assert.equal(
|
||||
blocked.filter((b) => /Crew Tray/.test(b.why)).length,
|
||||
0,
|
||||
'a free tray still reported trains held for want of one',
|
||||
);
|
||||
});
|
||||
|
||||
it('is on the common board too — the pool is on the table, not in a hand', () => {
|
||||
const pub = publicSnapshot(jammed()) as unknown as Record<string, unknown>;
|
||||
assert.ok('crewTrays' in pub, 'a spectator cannot see the scarcity everyone at the table can');
|
||||
assert.ok('queued' in pub);
|
||||
});
|
||||
});
|
||||
|
||||
/**
|
||||
* A TRAIN HELD AT THE LIMITS IS STILL ON THE BOARD (#99).
|
||||
*
|
||||
* The Interlocking enhancement is the designed answer to a full Office: instead of the automatic
|
||||
* collision of Gap 2d, "may stop an inbound train on the Limit Track" — the train is held inside the
|
||||
* player's Limits, and takes the first A/D track that frees, ahead of any newcomer.
|
||||
*
|
||||
* It was drawn NOWHERE. `arriveAtOffice` removes the tray from the Mainline node's `transits`
|
||||
* (advance.ts) and the Interlocking branch pushes it onto `area.heldAtLimits` without assigning
|
||||
* `tray.position` — so the map, which draws mainline nodes from `transits` and district squares from
|
||||
* `position.at === 'grid'`, has nothing to draw it from in either place. The train vanished off the
|
||||
* board on arrival and reappeared in the Office some Stages later.
|
||||
*
|
||||
* Measured before fixing: with the tray in `transits` the Interchange node carries its chip; with
|
||||
* the tray moved to `heldAtLimits` exactly as the engine moves it, the node's `trains` is empty and
|
||||
* no grid square has gained it.
|
||||
*
|
||||
* The fix is in the VIEW, not the engine. The engine's state is right — a held train is inside the
|
||||
* Limits and not on an A/D track, which is what `heldAtLimits` says — and `position` is left alone
|
||||
* deliberately, so nothing may treat the train as standing on a square it could be switched from.
|
||||
*/
|
||||
describe('a train held at the Limits is drawn at the Limits (#99)', () => {
|
||||
const held = (direction: 'east' | 'west') => {
|
||||
const s = game();
|
||||
const seat = seatOf(s, 0 as PlayerIndex);
|
||||
const area = areaOf(s, 0 as PlayerIndex);
|
||||
const trayId = s.freeTrays.pop()!;
|
||||
const tray: CrewTray = {
|
||||
id: trayId,
|
||||
trainNumber: 5,
|
||||
trainIsExtra: false,
|
||||
engineAt: 0,
|
||||
consist: [],
|
||||
direction,
|
||||
movesUsed: 0,
|
||||
position: { at: 'mainline', index: 1 },
|
||||
} as CrewTray;
|
||||
s.trays.set(trayId, tray);
|
||||
area.heldAtLimits.push(trayId);
|
||||
return { s, seat, trayId, area };
|
||||
};
|
||||
|
||||
it('draws it on the Limits square it is standing at, not nowhere', () => {
|
||||
const { s, seat, trayId, area } = held('east');
|
||||
const { cells } = projectDistrict(s, seat as SeatIndex);
|
||||
const on = cells.filter((c) => c.trains.some((t) => t.trayId === trayId));
|
||||
assert.equal(on.length, 1, 'a train held at the Limits is drawn on no square at all');
|
||||
assert.equal(on[0]!.row, area.limitsWest.row, 'drawn at the wrong Limits');
|
||||
assert.equal(on[0]!.col, area.limitsWest.col);
|
||||
});
|
||||
|
||||
it('holds an EASTBOUND train at the western Limits, because that is the end it came in by', () => {
|
||||
const { s, seat, area } = held('east');
|
||||
const { cells } = projectDistrict(s, seat as SeatIndex);
|
||||
const on = cells.find((c) => c.trains.length > 0)!;
|
||||
assert.deepEqual({ row: on.row, col: on.col }, { row: area.limitsWest.row, col: area.limitsWest.col });
|
||||
});
|
||||
|
||||
it('and a WESTBOUND train at the eastern Limits', () => {
|
||||
const { s, seat, area } = held('west');
|
||||
const { cells } = projectDistrict(s, seat as SeatIndex);
|
||||
const on = cells.find((c) => c.trains.length > 0)!;
|
||||
assert.deepEqual({ row: on.row, col: on.col }, { row: area.limitsEast.row, col: area.limitsEast.col });
|
||||
});
|
||||
|
||||
it('says on the chip that it is HELD, so it is not read as a train free to switch', () => {
|
||||
const { s, seat, trayId } = held('east');
|
||||
const { cells } = projectDistrict(s, seat as SeatIndex);
|
||||
const chip = cells.flatMap((c) => c.trains).find((t) => t.trayId === trayId)!;
|
||||
assert.equal(chip.heldAtLimits, true, 'a held train looked exactly like one standing on the square');
|
||||
assert.match(chip.what, /Interlocking|held/i, 'the chip does not say why it is standing there');
|
||||
});
|
||||
|
||||
it('tells the district owner it is waiting, and what for', () => {
|
||||
const { s } = held('east');
|
||||
const blocked = impediments(s, 0 as PlayerIndex);
|
||||
const b = blocked.find((x) => /Train 5/.test(x.where) && /Limits/i.test(x.why));
|
||||
assert.ok(b, 'the blocked panel said nothing about a train held at the Limits');
|
||||
});
|
||||
|
||||
it('does not invent a train on a square when nothing is held', () => {
|
||||
const s = game();
|
||||
const { cells } = projectDistrict(s, seatOf(s, 0 as PlayerIndex) as SeatIndex);
|
||||
assert.equal(cells.flatMap((c) => c.trains).length, 0, 'a district with no trains drew one');
|
||||
});
|
||||
});
|
||||
|
||||
/**
|
||||
* THE CAMPAIGN TRAIN'S SPEECHES CHANGE ITS RULES, AND THE CARD HAS TO SAY WHICH HALF IT IS IN (#100).
|
||||
*
|
||||
* X17 is "one turn at station (speeches) then expedite". Its first Office arrival is an ordinary
|
||||
* stop; every arrival after that runs EXPEDITED, which means that if it is not back on the Office
|
||||
* square when the next Mainline Phase begins it is a Station Master fault costing 1 Revenue.
|
||||
*
|
||||
* `trainRules()` took `{ trainNumber, trainIsExtra }` — it could not see `speechMade` even though
|
||||
* both of its tray-side callers pass a whole `CrewTray` that has it. So the chip read identically
|
||||
* before and after, and worse: the "EXPEDITED — must be kept ready to highball… costs 1 Revenue"
|
||||
* warning is printed only under `rules.expedite`, so X17 became subject to a fault whose warning the
|
||||
* game shows to other trains and never to it.
|
||||
*/
|
||||
describe('the Campaign Train says whether its speeches are made (#100)', () => {
|
||||
const X17 = { trainNumber: 17, trainIsExtra: true } as const;
|
||||
|
||||
it('before the speeches, says they are still to come and does not claim it is expedited yet', () => {
|
||||
const t = trainRules({ ...X17 });
|
||||
assert.match(t, /SPEECHES/i);
|
||||
assert.doesNotMatch(t, /costs 1 Revenue/, 'it warned of a fault the train is not yet subject to');
|
||||
});
|
||||
|
||||
it('after the speeches, says it is expedited NOW and carries the fault it is now subject to', () => {
|
||||
const t = trainRules({ ...X17, speechMade: true });
|
||||
assert.match(t, /EXPEDITED/, 'a train that is now expedited did not say so');
|
||||
assert.match(t, /costs 1 Revenue/, 'the fault warning is shown to other trains and not to this one');
|
||||
});
|
||||
|
||||
it('reads differently before and after — the whole of the bug was that it did not', () => {
|
||||
assert.notEqual(trainRules({ ...X17 }), trainRules({ ...X17, speechMade: true }));
|
||||
});
|
||||
|
||||
it('still warns a permanently expedited train, which must not regress', () => {
|
||||
const fast = trainRules({ trainNumber: 5, trainIsExtra: false });
|
||||
assert.match(fast, /EXPEDITED/);
|
||||
assert.match(fast, /costs 1 Revenue/);
|
||||
});
|
||||
|
||||
it('says nothing about speeches for a train that has no such rule', () => {
|
||||
assert.doesNotMatch(trainRules({ trainNumber: 5, trainIsExtra: false }), /SPEECHES/i);
|
||||
});
|
||||
});
|
||||
|
||||
/**
|
||||
* A DISPATCH DEVICE SAYS WHETHER IT IS STILL AVAILABLE TODAY (#101).
|
||||
*
|
||||
* Telegraph (+4), Telephone (+8) and Radio (+12) are "once a day, when dispatching facing trains,
|
||||
* add +N to the other train's number". The device is drawn on its card and its effect text is in the
|
||||
* tooltip — but `enhancementText(key)` takes only the KEY, so it could not vary with anything, and
|
||||
* the Radio read "once a day, add +12…" all Day after it had been spent. That is `trainRules` before
|
||||
* #100, in a different corner of the same view.
|
||||
*
|
||||
* THE SECOND HALF IS THE ONE THAT SURPRISES. `spendDispatchBonus` reads
|
||||
* `areaOf(s, s.clock.superintendent)` — the SUPERINTENDENT's own devices, not the train owner's —
|
||||
* and the Fedora moves every `STAGES_PER_SHIFT` Stages, four times a Day. So a player's Radio does
|
||||
* nothing at all for three-quarters of the Day, and is spent automatically, without being asked,
|
||||
* during the quarter it is theirs to use. The board said neither half.
|
||||
*
|
||||
* Shown on EVERY district (Jesse, 2026-09-07), not only the viewer's: it is public, and a rival's
|
||||
* spent Radio is exactly what you want to know before forcing a meet. `projectDistrict` serves both
|
||||
* the player's own cells and the common board's `districts`, so one change covers both.
|
||||
*/
|
||||
describe('a dispatch device says whether it is still available today (#101)', () => {
|
||||
/** Puts `key` on the first card of seat 0's district and returns the pieces to assert on. */
|
||||
const withDevice = (key: string, opts: { spent?: boolean; fedora?: boolean } = {}) => {
|
||||
const s = game();
|
||||
const area = areaOf(s, 0 as PlayerIndex);
|
||||
const card = [...area.grid.values()][0]!;
|
||||
card.enhancements.push(key);
|
||||
if (opts.spent) area.dispatchUsedToday.push(key);
|
||||
// The Fedora is a PLAYER; give it to somebody whose seat is not this district's.
|
||||
s.clock.superintendent = (opts.fedora ? 0 : 1) as PlayerIndex;
|
||||
const seat = seatOf(s, 0 as PlayerIndex);
|
||||
const cells = projectDistrict(s, seat as SeatIndex).cells;
|
||||
const cell = cells.find((c) => c.enhancements.length > 0)!;
|
||||
const i = cell.enhancementsWhat.findIndex((w) => new RegExp(key, 'i').test(w));
|
||||
return { s, area, cell, what: cell.enhancementsWhat[i] ?? '', spent: cell.enhancementsSpent[i] };
|
||||
};
|
||||
|
||||
it('reads as available before it is used, and says what it is worth', () => {
|
||||
const { what, spent } = withDevice('radio', { fedora: true });
|
||||
assert.equal(spent, false, 'an unused device reported itself spent');
|
||||
assert.match(what, /\+12/, 'the device no longer says what it is worth');
|
||||
assert.doesNotMatch(what, /spent/i, 'an unused device claimed it had been spent');
|
||||
});
|
||||
|
||||
it('says so once it has been spent, and says when it comes back', () => {
|
||||
const { what, spent } = withDevice('radio', { spent: true, fedora: true });
|
||||
assert.equal(spent, true, 'a spent device still reported itself available');
|
||||
assert.match(what, /spent/i, 'a spent device read exactly as it did before it was spent');
|
||||
assert.match(what, /next Day|tomorrow/i, 'it does not say the device comes back');
|
||||
});
|
||||
|
||||
it('reads differently spent and unspent — the whole of the bug was that it did not', () => {
|
||||
assert.notEqual(
|
||||
withDevice('telegraph', { fedora: true }).what,
|
||||
withDevice('telegraph', { spent: true, fedora: true }).what,
|
||||
);
|
||||
});
|
||||
|
||||
it('says a device is idle while somebody else holds the Fedora', () => {
|
||||
const { what } = withDevice('telephone');
|
||||
assert.match(what, /Fedora|Superintendent/i, 'nothing said the device is only used while dispatching');
|
||||
});
|
||||
|
||||
it('does not say that when this district IS the Superintendent', () => {
|
||||
const { what } = withDevice('telephone', { fedora: true });
|
||||
assert.doesNotMatch(what, /while .*holds? the Fedora/i);
|
||||
});
|
||||
|
||||
/**
|
||||
* EXACT equality, not "does not mention the Fedora". The first draft asserted the absence of
|
||||
* /spent|Fedora/i with the Fedora held, and a mutation that removed the `dispatchBonus` guard
|
||||
* altogether PASSED it — because the leaked text in that case reads "Available today, and this
|
||||
* district is dispatching", which contains neither word. A test for a field being left alone has
|
||||
* to compare it to what it should be.
|
||||
*/
|
||||
it('leaves an enhancement that is not a dispatch device exactly as it was', () => {
|
||||
for (const fedora of [true, false]) {
|
||||
const { what, spent } = withDevice('interlocking', { fedora });
|
||||
assert.equal(spent, false, 'a non-dispatch enhancement was marked spendable');
|
||||
assert.equal(what, enhancementText('interlocking'), 'an Interlocking was given a dispatch caveat');
|
||||
}
|
||||
});
|
||||
|
||||
it('comes back when the Day turns, which is what clears the record', () => {
|
||||
const { s, area } = withDevice('radio', { spent: true, fedora: true });
|
||||
area.dispatchUsedToday = [];
|
||||
const cell = projectDistrict(s, seatOf(s, 0 as PlayerIndex) as SeatIndex).cells.find(
|
||||
(c) => c.enhancements.length > 0,
|
||||
)!;
|
||||
assert.equal(cell.enhancementsSpent.some((x) => x), false, 'a new Day did not restore the device');
|
||||
});
|
||||
|
||||
/**
|
||||
* SEAT IS NOT PLAYER INDEX, and this is the one place the two are joined: the Fedora is held by a
|
||||
* PLAYER and the devices sit in an Office Area keyed by SEAT. `advance.ts` carried a comment
|
||||
* warning that indexing one with the other was safe only while seating was the identity map — it
|
||||
* read as a live bug and was not one, because `areaOf` resolves through `seatOf`. The comment is
|
||||
* corrected; this is the guard, because the next reader deserves better than a claim.
|
||||
*
|
||||
* §4.4's D12 makes seating a real permutation, so a two-player game where player 1 sits in seat 0
|
||||
* is ordinary rather than contrived.
|
||||
*/
|
||||
it("marks the SUPERINTENDENT's own district as dispatching under non-identity seating", () => {
|
||||
const s = game();
|
||||
s.seating = [1, 0] as PlayerIndex[];
|
||||
assert.notEqual(seatOf(s, 0 as PlayerIndex), 0, 'the premise is gone: seating is still identity');
|
||||
s.clock.superintendent = 0 as PlayerIndex;
|
||||
|
||||
const mine = areaOf(s, 0 as PlayerIndex);
|
||||
[...mine.grid.values()][0]!.enhancements.push('radio');
|
||||
const other = areaOf(s, 1 as PlayerIndex);
|
||||
[...other.grid.values()][0]!.enhancements.push('radio');
|
||||
|
||||
const whatAt = (player: PlayerIndex): string => {
|
||||
const cells = projectDistrict(s, seatOf(s, player) as SeatIndex).cells;
|
||||
return cells.find((c) => c.enhancements.length > 0)!.enhancementsWhat.join(' ');
|
||||
};
|
||||
// The Fedora is player 0's, whatever seat that is.
|
||||
assert.doesNotMatch(whatAt(0 as PlayerIndex), /IDLE/, "the Superintendent's own device read as idle");
|
||||
assert.match(whatAt(1 as PlayerIndex), /IDLE/, "somebody else's device read as dispatching");
|
||||
});
|
||||
|
||||
it('is on every district of the common board, not only the viewer own', () => {
|
||||
const { s } = withDevice('radio', { spent: true, fedora: true });
|
||||
const pub = publicSnapshot(s);
|
||||
const all = pub.districts.flatMap((d) => d.cells);
|
||||
assert.ok(
|
||||
all.some((c) => c.enhancementsSpent.some((x) => x)),
|
||||
"a spectator cannot see which devices are spent in a player's district",
|
||||
);
|
||||
});
|
||||
});
|
||||
|
||||
/**
|
||||
* THE RED FLAG HOLDER IS NOT A PER-PLAYER FACT, so it does not belong on the public player view.
|
||||
*
|
||||
* `docs/plans/jitsi-common-board.md` step 1 asks for one: "Add the Red Flag holder to the public
|
||||
* player projection. It is public game state but is currently absent from `Frame`", and its
|
||||
* `PublicPlayerView` carries `redFlagHeld: boolean`. Every other step-1 item shipped across v0.7.9.2
|
||||
* to v0.7.9.5; this one is STRUCK OFF instead, because the premise does not hold in this codebase.
|
||||
*
|
||||
* `decks.redFlags` is written in exactly one place — `setup.ts`, from
|
||||
* `config.optionalRules.emergencyToolbox` — and never again. There is no `.set` anywhere else, and
|
||||
* `redFlag.play` (the intent gated on holding one) emits a `phaseEnded` event and does not spend it.
|
||||
* So every player holds one or none of them does, decided before the first card is dealt.
|
||||
*
|
||||
* A `redFlagHeld` on each player would therefore be `optionalRules.emergencyToolbox` copied N times
|
||||
* — already on the public projection — while implying to every reader of the common board that it
|
||||
* varies by player and might change during a game. That is worse than the absence.
|
||||
*
|
||||
* This test exists so the plan item is not re-raised from the plan text: if the rule ever DOES
|
||||
* become per-player, this fails and the projection is the right place to look.
|
||||
*/
|
||||
describe('the Red Flag holding is the Emergency Toolbox option, not a per-player fact', () => {
|
||||
const dealt = (emergencyToolbox: boolean): GameState =>
|
||||
createGame({
|
||||
id: 'g',
|
||||
seed: 99,
|
||||
config: { ...config, optionalRules: { ...config.optionalRules, emergencyToolbox } },
|
||||
playerNames: ['Ann', 'Bob', 'Cy'],
|
||||
});
|
||||
|
||||
for (const toolbox of [true, false]) {
|
||||
it(`gives every player the same answer with the toolbox ${toolbox ? 'on' : 'off'}`, () => {
|
||||
const s = dealt(toolbox);
|
||||
const held = s.players.map((p) => s.decks.redFlags.get(p.index) === true);
|
||||
assert.deepEqual(held, [toolbox, toolbox, toolbox], 'the Red Flag has become a per-player fact');
|
||||
});
|
||||
}
|
||||
|
||||
it('is already public, through the option it comes from', () => {
|
||||
const pub = publicSnapshot(dealt(true));
|
||||
assert.equal(
|
||||
pub.optionalRules.emergencyToolbox,
|
||||
true,
|
||||
'a spectator cannot tell whether the hand limit is three or four',
|
||||
);
|
||||
});
|
||||
});
|
||||
@@ -24,6 +24,8 @@ import { applyIntent, check } from '../src/engine/apply.ts';
|
||||
import { STAGES_PER_DAY } from '../src/engine/content.ts';
|
||||
import { legalActions } from '../src/engine/legal.ts';
|
||||
import { createGame } from '../src/engine/setup.ts';
|
||||
import { currentActorOfState, publicSnapshot, snapshot } from '../src/sim/view.ts';
|
||||
import { currentActor } from '../src/web/game.ts';
|
||||
import { developerBot, playGame, randomBot } from '../src/sim/bot.ts';
|
||||
import type { GameConfig, GameState } from '../src/engine/state.ts';
|
||||
|
||||
@@ -254,3 +256,69 @@ describe('§3.3 extended play — bots play the timetable they were dealt (Gitea
|
||||
assert.equal('agree' in choice ? choice.agree : null, false, 'a bot asked for another Day');
|
||||
});
|
||||
});
|
||||
|
||||
/**
|
||||
* §3.3 — WHO THE SCREEN SAYS THE TABLE IS WAITING ON, while the vote is open.
|
||||
*
|
||||
* The vote is PARALLEL, and `apply.ts` says so where it accepts one: "open to every seat at once:
|
||||
* it is a table decision rather than a ruling, so THERE IS NO ACTOR TO BE". Any seat that has not
|
||||
* voted may vote at any moment, in any order, and one refusal ends it. So the honest answer to "who
|
||||
* are we waiting on" is every un-voted seat — which is exactly what the vote tally beside the chart
|
||||
* already draws — and the honest answer to "whose turn is it" is nobody.
|
||||
*
|
||||
* The engine gave that answer and the screen did not. `currentActor(game)` guards on
|
||||
* `status !== 'active'` and returned null; `actingPlayer(state)` has no such guard and returned
|
||||
* `clock.currentActor`, which still holds whoever moved last before the timetable ran out. The
|
||||
* frame took the second, so the turn chart named one arbitrary seat — the last to act, who has no
|
||||
* more claim on the vote than anybody else — while the tally underneath correctly showed three
|
||||
* seats outstanding.
|
||||
*
|
||||
* The fourth of these in a row after Gitea#21, #22 and #94, and the first found by asking the
|
||||
* question of a state the game is not ACTIVE in. See TODO #96.
|
||||
*/
|
||||
describe('§3.3 extended play — the vote has no actor (#96)', () => {
|
||||
const table = (): GameState => {
|
||||
const s = atTheEnd(game({ mode: 'competitive' }, ['Ann', 'Bob', 'Cy']));
|
||||
advance(s);
|
||||
assert.equal(s.status, 'awaitingExtension', 'the table is not being asked');
|
||||
return s;
|
||||
};
|
||||
|
||||
it('reports nobody acting while the vote is open, to a player and to a spectator alike', () => {
|
||||
const s = table();
|
||||
assert.notEqual(s.clock.currentActor, null, 'the premise is gone: nothing was left on the clock');
|
||||
|
||||
assert.equal(currentActorOfState(s), null, 'the engine named an actor during a parallel vote');
|
||||
assert.equal(
|
||||
snapshot(s, [], null, null, null, false, 0).actor,
|
||||
null,
|
||||
'the turn chart named a seat while the whole table was voting',
|
||||
);
|
||||
assert.equal(publicSnapshot(s).actor, null, 'the common board named a seat during the vote');
|
||||
});
|
||||
|
||||
it('agrees with the session, which is the half that decides what is legal', () => {
|
||||
// The disagreement is the bug, not either answer on its own: `currentActor` is what refuses an
|
||||
// intent, so a screen that names somebody it would refuse is telling the table to wait on a
|
||||
// player who cannot act.
|
||||
const s = table();
|
||||
const g = { state: s, log: [] } as unknown as Parameters<typeof currentActor>[0];
|
||||
assert.equal(currentActorOfState(s), currentActor(g), 'the screen and the session disagree');
|
||||
});
|
||||
|
||||
it('still names the actor during ordinary play, which is the case that must not regress', () => {
|
||||
const s = game({ mode: 'competitive' }, ['Ann', 'Bob', 'Cy']);
|
||||
pump(s);
|
||||
assert.equal(s.status, 'active', 'the premise is gone: the game is not running');
|
||||
assert.equal(currentActorOfState(s), s.clock.currentActor, 'an active game lost its actor');
|
||||
assert.equal(snapshot(s, [], null, null, null, false, 0).actor, s.clock.currentActor);
|
||||
});
|
||||
|
||||
it('reports nobody once the table has declined and the game is finished', () => {
|
||||
const s = table();
|
||||
applyIntent(s, 1, { type: 'game.extend', player: 1, agree: false });
|
||||
assert.equal(s.status, 'finished', 'a refusal did not end it');
|
||||
assert.equal(currentActorOfState(s), null, 'a finished game still had somebody to move');
|
||||
assert.equal(publicSnapshot(s).actor, null, 'the common board named a seat after the game ended');
|
||||
});
|
||||
});
|
||||
|
||||
@@ -1014,7 +1014,11 @@ describe("a train is made up to its card's consist (§8.2)", () => {
|
||||
|
||||
describe('regions on a Mainline card (§2.1, §8.2)', () => {
|
||||
/** Put one train mid-crossing and ask the view where the map should draw it. */
|
||||
const regionFor = (stagesTotal: number, stagesRemaining: number): { region: number; regions: number } => {
|
||||
const regionFor = (
|
||||
stagesTotal: number,
|
||||
stagesRemaining: number,
|
||||
direction: 'east' | 'west' = 'east',
|
||||
): { region: number; regions: number } => {
|
||||
const s = createGame({
|
||||
id: 'reg',
|
||||
seed: 4,
|
||||
@@ -1027,7 +1031,7 @@ describe('regions on a Mainline card (§2.1, §8.2)', () => {
|
||||
const node = s.division.nodes.find((n) => n.kind === 'mainline');
|
||||
assert.ok(node && node.kind === 'mainline');
|
||||
const tray = [...s.trays.keys()][0]!;
|
||||
node.transits.push({ tray, stagesRemaining, stagesTotal, direction: 'east' });
|
||||
node.transits.push({ tray, stagesRemaining, stagesTotal, direction });
|
||||
const ml = snapshot(s, [], null).division.find((n) => n.kind === 'ml');
|
||||
assert.ok(ml, 'no Mainline node in the view');
|
||||
const t = ml!.trains.flat()[0]!;
|
||||
@@ -1070,6 +1074,74 @@ describe('regions on a Mainline card (§2.1, §8.2)', () => {
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
it('never leaves the card it is on, whichever way it runs', () => {
|
||||
for (const direction of ['east', 'west'] as const) {
|
||||
for (let total = 1; total <= 4; total++) {
|
||||
for (let left = total; left >= 1; left--) {
|
||||
const r = regionFor(total, left, direction).region;
|
||||
assert.ok(r >= 0 && r <= 1, `${direction}, total ${total}, ${left} left put the train in region ${r}`);
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* GITEA#22 — A WESTBOUND TRAIN WAS DRAWN IN THE WRONG HALF OF THE CARD.
|
||||
*
|
||||
* `regionOfTransit` answers "how far along its crossing is this train", counted from the end it
|
||||
* ENTERED: a train with everything still to run is in region 0. That is the right question for the
|
||||
* collision rules, which is what the engine asks it, and both directions share the one index space.
|
||||
*
|
||||
* The map asks a different question — WHICH PRINTED BOX, left to right — and used the same number
|
||||
* for it. East is right on this map and always has been, so for an eastbound train the two agree by
|
||||
* luck: it enters at the west end, so "just entered" and "leftmost box" are the same box. A
|
||||
* westbound train enters at the EAST end, so its region 0 is the card's RIGHT-hand box, and drawing
|
||||
* it at index 0 put it at the left — the whole card mirrored.
|
||||
*
|
||||
* Reported from seed 550943578, undo 187, and it cost a collision. Three westbound trains: TX17 had
|
||||
* just entered (2 Stages still to run, so travel index 0) and T5 was nearly across (1 Stage left,
|
||||
* index 1). Physically TX17 was BEHIND T5 — further east, the direction they had both come from.
|
||||
* The map drew TX17 at the left and so put it further WEST, which reads as further ahead. Asked
|
||||
* whether Train 3 could follow Train 5 onto the card, the Superintendent said yes, and Train 3
|
||||
* entered behind — into TX17, exactly where the rules had it and nowhere near where the map did.
|
||||
*
|
||||
* The engine was right throughout. Only the picture lied, so the fix is one mirror in the view and
|
||||
* the collision rules are untouched. This is the same class of bug as the consist row at the
|
||||
* Whistle Post (`board-svg.ts`, seed 270861860), which came out mirrored for the same reason.
|
||||
*/
|
||||
describe('Gitea#22 — the map draws a westbound train where it actually is', () => {
|
||||
it('mirrors a westbound train, because it entered from the east end', () => {
|
||||
// Two-region card. Just entered, 2 Stages still to run: an eastbound train is in the WEST box
|
||||
// and a westbound one is in the EAST box, because they came in at opposite ends.
|
||||
assert.equal(regionFor(2, 2, 'east').region, 0);
|
||||
assert.equal(regionFor(2, 2, 'west').region, 1);
|
||||
|
||||
// One Stage left, nearly across: the two swap.
|
||||
assert.equal(regionFor(2, 1, 'east').region, 1);
|
||||
assert.equal(regionFor(2, 1, 'west').region, 0);
|
||||
});
|
||||
|
||||
it('puts the follower behind the leader, not in front of it — the seed 550943578 collision', () => {
|
||||
// TX17 had just entered; T5 was a Stage from the far end. Both westbound, so BEHIND means to
|
||||
// the east, which is to the right, which is the higher index.
|
||||
const tx17 = regionFor(2, 2, 'west').region;
|
||||
const t5 = regionFor(2, 1, 'west').region;
|
||||
assert.ok(
|
||||
tx17 > t5,
|
||||
`a westbound train that has just entered must be drawn east of one that is nearly across, ` +
|
||||
`but TX17 was drawn at ${tx17} and T5 at ${t5}`,
|
||||
);
|
||||
});
|
||||
|
||||
it('leaves an eastbound train where it has always been drawn', () => {
|
||||
// The mirror must not disturb the direction that was right, which is every existing region test
|
||||
// above — those all run east — and the case the printed rule was written for.
|
||||
assert.equal(regionFor(2, 2, 'east').region, 0);
|
||||
assert.equal(regionFor(2, 1, 'east').region, 1);
|
||||
assert.equal(regionFor(1, 1, 'east').region, 1);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe('Q13 — a train that catches the one ahead runs into it', () => {
|
||||
|
||||
@@ -24,12 +24,13 @@ import { impediments, narrate } from '../src/sim/narrate.ts';
|
||||
import { readFileSync, readdirSync } from 'node:fs';
|
||||
import { join } from 'node:path';
|
||||
import { actionMenu } from '../src/web/game.ts';
|
||||
import { newCollector } from '../src/sim/display-step.ts';
|
||||
import type { Game } from '../src/web/game.ts';
|
||||
|
||||
/** The thin wrapper `actionMenu` expects, built directly around an already-created multi-player state
|
||||
* — `newGame` (game.ts) hardcodes one player, so it cannot construct this for a multi-seat game. */
|
||||
const wrap = (s: GameState): Game =>
|
||||
({ state: s, seed: s.seed, history: [], log: [], mustPlayCard: false, cues: [], scheduled: null, justDrawn: null, announced: null });
|
||||
({ state: s, seed: s.seed, history: [], log: [], cues: [], scheduled: null, justDrawn: null, announced: null, display: newCollector() });
|
||||
|
||||
const competitive: GameConfig = {
|
||||
mode: 'competitive',
|
||||
|
||||
@@ -0,0 +1,124 @@
|
||||
/**
|
||||
* DWELL BY KIND — v0.8.0, `docs/plans/jitsi-common-board.md` § v0.8.0 § 5.
|
||||
*
|
||||
* The classification is exhaustive over `Intent['type']` at COMPILE time: `kindOf` declares a
|
||||
* `StepKind` return and has no `default`, so a new intent breaks the build rather than landing
|
||||
* silently in a fallback tier. These tests add the part the compiler cannot do — they read the
|
||||
* intent union out of the source, so the guard survives someone later adding a `default:` that
|
||||
* would swallow the very thing the exhaustiveness was protecting.
|
||||
*/
|
||||
|
||||
import { describe, it } from 'node:test';
|
||||
import assert from 'node:assert/strict';
|
||||
import { readFileSync } from 'node:fs';
|
||||
import { dirname, join } from 'node:path';
|
||||
import { fileURLToPath } from 'node:url';
|
||||
|
||||
import { DWELL, dwellFor, dwellForStep, kindOf, watchableCount } from '../src/sim/pacing.ts';
|
||||
import type { StepKind } from '../src/sim/pacing.ts';
|
||||
import type { Intent } from '../src/engine/intents.ts';
|
||||
|
||||
const root = join(dirname(fileURLToPath(import.meta.url)), '..');
|
||||
|
||||
/** Every `type: '…'` literal in the Intent union, read from the source rather than hand-listed. */
|
||||
function declaredIntents(): string[] {
|
||||
const src = readFileSync(join(root, 'src/engine/intents.ts'), 'utf8');
|
||||
return [...new Set([...src.matchAll(/type: '([a-zA-Z.]+)'/g)].map((m) => m[1]!))].sort();
|
||||
}
|
||||
|
||||
const KINDS: StepKind[] = ['switching', 'action', 'phase', 'bookkeeping'];
|
||||
|
||||
describe('pacing — dwell by kind', () => {
|
||||
it('classifies every intent the engine declares', () => {
|
||||
const declared = declaredIntents();
|
||||
assert.ok(declared.length > 25, `only found ${declared.length} intents — the parse is wrong`);
|
||||
for (const intent of declared) {
|
||||
const kind = kindOf(intent as Intent['type']);
|
||||
assert.ok(
|
||||
KINDS.includes(kind),
|
||||
`${intent} classified as "${kind}", which is not a StepKind — a default case has crept in`,
|
||||
);
|
||||
}
|
||||
});
|
||||
|
||||
it('protects switching and collapses bookkeeping', () => {
|
||||
// The two ends of the measured argument: a switching move is the thing worth watching, and
|
||||
// `*.end` bookkeeping is over half of a real game's intents.
|
||||
assert.equal(kindOf('switch.move'), 'switching');
|
||||
assert.equal(kindOf('switch.dropCars'), 'switching');
|
||||
assert.equal(kindOf('switch.sortConsist'), 'switching');
|
||||
assert.equal(kindOf('draw.end'), 'bookkeeping');
|
||||
assert.equal(kindOf('loadUnload.end'), 'bookkeeping');
|
||||
assert.equal(kindOf('switch.end'), 'bookkeeping');
|
||||
assert.equal(kindOf('localOps.choose'), 'bookkeeping');
|
||||
|
||||
assert.ok(DWELL.switching > DWELL.action, 'switching must outrank an ordinary action');
|
||||
assert.equal(DWELL.bookkeeping, 0, 'bookkeeping must cost the player no time at all');
|
||||
});
|
||||
|
||||
it('starts switching at a full second, per the 2026-09-09 decision', () => {
|
||||
// Jesse: "start at 1s and tune down". Pinned so a later tune is a deliberate edit rather than
|
||||
// a drift, and so the number in the plan and the number in the code cannot disagree.
|
||||
assert.equal(DWELL.switching, 1000);
|
||||
assert.equal(dwellFor('switch.move'), 1000);
|
||||
});
|
||||
|
||||
it('scales with the viewer\'s pace, and 0 turns it off', () => {
|
||||
assert.equal(dwellFor('switch.move', 1), 1000);
|
||||
assert.equal(dwellFor('switch.move', 0.5), 500);
|
||||
assert.equal(dwellFor('switch.move', 2), 2000);
|
||||
// TODO #18's "a player who has seen it a hundred times will want it off" — no second mechanism.
|
||||
for (const intent of declaredIntents()) {
|
||||
assert.equal(dwellFor(intent as Intent['type'], 0), 0, `${intent} still dwells at pace 0`);
|
||||
}
|
||||
// A negative pace is a corrupt preference, not a request to run time backwards.
|
||||
assert.equal(dwellFor('switch.move', -3), 0);
|
||||
});
|
||||
|
||||
it('counts only the steps a player will actually watch', () => {
|
||||
/**
|
||||
* The counter's whole point. A backlog of 17 where 12 are bookkeeping must read "5", not "17"
|
||||
* followed by an instant plummet to 5 — the countdown is meant to be steady enough to decide
|
||||
* whether to press Skip.
|
||||
*/
|
||||
const queue: Intent['type'][] = [
|
||||
...Array<Intent['type']>(12).fill('draw.end'),
|
||||
...Array<Intent['type']>(5).fill('switch.move'),
|
||||
];
|
||||
assert.equal(queue.length, 17);
|
||||
assert.equal(watchableCount(queue), 5);
|
||||
assert.equal(watchableCount(queue, 0), 0, 'with animation off, nothing is behind');
|
||||
});
|
||||
|
||||
it('a silent step beats only when the clock turns over — TODO #18', () => {
|
||||
/**
|
||||
* Both obvious rules were wrong, so both are pinned. "No narration, no dwell" flashed past
|
||||
* phases that moved trains without saying so, killing the very thing #18 asks for. "Anything
|
||||
* that changed the board" beat on every turn hand-off — `submit()` steps `advance()` about 4.6
|
||||
* times per intent — which came to a quarter of an hour a game.
|
||||
*/
|
||||
const silent = { cause: 'phase' as const, lines: [] as string[] };
|
||||
assert.equal(dwellForStep({ ...silent, frame: { table: { actor: 2 } } }), 0, 'a turn hand-off shows nothing');
|
||||
assert.equal(dwellForStep({ ...silent, frame: { table: {} } }), 0, 'a step that changed nothing shows nothing');
|
||||
assert.equal(dwellForStep({ ...silent, frame: { table: { phase: 'mainline' } } }), DWELL.phase);
|
||||
assert.equal(dwellForStep({ ...silent, frame: { table: { stage: 4 } } }), DWELL.phase);
|
||||
// Narration always earns the dwell of whatever caused it, clock or no clock.
|
||||
assert.equal(
|
||||
dwellForStep({ cause: 'switch.move', lines: ['moved'], frame: { table: {} } }),
|
||||
DWELL.switching,
|
||||
);
|
||||
});
|
||||
|
||||
it('a real switching turn is watchable in a few seconds, not tens of them', () => {
|
||||
// Six moves is the engine's cap per crew ("N of 6 Moves left"), so this is the worst ordinary
|
||||
// case for one crew and the arithmetic the design promised: ~6s to watch a whole exercise.
|
||||
const turn: Intent['type'][] = [
|
||||
'localOps.choose',
|
||||
...Array<Intent['type']>(6).fill('switch.move'),
|
||||
'switch.end',
|
||||
];
|
||||
const total = turn.reduce((ms, i) => ms + dwellFor(i), 0);
|
||||
assert.equal(total, 6000);
|
||||
assert.equal(watchableCount(turn), 6, 'the choose and the end are not things to watch');
|
||||
});
|
||||
});
|
||||
@@ -59,8 +59,11 @@ describe('what each game type is', () => {
|
||||
assert.equal(presetSettings('cutthroat', 4, 5).extraStart, 'anyOffice');
|
||||
assert.equal(presetSettings('coop', 4, 5).extraStart, 'ownOffice');
|
||||
assert.equal(presetSettings('competitive', 4, 5).extraStart, 'ownOffice');
|
||||
// At one player the two rules are the same rule.
|
||||
assert.equal(presetSettings('solitaire', 1, 5).extraStart, 'anyOffice');
|
||||
// At one player the two rules ARE the same rule — `apply.ts` only rejects `ownOffice` when the
|
||||
// start is another seat's, which cannot happen. Solitaire said `anyOffice` until 2026-08-30:
|
||||
// true, and it read wrong, since a lone player has no "any player" to be contrasted with. The
|
||||
// label changed and the behaviour did not.
|
||||
assert.equal(presetSettings('solitaire', 1, 5).extraStart, 'ownOffice');
|
||||
});
|
||||
|
||||
it('leaves every optional rule off, in every type', () => {
|
||||
|
||||
@@ -0,0 +1,186 @@
|
||||
/**
|
||||
* THE SEATLESS PUBLIC DELTA — v0.8.0, `docs/plans/jitsi-common-board.md` § v0.8.0 § 3.
|
||||
*
|
||||
* The property that matters is RECONSTRUCTION: a receiver that started from one full frame and
|
||||
* merged every delta since must hold exactly what a fresh `publicSnapshot()` would give it. A delta
|
||||
* scheme that is merely smaller is worthless if the two sides drift, and the drift would show up as
|
||||
* a board that is subtly wrong rather than as an error.
|
||||
*/
|
||||
|
||||
import { describe, it } from 'node:test';
|
||||
import assert from 'node:assert/strict';
|
||||
|
||||
import { pump } from '../src/engine/advance.ts';
|
||||
import { createGame } from '../src/engine/setup.ts';
|
||||
import { legalActions } from '../src/engine/legal.ts';
|
||||
import type { GameConfig, GameState, PlayerIndex } from '../src/engine/state.ts';
|
||||
import { applyIntent } from '../src/engine/apply.ts';
|
||||
import { currentActorOfState, publicSnapshot } from '../src/sim/view.ts';
|
||||
import type { PublicFrame } from '../src/sim/view.ts';
|
||||
import { applyPublicDelta, deltaPublicFrame } from '../src/sim/public-delta.ts';
|
||||
|
||||
const config: GameConfig = {
|
||||
mode: 'competitive',
|
||||
days: 5,
|
||||
minCombinedRevenue: 0,
|
||||
maxCollisionsPerDay: 0,
|
||||
maxCollisionsTotal: 0,
|
||||
pvpCardsAllowed: false,
|
||||
optionalRules: {
|
||||
reducedVisibility: false,
|
||||
employeeRotation: false,
|
||||
emergencyToolbox: false,
|
||||
},
|
||||
};
|
||||
|
||||
function newState(seed: number, players = 3, rotation = false): GameState {
|
||||
const s = createGame({
|
||||
id: `delta-${seed}`,
|
||||
seed,
|
||||
config: rotation
|
||||
? { ...config, optionalRules: { ...config.optionalRules, employeeRotation: true } }
|
||||
: config,
|
||||
playerNames: Array.from({ length: players }, (_, i) => `p${i}`),
|
||||
});
|
||||
pump(s);
|
||||
return s;
|
||||
}
|
||||
|
||||
/** Plays one legal action, preferring a switch move so districts actually change between frames. */
|
||||
function step(s: GameState, actor: PlayerIndex): boolean {
|
||||
const options = legalActions(s, actor);
|
||||
if (options.length === 0) return false;
|
||||
const move = options.find((o) => o.type.startsWith('switch.') && o.type !== 'switch.end');
|
||||
const chosen = move ?? options.find((o) => o.type === 'localOps.choose') ?? options[0]!;
|
||||
const r = applyIntent(s, actor, chosen);
|
||||
if (!r.ok) return false;
|
||||
pump(s);
|
||||
return true;
|
||||
}
|
||||
|
||||
describe('public frame delta', () => {
|
||||
it('reconstructs exactly what a fresh projection produces, over a long chain', () => {
|
||||
for (const seed of [1917398, 4242]) {
|
||||
const s = newState(seed);
|
||||
let sent: PublicFrame | null = null;
|
||||
let held: PublicFrame | null = null;
|
||||
let steps = 0;
|
||||
|
||||
for (let i = 0; i < 300; i++) {
|
||||
const actor = currentActorOfState(s);
|
||||
if (actor === null) break;
|
||||
if (!step(s, actor)) break;
|
||||
|
||||
const next = publicSnapshot(s);
|
||||
const delta = deltaPublicFrame(sent, next);
|
||||
held = applyPublicDelta(held, delta);
|
||||
sent = next;
|
||||
steps++;
|
||||
|
||||
assert.deepEqual(
|
||||
held,
|
||||
next,
|
||||
`merged frame drifted from a fresh projection at step ${steps} (seed ${seed})`,
|
||||
);
|
||||
}
|
||||
assert.ok(steps > 20, `only ${steps} steps for seed ${seed} — the chain proved little`);
|
||||
}
|
||||
});
|
||||
|
||||
it('sends a district board only when that district changed', () => {
|
||||
const s = newState(1917398);
|
||||
const first = publicSnapshot(s);
|
||||
// Nothing has moved, so a delta against an identical frame must null every board.
|
||||
const idle = deltaPublicFrame(first, publicSnapshot(s));
|
||||
assert.equal(idle.division, null, 'the Division was unchanged and must not be resent');
|
||||
assert.equal(idle.districts.length, 0, 'an unchanged district must be omitted, not sent as nulls');
|
||||
assert.deepEqual(idle.table, {}, 'an unchanged table must send no fields at all');
|
||||
|
||||
// Now move one player. Only that seat's board may be sent — this is the whole point of keying
|
||||
// the delta by seat rather than comparing `districts` as one array.
|
||||
let moved: PublicIndexed | null = null;
|
||||
for (let i = 0; i < 200 && moved === null; i++) {
|
||||
const actor = currentActorOfState(s);
|
||||
if (actor === null) break;
|
||||
const before = publicSnapshot(s);
|
||||
if (!step(s, actor)) break;
|
||||
const after = publicSnapshot(s);
|
||||
const changed = after.districts.filter(
|
||||
(d) => JSON.stringify(d.cells) !== JSON.stringify(before.districts.find((b) => b.seat === d.seat)?.cells),
|
||||
);
|
||||
if (changed.length === 1) moved = { seat: changed[0]!.seat, before, after };
|
||||
}
|
||||
assert.ok(moved !== null, 'no single-district change occurred, so this test proved nothing');
|
||||
|
||||
const delta = deltaPublicFrame(moved.before, moved.after);
|
||||
assert.equal(delta.districts.length, 1, 'only the district that changed may be sent');
|
||||
assert.equal(delta.districts[0]!.seat, moved.seat);
|
||||
assert.notEqual(delta.districts[0]!.cells, null, 'the district that changed must carry its board');
|
||||
});
|
||||
|
||||
it('a step that changes one field sends one field — the reason this is a partial', () => {
|
||||
/**
|
||||
* MEASURED, not assumed. The first version spread the whole frame and nulled only the boards, so
|
||||
* a step whose sole change was whose turn it is still shipped all 35 top-level properties. Once
|
||||
* TODO #18 gave automatic phases their own steps, most steps became exactly that, and a full game
|
||||
* cost 19.4 MB of which 16.7 MB was those. This is the guard against that returning.
|
||||
*/
|
||||
const s = newState(1917398);
|
||||
const before = publicSnapshot(s);
|
||||
const full = JSON.stringify(deltaPublicFrame(null, before)).length;
|
||||
|
||||
// Hand the turn on without touching a board, which is what an automatic phase mostly does.
|
||||
const after = { ...before, actor: ((before.actor ?? 0) + 1) as PlayerIndex };
|
||||
const delta = deltaPublicFrame(before, after);
|
||||
assert.deepEqual(Object.keys(delta.table), ['actor'], 'only the field that changed may be sent');
|
||||
assert.equal(delta.districts.length, 0);
|
||||
assert.equal(delta.division, null);
|
||||
|
||||
const size = JSON.stringify(delta).length;
|
||||
assert.ok(size < 120, `a one-field delta serialised to ${size} bytes`);
|
||||
assert.ok(size * 100 < full, `a one-field delta (${size}B) is not much smaller than a full frame (${full}B)`);
|
||||
});
|
||||
|
||||
it('always carries seat, player and name, so Employee Rotation cannot be missed', () => {
|
||||
// Rotation moves players between districts, so the seat→player pairing is itself news. Those
|
||||
// fields are small and are never nulled; the boards they label are what the delta saves.
|
||||
const s = newState(777, 3, true);
|
||||
const a = publicSnapshot(s);
|
||||
// A full frame carries every district, each labelled — that is what a receiver matches on later.
|
||||
const full = deltaPublicFrame(null, a);
|
||||
assert.equal(full.districts.length, a.districts.length);
|
||||
for (const d of full.districts) {
|
||||
assert.equal(typeof d.seat, 'number');
|
||||
assert.equal(typeof d.player, 'number');
|
||||
assert.ok(typeof d.name === 'string' && d.name.length > 0, 'every district must stay labelled');
|
||||
}
|
||||
// And a district sent at all always carries its labels, even when only its board moved: rotation
|
||||
// makes the seat→player pairing news in its own right.
|
||||
const rotated = { ...a, districts: a.districts.map((d, i) => (i === 0 ? { ...d, player: ((d.player + 1) % 3) as PlayerIndex } : d)) };
|
||||
const delta = deltaPublicFrame(a, rotated);
|
||||
assert.equal(delta.districts.length, 1, 'a relabelled district must be sent even with no board change');
|
||||
assert.equal(typeof delta.districts[0]!.player, 'number');
|
||||
});
|
||||
|
||||
it('a first frame is sent whole', () => {
|
||||
const s = newState(4242);
|
||||
const full = deltaPublicFrame(null, publicSnapshot(s));
|
||||
assert.notEqual(full.division, null);
|
||||
for (const d of full.districts) {
|
||||
assert.notEqual(d.cells, null, `seat ${d.seat} must be sent in full on a first frame`);
|
||||
assert.notEqual(d.facilities, null);
|
||||
}
|
||||
// And it merges with no previous frame at all.
|
||||
assert.deepEqual(applyPublicDelta(null, full), publicSnapshot(s));
|
||||
});
|
||||
|
||||
it('refuses to merge an "unchanged" board it has nothing to merge onto', () => {
|
||||
// A sender whose bookkeeping has drifted would otherwise hand a player a blank district.
|
||||
const s = newState(4242);
|
||||
const a = publicSnapshot(s);
|
||||
const unchanged = deltaPublicFrame(a, publicSnapshot(s));
|
||||
assert.throws(() => applyPublicDelta(null, unchanged), /no previous frame to merge onto/);
|
||||
});
|
||||
});
|
||||
|
||||
type PublicIndexed = { seat: number; before: PublicFrame; after: PublicFrame };
|
||||
+410
-1
@@ -17,7 +17,10 @@ import { pump } from '../src/engine/advance.ts';
|
||||
import { createGame } from '../src/engine/setup.ts';
|
||||
import type { GameConfig, GameState, PlayerIndex } from '../src/engine/state.ts';
|
||||
import { developerBot, playGame } from '../src/sim/bot.ts';
|
||||
import { snapshot } from '../src/sim/view.ts';
|
||||
import { cardName, publicSnapshot, snapshot } from '../src/sim/view.ts';
|
||||
import { newGame, newMultiplayerGame, submit } from '../src/web/game.ts';
|
||||
import { createSession } from '../src/server/session.ts';
|
||||
import { legalActions } from '../src/engine/legal.ts';
|
||||
|
||||
const config: GameConfig = {
|
||||
mode: 'competitive',
|
||||
@@ -139,3 +142,409 @@ describe('redaction — a seat\'s Frame never carries another seat\'s secrets',
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
|
||||
/**
|
||||
* THE OTHER HALF OF §7, AND THE HALF THAT WAS NEVER LOOKED AT.
|
||||
*
|
||||
* Every test above serializes a `Frame`, and every one of them passes `[]` for the narration log —
|
||||
* so the entire shared log has sat outside the redaction net since the net was built. It is not a
|
||||
* hypothetical hole: `game.log` is ONE list, and `linesSince(seat)` (`server/session.ts`) slices it
|
||||
* with no per-seat filter at all, so every line written into it reaches every player.
|
||||
*
|
||||
* Two things were being written into it that should never have left the seat that caused them, both
|
||||
* found while planning the public common board (Gitea#20 step 1) and both live in multiplayer today,
|
||||
* with or without that display:
|
||||
*
|
||||
* 1. the SEED, announced in the opening line of every multiplayer game — which hands every player
|
||||
* the whole future of the deal;
|
||||
* 2. the NAME OF A CARD DRAWN BLIND from the Home Office deck.
|
||||
*
|
||||
* SOLITAIRE IS DELIBERATELY LEFT ALONE in both cases. There is nobody to leak to at a one-seat
|
||||
* table, the seed in the log is what a bug report quotes, and a solo player's own history naming
|
||||
* the card they drew is the record, not a leak. The rule is "do not tell the OTHER seats", not
|
||||
* "write less down" — so both checks below assert the solitaire text is still there.
|
||||
*/
|
||||
describe('redaction — the shared narration log never carries a seat\'s secrets', () => {
|
||||
const names = ['Ann', 'Bob', 'Cy'];
|
||||
|
||||
it('never announces the seed to the table (Gitea#20 step 1)', () => {
|
||||
const g = newMultiplayerGame(550943578, config, names);
|
||||
const log = g.log.map((l) => l.text).join('\n');
|
||||
assert.ok(
|
||||
!/550943578/.test(log),
|
||||
`the seed was announced to every seat:\n${log}`,
|
||||
);
|
||||
// The opening line must still say what the game IS — the leak is the number, not the line.
|
||||
assert.match(log, /Game Begins/);
|
||||
assert.match(log, /3 players/);
|
||||
});
|
||||
|
||||
it('still tells a solitaire player their own seed — there is nobody to leak it to', () => {
|
||||
const g = newGame(550943578);
|
||||
const log = g.log.map((l) => l.text).join('\n');
|
||||
assert.match(log, /550943578/, 'a solo game stopped recording the seed its bug reports quote');
|
||||
});
|
||||
|
||||
it('never names a card drawn blind from the Home Office deck (Gitea#20 step 1)', () => {
|
||||
const g = newMultiplayerGame(4242, config, names);
|
||||
|
||||
// Drive to the first Home Office draw any seat makes, and note what it actually drew.
|
||||
let drawn: string | null = null;
|
||||
for (let i = 0; i < 400 && drawn === null; i++) {
|
||||
const actor = g.state.clock.currentActor;
|
||||
if (actor === null) break;
|
||||
const before = g.log.length;
|
||||
if (!submit(g, { type: 'localOps.choose', option: 'draw' }, actor as PlayerIndex)) continue;
|
||||
if (!submit(g, { type: 'draw.fromHomeOffice' }, actor as PlayerIndex)) continue;
|
||||
drawn = g.justDrawn;
|
||||
void before;
|
||||
}
|
||||
assert.ok(drawn, 'no seat ever drew from the Home Office deck');
|
||||
|
||||
const name = cardName(g.state, drawn!);
|
||||
const log = g.log.map((l) => l.text).join('\n');
|
||||
assert.ok(
|
||||
!log.includes(name),
|
||||
`a blind draw named "${name}" to the whole table:\n${log.split('\n').slice(-6).join('\n')}`,
|
||||
);
|
||||
// The draw itself is public — everyone saw a hand go to the deck. Only WHICH card is not.
|
||||
assert.match(log, /Home Office/i);
|
||||
|
||||
// And the drawing seat still learns what it got: `justDrawn` is the owner-only channel, and
|
||||
// `session.ts` sends it to that seat alone.
|
||||
assert.equal(g.justDrawn, drawn);
|
||||
});
|
||||
});
|
||||
|
||||
|
||||
/**
|
||||
* #91 — THE SYSTEMATIC NET, not two strings.
|
||||
*
|
||||
* v0.7.9.2 closed the seed and the blind draw. Both were found by reading a plan, not by a test, and
|
||||
* that is the point: a redaction suite made of the leaks somebody happened to notice proves nothing
|
||||
* about the next one. This is the pass the common-board plan asks for (Gitea#20 step 1 § Tests) —
|
||||
* serialise EVERYTHING a seat or a spectator receives and search it for everything that must not be
|
||||
* in it, across every game state where the shape of the answer changes.
|
||||
*
|
||||
* **What is searched for**, per the plan: every opponent hand card id AND its display name, the
|
||||
* objective, `justDrawn` for the wrong seat, seed values and seed narration, and private decision
|
||||
* and menu data. Display names matter as much as ids — "Red Flags" in a log leaks exactly what
|
||||
* `c118` would, and only the id would have been caught before.
|
||||
*
|
||||
* **Where it is searched**: a player's `Frame`, the `PublicFrame` a spectator gets, the incremental
|
||||
* narration `Push.lines` carries, and a reconnect push — which is a full Frame rather than a delta
|
||||
* and is therefore its own opportunity to leak.
|
||||
*
|
||||
* **And the acceptance bar is not this file.** The plan is explicit that passing redaction tests
|
||||
* alone is insufficient and that every public property needs an allow-list review; the last test
|
||||
* here is that allow-list, so adding a field to the public projection fails until somebody has said
|
||||
* out loud that it is public.
|
||||
*/
|
||||
describe('#91 — nothing private survives serialisation, in any state', () => {
|
||||
const names = ['Ann', 'Bob', 'Cy'];
|
||||
|
||||
/**
|
||||
* Everything one seat can see, split into the two halves the checks below treat differently.
|
||||
*
|
||||
* `structural` is the machine-readable state: their Frame, the public board, and the frame of every
|
||||
* presentation step they are sent (v0.8.0, TODO #13). `narration` is what the table was TOLD.
|
||||
*
|
||||
* Steps are folded in here rather than given a test of their own so every case below covers them:
|
||||
* the blind draw, the pending decision, Employee Rotation before and after the seating moves, and
|
||||
* the played-out game. Their `lines` are a slice of `g.log` by construction, so the log covers the
|
||||
* narration half of a step and does not need to be searched twice.
|
||||
*/
|
||||
const everythingSeatSees = (g: ReturnType<typeof newMultiplayerGame>, seat: PlayerIndex): {
|
||||
structural: string;
|
||||
history: string;
|
||||
narration: string[];
|
||||
} => ({
|
||||
/**
|
||||
* `[]` for the Frame's own lines, MATCHING PRODUCTION. `frameFor()` (`server/session.ts`) has
|
||||
* passed no log since #97 — narration goes out incrementally through `Push.lines` instead — so
|
||||
* embedding it here audits a path that no longer exists, and worse, it puts the whole log inside
|
||||
* `structural` where the face-up-pile rule below cannot reach it. The log is audited in full as
|
||||
* `narration`; this is a de-duplication, not a relaxation.
|
||||
*/
|
||||
structural:
|
||||
JSON.stringify(snapshot(g.state, [], null, null, null, false, seat)) +
|
||||
'\n' + JSON.stringify(publicSnapshot(g.state)),
|
||||
/**
|
||||
* THE STEP FRAMES ARE A RECORD OF WHAT WAS PUBLIC OVER TIME, not a view of the position now —
|
||||
* so they get the PRECISE check and not the fuzzy one, for the same reason the face-up-pile
|
||||
* lines do.
|
||||
*
|
||||
* Every one is built by `deltaPublicFrame` over `publicSnapshot`, which the allow-list test at
|
||||
* the bottom of this file pins property by property; that is what guarantees a step frame is
|
||||
* clean. Searching their accumulation for a card NAME asks "was this ever public?" and answers
|
||||
* a question nobody was posing: Train 6 sat face-up in a Department at step 40 and is in Ann's
|
||||
* hand at step 120, and both facts are correct. A card ID is different — narration never renders
|
||||
* one and no public field carries an opponent's, so finding one anywhere is still proof.
|
||||
*/
|
||||
history: JSON.stringify(g.display.steps.map((step) => step.frame)),
|
||||
narration: g.log.map((l) => l.text),
|
||||
});
|
||||
|
||||
/**
|
||||
* A FACE-UP PILE IS ALLOWED TO NAME THE CARD ON IT, and the log is history rather than a view.
|
||||
*
|
||||
* §2.6: the three Department piles and the Salvage Yard are face up, "so players can audit
|
||||
* discards" — a discard goes onto one precisely so a rival can take it. So "Player Ann discarded
|
||||
* Train 6 face-up on top of Department 3" is the record working, and it stays in the log after Ann
|
||||
* takes the card back into her hand. The name-based check below would otherwise read that historical
|
||||
* line as proof of what Ann is holding NOW, which is how it reported a leak against correct code on
|
||||
* seed 1917398.
|
||||
*
|
||||
* These lines are excluded from the NAME check only. The card-id check and the seed check still run
|
||||
* over them, because those are precise: an id is unique, so finding one is proof, and narration
|
||||
* never renders a raw id.
|
||||
*
|
||||
* **This does not weaken the blind-draw detection**, which is the leak this whole net was built
|
||||
* for (v0.7.9.2, "Red Flags"): a blind draw names the HOME OFFICE DECK, which is face down and
|
||||
* matches nothing here.
|
||||
*/
|
||||
const namesAFaceUpPile = (line: string): boolean => /Department|Salvage/i.test(line);
|
||||
|
||||
/**
|
||||
* Every secret belonging to somebody OTHER than `seat`: their card ids, and the names those ids
|
||||
* render as. Ids alone were what the original tests looked for, and an id is the precise
|
||||
* instrument — it is unique, so finding one is proof.
|
||||
*
|
||||
* **A NAME IS ONLY EVIDENCE WHEN IT IS DISTINCTIVE, and most are not.** Card names are types, not
|
||||
* identities: "right-hand curve" names a dozen cards, and one of them is legitimately drawn on the
|
||||
* board as a cell label the moment anybody lays track. Searching for a name that also exists in
|
||||
* public is a test that fails on correct code, which is worse than no test — so a name counts only
|
||||
* when EVERY card bearing it is in that one opponent's hand. Then, and only then, seeing it says
|
||||
* something about what they are holding.
|
||||
*
|
||||
* This is what caught the blind-draw leak in v0.7.9.2: "Red Flags" was in exactly one hand, and it
|
||||
* was in the log.
|
||||
*/
|
||||
const secretsOfOthers = (
|
||||
g: ReturnType<typeof newMultiplayerGame>,
|
||||
seat: PlayerIndex,
|
||||
): { what: string; value: string; precise: boolean }[] => {
|
||||
// `precise` marks evidence that is proof on its own — a card id is unique, so finding one
|
||||
// anywhere is a leak. A NAME is circumstantial and is searched over a narrower string; see
|
||||
// `namesAFaceUpPile`.
|
||||
const out: { what: string; value: string; precise: boolean }[] = [];
|
||||
// How many cards in the whole game carry each name, and how many of those are in a given hand.
|
||||
const totalByName = new Map<string, number>();
|
||||
for (const id of g.state.cards.keys()) {
|
||||
const n = cardName(g.state, id);
|
||||
totalByName.set(n, (totalByName.get(n) ?? 0) + 1);
|
||||
}
|
||||
for (const p of g.state.players) {
|
||||
if (p.index === seat) continue;
|
||||
const hand = g.state.decks.hands.get(p.index) ?? [];
|
||||
const heldByName = new Map<string, number>();
|
||||
for (const id of hand) {
|
||||
const n = cardName(g.state, id);
|
||||
heldByName.set(n, (heldByName.get(n) ?? 0) + 1);
|
||||
}
|
||||
for (const id of hand) {
|
||||
out.push({ what: `${p.name}'s card id`, value: id, precise: true });
|
||||
const name = cardName(g.state, id);
|
||||
if (totalByName.get(name) === heldByName.get(name)) {
|
||||
out.push({ what: `${p.name}'s card name, unique to their hand`, value: name, precise: false });
|
||||
}
|
||||
}
|
||||
}
|
||||
return out;
|
||||
};
|
||||
|
||||
/** Runs the whole net over one state, and says which state failed if it does. */
|
||||
const audit = (g: ReturnType<typeof newMultiplayerGame>, where: string): void => {
|
||||
for (const seat of g.state.players.map((p) => p.index)) {
|
||||
const { structural, history, narration } = everythingSeatSees(g, seat);
|
||||
const everything = structural + '\n' + history + '\n' + narration.join('\n');
|
||||
// Names are fuzzy evidence, so they are searched everywhere EXCEPT the lines a face-up pile
|
||||
// is entitled to name a card on. Ids are precise and are searched everywhere.
|
||||
const forNames = structural + '\n' + narration.filter((l) => !namesAFaceUpPile(l)).join('\n');
|
||||
for (const { what, value, precise } of secretsOfOthers(g, seat)) {
|
||||
assert.ok(
|
||||
!(precise ? everything : forNames).includes(value),
|
||||
`${where}: seat ${seat} can see ${what} ("${value}")`,
|
||||
);
|
||||
}
|
||||
// The seed is the whole future of the deal and must not reach a seat by any route.
|
||||
assert.ok(!everything.includes(String(g.seed)), `${where}: seat ${seat} can see the seed ${g.seed}`);
|
||||
}
|
||||
// And the spectator board, which has no seat and is therefore entitled to nothing private.
|
||||
const pub = JSON.stringify(publicSnapshot(g.state));
|
||||
for (const p of g.state.players) {
|
||||
for (const id of g.state.decks.hands.get(p.index) ?? []) {
|
||||
assert.ok(!pub.includes(id), `${where}: the public board carries ${p.name}'s card ${id}`);
|
||||
}
|
||||
}
|
||||
assert.ok(!pub.includes(String(g.seed)), `${where}: the public board carries the seed`);
|
||||
for (const k of ['hand', 'objective', 'justDrawn', 'decision', 'moves', 'blocked', 'viewer']) {
|
||||
assert.ok(!(k in (JSON.parse(pub) as Record<string, unknown>)), `${where}: the public board has a "${k}" field`);
|
||||
}
|
||||
};
|
||||
|
||||
/** Plays `n` legal moves, so a state is a real position rather than a constructed one. */
|
||||
const play = (g: ReturnType<typeof newMultiplayerGame>, n: number): void => {
|
||||
for (let i = 0; i < n; i++) {
|
||||
const a = g.state.clock.currentActor;
|
||||
if (a === null) break;
|
||||
const opts = legalActions(g.state, a);
|
||||
if (!opts.length) break;
|
||||
if (!submit(g, opts[i % opts.length]!, a)) break;
|
||||
}
|
||||
};
|
||||
|
||||
it('a newly created multiplayer game', () => {
|
||||
audit(newMultiplayerGame(4242, config, names), 'fresh game');
|
||||
});
|
||||
|
||||
it('after a blind Home Office draw', () => {
|
||||
const g = newMultiplayerGame(4242, config, names);
|
||||
let drew = false;
|
||||
for (let i = 0; i < 200 && !drew; i++) {
|
||||
const a = g.state.clock.currentActor;
|
||||
if (a === null) break;
|
||||
if (!submit(g, { type: 'localOps.choose', option: 'draw' }, a)) continue;
|
||||
drew = submit(g, { type: 'draw.fromHomeOffice' }, a);
|
||||
}
|
||||
assert.ok(drew, 'no seat drew from the Home Office deck');
|
||||
audit(g, 'after a blind draw');
|
||||
});
|
||||
|
||||
it('the net actually sees the presentation steps it claims to cover (v0.8.0)', () => {
|
||||
/**
|
||||
* Guards the COVERAGE, not the code. `everythingSeatSees` folds `display.steps` into the string
|
||||
* every case above is audited against — which is worth nothing if that array is empty in
|
||||
* practice. So: play a real game, and assert both that steps accumulated and that the audited
|
||||
* string contains them.
|
||||
*/
|
||||
const g = newMultiplayerGame(1917398, config, names);
|
||||
play(g, 120);
|
||||
assert.ok(g.display.steps.length > 20, `only ${g.display.steps.length} steps — the net covers little`);
|
||||
const { history, narration } = everythingSeatSees(g, 0 as PlayerIndex);
|
||||
assert.ok(
|
||||
history.includes(JSON.stringify(g.display.steps.map((step) => step.frame))),
|
||||
'the audited string does not actually contain the step frames',
|
||||
);
|
||||
// And a step's own narration is a slice of the log, so the log half covers it.
|
||||
const fromSteps = g.display.steps.flatMap((step) => step.lines.map((l) => l.text));
|
||||
assert.ok(fromSteps.length > 0, 'the steps carried no narration to cover');
|
||||
assert.ok(fromSteps.every((t) => narration.includes(t)), 'a step said something the log did not');
|
||||
audit(g, 'a played game with presentation steps');
|
||||
});
|
||||
|
||||
it('mid-game, with real hands and a built board', () => {
|
||||
// A DISTINCTIVE seed, deliberately. Seed 7 makes the seed check meaningless — "7" is in "Train
|
||||
// 7", in every coordinate and in half the numbers on the board — so it reported a leak that was
|
||||
// not one. Nine digits collide with nothing, which is what makes a substring match evidence.
|
||||
const g = newMultiplayerGame(613884219, config, names);
|
||||
play(g, 300);
|
||||
audit(g, 'mid-game');
|
||||
});
|
||||
|
||||
it('with a decision pending, and with the Superintendent acting', () => {
|
||||
const g = newMultiplayerGame(550943578, config, names);
|
||||
let sawDecision = false;
|
||||
for (let i = 0; i < 800; i++) {
|
||||
if (g.state.clock.pendingDecision !== null) {
|
||||
sawDecision = true;
|
||||
audit(g, `pending decision (${g.state.clock.pendingDecision.kind})`);
|
||||
break;
|
||||
}
|
||||
const a = g.state.clock.currentActor;
|
||||
if (a === null) break;
|
||||
const opts = legalActions(g.state, a);
|
||||
if (!opts.length || !submit(g, opts[0]!, a)) break;
|
||||
}
|
||||
// A seed that never raises one is not a failure of redaction; say so rather than passing mutely.
|
||||
if (!sawDecision) assert.ok(true, 'no decision arose on this seed — nothing to audit');
|
||||
});
|
||||
|
||||
it('with Employee Rotation on, before and after ownership moves', () => {
|
||||
// The case where seat and player index come apart. A projection that confused them would hand
|
||||
// one player another's district, which is a leak the other tests cannot see.
|
||||
const rotating = { ...config, optionalRules: { ...config.optionalRules, employeeRotation: true } };
|
||||
const g = newMultiplayerGame(729315046, rotating, names);
|
||||
audit(g, 'employee rotation, before');
|
||||
const seatingBefore = [...g.state.seating];
|
||||
play(g, 400);
|
||||
audit(g, 'employee rotation, after');
|
||||
// If the seating never moved this test proved less than it looks — say which happened.
|
||||
const moved = seatingBefore.some((p, i) => g.state.seating[i] !== p);
|
||||
assert.ok(moved || g.state.status !== 'active', 'rotation never moved anybody and the game did not end');
|
||||
});
|
||||
|
||||
it('a game played out to the end, or as far as it goes', () => {
|
||||
const g = newMultiplayerGame(613884219, config, names);
|
||||
play(g, 6000);
|
||||
// Says which it actually got, rather than claiming a finished game it may not have reached.
|
||||
audit(g, `played out (status ${g.state.status})`);
|
||||
});
|
||||
|
||||
it('a reconnect push, which is a full Frame rather than a delta', () => {
|
||||
const session = createSession(550943578, config, names);
|
||||
for (const seat of [0, 1, 2] as PlayerIndex[]) {
|
||||
const push = session.connect(seat);
|
||||
const seen = JSON.stringify(push);
|
||||
const state = session.exportSave();
|
||||
assert.ok(!seen.includes(String(state.seed)), `the reconnect push for seat ${seat} carries the seed`);
|
||||
for (const p of [0, 1, 2] as PlayerIndex[]) {
|
||||
if (p === seat) continue;
|
||||
// `connect` returns that seat's own Frame; another seat's hand must not be in it.
|
||||
assert.ok(
|
||||
!/"hand":\[[^\]]/.test(JSON.stringify((push.frame as unknown as Record<string, unknown>)['players'] ?? '')),
|
||||
`the reconnect push for seat ${seat} carries a hand inside players[]`,
|
||||
);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* THE ALLOW-LIST, and the plan's actual acceptance bar.
|
||||
*
|
||||
* Every property of the public projection, written down and reviewed as public. This does not
|
||||
* check the CONTENT of anything — the tests above do that — it checks that nobody has added a
|
||||
* field without saying out loud that a spectator may see it. That is the check that would have
|
||||
* caught both v0.7.9.2 leaks, because both were fields nobody had ever asked the question about.
|
||||
*
|
||||
* When this fails, the fix is not to add the key here. It is to decide whether the field is
|
||||
* public, and only then to add it.
|
||||
*/
|
||||
it('every public property is on the allow-list, and nothing else is', () => {
|
||||
const PUBLIC: readonly string[] = [
|
||||
// The clock and the phase — what a spectator's board is FOR.
|
||||
'day', 'stage', 'clock', 'phase', 'phaseKey', 'actor', 'superintendent',
|
||||
// Deck sizes and face-up piles. A Department pile is face up; the Home Office deck is a count.
|
||||
'deck', 'departments', 'departmentsWhat', 'departmentDepth', 'salvage',
|
||||
// Rolling stock in the yards, by type — visible on the table.
|
||||
'yards',
|
||||
// The timetable is public: it is what everyone is playing against.
|
||||
'timetable', 'timetableWhat',
|
||||
// The rules the game was dealt under, and the score.
|
||||
'houseRules', 'mode', 'optionalRules', 'days', 'minCombinedRevenue',
|
||||
'maxCollisionsPerDay', 'maxCollisionsTotal', 'collisionsToday', 'collisionsTotal',
|
||||
'status', 'outcome', 'extraDays', 'extensionVotes', 'official', 'tally',
|
||||
// Names, seats, revenue and HAND SIZE — never hand contents.
|
||||
'players',
|
||||
// The opening rolls decided seating and the Superintendent in the open.
|
||||
'openingRolls',
|
||||
// Where every train is standing.
|
||||
'trains',
|
||||
// The Crew Tray pool and the trains queued for one (#98). §7 scarcity is played out in the
|
||||
// open: the trays are objects in the middle of the table, and an Extra is played face up, so
|
||||
// who is waiting for a crew is not a secret. Counts and train numbers only — never a hand.
|
||||
'crewTrays', 'queued',
|
||||
// The board itself.
|
||||
'division', 'districts',
|
||||
];
|
||||
const g = newMultiplayerGame(4242, config, names);
|
||||
const actual = Object.keys(publicSnapshot(g.state)).sort();
|
||||
const allowed = [...PUBLIC].sort();
|
||||
assert.deepEqual(
|
||||
actual,
|
||||
allowed,
|
||||
'the public projection gained or lost a property — decide whether it is public before listing it',
|
||||
);
|
||||
});
|
||||
});
|
||||
|
||||
+163
-12
@@ -6,6 +6,9 @@
|
||||
*/
|
||||
|
||||
import { describe, it } from 'node:test';
|
||||
import { readFileSync } from 'node:fs';
|
||||
import { dirname, join } from 'node:path';
|
||||
import { fileURLToPath } from 'node:url';
|
||||
import assert from 'node:assert/strict';
|
||||
|
||||
import { pump } from '../src/engine/advance.ts';
|
||||
@@ -13,8 +16,8 @@ import { DEFAULT_MAX_COLLISIONS_PER_DAY, DEFAULT_MAX_COLLISIONS_TOTAL, collectiv
|
||||
import type { GameEvent } from '../src/engine/events.ts';
|
||||
import { areaOf } from '../src/engine/apply.ts';
|
||||
import { createGame } from '../src/engine/setup.ts';
|
||||
import { coordKey } from '../src/engine/state.ts';
|
||||
import type { GameConfig, GameState } from '../src/engine/state.ts';
|
||||
import { coordKey, turnOf } from '../src/engine/state.ts';
|
||||
import type { GameConfig, GameState, GridCoord } from '../src/engine/state.ts';
|
||||
import { developerBot, playGame } from '../src/sim/bot.ts';
|
||||
import { impediments, isVisible, narrate, phaseLabel } from '../src/sim/narrate.ts';
|
||||
import { compress, rehydrateCells, record, renderHtml } from '../src/sim/replay.ts';
|
||||
@@ -42,9 +45,9 @@ const SAMPLES: GameEvent[] = [
|
||||
{ type: 'phaseBegan', phase: 'mainline' },
|
||||
{ type: 'actorChanged', player: 0 },
|
||||
{ type: 'localOpsOptionChosen', player: 0, option: 'switch' },
|
||||
{ type: 'trayMoved', trayId: 't0', from: { row: 0, col: 0 }, to: { row: 0, col: 1 }, movesRemaining: 5 },
|
||||
{ type: 'carsCoupled', trayId: 't0', at: { row: 0, col: 1 }, stock: [{ type: 'hopper', loaded: false }], from: [{ row: 0, col: 1 }], toNose: true },
|
||||
{ type: 'carsDropped', trayId: 't0', at: { row: 1, col: 0 }, stock: [{ type: 'hopper', loaded: false }] },
|
||||
{ type: 'trayMoved', player: 0, trayId: 't0', from: { row: 0, col: 0 }, to: { row: 0, col: 1 }, movesRemaining: 5 },
|
||||
{ type: 'carsCoupled', player: 0, trayId: 't0', at: { row: 0, col: 1 }, stock: [{ type: 'hopper', loaded: false }], from: [{ row: 0, col: 1 }], toNose: true },
|
||||
{ type: 'carsDropped', player: 0, trayId: 't0', at: { row: 1, col: 0 }, stock: [{ type: 'hopper', loaded: false }] },
|
||||
{ type: 'cardDrawn', player: 0, source: 'homeOffice', cardId: 'c1' },
|
||||
{ type: 'cardPlayed', player: 0, cardId: 'c1', placement: { row: 1, col: 0 }, variant: 0 },
|
||||
{ type: 'officeUpgraded', player: 0, from: 'whistlePost', to: 'depot' },
|
||||
@@ -72,12 +75,56 @@ const SAMPLES: GameEvent[] = [
|
||||
|
||||
describe('narration', () => {
|
||||
it('covers every event type the engine can emit', () => {
|
||||
// Guards against a new event type slipping in unnarrated.
|
||||
const covered = new Set(SAMPLES.map((e) => e.type));
|
||||
const declared = new Set<string>();
|
||||
for (const e of SAMPLES) declared.add(e.type);
|
||||
assert.equal(covered.size, 30, 'sample list is out of step with GameEvent');
|
||||
assert.equal(declared.size, 30);
|
||||
/**
|
||||
* THIS TEST USED TO BUILD BOTH SETS FROM `SAMPLES` and compare them to each other, so it could
|
||||
* only ever assert that the sample list had 30 distinct entries — the one thing it could not
|
||||
* detect was the thing its comment promised, a new `GameEvent` slipping in unnarrated. Fixed
|
||||
* 2026-09-09 while adding the v0.8.0 step collector, which made the event union load-bearing for
|
||||
* a second reader.
|
||||
*
|
||||
* The union is read out of `src/engine/events.ts` rather than hand-listed, the same way
|
||||
* `test/pacing.test.ts` reads the intent union: a list maintained by hand is a list that goes
|
||||
* stale, which is how this got here.
|
||||
*/
|
||||
const here = dirname(fileURLToPath(import.meta.url));
|
||||
const declared = new Set(
|
||||
[...readFileSync(join(here, '../src/engine/events.ts'), 'utf8').matchAll(/type: '([a-zA-Z]+)'/g)]
|
||||
.map((m) => m[1]!),
|
||||
);
|
||||
const narrated = new Set(
|
||||
[...readFileSync(join(here, '../src/sim/narrate.ts'), 'utf8').matchAll(/case '([a-zA-Z]+)':/g)]
|
||||
.map((m) => m[1]!),
|
||||
);
|
||||
assert.ok(declared.size > 40, `only ${declared.size} event types parsed — the parse is wrong`);
|
||||
|
||||
// THE INVARIANT THAT MATTERS: an event the engine can emit and `narrate` has no case for falls
|
||||
// through to a placeholder, in front of a player. This is the check the old version promised.
|
||||
const unnarrated = [...declared].filter((t) => !narrated.has(t));
|
||||
assert.deepEqual(unnarrated, [], 'these event types can be emitted and have no narration case');
|
||||
|
||||
const covered = new Set<string>(SAMPLES.map((e) => e.type));
|
||||
const unknown = [...covered].filter((t) => !declared.has(t));
|
||||
assert.deepEqual(unknown, [], 'these samples name an event the engine no longer declares');
|
||||
|
||||
/**
|
||||
* THE KNOWN GAP, PINNED SO IT CANNOT GROW.
|
||||
*
|
||||
* `SAMPLES` exercises the TEXT of 30 of the 55 declared events; the other 25 have a narration
|
||||
* case (checked above) but no sample, so nothing proves their sentence is any good. Found
|
||||
* 2026-09-09 — the old test built both of its sets from `SAMPLES` and compared them to each
|
||||
* other, so it could only ever assert that the sample list had 30 distinct entries, and the one
|
||||
* thing it could not detect was the thing its comment promised.
|
||||
*
|
||||
* Pinned rather than fixed: writing 25 fixtures is a job of its own, and a bad sentence is worth
|
||||
* finding deliberately rather than in a rush. What this does guarantee is that a NEW event type
|
||||
* cannot join the unsampled set silently.
|
||||
*/
|
||||
const unsampled = [...declared].filter((t) => !covered.has(t)).sort();
|
||||
assert.equal(
|
||||
unsampled.length,
|
||||
25,
|
||||
`the unsampled set changed (${unsampled.length}): add a sample for a new event, or update this count`,
|
||||
);
|
||||
});
|
||||
|
||||
it('gives every event a specific, non-empty sentence', () => {
|
||||
@@ -138,6 +185,89 @@ describe('impediments', () => {
|
||||
s.freeTrays = [];
|
||||
assert.ok(impediments(s, 0).some((b) => /HELD/.test(b.why)));
|
||||
});
|
||||
|
||||
/** A crew standing on `at`, working the given train, with one empty tank car on the drawbar. */
|
||||
const express = (s: GameState, trainNumber: number, at: GridCoord): string => {
|
||||
const id = s.freeTrays.pop()!;
|
||||
s.trays.set(id, {
|
||||
id, trainNumber, trainIsExtra: false, engineAt: 0,
|
||||
consist: [{ type: 'tank', loaded: false, origin: 0 }],
|
||||
direction: 'east', position: { at: 'grid', seat: 0, coord: at }, movesUsed: 0,
|
||||
});
|
||||
return id;
|
||||
};
|
||||
|
||||
/**
|
||||
* GITEA#21 — THE GAME REFUSED, AND THE PANEL EXPLAINED SOMETHING ELSE.
|
||||
*
|
||||
* "I wanted to drop two empty tank cars so that the freight agents and men at work could load
|
||||
* them later. I dropped the first tank car, but that was all I was allowed to do. Checked
|
||||
* 'Blocked — why nothing is moving' and saw: refinery 1,0 — green box empty — nothing to load
|
||||
* (needs a Freight Agent action)."
|
||||
*
|
||||
* Replayed from the attached save (seed 550943578, 181 intents): the crew was Train 3, and the
|
||||
* engine's answer was `FREIGHT_WORKED_HERE`. Train 3 is the Express, and the Express prints "May
|
||||
* drop or pick up one freight car at every location" — so THE REFUSAL WAS CORRECT and the rule
|
||||
* is not what is wrong here. It resets next turn, and the Express may work a car at the next
|
||||
* square this turn; that is what makes it an Express rather than a one-car-a-Stage train.
|
||||
*
|
||||
* What was wrong is that nothing said so. The panel whose entire job is "why is nothing moving?"
|
||||
* listed the refinery's green box — a true statement about the FACILITY, and nothing to do with
|
||||
* why the drop was refused — so the player was sent to fix a Freight Agent action that would not
|
||||
* have helped. The rule was on the train card's own tooltip, which is not where somebody looks
|
||||
* when a button they expected is missing.
|
||||
*
|
||||
* The panel is where a refusal gets explained, so the budget belongs in it.
|
||||
*/
|
||||
it('says when the Express has spent its one freight car on this square (Gitea#21)', () => {
|
||||
const s = createGame({ id: 'g', seed: 5, config, playerNames: ['p'] });
|
||||
const area = areaOf(s, 0);
|
||||
const at = area.officeCoord;
|
||||
|
||||
// A crew standing at the Office working Train 3 — the Express — with a tank car still on it.
|
||||
const trayId = express(s, 3, at);
|
||||
|
||||
s.clock.phase = 'localOps';
|
||||
const turn = turnOf(s, 0);
|
||||
turn.option = 'switch';
|
||||
|
||||
// Nothing to say before it has worked anything here.
|
||||
assert.ok(
|
||||
!impediments(s, 0).some((b) => /FREIGHT CAR PER LOCATION/i.test(b.why)),
|
||||
'the budget was reported spent before the train had worked a car at all',
|
||||
);
|
||||
|
||||
// Now it has set one car out here — exactly the state the save is in at intent 181.
|
||||
turn.freightWorked[`${trayId}@${coordKey(at)}`] = 1;
|
||||
|
||||
const row = impediments(s, 0).find((b) => /FREIGHT CAR PER LOCATION/i.test(b.why));
|
||||
assert.ok(
|
||||
row,
|
||||
`nothing explained the refusal:\n${JSON.stringify(impediments(s, 0), null, 2)}`,
|
||||
);
|
||||
// It must name the train, or a player with three crews out cannot tell which one it means.
|
||||
assert.match(row!.where, /Train 3/);
|
||||
// And it must say the limit lifts, or it reads as "this train can never work here again".
|
||||
assert.match(row!.why, /turn/i);
|
||||
// Amber: this is the printed rule doing its job, not a fault.
|
||||
assert.equal(row!.severity, 'waiting');
|
||||
});
|
||||
|
||||
it('leaves every other train alone — the rule is printed on 3 and 4 only (Gitea#21)', () => {
|
||||
const s = createGame({ id: 'g', seed: 5, config, playerNames: ['p'] });
|
||||
const area = areaOf(s, 0);
|
||||
const at = area.officeCoord;
|
||||
// Train 5 is The Sparrow, which prints no per-location freight limit.
|
||||
const trayId = express(s, 5, at);
|
||||
s.clock.phase = 'localOps';
|
||||
turnOf(s, 0).option = 'switch';
|
||||
turnOf(s, 0).freightWorked[`${trayId}@${coordKey(at)}`] = 1;
|
||||
|
||||
assert.ok(
|
||||
!impediments(s, 0).some((b) => /FREIGHT CAR PER LOCATION/i.test(b.why)),
|
||||
'a train with no such rule was told it had spent a budget it does not have',
|
||||
);
|
||||
});
|
||||
});
|
||||
|
||||
/**
|
||||
@@ -214,6 +344,24 @@ describe('a blocked platform says why (Gitea#2)', () => {
|
||||
assert.ok(f.inboundBox.length === 0, 'the red slots were free — the shortage is the only cause');
|
||||
});
|
||||
|
||||
it('says why the game ended in words, not as a raw enum (TODO #34)', () => {
|
||||
/**
|
||||
* The heading read `loss — revenueFloor` — the exact defect Gitea#16 was filed about on the
|
||||
* playable page, still alive here a release after that was fixed, because nothing
|
||||
* player-facing pointed at the developer replay. It shares `reasonSentence` with the results
|
||||
* screen now, so the two cannot explain one ending in two ways.
|
||||
*/
|
||||
const rec = record(1234, 'standard');
|
||||
for (const raw of ['revenueFloor', 'daysElapsed', 'collisionFloor']) {
|
||||
assert.ok(!rec.outcome.includes(raw), `the summary still prints the raw reason "${raw}"`);
|
||||
}
|
||||
assert.doesNotMatch(rec.outcome, /<[^>]+>/, 'markup leaked into a heading and a console line');
|
||||
assert.match(rec.outcome, /Revenue/, 'the summary says nothing about how the game went');
|
||||
// And the sentence is the shared one, with this game's own numbers in it.
|
||||
assert.match(rec.outcome, /closed short|last on the timetable|declared unsafe/,
|
||||
'the ending is not explained in the words the results screen uses');
|
||||
});
|
||||
|
||||
it('says nothing about a platform that is working fine', () => {
|
||||
// Passengers waiting AND a train with an empty coach to take them: no impediment.
|
||||
const s = createGame({ id: 'g', seed: 5, config, playerNames: ['p'] });
|
||||
@@ -257,7 +405,10 @@ describe('replay recording', () => {
|
||||
const last = rec.frames[rec.frames.length - 1]!;
|
||||
assert.equal(last.revenue, stats.revenue.net, 'final revenue disagrees with the engine');
|
||||
assert.equal(last.day, s.clock.day, 'final Day disagrees with the engine');
|
||||
assert.match(rec.outcome, new RegExp(stats.result));
|
||||
// The summary says "won"/"lost" rather than the engine's `win`/`loss` (TODO #34 — it is a
|
||||
// sentence for a reader now, not an enum). Mapped here so this still checks the two AGREE,
|
||||
// which is what the test is for, rather than checking they are spelled the same.
|
||||
assert.match(rec.outcome, new RegExp(stats.result === 'win' ? 'won' : 'lost'));
|
||||
});
|
||||
|
||||
it('narrates every frame', () => {
|
||||
|
||||
@@ -531,3 +531,79 @@ describe('§3.3 extended play across the server (Gitea#11)', () => {
|
||||
assert.deepEqual(b.official, a.official, 'the official result did not survive the replay');
|
||||
});
|
||||
});
|
||||
|
||||
/**
|
||||
* NARRATION HAS ONE PATH, AND A RECONNECT HAS TO GET ALL OF IT (#97, Gitea#20 step 1).
|
||||
*
|
||||
* The common-board plan asks for one thing here: "stop passing the full game log into `frameFor()`;
|
||||
* continue sending sanitized incremental narration through `Push.lines`." Doing only the first half
|
||||
* would have deleted a real behaviour, so this pins the pair.
|
||||
*
|
||||
* WHAT WAS ACTUALLY WRONG. `Frame.lines` carried the WHOLE log on every push, and nothing read it:
|
||||
* `RemoteSession` (`web/session.ts`) accumulates `lines` from `push.lines` alone and its `lines()`
|
||||
* returns that accumulator. So the log was serialised into every frame for every seat, grew all
|
||||
* game, and was thrown away on arrival — while `linesSince` sent the same text again, correctly,
|
||||
* beside it.
|
||||
*
|
||||
* And the duplicate was masking a bug rather than merely wasting bandwidth. `connect()` clears
|
||||
* `lastFrame` but did NOT clear `sentLines`, so a reconnecting seat was told "nothing new since your
|
||||
* last push" — while the browser it was answering had just reloaded and started from an EMPTY
|
||||
* accumulator. The history panel came back blank after a refresh, mid-game, with the server holding
|
||||
* the whole log and shipping it in the one field nobody reads.
|
||||
*
|
||||
* So the two halves are one change: a (re)connect resets the seat's watermark and `Push.lines` on a
|
||||
* connect IS the history, which is what lets the frame stop carrying a second copy.
|
||||
*/
|
||||
describe('narration reaches a seat exactly once, by one path (#97)', () => {
|
||||
/**
|
||||
* A session with narration already in the log and NO connect yet, so a first connect is a real
|
||||
* "catch me up" rather than a no-op. Connecting inside this helper is what made the first draft of
|
||||
* the reconnect test pass vacuously: both sides of the comparison were the empty array.
|
||||
*/
|
||||
const played = (): GameSession => createSession(550943578, config, ['Alice', 'Bob']);
|
||||
|
||||
it('a FIRST connect carries the narration so far in Push.lines', () => {
|
||||
const session = createSession(550943578, config, ['Alice', 'Bob']);
|
||||
const push = session.connect(0 as PlayerIndex);
|
||||
assert.ok(push.lines.length > 0, 'a first connect was given no narration at all');
|
||||
assert.ok(
|
||||
push.lines.some((l) => /players|competitive/i.test(l.text)),
|
||||
'the opening lines are not in what a first connect received',
|
||||
);
|
||||
});
|
||||
|
||||
it('a RECONNECT is given the whole log again, because the browser it answers has none', () => {
|
||||
const session = played();
|
||||
const first = session.connect(0 as PlayerIndex);
|
||||
const again = session.connect(0 as PlayerIndex);
|
||||
// NON-EMPTY first: two empty arrays are deepEqual, and asserting only that is how this test
|
||||
// passed against the broken code on its first draft.
|
||||
assert.ok(first.lines.length > 0, 'the premise is gone: there was no narration to be given');
|
||||
assert.deepEqual(
|
||||
again.lines,
|
||||
first.lines,
|
||||
'a reconnecting seat was told nothing was new, and its history panel would come back empty',
|
||||
);
|
||||
});
|
||||
|
||||
it('the Frame does NOT carry a second copy of the log', () => {
|
||||
const session = played();
|
||||
const push = session.connect(0 as PlayerIndex);
|
||||
assert.deepEqual(
|
||||
(push.frame as unknown as { lines: unknown[] }).lines,
|
||||
[],
|
||||
'the whole narration log is still being serialised into every Frame, where nothing reads it',
|
||||
);
|
||||
});
|
||||
|
||||
it('an ordinary push after a connect carries only what is NEW', () => {
|
||||
const session = played();
|
||||
const opening = session.connect(0 as PlayerIndex);
|
||||
assert.ok(opening.lines.length > 0);
|
||||
// A second connect for the OTHER seat must not re-send seat 0 anything.
|
||||
const other = session.connect(1 as PlayerIndex);
|
||||
assert.ok(other.lines.length > 0, 'the other seat got no history of its own');
|
||||
const third = session.connect(0 as PlayerIndex);
|
||||
assert.deepEqual(third.lines, opening.lines, 'a reconnect is the full log, every time');
|
||||
});
|
||||
});
|
||||
|
||||
@@ -17,7 +17,7 @@ import assert from 'node:assert/strict';
|
||||
import { readFileSync, readdirSync } from 'node:fs';
|
||||
import { join } from 'node:path';
|
||||
|
||||
import { actionGroups, currentActor, handPlayable, newGame, overHandLimit, submit, toSave, view } from '../src/web/game.ts';
|
||||
import { actionGroups, currentActor, handPlayable, newGame, submit, toSave, view } from '../src/web/game.ts';
|
||||
import { createLocalSession } from '../src/web/session.ts';
|
||||
import { seatLabel } from '../src/sim/view.ts';
|
||||
|
||||
@@ -81,7 +81,6 @@ describe('a local session plays the same game as the calls it replaced', () => {
|
||||
assert.equal(session.seat(), 0);
|
||||
assert.equal(session.actor(), currentActor(session.game));
|
||||
assert.deepEqual(session.handPlayable(), handPlayable(session.game));
|
||||
assert.equal(session.overHandLimit(), overHandLimit(session.game));
|
||||
});
|
||||
});
|
||||
|
||||
|
||||
@@ -0,0 +1,204 @@
|
||||
/**
|
||||
* THE ANIMATION QUEUE — v0.8.0, `docs/plans/jitsi-common-board.md` § v0.8.0 §§ 5-6.
|
||||
*
|
||||
* Driven against REAL steps from a real game rather than hand-built fixtures, because the properties
|
||||
* that matter are about what actual play produces: a bot's whole switching turn arriving in one
|
||||
* burst, and a backlog that is mostly bookkeeping.
|
||||
*/
|
||||
|
||||
import { describe, it } from 'node:test';
|
||||
import assert from 'node:assert/strict';
|
||||
|
||||
import { legalActions } from '../src/engine/legal.ts';
|
||||
import type { GameConfig } from '../src/engine/state.ts';
|
||||
import { currentActor, newMultiplayerGame, submit } from '../src/web/game.ts';
|
||||
import { publicSnapshot } from '../src/sim/view.ts';
|
||||
import { takeSteps } from '../src/sim/display-step.ts';
|
||||
import type { DisplayStep } from '../src/sim/display-step.ts';
|
||||
import { createStepQueue } from '../src/web/step-queue.ts';
|
||||
import { DWELL } from '../src/sim/pacing.ts';
|
||||
|
||||
const config: GameConfig = {
|
||||
mode: 'competitive',
|
||||
days: 5,
|
||||
minCombinedRevenue: 0,
|
||||
maxCollisionsPerDay: 0,
|
||||
maxCollisionsTotal: 0,
|
||||
pvpCardsAllowed: false,
|
||||
optionalRules: {
|
||||
reducedVisibility: false,
|
||||
employeeRotation: false,
|
||||
emergencyToolbox: false,
|
||||
},
|
||||
};
|
||||
|
||||
/**
|
||||
* Plays a real game and returns its steps, preferring switch moves so a burst actually occurs.
|
||||
*
|
||||
* 400 moves, not 120: switching is not legal until there is track laid and a train in the district,
|
||||
* and on this seed the first `switch.move` is at move 144. A shorter run produces a queue with no
|
||||
* switching in it at all, which would make the pacing assertions here vacuous.
|
||||
*/
|
||||
function realSteps(seed: number, moves: number): { steps: DisplayStep[]; final: ReturnType<typeof publicSnapshot> } {
|
||||
const game = newMultiplayerGame(seed, config, ['Alice', 'Bob', 'Carol']);
|
||||
takeSteps(game.display);
|
||||
const steps: DisplayStep[] = [];
|
||||
for (let i = 0; i < moves; i++) {
|
||||
const actor = currentActor(game);
|
||||
if (actor === null) break;
|
||||
const options = legalActions(game.state, actor);
|
||||
if (options.length === 0) break;
|
||||
const move = options.find((o) => o.type.startsWith('switch.') && o.type !== 'switch.end');
|
||||
if (!submit(game, move ?? options.find((o) => o.type === 'localOps.choose') ?? options[0]!)) break;
|
||||
steps.push(...takeSteps(game.display));
|
||||
}
|
||||
return { steps, final: publicSnapshot(game.state) };
|
||||
}
|
||||
|
||||
/** The baseline a queue starts from, matching what a connect push carries. */
|
||||
function baseline(seed: number): ReturnType<typeof publicSnapshot> {
|
||||
const game = newMultiplayerGame(seed, config, ['Alice', 'Bob', 'Carol']);
|
||||
return publicSnapshot(game.state);
|
||||
}
|
||||
|
||||
describe('the step queue', () => {
|
||||
it('shows the whole burst in order and lands on the real board', () => {
|
||||
const { steps, final } = realSteps(1917398, 400);
|
||||
assert.ok(steps.length > 30, `only ${steps.length} steps — this proved little`);
|
||||
|
||||
const q = createStepQueue();
|
||||
q.reset(baseline(1917398));
|
||||
q.push(steps);
|
||||
|
||||
// Run a clock forward until it settles, in 50ms ticks like a render loop would.
|
||||
let now = 0;
|
||||
for (let i = 0; i < 20_000 && q.busy(); i++) {
|
||||
q.advance(now);
|
||||
now += 50;
|
||||
}
|
||||
assert.equal(q.busy(), false, 'the queue never drained');
|
||||
assert.deepEqual(q.current(), final, 'the animated board did not land on the real one');
|
||||
assert.equal(q.showing()?.seq, steps[steps.length - 1]!.seq, 'the caption is not on the last step');
|
||||
});
|
||||
|
||||
it('a burst of switching takes real time, and bookkeeping takes none', () => {
|
||||
const { steps } = realSteps(1917398, 400);
|
||||
const q = createStepQueue();
|
||||
q.reset(baseline(1917398));
|
||||
|
||||
// Only the bookkeeping: it must all collapse into a single advance.
|
||||
const bookkeeping = steps.filter((s) => s.cause.endsWith('.end') || s.cause === 'localOps.choose');
|
||||
assert.ok(bookkeeping.length > 10, 'not enough bookkeeping steps to prove the collapse');
|
||||
q.push(bookkeeping);
|
||||
q.advance(0);
|
||||
q.advance(0);
|
||||
assert.equal(q.busy(), false, `${bookkeeping.length} bookkeeping steps should cost no time at all`);
|
||||
|
||||
// And switching: each one must hold the screen.
|
||||
const switching = steps.filter((s) => s.cause.startsWith('switch.') && s.cause !== 'switch.end');
|
||||
assert.ok(switching.length >= 6, `only ${switching.length} switching steps found`);
|
||||
const q2 = createStepQueue();
|
||||
q2.reset(baseline(1917398));
|
||||
q2.push(switching.slice(0, 6));
|
||||
q2.advance(0);
|
||||
assert.equal(q2.behind(), 5, 'the first is shown at once; five are still to watch');
|
||||
q2.advance(DWELL.switching - 1);
|
||||
assert.equal(q2.behind(), 5, 'a switching move must not be replaced early');
|
||||
q2.advance(DWELL.switching);
|
||||
assert.equal(q2.behind(), 4, 'and must be replaced once its dwell is up');
|
||||
});
|
||||
|
||||
it('counts only what will be watched, so the countdown is steady', () => {
|
||||
// The counter's whole purpose: a backlog of mostly-bookkeeping must not read as a huge number
|
||||
// that collapses the instant it starts.
|
||||
const { steps } = realSteps(1917398, 400);
|
||||
const q = createStepQueue();
|
||||
q.reset(baseline(1917398));
|
||||
q.push(steps);
|
||||
const behind = q.behind();
|
||||
assert.ok(behind > 0 && behind < steps.length, `behind ${behind} of ${steps.length} queued`);
|
||||
|
||||
q.advance(0);
|
||||
let ticks = 0;
|
||||
let previous = q.behind();
|
||||
let now = 0;
|
||||
while (q.busy() && ticks++ < 20_000) {
|
||||
now += 50;
|
||||
q.advance(now);
|
||||
const nowBehind = q.behind();
|
||||
assert.ok(nowBehind <= previous, 'the counter must never go up while draining');
|
||||
previous = nowBehind;
|
||||
}
|
||||
assert.equal(q.behind(), 0);
|
||||
});
|
||||
|
||||
it('skip jumps to the real board without losing a single state on the way', () => {
|
||||
const { steps, final } = realSteps(1917398, 400);
|
||||
const q = createStepQueue();
|
||||
q.reset(baseline(1917398));
|
||||
q.push(steps);
|
||||
q.advance(0);
|
||||
|
||||
assert.equal(q.skip(), true, 'there was a backlog to skip');
|
||||
assert.equal(q.busy(), false);
|
||||
assert.equal(q.behind(), 0);
|
||||
// Skip applies every delta rather than jumping the chain, so the board is exact.
|
||||
assert.deepEqual(q.current(), final, 'skipping produced a board the game was never in');
|
||||
assert.equal(q.skip(), false, 'skipping an empty queue changes nothing');
|
||||
});
|
||||
|
||||
it('pace 0 turns animation off entirely — TODO #18', () => {
|
||||
const { steps, final } = realSteps(1917398, 400);
|
||||
const q = createStepQueue(() => 0);
|
||||
q.reset(baseline(1917398));
|
||||
q.push(steps);
|
||||
// One advance at a single instant must consume everything: nothing dwells at all.
|
||||
q.advance(0);
|
||||
q.advance(0);
|
||||
assert.equal(q.busy(), false, 'with animation off, nothing may be left waiting');
|
||||
assert.equal(q.behind(), 0, 'nothing is "behind" when nothing is being animated');
|
||||
assert.deepEqual(q.current(), final);
|
||||
});
|
||||
|
||||
it('pace scales the wait without changing the order', () => {
|
||||
const { steps } = realSteps(1917398, 400);
|
||||
const switching = steps.filter((s) => s.cause.startsWith('switch.') && s.cause !== 'switch.end').slice(0, 3);
|
||||
assert.equal(switching.length, 3);
|
||||
|
||||
const half = createStepQueue(() => 0.5);
|
||||
half.reset(baseline(1917398));
|
||||
half.push(switching);
|
||||
half.advance(0);
|
||||
half.advance(DWELL.switching / 2);
|
||||
assert.equal(half.behind(), 1, 'at half pace, half the dwell should have advanced one step');
|
||||
});
|
||||
|
||||
it('a reset discards the backlog rather than merging it onto a new baseline', () => {
|
||||
/**
|
||||
* A reconnecting client holds steps whose deltas chain off a baseline the server has moved past.
|
||||
* Merging them onto the new one would draw a board that never existed — and `applyPublicDelta`
|
||||
* would throw the moment a "null means unchanged" field had nothing to merge onto.
|
||||
*/
|
||||
const { steps, final } = realSteps(1917398, 400);
|
||||
const q = createStepQueue();
|
||||
q.reset(baseline(1917398));
|
||||
q.push(steps.slice(0, 10));
|
||||
q.advance(0);
|
||||
assert.ok(q.busy());
|
||||
|
||||
q.reset(final);
|
||||
assert.equal(q.busy(), false, 'a reset must empty the queue');
|
||||
assert.equal(q.behind(), 0);
|
||||
assert.deepEqual(q.current(), final);
|
||||
// And the caption survives: a reconnect should not blank the "what just happened" line.
|
||||
assert.ok(q.showing() !== null, 'the caption should survive a reset');
|
||||
});
|
||||
|
||||
it('draws nothing before a reset has arrived', () => {
|
||||
const q = createStepQueue();
|
||||
assert.equal(q.current(), null);
|
||||
assert.equal(q.advance(0), false);
|
||||
assert.equal(q.behind(), 0);
|
||||
assert.equal(q.showing(), null);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,311 @@
|
||||
/**
|
||||
* THE WATCHABLE TABLE — v0.8.0, Gitea#20 / TODO #13, #15, #18.
|
||||
*
|
||||
* One shared, ordered presentation of everyone else's turns, on a seated player's own screen. The
|
||||
* design is `docs/plans/jitsi-common-board.md` § v0.8.0; this file is its tests.
|
||||
*
|
||||
* Starting with ATTRIBUTION, because the caption row and the history panel both read these lines
|
||||
* and a line that does not say who acted is useless on a screen built to answer "what did they
|
||||
* just do?".
|
||||
*/
|
||||
|
||||
import { describe, it } from 'node:test';
|
||||
import assert from 'node:assert/strict';
|
||||
|
||||
import { applyIntent } from '../src/engine/apply.ts';
|
||||
import { legalActions } from '../src/engine/legal.ts';
|
||||
import type { GameConfig, PlayerIndex } from '../src/engine/state.ts';
|
||||
import { fromMultiplayerSave, newGame, newMultiplayerGame, submit } from '../src/web/game.ts';
|
||||
import { currentActor } from '../src/web/game.ts';
|
||||
import { applyPublicDelta } from '../src/sim/public-delta.ts';
|
||||
import { publicSnapshot } from '../src/sim/view.ts';
|
||||
import type { PublicFrame } from '../src/sim/view.ts';
|
||||
import { takeSteps } from '../src/sim/display-step.ts';
|
||||
import { createSession } from '../src/server/session.ts';
|
||||
import { kindOf } from '../src/sim/pacing.ts';
|
||||
|
||||
const config: GameConfig = {
|
||||
mode: 'competitive',
|
||||
days: 5,
|
||||
minCombinedRevenue: 0,
|
||||
maxCollisionsPerDay: 0,
|
||||
maxCollisionsTotal: 0,
|
||||
pvpCardsAllowed: false,
|
||||
optionalRules: {
|
||||
reducedVisibility: false,
|
||||
employeeRotation: false,
|
||||
emergencyToolbox: false,
|
||||
},
|
||||
};
|
||||
|
||||
/**
|
||||
* The four events a switching turn is made of. Every one of them used to arrive in the shared log
|
||||
* unattributed: `record()` (`web/game.ts`) prefixes a line with the player's name only when the
|
||||
* event itself carries `player`, and these four were the only events in their class that did not
|
||||
* — `cardDrawn`, `cardPlayed`, `cardDiscarded`, `carPlacedOnTrain`, `loadStarted`, `loadCompleted`,
|
||||
* `flyingSwitch` and `localOpsOptionChosen` all did. So a switching turn read as an attributed
|
||||
* bracket around anonymous contents:
|
||||
*
|
||||
* Player Alice chose to switch ← attributed
|
||||
* CREW moved (1,2) → (1,3) — 4 of 6 ← whose train?
|
||||
* Player Alice finished Local Operations ← attributed
|
||||
*
|
||||
* Measured 2026-09-09 and fixed with the feature that reads them, not filed.
|
||||
*/
|
||||
const SWITCHING_EVENTS = ['trayMoved', 'carsCoupled', 'carsDropped', 'consistSorted'] as const;
|
||||
|
||||
/** How each of those four reads in the log, so the assertions can find them by text. */
|
||||
const SWITCHING_LINE = /^Player .+ (moved (Train |the local crew)|coupled \d+ car|set out |used the SMALL YARD)/;
|
||||
|
||||
describe('switching is attributed — TODO #13', () => {
|
||||
it('every switching event carries the player who acted', () => {
|
||||
/**
|
||||
* Driven by PREFERRING switch moves rather than taking the first legal action, because bot
|
||||
* switching is clustered rather than spread: two of the three published replays contain no
|
||||
* `switch.move` at all, so a game driven by `options[0]` can finish without ever exercising
|
||||
* this. The counter below then guards against the test passing vacuously.
|
||||
*/
|
||||
let seen = 0;
|
||||
for (const seed of [1917398, 191056, 4242]) {
|
||||
const game = newMultiplayerGame(seed, config, ['Alice', 'Bob', 'Carol']);
|
||||
for (let i = 0; i < 800; i++) {
|
||||
const actor = currentActor(game);
|
||||
if (actor === null) break;
|
||||
const options = legalActions(game.state, actor);
|
||||
if (options.length === 0) break;
|
||||
const move = options.find((o) => o.type.startsWith('switch.') && o.type !== 'switch.end');
|
||||
const chosen = move ?? options.find((o) => o.type === 'localOps.choose') ?? options[0]!;
|
||||
|
||||
// Read the events this intent produces before applying it for real, so the assertion sees
|
||||
// exactly what `record()` will be handed.
|
||||
const preview = applyIntent(structuredClone(game.state), actor, chosen);
|
||||
if (preview.ok) {
|
||||
for (const e of preview.events) {
|
||||
if ((SWITCHING_EVENTS as readonly string[]).includes(e.type)) {
|
||||
assert.ok(
|
||||
'player' in e,
|
||||
`${e.type} carries no player, so the log cannot say whose crew it was`,
|
||||
);
|
||||
assert.equal(
|
||||
(e as { player: PlayerIndex }).player,
|
||||
actor,
|
||||
`${e.type} names the wrong player`,
|
||||
);
|
||||
seen++;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (!submit(game, chosen)) break;
|
||||
}
|
||||
}
|
||||
assert.ok(seen > 0, 'no switching event was produced, so this test proved nothing');
|
||||
});
|
||||
|
||||
it('reads as a player action in the log, not as anonymous plain text', () => {
|
||||
let lines = 0;
|
||||
for (const seed of [1917398, 4242]) {
|
||||
const game = newMultiplayerGame(seed, config, ['Alice', 'Bob', 'Carol']);
|
||||
for (let i = 0; i < 800; i++) {
|
||||
const actor = currentActor(game);
|
||||
if (actor === null) break;
|
||||
const options = legalActions(game.state, actor);
|
||||
if (options.length === 0) break;
|
||||
const move = options.find((o) => o.type.startsWith('switch.') && o.type !== 'switch.end');
|
||||
if (!submit(game, move ?? options.find((o) => o.type === 'localOps.choose') ?? options[0]!)) break;
|
||||
}
|
||||
|
||||
for (const line of game.log) {
|
||||
// The old wording. `uncapitalise` deliberately leaves an acronym alone (`^[A-Z][a-z]` only),
|
||||
// so "CREW moved" and "SMALL YARD —" would have survived the prefix and read as
|
||||
// "Player Alice CREW moved …". Both were reworded to compose.
|
||||
assert.doesNotMatch(
|
||||
line.text,
|
||||
/^CREW moved|^SMALL YARD —/,
|
||||
`an unattributed switching line survived: ${line.text}`,
|
||||
);
|
||||
if (SWITCHING_LINE.test(line.text)) {
|
||||
assert.equal(line.tone, 'act', `a switching line must read as somebody's move: ${line.text}`);
|
||||
lines++;
|
||||
}
|
||||
}
|
||||
}
|
||||
assert.ok(lines > 0, 'no switching line reached the log, so this test proved nothing');
|
||||
});
|
||||
});
|
||||
|
||||
describe('the display-step collector — TODO #13', () => {
|
||||
it('emits one step per accepted intent plus one per automatic phase, in order', () => {
|
||||
const game = newMultiplayerGame(1917398, config, ['Alice', 'Bob', 'Carol']);
|
||||
let accepted = 0;
|
||||
for (let i = 0; i < 120; i++) {
|
||||
const actor = currentActor(game);
|
||||
if (actor === null) break;
|
||||
const options = legalActions(game.state, actor);
|
||||
if (options.length === 0) break;
|
||||
const move = options.find((o) => o.type.startsWith('switch.') && o.type !== 'switch.end');
|
||||
if (!submit(game, move ?? options.find((o) => o.type === 'localOps.choose') ?? options[0]!)) break;
|
||||
accepted++;
|
||||
}
|
||||
assert.ok(accepted > 30, `only ${accepted} intents accepted — this proved little`);
|
||||
|
||||
const steps = takeSteps(game.display);
|
||||
/**
|
||||
* TWO KINDS OF STEP SINCE TODO #18: one per accepted intent, and one per automatic phase that
|
||||
* did anything. So the count is no longer `accepted` — but every intent must still have exactly
|
||||
* one step, which is the invariant that matters.
|
||||
*/
|
||||
const byIntent = steps.filter((s) => s.cause !== 'phase');
|
||||
const byPhase = steps.filter((s) => s.cause === 'phase');
|
||||
assert.equal(byIntent.length, accepted, 'one step per accepted intent, no more and no fewer');
|
||||
assert.ok(byPhase.length > 0, 'no phase produced a step — TODO #18 is not being served');
|
||||
steps.forEach((s, i) => {
|
||||
assert.equal(s.seq, i, 'sequence numbers must be dense and in order');
|
||||
assert.equal(s.protocolVersion, 1);
|
||||
assert.ok(kindOf(s.cause), `step ${i} carries a cause pacing cannot classify`);
|
||||
// A phase is nobody's move; an intent is always somebody's.
|
||||
assert.equal(s.player === null, s.cause === 'phase', `step ${i} disagrees about who acted`);
|
||||
assert.equal(s.seat === null, s.cause === 'phase');
|
||||
});
|
||||
assert.equal(takeSteps(game.display).length, 0, 'draining must empty the collector');
|
||||
});
|
||||
|
||||
it('a rejected intent produces no step', () => {
|
||||
const game = newMultiplayerGame(4242, config, ['Alice', 'Bob', 'Carol']);
|
||||
takeSteps(game.display);
|
||||
// Somebody else's turn: refused before the engine is touched, so nothing to present.
|
||||
const notMyTurn = ((currentActor(game) ?? 0) + 1) % 3;
|
||||
assert.equal(submit(game, { type: 'draw.end' }, notMyTurn as PlayerIndex), false);
|
||||
assert.equal(takeSteps(game.display).length, 0, 'a refused intent must not be presented');
|
||||
});
|
||||
|
||||
it('the step deltas reconstruct the public board exactly', () => {
|
||||
const game = newMultiplayerGame(1917398, config, ['Alice', 'Bob', 'Carol']);
|
||||
let held: PublicFrame | null = null;
|
||||
for (let i = 0; i < 150; i++) {
|
||||
const actor = currentActor(game);
|
||||
if (actor === null) break;
|
||||
const options = legalActions(game.state, actor);
|
||||
if (options.length === 0) break;
|
||||
const move = options.find((o) => o.type.startsWith('switch.') && o.type !== 'switch.end');
|
||||
if (!submit(game, move ?? options.find((o) => o.type === 'localOps.choose') ?? options[0]!)) break;
|
||||
for (const s of takeSteps(game.display)) held = applyPublicDelta(held, s.frame);
|
||||
}
|
||||
assert.deepEqual(held, publicSnapshot(game.state), 'the animated board drifted from the real one');
|
||||
});
|
||||
|
||||
/**
|
||||
* THE PROPERTY THAT IS CURRENTLY FREE AND MUST STAY THAT WAY.
|
||||
*
|
||||
* `fromSave`/`fromMultiplayerSave` rebuild a game with `applyIntent` + `record` + `drain` rather
|
||||
* than `submit`, so a resumed server does not re-emit the whole game as steps and burn the
|
||||
* sequence. The plan expected this to need an explicit guard. It does not — but move a replay
|
||||
* path onto `submit()` and it silently becomes a real bug, which is why this is pinned.
|
||||
*/
|
||||
it('replaying a save emits no steps at all', () => {
|
||||
const game = newMultiplayerGame(1917398, config, ['Alice', 'Bob', 'Carol']);
|
||||
for (let i = 0; i < 80; i++) {
|
||||
const actor = currentActor(game);
|
||||
if (actor === null) break;
|
||||
const options = legalActions(game.state, actor);
|
||||
if (options.length === 0) break;
|
||||
if (!submit(game, options[0]!)) break;
|
||||
}
|
||||
assert.ok(game.history.length > 20, 'need a real history to replay');
|
||||
|
||||
const rebuilt = fromMultiplayerSave(game.seed, config, ['Alice', 'Bob', 'Carol'], game.history);
|
||||
assert.equal(
|
||||
rebuilt.game.display.steps.length,
|
||||
0,
|
||||
'a replay re-emitted the whole game as display steps',
|
||||
);
|
||||
assert.equal(rebuilt.game.display.seq, 0, 'a replay burned display sequence numbers');
|
||||
});
|
||||
|
||||
it('solitaire collects the same way multiplayer does', () => {
|
||||
// The standing design direction: solitaire is a special case of multiplayer, not a second
|
||||
// implementation. Both go through one `submit()`, so this needs no separate code path — and
|
||||
// that is exactly what makes TODO #18 fall out of TODO #13's mechanism.
|
||||
const game = newGame(4242);
|
||||
let accepted = 0;
|
||||
for (let i = 0; i < 60; i++) {
|
||||
const actor = currentActor(game);
|
||||
if (actor === null) break;
|
||||
const options = legalActions(game.state, actor);
|
||||
if (options.length === 0) break;
|
||||
if (!submit(game, options[0]!)) break;
|
||||
accepted++;
|
||||
}
|
||||
assert.ok(accepted > 10, 'the solitaire game did not get going');
|
||||
const collected = takeSteps(game.display);
|
||||
assert.equal(
|
||||
collected.filter((s) => s.cause !== 'phase').length,
|
||||
accepted,
|
||||
'solitaire must collect a step per intent too',
|
||||
);
|
||||
// And solitaire is where TODO #18 lives — its phases must earn beats on the same path.
|
||||
assert.ok(collected.some((s) => s.cause === 'phase'), 'solitaire got no phase steps');
|
||||
});
|
||||
});
|
||||
|
||||
describe('steps reach a seated player — TODO #13', () => {
|
||||
it('never replays the opening bot turns at the first client to connect', () => {
|
||||
/**
|
||||
* `buildSession` runs `driveBotTurns()` at construction, so with bots ahead of you in the order
|
||||
* the game has already moved before anybody can connect. Those steps must be DROPPED, not
|
||||
* queued: a connecting client's `publicReset` is the board as it stands after those very moves,
|
||||
* so replaying them onto it would draw positions the game had already left.
|
||||
*
|
||||
* Found by review 2026-09-09 rather than by a failing test, which is why this one exists.
|
||||
*/
|
||||
const session = createSession(1917398, config, ['Alice', 'Bob', 'Carol'], [1, 2]);
|
||||
const push = session.connect(0 as PlayerIndex);
|
||||
assert.ok(push.publicReset, 'a connecting client needs a baseline');
|
||||
assert.equal(push.steps, undefined, 'the connect push must carry no steps at all');
|
||||
|
||||
// And the first real broadcast must carry only what THIS move produced — nothing older.
|
||||
const option = push.menu?.options[0];
|
||||
assert.ok(option, 'seat 0 should have something to do');
|
||||
const r = session.intent(0 as PlayerIndex, 1, option);
|
||||
assert.ok(r.accepted);
|
||||
const steps = [...r.pushes.values()][0]?.steps ?? [];
|
||||
assert.ok(steps.length > 0, 'the move produced no steps');
|
||||
/**
|
||||
* The first step delivered must be THIS seat's move — not a bot's, which is what a replayed
|
||||
* opening turn would look like. The sequence does NOT restart at 0: `takeSteps` empties the
|
||||
* collector without rewinding the counter, so the first thing a client sees may be seq 14. That
|
||||
* is fine and deliberate — what 0.8.1's gap detection needs is monotonic and dense, not
|
||||
* zero-based.
|
||||
*/
|
||||
assert.equal(steps[0]!.player, 0, 'the first delivered step was not the move just made');
|
||||
assert.equal(steps[0]!.cause, option.type);
|
||||
steps.forEach((st, i) => {
|
||||
if (i > 0) assert.equal(st.seq, steps[i - 1]!.seq + 1, 'sequence must stay dense');
|
||||
});
|
||||
});
|
||||
|
||||
|
||||
it('every seat gets the same public steps, and a connect gets a baseline to merge onto', () => {
|
||||
const session = createSession(1917398, config, ['Alice', 'Bob', 'Carol'], [1, 2]);
|
||||
|
||||
const connected = session.connect(0 as PlayerIndex);
|
||||
assert.ok(connected.publicReset, 'a connecting client needs a baseline for its step queue');
|
||||
|
||||
let seen = 0;
|
||||
for (let i = 0; i < 60; i++) {
|
||||
const menu = session.connect(0 as PlayerIndex).menu;
|
||||
const option = menu?.options[0];
|
||||
if (!option) break;
|
||||
const r = session.intent(0 as PlayerIndex, i, option);
|
||||
if (!r.accepted) break;
|
||||
const pushes = [...r.pushes.values()];
|
||||
if (pushes.length === 0) continue;
|
||||
const first = pushes[0]!.steps ?? [];
|
||||
if (first.length === 0) continue;
|
||||
seen += first.length;
|
||||
for (const p of pushes) {
|
||||
assert.deepEqual(p.steps, first, 'every seat must receive the identical public steps');
|
||||
}
|
||||
}
|
||||
assert.ok(seen > 0, 'no steps reached a push, so this proved nothing');
|
||||
});
|
||||
});
|
||||
+706
-85
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user