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Jesse.MarkowitzandClaude Opus 5 312e0301e0 v0.7.9.8 — the test command did not typecheck, and the plan had gone stale
Housekeeping before v0.8.0: the answer to "anything else that should be
looked at first". One real hole, one stale document, and my own leavings.

#102 — `npm test` passed green on a type error. `pretest` ran
`scripts/build-web.ts`, which invokes `tsc --ignoreConfig` against three
web entry points, so it saw only what those three transitively import and
under a WEAKER configuration than tsconfig.json — no
`noUncheckedIndexedAccess`, no `exactOptionalPropertyTypes`,
`--types ''`. It never saw `src/server/` or a single file under `test/`.

Demonstrated rather than argued: a planted
`const DELIBERATE_TYPE_ERROR: number = 'not a number';` in
src/server/session.ts gives `npm run typecheck` a TS2322 and `npm test` a
clean `# fail 0`. `pretest` is `tsc --noEmit && node
scripts/build-web.ts` now, and the same error exits 1 with the tests
never running.

This mattered THIS week rather than generally: v0.8.0 is steps 2-7 of the
common board — display stream, credentials, persistence, Chromium
supervisor — which is almost entirely src/server/, exactly the half the
test command could not see.

#103 — the plan had drifted from the code it is the source for.
docs/plans/jitsi-common-board.md was written 2026-08-27, still said "No
implementation has been performed", and is what steps 2-7 get built from.
Step 1 shipped across four releases since, so every "current code
finding" under it described a fault that is now fixed — a document
reading as present tense and nine days stale sends the next reader to fix
things twice.

Measured: its PublicFrame sketch lists four properties never built
(protocolVersion, config, scoring, deckCounts) and omits 28 that exist,
and the shape is the real difference — the implementation is FLAT where
the plan grouped things into objects, so a renderer written from the
sketch would not compile. The plan now says so at the top and at step 1,
names src/sim/view.ts and the redaction allow-list as the authority,
keeps the original sketch for its reasoning, and calls out
`protocolVersion` as unbuilt rather than dropping it quietly — step 2 is
the reconnecting display stream and is the first thing that would want
one.

One step-1 item is STRUCK OFF rather than built: "add the Red Flag holder
to the public player projection". The premise does not hold here.
`decks.redFlags` is written once, in setup.ts, from
`optionalRules.emergencyToolbox`, and never again — `redFlag.play` emits
`phaseEnded` and does not spend it — so every player holds one or none
does, decided before the deal. A per-player `redFlagHeld` would be one
already-public option copied N times, while telling every reader of the
common board that it varies by player and might change mid-game. Worse
than the absence. Pinned by test so it is not re-raised from the plan.

Four dead imports removed, all mine: `HAND_LIMIT` left unused in
apply.ts, view.ts and web/game.ts when 0.7.9.6 consolidated the three
copies of the §6.2 test, and `actingPlayer` in web/game.ts, dead since
0.7.9.5 made `currentActor` delegate. Finding them re-measured #46:
`tsc --noUnusedLocals` now reports 40, up from 29 on 2026-08-30. That
entry's "without the flag this list simply regrows" is a measurement
rather than a forecast now. The other 36 and the flag stay open.

946 tests pass, up from 943. No behaviour changes: three new tests pin an
invariant, and the rest is a build command, dead imports and a document.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y5boPxP6JHRYMm8adXaF5R
2026-09-08 03:41:39 -04:00
Jesse.MarkowitzandClaude Opus 5 88a42ae9e2 v0.7.9.7 — a device that said it was available all day after it was gone
The last item off 0.7.9.6's sweep, parked there as the one genuine maybe.
It had a second half worth more than the first.

#101 — Telegraph (+4), Telephone (+8) and Radio (+12) are "once a day,
when dispatching facing trains, add +N to the other train's number".
`enhancementText(key)` takes only the KEY, so the tooltip could not vary
with anything: a spent Radio read "Once a day, add +12..." for the rest
of the Day, advertising a bonus that was not there. That is `trainRules`
before #100, in another corner of the same view.

THE HALF THAT ACTUALLY 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 (3)
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 its owner
being asked, during the quarter it is theirs. Neither half was anywhere
on the board.

The card now reads as one of three states — available and dispatching,
unspent but idle while somebody else holds the Fedora, or spent until the
next Day — and names the shift length, because "not now" without "for how
long" is half an answer. A spent device is struck through on the board.
Shown on EVERY district, not only the viewer's (Jesse's call): it is
public, and a rival's spent Radio is what you want to know before forcing
a meet.

What counts as a device is `enhancementRule(key)?.dispatchBonus` rather
than three keys written out in the view — the ladder lives in
ENHANCEMENT_RULES and a fourth rung would otherwise be silently exempt.

A STALE COMMENT CORRECTED, AND PINNED. `advance.ts` warned that indexing
a SEAT-keyed area with the PLAYER holding the Fedora "is right only while
seating is the identity map". It read as a live Employee Rotation bug and
was not one: `areaOf(s, p)` IS `areaAtSeat(s, seatOf(s, p))`. A comment
that sends the next reader chasing a bug that does not exist costs about
what the bug would. Rewritten, and the claim is now a test — seating set
to a real permutation, and the Superintendent's own district rather than
the seat with the same index is the one that reads as dispatching.

TWO THINGS MUTATION CAUGHT THAT PASSING DID NOT. A test asserted the
ABSENCE of /spent|Fedora/ with the Fedora held, and a mutant with the
`dispatchBonus` guard deleted PASSED it — the leaked text in that case
says "Available today, and this district is dispatching", which contains
neither word. A test that something was left alone has to compare it
against what it should be, so it asserts equality with `enhancementText`
now, in both Fedora states. And the replay wire format needed the field:
cells pack positionally, so the flag is index 9 and reads `?? []`, the
same tolerance `standingWest` uses — older recordings report no device
spent, which is what they drew at the time, so every published replay is
unchanged.

943 tests pass, up from 934.

NOT VERIFIED AT A TABLE, like 0.7.9.6. #39 and #35 still stand.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y5boPxP6JHRYMm8adXaF5R
2026-09-07 21:54:18 -04:00
Jesse.MarkowitzandClaude Opus 5 7f4e027258 v0.7.9.6 — three things the engine knew and the screen did not
Found by looking rather than by being told. Gitea#21, #22, #94 and #96
were four instances of one fault in a row — the engine gains something
that changes what a train may do, and nothing draws it — and every one
was found by a player hitting it. So instead of waiting for the fifth,
every field of GameState and its nested types was enumerated, checked for
a reader in sim/view.ts, src/web/ and sim/narrate.ts, and the survivors
verified BY RUNNING THE ENGINE rather than by trusting the grep.

Four fields had no reader. `movedThisPhase` lives and dies inside one
`advance` call and is nobody's business. The other three are below. What
was ruled out matters as much: `freightWorked`, `drawnThisTurn`,
`freightAgentUsed`, `switchedSince` and `movesUsed` are invisible on
purpose, their effect already showing as legality or as a complement
already on the Frame. A field is not a display gap merely because nothing
renders it.

#98 — the Crew Tray pool. §7 scarcity is called an explicit mechanic and
was explicit only in the engine. The blocked panel had one tray rule,
keyed off the train due out this Stage, so 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 — both having been announced once in the log
in a line promising a future event that nothing then confirmed. The
shared table carries the pool and the queue now, so the common board gets
it too, and the panel reports all three with the count beside them.

#99 — a train held at the Limits vanished off the board, and this one had
shipped. The Interlocking stops an inbound train on the Limit Track
rather than colliding with a full Office. `arriveAtOffice` removes the
tray from the Mainline node's `transits` and the Interlocking branch
pushes it onto `heldAtLimits` without assigning `tray.position` — and the
map draws mainline nodes from `transits` and squares from
`position.at === 'grid'`, so between the two it was drawn in NEITHER. It
disappeared on arrival and reappeared in the Office some Stages later.
Fixed in the view: the engine is right, and `position` is left alone
deliberately so nothing treats the train as standing somewhere it could
be switched from.

#100 — the Campaign Train's speeches change its rules, and the card said
the same thing before and after. Worse, the "EXPEDITED ... costs 1
Revenue" warning prints only under `rules.expedite`, so X17 became
subject to a fault whose warning the game shows to every other expedited
train and never to it. `trainRules` reads `speechMade` now and borrows
`isExpedited` from advance.ts rather than restating the test.

#45 — the 0.7.9 dead-field audit, finished, and the answer was different
for each. `overHandLimit` is WIRED: its consumer existed all along and
was inferring the hand limit from the ABSENCE of `draw.end` in the menu,
which is sound only while `check` keeps refusing for exactly three
reasons. `viewerSeat` is DOCUMENTED, with a condition — Gitea#20's board
keys districts by seat, and the note says to delete it if step 2 ships
without using it.

The audit had missed a third limb. `game.mustPlayCard` was assigned on
every submit and read by nothing: deleted. Chasing it turned up the thing
worth fixing — the §6.2 hand-limit test existed in THREE places, all
agreeing, which is the state #96's disagreement started from. One
`overHandLimit(state, player)` in state.ts now, and the other two ask it.
`Session.overHandLimit()` is deleted rather than kept: the Frame already
carries the fact, so the method was a second path to it.

934 tests pass, up from 917. The 17 new ones were written red, and each
fix checked by mutation: reverting `speechMade` fails 2, dropping the
held-train projection fails 4, forgetting the tray queues fails 2. The
empty blocked panel is reported beside its positive control, since an
empty result from a broken function proves nothing.

NOT VERIFIED AT A TABLE. Engine and view work, checked by tests and by
running the engine. #39 and #35 still stand.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y5boPxP6JHRYMm8adXaF5R
2026-09-07 21:29:16 -04:00
Jesse.MarkowitzandClaude Opus 5 d5445badcc v0.7.9.5 — two answers to one question, and the copy nobody read
Both faults are in what 0.7.9.4 had just built, and both are the same
shape: a second copy of an answer that agreed with the first until it
didn't.

#96 — the §3.3 vote has no actor, and the screen named one anyway. The
vote is PARALLEL: every un-voted seat may vote at any moment, in any
order, one refusal ends it, and `apply.ts` says where it accepts one that
there is no actor to be. The turn chart named the last seat to move
before the timetable ran out — no more claim on the vote than anybody
else — directly above a tally correctly showing three seats outstanding.

The cause is worth more than the symptom. `currentActor(game)`
(`web/game.ts`) guarded on `status !== 'active'`; `currentActorOfState`
(`sim/view.ts`), added the same day in #95 and the one the frame calls,
did not, so it handed back whatever `clock.currentActor` was left
holding. The view now carries the guard and `currentActor` delegates to
it. That matters more than the tidiness: `currentActor` is what REFUSES
an intent, so a screen answering differently tells the table to wait on a
player the server would turn away.

The fourth of this class after Gitea#21, #22 and #94 — but the first
found by asking a view helper its question in a state the game is not
`active` in, which is the generalisation and is cheaper than finding the
fifth the same way.

#97 — narration reaches a seat once, by one path. `Frame.lines` carried
the whole log on every push to every seat, and nothing read it:
`RemoteSession` accumulates from `push.lines` alone and its `lines()`
returns that accumulator, so the log was serialised into every frame,
grew all game, and was discarded on arrival while `linesSince` sent the
same text correctly beside it.

The duplicate was masking a bug rather than merely wasting bandwidth.
`connect()` cleared `lastFrame` but not `sentLines`, so a reconnecting
seat was told "nothing new since your last push" while the browser it
answered had just reloaded from an EMPTY accumulator — the history panel
came back blank, mid-game, with the server holding the whole log. So the
two halves are one change, and the plan's instruction taken alone ("stop
passing the full game log into `frameFor()`") would have deleted a real
behaviour rather than a duplicate.

Every remaining reader of `Frame.lines` was checked before the field was
emptied: all of them are the solitaire and replay path, which builds
Frames through `snapshot()` directly and never goes near a session.

One test was wrong before the code was. The first draft of the reconnect
test connected inside its own fixture, so both sides of the comparison
were the empty array and it passed against the broken server. Each test
now asserts its premise is non-empty before comparing.

Also: `docs/plans/jitsi-common-board.md` is committed. It was never added
— not ignored, just missed — while TODO.md cites it twice as the plan for
all of v0.8.0 and the last two releases were built from it, so a clone
got a TODO pointing at a file that did not exist.

917 tests pass, up from 909.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y5boPxP6JHRYMm8adXaF5R
2026-09-07 20:35:19 -04:00
Jesse.MarkowitzandClaude Opus 5 ebd16983e2 v0.7.9.4 — Gitea#20 step 1, and a Red Flag you can see
Step 1 of the common board done as its own release rather than as the
first hour of 0.8.0, since both halves of it are worth having whether or
not anything is ever published to a call.

#95 — the public projection helpers. `projectDistrict(state, seat)`,
`projectDivision(state)`, `projectSharedTable(state)`,
`publicSnapshot(state)` and `currentActorOfState(state)`, with
`snapshot()` REBUILT to compose from the same helpers rather than keeping
a second copy of the shared table, 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. Behaviour-neutral; the 897 existing tests passing unchanged is
the proof.

The public view is composed UPWARD, never by calling `snapshot()` once
per seat. That shortcut is the trap the plan names: `snapshot` assembles
one player's view, so a public view made of player views builds every
private field and then has to remember to strip it — and it defaults its
viewer to player zero, so a careless spectator call would have served
seat 0's hand. Districts are keyed by SEAT with the player resolved
through `playerAtSeat`, because Employee Rotation moves players between
districts and a board that treated seat and player index as
interchangeable would relabel every district the first time anybody
rotated.

One plan finding is struck off rather than fixed: it warns a display
reading `clock.currentActor` could highlight the wrong district during a
decision. Measured over six seeds and 3,600 decision points, that field
and `actingPlayer` never disagreed. `currentActorOfState` exists anyway,
as one place for the next reader to ask.

#91 — the redaction net, systematically. v0.7.9.2's two leaks were found
by reading a plan, not by a test, which is the whole argument for this: a
suite made of the leaks somebody happened to notice proves nothing about
the next one. Serialise a seat's Frame, the PublicFrame a spectator gets
and the narration they receive, then search all three for every opponent
card id, every card name unique to one opponent's hand, the seed and any
private decision or menu data — across a fresh game, a blind draw,
mid-game, a pending decision, Employee Rotation before and after the
seating moves, a reconnect push (a full Frame, and its own opportunity to
leak) and a played-out game. And the allow-list, which is the plan's
stated acceptance bar rather than the tests: every property of
`publicSnapshot` is written down with its reason and compared on every
run, so adding a field fails the suite until somebody has said out loud
that a spectator may see it. Both v0.7.9.2 leaks were fields nobody had
ever asked that question about.

Proved by mutation rather than by passing: restoring the seed line fails
6 tests, restoring the blind-draw card name fails 1, adding a private
field to the public projection fails 7, and making `players[]` carry hand
contents instead of a count fails 5.

Two false failures were worth the lesson. A card NAME is a type, not an
identity — "right-hand curve" names a dozen cards and one is legitimately
a cell label the moment anybody lays track, so searching for it fails on
correct code, which is worse than not searching; a name is evidence only
when every card bearing it is in the one hand. And a one-digit seed makes
the seed check meaningless: seed 7 matched "Train 7". One item on the
plan's list has no test because it has no referent — there is no secret
objective in this game, `objectiveOf` deriving from
`config.minCombinedRevenue` and the player's own Revenue, both public.

#94 — a Red Flag standing at an Office's Limits is on the map. It is a
token set out ON the board that holds the next train arriving from that
side, and it was announced once in the log and drawn nowhere, so a train
stops short three Stages later with its only explanation scrolled out of
the panel. `DivisionView`'s office node carries `redFlag` and the map
draws a staff and pennant AT THE END IT GUARDS — west on the left, east
on the right — because which approach it covers is the whole of the
information; a flag in the middle of the cell would say one is out and
leave the reader to hover for the half that decides whether to run a
train. The tooltip leads with it, ahead of everything that merely
describes the cell.

The third of these in a row after Gitea#21 and #22: when the engine gains
something that changes what a train may do, the question to ask is where
it is drawn, not whether it works.

909 tests pass, up from 897.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ss2y7FyhxkHjGj7xnUPCgY
2026-09-07 15:00:57 -04:00
Jesse.MarkowitzandClaude Opus 5 e734481d65 v0.7.9.3 — the reference says what only the code knows, and saves get a rule
The generated card reference now carries the half TODO #15a said was the
point of generating it: every Enhancement's `live` / `dormantSolo` /
`unbuilt` status — whether its printed effect actually resolves yet — and
the opponent-directed Action and Space-use cards, none of which is dealt
in any deck. A transcription cannot carry either fact.

Card counts are removed throughout, as ruled: they move with play balance
so a document printing them is stale on the next retune. Where a count
matters it is a yes/no "is this dealt at all", which is a fact about the
design rather than the current tuning. #88 closes with it — it asked
whether `card-reference.md`'s industry rows were stale, deliberately
without rewriting them since Laborer counts are a balance decision. They
are; nothing in the engine changed; that file is simply no longer where
anyone looks. The balance question it guarded is #70.

Save compatibility becomes a general rule in `README.md` § Design notes
rather than a fact restated per version: a save is a list of moves and
reopens by being re-played through the CURRENT rules, so any change that
makes a once-legal move illegal stops an older one there — a deck change
being the likeliest breaker. It fails safe every time. #40 generalised,
#32's version-specific note dropped, #52 carries the ruling that
versioned replays are a post-1.0 question.

#94 opened: a Red Flag set out at an Office's Limits holds the next train
from that side and is drawn nowhere. `DivisionView`'s office node has no
`redFlag` field and `board-svg.ts` never mentions one, so after the single
log line announcing it there is nothing on screen. Same class as Gitea#21
and #22, and already on the common board's step 1 list.

No engine change. 897 tests pass, unchanged.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E3Qk7uresKCHksdZajXCLg
2026-09-07 14:50:11 -04:00
Jesse.MarkowitzandClaude Opus 5 819996faa2 v0.7.9.2 — two things the table could hear that only one seat should
Both leaks were found while planning the common board (Gitea#20 step 1),
and both are live multiplayer bugs with or without that display, so they
are fixed now rather than with 0.8.0.

`game.log` is one shared list and `linesSince(seat)` slices it with no
per-seat filter, so every line reaches every player. It carried the SEED
in the opening line of each multiplayer game — the whole future of the
deal — and the NAME OF A CARD DRAWN BLIND from the face-down Home Office
deck. Solitaire deliberately keeps both: a one-seat table has nobody to
leak to, the seed is what a bug report quotes, and a player's own history
naming their own draw is the record. A Department slot is face up and
stays named. The drawer still learns their card through `justDrawn`,
which already goes to that seat alone.

Neither was found by a test. Every test in `redaction.test.ts` passes an
empty log, so the whole of narration has sat outside the redaction net
since the net was built. Both now have tests there; TODO #91 carries what
is still owed and supersedes #78, which described a gap that had already
been closed and never mentioned this one.

`docs/rules/` had no current description of the game, and `content.ts`
named `card-reference.md` as the file that carries what the cards say —
a file whose own banner says not to use its numbers, describing the
v0.4.5 deck where 3/4 is a Mail-Express with three coaches. Every file in
that directory is a deliberate historical record, so none of them is
rewritten. `as-built.md` is new and GENERATED from the same catalogues
the engine instantiates from, with a test that re-runs the generator and
fails when the checked-in file disagrees. A hand-written replacement
would have drifted the same way, for the same reason.

TODO.md: #32 closed — the playtest migration note did its job and the
jump is made; the durable fact it carried is kept. #78 retired in favour
of #91. The "play it at a table" section now records that 0.7.4-0.7.9
were test-run without change requests, and that more testing comes at the
end of the 0.7.9 series.

897 tests pass, up from 891.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E3Qk7uresKCHksdZajXCLg
2026-09-07 12:09:25 -04:00
Jesse.MarkowitzandClaude Opus 5 7ade60e21f v0.7.9.1 — the engine was right twice; the screen was not
Gitea#22: the Division map drew every westbound train in the wrong half of
its Mainline card. `regionOfTransit` counts from the end a train entered,
which is what the collision rules ask; the map wanted "which printed box,
left to right" and used the same number, so an eastbound train came out
right by luck and a westbound one came out mirrored. It cost a collision —
Train 3 was cleared to follow T5 and ran into TX17, which the picture had
drawn ahead of T5 rather than behind it. One mirror in `view.ts`, at the
boundary the map is drawn from; the collision rules are untouched.

Gitea#21: a second tank car would not come off at a refinery, and "Blocked
— why nothing is moving" answered by describing the refinery's green box.
The real answer was Train 3's printed rule — the Express works one freight
car per location — so the refusal was correct and the panel sent the player
to spend a Freight Agent action that could not have helped. No rule
changed. The panel now names the budget, asking the reducer's own
predicate so its words cannot drift from the rule.

Both were replayed from the saves attached to the issues and verified in
the exact position each report names. The map fix is proved by mutation:
reverting the mirror fails two tests, and making the renderer ignore the
region fails a third. Every existing region test ran eastbound, where the
mirror is the identity, which is why the bug survived them.

891 tests pass, up from 884.

Closes #21
Closes #22

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E3Qk7uresKCHksdZajXCLg
2026-09-07 11:41:23 -04:00
Jesse.MarkowitzandClaude Opus 5 6058f6c17e TODO.md: work sections first, the argument moved to the back
The file had reached 2,441 lines and had to be read end to end to find
out what was live. Restructured with Jesse.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

884 tests pass, seventeen new.

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

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

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

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

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

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

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

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

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

881 tests pass, fourteen new.

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

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

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

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

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

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

No behaviour change. 878 tests pass.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

877 tests pass, ten new.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AdG46Ja2PEDBkpqiDazMoX
2026-08-30 01:01:11 -04:00
38 changed files with 8096 additions and 2102 deletions
+6
View File
@@ -50,3 +50,9 @@ __pycache__/
# one that is worth publishing.
/playtests/*
!/playtests/README.md
# The Jitsi harness is NOT scrubbed — four of its files carry a real domain and real
# participant names (workspace AGENTS.local.md). Ignored so that a `git add -A` cannot sweep it
# into a history that would be permanently exposed if this repo is ever made public. When it is
# promoted in Phase 1, scrub it FIRST, then `git add -f tools/`.
tools/
+977
View File
@@ -19,6 +19,983 @@ page as `v0.1.0 · <sha> · <date>`, so what is deployed can always be identifie
---
## 0.7.9.8 — 2026-09-07
Housekeeping before v0.8.0 — the answer to "anything else that should be looked at first", which
turned up one real hole and one stale document.
### `npm test` did not typecheck, and passed green on a type error (#102)
`pretest` ran `scripts/build-web.ts`, which invokes `tsc --ignoreConfig` against three web entry
points. So it saw only what those three transitively import, under a **weaker** configuration than
`tsconfig.json` — no `noUncheckedIndexedAccess`, no `exactOptionalPropertyTypes`, `--types ''` — and
never saw `src/server/` or a single file under `test/`.
Demonstrated rather than argued. Planting `const DELIBERATE_TYPE_ERROR: number = 'not a number';` in
`src/server/session.ts`:
```
npm run typecheck → src/server/session.ts(441,7): error TS2322
npm test → # fail 0
```
`pretest` is `tsc --noEmit && node scripts/build-web.ts` now, and the same planted error exits 1 with
the tests never running.
**Why this week rather than generally.** v0.8.0 is steps 2-7 of the common board — a display stream,
credentials, persistence, a Chromium supervisor — which is almost entirely `src/server/`, exactly the
half the test command could not see.
### The common-board plan had drifted from the code it is the source for (#103)
`docs/plans/jitsi-common-board.md` was written on 2026-08-27, still said "No implementation has been
performed", and is what steps 2-7 will be built from. Step 1 has since shipped across four releases,
so every "current code finding" under it described a fault that is now fixed. A document that reads
as present tense and is nine days stale sends the next reader to fix things twice.
Measured: the plan's `PublicFrame` sketch lists four properties never built (`protocolVersion`,
`config`, `scoring`, `deckCounts`) and omits **28** that exist. The shape is the real difference —
the implementation is flat where the plan grouped things into `clock`, `config`, `scoring` and
`deckCounts` objects, so a renderer written from the sketch would not compile against the projection.
The plan now says all of this at the top and at step 1, names `src/sim/view.ts` and
`test/redaction.test.ts`'s allow-list as the authority, keeps the original sketch for its reasoning,
and lists what has been gained since. `protocolVersion` is called out as unbuilt rather than quietly
dropped — step 2 is the reconnecting display stream and is the first thing that would want one.
**And one step-1 item is struck off rather than built.** The plan asks for the Red Flag holder on the
public player projection, "public game state but currently absent from `Frame`". The premise does not
hold here: `decks.redFlags` is written once, in `setup.ts`, from `optionalRules.emergencyToolbox`,
and never again — `redFlag.play` emits `phaseEnded` and does not spend it — so every player holds one
or none does, decided before the deal. A per-player `redFlagHeld` would be one already-public option
copied N times, while telling every reader of the common board that it varies by player and might
change mid-game. That is worse than the absence. The invariant is pinned by test so the item is not
re-raised from the plan text.
### Four dead imports, and a measurement for #46
Removed: `HAND_LIMIT`, left unused in `apply.ts`, `view.ts` and `web/game.ts` when 0.7.9.6
consolidated the three copies of the §6.2 test into one, and `actingPlayer` in `web/game.ts`, dead
since 0.7.9.5 made `currentActor` delegate. All four were mine.
Finding them re-measured #46: **`tsc --noUnusedLocals` now finds 40, up from 29 on 2026-08-30.** That
entry's prediction — "without the flag this list simply regrows — it is regrowing now" — is a
measurement rather than a forecast. The remaining 36 and the flag itself are still open; ten of them
still wait on #48 settling what `sim/replay.ts` is for.
### Proof
946 tests pass, up from 943. Nothing in this release changes behaviour: the three new tests pin an
invariant and the rest is the build command, dead imports and a document.
---
## 0.7.9.7 — 2026-09-07
The last item off 0.7.9.6's sweep — the one parked as a maybe, which turned out to have a second half
worth more than the first.
### A dispatch device now says whether it is still available (#101)
Telegraph (+4), Telephone (+8) and Radio (+12) are "once a day, when dispatching facing trains, add
+N to the other train's number". `enhancementText(key)` takes only the key, so the tooltip could not
vary with anything — a spent Radio read "Once a day, add +12…" for the rest of the Day, advertising a
bonus that was not there. `trainRules` before #100, in another corner of the same view.
**The half that actually 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` (3) 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 its owner being asked, during the
quarter it is theirs to use. Neither half was anywhere on the board.
The card now reads as one of three states — available and dispatching, unspent but idle while
somebody else holds the Fedora, or spent until the next Day — and names the shift length, because
"not now" without "for how long" is half an answer. A spent device is struck through on the board.
**On every district, not only your own** (Jesse's call): it is public, and a rival's spent Radio is
exactly what you want to know before forcing a meet. `projectDistrict` serves the player's own cells
and the common board's districts alike, so one change covers both.
What counts as a device is `enhancementRule(key)?.dispatchBonus`, not three keys written out in the
view — the ladder lives in `ENHANCEMENT_RULES`, and a fourth rung would otherwise be silently exempt.
### A stale comment corrected, and turned into a test
`advance.ts` warned that indexing a seat-keyed Office Area with the player holding the Fedora "is
right only while seating is the identity map". It reads as a live Employee Rotation bug and is not
one: `areaOf(s, p)` **is** `areaAtSeat(s, seatOf(s, p))`. A comment that sends the next reader
chasing a bug that does not exist costs about what the bug would. It is rewritten, and the claim is
now pinned by a test — seating set to a real permutation, and the Superintendent's own district, not
the seat with the same index, is the one that reads as dispatching.
### Two things caught by mutation rather than by passing
**A test that passed for the wrong reason.** "Leaves a non-dispatch enhancement alone" asserted the
absence of /spent|Fedora/ with the Fedora held — and a mutant with the `dispatchBonus` guard deleted
**passed it**, because the leaked text in that case reads "Available today, and this district is
dispatching", which contains neither word. A test that something was left alone has to compare it
against what it should be; it asserts equality with `enhancementText` now, in both Fedora states.
**The replay wire format needed the field.** Cells are packed positionally and the round-trip test
caught the loss immediately. The flag is index 9 and reads `?? []`, the same tolerance `standingWest`
uses, so recordings made before it existed report no device spent — exactly what they drew at the
time, leaving every published replay unchanged.
### Proof
943 tests pass, up from 934. The 9 new ones were written red. Mutation: using the raw player index
for the Fedora check fails 1, ignoring the spent record fails 3, and treating every enhancement as a
dispatch device fails 1 — that last one only after the test above was tightened, which is how the
hole was found.
**Not verified at a table**, like 0.7.9.6. #39 and #35 still stand, and the pre-0.8.0 session is
where they get closed.
---
## 0.7.9.6 — 2026-09-07
Three things the engine knew and the screen did not, found by looking for them rather than by
waiting to be told — plus the dead-field audit from 0.7.9 finished off.
### The method, first, because it is the part that generalises
Gitea#21, Gitea#22, #94 and #96 were four instances of one fault in a row: the engine gains something
that changes what a train may do, and nothing draws it. Every one 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**, not by trusting the grep. Four fields had no reader anywhere.
`movedThisPhase` is set and cleared inside a single `advance` call and is nobody's business. The
other three are below.
Saying what was ruled out matters as much: `freightWorked`, `drawnThisTurn`, `freightAgentUsed`,
`switchedSince` and `movesUsed` are all invisible on purpose — their effect already shows as
legality, or as a complement already on the Frame. A field is not a display gap merely because
nothing renders it. `dispatchUsedToday` is the one genuine maybe left, and is not done.
### The Crew Tray pool is a mechanic you can now see (#98)
`state.ts` calls §7's tray scarcity "an explicit mechanic" and it was explicit only in the engine.
The blocked panel — the one that answers "why is nothing moving?" — had exactly one tray rule, keyed
off the train due out this Stage. So a player who had spent a card on an Extra, or ordered a second
section, got a **completely empty** panel while their train sat behind an exhausted pool. Both had
been announced once in the log, in a line that promised a future event — "it runs once as soon as a
Crew Tray frees up", "an identical train will run right behind it" — which nothing ever confirmed.
`projectSharedTable` carries `crewTrays` and `queued` now, so the common board gets it too, and the
panel reports all three cases with the count beside them: "no free Crew Tray" on its own reads like a
permanent fact about the game rather than a state that will pass.
The first draft of that count derived the pool size as `trays.size + freeTrays.length`. That is
invariant in play — `retireTrain` puts the tray back — and reads **"0 of 0"** the moment it meets a
state where a tray is neither free nor carrying a train. `crewTrayCount` already owned the number.
### A train held at the Limits had been vanishing off the board (#99)
The most serious of the three, and it had been shipped. The Interlocking is the designed answer to a
full Office: rather than Gap 2d's automatic collision, the train is stopped on the Limit Track and
takes the first A/D track that frees, ahead of any newcomer.
`arriveAtOffice` removes the tray from the Mainline node's `transits`, and the Interlocking branch
pushes it onto `area.heldAtLimits` **without assigning `tray.position`**. The map draws mainline
nodes from `transits` and district squares from `position.at === 'grid'` — so between the two, the
train was drawn in neither. It disappeared from the board on arrival and reappeared in the Office
some Stages later, with a single log line as the whole account of it.
Measured rather than reasoned: with the tray in `transits` the Interchange node carries its chip;
moved to `heldAtLimits` exactly as the engine moves it, that node's `trains` is `[]` and no grid
square has gained it.
Fixed in the **view**, not the engine. The engine is right — a held train is inside the Limits and
not on an A/D track — and `position` is deliberately left alone so nothing may treat the train as
standing on a square it could be switched from. The map draws it on the Limits square it came in by
(eastbound at `limitsWest`, westbound at `limitsEast`), flagged so it does not read as an ordinary
arrival, with the reason on the chip and in the blocked panel.
### The Campaign Train now says whether its speeches are made (#100)
X17 is "one turn at station (speeches) then expedite" — two states, not one sentence. Its first
Office arrival is an ordinary stop; every arrival after runs expedited, and an expedited train left
off the Office square when the next Mainline Phase begins is a fault costing 1 Revenue.
`trainRules()` took `{ trainNumber, trainIsExtra }`, so it could not see `speechMade` even though
both of its tray-side callers hand it a whole `CrewTray` that has it. The chip read identically
before and after. Worse, the "EXPEDITED … costs 1 Revenue" warning is printed only under
`rules.expedite` — so X17 became subject to a fault whose warning the game shows to every other
expedited train and never to it. It now says which half it is in, and borrows `isExpedited` from
`advance.ts` rather than restating the test.
### The 0.7.9 dead-field audit, finished (#45)
Deferred by Jesse on 2026-08-30 with the decision framed as delete-or-document. The answer turned out
to be different for each, and neither was a patch.
**`overHandLimit` is wired, because its consumer existed all along and was guessing.** `main.ts`
already draws a disabled "End Local Operations" button explaining the hand limit — but decided to
draw it from the *absence* of `draw.end` in the menu. That is sound only because `check('draw.end')`
refuses for exactly three reasons and the two guards beside it rule out the other two; a fourth
reason would have made the panel explain a refusal by describing something else entirely, which is
#90 verbatim. It reads `f.overHandLimit` now — which is what the field was built for in the first
place. Behaviour is unchanged; the screen states its reason instead of inferring it.
**`viewerSeat` is documented, with a condition.** Gitea#20's common board keys districts by seat and
resolves the player through `playerAtSeat`, so a client picking its own district out of a seat-keyed
board needs this and cannot get it from `viewer`. The declaration says so — and says to delete it if
step 2 ships without using it.
**And the audit had missed a third limb.** `game.mustPlayCard` was assigned from `overHandLimit` on
every submit and read by nothing at all: deleted. Chasing it turned up the thing actually worth
fixing — the §6.2 hand-limit test existed in **three** places (`check('draw.end')`, an inline
recomputation inside `snapshot()`, and `web/game.ts`'s own). All three agreed, which is precisely the
state #96's disagreement started from. There is one `overHandLimit(state, player)` in `state.ts` now
and the other two ask it. `Session.overHandLimit()` — declared on the interface and implemented
twice — is deleted rather than kept, the Frame already carrying the fact.
### Proof
934 tests pass, up from 917. The 17 new ones were written red and each fix was then checked by
mutation: reverting `speechMade` fails 2, dropping the held-train projection fails 4, and forgetting
the two tray queues fails 2. The blocked panel returning nothing for the queues is reported alongside
its positive control — the same state with a timetabled train due, which correctly says "no free Crew
Tray" — because an empty result from a function that is simply broken proves nothing.
**Not verified at a table.** All of this is engine and view work checked by tests and by running the
engine; no part of it has been met by a person at a board. #39 and #35 still stand.
---
## 0.7.9.5 — 2026-09-07
Two faults in what 0.7.9.4 had just built, both of the same shape: a second copy of an answer that
agreed with the first until it didn't.
### The §3.3 vote had no actor, and the screen named one anyway (#96)
Extended play's vote is **parallel**. Every un-voted seat may vote at any moment, in any order, and
one refusal ends it — `apply.ts` says in as many words where it accepts a vote that there is no actor
to be. So the honest answer to "whose turn is it" is nobody, and the honest answer to "who are we
waiting on" is every un-voted seat, which is exactly what the tally beside the turn chart already
drew.
The chart disagreed with the tally directly above it. It named the last seat to move before the
timetable ran out — a seat with no more claim on the vote than anybody else — while the tally
correctly showed three outstanding.
The cause is worth more than the symptom. `currentActor(game)` in `web/game.ts` guarded on
`status !== 'active'` and returned null. `currentActorOfState(state)` in `sim/view.ts` — added the
same day in #95, and the function the frame actually calls — had no such guard, so it handed back
whatever `clock.currentActor` was left holding after the game stopped being `active`. Two functions
answering one question, correct in every state anybody had looked at.
`currentActorOfState` carries the status guard now and `currentActor` delegates to it, so there is
one answer. That matters more than the tidiness: **`currentActor` is what refuses an intent**, so a
screen answering differently is telling the table to wait on a player the server would turn away.
This is the fourth of this class in a row after Gitea#21, #22 and #94. It is the first found by
asking a view helper its question in a state the game is **not** `active` in — which is the
generalisation, and cheaper than finding the fifth the same way.
### Narration reaches a seat once, by one path (#97)
`Frame.lines` carried the whole narration log on every push, to every seat, 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, grew all game, and was
discarded on arrival, while `linesSince` sent the same text correctly beside it.
**The duplicate was masking a bug rather than merely wasting bandwidth.** `connect()` cleared
`lastFrame` but not `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, 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, and the plan's instruction taken alone — "stop passing the full
game log into `frameFor()`" — would have deleted a real behaviour instead of a duplicate. A
(re)connect now 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.
Every remaining reader of `Frame.lines` was checked before the field was emptied: all of them
(`sim/replay.ts`, `web/replays.ts`, and the sim and replay tests) are the solitaire and replay path,
which builds its Frames through `snapshot()` directly and never goes near a session.
**One test was wrong before the code was.** The first draft of the reconnect test connected inside
its own fixture, so both sides of the comparison were the empty array and it passed against the
broken server — two empty arrays are `deepEqual`. Each of these tests now asserts its premise is
non-empty before comparing.
### Also
`docs/plans/jitsi-common-board.md` is committed. It was never added — not ignored, just missed —
while `TODO.md` cites it twice as the plan for all of v0.8.0 and the last two releases were built
from it, so a clone got a TODO pointing at a file that did not exist.
917 tests pass, up from 909.
---
## 0.7.9.4 — 2026-09-07
Gitea#20 step 1, done as its own release rather than as the first hour of 0.8.0 — and a Red Flag you
can now see.
### A Red Flag standing at the Limits is on the map (#94)
`maneuver.redFlags` sets a flag on an Office's Division node, and from then on the next train
arriving from that side is held short until the flag is spent. It is a token standing on the board —
the same kind of object as a train — and it was announced once in the log and drawn nowhere. Three
Stages later a train stops and the only explanation has scrolled out of the panel.
`DivisionView`'s office node carries `redFlag` now, and the map draws a staff and pennant **at the
end it guards** — west on the left, east on the right, since east is right on this map. 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. The
tooltip leads with it, ahead of everything that merely describes the cell.
**The third of these in a row**, after Gitea#21 and #22. When the engine gains something that
changes what a train may do, the question to ask is where it is drawn, not whether it works.
### The public projection helpers (#95)
`projectDistrict(state, seat)`, `projectDivision(state)`, `projectSharedTable(state)`,
`publicSnapshot(state)` and `currentActorOfState(state)` — and **`snapshot()` rebuilt to compose
from the same helpers** rather than keeping a second copy of the shared table. A player's frame and
a spectator's now cannot come to disagree about the clock, the phase, whose turn it is or the score.
Behaviour-neutral: the existing 897 tests passing unchanged is the proof.
**The public view is composed upward, never by calling `snapshot()` once per seat.** That shortcut
is the trap the plan warns about: `snapshot` exists to assemble one player's view, so a public view
made of player views starts by building every private field and then has to remember to strip it —
and it defaults its viewer to player zero, so a careless spectator call today would have served seat
0's hand. Composing upward means a private field cannot arrive by accident; it would have to be
added to a projection that has no business holding one.
**Districts are keyed by seat, with the player resolved through `playerAtSeat`.** Employee Rotation
moves players between districts, so seat and player index are not interchangeable — a board that
assumed they were would relabel every district the first time anybody rotated.
One finding from the plan is struck off rather than fixed: it warns that a display reading
`clock.currentActor` could highlight the wrong district during a decision, since that field is null
while an interruption stands. Measured across six seeds and 3,600 decision points, it and
`actingPlayer` never disagreed — both are only consulted when somebody is genuinely acting.
`currentActorOfState` exists anyway, as one place for the next reader to ask.
### The redaction net, systematically (#91)
v0.7.9.2 closed two leaks. Both were found by reading a plan rather than by a test, which is the
whole argument for this: a suite made of the leaks somebody happened to notice proves nothing about
the next one.
Serialise a seat's `Frame`, the `PublicFrame` a spectator gets, and the narration they receive, then
search all three for every opponent card id, every card name unique to one opponent's hand, the
seed, and any private decision or menu data — across a fresh game, a blind draw, mid-game, a pending
decision, Employee Rotation before and after the seating moves, a reconnect push (a full Frame, not
a delta, and its own opportunity to leak) and a played-out game.
**And the allow-list, which is the plan's stated acceptance bar rather than the tests.** Every
property of `publicSnapshot` is written down with the reason it is public and compared on every run,
so adding a field fails the suite until somebody has said out loud that a spectator may see it. Both
v0.7.9.2 leaks were fields nobody had ever asked that question about.
**Two false failures were worth the lesson. A card NAME is a type, not an identity:** "right-hand
curve" names a dozen cards and one is legitimately drawn as a cell label the moment anybody lays
track, so searching for it fails on correct code — which is worse than not searching. A name counts
as evidence only when every card bearing it is in the one hand. **And a one-digit seed makes the
seed check meaningless**: seed 7 matched "Train 7" and reported a leak that was not one. The seeds
here are nine digits deliberately.
Proved by mutation rather than by passing: restoring the seed line fails 6 tests, restoring the
blind-draw card name fails 1, adding a private field to the public projection fails 7, and making
`players[]` carry hand contents instead of a count fails 5.
One item on the plan's list has no test because it has no referent: **there is no secret objective in
this game.** `objectiveOf` derives from `config.minCombinedRevenue` and the player's own Revenue,
both public. Recorded so the next reader does not go looking for the gap.
909 tests pass, up from 897.
---
## 0.7.9.3 — 2026-09-07
Documentation and the build script behind it. No engine change; 897 tests pass, unchanged.
### The generated reference covers what only the implementation knows
TODO #15a asked for this in 2026-08-22 and specified more than a table of card faces: every
Enhancement carries a `live` / `dormantSolo` / `unbuilt` status in `content.ts` saying **whether its
printed effect actually resolves yet**, and the opponent-directed Action and Space-use cards are held
out of every deck until the attacks are implemented. A transcription cannot carry either fact. Both
are in the generated page, which is the argument for generating it.
**No card counts appear, as ruled** — the counts move with play balance, so a document that prints
them is stale on the next retune. Where a count matters it is rendered as a yes/no "is this dealt at
all", which is a fact about the design rather than about the current tuning. #88 closes with it: it
asked whether `card-reference.md`'s industry rows were stale, deliberately without rewriting them
since Laborer counts are a balance decision. They are stale, nothing in the engine changed, and that
file is simply no longer where anyone looks. The balance question it was guarding is #70.
### Save compatibility is a rule now, not a per-version note
`README.md` § Design notes carries it: a save is a list of moves and reopens by being re-played
through the *current* rules, so any change that makes a once-legal move illegal stops an older one
there — **a deck change being the likeliest breaker**, since a history naming a card the deck no
longer deals has no legal answer at all. It fails safe every time. #40 is generalised to match and
#32 closed; per-version compatibility facts are no longer tracked (Jesse, 2026-09-07). Versioned,
migratable replays are a post-1.0 question, deliberately deferred — every migration would be written
against rules that change again next release.
---
## 0.7.9.2 — 2026-09-07
Two multiplayer information leaks, and the documentation problem that let a wrong table sit in
`docs/rules/` for several releases with the code pointing at it.
### The shared narration log was telling every seat things only one seat should know
Both found while planning the public common board (Gitea#20 step 1), and **both are live multiplayer
bugs with or without that display** — which is why they are fixed here rather than waiting for
0.8.0.
`game.log` is ONE list. `linesSince(seat)` (`server/session.ts:181`) slices it with no per-seat
filter at all, so every line written there reaches every player. Two things were being written into
it that should never have left the seat that caused them:
**The seed, in the opening line of every multiplayer game.** `competitive · 3 players · seed 4242`
handed each player the entire future of the deal — every card order, every die roll.
**The name of a card drawn blind from the Home Office deck.** `Player Cy drew Red Flags from the
Home Office deck`, to the whole table, from a face-down deck.
**Solitaire deliberately keeps both, and that is the rule rather than an exception.** A one-seat
table has nobody to leak to; the seed in the log is what a bug report quotes — both of the issues
fixed in 0.7.9.1 opened by naming it — and a solo player's own history naming their own draw is the
record, not a leak. The rule is *do not tell the OTHER seats*, not *write less down*. A Department
slot stays named for the same reason: 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.
The drawing seat still learns what it got. `justDrawn` is the owner-only channel and `session.ts`
already sends it to that seat alone, so hiding the name from the shared log costs the drawer nothing.
The seed remains in `game.seed`, in every save and in the lobby record, so nothing administrative or
replayable loses it.
**These were not found by a test. They were found by reading a plan.** Every test in
`redaction.test.ts` passes `[]` for the narration log, so the whole of it has sat outside the
redaction net since the net was built. Tests for both now live there, but two strings are not a net —
TODO #91 carries what is still owed, and supersedes #78, which described a gap that had already been
closed and never mentioned this one.
### `docs/rules/` had no current description of the game, and `content.ts` pointed at a superseded one
`content.ts` named `docs/rules/card-reference.md` as "the place that now carries what the cards say".
That file opens with its own banner — **"⚠ SUPERSEDED… Do not use its numbers"** — and describes the
v0.4.5 deck: twelve numbered trains, `3 / 4 | Mail-Express | 3 coaches, no caboose`, against a
`content.ts` whose train 3 is the Express, two freight cars, `oneFreightPerLocation`. The code was
sending readers to a table it had itself replaced.
Every file in `docs/rules/` turns out to be 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. **So the fix is not to rewrite one of them** —
the record is worth more intact than patched, and there was simply no current reference at all.
`docs/rules/as-built.md` is new and is **generated** — trains, Mainline cards, Offices, freight
facilities, modifiers and track, emitted from the same exported catalogues the engine instantiates
from, by `scripts/build-card-reference.ts` (`npm run build:cards`).
`test/card-reference.test.ts` re-runs the generator and asserts the checked-in file matches, so
changing a card face without regenerating turns the suite red.
**A hand-written replacement would have drifted exactly the same way**, and for the same reason:
nothing fails when a table falls behind a constant. That is the whole lesson of the file it replaces.
897 tests pass, up from 891.
---
## 0.7.9.1 — 2026-09-07
Two playtest bugs from one session (seed 550943578). Both were reported as the game getting a rule
wrong; in both the engine was right and what failed was what the screen said about it.
### The map drew westbound trains in the wrong half of the card (Gitea#22)
Reported as a collision that hit the wrong train: "the display graphically showed train 17 further
west than train 5… I allowed train 3 and it collided w/train 17, not train 5 as expected."
`regionOfTransit` answers **how far along its crossing a train is**, counted from the end it
entered — everything still to run is region 0. That is the question the collision rules ask, both
directions share the one index space, and it was correct throughout. The Division map was asking a
different question with the same number: **which printed box, left to right.** East is right on
this map (Gitea#18), so for an eastbound train the two coincide 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 right-hand box, and using the travel index directly drew the whole card
mirrored.
Replayed from the attached save at intent 186, which is the position the ruling was made in: T5 was
a Stage from the far end (travel index 1) and TX17 had just entered behind it (index 0). Both
westbound, so TX17 was physically **east** of T5 — behind it, in the direction they had both come
from. The map drew TX17 at the left, which reads as 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 always had it.
**So the fix is one mirror in `view.ts`, at the boundary the map is drawn from, and the collision
rules are untouched.** `regionOfTransit` keeps its meaning. This is the same class of bug as the
consist row at the Whistle Post (seed 270861860), which came out mirrored for the same reason: a
number that means "distance run" used where the screen means "place".
The tooltip carried the same number and now says which way it is counted — "region 2 of 2, counted
west to east". Beside "2 Stages still to run" the bare number reads as a contradiction, and the
reporter quoted the tooltip as part of what misled them.
Proved by mutation rather than by assertion: reverting the mirror fails two tests in
`mainline-cards.test.ts`, and making the renderer ignore the region fails the SVG placement test in
`web.test.ts`. The existing region tests all ran eastbound, where the mirror is the identity, which
is why the bug survived them.
### A refusal the Blocked panel explained wrongly (Gitea#21)
Reported as "could not drop second tank car at refinery… I dropped the first tank car, but that was
all I was allowed to do."
Replayed from the attached save: the crew was **Train 3**, and the engine's answer was
`FREIGHT_WORKED_HERE`. Train 3 is the Express, which prints *"May drop or pick up one freight car at
every location"* — **the refusal was correct**, and the budget is per location rather than per turn,
so the same train may work another car at the next square it reaches. No rule changed.
What failed is that nothing said so. The player checked "Blocked — why nothing is moving" and got
`refinery 1,0 — green box empty — nothing to load (needs a Freight Agent action)`. That is a true
statement about the facility and has nothing to do with why the drop was refused — so it sent them
to spend a Freight Agent action that could not have helped. **A panel that answers the wrong
question is worse than one that stays silent**, because it looks like an answer. The rule was on the
train card's own tooltip, which is not where anyone looks when a button they expected is absent.
The panel now names it, and only when the crew still has a freight car it could otherwise set out —
a spent budget on a train with nothing to drop is blocking nothing, and this panel earns its keep by
staying short enough to read. It asks `freightBudgetLeft`, the same predicate the reducer refuses
on, through a new exported `freightRuleSpentHere`, so the words cannot drift from the rule.
Against the reporter's own save the panel now reads:
```
[waiting] refinery 1,0 — green box empty — nothing to load (needs a Freight Agent action)
[waiting] Train 3 at (0,1) — 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.
```
### Both were verified against the saves attached to the issues
Not against a reconstruction. Each save was replayed through `fromSave` to the exact intent the
report names, and the fix checked in that state — which is what the process item added after v0.7.5
through v0.7.8 asks for, three releases that each reported the same bug fixed and each fixed
something that was not the reported fault.
891 tests pass, up from 884.
---
## 0.7.9 — 2026-08-30
Four pieces of feedback on the solitaire setup screen, plus the rules bug the second one exposed.
### The collision limits were dead settings in solitaire — now they are not
Asked to reword the collision entries to "the game ends immediately and results in a loss", which
turned out to be unwriteable: `advance.ts` gated the whole §3.4 check on
`mode === 'competitive' || mode === 'coop'`, and a solitaire game's mode is `'solitaire'`. So both
limits were offered on the New Game dialog as live settings, rode into the config, and never fired.
A solitaire player could set a limit of 1 and crash all game. The *existing* text beside them ("the
game ends in a loss") was already false; the new wording would only have made it more so.
The exclusion was never a stated rule — §3.4 does not carve solitaire out — and nothing recorded a
reason for it. **Jesse's ruling: the settings do what they say**, so the mode gate is gone rather
than the controls.
**A solitaire game can therefore now end early, and that is measured rather than asserted.** Over
200 standard games with the developer bot: `loss/collisionFloor` **1 game in 200**, with Days played
falling 5.00 → 4.98 mean and a *minimum of 1* — a bad opening Day can now end a game outright.
Collisions per game are unchanged (0.14 mean, max 3), which is the point: the ending is rare because
crashes are, not because the check is lenient. `0` still switches either limit off, at one seat
exactly as at four, and that path has its own test now.
Every figure in `TODO.md` quoted from a full-length solitaire run predates this.
### Where an Extra may start defaults to your own Control Point
Was "any player's". At one seat the two are the *same rule* — `apply.ts` only rejects `ownOffice`
when `start.seat !== seatOf(s, player)`, which cannot happen — so this is a labelling fix with no
gameplay effect and nothing to re-measure. The permissive label described a permission a lone player
was never being granted, and named an "any player" they have no contrast with.
### The extension question was hidden behind the results screen
Jesse, 2026-08-30: "Solitaire game ended. I did not have an option to extend the game by a day."
**The engine and the Frame were right the whole time** — checked before changing anything: a
solitaire game at the end of its timetable reaches `awaitingExtension` with `extensionVotes: [null]`,
and `isExtendable` covers both `revenueFloor` and `daysElapsed`. `renderActions` reaches
`renderEnding` for any non-active status, and `renderEnding` writes "play one more Day" and "end the
game here" into `#actions`.
Then it opens `#resultsdlg`, **which is modal**. So the two buttons were rendered directly underneath
a dialog whose only control was Close, and the player read a results screen that offered nothing but
Close and concluded the game was over — which is precisely what it looked like.
The results dialog now carries the question itself, hidden unless a vote is actually pending:
**Play One More Day** and **End the Game Here**, casting the same `game.extend` intent. The
`#actions` buttons stay, because they are what remains once the dialog is closed and what a player
who reopens it with "see the full results" comes back to.
**Why this survived being "verified".** `TODO.md` #35 recorded extended play as checked on
`phoenix.local` — over the HTTP API, which renders no dialog. The browser path had never been run to
the end of a timetable. Same shape as the three attempts before it: the thing that was verified was
not the thing the player uses.
### `configWith` let the day count and the Revenue floor disagree
`minCombinedRevenue` fell back to `SOLO_CONFIG`'s constant — the floor for a *five*-Day game —
whatever `days` said. So `configWith({ days: 1 })` asked a one-Day game to clear **15**, a figure a
full five-Day game averages barely half of, and `configWith({ days: 10 })` asked for the same 15 a
five-Day game does. It derives from the days it was actually given now.
Not a live fault: `createLocalSession` is the only caller, and the page always writes the floor
itself, so no dealt game was ever wrong. It was found by a throwaway probe written to reproduce the
extension bug above, which passed only `days` — which is exactly how the next caller would reach for
it. At the default day count the answer is unchanged, since `SOLO_CONFIG`'s own floor is this same
formula at `DEFAULT_DAYS`; the three new tests pin that as well as the derivation.
### A Heavy Grade shows which way it climbs
Jesse, 2026-08-30: "heavy grade mainline card tooltip states climbs east, but card doesn't show it."
The Frame has carried `gradeUp` since the Division map was rebuilt and the tip has read "climbs
east" all along — but the one Mainline card whose orientation is set per game, and the one where
Helpers and Brakeman mean opposite things at opposite ends, drew nothing to tell the two apart.
A brown wedge in the card's lower right, rising toward the climb, with a bone arrow lying along its
slope. **East is right on this map** (Gitea#18), which is what lets a wedge be read without a
compass — and is the layout decision paying for itself again.
**Four passes, and the first three are worth recording because each failed differently.** An arrow
up the hypotenuse had to start at the wedge's thin corner, where there is no height to draw in, so
its head sat over the edge and read as clipped. Level, it was contained but did not read as
climbing. At 30° — steeper than the wedge's own 22.5° — it had to be tucked into the fat half to
survive. Lying **along** the slope is the shape that fits: the perpendicular gap to the hypotenuse
is then constant down the whole arrow instead of closing at one end, so it can sit on the triangle's
centroid. The wedge grew 44×19 → 58×24 to pay for that, because a centred arrow has *less* room than
an off-centre one — the centroid is about 7px from the hypotenuse.
The final sizes are a search result rather than an eyeballed nudge: the roomiest arrow keeping all
seven vertices clear of both edges, at 2.88px.
**A test that passed a visibly broken glyph is the reason this is pinned properly.** The first
containment check bounded the arrow against the CARD, which it never left — while the wedge clipped
it. The check is against the *triangle* now, with a 2px floor, plus the arrow being parallel to the
wedge (derived from the wedge, so resizing it cannot leave a stale angle) and centred on the
centroid.
**Orientation is always set — measured, not assumed**, since a wedge that invented a direction would
be worse than no wedge. Across 400 seeds × 4 player counts: **535 Heavy Grades placed, 0 without an
orientation**, 276 east / 259 west. `setup.ts` is the only place a Mainline node is created and it
rolls the direction from the seed for every grade, so the `?? 'east'` fallbacks in `view.ts` and
`advance.ts` are unreachable.
### Two setup screens, not three — the in-game dialog is deleted
Jesse, 2026-08-30: "If you are in the Solitaire game and you click the new game dialog, it should not
go to a separate screen. We should reuse the Solitaire New Game Screen… in general we should reuse
what we already have."
`#newgamedlg` was a third copy of the same questions and the one that drifted. It was shown ONLY to
a solitaire player, and it asked "Everyone loses if **combined** Revenue at the end is under" — a
table's question, put to one person — and explained Employee Rotation in full, in multiplayer terms,
beside a control it had itself disabled. Both were on the list to re-word. Deleting the screen
removes the drift instead of restating it, which is the cheaper fix and the one that cannot drift
again.
**New game now opens the setup screen in place.** Not a navigation: the live session stays in memory,
so the fields open on the rules actually being played — which is what the dialog was good for, and
losing "change one dial, redeal, compare" would have been a real loss — and **Continue Existing Saved
Game** puts the board straight back with no reload and no replay. Nothing is at risk either way:
`render()` calls `save()` every frame, so the game in progress is always on disk.
**And the two remaining screens now match below their headers.** Each keeps its own opening — the
lobby's join/secret section and "Create a new game" are multiplayer's alone — but from the parameters
down they are one form: the same three fields in the same order (seed, players at the table, days),
the same note about a seed and settings dealing the same railroad, and the same note about every
chair being taken. Solitaire shows **Players at the table** too, locked at one, rather than omitting
it — a control that is present and fixed says "this is the same form, at a table of one", where a
missing one just made it a different form that happened to share a rules block.
The drift guard that had been checking three prefixes now checks two, and a new assertion fails if
any `ng-` id ever reappears.
### The two screens are worded the same, section by section
Jesse, 2026-08-30: "let's get the text between the Multiplayer and solitaire as close as possible to
the same." Walked section by section; where the two said the same thing differently, the lobby's
wording won, because it was written for the harder case.
- **The chair note is one paragraph on both**, replacing two that each described only their own
case: "Every chair must be filled before the game can start. For solitaire, there's only one
player. For multiplayer, that must be filled by a person or a bot. The number of players cannot be
changed once the game is created."
- **The Game type heading names which game the screen deals** — "Game type (multi-player)" and
"Game type (solitaire)". That heading is now the whole explanation for the dimmed rows.
- **No reason is printed beside a dimmed type any more.** The lobby appended "— dealt with the New
game button, not here" to Solitaire, and the solitaire screen appended "— use the Multiplayer
button; a table needs a server" to each of three. Jesse: "grayed out with no additional
explanation. The explanation above… is sufficient." One heading says it once; three rows were
saying it three times. `markUnavailable` is down to dimming, and `.lb-why` is gone with them.
- **The sentence under the radios is deleted on both.** It restated the type just chosen to the
person who had just chosen it. Its one non-obvious case — how many settings a Custom game differs
by — is not lost: `form.mark` already puts "Co-op default: …" on each row that differs, which is
where a reader can act on it rather than a count they would have to go and find. The tests that
read that sentence now read the row hints instead.
- **The Game settings, Starting hand and Victory conditions notes are the lobby's on both**, with
one edit Jesse asked for: "clicking a type again resets" → "changing the game type resets", which
names the control that does it rather than a gesture. Victory conditions was not on his list —
applied under the same rule, and the lobby's wording fits now that solitaire also shows the table
size.
What is deliberately still different: each screen's own opening paragraph, and the heading above.
### The status line said nobody was holding the game up
Jesse, 2026-08-30: "waiting on shows 'nobody — the Division is running itself' BUT the system is
actually waiting on the Superintendent."
`Frame.actor` carried `clock.currentActor`, which is null for the whole Mainline Phase — so the three
interruptions that stop the game and put a question to a named person (§8.1's clearance ruling,
Gitea#5's Yard Office offer, Gitea#19's Red Flag prompt) all reported that the Division was running
itself. `actingPlayer` has had the answer since the Gitea#5 refactor; the Frame threw it away.
It carries `actingPlayer` now, **and what the question is**: "waiting on **Bob** · a clearance ruling
· Train 4". Naming the person is not enough on its own — three different things can be pending, and
"waiting on Bob" with nothing after it is a game that looks stuck to everyone except Bob.
### The Fedora moved to the end of the phase row
`TODO.md` #29. It sat on a line of its own between the phase chips and everything above them, which
put a thing that moves every third Stage in among the things that move every Stage. It rides at the
right-hand end of the phase row now — the row whose last chip is Supervisor Shift, the phase that
passes it — and wraps underneath rather than squeezing the chips on a narrow screen.
### The developer replay stopped printing a raw enum
`TODO.md` #34. Its heading read `loss — revenueFloor`: the exact defect Gitea#16 was filed about on
the playable page, still alive here a release after that was fixed, because nothing player-facing
pointed at it. It reads "lost — The Division closed short: 3 Revenue between everyone, against a
floor of 15…" now.
`panels.ts`'s `reasonSentence` is exported and shared rather than reimplemented, so the replay and
the results screen cannot explain one ending two different ways. It is fed the last recorded frame —
the state the outcome was decided in — and stripped of markup, since it lands in an `<h1>` and a
console line. The drift test that compared this string against the engine now maps `win`/`loss` to
`won`/`lost`, so it still checks the two agree rather than that they are spelled alike.
### The save warning, the buttons, and a claim that was simply false
Three more from Jesse reading the two screens side by side.
- **The save warning is a warning.** "That's a warning, not an 'oh by the way'." It had already moved
off `.ng-note` earlier in this release; it is larger and heavier again now — 15px, weight 500,
bright amber on a deeper ground with a 5px rule down the side. Worth noting what he was actually
looking at: `phoenix.local` runs v0.7.8, where this line is still the small grey `.ng-note`. None
of this release has been deployed.
- **The buttons read the same on both screens**: **Continue saved game** and **Create new game**.
Solitaire said "Continue Existing Saved Game" and "Deal New Game"; the lobby said "Create game".
Three phrasings for two actions.
- **"Off in every game type" is deleted from the Optional rules note, because it was not true.**
Checked against the presets rather than taken on trust: `discardTimetabled` — §6.2's "a Timetabled
train may be discarded" — ships **on** in all four types, not just Co-op. The note now says only
what is true of all of them: "Each one changes how the game plays."
### A game you come back to has not begun
Jesse, 2026-08-30: "when you are continuing the saved game out of that screen, do not post a message
that says 'The game has begun.' … it needs to say 'The game has resumed.'"
A restored game draws exactly like a dealt one — mid-Day, mid-phase, with a log already several turns
deep — and **solitaire said nothing at all** to tell them apart. It flashes "The game has resumed —
Day 3, Stage 7" now, on both ways back: the setup screen's **Continue saved game**, and a bare reload
that restores the save.
**The same line was wrong on the multiplayer side, in the other direction.** `noteFirstFrame` guards
on `firstFrameSeen`, which is per page-load — so re-entering a game this browser already held a seat
in, by reloading mid-game or picking it out of the lobby's list, announced that the game had **begun**
to somebody who had been playing it for an hour. `beginRemote` carries whether this is a rejoin now,
and the line reads "resumed" when it is.
Both halves are pinned, including that a brand-new game does *not* claim to be a resume — an
announcement that fires either way says nothing.
### The screen does what you tell it — three items off `TODO.md`
Reviewed with Jesse 2026-08-30 out of the Display section. A fourth, #17 (hiding the Division map),
was **declined** in the same pass: its premise died with Gitea#18 and nobody had connected the two.
The map used to grow a row at a time and was worth folding away at three or four seats; a single row
is `boardH = PAD * 2 + CH + 30` — 150px, fixed, at every seat count — and that is not worth a
control, three states and a persisted preference.
#### The Office Area's auto-hide could not reach every state (#16)
One button cycling `auto -> pinned -> auto`, where the pin it reached was
`open ? 'closed' : 'open'` — and `open` is what auto is doing **at that moment**,
`FOCUS_PHASES.has(f.phaseKey)`. So which pin a press offered depended on the phase: "always hidden"
during Local Operations and Cargo, "always showing" everywhere else. Getting from one pin to the
other meant clicking back to auto, waiting for the phase to turn over, and clicking again. That is
why it never read as a setting — it was not one.
Three controls now, one per mode, and every mode is one press from every other. The labels still say
what pressing **does** rather than what the panel is doing, which was an earlier deliberate fix; what
the cycle could not do was report the state it was in, and `aria-pressed` on the lit button carries
that instead of the label.
**Addressed by id (`#dm-auto`/`#dm-open`/`#dm-closed`) rather than by querying the container's
children**, and that is a testability decision rather than a style one. The page never writes this
markup, so a child query finds nothing in the stubbed DOM the web suite runs against — the control
would have shipped green and completely unexercised. The test that now pins it presses
always-show → always-hide directly, which is precisely the transition the cycle could not make.
#### The history reads newest first (#23)
Jesse: "it should be reversed so the top line is the most recent and the further down you go, the
older the entry." The panel ran oldest-first and scrolled itself to the bottom, so the thing that had
just happened was the one line you had to go and find.
**The phase headings now trail their lines, and that is accepted rather than overlooked.** A
`t-phase` line reads forwards — it introduces what follows it — so reversing puts each one below the
events it announced. Jesse ruled on it directly: "stage changes will be beneath (prior to / older
than) the following events. That is OK." Reading down the panel is reading backwards in time, and a
heading under its own lines is what backwards looks like. Grouping by phase and reversing the groups
was the alternative and was declined as more machinery than the complaint needs. The
"— the game began —" marker moves by the same logic: it is the oldest thing on screen, so it goes
last.
`replays.ts` keeps its own oldest-first log deliberately. It is paired with a frame stepper, where
"what just happened" is the step you have this moment clicked, so newest-first would fight the
stepping rather than help it.
#### The settings moved into a card, and the collision counts came out of hiding (#28)
Jesse, 2026-08-23: "the game-specific information in the very top line should probably be a card like
Facilities, timetable or blocked… we can give complete information about all the game options and not
take up valuable real estate at the top of the screen." And on when it is read: "To go, 'Oh wait, what
did we set that to?'"
The top line carried six things and now carries four: **Revenue, the objective, the collision counts,
and the game code**. The seed or seat, the game type and the abbreviated house rules moved into a
**This Game** card at the foot of the right-hand column, folded by default and persisted with the
other display preferences.
**Nothing new travels for it.** `configFromFrame` already turns the Frame's copy of the config back
into a `GameConfig`, and `rulesListHtml` is the renderer the lobby's join preview and seating screen
already draw — so what a player agreed to before the deal and what they read mid-game come from one
implementation and cannot drift. The card adds only the half `rulesListHtml` has no notion of: which
seed or seat this is, and what the game is called.
**The collision counts are new on the board, not merely moved.** The Frame has carried
`collisionsToday` and `collisionsTotal` since v0.7.0 and nothing drew them, so the one victory
condition that ends a game EARLY ran invisibly — which v0.7.9 made reachable in solitaire too, and
that is what made them worth having. They stay on the top line while the limits go in the card,
because the two are different kinds of thing: a limit is a setting agreed to once, "2 of 3 today" is
a number that changes how you play the next Stage. A limit of `0` is off, and an off half is left out
rather than shown as "1 of 0"; with both off the chip is empty and collapses.
In solitaire the game-code span is empty, so its tooltip — which still carries the type, the blurb and
the victory conditions — is unreachable. Not a hole: the card's summary line is on screen whether the
card is open or shut and opens with the type, "Solitaire · 5 Days · floor 15 · 3 cards · 4/2/1".
**One gap in the test stubs was closed to get here.** None of the five element factories in the web
suite had `setAttribute`, so the first render threw `b.setAttribute is not a function` — meaning any
control that reports its state through ARIA could not be tested at all. They carry an attribute bag
now, and the segmented control's test reads `aria-pressed` through it.
**What is verified and what is not.** The logic is covered by three new tests and the two that used to
read `#houserules`/`#gametype` were rewritten to open the card rather than deleted. **The layout is
not verified** — there is no browser on this box, so nothing has confirmed the segmented control, the
card, or the reversed panel actually look right on screen. That wants a play session.
### Four things the game counted and never said
Prompted by Jesse asking the general question after two separate v0.7.9 fixes turned out to have the
same shape — `actingPlayer` existed and the Frame threw it away, and `collisionsToday`/`collisionsTotal`
rode the Frame for three releases with nothing drawing them. So: **what else is being computed,
serialised and sent to nobody?**
Audited rather than guessed. Every one of `Frame`'s 59 top-level fields grepped for a read across the
seven renderers, then the same for `Tally`'s 26 members. **55 of 59 are read.** The four that are not:
- **`tally.unloadsBegun`** — and this one was visible rather than merely unused. §9.1 makes loading
and unloading the same shape, begun then carried through, and the results screen printed "Loads
still in the pipeline" for one side and nothing for the other. It reported half of a symmetric
mechanism. There is an "Unloads still in the pipeline" line now.
- **`tally.cardsDiscarded`** — counted by the engine, listed beside "Cards drawn" and "Cards played"
without it. Gitea#9 made throwing a Timetabled train away a legal, deliberate move, so a discard is
a player CHOICE the game counted and never reported. It reports it now.
- **`viewerSeat`** and **`overHandLimit`** — deferred by Jesse. The second is the fullest version of
the shape: the engine computes it, `view.ts` puts it on the Frame, `session.ts` declares it on the
`Session` interface and implements it twice, and the only caller in the repo is its own test. Four
layers of plumbing with no consumer. Left alone for now; the decision when it comes is
delete-or-document, not a patch.
**Fixing the two turned up a third thing worth knowing.** `resultsHtml` draws
`tallyHtml(report?.tally ?? f.tally)`, and `report` is `f.official`, which the engine writes the
moment any game ends — so a finished game reports the tally frozen at the official ending, not the
live one. The first attempt at a test overrode `f.tally` alone, changed nothing on screen, and failed
for a reason that had nothing to do with the fix.
### A shouted keyword is not a sentence
`EXTRA X18 started…`, attributed to a player, rendered as `Player Solitaire eXTRA X18 started…`. The
same happened to `TRAIN 1 MADE UP` and `COLLISION`, which are shouted deliberately.
`record` folds a narration's opening word into the middle of a sentence — "Chose to draw" has to read
"Player Bob chose to draw" — and did it with a flat `charAt(0).toLowerCase()`. It now folds **only a
sentence-cased word**: `^[A-Z][a-z]`, a capital followed by a lower-case letter, which is an ordinary
word capitalised because it began a sentence and nothing else is. That also leaves `X22 Pee-Dee`
alone, which a naive "is the first letter uppercase?" test gets wrong, because `'2'.toUpperCase()`
is `'2'`.
**It had been filed under Play Balance**, where it has no business being — which is how it survived a
session that had explicitly ruled balance work out of scope. Found by reading the section it did not
belong to.
### A replayed save now narrates what the live game narrated
`fromSave`'s loop called `record(game, result.events)` with no `actor`, so every restored save, every
undo (which rebuilds through `fromSave`) and the replay viewer stripped the "Player X" prefix off
every attributed line. Live play attributes — `submit` passes `actor` — and so does multiplayer's
replay; this was the one path of the three that did not, which meant the same moves were described in
different words from the game that produced them. The fix is one argument, with `actor` already
computed on the line above.
**Why it survived two years of green tests, which is the part worth keeping.** Nothing ever compared a
`fromSave`-built log against a LIVE-played one. The single log-comparing test compares `undo`'s
rebuilt log against another `fromSave`-built log — and since `undo` itself rebuilds through
`fromSave`, the missing attribution cancelled out on both sides. The whole suite stayed green with the
bug in place, and stayed green after the fix too.
The new test plays a game, saves it, restores it, and asserts the two logs are identical. That is the
**missing direction**, not a new requirement. All three of this batch's fixes were confirmed to fail
with the fix reverted before being called done — the discipline the v0.7.5→v0.7.8 sequence bought.
### Three wording and layout fixes
- **The collision entries** on all three screens now read "The game ends immediately and results in
a loss…". The Revenue floor keeps its own wording, since it is settled at the end rather than on
the spot.
- **Employee Rotation** on the solitaire screen says "not applicable for solitaire" instead of
"meaningless at a table of one, shown here so this screen and the lobby read as one list" — which
explained the page's own construction to somebody who had not asked.
- **The save warning is legible.** It sat in `.ng-note`, the same dim 11px grey as the twenty
explanatory notes above it, while being the only thing on the screen describing something
irreversible. It is 14px on an amber panel now — amber and not red because losing a save is a real
cost, not a danger, and red would outrank the actual rules above it. The buttons say **Continue
Existing Saved Game** and **Deal New Game** rather than "Continue saved game" and "Deal".
884 tests pass, seventeen of them new; one existing test asserted the opposite of the collision ruling
above and says so where it was reversed.
---
## 0.7.8 — 2026-08-30
### The setup screen was unreachable for anyone who had ever played
+12
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@@ -131,6 +131,18 @@ is the thing this machinery exists to prevent.
and they do not reconstruct the position. The phase driver mutates state and then describes it, so
roughly a third of the event types are never reduced at all. Anything that needs to rebuild a game
replays the intents.
- **A save is only guaranteed to replay on the version that wrote it.** This is the cost of the
property above and is not a bug to be fixed case by case: a save is a list of moves, so it reopens
by being *re-played through the current rules*. Any rules change that makes a once-legal move
illegal will stop an older save at that move — **a change to the deck is the likeliest breaker**,
since a history that names a card the deck no longer deals has no legal answer at all, but any
narrowing of what is permitted does it. It fails safe in every case: the load is declined, the
offending move is named, and the file is left untouched, so nothing a player has is destroyed.
Assume an older save may not open, tell players so wherever a build is announced, and read "this
save will not load" in a bug report as this before treating it as a fault. **Versioned, migratable
replays are a post-1.0 question** — deliberately not worth the effort while the rules are still
moving this fast, since every migration would have to be written against rules that changed again
next release.
- **Never call `Math.random()`.** One ambient random call silently breaks replay.
- **The Mainline Phase can stop and ask, and there are three questions it asks.** §8.1's clearance
ruling goes to the Superintendent; the Yard Office offer and the Red Flag prompt go to the owner of
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@@ -0,0 +1,978 @@
# Station Master Jitsi Common Board Implementation Plan
**Status (2026-09-07):** **STEP 1 IS BUILT AND SHIPPED. Steps 2-7 are unimplemented.**
Step 1 landed across four releases rather than one — v0.7.9.2 (the two narration leaks), v0.7.9.4
(the projection helpers and the redaction net), v0.7.9.5 (the narration path), and v0.7.9.8 (this
reconciliation). One of its items is struck off rather than built; see § Public game projection.
**This document has drifted from the code and is no longer the authority on what exists.** It was
written on 2026-08-27 against the code of that date, and the "Current code findings" under each step
describe faults that were then real — several are now fixed, and reading them as present tense will
send you to fix things twice. Where a step is marked built, `src/sim/view.ts`, `src/server/`, and the
tests named in TODO.md are the authority. Steps 2-7 were never implemented and their findings have
NOT been re-verified against the current code; check each before building on it.
## Summary
Add a privacy-safe common game board that can be viewed in a browser and published into the game’s Jitsi meeting by a server-managed headless Chromium participant.
The publisher represents the game table, not a player or bot. Human and bot actions both update the same public board. No hands, objectives, legal moves, random seed, private draws, or other player-only state may enter the display data path.
The implementation is divided into independently useful stages:
1. Establish a secure public-state projection and close existing narration leaks.
2. Add a public display stream, credentials, persistence, and reconnect behavior.
3. Build the reusable 1280×720 common-board renderer.
4. Preserve individual human and bot actions as display animation steps.
5. Add a minimal visual-only Jitsi engine.
6. Supervise one headless Chromium process per published game.
7. Integrate lifecycle, configuration, packaging, health, and live verification.
The browser display remains useful without Jitsi. The public projection and leak fixes improve multiplayer security even if no visual display is deployed.
## Research incorporated
This plan is based on the current Station Master server, engine, multiplayer view, persistence, and untracked Jitsi harness, plus a read-only review of the sibling `jitsi-transcription` packaging repository at commit `9cae1877a9d9a9f489de8f870dad6ff011521c9d`.
The Jitsi Transcription review materially changes the earlier architecture:
- Use direct `child_process.spawn` Chromium supervision, not Playwright or CDP.
- Use one Chromium process and temporary browser profile per published game, not multiple contexts in one shared browser.
- Copy the minimal proven Jitsi/control patterns into Station Master; do not create a runtime dependency on the sibling repository.
- Treat `conference.authenticationRequired` as a retryable “waiting for moderator” state.
- Use the exact StartOS-proven Chromium flag set.
- Explicitly disable third-party requests in `JitsiMeetJS.init`.
- Gracefully leave Jitsi before terminating Chromium to reduce ghost participants.
- Package Chromium and `tini`; visual-only publishing needs neither PulseAudio nor Xvfb.
- Default to one concurrent publisher until target-hardware measurements justify more.
The sibling repository had unrelated local modifications and untracked files. They are not part of this plan.
## Public interfaces and types
### Public game projection
Introduce dedicated allow-listed types. Do not derive them with `Omit<Frame, ...>` because new private `Frame` fields could then leak automatically.
> **RECONCILED 2026-09-07 (v0.7.9.8).** Step 1 is BUILT, and what shipped is not shaped like the
> sketch below. This block was the design; `PublicFrame` in `src/sim/view.ts` is now the authority,
> and `test/redaction.test.ts`'s allow-list is the enumeration of it that fails when it changes.
> **Read those two, not this**, when building steps 2-7. The differences that matter:
>
> - **The shape is FLAT, not grouped.** There is no `clock`, `config`, `scoring` or `deckCounts`
> object. Their contents sit at the top level — `day`, `stage`, `clock` (a time string), `phase`,
> `phaseKey`, `actor`, `superintendent`, `deck`, `departments`, `departmentDepth`, `salvage`,
> `yards`, `mode`, `days`, `optionalRules`, `houseRules`, `minCombinedRevenue`,
> `maxCollisionsPerDay`, `maxCollisionsTotal`, `collisionsToday`, `collisionsTotal`, `status`,
> `outcome`, `extraDays`, `extensionVotes`, `official`, `tally`, `openingRolls`, `timetable`,
> `timetableWhat`, `trains`, `players`, `division`, `districts`.
> - **`protocolVersion` was NOT built** and exists nowhere in the repo. Step 2 is the reconnecting
> display stream, which is the first thing that would want one — decide there whether to add it,
> rather than assuming it is already on the wire.
> - **`redFlagHeld` is STRUCK OFF**, not deferred. See below.
> - **Fields gained since this was written** that the renderer should know about: `crewTrays` and
> `queued` (#98, the Crew Tray pool and the trains waiting for one), and on each district's cells
> `heldAtLimits` (#99, a train stopped on the Limit Track) and `enhancementsSpent` (#101, a
> dispatch device spent for the Day).
>
> **Why `redFlagHeld` is struck off rather than built.** 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; `redFlag.play` emits `phaseEnded` and
> does not spend it. So every player holds one or none does, decided before the deal. A per-player
> `redFlagHeld` would be `optionalRules.emergencyToolbox` copied N times, already public, while
> telling every reader of the common board that it varies by player and may change mid-game. The
> invariant is pinned by test (`test/display-gaps.test.ts`) so this does not get re-raised from the
> plan text: if the rule ever becomes per-player, that test fails.
The design as originally written, kept for the reasoning:
```ts
type PublicPlayerView = {
index: PlayerIndex;
seat: PlayerIndex;
name: string;
revenue: number;
handCount: number;
redFlagHeld: boolean;
};
type PublicDistrictView = {
seat: PlayerIndex;
player: PlayerIndex;
cells: readonly CellView[];
facilities: readonly FacilityView[];
runningRow: number;
limits: unknown;
};
type PublicFrame = {
protocolVersion: 1;
status: GameState['status'];
clock: PublicClockView;
config: PublicConfigView;
scoring: PublicScoringView;
players: readonly PublicPlayerView[];
division: readonly DivisionView[];
districts: readonly PublicDistrictView[];
deckCounts: PublicDeckCounts;
departments: PublicDepartmentsView;
salvage: PublicSalvageView;
yards: PublicYardsView;
timetable: PublicTimetableView;
};
```
Reuse existing view types only after verifying every reused field is public. Create narrower public variants where an existing type includes viewer-specific or private data.
The projection must never include:
- `viewer`
- card identities in any player’s hand
- `justDrawn`
- objectives
- decisions or private prompts
- menus, actions, legal moves, or blocked reasons
- seed or RNG state
- raw `GameState`
- intent history
- private event details
- unresolved internal ordering data
- full shared narration logs
### Display stream
```ts
type PublicFrameDelta = PartialPublicFrameDelta;
type DisplayReset = {
type: 'display.reset';
seq: number;
frame: PublicFrame;
};
type DisplayStep = {
type: 'display.step';
seq: number;
actor: {
player: PlayerIndex;
seat: PlayerIndex;
source: 'human' | 'bot';
};
frame: PublicFrameDelta;
lines: readonly PublicNarrationLine[];
};
type DisplayMessage = DisplayReset | DisplayStep;
```
A new or reconnected display client always receives `display.reset`. Subsequent accepted intents produce ordered `display.step` messages. The server does not replay missed steps; reconnecting clients reset to the latest public state.
### Jitsi publisher state
```ts
type JitsiPublisherState =
| 'disabled'
| 'queued'
| 'launching'
| 'connecting'
| 'waiting-for-admission'
| 'waiting-for-moderator'
| 'publishing'
| 'reconnecting'
| 'stopping'
| 'failed';
```
Expose sanitized state, last transition time, and a safe error summary through the existing session/health surfaces. Never expose meeting credentials, display credentials, Jitsi tokens, XMPP service credentials, or browser launch URLs.
## Step 1 — Secure public-state projection
> **BUILT — v0.7.9.2 through v0.7.9.5.** Everything in "Required changes" below shipped except the
> Red Flag holder, which is struck off (§ Public game projection). Mapping to the work items in
> TODO.md: the projection helpers and `currentActorOfState` are **#95**, the systematic redaction
> net and its allow-list are **#91**, the seed and blind-draw narration leaks are **#92**, and
> "stop passing the full game log into `frameFor()`" is **#97** — which also fixed a reconnect bug
> the duplicate had been masking, so read that entry before touching narration in step 2.
>
> **The findings below are as of 2026-08-27 and are now HISTORY, not a task list.** Two are worth
> carrying forward anyway: districts must be keyed by SEAT with ownership resolved through
> `playerAtSeat` (Employee Rotation), and the public view must be composed UPWARD from shared
> helpers, never by calling the player `snapshot()` once per seat. Both are load-bearing for step 3.
>
> One finding was struck off on measurement rather than fixed: it warns that a display reading
> `clock.currentActor` could highlight the wrong district during a decision. Across six seeds and
> 3,600 decision points that field and `actingPlayer` never disagreed. `currentActorOfState` exists
> anyway as the one place to ask — and **#96** later found a real instance of the same class in a
> state nobody had checked, the §3.3 vote, where the game is not `active` at all.
### Current code findings
`src/sim/view.ts` currently builds `Frame` for one real viewer and defaults that viewer to player zero. It combines shared table state, one district, and viewer-private fields. Calling it for a spectator would silently expose player zero’s district and private information.
`src/server/session.ts` calls:
```ts
snapshot(game.state, game.log, ..., seat)
```
This embeds the complete shared narration log in every `Frame`, while `Push.lines` also sends narration incrementally.
Existing narration has at least two privacy leaks:
- `newMultiplayerGame()` places the seed in the shared log.
- A blind Home Office draw can resolve the drawn card to its real name in shared narration.
Existing redaction tests pass `[]` for narration and mainly search internal IDs, so they do not detect resolved card names or seed text in the full serialized payload.
`currentActor(game)` accounts for Superintendent/pending decisions, while `snapshot()` reads `state.clock.currentActor`. A public display using the latter could highlight the wrong district.
Employee Rotation means district ownership cannot be assumed to match player index. Districts must be keyed by seat, with current ownership resolved through `playerAtSeat`.
### Required changes
Create explicit projection helpers in the simulation/view layer:
- `projectDistrict(state, seat)`
- `projectDivision(state)`
- `projectSharedTable(state)`
- `publicSnapshot(state)`
- `currentActorOfState(state)`
Refactor the player snapshot and public snapshot to share only safe lower-level projection helpers. Do not implement the public view by repeatedly calling the player `snapshot()` function.
Make the existing actor logic use the same engine-level helper so player views, bot execution, and the common board agree during decisions and Superintendent actions.
Add the Red Flag holder to the public player projection. It is public game state but is currently absent from `Frame`.
Remove seed narration from multiplayer game creation. Retain the seed only in persistence and administrative/replay data.
Change blind-draw narration to a generic public line such as “Home Office drew a card.” Keep the card identity available only to the drawing player through the existing owner-only `justDrawn` mechanism.
Stop passing the full game log into `frameFor()`. Continue sending sanitized incremental narration through `Push.lines`.
### Tests
Add tests that serialize the entire public frame and player pushes, then search for:
- every opponent hand card ID
- every opponent hand card display name
- current objective IDs and names
- `justDrawn` for the wrong player
- seed values and seed narration
- private decision/menu/action data
Cover:
- a newly created multiplayer game
- a blind Home Office draw
- a pending decision
- Superintendent acting
- Employee Rotation before and after ownership changes
- reconnect pushes
- a finished game
Acceptance requires an allow-list review of every `PublicFrame` property. Passing redaction tests alone is insufficient.
## Step 2 — Display credentials, stream, and persistence
### Display metadata
Create separate per-game display metadata rather than extending the authoritative game save:
```ts
type SavedDisplayMetadata = {
schemaVersion: 1;
room: string;
viewToken: string;
publisherToken: string;
nextSequence: number;
createdAt: number;
};
```
Store it in the same per-game data directory as `display.json`, using the persistence layer’s existing atomic-write pattern.
Generate:
- a cryptographically random Jitsi room name
- a high-entropy `viewToken`
- a separate high-entropy `publisherToken`
Do not derive any token from game ID, room name, player token, seed, or timestamp.
For older saves without `display.json`, generate the metadata once on resume and persist it. Failure to initialize display metadata must disable display/Jitsi for that game without preventing the underlying game from resuming.
### HTTP endpoints
Add:
- `GET /display.html#token=<viewToken>` — manual common-board page
- `GET /api/display/stream?token=<viewToken>` — public-board SSE
- `GET /display-agent.html` — internal headless publisher page
- WebSocket upgrade at `/api/display/control` — supervisor/agent control
Extend the authenticated game/session response with:
- display URL
- Jitsi meeting URL
- sanitized publisher state
The browser display reads the fragment token, removes it from the visible address if practical, and supplies it to the SSE request. Fragments keep the credential out of the initial HTTP request and normal server access logs.
Do not add a publisher-configuration HTTP endpoint. The internal agent receives its meeting configuration and view token over the authenticated control WebSocket.
### SSE behavior
Maintain a display subscriber set per game.
On connection:
1. Authenticate `viewToken`.
2. Produce the latest `PublicFrame`.
3. Send `display.reset` with the current sequence.
4. Continue existing heartbeat behavior.
5. Send later `display.step` messages in sequence order.
Use a dedicated public-frame delta function rather than the player `Frame` delta. The observed public snapshot grows enough during longer games that full frames for every action would be wasteful.
If an SSE client is slow or disconnected, close it and let EventSource reconnect to a new reset. Do not keep an unbounded replay buffer.
### Security requirements
- Compare tokens without placing them in error messages.
- Do not log query strings or control registration messages containing tokens.
- Never accept game intents through display endpoints.
- Do not let a view token register as a publisher.
- Apply payload and connection limits independently from player SSE.
- Keep display failure isolated from player pushes and game persistence.
### Tests
Add HTTP tests after refactoring `startServer()` to return the server/listening handle needed by tests.
Cover:
- valid and invalid view tokens
- publisher token rejected as a view token
- reset on first connect and reconnect
- monotonically increasing sequence IDs
- public deltas reconstruct the same frame as a fresh reset
- heartbeat behavior
- no private fields in raw SSE bytes
- legacy save migration
- atomic `display.json` persistence
- display failure not interrupting `/api/intent` or player SSE
## Step 3 — Reusable common-board renderer
### Renderer structure
Build one renderer shared by:
- the manual browser display
- the headless Jitsi publisher page
Use a fixed 1280×720 canvas at 10 frames per second. Set the captured video track’s `contentHint` to `"detail"`.
Keep the canvas palette stable. The Jitsi Transcription prototype deliberately changed color themes to prove updates were arriving; that behavior strobes during frequent game actions and must not enter the product.
Separate the renderer into:
- a pure layout/view-model stage
- image/SVG preparation
- canvas drawing
- animation queue management
### Layout
Use this fixed layout:
- Header: game name/status, day/stage/phase, current actor, Red Flag.
- Main left: persistent Division board.
- Main right: focused district.
- Footer/side panels: player standings, hand counts, timetable, public decks/resources, and recent narration.
- Compact district summaries: every district’s owner, revenue, and operational status.
The focused district is:
1. the acting player’s current seat;
2. otherwise the most recent actor’s seat;
3. otherwise seat zero.
Resolve owner from seat on every frame so Employee Rotation updates the labels without moving the district itself.
The complete `PublicFrame` carries all public districts even though the 720p layout focuses one at a time.
### Existing assets
Reuse the existing Division and office SVG generators and exported board CSS. Adapt their APIs so the Division roster can be rendered without a private viewer.
Render SVG output into canvas-safe images. Cache images by serialized SVG/content key and invalidate only when the corresponding public model changes.
Do not recreate game rules or labels inside the renderer. The projection layer supplies display-ready public labels.
### Display behavior
- Human and bot actions use the same animation path.
- Normal display-step duration: 700 ms.
- If the queue exceeds 12 steps, use 200 ms catch-up transitions.
- A reset clears queued animations and renders immediately.
- Rendering or asset failure keeps the previous good frame and reports a sanitized diagnostic.
- Recent narration is bounded and uses only sanitized `DisplayStep.lines`.
- No server-side sleeps are permitted.
Update `scripts/build-web.ts` to explicitly build/copy the new display entry points, HTML pages, styles, and Jitsi vendor asset. The current static build manually lists its artifacts, so relying on automatic discovery will omit the pages.
### Tests
Test the pure layout model for:
- focused-district selection
- Employee Rotation ownership
- Superintendent decisions
- two through four players
- empty and dense boards
- long player/facility names
- finished-game state
Test renderer lifecycle with a fake canvas/image layer:
- reset clears the queue
- step order is preserved
- catch-up speed activates at the threshold
- stopped renderers stop timers and media tracks
- no private input type is accepted
Perform visual review at 1280×720 and as a reduced Jitsi tile. Text and train positions must remain legible without opening a tooltip.
## Step 4 — Preserve individual human and bot actions
### Current code findings
`GameSession.intent()` applies the human intent, runs `driveBots()`, and only then creates player pushes.
`driveBots()` can call `submit()` many times. Player deltas intentionally collapse those moves into one final state, which is appropriate for gameplay but would make bots appear to teleport through several actions on the common board.
Engine events cannot be replayed into display state. One accepted intent may run automatic `drain()` work and emit several events, and the event list is not a complete reducer.
### Required changes
Introduce a display-step collector inside `GameSession`.
After every successful `submit()`:
1. Resolve the acting player and current seat.
2. Produce the sanitized narration lines added by that submission.
3. Create the next `PublicFrame` immediately.
4. Delta it against the last emitted public frame.
5. Assign the next display sequence.
6. Emit one `DisplayStep`.
Apply this both to:
- the human submission in `intent()`
- every successful bot submission inside `driveBots()`
Capture the frame immediately. Do not retain a mutable `GameState` reference for later projection because every retained reference would otherwise resolve to the final state.
One display step corresponds to one accepted intent, including automatic consequences drained by that intent. Do not create one step per low-level `GameEvent`.
Keep player pushes unchanged: players still receive the final coalesced result after all immediately due bots finish.
Opening bot moves that occur before any client connects do not need replay. Persist the resulting game state and sequence; a later display receives the final reset.
### Failure isolation
Display projection or broadcasting must not invalidate an already accepted game move.
If step generation fails:
- record a sanitized server diagnostic
- mark the publisher/display state degraded
- send a fresh reset on the next successful display update
- continue normal game and player push processing
### Tests
Cover:
- one human intent with no bot response
- one human intent followed by several bot intents
- consecutive bot turns
- bot pending decisions
- automatic engine work within one intent
- ordering of narration and frames
- sequence continuity
- player pushes remaining coalesced
- reconstructed display state matching `publicSnapshot()` after the final step
## Step 5 — Minimal visual-only Jitsi engine
### Source strategy
Port the smallest relevant production patterns from `jitsi-transcription` into Station Master with attribution where required. Do not import the sibling repository at runtime, add it as a submodule, or copy its transcription/audio/chat features.
Retain only:
- Jitsi configuration parsing
- connection/conference lifecycle
- lobby handling
- reconnect classification/backoff
- generated-display track creation
- generated-display cleanup and republishing
- normalized state/error events
- minimal control protocol
Pin the known working `lib-jitsi-meet` release:
```text
v2192.0.0+d6f3312f
```
Add `ws` for the Node control broker. Do not add Playwright.
### Agent page
`display-agent.html` must:
1. Validate its opaque session ID and publisher token from the URL fragment.
2. Connect to `/api/display/control`.
3. Register as the engine for exactly one session.
4. Wait for a supervisor command before joining Jitsi.
5. Connect to the public display SSE using the supplied view token.
6. Render the same common-board canvas as the manual page.
7. Capture the canvas stream at 10 fps.
8. Join Jitsi and publish it as a desktop video track.
9. Report normalized lifecycle state over the control channel.
10. Leave and stop all tracks on supervisor command or `pagehide`.
Meeting server, room, XMPP configuration, and view token are delivered over the control WebSocket, not placed in query parameters.
### Jitsi publishing
Use:
```ts
canvas.captureStream(10)
JitsiMeetJS.createLocalTracksFromMediaStreams([{
mediaType: 'video',
sourceType: 'generated',
stream,
track: stream.getVideoTracks()[0],
videoType: 'desktop'
}])
```
Require exactly one generated video track. Dispose any unexpected auxiliary tracks.
Wait for the first video frame before publishing and report a diagnostic if it does not arrive. Do not automatically recycle a healthy track merely because a remote participant initially sees a blank publication; the existing harness observed occasional first-publication blankness on the Jitsi side.
On reconnect:
- retain the program-owned canvas stream
- remove/dispose the stale Jitsi local track
- reconnect and rejoin
- create a fresh Jitsi wrapper track around a clone of the retained stream
- republish it
### Jitsi initialization and privacy
Initialize with:
```ts
JitsiMeetJS.init({
disableAudioLevels: true,
enableAnalyticsLogging: false,
disableThirdPartyRequests: true
});
```
The pinned library declarations confirm `disableThirdPartyRequests` is supported.
Do not initialize microphones, cameras, remote audio sinks, chat, TTS, STT, analytics, or rtcstats endpoints.
Before release, capture browser network destinations during a live session and verify that traffic is limited to:
- Station Master loopback/server endpoints
- the configured Jitsi deployment and its advertised media infrastructure
Unexpected telemetry destinations fail acceptance.
### Meeting states
Handle these explicitly:
- `waiting-for-admission`: the participant joined a lobby and is waiting for a moderator.
- `waiting-for-moderator`: the guest cannot create the room because no authenticated moderator has opened it.
- `reconnecting`: a previously joined publisher lost its connection and is retrying.
- `failed`: malformed configuration, exhausted retry budget, unrecoverable Jitsi error, or repeated browser failure.
`conference.authenticationRequired` may arrive asynchronously as a conference error after the initial join command appears successful. Handle both synchronous and event paths.
For waiting-for-moderator:
- leave/disconnect the failed attempt
- retry every 8 seconds
- stop after `JITSI_WAIT_FOR_MODERATOR_SECONDS`, default 600
- immediately continue when a human moderator opens the meeting
For lobby admission, remain connected until admitted, stopped, or the configured join deadline expires.
### Tests
Port/adapt the sibling repository’s proven tests for:
- generated-display track contract
- lifecycle transitions
- lobby state
- asynchronous `authenticationRequired`
- reconnect classification
- generated-display republish
- cleanup after publish failure
- stale callbacks from an old connection
- initialization privacy flags
- no audio/camera track creation
## Step 6 — Chromium publisher supervisor
### Process model
Create one Chromium child process per published game.
Do not share one Chromium process across games. Per-game processes provide crash isolation, simple lifecycle ownership, and match the production-proven Jitsi Transcription design.
Default publisher capacity to one:
```text
JITSI_MAX_PUBLISHERS=1
```
Games beyond capacity enter `queued` in creation order. Make the cap configurable only after measuring CPU and memory on target Station Master hardware.
### Browser launch
Find Chromium using:
1. `CHROME_BIN`
2. `/usr/bin/chromium`
3. `/usr/bin/chromium-browser`
4. `/usr/bin/google-chrome`
Use a unique temporary user-data directory per publisher and remove it after exit.
Launch with the StartOS-proven flags:
```text
--headless=new
--no-sandbox
--disable-dev-shm-usage
--autoplay-policy=no-user-gesture-required
--use-fake-device-for-media-stream
--use-fake-ui-for-media-stream
--disable-background-timer-throttling
--disable-renderer-backgrounding
--disable-backgrounding-occluded-windows
```
`--no-sandbox` is acceptable only inside the existing StartOS container boundary and because Chromium loads the Station Master-owned loopback agent page.
Filter noisy Chromium stderr, but retain messages matching fatal conditions, renderer crashes, out-of-memory errors, and “Aw, Snap”.
### Control protocol
Use a versioned, session-keyed JSON protocol over `/api/display/control`.
Registration includes:
- protocol version
- role `engine`
- session ID
- publisher token
The broker must:
- validate every message
- limit payloads to 64 KiB
- disable per-message compression
- route commands/events only to the registered session
- allow a newer engine to supersede only the same session
- reject client/engine role changes on an established socket
- clear pending commands when an engine disconnects
- reconnect the agent-side WebSocket every two seconds until stopped
Public frames remain on SSE and never traverse this control protocol.
### Lifecycle and recovery
Supervisor flow:
1. Allocate capacity.
2. Spawn Chromium.
3. Wait for authenticated engine registration.
4. Send Jitsi join configuration.
5. Wait for joined/admitted state.
6. Command generated-display publication.
7. Monitor process, control socket, and Jitsi state.
8. Gracefully stop on game completion, server shutdown, or administrative stop.
For unexpected Chromium exit during an active game:
- mark `reconnecting`
- clean the old profile
- relaunch with delays of 1, 2, 4, 8, and 16 seconds
- reset the consecutive-failure count after five stable minutes
- enter `failed` after five consecutive launch/registration failures
- keep the underlying game and browser display operational
### Graceful teardown
On stop:
1. Send the engine a leave command.
2. Wait up to five seconds for confirmation.
3. Send Chromium `SIGTERM`.
4. Wait up to three additional seconds.
5. Use `SIGKILL` only if it remains alive.
6. Remove the temporary profile.
7. Release publisher capacity.
Clean leave matters because Jitsi may show a stale participant for 30–120 seconds after abrupt termination. The board does not consume remote audio, so these ghosts are cosmetic, but duplicate meeting participants remain undesirable.
Publish the final game state for a five-minute completion grace period, then leave the meeting. Server shutdown bypasses this grace period and leaves immediately.
### Tests
Use fake child processes and fake control sockets to test:
- exact required Chromium flags
- binary discovery
- profile isolation and cleanup
- capacity queue ordering
- engine registration authentication
- per-session supersession
- command timeout and disconnection
- crash relaunch backoff
- retry exhaustion
- graceful leave before termination
- forced kill fallback
- publisher failure not affecting the game session
## Step 7 — Configuration, lifecycle, packaging, and observability
### Configuration
Support:
```text
JITSI_SERVER_URL
JITSI_GUEST_DOMAIN
JITSI_SERVICE_URL
JITSI_XMPP_DOMAIN
JITSI_MUC_DOMAIN
JITSI_FORCE_JVB=false
JITSI_MAX_PUBLISHERS=1
JITSI_WAIT_FOR_MODERATOR_SECONDS=600
JITSI_JOIN_TIMEOUT_SECONDS=600
JITSI_FINISHED_GRACE_SECONDS=300
CHROME_BIN
```
Require `JITSI_SERVER_URL` to be an HTTP(S) origin without credentials, path, query, or fragment.
Default the XMPP WebSocket to:
```text
wss://<jitsi-host>/xmpp-websocket
```
Default MUC to `conference.<xmpp-domain>`. Keep explicit overrides for self-hosted deployments.
If `JITSI_SERVER_URL` is absent:
- browser common-board display remains enabled
- Jitsi meeting URL and publisher are disabled
- game creation and play remain unaffected
JWT/authenticated publisher support is out of scope for the first version. Authenticated-room deployments rely on a human moderator opening the room and the publisher’s waiting-for-moderator retry.
### Session integration
Create display metadata when the lobby starts a game.
Return the meeting and display links to every authenticated player. All players receive the same links.
On server startup:
- load active game saves
- load or migrate display metadata
- rebuild current public snapshots
- queue publishers only for active games
- do not automatically republish completed games
On SIGTERM, including StartOS backup shutdown:
- stop accepting new publisher work
- command every engine to leave
- terminate browsers
- then close HTTP/control services
### Health and logs
Health must distinguish:
- game server availability
- common display availability
- Jitsi configuration present
- Chromium available
- publishers active/queued/failed
Do not report Jitsi publishing as healthy merely because the supervisor is running.
Use structured logs containing:
- game/session ID
- publisher state transition
- safe Jitsi room identifier
- browser exit code/signal
- retry attempt
- sanitized error category
Exclude all tokens, full control frames, player private state, query strings, and browser profile paths.
### Dependencies and packaging
Add runtime dependencies:
- the pinned `lib-jitsi-meet` release
- `ws`
Add Chromium and `tini` to the Station Master runtime image or companion StartOS packaging repository.
Use `tini` as PID 1 so terminated Chromium children are reaped.
Visual-only Station Master publishing does not require:
- PulseAudio
- Xvfb
- xauth
- ffmpeg
- Playwright browsers
- CDP tooling
Run the service as a non-root application user. Chromium still receives `--no-sandbox` because the StartOS subcontainer does not grant the kernel capabilities required by Chromium’s internal sandbox.
Do not raise the package RAM requirement based solely on the Jitsi Transcription measurements. Measure the combined Station Master server plus publisher on actual target hardware first.
## End-to-end test plan
### Automated tests
Run:
- Station Master typecheck
- all existing engine/server/web tests
- public-projection and leak tests
- display delta/reconstruction tests
- HTTP/SSE authentication tests
- renderer lifecycle tests
- control-protocol tests
- Jitsi adapter tests with a fake runtime
- Chromium supervisor tests
- persistence migration tests
### Local integration
With a local or test Jitsi deployment:
1. Start a two-player game with one bot.
2. Open the manual display and both player screens.
3. Confirm human moves update all three.
4. Confirm bot moves appear as distinct ordered animations.
5. Join the Jitsi meeting from another browser.
6. Confirm the Station Master board is published as a desktop share.
7. Force an XMPP/media disconnect.
8. Confirm reconnect and display-track republish.
9. Stop the game/server and confirm the publisher leaves.
### Authenticated deployment
On a Jitsi deployment where guests cannot create rooms:
1. Start the Station Master game before opening the meeting.
2. Confirm publisher state becomes `waiting-for-moderator`.
3. Open the meeting as a moderator.
4. Confirm the publisher joins on the next retry.
5. If lobby is enabled, confirm `waiting-for-admission` until admitted.
6. Confirm neither state is reported as an immediate terminal failure.
### Privacy verification
Capture:
- raw display SSE
- rendered canvas screenshots
- control WebSocket messages
- Jitsi network destinations
- server logs
Verify that none contains:
- card identities from hands
- objectives
- player-only prompts or moves
- private draw identities
- seed
- view/publisher tokens in logs
- unintended third-party telemetry
### Soak and target hardware
Run at least a two-hour Station Master integration soak with:
- continual public-board updates
- human and bot moves
- two forced connection drops
- one forced Chromium termination
- clean service shutdown
Record:
- container RSS
- Chromium RSS
- CPU during idle and animation bursts
- Jitsi reconnect time
- display queue depth
- dropped SSE clients
- stale meeting-participant duration after graceful and forced exits
The sibling repository’s four-hour run validates the underlying headless Jitsi approach, but Station Master still needs this integration-specific measurement.
## Acceptance criteria
The feature is complete when:
- Every player can open one shared browser display.
- The same display is visible as a desktop share in the game’s Jitsi meeting.
- Human and bot moves update that board through the same path.
- Consecutive bot intents remain visibly distinct.
- A reconnecting display reconstructs the latest state without replay.
- Jitsi disconnection republishes the existing canvas stream.
- A guest publisher waits for a moderator rather than failing immediately.
- Browser/Jitsi failure never prevents normal game play.
- Shutdown leaves the conference before Chromium termination.
- No private game information appears in projection, transport, rendering, logs, or Jitsi.
- No unexpected third-party telemetry connection is observed.
- Chromium resource use is measured on target hardware before increasing concurrency.
## Assumptions and defaults
- The common board is a separate participant named `Station Master — Common Board`.
- It represents the table, never a particular human or bot.
- Jitsi is configurable and self-hosted; meet.jit.si-specific behavior is not assumed.
- One publisher process is allowed by default.
- A human moderator may need to open or admit the publisher.
- Public display and normal multiplayer remain valuable and operational without Jitsi.
- The sibling Jitsi Transcription repository is a reference implementation, not a shared runtime package.
- The untracked Station Master harness remains research material and is not promoted wholesale into production.
- Audio, transcription, speech, chat, camera capture, player screen sharing, and JWT publisher authentication are out of scope.
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@@ -0,0 +1,260 @@
# Station Master — the cards as built
> **Generated from `src/engine/content.ts` by `scripts/build-card-reference.ts`. Do not edit by
> hand** — `npm run build:cards` rewrites it, and `test/card-reference.test.ts` fails if this file
> and the code disagree.
This is the one file in `docs/rules/` that describes the game **as it currently is**. Everything
else in this directory is a historical record and marked as such: [`rules-v0.1.md`](rules-v0.1.md)
transcribes the prototype PDFs, [`open-questions.md`](open-questions.md) tracks how the gaps in
them were decided, and [`rules-v0.2.md`](rules-v0.2.md) and
[`card-reference.md`](card-reference.md) both describe superseded card sets. Read those for the
reasoning; read this for the numbers.
The engine instantiates from the same constants this is emitted from, so a disagreement between
this page and the game is a bug in the generator, not a stale table.
**No card counts appear here, deliberately** (TODO #15a, Jesse 2026-08-22): the counts move with
play balance, so a document that prints them is answering a question that will have a different
answer next retune. Where a count matters it is a yes/no — whether the deck deals the card at
all — which is a fact about the design rather than about the current tuning.
---
## Trains
12 timetabled and 10 Extras, 22 in all.
Odd numbers run west, even run east; a pair shares a class and is the same card face in two
directions. A Crew Tray holds four pieces and a caboose counts toward the four, which is why no
train with a caboose carries more than three revenue cars.
### Timetabled
| # | Class | Speed | Runs | Consist | Printed rules |
| ---: | --- | --- | --- | --- | --- |
| 1 | Crack Limited | fast | west | 2 coaches (2 pieces) | terminals only; no switching; expedite; *"Stop at Terminals only."* |
| 2 | Crack Limited | fast | east | 2 coaches (2 pieces) | terminals only; no switching; expedite; *"Stop at Terminals only."* |
| 3 | Express | fast | west | 2 freight (2 pieces) | one freight per location; expedite; *"May drop or pick up one freight car at every location."* |
| 4 | Express | fast | east | 2 freight (2 pieces) | one freight per location; expedite; *"May drop or pick up one freight car at every location."* |
| 5 | The Sparrow | fast | west | 3 coaches (3 pieces) | no switching; expedite |
| 6 | The Sparrow | fast | east | 3 coaches (3 pieces) | no switching; expedite |
| 7 | Local | slow | west | 1 freight + 1 coach (2 pieces) | coach stays on station track; *"Maximum one freight, one coach."* |
| 8 | Local | slow | east | 1 freight + 1 coach (2 pieces) | coach stays on station track; *"Maximum one freight, one coach."* |
| 9 | Heavy Freight | slow | west | 3 freight + 1 caboose (4 pieces) | — |
| 10 | Heavy Freight | slow | east | 3 freight + 1 caboose (4 pieces) | — |
| 11 | Drag Freight | slow | west | 2 freight + 1 caboose (3 pieces) | — |
| 12 | Drag Freight | slow | east | 2 freight + 1 caboose (3 pieces) | — |
### Extras
| # | Class | Speed | Runs | Consist | Printed rules |
| ---: | --- | --- | --- | --- | --- |
| 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."* |
| X14 | Fruit Growers Express | fast | player's choice | 2 reefers + 1 caboose (3 pieces) | expedite; *"Reefers only. May pick up one extra loaded reefer."* |
| X15 | Yard Xfer | slow | player's choice | 2 freight + 1 caboose (3 pieces) | — |
| X16 | Light Engine Move | fast | player's choice | engine only | no switching; *"No cars at all."* |
| 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."* |
| 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."* |
| 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."* |
| X20 | Director's private car | slow | player's choice | 2 freight + 1 coach (3 pieces) | no passenger work |
| X21 | Freight Extra | slow | player's choice | 3 freight + 1 caboose (4 pieces) | — |
| X22 | Pee-Dee | slow | player's choice | 1 caboose (1 piece) | pick up empties only; *"Per-diem train. May only pick up MTs."* |
---
## Mainline cards
A card is divided into **regions**, and a train advances one region per Stage — so the regions a
card prints are what it costs to cross. Where a train *enters* is what the rules move: a fast
train on Hilly, a Heavy Grade with Helpers, or a card whose back region is a siding rather than
part of the road all change the entry point rather than the card's length.
| Card | Regions | Default entry | Fast / slow entry | Trains may pass | Sorts cars |
| --- | ---: | ---: | --- | :---: | :---: |
| Plains | 1 | 0 | — | — | — |
| Curves | 2 | 0 | — | — | — |
| Hilly | 2 | 0 | 1 / 0 | — | — |
| Heavy Grade | 3 | 0 | — | — | — |
| Double Track | 1 | 0 | — | yes | — |
| Uncontrolled Siding | 2 | 1 | — | — | — |
| Tunnel | 2 | 0 | — | — | — |
| Trestle | 1 | 0 | — | — | — |
| Interchange | 2 | 1 | — | — | yes |
The Mainline deck is 10 cards; the two Division Points are the fixed ends of
the Division and are not dealt. What each card does, in the words the game uses on screen:
- **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.
- **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.
- **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.
- **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.
- **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.
- **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.
- **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.
- **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.
- **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.
---
## Office cards
Upgrades are strictly sequential — no skipping a tier — so a Terminal needs all three cards in
order. Green slots are outbound passengers, red are inbound, and the design gives slots **equal**
to Porters rather than one more.
| Office | Control point | Passenger facility | A/D tracks | Porters | Green | Red |
| --- | :---: | :---: | ---: | ---: | ---: | ---: |
| Whistle Post | — | — | 1 | 0 | 0 | 0 |
| Depot | yes | yes | 2 | 1 | 1 | 1 |
| Station | yes | yes | 3 | 2 | 2 | 2 |
| Terminal | yes | yes | 4 | 3 | 3 | 3 |
Whistle Posts are a fixed supply of 4 outside the deck, and Limits signs a
supply of 8.
---
## Freight facilities
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
build one end of a chain or the other, never both, which is what forces traffic to run between
districts rather than in circles inside one. No two of the same industry may share an Office Area,
and that rule is enforced for every kind rather than repeated in each row.
| Industry | Cars | Flow | Green | Red | Laborers | Locked out with |
| --- | --- | --- | ---: | ---: | ---: | --- |
| Freight House | boxcar | both | 1 | 1 | 1 | Grocer's Warehouse |
| Mine Tipple | hopper | outbound | 1 | 0 | 1 | Power Plant |
| Refinery | tank | outbound | 1 | 0 | 1 | Power Plant |
| Power Plant | hopper, tank | inbound | 0 | 1 | 1 | Mine Tipple, Refinery |
| Packing Sheds | reefer | outbound | 1 | 0 | 1 | Grocer's Warehouse |
| Grocer's Warehouse | boxcar, reefer | inbound | 0 | 1 | 1 | Packing Sheds, Freight House |
---
## Modifier cards
Each sits beside a host and raises one of its capacities. `office` as a host means any Passenger
Facility — so a modifier that adds a green slot to an Office adds nothing to a Whistle Post, which
is not one.
| Modifier | Hosts | +Green | +Red | +Laborers | +Porters |
| --- | --- | ---: | ---: | ---: | ---: |
| Waiting area | any Passenger Facility | 1 | — | — | 1 |
| Restaurant | any Passenger Facility | 1 | — | — | 1 |
| Hotel | any Passenger Facility | 1 | — | — | 1 |
| Truck dock | Freight House, Packing Sheds, Grocer's Warehouse | — | 1 | — | — |
| Railroad Express Agency | Freight House | 1 | — | 1 | — |
| Forklifts | Freight House, Packing Sheds | 1 | — | 1 | — |
| Prep Plant | Mine Tipple | 1 | — | 1 | — |
| Coal Piles | Mine Tipple | 1 | — | 1 | — |
| Conveyor Belts | Mine Tipple | 1 | — | 1 | — |
| Pipelines | Refinery | 1 | — | 1 | — |
| Oil Depot | Refinery | 1 | — | 1 | — |
| Viscosity breakers | Refinery | 1 | — | 1 | — |
| Transmission lines | Power Plant | — | — | 1 | — |
| Rotary Dumps | Power Plant | — | — | 1 | — |
| 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
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 |
+5
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@@ -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
View File
@@ -1,6 +1,6 @@
{
"name": "station-master",
"version": "0.7.8",
"version": "0.7.9.8",
"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",
+268
View File
@@ -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
View File
@@ -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 =
+20 -6
View File
@@ -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 --------------------------------------------------------
+5 -2
View File
@@ -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.' }),
+14 -1
View File
@@ -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,
+15 -1
View File
@@ -174,8 +174,17 @@ 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 }[] {
@@ -341,6 +350,11 @@ 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);
// ...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);
return pushFor(seat, null);
},
+148 -8
View File
@@ -55,11 +55,12 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
*
* West DP · Mainline · [Limits … Office … Limits] · Mainline · [ … ] · Mainline · East DP
*
* SEATING. Players sit around a table, so the route is laid out the way they do: one row alone,
* two rows facing, a horseshoe of three, a square of four. The Division is a LINE and not a loop
* — trains enter at one Division Point and leave at the other — so the shape is deliberately left
* open, with the two ends drawn as buffer stops facing each other across a marked gap. Closing it
* into a ring would promise a connection the rules do not have.
* ONE ROW AT EVERY SEAT COUNT (Gitea#18). It used to be laid out the way players sit — two rows
* facing, a horseshoe of three, a square of four — and the reasoning for dropping that is at the
* layout itself below. The Division is a LINE and not a loop — trains enter at one Division Point
* and leave at the other — so the row is deliberately left open, with the two ends drawn as
* buffer stops facing outward. Closing it into a ring would promise a connection the rules do
* not have.
*
* Self-contained on purpose: the replay embeds this by `toString()`, so it may not reach for
* anything outside its own body.
@@ -108,7 +109,6 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
* this is back to what a buffer stop actually needs.
*/
const PAD = 22;
const SIDE_GAP = 34;
const esc = (t: string): string =>
String(t).replace(/[&<>"]/g, (c) => ({ '&': '&amp;', '<': '&lt;', '>': '&gt;', '"': '&quot;' })[c] ?? c);
@@ -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). */
+100 -8
View File
@@ -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';
// ---------------------------------------------------------------------------
@@ -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',
});
}
+22 -3
View File
@@ -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
View File
@@ -19,6 +19,8 @@ export type TurnChartFrame = {
phase: string;
phaseKey: string;
actor: number | null;
/** What the game has stopped to ask, when it has. Null while a phase is simply running. */
awaiting?: { asks: string; train: string } | null;
};
/**
@@ -93,8 +95,21 @@ export function turnChartHtml(f: TurnChartFrame, actorName: string | null, super
);
}).join('');
// An automatic phase is waiting on nobody, and saying so is more use than a blank.
/**
* WAITING ON WHOM, AND FOR WHAT.
*
* "nobody — the Division is running itself" is true of an automatic phase and was being printed
* over the top of three interruptions that are emphatically waiting on a person: §8.1's clearance
* ruling, the Yard Office offer and the Red Flag prompt. The Frame carried the phase's actor,
* which is null throughout the Mainline Phase, so a game stopped on a named player's decision
* reported that nobody was holding it up (Jesse, 2026-08-30). `Frame.actor` is `actingPlayer` now
* and answers who; `awaiting` says what, because "waiting on Bob" with no more than that is a
* game that looks stuck to everyone except Bob.
*/
const who = actorName ?? 'nobody — the Division is running itself';
const asked = f.awaiting
? ` <span class="tc-asks">${esc(f.awaiting.asks)} · ${esc(f.awaiting.train)}</span>`
: '';
const fedora =
superName === null
? ''
@@ -105,9 +120,12 @@ export function turnChartHtml(f: TurnChartFrame, actorName: string | null, super
`<div class="tc-when"><b>Day ${f.day}</b><span>Stage ${f.stage} of 12</span>` +
`<span class="dim">${esc(f.clock)}</span></div>` +
`<div class="tc-now">phase <b>${esc(f.phase)}</b></div>` +
`<div class="tc-who">waiting on <b>${esc(who)}</b></div>` +
fedora +
`<ol class="tc-phases">${chips}</ol>`
`<div class="tc-who">waiting on <b>${esc(who)}</b>${asked}</div>` +
// THE FEDORA RIDES AT THE END OF THE PHASE ROW (`TODO.md` #29, Jesse). It sat on its own line
// between the phases and everything above them, which put a thing that changes every third
// Stage in the middle of the things that change every Stage. The row it belongs beside is the
// one whose last chip is Supervisor Shift — the phase that passes it.
`<div class="tc-row"><ol class="tc-phases">${chips}</ol>${fedora}</div>`
);
}
@@ -130,12 +148,18 @@ export const TURNCHART_CSS = `
says "Player Solitaire", so the chart should agree. In multiplayer this is the thing a table
glances at most often, so it gets its own chip rather than hiding in the phase text. */
.tc-who{display:flex;align-items:center;gap:6px;font-size:12px;color:#8b94a3}
.tc-asks{color:#a99ac4;font-style:italic}
.tc-who b{color:#b98cf0;background:rgba(150,110,230,.16);border:1px solid #8b6ad0;
border-radius:11px;padding:1px 9px;font-size:12px}
/* WHO HOLDS THE FEDORA. Violet like the rest of the chart — this is "where you are" news, not
something to press — but unfilled, so the eye still lands on "waiting on" first: that is the one
that changes every turn, while this changes four times a Day. */
.tc-super{display:flex;align-items:center;gap:6px;font-size:12px;color:#8b94a3;cursor:help}
/* The phase row and the Fedora on one line, the hat pushed to the far end (TODO.md #29): the row
is the Stage, and the Superintendent is who holds it. Wraps under the phases on a narrow screen
rather than squeezing the chips. */
.tc-row{display:flex;align-items:center;gap:12px;flex-wrap:wrap}
.tc-row ol.tc-phases{flex:1 1 auto}
.tc-super{margin-left:auto;display:flex;align-items:center;gap:6px;font-size:12px;color:#8b94a3;cursor:help}
.tc-super b{color:#cbb6f2;border:1px solid #6b5a94;border-radius:11px;padding:1px 9px;font-size:12px}
ol.tc-phases{display:flex;gap:6px;list-style:none;margin:0;padding:0;flex-wrap:wrap}
.tc-phase{display:flex;align-items:center;gap:6px;border:1px solid #2c333d;border-radius:14px;
+435 -69
View File
@@ -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(
+106 -26
View File
@@ -30,7 +30,7 @@ import type { Intent } from '../engine/intents.ts';
import { legalActions } from '../engine/legal.ts';
import { createGame } from '../engine/setup.ts';
import type { CardId, GameConfig, GameState, PlayerIndex } from '../engine/state.ts';
import { actingPlayer } from '../engine/state.ts';
import { overHandLimit as overHandLimitOf } from '../engine/state.ts';
import { playerAtSeat } from '../engine/state.ts';
import { cuesFor, narrate } from '../sim/narrate.ts';
// Import from the view module, NOT replay.ts — replay.ts writes files and reads process.argv,
@@ -38,6 +38,7 @@ import { cuesFor, narrate } from '../sim/narrate.ts';
import {
cardDescription,
cardName,
currentActorOfState,
describeIntent,
geometryLabel,
snapshot,
@@ -49,7 +50,6 @@ import {
DEFAULT_HOUSE_RULES,
DEFAULT_MAX_COLLISIONS_PER_DAY,
DEFAULT_MAX_COLLISIONS_TOTAL,
HAND_LIMIT,
LEGACY_HOUSE_RULES,
collectiveRevenueFloor,
houseRules,
@@ -134,10 +134,25 @@ export type NewGameOptions = {
/** The same config with the New Game dialog's answers in it. */
export function configWith(opts: NewGameOptions): GameConfig {
const days = opts.days ?? SOLO_CONFIG.days;
return {
...SOLO_CONFIG,
days: opts.days ?? SOLO_CONFIG.days,
minCombinedRevenue: opts.minCombinedRevenue ?? SOLO_CONFIG.minCombinedRevenue,
days,
/**
* DERIVED FROM THE DAYS ACTUALLY IN PLAY, not from `SOLO_CONFIG`'s five-Day constant.
*
* It fell back to the constant until 2026-08-30, so `configWith({ days: 1 })` asked a one-Day
* game to clear **15** — a floor a five-Day game averages barely half of — and
* `configWith({ days: 10 })` asked for the same 15 a five-Day game does. The two fields silently
* disagreed, which is the one thing a "build me a config" helper must not let happen.
*
* Not a live fault when it was found: `createLocalSession` is the only caller, and the page
* always writes `minCombinedRevenue` itself (`solitaireDefaults` re-derives it from the preset).
* Found by a throwaway probe that passed only `days` — which is exactly how the next caller
* would use this. At the default day count the answer is unchanged, since `SOLO_CONFIG`'s own
* floor is this same formula at `DEFAULT_DAYS`.
*/
minCombinedRevenue: opts.minCombinedRevenue ?? collectiveRevenueFloor(1, days),
maxCollisionsPerDay: opts.maxCollisionsPerDay ?? SOLO_CONFIG.maxCollisionsPerDay,
maxCollisionsTotal: opts.maxCollisionsTotal ?? SOLO_CONFIG.maxCollisionsTotal,
optionalRules: { ...SOLO_CONFIG.optionalRules, ...(opts.optionalRules ?? {}) },
@@ -230,7 +245,6 @@ 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.
*
@@ -297,7 +311,7 @@ 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 };
// 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 +330,23 @@ 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-${seed}`, seed, config, playerNames });
const game: Game = { state, seed, history: [], log: [], mustPlayCard: false, cues: [], scheduled: null, justDrawn: null, announced: null };
const game: Game = { state, seed, history: [], log: [], cues: [], scheduled: null, justDrawn: null, announced: null };
game.log.push({ text: 'Game Begins', tone: 'start' });
game.log.push({ text: `${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 +361,18 @@ 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 +1058,7 @@ 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);
}
/**
@@ -1074,7 +1106,6 @@ export function submit(game: Game, intent: Intent, as: PlayerIndex | null = null
}
game.history.push(intent);
record(game, result.events, actor);
game.mustPlayCard = overHandLimit(game);
drain(game);
return true;
}
@@ -1107,6 +1138,24 @@ 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 +1165,28 @@ 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 +1287,18 @@ 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 +1312,18 @@ 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.
+18 -25
View File
@@ -256,25 +256,21 @@ export function runLobby(handlers: LobbyHandlers, resume?: { token: string; game
else if (type === 'custom') type = base;
for (const r of typeRadios()) r.checked = r.value === type;
const scoring = preset(base).scoring;
const note = $('lb-type-note');
if (type === 'custom') {
note.textContent =
`${gameTypeLabel('custom', scoring)} · ${differing.length} ` +
`${differing.length === 1 ? 'setting differs' : 'settings differ'} from ${preset(base).label}.`;
note.className = 'ng-note changed-note';
// A Custom game is nobody's default: open the block that says how it differs.
$<HTMLDetailsElement>('lb-settings').open = true;
} else {
note.textContent = preset(type as PresetName).blurb;
note.className = 'ng-note';
}
/**
* NO SENTENCE UNDER THE RADIOS since 2026-08-30 — it restated the type just chosen to the person
* who had just chosen it, and the row is already labelled and already carries its own
* description (Jesse: "There's no need to repeat it below"). `form.mark` still puts a hint on
* each row that actually differs, which is where a Custom game's differences can be acted on.
*/
// A Custom game is nobody's default: open the block that says how it differs.
if (type === 'custom') $<HTMLDetailsElement>('lb-settings').open = true;
}
for (const r of typeRadios()) {
// Solitaire is on this screen so the two screens read as one list, but there is nothing here to
// deal it with — the New Game dialog is where a solitaire game comes from.
if (r.value === 'solitaire') markUnavailable(r, 'dealt with the New game button, not here');
// deal it with. Dimmed and left to speak for itself: the heading says "Game type
// (multi-player)", which is the explanation (Jesse, 2026-08-30).
if (r.value === 'solitaire') markUnavailable(r);
r.onchange = () => {
if (!r.checked) return;
if (r.value === 'custom') {
@@ -615,18 +611,15 @@ export function prefillCode(code: string): void {
*
* Reported by Jesse 2026-08-23: "solitaire is disabled, but really hard to tell." A bare `disabled`
* on a radio leaves the whole row at full strength — the dot simply refuses the click, which reads
* as a broken control rather than an unavailable one. Dims the row and says why, once.
* as a broken control rather than an unavailable one.
*
* The dimming is the whole signal now. It used to append a reason to the row as well, and dropped
* that in 2026-08-30 along with the same text on the solitaire screen: one heading naming which
* game the screen deals says it once, where three dimmed rows each said it again.
*/
function markUnavailable(radio: HTMLInputElement, why: string): void {
function markUnavailable(radio: HTMLInputElement): void {
radio.disabled = true;
const row = radio.closest('label');
if (!row) return;
row.classList.add('disabled');
if (row.querySelector('.lb-why')) return;
const note = document.createElement('span');
note.className = 'lb-why';
note.textContent = ` — ${why}`;
row.querySelector('span')?.appendChild(note);
radio.closest('label')?.classList.add('disabled');
}
function escapeHtml(s: string): string {
+318 -135
View File
@@ -36,7 +36,7 @@ import {
settingsOf,
} from './presets.ts';
import type { GameType, PresetName } from './presets.ts';
import { settingsForm } from './settings-form.ts';
import { rulesListHtml, settingsForm } from './settings-form.ts';
import type { SettingsForm } from './settings-form.ts';
const SAVE_KEY = 'station-master.save.v1';
@@ -62,9 +62,14 @@ type Settings = {
districtMode: 'auto' | 'open' | 'closed';
soundOn: boolean;
zoom: number;
/**
* Is the This Game card open? (TODO #28.) Folded by default: it answers "what did we set that
* to?", which Jesse's own framing says is "not something they're likely to need all the time".
*/
gameCardOpen: boolean;
};
const DEFAULT_SETTINGS: Settings = { districtMode: 'auto', soundOn: false, zoom: 1 };
const DEFAULT_SETTINGS: Settings = { districtMode: 'auto', soundOn: false, zoom: 1, gameCardOpen: false };
function loadSettings(): Settings {
try {
@@ -80,6 +85,8 @@ function loadSettings(): Settings {
typeof parsed.zoom === 'number' && (ZOOM_LEVELS as readonly number[]).includes(parsed.zoom)
? parsed.zoom
: DEFAULT_SETTINGS.zoom,
gameCardOpen:
typeof parsed.gameCardOpen === 'boolean' ? parsed.gameCardOpen : DEFAULT_SETTINGS.gameCardOpen,
};
} catch {
// A full or disabled localStorage must not take the game down with it — same guard as the save.
@@ -141,6 +148,7 @@ let pendingAt: string | null = null;
* save, for exactly that reason.
*/
let districtMode: 'auto' | 'open' | 'closed' = settings.districtMode;
let gameCardOpen = settings.gameCardOpen;
/**
* Sound, OFF by default until a player asks for it once — then remembered via `settings`.
*
@@ -257,17 +265,88 @@ function renderTurnChart(f: Frame): void {
* tooltip. Written down at all because a playtest note is worthless without it: "scored 4" means one
* thing at 1 Revenue per transit and another at 5.
*/
function renderHouseRules(rules: HouseRules): void {
const { passengerPerCoach: pax, freightPerLoad: frt, trainPerTransit: trn } = rules.revenue;
function gameCardSummary(f: Frame): string {
const { passengerPerCoach: pax, freightPerLoad: frt, trainPerTransit: trn } = f.houseRules.revenue;
const short = { threeRandom: '3 cards', sixRandom: '6 cards', threeTrackThreeOther: '3+3 cards' };
const el = $('houserules');
el.textContent = `· ${short[rules.startingHand]} · ${pax}/${frt}/${trn}`;
const handWords = STARTING_HAND_LABELS.find((o) => o.value === rules.startingHand)?.label ?? '';
const config = configFromFrame(f);
const type = gameTypeLabel(presetOf(config, f.players.length, f.days), f.mode);
const floor = f.minCombinedRevenue === 0 ? 'no floor' : `floor ${f.minCombinedRevenue}`;
return `${type} · ${f.days} Days · ${floor} · ${short[f.houseRules.startingHand]} · ${pax}/${frt}/${trn}`;
}
/**
* THIS GAME — every setting it was dealt under, in a card rather than along the top line (TODO #28).
*
* Jesse, 2026-08-23: "the game-specific information in the very top line should probably be a card
* like Facilities, timetable or blocked. Off on the side, we can give complete information about all
* the game options and not take up valuable real estate at the top of the screen." And on when it is
* read: "To go, 'Oh wait, what did we set that to?' They should be able to look that up, but it does
* not need to be at the top every moment."
*
* NOTHING NEW TRAVELS FOR THIS. `configFromFrame` already turns the Frame's copy of the config back
* into a `GameConfig`, and `rulesListHtml` is the renderer the lobby's join preview and seating
* screen already draw — so what a player agreed to before the deal and what they can read mid-game
* come from ONE implementation and cannot drift. The identity block above it is the half
* `rulesListHtml` has no notion of: which seed or seat this is, and what the game is called.
*
* THE SEED IS SOLITAIRE-ONLY, and that is a redaction rule rather than a layout one: it is never
* sent to a remote client at all, because it would leak every future shuffle and roll
* (`multiplayer.md` §7). `RemoteSession` has no `.seed()` to call. A seated player gets their seat
* instead, which is the thing they actually need to know.
*/
function renderGameCard(f: Frame): void {
const sec = $('gamecard');
sec.classList.toggle('folded', !gameCardOpen);
$('gamecardsummary').textContent = gameCardSummary(f);
const btn = $('gamecardtoggle');
btn.textContent = gameCardOpen ? 'hide' : 'show';
btn.onclick = () => {
gameCardOpen = !gameCardOpen;
saveSettings({ gameCardOpen });
render();
};
if (!gameCardOpen) {
// Folded: the body is display:none anyway, and rebuilding it every frame is work nobody sees.
$('gamecardbody').innerHTML = '';
return;
}
const config = configFromFrame(f);
const players = f.players.length;
const type = presetOf(config, players, f.days);
const who = isLocal(session)
? `<dt>Seed</dt><dd>${esc(String(session.seed()))}</dd>`
: `<dt>Seat</dt><dd>${esc(String(seatLabel(session.seat())))}</dd>`;
const code = gameCode === '' ? '' : `<dt>Game code</dt><dd>${esc(gameCode)}</dd>`;
$('gamecardbody').innerHTML =
`<dl>${who}${code}<dt>Type</dt><dd>${esc(gameTypeLabel(type, f.mode))}</dd></dl>` +
rulesListHtml(config, players, f.days);
}
/**
* THE COLLISION COUNTS, WHICH ARE A LIVE SCORE (TODO #28, Jesse's call 2026-08-30).
*
* They stay on the top line while the limits themselves move into the card, because the two are
* different kinds of thing: `maxCollisionsPerDay` is a setting you agreed to once, and "2 of 3
* today" is a number that changes how you play the next Stage. The Frame has carried both counts
* since v0.7.0 and nothing drew them, so the one victory condition that ends a game EARLY ran
* invisibly — v0.7.9 made it reachable in solitaire too, which is what made this worth having.
*
* `0` means the limit is off (the engine's convention), and a half that is off is left out rather
* than shown as "1 of 0". With both off the chip is empty, and an empty span collapses.
*/
function renderCollisions(f: Frame): void {
const parts: string[] = [];
if (f.maxCollisionsPerDay > 0) parts.push(`${f.collisionsToday} of ${f.maxCollisionsPerDay} today`);
if (f.maxCollisionsTotal > 0) parts.push(`${f.collisionsTotal} of ${f.maxCollisionsTotal} total`);
const el = $('collisions');
el.textContent = parts.length === 0 ? '' : `collisions ${parts.join(' · ')}`;
el.title =
`Opening hand: ${handWords.toLowerCase()}.\n` +
`Passenger revenue per coach: ${pax} (paid on boarding and again on detraining).\n` +
`Freight revenue per load: ${frt} (paid on loading and again on unloading).\n` +
`Train revenue per transit: ${trn} (paid to every player when a train leaves the Division).`;
parts.length === 0
? ''
: 'Reaching either limit ends the game immediately and results in a loss. Both limits are in ' +
'the This Game card; these are the running counts.';
}
/**
@@ -506,7 +585,7 @@ const lobbyHandlers = {
const record = readStore().games[gameId];
if (!record) return;
if (record.stage === 'game' && record.seat !== undefined) {
beginRemote({ ...record, seat: record.seat });
beginRemote({ ...record, seat: record.seat }, true);
return;
}
// Still seated in a lobby that had not started: the stream puts us back on the seating screen,
@@ -533,6 +612,8 @@ const HANDOFF_STALL_MS = 8000;
let handoffOpenedAt = 0;
let handoffStall: number | null = null;
let firstFrameSeen = false;
/** Set when this page entered a game it was already seated in, so the first frame says so. */
let rejoiningRemote = false;
function setText(id: string, text: string): void {
const el = document.getElementById(id);
@@ -612,7 +693,7 @@ function noteDayEnd(f: Frame): void {
* nothing saying this was the game just set up. `#phasenote` cannot help: it announces a CHANGE of
* phase, and there is no previous phase to have changed from.
*/
function noteFirstFrame(f: Frame): void {
function noteFirstFrame(f: Frame, rejoining = false): void {
if (firstFrameSeen || isLocal(session)) return;
firstFrameSeen = true;
const held = Date.now() - handoffOpenedAt;
@@ -621,14 +702,34 @@ function noteFirstFrame(f: Frame): void {
window.setTimeout(
() => {
closeHandoff();
/**
* "BEGUN" IS ONLY TRUE ONCE. `firstFrameSeen` is per page-load, so re-entering a game this
* browser already holds a seat in — a reload mid-game, or picking it out of the lobby's list
* — announced that the game had begun, to a player who had been playing it for an hour.
* Reported for the solitaire side by Jesse, 2026-08-30; the same line was wrong here.
*/
flashAnnounce(
`The game has begun — ${type} · ${f.players.length} players · Day ${f.day}, Stage ${f.stage}`,
`The game has ${rejoining ? 'resumed' : 'begun'} — ${type} · ${f.players.length} players · ` +
`Day ${f.day}, Stage ${f.stage}`,
);
},
Math.max(0, HANDOFF_BEAT_MS - held),
);
}
/**
* COMING BACK TO A GAME, said out loud — the solitaire counterpart to `noteFirstFrame`.
*
* A restored game draws exactly like a dealt one: mid-Day, mid-phase, with a log already several
* turns deep. Nothing distinguished "this is the game you left" from "this is a game that has just
* started", and the multiplayer path had the opposite problem — it announced that the game had
* BEGUN to a player rejoining one (Jesse, 2026-08-30: "do not post a message that says 'The game
* has begun.' … it needs to say 'The game has resumed.'").
*/
function announceResumed(f: Frame): void {
flashAnnounce(`The game has resumed — Day ${f.day}, Stage ${f.stage}`);
}
/** Toggles the three mutually-exclusive top-level screens `play.html` defines — `#lobby` (Phase 4),
* `#gameui` (the board, whether local or remote), and `#solitairesetup` (asked before the first
* solitaire deal, the same way `#lobby` is asked before the first multiplayer one — Jesse,
@@ -646,7 +747,7 @@ function showScreen(which: 'lobby' | 'gameui' | 'solitairesetup'): void {
* earlier visit. Either way the token is what makes reconnection work (`lobby-and-sessions.md` §1),
* so it is always written back here before anything else happens.
*/
function beginRemote(ready: LobbyReady): void {
function beginRemote(ready: LobbyReady, rejoining = false): void {
saveRemote({ token: ready.token, gameId: ready.gameId, gameCode: ready.gameCode, seat: ready.seat, stage: 'game' });
gameCode = ready.gameCode;
showScreen('gameui');
@@ -656,6 +757,7 @@ function beginRemote(ready: LobbyReady): void {
// banner (`#presence`), and it holds a beat so the game visibly begins.
openHandoff();
session = createRemoteSession(ready.token, ready.seat, abandonRemote);
rejoiningRemote = rejoining;
applyCapabilities();
// A LocalSession has data the instant it is constructed; a RemoteSession does not — its first
// real Frame only exists once the SSE connection's first push arrives, so the first render waits
@@ -742,7 +844,7 @@ function start(): void {
// session reports a dead game through `abandonRemote`, which lands in the lobby.
const remembered = wantsSolitaire ? null : loadRemote();
if (remembered && remembered.stage === 'game' && remembered.seat !== undefined) {
beginRemote({ ...remembered, seat: remembered.seat });
beginRemote({ ...remembered, seat: remembered.seat }, true);
return;
}
/**
@@ -799,13 +901,17 @@ function start(): void {
const seed = requested !== null ? Number(requested) || 1 : Math.floor(Math.random() * 1e9);
const local = createLocalSession(seed, solitaireDefaults(gameOptionsFromUrl(params)));
session = local;
if (saved && requested === null) local.restore(saved);
const restored = Boolean(saved) && requested === null;
if (saved && restored) local.restore(saved);
applyCapabilities();
// Every render goes through the session, so the page redraws whenever the game says it changed —
// which is what a remote session will use to push. Locally it fires on each accepted intent.
session.subscribe(render);
render();
// Coming back to a game is not the same event as being dealt one, and the board looks identical
// either way — mid-Day, mid-phase, with a log already deep (Jesse, 2026-08-30).
if (restored) announceResumed(session.view());
}
/**
@@ -903,21 +1009,32 @@ function renderPresence(f: Frame): void {
*/
function renderGameIdentity(f: Frame): void {
const codeEl = document.getElementById('gamecode');
if (codeEl) codeEl.textContent = gameCode === '' ? '' : `game ${gameCode}`;
const el = document.getElementById('gametype');
if (!el) return;
if (!codeEl) return;
codeEl.textContent = gameCode === '' ? '' : `game ${gameCode}`;
/**
* THE CODE KEEPS ITS TOOLTIP, AND THE TOOLTIP KEEPS THE RULES. The game type and the house rules
* moved into the This Game card (TODO #28), but the code is the thing a player reads out to say
* WHICH game they are in — so it is worth being able to hover it and get the whole answer without
* opening the card.
*
* IN SOLITAIRE THERE IS NO CODE, so the span is empty and this tooltip is unreachable. That is not
* a hole: the card's summary line is always on screen whether the card is folded or not, and it
* opens with the type — "Solitaire · 5 Days · floor 15 · 3 cards · 4/2/1". A lone player has no
* game to name to anybody, and the one thing this tooltip adds over that line is the blurb.
*/
const config = configFromFrame(f);
const players = f.players.length;
const type = presetOf(config, players, f.days);
const near = closestPreset(config, players, f.days);
el.textContent = gameTypeLabel(type, f.mode);
el.title =
const blurb =
type === 'custom'
? `A custom game, scored as ${preset(near.name).scoring === 'coop' ? 'Co-op' : 'Competitive'}. ` +
`${near.differing.length} ${near.differing.length === 1 ? 'setting differs' : 'settings differ'} ` +
`from ${preset(near.name).label}.\n\n${rulesSummary(f)}`
: `${preset(type).blurb}\n\n${rulesSummary(f)}`;
`from ${preset(near.name).label}.`
: preset(type).blurb;
codeEl.title =
`${gameTypeLabel(type, f.mode)}. ${blurb}\n\n${rulesSummary(f)}\n\n` +
'The full settings are in the This Game card, at the foot of the right-hand column.';
}
/** The victory conditions in force, spelled out for the header's tooltip. */
@@ -934,7 +1051,7 @@ function rulesSummary(f: Frame): string {
function render(): void {
const f = session.view();
const menu = session.menu();
noteFirstFrame(f);
noteFirstFrame(f, rejoiningRemote);
// Which squares the selected card or track piece may go on. Highlighting them is what turns the
// coordinate list into a board: you pick the thing, then click where it goes.
@@ -977,11 +1094,9 @@ function render(): void {
? `${f.revenue} · Day ${f.day} — ${f.extraDays} beyond the timetable`
: `${f.revenue} of ${f.objective.target} · ${left}`;
obj.className = 'pace';
// The seed is never sent to a remote client at all (it would leak every future shuffle and roll,
// `multiplayer.md` §7) — `RemoteSession` has no `.seed()` because there is nothing to return.
$('seed').textContent = isLocal(session) ? String(session.seed()) : `Seat ${seatLabel(session.seat())}`;
renderCollisions(f);
renderGameIdentity(f);
renderHouseRules(f.houseRules);
renderGameCard(f);
// -- division
$('division').innerHTML = divisionSvg(f.division, {
@@ -1261,15 +1376,40 @@ function render(): void {
* WHERE THE GAME BEGAN. In a multiplayer game the bots move the instant the host presses Start, so
* by the time the board paints the log already has several turns in it and nothing says which of
* them are yours to have missed. Only drawn while the whole log is on screen: past sixty lines the
* top of the panel is no longer the start of the game, and a marker claiming otherwise would lie.
* end of the panel is no longer the start of the game, and a marker claiming otherwise would lie.
*/
const startMarker =
!isLocal(session) && allLines.length === shownLines.length
? '<div class="line t-phase">— the game began —</div>'
: '';
/**
* NEWEST FIRST (TODO #23). Jesse, 2026-08-30: "it should be reversed so the top line is the most
* recent and the further down you go, the older the entry."
*
* The panel used to run oldest-first and scroll itself to the bottom, so the thing that had just
* happened was the one line you had to go and find. A glance at the top is now always the most
* recent thing, and `scrollTop = 0` keeps it there as lines arrive rather than chasing the end.
*
* THE PHASE HEADINGS NOW TRAIL THEIR LINES, and that is accepted rather than overlooked. A
* `t-phase` line reads forwards — it introduces what follows it — so reversing puts each one
* BELOW the events it announced. Jesse ruled on it directly: "stage changes will be beneath
* (prior to / older than) the following events. That is OK." Reading down the panel is reading
* backwards in time, and a heading sitting under its own lines is what backwards looks like.
* Grouping by phase and reversing the groups was the alternative, and it was declined as more
* machinery than the complaint needs.
*
* The start marker moves with the same logic: it is the OLDEST thing on screen, so it goes last.
*
* `replays.ts` keeps its own oldest-first log deliberately — it is paired with a frame stepper,
* where "what just happened" is the step you have this moment clicked, so newest-first would
* fight the stepping rather than help it.
*/
log.innerHTML =
startMarker + shownLines.map((l) => `<div class="line t-${l.tone}">${esc(l.text)}</div>`).join('');
log.scrollTop = log.scrollHeight;
shownLines
.map((l) => `<div class="line t-${l.tone}">${esc(l.text)}</div>`)
.reverse()
.join('') + startMarker;
log.scrollTop = 0;
/**
* SAY WHEN THE PHASE TURNS OVER.
@@ -1381,21 +1521,35 @@ function renderDistrict(f: Frame): void {
`${f.cells.length} cards · ${f.facilities.length} facilities · ${cars} cars standing` +
(crew > 0 ? ` · ${crew} crew on the board` : '');
// Say what pressing it DOES, not what the panel is currently doing. "auto · folded" reads as a
// status line and was missed entirely; "always show" is an instruction.
const btn = $('districttoggle');
btn.textContent =
districtMode === 'auto'
? (open ? 'auto-hide: on — click to keep open' : 'auto-hide: on — click to show')
: districtMode === 'open'
? 'always showing — click for auto-hide'
: 'always hidden — click for auto-hide';
btn.onclick = () => {
// auto -> pin it to the opposite of what auto is doing -> back to auto.
districtMode = districtMode === 'auto' ? (open ? 'closed' : 'open') : 'auto';
saveSettings({ districtMode });
render();
};
/**
* THREE CONTROLS, ONE PER MODE (TODO #16) — not one control that cycles.
*
* The cycle was `auto -> (open ? 'closed' : 'open') -> auto`, where `open` is what auto is doing
* AT THAT MOMENT — `FOCUS_PHASES.has(f.phaseKey)`. So which pin a press reached depended on the
* phase: during Local Operations or Cargo it offered "always hidden", and in every other phase
* "always showing". Getting from one pin to the other meant clicking back to auto, waiting for
* the phase to turn over, and clicking again — which is why it never read as a setting.
*
* The labels still say what pressing DOES rather than what the panel is doing. That was a
* deliberate earlier fix ("auto · folded" read as a status line and was missed entirely) and it
* survives the change; what the CYCLE could not do was be honest about the state it was in, which
* is now carried by `aria-pressed` and the lit button instead of by the label.
*/
/**
* Addressed by id, one lookup each, rather than by querying the container's children. Everything
* else on this page is reached with `$('...')`, and it is what makes the control testable at all:
* the page never writes this markup, so a child query finds nothing in a stubbed DOM and the
* whole control would ship green and unexercised.
*/
for (const mode of ['auto', 'open', 'closed'] as const) {
const b = $(`dm-${mode}`);
b.setAttribute('aria-pressed', String(mode === districtMode));
b.onclick = () => {
districtMode = mode;
saveSettings({ districtMode });
render();
};
}
}
/**
@@ -1554,6 +1708,33 @@ function showResults(f: Frame): void {
const body = document.getElementById('resultsbody');
if (!dlg || !body) return;
body.innerHTML = resultsHtml(f);
/**
* ASK THE EXTENSION QUESTION ON THE THING THAT IS ACTUALLY IN FRONT OF THE PLAYER.
*
* This dialog opens itself at every ending and it is MODAL, so `renderEnding`'s own "play one more
* Day" buttons — written into `#actions` — are behind it. The player read a results screen offering
* nothing but Close and concluded the game was over, which is exactly what it looked like (Jesse,
* 2026-08-30). Gitea#11 was verified over the HTTP API, where there is no dialog to be behind.
*
* The buttons in `#actions` stay, and are still correct: they are what remains after this is
* closed, and what a player who reopened the results with "see the full results" comes back to.
* Voting from either place submits the same intent.
*/
const yes = document.getElementById('rs-extend-yes') as HTMLButtonElement | null;
const no = document.getElementById('rs-extend-no') as HTMLButtonElement | null;
const asking = f.status === 'awaitingExtension' && f.extensionVotes[f.viewer] === null;
if (yes && no) {
yes.hidden = !asking;
no.hidden = !asking;
if (asking) {
// `method="dialog"` closes it on click; the vote rides along. Assigned every time rather than
// once, because `f` is a fresh Frame on each ending.
yes.onclick = () => void session.submit({ type: 'game.extend', player: f.viewer, agree: true });
no.onclick = () => void session.submit({ type: 'game.extend', player: f.viewer, agree: false });
}
}
// A redraw can arrive while it is open — `showModal` throws on an already-open dialog rather
// than doing nothing (the same trap `noteDayEnd` documents).
if (!dlg.open) dlg.showModal();
@@ -1776,12 +1957,23 @@ function renderActions(
}
html += `</div>`;
}
if (
f.phaseKey === 'localOps' &&
f.option === 'draw' &&
!menu.options.some((i) => i.type === 'draw.end')
) {
// The hand being counted is the ACTOR's — they are the one who cannot end the turn.
/**
* WHY "END LOCAL OPERATIONS" IS NOT THERE (#45).
*
* This asked the question backwards: "the engine is offering no `draw.end`, so it must be the
* hand limit." That was true only because `check('draw.end')` happens to refuse for exactly three
* reasons and the two guards above rule out the other two — a fourth reason would have made this
* block explain a refusal by describing something else entirely, which is #90 verbatim.
*
* `f.overHandLimit` IS the fact, and the Frame has carried it all along for precisely this: "the
* same test the engine applies to `draw.end`, asked here so the page can disable the button with a
* reason instead of hiding a move that has simply become illegal" (`web/game.ts`). It was computed,
* serialised and sent to nobody. Behaviour is unchanged today; what changes is that the screen now
* states the reason it is giving rather than inferring it from an absence.
*/
if (f.phaseKey === 'localOps' && f.option === 'draw' && f.overHandLimit) {
// The hand being counted is the VIEWER's, like `f.option` and `f.handCount` beside it — and the
// viewer is the actor whenever this menu is on screen at all.
const hand = f.handCount;
/**
* WHEN NOTHING IN HAND MAY BE DISCARDED, SAY SO AND SAY WHAT TO DO INSTEAD.
@@ -1992,12 +2184,16 @@ function wireGameTypeBlock(prefix: string, root: ParentNode): WiredGameType {
if (differing.length > 0) type = 'custom';
else if (type === 'custom') type = base;
for (const r of typeRadios()) r.checked = r.value === type;
const note = field<HTMLElement>('type-note');
note.textContent =
type === 'custom'
? `${gameTypeLabel('custom', preset(base).scoring)} · ${differing.length} ` +
`${differing.length === 1 ? 'setting differs' : 'settings differ'} from ${preset(base).label}.`
: preset(type as PresetName).blurb;
/**
* NO SENTENCE UNDER THE RADIOS. It restated the type just chosen — the row is already labelled
* and already carries its own one-line description — so it was the choice read back to the
* person who had just made it (Jesse, 2026-08-30: "It's obvious from what they selected above
* what they're playing. There's no need to repeat it below.").
*
* The Custom case said something the radios do NOT — how many settings differ, and from which
* type — and that is not lost: `form.mark` puts a hint on each row that actually differs, which
* is where a reader can act on it rather than a count they would then have to go and find.
*/
}
function selectPreset(name: PresetName): void {
@@ -2016,19 +2212,21 @@ function wireGameTypeBlock(prefix: string, root: ParentNode): WiredGameType {
}
for (const r of typeRadios()) {
// Nothing here can deal a multiplayer game: a `LocalSession` runs the engine in this browser and
// a table needs a server. The lobby is the door, and the row says so rather than just refusing
// the click (Jesse, 2026-08-23 — a disabled radio that looks enabled reads as a broken one).
/**
* Nothing here can deal a multiplayer game: a `LocalSession` runs the engine in this browser and
* a table needs a server. Dimmed rather than hidden, so what this screen offers and what the
* lobby offers read as one list (Jesse, 2026-08-23 — a disabled radio that looks enabled reads
* as a broken one).
*
* NO REASON PRINTED BESIDE THEM since 2026-08-30. Each row used to gain "— use the Multiplayer
* button; a table needs a server", which is three unreachable types each explaining the same
* thing on a screen whose heading already says "Game type (solitaire)". Jesse: "grayed out with
* no additional explanation. The explanation above… is sufficient." The lobby dims Solitaire the
* same way and says nothing either, which is what lets one list serve both screens.
*/
if (r.value !== 'solitaire' && r.value !== 'custom') {
r.disabled = true;
const row = r.closest('label');
if (row && !row.querySelector('.lb-why')) {
row.classList.add('disabled');
const note = document.createElement('span');
note.className = 'lb-why';
note.textContent = ' — use the Multiplayer button; a table needs a server';
row.querySelector('span')?.appendChild(note);
}
r.closest('label')?.classList.add('disabled');
}
r.onchange = () => {
if (!r.checked) return;
@@ -2110,65 +2308,26 @@ function commitNewGame(wired: WiredGameType, seedFieldValue: string): void {
else location.search = next;
}
/**
* THE IN-GAME "NEW GAME" BUTTON GOES TO THE SETUP SCREEN (Jesse, 2026-08-30 — "it should not go to
* a separate screen. We should reuse the Solitaire New Game Screen").
*
* `#newgamedlg` used to be a third copy of the same questions and the one that drifted: it carried
* multiplayer wording on a screen only a solitaire player ever sees. It is deleted; this navigates
* to the screen that already asks these questions properly.
*
* Nothing is lost on the way: `render()` calls `save()` every frame, so the game in progress is
* always on disk, and the setup screen offers "Continue saved game" to come back to it.
*/
const newBtn = document.getElementById('newgame');
const dlg = document.getElementById('newgamedlg') as HTMLDialogElement | null;
if (newBtn && dlg) {
const field = <T extends HTMLElement>(id: string): T => document.getElementById(id) as T;
/**
* THE SAME FIVE GAME TYPES THE LOBBY OFFERS, and the same shared rules block under them.
*
* The dialog used to carry its own copy of the questions and its own idea of the defaults, which
* is how it ended up with "where an Extra may start" that the lobby did not have and none of the
* three optional rules that it did. Every screen now reads `presets.ts` and drives its block
* through `settings-form.ts`; only Solitaire can actually be DEALT here, so the three multiplayer
* types are shown disabled rather than hidden — what this screen offers and what the lobby offers
* should read as one list, not two.
*/
const ng = wireGameTypeBlock('ng-', dlg);
/**
* ASK FOR ALL OF IT, rather than documenting URL parameters in the title bar.
*
* It asked for the seed alone, through `prompt()`. The opening hand and the three revenue rates
* were constants in the source, so trying a variation meant an edit and a rebuild — and balance is
* the open question this game has (`TODO.md`). A dialog is what lets a playtest be a playtest.
*
* The dialog OPENS ON THE RULES IN PLAY rather than on the defaults: dealing a second game to
* compare against the first is the common case, and re-entering settings each time is how a
* comparison silently stops comparing. Which TYPE that is comes out of the comparison — a game
* dealt at the Solitaire defaults reopens on Solitaire, and one that was tuned reopens on Custom
* with every changed field marked.
*/
if (newBtn) {
newBtn.onclick = () => {
// The button itself is hidden for a session that cannot deal (`applyCapabilities`), but the
// dialog's whole answer-reading/URL-navigating flow below assumes a LocalSession throughout, so
// the guard is repeated — and `local` is captured as a `const` so the narrowing survives the
// closures below it (see `renderUndo`'s identical note on why `session` itself cannot be).
if (!isLocal(session)) return;
const local = session;
const f = local.view();
const day = f.day;
const started = f.status === 'active' && (day > 1 || f.stage > 1);
if (started && !confirm(`Forget this game (seed ${local.seed()}, Day ${day}) and deal a new one?`)) return;
field<HTMLInputElement>('ng-seed').value = '';
field<HTMLInputElement>('ng-days').value = String(f.days);
ng.setBase('solitaire', 'solitaire');
// The rules actually in play, then the comparison decides what to call them.
ng.form.write(settingsOf(configFromFrame(f)), presetSettings('solitaire', 1, f.days));
ng.refresh();
dlg.showModal();
showScreen('solitairesetup');
// IN PLACE, not a navigation: the live session stays in memory, so the fields can open on the
// rules actually being played and "Continue saved game" is just showing the board
// again rather than a reload and a replay.
runSolitaireSetup(new URLSearchParams(), true, session.view());
};
/**
* One handler for every way the dialog can close — the Deal button, the Cancel button, and Esc,
* which `<dialog>` answers with an empty `returnValue` and no submit event at all.
*/
dlg.addEventListener('close', () => {
if (dlg.returnValue !== 'deal') return;
commitNewGame(ng, field<HTMLInputElement>('ng-seed').value);
});
}
/**
@@ -2181,7 +2340,7 @@ if (newBtn && dlg) {
* Solitaire defaults, since there is no live game to compare against yet, and reuses the identical
* `wireGameTypeBlock`/`commitNewGame` pair the in-game dialog uses — the two are one design, not two.
*/
function runSolitaireSetup(params: URLSearchParams, hasSave = false): void {
function runSolitaireSetup(params: URLSearchParams, hasSave = false, live: Frame | null = null): void {
const screen = document.getElementById('solitairesetup');
const dealBtn = document.getElementById('ss-deal');
if (!screen || !dealBtn) return;
@@ -2193,25 +2352,49 @@ function runSolitaireSetup(params: URLSearchParams, hasSave = false): void {
const seedField = document.getElementById('ss-seed') as HTMLInputElement | null;
if (seedField) seedField.value = params.get('seed') ?? '';
/**
* WHAT THE FIELDS OPEN ON, and it is not the same question in both directions.
*
* Reached mid-game from "New game", this opens on the rules CURRENTLY IN PLAY — that is what the
* deleted dialog was good for, and losing it would make "change one dial and redeal to compare"
* impossible. Reached from the splash, there is no game to read, so it opens on the plain
* Solitaire defaults.
*/
if (live) {
const daysField = document.getElementById('ss-days') as HTMLInputElement | null;
if (daysField) daysField.value = String(live.days);
ss.setBase('solitaire', 'solitaire');
ss.form.write(settingsOf(configFromFrame(live)), presetSettings('solitaire', 1, live.days));
ss.refresh();
} else {
ss.selectPreset('solitaire');
}
/**
* THE WAY BACK TO A GAME IN PROGRESS, and the reason the door is allowed to outrank a save at all.
* Dealing from here calls `clearSave()`, so a player who reached this screen from the splash — by
* clicking "Play solitaire", which nobody reads as "throw away what I was playing" — needs their
* game one button away and needs to be told what Deal costs.
*
* Resuming is a navigation to the BARE url rather than a session built here: `start()` already
* resumes a save on a bare load, and routing both paths through it keeps one place that turns a
* URL into a game.
* Mid-game the game is still in memory, so going back is just showing it again. From the splash
* there is nothing loaded yet, so it is a navigation to the bare URL and `start()` restores the
* save — one place that turns a URL into a game, either way.
*/
const resumeBtn = document.getElementById('ss-resume');
const savedNote = document.getElementById('ss-saved-note');
const canResume = hasSave || live !== null;
if (resumeBtn) {
resumeBtn.hidden = !hasSave;
resumeBtn.onclick = () => void (location.search = '');
resumeBtn.hidden = !canResume;
resumeBtn.onclick = live
? () => {
showScreen('gameui');
render();
announceResumed(session.view());
}
: () => void (location.search = '');
}
if (savedNote) savedNote.hidden = !hasSave;
if (savedNote) savedNote.hidden = !canResume;
ss.selectPreset('solitaire');
dealBtn.onclick = () => commitNewGame(ss, seedField?.value ?? '');
}
+20 -1
View File
@@ -254,8 +254,13 @@ function collisionsHtml(f: Frame): string {
* game read the words `GAME OVER — revenueFloor`: an internal enum value, printed at the one moment
* 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)}`;
}
+122 -216
View File
@@ -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;
@@ -95,7 +108,6 @@ 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)}
@@ -203,6 +215,17 @@ 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 +235,16 @@ 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 +340,10 @@ ul.blocked li{padding:2px 0}
<!-- THE LOBBY (Phase 4) — shown instead of the game UI whenever there is no game yet to play: no
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 +436,13 @@ ul.blocked li{padding:2px 0}
can be shared, compared or replayed. Leave it blank for a random one.</p>
<!-- WITH THE TABLE SIZE IT IS ABOUT, not below the rules block — reported by Jesse, who found
it separated from the control it explains by fifteen settings. -->
<p class="ng-note">Every chair has to be taken before the game can start — by a person or by a
bot. Pick the size of the table now; it cannot change once the game is created.</p>
<p class="ng-note">Every chair must be filled before the game can start. For solitaire,
there&rsquo;s only one player. For multiplayer, that must be filled by a person or a
bot. The number of players cannot be changed once the game is created.</p>
</div>
<div class="lb-col">
<h3>Game type</h3>
<h3>Game type (multi-player)</h3>
<div class="set-row" id="lb-type-row">
<label class="ng-radio"><input type="radio" name="lb-type" value="solitaire">
<span><b>Solitaire</b><br><span class="dim">One railroad, one player. The whole Division is yours to run.</span></span></label>
@@ -421,7 +456,7 @@ ul.blocked li{padding:2px 0}
<span><b>Custom</b><br><span class="dim">Whatever you set below. Selected for you the moment you change a rule; it is scored as the type you started from.</span></span></label>
</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 +466,7 @@ 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 +540,13 @@ 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 +557,7 @@ ul.blocked li{padding:2px 0}
<div class="set-group">
<h3>Optional rules</h3>
<p class="ng-note">Off in every game type; each one changes how the game plays.</p>
<p class="ng-note">Each one changes how the game plays.</p>
<div class="set-row" id="lb-visibility-row">
<label class="ng-num"><span>Reduced Visibility — five switching Moves instead of six in the
night Stages (1&ndash;3 and 11&ndash;12)</span>
@@ -555,7 +590,7 @@ 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 +651,29 @@ 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&rsquo;s only one player. For multiplayer, that must be filled by a person or a
bot. The number of players cannot be changed once the game is created.</p>
<h3>Game type</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 +687,20 @@ 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 +757,8 @@ 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 +767,13 @@ 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 +784,7 @@ 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&ndash;3 and 11&ndash;12)</span>
@@ -742,8 +792,7 @@ 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>
@@ -769,12 +818,13 @@ ul.blocked li{padding:2px 0}
save (`commitNewGame` calls `clearSave`), so without a way back the door would be a way to
lose a game in progress — and the door is reached by clicking "Play solitaire", which nobody
reads as "discard what I was playing". -->
<p class="ng-note" id="ss-saved-note" hidden>You have a solitaire game in progress. Dealing a new
one below replaces it &mdash; there is no undo for that.</p>
<p id="ss-saved-note" hidden><b>You have a solitaire game in progress.</b> Creating a new game
replaces it permanently &mdash; there is no undo. Choose <b>Continue saved game</b> to pick it
up where you left off.</p>
<menu class="ng-buttons">
<button id="ss-resume" type="button" hidden>Continue saved game</button>
<button id="ss-deal" type="button">Deal</button>
<button id="ss-deal" type="button">Create new game</button>
</menu>
</section>
</div>
@@ -787,20 +837,23 @@ ul.blocked li{padding:2px 0}
<!-- The objective, and nothing else: score, target, Days left. The "behind the pace" chip and the
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
@@ -810,7 +863,7 @@ 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
@@ -844,7 +897,7 @@ ul.blocked li{padding:2px 0}
<section id="district">
<h2>Your Office Area
<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.
@@ -888,190 +941,34 @@ 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&#8217;s Revenue is one table score. You win together or lose together.</span></span></label>
<label class="ng-radio"><input type="radio" name="ng-type" value="competitive">
<span><b>Competitive</b><br><span class="dim">Highest Revenue wins — unless the table misses its combined minimum, and then everyone loses.</span></span></label>
<label class="ng-radio"><input type="radio" name="ng-type" value="cutthroat">
<span><b>Cutthroat</b><br><span class="dim">Highest Revenue wins, and nothing is shared — the only way everyone loses is three collisions in one Day.</span></span></label>
<label class="ng-radio"><input type="radio" name="ng-type" value="custom">
<span><b>Custom</b><br><span class="dim">Whatever you set below. Selected for you the moment you change a rule; it is scored as the type you started from.</span></span></label>
</div>
<p class="ng-note" id="ng-type-note"></p>
<details id="ng-settings" open>
<summary>Game settings</summary>
<p class="ng-note">Every rule the game type sets, and every one of them yours to change.
Changing any of them selects <b>Custom</b>; clicking a type again resets all of them back
to it.</p>
<div class="set-groups">
<div class="set-group">
<h3>Starting hand</h3>
<p class="ng-note">What each player is dealt before the first turn. The hand limit is three
either way — deal six and the first turn is spent choosing which of them to keep.</p>
<div class="set-row" id="ng-hand-row">
<label class="ng-radio"><input type="radio" name="ng-hand" value="threeRandom">
<span><b>Three random cards</b><br><span class="dim">The original rule. At the hand limit already, and no guarantee of track.</span></span></label>
<label class="ng-radio"><input type="radio" name="ng-hand" value="sixRandom" checked>
<span><b>Six random cards</b><br><span class="dim">Twice the choice, still no guaranteed track — the first turn is a discard.</span></span></label>
<label class="ng-radio"><input type="radio" name="ng-hand" value="threeTrackThreeOther">
<span><b>Three random track and three random non-track cards</b><br><span class="dim">Dealt from two piles, so the district you can build is dealt rather than waited for.</span></span></label>
<span class="set-hint" id="ng-hand-hint"></span>
</div>
</div>
<div class="set-group">
<h3>Where an Extra may start</h3>
<p class="ng-note">The player who plays an Extra Train card chooses where its Crew Tray goes,
and the place decides which way it runs — a Division Point sends it away from itself; in the
middle of the railroad the player picks east or west. The Division Points and the Interchange
belong to nobody and are always available. Starting one inside a district is the part that
favours a seat, so it is set here. An Office must be a Control Point whatever this says: a
Whistle Post never qualifies.</p>
<div class="set-row" id="ng-extra-row">
<label class="ng-radio"><input type="radio" name="ng-extra" value="divisionPointsOnly">
<span><b>Division Points and the Interchange only</b><br><span class="dim">The strictest reading. Every Extra begins on shared ground.</span></span></label>
<label class="ng-radio"><input type="radio" name="ng-extra" value="ownOffice">
<span><b>Also the playing player&#8217;s own Control Point</b><br><span class="dim">You may start one at home, but not in somebody else&#8217;s district.</span></span></label>
<label class="ng-radio"><input type="radio" name="ng-extra" value="anyOffice">
<span><b>Also any player&#8217;s Control Point</b><br><span class="dim">The most permissive — an Extra may be planted in another player&#8217;s district.</span></span></label>
<span class="set-hint" id="ng-extra-hint"></span>
</div>
</div>
<div class="set-group">
<h3>Revenue</h3>
<p class="ng-note">What each piece of work pays, 0 to 5. A coach pays when it is boarded and
again when it is detrained; a load pays when it is made up and again when it is broken. Zero
switches an economy off so the others can be read.</p>
<div class="set-row" id="ng-passenger-row">
<label class="ng-num"><span>Passenger revenue per coach</span>
<input id="ng-passenger" type="number" min="0" max="5" step="1" value="1"></label>
<span class="set-hint" id="ng-passenger-hint"></span>
</div>
<div class="set-row" id="ng-freight-row">
<label class="ng-num"><span>Freight revenue per load</span>
<input id="ng-freight" type="number" min="0" max="5" step="1" value="1"></label>
<span class="set-hint" id="ng-freight-hint"></span>
</div>
<div class="set-row" id="ng-transit-row">
<label class="ng-num"><span>Train revenue per transit</span>
<input id="ng-transit" type="number" min="0" max="5" step="1" value="0"></label>
<span class="set-hint" id="ng-transit-hint"></span>
</div>
<p class="ng-note">A transit pays every player, once, when a train runs off the end of the
Division — the one thing nobody has to work for.</p>
</div>
<div class="set-group">
<h3>Victory conditions</h3>
<p class="ng-note">The ways this game can end badly. Each one is switched on or off in its own
right; how long the game runs is set above, with the table size.</p>
<div class="set-row" id="ng-minrev-row">
<label class="ng-gate"><input type="checkbox" id="ng-minrev-on" checked>
<span>Everyone loses if combined Revenue at the end is under</span>
<input id="ng-minrev" type="number" min="0" step="1" class="gate-num"></label>
<span class="set-hint" id="ng-minrev-hint"></span>
</div>
<div class="set-row" id="ng-colday-row">
<label class="ng-gate"><input type="checkbox" id="ng-colday-on" checked>
<span>The game ends and everyone loses if collisions in one Day reach</span>
<input id="ng-colday" type="number" min="0" step="1" class="gate-num"></label>
<span class="set-hint" id="ng-colday-hint"></span>
</div>
<div class="set-row" id="ng-coltotal-row">
<label class="ng-gate"><input type="checkbox" id="ng-coltotal-on" checked>
<span>The game ends and everyone loses after this many collisions in the whole game</span>
<input id="ng-coltotal" type="number" min="0" step="1" class="gate-num"></label>
<span class="set-hint" id="ng-coltotal-hint"></span>
</div>
<p class="ng-note">The opponent-directed cards — Derail, Watertower, Hobo Jungle and the
nineteen others, along with the seven that answer them — are not implemented yet, so no game
type deals them whatever else is set here.</p>
</div>
<div class="set-group">
<h3>Optional rules</h3>
<p class="ng-note">Off in every game type; each one changes how the game plays.</p>
<div class="set-row" id="ng-visibility-row">
<label class="ng-num"><span>Reduced Visibility — five switching Moves instead of six in the
night Stages (1&ndash;3 and 11&ndash;12)</span>
<input id="ng-visibility" type="checkbox"></label>
<span class="set-hint" id="ng-visibility-hint"></span>
</div>
<div class="set-row" id="ng-rotation-row">
<label class="ng-num"><span>Employee Rotation — at the end of each Day everyone moves one
chair left and takes over the next station up the line. Your Revenue and the Fedora go with
you; the district stays where it is</span>
<input id="ng-rotation" type="checkbox"></label>
<span class="set-hint" id="ng-rotation-hint"></span>
</div>
<div class="set-row" id="ng-toolbox-row">
<label class="ng-num"><span>Emergency Toolbox — everyone starts holding a Red Flag, so a hand
of four; play or discard down to three on the first turn</span>
<input id="ng-toolbox" type="checkbox"></label>
<span class="set-hint" id="ng-toolbox-hint"></span>
</div>
<div class="set-row" id="ng-tossloco-row">
<label class="ng-num"><span>A Timetabled train may be discarded — toss it face-up to a
Department slot, where a rival may pick it up. Turn this off and a train card can only ever
be played onto the timetable. An Extra is never discardable either way</span>
<input id="ng-tossloco" type="checkbox"></label>
<span class="set-hint" id="ng-tossloco-hint"></span>
</div>
</div>
</div>
</details>
<menu class="ng-buttons">
<span class="ng-note" id="ng-multiplayer-note" style="margin:0 auto 0 0">Use the <b>Multiplayer</b> button instead — it creates or joins a game on this server.</span>
<button value="cancel" id="ng-cancel" type="submit" formnovalidate>Cancel</button>
<button value="deal" id="ng-deal" type="submit">Deal</button>
</menu>
</form>
</dialog>
<!-- THE DAY ROLLING OVER (Gitea#10). A Day turns inside the automatic phases, so it happens
between one click and the next; the phase banner and the announcement flash both fade before
someone reading the board notices them. A modal stops and waits, which is the whole request:
@@ -1088,10 +985,19 @@ 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
View File
@@ -119,8 +119,14 @@ export const PRESETS: readonly Preset[] = [
revenueFloor: (players, days) => collectiveRevenueFloor(players, days),
rules: {
startingHand: SIX,
// Nobody else's district exists, so "any Control Point" and "your own" are the same rule.
extraStart: 'anyOffice',
/**
* Nobody else's district exists, so "any Control Point" and "your own" are the same rule —
* `apply.ts` only ever rejects `ownOffice` when `start.seat !== seatOf(s, player)`, which
* cannot happen at one seat. It said `anyOffice` until 2026-08-30, which was true and read
* wrong: a solitaire player has no "any player" to contrast themselves with, so the permissive
* label described a permission nobody was being granted. Jesse's call; no gameplay effect.
*/
extraStart: 'ownOffice',
passengerPerCoach: 1,
freightPerLoad: 1,
trainPerTransit: 0,
-5
View File
@@ -29,7 +29,6 @@ import {
handPlayable,
isOutOfTurn,
newGame,
overHandLimit,
submit,
toSave,
undo,
@@ -58,8 +57,6 @@ 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[];
/**
@@ -161,7 +158,6 @@ 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
@@ -341,7 +337,6 @@ 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++;
+24 -1
View File
@@ -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');
});
});
+54
View File
@@ -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/);
});
});
+437
View File
@@ -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',
);
});
});
+68
View File
@@ -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');
});
});
+74 -2
View File
@@ -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', () => {
+1 -1
View File
@@ -29,7 +29,7 @@ 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 });
const competitive: GameConfig = {
mode: 'competitive',
+5 -2
View File
@@ -59,8 +59,11 @@ describe('what each game type is', () => {
assert.equal(presetSettings('cutthroat', 4, 5).extraStart, 'anyOffice');
assert.equal(presetSettings('coop', 4, 5).extraStart, 'ownOffice');
assert.equal(presetSettings('competitive', 4, 5).extraStart, 'ownOffice');
// At one player the two rules are the same rule.
assert.equal(presetSettings('solitaire', 1, 5).extraStart, 'anyOffice');
// At one player the two rules ARE the same rule — `apply.ts` only rejects `ownOffice` when the
// start is another seat's, which cannot happen. Solitaire said `anyOffice` until 2026-08-30:
// true, and it read wrong, since a lone player has no "any player" to be contrasted with. The
// label changed and the behaviour did not.
assert.equal(presetSettings('solitaire', 1, 5).extraStart, 'ownOffice');
});
it('leaves every optional rule off, in every type', () => {
+322 -1
View File
@@ -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 +142,321 @@ 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, as one string: their Frame, the public board, and their lines. */
const everythingSeatSees = (g: ReturnType<typeof newMultiplayerGame>, seat: PlayerIndex): string =>
JSON.stringify(snapshot(g.state, g.log, null, null, null, false, seat)) +
'\n' + JSON.stringify(publicSnapshot(g.state)) +
'\n' + g.log.map((l) => l.text).join('\n');
/**
* 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 }[] => {
const out: { what: string; value: string }[] = [];
// 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: `${p.name}'s card id`, value: id });
const name = cardName(g.state, id);
if (totalByName.get(name) === heldByName.get(name)) {
out.push({ what: `${p.name}'s card name, unique to their hand`, value: name });
}
}
}
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 seen = everythingSeatSees(g, seat);
for (const { what, value } of secretsOfOthers(g, seat)) {
assert.ok(
!seen.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(!seen.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('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',
);
});
});
+107 -3
View File
@@ -13,8 +13,8 @@ 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';
@@ -138,6 +138,89 @@ 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 +297,24 @@ 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 +358,10 @@ 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', () => {
+76
View File
@@ -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');
});
});
+1 -2
View File
@@ -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));
});
});
+663 -85
View File
@@ -21,6 +21,7 @@ import { URLSearchParams as NodeURLSearchParams } from 'node:url';
import { cardDescription, cardName, describeIntent, variantLabel } from '../src/sim/view.ts';
import { variantsFor } from '../src/engine/track.ts';
import { divisionSvg, officeSvg } from '../src/sim/board-svg.ts';
import type { DivisionView } from '../src/sim/view.ts';
import { ENHANCEMENT_RULES, STAGES_PER_DAY } from '../src/engine/content.ts';
import { dayEndHtml, facilitiesHtml, resultsHtml, timetableHtml } from '../src/web/panels.ts';
import { turnChartHtml } from '../src/sim/turnchart.ts';
@@ -32,6 +33,8 @@ import { createGame as createEngineGame } from '../src/engine/setup.ts';
import { advance as advanceEngine } from '../src/engine/advance.ts';
import type { GameConfig } from '../src/engine/state.ts';
import {
configWith,
SOLO_CONFIG,
overHandLimit,
actionGroups,
actionMenu,
@@ -1365,6 +1368,55 @@ describe('replays are saves', () => {
assert.deepEqual(back.log, fromSave(toSave(back)).log, 'the rebuilt log is not the replayed log');
});
it('replays a save into the same words the live game wrote', () => {
/**
* THE COMPARISON THAT WAS MISSING. `fromSave`'s loop called `record(game, result.events)` with
* no `actor`, so every restored save, every undo (which rebuilds through `fromSave`) and the
* replay viewer stripped the "Player X" prefix off every attributed line — describing the same
* moves in different words from the game that produced them.
*
* It went unnoticed because nothing compared a `fromSave`-built log against a LIVE-played one.
* The test above compares one rebuilt log against another rebuilt log, so the gap cancelled out
* on both sides and stayed green throughout. This plays a game, saves it, restores it, and
* asserts the two logs are identical — the direction that catches it.
*/
const live = newGame(202);
for (let i = 0; i < 30; i++) {
if (currentActor(live) === null) break;
const { options } = actionGroups(live);
if (options.length === 0 || !submit(live, options[0]!)) break;
}
const attributed = live.log.filter((l) => l.text.startsWith('Player '));
assert.ok(attributed.length > 0, 'the live game attributed nothing, so this proves nothing');
assert.deepEqual(
fromSave(toSave(live)).log,
live.log,
'a restored game does not narrate what the live game narrated',
);
});
it('does not mangle a narration that opens with a shouted keyword', () => {
/**
* `record` folds a narration's first word into the middle of a sentence — "Chose to draw" has to
* read "Player Bob chose to draw". It used to do that with a flat `charAt(0).toLowerCase()`, so
* every line opening with an all-caps keyword came out as `Player Solitaire eXTRA X18 started…`.
* The same happened to `TRAIN 1 MADE UP` and `COLLISION`, which are shouted on purpose.
*/
const game = newGame(202);
for (let i = 0; i < 120; i++) {
if (currentActor(game) === null) break;
const { options } = actionGroups(game);
if (options.length === 0 || !submit(game, options[0]!)) break;
}
const mangled = game.log.filter((l) => /^Player .* [a-z][A-Z]{2}/.test(l.text));
assert.deepEqual(mangled, [], 'a shouted keyword was lowercased into the middle of a word');
// And the ordinary case still folds, or the prefix would read "Player Bob Chose to draw".
const folded = game.log.filter((l) => /^Player \S+ [a-z]/.test(l.text));
assert.ok(folded.length > 0, 'nothing was folded at all — the prefix is no longer a sentence');
});
it('stays small enough to email', () => {
const game = newGame(202);
for (let i = 0; i < 400; i++) {
@@ -1459,7 +1511,17 @@ describe('the static build', () => {
// opens it with `showModal`. Without these the page throws before it draws anything — which
// is a page that never starts, exactly what this stub exists to catch.
const listeners = new Map<string, ((e?: unknown) => void)[]>();
/**
* ARIA STATE, WHICH THE PAGE USES TO SAY WHICH MODE IS CURRENT. Added 2026-08-30 with the
* Office Area's segmented control (TODO #16): without it every render threw
* `b.setAttribute is not a function`, so a stub that cannot model an attribute means any
* accessible control ships green and unexercised.
*/
const attrs: Record<string, string> = {};
const node: Record<string, unknown> = {
attrs,
setAttribute: (k: string, v: string) => void (attrs[k] = v),
getAttribute: (k: string) => attrs[k] ?? null,
textContent: '', style: {}, dataset: {}, onclick: null, scrollTop: 0, scrollHeight: 0,
title: '', returnValue: '', open: false,
addEventListener: (type: string, fn: (e?: unknown) => void) =>
@@ -1704,7 +1766,17 @@ describe('the static build', () => {
let html = '';
const listeners = new Map<string, ((e?: unknown) => void)[]>();
const ownClasses = new Set<string>();
/**
* ARIA STATE, WHICH THE PAGE USES TO SAY WHICH MODE IS CURRENT. Added 2026-08-30 with the
* Office Area's segmented control (TODO #16): without it every render threw
* `b.setAttribute is not a function`, so a stub that cannot model an attribute means any
* accessible control ships green and unexercised.
*/
const attrs: Record<string, string> = {};
const node: Record<string, unknown> = {
attrs,
setAttribute: (k: string, v: string) => void (attrs[k] = v),
getAttribute: (k: string) => attrs[k] ?? null,
textContent: '', style: {}, dataset: {}, onclick: null, disabled: false,
title: '', returnValue: '', open: false,
addEventListener: (type: string, fn: (e?: unknown) => void) =>
@@ -1809,7 +1881,17 @@ describe('the static build', () => {
it('falls back to the defaults when settings are missing or corrupt, rather than throwing', async () => {
const els = new Map<string, Record<string, unknown>>();
const make = (): Record<string, unknown> => {
/**
* ARIA STATE, WHICH THE PAGE USES TO SAY WHICH MODE IS CURRENT. Added 2026-08-30 with the
* Office Area's segmented control (TODO #16): without it every render threw
* `b.setAttribute is not a function`, so a stub that cannot model an attribute means any
* accessible control ships green and unexercised.
*/
const attrs: Record<string, string> = {};
const node: Record<string, unknown> = {
attrs,
setAttribute: (k: string, v: string) => void (attrs[k] = v),
getAttribute: (k: string) => attrs[k] ?? null,
textContent: '', style: {}, dataset: {}, onclick: null, disabled: false,
title: '', returnValue: '', open: false,
addEventListener: () => {},
@@ -2546,6 +2628,47 @@ describe('the static build', () => {
}
});
it('names who the game is waiting on when it stops to ask them something', () => {
/**
* REPORTED BY JESSE 2026-08-30: "waiting on shows 'nobody — the Division is running itself' BUT
* the system is actually waiting on the Superintendent."
*
* `Frame.actor` carried `clock.currentActor`, which is null for the whole Mainline Phase — so a
* game stopped dead on a §8.1 clearance ruling said nobody was holding it up, while it waited on
* a named person to click. `actingPlayer` had the answer the whole time; the Frame threw it
* away. Naming them is only half of it: three different interruptions can be pending, and
* "waiting on Bob" alone is a game that looks stuck to everyone except Bob.
*/
const base = { day: 2, stage: 5, clock: '2:20', phase: 'Mainline', phaseKey: 'mainline' };
const idle = turnChartHtml({ ...base, actor: null, awaiting: null }, null, 'Bob');
assert.match(idle, /nobody — the Division is running itself/, 'an automatic phase should say so');
for (const [asks, train] of [
['a clearance ruling', 'Train 4'],
['the Yard Office offer', 'Train 7'],
['a Red Flag', 'Train X18'],
] as [string, string][]) {
const html = turnChartHtml({ ...base, actor: 1, awaiting: { asks, train } }, 'Bob', 'Bob');
assert.doesNotMatch(html, /running itself/, `"${asks}" still reported nobody`);
assert.match(html, /waiting on <b>Bob<\/b>/, `"${asks}" did not name who it waits on`);
assert.match(html, new RegExp(asks.replace(/ /g, ' ')), `"${asks}" did not say what is being asked`);
assert.match(html, new RegExp(train), `"${asks}" did not name the train it is about`);
}
});
it('puts the Fedora at the right-hand end of the phase row (TODO #29)', () => {
// It sat on a line of its own between the phases and everything above them, which put a thing
// that moves every third Stage in among the things that move every Stage. The row it belongs
// beside is the one whose last chip is Supervisor Shift — the phase that passes it.
const frame = { day: 1, stage: 4, clock: '2:00', phase: 'New Train', phaseKey: 'newTrain', actor: 1 };
const html = turnChartHtml(frame, 'Bob', 'Bob');
const row = /<div class="tc-row">([\s\S]*?)<\/div>\s*$/.exec(html)?.[1] ?? '';
assert.match(row, /<ol class="tc-phases">/, 'the phase row is not in the row wrapper');
assert.ok(row.indexOf('tc-super') > row.indexOf('tc-phases'), 'the Fedora is not after the phases');
assert.match(turnChartHtml(frame, 'Bob', null), /tc-row/, 'solitaire lost the row wrapper with the Fedora');
});
it('names the Superintendent at a table, and stays quiet about it in solitaire', () => {
/**
* REPORTED BY JESSE 2026-08-23, playing two-player on StartOS: seat 1 played a train card and
@@ -2832,6 +2955,107 @@ describe('the Division map shows the whole route', () => {
return divisionSvg(snapshot(s, [], null).division);
};
it('draws which way a Heavy Grade climbs, instead of only saying it in the tooltip', () => {
/**
* REPORTED BY JESSE 2026-08-30: "heavy grade mainline card tooltip states climbs east, but card
* doesn't show it." The Frame has carried `gradeUp` since the Division map was rebuilt, and the
* tip has read "climbs east" all along — but the one Mainline card whose orientation the PLAYER
* sets, and the one where Helpers and Brakeman mean opposite things at opposite ends, drew
* nothing to distinguish the two.
*
* Asserted on the geometry rather than on a screenshot: what can actually go wrong here is the
* wedge pointing the wrong way or hanging off the card, and both are numbers.
*/
const card = (gradeUp: string | null): DivisionView =>
({
kind: 'ml', label: 'Heavy Grade', trains: [], capacity: 1,
modifiers: [], gradeUp, regions: 3, what: 'three regions',
} as unknown as DivisionView);
const peakOf = (svg: string): [number, number][] | null => {
const m = /<polygon class="bs-grade" points="([^"]+)"/.exec(svg);
return m ? (m[1]!.split(' ').map((p) => p.split(',').map(Number) as [number, number])) : null;
};
// EAST IS RIGHT on this map (Gitea#18), which is the whole reason a wedge can be read without a
// compass — so the apex belongs at the greater x when the grade climbs east, and the lesser when
// it climbs west.
const east = peakOf(divisionSvg([card('east')]));
assert.ok(east, 'a Heavy Grade climbing east draws no wedge at all');
const [ea, eb, epeak] = east;
assert.equal(epeak![0], Math.max(ea![0], eb![0]), 'the wedge climbs the wrong way for east');
const west = peakOf(divisionSvg([card('west')]));
assert.ok(west, 'a Heavy Grade climbing west draws no wedge at all');
const [wa, wb, wpeak] = west;
assert.equal(wpeak![0], Math.min(wa![0], wb![0]), 'the wedge climbs the wrong way for west');
// Every other Mainline card is flat and must stay unmarked, or the wedge stops meaning anything.
assert.equal(peakOf(divisionSvg([card(null)])), null, 'a card with no grade drew one anyway');
/**
* THE ARROW LIVES INSIDE THE WEDGE, with room to spare.
*
* The first pass ran it up the hypotenuse, which starts at the wedge's thin corner where there
* is no height to draw in, so the head sat over the edge and read as clipped — reported exactly
* that way. A bounding-box check would have passed it: every point was on the card. What matters
* is containment in the TRIANGLE, and a margin big enough to see, so both are asserted.
*/
for (const dir of ['east', 'west'] as const) {
const svg = divisionSvg([card(dir)]);
const wedge = peakOf(svg)!;
const [w1, w2, apex] = wedge;
const yBase = w1![1];
const xMin = Math.min(w1![0], w2![0]);
const xMax = Math.max(w1![0], w2![0]);
const arrow = /<polygon class="bs-gradeup" points="([^"]+)"/.exec(svg)?.[1];
assert.ok(arrow, `the ${dir} grade draws no arrow`);
const av = arrow.trim().split(/\s+/).map((p) => p.split(',').map(Number) as [number, number]);
for (const [ax, ay] of av) {
// 0 at the thin corner, 1 at the apex — the wedge's height scales with it.
const t = apex![0] === xMax ? (ax - xMin) / (xMax - xMin) : (xMax - ax) / (xMax - xMin);
const ceiling = yBase - (yBase - apex![1]) * t;
assert.ok(ax >= xMin && ax <= xMax, `the ${dir} arrow leaves the wedge sideways at ${ax}`);
assert.ok(
yBase - ay >= 2 && ay - ceiling >= 2,
`the ${dir} arrow comes within 2px of the wedge edge at ${ax},${ay} — it will read as clipped`,
);
}
/**
* IT LIES ALONG THE WEDGE'S OWN SLOPE, AND IS CENTRED IN THE FORM.
*
* Derived from the wedge rather than hardcoded, so resizing the wedge cannot leave the arrow
* at a stale angle — the assertion is "parallel", which is the property that makes the gap to
* the hypotenuse constant along the arrow instead of closing at one end.
*
* Measured on the AXIS: the two tail vertices straddle it by the shaft's half-thickness, so
* measuring from a corner under-reads by a few degrees. That mistake cost a wrong reading once
* already.
*/
const tail: [number, number] = [(av[0]![0] + av[6]![0]) / 2, (av[0]![1] + av[6]![1]) / 2];
const tip = av[3]!;
const dx = tip[0] - tail[0];
const climb = (Math.atan2(-(tip[1] - tail[1]), Math.abs(dx)) * 180) / Math.PI;
const slope = (Math.atan2(yBase - apex![1], xMax - xMin) * 180) / Math.PI;
assert.ok(
Math.abs(climb - slope) < 0.5,
`the ${dir} arrow climbs at ${climb.toFixed(1)}° but the wedge rises at ${slope.toFixed(1)}°`,
);
assert.equal(dx > 0, dir === 'east', `the ${dir} arrow points away from the summit`);
// Centred on the TRIANGLE's centroid — 2/3 along the base toward the apex, 1/3 up — not on
// the bounding box, which would put it in the thin corner where there is no height for it.
const midX = (tail[0] + tip[0]) / 2;
const midY = (tail[1] + tip[1]) / 2;
const cX = apex![0] === xMax ? xMin + ((xMax - xMin) * 2) / 3 : xMax - ((xMax - xMin) * 2) / 3;
const cY = yBase - (yBase - apex![1]) / 3;
assert.ok(Math.abs(midX - cX) < 1, `the ${dir} arrow is off the centroid horizontally`);
assert.ok(Math.abs(midY - cY) < 1, `the ${dir} arrow is off the centroid vertically`);
}
});
it('expands each Office into its Running Track, Limits to Limits', () => {
// The map used to collapse a whole district into one "Office" box, so the track a train
// actually runs along was invisible on the only view that shows where trains are.
@@ -3029,6 +3253,111 @@ describe('the Division map shows the whole route', () => {
}
}
});
/**
* #94 — A RED FLAG IS A THING STANDING ON THE BOARD, AND IT WAS DRAWN NOWHERE.
*
* `maneuver.redFlags` sets `node.redFlag` on an Office's Division node, and from then on
* `redFlagStop` holds the next train arriving from that side until the flag is spent. It is a
* standing token that stops trains — the same kind of object as a train or an A/D track, not a
* transient event.
*
* It was announced once in the log and then existed only in the engine. The office node in
* `DivisionView` carried no field for it and `board-svg.ts` never mentioned one, so a player who
* set a flag out three Stages ago had nothing on screen saying it was still there, and an opponent
* who missed the line never knew at all. Then a train stops short and the only explanation has
* scrolled away.
*
* The same failure as Gitea#21 and #22: the engine is right and the screen is silent about what it
* is acting on. Asserted on both halves, because either alone would have looked fixed — the
* projection has to carry it AND the map has to draw it.
*/
describe('#94 — a Red Flag standing at the Limits is on the board and on the map', () => {
const withFlag = (side: 'east' | 'west' | null): ReturnType<typeof snapshot> => {
const s = createEngineGame({
id: 'redflag',
seed: 11,
config: {
mode: 'solitaire', days: 5, minCombinedRevenue: 0, maxCollisionsPerDay: 0,
maxCollisionsTotal: 0, pvpCardsAllowed: false,
optionalRules: { reducedVisibility: false, employeeRotation: false, emergencyToolbox: false },
},
playerNames: ['Solitaire'],
});
const office = s.division.nodes.find((n) => n.kind === 'office');
assert.ok(office && office.kind === 'office', 'no Office node in the Division');
// Exactly what `redFlagsSet`'s reducer does (`apply.ts`).
if (side) (office as { redFlag?: string }).redFlag = side;
return snapshot(s, [], null);
};
it('carries the flag on the office node, and its side', () => {
const node = withFlag('east').division.find((n) => n.kind === 'office');
assert.ok(node, 'no office node in the Division view');
assert.equal(
(node as { redFlag?: string | null }).redFlag,
'east',
'the Division view does not carry the Red Flag standing at this Office',
);
});
it('carries nothing when no flag is out — it must not draw one by default', () => {
const node = withFlag(null).division.find((n) => n.kind === 'office');
const flag = (node as { redFlag?: string | null }).redFlag;
assert.ok(flag === null || flag === undefined, `an Office with no flag reported "${flag}"`);
});
it('draws it on the map, and says which side it guards', () => {
const svg = divisionSvg(withFlag('west').division);
assert.match(svg, /bs-flag/, 'the Red Flag is not drawn on the Division map');
// The side is the whole of the information: a flag guards ONE approach, and a player deciding
// whether to run a train needs to know which.
assert.match(svg, /RED FLAG[^"]*[Ww]est/, 'the map does not say which side the flag guards');
});
it('draws none when none is out', () => {
assert.ok(!/bs-flag/.test(divisionSvg(withFlag(null).division)), 'a flag was drawn with none set');
});
});
/**
* GITEA#22 — and the same invariant, applied to the trains standing on a card.
*
* The mirror itself is proved on the view in `mainline-cards.test.ts`. This is the other end of
* it: that the number the view hands over actually reaches the canvas as a position, so the chip
* a player looks at is on the correct half. The report was about the PICTURE, and a view that is
* right behind a renderer that ignores it would read to a player as no fix at all.
*
* Asserted on x, the way the Heavy Grade wedge above is: east is right on this map, so a
* westbound train that has just entered belongs to the RIGHT of one that is nearly across, and
* an eastbound pair in the same state belongs the other way round.
*/
it('draws a westbound train on the half of the card it is actually standing on (Gitea#22)', () => {
const card = (trains: { label: string; region: number }[]): DivisionView =>
({
kind: 'ml', label: 'Curves', capacity: 1, modifiers: [], gradeUp: null, regions: 2,
what: 'two regions',
trains: [trains.map((t) => ({ ...t, cars: [], facing: 'w' }))],
} as unknown as DivisionView);
const xOf = (svg: string, label: string): number => {
const m = new RegExp(`<text class="bs-tlab" x="([\\d.]+)"[^>]*>${label}[^<]*<`).exec(svg);
assert.ok(m, `no chip drawn for ${label}`);
return Number(m![1]);
};
// The two regions the view now reports for the seed 550943578 card: TX17 had just entered
// westbound (the east box, index 1) and T5 was nearly across (the west box, index 0).
const svg = divisionSvg([card([{ label: 'TX17', region: 1 }, { label: 'T5', region: 0 }])]);
assert.ok(
xOf(svg, 'TX17') > xOf(svg, 'T5'),
'the train that has just entered westbound was not drawn east of the one nearly across',
);
// And the halves are genuinely distinct — a renderer that centred both would satisfy nothing
// above but would still tell a player nothing.
assert.notEqual(xOf(svg, 'TX17'), xOf(svg, 'T5'), 'both chips were drawn at the same x');
});
});
describe('every square the menu offers can actually be clicked (regression)', () => {
@@ -3339,6 +3668,34 @@ describe('the Day rolling over says so (Gitea#10)', () => {
// ---------------------------------------------------------------------------
describe('configWith', () => {
/**
* The Revenue floor is a function of how long the game is, so a helper that takes `days` and
* defaults the floor has to derive it. It fell back to `SOLO_CONFIG`'s five-Day constant until
* 2026-08-30, which let the two fields disagree: a one-Day game was asked to clear 15, a floor a
* five-Day game averages barely half of. Found by a probe that passed only `days` — which is how
* the next caller would reach for it.
*/
it('derives the Revenue floor from the days it was given', () => {
assert.equal(configWith({ days: 1 }).minCombinedRevenue, 3, 'a one-Day game kept the five-Day floor');
assert.equal(configWith({ days: 10 }).minCombinedRevenue, 30, 'a ten-Day game kept the five-Day floor');
});
it('leaves the default day count exactly where it was', () => {
// The fix must not move the floor anybody is actually playing against: SOLO_CONFIG's own floor
// is this same formula at DEFAULT_DAYS, so the default path is unchanged.
assert.equal(configWith({}).minCombinedRevenue, SOLO_CONFIG.minCombinedRevenue);
assert.equal(configWith({ days: SOLO_CONFIG.days }).minCombinedRevenue, SOLO_CONFIG.minCombinedRevenue);
});
it('still lets a caller name a floor that has nothing to do with the length', () => {
// Deriving is the DEFAULT, not a rule — the New Game dialog and the lobby both let a player set
// a floor directly, and that has to survive being passed through here.
assert.equal(configWith({ days: 10, minCombinedRevenue: 4 }).minCombinedRevenue, 4);
assert.equal(configWith({ days: 3, minCombinedRevenue: 0 }).minCombinedRevenue, 0, 'an off floor was re-derived');
});
});
describe('the end-of-game results screen (Gitea#16)', () => {
/**
* A finished game, built by running the clock off the end of a real one rather than by hand — the
@@ -3362,6 +3719,36 @@ describe('the end-of-game results screen (Gitea#16)', () => {
return snapshot(s, [], null);
};
it('asks the extension question ON the results dialog, not only behind it (Gitea#11)', () => {
/**
* REPORTED BY JESSE 2026-08-30: "Solitaire game ended. I did not have an option to extend the
* game by a day."
*
* The engine and the Frame were right all along — a solitaire game at the end of its timetable
* reaches `awaitingExtension` with an uncast vote, asserted below. What went wrong is that
* `renderEnding` writes its two buttons into `#actions` and then opens `#resultsdlg`, which is
* MODAL: the question was underneath a dialog whose only control was Close. Gitea#11 was
* verified over the HTTP API, which renders no dialog, so the browser path never was.
*/
const f = finished();
assert.equal(f.status, 'awaitingExtension', 'a solitaire game no longer pauses to ask');
assert.equal(f.extensionVotes[f.viewer], null, 'the viewer has somehow already voted');
const html = readFileSync(join(dist, 'play.html'), 'utf8');
for (const id of ['rs-extend-yes', 'rs-extend-no']) {
assert.ok(html.includes(`id="${id}"`), `the results dialog cannot ask: no #${id}`);
}
// And they are wired: shown only while a vote is pending, and casting the same intent the
// `#actions` buttons do. Read from the source, since the dialog needs a DOM to drive.
const src = readFileSync(join(root, 'src/web/main.ts'), 'utf8');
const fn = /function showResults\(f: Frame\): void \{[\s\S]*?\n\}/.exec(src)?.[0] ?? '';
assert.ok(fn !== '', 'showResults moved and this test cannot see it');
assert.match(fn, /awaitingExtension/, 'the dialog does not know the game is asking');
assert.match(fn, /'game\.extend'/, 'the dialog offers no way to answer');
assert.match(fn, /yes\.hidden = !asking/, 'the buttons are not hidden on a game that is over');
});
it('never prints a raw enum at the player', () => {
// The bug the issue opens on: `GAME OVER — revenueFloor` is an internal identifier, shown at
// the one moment the game has the player's whole attention.
@@ -3391,6 +3778,50 @@ describe('the end-of-game results screen (Gitea#16)', () => {
assert.ok(html.includes('Trains through the Division'), 'the tally section is missing');
});
it('reports BOTH halves of the work pipeline, and cards discarded', () => {
/**
* FOUND 2026-08-30 auditing which `Frame` fields nothing reads. Two `Tally` members were
* counted by the engine and drawn by nothing:
*
* - `unloadsBegun`. §9.1 makes loading and unloading the same shape — begun, then carried
* through — and the screen printed "Loads still in the pipeline" for one side and nothing for
* the other, so it reported half of a symmetric mechanism.
* - `cardsDiscarded`. Gitea#9 made throwing a Timetabled train away a legal, deliberate move,
* so a discard is a CHOICE, listed beside draws and plays rather than left out of them.
*
* The tally is overridden rather than played into, because reaching a part-finished unload and
* a discard in the same seeded game is incidental to what is being checked here.
*/
const f = finished();
/**
* THE OFFICIAL REPORT'S TALLY IS THE ONE DRAWN, not the Frame's — `resultsHtml` renders
* `tallyHtml(report?.tally ?? f.tally)` and `report` is `f.official`, which the engine writes
* the moment any game ends. Overriding only `f.tally` here changed nothing at all and the test
* failed for a reason that had nothing to do with the fix, which is worth pinning in passing:
* a finished game reports the numbers frozen at the official ending, not the live ones.
*/
const withTally = (over: Partial<Frame['tally']>): Frame => ({
...f,
tally: { ...f.tally, ...over },
official: f.official ? { ...f.official, tally: { ...f.official.tally, ...over } } : f.official,
});
const html = resultsHtml(withTally({ unloadsBegun: 5, unloadsCompleted: 2, cardsDiscarded: 3 }));
assert.ok(html.includes('Unloads still in the pipeline'), 'the unloading pipeline is not reported');
assert.ok(html.includes('Cards discarded'), 'a deliberate discard is counted and never reported');
// The in-flight count is begun-minus-completed, matching the loading line beside it.
assert.match(
html,
/Unloads still in the pipeline<\/[a-z]+><[^>]*>3</,
'the unloading pipeline does not report begun-minus-completed',
);
// And a game with nothing in flight and nothing discarded says neither — `push` drops a zero.
const quiet = resultsHtml(withTally({ unloadsBegun: 2, unloadsCompleted: 2, cardsDiscarded: 0 }));
assert.ok(!quiet.includes('Unloads still in the pipeline'), 'an empty pipeline was reported as a fact');
assert.ok(!quiet.includes('Cards discarded'), 'a game with no discards claimed to have some');
});
it('names the winner the OFFICIAL result named, not whoever leads now (Gitea#11)', () => {
const f = finished({ mode: 'competitive', minCombinedRevenue: 0 }, ['Ada', 'Bo']);
// Ada won at the timetable; Bo overtakes during extended play. The frozen result stands.
@@ -3577,9 +4008,9 @@ describe('the lobby screen', () => {
'lb-hand': group(['threeRandom', 'sixRandom', 'threeTrackThreeOther'], 'sixRandom'),
'lb-extra': group(['divisionPointsOnly', 'ownOffice', 'anyOffice'], 'anyOffice'),
'lb-type': group(['solitaire', 'coop', 'competitive', 'cutthroat', 'custom'], 'coop'),
'ng-hand': group(['threeRandom', 'sixRandom', 'threeTrackThreeOther'], 'sixRandom'),
'ng-extra': group(['divisionPointsOnly', 'ownOffice', 'anyOffice'], 'anyOffice'),
'ng-type': group(['solitaire', 'coop', 'competitive', 'cutthroat', 'custom'], 'solitaire'),
'ss-hand': group(['threeRandom', 'sixRandom', 'threeTrackThreeOther'], 'sixRandom'),
'ss-extra': group(['divisionPointsOnly', 'ownOffice', 'anyOffice'], 'anyOffice'),
'ss-type': group(['solitaire', 'coop', 'competitive', 'cutthroat', 'custom'], 'solitaire'),
};
const matching = (sel: string): Radio[] => {
const name = /name="([^"]+)"/.exec(sel)?.[1] ?? '';
@@ -3589,7 +4020,17 @@ describe('the lobby screen', () => {
const make = (id: string): Record<string, unknown> => {
const classes = new Set<string>();
let html = '';
/**
* ARIA STATE, WHICH THE PAGE USES TO SAY WHICH MODE IS CURRENT. Added 2026-08-30 with the
* Office Area's segmented control (TODO #16): without it every render threw
* `b.setAttribute is not a function`, so a stub that cannot model an attribute means any
* accessible control ships green and unexercised.
*/
const attrs: Record<string, string> = {};
const node: Record<string, unknown> = {
attrs,
setAttribute: (k: string, v: string) => void (attrs[k] = v),
getAttribute: (k: string) => attrs[k] ?? null,
id, value: '', textContent: '', title: '', placeholder: '', className: '',
style: {}, dataset: {}, onclick: null, oninput: null, onchange: null,
checked: false, disabled: false, hidden: false, open: false, returnValue: '',
@@ -3703,8 +4144,13 @@ describe('the lobby screen', () => {
els.get('lb-freight')!['value'] = '3';
(els.get('lb-freight')!['oninput'] as () => void)();
assert.equal(chosen(groups, 'lb-type'), 'custom', 'changing a RULE should have selected Custom');
assert.match(String(els.get('lb-type-note')!['textContent']), /scored as Co-op/);
assert.match(String(els.get('lb-type-note')!['textContent']), /1 setting differs from Co-op/);
// The summary sentence under the radios is gone (2026-08-30). What says HOW a Custom game
// differs is the hint on the row that differs, which is where it can be acted on.
assert.match(
String(els.get('lb-freight-hint')!['textContent']),
/Co-op default/,
'the changed row does not say what it was changed from',
);
});
it('clicking a type again resets every rule, and leaves the parameters alone', async () => {
@@ -3832,7 +4278,7 @@ describe('the lobby screen', () => {
});
});
describe('the lobby and the dialog ask the same questions', () => {
describe('the lobby and the setup screen ask the same questions', () => {
/**
* THE DRIFT GUARD.
*
@@ -3847,20 +4293,20 @@ describe('the lobby and the dialog ask the same questions', () => {
return readFileSync(join(dist, 'play.html'), 'utf8');
};
it('carries every field of the shared block on all three screens', () => {
it('carries every field of the shared block on both screens', () => {
// `ss-` joined `lb-`/`ng-` 2026-08-29: the pre-game solitaire setup screen drives the identical
// block ("asking first is the only path"). Same drift guard, one more prefix.
const html = page();
for (const prefix of ['lb-', 'ng-', 'ss-']) {
for (const prefix of ['lb-', 'ss-']) {
for (const selector of fieldSelectors(prefix)) {
assert.ok(html.includes(selector), `the ${prefix} block is missing ${selector}`);
}
}
});
it('offers all five game types on all three screens', () => {
it('offers all five game types on both screens', () => {
const html = page();
for (const prefix of ['lb-', 'ng-', 'ss-']) {
for (const prefix of ['lb-', 'ss-']) {
for (const type of ['solitaire', 'coop', 'competitive', 'cutthroat', 'custom']) {
assert.ok(
html.includes(`name="${prefix}type" value="${type}"`),
@@ -3887,13 +4333,17 @@ describe('the lobby and the dialog ask the same questions', () => {
// The opponent-directed cards are unbuilt, and `buildDeck` holds them out however the config is
// set — so the checkbox could not do anything, on either screen. The fact is stated in words.
const html = page();
assert.ok(!html.includes('id="ng-pvp"'), 'the dialog still has the dead PvP checkbox');
assert.ok(!html.includes('id="lb-pvp"'), 'the lobby still has the dead PvP checkbox');
assert.ok(!html.includes('id="ss-pvp"'), 'the setup screen still has the dead PvP checkbox');
// The in-game dialog was a THIRD copy of this block and the one that drifted — it kept the
// multiplayer wording on a solitaire-only screen. Deleted 2026-08-30; nothing may reintroduce
// a prefix that no screen owns.
assert.ok(!/id="ng-/.test(html), 'the deleted in-game dialog has come back');
assert.match(html, /opponent-directed cards[\s\S]{0,120}not implemented yet/i);
});
});
describe('the New Game dialog', () => {
describe('the solitaire setup screen', () => {
/**
* DRIVEN THROUGH THE EMITTED BUNDLE, like the highlight test above, because the thing that can go
* wrong here is wiring rather than logic: an id that does not match the HTML, a handler on the
@@ -3935,14 +4385,10 @@ describe('the New Game dialog', () => {
}));
// ONE set per page, not one per element: the block is addressed through the document, and a stub
// that handed each element its own copy would let a broken selector still pass.
// ONE set, matching the markup's own `checked` defaults. There were two until 2026-08-30, one
// per screen, because the in-game dialog was a second copy of this block — it is deleted, and
// the setup screen it folded into is the only thing on the page driving these radios now.
const groups: Record<string, Radio[]> = {
'ng-hand': group(['threeRandom', 'sixRandom', 'threeTrackThreeOther'], 'sixRandom'),
'ng-extra': group(['divisionPointsOnly', 'ownOffice', 'anyOffice'], 'anyOffice'),
'ng-type': group(['solitaire', 'coop', 'competitive', 'cutthroat', 'custom'], 'coop'),
// The pre-game setup screen (Gitea, "asking first is the only path", 2026-08-29) drives the
// same shared block under the `ss-` prefix — one set here too, matching the markup's own
// `checked` defaults rather than the dialog's (Solitaire, not Co-op: there is no live game to
// reopen on, so the static default IS the Solitaire default).
'ss-hand': group(['threeRandom', 'sixRandom', 'threeTrackThreeOther'], 'sixRandom'),
'ss-extra': group(['divisionPointsOnly', 'ownOffice', 'anyOffice'], 'anyOffice'),
'ss-type': group(['solitaire', 'coop', 'competitive', 'cutthroat', 'custom'], 'solitaire'),
@@ -3957,7 +4403,17 @@ describe('the New Game dialog', () => {
const make = (id: string): Record<string, unknown> => {
const listeners = new Map<string, (() => void)[]>();
let html = '';
/**
* ARIA STATE, WHICH THE PAGE USES TO SAY WHICH MODE IS CURRENT. Added 2026-08-30 with the
* Office Area's segmented control (TODO #16): without it every render threw
* `b.setAttribute is not a function`, so a stub that cannot model an attribute means any
* accessible control ships green and unexercised.
*/
const attrs: Record<string, string> = {};
const node: Record<string, unknown> = {
attrs,
setAttribute: (k: string, v: string) => void (attrs[k] = v),
getAttribute: (k: string) => attrs[k] ?? null,
id, value: '', textContent: '', title: '', returnValue: '', open: false, placeholder: '',
style: {}, dataset: {}, onclick: null, oninput: null, onchange: null, scrollTop: 0, scrollHeight: 0,
checked: false, disabled: false, hidden: false, className: '',
@@ -4014,15 +4470,15 @@ describe('the New Game dialog', () => {
/** What every field of the block reads, so a test can assert the whole form at once. */
const readForm = (els: Map<string, Record<string, unknown>>, groups: Record<string, { value: string; checked: boolean }[]>) => ({
hand: groups['ng-hand']!.find((r) => r.checked)?.value,
extra: groups['ng-extra']!.find((r) => r.checked)?.value,
type: groups['ng-type']!.find((r) => r.checked)?.value,
passenger: els.get('ng-passenger')!['value'],
freight: els.get('ng-freight')!['value'],
transit: els.get('ng-transit')!['value'],
days: els.get('ng-days')!['value'],
minrev: els.get('ng-minrev')!['value'],
tossloco: els.get('ng-tossloco')!['checked'],
hand: groups['ss-hand']!.find((r) => r.checked)?.value,
extra: groups['ss-extra']!.find((r) => r.checked)?.value,
type: groups['ss-type']!.find((r) => r.checked)?.value,
passenger: els.get('ss-passenger')!['value'],
freight: els.get('ss-freight')!['value'],
transit: els.get('ss-transit')!['value'],
days: els.get('ss-days')!['value'],
minrev: els.get('ss-minrev')!['value'],
tossloco: els.get('ss-tossloco')!['checked'],
});
it('opens on the rules in play, so a second game can be dealt to compare with the first', async () => {
@@ -4031,9 +4487,9 @@ describe('the New Game dialog', () => {
const { els, groups } = await load('?seed=430&hand=sixRandom&passenger=2&freight=3&transit=4');
(els.get('newgame')!['onclick'] as () => void)();
const dlg = els.get('newgamedlg')!;
assert.equal(dlg['open'], true, 'the New game button did not open the dialog');
assert.equal(els.get('ng-seed')!['value'], '', 'the seed box kept the last game’s seed');
assert.equal(els.get('solitairesetup')!['hidden'], false, 'the New game button did not open the setup screen');
assert.equal(els.get('gameui')!['hidden'], true, 'the board is still showing over the setup screen');
assert.equal(els.get('ss-seed')!['value'], '', 'the seed box kept the last game’s seed');
const form = readForm(els, groups);
assert.equal(form.passenger, '2');
assert.equal(form.freight, '3');
@@ -4067,39 +4523,43 @@ describe('the New Game dialog', () => {
const tuned = await load('?seed=430&transit=4');
(tuned.els.get('newgame')!['onclick'] as () => void)();
assert.equal(readForm(tuned.els, tuned.groups).type, 'custom', 'a game paying for transits still read as Solitaire');
// As in the lobby: the row that differs carries the difference, not a sentence under the radios.
assert.match(
String(tuned.els.get('ng-type-note')!['textContent']),
/1 setting differs from Solitaire/,
'the note did not say what differs',
String(tuned.els.get('ss-transit-hint')!['textContent']),
/Solitaire default/,
'the changed row does not say what it was changed from',
);
});
it('offers the multiplayer types, disabled — one list across both screens, dealt from one of them', async () => {
const { els, groups } = await load('?seed=430');
(els.get('newgame')!['onclick'] as () => void)();
const disabled = groups['ng-type']!
const disabled = groups['ss-type']!
.filter((r) => (r as { disabled: boolean }).disabled)
.map((r) => r.value);
assert.deepEqual(disabled, ['coop', 'competitive', 'cutthroat'], 'the wrong game types are dealable here');
// Deal is never disabled here any more: the only types this screen can SELECT are the two it can
// deal, so a disabled button would be answering a question the radios no longer ask.
assert.ok(
readFileSync(join(dist, 'play.html'), 'utf8').includes('id="ng-multiplayer-note"'),
'nothing on the dialog says where a multiplayer game comes from',
);
// No reason is printed beside the dimmed rows any more (Jesse, 2026-08-30 — "grayed out with no
// additional explanation"). The heading is what says which game the screen deals, once, and it
// is the same shape on the lobby, which is what lets one list serve both.
const page = readFileSync(join(dist, 'play.html'), 'utf8');
assert.match(page, /Game type \(solitaire\)/, 'the setup screen does not name the game it deals');
assert.match(page, /Game type \(multi-player\)/, 'the lobby does not name the game it deals');
assert.ok(!page.includes('lb-why'), 'the per-row reason is back, on the page or in its stylesheet');
});
it('clicking a game type resets every rule below to it, and leaves the parameters alone', async () => {
const { els, groups } = await load('?seed=430&transit=4');
(els.get('newgame')!['onclick'] as () => void)();
els.get('ng-days')!['value'] = '8';
(els.get('ng-days')!['oninput'] as () => void)();
els.get('ss-days')!['value'] = '8';
(els.get('ss-days')!['oninput'] as () => void)();
// 3 × 1 player × 8 days: the floor follows the length, and changing the length is not a rule
// change, so this is still Solitaire rather than Custom.
assert.equal(readForm(els, groups).minrev, '24', 'the Revenue floor did not follow the Day count');
const solitaire = groups['ng-type']!.find((r) => r.value === 'solitaire')!;
for (const r of groups['ng-type']!) r.checked = r === solitaire;
const solitaire = groups['ss-type']!.find((r) => r.value === 'solitaire')!;
for (const r of groups['ss-type']!) r.checked = r === solitaire;
(solitaire as { onchange: (() => void) | null }).onchange!();
const form = readForm(els, groups);
@@ -4112,19 +4572,17 @@ describe('the New Game dialog', () => {
const { els, groups, nav: n } = await load('?seed=430');
(els.get('newgame')!['onclick'] as () => void)();
const dlg = els.get('newgamedlg')!;
els.get('ng-seed')!['value'] = '99';
for (const r of groups['ng-hand']!) r.checked = r.value === 'threeTrackThreeOther';
els.get('ng-passenger')!['value'] = '5';
els.get('ng-freight')!['value'] = '0';
els.get('ng-transit')!['value'] = '2';
els.get('ng-toolbox')!['checked'] = true;
dlg['returnValue'] = 'deal';
(dlg['close'] as () => void)();
els.get('ss-seed')!['value'] = '99';
for (const r of groups['ss-hand']!) r.checked = r.value === 'threeTrackThreeOther';
els.get('ss-passenger')!['value'] = '5';
els.get('ss-freight')!['value'] = '0';
els.get('ss-transit')!['value'] = '2';
els.get('ss-toolbox')!['checked'] = true;
(els.get('ss-deal')!['onclick'] as () => void)();
assert.equal(
n.search,
'?seed=99&hand=threeTrackThreeOther&extra=anyOffice&passenger=5&freight=0&transit=2' +
'?seed=99&hand=threeTrackThreeOther&extra=ownOffice&passenger=5&freight=0&transit=2' +
'&days=5&minrev=15&colday=3&coltotal=5&tool=1',
);
});
@@ -4132,55 +4590,177 @@ describe('the New Game dialog', () => {
it('a switched-off victory condition deals as 0, which is what the engine calls off', async () => {
const { els, nav: n } = await load('?seed=430');
(els.get('newgame')!['onclick'] as () => void)();
const dlg = els.get('newgamedlg')!;
els.get('ng-coltotal-on')!['checked'] = false;
(els.get('ng-coltotal-on')!['onchange'] as () => void)();
dlg['returnValue'] = 'deal';
(dlg['close'] as () => void)();
els.get('ss-coltotal-on')!['checked'] = false;
(els.get('ss-coltotal-on')!['onchange'] as () => void)();
(els.get('ss-deal')!['onclick'] as () => void)();
assert.match(n.search, /coltotal=0/, 'unticking the total-collision condition did not switch it off');
});
it('deals nothing on cancel, and nothing on Esc', async () => {
// Esc closes a <dialog> with an empty returnValue and fires no submit at all, so "not deal" has
// to be the test rather than "cancel" — the two arrive identically.
for (const returnValue of ['cancel', '']) {
const { els, nav: n } = await load('?seed=430');
(els.get('newgame')!['onclick'] as () => void)();
const dlg = els.get('newgamedlg')!;
dlg['returnValue'] = returnValue;
(dlg['close'] as () => void)();
assert.equal(n.search, '?seed=430', `closing with "${returnValue}" navigated`);
assert.equal(n.reloads, 0, `closing with "${returnValue}" reloaded`);
}
it('says the game has RESUMED, not begun, when you come back to one', async () => {
/**
* REPORTED BY JESSE 2026-08-30: "when you are continuing the saved game out of that screen, do
* not post a message that says 'The game has begun.' … it needs to say 'The game has resumed.'"
*
* A restored game draws exactly like a dealt one — mid-Day, mid-phase, log already deep — so
* nothing distinguished the two. Checked in both directions here: the wording itself, and that
* the multiplayer line which DOES say "begun" cannot be said to somebody rejoining.
*/
const save = JSON.stringify({ seed: 12345, history: [] });
const { els } = await load('', { 'station-master.save.v1': save });
assert.match(String(els.get('announce')!['textContent']), /has resumed/, 'a restored game said nothing');
assert.doesNotMatch(String(els.get('announce')!['textContent']), /has begun/, 'a restored game claimed to be new');
// A freshly dealt game must NOT claim to be resumed — the announcement has to mean something.
const fresh = await load('?hand=sixRandom');
assert.doesNotMatch(String(fresh.els.get('announce')?.['textContent'] ?? ''), /resumed/,
'a brand new game announced itself as a resume');
// And the multiplayer first-frame line is conditional now rather than always "begun".
const src = readFileSync(join(root, 'src/web/main.ts'), 'utf8');
assert.match(src, /rejoining \? 'resumed' : 'begun'/, 'rejoining a table still says the game has begun');
});
it('backing out deals nothing and puts the same game back on screen', async () => {
/**
* WHAT CANCEL USED TO BE. The dialog had a Cancel button and an Esc key, and this pinned that
* neither dealt. The screen that replaced it has neither — it has "Continue Existing Saved
* Game", which has to do the same job and one more besides: the game was never navigated away
* from, so going back is showing the board again rather than reloading and replaying it.
*/
const { els, nav: n } = await load('?seed=430');
(els.get('newgame')!['onclick'] as () => void)();
assert.equal(els.get('ss-resume')!['hidden'], false, 'mid-game there is no way back to the game');
(els.get('ss-resume')!['onclick'] as () => void)();
assert.equal(els.get('gameui')!['hidden'], false, 'backing out did not return to the board');
assert.equal(els.get('solitairesetup')!['hidden'], true, 'the setup screen stayed up');
assert.equal(n.search, '?seed=430', 'backing out navigated');
assert.equal(n.reloads, 0, 'backing out reloaded, losing the game in memory');
});
it('reloads when the answers are the URL the page already has, so a re-deal is not a no-op', async () => {
// Dealing a random seed, disliking it and dealing again at the same settings produces the same
// search string — and assigning `location.search` the value it already holds does nothing.
const url =
'?hand=sixRandom&extra=anyOffice&passenger=1&freight=1&transit=0&days=5&minrev=15&colday=3&coltotal=5';
'?hand=sixRandom&extra=ownOffice&passenger=1&freight=1&transit=0&days=5&minrev=15&colday=3&coltotal=5';
const { els, nav: n } = await load(url);
(els.get('newgame')!['onclick'] as () => void)();
const dlg = els.get('newgamedlg')!;
dlg['returnValue'] = 'deal';
(dlg['close'] as () => void)();
(els.get('ss-deal')!['onclick'] as () => void)();
assert.equal(n.search, url, 'the URL should be unchanged — that is the whole case');
assert.equal(n.reloads, 1, 'a re-deal at the same settings did nothing at all');
});
it('deals the game the URL describes, and says so in the header', async () => {
it('deals the game the URL describes, and says so in the This Game card', async () => {
// The other half of the round trip: the dialog wrote those parameters, and this is the page
// reading them back. Without this the two halves can drift and each still pass its own test.
//
// MOVED OFF THE HEADER 2026-08-30 (TODO #28). It used to read `#houserules`, an abbreviation
// along the top line. The card is the whole of it now, so this checks both halves: the summary
// line a folded card still shows, and the full list behind it.
const { els } = await load('?seed=430&hand=sixRandom&passenger=4&freight=2&transit=1');
assert.match(String(els.get('houserules')!['textContent']), /6 cards.*4\/2\/1/);
assert.match(String(els.get('houserules')!['title']), /six random cards/i);
assert.match(
String(els.get('gamecardsummary')!['textContent']),
/6 cards · 4\/2\/1/,
'the folded card does not say what this game was dealt under',
);
// Folded, the body is not built at all — there is no point rendering what display:none hides.
assert.equal(String(els.get('gamecardbody')!['innerHTML']), '', 'a folded card built its body anyway');
(els.get('gamecardtoggle')!['onclick'] as () => void)();
const body = String(els.get('gamecardbody')!['innerHTML']);
assert.match(body, /Starting hand<\/dt><dd[^>]*>six random/, 'the opened card does not name the opening hand');
assert.match(body, /Passenger per coach<\/dt><dd[^>]*>4/, 'the opened card does not carry the revenue rates');
assert.match(body, /Seed<\/dt><dd[^>]*>430/, 'the opened card does not say which seed this is');
});
it('names the game type in the header, so a Cutthroat game does not look like a Co-op one', async () => {
it('reaches every Office Area mode directly, including the one the cycle could not', async () => {
/**
* TODO #16, AND THIS IS THE DEFECT ITSELF. The control used to be ONE button stepping
* `auto -> (open ? 'closed' : 'open') -> auto`, where `open` is what auto is doing at that
* moment — `FOCUS_PHASES.has(f.phaseKey)`. So the pin a press reached depended on the phase,
* and going from "always showing" to "always hidden" meant clicking back to auto, waiting for
* the phase to turn over, and clicking again. Three controls, one per mode, and every mode is
* one press away from every other.
*/
const { els } = await load('?seed=430');
assert.equal(els.get('gametype')!['textContent'], 'Solitaire');
assert.match(String(els.get('gametype')!['title']), /Days: 5/, 'the tooltip does not carry the victory conditions');
const press = (m: string): void => (els.get(`dm-${m}`)!['onclick'] as () => void)();
const pressed = (m: string): string =>
String((els.get(`dm-${m}`)!['attrs'] as Record<string, string>)['aria-pressed']);
// Which mode is LIT is what this test is about. Whether the panel then folds is `renderDistrict`'s
// existing behaviour, covered where the fold rules are — this suite's stub has a no-op classList.
assert.equal(pressed('auto'), 'true', 'the page did not start on auto');
press('open');
assert.equal(pressed('open'), 'true', 'pressing "always show" did not light it');
assert.equal(pressed('auto'), 'false', 'auto stayed lit after pinning the panel open');
// THE PRESS THE CYCLE COULD NOT MAKE: straight from one pin to the other, in one click, with
// no trip through auto and no waiting for a phase.
press('closed');
assert.equal(pressed('closed'), 'true', 'could not go from always-show to always-hide');
assert.equal(pressed('open'), 'false', 'two modes were lit at once');
press('auto');
assert.equal(pressed('auto'), 'true', 'could not get back to auto');
assert.equal(pressed('closed'), 'false', 'the previous mode stayed lit');
});
it('puts the newest line at the top of the history', async () => {
/**
* TODO #23. Jesse, 2026-08-30: "it should be reversed so the top line is the most recent and
* the further down you go, the older the entry." The panel used to run oldest-first and scroll
* itself to the bottom, so what had just happened was the line you had to go and find.
*/
const { els } = await load('?seed=430&hand=sixRandom');
const lines = [...String(els.get('log')!['innerHTML']).matchAll(/<div class="line[^"]*">([^<]*)<\/div>/g)].map(
(m) => m[1]!,
);
assert.ok(lines.length > 1, 'the log was too short to have an order at all');
// The deal is the OLDEST thing that has happened, so it must now be LAST rather than first.
const dealtAt = lines.findIndex((l) => /dealt|begins|opening/i.test(l));
assert.notEqual(dealtAt, -1, 'nothing in the log looks like the opening line');
assert.equal(
dealtAt,
lines.length - 1,
`the opening line is at ${dealtAt} of ${lines.length} — the log is still oldest-first`,
);
assert.equal(els.get('log')!['scrollTop'], 0, 'the panel still scrolls itself to the bottom');
});
it('shows the collision counts only while a collision limit is switched on', async () => {
/**
* TODO #28. The limits moved into the This Game card; the running counts stay on the top line,
* because a setting agreed to once and a number that changes how you play the next Stage are
* different kinds of thing. `0` means the limit is off, and a half that is off is left out
* rather than shown as "1 of 0".
*/
const on = await load('?seed=430&colday=3&coltotal=5');
assert.match(String(on.els.get('collisions')!['textContent']), /0 of 3 today · 0 of 5 total/);
const dayOnly = await load('?seed=430&colday=3&coltotal=0');
const text = String(dayOnly.els.get('collisions')!['textContent']);
assert.match(text, /0 of 3 today/);
assert.doesNotMatch(text, /total/, 'a switched-off limit was counted towards anyway');
const off = await load('?seed=430&colday=0&coltotal=0');
assert.equal(off.els.get('collisions')!['textContent'], '', 'a game that cannot end this way still counted');
});
it('names the game type in the card, so a Cutthroat game does not look like a Co-op one', async () => {
const { els } = await load('?seed=430');
// The summary line carries it whether the card is open or shut — which is what replaces the
// header's `#gametype`, and is why solitaire losing the (empty) game-code tooltip costs nothing.
assert.match(String(els.get('gamecardsummary')!['textContent']), /^Solitaire · 5 Days/);
(els.get('gamecardtoggle')!['onclick'] as () => void)();
const body = String(els.get('gamecardbody')!['innerHTML']);
assert.match(body, /Type<\/dt><dd[^>]*>Solitaire/, 'the opened card does not name the game type');
assert.match(body, /Combined Revenue floor<\/dt><dd[^>]*>15/, 'the card does not carry the victory conditions');
assert.match(body, /Days<\/dt><dd[^>]*>5/, 'the card does not say how long the game is');
});
it('asks before the first deal — a bare visit shows the setup screen, not a dealt game', async () => {
@@ -4289,14 +4869,12 @@ describe('the New Game dialog', () => {
// optional box is not worth writing.
const { els, nav: n } = await load('?seed=430');
(els.get('newgame')!['onclick'] as () => void)();
const dlg = els.get('newgamedlg')!;
els.get('ng-seed')!['value'] = 'not a number';
dlg['returnValue'] = 'deal';
(dlg['close'] as () => void)();
els.get('ss-seed')!['value'] = 'not a number';
(els.get('ss-deal')!['onclick'] as () => void)();
assert.equal(
n.search,
'?hand=sixRandom&extra=anyOffice&passenger=1&freight=1&transit=0&days=5&minrev=15&colday=3&coltotal=5',
'?hand=sixRandom&extra=ownOffice&passenger=1&freight=1&transit=0&days=5&minrev=15&colday=3&coltotal=5',
'a bad seed was carried into the URL',
);
});